Repository: UtopiaUnblocker/Utopia Branch: main Commit: 3e2bac263807 Files: 1110 Total size: 100.7 MB Directory structure: gitextract_46y48etd/ ├── .breakpoints ├── .gitattributes ├── .replit ├── Dockerfile ├── LICENSE ├── Procfile ├── README.md ├── app.json ├── config.json ├── index.js ├── index.mjs ├── main/ │ ├── 404.html │ ├── arc-sw.js │ ├── css/ │ │ ├── nav.css │ │ ├── style.css │ │ └── terms.css │ ├── gams/ │ │ ├── .gitignore │ │ ├── compiler.py │ │ ├── css/ │ │ │ └── style.css │ │ ├── dehar.py │ │ ├── gfiles/ │ │ │ ├── flash/ │ │ │ │ ├── f75600c6b605d23c38b0.wasm │ │ │ │ ├── index.html │ │ │ │ └── ruffle.js │ │ │ ├── html5/ │ │ │ │ ├── 2048/ │ │ │ │ │ ├── index.html │ │ │ │ │ ├── js/ │ │ │ │ │ │ ├── animframe_polyfill.js │ │ │ │ │ │ ├── application.js │ │ │ │ │ │ ├── bind_polyfill.js │ │ │ │ │ │ ├── classlist_polyfill.js │ │ │ │ │ │ ├── game_manager.js │ │ │ │ │ │ ├── grid.js │ │ │ │ │ │ ├── html_actuator.js │ │ │ │ │ │ ├── keyboard_input_manager.js │ │ │ │ │ │ ├── local_storage_manager.js │ │ │ │ │ │ └── tile.js │ │ │ │ │ └── style/ │ │ │ │ │ ├── fonts/ │ │ │ │ │ │ └── clear-sans.css │ │ │ │ │ └── main.css │ │ │ │ ├── adarkroom/ │ │ │ │ │ ├── LICENSE.md │ │ │ │ │ ├── audio/ │ │ │ │ │ │ ├── asteroid-hit-1.flac │ │ │ │ │ │ ├── asteroid-hit-2.flac │ │ │ │ │ │ ├── asteroid-hit-3.flac │ │ │ │ │ │ ├── asteroid-hit-4.flac │ │ │ │ │ │ ├── asteroid-hit-5.flac │ │ │ │ │ │ ├── asteroid-hit-6.flac │ │ │ │ │ │ ├── asteroid-hit-7.flac │ │ │ │ │ │ ├── asteroid-hit-8.flac │ │ │ │ │ │ ├── build.flac │ │ │ │ │ │ ├── buy.flac │ │ │ │ │ │ ├── check-traps.flac │ │ │ │ │ │ ├── craft.flac │ │ │ │ │ │ ├── crash.flac │ │ │ │ │ │ ├── death.flac │ │ │ │ │ │ ├── dusty-path.flac │ │ │ │ │ │ ├── eat-meat.flac │ │ │ │ │ │ ├── embark.flac │ │ │ │ │ │ ├── encounter-tier-1.flac │ │ │ │ │ │ ├── encounter-tier-2.flac │ │ │ │ │ │ ├── encounter-tier-3.flac │ │ │ │ │ │ ├── ending.flac │ │ │ │ │ │ ├── event-beast-attack.flac │ │ │ │ │ │ ├── event-beggar.flac │ │ │ │ │ │ ├── event-hut-fire.flac │ │ │ │ │ │ ├── event-mysterious-wanderer.flac │ │ │ │ │ │ ├── event-noises-inside.flac │ │ │ │ │ │ ├── event-noises-outside.flac │ │ │ │ │ │ ├── event-nomad.flac │ │ │ │ │ │ ├── event-plague.flac │ │ │ │ │ │ ├── event-ruined-trap.flac │ │ │ │ │ │ ├── event-scout.flac │ │ │ │ │ │ ├── event-shady-builder.flac │ │ │ │ │ │ ├── event-sick-man.flac │ │ │ │ │ │ ├── event-sickness.flac │ │ │ │ │ │ ├── event-soldier-attack.flac │ │ │ │ │ │ ├── event-thief.flac │ │ │ │ │ │ ├── event-wandering-master.flac │ │ │ │ │ │ ├── fire-burning.flac │ │ │ │ │ │ ├── fire-dead.flac │ │ │ │ │ │ ├── fire-flickering.flac │ │ │ │ │ │ ├── fire-roaring.flac │ │ │ │ │ │ ├── fire-smoldering.flac │ │ │ │ │ │ ├── footsteps-1.flac │ │ │ │ │ │ ├── footsteps-2.flac │ │ │ │ │ │ ├── footsteps-3.flac │ │ │ │ │ │ ├── footsteps-4.flac │ │ │ │ │ │ ├── footsteps-5.flac │ │ │ │ │ │ ├── footsteps-6.flac │ │ │ │ │ │ ├── gather-wood.flac │ │ │ │ │ │ ├── landmark-battlefield.flac │ │ │ │ │ │ ├── landmark-borehole.flac │ │ │ │ │ │ ├── landmark-cave.flac │ │ │ │ │ │ ├── landmark-city.flac │ │ │ │ │ │ ├── landmark-coalmine.flac │ │ │ │ │ │ ├── landmark-crashed-ship.flac │ │ │ │ │ │ ├── landmark-destroyed-village.flac │ │ │ │ │ │ ├── landmark-friendly-outpost.flac │ │ │ │ │ │ ├── landmark-house.flac │ │ │ │ │ │ ├── landmark-ironmine.flac │ │ │ │ │ │ ├── landmark-sulphurmine.flac │ │ │ │ │ │ ├── landmark-swamp.flac │ │ │ │ │ │ ├── landmark-town.flac │ │ │ │ │ │ ├── large-village.flac │ │ │ │ │ │ ├── lift-off.flac │ │ │ │ │ │ ├── light-fire.flac │ │ │ │ │ │ ├── lonely-hut.flac │ │ │ │ │ │ ├── modest-village.flac │ │ │ │ │ │ ├── raucous-village.flac │ │ │ │ │ │ ├── reinforce-hull.flac │ │ │ │ │ │ ├── ship.flac │ │ │ │ │ │ ├── silent-forest.flac │ │ │ │ │ │ ├── space.flac │ │ │ │ │ │ ├── stoke-fire.flac │ │ │ │ │ │ ├── tiny-village.flac │ │ │ │ │ │ ├── upgrade-engine.flac │ │ │ │ │ │ ├── use-meds.flac │ │ │ │ │ │ ├── weapon-melee-1.flac │ │ │ │ │ │ ├── weapon-melee-2.flac │ │ │ │ │ │ ├── weapon-melee-3.flac │ │ │ │ │ │ ├── weapon-ranged-1.flac │ │ │ │ │ │ ├── weapon-ranged-2.flac │ │ │ │ │ │ ├── weapon-ranged-3.flac │ │ │ │ │ │ ├── weapon-unarmed-1.flac │ │ │ │ │ │ ├── weapon-unarmed-2.flac │ │ │ │ │ │ ├── weapon-unarmed-3.flac │ │ │ │ │ │ └── world.flac │ │ │ │ │ ├── browserWarning.html │ │ │ │ │ ├── css/ │ │ │ │ │ │ ├── dark.css │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ ├── outside.css │ │ │ │ │ │ ├── path.css │ │ │ │ │ │ ├── room.css │ │ │ │ │ │ ├── ship.css │ │ │ │ │ │ ├── space.css │ │ │ │ │ │ └── world.css │ │ │ │ │ ├── index.html │ │ │ │ │ ├── lang/ │ │ │ │ │ │ ├── cs/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── de/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── el/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── eo/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── es/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── fr/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── gl/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── id/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── it/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── ja/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── ko/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── langs.js │ │ │ │ │ │ ├── lt_LT/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ ├── strings.mo │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── lv/ │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ ├── nb/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── pl/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── pt/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── pt_br/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── ru/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── sv/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── th/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── tr/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── uk/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── vi/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ ├── zh_cn/ │ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ │ └── strings.po │ │ │ │ │ │ └── zh_tw/ │ │ │ │ │ │ ├── main.css │ │ │ │ │ │ ├── strings.js │ │ │ │ │ │ └── strings.po │ │ │ │ │ ├── lib/ │ │ │ │ │ │ ├── base64.js │ │ │ │ │ │ ├── icu.js │ │ │ │ │ │ ├── jquery.event.move.js │ │ │ │ │ │ ├── jquery.event.swipe.js │ │ │ │ │ │ └── translate.js │ │ │ │ │ ├── mobileWarning.html │ │ │ │ │ └── script/ │ │ │ │ │ ├── Button.js │ │ │ │ │ ├── audio.js │ │ │ │ │ ├── audioLibrary.js │ │ │ │ │ ├── dropbox.js │ │ │ │ │ ├── engine.js │ │ │ │ │ ├── events/ │ │ │ │ │ │ ├── encounters.js │ │ │ │ │ │ ├── global.js │ │ │ │ │ │ ├── marketing.js │ │ │ │ │ │ ├── outside.js │ │ │ │ │ │ ├── room.js │ │ │ │ │ │ └── setpieces.js │ │ │ │ │ ├── events.js │ │ │ │ │ ├── header.js │ │ │ │ │ ├── localization.js │ │ │ │ │ ├── notifications.js │ │ │ │ │ ├── outside.js │ │ │ │ │ ├── path.js │ │ │ │ │ ├── prestige.js │ │ │ │ │ ├── room.js │ │ │ │ │ ├── scoring.js │ │ │ │ │ ├── ship.js │ │ │ │ │ ├── space.js │ │ │ │ │ ├── state_manager.js │ │ │ │ │ └── world.js │ │ │ │ ├── asciispace/ │ │ │ │ │ └── index.html │ │ │ │ ├── asteroids/ │ │ │ │ │ ├── LICENSE │ │ │ │ │ ├── README.md │ │ │ │ │ ├── game.js │ │ │ │ │ ├── index.html │ │ │ │ │ ├── ipad.js │ │ │ │ │ └── vector_battle_regular.typeface.js │ │ │ │ ├── astray/ │ │ │ │ │ ├── README.md │ │ │ │ │ ├── Three.js │ │ │ │ │ ├── index.html │ │ │ │ │ ├── jquery.js │ │ │ │ │ ├── keyboard.js │ │ │ │ │ └── maze.js │ │ │ │ ├── backcountry/ │ │ │ │ │ ├── index.html │ │ │ │ │ └── models.tfu │ │ │ │ ├── blackholesquare/ │ │ │ │ │ ├── index.html │ │ │ │ │ ├── manifest.json │ │ │ │ │ └── sw.js │ │ │ │ ├── bounceback/ │ │ │ │ │ ├── LICENSE │ │ │ │ │ ├── README.md │ │ │ │ │ ├── game.js │ │ │ │ │ ├── gameEngine.js │ │ │ │ │ ├── gameEngineDebug.js │ │ │ │ │ └── index.html │ │ │ │ ├── breaklock/ │ │ │ │ │ ├── app.css │ │ │ │ │ ├── app.js │ │ │ │ │ ├── index.html │ │ │ │ │ ├── manifest.json │ │ │ │ │ └── service-worker.js │ │ │ │ ├── breakout/ │ │ │ │ │ ├── LICENSE │ │ │ │ │ ├── breakout.css │ │ │ │ │ ├── breakout.js │ │ │ │ │ ├── game.js │ │ │ │ │ ├── index.html │ │ │ │ │ ├── levels.js │ │ │ │ │ └── sound/ │ │ │ │ │ ├── license.txt │ │ │ │ │ └── soundmanager2-nodebug-jsmin.js │ │ │ │ ├── captaincallisto/ │ │ │ │ │ └── index.html │ │ │ │ ├── chess/ │ │ │ │ │ ├── canvas3dengine/ │ │ │ │ │ │ ├── camera.jsfb │ │ │ │ │ │ ├── light.jsfb │ │ │ │ │ │ ├── matrix3.jsfb │ │ │ │ │ │ ├── mesh.jsfb │ │ │ │ │ │ ├── scene.jsfb │ │ │ │ │ │ └── vec3.jsfb │ │ │ │ │ ├── chess.js │ │ │ │ │ ├── common/ │ │ │ │ │ │ └── xhr.js │ │ │ │ │ ├── css/ │ │ │ │ │ │ └── chess.css │ │ │ │ │ ├── index.html │ │ │ │ │ ├── license.txt │ │ │ │ │ ├── meshes/ │ │ │ │ │ │ ├── bishop.jscn │ │ │ │ │ │ ├── board.json │ │ │ │ │ │ ├── king.jscn │ │ │ │ │ │ ├── knight.jscn │ │ │ │ │ │ ├── pawn.jscn │ │ │ │ │ │ ├── queen.jscn │ │ │ │ │ │ └── rook.jscn │ │ │ │ │ ├── readme.txt │ │ │ │ │ ├── sample.pgn │ │ │ │ │ ├── skins/ │ │ │ │ │ │ └── gnomechess.css │ │ │ │ │ └── solidView.jsfb │ │ │ │ ├── chromaincident/ │ │ │ │ │ └── index.html │ │ │ │ ├── chromedino/ │ │ │ │ │ ├── README.md │ │ │ │ │ ├── index.css │ │ │ │ │ ├── index.html │ │ │ │ │ └── index.js │ │ │ │ ├── connect3/ │ │ │ │ │ ├── connect3.js │ │ │ │ │ └── index.html │ │ │ │ ├── cookieclicker/ │ │ │ │ │ ├── base64.js │ │ │ │ │ ├── index.html │ │ │ │ │ ├── main.js │ │ │ │ │ ├── minigameGarden.js │ │ │ │ │ ├── minigameGrimoire.js │ │ │ │ │ ├── minigameMarket.js │ │ │ │ │ ├── minigamePantheon.js │ │ │ │ │ ├── readme.md │ │ │ │ │ └── style.css │ │ │ │ ├── drifthunters/ │ │ │ │ │ ├── Build/ │ │ │ │ │ │ ├── ItchIO.asm.code.unityweb │ │ │ │ │ │ ├── ItchIO.asm.framework.unityweb │ │ │ │ │ │ ├── ItchIO.asm.memory.unityweb │ │ │ │ │ │ ├── ItchIO.json │ │ │ │ │ │ └── UnityLoader.js │ │ │ │ │ ├── TemplateData/ │ │ │ │ │ │ ├── UnityProgress.js │ │ │ │ │ │ └── style.css │ │ │ │ │ ├── index.html │ │ │ │ │ └── script.js │ │ │ │ ├── edgenotfound/ │ │ │ │ │ └── index.html │ │ │ │ ├── evilglitch/ │ │ │ │ │ ├── b.js │ │ │ │ │ └── index.html │ │ │ │ ├── factoryballsforever/ │ │ │ │ │ ├── factoryballsforever.js │ │ │ │ │ └── index.html │ │ │ │ ├── flappybird/ │ │ │ │ │ ├── __loading__.js │ │ │ │ │ ├── __start__.js │ │ │ │ │ ├── index.html │ │ │ │ │ └── styles.css │ │ │ │ ├── fnaf1/ │ │ │ │ │ ├── Build/ │ │ │ │ │ │ ├── FNAF1WebGL.asm.code.unityweb │ │ │ │ │ │ ├── FNAF1WebGL.asm.framework.unityweb │ │ │ │ │ │ ├── FNAF1WebGL.asm.memory.unityweb │ │ │ │ │ │ ├── FNAF1WebGL.data.unityweb │ │ │ │ │ │ ├── FNAF1WebGL.json │ │ │ │ │ │ └── UnityLoader.js │ │ │ │ │ ├── TemplateData/ │ │ │ │ │ │ ├── UnityProgress.js │ │ │ │ │ │ └── style.css │ │ │ │ │ ├── htmlgame.js │ │ │ │ │ ├── index.html │ │ │ │ │ └── script.js │ │ │ │ ├── fnaf2/ │ │ │ │ │ └── index.html │ │ │ │ ├── fnaf3/ │ │ │ │ │ └── index.html │ │ │ │ ├── fnaf4/ │ │ │ │ │ └── index.html │ │ │ │ ├── fnafsl/ │ │ │ │ │ └── index.html │ │ │ │ ├── geometrydash/ │ │ │ │ │ ├── gdash.js │ │ │ │ │ └── index.html │ │ │ │ ├── hextris/ │ │ │ │ │ ├── index.html │ │ │ │ │ ├── js/ │ │ │ │ │ │ ├── Block.js │ │ │ │ │ │ ├── Hex.js │ │ │ │ │ │ ├── Text.js │ │ │ │ │ │ ├── checking.js │ │ │ │ │ │ ├── comboTimer.js │ │ │ │ │ │ ├── initialization.js │ │ │ │ │ │ ├── input.js │ │ │ │ │ │ ├── main.js │ │ │ │ │ │ ├── math.js │ │ │ │ │ │ ├── render.js │ │ │ │ │ │ ├── save-state.js │ │ │ │ │ │ ├── update.js │ │ │ │ │ │ ├── view.js │ │ │ │ │ │ └── wavegen.js │ │ │ │ │ ├── style/ │ │ │ │ │ │ ├── fonts/ │ │ │ │ │ │ │ ├── Exo2-ExtraLight.otf │ │ │ │ │ │ │ ├── Exo2-Regular.otf │ │ │ │ │ │ │ └── Exo2-SemiBold.otf │ │ │ │ │ │ ├── rrssb.css │ │ │ │ │ │ └── style.css │ │ │ │ │ └── vendor/ │ │ │ │ │ ├── jquery.js │ │ │ │ │ └── js.cookie.js │ │ │ │ ├── konnekt/ │ │ │ │ │ ├── index.html │ │ │ │ │ ├── min.js │ │ │ │ │ └── style.css │ │ │ │ ├── minecraft/ │ │ │ │ │ └── index.html │ │ │ │ ├── ninjavsevilcorp/ │ │ │ │ │ └── index.html │ │ │ │ ├── oldroblox.html │ │ │ │ ├── packabunchas/ │ │ │ │ │ └── index.html │ │ │ │ ├── pacman/ │ │ │ │ │ ├── bundle.js │ │ │ │ │ └── index.html │ │ │ │ ├── particleclicker/ │ │ │ │ │ ├── LICENSE │ │ │ │ │ ├── css/ │ │ │ │ │ │ └── style.css │ │ │ │ │ ├── html/ │ │ │ │ │ │ ├── BBbar.html │ │ │ │ │ │ ├── CPV.html │ │ │ │ │ │ ├── Dstar_s.html │ │ │ │ │ │ ├── H.html │ │ │ │ │ │ ├── Jpsi.html │ │ │ │ │ │ ├── Xi_b.html │ │ │ │ │ │ ├── b.html │ │ │ │ │ │ ├── detector.html │ │ │ │ │ │ ├── gluons.html │ │ │ │ │ │ ├── tau.html │ │ │ │ │ │ ├── top.html │ │ │ │ │ │ └── weak.html │ │ │ │ │ ├── index.html │ │ │ │ │ ├── js/ │ │ │ │ │ │ ├── analytics.js │ │ │ │ │ │ ├── app.js │ │ │ │ │ │ ├── detector.js │ │ │ │ │ │ ├── event.js │ │ │ │ │ │ ├── external/ │ │ │ │ │ │ │ ├── canvas2svg.js │ │ │ │ │ │ │ ├── fastclick.js │ │ │ │ │ │ │ └── retina.js │ │ │ │ │ │ ├── game.js │ │ │ │ │ │ ├── gameobjects.js │ │ │ │ │ │ ├── helpers.js │ │ │ │ │ │ ├── histogram.js │ │ │ │ │ │ ├── storage.js │ │ │ │ │ │ └── ui.js │ │ │ │ │ └── json/ │ │ │ │ │ ├── achievements.json │ │ │ │ │ ├── research.json │ │ │ │ │ ├── upgrades.json │ │ │ │ │ └── workers.json │ │ │ │ ├── pushback/ │ │ │ │ │ ├── g.js │ │ │ │ │ ├── index.html │ │ │ │ │ └── s.css │ │ │ │ ├── q1k3/ │ │ │ │ │ ├── index.html │ │ │ │ │ ├── l │ │ │ │ │ └── m │ │ │ │ ├── racer/ │ │ │ │ │ ├── LICENSE │ │ │ │ │ ├── Rakefile │ │ │ │ │ ├── common.css │ │ │ │ │ ├── images/ │ │ │ │ │ │ ├── background.js │ │ │ │ │ │ └── sprites.js │ │ │ │ │ ├── index.html │ │ │ │ │ ├── js/ │ │ │ │ │ │ ├── common.js │ │ │ │ │ │ ├── main.js │ │ │ │ │ │ └── stats.js │ │ │ │ │ └── music/ │ │ │ │ │ └── racer.ogg │ │ │ │ ├── radiusraid/ │ │ │ │ │ ├── index.html │ │ │ │ │ └── js/ │ │ │ │ │ ├── audio.js │ │ │ │ │ ├── bullet.js │ │ │ │ │ ├── button.js │ │ │ │ │ ├── definitions.js │ │ │ │ │ ├── enemy.js │ │ │ │ │ ├── explosion.js │ │ │ │ │ ├── game.js │ │ │ │ │ ├── hero.js │ │ │ │ │ ├── jsfxr.js │ │ │ │ │ ├── levelpop.js │ │ │ │ │ ├── particle.js │ │ │ │ │ ├── particleemitter.js │ │ │ │ │ ├── powerup.js │ │ │ │ │ ├── storage.js │ │ │ │ │ ├── text.js │ │ │ │ │ ├── textpop.js │ │ │ │ │ └── util.js │ │ │ │ ├── retrobowl/ │ │ │ │ │ ├── html5game/ │ │ │ │ │ │ ├── Achievements.txt │ │ │ │ │ │ ├── Colleges.txt │ │ │ │ │ │ ├── LanguageUS.txt │ │ │ │ │ │ ├── Names_F1.txt │ │ │ │ │ │ ├── Names_L.txt │ │ │ │ │ │ ├── RetroBowl.js │ │ │ │ │ │ ├── Schedule.txt │ │ │ │ │ │ ├── Teams.txt │ │ │ │ │ │ ├── savedata.ini │ │ │ │ │ │ ├── snd_audience_dis.ogg │ │ │ │ │ │ ├── snd_audience_fg.ogg │ │ │ │ │ │ ├── snd_audience_idle.ogg │ │ │ │ │ │ ├── snd_beep.ogg │ │ │ │ │ │ ├── snd_beep2.ogg │ │ │ │ │ │ ├── snd_bounce.ogg │ │ │ │ │ │ ├── snd_click.ogg │ │ │ │ │ │ ├── snd_kick.ogg │ │ │ │ │ │ ├── snd_oof1.ogg │ │ │ │ │ │ ├── snd_oof2.ogg │ │ │ │ │ │ ├── snd_oof3.ogg │ │ │ │ │ │ ├── snd_post.ogg │ │ │ │ │ │ ├── snd_tackle.ogg │ │ │ │ │ │ └── snd_throw.ogg │ │ │ │ │ ├── index.html │ │ │ │ │ └── script.js │ │ │ │ ├── retrohaunt/ │ │ │ │ │ ├── bundle.js │ │ │ │ │ └── index.html │ │ │ │ ├── roadblocks/ │ │ │ │ │ ├── index.html │ │ │ │ │ ├── index.js │ │ │ │ │ └── style.css │ │ │ │ ├── roblox.html │ │ │ │ ├── run3/ │ │ │ │ │ ├── Run3.js │ │ │ │ │ ├── font/ │ │ │ │ │ │ └── Comfortaa.sfd │ │ │ │ │ ├── img/ │ │ │ │ │ │ ├── character/ │ │ │ │ │ │ │ ├── Angel.json │ │ │ │ │ │ │ ├── Bunny.json │ │ │ │ │ │ │ ├── Child.json │ │ │ │ │ │ │ ├── Climber.json │ │ │ │ │ │ │ ├── Duplicator.json │ │ │ │ │ │ │ ├── Gentleman.json │ │ │ │ │ │ │ ├── Ghost.json │ │ │ │ │ │ │ ├── IceSkater.json │ │ │ │ │ │ │ ├── JackOLantern.json │ │ │ │ │ │ │ ├── Lizard.json │ │ │ │ │ │ │ ├── Ninja.json │ │ │ │ │ │ │ ├── Pastafarian.json │ │ │ │ │ │ │ ├── Pirate.json │ │ │ │ │ │ │ ├── Runner.json │ │ │ │ │ │ │ ├── Skater.json │ │ │ │ │ │ │ ├── Skier.json │ │ │ │ │ │ │ └── Student.json │ │ │ │ │ │ └── cutscene/ │ │ │ │ │ │ └── TrainRide/ │ │ │ │ │ │ └── Spritesheet.json │ │ │ │ │ ├── index.html │ │ │ │ │ ├── model/ │ │ │ │ │ │ ├── battery.obj │ │ │ │ │ │ ├── terrain.3ds │ │ │ │ │ │ └── terrain.obj │ │ │ │ │ ├── music/ │ │ │ │ │ │ ├── CrumblingWalls.ogg │ │ │ │ │ │ ├── LeaveTheSolarSystem.ogg │ │ │ │ │ │ ├── TheVoid.ogg │ │ │ │ │ │ ├── Tone.ogg │ │ │ │ │ │ ├── TravelTheGalaxy.ogg │ │ │ │ │ │ ├── UnsafeSpeeds.ogg │ │ │ │ │ │ └── WormholeToSomewhere.ogg │ │ │ │ │ └── text/ │ │ │ │ │ ├── BuildNumber.txt │ │ │ │ │ ├── ExploreLevels.txt │ │ │ │ │ ├── InfiniteLevels.txt │ │ │ │ │ ├── MapContents.json │ │ │ │ │ ├── content/ │ │ │ │ │ │ ├── autoContent.json │ │ │ │ │ │ ├── content.json │ │ │ │ │ │ ├── explore/ │ │ │ │ │ │ │ ├── childAchieve.json │ │ │ │ │ │ │ ├── dialog/ │ │ │ │ │ │ │ │ ├── gentleman.json │ │ │ │ │ │ │ │ └── river.json │ │ │ │ │ │ │ ├── early0.json │ │ │ │ │ │ │ ├── earlyAchieve.json │ │ │ │ │ │ │ ├── homeAchieve.json │ │ │ │ │ │ │ ├── homeAchieve1.json │ │ │ │ │ │ │ ├── homeImage.json │ │ │ │ │ │ │ ├── homewards0.json │ │ │ │ │ │ │ ├── homewards1.json │ │ │ │ │ │ │ ├── onwards0.json │ │ │ │ │ │ │ ├── onwards1.json │ │ │ │ │ │ │ └── onwardsAchieve.json │ │ │ │ │ │ ├── infinite/ │ │ │ │ │ │ │ └── infiniteAchieve.json │ │ │ │ │ │ └── localContent.json │ │ │ │ │ ├── model/ │ │ │ │ │ │ ├── BoxInside.simple │ │ │ │ │ │ ├── BoxLid.simple │ │ │ │ │ │ ├── CandyCorn.3ds │ │ │ │ │ │ ├── CandyCorn.simple │ │ │ │ │ │ ├── Car.simple │ │ │ │ │ │ ├── CarBackPanel.simple │ │ │ │ │ │ ├── CarInsideRings.simple │ │ │ │ │ │ ├── CarOutsideRings.simple │ │ │ │ │ │ ├── CarTape.simple │ │ │ │ │ │ ├── EasterEgg.simple │ │ │ │ │ │ ├── OpenBox.simple │ │ │ │ │ │ ├── Snowflake.3ds │ │ │ │ │ │ └── Snowflake.simple │ │ │ │ │ └── wall/ │ │ │ │ │ ├── Affliction.txt │ │ │ │ │ └── TellAFriend.txt │ │ │ │ ├── shuttledeck/ │ │ │ │ │ └── index.html │ │ │ │ ├── sleepingbeauty/ │ │ │ │ │ ├── .gitignore │ │ │ │ │ ├── Metrickal-Regular.otf │ │ │ │ │ ├── README.md │ │ │ │ │ ├── app.css │ │ │ │ │ ├── app.js │ │ │ │ │ ├── index.html │ │ │ │ │ ├── rollup.config.js │ │ │ │ │ └── src/ │ │ │ │ │ ├── app.rollup.js │ │ │ │ │ ├── css/ │ │ │ │ │ │ ├── app.less │ │ │ │ │ │ ├── combat.less │ │ │ │ │ │ ├── intro.less │ │ │ │ │ │ ├── log.less │ │ │ │ │ │ ├── map.less │ │ │ │ │ │ └── status.less │ │ │ │ │ ├── js/ │ │ │ │ │ │ ├── ai.js │ │ │ │ │ │ ├── app.js │ │ │ │ │ │ ├── being/ │ │ │ │ │ │ │ ├── being.js │ │ │ │ │ │ │ ├── beings.js │ │ │ │ │ │ │ ├── inventory.js │ │ │ │ │ │ │ └── pc.js │ │ │ │ │ │ ├── combat/ │ │ │ │ │ │ │ ├── animation.js │ │ │ │ │ │ │ ├── board.js │ │ │ │ │ │ │ ├── combat.js │ │ │ │ │ │ │ └── types.js │ │ │ │ │ │ ├── conf.js │ │ │ │ │ │ ├── entity.js │ │ │ │ │ │ ├── item/ │ │ │ │ │ │ │ ├── item.js │ │ │ │ │ │ │ └── items.js │ │ │ │ │ │ ├── level/ │ │ │ │ │ │ │ ├── cells.js │ │ │ │ │ │ │ ├── decorator.js │ │ │ │ │ │ │ ├── generator.js │ │ │ │ │ │ │ ├── level.js │ │ │ │ │ │ │ └── room.js │ │ │ │ │ │ ├── rules.js │ │ │ │ │ │ ├── ui/ │ │ │ │ │ │ │ ├── choice.js │ │ │ │ │ │ │ ├── combat.js │ │ │ │ │ │ │ ├── intro/ │ │ │ │ │ │ │ │ ├── bottom.js │ │ │ │ │ │ │ │ ├── funfact.js │ │ │ │ │ │ │ │ ├── intro.js │ │ │ │ │ │ │ │ ├── text.js │ │ │ │ │ │ │ │ ├── title.js │ │ │ │ │ │ │ │ └── tower.js │ │ │ │ │ │ │ ├── log.js │ │ │ │ │ │ │ ├── map/ │ │ │ │ │ │ │ │ ├── debug.js │ │ │ │ │ │ │ │ ├── map.js │ │ │ │ │ │ │ │ └── memory.js │ │ │ │ │ │ │ └── status.js │ │ │ │ │ │ └── util/ │ │ │ │ │ │ ├── actors.js │ │ │ │ │ │ ├── factory.js │ │ │ │ │ │ ├── keyboard.js │ │ │ │ │ │ ├── pubsub.js │ │ │ │ │ │ └── xy.js │ │ │ │ │ └── polyfills/ │ │ │ │ │ ├── array.from.js │ │ │ │ │ ├── array.includes.js │ │ │ │ │ ├── classList.js │ │ │ │ │ ├── object.assign.js │ │ │ │ │ └── promise.js │ │ │ │ ├── slope/ │ │ │ │ │ ├── Build/ │ │ │ │ │ │ ├── slope.json │ │ │ │ │ │ ├── slope_data.unityweb │ │ │ │ │ │ ├── slope_framework.unityweb │ │ │ │ │ │ ├── slope_memory.unityweb │ │ │ │ │ │ ├── slope_wasmcode.unityweb │ │ │ │ │ │ └── slope_wasmframework.unityweb │ │ │ │ │ ├── TemplateData/ │ │ │ │ │ │ ├── UnityProgress.js │ │ │ │ │ │ ├── style.css │ │ │ │ │ │ └── unityloader41.js │ │ │ │ │ └── index.html │ │ │ │ ├── snake/ │ │ │ │ │ ├── assets/ │ │ │ │ │ │ ├── css.css │ │ │ │ │ │ ├── m_aLUfP.js │ │ │ │ │ │ ├── m_aa.js │ │ │ │ │ │ └── m_jsa.js │ │ │ │ │ ├── index.html │ │ │ │ │ └── inframe.html │ │ │ │ ├── spacecompany/ │ │ │ │ │ ├── .gitignore │ │ │ │ │ ├── Gruntfile.js │ │ │ │ │ ├── LICENCE.txt │ │ │ │ │ ├── README.md │ │ │ │ │ ├── achievements.js │ │ │ │ │ ├── building.js │ │ │ │ │ ├── constants.js │ │ │ │ │ ├── core.js │ │ │ │ │ ├── data/ │ │ │ │ │ │ ├── achievementsData.js │ │ │ │ │ │ ├── buildingData.js │ │ │ │ │ │ ├── interstellarData.js │ │ │ │ │ │ ├── resourceData.js │ │ │ │ │ │ ├── splashTextData.js │ │ │ │ │ │ ├── starData.js │ │ │ │ │ │ ├── stargazeData.js │ │ │ │ │ │ └── techData.js │ │ │ │ │ ├── fonts/ │ │ │ │ │ │ └── aspace_demo.otf │ │ │ │ │ ├── game.js │ │ │ │ │ ├── index.html │ │ │ │ │ ├── interstellar.js │ │ │ │ │ ├── notification.js │ │ │ │ │ ├── resource.js │ │ │ │ │ ├── resources.js │ │ │ │ │ ├── rocket.js │ │ │ │ │ ├── rocketParts.js │ │ │ │ │ ├── saving.js │ │ │ │ │ ├── science.js │ │ │ │ │ ├── settings.js │ │ │ │ │ ├── solCenter.js │ │ │ │ │ ├── solarSystem.js │ │ │ │ │ ├── star.js │ │ │ │ │ ├── stargaze.js │ │ │ │ │ ├── statistics.js │ │ │ │ │ ├── style.css │ │ │ │ │ ├── tech.js │ │ │ │ │ ├── ui/ │ │ │ │ │ │ ├── achievementUI.js │ │ │ │ │ │ ├── databoundElement.js │ │ │ │ │ │ ├── gameTabUI.js │ │ │ │ │ │ ├── interstellarUI.js │ │ │ │ │ │ ├── legacyUI.js │ │ │ │ │ │ ├── resourceObserver.js │ │ │ │ │ │ ├── resourceUI.js │ │ │ │ │ │ ├── stargazeUI.js │ │ │ │ │ │ ├── statisticUI.js │ │ │ │ │ │ └── techUI.js │ │ │ │ │ ├── updates.js │ │ │ │ │ ├── utils.js │ │ │ │ │ ├── variable.js │ │ │ │ │ └── wonder.js │ │ │ │ ├── spacegarden/ │ │ │ │ │ └── index.html │ │ │ │ ├── spacehuggers/ │ │ │ │ │ └── index.html │ │ │ │ ├── stumble.html │ │ │ │ ├── templerun2/ │ │ │ │ │ └── index.html │ │ │ │ ├── tetris/ │ │ │ │ │ ├── Background.js │ │ │ │ │ ├── Block.js │ │ │ │ │ ├── Button.js │ │ │ │ │ ├── ControlGroup.js │ │ │ │ │ ├── Game.js │ │ │ │ │ ├── Game_Logic.js │ │ │ │ │ ├── PreviewGroup.js │ │ │ │ │ ├── RandomBag.js │ │ │ │ │ ├── ScoreTracker.js │ │ │ │ │ ├── Shapes.js │ │ │ │ │ ├── TtyBlock.js │ │ │ │ │ ├── WallKicks.js │ │ │ │ │ ├── about.html │ │ │ │ │ ├── controls.html │ │ │ │ │ ├── controls.js │ │ │ │ │ ├── controlsStyles.css │ │ │ │ │ ├── cookie.js │ │ │ │ │ ├── gameControls.js │ │ │ │ │ ├── highScores.html │ │ │ │ │ ├── highScores.js │ │ │ │ │ ├── index.html │ │ │ │ │ ├── input.js │ │ │ │ │ ├── jawsjs.js │ │ │ │ │ ├── json-minified.js │ │ │ │ │ ├── scoreScreen.html │ │ │ │ │ ├── scoreScreen.js │ │ │ │ │ ├── styles.css │ │ │ │ │ └── tetris.js │ │ │ │ ├── themazeofspacegoblins/ │ │ │ │ │ └── index.html │ │ │ │ ├── towermaster/ │ │ │ │ │ ├── .babelrc │ │ │ │ │ ├── .gitignore │ │ │ │ │ ├── LICENSE │ │ │ │ │ ├── README.md │ │ │ │ │ ├── README.zh-CN.md │ │ │ │ │ ├── assets/ │ │ │ │ │ │ ├── bgm.ogg │ │ │ │ │ │ ├── drop-perfect.ogg │ │ │ │ │ │ ├── drop.ogg │ │ │ │ │ │ ├── game-over.ogg │ │ │ │ │ │ └── rotate.ogg │ │ │ │ │ ├── dist/ │ │ │ │ │ │ └── main.js │ │ │ │ │ ├── index.html │ │ │ │ │ ├── index.js │ │ │ │ │ └── src/ │ │ │ │ │ ├── animateFuncs.js │ │ │ │ │ ├── background.js │ │ │ │ │ ├── block.js │ │ │ │ │ ├── cloud.js │ │ │ │ │ ├── constant.js │ │ │ │ │ ├── flight.js │ │ │ │ │ ├── hook.js │ │ │ │ │ ├── index.js │ │ │ │ │ ├── line.js │ │ │ │ │ ├── tutorial.js │ │ │ │ │ └── utils.js │ │ │ │ ├── trimps/ │ │ │ │ │ ├── Playfab/ │ │ │ │ │ │ ├── LICENSE │ │ │ │ │ │ ├── PlayFabSDK/ │ │ │ │ │ │ │ └── PlayFabClientApi.js │ │ │ │ │ │ ├── README.md │ │ │ │ │ │ ├── _arcconfig │ │ │ │ │ │ ├── _gitignore │ │ │ │ │ │ ├── code.jquery.com/ │ │ │ │ │ │ │ └── qunit/ │ │ │ │ │ │ │ ├── qunit-1.19.0.css │ │ │ │ │ │ │ └── qunit-1.19.0.js │ │ │ │ │ │ └── licenses/ │ │ │ │ │ │ ├── jquery-license.txt │ │ │ │ │ │ └── qunit-license.txt │ │ │ │ │ ├── config.js │ │ │ │ │ ├── css/ │ │ │ │ │ │ ├── bootstrap.css │ │ │ │ │ │ ├── dark.css │ │ │ │ │ │ ├── gradient.css │ │ │ │ │ │ ├── style.css │ │ │ │ │ │ └── styleBak.css │ │ │ │ │ ├── fonts/ │ │ │ │ │ │ └── icomoon/ │ │ │ │ │ │ └── style.css │ │ │ │ │ ├── index.html │ │ │ │ │ ├── license.txt │ │ │ │ │ ├── lz-string.js │ │ │ │ │ ├── main.js │ │ │ │ │ ├── objects.js │ │ │ │ │ ├── playerSpire.js │ │ │ │ │ └── updates.js │ │ │ │ ├── underrun/ │ │ │ │ │ └── index.html │ │ │ │ ├── vex3/ │ │ │ │ │ ├── assets/ │ │ │ │ │ │ ├── css/ │ │ │ │ │ │ │ └── app.css │ │ │ │ │ │ ├── filters/ │ │ │ │ │ │ │ ├── BlurX.js │ │ │ │ │ │ │ ├── BlurY.js │ │ │ │ │ │ │ ├── ColorMatrixFilter.js │ │ │ │ │ │ │ └── Gray.js │ │ │ │ │ │ ├── images/ │ │ │ │ │ │ │ └── fonts/ │ │ │ │ │ │ │ ├── grob24.fnt │ │ │ │ │ │ │ └── grobred32.fnt │ │ │ │ │ │ └── sounds/ │ │ │ │ │ │ ├── achievement-unlocked.ogg │ │ │ │ │ │ ├── block-destroy.ogg │ │ │ │ │ │ ├── bounce1.ogg │ │ │ │ │ │ ├── button-click.ogg │ │ │ │ │ │ ├── cannon-enter.ogg │ │ │ │ │ │ ├── cannon-fire.ogg │ │ │ │ │ │ ├── connect-hang.ogg │ │ │ │ │ │ ├── connect.ogg │ │ │ │ │ │ ├── death2.ogg │ │ │ │ │ │ ├── ding.ogg │ │ │ │ │ │ ├── downgrade.ogg │ │ │ │ │ │ ├── electricity.ogg │ │ │ │ │ │ ├── fall.ogg │ │ │ │ │ │ ├── falling-block.ogg │ │ │ │ │ │ ├── footstep.ogg │ │ │ │ │ │ ├── glass-smash.ogg │ │ │ │ │ │ ├── kick-block.ogg │ │ │ │ │ │ ├── land.ogg │ │ │ │ │ │ ├── laser-fire.ogg │ │ │ │ │ │ ├── menu-song.ogg │ │ │ │ │ │ ├── pole-swing.ogg │ │ │ │ │ │ ├── pole-woosh.ogg │ │ │ │ │ │ ├── slide.ogg │ │ │ │ │ │ ├── splash1.ogg │ │ │ │ │ │ ├── star-pickup.ogg │ │ │ │ │ │ ├── vex-song-1.ogg │ │ │ │ │ │ ├── vex-song-2.ogg │ │ │ │ │ │ ├── vex-song-3.ogg │ │ │ │ │ │ ├── vex-song-4.ogg │ │ │ │ │ │ ├── wall-slide.ogg │ │ │ │ │ │ └── zipline-full.ogg │ │ │ │ │ ├── cdn.fbrq/ │ │ │ │ │ │ └── @orange-games/ │ │ │ │ │ │ └── splash/ │ │ │ │ │ │ └── assets/ │ │ │ │ │ │ ├── jsonnope/ │ │ │ │ │ │ │ ├── contracted.json │ │ │ │ │ │ │ ├── domains.json │ │ │ │ │ │ │ ├── games.json │ │ │ │ │ │ │ ├── internal.json │ │ │ │ │ │ │ ├── sitelock.json │ │ │ │ │ │ │ └── special.json │ │ │ │ │ │ └── spine/ │ │ │ │ │ │ ├── kizi_skeleton.atlas │ │ │ │ │ │ └── kizi_skeleton.json │ │ │ │ │ ├── index.html │ │ │ │ │ ├── script.js │ │ │ │ │ └── version.js │ │ │ │ ├── vex4/ │ │ │ │ │ ├── assets/ │ │ │ │ │ │ ├── atlas/ │ │ │ │ │ │ │ ├── atlas_gameplay.json │ │ │ │ │ │ │ ├── atlas_portals.json │ │ │ │ │ │ │ ├── atlas_transition.json │ │ │ │ │ │ │ ├── atlas_ui_act_select.json │ │ │ │ │ │ │ ├── atlas_ui_gameplay.json │ │ │ │ │ │ │ ├── atlas_ui_level_complete.json │ │ │ │ │ │ │ ├── atlas_ui_main_menu.json │ │ │ │ │ │ │ ├── atlas_ui_options.json │ │ │ │ │ │ │ ├── atlas_ui_pause.json │ │ │ │ │ │ │ ├── atlas_ui_trophies.json │ │ │ │ │ │ │ └── checkpoint.json │ │ │ │ │ │ ├── balance/ │ │ │ │ │ │ │ ├── levels/ │ │ │ │ │ │ │ │ ├── challenge.json │ │ │ │ │ │ │ │ ├── hubArrows.json │ │ │ │ │ │ │ │ ├── level01.json │ │ │ │ │ │ │ │ ├── level01hard.json │ │ │ │ │ │ │ │ ├── level02.json │ │ │ │ │ │ │ │ ├── level02hard.json │ │ │ │ │ │ │ │ ├── level03.json │ │ │ │ │ │ │ │ ├── level03hard.json │ │ │ │ │ │ │ │ ├── level04.json │ │ │ │ │ │ │ │ ├── level04hard.json │ │ │ │ │ │ │ │ ├── level05.json │ │ │ │ │ │ │ │ ├── level05hard.json │ │ │ │ │ │ │ │ ├── level06.json │ │ │ │ │ │ │ │ ├── level06hard.json │ │ │ │ │ │ │ │ ├── level07.json │ │ │ │ │ │ │ │ ├── level07hard.json │ │ │ │ │ │ │ │ ├── level08.json │ │ │ │ │ │ │ │ ├── level08hard.json │ │ │ │ │ │ │ │ ├── level09.json │ │ │ │ │ │ │ │ ├── level09hard.json │ │ │ │ │ │ │ │ ├── level10.json │ │ │ │ │ │ │ │ ├── levelEdit.json │ │ │ │ │ │ │ │ └── levelhub.json │ │ │ │ │ │ │ ├── levelsConfig.json │ │ │ │ │ │ │ ├── localization.json │ │ │ │ │ │ │ └── objectConfig.json │ │ │ │ │ │ ├── coco/ │ │ │ │ │ │ │ ├── transition/ │ │ │ │ │ │ │ │ ├── transition_in.json │ │ │ │ │ │ │ │ ├── transition_out.json │ │ │ │ │ │ │ │ └── transition_stand.json │ │ │ │ │ │ │ └── transition.json │ │ │ │ │ │ ├── css/ │ │ │ │ │ │ │ ├── app.css │ │ │ │ │ │ │ └── milocha.css │ │ │ │ │ │ ├── filters/ │ │ │ │ │ │ │ ├── BlurX.js │ │ │ │ │ │ │ ├── BlurY.js │ │ │ │ │ │ │ ├── ColorMatrixFilter.js │ │ │ │ │ │ │ └── Gray.js │ │ │ │ │ │ ├── fonts/ │ │ │ │ │ │ │ └── grobred32.fnt │ │ │ │ │ │ ├── images/ │ │ │ │ │ │ │ └── player/ │ │ │ │ │ │ │ ├── player-crouch.json │ │ │ │ │ │ │ ├── player-fall-floor.json │ │ │ │ │ │ │ ├── player-jump-down.json │ │ │ │ │ │ │ ├── player-jump.json │ │ │ │ │ │ │ ├── player-run.json │ │ │ │ │ │ │ ├── player-stop-swim.json │ │ │ │ │ │ │ └── player-swim-top.json │ │ │ │ │ │ ├── sounds/ │ │ │ │ │ │ │ ├── achievement-unlocked.ogg │ │ │ │ │ │ │ ├── block-destroy.ogg │ │ │ │ │ │ │ ├── bounce1.ogg │ │ │ │ │ │ │ ├── button-click.ogg │ │ │ │ │ │ │ ├── cannon-enter.ogg │ │ │ │ │ │ │ ├── cannon-fire.ogg │ │ │ │ │ │ │ ├── connect-hang.ogg │ │ │ │ │ │ │ ├── connect.ogg │ │ │ │ │ │ │ ├── death2.ogg │ │ │ │ │ │ │ ├── ding.ogg │ │ │ │ │ │ │ ├── downgrade.ogg │ │ │ │ │ │ │ ├── electricity.ogg │ │ │ │ │ │ │ ├── fall.ogg │ │ │ │ │ │ │ ├── falling-block.ogg │ │ │ │ │ │ │ ├── footstep.ogg │ │ │ │ │ │ │ ├── glass-smash.ogg │ │ │ │ │ │ │ ├── kick-block.ogg │ │ │ │ │ │ │ ├── land.ogg │ │ │ │ │ │ │ ├── laser-fire.ogg │ │ │ │ │ │ │ ├── menu-song.ogg │ │ │ │ │ │ │ ├── pole-swing.ogg │ │ │ │ │ │ │ ├── pole-woosh.ogg │ │ │ │ │ │ │ ├── slide.ogg │ │ │ │ │ │ │ ├── splash1.ogg │ │ │ │ │ │ │ ├── star-pickup.ogg │ │ │ │ │ │ │ ├── vex-song-1.ogg │ │ │ │ │ │ │ ├── vex-song-10.ogg │ │ │ │ │ │ │ ├── vex-song-11.ogg │ │ │ │ │ │ │ ├── vex-song-12.ogg │ │ │ │ │ │ │ ├── vex-song-13.ogg │ │ │ │ │ │ │ ├── vex-song-14.ogg │ │ │ │ │ │ │ ├── vex-song-2.ogg │ │ │ │ │ │ │ ├── vex-song-3.ogg │ │ │ │ │ │ │ ├── vex-song-4.ogg │ │ │ │ │ │ │ ├── vex-song-5.ogg │ │ │ │ │ │ │ ├── vex-song-6.ogg │ │ │ │ │ │ │ ├── vex-song-7.ogg │ │ │ │ │ │ │ ├── vex-song-8.ogg │ │ │ │ │ │ │ ├── vex-song-9.ogg │ │ │ │ │ │ │ ├── wall-slide.ogg │ │ │ │ │ │ │ └── zipline-full.ogg │ │ │ │ │ │ └── ui/ │ │ │ │ │ │ ├── ui_act_select.json │ │ │ │ │ │ ├── ui_gameplay.json │ │ │ │ │ │ ├── ui_level_complete.json │ │ │ │ │ │ ├── ui_main_menu.json │ │ │ │ │ │ ├── ui_options.json │ │ │ │ │ │ ├── ui_pause.json │ │ │ │ │ │ └── ui_trophies.json │ │ │ │ │ ├── cdn.fbrq/ │ │ │ │ │ │ └── @orange-games/ │ │ │ │ │ │ └── splash/ │ │ │ │ │ │ └── assets/ │ │ │ │ │ │ ├── jsonnope/ │ │ │ │ │ │ │ ├── contracted.json │ │ │ │ │ │ │ ├── domains.json │ │ │ │ │ │ │ ├── games.json │ │ │ │ │ │ │ ├── internal.json │ │ │ │ │ │ │ ├── sitelock.json │ │ │ │ │ │ │ └── special.json │ │ │ │ │ │ └── spine/ │ │ │ │ │ │ ├── kizi_skeleton.atlas │ │ │ │ │ │ └── kizi_skeleton.json │ │ │ │ │ ├── index.html │ │ │ │ │ ├── script.js │ │ │ │ │ └── version.js │ │ │ │ ├── vex5/ │ │ │ │ │ ├── assets/ │ │ │ │ │ │ ├── atlas/ │ │ │ │ │ │ │ ├── atlas_gameplay.json │ │ │ │ │ │ │ ├── atlas_portals.json │ │ │ │ │ │ │ ├── atlas_transition.json │ │ │ │ │ │ │ ├── atlas_ui_act_select.json │ │ │ │ │ │ │ ├── atlas_ui_gameplay.json │ │ │ │ │ │ │ ├── atlas_ui_lvl_complete.json │ │ │ │ │ │ │ ├── atlas_ui_main_menu.json │ │ │ │ │ │ │ ├── atlas_ui_options.json │ │ │ │ │ │ │ ├── atlas_ui_pause.json │ │ │ │ │ │ │ ├── atlas_ui_trophies.json │ │ │ │ │ │ │ └── checkpoint.json │ │ │ │ │ │ ├── balance/ │ │ │ │ │ │ │ ├── levels/ │ │ │ │ │ │ │ │ ├── hubArrows.json │ │ │ │ │ │ │ │ ├── level01.json │ │ │ │ │ │ │ │ ├── level01hard.json │ │ │ │ │ │ │ │ ├── level02.json │ │ │ │ │ │ │ │ ├── level02hard.json │ │ │ │ │ │ │ │ ├── level03.json │ │ │ │ │ │ │ │ ├── level03hard.json │ │ │ │ │ │ │ │ ├── level04.json │ │ │ │ │ │ │ │ ├── level04hard.json │ │ │ │ │ │ │ │ ├── level05.json │ │ │ │ │ │ │ │ ├── level05hard.json │ │ │ │ │ │ │ │ ├── level06.json │ │ │ │ │ │ │ │ ├── level06hard.json │ │ │ │ │ │ │ │ ├── level07.json │ │ │ │ │ │ │ │ ├── level07hard.json │ │ │ │ │ │ │ │ ├── level08.json │ │ │ │ │ │ │ │ ├── level08hard.json │ │ │ │ │ │ │ │ ├── level09.json │ │ │ │ │ │ │ │ ├── level09hard.json │ │ │ │ │ │ │ │ ├── level10.json │ │ │ │ │ │ │ │ ├── levelEdit.json │ │ │ │ │ │ │ │ └── levelhub.json │ │ │ │ │ │ │ ├── levelsConfig.json │ │ │ │ │ │ │ ├── localization.json │ │ │ │ │ │ │ ├── objectConfig.json │ │ │ │ │ │ │ └── rooms/ │ │ │ │ │ │ │ ├── room01.json │ │ │ │ │ │ │ ├── room02.json │ │ │ │ │ │ │ ├── room03.json │ │ │ │ │ │ │ ├── room04.json │ │ │ │ │ │ │ ├── room05.json │ │ │ │ │ │ │ ├── room06.json │ │ │ │ │ │ │ ├── room07.json │ │ │ │ │ │ │ ├── room08.json │ │ │ │ │ │ │ ├── room09.json │ │ │ │ │ │ │ ├── room10.json │ │ │ │ │ │ │ ├── room11.json │ │ │ │ │ │ │ ├── room12.json │ │ │ │ │ │ │ ├── room13.json │ │ │ │ │ │ │ ├── room14.json │ │ │ │ │ │ │ ├── room15.json │ │ │ │ │ │ │ ├── room16.json │ │ │ │ │ │ │ ├── room17.json │ │ │ │ │ │ │ ├── room18.json │ │ │ │ │ │ │ ├── room19.json │ │ │ │ │ │ │ ├── room20.json │ │ │ │ │ │ │ ├── room21.json │ │ │ │ │ │ │ ├── room22.json │ │ │ │ │ │ │ ├── room24.json │ │ │ │ │ │ │ ├── room25.json │ │ │ │ │ │ │ ├── room26.json │ │ │ │ │ │ │ ├── room27.json │ │ │ │ │ │ │ ├── room28.json │ │ │ │ │ │ │ ├── room29.json │ │ │ │ │ │ │ └── room30.json │ │ │ │ │ │ ├── coco/ │ │ │ │ │ │ │ ├── transition/ │ │ │ │ │ │ │ │ ├── transition_in.json │ │ │ │ │ │ │ │ ├── transition_out.json │ │ │ │ │ │ │ │ └── transition_stand.json │ │ │ │ │ │ │ └── transition.json │ │ │ │ │ │ ├── css/ │ │ │ │ │ │ │ ├── app.css │ │ │ │ │ │ │ └── milocha.css │ │ │ │ │ │ ├── filters/ │ │ │ │ │ │ │ ├── BlurX.js │ │ │ │ │ │ │ ├── BlurY.js │ │ │ │ │ │ │ ├── ColorMatrixFilter.js │ │ │ │ │ │ │ └── Gray.js │ │ │ │ │ │ ├── images/ │ │ │ │ │ │ │ ├── fonts/ │ │ │ │ │ │ │ │ ├── grob24.fnt │ │ │ │ │ │ │ │ └── grobred32.fnt │ │ │ │ │ │ │ └── player/ │ │ │ │ │ │ │ ├── player-crouch.json │ │ │ │ │ │ │ ├── player-fall-floor.json │ │ │ │ │ │ │ ├── player-jump-down.json │ │ │ │ │ │ │ ├── player-jump.json │ │ │ │ │ │ │ ├── player-run.json │ │ │ │ │ │ │ ├── player-stop-swim.json │ │ │ │ │ │ │ ├── player-swim-top.json │ │ │ │ │ │ │ └── player_rope.json │ │ │ │ │ │ ├── sounds/ │ │ │ │ │ │ │ ├── achievementUnlocked.ogg │ │ │ │ │ │ │ ├── blockDestroy.ogg │ │ │ │ │ │ │ ├── bounce1.ogg │ │ │ │ │ │ │ ├── buttonClick.ogg │ │ │ │ │ │ │ ├── cannonEnter.ogg │ │ │ │ │ │ │ ├── cannonFire.ogg │ │ │ │ │ │ │ ├── connect.ogg │ │ │ │ │ │ │ ├── connectHang.ogg │ │ │ │ │ │ │ ├── death1.ogg │ │ │ │ │ │ │ ├── death2.ogg │ │ │ │ │ │ │ ├── ding.ogg │ │ │ │ │ │ │ ├── downgrade.ogg │ │ │ │ │ │ │ ├── electricity.ogg │ │ │ │ │ │ │ ├── fall.ogg │ │ │ │ │ │ │ ├── fallingBlock.ogg │ │ │ │ │ │ │ ├── footstep.ogg │ │ │ │ │ │ │ ├── glassSmash.ogg │ │ │ │ │ │ │ ├── kickBlock.ogg │ │ │ │ │ │ │ ├── land.ogg │ │ │ │ │ │ │ ├── laserFire.ogg │ │ │ │ │ │ │ ├── menuSong.ogg │ │ │ │ │ │ │ ├── poleSwing.ogg │ │ │ │ │ │ │ ├── poleWoosh.ogg │ │ │ │ │ │ │ ├── slide.ogg │ │ │ │ │ │ │ ├── splash1.ogg │ │ │ │ │ │ │ ├── starPickup.ogg │ │ │ │ │ │ │ ├── vexSong1.ogg │ │ │ │ │ │ │ ├── vexSong10.ogg │ │ │ │ │ │ │ ├── vexSong11.ogg │ │ │ │ │ │ │ ├── vexSong12.ogg │ │ │ │ │ │ │ ├── vexSong13.ogg │ │ │ │ │ │ │ ├── vexSong14.ogg │ │ │ │ │ │ │ ├── vexSong2.ogg │ │ │ │ │ │ │ ├── vexSong3.ogg │ │ │ │ │ │ │ ├── vexSong4.ogg │ │ │ │ │ │ │ ├── vexSong5.ogg │ │ │ │ │ │ │ ├── vexSong6.ogg │ │ │ │ │ │ │ ├── vexSong7.ogg │ │ │ │ │ │ │ ├── vexSong8.ogg │ │ │ │ │ │ │ ├── vexSong9.ogg │ │ │ │ │ │ │ ├── wallSlide.ogg │ │ │ │ │ │ │ └── ziplineFull.ogg │ │ │ │ │ │ └── ui/ │ │ │ │ │ │ ├── ui_act_select.json │ │ │ │ │ │ ├── ui_gameplay.json │ │ │ │ │ │ ├── ui_lvl_complete.json │ │ │ │ │ │ ├── ui_main_menu.json │ │ │ │ │ │ ├── ui_options.json │ │ │ │ │ │ ├── ui_pause.json │ │ │ │ │ │ └── ui_trophies.json │ │ │ │ │ ├── index.html │ │ │ │ │ ├── json/ │ │ │ │ │ │ ├── contracted.json │ │ │ │ │ │ ├── domains.json │ │ │ │ │ │ ├── internal.json │ │ │ │ │ │ ├── sitelock.json │ │ │ │ │ │ └── special.json │ │ │ │ │ ├── script.js │ │ │ │ │ └── version.js │ │ │ │ └── xx142-b2exe/ │ │ │ │ └── index.html │ │ │ └── rarch/ │ │ │ ├── assets/ │ │ │ │ ├── base.css │ │ │ │ ├── base.js │ │ │ │ ├── charToCodeMap.js │ │ │ │ ├── controller_layout.xcf │ │ │ │ ├── info.json │ │ │ │ ├── jswindow.css │ │ │ │ └── jswindow.js │ │ │ ├── genesis_plus_gx_libretro.js │ │ │ ├── genesis_plus_gx_libretro.wasm │ │ │ ├── index.html │ │ │ ├── info/ │ │ │ │ ├── cookiepolicy.html │ │ │ │ ├── index.html │ │ │ │ ├── privacy.html │ │ │ │ └── tos.html │ │ │ ├── mgba_libretro.js │ │ │ ├── mgba_libretro.wasm │ │ │ ├── mupen64plus_next_libretro.js │ │ │ ├── mupen64plus_next_libretro.wasm │ │ │ ├── nestopia_libretro.js │ │ │ ├── nestopia_libretro.wasm │ │ │ ├── snes9x_libretro.js │ │ │ ├── snes9x_libretro.wasm │ │ │ └── uauth/ │ │ │ └── uauth.js │ │ ├── index.html │ │ ├── readme.md │ │ └── search.js │ ├── gams.html │ ├── go.html │ ├── index.html │ ├── js/ │ │ ├── all.js │ │ ├── changeSrc.js │ │ ├── frame.js │ │ ├── gams.js │ │ ├── go.js │ │ ├── load.js │ │ ├── settings.js │ │ ├── terms.js │ │ ├── tos.js │ │ ├── ub/ │ │ │ └── nav.js │ │ └── uv.js │ ├── main.html │ ├── p.html │ ├── settings.html │ ├── sw.js │ ├── t.html │ └── uv/ │ ├── uv.bundle.js │ ├── uv.config.js │ ├── uv.handler.js │ ├── uv.index.js │ └── uv.sw.js ├── package.json ├── render.yaml ├── replit.nix └── vercel.json ================================================ FILE CONTENTS ================================================ ================================================ FILE: .breakpoints ================================================ { "files": {} } ================================================ FILE: .gitattributes ================================================ # Auto detect text files and perform LF normalization * text=auto ================================================ FILE: .replit ================================================ ================================================ FILE: Dockerfile ================================================ FROM node:20.8.1-bullseye-slim ENV NODE_ENV=production WORKDIR /app COPY ["package.json", "./"] RUN npm install COPY . . 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If propagation of a covered work results from an entity transaction, each party to that transaction who receives a copy of the work also receives whatever licenses to the work the party's predecessor in interest had or could give under the previous paragraph, plus a right to possession of the Corresponding Source of the work from the predecessor in interest, if the predecessor has it or can get it with reasonable efforts. You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License. For example, you may not impose a license fee, royalty, or other charge for exercise of rights granted under this License, and you may not initiate litigation (including a cross-claim or counterclaim in a lawsuit) alleging that any patent claim is infringed by making, using, selling, offering for sale, or importing the Program or any portion of it. 11. Patents. A "contributor" is a copyright holder who authorizes use under this License of the Program or a work on which the Program is based. The work thus licensed is called the contributor's "contributor version". A contributor's "essential patent claims" are all patent claims owned or controlled by the contributor, whether already acquired or hereafter acquired, that would be infringed by some manner, permitted by this License, of making, using, or selling its contributor version, but do not include claims that would be infringed only as a consequence of further modification of the contributor version. For purposes of this definition, "control" includes the right to grant patent sublicenses in a manner consistent with the requirements of this License. Each contributor grants you a non-exclusive, worldwide, royalty-free patent license under the contributor's essential patent claims, to make, use, sell, offer for sale, import and otherwise run, modify and propagate the contents of its contributor version. In the following three paragraphs, a "patent license" is any express agreement or commitment, however denominated, not to enforce a patent (such as an express permission to practice a patent or covenant not to sue for patent infringement). To "grant" such a patent license to a party means to make such an agreement or commitment not to enforce a patent against the party. If you convey a covered work, knowingly relying on a patent license, and the Corresponding Source of the work is not available for anyone to copy, free of charge and under the terms of this License, through a publicly available network server or other readily accessible means, then you must either (1) cause the Corresponding Source to be so available, or (2) arrange to deprive yourself of the benefit of the patent license for this particular work, or (3) arrange, in a manner consistent with the requirements of this License, to extend the patent license to downstream recipients. "Knowingly relying" means you have actual knowledge that, but for the patent license, your conveying the covered work in a country, or your recipient's use of the covered work in a country, would infringe one or more identifiable patents in that country that you have reason to believe are valid. If, pursuant to or in connection with a single transaction or arrangement, you convey, or propagate by procuring conveyance of, a covered work, and grant a patent license to some of the parties receiving the covered work authorizing them to use, propagate, modify or convey a specific copy of the covered work, then the patent license you grant is automatically extended to all recipients of the covered work and works based on it. A patent license is "discriminatory" if it does not include within the scope of its coverage, prohibits the exercise of, or is conditioned on the non-exercise of one or more of the rights that are specifically granted under this License. You may not convey a covered work if you are a party to an arrangement with a third party that is in the business of distributing software, under which you make payment to the third party based on the extent of your activity of conveying the work, and under which the third party grants, to any of the parties who would receive the covered work from you, a discriminatory patent license (a) in connection with copies of the covered work conveyed by you (or copies made from those copies), or (b) primarily for and in connection with specific products or compilations that contain the covered work, unless you entered into that arrangement, or that patent license was granted, prior to 28 March 2007. Nothing in this License shall be construed as excluding or limiting any implied license or other defenses to infringement that may otherwise be available to you under applicable patent law. 12. No Surrender of Others' Freedom. If conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot convey a covered work so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not convey it at all. For example, if you agree to terms that obligate you to collect a royalty for further conveying from those to whom you convey the Program, the only way you could satisfy both those terms and this License would be to refrain entirely from conveying the Program. 13. Remote Network Interaction; Use with the GNU General Public License. Notwithstanding any other provision of this License, if you modify the Program, your modified version must prominently offer all users interacting with it remotely through a computer network (if your version supports such interaction) an opportunity to receive the Corresponding Source of your version by providing access to the Corresponding Source from a network server at no charge, through some standard or customary means of facilitating copying of software. This Corresponding Source shall include the Corresponding Source for any work covered by version 3 of the GNU General Public License that is incorporated pursuant to the following paragraph. Notwithstanding any other provision of this License, you have permission to link or combine any covered work with a work licensed under version 3 of the GNU General Public License into a single combined work, and to convey the resulting work. The terms of this License will continue to apply to the part which is the covered work, but the work with which it is combined will remain governed by version 3 of the GNU General Public License. 14. Revised Versions of this License. The Free Software Foundation may publish revised and/or new versions of the GNU Affero General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Program specifies that a certain numbered version of the GNU Affero General Public License "or any later version" applies to it, you have the option of following the terms and conditions either of that numbered version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of the GNU Affero General Public License, you may choose any version ever published by the Free Software Foundation. If the Program specifies that a proxy can decide which future versions of the GNU Affero General Public License can be used, that proxy's public statement of acceptance of a version permanently authorizes you to choose that version for the Program. Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version. 15. Disclaimer of Warranty. THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 16. Limitation of Liability. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. 17. Interpretation of Sections 15 and 16. If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee. END OF TERMS AND CONDITIONS How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software: you can redistribute it and/or modify it under the terms of the GNU Affero General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for more details. You should have received a copy of the GNU Affero General Public License along with this program. If not, see . Also add information on how to contact you by electronic and paper mail. If your software can interact with users remotely through a computer network, you should also make sure that it provides a way for users to get its source. For example, if your program is a web application, its interface could display a "Source" link that leads users to an archive of the code. There are many ways you could offer source, and different solutions will be better for different programs; see section 13 for the specific requirements. You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU AGPL, see . ================================================ FILE: Procfile ================================================ web:npm start ================================================ FILE: README.md ================================================ # Utopia Utopia Unblocker unblocks hundreds of millions of websites and bypasses web restrictions with ease. The most revolutionary proxy service out there, adding unprecendented technology and algorithms to circumvent blocks. Trusted by over **22 million users** and counting. ## Special Features These features can be enabled/disabled in the Settings page in Utopia: * **🔒 Hidden Mode** * Utopia revolutionized the world by being the first ever website to have about:blank cloaking * **Hides Utopia completely from your history** and **prevents extensions** such as GoGuardian **from seeing your screen** * **🚫 Anti-Closing** - Prevents extensions such as GoGuardian from closing the tab you're on * **🎭 Tab Cloak** - Disguises the tab you're on as something else, such as Google Classroom, Drive, Gmail, etc. * **⚡ Quick Links** * Access websites faster than ever with a click of a button * **🎨 Themes** * Personalize Utopia with countless high-quality themes * **🔍 Search Engine** * Switch between Google, DuckDuckGo, and more. * **📑 Tabs System** * See site URL, title, and icon while browsing for smoother navigation. * **🚫 Experimental Ad Blocker** * Blocks ads globally, meaning a faster and privacy-focused browing experience. * **🛠 Dev Tools** * Access an integrated dev panel by clicking the ⚙️ icon while browsing. * **And more to come...** --- ## 📦 Deployment Easily deploy your own instance of Utopia using one of the platforms below: [![Run on Replit](https://raw.githubusercontent.com/BinBashBanana/deploy-buttons/master/buttons/remade/replit.svg)](https://replit.com/github/UtopiaUnblocker/Utopia)
[![Deploy to Heroku](https://raw.githubusercontent.com/BinBashBanana/deploy-buttons/master/buttons/remade/heroku.svg)](https://heroku.com/deploy/?template=https://github.com/UtopiaUnblocker/Utopia)
[![Deploy to IBM Cloud](https://raw.githubusercontent.com/BinBashBanana/deploy-buttons/master/buttons/remade/ibmcloud.svg)](https://cloud.ibm.com/devops/setup/deploy?repository=https://github.com/UtopiaUnblocker/Utopia)
[![Deploy to Amplify Console](https://raw.githubusercontent.com/BinBashBanana/deploy-buttons/master/buttons/remade/amplifyconsole.svg)](https://console.aws.amazon.com/amplify/home#/deploy?repo=https://github.com/UtopiaUnblocker/Utopia)
[![Run on Google Cloud](https://raw.githubusercontent.com/BinBashBanana/deploy-buttons/master/buttons/remade/googlecloud.svg)](https://deploy.cloud.run/?git_repo=https://github.com/UtopiaUnblocker/Utopia)
[![Remix on Glitch](https://binbashbanana.github.io/deploy-buttons/buttons/remade/glitch.svg)](https://glitch.com/edit/#!/import/github/UtopiaUnblocker/Utopia)
[![Deploy To Koyeb](https://binbashbanana.github.io/deploy-buttons/buttons/remade/koyeb.svg)](https://app.koyeb.com/deploy?type=git&repository=github.com/UtopiaUnblocker/Utopia&branch=main&name=Utopia) ### Manual Setup ```bash # Clone the repository git clone https://github.com/UtopiaUnblocker/Utopia.git cd Utopia # Install dependencies npm install # Start the server npm start ``` --- ## 💬 Community & Support Need help deploying or want to suggest features? - Join the official Discord: **[discord.gg/hFZC5cgsmq](https://discord.gg/hFZC5cgsmq)** [![Join us on Discord](https://invidget.switchblade.xyz/hFZC5cgsmq?theme=dark)](https://discord.gg/unblockers) ---

⭐ Star this repository if Utopia helps you!

================================================ FILE: app.json ================================================ { "name": "Utopia Unblocker" } ================================================ FILE: config.json ================================================ { "port": "8080" } ================================================ FILE: index.js ================================================ (async() => { await import('./index.mjs'); })(); ================================================ FILE: index.mjs ================================================ import createServer from '@tomphttp/bare-server-node'; import http from 'http'; import nodeStatic from 'node-static'; const port = process.env.PORT || 8080; const bare = createServer('/bare/'); const serve = new nodeStatic.Server('main/'); const server = http.createServer(); server.on('request', (req, res) => { if (bare.shouldRoute(req)) { bare.routeRequest(req, res); } else { serve.serve(req, res); } }); server.on('upgrade', (req, socket, head) => { if (bare.shouldRoute(req, socket, head)) { bare.routeUpgrade(req, socket, head); }else{ socket.end(); } }); server.listen({ port: port, }); console.log(`Listening on http://localhost:${port}`) ================================================ FILE: main/404.html ================================================ Utopia U‍‍n‍‍b‍‍‍Io‍‍ck‍‍‍e‍r - Err‍or
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Schoolwork: ELA, Science, History, Math, Literature, Social Studies, and Writing

School has many educational resources where you can learn, study, and gain knowledge.

Research historical events. Analyze scientific experiments. Explain the historical importance. Solve with the quadratic formula. Find the theme of the literature. Learn about George Washington in social studies. Write an essay about homework.

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} .disc { color: rgb(145,170,185) !important; } .disc:hover { color: rgb(160,185,200) !important; text-shadow: 2px 2px 5px rgb(160,185,200, 0.7) !important; } .navbar .material-symbols-outlined { vertical-align: middle; margin-top: -2px; } .dropdown { position: relative; display: inline-block; } .dropdown:hover { cursor: pointer; } .dropdown-links { display: none; opacity: 0; position: absolute; background-color: rgb(45, 45, 45); min-width: 160px; box-shadow: 0px 8px 16px 0px rgba(0,0,0,0.2); z-index: 1; } .dropdown-links a { text-align: center; color: rgb(170, 170, 170) !important; padding: 12px 16px; text-decoration: none; display: block; } .dropdown-links a:hover { color: rgb(215, 215, 215) !important; background-color: rgb(65, 65, 65); } @keyframes dropdownFadeIn { from { margin-top: -10%; opacity: 0; } to { margin-top: 0; opacity: 1; } } @keyframes dropdownFadeOut { from { margin-top: 0; opacity: 1; } to { margin-top: -10%; opacity: 0; } } .navbar .hamburger { display: none; position: absolute; 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} .horizon-center { display: flex; justify-content: center; text-align: center; margin-top: 50px; } br { -webkit-user-select: none; /* Safari */ -ms-user-select: none; /* IE 10+ */ user-select: none; } #mainContent { color: white; animation: 0.7s fadeIn; text-align: center; /*font-family: Roboto Mono;*/ /*padding: 30px 50px; background-color: rgba(0,0,0,0.6); border-radius: 5px;*/ } #gamContent { margin: auto; margin-top: 50px !important; font-family: 'Montserrat'; color: lightgray; padding: 30px 50px; text-align: center; align-items: center; } #gamContent #glist { /*line-height: 1.75;*/ display: flex; flex-wrap: wrap; flex-direction: row; justify-content: space-evenly; } #gamContent h2 { margin-top: 50px; margin-bottom: 12px; flex-basis: 100%; } #gamContent .results { font-size: 13px; padding-top: 7px !important; display: none; } #gamContent img { vertical-align: middle; margin-right: 15px; } #gamContent .material-icons { font-size: 100%; vertical-align: middle; } #mainContent .title { /*color: rgb(110,140,150);*/ color: rgb(90,120,130); /*font-weight: bold;*/ font-size: 65px; } #gamContent .title { color: rgb(90,120,130); font-weight: 400; font-size: 60px; } #gamContent a { transition-duration: 0.2s; text-decoration: none; color: rgb(110, 150, 160); position: relative; text-align: center; display: inline-block; flex-grow: 0; flex-shrink: 0; padding: 15px; margin: 10px 20px; font-size: 15px; background-color: rgba(0,0,0,0.4); border-radius: 200px; } #gamContent a:hover { background-color: rgba(0,0,0,0.7); } #gamContent a:nth-child(4n):after { content: ""; display: block; height: 0; width: 1px; } #mainContent strong { color: rgb(230, 230, 230); } #mainContent selected { font-weight: 900; } #mainContent .blackBtn { display: inline-block; text-decoration: none; font-size: 12px; width: fit-content; margin: auto; user-select: none; vertical-align: middle; padding: 5px 10px; background-color: rgba(0,0,0, 0.5); box-shadow: inset 0 0 3px 1px rgba(200, 200, 200, 0.5); border-radius: 200px; color: rgb(160,160,160); transition-duration: 0.3s; } #mainContent .blackBtn:hover { cursor: pointer; color: rgb(175,175,175); box-shadow: inset 0 0 3px 1px rgba(255,255,255,0.5); transform: scale(1.04); } #mainContent #disc { color: rgb(115,138,155); text-shadow: 0 0 4px gray; box-shadow: inset 0 0 3px 1px rgba(195,218,235, 0.5); } #mainContent #disc:hover { color: rgb(130,153,170); box-shadow: inset 0 0 3px 1px rgba(215,238,255, 0.5); } #mainContent #disc img { margin-right: 7px; } #mainContent .material-symbols-outlined { font-size: 14px; vertical-align: middle; margin-top: -2px; } #mainContent input[type=text], #gamContent input[type=text] { margin-top: 15px; margin-bottom: 12px; padding: 10px; width: 310px; height: 56px; /*border-radius: 7px;*/ border-radius: 200px; /*border: 1px solid rgb(150,150,150);*/ border: 2px solid rgb(60,90,100); outline: none; /*background-color: rgb(240, 240, 240);*/ background-color: rgba(0,0,0,0.5); box-shadow: 0 0 3px 1px rgb(60,90,100); color: lightgray; text-align: center; font-size: 20px; font-family: 'Montserrat'; font-weight: 200; transition-duration: 0.3s; } #mainContent input[type=text]:focus { width: 350px; height: 50px; box-shadow: 0 0 4px 2px rgb(60,90,100); margin-top: 18px; margin-bottom: 15px; } #mainContent input[type=text]::placeholder, #gamContent input[type=text]::placeholder { transition-duration: 0.3s; color: rgb(105,105,105); font-weight: 400; user-select: none; } #mainContent input[type=text]:focus::placeholder, #gamContent input[type=text]:focus::placeholder { color: transparent; } #mainContent .submit { transition-duration: 0.2s; background-color: rgb(80,105,130); color: lightgray; outline: none; border: none; /*font-size: 15px;*/ font-size: 13px; padding: 12px 15px; /*border-radius: 5px;*/ border-radius: 200px; cursor: pointer; } #mainContent .submit:hover { opacity: 0.9; } #mainContent a { transition-duration: 0.2s; color: rgb(80, 120, 130); } #mainContent a:hover { color: rgb(95, 135, 145); } .settings { margin-top: 25px; margin-bottom: 25px; width: 90vw; display: flex; flex-wrap: wrap; flex-direction: row; justify-content: space-evenly; } .setting { position: relative; display: flex; align-items: center; align-content: center; justify-content: center; text-align: center; flex-wrap: wrap; flex-direction: row; flex-grow: 0; flex-shrink: 0; background-color: rgba(0, 20, 30, 0.7); width: 350px; height: 230px; margin-bottom: 25px; padding: 15px; border-radius: 15px; border: 2px solid rgb(40,70,80); box-shadow: 0 0 3px 1px rgb(40,70,80); color: rgb(190,190,190); transition-duration: 0.3s; } .setting:hover { box-shadow: 0 0 5px 2px rgb(40,70,80); } .setting #name { vertical-align: middle; position: absolute; top: 22px; transform: translateY(50%); width: calc(100% - 30px); color: rgb(200,200,200); font-weight: bold; font-size: 1.4rem; } @keyframes appear { from { opacity: 1; } to { opacity: 1; } } .appear { animation: 1s appear 0.05s; } .setting #saved { color: rgb(140,163,176); opacity: 0; position: absolute; bottom: 13px; width: 100%; font-size: 0.7rem; } .setting #name + p { font-size: 15px; position: absolute; top: 50%; transform: translateY(calc(-50% - 10px)); width: calc(100% - 30px); } .setting #details { position: absolute; /*top: calc(30% + 41px);*/ top: calc(30% + 33px); } .setting #detailBtn { font-size: 13px; text-decoration: underline; color: rgb(140, 140, 140); transition-duration: 0.2s; cursor: pointer; } .setting #detailBtn:hover { filter: brightness(90%); } .setting #removeBtn { display: none; margin-left: 12px; font-size: 13px; color: rgb(180, 100, 100); transition-duration: 0.2s; cursor: pointer; } .setting #removeBtn:hover { filter: brightness(90%); } .setting #openBlank { display: none; position: absolute; top: 138px; font-size: 13px; text-decoration: underline; color: rgb(170, 185, 205); transition-duration: 0.2s; cursor: pointer; } .setting #openBlank:hover { filter: brightness(90%); } .setting img { user-select: none; vertical-align: middle; } .setting .tab { user-select: none; cursor: pointer; transition-duration: 0.2s; } .setting .tab:not(#cancel) { margin: 0 4px; } .setting .tab:hover { transform: scale(1.125); } .setting .tab:active { transform: scale(0.95); } .setting #fact { font-size: 0.6rem; font-style: italic; } .setting input[type=checkbox]{ height: 0; width: 0; visibility: hidden; } .setting label { position: absolute; bottom: 30px; cursor: pointer; text-indent: -9999px; width: 56px; height: 30px; /*background: rgb(55, 70, 90);*/ background: linear-gradient(to right, rgb(55, 70, 90), rgb(80, 95, 115)); display: block; border-radius: 100px; box-shadow: 0 0 8px rgba(0,0,0,0.3); transition: 0.3s; } .setting label:after { content: ''; position: absolute; top: 4px; left: 5px; width: 22px; height: 22px; background: #fff; border-radius: 90px; transition: 0.3s; box-shadow: 0 0 8px rgba(0,0,0,0.3); } .setting input:checked + label { /*background: rgb(2, 110, 133);*/ background: linear-gradient(to left, rgb(0, 75, 98), rgb(2, 110, 133)); } .setting input:checked + label:after { left: calc(100% - 5px); transform: translateX(-100%); } .setting label:active:after { width: 26px; } #loading { display: none; align-items: center; justify-content: center; align-content: center; flex-wrap: wrap; flex-direction: row; color: rgb(200,200,200); font-size: 13px; gap: 8px; margin-bottom: 15px; } .loader { width: 20px; height: 20px; border-radius: 50%; display: inline-block; position: relative; border: 2px solid; border-color: rgb(200,200,200) transparent; box-sizing: border-box; animation: rotation 1.4s linear infinite; } .loader::after { content: ''; box-sizing: border-box; position: absolute; left: 0; right: 0; top: 0; bottom: 0; margin: auto; border: 2px solid; border-color: transparent rgb(150,150,150); width: 75%; height: 75%; border-radius: 50%; animation: rotationBack 0.7s linear infinite; transform-origin: center center; } @keyframes rotation { 0% {transform: rotate(0deg);} 100% {transform: rotate(360deg);} } @keyframes rotationBack { 0% {transform: rotate(0deg);} 100% {transform: rotate(-360deg);} } .bottomText { display: flex; justify-content: space-between; align-items: center; bottom: 5px; padding: 0 15px; flex-direction: row; position: absolute; color: rgb(200,200,200); width: 100%; font-size: 14px; } .bottomText #links a { color: rgb(160,160,160); margin-left: 15px; transition-duration: 0.3s; } .bottomText #links a:hover { filter: brightness(85%); } .tosMsg { position: absolute; bottom: 0; background-color: rgb(25, 25, 25); padding: 6px 0; border-top: 2px solid rgb(110,140,150); box-shadow: 0 0 10px 2px rgb(110,140,150); color: rgb(230, 230, 230); width: 100%; text-align: center; animation-duration: 1s; animation-timing-function: ease-in-out; } .tosMsg #openPopup { transition-duration: 0.1s; color: rgb(110,140,150); text-decoration: underline; } .tosMsg #openPopup:hover { cursor: pointer; color: rgb(95,125,135); } .tosMsg #openPopup:active { color: rgb(80,110,120); } .tosMsg #closeTosMsg { transition-duration: 0.1s; position: fixed; right: 1em; vertical-align: middle; cursor: pointer; } .tosMsg #closeTosMsg:hover { color: rgb(210,210,210); } .tosMsg #closeTosMsg:active { color: rgb(190,190,190); } @keyframes fadeOut { 0% { opacity: 1; -webkit-transform: translateY(0%); } 100% { opacity: 0; -webkit-transform: translateY(20px); } } #tosMsgDisappear { animation-name: fadeOut; } .tosBkg { position: absolute; top: 0; left: 0; width: 100vw; height: 100vh; background-color: rgb(0, 0, 0, 0.3); display: none; /* flex */ align-items: center; justify-content: center; } .tos { width: 350px; border: 2px solid rgb(110,140,150); border-radius: 10px; padding: 20px 30px; color: lightgray; background-color: rgb(20, 20, 20); box-shadow: 0 0 10px 2px rgb(110 140 150); } .tos a { transition-duration: 0.1s; color: rgb(110,140,150); } .tos a:hover { color: rgb(95,125,135); } .tos a:active { color: rgb(80,110,120); } #centerBtn { width: 100%; text-align: center; } .err { display: none; color: rgb(200, 0, 0); font-size: 13px; } .loading { animation: rotation 0.9s infinite linear; user-select: none; } @keyframes rotation { from { transform: rotate(0deg); } to { transform: rotate(359deg); } } .changePx { transition-duration: 0.1s; color: rgb(200,200,200); font-size: 12px; } .changePx:hover { color: rgb(180,180,180); text-decoration: underline; cursor: pointer; } .pxs { display: none; width: 450px; margin: auto; } .btn { transition-duration: 0.2s; line-height: 1; margin-top: 10px; padding: 10px 20px; /*border-radius: 5px;*/ border-radius: 200px; border: 2px solid rgb(110,140,150); background-color: transparent; color: rgb(110,140,150); font-size: 15px; } .btn:hover { background-color: rgb(110,140,150); /*border: 2px solid lightgray;*/ color: rgb(230,230,230); cursor: pointer; } .btn #small { font-size: 10px; } .prx { display: inline-block; padding: 11px 22px; font-size: 17px; margin: 10px 10px 5px 10px; } #u:hover { /* original color: #262262 */ /* old color: #49498d */ background-color: #262262; border-color: #6a6aa4; box-shadow: 0 0 10px 5px #262262; color: rgb(188, 184, 248); } #r:hover { /* original color: #9de8ff */ background-color: #224762; border: 2px solid #6a88a4; box-shadow: 0 0 10px 5px #224762; color: rgb(185, 221, 248); } #w:hover { /* original color: #1c9a54 */ background-color: #226244; border: 2px solid #6aa47f; box-shadow: 0 0 10px 5px #226244; color: rgb(185, 248, 213); } #b:hover { background-color: #646464; border: 2px solid #afafaf; box-shadow: 0 0 10px 5px #646464; color: rgb(230, 230, 230); } .pageLoading { display: none; position: fixed; bottom: 0; right: 20px; background-color: black; box-shadow: 0 0 5px 1px white; color: white; padding: 7px 10px; font-size: 15px; } .warning { display: none; /* flex */ align-items: center; justify-content: center; position: absolute; font-size: 25px; color: #c8c8c8; text-shadow: 2px 2px 4px black; top: 0; left: 0; width: 100%; height: 100%; background-color: rgba(0,0,0,0.5); text-align: center; margin: auto; } #warning_content { background-color: rgb(202, 202, 202); color: black; box-shadow: 0 0 6px 2px rgba(136, 136, 136); border-radius: 5px; padding: 20px; max-width: 35%; } #warning_text { color: rgb(200, 0, 0); font-size: 30px; font-weight: bold; padding-bottom: 15px; } #warning_text .material-icons { vertical-align: middle; font-size: 30px; } #warning_content p { padding-bottom: 20px; } #warning_content h2, h6 { color: rgb(0, 70, 200); } .facts { display: none; } ================================================ FILE: main/css/terms.css ================================================ * { box-sizing: border-box; } body { margin: 0; padding: 0; font-family: Arial; background-color: white; color: black; } .classwork { display: none; } a { color: rgb(123, 166, 180); } ================================================ FILE: main/gams/.gitignore ================================================ gfiles/rarch/roms/ ================================================ FILE: main/gams/compiler.py ================================================ # sorry for the terribly messy code import os, glob from itertools import chain outindex = "list.html" outdir = "./gfiles/" html5gamesin = "html5/" rarchgamesin = "rarch/" romdir = "roms/*" flashgamesin = "flash/" pregba = [".gba", ".gb", ".gbc"] pregen = [".mdx", ".md", ".smd", ".gen", ".sms", ".gg", ".sg"] prenes = [".nes", ".fds", ".unf", ".unif"] pren64 = [".n64", ".v64", ".z64", ".ndd"] presnes = [".smc", ".sfc", ".swc", ".fig"] index = '''\n\n\nGames List\n\n\n\n
\n
\n\n
\n%s\n
\n
\n
\n\n\n''' alist = '''%s''' html5names = {"adarkroom": "A Dark Room", "asciispace": "ASCII Space", "blackholesquare": "Black Hole Square", "bounceback": "Bounce Back", "captaincallisto": "Captain Callisto", "chromaincident": "Chroma Incident", "chromedino": "Chrome Dino", "connect3": "Connect 3", "cookieclicker": "Cookie Clicker", "edgenotfound": "Edge not Found", "evilglitch": "Evil Glitch", "factoryballsforever": "Factory Balls Forever", "flappybird": "Flappy Bird", "geometrydash": "Geometry Dash", "ninjavsevilcorp": "Ninja vs Evilcorp", "pacman": "Pac-Man", "particleclicker": "Particle Clicker", "pushback": "Push Back", "radiusraid": "Radius Raid", "roadblocks": "Road Blocks", "run3": "Run 3", "sleepingbeauty": "Sleeping Beauty", "spacecompany": "Space Company", "spacegarden": "Space Garden", "spacehuggers": "Space Huggers", "themazeofspacegoblins": "The Maze of Space Goblins", "xx142-b2exe": "xx142-b2.exe"} # Make HTML5 lists html5_1 = next(os.walk(outdir + html5gamesin))[1] html5_2 = ["

HTML5 Games

"] # Generate HTML code for HTML5 list for x in range(0, len(html5_1)): html5_2.append(alist % (outdir + html5gamesin + html5_1[x] + "/", (html5names.get(html5_1[x]) if (html5_1[x] in html5names) else html5_1[x].capitalize()))) # Make GBA lists gba_1 = list(chain.from_iterable([[os.path.basename(x) for x in glob.glob(outdir + rarchgamesin + romdir + y)] for y in pregba])) gba_2 = ["\n

Gameboy Advance

", alist % (outdir + rarchgamesin + "?core=mgba", "Upload ROM")] # Generate HTML code for GBA list for x in range(0, len(gba_1)): gba_2.append(alist % (outdir + rarchgamesin + "?core=mgba&rom=" + gba_1[x], os.path.splitext(gba_1[x])[0].capitalize())) # Make Genesis lists gen_1 = list(chain.from_iterable([[os.path.basename(x) for x in glob.glob(outdir + rarchgamesin + romdir + y)] for y in pregen])) gen_2 = ["\n

Genesis / Master System

", alist % (outdir + rarchgamesin + "?core=genesis_plus_gx", "Upload ROM")] # Generate HTML code for Genesis list for x in range(0, len(gen_1)): gen_2.append(alist % (outdir + rarchgamesin + "?core=genesis_plus_gx&rom=" + gen_1[x], os.path.splitext(gen_1[x])[0].capitalize())) # Make N64 lists n64_1 = list(chain.from_iterable([[os.path.basename(x) for x in glob.glob(outdir + rarchgamesin + romdir + y)] for y in pren64])) n64_2 = ["\n

Nintendo 64

", alist % (outdir + rarchgamesin + "?core=mupen64plus_next", "Upload ROM")] # Generate HTML code for N64 list for x in range(0, len(n64_1)): n64_2.append(alist % (outdir + rarchgamesin + "?core=mupen64plus_next&rom=" + n64_1[x], os.path.splitext(n64_1[x])[0].capitalize())) # Make NES lists nes_1 = list(chain.from_iterable([[os.path.basename(x) for x in glob.glob(outdir + rarchgamesin + romdir + y)] for y in prenes])) nes_2 = ["\n

NES

", alist % (outdir + rarchgamesin + "?core=nestopia", "Upload ROM")] # Generate HTML code for NES list for x in range(0, len(nes_1)): nes_2.append(alist % (outdir + rarchgamesin + "?core=nestopia&rom=" + nes_1[x], os.path.splitext(nes_1[x])[0].capitalize())) # Make SNES lists snes_1 = list(chain.from_iterable([[os.path.basename(x) for x in glob.glob(outdir + rarchgamesin + romdir + y)] for y in presnes])) snes_2 = ["\n

Super Nintendo

", alist % (outdir + rarchgamesin + "?core=snes9x", "Upload ROM")] # Generate HTML code for SNES list for x in range(0, len(snes_1)): snes_2.append(alist % (outdir + rarchgamesin + "?core=snes9x&rom=" + snes_1[x], os.path.splitext(snes_1[x])[0].capitalize())) # Make flash lists # Just a premade list for now flash_1 = ['1on1soccer.swf', '3dtanks.swf', 'abobosbigadventure.swf', 'achievementunlocked.swf', 'achievementunlocked2.swf', 'achievementunlocked3.swf', 'actionturnip.swf', 'adaran.swf', 'adrenaline.swf', 'americanracing1.swf', 'americanracing2.swf', 'arkandianrevenant.swf', 'armyofages.swf', 'awesomecars.swf', 'awesomeplanes.swf', 'battlepanic.swf', 'bloonsplayerpack2.swf', 'bloonsplayerpack3.swf', 'bloonsplayerpack4.swf', 'bloonsplayerpack5.swf', 'bloonstd1.swf', 'bloonstd3.swf', 'bloonstd4.swf', 'bloonstd5.swf', 'bobtherobber.swf', 'boombot2.swf', 'boxhead2play.swf', 'bubbletanks2.swf', 'bulletbill.swf', 'bullettimefighting.swf', 'burritobison.swf', 'burritobisonrevenge.swf', 'cactusmccoy.swf', 'cactusmccoy2.swf', 'cannonbasketball2.swf', 'cargobridge.swf', 'causality.swf', 'chibiknight.swf', 'clickerheroes.swf', 'computerbashing.swf', 'crushthecastle.swf', 'crushthecastle2.swf', 'cubefield.swf', 'cyclomaniacs2.swf', 'diggy.swf', 'donkeykong.swf', 'dontshootthepuppy.swf', 'doodledefender.swf', 'doom.swf', 'dragracing.swf', 'ducklife.swf', 'ducklife2.swf', 'ducklife3.swf', 'ducklife4.swf', 'earntodie.swf', 'earntodie2.swf', 'earntodiesuperwheel.swf', 'electricman2.swf', 'elephantquest.swf', 'epicbattlefantasy3.swf', 'epiccomboredux.swf', 'exitpath.swf', 'factoryballs.swf', 'factoryballs2.swf', 'factoryballs3.swf', 'factoryballs4.swf', 'fancypantsadventure.swf', 'fancypantsadventure2.swf', 'fancypantsadventure3.swf', 'flashflightsimulator.swf', 'flight.swf', 'fracuum.swf', 'freerider2.swf', 'getontop.swf', 'giveuprobot.swf', 'giveuprobot2.swf', 'hanger.swf', 'hanger2.swf', 'happywheels.swf', 'hobo.swf', 'hobo2.swf', 'hobo3.swf', 'hobo4.swf', 'hobo5.swf', 'hobo6.swf', 'hobo7.swf', 'houseofwolves.swf', 'interactivebuddy.swf', 'jacksmith.swf', 'jellytruck.swf', 'johnnyupgrade.swf', 'jumpix2.swf', 'knightmaretower.swf', 'learn2fly.swf', 'learn2fly2.swf', 'learn2fly3.swf', 'magnetface.swf', 'mariocombat.swf', 'marioracingtournament.swf', 'meatboy.swf', 'megamanprojectx.swf', 'metroidelements.swf', 'mineblocks.swf', 'minesweeper.swf', 'mirrorsedge.swf', 'moneymovers.swf', 'moneymovers3.swf', 'motherload.swf', 'motox3m.swf', 'multitask.swf', 'mutilateadoll2.swf', 'myangel.swf', 'nanotube.swf', 'newgroundsrumble.swf', 'ngame.swf', 'nitromemustdie.swf', 'nucleus.swf', 'nv2.swf', 'nyancatlostinspace.swf', 'offroaders.swf', 'onemanarmy2.swf', 'outofthisworld.swf', 'pacman.swf', 'pandemic.swf', 'pandemic2.swf', 'papalouie.swf', 'papalouie2.swf', 'papalouie3.swf', 'picosschool.swf', 'picosschool2.swf', 'pirates.swf', 'polarjump.swf', 'portal.swf', 'portal2d.swf', 'quadrobarreldefence.swf', 'qubeythecube.swf', 'qwop.swf', 'raftwars.swf', 'raftwars2.swf', 'raze.swf', 'redball.swf', 'redball2.swf', 'redball4.swf', 'redball4v2.swf', 'redball4v3.swf', 'redshift.swf', 'revenant2.swf', 'riddleschool1.swf', 'riddleschool2.swf', 'riddleschool3.swf', 'riddleschool4.swf', 'riddleschool5.swf', 'riddletransfer.swf', 'riddletransfer2.swf', 'run2.swf', 'run3.swf', 'saszombieassault3.swf', 'sentryknight.swf', 'shoppingcarthero3.swf', 'siftheads.swf', 'siftheads2.swf', 'siftheads3.swf', 'siftheads4.swf', 'siftheads5.swf', 'sniperassassin4.swf', 'sportsheadsfootball.swf', 'sportsheadsracing.swf', 'sportsheadstennis.swf', 'stickrpg.swf', 'stickrun2.swf', 'stickwar.swf', 'strikeforceheroes2.swf', 'strikeforcekittylaststand.swf', 'sugarsugar.swf', 'sugarsugar2.swf', 'sugarsugar3.swf', 'superd.swf', 'superfighters.swf', 'supermario63.swf', 'supermarioflash.swf', 'supermarioflash2.swf', 'supersmashflash.swf', 'swordsandsandals2.swf', 'tacticalassassin.swf', 'tanks.swf', 'tanktrouble.swf', 'tetris.swf', 'thebindingofisaac.swf', 'thegame.swf', 'theimpossiblequiz.swf', 'theimpossiblequiz2.swf', 'theworldshardestgame2.swf', 'thingthingarena.swf', 'thisistheonlylevel.swf', 'tosstheturtle.swf', 'truckloader4.swf', 'ultimateflashsonic.swf', 'ultimatetactics.swf', 'unrealflash.swf', 'vex.swf', 'vex2.swf', 'vex3.swf', 'warfare1917.swf', 'warfare1944.swf', 'warp.swf', 'xenos.swf', 'xtremecliffdiving.swf', 'yearofthesnake.swf', 'yuriusshouseofspooks.swf', 'zombiealienparasites.swf'] flash_2 = ["\n

Flash Games

", alist % (outdir + flashgamesin, "Upload SWF")] # Generate HTML code for flash list for x in range(0, len(flash_1)): flash_2.append(alist % (outdir + flashgamesin + "?swf=" + flash_1[x], os.path.splitext(flash_1[x])[0].capitalize())) # Write to list file def st(x): return "\n".join(x) final_list = index % (st(html5_2) + st(gba_2) + st(gen_2) + st(n64_2) + st(nes_2) + st(snes_2) + st(flash_2)) with open(outindex, "w") as file: file.write(final_list) for x in final_list.splitlines(): print(x) print("\nDone!") ================================================ FILE: main/gams/css/style.css ================================================ * { margin: 0; padding: 0; box-sizing: border-box; } html { height: 100vh; } body { background-image: url('/img/space-tint.png'); width: 100%; height: 100%; background-attachment: fixed; background-position: center; background-repeat: no-repeat; background-size: cover; background-color: black; overflow-x: hidden; background-color: rgba(0,0,0,0.4); background-blend-mode: multiply; font-family: Arial; } .center { width: 100%; padding: 50px 0; } .center img { vertical-align: middle; margin-right: 15px; } .center .title { color: rgb(110,140,150); font-weight: bold; font-size: 60px; } .center .material-icons { font-size: 100%; vertical-align: middle; } #mainContent { width: 50%; margin: auto; font-family: Roboto Mono; color: lightgray; padding: 30px 50px; background-color: rgba(0,0,0,0.6); border-radius: 5px; border: 1px solid rgba(110, 150, 160, 0.7); text-align: center; } #mainContent strong { color: rgb(230, 230, 230); } #mainContent selected { font-weight: 900; } #mainContent p { padding-top: 15px; } #mainContent input[type=text] { margin-top: 5px; padding: 10px; width: 300px; border-radius: 7px; border: 3px solid rgb(150,150,150); outline: none; background-color: rgb(240, 240, 240); } #mainContent input[type=text]:focus { border: 3px solid rgb(99, 128, 255); } #mainContent .submit { transition-duration: 0.2s; background-color: rgb(80,105,130); color: lightgray; outline: none; border: none; font-size: 15px; padding: 12px 15px; border-radius: 5px; cursor: pointer; } #mainContent .submit:hover { opacity: 0.9; } #mainContent a { transition-duration: 0.2s; text-decoration: none; color: rgb(110, 150, 160); } #mainContent a:after { content: ""; display: block; height: 0; width: 1px; } #mainContent a:hover { color: rgb(130, 170, 180); text-shadow: 2px 2px 5px rgb(125, 165, 175); } #glist { line-height: 1.75; } h2 { padding-top: 20px; } .results { font-size: 13px; padding-top: 7px !important; display: none; } .tosMsg { position: absolute; bottom: 0; background-color: rgb(25, 25, 25); padding: 6px 0; border-top: 2px solid rgb(110,140,150); box-shadow: 0 0 10px 2px rgb(110,140,150); color: rgb(230, 230, 230); width: 100%; text-align: center; animation-duration: 1s; animation-timing-function: ease-in-out; } .tosMsg #openPopup { transition-duration: 0.1s; color: rgb(110,140,150); text-decoration: underline; } .tosMsg #openPopup:hover { cursor: pointer; color: rgb(95,125,135); } .tosMsg #openPopup:active { color: rgb(80,110,120); } @keyframes fadeOut { 0% { opacity: 1; -webkit-transform: translateY(0%); } 100% { opacity: 0; -webkit-transform: translateY(20px); } } #tosMsgDisappear { animation-name: fadeOut; } .tosBkg { position: absolute; top: 0; left: 0; width: 100vw; height: 100vh; background-color: rgb(0, 0, 0, 0.3); display: none; /* flex */ align-items: center; justify-content: center; } .tos { width: 350px; border: 2px solid rgb(110,140,150); border-radius: 10px; padding: 20px 30px; color: lightgray; background-color: rgb(20, 20, 20); box-shadow: 0 0 10px 2px rgb(110 140 150); } .tos a { transition-duration: 0.1s; color: rgb(110,140,150); } .tos a:hover { color: rgb(95,125,135); } .tos a:active { color: rgb(80,110,120); } #centerBtn { width: 100%; text-align: center; } .err { display: none; color: rgb(200, 0, 0); font-size: 13px; } .loading { animation: rotation 0.9s infinite linear; user-select: none; } @keyframes rotation { from { transform: rotate(0deg); } to { transform: rotate(359deg); } } .changePx { transition-duration: 0.1s; color: rgb(200,200,200); font-size: 12px; } .changePx:hover { color: rgb(180,180,180); text-decoration: underline; cursor: pointer; } .pxs { display: none; width: 450px; margin: auto; } .btn { transition-duration: 0.2s; line-height: 1; margin-top: 10px; padding: 10px 20px; border-radius: 5px; border: 2px solid rgb(110,140,150); background-color: transparent; color: rgb(110,140,150); font-size: 15px; } .btn:hover { background-color: rgb(110,140,150); /*border: 2px solid lightgray;*/ color: rgb(230,230,230); cursor: pointer; } .btn #small { font-size: 10px; } .pageLoading { display: none; position: fixed; bottom: 0; right: 20px; background-color: black; box-shadow: 0 0 5px 1px white; color: white; padding: 7px 10px; font-size: 15px; } .warning { display: none; /* flex */ align-items: center; justify-content: center; position: absolute; top: 0; left: 0; width: 100%; height: 100%; background-color: rgba(0,0,0,0.3); text-align: center; margin: auto; } #warning_content { background-color: rgb(202, 202, 202); color: black; box-shadow: 0 0 6px 2px rgba(136, 136, 136); border-radius: 5px; padding: 20px; max-width: 35%; } #warning_text { color: rgb(200, 0, 0); font-size: 30px; font-weight: bold; padding-bottom: 15px; } #warning_text .material-icons { vertical-align: middle; font-size: 30px; } #warning_content p { padding-bottom: 20px; } #warning_content h2, h6 { color: rgb(0, 70, 200); } .facts { display: none; } ================================================ FILE: main/gams/dehar.py ================================================ # script used for crawling pages # use the network tab in chrome devtools, clear it before loading the game, and when all assets have finished being requested, press the Export HAR button (looks like download) # then, use this script like so (this is an example): python3 dehar.py example.com.har outputdirectory/ import os, sys, subprocess banned = [] #[".php", ".asp"] infile = sys.argv[1] outdir = sys.argv[2] input = open(infile, "r").read().splitlines() lis2 = [] for x in input: if ('"url"' in x) and not(any(i in x for i in banned)): lis2.append(x.split('"')[3].split("?")[0]) lis2 = list(dict.fromkeys(lis2)) open("./wgettemp.txt", "w").write("\n".join(lis2)) subprocess.call("wget -x -i ./wgettemp.txt -P %s" % outdir, shell=True) os.remove("./wgettemp.txt") ================================================ FILE: main/gams/gfiles/flash/index.html ================================================ Flash Player
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\n
\n
Click to unmute
\n
\n\n
    \n';const Z={};function K(e,t){if(void 0!==Z[e]){if(Z[e].class!==t)throw new Error("Internal naming conflict on "+e);return Z[e].name}let n=0;if(void 0!==window.customElements)for(;n<999;){let r=e;if(n>0&&(r=r+"-"+n),void 0===window.customElements.get(r))return window.customElements.define(r,t),Z[e]={class:t,name:r,internalName:e},r;n+=1}throw new Error("Failed to assign custom element "+e)}const ee="application/x-shockwave-flash",te="application/futuresplash",ne="application/x-shockwave-flash2-preview",re="application/vnd.adobe.flash-movie",ie="https://ruffle.rs",oe=/^\s*(\d+(\.\d+)?(%)?)/;let ae=!1;function se(e){if(null==e)return{};e instanceof URLSearchParams||(e=new URLSearchParams(e));const t={};for(const[n,r]of e)t[n]=r.toString();return t}class ce extends HTMLElement{constructor(){return super(),this.hasContextMenu=!1,this.contextMenuForceDisabled=!1,this.isTouch=!1,this.showSwfDownload=!1,this.panicked=!1,this.isExtension=!1,this.config={},this.shadow=this.attachShadow({mode:"open"}),this.shadow.appendChild(X.content.cloneNode(!0)),this.dynamicStyles=this.shadow.getElementById("dynamic_styles"),this.container=this.shadow.getElementById("container"),this.playButton=this.shadow.getElementById("play_button"),this.playButton&&this.playButton.addEventListener("click",(()=>this.play())),this.unmuteOverlay=this.shadow.getElementById("unmute_overlay"),this.contextMenuElement=this.shadow.getElementById("context-menu"),this.addEventListener("contextmenu",this.showContextMenu.bind(this)),this.addEventListener("pointerdown",this.pointerDown.bind(this)),this.addEventListener("fullscreenchange",this.fullScreenChange.bind(this)),this.addEventListener("webkitfullscreenchange",this.fullScreenChange.bind(this)),window.addEventListener("click",this.hideContextMenu.bind(this)),this.instance=null,this.options=null,this.onFSCommand=null,this._readyState=0,this._metadata=null,this.lastActivePlayingState=!1,this.setupPauseOnTabHidden(),this}get readyState(){return this._readyState}get metadata(){return this._metadata}setupPauseOnTabHidden(){document.addEventListener("visibilitychange",(()=>{this.instance&&(document.hidden&&(this.lastActivePlayingState=this.instance.is_playing(),this.instance.pause()),document.hidden||!0!==this.lastActivePlayingState||this.instance.play())}),!1)}connectedCallback(){this.updateStyles()}static get observedAttributes(){return["width","height"]}attributeChangedCallback(e,t,n){"width"!==e&&"height"!==e||this.updateStyles()}disconnectedCallback(){this.destroy()}updateStyles(){if(this.dynamicStyles.sheet){if(this.dynamicStyles.sheet.rules)for(let e=0;e{if(console.error(`Serious error loading Ruffle: ${e}`),"file:"===window.location.protocol)e.ruffleIndexError=2;else{e.ruffleIndexError=9;const t=String(e.message).toLowerCase();t.includes("mime")?e.ruffleIndexError=8:t.includes("networkerror")||t.includes("failed to fetch")?e.ruffleIndexError=6:t.includes("disallowed by embedder")?e.ruffleIndexError=1:"CompileError"===e.name?e.ruffleIndexError=3:t.includes("could not download wasm module")&&"TypeError"===e.name?e.ruffleIndexError=7:"TypeError"===e.name&&(e.ruffleIndexError=5)}throw this.panic(e),e}));if(this.instance=await new n(this.container,this,e),console.log("New Ruffle instance created."),"running"!==this.audioState()&&(this.container.style.visibility="hidden",await new Promise((e=>{window.setTimeout((()=>{e()}),200)})),this.container.style.visibility=""),this.unmuteAudioContext(),"on"===e.autoplay||"off"!==e.autoplay&&"running"===this.audioState()){if(this.play(),"running"!==this.audioState()){"hidden"!==e.unmuteOverlay&&(this.unmuteOverlay.style.display="block"),this.container.addEventListener("click",this.unmuteOverlayClicked.bind(this),{once:!0});const n=null===(t=this.instance)||void 0===t?void 0:t.audio_context();n&&(n.onstatechange=()=>{"running"===n.state&&this.unmuteOverlayClicked(),n.onstatechange=null})}}else this.playButton.style.display="block"}destroy(){this.instance&&(this.instance.destroy(),this.instance=null,this._metadata=null,this._readyState=0,console.log("Ruffle instance destroyed."))}async load(e){var t,n;let r="";switch(typeof e){case"string":e={url:e};break;case"object":null===e?r="Argument 0 must be a string or object":"url"in e||"data"in e?"url"in e&&"string"!=typeof e.url&&(r="`url` must be a string"):r="Argument 0 must contain a `url` or `data` key";break;default:r="Argument 0 must be a string or object"}if(r.length>0){const e=new TypeError(r);throw e.ruffleIndexError=4,this.panic(e),e}if(this.isConnected&&!this.isUnusedFallbackObject()){if(!fe(this))try{const r=Object.assign(Object.assign(Object.assign({},null!==(n=null===(t=window.RufflePlayer)||void 0===t?void 0:t.config)&&void 0!==n?n:{}),this.config),e);if(r.allowScriptAccess=e.allowScriptAccess,this.showSwfDownload=!0===r.showSwfDownload,this.options=e,this.hasContextMenu=!1!==r.contextMenu,r.backgroundColor&&(this.container.style.backgroundColor=r.backgroundColor),await this.ensureFreshInstance(r),"url"in e){console.log(`Loading SWF file ${e.url}`);try{this.swfUrl=new URL(e.url,document.location.href).href}catch(t){this.swfUrl=e.url}const t=Object.assign(Object.assign({},se(e.url.substring(e.url.indexOf("?")))),se(e.parameters));this.instance.stream_from(this.swfUrl,t)}else"data"in e&&(console.log("Loading SWF data"),this.instance.load_data(new Uint8Array(e.data),se(e.parameters)))}catch(e){throw console.error(`Serious error occurred loading SWF file: ${e}`),e}}else console.warn("Ignoring attempt to play a disconnected or suspended Ruffle element")}play(){this.instance&&(this.instance.play(),this.playButton&&(this.playButton.style.display="none"))}get fullscreenEnabled(){return!(!document.fullscreenEnabled&&!document.webkitFullscreenEnabled)}get isFullscreen(){return(document.fullscreenElement||document.webkitFullscreenElement)===this}setFullscreen(e){this.fullscreenEnabled&&(e?this.enterFullscreen():this.exitFullscreen())}enterFullscreen(){const e={navigationUI:"hide"};this.requestFullscreen?this.requestFullscreen(e):this.webkitRequestFullscreen?this.webkitRequestFullscreen(e):this.webkitRequestFullScreen&&this.webkitRequestFullScreen(e)}exitFullscreen(){document.exitFullscreen?document.exitFullscreen():document.webkitExitFullscreen?document.webkitExitFullscreen():document.webkitCancelFullScreen&&document.webkitCancelFullScreen()}fullScreenChange(){var e;null===(e=this.instance)||void 0===e||e.set_fullscreen(this.isFullscreen)}pointerDown(e){"touch"!==e.pointerType&&"pen"!==e.pointerType||(this.isTouch=!0)}async downloadSwf(){try{if(this.swfUrl){console.log("Downloading SWF: "+this.swfUrl);const e=await fetch(this.swfUrl);if(!e.ok)return void console.error("SWF download failed");const t=await e.blob(),n=URL.createObjectURL(t),r=document.createElement("a");r.style.display="none",r.href=n,r.download=this.swfUrl.substring(this.swfUrl.lastIndexOf("/")+1),document.body.appendChild(r),r.click(),document.body.removeChild(r),URL.revokeObjectURL(n)}else console.error("SWF download failed")}catch(e){console.error("SWF download failed")}}contextMenuItems(){const e=String.fromCharCode(10003),t=[];this.instance&&this.instance.prepare_context_menu().forEach(((n,r)=>{n.separatorBefore&&t.push(null),t.push({text:n.caption+(n.checked?` (${e})`:""),onClick:()=>{var e;return null===(e=this.instance)||void 0===e?void 0:e.run_context_menu_callback(r)},enabled:n.enabled})})),t.push(null),this.fullscreenEnabled&&(this.isFullscreen?t.push({text:"Exit fullscreen",onClick:()=>{var e;return null===(e=this.instance)||void 0===e?void 0:e.set_fullscreen(!1)}}):t.push({text:"Enter fullscreen",onClick:()=>{var e;return null===(e=this.instance)||void 0===e?void 0:e.set_fullscreen(!0)}})),this.instance&&this.swfUrl&&this.showSwfDownload&&(t.push(null),t.push({text:"Download .swf",onClick:this.downloadSwf.bind(this)})),t.push(null);const n=this.isExtension?"extension":"";return t.push({text:`About Ruffle ${n} (nightly 2021-12-21)`,onClick(){window.open(ie,"_blank")}}),this.isTouch&&(t.push(null),t.push({text:"Hide this menu",onClick:()=>this.contextMenuForceDisabled=!0})),t}showContextMenu(e){if(e.preventDefault(),!this.hasContextMenu||this.contextMenuForceDisabled)return;for(;this.contextMenuElement.firstChild;)this.contextMenuElement.removeChild(this.contextMenuElement.firstChild);for(const e of this.contextMenuItems())if(null===e){if(!this.contextMenuElement.lastElementChild)continue;if(this.contextMenuElement.lastElementChild.classList.contains("menu_separator"))continue;const e=document.createElement("li");e.className="menu_separator";const t=document.createElement("hr");e.appendChild(t),this.contextMenuElement.appendChild(e)}else{const{text:t,onClick:n,enabled:r}=e,i=document.createElement("li");i.className="menu_item",i.textContent=t,this.contextMenuElement.appendChild(i),!1!==r?i.addEventListener("click",n):i.classList.add("disabled")}this.contextMenuElement.style.left="0",this.contextMenuElement.style.top="0",this.contextMenuElement.style.display="block";const t=this.getBoundingClientRect(),n=e.clientX-t.x,r=e.clientY-t.y,i=t.width-this.contextMenuElement.clientWidth-1,o=t.height-this.contextMenuElement.clientHeight-1;this.contextMenuElement.style.left=Math.floor(Math.min(n,i))+"px",this.contextMenuElement.style.top=Math.floor(Math.min(r,o))+"px"}hideContextMenu(){var e;null===(e=this.instance)||void 0===e||e.clear_custom_menu_items(),this.contextMenuElement.style.display="none"}pause(){this.instance&&(this.instance.pause(),this.playButton&&(this.playButton.style.display="block"))}audioState(){if(this.instance){const e=this.instance.audio_context();return e&&e.state||"running"}return"suspended"}unmuteOverlayClicked(){if(this.instance){if("running"!==this.audioState()){const e=this.instance.audio_context();e&&e.resume()}this.unmuteOverlay&&(this.unmuteOverlay.style.display="none")}}unmuteAudioContext(){ae||(navigator.maxTouchPoints<1?ae=!0:this.container.addEventListener("click",(()=>{var e;if(ae)return;const t=null===(e=this.instance)||void 0===e?void 0:e.audio_context();if(!t)return;const n=new Audio;n.src=(()=>{const e=new ArrayBuffer(10),n=new DataView(e),r=t.sampleRate;return n.setUint32(0,r,!0),n.setUint32(4,r,!0),n.setUint16(8,1,!0),`data:audio/wav;base64,UklGRisAAABXQVZFZm10IBAAAAABAAEA${window.btoa(String.fromCharCode(...new Uint8Array(e))).slice(0,13)}AgAZGF0YQcAAACAgICAgICAAAA=`})(),n.load(),n.play().then((()=>{ae=!0})).catch((e=>{console.warn(`Failed to play dummy sound: ${e}`)}))}),{once:!0}))}copyElement(e){if(e){for(let t=0;tnull==t?void 0:t.call_exposed_callback(e,n)}set traceObserver(e){var t;null===(t=this.instance)||void 0===t||t.set_trace_observer(e)}panic(e){var t;if(this.panicked)return;if(this.panicked=!0,e instanceof Error&&("AbortError"===e.name||e.message.includes("AbortError")))return;const n=null!==(t=null==e?void 0:e.ruffleIndexError)&&void 0!==t?t:0,r=Object.assign([],{stackIndex:-1});if(r.push("# Error Info\n"),e instanceof Error){if(r.push(`Error name: ${e.name}\n`),r.push(`Error message: ${e.message}\n`),e.stack){const t=r.push(`Error stack:\n\`\`\`\n${e.stack}\n\`\`\`\n`)-1;r.stackIndex=t}}else r.push(`Error: ${e}\n`);r.push("\n# Player Info\n"),r.push(this.debugPlayerInfo()),r.push("\n# Page Info\n"),r.push(`Page URL: ${document.location.href}\n`),this.swfUrl&&r.push(`SWF URL: ${this.swfUrl}\n`),r.push("\n# Browser Info\n"),r.push(`Useragent: ${window.navigator.userAgent}\n`),r.push(`OS: ${window.navigator.platform}\n`),r.push("\n# Ruffle Info\n"),r.push("Version: 0.1.0\n"),r.push("Name: nightly 2021-12-21\n"),r.push("Channel: nightly\n"),r.push("Built: 2021-12-21T00:14:34.280Z\n"),r.push("Commit: ccef61d0764c66d2f034ea07273d218b0f98e529\n"),r.push(`Is extension: ${this.isExtension}\n`);const i=r.join(""),o=document.location.href.split(/[?#]/)[0];let a,s,c=`https://github.com/ruffle-rs/ruffle/issues/new?title=${encodeURIComponent(`Error on ${o}`)}&labels=error-report&body=`,u=encodeURIComponent(i);switch(r.stackIndex>-1&&String(c+u).length>8195&&(r[r.stackIndex]=null,u=encodeURIComponent(r.join(""))),c+=u,n){case 2:a='\n

    It appears you are running Ruffle on the "file:" protocol.

    \n

    This doesn\'t work as browsers block many features from working for security reasons.

    \n

    Instead, we invite you to setup a local server or either use the web demo or the desktop application.

    \n ',s=`\n
  • Web Demo
  • \n
  • Desktop Application
  • \n `;break;case 4:a="\n

    Ruffle has encountered a major issue due to an incorrect JavaScript configuration.

    \n

    If you are the server administrator, we invite you to check the error details to find out which parameter is at fault.

    \n

    You can also consult the Ruffle wiki for help.

    \n ",s='\n
  • View Ruffle Wiki
  • \n
  • View Error Details
  • \n ';break;case 9:a='\n

    Ruffle failed to load the required ".wasm" file component.

    \n

    If you are the server administrator, please ensure the file has correctly been uploaded.

    \n

    If the issue persists, you may need to use the "publicPath" setting: please consult the Ruffle wiki for help.

    \n ',s='\n
  • View Ruffle Wiki
  • \n
  • View Error Details
  • \n ';break;case 8:a='\n

    Ruffle has encountered a major issue whilst trying to initialize.

    \n

    This web server is not serving ".wasm" files with the correct MIME type.

    \n

    If you are the server administrator, please consult the Ruffle wiki for help.

    \n ',s='\n
  • View Ruffle Wiki
  • \n
  • View Error Details
  • \n ';break;case 10:a="\n

    Ruffle failed to load the Flash SWF file.

    \n

    The most likely reason is that the file no longer exists, so there is nothing for Ruffle to load.

    \n

    Try contacting the website administrator for help.

    \n ",s='\n
  • View Error Details
  • \n ';break;case 6:a='\n

    Ruffle failed to load the required ".wasm" file component.

    \n

    Access to fetch has likely been blocked by CORS policy.

    \n

    If you are the server administrator, please consult the Ruffle wiki for help.

    \n ',s='\n
  • View Ruffle Wiki
  • \n
  • View Error Details
  • \n ';break;case 3:a="\n

    Ruffle has encountered a major issue whilst trying to initialize.

    \n

    It seems like this page has missing or invalid files for running Ruffle.

    \n

    If you are the server administrator, please consult the Ruffle wiki for help.

    \n ",s='\n
  • View Ruffle Wiki
  • \n
  • View Error Details
  • \n ';break;case 7:a="\n

    Ruffle has encountered a major issue whilst trying to initialize.

    \n

    This can often resolve itself, so you can try reloading the page.

    \n

    Otherwise, please contact the website administrator.

    \n ",s='\n
  • View Error Details
  • \n ';break;case 5:a="\n

    Ruffle has encountered a major issue whilst trying to initialize.

    \n

    It seems like this page uses JavaScript code that conflicts with Ruffle.

    \n

    If you are the server administrator, we invite you to try loading the file on a blank page.

    \n ",s=`\n
  • Report Bug
  • \n
  • View Error Details
  • \n `;break;case 1:a='\n

    Ruffle has encountered a major issue whilst trying to initialize.

    \n

    This web server\'s Content Security Policy does not allow the required ".wasm" component to run.

    \n

    If you are the server administrator, please consult the Ruffle wiki for help.

    \n ',s='\n
  • View Ruffle Wiki
  • \n
  • View Error Details
  • \n ';break;default:a="\n

    Ruffle has encountered a major issue whilst trying to display this Flash content.

    \n

    This isn't supposed to happen, so we'd really appreciate if you could file a bug!

    \n ",s=`\n
  • Report Bug
  • \n
  • View Error Details
  • \n `}this.container.innerHTML=`\n
    \n
    Something went wrong :(
    \n
    ${a}
    \n \n
    \n `;const l=this.container.querySelector("#panic-view-details");l&&(l.onclick=()=>{const e=this.container.querySelector("#panic-body");return e.classList.add("details"),e.innerHTML=``,!1}),this.destroy()}displayRootMovieDownloadFailedMessage(){const e=new URL(this.swfUrl);if(window.location.origin==e.origin||!this.isExtension||!window.location.protocol.includes("http")){const e=new Error("Failed to fetch: "+this.swfUrl);return e.ruffleIndexError=10,void this.panic(e)}const t=document.createElement("div");t.id="message_overlay",t.innerHTML=`
    \n

    Ruffle wasn't able to run the Flash embedded in this page.

    \n

    You can try to open the file in a separate tab, to sidestep this issue.

    \n \n
    `,this.container.prepend(t)}displayUnsupportedMessage(){const e=document.createElement("div");e.id="message_overlay",e.innerHTML='
    \n

    Flash Player has been removed from browsers in 2021.

    \n

    This content is not yet supported by the Ruffle emulator and will likely not run as intended.

    \n
    \n More info\n \n
    \n
    ',this.container.prepend(e),e.querySelector("#run-anyway-btn").onclick=()=>{e.parentNode.removeChild(e)}}displayMessage(e){const t=document.createElement("div");t.id="message_overlay",t.innerHTML=`
    \n

    ${e}

    \n
    \n \n
    \n
    `,this.container.prepend(t),this.container.querySelector("#continue-btn").onclick=()=>{t.parentNode.removeChild(t)}}debugPlayerInfo(){var e,t;return`Allows script access: ${null!==(t=null===(e=this.options)||void 0===e?void 0:e.allowScriptAccess)&&void 0!==t&&t}\n`}setMetadata(e){this._metadata=e,this._readyState=2,this.dispatchEvent(new Event(ce.LOADED_METADATA)),this.dispatchEvent(new Event(ce.LOADED_DATA))}setIsExtension(e){this.isExtension=e}}function ue(e,t){switch(e||(e="sameDomain"),e.toLowerCase()){case"always":return!0;case"never":return!1;default:try{return new URL(window.location.href).origin===new URL(t,window.location.href).origin}catch(e){return!1}}}function le(e){return null===e||"true"===e.toLowerCase()}function _e(e){if(e){let t="";try{t=new URL(e,ie).pathname}catch(e){}if(t&&t.length>=4){const e=t.slice(-4).toLowerCase();if(".swf"===e||".spl"===e)return!0}}return!1}function fe(e){let t=e.parentElement;for(;null!==t;){switch(t.tagName){case"AUDIO":case"VIDEO":return!0}t=t.parentElement}return!1}ce.LOADED_METADATA="loadedmetadata",ce.LOADED_DATA="loadeddata";class be extends ce{constructor(){super()}connectedCallback(){var e,t,n,r,i,o,a,s,c,u,l,_,f;super.connectedCallback();const b=this.attributes.getNamedItem("src");if(b){const d=null!==(t=null===(e=this.attributes.getNamedItem("allowScriptAccess"))||void 0===e?void 0:e.value)&&void 0!==t?t:null,g=null!==(r=null===(n=this.attributes.getNamedItem("menu"))||void 0===n?void 0:n.value)&&void 0!==r?r:null;this.load({url:b.value,allowScriptAccess:ue(d,b.value),parameters:null===(i=this.attributes.getNamedItem("flashvars"))||void 0===i?void 0:i.value,backgroundColor:null===(o=this.attributes.getNamedItem("bgcolor"))||void 0===o?void 0:o.value,base:null===(a=this.attributes.getNamedItem("base"))||void 0===a?void 0:a.value,menu:le(g),salign:null!==(c=null===(s=this.attributes.getNamedItem("salign"))||void 0===s?void 0:s.value)&&void 0!==c?c:"",quality:null!==(l=null===(u=this.attributes.getNamedItem("quality"))||void 0===u?void 0:u.value)&&void 0!==l?l:"high",scale:null!==(f=null===(_=this.attributes.getNamedItem("scale"))||void 0===_?void 0:_.value)&&void 0!==f?f:"showAll"})}}get src(){var e;return null===(e=this.attributes.getNamedItem("src"))||void 0===e?void 0:e.value}set src(e){if(null!=e){const t=document.createAttribute("src");t.value=e,this.attributes.setNamedItem(t)}else this.attributes.removeNamedItem("src")}static get observedAttributes(){return["src","width","height"]}attributeChangedCallback(e,t,n){var r;if(super.attributeChangedCallback(e,t,n),this.isConnected&&"src"===e){let e;const t=this.attributes.getNamedItem("flashvars");t&&(e=t.value);const n=this.attributes.getNamedItem("src");n&&this.load({url:n.value,parameters:e,base:null===(r=this.attributes.getNamedItem("base"))||void 0===r?void 0:r.value})}}static isInterdictable(e){var t;if(fe(e))return!1;if(!e.getAttribute("src"))return!1;const n=null===(t=e.getAttribute("type"))||void 0===t?void 0:t.toLowerCase();return n===ee.toLowerCase()||n===te.toLowerCase()||n===ne.toLowerCase()||n===re.toLowerCase()||(null==n||""===n)&&_e(e.getAttribute("src"))}static fromNativeEmbedElement(e){const t=K("ruffle-embed",be),n=document.createElement(t);return n.copyElement(e),n}}function de(e,t,n){t=t.toLowerCase();for(const n in e)if(Object.hasOwnProperty.call(e,n)&&t===n.toLowerCase())return e[n];return n}function ge(e){var t,n;const r={};for(const i of e.children)if(i instanceof HTMLParamElement){const e=null===(t=i.attributes.getNamedItem("name"))||void 0===t?void 0:t.value,o=null===(n=i.attributes.getNamedItem("value"))||void 0===n?void 0:n.value;e&&o&&(r[e]=o)}return r}class we extends ce{constructor(){super(),this.params={}}connectedCallback(){var e;super.connectedCallback(),this.params=ge(this);let 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J(navigator.plugins),writable:!1}),navigator.plugins.install(e),!(e.length>0)||"install"in navigator.mimeTypes&&navigator.mimeTypes.install||Object.defineProperty(navigator,"mimeTypes",{value:new G(navigator.mimeTypes),writable:!1});const t=navigator.mimeTypes;for(let n=0;n 2048

    2048

    0
    0

    Join the numbers and get to the 2048 tile!

    New Game

    How to play: Use your arrow keys to move the tiles. When two tiles with the same number touch, they merge into one!

    ================================================ FILE: main/gams/gfiles/html5/2048/js/animframe_polyfill.js ================================================ (function () { var lastTime = 0; var vendors = ['webkit', 'moz']; for (var x = 0; x < vendors.length && !window.requestAnimationFrame; ++x) { window.requestAnimationFrame = window[vendors[x] + 'RequestAnimationFrame']; window.cancelAnimationFrame = window[vendors[x] + 'CancelAnimationFrame'] || window[vendors[x] + 'CancelRequestAnimationFrame']; } if (!window.requestAnimationFrame) { window.requestAnimationFrame = function (callback) { var currTime = new Date().getTime(); var timeToCall = Math.max(0, 16 - (currTime - lastTime)); var id = window.setTimeout(function () { callback(currTime + timeToCall); }, timeToCall); lastTime = currTime + timeToCall; return id; }; } if (!window.cancelAnimationFrame) { window.cancelAnimationFrame = function (id) { clearTimeout(id); }; } }()); ================================================ FILE: main/gams/gfiles/html5/2048/js/application.js ================================================ // Wait till the browser is ready to render the game (avoids glitches) window.requestAnimationFrame(function () { new GameManager(4, KeyboardInputManager, HTMLActuator, LocalStorageManager); }); ================================================ FILE: main/gams/gfiles/html5/2048/js/bind_polyfill.js ================================================ Function.prototype.bind = Function.prototype.bind || function (target) { var self = this; return function (args) { if (!(args instanceof Array)) { args = [args]; } self.apply(target, args); }; }; ================================================ FILE: main/gams/gfiles/html5/2048/js/classlist_polyfill.js ================================================ (function () { if (typeof window.Element === "undefined" || "classList" in document.documentElement) { return; } var prototype = Array.prototype, push = prototype.push, splice = prototype.splice, join = prototype.join; function DOMTokenList(el) { this.el = el; // The className needs to be trimmed and split on whitespace // to retrieve a list of classes. var classes = el.className.replace(/^\s+|\s+$/g, '').split(/\s+/); for (var i = 0; i < classes.length; i++) { push.call(this, classes[i]); } } DOMTokenList.prototype = { add: function (token) { if (this.contains(token)) return; push.call(this, token); this.el.className = this.toString(); }, contains: function (token) { return this.el.className.indexOf(token) != -1; }, item: function (index) { return this[index] || null; }, remove: function (token) { if (!this.contains(token)) return; for (var i = 0; i < this.length; i++) { if (this[i] == token) break; } splice.call(this, i, 1); this.el.className = this.toString(); }, toString: function () { return join.call(this, ' '); }, toggle: function (token) { if (!this.contains(token)) { this.add(token); } else { this.remove(token); } return this.contains(token); } }; window.DOMTokenList = DOMTokenList; function defineElementGetter(obj, prop, getter) { if (Object.defineProperty) { Object.defineProperty(obj, prop, { get: getter }); } else { obj.__defineGetter__(prop, getter); } } defineElementGetter(HTMLElement.prototype, 'classList', function () { return new DOMTokenList(this); }); })(); ================================================ FILE: main/gams/gfiles/html5/2048/js/game_manager.js ================================================ function GameManager(size, InputManager, Actuator, StorageManager) { this.size = size; // Size of the grid this.inputManager = new InputManager; this.storageManager = new StorageManager; this.actuator = new Actuator; this.startTiles = 2; this.inputManager.on("move", this.move.bind(this)); this.inputManager.on("restart", this.restart.bind(this)); this.inputManager.on("keepPlaying", this.keepPlaying.bind(this)); this.setup(); } // Restart the game GameManager.prototype.restart = function () { this.storageManager.clearGameState(); this.actuator.continueGame(); // Clear the game won/lost message this.setup(); }; // Keep playing after winning (allows going over 2048) GameManager.prototype.keepPlaying = function () { this.keepPlaying = true; this.actuator.continueGame(); // Clear the game won/lost message }; // Return true if the game is lost, or has won and the user hasn't kept playing GameManager.prototype.isGameTerminated = function () { return this.over || (this.won && !this.keepPlaying); }; // Set up the game GameManager.prototype.setup = function () { var previousState = this.storageManager.getGameState(); // Reload the game from a previous game if present if (previousState) { this.grid = new Grid(previousState.grid.size, previousState.grid.cells); // Reload grid this.score = previousState.score; this.over = previousState.over; this.won = previousState.won; this.keepPlaying = previousState.keepPlaying; } else { this.grid = new Grid(this.size); this.score = 0; this.over = false; this.won = false; this.keepPlaying = false; // Add the initial tiles this.addStartTiles(); } // Update the actuator this.actuate(); }; // Set up the initial tiles to start the game with GameManager.prototype.addStartTiles = function () { for (var i = 0; i < this.startTiles; i++) { this.addRandomTile(); } }; // Adds a tile in a random position GameManager.prototype.addRandomTile = function () { if (this.grid.cellsAvailable()) { var value = Math.random() < 0.9 ? 2 : 4; var tile = new Tile(this.grid.randomAvailableCell(), value); this.grid.insertTile(tile); } }; // Sends the updated grid to the actuator GameManager.prototype.actuate = function () { if (this.storageManager.getBestScore() < this.score) { this.storageManager.setBestScore(this.score); } // Clear the state when the game is over (game over only, not win) if (this.over) { this.storageManager.clearGameState(); } else { this.storageManager.setGameState(this.serialize()); } this.actuator.actuate(this.grid, { score: this.score, over: this.over, won: this.won, bestScore: this.storageManager.getBestScore(), terminated: this.isGameTerminated() }); }; // Represent the current game as an object GameManager.prototype.serialize = function () { return { grid: this.grid.serialize(), score: this.score, over: this.over, won: this.won, keepPlaying: this.keepPlaying }; }; // Save all tile positions and remove merger info GameManager.prototype.prepareTiles = function () { this.grid.eachCell(function (x, y, tile) { if (tile) { tile.mergedFrom = null; tile.savePosition(); } }); }; // Move a tile and its representation GameManager.prototype.moveTile = function (tile, cell) { this.grid.cells[tile.x][tile.y] = null; this.grid.cells[cell.x][cell.y] = tile; tile.updatePosition(cell); }; // Move tiles on the grid in the specified direction GameManager.prototype.move = function (direction) { // 0: up, 1: right, 2: down, 3: left var self = this; if (this.isGameTerminated()) return; // Don't do anything if the game's over var cell, tile; var vector = this.getVector(direction); var traversals = this.buildTraversals(vector); var moved = false; // Save the current tile positions and remove merger information this.prepareTiles(); // Traverse the grid in the right direction and move tiles traversals.x.forEach(function (x) { traversals.y.forEach(function (y) { cell = { x: x, y: y }; tile = self.grid.cellContent(cell); if (tile) { var positions = self.findFarthestPosition(cell, vector); var next = self.grid.cellContent(positions.next); // Only one merger per row traversal? if (next && next.value === tile.value && !next.mergedFrom) { var merged = new Tile(positions.next, tile.value * 2); merged.mergedFrom = [tile, next]; self.grid.insertTile(merged); self.grid.removeTile(tile); // Converge the two tiles' positions tile.updatePosition(positions.next); // Update the score self.score += merged.value; // The mighty 2048 tile if (merged.value === 2048) self.won = true; } else { self.moveTile(tile, positions.farthest); } if (!self.positionsEqual(cell, tile)) { moved = true; // The tile moved from its original cell! } } }); }); if (moved) { this.addRandomTile(); if (!this.movesAvailable()) { this.over = true; // Game over! } this.actuate(); } }; // Get the vector representing the chosen direction GameManager.prototype.getVector = function (direction) { // Vectors representing tile movement var map = { 0: { x: 0, y: -1 }, // Up 1: { x: 1, y: 0 }, // Right 2: { x: 0, y: 1 }, // Down 3: { x: -1, y: 0 } // Left }; return map[direction]; }; // Build a list of positions to traverse in the right order GameManager.prototype.buildTraversals = function (vector) { var traversals = { x: [], y: [] }; for (var pos = 0; pos < this.size; pos++) { traversals.x.push(pos); traversals.y.push(pos); } // Always traverse from the farthest cell in the chosen direction if (vector.x === 1) traversals.x = traversals.x.reverse(); if (vector.y === 1) traversals.y = traversals.y.reverse(); return traversals; }; GameManager.prototype.findFarthestPosition = function (cell, vector) { var previous; // Progress towards the vector direction until an obstacle is found do { previous = cell; cell = { x: previous.x + vector.x, y: previous.y + vector.y }; } while (this.grid.withinBounds(cell) && this.grid.cellAvailable(cell)); return { farthest: previous, next: cell // Used to check if a merge is required }; }; GameManager.prototype.movesAvailable = function () { return this.grid.cellsAvailable() || this.tileMatchesAvailable(); }; // Check for available matches between tiles (more expensive check) GameManager.prototype.tileMatchesAvailable = function () { var self = this; var tile; for (var x = 0; x < this.size; x++) { for (var y = 0; y < this.size; y++) { tile = this.grid.cellContent({ x: x, y: y }); if (tile) { for (var direction = 0; direction < 4; direction++) { var vector = self.getVector(direction); var cell = { x: x + vector.x, y: y + vector.y }; var other = self.grid.cellContent(cell); if (other && other.value === tile.value) { return true; // These two tiles can be merged } } } } } return false; }; GameManager.prototype.positionsEqual = function (first, second) { return first.x === second.x && first.y === second.y; }; ================================================ FILE: main/gams/gfiles/html5/2048/js/grid.js ================================================ function Grid(size, previousState) { this.size = size; this.cells = previousState ? this.fromState(previousState) : this.empty(); } // Build a grid of the specified size Grid.prototype.empty = function () { var cells = []; for (var x = 0; x < this.size; x++) { var row = cells[x] = []; for (var y = 0; y < this.size; y++) { row.push(null); } } return cells; }; Grid.prototype.fromState = function (state) { var cells = []; for (var x = 0; x < this.size; x++) { var row = cells[x] = []; for (var y = 0; y < this.size; y++) { var tile = state[x][y]; row.push(tile ? new Tile(tile.position, tile.value) : null); } } return cells; }; // Find the first available random position Grid.prototype.randomAvailableCell = function () { var cells = this.availableCells(); if (cells.length) { return cells[Math.floor(Math.random() * cells.length)]; } }; Grid.prototype.availableCells = function () { var cells = []; this.eachCell(function (x, y, tile) { if (!tile) { cells.push({ x: x, y: y }); } }); return cells; }; // Call callback for every cell Grid.prototype.eachCell = function (callback) { for (var x = 0; x < this.size; x++) { for (var y = 0; y < this.size; y++) { callback(x, y, this.cells[x][y]); } } }; // Check if there are any cells available Grid.prototype.cellsAvailable = function () { return !!this.availableCells().length; }; // Check if the specified cell is taken Grid.prototype.cellAvailable = function (cell) { return !this.cellOccupied(cell); }; Grid.prototype.cellOccupied = function (cell) { return !!this.cellContent(cell); }; Grid.prototype.cellContent = function (cell) { if (this.withinBounds(cell)) { return this.cells[cell.x][cell.y]; } else { return null; } }; // Inserts a tile at its position Grid.prototype.insertTile = function (tile) { this.cells[tile.x][tile.y] = tile; }; Grid.prototype.removeTile = function (tile) { this.cells[tile.x][tile.y] = null; }; Grid.prototype.withinBounds = function (position) { return position.x >= 0 && position.x < this.size && position.y >= 0 && position.y < this.size; }; Grid.prototype.serialize = function () { var cellState = []; for (var x = 0; x < this.size; x++) { var row = cellState[x] = []; for (var y = 0; y < this.size; y++) { row.push(this.cells[x][y] ? this.cells[x][y].serialize() : null); } } return { size: this.size, cells: cellState }; }; ================================================ FILE: main/gams/gfiles/html5/2048/js/html_actuator.js ================================================ function HTMLActuator() { this.tileContainer = document.querySelector(".tile-container"); this.scoreContainer = document.querySelector(".score-container"); this.bestContainer = document.querySelector(".best-container"); this.messageContainer = document.querySelector(".game-message"); this.score = 0; } HTMLActuator.prototype.actuate = function (grid, metadata) { var self = this; window.requestAnimationFrame(function () { self.clearContainer(self.tileContainer); grid.cells.forEach(function (column) { column.forEach(function (cell) { if (cell) { self.addTile(cell); } }); }); self.updateScore(metadata.score); self.updateBestScore(metadata.bestScore); if (metadata.terminated) { if (metadata.over) { self.message(false); // You lose } else if (metadata.won) { self.message(true); // You win! } } }); }; // Continues the game (both restart and keep playing) HTMLActuator.prototype.continueGame = function () { this.clearMessage(); }; HTMLActuator.prototype.clearContainer = function (container) { while (container.firstChild) { container.removeChild(container.firstChild); } }; HTMLActuator.prototype.addTile = function (tile) { var self = this; var wrapper = document.createElement("div"); var inner = document.createElement("div"); var position = tile.previousPosition || { x: tile.x, y: tile.y }; var positionClass = this.positionClass(position); // We can't use classlist because it somehow glitches when replacing classes var classes = ["tile", "tile-" + tile.value, positionClass]; if (tile.value > 2048) classes.push("tile-super"); this.applyClasses(wrapper, classes); inner.classList.add("tile-inner"); inner.textContent = tile.value; if (tile.previousPosition) { // Make sure that the tile gets rendered in the previous position first window.requestAnimationFrame(function () { classes[2] = self.positionClass({ x: tile.x, y: tile.y }); self.applyClasses(wrapper, classes); // Update the position }); } else if (tile.mergedFrom) { classes.push("tile-merged"); this.applyClasses(wrapper, classes); // Render the tiles that merged tile.mergedFrom.forEach(function (merged) { self.addTile(merged); }); } else { classes.push("tile-new"); this.applyClasses(wrapper, classes); } // Add the inner part of the tile to the wrapper wrapper.appendChild(inner); // Put the tile on the board this.tileContainer.appendChild(wrapper); }; HTMLActuator.prototype.applyClasses = function (element, classes) { element.setAttribute("class", classes.join(" ")); }; HTMLActuator.prototype.normalizePosition = function (position) { return { x: position.x + 1, y: position.y + 1 }; }; HTMLActuator.prototype.positionClass = function (position) { position = this.normalizePosition(position); return "tile-position-" + position.x + "-" + position.y; }; HTMLActuator.prototype.updateScore = function (score) { this.clearContainer(this.scoreContainer); var difference = score - this.score; this.score = score; this.scoreContainer.textContent = this.score; if (difference > 0) { var addition = document.createElement("div"); addition.classList.add("score-addition"); addition.textContent = "+" + difference; this.scoreContainer.appendChild(addition); } }; HTMLActuator.prototype.updateBestScore = function (bestScore) { this.bestContainer.textContent = bestScore; }; HTMLActuator.prototype.message = function (won) { var type = won ? "game-won" : "game-over"; var message = won ? "You win!" : "Game over!"; this.messageContainer.classList.add(type); this.messageContainer.getElementsByTagName("p")[0].textContent = message; }; HTMLActuator.prototype.clearMessage = function () { // IE only takes one value to remove at a time. this.messageContainer.classList.remove("game-won"); this.messageContainer.classList.remove("game-over"); }; ================================================ FILE: main/gams/gfiles/html5/2048/js/keyboard_input_manager.js ================================================ function KeyboardInputManager() { this.events = {}; if (window.navigator.msPointerEnabled) { //Internet Explorer 10 style this.eventTouchstart = "MSPointerDown"; this.eventTouchmove = "MSPointerMove"; this.eventTouchend = "MSPointerUp"; } else { this.eventTouchstart = "touchstart"; this.eventTouchmove = "touchmove"; this.eventTouchend = "touchend"; } this.listen(); } KeyboardInputManager.prototype.on = function (event, callback) { if (!this.events[event]) { this.events[event] = []; } this.events[event].push(callback); }; KeyboardInputManager.prototype.emit = function (event, data) { var callbacks = this.events[event]; if (callbacks) { callbacks.forEach(function (callback) { callback(data); }); } }; KeyboardInputManager.prototype.listen = function () { var self = this; var map = { 38: 0, // Up 39: 1, // Right 40: 2, // Down 37: 3, // Left 75: 0, // Vim up 76: 1, // Vim right 74: 2, // Vim down 72: 3, // Vim left 87: 0, // W 68: 1, // D 83: 2, // S 65: 3 // A }; // Respond to direction keys document.addEventListener("keydown", function (event) { var modifiers = event.altKey || event.ctrlKey || event.metaKey || event.shiftKey; var mapped = map[event.which]; if (!modifiers) { if (mapped !== undefined) { event.preventDefault(); self.emit("move", mapped); } } // R key restarts the game if (!modifiers && event.which === 82) { self.restart.call(self, event); } }); // Respond to button presses this.bindButtonPress(".retry-button", this.restart); this.bindButtonPress(".restart-button", this.restart); this.bindButtonPress(".keep-playing-button", this.keepPlaying); // Respond to swipe events var touchStartClientX, touchStartClientY; var gameContainer = document.getElementsByClassName("game-container")[0]; gameContainer.addEventListener(this.eventTouchstart, function (event) { if ((!window.navigator.msPointerEnabled && event.touches.length > 1) || event.targetTouches.length > 1) { return; // Ignore if touching with more than 1 finger } if (window.navigator.msPointerEnabled) { touchStartClientX = event.pageX; touchStartClientY = event.pageY; } else { touchStartClientX = event.touches[0].clientX; touchStartClientY = event.touches[0].clientY; } event.preventDefault(); }); gameContainer.addEventListener(this.eventTouchmove, function (event) { event.preventDefault(); }); gameContainer.addEventListener(this.eventTouchend, function (event) { if ((!window.navigator.msPointerEnabled && event.touches.length > 0) || event.targetTouches.length > 0) { return; // Ignore if still touching with one or more fingers } var touchEndClientX, touchEndClientY; if (window.navigator.msPointerEnabled) { touchEndClientX = event.pageX; touchEndClientY = event.pageY; } else { touchEndClientX = event.changedTouches[0].clientX; touchEndClientY = event.changedTouches[0].clientY; } var dx = touchEndClientX - touchStartClientX; var absDx = Math.abs(dx); var dy = touchEndClientY - touchStartClientY; var absDy = Math.abs(dy); if (Math.max(absDx, absDy) > 10) { // (right : left) : (down : up) self.emit("move", absDx > absDy ? (dx > 0 ? 1 : 3) : (dy > 0 ? 2 : 0)); } }); }; KeyboardInputManager.prototype.restart = function (event) { event.preventDefault(); this.emit("restart"); }; KeyboardInputManager.prototype.keepPlaying = function (event) { event.preventDefault(); this.emit("keepPlaying"); }; KeyboardInputManager.prototype.bindButtonPress = function (selector, fn) { var button = document.querySelector(selector); button.addEventListener("click", fn.bind(this)); button.addEventListener(this.eventTouchend, fn.bind(this)); }; ================================================ FILE: main/gams/gfiles/html5/2048/js/local_storage_manager.js ================================================ window.fakeStorage = { _data: {}, setItem: function (id, val) { return this._data[id] = String(val); }, getItem: function (id) { return this._data.hasOwnProperty(id) ? this._data[id] : undefined; }, removeItem: function (id) { return delete this._data[id]; }, clear: function () { return this._data = {}; } }; function LocalStorageManager() { this.bestScoreKey = "bestScore"; this.gameStateKey = "gameState"; var supported = this.localStorageSupported(); this.storage = supported ? window.localStorage : window.fakeStorage; } LocalStorageManager.prototype.localStorageSupported = function () { var testKey = "test"; try { var storage = window.localStorage; storage.setItem(testKey, "1"); storage.removeItem(testKey); return true; } catch (error) { return false; } }; // Best score getters/setters LocalStorageManager.prototype.getBestScore = function () { return this.storage.getItem(this.bestScoreKey) || 0; }; LocalStorageManager.prototype.setBestScore = function (score) { this.storage.setItem(this.bestScoreKey, score); }; // Game state getters/setters and clearing LocalStorageManager.prototype.getGameState = function () { var stateJSON = this.storage.getItem(this.gameStateKey); return stateJSON ? JSON.parse(stateJSON) : null; }; LocalStorageManager.prototype.setGameState = function (gameState) { this.storage.setItem(this.gameStateKey, JSON.stringify(gameState)); }; LocalStorageManager.prototype.clearGameState = function () { this.storage.removeItem(this.gameStateKey); }; ================================================ FILE: main/gams/gfiles/html5/2048/js/tile.js ================================================ function Tile(position, value) { this.x = position.x; this.y = position.y; this.value = value || 2; this.previousPosition = null; this.mergedFrom = null; // Tracks tiles that merged together } Tile.prototype.savePosition = function () { this.previousPosition = { x: this.x, y: this.y }; }; Tile.prototype.updatePosition = function (position) { this.x = position.x; this.y = position.y; }; Tile.prototype.serialize = function () { return { position: { x: this.x, y: this.y }, value: this.value }; }; ================================================ FILE: main/gams/gfiles/html5/2048/style/fonts/clear-sans.css ================================================ @font-face { font-family: "Clear Sans"; src: url("ClearSans-Light-webfont.eot"); src: url("ClearSans-Light-webfontd41d.eot?#iefix") format("embedded-opentype"), url("ClearSans-Light-webfont.svg#clear_sans_lightregular") format("svg"), url("ClearSans-Light-webfont.woff") format("woff"); font-weight: 200; font-style: normal; } @font-face { font-family: "Clear Sans"; src: url("ClearSans-Regular-webfont.eot"); src: url("ClearSans-Regular-webfontd41d.eot?#iefix") format("embedded-opentype"), url("ClearSans-Regular-webfont.svg#clear_sansregular") format("svg"), url("ClearSans-Regular-webfont.woff") format("woff"); font-weight: normal; font-style: normal; } @font-face { font-family: "Clear Sans"; src: url("ClearSans-Bold-webfont.eot"); src: url("ClearSans-Bold-webfontd41d.eot?#iefix") format("embedded-opentype"), url("ClearSans-Bold-webfont.svg#clear_sansbold") format("svg"), url("ClearSans-Bold-webfont.woff") format("woff"); font-weight: 700; font-style: normal; } ================================================ FILE: main/gams/gfiles/html5/2048/style/main.css ================================================ @import url(fonts/clear-sans.css); html, body { margin: 0; padding: 0; background: #faf8ef; color: #776e65; font-family: "Clear Sans", "Helvetica Neue", Arial, sans-serif; font-size: 18px; } body { margin: 80px 0; } .heading:after { content: ""; display: block; clear: both; } h1.title { font-size: 80px; font-weight: bold; margin: 0; display: block; float: left; } @-webkit-keyframes move-up { 0% { top: 25px; opacity: 1; } 100% { top: -50px; opacity: 0; } } @-moz-keyframes move-up { 0% { top: 25px; opacity: 1; } 100% { top: -50px; opacity: 0; } } @keyframes move-up { 0% { top: 25px; opacity: 1; } 100% { top: -50px; opacity: 0; } } .scores-container { float: right; text-align: right; } .score-container, .best-container { position: relative; display: inline-block; background: #bbada0; padding: 15px 25px; font-size: 25px; height: 25px; line-height: 47px; font-weight: bold; border-radius: 3px; color: white; margin-top: 8px; text-align: center; } .score-container:after, .best-container:after { position: absolute; width: 100%; top: 10px; left: 0; text-transform: uppercase; font-size: 13px; line-height: 13px; text-align: center; color: #eee4da; } .score-container .score-addition, .best-container .score-addition { position: absolute; right: 30px; color: red; font-size: 25px; line-height: 25px; font-weight: bold; color: rgba(119, 110, 101, 0.9); z-index: 100; -webkit-animation: move-up 600ms ease-in; -moz-animation: move-up 600ms ease-in; animation: move-up 600ms ease-in; -webkit-animation-fill-mode: both; -moz-animation-fill-mode: both; animation-fill-mode: both; } .score-container:after { content: "Score"; } .best-container:after { content: "Best"; } p { margin-top: 0; margin-bottom: 10px; line-height: 1.65; } a { color: #776e65; font-weight: bold; text-decoration: underline; cursor: pointer; } strong.important { text-transform: uppercase; } hr { border: none; border-bottom: 1px solid #d8d4d0; margin-top: 20px; margin-bottom: 30px; } .container { width: 500px; margin: 0 auto; } @-webkit-keyframes fade-in { 0% { opacity: 0; } 100% { opacity: 1; } } @-moz-keyframes fade-in { 0% { opacity: 0; } 100% { opacity: 1; } } @keyframes fade-in { 0% { opacity: 0; } 100% { opacity: 1; } } .game-container { margin-top: 40px; position: relative; padding: 15px; cursor: default; -webkit-touch-callout: none; -ms-touch-callout: none; -webkit-user-select: none; -moz-user-select: none; -ms-user-select: none; -ms-touch-action: none; touch-action: none; background: #bbada0; border-radius: 6px; width: 500px; height: 500px; -webkit-box-sizing: border-box; -moz-box-sizing: border-box; box-sizing: border-box; } .game-container .game-message { display: none; position: absolute; top: 0; right: 0; bottom: 0; left: 0; background: rgba(238, 228, 218, 0.5); z-index: 100; text-align: center; -webkit-animation: fade-in 800ms ease 1200ms; -moz-animation: fade-in 800ms ease 1200ms; animation: fade-in 800ms ease 1200ms; -webkit-animation-fill-mode: both; -moz-animation-fill-mode: both; animation-fill-mode: both; } .game-container .game-message p { font-size: 60px; font-weight: bold; height: 60px; line-height: 60px; margin-top: 222px; } .game-container .game-message .lower { display: block; margin-top: 59px; } .game-container .game-message a { display: inline-block; background: #8f7a66; border-radius: 3px; padding: 0 20px; text-decoration: none; color: #f9f6f2; height: 40px; line-height: 42px; margin-left: 9px; } .game-container .game-message a.keep-playing-button { display: none; } .game-container .game-message.game-won { background: rgba(237, 194, 46, 0.5); color: #f9f6f2; } .game-container .game-message.game-won a.keep-playing-button { display: inline-block; } .game-container .game-message.game-won, .game-container .game-message.game-over { display: block; } .grid-container { position: absolute; z-index: 1; } .grid-row { margin-bottom: 15px; } .grid-row:last-child { margin-bottom: 0; } .grid-row:after { content: ""; display: block; clear: both; } .grid-cell { width: 106.25px; height: 106.25px; margin-right: 15px; float: left; border-radius: 3px; background: rgba(238, 228, 218, 0.35); } .grid-cell:last-child { margin-right: 0; } .tile-container { position: absolute; z-index: 2; } .tile, .tile .tile-inner { width: 107px; height: 107px; line-height: 107px; } .tile.tile-position-1-1 { -webkit-transform: translate(0px, 0px); -moz-transform: translate(0px, 0px); -ms-transform: translate(0px, 0px); transform: translate(0px, 0px); } .tile.tile-position-1-2 { -webkit-transform: translate(0px, 121px); -moz-transform: translate(0px, 121px); -ms-transform: translate(0px, 121px); transform: translate(0px, 121px); } .tile.tile-position-1-3 { -webkit-transform: translate(0px, 242px); -moz-transform: translate(0px, 242px); -ms-transform: translate(0px, 242px); transform: translate(0px, 242px); } .tile.tile-position-1-4 { -webkit-transform: translate(0px, 363px); -moz-transform: translate(0px, 363px); -ms-transform: translate(0px, 363px); transform: translate(0px, 363px); } .tile.tile-position-2-1 { -webkit-transform: translate(121px, 0px); -moz-transform: translate(121px, 0px); -ms-transform: translate(121px, 0px); transform: translate(121px, 0px); } .tile.tile-position-2-2 { -webkit-transform: translate(121px, 121px); -moz-transform: translate(121px, 121px); -ms-transform: translate(121px, 121px); transform: translate(121px, 121px); } .tile.tile-position-2-3 { -webkit-transform: translate(121px, 242px); -moz-transform: translate(121px, 242px); -ms-transform: translate(121px, 242px); transform: translate(121px, 242px); } .tile.tile-position-2-4 { -webkit-transform: translate(121px, 363px); -moz-transform: translate(121px, 363px); -ms-transform: translate(121px, 363px); transform: translate(121px, 363px); } .tile.tile-position-3-1 { -webkit-transform: translate(242px, 0px); -moz-transform: translate(242px, 0px); -ms-transform: translate(242px, 0px); transform: translate(242px, 0px); } .tile.tile-position-3-2 { -webkit-transform: translate(242px, 121px); -moz-transform: translate(242px, 121px); -ms-transform: translate(242px, 121px); transform: translate(242px, 121px); } .tile.tile-position-3-3 { -webkit-transform: translate(242px, 242px); -moz-transform: translate(242px, 242px); -ms-transform: translate(242px, 242px); transform: translate(242px, 242px); } .tile.tile-position-3-4 { -webkit-transform: translate(242px, 363px); -moz-transform: translate(242px, 363px); -ms-transform: translate(242px, 363px); transform: translate(242px, 363px); } .tile.tile-position-4-1 { -webkit-transform: translate(363px, 0px); -moz-transform: translate(363px, 0px); -ms-transform: translate(363px, 0px); transform: translate(363px, 0px); } .tile.tile-position-4-2 { -webkit-transform: translate(363px, 121px); -moz-transform: translate(363px, 121px); -ms-transform: translate(363px, 121px); transform: translate(363px, 121px); } .tile.tile-position-4-3 { -webkit-transform: translate(363px, 242px); -moz-transform: translate(363px, 242px); -ms-transform: translate(363px, 242px); transform: translate(363px, 242px); } .tile.tile-position-4-4 { -webkit-transform: translate(363px, 363px); -moz-transform: translate(363px, 363px); -ms-transform: translate(363px, 363px); transform: translate(363px, 363px); } .tile { position: absolute; -webkit-transition: 100ms ease-in-out; -moz-transition: 100ms ease-in-out; transition: 100ms ease-in-out; -webkit-transition-property: -webkit-transform; -moz-transition-property: -moz-transform; transition-property: transform; } .tile .tile-inner { border-radius: 3px; background: #eee4da; text-align: center; font-weight: bold; z-index: 10; font-size: 55px; } .tile.tile-2 .tile-inner { background: #eee4da; box-shadow: 0 0 30px 10px rgba(243, 215, 116, 0), inset 0 0 0 1px rgba(255, 255, 255, 0); } .tile.tile-4 .tile-inner { background: #ede0c8; box-shadow: 0 0 30px 10px rgba(243, 215, 116, 0), inset 0 0 0 1px rgba(255, 255, 255, 0); } .tile.tile-8 .tile-inner { color: #f9f6f2; background: #f2b179; } .tile.tile-16 .tile-inner { color: #f9f6f2; background: #f59563; } .tile.tile-32 .tile-inner { color: #f9f6f2; background: #f67c5f; } .tile.tile-64 .tile-inner { color: #f9f6f2; background: #f65e3b; } .tile.tile-128 .tile-inner { color: #f9f6f2; background: #edcf72; box-shadow: 0 0 30px 10px rgba(243, 215, 116, 0.2381), inset 0 0 0 1px rgba(255, 255, 255, 0.14286); font-size: 45px; } @media screen and (max-width: 520px) { .tile.tile-128 .tile-inner { font-size: 25px; } } .tile.tile-256 .tile-inner { color: #f9f6f2; background: #edcc61; box-shadow: 0 0 30px 10px rgba(243, 215, 116, 0.31746), inset 0 0 0 1px rgba(255, 255, 255, 0.19048); font-size: 45px; } @media screen and (max-width: 520px) { .tile.tile-256 .tile-inner { font-size: 25px; } } .tile.tile-512 .tile-inner { color: #f9f6f2; background: #edc850; box-shadow: 0 0 30px 10px rgba(243, 215, 116, 0.39683), inset 0 0 0 1px rgba(255, 255, 255, 0.2381); font-size: 45px; } @media screen and (max-width: 520px) { .tile.tile-512 .tile-inner { font-size: 25px; } } .tile.tile-1024 .tile-inner { color: #f9f6f2; background: #edc53f; box-shadow: 0 0 30px 10px rgba(243, 215, 116, 0.47619), inset 0 0 0 1px rgba(255, 255, 255, 0.28571); font-size: 35px; } @media screen and (max-width: 520px) { .tile.tile-1024 .tile-inner { font-size: 15px; } } .tile.tile-2048 .tile-inner { color: #f9f6f2; background: #edc22e; box-shadow: 0 0 30px 10px rgba(243, 215, 116, 0.55556), inset 0 0 0 1px rgba(255, 255, 255, 0.33333); font-size: 35px; } @media screen and (max-width: 520px) { .tile.tile-2048 .tile-inner { font-size: 15px; } } .tile.tile-super .tile-inner { color: #f9f6f2; background: #3c3a32; font-size: 30px; } @media screen and (max-width: 520px) { .tile.tile-super .tile-inner { font-size: 10px; } } @-webkit-keyframes appear { 0% { opacity: 0; -webkit-transform: scale(0); -moz-transform: scale(0); -ms-transform: scale(0); transform: scale(0); } 100% { opacity: 1; -webkit-transform: scale(1); -moz-transform: scale(1); -ms-transform: scale(1); transform: scale(1); } } @-moz-keyframes appear { 0% { opacity: 0; -webkit-transform: scale(0); -moz-transform: scale(0); -ms-transform: scale(0); transform: scale(0); } 100% { opacity: 1; -webkit-transform: scale(1); -moz-transform: scale(1); -ms-transform: scale(1); transform: scale(1); } } @keyframes appear { 0% { opacity: 0; -webkit-transform: scale(0); -moz-transform: scale(0); -ms-transform: scale(0); transform: scale(0); } 100% { opacity: 1; -webkit-transform: scale(1); -moz-transform: scale(1); -ms-transform: scale(1); transform: scale(1); } } .tile-new .tile-inner { -webkit-animation: appear 200ms ease 100ms; -moz-animation: appear 200ms ease 100ms; animation: appear 200ms ease 100ms; -webkit-animation-fill-mode: backwards; -moz-animation-fill-mode: backwards; animation-fill-mode: backwards; } @-webkit-keyframes pop { 0% { -webkit-transform: scale(0); -moz-transform: scale(0); -ms-transform: scale(0); transform: scale(0); } 50% { -webkit-transform: scale(1.2); -moz-transform: scale(1.2); -ms-transform: scale(1.2); transform: scale(1.2); } 100% { -webkit-transform: scale(1); -moz-transform: scale(1); -ms-transform: scale(1); transform: scale(1); } } @-moz-keyframes pop { 0% { -webkit-transform: scale(0); -moz-transform: scale(0); -ms-transform: scale(0); transform: scale(0); } 50% { -webkit-transform: scale(1.2); -moz-transform: scale(1.2); -ms-transform: scale(1.2); transform: scale(1.2); } 100% { -webkit-transform: scale(1); -moz-transform: scale(1); -ms-transform: scale(1); transform: scale(1); } } @keyframes pop { 0% { -webkit-transform: scale(0); -moz-transform: scale(0); -ms-transform: scale(0); transform: scale(0); } 50% { -webkit-transform: scale(1.2); -moz-transform: scale(1.2); -ms-transform: scale(1.2); transform: scale(1.2); } 100% { -webkit-transform: scale(1); -moz-transform: scale(1); -ms-transform: scale(1); transform: scale(1); } } .tile-merged .tile-inner { z-index: 20; -webkit-animation: pop 200ms ease 100ms; -moz-animation: pop 200ms ease 100ms; animation: pop 200ms ease 100ms; -webkit-animation-fill-mode: backwards; -moz-animation-fill-mode: backwards; animation-fill-mode: backwards; } .above-game:after { content: ""; display: block; clear: both; } .game-intro { float: left; line-height: 42px; margin-bottom: 0; } .restart-button { display: inline-block; background: #8f7a66; border-radius: 3px; padding: 0 20px; text-decoration: none; color: #f9f6f2; height: 40px; line-height: 42px; display: block; text-align: center; float: right; } .game-explanation { margin-top: 50px; } @media screen and (max-width: 520px) { html, body { font-size: 15px; } body { margin: 20px 0; padding: 0 20px; } h1.title { font-size: 27px; margin-top: 15px; } .container { width: 280px; margin: 0 auto; } .score-container, .best-container { margin-top: 0; padding: 15px 10px; min-width: 40px; } .heading { margin-bottom: 10px; } .game-intro { width: 55%; display: block; box-sizing: border-box; line-height: 1.65; } .restart-button { width: 42%; padding: 0; display: block; box-sizing: border-box; margin-top: 2px; } .game-container { margin-top: 17px; position: relative; padding: 10px; cursor: default; -webkit-touch-callout: none; -ms-touch-callout: none; -webkit-user-select: none; -moz-user-select: none; -ms-user-select: none; -ms-touch-action: none; touch-action: none; background: #bbada0; border-radius: 6px; width: 280px; height: 280px; -webkit-box-sizing: border-box; -moz-box-sizing: border-box; box-sizing: border-box; } .game-container .game-message { display: none; position: absolute; top: 0; right: 0; bottom: 0; left: 0; background: rgba(238, 228, 218, 0.5); z-index: 100; text-align: center; -webkit-animation: fade-in 800ms ease 1200ms; -moz-animation: fade-in 800ms ease 1200ms; animation: fade-in 800ms ease 1200ms; -webkit-animation-fill-mode: both; -moz-animation-fill-mode: both; animation-fill-mode: both; } .game-container .game-message p { font-size: 60px; font-weight: bold; height: 60px; line-height: 60px; margin-top: 222px; } .game-container .game-message .lower { display: block; margin-top: 59px; } .game-container .game-message a { display: inline-block; background: #8f7a66; border-radius: 3px; padding: 0 20px; text-decoration: none; color: #f9f6f2; height: 40px; line-height: 42px; margin-left: 9px; } .game-container .game-message a.keep-playing-button { display: none; } .game-container .game-message.game-won { background: rgba(237, 194, 46, 0.5); color: #f9f6f2; } .game-container .game-message.game-won a.keep-playing-button { display: inline-block; } .game-container .game-message.game-won, .game-container .game-message.game-over { display: block; } .grid-container { position: absolute; z-index: 1; } .grid-row { margin-bottom: 10px; } .grid-row:last-child { margin-bottom: 0; } .grid-row:after { content: ""; display: block; clear: both; } .grid-cell { width: 57.5px; height: 57.5px; margin-right: 10px; float: left; border-radius: 3px; background: rgba(238, 228, 218, 0.35); } .grid-cell:last-child { margin-right: 0; } .tile-container { position: absolute; z-index: 2; } .tile, .tile .tile-inner { width: 58px; height: 58px; line-height: 58px; } .tile.tile-position-1-1 { -webkit-transform: translate(0px, 0px); -moz-transform: translate(0px, 0px); -ms-transform: translate(0px, 0px); transform: translate(0px, 0px); } .tile.tile-position-1-2 { -webkit-transform: translate(0px, 67px); -moz-transform: translate(0px, 67px); -ms-transform: translate(0px, 67px); transform: translate(0px, 67px); } .tile.tile-position-1-3 { -webkit-transform: translate(0px, 135px); -moz-transform: translate(0px, 135px); -ms-transform: translate(0px, 135px); transform: translate(0px, 135px); } .tile.tile-position-1-4 { -webkit-transform: translate(0px, 202px); -moz-transform: translate(0px, 202px); -ms-transform: translate(0px, 202px); transform: translate(0px, 202px); } .tile.tile-position-2-1 { -webkit-transform: translate(67px, 0px); -moz-transform: translate(67px, 0px); -ms-transform: translate(67px, 0px); transform: translate(67px, 0px); } .tile.tile-position-2-2 { -webkit-transform: translate(67px, 67px); -moz-transform: translate(67px, 67px); -ms-transform: translate(67px, 67px); transform: translate(67px, 67px); } .tile.tile-position-2-3 { -webkit-transform: translate(67px, 135px); -moz-transform: translate(67px, 135px); -ms-transform: translate(67px, 135px); transform: translate(67px, 135px); } .tile.tile-position-2-4 { -webkit-transform: translate(67px, 202px); -moz-transform: translate(67px, 202px); -ms-transform: translate(67px, 202px); transform: translate(67px, 202px); } .tile.tile-position-3-1 { -webkit-transform: translate(135px, 0px); -moz-transform: translate(135px, 0px); -ms-transform: translate(135px, 0px); transform: translate(135px, 0px); } .tile.tile-position-3-2 { -webkit-transform: translate(135px, 67px); -moz-transform: translate(135px, 67px); -ms-transform: translate(135px, 67px); transform: translate(135px, 67px); } .tile.tile-position-3-3 { -webkit-transform: translate(135px, 135px); -moz-transform: translate(135px, 135px); -ms-transform: translate(135px, 135px); transform: translate(135px, 135px); } .tile.tile-position-3-4 { -webkit-transform: translate(135px, 202px); -moz-transform: translate(135px, 202px); -ms-transform: translate(135px, 202px); transform: translate(135px, 202px); } .tile.tile-position-4-1 { -webkit-transform: translate(202px, 0px); -moz-transform: translate(202px, 0px); -ms-transform: translate(202px, 0px); transform: translate(202px, 0px); } .tile.tile-position-4-2 { -webkit-transform: translate(202px, 67px); -moz-transform: translate(202px, 67px); -ms-transform: translate(202px, 67px); transform: translate(202px, 67px); } .tile.tile-position-4-3 { -webkit-transform: translate(202px, 135px); -moz-transform: translate(202px, 135px); -ms-transform: translate(202px, 135px); transform: translate(202px, 135px); } .tile.tile-position-4-4 { -webkit-transform: translate(202px, 202px); -moz-transform: translate(202px, 202px); -ms-transform: translate(202px, 202px); transform: translate(202px, 202px); } .tile .tile-inner { font-size: 35px; } .game-message p { font-size: 30px !important; height: 30px !important; line-height: 30px !important; margin-top: 90px !important; } .game-message .lower { margin-top: 30px !important; } } ================================================ FILE: main/gams/gfiles/html5/adarkroom/LICENSE.md ================================================ Mozilla Public License Version 2.0 ================================== 1. Definitions -------------- 1.1. "Contributor" means each individual or legal entity that creates, contributes to the creation of, or owns Covered Software. 1.2. "Contributor Version" means the combination of the Contributions of others (if any) used by a Contributor and that particular Contributor's Contribution. 1.3. "Contribution" means Covered Software of a particular Contributor. 1.4. "Covered Software" means Source Code Form to which the initial Contributor has attached the notice in Exhibit A, the Executable Form of such Source Code Form, and Modifications of such Source Code Form, in each case including portions thereof. 1.5. "Incompatible With Secondary Licenses" means (a) that the initial Contributor has attached the notice described in Exhibit B to the Covered Software; or (b) that the Covered Software was made available under the terms of version 1.1 or earlier of the License, but not also under the terms of a Secondary License. 1.6. "Executable Form" means any form of the work other than Source Code Form. 1.7. "Larger Work" means a work that combines Covered Software with other material, in a separate file or files, that is not Covered Software. 1.8. "License" means this document. 1.9. "Licensable" means having the right to grant, to the maximum extent possible, whether at the time of the initial grant or subsequently, any and all of the rights conveyed by this License. 1.10. "Modifications" means any of the following: (a) any file in Source Code Form that results from an addition to, deletion from, or modification of the contents of Covered Software; or (b) any new file in Source Code Form that contains any Covered Software. 1.11. "Patent Claims" of a Contributor means any patent claim(s), including without limitation, method, process, and apparatus claims, in any patent Licensable by such Contributor that would be infringed, but for the grant of the License, by the making, using, selling, offering for sale, having made, import, or transfer of either its Contributions or its Contributor Version. 1.12. "Secondary License" means either the GNU General Public License, Version 2.0, the GNU Lesser General Public License, Version 2.1, the GNU Affero General Public License, Version 3.0, or any later versions of those licenses. 1.13. "Source Code Form" means the form of the work preferred for making modifications. 1.14. "You" (or "Your") means an individual or a legal entity exercising rights under this License. For legal entities, "You" includes any entity that controls, is controlled by, or is under common control with You. For purposes of this definition, "control" means (a) the power, direct or indirect, to cause the direction or management of such entity, whether by contract or otherwise, or (b) ownership of more than fifty percent (50%) of the outstanding shares or beneficial ownership of such entity. 2. License Grants and Conditions -------------------------------- 2.1. Grants Each Contributor hereby grants You a world-wide, royalty-free, non-exclusive license: (a) under intellectual property rights (other than patent or trademark) Licensable by such Contributor to use, reproduce, make available, modify, display, perform, distribute, and otherwise exploit its Contributions, either on an unmodified basis, with Modifications, or as part of a Larger Work; and (b) under Patent Claims of such Contributor to make, use, sell, offer for sale, have made, import, and otherwise transfer either its Contributions or its Contributor Version. 2.2. Effective Date The licenses granted in Section 2.1 with respect to any Contribution become effective for each Contribution on the date the Contributor first distributes such Contribution. 2.3. Limitations on Grant Scope The licenses granted in this Section 2 are the only rights granted under this License. No additional rights or licenses will be implied from the distribution or licensing of Covered Software under this License. Notwithstanding Section 2.1(b) above, no patent license is granted by a Contributor: (a) for any code that a Contributor has removed from Covered Software; or (b) for infringements caused by: (i) Your and any other third party's modifications of Covered Software, or (ii) the combination of its Contributions with other software (except as part of its Contributor Version); or (c) under Patent Claims infringed by Covered Software in the absence of its Contributions. This License does not grant any rights in the trademarks, service marks, or logos of any Contributor (except as may be necessary to comply with the notice requirements in Section 3.4). 2.4. Subsequent Licenses No Contributor makes additional grants as a result of Your choice to distribute the Covered Software under a subsequent version of this License (see Section 10.2) or under the terms of a Secondary License (if permitted under the terms of Section 3.3). 2.5. Representation Each Contributor represents that the Contributor believes its Contributions are its original creation(s) or it has sufficient rights to grant the rights to its Contributions conveyed by this License. 2.6. Fair Use This License is not intended to limit any rights You have under applicable copyright doctrines of fair use, fair dealing, or other equivalents. 2.7. Conditions Sections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted in Section 2.1. 3. Responsibilities ------------------- 3.1. Distribution of Source Form All distribution of Covered Software in Source Code Form, including any Modifications that You create or to which You contribute, must be under the terms of this License. You must inform recipients that the Source Code Form of the Covered Software is governed by the terms of this License, and how they can obtain a copy of this License. You may not attempt to alter or restrict the recipients' rights in the Source Code Form. 3.2. Distribution of Executable Form If You distribute Covered Software in Executable Form then: (a) such Covered Software must also be made available in Source Code Form, as described in Section 3.1, and You must inform recipients of the Executable Form how they can obtain a copy of such Source Code Form by reasonable means in a timely manner, at a charge no more than the cost of distribution to the recipient; and (b) You may distribute such Executable Form under the terms of this License, or sublicense it under different terms, provided that the license for the Executable Form does not attempt to limit or alter the recipients' rights in the Source Code Form under this License. 3.3. Distribution of a Larger Work You may create and distribute a Larger Work under terms of Your choice, provided that You also comply with the requirements of this License for the Covered Software. If the Larger Work is a combination of Covered Software with a work governed by one or more Secondary Licenses, and the Covered Software is not Incompatible With Secondary Licenses, this License permits You to additionally distribute such Covered Software under the terms of such Secondary License(s), so that the recipient of the Larger Work may, at their option, further distribute the Covered Software under the terms of either this License or such Secondary License(s). 3.4. Notices You may not remove or alter the substance of any license notices (including copyright notices, patent notices, disclaimers of warranty, or limitations of liability) contained within the Source Code Form of the Covered Software, except that You may alter any license notices to the extent required to remedy known factual inaccuracies. 3.5. Application of Additional Terms You may choose to offer, and to charge a fee for, warranty, support, indemnity or liability obligations to one or more recipients of Covered Software. However, You may do so only on Your own behalf, and not on behalf of any Contributor. You must make it absolutely clear that any such warranty, support, indemnity, or liability obligation is offered by You alone, and You hereby agree to indemnify every Contributor for any liability incurred by such Contributor as a result of warranty, support, indemnity or liability terms You offer. You may include additional disclaimers of warranty and limitations of liability specific to any jurisdiction. 4. Inability to Comply Due to Statute or Regulation --------------------------------------------------- If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Covered Software due to statute, judicial order, or regulation then You must: (a) comply with the terms of this License to the maximum extent possible; and (b) describe the limitations and the code they affect. Such description must be placed in a text file included with all distributions of the Covered Software under this License. Except to the extent prohibited by statute or regulation, such description must be sufficiently detailed for a recipient of ordinary skill to be able to understand it. 5. Termination -------------- 5.1. The rights granted under this License will terminate automatically if You fail to comply with any of its terms. However, if You become compliant, then the rights granted under this License from a particular Contributor are reinstated (a) provisionally, unless and until such Contributor explicitly and finally terminates Your grants, and (b) on an ongoing basis, if such Contributor fails to notify You of the non-compliance by some reasonable means prior to 60 days after You have come back into compliance. Moreover, Your grants from a particular Contributor are reinstated on an ongoing basis if such Contributor notifies You of the non-compliance by some reasonable means, this is the first time You have received notice of non-compliance with this License from such Contributor, and You become compliant prior to 30 days after Your receipt of the notice. 5.2. If You initiate litigation against any entity by asserting a patent infringement claim (excluding declaratory judgment actions, counter-claims, and cross-claims) alleging that a Contributor Version directly or indirectly infringes any patent, then the rights granted to You by any and all Contributors for the Covered Software under Section 2.1 of this License shall terminate. 5.3. In the event of termination under Sections 5.1 or 5.2 above, all end user license agreements (excluding distributors and resellers) which have been validly granted by You or Your distributors under this License prior to termination shall survive termination. ``` ************************************************************************ * * * 6. Disclaimer of Warranty * * ------------------------- * * * * Covered Software is provided under this License on an "as is" * * basis, without warranty of any kind, either expressed, implied, or * * statutory, including, without limitation, warranties that the * * Covered Software is free of defects, merchantable, fit for a * * particular purpose or non-infringing. The entire risk as to the * * quality and performance of the Covered Software is with You. * * Should any Covered Software prove defective in any respect, You * * (not any Contributor) assume the cost of any necessary servicing, * * repair, or correction. This disclaimer of warranty constitutes an * * essential part of this License. No use of any Covered Software is * * authorized under this License except under this disclaimer. * * * ************************************************************************ ************************************************************************ * * * 7. Limitation of Liability * * -------------------------- * * * * Under no circumstances and under no legal theory, whether tort * * (including negligence), contract, or otherwise, shall any * * Contributor, or anyone who distributes Covered Software as * * permitted above, be liable to You for any direct, indirect, * * special, incidental, or consequential damages of any character * * including, without limitation, damages for lost profits, loss of * * goodwill, work stoppage, computer failure or malfunction, or any * * and all other commercial damages or losses, even if such party * * shall have been informed of the possibility of such damages. This * * limitation of liability shall not apply to liability for death or * * personal injury resulting from such party's negligence to the * * extent applicable law prohibits such limitation. Some * * jurisdictions do not allow the exclusion or limitation of * * incidental or consequential damages, so this exclusion and * * limitation may not apply to You. * * * ************************************************************************ ``` 8. Litigation ------------- Any litigation relating to this License may be brought only in the courts of a jurisdiction where the defendant maintains its principal place of business and such litigation shall be governed by laws of that jurisdiction, without reference to its conflict-of-law provisions. Nothing in this Section shall prevent a party's ability to bring cross-claims or counter-claims. 9. Miscellaneous ---------------- This License represents the complete agreement concerning the subject matter hereof. If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. Any law or regulation which provides that the language of a contract shall be construed against the drafter shall not be used to construe this License against a Contributor. 10. Versions of the License --------------------------- 10.1. New Versions Mozilla Foundation is the license steward. Except as provided in Section 10.3, no one other than the license steward has the right to modify or publish new versions of this License. Each version will be given a distinguishing version number. 10.2. Effect of New Versions You may distribute the Covered Software under the terms of the version of the License under which You originally received the Covered Software, or under the terms of any subsequent version published by the license steward. 10.3. Modified Versions If you create software not governed by this License, and you want to create a new license for such software, you may create and use a modified version of this License if you rename the license and remove any references to the name of the license steward (except to note that such modified license differs from this License). 10.4. Distributing Source Code Form that is Incompatible With Secondary Licenses If You choose to distribute Source Code Form that is Incompatible With Secondary Licenses under the terms of this version of the License, the notice described in Exhibit B of this License must be attached. Exhibit A - Source Code Form License Notice ------------------------------------------- This Source Code Form is subject to the terms of the Mozilla Public License, v. 2.0. If a copy of the MPL was not distributed with this file, You can obtain one at http://mozilla.org/MPL/2.0/. If it is not possible or desirable to put the notice in a particular file, then You may include the notice in a location (such as a LICENSE file in a relevant directory) where a recipient would be likely to look for such a notice. You may add additional accurate notices of copyright ownership. Exhibit B - "Incompatible With Secondary Licenses" Notice --------------------------------------------------------- This Source Code Form is "Incompatible With Secondary Licenses", as defined by the Mozilla Public License, v. 2.0. ================================================ FILE: main/gams/gfiles/html5/adarkroom/browserWarning.html ================================================ A Dark Room
    A Dark Room makes use of HTML5 and CSS3, which your current browser does not appear to support.
    Please update your browser for the best experience:
    Firefox Chrome Internet Explorer Opera Safari

    Or you can play anyway, but it probably won't work!
    ================================================ FILE: main/gams/gfiles/html5/adarkroom/css/dark.css ================================================ body { background-color: #272823; color: #EEE; } div.headerButton { border-left: 1px solid #EEE; } div#notifyGradient { background-color: #272823; background: -webkit-linear-gradient( rgba(39, 40, 35, 0) 0%, rgba(39, 40, 35, 1) 100% ); background: linear-gradient( rgba(39, 40, 35, 0) 0%, rgba(39, 40, 35, 1) 100% ); filter: alpha( Opacity=0, FinishOpacity=100, Style=1, StartX=0, StartY=0, FinishX=0, FinishY=500 ); } div#saveNotify { background: #272823; } .eventPanel:before { background-color: #272823; } .eventTitle:after { background-color: #272823; } div.tooltip { background-color: #171813; border: 1px solid black; box-shadow: -1px 3px 2px #111; } div#population { background-color: #272823; } div#village:before { background: #272823; } div#village { border: 1px solid #EEE; } div#stores:before { background: #272823; } div#stores { border: 1px solid #EEE; } div#weapons:before { background: #272823; } div#weapons { border: 1px solid #EEE; } div#bagspace { background-color: #272823; } div#outfitting:before { background: #272823; } div#perks { border: 1px solid #EEE; } div#perks:before { background-color: #272823; } div#outfitting { border: 1px solid #EEE; } #bagspace-world { border: 1px solid #EEE; } div.supplyItem { border: 1px solid #EEE; } #backpackTitle { background-color: #272823; } #backpackSpace { background-color: #272823; } #healthCounter { background-color: #272823; } #map { border: 1px solid #EEE; } #map .landmark { color: #EEE; } #dropMenu { background: none repeat scroll 0 0 #272823; box-shadow: -1px 3px 2px #111; } div.button { border: 1px solid #EEE; } div.button.disabled, div.button.disabled:hover { border-color: #444; color: #444; } .upBtn:after, .upManyBtn:after { border-color: transparent transparent #272823; } .upBtn:before, .upManyBtn:before { border-color: transparent transparent #EEE; } .upBtn.disabled:before, .upManyBtn.disabled:before { border-color: transparent transparent #555; } .dnBtn:after, .dnManyBtn:after { border-color: #272823 transparent transparent; } .dnBtn:before, .dnManyBtn:before { border-color: #EEE transparent transparent; } .dnBtn.disabled:before, .dnManyBtn.disabled:before { border-color: #555 transparent transparent; } body.noMask .eventTitle { background-color: #EEE; color: #272823; } body.noMask .eventTitle:after { background-color: #EEE; } body.noMask .eventPanel { background-color: #EEE; } body.noMask #description { color: #272823; } body.noMask #buttons > .button { border: 1px solid #272823; color: #272823; } #stars > div, #starsBack > div { color: black; } .endGame { color:#272823; } #theEnd { color: #272823; } .logo-icon > path { stroke: white; } ================================================ FILE: main/gams/gfiles/html5/adarkroom/css/main.css ================================================ /* Fonts */ body, .tooltip, select.menuBtn { font-family: "Times New Roman", Times, serif; font-size: 16px; font-weight: normal; line-height: normal; letter-spacing: normal; } html { height: 100%; } body { height: 100%; margin: 0; } ::selection { background-color: transparent; } ::-moz-selection { background-color: transparent; } #description textarea::selection { background-color: gray; } #description textarea::-moz-selection { background-color: gray; } /* Framework stuff */ div.clear { clear: both; } div#wrapper { margin: auto; width: 700px; padding: 20px 0 0 220px; position: relative; } div#saveNotify { position: absolute; top: 20px; right: 0px; background: white; opacity: 0; } div#content { position: relative; overflow: hidden; height: 700px; } div#header { padding-bottom: 20px; height: 20px; } .logo { position: fixed; left: 10px; bottom: 0; z-index: 10; } .logo-icon { height: 40px; } .logo-icon > path { stroke: black; } .menu { position: fixed; right: 10px; bottom: 10px; color: #666; z-index: 10; } .menu span { cursor: pointer; float: right; margin-left: 20px; } .customSelect { height: 20px; } span.customSelectOptions { margin: 0; width: 120px; } .customSelectOptions > ul { max-height: 20px; width: 120px; overflow: hidden; -webkit-transition: max-height 1s; transition: max-height 1s; padding: 0; margin: 0; bottom: 0; position: absolute; right: 0; } .customSelectOptions > ul:hover { max-height: 600px; } .customSelectOptions > ul > li { padding: 0 0 3px 0; list-style-type: none; height: 20px; } .customSelectOptions > ul > li:last-child { padding: 0; } .customSelectOptions > ul > li:hover { text-decoration: underline; } .customSelectOptions > ul > li:first-child:hover { cursor: default; text-decoration: none; } .menu span:hover { text-decoration: underline; } .menu .appStore { font-weight: bold; } div.headerButton { font-size: 18px; cursor: pointer; float: left; border-left: 1px solid black; margin-left: 10px; padding-left: 10px; } div.headerButton:hover { text-decoration: underline; } div.headerButton:first-child { border-left: none; margin-left: 0px; padding-left: 0px; } div.headerButton.selected, div.headerButton.selected:hover { cursor: default; text-decoration: underline; } div#outerSlider { position: absolute; } div#outerSlider > div { position: relative; float: left; width: 700px; height: 700px; overflow: hidden; } div#locationSlider { position: absolute; } div.location { position: relative; float: left; width: 700px; } div.row_key { clear: both; float: left; } div.row_val { float: right; } div.total { font-weight: bold; } /* Notifications */ div#notifications { position: absolute; top: 20px; left: 0px; height: 700px; width: 200px; overflow: hidden; } div#notifications div.notification { margin-bottom: 10px; } div#notifyGradient { position: absolute; top: 0px; left: 0px; height: 100%; width: 100%; background-color: white; background: -webkit-linear-gradient( rgba(255, 255, 255, 0) 0%, rgba(255, 255, 255, 1) 100% ); background: linear-gradient( rgba(255, 255, 255, 0) 0%, rgba(255, 255, 255, 1) 100% ); filter: alpha( Opacity=0, FinishOpacity=100, Style=1, StartX=0, StartY=0, FinishX=0, FinishY=500 ); } /* Button */ div.button { position: relative; text-align: center; border: 1px solid black; width: 100px; margin-bottom: 5px; padding: 5px 10px; cursor: pointer; -webkit-touch-callout: none; -webkit-user-select: none; -khtml-user-select: none; -moz-user-select: none; -ms-user-select: none; user-select: none; } div.button:hover { text-decoration: underline; } div.button.disabled, div.button.disabled:hover { cursor: default; border-color: #b2b2b2; color: #b2b2b2; text-decoration: none; } div.button div.cooldown { position: absolute; top: 0px; left: 0px; z-index: -1; height: 100%; background-color: #DDDDDD; } /* Up/Down buttons. They're complicated! */ .upBtn, .dnBtn, .upManyBtn, .dnManyBtn { position: absolute; width: 14px; height: 12px; cursor: pointer; } .upBtn, .dnBtn { right: 0px; } .upManyBtn, .dnManyBtn { right: -15px; } .upBtn.disabled, .dnBtn.disabled, .upManyBtn.disabled, .dnManyBtn.disabled { cursor: default; } .upBtn { top: -3px; } .upManyBtn { top: -3px; } .upBtn:after, .upBtn:before, .upManyBtn:after, .upManyBtn:before { position: absolute; border: medium solid transparent; content: " "; height: 0; width: 0; bottom: 2px; } .upBtn:after, .upManyBtn:after { border-color: transparent transparent white; } .upBtn:before, .upManyBtn:before { border-color: transparent transparent black; } .upBtn.disabled:before, .upManyBtn.disabled:before { border-color: transparent transparent #999; } .dnBtn { bottom: -3px; } .dnManyBtn { bottom: -3px; } .dnBtn:after, .dnBtn:before, .dnManyBtn:after, .dnManyBtn:before { position: absolute; border: medium solid transparent; content: " "; height: 0; width: 0; top: 2px; } /* Overall size of buttons controlled by this style border-width and margin-left should be the same. */ .upBtn:before, .dnBtn:before, .upManyBtn:before, .dnManyBtn:before { border-width: 6px; left: 50%; margin-left: -6px; } /* Thickness of up/down button lines controlled by this style. border-width and margin-left should be the same. Thickness = :before.border-width minus :after.border-width */ .upBtn:after, .dnBtn:after { border-width: 4px; left: 50%; margin-left: -4px; } /* See comment on .upBtn:after, .dnBtn:after */ .upManyBtn:after, .dnManyBtn:after { border-width: 3px; left: 50%; margin-left: -3px; } .dnBtn:after, .dnManyBtn:after { border-color: white transparent transparent; } .dnBtn:before, .dnManyBtn:before { border-color: black transparent transparent; } .dnBtn.disabled:before, .dnManyBtn.disabled:before { border-color: #999 transparent transparent; } div.button div.tooltip { width: 100px; } /* Tooltip */ div.tooltip { display: none; padding: 2px 5px; border: 1px solid black; position: absolute; box-shadow: -1px 3px 2px #666; background: white; z-index: 999; } .tooltip.bottom { top: 30px; } .tooltip.right { left: 2px; } .tooltip.left { right: 0px; } .tooltip.top { bottom: 20px; } *:hover > div.tooltip { display: block; } div.tooltip:hover { display: none !important; } .disabled:hover > div.tooltip, .button.free:hover > div.tooltip { display: none; } #event .button.disabled:hover > div.tooltip { display: block; } /* Events */ .eventPanel { background: none repeat scroll 0 0 white; border: 2px solid transparent; left: 250px; padding: 20px; position: absolute; top: 90px; width: 335px; z-index: 20; } body.noMask .eventPanel { background-color: black; } .eventPanel:before { background-color:white; opacity: 0.6; content: " "; height: 700px; left: -252px; position: absolute; top: -75px; width: 920px; z-index: -2; } body.noMask .eventPanel:before { opacity: 0; } .eventPanel:after { position: absolute; top: -2px; left: -2px; width: 100%; height: 100%; content: " "; border: 2px solid black; box-shadow: 5px 5px 5px #666666; z-index: -2; } body.noMask .eventPanel:after { border-color: white; } .eventPanel .button { float:left; margin-right: 20px; } body.noMask .eventPanel .button { border-color: white; color: white; } .eventTitle { display: inline-block; font-weight: bold; position: absolute; top: -12px; } body.noMask .eventTitle { color: white; } .eventTitle:after { background-color: white; bottom: 32%; content: " "; height: 5px; left: 0; position: absolute; width: 100%; z-index: -1; } body.noMask .eventTitle:after { background-color: black; } #description { position: relative; min-height: 100px; } #description textarea { width: 100%; height: 225px; } body.noMask #description { color: white; } #description > div { padding-bottom: 20px; } .take-all-button { float: none; } #buttons > .button { margin: 0 5px 5px; margin-right: 15px; } /* Combat! */ #description div.fighter { padding: 0px; position: absolute; bottom: 15px; } #wanderer { left: 25%; } #enemy { right: 25%; } .hp { position: absolute; top: -15px; margin-left: -50%; } #description .bullet { padding: 0px 20px 0px 20px; bottom: 25px; position: absolute; height: 1px; line-height: 1px; } .damageText { position: absolute; bottom: 15px; left: 50%; margin-left: -50%; } #lootButtons { padding-bottom: 0px !important; margin: 20px 0 5px 0; position: relative; } #lootButtons:before { content: attr(data-legend); position: absolute; top: -25px; left: 0px; } #dropMenu { background: none repeat scroll 0 0 white; border: 1px solid black; position: absolute; z-index: 100; padding-top: 5px; text-align: left; box-shadow: -1px 3px 2px #666; cursor: default; } #dropMenu:before { content: attr(data-legend); border-bottom: 1px solid black; display: block; margin-bottom: 5px; padding: 0px 0px 5px 5px; } #dropMenu > div { padding: 0px 5px 5px 5px; cursor: pointer; } #dropMenu > div:hover { text-decoration: underline; } ================================================ FILE: main/gams/gfiles/html5/adarkroom/css/outside.css ================================================ div#village { position: absolute; top: 0px; right: 0px; border: 1px solid black; cursor: default; padding: 5px 10px; width: 200px; } div#population { position: absolute; top: -13px; right: 10px; background-color: white; } .noHuts #population { display: none; } div#village:before { position: absolute; background: white; content: attr(data-legend); left: 8px; top: -13px; } div#workers { position:absolute; top: -4px; left: 160px; width: 150px; } .workerRow > .row_val { position: relative; padding-right: 20px; -webkit-touch-callout: none; -webkit-user-select: none; -khtml-user-select: none; -moz-user-select: none; -ms-user-select: none; user-select: none; } .workerRow { position: relative; margin: 10px 0px; cursor: default; } .workerRow .tooltip { width: 150px; } div.storeRow div.tooltip { width: 160px; } ================================================ FILE: main/gams/gfiles/html5/adarkroom/css/path.css ================================================ #outfitting { position: relative; border: 1px solid black; width: 200px; margin-bottom: 20px; padding: 5px 10px; } div#outfitting:before ,div#perks:before { content: attr(data-legend); position: absolute; top: -13px; background-color: white; } div.outfitRow { position: relative; cursor: default; margin: 10px -30px 10px 0px; } div.outfitRow > .row_val { padding-right: 30px; -webkit-touch-callout: none; -webkit-user-select: none; -khtml-user-select: none; -moz-user-select: none; -ms-user-select: none; user-select: none; } div.outfitRow .tooltip { width: 150px; } div#bagspace { background-color: white; position: absolute; top:-13px; right: 10px; } div#perks { position: absolute; top: 0px; right: 0px; border: 1px solid black; cursor: default; padding: 5px 10px; width: 200px; } div.perkRow { position: relative; } div.perkRow .row_key { float: none; } ================================================ FILE: main/gams/gfiles/html5/adarkroom/css/room.css ================================================ div#buildBtns { position: absolute; top: 50px; left: 0px; } div#buildBtns:before, div#craftBtns:before, div#buyBtns:before { content: attr(data-legend); position: relative; top: -5px; } div#craftBtns { position: absolute; top: 50px; left: 150px; } div#buyBtns { position: absolute; top: 50px; left: 300px; } div#storesContainer { position: absolute; top: 0px; right: 0px; } div#stores:before, div#weapons:before { position: absolute; background: white; content: attr(data-legend); left: 8px; top: -13px; } div#stores { position: relative; z-index:10; border: 1px solid black; cursor: default; padding: 5px 10px; width: 200px; } div.storeRow { position: relative; } div#weapons { margin-top: 15px; position: relative; right: 0px; border: 1px solid black; cursor: default; padding: 5px 10px; width: 200px; } ================================================ FILE: main/gams/gfiles/html5/adarkroom/css/ship.css ================================================ div#hullRow { width: 70px; } div#engineRow { width: 70px; margin-bottom: 20px; } ================================================ FILE: main/gams/gfiles/html5/adarkroom/css/space.css ================================================ @-ms-keyframes spin { 0% { -ms-transform: rotate(0deg); -webkit-transform: rotate(0deg); -moz-transform: rotate(0deg); transform:rotate(0deg); } 100% { -ms-transform: rotate(360deg); -webkit-transform: rotate(360deg); -moz-transform: rotate(360deg); transform:rotate(360deg); } } @-webkit-keyframes spin { 0% { -ms-transform: rotate(0deg); -webkit-transform: rotate(0deg); -moz-transform: rotate(0deg); transform:rotate(0deg); } 100% { -ms-transform: rotate(360deg); -webkit-transform: rotate(360deg); -moz-transform: rotate(360deg); transform:rotate(360deg); } } @-moz-keyframes spin { 0% { -ms-transform: rotate(0deg); -webkit-transform: rotate(0deg); -moz-transform: rotate(0deg); transform:rotate(0deg); } 100% { -ms-transform: rotate(360deg); -webkit-transform: rotate(360deg); -moz-transform: rotate(360deg); transform:rotate(360deg); } } @keyframes spin { 0% { -ms-transform: rotate(0deg); -webkit-transform: rotate(0deg); -moz-transform: rotate(0deg); transform:rotate(0deg); } 100% { -ms-transform: rotate(360deg); -webkit-transform: rotate(360deg); -moz-transform: rotate(360deg); transform:rotate(360deg); } } #spacePanel { float: none !important; position: absolute !important; top: -700px; left: 0px; } #starsContainer { width: 100%; height: 100%; position: absolute; top: 0px; left: 0px; overflow: hidden; } #stars, #starsBack { position: absolute; z-index: -1; left: 0px; } #stars > div, #starsBack > div { position: relative; height: 3000px; width: 3000px; color: white; } #starsBack { opacity: 0.5; } .star { position: absolute; } #ship { cursor: default; position: absolute; margin-top: -10px; margin-left: -7.5px; } #theEnd { position: relative; cursor: default; top: 200px; margin-left: -220px; text-align: center; font-size: 24px; font-weight: bold; opacity: 0; color: white; } .asteroid { cursor: default; position: absolute; top: -40px; left: 350px; -webkit-animation: 1s linear 0s normal none infinite spin; -moz-animation: 1s linear 0s normal none infinite spin; -ms-animation: 1s linear 0s normal none infinite spin; animation: 1s linear 0s normal none infinite spin; font-size: 32px; } #hullRemaining { width: 70px; position: absolute; top: 0px; left: 0px; } .centerCont { padding-top:10%; } .endGame { font-size:48px; color:#FFFFFF; opacity:0; position:relative; } .endGameOption { font-size: 32px; cursor: pointer; } .endGameOption:hover { text-decoration: underline; } ================================================ FILE: main/gams/gfiles/html5/adarkroom/css/world.css ================================================ #worldOuter { position: relative; display: inline-block; } #map { position: relative; font-family: "Courier New", Courier, monospace; border: 1px solid black; overflow: hidden; display: inline-block; line-height: 10px; letter-spacing: 1px; color: #999; cursor: default; -webkit-touch-callout: none; -webkit-user-select: none; -khtml-user-select: none; -moz-user-select: none; -ms-user-select: none; user-select: none; } #map .landmark { position: relative; font-weight: bold; color: black; line-height: 0px; /* Hack to prevent the boldness from increasing the row's line-height. I hope it works in all browsers... */ } #bagspace-world { border: 1px solid black; height: 62px; margin-bottom: 5px; margin-top: 13px; overflow: hidden; } #bagspace-world > div { padding: 6px 4px; } #backpackTitle { position: absolute; top: 0px; left: 10px; background-color: white; z-index: 1; } #backpackSpace { position: absolute; top: 0px; right: 10px; background-color: white; z-index: 1; } #healthCounter { position: absolute; top: 0px; left: 80px; background-color: white; z-index: 1; } div.supplyItem { display: inline-block; border: 1px solid #999; float: left; margin: 0px 5px 6px 0px; padding: 0 5px; cursor: default; } ================================================ FILE: main/gams/gfiles/html5/adarkroom/index.html ================================================ A Dark Room
    ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/cs/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/cs/strings.js ================================================ _.setTranslation({"Dropbox connection": "Propojen\u00ed s Dropboxem", "connect game to dropbox local storage": "spojit hru s m\u00edstn\u00edm \u00falo\u017ei\u0161t\u011bm Dropbox", "connect": "spojit", "cancel": "zru\u0161it", "export or import save data to dropbox datastorage": "exportuj nebo importuj ulo\u017een\u00e9 hry z/do \u00falo\u017ei\u0161t\u011b Dropbox", "your are connected to dropbox with account / email ": "jste p\u0159ipojeni na Dropbox s \u00fa\u010dtem/emailem ", "save": "ulo\u017eit", "load": "na\u010d\u00edst", "signout": "odhl\u00e1sit", "choose one slot to save to": "vyberte slot pro ulo\u017een\u00ed", "save to slot": "ulo\u017eit do slotu", "choose one slot to load from": "vyberte slot pro nahr\u00e1n\u00ed", "load from slot": "nahr\u00e1t ze slotu", "successfully saved to dropbox datastorage": "\u00fasp\u011b\u0161n\u011b ulo\u017eeno do \u00falo\u017ei\u0161t\u011b Dropbox", "error while saving to dropbox datastorage": "chyba b\u011bhem ukl\u00e1d\u00e1n\u00ed na Dropbox", "punches do more damage": "\u00fadery zp\u016fsobuj\u00ed v\u011bt\u0161\u00ed po\u0161kozen\u00ed", "learned to throw punches with purpose": "nau\u010dil ses l\u00e9pe c\u00edlit \u00fadery", "martial artist": "bojov\u00e9 um\u011bn\u00ed", "punches do even more damage.": "\u00fadery zp\u016fsobuj\u00ed je\u0161t\u011b v\u011bt\u0161\u00ed zran\u011bn\u00ed.", "learned to fight quite effectively without weapons": "nau\u010dil ses bojovat efektivn\u011bji beze zbran\u00ed", "unarmed master": "neozbrojen\u00fd mistr", "punch twice as fast, and with even more force": "bojuje\u0161 dvakr\u00e1t rychleji a s v\u011bt\u0161\u00ed silou", "learned to strike faster without weapons": "nau\u010dil ses b\u00edt rychleji beze zbran\u00ed", "barbarian": "barbar", "melee weapons deal more damage": "chladn\u00e9 zbran\u011b zp\u016fsobuj\u00ed v\u011bt\u0161\u00ed zran\u011bn\u00ed", "learned to swing weapons with force": "nau\u010dil ses siln\u011bji m\u00e1chat zbran\u011bmi", "slow metabolism": "pomal\u00fd metabolismus", "go twice as far without eating": "bez j\u00eddla dojde\u0161 dvakr\u00e1t d\u00e1l", "learned how to ignore the hunger": "nau\u010dil ses ignorovat hlad", "desert rat": "pou\u0161tn\u00ed krysa", "go twice as far without drinking": "bez vody dojde\u0161 dvakr\u00e1t d\u00e1l", "learned to love the dry air": "nau\u010dil ses milovat such\u00fd vzduch", "evasive": "vyh\u00fdbav\u00fd", "dodge attacks more effectively": "uh\u00fdb\u00e1\u0161 efektivn\u011bji p\u0159ed \u00fatoky", "learned to be where they're not": "nau\u010dil se b\u00fdt tam, kde protivn\u00edk nen\u00ed", "precise": "p\u0159esn\u00fd", "land blows more often": "poda\u0159\u00ed se ti zas\u00e1hnout mnohem \u010dast\u011bji", "learned to predict their movement": "nau\u010dil ses p\u0159edv\u00eddat protivn\u00edkovy pohyby", "scout": "zv\u011bd", "see farther": "vid\u00ed\u0161 d\u00e1l", "learned to look ahead": "nau\u010dil se pozorovat efektivn\u011b pozorovat okol\u00ed", "stealthy": "pl\u00ed\u017eiv\u00fd", "better avoid conflict in the wild": "zvl\u00e1dne\u0161 se l\u00e9pe vyh\u00fdbat konflikt\u016fm v divo\u010din\u011b", "learned how not to be seen": "nau\u010dil ses cestovat nepozorov\u00e1n", "gastronome": "gastronom", "restore more health when eating": "j\u00eddlo ti obnovuje v\u00edce zdrav\u00ed", "learned to make the most of food": "nau\u010dil se p\u0159ipravovat v\u011bt\u0161inu j\u00eddel", "sound on.": "zapnout zvuk.", "get the app.": "st\u00e1hnout aplikaci.", "lights off.": "zhasnout.", "restart.": "restartovat.", "share.": "sd\u00edlet.", "save.": "ulo\u017eit.", "dropbox.": "Dropbox.", "export or import save data, for backing up": "exportovat \u010di importovat ulo\u017een\u00e1 data - pro z\u00e1lohov\u00e1n\u00ed", "or migrating computers": "nebo p\u0159esun na jin\u00e9 za\u0159\u00edzen\u00ed", "save this.": "ulo\u017e si tento k\u00f3d.", "got it": "hotovo", "are you sure?": "jsi si jist\u00fd?", "if the code is invalid, all data will be lost.": "pokud bude k\u00f3d neplatn\u00fd, v\u0161echna data budou ztracena.", "this is irreversible.": "tato akce je nevratn\u00e1.", "yes": "ano", "no": "ne", "put the save code here.": "zde vlo\u017ete k\u00f3d s ulo\u017eenou hrou.", "Restart?": "Restartovat?", "restart the game?": "restartovat hru?", "Get the App": "St\u00e1hnout Aplikaci", "bring the room with you.": "m\u011bjte m\u00edstnost v\u017edy p\u0159i sob\u011b.", "ios": "iOS", "close": "zav\u0159\u00edt", "Share": "Sd\u00edlet", "bring your friends.": "zasv\u011b\u0165te sv\u00e9 p\u0159\u00e1tele.", "lights on.": "rozsv\u00edtit.", "Go Hyper?": "Zapnout Hyper re\u017eim?", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "spu\u0161t\u011bn\u00ed hyper re\u017eimu zrychl\u00ed hru na dvojn\u00e1sobek. chcete pokra\u010dovat?", "classic.": "klasika.", "{0} per {1}s": "{0} za {1}s", "sound off.": "vypnout zvuk.", "Sound Available!": "Zvuk k Dispozici!", "ears flooded with new sensations.": "u\u0161i zaplaven\u00e9 nov\u00fdmi vjemy.", "perhaps silence is safer?": "ticho je bezpe\u010dn\u011bj\u0161\u00ed?", "enable audio": "zapnout zvuk", "disable audio": "vypnout zvuk", "pause.": "pauza.", "eat meat": "sn\u00edst maso", "use meds": "pou\u017e\u00edt l\u00e9\u010divo", "miss": "vedle", "stunned": "omr\u00e1\u010den\u00fd", "leave": "opustit", "drop:": "zahodit:", "nothing": "nic", "take": "vz\u00edt", "take:": "vz\u00edt:", "nothing to take": "nic k sebr\u00e1n\u00ed", "all": "v\u0161e", "take everything": "vz\u00edt v\u0161echno", "take all you can": "vz\u00edt co jde", " and ": " a ", "*** EVENT ***": "*** UD\u00c1LOST ***", "saved.": "ulo\u017eeno.", "wood": "d\u0159evo", "builder": "stavitel", "teeth": "zuby", "meat": "maso", "fur": "ko\u017ee\u0161ina", "alien alloy": "hv\u011bzdocel", "bullets": "n\u00e1boje", "charm": "amulet", "leather": "use\u0148", "iron": "\u017eelezo", "steel": "ocel", "coal": "uhl\u00ed", "sulphur": "s\u00edra", "energy cell": "energetick\u00e1 bu\u0148ka", "torch": "lou\u010d", "medicine": "l\u00e9ky", "hunter": "lovec", "trapper": "traper", "tanner": "ko\u017eeluh", "grenade": "gran\u00e1t", "bolas": "bolaso", "bayonet": "bajonet", "charcutier": "uzen\u00e1\u0159", "iron miner": "horn\u00edk \u017eeleza", "iron mine": "\u017eelezn\u00fd d\u016fl", "coal miner": "hav\u00ed\u0159", "coal mine": "uheln\u00fd d\u016fl", "sulphur miner": "horn\u00edk s\u00edry", "sulphur mine": "s\u00edrov\u00fd d\u016fl", "armourer": "zbrojmistr", "steelworker": "ocel\u00e1\u0159", "bait": "n\u00e1vnada", "cured meat": "uzen\u00e9 maso", "scales": "\u0161upiny", "compass": "kompas", "laser rifle": "laserov\u00e1 pu\u0161ka", "gatherer": "sb\u011bra\u010d", "cloth": "tkanina", "thieves": "zlod\u011bji", "not enough fur": "nedostatek ko\u017ee\u0161iny", "not enough wood": "nedostatek d\u0159eva", "not enough coal": "nedostatek uhl\u00ed", "not enough iron": "nedostatek \u017eeleza", "not enough steel": "nedostatek oceli", "not enough sulphur": "nedostatek s\u00edry", "baited trap": "past s n\u00e1vnadou", "not enough scales": "nedostatek \u0161upin", "not enough cloth": "nedostatek tkaniny", "not enough teeth": "nedostatek zub\u016f", "not enough leather": "nedostatek usn\u011b", "not enough meat": "nedostatek masa", "the compass points east": "kompasu ukazuje na v\u00fdchod", "the compass points west": "kompas ukazuje na z\u00e1pad", "the compass points north": "kompas ukazuje na sever", "the compass points south": "kompas ukazuje na jih", "the compass points northeast": "kompas ukazuje na severov\u00fdchod", "the compass points northwest": "kompasu ukazuje na severoz\u00e1pad", "the compass points southeast": "kompasu ukazuje na jihov\u00fdchod", "the compass points southwest": "kompasu ukazuje na jihoz\u00e1pad", "Outside": "Venku", "scraps of fur": "\u00fatr\u017eky ko\u017ee\u0161iny", "bits of meat": "kusy masa", "strange scales": "podivn\u00e9 \u0161upiny", "scattered teeth": "poh\u00e1zen\u00e9 zuby", "tattered cloth": "potrhanou tkaninu", "a crudely made charm": "provizorn\u00ed amulet", "A Silent Forest": "Tich\u00fd les", "gather wood": "sb\u00edrat d\u0159evo", "a stranger arrives in the night": "v noci p\u0159i\u0161el cizinec", "a weathered family takes up in one of the huts.": "o\u0161unt\u011bl\u00e1 rodina zabrala jednu z chatr\u010d\u00ed.", "a small group arrives, all dust and bones.": "dorazila mal\u00e1 skupina, sam\u00fd prach a kosti.", "a convoy lurches in, equal parts worry and hope.": "p\u0159ipot\u00e1cel se konvoj, rovn\u00fdm d\u00edlem strach a nad\u011bje.", "the town's booming. word does get around.": "m\u011bsto je na vzestupu. slova se \u0161\u00ed\u0159\u00ed.", "forest": "les", "village": "vesnice", "check traps": "zkontrolovat pasti", "A Lonely Hut": "Osam\u011bl\u00e1 chata", "A Tiny Village": "Mal\u00e1 vesnice", "A Modest Village": "Skromn\u00e1 vesnice", "A Large Village": "Velk\u00e1 vesnice", "A Raucous Village": "Nev\u00e1zan\u00e1 vesnice", "the sky is grey and the wind blows relentlessly": "nebe je \u0161ed\u00e9 a v\u00edtr ne\u00faprosn\u011b fouk\u00e1", "dry brush and dead branches litter the forest floor": "such\u00e9 klest\u00ed a mrtv\u00e9 v\u011btve se povaluj\u00ed v lese", "the traps contain ": "pasti obsahuj\u00ed ", "A Dusty Path": "Pra\u0161n\u00e1 cesta", "supplies:": "z\u00e1soby:", "embark": "vyrazit", "the compass points ": "kompas ukazuje ", "perks:": "v\u00fdhody:", "none": "nic", "armour": "zbroj", "water": "voda", "restores": "obnovuje", "use with rifle": "pou\u017e\u00edt s pu\u0161kou", "emits a soft red glow": "slab\u011b \u010derven\u011b z\u00e1\u0159\u00ed", "free {0}/{1}": "voln\u00e9 {0}/{1}", "damage": "po\u0161kozen\u00ed", "weight": "hmotnost", "available": "k dispozici", "trap": "past", "builder says she can make traps to catch any creatures might still be alive out there": "stavitelka tvrd\u00ed, \u017ee zvl\u00e1dne sestrojit pasti na chyt\u00e1n\u00ed stvo\u0159en\u00ed, kter\u00e1 se potuluj\u00ed v temnot\u011b", "more traps to catch more creatures": "v\u00edce past\u00ed, v\u00edce ko\u0159isti", "more traps won't help now": "v\u00edce past\u00ed te\u010f nijak nepom\u016f\u017ee", "cart": "voz\u00edk", "builder says she can make a cart for carrying wood": "stavitelka tvrd\u00ed, \u017ee zvl\u00e1dne sestrojit voz\u00edk na p\u0159epravu d\u0159eva", "the rickety cart will carry more wood from the forest": "rozvrzan\u00fd voz\u00edk pom\u016f\u017ee dopravit v\u00edce d\u0159eva z lesa", "hut": "chatr\u010d", "builder says there are more wanderers. says they'll work, too.": "stavitelka tvrd\u00ed, \u017ee p\u0159i\u0161li dal\u0161\u00ed tul\u00e1ci. pr\u00fd jsou ochotn\u00ed pracovat.", "builder puts up a hut, out in the forest. says word will get around.": "stavitelka postavila v lese chatr\u010d. zpr\u00e1va se pr\u00fd brzy rozk\u0159ikne.", "no more room for huts.": "\u017e\u00e1dn\u00e9 dal\u0161\u00ed m\u00edsto pro stavbu chatr\u010d\u00ed.", "lodge": "myslivna", "villagers could help hunt, given the means": "s vhodn\u00fdmi prost\u0159edky by vesni\u010dan\u00e9 mohli pomoci s lovem", "the hunting lodge stands in the forest, a ways out of town": "myslivna stoj\u00ed hluboko v lese", "trading post": "tr\u017enice", "a trading post would make commerce easier": "tr\u017enice by vypomohla s obchodem", "now the nomads have a place to set up shop, they might stick around a while": "te\u010f, kdy\u017e maj\u00ed kde postavit obchod, nom\u00e1di po n\u011bjak\u00fd \u010das pobudou", "tannery": "ko\u017eelu\u017ena", "builder says leather could be useful. says the villagers could make it.": "stavitelka tvrd\u00ed, \u017ee use\u0148 by p\u0159i\u0161la vhod. ko\u017eeluhov\u00e9 j\u00ed pr\u00fd zvl\u00e1dnou produkovat.", "tannery goes up quick, on the edge of the village": "ko\u017eelu\u017ena je v m\u017eiku postavena na kraji vesnice", "smokehouse": "ud\u00edrna", "should cure the meat, or it'll spoil. builder says she can fix something up.": "stavitelka tvrd\u00ed, \u017ee bychom m\u011bli maso udit, aby se nezkazilo. pr\u00fd by v\u011bd\u011bla, jak na to.", "builder finishes the smokehouse. she looks hungry.": "stavitelka dokon\u010dila stavbu ud\u00edrny. vypad\u00e1 hladov\u011b.", "workshop": "d\u00edlna", "builder says she could make finer things, if she had the tools": "stavitelka tvrd\u00ed, \u017ee by zvl\u00e1dla vyr\u00e1b\u011bt lep\u0161\u00ed v\u011bci, kdyby k tomu m\u011bla n\u00e1stroje", "workshop's finally ready. builder's excited to get to it": "d\u00edlna je kone\u010dn\u011b dostav\u011bna. stavitelka se s nad\u0161en\u00edm vrh\u00e1 do pr\u00e1ce", "steelworks": "ocel\u00e1rna", "builder says the villagers could make steel, given the tools": "stavitelka tvrd\u00ed, \u017ee v\u00ed, jak vyrobit ocel. jen vybaven\u00ed j\u00ed k tomu pr\u00fd sch\u00e1z\u00ed", "a haze falls over the village as the steelworks fires up": "vesnice se zahalila trpkou mlhou, jak nov\u00e1 ocel\u00e1rna zah\u00e1jila provoz", "armoury": "zbrojnice", "builder says it'd be useful to have a steady source of bullets": "stavitelka tvrd\u00ed, \u017ee by bylo vhodn\u00e9 m\u00edt stabiln\u00ed zdroj munice", "armoury's done, welcoming back the weapons of the past.": "zbrojnice je dokon\u010dena, v\u00edtaj\u00edc zp\u011bt zbran\u011b minulosti.", "a torch to keep the dark away": "pochode\u0148 pro zahn\u00e1n\u00ed temnoty", "waterskin": "m\u011bch", "this waterskin'll hold a bit of water, at least": "tento m\u011bch by m\u011bl pojmout alespo\u0148 trochu vody", "cask": "sud", "the cask holds enough water for longer expeditions": "tento sud pojme dostatek vody na del\u0161\u00ed expedice", "water tank": "n\u00e1dr\u017e na vodu", "never go thirsty again": "u\u017e nikdy \u017e\u00edze\u0148", "bone spear": "kost\u011bn\u00e9 kop\u00ed", "this spear's not elegant, but it's pretty good at stabbing": "mo\u017en\u00e1 nen\u00ed elegantn\u00ed, ale tohle kop\u00ed je \u00fa\u010dinn\u00e9 pro boj", "rucksack": "batoh", "carrying more means longer expeditions to the wilds": "un\u00e9st v\u00edce znamen\u00e1 del\u0161\u00ed expedice do nezn\u00e1ma", "wagon": "povoz", "the wagon can carry a lot of supplies": "povoz uveze spoustu z\u00e1sob", "convoy": "konvoj", "the convoy can haul mostly everything": "konvoj uveze t\u00e9m\u011b\u0159 cokoliv", "l armour": "u zbroj", "leather's not strong. better than rags, though.": "use\u0148 nen\u00ed siln\u00e1, ale rozhodn\u011b lep\u0161\u00ed ne\u017e l\u00e1tka.", "i armour": "\u017e zbroj", "iron's stronger than leather": "\u017eelezo je odoln\u011bj\u0161\u00ed ne\u017e use\u0148", "s armour": "o zbroj", "steel's stronger than iron": "ocel je odoln\u011bj\u0161\u00ed ne\u017e \u017eelezo", "iron sword": "\u017eelezn\u00fd me\u010d", "sword is sharp. good protection out in the wilds.": "me\u010d je ostr\u00fd. vhodn\u00e1 ochrana do divo\u010diny.", "steel sword": "ocelov\u00fd me\u010d", "the steel is strong, and the blade true.": "ocel je siln\u00e1, \u010depel z n\u00ed ostr\u00e1.", "rifle": "pu\u0161ka", "black powder and bullets, like the old days.": "st\u0159eln\u00fd prach a kulky, jako za star\u00fdch \u010das\u016f.", "Room": "M\u00edstnost", "A Dark Room": "Temn\u00e1 m\u00edstnost", "light fire": "zap\u00e1lit ohe\u0148", "stoke fire": "p\u0159ilo\u017eit do ohn\u011b", "the room is {0}": "m\u00edstnost je {0}", "the fire is {0}": "ohe\u0148 {0}", "the stranger is standing by the fire. she says she can help. says she builds things.": "cizinka stoj\u00ed u ohn\u011b. tvrd\u00ed, \u017ee m\u016f\u017ee pomoct. pr\u00fd je stavitelka.", "freezing": "promrzl\u00e1", "cold": "chladn\u00e1", "mild": "vl\u00eddn\u00e1", "warm": "tepl\u00e1", "hot": "horouc\u00ed", "dead": "vyhasl\u00fd", "smoldering": "doutn\u00e1", "flickering": "se mihot\u00e1", "burning": "ho\u0159\u00ed", "roaring": "prask\u00e1", "A Firelit Room": "Osv\u011btlen\u00e1 m\u00edstnost", "not enough wood to get the fire going": "nedostatek d\u0159eva k rozd\u011bl\u00e1n\u00ed ohn\u011b", "the wood has run out": "d\u0159evo do\u0161lo", "the light from the fire spills from the windows, out into the dark": "sv\u011btlo ohn\u011b se prol\u00e9v\u00e1 okny ven do temnoty", "builder stokes the fire": "stavitelka p\u0159ikl\u00e1d\u00e1 do ohn\u011b", "the wind howls outside": "venku vyje v\u00edtr", "the wood is running out": "doch\u00e1z\u00ed d\u0159evo", "a ragged stranger stumbles through the door and collapses in the corner": "potrhan\u00e1 cizinka se propot\u00e1cela dve\u0159mi a svalila se v rohu na zem", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "cizinka se chv\u011bje a ti\u0161e cosi muml\u00e1. nen\u00ed j\u00ed rozum\u011bt.", "the stranger in the corner stops shivering. her breathing calms.": "cizinka v rohu se p\u0159est\u00e1v\u00e1 chv\u011bt. jej\u00ed dech se zklid\u0148uje.", "stores": "skladuje", "weapons": "zbran\u011b", "total": "celkem", "not enough ": "nedostatek ", "builder just shivers": "stavitelka se chv\u011bje", "build:": "postavit:", "craft:": "vyrobit:", "buy:": "koupit:", "Ship": "Lo\u010f", "An Old Starship": "Star\u00fd Raketopl\u00e1n", "hull:": "trup:", "engine:": "motor:", "reinforce hull": "pos\u00edlit trup", "upgrade engine": "vylep\u0161it motor", "lift off": "vzl\u00e9tnout", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "kdesi vysoko nad mraky, flotila vesm\u00edrn\u00fdch lod\u00ed rozr\u00e1\u017e\u00ed zapr\u00e1\u0161enou atmosf\u00e9ru. u\u017e jsi na tomhle kusu kamene p\u0159\u00edli\u0161 dlouho.", "not enough alien alloy": "nedostatek hv\u011bzdoceli", "Ready to Leave?": "P\u0159ipraven Odej\u00edt?", "time to get out of this place. won't be coming back.": "\u010das odlet\u011bt a nikdy se nevr\u00e1tit.", "linger": "pob\u00fdt", "hull: ": "trup: ", "Troposphere": "Troposf\u00e9ra", "Stratosphere": "Stratosf\u00e9ra", "Mesosphere": "Mezosf\u00e9ra", "Thermosphere": "Termosf\u00e9ra", "Exosphere": "Exosf\u00e9ra", "Space": "Vesm\u00edr", "score for this game: {0}": "sk\u00f3re za tento pr\u016fchod: {0}", "total score: {0}": "celkov\u00e9 sk\u00f3re: {0}", "expanded story. alternate ending. behind the scenes commentary. get the app.": "roz\u0161\u00ed\u0159en\u00fd p\u0159\u00edb\u011bh. alternativn\u00ed konec. informace ze z\u00e1kulis\u00ed. st\u00e1hn\u011bte si aplikaci.", "punch": "ude\u0159it", "stab": "bodnout", "swing": "rozm\u00e1chnout se", "slash": "seknout", "thrust": "v\u00fdpad", "shoot": "vyst\u0159elit", "blast": "odp\u00e1lit", "lob": "vrhnout", "tangle": "zamotat", "An Outpost": "\u00dato\u010di\u0161t\u011b", "Iron Mine": "\u017delezorudn\u00fd D\u016fl", "Coal Mine": "Uheln\u00fd D\u016fl", "Sulphur Mine": "Sirn\u00fd D\u016fl", "An Old House": "Star\u00fd D\u016fm", "A Damp Cave": "Vlhk\u00e1 Jeskyn\u011b", "An Abandoned Town": "Opu\u0161t\u011bn\u00e9 M\u011bsto", "A Ruined City": "Zni\u010den\u00e9 M\u011bsto", "A Crashed Starship": "Z\u0159\u00edcen\u00fd Raketopl\u00e1n", "A Borehole": "Vrt", "A Battlefield": "Boji\u0161t\u011b", "A Murky Swamp": "Kaln\u00fd Mo\u010d\u00e1l", "A Destroyed Village": "Zni\u010den\u00e1 Vesnice", "water:{0}": "voda:{0}", "pockets": "kapsy", "hp: {0}/{1}": "zdrav\u00ed: {0}/{1}", "dangerous to be this far from the village without proper protection": "je nebezpe\u010dn\u00e9 se vyd\u00e1vat takhle daleko bez \u0159\u00e1dn\u00e9 ochrany", "safer here": "tady je bezpe\u010dn\u011bji", "the meat has run out": "do\u0161lo n\u00e1m maso", "starvation sets in": "za\u010d\u00edn\u00e1me hladov\u011bt", "there is no more water": "do\u0161la n\u00e1m voda", "the thirst becomes unbearable": "\u017e\u00edze\u0148 za\u010d\u00edn\u00e1 b\u00fdt \u00famorn\u00e1", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "stromy ustupuj\u00ed such\u00e9 tr\u00e1v\u011b. povadl\u00fd ke\u0159\u00edk \u0161ust\u00ed ve v\u011btru.", "the trees are gone. parched earth and blowing dust are poor replacements.": "stromy jsou pry\u010d. vyprahl\u00e1 zem\u011b a prach ve vzduchu jsou \u0161patn\u00e1 n\u00e1hrada.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "na horizontu se r\u00fdsuj\u00ed stromy. tr\u00e1va pozvoln\u011b ustupuje lesn\u00edmu podlo\u017e\u00ed ze such\u00fdch v\u011btv\u00ed a popadan\u00e9ho list\u00ed.", "the grasses thin. soon, only dust remains.": "tr\u00e1vy \u0159\u00eddnou, zb\u00fdv\u00e1 jen prach.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "pustiny kon\u010d\u00ed, kde za\u010d\u00edn\u00e1 mo\u0159e travin pohupuj\u00edc\u00edch se v such\u00e9m v\u011btru.", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "z prachu vystupuje ze\u010f pok\u0159iven\u00fdch strom\u016f. jejich v\u011btve jsou spleten\u00e9 do kost\u011bn\u00fdch kleneb.", "Wanderer": "Tul\u00e1k", "The Village": "Vesnice", "the world fades": "sv\u011bt skom\u00edr\u00e1", "water replenished": "voda dopln\u011bna", "A Barren World": "Pust\u00fd Sv\u011bt", "A Snarling Beast": "Vr\u010d\u00edc\u00ed Obluda", "snarling beast": "vr\u010d\u00edc\u00ed obluda", "the snarling beast is dead": "vr\u010d\u00edc\u00ed obluda je po smrti", "a snarling beast leaps out of the underbrush": "z lesn\u00edho podrostu vysko\u010dila vr\u010d\u00edc\u00ed obluda", "A Gaunt Man": "Vychrtl\u00edk", "gaunt man": "vychrtl\u00edk", "the gaunt man is dead": "vychrtl\u00edk je po smrti", "a gaunt man approaches, a crazed look in his eye": "p\u0159ibli\u017euje se vychrtl\u00edk, jiskra \u0161\u00edlenstv\u00ed z\u00e1\u0159\u00ed v jeho o\u010d\u00edch", "A Strange Bird": "Podivn\u00fd Pt\u00e1k", "strange bird": "podivn\u00fd pt\u00e1k", "the strange bird is dead": "podivn\u00fd pt\u00e1k je po smrti", "a strange looking bird speeds across the plains": "podivn\u00fd pt\u00e1k p\u0159ib\u00edh\u00e1 p\u0159es lu\u010diny", "A Shivering Man": "Rozklepan\u00fd Mu\u017e", "shivering man": "rozklepan\u00fd mu\u017e", "the shivering man is dead": "rozklepan\u00fd mu\u017e je po smrti", "a shivering man approaches and attacks with surprising strength": "rozklepan\u00fd mu\u017e se p\u0159ibli\u017euje a \u00fato\u010d\u00ed p\u0159ekvapivou silou", "A Man-Eater": "Lidojed", "man-eater": "lidojed", "the man-eater is dead": "lidojed je po smrti", "a large creature attacks, claws freshly bloodied": "velk\u00e1 nestv\u016fra \u00fato\u010d\u00ed, dr\u00e1py \u010derstv\u011b zakrv\u00e1ceny", "A Scavenger": "Mrcho\u017erout", "scavenger": "mrcho\u017erout", "the scavenger is dead": "mrcho\u017erout je po smrti", "a scavenger draws close, hoping for an easy score": "mrcho\u017erout se pomalu bl\u00ed\u017e\u00ed, doufaje ve snadnou ko\u0159ist", "A Huge Lizard": "Ob\u0159\u00ed Je\u0161t\u011br", "lizard": "je\u0161t\u011br", "the lizard is dead": "je\u0161t\u011br je po smrti", "the grass thrashes wildly as a huge lizard pushes through": "tr\u00e1va sebou ml\u00e1t\u00ed, jak se j\u00ed protla\u010duje ob\u0159\u00ed je\u0161t\u011br", "A Feral Terror": "Divok\u00fd Teror", "feral terror": "divok\u00fd teror", "the feral terror is dead": "divok\u00fd teror je po smrti", "a beast, wilder than imagining, erupts out of the foliage": "nestv\u016fra divo\u010dej\u0161\u00ed ne\u017e p\u0159edstavivost vyr\u00e1\u017e\u00ed ze stromov\u00ed", "A Soldier": "Voj\u00e1k", "soldier": "voj\u00e1k", "the soldier is dead": "voj\u00e1k je po smrti", "a soldier opens fire from across the desert": "voj\u00e1k p\u00e1l\u00ed z pustiny", "A Sniper": "Odst\u0159elova\u010d", "sniper": "odst\u0159elova\u010d", "the sniper is dead": "odst\u0159elova\u010d je po smrti", "a shot rings out, from somewhere in the long grass": "odn\u011bkud z vysok\u00e9 tr\u00e1vy zn\u00ed v\u00fdst\u0159ely", "The Thief": "Zlod\u011bj", "the villagers haul a filthy man out of the store room.": "vesni\u010dan\u00e9 vyn\u00e1\u0161ej\u00ed delikventa ze skladu.", "say his folk have been skimming the supplies.": "tvrd\u00ed, \u017ee on a jeho druzi kradli z\u00e1soby.", "say he should be strung up as an example.": "tvrd\u00ed, \u017ee by m\u011bl b\u00fdt exempl\u00e1rn\u011b ob\u011b\u0161en.", "a thief is caught": "zlod\u011bj byl dopaden", "hang him": "ob\u011bsit ho", "spare him": "u\u0161et\u0159it ho", "the villagers hang the thief high in front of the store room.": "vesni\u010dan\u00e9 ob\u011bsili zlod\u011bje p\u0159ed skladem.", "the point is made. in the next few days, the missing supplies are returned.": "zpr\u00e1va je jasn\u00e1 a srozumiteln\u00e1. za p\u00e1r dn\u00ed jsou ukraden\u00e9 z\u00e1soby navr\u00e1ceny.", "the man says he's grateful. says he won't come around any more.": "mu\u017e je vd\u011b\u010dn\u00fd. p\u0159\u00edsah\u00e1, \u017ee u\u017e se tu nikdy neuk\u00e1\u017ee.", "shares what he knows about sneaking before he goes.": "p\u0159ed odchodem se d\u011bl\u00ed o svoje dovednosti v pl\u00ed\u017een\u00ed.", "a strange thrumming, pounding and crashing. visions of people and places, of a huge machine and twisting curves.": "podivn\u00e9 hu\u010den\u00ed, bouch\u00e1n\u00ed a prask\u00e1n\u00ed. vize lid\u00ed a m\u00edst, ob\u0159\u00edho stroje a zkroucen\u00fdch k\u0159ivek.", "inviting. it would be so easy to give in, completely.": "l\u00e1kav\u00e9. bylo by tak jednoduch\u00e9 se poddat, kompletn\u011b.", "a strange thrumming, pounding and crashing. and then gone.": "podivn\u00e9 hu\u010den\u00ed, bouch\u00e1n\u00ed a prask\u00e1n\u00ed. a pak v\u00edc u\u017e nic.", "give in": "poddat se", "ignore it": "ignorovat", "A Ruined Trap": "Zni\u010den\u00e1 Past", "some of the traps have been torn apart.": "n\u011bkter\u00e9 pasti byly roztrh\u00e1ny na kusy.", "large prints lead away, into the forest.": "velk\u00e9 stopy vedou pry\u010d do lesa.", "some traps have been destroyed": "n\u011bkter\u00e9 pasti byly zni\u010deny", "track them": "stopovat je", "ignore them": "ignorovat je", "the tracks disappear after just a few minutes.": "stopy se po p\u00e1r minut\u00e1ch ztratily.", "the forest is silent.": "les je tich\u00fd.", "nothing was found": "nic nenalezeno", "go home": "j\u00edt dom\u016f", "not far from the village lies a large beast, its fur matted with blood.": "nedaleko vesnice le\u017e\u00ed p\u0159\u00ed\u0161era. jej\u00ed ko\u017eich je promo\u010den\u00fd krv\u00ed.", "it puts up little resistance before the knife.": "p\u0159ed no\u017eem se sotva br\u00e1n\u00ed.", "there was a beast. it's dead now": "p\u0159\u00ed\u0161era \u017eila, te\u010f je mrtv\u00e1", "Fire": "Ohe\u0148", "a fire rampages through one of the huts, destroying it.": "ohe\u0148 zachv\u00e1til a zni\u010dil jednu z chatr\u010d\u00ed.", "all residents in the hut perished in the fire.": "v\u0161ichni obyvatel\u00e9 chatr\u010de zahynuly v plamenech.", "a fire has started": "vypukl po\u017e\u00e1r", "mourn": "truchlit", "some villagers have died": "n\u011bkolik vesni\u010dan\u016f zahynulo", "Sickness": "Nemoc", "a sickness is spreading through the village.": "nemoc se \u0161\u00ed\u0159\u00ed nap\u0159\u00ed\u010d vesnic\u00ed.", "medicine is needed immediately.": "je neodkladn\u011b t\u0159eba l\u00e9\u010div.", "some villagers are ill": "n\u011bkte\u0159\u00ed vesni\u010dan\u00e9 jsou nemocn\u00ed", "1 medicine": "1 l\u00e9\u010divo", "the sickness is cured in time.": "nemoc byla vyl\u00e9\u010dena v\u010das.", "sufferers are healed": "posti\u017een\u00ed jsou vyl\u00e9\u010deni", "the sickness spreads through the village.": "nemoc se roz\u0161\u00ed\u0159ila po vesnici.", "the days are spent with burials.": "cel\u00fd den byl str\u00e1ven poh\u0159by.", "the nights are rent with screams.": "noc je napln\u011bna v\u00fdk\u0159iky.", "sufferers are left to die": "posti\u017een\u00ed jsou ponech\u00e1ni na pospas nemoci", "Plague": "Mor", "a terrible plague is fast spreading through the village.": "mor se rychle \u0161\u00ed\u0159\u00ed nap\u0159\u00ed\u010d vesnic\u00ed.", "a plague afflicts the village": "vesnice je zasa\u017eena morem", "buy medicine": "koupit l\u00e9\u010divo", "5 medicine": "5 l\u00e9\u010diva", "do nothing": "ned\u011blat nic", "the plague is kept from spreading.": "\u0161\u00ed\u0159en\u00ed moru bylo zastaveno.", "only a few die.": "podlehlo jen n\u011bkolik jedinc\u016f.", "the rest bury them.": "ostatn\u00ed je pochov\u00e1vaj\u00ed.", "epidemic is eradicated eventually": "epidemie je eventu\u00e1ln\u011b vym\u00fdcena", "the plague rips through the village.": "mor se proh\u00e1n\u00ed vesnic\u00ed.", "the only hope is a quick death.": "jedinou nad\u011bj\u00ed je rychl\u00e1 smrt.", "population is almost exterminated": "populace je t\u00e9m\u011b\u0159 vyhlazena", "A Beast Attack": "P\u0159\u00ed\u0161era \u00dato\u010d\u00ed", "a pack of snarling beasts pours out of the trees.": "z les\u016f se vyvalila sme\u010dka rozzu\u0159en\u00fdch p\u0159\u00ed\u0161er.", "the fight is short and bloody, but the beasts are repelled.": "boj je kr\u00e1tk\u00fd a krvav\u00fd, ale p\u0159\u00ed\u0161ery se poda\u0159ilo zahnat.", "the villagers retreat to mourn the dead.": "vesni\u010dan\u00e9 se stahuj\u00ed, aby oplakali mrtv\u00e9.", "wild beasts attack the villagers": "divok\u00e1 p\u0159\u00ed\u0161era \u00fato\u010d\u00ed na vesni\u010dany", "predators become prey. price is unfair": "z pred\u00e1tor\u016f se st\u00e1v\u00e1 ko\u0159ist. cena je nef\u00e9rov\u00e1", "A Military Raid": "Vojensk\u00e9 P\u0159epaden\u00ed", "a gunshot rings through the trees.": "ze stromov\u00ed se oz\u00fdv\u00e1 st\u0159elba.", "well armed men charge out of the forest, firing into the crowd.": "po zuby ozbrojen\u00ed mu\u017ei vyb\u00edhaj\u00ed z lesa, p\u00e1l\u00edce do davu vesni\u010dan\u016f.", "after a skirmish they are driven away, but not without losses.": "po boji se je poda\u0159ilo zahnat. nikoliv v\u0161ak beze ztr\u00e1t.", "troops storm the village": "voj\u00e1ci \u00fato\u010d\u00ed na vesnici", "warfare is bloodthirsty": "boj je krveprolit\u00ed", "The Nomad": "Nom\u00e1d", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "nom\u00e1d se p\u0159ipl\u00e9t\u00e1 skrze dav. v provizorn\u00ed n\u016f\u0161i nese sv\u00e1zan\u00e9 klest\u00ed.", "won't say from where he came, but it's clear that he's not staying.": "nechce prozradit odkud p\u0159ich\u00e1z\u00ed, ale je z\u0159ejm\u00e9, \u017ee dlouho nepobude.", "a nomad arrives, looking to trade": "p\u0159icestoval nom\u00e1d, r\u00e1d by obchodoval", "buy scales": "koupit \u0161upiny", "buy teeth": "koupit zuby", "buy bait": "koupit n\u00e1vnadu", "traps are more effective with bait.": "pasti jsou efektivn\u011bj\u0161\u00ed, pokud jsou opat\u0159eny n\u00e1vnadou.", "buy compass": "koupit kompas", "the old compass is dented and dusty, but it looks to work.": "star\u00fd kompas je potlu\u010den\u00fd, ale zd\u00e1 se, \u017ee funguje.", "say goodbye": "rozlou\u010dit se", "Noises": "Zvuky", "through the walls, shuffling noises can be heard.": "p\u0159es st\u011bny je sly\u0161et prask\u00e1n\u00ed v\u011btv\u00ed.", "can't tell what they're up to.": "t\u011b\u017eko \u0159\u00edct, co maj\u00ed v \u00famyslu.", "strange noises can be heard through the walls": "p\u0159es st\u011bny jsou sly\u0161et podivn\u00e9 zvuky", "investigate": "prozkoumat", "vague shapes move, just out of sight.": "podivn\u00e9 tvary se mihotaj\u00ed t\u011bsn\u011b mimo dohled.", "the sounds stop.": "zvuky ustaly.", "go back inside": "j\u00edt zp\u011bt dovnit\u0159", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "na prahu le\u017e\u00ed sv\u00e1zan\u00e9 klest\u00ed zabalen\u00e9 v hrub\u00e9 ko\u017ee\u0161in\u011b.", "the night is silent.": "noc je klidn\u00e1.", "scratching noises can be heard from the store room.": "ze skladu se oz\u00fdv\u00e1 \u0161kr\u00e1b\u00e1n\u00ed.", "something's in there.": "n\u011bco tam je.", "something's in the store room": "n\u011bco je ve skladu", "some wood is missing.": "n\u011bjak\u00e9 d\u0159evo sch\u00e1z\u00ed.", "the ground is littered with small scales": "zem je pokryta mal\u00fdmi \u0161upinami", "the ground is littered with small teeth": "zem je pokryta mal\u00fdmi zuby", "the ground is littered with scraps of cloth": "zem je pokryta kusy l\u00e1tky", "The Beggar": "\u017debr\u00e1k", "a beggar arrives.": "p\u0159i\u0161el \u017eebr\u00e1k.", "asks for any spare furs to keep him warm at night.": "pros\u00ed o p\u0159ebyte\u010dn\u00e9 ko\u017ee\u0161iny, aby se mohl zah\u0159\u00e1t za chladn\u00fdch noc\u00ed.", "a beggar arrives": "p\u0159i\u0161el \u017eebr\u00e1k", "give 50": "d\u00e1t 50", "give 100": "d\u00e1t 100", "turn him away": "poslat jej pry\u010d", "the beggar expresses his thanks.": "\u017eebr\u00e1k vyjad\u0159uje sv\u016fj vd\u011bk.", "leaves a pile of small scales behind.": "zanechal za sebou hrom\u00e1dku mal\u00fdch \u0161upin.", "leaves a pile of small teeth behind.": "zanechal za sebou hrom\u00e1dku mal\u00fdch zub\u016f.", "leaves some scraps of cloth behind.": "zanechal za sebou kusy l\u00e1tky.", "The Shady Builder": "Podivn\u00fd stavitel", "a shady builder passes through": "podivn\u00fd stavitel proch\u00e1z\u00ed", "says he can build you a hut for less wood": "tvrd\u00ed, \u017ee zvl\u00e1dne postavit chatr\u010d z men\u0161\u00edho mno\u017estv\u00ed d\u0159eva", "300 wood": "300 d\u0159eva", "the shady builder has made off with your wood": "podivn\u00fd stavitel zmizel i se d\u0159evem", "the shady builder builds a hut": "podivn\u00fd stavitel postavil chatr\u010d", "The Mysterious Wanderer": "Z\u00e1hadn\u00fd tul\u00e1k", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "tul\u00e1k dorazil s pr\u00e1zdn\u00fdm voz\u00edkem. tvrd\u00ed, \u017ee pokud mu darujeme d\u0159evo, vr\u00e1t\u00ed se s v\u00edce d\u0159evem.", "builder's not sure he's to be trusted.": "stavitelka je na pochyb\u00e1ch, zda mu v\u011b\u0159it.", "a mysterious wanderer arrives": "z\u00e1hadn\u00fd tul\u00e1k dorazil", "give 500": "d\u00e1t 500", "the wanderer leaves, cart loaded with wood": "tul\u00e1k ode\u0161el s voz\u00edkem po okraj nap\u011bchovan\u00fdm d\u0159evem", "the mysterious wanderer returns, cart piled high with wood.": "z\u00e1hadn\u00fd tul\u00e1k se vr\u00e1til s voz\u00edkem pln\u00fdm d\u0159eva.", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "tula\u010dka dorazila s pr\u00e1zdn\u00fdm voz\u00edkem. tvrd\u00ed, \u017ee pokud j\u00ed darujeme ko\u017ee\u0161iny, vr\u00e1t\u00ed se pozd\u011bji a p\u0159iveze jich v\u00edce.", "builder's not sure she's to be trusted.": "stavitelka je na pochyb\u00e1ch, zda j\u00ed v\u011b\u0159it.", "turn her away": "poslat j\u00ed pry\u010d", "the wanderer leaves, cart loaded with furs": "tula\u010dka odch\u00e1z\u00ed s voz\u00edkem pln\u00fdm ko\u017ee\u0161in", "the mysterious wanderer returns, cart piled high with furs.": "z\u00e1hadn\u00e1 tula\u010dka se vr\u00e1tila s voz\u00edkem pln\u00fdm ko\u017ee\u0161in.", "The Scout": "Pr\u016fzkumnice", "the scout says she's been all over.": "pr\u016fzkumnice tvrd\u00ed, \u017ee zn\u00e1 v\u011bt\u0161inu sv\u011bta.", "willing to talk about it, for a price.": "za poplatek se r\u00e1da pod\u011bl\u00ed o sv\u00e9 zku\u0161enosti.", "a scout stops for the night": "zv\u011bd se zastavil na noc", "buy map": "koupit mapu", "the map uncovers a bit of the world": "mapa odkr\u00fdv\u00e1 \u010d\u00e1st sv\u011bta", "learn scouting": "nau\u010dit se pr\u016fzkum", "The Master": "Mistr", "an old wanderer arrives.": "star\u00fd tul\u00e1k dorazil.", "he smiles warmly and asks for lodgings for the night.": "mile se usm\u00e1l a po\u017e\u00e1dal o nocleh.", "an old wanderer arrives": "star\u00fd tul\u00e1k dorazil", "agree": "souhlasit", "in exchange, the wanderer offers his wisdom.": "tul\u00e1k na opl\u00e1tku nab\u00edz\u00ed \u010d\u00e1st sv\u00e9 moudrosti.", "evasion": "uh\u00fdb\u00e1n\u00ed", "precision": "p\u0159esnost", "force": "s\u00edla", "The Sick Man": "Malomocn\u00fd", "a man hobbles up, coughing.": "p\u0159ipot\u00e1cel se ka\u0161laj\u00edc\u00ed mu\u017e.", "he begs for medicine.": "na kolenou pros\u00ed o l\u00e9\u010divo.", "a sick man hobbles up": "p\u0159ipot\u00e1cel se nemocn\u00fd mu\u017e", "give 1 medicine": "d\u00e1t 1 l\u00e9\u010divo", "the man swallows the medicine eagerly": "mu\u017e netrp\u011bliv\u011b spolykal l\u00e9\u010divo", "tell him to leave": "poslat ho pry\u010d", "the man is thankful.": "mu\u017e je vd\u011b\u010dn\u00fd.", "he leaves a reward.": "zanech\u00e1v\u00e1 odm\u011bnu.", "some weird metal he picked up on his travels.": "podivn\u00fd kov, kter\u00fd nalezl p\u0159i sv\u00fdch cest\u00e1ch.", "some weird glowing boxes he picked up on his travels.": "podivn\u00e9 krabice, kter\u00e9 nalezl p\u0159i sv\u00fdch cest\u00e1ch.", "all he has are some scales.": "v\u0161e co m\u00e1 je p\u00e1r \u0161upin.", "the man expresses his thanks and hobbles off.": "mu\u017e vzd\u00e1 sv\u016fj d\u00edk a kulh\u00e1 pry\u010d.", "An Outpost": "\u00dato\u010di\u0161t\u011b", "a safe place in the wilds.": "bezpe\u010dn\u00e9 m\u00edsto v divo\u010din\u011b.", "A Murky Swamp": "Kaln\u00fd Mo\u010d\u00e1l", "rotting reeds rise out of the swampy earth.": "hnij\u00edc\u00ed r\u00e1kos vystupuje z bahnit\u00e9 zem\u011b.", "a lone frog sits in the muck, silently.": "samotn\u00e1 \u017e\u00e1ba ti\u0161e sed\u00ed v bahn\u011b.", "a swamp festers in the stagnant air.": "mo\u010d\u00e1l hnije ve zka\u017een\u00e9m vzduchu.", "enter": "vstoupit", "deep in the swamp is a moss-covered cabin.": "hluboko v mo\u010d\u00e1lu je mechem pokryt\u00e1 chatr\u010d.", "an old wanderer sits inside, in a seeming trance.": "uvnit\u0159 posed\u00e1v\u00e1 star\u00fd tul\u00e1k, vypad\u00e1, \u017ee je v transu.", "talk": "promluvit si", "the wanderer takes the charm and nods slowly.": "tul\u00e1k si vzal amulet a d\u016fmysln\u011b pok\u00fdvl.", "he speaks of once leading the great fleets to fresh worlds.": "vypr\u00e1v\u00ed, \u017ee kdysi vedl velk\u00e9 v\u00fdpravy do kon\u010din nov\u00fdch sv\u011bt\u016f.", "unfathomable destruction to fuel wanderer hungers.": "nedoz\u00edrn\u00e1 zk\u00e1za kojila tul\u00e1k\u016fv cht\u00ed\u010d.", "his time here, now, is his penance.": "\u010das, kter\u00fd tu tr\u00e1v\u00ed, je jeho pok\u00e1n\u00edm.", "A Damp Cave": "Vlhk\u00e1 Jeskyn\u011b", "the mouth of the cave is wide and dark.": "vstup do jeskyn\u011b je \u0161irok\u00fd a temn\u00fd.", "can't see what's inside.": "nen\u00ed vid\u011bt, co je uvnit\u0159.", "the earth here is split, as if bearing an ancient wound": "zem\u011b je zde rozervan\u00e1, jakoby nesla prastar\u00e9 zran\u011bn\u00ed", "go inside": "j\u00edt dovnit\u0159", "a startled beast defends its home": "rozru\u0161en\u00e1 nestv\u016fra br\u00e1n\u00ed sv\u016fj domov", "continue": "pokra\u010dovat", "leave cave": "odej\u00edt", "the cave narrows a few feet in.": "jeskyn\u011b se po p\u00e1r kroc\u00edch zu\u017euje.", "the walls are moist and moss-covered": "st\u011bny jsou vlhk\u00e9 a pokryt\u00e9 mechem", "squeeze": "prot\u00e1hnout se", "the remains of an old camp sits just inside the cave.": "uvnit\u0159 jeskyn\u011b le\u017e\u00ed poz\u016fstatky star\u00e9ho t\u00e1bo\u0159i\u0161t\u011b.", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "po tenkou vrstvou prachu le\u017e\u00ed potrhan\u00e9 a z\u010dernal\u00e9 spac\u00ed pytle.", "the body of a wanderer lies in a small cavern.": "v mal\u00e9 jeskyni le\u017e\u00ed nehybn\u00e9 t\u011blo tul\u00e1ka.", "rot's been to work on it, and some of the pieces are missing.": "rozklad ji\u017e odvedl svoji pr\u00e1ci, n\u011bkter\u00e9 \u010d\u00e1sti t\u011bla sch\u00e1zej\u00ed.", "can't tell what left it here.": "t\u011b\u017eko \u0159\u00edct, co jej tu zanechalo.", "the torch sputters and dies in the damp air": "lou\u010d ve vlhk\u00e9m vzduchu zaprskala a zhasla", "the darkness is absolute": "naprost\u00e1 temnota", "the torch goes out": "lou\u010d vyhasla", "a cave lizard attacks": "jeskyn\u00ed je\u0161t\u011br \u00fato\u010d\u00ed", "a large beast charges out of the dark": "ob\u0159\u00ed nestv\u016fra \u00fato\u010d\u00ed z temnoty", "a giant lizard shambles forward": "ob\u0159\u00ed je\u0161t\u011br se vypot\u00e1cel kup\u0159edu", "the nest of a large animal lies at the back of the cave.": "na konci jeskyn\u011b le\u017e\u00ed hn\u00edzdo velk\u00e9ho zv\u00ed\u0159ete.", "a small supply cache is hidden at the back of the cave.": "na konci jeskyn\u011b je ukryta mal\u00e1 skr\u00fd\u0161.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "za kamenem je zara\u017eena star\u00e1 truhlice pokryt\u00e1 tenkou vrstvou prachu.", "A Deserted Town": "Opu\u0161t\u011bn\u00e9 M\u011bsto", "a small suburb lays ahead, empty houses scorched and peeling.": "mal\u00e9 p\u0159edm\u011bst\u00ed s rozpadaj\u00edc\u00edmi se domy.", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "poni\u010den\u00e9 zrezav\u011bl\u00e9 pouli\u010dn\u00ed osv\u011btlen\u00ed. sv\u011btlo zde nezaz\u00e1\u0159ilo ji\u017e velmi dlouho.", "the town lies abandoned, its citizens long dead": "m\u011bsto je opu\u0161t\u011bn\u00e9, jeho obyvatel\u00e9 d\u00e1vno mrtv\u00ed", "explore": "prozkoumat", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "okna \u0161koly, kter\u00e1 nejsou vysklen\u00e1, jsou zanesena \u010dern\u00fdmi sazemi.", "the double doors creak endlessly in the wind.": "dvojit\u00e9 dve\u0159e nekone\u010dn\u011b povrz\u00e1vaj\u00ed ve v\u011btru.", "leave town": "opustit m\u011bsto", "ambushed on the street.": "p\u0159epaden na ulici.", "a squat building up ahead.": "vp\u0159edu budova squattu.", "a green cross barely visible behind grimy windows.": "za potemn\u011bl\u00fdmi okny je sotva viditeln\u00fd zelen\u00fd k\u0159\u00ed\u017e.", "a small cache of supplies is tucked inside a rusting locker.": "v rezav\u011bj\u00edc\u00ed sk\u0159\u00ednce se nach\u00e1z\u00ed skromn\u00e1 skr\u00fd\u0161 se z\u00e1sobami.", "a scavenger waits just inside the door.": "p\u0159\u00edmo za dve\u0159mi \u010d\u00edh\u00e1 mrcho\u017erout.", "a beast stands alone in an overgrown park.": "samotn\u00e1 p\u0159\u00ed\u0161era stoj\u00ed uprost\u0159ed zarostl\u00e9ho parku.", "an overturned caravan is spread across the pockmarked street.": "zdevastovan\u00e1 karavana je rozsypan\u00e1 po vyml\u00e1cen\u00e9 ulici.", "it's been picked over by scavengers, but there's still some things worth taking.": "v\u011bt\u0161inu v\u011bc\u00ed odnesli mrcho\u017erouti, ale n\u011bco je\u0161t\u011b zbylo.", "a madman attacks, screeching.": "\u0161\u00edlenec, nep\u0159\u00ed\u010detn\u011b \u0159va, \u00fato\u010d\u00ed.", "a thug moves out of the shadows.": "ze st\u00edn\u016f vystupuje bandita.", "a beast charges out of a ransacked classroom.": "z poni\u010den\u00e9 t\u0159\u00eddy vyrazila nestv\u016fra.", "through the large gymnasium doors, footsteps can be heard.": "z velk\u00fdch dve\u0159\u00ed do t\u011blocvi\u010dny se oz\u00fdvaj\u00ed kroky.", "the torchlight casts a flickering glow down the hallway.": "sv\u00edtilna osv\u011bcuje chodbu mal\u00e1tn\u00fdm proudem sv\u011btla.", "the footsteps stop.": "kroky ustaly.", "another beast, draw by the noise, leaps out of a copse of trees.": "dal\u0161\u00ed p\u0159\u00ed\u0161era, kterou p\u0159il\u00e1kal hluk, vyskakuje z ml\u00e1z\u00ed strom\u016f.", "something's causing a commotion a ways down the road.": "na konci ulice n\u011bco d\u011bl\u00e1 rozruch.", "a fight, maybe.": "mo\u017en\u00e1 souboj.", "a small basket of food is hidden under a park bench, with a note attached.": "mal\u00fd ko\u0161\u00edk s j\u00eddlem je schovan\u00fd pod lavi\u010dkou v parku. je na n\u011bm p\u0159ipnut\u00e1 pozn\u00e1mka.", "can't read the words.": "slova jsou ne\u010diteln\u00e1.", "a panicked scavenger bursts through the door, screaming.": "vyd\u011b\u0161en\u00fd k\u0159i\u010d\u00edc\u00ed pr\u016fzkumn\u00edk prob\u011bhl dve\u0159mi.", "a man stands over a dead wanderer. notices he's not alone.": "na t\u011blem tul\u00e1ka stoj\u00ed mu\u017e. v\u0161iml si, \u017ee nen\u00ed s\u00e1m.", "scavenger had a small camp in the school.": "ve \u0161kole m\u011bl z\u0159\u00edzen\u00e9 mal\u00e9 t\u00e1bo\u0159i\u0161t\u011b pr\u016fzkumn\u00edk.", "collected scraps spread across the floor like they fell from heaven.": "po podlaze jsou rozh\u00e1zen\u00e9 c\u00e1ry, jakoby spadly z nebes.", "scavenger'd been looking for supplies in here, it seems.": "zd\u00e1 se, \u017ee tu n\u011bkdo sb\u00edral z\u00e1soby.", "a shame to let what he'd found go to waste.": "byla by \u0161koda nechat p\u0159ij\u00edt to, co zanechal, vnive\u010d.", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "pod tul\u00e1kov\u00fdmi c\u00e1ry se mu v ruce leskne kus oceli.", "worth killing for, it seems.": "zd\u00e1 se, \u017ee pro to se vyplat\u00ed zab\u00edjet.", "eye for an eye seems fair.": "oko za oko zn\u00ed f\u00e9r.", "always worked before, at least.": "alespo\u0148 v\u017edy p\u0159edt\u00edm to tak fungovalo.", "picking the bones finds some useful trinkets.": "p\u0159i sb\u011bru kost\u00ed bylo nalezeno p\u00e1r u\u017eite\u010dn\u00fdch cetek.", "some medicine abandoned in the drawers.": "v \u0161upl\u00edc\u00edch je n\u011bjak\u00e9 l\u00e9\u010divo.", "the clinic has been ransacked.": "klinika je vybrakovan\u00e1.", "only dust and stains remain.": "zbyly jen prach a \u0161p\u00edna.", "A Ruined City": "Zni\u010den\u00e9 m\u011bsto", "a battered highway sign stands guard at the entrance to this once-great city.": "otlu\u010den\u00e1 zna\u010dka st\u0159e\u017e\u00ed vjezd do tohoto, kdysi mocn\u00e9ho, m\u011bsta.", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "v\u011b\u017ee, kter\u00e9 se nezhroutily, tr\u010d\u00ed z krajiny jako \u017eebra prehistorick\u00e9 nestv\u016fry.", "might be things worth having still inside.": "uvnit\u0159 by mohly st\u00e1le b\u00fdt v\u011bci k u\u017eitku.", "the towers of a decaying city dominate the skyline": "v\u011b\u017ee rozpadaj\u00edc\u00edho se m\u011bsta dominuj\u00ed obloze", "the streets are empty.": "ulice jsou vylidn\u011bn\u00e9.", "the air is filled with dust, driven relentlessly by the hard winds.": "vzduch je saturovan\u00fd prachem v\u00ed\u0159en\u00fdm siln\u00fdmi v\u011btry.", "leave city": "opustit m\u011bsto", "orange traffic cones are set across the street, faded and cracked.": "za\u0161l\u00e9 oran\u017eov\u00e9 dopravn\u00ed ku\u017eely jsou rozestav\u011bny nap\u0159\u00ed\u010d ulic\u00ed.", "lights flash through the alleys between buildings.": "skrze uli\u010dky mezi budovami prosv\u00edt\u00e1 sv\u011btlo.", "a large shanty town sprawls across the streets.": "velk\u00e9 m\u011bsto z chatr\u010d\u00ed se rozprost\u00edr\u00e1 pod\u00e9l ulic.", "faces, darkened by soot and blood, stare out from crooked huts.": "zamou\u0159en\u00e9 tv\u00e1\u0159e civ\u00ed p\u0159es za\u0161edl\u00e1 okna.", "the shell of an abandoned hospital looms ahead.": "p\u0159ed tebou se rozprost\u00edraj\u00ed zbytky opu\u0161t\u011bn\u00e9 nemocnice.", "the old tower seems mostly intact.": "star\u00e1 v\u011b\u017e vypad\u00e1 p\u0159ev\u00e1\u017en\u011b nedot\u010den\u011b.", "the shell of a burned out car blocks the entrance.": "poz\u016fstatky vyho\u0159el\u00e9ho auta blokuj\u00ed vchod.", "most of the windows at ground level are busted anyway.": "v\u011bt\u0161ina p\u0159\u00edzemn\u00edch oken je stejn\u011b rozt\u0159\u00ed\u0161t\u011bn\u00e1.", "a huge lizard scrambles up out of the darkness of an old metro station.": "ob\u0159\u00ed je\u0161t\u011br se s\u00e1pe z temnoty star\u00e9 stanice metra.", "descend": "sestoupit", "the shot echoes in the empty street.": "ozv\u011bna v\u00fdst\u0159elu se rozprost\u00edr\u00e1 pr\u00e1zdn\u00fdmi ulicemi.", "the soldier steps out from between the buildings, rifle raised.": "z temn\u00e9 uli\u010dky mezi domy vystupuje voj\u00e1k, pu\u0161ka nam\u00ed\u0159en\u00e1 kup\u0159edu.", "a frail man stands defiantly, blocking the path.": "ochabl\u00fd mu\u017e vyz\u00fdvav\u011b blokuje vlastn\u00edm t\u011blem cestu.", "nothing but downcast eyes.": "nic ne\u017e sklopen\u00e9 pohledy.", "the people here were broken a long time ago.": "zdej\u0161\u00ed lid ztratil nad\u011bji u\u017e velmi d\u00e1vno.", "empty corridors.": "pr\u00e1zdn\u00e9 chodby.", "the place has been swept clean by scavengers.": "sb\u011bra\u010di u\u017e toto m\u00edsto vybrali do posledn\u00edch zbytk\u016f.", "an old man bursts through a door, wielding a scalpel.": "star\u00fd mu\u017e vyrazil ze dve\u0159\u00ed, v ruce skalpel.", "a thug is waiting on the other side of the wall.": "na druh\u00e9 stran\u011b zdi \u010d\u00edh\u00e1 bandita.", "a snarling beast jumps out from behind a car.": "vr\u010d\u00edc\u00ed p\u0159\u00ed\u0161era vyskakuje zpoza auta.", "street above the subway platform is blown away.": "ulice nad stanic\u00ed metra je rozsypan\u00e1 na kusy.", "lets some light down into the dusty haze.": "n\u011bkolik paprsk\u016f sv\u011btla tak pronik\u00e1 do pra\u0161n\u00e9 mlhy.", "a sound comes from the tunnel, just ahead.": "z tunelu se oz\u00fdvaj\u00ed podez\u0159el\u00e9 zvuky.", "looks like a camp of sorts up ahead.": "vypad\u00e1 to na n\u011bjak\u00fd kemp.", "rusted chainlink is pulled across an alleyway.": "zrezav\u011bl\u00fd \u0159et\u011bz p\u0159ehrazuje uli\u010dku.", "fires burn in the courtyard beyond.": "v d\u00e1li sv\u00edt\u00ed krajina v plamenech.", "more voices can be heard ahead.": "zp\u0159edu se oz\u00fdvaj\u00ed dal\u0161\u00ed hlasy.", "they must be here for a reason.": "jejich p\u0159\u00edtomnost m\u00e1 jist\u011b sv\u016fj d\u016fvod.", "the sound of gunfire carries on the wind.": "v\u00edtr rozn\u00e1\u0161\u00ed zvuk st\u0159elby.", "the street ahead glows with firelight.": "ulice p\u0159ed tebou z\u00e1\u0159\u00ed sv\u011btlem ohn\u011b.", "more squatters are crowding around now.": "kolem tebe se shlukuj\u00ed dal\u0161\u00ed squatte\u0159i.", "someone throws a stone.": "n\u011bkdo z nich hodil kamenem.", "an improvised shop is set up on the sidewalk.": "improvizovan\u00fd obchod stoj\u00ed na chodn\u00edku na kraji ulice.", "the owner stands by, stoic.": "jeho majitel stoicky post\u00e1v\u00e1 hned vedle.", "strips of meat hang drying by the side of the street.": "kusy masa se su\u0161\u00ed pov\u011b\u0161en\u00e9 na okraji ulice.", "the people back away, avoiding eye contact.": "lid\u00e9 ustupuj\u00ed t\u011blem i pohledy.", "someone has locked and barricaded the door to this operating theatre.": "dve\u0159e do opera\u010dn\u00edho s\u00e1lu n\u011bkdo zamknul a zabarik\u00e1doval.", "a tribe of elderly squatters is camped out in this ward.": "v tomto odd\u011blen\u00ed s\u00eddl\u00ed kmen postar\u0161\u00edch squatter\u016f.", "a pack of lizards rounds the corner.": "sme\u010dka je\u0161t\u011br\u016f se vyno\u0159uje zpoza rohu.", "strips of meat are hung up to dry in this ward.": "kusy masa se vis\u00edce su\u0161\u00ed na tomto odd\u011blen\u00ed.", "a large bird nests at the top of the stairs.": "na vrchu schodi\u0161t\u011b hn\u00edzd\u00ed velk\u00fd pt\u00e1k.", "the debris is denser here.": "trosky jsou zde mnohem hutn\u011bj\u0161\u00ed.", "maybe some useful stuff in the rubble.": "v haraburd\u00ed by mohly st\u00e1le b\u00fdt u\u017eite\u010dn\u00e9 v\u011bci.", "a swarm of rats rushes up the tunnel.": "z tunelu se roj\u00ed z\u00e1stupy krys.", "a large man attacks, waving a bayonet.": "siln\u011b vypadaj\u00edc\u00ed mu\u017e \u00fato\u010d\u00ed bajonetem.", "a second soldier opens fire.": "druh\u00fd voj\u00e1k za\u010d\u00edn\u00e1 p\u00e1lit ze zbran\u011b.", "a masked soldier rounds the corner, gun drawn": "maskovan\u00fd voj\u00e1k se zbran\u00ed ruce se vyno\u0159uje zpoza rohu", "the crowd surges forward.": "dav se rozb\u00edh\u00e1 kup\u0159edu.", "a youth lashes out with a tree branch.": "mlad\u00edk nad\u011bjn\u011b \u00fato\u010d\u00ed v\u011btv\u00ed stromu.", "a squatter stands firmly in the doorway of a small hut.": "mezi z\u00e1rubn\u011bmi mal\u00e9 chatky stoj\u00ed sebev\u011bdom\u011b squatter.", "behind the door, a deformed figure awakes and attacks.": "uvnit\u0159 se probudila zdeformovan\u00e1 postava a \u00fato\u010d\u00ed.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "jak se dve\u0159e, by\u0165 jen m\u00e1lo, otev\u0159ely, vyvalily se stovky chapadel.", "bird must have liked shiney things.": "ten pt\u00e1k m\u011bl z\u0159ejm\u011b v oblib\u011b t\u0159pytiv\u00e9 v\u011bci.", "some good stuff woven into its nest.": "v jeho hn\u00edzd\u011b se bly\u0161t\u00ed u\u017eite\u010dn\u011b vypadaj\u00edc\u00ed p\u0159edm\u011bty.", "not much here.": "nic moc tady nen\u00ed.", "scavengers must have gotten to this place already.": "sb\u011bra\u010di tohle m\u00edsto u\u017e museli vy\u010distit.", "the tunnel opens up at another platform.": "na za dal\u0161\u00edm n\u00e1stupi\u0161t\u011bm se otev\u00edr\u00e1 \u00fast\u00ed tunelu.", "the walls are scorched from an old battle.": "zdi nesou zn\u00e1mky d\u00e1vn\u00e9ho boje.", "bodies and supplies from both sides litter the ground.": "t\u011bla a z\u00e1soby obou stran se povaluj\u00ed po zemi.", "the small military outpost is well supplied.": "mal\u00e1 vojensk\u00e1 z\u00e1kladna je dob\u0159e z\u00e1sobena.", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "zbran\u011b a munice, coby relikvie v\u00e1lky, jsou \u00fahledn\u011b rozlo\u017eeny po podlaze zbrojnice.", "just as deadly now as they were then.": "po\u0159\u00e1d stejn\u011b smrt\u00edc\u00ed, jako kdysi.", "searching the bodies yields a few supplies.": "prohled\u00e1n\u00ed t\u011bl p\u0159ineslo zisk p\u00e1r z\u00e1sob.", "more soldiers will be on their way.": "brzy doraz\u00ed dal\u0161\u00ed voj\u00e1ci.", "time to move on.": "\u010das odej\u00edt.", "the small settlement has clearly been burning a while.": "mal\u00e1 osada je v plamenech o\u010dividn\u011b u\u017e n\u011bjakou chv\u00edli.", "the bodies of the wanderers that lived here are still visible in the flames.": "t\u011bla b\u00fdval\u00fdch osadn\u00edk\u016f se ob\u010das objevuj\u00ed v plamenech.", "still time to rescue a few supplies.": "po\u0159\u00e1d je \u010das zachr\u00e1nit p\u00e1r z\u00e1sob.", "the remaining settlers flee from the violence, their belongings forgotten.": "zbyl\u00ed osadn\u00edci prchli p\u0159ed n\u00e1sil\u00edm, ponechav\u0161e za sebou v\u011bt\u0161inu majetku.", "there's not much, but some useful things can still be found.": "nen\u00ed toho p\u0159\u00edli\u0161, ale n\u011bkolik u\u017eite\u010dn\u00fdch v\u011bc\u00ed je st\u00e1le k nalezen\u00ed.", "the young settler was carrying a canvas sack.": "mlad\u00fd osadn\u00edk u sebe m\u011bl pl\u00e1t\u011bn\u00fd pytel.", "it contains travelling gear, and a few trinkets.": "obsahuje cestovatelskou v\u00fdbavu a p\u00e1r cetek.", "there's nothing else here.": "nic dal\u0161\u00edho tu nen\u00ed.", "inside the hut, a child cries.": "uvnit\u0159 chatky na\u0159\u00edk\u00e1 d\u00edt\u011b.", "a few belongings rest against the walls.": "n\u011bkolik v\u011bc\u00ed se op\u00edr\u00e1 o zdi.", "the stench of rot and death fills the operating theatres.": "z\u00e1pach smrti a hnij\u00edc\u00edho masa vypl\u0148uje opera\u010dn\u00ed s\u00e1ly.", "a few items are scattered on the ground.": "po zemi je rozh\u00e1zen\u00fdch n\u011bkolik p\u0159edm\u011bt\u016f.", "there is nothing else here.": "nic dal\u0161\u00edho tu nen\u00ed.", "a pristine medicine cabinet at the end of a hallway.": "nedot\u010den\u00e1 l\u00e9k\u00e1rni\u010dka z\u00e1\u0159\u00ed na konci chodby.", "the rest of the hospital is empty.": "zbytek nemocnice je vyb\u00edlen\u00fd.", "someone had been stockpiling loot here.": "n\u011bkdo tu skladoval sv\u00e9 z\u00e1soby.", "the tentacular horror is defeated.": "chapadlat\u00fd horor je pora\u017een.", "inside, the remains of its victims are everywhere.": "v\u0161ude uvnit\u0159 se povaluj\u00ed t\u011bla jeho ob\u011bt\u00ed.", "the warped man lies dead.": "na zemi le\u017e\u00ed mrtv\u00fd znetvo\u0159en\u00fd mu\u017e.", "the operating theatre has a lot of curious equipment.": "v opera\u010dn\u00edm s\u00e1le je spousta zaj\u00edmav\u00e9ho vybaven\u00ed.", "the old man had a small cache of interesting items.": "star\u00fd mu\u017e m\u011bl malou skr\u00fd\u0161 s u\u017eite\u010dn\u00fdmi p\u0159edm\u011bty.", "An Old House": "Star\u00fd D\u016fm", "an old house remains here, once white siding yellowed and peeling.": "setrval zde star\u00fd d\u016fm, jeho kdysi b\u00edl\u00e1 fas\u00e1da je za\u017eloutl\u00e1 a oloupan\u00e1.", "the door hangs open.": "dve\u0159e vis\u00ed rozra\u017een\u00e9 na pantech.", "the remains of an old house stand as a monument to simpler times": "poz\u016fstatky star\u00e9ho domu se ty\u010d\u00ed jako pocta prost\u011bj\u0161\u00edm \u010das\u016fm", "the house is abandoned, but not yet picked over.": "d\u016fm je opu\u0161t\u011bn\u00fd, ale zat\u00edm nevybran\u00fd.", "still a few drops of water in the old well.": "ve star\u00e9 studni je st\u00e1le p\u00e1r dou\u0161k\u016f vody.", "the house has been ransacked.": "d\u016fm je vyrabovan\u00fd.", "but there is a cache of medicine under the floorboards.": "ale pod podlahou je skr\u00fd\u0161 s l\u00e9\u010divem.", "a man charges down the hall, a rusty blade in his hand": "mu\u017e se rozb\u011bhl nap\u0159\u00ed\u010d chodbou, sv\u00edraje v dlani rezavou \u010depel", "A Forgotten Battlefield": "Zapomenut\u00e9 Boji\u0161t\u011b", "a battle was fought here, long ago.": "kdysi d\u00e1vno zde prob\u011bhla velk\u00e1 bitva.", "battered technology from both sides lays dormant on the blasted landscape.": "poml\u00e1cen\u00e9 vybaven\u00ed obou stran se nehybn\u011b povaluje po rozbombardovan\u00e9 krajin\u011b.", "A Huge Borehole": "Ob\u0159\u00ed Vrt", "a huge hole is cut deep into the earth, evidence of the past harvest.": "v zemi je vyvrt\u00e1na ob\u0159\u00ed d\u00edra, zn\u00e1mka d\u0159\u00edv\u011bj\u0161\u00ed sklizn\u011b.", "they took what they came for, and left.": "vzali si, pro co p\u0159i\u0161li, a zase ode\u0161li.", "castoff from the mammoth drills can still be found by the edges of the precipice.": "obtisk monstr\u00f3zn\u00edch vrt\u00e1k\u016f je st\u00e1le viditeln\u00fd ve st\u011bn\u011b sr\u00e1zu.", "A Crashed Ship": "Havarovan\u00e1 Lo\u010f", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "pov\u011bdom\u00fd tvar vesm\u00edrn\u00e9ho plavidla se ty\u010d\u00ed nad prach a popel. ", "lucky that the natives can't work the mechanisms.": "domorodci na\u0161t\u011bst\u00ed neum\u00ed obsluhovat takovou technologii.", "with a little effort, it might fly again.": "s trochou p\u00e9\u010de by se je\u0161t\u011b mohlo vzn\u00e9st do vzduchu.", "salvage": "posb\u00edrat", "The Sulphur Mine": "Sirn\u00fd D\u016fl", "the military is already set up at the mine's entrance.": "vchod do dolu str\u00e1\u017e\u00ed voj\u00e1ci.", "soldiers patrol the perimeter, rifles slung over their shoulders.": "voj\u00e1ci s pu\u0161kami na ramenech st\u0159e\u017e\u00ed perimetr.", "a military perimeter is set up around the mine.": "kolem dolu je um\u00edst\u011bn vojensk\u00fd perimetr.", "attack": "\u00fatok", "a soldier, alerted, opens fire.": "zbyst\u0159en\u00fd voj\u00e1k za\u010dal st\u0159\u00edlet.", "run": "ut\u00e9ct", "a second soldier joins the fight.": "druh\u00fd voj\u00e1k se zapojuje do \u0161arv\u00e1tky.", "a grizzled soldier attacks, waving a bayonet.": "pro\u0161ediv\u011bl\u00fd voj\u00e1k \u00fato\u010d\u00ed, rozmachuje se bajonetem.", "the military presence has been cleared.": "\u017e\u00e1dn\u00ed voj\u00e1ci u\u017e tu nezbyli.", "the mine is now safe for workers.": "pr\u00e1ce v dole je nyn\u00ed bezpe\u010dn\u00e1.", "the sulphur mine is clear of dangers": "sirn\u00fd d\u016fl je nyn\u00ed zpro\u0161t\u011bn nebezpe\u010d\u00ed", "The Coal Mine": "Uheln\u00fd D\u016fl", "camp fires burn by the entrance to the mine.": "u vchodu do dolu ho\u0159\u00ed ohn\u011b.", "men mill about, weapons at the ready.": "mu\u017ei pot\u00e1cej\u00ed v\u0161ude kolem, zbran\u011b vytaseny a p\u0159ipraveny na boj.", "this old mine is not abandoned": "tento star\u00fd d\u016fl nen\u00ed opu\u0161t\u011bn\u00fd", "a man joins the fight": "mu\u017e se p\u0159ipojil do boje", "only the chief remains.": "z\u016fst\u00e1v\u00e1 pouze n\u00e1\u010deln\u00edk.", "the camp is still, save for the crackling of the fires.": "kemp je klidn\u00fd, nab\u00edz\u00ed bezpe\u010d\u00ed pro rozd\u011bl\u00e1n\u00ed ohn\u011b.", "the coal mine is clear of dangers": "uheln\u00fd d\u016fl je nyn\u00ed zpro\u0161t\u011bn nebezpe\u010d\u00ed", "The Iron Mine": "\u017delezorudn\u00fd D\u016fl", "an old iron mine sits here, tools abandoned and left to rust.": "p\u0159ed tebou se rozkl\u00e1d\u00e1 star\u00fd \u017eelezorudn\u00fd d\u016fl obklopen\u00fd rezav\u011bj\u00edc\u00edmi n\u00e1stroji.", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "vchod je obsypan\u00fd kostmi. spousta je dekorov\u00e1na vyryt\u00fdmi dr\u00e1\u017ekami.", "feral howls echo out of the darkness.": "besti\u00e1ln\u00ed kv\u00edlen\u00ed se line z temnoty.", "the path leads to an abandoned mine": "cesta vede do opu\u0161t\u011bn\u00e9ho dolu", "a large creature lunges, muscles rippling in the torchlight": "ob\u0159\u00ed p\u0159\u00ed\u0161era \u00fato\u010d\u00ed, jej\u00ed svaly se vln\u00ed ve sv\u011btle pochodn\u011b", "the beast is dead.": "p\u0159\u00ed\u0161era je po smrti.", "the iron mine is clear of dangers": "\u017eelezorudn\u00fd d\u016fl je nyn\u00ed zpro\u0161t\u011bn nebezpe\u010d\u00ed", "A Destroyed Village": "Zni\u010den\u00fd Vesnice", "a destroyed village lies in the dust.": "v prachu se kr\u010d\u00ed zni\u010den\u00e1 vesnice.", "charred bodies litter the ground.": "zem je pokryta sp\u00e1len\u00fdmi t\u011bly.", "the metallic tang of wanderer afterburner hangs in the air.": "kovov\u00fd z\u00e1pach zplodin vesm\u00edrn\u00e9ho motoru vis\u00ed ve vzduchu.", "a shack stands at the center of the village.": "uprost\u0159ed vesnice se ty\u010d\u00ed d\u0159ev\u011bn\u00e1 bouda.", "there are still supplies inside.": "uvnit\u0159 jsou st\u00e1le n\u011bjak\u00e9 z\u00e1soby.", "all the work of a previous generation is here.": "ve\u0161ker\u00e1 pr\u00e1ce minul\u00fdch generac\u00ed je zde.", "ripe for the picking.": "zral\u00e1 pro sklize\u0148."}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/cs/strings.po ================================================ # Czech translations for PROJECT. # Copyright (C) 2014 ORGANIZATION # This file is distributed under the same license as the PROJECT project. # Eis , 2014. # msgid "" msgstr "" "Project-Id-Version: PROJECT VERSION\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2021-11-29 06:39+0100\n" "PO-Revision-Date: 2021-11-29 08:05+0100\n" "Last-Translator: Tadeáš Cipro \n" "Language: cs\n" "Language-Team: Czech\n" "Plural-Forms: nplurals=3; plural=(n==1) ? 0 : (n>=2 && n<=4) ? 1 : 2\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=utf-8\n" "Content-Transfer-Encoding: 8bit\n" "Generated-By: Babel 2.9.1\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Propojení s Dropboxem" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "spojit hru s místním úložištěm Dropbox" #: script/dropbox.js:68 msgid "connect" msgstr "spojit" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:316 script/engine.js:362 msgid "cancel" msgstr "zrušit" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox Export / Import" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "exportuj nebo importuj uložené hry z/do úložiště Dropbox" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "jste připojeni na Dropbox s účtem/emailem " #: script/dropbox.js:93 msgid "save" msgstr "uložit" #: script/dropbox.js:97 msgid "load" msgstr "načíst" #: script/dropbox.js:102 msgid "signout" msgstr "odhlásit" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "vyberte slot pro uložení" #: script/dropbox.js:119 msgid "save to slot" msgstr "uložit do slotu" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "vyberte slot pro nahrání" #: script/dropbox.js:148 msgid "load from slot" msgstr "nahrát ze slotu" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "úspěšně uloženo do úložiště Dropbox" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "chyba během ukládání na Dropbox" #: script/dropbox.js:183 msgid "ok" msgstr "ok" #: script/engine.js:15 msgid "boxer" msgstr "boxer" #: script/engine.js:16 msgid "punches do more damage" msgstr "údery způsobují větší poškození" # more force #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "naučil ses lépe cílit údery" #: script/engine.js:21 msgid "martial artist" msgstr "bojové umění" #: script/engine.js:22 msgid "punches do even more damage." msgstr "údery způsobují ještě větší zranění." #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "naučil ses bojovat efektivněji beze zbraní" # unarmed master = master of unarmed combat. #: script/engine.js:27 msgid "unarmed master" msgstr "neozbrojený mistr" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "bojuješ dvakrát rychleji a s větší silou" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "naučil ses bít rychleji beze zbraní" #: script/engine.js:32 msgid "barbarian" msgstr "barbar" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "chladné zbraně způsobují větší zranění" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "naučil ses silněji máchat zbraněmi" #: script/engine.js:37 msgid "slow metabolism" msgstr "pomalý metabolismus" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "bez jídla dojdeš dvakrát dál" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "naučil ses ignorovat hlad" #: script/engine.js:42 msgid "desert rat" msgstr "pouštní krysa" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "bez vody dojdeš dvakrát dál" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "naučil ses milovat suchý vzduch" #: script/engine.js:47 msgid "evasive" msgstr "vyhýbavý" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "uhýbáš efektivněji před útoky" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "naučil se být tam, kde protivník není" #: script/engine.js:52 msgid "precise" msgstr "přesný" #: script/engine.js:53 msgid "land blows more often" msgstr "podaří se ti zasáhnout mnohem častěji" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "naučil ses předvídat protivníkovy pohyby" #: script/engine.js:57 msgid "scout" msgstr "zvěd" #: script/engine.js:58 msgid "see farther" msgstr "vidíš dál" #: script/engine.js:59 msgid "learned to look ahead" msgstr "naučil se pozorovat efektivně pozorovat okolí" #: script/engine.js:62 msgid "stealthy" msgstr "plíživý" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "zvládneš se lépe vyhýbat konfliktům v divočině" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "naučil ses cestovat nepozorován" #: script/engine.js:67 msgid "gastronome" msgstr "gastronom" #: script/engine.js:68 msgid "restore more health when eating" msgstr "jídlo ti obnovuje více zdraví" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "naučil se připravovat většinu jídel" #: script/engine.js:147 script/engine.js:820 msgid "sound on." msgstr "zapnout zvuk." #: script/engine.js:153 msgid "get the app." msgstr "stáhnout aplikaci." #: script/engine.js:159 script/engine.js:547 msgid "lights off." msgstr "zhasnout." #: script/engine.js:165 script/engine.js:583 msgid "hyper." msgstr "hyper." #: script/engine.js:171 script/space.js:464 msgid "restart." msgstr "restartovat." #: script/engine.js:177 msgid "share." msgstr "sdílet." #: script/engine.js:183 msgid "save." msgstr "uložit." #: script/engine.js:192 msgid "dropbox." msgstr "Dropbox." #: script/engine.js:199 msgid "github." msgstr "github." #: script/engine.js:299 msgid "Export / Import" msgstr "Export / Import" #: script/engine.js:303 msgid "export or import save data, for backing up" msgstr "exportovat či importovat uložená data - pro zálohování" #: script/engine.js:304 msgid "or migrating computers" msgstr "nebo přesun na jiné zařízení" #: script/engine.js:308 msgid "export" msgstr "export" #: script/engine.js:312 script/engine.js:357 msgid "import" msgstr "import" #: script/engine.js:322 msgid "save this." msgstr "ulož si tento kód." #: script/engine.js:328 msgid "got it" msgstr "hotovo" #: script/engine.js:336 msgid "are you sure?" msgstr "jsi si jistý?" #: script/engine.js:337 msgid "if the code is invalid, all data will be lost." msgstr "pokud bude kód neplatný, všechna data budou ztracena." #: script/engine.js:338 msgid "this is irreversible." msgstr "tato akce je nevratná." #: script/engine.js:342 script/engine.js:411 script/engine.js:561 msgid "yes" msgstr "ano" #: script/engine.js:347 script/engine.js:416 script/engine.js:566 msgid "no" msgstr "ne" #: script/engine.js:353 msgid "put the save code here." msgstr "zde vložte kód s uloženou hrou." #: script/engine.js:405 msgid "Restart?" msgstr "Restartovat?" #: script/engine.js:408 msgid "restart the game?" msgstr "restartovat hru?" #: script/engine.js:439 msgid "Get the App" msgstr "Stáhnout Aplikaci" #: script/engine.js:442 msgid "bring the room with you." msgstr "mějte místnost vždy při sobě." #: script/engine.js:445 msgid "ios" msgstr "iOS" #: script/engine.js:452 msgid "android" msgstr "android" #: script/engine.js:459 script/engine.js:504 msgid "close" msgstr "zavřít" #: script/engine.js:470 msgid "Share" msgstr "Sdílet" #: script/engine.js:473 msgid "bring your friends." msgstr "zasvěťte své přátele." #: script/engine.js:476 msgid "facebook" msgstr "facebook" #: script/engine.js:483 msgid "google+" msgstr "google+" #: script/engine.js:490 msgid "twitter" msgstr "twitter" #: script/engine.js:497 msgid "reddit" msgstr "reddit" #: script/engine.js:538 script/engine.js:542 msgid "lights on." msgstr "rozsvítit." #: script/engine.js:555 msgid "Go Hyper?" msgstr "Zapnout Hyper režim?" #: script/engine.js:558 msgid "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "spuštění hyper režimu zrychlí hru na dvojnásobek. chcete pokračovat?" #: script/engine.js:581 msgid "classic." msgstr "klasika." #: script/engine.js:679 msgid "{0} per {1}s" msgstr "{0} za {1}s" #: script/engine.js:824 msgid "sound off." msgstr "vypnout zvuk." #: script/engine.js:868 msgid "Sound Available!" msgstr "Zvuk k Dispozici!" #: script/engine.js:872 msgid "ears flooded with new sensations." msgstr "uši zaplavené novými vjemy." #: script/engine.js:873 msgid "perhaps silence is safer?" msgstr "ticho je bezpečnější?" #: script/engine.js:877 msgid "enable audio" msgstr "zapnout zvuk" #: script/engine.js:882 msgid "disable audio" msgstr "vypnout zvuk" #: script/events.js:200 msgid "pause." msgstr "pauza." #: script/events.js:231 msgid "eat meat" msgstr "sníst maso" #: script/events.js:251 msgid "use meds" msgstr "použít léčivo" #: script/events.js:452 msgid "miss" msgstr "vedle" #: script/events.js:480 msgid "stunned" msgstr "omráčený" #: script/events.js:599 script/events/global.js:42 script/events/global.js:59 #: script/events/room.js:144 script/events/room.js:164 #: script/events/room.js:184 script/events/setpieces.js:25 #: script/events/setpieces.js:49 script/events/setpieces.js:66 #: script/events/setpieces.js:84 script/events/setpieces.js:108 #: script/events/setpieces.js:539 script/events/setpieces.js:1258 #: script/events/setpieces.js:2953 script/events/setpieces.js:2987 #: script/events/setpieces.js:3010 script/events/setpieces.js:3047 #: script/events/setpieces.js:3101 script/events/setpieces.js:3131 #: script/events/setpieces.js:3179 script/events/setpieces.js:3306 #: script/events/setpieces.js:3329 script/events/setpieces.js:3449 #: script/events/setpieces.js:3474 script/events/setpieces.js:3507 #: script/events/setpieces.js:3526 script/events/setpieces.js:3551 #: script/events/setpieces.js:3579 msgid "leave" msgstr "opustit" #: script/events.js:638 msgid "drop:" msgstr "zahodit:" #: script/events.js:663 script/events/room.js:590 msgid "nothing" msgstr "nic" #: script/events.js:694 script/events/setpieces.js:3563 msgid "take" msgstr "vzít" #: script/events.js:704 msgid "take:" msgstr "vzít:" #: script/events.js:728 msgid "nothing to take" msgstr "nic k sebrání" #: script/events.js:758 msgid "all" msgstr "vše" #: script/events.js:776 msgid "take everything" msgstr "vzít všechno" #: script/events.js:776 msgid "take all you can" msgstr "vzít co jde" #: script/events.js:782 script/outside.js:643 msgid " and " msgstr " a " #: script/events.js:1035 msgid "*** EVENT ***" msgstr "*** UDÁLOST ***" #: script/localization.js:4 msgid "saved." msgstr "uloženo." #: script/localization.js:5 msgid "wood" msgstr "dřevo" #: script/localization.js:6 msgid "builder" msgstr "stavitel" #: script/localization.js:7 msgid "teeth" msgstr "zuby" #: script/localization.js:8 msgid "meat" msgstr "maso" #: script/localization.js:9 msgid "fur" msgstr "kožešina" #: script/localization.js:10 msgid "alien alloy" msgstr "hvězdocel" #: script/localization.js:11 msgid "bullets" msgstr "náboje" #: script/localization.js:12 msgid "charm" msgstr "amulet" #: script/localization.js:13 script/path.js:137 msgid "leather" msgstr "useň" #: script/localization.js:14 script/path.js:135 msgid "iron" msgstr "železo" #: script/localization.js:15 script/path.js:133 msgid "steel" msgstr "ocel" #: script/localization.js:16 msgid "coal" msgstr "uhlí" #: script/localization.js:17 msgid "sulphur" msgstr "síra" #: script/localization.js:18 msgid "energy cell" msgstr "energetická buňka" #: script/localization.js:19 script/room.js:169 msgid "torch" msgstr "louč" #: script/localization.js:20 msgid "medicine" msgstr "léky" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "lovec" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "traper" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "koželuh" #: script/localization.js:24 msgid "grenade" msgstr "granát" #: script/localization.js:25 msgid "bolas" msgstr "bolaso" #: script/localization.js:26 msgid "bayonet" msgstr "bajonet" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "uzenář" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "horník železa" #: script/localization.js:29 msgid "iron mine" msgstr "železný důl" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "havíř" #: script/localization.js:31 msgid "coal mine" msgstr "uhelný důl" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "horník síry" #: script/localization.js:33 msgid "sulphur mine" msgstr "sírový důl" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "zbrojmistr" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "ocelář" #: script/localization.js:36 msgid "bait" msgstr "návnada" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "uzené maso" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "šupiny" #: script/localization.js:39 msgid "compass" msgstr "kompas" #: script/localization.js:40 msgid "laser rifle" msgstr "laserová puška" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "sběrač" #: script/localization.js:42 msgid "cloth" msgstr "tkanina" #: script/localization.js:45 msgid "thieves" msgstr "zloději" #: script/localization.js:46 msgid "not enough fur" msgstr "nedostatek kožešiny" #: script/localization.js:47 msgid "not enough wood" msgstr "nedostatek dřeva" #: script/localization.js:48 msgid "not enough coal" msgstr "nedostatek uhlí" #: script/localization.js:49 msgid "not enough iron" msgstr "nedostatek železa" #: script/localization.js:50 msgid "not enough steel" msgstr "nedostatek oceli" #: script/localization.js:51 msgid "not enough sulphur" msgstr "nedostatek síry" #: script/localization.js:52 msgid "baited trap" msgstr "past s návnadou" #: script/localization.js:53 msgid "not enough scales" msgstr "nedostatek šupin" #: script/localization.js:54 msgid "not enough cloth" msgstr "nedostatek tkaniny" #: script/localization.js:55 msgid "not enough teeth" msgstr "nedostatek zubů" #: script/localization.js:56 msgid "not enough leather" msgstr "nedostatek usně" #: script/localization.js:57 msgid "not enough meat" msgstr "nedostatek masa" #: script/localization.js:58 msgid "the compass points east" msgstr "kompasu ukazuje na východ" #: script/localization.js:59 msgid "the compass points west" msgstr "kompas ukazuje na západ" #: script/localization.js:60 msgid "the compass points north" msgstr "kompas ukazuje na sever" #: script/localization.js:61 msgid "the compass points south" msgstr "kompas ukazuje na jih" #: script/localization.js:62 msgid "the compass points northeast" msgstr "kompas ukazuje na severovýchod" #: script/localization.js:63 msgid "the compass points northwest" msgstr "kompasu ukazuje na severozápad" #: script/localization.js:64 msgid "the compass points southeast" msgstr "kompasu ukazuje na jihovýchod" #: script/localization.js:65 msgid "the compass points southwest" msgstr "kompasu ukazuje na jihozápad" #: script/outside.js:5 msgid "Outside" msgstr "Venku" #: script/outside.js:101 msgid "scraps of fur" msgstr "útržky kožešiny" #: script/outside.js:106 msgid "bits of meat" msgstr "kusy masa" #: script/outside.js:111 msgid "strange scales" msgstr "podivné šupiny" #: script/outside.js:116 msgid "scattered teeth" msgstr "poházené zuby" #: script/outside.js:121 msgid "tattered cloth" msgstr "potrhanou tkaninu" #: script/outside.js:126 msgid "a crudely made charm" msgstr "provizorní amulet" #: script/outside.js:142 script/outside.js:561 msgid "A Silent Forest" msgstr "Tichý les" #: script/outside.js:168 msgid "gather wood" msgstr "sbírat dřevo" #: script/outside.js:187 msgid "a stranger arrives in the night" msgstr "v noci přišel cizinec" #: script/outside.js:189 msgid "a weathered family takes up in one of the huts." msgstr "ošuntělá rodina zabrala jednu z chatrčí." #: script/outside.js:191 msgid "a small group arrives, all dust and bones." msgstr "dorazila malá skupina, samý prach a kosti." #: script/outside.js:193 msgid "a convoy lurches in, equal parts worry and hope." msgstr "připotácel se konvoj, rovným dílem strach a naděje." #: script/outside.js:195 msgid "the town's booming. word does get around." msgstr "město je na vzestupu. slova se šíří." # short for population. #: script/outside.js:451 msgid "pop " msgstr "pop " #: script/outside.js:456 msgid "forest" msgstr "les" #: script/outside.js:459 msgid "village" msgstr "vesnice" #: script/outside.js:542 msgid "check traps" msgstr "zkontrolovat pasti" #: script/outside.js:563 msgid "A Lonely Hut" msgstr "Osamělá chata" #: script/outside.js:565 msgid "A Tiny Village" msgstr "Malá vesnice" #: script/outside.js:567 msgid "A Modest Village" msgstr "Skromná vesnice" #: script/outside.js:569 msgid "A Large Village" msgstr "Velká vesnice" #: script/outside.js:571 msgid "A Raucous Village" msgstr "Nevázaná vesnice" #: script/outside.js:583 msgid "the sky is grey and the wind blows relentlessly" msgstr "nebe je šedé a vítr neúprosně fouká" #: script/outside.js:609 msgid "dry brush and dead branches litter the forest floor" msgstr "suché klestí a mrtvé větve se povalují v lese" #: script/outside.js:637 msgid "the traps contain " msgstr "pasti obsahují " #: script/path.js:28 script/path.js:313 msgid "A Dusty Path" msgstr "Prašná cesta" #: script/path.js:36 msgid "supplies:" msgstr "zásoby:" #: script/path.js:42 msgid "embark" msgstr "vyrazit" #: script/path.js:59 script/room.js:1218 msgid "the compass points " msgstr "kompas ukazuje " #: script/path.js:101 msgid "perks:" msgstr "výhody:" #: script/path.js:131 msgid "none" msgstr "nic" #: script/path.js:141 msgid "armour" msgstr "zbroj" #: script/path.js:152 msgid "water" msgstr "voda" #: script/path.js:163 script/path.js:171 msgid "restores" msgstr "obnovuje" #: script/path.js:163 script/path.js:171 msgid "hp" msgstr "hp" #: script/path.js:164 msgid "use with rifle" msgstr "použít s puškou" #: script/path.js:168 msgid "emits a soft red glow" msgstr "slabě červeně září" #: script/path.js:235 script/world.js:292 msgid "free {0}/{1}" msgstr "volné {0}/{1}" #: script/path.js:262 msgid "damage" msgstr "poškození" #: script/path.js:268 msgid "weight" msgstr "hmotnost" #: script/path.js:270 msgid "available" msgstr "k dispozici" #: script/room.js:14 msgid "trap" msgstr "past" #: script/room.js:17 msgid "" "builder says she can make traps to catch any creatures might still be " "alive out there" msgstr "" "stavitelka tvrdí, že zvládne sestrojit pasti na chytání stvoření, která " "se potulují v temnotě" #: script/room.js:18 msgid "more traps to catch more creatures" msgstr "více pastí, více kořisti" #: script/room.js:19 msgid "more traps won't help now" msgstr "více pastí teď nijak nepomůže" #: script/room.js:30 msgid "cart" msgstr "vozík" #: script/room.js:33 msgid "builder says she can make a cart for carrying wood" msgstr "stavitelka tvrdí, že zvládne sestrojit vozík na přepravu dřeva" #: script/room.js:34 msgid "the rickety cart will carry more wood from the forest" msgstr "rozvrzaný vozík pomůže dopravit více dřeva z lesa" #: script/room.js:44 msgid "hut" msgstr "chatrč" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "stavitelka tvrdí, že přišli další tuláci. prý jsou ochotní pracovat." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "stavitelka postavila v lese chatrč. zpráva se prý brzy rozkřikne." #: script/room.js:49 msgid "no more room for huts." msgstr "žádné další místo pro stavbu chatrčí." #: script/room.js:60 msgid "lodge" msgstr "myslivna" #: script/room.js:63 msgid "villagers could help hunt, given the means" msgstr "s vhodnými prostředky by vesničané mohli pomoci s lovem" #: script/room.js:64 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "myslivna stojí hluboko v lese" #: script/room.js:76 msgid "trading post" msgstr "tržnice" #: script/room.js:79 msgid "a trading post would make commerce easier" msgstr "tržnice by vypomohla s obchodem" #: script/room.js:80 msgid "" "now the nomads have a place to set up shop, they might stick around a " "while" msgstr "teď, když mají kde postavit obchod, nomádi po nějaký čas pobudou" #: script/room.js:91 msgid "tannery" msgstr "koželužna" #: script/room.js:94 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "stavitelka tvrdí, že useň by přišla vhod. koželuhové jí prý zvládnou " "produkovat." #: script/room.js:95 msgid "tannery goes up quick, on the edge of the village" msgstr "koželužna je v mžiku postavena na kraji vesnice" #: script/room.js:106 msgid "smokehouse" msgstr "udírna" #: script/room.js:109 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something " "up." msgstr "" "stavitelka tvrdí, že bychom měli maso udit, aby se nezkazilo. prý by " "věděla, jak na to." #: script/room.js:110 msgid "builder finishes the smokehouse. she looks hungry." msgstr "stavitelka dokončila stavbu udírny. vypadá hladově." #: script/room.js:121 msgid "workshop" msgstr "dílna" #: script/room.js:124 msgid "builder says she could make finer things, if she had the tools" msgstr "" "stavitelka tvrdí, že by zvládla vyrábět lepší věci, kdyby k tomu měla " "nástroje" #: script/room.js:125 msgid "workshop's finally ready. builder's excited to get to it" msgstr "dílna je konečně dostavěna. stavitelka se s nadšením vrhá do práce" #: script/room.js:137 msgid "steelworks" msgstr "ocelárna" #: script/room.js:140 msgid "builder says the villagers could make steel, given the tools" msgstr "" "stavitelka tvrdí, že ví, jak vyrobit ocel. jen vybavení jí k tomu prý " "schází" #: script/room.js:141 msgid "a haze falls over the village as the steelworks fires up" msgstr "vesnice se zahalila trpkou mlhou, jak nová ocelárna zahájila provoz" #: script/room.js:153 msgid "armoury" msgstr "zbrojnice" #: script/room.js:156 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "stavitelka tvrdí, že by bylo vhodné mít stabilní zdroj munice" #: script/room.js:157 msgid "armoury's done, welcoming back the weapons of the past." msgstr "zbrojnice je dokončena, vítajíc zpět zbraně minulosti." #: script/room.js:172 msgid "a torch to keep the dark away" msgstr "pochodeň pro zahnání temnoty" #: script/room.js:182 msgid "waterskin" msgstr "měch" #: script/room.js:186 msgid "this waterskin'll hold a bit of water, at least" msgstr "tento měch by měl pojmout alespoň trochu vody" #: script/room.js:195 msgid "cask" msgstr "sud" #: script/room.js:199 msgid "the cask holds enough water for longer expeditions" msgstr "tento sud pojme dostatek vody na delší expedice" #: script/room.js:209 msgid "water tank" msgstr "nádrž na vodu" #: script/room.js:213 msgid "never go thirsty again" msgstr "už nikdy žízeň" #: script/room.js:223 msgid "bone spear" msgstr "kostěné kopí" #: script/room.js:226 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "možná není elegantní, ale tohle kopí je účinné pro boj" #: script/room.js:236 script/world.js:287 msgid "rucksack" msgstr "batoh" #: script/room.js:240 msgid "carrying more means longer expeditions to the wilds" msgstr "unést více znamená delší expedice do neznáma" #: script/room.js:249 msgid "wagon" msgstr "povoz" #: script/room.js:253 msgid "the wagon can carry a lot of supplies" msgstr "povoz uveze spoustu zásob" #: script/room.js:263 msgid "convoy" msgstr "konvoj" #: script/room.js:267 msgid "the convoy can haul mostly everything" msgstr "konvoj uveze téměř cokoliv" #: script/room.js:278 msgid "l armour" msgstr "u zbroj" #: script/room.js:281 msgid "leather's not strong. better than rags, though." msgstr "useň není silná, ale rozhodně lepší než látka." #: script/room.js:291 msgid "i armour" msgstr "ž zbroj" #: script/room.js:294 msgid "iron's stronger than leather" msgstr "železo je odolnější než useň" #: script/room.js:304 msgid "s armour" msgstr "o zbroj" #: script/room.js:307 msgid "steel's stronger than iron" msgstr "ocel je odolnější než železo" #: script/room.js:317 msgid "iron sword" msgstr "železný meč" #: script/room.js:320 msgid "sword is sharp. good protection out in the wilds." msgstr "meč je ostrý. vhodná ochrana do divočiny." #: script/room.js:331 msgid "steel sword" msgstr "ocelový meč" #: script/room.js:334 msgid "the steel is strong, and the blade true." msgstr "ocel je silná, čepel z ní ostrá." #: script/room.js:345 msgid "rifle" msgstr "puška" #: script/room.js:347 msgid "black powder and bullets, like the old days." msgstr "střelný prach a kulky, jako za starých časů." #: script/room.js:493 msgid "Room" msgstr "Místnost" #: script/room.js:520 script/room.js:641 msgid "A Dark Room" msgstr "Temná místnost" #: script/room.js:533 msgid "light fire" msgstr "zapálit oheň" #: script/room.js:543 msgid "stoke fire" msgstr "přiložit do ohně" #: script/room.js:580 script/room.js:590 script/room.js:747 script/room.js:751 msgid "the room is {0}" msgstr "místnost je {0}" # wont work well with 'is' #: script/room.js:581 script/room.js:589 script/room.js:711 msgid "the fire is {0}" msgstr "oheň {0}" #: script/room.js:600 msgid "" "the stranger is standing by the fire. she says she can help. says she " "builds things." msgstr "cizinka stojí u ohně. tvrdí, že může pomoct. prý je stavitelka." #: script/room.js:617 msgid "freezing" msgstr "promrzlá" #: script/room.js:618 msgid "cold" msgstr "chladná" #: script/room.js:619 msgid "mild" msgstr "vlídná" #: script/room.js:620 msgid "warm" msgstr "teplá" #: script/room.js:621 msgid "hot" msgstr "horoucí" #: script/room.js:633 msgid "dead" msgstr "vyhaslý" #: script/room.js:634 msgid "smoldering" msgstr "doutná" #: script/room.js:635 msgid "flickering" msgstr "se mihotá" #: script/room.js:636 msgid "burning" msgstr "hoří" #: script/room.js:637 msgid "roaring" msgstr "praská" #: script/room.js:641 msgid "A Firelit Room" msgstr "Osvětlená místnost" #: script/room.js:679 msgid "not enough wood to get the fire going" msgstr "nedostatek dřeva k rozdělání ohně" #: script/room.js:693 msgid "the wood has run out" msgstr "dřevo došlo" #: script/room.js:714 msgid "the light from the fire spills from the windows, out into the dark" msgstr "světlo ohně se prolévá okny ven do temnoty" #: script/room.js:732 msgid "builder stokes the fire" msgstr "stavitelka přikládá do ohně" #: script/room.js:762 msgid "the wind howls outside" msgstr "venku vyje vítr" #: script/room.js:763 msgid "the wood is running out" msgstr "dochází dřevo" #: script/room.js:770 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "potrhaná cizinka se propotácela dveřmi a svalila se v rohu na zem" #: script/room.js:778 msgid "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "cizinka se chvěje a tiše cosi mumlá. není jí rozumět." #: script/room.js:781 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "cizinka v rohu se přestává chvět. její dech se zklidňuje." #: script/room.js:804 msgid "stores" msgstr "skladuje" #: script/room.js:823 msgid "weapons" msgstr "zbraně" #: script/room.js:962 msgid "total" msgstr "celkem" #: script/room.js:983 script/room.js:1030 msgid "not enough " msgstr "nedostatek " #: script/room.js:1002 msgid "builder just shivers" msgstr "stavitelka se chvěje" #: script/room.js:1117 msgid "build:" msgstr "postavit:" #: script/room.js:1124 msgid "craft:" msgstr "vyrobit:" #: script/room.js:1131 msgid "buy:" msgstr "koupit:" #: script/ship.js:10 msgid "Ship" msgstr "Loď" #: script/ship.js:26 script/ship.js:100 msgid "An Old Starship" msgstr "Starý Raketoplán" #: script/ship.js:37 msgid "hull:" msgstr "trup:" #: script/ship.js:43 msgid "engine:" msgstr "motor:" #: script/ship.js:50 msgid "reinforce hull" msgstr "posílit trup" #: script/ship.js:59 msgid "upgrade engine" msgstr "vylepšit motor" #: script/ship.js:68 script/ship.js:144 msgid "lift off" msgstr "vzlétnout" # investigate usage #: script/ship.js:90 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this" " rock too long." msgstr "" "kdesi vysoko nad mraky, flotila vesmírných lodí rozráží zaprášenou " "atmosféru. už jsi na tomhle kusu kamene příliš dlouho." #: script/ship.js:106 script/ship.js:120 msgid "not enough alien alloy" msgstr "nedostatek hvězdoceli" #: script/ship.js:136 msgid "Ready to Leave?" msgstr "Připraven Odejít?" #: script/ship.js:140 msgid "time to get out of this place. won't be coming back." msgstr "čas odletět a nikdy se nevrátit." # Investigate usage #: script/ship.js:152 msgid "linger" msgstr "pobýt" #: script/space.js:41 msgid "hull: " msgstr "trup: " #: script/space.js:78 msgid "Troposphere" msgstr "Troposféra" #: script/space.js:80 msgid "Stratosphere" msgstr "Stratosféra" #: script/space.js:82 msgid "Mesosphere" msgstr "Mezosféra" #: script/space.js:84 msgid "Thermosphere" msgstr "Termosféra" #: script/space.js:86 msgid "Exosphere" msgstr "Exosféra" #: script/space.js:88 msgid "Space" msgstr "Vesmír" #: script/space.js:446 msgid "score for this game: {0}" msgstr "skóre za tento průchod: {0}" #: script/space.js:453 msgid "total score: {0}" msgstr "celkové skóre: {0}" #: script/space.js:474 msgid "" "expanded story. alternate ending. behind the scenes commentary. get the " "app." msgstr "" "rozšířený příběh. alternativní konec. informace ze zákulisí. stáhněte si " "aplikaci." #: script/space.js:483 msgid "iOS." msgstr "iOS." #: script/space.js:491 msgid "android." msgstr "android." #: script/world.js:45 msgid "punch" msgstr "udeřit" #: script/world.js:51 msgid "stab" msgstr "bodnout" #: script/world.js:57 msgid "swing" msgstr "rozmáchnout se" #: script/world.js:63 msgid "slash" msgstr "seknout" #: script/world.js:69 msgid "thrust" msgstr "výpad" #: script/world.js:75 msgid "shoot" msgstr "vystřelit" #: script/world.js:82 msgid "blast" msgstr "odpálit" #: script/world.js:89 msgid "lob" msgstr "vrhnout" #: script/world.js:96 msgid "tangle" msgstr "zamotat" #: script/world.js:118 msgid "An Outpost" msgstr "Útočiště" #: script/world.js:119 msgid "Iron Mine" msgstr "Železorudný Důl" #: script/world.js:120 msgid "Coal Mine" msgstr "Uhelný Důl" #: script/world.js:121 msgid "Sulphur Mine" msgstr "Sirný Důl" #: script/world.js:122 msgid "An Old House" msgstr "Starý Dům" #: script/world.js:123 msgid "A Damp Cave" msgstr "Vlhká Jeskyně" #: script/world.js:124 msgid "An Abandoned Town" msgstr "Opuštěné Město" #: script/world.js:125 msgid "A Ruined City" msgstr "Zničené Město" #: script/world.js:126 msgid "A Crashed Starship" msgstr "Zřícený Raketoplán" #: script/world.js:127 msgid "A Borehole" msgstr "Vrt" #: script/world.js:128 msgid "A Battlefield" msgstr "Bojiště" #: script/world.js:129 msgid "A Murky Swamp" msgstr "Kalný Močál" #: script/world.js:133 msgid "A Destroyed Village" msgstr "Zničená Vesnice" #: script/world.js:258 msgid "water:{0}" msgstr "voda:{0}" #: script/world.js:285 msgid "pockets" msgstr "kapsy" #: script/world.js:309 msgid "hp: {0}/{1}" msgstr "zdraví: {0}/{1}" #: script/world.js:316 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:356 msgid "dangerous to be this far from the village without proper protection" msgstr "je nebezpečné se vydávat takhle daleko bez řádné ochrany" #: script/world.js:358 msgid "safer here" msgstr "tady je bezpečněji" #: script/world.js:458 msgid "the meat has run out" msgstr "došlo nám maso" #: script/world.js:463 msgid "starvation sets in" msgstr "začínáme hladovět" #: script/world.js:488 msgid "there is no more water" msgstr "došla nám voda" #: script/world.js:492 msgid "the thirst becomes unbearable" msgstr "žízeň začíná být úmorná" #: script/world.js:570 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "stromy ustupují suché trávě. povadlý keřík šustí ve větru." #: script/world.js:573 msgid "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "stromy jsou pryč. vyprahlá země a prach ve vzduchu jsou špatná náhrada." #: script/world.js:580 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of " "dry branches and fallen leaves." msgstr "" "na horizontu se rýsují stromy. tráva pozvolně ustupuje lesnímu podloží ze" " suchých větví a popadaného listí." #: script/world.js:583 msgid "the grasses thin. soon, only dust remains." msgstr "trávy řídnou, zbývá jen prach." #: script/world.js:590 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "pustiny končí, kde začíná moře travin pohupujících se v suchém větru." #: script/world.js:593 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "z prachu vystupuje zeď pokřivených stromů. jejich větve jsou spletené do " "kostěných kleneb." #: script/world.js:853 msgid "Wanderer" msgstr "Tulák" #: script/world.js:858 msgid "The Village" msgstr "Vesnice" #: script/world.js:887 msgid "the world fades" msgstr "svět skomírá" #: script/events/setpieces.js:2966 script/world.js:992 msgid "water replenished" msgstr "voda doplněna" #: script/world.js:1023 msgid "A Barren World" msgstr "Pustý Svět" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Vrčící Obluda" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "vrčící obluda" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "vrčící obluda je po smrti" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "z lesního podrostu vyskočila vrčící obluda" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Vychrtlík" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "vychrtlík" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "vychrtlík je po smrti" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "přibližuje se vychrtlík, jiskra šílenství září v jeho očích" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Podivný Pták" #: script/events/encounters.js:89 msgid "strange bird" msgstr "podivný pták" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "podivný pták je po smrti" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "podivný pták přibíhá přes lučiny" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Rozklepaný Muž" #: script/events/encounters.js:127 msgid "shivering man" msgstr "rozklepaný muž" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "rozklepaný muž je po smrti" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "rozklepaný muž se přibližuje a útočí překvapivou silou" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Lidojed" #: script/events/encounters.js:169 msgid "man-eater" msgstr "lidojed" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "lidojed je po smrti" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "velká nestvůra útočí, drápy čerstvě zakrváceny" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Mrchožrout" #: script/events/encounters.js:206 msgid "scavenger" msgstr "mrchožrout" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "mrchožrout je po smrti" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "mrchožrout se pomalu blíží, doufaje ve snadnou kořist" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Obří Ještěr" #: script/events/encounters.js:248 msgid "lizard" msgstr "ještěr" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "ještěr je po smrti" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "tráva sebou mlátí, jak se jí protlačuje obří ještěr" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Divoký Teror" #: script/events/encounters.js:286 msgid "feral terror" msgstr "divoký teror" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "divoký teror je po smrti" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "nestvůra divočejší než představivost vyráží ze stromoví" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Voják" #: script/events/encounters.js:323 msgid "soldier" msgstr "voják" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "voják je po smrti" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "voják pálí z pustiny" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Odstřelovač" #: script/events/encounters.js:366 msgid "sniper" msgstr "odstřelovač" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "odstřelovač je po smrti" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "odněkud z vysoké trávy zní výstřely" #: script/events/global.js:6 msgid "The Thief" msgstr "Zloděj" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "vesničané vynášejí delikventa ze skladu." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "tvrdí, že on a jeho druzi kradli zásoby." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "tvrdí, že by měl být exemplárně oběšen." #: script/events/global.js:17 msgid "a thief is caught" msgstr "zloděj byl dopaden" #: script/events/global.js:21 msgid "hang him" msgstr "oběsit ho" #: script/events/global.js:25 msgid "spare him" msgstr "ušetřit ho" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "vesničané oběsili zloděje před skladem." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are " "returned." msgstr "zpráva je jasná a srozumitelná. za pár dní jsou ukradené zásoby navráceny." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "muž je vděčný. přísahá, že už se tu nikdy neukáže." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "před odchodem se dělí o svoje dovednosti v plížení." #: script/events/marketing.js:9 msgid "Penrose" msgstr "Penrose" #: script/events/marketing.js:14 msgid "" "a strange thrumming, pounding and crashing. visions of people and places," " of a huge machine and twisting curves." msgstr "" "podivné hučení, bouchání a praskání. vize lidí a míst, obřího stroje a " "zkroucených křivek." #: script/events/marketing.js:15 msgid "inviting. it would be so easy to give in, completely." msgstr "lákavé. bylo by tak jednoduché se poddat, kompletně." #: script/events/marketing.js:17 msgid "a strange thrumming, pounding and crashing. and then gone." msgstr "podivné hučení, bouchání a praskání. a pak víc už nic." #: script/events/marketing.js:21 msgid "give in" msgstr "poddat se" #: script/events/marketing.js:28 script/events/outside.js:116 msgid "ignore it" msgstr "ignorovat" #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Zničená Past" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "některé pasti byly roztrhány na kusy." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "velké stopy vedou pryč do lesa." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "některé pasti byly zničeny" #: script/events/outside.js:26 msgid "track them" msgstr "stopovat je" #: script/events/outside.js:30 script/events/room.js:72 #: script/events/room.js:124 msgid "ignore them" msgstr "ignorovat je" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "stopy se po pár minutách ztratily." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "les je tichý." #: script/events/outside.js:40 msgid "nothing was found" msgstr "nic nenalezeno" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:128 script/events/outside.js:146 #: script/events/outside.js:200 script/events/outside.js:218 #: script/events/outside.js:252 script/events/outside.js:287 #: script/events/room.js:295 script/events/room.js:313 msgid "go home" msgstr "jít domů" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "nedaleko vesnice leží příšera. její kožich je promočený krví." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "před nožem se sotva brání." #: script/events/outside.js:53 msgid "there was a beast. it's dead now" msgstr "příšera žila, teď je mrtvá" #: script/events/outside.js:70 msgid "Fire" msgstr "Oheň" #: script/events/outside.js:77 msgid "a fire rampages through one of the huts, destroying it." msgstr "oheň zachvátil a zničil jednu z chatrčí." #: script/events/outside.js:78 msgid "all residents in the hut perished in the fire." msgstr "všichni obyvatelé chatrče zahynuly v plamenech." #: script/events/outside.js:80 msgid "a fire has started" msgstr "vypukl požár" #: script/events/outside.js:87 msgid "mourn" msgstr "truchlit" #: script/events/outside.js:88 msgid "some villagers have died" msgstr "několik vesničanů zahynulo" #: script/events/outside.js:97 msgid "Sickness" msgstr "Nemoc" #: script/events/outside.js:104 msgid "a sickness is spreading through the village." msgstr "nemoc se šíří napříč vesnicí." #: script/events/outside.js:105 script/events/outside.js:164 msgid "medicine is needed immediately." msgstr "je neodkladně třeba léčiv." #: script/events/outside.js:107 msgid "some villagers are ill" msgstr "někteří vesničané jsou nemocní" #: script/events/outside.js:111 msgid "1 medicine" msgstr "1 léčivo" #: script/events/outside.js:123 msgid "the sickness is cured in time." msgstr "nemoc byla vyléčena včas." #: script/events/outside.js:125 msgid "sufferers are healed" msgstr "postižení jsou vyléčeni" #: script/events/outside.js:135 msgid "the sickness spreads through the village." msgstr "nemoc se rozšířila po vesnici." #: script/events/outside.js:136 msgid "the days are spent with burials." msgstr "celý den byl stráven pohřby." #: script/events/outside.js:137 script/events/outside.js:208 msgid "the nights are rent with screams." msgstr "noc je naplněna výkřiky." #: script/events/outside.js:139 msgid "sufferers are left to die" msgstr "postižení jsou ponecháni na pospas nemoci" #: script/events/outside.js:156 msgid "Plague" msgstr "Mor" #: script/events/outside.js:163 msgid "a terrible plague is fast spreading through the village." msgstr "mor se rychle šíří napříč vesnicí." #: script/events/outside.js:166 msgid "a plague afflicts the village" msgstr "vesnice je zasažena morem" #: script/events/outside.js:171 msgid "buy medicine" msgstr "koupit léčivo" #: script/events/outside.js:177 msgid "5 medicine" msgstr "5 léčiva" #: script/events/outside.js:182 msgid "do nothing" msgstr "nedělat nic" #: script/events/outside.js:189 msgid "the plague is kept from spreading." msgstr "šíření moru bylo zastaveno." #: script/events/outside.js:190 msgid "only a few die." msgstr "podlehlo jen několik jedinců." #: script/events/outside.js:191 msgid "the rest bury them." msgstr "ostatní je pochovávají." #: script/events/outside.js:193 msgid "epidemic is eradicated eventually" msgstr "epidemie je eventuálně vymýcena" #: script/events/outside.js:207 msgid "the plague rips through the village." msgstr "mor se prohání vesnicí." #: script/events/outside.js:209 msgid "the only hope is a quick death." msgstr "jedinou nadějí je rychlá smrt." #: script/events/outside.js:211 msgid "population is almost exterminated" msgstr "populace je téměř vyhlazena" #: script/events/outside.js:228 msgid "A Beast Attack" msgstr "Příšera Útočí" #: script/events/outside.js:235 msgid "a pack of snarling beasts pours out of the trees." msgstr "z lesů se vyvalila smečka rozzuřených příšer." #: script/events/outside.js:236 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "boj je krátký a krvavý, ale příšery se podařilo zahnat." #: script/events/outside.js:237 msgid "the villagers retreat to mourn the dead." msgstr "vesničané se stahují, aby oplakali mrtvé." #: script/events/outside.js:239 msgid "wild beasts attack the villagers" msgstr "divoká příšera útočí na vesničany" #: script/events/outside.js:253 msgid "predators become prey. price is unfair" msgstr "z predátorů se stává kořist. cena je neférová" #: script/events/outside.js:263 msgid "A Military Raid" msgstr "Vojenské Přepadení" #: script/events/outside.js:270 msgid "a gunshot rings through the trees." msgstr "ze stromoví se ozývá střelba." #: script/events/outside.js:271 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "po zuby ozbrojení muži vybíhají z lesa, pálíce do davu vesničanů." #: script/events/outside.js:272 msgid "after a skirmish they are driven away, but not without losses." msgstr "po boji se je podařilo zahnat. nikoliv však beze ztrát." #: script/events/outside.js:274 msgid "troops storm the village" msgstr "vojáci útočí na vesnici" #: script/events/outside.js:288 msgid "warfare is bloodthirsty" msgstr "boj je krveprolití" #: script/events/room.js:6 msgid "The Nomad" msgstr "Nomád" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough " "twine." msgstr "nomád se připlétá skrze dav. v provizorní nůši nese svázané klestí." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "nechce prozradit odkud přichází, ale je zřejmé, že dlouho nepobude." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "přicestoval nomád, rád by obchodoval" #: script/events/room.js:20 msgid "buy scales" msgstr "koupit šupiny" #: script/events/room.js:25 msgid "buy teeth" msgstr "koupit zuby" #: script/events/room.js:30 msgid "buy bait" msgstr "koupit návnadu" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "pasti jsou efektivnější, pokud jsou opatřeny návnadou." #: script/events/room.js:39 msgid "buy compass" msgstr "koupit kompas" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "starý kompas je potlučený, ale zdá se, že funguje." #: script/events/room.js:45 script/events/room.js:230 script/events/room.js:243 #: script/events/room.js:256 script/events/room.js:283 #: script/events/room.js:370 script/events/room.js:393 #: script/events/room.js:450 script/events/room.js:473 #: script/events/room.js:516 script/events/room.js:636 #: script/events/room.js:652 script/events/room.js:668 #: script/events/room.js:679 msgid "say goodbye" msgstr "rozloučit se" #: script/events/room.js:54 script/events/room.js:106 msgid "Noises" msgstr "Zvuky" #: script/events/room.js:61 msgid "through the walls, shuffling noises can be heard." msgstr "přes stěny je slyšet praskání větví." #: script/events/room.js:62 msgid "can't tell what they're up to." msgstr "těžko říct, co mají v úmyslu." #: script/events/room.js:64 msgid "strange noises can be heard through the walls" msgstr "přes stěny jsou slyšet podivné zvuky" #: script/events/room.js:68 script/events/room.js:120 #: script/events/setpieces.js:1666 msgid "investigate" msgstr "prozkoumat" #: script/events/room.js:79 msgid "vague shapes move, just out of sight." msgstr "podivné tvary se mihotají těsně mimo dohled." #: script/events/room.js:80 msgid "the sounds stop." msgstr "zvuky ustaly." #: script/events/room.js:84 script/events/room.js:97 msgid "go back inside" msgstr "jít zpět dovnitř" #: script/events/room.js:92 msgid "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "na prahu leží svázané klestí zabalené v hrubé kožešině." #: script/events/room.js:93 msgid "the night is silent." msgstr "noc je klidná." #: script/events/room.js:113 msgid "scratching noises can be heard from the store room." msgstr "ze skladu se ozývá škrábání." #: script/events/room.js:114 msgid "something's in there." msgstr "něco tam je." #: script/events/room.js:116 msgid "something's in the store room" msgstr "něco je ve skladu" #: script/events/room.js:131 script/events/room.js:151 #: script/events/room.js:171 msgid "some wood is missing." msgstr "nějaké dřevo schází." #: script/events/room.js:132 msgid "the ground is littered with small scales" msgstr "zem je pokryta malými šupinami" #: script/events/room.js:152 msgid "the ground is littered with small teeth" msgstr "zem je pokryta malými zuby" #: script/events/room.js:172 msgid "the ground is littered with scraps of cloth" msgstr "zem je pokryta kusy látky" #: script/events/room.js:193 msgid "The Beggar" msgstr "Žebrák" #: script/events/room.js:200 msgid "a beggar arrives." msgstr "přišel žebrák." #: script/events/room.js:201 msgid "asks for any spare furs to keep him warm at night." msgstr "prosí o přebytečné kožešiny, aby se mohl zahřát za chladných nocí." #: script/events/room.js:203 msgid "a beggar arrives" msgstr "přišel žebrák" #: script/events/room.js:207 msgid "give 50" msgstr "dát 50" #: script/events/room.js:212 script/events/room.js:337 #: script/events/room.js:417 msgid "give 100" msgstr "dát 100" #: script/events/room.js:217 script/events/room.js:347 #: script/events/room.js:549 msgid "turn him away" msgstr "poslat jej pryč" #: script/events/room.js:225 script/events/room.js:238 #: script/events/room.js:251 msgid "the beggar expresses his thanks." msgstr "žebrák vyjadřuje svůj vděk." #: script/events/room.js:226 msgid "leaves a pile of small scales behind." msgstr "zanechal za sebou hromádku malých šupin." #: script/events/room.js:239 msgid "leaves a pile of small teeth behind." msgstr "zanechal za sebou hromádku malých zubů." #: script/events/room.js:252 msgid "leaves some scraps of cloth behind." msgstr "zanechal za sebou kusy látky." #: script/events/room.js:265 msgid "The Shady Builder" msgstr "Podivný stavitel" #: script/events/room.js:272 script/events/room.js:275 msgid "a shady builder passes through" msgstr "podivný stavitel prochází" #: script/events/room.js:273 msgid "says he can build you a hut for less wood" msgstr "tvrdí, že zvládne postavit chatrč z menšího množství dřeva" #: script/events/room.js:278 msgid "300 wood" msgstr "300 dřeva" #: script/events/room.js:290 script/events/room.js:292 msgid "the shady builder has made off with your wood" msgstr "podivný stavitel zmizel i se dřevem" #: script/events/room.js:302 script/events/room.js:304 msgid "the shady builder builds a hut" msgstr "podivný stavitel postavil chatrč" #: script/events/room.js:323 script/events/room.js:403 msgid "The Mysterious Wanderer" msgstr "Záhadný tulák" #: script/events/room.js:330 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll" " be back with more." msgstr "" "tulák dorazil s prázdným vozíkem. tvrdí, že pokud mu darujeme dřevo, " "vrátí se s více dřevem." #: script/events/room.js:331 msgid "builder's not sure he's to be trusted." msgstr "stavitelka je na pochybách, zda mu věřit." #: script/events/room.js:333 script/events/room.js:413 msgid "a mysterious wanderer arrives" msgstr "záhadný tulák dorazil" #: script/events/room.js:342 script/events/room.js:422 msgid "give 500" msgstr "dát 500" #: script/events/room.js:354 script/events/room.js:377 msgid "the wanderer leaves, cart loaded with wood" msgstr "tulák odešel s vozíkem po okraj napěchovaným dřevem" #: script/events/room.js:360 script/events/room.js:383 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "záhadný tulák se vrátil s vozíkem plným dřeva." #: script/events/room.js:410 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, " "she'll be back with more." msgstr "" "tulačka dorazila s prázdným vozíkem. tvrdí, že pokud jí darujeme " "kožešiny, vrátí se později a přiveze jich více." #: script/events/room.js:411 msgid "builder's not sure she's to be trusted." msgstr "stavitelka je na pochybách, zda jí věřit." #: script/events/room.js:427 msgid "turn her away" msgstr "poslat jí pryč" #: script/events/room.js:434 script/events/room.js:457 msgid "the wanderer leaves, cart loaded with furs" msgstr "tulačka odchází s vozíkem plným kožešin" #: script/events/room.js:440 script/events/room.js:463 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "záhadná tulačka se vrátila s vozíkem plným kožešin." #: script/events/room.js:483 msgid "The Scout" msgstr "Průzkumnice" #: script/events/room.js:490 msgid "the scout says she's been all over." msgstr "průzkumnice tvrdí, že zná většinu světa." #: script/events/room.js:491 msgid "willing to talk about it, for a price." msgstr "za poplatek se ráda podělí o své zkušenosti." #: script/events/room.js:493 msgid "a scout stops for the night" msgstr "zvěd se zastavil na noc" #: script/events/room.js:497 msgid "buy map" msgstr "koupit mapu" #: script/events/room.js:502 msgid "the map uncovers a bit of the world" msgstr "mapa odkrývá část světa" #: script/events/room.js:506 msgid "learn scouting" msgstr "naučit se průzkum" #: script/events/room.js:526 msgid "The Master" msgstr "Mistr" #: script/events/room.js:533 msgid "an old wanderer arrives." msgstr "starý tulák dorazil." #: script/events/room.js:534 msgid "he smiles warmly and asks for lodgings for the night." msgstr "mile se usmál a požádal o nocleh." #: script/events/room.js:536 msgid "an old wanderer arrives" msgstr "starý tulák dorazil" #: script/events/room.js:540 msgid "agree" msgstr "souhlasit" #: script/events/room.js:556 msgid "in exchange, the wanderer offers his wisdom." msgstr "tulák na oplátku nabízí část své moudrosti." #: script/events/room.js:560 msgid "evasion" msgstr "uhýbání" #: script/events/room.js:570 msgid "precision" msgstr "přesnost" #: script/events/room.js:580 msgid "force" msgstr "síla" #: script/events/room.js:600 msgid "The Sick Man" msgstr "Malomocný" #: script/events/room.js:607 msgid "a man hobbles up, coughing." msgstr "připotácel se kašlající muž." #: script/events/room.js:608 msgid "he begs for medicine." msgstr "na kolenou prosí o léčivo." #: script/events/room.js:610 msgid "a sick man hobbles up" msgstr "připotácel se nemocný muž" #: script/events/room.js:614 msgid "give 1 medicine" msgstr "dát 1 léčivo" #: script/events/room.js:616 msgid "the man swallows the medicine eagerly" msgstr "muž netrpělivě spolykal léčivo" #: script/events/room.js:620 msgid "tell him to leave" msgstr "poslat ho pryč" #: script/events/room.js:627 script/events/room.js:643 #: script/events/room.js:659 msgid "the man is thankful." msgstr "muž je vděčný." #: script/events/room.js:628 script/events/room.js:644 #: script/events/room.js:660 msgid "he leaves a reward." msgstr "zanechává odměnu." #: script/events/room.js:629 msgid "some weird metal he picked up on his travels." msgstr "podivný kov, který nalezl při svých cestách." #: script/events/room.js:645 msgid "some weird glowing boxes he picked up on his travels." msgstr "podivné krabice, které nalezl při svých cestách." #: script/events/room.js:661 msgid "all he has are some scales." msgstr "vše co má je pár šupin." #: script/events/room.js:675 msgid "the man expresses his thanks and hobbles off." msgstr "muž vzdá svůj dík a kulhá pryč." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "Útočiště" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "bezpečné místo v divočině." #: script/events/setpieces.js:35 msgid "A Murky Swamp" msgstr "Kalný Močál" #: script/events/setpieces.js:39 msgid "rotting reeds rise out of the swampy earth." msgstr "hnijící rákos vystupuje z bahnité země." #: script/events/setpieces.js:40 msgid "a lone frog sits in the muck, silently." msgstr "samotná žába tiše sedí v bahně." #: script/events/setpieces.js:42 msgid "a swamp festers in the stagnant air." msgstr "močál hnije ve zkaženém vzduchu." #: script/events/setpieces.js:45 script/events/setpieces.js:552 #: script/events/setpieces.js:609 script/events/setpieces.js:891 #: script/events/setpieces.js:1317 script/events/setpieces.js:1335 #: script/events/setpieces.js:3547 msgid "enter" msgstr "vstoupit" #: script/events/setpieces.js:56 msgid "deep in the swamp is a moss-covered cabin." msgstr "hluboko v močálu je mechem pokrytá chatrč." #: script/events/setpieces.js:57 msgid "an old wanderer sits inside, in a seeming trance." msgstr "uvnitř posedává starý tulák, vypadá, že je v transu." #: script/events/setpieces.js:62 msgid "talk" msgstr "promluvit si" #: script/events/setpieces.js:73 msgid "the wanderer takes the charm and nods slowly." msgstr "tulák si vzal amulet a důmyslně pokývl." #: script/events/setpieces.js:74 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "vypráví, že kdysi vedl velké výpravy do končin nových světů." #: script/events/setpieces.js:75 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "nedozírná zkáza kojila tulákův chtíč." #: script/events/setpieces.js:76 msgid "his time here, now, is his penance." msgstr "čas, který tu tráví, je jeho pokáním." #: script/events/setpieces.js:93 msgid "A Damp Cave" msgstr "Vlhká Jeskyně" #: script/events/setpieces.js:97 msgid "the mouth of the cave is wide and dark." msgstr "vstup do jeskyně je široký a temný." #: script/events/setpieces.js:98 msgid "can't see what's inside." msgstr "není vidět, co je uvnitř." #: script/events/setpieces.js:100 msgid "the earth here is split, as if bearing an ancient wound" msgstr "země je zde rozervaná, jakoby nesla prastaré zranění" #: script/events/setpieces.js:103 script/events/setpieces.js:2949 #: script/events/setpieces.js:3469 msgid "go inside" msgstr "jít dovnitř" #: script/events/setpieces.js:122 script/events/setpieces.js:267 msgid "a startled beast defends its home" msgstr "rozrušená nestvůra brání svůj domov" #: script/events/setpieces.js:137 script/events/setpieces.js:188 #: script/events/setpieces.js:230 script/events/setpieces.js:249 #: script/events/setpieces.js:282 script/events/setpieces.js:316 #: script/events/setpieces.js:350 script/events/setpieces.js:384 #: script/events/setpieces.js:591 script/events/setpieces.js:647 #: script/events/setpieces.js:686 script/events/setpieces.js:720 #: script/events/setpieces.js:760 script/events/setpieces.js:799 #: script/events/setpieces.js:838 script/events/setpieces.js:872 #: script/events/setpieces.js:923 script/events/setpieces.js:941 #: script/events/setpieces.js:964 script/events/setpieces.js:1003 #: script/events/setpieces.js:1042 script/events/setpieces.js:1270 #: script/events/setpieces.js:1286 script/events/setpieces.js:1302 #: script/events/setpieces.js:1412 script/events/setpieces.js:1452 #: script/events/setpieces.js:1496 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1567 #: script/events/setpieces.js:1606 script/events/setpieces.js:1646 #: script/events/setpieces.js:1686 script/events/setpieces.js:1703 #: script/events/setpieces.js:1720 script/events/setpieces.js:1738 #: script/events/setpieces.js:1782 script/events/setpieces.js:1808 #: script/events/setpieces.js:1826 script/events/setpieces.js:1865 #: script/events/setpieces.js:1906 script/events/setpieces.js:1931 #: script/events/setpieces.js:1961 script/events/setpieces.js:2002 #: script/events/setpieces.js:2038 script/events/setpieces.js:2073 #: script/events/setpieces.js:2114 script/events/setpieces.js:2155 #: script/events/setpieces.js:2191 script/events/setpieces.js:2226 #: script/events/setpieces.js:2261 script/events/setpieces.js:2306 #: script/events/setpieces.js:2332 script/events/setpieces.js:3213 #: script/events/setpieces.js:3253 script/events/setpieces.js:3287 #: script/events/setpieces.js:3357 script/events/setpieces.js:3391 #: script/events/setpieces.js:3430 msgid "continue" msgstr "pokračovat" #: script/events/setpieces.js:142 script/events/setpieces.js:159 #: script/events/setpieces.js:193 script/events/setpieces.js:235 #: script/events/setpieces.js:254 script/events/setpieces.js:287 #: script/events/setpieces.js:321 script/events/setpieces.js:355 #: script/events/setpieces.js:389 script/events/setpieces.js:431 #: script/events/setpieces.js:483 script/events/setpieces.js:515 msgid "leave cave" msgstr "odejít" #: script/events/setpieces.js:150 msgid "the cave narrows a few feet in." msgstr "jeskyně se po pár krocích zužuje." #: script/events/setpieces.js:151 msgid "the walls are moist and moss-covered" msgstr "stěny jsou vlhké a pokryté mechem" #: script/events/setpieces.js:155 msgid "squeeze" msgstr "protáhnout se" #: script/events/setpieces.js:166 msgid "the remains of an old camp sits just inside the cave." msgstr "uvnitř jeskyně leží pozůstatky starého tábořiště." #: script/events/setpieces.js:167 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "po tenkou vrstvou prachu leží potrhané a zčernalé spací pytle." #: script/events/setpieces.js:201 msgid "the body of a wanderer lies in a small cavern." msgstr "v malé jeskyni leží nehybné tělo tuláka." #: script/events/setpieces.js:202 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "rozklad již odvedl svoji práci, některé části těla scházejí." # 'it' is a wanderer corpse #: script/events/setpieces.js:204 msgid "can't tell what left it here." msgstr "těžko říct, co jej tu zanechalo." #: script/events/setpieces.js:243 msgid "the torch sputters and dies in the damp air" msgstr "louč ve vlhkém vzduchu zaprskala a zhasla" #: script/events/setpieces.js:244 msgid "the darkness is absolute" msgstr "naprostá temnota" #: script/events/setpieces.js:246 msgid "the torch goes out" msgstr "louč vyhasla" #: script/events/setpieces.js:301 msgid "a cave lizard attacks" msgstr "jeskyní ještěr útočí" #: script/events/setpieces.js:335 msgid "a large beast charges out of the dark" msgstr "obří nestvůra útočí z temnoty" #: script/events/setpieces.js:369 msgid "a giant lizard shambles forward" msgstr "obří ještěr se vypotácel kupředu" #: script/events/setpieces.js:397 msgid "the nest of a large animal lies at the back of the cave." msgstr "na konci jeskyně leží hnízdo velkého zvířete." #: script/events/setpieces.js:439 msgid "a small supply cache is hidden at the back of the cave." msgstr "na konci jeskyně je ukryta malá skrýš." #: script/events/setpieces.js:491 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "za kamenem je zaražena stará truhlice pokrytá tenkou vrstvou prachu." #: script/events/setpieces.js:525 msgid "A Deserted Town" msgstr "Opuštěné Město" #: script/events/setpieces.js:529 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "malé předměstí s rozpadajícími se domy." #: script/events/setpieces.js:530 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a " "long time." msgstr "" "poničené zrezavělé pouliční osvětlení. světlo zde nezazářilo již velmi " "dlouho." #: script/events/setpieces.js:532 msgid "the town lies abandoned, its citizens long dead" msgstr "město je opuštěné, jeho obyvatelé dávno mrtví" #: script/events/setpieces.js:535 script/events/setpieces.js:1254 msgid "explore" msgstr "prozkoumat" #: script/events/setpieces.js:547 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "okna školy, která nejsou vysklená, jsou zanesena černými sazemi." #: script/events/setpieces.js:548 msgid "the double doors creak endlessly in the wind." msgstr "dvojité dveře nekonečně povrzávají ve větru." #: script/events/setpieces.js:557 script/events/setpieces.js:596 #: script/events/setpieces.js:614 script/events/setpieces.js:652 #: script/events/setpieces.js:691 script/events/setpieces.js:725 #: script/events/setpieces.js:765 script/events/setpieces.js:804 #: script/events/setpieces.js:843 script/events/setpieces.js:877 #: script/events/setpieces.js:895 script/events/setpieces.js:928 #: script/events/setpieces.js:945 script/events/setpieces.js:969 #: script/events/setpieces.js:1008 script/events/setpieces.js:1047 #: script/events/setpieces.js:1090 script/events/setpieces.js:1123 #: script/events/setpieces.js:1151 script/events/setpieces.js:1195 #: script/events/setpieces.js:1217 script/events/setpieces.js:1233 msgid "leave town" msgstr "opustit město" #: script/events/setpieces.js:588 msgid "ambushed on the street." msgstr "přepaden na ulici." #: script/events/setpieces.js:604 msgid "a squat building up ahead." msgstr "vpředu budova squattu." # what kind of green cross? #: script/events/setpieces.js:605 msgid "a green cross barely visible behind grimy windows." msgstr "za potemnělými okny je sotva viditelný zelený kříž." #: script/events/setpieces.js:621 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "v rezavějící skřínce se nachází skromná skrýš se zásobami." #: script/events/setpieces.js:683 msgid "a scavenger waits just inside the door." msgstr "přímo za dveřmi číhá mrchožrout." #: script/events/setpieces.js:717 msgid "a beast stands alone in an overgrown park." msgstr "samotná příšera stojí uprostřed zarostlého parku." #: script/events/setpieces.js:733 msgid "an overturned caravan is spread across the pockmarked street." msgstr "zdevastovaná karavana je rozsypaná po vymlácené ulici." #: script/events/setpieces.js:734 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "většinu věcí odnesli mrchožrouti, ale něco ještě zbylo." #: script/events/setpieces.js:796 msgid "a madman attacks, screeching." msgstr "šílenec, nepříčetně řva, útočí." #: script/events/setpieces.js:835 msgid "a thug moves out of the shadows." msgstr "ze stínů vystupuje bandita." #: script/events/setpieces.js:869 msgid "a beast charges out of a ransacked classroom." msgstr "z poničené třídy vyrazila nestvůra." #: script/events/setpieces.js:885 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "z velkých dveří do tělocvičny se ozývají kroky." #: script/events/setpieces.js:886 msgid "the torchlight casts a flickering glow down the hallway." msgstr "svítilna osvěcuje chodbu malátným proudem světla." #: script/events/setpieces.js:887 msgid "the footsteps stop." msgstr "kroky ustaly." #: script/events/setpieces.js:920 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "další příšera, kterou přilákal hluk, vyskakuje z mlází stromů." #: script/events/setpieces.js:936 msgid "something's causing a commotion a ways down the road." msgstr "na konci ulice něco dělá rozruch." #: script/events/setpieces.js:937 msgid "a fight, maybe." msgstr "možná souboj." #: script/events/setpieces.js:952 msgid "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "malý košík s jídlem je schovaný pod lavičkou v parku. je na něm připnutá " "poznámka." #: script/events/setpieces.js:953 msgid "can't read the words." msgstr "slova jsou nečitelná." #: script/events/setpieces.js:1000 msgid "a panicked scavenger bursts through the door, screaming." msgstr "vyděšený křičící průzkumník proběhl dveřmi." #: script/events/setpieces.js:1039 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "na tělem tuláka stojí muž. všiml si, že není sám." #: script/events/setpieces.js:1055 msgid "scavenger had a small camp in the school." msgstr "ve škole měl zřízené malé tábořiště průzkumník." #: script/events/setpieces.js:1056 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "po podlaze jsou rozházené cáry, jakoby spadly z nebes." #: script/events/setpieces.js:1098 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "zdá se, že tu někdo sbíral zásoby." #: script/events/setpieces.js:1099 msgid "a shame to let what he'd found go to waste." msgstr "byla by škoda nechat přijít to, co zanechal, vniveč." #: script/events/setpieces.js:1131 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint " "of steel." msgstr "pod tulákovými cáry se mu v ruce leskne kus oceli." #: script/events/setpieces.js:1132 msgid "worth killing for, it seems." msgstr "zdá se, že pro to se vyplatí zabíjet." #: script/events/setpieces.js:1159 msgid "eye for an eye seems fair." msgstr "oko za oko zní fér." #: script/events/setpieces.js:1160 msgid "always worked before, at least." msgstr "alespoň vždy předtím to tak fungovalo." #: script/events/setpieces.js:1161 msgid "picking the bones finds some useful trinkets." msgstr "při sběru kostí bylo nalezeno pár užitečných cetek." #: script/events/setpieces.js:1203 msgid "some medicine abandoned in the drawers." msgstr "v šuplících je nějaké léčivo." #: script/events/setpieces.js:1225 msgid "the clinic has been ransacked." msgstr "klinika je vybrakovaná." #: script/events/setpieces.js:1226 msgid "only dust and stains remain." msgstr "zbyly jen prach a špína." #: script/events/setpieces.js:1243 msgid "A Ruined City" msgstr "Zničené město" #: script/events/setpieces.js:1247 msgid "" "a battered highway sign stands guard at the entrance to this once-great " "city." msgstr "otlučená značka střeží vjezd do tohoto, kdysi mocného, města." #: script/events/setpieces.js:1248 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage " "of some ancient beast." msgstr "" "věže, které se nezhroutily, trčí z krajiny jako žebra prehistorické " "nestvůry." #: script/events/setpieces.js:1249 msgid "might be things worth having still inside." msgstr "uvnitř by mohly stále být věci k užitku." #: script/events/setpieces.js:1251 msgid "the towers of a decaying city dominate the skyline" msgstr "věže rozpadajícího se města dominují obloze" #: script/events/setpieces.js:1265 msgid "the streets are empty." msgstr "ulice jsou vylidněné." #: script/events/setpieces.js:1266 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "vzduch je saturovaný prachem vířeným silnými větry." #: script/events/setpieces.js:1274 script/events/setpieces.js:1290 #: script/events/setpieces.js:1306 script/events/setpieces.js:1322 #: script/events/setpieces.js:1339 script/events/setpieces.js:1377 #: script/events/setpieces.js:1417 script/events/setpieces.js:1457 #: script/events/setpieces.js:1501 script/events/setpieces.js:1518 #: script/events/setpieces.js:1534 script/events/setpieces.js:1572 #: script/events/setpieces.js:1611 script/events/setpieces.js:1651 #: script/events/setpieces.js:1671 script/events/setpieces.js:1690 #: script/events/setpieces.js:1707 script/events/setpieces.js:1724 #: script/events/setpieces.js:1742 script/events/setpieces.js:1787 #: script/events/setpieces.js:1813 script/events/setpieces.js:1830 #: script/events/setpieces.js:1870 script/events/setpieces.js:1911 #: script/events/setpieces.js:1936 script/events/setpieces.js:1966 #: script/events/setpieces.js:2007 script/events/setpieces.js:2043 #: script/events/setpieces.js:2078 script/events/setpieces.js:2119 #: script/events/setpieces.js:2160 script/events/setpieces.js:2196 #: script/events/setpieces.js:2231 script/events/setpieces.js:2266 #: script/events/setpieces.js:2367 script/events/setpieces.js:2397 #: script/events/setpieces.js:2444 script/events/setpieces.js:2480 #: script/events/setpieces.js:2521 script/events/setpieces.js:2557 #: script/events/setpieces.js:2592 script/events/setpieces.js:2628 #: script/events/setpieces.js:2669 script/events/setpieces.js:2710 #: script/events/setpieces.js:2745 script/events/setpieces.js:2794 #: script/events/setpieces.js:2839 script/events/setpieces.js:2885 #: script/events/setpieces.js:2929 msgid "leave city" msgstr "opustit město" #: script/events/setpieces.js:1281 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "zašlé oranžové dopravní kužely jsou rozestavěny napříč ulicí." #: script/events/setpieces.js:1282 msgid "lights flash through the alleys between buildings." msgstr "skrze uličky mezi budovami prosvítá světlo." #: script/events/setpieces.js:1297 msgid "a large shanty town sprawls across the streets." msgstr "velké město z chatrčí se rozprostírá podél ulic." #: script/events/setpieces.js:1298 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "zamouřené tváře civí přes zašedlá okna." #: script/events/setpieces.js:1313 msgid "the shell of an abandoned hospital looms ahead." msgstr "před tebou se rozprostírají zbytky opuštěné nemocnice." #: script/events/setpieces.js:1329 msgid "the old tower seems mostly intact." msgstr "stará věž vypadá převážně nedotčeně." #: script/events/setpieces.js:1330 msgid "the shell of a burned out car blocks the entrance." msgstr "pozůstatky vyhořelého auta blokují vchod." #: script/events/setpieces.js:1331 msgid "most of the windows at ground level are busted anyway." msgstr "většina přízemních oken je stejně roztříštěná." #: script/events/setpieces.js:1346 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "obří ještěr se sápe z temnoty staré stanice metra." #: script/events/setpieces.js:1372 msgid "descend" msgstr "sestoupit" #: script/events/setpieces.js:1384 msgid "the shot echoes in the empty street." msgstr "ozvěna výstřelu se rozprostírá prázdnými ulicemi." #: script/events/setpieces.js:1424 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "z temné uličky mezi domy vystupuje voják, puška namířená kupředu." #: script/events/setpieces.js:1464 msgid "a frail man stands defiantly, blocking the path." msgstr "ochablý muž vyzývavě blokuje vlastním tělem cestu." #: script/events/setpieces.js:1509 msgid "nothing but downcast eyes." msgstr "nic než sklopené pohledy." #: script/events/setpieces.js:1510 msgid "the people here were broken a long time ago." msgstr "zdejší lid ztratil naději už velmi dávno." #: script/events/setpieces.js:1525 msgid "empty corridors." msgstr "prázdné chodby." #: script/events/setpieces.js:1526 msgid "the place has been swept clean by scavengers." msgstr "sběrači už toto místo vybrali do posledních zbytků." #: script/events/setpieces.js:1540 msgid "an old man bursts through a door, wielding a scalpel." msgstr "starý muž vyrazil ze dveří, v ruce skalpel." #: script/events/setpieces.js:1579 msgid "a thug is waiting on the other side of the wall." msgstr "na druhé straně zdi číhá bandita." #: script/events/setpieces.js:1619 msgid "a snarling beast jumps out from behind a car." msgstr "vrčící příšera vyskakuje zpoza auta." #: script/events/setpieces.js:1660 msgid "street above the subway platform is blown away." msgstr "ulice nad stanicí metra je rozsypaná na kusy." #: script/events/setpieces.js:1661 msgid "lets some light down into the dusty haze." msgstr "několik paprsků světla tak proniká do prašné mlhy." #: script/events/setpieces.js:1662 msgid "a sound comes from the tunnel, just ahead." msgstr "z tunelu se ozývají podezřelé zvuky." #: script/events/setpieces.js:1679 msgid "looks like a camp of sorts up ahead." msgstr "vypadá to na nějaký kemp." # a chainlink fence #: script/events/setpieces.js:1681 msgid "rusted chainlink is pulled across an alleyway." msgstr "zrezavělý řetěz přehrazuje uličku." #: script/events/setpieces.js:1682 msgid "fires burn in the courtyard beyond." msgstr "v dáli svítí krajina v plamenech." #: script/events/setpieces.js:1698 msgid "more voices can be heard ahead." msgstr "zpředu se ozývají další hlasy." #: script/events/setpieces.js:1699 msgid "they must be here for a reason." msgstr "jejich přítomnost má jistě svůj důvod." #: script/events/setpieces.js:1715 msgid "the sound of gunfire carries on the wind." msgstr "vítr roznáší zvuk střelby." #: script/events/setpieces.js:1716 msgid "the street ahead glows with firelight." msgstr "ulice před tebou září světlem ohně." # define squatter #: script/events/setpieces.js:1733 msgid "more squatters are crowding around now." msgstr "kolem tebe se shlukují další squatteři." #: script/events/setpieces.js:1734 msgid "someone throws a stone." msgstr "někdo z nich hodil kamenem." #: script/events/setpieces.js:1750 msgid "an improvised shop is set up on the sidewalk." msgstr "improvizovaný obchod stojí na chodníku na kraji ulice." #: script/events/setpieces.js:1751 msgid "the owner stands by, stoic." msgstr "jeho majitel stoicky postává hned vedle." #: script/events/setpieces.js:1796 msgid "strips of meat hang drying by the side of the street." msgstr "kusy masa se suší pověšené na okraji ulice." #: script/events/setpieces.js:1797 msgid "the people back away, avoiding eye contact." msgstr "lidé ustupují tělem i pohledy." #: script/events/setpieces.js:1822 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "dveře do operačního sálu někdo zamknul a zabarikádoval." # ward as part of the hospital? #: script/events/setpieces.js:1837 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "v tomto oddělení sídlí kmen postarších squatterů." #: script/events/setpieces.js:1878 msgid "a pack of lizards rounds the corner." msgstr "smečka ještěrů se vynořuje zpoza rohu." # part of the hospital? #: script/events/setpieces.js:1920 msgid "strips of meat are hung up to dry in this ward." msgstr "kusy masa se visíce suší na tomto oddělení." #: script/events/setpieces.js:1944 msgid "a large bird nests at the top of the stairs." msgstr "na vrchu schodiště hnízdí velký pták." #: script/events/setpieces.js:1975 msgid "the debris is denser here." msgstr "trosky jsou zde mnohem hutnější." #: script/events/setpieces.js:1976 msgid "maybe some useful stuff in the rubble." msgstr "v haraburdí by mohly stále být užitečné věci." #: script/events/setpieces.js:2015 msgid "a swarm of rats rushes up the tunnel." msgstr "z tunelu se rojí zástupy krys." #: script/events/setpieces.js:2051 msgid "a large man attacks, waving a bayonet." msgstr "silně vypadající muž útočí bajonetem." #: script/events/setpieces.js:2086 msgid "a second soldier opens fire." msgstr "druhý voják začíná pálit ze zbraně." #: script/events/setpieces.js:2127 msgid "a masked soldier rounds the corner, gun drawn" msgstr "maskovaný voják se zbraní ruce se vynořuje zpoza rohu" #: script/events/setpieces.js:2168 msgid "the crowd surges forward." msgstr "dav se rozbíhá kupředu." #: script/events/setpieces.js:2204 msgid "a youth lashes out with a tree branch." msgstr "mladík nadějně útočí větví stromu." #: script/events/setpieces.js:2239 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "mezi zárubněmi malé chatky stojí sebevědomě squatter." #: script/events/setpieces.js:2274 msgid "behind the door, a deformed figure awakes and attacks." msgstr "uvnitř se probudila zdeformovaná postava a útočí." #: script/events/setpieces.js:2314 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "jak se dveře, byť jen málo, otevřely, vyvalily se stovky chapadel." #: script/events/setpieces.js:2341 msgid "bird must have liked shiney things." msgstr "ten pták měl zřejmě v oblibě třpytivé věci." #: script/events/setpieces.js:2342 msgid "some good stuff woven into its nest." msgstr "v jeho hnízdě se blyští užitečně vypadající předměty." #: script/events/setpieces.js:2376 msgid "not much here." msgstr "nic moc tady není." #: script/events/setpieces.js:2377 msgid "scavengers must have gotten to this place already." msgstr "sběrači tohle místo už museli vyčistit." # part of the subway? #: script/events/setpieces.js:2407 msgid "the tunnel opens up at another platform." msgstr "na za dalším nástupištěm se otevírá ústí tunelu." #: script/events/setpieces.js:2408 msgid "the walls are scorched from an old battle." msgstr "zdi nesou známky dávného boje." #: script/events/setpieces.js:2409 msgid "bodies and supplies from both sides litter the ground." msgstr "těla a zásoby obou stran se povalují po zemi." #: script/events/setpieces.js:2453 msgid "the small military outpost is well supplied." msgstr "malá vojenská základna je dobře zásobena." #: script/events/setpieces.js:2454 msgid "" "arms and munitions, relics from the war, are neatly arranged on the " "store-room floor." msgstr "" "zbraně a munice, coby relikvie války, jsou úhledně rozloženy po podlaze " "zbrojnice." #: script/events/setpieces.js:2455 msgid "just as deadly now as they were then." msgstr "pořád stejně smrtící, jako kdysi." #: script/events/setpieces.js:2489 msgid "searching the bodies yields a few supplies." msgstr "prohledání těl přineslo zisk pár zásob." #: script/events/setpieces.js:2490 msgid "more soldiers will be on their way." msgstr "brzy dorazí další vojáci." #: script/events/setpieces.js:2491 msgid "time to move on." msgstr "čas odejít." #: script/events/setpieces.js:2530 msgid "the small settlement has clearly been burning a while." msgstr "malá osada je v plamenech očividně už nějakou chvíli." #: script/events/setpieces.js:2531 msgid "" "the bodies of the wanderers that lived here are still visible in the " "flames." msgstr "těla bývalých osadníků se občas objevují v plamenech." #: script/events/setpieces.js:2532 msgid "still time to rescue a few supplies." msgstr "pořád je čas zachránit pár zásob." #: script/events/setpieces.js:2566 msgid "the remaining settlers flee from the violence, their belongings forgotten." msgstr "zbylí osadníci prchli před násilím, ponechavše za sebou většinu majetku." #: script/events/setpieces.js:2567 msgid "there's not much, but some useful things can still be found." msgstr "není toho příliš, ale několik užitečných věcí je stále k nalezení." #: script/events/setpieces.js:2601 msgid "the young settler was carrying a canvas sack." msgstr "mladý osadník u sebe měl plátěný pytel." #: script/events/setpieces.js:2602 msgid "it contains travelling gear, and a few trinkets." msgstr "obsahuje cestovatelskou výbavu a pár cetek." #: script/events/setpieces.js:2603 script/events/setpieces.js:2639 msgid "there's nothing else here." msgstr "nic dalšího tu není." #: script/events/setpieces.js:2637 msgid "inside the hut, a child cries." msgstr "uvnitř chatky naříká dítě." #: script/events/setpieces.js:2638 msgid "a few belongings rest against the walls." msgstr "několik věcí se opírá o zdi." #: script/events/setpieces.js:2678 msgid "the stench of rot and death fills the operating theatres." msgstr "zápach smrti a hnijícího masa vyplňuje operační sály." #: script/events/setpieces.js:2679 msgid "a few items are scattered on the ground." msgstr "po zemi je rozházených několik předmětů." #: script/events/setpieces.js:2680 msgid "there is nothing else here." msgstr "nic dalšího tu není." #: script/events/setpieces.js:2719 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "nedotčená lékárnička září na konci chodby." #: script/events/setpieces.js:2720 msgid "the rest of the hospital is empty." msgstr "zbytek nemocnice je vybílený." #: script/events/setpieces.js:2754 msgid "someone had been stockpiling loot here." msgstr "někdo tu skladoval své zásoby." #: script/events/setpieces.js:2803 msgid "the tentacular horror is defeated." msgstr "chapadlatý horor je poražen." #: script/events/setpieces.js:2804 msgid "inside, the remains of its victims are everywhere." msgstr "všude uvnitř se povalují těla jeho obětí." # extremly disfigured #: script/events/setpieces.js:2849 msgid "the warped man lies dead." msgstr "na zemi leží mrtvý znetvořený muž." #: script/events/setpieces.js:2850 msgid "the operating theatre has a lot of curious equipment." msgstr "v operačním sále je spousta zajímavého vybavení." #: script/events/setpieces.js:2894 msgid "the old man had a small cache of interesting items." msgstr "starý muž měl malou skrýš s užitečnými předměty." #: script/events/setpieces.js:2939 msgid "An Old House" msgstr "Starý Dům" #: script/events/setpieces.js:2943 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "setrval zde starý dům, jeho kdysi bílá fasáda je zažloutlá a oloupaná." #: script/events/setpieces.js:2944 msgid "the door hangs open." msgstr "dveře visí rozražené na pantech." #: script/events/setpieces.js:2946 msgid "the remains of an old house stand as a monument to simpler times" msgstr "pozůstatky starého domu se tyčí jako pocta prostějším časům" #: script/events/setpieces.js:2960 msgid "the house is abandoned, but not yet picked over." msgstr "dům je opuštěný, ale zatím nevybraný." #: script/events/setpieces.js:2961 msgid "still a few drops of water in the old well." msgstr "ve staré studni je stále pár doušků vody." #: script/events/setpieces.js:2995 msgid "the house has been ransacked." msgstr "dům je vyrabovaný." #: script/events/setpieces.js:2996 msgid "but there is a cache of medicine under the floorboards." msgstr "ale pod podlahou je skrýš s léčivem." #: script/events/setpieces.js:3024 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "muž se rozběhl napříč chodbou, svíraje v dlani rezavou čepel" #: script/events/setpieces.js:3057 msgid "A Forgotten Battlefield" msgstr "Zapomenuté Bojiště" #: script/events/setpieces.js:3061 msgid "a battle was fought here, long ago." msgstr "kdysi dávno zde proběhla velká bitva." #: script/events/setpieces.js:3062 msgid "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "pomlácené vybavení obou stran se nehybně povaluje po rozbombardované " "krajině." #: script/events/setpieces.js:3111 msgid "A Huge Borehole" msgstr "Obří Vrt" #: script/events/setpieces.js:3115 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "v zemi je vyvrtána obří díra, známka dřívější sklizně." #: script/events/setpieces.js:3116 msgid "they took what they came for, and left." msgstr "vzali si, pro co přišli, a zase odešli." #: script/events/setpieces.js:3117 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "obtisk monstrózních vrtáků je stále viditelný ve stěně srázu." #: script/events/setpieces.js:3141 msgid "A Crashed Ship" msgstr "Havarovaná Loď" #: script/events/setpieces.js:3150 msgid "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "povědomý tvar vesmírného plavidla se tyčí nad prach a popel. " #: script/events/setpieces.js:3151 msgid "lucky that the natives can't work the mechanisms." msgstr "domorodci naštěstí neumí obsluhovat takovou technologii." #: script/events/setpieces.js:3152 msgid "with a little effort, it might fly again." msgstr "s trochou péče by se ještě mohlo vznést do vzduchu." #: script/events/setpieces.js:3156 msgid "salvage" msgstr "posbírat" #: script/events/setpieces.js:3165 msgid "The Sulphur Mine" msgstr "Sirný Důl" #: script/events/setpieces.js:3169 msgid "the military is already set up at the mine's entrance." msgstr "vchod do dolu stráží vojáci." #: script/events/setpieces.js:3170 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "vojáci s puškami na ramenech střeží perimetr." #: script/events/setpieces.js:3172 msgid "a military perimeter is set up around the mine." msgstr "kolem dolu je umístěn vojenský perimetr." #: script/events/setpieces.js:3175 script/events/setpieces.js:3325 msgid "attack" msgstr "útok" #: script/events/setpieces.js:3210 msgid "a soldier, alerted, opens fire." msgstr "zbystřený voják začal střílet." #: script/events/setpieces.js:3218 script/events/setpieces.js:3258 #: script/events/setpieces.js:3362 script/events/setpieces.js:3396 msgid "run" msgstr "utéct" #: script/events/setpieces.js:3250 msgid "a second soldier joins the fight." msgstr "druhý voják se zapojuje do šarvátky." #: script/events/setpieces.js:3284 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "prošedivělý voják útočí, rozmachuje se bajonetem." #: script/events/setpieces.js:3295 msgid "the military presence has been cleared." msgstr "žádní vojáci už tu nezbyli." #: script/events/setpieces.js:3296 script/events/setpieces.js:3439 #: script/events/setpieces.js:3516 msgid "the mine is now safe for workers." msgstr "práce v dole je nyní bezpečná." #: script/events/setpieces.js:3298 msgid "the sulphur mine is clear of dangers" msgstr "sirný důl je nyní zproštěn nebezpečí" #: script/events/setpieces.js:3315 msgid "The Coal Mine" msgstr "Uhelný Důl" #: script/events/setpieces.js:3319 msgid "camp fires burn by the entrance to the mine." msgstr "u vchodu do dolu hoří ohně." #: script/events/setpieces.js:3320 msgid "men mill about, weapons at the ready." msgstr "muži potácejí všude kolem, zbraně vytaseny a připraveny na boj." #: script/events/setpieces.js:3322 msgid "this old mine is not abandoned" msgstr "tento starý důl není opuštěný" #: script/events/setpieces.js:3354 script/events/setpieces.js:3388 msgid "a man joins the fight" msgstr "muž se připojil do boje" #: script/events/setpieces.js:3427 msgid "only the chief remains." msgstr "zůstává pouze náčelník." #: script/events/setpieces.js:3438 msgid "the camp is still, save for the crackling of the fires." msgstr "kemp je klidný, nabízí bezpečí pro rozdělání ohně." #: script/events/setpieces.js:3441 msgid "the coal mine is clear of dangers" msgstr "uhelný důl je nyní zproštěn nebezpečí" #: script/events/setpieces.js:3458 msgid "The Iron Mine" msgstr "Železorudný Důl" #: script/events/setpieces.js:3462 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "před tebou se rozkládá starý železorudný důl obklopený rezavějícími " "nástroji." #: script/events/setpieces.js:3463 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "vchod je obsypaný kostmi. spousta je dekorována vyrytými drážkami." #: script/events/setpieces.js:3464 msgid "feral howls echo out of the darkness." msgstr "bestiální kvílení se line z temnoty." #: script/events/setpieces.js:3466 msgid "the path leads to an abandoned mine" msgstr "cesta vede do opuštěného dolu" #: script/events/setpieces.js:3504 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "obří příšera útočí, její svaly se vlní ve světle pochodně" #: script/events/setpieces.js:3515 msgid "the beast is dead." msgstr "příšera je po smrti." #: script/events/setpieces.js:3518 msgid "the iron mine is clear of dangers" msgstr "železorudný důl je nyní zproštěn nebezpečí" #: script/events/setpieces.js:3536 msgid "A Destroyed Village" msgstr "Zničený Vesnice" #: script/events/setpieces.js:3540 msgid "a destroyed village lies in the dust." msgstr "v prachu se krčí zničená vesnice." #: script/events/setpieces.js:3541 msgid "charred bodies litter the ground." msgstr "zem je pokryta spálenými těly." # afterburner: an engine #: script/events/setpieces.js:3544 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "kovový zápach zplodin vesmírného motoru visí ve vzduchu." #: script/events/setpieces.js:3558 msgid "a shack stands at the center of the village." msgstr "uprostřed vesnice se tyčí dřevěná bouda." #: script/events/setpieces.js:3559 msgid "there are still supplies inside." msgstr "uvnitř jsou stále nějaké zásoby." #: script/events/setpieces.js:3570 msgid "all the work of a previous generation is here." msgstr "veškerá práce minulých generací je zde." #: script/events/setpieces.js:3571 msgid "ripe for the picking." msgstr "zralá pro sklizeň." #~ msgid "use with laser rifle" #~ msgstr "použít s laserovou puškou" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/de/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/de/strings.js ================================================ _.setTranslation({"the plague is kept from spreading.": "die seuche konnte sich nicht ausbreiten.", "all": "Alle", "use meds": "medizin benutzen", "water tank": "wassertank", "some villagers are ill": "einige Dorfbewohner sind krank.", "something's in the store room": "etwas ist in dem lagerraum", "punch twice as fast, and with even more force": "faustschl\u00e4ge werden doppelt so schnell und noch st\u00e4rker", "The Nomad": "Der Nomade", "more traps won't help now": "noch mehr fallen werden nicht helfen", "only a few die.": "nur wenige sterben.", "maybe some useful stuff in the rubble.": "vielleicht n\u00fctzliches in dem schutt.", "the bodies of the wanderers that lived here are still visible in the flames.": "die k\u00f6rper der wanderer die hier gelebt haben sind noch in den flammen zu erkennen.", "the walls are scorched from an old battle.": "die w\u00e4nde sind von einer alten schlacht angebrannt.", "convoy": "wagenkolonne", "after a skirmish they are driven away, but not without losses.": "nach dem gefecht werden sie zur\u00fcck gedr\u00e4ngt, aber nicht ohne verluste.", "armoury": "waffenarsenal", "a huge hole is cut deep into the earth, evidence of the past harvest.": "ein riesiges loch ist tief in die erde gebohrt, nachweis vergangener ernte.", "it puts up little resistance before the knife.": "es bietet kaum widerstand gegen das messer.", "the compass points east": "der kompass zeigt richtung osten", "there was a beast. it's dead now": "da war eine bestie. sie ist jetzt tot.", "a shivering man approaches and attacks with surprising strength": "ein zitternder mann kommt n\u00e4her und greift mit \u00fcberraschender st\u00e4rke an", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "ein b\u00fcndel \u00e4ste liegt knapp au\u00dferhalb der grenze, in grobem fell gewickelt.", "steelworker": "stahlarbeiter", "not enough alien alloy": "nicht genug alien-legierung", "street above the subway platform is blown away.": "stra\u00dfe \u00fcber der u-bahn station ist eingebrochen.", "the soldier is dead": "der soldat ist tot", "error while saving to dropbox datastorage": "beim speichern in dropbox ist ein fehler aufgetreten", "sniper": "scharfsch\u00fctze", "a fire rampages through one of the huts, destroying it.": "Ein Feuer w\u00fctet durch eine der H\u00fctten und zerst\u00f6rt diese.", "the warped man lies dead.": "der entstellte mann liegt tot am boden.", "the room is {0}": "der raum ist {0}", "unfathomable destruction to fuel wanderer hungers.": "unbeschreibliche zerst\u00f6rung um den hunger der wanderer zu stillen.", "strange noises can be heard through the walls": "seltsame ger\u00e4usche sind durch die w\u00e4nde zu h\u00f6ren", "scout": "kundschafter", "mourn": "trauer", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "die b\u00e4ume weichen trockenem gras. das gelbe gestr\u00fcpp raschelt im wind.", "save.": "speichern.", "total score: {0}": "gesamtpunktzahl: {0}", "learned to make the most of food": "gelernt besser mit essen aus zu kommen", "buy teeth": "kaufe z\u00e4hne", "the sky is grey and the wind blows relentlessly": "der himmel ist grau und der wind heult erbarmungslos", "supplies:": "vorr\u00e4te:", "mild": "lauwarm", "the feral terror is dead": "das wilde biest ist tot", "the tracks disappear after just a few minutes.": "die spuren verschwinden nach nur ein paar minuten.", "a safe place in the wilds.": "ein sicherer ort in der wildnis.", "time to move on.": "zeit zu gehen.", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "unter der wanderer-robe, umklammert von einer der vielen h\u00e4nde, ein st\u00e4hlernes schimmern.", "buy scales": "kaufe schuppen", "not enough cloth": "nicht genug stoff", "the hunting lodge stands in the forest, a ways out of town": "die Jagdh\u00fctte steht im wald. ein weg aus dem dorf", "leave": "verlassen", "the convoy can haul mostly everything": "eine wagenkolonne kann fast alles transportieren", "learned to strike faster without weapons": "gelernt waffenlos schneller anzugreifen", "an old house remains here, once white siding yellowed and peeling.": "ein einzelnes altes haus steht noch. die einst wei\u00dfe fassade vergilbt und br\u00fcchig.", "ignore them": "ignoriere sie", "willing to talk about it, for a price.": "sie ist bereit dar\u00fcber zu berichten, gegen bezahlung.", "a beast, wilder than imagining, erupts out of the foliage": "ein biest, wilder als alles vorstellbare, springt aus dem gestr\u00fcpp", "builder stokes the fire": "der baumeister sch\u00fcrt das feuer", "force": "kraft", "A Destroyed Village": "Ein Zerst\u00f6rtes Dorf", "a ragged stranger stumbles through the door and collapses in the corner": "eine zerlumpte fremde stolpert durch die t\u00fcr und bricht im eck zusammen", "not enough leather": "nicht genug leder", "the fight is short and bloody, but the beasts are repelled.": "der kampf ist kurz und blutig. die bestien werden vertrieben.", "the wood is running out": "das holz wird knapp", "a crudely made charm": "ein amulett einfacher herstellung", "rot's been to work on it, and some of the pieces are missing.": "verwesung hat eingesetzt, einige teile fehlen.", "say goodbye": "verabschieden", "a trading post would make commerce easier": "ein handelsposten w\u00fcrde tauschgesch\u00e4fte f\u00f6rdern", "some wood is missing.": "etwas holz fehlt.", "The Beggar": "Der Bettler", "the torch goes out": "die fackel erlischt", "the sickness is cured in time.": "die krankheit wird schnell genug geheilt.", "not enough fur": "nicht gen\u00fcgend felle", "the military is already set up at the mine's entrance.": "das milit\u00e4r hat ihr lager bereits am mineneingang aufgeschlagen.", "sulphur": "schwefel", "tannery goes up quick, on the edge of the village": "die gerberei steht schnell, am rande des dorfes", "learned to fight quite effectively without weapons": "gelernt recht effizient ohne Waffen zu k\u00e4mpfen", "charred bodies litter the ground.": "verkohlte leichen bedecken den boden.", "someone throws a stone.": "jemand wirft einen stein.", "leaves a pile of small teeth behind.": "hinterl\u00e4sst einige z\u00e4hne.", "leave city": "stadt verlassen", "not enough scales": "nicht gen\u00fcgend schuppen", "someone has locked and barricaded the door to this operating theatre.": "jemand hat die t\u00fcr zu diesem operationssaal abgeschlossen und verbarrikadiert.", "leave cave": "h\u00f6hle verlassen", "a lone frog sits in the muck, silently.": "ein einsamer frosch sitzt still im dreck.", "a gaunt man approaches, a crazed look in his eye": "ein ausgemergelter mann kommt n\u00e4her, wahnsinn in seinem blick", "an old case is wedged behind a rock, covered in a thick layer of dust.": "eine alte kiste liegt unter einem stein, von einer dicken staubschicht bedeckt.", "learned how to ignore the hunger": "gelernt hunger zu ignorieren", "punch": "schlagen", "water": "wasser", "a small basket of food is hidden under a park bench, with a note attached.": "ein kleiner korb mit nahrung ist unter einer parkbank versteckt, mit einem zettel daran.", "explore": "erkunden", "a pack of snarling beasts pours out of the trees.": "ein rudel knurrender bestien bricht aus dem dickicht.", "punches do even more damage.": "faustschl\u00e4ge verursachen noch mehr schaden", "the body of a wanderer lies in a small cavern.": "der k\u00f6rper eines wanderes liegt in einer kleinen aush\u00f6hlung.", "roaring": "brennt lichterloh", "something's in there.": "irgend etwas ist dort drin.", "the people back away, avoiding eye contact.": "menschen halten abstand. vermeiden augenkontakt.", "A Huge Borehole": "Ein Riesiges Bohrloch", "steel's stronger than iron": "stahl ist stabiler als eisen", "builder says she could make finer things, if she had the tools": "der baumeister sagt, er k\u00f6nnte bessere sachen machen, wenn er die werkzeuge dazu h\u00e4tte.", "soldier": "soldat", "learn scouting": "erlerne kundschaften", "share.": "teilen.", "choose one slot to save to": "w\u00e4hle einen speicherstand", "some villagers have died": "einige Dorfbewohner sind gestorben.", "A Murky Swamp": "Ein D\u00fcsterer Sumpf", "still a few drops of water in the old well.": "immernoch ein paar tropfen wasser in dem alten brunnen.", "scales": "schuppen", "the grasses thin. soon, only dust remains.": "das gras sp\u00e4rlich. bald bleibt nur noch der staub.", "bayonet": "bajonett", "a shot rings out, from somewhere in the long grass": "ein schuss ist zu h\u00f6ren, irgendwo aus dem hohen gras", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "eine mauer knorriger b\u00e4ume im staub. ihre toten \u00e4ste ragen \u00fcber den pfad.", "gather wood": "holz sammeln", "total": "gesamt", "with a little effort, it might fly again.": "mit ein wenig anstrengung k\u00f6nnte es wieder fliegen.", "A Scavenger": "Ein Pl\u00fcnderer", "picking the bones finds some useful trinkets.": "zwischen den knochen war noch ein wenig plunder.", "sufferers are healed": "Die Kranken wurden geheilt.", "the shell of an abandoned hospital looms ahead.": "weiter vorn t\u00fcrmt das gerippe eines verlassenen krankenhauses.", "the villagers hang the thief high in front of the store room.": "die dorfbewohner erh\u00e4ngen den dieb hoch oben im lagerraum", "eye for an eye seems fair.": "auge um auge scheint fair.", "an old man bursts through a door, wielding a scalpel.": "ein alter mann st\u00fcrmt durch die t\u00fcr, ein skalpell in der hand.", "1 medicine": "1 mal medizin", "the small military outpost is well supplied.": "der kleine milit\u00e4rst\u00fctzpunkt ist gut ausger\u00fcstet.", "the clinic has been ransacked.": "das krankenhaus wurde durchw\u00fchlt.", "feral terror": "wildes biest", "leaves some scraps of cloth behind.": "hinterl\u00e4sst einige stofffetzen.", "are you sure?": "bist du sicher?", "the meat has run out": "kein fleisch mehr", "charcutier": "r\u00e4uchermeister", "a military perimeter is set up around the mine.": "die mine ist vom milit\u00e4r eingegrenzt.", "trading post": "h\u00e4ndler", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "ein wanderer taucht mit einem leeren karren auf. sagt, wenn sie mit fellen geht, wird sie mit noch mehr zur\u00fcck kommen.", "in exchange, the wanderer offers his wisdom.": "als gegenleistung bietet der wanderer sein wissen an.", "only the chief remains.": "nur der anf\u00fchrer bleibt \u00fcbrig.", "A Modest Village": "Ein Kleines Dorf", "the sound of gunfire carries on the wind.": "das ger\u00e4usch eines gewehrschusses wird vom wind herbeigetragen.", "stoke fire": "feuer sch\u00fcren", "A Strange Bird": "Ein Seltsamer Vogel", "shoot": "schie\u00dfen", "none": "nichts", "leave town": "stadt verlassen", "most of the windows at ground level are busted anyway.": "die meisten fenster im erdgeschoss sind sowieso kaputt.", "a strange looking bird speeds across the plains": "ein seltsam aussehender vogel rennt \u00fcber die ebene", "the soldier steps out from between the buildings, rifle raised.": "der soldat tritt zwischen den geb\u00e4uden hervor, waffe im anschlag.", "take:": "nimm:", "connect game to dropbox local storage": "das spiel mit lokaler dropbox verbinden", "strange bird": "seltsamer vogel", "if the code is invalid, all data will be lost.": "wenn der code nicht stimmt, werden alle informationen verloren gehen.", "A Feral Terror": "Ein Wildes Biest", "can't see what's inside.": "zu dunkel um hinein zu sehen.", "a large beast charges out of the dark": "eine monstr\u00f6se bestie schnellt aus der dunkelheit", "salvage": "bergen", "grenade": "granate", "learned to predict their movement": "gelernt ihre bewegungen besser vorherzusagen", "a small suburb lays ahead, empty houses scorched and peeling.": "eine kleine vorstadt mit leeren h\u00e4usern. versengt und staubig.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "ein wanderer taucht mit einem leeren karren auf. sagt, wenn er mit holz geht, wird er mit mehr zur\u00fcck kommen.", "gaunt man": "ausgemergelter mann", "a gunshot rings through the trees.": "ein schuss donnert durch den wald.", "the villagers retreat to mourn the dead.": "die dorfbewohner ziehen sich zur\u00fcck um den toten zu gedenken.", "there's not much, but some useful things can still be found.": "nicht viel hier. aber ein paar n\u00fctzliche dinge sind trotzdem zu finden.", " and ": " und ", "an improvised shop is set up on the sidewalk.": "ein improvisierter marktstand steht auf dem gehsteig.", "cured meat": "r\u00e4ucherfleisch", "builder puts up a hut, out in the forest. says word will get around.": "der baumeister errichtet eine h\u00fctte im wald und sagt, „es wird sich rumsprechen“", "learned how not to be seen": "gelernt nicht gesehen zu werden", "punches do more damage": "faustschl\u00e4ge verursachen mehr schaden", "lift off": "abheben", "only dust and stains remain.": "nur staub und schmutz bleiben.", "castoff from the mammoth drills can still be found by the edges of the precipice.": "tr\u00fcmmer des mammutbohrers liegen am rande des abgrunds.", "well armed men charge out of the forest, firing into the crowd.": "schwer bewaffnete m\u00e4nner st\u00fcrmen aus dem wald, feuern in die menge.", "a plague afflicts the village": "eine seuche bef\u00e4llt das Dorf.", "all the work of a previous generation is here.": "die gesamte arbeit einer fr\u00fcheren generation liegt hier.", "An Old Starship": "Ein Altes Raumschiff", "ignore it": "ignoriere es", "hot": "hei\u00df", "he smiles warmly and asks for lodgings for the night.": "er l\u00e4chelt freundlich und fragt nach vorr\u00e4ten f\u00fcr die nacht.", "forest": "wald", "give 500": "\u00fcbergebe 500", "the owner stands by, stoic.": "der besitzer steht daneben, gelassen.", "a battle was fought here, long ago.": "eine schlacht wurde hier vor langer zeit gef\u00fchrt.", "builder says leather could be useful. says the villagers could make it.": "der baumeister meint, leder k\u00f6nnte n\u00fctzlich sein. die dorfbewohner k\u00f6nnten es herstellen.", "craft:": "herstellen:", "Iron Mine": "Eisenmine", "coal mine": "kohlemine", "learned to be where they're not": "gelernt dort zu sein wo sie nicht sind", "scavengers must have gotten to this place already.": "pl\u00fcnderer waren wohl schon hier.", "the remains of an old camp sits just inside the cave.": "die \u00fcberreste eines alten lagers befinden sich in der h\u00f6hle.", "The Village": "Das Dorf", "deep in the swamp is a moss-covered cabin.": "tief in dem sumpf steht eine moosbedeckte h\u00fctte.", "snarling beast": "knurrende bestie", "soldiers patrol the perimeter, rifles slung over their shoulders.": "soldaten patrouillieren das gel\u00e4nde, gewehre \u00fcber ihren schultern.", "embark": "aufbrechen", "a swarm of rats rushes up the tunnel.": "ein schwarm ratten str\u00f6mt aus dem tunnel.", "faces, darkened by soot and blood, stare out from crooked huts.": "gesichter, verdunkelt von ru\u00df und blut, starren aus schiefen h\u00fctten.", "a small supply cache is hidden at the back of the cave.": "eine kleine vorratskammer befindet sich am ende der h\u00f6hle.", "coal": "kohle", "Stratosphere": "Stratosph\u00e4re", "man-eater": "menschen-esser", "can't tell what they're up to.": "schwer zu sagen, was sie bedeuten.", "enter": "hineingehen", "a destroyed village lies in the dust.": "ein zerst\u00f6rtes dorf steht im staub.", "Ship": "Raumschiff", "talk": "sprechen", "another beast, draw by the noise, leaps out of a copse of trees.": "noch eine bestie, durch den l\u00e4rm angelockt, kommt rasch n\u00e4her.", "A Soldier": "Ein Soldat", "the man expresses his thanks and hobbles off.": "der mann bedankt sich und humpelt davon.", "battered technology from both sides lays dormant on the blasted landscape.": "ramponierte technik beider seiten ruht in der \u00f6den landschaft.", "the villagers haul a filthy man out of the store room.": "die dorfbewohner schleppen einen verdreckten mann aus dem lagerraum.", "strips of meat are hung up to dry in this ward.": "fleischst\u00fccke sind in dieser station zum trocknen aufgeh\u00e4ngt.", "cold": "k\u00fchl", "A Borehole": "Ein Bohrloch", "the iron mine is clear of dangers": "die eisenmine ist frei von gefahren.", "the military presence has been cleared.": "das milit\u00e4r ist beseitigt.", "A Crashed Starship": "Ein Abgest\u00fcrztes Raumschiff", "the fire is {0}": "das feuer {0}", "A Lonely Hut": "Eine Einsame H\u00fctte", "blast": "strahlen", "the young settler was carrying a canvas sack.": "der junge siedler trug einen leinensack.", "burning": "brennt", "a cave lizard attacks": "eine h\u00f6hleneidechse greift an", "dodge attacks more effectively": "angriffen effizienter ausweichen", "hull: ": "rumpf:", "a madman attacks, screeching.": "ein irrer greift kreischend an.", "thieves": "diebe", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "einige vereinzelte t\u00fcrme stehen noch aufrecht, wie die rippen einer uralten bestie.", "lights off.": "licht aus.", "learned to look ahead": "gelernt voraus zu schauen", "the mine is now safe for workers.": "die mine ist jetzt sicher genug f\u00fcr arbeiter.", "Coal Mine": "Kohlemine", "empty corridors.": "leere korridore.", "save to slot": "auf speicherstand schreiben", "A Dark Room": "Ein Dunkler Raum", "hunter": "j\u00e4ger", "strips of meat hang drying by the side of the street.": "geschnittenes fleisch ist am stra\u00dfenrand zum trocknen aufgeh\u00e4ngt.", "more squatters are crowding around now.": "mehr hausbesetzer sammeln sich jetzt.", "some weird glowing boxes he picked up on his travels.": "seltsame gl\u00fchende kisten. hat er auf seinen reisen gefunden.", "a panicked scavenger bursts through the door, screaming.": "ein panischer pl\u00fcnderer bricht schreiend durch die t\u00fcr.", "give 50": "\u00fcbergebe 50", "the people here were broken a long time ago.": "die menschen hier wurden schon vor langer zeit gebrochen.", "An Old House": "Ein Altes Haus", "a soldier, alerted, opens fire.": "ein aufmerksamer soldat er\u00f6ffnet das feuer.", "meat": "fleisch", "the tunnel opens up at another platform.": "der tunnel \u00f6ffnet sich an einer anderen haltestelle.", "a terrible plague is fast spreading through the village.": "eine schreckliche seuche verbreitet sich schnell in dem dorf.", "the gaunt man is dead": "der ausgemergelte mann ist tot", "bone spear": "knochenspeer", "trap": "falle", "the street ahead glows with firelight.": "die stra\u00dfen gl\u00fchen rot im feuer.", "scavenger had a small camp in the school.": "pl\u00fcnderer hatte ein kleines lager in der schule.", "a large shanty town sprawls across the streets.": "eine gro\u00dfe ansammlung h\u00fctten erstreckt sich \u00fcber die stra\u00dfen.", "the shell of a burned out car blocks the entrance.": "die h\u00fclle eines ausgebrannten autos blockiert den eingang.", "desert rat": "w\u00fcstenratte", "a small group arrives, all dust and bones.": "eine kleine gruppe kommt an, abgemagert und verdreckt.", "A Ruined City": "Eine Stadtruine", "weight": "gewicht", "a beggar arrives": "ein bettler trifft ein", "The Thief": "Der Dieb", "carrying more means longer expeditions to the wilds": "mehr tragen zu k\u00f6nnen bedeutet weiter in die wildnis ziehen zu k\u00f6nnen", "the rest of the hospital is empty.": "der rest des krankenhauses ist leer.", "connect": "verbinden", "bits of meat": "fleischst\u00fccke", "go twice as far without eating": "gehe doppelt so weit ohne zu essen", "scavenger'd been looking for supplies in here, it seems.": "pl\u00fcnderer scheint hier nach vorr\u00e4ten gesucht zu haben.", "there's nothing else here.": "sonst ist nichts hier.", "the cask holds enough water for longer expeditions": "das fass kann genug wasser f\u00fcr l\u00e4ngere reisen speichern", "check traps": "fallen pr\u00fcfen", "Plague": "Seuche", "a fire has started": "ein Feuer ist ausgebrochen.", "medicine": "medizin", "the old man had a small cache of interesting items.": "der alte mann hatte einen kleinen vorrat an interessanten dingen.", "tannery": "gerberei", "lob": "werfen", "no more room for huts.": "kein platz f\u00fcr mehr h\u00fctten", "they took what they came for, and left.": "sie haben mitgenommen wof\u00fcr sie gekommen sind.", "through the large gymnasium doors, footsteps can be heard.": "durch die gro\u00dfen t\u00fcren der sporthalle sind schritte zu h\u00f6ren.", "someone had been stockpiling loot here.": "jemand hat hier beute gehortet.", "a green cross barely visible behind grimy windows.": "ein gr\u00fcnes kreuz, kaum sichtbar hinter schmierigen fenstern.", "a sick man hobbles up": "ein kranker mann humpelt herein", "An Abandoned Town": "Eine Verlassene Stadt", "cart": "karren", "might be things worth having still inside.": "dort drin k\u00f6nnten noch wertvolle dinge sein.", "the wood has run out": "das holz ist aus gegangen", "The Master": "Der Meister", "thrust": "sto\u00dfen", "water replenished": "wasser aufgef\u00fcllt", "a soldier opens fire from across the desert": "ein soldat er\u00f6ffnet das feuer aus der w\u00fcste.", "go twice as far without drinking": "gehe doppelt so weit ohne zu trinken", "the tentacular horror is defeated.": "der tentakelschrecken ist besiegt.", "Sickness": "Krankheit", "a thug moves out of the shadows.": "ein gauner tritt aus den schatten.", "some traps have been destroyed": "einige fallen wurden zerst\u00f6rt", "eat meat": "fleisch essen", "swing": "schwingen", "alien alloy": "alien legierung", "export or import save data, for backing up": "im- oder exportiere speicherst\u00e4nde zum lokalen sichern", "smokehouse": "r\u00e4ucherkammer", "vague shapes move, just out of sight.": "undeutliche schatten bewegen sich. knapp au\u00dfer sichtweite.", "the earth here is split, as if bearing an ancient wound": "der boden hier ist gespalten, wie von einer alten wunde", "dangerous to be this far from the village without proper protection": "gef\u00e4hrlich so weit vom dorf entfernt zu sein. ohne ausreichend schutz", "the compass points southeast": "der kompass zeigt richtung s\u00fcdosten", "barbarian": "barbar", "the wanderer leaves, cart loaded with furs": "der wanderer zieht davon, karren mit fellen beladen", "there are still supplies inside.": "innen sind noch vorr\u00e4te.", "traps are more effective with bait.": "fallen sind effizienter mit k\u00f6dern.", "rusted chainlink is pulled across an alleyway.": "rostiger drahtzaun liegt in der gasse.", "a sickness is spreading through the village.": "eine krankheit verbreitet sich in dem dorf.", "tangle": "verheddern", "miss": "verfehlt", "a large creature attacks, claws freshly bloodied": "eine gro\u00dfe kreatur greift an, klauen noch blutig", "a beast charges out of a ransacked classroom.": "ein biest st\u00fcrmt aus dem verw\u00fcsteten klassenzimmer.", "lucky that the natives can't work the mechanisms.": "zum gl\u00fcck k\u00f6nnen die einheimischen es nicht bedienen.", "the rickety cart will carry more wood from the forest": "der klapprige karren wird mehr holz aus dem wald tragen k\u00f6nnen", "just as deadly now as they were then.": "auch jetzt noch genauso t\u00f6dlich.", "builder just shivers": "der baumeister schaudert nur", "a second soldier joins the fight.": "ein zweiter soldat greift an.", "attack": "angreifen", "there is nothing else here.": "sonst ist nichts hier.", "turn her away": "schicke sie weg", "reinforce hull": "rumpf verst\u00e4rken", "not enough wood to get the fire going": "nicht genug holz um feuer zu entfachen", "a stranger arrives in the night": "ein fremder erscheint in der nacht", "hut": "h\u00fctte", "trapper": "fallensteller", "upgrade engine": "triebwerke verbessern", "a battered highway sign stands guard at the entrance to this once-great city.": "ein verbeultes ortsschild steht am eingang der einst gro\u00dfartigen stadt wache.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "vertraute formen eines wanderer-raumschiffes sind in asche und staub zu erkennen.", "A Ruined Trap": "Eine Kaputte Falle", "steel": "stahl", "the stranger is standing by the fire. she says she can help. says she builds things.": "die fremde steht am feuer. sie sagt sie k\u00f6nne helfen. sagt sie baut dinge.", "sulphur miner": "schwefel minenarbeiter", "the only hope is a quick death.": "die einzige hoffnung ist ein schneller tod.", "score for this game: {0}": "punkte in diesem spiel: {0}", "the lizard is dead": "die eidechse ist tot", "iron": "eisen", "fires burn in the courtyard beyond.": "feuer brennen in einem vorplatz nicht weit entfernt.", "light fire": "feuer entfachen", "a large creature lunges, muscles rippling in the torchlight": "eine gro\u00dfe kreatur st\u00fcrzt los. muskeln schimmern im fackellicht .", "something's causing a commotion a ways down the road.": "irgendwas verursacht einen tumult am ende der stra\u00dfe.", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "die fremde zittert und murmelt leise. ihre worte sind unverst\u00e4ndlich.", "A Firelit Room": "Ein Erleuchteter Raum", "not enough steel": "nicht genug stahl", "perks:": "boni:", "ripe for the picking.": "reif f\u00fcr die ernte.", "A Destroyed Village": "Ein Zerst\u00f6rtes Dorf", "evasion": "ausweichen", "not enough teeth": "nicht ge\u00fcgend z\u00e4hne", "all he has are some scales.": "alles was er hat sind ein paar schuppen.", "workshop's finally ready. builder's excited to get to it": "die werkstatt ist endlich fertig. der baumeister freut sich.", "a thief is caught": "der dieb ist gefasst", "he begs for medicine.": "er bittet um medizin.", "take": "nehmen", "the scavenger is dead": "der pl\u00fcnderer ist tot", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "ein nomade schlurft in das licht, beladen mit lumpen und selbst gebauten beuteln.", "a convoy lurches in, equal parts worry and hope.": "eine wagenkolonne trifft schlingernd ein. gleichzeitig besorgt und hoffnungsvoll.", "the map uncovers a bit of the world": "die landkarte deckt einen teil der welt auf", "the shot echoes in the empty street.": "der schuss hallt durch die leere stra\u00dfe.", "the sounds stop.": "die ger\u00e4usche verstummen.", "the towers of a decaying city dominate the skyline": "die t\u00fcrme einer verfallenden stadt pr\u00e4gen den horizont.", "lights on.": "licht an.", "a torch to keep the dark away": "eine fackel um die dunkelheit zu vertreiben", "some good stuff woven into its nest.": "einige gute st\u00fccke sind in dem nest verbaut.", "saved.": "gespeichert.", "better avoid conflict in the wild": "weiche gefahren in der wildnis besser aus", "the sniper is dead": "der scharfsch\u00fctze ist tot", "nothing": "nichts", "say his folk have been skimming the supplies.": "sagen, dass er und seine leute die vorr\u00e4te gepl\u00fcndert haben.", "Restart?": "neu starten?", "this is irreversible.": "dies ist nicht umkehrbar.", "the town's booming. word does get around.": "die stadt w\u00e4chst. ger\u00fcchte verbreiten sich doch.", "Dropbox connection": "verbindung zu Dropbox", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "waffen und munition. relikte der lang vergangenen schlacht. sauber aufgereiht am boden des lagerraums.", "iron miner": "eisen minenarbeiter", "give 100": "\u00fcbergebe 100", "the operating theatre has a lot of curious equipment.": "im operationssaal liegen einige seltsame instrumente.", "A Sniper": "Ein Scharfsch\u00fctze", "the mysterious wanderer returns, cart piled high with wood.": "der geheimnisvolle wanderer kommt wieder, karren hoch mit holz beladen.", "a snarling beast jumps out from behind a car.": "eine knurrende bestie springt \u00fcber ein kaputtes auto.", "precise": "zielgenau", "bait": "k\u00f6der", "The Sulphur Mine": "Die Schwefelmine", "stunned": "bet\u00e4ubt", "rifle": "gewehr", "stealthy": "heimlich", "the strange bird is dead": "der seltsame vogel ist tot", "rotting reeds rise out of the swampy earth.": "verwestes schilf ragt aus der sumpfigen erde.", "weapons": "waffen", "medicine is needed immediately.": "medizin wird sofort gebraucht.", "A Crashed Ship": "Ein Abgest\u00fcrztes Raumschiff", "the town lies abandoned, its citizens long dead": "die stadt verlassen, alle einwohner lange tot", "give 1 medicine": "\u00fcbergebe 1 medizin", "the old compass is dented and dusty, but it looks to work.": "der alte kompass ist verbeult und rostig aber er scheint zu funktionieren.", "wood": "holz", "A Forgotten Battlefield": "Ein Vergessenes Schlachtfeld", "A Dusty Path": "Ein Staubiger Pfad", "lodge": "jagdh\u00fctte", "the debris is denser here.": "das tr\u00fcmmerfeld ist hier dichter.", "a scout stops for the night": "ein kundschafter bleibt f\u00fcr \u00fcber nacht", "a squat building up ahead.": "eine gruppe sammelt sich dort vorn.", "pop ": "volk ", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "irgendwo \u00fcber der tr\u00fcmmerwolke wartet die flotte der wanderer. war zu lang auf diesem felsen.", "iron mine": "eisenmine", "freezing": "kalt", "the world fades": "die welt verblasst", "some of the traps have been torn apart.": "einige der fallen sind zerrissen worden.", "not enough iron": "nicht genug eisen", "compass": "kompass", "successfully saved to dropbox datastorage": "erfolgreich in dropbox gespeichert", "builder says it'd be useful to have a steady source of bullets": "der baumeister sagt, es w\u00e4re n\u00fctzlich selbst kugeln herstellen zu k\u00f6nnen.", "a mysterious wanderer arrives": "ein geheimnisvoller wanderer taucht auf", "An Old House": "Ein Altes Haus", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "ausgebleichte knochen sind im eingang verteilt. viele von gezackten rillen gezeichnet.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "sofort als sich die t\u00fcr einen spalt \u00f6ffnet dringen hunderte tentakel hindurch.", "leather": "leder", "a sound comes from the tunnel, just ahead.": "ein Ger\u00e4usch ist aus dem tunnel voraus zu h\u00f6ren.", "Ready to Leave?": "bereit zum abheben?", "investigate": "untersuchen", "the cave narrows a few feet in.": "die h\u00f6hle wird schm\u00e4ler nach ein paar schritten.", "sword is sharp. good protection out in the wilds.": "das schwert ist scharf. Guter schutz in der wildnis.", "orange traffic cones are set across the street, faded and cracked.": "orange leitkegel sind auf der str\u00dfe verteilt. ausgebleicht und br\u00fcchig.", "A Murky Swamp": "Ein D\u00fcsterer Sumpf", "a large man attacks, waving a bayonet.": "ein gro\u00dfer mann greift mit einem bajonett an.", "all residents in the hut perished in the fire.": "alle H\u00fcttenbewohner kamen durch das Feuer um.", "the air is filled with dust, driven relentlessly by the hard winds.": "die luft tr\u00e4gt den staub. erbarmungslos getrieben von starken winden.", "A Damp Cave": "Eine feuchte H\u00f6hle", "the steel is strong, and the blade true.": "der stahl ist stark und die klinge scharf.", "A Military Raid": "Ein \u00dcberfall des Milit\u00e4rs", "the walls are moist and moss-covered": "die w\u00e4nde sind feucht und moosbewachsen", "not enough wood": "nicht genug holz", "close": "schlie\u00dfen", "some medicine abandoned in the drawers.": "ein wenig medizin in den schubladen zur\u00fcckgelassen.", "not enough meat": "nicht genug fleisch", "strange scales": "seltsame schuppen", "learned to throw punches with purpose": "gelernt kraftvolle schl\u00e4ge auszuteilen", "a shack stands at the center of the village.": "ein schuppen steht in der mitte des dorfes.", "spare him": "verschone ihn", "looks like a camp of sorts up ahead.": "sieht dort vorn nach einer art lager aus.", "a beggar arrives.": "ein bettler trifft ein", "the sulphur mine is clear of dangers": "die schwefelmine ist frei von gefahren", "the grass thrashes wildly as a huge lizard pushes through": "das gras peitscht umher, als die riesige eidechse hindurch spurtet", "the man is thankful.": "der mann ist dankbar.", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "kaputte stra\u00dfenlaternen, rostig und alt. lange haben sie kein licht mehr gespendet.", "A Shivering Man": "Ein Zitternder Mann", "waterskin": "trinkschlauch", "wild beasts attack the villagers": "Wilde Tieren greifen die Dorfbewohner an.", "shares what he knows about sneaking before he goes.": "teilt geheimnisse \u00fcber perfektes schleichen, bevor er geht.", "the rest bury them.": "die \u00fcberlebenden beerdigen sie.", "smoldering": "glimmt", "stab": "stechen", "the ground is littered with small teeth": "der boden ist von vereinzelten z\u00e4hnen bedeckt", "the nest of a large animal lies at the back of the cave.": "das nest eines gro\u00dfen tieres befindet sich am ende der h\u00f6hle.", "An Outpost": "Ein Au\u00dfenposten", "a tribe of elderly squatters is camped out in this ward.": "eine gruppe \u00e4lterer hausbesetzer wohnt in dieser station.", "your are connected to dropbox with account / email ": "sie sind jetzt mit dropbox verbunden", "Mesosphere": "Mesosph\u00e4re", "a snarling beast leaps out of the underbrush": "eine knurrende bestie springt aus dem unterholz", "take everything": "nimm alles", "the double doors creak endlessly in the wind.": "die doppelt\u00fcren knarren endlos im wind", "not much here.": "nicht viel zu holen.", "got it": "habe verstanden", "choose one slot to load from": "w\u00e4hle zu ladenden speicherstand", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "ein schlafplatz, zerrissen und verstaubt.", "men mill about, weapons at the ready.": "bewaffnete m\u00e4nner laufen umher.", "load": "laden", "steelworks": "stahlwerk", "A Ruined City": "Eine Stadt In Ruinen", "Noises": "Ger\u00e4usche", "can't tell what left it here.": "schwer zu sagen was ihn hier zur\u00fcckgelassen hat.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "b\u00e4ume s\u00e4umen den horizont. das gras gibt langsam dem wald mit trockenen \u00e4sten und bl\u00e4ttern nach.", "a man stands over a dead wanderer. notices he's not alone.": "ein mann steht \u00fcber einem toten wanderer. bemerkt, dass er nicht allein ist.", "population is almost exterminated": "Bev\u00f6lkerung wurde fast ausgerottet.", "baited trap": "falle mit k\u00f6der", "cancel": "abbrechen", "put the save code here.": "lege den speichercode hier ab.", "buy medicine": "kaufe Medizin1 mal medizin", "hang him": "erh\u00e4nge ihn", "inside, the remains of its victims are everywhere.": "innen liegen die \u00fcberreste seiner opfer verstreut.", "this spear's not elegant, but it's pretty good at stabbing": "ein speer ist nicht elegant. aber recht gut im zustechen", "land blows more often": "schl\u00e4ge treffen \u00f6fter", "gatherer": "sammler", "the night is silent.": "die nacht ist still.", "never go thirsty again": "werde nie wieder durstig", "a small cache of supplies is tucked inside a rusting locker.": "ein kleiner vorrat ausr\u00fcstung ist in einem rostigen schlie\u00dffach verstaut.", "learned to love the dry air": "gelernt die trockene luft zu lieben", "workshop": "werkstatt", "A Silent Forest": "Ein Stiller Wald", "see farther": "sehe weiter", "bolas": "bola", "the ground is littered with scraps of cloth": "der boden ist mit stofffetzen bedeckt", "The Coal Mine": "Die Kohle Mine", "a huge lizard scrambles up out of the darkness of an old metro station.": "ein riesige eidechse hastet aus dem eingang einer alten u-bahn station.", "more voices can be heard ahead.": "mehr stimmen sind von dort vorn zu h\u00f6ren.", "A Large Village": "Ein Gro\u00dfes Dorf", "precision": "treffsicherheit", "starvation sets in": "langsames verhungern", "the sickness spreads through the village.": "die krankheit verbreitet sich in dem dorf.", "won't say from where he came, but it's clear that he's not staying.": "verr\u00e4t nicht wo er her kommt. er wird nicht bleiben.", "the crowd surges forward.": "der mob dr\u00e4ngt vorw\u00e4rts.", "the wanderer takes the charm and nods slowly.": "der wanderer nimmt das amulett und nickt langsam.", "the mysterious wanderer returns, cart piled high with furs.": "der geheimnisvolle wanderer kommt wieder, karren hoch mit fellen beladen.", "a masked soldier rounds the corner, gun drawn": "ein maskierter soldat kommt mit gez\u00fcckter waffe um die ecke.", "the torchlight casts a flickering glow down the hallway.": "das licht der fackel wirft flackerndes licht den flur entlang.", "safer here": "sicherer hier", "some weird metal he picked up on his travels.": "ein seltsames metall. hat es auf seinen reisen gefunden.", "fur": "felle", "the man-eater is dead": "der menschen-esser ist tot", "build:": "baue:", "learned to swing weapons with force": "gelernt waffen mit wucht zu schwingen", "the remaining settlers flee from the violence, their belongings forgotten.": "die restlichen siedler fl\u00fcchten vor der gewalt. ihre besitzt\u00fcmer vergessen.", "restart.": "neu starten.", "cask": "fass", "engine:": "triebwerk:", "the streets are empty.": "die stra\u00dfen sind leer.", "lizard": "eidechse", "Sulphur Mine": "Schwefelmine", "export or import save data to dropbox datastorage": "spielstand in die dropbox im- oder exportieren ", "the house has been ransacked.": "das haus wurde bereits durchsucht.", "a thug is waiting on the other side of the wall.": "ein halunke wartet auf der anderen seite der mauer.", "the metallic tang of wanderer afterburner hangs in the air.": "der metallische geruch eines wanderer-nachbrenners h\u00e4ngt in der luft.", "large prints lead away, into the forest.": "gro\u00dfe fu\u00dfspuren f\u00fchren in die ferne, in den wald.", "a startled beast defends its home": "eine erschockene bestie verteidigt ihr heim", "his time here, now, is his penance.": "die zeit hier, jetzt, ist seine bu\u00dfe.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "die fenster des schulhauses sind entweder zerbrochen oder ru\u00dfbedeckt.", "hull:": "rumpf:", "scavenger": "pl\u00fcnderer", "unarmed master": "nahkampfmeister", "the man says he's grateful. says he won't come around any more.": "der mann sagt er sei dankbar. sagt, er wird nicht wieder kommen.", "laser rifle": "lasergewehr", "sulphur mine": "schwefelmine", "buy compass": "kaufe kompass", "buy map": "kaufe karte", "scratching noises can be heard from the store room.": "kratzende ger\u00e4usche sind aus dem lagerraum zu h\u00f6ren.", "steel sword": "stahlschwert", "descend": "hinabsteigen", "asks for any spare furs to keep him warm at night.": "fragt nach ein paar fellen, um ihn in der nacht zu w\u00e4rmen.", "A Raucous Village": "Ein L\u00e4rmendes Dorf", "the beggar expresses his thanks.": "der bettler ist dankbar.", "a youth lashes out with a tree branch.": "ein jugendlicher holt mit einem ast aus.", "free {0}/{1}": "frei {0}/{1}", "Room": "Raum", "a swamp festers in the stagnant air.": "ein sumpf gedeiht in der tr\u00e4gen luft.", "armoury's done, welcoming back the weapons of the past.": "das waffenarsenal steht und bringt die waffen aus fr\u00fcheren zeiten zur\u00fcck.", "A Damp Cave": "Eine Stickige H\u00f6hle", "slow metabolism": "langsamer stoffwechsel", "camp fires burn by the entrance to the mine.": "lagerfeuer brennen am mineneingang.", "the mouth of the cave is wide and dark.": "der h\u00f6hleneingang ist gro\u00df und schwarz.", "not enough sulphur": "nicht genug Schwefel", "builder's not sure he's to be trusted.": "der baumeister ist sich nicht sicher, ob sie vertrauensw\u00fcrdig ist.", "coal miner": "kohle minenabeiter", "buy bait": "kaufe k\u00f6der", "a pack of lizards rounds the corner.": "ein rudel eidechsen kommt um die ecke.", "builder": "baumeister", "a giant lizard shambles forward": "eine riesige eidechse kriecht herbei", "scattered teeth": "vereinzelte z\u00e4hne", "nothing to take": "nichts zu holen.", "iron sword": "eisenschwert", "the door hangs open.": "die t\u00fcr steht offen.", "buy:": "kaufe:", "A Tiny Village": "Ein Winziges Dorf", "l armour": "lederr\u00fcstung", "a weathered family takes up in one of the huts.": "eine stark mitgenommene familie zieht in eine der h\u00fctten.", "stores": "lager", "now the nomads have a place to set up shop, they might stick around a while": "jetzt haben die nomaden einen ort zum handeln, sie bleiben vielleicht eine weile", "the footsteps stop.": "die schritte verstummen.", "armour": "r\u00fcstung", "A Man-Eater": "Ein Menschen-Esser", "bring your friends.": "bringe deine freunde mit.", "the compass points south": "der kompass zeigt richtung s\u00fcden", "the compass points north": "der kompass zeigt richtung norden", "The Sick Man": "Ein Kranker Mann", "yes": "ja", "martial artist": "kampfk\u00fcnstler", "A Barren World": "Eine Karge Welt", "the traps contain ": "die fallen beinhalten ", "the old tower seems mostly intact.": "der alte turm scheint fast intakt zu sein.", "builder says she can make traps to catch any creatures might still be alive out there": "der baumeister sagt er kann fallen bauen und kreaturen fangen, die vielleicht noch leben.", "bird must have liked shiney things.": "vogel muss glitzernde dinge gesammelt haben.", "the path leads to an abandoned mine": "der pfad f\u00fchrt zu einer verlassenen mine.", "the compass points northeast": "der kompass zeigt richtung nordosten", "the camp is still, save for the crackling of the fires.": "bis auf das knistern des feuers ist es still im lager.", "the nights are rent with screams.": "die n\u00e4chte sind erf\u00fcllt von leid und geschrei.", "save": "speichern", "this waterskin'll hold a bit of water, at least": "dieser trinkschlauch kann zumindest ein wenig mehr wasser halten", "turn him away": "schicke ihn weg", "wagon": "wagen", "a grizzled soldier attacks, waving a bayonet.": "ein grauhaariger soldat greift mit einem bajonett an.", "shivering man": "zitternder mann", "The Mysterious Wanderer": "Der Geheimnisvolle Wanderer", "A Huge Lizard": "Eine Rie\u00dfige Eidechse", "a man joins the fight": "ein mann greift mit an.", "An Outpost": "Ein Au\u00dfenposten", "through the walls, shuffling noises can be heard.": "durch die w\u00e4nde sind kratzende ger\u00e4usche zu h\u00f6ren.", "restore more health when eating": "erlange mehr gesundheit durch nahrung", "A Snarling Beast": "Eine Knurrende Bestie", "Share": "Teilen", "a haze falls over the village as the steelworks fires up": "ein ru\u00dfschleier f\u00e4llt \u00fcber das dorf, als das stahlwerk die arbeit aufnimmt", "a large bird nests at the top of the stairs.": "ein gro\u00dfer vogel nistet am ende der treppe.", "an old wanderer sits inside, in a seeming trance.": "innen sitzt ein alter wanderer, scheinbar in trance.", "builder says the villagers could make steel, given the tools": "der baumeister sagt, die dorfbewohner k\u00f6nnten stahl herstellen - mit den n\u00f6tigen mitteln.", "continue": "weiter gehen", "there is no more water": "kein wasser mehr", "flickering": "flackert", "go back inside": "geh wieder rein", "a few items are scattered on the ground.": "ein paar sachen liegen verstreut auf dem boden.", "save this.": "speichere das.", "this old mine is not abandoned": "diese alte Mine ist nicht verlassen", "a fight, maybe.": "vielleicht ein kampf.", "behind the door, a deformed figure awakes and attacks.": "hinter der t\u00fcr wacht eine deformierte gestalt auf und greift an.", "village": "dorf", "dead": "ist erloschen", "the torch sputters and dies in the damp air": "die fackel flackert und erlischt in der feuchten luft", "a few belongings rest against the walls.": "ein paar habseligkeiten lehnen an der wand.", "not far from the village lies a large beast, its fur matted with blood.": "nicht weit vom dorf entfernt liegt eine bestie am waldboden. ihr fell blutgetr\u00e4nkt.", "an old iron mine sits here, tools abandoned and left to rust.": "eine alte eisenmine. werkzeuge zum rosten zur\u00fcckgelassen.", "but there is a cache of medicine under the floorboards.": "aber ein vorrat medizin unter dem boden bleibt.", "s armour": "stahlr\u00fcstung", "say he should be strung up as an example.": "sagen, er sollte als warnung erh\u00e4ngt werden.", "collected scraps spread across the floor like they fell from heaven.": "Gesammelte abf\u00e4lle liegen verstreut am boden als ob sie vom himmel gefallen w\u00e4ren.", "classic.": "Klassisch.", "Fire": "feuerbaumeister sch\u00fcrt das feuer", "the darkness is absolute": "die dunkelheit ist undurchdringlich", "not enough coal": "nicht genug kohle", "ambushed on the street.": "ein hinterhalt in den stra\u00dfen.", "worth killing for, it seems.": "scheinbar grund genug um zu t\u00f6ten.", "slash": "schlitzen", "builder says she can make a cart for carrying wood": "der baumeister sagt, er kann einen karren bauen, um holz zu transportieren.", "leather's not strong. better than rags, though.": "leder ist nicht sehr widerstandsf\u00e4hig, aber wesentlich besser als stoff.", "go home": "gehe nach hause", "run": "davonrennen", "builder's not sure she's to be trusted.": "der baumeister ist sich nicht sicher, ob sie vertrauensw\u00fcrdig ist.", "a shame to let what he'd found go to waste.": "eine schande seine beute nicht zu nutzen.", "the point is made. in the next few days, the missing supplies are returned.": "die nachricht ist angekommen. in den n\u00e4chsten tagen tauchen die verschwundenen vorr\u00e4te wieder auf.", "a frail man stands defiantly, blocking the path.": "ein gebrechlicher mann blockiert trotzig den pfad.", "the plague rips through the village.": "die seuche w\u00fctet in dem dorf.", "an old wanderer arrives.": "ein alter wanderer trifft ein.", "armourer": "waffenmeister", "the compass points southwest": "der kompass zeigt richtung s\u00fcdwesten", "the wanderer leaves, cart loaded with wood": "der wanderer zieht davon, karren beladen mit holz", "the trees are gone. parched earth and blowing dust are poor replacements.": "keine b\u00e4ume mehr. verdorrte erde und staub sind noch schlimmer.", "a man hobbles up, coughing.": "ein mann humpelt herein, hustend.", "i armour": "eisenr\u00fcstung", "The Scout": "Der Kundschafter", "leaves a pile of small scales behind.": "er hinterl\u00e4sst einige schuppen.", "pockets": "taschen", "charm": "amulett", "the ground is littered with small scales": "der boden ist von kleinen schuppen bedeckt", "not enough ": "nicht genug", "the light from the fire spills from the windows, out into the dark": "das licht scheint zum fenster hinaus in die dunkelheit", "iron's stronger than leather": "eisen ist stabiler als leder", "they must be here for a reason.": "sie sind bestimmt aus einem grund hier.", "a nomad arrives, looking to trade": "ein nomade trifft ein, auf der suche nach handel", "black powder and bullets, like the old days.": "schwarzpulver und kugeln, wie in der alten zeit.", "restart the game?": "das spiel neu starten?", "gastronome": "feinschmecker", "load from slot": "von speicherstand laden", "energy cell": "energiezelle", "inside the hut, a child cries.": "in der h\u00fctte schreit ein kind.", "the compass points west": "der kompass zeigt richtung westen", "always worked before, at least.": "hatte schon fr\u00fcher immer funktioniert.", "a scavenger draws close, hoping for an easy score": "der pl\u00fcnderer schleicht n\u00e4her. er hofft auf ein leichtes opfer", "an overturned caravan is spread across the pockmarked street.": "ein umgest\u00fcrzter wohnwagen liegt in der aufgerissenen stra\u00dfe.", "sufferers are left to die": "Die Kranken wurden zum Sterben zur\u00fcckgelassen.", "available": "verf\u00fcgbar", "drop:": "fallen lassen:", "signout": "ausloggen", "A Beast Attack": "Ein Bestienangriff", "go inside": "gehe hinein", "the house is abandoned, but not yet picked over.": "das haus ist verlassen aber noch nicht gepl\u00fcndert.", "time to get out of this place. won't be coming back.": "zeit zu gehen. werde nicht wieder kommen.", "the compass points northwest": "der kompass zeigt richtung nordwesten", "the thirst becomes unbearable": "der durst wird unertr\u00e4glich", "torch": "fackel", "a beast stands alone in an overgrown park.": "ein biest steht allein in einem verwilderten park.", "he leaves a reward.": "er hinterl\u00e4sst eine belohnung.", "nothing but downcast eyes.": "nur gesenkte blicke.", "the scout says she's been all over.": "die kundschafterin sagt, sie sei \u00fcberall gewesen.", "the small settlement has clearly been burning a while.": "die kleine siedlung muss lange gebrannt haben.", "cloth": "stoff", "a second soldier opens fire.": "ein zweiter soldat er\u00f6ffnet das feuer.", "Troposphere": "Troposph\u00e4re", "squeeze": "hindurch zw\u00e4ngen", "a pristine medicine cabinet at the end of a hallway.": "ein unber\u00fchrter medizinschrank am ende des ganges.", "scraps of fur": "fellreste", "a scavenger waits just inside the door.": "ein pl\u00fcnderer wartet hinter der t\u00fcr.", "the wind howls outside": "drau\u00dfen heult der wind", "troops storm the village": "Soldaten st\u00fcrmen das Dorf.", "the wagon can carry a lot of supplies": "ein wagen kann viel ausr\u00fcstung tragen", "A Battlefield": "Ein Schlachtfeld", "linger": "bleiben", "more soldiers will be on their way.": "mehr soldaten werden kommen.", "the shivering man is dead": "der zitternde mann ist tot", "builder finishes the smokehouse. she looks hungry.": "der baumeister stellt die r\u00e4ucherkammer fertig. Er sieht hungrig aus.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "die ebene weicht einem see von gras. im trockenen wind wiegend.", "agree": "zustimmen", "the place has been swept clean by scavengers.": "hier haben pl\u00fcnderer bereits ganze arbeit geleistet.", "the forest is silent.": "der wald ist still.", "Space": "Weltall", "it's been picked over by scavengers, but there's still some things worth taking.": "er ist von pl\u00fcnderern durchsucht worden, aber manches ist immernoch wertvoll.", "Thermosphere": "Thermosph\u00e4re", "5 medicine": "5 mal medizin", "do nothing": "nichts tun", "A Gaunt Man": "Ein Ausgemergelter Mann", "searching the bodies yields a few supplies.": "durchsuchen der leichen bringt nur wenig vorr\u00e4te zum vorschein.", "the snarling beast is dead": "die knurrende bestie ist tot", "bodies and supplies from both sides litter the ground.": "k\u00f6rper und vorr\u00e4te beider seiten bedecken den boden.", "the remains of an old house stand as a monument to simpler times": "die \u00fcberreste eines alten hauses. ein denkmal einfacherer zeiten.", "a squatter stands firmly in the doorway of a small hut.": "ein hausbesetzer steht selbstbewusst im eingang einer kleinen h\u00fctte.", "nothing was found": "nichts gefunden", "lights flash through the alleys between buildings.": "lichter blitzen durch die gassen zwischen den geb\u00e4uden. ", "no": "nein", "the coal mine is clear of dangers": "die kohlemine ist frei von gefahr.", "track them": "folge ihnen ", "Exosphere": "Exosph\u00e4re", "he speaks of once leading the great fleets to fresh worlds.": "er spricht davon einst eine m\u00e4chtige flotte zu neuen welten gef\u00fchrt zu haben.", "builder says there are more wanderers. says they'll work, too.": "der baumeister sagt es gibt noch mehr wanderer, sie werden auch arbeiten.", "evasive": "ausweichend", "an old wanderer arrives": "ein alter wanderer trifft ein", "A Deserted Town": "Eine W\u00fcstenstadt", "melee weapons deal more damage": "nahkampfwaffen verursachen mehr Schaden", "the compass points ": "der kompass zeigt ", "lets some light down into the dusty haze.": "l\u00e4sst ein wenig licht in den staubschleier.", "the man swallows the medicine eagerly": "der mann schuckt die medizin hastig", "the days are spent with burials.": "die tage werden mit beerdigungen verbracht.", "the stranger in the corner stops shivering. her breathing calms.": "die fremde im eck h\u00f6rt auf zu zittern. ihr k\u00f6rper entspannt sich.", "more traps to catch more creatures": "mehr fallen um mehr kreaturen zu fangen", "a man charges down the hall, a rusty blade in his hand": "ein mann spurtet mit einem rostigen messer in der hand durch die halle.", "it contains travelling gear, and a few trinkets.": "er enthielt reiseausr\u00fcstung und ein bisschen plunder.", "bullets": "kugeln", "the stench of rot and death fills the operating theatres.": "gestank von tod und verwesung f\u00fcllt die operationss\u00e4le.", "tell him to leave": "schicke ihn davon", "dry brush and dead branches litter the forest floor": "trockenes gestr\u00fcpp und herabgefallene \u00e4ste bedecken den waldboden", "tattered cloth": "stofffetzen", "Outside": "Drau\u00dfen", "can't read the words.": "kann die worte nicht lesen.", "tanner": "gerber", "should cure the meat, or it'll spoil. builder says she can fix something up.": "sollte das fleisch r\u00e4uchern, damit es nicht verdirbt. sagt sie kann da etwas machen.", "or migrating computers": "oder zum wechseln von computern", "water:{0}": "wasser:{0}", "still time to rescue a few supplies.": "noch genug zeit um vorr\u00e4te zu sichern.", "teeth": "z\u00e4hne", "villagers could help hunt, given the means": "dorfbewohner k\u00f6nnten jagen, falls sie die m\u00f6glichkeit haben", "the beast is dead.": "die bestie ist tot.", "feral howls echo out of the darkness.": "wildes heulen ist aus der dunkelheit zu h\u00f6ren.", "The Iron Mine": "Die Eisenmine"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/de/strings.po ================================================ # Translations template for PROJECT. # Copyright (C) 2014 ORGANIZATION # This file is distributed under the same license as the PROJECT project. # Eis , 2014. # msgid "" msgstr "" "Project-Id-Version: PROJECT VERSION\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2016-02-15 02:03+0100\n" "PO-Revision-Date: 2016-02-15 02:03+0100\n" "Last-Translator: Bernd Dorer \n" "Language-Team: German\n" "Language: de\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Generated-By: Babel 1.3\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Poedit 1.7.6\n" "X-Poedit-SourceCharset: UTF-8\n" "X-Poedit-Basepath: ../..\n" "X-Poedit-SearchPath-0: .\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "verbindung zu Dropbox" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "das spiel mit lokaler dropbox verbinden" #: script/dropbox.js:68 msgid "connect" msgstr "verbinden" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "abbrechen" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox Export / Import" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "spielstand in die dropbox im- oder exportieren " #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "sie sind jetzt mit dropbox verbunden" #: script/dropbox.js:93 msgid "save" msgstr "speichern" #: script/dropbox.js:97 msgid "load" msgstr "laden" #: script/dropbox.js:102 msgid "signout" msgstr "ausloggen" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "wähle einen speicherstand" #: script/dropbox.js:119 msgid "save to slot" msgstr "auf speicherstand schreiben" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "wähle zu ladenden speicherstand" #: script/dropbox.js:148 msgid "load from slot" msgstr "von speicherstand laden" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "erfolgreich in dropbox gespeichert" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "ein fehler beim speichern in dropbox ist aufgetreten" #: script/dropbox.js:183 msgid "ok" msgstr "ok" #: script/engine.js:15 msgid "boxer" msgstr "boxer" #: script/engine.js:16 msgid "punches do more damage" msgstr "faustschläge verursachen mehr schaden" # more force #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "gelernt kraftvolle schläge auszuteilen" #: script/engine.js:21 msgid "martial artist" msgstr "kampfkünstler" #: script/engine.js:22 msgid "punches do even more damage." msgstr "faustschläge verursachen noch mehr schaden" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "gelernt effizienter ohne Waffen zu kämpfen" # unarmed master = master of unarmed combat. #: script/engine.js:27 msgid "unarmed master" msgstr "nahkampfmeister" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "faustschläge werden doppelt so schnell und noch stärker" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "gelernt waffenlos schneller anzugreifen" #: script/engine.js:32 msgid "barbarian" msgstr "barbar" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "nahkampfwaffen verursachen mehr Schaden" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "gelernt waffen mit wucht zu schwingen" #: script/engine.js:37 msgid "slow metabolism" msgstr "langsamer stoffwechsel" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "gehe doppelt so weit ohne zu essen" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "gelernt hunger zu ignorieren" #: script/engine.js:42 msgid "desert rat" msgstr "wüstenratte" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "gehe doppelt so weit ohne zu trinken" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "gelernt die trockene luft zu lieben" #: script/engine.js:47 msgid "evasive" msgstr "ausweichend" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "weiche angriffen effizienter aus" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "gelernt dort zu sein wo sie nicht sind" #: script/engine.js:52 msgid "precise" msgstr "zielgenau" #: script/engine.js:53 msgid "land blows more often" msgstr "schläge treffen öfter" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "gelernt ihre bewegungen besser vorherzusagen" #: script/engine.js:57 msgid "scout" msgstr "kundschafter" #: script/engine.js:58 msgid "see farther" msgstr "sehe weiter" #: script/engine.js:59 msgid "learned to look ahead" msgstr "gelernt voraus zu schauen" #: script/engine.js:62 msgid "stealthy" msgstr "heimlich" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "weiche gefahren in der wildnis besser aus" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "gelernt nicht gesehen zu werden" #: script/engine.js:67 msgid "gastronome" msgstr "feinschmecker" #: script/engine.js:68 msgid "restore more health when eating" msgstr "erlange mehr gesundheit durch nahrung" #: script/engine.js:69 #, fuzzy msgid "learned to make the most of food" msgstr "gelernt besser mit essen aus zu kommen" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app store." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "licht aus." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "hyper." #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "neu starten." #: script/engine.js:162 msgid "share." msgstr "teilen." #: script/engine.js:168 msgid "save." msgstr "speichern." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Export / Import" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "im- oder exportiere speicherstände zum lokalen sichern" #: script/engine.js:273 msgid "or migrating computers" msgstr "oder zum wechseln von computern" #: script/engine.js:277 msgid "export" msgstr "export" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "import" #: script/engine.js:291 msgid "save this." msgstr "speichere das." #: script/engine.js:297 msgid "got it" msgstr "habe verstanden" #: script/engine.js:305 msgid "are you sure?" msgstr "bist du sicher?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "wenn der code nicht stimmt, werden alle informationen verloren gehen." #: script/engine.js:307 msgid "this is irreversible." msgstr "dies ist nicht umkehrbar." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "ja" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "nein" #: script/engine.js:322 msgid "put the save code here." msgstr "lege den speichercode hier ab." #: script/engine.js:374 msgid "Restart?" msgstr "neu starten?" #: script/engine.js:377 msgid "restart the game?" msgstr "das spiel neu starten?" #: script/engine.js:408 msgid "Share" msgstr "Teilen" #: script/engine.js:411 msgid "bring your friends." msgstr "bringe deine freunde mit." #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "schließen" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "licht an." #: script/engine.js:493 msgid "Go Hyper?" msgstr "" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: script/engine.js:519 msgid "classic." msgstr "Klassisch." #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} per {1}s" #: script/events.js:130 msgid "eat meat" msgstr "fleisch essen" #: script/events.js:150 msgid "use meds" msgstr "medizin benutzen" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "verfehlt" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "betäubt" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "verlassen" #: script/events.js:511 msgid "drop:" msgstr "fallen lassen:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "nichts" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "nehmen" #: script/events.js:577 msgid "take:" msgstr "nimm:" #: script/events.js:599 msgid "nothing to take" msgstr "nichts zu holen." #: script/events.js:627 msgid "all" msgstr "Alle" #: script/events.js:649 msgid "take everything" msgstr "nimm alles" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " und " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** EVENT ***" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Eine Knurrende Bestie" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "knurrende bestie" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "die knurrende bestie ist tot" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "eine knurrende bestie springt aus dem unterholz" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Ein Ausgemergelter Mann" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "ausgemergelter mann" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "der ausgemergelte mann ist tot" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "ein ausgemergelter mann kommt näher, wahnsinn in seinem blick" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Ein Seltsamer Vogel" #: script/events/encounters.js:89 msgid "strange bird" msgstr "seltsamer vogel" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "der seltsame vogel ist tot" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "ein seltsam aussehender vogel rennt über die ebene" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Ein Zitternder Mann" #: script/events/encounters.js:127 msgid "shivering man" msgstr "zitternder mann" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "der zitternde mann ist tot" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "" "ein zitternder mann kommt näher und greift mit überraschender stärke an" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Ein Menschen-Esser" #: script/events/encounters.js:169 msgid "man-eater" msgstr "menschen-esser" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "der menschen-esser ist tot" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "eine große kreatur greift an, klauen noch blutig" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Ein Plünderer" #: script/events/encounters.js:206 msgid "scavenger" msgstr "plünderer" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "der plünderer ist tot" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "der plünderer schleicht näher. er hofft auf ein leichtes opfer" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Eine Rießige Eidechse" #: script/events/encounters.js:248 msgid "lizard" msgstr "eidechse" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "die eidechse ist tot" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "das gras peitscht umher, als die riesige eidechse hindurch spurtet" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Ein Wildes Biest" #: script/events/encounters.js:286 msgid "feral terror" msgstr "wildes biest" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "das wilde biest ist tot" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "ein biest, wilder als alles vorstellbare, springt aus dem gestrüpp" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Ein Soldat" #: script/events/encounters.js:323 msgid "soldier" msgstr "soldat" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "der soldat ist tot" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "ein soldat eröffnet das feuer aus der wüste." #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Ein Scharfschütze" #: script/events/encounters.js:366 msgid "sniper" msgstr "scharfschütze" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "der scharfschütze ist tot" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "ein schuss ist zu hören, irgendwo aus dem hohen gras" #: script/events/global.js:6 msgid "The Thief" msgstr "Der Dieb" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "die dorfbewohner schleppen einen verdreckten mann aus dem lagerraum." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "sagen, dass er und seine leute die vorräte geplündert haben." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "sagen, er sollte als warnung erhängt werden." #: script/events/global.js:17 msgid "a thief is caught" msgstr "der dieb ist gefasst" #: script/events/global.js:21 msgid "hang him" msgstr "erhänge ihn" #: script/events/global.js:25 msgid "spare him" msgstr "verschone ihn" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "die dorfbewohner erhängen den dieb hoch oben im lagerraum" #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "die nachricht ist angekommen. in den nächsten tagen tauchen die " "verschwundenen vorräte wieder auf." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "der mann sagt er sei dankbar. sagt, er wird nicht wieder kommen." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "teilt geheimnisse über perfektes schleichen, bevor er geht." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Eine Kaputte Falle" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "einige der fallen sind zerrissen worden." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "große fußspuren führen in die ferne, in den wald." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "einige fallen wurden zerstört" #: script/events/outside.js:26 msgid "track them" msgstr "folge ihnen " #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "ignoriere sie" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "die spuren verschwinden nach nur ein paar minuten." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "der wald ist still." #: script/events/outside.js:40 msgid "nothing was found" msgstr "nichts gefunden" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "gehe nach hause" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "" "nicht weit vom dorf entfernt liegt eine bestie am waldboden. ihr fell " "blutgetränkt." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "es bietet kaum widerstand gegen das messer." #: script/events/outside.js:53 msgid "there was a beast. it's dead now" msgstr "Da war eine Bestie. Sie ist jetzt tot." #: script/events/outside.js:69 msgid "Fire" msgstr "Feuerbaumeister schürt das feuer" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "Ein Feuer wütet durch eine der Hütten und zerstört diese." #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "alle Hüttenbewohner kamen durch das Feuer um." #: script/events/outside.js:79 msgid "a fire has started" msgstr "Ein Feuer ist ausgebrochen." #: script/events/outside.js:86 msgid "mourn" msgstr "Trauer" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "einige Dorfbewohner sind gestorben." #: script/events/outside.js:95 msgid "Sickness" msgstr "Krankheit" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "eine krankheit verbreitet sich in dem dorf." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "medizin wird sofort gebraucht." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "einige Dorfbewohner sind krank." #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 mal medizin" #: script/events/outside.js:114 msgid "ignore it" msgstr "ignoriere es" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "die krankheit ist schnell genug geheilt." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "Die Kranken wurden geheilt." #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "die krankheit verbreitet sich in dem dorf." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "die tage werden mit beerdigungen verbracht." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "die nächte sind erfüllt von leid und geschrei." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "Die Kranken wurden zum Sterben zurückgelassen." #: script/events/outside.js:153 msgid "Plague" msgstr "Seuche" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "eine schreckliche seuche verbreitet sich schnell in dem dorf." #: script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "eine Plage befällt das Dorf." #: script/events/outside.js:168 msgid "buy medicine" msgstr "kaufe Medizin1 mal medizin" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 mal medizin" #: script/events/outside.js:179 msgid "do nothing" msgstr "nichts tun" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "die seuche konnte sich nicht ausbreiten." #: script/events/outside.js:187 msgid "only a few die." msgstr "nur wenige sterben." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "die überlebenden beerdigen sie." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "die seuche wütet in dem dorf." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "die einzige hoffnung ist ein schneller tod." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "Bevölkerung wurde fast ausgerottet." #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Ein Bestienangriff" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "ein rudel knurrender bestien bricht aus dem dickicht." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "der kampf ist kurz und blutig. die bestien werden vertrieben." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "die dorfbewohner ziehen sich zurück um den toten zu gedenken." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "Wilde Tieren greifen die Dorfbewohner an." #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Ein Überfall des Militärs" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "ein schuss donnert durch den wald." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "schwer bewaffnete männer stürmen aus dem wald, feuern in die menge." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "nach dem gefecht werden sie zurück gedrängt, aber nicht ohne verluste." #: script/events/outside.js:269 msgid "troops storm the village" msgstr "Soldaten stürmen das Dorf." #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: script/events/room.js:6 msgid "The Nomad" msgstr "Der Nomade" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "ein nomade schlurft in das licht, beladen mit lumpen und selbst gebauten " "beuteln." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "verrät nicht wo er her kommt. er wird nicht bleiben." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "ein nomade trifft ein, auf der suche nach handel" #: script/events/room.js:20 msgid "buy scales" msgstr "kaufe schuppen" #: script/events/room.js:25 msgid "buy teeth" msgstr "kaufe zähne" #: script/events/room.js:30 msgid "buy bait" msgstr "kaufe köder" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "fallen sind effizienter mit ködern." #: script/events/room.js:39 msgid "buy compass" msgstr "kaufe kompass" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "" "der alte kompass ist verbeult und rostig aber er scheint zu funktionieren." #: script/events/room.js:45 script/events/room.js:227 #: script/events/room.js:240 script/events/room.js:253 #: script/events/room.js:309 script/events/room.js:332 #: script/events/room.js:388 script/events/room.js:411 #: script/events/room.js:450 script/events/room.js:568 #: script/events/room.js:584 script/events/room.js:600 #: script/events/room.js:611 msgid "say goodbye" msgstr "verabschiede dich" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Geräusche" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "durch die wände sind kratzende geräusche zu hören." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "schwer zu sagen, was sie bedeuten." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "seltsame geräusche sind durch die wände zu hören" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "untersuchen" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "undeutliche schatten bewegen sich. knapp außer sichtweite." #: script/events/room.js:79 msgid "the sounds stop." msgstr "die geräusche verstummen." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "geh wieder rein" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "" "ein bündel äste liegt knapp außerhalb der grenze. in grobem fell gewickelt." #: script/events/room.js:92 msgid "the night is silent." msgstr "die nacht ist still." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "kratzende geräusche sind aus dem lagerraum zu hören." #: script/events/room.js:112 msgid "something's in there." msgstr "irgend etwas ist dort drin." #: script/events/room.js:114 msgid "something's in the store room" msgstr "etwas ist in dem lagerraum" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "etwas holz fehlt." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "der boden ist von kleinen schuppen bedeckt" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "der boden ist von vereinzelten zähnen bedeckt" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "der boden ist mit stofffetzen bedeckt" #: script/events/room.js:190 msgid "The Beggar" msgstr "Der Bettler" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "ein bettler trifft ein" #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "fragt nach ein paar fellen, um ihn in der nacht zu wärmen." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "ein bettler trifft ein" #: script/events/room.js:204 msgid "give 50" msgstr "übergebe 50" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "übergebe 100" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "schicke ihn weg" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "der bettler ist dankbar." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "er hinterlässt einige schuppen." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "er hinterlässt einige zähne." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "er hinterlässt einige stofffetzen." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Der Geheimnisvolle Wanderer" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "ein wanderer taucht mit einem leeren karren auf. sagt, wenn er mit holz " "geht, wird er mit mehr zurück kommen." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "baumeister nicht sicher ob er vertrauenswürdig ist." #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "ein geheimnisvoller wanderer taucht auf" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "übergebe 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "der wanderer zieht davon, karren beladen mit holz" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "" "der geheimnisvolle wanderer kommt wieder, karren hoch mit holz beladen." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "ein wanderer taucht mit einem leeren karren auf. sagt, wenn sie mit fellen " "geht, wird sie mit noch mehr zurück kommen." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "baumeister nicht sicher ob sie vertrauenswürdig ist." #: script/events/room.js:365 msgid "turn her away" msgstr "schicke sie weg" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "der wanderer zieht davon, karren mit fellen beladen" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "" "der geheimnisvolle wanderer kommt wieder, karren hoch mit fellen beladen." #: script/events/room.js:420 msgid "The Scout" msgstr "Der Kundschafter" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "die kundschafterin sagt, sie sei überall gewesen." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "sie ist bereit darüber zu berichten. gegen bezahlung." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "ein kundschafter bleibt für über nacht" #: script/events/room.js:434 msgid "buy map" msgstr "kaufe karte" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "die landkarte deckt einen teil der welt auf" #: script/events/room.js:440 msgid "learn scouting" msgstr "erlerne kundschaften" #: script/events/room.js:459 msgid "The Master" msgstr "Der Meister" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "ein alter wanderer trifft ein." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "er lächelt freundlich und fragt nach vorräten für die nacht." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "ein alter wanderer trifft ein" #: script/events/room.js:473 msgid "agree" msgstr "zustimmen" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "als gegenleistung bietet der wanderer sein wissen an." #: script/events/room.js:493 msgid "evasion" msgstr "ausweichen" #: script/events/room.js:503 msgid "precision" msgstr "treffsicherheit" #: script/events/room.js:513 msgid "force" msgstr "kraft" #: script/events/room.js:532 msgid "The Sick Man" msgstr "Ein Kranker Mann" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "ein mann humpelt herein, hustend." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "er bittet um medizin." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "ein kranker mann humpelt herein" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "übergebe 1 medizin" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "der mann schuckt die medizin hastig" #: script/events/room.js:552 msgid "tell him to leave" msgstr "schicke ihn davon" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "der mann ist dankbar." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "er hinterlässt eine belohnung." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "ein seltsames metall. hat es auf seinen reisen gefunden." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "Seltsame glühende kisten. hat er auf seinen reisen gefunden." #: script/events/room.js:593 msgid "all he has are some scales." msgstr "alles was er hat sind ein paar schuppen." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "der mann bedankt sich und humpelt davon." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "Ein Außenposten" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "ein sicherer ort in der wildnis." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Ein Düsterer Sumpf" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "verwestes schilf ragt aus der sumpfigen erde." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "ein einsamer frosch sitzt still im dreck." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "ein sumpf gedeiht in der trägen luft." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "hineingehen" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "tief in dem sumpf steht eine moosbedeckte hütte." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "innen sitzt ein alter wanderer, scheinbar in trance." #: script/events/setpieces.js:61 msgid "talk" msgstr "sprechen" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "der wanderer nimmt das amulett und nickt langsam." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "" "er spricht davon einst eine mächtige flotte zu neuen welten geführt zu haben." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "unbeschreibliche zerstörung um den hunger der wanderer zu stillen." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "die zeit hier, jetzt, ist seine buße." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Eine Stickige Höhle" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "der höhleneingang ist groß und schwarz." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "zu dunkel um hinein zu sehen." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "der boden hier ist gespalten, wie von einer alten wunde" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "gehe hinein" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "eine erschockene bestie verteidigt ihr heim" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "weiter gehen" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "höhle verlassen" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "die höhle wird schmäler nach ein paar schritten." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "die wände sind feucht und moosbewachsen" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "hindurch zwängen" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "die überreste eines alten lagers befinden sich in der höhle." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "ein schlafplatz, zerrissen und verstaubt." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "der körper eines wanderes liegt in einer kleinen aushöhlung." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "verwesung hat eingesetzt. einige teile fehlen." # 'it' is a wanderer corpse #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "schwer zu sagen was ihn hier zurückgelassen hat." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "die fackel flackert und erlischt in der feuchten luft" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "die dunkelheit ist undurchdringlich" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "die fackel erlischt" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "eine höhleneidechse greift an" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "eine monströse bestie schnellt aus der dunkelheit" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "eine riesige eidechse kriecht herbei" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "das nest eines großen tieres befindet sich am ende der höhle." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "eine kleine vorratskammer befindet sich am ende der höhle." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "" "eine alte kiste liegt unter einem stein, von einer dicken staubschicht " "bedeckt." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Eine Wüstenstadt" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "eine kleine vorstadt mit leeren häusern. versengt und staubig." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "kaputte straßenlaternen, rostig und alt. lange haben sie kein licht mehr " "gespendet." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "die stadt verlassen, alle einwohner lange tot" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "erkunden" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "die fenster des schulhauses sind entweder zerbrochen oder rußbedeckt." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "die doppeltüren knarren endlos im wind" #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "stadt verlassen" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "ein hinterhalt in den straßen." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "eine gruppe sammelt sich dort vorn." # what kind of green cross? #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "ein grünes kreuz, kaum sichtbar hinter schmierigen fenstern." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "" "ein kleiner vorrat ausrüstung ist in einem rostigen schließfach verstaut." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "ein plünderer wartet hinter der tür." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "ein biest steht allein in einem verwilderten park." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "ein umgestürzter wohnwagen liegt in der aufgerissenen straße." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "er ist von plünderern durchsucht worden, aber manches ist immernoch wertvoll." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "ein irrer greift kreischend an." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "ein gauner tritt aus den schatten." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "ein biest stürmt aus dem verwüsteten klassenzimmer." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "durch die großen türen der sporthalle sind schritte zu hören." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "das licht der fackel wirft flackerndes licht den flur entlang." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "die schritte verstummen." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "noch eine bestie, durch den lärm angelockt, kommt rasch näher." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "irgendwas verursacht einen tumult am ende der straße." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "vielleicht ein kampf." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "ein kleiner korb mit nahrung ist unter einer parkbank versteckt. kein " "besitzer." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "kann die worte nicht lesen." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "ein panischer plünderer bricht schreiend durch die tür." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "" "ein mann steht über einem toten wanderer. bemerkt, dass er nicht allein ist." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "plünderer hatte ein kleines lager in der schule." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" "Gesammelte abfälle liegen verstreut am boden als ob sie vom himmel gefallen " "wären." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "plünderer scheint hier nach vorräten gesucht zu haben." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "eine schande seine beute nicht zu nutzen." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "unter der wanderer-robe, umklammert von einer der vielen hände, ein " "stählernes schimmern." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "scheinbar grund genug um zu töten." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "auge um auge scheint fair." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "hatte schon früher immer funktioniert." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "zwischen den knochen war noch ein wenig plunder." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "ein wenig medizin in den schubladen zurückgelassen." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "das krankenhaus wurde durchwühlt." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "nur staub und schmutz bleiben." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Eine Stadt In Ruinen" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "ein verbeultes ortsschild steht am eingang der einst großartigen stadt wache." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "einige vereinzelte türme stehen noch aufrecht, wie die rippen einer uralten " "bestie." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "dort drin könnten noch wertvolle dinge sein." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "die türme einer verfallenden stadt prägen den horizont." #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "die straßen sind leer." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "die luft trägt den staub. erbarmungslos getrieben von starken winden." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "stadt verlassen" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" "orange leitkegel sind auf der strße verteilt. ausgebleicht und brüchig." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "lichter blitzen durch die gassen zwischen den gebäuden. " #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "eine große ansammlung hütten erstreckt sich über die straßen." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "gesichter verdunkelt von ruß und blut starren aus schiefen hütten." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "weiter vorn türmt das gerippe eines verlassenen krankenhauses." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "der alte turm scheint fast intakt zu sein." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "die hülle eines ausgebrannten autos blockiert den eingang." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "die meisten fenster im erdgeschoss sind sowieso kaputt." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "" "ein riesige eidechse hastet aus dem eingang einer alten u-bahn station." #: script/events/setpieces.js:1368 msgid "descend" msgstr "hinabsteigen" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "der schuss hallt durch die leere straße." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "der soldat tritt zwischen den gebäuden hervor, waffe im anschlag." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "ein gebrechlicher mann blockiert trotzig den pfad." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "nur gesenkte blicke." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "die menschen hier wurden schon vor langer zeit gebrochen." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "leere korridore." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "hier haben plünderer bereits ganze arbeit geleistet." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "ein alter mann stürmt durch die tür. ein skalpell in der hand." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "ein halunke wartet auf der anderen seite der mauer." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "eine knurrende bestie springt über ein kaputtes auto." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "straße über der u-bahn station ist eingebrochen." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "lässt ein wenig licht in den staubschleier." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "ein Geräusch ist aus dem tunnel voraus zu hören." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "sieht dort vorn nach einer art lager aus." # a chainlink fence #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "rostiger drahtzaun liegt in der gasse." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "feuer brennen in einem vorplatz nicht weit entfernt." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "mehr stimmen sind von dort vorn zu hören." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "sie sind bestimmt aus einem grund hier." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "das geräusch eines gewehrschusses wird vom wind herbeigetragen." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "die straßen glühen rot im feuer." # define squatter #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "mehr hausbesetzer sammeln sich jetzt." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "jemand wirft einen stein." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "ein improvisierter marktstand steht auf dem gehsteig." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "der besitzer steht gelassen daneben." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "geschnittenes fleisch ist am straßenrand zum trocknen aufgehängt." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "menschen halten abstand. vermeiden augenkontakt." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "" "jemand hat die tür zu diesem operationssaal abgeschlossen und " "verbarrikadiert." # ward as part of the hospital? #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "eine gruppe älterer hausbesetzer wohnt in dieser station." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "ein rudel eidechsen kommt um die ecke." # part of the hospital? #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "fleischstücke sind in dieser station zum trocknen aufgehängt." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "ein großer vogel nistet am ende der treppe." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "das trümmerfeld ist hier dichter." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "vielleicht nützliches in dem schutt." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "ein schwarm ratten strömt aus dem tunnel." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "ein großer mann greift mit einem bajonett an." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "ein zweiter soldat eröffnet das feuer." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "ein maskierter soldat kommt mit gezückter waffe um die ecke." #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "der mob drängt vorwärts." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "ein jugendlicher holt mit einem ast aus." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "ein hausbesetzer steht selbstbewusst im eingang einer kleinen hütte." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "hinter der tür wacht eine deformierte gestalt auf und greift an." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "" "sofort als sich die tür einen spalt öffnet dringen hunderte tentakel " "hindurch." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "vogel muss glitzernde dinge gesammelt haben." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "einige gute stücke sind in dem nest verbaut." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "nicht viel zu holen." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "plünderer waren wohl schon hier." # part of the subway? #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "der tunnel öffnet sich an einer anderen haltestelle." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "die wände sind von einer alten schlacht verbrannt." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "körper und vorräte beider seiten bedecken den boden." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "der kleine militärstützpunkt ist gut ausgerüstet." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "waffen und munition. relikte der lang vergangenen schlacht. sauber " "aufgereiht am boden des lagerraums." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "auch jetzt noch genauso tödlich." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "durchsuchen der leichen bringt nur wenig vorräte zum vorschein." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "mehr soldaten werden kommen." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "zeit zu gehen." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "die kleine siedlung muss lange gebrannt haben." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" "die körper der wanderer die hier gelebt haben sind noch in den flammen zu " "erkennen." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "noch genug zeit um vorräte zu sichern." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" "die restlichen siedler flüchten vor der gewalt. ihre besitztümer vergessen." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "" "nicht viel hier. aber ein paar nützliche dinge sind trotzdem zu finden." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "der junge siedler trug einen leinensack." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "er enthielt reiseausrüstung und ein bisschen plunder." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "sonst ist nichts hier." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "in der hütte schreit ein kind." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "ein paar habseligkeiten lehnen an der wand." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "gestank von tod und verwesung füllt die operationssäle." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "ein paar sachen liegen verstreut auf dem boden." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "sonst ist nichts hier." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "ein unberührter medizinschrank am ende des ganges." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "der rest des krankenhauses ist leer." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "jemand hat hier beute gehortet." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "der tentakelschrecken ist besiegt." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "innen liegen die überreste seiner opfer verstreut." # extremly disfigured #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "der entstellte mann liegt tot am boden." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "im operationssaal liegen einige seltsame instrumente." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "der alte mann hatte einen kleinen vorrat an interessanten dingen." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Ein Altes Haus" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" "ein einzelnes altes haus steht noch. die einst weiße fassade vergilbt und " "brüchig." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "die tür steht offen." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "die überreste eines alten hauses. ein denkmal einfacherer zeiten." #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "das haus ist verlassen aber noch nicht geplündert." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "immernoch ein paar tropfen wasser in dem alten brunnen." #: script/events/setpieces.js:2961 script/world.js:952 msgid "water replenished" msgstr "wasser aufgefüllt" #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "das haus wurde bereits durchsucht." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "aber ein vorrat medizin unter dem boden bleibt." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "" "ein mann spurtet mit einem rostigen messer in der hand durch die halle." #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Ein Vergessenes Schlachtfeld" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "eine schlacht wurde hier vor langer zeit geführt." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "rampunierte technik beider seiten ruht in der öden landschaft." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Ein Riesiges Bohrloch" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" "ein riesiges loch ist tief in die erde gebohrt. ergebnis vergangener ernte." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "sie haben mitgenommen wofür sie gekommen sind." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "trümmer des mammutbohrers liegen am rande des abgrunds." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Ein Abgestürztes Raumschiff" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "" "vertraute formen eines wanderer-raumschiffes sind in asche und staub zu " "erkennen." #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "zum glück können die einheimischen es nicht bedienen." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "mit ein wenig anstrengung könnte es wieder fliegen." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "bergen" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "Die Schwefelmine" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "das militär hat ihr lager bereits am mineneingang aufgeschlagen." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "soldaten patrouillieren das gelände. gewehre über ihren schultern." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "die mine ist vom militär eingegrenzt." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "angreifen" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "ein aufmerksamer soldat eröffnet das feuer." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "davonrennen" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "ein zweiter soldat greift an." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "ein grauhaariger soldat greift mit einem bajonett an." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "das militär ist beseitigt." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "die mine ist jetzt sicher genug für arbeiter." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "die schwefelmine ist frei von gefahren" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "Die Kohle Mine" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "lagerfeuer brennen am mineneingang." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "bewaffnete männer laufen umher." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "diese alte Mine ist nicht verlassen" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "ein mann greift mit an." #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "nur der anführer bleibt übrig." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "bis auf das knistern des feuers ist es still im lager." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "die kohlemine ist frei von gefahr." #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "Die Eisenmine" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "eine alte eisenmine. werkzeuge zum rosten zurückgelassen." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "ausgebleichte knochen sind im eingang verteilt. viele von gezackten rillen " "gezeichnet." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "wildes heulen ist aus der dunkelheit zu hören." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "der pfad führt zu einer verlassenen mine." #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "eine große kreatur stürzt los. muskeln schimmern im fackellicht ." #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "die bestie ist tot." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "die eisenmine ist frei von gefahren." #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Ein Zerstörtes Dorf" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "ein zerstörtes dorf steht im staub." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "verkohlte leichen bedecken den boden." # afterburner: a engine #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "der metallische geruch eines wanderer-nachbrenners hängt in der luft." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "ein schuppen steht in der mitte des dorfes." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "innen sind noch vorräte." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "die gesamte arbeit einer früheren generation liegt hier." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "reif für die Ernte." #: script/localization.js:4 msgid "saved." msgstr "gespeichert." #: script/localization.js:5 msgid "wood" msgstr "holz" #: script/localization.js:6 msgid "builder" msgstr "baumeister" #: script/localization.js:7 msgid "teeth" msgstr "zähne" #: script/localization.js:8 msgid "meat" msgstr "fleisch" #: script/localization.js:9 msgid "fur" msgstr "felle" #: script/localization.js:10 msgid "alien alloy" msgstr "alien legierung" #: script/localization.js:11 msgid "bullets" msgstr "kugeln" #: script/localization.js:12 msgid "charm" msgstr "amulett" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "leder" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "eisen" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "stahl" #: script/localization.js:16 msgid "coal" msgstr "kohle" #: script/localization.js:17 msgid "sulphur" msgstr "schwefel" #: script/localization.js:18 msgid "energy cell" msgstr "energiezelle" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "fackel" #: script/localization.js:20 msgid "medicine" msgstr "medizin" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "jäger" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "fallensteller" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "gerber" #: script/localization.js:24 msgid "grenade" msgstr "granate" #: script/localization.js:25 msgid "bolas" msgstr "bola" #: script/localization.js:26 msgid "bayonet" msgstr "Bajonett" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "räuchermeister" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "eisen minenarbeiter" #: script/localization.js:29 msgid "iron mine" msgstr "eisenmine" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "kohle minenabeiter" #: script/localization.js:31 msgid "coal mine" msgstr "kohlemine" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "schwefel minenarbeiter" #: script/localization.js:33 msgid "sulphur mine" msgstr "schwefelmine" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "waffenmeister" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "stahlarbeiter" #: script/localization.js:36 msgid "bait" msgstr "köder" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "räucherfleisch" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "schuppen" #: script/localization.js:39 msgid "compass" msgstr "kompass" #: script/localization.js:40 msgid "laser rifle" msgstr "lasergewehr" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "sammler" #: script/localization.js:42 msgid "cloth" msgstr "stoff" #: script/localization.js:45 msgid "thieves" msgstr "diebe" #: script/localization.js:46 msgid "not enough fur" msgstr "nicht genügend felle" #: script/localization.js:47 msgid "not enough wood" msgstr "nicht genug holz" #: script/localization.js:48 msgid "not enough coal" msgstr "nicht genug kohle" #: script/localization.js:49 msgid "not enough iron" msgstr "nicht genug eisen" #: script/localization.js:50 msgid "not enough steel" msgstr "nicht genug stahl" #: script/localization.js:51 msgid "not enough sulphur" msgstr "nicht genug Schwefel" #: script/localization.js:52 msgid "baited trap" msgstr "falle mit köder" #: script/localization.js:53 msgid "not enough scales" msgstr "nicht genügend schuppen" #: script/localization.js:54 msgid "not enough cloth" msgstr "nicht genug stoff" #: script/localization.js:55 msgid "not enough teeth" msgstr "nicht geügend zähne" #: script/localization.js:56 msgid "not enough leather" msgstr "nicht genug leder" #: script/localization.js:57 msgid "not enough meat" msgstr "nicht genug fleisch" #: script/localization.js:58 msgid "the compass points east" msgstr "der kompass zeigt richtung osten" #: script/localization.js:59 msgid "the compass points west" msgstr "der kompass zeigt richtung westen" #: script/localization.js:60 msgid "the compass points north" msgstr "der kompass zeigt richtung norden" #: script/localization.js:61 msgid "the compass points south" msgstr "der kompass zeigt richtung süden" #: script/localization.js:62 msgid "the compass points northeast" msgstr "der kompass zeigt richtung nordosten" #: script/localization.js:63 msgid "the compass points northwest" msgstr "der kompass zeigt richtung nordwesten" #: script/localization.js:64 msgid "the compass points southeast" msgstr "der kompass zeigt richtung südosten" #: script/localization.js:65 msgid "the compass points southwest" msgstr "der kompass zeigt richtung südwesten" #: script/outside.js:5 msgid "Outside" msgstr "Außen" #: script/outside.js:102 msgid "scraps of fur" msgstr "fellreste" #: script/outside.js:107 msgid "bits of meat" msgstr "fleischstücke" #: script/outside.js:112 msgid "strange scales" msgstr "seltsame schuppen" #: script/outside.js:117 msgid "scattered teeth" msgstr "vereinzelte zähne" #: script/outside.js:122 msgid "tattered cloth" msgstr "stofffetzen" #: script/outside.js:127 msgid "a crudely made charm" msgstr "ein amulett einfacher herstellung" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Ein Stiller Wald" #: script/outside.js:169 msgid "gather wood" msgstr "sammel holz" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "ein fremder erscheint in der nacht" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "eine stark mitgenommene familie zieht in eine der hütten." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "eine kleine gruppe kommt an. abgemagert und verdreckt." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "" "eine wagenkolonne trifft schlingernd ein. gleichzeitig besorgt und " "hoffnungsvoll." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "die stadt wächst. gerüchte verbreiten sich doch." # short for population. #: script/outside.js:452 msgid "pop " msgstr "volk " #: script/outside.js:457 msgid "forest" msgstr "wald" #: script/outside.js:460 msgid "village" msgstr "dorf" #: script/outside.js:543 msgid "check traps" msgstr "fallen prüfen" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Eine Einsame Hütte" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Ein Winziges Dorf" #: script/outside.js:568 msgid "A Modest Village" msgstr "Ein kleines Dorf" #: script/outside.js:570 msgid "A Large Village" msgstr "Ein Großes Dorf" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Ein Lärmendes Dorf" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "der himmel ist grau und der wind heult erbarmungslos" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "trockenes gestrüpp und herabgefallene äste bedecken den waldboden" #: script/outside.js:621 msgid "the traps contain " msgstr "die fallen beinhalten " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Ein Staubiger Pfad" #: script/path.js:37 msgid "supplies:" msgstr "vorräte:" #: script/path.js:43 msgid "embark" msgstr "aufbrechen" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "der kompass zeigt" #: script/path.js:102 msgid "perks:" msgstr "boni:" #: script/path.js:132 msgid "none" msgstr "nichts" #: script/path.js:142 msgid "armour" msgstr "rüstung" #: script/path.js:153 msgid "water" msgstr "wasser" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "frei {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "gewicht" #: script/path.js:255 msgid "available" msgstr "verfügbar" #: script/room.js:16 msgid "trap" msgstr "falle" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "baumeister sagt sie kann fallen bauen. kreaturen fangen, die vielleicht noch " "leben." #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "mehr fallen um mehr kreaturen zu fangen" #: script/room.js:21 msgid "more traps won't help now" msgstr "noch mehr fallen werden nicht helfen" #: script/room.js:31 msgid "cart" msgstr "karren" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "" "baumeister sagt sie kann einen karren machen um holz zu transportieren." #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "der klapprige karren wird mehr holz aus dem wald tragen können" #: script/room.js:44 msgid "hut" msgstr "hütte" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "baumeister sagt es gibt noch mehr wanderer. sagt, sie werden auch arbeiten." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "baumeister errichtet eine hütte im wald. sagt, sie werden davon hören." #: script/room.js:49 msgid "no more room for huts." msgstr "kein platz für mehr hütten" #: script/room.js:59 msgid "lodge" msgstr "jagdhütte" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "dorfbewohner könnten jagen, falls sie die möglichkeit haben" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "die Jagdhütte steht im wald. ein weg aus dem dorf" #: script/room.js:74 msgid "trading post" msgstr "händler" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "ein handelsposten würde tauschgeschäfte fördern" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "jetzt haben die nomaden einen ort zum handeln, sie bleiben vielleicht eine " "weile" #: script/room.js:88 msgid "tannery" msgstr "gerberei" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "baumeister sagt leder könnte nützlich sein. sagt, dorfbewohner könnten es " "herstellen." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "die gerberei steht schnell. am rande des dorfes" #: script/room.js:102 msgid "smokehouse" msgstr "räucherkammer" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "sollte das fleisch räuchern, damit es nicht verdirbt. baumeister sagt sie " "kann da etwas machen." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "baumeister stellt die räucherkammer fertig. Sie sieht hungrig aus." #: script/room.js:116 msgid "workshop" msgstr "werkstatt" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "baumeister sagt sie könnte bessere sachen machen. wenn sie die werkzeuge " "hätte." #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "werkstatt ist endlich fertig. Baumeister freut sich." #: script/room.js:131 msgid "steelworks" msgstr "stahlwerk" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "baumeister sagt, dorfbewohner könnten stahl herstellen - mit den nötigen " "mitteln." #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "" "ein rußschleier fällt über das dorf, als das stahlwerk die arbeit aufnimmt" #: script/room.js:146 msgid "armoury" msgstr "waffenarsenal" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "baumeister sagt es wäre nützlich selbst kugeln herstellen zu können." #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "" "das waffenarsenal steht und bringt die waffen aus früheren zeiten zurück." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "eine fackel um die dunkelheit zu vertreiben" #: script/room.js:173 msgid "waterskin" msgstr "trinkschlauch" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "dieser trinkschlauch kann zumindest ein wenig mehr wasser halten" #: script/room.js:185 msgid "cask" msgstr "fass" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "das fass kann genug wasser für längere reisen speichern" #: script/room.js:198 msgid "water tank" msgstr "wassertank" #: script/room.js:202 msgid "never go thirsty again" msgstr "werde nie wieder durstig" #: script/room.js:211 msgid "bone spear" msgstr "knochenspeer" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "ein speer ist nicht elegant. aber recht gut im zustechen" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "rucksack" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "mehr tragen zu können bedeutet weiter in die wildnis ziehen zu können" #: script/room.js:235 msgid "wagon" msgstr "wagen" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "ein wagen kann viel ausrüstung tragen" #: script/room.js:248 msgid "convoy" msgstr "wagenkolonne" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "eine wagenkolonne kann fast alles transportieren" #: script/room.js:262 msgid "l armour" msgstr "lederrüstung" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "" "leder ist nicht sehr widerstandsfähig, aber wesentlich besser als stoff." #: script/room.js:274 msgid "i armour" msgstr "eisenrüstung" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "eisen ist stabiler als leder" #: script/room.js:286 msgid "s armour" msgstr "stahlrüstung" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "stahl ist stabiler als eisen" #: script/room.js:298 msgid "iron sword" msgstr "eisenschwert" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "das schwert ist scharf. Guter schutz in der wildnis." #: script/room.js:311 msgid "steel sword" msgstr "stahlschwert" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "der stahl ist stark und die klinge scharf." #: script/room.js:324 msgid "rifle" msgstr "gewehr" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "schwarzpulver und kugeln, wie in der alten zeit." #: script/room.js:458 msgid "Room" msgstr "Raum" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Ein Dunkler Raum" #: script/room.js:498 msgid "light fire" msgstr "feuer machen" #: script/room.js:508 msgid "stoke fire" msgstr "feuer schüren" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "der raum ist {0}" # wont work well with 'is' #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "das feuer {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "die fremde steht am feuer. sie sagt sie könne helfen. sagt sie baut dinge." #: script/room.js:580 msgid "freezing" msgstr "kalt" #: script/room.js:581 msgid "cold" msgstr "kühl" #: script/room.js:582 msgid "mild" msgstr "lauwarm" #: script/room.js:583 msgid "warm" msgstr "warm" #: script/room.js:584 msgid "hot" msgstr "heiß" #: script/room.js:596 msgid "dead" msgstr "ist erloschen" #: script/room.js:597 msgid "smoldering" msgstr "glimmt" #: script/room.js:598 msgid "flickering" msgstr "flackert" #: script/room.js:599 msgid "burning" msgstr "brennt" #: script/room.js:600 msgid "roaring" msgstr "brennt lichterloh" #: script/room.js:604 msgid "A Firelit Room" msgstr "Ein Erleuchteter Raum" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "nicht genug holz um feuer zu entfachen" #: script/room.js:655 msgid "the wood has run out" msgstr "das holz ist aus gegangen" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "das licht scheint zum fenster hinaus in die dunkelheit" #: script/room.js:688 msgid "builder stokes the fire" msgstr "baumeister schürt das feuer" #: script/room.js:718 msgid "the wind howls outside" msgstr "außen heult der wind" #: script/room.js:719 msgid "the wood is running out" msgstr "das holz wird knapp" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "" "eine zerlumpte fremde stolpert durch die tür und bricht im eck zusammen" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "die fremde zittert und murmelt leise. ihre worte sind unverständlich." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "die fremde im eck hört auf zu zittern. ihr körper entspannt sich." #: script/room.js:760 msgid "stores" msgstr "lager" #: script/room.js:779 msgid "weapons" msgstr "waffen" #: script/room.js:914 msgid "total" msgstr "gesamt" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "nicht genug" #: script/room.js:951 msgid "builder just shivers" msgstr "baumeister schaudert nur" #: script/room.js:1054 msgid "build:" msgstr "baue:" #: script/room.js:1061 msgid "craft:" msgstr "herstellen:" #: script/room.js:1068 msgid "buy:" msgstr "kaufe:" #: script/ship.js:11 msgid "Ship" msgstr "Raumschiff" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Ein Altes Raumschiff" #: script/ship.js:38 msgid "hull:" msgstr "rumpf:" #: script/ship.js:44 msgid "engine:" msgstr "triebwerk:" #: script/ship.js:51 msgid "reinforce hull" msgstr "rumpf verstärken" #: script/ship.js:60 msgid "upgrade engine" msgstr "triebwerke verbessern" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "abheben" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "irgendwo über der trümmerwolke wartet die flotte der wanderer. war zu lang " "auf diesem felsen." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "nicht genug Alien-Legierung" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "bereit zum abheben?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "zeit zu gehen. werde nicht wieder kommen." #: script/ship.js:150 msgid "linger" msgstr "bleiben" #: script/space.js:42 msgid "hull: " msgstr "rumpf:" #: script/space.js:76 msgid "Troposphere" msgstr "Troposphäre" #: script/space.js:78 msgid "Stratosphere" msgstr "Stratosphäre" #: script/space.js:80 msgid "Mesosphere" msgstr "Mesosphäre" #: script/space.js:82 msgid "Thermosphere" msgstr "Thermosphäre" #: script/space.js:84 msgid "Exosphere" msgstr "Exosphäre" #: script/space.js:86 msgid "Space" msgstr "Weltall" #: script/space.js:424 msgid "score for this game: {0}" msgstr "punkte in diesem spiel: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "gesamtpunktzahl: {0}" #: script/world.js:46 msgid "punch" msgstr "schlagen" #: script/world.js:52 msgid "stab" msgstr "stechen" #: script/world.js:58 msgid "swing" msgstr "schwingen" #: script/world.js:64 msgid "slash" msgstr "schlitzen" #: script/world.js:70 msgid "thrust" msgstr "stoßen" #: script/world.js:76 msgid "shoot" msgstr "schießen" #: script/world.js:83 msgid "blast" msgstr "strahlen" #: script/world.js:90 msgid "lob" msgstr "werfen" #: script/world.js:97 #, fuzzy msgid "tangle" msgstr "verheddern" #: script/world.js:119 msgid "An Outpost" msgstr "Ein Außenposten" #: script/world.js:120 msgid "Iron Mine" msgstr "Eisenmine" #: script/world.js:121 msgid "Coal Mine" msgstr "Kohlemine" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Schwefelmine" #: script/world.js:123 msgid "An Old House" msgstr "Ein Altes Haus" #: script/world.js:124 msgid "A Damp Cave" msgstr "Eine feuchte Höhle" #: script/world.js:125 msgid "An Abandoned Town" msgstr "Eine Verlassene Stadt" #: script/world.js:126 msgid "A Ruined City" msgstr "Eine Stadtruine" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Ein Abgestürztes Raumschiff" #: script/world.js:128 msgid "A Borehole" msgstr "Ein Bohrloch" #: script/world.js:129 msgid "A Battlefield" msgstr "Ein Schlachtfeld" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Ein Düsterer Sumpf" #: script/world.js:134 msgid "A Destroyed Village" msgstr "Ein Zerstörtes Dorf" #: script/world.js:256 msgid "water:{0}" msgstr "wasser:{0}" #: script/world.js:283 msgid "pockets" msgstr "taschem," #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "hp: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "gefährlich so weit vom dorf entfernt zu sein. ohne ausreichend schutz" #: script/world.js:351 msgid "safer here" msgstr "sicherer hier" #: script/world.js:451 msgid "the meat has run out" msgstr "kein fleisch mehr" #: script/world.js:456 msgid "starvation sets in" msgstr "langsames verhungern" #: script/world.js:481 msgid "there is no more water" msgstr "kein wasser mehr" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "der durst wird unerträglich" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "die bäume weichen trockenem gras. das gelbe gestrüpp raschelt im wind." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "keine bäume mehr. verdorrte erde und staub sind noch schlimmer." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "bäume säumen den horizont. das gras gibt langsam dem wald mit trockenen " "ästen und blättern nach." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "das gras spärlich. bald bleibt nur noch der staub." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "die ebene weicht einem see von gras. im trockenen wind wiegend." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "eine mauer knorriger bäume im staub. Ihre toten äste ragen über den pfad." #: script/world.js:817 msgid "Wanderer" msgstr "Wanderer" #: script/world.js:822 msgid "The Village" msgstr "Das Dorf" #: script/world.js:851 msgid "the world fades" msgstr "die welt verblasst" #: script/world.js:982 msgid "A Barren World" msgstr "Eine Karge Welt" #~ msgid "Export" #~ msgstr "Export" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/el/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/el/strings.js ================================================ _.setTranslation({"water tank": "\u03bd\u03c4\u03b5\u03c0\u03cc\u03b6\u03b9\u03c4\u03bf", "use meds": "\u03c0\u03ac\u03c1\u03b5 \u03c6\u03ac\u03c1\u03bc\u03b1\u03ba\u03b1", "the room is {0}": "\u03c4\u03bf \u03b4\u03c9\u03bc\u03ac\u03c4\u03b9\u03bf \u03b5\u03af\u03bd\u03b1\u03b9 {0}", "punch twice as fast, and with even more force": "\u03c1\u03af\u03c7\u03bd\u03b5\u03b9 \u03bc\u03c0\u03bf\u03c5\u03bd\u03b9\u03ad\u03c2 \u03b4\u03c5\u03bf \u03c6\u03bf\u03c1\u03ad\u03c2 \u03c0\u03b9\u03bf \u03b3\u03c1\u03ae\u03b3\u03bf\u03c1\u03b1, \u03bc\u03b5 \u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03cc\u03c4\u03b5\u03c1\u03b7 \u03b4\u03cd\u03bd\u03b1\u03bc\u03b7 ", "The Nomad": "\u039f \u039d\u03bf\u03bc\u03ac\u03c2", "more traps won't help now": "\u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03cc\u03c4\u03b5\u03c1\u03b5\u03c2 \u03c0\u03b1\u03b3\u03af\u03b4\u03b5\u03c2 \u03b4\u03b5\u03bd \u03c7\u03c1\u03b5\u03b9\u03ac\u03b6\u03bf\u03bd\u03c4\u03b1\u03b9", "only a few die.": "\u03bc\u03cc\u03bd\u03bf \u03bb\u03af\u03b3\u03bf\u03b9 \u03c0\u03ad\u03b8\u03b1\u03bd\u03b1\u03bd.", "the compass points east": "\u03b7 \u03c0\u03c5\u03be\u03af\u03b4\u03b1 \u03b4\u03b5\u03af\u03c7\u03bd\u03b5\u03b9 \u03b1\u03bd\u03b1\u03c4\u03bf\u03bb\u03b9\u03ba\u03ac", "the bodies of the wanderers that lived here are still visible in the flames.": "\u03c4\u03b1 \u03c3\u03ce\u03bc\u03b1\u03c4\u03b1 \u03c4\u03c9\u03bd \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03c9\u03bd, \u03c0\u03bf\u03c5 \u03b6\u03bf\u03cd\u03c3\u03b1\u03bd \u03b5\u03b4\u03ce \u03b5\u03af\u03bd\u03b1\u03b9 \u03b1\u03ba\u03cc\u03bc\u03b7 \u03bf\u03c1\u03b1\u03c4\u03ac \u03c3\u03c4\u03b9\u03c2 \u03c6\u03bb\u03cc\u03b3\u03b5\u03c2.", "the walls are scorched from an old battle.": "\u03bf\u03b9 \u03c4\u03bf\u03af\u03c7\u03bf\u03b9 \u03b5\u03af\u03bd\u03b1\u03b9 \u03bc\u03b1\u03c5\u03c1\u03b9\u03c3\u03bc\u03ad\u03bd\u03bf\u03b9 \u03b1\u03c0\u03cc \u03ba\u03ac\u03c0\u03bf\u03b9\u03b1 \u03c0\u03b1\u03bb\u03b9\u03ac \u03bc\u03ac\u03c7\u03b7.", "convoy": "\u03ba\u03bf\u03bc\u03b2\u03cc\u03b9", "not enough fur": "\u03b4\u03b5\u03bd \u03b5\u03c0\u03b1\u03c1\u03ba\u03b5\u03af \u03b7 \u03b3\u03bf\u03cd\u03bd\u03b1", "a masked soldier rounds the corner, gun drawn": "\u03ad\u03bd\u03b1\u03c2 \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b7\u03c2 \u03bc\u03b5 \u03bc\u03ac\u03c3\u03ba\u03b1 \u03c3\u03c4\u03c1\u03af\u03b2\u03b5\u03b9 \u03c4\u03b7\u03bd \u03b3\u03c9\u03bd\u03af\u03b1, \u03c4\u03bf \u03cc\u03c0\u03bb\u03bf \u03c4\u03bf\u03c5 \u03c4\u03c1\u03b1\u03b2\u03b9\u03b3\u03bc\u03ad\u03bd\u03bf", "a huge hole is cut deep into the earth, evidence of the past harvest.": "\u03bc\u03b9\u03b1 \u03c4\u03b5\u03c1\u03ac\u03c3\u03c4\u03b9\u03b1 \u03c4\u03c1\u03cd\u03c0\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03ba\u03b1\u03bc\u03bc\u03ad\u03bd\u03b7 \u03b2\u03b1\u03b8\u03b9\u03ac \u03c3\u03c4\u03b7 \u03b3\u03b7, \u03b1\u03c0\u03bf\u03b4\u03b5\u03b9\u03ba\u03c4\u03b9\u03ba\u03cc \u03c3\u03c4\u03bf\u03b9\u03c7\u03b5\u03af\u03bf \u03c3\u03c5\u03b3\u03ba\u03bf\u03bc\u03b9\u03b4\u03ae\u03c2 \u03c4\u03bf\u03c5 \u03c0\u03b1\u03c1\u03b5\u03bb\u03b8\u03cc\u03bd\u03c4\u03bf\u03c2.", "it puts up little resistance before the knife.": "\u03b4\u03b5\u03bd \u03b1\u03bd\u03c4\u03b9\u03c3\u03c4\u03ad\u03ba\u03b5\u03c4\u03b1\u03b9", "the body of a wanderer lies in a small cavern.": "\u03c4\u03bf \u03c3\u03ce\u03bc\u03b1 \u03b5\u03bd\u03cc\u03c2 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c5 \u03b2\u03c1\u03af\u03c3\u03ba\u03b5\u03c4\u03b1\u03b9 \u03c3\u03b5 \u03ad\u03bd\u03b1 \u03bc\u03b9\u03ba\u03c1\u03cc \u03c3\u03c0\u03ae\u03bb\u03b1\u03b9\u03bf.", "a shivering man approaches and attacks with surprising strength": "\u03ad\u03bd\u03b1\u03c2 \u03ac\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c2 \u03c0\u03bf\u03c5 \u03c4\u03c1\u03ad\u03bc\u03b5\u03b9 \u03c0\u03bb\u03b7\u03c3\u03b9\u03ac\u03b6\u03b5\u03b9 \u03ba\u03b1\u03b9 \u03b5\u03c0\u03b9\u03c4\u03af\u03b8\u03b5\u03c4\u03b1\u03b9 \u03bc\u03b5 \u03b5\u03ba\u03c0\u03bb\u03b7\u03ba\u03c4\u03b9\u03ba\u03ae \u03b4\u03cd\u03bd\u03b1\u03bc\u03b7", "steel's stronger than iron": "\u03c4\u03bf \u03b1\u03c4\u03c3\u03ac\u03bb\u03b9 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c0\u03b9\u03bf \u03b4\u03c5\u03bd\u03b1\u03c4\u03cc \u03b1\u03c0\u03cc \u03c4\u03bf \u03c3\u03af\u03b4\u03b5\u03c1\u03bf", "A Strange Bird": "\u03a0\u03b5\u03c1\u03af\u03b5\u03c1\u03b3\u03bf \u03c0\u03c4\u03b7\u03bd\u03cc", "a fire rampages through one of the huts, destroying it.": "\u03c6\u03c9\u03c4\u03b9\u03ac \u03be\u03ad\u03c3\u03c0\u03b1\u03c3\u03b5 \u03c3\u03b5 \u03bc\u03b9\u03b1 \u03ba\u03b1\u03bb\u03cd\u03b2\u03b1, \u03ba\u03b1\u03c4\u03b1\u03c3\u03c4\u03c1\u03ad\u03c6\u03bf\u03bd\u03c4\u03ac\u03c2 \u03c4\u03b7\u03bd", "not enough alien alloy": "\u03b4\u03b5\u03bd \u03b1\u03c1\u03ba\u03b5\u03af \u03c4\u03bf \u03b5\u03be\u03c9\u03b3\u03ae\u03b9\u03bd\u03bf \u03ba\u03c1\u03ac\u03bc\u03b1 ", "street above the subway platform is blown away.": "\u03bf \u03b4\u03c1\u03cc\u03bc\u03bf\u03c2 \u03c0\u03ac\u03bd\u03c9 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03c0\u03bb\u03b1\u03c4\u03c6\u03cc\u03c1\u03bc\u03b1 \u03c4\u03bf\u03c5 \u03c5\u03c0\u03cc\u03b3\u03b5\u03b9\u03bf\u03c5 \u03c3\u03b9\u03b4\u03b7\u03c1\u03cc\u03b4\u03c1\u03bf\u03bc\u03bf\u03c5 \u03ad\u03c7\u03b5\u03b9 \u03ba\u03b1\u03c4\u03b1\u03c3\u03c4\u03c1\u03b1\u03c6\u03b5\u03af.", "the soldier is dead": "\u03bf \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b7\u03c2 \u03c0\u03ad\u03b8\u03b1\u03bd\u03b5", "error while saving to dropbox datastorage": "\u03c3\u03c6\u03ac\u03bb\u03bc\u03b1 \u03ba\u03b1\u03c4\u03ac \u03c4\u03b7\u03bd \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c5\u03c3\u03b7 \u03c3\u03c4\u03bf \u03c7\u03ce\u03c1\u03bf \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c5\u03c3\u03b7\u03c2 Dropbox", "the footsteps stop.": "\u03c4\u03b1 \u03b2\u03ae\u03bc\u03b1\u03c4\u03b1 \u03c3\u03c4\u03b1\u03bc\u03b1\u03c4\u03bf\u03cd\u03bd.", "sniper": "\u03c3\u03ba\u03bf\u03c0\u03b5\u03c5\u03c4\u03ae\u03c2", "the coal mine is clear of dangers": "\u03c4\u03bf \u03b1\u03bd\u03b8\u03c1\u03b1\u03ba\u03c9\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u03b5\u03af\u03bd\u03b1\u03b9 \u03b1\u03c3\u03c6\u03b1\u03bb\u03ad\u03c2 ", "the warped man lies dead.": "\u03bf \u03c3\u03c4\u03c1\u03b1\u03b2\u03c9\u03bc\u03ad\u03bd\u03bf\u03c2 \u03ac\u03bd\u03b4\u03c1\u03b1\u03c2 \u03b2\u03c1\u03af\u03c3\u03ba\u03b5\u03c4\u03b1\u03b9 \u03bd\u03b5\u03ba\u03c1\u03cc\u03c2.", "something's in the store room": "\u03ba\u03ac\u03c4\u03b9 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03c4\u03b7\u03bd \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b7", "unfathomable destruction to fuel wanderer hungers.": "\u03c0\u03b5\u03af\u03bd\u03b1 \u03c4\u03c9\u03bd \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03c9\u03bd \u03b3\u03b9\u03b1 \u03b1\u03c0\u03c1\u03bf\u03c3\u03bc\u03ad\u03c4\u03c1\u03b7\u03c4\u03b5\u03c2 \u03ba\u03b1\u03c4\u03b1\u03c3\u03c4\u03c1\u03bf\u03c6\u03ad\u03c2.", "embark": "\u03be\u03b5\u03ba\u03af\u03bd\u03b1", "scout": "\u03b9\u03c7\u03bd\u03b7\u03bb\u03ac\u03c4\u03b7\u03c2", "a destroyed village lies in the dust.": "\u03ad\u03bd\u03b1 \u03ba\u03b1\u03c4\u03b5\u03c3\u03c4\u03c1\u03b1\u03bc\u03bc\u03ad\u03bd\u03bf \u03c7\u03c9\u03c1\u03b9\u03cc \u03b2\u03c1\u03af\u03c3\u03ba\u03b5\u03c4\u03b1\u03b9 \u03ba\u03b1\u03bb\u03c5\u03bc\u03bc\u03ad\u03bd\u03bf \u03c3\u03c4\u03b7\u03bd \u03c3\u03ba\u03cc\u03bd\u03b7", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "\u03c4\u03b1 \u03b4\u03ad\u03bd\u03c4\u03c1\u03b1 \u03c3\u03c4\u03b1\u03bc\u03b1\u03c4\u03bf\u03cd\u03bd \u03ba\u03b1\u03b9 \u03b7 \u03b3\u03b7 \u03b1\u03c0\u03cc \u03b5\u03b4\u03ce \u03ba\u03b1\u03b9 \u03c0\u03ad\u03c1\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03cc\u03bb\u03bf \u03be\u03b5\u03c1\u03ac \u03c7\u03cc\u03c1\u03c4\u03b1. \u03b1\u03ba\u03bf\u03cd\u03b3\u03b5\u03c4\u03b1\u03b9 \u03c4\u03bf \u03b8\u03c1\u03cc\u03b9\u03c3\u03bc\u03b1 \u03c4\u03c9\u03bd \u03ba\u03b9\u03c4\u03c1\u03b9\u03bd\u03b9\u03c3\u03bc\u03ad\u03bd\u03c9\u03bd \u03b8\u03ac\u03bc\u03bd\u03c9\u03bd.", "save.": "\u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c5\u03c3\u03b5.", "total score: {0}": "\u03c3\u03c5\u03bd\u03bf\u03bb\u03b9\u03ba\u03cc \u03c3\u03ba\u03bf\u03c1: {0}", "learned to make the most of food": "\u03b1\u03be\u03b9\u03bf\u03c0\u03bf\u03b9\u03b5\u03af \u03c4\u03bf \u03c6\u03b1\u03b3\u03b7\u03c4\u03cc \u03c3\u03c4\u03bf \u03ad\u03c0\u03b1\u03ba\u03c1\u03bf", "blast": "\u03c0\u03c5\u03c1\u03bf\u03b2\u03cc\u03bb\u03b7\u03c3\u03b5 \u03bc\u03b5 \u03c4\u03bf \u03bb\u03ad\u03b9\u03b6\u03b5\u03c1", "the sky is grey and the wind blows relentlessly": "\u03bf \u03bf\u03c5\u03c1\u03b1\u03bd\u03cc\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b3\u03ba\u03c1\u03b9 \u03ba\u03b1\u03b9 \u03bf \u03ac\u03bd\u03b5\u03bc\u03bf\u03c2 \u03c6\u03c5\u03c3\u03ac\u03b5\u03b9 \u03b1\u03b4\u03c5\u03c3\u03ce\u03c0\u03b7\u03c4\u03b1", "supplies:": "\u03c0\u03c1\u03bf\u03bc\u03ae\u03b8\u03b5\u03b9\u03b5\u03c2:", "the feral terror is dead": "\u03bf \u03ac\u03b3\u03c1\u03b9\u03bf\u03c2 \u03c4\u03c1\u03cc\u03bc\u03bf\u03c2 \u03c3\u03ba\u03bf\u03c4\u03ce\u03b8\u03b7\u03ba\u03b5", "the tracks disappear after just a few minutes.": "\u03c4\u03bf \u03af\u03c7\u03bd\u03b7 \u03b5\u03be\u03b1\u03c6\u03b1\u03bd\u03af\u03b6\u03bf\u03bd\u03c4\u03b1\u03b9 \u03bc\u03b5\u03c4\u03ac \u03b1\u03c0\u03cc \u03bb\u03af\u03b3\u03bf.", "a safe place in the wilds.": "\u03ad\u03bd\u03b1 \u03b1\u03c3\u03c6\u03b1\u03bb\u03ad\u03c2 \u03bc\u03ad\u03c1\u03bf\u03c2 \u03bc\u03ad\u03c3\u03b1 \u03c3\u03c4\u03b7\u03bd \u03ac\u03b3\u03c1\u03b9\u03b1 \u03c6\u03cd\u03c3\u03b7.", "fur": "\u03b3\u03bf\u03cd\u03bd\u03b1", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "\u03ba\u03ac\u03c4\u03c9 \u03b1\u03c0\u03cc \u03c4\u03b1 \u03ba\u03bf\u03c5\u03c1\u03ad\u03bb\u03b9\u03b1 \u03c4\u03bf\u03c5 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c5, \u03c3\u03b5 \u03ad\u03bd\u03b1 \u03b1\u03c0\u03cc \u03c4\u03b1 \u03c0\u03bf\u03bb\u03bb\u03ac \u03c7\u03ad\u03c1\u03b9\u03b1 \u03c4\u03bf\u03c5, \u03bc\u03b9\u03b1 \u03b1\u03c4\u03c3\u03b1\u03bb\u03ad\u03bd\u03b9\u03b1 \u03bb\u03ac\u03bc\u03c8\u03b7.", "buy scales": "\u03b1\u03b3\u03cc\u03c1\u03b1\u03c3\u03b5 \u03bb\u03ad\u03c0\u03b9\u03b1", "mild": "\u03c7\u03bb\u03b9\u03b1\u03c1\u03cc", "the hunting lodge stands in the forest, a ways out of town": "\u03c4\u03bf \u03ba\u03b1\u03c4\u03ac\u03bb\u03c5\u03bc\u03b1 \u03c6\u03c4\u03b9\u03ac\u03c7\u03c4\u03b7\u03ba\u03b5 \u03c3\u03c4\u03bf \u03b4\u03ac\u03c3\u03bf\u03c2, \u03bc\u03b1\u03ba\u03c1\u03b9\u03ac \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03c0\u03cc\u03bb\u03b7", "leave": "\u03c6\u03cd\u03b3\u03b5", "the convoy can haul mostly everything": "\u03c4\u03bf \u03ba\u03bf\u03bc\u03b2\u03cc\u03b9 \u03bc\u03c0\u03bf\u03c1\u03b5\u03af \u03bd\u03b1 \u03bc\u03b5\u03c4\u03b1\u03c6\u03ad\u03c1\u03b5\u03b9 \u03c3\u03c7\u03b5\u03b4\u03cc\u03bd \u03c4\u03b1 \u03c0\u03ac\u03bd\u03c4\u03b1", "learned to strike faster without weapons": "\u03ad\u03bc\u03b1\u03b8\u03b5 \u03bd\u03b1 \u03c7\u03c4\u03c5\u03c0\u03ac \u03b3\u03c1\u03b7\u03b3\u03bf\u03c1\u03cc\u03c4\u03b5\u03c1\u03b1 \u03c7\u03c9\u03c1\u03af\u03c2 \u03cc\u03c0\u03bb\u03b1", "an old house remains here, once white siding yellowed and peeling.": "\u03ad\u03bd\u03b1 \u03c0\u03b1\u03bb\u03b9\u03cc \u03c3\u03c0\u03af\u03c4\u03b9 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b5\u03b4\u03ce, \u03ba\u03ac\u03c0\u03bf\u03c4\u03b5 \u03bb\u03b5\u03c5\u03ba\u03cc, \u03c4\u03ce\u03c1\u03b1 \u03ba\u03b9\u03c4\u03c1\u03b9\u03bd\u03b9\u03c3\u03bc\u03ad\u03bd\u03bf \u03ba\u03b1\u03b9 \u03be\u03b5\u03c6\u03bb\u03bf\u03c5\u03b4\u03b9\u03c3\u03bc\u03ad\u03bd\u03bf.", "ignore them": "\u03b1\u03b3\u03bd\u03cc\u03b7\u03c3\u03b5", "willing to talk about it, for a price.": "\u03b4\u03ad\u03c7\u03b5\u03c4\u03b1\u03b9 \u03bd\u03b1 \u03c4\u03bf \u03c3\u03c5\u03b6\u03b7\u03c4\u03ae\u03c3\u03b5\u03b9, \u03b3\u03b9\u03b1 \u03b1\u03bd\u03c4\u03b1\u03bc\u03bf\u03b9\u03b2\u03ae.", "a beast, wilder than imagining, erupts out of the foliage": "\u03c4\u03bf \u03ba\u03c4\u03ae\u03bd\u03bf\u03c2, \u03b1\u03c6\u03ac\u03bd\u03c4\u03b1\u03c3\u03c4\u03b1 \u03ac\u03b3\u03c1\u03b9\u03bf, \u03c0\u03b5\u03c4\u03ac\u03b3\u03b5\u03c4\u03b1\u03b9 \u03b1\u03c0\u03cc \u03c4\u03bf \u03c6\u03cd\u03bb\u03bb\u03c9\u03bc\u03ac", "go home": "\u03b3\u03cd\u03c1\u03bd\u03b1 \u03c0\u03af\u03c3\u03c9", "the soldier steps out from between the buildings, rifle raised.": "\u03ad\u03bd\u03b1\u03c2 \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b7\u03c2 \u03be\u03b5\u03c0\u03c1\u03bf\u03b2\u03ac\u03bb\u03b5\u03b9 \u03b1\u03bd\u03ac\u03bc\u03b5\u03c3\u03b1 \u03c3\u03c4\u03b1 \u03ba\u03c4\u03ae\u03c1\u03b9\u03b1, \u03c4\u03bf\u03c5\u03c6\u03ad\u03ba\u03b9 \u03c0\u03b1\u03c1\u03b1\u03c4\u03b5\u03c4\u03b1\u03bc\u03ad\u03bd\u03bf", "force": "\u03b4\u03cd\u03bd\u03b1\u03bc\u03b7", "the rickety cart will carry more wood from the forest": "\u03c4\u03bf \u03be\u03b5\u03c7\u03b1\u03c1\u03b2\u03b1\u03bb\u03c9\u03bc\u03ad\u03bd\u03bf \u03ba\u03b1\u03c1\u03cc\u03c4\u03c3\u03b9 \u03b8\u03b1 \u03c6\u03ad\u03c1\u03bd\u03b5\u03b9 \u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03cc\u03c4\u03b5\u03c1\u03bf \u03be\u03cd\u03bb\u03bf \u03b1\u03c0\u03cc \u03c4\u03bf \u03b4\u03ac\u03c3\u03bf\u03c2", "a ragged stranger stumbles through the door and collapses in the corner": "\u03bc\u03b9\u03b1 \u03ac\u03b3\u03bd\u03c9\u03c3\u03c4\u03b7 \u03c3\u03ad\u03c1\u03bd\u03b5\u03c4\u03b1\u03b9 \u03bc\u03ad\u03c3\u03b1 \u03c3\u03c4\u03b7\u03bd \u03ba\u03b1\u03bb\u03cd\u03b2\u03b1 \u03ba\u03b1\u03b9 \u03ba\u03b1\u03c4\u03b1\u03c1\u03c1\u03ad\u03b5\u03b9 \u03c3\u03c4\u03b7 \u03b3\u03c9\u03bd\u03af\u03b1", "not enough leather": "\u03b4\u03b5\u03bd \u03b5\u03c0\u03b1\u03c1\u03ba\u03b5\u03af \u03c4\u03bf \u03b4\u03ad\u03c1\u03bc\u03b1", "the fight is short and bloody, but the beasts are repelled.": "\u03b7 \u03bc\u03ac\u03c7\u03b7 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03cd\u03bd\u03c4\u03bf\u03bc\u03b7 \u03ba\u03b1\u03b9 \u03b1\u03b9\u03bc\u03b1\u03c4\u03b7\u03c1\u03ae, \u03b1\u03bb\u03bb\u03ac \u03c4\u03b1 \u03b8\u03b7\u03c1\u03af\u03b1 \u03b1\u03c0\u03c9\u03b8\u03bf\u03cd\u03bd\u03c4\u03b1\u03b9.", "the wood is running out": "\u03c4\u03b1 \u03be\u03cd\u03bb\u03b1 \u03c4\u03b5\u03bb\u03b5\u03b9\u03ce\u03bd\u03bf\u03c5\u03bd", "restart.": "\u03b5\u03c0\u03b1\u03bd\u03b5\u03ba\u03ba\u03af\u03bd\u03b7\u03c3\u03b7.", "rot's been to work on it, and some of the pieces are missing.": "\u03c3\u03ae\u03c8\u03b7 \u03ae\u03b4\u03b7 \u03ad\u03c7\u03b5\u03b9 \u03c0\u03c1\u03bf\u03c7\u03c9\u03c1\u03ae\u03c3\u03b5\u03b9, \u03ba\u03b1\u03b9 \u03ba\u03ac\u03c0\u03bf\u03b9\u03b1 \u03b1\u03c0\u03cc \u03c4\u03b1 \u03ba\u03bf\u03bc\u03bc\u03ac\u03c4\u03b9\u03b1 \u03c4\u03bf\u03c5 \u03bb\u03b5\u03af\u03c0\u03bf\u03c5\u03bd.", "workshop's finally ready. builder's excited to get to it": "\u03c4\u03bf \u03b5\u03c1\u03b3\u03b1\u03c3\u03c4\u03ae\u03c1\u03b9 \u03b5\u03af\u03bd\u03b1\u03b9 \u03ad\u03c4\u03bf\u03b9\u03bc\u03bf. \u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03b4\u03b5\u03bd \u03b2\u03bb\u03ad\u03c0\u03b5\u03b9 \u03c4\u03b7\u03bd \u03ce\u03c1\u03b1 \u03bd\u03b1 \u03b1\u03c1\u03c7\u03af\u03c3\u03b5\u03b9 \u03bd\u03b1 \u03c6\u03c4\u03b9\u03ac\u03c7\u03bd\u03b5\u03b9 \u03c0\u03c1\u03ac\u03b3\u03bc\u03b1\u03c4\u03b1", "a trading post would make commerce easier": "\u03bf \u03b5\u03bc\u03c0\u03bf\u03c1\u03b9\u03ba\u03cc\u03c2 \u03c3\u03c4\u03b1\u03b8\u03bc\u03cc\u03c2 \u03b8\u03b1 \u03ba\u03ac\u03bd\u03b5\u03b9 \u03c0\u03b9\u03bf \u03b5\u03cd\u03ba\u03bf\u03bb\u03bf \u03c4\u03bf \u03b5\u03bc\u03c0\u03cc\u03c1\u03b9\u03bf", "not enough steel": "\u03b4\u03b5\u03bd \u03b5\u03c0\u03b1\u03c1\u03ba\u03b5\u03af \u03c4\u03bf \u03b1\u03c4\u03c3\u03ac\u03bb\u03b9", "perks:": "\u03b9\u03ba\u03b1\u03bd\u03cc\u03c4\u03b7\u03c4\u03b5\u03c2:", "the torch goes out": "\u03bf \u03c0\u03c5\u03c1\u03c3\u03cc\u03c2 \u03c3\u03b2\u03ae\u03bd\u03b5\u03b9", "saved.": "\u03b1\u03c0\u03bf\u03b8\u03b7\u03ba\u03b5\u03cd\u03c4\u03b7\u03ba\u03b5.", "after a skirmish they are driven away, but not without losses.": "\u03bc\u03b5\u03c4\u03ac \u03b1\u03c0\u03cc \u03bc\u03b9\u03b1 \u03b1\u03c8\u03b9\u03bc\u03b1\u03c7\u03af\u03b1 \u03b1\u03c0\u03c9\u03b8\u03ae\u03b8\u03b7\u03ba\u03b1\u03bd, \u03b1\u03bb\u03bb\u03ac \u03cc\u03c7\u03b9 \u03c7\u03c9\u03c1\u03af\u03c2 \u03b1\u03c0\u03ce\u03bb\u03b5\u03b9\u03b5\u03c2.", "the military is already set up at the mine's entrance.": "\u03bf \u03c3\u03c4\u03c1\u03b1\u03c4\u03cc\u03c2 \u03ad\u03c7\u03b5\u03b9 \u03ae\u03b4\u03b7 \u03c3\u03c5\u03c3\u03c4\u03b1\u03b8\u03b5\u03af \u03c3\u03c4\u03b7\u03bd \u03b5\u03af\u03c3\u03bf\u03b4\u03bf \u03c4\u03bf\u03c5 \u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf\u03c5.", "tannery goes up quick, on the edge of the village": "\u03c4\u03bf \u03b2\u03c5\u03c1\u03c3\u03bf\u03b4\u03b5\u03c8\u03b5\u03af\u03bf \u03c6\u03c4\u03b9\u03ac\u03c7\u03c4\u03b7\u03ba\u03b5 \u03b3\u03c1\u03ae\u03b3\u03bf\u03c1\u03b1, \u03c3\u03c4\u03b7\u03bd \u03ac\u03ba\u03c1\u03b7 \u03c4\u03bf\u03c5 \u03c7\u03c9\u03c1\u03b9\u03bf\u03cd", "learned to fight quite effectively without weapons": "\u03ad\u03bc\u03b1\u03b8\u03b5 \u03bd\u03b1 \u03c0\u03b1\u03bb\u03b5\u03cd\u03b5\u03b9 \u03b1\u03c0\u03bf\u03b4\u03bf\u03c4\u03b9\u03ba\u03ac \u03c7\u03c9\u03c1\u03af\u03c2 \u03cc\u03c0\u03bb\u03b1", "charred bodies litter the ground.": "\u03ba\u03b1\u03bc\u03bc\u03ad\u03bd\u03b1 \u03c3\u03ce\u03bc\u03b1\u03c4\u03b1 \u03b2\u03c1\u03af\u03c3\u03ba\u03bf\u03bd\u03c4\u03b1\u03b9 \u03c0\u03b1\u03bd\u03c4\u03bf\u03cd \u03b3\u03cd\u03c1\u03c9.", "someone throws a stone.": "\u03ba\u03ac\u03c0\u03bf\u03b9\u03bf\u03c2 \u03c1\u03af\u03c7\u03bd\u03b5\u03b9 \u03bc\u03b9\u03b1 \u03c0\u03ad\u03c4\u03c1\u03b1.", "leaves a pile of small teeth behind.": "\u03b1\u03c6\u03ae\u03bd\u03b5\u03b9 \u03c0\u03af\u03c3\u03c9 \u03bc\u03b9\u03b1 \u03c7\u03bf\u03cd\u03c6\u03c4\u03b1 \u03b4\u03cc\u03bd\u03c4\u03b9\u03b1", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "\u03b7 \u03be\u03ad\u03bd\u03b7 \u03c3\u03c4\u03b7\u03bd \u03b3\u03c9\u03bd\u03af\u03b1 \u03c4\u03c1\u03ad\u03bc\u03b5\u03b9 \u03b1\u03c0\u03cc \u03c4\u03bf \u03ba\u03c1\u03cd\u03bf, \u03ba\u03b1\u03b9 \u03bc\u03b9\u03bb\u03ac\u03b5\u03b9 \u03b1\u03ba\u03b1\u03c4\u03b1\u03bb\u03b1\u03b2\u03af\u03c3\u03c4\u03b9\u03ba\u03b1", "not enough scales": "\u03b4\u03b5\u03bd \u03b5\u03c0\u03b1\u03c1\u03ba\u03bf\u03cd\u03bd \u03c4\u03b1 \u03bb\u03ad\u03c0\u03b9\u03b1", "someone has locked and barricaded the door to this operating theatre.": "\u03ba\u03ac\u03c0\u03bf\u03b9\u03bf\u03c2 \u03ad\u03c7\u03b5\u03b9 \u03ba\u03bb\u03b5\u03b9\u03b4\u03ce\u03c3\u03b5\u03b9 \u03ba\u03b1\u03b9 \u03bf\u03c7\u03c5\u03c1\u03ce\u03c3\u03b5\u03b9 \u03c4\u03b7\u03bd \u03c0\u03cc\u03c1\u03c4\u03b1 \u03c3\u03b5 \u03b1\u03c5\u03c4\u03cc \u03c4\u03bf \u03c7\u03b5\u03b9\u03c1\u03bf\u03c5\u03c1\u03b3\u03b5\u03af\u03bf.", "leave cave": "\u03c6\u03cd\u03b3\u03b5 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03c3\u03c0\u03b7\u03bb\u03b9\u03ac", "hp: {0}/{1}": "\u03b6\u03c9\u03ae: {0}/{1}", "a lone frog sits in the muck, silently.": "\u03ad\u03bd\u03b1\u03c2 \u03bc\u03bf\u03bd\u03b1\u03c7\u03b9\u03ba\u03cc\u03c2 \u03b2\u03ac\u03c4\u03c1\u03b1\u03c7\u03bf\u03c2 \u03ba\u03ac\u03b8\u03b5\u03c4\u03b1\u03b9 \u03c3\u03c4\u03b7\u03bd \u03bb\u03ac\u03c3\u03c0\u03b7, \u03c3\u03b9\u03c9\u03c0\u03b7\u03bb\u03ac.", "the steel is strong, and the blade true.": "\u03c4\u03bf \u03b1\u03c4\u03c3\u03ac\u03bb\u03b9 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03ba\u03bb\u03b7\u03c1\u03cc, \u03ba\u03b1\u03b9 \u03b7 \u03bb\u03b5\u03c0\u03af\u03b4\u03b1 \u03ba\u03cc\u03b2\u03b5\u03b9", "a shame to let what he'd found go to waste.": "\u03ba\u03c1\u03af\u03bc\u03b1 \u03bd\u03b1 \u03c0\u03ac\u03bd\u03b5 \u03c7\u03b1\u03bc\u03ad\u03bd\u03b1 \u03b1\u03c5\u03c4\u03ac \u03c0\u03bf\u03c5 \u03b2\u03c1\u03ae\u03ba\u03b5.", "learned how to ignore the hunger": "\u03ad\u03bc\u03b1\u03b8\u03b5 \u03bd\u03b1 \u03b1\u03b3\u03bd\u03bf\u03b5\u03af \u03c4\u03b7\u03bd \u03c0\u03b5\u03af\u03bd\u03b1", "punch": "\u03bc\u03c0\u03bf\u03c5\u03bd\u03b9\u03ac", "water": "\u03bd\u03b5\u03c1\u03cc", "desert rat": "\u03b1\u03c1\u03bf\u03c5\u03c1\u03b1\u03af\u03bf\u03c2 \u03c4\u03b7\u03c2 \u03b5\u03c1\u03ae\u03bc\u03bf\u03c5", "explore": "\u03b5\u03be\u03b5\u03c1\u03b5\u03cd\u03bd\u03b7\u03c3\u03b5", "a pack of snarling beasts pours out of the trees.": "\u03bc\u03b9\u03b1 \u03b1\u03b3\u03ad\u03bb\u03b7 \u03b1\u03c0\u03cc \u03b8\u03b7\u03c1\u03af\u03b1 \u03be\u03b5\u03c7\u03cd\u03bd\u03b5\u03c4\u03b1\u03b9 \u03b1\u03c0\u03cc \u03c4\u03b1 \u03b4\u03ad\u03bd\u03c4\u03c1\u03b1.", "punches do even more damage.": "\u03bf\u03b9 \u03bc\u03c0\u03bf\u03c5\u03bd\u03b9\u03ad\u03c2 \u03ba\u03ac\u03bd\u03bf\u03c5\u03bd \u03bc\u03b5\u03b3\u03b1\u03bb\u03cd\u03c4\u03b5\u03c1\u03b7 \u03b6\u03b7\u03bc\u03b9\u03ac", "roaring": "\u03b2\u03c1\u03c5\u03c7\u03ac\u03c4\u03b1\u03b9", "gatherer": "\u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b7\u03c2", "the people back away, avoiding eye contact.": "\u03bf\u03b9 \u03ac\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03b9 \u03b1\u03c0\u03bf\u03bc\u03b1\u03ba\u03c1\u03cd\u03bd\u03bf\u03bd\u03c4\u03b1\u03b9, \u03b1\u03c0\u03bf\u03c6\u03b5\u03cd\u03b3\u03bf\u03bd\u03c4\u03b1\u03c2 \u03bf\u03c0\u03c4\u03b9\u03ba\u03ae \u03b5\u03c0\u03b1\u03c6\u03ae.", "A Huge Borehole": "\u03a4\u03b5\u03c1\u03ac\u03c3\u03c4\u03b9\u03b1 \u03a4\u03c1\u03cd\u03c0\u03b1", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "\u03be\u03cd\u03bb\u03b1 \u03c4\u03c5\u03bb\u03b9\u03b3\u03bc\u03ad\u03bd\u03b1 \u03c3\u03b5 \u03b3\u03bf\u03cd\u03bd\u03b5\u03c2 \u03b2\u03c1\u03af\u03c3\u03ba\u03bf\u03bd\u03c4\u03b1\u03b9 \u03ba\u03bf\u03bd\u03c4\u03ac \u03c3\u03c4\u03b7\u03bd \u03b5\u03af\u03c3\u03bf\u03b4\u03bf.", "builder says she could make finer things, if she had the tools": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03bb\u03ad\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03b8\u03b1 \u03bc\u03c0\u03bf\u03c1\u03bf\u03cd\u03c3\u03b5 \u03bd\u03b1 \u03ba\u03ac\u03bd\u03b5\u03b9 \u03ba\u03b1\u03bb\u03cd\u03c4\u03b5\u03c1\u03b1 \u03c0\u03c1\u03ac\u03b3\u03bc\u03b1\u03c4\u03b1, \u03b1\u03bd \u03b5\u03af\u03c7\u03b5 \u03c4\u03b1 \u03b5\u03c1\u03b3\u03b1\u03bb\u03b5\u03af\u03b1", "soldier": "\u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b7\u03c2", "learn scouting": "\u03bc\u03ac\u03b8\u03b5 \u03b9\u03c7\u03bd\u03b7\u03bb\u03b1\u03c3\u03af\u03b1", "share.": "\u03bc\u03bf\u03b9\u03c1\u03ac\u03c3\u03bf\u03c5.", "choose one slot to save to": "\u03b5\u03c0\u03b9\u03bb\u03ad\u03be\u03c4\u03b5 \u03bc\u03af\u03b1 \u03b8\u03ad\u03c3\u03b7 \u03b3\u03b9\u03b1 \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c5\u03c3\u03b7", "some villagers have died": "\u03bc\u03b5\u03c1\u03b9\u03ba\u03bf\u03af \u03c7\u03c9\u03c1\u03b9\u03ba\u03bf\u03af \u03ad\u03c7\u03bf\u03c5\u03bd \u03c0\u03b5\u03b8\u03ac\u03bd\u03b5\u03b9", "A Murky Swamp": "\u0388\u03bd\u03b1\u03c2 \u0396\u03bf\u03c6\u03b5\u03c1\u03cc\u03c2 \u0392\u03ac\u03bb\u03c4\u03bf\u03c2", "iron sword": "\u03c3\u03b9\u03b4\u03b5\u03c1\u03ad\u03bd\u03b9\u03bf \u03c3\u03c0\u03b1\u03b8\u03af", "builder says she can make traps to catch any creatures might still be alive out there": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03bb\u03ad\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03bc\u03c0\u03bf\u03c1\u03b5\u03af \u03bd\u03b1 \u03c6\u03c4\u03b9\u03ac\u03be\u03b5\u03b9 \u03c0\u03b1\u03b3\u03af\u03b4\u03b5\u03c2 \u03b3\u03b9\u03b1 \u03bd\u03b1 \u03c0\u03b9\u03ac\u03c3\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03c0\u03bb\u03ac\u03c3\u03bc\u03b1\u03c4\u03b1 \u03c5\u03c0\u03ac\u03c1\u03c7\u03bf\u03c5\u03bd \u03b1\u03ba\u03cc\u03bc\u03b1 \u03b5\u03ba\u03b5\u03af \u03ad\u03be\u03c9", "the grasses thin. soon, only dust remains.": "\u03b7 \u03c0\u03c1\u03b1\u03c3\u03b9\u03bd\u03ac\u03b4\u03b1 \u03bc\u03b5\u03b9\u03ce\u03bd\u03b5\u03c4\u03b1\u03b9. \u03c3\u03cd\u03bd\u03c4\u03bf\u03bc\u03b1, \u03bc\u03cc\u03bd\u03bf \u03c3\u03ba\u03cc\u03bd\u03b7 \u03c0\u03b1\u03c1\u03b1\u03bc\u03ad\u03bd\u03b5\u03b9", "bayonet": "\u03be\u03b9\u03c6\u03bf\u03bb\u03cc\u03b3\u03c7\u03b7", "a shot rings out, from somewhere in the long grass": "\u03b1\u03ba\u03bf\u03cd\u03b3\u03b5\u03c4\u03b1\u03b9 \u03ad\u03bd\u03b1\u03c2 \u03c0\u03c5\u03c1\u03bf\u03b2\u03bf\u03bb\u03b9\u03c3\u03bc\u03cc\u03c2, \u03ba\u03ac\u03c0\u03bf\u03c5 \u03b1\u03c0\u03cc \u03c4\u03bf \u03bc\u03b1\u03ba\u03c1\u03cd \u03c7\u03bf\u03c1\u03c4\u03ac\u03c1\u03b9", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "\u03ad\u03bd\u03b1\u03c2 \u03c4\u03bf\u03af\u03c7\u03bf\u03c2 \u03b1\u03c0\u03cc \u03c1\u03bf\u03b6\u03b9\u03b1\u03c3\u03bc\u03ad\u03bd\u03b1 \u03b4\u03ad\u03bd\u03c4\u03c1\u03b1 \u03c5\u03c8\u03ce\u03bd\u03b5\u03c4\u03b1\u03b9 \u03b1\u03c0\u03cc \u03c4\u03b7 \u03c3\u03ba\u03cc\u03bd\u03b7. \u03c4\u03b1 \u03ba\u03bb\u03b1\u03b4\u03b9\u03ac \u03c4\u03bf\u03c5\u03c2 \u03c0\u03b5\u03c1\u03b9\u03c3\u03c4\u03c1\u03ad\u03c6\u03bf\u03bd\u03c4\u03b1\u03b9 \u03c3\u03b5 \u03ad\u03bd\u03b1 \u03c3\u03ba\u03b5\u03bb\u03b5\u03c4\u03b9\u03b1\u03c3\u03bc\u03ad\u03bd\u03bf \u03b8\u03cc\u03bb\u03bf \u03b1\u03c0\u03cc \u03c0\u03ac\u03bd\u03c9.", "gather wood": "\u03bc\u03ac\u03b6\u03b5\u03c8\u03b5 \u03be\u03cd\u03bb\u03b1", "with a little effort, it might fly again.": "\u03bc\u03b5 \u03bb\u03af\u03b3\u03b7 \u03c0\u03c1\u03bf\u03c3\u03c0\u03ac\u03b8\u03b5\u03b9\u03b1, \u03af\u03c3\u03c9\u03c2 \u03be\u03b1\u03bd\u03b1\u03c0\u03b5\u03c4\u03ac\u03be\u03b5\u03b9", "A Scavenger": "\u03a0\u03b5\u03c1\u03b9\u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b7\u03c2", "picking the bones finds some useful trinkets.": "\u03c8\u03ac\u03c7\u03bd\u03bf\u03bd\u03c4\u03b1\u03c2 \u03c4\u03bf \u03c3\u03ce\u03bc\u03b1, \u03c5\u03c0\u03ae\u03c1\u03c7\u03b1\u03bd \u03ba\u03ac\u03c0\u03bf\u03b9\u03b1 \u03c7\u03c1\u03ae\u03c3\u03b9\u03bc\u03b1 \u03b1\u03bd\u03c4\u03b9\u03ba\u03b5\u03af\u03bc\u03b5\u03bd\u03b1.", "the shell of an abandoned hospital looms ahead.": "\u03c4\u03bf \u03ba\u03ad\u03bb\u03c5\u03c6\u03bf\u03c2 \u03b5\u03bd\u03cc\u03c2 \u03b5\u03b3\u03ba\u03b1\u03c4\u03b1\u03bb\u03b5\u03bb\u03b5\u03b9\u03bc\u03bc\u03ad\u03bd\u03bf\u03c5 \u03bd\u03bf\u03c3\u03bf\u03ba\u03bf\u03bc\u03b5\u03af\u03bf\u03c5 \u03b4\u03b5\u03c3\u03c0\u03cc\u03b6\u03b5\u03b9 \u03bc\u03c0\u03c1\u03bf\u03c3\u03c4\u03ac.", "the villagers hang the thief high in front of the store room.": "\u03bf\u03b9 \u03ba\u03ac\u03c4\u03bf\u03b9\u03ba\u03bf\u03b9 \u03ba\u03c1\u03ad\u03bc\u03b1\u03c3\u03b1\u03bd \u03c4\u03bf\u03bd \u03ba\u03bb\u03ad\u03c6\u03c4\u03b7 \u03bc\u03c0\u03c1\u03bf\u03c3\u03c4\u03ac \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b7.", "eye for an eye seems fair.": "\u03bf\u03c6\u03b8\u03b1\u03bb\u03bc\u03cc\u03bd \u03b1\u03bd\u03c4\u03af \u03bf\u03c6\u03b8\u03b1\u03bb\u03bc\u03bf\u03cd \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9 \u03b4\u03af\u03ba\u03b1\u03b9\u03bf.", "an old man bursts through a door, wielding a scalpel.": "\u0388\u03bd\u03b1\u03c2 \u03b3\u03ad\u03c1\u03bf\u03c2 \u03c0\u03b5\u03c4\u03ac\u03b3\u03b5\u03c4\u03b1\u03b9 \u03b1\u03c0\u03cc \u03bc\u03b9\u03b1 \u03c0\u03cc\u03c1\u03c4\u03b1, \u03ba\u03c1\u03b1\u03c4\u03ce\u03bd\u03c4\u03b1\u03c2 \u03ad\u03bd\u03b1 \u03bd\u03c5\u03c3\u03c4\u03ad\u03c1\u03b9.", "1 medicine": "1 \u03c6\u03ac\u03c1\u03bc\u03b1\u03ba\u03bf", "the small military outpost is well supplied.": "\u03c4\u03bf \u03bc\u03b9\u03ba\u03c1\u03cc \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03c9\u03c4\u03b9\u03ba\u03cc \u03c6\u03c5\u03bb\u03ac\u03ba\u03b9\u03bf \u03b5\u03af\u03bd\u03b1\u03b9 \u03ba\u03b1\u03bb\u03ac \u03b5\u03be\u03bf\u03c0\u03bb\u03b9\u03c3\u03bc\u03ad\u03bd\u03bf", "the clinic has been ransacked.": "\u03c4\u03b7\u03bd \u03ba\u03bb\u03b9\u03bd\u03b9\u03ba\u03ae \u03c4\u03b7\u03bd \u03bb\u03b5\u03b7\u03bb\u03ac\u03c4\u03b7\u03c3\u03b1\u03bd.", "drop:": "\u03c1\u03af\u03be\u03b5:", "leaves some scraps of cloth behind.": "\u03b1\u03c6\u03ae\u03bd\u03b5\u03b9 \u03c0\u03af\u03c3\u03c9 \u03bb\u03af\u03b3\u03b1 \u03ba\u03bf\u03bc\u03bc\u03ac\u03c4\u03b9\u03b1 \u03cd\u03c6\u03b1\u03c3\u03bc\u03b1", "are you sure?": "\u03c3\u03af\u03b3\u03bf\u03c5\u03c1\u03b1;", "charcutier": "\u03c7\u03b1\u03c3\u03ac\u03c0\u03b7\u03c2", "a military perimeter is set up around the mine.": "\u03bc\u03b9\u03b1 \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03c9\u03c4\u03b9\u03ba\u03ae \u03c0\u03b5\u03c1\u03af\u03bc\u03b5\u03c4\u03c1\u03bf\u03c2 \u03ad\u03c7\u03b5\u03b9 \u03c3\u03c5\u03c3\u03c4\u03b1\u03b8\u03b5\u03af \u03b3\u03cd\u03c1\u03c9 \u03b1\u03c0\u03cc \u03c4\u03bf \u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf.", "trading post": "\u03b1\u03b3\u03bf\u03c1\u03ac", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "\u03ad\u03bd\u03b1\u03c2 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03ba\u03b1\u03c4\u03b1\u03c6\u03c4\u03ac\u03bd\u03b5\u03b9 \u03bc\u03b5 \u03ad\u03bd\u03b1 \u03ac\u03b4\u03b5\u03b9\u03bf \u03ba\u03b1\u03c1\u03cc\u03c4\u03c3\u03b9. \u03bb\u03ad\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03b1\u03bd \u03c0\u03ac\u03c1\u03b5\u03b9 \u03b3\u03bf\u03cd\u03bd\u03b5\u03c2, \u03b8\u03b1 \u03c4\u03b9\u03c2 \u03b5\u03c0\u03b9\u03c3\u03c4\u03c1\u03ad\u03c8\u03b5\u03b9 \u03bc\u03b5 \u03c4\u03bf \u03c0\u03b1\u03c1\u03b1\u03c0\u03ac\u03bd\u03c9.", "in exchange, the wanderer offers his wisdom.": "\u03c3\u03b5 \u03b1\u03bd\u03c4\u03ac\u03bb\u03bb\u03b1\u03b3\u03bc\u03b1, \u03bf \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03bc\u03bf\u03b9\u03c1\u03ac\u03b6\u03b5\u03c4\u03b1\u03b9 \u03c4\u03b9\u03c2 \u03b3\u03bd\u03ce\u03c3\u03b5\u03b9\u03c2 \u03c4\u03bf\u03c5.", "sulphur miner": "\u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u03b8\u03b5\u03b9\u03b1\u03c6\u03b9\u03bf\u03cd", "a small basket of food is hidden under a park bench, with a note attached.": "\u0388\u03bd\u03b1 \u03bc\u03b9\u03ba\u03c1\u03cc \u03ba\u03b1\u03bb\u03ac\u03b8\u03b9 \u03bc\u03b5 \u03c4\u03c1\u03cc\u03c6\u03b9\u03bc\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03ba\u03c1\u03c5\u03bc\u03bc\u03ad\u03bd\u03bf \u03ba\u03ac\u03c4\u03c9 \u03b1\u03c0\u03cc \u03ad\u03bd\u03b1 \u03c0\u03b1\u03b3\u03ba\u03ac\u03ba\u03b9 \u03c3\u03c4\u03bf \u03c0\u03ac\u03c1\u03ba\u03bf, \u03bc\u03b5 \u03ad\u03bd\u03b1 \u03c3\u03b7\u03bc\u03b5\u03af\u03c9\u03bc\u03b1 \u03c0\u03bf\u03c5 \u03b5\u03c0\u03b9\u03c3\u03c5\u03bd\u03ac\u03c0\u03c4\u03b5\u03c4\u03b1\u03b9.", "warm": "\u03b6\u03b5\u03c3\u03c4\u03cc", "the sound of gunfire carries on the wind.": "\u03bf \u03ae\u03c7\u03bf\u03c2 \u03c4\u03c9\u03bd \u03c0\u03c5\u03c1\u03bf\u03b2\u03bf\u03bb\u03b9\u03c3\u03bc\u03ce\u03bd \u03bc\u03b5\u03c4\u03b1\u03c6\u03ad\u03c1\u03b5\u03c4\u03b1\u03b9 \u03bc\u03b5 \u03c4\u03bf\u03bd \u03ac\u03bd\u03b5\u03bc\u03bf.", "stoke fire": "\u03b2\u03ac\u03bb\u03b5 \u03be\u03cd\u03bb\u03b1", "lift off": "\u03b1\u03c0\u03bf\u03b3\u03b5\u03af\u03c9\u03c3\u03b7", "shoot": "\u03c0\u03c5\u03c1\u03bf\u03b2\u03cc\u03bb\u03b7\u03c3\u03b5 \u03bc\u03b5 \u03c4\u03bf \u03c4\u03bf\u03c5\u03c6\u03ad\u03ba\u03b9", "none": "\u03ba\u03b1\u03bc\u03af\u03b1", "leave town": "\u03c6\u03cd\u03b3\u03b5 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03c0\u03cc\u03bb\u03b7", "most of the windows at ground level are busted anyway.": "\u03c4\u03b1 \u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03cc\u03c4\u03b5\u03c1\u03b1 \u03b1\u03c0\u03cc \u03c4\u03b1 \u03c0\u03b1\u03c1\u03ac\u03b8\u03c5\u03c1\u03b1 \u03c3\u03c4\u03bf \u03b9\u03c3\u03cc\u03b3\u03b5\u03b9\u03bf \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03c0\u03b1\u03c3\u03bc\u03ad\u03bd\u03bf \u03ad\u03c4\u03c3\u03b9 \u03ba\u03b9 \u03b1\u03bb\u03bb\u03b9\u03ce\u03c2.", "a strange looking bird speeds across the plains": "\u03ad\u03bd\u03b1 \u03c0\u03b5\u03c1\u03af\u03b5\u03c1\u03b3\u03bf \u03c0\u03c4\u03b7\u03bd\u03cc \u03c0\u03b5\u03c4\u03ac\u03b5\u03b9 \u03c0\u03ac\u03bd\u03c9 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03c0\u03b5\u03b4\u03b9\u03ac\u03b4\u03b1", "linger": "\u03c0\u03b1\u03c1\u03ad\u03bc\u03b5\u03b9\u03bd\u03b5", "take:": "\u03c0\u03ac\u03c1\u03b5:", "connect game to dropbox local storage": "\u03c3\u03cd\u03bd\u03b4\u03b5\u03c3\u03b7 \u03c0\u03b1\u03b9\u03c7\u03bd\u03b9\u03b4\u03b9\u03bf\u03cd \u03b3\u03b9\u03b1 \u03c4\u03bf\u03c0\u03b9\u03ba\u03ae \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c5\u03c3\u03b7 Dropbox", "strange bird": "\u03c0\u03b5\u03c1\u03af\u03b5\u03c1\u03b3\u03bf \u03c0\u03c4\u03b7\u03bd\u03cc", "if the code is invalid, all data will be lost.": "\u03b1\u03bd \u03b1\u03c5\u03c4\u03cc\u03c2 \u03bf \u03ba\u03c9\u03b4\u03b9\u03ba\u03cc\u03c2 \u03b4\u03b5\u03bd \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03c9\u03c3\u03c4\u03cc\u03c2, \u03cc\u03bb\u03b1 \u03c4\u03b1 \u03b4\u03b5\u03b4\u03bf\u03bc\u03ad\u03bd\u03b1 \u03b8\u03b1 \u03c7\u03b1\u03b8\u03bf\u03cd\u03bd", "A Feral Terror": "\u0388\u03bd\u03b1\u03c2 \u0386\u03b3\u03c1\u03b9\u03bf\u03c2 \u03a4\u03c1\u03cc\u03bc\u03bf\u03c2", "can't see what's inside.": "\u03c4\u03bf \u03bc\u03ad\u03c3\u03b1 \u03b4\u03b5\u03bd \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9.", "a large beast charges out of the dark": "\u03ad\u03bd\u03b1 \u03bc\u03b5\u03b3\u03ac\u03bb\u03bf \u03b8\u03b7\u03c1\u03af\u03bf \u03bf\u03c1\u03bc\u03ac\u03b5\u03b9 \u03b1\u03c0\u03cc \u03c4\u03bf \u03c3\u03ba\u03bf\u03c4\u03ac\u03b4\u03b9", "salvage": "\u03b4\u03b9\u03ac\u03c3\u03c9\u03c3\u03b7", "grenade": "\u03c7\u03b5\u03b9\u03c1\u03bf\u03b2\u03bf\u03bc\u03b2\u03af\u03b4\u03b1", "the stranger in the corner stops shivering. her breathing calms.": "\u03b7 \u03be\u03ad\u03bd\u03b7 \u03c3\u03c4\u03b7 \u03b3\u03c9\u03bd\u03af\u03b1 \u03c3\u03c4\u03b1\u03bc\u03b1\u03c4\u03ac\u03b5\u03b9 \u03bd\u03b1 \u03c4\u03c1\u03ad\u03bc\u03b5\u03b9. \u03b7 \u03b1\u03bd\u03b1\u03c0\u03bd\u03bf\u03ae \u03c4\u03b7\u03c2 \u03b7\u03c1\u03b5\u03bc\u03b5\u03af.", "a small suburb lays ahead, empty houses scorched and peeling.": "\u03ad\u03bd\u03b1 \u03bc\u03b9\u03ba\u03c1\u03cc \u03c0\u03c1\u03bf\u03ac\u03c3\u03c4\u03b9\u03bf \u03b2\u03c1\u03af\u03c3\u03ba\u03b5\u03c4\u03b1\u03b9 \u03bc\u03c0\u03c1\u03bf\u03c3\u03c4\u03ac, \u03ac\u03b4\u03b5\u03b9\u03b1 \u03c3\u03c0\u03af\u03c4\u03b9\u03b1 \u03ba\u03b1\u03bc\u03ad\u03bd\u03b1 \u03ba\u03b1\u03b9 \u03be\u03b5\u03c6\u03bb\u03bf\u03c5\u03b4\u03b9\u03c3\u03bc\u03ad\u03bd\u03b1.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "\u03ad\u03bd\u03b1\u03c2 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03ba\u03b1\u03c4\u03b1\u03c6\u03c4\u03ac\u03bd\u03b5\u03b9 \u03bc\u03b5 \u03ad\u03bd\u03b1 \u03ac\u03b4\u03b5\u03b9\u03bf \u03ba\u03b1\u03c1\u03cc\u03c4\u03c3\u03b9. \u03bb\u03ad\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03b1\u03bd \u03c0\u03ac\u03c1\u03b5\u03b9 \u03be\u03c5\u03bb\u03b5\u03af\u03b1, \u03b8\u03b1 \u03c4\u03b7\u03bd \u03b5\u03c0\u03b9\u03c3\u03c4\u03c1\u03ad\u03c8\u03b5\u03b9 \u03bc\u03b5 \u03c4\u03bf \u03c0\u03b1\u03c1\u03b1\u03c0\u03ac\u03bd\u03c9.", "gaunt man": "\u03ad\u03bd\u03b1\u03c2 \u03c7\u03bb\u03c9\u03bc\u03cc\u03c2 \u03ac\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c2", "a squat building up ahead.": "\u03ad\u03bd\u03b1 \u03ba\u03bf\u03bd\u03c4\u03cc \u03ba\u03c4\u03af\u03c1\u03b9\u03bf \u03bc\u03c0\u03c1\u03bf\u03c3\u03c4\u03ac.", "a thug moves out of the shadows.": "\u03ad\u03bd\u03b1\u03c2 \u03ba\u03b1\u03ba\u03bf\u03c0\u03bf\u03b9\u03cc\u03c2 \u03b2\u03b3\u03b1\u03af\u03bd\u03b5\u03b9 \u03b1\u03c0\u03cc \u03c4\u03b9\u03c2 \u03c3\u03ba\u03b9\u03ad\u03c2.", "An Outpost": "\u0388\u03bd\u03b1 \u03a6\u03c5\u03bb\u03ac\u03ba\u03b9\u03bf", "there's not much, but some useful things can still be found.": "\u03b4\u03b5\u03bd \u03c5\u03c0\u03ac\u03c1\u03c7\u03bf\u03c5\u03bd \u03c0\u03bf\u03bb\u03bb\u03ac, \u03b1\u03bb\u03bb\u03ac \u03bc\u03b5\u03c1\u03b9\u03ba\u03ac \u03c7\u03c1\u03ae\u03c3\u03b9\u03bc\u03b1 \u03c0\u03c1\u03ac\u03b3\u03bc\u03b1\u03c4\u03b1 \u03bc\u03c0\u03bf\u03c1\u03bf\u03cd\u03bd \u03b1\u03ba\u03cc\u03bc\u03b1 \u03bd\u03b1 \u03b2\u03c1\u03b5\u03b8\u03bf\u03cd\u03bd.", " and ": " \u03ba\u03b1\u03b9 ", "an improvised shop is set up on the sidewalk.": "\u03ad\u03bd\u03b1 \u03b1\u03c5\u03c4\u03bf\u03c3\u03c7\u03ad\u03b4\u03b9\u03bf \u03ba\u03b1\u03c4\u03ac\u03c3\u03c4\u03b7\u03bc\u03b1 \u03b2\u03c1\u03af\u03c3\u03ba\u03b5\u03c4\u03b1\u03b9 \u03b5\u03c0\u03ac\u03bd\u03c9 \u03c3\u03c4\u03bf \u03c0\u03b5\u03b6\u03bf\u03b4\u03c1\u03cc\u03bc\u03b9\u03bf.", "cured meat": "\u03b1\u03bb\u03bb\u03b1\u03bd\u03c4\u03b9\u03ba\u03ac", "builder puts up a hut, out in the forest. says word will get around.": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03c6\u03c4\u03b9\u03ac\u03c7\u03bd\u03b5\u03b9 \u03bc\u03b9\u03b1 \u03ba\u03b1\u03bb\u03cd\u03b2\u03b1 \u03c3\u03c4\u03bf \u03b4\u03ac\u03c3\u03bf\u03c2. \u03bb\u03ad\u03b5\u03b9 \u03b8\u03b1 \u03ba\u03c5\u03ba\u03bb\u03bf\u03c6\u03bf\u03c1\u03ae\u03c3\u03bf\u03c5\u03bd \u03c4\u03b1 \u03bd\u03ad\u03b1.", "learned how not to be seen": "\u03ad\u03bc\u03b1\u03b8\u03b5 \u03bd\u03b1 \u03bc\u03b7\u03bd \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9", "punches do more damage": "\u03bf\u03b9 \u03bc\u03c0\u03bf\u03c5\u03bd\u03b9\u03ad\u03c2 \u03ba\u03ac\u03bd\u03bf\u03c5\u03bd \u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03cc\u03c4\u03b5\u03c1\u03b7 \u03b6\u03b7\u03bc\u03b9\u03ac", "some traps have been destroyed": "\u03bc\u03b5\u03c1\u03b9\u03ba\u03ad\u03c2 \u03c0\u03b1\u03b3\u03af\u03b4\u03b5\u03c2 \u03ad\u03c7\u03bf\u03c5\u03bd \u03ba\u03b1\u03c4\u03b1\u03c3\u03c4\u03c1\u03b1\u03c6\u03b5\u03af", "castoff from the mammoth drills can still be found by the edges of the precipice.": "\u03b1\u03c0\u03bf\u03bc\u03b5\u03b9\u03bd\u03ac\u03c1\u03b9\u03b1 \u03b1\u03c0\u03cc \u03c4\u03b1 \u03c4\u03b5\u03c1\u03ac\u03c3\u03c4\u03b9\u03b1 \u03c4\u03c1\u03c5\u03c0\u03ac\u03bd\u03b9\u03b1 \u03c5\u03c0\u03ac\u03c1\u03c7\u03bf\u03c5\u03bd \u03b1\u03ba\u03cc\u03bc\u03b1 \u03c3\u03c4\u03b9\u03c2 \u03ac\u03ba\u03c1\u03b5\u03c2 \u03c4\u03bf\u03c5 \u03b3\u03ba\u03c1\u03b5\u03bc\u03bf\u03cd.", "well armed men charge out of the forest, firing into the crowd.": "\u03ba\u03b1\u03bb\u03ac \u03bf\u03c0\u03bb\u03b9\u03c3\u03bc\u03ad\u03bd\u03bf\u03b9 \u03ac\u03bd\u03b4\u03c1\u03b5\u03c2 \u03be\u03b5\u03c0\u03b5\u03c4\u03ac\u03b3\u03bf\u03bd\u03c4\u03b1\u03b9 \u03b1\u03c0\u03cc \u03c4\u03bf \u03b4\u03ac\u03c3\u03bf\u03c2, \u03c0\u03c5\u03c1\u03bf\u03b2\u03bf\u03bb\u03ce\u03bd\u03c4\u03b1\u03c2 \u03c3\u03c4\u03bf \u03c0\u03bb\u03ae\u03b8\u03bf\u03c2.", "deep in the swamp is a moss-covered cabin.": "\u03b2\u03b1\u03b8\u03b9\u03ac \u03c3\u03c4\u03bf \u03b2\u03ac\u03bb\u03c4\u03bf \u03b5\u03af\u03bd\u03b1\u03b9 \u03bc\u03b9\u03b1 \u03ba\u03b1\u03bc\u03c0\u03af\u03bd\u03b1 \u03ba\u03b1\u03bb\u03c5\u03bc\u03bc\u03ad\u03bd\u03b7 \u03b1\u03c0\u03cc \u03b2\u03c1\u03cd\u03b1.", "all the work of a previous generation is here.": "\u03cc\u03bb\u03b7 \u03b7 \u03b4\u03bf\u03c5\u03bb\u03b5\u03b9\u03ac \u03bc\u03b9\u03b1\u03c2 \u03c0\u03c1\u03bf\u03b7\u03b3\u03bf\u03cd\u03bc\u03b5\u03bd\u03b7\u03c2 \u03b3\u03b5\u03bd\u03b9\u03ac\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b5\u03b4\u03ce.", "An Old Starship": "\u03a0\u03b1\u03bb\u03b9\u03cc \u03a3\u03ba\u03ac\u03c6\u03bf\u03c2", "ignore it": "\u03b1\u03b3\u03bd\u03cc\u03b7\u03c3\u03b5", "hot": "\u03ba\u03b1\u03c5\u03c4\u03cc", "upgrade engine": "\u03b1\u03bd\u03b1\u03b2\u03ac\u03b8\u03bc\u03b9\u03c3\u03b5 \u03c4\u03b7 \u03bc\u03b7\u03c7\u03b1\u03bd\u03ae", "forest": "\u03b4\u03ac\u03c3\u03bf\u03c2", "give 500": "\u03b4\u03ce\u03c3\u03b5 500", "A Dark Room": "\u03a3\u03ba\u03bf\u03c4\u03b5\u03b9\u03bd\u03cc \u0394\u03c9\u03bc\u03ac\u03c4\u03b9\u03bf", "a battle was fought here, long ago.": "\u03ba\u03ac\u03c0\u03bf\u03b9\u03b1 \u03bc\u03ac\u03c7\u03b7 \u03ad\u03b3\u03b9\u03bd\u03b5 \u03b5\u03b4\u03ce, \u03c0\u03b1\u03bb\u03b9\u03ac \u03c0\u03bf\u03bb\u03cd.", "builder says leather could be useful. says the villagers could make it.": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03bb\u03ad\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03c4\u03bf \u03b4\u03ad\u03c1\u03bc\u03b1 \u03b8\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c7\u03c1\u03ae\u03c3\u03b9\u03bc\u03bf. \u03bb\u03ad\u03b5\u03b9 \u03bf\u03b9 \u03c7\u03c9\u03c1\u03b9\u03ba\u03bf\u03af \u03bc\u03c0\u03bf\u03c1\u03bf\u03cd\u03bd \u03bd\u03b1 \u03c6\u03c4\u03b9\u03ac\u03be\u03bf\u03c5\u03bd.", "craft:": "\u03c6\u03c4\u03b9\u03ac\u03be\u03b5:", "Iron Mine": "\u039f\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u03a3\u03b9\u03b4\u03ae\u03c1\u03bf\u03c5", "coal mine": "\u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u03ac\u03bd\u03b8\u03c1\u03b1\u03ba\u03b1", "bits of meat": "\u03ba\u03bf\u03bc\u03bc\u03ac\u03c4\u03b9\u03b1 \u03ba\u03c1\u03ad\u03b1\u03c2", "scavengers must have gotten to this place already.": "\u03c0\u03b5\u03c1\u03b9\u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b5\u03c2 \u03c0\u03c1\u03ad\u03c0\u03b5\u03b9 \u03bd\u03b1 \u03bc\u03c0\u03ae\u03ba\u03b1\u03bd \u03c3\u03b5 \u03b1\u03c5\u03c4\u03cc \u03c4\u03bf \u03bc\u03ad\u03c1\u03bf\u03c2 \u03ae\u03b4\u03b7.", "the remains of an old camp sits just inside the cave.": "\u03c4\u03b1 \u03b1\u03c0\u03bf\u03bc\u03b5\u03b9\u03bd\u03ac\u03c1\u03b9\u03b1 \u03b5\u03bd\u03cc\u03c2 \u03c0\u03b1\u03bb\u03b9\u03bf\u03cd \u03c3\u03c4\u03c1\u03b1\u03c4\u03bf\u03c0\u03ad\u03b4\u03bf\u03c5 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03c4\u03b7\u03bd \u03b5\u03af\u03c3\u03bf\u03b4\u03bf.", "The Village": "\u03a4\u03bf \u03a7\u03c9\u03c1\u03b9\u03cc", "snarling beast": "\u03b1\u03b3\u03c1\u03b9\u03b5\u03bc\u03ad\u03bd\u03bf \u03ba\u03c4\u03ae\u03bd\u03bf\u03c2", "soldiers patrol the perimeter, rifles slung over their shoulders.": "\u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b5\u03c2 \u03c0\u03b5\u03c1\u03b9\u03c0\u03bf\u03bb\u03bf\u03cd\u03bd \u03c4\u03b7\u03bd \u03c0\u03b5\u03c1\u03af\u03bc\u03b5\u03c4\u03c1\u03bf, \u03c4\u03b1 \u03cc\u03c0\u03bb\u03b1 \u03c3\u03c4\u03bf\u03c5\u03c2 \u03ce\u03bc\u03bf\u03c5\u03c2 \u03c4\u03bf\u03c5\u03c2.", "a swarm of rats rushes up the tunnel.": "\u03ad\u03bd\u03b1 \u03ba\u03bf\u03c0\u03ac\u03b4\u03b9 \u03b1\u03c1\u03bf\u03c5\u03c1\u03b1\u03af\u03c9\u03bd \u03bf\u03c1\u03bc\u03ac \u03c3\u03c4\u03b7 \u03c3\u03ae\u03c1\u03b1\u03b3\u03b3\u03b1.", "faces, darkened by soot and blood, stare out from crooked huts.": "\u03c0\u03c1\u03cc\u03c3\u03c9\u03c0\u03b1, \u03c3\u03ba\u03bf\u03c4\u03b5\u03b9\u03bd\u03ac \u03b1\u03c0\u03cc \u03ba\u03b1\u03c0\u03bd\u03b9\u03ac \u03ba\u03b1\u03b9 \u03b1\u03af\u03bc\u03b1, \u03ba\u03bf\u03b9\u03c4\u03ac\u03b6\u03bf\u03c5\u03bd \u03b5\u03c0\u03af\u03bc\u03bf\u03bd\u03b1 \u03ad\u03be\u03c9 \u03b1\u03c0\u03cc \u03ba\u03b1\u03ba\u03bf\u03c6\u03c4\u03b9\u03b1\u03b3\u03bc\u03ad\u03bd\u03b5\u03c2 \u03ba\u03b1\u03bb\u03cd\u03b2\u03b5\u03c2.", "strange noises can be heard through the walls": "\u03c0\u03b5\u03c1\u03af\u03b5\u03c1\u03b3\u03bf\u03b9 \u03b8\u03cc\u03c1\u03c5\u03b2\u03bf\u03b9 \u03b1\u03ba\u03bf\u03cd\u03b3\u03bf\u03bd\u03c4\u03b1\u03b9 \u03bc\u03ad\u03c3\u03b1 \u03b1\u03c0\u03cc \u03c4\u03bf\u03c5\u03c2 \u03c4\u03bf\u03af\u03c7\u03bf\u03c5\u03c2", "coal": "\u03ba\u03ac\u03c1\u03b2\u03bf\u03c5\u03bd\u03bf", "Stratosphere": "\u03a3\u03c4\u03c1\u03b1\u03c4\u03cc\u03c3\u03c6\u03b1\u03b9\u03c1\u03b1", "man-eater": "\u03b1\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c6\u03ac\u03b3\u03bf", "can't tell what they're up to.": "\u03b4\u03b5\u03bd \u03be\u03b5\u03c7\u03c9\u03c1\u03af\u03b6\u03b5\u03b9 \u03c4\u03bf \u03c4\u03b9 \u03b3\u03af\u03bd\u03b5\u03c4\u03b1\u03b9", "enter": "\u03bc\u03c0\u03b5\u03c2", "mourn": "\u03b8\u03c1\u03ae\u03bd\u03b7\u03c3\u03b5", "Ship": "\u03a0\u03bb\u03bf\u03af\u03bf", "better avoid conflict in the wild": "\u03ba\u03b1\u03bb\u03cd\u03c4\u03b5\u03c1\u03b1 \u03bd\u03b1 \u03b1\u03c0\u03bf\u03c6\u03b5\u03cd\u03b3\u03b5\u03c4\u03b1\u03b9 \u03b7 \u03c3\u03cd\u03b3\u03ba\u03c1\u03bf\u03c5\u03c3\u03b7 \u03c3\u03c4\u03b7\u03bd \u03ac\u03b3\u03c1\u03b9\u03b1 \u200b\u200b\u03c6\u03cd\u03c3\u03b7", "talk": "\u03bc\u03af\u03bb\u03b1 \u03c4\u03bf\u03c5", "another beast, draw by the noise, leaps out of a copse of trees.": "\u03ad\u03bd\u03b1 \u03b1\u03ba\u03cc\u03bc\u03b1 \u03b8\u03b7\u03c1\u03af\u03bf, \u03b1\u03ba\u03bf\u03bb\u03bf\u03c5\u03b8\u03ce\u03bd\u03c4\u03b1\u03c2 \u03c4\u03bf \u03b8\u03cc\u03c1\u03c5\u03b2\u03bf, \u03be\u03b5\u03c0\u03b7\u03b4\u03ac\u03b5\u03b9 \u03b1\u03c0\u03cc \u03ad\u03bd\u03b1 \u03b4\u03b1\u03c3\u03ac\u03ba\u03b9 \u03c4\u03c9\u03bd \u03b4\u03ad\u03bd\u03c4\u03c1\u03c9\u03bd.", "A Soldier": "\u0388\u03bd\u03b1\u03c2 \u03a3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b7\u03c2", "the man expresses his thanks and hobbles off.": "\u03bf \u03ac\u03bd\u03c4\u03c1\u03b1\u03c2 \u03b5\u03c5\u03c7\u03b1\u03c1\u03b9\u03c3\u03c4\u03b5\u03af \u03ba\u03b1\u03b9 \u03c6\u03b5\u03cd\u03b3\u03b5\u03b9.", "battered technology from both sides lays dormant on the blasted landscape.": "\u03c3\u03c0\u03b1\u03c3\u03bc\u03ad\u03bd\u03b7 \u03c4\u03b5\u03c7\u03bd\u03bf\u03bb\u03bf\u03b3\u03af\u03b1 \u03ba\u03b1\u03b9 \u03b1\u03c0\u03cc \u03c4\u03b9\u03c2 \u03b4\u03cd\u03bf \u03c0\u03bb\u03b5\u03c5\u03c1\u03ad\u03c2 \u03b2\u03c1\u03af\u03c3\u03ba\u03b5\u03c4\u03b1\u03b9 \u03b1\u03b4\u03c1\u03b1\u03bd\u03ae\u03c2 \u03c3\u03c4\u03bf \u03ba\u03b1\u03c4\u03b1\u03c1\u03b1\u03bc\u03ad\u03bd\u03bf \u03c4\u03bf\u03c0\u03af\u03bf.", "the villagers haul a filthy man out of the store room.": "\u03bf\u03b9 \u03c7\u03c9\u03c1\u03b9\u03ba\u03bf\u03af \u03c3\u03ad\u03c1\u03bd\u03bf\u03c5\u03bd \u03ad\u03bd\u03b1\u03bd \u03b2\u03c1\u03cc\u03bc\u03b9\u03ba\u03bf \u03ac\u03bd\u03c4\u03c1\u03b1 \u03ad\u03be\u03c9 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b7.", "strips of meat are hung up to dry in this ward.": " \u03c4\u03b1\u03b9\u03bd\u03af\u03b5\u03c2 \u03ba\u03c1\u03ad\u03b1\u03c4\u03bf\u03c2 \u03ba\u03c1\u03ad\u03bc\u03bf\u03bd\u03c4\u03b1\u03b9 \u03c3\u03b5 \u03b1\u03c5\u03c4\u03cc \u03c4\u03bf \u03b8\u03ac\u03bb\u03b1\u03bc\u03bf \u03b3\u03b9\u03b1 \u03bd\u03b1 \u03b1\u03c0\u03bf\u03be\u03b7\u03c1\u03b1\u03b8\u03bf\u03cd\u03bd.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "\u03bf\u03b9 \u03b3\u03bd\u03ce\u03c1\u03b9\u03bc\u03b5\u03c2 \u03ba\u03b1\u03bc\u03c0\u03cd\u03bb\u03b5\u03c2 \u03b5\u03bd\u03cc\u03c2 \u03c0\u03bb\u03bf\u03af\u03bf\u03c5 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03c9\u03bd \u03c6\u03b1\u03af\u03bd\u03bf\u03bd\u03c4\u03b1\u03b9 \u03bc\u03ad\u03c3\u03b1 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03c3\u03ba\u03cc\u03bd\u03b7 \u03ba\u03b1\u03b9 \u03c4\u03b7 \u03c3\u03c4\u03ac\u03c7\u03c4\u03b7", "cold": "\u03ba\u03c1\u03cd\u03bf", "the iron mine is clear of dangers": "\u03c4\u03bf \u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u03c3\u03b9\u03b4\u03ae\u03c1\u03bf\u03c5 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b1\u03c3\u03c6\u03b1\u03bb\u03ad\u03c2", "the military presence has been cleared.": "\u03b7 \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03c9\u03c4\u03b9\u03ba\u03ae \u03c0\u03b1\u03c1\u03bf\u03c5\u03c3\u03af\u03b1 \u03ba\u03b1\u03b8\u03b1\u03c1\u03af\u03c3\u03c4\u03b7\u03ba\u03b5.", "A Crashed Starship": "\u03a3\u03c5\u03bd\u03c4\u03c1\u03af\u03bc\u03bc\u03b9\u03b1 \u03a0\u03bb\u03bf\u03af\u03bf\u03c5", "the fire is {0}": "\u03b7 \u03c6\u03c9\u03c4\u03b9\u03ac {0}", "A Lonely Hut": "\u039c\u03bf\u03bd\u03b1\u03c7\u03b9\u03ba\u03ae \u039a\u03b1\u03bb\u03cd\u03b2\u03b1", "buy teeth": "\u03b1\u03b3\u03cc\u03c1\u03b1\u03c3\u03b5 \u03b4\u03cc\u03bd\u03c4\u03b9\u03b1", "a small supply cache is hidden at the back of the cave.": "\u03ad\u03bd\u03b1 \u03bc\u03b9\u03ba\u03c1\u03cc \u03c3\u03b5\u03bd\u03c4\u03bf\u03cd\u03ba\u03b9 \u03bc\u03b5 \u03b5\u03c6\u03cc\u03b4\u03b9\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03ba\u03c1\u03c5\u03bc\u03bc\u03ad\u03bd\u03bf \u03c3\u03c4\u03bf \u03c0\u03af\u03c3\u03c9 \u03bc\u03ad\u03c1\u03bf\u03c2 \u03c4\u03bf\u03c5 \u03c3\u03c0\u03b7\u03bb\u03b1\u03af\u03bf\u03c5.", "iron's stronger than leather": "\u03c4\u03bf \u03c3\u03af\u03b4\u03b5\u03c1\u03bf \u03b5\u03af\u03bd\u03b1\u03b9 \u03c0\u03b9\u03bf \u03b4\u03c5\u03bd\u03b1\u03c4\u03cc \u03b1\u03c0\u03cc \u03c4\u03bf \u03b4\u03ad\u03c1\u03bc\u03b1", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "\u03c3\u03c4\u03c1\u03ce\u03bc\u03b1\u03c4\u03b1, \u03c3\u03c7\u03b9\u03c3\u03bc\u03ad\u03bd\u03b1 \u03ba\u03b1\u03b9 \u03bc\u03b1\u03c5\u03c1\u03b9\u03c3\u03bc\u03ad\u03bd\u03b1, \u03b2\u03c1\u03af\u03c3\u03ba\u03bf\u03bd\u03c4\u03b1\u03b9 \u03ba\u03ac\u03c4\u03c9 \u03b1\u03c0\u03cc \u03ad\u03bd\u03b1 \u03bb\u03b5\u03c0\u03c4\u03cc \u03c3\u03c4\u03c1\u03ce\u03bc\u03b1 \u03c3\u03ba\u03cc\u03bd\u03b7\u03c2.", "dodge attacks more effectively": "\u03b1\u03c0\u03ad\u03c6\u03c5\u03b3\u03b5 \u03b5\u03c0\u03b9\u03b8\u03ad\u03c3\u03b5\u03b9\u03c2 \u03c0\u03b9\u03bf \u03b1\u03c0\u03bf\u03c4\u03b5\u03bb\u03b5\u03c3\u03bc\u03b1\u03c4\u03b9\u03ba\u03ac", "hull: ": "\u03c3\u03ba\u03b5\u03bb\u03b5\u03c4\u03cc\u03c2: ", "a madman attacks, screeching.": "\u03bf \u03c4\u03c1\u03b5\u03bb\u03cc\u03c2 \u03b5\u03c0\u03b9\u03c4\u03af\u03b8\u03b5\u03c4\u03b1\u03b9, \u03bf\u03c5\u03c1\u03bb\u03b9\u03ac\u03b6\u03bf\u03bd\u03c4\u03b1\u03c2.", "thieves": "\u03ba\u03bb\u03ad\u03c6\u03c4\u03b5\u03c2", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "\u03bf\u03b9 \u03c0\u03cd\u03c1\u03b3\u03bf\u03b9 \u03c0\u03bf\u03c5 \u03b4\u03b5\u03bd \u03ad\u03c7\u03bf\u03c5\u03bd \u03ba\u03b1\u03c4\u03b1\u03c1\u03c1\u03b5\u03cd\u03c3\u03b5\u03b9 \u03be\u03b5\u03c0\u03c1\u03bf\u03b2\u03ac\u03bb\u03bb\u03bf\u03c5\u03bd \u03b1\u03c0\u03cc \u03c4\u03bf \u03c4\u03bf\u03c0\u03af\u03bf, \u03c3\u03b1\u03bd \u03c0\u03bb\u03b5\u03c5\u03c1\u03ac \u03ba\u03ac\u03c0\u03bf\u03b9\u03bf\u03c5 \u03b1\u03c1\u03c7\u03b1\u03af\u03bf\u03c5 \u03b8\u03b7\u03c1\u03af\u03bf\u03c5.", "lights off.": "\u03ba\u03bb\u03b5\u03af\u03c3\u03b5 \u03c4\u03b1 \u03c6\u03ce\u03c4\u03b1", "someone had been stockpiling loot here.": "\u03ba\u03ac\u03c0\u03bf\u03b9\u03bf\u03c2 \u03b5\u03af\u03c7\u03b5 \u03b1\u03c0\u03bf\u03b8\u03b7\u03ba\u03b5\u03cd\u03c3\u03b5\u03b9 \u03bb\u03ac\u03c6\u03c5\u03c1\u03b1 \u03b5\u03b4\u03ce.", "learned to look ahead": "\u03ad\u03bc\u03b1\u03b8\u03b5 \u03bd\u03b1 \u03b2\u03bb\u03ad\u03c0\u03b5\u03b9 \u03bc\u03c0\u03c1\u03bf\u03c3\u03c4\u03ac", "the mine is now safe for workers.": "\u03c4\u03bf \u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u03b5\u03af\u03bd\u03b1\u03b9 \u03c4\u03ce\u03c1\u03b1 \u03b1\u03c3\u03c6\u03b1\u03bb\u03ad\u03c2 \u03b3\u03b9\u03b1 \u03c4\u03bf\u03c5\u03c2 \u03b5\u03c1\u03b3\u03ac\u03c4\u03b5\u03c2", "Coal Mine": "\u039f\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u0386\u03bd\u03b8\u03c1\u03b1\u03ba\u03b1", "empty corridors.": "\u03ac\u03b4\u03b5\u03b9\u03bf\u03b9 \u03b4\u03b9\u03ac\u03b4\u03c1\u03bf\u03bc\u03bf\u03b9.", "save to slot": "\u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c5\u03c3\u03b7 \u03c3\u03c4\u03b7 \u03b8\u03ad\u03c3\u03b7", "the owner stands by, stoic.": "\u03bf \u03b9\u03b4\u03b9\u03bf\u03ba\u03c4\u03ae\u03c4\u03b7\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b4\u03af\u03c0\u03bb\u03b1, \u03c3\u03c4\u03c9\u03b9\u03ba\u03cc\u03c2.", "hunter": "\u03ba\u03c5\u03bd\u03b7\u03b3\u03cc\u03c2", "strips of meat hang drying by the side of the street.": "\u03bb\u03c9\u03c1\u03af\u03b4\u03b5\u03c2 \u03ba\u03c1\u03ad\u03b1\u03c4\u03bf\u03c2 \u03ba\u03c1\u03ad\u03bc\u03bf\u03bd\u03c4\u03b1\u03b9 \u03b3\u03b9\u03b1 \u03be\u03ae\u03c1\u03b1\u03bd\u03c3\u03b7 \u03c3\u03c4\u03b7\u03bd \u03ac\u03ba\u03c1\u03b7 \u03c4\u03bf\u03c5 \u03b4\u03c1\u03cc\u03bc\u03bf\u03c5.", "more squatters are crowding around now.": "\u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03cc\u03c4\u03b5\u03c1\u03bf\u03b9 \u03ba\u03b1\u03c4\u03b1\u03bb\u03b7\u03c8\u03af\u03b5\u03c2 \u03c3\u03c5\u03bd\u03c9\u03c3\u03c4\u03af\u03b6\u03bf\u03bd\u03c4\u03b1\u03b9.", "some weird glowing boxes he picked up on his travels.": "\u03ad\u03bd\u03b1 \u03c0\u03b5\u03c1\u03af\u03b5\u03c1\u03b3\u03bf \u03c6\u03c9\u03c4\u03b5\u03b9\u03bd\u03cc \u03ba\u03bf\u03c5\u03c4\u03af \u03c0\u03bf\u03c5 \u03b2\u03c1\u03ae\u03ba\u03b5 \u03c3\u03c4\u03b1 \u03c4\u03b1\u03be\u03af\u03b4\u03b9\u03b1 \u03c4\u03bf\u03c5.", "a panicked scavenger bursts through the door, screaming.": "\u03ad\u03bd\u03b1\u03c2 \u03c0\u03b1\u03bd\u03b9\u03ba\u03cc\u03b2\u03bb\u03b7\u03c4\u03bf\u03c2 \u03c1\u03b1\u03ba\u03bf\u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b7\u03c2 \u03b5\u03b9\u03c3\u03b2\u03ac\u03bb\u03bb\u03b5\u03b9 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03c0\u03cc\u03c1\u03c4\u03b1, \u03bf\u03c5\u03c1\u03bb\u03b9\u03ac\u03b6\u03bf\u03bd\u03c4\u03b1\u03c2.", "give 50": "\u03b4\u03ce\u03c3\u03b5 50", "wagon": "\u03ba\u03ac\u03c1\u03bf", "An Old House": "\u03a0\u03b1\u03bb\u03b9\u03cc \u03a3\u03c0\u03af\u03c4\u03b9", "a soldier, alerted, opens fire.": "\u03ad\u03bd\u03b1\u03c2 \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b7\u03c2, \u03ba\u03b1\u03c4\u03b1\u03bb\u03b1\u03b2\u03b1\u03af\u03bd\u03b5\u03b9, \u03b1\u03bd\u03bf\u03af\u03b3\u03b5\u03b9 \u03c0\u03c5\u03c1", "meat": "\u03ba\u03c1\u03ad\u03b1\u03c2", "the tunnel opens up at another platform.": "\u03b7 \u03c3\u03ae\u03c1\u03b1\u03b3\u03b3\u03b1 \u03b1\u03bd\u03bf\u03af\u03b3\u03b5\u03b9 \u03c3\u03b5 \u03bc\u03b9\u03b1 \u03ac\u03bb\u03bb\u03b7 \u03c0\u03bb\u03b1\u03c4\u03c6\u03cc\u03c1\u03bc\u03b1.", "a terrible plague is fast spreading through the village.": "\u03ad\u03bd\u03b1\u03c2 \u03c4\u03c1\u03bf\u03bc\u03b5\u03c1\u03cc\u03c2 \u03bb\u03bf\u03b9\u03bc\u03cc\u03c2 \u03b5\u03be\u03b1\u03c0\u03bb\u03ce\u03bd\u03b5\u03c4\u03b1\u03b9 \u03c3\u03c4\u03bf \u03c7\u03c9\u03c1\u03b9\u03cc", "the gaunt man is dead": "\u03bf \u03ad\u03bd\u03b1\u03c2 \u03c7\u03bb\u03c9\u03bc\u03cc\u03c2 \u03ac\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c2 \u03c3\u03ba\u03bf\u03c4\u03ce\u03b8\u03b7\u03ba\u03b5", "bone spear": "\u03b4\u03cc\u03c1\u03c5 \u03b1\u03c0\u03cc \u03ba\u03cc\u03ba\u03ba\u03b1\u03bb\u03bf", "trap": "\u03c0\u03b1\u03b3\u03af\u03b4\u03b1", "the street ahead glows with firelight.": "\u03bf \u03b4\u03c1\u03cc\u03bc\u03bf\u03c2 \u03bb\u03ac\u03bc\u03c0\u03b5\u03b9 \u03bc\u03c0\u03c1\u03bf\u03c3\u03c4\u03ac \u03b1\u03c0\u03cc \u03c4\u03b9\u03c2 \u03c6\u03c9\u03c4\u03b9\u03ad\u03c2.", "armourer": "\u03bf\u03c0\u03bb\u03bf\u03c0\u03bf\u03b9\u03cc\u03c2", "a large shanty town sprawls across the streets.": "\u03bc\u03b9\u03b1 \u03bc\u03b5\u03b3\u03ac\u03bb\u03b7 \u03c0\u03b1\u03c1\u03b1\u03b3\u03ba\u03bf\u03cd\u03c0\u03bf\u03bb\u03b7 \u03b1\u03c0\u03bb\u03ce\u03bd\u03b5\u03c4\u03b1\u03b9 \u03b3\u03cd\u03c1\u03c9 \u03b1\u03c0\u03cc \u03c4\u03bf\u03c5\u03c2 \u03b4\u03c1\u03cc\u03bc\u03bf\u03c5\u03c2", "the shell of a burned out car blocks the entrance.": "\u03c4\u03bf \u03ba\u03ad\u03bb\u03c5\u03c6\u03bf\u03c2 \u03b5\u03bd\u03cc\u03c2 \u03ba\u03b1\u03bc\u03ad\u03bd\u03bf\u03c5 \u03b1\u03c5\u03c4\u03bf\u03ba\u03b9\u03bd\u03ae\u03c4\u03bf\u03c5 \u03b5\u03bc\u03c0\u03bf\u03b4\u03af\u03b6\u03b5\u03b9 \u03c3\u03c4\u03b7\u03bd \u03b5\u03af\u03c3\u03bf\u03b4\u03bf.", "a small group arrives, all dust and bones.": "\u03bc\u03b9\u03b1 \u03bc\u03b9\u03ba\u03c1\u03ae \u03bf\u03bc\u03ac\u03b4\u03b1 \u03ad\u03c6\u03c4\u03b1\u03c3\u03b5, \u03bc\u03b5\u03c2 \u03c4\u03b7 \u03c3\u03ba\u03cc\u03bd\u03b7 \u03ba\u03b1\u03b9 \u03cc\u03bb\u03bf \u03ba\u03cc\u03ba\u03b1\u03bb\u03b1 ", "A Ruined City": "\u0395\u03b3\u03ba\u03b1\u03c4\u03b1\u03bb\u03b5\u03b9\u03bc\u03bc\u03ad\u03bd\u03b7 \u03a0\u03cc\u03bb\u03b7", "weight": "\u03b2\u03ac\u03c1\u03bf\u03c2", "torch": "\u03c0\u03c5\u03c1\u03c3\u03cc\u03c2", "The Thief": "\u039f \u039a\u03bb\u03ad\u03c6\u03c4\u03b7\u03c2", "not enough cloth": "\u03b4\u03b5\u03bd \u03b5\u03c0\u03b1\u03c1\u03ba\u03b5\u03af \u03c4\u03bf \u03cd\u03c6\u03b1\u03c3\u03bc\u03b1", "a youth lashes out with a tree branch.": "\u03ad\u03bd\u03b1\u03c2 \u03bd\u03b5\u03b1\u03c1\u03cc\u03c2 \u03c0\u03b5\u03c4\u03ac\u03b3\u03b5\u03c4\u03b1\u03b9 \u03bc\u03c0\u03c1\u03bf\u03c3\u03c4\u03ac \u03bc\u03b5 \u03ad\u03bd\u03b1 \u03ba\u03bb\u03b1\u03b4\u03af \u03b4\u03ad\u03bd\u03c4\u03c1\u03bf\u03c5.", "the rest of the hospital is empty.": "\u03c4\u03bf \u03c5\u03c0\u03cc\u03bb\u03bf\u03b9\u03c0\u03bf \u03c4\u03bf\u03c5 \u03bd\u03bf\u03c3\u03bf\u03ba\u03bf\u03bc\u03b5\u03af\u03bf\u03c5 \u03b5\u03af\u03bd\u03b1\u03b9 \u03ac\u03b4\u03b5\u03b9\u03bf.", "connect": "\u03c3\u03cd\u03bd\u03b4\u03b5\u03c3\u03b7", "learned to be where they're not": "\u03ad\u03bc\u03b1\u03b8\u03b5 \u03bd\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b5\u03ba\u03b5\u03af \u03c0\u03bf\u03c5 \u03bf\u03b9 \u03ac\u03bb\u03bb\u03bf\u03b9 \u03b4\u03b5\u03bd \u03b2\u03c1\u03af\u03c3\u03ba\u03bf\u03bd\u03c4\u03b1\u03b9", "go twice as far without eating": "\u03c0\u03ac\u03b5\u03b9 \u03b4\u03b9\u03c0\u03bb\u03ac\u03c3\u03b9\u03b1 \u03b1\u03c0\u03cc\u03c3\u03c4\u03b1\u03c3\u03b7 \u03c7\u03c9\u03c1\u03af\u03c2 \u03c6\u03b1\u03b3\u03b7\u03c4\u03cc", "scavenger'd been looking for supplies in here, it seems.": "\u03bf \u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b7\u03c2 \u03b1\u03bd\u03b1\u03b6\u03b7\u03c4\u03bf\u03cd\u03c3\u03b5 \u03c0\u03c1\u03bf\u03bc\u03ae\u03b8\u03b5\u03b9\u03b5\u03c2 \u03b5\u03b4\u03ce, \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9.", "there's nothing else here.": "\u03b4\u03b5\u03bd \u03c5\u03c0\u03ac\u03c1\u03c7\u03b5\u03b9 \u03c4\u03af\u03c0\u03bf\u03c4\u03b1 \u03ac\u03bb\u03bb\u03bf \u03b5\u03b4\u03ce.", "the plague is kept from spreading.": "\u03bf \u03bb\u03bf\u03b9\u03bc\u03cc\u03c2 \u03c0\u03b5\u03c1\u03b9\u03bf\u03c1\u03af\u03c3\u03c4\u03b7\u03ba\u03b5.", "the cask holds enough water for longer expeditions": "\u03c4\u03bf \u03b2\u03b1\u03c1\u03ad\u03bb\u03b9 \u03ba\u03c1\u03b1\u03c4\u03ac \u03b1\u03c1\u03ba\u03b5\u03c4\u03cc \u03bd\u03b5\u03c1\u03cc \u03b3\u03b9\u03b1 \u03bc\u03b1\u03ba\u03c1\u03cd\u03c4\u03b5\u03c1\u03b1 \u03c4\u03b1\u03be\u03af\u03b4\u03b9\u03b1", "check traps": "\u03ad\u03bb\u03b5\u03b3\u03be\u03b5 \u03c4\u03b9\u03c2 \u03c0\u03b1\u03b3\u03af\u03b4\u03b5\u03c2", "Plague": "\u039b\u03bf\u03b9\u03bc\u03cc\u03c2", "a fire has started": "\u03ad\u03c0\u03b9\u03b1\u03c3\u03b5 \u03bc\u03b9\u03b1 \u03c6\u03c9\u03c4\u03b9\u03ac", "medicine": "\u03c6\u03ac\u03c1\u03bc\u03b1\u03ba\u03bf", "the old man had a small cache of interesting items.": "\u03bf \u03b3\u03ad\u03c1\u03bf\u03c2 \u03b5\u03af\u03c7\u03b5 \u03bc\u03b9\u03b1 \u03bc\u03b9\u03ba\u03c1\u03ae \u03ba\u03c1\u03cd\u03c0\u03c4\u03b7 \u03bc\u03b5 \u03b5\u03bd\u03b4\u03b9\u03b1\u03c6\u03ad\u03c1\u03bf\u03bd\u03c4\u03b1 \u03b1\u03bd\u03c4\u03b9\u03ba\u03b5\u03af\u03bc\u03b5\u03bd\u03b1.", "tannery": "\u03b2\u03c5\u03c1\u03c3\u03bf\u03b4\u03b5\u03c8\u03b5\u03af\u03bf", "lob": "\u03c1\u03af\u03be\u03b5 \u03c7\u03b5\u03b9\u03c1\u03bf\u03b2\u03bf\u03bc\u03b2\u03af\u03b4\u03b1", "no more room for huts.": "\u03b4\u03b5\u03bd \u03c5\u03c0\u03ac\u03c1\u03c7\u03b5\u03b9 \u03ac\u03bb\u03bb\u03bf\u03c2 \u03c7\u03ce\u03c1\u03bf\u03c2 \u03b3\u03b9\u03b1 \u03ba\u03b1\u03bb\u03cd\u03b2\u03b5\u03c2", "they took what they came for, and left.": "\u03c0\u03ae\u03c1\u03b1\u03bd \u03b1\u03c5\u03c4\u03cc \u03b3\u03b9\u03b1 \u03c4\u03bf \u03bf\u03c0\u03bf\u03af\u03bf \u03ae\u03c1\u03b8\u03b1\u03bd, \u03ba\u03b1\u03b9 \u03ad\u03c6\u03c5\u03b3\u03b1\u03bd.", "through the large gymnasium doors, footsteps can be heard.": "\u03c0\u03af\u03c3\u03c9 \u03b1\u03c0\u03cc \u03c4\u03b9\u03c2 \u03c0\u03cc\u03c1\u03c4\u03b5\u03c2 \u03c4\u03bf\u03c5 \u03b3\u03c5\u03bc\u03bd\u03b1\u03c3\u03c4\u03b7\u03c1\u03af\u03bf\u03c5, \u03b1\u03ba\u03bf\u03cd\u03b3\u03bf\u03bd\u03c4\u03b1\u03b9 \u03b2\u03ae\u03bc\u03b1\u03c4\u03b1.", "a large creature attacks, claws freshly bloodied": "\u03ad\u03bd\u03b1 \u03bc\u03b5\u03b3\u03ac\u03bb\u03bf \u03c0\u03bb\u03ac\u03c3\u03bc\u03b1 \u03b5\u03c0\u03b9\u03c4\u03af\u03b8\u03b5\u03c4\u03b1\u03b9, \u03ad\u03c7\u03b5\u03b9 \u03c6\u03c1\u03ad\u03c3\u03ba\u03bf \u03b1\u03af\u03bc\u03b1 \u03c3\u03c4\u03b1 \u03bd\u03cd\u03c7\u03b9\u03b1", "a green cross barely visible behind grimy windows.": "\u03ad\u03bd\u03b1\u03c2 \u03c0\u03c1\u03ac\u03c3\u03b9\u03bd\u03bf\u03c2 \u03c3\u03c4\u03b1\u03c5\u03c1\u03cc\u03c2 \u03bc\u03cc\u03bb\u03b9\u03c2 \u03b4\u03b9\u03b1\u03ba\u03c1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9 \u03c0\u03af\u03c3\u03c9 \u03b1\u03c0\u03cc \u03b2\u03c1\u03ce\u03bc\u03b9\u03ba\u03b1 \u03c0\u03b1\u03c1\u03ac\u03b8\u03c5\u03c1\u03b1.", "a sick man hobbles up": "\u03ad\u03bd\u03b1\u03c2 \u03ac\u03c1\u03c1\u03c9\u03c3\u03c4\u03bf\u03c2 \u03ad\u03c1\u03c7\u03b5\u03c4\u03b1\u03b9 \u03ba\u03bf\u03c5\u03c4\u03c3\u03b1\u03af\u03bd\u03bf\u03bd\u03c4\u03b1\u03c2", "An Abandoned Town": "\u0395\u03b3\u03ba\u03b1\u03c4\u03b1\u03bb\u03b5\u03bb\u03b5\u03b9\u03bc\u03bc\u03ad\u03bd\u03b7 \u03a0\u03cc\u03bb\u03b7", "cart": "\u03ba\u03b1\u03c1\u03cc\u03c4\u03c3\u03b9", "might be things worth having still inside.": "\u039c\u03c0\u03bf\u03c1\u03b5\u03af \u03bd\u03b1 \u03ad\u03c7\u03b5\u03b9 \u03ba\u03ac\u03c4\u03b9 \u03c0\u03bf\u03c5 \u03b1\u03be\u03af\u03b6\u03b5\u03b9 \u03c4\u03bf\u03bd \u03ba\u03cc\u03c0\u03bf \u03b1\u03ba\u03cc\u03bc\u03b1 \u03bc\u03ad\u03c3\u03b1.", "the wood has run out": "\u03c4\u03bf \u03be\u03cd\u03bb\u03bf \u03c4\u03b5\u03bb\u03b5\u03af\u03c9\u03c3\u03b5", "The Master": "\u039f \u0394\u03ac\u03c3\u03ba\u03b1\u03bb\u03bf\u03c2", "thrust": "\u03ba\u03ac\u03c1\u03c6\u03c9\u03c3\u03b5 \u03bc\u03b5 \u03c4\u03b7\u03bd \u03be\u03b9\u03c6\u03bf\u03bb\u03cc\u03b3\u03c7\u03b7", "water replenished": "\u03c4\u03bf \u03bd\u03b5\u03c1\u03cc \u03be\u03b1\u03bd\u03b1\u03b3\u03ad\u03bc\u03b9\u03c3\u03b5", "a soldier opens fire from across the desert": "\u03bf \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b7\u03c2 \u03b1\u03bd\u03bf\u03af\u03b3\u03b5\u03b9 \u03c0\u03c5\u03c1 \u03b1\u03c0\u03cc \u03bc\u03b1\u03ba\u03c1\u03c5\u03ac", "go twice as far without drinking": "\u03c0\u03ac\u03b5\u03b9 \u03b4\u03b9\u03c0\u03bb\u03ac\u03c3\u03b9\u03b1 \u03b1\u03c0\u03cc\u03c3\u03c4\u03b1\u03c3\u03b7 \u03c7\u03c9\u03c1\u03af\u03c2 \u03bd\u03b5\u03c1\u03cc", "the tentacular horror is defeated.": "\u03b7 \u03c6\u03c1\u03af\u03ba\u03b7 \u03bc\u03b5 \u03c4\u03b1 \u03c0\u03bb\u03bf\u03ba\u03ac\u03bc\u03b9\u03b1 \u03bd\u03b9\u03ba\u03ae\u03b8\u03b7\u03ba\u03b5.", "an overturned caravan is spread across the pockmarked street.": "\u03ad\u03bd\u03b1 \u03b1\u03bd\u03b5\u03c3\u03c4\u03c1\u03b1\u03bc\u03bc\u03ad\u03bd\u03bf \u03c4\u03c1\u03bf\u03c7\u03cc\u03c3\u03c0\u03b9\u03c4\u03bf \u03b5\u03af\u03bd\u03b1\u03b9 \u03bc\u03ad\u03c3' \u03c4\u03bf\u03bd \u03ba\u03b1\u03c4\u03b5\u03c3\u03c4\u03c1\u03b1\u03bc\u03bc\u03ad\u03bd\u03bf \u03b4\u03c1\u03cc\u03bc\u03bf", "the villagers retreat to mourn the dead.": "\u03bf\u03b9 \u03c7\u03c9\u03c1\u03b9\u03ba\u03bf\u03af \u03b3\u03c5\u03c1\u03bd\u03ac\u03bd\u03b5 \u03bd\u03b1 \u03b8\u03c1\u03b7\u03bd\u03ae\u03c3\u03bf\u03c5\u03bd \u03c4\u03bf\u03c5\u03c2 \u03bd\u03b5\u03ba\u03c1\u03bf\u03cd\u03c2 \u03c4\u03bf\u03c5\u03c2.", "A Modest Village": "\u039c\u03b9\u03ba\u03c1\u03cc \u03a7\u03c9\u03c1\u03b9\u03cc", "A Damp Cave": "\u039c\u03b9\u03b1 \u03a5\u03b3\u03c1\u03ae \u03a3\u03c0\u03b7\u03bb\u03b9\u03ac", "swing": "\u03ba\u03b1\u03c4\u03ac\u03c6\u03b5\u03c1\u03b5 \u03c7\u03c4\u03cd\u03c0\u03b7\u03bc\u03b1 \u03bc\u03b5 \u03c4\u03bf \u03c3\u03b9\u03b4\u03b5\u03c1\u03ad\u03bd\u03b9\u03bf \u03c3\u03c0\u03b1\u03b8\u03af", "alien alloy": "\u03b5\u03be\u03c9\u03b3\u03ae\u03b9\u03bd\u03bf \u03ba\u03c1\u03ac\u03bc\u03b1 ", "export or import save data, for backing up": "\u03b5\u03be\u03b1\u03b3\u03c9\u03b3\u03ae \u03ae \u03b5\u03b9\u03c3\u03b1\u03b3\u03c9\u03b3\u03ae \u03b4\u03b5\u03b4\u03bf\u03bc\u03ad\u03bd\u03c9\u03bd \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c5\u03c3\u03b7\u03c2, \u03b3\u03b9\u03b1 \u03c4\u03b7 \u03b4\u03b7\u03bc\u03b9\u03bf\u03c5\u03c1\u03b3\u03af\u03b1 \u03b1\u03bd\u03c4\u03b9\u03b3\u03c1\u03ac\u03c6\u03c9\u03bd \u03b1\u03c3\u03c6\u03b1\u03bb\u03b5\u03af\u03b1\u03c2", "smokehouse": "\u03ba\u03b1\u03c0\u03bd\u03b9\u03c3\u03c4\u03ae\u03c1\u03b9\u03bf", "vague shapes move, just out of sight.": "\u03c3\u03ba\u03b9\u03ad\u03c2 \u03ba\u03bf\u03c5\u03bd\u03b9\u03bf\u03cd\u03bd\u03c4\u03b1\u03b9, \u03b1\u03bb\u03bb\u03ac \u03b4\u03b5\u03bd \u03c6\u03b1\u03af\u03bd\u03bf\u03bd\u03c4\u03b1\u03b9 \u03ba\u03b1\u03b8\u03b1\u03c1\u03ac", "Wanderer": "\u039f\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2", "the earth here is split, as if bearing an ancient wound": "\u03b7 \u03b3\u03b7 \u03b5\u03b4\u03ce \u03b5\u03af\u03bd\u03b1\u03b9 \u03c7\u03c9\u03c1\u03b9\u03c3\u03bc\u03ad\u03bd\u03b7, \u03c3\u03b1\u03bd \u03bd\u03b1 \u03c6\u03ad\u03c1\u03b5\u03b9 \u03b1\u03c1\u03c7\u03b1\u03af\u03bf \u03c4\u03c1\u03b1\u03cd\u03bc\u03b1", "the compass points southeast": "\u03b7 \u03c0\u03c5\u03be\u03af\u03b4\u03b1 \u03b4\u03b5\u03af\u03c7\u03bd\u03b5\u03b9 \u03bd\u03bf\u03c4\u03b9\u03bf\u03b1\u03bd\u03b1\u03c4\u03bf\u03bb\u03b9\u03ba\u03ac", "barbarian": "\u03b2\u03ac\u03c1\u03b2\u03b1\u03c1\u03bf\u03c2", "the wanderer leaves, cart loaded with furs": "\u03b7 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03c6\u03b5\u03cd\u03b3\u03b5\u03b9, \u03c4\u03bf \u03ba\u03ac\u03c1\u03bf \u03b3\u03b5\u03bc\u03ac\u03c4\u03bf \u03b3\u03bf\u03cd\u03bd\u03b5\u03c2.", "there are still supplies inside.": "\u03ad\u03c7\u03b5\u03b9 \u03b1\u03ba\u03cc\u03bc\u03b1 \u03ba\u03ac\u03c0\u03bf\u03b9\u03b5\u03c2 \u03c0\u03c1\u03bf\u03bc\u03ae\u03b8\u03b5\u03b9\u03b5\u03c2 \u03bc\u03ad\u03c3\u03b1.", "traps are more effective with bait.": "\u03bf\u03b9 \u03c0\u03b1\u03b3\u03af\u03b4\u03b5\u03c2 \u03bc\u03b5 \u03b4\u03cc\u03bb\u03c9\u03bc\u03b1 \u03ad\u03c7\u03bf\u03c5\u03bd \u03ba\u03b1\u03bb\u03cd\u03c4\u03b5\u03c1\u03b1 \u03b1\u03c0\u03bf\u03c4\u03b5\u03bb\u03ad\u03c3\u03bc\u03b1\u03c4\u03b1.", "rusted chainlink is pulled across an alleyway.": "\u03bf\u03b9 \u03ba\u03c1\u03af\u03ba\u03bf\u03b9 \u03c3\u03ba\u03bf\u03c5\u03c1\u03b9\u03b1\u03c3\u03bc\u03ad\u03bd\u03b7\u03c2 \u03b1\u03bb\u03c5\u03c3\u03af\u03b4\u03b1\u03c2 \u03c3\u03cd\u03c1\u03bf\u03bd\u03c4\u03b1\u03b9 \u03ba\u03b1\u03c4\u03ac \u03bc\u03ae\u03ba\u03bf\u03c2 \u03b5\u03bd\u03cc\u03c2 \u03b4\u03b9\u03b1\u03b4\u03c1\u03cc\u03bc\u03bf\u03c5.", "a sickness is spreading through the village.": "\u03bc\u03b9\u03b1 \u03b1\u03c3\u03b8\u03ad\u03bd\u03b5\u03b9\u03b1 \u03b5\u03be\u03b1\u03c0\u03bb\u03ce\u03bd\u03b5\u03c4\u03b1\u03b9 \u03c3\u03c4\u03bf \u03c7\u03c9\u03c1\u03b9\u03cc. ", "tangle": "\u03bc\u03c0\u03ad\u03c1\u03b4\u03b5\u03c8\u03b5 \u03c4\u03b1 \u03c0\u03cc\u03b4\u03b9\u03b1 \u03c4\u03bf\u03c5\u03c2", "miss": "\u03b1\u03c0\u03ad\u03c4\u03c5\u03c7\u03b5", "the meat has run out": "\u03c4\u03bf \u03ba\u03c1\u03ad\u03b1\u03c2 \u03c4\u03b5\u03bb\u03b5\u03af\u03c9\u03c3\u03b5", "a beast charges out of a ransacked classroom.": "\u03ad\u03bd\u03b1 \u03b8\u03b7\u03c1\u03af\u03bf \u03bf\u03c1\u03bc\u03ac\u03b5\u03b9 \u03ad\u03be\u03c9 \u03b1\u03c0\u03cc \u03bc\u03b9\u03b1 \u03ba\u03b1\u03c4\u03b5\u03c3\u03c4\u03c1\u03b1\u03bc\u03bc\u03ad\u03bd\u03b7 \u03c4\u03ac\u03be\u03b7.", "lucky that the natives can't work the mechanisms.": "\u03c4\u03cd\u03c7\u03b7 \u03c0\u03bf\u03c5 \u03bf\u03b9 \u03bd\u03c4\u03cc\u03c0\u03b9\u03bf\u03b9 \u03b4\u03b5\u03bd \u03be\u03ad\u03c1\u03bf\u03c5\u03bd \u03bd\u03b1 \u03b4\u03bf\u03c5\u03bb\u03b5\u03cd\u03bf\u03c5\u03bd \u03c4\u03bf\u03c5\u03c2 \u03bc\u03b7\u03c7\u03b1\u03bd\u03b9\u03c3\u03bc\u03bf\u03cd\u03c2", "A Murky Swamp": "\u0396\u03bf\u03c6\u03b5\u03c1\u03cc\u03c2 \u0392\u03ac\u03bb\u03c4\u03bf\u03c2", "just as deadly now as they were then.": "\u03b5\u03be\u03af\u03c3\u03bf\u03c5 \u03b8\u03b1\u03bd\u03b1\u03c4\u03b7\u03c6\u03cc\u03c1\u03b1 \u03c4\u03ce\u03c1\u03b1 \u03cc\u03c0\u03c9\u03c2 \u03ba\u03b1\u03b9 \u03c4\u03cc\u03c4\u03b5.", "builder just shivers": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03c4\u03c1\u03ad\u03bc\u03b5\u03b9", "a second soldier joins the fight.": "\u03ad\u03bd\u03b1\u03c2 \u03b1\u03ba\u03cc\u03bc\u03b1 \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b7\u03c2 \u03bc\u03c0\u03b1\u03af\u03bd\u03b5\u03b9 \u03c3\u03c4\u03b7 \u03bc\u03ac\u03c7\u03b7", "attack": "\u03b5\u03c0\u03af\u03b8\u03b5\u03c3\u03b7", "go inside": "\u03c0\u03ae\u03b3\u03b1\u03b9\u03bd\u03b5 \u03bc\u03ad\u03c3\u03b1", "turn her away": "\u03bd\u03b1 \u03c6\u03cd\u03b3\u03b5\u03b9", "reinforce hull": "\u03b5\u03bd\u03af\u03c3\u03c7\u03c5\u03c3\u03b5 \u03c4\u03bf \u03c3\u03ba\u03b5\u03bb\u03b5\u03c4\u03cc", "not enough wood to get the fire going": "\u03b4\u03b5\u03bd \u03c6\u03c4\u03ac\u03bd\u03b5\u03b9 \u03c4\u03bf \u03be\u03cd\u03bb\u03bf \u03b3\u03b9\u03b1 \u03c6\u03c9\u03c4\u03b9\u03ac", "a stranger arrives in the night": "\u03ad\u03bd\u03b1\u03c2 \u03be\u03ad\u03bd\u03bf\u03c2 \u03ba\u03b1\u03c4\u03b1\u03c6\u03c4\u03ac\u03bd\u03b5\u03b9 \u03bc\u03ad\u03c3\u03b1 \u03c3\u03c4\u03b7 \u03bd\u03cd\u03c7\u03c4\u03b1", "hut": "\u03ba\u03b1\u03bb\u03cd\u03b2\u03b1", "trapper": "\u03c0\u03b1\u03b3\u03b9\u03b4\u03b5\u03c5\u03c4\u03ae\u03c2", "a battered highway sign stands guard at the entrance to this once-great city.": "\u039c\u03b9\u03b1 \u03c4\u03b1\u03bb\u03b1\u03b9\u03c0\u03c9\u03c1\u03b7\u03bc\u03ad\u03bd\u03b7 \u03c0\u03b9\u03bd\u03b1\u03ba\u03af\u03b4\u03b1 \u03c3\u03c4\u03ad\u03ba\u03b5\u03c4\u03b1\u03b9 \u03c6\u03c1\u03bf\u03c5\u03c1\u03cc\u03c2 \u03c3\u03c4\u03b7\u03bd \u03b5\u03af\u03c3\u03bf\u03b4\u03bf \u03b1\u03c5\u03c4\u03ae\u03c2 \u03c4\u03b7\u03c2 \u03ba\u03ac\u03c0\u03bf\u03c4\u03b5 \u03bc\u03b5\u03b3\u03ac\u03bb\u03b7\u03c2 \u03c0\u03cc\u03bb\u03b7\u03c2.", "rifle": "\u03c4\u03bf\u03c5\u03c6\u03ad\u03ba\u03b9", "sulphur": "\u03b8\u03b5\u03b9\u03ac\u03c6\u03b9", "steel": "\u03b1\u03c4\u03c3\u03ac\u03bb\u03b9", "the stranger is standing by the fire. she says she can help. says she builds things.": "\u03b7 \u03be\u03ad\u03bd\u03b7 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b4\u03af\u03c0\u03bb\u03b1 \u03c3\u03c4\u03b7 \u03c6\u03c9\u03c4\u03b9\u03ac. \u03bb\u03ad\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03bc\u03c0\u03bf\u03c1\u03b5\u03af \u03bd\u03b1 \u03b2\u03bf\u03b7\u03b8\u03ae\u03c3\u03b5\u03b9. \u03bc\u03c0\u03bf\u03c1\u03b5\u03af \u03bd\u03b1 \u03ba\u03b1\u03c4\u03b1\u03c3\u03ba\u03b5\u03c5\u03ac\u03b6\u03b5\u03b9 \u03c0\u03c1\u03ac\u03b3\u03bc\u03b1\u03c4\u03b1", "the sickness is cured in time.": "\u03b7 \u03b1\u03c3\u03b8\u03ad\u03bd\u03b5\u03b9\u03b1 \u03b1\u03bd\u03c4\u03b9\u03bc\u03b5\u03c4\u03c9\u03c0\u03af\u03c3\u03c4\u03b7\u03ba\u03b5 \u03ad\u03b3\u03ba\u03b1\u03b9\u03c1\u03b1", "the only hope is a quick death.": "\u03b7 \u03bc\u03cc\u03bd\u03b7 \u03b5\u03bb\u03c0\u03af\u03b4\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03ad\u03bd\u03b1\u03c2 \u03b3\u03c1\u03ae\u03b3\u03bf\u03c1\u03bf\u03c2 \u03b8\u03ac\u03bd\u03b1\u03c4\u03bf\u03c2", "score for this game: {0}": "\u03c3\u03ba\u03bf\u03c1 \u03b3\u03b9\u03b1 \u03b1\u03c5\u03c4\u03cc \u03c4\u03bf \u03c0\u03b1\u03b9\u03c7\u03bd\u03af\u03b4\u03b9: {0}", "the lizard is dead": "\u03b7 \u03c3\u03b1\u03cd\u03c1\u03b1 \u03c0\u03ad\u03b8\u03b1\u03bd\u03b5", "iron": "\u03c3\u03af\u03b4\u03b7\u03c1\u03bf\u03c2", "fires burn in the courtyard beyond.": "\u03c6\u03c9\u03c4\u03b9\u03ad\u03c2 \u03ba\u03b1\u03af\u03bd\u03b5 \u03c3\u03c4\u03bf \u03c0\u03c1\u03bf\u03b1\u03cd\u03bb\u03b9\u03bf \u03c0\u03b1\u03c1\u03ac \u03c0\u03ad\u03c1\u03b1.", "builder": "\u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1", "a large creature lunges, muscles rippling in the torchlight": "\u03ad\u03bd\u03b1 \u03bc\u03b5\u03b3\u03ac\u03bb\u03bf \u03c0\u03bb\u03ac\u03c3\u03bc\u03b1 \u03bf\u03c1\u03bc\u03ac\u03b5\u03b9, \u03b7 \u03ba\u03af\u03bd\u03b7\u03c3\u03b7 \u03c4\u03c9\u03bd \u03bc\u03c5\u03ce\u03bd \u03c4\u03bf\u03c5 \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9 \u03c3\u03c4\u03bf \u03c4\u03bf \u03c6\u03c9\u03c2 \u03c4\u03bf \u03c0\u03c5\u03c1\u03c3\u03bf\u03cd", "something's causing a commotion a ways down the road.": "\u03ba\u03ac\u03c4\u03b9 \u03c0\u03c1\u03bf\u03ba\u03b1\u03bb\u03b5\u03af \u03b1\u03bd\u03b1\u03c4\u03b1\u03c1\u03b1\u03c7\u03ae \u03c0\u03b1\u03c1\u03b1\u03ba\u03ac\u03c4\u03c9 \u03c3\u03c4\u03bf \u03b4\u03c1\u03cc\u03bc\u03bf.", "A Barren World": "\u0388\u03bd\u03b1\u03c2 \u0388\u03c1\u03b7\u03bc\u03bf\u03c2 \u039a\u03cc\u03c3\u03bc\u03bf\u03c2", "A Firelit Room": "\u03a6\u03c9\u03c4\u03b5\u03b9\u03bd\u03cc \u0394\u03c9\u03bc\u03ac\u03c4\u03b9\u03bf", "some wood is missing.": "\u03bb\u03b5\u03af\u03c0\u03b5\u03b9 \u03bb\u03af\u03b3\u03bf \u03be\u03cd\u03bb\u03bf.", "The Beggar": "\u039f \u0396\u03b7\u03c4\u03b9\u03ac\u03bd\u03bf\u03c2", "Troposphere": "\u03a4\u03c1\u03bf\u03c0\u03cc\u03c3\u03c6\u03b1\u03b9\u03c1\u03b1", "ripe for the picking.": "\u03c0\u03b5\u03c1\u03b9\u03bc\u03ad\u03bd\u03b5\u03b9 \u03ba\u03ac\u03c0\u03bf\u03b9\u03bf\u03bd \u03bd\u03b1 \u03c4\u03b7 \u03bc\u03b1\u03b6\u03ad\u03c8\u03b5\u03b9", "A Destroyed Village": "\u039a\u03b1\u03c4\u03b5\u03c3\u03c4\u03c1\u03b1\u03bc\u03bc\u03ad\u03bd\u03bf \u03a7\u03c9\u03c1\u03b9\u03cc", "coal miner": "\u03b1\u03bd\u03b8\u03c1\u03b1\u03ba\u03c9\u03c1\u03cd\u03c7\u03bf\u03c2", "not enough teeth": "\u03b4\u03b5\u03bd \u03b5\u03c0\u03b1\u03c1\u03ba\u03bf\u03cd\u03bd \u03c4\u03b1 \u03b4\u03cc\u03bd\u03c4\u03b9\u03b1", "all he has are some scales.": "\u03ad\u03c7\u03b5\u03b9 \u03bc\u03cc\u03bd\u03bf \u03ba\u03ac\u03c4\u03b9 \u03bb\u03ad\u03c0\u03b9\u03b1.", "learned to predict their movement": "\u03ad\u03bc\u03b1\u03b8\u03b5 \u03bd\u03b1 \u03c0\u03c1\u03bf\u03b2\u03bb\u03ad\u03c0\u03b5\u03b9 \u03c4\u03b7\u03bd \u03ba\u03af\u03bd\u03b7\u03c3\u03ae \u03c4\u03bf\u03c5\u03c2", "the nights are rent with screams.": "\u03c4\u03b9\u03c2 \u03bd\u03cd\u03c7\u03c4\u03b5\u03c2 \u03b1\u03ba\u03bf\u03cd\u03b3\u03bf\u03bd\u03c4\u03b1\u03b9 \u03c6\u03c9\u03bd\u03ad\u03c2", "take": " \u03c0\u03ac\u03c1\u03b5", "the scavenger is dead": "\u03bf \u03c0\u03b5\u03c1\u03b9\u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b7\u03c2 \u03c3\u03ba\u03bf\u03c4\u03ce\u03b8\u03b7\u03ba\u03b5", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "\u03ad\u03bd\u03b1\u03c2 \u03bd\u03bf\u03bc\u03ac\u03c2 \u03b5\u03bc\u03c6\u03b1\u03bd\u03af\u03b6\u03b5\u03c4\u03b1\u03b9, \u03ad\u03c7\u03b5\u03b9 \u03bc\u03b1\u03b6\u03af \u03c4\u03bf\u03c5 \u03b1\u03c5\u03c4\u03bf\u03c3\u03c7\u03ad\u03b4\u03b9\u03b1 \u03c3\u03b1\u03ba\u03b9\u03ac \u03b4\u03b5\u03bc\u03ad\u03bd\u03b1 \u03bc\u03b5 \u03c7\u03bf\u03bd\u03c4\u03c1\u03cc \u03c3\u03c7\u03bf\u03b9\u03bd\u03af.", "a convoy lurches in, equal parts worry and hope.": "\u03ad\u03bd\u03b1 \u03ba\u03bf\u03bc\u03b2\u03cc\u03b9 \u03c6\u03c4\u03ac\u03bd\u03b5\u03b9 \u03c3\u03ad\u03c1\u03bd\u03bf\u03bd\u03c4\u03b1\u03c2, \u03bc\u03b5 \u03af\u03c3\u03b1 \u03bc\u03ad\u03c1\u03b7 \u03b1\u03bd\u03b7\u03c3\u03c5\u03c7\u03af\u03b1 \u03ba\u03b1\u03b9 \u03b5\u03bb\u03c0\u03af\u03b4\u03b1", "the map uncovers a bit of the world": "\u03bf \u03c7\u03ac\u03c1\u03c4\u03b7\u03c2 \u03c0\u03b5\u03c1\u03b9\u03b3\u03c1\u03ac\u03c6\u03b5\u03b9 \u03bb\u03af\u03b3\u03bf \u03b1\u03c0\u03cc \u03c4\u03bf\u03bd \u03ba\u03cc\u03c3\u03bc\u03bf \u03b3\u03cd\u03c1\u03bf.", "the shot echoes in the empty street.": "\u03b7 \u03b2\u03bf\u03bb\u03ae \u03b1\u03bd\u03c4\u03b7\u03c7\u03b5\u03af \u03c3\u03c4\u03bf\u03bd \u03ac\u03b4\u03b5\u03b9\u03bf \u03b4\u03c1\u03cc\u03bc\u03bf.", "the sounds stop.": "\u03bf\u03b9 \u03ae\u03c7\u03bf\u03b9 \u03c3\u03c4\u03b1\u03bc\u03b1\u03c4\u03ac\u03bd\u03b5.", "rucksack": "\u03c3\u03b1\u03ba\u03af\u03b4\u03b9\u03bf", "the towers of a decaying city dominate the skyline": "\u03bf\u03b9 \u03c0\u03cd\u03c1\u03b3\u03bf\u03b9 \u03c4\u03b7\u03c2 \u03bc\u03b9\u03c3\u03bf\u03b3\u03ba\u03c1\u03b5\u03bc\u03b9\u03c3\u03bc\u03ad\u03bd\u03b7\u03c2 \u03c0\u03cc\u03bb\u03b7\u03c2 \u03ba\u03c5\u03c1\u03b9\u03b1\u03c1\u03c7\u03bf\u03cd\u03bd \u03c3\u03c4\u03bf\u03bd \u03bf\u03c1\u03af\u03b6\u03bf\u03bd\u03c4\u03b1", "lights on.": "\u03ac\u03bd\u03bf\u03b9\u03be\u03b5 \u03c4\u03b1 \u03c6\u03ce\u03c4\u03b1", "a torch to keep the dark away": "\u03bf \u03c0\u03c5\u03c1\u03c3\u03cc\u03c2 \u03ba\u03c1\u03b1\u03c4\u03ac\u03b5\u03b9 \u03bc\u03b1\u03ba\u03c1\u03c5\u03ac \u03c4\u03bf \u03c3\u03ba\u03bf\u03c4\u03ac\u03b4\u03b9", "some good stuff woven into its nest.": "\u03ba\u03ac\u03c0\u03bf\u03b9\u03b1 \u03ba\u03b1\u03bb\u03ac \u03c0\u03c1\u03ac\u03b3\u03bc\u03b1\u03c4\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c5\u03c6\u03b1\u03c3\u03bc\u03ad\u03bd\u03b1 \u03c3\u03c4\u03b7\u03bd \u03c6\u03c9\u03bb\u03b9\u03ac \u03c4\u03bf\u03c5.", "starvation sets in": "\u03b7 \u03c0\u03b5\u03af\u03bd\u03b1 \u03b1\u03c1\u03c7\u03af\u03c3\u03b5\u03b9 \u03ba\u03b1\u03b9 \u03b8\u03b5\u03c1\u03af\u03b6\u03b5\u03b9", "charm": "\u03c6\u03c5\u03bb\u03b1\u03c7\u03c4\u03cc", "the sniper is dead": "\u03bf \u03c3\u03ba\u03bf\u03c0\u03b5\u03c5\u03c4\u03ae\u03c2 \u03c3\u03ba\u03bf\u03c4\u03ce\u03b8\u03b7\u03ba\u03b5", "nothing": "\u03c4\u03af\u03c0\u03bf\u03c4\u03b1", "say his folk have been skimming the supplies.": "\u03bb\u03ad\u03bd\u03b5 \u03cc\u03c4\u03b9 \u03b1\u03c5\u03c4\u03cc\u03c2 \u03ba\u03b1\u03b9 \u03b7 \u03c0\u03b1\u03c1\u03ad\u03b1 \u03c4\u03bf\u03c5 \u03ad\u03ba\u03bb\u03b5\u03b2\u03b1\u03bd \u03c0\u03c1\u03bf\u03bc\u03ae\u03b8\u03b5\u03b9\u03b5\u03c2.", "Restart?": "\u0395\u03c0\u03b1\u03bd\u03b5\u03ba\u03ba\u03af\u03bd\u03b7\u03c3\u03b7;", "this is irreversible.": "\u03b1\u03c5\u03c4\u03ae \u03b7 \u03c0\u03c1\u03ac\u03be\u03b7 \u03b4\u03b5\u03bd \u03b5\u03af\u03bd\u03b1\u03b9 \u03b1\u03bd\u03b1\u03c3\u03c4\u03c1\u03ad\u03c8\u03b9\u03bc\u03b7", "the town's booming. word does get around.": "\u03b7 \u03c0\u03cc\u03bb\u03b7 \u03b1\u03bd\u03b8\u03b5\u03af. \u03c4\u03b1 \u03bd\u03ad\u03b1 \u03b4\u03b9\u03b1\u03b4\u03af\u03b4\u03bf\u03bd\u03c4\u03b1\u03b9", "Dropbox connection": "\u03c3\u03cd\u03bd\u03b4\u03b5\u03c3\u03b7 Dropbox", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "\u03cc\u03c0\u03bb\u03b1 \u03ba\u03b1\u03b9 \u03c0\u03c5\u03c1\u03bf\u03bc\u03b1\u03c7\u03b9\u03ba\u03ac, \u03ba\u03b5\u03b9\u03bc\u03ae\u03bb\u03b9\u03b1 \u03b1\u03c0\u03cc \u03c4\u03bf\u03bd \u03c0\u03cc\u03bb\u03b5\u03bc\u03bf, \u03b5\u03af\u03bd\u03b1\u03b9 \u03c4\u03b1\u03ba\u03c4\u03bf\u03c0\u03bf\u03b9\u03b7\u03bc\u03ad\u03bd\u03b1 \u03c3\u03c4\u03bf \u03c0\u03ac\u03c4\u03c9\u03bc\u03b1 \u03c4\u03b7\u03c2 \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b7\u03c2.", "iron miner": "\u03bc\u03b5\u03c4\u03b1\u03bb\u03bb\u03c9\u03c1\u03cd\u03c7\u03bf\u03c2", "give 100": "\u03b4\u03ce\u03c3\u03b5 100", "Export": "\u0395\u03be\u03b1\u03b3\u03c9\u03b3\u03ae", "the operating theatre has a lot of curious equipment.": "\u03c4\u03bf \u03c7\u03b5\u03b9\u03c1\u03bf\u03c5\u03c1\u03b3\u03b5\u03af\u03bf \u03ad\u03c7\u03b5\u03b9 \u03c0\u03bf\u03bb\u03cd \u03c0\u03b5\u03c1\u03af\u03b5\u03c1\u03b3\u03bf \u03b5\u03be\u03bf\u03c0\u03bb\u03b9\u03c3\u03bc\u03cc.", "A Sniper": "\u039f \u03a3\u03ba\u03bf\u03c0\u03b5\u03c5\u03c4\u03ae\u03c2", "the mysterious wanderer returns, cart piled high with wood.": "\u03bf \u03bc\u03c5\u03c3\u03c4\u03b7\u03c1\u03b9\u03ce\u03b4\u03b7\u03c2 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03be\u03b1\u03bd\u03ac \u03ae\u03c1\u03b8\u03b5, \u03c4\u03bf \u03ba\u03b1\u03c1\u03cc\u03c4\u03c3\u03b9 \u03b3\u03b5\u03bc\u03ac\u03c4\u03bf \u03be\u03cd\u03bb\u03b1.", "a snarling beast jumps out from behind a car.": "\u03ad\u03bd\u03b1 \u03ac\u03b3\u03c1\u03b9\u03bf \u03b6\u03ce\u03bf \u03be\u03b5\u03c0\u03b7\u03b4\u03ac \u03c0\u03af\u03c3\u03c9 \u03b1\u03c0\u03cc \u03ad\u03bd\u03b1 \u03b1\u03c5\u03c4\u03bf\u03ba\u03af\u03bd\u03b7\u03c4\u03bf.", "precise": "\u03b1\u03ba\u03c1\u03b9\u03b2\u03ae\u03c2", "looks like a camp of sorts up ahead.": "\u03ba\u03ac\u03c4\u03b9 \u03c3\u03b1\u03bd \u03ba\u03b1\u03c4\u03b1\u03c5\u03bb\u03b9\u03c3\u03bc\u03cc\u03c2 \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9 \u03c3\u03c4\u03bf \u03b2\u03ac\u03b8\u03bf\u03c2.", "bait": "\u03b4\u03cc\u03bb\u03c9\u03bc\u03b1", "The Sulphur Mine": "\u039f\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u0398\u03b5\u03b9\u03b1\u03c6\u03b9\u03bf\u03cd", "stunned": "\u03b6\u03b1\u03bb\u03b9\u03c3\u03bc\u03ad\u03bd\u03bf\u03c2", "a thief is caught": "\u03ad\u03bd\u03b1\u03c2 \u03ba\u03bb\u03ad\u03c6\u03c4\u03b7\u03c2 \u03c0\u03b9\u03ac\u03c3\u03c4\u03b7\u03ba\u03b5.", "a beggar arrives.": "\u03ae\u03c1\u03b8\u03b5 \u03ad\u03bd\u03b1\u03c2 \u03b6\u03b7\u03c4\u03b9\u03ac\u03bd\u03bf\u03c2.", "the strange bird is dead": "\u03c4\u03bf \u03c0\u03b5\u03c1\u03af\u03b5\u03c1\u03b3\u03bf \u03c0\u03c4\u03b7\u03bd\u03cc \u03c3\u03ba\u03bf\u03c4\u03ce\u03b8\u03b7\u03ba\u03b5", "*** EVENT ***": "*** \u0393\u0395\u0393\u039f\u039d\u039f\u03a3 ***", "the grass thrashes wildly as a huge lizard pushes through": "\u03c4\u03bf \u03c7\u03bf\u03c1\u03c4\u03ac\u03c1\u03b9 \u03ba\u03bf\u03c5\u03bd\u03b9\u03ad\u03c4\u03b1\u03b9 \u03b1\u03c0\u03cc\u03c4\u03bf\u03bc\u03b1 \u03cc\u03c4\u03b1\u03bd \u03b2\u03b3\u03b1\u03af\u03bd\u03b5\u03b9 \u03bc\u03b9\u03b1 \u03c4\u03b5\u03c1\u03ac\u03c3\u03c4\u03b9\u03b1 \u03c3\u03b1\u03cd\u03c1\u03b1 ", "medicine is needed immediately.": "\u03c6\u03ac\u03c1\u03bc\u03b1\u03ba\u03b1 \u03c7\u03c1\u03b5\u03b9\u03ac\u03b6\u03bf\u03bd\u03c4\u03b1\u03b9 \u03ac\u03bc\u03b5\u03c3\u03b1", "A Crashed Ship": "\u03a3\u03c5\u03bd\u03c4\u03c1\u03af\u03bc\u03bc\u03b9\u03b1 \u03a0\u03bb\u03bf\u03af\u03bf\u03c5", "the town lies abandoned, its citizens long dead": "\u03b7 \u03c0\u03cc\u03bb\u03b7 \u03b2\u03c1\u03af\u03c3\u03ba\u03b5\u03c4\u03b1\u03b9 \u03b5\u03b3\u03ba\u03b1\u03c4\u03b1\u03bb\u03b5\u03bb\u03b5\u03b9\u03bc\u03bc\u03ad\u03bd\u03b7, \u03bf\u03b9 \u03c0\u03bf\u03bb\u03af\u03c4\u03b5\u03c2 \u03c4\u03b7\u03c2 \u03c0\u03bf\u03bb\u03cd \u03ba\u03b1\u03b9\u03c1\u03cc \u03bd\u03b5\u03ba\u03c1\u03bf\u03af", "give 1 medicine": "\u03b4\u03ce\u03c3\u03b5 \u03ad\u03bd\u03b1 \u03c6\u03ac\u03c1\u03bc\u03b1\u03ba\u03bf ", "the old compass is dented and dusty, but it looks to work.": "\u03b7 \u03c0\u03b1\u03bb\u03b9\u03ac \u03c0\u03c5\u03be\u03af\u03b4\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03c4\u03c1\u03b1\u03b2\u03ae \u03ba\u03b1\u03b9 \u03c3\u03ba\u03bf\u03bd\u03b9\u03c3\u03bc\u03ad\u03bd\u03b7, \u03b1\u03bb\u03bb\u03ac \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9 \u03bd\u03b1 \u03b4\u03bf\u03c5\u03bb\u03b5\u03cd\u03b5\u03b9.", "wood": "\u03be\u03cd\u03bb\u03bf", "A Forgotten Battlefield": "\u039e\u03b5\u03c7\u03b1\u03c3\u03bc\u03ad\u03bd\u03b7 \u039c\u03ac\u03c7\u03b7", "the trees are gone. parched earth and blowing dust are poor replacements.": "\u03ac\u03bb\u03bb\u03b1 \u03b4\u03ad\u03bd\u03c4\u03c1\u03b1 \u03b4\u03b5\u03bd \u03c5\u03c0\u03ac\u03c1\u03c7\u03bf\u03c5\u03bd. \u03b4\u03b9\u03c8\u03b1\u03c3\u03bc\u03ad\u03bd\u03b7 \u03b3\u03b7 \u03ba\u03b1\u03b9 \u03c3\u03ba\u03cc\u03bd\u03b7 \u03c0\u03b1\u03bd\u03c4\u03bf\u03cd \u03b5\u03af\u03bd\u03b1\u03b9 \u03c6\u03c4\u03c9\u03c7\u03bf\u03af \u03b1\u03bd\u03c4\u03b9\u03ba\u03b1\u03c4\u03b1\u03c3\u03c4\u03ac\u03c4\u03b5\u03c2", "lodge": "\u03ba\u03b1\u03c4\u03ac\u03bb\u03c5\u03bc\u03b1", "leave city": "\u03c6\u03cd\u03b3\u03b5 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03c0\u03cc\u03bb\u03b7", "a scout stops for the night": "\u03ad\u03bd\u03b1\u03c2 \u03b9\u03c7\u03bd\u03b7\u03bb\u03ac\u03c4\u03b7\u03c2 \u03c3\u03c4\u03b1\u03bc\u03b1\u03c4\u03ac\u03b5\u03b9 \u03b3\u03b9\u03b1 \u03c4\u03b7 \u03bd\u03cd\u03c7\u03c4\u03b1", "a gunshot rings through the trees.": "\u03bc\u03b9\u03b1 \u03c0\u03b9\u03c3\u03c4\u03bf\u03bb\u03b9\u03ac \u03b1\u03ba\u03bf\u03cd\u03b3\u03b5\u03c4\u03b1\u03b9 \u03bc\u03ad\u03c3\u03b1 \u03b1\u03c0\u03cc \u03c4\u03b1 \u03b4\u03ad\u03bd\u03c4\u03c1\u03b1.", "pop ": "\u03c0\u03bb\u03b7\u03b8 ", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "\u03ba\u03ac\u03c0\u03bf\u03c5 \u03c0\u03ac\u03bd\u03c9 \u03b1\u03c0\u03cc \u03c4\u03bf \u03c3\u03cd\u03bd\u03bd\u03b5\u03c6\u03bf \u03bc\u03b5 \u03c4\u03b1 \u03b4\u03b9\u03b1\u03c3\u03c4\u03b7\u03bc\u03b9\u03ba\u03ac \u03c3\u03ba\u03bf\u03c5\u03c0\u03af\u03b4\u03b9\u03b1 \u03c5\u03c0\u03ac\u03c1\u03c7\u03b5\u03b9 \u03bf \u03c3\u03c4\u03cc\u03bb\u03bf\u03c2 \u03c4\u03c9\u03bd \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03c9\u03bd. \u03c0\u03bf\u03bb\u03cd\u03c2 \u03ba\u03b1\u03b9\u03c1\u03cc\u03c2 \u03c3\u03b5 \u03b1\u03c5\u03c4\u03cc \u03c4\u03bf \u03b2\u03c1\u03ac\u03c7\u03bf.", "iron mine": "\u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u03a3\u03b9\u03b4\u03ae\u03c1\u03bf\u03c5", "freezing": "\u03c0\u03b1\u03b3\u03c9\u03bc\u03ad\u03bd\u03bf", "the world fades": "\u03bf \u03ba\u03cc\u03c3\u03bc\u03bf\u03c2 \u03c7\u03ac\u03bd\u03b5\u03c4\u03b1\u03b9", "some of the traps have been torn apart.": "\u03bc\u03b5\u03c1\u03b9\u03ba\u03ad\u03c2 \u03c0\u03b1\u03b3\u03af\u03b4\u03b5\u03c2 \u03ad\u03c7\u03bf\u03c5\u03bd \u03b3\u03af\u03bd\u03b5\u03b9 \u03ba\u03bf\u03bc\u03bc\u03ac\u03c4\u03b9\u03b1.", "not enough iron": "\u03b4\u03b5\u03bd \u03b5\u03c0\u03b1\u03c1\u03ba\u03b5\u03af \u03bf \u03c3\u03af\u03b4\u03b7\u03c1\u03bf\u03c2", "compass": "\u03c0\u03c5\u03be\u03af\u03b4\u03b1", "successfully saved to dropbox datastorage": "\u03b1\u03c0\u03bf\u03b8\u03b7\u03ba\u03b5\u03cd\u03c4\u03b7\u03ba\u03b5 \u03bc\u03b5 \u03b5\u03c0\u03b9\u03c4\u03c5\u03c7\u03af\u03b1 \u03c3\u03c4\u03bf \u03c7\u03ce\u03c1\u03bf \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c5\u03c3\u03b7\u03c2 Dropbox ", "builder says it'd be useful to have a steady source of bullets": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03bb\u03ad\u03b5\u03b9 \u03b8\u03b1 \u03ae\u03c4\u03b1\u03bd \u03c7\u03c1\u03ae\u03c3\u03b9\u03bc\u03bf \u03bd\u03b1 \u03b5\u03af\u03c7\u03b1\u03bc\u03b5 \u03c0\u03ac\u03bd\u03c4\u03b1 \u03c3\u03c6\u03b1\u03af\u03c1\u03b5\u03c2", "a mysterious wanderer arrives": "\u03ad\u03bd\u03b1\u03c2 \u03bc\u03c5\u03c3\u03c4\u03ae\u03c1\u03b9\u03bf\u03c2 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03ba\u03b1\u03c4\u03b1\u03c6\u03c4\u03ac\u03bd\u03b5\u03b9", "An Old House": "\u0388\u03bd\u03b1 \u03a0\u03b1\u03bb\u03b9\u03cc \u03a3\u03c0\u03af\u03c4\u03b9", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "\u03b1\u03c3\u03c0\u03c1\u03b9\u03c3\u03bc\u03ad\u03bd\u03b1 \u03ba\u03cc\u03ba\u03b1\u03bb\u03b1 \u03c3\u03ba\u03bf\u03c1\u03c0\u03b9\u03c3\u03bc\u03ad\u03bd\u03b1 \u03bc\u03c0\u03c1\u03bf\u03c3\u03c4\u03ac \u03c3\u03c4\u03b7\u03bd \u03b5\u03af\u03c3\u03bf\u03b4\u03bf. \u03b1\u03c1\u03ba\u03b5\u03c4\u03ac, \u03bc\u03b5 \u03c7\u03b1\u03c1\u03b1\u03ba\u03b9\u03ad\u03c2 \u03ba\u03b1\u03b9 \u03c3\u03c0\u03b1\u03c3\u03bc\u03ad\u03bd\u03b1 \u03ba\u03bf\u03bc\u03bc\u03ac\u03c4\u03b9\u03b1", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "\u03bc\u03cc\u03bb\u03b9\u03c2 \u03b7 \u03c0\u03cc\u03c1\u03c4\u03b1 \u03b1\u03bd\u03bf\u03af\u03b3\u03b5\u03b9 \u03bb\u03af\u03b3\u03bf, \u03b5\u03ba\u03b1\u03c4\u03bf\u03bd\u03c4\u03ac\u03b4\u03b5\u03c2 \u03c0\u03bb\u03bf\u03ba\u03ac\u03bc\u03b9\u03b1 \u03be\u03b5\u03c3\u03c0\u03bf\u03cd\u03bd.", "leather": "\u03b4\u03ad\u03c1\u03bc\u03b1", "a sound comes from the tunnel, just ahead.": "\u03ad\u03bd\u03b1\u03c2 \u03ae\u03c7\u03bf\u03c2 \u03ad\u03c1\u03c7\u03b5\u03c4\u03b1\u03b9 \u03b1\u03c0\u03cc \u03c4\u03bf \u03c4\u03bf\u03cd\u03bd\u03b5\u03bb, \u03b1\u03ba\u03c1\u03b9\u03b2\u03ce\u03c2 \u03bc\u03c0\u03c1\u03bf\u03c3\u03c4\u03ac", "investigate": "\u03b5\u03c1\u03b5\u03cd\u03bd\u03b7\u03c3\u03b5", "the cave narrows a few feet in.": "\u03b7 \u03c3\u03c0\u03b7\u03bb\u03b9\u03ac \u03bc\u03b9\u03ba\u03c1\u03b1\u03af\u03bd\u03b5\u03b9 \u03c0\u03b9\u03bf \u03bc\u03ad\u03c3\u03b1.", "sword is sharp. good protection out in the wilds.": "\u03ba\u03cc\u03b2\u03b5\u03b9 \u03c4\u03bf \u03c3\u03c0\u03b1\u03b8\u03af. \u03ba\u03b1\u03bb\u03cc \u03b3\u03b9\u03b1 \u03ad\u03be\u03c9 \u03c3\u03c4\u03b7\u03bd \u03ac\u03b3\u03c1\u03b9\u03b1 \u03c6\u03cd\u03c3\u03b7", "orange traffic cones are set across the street, faded and cracked.": "\u039f\u03b9 \u03c0\u03bf\u03c1\u03c4\u03bf\u03ba\u03b1\u03bb\u03af \u03ba\u03ce\u03bd\u03bf\u03b9 \u03ba\u03c5\u03ba\u03bb\u03bf\u03c6\u03bf\u03c1\u03af\u03b1\u03c2 \u03c0\u03bf\u03c5 \u03ad\u03c7\u03b5\u03b9 \u03c3\u03c4\u03b7\u03bd \u03b1\u03c0\u03ad\u03bd\u03b1\u03bd\u03c4\u03b9 \u03c0\u03bb\u03b5\u03c5\u03c1\u03ac \u03c4\u03bf\u03c5 \u03b4\u03c1\u03cc\u03bc\u03bf\u03c5, \u03b5\u03af\u03bd\u03b1\u03b9 \u03be\u03b5\u03b8\u03c9\u03c1\u03b9\u03b1\u03c3\u03bc\u03ad\u03bd\u03b7 \u03ba\u03b1\u03b9 \u03c1\u03b1\u03b3\u03b9\u03c3\u03bc\u03ad\u03bd\u03bf\u03b9.", "a large man attacks, waving a bayonet.": "\u03ad\u03bd\u03b1\u03c2 \u03bc\u03b5\u03b3\u03ac\u03bb\u03bf\u03c2 \u03ac\u03bd\u03c4\u03c1\u03b1\u03c2 \u03b5\u03c0\u03b9\u03c4\u03af\u03b8\u03b5\u03c4\u03b1\u03b9, \u03ba\u03c1\u03b1\u03c4\u03ce\u03bd\u03c4\u03b1\u03c2 \u03bc\u03b9\u03b1 \u03be\u03b9\u03c6\u03bf\u03bb\u03cc\u03b3\u03c7\u03b7.", "all residents in the hut perished in the fire.": "\u03cc\u03bb\u03bf\u03b9 \u03bf\u03b9 \u03ad\u03bd\u03bf\u03b9\u03ba\u03bf\u03b9 \u03c4\u03b7\u03c2 \u03ba\u03b1\u03bb\u03cd\u03b2\u03b1\u03c2 \u03c7\u03ac\u03b8\u03b7\u03ba\u03b1\u03bd \u03c3\u03c4\u03b7\u03bd \u03c6\u03c9\u03c4\u03b9\u03ac", "the air is filled with dust, driven relentlessly by the hard winds.": "\u03bf \u03b1\u03ad\u03c1\u03b1\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b3\u03b5\u03bc\u03ac\u03c4\u03bf\u03c2 \u03c3\u03ba\u03cc\u03bd\u03b7, \u03c0\u03bf\u03c5 \u03bc\u03b5\u03c4\u03b1\u03c6\u03ad\u03c1\u03b5\u03c4\u03b1\u03b9 \u03c3\u03c5\u03bd\u03ad\u03c7\u03b5\u03b9\u03b1 \u03b1\u03c0\u03cc \u03c4\u03bf\u03c5\u03c2 \u03b4\u03c5\u03bd\u03b1\u03c4\u03bf\u03cd\u03c2 \u03b1\u03bd\u03ad\u03bc\u03bf\u03c5\u03c2.", "A Damp Cave": "\u03a5\u03b3\u03c1\u03ae \u03a3\u03c0\u03ae\u03bb\u03b9\u03b1", "a gaunt man approaches, a crazed look in his eye": "\u03ad\u03bd\u03b1\u03c2 \u03c7\u03bb\u03c9\u03bc\u03cc\u03c2 \u03ac\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c2 \u03c0\u03bb\u03b7\u03c3\u03b9\u03ac\u03b6\u03b5\u03b9. \u03c4\u03bf \u03bc\u03ac\u03c4\u03b9 \u03c4\u03bf\u03c5 \u03b3\u03c5\u03b1\u03bb\u03af\u03b6\u03b5\u03b9", "A Military Raid": "\u039c\u03b9\u03b1 \u03a3\u03c4\u03c1\u03b1\u03c4\u03b9\u03c9\u03c4\u03b9\u03ba\u03ae \u0395\u03c0\u03b9\u03b4\u03c1\u03bf\u03bc\u03ae", "the walls are moist and moss-covered": "\u03c4\u03b1 \u03c4\u03bf\u03b9\u03c7\u03ce\u03bc\u03b1\u03c4\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c5\u03b3\u03c1\u03ac \u03ba\u03b1\u03b9 \u03b3\u03b5\u03bc\u03ac\u03c4\u03b1 \u03b2\u03c1\u03cd\u03b1.", "not enough wood": "\u03b4\u03b5\u03bd \u03b5\u03c0\u03b1\u03c1\u03ba\u03b5\u03af \u03c4\u03bf \u03be\u03cd\u03bb\u03bf", "a giant lizard shambles forward": "\u03bc\u03b9\u03b1 \u03b3\u03b9\u03b3\u03b1\u03bd\u03c4\u03b9\u03b1\u03af\u03b1 \u03c3\u03b1\u03cd\u03c1\u03b1 \u03c3\u03ad\u03c1\u03bd\u03b5\u03c4\u03b1\u03b9", "close": "\u03ba\u03bb\u03b5\u03af\u03c3\u03b5", "some medicine abandoned in the drawers.": "\u03ba\u03ac\u03c0\u03bf\u03b9\u03b1 \u03c6\u03ac\u03c1\u03bc\u03b1\u03ba\u03bf \u03b5\u03b3\u03ba\u03b1\u03c4\u03b1\u03bb\u03b5\u03bb\u03b5\u03b9\u03bc\u03bc\u03ad\u03bd\u03b1 \u03c3\u03c4\u03b1 \u03c3\u03c5\u03c1\u03c4\u03ac\u03c1\u03b9\u03b1.", "strange scales": "\u03c0\u03b5\u03c1\u03af\u03b5\u03c1\u03b3\u03b1 \u03bb\u03ad\u03c0\u03b9\u03b1", "learned to throw punches with purpose": "\u03ad\u03bc\u03b1\u03b8\u03b5 \u03bd\u03b1 \u03c1\u03af\u03c7\u03bd\u03b5\u03b9 \u03bc\u03c0\u03bf\u03c5\u03bd\u03b9\u03ad\u03c2 \u03c3\u03c9\u03c3\u03c4\u03ac", "a shack stands at the center of the village.": "\u03bc\u03b9\u03b1 \u03ba\u03b1\u03bb\u03cd\u03b2\u03b1 \u03c3\u03c4\u03ad\u03ba\u03b5\u03c4\u03b1\u03b9 \u03b1\u03ba\u03cc\u03bc\u03b1 \u03c3\u03c4\u03bf \u03ba\u03ad\u03bd\u03c4\u03c1\u03bf \u03c4\u03bf\u03c5 \u03c7\u03c9\u03c1\u03b9\u03bf\u03cd", "spare him": "\u03b4\u03ce\u03c3\u03b5 \u03c7\u03ac\u03c1\u03b7", "he smiles warmly and asks for lodgings for the night.": "\u03c7\u03b1\u03bc\u03bf\u03b3\u03b5\u03bb\u03ac\u03b5\u03b9 \u03c6\u03b9\u03bb\u03b9\u03ba\u03ac \u03ba\u03b1\u03b9 \u03b6\u03b7\u03c4\u03ac \u03ba\u03ac\u03c0\u03bf\u03c5 \u03bd\u03b1 \u03bc\u03b5\u03af\u03bd\u03b5\u03b9 \u03c4\u03bf \u03b2\u03c1\u03ac\u03b4\u03c5.", "stealthy": "\u03b1\u03b8\u03cc\u03c1\u03c5\u03b2\u03bf\u03c2", "the sulphur mine is clear of dangers": "\u03c4\u03bf \u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u03b8\u03b5\u03b9\u03b1\u03c6\u03b9\u03bf\u03cd \u03b5\u03af\u03bd\u03b1\u03b9 \u03c4\u03ce\u03c1\u03b1 \u03b1\u03c3\u03c6\u03b1\u03bb\u03ad\u03c2", "weapons": "\u03cc\u03c0\u03bb\u03b1", "the man is thankful.": "\u03bf \u03ac\u03bd\u03c4\u03c1\u03b1\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b5\u03c5\u03b3\u03bd\u03ce\u03bc\u03bf\u03bd.", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "\u03c3\u03c0\u03b1\u03c3\u03bc\u03ad\u03bd\u03b1 \u03c6\u03ce\u03c4\u03b1 \u03c4\u03bf\u03c5 \u03b4\u03c1\u03cc\u03bc\u03bf\u03c5 \u03c3\u03c4\u03ad\u03ba\u03bf\u03bd\u03c4\u03b1\u03b9, \u03c3\u03ba\u03bf\u03c5\u03c1\u03b9\u03ac\u03b6\u03bf\u03c5\u03bd. \u03c4\u03bf \u03c6\u03c9\u03c2 \u03b4\u03b5\u03bd \u03ad\u03c7\u03b5\u03b9 \u03b4\u03b5\u03b9 \u03b1\u03c5\u03c4\u03cc \u03c4\u03bf \u03bc\u03ad\u03c1\u03bf\u03c2 \u03b3\u03b9\u03b1 \u03ad\u03bd\u03b1 \u03bc\u03b5\u03b3\u03ac\u03bb\u03bf \u03c7\u03c1\u03bf\u03bd\u03b9\u03ba\u03cc \u03b4\u03b9\u03ac\u03c3\u03c4\u03b7\u03bc\u03b1.", "shares what he knows about sneaking before he goes.": "\u03c0\u03c1\u03b9\u03bd \u03c6\u03cd\u03b3\u03b5\u03b9, \u03bc\u03bf\u03b9\u03c1\u03ac\u03b6\u03b5\u03c4\u03b1\u03b9 \u03c4\u03b9\u03c2 \u03b3\u03bd\u03ce\u03c3\u03b5\u03b9\u03c2 \u03c4\u03bf\u03c5 \u03c3\u03c4\u03bf \u03bd\u03b1 \u03b3\u03bb\u03b9\u03c3\u03c4\u03c1\u03ac \u03b1\u03c0\u03b1\u03c1\u03b1\u03c4\u03ae\u03c1\u03b7\u03c4\u03bf\u03c2.", "import": "\u03b5\u03b9\u03c3\u03b1\u03b3\u03c9\u03b3\u03ae", "available": "\u03b4\u03b9\u03b1\u03b8\u03ad\u03c3\u03b9\u03bc\u03bf", "A Shivering Man": "\u0388\u03bd\u03b1\u03c2 \u0386\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c2 \u03a0\u03bf\u03c5 \u03a4\u03c1\u03ad\u03bc\u03b5\u03b9", "the rest bury them.": "\u03bf\u03b9 \u03c5\u03c0\u03cc\u03bb\u03bf\u03b9\u03c0\u03bf\u03b9 \u03c4\u03bf\u03c5\u03c2 \u03ad\u03b8\u03b1\u03c8\u03b1\u03bd.", "smoldering": "\u03ba\u03b1\u03c0\u03bd\u03af\u03b6\u03b5\u03b9", "the young settler was carrying a canvas sack.": "\u03bf \u03bd\u03b5\u03b1\u03c1\u03cc\u03c2 \u03ac\u03c0\u03bf\u03b9\u03ba\u03bf\u03c2 \u03bc\u03b5\u03c4\u03ad\u03c6\u03b5\u03c1\u03b5 \u03ad\u03bd\u03b1 \u03c3\u03ac\u03ba\u03bf \u03b1\u03c0\u03cc \u03ba\u03b1\u03bc\u03b2\u03ac.", "the ground is littered with small teeth": "\u03c4\u03bf \u03ad\u03b4\u03b1\u03c6\u03bf\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b3\u03b5\u03bc\u03ac\u03c4\u03bf \u03bc\u03b5 \u03bc\u03b9\u03ba\u03c1\u03ac \u03b4\u03cc\u03bd\u03c4\u03b9\u03b1", "the nest of a large animal lies at the back of the cave.": "\u03b7 \u03c6\u03c9\u03bb\u03b9\u03ac \u03b5\u03bd\u03cc\u03c2 \u03bc\u03b5\u03b3\u03ac\u03bb\u03bf\u03c5 \u03b6\u03ce\u03bf\u03c5 \u03b2\u03c1\u03af\u03c3\u03ba\u03b5\u03c4\u03b1\u03b9 \u03c3\u03c4\u03bf \u03c0\u03af\u03c3\u03c9 \u03bc\u03ad\u03c1\u03bf\u03c2 \u03c4\u03bf\u03c5 \u03c3\u03c0\u03b7\u03bb\u03b1\u03af\u03bf\u03c5.", "A Tiny Village": "\u039c\u03b9\u03ba\u03c1\u03bf\u03c3\u03ba\u03bf\u03c0\u03b9\u03ba\u03cc \u03a7\u03c9\u03c1\u03b9\u03cc", "a tribe of elderly squatters is camped out in this ward.": "\u03bc\u03b9\u03b1 \u03c6\u03c5\u03bb\u03ae \u03b7\u03bb\u03b9\u03ba\u03b9\u03c9\u03bc\u03ad\u03bd\u03c9\u03bd \u03ba\u03b1\u03c4\u03b1\u03c0\u03b1\u03c4\u03b7\u03c4\u03ce\u03bd \u03ba\u03b1\u03c4\u03b1\u03c3\u03ba\u03ae\u03bd\u03c9\u03c3\u03b5 \u03c3\u03b5 \u03b1\u03c5\u03c4\u03cc \u03c4\u03bf \u03b8\u03ac\u03bb\u03b1\u03bc\u03bf.", "your are connected to dropbox with account / email ": "\u03b5\u03af\u03c3\u03c4\u03b5 \u03c3\u03c5\u03bd\u03b4\u03b5\u03b4\u03b5\u03bc\u03ad\u03bd\u03bf\u03b9 \u03c3\u03c4\u03bf Dropbox \u03bc\u03b5 \u03c4\u03bf \u03bb\u03bf\u03b3\u03b1\u03c1\u03b9\u03b1\u03c3\u03bc\u03cc / e-mail", "Mesosphere": "\u039c\u03b5\u03c3\u03cc\u03c3\u03c6\u03b1\u03b9\u03c1\u03b1", "agree": "\u03b5\u03bd\u03c4\u03ac\u03be\u03b5\u03b9", "the double doors creak endlessly in the wind.": "\u03bf\u03b9 \u03b4\u03b9\u03c0\u03bb\u03ad\u03c2 \u03c0\u03cc\u03c1\u03c4\u03b5\u03c2 \u03c4\u03c1\u03af\u03b6\u03bf\u03c5\u03bd \u03b1\u03c3\u03c4\u03b1\u03bc\u03ac\u03c4\u03b7\u03c4\u03b1 \u03c3\u03c4\u03bf\u03bd \u03ac\u03bd\u03b5\u03bc\u03bf.", "not much here.": "\u03b4\u03b5\u03bd \u03ad\u03c7\u03b5\u03b9 \u03ba\u03b1\u03b9 \u03c4\u03af\u03c0\u03bf\u03c4\u03b1 \u03b5\u03b4\u03ce", "got it": "\u03ba\u03b1\u03bb\u03ac", "choose one slot to load from": "\u03b5\u03c0\u03b9\u03bb\u03ad\u03be\u03c4\u03b5 \u03c4\u03b7 \u03b8\u03ad\u03c3\u03b7 \u03b3\u03b9\u03b1 \u03c6\u03cc\u03c1\u03c4\u03c9\u03c3\u03b7 ", "a cave lizard attacks": "\u03bc\u03b9\u03b1 \u03c3\u03b1\u03cd\u03c1\u03b1 \u03b5\u03c0\u03b9\u03c4\u03af\u03b8\u03b5\u03c4\u03b1\u03b9", "men mill about, weapons at the ready.": "\u03ac\u03bd\u03c4\u03c1\u03b5\u03c2 \u03c0\u03b7\u03b3\u03b1\u03b9\u03bd\u03bf\u03ad\u03c1\u03c7\u03bf\u03bd\u03c4\u03b1\u03b9, \u03cc\u03bb\u03bf\u03b9 \u03bc\u03b5 \u03cc\u03c0\u03bb\u03b1 \u03b5\u03c0\u03ac\u03bd\u03c9 \u03c4\u03bf\u03c5\u03c2", "l armour": "\u03b4\u03b5\u03c1\u03bc\u03ac\u03c4\u03b9\u03bd\u03b7 \u03c0\u03b1\u03bd\u03bf\u03c0\u03bb\u03af\u03b1", "steelworks": "\u03c7\u03b1\u03bb\u03c5\u03b2\u03bf\u03c5\u03c1\u03b3\u03b5\u03af\u03bf", "A Ruined City": "\u039c\u03b9\u03b1 \u039a\u03b1\u03c4\u03b5\u03c3\u03c4\u03c1\u03b1\u03bc\u03bc\u03ad\u03bd\u03b7 \u03a0\u03cc\u03bb\u03b7", "Noises": "\u0398\u03cc\u03c1\u03c5\u03b2\u03bf\u03b9", "can't tell what left it here.": "\u03b4\u03b5\u03bd \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9 \u03c4\u03b9 \u03c4\u03bf \u03ac\u03c6\u03b7\u03c3\u03b5 \u03b5\u03b4\u03ce.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "\u03b4\u03ad\u03bd\u03c4\u03c1\u03b1 \u03b4\u03b5\u03c3\u03c0\u03cc\u03b6\u03bf\u03c5\u03bd \u03c3\u03c4\u03bf\u03bd \u03bf\u03c1\u03af\u03b6\u03bf\u03bd\u03c4\u03b1. \u03c7\u03cc\u03c1\u03c4\u03b1 \u03c3\u03c4\u03b1\u03b4\u03b9\u03b1\u03ba\u03ac \u03b1\u03bd\u03c4\u03b9\u03ba\u03b1\u03b8\u03af\u03c3\u03c4\u03b1\u03bd\u03c4\u03b1\u03b9 \u03b1\u03c0\u03cc \u03be\u03b5\u03c1\u03ac \u03ba\u03bb\u03b1\u03b4\u03b9\u03ac \u03ba\u03b1\u03b9 \u03c0\u03b5\u03c3\u03bc\u03ad\u03bd\u03b1 \u03c6\u03cd\u03bb\u03b1.", "a man stands over a dead wanderer. notices he's not alone.": "\u03ad\u03bd\u03b1\u03c2 \u03ac\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c2 \u03c3\u03c4\u03ad\u03ba\u03b5\u03c4\u03b1\u03b9 \u03c0\u03ac\u03bd\u03c9 \u03b1\u03c0\u03cc \u03ad\u03bd\u03b1 \u03bd\u03b5\u03ba\u03c1\u03cc \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf. \u03c0\u03b1\u03c1\u03b1\u03c4\u03b7\u03c1\u03b5\u03af \u03cc\u03c4\u03b9 \u03b4\u03b5\u03bd \u03b5\u03af\u03bd\u03b1\u03b9 \u03bc\u03cc\u03bd\u03bf\u03c2.", "village": "\u03c7\u03c9\u03c1\u03b9\u03cc", "cancel": "\u03b1\u03ba\u03cd\u03c1\u03c9\u03c3\u03b7", "put the save code here.": "\u03b2\u03ac\u03bb\u03b5 \u03c4\u03bf\u03bd \u03ba\u03c9\u03b4\u03b9\u03ba\u03cc \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c5\u03c3\u03b7\u03c2 \u03b5\u03b4\u03ce ", "buy medicine": "\u03b1\u03b3\u03cc\u03c1\u03b1\u03c3\u03b5 \u03c6\u03ac\u03c1\u03bc\u03b1\u03ba\u03b1", "hang him": "\u03ba\u03c1\u03ad\u03bc\u03b1\u03c3\u03ad \u03c4\u03bf\u03bd", "inside, the remains of its victims are everywhere.": "\u03c3\u03c4\u03bf \u03b5\u03c3\u03c9\u03c4\u03b5\u03c1\u03b9\u03ba\u03cc, \u03c4\u03b1 \u03bb\u03b5\u03af\u03c8\u03b1\u03bd\u03b1 \u03c4\u03c9\u03bd \u03b8\u03c5\u03bc\u03ac\u03c4\u03c9\u03bd \u03c4\u03bf\u03c5 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c0\u03b1\u03bd\u03c4\u03bf\u03cd.", "this spear's not elegant, but it's pretty good at stabbing": "\u03c4\u03bf \u03b4\u03cc\u03c1\u03c5 \u03b4\u03b5\u03bd \u03b5\u03af\u03bd\u03b1\u03b9 \u03cc\u03bc\u03bf\u03c1\u03c6\u03bf, \u03b1\u03bb\u03bb\u03ac \u03ba\u03b1\u03c1\u03c6\u03ce\u03bd\u03b5\u03b9 \u03ba\u03b1\u03bb\u03ac", "the forest is silent.": "\u03c4\u03bf \u03b4\u03ac\u03c3\u03bf\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03b9\u03c9\u03c0\u03b7\u03bb\u03cc.", "A Borehole": "\u039c\u03b9\u03b1 \u03a4\u03c1\u03cd\u03c0\u03b1", "the night is silent.": "\u03b7 \u03bd\u03cd\u03c7\u03c4\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03ae\u03c3\u03c5\u03c7\u03b7.", "never go thirsty again": "\u03bc\u03b7\u03bd \u03be\u03b1\u03bd\u03b1\u03b4\u03b9\u03c8\u03ac\u03c3\u03b5\u03b9\u03c2 \u03c0\u03bf\u03c4\u03ad", "a small cache of supplies is tucked inside a rusting locker.": "\u03bc\u03b5\u03c1\u03b9\u03ba\u03ad\u03c2 \u03c0\u03c1\u03bf\u03bc\u03ae\u03b8\u03b5\u03b9\u03b5\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03ba\u03c1\u03c5\u03bc\u03bc\u03ad\u03bd\u03b5\u03c2 \u03c3\u03b5 \u03ad\u03bd\u03b1 \u03c3\u03ba\u03bf\u03c5\u03c1\u03b9\u03b1\u03c3\u03bc\u03ad\u03bd\u03bf \u03bd\u03c4\u03bf\u03c5\u03bb\u03ac\u03c0\u03b9.", "learned to love the dry air": "\u03ad\u03bc\u03b1\u03b8\u03b5 \u03bd\u03b1 \u03b1\u03b3\u03b1\u03c0\u03ac\u03b5\u03b9 \u03c4\u03bf\u03bd \u03be\u03b7\u03c1\u03cc \u03b1\u03ad\u03c1\u03b1", "workshop": "\u03b5\u03c1\u03b3\u03b1\u03c3\u03c4\u03ae\u03c1\u03b9", "see farther": "\u03b2\u03bb\u03ad\u03c0\u03b5\u03b9 \u03c0\u03b9\u03bf \u03bc\u03b1\u03ba\u03c1\u03c5\u03ac", "the ground is littered with scraps of cloth": "\u03c4\u03bf \u03ad\u03b4\u03b1\u03c6\u03bf\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b3\u03b5\u03bc\u03ac\u03c4\u03bf \u03bc\u03b5 \u03ba\u03bf\u03bc\u03bc\u03ac\u03c4\u03b9\u03b1 \u03cd\u03c6\u03b1\u03c3\u03bc\u03b1", "The Coal Mine": "\u039f\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u0386\u03bd\u03b8\u03c1\u03b1\u03ba\u03b1", "a huge lizard scrambles up out of the darkness of an old metro station.": "\u03bc\u03b9\u03b1 \u03c4\u03b5\u03c1\u03ac\u03c3\u03c4\u03b9\u03b1 \u03c3\u03b1\u03cd\u03c1\u03b1 \u03b2\u03b3\u03b1\u03af\u03bd\u03b5\u03b9 \u03b1\u03c0\u03cc \u03c4\u03bf \u03c3\u03ba\u03bf\u03c4\u03ac\u03b4\u03b9 \u03b5\u03bd\u03cc\u03c2 \u03c0\u03b1\u03bb\u03b9\u03bf\u03cd \u03c3\u03c4\u03b1\u03b8\u03bc\u03bf\u03cd \u03c4\u03bf\u03c5 \u03bc\u03b5\u03c4\u03c1\u03cc.", "more voices can be heard ahead.": "\u03b1\u03ba\u03bf\u03cd\u03b3\u03bf\u03bd\u03c4\u03b1\u03b9 \u03ba\u03b1\u03b9 \u03ac\u03bb\u03bb\u03b5\u03c2 \u03c6\u03c9\u03bd\u03ad\u03c2.", "A Large Village": "\u039c\u03b5\u03b3\u03ac\u03bb\u03bf \u03a7\u03c9\u03c1\u03b9\u03cc", "precision": "\u03b1\u03ba\u03c1\u03af\u03b2\u03b5\u03b9\u03b1", "A Deserted Town": "\u039c\u03af\u03b1 \u0388\u03c1\u03b7\u03bc\u03b7 \u03a0\u03cc\u03bb\u03b7", "the sickness spreads through the village.": "\u03b7 \u03b1\u03c3\u03b8\u03ad\u03bd\u03b5\u03b9\u03b1 \u03bc\u03b5\u03c4\u03b1\u03b4\u03af\u03b4\u03b5\u03c4\u03b1\u03b9 \u03c3\u03c4\u03bf \u03c7\u03c9\u03c1\u03b9\u03cc", "won't say from where he came, but it's clear that he's not staying.": "\u03b4\u03b5\u03bd \u03bb\u03ad\u03b5\u03b9 \u03b1\u03c0\u03cc \u03c0\u03bf\u03c5 \u03ae\u03c1\u03b8\u03b5, \u03b1\u03bb\u03bb\u03ac \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9 \u03cc\u03c4\u03b9 \u03b4\u03b5\u03bd \u03b8\u03b1 \u03bc\u03b5\u03af\u03bd\u03b5\u03b9.", "the crowd surges forward.": "\u03c4\u03bf \u03c0\u03bb\u03ae\u03b8\u03bf\u03c2 \u03c0\u03b7\u03b3\u03b1\u03af\u03bd\u03b5\u03b9 \u03bc\u03c0\u03c1\u03bf\u03c3\u03c4\u03ac.", "the wanderer takes the charm and nods slowly.": "\u03bf \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03c0\u03b1\u03af\u03c1\u03bd\u03b5\u03b9 \u03c4\u03bf \u03c6\u03c5\u03bb\u03b1\u03ba\u03c4\u03cc \u03ba\u03b1\u03b9 \u03bd\u03b5\u03cd\u03b5\u03b9.", "the mysterious wanderer returns, cart piled high with furs.": "\u03b7 \u03bc\u03c5\u03c3\u03c4\u03b7\u03c1\u03b9\u03ce\u03b4\u03b7\u03c2 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03be\u03b1\u03bd\u03ac \u03ae\u03c1\u03b8\u03b5, \u03c4\u03bf \u03ba\u03b1\u03c1\u03cc\u03c4\u03c3\u03b9 \u03b3\u03b5\u03bc\u03ac\u03c4\u03bf \u03b3\u03bf\u03cd\u03bd\u03b5\u03c2.", "armoury": "\u03bf\u03c0\u03bb\u03bf\u03c0\u03bf\u03b9\u03b5\u03af\u03bf ", "searching the bodies yields a few supplies.": "\u03c4\u03bf \u03c8\u03ac\u03be\u03b9\u03bc\u03bf \u03c4\u03c9\u03bd \u03c3\u03c9\u03bc\u03ac\u03c4\u03c9\u03bd \u03b4\u03af\u03bd\u03b5\u03b9 \u03bc\u03b5\u03c1\u03b9\u03ba\u03ad\u03c2 \u03c0\u03c1\u03bf\u03bc\u03ae\u03b8\u03b5\u03b9\u03b5\u03c2.", "the torchlight casts a flickering glow down the hallway.": "\u03bf \u03c6\u03b1\u03ba\u03cc\u03c2 \u03c1\u03af\u03c7\u03bd\u03b5\u03b9 \u03ad\u03bd\u03b1 \u03c4\u03c1\u03b5\u03bc\u03ac\u03bc\u03b5\u03bd\u03bf \u03c6\u03c9\u03c2 \u03c3\u03c4\u03bf \u03b4\u03b9\u03ac\u03b4\u03c1\u03bf\u03bc\u03bf.", "safer here": "\u03c0\u03b9\u03bf \u03b1\u03c3\u03c6\u03b1\u03bb\u03ad\u03c2 \u03b5\u03b4\u03ce", "Export / Import": "\u0395\u03be\u03b1\u03b3\u03c9\u03b3\u03ae/\u0395\u03b9\u03c3\u03b1\u03b3\u03c9\u03b3\u03ae", "steelworker": "\u03c7\u03b1\u03bb\u03c5\u03b2\u03bf\u03c5\u03c1\u03b3\u03cc\u03c2", "the man-eater is dead": "\u03c4\u03bf \u03b1\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c6\u03ac\u03b3\u03bf \u03c4\u03ad\u03c1\u03b1\u03c2 \u03c3\u03ba\u03bf\u03c4\u03ce\u03b8\u03b7\u03ba\u03b5", "learned to swing weapons with force": "\u03ad\u03bc\u03b1\u03b8\u03b5 \u03bd\u03b1 \u03ba\u03b1\u03c4\u03b1\u03c6\u03ad\u03c1\u03b5\u03b9 \u03c7\u03c4\u03c5\u03c0\u03ae\u03bc\u03b1\u03c4\u03b1 \u03bc\u03b5 \u03cc\u03c0\u03bb\u03b1 \u03bc\u03b5 \u03b4\u03cd\u03bd\u03b1\u03bc\u03b7", "the remaining settlers flee from the violence, their belongings forgotten.": "\u03bf\u03b9 \u03c5\u03c0\u03cc\u03bb\u03bf\u03b9\u03c0\u03bf\u03b9 \u03ac\u03c0\u03bf\u03b9\u03ba\u03bf\u03b9 \u03be\u03b5\u03c6\u03cd\u03b3\u03bf\u03c5\u03bd \u03b1\u03c0\u03cc \u03c4\u03b7 \u03b2\u03af\u03b1, \u03c4\u03b1 \u03c5\u03c0\u03ac\u03c1\u03c7\u03bf\u03bd\u03c4\u03ac \u03c4\u03bf\u03c5\u03c2 \u03be\u03b5\u03c7\u03b1\u03c3\u03bc\u03ad\u03bd\u03b1.", "a crudely made charm": "\u03ad\u03bd\u03b1 \u03ba\u03b1\u03ba\u03bf\u03c6\u03c4\u03b9\u03b1\u03b3\u03bc\u03ad\u03bd\u03bf \u03c6\u03c5\u03bb\u03b1\u03c7\u03c4\u03cc", "cask": "\u03b2\u03b1\u03c1\u03ad\u03bb\u03b9", "engine:": "\u03bc\u03b7\u03c7\u03b1\u03bd\u03ae:", "the streets are empty.": "\u03bf\u03b9 \u03b4\u03c1\u03cc\u03bc\u03bf\u03b9 \u03b5\u03af\u03bd\u03b1\u03b9 \u03ac\u03b4\u03b5\u03b9\u03bf\u03b9.", "lizard": "\u03c3\u03b1\u03cd\u03c1\u03b1", "Sulphur Mine": "\u039f\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u0398\u03b5\u03b9\u03b1\u03c6\u03b9\u03bf\u03cd", "export or import save data to dropbox datastorage": "\u03b5\u03be\u03b1\u03b3\u03c9\u03b3\u03ae \u03ae \u03b5\u03b9\u03c3\u03b1\u03b3\u03c9\u03b3\u03ae \u03b1\u03c0\u03bf\u03b8\u03b7\u03ba\u03b5\u03c5\u03bc\u03ad\u03bd\u03c9\u03bd \u03b4\u03b5\u03b4\u03bf\u03bc\u03ad\u03bd\u03c9\u03bd \u03c3\u03c4\u03bf \u03c7\u03ce\u03c1\u03bf \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c5\u03c3\u03b7\u03c2 Dropbox", "the house has been ransacked.": "\u03a4\u03bf \u03c3\u03c0\u03af\u03c4\u03b9 \u03c4\u03bf \u03bb\u03b5\u03b7\u03bb\u03ac\u03c4\u03b7\u03c3\u03b1\u03bd.", "a thug is waiting on the other side of the wall.": "\u03ad\u03bd\u03b1\u03c2 \u03ba\u03b1\u03ba\u03bf\u03c0\u03bf\u03b9\u03cc\u03c2 \u03c0\u03b5\u03c1\u03b9\u03bc\u03ad\u03bd\u03b5\u03b9 \u03c3\u03c4\u03b7\u03bd \u03ac\u03bb\u03bb\u03b7 \u03c0\u03bb\u03b5\u03c5\u03c1\u03ac \u03c4\u03bf\u03c5 \u03c4\u03bf\u03af\u03c7\u03bf\u03c5.", "the metallic tang of wanderer afterburner hangs in the air.": "\u03b7 \u03bc\u03b5\u03c4\u03b1\u03bb\u03bb\u03b9\u03ba\u03ae \u03bc\u03c5\u03c1\u03c9\u03b4\u03b9\u03ac \u03c4\u03b7\u03c2 \u03bc\u03b7\u03c7\u03b1\u03bd\u03ae\u03c2 \u03c4\u03c9\u03bd \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03c9\u03bd \u03c0\u03b1\u03c1\u03b1\u03bc\u03ad\u03bd\u03b5\u03b9 \u03c3\u03c4\u03bf\u03bd \u03b1\u03ad\u03c1\u03b1", "large prints lead away, into the forest.": "\u03bc\u03b5\u03b3\u03ac\u03bb\u03b1 \u03b1\u03c0\u03bf\u03c4\u03c5\u03c0\u03ce\u03bc\u03b1\u03c4\u03b1 \u03bf\u03b4\u03b7\u03b3\u03bf\u03cd\u03bd \u03c0\u03c1\u03bf\u03c2 \u03c3\u03c4\u03bf \u03b4\u03ac\u03c3\u03bf\u03c2", "a startled beast defends its home": "\u03ad\u03bd\u03b1 \u03c4\u03c1\u03bf\u03bc\u03b1\u03b3\u03bc\u03ad\u03bd\u03bf \u03b6\u03ce\u03bf \u03c5\u03c0\u03b5\u03c1\u03b1\u03c3\u03c0\u03af\u03b6\u03b5\u03c4\u03b1\u03b9 \u03c4\u03bf \u03c7\u03ce\u03c1\u03bf \u03c4\u03bf\u03c5.", "there is nothing else here.": "\u03b4\u03b5\u03bd \u03c5\u03c0\u03ac\u03c1\u03c7\u03b5\u03b9 \u03c4\u03af\u03c0\u03bf\u03c4\u03b1 \u03ac\u03bb\u03bb\u03bf \u03b5\u03b4\u03ce.", "his time here, now, is his penance.": "\u03bf \u03c7\u03c1\u03cc\u03bd\u03bf\u03c2 \u03c4\u03bf\u03c5 \u03b5\u03b4\u03ce, \u03c4\u03ce\u03c1\u03b1, \u03b5\u03af\u03bd\u03b1\u03b9 \u03b7 \u03bc\u03b5\u03c4\u03ac\u03bd\u03bf\u03b9\u03b1 \u03c4\u03bf\u03c5.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "\u03cc\u03c0\u03bf\u03c5 \u03c4\u03b1 \u03c0\u03b1\u03c1\u03ac\u03b8\u03c5\u03c1\u03b1 \u03c4\u03bf\u03c5 \u03c3\u03c7\u03bf\u03bb\u03b5\u03af\u03bf\u03c5 \u03b4\u03b5\u03bd \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03c0\u03b1\u03c3\u03bc\u03ad\u03bd\u03b1, \u03b5\u03af\u03bd\u03b1\u03b9 \u03bc\u03b1\u03c5\u03c1\u03b9\u03c3\u03bc\u03ad\u03bd\u03b1.", "hull:": "\u03c3\u03ba\u03b5\u03bb\u03b5\u03c4\u03cc\u03c2:", "scavenger": "\u03c0\u03b5\u03c1\u03b9\u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b7\u03c2", "unarmed master": "\u03ac\u03bf\u03c0\u03bb\u03bf\u03c2 \u03b5\u03b9\u03b4\u03b9\u03ba\u03cc\u03c2", "the man says he's grateful. says he won't come around any more.": "\u03bf \u03ac\u03bd\u03c4\u03c1\u03b1\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b5\u03c5\u03b3\u03bd\u03ce\u03bc\u03bf\u03bd. \u03bb\u03ad\u03b5\u03b9 \u03b4\u03b5\u03bd \u03b8\u03b1 \u03be\u03b1\u03bd\u03ac\u03c1\u03b8\u03b5\u03b9.", "laser rifle": "\u03c0\u03b9\u03c3\u03c4\u03cc\u03bb\u03b9 \u03bb\u03ad\u03b9\u03b6\u03b5\u03c1", "sulphur mine": "\u03c0\u03b1\u03c1\u03b1\u03b3\u03c9\u03b3\u03cc\u03c2 \u03b8\u03b5\u03b9\u03b1\u03c6\u03b9\u03bf\u03cd", "buy compass": "\u03b1\u03b3\u03cc\u03c1\u03b1\u03c3\u03b5 \u03c0\u03c5\u03be\u03af\u03b4\u03b1", "buy map": "\u03b1\u03b3\u03bf\u03c1\u03ac \u03c7\u03ac\u03c1\u03c4\u03b7", "scratching noises can be heard from the store room.": "\u03b3\u03c1\u03b1\u03c4\u03c3\u03bf\u03c5\u03bd\u03af\u03c3\u03bc\u03b1\u03c4\u03b1 \u03b1\u03ba\u03bf\u03cd\u03b3\u03bf\u03bd\u03c4\u03b1\u03b9 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b7.", "steel sword": "\u03b1\u03c4\u03c3\u03ac\u03bb\u03b9\u03bd\u03bf \u03c3\u03c0\u03b1\u03b8\u03af", "descend": "\u03ba\u03b1\u03c4\u03ad\u03b2\u03b1", "asks for any spare furs to keep him warm at night.": "\u03b6\u03b7\u03c4\u03ac\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03b5\u03cd\u03b5\u03b9 \u03b1\u03c0\u03cc \u03b3\u03bf\u03cd\u03bd\u03b5\u03c2 \u03b3\u03b9\u03b1 \u03bd\u03b1 \u03b6\u03b5\u03c3\u03c4\u03b1\u03b8\u03b5\u03af \u03c4\u03b1 \u03b2\u03c1\u03ac\u03b4\u03b9\u03b1.", "A Raucous Village": "\u03a6\u03b1\u03c3\u03b1\u03c1\u03b9\u03cc\u03b6\u03b9\u03ba\u03bf \u03a7\u03c9\u03c1\u03b9\u03cc", "the beggar expresses his thanks.": "\u03bf \u03b6\u03b7\u03c4\u03b9\u03ac\u03bd\u03bf\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b5\u03c5\u03b3\u03bd\u03ce\u03bc\u03bf\u03bd.", "carrying more means longer expeditions to the wilds": "\u03c4\u03bf \u03bd\u03b1 \u03bc\u03b5\u03c4\u03b1\u03c6\u03ad\u03c1\u03bf\u03bd\u03c4\u03b1\u03b9 \u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03cc\u03c4\u03b5\u03c1\u03b1 \u03c0\u03c1\u03ac\u03b3\u03bc\u03b1\u03c4\u03b1, \u03c3\u03b7\u03bc\u03b1\u03af\u03bd\u03b5\u03b9 \u03bc\u03b1\u03ba\u03c1\u03cd\u03c4\u03b5\u03c1\u03b5\u03c2 \u03b1\u03c0\u03bf\u03c3\u03c4\u03bf\u03bb\u03ad\u03c2 \u03c0\u03b1\u03c1\u03b1\u03ad\u03be\u03c9", "free {0}/{1}": "\u03b5\u03bb\u03b5\u03cd\u03b8\u03b5\u03c1\u03b1 {0}/{1}", "Room": "\u0394\u03c9\u03bc\u03ac\u03c4\u03b9\u03bf", "a swamp festers in the stagnant air.": "\u03ad\u03bd\u03b1\u03c2 \u03b2\u03ac\u03bb\u03c4\u03bf\u03c2 \u03b1\u03c5\u03c4\u03bf\u03ba\u03b1\u03c4\u03b1\u03c3\u03c4\u03c1\u03ad\u03c6\u03b5\u03c4\u03b1\u03b9 \u03c3\u03c4\u03bf\u03bd \u03c3\u03c4\u03ac\u03c3\u03b9\u03bc\u03bf \u03b1\u03ad\u03c1\u03b1.", "rotting reeds rise out of the swampy earth.": "\u03c3\u03b1\u03c0\u03b9\u03c3\u03bc\u03ad\u03bd\u03b1 \u03ba\u03b1\u03bb\u03ac\u03bc\u03b9\u03b1 \u03b1\u03bd\u03b1\u03b4\u03cd\u03bf\u03bd\u03c4\u03b1\u03b9 \u03bc\u03ad\u03c3\u03b1 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03b2\u03b1\u03bb\u03c4\u03ce\u03b4\u03b7 \u03b3\u03b7.", "armoury's done, welcoming back the weapons of the past.": "\u03c4\u03bf \u03bf\u03c0\u03bb\u03bf\u03c0\u03bf\u03b9\u03b5\u03af\u03bf \u03c4\u03b5\u03bb\u03b5\u03af\u03c9\u03c3\u03b5, \u03c6\u03ad\u03c1\u03bd\u03bf\u03bd\u03c4\u03b1\u03c2 \u03be\u03b1\u03bd\u03ac \u03c4\u03b1 \u03cc\u03c0\u03bb\u03b1 \u03c4\u03b7\u03c2 \u03c0\u03b1\u03bb\u03b9\u03ac\u03c2 \u03b5\u03c0\u03bf\u03c7\u03ae\u03c2", "eat meat": "\u03c6\u03ac\u03b5 \u03ba\u03ac\u03c4\u03b9", "slow metabolism": "\u03b1\u03c1\u03b3\u03cc\u03c2 \u03bc\u03b5\u03c4\u03b1\u03b2\u03bf\u03bb\u03b9\u03c3\u03bc\u03cc\u03c2", "camp fires burn by the entrance to the mine.": "\u03c6\u03c9\u03c4\u03b9\u03ad\u03c2 \u03ba\u03b1\u03af\u03bd\u03b5 \u03c3\u03c4\u03b7\u03bd \u03b5\u03af\u03c3\u03bf\u03b4\u03bf \u03c4\u03bf\u03c5 \u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf\u03c5", "the mouth of the cave is wide and dark.": "\u03b7 \u03b5\u03af\u03c3\u03bf\u03b4\u03bf\u03c2 \u03c4\u03b7\u03c2 \u03c3\u03c0\u03b7\u03bb\u03b9\u03ac\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03bc\u03b5\u03b3\u03ac\u03bb\u03b7 \u03ba\u03b1\u03b9 \u03c3\u03ba\u03bf\u03c4\u03b5\u03b9\u03bd\u03ae.", "not enough sulphur": "\u03b4\u03b5\u03bd \u03b5\u03c0\u03b1\u03c1\u03ba\u03b5\u03af \u03c4\u03bf \u03b8\u03b5\u03b9\u03ac\u03c6\u03b9", "builder's not sure he's to be trusted.": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03b4\u03b5\u03bd \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03af\u03b3\u03bf\u03c5\u03c1\u03b7 \u03b1\u03bd \u03b5\u03af\u03bd\u03b1\u03b9 \u03b5\u03b9\u03bb\u03b9\u03ba\u03c1\u03b9\u03bd\u03ae\u03c2. ", "evasion": "\u03b1\u03c0\u03bf\u03c6\u03c5\u03b3\u03ae", "buy bait": "\u03b1\u03b3\u03cc\u03c1\u03b1\u03c3\u03b5 \u03b4\u03cc\u03bb\u03c9\u03bc\u03b1", "a pack of lizards rounds the corner.": "\u03bc\u03b9\u03b1 \u03b1\u03b3\u03ad\u03bb\u03b7 \u03c3\u03b1\u03cd\u03c1\u03b5\u03c2 \u03c3\u03c4\u03c1\u03af\u03b2\u03b5\u03b9 \u03c4\u03b7 \u03b3\u03c9\u03bd\u03af\u03b1", "light fire": "\u03ac\u03bd\u03b1\u03c8\u03b5 \u03c6\u03c9\u03c4\u03b9\u03ac", "waterskin": "\u03c0\u03b1\u03b3\u03bf\u03cd\u03c1\u03b9", "scattered teeth": "\u03c3\u03ba\u03bf\u03c1\u03c0\u03b9\u03c3\u03bc\u03ad\u03bd\u03b1 \u03b4\u03cc\u03bd\u03c4\u03b9\u03b1", "the door hangs open.": "\u03b7 \u03c0\u03cc\u03c1\u03c4\u03b1 \u03c3\u03c4\u03ad\u03ba\u03b5\u03b9 \u03b1\u03bd\u03bf\u03b9\u03c7\u03c4\u03ae", "buy:": "\u03b1\u03b3\u03cc\u03c1\u03b1\u03c3\u03b5:", "load": "\u03b1\u03bd\u03ac\u03ba\u03c4\u03b7\u03c3\u03b7", "track them": "\u03b1\u03ba\u03bf\u03bb\u03bf\u03cd\u03b8\u03b7\u03c3\u03b5", "stores": "\u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c2", "now the nomads have a place to set up shop, they might stick around a while": "\u03c4\u03ce\u03c1\u03b1 \u03bf\u03b9 \u03bd\u03bf\u03bc\u03ac\u03b4\u03b5\u03c2 \u03b2\u03c1\u03ae\u03ba\u03b1\u03bd \u03bc\u03ad\u03c1\u03bf\u03c2 \u03bd\u03b1 \u03c3\u03c4\u03ae\u03c3\u03bf\u03c5\u03bd \u03bc\u03b1\u03b3\u03b1\u03b6\u03af, \u03af\u03c3\u03c9\u03c2 \u03ba\u03ac\u03c4\u03c3\u03bf\u03c5\u03bd \u03bb\u03af\u03b3\u03bf", "A Dusty Path": "\u03a3\u03ba\u03bf\u03bd\u03b9\u03c3\u03bc\u03ad\u03bd\u03bf \u039c\u03bf\u03bd\u03bf\u03c0\u03ac\u03c4\u03b9", "armour": "\u03c0\u03b1\u03bd\u03bf\u03c0\u03bb\u03af\u03b1", "A Man-Eater": "\u0391\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c6\u03ac\u03b3\u03bf \u03a4\u03ad\u03c1\u03b1\u03c2", "bring your friends.": "\u03c6\u03ad\u03c1\u03b5 \u03c4\u03bf\u03c5\u03c2 \u03c6\u03af\u03bb\u03bf\u03c5\u03c2 \u03c3\u03bf\u03c5 ", "the compass points south": "\u03b7 \u03c0\u03c5\u03be\u03af\u03b4\u03b1 \u03b4\u03b5\u03af\u03c7\u03bd\u03b5\u03b9 \u03bd\u03cc\u03c4\u03b9\u03b1", "the compass points north": "\u03b7 \u03c0\u03c5\u03be\u03af\u03b4\u03b1 \u03b4\u03b5\u03af\u03c7\u03bd\u03b5\u03b9 \u03b2\u03cc\u03c1\u03b9\u03b1", "The Sick Man": "\u039f \u0386\u03c1\u03c1\u03c9\u03c3\u03c4\u03bf\u03c2", "yes": "\u03bd\u03b1\u03b9", "martial artist": "\u03c0\u03bf\u03bb\u03b5\u03bc\u03b9\u03c3\u03c4\u03ae\u03c2", "the traps contain ": "\u03bf\u03b9 \u03c0\u03b1\u03b3\u03af\u03b4\u03b5\u03c2 \u03c0\u03b5\u03c1\u03b9\u03ad\u03c7\u03bf\u03c5\u03bd ", "the old tower seems mostly intact.": "\u03bf \u03c0\u03b1\u03bb\u03b9\u03cc\u03c2 \u03c0\u03cd\u03c1\u03b3\u03bf\u03c2 \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9 \u03c9\u03c2 \u03b5\u03c0\u03af \u03c4\u03bf \u03c0\u03bb\u03b5\u03af\u03c3\u03c4\u03bf\u03bd \u03b1\u03bd\u03ad\u03c0\u03b1\u03c6\u03bf\u03c2.", "scales": "\u03bb\u03ad\u03c0\u03b9\u03b1", "bird must have liked shiney things.": "\u03c3\u03c4\u03bf \u03c0\u03bf\u03c5\u03bb\u03af \u03c0\u03c1\u03ad\u03c0\u03b5\u03b9 \u03bd\u03b1 \u03ac\u03c1\u03b5\u03c3\u03b1\u03bd \u03c4\u03b1 \u03bb\u03b1\u03bc\u03c0\u03b5\u03c1\u03ac \u03c0\u03c1\u03ac\u03b3\u03bc\u03b1\u03c4\u03b1.", "the path leads to an abandoned mine": "\u03c4\u03bf \u03bc\u03bf\u03bd\u03bf\u03c0\u03ac\u03c4\u03b9 \u03bf\u03b4\u03b7\u03b3\u03b5\u03af \u03c3\u03b5 \u03ad\u03bd\u03b1 \u03b5\u03b3\u03ba\u03b1\u03c4\u03b1\u03bb\u03b5\u03bb\u03b5\u03b9\u03bc\u03bc\u03ad\u03bd\u03bf \u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf", "the compass points northeast": "\u03b7 \u03c0\u03c5\u03be\u03af\u03b4\u03b1 \u03b4\u03b5\u03af\u03c7\u03bd\u03b5\u03b9 \u03b2\u03bf\u03c1\u03b5\u03b9\u03bf\u03b1\u03bd\u03b1\u03c4\u03bf\u03bb\u03b9\u03ba\u03ac", "the camp is still, save for the crackling of the fires.": "\u03bf \u03ba\u03b1\u03c4\u03b1\u03c5\u03bb\u03b9\u03c3\u03bc\u03cc\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03ae\u03c3\u03c5\u03c7\u03bf\u03c2, \u03bc\u03cc\u03bd\u03bf \u03b7 \u03c6\u03c9\u03c4\u03b9\u03ad\u03c2 \u03b1\u03ba\u03bf\u03cd\u03b3\u03bf\u03bd\u03c4\u03b1\u03b9", "he begs for medicine.": "\u03b5\u03ba\u03bb\u03b9\u03c0\u03b1\u03c1\u03b5\u03af \u03b3\u03b9\u03b1 \u03c6\u03ac\u03c1\u03bc\u03b1\u03ba\u03b1.", "save": "\u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b5\u03c5\u03c3\u03b7", "this waterskin'll hold a bit of water, at least": "\u03c4\u03bf \u03c0\u03b1\u03b3\u03bf\u03cd\u03c1\u03b9 \u03b8\u03b1 \u03c0\u03b1\u03af\u03c1\u03bd\u03b5\u03b9 \u03c4\u03bf\u03c5\u03bb\u03ac\u03c7\u03b9\u03c3\u03c4\u03bf\u03bd \u03bb\u03af\u03b3\u03bf \u03bd\u03b5\u03c1\u03cc", "turn him away": "\u03bd\u03b1 \u03c6\u03cd\u03b3\u03b5\u03b9", "the people here were broken a long time ago.": "\u03bf\u03b9 \u03ac\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03b9 \u03b5\u03b4\u03ce \u03ad\u03c3\u03c0\u03b1\u03c3\u03b1\u03bd \u03c0\u03c1\u03b9\u03bd \u03c0\u03bf\u03bb\u03cd \u03ba\u03b1\u03b9\u03c1\u03cc.", "a grizzled soldier attacks, waving a bayonet.": "\u03ad\u03bd\u03b1\u03c2 \u03b3\u03ba\u03c1\u03b9\u03b6\u03bf\u03bc\u03ac\u03bb\u03bb\u03b7\u03c2 \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b7\u03c2 \u03b5\u03c0\u03b9\u03c4\u03af\u03b8\u03b5\u03c4\u03b1\u03b9 \u03bc\u03b5 \u03bc\u03b9\u03b1 \u03be\u03b9\u03c6\u03bf\u03bb\u03cc\u03b3\u03c7\u03b7", "shivering man": "\u03ac\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c2 \u03c0\u03bf\u03c5 \u03c4\u03c1\u03ad\u03bc\u03b5\u03b9", "The Mysterious Wanderer": "\u039c\u03c5\u03c3\u03c4\u03b7\u03c1\u03b9\u03ce\u03b4\u03b7\u03c2 \u039f\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 ", "A Huge Lizard": "\u03a4\u03b5\u03c1\u03ac\u03c3\u03c4\u03b9\u03b1 \u03a3\u03b1\u03cd\u03c1\u03b1", "boxer": "\u03bc\u03c0\u03bf\u03be\u03ad\u03c1", "a man joins the fight": "\u03ad\u03bd\u03b1\u03c2 \u03ac\u03bd\u03c4\u03c1\u03b1\u03c2 \u03bc\u03c0\u03b1\u03af\u03bd\u03b5\u03b9 \u03c3\u03c4\u03b7\u03bd \u03bc\u03ac\u03c7\u03b7", "An Outpost": "\u0388\u03bd\u03b1 \u03a6\u03c5\u03bb\u03ac\u03ba\u03b9\u03bf", "not enough meat": "\u03b4\u03b5\u03bd \u03b5\u03c0\u03b1\u03c1\u03ba\u03b5\u03af \u03c4\u03bf \u03ba\u03c1\u03ad\u03b1\u03c2", "some weird metal he picked up on his travels.": "\u03ad\u03bd\u03b1 \u03c0\u03b5\u03c1\u03af\u03b5\u03c1\u03b3\u03bf \u03bc\u03ad\u03c4\u03b1\u03bb\u03bb\u03bf \u03c0\u03bf\u03c5 \u03b2\u03c1\u03ae\u03ba\u03b5 \u03c3\u03c4\u03b1 \u03c4\u03b1\u03be\u03af\u03b4\u03b9\u03b1 \u03c4\u03bf\u03c5.", "something's in there.": "\u03ba\u03ac\u03c4\u03b9 \u03ad\u03c7\u03b5\u03b9 \u03b5\u03b4\u03ce", "restore more health when eating": "\u03b1\u03c0\u03bf\u03ba\u03b1\u03b8\u03b9\u03c3\u03c4\u03ac \u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03cc\u03c4\u03b5\u03c1\u03b7 \u03c5\u03b3\u03b5\u03af\u03b1 \u03bc\u03b5 \u03c4\u03bf \u03c6\u03b1\u03b3\u03b7\u03c4\u03cc", "A Snarling Beast": "\u0388\u03bd\u03b1 \u0391\u03b3\u03c1\u03b9\u03b5\u03bc\u03ad\u03bd\u03bf \u039a\u03c4\u03ae\u03bd\u03bf\u03c2", "Share": "\u039c\u03bf\u03b9\u03c1\u03ac\u03c3\u03bf\u03c5", "a haze falls over the village as the steelworks fires up": "\u03bc\u03b9\u03b1 \u03ba\u03b1\u03c4\u03b1\u03c7\u03bd\u03b9\u03ac \u03ba\u03b1\u03bb\u03cd\u03c0\u03c4\u03b5\u03b9 \u03c4\u03bf \u03c7\u03c9\u03c1\u03b9\u03cc \u03c4\u03ce\u03c1\u03b1 \u03c0\u03bf\u03c5 \u03c6\u03c4\u03b9\u03ac\u03c7\u03c4\u03b7\u03ba\u03b5 \u03c4\u03bf \u03c7\u03b1\u03bb\u03c5\u03b2\u03bf\u03c5\u03c1\u03b3\u03b5\u03af\u03bf", "a large bird nests at the top of the stairs.": "\u03ad\u03bd\u03b1 \u03bc\u03b5\u03b3\u03ac\u03bb\u03bf \u03c0\u03bf\u03c5\u03bb\u03af \u03c6\u03c9\u03bb\u03b9\u03ac\u03b6\u03b5\u03b9 \u03c3\u03c4\u03b7\u03bd \u03ba\u03bf\u03c1\u03c5\u03c6\u03ae \u03c4\u03b7\u03c2 \u03c3\u03ba\u03ac\u03bb\u03b1\u03c2.", "an old wanderer sits inside, in a seeming trance.": "\u03ad\u03bd\u03b1\u03c2 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03ba\u03ac\u03b8\u03b5\u03c4\u03b5 \u03bc\u03ad\u03c3\u03b1, \u03c3\u03b5 \u03ba\u03b1\u03c4\u03ac\u03c3\u03c4\u03b1\u03c3\u03b7 \u03b1\u03c0\u03cc\u03bb\u03c5\u03c4\u03b7\u03c2 \u03c3\u03c5\u03b3\u03ba\u03ad\u03bd\u03c4\u03c1\u03c9\u03c3\u03b7\u03c2.", "builder says the villagers could make steel, given the tools": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03bb\u03ad\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03bf\u03b9 \u03c7\u03c9\u03c1\u03b9\u03ba\u03bf\u03af \u03bc\u03c0\u03bf\u03c1\u03bf\u03cd\u03bd \u03bd\u03b1 \u03c6\u03c4\u03b9\u03ac\u03be\u03bf\u03c5\u03bd \u03b1\u03c4\u03c3\u03ac\u03bb\u03b9, \u03b1\u03bd \u03ad\u03c7\u03bf\u03c5\u03bd \u03c4\u03b1 \u03b5\u03c1\u03b3\u03b1\u03bb\u03b5\u03af\u03b1", "continue": "\u03c3\u03c5\u03bd\u03ad\u03c7\u03b9\u03c3\u03b5", "there is no more water": "\u03c4\u03b5\u03bb\u03b5\u03af\u03c9\u03c3\u03b5 \u03c4\u03bf \u03bd\u03b5\u03c1\u03cc", "flickering": "\u03c4\u03c1\u03b5\u03bc\u03bf\u03c3\u03b2\u03ae\u03bd\u03b5\u03b9", "only the chief remains.": "\u03bc\u03cc\u03bd\u03bf \u03bf \u03b1\u03c1\u03c7\u03b7\u03b3\u03cc\u03c2 \u03c0\u03b1\u03c1\u03b1\u03bc\u03ad\u03bd\u03b5\u03b9.", "go back inside": "\u03be\u03b1\u03bd\u03b1\u03b3\u03cd\u03c1\u03bd\u03b1 \u03bc\u03ad\u03c3\u03b1", "a few items are scattered on the ground.": "\u03bc\u03b5\u03c1\u03b9\u03ba\u03ac \u03b1\u03bd\u03c4\u03b9\u03ba\u03b5\u03af\u03bc\u03b5\u03bd\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b4\u03b9\u03ac\u03c3\u03c0\u03b1\u03c1\u03c4\u03b1 \u03c3\u03c4\u03bf \u03ad\u03b4\u03b1\u03c6\u03bf\u03c2.", "save this.": "\u03c3\u03ce\u03c3\u03b5 \u03ba\u03ac\u03c0\u03bf\u03c5 \u03c4\u03bf \u03c0\u03b1\u03c1\u03b1\u03ba\u03ac\u03c4\u03c9", "this old mine is not abandoned": "\u03c4\u03bf \u03c0\u03b1\u03bb\u03b9\u03cc \u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u03b4\u03b5\u03bd \u03b5\u03af\u03bd\u03b1\u03b9 \u03b5\u03b3\u03ba\u03b1\u03c4\u03b1\u03bb\u03b5\u03bb\u03b5\u03b9\u03bc\u03bc\u03ad\u03bd\u03bf", "a fight, maybe.": "\u03ba\u03ac\u03c0\u03bf\u03b9\u03b1 \u03bc\u03ac\u03c7\u03b7, \u03af\u03c3\u03c9\u03c2.", "behind the door, a deformed figure awakes and attacks.": "\u03c0\u03af\u03c3\u03c9 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03c0\u03cc\u03c1\u03c4\u03b1, \u03bc\u03af\u03b1 \u03c0\u03b1\u03c1\u03b1\u03bc\u03bf\u03c1\u03c6\u03c9\u03bc\u03ad\u03bd\u03b7 \u03c6\u03b9\u03b3\u03bf\u03cd\u03c1\u03b1 \u03be\u03c5\u03c0\u03bd\u03ac \u03ba\u03b1\u03b9 \u03b5\u03c0\u03b9\u03c4\u03af\u03b8\u03b5\u03c4\u03b1\u03b9.", "baited trap": "\u03c0\u03b1\u03b3\u03af\u03b4\u03b1 \u03bc\u03b5 \u03b4\u03cc\u03bb\u03c9\u03bc\u03b1", "dead": "\u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03b2\u03b7\u03c3\u03bc\u03ad\u03bd\u03b7", "the torch sputters and dies in the damp air": "\u03bf \u03c0\u03c5\u03c1\u03c3\u03cc\u03c2 \u03c4\u03c1\u03b5\u03bc\u03bf\u03c0\u03b1\u03af\u03b6\u03b5\u03b9 \u03ba\u03b1\u03b9 \u03c0\u03b5\u03b8\u03b1\u03af\u03bd\u03b5\u03b9 \u03c3\u03c4\u03bf\u03bd \u03c5\u03b3\u03c1\u03cc \u03b1\u03ad\u03c1\u03b1", "export": "\u03b5\u03be\u03b1\u03b3\u03c9\u03b3\u03ae", "a few belongings rest against the walls.": "\u03ba\u03ac\u03c0\u03bf\u03b9\u03b1 \u03c5\u03c0\u03ac\u03c1\u03c7\u03bf\u03bd\u03c4\u03b1 \u03c3\u03c4\u03ad\u03ba\u03bf\u03bd\u03c4\u03b1\u03b9 \u03b1\u03ba\u03bf\u03c5\u03bc\u03c0\u03b9\u03c3\u03bc\u03ad\u03bd\u03b1 \u03c3\u03c4\u03bf\u03c5\u03c2 \u03c4\u03bf\u03af\u03c7\u03bf\u03c5\u03c2.", "not far from the village lies a large beast, its fur matted with blood.": "\u03cc\u03c7\u03b9 \u03c0\u03bf\u03bb\u03cd \u03bc\u03b1\u03ba\u03c1\u03c5\u03ac, \u03ba\u03b5\u03af\u03c4\u03b5\u03c4\u03b1\u03b9 \u03ad\u03bd\u03b1 \u03b8\u03b7\u03c1\u03af\u03bf \u03bc\u03ad\u03c3\u03b1 \u03c3\u03c4\u03b1 \u03b1\u03af\u03bc\u03b1\u03c4\u03b1.", "an old iron mine sits here, tools abandoned and left to rust.": "\u03ad\u03bd\u03b1 \u03c0\u03b1\u03bb\u03b9\u03cc \u03bf\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u03c3\u03b9\u03b4\u03ae\u03c1\u03bf\u03c5 \u03b2\u03c1\u03af\u03c3\u03ba\u03b5\u03c4\u03b1\u03b9 \u03b5\u03b4\u03ce, \u03b5\u03c1\u03b3\u03b1\u03bb\u03b5\u03af\u03b1 \u03c0\u03b1\u03c1\u03b1\u03c4\u03b7\u03bc\u03ad\u03bd\u03b1 \u03bd\u03b1 \u03c4\u03b1 \u03c4\u03c1\u03ce\u03b5\u03b9 \u03b7 \u03c3\u03ba\u03bf\u03c5\u03c1\u03b9\u03ac", "but there is a cache of medicine under the floorboards.": "\u03b1\u03bb\u03bb\u03ac \u03c5\u03c0\u03ac\u03c1\u03c7\u03b5\u03b9 \u03bc\u03b9\u03b1 \u03b1\u03c0\u03bf\u03b8\u03ae\u03ba\u03b7 \u03bc\u03b5 \u03c6\u03ac\u03c1\u03bc\u03b1\u03ba\u03b1 \u03ba\u03ac\u03c4\u03c9 \u03b1\u03c0\u03cc \u03c4\u03bf \u03c0\u03ac\u03c4\u03c9\u03bc\u03b1.", "only dust and stains remain.": "\u03bc\u03cc\u03bd\u03bf \u03b7 \u03c3\u03ba\u03cc\u03bd\u03b7 \u03ba\u03b1\u03b9 \u03bf\u03b9 \u03ba\u03b7\u03bb\u03af\u03b4\u03b5\u03c2 \u03c0\u03b1\u03c1\u03b1\u03bc\u03ad\u03bd\u03bf\u03c5\u03bd.", "s armour": "\u03b1\u03c4\u03c3\u03ac\u03bb\u03b9\u03bd\u03b7 \u03c0\u03b1\u03bd\u03bf\u03c0\u03bb\u03af\u03b1", "say he should be strung up as an example.": "\u03b8\u03ad\u03bb\u03bf\u03c5\u03bd \u03bd\u03b1 \u03c4\u03bf\u03bd \u03ba\u03c1\u03b5\u03bc\u03ac\u03c3\u03bf\u03c5\u03bc\u03b5 \u03b3\u03b9\u03b1 \u03c0\u03b1\u03c1\u03b1\u03b4\u03b5\u03b9\u03b3\u03bc\u03b1\u03c4\u03b9\u03c3\u03bc\u03cc.", "collected scraps spread across the floor like they fell from heaven.": "\u03b1\u03bd\u03c4\u03b9\u03ba\u03b5\u03af\u03bc\u03b5\u03bd\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b1\u03c0\u03bb\u03c9\u03bc\u03ad\u03bd\u03b1 \u03c3\u03c4\u03bf \u03c0\u03ac\u03c4\u03c9\u03bc\u03b1 \u03c3\u03b1\u03bd \u03bd\u03b1 \u03ad\u03c0\u03b5\u03c3\u03b1\u03bd \u03b1\u03c0\u03cc \u03c4\u03bf\u03bd \u03bf\u03c5\u03c1\u03b1\u03bd\u03cc.", "Fire": "\u03a6\u03c9\u03c4\u03b9\u03ac", "the darkness is absolute": "\u03c4\u03bf \u03c3\u03ba\u03bf\u03c4\u03ac\u03b4\u03b9 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b1\u03c0\u03cc\u03bb\u03c5\u03c4\u03bf", "A Ruined Trap": "\u039a\u03b1\u03c4\u03b5\u03c3\u03c4\u03c1\u03b1\u03bc\u03bc\u03ad\u03bd\u03b5\u03c2 \u03a0\u03b1\u03b3\u03af\u03b4\u03b5\u03c2", "not enough coal": "\u03b4\u03b5\u03bd \u03b5\u03c0\u03b1\u03c1\u03ba\u03b5\u03af \u03c4\u03bf \u03ba\u03ac\u03c1\u03b2\u03bf\u03c5\u03bd\u03bf", "ambushed on the street.": "\u03b5\u03bd\u03ad\u03b4\u03c1\u03b1 \u03c3\u03c4\u03bf \u03b4\u03c1\u03cc\u03bc\u03bf.", "worth killing for, it seems.": "\u03ac\u03be\u03b9\u03b6\u03b5 \u03c4\u03bf\u03bd \u03ba\u03cc\u03c0\u03bf \u03bd\u03b1 \u03c3\u03ba\u03bf\u03c4\u03ce\u03c3\u03b5\u03b9\u03c2 \u03b3\u03b9\u03b1 \u03b1\u03c5\u03c4\u03cc \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9.", "slash": "\u03ba\u03cc\u03c8\u03b5 \u03bc\u03b5 \u03c4\u03bf \u03b1\u03c4\u03c3\u03ac\u03bb\u03b9\u03bd\u03bf \u03c3\u03c0\u03b1\u03b8\u03af", "builder says she can make a cart for carrying wood": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03bb\u03ad\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03bc\u03c0\u03bf\u03c1\u03b5\u03af \u03bd\u03b1 \u03c6\u03c4\u03b9\u03ac\u03be\u03b5\u03b9 \u03ad\u03bd\u03b1 \u03ba\u03b1\u03c1\u03cc\u03c4\u03c3\u03b9 \u03b3\u03b9\u03b1 \u03c4\u03b7 \u03bc\u03b5\u03c4\u03b1\u03c6\u03bf\u03c1\u03ac \u03be\u03c5\u03bb\u03b5\u03af\u03b1\u03c2", "leather's not strong. better than rags, though.": "\u03c4\u03bf \u03b4\u03ad\u03c1\u03bc\u03b1 \u03b4\u03b5\u03bd \u03b5\u03af\u03bd\u03b1\u03b9 \u03c0\u03bf\u03bb\u03cd \u03b3\u03b5\u03c1\u03cc. \u03ba\u03b1\u03bb\u03cd\u03c4\u03b5\u03c1\u03b1 \u03b1\u03c0\u03cc \u03c4\u03b1 \u03ba\u03bf\u03c5\u03c1\u03ad\u03bb\u03b9\u03b1 \u03cc\u03bc\u03c9\u03c2", "builder stokes the fire": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03b2\u03ac\u03b6\u03b5\u03b9 \u03be\u03cd\u03bb\u03b1 \u03c3\u03c4\u03b7 \u03c6\u03c9\u03c4\u03b9\u03ac", "say goodbye": "\u03c0\u03b5\u03c2 \u03b1\u03bd\u03c4\u03af\u03bf", "A Silent Forest": "\u0391\u03b8\u03cc\u03c1\u03c5\u03b2\u03bf \u0394\u03ac\u03c3\u03bf\u03c2", "builder's not sure she's to be trusted.": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03b4\u03b5\u03bd \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03af\u03b3\u03bf\u03c5\u03c1\u03b7 \u03b1\u03bd \u03b5\u03af\u03bd\u03b1\u03b9 \u03b5\u03b9\u03bb\u03b9\u03ba\u03c1\u03b9\u03bd\u03ae\u03c2. ", "an old case is wedged behind a rock, covered in a thick layer of dust.": "\u03bc\u03b9\u03b1 \u03c0\u03b1\u03bb\u03b9\u03ac \u03b8\u03ae\u03ba\u03b7 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03c6\u03b7\u03bd\u03c9\u03bc\u03ad\u03bd\u03b7 \u03c0\u03af\u03c3\u03c9 \u03b1\u03c0\u03cc \u03ad\u03bd\u03b1 \u03b2\u03c1\u03ac\u03c7\u03bf, \u03ba\u03b1\u03bb\u03c5\u03bc\u03bc\u03ad\u03bd\u03b7 \u03bc\u03b5 \u03ad\u03bd\u03b1 \u03c0\u03b1\u03c7\u03cd \u03c3\u03c4\u03c1\u03ce\u03bc\u03b1 \u03c3\u03ba\u03cc\u03bd\u03b7\u03c2.", "the point is made. in the next few days, the missing supplies are returned.": "\u03c4\u03bf \u03bc\u03ae\u03bd\u03c5\u03bc\u03b1 \u03c0\u03ad\u03c1\u03b1\u03c3\u03b5. \u03c4\u03b9\u03c2 \u03b5\u03c0\u03cc\u03bc\u03b5\u03bd\u03b5\u03c2 \u03bc\u03ad\u03c1\u03b5\u03c2, \u03cc\u03c4\u03b9 \u03b5\u03af\u03c7\u03b5 \u03ba\u03bb\u03b1\u03c0\u03b5\u03af \u03b5\u03c0\u03b9\u03c3\u03c4\u03c1\u03ad\u03c6\u03b5\u03c4\u03b1\u03b9.", "a frail man stands defiantly, blocking the path.": "\u03ad\u03bd\u03b1 \u03b1\u03b4\u03cd\u03bd\u03b1\u03bc\u03bf\u03c2 \u03ac\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c2 \u03c3\u03c4\u03ad\u03ba\u03b5\u03c4\u03b1\u03b9 \u03c0\u03c1\u03bf\u03ba\u03bb\u03b7\u03c4\u03b9\u03ba\u03ac, \u03b5\u03bc\u03c0\u03bf\u03b4\u03af\u03b6\u03bf\u03bd\u03c4\u03b1\u03c2 \u03c4\u03b7 \u03b4\u03b9\u03b1\u03b4\u03c1\u03bf\u03bc\u03ae.", "the plague rips through the village.": "\u03b7 \u03b1\u03c3\u03b8\u03ad\u03bd\u03b5\u03b9\u03b1 \u03b5\u03be\u03b1\u03c0\u03bb\u03ce\u03bd\u03b5\u03c4\u03b1\u03b9 \u03c3\u03c4\u03bf \u03c7\u03c9\u03c1\u03b9\u03cc", "an old wanderer arrives.": "\u03ad\u03bd\u03b1\u03c2 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03c6\u03c4\u03ac\u03bd\u03b5\u03b9.", "scavenger had a small camp in the school.": "\u03ba\u03ac\u03c0\u03bf\u03b9\u03bf\u03c2 \u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b7\u03c2 \u03b5\u03af\u03c7\u03b5 \u03ba\u03ac\u03bd\u03b5\u03b9 \u03ad\u03bd\u03b1 \u03bc\u03b9\u03ba\u03c1\u03cc \u03ba\u03b1\u03c4\u03b1\u03c5\u03bb\u03b9\u03c3\u03bc\u03cc \u03c3\u03c4\u03bf \u03c3\u03c7\u03bf\u03bb\u03b5\u03af\u03bf.", "the compass points southwest": "\u03b7 \u03c0\u03c5\u03be\u03af\u03b4\u03b1 \u03b4\u03b5\u03af\u03c7\u03bd\u03b5\u03b9 \u03bd\u03bf\u03c4\u03b9\u03bf\u03b4\u03c5\u03c4\u03b9\u03ba\u03ac", "the wanderer leaves, cart loaded with wood": "\u03bf \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03c6\u03b5\u03cd\u03b3\u03b5\u03b9, \u03c4\u03bf \u03ba\u03ac\u03c1\u03bf \u03b3\u03b5\u03bc\u03ac\u03c4\u03bf \u03be\u03c5\u03bb\u03b5\u03af\u03b1.", "Dropbox Export / Import": "Dropbox \u0395\u03be\u03b1\u03b3\u03c9\u03b3\u03ae / \u0395\u03b9\u03c3\u03b1\u03b3\u03c9\u03b3\u03ae", "maybe some useful stuff in the rubble.": "\u03af\u03c3\u03c9\u03c2 \u03ad\u03c7\u03b5\u03b9 \u03ba\u03ac\u03c0\u03bf\u03b9\u03b1 \u03c7\u03c1\u03ae\u03c3\u03b9\u03bc\u03b1 \u03c0\u03c1\u03ac\u03b3\u03bc\u03b1\u03c4\u03b1 \u03c3\u03c4\u03b1 \u03c7\u03b1\u03bb\u03ac\u03c3\u03bc\u03b1\u03c4\u03b1.", "ok": "\u03b5\u03bd\u03c4\u03ac\u03be\u03b5\u03b9", "a man hobbles up, coughing.": "\u03ad\u03bd\u03b1\u03c2 \u03ac\u03bd\u03c4\u03c1\u03b1\u03c2 \u03ad\u03c1\u03c7\u03b5\u03c4\u03b1\u03b9 \u03ba\u03bf\u03c5\u03c4\u03c3\u03b1\u03af\u03bd\u03bf\u03bd\u03c4\u03b1\u03c2, \u03b2\u03ae\u03c7\u03b5\u03b9. ", "i armour": "\u03c3\u03b9\u03b4\u03b5\u03c1\u03ad\u03bd\u03b9\u03b1 \u03c0\u03b1\u03bd\u03bf\u03c0\u03bb\u03af\u03b1", "The Scout": "\u0399\u03c7\u03bd\u03b7\u03bb\u03ac\u03c4\u03b7\u03c2", "leaves a pile of small scales behind.": "\u03b1\u03c6\u03ae\u03bd\u03b5\u03b9 \u03c0\u03af\u03c3\u03c9 \u03bc\u03b9\u03b1 \u03c7\u03bf\u03cd\u03c6\u03c4\u03b1 \u03bb\u03ad\u03c0\u03b9\u03b1", "pockets": "\u03c4\u03c3\u03ad\u03c0\u03b5\u03c2", "the debris is denser here.": "\u03c4\u03b1 \u03c3\u03c5\u03bd\u03c4\u03c1\u03af\u03bc\u03bc\u03b9\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c0\u03c5\u03ba\u03bd\u03cc\u03c4\u03b5\u03c1\u03b1 \u03b5\u03b4\u03ce.", "stab": "\u03c7\u03c4\u03cd\u03c0\u03b1 \u03bc\u03b5 \u03c4\u03bf \u03b4\u03cc\u03c1\u03c5", "time to move on.": "\u03ce\u03c1\u03b1 \u03bd\u03b1 \u03c0\u03ac\u03bc\u03b5 \u03c0\u03b1\u03c1\u03b1\u03ba\u03ac\u03c4\u03c9.", "the ground is littered with small scales": "\u03c4\u03bf \u03ad\u03b4\u03b1\u03c6\u03bf\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b3\u03b5\u03bc\u03ac\u03c4\u03bf \u03bc\u03b5 \u03bc\u03b9\u03ba\u03c1\u03ac \u03bb\u03ad\u03c0\u03b9\u03b1", "not enough ": "\u03cc\u03c7\u03b9 \u03b1\u03c1\u03ba\u03b5\u03c4\u03ac", "the stench of rot and death fills the operating theatres.": "\u03b7 \u03b4\u03c5\u03c3\u03c9\u03b4\u03af\u03b1 \u03c4\u03b7\u03c2 \u03c3\u03ae\u03c8\u03b7\u03c2 \u03ba\u03b1\u03b9 \u03c4\u03bf\u03c5 \u03b8\u03b1\u03bd\u03ac\u03c4\u03bf\u03c5 \u03b3\u03b5\u03bc\u03af\u03b6\u03b5\u03b9 \u03c4\u03b1 \u03c7\u03b5\u03b9\u03c1\u03bf\u03c5\u03c1\u03b3\u03b5\u03af\u03b1.", "burning": "\u03ba\u03b1\u03af\u03b5\u03b9", "they must be here for a reason.": "\u03b3\u03b9\u03b1 \u03ba\u03ac\u03c0\u03bf\u03b9\u03bf \u03bb\u03cc\u03b3\u03bf \u03b8\u03b1 \u03b5\u03af\u03bd\u03b1\u03b9 \u03b5\u03b4\u03ce.", "a nomad arrives, looking to trade": "\u03ad\u03bd\u03b1\u03c2 \u03bd\u03bf\u03bc\u03ac\u03c2 \u03ae\u03c1\u03b8\u03b5, \u03b8\u03ad\u03bb\u03b5\u03b9 \u03bd\u03b1 \u03ba\u03ac\u03bd\u03b5\u03b9 \u03b5\u03bc\u03c0\u03cc\u03c1\u03b9\u03bf.", "black powder and bullets, like the old days.": "\u03bc\u03c0\u03b1\u03c1\u03bf\u03cd\u03c4\u03b9 \u03ba\u03b1\u03b9 \u03c3\u03c6\u03b1\u03af\u03c1\u03b5\u03c2, \u03cc\u03c0\u03c9\u03c2 \u03c0\u03b1\u03bb\u03b9\u03ac", "restart the game?": "\u03b5\u03c0\u03b1\u03bd\u03b5\u03ba\u03ba\u03af\u03bd\u03b7\u03c3\u03b7 \u03c4\u03bf\u03c5 \u03c0\u03b1\u03b9\u03c7\u03bd\u03b9\u03b4\u03b9\u03bf\u03cd;", "gastronome": "\u03b3\u03b1\u03c3\u03c4\u03c1\u03bf\u03bd\u03cc\u03bc\u03bf\u03c2", "load from slot": "\u03c6\u03cc\u03c1\u03c4\u03c9\u03c3\u03b7 \u03b1\u03c0\u03cc \u03b8\u03ad\u03c3\u03b7", "energy cell": "\u03bc\u03c0\u03b1\u03c4\u03b1\u03c1\u03af\u03b1", "inside the hut, a child cries.": "\u03bc\u03ad\u03c3\u03b1 \u03c3\u03c4\u03b7\u03bd \u03ba\u03b1\u03bb\u03cd\u03b2\u03b1, \u03ad\u03bd\u03b1 \u03c0\u03b1\u03b9\u03b4\u03af \u03ba\u03bb\u03b1\u03af\u03b5\u03b9.", "the compass points west": "\u03b7 \u03c0\u03c5\u03be\u03af\u03b4\u03b1 \u03b4\u03b5\u03af\u03c7\u03bd\u03b5\u03b9 \u03b4\u03c5\u03c4\u03b9\u03ba\u03ac", "always worked before, at least.": "\u03c4\u03bf\u03c5\u03bb\u03ac\u03c7\u03b9\u03c3\u03c4\u03bf\u03bd, \u03bb\u03b5\u03b9\u03c4\u03bf\u03c5\u03c1\u03b3\u03bf\u03cd\u03c3\u03b5 \u03c0\u03ac\u03bd\u03c4\u03b1 \u03c0\u03c1\u03b9\u03bd.", "a scavenger draws close, hoping for an easy score": "\u03ad\u03bd\u03b1\u03c2 \u03c0\u03b5\u03c1\u03b9\u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b7\u03c2 \u03ad\u03c1\u03c7\u03b5\u03c4\u03b1\u03b9 \u03ba\u03bf\u03bd\u03c4\u03ac, \u03b5\u03bb\u03c0\u03af\u03b6\u03bf\u03bd\u03c4\u03b1\u03c2 \u03c3\u03b5 \u03bc\u03b9\u03b1 \u03b5\u03cd\u03ba\u03bf\u03bb\u03b7 \u03bb\u03b5\u03af\u03b1", "Sickness": "\u0391\u03c3\u03b8\u03ad\u03bd\u03b5\u03b9\u03b1", "still a few drops of water in the old well.": "\u03b1\u03ba\u03cc\u03bc\u03b1 \u03bc\u03b5\u03c1\u03b9\u03ba\u03ad\u03c2 \u03c3\u03c4\u03b1\u03b3\u03cc\u03bd\u03b5\u03c2 \u03bd\u03b5\u03c1\u03bf\u03cd \u03c3\u03c4\u03bf \u03c0\u03b1\u03bb\u03b9\u03cc \u03c0\u03b7\u03b3\u03ac\u03b4\u03b9.", "build:": "\u03c7\u03c4\u03af\u03c3\u03b5:", "feral terror": "\u03ac\u03b3\u03c1\u03b9\u03bf\u03c2 \u03c4\u03c1\u03cc\u03bc\u03bf\u03c2", "signout": "\u03b1\u03c0\u03bf\u03c3\u03cd\u03bd\u03b4\u03b5\u03c3\u03b7", "A Beast Attack": "\u0395\u03c0\u03af\u03b8\u03b5\u03c3\u03b7 \u0398\u03b7\u03c1\u03af\u03bf\u03c5", "Ready to Leave?": "\u03a6\u03b5\u03cd\u03b3\u03bf\u03c5\u03bc\u03b5;", "the house is abandoned, but not yet picked over.": "\u03a4\u03bf \u03c3\u03c0\u03af\u03c4\u03b9 \u03ad\u03c7\u03b5\u03b9 \u03b5\u03b3\u03ba\u03b1\u03c4\u03b1\u03bb\u03b5\u03b9\u03c6\u03b8\u03b5\u03af, \u03b1\u03bb\u03bb\u03ac \u03b4\u03b5\u03bd \u03c4\u03bf \u03ad\u03c7\u03bf\u03c5\u03bd \u03b1\u03ba\u03cc\u03bc\u03b7 \u03b1\u03b4\u03b5\u03b9\u03ac\u03c3\u03b5\u03b9.", "time to get out of this place. won't be coming back.": "\u03ce\u03c1\u03b1 \u03bd\u03b1 \u03c6\u03cd\u03b3\u03bf\u03c5\u03bc\u03b5 \u03b1\u03c0\u03cc \u03b5\u03b4\u03ce. \u03c7\u03c9\u03c1\u03af\u03c2 \u03b5\u03c0\u03b9\u03c3\u03c4\u03c1\u03bf\u03c6\u03ae.", "the compass points northwest": "\u03b7 \u03c0\u03c5\u03be\u03af\u03b4\u03b1 \u03b4\u03b5\u03af\u03c7\u03bd\u03b5\u03b9 \u03b2\u03bf\u03c1\u03b5\u03b9\u03bf\u03b4\u03c5\u03c4\u03b9\u03ba\u03ac", "the thirst becomes unbearable": "\u03b7 \u03b4\u03af\u03c8\u03b1 \u03ad\u03c7\u03b5\u03b9 \u03b3\u03af\u03bd\u03b5\u03b9 \u03b1\u03bd\u03c5\u03c0\u03cc\u03c6\u03bf\u03c1\u03b7", "a beggar arrives": "\u03ae\u03c1\u03b8\u03b5 \u03ad\u03bd\u03b1\u03c2 \u03b6\u03b7\u03c4\u03b9\u03ac\u03bd\u03bf\u03c2", "a beast stands alone in an overgrown park.": "\u03ad\u03bd\u03b1 \u03c4\u03ad\u03c1\u03b1\u03c2 \u03c3\u03c4\u03ad\u03ba\u03b5\u03c4\u03b1\u03b9 \u03bc\u03cc\u03bd\u03bf \u03c3\u03b5 \u03ad\u03bd\u03b1 \u03ba\u03b1\u03c4\u03ac\u03c6\u03c5\u03c4\u03bf \u03c0\u03ac\u03c1\u03ba\u03bf.", "he leaves a reward.": "\u03b1\u03c6\u03ae\u03bd\u03b5\u03b9 \u03bc\u03b9\u03b1 \u03b1\u03bd\u03c4\u03b1\u03bc\u03bf\u03b9\u03b2\u03ae.", "nothing but downcast eyes.": "\u03bc\u03cc\u03bd\u03bf \u03c7\u03b1\u03bc\u03b7\u03bb\u03c9\u03bc\u03ad\u03bd\u03b1 \u03bc\u03ac\u03c4\u03b9\u03b1.", "the scout says she's been all over.": "\u03bf \u03b9\u03c7\u03bd\u03b7\u03bb\u03ac\u03c4\u03b7\u03c2 \u03bb\u03ad\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03ad\u03c7\u03b5\u03b9 \u03c0\u03ac\u03b5\u03b9 \u03c0\u03b1\u03bd\u03c4\u03bf\u03cd. ", "the small settlement has clearly been burning a while.": "\u039f \u03bc\u03b9\u03ba\u03c1\u03cc\u03c2 \u03bf\u03b9\u03ba\u03b9\u03c3\u03bc\u03cc\u03c2 \u03c0\u03c1\u03bf\u03c6\u03b1\u03bd\u03ce\u03c2 \u03ba\u03b1\u03af\u03b3\u03b5\u03c4\u03b1\u03b9 \u03ba\u03ac\u03bc\u03c0\u03bf\u03c3\u03b7 \u03ce\u03c1\u03b1.", "cloth": "\u03cd\u03c6\u03b1\u03c3\u03bc\u03b1", "a second soldier opens fire.": "\u03ad\u03bd\u03b1\u03c2 \u03b4\u03b5\u03cd\u03c4\u03b5\u03c1\u03bf\u03c2 \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b7\u03c2 \u03b1\u03bd\u03bf\u03af\u03b3\u03b5\u03b9 \u03c0\u03c5\u03c1.", "dangerous to be this far from the village without proper protection": "\u03b5\u03c0\u03b9\u03ba\u03af\u03bd\u03b4\u03c5\u03bd\u03b1 \u03b5\u03b4\u03ce, \u03c4\u03cc\u03c3\u03bf \u03bc\u03b1\u03ba\u03c1\u03c5\u03ac \u03b1\u03c0\u03cc \u03c4\u03bf \u03c7\u03c9\u03c1\u03b9\u03cc, \u03c7\u03c9\u03c1\u03af\u03c2 \u03c0\u03c1\u03bf\u03c3\u03c4\u03b1\u03c3\u03af\u03b1", "squeeze": "\u03c7\u03ce\u03c3\u03bf\u03c5 \u03c0\u03b1\u03c1\u03b1\u03bc\u03ad\u03c3\u03b1", "a pristine medicine cabinet at the end of a hallway.": "\u03ad\u03bd\u03b1 \u03bf\u03bb\u03bf\u03ba\u03b1\u03af\u03bd\u03bf\u03c5\u03c1\u03b3\u03b9\u03bf \u03bd\u03c4\u03bf\u03c5\u03bb\u03ac\u03c0\u03b9 \u03c6\u03b1\u03c1\u03bc\u03ac\u03ba\u03c9\u03bd \u03c3\u03c4\u03bf \u03c4\u03ad\u03bb\u03bf\u03c2 \u03c4\u03bf\u03c5 \u03b4\u03b9\u03b1\u03b4\u03c1\u03cc\u03bc\u03bf\u03c5.", "scraps of fur": "\u03ba\u03bf\u03bc\u03bc\u03ac\u03c4\u03b9\u03b1 \u03b3\u03bf\u03cd\u03bd\u03b1\u03c2", "a scavenger waits just inside the door.": "\u03ad\u03bd\u03b1\u03c2 \u03c1\u03b1\u03ba\u03bf\u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b7\u03c2 \u03c0\u03b5\u03c1\u03b9\u03bc\u03ad\u03bd\u03b5\u03b9 \u03b1\u03ba\u03c1\u03b9\u03b2\u03ce\u03c2 \u03bc\u03ad\u03c3\u03b1 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03c0\u03cc\u03c1\u03c4\u03b1.", "the wind howls outside": "\u03ad\u03be\u03c9 \u03c6\u03c5\u03c3\u03ac\u03b5\u03b9 \u03b1\u03ad\u03c1\u03b1\u03c2", "the wagon can carry a lot of supplies": "\u03c4\u03bf \u03ba\u03ac\u03c1\u03bf \u03bc\u03b5\u03c4\u03b1\u03c6\u03ad\u03c1\u03b5\u03b9 \u03b1\u03c1\u03ba\u03b5\u03c4\u03ad\u03c2 \u03c0\u03c1\u03bf\u03bc\u03ae\u03b8\u03b5\u03b9\u03b5\u03c2", "A Battlefield": "\u03a0\u03b5\u03b4\u03af\u03bf \u039c\u03ac\u03c7\u03b7\u03c2", "more soldiers will be on their way.": "\u03b8\u03b1 \u03ad\u03c1\u03c7\u03bf\u03bd\u03c4\u03b1\u03b9 \u03ba\u03b1\u03b9 \u03ac\u03bb\u03bb\u03bf\u03b9 \u03c3\u03c4\u03c1\u03b1\u03c4\u03b9\u03ce\u03c4\u03b5\u03c2.", "the shivering man is dead": "\u03bf \u03ac\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c2 \u03c0\u03bf\u03c5 \u03c4\u03c1\u03ad\u03bc\u03b5\u03b9 \u03c3\u03ba\u03bf\u03c4\u03ce\u03b8\u03b7\u03ba\u03b5", "builder finishes the smokehouse. she looks hungry.": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03c4\u03b5\u03bb\u03b5\u03af\u03c9\u03c3\u03b5 \u03c4\u03bf \u03ba\u03b1\u03c0\u03bd\u03b9\u03c3\u03c4\u03ae\u03c1\u03b9\u03bf. \u03c6\u03b1\u03af\u03bd\u03b5\u03c4\u03b1\u03b9 \u03c0\u03b5\u03b9\u03bd\u03b1\u03c3\u03bc\u03ad\u03bd\u03b7", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "\u03b7 \u03be\u03b5\u03c1\u03b1\u0390\u03bb\u03b1 \u03c3\u03c4\u03b1\u03bc\u03b1\u03c4\u03ac \u03c3\u03b5 \u03bc\u03b9\u03b1 \u03b8\u03ac\u03bb\u03b1\u03c3\u03c3\u03b1 \u03b1\u03c0\u03cc \u03c0\u03b5\u03b8\u03b1\u03bc\u03ad\u03bd\u03b1 \u03b3\u03c1\u03b1\u03c3\u03af\u03b4\u03b9\u03b1, \u03c0\u03bf\u03c5 \u03c4\u03b1\u03bb\u03b1\u03bd\u03c4\u03b5\u03cd\u03bf\u03bd\u03c4\u03b1\u03b9 \u03b1\u03c0\u03cc \u03c4\u03bf\u03bd \u03be\u03b5\u03c1\u03cc \u03b1\u03b5\u03c1\u03ac\u03ba\u03b9.", "a snarling beast leaps out of the underbrush": "\u03ad\u03bd\u03b1 \u03b1\u03b3\u03c1\u03b9\u03b5\u03bc\u03ad\u03bd\u03bf \u03ba\u03c4\u03ae\u03bd\u03bf\u03c2 \u03c0\u03b5\u03c4\u03ac\u03b3\u03b5\u03c4\u03b1\u03b9 \u03b1\u03c0\u03cc \u03c4\u03bf\u03c5\u03c2 \u03b8\u03ac\u03bc\u03bd\u03bf\u03c5\u03c2", "the place has been swept clean by scavengers.": "\u03bf \u03c4\u03cc\u03c0\u03bf\u03c2 \u03ad\u03c7\u03b5\u03b9 \u03b1\u03b4\u03b5\u03b9\u03ac\u03c3\u03b5\u03b9 \u03b1\u03c0\u03cc \u03c0\u03b5\u03c1\u03b9\u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b5\u03c2.", "A Destroyed Village": "\u039a\u03b1\u03c4\u03b5\u03c3\u03c4\u03c1\u03b1\u03bc\u03bc\u03ad\u03bd\u03bf \u03a7\u03c9\u03c1\u03b9\u03cc", "land blows more often": "\u03c0\u03b5\u03c4\u03c5\u03c7\u03b1\u03af\u03bd\u03b5\u03b9 \u03c4\u03bf \u03c3\u03c4\u03cc\u03c7\u03bf \u03c0\u03b9\u03bf \u03c3\u03c5\u03c7\u03bd\u03ac", "Space": "\u0394\u03b9\u03ac\u03c3\u03c4\u03b7\u03bc\u03b1", "it's been picked over by scavengers, but there's still some things worth taking.": "\u03bf\u03b9 \u03c1\u03b1\u03ba\u03bf\u03c3\u03c5\u03bb\u03bb\u03ad\u03ba\u03c4\u03b5\u03c2 \u03ad\u03c7\u03bf\u03c5\u03bd \u03ae\u03b4\u03b7 \u03c0\u03b5\u03c1\u03ac\u03c3\u03b5\u03b9 \u03b1\u03c0\u03cc \u03b5\u03b4\u03ce, \u03b1\u03bb\u03bb\u03ac \u03bc\u03b5\u03c1\u03b9\u03ba\u03ac \u03c9\u03c1\u03b1\u03af\u03b1 \u03c0\u03c1\u03b1\u03b3\u03bc\u03b1\u03c4\u03ac\u03ba\u03b9\u03b1 \u03c0\u03b1\u03c1\u03b1\u03bc\u03ad\u03bd\u03bf\u03c5\u03bd. ", "Thermosphere": "\u0398\u03b5\u03c1\u03bc\u03cc\u03c3\u03c6\u03b1\u03b9\u03c1\u03b1", "5 medicine": "5 \u03c6\u03ac\u03c1\u03bc\u03b1\u03ba\u03b1", "do nothing": "\u03bc\u03b7\u03bd \u03ba\u03ac\u03bd\u03b5\u03b9\u03c2 \u03c4\u03af\u03c0\u03bf\u03c4\u03b1", "A Gaunt Man": "\u0388\u03bd\u03b1\u03c2 \u03a7\u03bb\u03c9\u03bc\u03cc\u03c2 \u0386\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c2", "Outside": "\u0388\u03be\u03c9", "the snarling beast is dead": "\u03c4\u03bf \u03b1\u03b3\u03c1\u03b9\u03b5\u03bc\u03ad\u03bd\u03bf \u03ba\u03c4\u03ae\u03bd\u03bf\u03c2 \u03c3\u03ba\u03bf\u03c4\u03ce\u03b8\u03b7\u03ba\u03b5", "bodies and supplies from both sides litter the ground.": "\u03bd\u03b5\u03ba\u03c1\u03bf\u03af \u03ba\u03b1\u03b9 \u03c0\u03c1\u03bf\u03bc\u03ae\u03b8\u03b5\u03b9\u03b5\u03c2 \u03ba\u03b1\u03b9 \u03b1\u03c0\u03cc \u03c4\u03b9\u03c2 \u03b4\u03cd\u03bf \u03c0\u03bb\u03b5\u03c5\u03c1\u03ad\u03c2 \u03b5\u03af\u03bd\u03b1\u03b9 \u03c3\u03ba\u03bf\u03c1\u03c0\u03b9\u03c3\u03bc\u03ad\u03bd\u03bf\u03b9 \u03c3\u03c4\u03bf \u03ad\u03b4\u03b1\u03c6\u03bf\u03c2", "the remains of an old house stand as a monument to simpler times": "\u03c4\u03b1 \u03b5\u03c1\u03b5\u03af\u03c0\u03b9\u03b1 \u03b5\u03bd\u03cc\u03c2 \u03c0\u03b1\u03bb\u03b9\u03bf\u03cd \u03c3\u03c0\u03b9\u03c4\u03b9\u03bf\u03cd \u03c3\u03c4\u03ad\u03ba\u03bf\u03bd\u03c4\u03b1\u03b9 \u03c9\u03c2 \u03ad\u03bd\u03b1 \u03bc\u03bd\u03b7\u03bc\u03b5\u03af\u03bf \u03b1\u03c0\u03bb\u03bf\u03cd\u03c3\u03c4\u03b5\u03c1\u03c9\u03bd \u03b5\u03c0\u03bf\u03c7\u03ce\u03bd", "a squatter stands firmly in the doorway of a small hut.": "\u03ad\u03bd\u03b1\u03c2 \u03ba\u03b1\u03c4\u03b1\u03bb\u03b7\u03c8\u03af\u03b1\u03c2 \u03c3\u03c4\u03ad\u03ba\u03b5\u03c4\u03b1\u03b9 \u03b1\u03ba\u03c1\u03b9\u03b2\u03ce\u03c2 \u03c3\u03c4\u03b7\u03bd \u03c0\u03cc\u03c1\u03c4\u03b1 \u03bc\u03b9\u03b1\u03c2 \u03bc\u03b9\u03ba\u03c1\u03ae\u03c2 \u03ba\u03b1\u03bb\u03cd\u03b2\u03b1\u03c2.", "lights flash through the alleys between buildings.": "\u03c6\u03ce\u03c4\u03b1 \u03b1\u03bd\u03b1\u03b2\u03bf\u03c3\u03b2\u03ae\u03bd\u03bf\u03c5\u03bd \u03bc\u03ad\u03c3\u03b1 \u03c3\u03c4\u03b1 \u03c3\u03bf\u03ba\u03ac\u03ba\u03b9\u03b1 \u03b1\u03bd\u03ac\u03bc\u03b5\u03c3\u03b1 \u03c3\u03c4\u03b1 \u03ba\u03c4\u03af\u03c1\u03b9\u03b1.", "no": "\u03cc\u03c7\u03b9", "{0} per {1}s": "{0} \u03b1\u03bd\u03ac {1}\u03b4", "a weathered family takes up in one of the huts.": "\u03bc\u03af\u03b1 \u03ba\u03bf\u03c5\u03c1\u03b1\u03c3\u03bc\u03ad\u03bd\u03b7 \u03bf\u03b9\u03ba\u03bf\u03b3\u03ad\u03bd\u03b5\u03b9\u03b1 \u03ba\u03b1\u03c4\u03b1\u03bb\u03b1\u03bc\u03b2\u03ac\u03bd\u03b5\u03b9 \u03bc\u03af\u03b1 \u03b1\u03c0\u03cc \u03c4\u03b9\u03c2 \u03ba\u03b1\u03bb\u03cd\u03b2\u03b5\u03c2.", "run": "\u03c3\u03ba\u03ac\u03c3\u03c4\u03bf", "Exosphere": "\u0395\u03be\u03ce\u03c3\u03c6\u03b1\u03b9\u03c1\u03b1", "he speaks of once leading the great fleets to fresh worlds.": "\u03bc\u03b9\u03bb\u03ac\u03b5\u03b9 \u03b3\u03b9\u03b1 \u03ba\u03ac\u03c0\u03bf\u03c4\u03b5 \u03c0\u03bf\u03c5 \u03bf\u03b4\u03b7\u03b3\u03bf\u03cd\u03c3\u03b5 \u03bc\u03b5\u03b3\u03ac\u03bb\u03bf\u03c5\u03c2 \u03c3\u03c4\u03cc\u03bb\u03bf\u03c5\u03c2 \u03c3\u03b5 \u03c6\u03c1\u03ad\u03c3\u03ba\u03bf\u03c5\u03c2 \u03ba\u03cc\u03c3\u03bc\u03bf\u03c5\u03c2.", "builder says there are more wanderers. says they'll work, too.": "\u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03bb\u03ad\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03c5\u03c0\u03ac\u03c1\u03c7\u03bf\u03c5\u03bd \u03ba\u03b1\u03b9 \u03ac\u03bb\u03bb\u03bf\u03b9 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03b9. \u03bb\u03ad\u03b5\u03b9 \u03cc\u03c4\u03b9 \u03b8\u03b1 \u03b4\u03bf\u03c5\u03bb\u03ad\u03c8\u03bf\u03c5\u03bd \u03ba\u03b1\u03b9 \u03b1\u03c5\u03c4\u03bf\u03af.", "evasive": "\u03b1\u03c0\u03bf\u03c6\u03c5\u03b3\u03ae", "an old wanderer arrives": "\u03ad\u03bd\u03b1\u03c2 \u03bf\u03b4\u03bf\u03b9\u03c0\u03cc\u03c1\u03bf\u03c2 \u03c6\u03c4\u03ac\u03bd\u03b5\u03b9", "through the walls, shuffling noises can be heard.": "\u03bc\u03ad\u03c3\u03b1 \u03b1\u03c0\u03cc \u03c4\u03bf\u03c5\u03c2 \u03c4\u03bf\u03af\u03c7\u03bf\u03c5\u03c2 \u03b1\u03ba\u03bf\u03cd\u03b3\u03bf\u03bd\u03c4\u03b1\u03b9 \u03b8\u03cc\u03c1\u03c5\u03b2\u03bf\u03b9.", "melee weapons deal more damage": "\u03c4\u03b1 \u03cc\u03c0\u03bb\u03b1 \u03c3\u03c5\u03bc\u03c0\u03bb\u03bf\u03ba\u03ae\u03c2 \u03ba\u03ac\u03bd\u03bf\u03c5\u03bd \u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03cc\u03c4\u03b5\u03c1\u03b7 \u03b6\u03b7\u03bc\u03b9\u03ac", "the compass points ": "\u03b7 \u03c0\u03c5\u03be\u03af\u03b4\u03b1 \u03b4\u03b5\u03af\u03c7\u03bd\u03b5\u03b9 ", "lets some light down into the dusty haze.": "\u03b1\u03c6\u03ae\u03bd\u03b5\u03b9 \u03ba\u03ac\u03c0\u03bf\u03b9\u03bf \u03c6\u03c9\u03c2 \u03bd\u03b1 \u03c0\u03ac\u03b5\u03b9 \u03ba\u03ac\u03c4\u03c9 \u03c3\u03c4\u03b7 \u03c3\u03ba\u03bf\u03bd\u03b9\u03c3\u03bc\u03ad\u03bd\u03b7 \u03ba\u03b1\u03c4\u03b1\u03c7\u03bd\u03b9\u03ac.", "the man swallows the medicine eagerly": "\u03bf \u03ac\u03bd\u03c4\u03c1\u03b1\u03c2 \u03c0\u03b1\u03af\u03c1\u03bd\u03b5\u03b9 \u03c4\u03b1 \u03c6\u03ac\u03c1\u03bc\u03b1\u03ba\u03b1 \u03b1\u03bc\u03ad\u03c3\u03c9\u03c2 ", "the days are spent with burials.": "\u03c4\u03b9\u03c2 \u03bc\u03ad\u03c1\u03b5\u03c2 \u03b8\u03ac\u03b2\u03bf\u03c5\u03bd \u03c4\u03bf\u03c5\u03c2 \u03bd\u03b5\u03ba\u03c1\u03bf\u03cd\u03c2", "more traps to catch more creatures": "\u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03cc\u03c4\u03b5\u03c1\u03b5\u03c2 \u03c0\u03b1\u03b3\u03af\u03b4\u03b5\u03c2 \u03b3\u03b9\u03b1 \u03c0\u03b5\u03c1\u03b9\u03c3\u03c3\u03cc\u03c4\u03b5\u03c1\u03bf \u03b8\u03ae\u03c1\u03b1\u03bc\u03b1", "a man charges down the hall, a rusty blade in his hand": "\u03ad\u03bd\u03b1\u03c2 \u03ac\u03bd\u03b8\u03c1\u03c9\u03c0\u03bf\u03c2 \u03b5\u03c0\u03b9\u03c4\u03af\u03b8\u03b5\u03c4\u03b1\u03b9 \u03ba\u03ac\u03c4\u03c9 \u03b1\u03c0\u03cc \u03c4\u03b7\u03bd \u03ac\u03bb\u03bb\u03b7 \u03ac\u03ba\u03c1\u03b7 \u03c4\u03b7\u03c2 \u03b1\u03af\u03b8\u03bf\u03c5\u03c3\u03b1\u03c2, \u03ad\u03bd\u03b1 \u03c3\u03ba\u03bf\u03c5\u03c1\u03b9\u03b1\u03c3\u03bc\u03ad\u03bd\u03bf \u03c3\u03c0\u03b1\u03b8\u03af \u03c3\u03c4\u03bf \u03c7\u03ad\u03c1\u03b9 \u03c4\u03bf\u03c5", "it contains travelling gear, and a few trinkets.": "\u03c0\u03b5\u03c1\u03b9\u03ad\u03c7\u03b5\u03b9 \u03c4\u03b1 \u03c4\u03b1\u03be\u03b9\u03b4\u03b9\u03c9\u03c4\u03b9\u03ba\u03ac \u03b5\u03c1\u03b3\u03b1\u03bb\u03b5\u03af\u03b1, \u03ba\u03b1\u03b9 \u03bc\u03b5\u03c1\u03b9\u03ba\u03ac \u03bc\u03c0\u03b9\u03c7\u03bb\u03b9\u03bc\u03c0\u03af\u03b4\u03b9\u03b1.", "bullets": "\u03c3\u03c6\u03b1\u03af\u03c1\u03b5\u03c2", "the light from the fire spills from the windows, out into the dark": "\u03c4\u03bf \u03c6\u03c9\u03c2 \u03b1\u03c0\u03cc \u03c4\u03b7 \u03c6\u03c9\u03c4\u03b9\u03ac \u03c6\u03ad\u03b3\u03b3\u03b5\u03b9 \u03b1\u03c0\u03cc \u03c4\u03b1 \u03c0\u03b1\u03c1\u03ac\u03b8\u03c5\u03c1\u03b1, \u03ad\u03be\u03c9 \u03c3\u03c4\u03bf \u03c3\u03ba\u03bf\u03c4\u03ac\u03b4\u03b9", "tell him to leave": "\u03c0\u03b5\u03c2 \u03c4\u03bf\u03c5 \u03bd\u03b1 \u03c6\u03cd\u03b3\u03b5\u03b9", "dry brush and dead branches litter the forest floor": "\u03be\u03b5\u03c1\u03bf\u03af \u03b8\u03ac\u03bc\u03bd\u03bf\u03b9 \u03ba\u03b1\u03b9 \u03bd\u03b5\u03ba\u03c1\u03ac \u03ba\u03bb\u03b1\u03b4\u03b9\u03ac \u03b5\u03af\u03bd\u03b1\u03b9 \u03b1\u03c0\u03bb\u03c9\u03bc\u03ad\u03bd\u03b1 \u03c3\u03c4\u03bf \u03b4\u03ac\u03c3\u03bf\u03c2", "tattered cloth": "\u03c3\u03ba\u03b9\u03c3\u03bc\u03ad\u03bd\u03bf \u03cd\u03c6\u03b1\u03c3\u03bc\u03b1", "can't read the words.": "\u03b4\u03b5\u03bd \u03b4\u03b9\u03b1\u03b2\u03ac\u03b6\u03bf\u03bd\u03c4\u03b1\u03b9 \u03bf\u03b9 \u03bb\u03ad\u03be\u03b5\u03b9\u03c2", "tanner": "\u03b2\u03c5\u03c1\u03c3\u03bf\u03b4\u03ad\u03c8\u03b7\u03c2", "should cure the meat, or it'll spoil. builder says she can fix something up.": "\u03c0\u03c1\u03ad\u03c0\u03b5\u03b9 \u03bd\u03b1 \u03b5\u03c0\u03b5\u03be\u03b5\u03c1\u03b3\u03b1\u03c3\u03c4\u03b5\u03af \u03c4\u03bf \u03ba\u03c1\u03ad\u03b1\u03c2, \u03b1\u03bb\u03bb\u03b9\u03ce\u03c2 \u03b8\u03b1 \u03c7\u03b1\u03bb\u03ac\u03c3\u03b5\u03b9. \u03b7 \u03c4\u03b5\u03c7\u03bd\u03af\u03c4\u03c1\u03b9\u03b1 \u03bb\u03ad\u03b5\u03b9 \u03ba\u03ac\u03c4\u03b9 \u03b8\u03b1 \u03c3\u03ba\u03b5\u03c6\u03c4\u03b5\u03af.", "or migrating computers": "\u03ae \u03b1\u03bb\u03bb\u03b1\u03b3\u03ae \u03c5\u03c0\u03bf\u03bb\u03bf\u03b3\u03b9\u03c3\u03c4\u03ce\u03bd", "water:{0}": "\u03bd\u03b5\u03c1\u03cc:{0}", "still time to rescue a few supplies.": "\u03c0\u03c1\u03bf\u03bb\u03b1\u03b2\u03b1\u03af\u03bd\u03b5\u03b9 \u03ba\u03b1\u03bd\u03b5\u03af\u03c2 \u03bd\u03b1 \u03c3\u03ce\u03c3\u03b5\u03b9 \u03bc\u03b5\u03c1\u03b9\u03ba\u03ad\u03c2 \u03c0\u03c1\u03bf\u03bc\u03ae\u03b8\u03b5\u03b9\u03b5\u03c2.", "teeth": "\u03b4\u03cc\u03bd\u03c4\u03b9\u03b1", "villagers could help hunt, given the means": "\u03bf\u03b9 \u03c7\u03c9\u03c1\u03b9\u03ba\u03bf\u03af \u03b8\u03b1 \u03c0\u03ae\u03b3\u03b1\u03b9\u03bd\u03b1\u03bd \u03b3\u03b9\u03b1 \u03ba\u03c5\u03bd\u03ae\u03b3\u03b9, \u03b1\u03bd \u03b5\u03af\u03c7\u03b1\u03bd \u03c4\u03b1 \u03bc\u03ad\u03c3\u03b1", "the beast is dead.": "\u03c4\u03bf \u03b8\u03b7\u03c1\u03af\u03bf \u03c0\u03ad\u03b8\u03b1\u03bd\u03b5", "feral howls echo out of the darkness.": "\u03ac\u03b3\u03c1\u03b9\u03b5\u03c2 \u03ba\u03c1\u03b1\u03c5\u03b3\u03ad\u03c2 \u03b6\u03ce\u03c9\u03bd \u03b1\u03bd\u03c4\u03b7\u03c7\u03bf\u03cd\u03bd \u03bc\u03ad\u03c3' \u03c4\u03bf \u03c3\u03ba\u03bf\u03c4\u03ac\u03b4\u03b9.", "The Iron Mine": "\u03a4\u03bf \u039f\u03c1\u03c5\u03c7\u03b5\u03af\u03bf \u03a3\u03b9\u03b4\u03ae\u03c1\u03bf\u03c5"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/el/strings.po ================================================ # Translations template for PROJECT. # Copyright (C) 2015 ORGANIZATION # This file is distributed under the same license as the PROJECT project. # Liza , 2015. # msgid "" msgstr "" "Project-Id-Version: PROJECT VERSION\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2015-12-22 13:35-0600\n" "PO-Revision-Date: 2016-02-15 02:03+0100\n" "Last-Translator: LK \n" "Language-Team: Greek\n" "Language: el\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Generated-By: Babel 1.3\n" "X-Generator: Poedit 1.7.6\n" "X-Poedit-Basepath: ../\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "σύνδεση Dropbox" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "σύνδεση παιχνιδιού για τοπική αποθήκευση Dropbox" # command #: script/dropbox.js:68 msgid "connect" msgstr "σύνδεση" # command #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "ακύρωση" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox Εξαγωγή / Εισαγωγή" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "" "εξαγωγή ή εισαγωγή αποθηκευμένων δεδομένων στο χώρο αποθήκευσης Dropbox" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "είστε συνδεδεμένοι στο Dropbox με το λογαριασμό / e-mail" # command #: script/dropbox.js:93 msgid "save" msgstr "αποθήκευση" # command #: script/dropbox.js:97 msgid "load" msgstr "ανάκτηση" # command #: script/dropbox.js:102 msgid "signout" msgstr "αποσύνδεση" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "επιλέξτε μία θέση για αποθήκευση" #: script/dropbox.js:119 msgid "save to slot" msgstr "αποθήκευση στη θέση" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "επιλέξτε τη θέση για φόρτωση " #: script/dropbox.js:148 msgid "load from slot" msgstr "φόρτωση από θέση" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "αποθηκεύτηκε με επιτυχία στο χώρο αποθήκευσης Dropbox " #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "σφάλμα κατά την αποθήκευση στο χώρο αποθήκευσης Dropbox" #: script/dropbox.js:183 msgid "ok" msgstr "εντάξει" #: script/engine.js:15 msgid "boxer" msgstr "μποξέρ" #: script/engine.js:16 msgid "punches do more damage" msgstr "οι μπουνιές κάνουν περισσότερη ζημιά" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "έμαθε να ρίχνει μπουνιές σωστά" #: script/engine.js:21 msgid "martial artist" msgstr "πολεμιστής" #: script/engine.js:22 msgid "punches do even more damage." msgstr "οι μπουνιές κάνουν μεγαλύτερη ζημιά" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "έμαθε να παλεύει αποδοτικά χωρίς όπλα" #: script/engine.js:27 msgid "unarmed master" msgstr "άοπλος ειδικός" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "ρίχνει μπουνιές δυο φορές πιο γρήγορα, με περισσότερη δύναμη " #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "έμαθε να χτυπά γρηγορότερα χωρίς όπλα" #: script/engine.js:32 msgid "barbarian" msgstr "βάρβαρος" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "τα όπλα συμπλοκής κάνουν περισσότερη ζημιά" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "έμαθε να καταφέρει χτυπήματα με όπλα με δύναμη" #: script/engine.js:37 msgid "slow metabolism" msgstr "αργός μεταβολισμός" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "πάει διπλάσια απόσταση χωρίς φαγητό" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "έμαθε να αγνοεί την πείνα" #: script/engine.js:42 msgid "desert rat" msgstr "αρουραίος της ερήμου" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "πάει διπλάσια απόσταση χωρίς νερό" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "έμαθε να αγαπάει τον ξηρό αέρα" #: script/engine.js:47 msgid "evasive" msgstr "αποφυγή" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "απέφυγε επιθέσεις πιο αποτελεσματικά" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "έμαθε να είναι εκεί που οι άλλοι δεν βρίσκονται" #: script/engine.js:52 msgid "precise" msgstr "ακριβής" #: script/engine.js:53 msgid "land blows more often" msgstr "πετυχαίνει το στόχο πιο συχνά" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "έμαθε να προβλέπει την κίνησή τους" #: script/engine.js:57 msgid "scout" msgstr "ιχνηλάτης" #: script/engine.js:58 msgid "see farther" msgstr "βλέπει πιο μακρυά" #: script/engine.js:59 msgid "learned to look ahead" msgstr "έμαθε να βλέπει μπροστά" #: script/engine.js:62 msgid "stealthy" msgstr "αθόρυβος" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "καλύτερα να αποφεύγεται η σύγκρουση στην άγρια ​​φύση" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "έμαθε να μην φαίνεται" #: script/engine.js:67 msgid "gastronome" msgstr "γαστρονόμος" #: script/engine.js:68 msgid "restore more health when eating" msgstr "αποκαθιστά περισσότερη υγεία με το φαγητό" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "αξιοποιεί το φαγητό στο έπακρο" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app store." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "κλείσε τα φώτα" #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "" #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "επανεκκίνηση." #: script/engine.js:162 msgid "share." msgstr "μοιράσου." #: script/engine.js:168 msgid "save." msgstr "αποθήκευσε." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Εξαγωγή/Εισαγωγή" # line 1 #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "" "εξαγωγή ή εισαγωγή δεδομένων αποθήκευσης, για τη δημιουργία αντιγράφων " "ασφαλείας" # line 2 #: script/engine.js:273 msgid "or migrating computers" msgstr "ή αλλαγή υπολογιστών" # command #: script/engine.js:277 msgid "export" msgstr "εξαγωγή" # command #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "εισαγωγή" #: script/engine.js:291 msgid "save this." msgstr "σώσε κάπου το παρακάτω" # command #: script/engine.js:297 msgid "got it" msgstr "καλά" #: script/engine.js:305 msgid "are you sure?" msgstr "σίγουρα;" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "αν αυτός ο κωδικός δεν είναι σωστός, όλα τα δεδομένα θα χαθούν" #: script/engine.js:307 msgid "this is irreversible." msgstr "αυτή η πράξη δεν είναι αναστρέψιμη" # command #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "ναι" # command #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "όχι" #: script/engine.js:322 msgid "put the save code here." msgstr "βάλε τον κωδικό αποθήκευσης εδώ " #: script/engine.js:374 msgid "Restart?" msgstr "Επανεκκίνηση;" #: script/engine.js:377 msgid "restart the game?" msgstr "επανεκκίνηση του παιχνιδιού;" #: script/engine.js:408 msgid "Share" msgstr "Μοιράσου" #: script/engine.js:411 msgid "bring your friends." msgstr "φέρε τους φίλους σου " #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "κλείσε" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "άνοιξε τα φώτα" #: script/engine.js:493 msgid "Go Hyper?" msgstr "" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: script/engine.js:519 msgid "classic." msgstr "" # {0}: production/consumption unit # {1}: number of seconds #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} ανά {1}δ" # command #: script/events.js:130 msgid "eat meat" msgstr "φάε κάτι" # command #: script/events.js:150 msgid "use meds" msgstr "πάρε φάρμακα" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "απέτυχε" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "ζαλισμένος" # command #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "φύγε" #: script/events.js:511 msgid "drop:" msgstr "ρίξε:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "τίποτα" # command #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr " πάρε" #: script/events.js:577 msgid "take:" msgstr "πάρε:" #: script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "τίποτα" #: script/events.js:627 msgid "all" msgstr "" #: script/events.js:649 msgid "take everything" msgstr "" # separates the last object found in traps. # mind the whitespaces at the beginning and end! #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " και " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** ΓΕΓΟΝΟΣ ***" #: script/localization.js:4 msgid "saved." msgstr "αποθηκεύτηκε." #: script/localization.js:5 msgid "wood" msgstr "ξύλο" #: script/localization.js:6 msgid "builder" msgstr "τεχνίτρια" #: script/localization.js:7 msgid "teeth" msgstr "δόντια" #: script/localization.js:8 msgid "meat" msgstr "κρέας" #: script/localization.js:9 msgid "fur" msgstr "γούνα" #: script/localization.js:10 msgid "alien alloy" msgstr "εξωγήινο κράμα " #: script/localization.js:11 msgid "bullets" msgstr "σφαίρες" #: script/localization.js:12 msgid "charm" msgstr "φυλαχτό" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "δέρμα" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "σίδηρος" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "ατσάλι" #: script/localization.js:16 msgid "coal" msgstr "κάρβουνο" #: script/localization.js:17 msgid "sulphur" msgstr "θειάφι" #: script/localization.js:18 msgid "energy cell" msgstr "μπαταρία" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "πυρσός" #: script/localization.js:20 msgid "medicine" msgstr "φάρμακο" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "κυνηγός" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "παγιδευτής" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "βυρσοδέψης" #: script/localization.js:24 msgid "grenade" msgstr "χειροβομβίδα" #: script/localization.js:25 msgid "bolas" msgstr "bolas" #: script/localization.js:26 msgid "bayonet" msgstr "ξιφολόγχη" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "χασάπης" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "μεταλλωρύχος" #: script/localization.js:29 msgid "iron mine" msgstr "ορυχείο Σιδήρου" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "ανθρακωρύχος" #: script/localization.js:31 msgid "coal mine" msgstr "ορυχείο άνθρακα" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "ορυχείο θειαφιού" #: script/localization.js:33 msgid "sulphur mine" msgstr "παραγωγός θειαφιού" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "οπλοποιός" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "χαλυβουργός" # use plural if your language admits it (like "teeth" and "scales") #: script/localization.js:36 msgid "bait" msgstr "δόλωμα" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "αλλαντικά" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "λέπια" #: script/localization.js:39 msgid "compass" msgstr "πυξίδα" #: script/localization.js:40 msgid "laser rifle" msgstr "πιστόλι λέιζερ" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "συλλέκτης" #: script/localization.js:42 msgid "cloth" msgstr "ύφασμα" #: script/localization.js:45 msgid "thieves" msgstr "κλέφτες" #: script/localization.js:46 msgid "not enough fur" msgstr "δεν επαρκεί η γούνα" #: script/localization.js:47 msgid "not enough wood" msgstr "δεν επαρκεί το ξύλο" #: script/localization.js:48 msgid "not enough coal" msgstr "δεν επαρκεί το κάρβουνο" #: script/localization.js:49 msgid "not enough iron" msgstr "δεν επαρκεί ο σίδηρος" #: script/localization.js:50 msgid "not enough steel" msgstr "δεν επαρκεί το ατσάλι" #: script/localization.js:51 msgid "not enough sulphur" msgstr "δεν επαρκεί το θειάφι" #: script/localization.js:52 msgid "baited trap" msgstr "παγίδα με δόλωμα" #: script/localization.js:53 msgid "not enough scales" msgstr "δεν επαρκούν τα λέπια" #: script/localization.js:54 msgid "not enough cloth" msgstr "δεν επαρκεί το ύφασμα" #: script/localization.js:55 msgid "not enough teeth" msgstr "δεν επαρκούν τα δόντια" #: script/localization.js:56 msgid "not enough leather" msgstr "δεν επαρκεί το δέρμα" #: script/localization.js:57 msgid "not enough meat" msgstr "δεν επαρκεί το κρέας" #: script/localization.js:58 msgid "the compass points east" msgstr "η πυξίδα δείχνει ανατολικά" #: script/localization.js:59 msgid "the compass points west" msgstr "η πυξίδα δείχνει δυτικά" #: script/localization.js:60 msgid "the compass points north" msgstr "η πυξίδα δείχνει βόρια" #: script/localization.js:61 msgid "the compass points south" msgstr "η πυξίδα δείχνει νότια" #: script/localization.js:62 msgid "the compass points northeast" msgstr "η πυξίδα δείχνει βορειοανατολικά" #: script/localization.js:63 msgid "the compass points northwest" msgstr "η πυξίδα δείχνει βορειοδυτικά" #: script/localization.js:64 msgid "the compass points southeast" msgstr "η πυξίδα δείχνει νοτιοανατολικά" #: script/localization.js:65 msgid "the compass points southwest" msgstr "η πυξίδα δείχνει νοτιοδυτικά" #: script/outside.js:5 msgid "Outside" msgstr "Έξω" #: script/outside.js:102 msgid "scraps of fur" msgstr "κομμάτια γούνας" #: script/outside.js:107 msgid "bits of meat" msgstr "κομμάτια κρέας" #: script/outside.js:112 msgid "strange scales" msgstr "περίεργα λέπια" #: script/outside.js:117 msgid "scattered teeth" msgstr "σκορπισμένα δόντια" #: script/outside.js:122 msgid "tattered cloth" msgstr "σκισμένο ύφασμα" #: script/outside.js:127 msgid "a crudely made charm" msgstr "ένα κακοφτιαγμένο φυλαχτό" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Αθόρυβο Δάσος" # command #: script/outside.js:169 msgid "gather wood" msgstr "μάζεψε ξύλα" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "ένας ξένος καταφτάνει μέσα στη νύχτα" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "μία κουρασμένη οικογένεια καταλαμβάνει μία από τις καλύβες." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "μια μικρή ομάδα έφτασε, μες τη σκόνη και όλο κόκαλα " #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "ένα κομβόι φτάνει σέρνοντας, με ίσα μέρη ανησυχία και ελπίδα" #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "η πόλη ανθεί. τα νέα διαδίδονται" # short for population # mind the whitespace at the end! #: script/outside.js:452 msgid "pop " msgstr "πληθ " #: script/outside.js:457 msgid "forest" msgstr "δάσος" #: script/outside.js:460 msgid "village" msgstr "χωριό" # command #: script/outside.js:543 msgid "check traps" msgstr "έλεγξε τις παγίδες" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Μοναχική Καλύβα" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Μικροσκοπικό Χωριό" #: script/outside.js:568 msgid "A Modest Village" msgstr "Μικρό Χωριό" #: script/outside.js:570 msgid "A Large Village" msgstr "Μεγάλο Χωριό" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Φασαριόζικο Χωριό" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "ο ουρανός είναι γκρι και ο άνεμος φυσάει αδυσώπητα" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "ξεροί θάμνοι και νεκρά κλαδιά είναι απλωμένα στο δάσος" # mind the whitespace at the end! #: script/outside.js:621 msgid "the traps contain " msgstr "οι παγίδες περιέχουν " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Σκονισμένο Μονοπάτι" #: script/path.js:37 msgid "supplies:" msgstr "προμήθειες:" # command #: script/path.js:43 msgid "embark" msgstr "ξεκίνα" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "η πυξίδα δείχνει " #: script/path.js:102 msgid "perks:" msgstr "ικανότητες:" #: script/path.js:132 msgid "none" msgstr "καμία" #: script/path.js:142 msgid "armour" msgstr "πανοπλία" #: script/path.js:153 msgid "water" msgstr "νερό" # Legend for free space when embarking #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "ελεύθερα {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "βάρος" #: script/path.js:255 msgid "available" msgstr "διαθέσιμο" #: script/room.js:16 msgid "trap" msgstr "παγίδα" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "η τεχνίτρια λέει ότι μπορεί να φτιάξει παγίδες για να πιάσει ότι πλάσματα " "υπάρχουν ακόμα εκεί έξω" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "περισσότερες παγίδες για περισσότερο θήραμα" #: script/room.js:21 msgid "more traps won't help now" msgstr "περισσότερες παγίδες δεν χρειάζονται" #: script/room.js:31 msgid "cart" msgstr "καρότσι" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "" "η τεχνίτρια λέει ότι μπορεί να φτιάξει ένα καρότσι για τη μεταφορά ξυλείας" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "το ξεχαρβαλωμένο καρότσι θα φέρνει περισσότερο ξύλο από το δάσος" #: script/room.js:44 msgid "hut" msgstr "καλύβα" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "η τεχνίτρια λέει ότι υπάρχουν και άλλοι οδοιπόροι. λέει ότι θα δουλέψουν και " "αυτοί." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "" "η τεχνίτρια φτιάχνει μια καλύβα στο δάσος. λέει θα κυκλοφορήσουν τα νέα." #: script/room.js:49 msgid "no more room for huts." msgstr "δεν υπάρχει άλλος χώρος για καλύβες" #: script/room.js:59 msgid "lodge" msgstr "κατάλυμα" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "οι χωρικοί θα πήγαιναν για κυνήγι, αν είχαν τα μέσα" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "το κατάλυμα φτιάχτηκε στο δάσος, μακριά από την πόλη" #: script/room.js:74 msgid "trading post" msgstr "αγορά" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "ο εμπορικός σταθμός θα κάνει πιο εύκολο το εμπόριο" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "τώρα οι νομάδες βρήκαν μέρος να στήσουν μαγαζί, ίσως κάτσουν λίγο" #: script/room.js:88 msgid "tannery" msgstr "βυρσοδεψείο" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "η τεχνίτρια λέει ότι το δέρμα θα είναι χρήσιμο. λέει οι χωρικοί μπορούν να " "φτιάξουν." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "το βυρσοδεψείο φτιάχτηκε γρήγορα, στην άκρη του χωριού" #: script/room.js:102 msgid "smokehouse" msgstr "καπνιστήριο" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "πρέπει να επεξεργαστεί το κρέας, αλλιώς θα χαλάσει. η τεχνίτρια λέει κάτι θα " "σκεφτεί." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "η τεχνίτρια τελείωσε το καπνιστήριο. φαίνεται πεινασμένη" #: script/room.js:116 msgid "workshop" msgstr "εργαστήρι" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "η τεχνίτρια λέει ότι θα μπορούσε να κάνει καλύτερα πράγματα, αν είχε τα " "εργαλεία" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "" "το εργαστήρι είναι έτοιμο. η τεχνίτρια δεν βλέπει την ώρα να αρχίσει να " "φτιάχνει πράγματα" #: script/room.js:131 msgid "steelworks" msgstr "χαλυβουργείο" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "η τεχνίτρια λέει ότι οι χωρικοί μπορούν να φτιάξουν ατσάλι, αν έχουν τα " "εργαλεία" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "μια καταχνιά καλύπτει το χωριό τώρα που φτιάχτηκε το χαλυβουργείο" #: script/room.js:146 msgid "armoury" msgstr "οπλοποιείο " #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "η τεχνίτρια λέει θα ήταν χρήσιμο να είχαμε πάντα σφαίρες" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "το οπλοποιείο τελείωσε, φέρνοντας ξανά τα όπλα της παλιάς εποχής" #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "ο πυρσός κρατάει μακρυά το σκοτάδι" #: script/room.js:173 msgid "waterskin" msgstr "παγούρι" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "το παγούρι θα παίρνει τουλάχιστον λίγο νερό" #: script/room.js:185 msgid "cask" msgstr "βαρέλι" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "το βαρέλι κρατά αρκετό νερό για μακρύτερα ταξίδια" #: script/room.js:198 msgid "water tank" msgstr "ντεπόζιτο" #: script/room.js:202 msgid "never go thirsty again" msgstr "μην ξαναδιψάσεις ποτέ" #: script/room.js:211 msgid "bone spear" msgstr "δόρυ από κόκκαλο" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "το δόρυ δεν είναι όμορφο, αλλά καρφώνει καλά" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "σακίδιο" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "" "το να μεταφέρονται περισσότερα πράγματα, σημαίνει μακρύτερες αποστολές " "παραέξω" #: script/room.js:235 msgid "wagon" msgstr "κάρο" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "το κάρο μεταφέρει αρκετές προμήθειες" #: script/room.js:248 msgid "convoy" msgstr "κομβόι" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "το κομβόι μπορεί να μεταφέρει σχεδόν τα πάντα" # short for "leather armour" #: script/room.js:262 msgid "l armour" msgstr "δερμάτινη πανοπλία" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "το δέρμα δεν είναι πολύ γερό. καλύτερα από τα κουρέλια όμως" # short for "iron armour" #: script/room.js:274 msgid "i armour" msgstr "σιδερένια πανοπλία" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "το σίδερο είναι πιο δυνατό από το δέρμα" # short for "steel armour" #: script/room.js:286 msgid "s armour" msgstr "ατσάλινη πανοπλία" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "το ατσάλι είναι πιο δυνατό από το σίδερο" #: script/room.js:298 msgid "iron sword" msgstr "σιδερένιο σπαθί" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "κόβει το σπαθί. καλό για έξω στην άγρια φύση" #: script/room.js:311 msgid "steel sword" msgstr "ατσάλινο σπαθί" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "το ατσάλι είναι σκληρό, και η λεπίδα κόβει" #: script/room.js:324 msgid "rifle" msgstr "τουφέκι" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "μπαρούτι και σφαίρες, όπως παλιά" #: script/room.js:458 msgid "Room" msgstr "Δωμάτιο" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Σκοτεινό Δωμάτιο" # command #: script/room.js:498 msgid "light fire" msgstr "άναψε φωτιά" # command #: script/room.js:508 msgid "stoke fire" msgstr "βάλε ξύλα" # introduces "room state" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "το δωμάτιο είναι {0}" # introduces "fire state" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "η φωτιά {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "η ξένη είναι δίπλα στη φωτιά. λέει ότι μπορεί να βοηθήσει. μπορεί να " "κατασκευάζει πράγματα" # room state #: script/room.js:580 msgid "freezing" msgstr "παγωμένο" # room state #: script/room.js:581 msgid "cold" msgstr "κρύο" # room state #: script/room.js:582 msgid "mild" msgstr "χλιαρό" # room state #: script/room.js:583 msgid "warm" msgstr "ζεστό" # room state #: script/room.js:584 msgid "hot" msgstr "καυτό" # fire state #: script/room.js:596 msgid "dead" msgstr "είναι σβησμένη" # fire state #: script/room.js:597 msgid "smoldering" msgstr "καπνίζει" # fire state #: script/room.js:598 msgid "flickering" msgstr "τρεμοσβήνει" # fire state #: script/room.js:599 msgid "burning" msgstr "καίει" # fire state #: script/room.js:600 msgid "roaring" msgstr "βρυχάται" #: script/room.js:604 msgid "A Firelit Room" msgstr "Φωτεινό Δωμάτιο" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "δεν φτάνει το ξύλο για φωτιά" #: script/room.js:655 msgid "the wood has run out" msgstr "το ξύλο τελείωσε" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "το φως από τη φωτιά φέγγει από τα παράθυρα, έξω στο σκοτάδι" #: script/room.js:688 msgid "builder stokes the fire" msgstr "η τεχνίτρια βάζει ξύλα στη φωτιά" #: script/room.js:718 msgid "the wind howls outside" msgstr "έξω φυσάει αέρας" #: script/room.js:719 msgid "the wood is running out" msgstr "τα ξύλα τελειώνουν" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "μια άγνωστη σέρνεται μέσα στην καλύβα και καταρρέει στη γωνία" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "η ξένη στην γωνία τρέμει από το κρύο, και μιλάει ακαταλαβίστικα" #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "η ξένη στη γωνία σταματάει να τρέμει. η αναπνοή της ηρεμεί." #: script/room.js:760 msgid "stores" msgstr "αποθήκες" #: script/room.js:779 msgid "weapons" msgstr "όπλα" #: script/room.js:914 msgid "total" msgstr "" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "όχι αρκετά" #: script/room.js:951 msgid "builder just shivers" msgstr "η τεχνίτρια τρέμει" # introduces available buildings #: script/room.js:1054 msgid "build:" msgstr "χτίσε:" # introduces items which can be crafted #: script/room.js:1061 msgid "craft:" msgstr "φτιάξε:" # introduces list of marketable items #: script/room.js:1068 msgid "buy:" msgstr "αγόρασε:" #: script/ship.js:11 msgid "Ship" msgstr "Πλοίο" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Παλιό Σκάφος" #: script/ship.js:38 msgid "hull:" msgstr "σκελετός:" #: script/ship.js:44 msgid "engine:" msgstr "μηχανή:" # command #: script/ship.js:51 msgid "reinforce hull" msgstr "ενίσχυσε το σκελετό" # command #: script/ship.js:60 msgid "upgrade engine" msgstr "αναβάθμισε τη μηχανή" # command #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "απογείωση" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "κάπου πάνω από το σύννεφο με τα διαστημικά σκουπίδια υπάρχει ο στόλος των " "οδοιπόρων. πολύς καιρός σε αυτό το βράχο." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "δεν αρκεί το εξωγήινο κράμα " #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Φεύγουμε;" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "ώρα να φύγουμε από εδώ. χωρίς επιστροφή." # command to cancel "lift off" action #: script/ship.js:150 msgid "linger" msgstr "παρέμεινε" # mind the whitespace at the end! #: script/space.js:42 msgid "hull: " msgstr "σκελετός: " #: script/space.js:76 msgid "Troposphere" msgstr "Τροπόσφαιρα" #: script/space.js:78 msgid "Stratosphere" msgstr "Στρατόσφαιρα" #: script/space.js:80 msgid "Mesosphere" msgstr "Μεσόσφαιρα" #: script/space.js:82 msgid "Thermosphere" msgstr "Θερμόσφαιρα" #: script/space.js:84 msgid "Exosphere" msgstr "Εξώσφαιρα" #: script/space.js:86 msgid "Space" msgstr "Διάστημα" #: script/space.js:424 msgid "score for this game: {0}" msgstr "σκορ για αυτό το παιχνίδι: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "συνολικό σκορ: {0}" #: script/world.js:46 msgid "punch" msgstr "μπουνιά" # command for bone spear attack #: script/world.js:52 msgid "stab" msgstr "χτύπα με το δόρυ" # command for iron sword attack #: script/world.js:58 msgid "swing" msgstr "κατάφερε χτύπημα με το σιδερένιο σπαθί" # command for steel sword attack #: script/world.js:64 msgid "slash" msgstr "κόψε με το ατσάλινο σπαθί" # command for bayonet attack #: script/world.js:70 msgid "thrust" msgstr "κάρφωσε με την ξιφολόγχη" # command for rifle attack #: script/world.js:76 msgid "shoot" msgstr "πυροβόλησε με το τουφέκι" # command for laser rifle attack #: script/world.js:83 msgid "blast" msgstr "πυροβόλησε με το λέιζερ" # command for grenade attack #: script/world.js:90 msgid "lob" msgstr "ρίξε χειροβομβίδα" # command for bolas attack #: script/world.js:97 msgid "tangle" msgstr "μπέρδεψε τα πόδια τους" # leave   as whitespace #: script/world.js:119 msgid "An Outpost" msgstr "Ένα Φυλάκιο" # leave   as whitespace #: script/world.js:120 msgid "Iron Mine" msgstr "Ορυχείο Σιδήρου" # leave   as whitespace #: script/world.js:121 msgid "Coal Mine" msgstr "Ορυχείο Άνθρακα" # leave   as whitespace #: script/world.js:122 msgid "Sulphur Mine" msgstr "Ορυχείο Θειαφιού" # leave   as whitespace #: script/world.js:123 msgid "An Old House" msgstr "Παλιό Σπίτι" # leave   as whitespace #: script/world.js:124 msgid "A Damp Cave" msgstr "Υγρή Σπήλια" # leave   as whitespace #: script/world.js:125 msgid "An Abandoned Town" msgstr "Εγκαταλελειμμένη Πόλη" # leave   as whitespace #: script/world.js:126 msgid "A Ruined City" msgstr "Εγκαταλειμμένη Πόλη" # leave   as whitespace #: script/world.js:127 msgid "A Crashed Starship" msgstr "Συντρίμμια Πλοίου" # leave   as whitespace #: script/world.js:128 msgid "A Borehole" msgstr "Μια Τρύπα" # leave   as whitespace #: script/world.js:129 msgid "A Battlefield" msgstr "Πεδίο Μάχης" # leave   as whitespace #: script/world.js:130 msgid "A Murky Swamp" msgstr "Ζοφερός Βάλτος" # leave   as whitespace #: script/world.js:134 msgid "A Destroyed Village" msgstr "Κατεστραμμένο Χωριό" #: script/world.js:256 msgid "water:{0}" msgstr "νερό:{0}" #: script/world.js:283 msgid "pockets" msgstr "τσέπες" # short for health points #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "ζωή: {0}/{1}" # item counter when finding supplies #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "επικίνδυνα εδώ, τόσο μακρυά από το χωριό, χωρίς προστασία" #: script/world.js:351 msgid "safer here" msgstr "πιο ασφαλές εδώ" #: script/world.js:451 msgid "the meat has run out" msgstr "το κρέας τελείωσε" #: script/world.js:456 msgid "starvation sets in" msgstr "η πείνα αρχίσει και θερίζει" #: script/world.js:481 msgid "there is no more water" msgstr "τελείωσε το νερό" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "η δίψα έχει γίνει ανυπόφορη" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "" "τα δέντρα σταματούν και η γη από εδώ και πέρα είναι όλο ξερά χόρτα. " "ακούγεται το θρόισμα των κιτρινισμένων θάμνων." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "" "άλλα δέντρα δεν υπάρχουν. διψασμένη γη και σκόνη παντού είναι φτωχοί " "αντικαταστάτες" #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "δέντρα δεσπόζουν στον ορίζοντα. χόρτα σταδιακά αντικαθίστανται από ξερά " "κλαδιά και πεσμένα φύλα." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "η πρασινάδα μειώνεται. σύντομα, μόνο σκόνη παραμένει" #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "η ξεραΐλα σταματά σε μια θάλασσα από πεθαμένα γρασίδια, που ταλαντεύονται " "από τον ξερό αεράκι." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "ένας τοίχος από ροζιασμένα δέντρα υψώνεται από τη σκόνη. τα κλαδιά τους " "περιστρέφονται σε ένα σκελετιασμένο θόλο από πάνω." #: script/world.js:817 msgid "Wanderer" msgstr "Οδοιπόρος" #: script/world.js:822 msgid "The Village" msgstr "Το Χωριό" #: script/world.js:851 msgid "the world fades" msgstr "ο κόσμος χάνεται" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "το νερό ξαναγέμισε" #: script/world.js:982 msgid "A Barren World" msgstr "Ένας Έρημος Κόσμος" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Ένα Αγριεμένο Κτήνος" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "αγριεμένο κτήνος" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "το αγριεμένο κτήνος σκοτώθηκε" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "ένα αγριεμένο κτήνος πετάγεται από τους θάμνους" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Ένας Χλωμός Άνθρωπος" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "ένας χλωμός άνθρωπος" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "ο ένας χλωμός άνθρωπος σκοτώθηκε" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "ένας χλωμός άνθρωπος πλησιάζει. το μάτι του γυαλίζει" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Περίεργο πτηνό" #: script/events/encounters.js:89 msgid "strange bird" msgstr "περίεργο πτηνό" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "το περίεργο πτηνό σκοτώθηκε" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "ένα περίεργο πτηνό πετάει πάνω από την πεδιάδα" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Ένας Άνθρωπος Που Τρέμει" #: script/events/encounters.js:127 msgid "shivering man" msgstr "άνθρωπος που τρέμει" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "ο άνθρωπος που τρέμει σκοτώθηκε" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "ένας άνθρωπος που τρέμει πλησιάζει και επιτίθεται με εκπληκτική δύναμη" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Ανθρωποφάγο Τέρας" #: script/events/encounters.js:169 msgid "man-eater" msgstr "ανθρωποφάγο" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "το ανθρωποφάγο τέρας σκοτώθηκε" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "ένα μεγάλο πλάσμα επιτίθεται, έχει φρέσκο αίμα στα νύχια" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Περισυλλέκτης" #: script/events/encounters.js:206 msgid "scavenger" msgstr "περισυλλέκτης" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "ο περισυλλέκτης σκοτώθηκε" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "ένας περισυλλέκτης έρχεται κοντά, ελπίζοντας σε μια εύκολη λεία" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Τεράστια Σαύρα" #: script/events/encounters.js:248 msgid "lizard" msgstr "σαύρα" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "η σαύρα πέθανε" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "το χορτάρι κουνιέται απότομα όταν βγαίνει μια τεράστια σαύρα " #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Ένας Άγριος Τρόμος" #: script/events/encounters.js:286 msgid "feral terror" msgstr "άγριος τρόμος" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "ο άγριος τρόμος σκοτώθηκε" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "το κτήνος, αφάνταστα άγριο, πετάγεται από το φύλλωμά" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Ένας Στρατιώτης" #: script/events/encounters.js:323 msgid "soldier" msgstr "στρατιώτης" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "ο στρατιώτης πέθανε" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "ο στρατιώτης ανοίγει πυρ από μακρυά" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Ο Σκοπευτής" #: script/events/encounters.js:366 msgid "sniper" msgstr "σκοπευτής" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "ο σκοπευτής σκοτώθηκε" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "ακούγεται ένας πυροβολισμός, κάπου από το μακρύ χορτάρι" #: script/events/global.js:6 msgid "The Thief" msgstr "Ο Κλέφτης" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "οι χωρικοί σέρνουν έναν βρόμικο άντρα έξω από την αποθήκη." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "λένε ότι αυτός και η παρέα του έκλεβαν προμήθειες." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "θέλουν να τον κρεμάσουμε για παραδειγματισμό." #: script/events/global.js:17 msgid "a thief is caught" msgstr "ένας κλέφτης πιάστηκε." # command #: script/events/global.js:21 msgid "hang him" msgstr "κρέμασέ τον" # command #: script/events/global.js:25 msgid "spare him" msgstr "δώσε χάρη" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "οι κάτοικοι κρέμασαν τον κλέφτη μπροστά από την αποθήκη." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "το μήνυμα πέρασε. τις επόμενες μέρες, ότι είχε κλαπεί επιστρέφεται." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "ο άντρας είναι ευγνώμον. λέει δεν θα ξανάρθει." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "πριν φύγει, μοιράζεται τις γνώσεις του στο να γλιστρά απαρατήρητος." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Κατεστραμμένες Παγίδες" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "μερικές παγίδες έχουν γίνει κομμάτια." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "μεγάλα αποτυπώματα οδηγούν προς στο δάσος" #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "μερικές παγίδες έχουν καταστραφεί" # command #: script/events/outside.js:26 msgid "track them" msgstr "ακολούθησε" # command #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "αγνόησε" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "το ίχνη εξαφανίζονται μετά από λίγο." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "το δάσος είναι σιωπηλό." #: script/events/outside.js:40 msgid "nothing was found" msgstr "" # command #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "γύρνα πίσω" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "όχι πολύ μακρυά, κείτεται ένα θηρίο μέσα στα αίματα." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "δεν αντιστέκεται" #: script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "το αγριεμένο κτήνος σκοτώθηκε" #: script/events/outside.js:69 msgid "Fire" msgstr "Φωτιά" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "φωτιά ξέσπασε σε μια καλύβα, καταστρέφοντάς την" #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "όλοι οι ένοικοι της καλύβας χάθηκαν στην φωτιά" #: script/events/outside.js:79 msgid "a fire has started" msgstr "έπιασε μια φωτιά" # command #: script/events/outside.js:86 msgid "mourn" msgstr "θρήνησε" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "μερικοί χωρικοί έχουν πεθάνει" #: script/events/outside.js:95 msgid "Sickness" msgstr "Ασθένεια" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "μια ασθένεια εξαπλώνεται στο χωριό. " #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "φάρμακα χρειάζονται άμεσα" #: script/events/outside.js:105 #, fuzzy msgid "some villagers are ill" msgstr "μερικοί χωρικοί έχουν πεθάνει" # command #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 φάρμακο" # command #: script/events/outside.js:114 msgid "ignore it" msgstr "αγνόησε" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "η ασθένεια αντιμετωπίστηκε έγκαιρα" #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "η ασθένεια μεταδίδεται στο χωριό" #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "τις μέρες θάβουν τους νεκρούς" #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "τις νύχτες ακούγονται φωνές" #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "" #: script/events/outside.js:153 msgid "Plague" msgstr "Λοιμός" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "ένας τρομερός λοιμός εξαπλώνεται στο χωριό" #: script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "η ασθένεια εξαπλώνεται στο χωριό" # command #: script/events/outside.js:168 msgid "buy medicine" msgstr "αγόρασε φάρμακα" # command #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 φάρμακα" # command #: script/events/outside.js:179 msgid "do nothing" msgstr "μην κάνεις τίποτα" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "ο λοιμός περιορίστηκε." #: script/events/outside.js:187 msgid "only a few die." msgstr "μόνο λίγοι πέθαναν." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "οι υπόλοιποι τους έθαψαν." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "η ασθένεια εξαπλώνεται στο χωριό" #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "η μόνη ελπίδα είναι ένας γρήγορος θάνατος" #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Επίθεση Θηρίου" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "μια αγέλη από θηρία ξεχύνεται από τα δέντρα." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "η μάχη είναι σύντομη και αιματηρή, αλλά τα θηρία απωθούνται." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "οι χωρικοί γυρνάνε να θρηνήσουν τους νεκρούς τους." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Μια Στρατιωτική Επιδρομή" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "μια πιστολιά ακούγεται μέσα από τα δέντρα." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "" "καλά οπλισμένοι άνδρες ξεπετάγονται από το δάσος, πυροβολώντας στο πλήθος." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "μετά από μια αψιμαχία απωθήθηκαν, αλλά όχι χωρίς απώλειες." #: script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "η ασθένεια εξαπλώνεται στο χωριό" #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: script/events/room.js:6 msgid "The Nomad" msgstr "Ο Νομάς" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "ένας νομάς εμφανίζεται, έχει μαζί του αυτοσχέδια σακιά δεμένα με χοντρό " "σχοινί." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "δεν λέει από που ήρθε, αλλά φαίνεται ότι δεν θα μείνει." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "ένας νομάς ήρθε, θέλει να κάνει εμπόριο." # command #: script/events/room.js:20 msgid "buy scales" msgstr "αγόρασε λέπια" # command #: script/events/room.js:25 msgid "buy teeth" msgstr "αγόρασε δόντια" # command #: script/events/room.js:30 msgid "buy bait" msgstr "αγόρασε δόλωμα" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "οι παγίδες με δόλωμα έχουν καλύτερα αποτελέσματα." # command #: script/events/room.js:39 msgid "buy compass" msgstr "αγόρασε πυξίδα" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "η παλιά πυξίδα είναι στραβή και σκονισμένη, αλλά φαίνεται να δουλεύει." # command #: script/events/room.js:45 script/events/room.js:227 #: script/events/room.js:240 script/events/room.js:253 #: script/events/room.js:309 script/events/room.js:332 #: script/events/room.js:388 script/events/room.js:411 #: script/events/room.js:450 script/events/room.js:568 #: script/events/room.js:584 script/events/room.js:600 #: script/events/room.js:611 msgid "say goodbye" msgstr "πες αντίο" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Θόρυβοι" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "μέσα από τους τοίχους ακούγονται θόρυβοι." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "δεν ξεχωρίζει το τι γίνεται" #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "περίεργοι θόρυβοι ακούγονται μέσα από τους τοίχους" # command #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "ερεύνησε" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "σκιές κουνιούνται, αλλά δεν φαίνονται καθαρά" #: script/events/room.js:79 msgid "the sounds stop." msgstr "οι ήχοι σταματάνε." # command #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "ξαναγύρνα μέσα" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "ξύλα τυλιγμένα σε γούνες βρίσκονται κοντά στην είσοδο." #: script/events/room.js:92 msgid "the night is silent." msgstr "η νύχτα είναι ήσυχη." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "γρατσουνίσματα ακούγονται από την αποθήκη." #: script/events/room.js:112 msgid "something's in there." msgstr "κάτι έχει εδώ" #: script/events/room.js:114 msgid "something's in the store room" msgstr "κάτι είναι στην αποθήκη" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "λείπει λίγο ξύλο." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "το έδαφος είναι γεμάτο με μικρά λέπια" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "το έδαφος είναι γεμάτο με μικρά δόντια" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "το έδαφος είναι γεμάτο με κομμάτια ύφασμα" #: script/events/room.js:190 msgid "The Beggar" msgstr "Ο Ζητιάνος" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "ήρθε ένας ζητιάνος." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "ζητάει ότι περισσεύει από γούνες για να ζεσταθεί τα βράδια." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "ήρθε ένας ζητιάνος" # command #: script/events/room.js:204 msgid "give 50" msgstr "δώσε 50" # command #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "δώσε 100" # command #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "να φύγει" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "ο ζητιάνος είναι ευγνώμον." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "αφήνει πίσω μια χούφτα λέπια" #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "αφήνει πίσω μια χούφτα δόντια" #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "αφήνει πίσω λίγα κομμάτια ύφασμα" # this refers to both male and female wanderer events #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Μυστηριώδης Οδοιπόρος " #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "ένας οδοιπόρος καταφτάνει με ένα άδειο καρότσι. λέει ότι αν πάρει ξυλεία, θα " "την επιστρέψει με το παραπάνω." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "η τεχνίτρια δεν είναι σίγουρη αν είναι ειλικρινής. " # this refers to both male and female wanderer events #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "ένας μυστήριος οδοιπόρος καταφτάνει" # command #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "δώσε 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "ο οδοιπόρος φεύγει, το κάρο γεμάτο ξυλεία." #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "ο μυστηριώδης οδοιπόρος ξανά ήρθε, το καρότσι γεμάτο ξύλα." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "ένας οδοιπόρος καταφτάνει με ένα άδειο καρότσι. λέει ότι αν πάρει γούνες, θα " "τις επιστρέψει με το παραπάνω." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "η τεχνίτρια δεν είναι σίγουρη αν είναι ειλικρινής. " # command #: script/events/room.js:365 msgid "turn her away" msgstr "να φύγει" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "η οδοιπόρος φεύγει, το κάρο γεμάτο γούνες." #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "η μυστηριώδης οδοιπόρος ξανά ήρθε, το καρότσι γεμάτο γούνες." #: script/events/room.js:420 msgid "The Scout" msgstr "Ιχνηλάτης" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "ο ιχνηλάτης λέει ότι έχει πάει παντού. " #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "δέχεται να το συζητήσει, για ανταμοιβή." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "ένας ιχνηλάτης σταματάει για τη νύχτα" # command #: script/events/room.js:434 msgid "buy map" msgstr "αγορά χάρτη" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "ο χάρτης περιγράφει λίγο από τον κόσμο γύρο." # command #: script/events/room.js:440 msgid "learn scouting" msgstr "μάθε ιχνηλασία" #: script/events/room.js:459 msgid "The Master" msgstr "Ο Δάσκαλος" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "ένας οδοιπόρος φτάνει." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "χαμογελάει φιλικά και ζητά κάπου να μείνει το βράδυ." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "ένας οδοιπόρος φτάνει" # command #: script/events/room.js:473 msgid "agree" msgstr "εντάξει" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "σε αντάλλαγμα, ο οδοιπόρος μοιράζεται τις γνώσεις του." #: script/events/room.js:493 msgid "evasion" msgstr "αποφυγή" #: script/events/room.js:503 msgid "precision" msgstr "ακρίβεια" #: script/events/room.js:513 msgid "force" msgstr "δύναμη" #: script/events/room.js:532 msgid "The Sick Man" msgstr "Ο Άρρωστος" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "ένας άντρας έρχεται κουτσαίνοντας, βήχει. " #: script/events/room.js:540 msgid "he begs for medicine." msgstr "εκλιπαρεί για φάρμακα." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "ένας άρρωστος έρχεται κουτσαίνοντας" # command #: script/events/room.js:546 msgid "give 1 medicine" msgstr "δώσε ένα φάρμακο " #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "ο άντρας παίρνει τα φάρμακα αμέσως " # command #: script/events/room.js:552 msgid "tell him to leave" msgstr "πες του να φύγει" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "ο άντρας είναι ευγνώμον." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "αφήνει μια ανταμοιβή." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "ένα περίεργο μέταλλο που βρήκε στα ταξίδια του." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "ένα περίεργο φωτεινό κουτί που βρήκε στα ταξίδια του." #: script/events/room.js:593 msgid "all he has are some scales." msgstr "έχει μόνο κάτι λέπια." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "ο άντρας ευχαριστεί και φεύγει." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "Ένα Φυλάκιο" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "ένα ασφαλές μέρος μέσα στην άγρια φύση." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Ένας Ζοφερός Βάλτος" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "σαπισμένα καλάμια αναδύονται μέσα από την βαλτώδη γη." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "ένας μοναχικός βάτραχος κάθεται στην λάσπη, σιωπηλά." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "ένας βάλτος αυτοκαταστρέφεται στον στάσιμο αέρα." # command #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "μπες" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "βαθιά στο βάλτο είναι μια καμπίνα καλυμμένη από βρύα." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "ένας οδοιπόρος κάθετε μέσα, σε κατάσταση απόλυτης συγκέντρωσης." # command #: script/events/setpieces.js:61 msgid "talk" msgstr "μίλα του" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "ο οδοιπόρος παίρνει το φυλακτό και νεύει." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "μιλάει για κάποτε που οδηγούσε μεγάλους στόλους σε φρέσκους κόσμους." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "πείνα των οδοιπόρων για απροσμέτρητες καταστροφές." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "ο χρόνος του εδώ, τώρα, είναι η μετάνοια του." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Μια Υγρή Σπηλιά" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "η είσοδος της σπηλιάς είναι μεγάλη και σκοτεινή." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "το μέσα δεν φαίνεται." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "η γη εδώ είναι χωρισμένη, σαν να φέρει αρχαίο τραύμα" # command #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "πήγαινε μέσα" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "ένα τρομαγμένο ζώο υπερασπίζεται το χώρο του." # command #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "συνέχισε" # command #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "φύγε από την σπηλιά" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "η σπηλιά μικραίνει πιο μέσα." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "τα τοιχώματα είναι υγρά και γεμάτα βρύα." # command #: script/events/setpieces.js:153 msgid "squeeze" msgstr "χώσου παραμέσα" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "τα απομεινάρια ενός παλιού στρατοπέδου είναι στην είσοδο." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "" "στρώματα, σχισμένα και μαυρισμένα, βρίσκονται κάτω από ένα λεπτό στρώμα " "σκόνης." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "το σώμα ενός οδοιπόρου βρίσκεται σε ένα μικρό σπήλαιο." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "σήψη ήδη έχει προχωρήσει, και κάποια από τα κομμάτια του λείπουν." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "δεν φαίνεται τι το άφησε εδώ." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "ο πυρσός τρεμοπαίζει και πεθαίνει στον υγρό αέρα" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "το σκοτάδι είναι απόλυτο" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "ο πυρσός σβήνει" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "μια σαύρα επιτίθεται" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "ένα μεγάλο θηρίο ορμάει από το σκοτάδι" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "μια γιγαντιαία σαύρα σέρνεται" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "η φωλιά ενός μεγάλου ζώου βρίσκεται στο πίσω μέρος του σπηλαίου." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "" "ένα μικρό σεντούκι με εφόδια είναι κρυμμένο στο πίσω μέρος του σπηλαίου." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "" "μια παλιά θήκη είναι σφηνωμένη πίσω από ένα βράχο, καλυμμένη με ένα παχύ " "στρώμα σκόνης." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Μία Έρημη Πόλη" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "" "ένα μικρό προάστιο βρίσκεται μπροστά, άδεια σπίτια καμένα και ξεφλουδισμένα." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "σπασμένα φώτα του δρόμου στέκονται, σκουριάζουν. το φως δεν έχει δει αυτό το " "μέρος για ένα μεγάλο χρονικό διάστημα." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "η πόλη βρίσκεται εγκαταλελειμμένη, οι πολίτες της πολύ καιρό νεκροί" # command #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "εξερεύνησε" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "όπου τα παράθυρα του σχολείου δεν είναι σπασμένα, είναι μαυρισμένα." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "οι διπλές πόρτες τρίζουν ασταμάτητα στον άνεμο." # command #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "φύγε από την πόλη" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "ενέδρα στο δρόμο." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "ένα κοντό κτίριο μπροστά." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "ένας πράσινος σταυρός μόλις διακρίνεται πίσω από βρώμικα παράθυρα." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "μερικές προμήθειες είναι κρυμμένες σε ένα σκουριασμένο ντουλάπι." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "ένας ρακοσυλλέκτης περιμένει ακριβώς μέσα από την πόρτα." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "ένα τέρας στέκεται μόνο σε ένα κατάφυτο πάρκο." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "ένα ανεστραμμένο τροχόσπιτο είναι μέσ' τον κατεστραμμένο δρόμο" #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "οι ρακοσυλλέκτες έχουν ήδη περάσει από εδώ, αλλά μερικά ωραία πραγματάκια " "παραμένουν. " #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "ο τρελός επιτίθεται, ουρλιάζοντας." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "ένας κακοποιός βγαίνει από τις σκιές." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "ένα θηρίο ορμάει έξω από μια κατεστραμμένη τάξη." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "πίσω από τις πόρτες του γυμναστηρίου, ακούγονται βήματα." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "ο φακός ρίχνει ένα τρεμάμενο φως στο διάδρομο." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "τα βήματα σταματούν." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "" "ένα ακόμα θηρίο, ακολουθώντας το θόρυβο, ξεπηδάει από ένα δασάκι των δέντρων." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "κάτι προκαλεί αναταραχή παρακάτω στο δρόμο." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "κάποια μάχη, ίσως." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "Ένα μικρό καλάθι με τρόφιμα είναι κρυμμένο κάτω από ένα παγκάκι στο πάρκο, " "με ένα σημείωμα που επισυνάπτεται." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "δεν διαβάζονται οι λέξεις" #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "ένας πανικόβλητος ρακοσυλλέκτης εισβάλλει από την πόρτα, ουρλιάζοντας." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "" "ένας άνθρωπος στέκεται πάνω από ένα νεκρό οδοιπόρο. παρατηρεί ότι δεν είναι " "μόνος." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "κάποιος συλλέκτης είχε κάνει ένα μικρό καταυλισμό στο σχολείο." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "αντικείμενα είναι απλωμένα στο πάτωμα σαν να έπεσαν από τον ουρανό." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "ο συλλέκτης αναζητούσε προμήθειες εδώ, φαίνεται." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "κρίμα να πάνε χαμένα αυτά που βρήκε." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "κάτω από τα κουρέλια του οδοιπόρου, σε ένα από τα πολλά χέρια του, μια " "ατσαλένια λάμψη." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "άξιζε τον κόπο να σκοτώσεις για αυτό φαίνεται." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "οφθαλμόν αντί οφθαλμού φαίνεται δίκαιο." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "τουλάχιστον, λειτουργούσε πάντα πριν." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "ψάχνοντας το σώμα, υπήρχαν κάποια χρήσιμα αντικείμενα." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "κάποια φάρμακο εγκαταλελειμμένα στα συρτάρια." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "την κλινική την λεηλάτησαν." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "μόνο η σκόνη και οι κηλίδες παραμένουν." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Μια Κατεστραμμένη Πόλη" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "Μια ταλαιπωρημένη πινακίδα στέκεται φρουρός στην είσοδο αυτής της κάποτε " "μεγάλης πόλης." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "οι πύργοι που δεν έχουν καταρρεύσει ξεπροβάλλουν από το τοπίο, σαν πλευρά " "κάποιου αρχαίου θηρίου." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "Μπορεί να έχει κάτι που αξίζει τον κόπο ακόμα μέσα." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "οι πύργοι της μισογκρεμισμένης πόλης κυριαρχούν στον ορίζοντα" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "οι δρόμοι είναι άδειοι." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "" "ο αέρας είναι γεμάτος σκόνη, που μεταφέρεται συνέχεια από τους δυνατούς " "ανέμους." # command #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "φύγε από την πόλη" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" "Οι πορτοκαλί κώνοι κυκλοφορίας που έχει στην απέναντι πλευρά του δρόμου, " "είναι ξεθωριασμένη και ραγισμένοι." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "φώτα αναβοσβήνουν μέσα στα σοκάκια ανάμεσα στα κτίρια." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "μια μεγάλη παραγκούπολη απλώνεται γύρω από τους δρόμους" #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" "πρόσωπα, σκοτεινά από καπνιά και αίμα, κοιτάζουν επίμονα έξω από " "κακοφτιαγμένες καλύβες." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "το κέλυφος ενός εγκαταλελειμμένου νοσοκομείου δεσπόζει μπροστά." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "ο παλιός πύργος φαίνεται ως επί το πλείστον ανέπαφος." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "το κέλυφος ενός καμένου αυτοκινήτου εμποδίζει στην είσοδο." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "" "τα περισσότερα από τα παράθυρα στο ισόγειο είναι σπασμένο έτσι κι αλλιώς." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "" "μια τεράστια σαύρα βγαίνει από το σκοτάδι ενός παλιού σταθμού του μετρό." # command #: script/events/setpieces.js:1368 msgid "descend" msgstr "κατέβα" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "η βολή αντηχεί στον άδειο δρόμο." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "ένας στρατιώτης ξεπροβάλει ανάμεσα στα κτήρια, τουφέκι παρατεταμένο" #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "ένα αδύναμος άνθρωπος στέκεται προκλητικά, εμποδίζοντας τη διαδρομή." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "μόνο χαμηλωμένα μάτια." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "οι άνθρωποι εδώ έσπασαν πριν πολύ καιρό." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "άδειοι διάδρομοι." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "ο τόπος έχει αδειάσει από περισυλλέκτες." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "Ένας γέρος πετάγεται από μια πόρτα, κρατώντας ένα νυστέρι." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "ένας κακοποιός περιμένει στην άλλη πλευρά του τοίχου." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "ένα άγριο ζώο ξεπηδά πίσω από ένα αυτοκίνητο." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "" "ο δρόμος πάνω από την πλατφόρμα του υπόγειου σιδηρόδρομου έχει καταστραφεί." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "αφήνει κάποιο φως να πάει κάτω στη σκονισμένη καταχνιά." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "ένας ήχος έρχεται από το τούνελ, ακριβώς μπροστά" #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "κάτι σαν καταυλισμός φαίνεται στο βάθος." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "οι κρίκοι σκουριασμένης αλυσίδας σύρονται κατά μήκος ενός διαδρόμου." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "φωτιές καίνε στο προαύλιο παρά πέρα." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "ακούγονται και άλλες φωνές." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "για κάποιο λόγο θα είναι εδώ." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "ο ήχος των πυροβολισμών μεταφέρεται με τον άνεμο." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "ο δρόμος λάμπει μπροστά από τις φωτιές." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "περισσότεροι καταληψίες συνωστίζονται." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "κάποιος ρίχνει μια πέτρα." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "ένα αυτοσχέδιο κατάστημα βρίσκεται επάνω στο πεζοδρόμιο." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "ο ιδιοκτήτης είναι δίπλα, στωικός." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "λωρίδες κρέατος κρέμονται για ξήρανση στην άκρη του δρόμου." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "οι άνθρωποι απομακρύνονται, αποφεύγοντας οπτική επαφή." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "κάποιος έχει κλειδώσει και οχυρώσει την πόρτα σε αυτό το χειρουργείο." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "μια φυλή ηλικιωμένων καταπατητών κατασκήνωσε σε αυτό το θάλαμο." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "μια αγέλη σαύρες στρίβει τη γωνία" #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr " ταινίες κρέατος κρέμονται σε αυτό το θάλαμο για να αποξηραθούν." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "ένα μεγάλο πουλί φωλιάζει στην κορυφή της σκάλας." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "τα συντρίμμια είναι πυκνότερα εδώ." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "ίσως έχει κάποια χρήσιμα πράγματα στα χαλάσματα." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "ένα κοπάδι αρουραίων ορμά στη σήραγγα." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "ένας μεγάλος άντρας επιτίθεται, κρατώντας μια ξιφολόγχη." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "ένας δεύτερος στρατιώτης ανοίγει πυρ." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "ένας στρατιώτης με μάσκα στρίβει την γωνία, το όπλο του τραβιγμένο" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "το πλήθος πηγαίνει μπροστά." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "ένας νεαρός πετάγεται μπροστά με ένα κλαδί δέντρου." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "ένας καταληψίας στέκεται ακριβώς στην πόρτα μιας μικρής καλύβας." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "πίσω από την πόρτα, μία παραμορφωμένη φιγούρα ξυπνά και επιτίθεται." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "μόλις η πόρτα ανοίγει λίγο, εκατοντάδες πλοκάμια ξεσπούν." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "στο πουλί πρέπει να άρεσαν τα λαμπερά πράγματα." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "κάποια καλά πράγματα είναι υφασμένα στην φωλιά του." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "δεν έχει και τίποτα εδώ" #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "περισυλλέκτες πρέπει να μπήκαν σε αυτό το μέρος ήδη." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "η σήραγγα ανοίγει σε μια άλλη πλατφόρμα." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "οι τοίχοι είναι μαυρισμένοι από κάποια παλιά μάχη." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "" "νεκροί και προμήθειες και από τις δύο πλευρές είναι σκορπισμένοι στο έδαφος" #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "το μικρό στρατιωτικό φυλάκιο είναι καλά εξοπλισμένο" #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "όπλα και πυρομαχικά, κειμήλια από τον πόλεμο, είναι τακτοποιημένα στο πάτωμα " "της αποθήκης." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "εξίσου θανατηφόρα τώρα όπως και τότε." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "το ψάξιμο των σωμάτων δίνει μερικές προμήθειες." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "θα έρχονται και άλλοι στρατιώτες." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "ώρα να πάμε παρακάτω." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "Ο μικρός οικισμός προφανώς καίγεται κάμποση ώρα." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "τα σώματα των οδοιπόρων, που ζούσαν εδώ είναι ακόμη ορατά στις φλόγες." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "προλαβαίνει κανείς να σώσει μερικές προμήθειες." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "οι υπόλοιποι άποικοι ξεφύγουν από τη βία, τα υπάρχοντά τους ξεχασμένα." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "" "δεν υπάρχουν πολλά, αλλά μερικά χρήσιμα πράγματα μπορούν ακόμα να βρεθούν." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "ο νεαρός άποικος μετέφερε ένα σάκο από καμβά." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "περιέχει τα ταξιδιωτικά εργαλεία, και μερικά μπιχλιμπίδια." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "δεν υπάρχει τίποτα άλλο εδώ." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "μέσα στην καλύβα, ένα παιδί κλαίει." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "κάποια υπάρχοντα στέκονται ακουμπισμένα στους τοίχους." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "η δυσωδία της σήψης και του θανάτου γεμίζει τα χειρουργεία." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "μερικά αντικείμενα είναι διάσπαρτα στο έδαφος." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "δεν υπάρχει τίποτα άλλο εδώ." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "ένα ολοκαίνουργιο ντουλάπι φαρμάκων στο τέλος του διαδρόμου." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "το υπόλοιπο του νοσοκομείου είναι άδειο." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "κάποιος είχε αποθηκεύσει λάφυρα εδώ." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "η φρίκη με τα πλοκάμια νικήθηκε." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "στο εσωτερικό, τα λείψανα των θυμάτων του είναι παντού." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "ο στραβωμένος άνδρας βρίσκεται νεκρός." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "το χειρουργείο έχει πολύ περίεργο εξοπλισμό." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "ο γέρος είχε μια μικρή κρύπτη με ενδιαφέροντα αντικείμενα." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Ένα Παλιό Σπίτι" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" "ένα παλιό σπίτι είναι εδώ, κάποτε λευκό, τώρα κιτρινισμένο και ξεφλουδισμένο." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "η πόρτα στέκει ανοιχτή" #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "" "τα ερείπια ενός παλιού σπιτιού στέκονται ως ένα μνημείο απλούστερων εποχών" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "Το σπίτι έχει εγκαταλειφθεί, αλλά δεν το έχουν ακόμη αδειάσει." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "ακόμα μερικές σταγόνες νερού στο παλιό πηγάδι." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "Το σπίτι το λεηλάτησαν." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "αλλά υπάρχει μια αποθήκη με φάρμακα κάτω από το πάτωμα." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "" "ένας άνθρωπος επιτίθεται κάτω από την άλλη άκρη της αίθουσας, ένα " "σκουριασμένο σπαθί στο χέρι του" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Ξεχασμένη Μάχη" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "κάποια μάχη έγινε εδώ, παλιά πολύ." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "σπασμένη τεχνολογία και από τις δύο πλευρές βρίσκεται αδρανής στο καταραμένο " "τοπίο." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Τεράστια Τρύπα" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" "μια τεράστια τρύπα είναι σκαμμένη βαθιά στη γη, αποδεικτικό στοιχείο " "συγκομιδής του παρελθόντος." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "πήραν αυτό για το οποίο ήρθαν, και έφυγαν." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "" "απομεινάρια από τα τεράστια τρυπάνια υπάρχουν ακόμα στις άκρες του γκρεμού." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Συντρίμμια Πλοίου" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "" "οι γνώριμες καμπύλες ενός πλοίου οδοιπόρων φαίνονται μέσα από την σκόνη και " "τη στάχτη" #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "τύχη που οι ντόπιοι δεν ξέρουν να δουλεύουν τους μηχανισμούς" #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "με λίγη προσπάθεια, ίσως ξαναπετάξει" # command #: script/events/setpieces.js:3148 msgid "salvage" msgstr "διάσωση" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "Ορυχείο Θειαφιού" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "ο στρατός έχει ήδη συσταθεί στην είσοδο του ορυχείου." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "στρατιώτες περιπολούν την περίμετρο, τα όπλα στους ώμους τους." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "μια στρατιωτική περίμετρος έχει συσταθεί γύρω από το ορυχείο." # command #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "επίθεση" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "ένας στρατιώτης, καταλαβαίνει, ανοίγει πυρ" # command #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "σκάστο" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "ένας ακόμα στρατιώτης μπαίνει στη μάχη" #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "ένας γκριζομάλλης στρατιώτης επιτίθεται με μια ξιφολόγχη" #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "η στρατιωτική παρουσία καθαρίστηκε." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "το ορυχείο είναι τώρα ασφαλές για τους εργάτες" #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "το ορυχείο θειαφιού είναι τώρα ασφαλές" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "Ορυχείο Άνθρακα" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "φωτιές καίνε στην είσοδο του ορυχείου" #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "άντρες πηγαινοέρχονται, όλοι με όπλα επάνω τους" #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "το παλιό ορυχείο δεν είναι εγκαταλελειμμένο" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "ένας άντρας μπαίνει στην μάχη" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "μόνο ο αρχηγός παραμένει." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "ο καταυλισμός είναι ήσυχος, μόνο η φωτιές ακούγονται" #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "το ανθρακωρυχείο είναι ασφαλές " #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "Το Ορυχείο Σιδήρου" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "ένα παλιό ορυχείο σιδήρου βρίσκεται εδώ, εργαλεία παρατημένα να τα τρώει η " "σκουριά" #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "ασπρισμένα κόκαλα σκορπισμένα μπροστά στην είσοδο. αρκετά, με χαρακιές και " "σπασμένα κομμάτια" #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "άγριες κραυγές ζώων αντηχούν μέσ' το σκοτάδι." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "το μονοπάτι οδηγεί σε ένα εγκαταλελειμμένο ορυχείο" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "" "ένα μεγάλο πλάσμα ορμάει, η κίνηση των μυών του φαίνεται στο το φως το πυρσού" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "το θηρίο πέθανε" #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "το ορυχείο σιδήρου είναι ασφαλές" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Κατεστραμμένο Χωριό" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "ένα κατεστραμμένο χωριό βρίσκεται καλυμμένο στην σκόνη" #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "καμμένα σώματα βρίσκονται παντού γύρω." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "η μεταλλική μυρωδιά της μηχανής των οδοιπόρων παραμένει στον αέρα" #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "μια καλύβα στέκεται ακόμα στο κέντρο του χωριού" #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "έχει ακόμα κάποιες προμήθειες μέσα." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "όλη η δουλειά μιας προηγούμενης γενιάς είναι εδώ." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "περιμένει κάποιον να τη μαζέψει" #~ msgid "Export" #~ msgstr "Εξαγωγή" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/eo/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/eo/strings.js ================================================ _.setTranslation({"water tank": "akvocisterno", "all": "\u0109ion", "use meds": "uzi kuracilon", "a shame to let what he'd found go to waste.": "beda\u016drus lasi liajn ser\u0109a\u0135ojn putri\u011di.", "some villagers are ill": "kelkaj vila\u011danoj malsanas", "the room is {0}": "la \u0109ambro estas {0}", "punch twice as fast, and with even more force": "bati duoble rapide kaj e\u0109 pli forte", "The Nomad": "La Nomado", "more traps won't help now": "pli da kaptiloj ne plu helpas", "only a few die.": "nur malmultaj mortas.", "the compass points east": "la kompaso indikas orienten", "the bodies of the wanderers that lived here are still visible in the flames.": "la korpoj de la vagintoj kiuj lo\u011dis \u0109i tie ankora\u016d videblas en la fajroj.", "the walls are scorched from an old battle.": "la muroj estas bruligitaj pro praa batalo.", "convoy": "vagonaro", "not enough fur": "ne estas sufi\u0109e da felo", "a masked soldier rounds the corner, gun drawn": "maskita soldato venas el la angulo, tenante pafilon.", "a huge hole is cut deep into the earth, evidence of the past harvest.": "grandega truo profunde tran\u0109itis en la teron. atesto al la pasinta rikolto.", "it puts up little resistance before the knife.": "\u011di ne multe malcedis kontra\u016d la tran\u0109ilo.", "there was a beast. it's dead now": "estis besto. mortis besto", "a shivering man approaches and attacks with surprising strength": "tremanta viro alproksimi\u011das kaj atakas per surprize ega forto", "steel's stronger than iron": "\u015dtalo estas pli forta ol fero", "A Strange Bird": "Stranga Birdo", "not enough alien alloy": "ne sufi\u0109e da alimonda kunfonda\u0135o", "street above the subway platform is blown away.": "la strato sur la subpaseja platformo forblovi\u011dis.", "the soldier is dead": "la soldato mortis", "error while saving to dropbox datastorage": "eraro konservinte al Dropboksa datumkonservejo", "the footsteps stop.": "la piedpa\u015doj \u0109esas.", "sniper": "tiraljoro", "the torchlight casts a flickering glow down the hallway.": "la tor\u0109lumo sendas flagreta\u0135on tra la koridoro.", "the warped man lies dead.": "la misformita viro mortis.", "something's in the store room": "io estas en la provizejo.", "unfathomable destruction to fuel wanderer hungers.": "nesondebla detruado por da\u016drigi la malsatojn de vagantoj.", "embark": "ek!", "scout": "esplorvidi", "facebook": "fejsbuko", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "la arboj cedas al seka herbaro. la flava suba\u0135o susuras la\u016d la vento.", "save.": "konservi.", "total score: {0}": "totala poentaro: {0}", "learned to make the most of food": "lernis plej efike uzi man\u011don", "blast": "fulmobati", "the sky is grey and the wind blows relentlessly": "la \u0109ielo grizas kaj la vento blovas sen\u0109ese", "supplies:": "proviza\u0135oj:", "the feral terror is dead": "la sova\u011da terura\u0135o mortis", "the tracks disappear after just a few minutes.": "la piedpremsignoj malaperas post kelkaj minutoj.", "a safe place in the wilds.": "sekurejo en la sova\u011dejo.", "fur": "felo", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "sub la \u0109ifonoj de la vaginto, tenite en unu el \u011diaj multaj manoj, rebrilo de \u015dtalo.", "buy scales": "a\u0109eti skvamojn", "mild": "milda", "the hunting lodge stands in the forest, a ways out of town": "la \u0109asista lo\u011dejo staras en la arbaro, iom for de la urbeto", "leave": "foriri", "the convoy can haul mostly everything": "la vangonaro povas tiri preska\u016d \u0109iom", "learned to strike faster without weapons": "lernis ataki pli rapide senarmile", "an old house remains here, once white siding yellowed and peeling.": "malnova domo restas \u0109i tie, iam blanka, nun flaveta kaj sen\u015deli\u011danta.", "ignore them": "ignori ilin", "willing to talk about it, for a price.": "\u015di diskutus, por prezo.", "a beast, wilder than imagining, erupts out of the foliage": "besto pli sova\u011da ol \u0109io imagita ekkuras el la foliaro", "go home": "iri hejmen", "the soldier steps out from between the buildings, rifle raised.": "la soldato pa\u015das el inter la konstrua\u0135oj, fusilon altigante.", "force": "forto", "A Murky Swamp": "Malluma Mar\u0109o", "a ragged stranger stumbles through the door and collapses in the corner": "kaduka nekonato iras tra la pordo kaj disfalas \u0109e la angulo", "not enough leather": "ne estas sufi\u0109e da ledo", "the fight is short and bloody, but the beasts are repelled.": "la batalo estas mallonga kaj sangema, sed la bestoj forkuras.", "the wood is running out": "la ligno preska\u016d ne plu estas", "restart.": "restartigi.", "rot's been to work on it, and some of the pieces are missing.": "putra\u0135o \u011din putrigis, kaj kelkaj pecoj mankas.", "workshop's finally ready. builder's excited to get to it": "la laborejo estas finita. la konstruisto viglas", "a trading post would make commerce easier": "bazaro plifaciligus komercon", "not enough steel": "ne estas sufi\u0109e da \u015dtalo", "perks:": "aparta\u0135oj:", "the torch goes out": "la tor\u0109o senfajri\u011das", "saved.": "konservite.", "after a skirmish they are driven away, but not without losses.": "post batalo ili forpeli\u011dis, sed ne sen vila\u011daj mankintoj.", "the military is already set up at the mine's entrance.": "la armeo jam staras \u0109e la mineja enirejo.", "tannery goes up quick, on the edge of the village": "tanejo ekstari\u011das, \u0109e la vila\u011da bordo", "learned to fight quite effectively without weapons": "lernis batali sufi\u0109e efike sen armiloj", "charred bodies litter the ground.": "nigrigitaj korpoj disas sube.", "someone throws a stone.": "iu \u0135etas \u015dtonon.", "leaves a pile of small teeth behind.": "li forlasas amason da dentetoj.", "leave city": "foriri de la urbo", "not enough scales": "ne estas sufi\u0109e da skvamoj", "someone has locked and barricaded the door to this operating theatre.": "iu \u015dlosis kaj baregis la pordon al \u0109i tiu operaciejo.", "leave cave": "foriri de la kaverno", "hp: {0}/{1}": "vp: {0}/{1}", "a lone frog sits in the muck, silently.": "sola rano sidas en la sterkakvo, silente.", "the steel is strong, and the blade true.": "la \u015dtalo estas forta, kaj la klingo estas efektiva.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "malnova kesto estas kojnumita malanta\u016d \u015dtono, kovrita per dika tavolo da polvo.", "learned how to ignore the hunger": "lernis malzorgi pri malsato", "punch": "pugni", "water": "akvo", "desert rat": "dezerta rato", "explore": "esplori", "a pack of snarling beasts pours out of the trees.": "aro da sova\u011daj bestoj sin\u015dutas el la arboj.", "punches do even more damage.": "batoj faras e\u0109 pli da dama\u011do", "the body of a wanderer lies in a small cavern.": "la korpo de vaganto ku\u015das en kaverneto.", "roaring": "brulas forte", "gatherer": "kolektisto", "the people back away, avoiding eye contact.": "la homoj reen pa\u015das, kaj evitas okulvidi.", "A Huge Borehole": "Grandega Bora\u0135o", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "fasko da bastonoj restas preter la pordolimo, kovrita per malglataj feloj.", "builder says she could make finer things, if she had the tools": "la konstruisto diras ke \u015di kreus pli delikatajn a\u0135ojn se havus ilojn", "soldier": "soldato", "learn scouting": "lerni esplorvidu", "share.": "diskonigi.", "choose one slot to save to": "elektu unu foldon alkonservi", "some villagers have died": "kelkaj vila\u011danoj mortis", "A Murky Swamp": "Malluma Mar\u0109o", "iron sword": "fera glavo", "builder says she can make traps to catch any creatures might still be alive out there": "la konstruisto diras ke \u015di povas krei kaptilojn por kapti bestojn kiuj eble plu vivas ekstere", "the grasses thin. soon, only dust remains.": "la herbaro malkoncentri\u011das. nur polvo restas.", "bayonet": "bajoneto", "a shot rings out, from somewhere in the long grass": "pafo sonoras el ie en la alta herbaro", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "muro da torditaj arboj suprenstaras el la polvo. iliaj bran\u0109oj serpentumas, formante skeletan supera\u0135on.", "gather wood": "kolekti lignon", "total": "tuto", "with a little effort, it might fly again.": "per iom da klopodo, \u011di eble denove flugos.", "A Scavenger": "Kolektisto", "picking the bones finds some useful trinkets.": "\u015dercado de la ostoj aperigas kelkajn utila\u0135etojn.", "sufferers are healed": "suferintoj resani\u011dis", "the shell of an abandoned hospital looms ahead.": "la \u015delo de forlasita malsanulejo staras antauen.", "the villagers hang the thief high in front of the store room.": "la vila\u011danoj pendumas la \u015dteliston alte anta\u016d la provizejo.", "eye for an eye seems fair.": "prena\u0135o po prena\u0135o \u015dajne justas.", "an old man bursts through a door, wielding a scalpel.": "maljuna viro ek\u0135etas sin tra pordo, portante sekcilon.", "1 medicine": "1 kuracilo", "the small military outpost is well supplied.": "la eta armea pikedo enhavas multajn proviza\u0135ojn.", "the clinic has been ransacked.": "la kuracejo estis rompi\u011dita.", "drop:": "forlasi:", "leaves some scraps of cloth behind.": "li forlasas kelkajn \u0109ifonojn.", "are you sure?": "\u0109u vi certas?", "charcutier": "viandisto", "a military perimeter is set up around the mine.": "milita \u0109irka\u016dbordo staras \u0109irka\u016d la minejo.", "trading post": "bazaro", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "alvenas vaganto kun malplena \u0109aro. diras, ke se \u015di foriras kun feloj \u015di revenos kun pli.", "in exchange, the wanderer offers his wisdom.": "pro via helpo, la vaganto ofertas lian sa\u011don.", "sulphur miner": "sulfura ministo", "a small basket of food is hidden under a park bench, with a note attached.": "eta korbo da man\u011da\u0135o estas ka\u015dita sub parka benko, kun noto.", "warm": "varma", "the sound of gunfire carries on the wind.": "la sono de pafado disas per la vento.", "stoke fire": "hejti fajron", "lift off": "ekflugi", "shoot": "pafi", "none": "neniu", "leave town": "foriri de la urbeto", "most of the windows at ground level are busted anyway.": "tamen la plejparto da la fenestroj tereta\u011daj estas rompita.", "a strange looking bird speeds across the plains": "stranga birdo rapidege kuras trans la ebena\u0135o", "linger": "resti iom pli", "take:": "preni:", "connect game to dropbox local storage": "konekti la ludon al loka konservejo de Dropboks", "strange bird": "stranga birdo", "if the code is invalid, all data will be lost.": "se la kodo mal\u011dustas, \u0109iom da la datumo perdi\u011dos.", "A Feral Terror": "Sova\u011da Terura\u0135o", "can't see what's inside.": "ne povas vidi la ena\u0135ojn", "a large beast charges out of the dark": "granda besto ekkuras el la mallumeco", "salvage": "plibonigi", "grenade": "grenado", "the stranger in the corner stops shivering. her breathing calms.": "la nekonato \u0109e la angulo \u0109esas tremi. \u015diaj spiroj trankvili\u011das.", "a small suburb lays ahead, empty houses scorched and peeling.": "malgranda urbeto restas anta\u016den kun malplenaj domoj bruligitaj kaj sen\u015deli\u011dantaj.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "alvenas vaganto kun malplena \u0109aro. diras, ke se li foriras kun ligno li revenos kun pli.", "gaunt man": "maldika viro", "a squat building up ahead.": "malalta konstrua\u0135o staras anta\u016de", "a thug moves out of the shadows.": "fortulo movi\u011das el la umbroj.", "An Outpost": "Pikedo", "there's not much, but some useful things can still be found.": "ne estas multo. sed kelkaj utila\u0135oj ankora\u016d troveblas.", " and ": " kaj ", "an improvised shop is set up on the sidewalk.": "ekfarita vendejo estas starigata sur la piedstrato.", "cured meat": "fuma\u0135ita viando", "builder puts up a hut, out in the forest. says word will get around.": "la konstruisto starigas kabanon en la arbaro. tio diskoni\u011dos.", "learned how not to be seen": "lernis malvidati", "punches do more damage": "batoj faras pli da dama\u011do", "some traps have been destroyed": "kelkaj kaptiloj i\u011dis detruitaj", "castoff from the mammoth drills can still be found by the edges of the precipice.": "rubo el la grandegaj boriloj troveblas \u0109e la rando de la profundega\u0135o.", "well armed men charge out of the forest, firing into the crowd.": "bone armitaj viroj ekkuras el la arbaro, pafante la amason.", "a plague afflicts the village": "pesto afliktas la vila\u011don", "app store.": "aplika\u0135a vendejo.", "An Old Starship": "Malnova Stel\u015dipo", "ignore it": "ignori \u011din", "hot": "varmega", "a destroyed village lies in the dust.": "detruita vila\u011do restas en polvo.", "upgrade engine": "plibonigi motoron", "forest": "arbaro", "give 500": "doni 500", "A Dark Room": "Malluma \u0108ambro", "hyper.": "freneze.", "a battle was fought here, long ago.": "batalo okazis \u0109i tie, anta\u016d longa tempo.", "builder says leather could be useful. says the villagers could make it.": "la konstruisto diras ke ledo utilus, kaj la vila\u011danoj povus krei \u011din.", "craft:": "krei:", "Iron Mine": "Fera Minejo", "coal mine": "karba minejo", "bits of meat": "pecojn da viando", "scavengers must have gotten to this place already.": "kolektistoj \u015dajne jam ser\u0109is \u0109i tie.", "the remains of an old camp sits just inside the cave.": "la ruino de malnova tendaro restas en la kaverno.", "epidemic is eradicated eventually": "pesto tute detrui\u011dis finfine", "The Village": "La Vila\u011do", "deep in the swamp is a moss-covered cabin.": "profunde en la mar\u0109o estas muskkovrita kabano.", "snarling beast": "sova\u011da besto", "soldiers patrol the perimeter, rifles slung over their shoulders.": "soldatoj patrolas \u0109e la \u0109irka\u016dbordo. fusiloj restas sur iliaj \u015dultroj.", "a swarm of rats rushes up the tunnel.": "amaso da ratoj ekkuras el la tunelo.", "faces, darkened by soot and blood, stare out from crooked huts.": "viza\u011doj malheligitaj pro fulgo kaj sango rigardas el kabana\u0109oj.", "strange noises can be heard through the walls": "strangaj bruoj a\u016ddeblas tra la muroj", "coal": "karbo", "Stratosphere": "Stratosfero", "man-eater": "hom-man\u011danto", "can't tell what they're up to.": "ne povas difini kion ili faras.", "enter": "eniri", "mourn": "funebri", "Ship": "\u015cipo", "better avoid conflict in the wild": "eviti batalojn pli ofte en la sova\u011dejo", "talk": "paroli", "another beast, draw by the noise, leaps out of a copse of trees.": "plia besto, ellogite pro la bruo, saltegas el areto da arboj.", "A Soldier": "Soldato", "the man expresses his thanks and hobbles off.": "la viro dankas vin kaj lame foriras.", "battered technology from both sides lays dormant on the blasted landscape.": "batita te\u0125nologio el la du partioj restas sur la fulmobatita pejza\u011do.", "the villagers haul a filthy man out of the store room.": "la vila\u011danoj tiras malpuregan viron el la provizejo.", "strips of meat are hung up to dry in this ward.": "viandostrioj pendas por seki\u011di \u0109i tie.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "la konetaj kurboj de \u015dipo de vaganto staras el la polvo kaj cindro.", "all the work of a previous generation is here.": "\u0109iom da la laboro de anta\u016da generacio estas \u0109i tie.", "cold": "malvarma", "the iron mine is clear of dangers": "la fera minejo sendan\u011deras", "the military presence has been cleared.": "la armea \u0109eesteco estas forigita.", "A Crashed Starship": "Faleginta Stel\u015dipo", "the fire is {0}": "la fajro {0}", "A Lonely Hut": "Soleca Kabano", "buy teeth": "a\u0109eti dentojn", "a small supply cache is hidden at the back of the cave.": "eta provizka\u015da\u0135o ka\u015di\u011das \u0109e la malanta\u016do de la kaverno.", "iron's stronger than leather": "fero estas pli forta ol ledo", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "litsakoj, \u015diritaj kaj nigrigitaj, ku\u015das sub maldika tavolo da polvo.", "dodge attacks more effectively": "eviti atakojn pli efike", "hull: ": "\u015delo: ", "a madman attacks, screeching.": "frenezulo atakas, kriante.", "thieves": "\u015dtelistoj", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "la turoj ankora\u016d neperei\u011dintaj staras el la pejza\u0135o kiel brustokorbo de ia prabesto.", "lights off.": "mallumigi.", "someone had been stockpiling loot here.": "iu arigis proviza\u0135ojn \u0109i tie.", "learned to look ahead": "lernis vidi anta\u016den", "the mine is now safe for workers.": "nun la minejo sendan\u011deras por la laboristoj.", "Coal Mine": "Karba Minejo", "empty corridors.": "malplenaj koridoroj.", "save to slot": "konservi al foldo", "the owner stands by, stoic.": "la proprulo staras rigardante, stoike.", "hunter": "\u0109asisto", "strips of meat hang drying by the side of the street.": "viandostrioj pendas kaj seki\u011das \u0109e la flanko de la strato.", "more squatters are crowding around now.": "pli da lo\u011dantoj nun amasas.", "some weird glowing boxes he picked up on his travels.": "iaj strangaj lumaj skatoloj kiujn li prenis dum lia voja\u011do.", "a panicked scavenger bursts through the door, screaming.": "panika kolektisto sin ek\u0135etas tra la pordo, kriante.", "give 50": "doni 50", "wagon": "vagono", "An Old House": "Malnova Domo", "a soldier, alerted, opens fire.": "soldato, nun atenta, ekpafas.", "meat": "viando", "the tunnel opens up at another platform.": "la tunelo estas konektita al alia platformo.", "a terrible plague is fast spreading through the village.": "terura pesto rapide disvasti\u011das tra la vila\u011do.", "the gaunt man is dead": "la maldika viro mortis", "bone spear": "osta lanco", "trap": "kaptilo", "the street ahead glows with firelight.": "la strato anta\u016de briletas per fajrolumo.", "armourer": "arma\u0135isto", "a large shanty town sprawls across the streets.": "granda doma\u0109urbo disas trans la stratoj.", "the shell of a burned out car blocks the entrance.": "la \u015delo de bruligita a\u016dto baras la enirejon.", "a small group arrives, all dust and bones.": "alvenas grupeto, plejparte plovo kaj ostoj.", "A Ruined City": "Ruina Urbo", "weight": "pezo", "torch": "tor\u0109o", "The Thief": "La \u015ctelisto", "not enough cloth": "ne estas sufi\u0109e da \u015dtofo", "a youth lashes out with a tree branch.": "junulo atakas per bran\u0109o.", "the rest of the hospital is empty.": "la kroma\u0135o de la malsanulejo estas malplena.", "connect": "konekti", "learned to be where they're not": "lernis esti kie batoj ne estas", "go twice as far without eating": "da\u016dri duoble sen man\u011di", "scavenger'd been looking for supplies in here, it seems.": "la kolektisto ser\u0109is proviza\u0135ojn \u0109i tie, \u015dajne.", "there's nothing else here.": "ne estas pli \u0109i tie.", "the plague is kept from spreading.": "la pesto ne plu eblas disvasti\u011di.", "the cask holds enough water for longer expeditions": "la barelo portos sufi\u0109e da akvo por pli longaj voja\u011doj", "check traps": "kontroli kaptilojn", "Plague": "Pesto", "a fire has started": "fajro ekkomenci\u011dis", "medicine": "kuracilo", "the old man had a small cache of interesting items.": "la maljuna viro havis etan ka\u015da\u0135on da interesaj a\u0135oj.", "tannery": "tanejo", "lob": "pugnegi", "no more room for huts.": "ne sufi\u0109e da spaco por kabanoj", "they took what they came for, and left.": "ili forprenis kion ili deziris, kaj foriris.", "through the large gymnasium doors, footsteps can be heard.": "tra la grandaj gimnastikaj pordoj, piedpa\u015doj a\u016ddeblas.", "a large creature attacks, claws freshly bloodied": "granda esta\u0135o atakas, \u011diaj ungegoj \u0135us sangi\u011ditaj", "a green cross barely visible behind grimy windows.": "verda kruco apena\u016d videbla estas malanta\u016d malpuraj fenestroj.", "a sick man hobbles up": "malsanulo lame venas", "An Abandoned Town": "Forlasita Urbeto", "cart": "\u0109aro", "might be things worth having still inside.": "eble ankora\u016d enhavas kelkajn valora\u0135ojn.", "the wood has run out": "ne plu restas ligno", "The Master": "La Majstro", "thrust": "trapiki", "water replenished": "akvo repleni\u011dis", "a soldier opens fire from across the desert": "soldato ekpafadas de trans la dezerto", "go twice as far without drinking": "da\u016dri duoble sen trinki", "the tentacular horror is defeated.": "la tentakla horora\u0135o malvenkis.", "an overturned caravan is spread across the pockmarked street.": "renversita karavano disku\u015das trans la multtrua strato.", "the villagers retreat to mourn the dead.": "la vila\u011danoj revenas por funebri pri la mortintoj.", "A Modest Village": "Modesta Vila\u011do", "A Damp Cave": "Malseka Kaverno", "swing": "svingi", "alien alloy": "alimonda kunfonda\u0135o", "export or import save data, for backing up": "eligi a\u016d enigi konservdatumon por \u011din konservi", "smokehouse": "fuma\u0135ejo", "vague shapes move, just out of sight.": "nubaj formoj movi\u011das, ne en la vida\u0135o.", "Wanderer": "Vaganto", "the earth here is split, as if bearing an ancient wound": "la tero \u0109i tie fendi\u011das, kvaza\u016d \u011di havas praan vundon", "the compass points southeast": "la kompaso indikas sudorienten", "barbarian": "sova\u011dulo", "the wanderer leaves, cart loaded with furs": "la vaganto foriras, feloj en la \u0109aro", "there are still supplies inside.": "estas ankora\u016d proviza\u0135oj en \u011di.", "traps are more effective with bait.": "kaptilojn pli efikas kun logviando.", "rusted chainlink is pulled across an alleyway.": "rusta \u0109enero estas tirata trans strateto.", "a sickness is spreading through the village.": "malsano disvasti\u011das tra la vila\u011do.", "tangle": "\u015dnuri", "miss": "maltrafite", "the meat has run out": "ne plu restas viando", "a beast charges out of a ransacked classroom.": "besto ekkuras el detruita lern\u0109ambro.", "lucky that the natives can't work the mechanisms.": "bon\u015dance la Terlo\u011dantoj ne povas funkciigi la me\u0125anika\u0135ojn.", "the rickety cart will carry more wood from the forest": "la kaduka \u0109aro portos pli da ligno el la arbaro", "just as deadly now as they were then.": "same mortigeble nun, kiel tiam.", "builder just shivers": "la konstruisto nure tremas", "a second soldier joins the fight.": "dua soldato ekbatalas.", "attack": "ataki", "go inside": "eniri", "turn her away": "forsendi \u015din", "dropbox.": "dropboks.", "reinforce hull": "plifortigi \u015delon", "not enough wood to get the fire going": "ne sufi\u0109e da ligno por ekbruligi la fajron", "a stranger arrives in the night": "alvenas nekonato dum la nokto", "hut": "kabano", "trapper": "kaptisto", "a battered highway sign stands guard at the entrance to this once-great city.": "batita landstrata signo staras garde \u0109e la enirejo de \u0109i tiu iam-granda urbo.", "rifle": "fusilo", "sulphur": "sulfuro", "steel": "\u015dtalo", "the stranger is standing by the fire. she says she can help. says she builds things.": "la nekonato staras apud la fajro. \u015di diras ke \u015di povas helpi. diras, ke \u015di kreas a\u0135ojn.", "the sickness is cured in time.": "la malsanuloj bontempe estas kuracitaj.", "the only hope is a quick death.": "la nura espero estas rapida morto.", "score for this game: {0}": "poentaro pri \u0109i tiu ludo: {0}", "the lizard is dead": "la lacerto mortis", "iron": "fero", "fires burn in the courtyard beyond.": "fajroj brulas \u0109e la korto pretera.", "builder": "konstruisto", "a large creature lunges, muscles rippling in the torchlight": "granda besto eksaltas, muskoloj fort\u015dajnaj en la tor\u0109lumo", "something's causing a commotion a ways down the road.": "io ka\u016dzas agitadon iom fore, sur la vojo.", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "la nekonato tremas, kaj malla\u016dte murmuras. \u015diaj vortoj nesencas.", "A Firelit Room": "Luma \u0108ambro", "some wood is missing.": "iom da ligno mankas.", "The Beggar": "La Almozulo", "Troposphere": "Troposfero", "ripe for the picking.": "matura\u0135o por forrikolti.", "A Destroyed Village": "Detruita Vila\u011do", "coal miner": "karba ministo", "not enough teeth": "ne estas sufi\u0109e da dentoj", "all he has are some scales.": "li havas nur kelkajn skvamojn.", "learned to predict their movement": "lernis anta\u016dvidi la movojn de kontra\u016duloj", "the nights are rent with screams.": "kriegoj a\u016ddeblas dum la noktoj.", "take": "preni", "the scavenger is dead": "la kolektisto mortis", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "nomado mar\u015detas en la vida\u0135on, portante tujkreitajn sakojn ligitajn per kruda \u015dnuro.", "a convoy lurches in, equal parts worry and hope.": "vagonaro alvenas, amba\u016d \u0109agrene kaj espere.", "the map uncovers a bit of the world": "la mapo malkovras iom da la mondo", "the shot echoes in the empty street.": "la pafo resonas tra la malplena strato.", "the sounds stop.": "\u0109esas la bruoj.", "rucksack": "dorsosako", "the towers of a decaying city dominate the skyline": "la turoj de ruini\u011danta urbo mastras la horizonton", "lights on.": "lumigi", "a torch to keep the dark away": "tor\u0109o por forigi la mallumon", "some good stuff woven into its nest.": "kelkaj bona\u0135oj estas enteksitaj en \u011dia nesto.", "starvation sets in": "ekas mortmalsato", "charm": "talismano", "the sniper is dead": "la tiraljoro mortis", "nothing": "nenion", "say his folk have been skimming the supplies.": "ili diras ke liaj kamaradoj \u015dteletadis la proviza\u0135ojn.", "Restart?": "\u0108u restartigi?", "this is irreversible.": "\u0109i tio ne re\u015dan\u011deblas.", "the town's booming. word does get around.": "la urbeto nun egas. certe diskonite.", "Dropbox connection": "Konekto al Dropboks", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "armiloj kaj municioj, antikva\u0135oj de la milito, estas ordeme aran\u011ditaj sur la planko de la provizejo.", "iron miner": "fera ministo", "give 100": "doni 100", "the operating theatre has a lot of curious equipment.": "la operaciejo enhavas multe da strangaj iloj.", "A Sniper": "Tiraljoro", "the mysterious wanderer returns, cart piled high with wood.": "revenas la mistera vaganto. \u0109aro portas lignamason.", "a snarling beast jumps out from behind a car.": "bruanta besto eksaltas el la malanta\u016do de a\u016dto.", "precise": "precizeco", "looks like a camp of sorts up ahead.": "anta\u016de io aspektas kiel ia tendaro.", "bait": "logviando", "The Sulphur Mine": "La Sulfura Minejo", "stunned": "paralizita", "a thief is caught": "\u015dtelisto kaptitas", "a beggar arrives.": "alvenas almozulo.", "the strange bird is dead": "la stranga birdo mortis", "*** EVENT ***": "*** OKAZA\u0134O ***", "the grass thrashes wildly as a huge lizard pushes through": "la herbaro sova\u011de svingi\u011das dum grandega lacerto tramar\u015das", "medicine is needed immediately.": "kuraciloj estas tujaj devoj.", "A Crashed Ship": "Faleginta \u015cipo", "the town lies abandoned, its citizens long dead": "la urbeto restas forlasita, \u011dia civito longtempe mortinta", "give 1 medicine": "doni 1 kuracilon", "the old compass is dented and dusty, but it looks to work.": "la malnova kompaso estas batita kaj polva, sed \u015dajne funkcias.", "wood": "ligno", "A Forgotten Battlefield": "Forgesita Batalejo", "the trees are gone. parched earth and blowing dust are poor replacements.": "la arboj ne pluas. soifa tero kaj blovata polvo ne bele anstata\u016das.", "lodge": "\u0109asistejo", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "rompitaj stratlumiloj staras, rusti\u011das. lumo ne benis la lokon por longa tempo.", "a scout stops for the night": "rovero tranoktas", "a gunshot rings through the trees.": "pafo sonoras tra la arboj.", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "ie super la polvonubo, la \u015diparo de la vagantoj \u015dvebas. \u0109eestis \u0109i tiu \u015dtono tro longatempe.", "iron mine": "fera minejo", "freezing": "frosta", "the world fades": "la mondo malklari\u011das", "some of the traps have been torn apart.": "kelkaj kaptiloj estas dis\u015diritaj.", "not enough iron": "ne estas sufi\u0109e da fero", "compass": "kompaso", "successfully saved to dropbox datastorage": "sukcese konservis al Dropboksa datumkonservejo", "builder says it'd be useful to have a steady source of bullets": "la konstruisto diras ke utilus havi fonton da kugloj", "a mysterious wanderer arrives": "alvenas mistera vaganto", "An Old House": "Malnova Domo", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "senkoloraj ostoj multe disas \u0109e la enirejo. multaj havas profundajn kanela\u0109ojn", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "tuj kiam la pordo malfermi\u011das iomete, centoj da tentakloj erupcie sin\u0135etas el \u011di.", "leather": "ledo", "a sound comes from the tunnel, just ahead.": "bruo sonas el la tunelo anta\u016de.", "investigate": "esplori", "the cave narrows a few feet in.": "la kaverno mallar\u011di\u011das post kelkaj futoj.", "sword is sharp. good protection out in the wilds.": "la glavo estas akra. bona protektilo kontra\u016d la sova\u011dejo.", "orange traffic cones are set across the street, faded and cracked.": "oran\u011dkoloraj trafikkonusoj metitas trans la strato, palaj kaj rompitaj.", "a large man attacks, waving a bayonet.": "granda viro atakas, svingante bajoneton.", "all residents in the hut perished in the fire.": "\u0109iuj lo\u011dantoj de la kabano pereis pro la fajro.", "the air is filled with dust, driven relentlessly by the hard winds.": "la aero plenas per polvo, peladata de la sen\u0109esa ventego.", "A Damp Cave": "Malseka Kaverno", "a gaunt man approaches, a crazed look in his eye": "maldika viro alproksimi\u011das, kaj \u015dajnas freneza", "A Military Raid": "Milita Provizbatalo", "the walls are moist and moss-covered": "la muroj estas malseketaj kaj muskkovritaj", "not enough wood": "ne estas sufi\u0109e da ligno", "a giant lizard shambles forward": "grandega lacerto rampas anta\u016den", "close": "fermi", "some medicine abandoned in the drawers.": "estas iom da kuraciloj forlasite en la tirkesto.", "strange scales": "strangajn skvamojn", "learned to throw punches with purpose": "lernis celbati", "a shack stands at the center of the village.": "doma\u0109o staras \u0109e la centro de la vila\u011do.", "spare him": "pardoni lin", "he smiles warmly and asks for lodgings for the night.": "li amike ridetas kaj petas tranoktan lo\u011dejon.", "stealthy": "\u015dteliri", "the sulphur mine is clear of dangers": "la sulfura minejo sendan\u011deras", "weapons": "armiloj", "the man is thankful.": "la viro dankas vin.", "warfare is bloodthirsty": "militbatalado \u0109iam sangon deziras", "shares what he knows about sneaking before he goes.": "anta\u016d lia foriro li instruas lian scion pri la \u015dtelirado.", "import": "enigi", "available": "disponebla", "reddit": "redito", "A Shivering Man": "Tremanta Viro", "the rest bury them.": "la aliaj entombigas ilin.", "smoldering": "fumetas", "the young settler was carrying a canvas sack.": "la juna enlo\u011dinto portis kanvasan sakon.", "the ground is littered with small teeth": "etaj dentoj disas sur la grundo", "the nest of a large animal lies at the back of the cave.": "nesto de granda besto ku\u015das \u0109e la malanta\u016do de la kaverno.", "A Tiny Village": "Malgrandega Vila\u011do", "a tribe of elderly squatters is camped out in this ward.": "tribo da maljunaj lo\u011dantoj tendumas en \u0109i tiu \u0109ambro.", "your are connected to dropbox with account / email ": "Vi estas konektita al Dropboks per konto / retpo\u015dto", "Mesosphere": "Mezosfero", "agree": "permesi", "take everything": "preni \u0109ion", "the double doors creak endlessly in the wind.": "la paro da pordoj knaris sen\u0109ese pro la vento.", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "frenezigi la ludon duoble rapidigas \u011din. \u0109u vi volas fari tion?", "not much here.": "ne multo \u0109i tie.", "got it": "komprenite", "choose one slot to load from": "elektu unu foldon por startigi la ludon", "a cave lizard attacks": "kaverna lacerto atakas", "men mill about, weapons at the ready.": "viroj tien kaj reen mar\u015das, armiloj pretas.", "l armour": "l arma\u0135o", "steelworks": "\u015dtalejo", "A Ruined City": "Ruina Urbo", "Noises": "Bruoj", "can't tell what left it here.": "ne povas difini kion lasis \u011din \u0109i tie.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "arboj aperi\u011das sur la horizonto. la herbaro iom post iome cedas al arbara suba\u0135o da sekaj bran\u0109oj kaj falintaj folioj.", "a man stands over a dead wanderer. notices he's not alone.": "viro staras super morta vaginto kaj rimarkas ke li ne solas.", "population is almost exterminated": "la popolo estas preska\u016d tutmortigita", "village": "vila\u011do", "cancel": "nuligi", "put the save code here.": "metu la konservdatumon \u0109i tien", "buy medicine": "a\u0109eti kuracilon", "hang him": "pendumi lin", "inside, the remains of its victims are everywhere.": "interne, la korpa\u0135eroj de \u011diaj viktimoj disas \u0109ie.", "this spear's not elegant, but it's pretty good at stabbing": "\u0109i tiu lanco ne elegantas, sed bone ponardas.", "the forest is silent.": "la arbaro silentas.", "A Borehole": "Bora\u0135o", "the night is silent.": "la nokto silentas.", "never go thirsty again": "neniam soifos", "wild beasts attack the villagers": "sova\u011daj bestoj atakas la vila\u011danojn", "a small cache of supplies is tucked inside a rusting locker.": "eta provizka\u015da\u0135o estas metita en rusta \u015dranko.", "learned to love the dry air": "lernis ami la senakvan aeron", "workshop": "laborejo", "A Barren World": "Neniejo", "see farther": "vidi pli fore", "bolas": "\u0135etkaptilo", "the ground is littered with scraps of cloth": "etaj \u0109ifonoj disas sur la grundo", "The Coal Mine": "La Karba Minejo", "a huge lizard scrambles up out of the darkness of an old metro station.": "granda lacerto ekrampas el la mallumeco de malnova subpasejo.", "more voices can be heard ahead.": "pli da vo\u0109oj a\u016ddeblas anta\u016de.", "A Large Village": "Granda Vila\u011do", "precision": "precizeco", "A Deserted Town": "Forlasita Urbeto", "the sickness spreads through the village.": "la malsano disvasti\u011das tra la vila\u011do.", "won't say from where he came, but it's clear that he's not staying.": "li ne diras pri lia devenejo, sed certe li ne restos \u0109i tie.", "the crowd surges forward.": "la amaso hule kuras antauen.", "the wanderer takes the charm and nods slowly.": "la vaganto forprenas la talismanon kaj malrapide kapjesas.", "the mysterious wanderer returns, cart piled high with furs.": "revenas la mistera vaganto. \u0109aro portas multajn felojn.", "armoury": "armejo", "searching the bodies yields a few supplies.": "kelkaj proviza\u0135oj troveblas post ser\u0109ado de la korpoj.", "a fire rampages through one of the huts, destroying it.": "fajro furioze disiris tra unu el la kabanoj, \u011din detruinta.", "safer here": "malpli dan\u011deras \u0109i tie", "Export / Import": "eligi / enigi", "steelworker": "\u015dtala laboristo", "the man-eater is dead": "la hom-man\u011dinto mortis", "learned to swing weapons with force": "lernis svingi armilojn pli forte", "the remaining settlers flee from the violence, their belongings forgotten.": "la restantaj enlo\u011dintoj fu\u011das la perforton, iliajn propra\u0135ojn forlasinte.", "a crudely made charm": "a\u0109e faritan talismanon", "cask": "barelo", "engine:": "motoro:", "the streets are empty.": "la stratoj malplenas.", "lizard": "lacerto", "Sulphur Mine": "Sulfura Minejo", "export or import save data to dropbox datastorage": "Eligi a\u016d enigi konservdatumon al Dropboksa datumkonservejo", "the house has been ransacked.": "la domo estis enser\u0109ita kaj rompita.", "a thug is waiting on the other side of the wall.": "fortulo atendas \u0109e la alia flanko de la muro.", "the metallic tang of wanderer afterburner hangs in the air.": "la metala gusteto da vaganta postbrula\u0135o \u015dvebas en la aero.", "large prints lead away, into the forest.": "grandaj piedpremsignoj forpasas arbaren.", "a startled beast defends its home": "ektimita besto defendas sian hejmon", "there is nothing else here.": "ne estas pli \u0109i tie.", "his time here, now, is his penance.": "lia tempo esti \u0109i tie, estas lia puno.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "la fenestroj de la lernejo estas nigri\u011ditaj per fulgo. la nenigraj estas jam tute rompitaj.", "hull:": "\u015delo:", "scavenger": "kolektisto", "unarmed master": "senarmila batalmajstro", "the man says he's grateful. says he won't come around any more.": "la viro dankegas vin kaj diras ke li ne plu revenos.", "laser rifle": "lasera fusilo", "sulphur mine": "sulfura minejo", "buy compass": "a\u0109eti kompason", "buy map": "a\u0109eti mapon", "scratching noises can be heard from the store room.": "grataj bruoj a\u016ddeblas el la provizejo.", "steel sword": "\u015dtala glavo", "descend": "subeniri", "asks for any spare furs to keep him warm at night.": "li petas ajnajn felojn doneblajn por varmigi lin nokte.", "A Raucous Village": "Ra\u016dka Vila\u011do", "the beggar expresses his thanks.": "la almozulo esprimas dankon.", "carrying more means longer expeditions to the wilds": "pli portante, plu voja\u011dante", "free {0}/{1}": "neokupita {0}/{1}", "Room": "\u0108ambro", "a swamp festers in the stagnant air.": "mar\u0109o putras sub la senmova aero.", "rotting reeds rise out of the swampy earth.": "putrantaj kanoj staras el la mar\u0109a tero.", "armoury's done, welcoming back the weapons of the past.": "la armejo pretas, bonvenigante armilojn pasintecajn", "eat meat": "man\u011di viandon ", "slow metabolism": "malrapida metabolo", "camp fires burn by the entrance to the mine.": "tendaraj fajroj brulas \u0109e la enirejo de la minejo.", "the mouth of the cave is wide and dark.": "la bu\u015dego de la kaverno estas lar\u011da kaj malluma.", "not enough sulphur": "ne estas sufi\u0109e da sulfuro", "builder's not sure he's to be trusted.": "konstruisto dubas, \u0109u li fidindas", "evasion": "evitado", "buy bait": "a\u0109eti logviandon", "a pack of lizards rounds the corner.": "aro da lacertoj \u0109irka\u016dvenas el la angulo.", "light fire": "ekbruligi fajron", "waterskin": "ledbotelo", "scattered teeth": "disajn dentojn", "nothing to take": "nenio prenebla", "the door hangs open.": "la pordo pendas, malfermi\u011dinta.", "buy:": "a\u0109eti:", "load": "startigi", "track them": "sekvi ilin", "stores": "proviza\u0135oj", "now the nomads have a place to set up shop, they might stick around a while": "nun la nomadoj havas lokon komerci, do ili ver\u015dajne plu restas", "A Dusty Path": "Polva Vojo", "armour": "arma\u0135o", "A Man-Eater": "Hom-Man\u011danto", "bring your friends.": "diskonigi la ludon inter viaj amikoj.", "the compass points south": "la kompaso indikas suden", "the compass points north": "la kompaso indikas norden", "The Sick Man": "La Malsanulo", "yes": "jes", "martial artist": "luktartisto", "the traps contain ": "la kaptiloj enhavas ", "the old tower seems mostly intact.": "la malnova turo \u015dajnas plejparte nerompita.", "scales": "skvamoj", "bird must have liked shiney things.": "la birdo certe \u015datis brileta\u0135ojn.", "the path leads to an abandoned mine": "la vojo kondukas al forlasita minejo", "the compass points northeast": "la kompaso indikas nordorienten", "the camp is still, save for the crackling of the fires.": "la tendaro trankvili\u011das, krom la kraketado de la fajroj.", "he begs for medicine.": "li almozpetas kuracilon.", "save": "konservi", "this waterskin'll hold a bit of water, at least": "\u0109i tiu ledbotelo portos iom da akvo, nu", "turn him away": "forsendi lin", "the people here were broken a long time ago.": "la homoj \u0109i tie jam cedis anta\u016dtempe.", "a grizzled soldier attacks, waving a bayonet.": "grizharara soldato atakas, svingante bajoneton.", "shivering man": "tremanta viro", "The Mysterious Wanderer": "La Mistera Vaganto", "A Huge Lizard": "Grandega Lacerto", "boxer": "boksisto", "a man joins the fight": "viro enbatali\u011das", "An Outpost": "Pikedo", "not enough meat": "ne estas sufi\u0109e da viando", "some weird metal he picked up on his travels.": "ia stranga metalo kiun li prenis dum lia voja\u011do.", "something's in there.": "io estas tie.", "restore more health when eating": "pli resani\u011di per man\u011dado", "A Snarling Beast": "Sova\u011da Besto", "Share": "Diskonigi", "a haze falls over the village as the steelworks fires up": "nebuleto falas sur la vila\u011do kiam la \u015dtalejo komencas", "a large bird nests at the top of the stairs.": "granda birdo nestis super la \u015dtuparo.", "an old wanderer sits inside, in a seeming trance.": "maljuna vaganto sidas en \u011di, \u015dajne trancas.", "builder says the villagers could make steel, given the tools": "la konstruisto diras ke la vila\u011danoj povus krei \u015dtalon", "continue": "anta\u016den", "there is no more water": "restas neniom da akvo", "flickering": "flagretas", "only the chief remains.": "restas nur la \u0109efo.", "go back inside": "reen", "a few items are scattered on the ground.": "kelkaj a\u0135oj disas sube.", "save this.": "konservi \u0109i tiun", "this old mine is not abandoned": "\u0109i tiu minejo ne estas forlasita", "a fight, maybe.": "eble batalo.", "behind the door, a deformed figure awakes and attacks.": "malanta\u016d la pordo, misformita figuro veki\u011das kaj atakas.", "twitter": "tvitero", "baited trap": "logebla kaptilo", "dead": "mortis", "the torch sputters and dies in the damp air": "la tor\u0109o skui\u011das kaj la fajro mortas en la malseka aero", "export": "eligi", "a few belongings rest against the walls.": "kelkaj propra\u0135oj restas kontra\u016d la muroj.", "not far from the village lies a large beast, its fur matted with blood.": "ne multe for de la vila\u011do restas granda besto. \u011dia felo sangsorbi\u011dis.", "an old iron mine sits here, tools abandoned and left to rust.": "malnova fera minejo restas \u0109i tie, iloj forlasitaj kaj rustaj.", "but there is a cache of medicine under the floorboards.": "sed estas ka\u015da\u0135o da kuraciloj sub la planko.", "only dust and stains remain.": "nur polvo kaj makuloj restas.", "s armour": "\u015d arma\u0135o", "say he should be strung up as an example.": "ili pensas ke bonas pendumi lin kiel ekzemplo.", "collected scraps spread across the floor like they fell from heaven.": "kolektitaj \u0109ifonoj disvasti\u011dis trans la planko, kiel ili falis el la bena \u0109ielo.", "classic.": "klasike.", "Fire": "Fajro", "the darkness is absolute": "la mallumeco tutas", "A Ruined Trap": "Detruita Kaptilo", "not enough coal": "ne estas sufi\u0109e da karbo", "ambushed on the street.": "embuske atakita sur la strato.", "worth killing for, it seems.": "valoras murdi pro \u011di, \u015dajne.", "slash": "glavstreki", "builder says she can make a cart for carrying wood": "la konstruisto diras ke \u015di povas krei \u0109aron lignoportan", "leather's not strong. better than rags, though.": "ledo ne fortas, sed nu, pli ol \u0109ifonoj.", "builder stokes the fire": "la konstruisto hejtas la fajron", "say goodbye": "adia\u016di", "A Silent Forest": "Silenta Arbaro", "builder's not sure she's to be trusted.": "konstruisto dubas, \u0109u \u015di fidindas", "Go Hyper?": "\u0108u frenezigu la ludon?", "predators become prey. price is unfair": "predantoj i\u011das predatoj. la vivprezo nejustas.", "the point is made. in the next few days, the missing supplies are returned.": "la punkto efikas. dum la venontaj tagoj, la mankitaj proviza\u0135oj estas redonataj.", "a frail man stands defiantly, blocking the path.": "malforta viro staras malcede, kaj baras la vojon.", "the plague rips through the village.": "la pesto \u015diriras tra la vila\u011do.", "an old wanderer arrives.": "maljuna vaganto alvenas.", "scavenger had a small camp in the school.": "la kolektisto havis etan tendaron en la lernejo.", "the compass points southwest": "la kompaso indikas sudokcidenten", "the wanderer leaves, cart loaded with wood": "la vaganto foriras, ligno en la \u0109aro", "Dropbox Export / Import": "Dropbokse eligi / enigi", "maybe some useful stuff in the rubble.": "eble iom da utila\u0135oj estas en la rubo.", "google+": "guglo+", "ok": "rigardite", "a man hobbles up, coughing.": "viro lame venas, tusante.", "i armour": "f arma\u0135o", "The Scout": "La Rovero", "leaves a pile of small scales behind.": "li forlasas amason da skvametoj.", "pockets": "po\u015doj", "the debris is denser here.": "la rubo pli koncentras \u0109i tie.", "stab": "enpiki", "time to move on.": "bona tempo foriri.", "the ground is littered with small scales": "etaj skvamoj disas sur la grundo", "not enough ": "ne sufi\u0109e da ", "the stench of rot and death fills the operating theatres.": "la fetoro de putro kaj morto plenigas la operaciejojn.", "burning": "brulas", "they must be here for a reason.": "ili devas havi tialon esti \u0109i tie.", "a nomad arrives, looking to trade": "nomado alvenas, dezirante komerci", "black powder and bullets, like the old days.": "nigra pulvoro kaj kugloj, kiel la tagoj pasintecaj.", "restart the game?": "\u0109u restartigi la ludon?", "gastronome": "man\u011dema", "load from slot": "startigi per folddatumo", "energy cell": "energia \u0109elo", "inside the hut, a child cries.": "en la kabano, infano ploras.", "the compass points west": "la kompaso indikas okcidenten", "always worked before, at least.": "nu, \u0109iam kutime justis.", "a scavenger draws close, hoping for an easy score": "kolektisto venas proksimen, esperante facilan batalon", "Sickness": "Malsano", "sufferers are left to die": "suferantoj lasi\u011das morti", "still a few drops of water in the old well.": "estas ankora\u016d kelkaj akveroj en la malnova puto.", "build:": "konstrui:", "feral terror": "sova\u011da terura\u0135o", "signout": "elsaluti", "A Beast Attack": "Besta Atako", "Ready to Leave?": "\u0108u pretas foriri?", "the house is abandoned, but not yet picked over.": "la domo estas forlasita sed ne enser\u0109ita.", "time to get out of this place. won't be coming back.": "jam estas la temp' forflugi, ne revenos.", "the compass points northwest": "la kompaso indikas nordokcidenten", "the thirst becomes unbearable": "ne plu tolereblas la soifo", "a beggar arrives": "alvenas almozulo", "a beast stands alone in an overgrown park.": "besto staras sole en surkreskata parko.", "he leaves a reward.": "li forlasas rekompencon.", "nothing but downcast eyes.": "nur subrigardantaj okuloj.", "the scout says she's been all over.": "la rovero diras ke \u015di \u0109ie voja\u011dis.", "the small settlement has clearly been burning a while.": "la vila\u011deto jam dum longa tempo brulas.", "cloth": "\u015dtofo", "a second soldier opens fire.": "dua soldato ekpafadas.", "dangerous to be this far from the village without proper protection": "dan\u011deras esti tiom for de la vila\u011do sen bona amra\u0135o", "squeeze": "premi", "a pristine medicine cabinet at the end of a hallway.": "perfekt\u015dajna kuracilujo staras \u0109e la fino de koridoro.", "scraps of fur": "felerojn", "a scavenger waits just inside the door.": "kolektisto atendas post la pordo.", "the wind howls outside": "la vento blovas ekstere", "troops storm the village": "trupanoj kuratakas la vila\u011don", "the wagon can carry a lot of supplies": "la vagono povas porti multe da proviza\u0135oj", "A Battlefield": "Batalejo", "more soldiers will be on their way.": "pli da soldatoj venos.", "the shivering man is dead": "la treminta viro mortis", "builder finishes the smokehouse. she looks hungry.": "la konstruisto finas la fuma\u0135ejo. \u015di malsate aspektas.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "la neniejo haltas \u0109e maro da mortantaj herboj, svingi\u011dante en la senakva venteto.", "a snarling beast leaps out of the underbrush": "sova\u011da besto saltegas el la planta\u0135o", "the place has been swept clean by scavengers.": "kolektistoj tute enser\u0109is \u0109i tiun lokon.", "A Destroyed Village": "Detruita Vila\u011do", "land blows more often": "trafi kontra\u016dulojn pli ofte", "Space": "La Kosmo", "it's been picked over by scavengers, but there's still some things worth taking.": "kolektistoj jam forprenis multe da la enhava\u0135oj, sed estas ankora\u016d kelkaj valora\u0135oj en \u011di.", "Thermosphere": "Termosfero", "5 medicine": "5 kuraciloj", "do nothing": "fari nenion", "A Gaunt Man": "Maldika Viro", "Outside": "Ekstera\u0135o", "the snarling beast is dead": "la sova\u011da besto mortis", "bodies and supplies from both sides litter the ground.": "korpoj kaj proviza\u0135oj el la du partioj disas sube.", "the remains of an old house stand as a monument to simpler times": "la ruino de malnova domo staras kiel monumento de pli simpla epoko", "a squatter stands firmly in the doorway of a small hut.": "lo\u011danto staras forte en la pordaperturo de eta kabano.", "nothing was found": "nenio troveblis.", "lights flash through the alleys between buildings.": "lumoj ekbrilas tra la stratetoj inter konstrua\u0135oj.", "no": "ne", "{0} per {1}s": "po {0} en {1}s", "the coal mine is clear of dangers": "la karba minejo sendan\u011deras", "a weathered family takes up in one of the huts.": "lacega familio enlo\u011das unu el la kabanoj.", "run": "forkuri", "Exosphere": "Ekzosfero", "he speaks of once leading the great fleets to fresh worlds.": "li diras ke li iam pasintece kondukis la egajn \u015diparojn al novaj mondoj.", "builder says there are more wanderers. says they'll work, too.": "la konstruisto diras ke estas pli da vagantoj, kaj ili laboros.", "evasive": "evitema", "an old wanderer arrives": "maljuna vaganto alvenas", "through the walls, shuffling noises can be heard.": "tra la muroj, tremaj bruoj a\u016ddeblas.", "melee weapons deal more damage": "korparmiloj faras pli da dama\u011do", "the compass points ": "la kompaso indikas ", "lets some light down into the dusty haze.": "lasas iom da lumo al la polvan nebuleton.", "the man swallows the medicine eagerly": "la viro glutas la kuracilon avide", "the days are spent with burials.": "la tagojn pasigas per enterigado.", "more traps to catch more creatures": "pli da kaptiloj por kapti pli da bestoj", "a man charges down the hall, a rusty blade in his hand": "viro ekkuras trans la koridoro, rustan tran\u0109ilon portante", "it contains travelling gear, and a few trinkets.": "\u011di enhavas voja\u011dilaron, kaj kelkajn a\u0135etojn.", "bullets": "kugloj", "the light from the fire spills from the windows, out into the dark": "la lumo de la fajro disbrilas el la fenestroj, al la mallumecon", "tell him to leave": "forigu lin", "dry brush and dead branches litter the forest floor": "seka planta\u0135o kaj mortaj bran\u0109oj disas sube", "tattered cloth": "dis\u015diritan \u015dtofon", "can't read the words.": "ne povas legi la tekston.", "tanner": "tanisto", "should cure the meat, or it'll spoil. builder says she can fix something up.": "bonus fuma\u0135i la viandon a\u016d \u011di putros. la konstruisto povas krei ejon.", "or migrating computers": "a\u016d por komputilmigri", "water:{0}": "akvo:{0}", "still time to rescue a few supplies.": "ankora\u016d povas savi kelkajn proviza\u0135ojn.", "teeth": "dentoj", "villagers could help hunt, given the means": "vila\u011danoj povus helpi \u0109asi, se estus ejo", "the beast is dead.": "la besto mortis.", "feral howls echo out of the darkness.": "sova\u011daj hurloj resonas el la mallumeco.", "The Iron Mine": "La Fera Minejo"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/eo/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: adarkroom\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2017-04-01 23:47+0100\n" "PO-Revision-Date: 2017-07-20 19:30-0300\n" "Last-Translator: Dušan Juretić \n" "Language-Team: Esperanto\n" "Language: eo\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Generated-By: Babel 2.1.1\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "X-Generator: Poedit 1.5.4\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Konekto al Dropboks" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "konekti la ludon al loka konservejo de Dropboks" #: script/dropbox.js:68 msgid "connect" msgstr "konekti" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "nuligi" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbokse eligi / enigi" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "Eligi aŭ enigi konservdatumon al Dropboksa datumkonservejo" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "Vi estas konektita al Dropboks per konto / retpoŝto" #: script/dropbox.js:93 msgid "save" msgstr "konservi" #: script/dropbox.js:97 msgid "load" msgstr "startigi" #: script/dropbox.js:102 msgid "signout" msgstr "elsaluti" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "elektu unu foldon alkonservi" #: script/dropbox.js:119 msgid "save to slot" msgstr "konservi al foldo" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "elektu unu foldon por startigi la ludon" #: script/dropbox.js:148 msgid "load from slot" msgstr "startigi per folddatumo" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "sukcese konservis al Dropboksa datumkonservejo" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "eraro konservinte al Dropboksa datumkonservejo" #: script/dropbox.js:183 msgid "ok" msgstr "rigardite" #: script/engine.js:15 msgid "boxer" msgstr "boksisto" #: script/engine.js:16 msgid "punches do more damage" msgstr "batoj faras pli da damaĝo" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "lernis celbati" #: script/engine.js:21 msgid "martial artist" msgstr "luktartisto" #: script/engine.js:22 msgid "punches do even more damage." msgstr "batoj faras eĉ pli da damaĝo" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "lernis batali sufiĉe efike sen armiloj" #: script/engine.js:27 msgid "unarmed master" msgstr "senarmila batalmajstro" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "bati duoble rapide kaj eĉ pli forte" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "lernis ataki pli rapide senarmile" #: script/engine.js:32 msgid "barbarian" msgstr "sovaĝulo" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "korparmiloj faras pli da damaĝo" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "lernis svingi armilojn pli forte" #: script/engine.js:37 msgid "slow metabolism" msgstr "malrapida metabolo" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "daŭri duoble sen manĝi" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "lernis malzorgi pri malsato" #: script/engine.js:42 msgid "desert rat" msgstr "dezerta rato" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "daŭri duoble sen trinki" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "lernis ami la senakvan aeron" #: script/engine.js:47 msgid "evasive" msgstr "evitema" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "eviti atakojn pli efike" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "lernis esti kie batoj ne estas" #: script/engine.js:52 msgid "precise" msgstr "precizeco" #: script/engine.js:53 msgid "land blows more often" msgstr "trafi kontraŭulojn pli ofte" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "lernis antaŭvidi la movojn de kontraŭuloj" #: script/engine.js:57 msgid "scout" msgstr "esplorvidi" #: script/engine.js:58 msgid "see farther" msgstr "vidi pli fore" #: script/engine.js:59 msgid "learned to look ahead" msgstr "lernis vidi antaŭen" #: script/engine.js:62 msgid "stealthy" msgstr "ŝteliri" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "eviti batalojn pli ofte en la sovaĝejo" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "lernis malvidati" #: script/engine.js:67 msgid "gastronome" msgstr "manĝema" #: script/engine.js:68 msgid "restore more health when eating" msgstr "pli resaniĝi per manĝado" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "lernis plej efike uzi manĝon" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "aplikaĵa vendejo." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "mallumigi." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "freneze." #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "restartigi." #: script/engine.js:162 msgid "share." msgstr "diskonigi." #: script/engine.js:168 msgid "save." msgstr "konservi." #: script/engine.js:177 msgid "dropbox." msgstr "dropboks." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "eligi / enigi" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "eligi aŭ enigi konservdatumon por ĝin konservi" #: script/engine.js:273 msgid "or migrating computers" msgstr "aŭ por komputilmigri" #: script/engine.js:277 msgid "export" msgstr "eligi" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "enigi" #: script/engine.js:291 msgid "save this." msgstr "konservi ĉi tiun" #: script/engine.js:297 msgid "got it" msgstr "komprenite" #: script/engine.js:305 msgid "are you sure?" msgstr "ĉu vi certas?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "se la kodo malĝustas, ĉiom da la datumo perdiĝos." #: script/engine.js:307 msgid "this is irreversible." msgstr "ĉi tio ne reŝanĝeblas." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "jes" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "ne" #: script/engine.js:322 msgid "put the save code here." msgstr "metu la konservdatumon ĉi tien" #: script/engine.js:374 msgid "Restart?" msgstr "Ĉu restartigi?" #: script/engine.js:377 msgid "restart the game?" msgstr "ĉu restartigi la ludon?" #: script/engine.js:408 msgid "Share" msgstr "Diskonigi" #: script/engine.js:411 msgid "bring your friends." msgstr "diskonigi la ludon inter viaj amikoj." #: script/engine.js:414 msgid "facebook" msgstr "fejsbuko" #: script/engine.js:421 msgid "google+" msgstr "guglo+" #: script/engine.js:428 msgid "twitter" msgstr "tvitero" #: script/engine.js:435 msgid "reddit" msgstr "redito" #: script/engine.js:442 msgid "close" msgstr "fermi" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "lumigi" #: script/engine.js:493 msgid "Go Hyper?" msgstr "Ĉu frenezigu la ludon?" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "frenezigi la ludon duoble rapidigas ĝin. ĉu vi volas fari tion?" #: script/engine.js:519 msgid "classic." msgstr "klasike." #: script/engine.js:620 msgid "{0} per {1}s" msgstr "po {0} en {1}s" #: script/events.js:130 msgid "eat meat" msgstr "manĝi viandon " #: script/events.js:150 msgid "use meds" msgstr "uzi kuracilon" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "maltrafite" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "paralizita" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "foriri" #: script/events.js:511 msgid "drop:" msgstr "forlasi:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "nenion" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "preni" #: script/events.js:577 msgid "take:" msgstr "preni:" #: script/events.js:599 msgid "nothing to take" msgstr "nenio prenebla" #: script/events.js:627 msgid "all" msgstr "ĉion" #: script/events.js:649 msgid "take everything" msgstr "preni ĉion" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " kaj " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** OKAZAĴO ***" #: script/localization.js:4 msgid "saved." msgstr "konservite." #: script/localization.js:5 msgid "wood" msgstr "ligno" #: script/localization.js:6 msgid "builder" msgstr "konstruisto" #: script/localization.js:7 msgid "teeth" msgstr "dentoj" #: script/localization.js:8 msgid "meat" msgstr "viando" #: script/localization.js:9 msgid "fur" msgstr "felo" #: script/localization.js:10 msgid "alien alloy" msgstr "alimonda kunfondaĵo" #: script/localization.js:11 msgid "bullets" msgstr "kugloj" #: script/localization.js:12 msgid "charm" msgstr "talismano" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "ledo" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "fero" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "ŝtalo" #: script/localization.js:16 msgid "coal" msgstr "karbo" #: script/localization.js:17 msgid "sulphur" msgstr "sulfuro" #: script/localization.js:18 msgid "energy cell" msgstr "energia ĉelo" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "torĉo" #: script/localization.js:20 msgid "medicine" msgstr "kuracilo" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "ĉasisto" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "kaptisto" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "tanisto" #: script/localization.js:24 msgid "grenade" msgstr "grenado" #: script/localization.js:25 msgid "bolas" msgstr "ĵetkaptilo" #: script/localization.js:26 msgid "bayonet" msgstr "bajoneto" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "viandisto" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "fera ministo" #: script/localization.js:29 msgid "iron mine" msgstr "fera minejo" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "karba ministo" #: script/localization.js:31 msgid "coal mine" msgstr "karba minejo" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "sulfura ministo" #: script/localization.js:33 msgid "sulphur mine" msgstr "sulfura minejo" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "armaĵisto" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "ŝtala laboristo" #: script/localization.js:36 msgid "bait" msgstr "logviando" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "fumaĵita viando" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "skvamoj" #: script/localization.js:39 msgid "compass" msgstr "kompaso" #: script/localization.js:40 msgid "laser rifle" msgstr "lasera fusilo" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "kolektisto" #: script/localization.js:42 msgid "cloth" msgstr "ŝtofo" #: script/localization.js:45 msgid "thieves" msgstr "ŝtelistoj" #: script/localization.js:46 msgid "not enough fur" msgstr "ne estas sufiĉe da felo" #: script/localization.js:47 msgid "not enough wood" msgstr "ne estas sufiĉe da ligno" #: script/localization.js:48 msgid "not enough coal" msgstr "ne estas sufiĉe da karbo" #: script/localization.js:49 msgid "not enough iron" msgstr "ne estas sufiĉe da fero" #: script/localization.js:50 msgid "not enough steel" msgstr "ne estas sufiĉe da ŝtalo" #: script/localization.js:51 msgid "not enough sulphur" msgstr "ne estas sufiĉe da sulfuro" #: script/localization.js:52 msgid "baited trap" msgstr "logebla kaptilo" #: script/localization.js:53 msgid "not enough scales" msgstr "ne estas sufiĉe da skvamoj" #: script/localization.js:54 msgid "not enough cloth" msgstr "ne estas sufiĉe da ŝtofo" #: script/localization.js:55 msgid "not enough teeth" msgstr "ne estas sufiĉe da dentoj" #: script/localization.js:56 msgid "not enough leather" msgstr "ne estas sufiĉe da ledo" #: script/localization.js:57 msgid "not enough meat" msgstr "ne estas sufiĉe da viando" #: script/localization.js:58 msgid "the compass points east" msgstr "la kompaso indikas orienten" #: script/localization.js:59 msgid "the compass points west" msgstr "la kompaso indikas okcidenten" #: script/localization.js:60 msgid "the compass points north" msgstr "la kompaso indikas norden" #: script/localization.js:61 msgid "the compass points south" msgstr "la kompaso indikas suden" #: script/localization.js:62 msgid "the compass points northeast" msgstr "la kompaso indikas nordorienten" #: script/localization.js:63 msgid "the compass points northwest" msgstr "la kompaso indikas nordokcidenten" #: script/localization.js:64 msgid "the compass points southeast" msgstr "la kompaso indikas sudorienten" #: script/localization.js:65 msgid "the compass points southwest" msgstr "la kompaso indikas sudokcidenten" #: script/outside.js:5 msgid "Outside" msgstr "Eksteraĵo" #: script/outside.js:102 msgid "scraps of fur" msgstr "felerojn" #: script/outside.js:107 msgid "bits of meat" msgstr "pecojn da viando" #: script/outside.js:112 msgid "strange scales" msgstr "strangajn skvamojn" #: script/outside.js:117 msgid "scattered teeth" msgstr "disajn dentojn" #: script/outside.js:122 msgid "tattered cloth" msgstr "disŝiritan ŝtofon" #: script/outside.js:127 msgid "a crudely made charm" msgstr "aĉe faritan talismanon" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Silenta Arbaro" #: script/outside.js:169 msgid "gather wood" msgstr "kolekti lignon" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "alvenas nekonato dum la nokto" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "lacega familio enloĝas unu el la kabanoj." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "alvenas grupeto, plejparte plovo kaj ostoj." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "vagonaro alvenas, ambaŭ ĉagrene kaj espere." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "la urbeto nun egas. certe diskonite." #: script/outside.js:452 msgid "pop " msgstr "pop " #: script/outside.js:457 msgid "forest" msgstr "arbaro" #: script/outside.js:460 msgid "village" msgstr "vilaĝo" #: script/outside.js:543 msgid "check traps" msgstr "kontroli kaptilojn" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Soleca Kabano" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Malgrandega Vilaĝo" #: script/outside.js:568 msgid "A Modest Village" msgstr "Modesta Vilaĝo" #: script/outside.js:570 msgid "A Large Village" msgstr "Granda Vilaĝo" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Raŭka Vilaĝo" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "la ĉielo grizas kaj la vento blovas senĉese" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "seka plantaĵo kaj mortaj branĉoj disas sube" #: script/outside.js:621 msgid "the traps contain " msgstr "la kaptiloj enhavas " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Polva Vojo" #: script/path.js:37 msgid "supplies:" msgstr "provizaĵoj:" #: script/path.js:43 msgid "embark" msgstr "ek!" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "la kompaso indikas " #: script/path.js:102 msgid "perks:" msgstr "apartaĵoj:" #: script/path.js:132 msgid "none" msgstr "neniu" #: script/path.js:142 msgid "armour" msgstr "armaĵo" #: script/path.js:153 msgid "water" msgstr "akvo" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "neokupita {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "pezo" #: script/path.js:255 msgid "available" msgstr "disponebla" #: script/room.js:16 msgid "trap" msgstr "kaptilo" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "la konstruisto diras ke ŝi povas krei kaptilojn por kapti bestojn kiuj eble " "plu vivas ekstere" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "pli da kaptiloj por kapti pli da bestoj" #: script/room.js:21 msgid "more traps won't help now" msgstr "pli da kaptiloj ne plu helpas" #: script/room.js:31 msgid "cart" msgstr "ĉaro" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "la konstruisto diras ke ŝi povas krei ĉaron lignoportan" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "la kaduka ĉaro portos pli da ligno el la arbaro" #: script/room.js:44 msgid "hut" msgstr "kabano" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "la konstruisto diras ke estas pli da vagantoj, kaj ili laboros." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "la konstruisto starigas kabanon en la arbaro. tio diskoniĝos." #: script/room.js:49 msgid "no more room for huts." msgstr "ne sufiĉe da spaco por kabanoj" #: script/room.js:59 msgid "lodge" msgstr "ĉasistejo" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "vilaĝanoj povus helpi ĉasi, se estus ejo" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "la ĉasista loĝejo staras en la arbaro, iom for de la urbeto" #: script/room.js:74 msgid "trading post" msgstr "bazaro" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "bazaro plifaciligus komercon" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "nun la nomadoj havas lokon komerci, do ili verŝajne plu restas" #: script/room.js:88 msgid "tannery" msgstr "tanejo" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "la konstruisto diras ke ledo utilus, kaj la vilaĝanoj povus krei ĝin." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "tanejo ekstariĝas, ĉe la vilaĝa bordo" #: script/room.js:102 msgid "smokehouse" msgstr "fumaĵejo" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "bonus fumaĵi la viandon aŭ ĝi putros. la konstruisto povas krei ejon." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "la konstruisto finas la fumaĵejo. ŝi malsate aspektas." #: script/room.js:116 msgid "workshop" msgstr "laborejo" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "la konstruisto diras ke ŝi kreus pli delikatajn aĵojn se havus ilojn" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "la laborejo estas finita. la konstruisto viglas" #: script/room.js:131 msgid "steelworks" msgstr "ŝtalejo" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "la konstruisto diras ke la vilaĝanoj povus krei ŝtalon" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "nebuleto falas sur la vilaĝo kiam la ŝtalejo komencas" #: script/room.js:146 msgid "armoury" msgstr "armejo" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "la konstruisto diras ke utilus havi fonton da kugloj" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "la armejo pretas, bonvenigante armilojn pasintecajn" #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "torĉo por forigi la mallumon" #: script/room.js:173 msgid "waterskin" msgstr "ledbotelo" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "ĉi tiu ledbotelo portos iom da akvo, nu" #: script/room.js:185 msgid "cask" msgstr "barelo" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "la barelo portos sufiĉe da akvo por pli longaj vojaĝoj" #: script/room.js:198 msgid "water tank" msgstr "akvocisterno" #: script/room.js:202 msgid "never go thirsty again" msgstr "neniam soifos" #: script/room.js:211 msgid "bone spear" msgstr "osta lanco" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "ĉi tiu lanco ne elegantas, sed bone ponardas." #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "dorsosako" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "pli portante, plu vojaĝante" #: script/room.js:235 msgid "wagon" msgstr "vagono" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "la vagono povas porti multe da provizaĵoj" #: script/room.js:248 msgid "convoy" msgstr "vagonaro" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "la vangonaro povas tiri preskaŭ ĉiom" #: script/room.js:262 msgid "l armour" msgstr "l armaĵo" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "ledo ne fortas, sed nu, pli ol ĉifonoj." #: script/room.js:274 msgid "i armour" msgstr "f armaĵo" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "fero estas pli forta ol ledo" #: script/room.js:286 msgid "s armour" msgstr "ŝ armaĵo" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "ŝtalo estas pli forta ol fero" #: script/room.js:298 msgid "iron sword" msgstr "fera glavo" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "la glavo estas akra. bona protektilo kontraŭ la sovaĝejo." #: script/room.js:311 msgid "steel sword" msgstr "ŝtala glavo" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "la ŝtalo estas forta, kaj la klingo estas efektiva." #: script/room.js:324 msgid "rifle" msgstr "fusilo" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "nigra pulvoro kaj kugloj, kiel la tagoj pasintecaj." #: script/room.js:458 msgid "Room" msgstr "Ĉambro" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Malluma Ĉambro" #: script/room.js:498 msgid "light fire" msgstr "ekbruligi fajron" #: script/room.js:508 msgid "stoke fire" msgstr "hejti fajron" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "la ĉambro estas {0}" # This sentence is made by combining "the fire is" and an adjective. # A more natural way of doing this in Esperanto is by combining "la fajro" and a verb. #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "la fajro {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "la nekonato staras apud la fajro. ŝi diras ke ŝi povas helpi. diras, ke ŝi " "kreas aĵojn." #: script/room.js:580 msgid "freezing" msgstr "frosta" #: script/room.js:581 msgid "cold" msgstr "malvarma" #: script/room.js:582 msgid "mild" msgstr "milda" #: script/room.js:583 msgid "warm" msgstr "varma" #: script/room.js:584 msgid "hot" msgstr "varmega" #: script/room.js:596 msgid "dead" msgstr "mortis" #: script/room.js:597 msgid "smoldering" msgstr "fumetas" #: script/room.js:598 msgid "flickering" msgstr "flagretas" #: script/room.js:599 msgid "burning" msgstr "brulas" #: script/room.js:600 msgid "roaring" msgstr "brulas forte" #: script/room.js:604 msgid "A Firelit Room" msgstr "Luma Ĉambro" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "ne sufiĉe da ligno por ekbruligi la fajron" #: script/room.js:655 msgid "the wood has run out" msgstr "ne plu restas ligno" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "la lumo de la fajro disbrilas el la fenestroj, al la mallumecon" #: script/room.js:688 msgid "builder stokes the fire" msgstr "la konstruisto hejtas la fajron" #: script/room.js:718 msgid "the wind howls outside" msgstr "la vento blovas ekstere" #: script/room.js:719 msgid "the wood is running out" msgstr "la ligno preskaŭ ne plu estas" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "kaduka nekonato iras tra la pordo kaj disfalas ĉe la angulo" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "la nekonato tremas, kaj mallaŭte murmuras. ŝiaj vortoj nesencas." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "la nekonato ĉe la angulo ĉesas tremi. ŝiaj spiroj trankviliĝas." #: script/room.js:760 msgid "stores" msgstr "provizaĵoj" #: script/room.js:779 msgid "weapons" msgstr "armiloj" #: script/room.js:914 msgid "total" msgstr "tuto" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "ne sufiĉe da " #: script/room.js:951 msgid "builder just shivers" msgstr "la konstruisto nure tremas" #: script/room.js:1054 msgid "build:" msgstr "konstrui:" #: script/room.js:1061 msgid "craft:" msgstr "krei:" #: script/room.js:1068 msgid "buy:" msgstr "aĉeti:" #: script/ship.js:11 msgid "Ship" msgstr "Ŝipo" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Malnova Stelŝipo" #: script/ship.js:38 msgid "hull:" msgstr "ŝelo:" #: script/ship.js:44 msgid "engine:" msgstr "motoro:" #: script/ship.js:51 msgid "reinforce hull" msgstr "plifortigi ŝelon" #: script/ship.js:60 msgid "upgrade engine" msgstr "plibonigi motoron" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "ekflugi" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "ie super la polvonubo, la ŝiparo de la vagantoj ŝvebas. ĉeestis ĉi tiu ŝtono " "tro longatempe." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "ne sufiĉe da alimonda kunfondaĵo" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Ĉu pretas foriri?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "jam estas la temp' forflugi, ne revenos." #: script/ship.js:150 msgid "linger" msgstr "resti iom pli" #: script/space.js:42 msgid "hull: " msgstr "ŝelo: " #: script/space.js:76 msgid "Troposphere" msgstr "Troposfero" #: script/space.js:78 msgid "Stratosphere" msgstr "Stratosfero" #: script/space.js:80 msgid "Mesosphere" msgstr "Mezosfero" #: script/space.js:82 msgid "Thermosphere" msgstr "Termosfero" #: script/space.js:84 msgid "Exosphere" msgstr "Ekzosfero" #: script/space.js:86 msgid "Space" msgstr "La Kosmo" #: script/space.js:424 msgid "score for this game: {0}" msgstr "poentaro pri ĉi tiu ludo: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "totala poentaro: {0}" #: script/world.js:46 msgid "punch" msgstr "pugni" #: script/world.js:52 msgid "stab" msgstr "enpiki" #: script/world.js:58 msgid "swing" msgstr "svingi" #: script/world.js:64 msgid "slash" msgstr "glavstreki" #: script/world.js:70 msgid "thrust" msgstr "trapiki" #: script/world.js:76 msgid "shoot" msgstr "pafi" #: script/world.js:83 msgid "blast" msgstr "fulmobati" #: script/world.js:90 msgid "lob" msgstr "pugnegi" #: script/world.js:97 msgid "tangle" msgstr "ŝnuri" #: script/world.js:119 msgid "An Outpost" msgstr "Pikedo" #: script/world.js:120 msgid "Iron Mine" msgstr "Fera Minejo" #: script/world.js:121 msgid "Coal Mine" msgstr "Karba Minejo" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Sulfura Minejo" #: script/world.js:123 msgid "An Old House" msgstr "Malnova Domo" #: script/world.js:124 msgid "A Damp Cave" msgstr "Malseka Kaverno" #: script/world.js:125 msgid "An Abandoned Town" msgstr "Forlasita Urbeto" #: script/world.js:126 msgid "A Ruined City" msgstr "Ruina Urbo" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Faleginta Stelŝipo" #: script/world.js:128 msgid "A Borehole" msgstr "Boraĵo" #: script/world.js:129 msgid "A Battlefield" msgstr "Batalejo" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Malluma Marĉo" #: script/world.js:134 msgid "A Destroyed Village" msgstr "Detruita Vilaĝo" #: script/world.js:256 msgid "water:{0}" msgstr "akvo:{0}" #: script/world.js:283 msgid "pockets" msgstr "poŝoj" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "vp: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "danĝeras esti tiom for de la vilaĝo sen bona amraĵo" #: script/world.js:351 msgid "safer here" msgstr "malpli danĝeras ĉi tie" #: script/world.js:451 msgid "the meat has run out" msgstr "ne plu restas viando" #: script/world.js:456 msgid "starvation sets in" msgstr "ekas mortmalsato" #: script/world.js:481 msgid "there is no more water" msgstr "restas neniom da akvo" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "ne plu tolereblas la soifo" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "la arboj cedas al seka herbaro. la flava subaĵo susuras laŭ la vento." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "la arboj ne pluas. soifa tero kaj blovata polvo ne bele anstataŭas." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "arboj aperiĝas sur la horizonto. la herbaro iom post iome cedas al arbara " "subaĵo da sekaj branĉoj kaj falintaj folioj." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "la herbaro malkoncentriĝas. nur polvo restas." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "la neniejo haltas ĉe maro da mortantaj herboj, svingiĝante en la senakva " "venteto." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "muro da torditaj arboj suprenstaras el la polvo. iliaj branĉoj serpentumas, " "formante skeletan superaĵon." #: script/world.js:817 msgid "Wanderer" msgstr "Vaganto" #: script/world.js:822 msgid "The Village" msgstr "La Vilaĝo" #: script/world.js:851 msgid "the world fades" msgstr "la mondo malklariĝas" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "akvo repleniĝis" #: script/world.js:982 msgid "A Barren World" msgstr "Neniejo" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Sovaĝa Besto" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "sovaĝa besto" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "la sovaĝa besto mortis" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "sovaĝa besto saltegas el la plantaĵo" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Maldika Viro" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "maldika viro" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "la maldika viro mortis" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "maldika viro alproksimiĝas, kaj ŝajnas freneza" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Stranga Birdo" #: script/events/encounters.js:89 msgid "strange bird" msgstr "stranga birdo" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "la stranga birdo mortis" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "stranga birdo rapidege kuras trans la ebenaĵo" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Tremanta Viro" #: script/events/encounters.js:127 msgid "shivering man" msgstr "tremanta viro" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "la treminta viro mortis" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "tremanta viro alproksimiĝas kaj atakas per surprize ega forto" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Hom-Manĝanto" #: script/events/encounters.js:169 msgid "man-eater" msgstr "hom-manĝanto" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "la hom-manĝinto mortis" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "granda estaĵo atakas, ĝiaj ungegoj ĵus sangiĝitaj" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Kolektisto" #: script/events/encounters.js:206 msgid "scavenger" msgstr "kolektisto" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "la kolektisto mortis" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "kolektisto venas proksimen, esperante facilan batalon" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Grandega Lacerto" #: script/events/encounters.js:248 msgid "lizard" msgstr "lacerto" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "la lacerto mortis" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "la herbaro sovaĝe svingiĝas dum grandega lacerto tramarŝas" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Sovaĝa Teruraĵo" #: script/events/encounters.js:286 msgid "feral terror" msgstr "sovaĝa teruraĵo" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "la sovaĝa teruraĵo mortis" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "besto pli sovaĝa ol ĉio imagita ekkuras el la foliaro" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Soldato" #: script/events/encounters.js:323 msgid "soldier" msgstr "soldato" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "la soldato mortis" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "soldato ekpafadas de trans la dezerto" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Tiraljoro" #: script/events/encounters.js:366 msgid "sniper" msgstr "tiraljoro" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "la tiraljoro mortis" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "pafo sonoras el ie en la alta herbaro" #: script/events/global.js:6 msgid "The Thief" msgstr "La Ŝtelisto" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "la vilaĝanoj tiras malpuregan viron el la provizejo." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "ili diras ke liaj kamaradoj ŝteletadis la provizaĵojn." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "ili pensas ke bonas pendumi lin kiel ekzemplo." #: script/events/global.js:17 msgid "a thief is caught" msgstr "ŝtelisto kaptitas" #: script/events/global.js:21 msgid "hang him" msgstr "pendumi lin" #: script/events/global.js:25 msgid "spare him" msgstr "pardoni lin" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "la vilaĝanoj pendumas la ŝteliston alte antaŭ la provizejo." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "la punkto efikas. dum la venontaj tagoj, la mankitaj provizaĵoj estas " "redonataj." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "la viro dankegas vin kaj diras ke li ne plu revenos." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "antaŭ lia foriro li instruas lian scion pri la ŝtelirado." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Detruita Kaptilo" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "kelkaj kaptiloj estas disŝiritaj." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "grandaj piedpremsignoj forpasas arbaren." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "kelkaj kaptiloj iĝis detruitaj" #: script/events/outside.js:26 msgid "track them" msgstr "sekvi ilin" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "ignori ilin" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "la piedpremsignoj malaperas post kelkaj minutoj." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "la arbaro silentas." #: script/events/outside.js:40 msgid "nothing was found" msgstr "nenio troveblis." #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "iri hejmen" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "ne multe for de la vilaĝo restas granda besto. ĝia felo sangsorbiĝis." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "ĝi ne multe malcedis kontraŭ la tranĉilo." #: script/events/outside.js:53 msgid "there was a beast. it's dead now" msgstr "estis besto. mortis besto" #: script/events/outside.js:69 msgid "Fire" msgstr "Fajro" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "fajro furioze disiris tra unu el la kabanoj, ĝin detruinta." #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "ĉiuj loĝantoj de la kabano pereis pro la fajro." #: script/events/outside.js:79 msgid "a fire has started" msgstr "fajro ekkomenciĝis" #: script/events/outside.js:86 msgid "mourn" msgstr "funebri" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "kelkaj vilaĝanoj mortis" #: script/events/outside.js:95 msgid "Sickness" msgstr "Malsano" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "malsano disvastiĝas tra la vilaĝo." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "kuraciloj estas tujaj devoj." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "kelkaj vilaĝanoj malsanas" #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 kuracilo" #: script/events/outside.js:114 msgid "ignore it" msgstr "ignori ĝin" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "la malsanuloj bontempe estas kuracitaj." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "suferintoj resaniĝis" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "la malsano disvastiĝas tra la vilaĝo." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "la tagojn pasigas per enterigado." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "kriegoj aŭdeblas dum la noktoj." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "suferantoj lasiĝas morti" #: script/events/outside.js:153 msgid "Plague" msgstr "Pesto" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "terura pesto rapide disvastiĝas tra la vilaĝo." #: script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "pesto afliktas la vilaĝon" #: script/events/outside.js:168 msgid "buy medicine" msgstr "aĉeti kuracilon" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 kuraciloj" #: script/events/outside.js:179 msgid "do nothing" msgstr "fari nenion" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "la pesto ne plu eblas disvastiĝi." #: script/events/outside.js:187 msgid "only a few die." msgstr "nur malmultaj mortas." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "la aliaj entombigas ilin." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "pesto tute detruiĝis finfine" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "la pesto ŝiriras tra la vilaĝo." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "la nura espero estas rapida morto." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "la popolo estas preskaŭ tutmortigita" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Besta Atako" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "aro da sovaĝaj bestoj sinŝutas el la arboj." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "la batalo estas mallonga kaj sangema, sed la bestoj forkuras." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "la vilaĝanoj revenas por funebri pri la mortintoj." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "sovaĝaj bestoj atakas la vilaĝanojn" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "predantoj iĝas predatoj. la vivprezo nejustas." #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Milita Provizbatalo" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "pafo sonoras tra la arboj." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "bone armitaj viroj ekkuras el la arbaro, pafante la amason." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "post batalo ili forpeliĝis, sed ne sen vilaĝaj mankintoj." #: script/events/outside.js:269 msgid "troops storm the village" msgstr "trupanoj kuratakas la vilaĝon" #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "militbatalado ĉiam sangon deziras" #: script/events/room.js:6 msgid "The Nomad" msgstr "La Nomado" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "nomado marŝetas en la vidaĵon, portante tujkreitajn sakojn ligitajn per " "kruda ŝnuro." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "li ne diras pri lia devenejo, sed certe li ne restos ĉi tie." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "nomado alvenas, dezirante komerci" #: script/events/room.js:20 msgid "buy scales" msgstr "aĉeti skvamojn" #: script/events/room.js:25 msgid "buy teeth" msgstr "aĉeti dentojn" #: script/events/room.js:30 msgid "buy bait" msgstr "aĉeti logviandon" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "kaptilojn pli efikas kun logviando." #: script/events/room.js:39 msgid "buy compass" msgstr "aĉeti kompason" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "la malnova kompaso estas batita kaj polva, sed ŝajne funkcias." #: script/events/room.js:45 script/events/room.js:227 #: script/events/room.js:240 script/events/room.js:253 #: script/events/room.js:309 script/events/room.js:332 #: script/events/room.js:388 script/events/room.js:411 #: script/events/room.js:450 script/events/room.js:568 #: script/events/room.js:584 script/events/room.js:600 #: script/events/room.js:611 msgid "say goodbye" msgstr "adiaŭi" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Bruoj" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "tra la muroj, tremaj bruoj aŭdeblas." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "ne povas difini kion ili faras." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "strangaj bruoj aŭdeblas tra la muroj" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "esplori" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "nubaj formoj moviĝas, ne en la vidaĵo." #: script/events/room.js:79 msgid "the sounds stop." msgstr "ĉesas la bruoj." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "reen" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "" "fasko da bastonoj restas preter la pordolimo, kovrita per malglataj feloj." #: script/events/room.js:92 msgid "the night is silent." msgstr "la nokto silentas." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "grataj bruoj aŭdeblas el la provizejo." #: script/events/room.js:112 msgid "something's in there." msgstr "io estas tie." #: script/events/room.js:114 msgid "something's in the store room" msgstr "io estas en la provizejo." #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "iom da ligno mankas." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "etaj skvamoj disas sur la grundo" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "etaj dentoj disas sur la grundo" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "etaj ĉifonoj disas sur la grundo" #: script/events/room.js:190 msgid "The Beggar" msgstr "La Almozulo" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "alvenas almozulo." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "li petas ajnajn felojn doneblajn por varmigi lin nokte." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "alvenas almozulo" #: script/events/room.js:204 msgid "give 50" msgstr "doni 50" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "doni 100" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "forsendi lin" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "la almozulo esprimas dankon." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "li forlasas amason da skvametoj." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "li forlasas amason da dentetoj." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "li forlasas kelkajn ĉifonojn." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "La Mistera Vaganto" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "alvenas vaganto kun malplena ĉaro. diras, ke se li foriras kun ligno li " "revenos kun pli." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "konstruisto dubas, ĉu li fidindas" #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "alvenas mistera vaganto" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "doni 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "la vaganto foriras, ligno en la ĉaro" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "revenas la mistera vaganto. ĉaro portas lignamason." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "alvenas vaganto kun malplena ĉaro. diras, ke se ŝi foriras kun feloj ŝi " "revenos kun pli." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "konstruisto dubas, ĉu ŝi fidindas" #: script/events/room.js:365 msgid "turn her away" msgstr "forsendi ŝin" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "la vaganto foriras, feloj en la ĉaro" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "revenas la mistera vaganto. ĉaro portas multajn felojn." #: script/events/room.js:420 msgid "The Scout" msgstr "La Rovero" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "la rovero diras ke ŝi ĉie vojaĝis." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "ŝi diskutus, por prezo." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "rovero tranoktas" #: script/events/room.js:434 msgid "buy map" msgstr "aĉeti mapon" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "la mapo malkovras iom da la mondo" #: script/events/room.js:440 msgid "learn scouting" msgstr "lerni esplorvidu" #: script/events/room.js:459 msgid "The Master" msgstr "La Majstro" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "maljuna vaganto alvenas." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "li amike ridetas kaj petas tranoktan loĝejon." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "maljuna vaganto alvenas" # not a direct translation. works in context. #: script/events/room.js:473 msgid "agree" msgstr "permesi" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "pro via helpo, la vaganto ofertas lian saĝon." #: script/events/room.js:493 msgid "evasion" msgstr "evitado" #: script/events/room.js:503 msgid "precision" msgstr "precizeco" #: script/events/room.js:513 msgid "force" msgstr "forto" #: script/events/room.js:532 msgid "The Sick Man" msgstr "La Malsanulo" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "viro lame venas, tusante." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "li almozpetas kuracilon." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "malsanulo lame venas" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "doni 1 kuracilon" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "la viro glutas la kuracilon avide" #: script/events/room.js:552 msgid "tell him to leave" msgstr "forigu lin" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "la viro dankas vin." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "li forlasas rekompencon." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "ia stranga metalo kiun li prenis dum lia vojaĝo." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "iaj strangaj lumaj skatoloj kiujn li prenis dum lia vojaĝo." #: script/events/room.js:593 msgid "all he has are some scales." msgstr "li havas nur kelkajn skvamojn." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "la viro dankas vin kaj lame foriras." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "Pikedo" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "sekurejo en la sovaĝejo." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Malluma Marĉo" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "putrantaj kanoj staras el la marĉa tero." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "sola rano sidas en la sterkakvo, silente." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "marĉo putras sub la senmova aero." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "eniri" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "profunde en la marĉo estas muskkovrita kabano." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "maljuna vaganto sidas en ĝi, ŝajne trancas." #: script/events/setpieces.js:61 msgid "talk" msgstr "paroli" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "la vaganto forprenas la talismanon kaj malrapide kapjesas." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "" "li diras ke li iam pasintece kondukis la egajn ŝiparojn al novaj mondoj." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "nesondebla detruado por daŭrigi la malsatojn de vagantoj." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "lia tempo esti ĉi tie, estas lia puno." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Malseka Kaverno" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "la buŝego de la kaverno estas larĝa kaj malluma." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "ne povas vidi la enaĵojn" #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "la tero ĉi tie fendiĝas, kvazaŭ ĝi havas praan vundon" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "eniri" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "ektimita besto defendas sian hejmon" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "antaŭen" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "foriri de la kaverno" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "la kaverno mallarĝiĝas post kelkaj futoj." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "la muroj estas malseketaj kaj muskkovritaj" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "premi" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "la ruino de malnova tendaro restas en la kaverno." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "litsakoj, ŝiritaj kaj nigrigitaj, kuŝas sub maldika tavolo da polvo." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "la korpo de vaganto kuŝas en kaverneto." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "putraĵo ĝin putrigis, kaj kelkaj pecoj mankas." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "ne povas difini kion lasis ĝin ĉi tie." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "la torĉo skuiĝas kaj la fajro mortas en la malseka aero" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "la mallumeco tutas" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "la torĉo senfajriĝas" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "kaverna lacerto atakas" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "granda besto ekkuras el la mallumeco" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "grandega lacerto rampas antaŭen" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "nesto de granda besto kuŝas ĉe la malantaŭo de la kaverno." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "eta provizkaŝaĵo kaŝiĝas ĉe la malantaŭo de la kaverno." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "" "malnova kesto estas kojnumita malantaŭ ŝtono, kovrita per dika tavolo da " "polvo." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Forlasita Urbeto" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "" "malgranda urbeto restas antaŭen kun malplenaj domoj bruligitaj kaj " "senŝeliĝantaj." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "rompitaj stratlumiloj staras, rustiĝas. lumo ne benis la lokon por longa " "tempo." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "la urbeto restas forlasita, ĝia civito longtempe mortinta" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "esplori" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "" "la fenestroj de la lernejo estas nigriĝitaj per fulgo. la nenigraj estas jam " "tute rompitaj." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "la paro da pordoj knaris senĉese pro la vento." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "foriri de la urbeto" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "embuske atakita sur la strato." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "malalta konstruaĵo staras antaŭe" #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "verda kruco apenaŭ videbla estas malantaŭ malpuraj fenestroj." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "eta provizkaŝaĵo estas metita en rusta ŝranko." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "kolektisto atendas post la pordo." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "besto staras sole en surkreskata parko." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "renversita karavano diskuŝas trans la multtrua strato." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "kolektistoj jam forprenis multe da la enhavaĵoj, sed estas ankoraŭ kelkaj " "valoraĵoj en ĝi." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "frenezulo atakas, kriante." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "fortulo moviĝas el la umbroj." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "besto ekkuras el detruita lernĉambro." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "tra la grandaj gimnastikaj pordoj, piedpaŝoj aŭdeblas." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "la torĉlumo sendas flagretaĵon tra la koridoro." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "la piedpaŝoj ĉesas." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "plia besto, ellogite pro la bruo, saltegas el areto da arboj." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "io kaŭzas agitadon iom fore, sur la vojo." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "eble batalo." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "eta korbo da manĝaĵo estas kaŝita sub parka benko, kun noto." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "ne povas legi la tekston." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "panika kolektisto sin ekĵetas tra la pordo, kriante." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "viro staras super morta vaginto kaj rimarkas ke li ne solas." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "la kolektisto havis etan tendaron en la lernejo." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" "kolektitaj ĉifonoj disvastiĝis trans la planko, kiel ili falis el la bena " "ĉielo." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "la kolektisto serĉis provizaĵojn ĉi tie, ŝajne." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "bedaŭrus lasi liajn serĉaĵojn putriĝi." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "sub la ĉifonoj de la vaginto, tenite en unu el ĝiaj multaj manoj, rebrilo de " "ŝtalo." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "valoras murdi pro ĝi, ŝajne." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "prenaĵo po prenaĵo ŝajne justas." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "nu, ĉiam kutime justis." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "ŝercado de la ostoj aperigas kelkajn utilaĵetojn." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "estas iom da kuraciloj forlasite en la tirkesto." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "la kuracejo estis rompiĝita." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "nur polvo kaj makuloj restas." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Ruina Urbo" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "batita landstrata signo staras garde ĉe la enirejo de ĉi tiu iam-granda urbo." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "la turoj ankoraŭ nepereiĝintaj staras el la pejzaĵo kiel brustokorbo de ia " "prabesto." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "eble ankoraŭ enhavas kelkajn valoraĵojn." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "la turoj de ruiniĝanta urbo mastras la horizonton" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "la stratoj malplenas." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "la aero plenas per polvo, peladata de la senĉesa ventego." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "foriri de la urbo" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" "oranĝkoloraj trafikkonusoj metitas trans la strato, palaj kaj rompitaj." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "lumoj ekbrilas tra la stratetoj inter konstruaĵoj." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "granda domaĉurbo disas trans la stratoj." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "vizaĝoj malheligitaj pro fulgo kaj sango rigardas el kabanaĉoj." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "la ŝelo de forlasita malsanulejo staras antauen." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "la malnova turo ŝajnas plejparte nerompita." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "la ŝelo de bruligita aŭto baras la enirejon." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "tamen la plejparto da la fenestroj teretaĝaj estas rompita." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "granda lacerto ekrampas el la mallumeco de malnova subpasejo." #: script/events/setpieces.js:1368 msgid "descend" msgstr "subeniri" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "la pafo resonas tra la malplena strato." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "la soldato paŝas el inter la konstruaĵoj, fusilon altigante." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "malforta viro staras malcede, kaj baras la vojon." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "nur subrigardantaj okuloj." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "la homoj ĉi tie jam cedis antaŭtempe." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "malplenaj koridoroj." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "kolektistoj tute enserĉis ĉi tiun lokon." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "maljuna viro ekĵetas sin tra pordo, portante sekcilon." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "fortulo atendas ĉe la alia flanko de la muro." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "bruanta besto eksaltas el la malantaŭo de aŭto." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "la strato sur la subpaseja platformo forbloviĝis." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "lasas iom da lumo al la polvan nebuleton." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "bruo sonas el la tunelo antaŭe." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "antaŭe io aspektas kiel ia tendaro." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "rusta ĉenero estas tirata trans strateto." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "fajroj brulas ĉe la korto pretera." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "pli da voĉoj aŭdeblas antaŭe." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "ili devas havi tialon esti ĉi tie." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "la sono de pafado disas per la vento." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "la strato antaŭe briletas per fajrolumo." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "pli da loĝantoj nun amasas." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "iu ĵetas ŝtonon." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "ekfarita vendejo estas starigata sur la piedstrato." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "la proprulo staras rigardante, stoike." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "viandostrioj pendas kaj sekiĝas ĉe la flanko de la strato." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "la homoj reen paŝas, kaj evitas okulvidi." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "iu ŝlosis kaj baregis la pordon al ĉi tiu operaciejo." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "tribo da maljunaj loĝantoj tendumas en ĉi tiu ĉambro." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "aro da lacertoj ĉirkaŭvenas el la angulo." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "viandostrioj pendas por sekiĝi ĉi tie." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "granda birdo nestis super la ŝtuparo." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "la rubo pli koncentras ĉi tie." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "eble iom da utilaĵoj estas en la rubo." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "amaso da ratoj ekkuras el la tunelo." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "granda viro atakas, svingante bajoneton." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "dua soldato ekpafadas." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "maskita soldato venas el la angulo, tenante pafilon." #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "la amaso hule kuras antauen." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "junulo atakas per branĉo." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "loĝanto staras forte en la pordaperturo de eta kabano." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "malantaŭ la pordo, misformita figuro vekiĝas kaj atakas." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "" "tuj kiam la pordo malfermiĝas iomete, centoj da tentakloj erupcie sinĵetas " "el ĝi." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "la birdo certe ŝatis briletaĵojn." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "kelkaj bonaĵoj estas enteksitaj en ĝia nesto." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "ne multo ĉi tie." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "kolektistoj ŝajne jam serĉis ĉi tie." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "la tunelo estas konektita al alia platformo." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "la muroj estas bruligitaj pro praa batalo." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "korpoj kaj provizaĵoj el la du partioj disas sube." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "la eta armea pikedo enhavas multajn provizaĵojn." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "armiloj kaj municioj, antikvaĵoj de la milito, estas ordeme aranĝitaj sur la " "planko de la provizejo." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "same mortigeble nun, kiel tiam." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "kelkaj provizaĵoj troveblas post serĉado de la korpoj." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "pli da soldatoj venos." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "bona tempo foriri." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "la vilaĝeto jam dum longa tempo brulas." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" "la korpoj de la vagintoj kiuj loĝis ĉi tie ankoraŭ videblas en la fajroj." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "ankoraŭ povas savi kelkajn provizaĵojn." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" "la restantaj enloĝintoj fuĝas la perforton, iliajn propraĵojn forlasinte." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "ne estas multo. sed kelkaj utilaĵoj ankoraŭ troveblas." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "la juna enloĝinto portis kanvasan sakon." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "ĝi enhavas vojaĝilaron, kaj kelkajn aĵetojn." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "ne estas pli ĉi tie." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "en la kabano, infano ploras." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "kelkaj propraĵoj restas kontraŭ la muroj." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "la fetoro de putro kaj morto plenigas la operaciejojn." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "kelkaj aĵoj disas sube." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "ne estas pli ĉi tie." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "perfektŝajna kuracilujo staras ĉe la fino de koridoro." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "la kromaĵo de la malsanulejo estas malplena." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "iu arigis provizaĵojn ĉi tie." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "la tentakla hororaĵo malvenkis." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "interne, la korpaĵeroj de ĝiaj viktimoj disas ĉie." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "la misformita viro mortis." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "la operaciejo enhavas multe da strangaj iloj." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "la maljuna viro havis etan kaŝaĵon da interesaj aĵoj." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Malnova Domo" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "malnova domo restas ĉi tie, iam blanka, nun flaveta kaj senŝeliĝanta." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "la pordo pendas, malfermiĝinta." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "la ruino de malnova domo staras kiel monumento de pli simpla epoko" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "la domo estas forlasita sed ne enserĉita." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "estas ankoraŭ kelkaj akveroj en la malnova puto." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "la domo estis enserĉita kaj rompita." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "sed estas kaŝaĵo da kuraciloj sub la planko." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "viro ekkuras trans la koridoro, rustan tranĉilon portante" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Forgesita Batalejo" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "batalo okazis ĉi tie, antaŭ longa tempo." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "batita teĥnologio el la du partioj restas sur la fulmobatita pejzaĝo." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Grandega Boraĵo" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" "grandega truo profunde tranĉitis en la teron. atesto al la pasinta rikolto." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "ili forprenis kion ili deziris, kaj foriris." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "rubo el la grandegaj boriloj troveblas ĉe la rando de la profundegaĵo." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Faleginta Ŝipo" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "la konetaj kurboj de ŝipo de vaganto staras el la polvo kaj cindro." #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "bonŝance la Terloĝantoj ne povas funkciigi la meĥanikaĵojn." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "per iom da klopodo, ĝi eble denove flugos." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "plibonigi" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "La Sulfura Minejo" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "la armeo jam staras ĉe la mineja enirejo." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "soldatoj patrolas ĉe la ĉirkaŭbordo. fusiloj restas sur iliaj ŝultroj." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "milita ĉirkaŭbordo staras ĉirkaŭ la minejo." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "ataki" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "soldato, nun atenta, ekpafas." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "forkuri" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "dua soldato ekbatalas." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "grizharara soldato atakas, svingante bajoneton." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "la armea ĉeesteco estas forigita." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "nun la minejo sendanĝeras por la laboristoj." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "la sulfura minejo sendanĝeras" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "La Karba Minejo" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "tendaraj fajroj brulas ĉe la enirejo de la minejo." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "viroj tien kaj reen marŝas, armiloj pretas." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "ĉi tiu minejo ne estas forlasita" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "viro enbataliĝas" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "restas nur la ĉefo." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "la tendaro trankviliĝas, krom la kraketado de la fajroj." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "la karba minejo sendanĝeras" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "La Fera Minejo" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "malnova fera minejo restas ĉi tie, iloj forlasitaj kaj rustaj." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "senkoloraj ostoj multe disas ĉe la enirejo. multaj havas profundajn " "kanelaĉojn" #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "sovaĝaj hurloj resonas el la mallumeco." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "la vojo kondukas al forlasita minejo" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "granda besto eksaltas, muskoloj fortŝajnaj en la torĉlumo" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "la besto mortis." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "la fera minejo sendanĝeras" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Detruita Vilaĝo" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "detruita vilaĝo restas en polvo." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "nigrigitaj korpoj disas sube." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "la metala gusteto da vaganta postbrulaĵo ŝvebas en la aero." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "domaĉo staras ĉe la centro de la vilaĝo." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "estas ankoraŭ provizaĵoj en ĝi." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "ĉiom da la laboro de antaŭa generacio estas ĉi tie." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "maturaĵo por forrikolti." ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/es/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/es/strings.js ================================================ _.setTranslation({"Dropbox connection": "Conexi\u00f3n con dropbox", "connect game to dropbox local storage": "conectar el juego al almacenamiento local de dropbox", "connect": "conectar", "cancel": "cancelar", "Dropbox Export / Import": "Exportar / Importar a dropbox", "export or import save data to dropbox datastorage": "exportar o importar datos guardados a dropbox", "your are connected to dropbox with account / email ": "est\u00e1s conectado a dropbox con la cuenta / email ", "save": "guardar", "load": "cargar", "signout": "salir", "choose one slot to save to": "escoge una ranura para guardar", "save to slot": "guardar en la ranura", "choose one slot to load from": "escoge una ranura para cargar", "load from slot": "cargado desde la ranura", "successfully saved to dropbox datastorage": "guardado con \u00e9xito en dropbox", "error while saving to dropbox datastorage": "error mientras se guardaba en dropbox", "ok": "aceptar", "boxer": "boxeador", "punches do more damage": "los golpes hacen m\u00e1s da\u00f1o", "learned to throw punches with purpose": "aprendido lanzar golpes con prop\u00f3sito", "martial artist": "artista marcial", "punches do even more damage.": "los golpes hacen a\u00fan m\u00e1s da\u00f1o.", "learned to fight quite effectively without weapons": "aprendido a luchar con efectividad sin armas", "unarmed master": "experto sin armas", "punch twice as fast, and with even more force": "golpea el doble de r\u00e1pido, y con m\u00e1s fuerza", "learned to strike faster without weapons": "aprendido a golpear m\u00e1s r\u00e1pido sin armas", "barbarian": "b\u00e1rbaro", "melee weapons deal more damage": "las armas cuerpo a cuerpo hacen m\u00e1s da\u00f1o", "learned to swing weapons with force": "aprendido usar armas con fuerza", "slow metabolism": "metabolismo lento", "go twice as far without eating": "ir el doble de lejos sin comer", "learned how to ignore the hunger": "aprendido a ignorar el hambre", "desert rat": "rata del desierto", "go twice as far without drinking": "ir el doble de lejos sin beber", "learned to love the dry air": "aprendido a amar el aire seco", "evasive": "evasivo", "dodge attacks more effectively": "esquivar ataques con m\u00e1s efectividad", "learned to be where they're not": "aprendido a estar donde ellos no", "precise": "precisi\u00f3n", "land blows more often": "golpea m\u00e1s seguido", "learned to predict their movement": "aprendido a predecir su movimiento", "scout": "explorar", "see farther": "ver m\u00e1s lejos", "learned to look ahead": "aprendido a mirar hacia adelante", "stealthy": "sigiloso", "better avoid conflict in the wild": "mejor evita el conflicto en lo salvaje", "learned how not to be seen": "aprendido a no ser visto", "gastronome": "gastr\u00f3nomo", "restore more health when eating": "recuperar m\u00e1s salud al comer", "learned to make the most of food": "aprendido a obtener lo m\u00e1ximo de la comida", "lights off.": "luces fuera.", "restart.": "reiniciar.", "share.": "compartir.", "save.": "guardar.", "Export / Import": "Exportar / Importar", "export or import save data, for backing up": "exportar o importar datos guardados, para respaldar", "or migrating computers": "o migrar computadoras", "export": "exportar", "import": "importar", "save this.": "guardar esto.", "got it": "lo tengo", "are you sure?": "\u00bfest\u00e1s seguro?", "if the code is invalid, all data will be lost.": "si el c\u00f3digo es inv\u00e1lido, los datos se perder\u00e1n.", "this is irreversible.": "esto es irreversible.", "yes": "s\u00ed", "put the save code here.": "coloca aqu\u00ed el c\u00f3digo de guardado.", "Restart?": "\u00bfReiniciar?", "restart the game?": "\u00bfreiniciar el juego?", "Share": "Compartir", "bring your friends.": "invita a tus amigos.", "close": "cerrar", "lights on.": "luces encendidas.", "Go Hyper?": "\u00bfActivar modo Hyper?", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "al activar el modo Hyper el juego ir\u00e1 al doble de velocidad, \u00bfquieres hacerlo?", "classic.": "cl\u00e1sico.", "{0} per {1}s": "{0} / {1}s", "eat meat": "comer carne", "use meds": "usar medicamento", "miss": "fallo", "stunned": "aturdido", "leave": "salir", "drop:": "soltar:", "nothing": "nada", "take": "tomar", "take:": "tomar:", "nothing to take": "nada que tomar", "all": "todo", "take everything": "tomar todo", " and ": " y ", "*** EVENT ***": "*** EVENTO ***", "saved.": "guardado.", "wood": "madera", "builder": "constructor", "teeth": "diente", "meat": "carne", "fur": "pelaje", "alien alloy": "aleaci\u00f3n alien\u00edgena", "bullets": "balas", "charm": "talism\u00e1n", "leather": "cuero", "iron": "hierro", "steel": "acero", "coal": "carb\u00f3n", "sulphur": "azufre", "energy cell": "celda de energ\u00eda", "torch": "antorcha", "medicine": "medicina", "hunter": "cazador", "trapper": "trampero", "tanner": "curtidor", "grenade": "granada", "bolas": "boleadoras", "bayonet": "bayoneta", "charcutier": "carnicer\u00eda", "iron miner": "minero de hierro", "iron mine": "mina de hierro", "coal miner": "minero de carb\u00f3n", "coal mine": "mina de carb\u00f3n", "sulphur miner": "minero de azufre", "sulphur mine": "mina de azufre", "armourer": "armero", "steelworker": "trabajador del acero", "bait": "cebo", "cured meat": "cecina", "scales": "escama", "compass": "br\u00fajula", "laser rifle": "rifle l\u00e1ser", "gatherer": "recolector", "cloth": "tela", "thieves": "ladrones", "not enough fur": "no hay suficiente pelaje", "not enough wood": "no hay suficiente madera", "not enough coal": "no hay suficiente carb\u00f3n", "not enough iron": "no hay suficiente hierro", "not enough steel": "no hay suficiente acero", "not enough sulphur": "no hay suficiente azufre", "baited trap": "trampa con cebo", "not enough scales": "no hay suficientes escamas", "not enough cloth": "no hay suficiente tela", "not enough teeth": "no hay suficientes dientes", "not enough leather": "no hay suficiente cuero", "not enough meat": "no hay suficiente carne", "the compass points east": "la br\u00fajula apunta al este", "the compass points west": "la br\u00fajula apunta al oeste", "the compass points north": "la br\u00fajula apunta al norte", "the compass points south": "la br\u00fajula apunta al sur", "the compass points northeast": "la br\u00fajula apunta al noreste", "the compass points northwest": "la br\u00fajula apunta al noroeste", "the compass points southeast": "la br\u00fajula apunta al sureste", "the compass points southwest": "la br\u00fajula apunta al suroeste", "Outside": "Afuera", "scraps of fur": "trozos de pelaje", "bits of meat": "pedazos de carne", "strange scales": "escamas extra\u00f1as", "scattered teeth": "dientes dispersos", "tattered cloth": "tela andrajosa", "a crudely made charm": "un talism\u00e1n toscamente hecho", "A Silent Forest": "Un Bosque Silencioso", "gather wood": "recoger madera", "a stranger arrives in the night": "un forastero llega durante la noche", "a weathered family takes up in one of the huts.": "una familia sobreviviente se establece en una de las caba\u00f1as.", "a small group arrives, all dust and bones.": "un peque\u00f1o grupo llega, puro polvo y huesos.", "a convoy lurches in, equal parts worry and hope.": "un grupo se acerca tambaleando, lleno de preocupaci\u00f3n y esperanza.", "the town's booming. word does get around.": "la aldea es pr\u00f3spera. se corre la voz.", "pop ": "pob ", "forest": "bosque", "village": "pueblo", "check traps": "verificar trampas", "A Lonely Hut": "Una Caba\u00f1a Solitaria", "A Tiny Village": "Una Aldea Peque\u00f1a", "A Modest Village": "Una Aldea Modesta", "A Large Village": "Una Aldea Grande", "A Raucous Village": "Una Aldea Estridente", "the sky is grey and the wind blows relentlessly": "el cielo est\u00e1 gris y el viento sopla sin piedad", "dry brush and dead branches litter the forest floor": "arbustos secos y ramas muertas adornan el suelo del bosque", "the traps contain ": "las trampas contienen ", "A Dusty Path": "Un Camino Polvoriento", "supplies:": "suministros:", "embark": "embarcar", "the compass points ": "la br\u00fajula apunta", "perks:": "ventajas:", "none": "ninguno", "armour": "armadura", "water": "agua", "free {0}/{1}": "libre {0}/{1}", "weight": "peso", "available": "disponible", "trap": "trampa", "builder says she can make traps to catch any creatures might still be alive out there": "el constructor dice que puede hacer trampas para capturar cualquier criatura que est\u00e9 viva all\u00e1 afuera", "more traps to catch more creatures": "m\u00e1s trampas para capturar m\u00e1s criaturas", "more traps won't help now": "m\u00e1s trampas no ser\u00e1n de ayuda ahora", "cart": "carro", "builder says she can make a cart for carrying wood": "el constructor dice que puede hacer un carro para transportar madera", "the rickety cart will carry more wood from the forest": "el carro destartalado transportar\u00e1 m\u00e1s madera desde el bosque", "hut": "caba\u00f1a", "builder says there are more wanderers. says they'll work, too.": "el constructor dice que hay m\u00e1s vagabundos. dice que trabajar\u00e1n tambi\u00e9n.", "builder puts up a hut, out in the forest. says word will get around.": "el constructor levanta una caba\u00f1a, afuera en el bosque. dice que la voz se correr\u00e1.", "no more room for huts.": "no hay espacio para m\u00e1s caba\u00f1as.", "lodge": "pabell\u00f3n", "villagers could help hunt, given the means": "los aldeanos pueden ayudar a cazar, si se les proporcionan los medios", "the hunting lodge stands in the forest, a ways out of town": "el pabell\u00f3n de cacer\u00eda se encuentra en el bosque, alejado de la aldea", "trading post": "mercado", "a trading post would make commerce easier": "un mercado har\u00eda el comercio m\u00e1s sencillo", "now the nomads have a place to set up shop, they might stick around a while": "ahora los n\u00f3madas tienen un lugar para establecer su negocio, puede que se queden por un tiempo", "tannery": "tener\u00eda", "builder says leather could be useful. says the villagers could make it.": "el constructor dice que el cuero puede ser \u00fatil. dice que los aldeanos podr\u00edan hacerlo.", "tannery goes up quick, on the edge of the village": "la tener\u00eda es construida r\u00e1pidamente, a la orilla de la aldea", "smokehouse": "ahumadero", "should cure the meat, or it'll spoil. builder says she can fix something up.": "la carne debe curarse, o se echar\u00e1 a perder. el constructor dice que puede hacer algo al respecto.", "builder finishes the smokehouse. she looks hungry.": "el constructor termina el ahumadero. se ve hambriento.", "workshop": "taller", "builder says she could make finer things, if she had the tools": "el constructor dice que podr\u00eda hacer cosas m\u00e1s sofisticadas, si tuviera los medios", "workshop's finally ready. builder's excited to get to it": "el taller est\u00e1 listo. el constructor no puede esperar para usarlo", "steelworks": "acer\u00eda", "builder says the villagers could make steel, given the tools": "el constructor dice que los aldeanos podr\u00edan fabricar acero, si tuvieran los medios", "a haze falls over the village as the steelworks fires up": "una neblina cae sobre la aldea mientras que la acer\u00eda se enciende", "armoury": "armer\u00eda", "builder says it'd be useful to have a steady source of bullets": "el constructor dice que ser\u00eda \u00fatil tener una fuente continua de balas", "armoury's done, welcoming back the weapons of the past.": "la armer\u00eda est\u00e1 lista, dando la bienvenida a las armas del pasado.", "a torch to keep the dark away": "una antorcha para alejar la oscuridad", "waterskin": "cantimplora", "this waterskin'll hold a bit of water, at least": "esta cantimplora cargar\u00e1 un poco de agua, al menos", "cask": "barril", "the cask holds enough water for longer expeditions": "el barril contender\u00e1 suficiente agua para expediciones m\u00e1s largas", "water tank": "tanque de agua", "never go thirsty again": " nunca m\u00e1s sediento", "bone spear": "lanza de hueso", "this spear's not elegant, but it's pretty good at stabbing": "esta lanza no es elegante, pero es muy buena para apu\u00f1alar", "rucksack": "mochila", "carrying more means longer expeditions to the wilds": "cargar m\u00e1s significa expediciones m\u00e1s largas en lo salvaje", "wagon": "carreta", "the wagon can carry a lot of supplies": "la carreta puede cargar muchos suministros", "the convoy can haul mostly everything": "el convoy puede llevar casi todo", "l armour": "armadura c", "leather's not strong. better than rags, though.": "el cuero no es resistente. aunque es mejor que harapos.", "i armour": "armadura h", "iron's stronger than leather": "el hierro es m\u00e1s fuerte que el cuero", "s armour": "armadura a", "steel's stronger than iron": "el acero es m\u00e1s fuerte que el hierro", "iron sword": "espada de hierro", "sword is sharp. good protection out in the wilds.": "la espada est\u00e1 afilada. buena protecci\u00f3n afuera en lo salvaje.", "steel sword": "espada de acero", "the steel is strong, and the blade true.": "el acero es fuerte, y el filo real.", "black powder and bullets, like the old days.": "p\u00f3lvora negra y balas, como en los viejos tiempos.", "Room": "Habitaci\u00f3n", "A Dark Room": "Una Habitaci\u00f3n Oscura", "light fire": "encender hoguera", "stoke fire": "avivar el fuego", "the room is {0}": "la habitaci\u00f3n est\u00e1 {0}", "the fire is {0}": "la hoguera est\u00e1 {0}", "the stranger is standing by the fire. she says she can help. says she builds things.": "el extra\u00f1o se encuentra junto a la hoguera. dice que puede ayudar. dice que construye cosas.", "freezing": "congelada", "cold": "fr\u00eda", "mild": "d\u00e9bil", "warm": "templada", "hot": "caliente", "dead": "muerta", "smoldering": "latente", "flickering": "parpadeando", "burning": "quemando", "roaring": "rugiendo", "A Firelit Room": "Una Habitaci\u00f3n Iluminada", "not enough wood to get the fire going": "no hay suficiente madera para mantener la hoguera", "the wood has run out": "la madera se ha acabado", "the light from the fire spills from the windows, out into the dark": "la luz de la hoguera sale por las ventanas, hacia la oscuridad", "builder stokes the fire": "el constructor aviva el fuego", "the wind howls outside": "el viento aulla afuera", "the wood is running out": "la madera se est\u00e1 acabando", "a ragged stranger stumbles through the door and collapses in the corner": "un extra\u00f1o en harapos se tropieza en la puerta y se derrumba en la esquina", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "el extra\u00f1o tiembla, y murmura despacio. sus palabras no se entienden.", "the stranger in the corner stops shivering. her breathing calms.": "el extra\u00f1o en la esquina deja de temblar. su respiraci\u00f3n se calma.", "stores": "almac\u00e9n", "weapons": "armas", "not enough ": "no es suficiente", "builder just shivers": "el constructor s\u00f3lo tiembla", "build:": "construir:", "craft:": "fabricar:", "buy:": "comprar:", "Ship": "Nave", "An Old Starship": "Una Antigua Nave Estelar", "hull:": "casco:", "engine:": "motor:", "reinforce hull": "reforzar casco", "upgrade engine": "mejorar motor", "lift off": "despegar", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "en alg\u00fan lugar encima de la nube de escombros, se encuentra la flota del vagabundo. mucho tiempo ha pasado en esta roca.", "not enough alien alloy": "no hay suficiente aleaci\u00f3n alien\u00edgena", "Ready to Leave?": "\u00bfListo para partir?", "time to get out of this place. won't be coming back.": "es hora de salir de este lugar. no regresar\u00e9.", "linger": "quedarse", "hull: ": "casco: ", "Troposphere": "Trop\u00f3sfera ", "Stratosphere": "Estrat\u00f3sfera ", "Mesosphere": "Mes\u00f3sfera ", "Thermosphere": "Term\u00f3sfera ", "Exosphere": "Ex\u00f3sfera ", "Space": "Espacio", "score for this game: {0}": "puntuaci\u00f3n de este juego: {0}", "total score: {0}": "puntuaci\u00f3n total: {0}", "punch": "golpear", "stab": "apu\u00f1alar", "swing": "espadear", "slash": "acuchillar", "thrust": "empujar", "shoot": "disparar", "blast": "estallar", "lob": "lanzar granada", "tangle": "confundir", "An Outpost": "Un Puesto Avanzado", "Iron Mine": "Mina :de Hierro", "Coal Mine": "Mina de Carb\u00f3n", "Sulphur Mine": "Mina de Azufre", "An Old House": "Una Casa Vieja", "A Damp Cave": "Una Cueva H\u00fameda", "An Abandoned Town": "Una Aldea Abandonada", "A Ruined City": "Una Ciudad en Ruinas", "A Crashed Starship": "Una Nave Espacial Estrellada", "A Borehole": "Un Pozo", "A Battlefield": "Un Campo de Batalla", "A Murky Swamp": "Un Pantano Turbio", "A Destroyed Village": "Una Aldea Destru\u00edda", "water:{0}": "agua:{0}", "pockets": "bolsillos", "hp: {0}/{1}": "vida: {0}/{1}", "dangerous to be this far from the village without proper protection": "es peligroso estar tan lejos de la aldea sin una protecci\u00f3n apropiada", "safer here": "es m\u00e1s seguro aqu\u00ed", "the meat has run out": "la carne se ha terminado", "starvation sets in": "inanici\u00f3n inminente", "there is no more water": "no hay m\u00e1s agua", "the thirst becomes unbearable": "la sed se vuelve insoportable", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "los \u00e1rboles est\u00e1n rodeados de pasto seco. los arbustos amarillentos se mueven con el viento.", "the trees are gone. parched earth and blowing dust are poor replacements.": "no hay m\u00e1s \u00e1rboles. el paisaje fue reemplazado por tierra reseca y polvo en el aire.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "se ven \u00e1rboles en el horizonte. el pasto se convierte gradualmente en el suelo del bosque, lleno de ramas y hojas que han ca\u00eddo.", "the grasses thin. soon, only dust remains.": "el pasto va desapareciendo. pronto, s\u00f3lo quedar\u00e1 polvo.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "los p\u00e1ramos se rompen en un oc\u00e9ano de pasto moribundo, movi\u00e9ndose en la brisa \u00e1rida.", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "un muro de \u00e1rboles retorcidos se levanta desde el suelo. sus ramas se tuercen en un pabell\u00f3n a lo alto.", "Wanderer": "Vagabundo", "The Village": "La Aldea", "the world fades": "el mundo se desvanece", "water replenished": "agua repuesta", "A Barren World": "Un Mundo Est\u00e9ril", "A Snarling Beast": "Una Bestia Gru\u00f1ona", "snarling beast": "bestia gru\u00f1ona", "the snarling beast is dead": "la bestia gru\u00f1ona est\u00e1 muerta", "a snarling beast leaps out of the underbrush": "una bestia gru\u00f1ona salta desde un arbusto", "A Gaunt Man": "Un Hombre Demacrado", "gaunt man": "hombre demacrado", "the gaunt man is dead": "el hombre demacrado est\u00e1 muerto", "a gaunt man approaches, a crazed look in his eye": "un hombre demacrado se acerca, con mirada fren\u00e9tica", "A Strange Bird": "Un Ave Extra\u00f1a", "strange bird": "ave extra\u00f1a", "the strange bird is dead": "el ave extra\u00f1a est\u00e1 muerta", "a strange looking bird speeds across the plains": "un ave de aspecto extra\u00f1o vuela a trav\u00e9s de la planicie", "A Shivering Man": "Un Hombre Tembloroso", "shivering man": "hombre tembloroso", "the shivering man is dead": "el hombre tembloroso est\u00e1 muerto", "a shivering man approaches and attacks with surprising strength": "un hombre tembloroso se acerca y ataca con una fuerza sorprendente", "A Man-Eater": "Un Can\u00edval", "man-eater": "can\u00edval", "the man-eater is dead": "el can\u00edval est\u00e1 muerto", "a large creature attacks, claws freshly bloodied": "una gran criatura ataca, sus garras est\u00e1n ensangrentadas", "A Scavenger": "Un Carro\u00f1ero", "scavenger": "carro\u00f1ero", "the scavenger is dead": "el carro\u00f1ero est\u00e1 muerto", "a scavenger draws close, hoping for an easy score": "se acerca un carro\u00f1ero, esperando una presa f\u00e1cil", "A Huge Lizard": "Un Lagarto Enorme", "lizard": "lagarto", "the lizard is dead": "el lagarto est\u00e1 muerto", "the grass thrashes wildly as a huge lizard pushes through": "el pasto se mov\u00eda salvajemente cuando un lagarto enorme sale a trav\u00e9s de \u00e9l", "A Feral Terror": "Un Terror Salvaje", "feral terror": "terror salvaje", "the feral terror is dead": "el terror salvaje est\u00e1 muerto", "a beast, wilder than imagining, erupts out of the foliage": "una bestia, inimaginablemente salvaje, aparece desde el follaje", "A Soldier": "Un Soldado", "soldier": "soldado", "the soldier is dead": "el soldado est\u00e1 muerto", "a soldier opens fire from across the desert": "un soldado abre fuego a trav\u00e9s del desierto", "A Sniper": "Un Francotirador", "sniper": "francotirador", "the sniper is dead": "el francotirador est\u00e1 muerto", "a shot rings out, from somewhere in the long grass": "se oye un disparo, desde un lugar en el pasto alto", "The Thief": "El Ladr\u00f3n", "the villagers haul a filthy man out of the store room.": "los aldeanos llevan a un hombre sucio fuera del almac\u00e9n.", "say his folk have been skimming the supplies.": "dicen que su grupo ha estado robando las provisiones.", "say he should be strung up as an example.": "dicen que deber\u00eda ser colgado para que sirva como ejemplo.", "a thief is caught": "un ladr\u00f3n es capturado", "hang him": "colgarlo", "spare him": "liberarlo", "the villagers hang the thief high in front of the store room.": "los aldeanos cuelgan al ladr\u00f3n en lo alto enfrente del almac\u00e9n.", "the point is made. in the next few days, the missing supplies are returned.": "el mensaje se da a conocer. en los d\u00edas siguientes, las provisiones robadas regresan.", "the man says he's grateful. says he won't come around any more.": "el hombre dice estar agradecido. dice que ya no volver\u00e1.", "shares what he knows about sneaking before he goes.": "comparte lo que sabe de sigilo antes de irse.", "A Ruined Trap": "Una Trampa Arruinada", "some of the traps have been torn apart.": "algunas de las trampas han sido destruidas.", "large prints lead away, into the forest.": "grandes huellas llevan hacia afuera, en el bosque.", "some traps have been destroyed": "algunas trampas han sido destruidas", "track them": "seguir", "ignore them": "ignorar", "the tracks disappear after just a few minutes.": "las huellas desaparecen despu\u00e9s de unos minutos.", "the forest is silent.": "el bosque est\u00e1 en silencio.", "nothing was found": "nada fue encontrado", "go home": "ir a casa", "not far from the village lies a large beast, its fur matted with blood.": "no lejos de la aldea se encuentra una gran bestia, su pelaje manchado con sangre.", "it puts up little resistance before the knife.": "pone algo de resistencia ante el cuchillo.", "there was a beast. it's dead now": "hab\u00eda una bestia. est\u00e1 muerta", "Fire": "Fuego", "a fire rampages through one of the huts, destroying it.": "un incendio se extiende a trav\u00e9s de una de las caba\u00f1as, destruy\u00e9ndola.", "all residents in the hut perished in the fire.": "todos los residentes de la caba\u00f1a perecieron en el incendio.", "a fire has started": "se ha iniciado un fuego", "mourn": "lamentar", "some villagers have died": "algunos aldeanos han muerto", "Sickness": "Enfermedad", "a sickness is spreading through the village.": "una enfermedad se extiende por la aldea.", "medicine is needed immediately.": "se necesitan medicinas inmediatamente.", "some villagers are ill": "algunos aldeanos est\u00e1n enfermos", "1 medicine": "1 medicina", "ignore it": "ignorarlo", "the sickness is cured in time.": "la enfermedad se cura a tiempo.", "sufferers are healed": "los heridos se han sanado", "the sickness spreads through the village.": "la enfermedad se extiende por la aldea.", "the days are spent with burials.": "los d\u00edas pasan con entierros.", "the nights are rent with screams.": "las noches llenas de gritos.", "sufferers are left to die": "a los heridos se es deja morir", "Plague": "Plaga", "a terrible plague is fast spreading through the village.": "una terrible plaga se extiende r\u00e1pidamente en la aldea.", "a plague afflicts the village": "la peste arrasa con la aldea.", "buy medicine": "comprar medicinas", "5 medicine": "5 medicinas", "do nothing": "no hacer nada", "the plague is kept from spreading.": "la plaga deja de extenderse.", "only a few die.": "s\u00f3lo unos pocos mueren.", "the rest bury them.": "el resto los enterrar\u00e1.", "epidemic is eradicated eventually": "la epidemia se erradica eventualmente", "the plague rips through the village.": "la plaga arrasa con la aldea.", "the only hope is a quick death.": "la \u00fanica esperanza es una muerte r\u00e1pida.", "population is almost exterminated": "la poblaci\u00f3n est\u00e1 casi extinta", "A Beast Attack": "Un Ataque Bestial", "a pack of snarling beasts pours out of the trees.": "una manada de bestias gru\u00f1onas sale de los \u00e1rboles.", "the fight is short and bloody, but the beasts are repelled.": "la pelea es corta y sangrienta, pero las bestias son vencidas.", "the villagers retreat to mourn the dead.": "los aldeanos se retiran a lamentar a los muertos.", "wild beasts attack the villagers": "bestias salvajes atacan a los aldeanos", "predators become prey. price is unfair": "los depredadores se convirtieron en la presa. el precio es injusto", "A Military Raid": "Una Incursi\u00f3n Militar", "a gunshot rings through the trees.": "se escucha un disparo a trav\u00e9s de los \u00e1rboles.", "well armed men charge out of the forest, firing into the crowd.": "hombres bien armados salen del bosque, disparando a la multitud.", "after a skirmish they are driven away, but not without losses.": "despu\u00e9s del encuentro se marchan, pero no sin p\u00e9rdidas.", "troops storm the village": "soldados toman la aldea por asalto", "warfare is bloodthirsty": "la guerra es sanguinaria", "The Nomad": "El N\u00f3mada", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "un n\u00f3mada aparece, cargado con bolsas improvisadas amarradas con una cuerda \u00e1spera.", "won't say from where he came, but it's clear that he's not staying.": "no dir\u00e1 de d\u00f3nde viene, pero est\u00e1 claro que no se quedar\u00e1.", "a nomad arrives, looking to trade": "llega un n\u00f3mada, buscando comerciar", "buy scales": "comprar escamas", "buy teeth": "comprar dientes", "buy bait": "comprar cebos", "traps are more effective with bait.": "las trampas son m\u00e1s eficaces con cebo.", "buy compass": "comprar br\u00fajula", "the old compass is dented and dusty, but it looks to work.": "la vieja br\u00fajula est\u00e1 abollada y sucia, pero parece funcionar.", "say goodbye": "decir adi\u00f3s", "Noises": "Ruidos ", "through the walls, shuffling noises can be heard.": "a trav\u00e9s de las paredes, se escuchan ruidos.", "can't tell what they're up to.": "imposible saber de qu\u00e9 se trata.", "strange noises can be heard through the walls": "ruidos extra\u00f1os se escuchan a trav\u00e9s de las paredes", "investigate": "investigar", "vague shapes move, just out of sight.": "se mueven unas formas vagas, lejos de la vista.", "the sounds stop.": "los sonidos se detienen.", "go back inside": "regresar adentro", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "un mont\u00f3n de ramas se encuentran junto al umbral, envueltas en pelajes gruesos.", "the night is silent.": "la noche es silenciosa.", "scratching noises can be heard from the store room.": "se escuchan chirridos desde el almac\u00e9n.", "something's in there.": "hay algo ah\u00ed.", "something's in the store room": "hay algo en el almac\u00e9n", "some wood is missing.": "ha desaparecido algo de madera.", "the ground is littered with small scales": "el piso est\u00e1 lleno de peque\u00f1as escamas", "the ground is littered with small teeth": "el piso est\u00e1 lleno de peque\u00f1os dientes", "the ground is littered with scraps of cloth": "el piso est\u00e1 lleno de retazos de tela", "The Beggar": "El Mendigo", "a beggar arrives.": "llega un mendigo.", "asks for any spare furs to keep him warm at night.": "pide el pelaje que sobre para mantenerse caliente por la noche.", "a beggar arrives": "llega un mendigo", "give 50": "dar 50 ", "give 100": "dar 100 ", "turn him away": "rechazarlo", "the beggar expresses his thanks.": "el mendigo expresa sus gracias.", "leaves a pile of small scales behind.": "deja a su paso una pila de peque\u00f1as escamas.", "leaves a pile of small teeth behind.": "deja a su paso una pila de peque\u00f1os dientes.", "leaves some scraps of cloth behind.": "deja a su paso unos retazos de tela.", "The Mysterious Wanderer": "El Vagabundo Misterioso", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "un vagabundo llega con un carro vac\u00edo. dice que si se va con madera, volver\u00e1 con m\u00e1s.", "builder's not sure he's to be trusted.": "el constructor no est\u00e1 seguro de que se pueda confiar en \u00e9l.", "a mysterious wanderer arrives": "un vagabundo misterioso llega", "give 500": "dar 500", "the wanderer leaves, cart loaded with wood": "el vagabundo se retira, su carro est\u00e1 lleno de madera", "the mysterious wanderer returns, cart piled high with wood.": "el vagabundo misterioso regresa, su carro est\u00e1 muy lleno de madera.", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "una vagabunda llega con un carro vac\u00edo. dice que si se va con pelajes, volver\u00e1 con m\u00e1s.", "builder's not sure she's to be trusted.": "el constructor no est\u00e1 seguro de que se pueda confiar en ella.", "turn her away": "rechazarla", "the wanderer leaves, cart loaded with furs": "la vagabunda se retira, su carro est\u00e1 lleno de pelaje", "the mysterious wanderer returns, cart piled high with furs.": "la vagabunda misteriosa regresa, su carro est\u00e1 muy lleno de pelaje.", "The Scout": "El Explorador", "the scout says she's been all over.": "la exploradora dice que ha estado en todos los sitios.", "willing to talk about it, for a price.": "dispuesta a hablar de eso, por un precio.", "a scout stops for the night": "la exploradora se queda por la noche", "buy map": "comprar mapa", "the map uncovers a bit of the world": "el mapa descubre un poco del mundo", "learn scouting": "aprender a explorar", "The Master": "El Maestro", "an old wanderer arrives.": "un viejo vagabundo llega.", "he smiles warmly and asks for lodgings for the night.": "sonr\u00ede c\u00e1lidamente y pide alojamiento durante la noche.", "an old wanderer arrives": "un viejo vagabundo llega", "agree": "aceptar", "in exchange, the wanderer offers his wisdom.": "a cambio, el vagabundo ofrece su sabidur\u00eda.", "evasion": "evasi\u00f3n", "precision": "precisi\u00f3n", "force": "fuerza", "The Sick Man": "El Hombre Enfermo", "a man hobbles up, coughing.": "llega un hombre, tosiendo.", "he begs for medicine.": "\u00e9l ruega por medicinas.", "a sick man hobbles up": "llega un hombre enfermo", "give 1 medicine": "dar 1 medicina", "the man swallows the medicine eagerly": "el hombre toma la medicina ansiosamente", "tell him to leave": "pedirle que se retire", "the man is thankful.": "el hombre est\u00e1 agradecido.", "he leaves a reward.": "deja una recompensa.", "some weird metal he picked up on his travels.": "un metal extra\u00f1o que recogi\u00f3 en sus viajes.", "some weird glowing boxes he picked up on his travels.": "unas cajas brillantes raras que recogi\u00f3 en sus viajes.", "all he has are some scales.": "todo lo que tiene son escamas.", "the man expresses his thanks and hobbles off.": "el hombre expresa sus gracias y se retira.", "An Outpost": "Un Puesto Avanzado", "a safe place in the wilds.": "un lugar seguro en lo salvaje.", "A Murky Swamp": "Un Pantano Turbio", "rotting reeds rise out of the swampy earth.": "ca\u00f1as putrefactas se levantan de la tierra pantanosa.", "a lone frog sits in the muck, silently.": "un sapo solitario se encuentra sentado en el esti\u00e9rcol, silencioso.", "a swamp festers in the stagnant air.": "un pantano se encuentra rodeado de aire estancado.", "enter": "entrar", "deep in the swamp is a moss-covered cabin.": "en lo profundo del pantano se encuentra una caba\u00f1a cubierta de musgo.", "an old wanderer sits inside, in a seeming trance.": "un viejo vagabundo se encuentra dentro, parece en trance.", "talk": "hablar", "the wanderer takes the charm and nods slowly.": "el vagabundo toma el talism\u00e1n y asiente lentamente.", "he speaks of once leading the great fleets to fresh worlds.": "habla de haber liderado grandes flotas a mundos nuevos.", "unfathomable destruction to fuel wanderer hungers.": "destrucci\u00f3n incomprensible para alimentar el hambre de vagabundo.", "his time here, now, is his penance.": "su tiempo aqu\u00ed, ahora, es su penitencia.", "A Damp Cave": "Una Cueva H\u00fameda", "the mouth of the cave is wide and dark.": "la entrada a la cueva es amplia y oscura.", "can't see what's inside.": "imposible ver qu\u00e9 hay dentro.", "the earth here is split, as if bearing an ancient wound": "la tierra aqu\u00ed est\u00e1 resquebrajada, como si tuviera una antigua herida", "go inside": "ir adentro", "a startled beast defends its home": "una bestia asustada defiende su hogar", "continue": "continuar", "leave cave": "abandonar cueva", "the cave narrows a few feet in.": "la cueva se hace angosta unos pasos adelante.", "the walls are moist and moss-covered": "los muros est\u00e1n h\u00famedos y cubiertos de musgo", "squeeze": "presionar", "the remains of an old camp sits just inside the cave.": "los restos de un viejo campamento se encuentran justo dentro de la cueva.", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "los sacos de dormir, desgarrados y ennegrecidos, yac\u00edan bajo una fina capa de polvo.", "the body of a wanderer lies in a small cavern.": "el cuerpo de un vagabundo se encuentra en una peque\u00f1a caverna.", "rot's been to work on it, and some of the pieces are missing.": "la putrefacci\u00f3n se ha encargado de \u00e9l, y algunas de sus partes no se encuentran.", "can't tell what left it here.": "imposible saber qu\u00e9 lo trajo aqu\u00ed.", "the torch sputters and dies in the damp air": "la antorcha se agita y se apaga en el aire h\u00famedo", "the darkness is absolute": "la oscuridad es absoluta", "the torch goes out": "la antorcha se apaga", "a cave lizard attacks": "un lagarto de cueva ataca", "a large beast charges out of the dark": "una gran bestia ataca en la oscuridad", "a giant lizard shambles forward": "un gran lagarto viene de frente", "the nest of a large animal lies at the back of the cave.": "el nido de un gran animal se encuentra al fondo de la cueva.", "a small supply cache is hidden at the back of the cave.": "un peque\u00f1o suministro de provisiones est\u00e1 escondido al fondo de la cueva.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "un viejo estuche est\u00e1 detr\u00e1s de una roca, cubierto en una gruesa capa de polvo.", "A Deserted Town": "Una Aldea Desierta", "a small suburb lays ahead, empty houses scorched and peeling.": "un peque\u00f1o suburbio est\u00e1 adelante, casas vac\u00edas chamuscadas y resquebraj\u00e1ndose.", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "luces exteriores rotas permanecen, oxid\u00e1ndose. la luz no ha llegado a este lugar en mucho tiempo.", "the town lies abandoned, its citizens long dead": "la aldea se encuentra abandonada, sus ciudadanos muertos desde hace mucho", "explore": "explorar", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "donde las ventanas de la escuela no est\u00e1n rotas, se encuentran ennegrecidas por el holl\u00edn.", "the double doors creak endlessly in the wind.": "las puertas dobles crujen sin parar con el viento.", "leave town": "abandonar la aldea", "ambushed on the street.": "emboscado en la calle.", "a squat building up ahead.": "un asentamiento construido m\u00e1s adelante.", "a green cross barely visible behind grimy windows.": "una cruz verde apenas visible detr\u00e1s de las ventanas sucias.", "a small cache of supplies is tucked inside a rusting locker.": "un peque\u00f1o alijo de suministros est\u00e1 escondido dentro de un armario oxidado.", "a scavenger waits just inside the door.": "un carro\u00f1ero espera junto a la puerta.", "a beast stands alone in an overgrown park.": "una bestia se encuentra solo en un parque con mucha vegetaci\u00f3n.", "an overturned caravan is spread across the pockmarked street.": "una caravana volcada se extiende por la calle viruela.", "it's been picked over by scavengers, but there's still some things worth taking.": "ha sido saqueado por carro\u00f1eros, pero todav\u00eda hay algunas cosas que vale la pena tomar.", "a madman attacks, screeching.": "un loco ataca, chillando.", "a thug moves out of the shadows.": "un mat\u00f3n sale de las sombras.", "a beast charges out of a ransacked classroom.": "una bestia ataca fuera de una clase saqueada.", "through the large gymnasium doors, footsteps can be heard.": "a trav\u00e9s de las grandes puertas del gimnasio, los pasos se pueden escuchar.", "the torchlight casts a flickering glow down the hallway.": "la luz de las antorchas proyecta un resplandor parpadeante por el pasillo.", "the footsteps stop.": "los pasos se detienen.", "another beast, draw by the noise, leaps out of a copse of trees.": "otra bestia, atraida por el ruido, salta de un bosquecillo de \u00e1rboles.", "something's causing a commotion a ways down the road.": "algo est\u00e1 causando una conmoci\u00f3n en el camino.", "a fight, maybe.": "una pelea, tal vez.", "a small basket of food is hidden under a park bench, with a note attached.": "una peque\u00f1a canasta de alimentos se oculta bajo un banco del parque, con una nota adjunta.", "can't read the words.": "no puedo leer las palabras.", "a panicked scavenger bursts through the door, screaming.": "un carro\u00f1ero en p\u00e1nico irrumpe a trav\u00e9s de la puerta, gritando.", "a man stands over a dead wanderer. notices he's not alone.": "un hombre se levanta sobre un vagabundo muerto. se da cuenta de que no est\u00e1 solo.", "scavenger had a small camp in the school.": "el carro\u00f1ero ten\u00eda un peque\u00f1o campamento en la escuela.", "collected scraps spread across the floor like they fell from heaven.": "recogi\u00f3 los residuos repartidos en el suelo como si hubieran ca\u00eddo del cielo.", "scavenger'd been looking for supplies in here, it seems.": "el carro\u00f1ero estaba buscando suministros aqu\u00ed, parece.", "a shame to let what he'd found go to waste.": "una l\u00e1stima dejar que lo que hab\u00eda descubierto se desperdicie.", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "debajo de los harapos del vagabundo, argarrado por una de sus muchas manos, un centelleo de acero.", "worth killing for, it seems.": "vale la pena matar, parece.", "eye for an eye seems fair.": "ojo por ojo parece justo.", "always worked before, at least.": "siempre funcion\u00f3 antes, por lo menos.", "picking the bones finds some useful trinkets.": "se puede encontrar unas chucher\u00edas pelando los huesos.", "some medicine abandoned in the drawers.": "una medicina abandonada en los cajones.", "the clinic has been ransacked.": "la cl\u00ednica ha sido saqueada.", "only dust and stains remain.": "solamente queda polvo y manchas.", "A Ruined City": "Una Ciudad en Ruinas", "a battered highway sign stands guard at the entrance to this once-great city.": "un cartel de carretera estropeado guarda la entrada de esta anteriormente gran ciudad.", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "las torres que ya no se han desmoronado sobresalen del paisaje como la caja tor\u00e1cica de alguna bestia antigua.", "might be things worth having still inside.": "todav\u00eda podr\u00eda haber cosas valgan la pena dentro.", "the towers of a decaying city dominate the skyline": "las torres de una ciudad podrida dominan el horizonte", "the streets are empty.": "las calles est\u00e1n vac\u00edas.", "the air is filled with dust, driven relentlessly by the hard winds.": "el aire est\u00e1 lleno de polvo, impulsado sin descanso por los fuertes vientos", "leave city": "abandonar ciudad", "orange traffic cones are set across the street, faded and cracked.": "los conos del tr\u00e1nsito est\u00e1n puestos en la calle, descoloridos y agrietados.", "lights flash through the alleys between buildings.": "las luces parpadean a trav\u00e9s de callejones entre edificios.", "a large shanty town sprawls across the streets.": "una larga y pobre ciudad se extiende a trav\u00e9s de las calles.", "faces, darkened by soot and blood, stare out from crooked huts.": "rostros, oscurecidos por holl\u00edn y sangre, miran fuera de las chozas cocidas.", "the shell of an abandoned hospital looms ahead.": "el casco de un hospital surge adelante.", "the old tower seems mostly intact.": "la antigua torre parece casi intacta.", "the shell of a burned out car blocks the entrance.": "el armaz\u00f3n de autos quemados bloquean la entrada.", "most of the windows at ground level are busted anyway.": "la mayor\u00eda de las ventanas a nivel de la tierra est\u00e1n estropeadas de todas maneras.", "a huge lizard scrambles up out of the darkness of an old metro station.": "un lagarto enorme aparece desde la oscuridad de una antigua estaci\u00f3n de metro.", "descend": "descender", "the shot echoes in the empty street.": "el disparo hace eco en la calle vac\u00eda.", "the soldier steps out from between the buildings, rifle raised.": "el soldado sale de entre los edificios, con el rifle en alto.", "a frail man stands defiantly, blocking the path.": "un hombre fr\u00e1gil est\u00e1 de pie desafiante, bloqueando el camino.", "nothing but downcast eyes.": "nada m\u00e1s que los ojos bajos.", "the people here were broken a long time ago.": "la gente aqu\u00ed se rompi\u00f3 hace ya mucho tiempo.", "empty corridors.": "pasillos vac\u00edos.", "the place has been swept clean by scavengers.": "los carro\u00f1eros han barrido el sitio.", "an old man bursts through a door, wielding a scalpel.": "un anciano irrumpe a trav\u00e9s de una puerta, blandiendo un bistur\u00ed.", "a thug is waiting on the other side of the wall.": "un mat\u00f3n est\u00e1 esperando al otro lado de la pared.", "a snarling beast jumps out from behind a car.": "una bestia gru\u00f1ona salta desde detr\u00e1s de un coche.", "street above the subway platform is blown away.": "la calle sobre el subterr\u00e1neo es alucinante..", "lets some light down into the dusty haze.": "deja algo de luz hacia abajo en la bruma polvorienta.", "a sound comes from the tunnel, just ahead.": "un sonido proviene del t\u00fanel, justo por delante.", "looks like a camp of sorts up ahead.": "parece una clase de campamento m\u00e1s adelante.", "rusted chainlink is pulled across an alleyway.": "el lazo oxidado de la cadena es tirado a trav\u00e9s de un callej\u00f3n.", "fires burn in the courtyard beyond.": "incendios queman en el patio m\u00e1s all\u00e1.", "more voices can be heard ahead.": "m\u00e1s voces pueden ser escuchadas en las proximidades.", "they must be here for a reason.": "deben estar aqu\u00ed por una raz\u00f3n.", "the sound of gunfire carries on the wind.": "el sonido de disparos llevado por el viento.", "the street ahead glows with firelight.": "la calle se ilumina con la luz del fuego.", "more squatters are crowding around now.": "m\u00e1s ocupas ilegales se agolpan alrededor ahora.", "someone throws a stone.": "alguien lanza una piedra.", "an improvised shop is set up on the sidewalk.": "una tienda improvisada se estableci\u00f3 en la acera.", "the owner stands by, stoic.": "el propietario hace una pausa, estoica.", "strips of meat hang drying by the side of the street.": "las tiras de carne est\u00e1n colgando para secarse en el otro lado de la calle.", "the people back away, avoiding eye contact.": "las personas se dan vuelta, evitando contacto visual.", "someone has locked and barricaded the door to this operating theatre.": "alguien ha bloqueado y hecho una barricada en la entrada de este teatro.", "a tribe of elderly squatters is camped out in this ward.": "una tribu de ancianos ocupas est\u00e1 acampando en esta sala.", "a pack of lizards rounds the corner.": "una manada de lagartos redondea la esquina.", "strips of meat are hung up to dry in this ward.": "las tiras de carne se est\u00e1n secando al colgar en esta sala.", "a large bird nests at the top of the stairs.": "un nido de aves grande en la parte superior de las escaleras.", "the debris is denser here.": "los escombros est\u00e1n m\u00e1s densos aqu\u00ed.", "maybe some useful stuff in the rubble.": "quiz\u00e1s haya unas cosas \u00fatiles.", "a swarm of rats rushes up the tunnel.": "una multitud de ratas se lanza por el t\u00fanel.", "a large man attacks, waving a bayonet.": "un hombre grande attaca, agitando una bayoneta.", "a second soldier opens fire.": "un segundo soldado abre fuego.", "a masked soldier rounds the corner, gun drawn": "un soldado enmascarado da la vuelta a la esquina, la pistola en la mano", "the crowd surges forward.": "La multitud avanz\u00f3 en tropel.", "a youth lashes out with a tree branch.": "un joven attaca con una rama de \u00e1rbol.", "a squatter stands firmly in the doorway of a small hut.": "un paracaidista se planta en la puerta de una peque\u00f1a caba\u00f1a.", "behind the door, a deformed figure awakes and attacks.": "detr\u00e1s de la puerta, una figura deforme se lavanta y ataca.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "tan pronto como la puerta se abre un poco, cientos de tent\u00e1culos salen de ella.", "bird must have liked shiney things.": "al p\u00e1jaro deben haberle gustado las cosas brillantes.", "some good stuff woven into its nest.": "algunas cosas buenas entretejidas en su nido.", "not much here.": "no hay mucho aqu\u00ed.", "scavengers must have gotten to this place already.": "los carro\u00f1eros ya deben haber llegado a este lugar.", "the tunnel opens up at another platform.": "el t\u00fanel se abre en otra plataforma.", "the walls are scorched from an old battle.": "las paredes est\u00e1n chamuscados de una antigua batalla.", "bodies and supplies from both sides litter the ground.": "hay cuerpos y suministros de ambos partes dispersados en el suelo.", "the small military outpost is well supplied.": "el peque\u00f1o puesto militar est\u00e1 bien abastecido.", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "unos armas y municiones, las reliquias de la guerra, est\u00e1n bien arreglados en el suelo del dep\u00f3sito.", "just as deadly now as they were then.": "tan mortal ahora como lo eran entonces.", "searching the bodies yields a few supplies.": "la b\u00fasqueda en los cuerpos produce algunos suministros.", "more soldiers will be on their way.": "m\u00e1s soldados estar\u00e1n de camino.", "time to move on.": "hora de seguir adelante.", "the small settlement has clearly been burning a while.": "el peque\u00f1o poblado ya ha estado quemando un rato.", "the bodies of the wanderers that lived here are still visible in the flames.": "los cuerpos de los vagabundos quienes viv\u00edan aqu\u00ed todav\u00eda est\u00e1n visibles en las llamas.", "still time to rescue a few supplies.": "todav\u00eda estamos a tiempo para rescatar a algunos suministros.", "the remaining settlers flee from the violence, their belongings forgotten.": "los dem\u00e1s pobladores huyen de la violencia, sus pertenencias olvidadas.", "there's not much, but some useful things can still be found.": "no hay mucho, pero se puede encontrar unas cosas \u00fatiles.", "the young settler was carrying a canvas sack.": "el poblador joven llevaba un saco de lona.", "it contains travelling gear, and a few trinkets.": "contiene el equipo de viaje y unas chucher\u00edas.", "there's nothing else here.": "no hay nada m\u00e1s aqu\u00ed.", "inside the hut, a child cries.": "dentro de la caba\u00f1a, un ni\u00f1o llora.", "a few belongings rest against the walls.": "algunas pertenencias est\u00e1n apoyadas contra los muros.", "the stench of rot and death fills the operating theatres.": "el hedor de la podredumbre y de la muerte inunda los teatros de operaciones.", "a few items are scattered on the ground.": "algunos art\u00edculos se encuentran dispersos en el suelo.", "there is nothing else here.": "no hay nada m\u00e1s aqu\u00ed.", "a pristine medicine cabinet at the end of a hallway.": "un botiqu\u00edn inmaculado al final de un pasillo.", "the rest of the hospital is empty.": "el resto del hospital est\u00e1 vac\u00edo.", "someone had been stockpiling loot here.": "alguien hab\u00eda estado acumulando un bot\u00edn aqu\u00ed.", "the tentacular horror is defeated.": "el horror tentacular es derrotado.", "inside, the remains of its victims are everywhere.": "en el interior, los restos de sus v\u00edctimas est\u00e1n en todas partes.", "the warped man lies dead.": "el hombre deformado yace muerto.", "the operating theatre has a lot of curious equipment.": "el quir\u00f3fano tiene una gran cantidad de equipo curioso.", "the old man had a small cache of interesting items.": "el anciano ten\u00eda un peque\u00f1o alijo de art\u00edculos interesantes.", "An Old House": "Una Casa Antigua", "an old house remains here, once white siding yellowed and peeling.": "una antigua casa permanece aqu\u00ed, alguna vez revestida de blanco amarillenta y pelada.", "the door hangs open.": "la puerta cuelga abierta.", "the remains of an old house stand as a monument to simpler times": "los restos de una casa antigua est\u00e1n de pie como un monumento a tiempos m\u00e1s simples", "the house is abandoned, but not yet picked over.": "la casa est\u00e1 abandonada, pero a\u00fan no se recogi\u00f3 nada.", "still a few drops of water in the old well.": "todav\u00eda algunas gotas de agua en el viejo pozo.", "the house has been ransacked.": "la casa ha sido saqueada.", "but there is a cache of medicine under the floorboards.": "pero hay un alijo de medicinas bajo las tablas del suelo.", "a man charges down the hall, a rusty blade in his hand": "un hombre carga por el pasillo, una cuchilla oxidada en su mano", "A Forgotten Battlefield": "Un Campo de Batalla Olvidado", "a battle was fought here, long ago.": "se libr\u00f3 una batalla aqu\u00ed, hace mucho tiempo.", "battered technology from both sides lays dormant on the blasted landscape.": "tecnolog\u00eda maltratada desde ambos lados permanece inactiva en el paisaje arruinado.", "A Huge Borehole": "Un Pozo Enorme", "a huge hole is cut deep into the earth, evidence of the past harvest.": "un enorme agujero se hunde profundamente en la tierra, la evidencia de la cosecha pasada.", "they took what they came for, and left.": "se llevaron lo que vinieron a buscar, y se fueron.", "castoff from the mammoth drills can still be found by the edges of the precipice.": "todav\u00eda se puede encontrar los desechos de los taladros gigantes al borde del precipicio.", "A Crashed Ship": "Un Nave Estrellada", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "las curvas familiares de un buque vagabundo levantan del polvo y la ceniza. ", "lucky that the natives can't work the mechanisms.": "suerte que los ind\u00edgenas no pueden hacer funcionar los mecanismos.", "with a little effort, it might fly again.": "con un poco de esfuerzo, puede que vuele de nuevo.", "salvage": "salvar", "The Sulphur Mine": "La Mina de Azufre", "the military is already set up at the mine's entrance.": "los militares ya est\u00e1n asentados en la entrada de la mina.", "soldiers patrol the perimeter, rifles slung over their shoulders.": "soldados patrullan el per\u00edmetro, fusiles al hombro.", "a military perimeter is set up around the mine.": "un per\u00edmetro militar se estableci\u00f3 alrededor de la mina.", "attack": "atacar", "a soldier, alerted, opens fire.": "un soldado, alertado, abre fuego.", "run": "correr", "a second soldier joins the fight.": "un segundo soldado se une a la lucha.", "a grizzled soldier attacks, waving a bayonet.": "un soldado canoso ataca, agitando una bayoneta.", "the military presence has been cleared.": "la presencia militar ha desaparecido.", "the mine is now safe for workers.": "la mina ahora es segura para los trabajadores.", "the sulphur mine is clear of dangers": "la mina de azufre est\u00e1 libre de peligros", "The Coal Mine": "La Mina de Carb\u00f3n", "camp fires burn by the entrance to the mine.": "hogueras arden en la entrada a la mina.", "men mill about, weapons at the ready.": "los hombres se arremolinan alrededor, armas en mano.", "this old mine is not abandoned": "esta mina antigua no est\u00e1 abandonada", "a man joins the fight": "un hombre se une a la pelea", "only the chief remains.": "solo queda el jefe.", "the camp is still, save for the crackling of the fires.": "el campamento todav\u00eda est\u00e1, salvo por el crepitar de las llamas.", "the coal mine is clear of dangers": "la mina de carb\u00f3n est\u00e1 libre de peligros", "The Iron Mine": "La Mina de Hierro", "an old iron mine sits here, tools abandoned and left to rust.": "una antigua mina de hierro se asienta aqu\u00ed, herramientas abandonadas y oxidadas.", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "huesos blanqueados est\u00e1n esparcidos sobre la entrada. muchos, profundamente marcados con ranuras irregulares.", "feral howls echo out of the darkness.": "aullidos salvajes hacen eco en la oscuridad.", "the path leads to an abandoned mine": "el camino conduce a una mina abandonada", "a large creature lunges, muscles rippling in the torchlight": "una gran criatura se abalanza, m\u00fasculos agit\u00e1ndose a la luz de las antorchas", "the beast is dead.": "la bestia est\u00e1 muerta.", "the iron mine is clear of dangers": "la mina de hierro est\u00e1 libre de peligros", "A Destroyed Village": "Una Aldea Destruida", "a destroyed village lies in the dust.": "una aldea destruida se encuentra en el polvo.", "charred bodies litter the ground.": "cuerpos carbonizados llenan el suelo.", "the metallic tang of wanderer afterburner hangs in the air.": "el aroma met\u00e1lico de vagabundo incinerado permanece en el aire.", "a shack stands at the center of the village.": "una choza se encuentra en el centro de la aldea.", "there are still supplies inside.": "a\u00fan hay provisiones adentro.", "all the work of a previous generation is here.": "todo el trabajo de una generaci\u00f3n pasada est\u00e1 aqu\u00ed.", "ripe for the picking.": "listo para recoger."}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/es/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: adarkroom\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2017-02-05 02:31-0500\n" "PO-Revision-Date: 2017-02-05 03:56-0500\n" "Last-Translator: Diego de las Heras \n" "Language-Team: \n" "Language: es\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.8.11\n" "X-Poedit-KeywordsList: _\n" "X-Poedit-Basepath: .\n" "Plural-Forms: s;\n" "X-Poedit-SearchPath-0: ./../../script\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Conexión con dropbox" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "conectar el juego al almacenamiento local de dropbox" #: script/dropbox.js:68 msgid "connect" msgstr "conectar" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "cancelar" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Exportar / Importar a dropbox" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "exportar o importar datos guardados a dropbox" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "estás conectado a dropbox con la cuenta / email " #: script/dropbox.js:93 msgid "save" msgstr "guardar" #: script/dropbox.js:97 msgid "load" msgstr "cargar" #: script/dropbox.js:102 msgid "signout" msgstr "salir" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "escoge una ranura para guardar" #: script/dropbox.js:119 msgid "save to slot" msgstr "guardar en la ranura" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "escoge una ranura para cargar" #: script/dropbox.js:148 msgid "load from slot" msgstr "cargado desde la ranura" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "guardado con éxito en dropbox" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "error mientras se guardaba en dropbox" #: script/dropbox.js:183 msgid "ok" msgstr "aceptar" #: script/engine.js:15 msgid "boxer" msgstr "boxeador" #: script/engine.js:16 msgid "punches do more damage" msgstr "los golpes hacen más daño" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "aprendido lanzar golpes con propósito" #: script/engine.js:21 msgid "martial artist" msgstr "artista marcial" #: script/engine.js:22 msgid "punches do even more damage." msgstr "los golpes hacen aún más daño." #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "aprendido a luchar con efectividad sin armas" #: script/engine.js:27 msgid "unarmed master" msgstr "experto sin armas" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "golpea el doble de rápido, y con más fuerza" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "aprendido a golpear más rápido sin armas" #: script/engine.js:32 msgid "barbarian" msgstr "bárbaro" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "las armas cuerpo a cuerpo hacen más daño" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "aprendido usar armas con fuerza" # contexte ? #: script/engine.js:37 msgid "slow metabolism" msgstr "metabolismo lento" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "ir el doble de lejos sin comer" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "aprendido a ignorar el hambre" #: script/engine.js:42 msgid "desert rat" msgstr "rata del desierto" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "ir el doble de lejos sin beber" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "aprendido a amar el aire seco" #: script/engine.js:47 msgid "evasive" msgstr "evasivo" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "esquivar ataques con más efectividad" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "aprendido a estar donde ellos no" #: script/engine.js:52 msgid "precise" msgstr "precisión" # description pour la précision ... #: script/engine.js:53 msgid "land blows more often" msgstr "golpea más seguido" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "aprendido a predecir su movimiento" #: script/engine.js:57 msgid "scout" msgstr "explorar" #: script/engine.js:58 msgid "see farther" msgstr "ver más lejos" #: script/engine.js:59 msgid "learned to look ahead" msgstr "aprendido a mirar hacia adelante" #: script/engine.js:62 msgid "stealthy" msgstr "sigiloso" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "mejor evita el conflicto en lo salvaje" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "aprendido a no ser visto" #: script/engine.js:67 msgid "gastronome" msgstr "gastrónomo" #: script/engine.js:68 msgid "restore more health when eating" msgstr "recuperar más salud al comer" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "aprendido a obtener lo máximo de la comida" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app store." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "luces fuera." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "hyper." #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "reiniciar." #: script/engine.js:162 msgid "share." msgstr "compartir." #: script/engine.js:168 msgid "save." msgstr "guardar." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Exportar / Importar" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "exportar o importar datos guardados, para respaldar" #: script/engine.js:273 msgid "or migrating computers" msgstr "o migrar computadoras" #: script/engine.js:277 msgid "export" msgstr "exportar" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "importar" #: script/engine.js:291 msgid "save this." msgstr "guardar esto." #: script/engine.js:297 msgid "got it" msgstr "lo tengo" #: script/engine.js:305 msgid "are you sure?" msgstr "¿estás seguro?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "si el código es inválido, los datos se perderán." #: script/engine.js:307 msgid "this is irreversible." msgstr "esto es irreversible." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "sí" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "no" #: script/engine.js:322 msgid "put the save code here." msgstr "coloca aquí el código de guardado." #: script/engine.js:374 msgid "Restart?" msgstr "¿Reiniciar?" #: script/engine.js:377 msgid "restart the game?" msgstr "¿reiniciar el juego?" #: script/engine.js:408 msgid "Share" msgstr "Compartir" #: script/engine.js:411 msgid "bring your friends." msgstr "invita a tus amigos." #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "cerrar" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "luces encendidas." #: script/engine.js:493 msgid "Go Hyper?" msgstr "¿Activar modo Hyper?" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" "al activar el modo Hyper el juego irá al doble de velocidad, ¿quieres " "hacerlo?" #: script/engine.js:519 msgid "classic." msgstr "clásico." #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} / {1}s" #: script/events.js:130 msgid "eat meat" msgstr "comer carne" #: script/events.js:150 msgid "use meds" msgstr "usar medicamento" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "fallo" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "aturdido" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "salir" #: script/events.js:511 msgid "drop:" msgstr "soltar:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "nada" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "tomar" #: script/events.js:577 msgid "take:" msgstr "tomar:" #: script/events.js:599 msgid "nothing to take" msgstr "nada que tomar" #: script/events.js:627 msgid "all" msgstr "todo" #: script/events.js:649 msgid "take everything" msgstr "tomar todo" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " y " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** EVENTO ***" #: script/localization.js:4 msgid "saved." msgstr "guardado." #: script/localization.js:5 msgid "wood" msgstr "madera" #: script/localization.js:6 msgid "builder" msgstr "constructor" #: script/localization.js:7 msgid "teeth" msgstr "diente" #: script/localization.js:8 msgid "meat" msgstr "carne" #: script/localization.js:9 msgid "fur" msgstr "pelaje" #: script/localization.js:10 msgid "alien alloy" msgstr "aleación alienígena" #: script/localization.js:11 msgid "bullets" msgstr "balas" #: script/localization.js:12 msgid "charm" msgstr "talismán" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "cuero" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "hierro" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "acero" #: script/localization.js:16 msgid "coal" msgstr "carbón" #: script/localization.js:17 msgid "sulphur" msgstr "azufre" #: script/localization.js:18 msgid "energy cell" msgstr "celda de energía" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "antorcha" #: script/localization.js:20 msgid "medicine" msgstr "medicina" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "cazador" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "trampero" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "curtidor" #: script/localization.js:24 msgid "grenade" msgstr "granada" #: script/localization.js:25 msgid "bolas" msgstr "boleadoras" #: script/localization.js:26 msgid "bayonet" msgstr "bayoneta" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "carnicería" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "minero de hierro" #: script/localization.js:29 msgid "iron mine" msgstr "mina de hierro" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "minero de carbón" #: script/localization.js:31 msgid "coal mine" msgstr "mina de carbón" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "minero de azufre" #: script/localization.js:33 msgid "sulphur mine" msgstr "mina de azufre" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "armero" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "trabajador del acero" #: script/localization.js:36 msgid "bait" msgstr "cebo" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "cecina" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "escama" #: script/localization.js:39 msgid "compass" msgstr "brújula" #: script/localization.js:40 msgid "laser rifle" msgstr "rifle láser" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "recolector" #: script/localization.js:42 msgid "cloth" msgstr "tela" #: script/localization.js:45 msgid "thieves" msgstr "ladrones" #: script/localization.js:46 msgid "not enough fur" msgstr "no hay suficiente pelaje" #: script/localization.js:47 msgid "not enough wood" msgstr "no hay suficiente madera" #: script/localization.js:48 msgid "not enough coal" msgstr "no hay suficiente carbón" #: script/localization.js:49 msgid "not enough iron" msgstr "no hay suficiente hierro" #: script/localization.js:50 msgid "not enough steel" msgstr "no hay suficiente acero" #: script/localization.js:51 msgid "not enough sulphur" msgstr "no hay suficiente azufre" #: script/localization.js:52 msgid "baited trap" msgstr "trampa con cebo" #: script/localization.js:53 msgid "not enough scales" msgstr "no hay suficientes escamas" #: script/localization.js:54 msgid "not enough cloth" msgstr "no hay suficiente tela" #: script/localization.js:55 msgid "not enough teeth" msgstr "no hay suficientes dientes" #: script/localization.js:56 msgid "not enough leather" msgstr "no hay suficiente cuero" #: script/localization.js:57 msgid "not enough meat" msgstr "no hay suficiente carne" #: script/localization.js:58 msgid "the compass points east" msgstr "la brújula apunta al este" #: script/localization.js:59 msgid "the compass points west" msgstr "la brújula apunta al oeste" #: script/localization.js:60 msgid "the compass points north" msgstr "la brújula apunta al norte" #: script/localization.js:61 msgid "the compass points south" msgstr "la brújula apunta al sur" #: script/localization.js:62 msgid "the compass points northeast" msgstr "la brújula apunta al noreste" #: script/localization.js:63 msgid "the compass points northwest" msgstr "la brújula apunta al noroeste" #: script/localization.js:64 msgid "the compass points southeast" msgstr "la brújula apunta al sureste" #: script/localization.js:65 msgid "the compass points southwest" msgstr "la brújula apunta al suroeste" #: script/outside.js:5 msgid "Outside" msgstr "Afuera" #: script/outside.js:102 msgid "scraps of fur" msgstr "trozos de pelaje" #: script/outside.js:107 msgid "bits of meat" msgstr "pedazos de carne" #: script/outside.js:112 msgid "strange scales" msgstr "escamas extrañas" #: script/outside.js:117 msgid "scattered teeth" msgstr "dientes dispersos" #: script/outside.js:122 msgid "tattered cloth" msgstr "tela andrajosa" #: script/outside.js:127 msgid "a crudely made charm" msgstr "un talismán toscamente hecho" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Un Bosque Silencioso" #: script/outside.js:169 msgid "gather wood" msgstr "recoger madera" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "un forastero llega durante la noche" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "una familia sobreviviente se establece en una de las cabañas." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "un pequeño grupo llega, puro polvo y huesos." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "un grupo se acerca tambaleando, lleno de preocupación y esperanza." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "la aldea es próspera. se corre la voz." # short for population # mind the whitespace at the end! #: script/outside.js:452 msgid "pop " msgstr "pob " #: script/outside.js:457 msgid "forest" msgstr "bosque" #: script/outside.js:460 msgid "village" msgstr "pueblo" #: script/outside.js:543 msgid "check traps" msgstr "verificar trampas" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Una Cabaña Solitaria" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Una Aldea Pequeña" #: script/outside.js:568 msgid "A Modest Village" msgstr "Una Aldea Modesta" #: script/outside.js:570 msgid "A Large Village" msgstr "Una Aldea Grande" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Una Aldea Estridente" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "el cielo está gris y el viento sopla sin piedad" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "arbustos secos y ramas muertas adornan el suelo del bosque" #: script/outside.js:621 msgid "the traps contain " msgstr "las trampas contienen " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Un Camino Polvoriento" #: script/path.js:37 msgid "supplies:" msgstr "suministros:" #: script/path.js:43 msgid "embark" msgstr "embarcar" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "la brújula apunta" #: script/path.js:102 msgid "perks:" msgstr "ventajas:" #: script/path.js:132 msgid "none" msgstr "ninguno" #: script/path.js:142 msgid "armour" msgstr "armadura" #: script/path.js:153 msgid "water" msgstr "agua" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "libre {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "peso" #: script/path.js:255 msgid "available" msgstr "disponible" #: script/room.js:16 msgid "trap" msgstr "trampa" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "el constructor dice que puede hacer trampas para capturar cualquier criatura " "que esté viva allá afuera" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "más trampas para capturar más criaturas" #: script/room.js:21 msgid "more traps won't help now" msgstr "más trampas no serán de ayuda ahora" #: script/room.js:31 msgid "cart" msgstr "carro" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "el constructor dice que puede hacer un carro para transportar madera" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "el carro destartalado transportará más madera desde el bosque" #: script/room.js:44 msgid "hut" msgstr "cabaña" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "el constructor dice que hay más vagabundos. dice que trabajarán también." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "" "el constructor levanta una cabaña, afuera en el bosque. dice que la voz se " "correrá." #: script/room.js:49 msgid "no more room for huts." msgstr "no hay espacio para más cabañas." #: script/room.js:59 msgid "lodge" msgstr "pabellón" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "los aldeanos pueden ayudar a cazar, si se les proporcionan los medios" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "el pabellón de cacería se encuentra en el bosque, alejado de la aldea" #: script/room.js:74 msgid "trading post" msgstr "mercado" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "un mercado haría el comercio más sencillo" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "ahora los nómadas tienen un lugar para establecer su negocio, puede que se " "queden por un tiempo" #: script/room.js:88 msgid "tannery" msgstr "tenería" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "el constructor dice que el cuero puede ser útil. dice que los aldeanos " "podrían hacerlo." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "la tenería es construida rápidamente, a la orilla de la aldea" #: script/room.js:102 msgid "smokehouse" msgstr "ahumadero" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "la carne debe curarse, o se echará a perder. el constructor dice que puede " "hacer algo al respecto." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "el constructor termina el ahumadero. se ve hambriento." #: script/room.js:116 msgid "workshop" msgstr "taller" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "el constructor dice que podría hacer cosas más sofisticadas, si tuviera los " "medios" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "el taller está listo. el constructor no puede esperar para usarlo" #: script/room.js:131 msgid "steelworks" msgstr "acería" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "el constructor dice que los aldeanos podrían fabricar acero, si tuvieran los " "medios" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "una neblina cae sobre la aldea mientras que la acería se enciende" #: script/room.js:146 msgid "armoury" msgstr "armería" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "el constructor dice que sería útil tener una fuente continua de balas" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "la armería está lista, dando la bienvenida a las armas del pasado." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "una antorcha para alejar la oscuridad" #: script/room.js:173 msgid "waterskin" msgstr "cantimplora" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "esta cantimplora cargará un poco de agua, al menos" #: script/room.js:185 msgid "cask" msgstr "barril" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "el barril contenderá suficiente agua para expediciones más largas" #: script/room.js:198 msgid "water tank" msgstr "tanque de agua" #: script/room.js:202 msgid "never go thirsty again" msgstr " nunca más sediento" #: script/room.js:211 msgid "bone spear" msgstr "lanza de hueso" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "esta lanza no es elegante, pero es muy buena para apuñalar" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "mochila" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "cargar más significa expediciones más largas en lo salvaje" #: script/room.js:235 msgid "wagon" msgstr "carreta" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "la carreta puede cargar muchos suministros" #: script/room.js:248 msgid "convoy" msgstr "convoy" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "el convoy puede llevar casi todo" #: script/room.js:262 msgid "l armour" msgstr "armadura c" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "el cuero no es resistente. aunque es mejor que harapos." #: script/room.js:274 msgid "i armour" msgstr "armadura h" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "el hierro es más fuerte que el cuero" #: script/room.js:286 msgid "s armour" msgstr "armadura a" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "el acero es más fuerte que el hierro" #: script/room.js:298 msgid "iron sword" msgstr "espada de hierro" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "la espada está afilada. buena protección afuera en lo salvaje." #: script/room.js:311 msgid "steel sword" msgstr "espada de acero" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "el acero es fuerte, y el filo real." #: script/room.js:324 msgid "rifle" msgstr "rifle" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "pólvora negra y balas, como en los viejos tiempos." #: script/room.js:458 msgid "Room" msgstr "Habitación" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Una Habitación Oscura" #: script/room.js:498 msgid "light fire" msgstr "encender hoguera" #: script/room.js:508 msgid "stoke fire" msgstr "avivar el fuego" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "la habitación está {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "la hoguera está {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "el extraño se encuentra junto a la hoguera. dice que puede ayudar. dice que " "construye cosas." #: script/room.js:580 msgid "freezing" msgstr "congelada" #: script/room.js:581 msgid "cold" msgstr "fría" #: script/room.js:582 msgid "mild" msgstr "débil" #: script/room.js:583 msgid "warm" msgstr "templada" #: script/room.js:584 msgid "hot" msgstr "caliente" #: script/room.js:596 msgid "dead" msgstr "muerta" #: script/room.js:597 msgid "smoldering" msgstr "latente" #: script/room.js:598 msgid "flickering" msgstr "parpadeando" #: script/room.js:599 msgid "burning" msgstr "quemando" #: script/room.js:600 msgid "roaring" msgstr "rugiendo" #: script/room.js:604 msgid "A Firelit Room" msgstr "Una Habitación Iluminada" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "no hay suficiente madera para mantener la hoguera" #: script/room.js:655 msgid "the wood has run out" msgstr "la madera se ha acabado" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "la luz de la hoguera sale por las ventanas, hacia la oscuridad" #: script/room.js:688 msgid "builder stokes the fire" msgstr "el constructor aviva el fuego" #: script/room.js:718 msgid "the wind howls outside" msgstr "el viento aulla afuera" #: script/room.js:719 msgid "the wood is running out" msgstr "la madera se está acabando" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "" "un extraño en harapos se tropieza en la puerta y se derrumba en la esquina" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "el extraño tiembla, y murmura despacio. sus palabras no se entienden." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "el extraño en la esquina deja de temblar. su respiración se calma." #: script/room.js:760 msgid "stores" msgstr "almacén" #: script/room.js:779 msgid "weapons" msgstr "armas" #: script/room.js:914 msgid "total" msgstr "total" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "no es suficiente" #: script/room.js:951 msgid "builder just shivers" msgstr "el constructor sólo tiembla" #: script/room.js:1054 msgid "build:" msgstr "construir:" #: script/room.js:1061 msgid "craft:" msgstr "fabricar:" #: script/room.js:1068 msgid "buy:" msgstr "comprar:" #: script/ship.js:11 msgid "Ship" msgstr "Nave" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Una Antigua Nave Estelar" #: script/ship.js:38 msgid "hull:" msgstr "casco:" #: script/ship.js:44 msgid "engine:" msgstr "motor:" #: script/ship.js:51 msgid "reinforce hull" msgstr "reforzar casco" #: script/ship.js:60 msgid "upgrade engine" msgstr "mejorar motor" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "despegar" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "en algún lugar encima de la nube de escombros, se encuentra la flota del " "vagabundo. mucho tiempo ha pasado en esta roca." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "no hay suficiente aleación alienígena" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "¿Listo para partir?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "es hora de salir de este lugar. no regresaré." #: script/ship.js:150 msgid "linger" msgstr "quedarse" #: script/space.js:42 msgid "hull: " msgstr "casco: " #: script/space.js:76 msgid "Troposphere" msgstr "Tropósfera " #: script/space.js:78 msgid "Stratosphere" msgstr "Estratósfera " #: script/space.js:80 msgid "Mesosphere" msgstr "Mesósfera " #: script/space.js:82 msgid "Thermosphere" msgstr "Termósfera " #: script/space.js:84 msgid "Exosphere" msgstr "Exósfera " #: script/space.js:86 msgid "Space" msgstr "Espacio" #: script/space.js:424 msgid "score for this game: {0}" msgstr "puntuación de este juego: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "puntuación total: {0}" #: script/world.js:46 msgid "punch" msgstr "golpear" #: script/world.js:52 msgid "stab" msgstr "apuñalar" #: script/world.js:58 msgid "swing" msgstr "espadear" #: script/world.js:64 msgid "slash" msgstr "acuchillar" #: script/world.js:70 msgid "thrust" msgstr "empujar" #: script/world.js:76 msgid "shoot" msgstr "disparar" #: script/world.js:83 msgid "blast" msgstr "estallar" #: script/world.js:90 msgid "lob" msgstr "lanzar granada" #: script/world.js:97 msgid "tangle" msgstr "confundir" #: script/world.js:119 msgid "An Outpost" msgstr "Un Puesto Avanzado" #: script/world.js:120 msgid "Iron Mine" msgstr "Mina :de Hierro" #: script/world.js:121 msgid "Coal Mine" msgstr "Mina de Carbón" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Mina de Azufre" #: script/world.js:123 msgid "An Old House" msgstr "Una Casa Vieja" #: script/world.js:124 msgid "A Damp Cave" msgstr "Una Cueva Húmeda" #: script/world.js:125 msgid "An Abandoned Town" msgstr "Una Aldea Abandonada" #: script/world.js:126 msgid "A Ruined City" msgstr "Una Ciudad en Ruinas" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Una Nave Espacial Estrellada" #: script/world.js:128 msgid "A Borehole" msgstr "Un Pozo" #: script/world.js:129 msgid "A Battlefield" msgstr "Un Campo de Batalla" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Un Pantano Turbio" #: script/world.js:134 msgid "A Destroyed Village" msgstr "Una Aldea Destruída" #: script/world.js:256 msgid "water:{0}" msgstr "agua:{0}" #: script/world.js:283 msgid "pockets" msgstr "bolsillos" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "vida: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "es peligroso estar tan lejos de la aldea sin una protección apropiada" #: script/world.js:351 msgid "safer here" msgstr "es más seguro aquí" #: script/world.js:451 msgid "the meat has run out" msgstr "la carne se ha terminado" #: script/world.js:456 msgid "starvation sets in" msgstr "inanición inminente" #: script/world.js:481 msgid "there is no more water" msgstr "no hay más agua" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "la sed se vuelve insoportable" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "" "los árboles están rodeados de pasto seco. los arbustos amarillentos se " "mueven con el viento." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "" "no hay más árboles. el paisaje fue reemplazado por tierra reseca y polvo en " "el aire." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "se ven árboles en el horizonte. el pasto se convierte gradualmente en el " "suelo del bosque, lleno de ramas y hojas que han caído." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "el pasto va desapareciendo. pronto, sólo quedará polvo." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "los páramos se rompen en un océano de pasto moribundo, moviéndose en la " "brisa árida." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "un muro de árboles retorcidos se levanta desde el suelo. sus ramas se " "tuercen en un pabellón a lo alto." #: script/world.js:817 msgid "Wanderer" msgstr "Vagabundo" #: script/world.js:822 msgid "The Village" msgstr "La Aldea" #: script/world.js:851 msgid "the world fades" msgstr "el mundo se desvanece" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "agua repuesta" #: script/world.js:982 msgid "A Barren World" msgstr "Un Mundo Estéril" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Una Bestia Gruñona" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "bestia gruñona" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "la bestia gruñona está muerta" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "una bestia gruñona salta desde un arbusto" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Un Hombre Demacrado" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "hombre demacrado" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "el hombre demacrado está muerto" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "un hombre demacrado se acerca, con mirada frenética" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Un Ave Extraña" #: script/events/encounters.js:89 msgid "strange bird" msgstr "ave extraña" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "el ave extraña está muerta" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "un ave de aspecto extraño vuela a través de la planicie" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Un Hombre Tembloroso" #: script/events/encounters.js:127 msgid "shivering man" msgstr "hombre tembloroso" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "el hombre tembloroso está muerto" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "un hombre tembloroso se acerca y ataca con una fuerza sorprendente" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Un Caníval" #: script/events/encounters.js:169 msgid "man-eater" msgstr "caníval" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "el caníval está muerto" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "una gran criatura ataca, sus garras están ensangrentadas" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Un Carroñero" #: script/events/encounters.js:206 msgid "scavenger" msgstr "carroñero" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "el carroñero está muerto" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "se acerca un carroñero, esperando una presa fácil" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Un Lagarto Enorme" #: script/events/encounters.js:248 msgid "lizard" msgstr "lagarto" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "el lagarto está muerto" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "" "el pasto se movía salvajemente cuando un lagarto enorme sale a través de él" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Un Terror Salvaje" #: script/events/encounters.js:286 msgid "feral terror" msgstr "terror salvaje" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "el terror salvaje está muerto" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "una bestia, inimaginablemente salvaje, aparece desde el follaje" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Un Soldado" #: script/events/encounters.js:323 msgid "soldier" msgstr "soldado" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "el soldado está muerto" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "un soldado abre fuego a través del desierto" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Un Francotirador" #: script/events/encounters.js:366 msgid "sniper" msgstr "francotirador" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "el francotirador está muerto" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "se oye un disparo, desde un lugar en el pasto alto" #: script/events/global.js:6 msgid "The Thief" msgstr "El Ladrón" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "los aldeanos llevan a un hombre sucio fuera del almacén." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "dicen que su grupo ha estado robando las provisiones." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "dicen que debería ser colgado para que sirva como ejemplo." #: script/events/global.js:17 msgid "a thief is caught" msgstr "un ladrón es capturado" #: script/events/global.js:21 msgid "hang him" msgstr "colgarlo" #: script/events/global.js:25 msgid "spare him" msgstr "liberarlo" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "los aldeanos cuelgan al ladrón en lo alto enfrente del almacén." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "el mensaje se da a conocer. en los días siguientes, las provisiones robadas " "regresan." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "el hombre dice estar agradecido. dice que ya no volverá." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "comparte lo que sabe de sigilo antes de irse." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Una Trampa Arruinada" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "algunas de las trampas han sido destruidas." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "grandes huellas llevan hacia afuera, en el bosque." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "algunas trampas han sido destruidas" #: script/events/outside.js:26 msgid "track them" msgstr "seguir" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "ignorar" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "las huellas desaparecen después de unos minutos." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "el bosque está en silencio." #: script/events/outside.js:40 msgid "nothing was found" msgstr "nada fue encontrado" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "ir a casa" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "" "no lejos de la aldea se encuentra una gran bestia, su pelaje manchado con " "sangre." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "pone algo de resistencia ante el cuchillo." #: script/events/outside.js:53 msgid "there was a beast. it's dead now" msgstr "había una bestia. está muerta" #: script/events/outside.js:69 msgid "Fire" msgstr "Fuego" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "un incendio se extiende a través de una de las cabañas, destruyéndola." #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "todos los residentes de la cabaña perecieron en el incendio." #: script/events/outside.js:79 msgid "a fire has started" msgstr "se ha iniciado un fuego" #: script/events/outside.js:86 msgid "mourn" msgstr "lamentar" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "algunos aldeanos han muerto" #: script/events/outside.js:95 msgid "Sickness" msgstr "Enfermedad" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "una enfermedad se extiende por la aldea." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "se necesitan medicinas inmediatamente." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "algunos aldeanos están enfermos" #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 medicina" #: script/events/outside.js:114 msgid "ignore it" msgstr "ignorarlo" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "la enfermedad se cura a tiempo." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "los heridos se han sanado" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "la enfermedad se extiende por la aldea." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "los días pasan con entierros." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "las noches llenas de gritos." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "a los heridos se es deja morir" #: script/events/outside.js:153 msgid "Plague" msgstr "Plaga" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "una terrible plaga se extiende rápidamente en la aldea." #: script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "la peste arrasa con la aldea." #: script/events/outside.js:168 msgid "buy medicine" msgstr "comprar medicinas" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 medicinas" #: script/events/outside.js:179 msgid "do nothing" msgstr "no hacer nada" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "la plaga deja de extenderse." #: script/events/outside.js:187 msgid "only a few die." msgstr "sólo unos pocos mueren." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "el resto los enterrará." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "la epidemia se erradica eventualmente" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "la plaga arrasa con la aldea." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "la única esperanza es una muerte rápida." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "la población está casi extinta" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Un Ataque Bestial" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "una manada de bestias gruñonas sale de los árboles." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "la pelea es corta y sangrienta, pero las bestias son vencidas." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "los aldeanos se retiran a lamentar a los muertos." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "bestias salvajes atacan a los aldeanos" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "los depredadores se convirtieron en la presa. el precio es injusto" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Una Incursión Militar" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "se escucha un disparo a través de los árboles." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "hombres bien armados salen del bosque, disparando a la multitud." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "después del encuentro se marchan, pero no sin pérdidas." #: script/events/outside.js:269 msgid "troops storm the village" msgstr "soldados toman la aldea por asalto" #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "la guerra es sanguinaria" #: script/events/room.js:6 msgid "The Nomad" msgstr "El Nómada" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "un nómada aparece, cargado con bolsas improvisadas amarradas con una cuerda " "áspera." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "no dirá de dónde viene, pero está claro que no se quedará." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "llega un nómada, buscando comerciar" #: script/events/room.js:20 msgid "buy scales" msgstr "comprar escamas" #: script/events/room.js:25 msgid "buy teeth" msgstr "comprar dientes" #: script/events/room.js:30 msgid "buy bait" msgstr "comprar cebos" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "las trampas son más eficaces con cebo." #: script/events/room.js:39 msgid "buy compass" msgstr "comprar brújula" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "la vieja brújula está abollada y sucia, pero parece funcionar." #: script/events/room.js:45 script/events/room.js:227 script/events/room.js:240 #: script/events/room.js:253 script/events/room.js:309 #: script/events/room.js:332 script/events/room.js:388 #: script/events/room.js:411 script/events/room.js:450 #: script/events/room.js:568 script/events/room.js:584 #: script/events/room.js:600 script/events/room.js:611 msgid "say goodbye" msgstr "decir adiós" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Ruidos " #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "a través de las paredes, se escuchan ruidos." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "imposible saber de qué se trata." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "ruidos extraños se escuchan a través de las paredes" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "investigar" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "se mueven unas formas vagas, lejos de la vista." #: script/events/room.js:79 msgid "the sounds stop." msgstr "los sonidos se detienen." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "regresar adentro" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "" "un montón de ramas se encuentran junto al umbral, envueltas en pelajes " "gruesos." #: script/events/room.js:92 msgid "the night is silent." msgstr "la noche es silenciosa." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "se escuchan chirridos desde el almacén." #: script/events/room.js:112 msgid "something's in there." msgstr "hay algo ahí." #: script/events/room.js:114 msgid "something's in the store room" msgstr "hay algo en el almacén" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "ha desaparecido algo de madera." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "el piso está lleno de pequeñas escamas" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "el piso está lleno de pequeños dientes" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "el piso está lleno de retazos de tela" #: script/events/room.js:190 msgid "The Beggar" msgstr "El Mendigo" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "llega un mendigo." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "pide el pelaje que sobre para mantenerse caliente por la noche." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "llega un mendigo" #: script/events/room.js:204 msgid "give 50" msgstr "dar 50 " #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "dar 100 " #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "rechazarlo" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "el mendigo expresa sus gracias." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "deja a su paso una pila de pequeñas escamas." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "deja a su paso una pila de pequeños dientes." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "deja a su paso unos retazos de tela." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "El Vagabundo Misterioso" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "un vagabundo llega con un carro vacío. dice que si se va con madera, volverá " "con más." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "el constructor no está seguro de que se pueda confiar en él." #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "un vagabundo misterioso llega" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "dar 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "el vagabundo se retira, su carro está lleno de madera" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "el vagabundo misterioso regresa, su carro está muy lleno de madera." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "una vagabunda llega con un carro vacío. dice que si se va con pelajes, " "volverá con más." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "el constructor no está seguro de que se pueda confiar en ella." #: script/events/room.js:365 msgid "turn her away" msgstr "rechazarla" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "la vagabunda se retira, su carro está lleno de pelaje" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "la vagabunda misteriosa regresa, su carro está muy lleno de pelaje." #: script/events/room.js:420 msgid "The Scout" msgstr "El Explorador" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "la exploradora dice que ha estado en todos los sitios." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "dispuesta a hablar de eso, por un precio." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "la exploradora se queda por la noche" #: script/events/room.js:434 msgid "buy map" msgstr "comprar mapa" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "el mapa descubre un poco del mundo" #: script/events/room.js:440 msgid "learn scouting" msgstr "aprender a explorar" #: script/events/room.js:459 msgid "The Master" msgstr "El Maestro" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "un viejo vagabundo llega." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "sonríe cálidamente y pide alojamiento durante la noche." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "un viejo vagabundo llega" #: script/events/room.js:473 msgid "agree" msgstr "aceptar" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "a cambio, el vagabundo ofrece su sabiduría." #: script/events/room.js:493 msgid "evasion" msgstr "evasión" #: script/events/room.js:503 msgid "precision" msgstr "precisión" #: script/events/room.js:513 msgid "force" msgstr "fuerza" #: script/events/room.js:532 msgid "The Sick Man" msgstr "El Hombre Enfermo" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "llega un hombre, tosiendo." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "él ruega por medicinas." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "llega un hombre enfermo" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "dar 1 medicina" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "el hombre toma la medicina ansiosamente" #: script/events/room.js:552 msgid "tell him to leave" msgstr "pedirle que se retire" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "el hombre está agradecido." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "deja una recompensa." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "un metal extraño que recogió en sus viajes." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "unas cajas brillantes raras que recogió en sus viajes." #: script/events/room.js:593 msgid "all he has are some scales." msgstr "todo lo que tiene son escamas." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "el hombre expresa sus gracias y se retira." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "Un Puesto Avanzado" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "un lugar seguro en lo salvaje." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Un Pantano Turbio" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "cañas putrefactas se levantan de la tierra pantanosa." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "un sapo solitario se encuentra sentado en el estiércol, silencioso." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "un pantano se encuentra rodeado de aire estancado." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "entrar" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "en lo profundo del pantano se encuentra una cabaña cubierta de musgo." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "un viejo vagabundo se encuentra dentro, parece en trance." #: script/events/setpieces.js:61 msgid "talk" msgstr "hablar" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "el vagabundo toma el talismán y asiente lentamente." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "habla de haber liderado grandes flotas a mundos nuevos." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "destrucción incomprensible para alimentar el hambre de vagabundo." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "su tiempo aquí, ahora, es su penitencia." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Una Cueva Húmeda" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "la entrada a la cueva es amplia y oscura." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "imposible ver qué hay dentro." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "la tierra aquí está resquebrajada, como si tuviera una antigua herida" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "ir adentro" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "una bestia asustada defiende su hogar" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "continuar" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "abandonar cueva" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "la cueva se hace angosta unos pasos adelante." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "los muros están húmedos y cubiertos de musgo" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "presionar" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "" "los restos de un viejo campamento se encuentran justo dentro de la cueva." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "" "los sacos de dormir, desgarrados y ennegrecidos, yacían bajo una fina capa " "de polvo." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "el cuerpo de un vagabundo se encuentra en una pequeña caverna." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "" "la putrefacción se ha encargado de él, y algunas de sus partes no se " "encuentran." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "imposible saber qué lo trajo aquí." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "la antorcha se agita y se apaga en el aire húmedo" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "la oscuridad es absoluta" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "la antorcha se apaga" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "un lagarto de cueva ataca" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "una gran bestia ataca en la oscuridad" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "un gran lagarto viene de frente" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "el nido de un gran animal se encuentra al fondo de la cueva." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "" "un pequeño suministro de provisiones está escondido al fondo de la cueva." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "" "un viejo estuche está detrás de una roca, cubierto en una gruesa capa de " "polvo." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Una Aldea Desierta" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "" "un pequeño suburbio está adelante, casas vacías chamuscadas y " "resquebrajándose." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "luces exteriores rotas permanecen, oxidándose. la luz no ha llegado a este " "lugar en mucho tiempo." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "" "la aldea se encuentra abandonada, sus ciudadanos muertos desde hace mucho" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "explorar" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "" "donde las ventanas de la escuela no están rotas, se encuentran ennegrecidas " "por el hollín." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "las puertas dobles crujen sin parar con el viento." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "abandonar la aldea" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "emboscado en la calle." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "un asentamiento construido más adelante." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "una cruz verde apenas visible detrás de las ventanas sucias." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "" "un pequeño alijo de suministros está escondido dentro de un armario oxidado." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "un carroñero espera junto a la puerta." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "una bestia se encuentra solo en un parque con mucha vegetación." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "una caravana volcada se extiende por la calle viruela." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "ha sido saqueado por carroñeros, pero todavía hay algunas cosas que vale la " "pena tomar." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "un loco ataca, chillando." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "un matón sale de las sombras." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "una bestia ataca fuera de una clase saqueada." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "" "a través de las grandes puertas del gimnasio, los pasos se pueden escuchar." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "" "la luz de las antorchas proyecta un resplandor parpadeante por el pasillo." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "los pasos se detienen." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "otra bestia, atraida por el ruido, salta de un bosquecillo de árboles." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "algo está causando una conmoción en el camino." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "una pelea, tal vez." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "una pequeña canasta de alimentos se oculta bajo un banco del parque, con una " "nota adjunta." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "no puedo leer las palabras." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "un carroñero en pánico irrumpe a través de la puerta, gritando." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "" "un hombre se levanta sobre un vagabundo muerto. se da cuenta de que no está " "solo." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "el carroñero tenía un pequeño campamento en la escuela." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" "recogió los residuos repartidos en el suelo como si hubieran caído del cielo." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "el carroñero estaba buscando suministros aquí, parece." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "una lástima dejar que lo que había descubierto se desperdicie." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "debajo de los harapos del vagabundo, argarrado por una de sus muchas manos, " "un centelleo de acero." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "vale la pena matar, parece." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "ojo por ojo parece justo." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "siempre funcionó antes, por lo menos." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "se puede encontrar unas chucherías pelando los huesos." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "una medicina abandonada en los cajones." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "la clínica ha sido saqueada." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "solamente queda polvo y manchas." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Una Ciudad en Ruinas" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "un cartel de carretera estropeado guarda la entrada de esta anteriormente " "gran ciudad." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "las torres que ya no se han desmoronado sobresalen del paisaje como la caja " "torácica de alguna bestia antigua." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "todavía podría haber cosas valgan la pena dentro." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "las torres de una ciudad podrida dominan el horizonte" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "las calles están vacías." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "" "el aire está lleno de polvo, impulsado sin descanso por los fuertes vientos" #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "abandonar ciudad" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" "los conos del tránsito están puestos en la calle, descoloridos y agrietados." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "las luces parpadean a través de callejones entre edificios." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "una larga y pobre ciudad se extiende a través de las calles." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" "rostros, oscurecidos por hollín y sangre, miran fuera de las chozas cocidas." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "el casco de un hospital surge adelante." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "la antigua torre parece casi intacta." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "el armazón de autos quemados bloquean la entrada." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "" "la mayoría de las ventanas a nivel de la tierra están estropeadas de todas " "maneras." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "" "un lagarto enorme aparece desde la oscuridad de una antigua estación de " "metro." # command #: script/events/setpieces.js:1368 msgid "descend" msgstr "descender" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "el disparo hace eco en la calle vacía." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "el soldado sale de entre los edificios, con el rifle en alto." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "un hombre frágil está de pie desafiante, bloqueando el camino." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "nada más que los ojos bajos." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "la gente aquí se rompió hace ya mucho tiempo." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "pasillos vacíos." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "los carroñeros han barrido el sitio." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "un anciano irrumpe a través de una puerta, blandiendo un bisturí." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "un matón está esperando al otro lado de la pared." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "una bestia gruñona salta desde detrás de un coche." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "la calle sobre el subterráneo es alucinante.." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "deja algo de luz hacia abajo en la bruma polvorienta." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "un sonido proviene del túnel, justo por delante." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "parece una clase de campamento más adelante." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "el lazo oxidado de la cadena es tirado a través de un callejón." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "incendios queman en el patio más allá." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "más voces pueden ser escuchadas en las proximidades." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "deben estar aquí por una razón." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "el sonido de disparos llevado por el viento." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "la calle se ilumina con la luz del fuego." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "más ocupas ilegales se agolpan alrededor ahora." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "alguien lanza una piedra." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "una tienda improvisada se estableció en la acera." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "el propietario hace una pausa, estoica." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "" "las tiras de carne están colgando para secarse en el otro lado de la calle." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "las personas se dan vuelta, evitando contacto visual." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "" "alguien ha bloqueado y hecho una barricada en la entrada de este teatro." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "una tribu de ancianos ocupas está acampando en esta sala." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "una manada de lagartos redondea la esquina." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "las tiras de carne se están secando al colgar en esta sala." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "un nido de aves grande en la parte superior de las escaleras." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "los escombros están más densos aquí." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "quizás haya unas cosas útiles." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "una multitud de ratas se lanza por el túnel." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "un hombre grande attaca, agitando una bayoneta." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "un segundo soldado abre fuego." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "" "un soldado enmascarado da la vuelta a la esquina, la pistola en la mano" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "La multitud avanzó en tropel." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "un joven attaca con una rama de árbol." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "un paracaidista se planta en la puerta de una pequeña cabaña." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "detrás de la puerta, una figura deforme se lavanta y ataca." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "" "tan pronto como la puerta se abre un poco, cientos de tentáculos salen de " "ella." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "al pájaro deben haberle gustado las cosas brillantes." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "algunas cosas buenas entretejidas en su nido." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "no hay mucho aquí." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "los carroñeros ya deben haber llegado a este lugar." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "el túnel se abre en otra plataforma." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "las paredes están chamuscados de una antigua batalla." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "hay cuerpos y suministros de ambos partes dispersados en el suelo." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "el pequeño puesto militar está bien abastecido." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "unos armas y municiones, las reliquias de la guerra, están bien arreglados " "en el suelo del depósito." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "tan mortal ahora como lo eran entonces." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "la búsqueda en los cuerpos produce algunos suministros." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "más soldados estarán de camino." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "hora de seguir adelante." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "el pequeño poblado ya ha estado quemando un rato." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" "los cuerpos de los vagabundos quienes vivían aquí todavía están visibles en " "las llamas." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "todavía estamos a tiempo para rescatar a algunos suministros." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" "los demás pobladores huyen de la violencia, sus pertenencias olvidadas." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "no hay mucho, pero se puede encontrar unas cosas útiles." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "el poblador joven llevaba un saco de lona." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "contiene el equipo de viaje y unas chucherías." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "no hay nada más aquí." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "dentro de la cabaña, un niño llora." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "algunas pertenencias están apoyadas contra los muros." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "" "el hedor de la podredumbre y de la muerte inunda los teatros de operaciones." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "algunos artículos se encuentran dispersos en el suelo." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "no hay nada más aquí." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "un botiquín inmaculado al final de un pasillo." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "el resto del hospital está vacío." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "alguien había estado acumulando un botín aquí." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "el horror tentacular es derrotado." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "en el interior, los restos de sus víctimas están en todas partes." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "el hombre deformado yace muerto." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "el quirófano tiene una gran cantidad de equipo curioso." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "el anciano tenía un pequeño alijo de artículos interesantes." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Una Casa Antigua" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" "una antigua casa permanece aquí, alguna vez revestida de blanco amarillenta " "y pelada." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "la puerta cuelga abierta." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "" "los restos de una casa antigua están de pie como un monumento a tiempos más " "simples" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "la casa está abandonada, pero aún no se recogió nada." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "todavía algunas gotas de agua en el viejo pozo." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "la casa ha sido saqueada." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "pero hay un alijo de medicinas bajo las tablas del suelo." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "un hombre carga por el pasillo, una cuchilla oxidada en su mano" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Un Campo de Batalla Olvidado" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "se libró una batalla aquí, hace mucho tiempo." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "tecnología maltratada desde ambos lados permanece inactiva en el paisaje " "arruinado." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Un Pozo Enorme" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" "un enorme agujero se hunde profundamente en la tierra, la evidencia de la " "cosecha pasada." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "se llevaron lo que vinieron a buscar, y se fueron." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "" "todavía se puede encontrar los desechos de los taladros gigantes al borde " "del precipicio." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Un Nave Estrellada" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "" "las curvas familiares de un buque vagabundo levantan del polvo y la ceniza. " #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "suerte que los indígenas no pueden hacer funcionar los mecanismos." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "con un poco de esfuerzo, puede que vuele de nuevo." # command #: script/events/setpieces.js:3148 msgid "salvage" msgstr "salvar" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "La Mina de Azufre" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "los militares ya están asentados en la entrada de la mina." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "soldados patrullan el perímetro, fusiles al hombro." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "un perímetro militar se estableció alrededor de la mina." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "atacar" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "un soldado, alertado, abre fuego." # command #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "correr" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "un segundo soldado se une a la lucha." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "un soldado canoso ataca, agitando una bayoneta." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "la presencia militar ha desaparecido." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "la mina ahora es segura para los trabajadores." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "la mina de azufre está libre de peligros" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "La Mina de Carbón" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "hogueras arden en la entrada a la mina." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "los hombres se arremolinan alrededor, armas en mano." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "esta mina antigua no está abandonada" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "un hombre se une a la pelea" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "solo queda el jefe." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "el campamento todavía está, salvo por el crepitar de las llamas." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "la mina de carbón está libre de peligros" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "La Mina de Hierro" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "una antigua mina de hierro se asienta aquí, herramientas abandonadas y " "oxidadas." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "huesos blanqueados están esparcidos sobre la entrada. muchos, profundamente " "marcados con ranuras irregulares." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "aullidos salvajes hacen eco en la oscuridad." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "el camino conduce a una mina abandonada" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "" "una gran criatura se abalanza, músculos agitándose a la luz de las antorchas" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "la bestia está muerta." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "la mina de hierro está libre de peligros" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Una Aldea Destruida" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "una aldea destruida se encuentra en el polvo." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "cuerpos carbonizados llenan el suelo." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "el aroma metálico de vagabundo incinerado permanece en el aire." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "una choza se encuentra en el centro de la aldea." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "aún hay provisiones adentro." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "todo el trabajo de una generación pasada está aquí." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "listo para recoger." #~ msgid "Export" #~ msgstr "Exportar" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/fr/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} #lootButtons:before { content: "prendre :" !important; } #dropMenu:before { content: "déposer :" !important; } #hullRow { width: 80px !important; } div#workers { width: 160px !important; } div.button div.tooltip { width: 120px !important; } ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/fr/strings.js ================================================ _.setTranslation({"the plague is kept from spreading.": "La peste ne se propage plus.", "all": "tout", "use meds": "se soigner", "water tank": "r\u00e9servoir d'eau", "some villagers are ill": "quelques villageois sont malades", "something's in the store room": "il y'a quelque chose dans l'entrep\u00f4t", "punch twice as fast, and with even more force": "frapper deux fois plus vite, et avec plus de force", "The Nomad": "Le nomade", "more traps won't help now": "plus de pi\u00e8ge n'apportera rien de plus maintenant", "only a few die.": "seuls quelques uns meurent.", "maybe some useful stuff in the rubble.": "il y a peut-\u00eatre des choses int\u00e9ressantes dans les d\u00e9combres.", "the bodies of the wanderers that lived here are still visible in the flames.": "les corps des vagabonds qui y vivaient sont toujours discernables dans les flammes.", "the walls are scorched from an old battle.": "les murs portent les traces d'une ancienne bataille.", "convoy": "convoi", "after a skirmish they are driven away, but not without losses.": "ils sont repouss\u00e9s apr\u00e8s une escarmouche, mais pas sans pertes.", "armoury": "armurerie", "a huge hole is cut deep into the earth, evidence of the past harvest.": "un \u00e9norme trou s'engouffre dans les entrailles de la terre, symbole d'une ancienne exploitation.", "it puts up little resistance before the knife.": "elle r\u00e9siste faiblement face au couteau.", "the compass points east": "la boussole pointe vers l'est", "there was a beast. it's dead now": "il y avait une b\u00eate sauvage. elle est morte maintenant.", "a shivering man approaches and attacks with surprising strength": "un homme tremblant s'approche et attaque avec une force surprenante", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "quelques brindilles enroul\u00e9es d'une fourrure grossi\u00e8re sont pos\u00e9s sur le seuil de la porte.", "steelworker": "sid\u00e9rurgiste", "not enough alien alloy": "pas assez de carburant extra-terrestre", "street above the subway platform is blown away.": "la rue qui surplombe le m\u00e9tro est d\u00e9truite.", "the soldier is dead": "le soldat est mort", "error while saving to dropbox datastorage": "erreur lors de la sauvegarde dropbox", "a fire rampages through one of the huts, destroying it.": "un incendie \u00e9clate dans une des cabanes, la r\u00e9duisant en cendres.", "the warped man lies dead.": "l'homme d\u00e9figur\u00e9 g\u00eet. mort.", "the room is {0}": "la pi\u00e8ce est {0}", "take all you can": "prendre le plus possible", "unfathomable destruction to fuel wanderer hungers.": "mais il \u00e0 \u00e9chou\u00e9 et la men\u00e9 \u00e0 sa perte.", "strange noises can be heard through the walls": "de l'autre cot\u00e9 du mur s'\u00e9chappent des bruits \u00e9tranges ", "Export / Import": "Exporter/Importer", "mourn": "faire le deuil", "the debris is denser here.": "les d\u00e9bris sont plus nombreux ici.", "save.": "sauvegarder.", "total score: {0}": "score total: {0}", "learned to make the most of food": "vous savez tirer partie un maximum de la nourriture", "buy teeth": "acheter des dents", "the sky is grey and the wind blows relentlessly": "le ciel est gris et le vent souffle implacablement", "supplies:": "\u00e9quipement:", "mild": "ti\u00e8de", "the feral terror is dead": "la terreur sauvage est morte", "the tracks disappear after just a few minutes.": "les empruntes disparaissent apr\u00e8s quelques minutes.", "a safe place in the wilds.": "Un endroit s\u00fbr dans la nature.", "time to move on.": "il est temps de partir.", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "sous les guenilles du r\u00f4deur, dans l'une de ses mains, un \u00e9clat m\u00e9tallique.", "buy scales": "acheter des \u00e9cailles", "not enough cloth": "chiffon insuffisante", "the hunting lodge stands in the forest, a ways out of town": "la cabane de chasseur est construite \u00e0 la sortie du village", "leave": "partir", "the convoy can haul mostly everything": "le convoi peut transporter presque tout", "learned to strike faster without weapons": "appris \u00e0 attaquer plus vite sans arme", "an old house remains here, once white siding yellowed and peeling.": "une vieille maison tient encore debout, sa fa\u00e7ade jadis blanche jaunie et d\u00e9cr\u00e9pie.", "ignore them": "les ignorer", "get the app.": "t\u00e9l\u00e9charger l'application.", "a beast, wilder than imagining, erupts out of the foliage": "une b\u00eate inimaginable surgit des feuillages", "builder stokes the fire": "L'ouvrier attise le feu", "A Destroyed Village": "Un Village D\u00e9truit", "a ragged stranger stumbles through the door and collapses in the corner": "une \u00e9trang\u00e8re en loque rentre en titubant et s'effondre dans un coin", "not enough leather": "cuir insuffisant", "the fight is short and bloody, but the beasts are repelled.": "le combat est bref et sanglant, mais les b\u00eates sont repouss\u00e9es.", "the wood is running out": "il n'y a bient\u00f4t plus de bois", "a crudely made charm": "un charme rudimentaire", "rot's been to work on it, and some of the pieces are missing.": "le corps est en pleine d\u00e9composition et il en manque une partie.", "say goodbye": "dire au revoir", "a trading post would make commerce easier": "un comptoir rendrait le commerce plus facile", "some wood is missing.": "du bois a disparu.", "The Beggar": "Le mendiant", "the torch goes out": "la torche s\u2019\u00e9teint", "the sickness is cured in time.": "la maladie est soign\u00e9 \u00e0 temps.", "not enough fur": "fourrure insuffisante", "the military is already set up at the mine's entrance.": "l'arm\u00e9e est d\u00e9j\u00e0 affair\u00e9e \u00e0 l'entr\u00e9e de la mine.", "sulphur": "soufre", "tannery goes up quick, on the edge of the village": "au bord du village, la tannerie se construit vite", "learned to fight quite effectively without weapons": "apprendre \u00e0 se battre de fa\u00e7on efficace sans arme", "charred bodies litter the ground.": "des corps carbonis\u00e9s jonchent le sol.", "someone throws a stone.": "quelqu'un lance une pierre.", "leaves a pile of small teeth behind.": "il laisse une pile de petites dents derri\u00e8re lui.", "leave city": "quitter la ville", "not enough scales": "\u00e9caille insuffisante", "someone has locked and barricaded the door to this operating theatre.": "quelqu'un a barricad\u00e9 la double porte de la salle d'op\u00e9ration.", "leave cave": "sortir de la cave", "hp: {0}/{1}": "vie: {0}/{1}", "a lone frog sits in the muck, silently.": "une grenouille solitaire est assise dans la vase, silencieuse.", "a gaunt man approaches, a crazed look in his eye": "un homme d\u00e9charn\u00e9 approche, un regard d\u00e9ment dans ses yeux", "predators become prey. price is unfair": "les pr\u00e9dateurs deviennent la proie. la vie est ainsi faite.", "learned how to ignore the hunger": "vous savez ignorer la faim", "punch": "coup de poing", "water": "eau", "desert rat": "rat du d\u00e9sert", "explore": "explorer", "a pack of snarling beasts pours out of the trees.": "une meute de b\u00eates sort de la for\u00eat.", "punches do even more damage.": "les coups de poings font plus de d\u00e9gats", "the body of a wanderer lies in a small cavern.": "le corps d'un vagabond repose dans une petite caverne.", "roaring": "br\u00fble", "something's in there.": "il y'a quelque chose \u00e0 l\u2019int\u00e9rieur.", "the people back away, avoiding eye contact.": "les personnes reculent, le regard fuyant.", "A Huge Borehole": "Un Puits de Forage Gigantesque", "steel's stronger than iron": "l'acier est plus dur que le fer", "builder says she could make finer things, if she had the tools": "L'ouvri\u00e8re dit qu'elle pourrait faire des objets de meilleurs qualit\u00e9s, si elle avait les outils.", "soldier": "soldat", "learn scouting": "apprendre la reconnaissance", "share.": "partager.", "choose one slot to save to": "choisir un slot de sauvegarde", "some villagers have died": "certains villageois sont morts", "A Murky Swamp": "Un marais boueux", "still a few drops of water in the old well.": "il reste quelques gouttes d'eau dans le vieux puits.", "scales": "\u00e9cailles", "the grasses thin. soon, only dust remains.": "l'herbe se rar\u00e9fie. Il ne reste bient\u00f4t plus qu'une terre poussi\u00e9reuse.", "bayonet": "bayonette", "a shot rings out, from somewhere in the long grass": "un tir retenti, quelque part dans les hautes herbes", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "un mur d'arbres noueaux sorte de la poussi\u00e8re. leurs branches se tordant pour former une canop\u00e9 squelettique.", "gather wood": "ramasser du bois", "with a little effort, it might fly again.": "avec un peu d'amour, il pourrait bien voler \u00e0 nouveau.", "A Scavenger": "Un pilleur", "picking the bones finds some useful trinkets.": "au milieu des os, quelques bibelots int\u00e9ressants.", "sufferers are healed": "les malades sont soign\u00e9s", "the shell of an abandoned hospital looms ahead.": "les vestiges d'un h\u00f4pital abandonn\u00e9 gisent non loin.", "the villagers hang the thief high in front of the store room.": "les villageois pendent le voleur devant l\u2019entrep\u00f4t.", "eye for an eye seems fair.": "\u0153il pour \u0153il semble honn\u00eate.", "an old man bursts through a door, wielding a scalpel.": "un vieillard appara\u00eet dans l'embrasure de la porte, un scalpel en main.", "1 medicine": "1 m\u00e9dicament", "the small military outpost is well supplied.": "le petit avant-poste militaire est bien ravitaill\u00e9.", "the clinic has been ransacked.": "la clinique a \u00e9t\u00e9 mise \u00e0 sac.", "feral terror": "terreur sauvage", "leaves some scraps of cloth behind.": "il laisse quelques vieux chiffons derri\u00e8re lui.", "are you sure?": "\u00eates-vous sur ?", "the meat has run out": "il n'y a plus de viande", "charcutier": "boucher", "a military perimeter is set up around the mine.": "un p\u00e9rim\u00e8tre militaire a \u00e9t\u00e9 d\u00e9ploy\u00e9 autour de la mine.", "trading post": "comptoir", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "une vagabonde arrive avec une charrette vide. elle dit que si elle peut emmener des fourrures, elle en ram\u00e8nera encore plus.", "in exchange, the wanderer offers his wisdom.": "en \u00e9change, il offrira un peu de sa sagesse.", "only the chief remains.": "il reste le chef.", "a small basket of food is hidden under a park bench, with a note attached.": "un petit panier de nourriture est cach\u00e9 sous un banc, avec une note.", "warm": "douce", "A Modest Village": "Un village", "the sound of gunfire carries on the wind.": "le son d'une fusillade est port\u00e9 par le vent.", "linger": "s'attarder", "stoke fire": "attiser le feu", "A Strange Bird": "Un oiseau \u00e9trange", "shoot": "tirer (fusil)", "none": "aucune", "leave town": "quitter la ville", "most of the windows at ground level are busted anyway.": "la plupart des fen\u00eatres du rez-de-chauss\u00e9e sont bris\u00e9es, de toute fa\u00e7on.", "a strange looking bird speeds across the plains": "un oiseau \u00e9trange vole rapidement au dessus des plaines", "the soldier steps out from between the buildings, rifle raised.": "le militaire s'\u00e9loigne des b\u00e2timents, le fusil lev\u00e9.", "take:": "prendre:", "connect game to dropbox local storage": "connecter le jeu \u00e0 un dossier local dropbox", "strange bird": "oiseau \u00e9trange", "if the code is invalid, all data will be lost.": "si le code est incorrect, toutes les donn\u00e9es seront perdues.", "A Feral Terror": "Une terreur sauvage", "can't see what's inside.": "impossible de voir ce qu'il y'a \u00e0 l'int\u00e9rieur.", "a large beast charges out of the dark": "Une grande b\u00eate appara\u00eet dans l'obscurit\u00e9 et charge", "salvage": "r\u00e9cup\u00e9rer", "learned to predict their movement": "vous savez pr\u00e9dire leurs mouvement", "a small suburb lays ahead, empty houses scorched and peeling.": "devant, un petit lotissement. ses maisons br\u00fbl\u00e9es ou effondr\u00e9es.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "un vagabond arrive avec une charrette vide. il dit que s'il peut emmener du bois, il en ram\u00e8nera encore plus.", "gaunt man": "homme d\u00e9charn\u00e9", "a gunshot rings through the trees.": "une d\u00e9tonation retenti dans la for\u00eat.", "the villagers retreat to mourn the dead.": "les villageois rentrent et vont pleurer leurs morts", "there's not much, but some useful things can still be found.": "il ne reste pas grand-chose, mais certains objets peuvent toujours \u00eatre utiles.", " and ": " et ", "an improvised shop is set up on the sidewalk.": "un magasin de fortune a \u00e9t\u00e9 improvis\u00e9 sur le trottoir.", "cured meat": "viande s\u00e9ch\u00e9e", "builder puts up a hut, out in the forest. says word will get around.": "l'ouvri\u00e8re construit une cabane dans la for\u00eat. Elle dit que \u00e7a se saura.", "learned how not to be seen": "vous savez comment ne pas \u00eatre vu", "punches do more damage": "les points font plus de d\u00e9gats", "lift off": "d\u00e9coller", "only dust and stains remain.": "il ne reste que de la poussi\u00e8re et des taches d'origine douteuse.", "castoff from the mammoth drills can still be found by the edges of the precipice.": "les sillons de la t\u00eate de forage sont encore visibles sur les bords du pr\u00e9cipice.", "well armed men charge out of the forest, firing into the crowd.": "des hommes arm\u00e9s surgissent hors de la for\u00eat et tirent sur tout ce qui bouge.", "a plague afflicts the village": "une \u00e9pid\u00e9mie s'abat sur le village", "damage": "d\u00e9gats", "all the work of a previous generation is here.": "tout le travail d'une ancienne g\u00e9n\u00e9ration est l\u00e0.", "An Old Starship": "Un ancien vaisseau spatial", "ignore it": "l'ignorer", "hot": "chaude", "he smiles warmly and asks for lodgings for the night.": "il souri chaleureusement et demande un abri pour la nuit.", "forest": "for\u00eat", "give 500": "en donner 500", "the owner stands by, stoic.": "le propri\u00e9taire se tient \u00e0 c\u00f4t\u00e9, sto\u00efque.", "a battle was fought here, long ago.": "on s'est battu ici, il y a bien longtemps.", "builder says leather could be useful. says the villagers could make it.": "l'ouvri\u00e8re dit que du cuir pourrait \u00eatre utile. elle dit que les villageois pourraient en fabriquer.", "craft:": "fabriquer:", "Iron Mine": "Mine :de fer", "coal mine": "mine de charbon", "learned to be where they're not": "vous savez \u00eatre l\u00e0 o\u00f9 ils ne sont pas", "scavengers must have gotten to this place already.": "des pillards ont d\u00e9j\u00e0 d\u00fb trouver cet endroit.", "the remains of an old camp sits just inside the cave.": "a l'int\u00e9rieur de la grotte, les restes d'un ancien campement.", "epidemic is eradicated eventually": "l'\u00e9pid\u00e9mie finit par \u00eatre \u00e9radiqu\u00e9e", "The Village": "Le village", "deep in the swamp is a moss-covered cabin.": "au centre du mar\u00e9cage, une cabane recouverte de mousse.", "snarling beast": "b\u00eate qui grogne", "soldiers patrol the perimeter, rifles slung over their shoulders.": "des militaires patrouillent le p\u00e9rim\u00e8tre, leurs armes en bandouli\u00e8re.", "embark": "partir", "a swarm of rats rushes up the tunnel.": "une nu\u00e9e de rats se pr\u00e9cipite hors du tunnel.", "faces, darkened by soot and blood, stare out from crooked huts.": "de nombreux visages, macul\u00e9s de suie et de sang, scrutent la rue depuis leurs maisons rapi\u00e9c\u00e9es.", "a small supply cache is hidden at the back of the cave.": "une petite cachette \u00e0 provision se trouve au fond de la cave.", "coal": "charbon", "Stratosphere": "Stratosph\u00e8re", "scout": "\u00e9claireur", "man-eater": "mangeur d'homme", "can't tell what they're up to.": "impossible de comprendre ce qui se dit.", "enter": "entrer", "a destroyed village lies in the dust.": "un village d\u00e9truit g\u00eet dans la poussi\u00e8re.", "Ship": "Vaisseau", "talk": "parler", "another beast, draw by the noise, leaps out of a copse of trees.": "une autre b\u00eate, attir\u00e9e par le bruit, surgit d'un bosquet.", "A Soldier": "Un soldat", "the man expresses his thanks and hobbles off.": "l'homme vous remercie et repart, boitillant.", "battered technology from both sides lays dormant on the blasted landscape.": "la technologie caboss\u00e9e des deux camps semble comme endormie, veillant sur le paysage d\u00e9sol\u00e9.", "the villagers haul a filthy man out of the store room.": "les villageois trainent un homme louche hors de l'entrep\u00f4t.", "strips of meat are hung up to dry in this ward.": "des lani\u00e8res de viande s\u00e8chent, accroch\u00e9s dans le quartier.", "app store.": "app store", "cold": "froide", "A Borehole": "Un forage", "the iron mine is clear of dangers": "la mine de fer est s\u00e9curis\u00e9e", "the military presence has been cleared.": "la pr\u00e9sence des militaires a \u00e9t\u00e9 \u00e9radiqu\u00e9e.", "A Crashed Starship": "Un vaisseau spatial \u00e9cras\u00e9", "the fire is {0}": "le feu {0}", "A Lonely Hut": "Une cabane solitaire", "blast": "tirer (laser)", "the young settler was carrying a canvas sack.": "le jeune homme portait un sac en toile de jute.", "iron's stronger than leather": "le fer est plus dur que le cuir", "a cave lizard attacks": "un l\u00e9zard attaque", "dodge attacks more effectively": "esquiver les attaques de fa\u00e7on plus efficace", "hull: ": "bouclier:", "a madman attacks, screeching.": "comme poss\u00e9d\u00e9, un homme attaque dans un hurlement.", "thieves": "voleurs", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "les tours qui ne se sont pas encore effondr\u00e9 se d\u00e9coupent \u00e0 l'horizon, ressemblant aux c\u00f4tes de quelque mythique cr\u00e9ature.", "lights off.": "lumi\u00e8res \u00e9teintes.", "learned to look ahead": "vous savez regarder plus loin", "the mine is now safe for workers.": "la mine est d\u00e9sormais s\u00fbre pour les ouvriers.", "Coal Mine": "Mine de charbon", "empty corridors.": "des couloirs vides", "save to slot": "sauvegarder", "A Dark Room": "Une pi\u00e8ce sombre", "hunter": "chasseur", "strips of meat hang drying by the side of the street.": "des lani\u00e8res de viande pendues s\u00e8chent sur le c\u00f4t\u00e9 de la rue.", "more squatters are crowding around now.": "plusieurs squatteurs se regroupent.", "some weird glowing boxes he picked up on his travels.": "d'\u00e9trange boites lumineuses qu'il a ramass\u00e9 durant ses voyages.", "a panicked scavenger bursts through the door, screaming.": "un pillard paniqu\u00e9 se pr\u00e9cipite dehors, en hurlant.", "give 50": "donner 50", "the people here were broken a long time ago.": "les gens qui vivent ici sont bris\u00e9s depuis bien longtemps.", "An Old House": "Une vieille maison", "a soldier, alerted, opens fire.": "un militaire, alert\u00e9, ouvre le feu.", "meat": "viande", "the tunnel opens up at another platform.": "le tunnel d\u00e9bouche sur une autre plate-forme.", "a terrible plague is fast spreading through the village.": "une terrible peste se propage rapidement dans le village.", "the gaunt man is dead": "l'homme d\u00e9charn\u00e9 est mort.", "bone spear": "lance", "trap": "pi\u00e8ge", "the street ahead glows with firelight.": "la rue en face est \u00e9clair\u00e9e par la danse des flammes.", "scavenger had a small camp in the school.": "un pillard avait mont\u00e9 un camp de fortune dans l'enceinte de l'\u00e9cole.", "a large shanty town sprawls across the streets.": "un grand bidonville a peu \u00e0 peu envahi les rues.", "the shell of a burned out car blocks the entrance.": "la carcasse d'un v\u00e9hicule incendi\u00e9 bloque l'entr\u00e9e.", "a small group arrives, all dust and bones.": "un petit groupe arrive, sale et affam\u00e9.", "A Ruined City": "Une ville en ruine", "weight": "poids", "a beggar arrives": "un mendiant arrive", "The Thief": "Le voleur", "carrying more means longer expeditions to the wilds": "porter plus signifie des exp\u00e9ditions plus longue dans les contr\u00e9s sauvages", "the rest of the hospital is empty.": "le reste de l'h\u00f4pital est vide.", "connect": "connecter", "bits of meat": "des morceaux de viande", "go twice as far without eating": "aller deux fois plus loin sans manger", "scavenger'd been looking for supplies in here, it seems.": "apparemment, un pillard est d\u00e9j\u00e0 pass\u00e9 par l\u00e0.", "there's nothing else here.": "il ne reste rien d'autre ici.", "the cask holds enough water for longer expeditions": "le tonneau contiendra assez d'eau pour des exp\u00e9ditions plus longues", "check traps": "v\u00e9rifier les pi\u00e8ges", "Plague": "La peste", "a fire has started": "un incendie a commenc\u00e9", "medicine": "m\u00e9dicament", "the old man had a small cache of interesting items.": "le vieil homme poss\u00e9dait une cache remplie d'objets int\u00e9ressants.", "tannery": "tannerie", "lob": "lancer grenade", "no more room for huts.": "il n'y a plus de place pour des cabanes.", "they took what they came for, and left.": "ils ont pris tout ce qu'ils ont pu, puis ils sont partis.", "through the large gymnasium doors, footsteps can be heard.": "derri\u00e8re les larges portes du gymnase, des bruits de pas r\u00e9sonnent.", "someone had been stockpiling loot here.": "quelqu'un a entass\u00e9 ses trouvailles ici.", "a green cross barely visible behind grimy windows.": "une croix verte \u00e0 peine visible derri\u00e8re des fen\u00eatres crasseuses.", "a sick man hobbles up": "un homme arrive, boitillant", "An Abandoned Town": "Une ville abandonn\u00e9e", "cart": "charrette", "might be things worth having still inside.": "il pourrait rester des choses int\u00e9ressantes \u00e0 l'int\u00e9rieur.", "the wood has run out": "il n'y a plus de bois", "The Master": "Le ma\u00eetre", "thrust": "ba\u00efonnette", "water replenished": "plein d'eau fait.", "a soldier opens fire from across the desert": "un soldat ouvre feu dans le desert", "go twice as far without drinking": "aller deux fois plus loin sans boire", "the tentacular horror is defeated.": "l'horreur tentaculaire est vaincue.", "Sickness": "Maladie", "a thug moves out of the shadows.": "un brigand sort des ombres.", "some traps have been destroyed": "des pi\u00e8ges ont \u00e9t\u00e9 d\u00e9truits", "eat meat": "manger", "willing to talk about it, for a price.": "Elle veut bien en parler, mais \u00e7a a un prix.", "swing": "coup d'\u00e9p\u00e9e (fer)", "alien alloy": "alliage extraterrestre", "export or import save data, for backing up": "exporter ou importer vos donn\u00e9es de sauvegarde", "smokehouse": "fumoir", "vague shapes move, just out of sight.": "une forme indistincte s'\u00e9loigne dans l'ombre.", "Wanderer": "Vagabond", "the earth here is split, as if bearing an ancient wound": "\u00e0 cet endroit, la terre s'ouvre en deux, comme une ancienne blessure", "dangerous to be this far from the village without proper protection": "c'est dangereux de s'\u00e9loigner autant du village sans une bonne protection.", "the compass points southeast": "la boussole pointe vers le sud est", "barbarian": "barbare", "the wanderer leaves, cart loaded with furs": "la vagabonde s'en va, la charrette charg\u00e9e de fourrure", "there are still supplies inside.": "il reste des provisions \u00e0 l'int\u00e9rieur.", "traps are more effective with bait.": "les pi\u00e8ges sont plus efficace avec des app\u00e2ts", "rusted chainlink is pulled across an alleyway.": "une cha\u00eene rouill\u00e9e a \u00e9t\u00e9 tendue pour bloquer l'all\u00e9e.", "a sickness is spreading through the village.": "le village est contamin\u00e9 par une maladie", "tangle": "bola", "miss": "rat\u00e9", "a large creature attacks, claws freshly bloodied": "Une grande cr\u00e9ature attaque, les griffes d\u00e9goulinante de sang", "a beast charges out of a ransacked classroom.": "une b\u00eate sauvage se jette hors d'une salle de classe saccag\u00e9e.", "lucky that the natives can't work the mechanisms.": "une chance que les indig\u00e8nes ne sachent pas s'en servir.", "the rickety cart will carry more wood from the forest": "la charrette d\u00e9labr\u00e9e aidera \u00e0 ramener plus de bois de la for\u00eat", "just as deadly now as they were then.": "aussi mortelles aujourd'hui que jadis.", "builder just shivers": "L'ouvri\u00e8re \u00e0 trop froid", "a second soldier joins the fight.": "un deuxi\u00e8me militaire se joint au combat.", "attack": "attaquer", "there is nothing else here.": "il n'y a plus d'eau", "turn her away": "la renvoyer", "reinforce hull": "renforcer les bouclier", "not enough wood to get the fire going": "pas assez de bois pour alimenter le feu", "a stranger arrives in the night": "un \u00e9tranger arrive durant la nuit", "hut": "cabane", "trapper": "trappeur", "upgrade engine": "am\u00e9liorer le moteur", "a battered highway sign stands guard at the entrance to this once-great city.": "un large panneau caboss\u00e9 monte la garde \u00e0 l'entr\u00e9e de la ville, seul vestige de sa grandeur pass\u00e9e.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "les courbes famili\u00e8res d'un vaisseau de r\u00f4deur se dessinent dans la poussi\u00e8re et les cendres.", "A Ruined Trap": "Un pi\u00e8ge d\u00e9truit", "steel": "acier", "the stranger is standing by the fire. she says she can help. says she builds things.": "l'\u00e9trang\u00e8re se tient pr\u00eat du feu. elle dit qu'elle peut aider. elle dit qu'elle sait construire des choses.", "sulphur miner": "mineur de souffre", "the only hope is a quick death.": "le seul espoir est une mort rapide.", "score for this game: {0}": "score de la partie: {0}", "the lizard is dead": "le l\u00e9zard est mort", "iron": "fer", "fires burn in the courtyard beyond.": "non loin, un lopin de terre et un feu cr\u00e9pitant.", "light fire": "allumer le feu", "a large creature lunges, muscles rippling in the torchlight": "une cr\u00e9ature massive se jette en avant, sa musculature impressionnante ondulant dans la lueur des flammes.", "something's causing a commotion a ways down the road.": "quelque chose est en train de faire du bruit plus loin sur la route.", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "l'\u00e9trang\u00e8re tremble, marmonne quelques mots. ses mots sont inintelligibles.", "A Firelit Room": "Une pi\u00e8ce \u00e9clair\u00e9e", "not enough steel": "acier insuffisant", "perks:": "avantages:", "ripe for the picking.": "qui attendent un nouveau propri\u00e9taire.", "A Destroyed Village": "Un village d\u00e9truit", "evasion": "esquive", "not enough teeth": "dent insuffisante", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "quelques arbres entour\u00e9s d'herbes s\u00e8ches et jauni, bruissant sous le vent", "all he has are some scales.": "quelques \u00e9cailles, toutes ses possessions.", "workshop's finally ready. builder's excited to get to it": "l'atelier est enfin pr\u00eat. L'ouvri\u00e8re est impatiente de s'y mettre", "a thief is caught": "un voleur est attrap\u00e9", "he begs for medicine.": "il supplie pour quelques m\u00e9dicaments.", "take": "prendre", "the scavenger is dead": "le voleur est mort.", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "un nomade appara\u00eet, charg\u00e9 d'un sac de fortune ferm\u00e9 avec une corde rudimentaire.", "a convoy lurches in, equal parts worry and hope.": "un convoi arrive, plein de crainte et d'\u00e9spoir.", "the map uncovers a bit of the world": "la carte d\u00e9voile un petit morceau du monde", "the shot echoes in the empty street.": "le coup r\u00e9sonne dans la rue d\u00e9serte.", "the sounds stop.": "le bruit s\u2019arr\u00eate.", "rucksack": "sac \u00e0 dos", "the towers of a decaying city dominate the skyline": "les tours de la ville d\u00e9chue dominent les environs", "lights on.": "lumi\u00e8res allum\u00e9es.", "a torch to keep the dark away": "une torche pour repousser la nuit", "some good stuff woven into its nest.": "il y a des objets int\u00e9ressants dans les entrelacs du nid.", "saved.": "sauvegarde.", "better avoid conflict in the wild": "mieux \u00e9viter les conflits dans un environnement hostile", "the sniper is dead": "le sniper est mort", "nothing": "rien", "say his folk have been skimming the supplies.": "ils disent que cet homme \u00e0 vol\u00e9 des provisions.", "Restart?": "Recommencer ?", "this is irreversible.": "Il n'y a pas de retour en arri\u00e8re possible.", "the town's booming. word does get around.": "la ville s'agrandie, le mot se passe.", "Dropbox connection": "Connexion \u00e0 dropbox", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "armes, munitions et reliques de guerre sont align\u00e9es sur le sol de l'entrep\u00f4t.", "iron miner": "mineur de fer", "give 100": "donner 100", "the operating theatre has a lot of curious equipment.": "la salle d'op\u00e9ration contient de nombreux \u00e9quipements \u00e9tranges.", "A Sniper": "Un sniper", "the mysterious wanderer returns, cart piled high with wood.": "le myst\u00e9rieux vagabond reviens, la charrette d\u00e9bordante de bois.", "a snarling beast jumps out from behind a car.": "une b\u00eate grondante surgit de derri\u00e8re une voiture.", "precise": "pr\u00e9cision", "bait": "app\u00e2t", "The Sulphur Mine": "La Mine de Soufre", "stunned": "\u00e9tourdi", "rifle": "fusil", "a beggar arrives.": "un mendiant arrive.", "the strange bird is dead": "l'\u00e9trange oiseau est mort.", "*** EVENT ***": "*** \u00c9V\u00c9NEMENT ***", "weapons": "armes", "medicine is needed immediately.": "des m\u00e9dicaments sont n\u00e9cessaires imm\u00e9diatement.", "A Crashed Ship": "Un Vaisseau Accident\u00e9", "the town lies abandoned, its citizens long dead": "la ville est totalement abandonn\u00e9e. ses citoyens mort depuis longtemps", "give 1 medicine": "donner 1 m\u00e9dicament", "the old compass is dented and dusty, but it looks to work.": "la vieille boussole est ab\u00eem\u00e9e et rouill\u00e9e, mais elle semble encore fonctionner", "wood": "bois", "A Forgotten Battlefield": "Un Champ de Bataille Oubli\u00e9", "A Dusty Path": "Un chemin poussi\u00e9reux", "lodge": "relais de chasse", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "les r\u00e9verb\u00e8res sont cass\u00e9s et rouill\u00e9s. Cet endroit est d\u00e9sert depuis longtemps.", "a scout stops for the night": "une \u00e9claireuse s\u2019arr\u00eate pour la nuit", "a squat building up ahead.": "un petit b\u00e2timent se dresse, en face.", "pop ": "population ", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "quelque part au dessus du nuage de d\u00e9bris s'en va le vaisseau du vagabond. Assez de temps pass\u00e9 sur ce morceau de caillou.", "iron mine": "mine de fer", "freezing": "gel\u00e9e", "the world fades": "le monde s\u2019efface", "some of the traps have been torn apart.": "des pi\u00e8ges ont \u00e9t\u00e9 mis en pi\u00e8ces", "not enough iron": "fer insuffisant", "compass": "boussole", "successfully saved to dropbox datastorage": "sauvegarde dropbox effectu\u00e9e avec succ\u00e8s", "builder says it'd be useful to have a steady source of bullets": "l'ouvri\u00e8re dit que \u00e7a pourrait \u00eatre int\u00e9ressant d'avoir une source d'approvisionnement constante en munitions", "a mysterious wanderer arrives": "un myst\u00e9rieux vagabond arrive", "An Old House": "Une Vieille Maison", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "des os blanchis jonchent l'entr\u00e9e. beaucoup d'ossements, et profond\u00e9ment marqu\u00e9s de traces de dent.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "\u00e0 peine le battant de la porte entrouvert, des centaines de tentacules s'immiscent dans l'interstice.", "leather": "cuir", "a sound comes from the tunnel, just ahead.": "un son sort du tunnel, en face.", "Ready to Leave?": "Pr\u00eat \u00e0 partir ?", "investigate": "enqu\u00eater", "the cave narrows a few feet in.": "la grotte se r\u00e9tr\u00e9cit apr\u00e8s quelques pas \u00e0 l'int\u00e9rieur.", "sword is sharp. good protection out in the wilds.": "l'\u00e9p\u00e9e est tranchante, une bonne protection dans la nature.", "orange traffic cones are set across the street, faded and cracked.": "des c\u00f4nes de circulation orange, d\u00e9lav\u00e9s et craquel\u00e9s, barrent la route.", "A Murky Swamp": "Un marais boueux", "a large man attacks, waving a bayonet.": "un homme muscl\u00e9 attaque, arm\u00e9 d'une ba\u00efonnette.", "all residents in the hut perished in the fire.": "tous les habitants meurent dans l'accident.", "the air is filled with dust, driven relentlessly by the hard winds.": "l'air est charg\u00e9 de la poussi\u00e8re que ne cessent de remuer les vents.", "A Damp Cave": "Une cave humide", "the steel is strong, and the blade true.": "l'acier est r\u00e9sistant, et la larme magnifique", "A Military Raid": "Un raid militaire", "the walls are moist and moss-covered": "les murs sont humides et recouverts de moisissures", "not enough wood": "bois insuffisant", "close": "fermer", "some medicine abandoned in the drawers.": "quelques m\u00e9dicaments oubli\u00e9s dans les tiroirs.", "not enough meat": "viande insuffisante", "strange scales": "des \u00e9cailles \u00e9tranges", "learned to throw punches with purpose": "appris \u00e0 donner des coups de poings avec un objectif", "a shack stands at the center of the village.": "une cabane se trouve au centre du village.", "spare him": "l'\u00e9pargner", "looks like a camp of sorts up ahead.": "non loin, un esp\u00e8ce de campement.", "stealthy": "furtif", "the sulphur mine is clear of dangers": "la mine de soufre est s\u00e9curis\u00e9e", "the grass thrashes wildly as a huge lizard pushes through": "l'herbe bouge bizarrement et un \u00e9norme l\u00e9zard surgit", "the man is thankful.": "l'homme est reconnaissant.", "warfare is bloodthirsty": "la guerre a soif de sang", "A Shivering Man": "Un homme tremblant", "import": "importer", "waterskin": "gourde", "wild beasts attack the villagers": "des b\u00eates sauvages attaquent les villageois", "the trees are gone. parched earth and blowing dust are poor replacements.": "il n'y a plus d'arbre. la terre dess\u00e9ch\u00e9e et l'air emplis de poussi\u00e8re ne compensent pas leurs disparitions.", "shares what he knows about sneaking before he goes.": "il partage ses astuces pour \u00eatre discret avant de s'en aller.", "the rest bury them.": "ils sont enterr\u00e9s par les survivants.", "smoldering": "est fumant", "stab": "coup de lance", "burning": "cr\u00e9pite", "the ground is littered with small teeth": "le sol est jonch\u00e9 de petites dents", "the nest of a large animal lies at the back of the cave.": "le nid d'un grand animal se trouve au fond de la cave.", "An Outpost": "Un avant poste", "a tribe of elderly squatters is camped out in this ward.": "un groupe de squatteurs plus \u00e2g\u00e9s a \u00e9tabli un campement dans le quartier.", "your are connected to dropbox with account / email ": "vous \u00eates connect\u00e9s \u00e0 dropbox avec un compte / email ", "Mesosphere": "M\u00e9sosph\u00e8re", "a snarling beast leaps out of the underbrush": "une b\u00eate grondante surgit des buissons", "take everything": "prendre tout", "the double doors creak endlessly in the wind.": "le grincement des doubles portes battantes est port\u00e9 par le vent.", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "le mode hyper acc\u00e9l\u00e8re la vitesse du jeu (2x). est-ce ce que vous souhaitez ?", "not much here.": "il n'y a pas grand-chose ici.", "got it": "compris", "choose one slot to load from": "choisir le slot depuis lequel charger", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "des sacs de couchage, d\u00e9chir\u00e9s et noircis, tra\u00eenent sous une mince couche de poussi\u00e8re.", "men mill about, weapons at the ready.": "des hommes s'affairent, leurs armes \u00e0 port\u00e9e de main.", "load": "charger", "steelworks": "aci\u00e9rie", "A Ruined City": "Une Ville en Ruine", "Noises": "Bruits", "can't tell what left it here.": "impossible de savoir ce qui \u00e0 fait \u00e7a.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "des arbres se dessinent \u00e0 l'horizon. l'herbe dispara\u00eet peu \u00e0 peu au profit d'une for\u00eat dont le sol est recouvert de feuilles mortes.", "a man stands over a dead wanderer. notices he's not alone.": "un homme se tient \u00e0 c\u00f4t\u00e9 d'un r\u00f4deur mort. il s'aper\u00e7oit qu'il n'est pas seul.", "population is almost exterminated": "presque toute la population est d\u00e9cim\u00e9e", "baited trap": "pi\u00e8ge avec app\u00e2t", "cancel": "annuler", "put the save code here.": "copier le code ici.", "buy medicine": "acheter des m\u00e9dicaments", "hang him": "le pendre", "inside, the remains of its victims are everywhere.": "\u00e0 l'int\u00e9rieur, les restes de ses victimes sont \u00e9parpill\u00e9s un peu partout.", "this spear's not elegant, but it's pretty good at stabbing": "cette lance n'est pas tr\u00e8s jolie, mais elle est tr\u00e8s bonne pour frapper", "land blows more often": "mieux reconna\u00eetre les mouvements", "gatherer": "ramasseur", "the night is silent.": "la nuit est silencieuse.", "never go thirsty again": "plus jamais soif", "a small cache of supplies is tucked inside a rusting locker.": "une petite cache de provisions est tass\u00e9e dans un casier rouill\u00e9.", "learned to love the dry air": "vous savez appr\u00e9cier l'air sec", "workshop": "atelier", "A Silent Forest": "Une for\u00eat silencieuse", "bring the room with you.": "emmenez la pi\u00e8ce avec vous", "see farther": "voir plus loin", "the ground is littered with scraps of cloth": "des chiffons sont \u00e9parpill\u00e9s au sol", "The Coal Mine": "La Mine de Charbon", "a huge lizard scrambles up out of the darkness of an old metro station.": "un \u00e9norme l\u00e9zard se rue hors d'une ancienne station de m\u00e9tro.", "more voices can be heard ahead.": "il y a davantage de voix, un peu plus loin.", "A Large Village": "Un grand village", "precision": "pr\u00e9cision", "starvation sets in": "la famine s'installe", "the sickness spreads through the village.": "la maladie se repend dans le village.", "won't say from where he came, but it's clear that he's not staying.": "il ne dit pas d'o\u00f9 il vient, mais il est clair qu'il ne restera pas.", "the crowd surges forward.": "la foule se rue en avant.", "the wanderer takes the charm and nods slowly.": "le vagabond prend le charme et hoche lentement la t\u00eate.", "the mysterious wanderer returns, cart piled high with furs.": "la myst\u00e9rieuse vagabonde revient, la charrette d\u00e9bordante de fourrures.", "a masked soldier rounds the corner, gun drawn": "un militaire masqu\u00e9 attend derri\u00e8re un coin, arme au poing.", "the torchlight casts a flickering glow down the hallway.": "la torche projette une lueur vacillante dans le couloir.", "safer here": "c'est plus s\u00fbr ici", "some weird metal he picked up on his travels.": "un m\u00e9tal \u00e9trange qu'il a ramass\u00e9 durant ses voyages.", "fur": "fourrure", "the man-eater is dead": "Le mangeur d'homme est mort", "build:": "construire:", "learned to swing weapons with force": "vous savez manier vos armes avec plus de force", "the remaining settlers flee from the violence, their belongings forgotten.": "les autres habitants ont pris la fuite, abandonnant leurs affaires.", "restart.": "recommencer.", "cask": "tonneau", "engine:": "moteur:", "the streets are empty.": "les rues sont d\u00e9sertes.", "lizard": "l\u00e9zard", "Sulphur Mine": "Mine de souffre", "export or import save data to dropbox datastorage": "exporter ou importer vos donn\u00e9es de sauvegarde vers dropbox", "the house has been ransacked.": "la maison a \u00e9t\u00e9 mise \u00e0 sac.", "a thug is waiting on the other side of the wall.": "un brigand attend de l'autre c\u00f4t\u00e9 du mur.", "the metallic tang of wanderer afterburner hangs in the air.": "une odeur m\u00e9tallique flotte dans l'air.", "large prints lead away, into the forest.": "de larges empruntes vont vers la for\u00eat.", "a startled beast defends its home": "Une b\u00eate effray\u00e9e d\u00e9fend son territoire", "his time here, now, is his penance.": "sa pr\u00e9sence ici est sa p\u00e9nitence.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "les quelques fen\u00eatres de l'\u00e9cole qui n'ont pas \u00e9t\u00e9 bris\u00e9es sont recouvertes de suie.", "hull:": "bouclier:", "scavenger": "pilleur", "unarmed master": "expert en combat \u00e0 mains nues", "the man says he's grateful. says he won't come around any more.": "l'homme dit \u00eatre reconnaissant. Il dit qu'il ne reviendra plus.", "laser rifle": "fusil laser", "sulphur mine": "mine de soufre", "buy compass": "acheter une boussole", "buy map": "acheter une carte", "scratching noises can be heard from the store room.": "des grattements semblent provenir de l'entrep\u00f4t.", "steel sword": "\u00e9p\u00e9e en acier", "descend": "descendre", "asks for any spare furs to keep him warm at night.": "il demande quelques morceaux de fourrure pour lui tenir chaud la nuit.", "A Raucous Village": "Un village bruyant", "the beggar expresses his thanks.": "le mendiant vous remercie chaleureusement.", "a youth lashes out with a tree branch.": "un jeune d\u00e9cha\u00een\u00e9 brandit une branche d'arbre.", "free {0}/{1}": "libre {0}/{1}", "Room": "Pi\u00e8ce", "a swamp festers in the stagnant air.": "un mar\u00e9cage empeste.", "rotting reeds rise out of the swampy earth.": "des racines pourrissantes ressortent des mar\u00e9cages.", "armoury's done, welcoming back the weapons of the past.": "l'armurerie est finie, r\u00e9cup\u00e9rant avec plaisir les armes d'un temps pass\u00e9.", "A Damp Cave": "Une grotte humide", "slow metabolism": "m\u00e9tabolisme lent", "camp fires burn by the entrance to the mine.": "des feux de camp sont allum\u00e9s, pr\u00e8s de l'entr\u00e9e de la mine.", "the mouth of the cave is wide and dark.": "l'entr\u00e9e de la grotte est grande et sombre.", "not enough sulphur": "soufre insuffisant", "builder's not sure he's to be trusted.": "l'ouvri\u00e8re ne lui fait pas confiance.", "coal miner": "mineur de charbon", "buy bait": "acheter des app\u00e2ts", "a pack of lizards rounds the corner.": "au d\u00e9tour d'un couloir, une poign\u00e9e de l\u00e9zards.", "builder": "ouvrier", "a giant lizard shambles forward": "Un l\u00e9zard gigantesque se tra\u00eene vers vous", "scattered teeth": "des dents", "nothing to take": "rien \u00e0 ramasser", "iron sword": "\u00e9p\u00e9e en fer", "the door hangs open.": "la porte est d\u00e9verrouill\u00e9e.", "buy:": "acheter:", "A Tiny Village": "Un petit village", "l armour": "armure cuir", "a weathered family takes up in one of the huts.": "une famille \u00e9puis\u00e9e s'intalle dans une cabane.", "stores": "entrep\u00f4t", "now the nomads have a place to set up shop, they might stick around a while": "maintenant que les nomades ont un endroit pour faire du commerce, ils resteront ici quelques temps", "the footsteps stop.": "les pas s'arr\u00eatent.", "armour": "armure", "A Man-Eater": "Un mangeur d'homme", "bring your friends.": "Invitez vos amis.", "the compass points south": "la boussole pointe vers le sud", "the compass points north": "le boussole pointe vers le nord", "The Sick Man": "Le malade", "yes": "oui", "martial artist": "ma\u00eetre d'un art martial", "A Barren World": "Un monde st\u00e9rile", "the traps contain ": "les pi\u00e8ges contiennent ", "the old tower seems mostly intact.": "la vieille tour semble globalement intacte.", "builder says she can make traps to catch any creatures might still be alive out there": "l'ouvri\u00e8re dit qu'elle peut fabriquer des pi\u00e8ges pour attraper des animaux qui pourraient \u00eatre toujours vivant dehors", "bird must have liked shiney things.": "l'oiseau devait aimer les trucs qui brillent.", "the path leads to an abandoned mine": "le chemin m\u00e8ne \u00e0 une mine abandonn\u00e9e", "the compass points northeast": "le boussole pointe vers le nord est", "the camp is still, save for the crackling of the fires.": "le silence r\u00e8gne sur le campement, entrecoup\u00e9 du cr\u00e9pitement des flammes.", "the nights are rent with screams.": "les nuits sont remplies de cris.", "save": "sauvegarder", "this waterskin'll hold a bit of water, at least": "cette gourde retiendra un peu d'eau, au moins", "turn him away": "le renvoyer", "wagon": "chariot", "a grizzled soldier attacks, waving a bayonet.": "un militaire grisonnant attaque, agitant une ba\u00efonnette.", "shivering man": "homme tremblant", "The Mysterious Wanderer": "Le myst\u00e9rieux vagabond", "A Huge Lizard": "Un \u00e9norme l\u00e9zard", "boxer": "boxeur", "a man joins the fight": "un homme se joint au combat", "An Outpost": "Un avant poste", "through the walls, shuffling noises can be heard.": "a travers le murs, on peut entendre quelques bruits \u00e9touff\u00e9s ", "restore more health when eating": "r\u00e9cup\u00e9rer plus de vie en mangeant", "A Snarling Beast": "Une b\u00eate qui grogne", "Share": "Partager", "a haze falls over the village as the steelworks fires up": "une brume tombe sur le village lorsque l\u2019aci\u00e9rie d\u00e9marre", "a large bird nests at the top of the stairs.": "un gros oiseau a fait son nid au sommet des escaliers.", "an old wanderer sits inside, in a seeming trance.": "\u00e0 l'int\u00e9rieur, un vieux vagabond est assis. il \u00e0 l'air en trance.", "builder says the villagers could make steel, given the tools": "l'ouvri\u00e8re dit qu'avec les bons outils, les villageois pourraient fabriquer de l'acier", "continue": "continuer", "there is no more water": "il n'y a plus d'eau", "flickering": "vacille", "go back inside": "rentrer \u00e0 l\u2019int\u00e9rieur", "a few items are scattered on the ground.": "quelques objets sont \u00e9parpill\u00e9s sur le sol.", "save this.": "sauvegarder.", "this old mine is not abandoned": "la vieille mine n'est pas abandonn\u00e9e", "a fight, maybe.": "un combat, peut-\u00eatre.", "behind the door, a deformed figure awakes and attacks.": "derri\u00e8re la porte, un homme difforme se r\u00e9veille et attaque.", "dead": "est \u00e9teint", "the torch sputters and dies in the damp air": "la torche cr\u00e9pite une derni\u00e8re fois et s\u2019\u00e9teint dans l'air humide.", "export": "exporter", "a few belongings rest against the walls.": "quelques affaires sont pos\u00e9es contre les murs.", "not far from the village lies a large beast, its fur matted with blood.": "pas loin du village g\u00eet une b\u00eate agonisante, sa fourrure pleine de sang.", "an old iron mine sits here, tools abandoned and left to rust.": "une vieille mine de fer se dresse, quelques outils abandonn\u00e9s sont mordus par la rouille.", "but there is a cache of medicine under the floorboards.": "il y a une trousse de soin sous les lattes du parquet.", "s armour": "armure acier", "say he should be strung up as an example.": "ils disent qu'il devrait \u00eatre pendu, pour l'exemple.", "collected scraps spread across the floor like they fell from heaven.": "les d\u00e9bris sont \u00e9parpill\u00e9s sur le sol, comme s'ils \u00e9taient tomb\u00e9s du ciel.", "classic.": "classique.", "Fire": "Feu", "the darkness is absolute": "l\u2019obscurit\u00e9 est compl\u00e8te", "not enough coal": "charbon insuffisant", "ambushed on the street.": "une embuscade dans la rue.", "worth killing for, it seems.": "probablement ce qui lui aura co\u00fbt\u00e9 la vie.", "slash": "coup d'\u00e9p\u00e9e (acier)", "builder says she can make a cart for carrying wood": "l\u2019ouvri\u00e8re dit qu'elle peut construire un charrette pour ramasser du bois", "leather's not strong. better than rags, though.": "le cuir n'est pas tr\u00e8s r\u00e9sistant, mais c'est mieux que des chiffons.", "go home": "rentrer", "run": "courir", "builder's not sure she's to be trusted.": "l'ouvri\u00e8re ne lui fait pas confiance.", "Go Hyper?": "Passer en Hyper ?", "an old case is wedged behind a rock, covered in a thick layer of dust.": "une vieille valise est pos\u00e9e contre un rocher. elle est recouverte d'une \u00e9paisse couche de poussi\u00e8re.", "the point is made. in the next few days, the missing supplies are returned.": "le message est pass\u00e9. Les biens manquant sont rendus dans les jours qui suivent.", "a frail man stands defiantly, blocking the path.": "un homme fr\u00eale se dresse, d\u00e9fiant, bloquant le passage.", "the plague rips through the village.": "la peste d\u00e9cime tout le village", "an old wanderer arrives.": "un vieux vagabond arrive.", "armourer": "armurier", "the compass points southwest": "la boussole pointe vers le sud ouest", "the wanderer leaves, cart loaded with wood": "le vagabond s'en va, la charrette charg\u00e9e de bois", "Dropbox Export / Import": "Exporter/Importer (dropbox)", "a man hobbles up, coughing.": "un homme arrive. boitillant et toussant.", "i armour": "armure fer", "The Scout": "L'\u00e9claireur", "leaves a pile of small scales behind.": "il laisse une pile de petites \u00e9cailles derri\u00e8re lui.", "pockets": "poches", "charm": "charme", "the ground is littered with small scales": "le sol est jonch\u00e9 de petites \u00e9cailles", "not enough ": "insuffisant", "the light from the fire spills from the windows, out into the dark": "la lumi\u00e8re du feu se repend \u00e0 travers la fen\u00eatre, dehors dans la nuit", "a shame to let what he'd found go to waste.": "ce serait dommage de gaspiller.", "they must be here for a reason.": "ils doivent \u00eatre ici pour une raison.", "a nomad arrives, looking to trade": "un nomade arrive, pr\u00eat \u00e0 faire du troc", "black powder and bullets, like the old days.": "de la poudre noir et des balles, comme a l'\u00e9poque.", "restart the game?": "recommencer la partie ?", "load from slot": "charger depuis le slot", "energy cell": "cellule d'\u00e9nergie", "inside the hut, a child cries.": "\u00e0 l'int\u00e9rieur de la cabane, un enfant pleure.", "the compass points west": "le boussole pointe vers l'ouest", "always worked before, at least.": "\u00e7a a fonctionn\u00e9 jusqu'ici, en tous cas.", "a scavenger draws close, hoping for an easy score": "Un pilleur s'approche, esp\u00e9rant un cible facile", "an overturned caravan is spread across the pockmarked street.": "une caravane renvers\u00e9e a d\u00e9vers\u00e9 sa cargaison sur la route pav\u00e9e.", "sufferers are left to die": "les malades sont abandonn\u00e9s \u00e0 leur sort", "available": "disponible", "drop:": "d\u00e9poser :", "signout": "d\u00e9connexion", "A Beast Attack": "Une attaque de b\u00eate", "go inside": "entrer", "the house is abandoned, but not yet picked over.": "la maison est abandonn\u00e9e, mais pas encore pill\u00e9e.", "time to get out of this place. won't be coming back.": "c'est l'heure de quitter cet endroit. il n'y aura pas de retour en arri\u00e8re.", "the compass points northwest": "le boussole pointe vers le nord ouest", "the thirst becomes unbearable": "la soif devient insupportable", "torch": "torche", "a beast stands alone in an overgrown park.": "une b\u00eate se tient, seule, dans un parc aux herbes trop hautes.", "he leaves a reward.": "il laisse une r\u00e9compense.", "nothing but downcast eyes.": "le regard ne refl\u00e9tant que mis\u00e8re et d\u00e9couragement.", "the scout says she's been all over.": "l'\u00e9claireuse dit qu'elle a \u00e9t\u00e9 partout.", "the small settlement has clearly been burning a while.": "le petit campement br\u00fble depuis un bon moment.", "cloth": "chiffon", "a second soldier opens fire.": "un deuxi\u00e8me militaire ouvre le feu.", "Troposphere": "Troposph\u00e8re", "squeeze": "se serrer", "a pristine medicine cabinet at the end of a hallway.": "une armoire \u00e0 pharmacie, intacte, au fond du couloir.", "scraps of fur": "des morceaux de fourrure", "a scavenger waits just inside the door.": "un pillard attend, cach\u00e9 derri\u00e8re la porte.", "the wind howls outside": "le vent siffle dehors", "troops storm the village": "des troupes envahissent le village", "the wagon can carry a lot of supplies": "le chariot peut transporter plus de provisions", "A Battlefield": "Un champ de bataille", "more soldiers will be on their way.": "davantage de militaires vont arriver.", "the shivering man is dead": "l'homme tremblant est mort.", "builder finishes the smokehouse. she looks hungry.": "L'ouvri\u00e8re a fini le fumoir. elle a l'air affam\u00e9e.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "la lande s'arrete au profit d'une herbe morte parcourue par une brise s\u00e8che.", "agree": "accepter", "the place has been swept clean by scavengers.": "l'endroit a \u00e9t\u00e9 enti\u00e8rement vid\u00e9 par des pillards.", "the forest is silent.": "la for\u00eat est silencieuse", "Space": "L'\u00c9space", "it's been picked over by scavengers, but there's still some things worth taking.": "\u00e7a a d\u00e9j\u00e0 \u00e9t\u00e9 visit\u00e9 par des pillards, mais il y a toujours quelques objets \u00e0 ramasser.", "Thermosphere": "Thermosph\u00e8re", "5 medicine": "5 m\u00e9dicaments", "do nothing": "ne rien faire", "A Gaunt Man": "Un homme d\u00e9charn\u00e9", "searching the bodies yields a few supplies.": "v\u00e9rifier les poches des cadavres rapporte quelques provisions.", "the snarling beast is dead": "la b\u00eate grognante est morte.", "bodies and supplies from both sides litter the ground.": "des corps et provisions des deux camps couvrent le sol.", "the remains of an old house stand as a monument to simpler times": "les vestiges d'une vieille maison d\u00e9notent d'un temps plus simple.", "a squatter stands firmly in the doorway of a small hut.": "un squatteur se tient de pied ferme dans l'embrasure d'une petite cabane.", "nothing was found": "rien n'a \u00e9t\u00e9 trouv\u00e9", "lights flash through the alleys between buildings.": "des lumi\u00e8res clignotent dans les ruelles entre les immeubles.", "no": "non", "{0} per {1}s": "{0} /{1}s", "the coal mine is clear of dangers": "la mine de charbon est s\u00e9curis\u00e9e", "track them": "les suivre", "Exosphere": "Exosph\u00e8re", "he speaks of once leading the great fleets to fresh worlds.": "il raconte qu'il fut un temps ou il menait la grande flotte en qu\u00eate d'un monde meilleur.", "builder says there are more wanderers. says they'll work, too.": "l'ouvri\u00e8re dit qu'il y'a d'autres vagabonds dehors. elle dit qu'ils travailleront. eux aussi.", "evasive": "esquive", "an old wanderer arrives": "un vieux vagabond arrive", "A Deserted Town": "Une ville d\u00e9serte", "melee weapons deal more damage": "les armes de m\u00eal\u00e9s font plus de d\u00e9g\u00e2ts", "the compass points ": "la boussole montre :", "lets some light down into the dusty haze.": "quelques lueurs s'en \u00e9chappent, emplissant le brouillard poussi\u00e9reux.", "the man swallows the medicine eagerly": "l'homme avale le m\u00e9dicament avidement", "the days are spent with burials.": "les enterrements s\u2019encha\u00eenent durant des jours.", "the stranger in the corner stops shivering. her breathing calms.": "l'\u00e9trang\u00e8re dans le coin arr\u00eate de trembler. sa respiration se calme.", "more traps to catch more creatures": "plus de pi\u00e8ges pour attraper plus d'animaux", "a man charges down the hall, a rusty blade in his hand": "un homme charge \u00e0 travers le couloir, une lame rouill\u00e9e au poing", "it contains travelling gear, and a few trinkets.": "il contient des \u00e9quipements de voyage et quelques bibelots.", "bullets": "balles", "the stench of rot and death fills the operating theatres.": "une odeur naus\u00e9abonde de pourriture et de mort r\u00e8gne dans la salle d'op\u00e9ration.", "tell him to leave": "lui dire de partir", "dry brush and dead branches litter the forest floor": "des buissons secs et des branches mortes recouvrent le sol de la for\u00eat", "tattered cloth": "un tas de chiffons", "Outside": "Dehors", "can't read the words.": "impossible de la d\u00e9chiffrer.", "tanner": "tanneur", "should cure the meat, or it'll spoil. builder says she can fix something up.": "il faudrait faire s\u00e9cher la viande pour \u00e9viter qu'elle pourrisse. L'ouvri\u00e8re dit qu'elle pourra bricoler quelque chose.", "or migrating computers": "pour sauver votre partie ou changer d'ordinateur", "water:{0}": "eau:{0}", "still time to rescue a few supplies.": "il est encore possible de r\u00e9cup\u00e9rer quelques provisions.", "teeth": "dent", "villagers could help hunt, given the means": "les villageois pourraient aider pour la chasse, si on leur donne les moyens", "the beast is dead.": "la b\u00eate est morte.", "The Iron Mine": "La Mine de Fer", "feral howls echo out of the darkness.": "des hurlements sauvages r\u00e9sonnent dans les profondeurs.", "Get the App": "T\u00e9l\u00e9charger l'application"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/fr/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: adarkroom\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2016-10-16 18:54+0200\n" "PO-Revision-Date: 2016-10-16 18:58+0200\n" "Last-Translator: Vanadar \n" "Language-Team: \n" "Language: fr\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.8.7.1\n" "X-Poedit-KeywordsList: _\n" "X-Poedit-Basepath: .\n" "Plural-Forms: s;\n" "X-Poedit-SearchPath-0: ./../../script\n" #: ../../script/dropbox.js:62 msgid "Dropbox connection" msgstr "Connexion à dropbox" #: ../../script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "connecter le jeu à un dossier local dropbox" #: ../../script/dropbox.js:68 msgid "connect" msgstr "connecter" #: ../../script/dropbox.js:75 ../../script/dropbox.js:107 #: ../../script/dropbox.js:133 ../../script/dropbox.js:163 #: ../../script/engine.js:285 ../../script/engine.js:331 msgid "cancel" msgstr "annuler" #: ../../script/dropbox.js:86 ../../script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Exporter/Importer (dropbox)" #: ../../script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "exporter ou importer vos données de sauvegarde vers dropbox" #: ../../script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "vous êtes connectés à dropbox avec un compte / email " #: ../../script/dropbox.js:93 msgid "save" msgstr "sauvegarder" #: ../../script/dropbox.js:97 msgid "load" msgstr "charger" #: ../../script/dropbox.js:102 msgid "signout" msgstr "déconnexion" #: ../../script/dropbox.js:113 msgid "choose one slot to save to" msgstr "choisir un slot de sauvegarde" #: ../../script/dropbox.js:119 msgid "save to slot" msgstr "sauvegarder" #: ../../script/dropbox.js:141 msgid "choose one slot to load from" msgstr "choisir le slot depuis lequel charger" #: ../../script/dropbox.js:148 msgid "load from slot" msgstr "charger depuis le slot" #: ../../script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "sauvegarde dropbox effectuée avec succès" #: ../../script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "erreur lors de la sauvegarde dropbox" #: ../../script/dropbox.js:183 msgid "ok" msgstr "ok" #: ../../script/engine.js:15 msgid "boxer" msgstr "boxeur" #: ../../script/engine.js:16 msgid "punches do more damage" msgstr "les points font plus de dégats" #: ../../script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "appris à donner des coups de poings avec un objectif" #: ../../script/engine.js:21 msgid "martial artist" msgstr "maître d'un art martial" #: ../../script/engine.js:22 msgid "punches do even more damage." msgstr "les coups de poings font plus de dégats" #: ../../script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "apprendre à se battre de façon efficace sans arme" #: ../../script/engine.js:27 msgid "unarmed master" msgstr "expert en combat à mains nues" #: ../../script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "frapper deux fois plus vite, et avec plus de force" #: ../../script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "appris à attaquer plus vite sans arme" #: ../../script/engine.js:32 msgid "barbarian" msgstr "barbare" #: ../../script/engine.js:33 msgid "melee weapons deal more damage" msgstr "les armes de mêlés font plus de dégâts" #: ../../script/engine.js:34 msgid "learned to swing weapons with force" msgstr "vous savez manier vos armes avec plus de force" # contexte ? #: ../../script/engine.js:37 msgid "slow metabolism" msgstr "métabolisme lent" #: ../../script/engine.js:38 msgid "go twice as far without eating" msgstr "aller deux fois plus loin sans manger" #: ../../script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "vous savez ignorer la faim" #: ../../script/engine.js:42 msgid "desert rat" msgstr "rat du désert" #: ../../script/engine.js:43 msgid "go twice as far without drinking" msgstr "aller deux fois plus loin sans boire" #: ../../script/engine.js:44 msgid "learned to love the dry air" msgstr "vous savez apprécier l'air sec" #: ../../script/engine.js:47 msgid "evasive" msgstr "esquive" #: ../../script/engine.js:48 msgid "dodge attacks more effectively" msgstr "esquiver les attaques de façon plus efficace" #: ../../script/engine.js:49 msgid "learned to be where they're not" msgstr "vous savez être là où ils ne sont pas" #: ../../script/engine.js:52 msgid "precise" msgstr "précision" # description pour la précision ... #: ../../script/engine.js:53 msgid "land blows more often" msgstr "mieux reconnaître les mouvements" #: ../../script/engine.js:54 msgid "learned to predict their movement" msgstr "vous savez prédire leurs mouvement" #: ../../script/engine.js:57 msgid "scout" msgstr "éclaireur" #: ../../script/engine.js:58 msgid "see farther" msgstr "voir plus loin" #: ../../script/engine.js:59 msgid "learned to look ahead" msgstr "vous savez regarder plus loin" #: ../../script/engine.js:62 msgid "stealthy" msgstr "furtif" #: ../../script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "mieux éviter les conflits dans un environnement hostile" #: ../../script/engine.js:64 msgid "learned how not to be seen" msgstr "vous savez comment ne pas être vu" #: ../../script/engine.js:67 msgid "gastronome" msgstr "gastronome" #: ../../script/engine.js:68 msgid "restore more health when eating" msgstr "récupérer plus de vie en mangeant" #: ../../script/engine.js:69 msgid "learned to make the most of food" msgstr "vous savez tirer partie un maximum de la nourriture" #: ../../script/engine.js:138 msgid "get the app." msgstr "télécharger l'application." #: ../../script/engine.js:144 ../../script/engine.js:512 msgid "lights off." msgstr "lumières éteintes." #: ../../script/engine.js:150 ../../script/engine.js:548 msgid "hyper." msgstr "hyper." #: ../../script/engine.js:156 ../../script/space.js:442 msgid "restart." msgstr "recommencer." #: ../../script/engine.js:162 msgid "share." msgstr "partager." #: ../../script/engine.js:168 msgid "save." msgstr "sauvegarder." #: ../../script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: ../../script/engine.js:184 msgid "github." msgstr "github." #: ../../script/engine.js:268 msgid "Export / Import" msgstr "Exporter/Importer" #: ../../script/engine.js:272 msgid "export or import save data, for backing up" msgstr "exporter ou importer vos données de sauvegarde" #: ../../script/engine.js:273 msgid "or migrating computers" msgstr "pour sauver votre partie ou changer d'ordinateur" #: ../../script/engine.js:277 msgid "export" msgstr "exporter" #: ../../script/engine.js:281 ../../script/engine.js:326 msgid "import" msgstr "importer" #: ../../script/engine.js:291 msgid "save this." msgstr "sauvegarder." #: ../../script/engine.js:297 msgid "got it" msgstr "compris" #: ../../script/engine.js:305 msgid "are you sure?" msgstr "êtes-vous sur ?" #: ../../script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "si le code est incorrect, toutes les données seront perdues." #: ../../script/engine.js:307 msgid "this is irreversible." msgstr "Il n'y a pas de retour en arrière possible." #: ../../script/engine.js:311 ../../script/engine.js:380 #: ../../script/engine.js:526 msgid "yes" msgstr "oui" #: ../../script/engine.js:316 ../../script/engine.js:385 #: ../../script/engine.js:531 msgid "no" msgstr "non" #: ../../script/engine.js:322 msgid "put the save code here." msgstr "copier le code ici." #: ../../script/engine.js:374 msgid "Restart?" msgstr "Recommencer ?" #: ../../script/engine.js:377 msgid "restart the game?" msgstr "recommencer la partie ?" #: ../../script/engine.js:408 msgid "Get the App" msgstr "Télécharger l'application" #: ../../script/engine.js:411 msgid "bring the room with you." msgstr "emmenez la pièce avec vous" #: ../../script/engine.js:414 msgid "ios" msgstr "ios" #: ../../script/engine.js:421 msgid "android" msgstr "android" #: ../../script/engine.js:435 msgid "Share" msgstr "Partager" #: ../../script/engine.js:438 msgid "bring your friends." msgstr "Invitez vos amis." #: ../../script/engine.js:441 msgid "facebook" msgstr "facebook" #: ../../script/engine.js:448 msgid "google+" msgstr "google+" #: ../../script/engine.js:455 msgid "twitter" msgstr "twitter" #: ../../script/engine.js:462 msgid "reddit" msgstr "reddit" #: ../../script/engine.js:469 msgid "close" msgstr "fermer" #: ../../script/engine.js:503 ../../script/engine.js:507 msgid "lights on." msgstr "lumières allumées." #: ../../script/engine.js:520 msgid "Go Hyper?" msgstr "Passer en Hyper ?" #: ../../script/engine.js:523 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" "le mode hyper accélère la vitesse du jeu (2x). est-ce ce que vous souhaitez ?" #: ../../script/engine.js:546 msgid "classic." msgstr "classique." #: ../../script/engine.js:645 msgid "{0} per {1}s" msgstr "{0} /{1}s" #: ../../script/events.js:199 msgid "pause." msgstr "pause." #: ../../script/events.js:230 msgid "eat meat" msgstr "manger" #: ../../script/events.js:250 msgid "use meds" msgstr "se soigner" #: ../../script/events.js:434 msgid "miss" msgstr "raté" #: ../../script/events.js:448 msgid "stunned" msgstr "étourdi" #: ../../script/events.js:565 ../../script/events/global.js:42 #: ../../script/events/global.js:59 ../../script/events/room.js:142 #: ../../script/events/room.js:162 ../../script/events/room.js:182 #: ../../script/events/setpieces.js:25 ../../script/events/setpieces.js:48 #: ../../script/events/setpieces.js:65 ../../script/events/setpieces.js:83 #: ../../script/events/setpieces.js:106 ../../script/events/setpieces.js:536 #: ../../script/events/setpieces.js:1254 ../../script/events/setpieces.js:2948 #: ../../script/events/setpieces.js:2982 ../../script/events/setpieces.js:3005 #: ../../script/events/setpieces.js:3042 ../../script/events/setpieces.js:3095 #: ../../script/events/setpieces.js:3124 ../../script/events/setpieces.js:3170 #: ../../script/events/setpieces.js:3297 ../../script/events/setpieces.js:3319 #: ../../script/events/setpieces.js:3439 ../../script/events/setpieces.js:3463 #: ../../script/events/setpieces.js:3496 ../../script/events/setpieces.js:3515 #: ../../script/events/setpieces.js:3539 ../../script/events/setpieces.js:3567 msgid "leave" msgstr "partir" #: ../../script/events.js:603 msgid "drop:" msgstr "déposer :" #: ../../script/events.js:628 ../../script/events/room.js:526 msgid "nothing" msgstr "rien" #: ../../script/events.js:659 ../../script/events/setpieces.js:3551 msgid "take" msgstr "prendre" #: ../../script/events.js:669 msgid "take:" msgstr "prendre:" #: ../../script/events.js:692 msgid "nothing to take" msgstr "rien à ramasser" #: ../../script/events.js:722 msgid "all" msgstr "tout" #: ../../script/events.js:740 msgid "take everything" msgstr "prendre tout" #: ../../script/events.js:740 msgid "take all you can" msgstr "prendre le plus possible" #: ../../script/events.js:746 ../../script/outside.js:627 msgid " and " msgstr " et " #: ../../script/events.js:990 msgid "*** EVENT ***" msgstr "*** ÉVÉNEMENT ***" #: ../../script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Une bête qui grogne" #: ../../script/events/encounters.js:15 msgid "snarling beast" msgstr "bête qui grogne" #: ../../script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "la bête grognante est morte." #: ../../script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "une bête grondante surgit des buissons" #: ../../script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Un homme décharné" #: ../../script/events/encounters.js:52 msgid "gaunt man" msgstr "homme décharné" #: ../../script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "l'homme décharné est mort." #: ../../script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "un homme décharné approche, un regard dément dans ses yeux" #: ../../script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Un oiseau étrange" #: ../../script/events/encounters.js:89 msgid "strange bird" msgstr "oiseau étrange" #: ../../script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "l'étrange oiseau est mort." #: ../../script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "un oiseau étrange vole rapidement au dessus des plaines" #: ../../script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Un homme tremblant" #: ../../script/events/encounters.js:127 msgid "shivering man" msgstr "homme tremblant" #: ../../script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "l'homme tremblant est mort." #: ../../script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "un homme tremblant s'approche et attaque avec une force surprenante" #: ../../script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Un mangeur d'homme" #: ../../script/events/encounters.js:169 msgid "man-eater" msgstr "mangeur d'homme" #: ../../script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "Le mangeur d'homme est mort" #: ../../script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "Une grande créature attaque, les griffes dégoulinante de sang" #: ../../script/events/encounters.js:198 msgid "A Scavenger" msgstr "Un pilleur" #: ../../script/events/encounters.js:206 msgid "scavenger" msgstr "pilleur" #: ../../script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "le voleur est mort." #: ../../script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "Un pilleur s'approche, espérant un cible facile" #: ../../script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Un énorme lézard" #: ../../script/events/encounters.js:248 msgid "lizard" msgstr "lézard" #: ../../script/events/encounters.js:249 msgid "the lizard is dead" msgstr "le lézard est mort" #: ../../script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "l'herbe bouge bizarrement et un énorme lézard surgit" #: ../../script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Une terreur sauvage" #: ../../script/events/encounters.js:286 msgid "feral terror" msgstr "terreur sauvage" #: ../../script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "la terreur sauvage est morte" #: ../../script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "une bête inimaginable surgit des feuillages" #: ../../script/events/encounters.js:315 msgid "A Soldier" msgstr "Un soldat" #: ../../script/events/encounters.js:323 msgid "soldier" msgstr "soldat" #: ../../script/events/encounters.js:324 msgid "the soldier is dead" msgstr "le soldat est mort" #: ../../script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "un soldat ouvre feu dans le desert" #: ../../script/events/encounters.js:358 msgid "A Sniper" msgstr "Un sniper" #: ../../script/events/encounters.js:366 msgid "sniper" msgstr "sniper" #: ../../script/events/encounters.js:367 msgid "the sniper is dead" msgstr "le sniper est mort" #: ../../script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "un tir retenti, quelque part dans les hautes herbes" #: ../../script/events/global.js:6 msgid "The Thief" msgstr "Le voleur" #: ../../script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "les villageois trainent un homme louche hors de l'entrepôt." #: ../../script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "ils disent que cet homme à volé des provisions." #: ../../script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "ils disent qu'il devrait être pendu, pour l'exemple." #: ../../script/events/global.js:17 msgid "a thief is caught" msgstr "un voleur est attrapé" #: ../../script/events/global.js:21 msgid "hang him" msgstr "le pendre" #: ../../script/events/global.js:25 msgid "spare him" msgstr "l'épargner" #: ../../script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "les villageois pendent le voleur devant l’entrepôt." #: ../../script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "le message est passé. Les biens manquant sont rendus dans les jours qui " "suivent." #: ../../script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "l'homme dit être reconnaissant. Il dit qu'il ne reviendra plus." #: ../../script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "il partage ses astuces pour être discret avant de s'en aller." #: ../../script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Un piège détruit" #: ../../script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "des pièges ont été mis en pièces" #: ../../script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "de larges empruntes vont vers la forêt." #: ../../script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "des pièges ont été détruits" #: ../../script/events/outside.js:26 msgid "track them" msgstr "les suivre" #: ../../script/events/outside.js:30 ../../script/events/room.js:71 #: ../../script/events/room.js:122 msgid "ignore them" msgstr "les ignorer" #: ../../script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "les empruntes disparaissent après quelques minutes." #: ../../script/events/outside.js:38 msgid "the forest is silent." msgstr "la forêt est silencieuse" #: ../../script/events/outside.js:40 msgid "nothing was found" msgstr "rien n'a été trouvé" #: ../../script/events/outside.js:43 ../../script/events/outside.js:61 #: ../../script/events/outside.js:126 ../../script/events/outside.js:144 #: ../../script/events/outside.js:197 ../../script/events/outside.js:215 #: ../../script/events/outside.js:248 ../../script/events/outside.js:282 msgid "go home" msgstr "rentrer" #: ../../script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "" "pas loin du village gît une bête agonisante, sa fourrure pleine de sang." #: ../../script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "elle résiste faiblement face au couteau." #: ../../script/events/outside.js:53 msgid "there was a beast. it's dead now" msgstr "il y avait une bête sauvage. elle est morte maintenant." #: ../../script/events/outside.js:69 msgid "Fire" msgstr "Feu" #: ../../script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "un incendie éclate dans une des cabanes, la réduisant en cendres." #: ../../script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "tous les habitants meurent dans l'accident." #: ../../script/events/outside.js:79 msgid "a fire has started" msgstr "un incendie a commencé" #: ../../script/events/outside.js:86 msgid "mourn" msgstr "faire le deuil" #: ../../script/events/outside.js:87 msgid "some villagers have died" msgstr "certains villageois sont morts" #: ../../script/events/outside.js:95 msgid "Sickness" msgstr "Maladie" #: ../../script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "le village est contaminé par une maladie" #: ../../script/events/outside.js:103 ../../script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "des médicaments sont nécessaires immédiatement." #: ../../script/events/outside.js:105 msgid "some villagers are ill" msgstr "quelques villageois sont malades" #: ../../script/events/outside.js:109 msgid "1 medicine" msgstr "1 médicament" #: ../../script/events/outside.js:114 msgid "ignore it" msgstr "l'ignorer" #: ../../script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "la maladie est soigné à temps." #: ../../script/events/outside.js:123 msgid "sufferers are healed" msgstr "les malades sont soignés" #: ../../script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "la maladie se repend dans le village." #: ../../script/events/outside.js:134 msgid "the days are spent with burials." msgstr "les enterrements s’enchaînent durant des jours." #: ../../script/events/outside.js:135 ../../script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "les nuits sont remplies de cris." #: ../../script/events/outside.js:137 msgid "sufferers are left to die" msgstr "les malades sont abandonnés à leur sort" #: ../../script/events/outside.js:153 msgid "Plague" msgstr "La peste" #: ../../script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "une terrible peste se propage rapidement dans le village." #: ../../script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "une épidémie s'abat sur le village" #: ../../script/events/outside.js:168 msgid "buy medicine" msgstr "acheter des médicaments" #: ../../script/events/outside.js:174 msgid "5 medicine" msgstr "5 médicaments" #: ../../script/events/outside.js:179 msgid "do nothing" msgstr "ne rien faire" #: ../../script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "La peste ne se propage plus." #: ../../script/events/outside.js:187 msgid "only a few die." msgstr "seuls quelques uns meurent." #: ../../script/events/outside.js:188 msgid "the rest bury them." msgstr "ils sont enterrés par les survivants." #: ../../script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "l'épidémie finit par être éradiquée" #: ../../script/events/outside.js:204 msgid "the plague rips through the village." msgstr "la peste décime tout le village" #: ../../script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "le seul espoir est une mort rapide." #: ../../script/events/outside.js:208 msgid "population is almost exterminated" msgstr "presque toute la population est décimée" #: ../../script/events/outside.js:224 msgid "A Beast Attack" msgstr "Une attaque de bête" #: ../../script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "une meute de bêtes sort de la forêt." #: ../../script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "le combat est bref et sanglant, mais les bêtes sont repoussées." #: ../../script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "les villageois rentrent et vont pleurer leurs morts" #: ../../script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "des bêtes sauvages attaquent les villageois" #: ../../script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "les prédateurs deviennent la proie. la vie est ainsi faite." #: ../../script/events/outside.js:258 msgid "A Military Raid" msgstr "Un raid militaire" #: ../../script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "une détonation retenti dans la forêt." #: ../../script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "" "des hommes armés surgissent hors de la forêt et tirent sur tout ce qui bouge." #: ../../script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "ils sont repoussés après une escarmouche, mais pas sans pertes." #: ../../script/events/outside.js:269 msgid "troops storm the village" msgstr "des troupes envahissent le village" #: ../../script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "la guerre a soif de sang" #: ../../script/events/room.js:6 msgid "The Nomad" msgstr "Le nomade" #: ../../script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "un nomade apparaît, chargé d'un sac de fortune fermé avec une corde " "rudimentaire." #: ../../script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "il ne dit pas d'où il vient, mais il est clair qu'il ne restera pas." #: ../../script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "un nomade arrive, prêt à faire du troc" #: ../../script/events/room.js:20 msgid "buy scales" msgstr "acheter des écailles" #: ../../script/events/room.js:25 msgid "buy teeth" msgstr "acheter des dents" #: ../../script/events/room.js:30 msgid "buy bait" msgstr "acheter des appâts" #: ../../script/events/room.js:33 msgid "traps are more effective with bait." msgstr "les pièges sont plus efficace avec des appâts" #: ../../script/events/room.js:39 msgid "buy compass" msgstr "acheter une boussole" #: ../../script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "" "la vieille boussole est abîmée et rouillée, mais elle semble encore " "fonctionner" #: ../../script/events/room.js:45 ../../script/events/room.js:227 #: ../../script/events/room.js:240 ../../script/events/room.js:253 #: ../../script/events/room.js:309 ../../script/events/room.js:332 #: ../../script/events/room.js:388 ../../script/events/room.js:411 #: ../../script/events/room.js:453 ../../script/events/room.js:571 #: ../../script/events/room.js:587 ../../script/events/room.js:603 #: ../../script/events/room.js:614 msgid "say goodbye" msgstr "dire au revoir" #: ../../script/events/room.js:53 ../../script/events/room.js:104 msgid "Noises" msgstr "Bruits" #: ../../script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "a travers le murs, on peut entendre quelques bruits étouffés " #: ../../script/events/room.js:61 msgid "can't tell what they're up to." msgstr "impossible de comprendre ce qui se dit." #: ../../script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "de l'autre coté du mur s'échappent des bruits étranges " #: ../../script/events/room.js:67 ../../script/events/room.js:118 #: ../../script/events/setpieces.js:1662 msgid "investigate" msgstr "enquêter" #: ../../script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "une forme indistincte s'éloigne dans l'ombre." #: ../../script/events/room.js:79 msgid "the sounds stop." msgstr "le bruit s’arrête." #: ../../script/events/room.js:83 ../../script/events/room.js:96 msgid "go back inside" msgstr "rentrer à l’intérieur" #: ../../script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "" "quelques brindilles enroulées d'une fourrure grossière sont posés sur le " "seuil de la porte." #: ../../script/events/room.js:92 msgid "the night is silent." msgstr "la nuit est silencieuse." #: ../../script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "des grattements semblent provenir de l'entrepôt." #: ../../script/events/room.js:112 msgid "something's in there." msgstr "il y'a quelque chose à l’intérieur." #: ../../script/events/room.js:114 msgid "something's in the store room" msgstr "il y'a quelque chose dans l'entrepôt" #: ../../script/events/room.js:129 ../../script/events/room.js:149 #: ../../script/events/room.js:169 msgid "some wood is missing." msgstr "du bois a disparu." #: ../../script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "le sol est jonché de petites écailles" #: ../../script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "le sol est jonché de petites dents" #: ../../script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "des chiffons sont éparpillés au sol" #: ../../script/events/room.js:190 msgid "The Beggar" msgstr "Le mendiant" #: ../../script/events/room.js:197 msgid "a beggar arrives." msgstr "un mendiant arrive." #: ../../script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "il demande quelques morceaux de fourrure pour lui tenir chaud la nuit." #: ../../script/events/room.js:200 msgid "a beggar arrives" msgstr "un mendiant arrive" #: ../../script/events/room.js:204 msgid "give 50" msgstr "donner 50" #: ../../script/events/room.js:209 ../../script/events/room.js:276 #: ../../script/events/room.js:355 msgid "give 100" msgstr "donner 100" #: ../../script/events/room.js:214 ../../script/events/room.js:286 #: ../../script/events/room.js:485 msgid "turn him away" msgstr "le renvoyer" #: ../../script/events/room.js:222 ../../script/events/room.js:235 #: ../../script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "le mendiant vous remercie chaleureusement." #: ../../script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "il laisse une pile de petites écailles derrière lui." #: ../../script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "il laisse une pile de petites dents derrière lui." #: ../../script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "il laisse quelques vieux chiffons derrière lui." #: ../../script/events/room.js:262 ../../script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Le mystérieux vagabond" #: ../../script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "un vagabond arrive avec une charrette vide. il dit que s'il peut emmener du " "bois, il en ramènera encore plus." #: ../../script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "l'ouvrière ne lui fait pas confiance." #: ../../script/events/room.js:272 ../../script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "un mystérieux vagabond arrive" #: ../../script/events/room.js:281 ../../script/events/room.js:360 msgid "give 500" msgstr "en donner 500" #: ../../script/events/room.js:293 ../../script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "le vagabond s'en va, la charrette chargée de bois" #: ../../script/events/room.js:299 ../../script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "le mystérieux vagabond reviens, la charrette débordante de bois." #: ../../script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "une vagabonde arrive avec une charrette vide. elle dit que si elle peut " "emmener des fourrures, elle en ramènera encore plus." #: ../../script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "l'ouvrière ne lui fait pas confiance." #: ../../script/events/room.js:365 msgid "turn her away" msgstr "la renvoyer" #: ../../script/events/room.js:372 ../../script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "la vagabonde s'en va, la charrette chargée de fourrure" #: ../../script/events/room.js:378 ../../script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "" "la mystérieuse vagabonde revient, la charrette débordante de fourrures." #: ../../script/events/room.js:420 msgid "The Scout" msgstr "L'éclaireur" #: ../../script/events/room.js:427 msgid "the scout says she's been all over." msgstr "l'éclaireuse dit qu'elle a été partout." #: ../../script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "Elle veut bien en parler, mais ça a un prix." #: ../../script/events/room.js:430 msgid "a scout stops for the night" msgstr "une éclaireuse s’arrête pour la nuit" #: ../../script/events/room.js:434 msgid "buy map" msgstr "acheter une carte" #: ../../script/events/room.js:439 msgid "the map uncovers a bit of the world" msgstr "la carte dévoile un petit morceau du monde" #: ../../script/events/room.js:443 msgid "learn scouting" msgstr "apprendre la reconnaissance" #: ../../script/events/room.js:462 msgid "The Master" msgstr "Le maître" #: ../../script/events/room.js:469 msgid "an old wanderer arrives." msgstr "un vieux vagabond arrive." #: ../../script/events/room.js:470 msgid "he smiles warmly and asks for lodgings for the night." msgstr "il souri chaleureusement et demande un abri pour la nuit." #: ../../script/events/room.js:472 msgid "an old wanderer arrives" msgstr "un vieux vagabond arrive" #: ../../script/events/room.js:476 msgid "agree" msgstr "accepter" #: ../../script/events/room.js:492 msgid "in exchange, the wanderer offers his wisdom." msgstr "en échange, il offrira un peu de sa sagesse." #: ../../script/events/room.js:496 msgid "evasion" msgstr "esquive" #: ../../script/events/room.js:506 msgid "precision" msgstr "précision" #: ../../script/events/room.js:516 msgid "force" msgstr "force" #: ../../script/events/room.js:535 msgid "The Sick Man" msgstr "Le malade" #: ../../script/events/room.js:542 msgid "a man hobbles up, coughing." msgstr "un homme arrive. boitillant et toussant." #: ../../script/events/room.js:543 msgid "he begs for medicine." msgstr "il supplie pour quelques médicaments." #: ../../script/events/room.js:545 msgid "a sick man hobbles up" msgstr "un homme arrive, boitillant" #: ../../script/events/room.js:549 msgid "give 1 medicine" msgstr "donner 1 médicament" #: ../../script/events/room.js:551 msgid "the man swallows the medicine eagerly" msgstr "l'homme avale le médicament avidement" #: ../../script/events/room.js:555 msgid "tell him to leave" msgstr "lui dire de partir" #: ../../script/events/room.js:562 ../../script/events/room.js:578 #: ../../script/events/room.js:594 msgid "the man is thankful." msgstr "l'homme est reconnaissant." #: ../../script/events/room.js:563 ../../script/events/room.js:579 #: ../../script/events/room.js:595 msgid "he leaves a reward." msgstr "il laisse une récompense." #: ../../script/events/room.js:564 msgid "some weird metal he picked up on his travels." msgstr "un métal étrange qu'il a ramassé durant ses voyages." #: ../../script/events/room.js:580 msgid "some weird glowing boxes he picked up on his travels." msgstr "d'étrange boites lumineuses qu'il a ramassé durant ses voyages." #: ../../script/events/room.js:596 msgid "all he has are some scales." msgstr "quelques écailles, toutes ses possessions." #: ../../script/events/room.js:610 msgid "the man expresses his thanks and hobbles off." msgstr "l'homme vous remercie et repart, boitillant." #: ../../script/events/setpieces.js:6 msgid "An Outpost" msgstr "Un avant poste" #: ../../script/events/setpieces.js:10 ../../script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "Un endroit sûr dans la nature." #: ../../script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Un marais boueux" #: ../../script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "des racines pourrissantes ressortent des marécages." #: ../../script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "une grenouille solitaire est assise dans la vase, silencieuse." # dur dur dur #: ../../script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "un marécage empeste." #: ../../script/events/setpieces.js:44 ../../script/events/setpieces.js:549 #: ../../script/events/setpieces.js:606 ../../script/events/setpieces.js:888 #: ../../script/events/setpieces.js:1313 ../../script/events/setpieces.js:1331 #: ../../script/events/setpieces.js:3535 msgid "enter" msgstr "entrer" #: ../../script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "au centre du marécage, une cabane recouverte de mousse." #: ../../script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "à l'intérieur, un vieux vagabond est assis. il à l'air en trance." #: ../../script/events/setpieces.js:61 msgid "talk" msgstr "parler" #: ../../script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "le vagabond prend le charme et hoche lentement la tête." #: ../../script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "" "il raconte qu'il fut un temps ou il menait la grande flotte en quête d'un " "monde meilleur." # :( :( #: ../../script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "mais il à échoué et la mené à sa perte." #: ../../script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "sa présence ici est sa pénitence." #: ../../script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Une grotte humide" #: ../../script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "l'entrée de la grotte est grande et sombre." #: ../../script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "impossible de voir ce qu'il y'a à l'intérieur." #: ../../script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "à cet endroit, la terre s'ouvre en deux, comme une ancienne blessure" #: ../../script/events/setpieces.js:101 ../../script/events/setpieces.js:2944 #: ../../script/events/setpieces.js:3458 msgid "go inside" msgstr "entrer" #: ../../script/events/setpieces.js:120 ../../script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "Une bête effrayée défend son territoire" #: ../../script/events/setpieces.js:135 ../../script/events/setpieces.js:186 #: ../../script/events/setpieces.js:228 ../../script/events/setpieces.js:247 #: ../../script/events/setpieces.js:280 ../../script/events/setpieces.js:314 #: ../../script/events/setpieces.js:348 ../../script/events/setpieces.js:382 #: ../../script/events/setpieces.js:588 ../../script/events/setpieces.js:644 #: ../../script/events/setpieces.js:683 ../../script/events/setpieces.js:717 #: ../../script/events/setpieces.js:757 ../../script/events/setpieces.js:796 #: ../../script/events/setpieces.js:835 ../../script/events/setpieces.js:869 #: ../../script/events/setpieces.js:920 ../../script/events/setpieces.js:938 #: ../../script/events/setpieces.js:961 ../../script/events/setpieces.js:1000 #: ../../script/events/setpieces.js:1039 ../../script/events/setpieces.js:1266 #: ../../script/events/setpieces.js:1282 ../../script/events/setpieces.js:1298 #: ../../script/events/setpieces.js:1408 ../../script/events/setpieces.js:1448 #: ../../script/events/setpieces.js:1492 ../../script/events/setpieces.js:1510 #: ../../script/events/setpieces.js:1526 ../../script/events/setpieces.js:1563 #: ../../script/events/setpieces.js:1602 ../../script/events/setpieces.js:1642 #: ../../script/events/setpieces.js:1682 ../../script/events/setpieces.js:1699 #: ../../script/events/setpieces.js:1716 ../../script/events/setpieces.js:1734 #: ../../script/events/setpieces.js:1778 ../../script/events/setpieces.js:1804 #: ../../script/events/setpieces.js:1822 ../../script/events/setpieces.js:1861 #: ../../script/events/setpieces.js:1902 ../../script/events/setpieces.js:1927 #: ../../script/events/setpieces.js:1957 ../../script/events/setpieces.js:1998 #: ../../script/events/setpieces.js:2034 ../../script/events/setpieces.js:2069 #: ../../script/events/setpieces.js:2110 ../../script/events/setpieces.js:2151 #: ../../script/events/setpieces.js:2187 ../../script/events/setpieces.js:2222 #: ../../script/events/setpieces.js:2257 ../../script/events/setpieces.js:2302 #: ../../script/events/setpieces.js:2328 ../../script/events/setpieces.js:3204 #: ../../script/events/setpieces.js:3244 ../../script/events/setpieces.js:3278 #: ../../script/events/setpieces.js:3347 ../../script/events/setpieces.js:3381 #: ../../script/events/setpieces.js:3420 msgid "continue" msgstr "continuer" #: ../../script/events/setpieces.js:140 ../../script/events/setpieces.js:157 #: ../../script/events/setpieces.js:191 ../../script/events/setpieces.js:233 #: ../../script/events/setpieces.js:252 ../../script/events/setpieces.js:285 #: ../../script/events/setpieces.js:319 ../../script/events/setpieces.js:353 #: ../../script/events/setpieces.js:387 ../../script/events/setpieces.js:429 #: ../../script/events/setpieces.js:481 ../../script/events/setpieces.js:513 msgid "leave cave" msgstr "sortir de la cave" #: ../../script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "la grotte se rétrécit après quelques pas à l'intérieur." #: ../../script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "les murs sont humides et recouverts de moisissures" #: ../../script/events/setpieces.js:153 msgid "squeeze" msgstr "se serrer" #: ../../script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "a l'intérieur de la grotte, les restes d'un ancien campement." #: ../../script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "" "des sacs de couchage, déchirés et noircis, traînent sous une mince couche de " "poussière." #: ../../script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "le corps d'un vagabond repose dans une petite caverne." #: ../../script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "le corps est en pleine décomposition et il en manque une partie." #: ../../script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "impossible de savoir ce qui à fait ça." #: ../../script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "la torche crépite une dernière fois et s’éteint dans l'air humide." #: ../../script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "l’obscurité est complète" #: ../../script/events/setpieces.js:244 msgid "the torch goes out" msgstr "la torche s’éteint" #: ../../script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "un lézard attaque" #: ../../script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "Une grande bête apparaît dans l'obscurité et charge" #: ../../script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "Un lézard gigantesque se traîne vers vous" #: ../../script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "le nid d'un grand animal se trouve au fond de la cave." #: ../../script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "une petite cachette à provision se trouve au fond de la cave." #: ../../script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "" "une vieille valise est posée contre un rocher. elle est recouverte d'une " "épaisse couche de poussière." #: ../../script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Une ville déserte" #: ../../script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "devant, un petit lotissement. ses maisons brûlées ou effondrées." #: ../../script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "les réverbères sont cassés et rouillés. Cet endroit est désert depuis " "longtemps." #: ../../script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "la ville est totalement abandonnée. ses citoyens mort depuis longtemps" #: ../../script/events/setpieces.js:532 ../../script/events/setpieces.js:1250 msgid "explore" msgstr "explorer" #: ../../script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "" "les quelques fenêtres de l'école qui n'ont pas été brisées sont recouvertes " "de suie." #: ../../script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "le grincement des doubles portes battantes est porté par le vent." #: ../../script/events/setpieces.js:554 ../../script/events/setpieces.js:593 #: ../../script/events/setpieces.js:611 ../../script/events/setpieces.js:649 #: ../../script/events/setpieces.js:688 ../../script/events/setpieces.js:722 #: ../../script/events/setpieces.js:762 ../../script/events/setpieces.js:801 #: ../../script/events/setpieces.js:840 ../../script/events/setpieces.js:874 #: ../../script/events/setpieces.js:892 ../../script/events/setpieces.js:925 #: ../../script/events/setpieces.js:942 ../../script/events/setpieces.js:966 #: ../../script/events/setpieces.js:1005 ../../script/events/setpieces.js:1044 #: ../../script/events/setpieces.js:1087 ../../script/events/setpieces.js:1120 #: ../../script/events/setpieces.js:1148 ../../script/events/setpieces.js:1192 #: ../../script/events/setpieces.js:1214 ../../script/events/setpieces.js:1230 msgid "leave town" msgstr "quitter la ville" #: ../../script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "une embuscade dans la rue." #: ../../script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "un petit bâtiment se dresse, en face." #: ../../script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "une croix verte à peine visible derrière des fenêtres crasseuses." #: ../../script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "une petite cache de provisions est tassée dans un casier rouillé." #: ../../script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "un pillard attend, caché derrière la porte." #: ../../script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "une bête se tient, seule, dans un parc aux herbes trop hautes." #: ../../script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "une caravane renversée a déversé sa cargaison sur la route pavée." #: ../../script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "ça a déjà été visité par des pillards, mais il y a toujours quelques objets " "à ramasser." #: ../../script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "comme possédé, un homme attaque dans un hurlement." #: ../../script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "un brigand sort des ombres." #: ../../script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "une bête sauvage se jette hors d'une salle de classe saccagée." #: ../../script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "derrière les larges portes du gymnase, des bruits de pas résonnent." #: ../../script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "la torche projette une lueur vacillante dans le couloir." #: ../../script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "les pas s'arrêtent." #: ../../script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "une autre bête, attirée par le bruit, surgit d'un bosquet." #: ../../script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "quelque chose est en train de faire du bruit plus loin sur la route." #: ../../script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "un combat, peut-être." #: ../../script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "un petit panier de nourriture est caché sous un banc, avec une note." #: ../../script/events/setpieces.js:950 msgid "can't read the words." msgstr "impossible de la déchiffrer." #: ../../script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "un pillard paniqué se précipite dehors, en hurlant." #: ../../script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "" "un homme se tient à côté d'un rôdeur mort. il s'aperçoit qu'il n'est pas " "seul." #: ../../script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "un pillard avait monté un camp de fortune dans l'enceinte de l'école." #: ../../script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" "les débris sont éparpillés sur le sol, comme s'ils étaient tombés du ciel." #: ../../script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "apparemment, un pillard est déjà passé par là." #: ../../script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "ce serait dommage de gaspiller." #: ../../script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "sous les guenilles du rôdeur, dans l'une de ses mains, un éclat métallique." #: ../../script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "probablement ce qui lui aura coûté la vie." #: ../../script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "œil pour œil semble honnête." #: ../../script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "ça a fonctionné jusqu'ici, en tous cas." #: ../../script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "au milieu des os, quelques bibelots intéressants." #: ../../script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "quelques médicaments oubliés dans les tiroirs." #: ../../script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "la clinique a été mise à sac." #: ../../script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "il ne reste que de la poussière et des taches d'origine douteuse." #: ../../script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Une Ville en Ruine" #: ../../script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "un large panneau cabossé monte la garde à l'entrée de la ville, seul vestige " "de sa grandeur passée." #: ../../script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "les tours qui ne se sont pas encore effondré se découpent à l'horizon, " "ressemblant aux côtes de quelque mythique créature." #: ../../script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "il pourrait rester des choses intéressantes à l'intérieur." #: ../../script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "les tours de la ville déchue dominent les environs" #: ../../script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "les rues sont désertes." #: ../../script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "l'air est chargé de la poussière que ne cessent de remuer les vents." #: ../../script/events/setpieces.js:1270 ../../script/events/setpieces.js:1286 #: ../../script/events/setpieces.js:1302 ../../script/events/setpieces.js:1318 #: ../../script/events/setpieces.js:1335 ../../script/events/setpieces.js:1373 #: ../../script/events/setpieces.js:1413 ../../script/events/setpieces.js:1453 #: ../../script/events/setpieces.js:1497 ../../script/events/setpieces.js:1514 #: ../../script/events/setpieces.js:1530 ../../script/events/setpieces.js:1568 #: ../../script/events/setpieces.js:1607 ../../script/events/setpieces.js:1647 #: ../../script/events/setpieces.js:1667 ../../script/events/setpieces.js:1686 #: ../../script/events/setpieces.js:1703 ../../script/events/setpieces.js:1720 #: ../../script/events/setpieces.js:1738 ../../script/events/setpieces.js:1783 #: ../../script/events/setpieces.js:1809 ../../script/events/setpieces.js:1826 #: ../../script/events/setpieces.js:1866 ../../script/events/setpieces.js:1907 #: ../../script/events/setpieces.js:1932 ../../script/events/setpieces.js:1962 #: ../../script/events/setpieces.js:2003 ../../script/events/setpieces.js:2039 #: ../../script/events/setpieces.js:2074 ../../script/events/setpieces.js:2115 #: ../../script/events/setpieces.js:2156 ../../script/events/setpieces.js:2192 #: ../../script/events/setpieces.js:2227 ../../script/events/setpieces.js:2262 #: ../../script/events/setpieces.js:2363 ../../script/events/setpieces.js:2393 #: ../../script/events/setpieces.js:2440 ../../script/events/setpieces.js:2476 #: ../../script/events/setpieces.js:2517 ../../script/events/setpieces.js:2553 #: ../../script/events/setpieces.js:2588 ../../script/events/setpieces.js:2624 #: ../../script/events/setpieces.js:2665 ../../script/events/setpieces.js:2706 #: ../../script/events/setpieces.js:2741 ../../script/events/setpieces.js:2790 #: ../../script/events/setpieces.js:2835 ../../script/events/setpieces.js:2881 #: ../../script/events/setpieces.js:2925 msgid "leave city" msgstr "quitter la ville" #: ../../script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" "des cônes de circulation orange, délavés et craquelés, barrent la route." #: ../../script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "des lumières clignotent dans les ruelles entre les immeubles." #: ../../script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "un grand bidonville a peu à peu envahi les rues." #: ../../script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" "de nombreux visages, maculés de suie et de sang, scrutent la rue depuis " "leurs maisons rapiécées." #: ../../script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "les vestiges d'un hôpital abandonné gisent non loin." #: ../../script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "la vieille tour semble globalement intacte." #: ../../script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "la carcasse d'un véhicule incendié bloque l'entrée." #: ../../script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "" "la plupart des fenêtres du rez-de-chaussée sont brisées, de toute façon." #: ../../script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "un énorme lézard se rue hors d'une ancienne station de métro." #: ../../script/events/setpieces.js:1368 msgid "descend" msgstr "descendre" #: ../../script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "le coup résonne dans la rue déserte." #: ../../script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "le militaire s'éloigne des bâtiments, le fusil levé." #: ../../script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "un homme frêle se dresse, défiant, bloquant le passage." #: ../../script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "le regard ne reflétant que misère et découragement." #: ../../script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "les gens qui vivent ici sont brisés depuis bien longtemps." #: ../../script/events/setpieces.js:1521 msgid "empty corridors." msgstr "des couloirs vides" #: ../../script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "l'endroit a été entièrement vidé par des pillards." #: ../../script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "" "un vieillard apparaît dans l'embrasure de la porte, un scalpel en main." #: ../../script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "un brigand attend de l'autre côté du mur." #: ../../script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "une bête grondante surgit de derrière une voiture." #: ../../script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "la rue qui surplombe le métro est détruite." #: ../../script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "quelques lueurs s'en échappent, emplissant le brouillard poussiéreux." #: ../../script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "un son sort du tunnel, en face." #: ../../script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "non loin, un espèce de campement." #: ../../script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "une chaîne rouillée a été tendue pour bloquer l'allée." #: ../../script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "non loin, un lopin de terre et un feu crépitant." #: ../../script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "il y a davantage de voix, un peu plus loin." #: ../../script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "ils doivent être ici pour une raison." #: ../../script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "le son d'une fusillade est porté par le vent." #: ../../script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "la rue en face est éclairée par la danse des flammes." #: ../../script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "plusieurs squatteurs se regroupent." #: ../../script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "quelqu'un lance une pierre." #: ../../script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "un magasin de fortune a été improvisé sur le trottoir." #: ../../script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "le propriétaire se tient à côté, stoïque." #: ../../script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "des lanières de viande pendues sèchent sur le côté de la rue." #: ../../script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "les personnes reculent, le regard fuyant." #: ../../script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "quelqu'un a barricadé la double porte de la salle d'opération." #: ../../script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "" "un groupe de squatteurs plus âgés a établi un campement dans le quartier." #: ../../script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "au détour d'un couloir, une poignée de lézards." #: ../../script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "des lanières de viande sèchent, accrochés dans le quartier." #: ../../script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "un gros oiseau a fait son nid au sommet des escaliers." #: ../../script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "les débris sont plus nombreux ici." #: ../../script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "il y a peut-être des choses intéressantes dans les décombres." #: ../../script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "une nuée de rats se précipite hors du tunnel." #: ../../script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "un homme musclé attaque, armé d'une baïonnette." #: ../../script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "un deuxième militaire ouvre le feu." #: ../../script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "un militaire masqué attend derrière un coin, arme au poing." #: ../../script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "la foule se rue en avant." #: ../../script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "un jeune déchaîné brandit une branche d'arbre." #: ../../script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "" "un squatteur se tient de pied ferme dans l'embrasure d'une petite cabane." #: ../../script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "derrière la porte, un homme difforme se réveille et attaque." #: ../../script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "" "à peine le battant de la porte entrouvert, des centaines de tentacules " "s'immiscent dans l'interstice." #: ../../script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "l'oiseau devait aimer les trucs qui brillent." #: ../../script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "il y a des objets intéressants dans les entrelacs du nid." #: ../../script/events/setpieces.js:2372 msgid "not much here." msgstr "il n'y a pas grand-chose ici." #: ../../script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "des pillards ont déjà dû trouver cet endroit." #: ../../script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "le tunnel débouche sur une autre plate-forme." #: ../../script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "les murs portent les traces d'une ancienne bataille." #: ../../script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "des corps et provisions des deux camps couvrent le sol." #: ../../script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "le petit avant-poste militaire est bien ravitaillé." #: ../../script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "armes, munitions et reliques de guerre sont alignées sur le sol de " "l'entrepôt." #: ../../script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "aussi mortelles aujourd'hui que jadis." #: ../../script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "vérifier les poches des cadavres rapporte quelques provisions." #: ../../script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "davantage de militaires vont arriver." #: ../../script/events/setpieces.js:2487 msgid "time to move on." msgstr "il est temps de partir." #: ../../script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "le petit campement brûle depuis un bon moment." #: ../../script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" "les corps des vagabonds qui y vivaient sont toujours discernables dans les " "flammes." #: ../../script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "il est encore possible de récupérer quelques provisions." #: ../../script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "les autres habitants ont pris la fuite, abandonnant leurs affaires." #: ../../script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "" "il ne reste pas grand-chose, mais certains objets peuvent toujours être " "utiles." #: ../../script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "le jeune homme portait un sac en toile de jute." #: ../../script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "il contient des équipements de voyage et quelques bibelots." #: ../../script/events/setpieces.js:2599 ../../script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "il ne reste rien d'autre ici." #: ../../script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "à l'intérieur de la cabane, un enfant pleure." #: ../../script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "quelques affaires sont posées contre les murs." #: ../../script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "" "une odeur nauséabonde de pourriture et de mort règne dans la salle " "d'opération." #: ../../script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "quelques objets sont éparpillés sur le sol." #: ../../script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "il n'y a plus d'eau" #: ../../script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "une armoire à pharmacie, intacte, au fond du couloir." #: ../../script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "le reste de l'hôpital est vide." #: ../../script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "quelqu'un a entassé ses trouvailles ici." #: ../../script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "l'horreur tentaculaire est vaincue." #: ../../script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "" "à l'intérieur, les restes de ses victimes sont éparpillés un peu partout." #: ../../script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "l'homme défiguré gît. mort." #: ../../script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "la salle d'opération contient de nombreux équipements étranges." #: ../../script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "le vieil homme possédait une cache remplie d'objets intéressants." #: ../../script/events/setpieces.js:2934 msgid "An Old House" msgstr "Une Vieille Maison" #: ../../script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" "une vieille maison tient encore debout, sa façade jadis blanche jaunie et " "décrépie." #: ../../script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "la porte est déverrouillée." #: ../../script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "les vestiges d'une vieille maison dénotent d'un temps plus simple." #: ../../script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "la maison est abandonnée, mais pas encore pillée." #: ../../script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "il reste quelques gouttes d'eau dans le vieux puits." #: ../../script/events/setpieces.js:2961 ../../script/world.js:985 msgid "water replenished" msgstr "plein d'eau fait." #: ../../script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "la maison a été mise à sac." #: ../../script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "il y a une trousse de soin sous les lattes du parquet." #: ../../script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "un homme charge à travers le couloir, une lame rouillée au poing" #: ../../script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Un Champ de Bataille Oublié" #: ../../script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "on s'est battu ici, il y a bien longtemps." #: ../../script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "la technologie cabossée des deux camps semble comme endormie, veillant sur " "le paysage désolé." #: ../../script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Un Puits de Forage Gigantesque" #: ../../script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" "un énorme trou s'engouffre dans les entrailles de la terre, symbole d'une " "ancienne exploitation." #: ../../script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "ils ont pris tout ce qu'ils ont pu, puis ils sont partis." #: ../../script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "" "les sillons de la tête de forage sont encore visibles sur les bords du " "précipice." #: ../../script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Un Vaisseau Accidenté" #: ../../script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "" "les courbes familières d'un vaisseau de rôdeur se dessinent dans la " "poussière et les cendres." #: ../../script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "une chance que les indigènes ne sachent pas s'en servir." #: ../../script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "avec un peu d'amour, il pourrait bien voler à nouveau." #: ../../script/events/setpieces.js:3148 msgid "salvage" msgstr "récupérer" #: ../../script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "La Mine de Soufre" #: ../../script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "l'armée est déjà affairée à l'entrée de la mine." #: ../../script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "des militaires patrouillent le périmètre, leurs armes en bandoulière." #: ../../script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "un périmètre militaire a été déployé autour de la mine." #: ../../script/events/setpieces.js:3166 ../../script/events/setpieces.js:3315 msgid "attack" msgstr "attaquer" #: ../../script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "un militaire, alerté, ouvre le feu." #: ../../script/events/setpieces.js:3209 ../../script/events/setpieces.js:3249 #: ../../script/events/setpieces.js:3352 ../../script/events/setpieces.js:3386 msgid "run" msgstr "courir" #: ../../script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "un deuxième militaire se joint au combat." #: ../../script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "un militaire grisonnant attaque, agitant une baïonnette." #: ../../script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "la présence des militaires a été éradiquée." #: ../../script/events/setpieces.js:3287 ../../script/events/setpieces.js:3429 #: ../../script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "la mine est désormais sûre pour les ouvriers." #: ../../script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "la mine de soufre est sécurisée" #: ../../script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "La Mine de Charbon" #: ../../script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "des feux de camp sont allumés, près de l'entrée de la mine." #: ../../script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "des hommes s'affairent, leurs armes à portée de main." #: ../../script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "la vieille mine n'est pas abandonnée" #: ../../script/events/setpieces.js:3344 ../../script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "un homme se joint au combat" #: ../../script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "il reste le chef." #: ../../script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "" "le silence règne sur le campement, entrecoupé du crépitement des flammes." #: ../../script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "la mine de charbon est sécurisée" #: ../../script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "La Mine de Fer" #: ../../script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "une vieille mine de fer se dresse, quelques outils abandonnés sont mordus " "par la rouille." #: ../../script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "des os blanchis jonchent l'entrée. beaucoup d'ossements, et profondément " "marqués de traces de dent." #: ../../script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "des hurlements sauvages résonnent dans les profondeurs." #: ../../script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "le chemin mène à une mine abandonnée" #: ../../script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "" "une créature massive se jette en avant, sa musculature impressionnante " "ondulant dans la lueur des flammes." #: ../../script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "la bête est morte." #: ../../script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "la mine de fer est sécurisée" #: ../../script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Un Village Détruit" #: ../../script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "un village détruit gît dans la poussière." #: ../../script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "des corps carbonisés jonchent le sol." #: ../../script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "une odeur métallique flotte dans l'air." #: ../../script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "une cabane se trouve au centre du village." #: ../../script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "il reste des provisions à l'intérieur." #: ../../script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "tout le travail d'une ancienne génération est là." #: ../../script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "qui attendent un nouveau propriétaire." #: ../../script/localization.js:4 msgid "saved." msgstr "sauvegarde." #: ../../script/localization.js:5 msgid "wood" msgstr "bois" #: ../../script/localization.js:6 msgid "builder" msgstr "ouvrier" #: ../../script/localization.js:7 msgid "teeth" msgstr "dent" #: ../../script/localization.js:8 msgid "meat" msgstr "viande" #: ../../script/localization.js:9 msgid "fur" msgstr "fourrure" #: ../../script/localization.js:10 msgid "alien alloy" msgstr "alliage extraterrestre" #: ../../script/localization.js:11 msgid "bullets" msgstr "balles" #: ../../script/localization.js:12 msgid "charm" msgstr "charme" #: ../../script/localization.js:13 ../../script/path.js:138 msgid "leather" msgstr "cuir" #: ../../script/localization.js:14 ../../script/path.js:136 msgid "iron" msgstr "fer" #: ../../script/localization.js:15 ../../script/path.js:134 msgid "steel" msgstr "acier" #: ../../script/localization.js:16 msgid "coal" msgstr "charbon" #: ../../script/localization.js:17 msgid "sulphur" msgstr "soufre" #: ../../script/localization.js:18 msgid "energy cell" msgstr "cellule d'énergie" #: ../../script/localization.js:19 ../../script/room.js:161 msgid "torch" msgstr "torche" #: ../../script/localization.js:20 msgid "medicine" msgstr "médicament" #: ../../script/localization.js:21 ../../script/outside.js:22 msgid "hunter" msgstr "chasseur" #: ../../script/localization.js:22 ../../script/outside.js:30 msgid "trapper" msgstr "trappeur" #: ../../script/localization.js:23 ../../script/outside.js:38 msgid "tanner" msgstr "tanneur" #: ../../script/localization.js:24 msgid "grenade" msgstr "grenade" #: ../../script/localization.js:25 msgid "bolas" msgstr "bolas" #: ../../script/localization.js:26 msgid "bayonet" msgstr "bayonette" #: ../../script/localization.js:27 ../../script/outside.js:46 msgid "charcutier" msgstr "boucher" #: ../../script/localization.js:28 ../../script/outside.js:55 msgid "iron miner" msgstr "mineur de fer" #: ../../script/localization.js:29 msgid "iron mine" msgstr "mine de fer" #: ../../script/localization.js:30 ../../script/outside.js:63 msgid "coal miner" msgstr "mineur de charbon" #: ../../script/localization.js:31 msgid "coal mine" msgstr "mine de charbon" #: ../../script/localization.js:32 ../../script/outside.js:71 msgid "sulphur miner" msgstr "mineur de souffre" #: ../../script/localization.js:33 msgid "sulphur mine" msgstr "mine de soufre" #: ../../script/localization.js:34 ../../script/outside.js:88 msgid "armourer" msgstr "armurier" #: ../../script/localization.js:35 ../../script/outside.js:79 msgid "steelworker" msgstr "sidérurgiste" #: ../../script/localization.js:36 msgid "bait" msgstr "appât" #: ../../script/localization.js:37 ../../script/localization.js:44 msgid "cured meat" msgstr "viande séchée" #: ../../script/localization.js:38 ../../script/localization.js:43 msgid "scales" msgstr "écailles" #: ../../script/localization.js:39 msgid "compass" msgstr "boussole" #: ../../script/localization.js:40 msgid "laser rifle" msgstr "fusil laser" #: ../../script/localization.js:41 ../../script/outside.js:15 msgid "gatherer" msgstr "ramasseur" #: ../../script/localization.js:42 msgid "cloth" msgstr "chiffon" #: ../../script/localization.js:45 msgid "thieves" msgstr "voleurs" #: ../../script/localization.js:46 msgid "not enough fur" msgstr "fourrure insuffisante" #: ../../script/localization.js:47 msgid "not enough wood" msgstr "bois insuffisant" #: ../../script/localization.js:48 msgid "not enough coal" msgstr "charbon insuffisant" #: ../../script/localization.js:49 msgid "not enough iron" msgstr "fer insuffisant" #: ../../script/localization.js:50 msgid "not enough steel" msgstr "acier insuffisant" #: ../../script/localization.js:51 msgid "not enough sulphur" msgstr "soufre insuffisant" #: ../../script/localization.js:52 msgid "baited trap" msgstr "piège avec appât" #: ../../script/localization.js:53 msgid "not enough scales" msgstr "écaille insuffisante" #: ../../script/localization.js:54 msgid "not enough cloth" msgstr "chiffon insuffisante" #: ../../script/localization.js:55 msgid "not enough teeth" msgstr "dent insuffisante" #: ../../script/localization.js:56 msgid "not enough leather" msgstr "cuir insuffisant" #: ../../script/localization.js:57 msgid "not enough meat" msgstr "viande insuffisante" #: ../../script/localization.js:58 msgid "the compass points east" msgstr "la boussole pointe vers l'est" #: ../../script/localization.js:59 msgid "the compass points west" msgstr "le boussole pointe vers l'ouest" #: ../../script/localization.js:60 msgid "the compass points north" msgstr "le boussole pointe vers le nord" #: ../../script/localization.js:61 msgid "the compass points south" msgstr "la boussole pointe vers le sud" #: ../../script/localization.js:62 msgid "the compass points northeast" msgstr "le boussole pointe vers le nord est" #: ../../script/localization.js:63 msgid "the compass points northwest" msgstr "le boussole pointe vers le nord ouest" #: ../../script/localization.js:64 msgid "the compass points southeast" msgstr "la boussole pointe vers le sud est" #: ../../script/localization.js:65 msgid "the compass points southwest" msgstr "la boussole pointe vers le sud ouest" #: ../../script/outside.js:5 msgid "Outside" msgstr "Dehors" #: ../../script/outside.js:102 msgid "scraps of fur" msgstr "des morceaux de fourrure" #: ../../script/outside.js:107 msgid "bits of meat" msgstr "des morceaux de viande" #: ../../script/outside.js:112 msgid "strange scales" msgstr "des écailles étranges" #: ../../script/outside.js:117 msgid "scattered teeth" msgstr "des dents" #: ../../script/outside.js:122 msgid "tattered cloth" msgstr "un tas de chiffons" #: ../../script/outside.js:127 msgid "a crudely made charm" msgstr "un charme rudimentaire" #: ../../script/outside.js:143 ../../script/outside.js:562 msgid "A Silent Forest" msgstr "Une forêt silencieuse" #: ../../script/outside.js:169 msgid "gather wood" msgstr "ramasser du bois" #: ../../script/outside.js:188 msgid "a stranger arrives in the night" msgstr "un étranger arrive durant la nuit" #: ../../script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "une famille épuisée s'intalle dans une cabane." #: ../../script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "un petit groupe arrive, sale et affamé." #: ../../script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "un convoi arrive, plein de crainte et d'éspoir." #: ../../script/outside.js:196 msgid "the town's booming. word does get around." msgstr "la ville s'agrandie, le mot se passe." #: ../../script/outside.js:452 msgid "pop " msgstr "population " #: ../../script/outside.js:457 msgid "forest" msgstr "forêt" #: ../../script/outside.js:460 msgid "village" msgstr "village" #: ../../script/outside.js:543 msgid "check traps" msgstr "vérifier les pièges" #: ../../script/outside.js:564 msgid "A Lonely Hut" msgstr "Une cabane solitaire" #: ../../script/outside.js:566 msgid "A Tiny Village" msgstr "Un petit village" #: ../../script/outside.js:568 msgid "A Modest Village" msgstr "Un village" #: ../../script/outside.js:570 msgid "A Large Village" msgstr "Un grand village" #: ../../script/outside.js:572 msgid "A Raucous Village" msgstr "Un village bruyant" #: ../../script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "le ciel est gris et le vent souffle implacablement" #: ../../script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "des buissons secs et des branches mortes recouvrent le sol de la forêt" #: ../../script/outside.js:621 msgid "the traps contain " msgstr "les pièges contiennent " #: ../../script/path.js:29 ../../script/path.js:312 msgid "A Dusty Path" msgstr "Un chemin poussiéreux" #: ../../script/path.js:37 msgid "supplies:" msgstr "équipement:" #: ../../script/path.js:43 msgid "embark" msgstr "partir" #: ../../script/path.js:60 ../../script/room.js:1156 msgid "the compass points " msgstr "la boussole montre :" #: ../../script/path.js:102 msgid "perks:" msgstr "avantages:" #: ../../script/path.js:132 msgid "none" msgstr "aucune" #: ../../script/path.js:142 msgid "armour" msgstr "armure" #: ../../script/path.js:153 msgid "water" msgstr "eau" #: ../../script/path.js:236 ../../script/world.js:293 msgid "free {0}/{1}" msgstr "libre {0}/{1}" #: ../../script/path.js:263 msgid "damage" msgstr "dégats" #: ../../script/path.js:269 msgid "weight" msgstr "poids" #: ../../script/path.js:271 msgid "available" msgstr "disponible" #: ../../script/room.js:16 msgid "trap" msgstr "piège" #: ../../script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "l'ouvrière dit qu'elle peut fabriquer des pièges pour attraper des animaux " "qui pourraient être toujours vivant dehors" #: ../../script/room.js:20 msgid "more traps to catch more creatures" msgstr "plus de pièges pour attraper plus d'animaux" #: ../../script/room.js:21 msgid "more traps won't help now" msgstr "plus de piège n'apportera rien de plus maintenant" #: ../../script/room.js:31 msgid "cart" msgstr "charrette" #: ../../script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "" "l’ouvrière dit qu'elle peut construire un charrette pour ramasser du bois" #: ../../script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "la charrette délabrée aidera à ramener plus de bois de la forêt" #: ../../script/room.js:44 msgid "hut" msgstr "cabane" #: ../../script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "l'ouvrière dit qu'il y'a d'autres vagabonds dehors. elle dit qu'ils " "travailleront. eux aussi." #: ../../script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "" "l'ouvrière construit une cabane dans la forêt. Elle dit que ça se saura." #: ../../script/room.js:49 msgid "no more room for huts." msgstr "il n'y a plus de place pour des cabanes." #: ../../script/room.js:59 msgid "lodge" msgstr "relais de chasse" #: ../../script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "" "les villageois pourraient aider pour la chasse, si on leur donne les moyens" #: ../../script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "la cabane de chasseur est construite à la sortie du village" #: ../../script/room.js:74 msgid "trading post" msgstr "comptoir" #: ../../script/room.js:77 msgid "a trading post would make commerce easier" msgstr "un comptoir rendrait le commerce plus facile" #: ../../script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "maintenant que les nomades ont un endroit pour faire du commerce, ils " "resteront ici quelques temps" #: ../../script/room.js:88 msgid "tannery" msgstr "tannerie" #: ../../script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "l'ouvrière dit que du cuir pourrait être utile. elle dit que les villageois " "pourraient en fabriquer." #: ../../script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "au bord du village, la tannerie se construit vite" #: ../../script/room.js:102 msgid "smokehouse" msgstr "fumoir" #: ../../script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "il faudrait faire sécher la viande pour éviter qu'elle pourrisse. L'ouvrière " "dit qu'elle pourra bricoler quelque chose." #: ../../script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "L'ouvrière a fini le fumoir. elle a l'air affamée." #: ../../script/room.js:116 msgid "workshop" msgstr "atelier" #: ../../script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "L'ouvrière dit qu'elle pourrait faire des objets de meilleurs qualités, si " "elle avait les outils." #: ../../script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "l'atelier est enfin prêt. L'ouvrière est impatiente de s'y mettre" #: ../../script/room.js:131 msgid "steelworks" msgstr "aciérie" #: ../../script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "l'ouvrière dit qu'avec les bons outils, les villageois pourraient fabriquer " "de l'acier" #: ../../script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "une brume tombe sur le village lorsque l’aciérie démarre" #: ../../script/room.js:146 msgid "armoury" msgstr "armurerie" #: ../../script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "" "l'ouvrière dit que ça pourrait être intéressant d'avoir une source " "d'approvisionnement constante en munitions" #: ../../script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "" "l'armurerie est finie, récupérant avec plaisir les armes d'un temps passé." #: ../../script/room.js:164 msgid "a torch to keep the dark away" msgstr "une torche pour repousser la nuit" #: ../../script/room.js:173 msgid "waterskin" msgstr "gourde" #: ../../script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "cette gourde retiendra un peu d'eau, au moins" #: ../../script/room.js:185 msgid "cask" msgstr "tonneau" #: ../../script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "le tonneau contiendra assez d'eau pour des expéditions plus longues" #: ../../script/room.js:198 msgid "water tank" msgstr "réservoir d'eau" #: ../../script/room.js:202 msgid "never go thirsty again" msgstr "plus jamais soif" #: ../../script/room.js:211 msgid "bone spear" msgstr "lance" #: ../../script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "" "cette lance n'est pas très jolie, mais elle est très bonne pour frapper" #: ../../script/room.js:223 ../../script/world.js:288 msgid "rucksack" msgstr "sac à dos" #: ../../script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "" "porter plus signifie des expéditions plus longue dans les contrés sauvages" #: ../../script/room.js:235 msgid "wagon" msgstr "chariot" #: ../../script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "le chariot peut transporter plus de provisions" #: ../../script/room.js:248 msgid "convoy" msgstr "convoi" #: ../../script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "le convoi peut transporter presque tout" #: ../../script/room.js:262 msgid "l armour" msgstr "armure cuir" #: ../../script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "le cuir n'est pas très résistant, mais c'est mieux que des chiffons." #: ../../script/room.js:274 msgid "i armour" msgstr "armure fer" #: ../../script/room.js:277 msgid "iron's stronger than leather" msgstr "le fer est plus dur que le cuir" #: ../../script/room.js:286 msgid "s armour" msgstr "armure acier" #: ../../script/room.js:289 msgid "steel's stronger than iron" msgstr "l'acier est plus dur que le fer" #: ../../script/room.js:298 msgid "iron sword" msgstr "épée en fer" #: ../../script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "l'épée est tranchante, une bonne protection dans la nature." #: ../../script/room.js:311 msgid "steel sword" msgstr "épée en acier" #: ../../script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "l'acier est résistant, et la larme magnifique" #: ../../script/room.js:324 msgid "rifle" msgstr "fusil" #: ../../script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "de la poudre noir et des balles, comme a l'époque." #: ../../script/room.js:458 msgid "Room" msgstr "Pièce" #: ../../script/room.js:485 ../../script/room.js:604 msgid "A Dark Room" msgstr "Une pièce sombre" #: ../../script/room.js:498 msgid "light fire" msgstr "allumer le feu" #: ../../script/room.js:508 msgid "stoke fire" msgstr "attiser le feu" #: ../../script/room.js:545 ../../script/room.js:555 ../../script/room.js:703 #: ../../script/room.js:707 msgid "the room is {0}" msgstr "la pièce est {0}" #: ../../script/room.js:546 ../../script/room.js:554 ../../script/room.js:672 msgid "the fire is {0}" msgstr "le feu {0}" #: ../../script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "l'étrangère se tient prêt du feu. elle dit qu'elle peut aider. elle dit " "qu'elle sait construire des choses." #: ../../script/room.js:580 msgid "freezing" msgstr "gelée" #: ../../script/room.js:581 msgid "cold" msgstr "froide" #: ../../script/room.js:582 msgid "mild" msgstr "tiède" #: ../../script/room.js:583 msgid "warm" msgstr "douce" #: ../../script/room.js:584 msgid "hot" msgstr "chaude" #: ../../script/room.js:596 msgid "dead" msgstr "est éteint" #: ../../script/room.js:597 msgid "smoldering" msgstr "est fumant" #: ../../script/room.js:598 msgid "flickering" msgstr "vacille" #: ../../script/room.js:599 msgid "burning" msgstr "crépite" #: ../../script/room.js:600 msgid "roaring" msgstr "brûle" #: ../../script/room.js:604 msgid "A Firelit Room" msgstr "Une pièce éclairée" #: ../../script/room.js:642 msgid "not enough wood to get the fire going" msgstr "pas assez de bois pour alimenter le feu" #: ../../script/room.js:655 msgid "the wood has run out" msgstr "il n'y a plus de bois" #: ../../script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "" "la lumière du feu se repend à travers la fenêtre, dehors dans la nuit" #: ../../script/room.js:688 msgid "builder stokes the fire" msgstr "L'ouvrier attise le feu" #: ../../script/room.js:718 msgid "the wind howls outside" msgstr "le vent siffle dehors" #: ../../script/room.js:719 msgid "the wood is running out" msgstr "il n'y a bientôt plus de bois" #: ../../script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "une étrangère en loque rentre en titubant et s'effondre dans un coin" #: ../../script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "" "l'étrangère tremble, marmonne quelques mots. ses mots sont inintelligibles." #: ../../script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "l'étrangère dans le coin arrête de trembler. sa respiration se calme." #: ../../script/room.js:760 msgid "stores" msgstr "entrepôt" #: ../../script/room.js:779 msgid "weapons" msgstr "armes" #: ../../script/room.js:917 msgid "total" msgstr "total" #: ../../script/room.js:938 ../../script/room.js:982 msgid "not enough " msgstr "insuffisant" #: ../../script/room.js:954 msgid "builder just shivers" msgstr "L'ouvrière à trop froid" #: ../../script/room.js:1057 msgid "build:" msgstr "construire:" #: ../../script/room.js:1064 msgid "craft:" msgstr "fabriquer:" #: ../../script/room.js:1071 msgid "buy:" msgstr "acheter:" #: ../../script/ship.js:11 msgid "Ship" msgstr "Vaisseau" #: ../../script/ship.js:27 ../../script/ship.js:100 msgid "An Old Starship" msgstr "Un ancien vaisseau spatial" #: ../../script/ship.js:38 msgid "hull:" msgstr "bouclier:" #: ../../script/ship.js:44 msgid "engine:" msgstr "moteur:" #: ../../script/ship.js:51 msgid "reinforce hull" msgstr "renforcer les bouclier" #: ../../script/ship.js:60 msgid "upgrade engine" msgstr "améliorer le moteur" #: ../../script/ship.js:69 ../../script/ship.js:142 msgid "lift off" msgstr "décoller" #: ../../script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "quelque part au dessus du nuage de débris s'en va le vaisseau du vagabond. " "Assez de temps passé sur ce morceau de caillou." #: ../../script/ship.js:106 ../../script/ship.js:119 msgid "not enough alien alloy" msgstr "pas assez de carburant extra-terrestre" #: ../../script/ship.js:134 msgid "Ready to Leave?" msgstr "Prêt à partir ?" #: ../../script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "" "c'est l'heure de quitter cet endroit. il n'y aura pas de retour en arrière." #: ../../script/ship.js:150 msgid "linger" msgstr "s'attarder" #: ../../script/space.js:42 msgid "hull: " msgstr "bouclier:" #: ../../script/space.js:76 msgid "Troposphere" msgstr "Troposphère" #: ../../script/space.js:78 msgid "Stratosphere" msgstr "Stratosphère" #: ../../script/space.js:80 msgid "Mesosphere" msgstr "Mésosphère" #: ../../script/space.js:82 msgid "Thermosphere" msgstr "Thermosphère" #: ../../script/space.js:84 msgid "Exosphere" msgstr "Exosphère" #: ../../script/space.js:86 msgid "Space" msgstr "L'Éspace" #: ../../script/space.js:424 msgid "score for this game: {0}" msgstr "score de la partie: {0}" #: ../../script/space.js:431 msgid "total score: {0}" msgstr "score total: {0}" #: ../../script/space.js:450 msgid "app store." msgstr "app store" #: ../../script/world.js:46 msgid "punch" msgstr "coup de poing" #: ../../script/world.js:52 msgid "stab" msgstr "coup de lance" #: ../../script/world.js:58 msgid "swing" msgstr "coup d'épée (fer)" #: ../../script/world.js:64 msgid "slash" msgstr "coup d'épée (acier)" #: ../../script/world.js:70 msgid "thrust" msgstr "baïonnette" #: ../../script/world.js:76 msgid "shoot" msgstr "tirer (fusil)" #: ../../script/world.js:83 msgid "blast" msgstr "tirer (laser)" #: ../../script/world.js:90 msgid "lob" msgstr "lancer grenade" #: ../../script/world.js:97 msgid "tangle" msgstr "bola" #: ../../script/world.js:119 msgid "An Outpost" msgstr "Un avant poste" #: ../../script/world.js:120 msgid "Iron Mine" msgstr "Mine :de fer" #: ../../script/world.js:121 msgid "Coal Mine" msgstr "Mine de charbon" #: ../../script/world.js:122 msgid "Sulphur Mine" msgstr "Mine de souffre" #: ../../script/world.js:123 msgid "An Old House" msgstr "Une vieille maison" #: ../../script/world.js:124 msgid "A Damp Cave" msgstr "Une cave humide" #: ../../script/world.js:125 msgid "An Abandoned Town" msgstr "Une ville abandonnée" #: ../../script/world.js:126 msgid "A Ruined City" msgstr "Une ville en ruine" #: ../../script/world.js:127 msgid "A Crashed Starship" msgstr "Un vaisseau spatial écrasé" #: ../../script/world.js:128 msgid "A Borehole" msgstr "Un forage" #: ../../script/world.js:129 msgid "A Battlefield" msgstr "Un champ de bataille" #: ../../script/world.js:130 msgid "A Murky Swamp" msgstr "Un marais boueux" #: ../../script/world.js:134 msgid "A Destroyed Village" msgstr "Un village détruit" #: ../../script/world.js:259 msgid "water:{0}" msgstr "eau:{0}" #: ../../script/world.js:286 msgid "pockets" msgstr "poches" #: ../../script/world.js:310 msgid "hp: {0}/{1}" msgstr "vie: {0}/{1}" #: ../../script/world.js:317 msgid "{0}:{1}" msgstr "{0}:{1}" #: ../../script/world.js:352 msgid "dangerous to be this far from the village without proper protection" msgstr "" "c'est dangereux de s'éloigner autant du village sans une bonne protection." #: ../../script/world.js:354 msgid "safer here" msgstr "c'est plus sûr ici" #: ../../script/world.js:454 msgid "the meat has run out" msgstr "il n'y a plus de viande" #: ../../script/world.js:459 msgid "starvation sets in" msgstr "la famine s'installe" #: ../../script/world.js:484 msgid "there is no more water" msgstr "il n'y a plus d'eau" #: ../../script/world.js:488 msgid "the thirst becomes unbearable" msgstr "la soif devient insupportable" #: ../../script/world.js:565 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "" "quelques arbres entourés d'herbes sèches et jauni, bruissant sous le vent" #: ../../script/world.js:568 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "" "il n'y a plus d'arbre. la terre desséchée et l'air emplis de poussière ne " "compensent pas leurs disparitions." #: ../../script/world.js:575 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "des arbres se dessinent à l'horizon. l'herbe disparaît peu à peu au profit " "d'une forêt dont le sol est recouvert de feuilles mortes." #: ../../script/world.js:578 msgid "the grasses thin. soon, only dust remains." msgstr "" "l'herbe se raréfie. Il ne reste bientôt plus qu'une terre poussiéreuse." #: ../../script/world.js:585 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "la lande s'arrete au profit d'une herbe morte parcourue par une brise sèche." #: ../../script/world.js:588 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "un mur d'arbres noueaux sorte de la poussière. leurs branches se tordant " "pour former une canopé squelettique." #: ../../script/world.js:847 msgid "Wanderer" msgstr "Vagabond" #: ../../script/world.js:852 msgid "The Village" msgstr "Le village" #: ../../script/world.js:881 msgid "the world fades" msgstr "le monde s’efface" #: ../../script/world.js:1015 msgid "A Barren World" msgstr "Un monde stérile" #~ msgid "Export" #~ msgstr "Exporter" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/gl/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/gl/strings.js ================================================ _.setTranslation({"expanded story. alternate ending. behind the scenes commentary. get the app.": "historia expandida. final alternativo. comentarios behind the scenes. faite coa app.", "water tank": "tanque de auga", "all": "todo", "use meds": "usar menci\u00f1as", "a shame to let what he'd found go to waste.": "ser\u00eda unha m\u00e1goa desaproveitar todo o que atopou.", "some villagers are ill": "alg\u00fans alde\u00e1ns enfermaron", "the room is {0}": "o cuarto est\u00e1 {0}", "punch twice as fast, and with even more force": "golpea o dobre de r\u00e1pido, e con m\u00e1is forza a\u00ednda", "The Nomad": "O N\u00f3mada", "more traps won't help now": "m\u00e1is trampas non sirven de nada agora", "only a few die.": "s\u00f3 morren uns poucos.", "the compass points east": "o comp\u00e1s apunta ao leste", "the bodies of the wanderers that lived here are still visible in the flames.": "os corpos dos errantes que viviron aqu\u00ed a\u00ednda se distinguen entre as chamas.", "the walls are scorched from an old battle.": "os muros est\u00e1n chamuscados dunha antiga batalla.", "convoy": "convoi", "not enough fur": "non hai pel abonda", "a masked soldier rounds the corner, gun drawn": "un soldado enmascarado dobra a esquina, coa pistola na man", "a huge hole is cut deep into the earth, evidence of the past harvest.": "un burato enorme fende a terra, proba de colleitas pasadas.", "it puts up little resistance before the knife.": "pon pouca resistencia ao coitelo.", "there was a beast. it's dead now": "hab\u00eda unha besta. agora est\u00e1 morta", "a shivering man approaches and attacks with surprising strength": "un home arrepiante ach\u00e9gase e ataca cunha forza sorprendente", "steel's stronger than iron": "o aceiro \u00e9 m\u00e1is forte c\u00f3 ferro", "A Strange Bird": "Un Paxaro Estra\u00f1o", "not enough alien alloy": "non hai aliaxe alien\u00edxena abonda", "street above the subway platform is blown away.": "a r\u00faa que hai por riba da plataforma do metro est\u00e1 destru\u00edda.", "the soldier is dead": "o soldado morreu", "error while saving to dropbox datastorage": "houbo un erro ao gardar en dropbox", "the footsteps stop.": "os pasos p\u00e1ranse.", "sniper": "francotirador", "the torchlight casts a flickering glow down the hallway.": "o facho escintila ao avanzar no corredor.", "the warped man lies dead.": "o home deformado xace morto.", "something's in the store room": "hai algo no almac\u00e9n", "take all you can": "coller todo o que se poida", "unfathomable destruction to fuel wanderer hungers.": "destruci\u00f3n inconmesurable para saciar a fame dos errantes.", "embark": "partir", "mourn": "loito", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "as \u00e1rbores deixan paso \u00e1 herba seca. as xestas amarelas marmulan no vento.", "save.": "gardar.", "total score: {0}": "puntos totais: {0}", "learned to make the most of food": "aprendeuse a aproveitar ao m\u00e1ximo a comida", "blast": "abrasi\u00f3n", "the sky is grey and the wind blows relentlessly": "o ceo est\u00e1 gris e o vento sopra desapiadado", "supplies:": "provisi\u00f3ns:", "the feral terror is dead": "o terror salvaxe morreu", "the tracks disappear after just a few minutes.": "o rastro desaparece despois duns minutos.", "a safe place in the wilds.": "un lugar seguro no salvaxe.", "fur": "pel", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "baixo os farrapos do errante, aferrado a unhas das s\u00faas moitas mans, escintila o aceiro.", "buy scales": "mercar escamas", "mild": "morno", "the hunting lodge stands in the forest, a ways out of town": "o refuxio de caza est\u00e1 no bosque, lonxe da aldea", "leave": "sa\u00edr", "the convoy can haul mostly everything": "o convoi pode transportar case de todo", "learned to strike faster without weapons": "aprendeuse a golpear m\u00e1is r\u00e1pido sen armas", "an old house remains here, once white siding yellowed and peeling.": "restos dunha casa vella, outrora branca, agora amarelada e desfeita.", "ignore them": "ignoralo", "willing to talk about it, for a price.": "est\u00e1 disposta a falar do tema, por un prezo.", "a beast, wilder than imagining, erupts out of the foliage": "unha besta, inconcebiblemente salvaxe, xorde da follaxe", "go home": "ir \u00e1 casa", "the soldier steps out from between the buildings, rifle raised.": "o soldado adi\u00e1ntase desde os edificios, co rifle levantado.", "force": "forza", "A Murky Swamp": "Un Pantano Bretemoso", "a ragged stranger stumbles through the door and collapses in the corner": "unha estra\u00f1a piollosa cruza a porta a duras penas e desm\u00e1isae na esquina", "not enough leather": "non hai coiro abondo", "the fight is short and bloody, but the beasts are repelled.": "a loita \u00e9 curta e sanguenta, pero as bestas son rexeitadas.", "the wood is running out": "queda pouca le\u00f1a", "restart.": "reiniciar.", "rot's been to work on it, and some of the pieces are missing.": "a podremia xa fixera o seu, e faltan algunhas pezas.", "workshop's finally ready. builder's excited to get to it": "o taller xa est\u00e1 listo. a construtora est\u00e1 encantada", "a trading post would make commerce easier": "un mercado facilitar\u00eda o comercio", "not enough steel": "non hai aceiro abondo", "perks:": "vantaxes:", "the torch goes out": "o facho ap\u00e1gase", "saved.": "gardado.", "after a skirmish they are driven away, but not without losses.": "marchan logo dunha escaramuza, pero non sen perdas.", "the military is already set up at the mine's entrance.": "os militares xa est\u00e1n dispostos na entrada da mina.", "tannery goes up quick, on the edge of the village": "o curtidoiro constr\u00faese r\u00e1pido, no l\u00edmite da aldea", "learned to fight quite effectively without weapons": "aprendeuse a loitar m\u00e1is efectivamente sen armas", "charred bodies litter the ground.": "corpos calcinados cubren o chan.", "someone throws a stone.": "algu\u00e9n tira unha pedra.", "leaves a pile of small teeth behind.": "deixa un feixe de pequenos dentes.", "leave city": "sa\u00edr da cidade", "not enough scales": "non hai escamas abondas", "someone has locked and barricaded the door to this operating theatre.": "algu\u00e9n bloqueou a porta deste quir\u00f3fano cunha barricada.", "leave cave": "sa\u00edr da cova", "hp: {0}/{1}": "ps: {0}/{1}", "a lone frog sits in the muck, silently.": "un sapo solitario senta na lama, sixilosamente.", "the steel is strong, and the blade true.": "o aceiro \u00e9 resistente, e a folla certeira.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "unha caixa agochada detr\u00e1s dunha pedra, cuberta dunha grosa capa de p\u00f3.", "learned how to ignore the hunger": "aprendeuse a ignorar a fame", "punch": "golpe", "water": "auga", "desert rat": "rata do deserto", "explore": "explorar", "a pack of snarling beasts pours out of the trees.": "un grupo de bestas bramadoras xorde entre as \u00e1rbores.", "punches do even more damage.": "as pu\u00f1adas fan a\u00ednda m\u00e1is dano.", "the body of a wanderer lies in a small cavern.": "o corpo dun errante xace nunha pequena caverna.", "roaring": "roxe", "gatherer": "le\u00f1ador", "the people back away, avoiding eye contact.": "a xente rec\u00faa, evitando o contacto visual.", "A Huge Borehole": "Un Pozo Enorme", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "un feixe de carabullos aparece no limiar, envoltos en gordas pelaxes.", "builder says she could make finer things, if she had the tools": "a construtora di que poder\u00eda facer cousas m\u00e1is complexas, se tivese as ferramentas", "soldier": "soldado", "learn scouting": "aprender a explorar", "share.": "compartir.", "choose one slot to save to": "escolle un lugar no que gardar", "some villagers have died": "morreron alg\u00fans alde\u00e1ns", "A Murky Swamp": "Un Pantano Bretemoso", "says he can build you a hut for less wood": "di que pode constru\u00edr unha cabana con menos madeira", "iron sword": "espada de ferro", "builder says she can make traps to catch any creatures might still be alive out there": "a construtora di que pode facer trampas para cazar \u00e1s criaturas que poidan quedar vivas", "the grasses thin. soon, only dust remains.": "os pastos van rareando. decontado s\u00f3 queda p\u00f3.", "bayonet": "baioneta", "a shot rings out, from somewhere in the long grass": "\u00f3ese un disparo, desde alg\u00fan lugar nos pastos altos", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "un muro de \u00e1rbores retortas \u00e9rguese no p\u00f3. as p\u00f3las rev\u00edranse nas copas esquel\u00e9ticas.", "gather wood": "recoller le\u00f1a", "with a little effort, it might fly again.": "con pouco esforzo, poder\u00eda voar de novo.", "A Scavenger": "Un Preeiro", "picking the bones finds some useful trinkets.": "escollendo entre os \u00f3sos aparecen cousas \u00fatiles.", "sufferers are healed": "os doentes sanaron", "the shell of an abandoned hospital looms ahead.": "o casco dun hospital abandonado perf\u00edlase m\u00e1is adiante.", "the villagers hang the thief high in front of the store room.": "os veci\u00f1os colgan o ladr\u00f3n fronte ao almac\u00e9n.", "eye for an eye seems fair.": "ollo por ollo parece xusto.", "an old man bursts through a door, wielding a scalpel.": "un home maior emerxe dunha porta, brandindo un escalpelo.", "1 medicine": "1 menci\u00f1a", "the small military outpost is well supplied.": "o pequeno posto militar est\u00e1 ben provisto.", "the clinic has been ransacked.": "a cl\u00ednica foi saqueada.", "drop:": "deixar:", "leaves some scraps of cloth behind.": "deixa uns retais de roupa.", "are you sure?": "est\u00e1s seguro?", "charcutier": "chacineiro", "a military perimeter is set up around the mine.": "hai un per\u00edmetro militar darredor da mina.", "trading post": "mercado", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "chega unha errante cunha carreta baleira. di que se marcha con peles, volver\u00e1 con m\u00e1is.", "in exchange, the wanderer offers his wisdom.": "a cambio, o errante ofrece a s\u00faa sabedor\u00eda.", "sulphur miner": "mineiro de xofre", "a small basket of food is hidden under a park bench, with a note attached.": "un pequeno cesto de comida ag\u00f3chase baixo un banco do parco, cunha nota pegada.", "warm": "quente", "the sound of gunfire carries on the wind.": "o son do disparo avanza no vento.", "stoke fire": "atizar lume", "lift off": "despegar", "shoot": "disparo", "none": "ning\u00fan", "leave town": "sa\u00edr da cidade", "most of the windows at ground level are busted anyway.": "de todos os xeitos, a maior parte das vent\u00e1s a altura do chan est\u00e1n rotas.", "a strange looking bird speeds across the plains": "un paxaro de aspecto estra\u00f1o planea pola ch\u00e1", "linger": "pospo\u00f1er", "take:": "coller:", "connect game to dropbox local storage": "conecta o xogo co almacentamento local de dropbox", "strange bird": "paxaro estra\u00f1o", "if the code is invalid, all data will be lost.": "se o c\u00f3digo non \u00e9 v\u00e1lido, perder\u00e1s todos os datos.", "A Feral Terror": "Un Terror Salvaxe", "can't see what's inside.": "non se ve o que hai dentro.", "a large beast charges out of the dark": "unha besta enorme carga desde a escuridade", "salvage": "salvaxe", "grenade": "granada", "the stranger in the corner stops shivering. her breathing calms.": "a estra\u00f1a da esquina deixa de tremer. c\u00e1lmasalle a respiraci\u00f3n.", "a small suburb lays ahead, empty houses scorched and peeling.": "un pequeno suburbio \u00e1 vista, casa baleiras abrasadas e esborrall\u00e1ndose.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "chega un errante cunha carreta baleira. di que se marcha con madeira, volver\u00e1 con m\u00e1is.", "gaunt man": "home cadav\u00e9rico", "a squat building up ahead.": "un pequeno edificio m\u00e1is adiante.", "a thug moves out of the shadows.": "un rufi\u00e1n sae das sombras.", "An Outpost": "Unha Avanzada", "there's not much, but some useful things can still be found.": "non queda moito, pero a\u00ednda se poden atopar cousas \u00fatiles.", " and ": " e ", "an improvised shop is set up on the sidewalk.": "unha tenda improvisada lev\u00e1ntase na beirarr\u00faa.", "cured meat": "carne curada", "builder puts up a hut, out in the forest. says word will get around.": "a construtora levanta unha cabana, no bosque. di que se vai correr a voz.", "learned how not to be seen": "aprendeuse a non ser visto", "punches do more damage": "as pu\u00f1adas fan m\u00e1is dano", "some traps have been destroyed": "algunhas trampas foron destru\u00eddas", "castoff from the mammoth drills can still be found by the edges of the precipice.": "a\u00ednda se ven os restos das brocas xigantes desde o borde do precipicio.", "well armed men charge out of the forest, firing into the crowd.": "homes armados cargan desde o bosque, disparando \u00e1 multitude.", "a plague afflicts the village": "a praga aqueixa \u00e1 vila", "damage": "dano", "all the work of a previous generation is here.": "todo o traballo da anterior xeraci\u00f3n est\u00e1 aqu\u00ed.", "An Old Starship": "Unha Antiga Nave Espacial", "ignore it": "ignoralo", "hot": "moi quente", "upgrade engine": "mellorar motor", "forest": "bosque", "give 500": "darlle 500", "A Dark Room": "Un Cuarto Escuro", "a battle was fought here, long ago.": "aqu\u00ed houbo unha batalla, hai moito tempo.", "builder says leather could be useful. says the villagers could make it.": "a construtora di que o coiro pode ser \u00fatil. di que a xente da aldea poder\u00eda facelo.", "craft:": "confeccionar:", "Iron Mine": "Mina de Ferro", "coal mine": "mina de carb\u00f3n", "bits of meat": "cachos de carne", "scavengers must have gotten to this place already.": "os preeiros xa deberon esquencer este lugar.", "the remains of an old camp sits just inside the cave.": "hai restos dun campamento antigo dentro da cova.", "epidemic is eradicated eventually": "a epidemia acaba erradic\u00e1ndose", "The Village": "A Aldea", "deep in the swamp is a moss-covered cabin.": "no medio do pantano hai unha cabana cuberta de mofo.", "snarling beast": "besta bramadora", "pause.": "pausar.", "soldiers patrol the perimeter, rifles slung over their shoulders.": "os soldados patrullan o per\u00edmetro, cos rifles colgados dos ombros.", "a swarm of rats rushes up the tunnel.": "un enxame de ratas trepa polo t\u00fanel.", "faces, darkened by soot and blood, stare out from crooked huts.": "caras, escurecidas pola feluxe e o sangue, axexan desde as cabanas quebradas.", "strange noises can be heard through the walls": "\u00f3ense ru\u00eddos estra\u00f1os a trav\u00e9s das paredes", "coal": "carb\u00f3n", "Stratosphere": "Estratosfera", "man-eater": "comehomes", "can't tell what they're up to.": "a saber o que son.", "enter": "entrar", "a destroyed village lies in the dust.": "unha vila destru\u00edda xace no p\u00f3.", "Ship": "Nave", "better avoid conflict in the wild": "evita mellor os conflictos no ermo", "talk": "falar", "another beast, draw by the noise, leaps out of a copse of trees.": "outra besta, atra\u00edda polo ru\u00eddo, aparece de repnte nun grupo de \u00e1rbores.", "A Soldier": "Un Soldado", "the man expresses his thanks and hobbles off.": "o man di grazas e marcha.", "battered technology from both sides lays dormant on the blasted landscape.": "tecnolox\u00eda esnaquizada dos dous bandos repousa no terreo destru\u00eddo.", "the villagers haul a filthy man out of the store room.": "os veci\u00f1os arrastran a un home zafado f\u00f3ra do almac\u00e9n.", "strips of meat are hung up to dry in this ward.": "tiras de carne colgan a secar nesta sala.", "cold": "fr\u00edo", "the iron mine is clear of dangers": "a mina de ferro est\u00e1 libre de perigos", "the military presence has been cleared.": "a presenza militar eliminouse.", "A Crashed Starship": "Unha Nave Espacial Estrelada", "the fire is {0}": "o lume {0}", "A Lonely Hut": "Unha Cabana Solitaria", "buy teeth": "mercar dentes", "a small supply cache is hidden at the back of the cave.": "un pequeno alixo de provisi\u00f3ns oc\u00faltase no fondo da cova.", "iron's stronger than leather": "o ferro \u00e9 m\u00e1s duro c\u00f3 coiro", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "sacos de durmir, desfeitos e ennegrecidos, est\u00e9ndense baixo unha fina capa de p\u00f3.", "dodge attacks more effectively": "esquiva os ataques con m\u00e1is eficiencia", "hull: ": "casco: ", "a madman attacks, screeching.": "un home tolo ataca, berrando.", "thieves": "ladr\u00f3ns", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "as torres que non caeron sobresaen na paisaxe coma o costelar dalgunha besta antiga.", "lights off.": "modo noite.", "someone had been stockpiling loot here.": "algu\u00e9n estivo almacenando provisi\u00f3ns aqu\u00ed.", "learned to look ahead": "aprendeuse a mirar lonxe", "the mine is now safe for workers.": "a mina xa \u00e9 segura para os traballadores.", "Coal Mine": "Mina de Carb\u00f3n", "empty corridors.": "corredores baleiros.", "save to slot": "gardar a espazo", "the owner stands by, stoic.": "o dono permanece en p\u00e9, estoico.", "hunter": "cazador", "strips of meat hang drying by the side of the street.": "tiras de carne colgan a secar nun lado da r\u00faa.", "300 wood": "300 le\u00f1a", "more squatters are crowding around now.": "agoa x\u00fantanse m\u00e1is ocupas darredor.", "some weird glowing boxes he picked up on his travels.": "unhas caixas brillantes que atopou nas s\u00faas viaxes.", "a panicked scavenger bursts through the door, screaming.": "un preeiro aterrado xurde da porta, berrando.", "give 50": "darlle 50", "wagon": "carro", "An Old House": "Unha Casa Vella", "a soldier, alerted, opens fire.": "un soldado, alertado, abre fogo.", "meat": "carne", "the tunnel opens up at another platform.": "o t\u00fanel \u00e1brese noutra plataforma.", "a terrible plague is fast spreading through the village.": "unha terrible praga estase espallando moi r\u00e1pido pola vila.", "the gaunt man is dead": "o home cadav\u00e9rico morreu", "bone spear": "pu\u00f1al de \u00f3so", "trap": "trampa", "the street ahead glows with firelight.": "a r\u00faa brilla coas luces do lume.", "armourer": "armeiro", "a large shanty town sprawls across the streets.": "unha longa e triste cidade est\u00e9ndese polas r\u00faas.", "the shell of a burned out car blocks the entrance.": "a carrocer\u00eda dun coche calcinado bloquea a entrada.", "a small group arrives, all dust and bones.": "chega un pequeno grupo, todo p\u00f3 e \u00f3sos.", "A Ruined City": "Unha Cidade en Ruinas", "weight": "peso", "torch": "facho", "The Thief": "O Ladr\u00f3n", "not enough cloth": "non hai tea abonda", "a youth lashes out with a tree branch.": "un mozo ataca cunha p\u00f3la de \u00e1rbore.", "the rest of the hospital is empty.": "o resto do hospital est\u00e1 baleiro.", "connect": "conectar", "learned to be where they're not": "aprendeuse a estar onde non est\u00e1n", "go twice as far without eating": "chega o dobre de lonxe sen comer", "scavenger'd been looking for supplies in here, it seems.": "parece que o preeiro estivo aqu\u00ed buscando provisi\u00f3ns.", "there's nothing else here.": "aqu\u00ed non queda nada m\u00e1is.", "the plague is kept from spreading.": "a praga deixa de propagarse.", "the cask holds enough water for longer expeditions": "o barril cont\u00e9n auga abonda para excursi\u00f3ns m\u00e1is longas", "check traps": "comprobar trampas", "Plague": "Praga", "a fire has started": "declarouse un incendio", "medicine": "menci\u00f1as", "the old man had a small cache of interesting items.": "o vello ti\u00f1a un pequeno alixo de cousas interesantes.", "tannery": "curtidoiro", "lob": "explosi\u00f3n", "no more room for huts.": "xa non queda sitio para m\u00e1is cabanas.", "they took what they came for, and left.": "colleron o que vi\u00f1an buscar, e marcharon.", "through the large gymnasium doors, footsteps can be heard.": "detr\u00e1s das grandes portas do ximnasio, \u00f3ense pasos.", "a large creature attacks, claws freshly bloodied": "unha gran criatura ataca, cos dentes manchados de sangue fresco", "a green cross barely visible behind grimy windows.": "vese unha cruz verde detr\u00e1s das vent\u00e1s mouras.", "a sick man hobbles up": "chega un home enfermo", "An Abandoned Town": "Unha Cidade Abandonada", "cart": "carreta", "might be things worth having still inside.": "dentro poder\u00edain quedar cousas valiosas.", "the wood has run out": "acabouse a le\u00f1a", "The Master": "O Mestre", "thrust": "estocada", "water replenished": "auga reposta", "a soldier opens fire from across the desert": "o soldado abre fogo desde o deserto", "go twice as far without drinking": "chega o dobre de lonxe sen beber", "the tentacular horror is defeated.": "o horror tentacular \u00e9 derrotado.", "an overturned caravan is spread across the pockmarked street.": "unha caravana envorcada est\u00e9ndese pola r\u00faa picada.", "the villagers retreat to mourn the dead.": "os alde\u00e1ns ret\u00edranse a chorar aos mortos.", "A Modest Village": "Unha Aldea Modesta", "A Damp Cave": "Unha Cova H\u00famida", "swing": "corte", "alien alloy": "aliaxe alien\u00edxena", "export or import save data, for backing up": "exporta ou importa os datos gardados para ter copias de seguridade", "smokehouse": "afumadoiro", "vague shapes move, just out of sight.": "unhas formas vagas m\u00f3vense, non est\u00e1n \u00e1 vista.", "Wanderer": "Errante", "the earth here is split, as if bearing an ancient wound": "hai fendas na terra, coma se tivese unha ferida antiga", "the compass points southeast": "o comp\u00e1s apunta ao surleste", "barbarian": "b\u00e1rbaro", "the wanderer leaves, cart loaded with furs": "a errante marcha, o carreta vai cargada de peles", "there are still supplies inside.": "a\u00ednda quedan provisi\u00f3ns dentro.", "traps are more effective with bait.": "as trampas son m\u00e1is efectivas con cebo.", "rusted chainlink is pulled across an alleyway.": "unha reixa enferruxada bordea unha calella.", "a sickness is spreading through the village.": "unha enfermidade esp\u00e1llase pola vila.", "tangle": "aturdimento", "miss": "fallar", "the meat has run out": "acabouse a carne", "a beast charges out of a ransacked classroom.": "unha besta carga desde unha aula saqueada.", "lucky that the natives can't work the mechanisms.": "menos mal que os nativos non saben acender os mecanismos.", "the rickety cart will carry more wood from the forest": "a descachada carreta traer\u00e1 m\u00e1is le\u00f1a do bosque", "just as deadly now as they were then.": "tan mort\u00edferos agora coma daquela.", "builder just shivers": "a construtora estem\u00e9cese", "a second soldier joins the fight.": "un segundo soldado \u00fanese \u00e1 contenda.", "attack": "atacar", "go inside": "ir dentro", "turn her away": "botala", "reinforce hull": "reforzar casco", "not enough wood to get the fire going": "non hai le\u00f1a abonda para manter prendido o lume", "a stranger arrives in the night": "chega un estra\u00f1o na noite", "a shady builder passes through": "pasa un construtor sospeitoso", "hut": "cabana", "trapper": "trampeiro", "The Shady Builder": "O Construtor Sospeitoso", "a battered highway sign stands guard at the entrance to this once-great city.": "un descachado sinal da autopista permanece en p\u00e9 na entrada desta outrora gran cidade.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "as curvas familiares dun veh\u00edculo errante \u00e9rguense entre o p\u00f3 e a cinza. ", "sulphur": "xofre", "steel": "aceiro", "the stranger is standing by the fire. she says she can help. says she builds things.": "a estra\u00f1a est\u00e1 diante do lume. di que pode axudar. que constr\u00fae cousas.", "the sickness is cured in time.": "a enfermidade curouse a tempo.", "the only hope is a quick death.": "a \u00fanica esperanza \u00e9 unha morte r\u00e1pida.", "score for this game: {0}": "puntos desta partida: {0}", "the lizard is dead": "o lagarto morreu", "iron": "ferro", "fires burn in the courtyard beyond.": "hai lumes ardendo no patio traseiro.", "builder": "construtor", "a large creature lunges, muscles rippling in the torchlight": "unha gran criatura abal\u00e1nzase, axitando os m\u00fasculos cara \u00e1 luz dos fachos.", "something's causing a commotion a ways down the road.": "algo est\u00e1 causando unha conmoci\u00f3n no cami\u00f1o.", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "a estra\u00f1a arregu\u00edzase e murmura algo inintelixible.", "A Firelit Room": "Un Cuarto Alumeado", "some wood is missing.": "falta algunha le\u00f1a.", "The Beggar": "O Mendicante", "Troposphere": "Troposfera", "ripe for the picking.": "listo para colleitar.", "A Destroyed Village": "Unha Aldea Destru\u00edda", "coal miner": "mineiro de carb\u00f3n", "not enough teeth": "non hai dentes abondos", "all he has are some scales.": "todo o que ten son escamas.", "learned to predict their movement": "aprendeuse a predicir o movemento", "the nights are rent with screams.": "os laios enchen as noites.", "take": "coller", "the scavenger is dead": "o preeiro morreu", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "aparece na vista un n\u00f3mada, cargado con bolsas improvisadas atadas con cordas.", "a convoy lurches in, equal parts worry and hope.": "chega un convoi abaneando, metade angustia metade esperanza.", "the map uncovers a bit of the world": "o mapa desvela un cachi\u00f1o de mundo", "the shot echoes in the empty street.": "o disparo resoa na r\u00faa baleira.", "the sounds stop.": "o son detense.", "rucksack": "macuto", "the towers of a decaying city dominate the skyline": "as torres dunha cidade decadente dominan a paisaxe", "lights on.": "modo d\u00eda.", "a torch to keep the dark away": "un facho para afastar a escuridade", "some good stuff woven into its nest.": "hai cousas boas enleadas no seu ni\u00f1o.", "starvation sets in": "a fame as\u00e9ntase", "charm": "amuleto", "the sniper is dead": "o francotirador morreu", "nothing": "nada", "say his folk have been skimming the supplies.": "din que el e os seus estiveron roubando nas provisi\u00f3ns.", "Restart?": "Reiniciar?", "this is irreversible.": "isto \u00e9 irreversible.", "the town's booming. word does get around.": "a vila prospera. c\u00f3rrese a voz.", "Dropbox connection": "Conexi\u00f3n con Dropbox", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "armas e munici\u00f3ns, reliquias da guerra, est\u00e1n cuidadosamente dispostos no chan da tenda.", "iron miner": "mineiro de ferro", "give 100": "darlle 100", "the operating theatre has a lot of curious equipment.": "o quir\u00f3fano ten equipamento moi curioso.", "A Sniper": "Un Francotirador", "the mysterious wanderer returns, cart piled high with wood.": "o errante misterioso volve coa carreta chea ata arriba de le\u00f1a.", "a snarling beast jumps out from behind a car.": "unha besta ruxidoira salta tras dun coche.", "precise": "preciso", "looks like a camp of sorts up ahead.": "hai unha especie de campamento m\u00e1is adiante.", "bait": "cebo", "The Sulphur Mine": "A Mina de Xofre", "stunned": "aparvado", "a thief is caught": "un ladr\u00f3n prendido", "a beggar arrives.": "chega un mendicante.", "the strange bird is dead": "o paxaro estra\u00f1o morreu", "*** EVENT ***": "*** EVENTO ***", "the grass thrashes wildly as a huge lizard pushes through": "a herba sac\u00fadese e aparece un enorme lagarto", "medicine is needed immediately.": "fan falta menci\u00f1as de inmediato.", "A Crashed Ship": "Unha Nave Estrelada", "the town lies abandoned, its citizens long dead": "a cidade est\u00e1 abandonada, os cidad\u00e1ns hai moito que morreron", "give 1 medicine": "darlle 1 menci\u00f1a", "the old compass is dented and dusty, but it looks to work.": "o vello comp\u00e1s est\u00e1 abolado e enferruxado, pero parece que funciona.", "wood": "le\u00f1a", "A Forgotten Battlefield": "Un Campo de Batalla Esquecido", "the trees are gone. parched earth and blowing dust are poor replacements.": "xa non hai \u00e1rbores. s\u00f3 queda terra reseca e area voando.", "lodge": "refuxio de caza", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "quedan farolas estropeadas, oxid\u00e1ndose. hai moito que a luz non honra este lugar.", "a scout stops for the night": "unha exploradora para para pasar a noite", "a gunshot rings through the trees.": "\u00f3ense disparos entre as \u00e1rbores.", "pop ": "pob ", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "nalg\u00fan lugar por riba da nube de escombros, af\u00e1stase a frota de errantes. nesta roca xa estiveron demasiado tempo.", "iron mine": "mina de ferro", "freezing": "conxelado", "the world fades": "o mundo esva\u00e9cese", "some of the traps have been torn apart.": "algunhas das trampas est\u00e1n desfeitas.", "not enough iron": "non hai ferro abondo", "compass": "comp\u00e1s", "successfully saved to dropbox datastorage": "gardouse correctamente no almacenamento de dropbox", "builder says it'd be useful to have a steady source of bullets": "a construtora di que ser\u00eda \u00fatil contar cun fornecemento regular de balas", "a mysterious wanderer arrives": "chega un errante misterioso", "An Old House": "Unha Casa Vella", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "hai \u00f3sos abrancazados espallados pola entrada. moitos te\u00f1en fondas marcas de cortes irregulares.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "en canto a porta se abre un pouco, centos de tent\u00e1culos emerxen.", "leather": "coiro", "a sound comes from the tunnel, just ahead.": "chega un son do t\u00fanel, xusto diante.", "investigate": "investigar", "the cave narrows a few feet in.": "a cova estr\u00e9itase uns pasos.", "sword is sharp. good protection out in the wilds.": "a espada est\u00e1 afiada. boa protecci\u00f3n para sa\u00edr \u00e1 aventura.", "orange traffic cones are set across the street, faded and cracked.": "conos de tr\u00e1fico laranxas pola r\u00faa, esvaecidos e rotos.", "a large man attacks, waving a bayonet.": "un home grande ataca, sacudindo unha baioneta.", "all residents in the hut perished in the fire.": "todos os que viv\u00edan na cabana falecen no incendio.", "the air is filled with dust, driven relentlessly by the hard winds.": "o aire est\u00e1 cheo de p\u00f3, movido inexorablemente polos fortes ventos.", "A Damp Cave": "Unha Cova H\u00famida", "a gaunt man approaches, a crazed look in his eye": "un home cadav\u00e9rico ach\u00e9gase, con mirada de tolo", "A Military Raid": "Unha Incursi\u00f3n Militar", "the walls are moist and moss-covered": "as paredes est\u00e1n h\u00famidas e cubertas de musgo", "not enough wood": "non hai le\u00f1a abonda", "a giant lizard shambles forward": "un lagarto xigante arr\u00e1stre cara adiante", "close": "pechar", "some medicine abandoned in the drawers.": "hai menci\u00f1as abandonadas no caix\u00f3n.", "strange scales": "escamas estra\u00f1as", "learned to throw punches with purpose": "aprendeuse a dar pu\u00f1adas con xeito", "a shack stands at the center of the village.": "unha chabola lev\u00e1ntase no centro da aldea.", "spare him": "liberalo", "he smiles warmly and asks for lodgings for the night.": "sorr\u00ed amablemente e pregunta por alg\u00fan refuxio no que pasar a noite.", "stealthy": "sixiloso", "the sulphur mine is clear of dangers": "a mina de xofre est\u00e1 libre de perigos", "weapons": "armas", "the man is thankful.": "o home est\u00e1 agradecido.", "warfare is bloodthirsty": "a contenda \u00e9 sanguinolenta", "shares what he knows about sneaking before he goes.": "comparte o que aprendeu sobre roubar antes de marchar.", "import": "importar", "available": "dispo\u00f1ibles", "A Shivering Man": "Un Home Arrepiante", "the rest bury them.": "os demais ent\u00e9rranos.", "smoldering": "chamea", "the young settler was carrying a canvas sack.": "o colono levaba un saco de lona.", "the ground is littered with small teeth": "a terra est\u00e1 cuberta de pequenos dentes", "the nest of a large animal lies at the back of the cave.": "o ni\u00f1o dun gran animal xace no fondo da cova.", "A Tiny Village": "Unha Pequena Aldea", "a tribe of elderly squatters is camped out in this ward.": "unha tribu de ocupas anci\u00e1ns acampou neste lugar.", "your are connected to dropbox with account / email ": "est\u00e1s conectado a dropbox con conta / email ", "Mesosphere": "Mesosfera", "agree": "aceptar", "take everything": "collelo todo", "the double doors creak endlessly in the wind.": "as portas dobres renxen sen parar co vento.", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "se prendes o modo hyper a velocidade do xogo subir\u00e1 a x2. queres facer isto?", "not much here.": "pouca cousa por aqu\u00ed.", "got it": "feito", "choose one slot to load from": "escolle un espazo do que cargar", "a cave lizard attacks": "un lagarto de cova ataca", "men mill about, weapons at the ready.": "os homes andan por al\u00ed, coas armas preparadas.", "l armour": "armadura c", "steelworks": "siderurxia", "A Ruined City": "Unha Cidade en Ru\u00ednas", "Noises": "Ru\u00eddos", "can't tell what left it here.": "imposible saber o que o trouxo aqu\u00ed.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "as \u00e1rbores \u00e1lzanse no horizonte. a herba vaise convertindo nun bosque cuberto de p\u00f3las secas e follas ca\u00eddas.", "a man stands over a dead wanderer. notices he's not alone.": "un home \u00e9rguese xunta a un errante morto. dec\u00e1tase de que non est\u00e1 s\u00f3.", "population is almost exterminated": "a poboaci\u00f3n quedou practicamente exterminada", "village": "aldea", "cancel": "cancelar", "put the save code here.": "pega aqu\u00ed o c\u00f3digo que gardaches.", "buy medicine": "mercar menci\u00f1as", "hang him": "colgalo", "inside, the remains of its victims are everywhere.": "dentro, hai restos das s\u00faas v\u00edtimas en todas partes.", "this spear's not elegant, but it's pretty good at stabbing": "este pu\u00f1al non \u00e9 moi elegante, pero vai bastante ben para apu\u00f1alar", "the forest is silent.": "o bosque est\u00e1 en silencio.", "A Borehole": "Un Pozo", "the night is silent.": "a noite \u00e9 silenciosa.", "never go thirsty again": "non ter sede nunca m\u00e1is", "wild beasts attack the villagers": "bestas salvaxes atacan aos veci\u00f1os", "a small cache of supplies is tucked inside a rusting locker.": "un pequeno alixo de provisi\u00f3ns aparece nun armario enferruxado.", "learned to love the dry air": "aprendeuse a amar o aire seco", "workshop": "taller", "A Barren World": "Un Mundo Est\u00e9ril", "bring the room with you.": "leva o cuarto contigo.", "see farther": "ver m\u00e1is lonxe", "bolas": "tirafonda", "the ground is littered with scraps of cloth": "a terra est\u00e1 cuberta de retais de tea", "The Coal Mine": "A Mina de Carb\u00f3n", "a huge lizard scrambles up out of the darkness of an old metro station.": "un lagarto enorme aparece na escuridade dunha antiga estaci\u00f3n de metro.", "more voices can be heard ahead.": "\u00f3ense m\u00e1is voces adiante.", "A Large Village": "Unha Pequena Vila", "precision": "precisi\u00f3n", "A Deserted Town": "Unha Cidade Des\u00e9rtica", "the sickness spreads through the village.": "a enfermidade esp\u00e1llase pola vila.", "won't say from where he came, but it's clear that he's not staying.": "non di de onde v\u00e9n, pero est\u00e1 claro que non vai quedar.", "the crowd surges forward.": "a xente multipl\u00edcase de repente.", "the wanderer takes the charm and nods slowly.": "o errante colle o amuleto e asinte amodo.", "the mysterious wanderer returns, cart piled high with furs.": "a errante misteriosa volve, a carreta v\u00e9n ata arriba de peles.", "armoury": "armar\u00eda", "searching the bodies yields a few supplies.": "buscando entre os corpos aparecen algunhas provisi\u00f3ns.", "a fire rampages through one of the huts, destroying it.": "o lume arrasa unha das cabanas, destru\u00edndoa.", "safer here": "\u00e9 m\u00e1is seguro aqu\u00ed", "Export / Import": "Exportar / Importar", "steelworker": "aceirista", "the man-eater is dead": "o comehomes morreu", "learned to swing weapons with force": "aprendeuse a manexar as armas con forza", "the remaining settlers flee from the violence, their belongings forgotten.": "os colonos que quedan foxen da violencia, esquecendo as s\u00faas pertenencias.", "a crudely made charm": "un cutre amuleto artes\u00e1n", "cask": "barril", "engine:": "motor:", "the streets are empty.": "as r\u00faas est\u00e1n baleiras.", "lizard": "lagarto", "Sulphur Mine": "Mina de  Xofre", "export or import save data to dropbox datastorage": "exportar ou importar garda os datos ao almacenamento de dropbox", "the house has been ransacked.": "a casa foi saqueada.", "a thug is waiting on the other side of the wall.": "un rufi\u00e1n agarada no outro lado do muro.", "the metallic tang of wanderer afterburner hangs in the air.": "o aroma met\u00e1lico de errante incinerado permanece no aire.", "large prints lead away, into the forest.": "pegadas grandes, cara ao bosque.", "a startled beast defends its home": "unha besta desacougada", "there is nothing else here.": "aqu\u00ed non hai nada m\u00e1is.", "his time here, now, is his penance.": "o tempo aqu\u00ed, agora, \u00e9 a s\u00faa penitencia.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "as vent\u00e1s da escola que non est\u00e1n esnaquizadas, est\u00e1n ennegrecidas pola feluxe.", "hull:": "casco:", "scavenger": "preeiro", "unarmed master": "master desarmado", "the man says he's grateful. says he won't come around any more.": "o home est\u00e1 agradecido. di que xa non volver\u00e1 m\u00e1is.", "laser rifle": "rifle l\u00e1ser", "sulphur mine": "mina de xofre", "buy compass": "mercar comp\u00e1s", "buy map": "mercar mapa", "scratching noises can be heard from the store room.": "\u00f3ense ru\u00eddos agudos no almac\u00e9n.", "steel sword": "espada de aceiro", "descend": "descender", "asks for any spare furs to keep him warm at night.": "pide algunha pel de sobra para quentarse de noite.", "A Raucous Village": "Unha Vila Barullenta", "the beggar expresses his thanks.": "o mendicante di grazas.", "carrying more means longer expeditions to the wilds": "poder cargar m\u00e1is significa excursi\u00f3ns m\u00e1is longas ao salvaxe", "free {0}/{1}": "libre {0}/{1}", "Room": "Cuarto", "a swamp festers in the stagnant air.": "un pantano atufa o aire estanco.", "rotting reeds rise out of the swampy earth.": "xunqueiras podres xorden da terra bra\u00f1enta.", "armoury's done, welcoming back the weapons of the past.": "a armar\u00eda est\u00e1 lista, benvidas as armas do pasado.", "eat meat": "comer carne", "slow metabolism": "metabolismo lento", "camp fires burn by the entrance to the mine.": "hai lumeiradas acesas na entrada da mina.", "the mouth of the cave is wide and dark.": "a boca da cova \u00e9 ancha e escura.", "not enough sulphur": "non hai xofre abondo", "builder's not sure he's to be trusted.": "a construtora non est\u00e1 segura de que sexa fiable.", "evasion": "evasi\u00f3n", "buy bait": "mercar cebo", "a pack of lizards rounds the corner.": "un grupo de lagartos rodea a esquina.", "light fire": "prender lume", "waterskin": "traxe de augas", "scattered teeth": "dentes espallados", "nothing to take": "non hai nada que coller", "the door hangs open.": "a porta est\u00e1 aberta.", "buy:": "mercar:", "load": "cargar", "the shady builder has made off with your wood": "o construtor sospeitoso escapou coa t\u00faa le\u00f1a", "track them": "rastrexalas", "stores": "almac\u00e9n", "now the nomads have a place to set up shop, they might stick around a while": "agora que os n\u00f3madas te\u00f1en un lugar no que comerciar, seguramente queden por aqu\u00ed", "A Dusty Path": "Un Cami\u00f1o Vello", "armour": "armadura", "A Man-Eater": "Un Comehomes", "bring your friends.": "dillo aos teus amigos.", "the compass points south": "o comp\u00e1s apunta ao sur", "the compass points north": "o comp\u00e1s apunta ao norte", "The Sick Man": "O Home Enfermo", "yes": "si", "martial artist": "artista marcial", "the traps contain ": "as trampas conte\u00f1en ", "the old tower seems mostly intact.": "a torre vella parece bastante intacta.", "scales": "escamas", "bird must have liked shiney things.": "ao p\u00e1xaro deb\u00edanlle de gustar as cousas brillantes.", "the path leads to an abandoned mine": "o cami\u00f1o leva a unha mina abandonada", "the compass points northeast": "o comp\u00e1s apunta ao nordeste", "the camp is still, save for the crackling of the fires.": "o campo est\u00e1 en silencio, ag\u00e1s polo crepitar das chamas.", "he begs for medicine.": "suplica menci\u00f1as.", "save": "gardar", "this waterskin'll hold a bit of water, at least": "este traxe de augas aguantar\u00e1 a auga un pouco polo menos", "turn him away": "botalo", "the people here were broken a long time ago.": "esta xente est\u00e1 rota desde hai moito tempo.", "a grizzled soldier attacks, waving a bayonet.": "un soldado canoso ataca, sacudindo unha baioneta.", "shivering man": "home arrepiante", "The Mysterious Wanderer": "O Errante Misterioso", "A Huge Lizard": "Un Lagarto Enorme", "boxer": "boxeador", "a man joins the fight": "un home \u00fanese \u00e1 contenda", "restore more health when eating": "recupera m\u00e1is sa\u00fade ao comer", "not enough meat": "non hai carne abonda", "some weird metal he picked up on his travels.": "un estra\u00f1o metal que atopou nas s\u00faas viaxes.", "something's in there.": "hai algo a\u00ed.", "An Outpost": "Unha Avanzada", "A Snarling Beast": "Unha Besta Bramadora", "Share": "Compartir", "a haze falls over the village as the steelworks fires up": "unha n\u00e9boa cae sobre a vila ao prenderse a siderurxia", "a large bird nests at the top of the stairs.": "un paxaro grande ani\u00f1a no alto da escaleira.", "an old wanderer sits inside, in a seeming trance.": "dentro, un vello errante sentado, nunha sorte de trance.", "builder says the villagers could make steel, given the tools": "a construtora di que a xente da vila poder\u00eda facer aceiro, se tivesen con que", "continue": "continuar", "use with laser rifle": "usar co rifle l\u00e1ser", "there is no more water": "xa non queda auga", "flickering": "chispea", "only the chief remains.": "s\u00f3 queda o xefe.", "go back inside": "volver dentro", "a few items are scattered on the ground.": "hai algunhas cousas espalladas polo chan.", "save this.": "garda isto.", "this old mine is not abandoned": "esta antiga mina non est\u00e1 abandonada", "a fight, maybe.": "unha pelexa, se cadra.", "behind the door, a deformed figure awakes and attacks.": "detr\u00e1s da porta, unha figura deformada esperta e ataca.", "baited trap": "trampa con cebo", "dead": "apagouse", "the torch sputters and dies in the damp air": "o facho dubida e morre na humidade do aire", "export": "exportar", "a few belongings rest against the walls.": "quedan unhas poucas cousas contra as paredes.", "not far from the village lies a large beast, its fur matted with blood.": "non lonxe da aldea xace unha gran besta, ten a pel manchada de sangue.", "an old iron mine sits here, tools abandoned and left to rust.": "aqu\u00ed hai unha antiga mina de ferro, as ferramentas quedaron abandonadas.", "but there is a cache of medicine under the floorboards.": "pero hai un alixo de menci\u00f1as debaixo do chan.", "only dust and stains remain.": "s\u00f3 queda p\u00f3 e suciedade.", "s armour": "armadura a", "say he should be strung up as an example.": "din que deber\u00edan aforcalo como exemplo.", "collected scraps spread across the floor like they fell from heaven.": "hai escombros e provisi\u00f3ns espalladas polo chan como se caeran do ceo.", "classic.": "cl\u00e1sico.", "Fire": "Lume", "the darkness is absolute": "a escuridade \u00e9 total", "A Ruined Trap": "Unha Trampa Desfeita", "not enough coal": "non hai carb\u00f3n abondo", "ambushed on the street.": "emboscada na r\u00faa.", "worth killing for, it seems.": "parece que paga a pena matar por el.", "slash": "coitelada", "builder says she can make a cart for carrying wood": "a construtora di que pode facer un carreta para cargar le\u00f1a", "leather's not strong. better than rags, though.": "o coiro non \u00e9 forte. pero \u00e9 mellor c\u00f3s trapos.", "builder stokes the fire": "a construtora atiza o lume", "say goodbye": "dicir adeus", "A Silent Forest": "Un Bosque Silencioso", "builder's not sure she's to be trusted.": "a construtora non est\u00e1 segura de que sexa fiable.", "Go Hyper?": "Cambiar a Hyper?", "predators become prey. price is unfair": "depredadores convertidos en presas. o prezo \u00e9 inxusto", "the point is made. in the next few days, the missing supplies are returned.": "a mensaxe quedou clara. nos d\u00edas seguintes, as provisi\u00f3ns que faltaban dev\u00f3lvense.", "a frail man stands defiantly, blocking the path.": "un home delicado \u00e9rguese desafiante, bloqueando o cami\u00f1o.", "the plague rips through the village.": "a praga arrasa a vila.", "an old wanderer arrives.": "chega un vello errante.", "scavenger had a small camp in the school.": "o preeiro ti\u00f1a unha pequena base na escola.", "the compass points southwest": "o comp\u00e1s apunta ao suroeste", "the wanderer leaves, cart loaded with wood": "o errante marcha, a carreta vai cargada de le\u00f1a", "Dropbox Export / Import": "Dropbox Exportar / Importar", "maybe some useful stuff in the rubble.": "se cadra hai algo \u00fatil no entullo.", "a man hobbles up, coughing.": "aparece un home, tusindo.", "i armour": "armadura i", "The Scout": "A Exploradora", "leaves a pile of small scales behind.": "deixa un feixe de escamas.", "pockets": "petos", "the debris is denser here.": "aqu\u00ed hai m\u00e1is escombro.", "stab": "pu\u00f1alada", "time to move on.": "\u00e9 hora de seguir adiante.", "the shady builder builds a hut": "o construtor sospeitoso constr\u00fae unha cabana", "the ground is littered with small scales": "o chan est\u00e1 cuberto de pequenas escamas", "not enough ": "non hai suficiente ", "the stench of rot and death fills the operating theatres.": "o tufo a podremia e morte enche os quir\u00f3fanos.", "burning": "est\u00e1 aceso", "they must be here for a reason.": "deben estar aqu\u00ed por algunha raz\u00f3n.", "a nomad arrives, looking to trade": "chega un n\u00f3mada, quere comerciar", "black powder and bullets, like the old days.": "p\u00f3lvora e balas, coma nos vellos tempos.", "restart the game?": "reiniciar o xogo?", "gastronome": "gastr\u00f3nomo", "load from slot": "cargar desde espazo", "energy cell": "c\u00e9lula de enerx\u00eda", "inside the hut, a child cries.": "dentro da cabana, chora un neno.", "the compass points west": "o comp\u00e1s apunta ao oeste", "always worked before, at least.": "antes sempre funcionaba, cando menos.", "a scavenger draws close, hoping for an easy score": "ach\u00e9gase un preeiro, confiando nunha presa f\u00e1cil", "Sickness": "Enfermidade", "sufferers are left to die": "os doentes son abandonados \u00e1 morte", "still a few drops of water in the old well.": "a\u00ednda hai algunhas gotas de auga no pozo vello.", "build:": "constru\u00edr:", "feral terror": "terror salvaxe", "signout": "desconectarse", "A Beast Attack": "Un Ataque Bestial", "Ready to Leave?": "Listo para Marchar?", "the house is abandoned, but not yet picked over.": "a cousa est\u00e1 abandonada, pero a\u00ednda non foi saqueada.", "time to get out of this place. won't be coming back.": "\u00e9 hora de marchar daqu\u00ed. para non volver.", "the compass points northwest": "o comp\u00e1s apunta ao noroeste", "the thirst becomes unbearable": "a sede resulta insoportable", "a beggar arrives": "chega un mendicante", "a beast stands alone in an overgrown park.": "unha besta agarda soa nun parque frondoso.", "he leaves a reward.": "deixa unha recompensa.", "nothing but downcast eyes.": "ollos ca\u00eddos, m\u00e1is nada.", "hp": "ps", "the scout says she's been all over.": "a exploradora di que estivo en todos os sitios.", "the small settlement has clearly been burning a while.": "o pequeno asentamento leva ardendo unha temporada.", "cloth": "tea", "a second soldier opens fire.": "un segundo soldado abre fogo.", "dangerous to be this far from the village without proper protection": "\u00e9 perigoso estar tan lonxe da vila sen a protecci\u00f3n axeitada", "squeeze": "colarse", "a pristine medicine cabinet at the end of a hallway.": "un botiqu\u00edn inmaculado ao final do corredor.", "scraps of fur": "restos de pel", "a scavenger waits just inside the door.": "un preeiro agarda tras da porta.", "the wind howls outside": "o vento zoa f\u00f3ra", "troops storm the village": "as tropas asaltan a aldea", "the wagon can carry a lot of supplies": "o carro pode cargar moitas provisi\u00f3ns", "A Battlefield": "Un Campo de Batalla", "more soldiers will be on their way.": "haber\u00e1 m\u00e1is soldados en cami\u00f1o.", "the shivering man is dead": "o home arrepiante morreu", "builder finishes the smokehouse. she looks hungry.": "a construtora remata o afumadoiro. semella famenta.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "os p\u00e1ramos rematan nun mar de pastos resecos, abaneando na brisa \u00e1rida.", "a snarling beast leaps out of the underbrush": "unha besta bramadora aparece de repente entre as silvas", "the place has been swept clean by scavengers.": "os preeiros barreron e limparon este lugar.", "should cure the meat, or it'll spoil. builder says she can fix something up.": "hai que curar a carne, ou vaise perder. a construtora di que xa artellar\u00e1 algo.", "A Destroyed Village": "Unha Vila Destru\u00edda", "land blows more often": "golpea con m\u00e1is frecuencia", "Space": "Espazo", "it's been picked over by scavengers, but there's still some things worth taking.": "os preeiros xa fixeron a s\u00faa selecci\u00f3n, pero a\u00ednda quedan algunhas cousas que paga a pena levar.", "Thermosphere": "Termosfera", "5 medicine": "5 menci\u00f1as", "do nothing": "non facer nada", "A Gaunt Man": "Un Home Cadav\u00e9rico", "Outside": "F\u00f3ra", "the snarling beast is dead": "a besta bramadora est\u00e1 morta", "bodies and supplies from both sides litter the ground.": "corpos e provisi\u00f3ns dos dous bandos cubren o chan.", "the remains of an old house stand as a monument to simpler times": "os restos dunha casa antiga \u00e9rguense como un monumento aos tempos m\u00e1is simples", "a squatter stands firmly in the doorway of a small hut.": "un ocupa mantense firme na entrada dunha pequena cabana.", "nothing was found": "non se atopou nada", "lights flash through the alleys between buildings.": "vense luces nas calellas de entre os edificios.", "no": "non", "{0} per {1}s": "{0} por {1}s", "the coal mine is clear of dangers": "a mina de carb\u00f3n est\u00e1 libre de perigos", "a weathered family takes up in one of the huts.": "unha familia de superviventes as\u00e9ntase nunha das cabanas.", "run": "correr", "Exosphere": "Exosfera", "he speaks of once leading the great fleets to fresh worlds.": "fala de cando liderou \u00e1s grandes frotas a mundos novos.", "builder says there are more wanderers. says they'll work, too.": "a construtora di que hai m\u00e1is errantes. di que eles tam\u00e9n han traballar.", "evasive": "evasivo", "an old wanderer arrives": "chega un vello errante", "through the walls, shuffling noises can be heard.": "a trav\u00e9s das paredes, \u00f3ense ru\u00eddos esquivos.", "melee weapons deal more damage": "as armas corpo a corpo causan m\u00e1is danos", "the compass points ": "o comp\u00e1s apunta ao ", "lets some light down into the dusty haze.": "deixa pasar algo de luz entre a n\u00e9boa areosa.", "the man swallows the medicine eagerly": "o home traga a menci\u00f1a ansioso", "the days are spent with burials.": "os enterros enchen os d\u00edas.", "more traps to catch more creatures": "m\u00e1is trampas para cazar m\u00e1is criaturas", "a man charges down the hall, a rusty blade in his hand": "un home carga desde o recibidor, cunha folla enferruxada na man", "it contains travelling gear, and a few trinkets.": "cont\u00e9n o equipo de viaxe e algunhas cousas m\u00e1is.", "bullets": "balas", "the light from the fire spills from the windows, out into the dark": "a luz do lume sae polas vent\u00e1s, cara \u00e1 escuridade", "tell him to leave": "pedirlle que marche", "dry brush and dead branches litter the forest floor": "mato seco e p\u00f3las mortas cubren o chan", "tattered cloth": "teas ra\u00eddas", "can't read the words.": "non se poden ler as palabras.", "restores": "restaura", "tanner": "curtidor", "use with rifle": "usar co rifle", "or migrating computers": "ou para cambias de ordenador", "water:{0}": "auga:{0}", "still time to rescue a few supplies.": "a\u00ednda hai tempo para rescatar algunhas provisi\u00f3ns.", "teeth": "dentes", "villagers could help hunt, given the means": "o alde\u00e1ns poder\u00edan axudar a cazar, se se lles dan os medios", "the beast is dead.": "a besta morreu.", "The Iron Mine": "A Mina de Ferro", "feral howls echo out of the darkness.": "ouveos salvaxes resoan na escuridade.", "Get the App": "Descarga a App"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/gl/strings.po ================================================ # Translations template for PROJECT. # Copyright (C) 2018 ORGANIZATION # This file is distributed under the same license as the PROJECT project. # FIRST AUTHOR , 2018. # msgid "" msgstr "" "Project-Id-Version: PROJECT VERSION\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2018-06-09 23:46+0900\n" "PO-Revision-Date: 2019-10-06 04:10+0200\n" "Language-Team: \n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Generated-By: Babel 2.6.0\n" "X-Generator: Poedit 2.2.4\n" "Last-Translator: \n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" "Language: gl\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Conexión con Dropbox" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "conecta o xogo co almacentamento local de dropbox" #: script/dropbox.js:68 msgid "connect" msgstr "conectar" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "cancelar" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox Exportar / Importar" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "exportar ou importar garda os datos ao almacenamento de dropbox" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "estás conectado a dropbox con conta / email " #: script/dropbox.js:93 msgid "save" msgstr "gardar" #: script/dropbox.js:97 msgid "load" msgstr "cargar" #: script/dropbox.js:102 msgid "signout" msgstr "desconectarse" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "escolle un lugar no que gardar" #: script/dropbox.js:119 msgid "save to slot" msgstr "gardar a espazo" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "escolle un espazo do que cargar" #: script/dropbox.js:148 msgid "load from slot" msgstr "cargar desde espazo" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "gardouse correctamente no almacenamento de dropbox" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "houbo un erro ao gardar en dropbox" #: script/dropbox.js:183 msgid "ok" msgstr "ok" #: script/engine.js:15 msgid "boxer" msgstr "boxeador" #: script/engine.js:16 msgid "punches do more damage" msgstr "as puñadas fan máis dano" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "aprendeuse a dar puñadas con xeito" #: script/engine.js:21 msgid "martial artist" msgstr "artista marcial" #: script/engine.js:22 msgid "punches do even more damage." msgstr "as puñadas fan aínda máis dano." #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "aprendeuse a loitar máis efectivamente sen armas" #: script/engine.js:27 msgid "unarmed master" msgstr "master desarmado" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "golpea o dobre de rápido, e con máis forza aínda" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "aprendeuse a golpear máis rápido sen armas" #: script/engine.js:32 msgid "barbarian" msgstr "bárbaro" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "as armas corpo a corpo causan máis danos" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "aprendeuse a manexar as armas con forza" #: script/engine.js:37 msgid "slow metabolism" msgstr "metabolismo lento" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "chega o dobre de lonxe sen comer" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "aprendeuse a ignorar a fame" #: script/engine.js:42 msgid "desert rat" msgstr "rata do deserto" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "chega o dobre de lonxe sen beber" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "aprendeuse a amar o aire seco" #: script/engine.js:47 msgid "evasive" msgstr "evasivo" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "esquiva os ataques con máis eficiencia" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "aprendeuse a estar onde non están" #: script/engine.js:52 msgid "precise" msgstr "preciso" #: script/engine.js:53 msgid "land blows more often" msgstr "golpea con máis frecuencia" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "aprendeuse a predicir o movemento" #: script/engine.js:57 msgid "scout" msgstr "scout" #: script/engine.js:58 msgid "see farther" msgstr "ver máis lonxe" #: script/engine.js:59 msgid "learned to look ahead" msgstr "aprendeuse a mirar lonxe" #: script/engine.js:62 msgid "stealthy" msgstr "sixiloso" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "evita mellor os conflictos no ermo" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "aprendeuse a non ser visto" #: script/engine.js:67 msgid "gastronome" msgstr "gastrónomo" #: script/engine.js:68 msgid "restore more health when eating" msgstr "recupera máis saúde ao comer" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "aprendeuse a aproveitar ao máximo a comida" #: script/engine.js:138 msgid "get the app." msgstr "" #: script/engine.js:144 script/engine.js:516 msgid "lights off." msgstr "modo noite." #: script/engine.js:150 script/engine.js:552 msgid "hyper." msgstr "hyper." #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "reiniciar." #: script/engine.js:162 msgid "share." msgstr "compartir." #: script/engine.js:168 msgid "save." msgstr "gardar." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Exportar / Importar" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "exporta ou importa os datos gardados para ter copias de seguridade" #: script/engine.js:273 msgid "or migrating computers" msgstr "ou para cambias de ordenador" #: script/engine.js:277 msgid "export" msgstr "exportar" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "importar" #: script/engine.js:291 msgid "save this." msgstr "garda isto." #: script/engine.js:297 msgid "got it" msgstr "feito" #: script/engine.js:305 msgid "are you sure?" msgstr "estás seguro?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "se o código non é válido, perderás todos os datos." #: script/engine.js:307 msgid "this is irreversible." msgstr "isto é irreversible." #: script/engine.js:311 script/engine.js:380 script/engine.js:530 msgid "yes" msgstr "si" #: script/engine.js:316 script/engine.js:385 script/engine.js:535 msgid "no" msgstr "non" #: script/engine.js:322 msgid "put the save code here." msgstr "pega aquí o código que gardaches." #: script/engine.js:374 msgid "Restart?" msgstr "Reiniciar?" #: script/engine.js:377 msgid "restart the game?" msgstr "reiniciar o xogo?" #: script/engine.js:408 msgid "Get the App" msgstr "Descarga a App" #: script/engine.js:411 msgid "bring the room with you." msgstr "leva o cuarto contigo." #: script/engine.js:414 msgid "ios" msgstr "ios" #: script/engine.js:421 msgid "android" msgstr "android" #: script/engine.js:428 script/engine.js:473 msgid "close" msgstr "pechar" #: script/engine.js:439 msgid "Share" msgstr "Compartir" #: script/engine.js:442 msgid "bring your friends." msgstr "dillo aos teus amigos." #: script/engine.js:445 msgid "facebook" msgstr "facebook" #: script/engine.js:452 msgid "google+" msgstr "google+" #: script/engine.js:459 msgid "twitter" msgstr "twitter" #: script/engine.js:466 msgid "reddit" msgstr "reddit" #: script/engine.js:507 script/engine.js:511 msgid "lights on." msgstr "modo día." #: script/engine.js:524 msgid "Go Hyper?" msgstr "Cambiar a Hyper?" #: script/engine.js:527 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" "se prendes o modo hyper a velocidade do xogo subirá a x2. queres facer isto?" #: script/engine.js:550 msgid "classic." msgstr "clásico." #: script/engine.js:649 msgid "{0} per {1}s" msgstr "{0} por {1}s" #: script/events.js:200 msgid "pause." msgstr "pausar." #: script/events.js:231 msgid "eat meat" msgstr "comer carne" #: script/events.js:251 msgid "use meds" msgstr "usar menciñas" #: script/events.js:435 msgid "miss" msgstr "fallar" #: script/events.js:449 msgid "stunned" msgstr "aparvado" #: script/events.js:566 script/events/global.js:42 script/events/global.js:59 #: script/events/room.js:142 script/events/room.js:162 #: script/events/room.js:182 script/events/setpieces.js:25 #: script/events/setpieces.js:48 script/events/setpieces.js:65 #: script/events/setpieces.js:83 script/events/setpieces.js:106 #: script/events/setpieces.js:536 script/events/setpieces.js:1254 #: script/events/setpieces.js:2948 script/events/setpieces.js:2982 #: script/events/setpieces.js:3005 script/events/setpieces.js:3042 #: script/events/setpieces.js:3095 script/events/setpieces.js:3124 #: script/events/setpieces.js:3170 script/events/setpieces.js:3297 #: script/events/setpieces.js:3319 script/events/setpieces.js:3439 #: script/events/setpieces.js:3463 script/events/setpieces.js:3496 #: script/events/setpieces.js:3515 script/events/setpieces.js:3539 #: script/events/setpieces.js:3567 msgid "leave" msgstr "saír" #: script/events.js:605 msgid "drop:" msgstr "deixar:" #: script/events.js:630 script/events/room.js:582 msgid "nothing" msgstr "nada" #: script/events.js:661 script/events/setpieces.js:3551 msgid "take" msgstr "coller" #: script/events.js:671 msgid "take:" msgstr "coller:" #: script/events.js:695 msgid "nothing to take" msgstr "non hai nada que coller" #: script/events.js:725 msgid "all" msgstr "todo" #: script/events.js:743 msgid "take everything" msgstr "collelo todo" #: script/events.js:743 msgid "take all you can" msgstr "coller todo o que se poida" #: script/events.js:749 script/outside.js:627 msgid " and " msgstr " e " #: script/events.js:994 msgid "*** EVENT ***" msgstr "*** EVENTO ***" #: script/localization.js:4 msgid "saved." msgstr "gardado." #: script/localization.js:5 msgid "wood" msgstr "leña" #: script/localization.js:6 msgid "builder" msgstr "construtor" #: script/localization.js:7 msgid "teeth" msgstr "dentes" #: script/localization.js:8 msgid "meat" msgstr "carne" #: script/localization.js:9 msgid "fur" msgstr "pel" #: script/localization.js:10 msgid "alien alloy" msgstr "aliaxe alieníxena" #: script/localization.js:11 msgid "bullets" msgstr "balas" #: script/localization.js:12 msgid "charm" msgstr "amuleto" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "coiro" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "ferro" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "aceiro" #: script/localization.js:16 msgid "coal" msgstr "carbón" #: script/localization.js:17 msgid "sulphur" msgstr "xofre" #: script/localization.js:18 msgid "energy cell" msgstr "célula de enerxía" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "facho" #: script/localization.js:20 msgid "medicine" msgstr "menciñas" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "cazador" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "trampeiro" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "curtidor" #: script/localization.js:24 msgid "grenade" msgstr "granada" #: script/localization.js:25 msgid "bolas" msgstr "tirafonda" #: script/localization.js:26 msgid "bayonet" msgstr "baioneta" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "chacineiro" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "mineiro de ferro" #: script/localization.js:29 msgid "iron mine" msgstr "mina de ferro" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "mineiro de carbón" #: script/localization.js:31 msgid "coal mine" msgstr "mina de carbón" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "mineiro de xofre" #: script/localization.js:33 msgid "sulphur mine" msgstr "mina de xofre" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "armeiro" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "aceirista" #: script/localization.js:36 msgid "bait" msgstr "cebo" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "carne curada" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "escamas" #: script/localization.js:39 msgid "compass" msgstr "compás" #: script/localization.js:40 msgid "laser rifle" msgstr "rifle láser" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "leñador" #: script/localization.js:42 msgid "cloth" msgstr "tea" #: script/localization.js:45 msgid "thieves" msgstr "ladróns" #: script/localization.js:46 msgid "not enough fur" msgstr "non hai pel abonda" #: script/localization.js:47 msgid "not enough wood" msgstr "non hai leña abonda" #: script/localization.js:48 msgid "not enough coal" msgstr "non hai carbón abondo" #: script/localization.js:49 msgid "not enough iron" msgstr "non hai ferro abondo" #: script/localization.js:50 msgid "not enough steel" msgstr "non hai aceiro abondo" #: script/localization.js:51 msgid "not enough sulphur" msgstr "non hai xofre abondo" #: script/localization.js:52 msgid "baited trap" msgstr "trampa con cebo" #: script/localization.js:53 msgid "not enough scales" msgstr "non hai escamas abondas" #: script/localization.js:54 msgid "not enough cloth" msgstr "non hai tea abonda" #: script/localization.js:55 msgid "not enough teeth" msgstr "non hai dentes abondos" #: script/localization.js:56 msgid "not enough leather" msgstr "non hai coiro abondo" #: script/localization.js:57 msgid "not enough meat" msgstr "non hai carne abonda" #: script/localization.js:58 msgid "the compass points east" msgstr "o compás apunta ao leste" #: script/localization.js:59 msgid "the compass points west" msgstr "o compás apunta ao oeste" #: script/localization.js:60 msgid "the compass points north" msgstr "o compás apunta ao norte" #: script/localization.js:61 msgid "the compass points south" msgstr "o compás apunta ao sur" #: script/localization.js:62 msgid "the compass points northeast" msgstr "o compás apunta ao nordeste" #: script/localization.js:63 msgid "the compass points northwest" msgstr "o compás apunta ao noroeste" #: script/localization.js:64 msgid "the compass points southeast" msgstr "o compás apunta ao surleste" #: script/localization.js:65 msgid "the compass points southwest" msgstr "o compás apunta ao suroeste" #: script/outside.js:5 msgid "Outside" msgstr "Fóra" #: script/outside.js:102 msgid "scraps of fur" msgstr "restos de pel" #: script/outside.js:107 msgid "bits of meat" msgstr "cachos de carne" #: script/outside.js:112 msgid "strange scales" msgstr "escamas estrañas" #: script/outside.js:117 msgid "scattered teeth" msgstr "dentes espallados" #: script/outside.js:122 msgid "tattered cloth" msgstr "teas raídas" #: script/outside.js:127 msgid "a crudely made charm" msgstr "un cutre amuleto artesán" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Un Bosque Silencioso" #: script/outside.js:169 msgid "gather wood" msgstr "recoller leña" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "chega un estraño na noite" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "unha familia de superviventes aséntase nunha das cabanas." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "chega un pequeno grupo, todo pó e ósos." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "chega un convoi abaneando, metade angustia metade esperanza." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "a vila prospera. córrese a voz." #: script/outside.js:452 msgid "pop " msgstr "pob " #: script/outside.js:457 msgid "forest" msgstr "bosque" #: script/outside.js:460 msgid "village" msgstr "aldea" #: script/outside.js:543 msgid "check traps" msgstr "comprobar trampas" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Unha Cabana Solitaria" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Unha Pequena Aldea" #: script/outside.js:568 msgid "A Modest Village" msgstr "Unha Aldea Modesta" #: script/outside.js:570 msgid "A Large Village" msgstr "Unha Pequena Vila" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Unha Vila Barullenta" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "o ceo está gris e o vento sopra desapiadado" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "mato seco e pólas mortas cubren o chan" #: script/outside.js:621 msgid "the traps contain " msgstr "as trampas conteñen " #: script/path.js:29 script/path.js:312 msgid "A Dusty Path" msgstr "Un Camiño Vello" #: script/path.js:37 msgid "supplies:" msgstr "provisións:" #: script/path.js:43 msgid "embark" msgstr "partir" #: script/path.js:60 script/room.js:1159 msgid "the compass points " msgstr "o compás apunta ao " #: script/path.js:102 msgid "perks:" msgstr "vantaxes:" #: script/path.js:132 msgid "none" msgstr "ningún" #: script/path.js:142 msgid "armour" msgstr "armadura" #: script/path.js:153 msgid "water" msgstr "auga" #: script/path.js:164 script/path.js:172 msgid "restores" msgstr "restaura" #: script/path.js:164 script/path.js:172 msgid "hp" msgstr "ps" #: script/path.js:165 msgid "use with rifle" msgstr "usar co rifle" #: script/path.js:169 msgid "use with laser rifle" msgstr "usar co rifle láser" #: script/path.js:236 script/world.js:293 msgid "free {0}/{1}" msgstr "libre {0}/{1}" #: script/path.js:263 msgid "damage" msgstr "dano" #: script/path.js:269 msgid "weight" msgstr "peso" #: script/path.js:271 msgid "available" msgstr "dispoñibles" #: script/room.js:16 msgid "trap" msgstr "trampa" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "a construtora di que pode facer trampas para cazar ás criaturas que poidan " "quedar vivas" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "máis trampas para cazar máis criaturas" #: script/room.js:21 msgid "more traps won't help now" msgstr "máis trampas non sirven de nada agora" #: script/room.js:31 msgid "cart" msgstr "carreta" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "a construtora di que pode facer un carreta para cargar leña" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "a descachada carreta traerá máis leña do bosque" #: script/room.js:44 msgid "hut" msgstr "cabana" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "a construtora di que hai máis errantes. di que eles tamén han traballar." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "" "a construtora levanta unha cabana, no bosque. di que se vai correr a voz." #: script/room.js:49 msgid "no more room for huts." msgstr "xa non queda sitio para máis cabanas." #: script/room.js:59 msgid "lodge" msgstr "refuxio de caza" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "o aldeáns poderían axudar a cazar, se se lles dan os medios" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "o refuxio de caza está no bosque, lonxe da aldea" #: script/room.js:74 msgid "trading post" msgstr "mercado" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "un mercado facilitaría o comercio" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "agora que os nómadas teñen un lugar no que comerciar, seguramente queden por " "aquí" #: script/room.js:88 msgid "tannery" msgstr "curtidoiro" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "a construtora di que o coiro pode ser útil. di que a xente da aldea podería " "facelo." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "o curtidoiro constrúese rápido, no límite da aldea" #: script/room.js:102 msgid "smokehouse" msgstr "afumadoiro" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "hai que curar a carne, ou vaise perder. a construtora di que xa artellará " "algo." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "a construtora remata o afumadoiro. semella famenta." #: script/room.js:116 msgid "workshop" msgstr "taller" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "a construtora di que podería facer cousas máis complexas, se tivese as " "ferramentas" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "o taller xa está listo. a construtora está encantada" #: script/room.js:131 msgid "steelworks" msgstr "siderurxia" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "a construtora di que a xente da vila podería facer aceiro, se tivesen con que" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "unha néboa cae sobre a vila ao prenderse a siderurxia" #: script/room.js:146 msgid "armoury" msgstr "armaría" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "" "a construtora di que sería útil contar cun fornecemento regular de balas" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "a armaría está lista, benvidas as armas do pasado." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "un facho para afastar a escuridade" #: script/room.js:173 msgid "waterskin" msgstr "traxe de augas" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "este traxe de augas aguantará a auga un pouco polo menos" #: script/room.js:185 msgid "cask" msgstr "barril" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "o barril contén auga abonda para excursións máis longas" #: script/room.js:198 msgid "water tank" msgstr "tanque de auga" #: script/room.js:202 msgid "never go thirsty again" msgstr "non ter sede nunca máis" #: script/room.js:211 msgid "bone spear" msgstr "puñal de óso" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "este puñal non é moi elegante, pero vai bastante ben para apuñalar" #: script/room.js:223 script/world.js:288 msgid "rucksack" msgstr "macuto" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "poder cargar máis significa excursións máis longas ao salvaxe" #: script/room.js:235 msgid "wagon" msgstr "carro" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "o carro pode cargar moitas provisións" #: script/room.js:248 msgid "convoy" msgstr "convoi" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "o convoi pode transportar case de todo" #: script/room.js:262 msgid "l armour" msgstr "armadura c" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "o coiro non é forte. pero é mellor cós trapos." #: script/room.js:274 msgid "i armour" msgstr "armadura i" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "o ferro é más duro có coiro" #: script/room.js:286 msgid "s armour" msgstr "armadura a" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "o aceiro é máis forte có ferro" #: script/room.js:298 msgid "iron sword" msgstr "espada de ferro" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "a espada está afiada. boa protección para saír á aventura." #: script/room.js:311 msgid "steel sword" msgstr "espada de aceiro" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "o aceiro é resistente, e a folla certeira." #: script/room.js:324 msgid "rifle" msgstr "rifle" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "pólvora e balas, coma nos vellos tempos." #: script/room.js:458 msgid "Room" msgstr "Cuarto" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Un Cuarto Escuro" #: script/room.js:498 msgid "light fire" msgstr "prender lume" #: script/room.js:508 msgid "stoke fire" msgstr "atizar lume" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "o cuarto está {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "o lume {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "a estraña está diante do lume. di que pode axudar. que constrúe cousas." #: script/room.js:580 msgid "freezing" msgstr "conxelado" #: script/room.js:581 msgid "cold" msgstr "frío" #: script/room.js:582 msgid "mild" msgstr "morno" #: script/room.js:583 msgid "warm" msgstr "quente" #: script/room.js:584 msgid "hot" msgstr "moi quente" #: script/room.js:596 msgid "dead" msgstr "apagouse" #: script/room.js:597 msgid "smoldering" msgstr "chamea" #: script/room.js:598 msgid "flickering" msgstr "chispea" #: script/room.js:599 msgid "burning" msgstr "está aceso" #: script/room.js:600 msgid "roaring" msgstr "roxe" #: script/room.js:604 msgid "A Firelit Room" msgstr "Un Cuarto Alumeado" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "non hai leña abonda para manter prendido o lume" #: script/room.js:655 msgid "the wood has run out" msgstr "acabouse a leña" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "a luz do lume sae polas ventás, cara á escuridade" #: script/room.js:688 msgid "builder stokes the fire" msgstr "a construtora atiza o lume" #: script/room.js:718 msgid "the wind howls outside" msgstr "o vento zoa fóra" #: script/room.js:719 msgid "the wood is running out" msgstr "queda pouca leña" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "" "unha estraña piollosa cruza a porta a duras penas e desmáisae na esquina" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "a estraña arreguízase e murmura algo inintelixible." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "a estraña da esquina deixa de tremer. cálmasalle a respiración." #: script/room.js:760 msgid "stores" msgstr "almacén" #: script/room.js:779 msgid "weapons" msgstr "armas" #: script/room.js:918 msgid "total" msgstr "total" #: script/room.js:939 script/room.js:983 msgid "not enough " msgstr "non hai suficiente " #: script/room.js:955 msgid "builder just shivers" msgstr "a construtora estemécese" #: script/room.js:1058 msgid "build:" msgstr "construír:" #: script/room.js:1065 msgid "craft:" msgstr "confeccionar:" #: script/room.js:1072 msgid "buy:" msgstr "mercar:" #: script/ship.js:11 msgid "Ship" msgstr "Nave" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Unha Antiga Nave Espacial" #: script/ship.js:38 msgid "hull:" msgstr "casco:" #: script/ship.js:44 msgid "engine:" msgstr "motor:" #: script/ship.js:51 msgid "reinforce hull" msgstr "reforzar casco" #: script/ship.js:60 msgid "upgrade engine" msgstr "mellorar motor" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "despegar" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "nalgún lugar por riba da nube de escombros, afástase a frota de errantes. " "nesta roca xa estiveron demasiado tempo." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "non hai aliaxe alieníxena abonda" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Listo para Marchar?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "é hora de marchar daquí. para non volver." #: script/ship.js:150 msgid "linger" msgstr "pospoñer" #: script/space.js:42 msgid "hull: " msgstr "casco: " #: script/space.js:76 msgid "Troposphere" msgstr "Troposfera" #: script/space.js:78 msgid "Stratosphere" msgstr "Estratosfera" #: script/space.js:80 msgid "Mesosphere" msgstr "Mesosfera" #: script/space.js:82 msgid "Thermosphere" msgstr "Termosfera" #: script/space.js:84 msgid "Exosphere" msgstr "Exosfera" #: script/space.js:86 msgid "Space" msgstr "Espazo" #: script/space.js:424 msgid "score for this game: {0}" msgstr "puntos desta partida: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "puntos totais: {0}" #: script/space.js:452 msgid "" "expanded story. alternate ending. behind the scenes commentary. get the app." msgstr "" "historia expandida. final alternativo. comentarios behind the scenes. faite " "coa app." #: script/space.js:461 msgid "iOS." msgstr "iOS." #: script/space.js:469 msgid "android." msgstr "android." #: script/world.js:46 msgid "punch" msgstr "golpe" #: script/world.js:52 msgid "stab" msgstr "puñalada" #: script/world.js:58 msgid "swing" msgstr "corte" #: script/world.js:64 msgid "slash" msgstr "coitelada" #: script/world.js:70 msgid "thrust" msgstr "estocada" #: script/world.js:76 msgid "shoot" msgstr "disparo" #: script/world.js:83 msgid "blast" msgstr "abrasión" #: script/world.js:90 msgid "lob" msgstr "explosión" #: script/world.js:97 msgid "tangle" msgstr "aturdimento" #: script/world.js:119 msgid "An Outpost" msgstr "Unha Avanzada" #: script/world.js:120 msgid "Iron Mine" msgstr "Mina de Ferro" #: script/world.js:121 msgid "Coal Mine" msgstr "Mina de Carbón" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Mina de  Xofre" #: script/world.js:123 msgid "An Old House" msgstr "Unha Casa Vella" #: script/world.js:124 msgid "A Damp Cave" msgstr "Unha Cova Húmida" #: script/world.js:125 msgid "An Abandoned Town" msgstr "Unha Cidade Abandonada" #: script/world.js:126 msgid "A Ruined City" msgstr "Unha Cidade en Ruinas" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Unha Nave Espacial Estrelada" #: script/world.js:128 msgid "A Borehole" msgstr "Un Pozo" #: script/world.js:129 msgid "A Battlefield" msgstr "Un Campo de Batalla" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Un Pantano Bretemoso" #: script/world.js:134 msgid "A Destroyed Village" msgstr "Unha Aldea Destruída" #: script/world.js:259 msgid "water:{0}" msgstr "auga:{0}" #: script/world.js:286 msgid "pockets" msgstr "petos" #: script/world.js:310 msgid "hp: {0}/{1}" msgstr "ps: {0}/{1}" #: script/world.js:317 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:352 msgid "dangerous to be this far from the village without proper protection" msgstr "é perigoso estar tan lonxe da vila sen a protección axeitada" #: script/world.js:354 msgid "safer here" msgstr "é máis seguro aquí" #: script/world.js:454 msgid "the meat has run out" msgstr "acabouse a carne" #: script/world.js:459 msgid "starvation sets in" msgstr "a fame aséntase" #: script/world.js:484 msgid "there is no more water" msgstr "xa non queda auga" #: script/world.js:488 msgid "the thirst becomes unbearable" msgstr "a sede resulta insoportable" #: script/world.js:565 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "" "as árbores deixan paso á herba seca. as xestas amarelas marmulan no vento." #: script/world.js:568 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "xa non hai árbores. só queda terra reseca e area voando." #: script/world.js:575 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "as árbores álzanse no horizonte. a herba vaise convertindo nun bosque " "cuberto de pólas secas e follas caídas." #: script/world.js:578 msgid "the grasses thin. soon, only dust remains." msgstr "os pastos van rareando. decontado só queda pó." #: script/world.js:585 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "os páramos rematan nun mar de pastos resecos, abaneando na brisa árida." #: script/world.js:588 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "un muro de árbores retortas érguese no pó. as pólas revíranse nas copas " "esqueléticas." #: script/world.js:848 msgid "Wanderer" msgstr "Errante" #: script/world.js:853 msgid "The Village" msgstr "A Aldea" #: script/world.js:882 msgid "the world fades" msgstr "o mundo esvaécese" #: script/events/setpieces.js:2961 script/world.js:986 msgid "water replenished" msgstr "auga reposta" #: script/world.js:1016 msgid "A Barren World" msgstr "Un Mundo Estéril" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Unha Besta Bramadora" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "besta bramadora" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "a besta bramadora está morta" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "unha besta bramadora aparece de repente entre as silvas" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Un Home Cadavérico" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "home cadavérico" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "o home cadavérico morreu" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "un home cadavérico achégase, con mirada de tolo" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Un Paxaro Estraño" #: script/events/encounters.js:89 msgid "strange bird" msgstr "paxaro estraño" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "o paxaro estraño morreu" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "un paxaro de aspecto estraño planea pola chá" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Un Home Arrepiante" #: script/events/encounters.js:127 msgid "shivering man" msgstr "home arrepiante" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "o home arrepiante morreu" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "un home arrepiante achégase e ataca cunha forza sorprendente" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Un Comehomes" #: script/events/encounters.js:169 msgid "man-eater" msgstr "comehomes" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "o comehomes morreu" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "unha gran criatura ataca, cos dentes manchados de sangue fresco" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Un Preeiro" #: script/events/encounters.js:206 msgid "scavenger" msgstr "preeiro" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "o preeiro morreu" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "achégase un preeiro, confiando nunha presa fácil" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Un Lagarto Enorme" #: script/events/encounters.js:248 msgid "lizard" msgstr "lagarto" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "o lagarto morreu" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "a herba sacúdese e aparece un enorme lagarto" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Un Terror Salvaxe" #: script/events/encounters.js:286 msgid "feral terror" msgstr "terror salvaxe" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "o terror salvaxe morreu" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "unha besta, inconcebiblemente salvaxe, xorde da follaxe" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Un Soldado" #: script/events/encounters.js:323 msgid "soldier" msgstr "soldado" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "o soldado morreu" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "o soldado abre fogo desde o deserto" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Un Francotirador" #: script/events/encounters.js:366 msgid "sniper" msgstr "francotirador" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "o francotirador morreu" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "óese un disparo, desde algún lugar nos pastos altos" #: script/events/global.js:6 msgid "The Thief" msgstr "O Ladrón" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "os veciños arrastran a un home zafado fóra do almacén." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "din que el e os seus estiveron roubando nas provisións." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "din que deberían aforcalo como exemplo." #: script/events/global.js:17 msgid "a thief is caught" msgstr "un ladrón prendido" #: script/events/global.js:21 msgid "hang him" msgstr "colgalo" #: script/events/global.js:25 msgid "spare him" msgstr "liberalo" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "os veciños colgan o ladrón fronte ao almacén." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "a mensaxe quedou clara. nos días seguintes, as provisións que faltaban " "devólvense." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "o home está agradecido. di que xa non volverá máis." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "comparte o que aprendeu sobre roubar antes de marchar." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Unha Trampa Desfeita" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "algunhas das trampas están desfeitas." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "pegadas grandes, cara ao bosque." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "algunhas trampas foron destruídas" #: script/events/outside.js:26 msgid "track them" msgstr "rastrexalas" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "ignoralo" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "o rastro desaparece despois duns minutos." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "o bosque está en silencio." #: script/events/outside.js:40 msgid "nothing was found" msgstr "non se atopou nada" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 #: script/events/room.js:291 script/events/room.js:309 msgid "go home" msgstr "ir á casa" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "non lonxe da aldea xace unha gran besta, ten a pel manchada de sangue." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "pon pouca resistencia ao coitelo." #: script/events/outside.js:53 msgid "there was a beast. it's dead now" msgstr "había unha besta. agora está morta" #: script/events/outside.js:69 msgid "Fire" msgstr "Lume" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "o lume arrasa unha das cabanas, destruíndoa." #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "todos os que vivían na cabana falecen no incendio." #: script/events/outside.js:79 msgid "a fire has started" msgstr "declarouse un incendio" #: script/events/outside.js:86 msgid "mourn" msgstr "loito" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "morreron algúns aldeáns" #: script/events/outside.js:95 msgid "Sickness" msgstr "Enfermidade" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "unha enfermidade espállase pola vila." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "fan falta menciñas de inmediato." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "algúns aldeáns enfermaron" #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 menciña" #: script/events/outside.js:114 msgid "ignore it" msgstr "ignoralo" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "a enfermidade curouse a tempo." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "os doentes sanaron" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "a enfermidade espállase pola vila." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "os enterros enchen os días." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "os laios enchen as noites." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "os doentes son abandonados á morte" #: script/events/outside.js:153 msgid "Plague" msgstr "Praga" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "unha terrible praga estase espallando moi rápido pola vila." #: script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "a praga aqueixa á vila" #: script/events/outside.js:168 msgid "buy medicine" msgstr "mercar menciñas" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 menciñas" #: script/events/outside.js:179 msgid "do nothing" msgstr "non facer nada" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "a praga deixa de propagarse." #: script/events/outside.js:187 msgid "only a few die." msgstr "só morren uns poucos." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "os demais entérranos." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "a epidemia acaba erradicándose" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "a praga arrasa a vila." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "a única esperanza é unha morte rápida." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "a poboación quedou practicamente exterminada" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Un Ataque Bestial" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "un grupo de bestas bramadoras xorde entre as árbores." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "a loita é curta e sanguenta, pero as bestas son rexeitadas." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "os aldeáns retíranse a chorar aos mortos." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "bestas salvaxes atacan aos veciños" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "depredadores convertidos en presas. o prezo é inxusto" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Unha Incursión Militar" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "óense disparos entre as árbores." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "homes armados cargan desde o bosque, disparando á multitude." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "marchan logo dunha escaramuza, pero non sen perdas." #: script/events/outside.js:269 msgid "troops storm the village" msgstr "as tropas asaltan a aldea" #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "a contenda é sanguinolenta" #: script/events/room.js:6 msgid "The Nomad" msgstr "O Nómada" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "aparece na vista un nómada, cargado con bolsas improvisadas atadas con " "cordas." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "non di de onde vén, pero está claro que non vai quedar." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "chega un nómada, quere comerciar" #: script/events/room.js:20 msgid "buy scales" msgstr "mercar escamas" #: script/events/room.js:25 msgid "buy teeth" msgstr "mercar dentes" #: script/events/room.js:30 msgid "buy bait" msgstr "mercar cebo" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "as trampas son máis efectivas con cebo." #: script/events/room.js:39 msgid "buy compass" msgstr "mercar compás" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "o vello compás está abolado e enferruxado, pero parece que funciona." #: script/events/room.js:45 script/events/room.js:227 script/events/room.js:240 #: script/events/room.js:253 script/events/room.js:279 #: script/events/room.js:365 script/events/room.js:388 #: script/events/room.js:444 script/events/room.js:467 #: script/events/room.js:509 script/events/room.js:627 #: script/events/room.js:643 script/events/room.js:659 #: script/events/room.js:670 msgid "say goodbye" msgstr "dicir adeus" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Ruídos" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "a través das paredes, óense ruídos esquivos." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "a saber o que son." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "óense ruídos estraños a través das paredes" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "investigar" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "unhas formas vagas móvense, non están á vista." #: script/events/room.js:79 msgid "the sounds stop." msgstr "o son detense." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "volver dentro" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "un feixe de carabullos aparece no limiar, envoltos en gordas pelaxes." #: script/events/room.js:92 msgid "the night is silent." msgstr "a noite é silenciosa." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "óense ruídos agudos no almacén." #: script/events/room.js:112 msgid "something's in there." msgstr "hai algo aí." #: script/events/room.js:114 msgid "something's in the store room" msgstr "hai algo no almacén" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "falta algunha leña." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "o chan está cuberto de pequenas escamas" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "a terra está cuberta de pequenos dentes" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "a terra está cuberta de retais de tea" #: script/events/room.js:190 msgid "The Beggar" msgstr "O Mendicante" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "chega un mendicante." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "pide algunha pel de sobra para quentarse de noite." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "chega un mendicante" #: script/events/room.js:204 msgid "give 50" msgstr "darlle 50" #: script/events/room.js:209 script/events/room.js:332 #: script/events/room.js:411 msgid "give 100" msgstr "darlle 100" #: script/events/room.js:214 script/events/room.js:342 #: script/events/room.js:541 msgid "turn him away" msgstr "botalo" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "o mendicante di grazas." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "deixa un feixe de escamas." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "deixa un feixe de pequenos dentes." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "deixa uns retais de roupa." #: script/events/room.js:261 msgid "The Shady Builder" msgstr "O Construtor Sospeitoso" #: script/events/room.js:268 script/events/room.js:271 msgid "a shady builder passes through" msgstr "pasa un construtor sospeitoso" #: script/events/room.js:269 msgid "says he can build you a hut for less wood" msgstr "di que pode construír unha cabana con menos madeira" #: script/events/room.js:274 msgid "300 wood" msgstr "300 leña" #: script/events/room.js:286 script/events/room.js:288 msgid "the shady builder has made off with your wood" msgstr "o construtor sospeitoso escapou coa túa leña" #: script/events/room.js:298 script/events/room.js:300 msgid "the shady builder builds a hut" msgstr "o construtor sospeitoso constrúe unha cabana" #: script/events/room.js:318 script/events/room.js:397 msgid "The Mysterious Wanderer" msgstr "O Errante Misterioso" #: script/events/room.js:325 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "chega un errante cunha carreta baleira. di que se marcha con madeira, " "volverá con máis." #: script/events/room.js:326 msgid "builder's not sure he's to be trusted." msgstr "a construtora non está segura de que sexa fiable." #: script/events/room.js:328 script/events/room.js:407 msgid "a mysterious wanderer arrives" msgstr "chega un errante misterioso" #: script/events/room.js:337 script/events/room.js:416 msgid "give 500" msgstr "darlle 500" #: script/events/room.js:349 script/events/room.js:372 msgid "the wanderer leaves, cart loaded with wood" msgstr "o errante marcha, a carreta vai cargada de leña" #: script/events/room.js:355 script/events/room.js:378 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "o errante misterioso volve coa carreta chea ata arriba de leña." #: script/events/room.js:404 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "chega unha errante cunha carreta baleira. di que se marcha con peles, " "volverá con máis." #: script/events/room.js:405 msgid "builder's not sure she's to be trusted." msgstr "a construtora non está segura de que sexa fiable." #: script/events/room.js:421 msgid "turn her away" msgstr "botala" #: script/events/room.js:428 script/events/room.js:451 msgid "the wanderer leaves, cart loaded with furs" msgstr "a errante marcha, o carreta vai cargada de peles" #: script/events/room.js:434 script/events/room.js:457 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "a errante misteriosa volve, a carreta vén ata arriba de peles." #: script/events/room.js:476 msgid "The Scout" msgstr "A Exploradora" #: script/events/room.js:483 msgid "the scout says she's been all over." msgstr "a exploradora di que estivo en todos os sitios." #: script/events/room.js:484 msgid "willing to talk about it, for a price." msgstr "está disposta a falar do tema, por un prezo." #: script/events/room.js:486 msgid "a scout stops for the night" msgstr "unha exploradora para para pasar a noite" #: script/events/room.js:490 msgid "buy map" msgstr "mercar mapa" #: script/events/room.js:495 msgid "the map uncovers a bit of the world" msgstr "o mapa desvela un cachiño de mundo" #: script/events/room.js:499 msgid "learn scouting" msgstr "aprender a explorar" #: script/events/room.js:518 msgid "The Master" msgstr "O Mestre" #: script/events/room.js:525 msgid "an old wanderer arrives." msgstr "chega un vello errante." #: script/events/room.js:526 msgid "he smiles warmly and asks for lodgings for the night." msgstr "sorrí amablemente e pregunta por algún refuxio no que pasar a noite." #: script/events/room.js:528 msgid "an old wanderer arrives" msgstr "chega un vello errante" #: script/events/room.js:532 msgid "agree" msgstr "aceptar" #: script/events/room.js:548 msgid "in exchange, the wanderer offers his wisdom." msgstr "a cambio, o errante ofrece a súa sabedoría." #: script/events/room.js:552 msgid "evasion" msgstr "evasión" #: script/events/room.js:562 msgid "precision" msgstr "precisión" #: script/events/room.js:572 msgid "force" msgstr "forza" #: script/events/room.js:591 msgid "The Sick Man" msgstr "O Home Enfermo" #: script/events/room.js:598 msgid "a man hobbles up, coughing." msgstr "aparece un home, tusindo." #: script/events/room.js:599 msgid "he begs for medicine." msgstr "suplica menciñas." #: script/events/room.js:601 msgid "a sick man hobbles up" msgstr "chega un home enfermo" #: script/events/room.js:605 msgid "give 1 medicine" msgstr "darlle 1 menciña" #: script/events/room.js:607 msgid "the man swallows the medicine eagerly" msgstr "o home traga a menciña ansioso" #: script/events/room.js:611 msgid "tell him to leave" msgstr "pedirlle que marche" #: script/events/room.js:618 script/events/room.js:634 #: script/events/room.js:650 msgid "the man is thankful." msgstr "o home está agradecido." #: script/events/room.js:619 script/events/room.js:635 #: script/events/room.js:651 msgid "he leaves a reward." msgstr "deixa unha recompensa." #: script/events/room.js:620 msgid "some weird metal he picked up on his travels." msgstr "un estraño metal que atopou nas súas viaxes." #: script/events/room.js:636 msgid "some weird glowing boxes he picked up on his travels." msgstr "unhas caixas brillantes que atopou nas súas viaxes." #: script/events/room.js:652 msgid "all he has are some scales." msgstr "todo o que ten son escamas." #: script/events/room.js:666 msgid "the man expresses his thanks and hobbles off." msgstr "o man di grazas e marcha." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "Unha Avanzada" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "un lugar seguro no salvaxe." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Un Pantano Bretemoso" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "xunqueiras podres xorden da terra brañenta." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "un sapo solitario senta na lama, sixilosamente." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "un pantano atufa o aire estanco." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "entrar" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "no medio do pantano hai unha cabana cuberta de mofo." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "dentro, un vello errante sentado, nunha sorte de trance." #: script/events/setpieces.js:61 msgid "talk" msgstr "falar" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "o errante colle o amuleto e asinte amodo." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "fala de cando liderou ás grandes frotas a mundos novos." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "destrución inconmesurable para saciar a fame dos errantes." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "o tempo aquí, agora, é a súa penitencia." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Unha Cova Húmida" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "a boca da cova é ancha e escura." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "non se ve o que hai dentro." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "hai fendas na terra, coma se tivese unha ferida antiga" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "ir dentro" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "unha besta desacougada" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "continuar" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "saír da cova" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "a cova estréitase uns pasos." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "as paredes están húmidas e cubertas de musgo" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "colarse" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "hai restos dun campamento antigo dentro da cova." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "" "sacos de durmir, desfeitos e ennegrecidos, esténdense baixo unha fina capa " "de pó." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "o corpo dun errante xace nunha pequena caverna." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "a podremia xa fixera o seu, e faltan algunhas pezas." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "imposible saber o que o trouxo aquí." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "o facho dubida e morre na humidade do aire" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "a escuridade é total" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "o facho apágase" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "un lagarto de cova ataca" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "unha besta enorme carga desde a escuridade" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "un lagarto xigante arrástre cara adiante" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "o niño dun gran animal xace no fondo da cova." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "un pequeno alixo de provisións ocúltase no fondo da cova." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "" "unha caixa agochada detrás dunha pedra, cuberta dunha grosa capa de pó." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Unha Cidade Desértica" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "" "un pequeno suburbio á vista, casa baleiras abrasadas e esborrallándose." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "quedan farolas estropeadas, oxidándose. hai moito que a luz non honra este " "lugar." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "a cidade está abandonada, os cidadáns hai moito que morreron" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "explorar" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "" "as ventás da escola que non están esnaquizadas, están ennegrecidas pola " "feluxe." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "as portas dobres renxen sen parar co vento." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "saír da cidade" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "emboscada na rúa." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "un pequeno edificio máis adiante." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "vese unha cruz verde detrás das ventás mouras." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "un pequeno alixo de provisións aparece nun armario enferruxado." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "un preeiro agarda tras da porta." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "unha besta agarda soa nun parque frondoso." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "unha caravana envorcada esténdese pola rúa picada." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "os preeiros xa fixeron a súa selección, pero aínda quedan algunhas cousas " "que paga a pena levar." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "un home tolo ataca, berrando." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "un rufián sae das sombras." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "unha besta carga desde unha aula saqueada." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "detrás das grandes portas do ximnasio, óense pasos." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "o facho escintila ao avanzar no corredor." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "os pasos páranse." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "" "outra besta, atraída polo ruído, aparece de repnte nun grupo de árbores." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "algo está causando unha conmoción no camiño." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "unha pelexa, se cadra." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "un pequeno cesto de comida agóchase baixo un banco do parco, cunha nota " "pegada." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "non se poden ler as palabras." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "un preeiro aterrado xurde da porta, berrando." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "un home érguese xunta a un errante morto. decátase de que non está só." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "o preeiro tiña unha pequena base na escola." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "hai escombros e provisións espalladas polo chan como se caeran do ceo." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "parece que o preeiro estivo aquí buscando provisións." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "sería unha mágoa desaproveitar todo o que atopou." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "baixo os farrapos do errante, aferrado a unhas das súas moitas mans, " "escintila o aceiro." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "parece que paga a pena matar por el." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "ollo por ollo parece xusto." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "antes sempre funcionaba, cando menos." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "escollendo entre os ósos aparecen cousas útiles." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "hai menciñas abandonadas no caixón." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "a clínica foi saqueada." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "só queda pó e suciedade." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Unha Cidade en Ruínas" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "un descachado sinal da autopista permanece en pé na entrada desta outrora " "gran cidade." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "as torres que non caeron sobresaen na paisaxe coma o costelar dalgunha besta " "antiga." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "dentro poderíain quedar cousas valiosas." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "as torres dunha cidade decadente dominan a paisaxe" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "as rúas están baleiras." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "o aire está cheo de pó, movido inexorablemente polos fortes ventos." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "saír da cidade" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "conos de tráfico laranxas pola rúa, esvaecidos e rotos." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "vense luces nas calellas de entre os edificios." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "unha longa e triste cidade esténdese polas rúas." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" "caras, escurecidas pola feluxe e o sangue, axexan desde as cabanas quebradas." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "o casco dun hospital abandonado perfílase máis adiante." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "a torre vella parece bastante intacta." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "a carrocería dun coche calcinado bloquea a entrada." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "" "de todos os xeitos, a maior parte das ventás a altura do chan están rotas." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "" "un lagarto enorme aparece na escuridade dunha antiga estación de metro." #: script/events/setpieces.js:1368 msgid "descend" msgstr "descender" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "o disparo resoa na rúa baleira." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "o soldado adiántase desde os edificios, co rifle levantado." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "un home delicado érguese desafiante, bloqueando o camiño." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "ollos caídos, máis nada." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "esta xente está rota desde hai moito tempo." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "corredores baleiros." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "os preeiros barreron e limparon este lugar." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "un home maior emerxe dunha porta, brandindo un escalpelo." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "un rufián agarada no outro lado do muro." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "unha besta ruxidoira salta tras dun coche." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "a rúa que hai por riba da plataforma do metro está destruída." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "deixa pasar algo de luz entre a néboa areosa." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "chega un son do túnel, xusto diante." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "hai unha especie de campamento máis adiante." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "unha reixa enferruxada bordea unha calella." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "hai lumes ardendo no patio traseiro." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "óense máis voces adiante." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "deben estar aquí por algunha razón." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "o son do disparo avanza no vento." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "a rúa brilla coas luces do lume." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "agoa xúntanse máis ocupas darredor." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "alguén tira unha pedra." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "unha tenda improvisada levántase na beirarrúa." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "o dono permanece en pé, estoico." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "tiras de carne colgan a secar nun lado da rúa." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "a xente recúa, evitando o contacto visual." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "alguén bloqueou a porta deste quirófano cunha barricada." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "unha tribu de ocupas anciáns acampou neste lugar." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "un grupo de lagartos rodea a esquina." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "tiras de carne colgan a secar nesta sala." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "un paxaro grande aniña no alto da escaleira." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "aquí hai máis escombro." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "se cadra hai algo útil no entullo." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "un enxame de ratas trepa polo túnel." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "un home grande ataca, sacudindo unha baioneta." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "un segundo soldado abre fogo." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "un soldado enmascarado dobra a esquina, coa pistola na man" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "a xente multiplícase de repente." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "un mozo ataca cunha póla de árbore." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "un ocupa mantense firme na entrada dunha pequena cabana." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "detrás da porta, unha figura deformada esperta e ataca." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "en canto a porta se abre un pouco, centos de tentáculos emerxen." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "ao páxaro debíanlle de gustar as cousas brillantes." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "hai cousas boas enleadas no seu niño." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "pouca cousa por aquí." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "os preeiros xa deberon esquencer este lugar." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "o túnel ábrese noutra plataforma." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "os muros están chamuscados dunha antiga batalla." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "corpos e provisións dos dous bandos cubren o chan." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "o pequeno posto militar está ben provisto." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "armas e municións, reliquias da guerra, están cuidadosamente dispostos no " "chan da tenda." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "tan mortíferos agora coma daquela." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "buscando entre os corpos aparecen algunhas provisións." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "haberá máis soldados en camiño." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "é hora de seguir adiante." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "o pequeno asentamento leva ardendo unha temporada." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" "os corpos dos errantes que viviron aquí aínda se distinguen entre as chamas." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "aínda hai tempo para rescatar algunhas provisións." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" "os colonos que quedan foxen da violencia, esquecendo as súas pertenencias." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "non queda moito, pero aínda se poden atopar cousas útiles." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "o colono levaba un saco de lona." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "contén o equipo de viaxe e algunhas cousas máis." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "aquí non queda nada máis." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "dentro da cabana, chora un neno." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "quedan unhas poucas cousas contra as paredes." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "o tufo a podremia e morte enche os quirófanos." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "hai algunhas cousas espalladas polo chan." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "aquí non hai nada máis." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "un botiquín inmaculado ao final do corredor." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "o resto do hospital está baleiro." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "alguén estivo almacenando provisións aquí." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "o horror tentacular é derrotado." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "dentro, hai restos das súas vítimas en todas partes." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "o home deformado xace morto." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "o quirófano ten equipamento moi curioso." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "o vello tiña un pequeno alixo de cousas interesantes." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Unha Casa Vella" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "restos dunha casa vella, outrora branca, agora amarelada e desfeita." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "a porta está aberta." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "" "os restos dunha casa antiga érguense como un monumento aos tempos máis " "simples" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "a cousa está abandonada, pero aínda non foi saqueada." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "aínda hai algunhas gotas de auga no pozo vello." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "a casa foi saqueada." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "pero hai un alixo de menciñas debaixo do chan." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "un home carga desde o recibidor, cunha folla enferruxada na man" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Un Campo de Batalla Esquecido" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "aquí houbo unha batalla, hai moito tempo." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "tecnoloxía esnaquizada dos dous bandos repousa no terreo destruído." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Un Pozo Enorme" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "un burato enorme fende a terra, proba de colleitas pasadas." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "colleron o que viñan buscar, e marcharon." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "" "aínda se ven os restos das brocas xigantes desde o borde do precipicio." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Unha Nave Estrelada" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "" "as curvas familiares dun vehículo errante érguense entre o pó e a cinza. " #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "menos mal que os nativos non saben acender os mecanismos." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "con pouco esforzo, podería voar de novo." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "salvaxe" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "A Mina de Xofre" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "os militares xa están dispostos na entrada da mina." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "os soldados patrullan o perímetro, cos rifles colgados dos ombros." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "hai un perímetro militar darredor da mina." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "atacar" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "un soldado, alertado, abre fogo." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "correr" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "un segundo soldado únese á contenda." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "un soldado canoso ataca, sacudindo unha baioneta." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "a presenza militar eliminouse." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "a mina xa é segura para os traballadores." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "a mina de xofre está libre de perigos" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "A Mina de Carbón" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "hai lumeiradas acesas na entrada da mina." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "os homes andan por alí, coas armas preparadas." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "esta antiga mina non está abandonada" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "un home únese á contenda" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "só queda o xefe." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "o campo está en silencio, agás polo crepitar das chamas." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "a mina de carbón está libre de perigos" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "A Mina de Ferro" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "aquí hai unha antiga mina de ferro, as ferramentas quedaron abandonadas." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "hai ósos abrancazados espallados pola entrada. moitos teñen fondas marcas de " "cortes irregulares." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "ouveos salvaxes resoan na escuridade." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "o camiño leva a unha mina abandonada" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "" "unha gran criatura abalánzase, axitando os músculos cara á luz dos fachos." #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "a besta morreu." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "a mina de ferro está libre de perigos" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Unha Vila Destruída" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "unha vila destruída xace no pó." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "corpos calcinados cubren o chan." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "o aroma metálico de errante incinerado permanece no aire." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "unha chabola levántase no centro da aldea." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "aínda quedan provisións dentro." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "todo o traballo da anterior xeración está aquí." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "listo para colleitar." ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/id/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/id/strings.js ================================================ _.setTranslation({"water tank": "tangki air", "use meds": "pakai peralatan medis", "the room is {0}": "ruangan {0}", "punch twice as fast, and with even more force": "meninju dua kali lebih cepat, dan dengan lebih kuat", "The Nomad": "Pengembara", "more traps won't help now": "menambah jebakan tidak berarti lagi", "only a few die.": "hanya sedikit yang mati.", "the compass points east": "kompas menunjuk ke timur", "the bodies of the wanderers that lived here are still visible in the flames.": "mayat-mayat pengembara yang tinggal di sini masih terlihat jelas di dalam nyala api.", "the walls are scorched from an old battle.": "dinding-dinding menggosong dari pertempuran lama.", "convoy": "konvoi", "not enough fur": "tidak cukup bulu", "a masked soldier rounds the corner, gun drawn": "seorang tentara bertopeng mengambil posisi, mengangkat senapan.", "a huge hole is cut deep into the earth, evidence of the past harvest.": "terdapat sebuah lubang besar di tanah, bukti dari panen yang lalu.", "it puts up little resistance before the knife.": "tidak banyak perlawanan dari dia.", "the body of a wanderer lies in a small cavern.": "terdapat mayat seorang pengembara di dalam sebuah gua kecil.", "a shivering man approaches and attacks with surprising strength": "pria gemetaran mendekat dan menyerang dengan kekuatan besar", "steel's stronger than iron": "baja lebih kuat dari besi", "A Strange Bird": "Burung Aneh", "a fire rampages through one of the huts, destroying it.": "api membakar salah satu gubuk, dan menghancurkannya.", "not enough alien alloy": "tidak cukup logam paduan alien", "street above the subway platform is blown away.": "jalan di atas platform kereta bawah tanah telah dihancurkan.", "the soldier is dead": "tentara itu telah mati", "error while saving to dropbox datastorage": "error saat menyimpan ke penyimpanan data dropbox", "the footsteps stop.": "langkah kaki berhenti.", "sniper": "penembak jitu", "the coal mine is clear of dangers": "tambang batu bara telah aman.", "the warped man lies dead.": "pria itu tergeletak mati.", "something's in the store room": "ada sesuatu di dalam gudang", "unfathomable destruction to fuel wanderer hungers.": "kerusakan tak terduga menyebabkan kelaparan pengembara", "embark": "mulai", "scout": "intai", "a destroyed village lies in the dust.": "sebuah desa telah hancur menjadi debu.", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "pohon-pohon menjadi rumput-rumput kering. semak-semak kekuningan dihembus angin.", "save.": "simpan.", "total score: {0}": "skor total: {0}", "learned to make the most of food": "telah bisa membuat sebagian besar makanan", "blast": "tembak", "the sky is grey and the wind blows relentlessly": "langit berwarna abu dan angin bertiup terus-menerus", "supplies:": "persediaan:", "the feral terror is dead": "peneror liar itu telah mati", "the tracks disappear after just a few minutes.": "jejak-jejak telah hilang setelah beberapa menit.", "a safe place in the wilds.": "tempat aman di alam liar", "fur": "bulu", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "di bawah kain si pengembara, di dalam genggaman salah satu tangannya, terdapat baja yang berkilau.", "buy scales": "beli sisik", "mild": "menjadi normal", "the hunting lodge stands in the forest, a ways out of town": "pondok berburu dibangun di dalam hutan, dapat keluar dari kota", "leave": "tinggalkan", "the convoy can haul mostly everything": "konvoi dapat menampung hampir segalanya", "learned to strike faster without weapons": "telah bisa memukul lebih cepat tanpa senjata", "an old house remains here, once white siding yellowed and peeling.": "terdapat sebuah rumah tua di sini, dulunya berwarna putih sekarang menguning dan mengelupas.", "ignore them": "abaikan", "willing to talk about it, for a price.": "akan membicarakannya, dengan bayaran.", "a beast, wilder than imagining, erupts out of the foliage": "seekor binatang, sangat buas, menerjang dari dedaunan", "go home": "pulang", "the soldier steps out from between the buildings, rifle raised.": "tentara keluar dari antara bangunan-bangunan, sambil menodongkan senapan.", "force": "paksa", "A Murky Swamp": "Sebuah Rawa Gelap", "a ragged stranger stumbles through the door and collapses in the corner": "seorang asing yang lemah tersandung pintu dan jatuh", "not enough leather": "tidak cukup kulit", "the fight is short and bloody, but the beasts are repelled.": "pertarungan singkat dan berdarah, tetapi binatang-binatang dapat dihalau.", "the wood is running out": "kayu hampir habis", "restart.": "ulang kembali.", "rot's been to work on it, and some of the pieces are missing.": "sudah mulai membusuk, dan beberapa potongan menghilang", "workshop's finally ready. builder's excited to get to it": "bengkel telah siap. pembangun senang mendapatkannya", "a trading post would make commerce easier": "pos perdagangan memudahkan perdagangan", "not enough steel": "tidak cukup baja", "perks:": "tunjangan:", "the torch goes out": "obor telah mati", "saved.": "tersimpan.", "after a skirmish they are driven away, but not without losses.": "setelah mendapat perlawanan kecil, mereka mundur, tetapi dengan kehilangan.", "the military is already set up at the mine's entrance.": "telah terdapat daerah militer di pintu masuk tambang.", "tannery goes up quick, on the edge of the village": "penyamakan menjadi terkenal di desa", "learned to fight quite effectively without weapons": "telah bisa bertarung secara efektif tanpa senjata", "charred bodies litter the ground.": "terdapat mayat-mayat gosong di atas tanah.", "someone throws a stone.": "seseorang melempar batu.", "leaves a pile of small teeth behind.": "meninggalkan setumpuk gigi-gigi kecil.", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "orang asing gemetaran dan meracau dengan pelan.", "not enough scales": "tidak cukup sisik", "someone has locked and barricaded the door to this operating theatre.": "seseorang telah mengunci dan memblokir pintu menuju kamar bedah ini.", "leave cave": "keluar", "a lone frog sits in the muck, silently.": "seekor kodok duduk diam di atas kotoran.", "the steel is strong, and the blade true.": "pedang baja lebih kuat dari besi", "a shame to let what he'd found go to waste.": "sayang sekali membiarkan temuannya tersia-sia.", "learned how to ignore the hunger": "telah bisa mengabaikan kelaparan", "punch": "tinju", "water": "air minum", "desert rat": "tikus gurun", "explore": "jelajahi", "a pack of snarling beasts pours out of the trees.": "segerombolan binatang keluar dari pepohonan.", "punches do even more damage.": "tinjuan menyakiti lebih banyak", "roaring": "menyala besar", "gatherer": "pengumpul", "the people back away, avoiding eye contact.": "orang-orang mundur, menghindari kontak mata.", "A Huge Borehole": "Lubang Bor Besar", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "seikat tongkat berada di ambang pintu, terbungkus bulu-bulu kasar.", "builder says she could make finer things, if she had the tools": "pembangun mengatakan dia dapat membuat barang lebih bagus, jika punya peralatan", "soldier": "tentara", "learn scouting": "belajar mengintai", "share.": "bagi.", "choose one slot to save to": "pilih satu tempat untuk menyimpan ke", "some villagers have died": "beberapa penghuni desa telah mati", "A Murky Swamp": "Rawa Gelap", "iron sword": "pedang besi", "builder says she can make traps to catch any creatures might still be alive out there": "pembangun mengatakan dia dapat membuat jebakan untuk menangkap makhluk-makhluk di luar", "the grasses thin. soon, only dust remains.": "rerumputan tinggal sedikit.", "a shot rings out, from somewhere in the long grass": "sebuah tembakan meletus dari antara rerumputan tinggi", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "terdapat sebaris pohon-pohon keriput. cabang-cabang kurus mereka membentuk kanopi.", "gather wood": "kumpulkan kayu", "with a little effort, it might fly again.": "dengan sedikit usaha, mungkin ia dapat terbang kembali.", "A Scavenger": "Pemulung", "picking the bones finds some useful trinkets.": "mendapat beberapa pernak-pernik berguna di antara tulang-belulang.", "the shell of an abandoned hospital looms ahead.": "terdapat sebuah rumah sakit yang ditinggalkan di seberang.", "the villagers hang the thief high in front of the store room.": "penduduk desa menggantung pencuri itu di depan gudang.", "eye for an eye seems fair.": "mata untuk mata sepertinya adil.", "an old man bursts through a door, wielding a scalpel.": "seorang pria tua mendobrak masuk pintu, sambil membawa sebuah pisau bedah.", "1 medicine": "1 obat", "the small military outpost is well supplied.": "pos militer kecil memiliki persediaan memadai.", "the clinic has been ransacked.": "klinik telah diobrak-abrik.", "drop:": "menjatuhkan:", "leaves some scraps of cloth behind.": "meninggalkan beberapa potong kain.", "are you sure?": "apakah anda yakin?", "charcutier": "penjual daging babi", "a military perimeter is set up around the mine.": "terdapat sebuah daerah militer di sekitar tambang.", "trading post": "pos perdagangan", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "seorang pengembara tiba dengan sebuah gerobak kosong. dia mengatakan jika diberikan bulu, dia akan mengembalikan lebih banyak.", "in exchange, the wanderer offers his wisdom.": "sebagai gantinya, pengembara memberikan ceramah", "sulphur miner": "penambang sulfur", "a small basket of food is hidden under a park bench, with a note attached.": "terdapat sekeranjang makanan tersembunyi di bawah bangku taman, dengan sebuah catatan.", "warm": "menghangat", "the sound of gunfire carries on the wind.": "suara tembakan pistol dapat didengar.", "stoke fire": "perbesar api", "lift off": "berangkat", "shoot": "tembak", "none": "tidak ada", "leave town": "tinggalkan", "most of the windows at ground level are busted anyway.": "sebagian besar jendela di lantai dasar telah dihancurkan.", "a strange looking bird speeds across the plains": "seekor burung aneh terbang dengan cepat", "linger": "tinggal", "take:": "mengambil:", "connect game to dropbox local storage": "menghubungkan game ke penyimpanan lokal Dropbox", "strange bird": "burung aneh", "if the code is invalid, all data will be lost.": "jika kode tidak valid, seluruh data akan hilang", "A Feral Terror": "Peneror Liar", "can't see what's inside.": "tidak bisa melihat ke dalam.", "a large beast charges out of the dark": "seekor binatang besar menyerang dari kegelapan", "salvage": "selamatkan", "grenade": "granat", "the stranger in the corner stops shivering. her breathing calms.": "orang asing berhenti gemetaran. nafasnya menjadi tenang.", "a small suburb lays ahead, empty houses scorched and peeling.": "sebuah kota kecil di depan, terdapat rumah-rumah kosong yang hangus terbakar", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "seorang pengembara tiba dengan sebuah gerobak kosong. dia mengatakan jika diberikan kayu, dia akan mengembalikan lebih banyak.", "gaunt man": "pria suram", "a squat building up ahead.": "sekelompok penghuni sedang membangun di depan.", "a thug moves out of the shadows.": "seorang bandit keluar dari kegelapan.", "An Outpost": "Pos", "there's not much, but some useful things can still be found.": "beberapa barang berharga masih dapat ditemukan, meskipun tidak banyak.", " and ": " dan ", "an improvised shop is set up on the sidewalk.": "terdapat sebuah toko seadanya di trotoar.", "cured meat": "daging asap", "builder puts up a hut, out in the forest. says word will get around.": "pembangun membangun sebuah pondok, di dalam hutan. kabar akan tersebar", "learned how not to be seen": "telah bisa bersembunyi", "punches do more damage": "tinjuan menyakiti", "some traps have been destroyed": "beberapa jebakan telah dirusak", "castoff from the mammoth drills can still be found by the edges of the precipice.": "bangkai-bangkai dari bor raksasa dapat ditemukan di ujung jurang.", "well armed men charge out of the forest, firing into the crowd.": "orang-orang bersenjata menyerbu dari hutan, menembak keramaian.", "deep in the swamp is a moss-covered cabin.": "di dalam rawa terdapat sebuah pondok berlumut.", "all the work of a previous generation is here.": "seluruh hasil pekerjaan generasi sebelumnya ada di sini.", "An Old Starship": "Pesawat Tua", "ignore it": "abaikan", "hot": "memanas", "upgrade engine": "meningkatkan mesin", "forest": "hutan", "give 500": "beri 500", "A Dark Room": "Ruang Gelap", "a battle was fought here, long ago.": "sebuah pertempuran terjadi di sini, dahulu kala.", "builder says leather could be useful. says the villagers could make it.": "pembangun mengatakan kulit dapat berguna. penduduk desa dapat membuatnya", "craft:": "rakit:", "Iron Mine": "Tambang Besi", "coal mine": "tambang batu bara", "bits of meat": "sedikit daging", "scavengers must have gotten to this place already.": "para pemulung pasti telah tiba di tempat ini.", "the remains of an old camp sits just inside the cave.": "terdapat sisa-sisa perkemahan di dalam gua.", "The Village": "Desa", "snarling beast": "binatang menggeram", "soldiers patrol the perimeter, rifles slung over their shoulders.": "tentara-tentara berpatroli di garis pertahanan, dengan senapan-senapan di bahu mereka.", "a swarm of rats rushes up the tunnel.": "segerombolan tikus menyerbu ke dalam terowongan.", "faces, darkened by soot and blood, stare out from crooked huts.": "muka-muka, yang ditutupi jelaga dan darah, menatap keluar dari gubuk-gubuk lusuh.", "strange noises can be heard through the walls": "suara-suara aneh terdengar dari balik dinding", "coal": "batu bara", "Stratosphere": "Stratosfer", "man-eater": "pemakan manusia", "can't tell what they're up to.": "tidak tahu apa yang mereka incar.", "enter": "masuk", "mourn": "berkabung", "Ship": "Kapal", "better avoid conflict in the wild": "lebih baik menghindari konflik di alam liar", "talk": "berbicara", "another beast, draw by the noise, leaps out of a copse of trees.": "binatang lain, terpancing oleh keributan, melompat keluar dari pepohonan mati.", "A Soldier": "Tentara", "the man expresses his thanks and hobbles off.": "pria itu berterima kasih dan pergi.", "battered technology from both sides lays dormant on the blasted landscape.": "peralatana-peralatan perang kedua pihak tergeletak di atas tanah rusak.", "the villagers haul a filthy man out of the store room.": "penduduk desa menangkap seorang kotor dari gudang.", "strips of meat are hung up to dry in this ward.": "potongan-potongan daging digantung untuk dikeringkan di bangsal ini.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "sebuah pesawat pengembara yang telah dikenal bangkit dari debu dan abu. ", "cold": "mendingin", "the iron mine is clear of dangers": "tambang besi telah aman.", "the military presence has been cleared.": "tidak ada lagi tentara.", "A Crashed Starship": "Sebuah Pesawat Jatuh", "the fire is {0}": "api {0}", "A Lonely Hut": "Gubuk Kecil", "buy teeth": "beli gigi", "a small supply cache is hidden at the back of the cave.": "terdapat sekumpulan persediaan tersembunyi di belakang gua.", "iron's stronger than leather": "besi lebih kuat dari kulit", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "terdapat kasur gulung yang sobek dan hitam tertutup debu.", "dodge attacks more effectively": "mengelak serangan dengan lebih efektif", "hull: ": "lambung kapal: ", "a madman attacks, screeching.": "seorang gila menyerang, dengan suara melengking.", "thieves": "pencuri", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "masih ada menara-menara yang berdiri di antara bangunan tinggi seperti rusuk binatang raksasa.", "lights off.": "lampu mati.", "someone had been stockpiling loot here.": "seseorang telah menimbun hasil jarahan di sini.", "learned to look ahead": "telah bisa melihat ke depan", "the mine is now safe for workers.": "tambang telah aman bagi pekerja.", "Coal Mine": "Tambang Batu Bara", "empty corridors.": "koridor-koridor kosong.", "save to slot": "simpan ke tempat", "the owner stands by, stoic.": "pemiliknya tetap berjaga, sangat tabah.", "hunter": "pemburu", "strips of meat hang drying by the side of the street.": "potongan-potongan daging digantung untuk dikeringkan di sisi jalan.", "more squatters are crowding around now.": "lebih banyak penduduk liar kelihatan sekarang.", "some weird glowing boxes he picked up on his travels.": "beberapa kotak berpijar yang dipungut selama perjalanannya.", "a panicked scavenger bursts through the door, screaming.": "seorang pemulung panik menyerbu keluar pintu, sambil berteriak.", "give 50": "beri 50", "wagon": "kereta", "An Old House": "Sebuah Rumah Tua", "a soldier, alerted, opens fire.": "seorang tentara, yang tersiaga mulai menembak.", "meat": "daging", "the tunnel opens up at another platform.": "terowongan terhubung ke platform lain.", "a terrible plague is fast spreading through the village.": "sebuah wabah menyebar dengan cepat di desa.", "the gaunt man is dead": "pria suram itu telah mati", "bone spear": "tombak tulang", "trap": "jebakan", "the street ahead glows with firelight.": "jalanan di depan disinari cahaya api.", "armourer": "pembuat senjata", "a large shanty town sprawls across the streets.": "terdapat sebuah kota gubuk besar di ujung jalan.", "the shell of a burned out car blocks the entrance.": "bangkai sebuah mobil yang terbakar menghalangi jalan masuk.", "a small group arrives, all dust and bones.": "sekumpulan kecil orang tiba, sangat kotor.", "A Ruined City": "Sebuah Kota Hancur", "weight": "berat", "torch": "obor", "The Thief": "Pencuri", "not enough cloth": "tidak cukup kain", "a youth lashes out with a tree branch.": "seorang pemuda mengamuk dengan cabang pohon.", "the rest of the hospital is empty.": "ruang-ruang lain di rumah sakit kosong.", "connect": "sambung", "learned to be where they're not": "telah bisa berada di tempat mereka tidak ada", "go twice as far without eating": "bepergian dua kali lebih jauh tanpa makan", "scavenger'd been looking for supplies in here, it seems.": "pemulung telah mencari-cari persediaan di sini, sepertinya.", "there's nothing else here.": "tidak ada apa-apa lagi di sini.", "the plague is kept from spreading.": "wabah terus menyebar", "the cask holds enough water for longer expeditions": "tong kecil dapat menampung cukup air untuk perjalanan panjang", "check traps": "periksa jebakan", "Plague": "Wabah", "a fire has started": "api mulai membakar", "medicine": "obat", "the old man had a small cache of interesting items.": "orang tua itu mempunyai sekumpulan kecil barang-barang menarik.", "tannery": "penyamakan", "lob": "lempar", "no more room for huts.": "tidak ada ruang untuk pondok lagi.", "they took what they came for, and left.": "mereka mengambil apa yang diincar, kemudian pergi.", "through the large gymnasium doors, footsteps can be heard.": "melalui pintu besar ruang olahraga, terdengar suara langkah kaki.", "a large creature attacks, claws freshly bloodied": "seekor makhluk besar menyerang, cakarnya penuh darah", "a green cross barely visible behind grimy windows.": "sebuah salib hijau terlihat samar-samar di balik jendela-jendela kotor.", "a sick man hobbles up": "seorang pria lemah datang", "An Abandoned Town": "Sebuah Kota Mati", "cart": "gerobak", "might be things worth having still inside.": "mungkin masih ada barang-barang berharga di dalamnya.", "the wood has run out": "kayu telah habis", "The Master": "Tuan", "thrust": "tusuk", "water replenished": "air telah diisi kembali", "a soldier opens fire from across the desert": "seorang Tentara menembak dari gurun", "go twice as far without drinking": "bepergian dua kali lebih jauh tanpa minum", "the tentacular horror is defeated.": "rasa takut telah hilang.", "an overturned caravan is spread across the pockmarked street.": "terdapat sebuah karavan terbalik di atas jalanan rusak.", "the villagers retreat to mourn the dead.": "penduduk desa pulang untuk berkabung.", "A Modest Village": "Desa Sederhana", "A Damp Cave": "Gua Lembab", "swing": "ayun", "alien alloy": "campuran asing", "export or import save data, for backing up": "ekspor atau impor data simpanan, untuk back up", "smokehouse": "rumah asap", "vague shapes move, just out of sight.": "terlihat ada yang bergerak.", "Wanderer": "Pengembara", "the earth here is split, as if bearing an ancient wound": "tanah di sini terbelah, sepertinya disebabkan luka lama.", "the compass points southeast": "kompas menunjuk ke tenggara", "barbarian": "barbar", "the wanderer leaves, cart loaded with furs": "pengembara itu pergi, dengan gerobak berisi bulu", "there are still supplies inside.": "masih terdapat persediaan di dalam.", "traps are more effective with bait.": "jebakan lebih efektif dari umpan.", "rusted chainlink is pulled across an alleyway.": "rantai berkarat menghalangi sebuah lorong.", "a sickness is spreading through the village.": "sebuah penyakit menyebar di seluruh desa.", "tangle": "jerat", "miss": "meleset", "the meat has run out": "daging telah habis", "a beast charges out of a ransacked classroom.": "seekor binatang menyerbu keluar dari ruang kelas luluh lantak.", "lucky that the natives can't work the mechanisms.": "beruntung penduduk asli tidak mengerti mekanismenya.", "the rickety cart will carry more wood from the forest": "gerobak sederhana dapat mengangkut lebih banyak kayu dari hutan", "just as deadly now as they were then.": "mematikan sejak awal.", "builder just shivers": "pembangun gemetaran", "a second soldier joins the fight.": "seorang tentara kedua ikut bertarung.", "attack": "serang", "go inside": "masuk", "turn her away": "usir", "reinforce hull": "menyokong lambung kapal", "not enough wood to get the fire going": "tidak cukup kayu untuk perapian", "a stranger arrives in the night": "seorang asing tiba di malam hari", "hut": "gubuk", "trapper": "penjebak", "a battered highway sign stands guard at the entrance to this once-great city.": "terdapat sebuah tanda jalan raya rusak di pintu masuk kota yang pernah jaya ini.", "rifle": "senapan", "sulphur": "sulfur", "steel": "baja", "the stranger is standing by the fire. she says she can help. says she builds things.": "orang asing ini berdiri di dekat perapian. dia mengatakan dapat bantu membangun sesuatu.", "the sickness is cured in time.": "penyakit telah disembuhkan tepat waktu.", "the only hope is a quick death.": "satu-satunya harapan adalah cepat mati.", "score for this game: {0}": "skor untuk permainan ini: {0}", "the lizard is dead": "kadal itu telah mati", "iron": "besi", "fires burn in the courtyard beyond.": "api membakar di halaman di depan.", "builder": "pembangun", "a large creature lunges, muscles rippling in the torchlight": "seekor makhluk besar menerjang, otot-ototnya jelas disinari obor.", "something's causing a commotion a ways down the road.": "ada yang menyebabkan keributan di jalan.", "A Barren World": "Dunia Tandus", "A Firelit Room": "Ruangan Berapi", "some wood is missing.": "beberapa kayu menghilang.", "The Beggar": "Pengemis", "Troposphere": "Troposfer", "ripe for the picking.": "telah siap dipanen.", "A Destroyed Village": "Sebuah Desa Hancur", "coal miner": "penambang batu bara", "not enough teeth": "tidak cukup gigi", "all he has are some scales.": "dia hanya punya beberapa sisik.", "learned to predict their movement": "telah bisa memprediksi gerakan mereka", "the nights are rent with screams.": "setiap malam terdapat jeritan-jeritan.", "take": "ambil", "the scavenger is dead": "pemulung itu telah mati", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "seorang pengembara berjalan dengan kaki terseret, sambil membawa kantung-kantung yang diikat dengan benang kasar.", "a convoy lurches in, equal parts worry and hope.": "sebuah konvoi tiba, mengkhawatirkan sekaligus melegakan.", "the map uncovers a bit of the world": "peta menggambarkan sedikit daerah di dunia", "the shot echoes in the empty street.": "tembakan terdengar di jalan kosong.", "the sounds stop.": "suara-suara telah berhenti.", "rucksack": "rangsel", "the towers of a decaying city dominate the skyline": "menara-menara di kota tua mendominasi kaki langit", "lights on.": "lampu nyala.", "a torch to keep the dark away": "obor untuk penerangan", "some good stuff woven into its nest.": "beberapa benda berharga ditemukan di sarangnya.", "starvation sets in": "terjadi kelaparan", "charm": "jimat", "the sniper is dead": "penembak jitu itu telah mati", "nothing": "tidak ada apa-apa", "say his folk have been skimming the supplies.": "mengatakan rekannya telah mencuri persediaan.", "Restart?": "Ulang kembali?", "this is irreversible.": "ini tidak dapat diubah", "the town's booming. word does get around.": "kota menjadi heboh, kabar-kabar tersebar.", "Dropbox connection": "Koneksi Dropbox", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "senjata dan peluru, peninggalan-peninggalan lainnya dari pertempuran tersusun rapi di lantai gudang.", "iron miner": "penambang besi", "give 100": "beri 100", "Export": "Ekspor", "the operating theatre has a lot of curious equipment.": "ruang operasi terdapat banyak peralatan-peralatan aneh.", "A Sniper": "Penembak Jitu", "the mysterious wanderer returns, cart piled high with wood.": "pengembara misterius itu kembali, dengan segerobak penuh kayu.", "a snarling beast jumps out from behind a car.": "seekor binatang melompat keluar dari balik sebuah mobil.", "precise": "tepat", "looks like a camp of sorts up ahead.": "kelihatan seperti perkemahan di depan.", "bait": "umpan", "The Sulphur Mine": "Tambang Sulfur", "stunned": "dikagetkan", "a thief is caught": "seorang pencuri telah ditangkap", "a beggar arrives.": "seorang pengemis tiba.", "the strange bird is dead": "burung aneh itu telah mati", "*** EVENT ***": "*** PERISTIWA ***", "the grass thrashes wildly as a huge lizard pushes through": "seekor kadal besar merayap di antara rerumputan", "medicine is needed immediately.": "obat-obatan diperlukan segera.", "A Crashed Ship": "Kapal Karam", "the town lies abandoned, its citizens long dead": "kota diabaikan dan para penduduk telah lama mati", "give 1 medicine": "beri 1 obat", "the old compass is dented and dusty, but it looks to work.": "kompas tua itu sudah peot dan berdebu, tapi masih bisa dipakai.", "wood": "hutan", "A Forgotten Battlefield": "Medan Perang Terlupakan", "the trees are gone. parched earth and blowing dust are poor replacements.": "tidak ada pepohonan lagi. hanya ada tanah kering dan debu.", "lodge": "pondok", "leave city": "tinggalkan", "a scout stops for the night": "seorang pengembara ingin menginap semalam", "a gunshot rings through the trees.": "sebuah tembakan terdengar dari pepohonan.", "pop ": "jumlah ", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "di atas awan-awan, pesawat pengembara melaju. ia telah berada di atas batu ini cukup lama.", "iron mine": "tambang besi", "freezing": "membeku", "the world fades": "dunia mengabur", "some of the traps have been torn apart.": "beberapa jebakan telah dihancurkan.", "not enough iron": "tidak cukup besi", "compass": "kompas", "successfully saved to dropbox datastorage": "berhasil disimpan ke penyimpanan data dropbox", "builder says it'd be useful to have a steady source of bullets": "pembangun mengatakan lebih baik memiliki persediaan peluru yang cukup", "a mysterious wanderer arrives": "seorang pengembara misterius tiba", "An Old House": "Rumah Tua", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "tualng-tulang terkelantang berhamburan di pintu masuk. banyak di antaranya terdapat alur bergerigi.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "sesegera setelah pintu terbuka sedikit, ratusan tentakel keluar.", "leather": "kulit", "a sound comes from the tunnel, just ahead.": "terdengar suara dari terowongan di depan.", "investigate": "selidiki", "the cave narrows a few feet in.": "gua menyempit beberapa kaki ke dalam.", "sword is sharp. good protection out in the wilds.": "pedang bagus untuk perlindungan di alam liar.", "orange traffic cones are set across the street, faded and cracked.": "kerucut-kerucut lalu lintas berada di jalan, luntur dan retak.", "a large man attacks, waving a bayonet.": "seorang besar menyerang, dengan mengayunkan sebuah bayonet.", "all residents in the hut perished in the fire.": "semua penduduk di dalam gubuk terbakar oleh api.", "the air is filled with dust, driven relentlessly by the hard winds.": "udara dipenuhi debu, diputar-putar oleh angin kencang.", "A Damp Cave": "Sebuah Gua Lembab", "a gaunt man approaches, a crazed look in his eye": "seorang pria suram mendekat, matanya terlihat mengerikan", "A Military Raid": "Serangan Militer", "the walls are moist and moss-covered": "dinding-dinding lembab dan berlumut", "not enough wood": "tidak cukup kayu", "a giant lizard shambles forward": "seekor kadal raksasa merayap ke depan", "close": "tutup", "some medicine abandoned in the drawers.": "beberapa obat ditinggalkan di dalam laci.", "strange scales": "sisik-sisik aneh", "learned to throw punches with purpose": "telah bisa meninju dengan sengaja", "a shack stands at the center of the village.": "terdapat sebuah pondok di tengah desa ini.", "spare him": "ampuni", "he smiles warmly and asks for lodgings for the night.": "dia tersenyum dan ingin menginap semalam.", "stealthy": "sembunyi", "the sulphur mine is clear of dangers": "tambang sulfur telah aman", "weapons": "senjata", "the man is thankful.": "pria itu bersyukur", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "lampu-lampu jalanan rusak, berkarat. tempat ini belum mendapat penerangan untuk waktu lama.", "shares what he knows about sneaking before he goes.": "berbagi apa yang dia ketahui tentang menyelinap sebelum dia pergi.", "import": "impor", "available": "tersedia", "A Shivering Man": "Pria Gemetaran", "the rest bury them.": "penduduk desa mengubur mereka.", "smoldering": "menyala kecil", "the young settler was carrying a canvas sack.": "penghuni muda itu membawa karung kanvas.", "the ground is littered with small teeth": "terdapat gigi-gigi kecil di atas lantai.", "the nest of a large animal lies at the back of the cave.": "terdapat sarang seekor binatang besar di dalam gua.", "A Tiny Village": "Desa Kecil", "a tribe of elderly squatters is camped out in this ward.": "sekelompok yang terdiri dari orang-orang tua menghuni bangsal ini.", "your are connected to dropbox with account / email ": "anda terhubung ke dropbox dengan akun / email", "Mesosphere": "Mesosfer", "agree": "setuju", "the double doors creak endlessly in the wind.": "pintu ganda berderik terus-menerus.", "not much here.": "tidak banyak barang di sini.", "got it": "baiklah", "choose one slot to load from": "pilih satu tempat untuk memuat dari", "a cave lizard attacks": "sebuah kadal gua menyerang", "men mill about, weapons at the ready.": "orang-orang berdesak-desakan, dengan membawa senjata.", "l armour": "jirah kulit", "steelworks": "pabrik baja", "A Ruined City": "Kota Hancur", "Noises": "Suara-suara", "can't tell what left it here.": "tidak diketahui apa yang membiarkannya di sini.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "pohon-pohon terlihat di kaki langit. rerumputan perlahan-lahan ditutupi ranting-ranting kering dan dedaunan yang jatuh.", "a man stands over a dead wanderer. notices he's not alone.": "seorang pria berdiri di atas seorang pengembara mati. dia menyadari ada orang lain.", "village": "desa", "cancel": "batal", "put the save code here.": "letakkan kode simpanan di sini", "buy medicine": "beli obat", "hang him": "gantung", "inside, the remains of its victims are everywhere.": "di dalamnya, sisa-sisa dari korban ada di mana-mana.", "this spear's not elegant, but it's pretty good at stabbing": "tombak ini tidak elegan, tapi cukup untuk menusuk", "the forest is silent.": "hutan itu sunyi.", "A Borehole": "Sebuah Lubang Bor", "the night is silent.": "malam ini sunyi", "never go thirsty again": "tidak akan haus lagi", "a small cache of supplies is tucked inside a rusting locker.": "terdapat sekumpulan persediaan di dalam loker berkarat.", "learned to love the dry air": "telah bisa menyukai udara kering", "workshop": "bengkel", "see farther": "melihat lebih jauh", "bolas": "bola", "the ground is littered with scraps of cloth": "terdapat beberapa potong kain di atas lantai.", "The Coal Mine": "Tambang Batu Bara", "a huge lizard scrambles up out of the darkness of an old metro station.": "seekor kadal besar merayap keluar dari kegelapan sebuah stasiun metro.", "more voices can be heard ahead.": "lebih banyak suara terdengar di depan.", "A Large Village": "Desa Besar", "precision": "ketelitian", "A Deserted Town": "Kota Mati", "the sickness spreads through the village.": "penyakit menyebar di seluruh desa.", "won't say from where he came, but it's clear that he's not staying.": "dia tidak mengatakan asalnya, tetapi dia tidak menetap.", "the crowd surges forward.": "gerombolan itu mulai bergerak.", "the wanderer takes the charm and nods slowly.": "pengembara mengambil jimat dan mengangguk pelan.", "the mysterious wanderer returns, cart piled high with furs.": "pengembara misterius itu kembali, dengan segerobak penuh bulu.", "armoury": "gudang senjata", "searching the bodies yields a few supplies.": "terdapat beberapa persediaan di tubuh-tubuh mayat.", "the torchlight casts a flickering glow down the hallway.": "cahaya obor menerangi lorong.", "safer here": "lebih aman di sini", "Export / Import": "Ekspor / Impor", "steelworker": "pekerja pabrik baja", "the man-eater is dead": "pemakan manusia itu telah mati", "learned to swing weapons with force": "telah bisa mengayunkan senjata dengan kekuatan", "the remaining settlers flee from the violence, their belongings forgotten.": "sisa-sisa penghuni kabur dari kekacauan, barang-barang berharga ditinggalkan.", "a crudely made charm": "jimat yang dibuat dengan kasar", "cask": "tong kecil", "engine:": "mesin:", "the streets are empty.": "jalan-jalan kosong.", "lizard": "kadal", "Sulphur Mine": "Tambang Sulfur", "export or import save data to dropbox datastorage": "ekspor atau impor data simpanan ke penyimpanan data dropbox", "the house has been ransacked.": "rumah itu telah digeledah.", "a thug is waiting on the other side of the wall.": "seorang bandit sedang menunggu di balik dinding.", "the metallic tang of wanderer afterburner hangs in the air.": "bau logam dari pembakar lanjut pengembara dapat tercium di udara.", "large prints lead away, into the forest.": "jejak-jejak kaki besar mengarah menuju hutan.", "a startled beast defends its home": "seekor binatang yang kaget mempertahankan sarangnya", "there is nothing else here.": "tidak ada apa-apa lagi di sini.", "his time here, now, is his penance.": "waktunya di sini, sekarang, untuk penebusan dosanya.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "jendela-jendela sekolah yang tidak pecah dilapisi jelaga.", "hull:": "lambung kapal:", "scavenger": "pemulung", "unarmed master": "tuan tak bersenjata", "the man says he's grateful. says he won't come around any more.": "pria itu bersyukur. dia mengatakan tidak akan kembali lagi.", "laser rifle": "senapan laser", "sulphur mine": "tambang sulfur", "buy compass": "beli kompas", "buy map": "beli peta", "scratching noises can be heard from the store room.": "suara cakaran dapat terdengar dari gudang.", "steel sword": "pedang baja", "descend": "turun", "asks for any spare furs to keep him warm at night.": "meminta beberapa bulu untuk menghangatkan dirinya di malam hari.", "A Raucous Village": "Desa Ramai", "the beggar expresses his thanks.": "pengemis itu berterimakasih", "carrying more means longer expeditions to the wilds": "menampung lebih banyak sarana untuk perjalanan panjang", "free {0}/{1}": "kosong {0}/{1}", "Room": "Ruang", "a swamp festers in the stagnant air.": "sebuah rawa membusuk dengan udara kotor.", "rotting reeds rise out of the swampy earth.": "alang-alang busuk mengapung di atas tanah berawa.", "armoury's done, welcoming back the weapons of the past.": "gudang senjata telah siap, senjata-senjata dapat dibangun.", "eat meat": "makan daging", "slow metabolism": "metabolisme lambat", "camp fires burn by the entrance to the mine.": "terdapat api perkemahan di pintu masuk tambang.", "the mouth of the cave is wide and dark.": "mulut gua lebar dan gelap", "not enough sulphur": "tidak cukup sulfur", "builder's not sure he's to be trusted.": "pembangun tidak yakin dia dapat dipercaya.", "evasion": "pengelakan", "buy bait": "beli umpan", "a pack of lizards rounds the corner.": "sekelompok kadal bersiap menyerang.", "light fire": "nyalakan api", "waterskin": "kantong air", "scattered teeth": "gigi-gigi bertaburan", "the door hangs open.": "pintu terbuka.", "buy:": "beli:", "load": "muat", "track them": "telusuri", "stores": "toko", "now the nomads have a place to set up shop, they might stick around a while": "para pengembara dapat membuka toko sekarang, mereka akan menetap untuk sementara", "A Dusty Path": "Jalur Berdebu", "armour": "baju jirah", "A Man-Eater": "Pemakan Manusia", "bring your friends.": "ajak teman-teman anda.", "the compass points south": "kompas menunjuk ke selatan", "the compass points north": "kompas menunjuk ke utara", "The Sick Man": "Orang Sakit", "yes": "ya", "martial artist": "ahli bela diri", "the traps contain ": "di dalam jebakan terdapat ", "the old tower seems mostly intact.": "menara tua itu kelihatannya masih utuh sebagian besar.", "scales": "sisik", "bird must have liked shiney things.": "burung mungkin menyukai benda-benda bersinar.", "the path leads to an abandoned mine": "jalan ini menuju ke sebuah tambang yang ditinggalkan.", "the compass points northeast": "kompas menunjuk ke timur laut", "the camp is still, save for the crackling of the fires.": "perkemahan masih aman dari amukan api.", "he begs for medicine.": "dia meminta obat.", "save": "simpan", "this waterskin'll hold a bit of water, at least": "kantong air dapat menampung sedikit air", "turn him away": "usir", "the people here were broken a long time ago.": "orang-orang di sini telah kehilangan harapan sejak lama.", "a grizzled soldier attacks, waving a bayonet.": "seorang tentara beruban menyerang, dengan sebuah bayonet.", "shivering man": "pria gemetaran", "The Mysterious Wanderer": "Pengembara Misterius", "A Huge Lizard": "Kadal Besar", "boxer": "petinju", "a man joins the fight": "seorang pria ikut bertarung.", "An Outpost": "Sebuah Pos", "not enough meat": "tidak cukup daging", "some weird metal he picked up on his travels.": "logam aneh yang dipungut selama perjalanannya", "something's in there.": "ada sesuatu di dalamnya.", "restore more health when eating": "memulihkan kesehatan ketika makan", "A Snarling Beast": "Binatang Menggeram", "Share": "Bagi", "a haze falls over the village as the steelworks fires up": "disebabkan pabrik baja, asap memenuhi desa", "a large bird nests at the top of the stairs.": "seekor burung besar bersarang di lantai teratas tangga.", "an old wanderer sits inside, in a seeming trance.": "seorang pengembara tua duduk di dalam, sepertinya kesurupan.", "builder says the villagers could make steel, given the tools": "pembangun mengatakan penduduk desa dapat membuat baja, jika punya peralatan", "continue": "lanjutkan", "there is no more water": "air minum telah habis", "flickering": "berkelap-kelip", "only the chief remains.": "hanya terdapat kepala desa.", "go back inside": "masuk ke dalam", "a few items are scattered on the ground.": "beberapa barang tersebar di atas lantai.", "save this.": "simpan ini.", "this old mine is not abandoned": "tambang tua ini tidak terabaikan", "a fight, maybe.": "mungkin sebuah pertarungan.", "behind the door, a deformed figure awakes and attacks.": "di belakang pintu, sebuah makhluk terbangun dan menyerang.", "baited trap": "jebakan berumpan", "dead": "menjadi mati", "the torch sputters and dies in the damp air": "obor mati disebabkan udara lembab", "export": "ekspor", "a few belongings rest against the walls.": "beberapa barang bersandar di dinding-dinding.", "not far from the village lies a large beast, its fur matted with blood.": "tidak jauh dari desa terdapat seekor binatang besar, bulunya penuh darah.", "an old iron mine sits here, tools abandoned and left to rust.": "terdapat sebuah tambang besi tua, peralatan-peralatan diabaikan dan berkarat.", "but there is a cache of medicine under the floorboards.": "tetapi masih ada sekumpulan obat di bawah papan lantai.", "only dust and stains remain.": "hanya debu dan noda yang tersisa.", "s armour": "jirah baja", "say he should be strung up as an example.": "mengatakan dia seharusnya digantung sebagai contoh.", "collected scraps spread across the floor like they fell from heaven.": "barang-barang bekas kumpulan tersebar di atas lantai seolah-olah terjatuh dari surga.", "Fire": "Api", "the darkness is absolute": "sangat gelap", "A Ruined Trap": "Jebakan Hancur", "not enough coal": "tidak cukup batu bara", "ambushed on the street.": "disergap di jalan.", "worth killing for, it seems.": "pantas dibunuh, sepertinya.", "slash": "ayun", "builder says she can make a cart for carrying wood": "pembangun mengatakan dia dapat membuat gerobak untuk menampung kayu", "leather's not strong. better than rags, though.": "kulit tidak cukup kuat. lebih baik dari kain tua.", "builder stokes the fire": "pembangun menyalakan api", "say goodbye": "biarkan pergi", "A Silent Forest": "Hutan Sunyi", "builder's not sure she's to be trusted.": "pembangun tidak yakin dia dapat dipercaya.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "terdapat sebuah peti tua di belakang batu, dan diselimuti debu tebal.", "the point is made. in the next few days, the missing supplies are returned.": "janji telah dibuat. dalam beberapa hari kemudian, persediaan yang hilang akan dikembalikan.", "a frail man stands defiantly, blocking the path.": "seorang pria lemah berdiri menantang menghalangi jalan.", "the plague rips through the village.": "wabah menghancurkan desa.", "an old wanderer arrives.": "seorang pengembara tua tiba.", "scavenger had a small camp in the school.": "pemulung membuat perkemahan di dalam sekolah.", "the compass points southwest": "kompas menunjuk ke barat daya", "the wanderer leaves, cart loaded with wood": "pengembara itu pergi, dengan gerobak berisi kayu", "Dropbox Export / Import": "Dropbox Ekspor / Impor", "maybe some useful stuff in the rubble.": "mungkin ada beberapa barang berharga di antara reruntuhan.", "ok": "oke", "a man hobbles up, coughing.": "seorang pria berjalan terpincang-pincang, sambil batuk.", "i armour": "jirah besi", "The Scout": "Pengintai", "leaves a pile of small scales behind.": "meninggalkan setumpuk sisik-sisik.", "pockets": "saku", "the debris is denser here.": "reruntuhan di sini lebih padat.", "stab": "tusuk", "time to move on.": "waktunya pergi.", "the ground is littered with small scales": "terdapat sisik-sisik kecil di atas lantai.", "not enough ": "tidak cukup ", "the stench of rot and death fills the operating theatres.": "bau busuk mengisi ruang operasi.", "burning": "menyala", "they must be here for a reason.": "pasti ada alasan kenapa mereka di sini.", "a nomad arrives, looking to trade": "seorang pengembara tiba, ingin berdagang", "black powder and bullets, like the old days.": "mesiu dan peluru, seperti zaman dahulu.", "restart the game?": "ulang kembali permainan?", "gastronome": "pencicip makanan", "load from slot": "muat dari tempat", "energy cell": "sel energi", "inside the hut, a child cries.": "di dalam gubuk, seorang anak menangis.", "the compass points west": "kompas menunjuk ke barat", "always worked before, at least.": "selalu berhasil sebelumnya, setidaknya.", "a scavenger draws close, hoping for an easy score": "Seorang pemulung mendekat, berharap mendapat keuntungan", "Sickness": "Penyakit", "still a few drops of water in the old well.": "masih terdapat beberapa tetes air di sumur tua.", "build:": "bangun:", "feral terror": "peneror liar", "signout": "keluar", "A Beast Attack": "Serangan Binatang", "Ready to Leave?": "Siap untuk Berangkat?", "the house is abandoned, but not yet picked over.": "rumah diabaikan, tapi belum dijarah.", "time to get out of this place. won't be coming back.": "waktunya keluar dari tempat ini. tidak akan kembali lagi.", "the compass points northwest": "kompas menunjuk ke barat laut", "the thirst becomes unbearable": "terjadi kehausan", "a beggar arrives": "seorang pengemis tiba", "a beast stands alone in an overgrown park.": "terdapat seekor binatang di taman tak terawat.", "he leaves a reward.": "dia memberikan hadiah", "nothing but downcast eyes.": "hanya ada mata-mata murung.", "the scout says she's been all over.": "pengintai itu mengatakan dia telah berada di banyak tempat.", "the small settlement has clearly been burning a while.": "pemukiman kecil telah terbakar cukup lama.", "cloth": "kain", "a second soldier opens fire.": "tentara kedua mulai menembak.", "dangerous to be this far from the village without proper protection": "bahaya berada sejauh ini dari desa tanpa perlindungan memadai", "squeeze": "pencet", "a pristine medicine cabinet at the end of a hallway.": "terdapat sebuah lemari obat di ujung lorong.", "scraps of fur": "potongan bulu", "a scavenger waits just inside the door.": "seorang pemulung menunggu di balik pintu.", "the wind howls outside": "angin berhembus di luar", "the wagon can carry a lot of supplies": "kereta dapat menampung persediaan yang banyak", "A Battlefield": "Sebuah Medan Perang", "more soldiers will be on their way.": "lebih banyak tentara akan tiba.", "the shivering man is dead": "pria gemetaran itu telah mati", "builder finishes the smokehouse. she looks hungry.": "pembangun telah selesai membangun rumah asap. dia kelihatan lapar.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "hanya terdapat rumput-rumput mati di atas tanah tandus, melambai-lambai ditiup angin gersang.", "a snarling beast leaps out of the underbrush": "seekor binatang menggeram melompat keluar dari semak", "the place has been swept clean by scavengers.": "tempat ini telah dijarah habis oleh para pemulung.", "A Destroyed Village": "Desa Hancur", "land blows more often": "mendaratkan pukulan lebih sering", "Space": "Ruang Angkasa", "it's been picked over by scavengers, but there's still some things worth taking.": "isinya telah dijarah pemulung, tetapi masih ada beberapa barang berharga.", "Thermosphere": "Termosfer", "5 medicine": "5 obat", "do nothing": "diam saja", "A Gaunt Man": "Pria Suram", "Outside": "Luar", "the snarling beast is dead": "binatang menggeram itu telah mati", "bodies and supplies from both sides litter the ground.": "terdapat mayat-mayat dan persediaan dari kedua sisi di atas tanah.", "the remains of an old house stand as a monument to simpler times": "sisa-sisa dari sebuah rumah tua seperti monumen di waktu singkat", "a squatter stands firmly in the doorway of a small hut.": "seorang penghuni liar berdiri tegak di pintu masuk sebuah gubuk kecil.", "lights flash through the alleys between buildings.": "cahaya menyinari gang-gang di antara bangunan-bangunan.", "no": "tidak", "{0} per {1}s": "{0} per {1}", "a weathered family takes up in one of the huts.": "sebuah keluarga menempati salah satu gubuk.", "run": "lari", "Exosphere": "Eksosfer", "he speaks of once leading the great fleets to fresh worlds.": "dia mengatakan pernah memimpin armada-armada kapal menuju dunia segar.", "builder says there are more wanderers. says they'll work, too.": "pembangun mengatakan ada lebih banyak pengembara. mereka akan bekerja juga.", "evasive": "elakan", "an old wanderer arrives": "seorang pengembara tua tiba", "through the walls, shuffling noises can be heard.": "di balik dinding, terdengan suara-suara.", "melee weapons deal more damage": "senjata jarak dekat menyakiti lebih banyak", "the compass points ": "kompas mengarah ke ", "lets some light down into the dusty haze.": "biarkan cahaya meninari embun.", "the man swallows the medicine eagerly": "pria itu meminum obat dengan tidak sabar", "the days are spent with burials.": "setiap hari terdapat korban-korban.", "more traps to catch more creatures": "lebih banyak jebakan untuk lebih banyak makhluk", "a man charges down the hall, a rusty blade in his hand": "seorang pria menyerbu di aula, dengan pedang berkarat di tangannya", "it contains travelling gear, and a few trinkets.": "terdapat peralatan bepergian dan pernak-pernik di dalamnya.", "bullets": "peluru", "the light from the fire spills from the windows, out into the dark": "cahaya api kelihatan dari luar yang gelap", "tell him to leave": "meminta dia pergi", "dry brush and dead branches litter the forest floor": "semak kering dan patahan ranting di hutan", "tattered cloth": "kain compang-camping", "can't read the words.": "tulisan tidak terbaca.", "tanner": "penyamak", "should cure the meat, or it'll spoil. builder says she can fix something up.": "asapi daging, atau ia akan membusuk. pembangun mengatakan dia dapat melakukannya.", "or migrating computers": "atau memindahkan komputer", "water:{0}": "air minum:{0}", "still time to rescue a few supplies.": "masih ada waktu mengumpulkan sedikit persediaan.", "teeth": "gigi", "villagers could help hunt, given the means": "penduduk desa dapat bantu berburu, jika dicukupi kebutuhan", "the beast is dead.": "binatang telah mati.", "feral howls echo out of the darkness.": "lolongan liar terdengar di kegelapan.", "The Iron Mine": "Tambang Besi"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/id/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2015-12-22 13:35-0600\n" "PO-Revision-Date: 2016-02-15 02:04+0100\n" "Last-Translator: Ricky Chandra \n" "Language-Team: \n" "Language: id\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.7.6\n" "X-Poedit-Basepath: .\n" "Plural-Forms: nplurals=1; plural=0;\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Koneksi Dropbox" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "menghubungkan game ke penyimpanan lokal Dropbox" # command #: script/dropbox.js:68 msgid "connect" msgstr "sambung" # command #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "batal" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox Ekspor / Impor" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "ekspor atau impor data simpanan ke penyimpanan data dropbox" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "anda terhubung ke dropbox dengan akun / email" # command #: script/dropbox.js:93 msgid "save" msgstr "simpan" # command #: script/dropbox.js:97 msgid "load" msgstr "muat" # command #: script/dropbox.js:102 msgid "signout" msgstr "keluar" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "pilih satu tempat untuk menyimpan ke" #: script/dropbox.js:119 msgid "save to slot" msgstr "simpan ke tempat" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "pilih satu tempat untuk memuat dari" #: script/dropbox.js:148 msgid "load from slot" msgstr "muat dari tempat" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "berhasil disimpan ke penyimpanan data dropbox" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "error saat menyimpan ke penyimpanan data dropbox" #: script/dropbox.js:183 msgid "ok" msgstr "oke" #: script/engine.js:15 msgid "boxer" msgstr "petinju" #: script/engine.js:16 msgid "punches do more damage" msgstr "tinjuan menyakiti" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "telah bisa meninju dengan sengaja" #: script/engine.js:21 msgid "martial artist" msgstr "ahli bela diri" #: script/engine.js:22 msgid "punches do even more damage." msgstr "tinjuan menyakiti lebih banyak" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "telah bisa bertarung secara efektif tanpa senjata" #: script/engine.js:27 msgid "unarmed master" msgstr "tuan tak bersenjata" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "meninju dua kali lebih cepat, dan dengan lebih kuat" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "telah bisa memukul lebih cepat tanpa senjata" #: script/engine.js:32 msgid "barbarian" msgstr "barbar" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "senjata jarak dekat menyakiti lebih banyak" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "telah bisa mengayunkan senjata dengan kekuatan" #: script/engine.js:37 msgid "slow metabolism" msgstr "metabolisme lambat" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "bepergian dua kali lebih jauh tanpa makan" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "telah bisa mengabaikan kelaparan" #: script/engine.js:42 msgid "desert rat" msgstr "tikus gurun" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "bepergian dua kali lebih jauh tanpa minum" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "telah bisa menyukai udara kering" #: script/engine.js:47 msgid "evasive" msgstr "elakan" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "mengelak serangan dengan lebih efektif" #: script/engine.js:49 #, fuzzy msgid "learned to be where they're not" msgstr "telah bisa berada di tempat mereka tidak ada" #: script/engine.js:52 msgid "precise" msgstr "tepat" #: script/engine.js:53 msgid "land blows more often" msgstr "mendaratkan pukulan lebih sering" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "telah bisa memprediksi gerakan mereka" #: script/engine.js:57 msgid "scout" msgstr "intai" #: script/engine.js:58 msgid "see farther" msgstr "melihat lebih jauh" #: script/engine.js:59 msgid "learned to look ahead" msgstr "telah bisa melihat ke depan" #: script/engine.js:62 msgid "stealthy" msgstr "sembunyi" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "lebih baik menghindari konflik di alam liar" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "telah bisa bersembunyi" #: script/engine.js:67 msgid "gastronome" msgstr "pencicip makanan" #: script/engine.js:68 msgid "restore more health when eating" msgstr "memulihkan kesehatan ketika makan" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "telah bisa membuat sebagian besar makanan" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app store." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "lampu mati." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "" #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "ulang kembali." #: script/engine.js:162 msgid "share." msgstr "bagi." #: script/engine.js:168 msgid "save." msgstr "simpan." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Ekspor / Impor" # line 1 #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "ekspor atau impor data simpanan, untuk back up" # line 2 #: script/engine.js:273 msgid "or migrating computers" msgstr "atau memindahkan komputer" # command #: script/engine.js:277 msgid "export" msgstr "ekspor" # command #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "impor" #: script/engine.js:291 msgid "save this." msgstr "simpan ini." # command #: script/engine.js:297 msgid "got it" msgstr "baiklah" #: script/engine.js:305 msgid "are you sure?" msgstr "apakah anda yakin?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "jika kode tidak valid, seluruh data akan hilang" #: script/engine.js:307 msgid "this is irreversible." msgstr "ini tidak dapat diubah" # command #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "ya" # command #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "tidak" #: script/engine.js:322 msgid "put the save code here." msgstr "letakkan kode simpanan di sini" #: script/engine.js:374 msgid "Restart?" msgstr "Ulang kembali?" #: script/engine.js:377 msgid "restart the game?" msgstr "ulang kembali permainan?" #: script/engine.js:408 msgid "Share" msgstr "Bagi" #: script/engine.js:411 msgid "bring your friends." msgstr "ajak teman-teman anda." #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "tutup" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "lampu nyala." #: script/engine.js:493 msgid "Go Hyper?" msgstr "" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: script/engine.js:519 msgid "classic." msgstr "" # {0}: production/consumption unit # {1}: number of seconds #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} per {1}" # command #: script/events.js:130 msgid "eat meat" msgstr "makan daging" # command #: script/events.js:150 msgid "use meds" msgstr "pakai peralatan medis" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "meleset" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "dikagetkan" # command #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "tinggalkan" #: script/events.js:511 msgid "drop:" msgstr "menjatuhkan:" #: script/events.js:536 script/events/room.js:523 #, fuzzy msgid "nothing" msgstr "tidak ada apa-apa" # command #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "ambil" #: script/events.js:577 msgid "take:" msgstr "mengambil:" #: script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "tidak ada apa-apa" #: script/events.js:627 msgid "all" msgstr "" #: script/events.js:649 msgid "take everything" msgstr "" # separates the last object found in traps. # mind the whitespaces at the beginning and end! #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " dan " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** PERISTIWA ***" #: script/localization.js:4 msgid "saved." msgstr "tersimpan." #: script/localization.js:5 msgid "wood" msgstr "hutan" #: script/localization.js:6 msgid "builder" msgstr "pembangun" #: script/localization.js:7 #, fuzzy msgid "teeth" msgstr "gigi" #: script/localization.js:8 msgid "meat" msgstr "daging" #: script/localization.js:9 msgid "fur" msgstr "bulu" #: script/localization.js:10 #, fuzzy msgid "alien alloy" msgstr "campuran asing" #: script/localization.js:11 msgid "bullets" msgstr "peluru" #: script/localization.js:12 msgid "charm" msgstr "jimat" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "kulit" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "besi" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "baja" #: script/localization.js:16 msgid "coal" msgstr "batu bara" #: script/localization.js:17 msgid "sulphur" msgstr "sulfur" #: script/localization.js:18 msgid "energy cell" msgstr "sel energi" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "obor" #: script/localization.js:20 msgid "medicine" msgstr "obat" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "pemburu" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "penjebak" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "penyamak" #: script/localization.js:24 msgid "grenade" msgstr "granat" #: script/localization.js:25 msgid "bolas" msgstr "bola" #: script/localization.js:26 msgid "bayonet" msgstr "bayonet" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "penjual daging babi" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "penambang besi" #: script/localization.js:29 msgid "iron mine" msgstr "tambang besi" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "penambang batu bara" #: script/localization.js:31 msgid "coal mine" msgstr "tambang batu bara" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "penambang sulfur" #: script/localization.js:33 msgid "sulphur mine" msgstr "tambang sulfur" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "pembuat senjata" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "pekerja pabrik baja" # use plural if your language admits it (like "teeth" and "scales") #: script/localization.js:36 msgid "bait" msgstr "umpan" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "daging asap" #: script/localization.js:38 script/localization.js:43 #, fuzzy msgid "scales" msgstr "sisik" #: script/localization.js:39 msgid "compass" msgstr "kompas" #: script/localization.js:40 msgid "laser rifle" msgstr "senapan laser" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "pengumpul" #: script/localization.js:42 msgid "cloth" msgstr "kain" #: script/localization.js:45 msgid "thieves" msgstr "pencuri" #: script/localization.js:46 msgid "not enough fur" msgstr "tidak cukup bulu" #: script/localization.js:47 msgid "not enough wood" msgstr "tidak cukup kayu" #: script/localization.js:48 msgid "not enough coal" msgstr "tidak cukup batu bara" #: script/localization.js:49 msgid "not enough iron" msgstr "tidak cukup besi" #: script/localization.js:50 msgid "not enough steel" msgstr "tidak cukup baja" #: script/localization.js:51 msgid "not enough sulphur" msgstr "tidak cukup sulfur" #: script/localization.js:52 msgid "baited trap" msgstr "jebakan berumpan" #: script/localization.js:53 msgid "not enough scales" msgstr "tidak cukup sisik" #: script/localization.js:54 msgid "not enough cloth" msgstr "tidak cukup kain" #: script/localization.js:55 msgid "not enough teeth" msgstr "tidak cukup gigi" #: script/localization.js:56 msgid "not enough leather" msgstr "tidak cukup kulit" #: script/localization.js:57 msgid "not enough meat" msgstr "tidak cukup daging" #: script/localization.js:58 msgid "the compass points east" msgstr "kompas menunjuk ke timur" #: script/localization.js:59 msgid "the compass points west" msgstr "kompas menunjuk ke barat" #: script/localization.js:60 msgid "the compass points north" msgstr "kompas menunjuk ke utara" #: script/localization.js:61 msgid "the compass points south" msgstr "kompas menunjuk ke selatan" #: script/localization.js:62 msgid "the compass points northeast" msgstr "kompas menunjuk ke timur laut" #: script/localization.js:63 msgid "the compass points northwest" msgstr "kompas menunjuk ke barat laut" #: script/localization.js:64 msgid "the compass points southeast" msgstr "kompas menunjuk ke tenggara" #: script/localization.js:65 msgid "the compass points southwest" msgstr "kompas menunjuk ke barat daya" #: script/outside.js:5 msgid "Outside" msgstr "Luar" #: script/outside.js:102 msgid "scraps of fur" msgstr "potongan bulu" #: script/outside.js:107 msgid "bits of meat" msgstr "sedikit daging" #: script/outside.js:112 msgid "strange scales" msgstr "sisik-sisik aneh" #: script/outside.js:117 msgid "scattered teeth" msgstr "gigi-gigi bertaburan" #: script/outside.js:122 msgid "tattered cloth" msgstr "kain compang-camping" #: script/outside.js:127 msgid "a crudely made charm" msgstr "jimat yang dibuat dengan kasar" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Hutan Sunyi" # command #: script/outside.js:169 msgid "gather wood" msgstr "kumpulkan kayu" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "seorang asing tiba di malam hari" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "sebuah keluarga menempati salah satu gubuk." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "sekumpulan kecil orang tiba, sangat kotor." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "sebuah konvoi tiba, mengkhawatirkan sekaligus melegakan." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "kota menjadi heboh, kabar-kabar tersebar." # short for population # mind the whitespace at the end! #: script/outside.js:452 msgid "pop " msgstr "jumlah " #: script/outside.js:457 msgid "forest" msgstr "hutan" #: script/outside.js:460 msgid "village" msgstr "desa" # command #: script/outside.js:543 msgid "check traps" msgstr "periksa jebakan" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Gubuk Kecil" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Desa Kecil" #: script/outside.js:568 msgid "A Modest Village" msgstr "Desa Sederhana" #: script/outside.js:570 msgid "A Large Village" msgstr "Desa Besar" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Desa Ramai" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "langit berwarna abu dan angin bertiup terus-menerus" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "semak kering dan patahan ranting di hutan" # mind the whitespace at the end! #: script/outside.js:621 msgid "the traps contain " msgstr "di dalam jebakan terdapat " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Jalur Berdebu" #: script/path.js:37 msgid "supplies:" msgstr "persediaan:" # command #: script/path.js:43 msgid "embark" msgstr "mulai" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "kompas mengarah ke " #: script/path.js:102 msgid "perks:" msgstr "tunjangan:" #: script/path.js:132 msgid "none" msgstr "tidak ada" #: script/path.js:142 msgid "armour" msgstr "baju jirah" #: script/path.js:153 msgid "water" msgstr "air minum" # Legend for free space when embarking #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "kosong {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "berat" #: script/path.js:255 msgid "available" msgstr "tersedia" #: script/room.js:16 msgid "trap" msgstr "jebakan" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "pembangun mengatakan dia dapat membuat jebakan untuk menangkap makhluk-" "makhluk di luar" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "lebih banyak jebakan untuk lebih banyak makhluk" #: script/room.js:21 msgid "more traps won't help now" msgstr "menambah jebakan tidak berarti lagi" #: script/room.js:31 msgid "cart" msgstr "gerobak" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "pembangun mengatakan dia dapat membuat gerobak untuk menampung kayu" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "gerobak sederhana dapat mengangkut lebih banyak kayu dari hutan" #: script/room.js:44 msgid "hut" msgstr "gubuk" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "pembangun mengatakan ada lebih banyak pengembara. mereka akan bekerja juga." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "pembangun membangun sebuah pondok, di dalam hutan. kabar akan tersebar" #: script/room.js:49 msgid "no more room for huts." msgstr "tidak ada ruang untuk pondok lagi." #: script/room.js:59 msgid "lodge" msgstr "pondok" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "penduduk desa dapat bantu berburu, jika dicukupi kebutuhan" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "pondok berburu dibangun di dalam hutan, dapat keluar dari kota" #: script/room.js:74 msgid "trading post" msgstr "pos perdagangan" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "pos perdagangan memudahkan perdagangan" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "para pengembara dapat membuka toko sekarang, mereka akan menetap untuk " "sementara" #: script/room.js:88 msgid "tannery" msgstr "penyamakan" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "pembangun mengatakan kulit dapat berguna. penduduk desa dapat membuatnya" #: script/room.js:92 #, fuzzy msgid "tannery goes up quick, on the edge of the village" msgstr "penyamakan menjadi terkenal di desa" #: script/room.js:102 msgid "smokehouse" msgstr "rumah asap" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "asapi daging, atau ia akan membusuk. pembangun mengatakan dia dapat " "melakukannya." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "pembangun telah selesai membangun rumah asap. dia kelihatan lapar." #: script/room.js:116 msgid "workshop" msgstr "bengkel" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "pembangun mengatakan dia dapat membuat barang lebih bagus, jika punya " "peralatan" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "bengkel telah siap. pembangun senang mendapatkannya" #: script/room.js:131 msgid "steelworks" msgstr "pabrik baja" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "pembangun mengatakan penduduk desa dapat membuat baja, jika punya peralatan" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "disebabkan pabrik baja, asap memenuhi desa" #: script/room.js:146 msgid "armoury" msgstr "gudang senjata" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "pembangun mengatakan lebih baik memiliki persediaan peluru yang cukup" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "gudang senjata telah siap, senjata-senjata dapat dibangun." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "obor untuk penerangan" #: script/room.js:173 msgid "waterskin" msgstr "kantong air" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "kantong air dapat menampung sedikit air" #: script/room.js:185 msgid "cask" msgstr "tong kecil" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "tong kecil dapat menampung cukup air untuk perjalanan panjang" #: script/room.js:198 msgid "water tank" msgstr "tangki air" #: script/room.js:202 msgid "never go thirsty again" msgstr "tidak akan haus lagi" #: script/room.js:211 msgid "bone spear" msgstr "tombak tulang" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "tombak ini tidak elegan, tapi cukup untuk menusuk" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "rangsel" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "menampung lebih banyak sarana untuk perjalanan panjang" #: script/room.js:235 msgid "wagon" msgstr "kereta" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "kereta dapat menampung persediaan yang banyak" #: script/room.js:248 msgid "convoy" msgstr "konvoi" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "konvoi dapat menampung hampir segalanya" # short for "leather armour" #: script/room.js:262 msgid "l armour" msgstr "jirah kulit" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "kulit tidak cukup kuat. lebih baik dari kain tua." # short for "iron armour" #: script/room.js:274 msgid "i armour" msgstr "jirah besi" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "besi lebih kuat dari kulit" # short for "steel armour" #: script/room.js:286 msgid "s armour" msgstr "jirah baja" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "baja lebih kuat dari besi" #: script/room.js:298 msgid "iron sword" msgstr "pedang besi" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "pedang bagus untuk perlindungan di alam liar." #: script/room.js:311 msgid "steel sword" msgstr "pedang baja" #: script/room.js:314 #, fuzzy msgid "the steel is strong, and the blade true." msgstr "pedang baja lebih kuat dari besi" #: script/room.js:324 msgid "rifle" msgstr "senapan" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "mesiu dan peluru, seperti zaman dahulu." #: script/room.js:458 msgid "Room" msgstr "Ruang" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Ruang Gelap" # command #: script/room.js:498 msgid "light fire" msgstr "nyalakan api" # command #: script/room.js:508 #, fuzzy msgid "stoke fire" msgstr "perbesar api" # introduces "room state" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 #, fuzzy msgid "the room is {0}" msgstr "ruangan {0}" # introduces "fire state" #: script/room.js:546 script/room.js:554 script/room.js:672 #, fuzzy msgid "the fire is {0}" msgstr "api {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "orang asing ini berdiri di dekat perapian. dia mengatakan dapat bantu " "membangun sesuatu." # room state #: script/room.js:580 msgid "freezing" msgstr "membeku" # room state #: script/room.js:581 msgid "cold" msgstr "mendingin" # room state #: script/room.js:582 #, fuzzy msgid "mild" msgstr "menjadi normal" # room state #: script/room.js:583 msgid "warm" msgstr "menghangat" # room state #: script/room.js:584 msgid "hot" msgstr "memanas" # fire state #: script/room.js:596 #, fuzzy msgid "dead" msgstr "menjadi mati" # fire state #: script/room.js:597 msgid "smoldering" msgstr "menyala kecil" # fire state #: script/room.js:598 #, fuzzy msgid "flickering" msgstr "berkelap-kelip" # fire state #: script/room.js:599 msgid "burning" msgstr "menyala" # fire state #: script/room.js:600 #, fuzzy msgid "roaring" msgstr "menyala besar" #: script/room.js:604 #, fuzzy msgid "A Firelit Room" msgstr "Ruangan Berapi" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "tidak cukup kayu untuk perapian" #: script/room.js:655 msgid "the wood has run out" msgstr "kayu telah habis" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "cahaya api kelihatan dari luar yang gelap" #: script/room.js:688 #, fuzzy msgid "builder stokes the fire" msgstr "pembangun menyalakan api" #: script/room.js:718 #, fuzzy msgid "the wind howls outside" msgstr "angin berhembus di luar" #: script/room.js:719 msgid "the wood is running out" msgstr "kayu hampir habis" #: script/room.js:726 #, fuzzy msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "seorang asing yang lemah tersandung pintu dan jatuh" #: script/room.js:734 #, fuzzy msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "orang asing gemetaran dan meracau dengan pelan." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "orang asing berhenti gemetaran. nafasnya menjadi tenang." #: script/room.js:760 msgid "stores" msgstr "toko" #: script/room.js:779 msgid "weapons" msgstr "senjata" #: script/room.js:914 msgid "total" msgstr "" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "tidak cukup " #: script/room.js:951 msgid "builder just shivers" msgstr "pembangun gemetaran" # introduces available buildings #: script/room.js:1054 msgid "build:" msgstr "bangun:" # introduces items which can be crafted #: script/room.js:1061 msgid "craft:" msgstr "rakit:" # introduces list of marketable items #: script/room.js:1068 msgid "buy:" msgstr "beli:" #: script/ship.js:11 msgid "Ship" msgstr "Kapal" #: script/ship.js:27 script/ship.js:100 #, fuzzy msgid "An Old Starship" msgstr "Pesawat Tua" #: script/ship.js:38 #, fuzzy msgid "hull:" msgstr "lambung kapal:" #: script/ship.js:44 msgid "engine:" msgstr "mesin:" # command #: script/ship.js:51 #, fuzzy msgid "reinforce hull" msgstr "menyokong lambung kapal" # command #: script/ship.js:60 #, fuzzy msgid "upgrade engine" msgstr "meningkatkan mesin" # command #: script/ship.js:69 script/ship.js:142 #, fuzzy msgid "lift off" msgstr "berangkat" #: script/ship.js:91 #, fuzzy msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "di atas awan-awan, pesawat pengembara melaju. ia telah berada di atas batu " "ini cukup lama." #: script/ship.js:106 script/ship.js:119 #, fuzzy msgid "not enough alien alloy" msgstr "tidak cukup logam paduan alien" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Siap untuk Berangkat?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "waktunya keluar dari tempat ini. tidak akan kembali lagi." # command to cancel "lift off" action #: script/ship.js:150 #, fuzzy msgid "linger" msgstr "tinggal" # mind the whitespace at the end! #: script/space.js:42 #, fuzzy msgid "hull: " msgstr "lambung kapal: " #: script/space.js:76 msgid "Troposphere" msgstr "Troposfer" #: script/space.js:78 msgid "Stratosphere" msgstr "Stratosfer" #: script/space.js:80 msgid "Mesosphere" msgstr "Mesosfer" #: script/space.js:82 msgid "Thermosphere" msgstr "Termosfer" #: script/space.js:84 msgid "Exosphere" msgstr "Eksosfer" #: script/space.js:86 msgid "Space" msgstr "Ruang Angkasa" #: script/space.js:424 msgid "score for this game: {0}" msgstr "skor untuk permainan ini: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "skor total: {0}" #: script/world.js:46 msgid "punch" msgstr "tinju" # command for bone spear attack #: script/world.js:52 msgid "stab" msgstr "tusuk" # command for iron sword attack #: script/world.js:58 #, fuzzy msgid "swing" msgstr "ayun" # command for steel sword attack #: script/world.js:64 #, fuzzy msgid "slash" msgstr "ayun" # command for bayonet attack #: script/world.js:70 msgid "thrust" msgstr "tusuk" # command for rifle attack #: script/world.js:76 msgid "shoot" msgstr "tembak" # command for laser rifle attack #: script/world.js:83 msgid "blast" msgstr "tembak" # command for grenade attack #: script/world.js:90 #, fuzzy msgid "lob" msgstr "lempar" # command for bolas attack #: script/world.js:97 #, fuzzy msgid "tangle" msgstr "jerat" # leave   as whitespace #: script/world.js:119 msgid "An Outpost" msgstr "Sebuah Pos" # leave   as whitespace #: script/world.js:120 msgid "Iron Mine" msgstr "Tambang Besi" # leave   as whitespace #: script/world.js:121 msgid "Coal Mine" msgstr "Tambang Batu Bara" # leave   as whitespace #: script/world.js:122 msgid "Sulphur Mine" msgstr "Tambang Sulfur" # leave   as whitespace #: script/world.js:123 msgid "An Old House" msgstr "Sebuah Rumah Tua" # leave   as whitespace #: script/world.js:124 msgid "A Damp Cave" msgstr "Sebuah Gua Lembab" # leave   as whitespace #: script/world.js:125 msgid "An Abandoned Town" msgstr "Sebuah Kota Mati" # leave   as whitespace #: script/world.js:126 msgid "A Ruined City" msgstr "Sebuah Kota Hancur" # leave   as whitespace #: script/world.js:127 #, fuzzy msgid "A Crashed Starship" msgstr "Sebuah Pesawat Jatuh" # leave   as whitespace #: script/world.js:128 msgid "A Borehole" msgstr "Sebuah Lubang Bor" # leave   as whitespace #: script/world.js:129 msgid "A Battlefield" msgstr "Sebuah Medan Perang" # leave   as whitespace #: script/world.js:130 msgid "A Murky Swamp" msgstr "Sebuah Rawa Gelap" # leave   as whitespace #: script/world.js:134 msgid "A Destroyed Village" msgstr "Sebuah Desa Hancur" #: script/world.js:256 msgid "water:{0}" msgstr "air minum:{0}" #: script/world.js:283 msgid "pockets" msgstr "saku" # short for health points #: script/world.js:307 #, fuzzy msgid "hp: {0}/{1}" msgstr "hp: {0}/{1}" # item counter when finding supplies #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "bahaya berada sejauh ini dari desa tanpa perlindungan memadai" #: script/world.js:351 msgid "safer here" msgstr "lebih aman di sini" #: script/world.js:451 msgid "the meat has run out" msgstr "daging telah habis" #: script/world.js:456 msgid "starvation sets in" msgstr "terjadi kelaparan" #: script/world.js:481 msgid "there is no more water" msgstr "air minum telah habis" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "terjadi kehausan" #: script/world.js:558 #, fuzzy msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "" "pohon-pohon menjadi rumput-rumput kering. semak-semak kekuningan dihembus " "angin." #: script/world.js:561 #, fuzzy msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "tidak ada pepohonan lagi. hanya ada tanah kering dan debu." #: script/world.js:568 #, fuzzy msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "pohon-pohon terlihat di kaki langit. rerumputan perlahan-lahan ditutupi " "ranting-ranting kering dan dedaunan yang jatuh." #: script/world.js:571 #, fuzzy msgid "the grasses thin. soon, only dust remains." msgstr "rerumputan tinggal sedikit." #: script/world.js:578 #, fuzzy msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "hanya terdapat rumput-rumput mati di atas tanah tandus, melambai-lambai " "ditiup angin gersang." #: script/world.js:581 #, fuzzy msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "terdapat sebaris pohon-pohon keriput. cabang-cabang kurus mereka membentuk " "kanopi." #: script/world.js:817 msgid "Wanderer" msgstr "Pengembara" #: script/world.js:822 msgid "The Village" msgstr "Desa" #: script/world.js:851 #, fuzzy msgid "the world fades" msgstr "dunia mengabur" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "air telah diisi kembali" #: script/world.js:982 msgid "A Barren World" msgstr "Dunia Tandus" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Binatang Menggeram" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "binatang menggeram" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "binatang menggeram itu telah mati" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "seekor binatang menggeram melompat keluar dari semak" #: script/events/encounters.js:44 #, fuzzy msgid "A Gaunt Man" msgstr "Pria Suram" #: script/events/encounters.js:52 #, fuzzy msgid "gaunt man" msgstr "pria suram" #: script/events/encounters.js:53 #, fuzzy msgid "the gaunt man is dead" msgstr "pria suram itu telah mati" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "seorang pria suram mendekat, matanya terlihat mengerikan" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Burung Aneh" #: script/events/encounters.js:89 msgid "strange bird" msgstr "burung aneh" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "burung aneh itu telah mati" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "seekor burung aneh terbang dengan cepat" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Pria Gemetaran" #: script/events/encounters.js:127 msgid "shivering man" msgstr "pria gemetaran" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "pria gemetaran itu telah mati" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "pria gemetaran mendekat dan menyerang dengan kekuatan besar" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Pemakan Manusia" #: script/events/encounters.js:169 msgid "man-eater" msgstr "pemakan manusia" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "pemakan manusia itu telah mati" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "seekor makhluk besar menyerang, cakarnya penuh darah" #: script/events/encounters.js:198 #, fuzzy msgid "A Scavenger" msgstr "Pemulung" #: script/events/encounters.js:206 #, fuzzy msgid "scavenger" msgstr "pemulung" #: script/events/encounters.js:207 #, fuzzy msgid "the scavenger is dead" msgstr "pemulung itu telah mati" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "Seorang pemulung mendekat, berharap mendapat keuntungan" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Kadal Besar" #: script/events/encounters.js:248 msgid "lizard" msgstr "kadal" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "kadal itu telah mati" #: script/events/encounters.js:272 #, fuzzy msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "seekor kadal besar merayap di antara rerumputan" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Peneror Liar" #: script/events/encounters.js:286 msgid "feral terror" msgstr "peneror liar" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "peneror liar itu telah mati" #: script/events/encounters.js:310 #, fuzzy msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "seekor binatang, sangat buas, menerjang dari dedaunan" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Tentara" #: script/events/encounters.js:323 msgid "soldier" msgstr "tentara" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "tentara itu telah mati" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "seorang Tentara menembak dari gurun" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Penembak Jitu" #: script/events/encounters.js:366 msgid "sniper" msgstr "penembak jitu" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "penembak jitu itu telah mati" #: script/events/encounters.js:396 #, fuzzy msgid "a shot rings out, from somewhere in the long grass" msgstr "sebuah tembakan meletus dari antara rerumputan tinggi" #: script/events/global.js:6 msgid "The Thief" msgstr "Pencuri" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "penduduk desa menangkap seorang kotor dari gudang." #: script/events/global.js:14 #, fuzzy msgid "say his folk have been skimming the supplies." msgstr "mengatakan rekannya telah mencuri persediaan." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "mengatakan dia seharusnya digantung sebagai contoh." #: script/events/global.js:17 msgid "a thief is caught" msgstr "seorang pencuri telah ditangkap" # command #: script/events/global.js:21 msgid "hang him" msgstr "gantung" # command #: script/events/global.js:25 msgid "spare him" msgstr "ampuni" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "penduduk desa menggantung pencuri itu di depan gudang." #: script/events/global.js:33 #, fuzzy msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "janji telah dibuat. dalam beberapa hari kemudian, persediaan yang hilang " "akan dikembalikan." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "pria itu bersyukur. dia mengatakan tidak akan kembali lagi." #: script/events/global.js:50 #, fuzzy msgid "shares what he knows about sneaking before he goes." msgstr "berbagi apa yang dia ketahui tentang menyelinap sebelum dia pergi." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Jebakan Hancur" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "beberapa jebakan telah dihancurkan." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "jejak-jejak kaki besar mengarah menuju hutan." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "beberapa jebakan telah dirusak" # command #: script/events/outside.js:26 msgid "track them" msgstr "telusuri" # command #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "abaikan" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "jejak-jejak telah hilang setelah beberapa menit." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "hutan itu sunyi." #: script/events/outside.js:40 msgid "nothing was found" msgstr "" # command #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "pulang" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "" "tidak jauh dari desa terdapat seekor binatang besar, bulunya penuh darah." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "tidak banyak perlawanan dari dia." #: script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "binatang menggeram itu telah mati" #: script/events/outside.js:69 msgid "Fire" msgstr "Api" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "api membakar salah satu gubuk, dan menghancurkannya." #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "semua penduduk di dalam gubuk terbakar oleh api." #: script/events/outside.js:79 msgid "a fire has started" msgstr "api mulai membakar" # command #: script/events/outside.js:86 msgid "mourn" msgstr "berkabung" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "beberapa penghuni desa telah mati" #: script/events/outside.js:95 msgid "Sickness" msgstr "Penyakit" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "sebuah penyakit menyebar di seluruh desa." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "obat-obatan diperlukan segera." #: script/events/outside.js:105 #, fuzzy msgid "some villagers are ill" msgstr "beberapa penghuni desa telah mati" # command #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 obat" # command #: script/events/outside.js:114 msgid "ignore it" msgstr "abaikan" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "penyakit telah disembuhkan tepat waktu." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "penyakit menyebar di seluruh desa." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "setiap hari terdapat korban-korban." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "setiap malam terdapat jeritan-jeritan." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "" #: script/events/outside.js:153 msgid "Plague" msgstr "Wabah" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "sebuah wabah menyebar dengan cepat di desa." #: script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "wabah menghancurkan desa." # command #: script/events/outside.js:168 msgid "buy medicine" msgstr "beli obat" # command #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 obat" # command #: script/events/outside.js:179 msgid "do nothing" msgstr "diam saja" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "wabah terus menyebar" #: script/events/outside.js:187 msgid "only a few die." msgstr "hanya sedikit yang mati." #: script/events/outside.js:188 #, fuzzy msgid "the rest bury them." msgstr "penduduk desa mengubur mereka." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: script/events/outside.js:204 #, fuzzy msgid "the plague rips through the village." msgstr "wabah menghancurkan desa." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "satu-satunya harapan adalah cepat mati." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Serangan Binatang" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "segerombolan binatang keluar dari pepohonan." #: script/events/outside.js:232 #, fuzzy msgid "the fight is short and bloody, but the beasts are repelled." msgstr "" "pertarungan singkat dan berdarah, tetapi binatang-binatang dapat dihalau." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "penduduk desa pulang untuk berkabung." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Serangan Militer" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "sebuah tembakan terdengar dari pepohonan." #: script/events/outside.js:266 #, fuzzy msgid "well armed men charge out of the forest, firing into the crowd." msgstr "orang-orang bersenjata menyerbu dari hutan, menembak keramaian." #: script/events/outside.js:267 #, fuzzy msgid "after a skirmish they are driven away, but not without losses." msgstr "" "setelah mendapat perlawanan kecil, mereka mundur, tetapi dengan kehilangan." #: script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "wabah menghancurkan desa." #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: script/events/room.js:6 msgid "The Nomad" msgstr "Pengembara" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "seorang pengembara berjalan dengan kaki terseret, sambil membawa kantung-" "kantung yang diikat dengan benang kasar." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "dia tidak mengatakan asalnya, tetapi dia tidak menetap." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "seorang pengembara tiba, ingin berdagang" # command #: script/events/room.js:20 #, fuzzy msgid "buy scales" msgstr "beli sisik" # command #: script/events/room.js:25 #, fuzzy msgid "buy teeth" msgstr "beli gigi" # command #: script/events/room.js:30 #, fuzzy msgid "buy bait" msgstr "beli umpan" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "jebakan lebih efektif dari umpan." # command #: script/events/room.js:39 msgid "buy compass" msgstr "beli kompas" #: script/events/room.js:42 #, fuzzy msgid "the old compass is dented and dusty, but it looks to work." msgstr "kompas tua itu sudah peot dan berdebu, tapi masih bisa dipakai." # command #: script/events/room.js:45 script/events/room.js:227 #: script/events/room.js:240 script/events/room.js:253 #: script/events/room.js:309 script/events/room.js:332 #: script/events/room.js:388 script/events/room.js:411 #: script/events/room.js:450 script/events/room.js:568 #: script/events/room.js:584 script/events/room.js:600 #: script/events/room.js:611 #, fuzzy msgid "say goodbye" msgstr "biarkan pergi" #: script/events/room.js:53 script/events/room.js:104 #, fuzzy msgid "Noises" msgstr "Suara-suara" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "di balik dinding, terdengan suara-suara." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "tidak tahu apa yang mereka incar." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "suara-suara aneh terdengar dari balik dinding" # command #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "selidiki" #: script/events/room.js:78 #, fuzzy msgid "vague shapes move, just out of sight." msgstr "terlihat ada yang bergerak." #: script/events/room.js:79 msgid "the sounds stop." msgstr "suara-suara telah berhenti." # command #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "masuk ke dalam" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "seikat tongkat berada di ambang pintu, terbungkus bulu-bulu kasar." #: script/events/room.js:92 #, fuzzy msgid "the night is silent." msgstr "malam ini sunyi" #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "suara cakaran dapat terdengar dari gudang." #: script/events/room.js:112 msgid "something's in there." msgstr "ada sesuatu di dalamnya." #: script/events/room.js:114 msgid "something's in the store room" msgstr "ada sesuatu di dalam gudang" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "beberapa kayu menghilang." #: script/events/room.js:130 #, fuzzy msgid "the ground is littered with small scales" msgstr "terdapat sisik-sisik kecil di atas lantai." #: script/events/room.js:150 #, fuzzy msgid "the ground is littered with small teeth" msgstr "terdapat gigi-gigi kecil di atas lantai." #: script/events/room.js:170 #, fuzzy msgid "the ground is littered with scraps of cloth" msgstr "terdapat beberapa potong kain di atas lantai." #: script/events/room.js:190 msgid "The Beggar" msgstr "Pengemis" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "seorang pengemis tiba." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "meminta beberapa bulu untuk menghangatkan dirinya di malam hari." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "seorang pengemis tiba" # command #: script/events/room.js:204 msgid "give 50" msgstr "beri 50" # command #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "beri 100" # command #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "usir" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "pengemis itu berterimakasih" #: script/events/room.js:223 #, fuzzy msgid "leaves a pile of small scales behind." msgstr "meninggalkan setumpuk sisik-sisik." #: script/events/room.js:236 #, fuzzy msgid "leaves a pile of small teeth behind." msgstr "meninggalkan setumpuk gigi-gigi kecil." #: script/events/room.js:249 #, fuzzy msgid "leaves some scraps of cloth behind." msgstr "meninggalkan beberapa potong kain." # this refers to both male and female wanderer events #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Pengembara Misterius" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "seorang pengembara tiba dengan sebuah gerobak kosong. dia mengatakan jika " "diberikan kayu, dia akan mengembalikan lebih banyak." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "pembangun tidak yakin dia dapat dipercaya." # this refers to both male and female wanderer events #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "seorang pengembara misterius tiba" # command #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "beri 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "pengembara itu pergi, dengan gerobak berisi kayu" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "pengembara misterius itu kembali, dengan segerobak penuh kayu." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "seorang pengembara tiba dengan sebuah gerobak kosong. dia mengatakan jika " "diberikan bulu, dia akan mengembalikan lebih banyak." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "pembangun tidak yakin dia dapat dipercaya." # command #: script/events/room.js:365 msgid "turn her away" msgstr "usir" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "pengembara itu pergi, dengan gerobak berisi bulu" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "pengembara misterius itu kembali, dengan segerobak penuh bulu." #: script/events/room.js:420 msgid "The Scout" msgstr "Pengintai" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "pengintai itu mengatakan dia telah berada di banyak tempat." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "akan membicarakannya, dengan bayaran." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "seorang pengembara ingin menginap semalam" # command #: script/events/room.js:434 msgid "buy map" msgstr "beli peta" #: script/events/room.js:436 #, fuzzy msgid "the map uncovers a bit of the world" msgstr "peta menggambarkan sedikit daerah di dunia" # command #: script/events/room.js:440 msgid "learn scouting" msgstr "belajar mengintai" #: script/events/room.js:459 #, fuzzy msgid "The Master" msgstr "Tuan" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "seorang pengembara tua tiba." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "dia tersenyum dan ingin menginap semalam." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "seorang pengembara tua tiba" # command #: script/events/room.js:473 msgid "agree" msgstr "setuju" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "sebagai gantinya, pengembara memberikan ceramah" #: script/events/room.js:493 #, fuzzy msgid "evasion" msgstr "pengelakan" #: script/events/room.js:503 #, fuzzy msgid "precision" msgstr "ketelitian" #: script/events/room.js:513 #, fuzzy msgid "force" msgstr "paksaan" #: script/events/room.js:532 msgid "The Sick Man" msgstr "Orang Sakit" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "seorang pria berjalan terpincang-pincang, sambil batuk." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "dia meminta obat." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "seorang pria lemah datang" # command #: script/events/room.js:546 msgid "give 1 medicine" msgstr "beri 1 obat" #: script/events/room.js:548 #, fuzzy msgid "the man swallows the medicine eagerly" msgstr "pria itu meminum obat dengan tidak sabar" # command #: script/events/room.js:552 msgid "tell him to leave" msgstr "meminta dia pergi" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "pria itu bersyukur" #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "dia memberikan hadiah" #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "logam aneh yang dipungut selama perjalanannya" #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "beberapa kotak berpijar yang dipungut selama perjalanannya." #: script/events/room.js:593 #, fuzzy msgid "all he has are some scales." msgstr "dia hanya punya beberapa sisik." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "pria itu berterima kasih dan pergi." #: script/events/setpieces.js:6 #, fuzzy msgid "An Outpost" msgstr "Pos" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "tempat aman di alam liar" #: script/events/setpieces.js:34 #, fuzzy msgid "A Murky Swamp" msgstr "Rawa Gelap" #: script/events/setpieces.js:38 #, fuzzy msgid "rotting reeds rise out of the swampy earth." msgstr "alang-alang busuk mengapung di atas tanah berawa." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "seekor kodok duduk diam di atas kotoran." #: script/events/setpieces.js:41 #, fuzzy msgid "a swamp festers in the stagnant air." msgstr "sebuah rawa membusuk dengan udara kotor." # command #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "masuk" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "di dalam rawa terdapat sebuah pondok berlumut." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "seorang pengembara tua duduk di dalam, sepertinya kesurupan." # command #: script/events/setpieces.js:61 msgid "talk" msgstr "berbicara" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "pengembara mengambil jimat dan mengangguk pelan." #: script/events/setpieces.js:73 #, fuzzy msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "dia mengatakan pernah memimpin armada-armada kapal menuju dunia segar." #: script/events/setpieces.js:74 #, fuzzy msgid "unfathomable destruction to fuel wanderer hungers." msgstr "kerusakan tak terduga menyebabkan kelaparan pengembara" #: script/events/setpieces.js:75 #, fuzzy msgid "his time here, now, is his penance." msgstr "waktunya di sini, sekarang, untuk penebusan dosanya." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Gua Lembab" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "mulut gua lebar dan gelap" #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "tidak bisa melihat ke dalam." #: script/events/setpieces.js:98 #, fuzzy msgid "the earth here is split, as if bearing an ancient wound" msgstr "tanah di sini terbelah, sepertinya disebabkan luka lama." # command #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "masuk" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "seekor binatang yang kaget mempertahankan sarangnya" # command #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "lanjutkan" # command #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "keluar" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "gua menyempit beberapa kaki ke dalam." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "dinding-dinding lembab dan berlumut" # command #: script/events/setpieces.js:153 msgid "squeeze" msgstr "pencet" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "terdapat sisa-sisa perkemahan di dalam gua." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "terdapat kasur gulung yang sobek dan hitam tertutup debu." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "terdapat mayat seorang pengembara di dalam sebuah gua kecil." #: script/events/setpieces.js:200 #, fuzzy msgid "rot's been to work on it, and some of the pieces are missing." msgstr "sudah mulai membusuk, dan beberapa potongan menghilang" #: script/events/setpieces.js:202 #, fuzzy msgid "can't tell what left it here." msgstr "tidak diketahui apa yang membiarkannya di sini." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "obor mati disebabkan udara lembab" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "sangat gelap" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "obor telah mati" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "sebuah kadal gua menyerang" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "seekor binatang besar menyerang dari kegelapan" #: script/events/setpieces.js:367 #, fuzzy msgid "a giant lizard shambles forward" msgstr "seekor kadal raksasa merayap ke depan" #: script/events/setpieces.js:395 #, fuzzy msgid "the nest of a large animal lies at the back of the cave." msgstr "terdapat sarang seekor binatang besar di dalam gua." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "terdapat sekumpulan persediaan tersembunyi di belakang gua." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "terdapat sebuah peti tua di belakang batu, dan diselimuti debu tebal." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Kota Mati" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "" "sebuah kota kecil di depan, terdapat rumah-rumah kosong yang hangus terbakar" #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "lampu-lampu jalanan rusak, berkarat. tempat ini belum mendapat penerangan " "untuk waktu lama." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "kota diabaikan dan para penduduk telah lama mati" # command #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "jelajahi" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "jendela-jendela sekolah yang tidak pecah dilapisi jelaga." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "pintu ganda berderik terus-menerus." # command #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "tinggalkan" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "disergap di jalan." #: script/events/setpieces.js:601 #, fuzzy msgid "a squat building up ahead." msgstr "sekelompok penghuni sedang membangun di depan." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "" "sebuah salib hijau terlihat samar-samar di balik jendela-jendela kotor." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "terdapat sekumpulan persediaan di dalam loker berkarat." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "seorang pemulung menunggu di balik pintu." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "terdapat seekor binatang di taman tak terawat." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "terdapat sebuah karavan terbalik di atas jalanan rusak." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "isinya telah dijarah pemulung, tetapi masih ada beberapa barang berharga." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "seorang gila menyerang, dengan suara melengking." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "seorang bandit keluar dari kegelapan." #: script/events/setpieces.js:866 #, fuzzy msgid "a beast charges out of a ransacked classroom." msgstr "seekor binatang menyerbu keluar dari ruang kelas luluh lantak." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "melalui pintu besar ruang olahraga, terdengar suara langkah kaki." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "cahaya obor menerangi lorong." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "langkah kaki berhenti." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "" "binatang lain, terpancing oleh keributan, melompat keluar dari pepohonan " "mati." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "ada yang menyebabkan keributan di jalan." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "mungkin sebuah pertarungan." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "terdapat sekeranjang makanan tersembunyi di bawah bangku taman, dengan " "sebuah catatan." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "tulisan tidak terbaca." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "seorang pemulung panik menyerbu keluar pintu, sambil berteriak." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "" "seorang pria berdiri di atas seorang pengembara mati. dia menyadari ada " "orang lain." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "pemulung membuat perkemahan di dalam sekolah." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" "barang-barang bekas kumpulan tersebar di atas lantai seolah-olah terjatuh " "dari surga." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "pemulung telah mencari-cari persediaan di sini, sepertinya." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "sayang sekali membiarkan temuannya tersia-sia." #: script/events/setpieces.js:1128 #, fuzzy msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "di bawah kain si pengembara, di dalam genggaman salah satu tangannya, " "terdapat baja yang berkilau." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "pantas dibunuh, sepertinya." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "mata untuk mata sepertinya adil." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "selalu berhasil sebelumnya, setidaknya." #: script/events/setpieces.js:1158 #, fuzzy msgid "picking the bones finds some useful trinkets." msgstr "mendapat beberapa pernak-pernik berguna di antara tulang-belulang." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "beberapa obat ditinggalkan di dalam laci." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "klinik telah diobrak-abrik." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "hanya debu dan noda yang tersisa." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Kota Hancur" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "terdapat sebuah tanda jalan raya rusak di pintu masuk kota yang pernah jaya " "ini." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "masih ada menara-menara yang berdiri di antara bangunan tinggi seperti rusuk " "binatang raksasa." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "mungkin masih ada barang-barang berharga di dalamnya." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "menara-menara di kota tua mendominasi kaki langit" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "jalan-jalan kosong." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "udara dipenuhi debu, diputar-putar oleh angin kencang." # command #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "tinggalkan" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "kerucut-kerucut lalu lintas berada di jalan, luntur dan retak." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "cahaya menyinari gang-gang di antara bangunan-bangunan." #: script/events/setpieces.js:1293 #, fuzzy msgid "a large shanty town sprawls across the streets." msgstr "terdapat sebuah kota gubuk besar di ujung jalan." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" "muka-muka, yang ditutupi jelaga dan darah, menatap keluar dari gubuk-gubuk " "lusuh." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "terdapat sebuah rumah sakit yang ditinggalkan di seberang." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "menara tua itu kelihatannya masih utuh sebagian besar." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "bangkai sebuah mobil yang terbakar menghalangi jalan masuk." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "sebagian besar jendela di lantai dasar telah dihancurkan." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "seekor kadal besar merayap keluar dari kegelapan sebuah stasiun metro." # command #: script/events/setpieces.js:1368 msgid "descend" msgstr "turun" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "tembakan terdengar di jalan kosong." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "" "tentara keluar dari antara bangunan-bangunan, sambil menodongkan senapan." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "seorang pria lemah berdiri menantang menghalangi jalan." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "hanya ada mata-mata murung." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "orang-orang di sini telah kehilangan harapan sejak lama." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "koridor-koridor kosong." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "tempat ini telah dijarah habis oleh para pemulung." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "" "seorang pria tua mendobrak masuk pintu, sambil membawa sebuah pisau bedah." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "seorang bandit sedang menunggu di balik dinding." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "seekor binatang melompat keluar dari balik sebuah mobil." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "jalan di atas platform kereta bawah tanah telah dihancurkan." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "biarkan cahaya meninari embun." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "terdengar suara dari terowongan di depan." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "kelihatan seperti perkemahan di depan." #: script/events/setpieces.js:1677 #, fuzzy msgid "rusted chainlink is pulled across an alleyway." msgstr "rantai berkarat menghalangi sebuah lorong." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "api membakar di halaman di depan." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "lebih banyak suara terdengar di depan." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "pasti ada alasan kenapa mereka di sini." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "suara tembakan pistol dapat didengar." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "jalanan di depan disinari cahaya api." #: script/events/setpieces.js:1729 #, fuzzy msgid "more squatters are crowding around now." msgstr "lebih banyak penduduk liar kelihatan sekarang." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "seseorang melempar batu." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "terdapat sebuah toko seadanya di trotoar." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "pemiliknya tetap berjaga, sangat tabah." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "potongan-potongan daging digantung untuk dikeringkan di sisi jalan." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "orang-orang mundur, menghindari kontak mata." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "seseorang telah mengunci dan memblokir pintu menuju kamar bedah ini." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "sekelompok yang terdiri dari orang-orang tua menghuni bangsal ini." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "sekelompok kadal bersiap menyerang." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "potongan-potongan daging digantung untuk dikeringkan di bangsal ini." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "seekor burung besar bersarang di lantai teratas tangga." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "reruntuhan di sini lebih padat." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "mungkin ada beberapa barang berharga di antara reruntuhan." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "segerombolan tikus menyerbu ke dalam terowongan." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "seorang besar menyerang, dengan mengayunkan sebuah bayonet." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "tentara kedua mulai menembak." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "seorang tentara bertopeng mengambil posisi, mengangkat senapan." #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "gerombolan itu mulai bergerak." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "seorang pemuda mengamuk dengan cabang pohon." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "seorang penghuni liar berdiri tegak di pintu masuk sebuah gubuk kecil." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "di belakang pintu, sebuah makhluk terbangun dan menyerang." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "sesegera setelah pintu terbuka sedikit, ratusan tentakel keluar." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "burung mungkin menyukai benda-benda bersinar." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "beberapa benda berharga ditemukan di sarangnya." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "tidak banyak barang di sini." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "para pemulung pasti telah tiba di tempat ini." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "terowongan terhubung ke platform lain." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "dinding-dinding menggosong dari pertempuran lama." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "terdapat mayat-mayat dan persediaan dari kedua sisi di atas tanah." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "pos militer kecil memiliki persediaan memadai." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "senjata dan peluru, peninggalan-peninggalan lainnya dari pertempuran " "tersusun rapi di lantai gudang." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "mematikan sejak awal." #: script/events/setpieces.js:2485 #, fuzzy msgid "searching the bodies yields a few supplies." msgstr "terdapat beberapa persediaan di tubuh-tubuh mayat." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "lebih banyak tentara akan tiba." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "waktunya pergi." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "pemukiman kecil telah terbakar cukup lama." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" "mayat-mayat pengembara yang tinggal di sini masih terlihat jelas di dalam " "nyala api." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "masih ada waktu mengumpulkan sedikit persediaan." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" "sisa-sisa penghuni kabur dari kekacauan, barang-barang berharga ditinggalkan." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "beberapa barang berharga masih dapat ditemukan, meskipun tidak banyak." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "penghuni muda itu membawa karung kanvas." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "terdapat peralatan bepergian dan pernak-pernik di dalamnya." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "tidak ada apa-apa lagi di sini." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "di dalam gubuk, seorang anak menangis." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "beberapa barang bersandar di dinding-dinding." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "bau busuk mengisi ruang operasi." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "beberapa barang tersebar di atas lantai." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "tidak ada apa-apa lagi di sini." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "terdapat sebuah lemari obat di ujung lorong." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "ruang-ruang lain di rumah sakit kosong." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "seseorang telah menimbun hasil jarahan di sini." #: script/events/setpieces.js:2799 #, fuzzy msgid "the tentacular horror is defeated." msgstr "rasa takut telah hilang." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "di dalamnya, sisa-sisa dari korban ada di mana-mana." #: script/events/setpieces.js:2845 #, fuzzy msgid "the warped man lies dead." msgstr "pria itu tergeletak mati." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "ruang operasi terdapat banyak peralatan-peralatan aneh." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "orang tua itu mempunyai sekumpulan kecil barang-barang menarik." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Rumah Tua" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" "terdapat sebuah rumah tua di sini, dulunya berwarna putih sekarang menguning " "dan mengelupas." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "pintu terbuka." #: script/events/setpieces.js:2941 #, fuzzy msgid "the remains of an old house stand as a monument to simpler times" msgstr "sisa-sisa dari sebuah rumah tua seperti monumen di waktu singkat" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "rumah diabaikan, tapi belum dijarah." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "masih terdapat beberapa tetes air di sumur tua." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "rumah itu telah digeledah." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "tetapi masih ada sekumpulan obat di bawah papan lantai." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "seorang pria menyerbu di aula, dengan pedang berkarat di tangannya" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Medan Perang Terlupakan" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "sebuah pertempuran terjadi di sini, dahulu kala." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "peralatana-peralatan perang kedua pihak tergeletak di atas tanah rusak." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Lubang Bor Besar" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "terdapat sebuah lubang besar di tanah, bukti dari panen yang lalu." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "mereka mengambil apa yang diincar, kemudian pergi." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "bangkai-bangkai dari bor raksasa dapat ditemukan di ujung jurang." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Kapal Karam" #: script/events/setpieces.js:3142 #, fuzzy msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "" "sebuah pesawat pengembara yang telah dikenal bangkit dari debu dan abu. " #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "beruntung penduduk asli tidak mengerti mekanismenya." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "dengan sedikit usaha, mungkin ia dapat terbang kembali." # command #: script/events/setpieces.js:3148 msgid "salvage" msgstr "selamatkan" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "Tambang Sulfur" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "telah terdapat daerah militer di pintu masuk tambang." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "" "tentara-tentara berpatroli di garis pertahanan, dengan senapan-senapan di " "bahu mereka." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "terdapat sebuah daerah militer di sekitar tambang." # command #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "serang" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "seorang tentara, yang tersiaga mulai menembak." # command #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "lari" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "seorang tentara kedua ikut bertarung." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "seorang tentara beruban menyerang, dengan sebuah bayonet." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "tidak ada lagi tentara." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "tambang telah aman bagi pekerja." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "tambang sulfur telah aman" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "Tambang Batu Bara" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "terdapat api perkemahan di pintu masuk tambang." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "orang-orang berdesak-desakan, dengan membawa senjata." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "tambang tua ini tidak terabaikan" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "seorang pria ikut bertarung." #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "hanya terdapat kepala desa." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "perkemahan masih aman dari amukan api." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "tambang batu bara telah aman." #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "Tambang Besi" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "terdapat sebuah tambang besi tua, peralatan-peralatan diabaikan dan berkarat." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "tualng-tulang terkelantang berhamburan di pintu masuk. banyak di antaranya " "terdapat alur bergerigi." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "lolongan liar terdengar di kegelapan." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "jalan ini menuju ke sebuah tambang yang ditinggalkan." #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "seekor makhluk besar menerjang, otot-ototnya jelas disinari obor." #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "binatang telah mati." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "tambang besi telah aman." #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Desa Hancur" #: script/events/setpieces.js:3528 #, fuzzy msgid "a destroyed village lies in the dust." msgstr "sebuah desa telah hancur menjadi debu." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "terdapat mayat-mayat gosong di atas tanah." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "bau logam dari pembakar lanjut pengembara dapat tercium di udara." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "terdapat sebuah pondok di tengah desa ini." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "masih terdapat persediaan di dalam." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "seluruh hasil pekerjaan generasi sebelumnya ada di sini." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "telah siap dipanen." #~ msgid "Export" #~ msgstr "Ekspor" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/it/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/it/strings.js ================================================ _.setTranslation({"tanner": "conciatore", "weapons": "armi", "the compass points southwest": "la bussola punta a sud-ovest", "the stranger in the corner stops shivering. her breathing calms.": "la forestiera nell'angolo smette di tremare. il suo respiro si fa pi\u00f9 calmo.", "a strange looking bird speeds across the plains": "un uccello dall'aspetto strano attraversa veloce la piana", "the tunnel opens up at another platform.": "il tunnel si allarga in un'altra stazione.", "leaves some scraps of cloth behind.": "lascia in cambio alcuni scampoli di stoffa.", "pop ": "popolaz. ", "lights flash through the alleys between buildings.": "della luce lampeggia tra i vicoli che separano gli edifici.", "freezing": "gelida", "the wanderer leaves, cart loaded with wood": "il ramingo parte, il carretto carico di legname", "go home": "torna a casa", "a haze falls over the village as the steelworks fires up": "i fumi avvolgono il villaggio, appena l'acciaieria viene attivata", "all residents in the hut perished in the fire.": "tutti quelli che vivevano nella capanna sono morti nell'incendio", "builder says she can make a cart for carrying wood": "la costruttrice dice di poter costruire un carretto per trasportare il legname", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "ossa spolpate sono sparse vicino all'entrata. molte sono segnate da incisioni profonde e irregolari.", "a swamp festers in the stagnant air.": "una palude marcisce nell'aria stagnante.", "predators become prey. price is unfair": "i predatori diventano prede. il prezzo \u00e8 iniquo", "run": "scappa", "more traps won't help now": "altre trappole non saranno necessarie", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "la forestiera trema e mormora debolmente. le sue parole sono incomprensibili.", "descend": "scendi", "tannery goes up quick, on the edge of the village": "la conceria viene edificata rapidamente, al confine del villaggio", "Fire": "Incendio", "traps are more effective with bait.": "le trappole sono pi\u00f9 efficaci con un'esca.", "the shell of a burned out car blocks the entrance.": "la carcassa di un'auto bruciata blocca l'entrata.", "cart": "carretto", "workshop's finally ready. builder's excited to get to it": "l'officina \u00e8 pronta, finalmente. la costruttrice \u00e8 impaziente di andarci", "all": "tutto", "not enough scales": "le squame non bastano", "the torch goes out": "la torcia si spegne", "pockets": "tasche", "the compass points south": "la bussola punta a sud", "gatherer": "raccoglitore", "not enough sulphur": "lo zolfo non basta", "a squat building up ahead.": "un edificio tozzo si delinea pi\u00f9 avanti.", "put the save code here.": "inserisci qui il codice del salvataggio.", "thieves": "ladri", "builder says the villagers could make steel, given the tools": "la costruttrice dice che i paesani potrebbero produrre acciaio, se ne avessero i mezzi", "use meds": "usa medicina", "the strange bird is dead": "lo strano uccello \u00e8 morto", "faces, darkened by soot and blood, stare out from crooked huts.": "volti anneriti di sporcizia e sangue osservano l'ambiente, da dentro le baracche.", "the torch sputters and dies in the damp air": "la fiaccola sibila, per poi spegnersi nell'aria umida", "light fire": "accendi il fuoco", "cold": "fredda", "carrying more means longer expeditions to the wilds": "portare pi\u00f9 cose significa spedizioni pi\u00f9 lunghe nel territorio", "the small settlement has clearly been burning a while.": "le fiamme nel piccolo insediamento hanno sicuramente bruciato a lungo.", "the people here were broken a long time ago.": "le persone di questo luogo, da lungo tempo, non hanno pi\u00f9 nulla.", "the walls are scorched from an old battle.": "le pareti portano i segni di un'antica battaglia.", "the traps contain ": "le trappole contengono ", "land blows more often": "i colpi vanno a segno pi\u00f9 spesso", "precise": "preciso", "A Murky Swamp": "Una Fosca Palude", "iron sword": "spada di ferro", "a man charges down the hall, a rusty blade in his hand": "un uomo si lancia all'attacco nel corridoio, brandendo una lama arrugginita", "melee weapons deal more damage": "le armi bianche causano maggiori danni", "steelworks": "acciaieria", "give 500": "dagliene 500", "the shell of an abandoned hospital looms ahead.": "i resti di un ospedale abbandonato si delineano pi\u00f9 avanti.", "the sulphur mine is clear of dangers": "la miniera di zolfo \u00e8 sicura", "a weathered family takes up in one of the huts.": "una famiglia in difficolt\u00e0 prende rifugio in una delle capanne.", "{0} per {1}s": "{0} ogni {1}\u2033", "laser rifle": "fucile laser", "shoot": "spara", "the world fades": "il mondo svanisce", "A Battlefield": "Un Campo Di Battaglia", "coal mine": "miniera di carbone", "thrust": "pugnala", "more voices can be heard ahead.": "si sentono altre voci, pi\u00f9 avanti.", "more squatters are crowding around now.": "altri occupanti abusivi si affollano in zona, ora.", "the only hope is a quick death.": "l'unica speranza \u00e8 una morte rapida.", "some villagers are ill": "alcuni paesani sono malati", "a shot rings out, from somewhere in the long grass": "uno sparo riecheggia, proveniente da un punto imprecisato nell'erba alta", "the trees are gone. parched earth and blowing dust are poor replacements.": "gli alberi sono alle tue spalle. terra riarsa e polvere smossa dal vento sono miseri sostituti.", "error while saving to dropbox datastorage": "errore durante il salvataggio nella memoria dati in Dropbox", "vague shapes move, just out of sight.": "forme confuse si muovono, appena fuori dalla visuale.", "there's not much, but some useful things can still be found.": "non c'\u00e8 molto, ma si trovano ancora delle cose utili.", "s armour": "arm. acciaio", "builder says she could make finer things, if she had the tools": "la costruttrice dice che potrebbe produrre oggetti pi\u00f9 sofisticati, se avesse gli strumenti.", "builder puts up a hut, out in the forest. says word will get around.": "la costruttrice edifica una capanna, fuori nella foresta. dice che si sparger\u00e0 la voce.", "lights off.": "spegni la luce.", "go twice as far without eating": " raddoppia la distanza percorsa senza mangiare", "the tentacular horror is defeated.": "l'orrore munito di tentacoli \u00e8 stato sconfitto.", "the rest bury them.": "gli altri li seppelliscono.", "the villagers haul a filthy man out of the store room.": "i paesani trascinano un tizio dall'aspetto vile fuori dal deposito scorte.", "the forest is silent.": "la foresta \u00e8 avvolta dal silenzio.", "A Gaunt Man": "Un Uomo Emaciato", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "da qualche parte al disopra dei detriti, la flotta raminga si solleva. \u00c8 stata su questa roccia troppo a lungo.", "the old man had a small cache of interesting items.": "il vecchio aveva un piccolo deposito di oggetti interessanti.", "lodge": "rif. da caccia", "alien alloy": "metallo alieno", "give 50": "dagliene 50", "there is no more water": "non c'\u00e8 pi\u00f9 acqua", "coal miner": "minat. carbone", "the air is filled with dust, driven relentlessly by the hard winds.": "l'aria \u00e8 satura di polvere, trascinata senza sosta dai forti venti.", "something's in the store room": "c'\u00e8 qualcosa nel deposito provviste", "the town's booming. word does get around.": "la citt\u00e0 si sta espandendo. la voce si sparge rapida.", "nothing was found": "non \u00e8 stato trovato nulla", "say he should be strung up as an example.": "dicono che dovrebbe essere impiccato come monito.", "not enough fur": "il pellame non basta", "Room": "Stanza", "*** EVENT ***": "*** EVENTO ***", "not enough coal": "il carbone non basta", "it contains travelling gear, and a few trinkets.": "contiene equipaggiamento per viaggiare e qualche oggetto utile.", "lights on.": "accendi la luce.", "craft:": "fabbrica:", "sniper": "cecchino", "if the code is invalid, all data will be lost.": "se il codice non \u00e8 valido, tutti i dati saranno perduti.", "some medicine abandoned in the drawers.": "delle medicine abbandonate nei cassetti.", "scavenger had a small camp in the school.": "il saccheggiatore aveva un piccolo accampamento nella scuola", "talk": "parla", "The Coal Mine": "La Miniera di Carbone", "not enough steel": "l'acciaio non basta", "some traps have been destroyed": "alcune trappole sono state distrutte", "village": "villaggio", "the debris is denser here.": "l'aria \u00e8 satura di detriti, qui.", "A Barren World": "Un Mondo Sterile", "a convoy lurches in, equal parts worry and hope.": "una carovana si avvicina, colma di ansia e speranza in egual misura", "starvation sets in": "subentra la fame", "the plague rips through the village.": "l'epidemia si abbatte sull'intero villaggio.", "all he has are some scales.": "tutto ci\u00f2 che ha sono delle squame.", "a startled beast defends its home": "un animale spaventato difende la sua tana", "medicine": "medicina", "learned to be where they're not": "si \u00e8 appreso come non essere raggiunti", "A Ruined Trap": "Una Trappola Distrutta", "precision": "precisione", "tangle": "intrappola", "iron mine": "miniera di ferro", "The Master": "Il Maestro", "Iron Mine": "Min. Ferro", "a trading post would make commerce easier": "un mercato renderebbe gli scambi pi\u00f9 facili", "An Abandoned Town": "Una Citt\u00e0 Abbandonata", "lift off": "decolla", "dangerous to be this far from the village without proper protection": "\u00e8 pericoloso essere cos\u00ec lontani dal villaggio senza adeguata difesa", "continue": "continua", "buy teeth": "compra zanne", "Share": "Condividi", "can't read the words.": "non si riescono a leggere le parole.", "tattered cloth": "scampoli di stoffa", "A Tiny Village": "Un Piccolo Villaggio", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "dei sacchi a pelo, laceri e anneriti, giacciono sotto un sottile strato di polvere.", "the sound of gunfire carries on the wind.": "il vento porta con s\u00e9 il rumore di una sparatoria.", "the crowd surges forward.": "la folla avanza.", "rusted chainlink is pulled across an alleyway.": "una recinzione arrugginita blocca il passaggio.", "ignore it": "ignora la malattia", "gastronome": "buongustaio", "cask": "botte", "a small group arrives, all dust and bones.": "arriva un piccolo gruppo, macilento e impolverato.", "the earth here is split, as if bearing an ancient wound": "la terra qui \u00e8 spaccata, come se mostrasse i segni di un'antica ferita", "some good stuff woven into its nest.": "della roba utile usata per fabbricarsi il nido.", "water:{0}": "acqua: {0}", "something's causing a commotion a ways down the road.": "qualcosa sta causando confusione pi\u00f9 avanti sulla strada.", "a huge lizard scrambles up out of the darkness of an old metro station.": "un grosso rettile si arrampica fuori dall'oscurit\u00e0 di una vecchia stazione della metro.", "the walls are moist and moss-covered": "le pareti sono coperte di muschio e umidit\u00e0", "steelworker": "oper. acciaieria", "say his folk have been skimming the supplies.": "dicono che la sua gente ha saccheggiato le scorte", "looks like a camp of sorts up ahead.": "sembra che ci sia un qualche accampamento, pi\u00f9 in l\u00e0.", "Mesosphere": "Mesosfera", "searching the bodies yields a few supplies.": "perquisendo i cadaveri, si trovano delle provviste.", "the fire is {0}": "il fuoco {0}", "the coal mine is clear of dangers": "la miniera di carbone \u00e8 sicura", "steel's stronger than iron": "l'acciaio \u00e8 pi\u00f9 resistente del ferro", "a sick man hobbles up": "un uomo malato arriva zoppicando", "or migrating computers": "o usarli in altri dispositivi", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "appena la porta si apre di poco, centinaia di tentacoli erompono all'esterno.", "Thermosphere": "Termosfera", "an old wanderer arrives.": "arriva un anziano ramingo.", "soldier": "soldato", "only the chief remains.": "resta solo il loro capo.", "bolas": "laccio da catt.", "a ragged stranger stumbles through the door and collapses in the corner": "una forestiera avvolta nei cenci incespica nella porta e si accascia in un angolo", "A Beast Attack": "Un Attacco Selvaggio", "water tank": "cisterna", "not enough wood to get the fire going": "non c'\u00e8 abbastanza legname per tenere acceso il fuoco", "builder just shivers": "la costruttrice trema soltanto", "a terrible plague is fast spreading through the village.": "una terribile epidemia si sparge in tutto il villaggio.", "strange scales": "strane squame", "the bodies of the wanderers that lived here are still visible in the flames.": "i corpi dei raminghi che vivevano qui sono ancora visibili in mezzo al fuoco.", "hunter": "cacciatore", "the remains of an old house stand as a monument to simpler times": "i resti di una vecchia casa resistono, retaggio di tempi pi\u00f9 semplici", "the small military outpost is well supplied.": "il piccolo avamposto militare \u00e8 ben rifornito.", "bait": "esche", "a green cross barely visible behind grimy windows.": "una croce verde \u00e8 a malapena visibile dietro le finestre sudice.", "builder": "costruttrice", "a huge hole is cut deep into the earth, evidence of the past harvest.": "una larga buca penetra in profondit\u00e0 nel terreno, prova di ricerche passate.", "nothing": "nulla", "a soldier, alerted, opens fire.": "un soldato, in allarme, apre il fuoco.", "another beast, draw by the noise, leaps out of a copse of trees.": "un altro animale, attratto dal rumore, emerge da un gruppo di alberi.", "the lizard is dead": "il rettile \u00e8 morto", "the point is made. in the next few days, the missing supplies are returned.": "il concetto \u00e8 chiaro. nei pochi giorni successivi, le scorte mancanti vengono restituite.", "Ready to Leave?": "Pronto a Partire?", "go twice as far without drinking": "raddoppia la distanza percorsa senza bere", "someone has locked and barricaded the door to this operating theatre.": "qualcuno ha chiuso e barricato la porta di questa sala operatoria.", "hut": "capanna", "A Damp Cave": "Una Grotta Umida", "the thirst becomes unbearable": "la sete diventa insopportabile", "the ground is littered with small teeth": "il pavimento \u00e8 disseminato di zanne minute", "the shivering man is dead": "l'uomo tremante \u00e8 morto", "worth killing for, it seems.": "qualcosa per cui valeva la pena uccidere, sembra.", "charcutier": "norcino", "a sound comes from the tunnel, just ahead.": "un suono giunge dal tunnel, poco pi\u00f9 avanti.", "the tracks disappear after just a few minutes.": "le impronte spariscono dopo appena pochi minuti", "some weird metal he picked up on his travels.": "dello strano metallo che ha raccolto nel corso dei suoi viaggi.", "upgrade engine": "potenzia reattore", "spare him": "risparmialo", "scavengers must have gotten to this place already.": "i saccheggiatori devono aver gi\u00e0 raggiunto questo luogo.", "inside the hut, a child cries.": "dentro la capanna, un bambino piange.", "the villagers hang the thief high in front of the store room.": "i paesani impiccano il ladro in alto, davanti al deposito scorte.", "score for this game: {0}": "Punteggio per questa partita: {0}", "roaring": "arde", "with a little effort, it might fly again.": "con un piccolo sforzo, potrebbe tornare a volare.", "dead": "\u00e8 spento", "Ship": "Astronave", "drop:": "lascia:", "connect": "connetti", "sulphur miner": "minat. zolfo", "A Damp Cave": "Una Grotta Umida", "behind the door, a deformed figure awakes and attacks.": "dietro la porta, una figura deforme si sveglia e attacca.", "restart.": "ricomincia.", "a stranger arrives in the night": "un forestiero arriva nella notte.", "a large beast charges out of the dark": "un grosso animale esce dall'ombra e si lancia all'attacco", "A Strange Bird": "Uno Strano Uccello", "leave city": "lascia la citt\u00e0", "bodies and supplies from both sides litter the ground.": "cadaveri e attrezzatura di entrambi i fronti sono sparsi sul suolo.", "supplies:": "provviste:", "say goodbye": "augura buon viaggio", "boxer": "pugile", "scavenger": "saccheggiatore", "total": "totale", "steel": "acciaio", "a man stands over a dead wanderer. notices he's not alone.": "un uomo \u00e8 in piedi vicino al cadavere di un ramingo. si accorge di non essere solo.", "The Mysterious Wanderer": "Raminghi Misteriosi", "through the walls, shuffling noises can be heard.": "oltre i muri, si sente rumore di qualcosa che viene spostato.", "learned to throw punches with purpose": "si \u00e8 appreso come tirare pugni con determinazione", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "i profili familiari di un vascello ramingo spuntano dalla polvere e dalla cenere.", "sufferers are healed": "i malati vengono curati", "embark": "inizia il viaggio", "men mill about, weapons at the ready.": "degli uomini girano nei dintorni, armi in pugno.", "the wagon can carry a lot of supplies": "il carro pu\u00f2 trasportare molti rifornimenti", "the scavenger is dead": "il saccheggiatore \u00e8 morto", "Space": "Spazio", "not enough teeth": "le zanne non bastano", "A Destroyed Village": "Un Villaggio Distrutto", "can't tell what they're up to.": "non si pu\u00f2 dire a cosa sia dovuto.", "meat": "carne", "An Old House": "Una Vecchia Casa", "your are connected to dropbox with account / email ": "sei connesso a dropbox con l'account / indirizzo e-mail", "builder stokes the fire": "la costruttrice attizza il fuoco", "the soldier steps out from between the buildings, rifle raised.": "il soldato emerge da un anfratto tra gli edifici, puntando il fucile.", "a plague afflicts the village": "una epidemia affligge il villaggio", "better avoid conflict in the wild": "in esplorazione i combattimenti sono meno frequenti", "more soldiers will be on their way.": "altri soldati arriveranno.", "ignore them": "ignora le tracce", "energy cell": "batteria", "a masked soldier rounds the corner, gun drawn": "un soldato con la maschera sul volto spunta dall'angolo, puntando la pistola.", "lob": "granata", "not enough iron": "il ferro non basta", "this spear's not elegant, but it's pretty good at stabbing": "la lancia non sar\u00e0 elegante, ma \u00e8 ottima per trafiggere", "strange bird": "strano uccello", "he smiles warmly and asks for lodgings for the night.": "sorride cordiale e chiede rifugio per la notte.", "battered technology from both sides lays dormant on the blasted landscape.": "equipaggiamento tecnologico malridotto, di entrambi i fronti, giace inutilizzato sul terreno devastato.", "do nothing": "non fare nulla", "the wood has run out": "il legname \u00e8 finito", "buy compass": "compra bussola", "the sickness is cured in time.": "la malattia viene curata in tempo.", "evasion": "elusione", "maybe some useful stuff in the rubble.": "potrebbe esserci della roba utile nella polvere.", "force": "forza", "still time to rescue a few supplies.": "c'\u00e8 ancora tempo per mettere in salvo dei rifornimenti.", "rot's been to work on it, and some of the pieces are missing.": "la decomposizione \u00e8 in stato avanzato, e mancano dei pezzi.", "a panicked scavenger bursts through the door, screaming.": "un saccheggiatore spaventato, si lancia fuori dalla porta gridando.", "the sniper is dead": "il cecchino \u00e8 morto", "unfathomable destruction to fuel wanderer hungers.": "disastri oscuri hanno alimentato l'avidit\u00e0 dei raminghi.", "A Modest Village": "Un Villaggio Modesto", "the warped man lies dead.": "l'uomo deforme giace morto.", "rucksack": "zaino", "rotting reeds rise out of the swampy earth.": "canne marcite spuntano dal terreno acquitrinoso.", "a fire rampages through one of the huts, destroying it.": "un incendio divampa in una delle capanne, distruggendola.", "the stench of rot and death fills the operating theatres.": "il fetore di morte e decomposizione riempie le sale operatorie.", "convoy": "convoglio", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "lampioni rotti si ergono rugginosi. a lungo questo posto non ha beneficiato di alcuna luce.", "a destroyed village lies in the dust.": "un villaggio distrutto giace nella polvere.", "most of the windows at ground level are busted anyway.": "in compenso, quasi tutte le finestre del piano terra sono state sfondate.", "the cask holds enough water for longer expeditions": "la botte contiene acqua a sufficienza per spedizioni pi\u00f9 lunghe", "attack": "attacca", "the man swallows the medicine eagerly": "l'uomo inghiotte avidamente la medicina", "an old wanderer arrives": "arriva un anziano ramingo", "hull:": "scafo:", "charm": "gioiello", "he speaks of once leading the great fleets to fresh worlds.": "parla di periodi passati in cui ha condotto grandi flotte verso mondi inesplorati.", "the soldier is dead": "il soldato \u00e8 morto", "save to slot": "salva in questa posizione", "leave": "allontanati", "A Silent Forest": "Una Foresta Silenziosa", "a beggar arrives.": "arriva un mendicante.", "the nest of a large animal lies at the back of the cave.": "il nido di un grosso animale si trova nel fondo della grotta.", "none": "nulla", "unarmed master": "maestro di corpo a corpo", "scavenger'd been looking for supplies in here, it seems.": "il saccheggiatore era venuto qui a cercare provviste, a quanto pare.", "they took what they came for, and left.": "hanno preso ci\u00f2 per cui erano venuti, e se ne sono andati.", "not enough leather": "il cuoio non basta", "punch": "colpisci", "a snarling beast jumps out from behind a car.": "un animale selvaggio salta fuori da dietro un'auto.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "un ramingo arriva con un carretto vuoto. dice che se gli viene dato del legname, ne riporter\u00e0 di pi\u00f9.", "bird must have liked shiney things.": "l'uccello deve aver rubacchiato oggetti scintillanti.", "only a few die.": "solo pochi muoiono.", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "un muro di alberi nodosi si innalza dalla sabbia. le loro fronde si attorcigliano in alto a formare una cortina scheletrica.", "willing to talk about it, for a price.": "ha voglia di parlarne, per il giusto prezzo.", "a battered highway sign stands guard at the entrance to this once-great city.": "un malconcio cartello autostradale resta in piedi, a guardia dell'entrata di quella che un tempo era una grande citt\u00e0.", "the path leads to an abandoned mine": "il sentiero conduce a una miniera abbandonata", "should cure the meat, or it'll spoil. builder says she can fix something up.": "bisognerebbe affumicare la carne, o si avarier\u00e0. la costruttrice dice che potrebbe mettere in piedi qualcosa.", "take": "raccogli", "learned to swing weapons with force": "si \u00e8 appreso come brandire le armi con forza", "builder finishes the smokehouse. she looks hungry.": "la costruttrice ha completato l'affumicatoio. sembra affamata.", "epidemic is eradicated eventually": "l'epidemia \u00e8 stata sradicata alla fine", "the owner stands by, stoic.": "il proprietario sta in piedi vicino alla merce, stoico.", "The Village": "Il Villaggio", "A Crashed Starship": "Un Relitto Di Astronave", "leather's not strong. better than rags, though.": "il cuoio non \u00e8 resistente. meglio dei cenci, comunque.", "close": "chiudi", "the room is {0}": "la stanza \u00e8 {0}", "troops storm the village": "truppe armate assaltano il villaggio", "the days are spent with burials.": "i giorni vengono trascorsi con le sepolture.", "learned to strike faster without weapons": "si \u00e8 appreso come colpire pi\u00f9 veloce senza armi", "the people back away, avoiding eye contact.": "le persone indietreggiano, evitando di incrociare lo sguardo.", "iron miner": "minat. ferro", "a shivering man approaches and attacks with surprising strength": "un uomo tremante si avvicina e attacca con forza inaspettata", "water": "acqua", "dry brush and dead branches litter the forest floor": "frasche secche e rami spezzati sono sparsi sul terreno, nella foresta", "builder says she can make traps to catch any creatures might still be alive out there": "la costruttrice dice che pu\u00f2 costruire trappole, per catturare le creature che circolano l\u00e0 fuori", "wagon": "carro", "burning": "crepita", "the wanderer leaves, cart loaded with furs": "la raminga parte, il carretto carico di pellame", "a battle was fought here, long ago.": "si \u00e8 combattuta una battaglia qui, tempo fa.", "Sickness": "Malattia", "the compass points east": "la bussola punta a est", "there are still supplies inside.": "ci sono ancora delle provviste all'interno.", "the mine is now safe for workers.": "la miniera \u00e8 ora sicura per i lavoratori.", "a thief is caught": "un ladro \u00e8 stato catturato", "a scout stops for the night": "un'esploratrice si ferma per la notte", "a small suburb lays ahead, empty houses scorched and peeling.": "un piccolo sobborgo si profila pi\u00f9 avanti, vuote case bruciate e diroccate.", "just as deadly now as they were then.": "sempre mortali, ora come allora.", "wild beasts attack the villagers": "belve feroci attaccano i paesani", "some villagers have died": "alcuni paesani sono morti", "feral howls echo out of the darkness.": "ululati selvaggi riecheggiano dal buio.", "export or import save data to dropbox datastorage": "esporta i dati di gioco su dropbox o carica i dati salvati", "A Man-Eater": "Un Mangiatore di Uomini", "a second soldier joins the fight.": "un secondo soldato si unisce alla battaglia.", "iron": "ferro", "a small basket of food is hidden under a park bench, with a note attached.": "un cestino contenente viveri \u00e8 nascosto sotto la panchina di un parco, con un biglietto attaccato.", "shivering man": "uomo tremante", "the metallic tang of wanderer afterburner hangs in the air.": "l'odore metallico di un postbruciatore dei raminghi aleggia nell'aria.", "a beast charges out of a ransacked classroom.": "un animale selvaggio si lancia fuori da un'aula saccheggiata.", "nothing to take": "niente da raccogliere", "gaunt man": "uomo emaciato", "engine:": "reattore:", "all the work of a previous generation is here.": "tutto il lavoro della generazione passata \u00e8 ancora qui.", "a pack of snarling beasts pours out of the trees.": "un branco di animali feroci spunta fuori dal bosco.", "the rest of the hospital is empty.": "il resto dell'ospedale \u00e8 deserto.", "connect game to dropbox local storage": "collega la partita alla cartella Dropbox locale", "go back inside": "torna dentro", "the sounds stop.": "i suoni si interrompono.", "hyper.": "iper.", "there's nothing else here.": "non c'\u00e8 altro qui.", "a sickness is spreading through the village.": "una malattia si sta diffondendo nel villaggio", "the hunting lodge stands in the forest, a ways out of town": "il rifugio da caccia si erge nella foresta, appena fuori dal villaggio", "the man expresses his thanks and hobbles off.": "l'uomo esprime la sua riconoscenza e se ne va zoppicando.", "population is almost exterminated": "la popolazione \u00e8 stata quasi sterminata", "learned to make the most of food": "si \u00e8 imparato a trarre il massimo dal cibo", "export or import save data, for backing up": "esporta o importa i dati salvati, per conservarli", "the plague is kept from spreading.": "la diffusione dell'epidemia viene bloccata.", "the meat has run out": "la carne \u00e8 finita", "A Lonely Hut": "Una Capanna Solitaria", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "in modalit\u00e0 iper il gioco proceder\u00e0 a velocit\u00e0 doppia. vuoi farlo?", "a torch to keep the dark away": "una fiaccola per tenere lontana l'oscurit\u00e0", "a gaunt man approaches, a crazed look in his eye": "un uomo emaciato si avvicina, nei suoi occhi uno sguardo folle", "not enough cloth": "la stoffa non basta", "punch twice as fast, and with even more force": "la velocit\u00e0 dei pugni raddoppia, e la forza aumenta ancora", "free {0}/{1}": "sp. libero {0}/{1}", "the rickety cart will carry more wood from the forest": "il carretto traballante trasporter\u00e0 pi\u00f9 legname dalla foresta", "the man is thankful.": "l'uomo \u00e8 grato.", "a beast stands alone in an overgrown park.": "una belva torreggia solitaria in un parco coperto di vegetazione.", "a snarling beast leaps out of the underbrush": "un animale ringhiante salta fuori dai cespugli", "load": "carica", "the fight is short and bloody, but the beasts are repelled.": "la lotta \u00e8 breve e sanguinosa, ma le belve sono respinte.", "barbarian": "distruttore", "learned how not to be seen": "si \u00e8 appreso come non essere visti", "a mysterious wanderer arrives": "arrivano raminghi misteriosi", "wood": "legname", "cloth": "stoffa", "might be things worth having still inside.": "ci potrebbe essere ancora qualcosa da raccogliere, all'interno.", "medicine is needed immediately.": "servono cure immediate.", "some wood is missing.": "manca del legname.", "something's in there.": "c'\u00e8 qualcosa dentro.", "Stratosphere": "Stratosfera", "this old mine is not abandoned": "la vecchia miniera non \u00e8 abbandonata", "bullets": "proiettili", "snarling beast": "animale ringhiante", "the old tower seems mostly intact.": "l'antico edificio sembra in gran parte intatto.", "hang him": "impiccalo", "a beast, wilder than imagining, erupts out of the foliage": "una belva, pi\u00f9 selvaggia di quando si possa immaginare, emerge dal fogliame", "The Thief": "Il Ladro", "A Ruined City": "Una Citt\u00e0 In Rovina", "his time here, now, is his penance.": "il suo tempo qui, ora, \u00e8 la sua penitenza.", "A Shivering Man": "Un Uomo Tremante", "learned to fight quite effectively without weapons": "si \u00e8 appreso come combattere in modo efficace senza armi", "Exosphere": "Esosfera", "smoldering": "cova sotto la brace", "A Murky Swamp": "Una Fosca Palude", " and ": " e ", "baited trap": "trappola con esca", "builder says there are more wanderers. says they'll work, too.": "la costruttrice dice che ci sono altri raminghi. dice che potranno anche lavorare.", "martial artist": "esperto di arti marziali", "restore more health when eating": "si ripristina pi\u00f9 salute mangiando", "total score: {0}": "Punteggio totale: {0}", "villagers could help hunt, given the means": "i paesani potrebbero aiutare cacciando, se ne avessero i mezzi", "i armour": "arm. ferro", "torch": "fiaccola", "someone had been stockpiling loot here.": "qualcuno ha ammassato il suo bottino qui.", "asks for any spare furs to keep him warm at night.": "chiede se avanzano dei brandelli di pelli per tenerlo caldo durante la notte.", "the shot echoes in the empty street.": "uno sparo riecheggia nella strada vuota.", "buy:": "acquista:", "Dropbox connection": "Connessione a Dropbox", "a cave lizard attacks": "una lucertola delle caverne attacca", "punches do even more damage.": "i pugni causano ancora pi\u00f9 danni", "scales": "squame", "the villagers retreat to mourn the dead.": "i paesani si ritirano a piangere i propri defunti.", "restart the game?": "iniziare la partita dal principio?", "ripe for the picking.": "pronto per essere raccolto.", "A Dusty Path": "Un Sentiero Polveroso", "this is irreversible.": "questa azione non potr\u00e0 essere annullata.", "reinforce hull": "rinforza scafo", "load from slot": "carica da questa posizione", "the iron mine is clear of dangers": "la miniera di ferro \u00e8 sicura", "hp: {0}/{1}": "ps: {0}/{1}", "Outside": "Territorio", "not far from the village lies a large beast, its fur matted with blood.": "non lontano dal villaggio si nasconde un animale, il pelo macchiato di sangue", "A Deserted Town": "Una Citt\u00e0 Fantasma", "the mouth of the cave is wide and dark.": "l'imboccatura della grotta \u00e8 ampia e buia.", "the gaunt man is dead": "l'uomo emaciato \u00e8 morto", "learned to look ahead": "si \u00e8 imparato a guardare avanti", "Export / Import": "Esporta / Importa", "Go Hyper?": "Giocare Iper?", "An Old House": "Una Vecchia Casa", "An Outpost": "Un Avamposto", "not enough wood": "il legname non basta", "stoke fire": "attizza il fuoco", "they must be here for a reason.": "deve esserci un motivo per cui si trovano qui.", "a tribe of elderly squatters is camped out in this ward.": "una trib\u00f9 di abusivi di et\u00e0 avanzata \u00e8 accampata in questo reparto.", "a safe place in the wilds.": "un posto sicuro in nel territorio selvaggio.", "the wood is running out": "il legno sta finendo", "the beggar expresses his thanks.": "il mendicante esprime riconoscenza", "go inside": "esplora l'interno", "Dropbox Export / Import": "Esporta in/Importa da Dropbox", "smokehouse": "affumicatoio", "an old wanderer sits inside, in a seeming trance.": "un anziano ramingo \u00e8 seduto all'interno, sembra in trance.", "a man hobbles up, coughing.": "un uomo arriva zoppicando, tossisce.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "una vecchia cassa \u00e8 incastrata dietro una roccia, coperta da uno spesso strato di polvere.", "only dust and stains remain.": "rimangono soltanto polvere e sporcizia.", "the compass points southeast": "la bussola punta a sud-est", "the grasses thin. soon, only dust remains.": "l'erba si dirada. presto, non rimane che sabbia.", "shares what he knows about sneaking before he goes.": "condivide ci\u00f2 che sa riguardo al muoversi furtivamente, prima di andarsene.", "the man says he's grateful. says he won't come around any more.": "l'uomo esprime la sua riconoscenza. dice che non si far\u00e0 vedere di nuovo in giro.", "iron's stronger than leather": "il ferro \u00e8 pi\u00f9 resistente del cuoio", "armoury's done, welcoming back the weapons of the past.": "l'armeria \u00e8 completata, pronta a dare il bentornato alle armi dei tempi andati.", "now the nomads have a place to set up shop, they might stick around a while": "ora che i nomadi hanno un posto dove esporre le loro merci, potranno fermarsi per un po'", "saved.": "salvato.", "punches do more damage": "i pugni causano pi\u00f9 danni", "a few items are scattered on the ground.": "alcuni oggetti sono sparsi per terra.", "learned how to ignore the hunger": "si \u00e8 appreso come ignorare la fame", "the remaining settlers flee from the violence, their belongings forgotten.": "gli abitanti rimasti sfuggono alla violenza, abbandonando gli oggetti in loro possesso.", "flickering": "tremola", "fires burn in the courtyard beyond.": "dei fuochi bruciano nel cortile dall'altra parte.", "save": "salva", "there is nothing else here.": "non c'\u00e8 altro qui.", "safer here": "qui \u00e8 pi\u00f9 sicuro", "explore": "esplora", "ambushed on the street.": "un agguato sulla strada.", "A Snarling Beast": "Un Animale Ringhiante", "empty corridors.": "corridoi vuoti.", "a man joins the fight": "un uomo prende parte allo scontro", "a shame to let what he'd found go to waste.": "sarebbe un peccato gettare al vento ci\u00f2 che aveva trovato.", "a fire has started": "\u00e8 scoppiato un incendio", "the street ahead glows with firelight.": "la strada davanti \u00e8 illuminata dalla luce delle fiamme.", "not enough alien alloy": "il metallo alieno non basta", "A Raucous Village": "Un Villaggio Esteso", "an old man bursts through a door, wielding a scalpel.": "un vecchio si precipita fuori da una porta, reggendo un bisturi.", "the man-eater is dead": "il mangiatore di uomini \u00e8 morto", "A Firelit Room": "Una Stanza Rischiarata", "can't tell what left it here.": "non si capisce cosa lo abbia abbandonato qui.", "compass": "bussola", "take everything": "raccogli ogni cosa", "the feral terror is dead": "la belva feroce \u00e8 morta", "orange traffic cones are set across the street, faded and cracked.": "dei coni spartitraffico arancioni sono posizionati lungo la strada, rotti e sbiaditi.", "not enough ": "insufficiente", "1 medicine": "1 medicina", "l armour": "arm. cuoio", "time to get out of this place. won't be coming back.": "\u00e8 giunto il tempo di lasciare questo posto. non ci sar\u00e0 ritorno.", "miss": "mancato", "cured meat": "carne essicc.", "there was a beast. it's dead now": "c'era un animale. ora \u00e8 morto", "see farther": "la visuale si estende", "bring your friends.": "porta i tuoi amici.", "water replenished": "riserva di acqua ripristinata", "a squatter stands firmly in the doorway of a small hut.": "un abusivo si staglia, massiccio, sulla soglia di una piccola capanna.", "a small supply cache is hidden at the back of the cave.": "un piccolo nascondiglio di provviste \u00e8 nascosto nel fondo della caverna.", "still a few drops of water in the old well.": "c'\u00e8 ancora un rivolo d'acqua nel vecchio pozzo.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "dove le finestre dell'edificio scolastico non sono infrante, sono annerite dal sudiciume.", "won't say from where he came, but it's clear that he's not staying.": "non dice da dove \u00e8 venuto, ma \u00e8 chiaro che non rester\u00e0 a lungo.", "but there is a cache of medicine under the floorboards.": "ma c'\u00e8 un deposito di medicine nascosto sotto le tavole del pavimento.", "the place has been swept clean by scavengers.": "il posto \u00e8 stato spogliato di tutto dai saccheggiatori.", "give 1 medicine": "dagli 1 medicina", "trap": "trappola", "sulphur": "zolfo", "available": "disponibile", "A Huge Borehole": "Uno Scavo Profondo", "salvage": "recupera", "some weird glowing boxes he picked up on his travels.": "delle strane scatoline luccicanti che ha raccolto nel corso dei suoi viaggi.", "The Sulphur Mine": "La Miniera di Zolfo", "the military presence has been cleared.": "la guarnigione militare \u00e8 stata spazzata via.", "Sulphur Mine": "Min. Zolfo", "choose one slot to load from": "scegli una posizione da cui caricare", "Coal Mine": "Min. Carbone", "teeth": "zanne", "A Huge Lizard": "Un Gigantesco Rettile", "buy bait": "compra esche", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "le torri che non sono crollate spuntano dal terreno come lo scheletro di un qualche antico animale.", "build:": "costruisci:", "a thug is waiting on the other side of the wall.": "un teppista attende, dall'altra parte del muro.", "a large shanty town sprawls across the streets.": "una grossa baraccopoli si estende per le strade.", "soldiers patrol the perimeter, rifles slung over their shoulders.": "i soldati pattugliano il perimetro, con i fucili appesi alle spalle.", "scraps of fur": "brandelli di pellame", "not enough meat": "la carne non basta", "take:": "raccogli:", "mourn": "piangi i defunti", "enter": "entra", "the convoy can haul mostly everything": "il convoglio pu\u00f2 trasportare praticamente tutto", "Restart?": "Ricominciare?", "someone throws a stone.": "qualcuno lancia una pietra.", "check traps": "controlla trappole", "sufferers are left to die": "i malati sono lasciati a morire", "eat meat": "mangia carne", "hull: ": "scafo: ", "a second soldier opens fire.": "un secondo soldato apre il fuoco.", "he begs for medicine.": "implora che gli si dia una medicina.", "Noises": "Rumori", "are you sure?": "sei sicuro?", "The Nomad": "Il Nomade", "the young settler was carrying a canvas sack.": "il giovane abitante portava con s\u00e9 una borsa di tela.", "never go thirsty again": "non si soffrir\u00e0 mai pi\u00f9 la sete", "builder says it'd be useful to have a steady source of bullets": "la costruttrice dice che sarebbe utile avere una fonte stabile di proiettili", "the sickness spreads through the village.": "la malattia si diffonde in tutto il villaggio.", "the light from the fire spills from the windows, out into the dark": "la luce della fiamma si riversa dalla finestra, rischiarando il buio circostante", "picking the bones finds some useful trinkets.": "frugando tra le ossa, si trova roba che potrebbe essere utile.", "man-eater": "mangiatore di uomini", "it's been picked over by scavengers, but there's still some things worth taking.": "\u00e8 stato depredato dagli sciacalli, ma c'\u00e8 ancora qualcosa che vale la pena raccogliere.", "strips of meat are hung up to dry in this ward.": "strisce di carne sono appese ad essiccarsi in questo reparto.", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "gli alberi cedono il posto all'erba secca. i ciuffi ingialliti frusciano nel vento.", "the clinic has been ransacked.": "la clinica \u00e8 stata depredata.", "The Sick Man": "L'Uomo Malato", "blast": "disintegra", "sulphur mine": "miniera di zolfo", "lets some light down into the dusty haze.": "lascia entrare un po' di luce attraverso l'aria densa di detriti.", "a scavenger draws close, hoping for an easy score": "un saccheggiatore si avvicina, sperando in un facile bottino", "dodge attacks more effectively": "gli attacchi vengono schivati pi\u00f9 facilmente", "the grass thrashes wildly as a huge lizard pushes through": "l'erba viene scossa violentemente, scostata da un grosso rettile che la attraversa di forza", "A Borehole": "Uno Scavo", "buy scales": "compra squame", "forest": "foresta", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "un fascio di sterpaglie giace subito oltre la soglia, avvolto in pellame grezzo", "classic.": "normale.", "not much here.": "non c'\u00e8 molto, qui.", "a crudely made charm": "un gioiello rozzamente intagliato", "no more room for huts.": "non c'\u00e8 pi\u00f9 spazio per altre capanne.", "stab": "trafiggi", "the sky is grey and the wind blows relentlessly": "il cielo \u00e8 grigio e il vento soffia incessante", "street above the subway platform is blown away.": "la strada, al di sopra della stazione della metro, \u00e8 stata squarciata.", "share.": "condividi.", "stores": "scorte", "deep in the swamp is a moss-covered cabin.": "nelle profondit\u00e0 della palude si trova una casupola coperta di muschio.", "A Forgotten Battlefield": "Un Campo di Battaglia Dimenticato", "An Old Starship": "Un'Antica Astronave", "a military perimeter is set up around the mine.": "un perimetro militare di sicurezza circonda la miniera.", "workshop": "officina", "strange noises can be heard through the walls": "si sentono strani rumori oltre i muri", "A Soldier": "Un Soldato", "the torchlight casts a flickering glow down the hallway.": "la torcia getta una luce tremolante lungo il corridoio.", "a small cache of supplies is tucked inside a rusting locker.": "una esigua raccolta di provviste \u00e8 nascosta in un armadietto arrugginito.", "Troposphere": "Troposfera", "the mysterious wanderer returns, cart piled high with wood.": "il ramingo misterioso ritorna, il suo carretto trabocca di legname.", "waterskin": "otre", "sword is sharp. good protection out in the wilds.": "la spada \u00e8 affilata. una buona protezione nelle spedizioni all'esterno.", "investigate": "investiga", "save this.": "salva questo.", "builder's not sure she's to be trusted.": "la costruttrice non \u00e8 sicura che costei sia degna di fiducia.", "A Scavenger": "Un Saccheggiatore", "buy medicine": "compra medicina", "a beggar arrives": "arriva un mendicante", "collected scraps spread across the floor like they fell from heaven.": "i brandelli raccolti si spargono sul pavimento, come mandati dal cielo.", "squeeze": "infilati", "bayonet": "baionetta", "signout": "disconnetti", "the compass points west": "la bussola punta a ovest", "turn him away": "mandalo via", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "la terra arida si interrompe sul limitare di una distesa di erba morente, che ondeggia nella brezza secca.", "A Destroyed Village": "Un Villaggio Distrutto", "an old iron mine sits here, tools abandoned and left to rust.": "una vecchia miniera di ferro si trova qui, gli attrezzi sono stati lasciati ad arrugginirsi.", "the double doors creak endlessly in the wind.": "le doppie porte cigolano nel vento, incessantemente.", "a large creature attacks, claws freshly bloodied": "una grossa creatura attacca, i suoi artigli sono coperti di sangue fresco", "this waterskin'll hold a bit of water, at least": "l'otre baster\u00e0 a trasportare un po' d'acqua", "the compass points northwest": "la bussola punta a nord-ovest", "the nights are rent with screams.": "le notti sono lacerate da urla.", "the house is abandoned, but not yet picked over.": "la casa \u00e8 abbandonata, ma non \u00e8 ancora stata depredata.", "the snarling beast is dead": "l'animale ringhiante \u00e8 morto", "scratching noises can be heard from the store room.": "si sentono rumori di graffi dal deposito provviste.", "leave cave": "lascia la grotta", "scattered teeth": "zanne sparse", "turn her away": "mandala via", "a grizzled soldier attacks, waving a bayonet.": "un veterano militare attacca, brandendo una baionetta.", "the camp is still, save for the crackling of the fires.": "sull'accampamento cade il silenzio, rotto solo dal crepitare dei fuochi.", "a lone frog sits in the muck, silently.": "una rana solitaria riposa nella fanghiglia, silenziosa.", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "armi e munizioni, reliquie della guerra, sono disposte in ordine sul pavimento del deposito provviste.", "A Dark Room": "Una Stanza Oscura", "import": "importa", "Plague": "Epidemia", "bone spear": "lancia d'osso", "choose one slot to save to": "scegli una posizione per il salvataggio", "warm": "mite", "the beast is dead.": "la belva \u00e8 morta.", "armour": "difesa", "The Iron Mine": "La Miniera di Ferro", "the remains of an old camp sits just inside the cave.": "ci sono i resti di un accampamento, appena all'interno della grotta.", "save.": "salvataggio.", "learned to predict their movement": "si \u00e8 appreso come prevedere i loro movimenti", "a shack stands at the center of the village.": "una capanna resiste in piedi al centro del villaggio.", "armourer": "armiere", "well armed men charge out of the forest, firing into the crowd.": "uomini ben armati irrompono, provenienti dalla foresta, sparando verso la folla.", "a scavenger waits just inside the door.": "un saccheggiatore attende subito dietro la porta.", "the operating theatre has a lot of curious equipment.": "la sala operatoria contiene una gran quantit\u00e0 di strani macchinari.", "yes": "s\u00ec", "strips of meat hang drying by the side of the street.": "strisce di carne sono appese ad essiccare sul lato della strada.", "lucky that the natives can't work the mechanisms.": "fortunatamente, gli indigeni non ne hanno capito i meccanismi.", "give 100": "dagliene 100", "time to move on.": "\u00e8 tempo di andare.", "more traps to catch more creatures": "altre trappole per catturare pi\u00f9 creature", "after a skirmish they are driven away, but not without losses.": "dopo una schermaglia questi vengono mandati via, ma non senza perdite.", "lizard": "rettile", "the compass points ": "la bussola punta verso ", "a frail man stands defiantly, blocking the path.": "un uomo dall'aspetto fragile, immobile, blocca il percorso, con aria di sfida.", "leather": "cuoio", "the stranger is standing by the fire. she says she can help. says she builds things.": "la forestiera rimane in piedi, vicino al fuoco. dice che pu\u00f2 aiutare. dice di saper costruire cose.", "trapper": "fabbr. esche", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "gli alberi si delineano all'orizzonte. l'erba diventa gradualmente un sottobosco di fronde secche e foglie cadute.", "An Outpost": "Un Avamposto", "buy map": "compra una mappa", "the compass points north": "la bussola punta a nord", "armoury": "armeria", "leave town": "lascia la citt\u00e0", "inside, the remains of its victims are everywhere.": "all'interno, i resti delle sue vittime sono ovunque.", "the streets are empty.": "le strade sono deserte.", "bits of meat": "pezzi di carne", "A Large Village": "Un Grande Villaggio", "the body of a wanderer lies in a small cavern.": "il corpo di un ramingo giace in una piccola caverna.", "mild": "tiepida", "trading post": "mercato", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "sotto gli stracci del ramingo, serrato in una delle sue molte mani, balugina dell'acciaio.", "Wanderer": "Ramingo", "The Scout": "L'Esploratrice", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "un nomade appare in vista, carico di borse improvvisate legate da grezze funi.", "a youth lashes out with a tree branch.": "un giovane si slancia in avanti, brandendo un grosso ramo.", "a nomad arrives, looking to trade": "giunge un nomade, ha intenzione di commerciare", "A Military Raid": "Una Incursione Militare", "The Beggar": "Il Mendicante", "the ground is littered with small scales": "il pavimento \u00e8 disseminato di piccole squame", "he leaves a reward.": "lascia una ricompensa.", "A Ruined City": "Una Citt\u00e0 in Rovina", "castoff from the mammoth drills can still be found by the edges of the precipice.": "si vedono ancora i resti delle titaniche trivelle lungo le pareti dell'abisso.", "in exchange, the wanderer offers his wisdom.": "in cambio, egli offre la sua conoscenza", "cancel": "annulla", "desert rat": "volpe del deserto", "scout": "sentinella", "stunned": "stordito", "track them": "segui le tracce", "a pack of lizards rounds the corner.": "un branco di lucertole sbuca da dietro l'angolo.", "a few belongings rest against the walls.": "alcuni oggetti personali sono ammassati lungo le pareti.", "eye for an eye seems fair.": "\"occhio per occhio\" non \u00e8 sbagliato.", "steel sword": "spada d'acciaio", "can't see what's inside.": "non si riesce a vedere l'interno", "the house has been ransacked.": "la casa \u00e8 stata saccheggiata.", "an improvised shop is set up on the sidewalk.": "un negozio improvvisato \u00e8 stato eretto sul marciapiede.", "linger": "indugia", "the night is silent.": "la notte tace.", "a fight, maybe.": "un combattimento, forse.", "a thug moves out of the shadows.": "un teppista emerge dall'ombra.", "the ground is littered with scraps of cloth": "il pavimento \u00e8 disseminato di scampoli di stoffa", "a large bird nests at the top of the stairs.": "un grosso uccello ha fatto il nido in cima alle scale.", "large prints lead away, into the forest.": "grosse impronte conducono alla foresta.", "builder's not sure he's to be trusted.": "la costruttrice non \u00e8 sicura che costui sia degno di fiducia.", "A Crashed Ship": "Il Relitto di una Nave", "a large creature lunges, muscles rippling in the torchlight": "una grossa creatura attacca, illuminata della torcia, i suoi muscoli scattano", "gather wood": "raccogli legname", "the mysterious wanderer returns, cart piled high with furs.": "la raminga misteriosa ritorna, il suo carretto trabocca di pellame.", "the military is already set up at the mine's entrance.": "i militari sono gi\u00e0 schierati all'entrata della miniera.", "it puts up little resistance before the knife.": "non oppone grande resistenza alla lama del pugnale.", "evasive": "elusivo", "hot": "calda", "builder says leather could be useful. says the villagers could make it.": "la costruttrice dice che il cuoio sarebbe utile. dice che i paesani potrebbero produrlo.", "fur": "pellame", "a soldier opens fire from across the desert": "un soldato apre il fuoco da oltre il deserto", "perks:": "abilit\u00e0:", "A Feral Terror": "Una Belva Feroce", "camp fires burn by the entrance to the mine.": "fuochi da campo ardono presso l'entrata della miniera.", "always worked before, at least.": "almeno, in passato ha sempre funzionato.", "coal": "carbone", "agree": "accetta", "rifle": "fucile", "some of the traps have been torn apart.": "alcune delle trappole sono state fatte a pezzi.", "black powder and bullets, like the old days.": "polvere nera e proiettili, come ai bei vecchi tempi.", "tell him to leave": "digli di andarsene", "the towers of a decaying city dominate the skyline": "le torri di una citt\u00e0 in rovina dominano l'orizzonte", "swing": "fendi", "a large man attacks, waving a bayonet.": "un uomo massiccio attacca, brandendo una baionetta.", "A Sniper": "Un Cecchino", "a madman attacks, screeching.": "un pazzo attacca, urlando.", "a pristine medicine cabinet at the end of a hallway.": "un armadietto per medicine in buone condizioni, alla fine di un corridoio.", "the steel is strong, and the blade true.": "l'acciaio \u00e8 robusto, e la lama affidabile.", "the footsteps stop.": "i passi si arrestano.", "the compass points northeast": "la bussola punta a nord-est", "tannery": "conceria", "grenade": "granata", "the wind howls outside": "il vento ulula all'esterno", "leaves a pile of small teeth behind.": "lascia in cambio un mucchietto di zanne minute.", "the wanderer takes the charm and nods slowly.": "il ramingo prende il gioiello e annuisce lentamente.", "an old house remains here, once white siding yellowed and peeling.": "ci sono i resti di una vecchia casa, l'intonaco un tempo bianco \u00e8 ingiallito e cadente.", "the darkness is absolute": "il buio \u00e8 totale", "feral terror": "belva feroce", "the map uncovers a bit of the world": "la mappa rivela una regione del territorio", "a swarm of rats rushes up the tunnel.": "un branco di ratti si precipita attraverso il tunnel.", "the town lies abandoned, its citizens long dead": "la citt\u00e0 \u00e8 abbandonata, i suoi abitanti morti da molto tempo", "nothing but downcast eyes.": "di lui si scorge solo lo sguardo di chi non ha nulla da perdere.", "a giant lizard shambles forward": "una lucertola gigante si trascina in avanti", "learned to love the dry air": "si \u00e8 imparato ad apprezzare il clima arido", "charred bodies litter the ground.": "corpi carbonizzati coprono il terreno.", "stealthy": "furtivo", "leaves a pile of small scales behind.": "lascia in cambio un mucchietto di piccole squame.", "ok": "fatto", "the cave narrows a few feet in.": "la grotta si stringe dopo essere entrati per alcuni metri.", "weight": "ingombro", "the scout says she's been all over.": "l'esploratrice dice di essere stata ovunque", "learn scouting": "impara ad esplorare", "export": "esporta", "the old compass is dented and dusty, but it looks to work.": "la vecchia bussola appare ammaccata e polverosa, ma sembra funzionare.", "the door hangs open.": "la porta \u00e8 stata scardinata.", "successfully saved to dropbox datastorage": "salvato correttamente nella memoria dati dropbox", "a gunshot rings through the trees.": "un colpo d'arma da fuoco risuona tra gli alberi.", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "una raminga arriva con un carretto vuoto. dice che se gli viene dato del pellame, ne riporter\u00e0 di pi\u00f9.", "an overturned caravan is spread across the pockmarked street.": "un carro rovesciato \u00e8 posto di traverso sulla strada danneggiata.", "through the large gymnasium doors, footsteps can be heard.": "attraverso le grandi porte della palestra, si sente rumore di passi.", "got it": "salvato", "slow metabolism": "metabolismo lento", "slash": "squarcia", "warfare is bloodthirsty": "la guerra \u00e8 sanguinosa"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/it/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: PROJECT VERSION\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2015-12-22 13:35-0600\n" "PO-Revision-Date: 2016-02-15 02:03+0100\n" "Last-Translator: AndySky21 \n" "Language-Team: \n" "Language: it_IT\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Generated-By: Babel 1.3\n" "X-Generator: Poedit 1.7.6\n" "X-Poedit-Basepath: ../\n" "X-Poedit-SearchPath-0: ./../../script\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Connessione a Dropbox" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "collega la partita alla cartella Dropbox locale" #: script/dropbox.js:68 msgid "connect" msgstr "connetti" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "annulla" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Esporta in/Importa da Dropbox" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "esporta i dati di gioco su dropbox o carica i dati salvati" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "sei connesso a dropbox con l'account / indirizzo e-mail" #: script/dropbox.js:93 msgid "save" msgstr "salva" #: script/dropbox.js:97 msgid "load" msgstr "carica" #: script/dropbox.js:102 msgid "signout" msgstr "disconnetti" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "scegli una posizione per il salvataggio" #: script/dropbox.js:119 msgid "save to slot" msgstr "salva in questa posizione" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "scegli una posizione da cui caricare" #: script/dropbox.js:148 msgid "load from slot" msgstr "carica da questa posizione" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "salvato correttamente nella memoria dati dropbox" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "errore durante il salvataggio nella memoria dati in Dropbox" #: script/dropbox.js:183 msgid "ok" msgstr "fatto" #: script/engine.js:15 msgid "boxer" msgstr "pugile" #: script/engine.js:16 msgid "punches do more damage" msgstr "i pugni causano più danni" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "si è appreso come tirare pugni con determinazione" #: script/engine.js:21 msgid "martial artist" msgstr "esperto di arti marziali" #: script/engine.js:22 msgid "punches do even more damage." msgstr "i pugni causano ancora più danni" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "si è appreso come combattere in modo efficace senza armi" #: script/engine.js:27 msgid "unarmed master" msgstr "maestro di corpo a corpo" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "la velocità dei pugni raddoppia, e la forza aumenta ancora" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "si è appreso come colpire più veloce senza armi" #: script/engine.js:32 msgid "barbarian" msgstr "distruttore" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "le armi bianche causano maggiori danni" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "si è appreso come brandire le armi con forza" #: script/engine.js:37 msgid "slow metabolism" msgstr "metabolismo lento" #: script/engine.js:38 msgid "go twice as far without eating" msgstr " raddoppia la distanza percorsa senza mangiare" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "si è appreso come ignorare la fame" #: script/engine.js:42 msgid "desert rat" msgstr "volpe del deserto" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "raddoppia la distanza percorsa senza bere" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "si è imparato ad apprezzare il clima arido" #: script/engine.js:47 msgid "evasive" msgstr "elusivo" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "gli attacchi vengono schivati più facilmente" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "si è appreso come non essere raggiunti" #: script/engine.js:52 msgid "precise" msgstr "preciso" #: script/engine.js:53 msgid "land blows more often" msgstr "i colpi vanno a segno più spesso" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "si è appreso come prevedere i loro movimenti" #: script/engine.js:57 msgid "scout" msgstr "sentinella" #: script/engine.js:58 msgid "see farther" msgstr "la visuale si estende" #: script/engine.js:59 msgid "learned to look ahead" msgstr "si è imparato a guardare avanti" #: script/engine.js:62 msgid "stealthy" msgstr "furtivo" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "in esplorazione i combattimenti sono meno frequenti" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "si è appreso come non essere visti" #: script/engine.js:67 msgid "gastronome" msgstr "buongustaio" #: script/engine.js:68 msgid "restore more health when eating" msgstr "si ripristina più salute mangiando" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "si è imparato a trarre il massimo dal cibo" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app store." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "spegni la luce." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "iper." #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "ricomincia." #: script/engine.js:162 msgid "share." msgstr "condividi." #: script/engine.js:168 msgid "save." msgstr "salvataggio." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Esporta / Importa" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "esporta o importa i dati salvati, per conservarli" #: script/engine.js:273 msgid "or migrating computers" msgstr "o usarli in altri dispositivi" #: script/engine.js:277 msgid "export" msgstr "esporta" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "importa" #: script/engine.js:291 msgid "save this." msgstr "salva questo." #: script/engine.js:297 msgid "got it" msgstr "salvato" #: script/engine.js:305 msgid "are you sure?" msgstr "sei sicuro?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "se il codice non è valido, tutti i dati saranno perduti." #: script/engine.js:307 msgid "this is irreversible." msgstr "questa azione non potrà essere annullata." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "sì" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "no" #: script/engine.js:322 msgid "put the save code here." msgstr "inserisci qui il codice del salvataggio." #: script/engine.js:374 msgid "Restart?" msgstr "Ricominciare?" #: script/engine.js:377 msgid "restart the game?" msgstr "iniziare la partita dal principio?" #: script/engine.js:408 msgid "Share" msgstr "Condividi" #: script/engine.js:411 msgid "bring your friends." msgstr "porta i tuoi amici." #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "chiudi" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "accendi la luce." #: script/engine.js:493 msgid "Go Hyper?" msgstr "Giocare Iper?" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "in modalità iper il gioco procederà a velocità doppia. vuoi farlo?" #: script/engine.js:519 msgid "classic." msgstr "normale." #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} ogni {1}″" #: script/events.js:130 msgid "eat meat" msgstr "mangia carne" #: script/events.js:150 msgid "use meds" msgstr "usa medicina" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "mancato" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "stordito" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "allontanati" #: script/events.js:511 msgid "drop:" msgstr "lascia:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "nulla" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "raccogli" #: script/events.js:577 msgid "take:" msgstr "raccogli:" #: script/events.js:599 msgid "nothing to take" msgstr "niente da raccogliere" #: script/events.js:627 msgid "all" msgstr "tutto" #: script/events.js:649 msgid "take everything" msgstr "raccogli ogni cosa" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " e " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** EVENTO ***" #: script/localization.js:4 msgid "saved." msgstr "salvato." #: script/localization.js:5 msgid "wood" msgstr "legname" #: script/localization.js:6 msgid "builder" msgstr "costruttrice" #: script/localization.js:7 msgid "teeth" msgstr "zanne" #: script/localization.js:8 msgid "meat" msgstr "carne" #: script/localization.js:9 msgid "fur" msgstr "pellame" #: script/localization.js:10 msgid "alien alloy" msgstr "metallo alieno" #: script/localization.js:11 msgid "bullets" msgstr "proiettili" #: script/localization.js:12 msgid "charm" msgstr "gioiello" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "cuoio" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "ferro" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "acciaio" #: script/localization.js:16 msgid "coal" msgstr "carbone" #: script/localization.js:17 msgid "sulphur" msgstr "zolfo" #: script/localization.js:18 msgid "energy cell" msgstr "batteria" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "fiaccola" #: script/localization.js:20 msgid "medicine" msgstr "medicina" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "cacciatore" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "fabbr. esche" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "conciatore" #: script/localization.js:24 msgid "grenade" msgstr "granata" #: script/localization.js:25 msgid "bolas" msgstr "laccio da catt." #: script/localization.js:26 msgid "bayonet" msgstr "baionetta" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "norcino" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "minat. ferro" #: script/localization.js:29 msgid "iron mine" msgstr "miniera di ferro" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "minat. carbone" #: script/localization.js:31 msgid "coal mine" msgstr "miniera di carbone" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "minat. zolfo" #: script/localization.js:33 msgid "sulphur mine" msgstr "miniera di zolfo" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "armiere" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "oper. acciaieria" #: script/localization.js:36 msgid "bait" msgstr "esche" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "carne essicc." #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "squame" #: script/localization.js:39 msgid "compass" msgstr "bussola" #: script/localization.js:40 msgid "laser rifle" msgstr "fucile laser" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "raccoglitore" #: script/localization.js:42 msgid "cloth" msgstr "stoffa" #: script/localization.js:45 msgid "thieves" msgstr "ladri" #: script/localization.js:46 msgid "not enough fur" msgstr "il pellame non basta" #: script/localization.js:47 msgid "not enough wood" msgstr "il legname non basta" #: script/localization.js:48 msgid "not enough coal" msgstr "il carbone non basta" #: script/localization.js:49 msgid "not enough iron" msgstr "il ferro non basta" #: script/localization.js:50 msgid "not enough steel" msgstr "l'acciaio non basta" #: script/localization.js:51 msgid "not enough sulphur" msgstr "lo zolfo non basta" #: script/localization.js:52 msgid "baited trap" msgstr "trappola con esca" #: script/localization.js:53 msgid "not enough scales" msgstr "le squame non bastano" #: script/localization.js:54 msgid "not enough cloth" msgstr "la stoffa non basta" #: script/localization.js:55 msgid "not enough teeth" msgstr "le zanne non bastano" #: script/localization.js:56 msgid "not enough leather" msgstr "il cuoio non basta" #: script/localization.js:57 msgid "not enough meat" msgstr "la carne non basta" #: script/localization.js:58 msgid "the compass points east" msgstr "la bussola punta a est" #: script/localization.js:59 msgid "the compass points west" msgstr "la bussola punta a ovest" #: script/localization.js:60 msgid "the compass points north" msgstr "la bussola punta a nord" #: script/localization.js:61 msgid "the compass points south" msgstr "la bussola punta a sud" #: script/localization.js:62 msgid "the compass points northeast" msgstr "la bussola punta a nord-est" #: script/localization.js:63 msgid "the compass points northwest" msgstr "la bussola punta a nord-ovest" #: script/localization.js:64 msgid "the compass points southeast" msgstr "la bussola punta a sud-est" #: script/localization.js:65 msgid "the compass points southwest" msgstr "la bussola punta a sud-ovest" #: script/outside.js:5 msgid "Outside" msgstr "Territorio" #: script/outside.js:102 msgid "scraps of fur" msgstr "brandelli di pellame" #: script/outside.js:107 msgid "bits of meat" msgstr "pezzi di carne" #: script/outside.js:112 msgid "strange scales" msgstr "strane squame" #: script/outside.js:117 msgid "scattered teeth" msgstr "zanne sparse" #: script/outside.js:122 msgid "tattered cloth" msgstr "scampoli di stoffa" #: script/outside.js:127 msgid "a crudely made charm" msgstr "un gioiello rozzamente intagliato" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Una Foresta Silenziosa" #: script/outside.js:169 msgid "gather wood" msgstr "raccogli legname" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "un forestiero arriva nella notte." #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "una famiglia in difficoltà prende rifugio in una delle capanne." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "arriva un piccolo gruppo, macilento e impolverato." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "una carovana si avvicina, colma di ansia e speranza in egual misura" #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "la città si sta espandendo. la voce si sparge rapida." #: script/outside.js:452 msgid "pop " msgstr "popolaz. " #: script/outside.js:457 msgid "forest" msgstr "foresta" #: script/outside.js:460 msgid "village" msgstr "villaggio" #: script/outside.js:543 msgid "check traps" msgstr "controlla trappole" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Una Capanna Solitaria" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Un Piccolo Villaggio" #: script/outside.js:568 msgid "A Modest Village" msgstr "Un Villaggio Modesto" #: script/outside.js:570 msgid "A Large Village" msgstr "Un Grande Villaggio" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Un Villaggio Esteso" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "il cielo è grigio e il vento soffia incessante" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "frasche secche e rami spezzati sono sparsi sul terreno, nella foresta" #: script/outside.js:621 msgid "the traps contain " msgstr "le trappole contengono " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Un Sentiero Polveroso" #: script/path.js:37 msgid "supplies:" msgstr "provviste:" #: script/path.js:43 msgid "embark" msgstr "inizia il viaggio" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "la bussola punta verso " #: script/path.js:102 msgid "perks:" msgstr "abilità:" #: script/path.js:132 msgid "none" msgstr "nulla" #: script/path.js:142 msgid "armour" msgstr "difesa" #: script/path.js:153 msgid "water" msgstr "acqua" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "sp. libero {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "ingombro" #: script/path.js:255 msgid "available" msgstr "disponibile" #: script/room.js:16 msgid "trap" msgstr "trappola" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "la costruttrice dice che può costruire trappole, per catturare le creature " "che circolano là fuori" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "altre trappole per catturare più creature" #: script/room.js:21 msgid "more traps won't help now" msgstr "altre trappole non saranno necessarie" #: script/room.js:31 msgid "cart" msgstr "carretto" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "" "la costruttrice dice di poter costruire un carretto per trasportare il " "legname" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "il carretto traballante trasporterà più legname dalla foresta" #: script/room.js:44 msgid "hut" msgstr "capanna" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "la costruttrice dice che ci sono altri raminghi. dice che potranno anche " "lavorare." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "" "la costruttrice edifica una capanna, fuori nella foresta. dice che si " "spargerà la voce." #: script/room.js:49 msgid "no more room for huts." msgstr "non c'è più spazio per altre capanne." #: script/room.js:59 msgid "lodge" msgstr "rif. da caccia" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "i paesani potrebbero aiutare cacciando, se ne avessero i mezzi" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "il rifugio da caccia si erge nella foresta, appena fuori dal villaggio" #: script/room.js:74 msgid "trading post" msgstr "mercato" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "un mercato renderebbe gli scambi più facili" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "ora che i nomadi hanno un posto dove esporre le loro merci, potranno " "fermarsi per un po'" #: script/room.js:88 msgid "tannery" msgstr "conceria" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "la costruttrice dice che il cuoio sarebbe utile. dice che i paesani " "potrebbero produrlo." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "la conceria viene edificata rapidamente, al confine del villaggio" #: script/room.js:102 msgid "smokehouse" msgstr "affumicatoio" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "bisognerebbe affumicare la carne, o si avarierà. la costruttrice dice che " "potrebbe mettere in piedi qualcosa." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "la costruttrice ha completato l'affumicatoio. sembra affamata." #: script/room.js:116 msgid "workshop" msgstr "officina" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "la costruttrice dice che potrebbe produrre oggetti più sofisticati, se " "avesse gli strumenti." #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "" "l'officina è pronta, finalmente. la costruttrice è impaziente di andarci" #: script/room.js:131 msgid "steelworks" msgstr "acciaieria" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "la costruttrice dice che i paesani potrebbero produrre acciaio, se ne " "avessero i mezzi" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "i fumi avvolgono il villaggio, appena l'acciaieria viene attivata" #: script/room.js:146 msgid "armoury" msgstr "armeria" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "" "la costruttrice dice che sarebbe utile avere una fonte stabile di proiettili" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "" "l'armeria è completata, pronta a dare il bentornato alle armi dei tempi " "andati." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "una fiaccola per tenere lontana l'oscurità" #: script/room.js:173 msgid "waterskin" msgstr "otre" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "l'otre basterà a trasportare un po' d'acqua" #: script/room.js:185 msgid "cask" msgstr "botte" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "la botte contiene acqua a sufficienza per spedizioni più lunghe" #: script/room.js:198 msgid "water tank" msgstr "cisterna" #: script/room.js:202 msgid "never go thirsty again" msgstr "non si soffrirà mai più la sete" #: script/room.js:211 msgid "bone spear" msgstr "lancia d'osso" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "la lancia non sarà elegante, ma è ottima per trafiggere" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "zaino" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "portare più cose significa spedizioni più lunghe nel territorio" #: script/room.js:235 msgid "wagon" msgstr "carro" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "il carro può trasportare molti rifornimenti" #: script/room.js:248 msgid "convoy" msgstr "convoglio" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "il convoglio può trasportare praticamente tutto" #: script/room.js:262 msgid "l armour" msgstr "arm. cuoio" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "il cuoio non è resistente. meglio dei cenci, comunque." #: script/room.js:274 msgid "i armour" msgstr "arm. ferro" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "il ferro è più resistente del cuoio" #: script/room.js:286 msgid "s armour" msgstr "arm. acciaio" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "l'acciaio è più resistente del ferro" #: script/room.js:298 msgid "iron sword" msgstr "spada di ferro" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "" "la spada è affilata. una buona protezione nelle spedizioni all'esterno." #: script/room.js:311 msgid "steel sword" msgstr "spada d'acciaio" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "l'acciaio è robusto, e la lama affidabile." #: script/room.js:324 msgid "rifle" msgstr "fucile" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "polvere nera e proiettili, come ai bei vecchi tempi." #: script/room.js:458 msgid "Room" msgstr "Stanza" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Una Stanza Oscura" #: script/room.js:498 msgid "light fire" msgstr "accendi il fuoco" #: script/room.js:508 msgid "stoke fire" msgstr "attizza il fuoco" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "la stanza è {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "il fuoco {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "la forestiera rimane in piedi, vicino al fuoco. dice che può aiutare. dice " "di saper costruire cose." #: script/room.js:580 msgid "freezing" msgstr "gelida" #: script/room.js:581 msgid "cold" msgstr "fredda" #: script/room.js:582 msgid "mild" msgstr "tiepida" #: script/room.js:583 msgid "warm" msgstr "mite" #: script/room.js:584 msgid "hot" msgstr "calda" #: script/room.js:596 msgid "dead" msgstr "è spento" #: script/room.js:597 msgid "smoldering" msgstr "cova sotto la brace" #: script/room.js:598 msgid "flickering" msgstr "tremola" #: script/room.js:599 msgid "burning" msgstr "crepita" #: script/room.js:600 msgid "roaring" msgstr "arde" #: script/room.js:604 msgid "A Firelit Room" msgstr "Una Stanza Rischiarata" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "non c'è abbastanza legname per tenere acceso il fuoco" #: script/room.js:655 msgid "the wood has run out" msgstr "il legname è finito" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "" "la luce della fiamma si riversa dalla finestra, rischiarando il buio " "circostante" #: script/room.js:688 msgid "builder stokes the fire" msgstr "la costruttrice attizza il fuoco" #: script/room.js:718 msgid "the wind howls outside" msgstr "il vento ulula all'esterno" #: script/room.js:719 msgid "the wood is running out" msgstr "il legno sta finendo" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "" "una forestiera avvolta nei cenci incespica nella porta e si accascia in un " "angolo" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "" "la forestiera trema e mormora debolmente. le sue parole sono incomprensibili." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "" "la forestiera nell'angolo smette di tremare. il suo respiro si fa più calmo." #: script/room.js:760 msgid "stores" msgstr "scorte" #: script/room.js:779 msgid "weapons" msgstr "armi" #: script/room.js:914 msgid "total" msgstr "totale" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "insufficiente" #: script/room.js:951 msgid "builder just shivers" msgstr "la costruttrice trema soltanto" #: script/room.js:1054 msgid "build:" msgstr "costruisci:" #: script/room.js:1061 msgid "craft:" msgstr "fabbrica:" #: script/room.js:1068 msgid "buy:" msgstr "acquista:" #: script/ship.js:11 msgid "Ship" msgstr "Astronave" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Un'Antica Astronave" #: script/ship.js:38 msgid "hull:" msgstr "scafo:" #: script/ship.js:44 msgid "engine:" msgstr "reattore:" #: script/ship.js:51 msgid "reinforce hull" msgstr "rinforza scafo" #: script/ship.js:60 msgid "upgrade engine" msgstr "potenzia reattore" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "decolla" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "da qualche parte al disopra dei detriti, la flotta raminga si solleva. È " "stata su questa roccia troppo a lungo." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "il metallo alieno non basta" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Pronto a Partire?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "è giunto il tempo di lasciare questo posto. non ci sarà ritorno." #: script/ship.js:150 msgid "linger" msgstr "indugia" #: script/space.js:42 msgid "hull: " msgstr "scafo: " #: script/space.js:76 msgid "Troposphere" msgstr "Troposfera" #: script/space.js:78 msgid "Stratosphere" msgstr "Stratosfera" #: script/space.js:80 msgid "Mesosphere" msgstr "Mesosfera" #: script/space.js:82 msgid "Thermosphere" msgstr "Termosfera" #: script/space.js:84 msgid "Exosphere" msgstr "Esosfera" #: script/space.js:86 msgid "Space" msgstr "Spazio" #: script/space.js:424 msgid "score for this game: {0}" msgstr "Punteggio per questa partita: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "Punteggio totale: {0}" #: script/world.js:46 msgid "punch" msgstr "colpisci" #: script/world.js:52 msgid "stab" msgstr "trafiggi" #: script/world.js:58 msgid "swing" msgstr "fendi" #: script/world.js:64 msgid "slash" msgstr "squarcia" #: script/world.js:70 msgid "thrust" msgstr "pugnala" #: script/world.js:76 msgid "shoot" msgstr "spara" #: script/world.js:83 msgid "blast" msgstr "disintegra" #: script/world.js:90 msgid "lob" msgstr "granata" #: script/world.js:97 msgid "tangle" msgstr "intrappola" #: script/world.js:119 msgid "An Outpost" msgstr "Un Avamposto" #: script/world.js:120 msgid "Iron Mine" msgstr "Min. Ferro" #: script/world.js:121 msgid "Coal Mine" msgstr "Min. Carbone" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Min. Zolfo" #: script/world.js:123 msgid "An Old House" msgstr "Una Vecchia Casa" #: script/world.js:124 msgid "A Damp Cave" msgstr "Una Grotta Umida" #: script/world.js:125 msgid "An Abandoned Town" msgstr "Una Città Abbandonata" #: script/world.js:126 msgid "A Ruined City" msgstr "Una Città In Rovina" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Un Relitto Di Astronave" #: script/world.js:128 msgid "A Borehole" msgstr "Uno Scavo" #: script/world.js:129 msgid "A Battlefield" msgstr "Un Campo Di Battaglia" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Una Fosca Palude" #: script/world.js:134 msgid "A Destroyed Village" msgstr "Un Villaggio Distrutto" #: script/world.js:256 msgid "water:{0}" msgstr "acqua: {0}" #: script/world.js:283 msgid "pockets" msgstr "tasche" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "ps: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "è pericoloso essere così lontani dal villaggio senza adeguata difesa" #: script/world.js:351 msgid "safer here" msgstr "qui è più sicuro" #: script/world.js:451 msgid "the meat has run out" msgstr "la carne è finita" #: script/world.js:456 msgid "starvation sets in" msgstr "subentra la fame" #: script/world.js:481 msgid "there is no more water" msgstr "non c'è più acqua" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "la sete diventa insopportabile" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "" "gli alberi cedono il posto all'erba secca. i ciuffi ingialliti frusciano nel " "vento." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "" "gli alberi sono alle tue spalle. terra riarsa e polvere smossa dal vento " "sono miseri sostituti." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "gli alberi si delineano all'orizzonte. l'erba diventa gradualmente un " "sottobosco di fronde secche e foglie cadute." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "l'erba si dirada. presto, non rimane che sabbia." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "la terra arida si interrompe sul limitare di una distesa di erba morente, " "che ondeggia nella brezza secca." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "un muro di alberi nodosi si innalza dalla sabbia. le loro fronde si " "attorcigliano in alto a formare una cortina scheletrica." #: script/world.js:817 msgid "Wanderer" msgstr "Ramingo" #: script/world.js:822 msgid "The Village" msgstr "Il Villaggio" #: script/world.js:851 msgid "the world fades" msgstr "il mondo svanisce" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "riserva di acqua ripristinata" #: script/world.js:982 msgid "A Barren World" msgstr "Un Mondo Sterile" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Un Animale Ringhiante" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "animale ringhiante" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "l'animale ringhiante è morto" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "un animale ringhiante salta fuori dai cespugli" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Un Uomo Emaciato" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "uomo emaciato" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "l'uomo emaciato è morto" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "un uomo emaciato si avvicina, nei suoi occhi uno sguardo folle" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Uno Strano Uccello" #: script/events/encounters.js:89 msgid "strange bird" msgstr "strano uccello" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "lo strano uccello è morto" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "un uccello dall'aspetto strano attraversa veloce la piana" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Un Uomo Tremante" #: script/events/encounters.js:127 msgid "shivering man" msgstr "uomo tremante" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "l'uomo tremante è morto" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "un uomo tremante si avvicina e attacca con forza inaspettata" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Un Mangiatore di Uomini" #: script/events/encounters.js:169 msgid "man-eater" msgstr "mangiatore di uomini" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "il mangiatore di uomini è morto" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "" "una grossa creatura attacca, i suoi artigli sono coperti di sangue fresco" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Un Saccheggiatore" #: script/events/encounters.js:206 msgid "scavenger" msgstr "saccheggiatore" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "il saccheggiatore è morto" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "un saccheggiatore si avvicina, sperando in un facile bottino" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Un Gigantesco Rettile" #: script/events/encounters.js:248 msgid "lizard" msgstr "rettile" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "il rettile è morto" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "" "l'erba viene scossa violentemente, scostata da un grosso rettile che la " "attraversa di forza" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Una Belva Feroce" #: script/events/encounters.js:286 msgid "feral terror" msgstr "belva feroce" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "la belva feroce è morta" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "" "una belva, più selvaggia di quando si possa immaginare, emerge dal fogliame" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Un Soldato" #: script/events/encounters.js:323 msgid "soldier" msgstr "soldato" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "il soldato è morto" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "un soldato apre il fuoco da oltre il deserto" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Un Cecchino" #: script/events/encounters.js:366 msgid "sniper" msgstr "cecchino" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "il cecchino è morto" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "" "uno sparo riecheggia, proveniente da un punto imprecisato nell'erba alta" #: script/events/global.js:6 msgid "The Thief" msgstr "Il Ladro" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "" "i paesani trascinano un tizio dall'aspetto vile fuori dal deposito scorte." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "dicono che la sua gente ha saccheggiato le scorte" #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "dicono che dovrebbe essere impiccato come monito." #: script/events/global.js:17 msgid "a thief is caught" msgstr "un ladro è stato catturato" #: script/events/global.js:21 msgid "hang him" msgstr "impiccalo" #: script/events/global.js:25 msgid "spare him" msgstr "risparmialo" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "i paesani impiccano il ladro in alto, davanti al deposito scorte." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "il concetto è chiaro. nei pochi giorni successivi, le scorte mancanti " "vengono restituite." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "" "l'uomo esprime la sua riconoscenza. dice che non si farà vedere di nuovo in " "giro." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "" "condivide ciò che sa riguardo al muoversi furtivamente, prima di andarsene." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Una Trappola Distrutta" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "alcune delle trappole sono state fatte a pezzi." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "grosse impronte conducono alla foresta." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "alcune trappole sono state distrutte" #: script/events/outside.js:26 msgid "track them" msgstr "segui le tracce" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "ignora le tracce" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "le impronte spariscono dopo appena pochi minuti" #: script/events/outside.js:38 msgid "the forest is silent." msgstr "la foresta è avvolta dal silenzio." #: script/events/outside.js:40 msgid "nothing was found" msgstr "non è stato trovato nulla" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "torna a casa" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "" "non lontano dal villaggio si nasconde un animale, il pelo macchiato di sangue" #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "non oppone grande resistenza alla lama del pugnale." #: script/events/outside.js:53 msgid "there was a beast. it's dead now" msgstr "c'era un animale. ora è morto" #: script/events/outside.js:69 msgid "Fire" msgstr "Incendio" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "un incendio divampa in una delle capanne, distruggendola." #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "tutti quelli che vivevano nella capanna sono morti nell'incendio" #: script/events/outside.js:79 msgid "a fire has started" msgstr "è scoppiato un incendio" #: script/events/outside.js:86 msgid "mourn" msgstr "piangi i defunti" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "alcuni paesani sono morti" #: script/events/outside.js:95 msgid "Sickness" msgstr "Malattia" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "una malattia si sta diffondendo nel villaggio" #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "servono cure immediate." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "alcuni paesani sono malati" #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 medicina" #: script/events/outside.js:114 msgid "ignore it" msgstr "ignora la malattia" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "la malattia viene curata in tempo." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "i malati vengono curati" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "la malattia si diffonde in tutto il villaggio." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "i giorni vengono trascorsi con le sepolture." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "le notti sono lacerate da urla." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "i malati sono lasciati a morire" #: script/events/outside.js:153 msgid "Plague" msgstr "Epidemia" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "una terribile epidemia si sparge in tutto il villaggio." #: script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "una epidemia affligge il villaggio" #: script/events/outside.js:168 msgid "buy medicine" msgstr "compra medicina" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 medicine" #: script/events/outside.js:179 msgid "do nothing" msgstr "non fare nulla" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "la diffusione dell'epidemia viene bloccata." #: script/events/outside.js:187 msgid "only a few die." msgstr "solo pochi muoiono." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "gli altri li seppelliscono." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "l'epidemia è stata sradicata alla fine" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "l'epidemia si abbatte sull'intero villaggio." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "l'unica speranza è una morte rapida." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "la popolazione è stata quasi sterminata" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Un Attacco Selvaggio" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "un branco di animali feroci spunta fuori dal bosco." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "la lotta è breve e sanguinosa, ma le belve sono respinte." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "i paesani si ritirano a piangere i propri defunti." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "belve feroci attaccano i paesani" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "i predatori diventano prede. il prezzo è iniquo" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Una Incursione Militare" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "un colpo d'arma da fuoco risuona tra gli alberi." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "" "uomini ben armati irrompono, provenienti dalla foresta, sparando verso la " "folla." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "dopo una schermaglia questi vengono mandati via, ma non senza perdite." #: script/events/outside.js:269 msgid "troops storm the village" msgstr "truppe armate assaltano il villaggio" #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "la guerra è sanguinosa" #: script/events/room.js:6 msgid "The Nomad" msgstr "Il Nomade" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "un nomade appare in vista, carico di borse improvvisate legate da grezze " "funi." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "non dice da dove è venuto, ma è chiaro che non resterà a lungo." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "giunge un nomade, ha intenzione di commerciare" #: script/events/room.js:20 msgid "buy scales" msgstr "compra squame" #: script/events/room.js:25 msgid "buy teeth" msgstr "compra zanne" #: script/events/room.js:30 msgid "buy bait" msgstr "compra esche" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "le trappole sono più efficaci con un'esca." #: script/events/room.js:39 msgid "buy compass" msgstr "compra bussola" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "la vecchia bussola appare ammaccata e polverosa, ma sembra funzionare." #: script/events/room.js:45 script/events/room.js:227 #: script/events/room.js:240 script/events/room.js:253 #: script/events/room.js:309 script/events/room.js:332 #: script/events/room.js:388 script/events/room.js:411 #: script/events/room.js:450 script/events/room.js:568 #: script/events/room.js:584 script/events/room.js:600 #: script/events/room.js:611 msgid "say goodbye" msgstr "augura buon viaggio" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Rumori" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "oltre i muri, si sente rumore di qualcosa che viene spostato." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "non si può dire a cosa sia dovuto." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "si sentono strani rumori oltre i muri" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "investiga" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "forme confuse si muovono, appena fuori dalla visuale." #: script/events/room.js:79 msgid "the sounds stop." msgstr "i suoni si interrompono." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "torna dentro" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "" "un fascio di sterpaglie giace subito oltre la soglia, avvolto in pellame " "grezzo" #: script/events/room.js:92 msgid "the night is silent." msgstr "la notte tace." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "si sentono rumori di graffi dal deposito provviste." #: script/events/room.js:112 msgid "something's in there." msgstr "c'è qualcosa dentro." #: script/events/room.js:114 msgid "something's in the store room" msgstr "c'è qualcosa nel deposito provviste" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "manca del legname." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "il pavimento è disseminato di piccole squame" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "il pavimento è disseminato di zanne minute" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "il pavimento è disseminato di scampoli di stoffa" #: script/events/room.js:190 msgid "The Beggar" msgstr "Il Mendicante" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "arriva un mendicante." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "" "chiede se avanzano dei brandelli di pelli per tenerlo caldo durante la notte." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "arriva un mendicante" #: script/events/room.js:204 msgid "give 50" msgstr "dagliene 50" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "dagliene 100" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "mandalo via" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "il mendicante esprime riconoscenza" #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "lascia in cambio un mucchietto di piccole squame." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "lascia in cambio un mucchietto di zanne minute." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "lascia in cambio alcuni scampoli di stoffa." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Raminghi Misteriosi" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "un ramingo arriva con un carretto vuoto. dice che se gli viene dato del " "legname, ne riporterà di più." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "la costruttrice non è sicura che costui sia degno di fiducia." #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "arrivano raminghi misteriosi" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "dagliene 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "il ramingo parte, il carretto carico di legname" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "il ramingo misterioso ritorna, il suo carretto trabocca di legname." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "una raminga arriva con un carretto vuoto. dice che se gli viene dato del " "pellame, ne riporterà di più." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "la costruttrice non è sicura che costei sia degna di fiducia." #: script/events/room.js:365 msgid "turn her away" msgstr "mandala via" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "la raminga parte, il carretto carico di pellame" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "la raminga misteriosa ritorna, il suo carretto trabocca di pellame." #: script/events/room.js:420 msgid "The Scout" msgstr "L'Esploratrice" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "l'esploratrice dice di essere stata ovunque" #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "ha voglia di parlarne, per il giusto prezzo." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "un'esploratrice si ferma per la notte" #: script/events/room.js:434 msgid "buy map" msgstr "compra una mappa" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "la mappa rivela una regione del territorio" #: script/events/room.js:440 msgid "learn scouting" msgstr "impara ad esplorare" #: script/events/room.js:459 msgid "The Master" msgstr "Il Maestro" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "arriva un anziano ramingo." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "sorride cordiale e chiede rifugio per la notte." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "arriva un anziano ramingo" #: script/events/room.js:473 msgid "agree" msgstr "accetta" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "in cambio, egli offre la sua conoscenza" #: script/events/room.js:493 msgid "evasion" msgstr "elusione" #: script/events/room.js:503 msgid "precision" msgstr "precisione" #: script/events/room.js:513 msgid "force" msgstr "forza" #: script/events/room.js:532 msgid "The Sick Man" msgstr "L'Uomo Malato" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "un uomo arriva zoppicando, tossisce." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "implora che gli si dia una medicina." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "un uomo malato arriva zoppicando" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "dagli 1 medicina" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "l'uomo inghiotte avidamente la medicina" #: script/events/room.js:552 msgid "tell him to leave" msgstr "digli di andarsene" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "l'uomo è grato." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "lascia una ricompensa." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "dello strano metallo che ha raccolto nel corso dei suoi viaggi." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "" "delle strane scatoline luccicanti che ha raccolto nel corso dei suoi viaggi." #: script/events/room.js:593 msgid "all he has are some scales." msgstr "tutto ciò che ha sono delle squame." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "l'uomo esprime la sua riconoscenza e se ne va zoppicando." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "Un Avamposto" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "un posto sicuro in nel territorio selvaggio." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Una Fosca Palude" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "canne marcite spuntano dal terreno acquitrinoso." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "una rana solitaria riposa nella fanghiglia, silenziosa." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "una palude marcisce nell'aria stagnante." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "entra" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "" "nelle profondità della palude si trova una casupola coperta di muschio." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "un anziano ramingo è seduto all'interno, sembra in trance." #: script/events/setpieces.js:61 msgid "talk" msgstr "parla" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "il ramingo prende il gioiello e annuisce lentamente." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "" "parla di periodi passati in cui ha condotto grandi flotte verso mondi " "inesplorati." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "disastri oscuri hanno alimentato l'avidità dei raminghi." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "il suo tempo qui, ora, è la sua penitenza." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Una Grotta Umida" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "l'imboccatura della grotta è ampia e buia." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "non si riesce a vedere l'interno" #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "la terra qui è spaccata, come se mostrasse i segni di un'antica ferita" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "esplora l'interno" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "un animale spaventato difende la sua tana" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "continua" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "lascia la grotta" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "la grotta si stringe dopo essere entrati per alcuni metri." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "le pareti sono coperte di muschio e umidità" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "infilati" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "ci sono i resti di un accampamento, appena all'interno della grotta." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "" "dei sacchi a pelo, laceri e anneriti, giacciono sotto un sottile strato di " "polvere." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "il corpo di un ramingo giace in una piccola caverna." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "la decomposizione è in stato avanzato, e mancano dei pezzi." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "non si capisce cosa lo abbia abbandonato qui." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "la fiaccola sibila, per poi spegnersi nell'aria umida" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "il buio è totale" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "la torcia si spegne" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "una lucertola delle caverne attacca" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "un grosso animale esce dall'ombra e si lancia all'attacco" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "una lucertola gigante si trascina in avanti" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "il nido di un grosso animale si trova nel fondo della grotta." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "" "un piccolo nascondiglio di provviste è nascosto nel fondo della caverna." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "" "una vecchia cassa è incastrata dietro una roccia, coperta da uno spesso " "strato di polvere." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Una Città Fantasma" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "" "un piccolo sobborgo si profila più avanti, vuote case bruciate e diroccate." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "lampioni rotti si ergono rugginosi. a lungo questo posto non ha beneficiato " "di alcuna luce." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "la città è abbandonata, i suoi abitanti morti da molto tempo" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "esplora" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "" "dove le finestre dell'edificio scolastico non sono infrante, sono annerite " "dal sudiciume." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "le doppie porte cigolano nel vento, incessantemente." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "lascia la città" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "un agguato sulla strada." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "un edificio tozzo si delinea più avanti." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "una croce verde è a malapena visibile dietro le finestre sudice." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "" "una esigua raccolta di provviste è nascosta in un armadietto arrugginito." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "un saccheggiatore attende subito dietro la porta." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "una belva torreggia solitaria in un parco coperto di vegetazione." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "un carro rovesciato è posto di traverso sulla strada danneggiata." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "è stato depredato dagli sciacalli, ma c'è ancora qualcosa che vale la pena " "raccogliere." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "un pazzo attacca, urlando." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "un teppista emerge dall'ombra." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "un animale selvaggio si lancia fuori da un'aula saccheggiata." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "attraverso le grandi porte della palestra, si sente rumore di passi." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "la torcia getta una luce tremolante lungo il corridoio." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "i passi si arrestano." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "un altro animale, attratto dal rumore, emerge da un gruppo di alberi." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "qualcosa sta causando confusione più avanti sulla strada." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "un combattimento, forse." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "un cestino contenente viveri è nascosto sotto la panchina di un parco, con " "un biglietto attaccato." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "non si riescono a leggere le parole." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "un saccheggiatore spaventato, si lancia fuori dalla porta gridando." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "" "un uomo è in piedi vicino al cadavere di un ramingo. si accorge di non " "essere solo." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "il saccheggiatore aveva un piccolo accampamento nella scuola" #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" "i brandelli raccolti si spargono sul pavimento, come mandati dal cielo." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "il saccheggiatore era venuto qui a cercare provviste, a quanto pare." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "sarebbe un peccato gettare al vento ciò che aveva trovato." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "sotto gli stracci del ramingo, serrato in una delle sue molte mani, balugina " "dell'acciaio." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "qualcosa per cui valeva la pena uccidere, sembra." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "\"occhio per occhio\" non è sbagliato." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "almeno, in passato ha sempre funzionato." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "frugando tra le ossa, si trova roba che potrebbe essere utile." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "delle medicine abbandonate nei cassetti." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "la clinica è stata depredata." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "rimangono soltanto polvere e sporcizia." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Una Città in Rovina" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "un malconcio cartello autostradale resta in piedi, a guardia dell'entrata di " "quella che un tempo era una grande città." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "le torri che non sono crollate spuntano dal terreno come lo scheletro di un " "qualche antico animale." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "ci potrebbe essere ancora qualcosa da raccogliere, all'interno." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "le torri di una città in rovina dominano l'orizzonte" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "le strade sono deserte." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "l'aria è satura di polvere, trascinata senza sosta dai forti venti." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "lascia la città" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" "dei coni spartitraffico arancioni sono posizionati lungo la strada, rotti e " "sbiaditi." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "della luce lampeggia tra i vicoli che separano gli edifici." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "una grossa baraccopoli si estende per le strade." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" "volti anneriti di sporcizia e sangue osservano l'ambiente, da dentro le " "baracche." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "i resti di un ospedale abbandonato si delineano più avanti." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "l'antico edificio sembra in gran parte intatto." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "la carcassa di un'auto bruciata blocca l'entrata." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "" "in compenso, quasi tutte le finestre del piano terra sono state sfondate." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "" "un grosso rettile si arrampica fuori dall'oscurità di una vecchia stazione " "della metro." #: script/events/setpieces.js:1368 msgid "descend" msgstr "scendi" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "uno sparo riecheggia nella strada vuota." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "il soldato emerge da un anfratto tra gli edifici, puntando il fucile." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "" "un uomo dall'aspetto fragile, immobile, blocca il percorso, con aria di " "sfida." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "di lui si scorge solo lo sguardo di chi non ha nulla da perdere." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "le persone di questo luogo, da lungo tempo, non hanno più nulla." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "corridoi vuoti." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "il posto è stato spogliato di tutto dai saccheggiatori." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "un vecchio si precipita fuori da una porta, reggendo un bisturi." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "un teppista attende, dall'altra parte del muro." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "un animale selvaggio salta fuori da dietro un'auto." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "la strada, al di sopra della stazione della metro, è stata squarciata." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "lascia entrare un po' di luce attraverso l'aria densa di detriti." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "un suono giunge dal tunnel, poco più avanti." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "sembra che ci sia un qualche accampamento, più in là." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "una recinzione arrugginita blocca il passaggio." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "dei fuochi bruciano nel cortile dall'altra parte." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "si sentono altre voci, più avanti." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "deve esserci un motivo per cui si trovano qui." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "il vento porta con sé il rumore di una sparatoria." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "la strada davanti è illuminata dalla luce delle fiamme." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "altri occupanti abusivi si affollano in zona, ora." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "qualcuno lancia una pietra." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "un negozio improvvisato è stato eretto sul marciapiede." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "il proprietario sta in piedi vicino alla merce, stoico." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "strisce di carne sono appese ad essiccare sul lato della strada." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "le persone indietreggiano, evitando di incrociare lo sguardo." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "qualcuno ha chiuso e barricato la porta di questa sala operatoria." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "una tribù di abusivi di età avanzata è accampata in questo reparto." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "un branco di lucertole sbuca da dietro l'angolo." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "strisce di carne sono appese ad essiccarsi in questo reparto." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "un grosso uccello ha fatto il nido in cima alle scale." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "l'aria è satura di detriti, qui." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "potrebbe esserci della roba utile nella polvere." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "un branco di ratti si precipita attraverso il tunnel." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "un uomo massiccio attacca, brandendo una baionetta." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "un secondo soldato apre il fuoco." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "" "un soldato con la maschera sul volto spunta dall'angolo, puntando la pistola." #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "la folla avanza." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "un giovane si slancia in avanti, brandendo un grosso ramo." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "un abusivo si staglia, massiccio, sulla soglia di una piccola capanna." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "dietro la porta, una figura deforme si sveglia e attacca." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "" "appena la porta si apre di poco, centinaia di tentacoli erompono all'esterno." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "l'uccello deve aver rubacchiato oggetti scintillanti." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "della roba utile usata per fabbricarsi il nido." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "non c'è molto, qui." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "i saccheggiatori devono aver già raggiunto questo luogo." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "il tunnel si allarga in un'altra stazione." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "le pareti portano i segni di un'antica battaglia." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "cadaveri e attrezzatura di entrambi i fronti sono sparsi sul suolo." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "il piccolo avamposto militare è ben rifornito." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "armi e munizioni, reliquie della guerra, sono disposte in ordine sul " "pavimento del deposito provviste." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "sempre mortali, ora come allora." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "perquisendo i cadaveri, si trovano delle provviste." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "altri soldati arriveranno." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "è tempo di andare." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "le fiamme nel piccolo insediamento hanno sicuramente bruciato a lungo." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" "i corpi dei raminghi che vivevano qui sono ancora visibili in mezzo al fuoco." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "c'è ancora tempo per mettere in salvo dei rifornimenti." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" "gli abitanti rimasti sfuggono alla violenza, abbandonando gli oggetti in " "loro possesso." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "non c'è molto, ma si trovano ancora delle cose utili." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "il giovane abitante portava con sé una borsa di tela." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "contiene equipaggiamento per viaggiare e qualche oggetto utile." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "non c'è altro qui." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "dentro la capanna, un bambino piange." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "alcuni oggetti personali sono ammassati lungo le pareti." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "il fetore di morte e decomposizione riempie le sale operatorie." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "alcuni oggetti sono sparsi per terra." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "non c'è altro qui." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "" "un armadietto per medicine in buone condizioni, alla fine di un corridoio." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "il resto dell'ospedale è deserto." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "qualcuno ha ammassato il suo bottino qui." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "l'orrore munito di tentacoli è stato sconfitto." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "all'interno, i resti delle sue vittime sono ovunque." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "l'uomo deforme giace morto." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "la sala operatoria contiene una gran quantità di strani macchinari." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "il vecchio aveva un piccolo deposito di oggetti interessanti." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Una Vecchia Casa" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" "ci sono i resti di una vecchia casa, l'intonaco un tempo bianco è ingiallito " "e cadente." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "la porta è stata scardinata." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "i resti di una vecchia casa resistono, retaggio di tempi più semplici" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "la casa è abbandonata, ma non è ancora stata depredata." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "c'è ancora un rivolo d'acqua nel vecchio pozzo." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "la casa è stata saccheggiata." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "ma c'è un deposito di medicine nascosto sotto le tavole del pavimento." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "" "un uomo si lancia all'attacco nel corridoio, brandendo una lama arrugginita" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Un Campo di Battaglia Dimenticato" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "si è combattuta una battaglia qui, tempo fa." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "equipaggiamento tecnologico malridotto, di entrambi i fronti, giace " "inutilizzato sul terreno devastato." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Uno Scavo Profondo" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" "una larga buca penetra in profondità nel terreno, prova di ricerche passate." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "hanno preso ciò per cui erano venuti, e se ne sono andati." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "" "si vedono ancora i resti delle titaniche trivelle lungo le pareti " "dell'abisso." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Il Relitto di una Nave" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "" "i profili familiari di un vascello ramingo spuntano dalla polvere e dalla " "cenere." #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "fortunatamente, gli indigeni non ne hanno capito i meccanismi." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "con un piccolo sforzo, potrebbe tornare a volare." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "recupera" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "La Miniera di Zolfo" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "i militari sono già schierati all'entrata della miniera." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "i soldati pattugliano il perimetro, con i fucili appesi alle spalle." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "un perimetro militare di sicurezza circonda la miniera." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "attacca" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "un soldato, in allarme, apre il fuoco." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "scappa" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "un secondo soldato si unisce alla battaglia." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "un veterano militare attacca, brandendo una baionetta." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "la guarnigione militare è stata spazzata via." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "la miniera è ora sicura per i lavoratori." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "la miniera di zolfo è sicura" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "La Miniera di Carbone" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "fuochi da campo ardono presso l'entrata della miniera." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "degli uomini girano nei dintorni, armi in pugno." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "la vecchia miniera non è abbandonata" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "un uomo prende parte allo scontro" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "resta solo il loro capo." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "" "sull'accampamento cade il silenzio, rotto solo dal crepitare dei fuochi." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "la miniera di carbone è sicura" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "La Miniera di Ferro" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "una vecchia miniera di ferro si trova qui, gli attrezzi sono stati lasciati " "ad arrugginirsi." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "ossa spolpate sono sparse vicino all'entrata. molte sono segnate da " "incisioni profonde e irregolari." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "ululati selvaggi riecheggiano dal buio." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "il sentiero conduce a una miniera abbandonata" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "" "una grossa creatura attacca, illuminata della torcia, i suoi muscoli scattano" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "la belva è morta." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "la miniera di ferro è sicura" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Un Villaggio Distrutto" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "un villaggio distrutto giace nella polvere." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "corpi carbonizzati coprono il terreno." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "l'odore metallico di un postbruciatore dei raminghi aleggia nell'aria." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "una capanna resiste in piedi al centro del villaggio." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "ci sono ancora delle provviste all'interno." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "tutto il lavoro della generazione passata è ancora qui." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "pronto per essere raccolto." #~ msgid "Export" #~ msgstr "Esporta" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/ja/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/ja/strings.js ================================================ _.setTranslation({"water tank": "\u6c34\u30bf\u30f3\u30af", "use meds": "\u85ac\u3092\u4f7f\u3046", "the room is {0}": "\u90e8\u5c4b\u306f{0}", "punch twice as fast, and with even more force": "\u30d1\u30f3\u30c1\u304c\u500d\u306e\u901f\u3055\u306b\u306a\u308a\u3001\u3055\u3089\u306b\u5f37\u304f\u306a\u308b", "The Nomad": "\u904a\u7267\u6c11", "more traps won't help now": "\u3053\u308c\u4ee5\u4e0a\u7f60\u3092\u5897\u3084\u3057\u3066\u3082\u610f\u5473\u304c\u306a\u3044", "only a few die.": "\u72a0\u7272\u8005\u306f\u6570\u540d\u3067\u3059\u3093\u3060\u3002", "the compass points east": "\u30b3\u30f3\u30d1\u30b9\u306f\u6771\u3092\u6307\u3057\u305f", "the bodies of the wanderers that lived here are still visible in the flames.": "\u3053\u3053\u306b\u4f4f\u3093\u3067\u3044\u305f\u653e\u6d6a\u8005\u306e\u907a\u4f53\u304c\u307e\u3060\u708e\u306e\u4e2d\u306b\u898b\u3048\u308b\u3002", "the walls are scorched from an old battle.": "\u6614\u306e\u6226\u95d8\u3067\u58c1\u304c\u7126\u3052\u3066\u3044\u308b\u3002", "convoy": "\u8b77\u9001\u968a", "not enough fur": "\u6bdb\u76ae\u304c\u8db3\u308a\u306a\u3044", "a masked soldier rounds the corner, gun drawn": "\u30de\u30b9\u30af\u3092\u4ed8\u3051\u305f\u5175\u58eb\u304c\u9283\u3092\u69cb\u3048\u3066\u66f2\u304c\u308a\u89d2\u304b\u3089\u73fe\u308c\u305f", "a huge hole is cut deep into the earth, evidence of the past harvest.": "\u5de8\u5927\u306a\u7a74\u304c\u6df1\u304f\u5730\u9762\u306b\u5207\u308a\u958b\u304b\u308c\u3066\u3044\u308b\u3002\u904e\u53bb\u306e\u63a1\u6398\u306e\u8de1\u3060\u3002", "it puts up little resistance before the knife.": "\u305d\u3044\u3064\u306f\u30ca\u30a4\u30d5\u306b\u307b\u3068\u3093\u3069\u62b5\u6297\u3067\u304d\u306a\u304b\u3063\u305f\u3002", "the body of a wanderer lies in a small cavern.": "\u653e\u6d6a\u8005\u306e\u4f53\u304c\u3001\u5c0f\u3055\u306a\u307b\u3089\u7a74\u306b\u6a2a\u305f\u308f\u3063\u3066\u3044\u308b\u3002", "a shivering man approaches and attacks with surprising strength": "\u9707\u3048\u308b\u7537\u304c\u8fd1\u3065\u3044\u3066\u304f\u308b\u3068\u3001\u610f\u5916\u306a\u529b\u5f37\u3055\u3067\u6bb4\u308a\u304b\u304b\u3063\u3066\u304d\u305f", "steel's stronger than iron": "\u92fc\u9244\u306f\u9244\u3088\u308a\u3082\u5f37\u3044", "A Strange Bird": "\u602a\u9ce5", "not enough alien alloy": "\u30a8\u30a4\u30ea\u30a2\u30f3\u5408\u91d1\u304c\u8db3\u308a\u306a\u3044", "street above the subway platform is blown away.": "\u5730\u4e0b\u9244\u306e\u30d7\u30e9\u30c3\u30c8\u30d5\u30a9\u30fc\u30e0\u306e\u4e0a\u306e\u901a\u308a\u306f\u5439\u304d\u98db\u3070\u3055\u308c\u3066\u3044\u308b\u3002", "the soldier is dead": "\u5175\u58eb\u306f\u6b7b\u3093\u3060", "error while saving to dropbox datastorage": "Dropbox\u30c7\u30fc\u30bf\u9818\u57df\u3078\u306e\u4fdd\u5b58\u306b\u5931\u6557\u3057\u307e\u3057\u305f", "the footsteps stop.": "\u8db3\u97f3\u304c\u6b62\u307e\u3063\u305f\u3002", "sniper": "\u72d9\u6483\u624b", "the coal mine is clear of dangers": "\u70ad\u9271\u306f\u660e\u3089\u304b\u306b\u5371\u967a\u3060", "the warped man lies dead.": "\u3086\u304c\u3093\u3060\u7537\u304c\u6b7b\u3093\u3067\u3044\u308b\u3002", "something's in the store room": "\u4f55\u304b\u304c\u8caf\u8535\u5eab\u306b\u3044\u308b", "unfathomable destruction to fuel wanderer hungers.": "\u8a08\u308a\u77e5\u308c\u306a\u3044\u7834\u58ca\u306f\u653e\u6d6a\u8005\u306e\u98e2\u3048\u3092\u717d\u3063\u305f\u3002", "embark": "\u51fa\u767a", "scout": "\u5075\u5bdf\u8853", "facebook": "Facebook", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "\u6728\u3005\u306f\u4e7e\u71e5\u3057\u305f\u8349\u306b\u5909\u308f\u3063\u305f\u3002\u9ec4\u3070\u3093\u3060\u8302\u307f\u304c\u98a8\u306b\u305d\u3088\u3044\u3067\u3044\u308b\u3002", "save.": "\u30bb\u30fc\u30d6", "total score: {0}": "\u7dcf\u5f97\u70b9\uff1a{0}", "learned to make the most of food": "\u98df\u3079\u7269\u3092\u6700\u5927\u9650\u306b\u6d3b\u7528\u3059\u308b\u3053\u3068\u3092\u5b66\u3093\u3060", "blast": "\u30d3\u30fc\u30e0", "the sky is grey and the wind blows relentlessly": "\u7a7a\u306f\u7070\u8272\u3067\u3001\u98a8\u304c\u5bb9\u8d66\u306a\u304f\u5439\u3044\u3066\u3044\u308b\u3002", "supplies:": "\u7269\u8cc7\uff1a", "the feral terror is dead": "\u6050\u6016\u306e\u91ce\u751f\u751f\u7269\u306f\u6b7b\u3093\u3060", "the tracks disappear after just a few minutes.": "\u8db3\u3042\u3068\u306f\u3059\u3050\u306b\u6d88\u3048\u3066\u3044\u305f", "a safe place in the wilds.": "\u8352\u91ce\u306e\u96a0\u308c\u5bb6", "fur": "\u6bdb\u76ae", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "\u653e\u6d6a\u8005\u306e\u30dc\u30ed\u5e03\u306e\u4e0b\u3067\u3001\u591a\u304f\u306e\u624b\u306e1\u3064\u304c\u3001\u92fc\u306e\u8f1d\u304d\u3092\u63e1\u308a\u3057\u3081\u3066\u3044\u305f\u3002", "buy scales": "\u9c57\u3092\u8cb7\u3046", "mild": "\u5fc3\u5730\u3088\u3044", "the hunting lodge stands in the forest, a ways out of town": "\u72e9\u731f\u5c0f\u5c4b\u306f\u3001\u68ee\u306e\u4e2d\u306e\u8857\u304b\u3089\u51fa\u308b\u9053\u306b\u5efa\u3063\u3066\u3044\u308b", "leave": "\u7acb\u3061\u53bb\u308b", "the convoy can haul mostly everything": "\u8b77\u9001\u968a\u306f\u307b\u3068\u3093\u3069\u4f55\u3067\u3082\u904b\u3076\u3053\u3068\u304c\u3067\u304d\u308b", "learned to strike faster without weapons": "\u6b66\u5668\u3092\u4f7f\u308f\u305a\u901f\u304f\u6253\u3064\u3053\u3068\u3092\u5b66\u3073\u307e\u3057\u305f", "an old house remains here, once white siding yellowed and peeling.": "\u53e4\u3044\u5bb6\u304c\u6b8b\u3063\u3066\u3044\u308b\u3002\u767d\u304b\u3063\u305f\u58c1\u306f\u9ec4\u3070\u3093\u3067\u5265\u304c\u308c\u3066\u3044\u308b\u3002", "ignore them": "\u7121\u8996\u3059\u308b", "willing to talk about it, for a price.": "\u4ee3\u4fa1\u3092\u652f\u6255\u3048\u3070\u3001\u305d\u308c\u306b\u3064\u3044\u3066\u8a9e\u308a\u305f\u3044\u305d\u3046\u3060\u3002", "a beast, wilder than imagining, erupts out of the foliage": "\u60f3\u50cf\u3092\u8d8a\u3048\u3066\u91ce\u86ee\u306a\u7363\u304c\u8449\u9670\u304b\u3089\u8df3\u3073\u3060\u3057\u3066\u304d\u305f", "go home": "\u5bb6\u306b\u5e30\u308b", "the soldier steps out from between the buildings, rifle raised.": "\u5175\u58eb\u304c\u5efa\u7269\u306e\u9593\u304b\u3089\u6b69\u307f\u51fa\u3066\u30e9\u30a4\u30d5\u30eb\u3092\u69cb\u3048\u305f\u3002", "force": "\u602a\u529b", "the rickety cart will carry more wood from the forest": "\u3053\u306e\u30ac\u30bf\u30ac\u30bf\u306e\u8377\u8eca\u3067\u3082\u68ee\u304b\u3089\u3082\u3063\u3068\u6728\u6750\u3092\u904b\u3079\u308b\u3060\u308d\u3046", "a ragged stranger stumbles through the door and collapses in the corner": "\u30dc\u30ed\u5e03\u3092\u7e8f\u3063\u305f\u898b\u77e5\u3089\u306c\u4eba\u304c\u30c9\u30a2\u304b\u3089\u8ee2\u304c\u308a\u8fbc\u3093\u3067\u304d\u3066\u3001\u9685\u306b\u5d29\u308c\u843d\u3061\u305f", "not enough leather": "\u9769\u304c\u8db3\u308a\u306a\u3044", "the fight is short and bloody, but the beasts are repelled.": "\u6226\u3044\u306f\u77ed\u304f\u8840\u306a\u307e\u3050\u3055\u3044\u3082\u306e\u3060\u3063\u305f\u304c\u3001\u3068\u306b\u304b\u304f\u7363\u306f\u5012\u3055\u308c\u305f\u3002", "the wood is running out": "\u6728\u6750\u304c\u5c3d\u304d\u305f", "restart.": "\u30ea\u30bb\u30c3\u30c8", "rot's been to work on it, and some of the pieces are missing.": "\u4f53\u306f\u8150\u6557\u3057\u3066\u3044\u308b\u304c\u3001\u3044\u304f\u3064\u304b\u306e\u90e8\u5206\u304c\u8db3\u308a\u306a\u3044\u3002", "workshop's finally ready. builder's excited to get to it": "\u4f5c\u696d\u5834\u304c\u3064\u3044\u306b\u5b8c\u6210\u3057\u305f\u3002\u5efa\u7bc9\u5bb6\u306f\u8208\u596e\u3057\u3066\u3044\u308b", "a trading post would make commerce easier": "\u4ea4\u6613\u6240\u306f\u3001\u53d6\u5f15\u3092\u3057\u3084\u3059\u304f\u3059\u308b\u3060\u308d\u3046", "not enough steel": "\u92fc\u9244\u304c\u8db3\u308a\u306a\u3044", "perks:": "\u7279\u6280\uff1a", "the torch goes out": "\u677e\u660e\u304c\u6d88\u3048\u305f", "saved.": "\u30bb\u30fc\u30d6\u3057\u305f", "after a skirmish they are driven away, but not without losses.": "\u5c0f\u7af6\u308a\u5408\u3044\u306e\u5f8c\u3001\u5f7c\u3089\u306f\u8ffd\u3044\u6255\u308f\u308c\u305f\u304c\u3001\u640d\u5bb3\u306f\u907f\u3051\u3089\u308c\u306a\u304b\u3063\u305f\u3002", "the military is already set up at the mine's entrance.": "\u3059\u3067\u306b\u8ecd\u968a\u304c\u9271\u5c71\u306e\u5165\u308a\u53e3\u306b\u99d0\u5c6f\u3057\u3066\u3044\u308b\u3002", "tannery goes up quick, on the edge of the village": "\u3059\u3050\u306b\u6751\u5916\u308c\u306b\u76ae\u306a\u3081\u3057\u5834\u304c\u5efa\u8a2d\u3055\u308c\u305f", "learned to fight quite effectively without weapons": "\u6b66\u5668\u3092\u4f7f\u308f\u305a\u975e\u5e38\u306b\u52b9\u679c\u7684\u306b\u6226\u3046\u3053\u3068\u3092\u5b66\u3093\u3060", "charred bodies litter the ground.": "\u9ed2\u7126\u3052\u306e\u6b7b\u4f53\u304c\u5730\u9762\u306b\u843d\u3061\u3066\u3044\u308b\u3002", "someone throws a stone.": "\u8ab0\u304b\u304c\u77f3\u3092\u6295\u3052\u305f\u3002", "leaves a pile of small teeth behind.": "\u5f8c\u306b\u5c0f\u3055\u306a\u7259\u306e\u5c71\u3092\u6b8b\u3057\u3066\u3044\u3063\u305f\u3002", "leave city": "\u8857\u3092\u96e2\u308c\u308b", "not enough scales": "\u9c57\u304c\u8db3\u308a\u306a\u3044", "someone has locked and barricaded the door to this operating theatre.": "\u8ab0\u304b\u304c\u3053\u306e\u624b\u8853\u5ba4\u3078\u306e\u6249\u306b\u9375\u3092\u304b\u3051\u3066\u5c01\u9396\u3057\u305f\u3002", "leave cave": "\u6d1e\u7a9f\u3092\u7acb\u3061\u53bb\u308b", "hp: {0}/{1}": "HP: {0}/{1}", "a lone frog sits in the muck, silently.": "\u4e00\u5339\u3060\u3051\u30ab\u30a8\u30eb\u304c\u9759\u304b\u306b\u6ce5\u306b\u5ea7\u3063\u3066\u3044\u308b\u3002", "the steel is strong, and the blade true.": "\u92fc\u9244\u306f\u5f37\u304f\u3001\u305d\u306e\u5203\u306f\u672c\u5f53\u306b\u3088\u304f\u5207\u308c\u308b\u3002", "a shame to let what he'd found go to waste.": "\u5f7c\u304c\u898b\u3064\u3051\u305f\u3082\u306e\u3092\u7121\u99c4\u306b\u3059\u308b\u306e\u306f\u6065\u3060", "learned how to ignore the hunger": "\u7a7a\u8179\u3092\u7121\u8996\u3059\u308b\u65b9\u6cd5\u3092\u5b66\u3093\u3060", "punch": "\u30d1\u30f3\u30c1", "water": "\u6c34", "desert rat": "\u7802\u6f20\u306e\u30cd\u30ba\u30df", "explore": "\u63a2\u7d22\u3059\u308b", "a pack of snarling beasts pours out of the trees.": "\u5538\u308b\u7363\u306e\u4e00\u56e3\u304c\u6728\u3005\u306e\u9593\u304b\u3089\u73fe\u308c\u305f", "punches do even more damage.": "\u30d1\u30f3\u30c1\u3067\u3055\u3089\u306b\u30c0\u30e1\u30fc\u30b8\u3092\u4e0e\u3048\u308b", "roaring": "\u71c3\u3048\u4e0a\u304c\u3063\u3066\u3044\u308b", "gatherer": "\u67f4\u5208\u308a", "the people back away, avoiding eye contact.": "\u4eba\u3005\u306f\u518d\u3073\u96e2\u308c\u3066\u3001\u76ee\u3092\u305d\u3089\u3057\u3066\u3044\u308b\u3002", "A Huge Borehole": "\u5de8\u5927\u306a\u7aea\u7a74", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "\u7c97\u3044\u6bdb\u76ae\u306b\u5305\u307e\u308c\u305f\u6728\u306e\u679d\u306e\u675f\u304c\u3001\u6577\u5c45\u306e\u5411\u3053\u3046\u306b\u7f6e\u304b\u308c\u3066\u3044\u308b\u3002", "builder says she could make finer things, if she had the tools": "\u5efa\u7bc9\u5bb6\u306f\u3001\u9053\u5177\u304c\u3042\u308c\u3070\u3082\u3063\u3068\u826f\u3044\u7269\u3092\u4f5c\u308c\u308b\u3068\u8a00\u3063\u3066\u3044\u308b", "soldier": "\u5175\u58eb", "learn scouting": "\u65a5\u5019\u8853\u3092\u5b66\u3076", "share.": "\u30b7\u30a7\u30a2", "choose one slot to save to": "\u30bb\u30fc\u30d6\u3059\u308b\u30b9\u30ed\u30c3\u30c8\u3092\u9078\u629e\u3057\u3066\u304f\u3060\u3055\u3044", "A Murky Swamp": "\u6fc1\u3063\u305f\u6cbc", "iron sword": "\u9244\u306e\u5263", "builder says she can make traps to catch any creatures might still be alive out there": "\u5efa\u7bc9\u5bb6\u306f\u3001\u751f\u304d\u6b8b\u3063\u305f\u751f\u304d\u7269\u3092\u6355\u3048\u308b\u7f60\u3092\u4f5c\u308c\u308b\u3068\u8a00\u3063\u3066\u3044\u308b", "the grasses thin. soon, only dust remains.": "\u75e9\u305b\u305f\u8349\u5730\u3060\u3002\u3059\u3050\u306b\u571f\u57c3\u3060\u3051\u306b\u306a\u308b\u3060\u308d\u3046\u3002", "bayonet": "\u9283\u5263", "a shot rings out, from somewhere in the long grass": "\u9ad8\u3044\u8349\u3080\u3089\u306e\u3069\u3053\u304b\u304b\u3089\u9283\u58f0\u304c\u97ff\u3044\u305f", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "\u7bc0\u304f\u308c\u3060\u3063\u305f\u6728\u306e\u58c1\u304c\u3001\u57c3\u304b\u3089\u7acb\u3061\u4e0a\u304c\u308b\u3002\u679d\u306f\u5929\u84cb\u306e\u9aa8\u7d44\u307f\u306e\u3088\u3046\u306b\u982d\u4e0a\u3067\u7d61\u307f\u5408\u3063\u3066\u3044\u308b\u3002", "gather wood": "\u6728\u3092\u96c6\u3081\u308b", "with a little effort, it might fly again.": "\u5c11\u3057\u9811\u5f35\u308c\u3070\u3001\u518d\u3073\u98db\u3070\u305b\u308b\u3060\u308d\u3046\u3002", "A Scavenger": "\u30b4\u30df\u6f01\u308a", "picking the bones finds some useful trinkets.": "\u9aa8\u3092\u62fe\u3044\u3001\u6709\u7528\u306a\u88c5\u8eab\u5177\u3092\u63a2\u3059\u3002", "the shell of an abandoned hospital looms ahead.": "\u653e\u68c4\u3055\u308c\u305f\u75c5\u9662\u306e\u5f71\u304c\u524d\u65b9\u306b\u8feb\u3063\u3066\u3044\u308b\u3002", "the villagers hang the thief high in front of the store room.": "\u6751\u4eba\u305f\u3061\u306f\u8caf\u8535\u5ba4\u306e\u524d\u306b\u9ad8\u304f\u6ce5\u68d2\u3092\u540a\u3063\u305f\u3002", "eye for an eye seems fair.": "\u76ee\u306b\u306f\u76ee\u3092\u3001\u3068\u3044\u3046\u306e\u306f\u516c\u6b63\u3060\u308d\u3046\u3002", "an old man bursts through a door, wielding a scalpel.": "\u30e1\u30b9\u3092\u6301\u3063\u305f\u8001\u4eba\u304c\u30c9\u30a2\u3092\u53e9\u304d\u958b\u3051\u305f\u3002", "1 medicine": "\u533b\u85ac\u54c11\u500b", "the small military outpost is well supplied.": "\u5c0f\u3055\u306a\u8ecd\u306e\u524d\u54e8\u57fa\u5730\u306b\u306f\u7269\u8cc7\u304c\u6f64\u6ca2\u3060\u3002", "the clinic has been ransacked.": "\u8a3a\u7642\u6240\u306f\u7565\u596a\u3055\u308c\u3066\u3044\u305f\u3002", "drop:": "\u7f6e\u304f\uff1a", "leaves some scraps of cloth behind.": "\u5f8c\u306b\u3044\u304f\u3089\u304b\u306e\u30dc\u30ed\u5e03\u3092\u6b8b\u3057\u3066\u3044\u3063\u305f\u3002", "are you sure?": "\u672c\u5f53\u306b\uff1f", "charcutier": "\u71fb\u88fd\u8077\u4eba", "a military perimeter is set up around the mine.": "\u8ecd\u4e8b\u5883\u754c\u7dda\u306f\u9271\u5c71\u3092\u4e2d\u5fc3\u306b\u8a2d\u5b9a\u3055\u308c\u3066\u3044\u308b\u3002", "trading post": "\u4ea4\u6613\u6240", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "\u653e\u6d6a\u8005\u306f\u7a7a\u306e\u8377\u8eca\u3092\u6301\u3063\u3066\u304d\u305f\u3002\u6bdb\u76ae\u3092\u6e21\u305b\u3070\u3001\u5f7c\u5973\u306f\u3088\u308a\u591a\u304f\u3092\u6301\u3063\u3066\u623b\u3063\u3066\u6765\u308b\u3068\u8a00\u3046\u3002", "in exchange, the wanderer offers his wisdom.": "\u5f15\u304d\u63db\u3048\u306b\u3001\u653e\u6d6a\u8005\u306f\u81ea\u5206\u306e\u77e5\u6075\u3092\u63d0\u4f9b\u3059\u308b\u3068\u8a00\u3063\u3066\u3044\u308b\u3002", "sulphur miner": "\u786b\u9ec4\u9271\u592b", "a small basket of food is hidden under a park bench, with a note attached.": "\u5c0f\u3055\u306a\u98df\u3079\u7269\u306e\u7c60\u304c\u3001\u516c\u5712\u306e\u30d9\u30f3\u30c1\u306e\u4e0b\u306b\u96a0\u3055\u308c\u3066\u3044\u308b\u3002\u30e1\u30e2\u304c\u4ed8\u3044\u3066\u3044\u308b\u3002", "warm": "\u6696\u304b\u3044", "the sound of gunfire carries on the wind.": "\u98a8\u306b\u4e57\u3063\u3066\u9283\u58f0\u304c\u5c4a\u3044\u305f\u3002", "stoke fire": "\u85aa\u3092\u71c3\u3084\u3059", "lift off": "\u767a\u9032\uff01", "shoot": "\u6483\u3064", "none": "\u306a\u3057", "leave town": "\u753a\u3092\u7acb\u3061\u53bb\u308b", "most of the windows at ground level are busted anyway.": "\u5730\u4e0a\u968e\u306e\u7a93\u306e\u307b\u3068\u3093\u3069\u306f\u3069\u3053\u304b\u306b\u5439\u304d\u98db\u3093\u3067\u3044\u308b\u3002", "a strange looking bird speeds across the plains": "\u5947\u602a\u306a\u9ce5\u304c\u5e73\u539f\u3092\u7d20\u65e9\u304f\u98db\u3073\u56de\u3063\u3066\u3044\u308b", "linger": "\u3053\u3053\u306b\u6b8b\u308b", "take:": "\u53d6\u308b\uff1a", "connect game to dropbox local storage": "\u30b2\u30fc\u30e0\u3092Dropbox\u306e\u30ed\u30fc\u30ab\u30eb\u30b9\u30c8\u30ec\u30fc\u30b8\u306b\u63a5\u7d9a\u3059\u308b", "strange bird": "\u602a\u9ce5", "if the code is invalid, all data will be lost.": "\u30b3\u30fc\u30c9\u304c\u6b63\u3057\u304f\u306a\u3044\u5834\u5408\u3001\u3059\u3079\u3066\u306e\u30c7\u30fc\u30bf\u304c\u5931\u308f\u308c\u307e\u3059\u3002", "A Feral Terror": "\u6050\u6016\u306e\u91ce\u751f\u751f\u7269", "can't see what's inside.": "\u4e2d\u306f\u898b\u3048\u306a\u3044\u3002", "a large beast charges out of the dark": "\u5927\u578b\u306e\u7363\u304c\u6697\u304c\u308a\u304b\u3089\u7a81\u6483\u3057\u3066\u304d\u305f", "salvage": "\u30b5\u30eb\u30d9\u30fc\u30b8", "grenade": "\u624b\u69b4\u5f3e", "the stranger in the corner stops shivering. her breathing calms.": "\u9685\u306e\u898b\u77e5\u3089\u306c\u4eba\u306e\u9707\u3048\u306f\u6b62\u307e\u3063\u305f\u3002\u5f7c\u5973\u306e\u547c\u5438\u306f\u843d\u3061\u7740\u3044\u3066\u304d\u305f\u3002", "a small suburb lays ahead, empty houses scorched and peeling.": "\u5c0f\u3055\u306a\u90ca\u5916\u306e\u4f4f\u5b85\u8857\u304c\u3042\u308b\u3002\u7a7a\u304d\u5bb6\u306f\u713c\u3051\u7126\u3052\u3066\u58c1\u304c\u5265\u304c\u308c\u3066\u3044\u308b\u3002", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "\u653e\u6d6a\u8005\u306f\u7a7a\u306e\u8377\u8eca\u3092\u6301\u3063\u3066\u304d\u305f\u3002\u6728\u6750\u3092\u6e21\u305b\u3070\u3001\u5f7c\u306f\u3088\u308a\u591a\u304f\u3092\u6301\u3063\u3066\u623b\u3063\u3066\u6765\u308b\u3068\u8a00\u3046\u3002", "gaunt man": "\u3084\u3064\u308c\u305f\u7537", "a squat building up ahead.": "\u524d\u65b9\u306b\u30d3\u30eb\u304c\u6a2a\u305f\u308f\u3063\u3066\u3044\u308b", "a thug moves out of the shadows.": "\u7269\u9670\u304b\u3089\u30c1\u30f3\u30d4\u30e9\u304c\u51fa\u3066\u304d\u305f\u3002", "An Outpost": "\u524d\u7dda\u57fa\u5730", "there's not much, but some useful things can still be found.": "\u591a\u304f\u306f\u306a\u3044\u304c\u3001\u307e\u3060\u6709\u7528\u306a\u3082\u306e\u304c\u898b\u3064\u304b\u3063\u305f\u3002", " and ": " \u3068 ", "an improvised shop is set up on the sidewalk.": "\u6b69\u9053\u306b\u4eee\u8a2d\u5e97\u8217\u304c\u3042\u308b\u3002", "cured meat": "\u71fb\u88fd\u8089", "builder puts up a hut, out in the forest. says word will get around.": "\u5efa\u7bc9\u5bb6\u306f\u68ee\u306b\u5c0f\u5c4b\u3092\u5efa\u3066\u305f. \u3053\u306e\u5642\u304c\u5e83\u307e\u308b\u3060\u308d\u3046\u3068\u8a00\u3063\u3066\u3044\u308b", "learned how not to be seen": "\u898b\u3089\u308c\u306a\u3044\u65b9\u6cd5\u3092\u5b66\u3093\u3060", "punches do more damage": "\u30d1\u30f3\u30c1\u3067\u3088\u308a\u591a\u304f\u306e\u30c0\u30e1\u30fc\u30b8\u3092\u4e0e\u3048\u308b", "some traps have been destroyed": "\u3044\u304f\u3064\u304b\u306e\u7f60\u304c\u7834\u58ca\u3055\u308c\u305f", "castoff from the mammoth drills can still be found by the edges of the precipice.": "\u65ad\u5d16\u306e\u7e01\u306b\u6253\u3061\u6368\u3066\u3089\u308c\u305f\u30de\u30f3\u30e2\u30b9\u30c9\u30ea\u30eb\u304c\u6b8b\u3063\u3066\u3044\u308b\u3002", "well armed men charge out of the forest, firing into the crowd.": "\u6b66\u88c5\u3057\u305f\u7537\u305f\u3061\u304c\u68ee\u304b\u3089\u73fe\u308c\u3001\u7fa4\u8846\u306b\u767a\u7832\u3057\u305f", "deep in the swamp is a moss-covered cabin.": "\u6cbc\u306e\u5965\u6df1\u304f\u306b\u82d4\u306b\u8986\u308f\u308c\u305f\u5c0f\u5c4b\u304c\u3042\u308b\u3002", "app store.": "App \u30b9\u30c8\u30a2", "An Old Starship": "\u53e4\u3044\u5b87\u5b99\u8239", "ignore it": "\u7121\u8996\u3059\u308b", "hot": "\u6691\u3044", "upgrade engine": "\u30a8\u30f3\u30b8\u30f3\u3092\u5f37\u5316", "forest": "\u68ee", "give 500": "500 \u4e0e\u3048\u308b", "A Dark Room": "\u6697\u3044\u90e8\u5c4b", "a battle was fought here, long ago.": "\u9060\u3044\u6614\u306b\u3001\u3053\u3053\u3067\u6226\u95d8\u304c\u884c\u308f\u308c\u305f\u3002", "builder says leather could be useful. says the villagers could make it.": "\u5efa\u7bc9\u5bb6\u306f\u6751\u4eba\u304c\u306a\u3081\u3057\u9769\u3092\u4f5c\u308c\u308b\u3060\u308d\u3046\u3068\u8a00\u3063\u3066\u3044\u308b\u3002", "craft:": "\u4f5c\u6210\uff1a", "Iron Mine": "\u9244\u9271\u5c71", "coal mine": "\u70ad\u9271", "bits of meat": "\u8089\u306e\u304b\u3051\u3089", "scavengers must have gotten to this place already.": "\u30b4\u30df\u6f01\u308a\u304c\u65e2\u306b\u3053\u3053\u306b\u6765\u305f\u3088\u3046\u3060\u3002", "the remains of an old camp sits just inside the cave.": "\u6d1e\u7a9f\u306e\u4e2d\u306b\u53e4\u3044\u30ad\u30e3\u30f3\u30d7\u8de1\u304c\u6b8b\u3063\u3066\u3044\u308b\u3002", "The Village": "\u6751", "snarling beast": "\u5538\u308b\u7363", "soldiers patrol the perimeter, rifles slung over their shoulders.": "\u5175\u58eb\u305f\u3061\u306f\u80a9\u306b\u30e9\u30a4\u30d5\u30eb\u3092\u639b\u3051\u3066\u5468\u56f2\u3092\u30d1\u30c8\u30ed\u30fc\u30eb\u3057\u3066\u3044\u308b\u3002", "a swarm of rats rushes up the tunnel.": "\u30cd\u30ba\u30df\u306e\u7fa4\u308c\u304c\u30c8\u30f3\u30cd\u30eb\u304b\u3089\u6bba\u5230\u3057\u3066\u304d\u305f\u3002", "faces, darkened by soot and blood, stare out from crooked huts.": "\u6b6a\u3093\u3060\u5c0f\u5c4b\u304b\u3089\u3059\u3059\u3068\u8840\u306b\u3088\u3063\u3066\u9ed2\u305a\u3093\u3060\u9854\u304c\u898b\u3064\u3081\u3066\u3044\u308b\u3002", "strange noises can be heard through the walls": "\u5947\u5999\u306a\u97f3\u304c\u58c1\u306e\u5411\u3053\u3046\u304b\u3089\u805e\u3053\u3048\u308b", "coal": "\u77f3\u70ad", "Stratosphere": "\u6210\u5c64\u570f", "man-eater": "\u4eba\u55b0\u3044\u65cf", "can't tell what they're up to.": "\u4f55\u306e\u97f3\u304b\u306f\u308f\u304b\u3089\u306a\u3044\u3002", "enter": "\u5165\u308b", "a destroyed village lies in the dust.": "\u7834\u58ca\u3055\u308c\u305f\u6751\u304c\u57c3\u306e\u4e2d\u306b\u6a2a\u305f\u308f\u3063\u3066\u3044\u308b\u3002", "Ship": "\u8239", "better avoid conflict in the wild": "\u8352\u91ce\u3067\u306e\u885d\u7a81\u3092\u3088\u308a\u907f\u3051\u308b", "talk": "\u8a71\u3059", "another beast, draw by the noise, leaps out of a copse of trees.": "\u97f3\u306b\u5f15\u304d\u5bc4\u305b\u3089\u308c\u305f\u5225\u306e\u7363\u304c\u96d1\u6728\u6797\u304b\u3089\u8df3\u3073\u3060\u3057\u3066\u304d\u305f\u3002", "A Soldier": "\u5175\u58eb", "the man expresses his thanks and hobbles off.": "\u7537\u306f\u611f\u8b1d\u3057\u3066\u3088\u308d\u3081\u304d\u53bb\u3063\u305f\u3002", "battered technology from both sides lays dormant on the blasted landscape.": "\u30dc\u30ed\u30dc\u30ed\u306b\u306a\u3063\u305f\u4e21\u9663\u55b6\u306e\u907a\u7269\u304c\u3001\u713c\u3051\u91ce\u539f\u306b\u7720\u3063\u3066\u3044\u308b\u3002", "the villagers haul a filthy man out of the store room.": "\u6751\u4eba\u305f\u3061\u304c\u8caf\u8535\u5eab\u304b\u3089\u4e0d\u6f54\u306a\u7537\u3092\u904b\u3073\u3060\u3057\u3066\u304d\u305f\u3002", "strips of meat are hung up to dry in this ward.": "\u3053\u306e\u68df\u306b\u306f\u7d30\u5207\u308a\u8089\u304c\u639b\u3051\u3066\u5e72\u3055\u308c\u3066\u3044\u308b\u3002", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "\u57c3\u3068\u7070\u306e\u4e2d\u304b\u3089\u3001\u653e\u6d6a\u8005\u306e\u4e57\u308a\u7269\u306e\u304a\u306a\u3058\u307f\u306e\u66f2\u7dda\u304c\u7acb\u3061\u4e0a\u304c\u3063\u3066\u3044\u308b\u3002", "all the work of a previous generation is here.": "\u524d\u4e16\u4ee3\u306e\u3059\u3079\u3066\u306e\u696d\u7e3e\u304c\u3053\u3053\u306b\u3042\u308b\u3002", "cold": "\u5bd2\u3044", "the iron mine is clear of dangers": "\u9244\u9271\u5c71\u306f\u660e\u3089\u304b\u306b\u5371\u967a\u3060", "the military presence has been cleared.": "\u8ecd\u968a\u3092\u4e00\u6383\u3057\u305f\u3002", "A Crashed Starship": "\u589c\u843d\u3057\u305f\u5b87\u5b99\u8239", "the fire is {0}": "\u706b\u306f{0}", "A Lonely Hut": "\u5b64\u72ec\u306a\u5c0f\u5c4b", "buy teeth": "\u7259\u3092\u8cb7\u3046", "a small supply cache is hidden at the back of the cave.": "\u6d1e\u7a9f\u306e\u5965\u306b\u306f\u5c0f\u3055\u306a\u8caf\u8535\u5eab\u304c\u96a0\u3055\u308c\u3066\u3044\u305f\u3002", "iron's stronger than leather": "\u9244\u306f\u9769\u3088\u308a\u3082\u5f37\u3044", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "\u5bdd\u888b\u306f\u7834\u308c\u3066\u9ed2\u305a\u307f\u3001\u8584\u304f\u57c3\u3092\u304b\u3076\u3063\u3066\u3044\u308b", "dodge attacks more effectively": "\u3088\u308a\u52b9\u679c\u7684\u306b\u653b\u6483\u3092\u56de\u907f\u3059\u308b", "hull: ": "\u8239\u4f53\uff1a", "a madman attacks, screeching.": "\u72c2\u4eba\u304c\u559a\u304d\u306a\u304c\u3089\u8972\u3063\u3066\u304d\u305f\u3002", "thieves": "\u6ce5\u68d2", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "\u307e\u3060\u5d29\u308c\u3066\u3044\u306a\u3044\u30bf\u30ef\u30fc\u304c\u53e4\u4ee3\u306e\u7363\u306e\u30a2\u30d0\u30e9\u306e\u3088\u3046\u306b\u98a8\u666f\u306b\u7a81\u304d\u51fa\u3057\u3066\u3044\u308b\u3002", "lights off.": "\u6d88\u706f", "someone had been stockpiling loot here.": "\u8ab0\u304b\u304c\u3053\u3053\u306b\u6226\u5229\u54c1\u3092\u5099\u84c4\u3057\u3066\u3044\u305f\u3002", "learned to look ahead": "\u5148\u3092\u898b\u308b\u3053\u3068\u3092\u5b66\u3093\u3060", "the mine is now safe for workers.": "\u3082\u3046\u9271\u5c71\u306f\u52b4\u50cd\u8005\u306b\u3082\u5b89\u5168\u3060\u3002", "Coal Mine": "\u70ad\u9271", "empty corridors.": "\u4f55\u3082\u306a\u3044\u5eca\u4e0b\u3002", "save to slot": "\u30b9\u30ed\u30c3\u30c8\u306b\u4fdd\u5b58", "the owner stands by, stoic.": "\u30aa\u30fc\u30ca\u30fc\u304c\u30b9\u30c8\u30a4\u30c3\u30af\u306b\u8107\u306b\u7acb\u3063\u3066\u3044\u308b", "hunter": "\u731f\u5e2b", "strips of meat hang drying by the side of the street.": "\u901a\u308a\u306e\u8107\u306b\u306f\u8089\u304c\u5e72\u3055\u308c\u3066\u3044\u308b\u3002", "more squatters are crowding around now.": "\u3055\u3089\u306b\u591a\u304f\u306e\u7121\u65ad\u5c45\u4f4f\u8005\u304c\u7fa4\u304c\u3063\u3066\u304d\u305f\u3002", "some weird glowing boxes he picked up on his travels.": "\u5f7c\u304c\u65c5\u306e\u9014\u4e2d\u3067\u62fe\u3063\u305f\u5947\u5999\u306a\u5149\u308b\u7bb1\u3002", "a panicked scavenger bursts through the door, screaming.": "\u6050\u614c\u3057\u305f\u30b4\u30df\u6f01\u308a\u306f\u53eb\u3073\u306a\u304c\u3089\u30c9\u30a2\u3092\u3076\u3061\u7834\u3063\u3066\u304d\u305f\u3002", "give 50": "50 \u4e0e\u3048\u308b", "wagon": "\u8377\u99ac\u8eca", "An Old House": "\u53e4\u3044\u5bb6", "a soldier, alerted, opens fire.": "\u5175\u58eb\u306f\u8b66\u6212\u3057\u3066\u6483\u3063\u3066\u304d\u305f\u3002", "meat": "\u8089", "the tunnel opens up at another platform.": "\u30c8\u30f3\u30cd\u30eb\u306f\u5225\u306e\u30d7\u30e9\u30c3\u30c8\u30d5\u30a9\u30fc\u30e0\u306b\u958b\u3044\u3066\u3044\u305f\u3002", "a terrible plague is fast spreading through the village.": "\u6050\u308d\u3057\u3044\u75ab\u75c5\u304c\u6751\u306b\u6025\u901f\u306b\u5e83\u304c\u3063\u3066\u3044\u308b\u3002", "the gaunt man is dead": "\u3084\u3064\u308c\u305f\u7537\u306f\u6b7b\u3093\u3060", "bone spear": "\u9aa8\u306e\u69cd", "trap": "\u7f60", "the street ahead glows with firelight.": "\u524d\u65b9\u306e\u901a\u308a\u306f\u706b\u660e\u304b\u308a\u306b\u7167\u3089\u3055\u308c\u3066\u3044\u308b\u3002", "armourer": "\u6b66\u5668\u8077\u4eba", "a large shanty town sprawls across the streets.": "\u5927\u304d\u306a\u8ca7\u6c11\u8857\u304c\u3001\u901a\u308a\u5168\u4f53\u306b\u5e83\u304c\u3063\u3066\u3044\u308b\u3002", "the shell of a burned out car blocks the entrance.": "\u71c3\u3048\u5c3d\u304d\u305f\u8eca\u306e\u6b8b\u9ab8\u304c\u5165\u308a\u53e3\u3092\u585e\u3044\u3067\u3044\u308b\u3002", "a small group arrives, all dust and bones.": "\u5c0f\u96c6\u56e3\u304c\u3084\u3063\u3066\u304d\u305f\u3002\u307f\u306a\u75e9\u305b\u7d30\u3063\u3066\u3044\u308b", "A Ruined City": "\u5ec3\u589f\u306e\u90fd\u5e02", "weight": "\u91cd\u3055", "torch": "\u677e\u660e", "The Thief": "\u6ce5\u68d2", "not enough cloth": "\u5e03\u304c\u8db3\u308a\u306a\u3044", "a youth lashes out with a tree branch.": "\u82e5\u8005\u304c\u6728\u306e\u679d\u3092\u6301\u3063\u3066\u8972\u3044\u304b\u304b\u3063\u3066\u304d\u305f\u3002", "the rest of the hospital is empty.": "\u75c5\u9662\u306e\u6b8b\u308a\u306e\u90e8\u5206\u306b\u306f\u4f55\u3082\u306a\u3044\u3002", "connect": "\u63a5\u7d9a\u3059\u308b", "learned to be where they're not": "\u6575\u306e\u5c45\u306a\u3044\u3068\u3053\u308d\u306b\u5c45\u308b\u3059\u3079\u3092\u5b66\u3093\u3060", "go twice as far without eating": "\u540c\u3058\u98df\u6599\u3067\u4e8c\u500d\u6b69\u3051\u308b", "scavenger'd been looking for supplies in here, it seems.": "\u30b4\u30df\u6f01\u308a\u306f\u7269\u8cc7\u3092\u63a2\u3057\u3066\u3044\u305f\u3088\u3046\u3060\u3002", "there's nothing else here.": "\u3053\u3053\u306b\u306f\u4ed6\u306b\u4f55\u3082\u306a\u3044\u3002", "the plague is kept from spreading.": "\u75ab\u75c5\u304c\u62e1\u5927\u306f\u9632\u304c\u308c\u305f\u3002", "the cask holds enough water for longer expeditions": "\u6c34\u6a3d\u306f\u3001\u9577\u3044\u9060\u5f81\u306b\u5341\u5206\u306a\u6c34\u3092\u5165\u308c\u3089\u308c\u308b", "check traps": "\u7f60\u3092\u78ba\u8a8d\u3059\u308b", "Plague": "\u75ab\u75c5", "medicine": "\u533b\u85ac\u54c1", "the old man had a small cache of interesting items.": "\u8001\u4eba\u306f\u8208\u5473\u6df1\u3044\u7269\u8cc7\u306e\u5c0f\u3055\u306a\u4fdd\u7ba1\u5eab\u3092\u6301\u3063\u3066\u3044\u305f\u3002", "tannery": "\u76ae\u306a\u3081\u3057\u5834", "lob": "\u6295\u3052\u8fbc\u3080", "no more room for huts.": "\u3082\u3046\u5c0f\u5c4b\u3092\u5efa\u3066\u308b\u5834\u6240\u304c\u306a\u3044", "they took what they came for, and left.": "\u5f7c\u3089\u306f\u6b32\u3057\u3044\u7269\u3092\u596a\u3063\u3066\u53bb\u3063\u305f\u3002", "through the large gymnasium doors, footsteps can be heard.": "\u5927\u304d\u306a\u4f53\u80b2\u9928\u306e\u30c9\u30a2\u304b\u3089\u8db3\u97f3\u304c\u805e\u3053\u3048\u308b\u3002", "a large creature attacks, claws freshly bloodied": "\u722a\u304b\u3089\u9bae\u8840\u3092\u5782\u3089\u3057\u305f\u5927\u578b\u52d5\u7269\u304c\u653b\u6483\u3057\u3066\u304d\u305f", "a green cross barely visible behind grimy windows.": "\u6c5a\u308c\u305f\u7a93\u306e\u5411\u3053\u3046\u306b\u5fae\u304b\u306b\u7dd1\u306e\u5341\u5b57\u304c\u898b\u3048\u308b\u3002", "a sick man hobbles up": "\u75c5\u4eba\u306f\u3088\u308d\u3081\u3044\u3066\u3044\u308b", "An Abandoned Town": "\u6368\u3066\u3089\u308c\u305f\u753a", "cart": "\u8377\u8eca", "might be things worth having still inside.": "\u307e\u3060\u4e2d\u306b\u4fa1\u5024\u306e\u3042\u308b\u3082\u306e\u304c\u3042\u308b\u304b\u3082\u3057\u308c\u306a\u3044\u3002", "the wood has run out": "\u6728\u6750\u304c\u8db3\u308a\u306a\u3044", "The Master": "\u9054\u4eba", "thrust": "\u7a81\u304f", "water replenished": "\u6c34\u3092\u88dc\u7d66\u3057\u305f", "a soldier opens fire from across the desert": "\u5175\u58eb\u304c\u7802\u6f20\u306e\u5411\u3053\u3046\u304b\u3089\u6483\u3063\u3066\u304d\u305f", "go twice as far without drinking": "\u540c\u3058\u6c34\u306e\u91cf\u3067\u4e8c\u500d\u6b69\u3051\u308b", "the tentacular horror is defeated.": "\u89e6\u624b\u306e\u6050\u6016\u306b\u6253\u3061\u52dd\u3063\u305f\u3002", "an overturned caravan is spread across the pockmarked street.": "\u8ee2\u5012\u3057\u305f\u30ad\u30e3\u30e9\u30d0\u30f3\u304c\u8352\u308c\u679c\u3066\u305f\u901a\u308a\u306e\u5411\u3053\u3046\u5074\u306b\u5e83\u304c\u3063\u3066\u3044\u308b\u3002", "the villagers retreat to mourn the dead.": "\u6751\u4eba\u305f\u3061\u306f\u6b7b\u8005\u3092\u5f14\u3046\u305f\u3081\u306b\u5f15\u304d\u8fd4\u3057\u305f\u3002", "A Modest Village": "\u3055\u3055\u3084\u304b\u306a\u6751", "A Damp Cave": "\u6e7f\u3063\u305f\u6d1e\u7a9f", "swing": "\u632f\u308a\u56de\u3059", "alien alloy": "\u30a8\u30a4\u30ea\u30a2\u30f3\u5408\u91d1", "export or import save data, for backing up": "\u30a8\u30af\u30b9\u30dd\u30fc\u30c8\u3068\u30a4\u30f3\u30dd\u30fc\u30c8(\u30d0\u30c3\u30af\u30a2\u30c3\u30d7\u7528", "smokehouse": "\u71fb\u88fd\u5834", "vague shapes move, just out of sight.": "\u6f20\u7136\u3068\u3057\u305f\u5f71\u304c\u3001\u8996\u754c\u5916\u306b\u6d88\u3048\u305f\u3002", "Wanderer": "\u653e\u6d6a\u8005", "the earth here is split, as if bearing an ancient wound": "\u53e4\u4ee3\u306e\u50b7\u306e\u3088\u3046\u306b\u3001\u3053\u3053\u3067\u5730\u9762\u304c\u5272\u308c\u3066\u3044\u308b\u3002", "dangerous to be this far from the village without proper protection": "\u5341\u5206\u306a\u9632\u5099\u306a\u304f\u6751\u304b\u3089\u9060\u304f\u96e2\u308c\u308b\u306e\u306f\u5371\u967a\u3060", "the compass points southeast": "\u30b3\u30f3\u30d1\u30b9\u306f\u5357\u6771\u3092\u6307\u3057\u305f", "barbarian": "\u91ce\u86ee\u4eba", "the wanderer leaves, cart loaded with furs": "\u653e\u6d6a\u8005\u306f\u8377\u8eca\u306b\u6bdb\u76ae\u3092\u7a4d\u3093\u3067\u53bb\u3063\u305f", "there are still supplies inside.": "\u4e2d\u306b\u306f\u7269\u8cc7\u304c\u6b8b\u3063\u3066\u3044\u308b\u3002", "traps are more effective with bait.": "\u7f60\u306f\u990c\u304c\u3042\u308b\u3068\u3088\u308a\u52b9\u679c\u7684\u3060", "rusted chainlink is pulled across an alleyway.": "\u9306\u3073\u305f\u9396\u304c\u8def\u5730\u3092\u6a2a\u5207\u3063\u3066\u3044\u308b\u3002", "a sickness is spreading through the village.": "\u75c5\u6c17\u304c\u6751\u306b\u5e83\u304c\u3063\u3066\u3044\u308b\u3002", "tangle": "\u8ee2\u3070\u305b\u308b", "miss": "\u30df\u30b9", "the meat has run out": "\u8089\u304c\u306a\u304f\u306a\u3063\u305f", "a beast charges out of a ransacked classroom.": "\u8352\u3089\u3055\u308c\u305f\u6559\u5ba4\u304b\u3089\u7363\u304c\u98db\u3073\u51fa\u3057\u3066\u304d\u305f\u3002", "lucky that the natives can't work the mechanisms.": "\u539f\u4f4f\u6c11\u304c\u6a5f\u69cb\u3092\u4f5c\u52d5\u3055\u305b\u3089\u308c\u306a\u304b\u3063\u305f\u306e\u306f\u5e78\u904b\u3060\u3002", "A Murky Swamp": "\u6fc1\u3063\u305f\u6cbc", "just as deadly now as they were then.": "\u4eca\u307e\u3055\u306b\u3001\u5f7c\u3089\u304c\u305d\u3046\u3067\u3042\u3063\u305f\u3088\u3046\u306b\u3001\u81f4\u547d\u7684\u3060\u3002", "builder just shivers": "\u5efa\u7bc9\u5bb6\u306f\u305f\u3060\u9707\u3048\u3066\u3044\u308b", "a second soldier joins the fight.": "\u7b2c\u4e8c\u306e\u5175\u58eb\u304c\u6226\u3044\u306b\u53c2\u52a0\u3057\u305f\u3002", "attack": "\u653b\u6483\u3059\u308b", "go inside": "\u4e2d\u306b\u5165\u308b", "turn her away": "\u8ffd\u3044\u8fd4\u3059", "dropbox.": "Dropbox", "reinforce hull": "\u8239\u4f53\u3092\u5f37\u5316", "not enough wood to get the fire going": "\u706b\u3092\u71c3\u3084\u3059\u306e\u306b\u5341\u5206\u306a\u6728\u6750\u304c\u306a\u3044", "a stranger arrives in the night": "\u898b\u77e5\u3089\u306c\u4eba\u304c\u591c\u306b\u3084\u3063\u3066\u304d\u305f", "hut": "\u5c0f\u5c4b", "trapper": "\u7f60\u5e2b", "a battered highway sign stands guard at the entrance to this once-great city.": "\u307c\u308d\u307c\u308d\u306e\u9ad8\u901f\u9053\u8def\u306e\u770b\u677f\u304c\u3001\u3053\u306e\u304b\u3064\u3066\u5049\u5927\u3060\u3063\u305f\u90fd\u5e02\u306e\u5165\u308a\u53e3\u3092\u5b88\u3063\u3066\u7acb\u3063\u3066\u3044\u308b\u3002", "rifle": "\u30e9\u30a4\u30d5\u30eb", "sulphur": "\u786b\u9ec4", "steel": "\u92fc\u9244", "the stranger is standing by the fire. she says she can help. says she builds things.": "\u898b\u77e5\u3089\u306c\u4eba\u304c\u706b\u306e\u8fd1\u304f\u306b\u7acb\u3063\u3066\u3044\u308b\u3002\u5f7c\u5973\u306f\u5efa\u7bc9\u3092\u624b\u4f1d\u3048\u308b\u3068\u8a00\u3063\u3066\u3044\u308b", "the sickness is cured in time.": "\u75c5\u6c17\u306f\u305d\u306e\u3046\u3061\u6cbb\u3063\u305f", "the only hope is a quick death.": "\u901f\u3084\u304b\u306b\u6b7b\u306d\u308b\u3053\u3068\u3060\u3051\u304c\u671b\u307f\u3067\u3042\u308b", "score for this game: {0}": "\u3053\u306e\u30b2\u30fc\u30e0\u306e\u30b9\u30b3\u30a2\uff1a{0}", "the lizard is dead": "\u30c8\u30ab\u30b2\u306f\u6b7b\u3093\u3060", "iron": "\u9244", "fires burn in the courtyard beyond.": "\u305d\u306e\u5148\u306e\u4e2d\u5ead\u3067\u306f\u708e\u304c\u71c3\u3048\u3066\u3044\u308b\u3002", "builder": "\u5efa\u7bc9\u5bb6", "a large creature lunges, muscles rippling in the torchlight": "\u5927\u304d\u306a\u751f\u304d\u7269\u304c\u7a81\u9032\u3057\u3066\u304d\u305f\u3002\u677e\u660e\u306e\u5149\u306e\u4e2d\u3067\u7b4b\u8089\u304c\u6ce2\u6253\u3064", "something's causing a commotion a ways down the road.": "\u9053\u306e\u5148\u3067\u4f55\u304b\u304c\u9a12\u304e\u3092\u8d77\u3053\u3057\u3066\u3044\u308b\u3002", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "\u898b\u77e5\u3089\u306c\u4eba\u306f\u9707\u3048\u3001\u9759\u304b\u306b\u545f\u3044\u3066\u3044\u308b\u3002\u5f7c\u5973\u306e\u8a00\u8449\u306f\u7406\u89e3\u3067\u304d\u306a\u3044\u3002", "A Firelit Room": "\u706b\u306e\u706f\u308b\u90e8\u5c4b", "some wood is missing.": "\u3044\u304f\u3064\u304b\u6728\u6750\u304c\u8db3\u308a\u306a\u3044", "The Beggar": "\u4e5e\u98df", "ripe for the picking.": "\u53d6\u308a\u9803\u306b\u719f\u308c\u3066\u3044\u308b", "A Destroyed Village": "\u7834\u58ca\u3055\u308c\u305f\u6751", "coal miner": "\u70ad\u5751\u592b", "not enough teeth": "\u7259\u304c\u8db3\u308a\u306a\u3044", "all he has are some scales.": "\u5f7c\u306f\u3001\u3044\u304f\u3064\u304b\u306e\u9c57\u3057\u304b\u6301\u3063\u3066\u3044\u306a\u3044\u3002", "learned to predict their movement": "\u52d5\u304d\u3092\u4e88\u6e2c\u3059\u308b\u3053\u3068\u3092\u5b66\u3093\u3060", "the nights are rent with screams.": "\u591c\u306b\u60b2\u9cf4\u304c\u97ff\u304d\u6e21\u308b\u3002", "take": "\u53d6\u308b", "the scavenger is dead": "\u30b4\u30df\u6f01\u308a\u306f\u6b7b\u3093\u3060", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "\u904a\u7267\u6c11\u306f\u3001\u8352\u3044\u9ebb\u7d10\u3067\u7d50\u3093\u3060\u9593\u306b\u5408\u308f\u305b\u306e\u888b\u3092\u7a4d\u3093\u3067\u3084\u3063\u3066\u304d\u305f\u3002", "a convoy lurches in, equal parts worry and hope.": "\u4e0d\u5b89\u3068\u5e0c\u671b\u3092\u306a\u3044\u307e\u305c\u306b\u3057\u3066\u968a\u5546\u304c\u8ee2\u304c\u308a\u8fbc\u3093\u3067\u304d\u305f", "the map uncovers a bit of the world": "\u5730\u56f3\u306f\u3001\u4e16\u754c\u306e\u4e00\u90e8\u3092\u660e\u3089\u304b\u306b\u3057\u305f", "the shot echoes in the empty street.": "\u9283\u58f0\u304c\u7121\u4eba\u306e\u901a\u308a\u306b\u97ff\u304d\u6e21\u308b\u3002", "the sounds stop.": "\u97f3\u304c\u3084\u3093\u3060\u3002", "rucksack": "\u30ea\u30e5\u30c3\u30af\u30b5\u30c3\u30af", "the towers of a decaying city dominate the skyline": "\u673d\u3061\u3086\u304f\u90fd\u5e02\u306e\u30bf\u30ef\u30fc\u304c\u5730\u5e73\u7dda\u3092\u5360\u3081\u3066\u3044\u308b", "lights on.": "\u70b9\u706f", "a torch to keep the dark away": "\u677e\u660e\u306f\u6697\u304c\u308a\u3092\u9060\u3056\u3051\u308b", "some good stuff woven into its nest.": "\u305d\u306e\u5de3\u306b\u306f\u826f\u3044\u7269\u304c\u7e54\u308a\u8fbc\u307e\u308c\u3066\u3044\u308b\u3002", "starvation sets in": "\u98e2\u3048\u306f\u3058\u3081\u305f", "charm": "\u304a\u5b88\u308a", "the sniper is dead": "\u72d9\u6483\u624b\u306f\u6b7b\u3093\u3060", "nothing": "\u3044\u3089\u306a\u3044", "say his folk have been skimming the supplies.": "\u5f7c\u306f\u7269\u8cc7\u3092\u304f\u3059\u306d\u3066\u3044\u305f\u3089\u3057\u3044\u3002", "Restart?": "\u30ea\u30bb\u30c3\u30c8\u3057\u307e\u3059\u304b\uff1f", "this is irreversible.": "\u3053\u308c\u306f\u53d6\u308a\u6d88\u305b\u307e\u305b\u3093\u3002", "the town's booming. word does get around.": "\u753a\u306f\u6025\u6210\u9577\u3092\u9042\u3052\u3066\u3044\u308b\u3002\u5642\u304c\u5e83\u304c\u3063\u3066\u3044\u308b\u3002", "Dropbox connection": "Dropbox\u306b\u63a5\u7d9a", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "\u6b66\u5668\u3084\u8ecd\u9700\u54c1\u3001\u6226\u4e89\u6642\u4ee3\u306e\u907a\u7269\u304c\u3001\u304d\u3061\u3093\u3068\u4fdd\u7ba1\u5eab\u306e\u5e8a\u306b\u4e26\u3093\u3067\u3044\u308b\u3002", "iron miner": "\u9244\u9271\u592b", "give 100": "100 \u4e0e\u3048\u308b", "Export": "\u30a8\u30af\u30b9\u30dd\u30fc\u30c8", "the operating theatre has a lot of curious equipment.": "\u624b\u8853\u5ba4\u306b\u306f\u8208\u5473\u6df1\u3044\u8a2d\u5099\u304c\u305f\u304f\u3055\u3093\u3042\u308b\u3002", "A Sniper": "\u72d9\u6483\u624b", "the mysterious wanderer returns, cart piled high with wood.": "\u8b0e\u306e\u653e\u6d6a\u8005\u304c\u8377\u8eca\u306b\u6728\u6750\u3092\u9ad8\u304f\u7a4d\u307f\u4e0a\u3052\u3066\u623b\u3063\u3066\u304d\u305f\u3002", "a snarling beast jumps out from behind a car.": "\u3046\u306a\u308b\u7363\u304c\u8eca\u306e\u5f8c\u308d\u304b\u3089\u98db\u3073\u51fa\u3066\u304d\u305f\u3002", "precise": "\u7cbe\u5bc6\u653b\u6483", "looks like a camp of sorts up ahead.": "\u524d\u65b9\u306b\u4e00\u7a2e\u306e\u30ad\u30e3\u30f3\u30d7\u306e\u3088\u3046\u306a\u3082\u306e\u304c\u898b\u3048\u308b\u3002", "bait": "\u990c", "The Sulphur Mine": "\u786b\u9ec4\u9271\u5c71", "stunned": "\u8ee2\u5012\u3055\u305b\u305f", "a thief is caught": "\u6ce5\u68d2\u304c\u6355\u307e\u3063\u305f", "a beggar arrives.": "\u4e5e\u98df\u304c\u3084\u3063\u3066\u304d\u305f\u3002", "the strange bird is dead": "\u602a\u9ce5\u306f\u6b7b\u3093\u3060", "*** EVENT ***": "***\u30a4\u30d9\u30f3\u30c8***", "the grass thrashes wildly as a huge lizard pushes through": "\u5de8\u5927\u306a\u30c8\u30ab\u30b2\u304c\u901a\u3063\u305f\u5f8c\u306f\u8349\u304c\u4e71\u66b4\u306b\u5012\u308c\u3066\u3044\u308b", "medicine is needed immediately.": "\u3059\u3050\u306b\u533b\u85ac\u54c1\u304c\u5fc5\u8981\u3060\u3002", "A Crashed Ship": "\u5815\u3061\u305f\u8239", "the town lies abandoned, its citizens long dead": "\u753a\u306f\u8352\u308c\u679c\u3066\u3001\u5e02\u6c11\u306f\u6b7b\u306b\u7d76\u3048\u3066\u3044\u308b", "give 1 medicine": "\u85ac\u30921\u3064\u4e0e\u3048\u308b", "the old compass is dented and dusty, but it looks to work.": "\u53e4\u3044\u30b3\u30f3\u30d1\u30b9\u306f\u3078\u3053\u3093\u3067\u57c3\u307e\u307f\u308c\u3060\u304c\u3001\u305d\u308c\u3067\u3082\u52d5\u304f\u3088\u3046\u3060\u3002", "wood": "\u6728\u6750", "A Forgotten Battlefield": "\u5fd8\u308c\u3089\u308c\u305f\u6226\u5834", "the trees are gone. parched earth and blowing dust are poor replacements.": "\u6728\u304c\u306a\u304f\u306a\u3063\u3066\u3044\u308b\u3002\u4ee3\u308f\u308a\u306b\u4e7e\u304d\u304d\u3063\u305f\u5927\u5730\u3068\u821e\u3044\u6563\u308b\u571f\u57c3\u3060\u3051\u304c\u3042\u308b\u3002", "lodge": "\u72e9\u731f\u5c0f\u5c4b", "the debris is denser here.": "\u3053\u3053\u306f\u304c\u308c\u304d\u304c\u591a\u3044\u3002", "a scout stops for the night": "\u65a5\u5019\u304c\u5bbf\u3092\u53d6\u308b\u305f\u3081\u306b\u7acb\u3061\u5bc4\u3063\u305f\u3002", "a gunshot rings through the trees.": "\u6728\u3005\u306e\u9593\u306b\u9283\u58f0\u304c\u97ff\u304f\u3002", "pop ": "\u4eba\u53e3 ", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "\u74e6\u792b\u306e\u96f2\u306e\u4e0a\u306e\u3069\u3053\u304b\u306b\u3001\u653e\u6d6a\u8005\u8266\u968a\u306f\u6d6e\u304b\u3093\u3067\u3044\u308b\u3002\u3053\u306e\u5ca9\u306e\u4e0a\u306b\u9577\u3089\u304f\u3042\u3063\u305f\u3002", "iron mine": "\u9244\u9271\u5c71", "freezing": "\u51cd\u3048\u308b\u5bd2\u3055\u3060", "the world fades": "\u4e16\u754c\u304c\u8584\u308c\u3066\u3044\u304f", "some of the traps have been torn apart.": "\u3044\u304f\u3064\u304b\u306e\u7f60\u304c\u5f15\u304d\u88c2\u304b\u308c\u305f\u3002", "not enough iron": "\u9244\u304c\u8db3\u308a\u306a\u3044", "compass": "\u30b3\u30f3\u30d1\u30b9", "successfully saved to dropbox datastorage": "Dropbox\u30c7\u30fc\u30bf\u9818\u57df\u3078\u306e\u30bb\u30fc\u30d6\u306b\u6210\u529f\u3057\u307e\u3057\u305f", "builder says it'd be useful to have a steady source of bullets": "\u5efa\u7bc9\u5bb6\u306f\u3001\u5f3e\u85ac\u306e\u5b89\u5b9a\u3057\u305f\u4f9b\u7d66\u6e90\u3092\u6301\u3064\u3053\u3068\u306f\u91cd\u8981\u3060\u3068\u8a00\u3063\u3066\u3044\u308b", "a mysterious wanderer arrives": "\u8b0e\u306e\u653e\u6d6a\u8005\u304c\u3084\u3063\u3066\u304d\u305f", "An Old House": "\u53e4\u3044\u5bb6", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "\u767d\u3044\u9aa8\u304c\u5165\u308a\u53e3\u306e\u8fba\u308a\u306b\u6563\u3089\u3070\u3063\u3066\u3044\u308b\u3002\u6df1\u3044\u30ae\u30b6\u30ae\u30b6\u306e\u6e9d\u304c\u305f\u304f\u3055\u3093\u523b\u307e\u308c\u3066\u3044\u308b\u3002", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "\u30c9\u30a2\u304c\u5c11\u3057\u958b\u304f\u3084\u3044\u306a\u3084\u3001\u4f55\u767e\u3082\u306e\u89e6\u624b\u304c\u5674\u304d\u51fa\u3057\u3066\u304d\u305f\u3002", "leather": "\u306a\u3081\u3057\u9769", "a sound comes from the tunnel, just ahead.": "\u76ee\u306e\u524d\u306e\u30c8\u30f3\u30cd\u30eb\u304b\u3089\u97f3\u304c\u805e\u3053\u3048\u308b\u3002", "investigate": "\u8abf\u67fb\u3059\u308b", "the cave narrows a few feet in.": "\u6d1e\u7a9f\u306f60cm\u307b\u3069\u306b\u72ed\u307e\u3063\u305f\u3002", "sword is sharp. good protection out in the wilds.": "\u5263\u306f\u92ed\u3044\u3002\u8352\u91ce\u3067\u8eab\u3092\u5b88\u308b\u306e\u306b\u9069\u3057\u3066\u3044\u308b\u3002", "orange traffic cones are set across the street, faded and cracked.": "\u8272\u3042\u305b\u3066\u3072\u3073\u5272\u308c\u305f\u30aa\u30ec\u30f3\u30b8\u8272\u306e\u4ea4\u901a\u30b3\u30fc\u30f3\u304c\u901a\u308a\u3092\u6a2a\u5207\u3063\u3066\u7f6e\u304b\u308c\u3066\u3044\u308b\u3002", "a large man attacks, waving a bayonet.": "\u5927\u304d\u306a\u7537\u304c\u9283\u5263\u3092\u632f\u3063\u3066\u653b\u6483\u3057\u3066\u304d\u305f\u3002", "the air is filled with dust, driven relentlessly by the hard winds.": "\u6fc0\u3057\u3044\u98a8\u306b\u3088\u3063\u3066\u5439\u304d\u98db\u3070\u3055\u308c\u7d9a\u3051\u308b\u57c3\u304c\u7a7a\u6c17\u306b\u5145\u6e80\u3057\u3066\u3044\u308b\u3002", "A Damp Cave": "\u6e7f\u3063\u305f\u6d1e\u7a9f", "a gaunt man approaches, a crazed look in his eye": "\u72c2\u3063\u305f\u8868\u60c5\u306e\u3084\u3064\u308c\u305f\u7537\u304c\u8fd1\u3065\u3044\u3066\u304d\u305f", "A Military Raid": "\u6b66\u529b\u4fb5\u7565", "the walls are moist and moss-covered": "\u58c1\u304c\u6e7f\u3063\u3066\u82d4\u306b\u8986\u308f\u308c\u3066\u3044\u308b", "not enough wood": "\u6728\u6750\u304c\u8db3\u308a\u306a\u3044", "a giant lizard shambles forward": "\u5de8\u5927\u306a\u30c8\u30ab\u30b2\u304c\u9019\u3044\u51fa\u3066\u304d\u305f", "close": "\u9589\u3058\u308b", "some medicine abandoned in the drawers.": "\u3044\u304f\u3064\u304b\u306e\u85ac\u304c\u5f15\u304d\u51fa\u3057\u306b\u653e\u7f6e\u3055\u308c\u3066\u3044\u305f\u3002", "strange scales": "\u5947\u5999\u306a\u9c57", "learned to throw punches with purpose": "\u76ee\u7684\u3092\u6301\u3063\u3066\u30d1\u30f3\u30c1\u3059\u308b\u3053\u3068\u3092\u5b66\u3093\u3060", "a shack stands at the center of the village.": "\u6751\u306e\u4e2d\u5fc3\u306b\u5c0f\u5c4b\u304c\u5efa\u3063\u3066\u3044\u308b\u3002", "spare him": "\u898b\u9003\u3057\u3066\u3084\u308b", "he smiles warmly and asks for lodgings for the night.": "\u5f7c\u306f\u5fae\u7b11\u307f\u3001\u4e00\u591c\u306e\u5bbf\u3092\u6c42\u3081\u305f\u3002", "stealthy": "\u96a0\u5bc6\u8853", "the sulphur mine is clear of dangers": "\u786b\u9ec4\u9271\u5c71\u306f\u660e\u3089\u304b\u306b\u5371\u967a\u3060", "weapons": "\u6b66\u5668", "the man is thankful.": "\u7537\u306f\u611f\u8b1d\u3057\u3066\u3044\u308b\u3002", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "\u58ca\u308c\u305f\u8857\u706f\u304c\u9306\u3073\u3066\u7acb\u3063\u3066\u3044\u308b\u3002\u3053\u3053\u306f\u9577\u3044\u9593\u3001\u5149\u306b\u5f69\u3089\u308c\u3066\u3044\u306a\u3044\u3088\u3046\u3060\u3002", "shares what he knows about sneaking before he goes.": "\u5f7c\u306f\u51fa\u3066\u3044\u304f\u524d\u306b\u3001\u96a0\u5bc6\u8853\u306b\u3064\u3044\u3066\u306e\u77e5\u8b58\u3092\u6559\u3048\u3066\u304f\u308c\u305f\u3002", "import": "\u30a4\u30f3\u30dd\u30fc\u30c8", "available": "\u6240\u6301\u6570", "A Shivering Man": "\u9707\u3048\u308b\u7537", "the rest bury them.": "\u6b8b\u3055\u308c\u305f\u8005\u306f\u5f7c\u3089\u3092\u57cb\u846c\u3057\u305f", "smoldering": "\u304f\u3059\u3076\u3063\u3066\u3044\u308b", "the young settler was carrying a canvas sack.": "\u82e5\u3044\u5165\u690d\u8005\u306f\u3001\u30ad\u30e3\u30f3\u30d0\u30b9\u5730\u306e\u888b\u3092\u904b\u3093\u3067\u3044\u305f\u3002", "the ground is littered with small teeth": "\u5730\u9762\u306b\u306f\u5c0f\u3055\u306a\u7259\u304c\u6563\u3089\u3070\u3063\u3066\u3044\u308b", "the nest of a large animal lies at the back of the cave.": "\u6d1e\u7a9f\u306e\u5965\u306b\u306f\u5927\u578b\u52d5\u7269\u306e\u5de3\u304c\u3042\u3063\u305f\u3002", "A Tiny Village": "\u5c0f\u3055\u306a\u6751", "a tribe of elderly squatters is camped out in this ward.": "\u5e74\u8001\u3044\u305f\u4e0d\u6cd5\u5360\u62e0\u8005\u306e\u4e00\u65cf\u304c\u3001\u3053\u306e\u68df\u3067\u5bdd\u6cca\u307e\u308a\u3057\u3066\u3044\u308b\u3002", "your are connected to dropbox with account / email ": "\u30a2\u30ab\u30a6\u30f3\u30c8/\u30e1\u30fc\u30eb\u30a2\u30c9\u30ec\u30b9\u3067Dropbox\u306b\u63a5\u7d9a\u3055\u308c\u307e\u3057\u305f", "Mesosphere": "\u4e2d\u9593\u570f", "agree": "\u540c\u610f\u3059\u308b", "the double doors creak endlessly in the wind.": "\u4e21\u958b\u304d\u306e\u6249\u304c\u98a8\u306b\u5ef6\u3005\u3068\u8ecb\u3093\u3067\u3044\u308b\u3002", "not much here.": "\u3053\u3053\u306b\u306f\u3042\u307e\u308a\u306a\u304b\u3063\u305f\u3002", "got it": "\u4e86\u89e3", "choose one slot to load from": "\u30ed\u30fc\u30c9\u3059\u308b\u30b9\u30ed\u30c3\u30c8\u3092\u9078\u629e\u3057\u3066\u304f\u3060\u3055\u3044", "a cave lizard attacks": "\u6d1e\u7a9f\u30c8\u30ab\u30b2\u306e\u653b\u6483", "men mill about, weapons at the ready.": "\u6b66\u5668\u3092\u69cb\u3048\u305f\u7537\u304c\u5c45\u308b\u3002", "l armour": "\u76ae\u93a7", "steelworks": "\u88fd\u92fc\u6240", "A Ruined City": "\u5ec3\u589f\u306e\u8857", "Noises": "\u30ce\u30a4\u30ba", "can't tell what left it here.": "\u4f55\u304c\u8d77\u304d\u305f\u306e\u304b\u306f\u308f\u304b\u3089\u306a\u3044\u3002", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "\u6728\u3005\u304c\u5730\u5e73\u7dda\u4e0a\u306b\u898b\u3048\u308b\u3002\u8349\u306f\u5f90\u3005\u306b\u4e7e\u71e5\u3057\u305f\u679d\u3084\u843d\u3061\u8449\u306e\u6797\u5e8a\u306b\u5909\u308f\u308b\u3002", "a man stands over a dead wanderer. notices he's not alone.": "\u6b7b\u3093\u3060\u653e\u6d6a\u8005\u3092\u898b\u3064\u3081\u308b\u7537\u304c\u3044\u308b\u3002\u5f7c\u306f\u4e00\u4eba\u3067\u306f\u306a\u3044\u3088\u3046\u3060\u3002", "village": "\u6751", "cancel": "\u30ad\u30e3\u30f3\u30bb\u30eb", "put the save code here.": "\u3053\u3053\u306b\u4fdd\u5b58\u3057\u305f\u30b3\u30fc\u30c9\u3092\u5165\u529b\u3057\u3066\u304f\u3060\u3055\u3044", "hang him": "\u7d5e\u9996\u5211\u306b\u3059\u308b", "inside, the remains of its victims are everywhere.": "\u4e2d\u306b\u306f\u72a0\u7272\u8005\u306e\u6b8b\u9ab8\u304c\u3042\u3075\u308c\u3066\u3044\u308b\u3002", "this spear's not elegant, but it's pretty good at stabbing": "\u3053\u306e\u69cd\u306f\u4e0a\u54c1\u3067\u306f\u306a\u3044\u304c\u3001\u523a\u7a81\u306b\u306f\u5411\u3044\u3066\u3044\u308b", "the forest is silent.": "\u68ee\u306f\u9759\u304b\u3060", "A Borehole": "\u7aea\u7a74", "the night is silent.": "\u591c\u306f\u9759\u304b\u3060\u3002", "never go thirsty again": "\u3082\u3046\u5589\u306e\u6e07\u304d\u306b\u82e6\u3057\u3080\u3053\u3068\u306f\u306a\u3044", "a small cache of supplies is tucked inside a rusting locker.": "\u9306\u3073\u305f\u30ed\u30c3\u30ab\u30fc\u306e\u4e2d\u306b\u5c11\u3057\u306e\u7269\u8cc7\u304c\u53ce\u3081\u3089\u308c\u3066\u3044\u305f\u3002", "learned to love the dry air": "\u4e7e\u71e5\u3057\u305f\u7a7a\u6c17\u3092\u611b\u3059\u308b\u3053\u3068\u3092\u5b66\u3093\u3060", "workshop": "\u4f5c\u696d\u5834", "A Barren World": "\u4e0d\u6bdb\u306e\u4e16\u754c", "see farther": "\u9060\u304f\u304c\u898b\u3048\u308b", "bolas": "\u30dc\u30fc\u30e9", "the ground is littered with scraps of cloth": "\u5730\u9762\u306b\u306f\u5e03\u306e\u5207\u308c\u7aef\u304c\u6563\u3089\u3070\u3063\u3066\u3044\u308b", "The Coal Mine": "\u70ad\u9271", "a huge lizard scrambles up out of the darkness of an old metro station.": "\u53e4\u3044\u5730\u4e0b\u9244\u306e\u99c5\u306e\u6697\u95c7\u304b\u3089\u5de8\u5927\u306a\u30c8\u30ab\u30b2\u304c\u9019\u3044\u4e0a\u304c\u3063\u3066\u304d\u305f\u3002", "more voices can be heard ahead.": "\u524d\u65b9\u3067\u591a\u304f\u306e\u58f0\u304c\u805e\u3053\u3048\u308b\u3002", "A Large Village": "\u5927\u304d\u306a\u6751", "precision": "\u653b\u6483\u7cbe\u5ea6", "A Deserted Town": "\u3055\u3073\u308c\u305f\u753a", "the sickness spreads through the village.": "\u75c5\u6c17\u306f\u6751\u4e2d\u306b\u5e83\u304c\u3063\u305f", "won't say from where he came, but it's clear that he's not staying.": "\u3069\u3053\u304b\u3089\u6765\u305f\u304b\u77e5\u3089\u306a\u3044\u304c\u3001\u5f7c\u304c\u3053\u3053\u306b\u7559\u307e\u3089\u306a\u3044\u3053\u3068\u306f\u660e\u3089\u304b\u3060\u3002", "the crowd surges forward.": "\u7fa4\u8846\u306f\u524d\u65b9\u306b\u62bc\u3057\u5bc4\u305b\u305f\u3002", "the wanderer takes the charm and nods slowly.": "\u653e\u6d6a\u8005\u306f\u304a\u5b88\u308a\u3092\u53d7\u3051\u53d6\u308b\u3068\u3001\u3086\u3063\u304f\u308a\u3068\u3046\u306a\u305a\u3044\u305f\u3002", "the mysterious wanderer returns, cart piled high with furs.": "\u8b0e\u306e\u653e\u6d6a\u8005\u304c\u8377\u8eca\u306b\u6bdb\u76ae\u3092\u9ad8\u304f\u7a4d\u307f\u4e0a\u3052\u3066\u623b\u3063\u3066\u304d\u305f\u3002", "armoury": "\u6b66\u5668\u5de5\u623f", "searching the bodies yields a few supplies.": "\u907a\u4f53\u3092\u63a2\u308b\u3068\u3001\u3044\u304f\u3064\u304b\u306e\u7269\u8cc7\u304c\u51fa\u3066\u304d\u305f\u3002", "the torchlight casts a flickering glow down the hallway.": "\u677e\u660e\u306e\u63fa\u3089\u3081\u304f\u660e\u304b\u308a\u304c\u5eca\u4e0b\u3092\u7167\u3089\u3057\u3066\u3044\u308b\u3002", "safer here": "\u5b89\u5168\u306a\u5834\u6240", "Export / Import": "\u30a8\u30af\u30b9\u30dd\u30fc\u30c8/\u30a4\u30f3\u30dd\u30fc\u30c8", "steelworker": "\u88fd\u92fc\u8077\u4eba", "the man-eater is dead": "\u4eba\u55b0\u3044\u65cf\u306f\u6b7b\u3093\u3060", "learned to swing weapons with force": "\u529b\u3067\u6b66\u5668\u3092\u632f\u308b\u3053\u3068\u3092\u5b66\u3093\u3060", "the remaining settlers flee from the violence, their belongings forgotten.": "\u751f\u304d\u6b8b\u3063\u305f\u5165\u690d\u8005\u306f\u3001\u81ea\u5206\u306e\u6301\u3061\u7269\u3092\u7f6e\u3044\u3066\u3001\u66b4\u529b\u304b\u3089\u9003\u3052\u3060\u3057\u305f\u3002", "a crudely made charm": "\u96d1\u306a\u4f5c\u308a\u306e\u304a\u5b88\u308a", "cask": "\u6c34\u6a3d", "engine:": "\u30a8\u30f3\u30b8\u30f3\uff1a", "the streets are empty.": "\u901a\u308a\u306b\u306f\u306a\u306b\u3082\u306a\u3044\u3002", "lizard": "\u30c8\u30ab\u30b2", "Sulphur Mine": "\u786b\u9ec4\u9271\u5c71", "export or import save data to dropbox datastorage": "\u30a8\u30af\u30b9\u30dd\u30fc\u30c8\u3068\u30a4\u30f3\u30dd\u30fc\u30c8(\u30d0\u30c3\u30af\u30a2\u30c3\u30d7\u7528", "the house has been ransacked.": "\u5bb6\u306f\u8352\u3089\u3055\u308c\u3066\u3044\u308b\u3002", "a thug is waiting on the other side of the wall.": "\u30c1\u30f3\u30d4\u30e9\u304c\u58c1\u306e\u53cd\u5bfe\u5074\u306b\u5f85\u3063\u3066\u3044\u308b\u3002", "the metallic tang of wanderer afterburner hangs in the air.": "\u653e\u6d6a\u8005\u306e\u30a2\u30d5\u30bf\u30fc\u30d0\u30fc\u30ca\u30fc\u306e\u91d1\u5c5e\u81ed\u304c\u6f02\u3063\u3066\u3044\u308b", "large prints lead away, into the forest.": "\u5927\u304d\u306a\u8db3\u8de1\u304c\u68ee\u306b\u9003\u3052\u3053\u3093\u3067\u3044\u308b", "a startled beast defends its home": "\u9a5a\u3044\u305f\u7363\u306f\u81ea\u5206\u306e\u5de3\u3092\u5b88\u308d\u3046\u3068\u3057\u3066\u3044\u308b", "there is nothing else here.": "\u3053\u3053\u306b\u306f\u4ed6\u306b\u4f55\u3082\u306a\u3044\u3002", "his time here, now, is his penance.": "\u4eca\u3053\u3053\u306b\u3044\u308b\u3053\u3068\u306f\u3001\u5f7c\u306e\u61fa\u6094\u3067\u3042\u308b\u3002", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "\u5272\u308c\u6b8b\u3063\u305f\u6821\u820e\u306e\u7a93\u306f\u3059\u3059\u3067\u9ed2\u304f\u306a\u3063\u3066\u3044\u308b\u3002", "hull:": "\u8239\u4f53\uff1a", "scavenger": "\u30b4\u30df\u6f01\u308a", "unarmed master": "\u5f92\u624b\u7a7a\u62f3\u306e\u9054\u4eba", "the man says he's grateful. says he won't come around any more.": "\u305d\u306e\u7537\u306f\u611f\u8b1d\u3092\u8ff0\u3079\u3001\u3082\u3046\u623b\u3063\u3066\u3053\u306a\u3044\u3068\u8a00\u3063\u305f\u3002", "laser rifle": "\u30ec\u30fc\u30b6\u30fc\u9283", "sulphur mine": "\u786b\u9ec4\u9271\u5c71", "buy compass": "\u30b3\u30f3\u30d1\u30b9\u3092\u8cb7\u3046", "buy map": "\u5730\u56f3\u3092\u8cb7\u3046", "scratching noises can be heard from the store room.": "\u5f15\u3063\u304b\u304f\u97f3\u304c\u8caf\u8535\u5eab\u304b\u3089\u805e\u3053\u3048\u308b\u3002", "steel sword": "\u92fc\u9244\u306e\u5263", "descend": "\u964d\u308a\u308b", "asks for any spare furs to keep him warm at night.": "\u5f7c\u306f\u591c\u306b\u6696\u304b\u304f\u904e\u3054\u305b\u308b\u3088\u3046\u306b\u4f59\u3063\u305f\u6bdb\u76ae\u3092\u63a2\u3057\u3066\u3044\u308b\u3002", "A Raucous Village": "\u306b\u304e\u3084\u304b\u306a\u6751", "the beggar expresses his thanks.": "\u4e5e\u98df\u306f\u611f\u8b1d\u3057\u3066\u3044\u308b\u3002", "carrying more means longer expeditions to the wilds": "\u3088\u308a\u591a\u304f\u904b\u3079\u308c\u3070\u3001\u3088\u308a\u9577\u304f\u8352\u91ce\u306b\u9060\u5f81\u3067\u304d\u308b", "free {0}/{1}": "\u8377\u91cd\uff1a{0}/{1}", "Room": "\u90e8\u5c4b", "a swamp festers in the stagnant air.": "\u6dc0\u3093\u3060\u7a7a\u6c17\u306e\u4e2d\u3001\u6cbc\u306f\u8150\u6557\u3057\u3066\u3044\u308b\u3002", "rotting reeds rise out of the swampy earth.": "\u8150\u3063\u305f\u8466\u304c\u6cbc\u5730\u306b\u305d\u3073\u3048\u3066\u3044\u308b\u3002", "armoury's done, welcoming back the weapons of the past.": "\u6b66\u5668\u5de5\u623f\u304c\u5b8c\u6210\u3057\u305f\u3002\u6614\u306e\u6b66\u5668\u3088\u3001\u304a\u304b\u3048\u308a\u306a\u3055\u3044\u3002", "eat meat": "\u8089\u3092\u98df\u3079\u308b", "slow metabolism": "\u4f4e\u901f\u4ee3\u8b1d", "camp fires burn by the entrance to the mine.": "\u30ad\u30e3\u30f3\u30d7\u30d5\u30a1\u30a4\u30a2\u304c\u9271\u5c71\u306e\u5165\u308a\u53e3\u3067\u71c3\u3048\u3066\u3044\u308b\u3002", "the mouth of the cave is wide and dark.": "\u6d1e\u7a9f\u306e\u5165\u308a\u53e3\u306f\u5e83\u304f\u3001\u6697\u3044\u3002", "not enough sulphur": "\u786b\u9ec4\u304c\u4e0d\u8db3\u3057\u3066\u3044\u308b", "builder's not sure he's to be trusted.": "\u5efa\u7bc9\u5bb6\u306f\u5f7c\u304c\u4fe1\u7528\u3067\u304d\u308b\u304b\u3069\u3046\u304b\u308f\u304b\u3089\u306a\u3044\u3002", "evasion": "\u56de\u907f\u8853", "buy bait": "\u990c\u3092\u8cb7\u3046", "a pack of lizards rounds the corner.": "\u66f2\u304c\u308a\u89d2\u304b\u3089\u30c8\u30ab\u30b2\u306e\u4e00\u56e3\u304c\u73fe\u308c\u305f\u3002", "light fire": "\u706b\u3092\u3064\u3051\u308b", "waterskin": "\u6c34\u888b", "scattered teeth": "\u6563\u3089\u3070\u3063\u305f\u7259", "the door hangs open.": "\u30c9\u30a2\u304c\u305f\u308f\u3093\u3067\u958b\u3044\u305f\u3002", "buy:": "\u8cfc\u5165\uff1a", "load": "\u30ed\u30fc\u30c9", "track them": "\u8ffd\u8de1\u3059\u308b", "stores": "\u8caf\u8535\u5eab", "now the nomads have a place to set up shop, they might stick around a while": "\u3044\u307e\u904a\u7267\u6c11\u304c\u5e97\u3092\u958b\u3044\u3066\u3044\u308b\u3002\u5f7c\u3089\u306f\u3057\u3070\u3089\u304f\u3053\u306e\u8fba\u308a\u306b\u3044\u308b\u3060\u308d\u3046", "A Dusty Path": "\u57c3\u3063\u307d\u3044\u5c0f\u9053", "armour": "\u93a7", "A Man-Eater": "\u4eba\u55b0\u3044\u65cf", "bring your friends.": "\u53cb\u9054\u3092\u9023\u308c\u3066\u304f\u308b", "the compass points south": "\u30b3\u30f3\u30d1\u30b9\u306f\u5357\u3092\u6307\u3057\u305f", "the compass points north": "\u30b3\u30f3\u30d1\u30b9\u306f\u5317\u3092\u6307\u3057\u305f", "The Sick Man": "\u75c5\u4eba", "yes": "\u306f\u3044", "martial artist": "\u6b66\u9053\u5bb6", "the traps contain ": "\u7f60\u306b\u6b8b\u3063\u3066\u3044\u305f\u306e\u306f ", "the old tower seems mostly intact.": "\u53e4\u3044\u30bf\u30ef\u30fc\u306f\u3001\u307b\u3068\u3093\u3069\u7121\u50b7\u306e\u3088\u3046\u3060\u3002", "scales": "\u9c57", "bird must have liked shiney things.": "\u9ce5\u306f\u30ad\u30e9\u30ad\u30e9\u3057\u305f\u3082\u306e\u304c\u597d\u304d\u306a\u306f\u305a\u3060\u3002", "the path leads to an abandoned mine": "\u9053\u306f\u5ec3\u5751\u306b\u3064\u306a\u304c\u3063\u3066\u3044\u308b", "the compass points northeast": "\u30b3\u30f3\u30d1\u30b9\u306f\u5317\u6771\u3092\u6307\u3057\u305f", "the camp is still, save for the crackling of the fires.": "\u30ad\u30e3\u30f3\u30d7\u306f\u307e\u3060\u3001\u706b\u306e\u7206\u305c\u308b\u97f3\u3092\u4fdd\u3063\u3066\u3044\u308b\u3002", "he begs for medicine.": "\u5f7c\u306f\u85ac\u3092\u6075\u3093\u3067\u6b32\u3057\u3044\u3068\u8a00\u3063\u3066\u3044\u308b\u3002", "save": "\u30bb\u30fc\u30d6", "this waterskin'll hold a bit of water, at least": "\u3053\u306e\u6c34\u888b\u306f\u3001\u5c11\u306a\u304f\u3068\u3082\u3001\u591a\u5c11\u306e\u6c34\u3092\u5165\u308c\u3089\u308c\u308b", "turn him away": "\u5e30\u3089\u305b\u308b", "the people here were broken a long time ago.": "\u3053\u3053\u306e\u4eba\u3005\u306f\u3001\u9060\u3044\u6614\u306b\u6b7b\u3093\u3067\u3044\u308b\u3002", "a grizzled soldier attacks, waving a bayonet.": "\u767d\u9aea\u4ea4\u3058\u308a\u306e\u5175\u58eb\u306f\u9283\u5263\u3092\u632f\u3063\u3066\u653b\u6483\u3057\u3066\u304d\u305f\u3002", "shivering man": "\u9707\u3048\u308b\u7537", "The Mysterious Wanderer": "\u8b0e\u306e\u653e\u6d6a\u8005", "A Huge Lizard": "\u5de8\u5927\u306a\u30c8\u30ab\u30b2", "boxer": "\u30dc\u30af\u30b5\u30fc", "a man joins the fight": "\u7537\u304c\u6226\u3044\u306b\u53c2\u52a0\u3057\u305f", "An Outpost": "\u524d\u7dda\u57fa\u5730", "not enough meat": "\u8089\u304c\u8db3\u308a\u306a\u3044", "some weird metal he picked up on his travels.": "\u5f7c\u304c\u65c5\u306e\u9014\u4e2d\u3067\u62fe\u3063\u305f\u5947\u5999\u306a\u91d1\u5c5e\u3002", "something's in there.": "\u4f55\u304b\u304c\u305d\u3053\u306b\u3044\u308b\u3002", "restore more health when eating": "\u98df\u3079\u7269\u3067\u4f53\u529b\u3092\u3088\u308a\u56de\u5fa9\u3059\u308b", "A Snarling Beast": "\u5538\u308b\u7363", "Share": "\u30b7\u30a7\u30a2", "a haze falls over the village as the steelworks fires up": "\u88fd\u92fc\u6240\u304b\u3089\u5439\u304d\u4e0a\u304c\u308b\u706b\u306e\u7c89\u304c\u6751\u306e\u4e0a\u306b\u964d\u3063\u3066\u304f\u308b", "a large bird nests at the top of the stairs.": "\u968e\u6bb5\u306e\u4e0a\u306b\u306f\u5927\u304d\u306a\u9ce5\u306e\u5de3\u304c\u3042\u308b\u3002", "an old wanderer sits inside, in a seeming trance.": "\u5e74\u8001\u3044\u305f\u653e\u6d6a\u8005\u306f\u5ea7\u308a\u8fbc\u307f\u3001\u30c8\u30e9\u30f3\u30b9\u72b6\u614b\u306e\u3088\u3046\u3060\u3002", "builder says the villagers could make steel, given the tools": "\u5efa\u7bc9\u5bb6\u306f\u3001\u6751\u4eba\u305f\u3061\u306f\u9053\u5177\u304c\u3042\u308c\u3070\u92fc\u9244\u3092\u4f5c\u308b\u3053\u3068\u304c\u3067\u304d\u308b\u3068\u8a00\u3063\u3066\u3044\u308b", "continue": "\u9032\u3080", "there is no more water": "\u3082\u3046\u6c34\u304c\u306a\u3044", "flickering": "\u3061\u3089\u3064\u3044\u3066\u3044\u308b", "only the chief remains.": "\u6b8b\u308b\u306f\u30c1\u30fc\u30d5\u3060\u3051\u3060\u3002", "go back inside": "\u4e2d\u306b\u623b\u308b", "a few items are scattered on the ground.": "\u3044\u304f\u3064\u304b\u306e\u7269\u306f\u3001\u5730\u9762\u306b\u6563\u3089\u3070\u3063\u3066\u3044\u308b\u3002", "save this.": "\u3053\u308c\u3092\u30bb\u30fc\u30d6", "this old mine is not abandoned": "\u3053\u306e\u53e4\u3044\u9271\u5c71\u306f\u653e\u68c4\u3055\u308c\u3066\u3044\u306a\u3044", "a fight, maybe.": "\u6226\u95d8\u3060\u308d\u3046\u3001\u305f\u3076\u3093", "behind the door, a deformed figure awakes and attacks.": "\u30c9\u30a2\u306e\u9670\u304b\u3089\u3001\u7570\u5f62\u306e\u59ff\u304c\u76ee\u899a\u3081\u3066\u653b\u6483\u3057\u3066\u304d\u305f\u3002", "twitter": "Twitter", "baited trap": "\u990c\u3092\u4ed8\u3051\u305f\u7f60", "dead": "\u6d88\u3048\u3066\u3044\u308b", "the torch sputters and dies in the damp air": "\u677e\u660e\u306f\u6e7f\u3063\u305f\u7a7a\u6c17\u306e\u4e2d\u3067\u30b8\u30e5\u30fc\u3068\u9cf4\u3063\u3066\u6d88\u3048\u305f", "export": "\u30a8\u30af\u30b9\u30dd\u30fc\u30c8", "a few belongings rest against the walls.": "\u5c11\u3057\u306e\u6240\u6709\u7269\u304c\u58c1\u306b\u639b\u304b\u3063\u3066\u3044\u308b\u3002", "not far from the village lies a large beast, its fur matted with blood.": "\u6751\u304b\u3089\u9060\u304f\u306a\u3044\u3068\u3053\u308d\u3067\u5927\u304d\u306a\u7363\u304c\u5012\u308c\u3066\u3044\u305f\u3002\u305d\u306e\u6bdb\u76ae\u306f\u8840\u307e\u307f\u308c\u3060\u3002", "an old iron mine sits here, tools abandoned and left to rust.": "\u53e4\u3044\u9244\u9271\u5c71\u304c\u3042\u308b\u3002\u9053\u5177\u985e\u306f\u653e\u7f6e\u3055\u308c\u3066\u9306\u3073\u308b\u306b\u4efb\u3055\u308c\u3066\u3044\u308b\u3002", "but there is a cache of medicine under the floorboards.": "\u3057\u304b\u3057\u5e8a\u677f\u306e\u4e0b\u3067\u85ac\u54c1\u306e\u4fdd\u7ba1\u5eab\u304c\u3042\u3063\u305f\u3002", "only dust and stains remain.": "\u57c3\u3084\u6c5a\u308c\u3060\u3051\u304c\u6b8b\u3055\u308c\u3066\u3044\u308b\u3002", "s armour": "\u92fc\u9244\u306e\u93a7", "say he should be strung up as an example.": "\u6751\u4eba\u306f\u898b\u305b\u3057\u3081\u306b\u7d5e\u9996\u5211\u306b\u3059\u3079\u304d\u3060\u3068\u8a00\u3046\u3002", "collected scraps spread across the floor like they fell from heaven.": "\u96c6\u3081\u305f\u30b9\u30af\u30e9\u30c3\u30d7\u306f\u3001\u307e\u308b\u3067\u5929\u304b\u3089\u964d\u3063\u3066\u304d\u305f\u304b\u306e\u3088\u3046\u306b\u5e8a\u306b\u6563\u3089\u3070\u3063\u3066\u3044\u308b\u3002", "the darkness is absolute": "\u5b8c\u5168\u306a\u6697\u95c7\u3060", "A Ruined Trap": "\u58ca\u308c\u305f\u7f60", "not enough coal": "\u77f3\u70ad\u304c\u8db3\u308a\u306a\u3044", "ambushed on the street.": "\u901a\u308a\u3067\u5f85\u3061\u4f0f\u305b\u306b\u906d\u3063\u305f", "worth killing for, it seems.": "\u6bba\u3057\u306b\u898b\u5408\u3046\u4fa1\u5024\u306f\u3042\u3063\u305f\u3088\u3046\u3060\u3002", "slash": "\u5207\u308a\u88c2\u304f", "builder says she can make a cart for carrying wood": "\u5efa\u7bc9\u5bb6\u306f\u3001\u6728\u6750\u3092\u904b\u3076\u8377\u8eca\u3092\u4f5c\u308c\u308b\u3068\u8a00\u3063\u3066\u3044\u308b", "leather's not strong. better than rags, though.": "\u9769\u306f\u5f37\u304f\u306a\u3044\u304c\u3001\u30dc\u30ed\u5e03\u3088\u308a\u3082\u30de\u30b7\u3060", "builder stokes the fire": "\u5efa\u7bc9\u5bb6\u306f\u706b\u3092\u711a\u3044\u3066\u3044\u308b", "say goodbye": "\u5225\u308c\u3092\u544a\u3052\u308b", "A Silent Forest": "\u9759\u304b\u306a\u68ee", "builder's not sure she's to be trusted.": "\u5efa\u7bc9\u5bb6\u306f\u5f7c\u5973\u304c\u4fe1\u7528\u3067\u304d\u308b\u304b\u3069\u3046\u304b\u308f\u304b\u3089\u306a\u3044\u3002", "an old case is wedged behind a rock, covered in a thick layer of dust.": "\u539a\u304f\u57c3\u3092\u304b\u3076\u3063\u305f\u53e4\u3044\u30b1\u30fc\u30b9\u304c\u5ca9\u306e\u5f8c\u308d\u306b\u62bc\u3057\u8fbc\u307e\u308c\u3066\u3044\u305f", "the point is made. in the next few days, the missing supplies are returned.": "\u305d\u306e\u5f8c\u6570\u65e5\u4e2d\u306b\u3001\u7121\u304f\u306a\u3063\u305f\u7269\u8cc7\u306f\u8fd4\u3055\u308c\u3066\u3044\u305f\u3002", "a frail man stands defiantly, blocking the path.": "\u75e9\u305b\u305f\u7537\u304c\u6311\u6226\u7684\u306b\u9053\u3092\u585e\u3044\u3067\u3044\u308b\u3002", "the plague rips through the village.": "\u75ab\u75c5\u306f\u6751\u3092\u98f2\u307f\u8fbc\u3093\u3060", "an old wanderer arrives.": "\u5e74\u8001\u3044\u305f\u653e\u6d6a\u8005\u304c\u3084\u3063\u3066\u304d\u305f\u3002", "scavenger had a small camp in the school.": "\u30b4\u30df\u6f01\u308a\u306f\u5b66\u6821\u306b\u5c0f\u3055\u306a\u30ad\u30e3\u30f3\u30d7\u3092\u6301\u3063\u3066\u3044\u305f\u3002", "the compass points southwest": "\u30b3\u30f3\u30d1\u30b9\u306f\u5357\u897f\u3092\u6307\u3057\u305f", "the wanderer leaves, cart loaded with wood": "\u653e\u6d6a\u8005\u306f\u8377\u8eca\u306b\u6728\u6750\u3092\u7a4d\u3093\u3067\u53bb\u3063\u305f", "Dropbox Export / Import": "Dropbox\u306e\u30a8\u30af\u30b9\u30dd\u30fc\u30c8/\u30a4\u30f3\u30dd\u30fc\u30c8", "maybe some useful stuff in the rubble.": "\u305f\u3076\u3093\u74e6\u792b\u306e\u4e2d\u306b\u306f\u6709\u7528\u306a\u3082\u306e\u304c\u3042\u308b\u3060\u308d\u3046\u3002", "google+": "Google+", "a man hobbles up, coughing.": "\u75c5\u4eba\u306f\u3001\u3088\u308d\u3081\u3044\u3066\u54b3\u304d\u8fbc\u3093\u3067\u3044\u308b\u3002", "i armour": "\u9244\u306e\u93a7", "The Scout": "\u65a5\u5019", "leaves a pile of small scales behind.": "\u5f8c\u306b\u5c0f\u3055\u306a\u9c57\u306e\u5c71\u3092\u6b8b\u3057\u3066\u3044\u3063\u305f\u3002", "pockets": "\u30dd\u30b1\u30c3\u30c8", "stab": "\u7a81\u304d\u523a\u3059", "time to move on.": "\u884c\u304f\u6642\u9593\u3060\u3002", "the ground is littered with small scales": "\u5730\u9762\u306b\u306f\u5c0f\u3055\u306a\u9c57\u304c\u6563\u3089\u3070\u3063\u3066\u3044\u308b", "not enough ": "\u5341\u5206\u3067\u306a\u3044", "the stench of rot and death fills the operating theatres.": "\u8150\u6557\u3068\u6b7b\u306e\u60aa\u81ed\u304c\u624b\u8853\u5ba4\u3092\u8986\u3063\u3066\u3044\u308b\u3002", "burning": "\u71c3\u3048\u3066\u3044\u308b", "they must be here for a reason.": "\u5f7c\u3089\u306f\u4f55\u3089\u304b\u306e\u7406\u7531\u3067\u3053\u3053\u306b\u6765\u305f\u306f\u305a\u3060\u3002", "a nomad arrives, looking to trade": "\u904a\u7267\u6c11\u304c\u3084\u3063\u3066\u304d\u305f\u3002\u53d6\u5f15\u3057\u305f\u3044\u3088\u3046\u3060\u3002", "black powder and bullets, like the old days.": "\u6614\u306e\u3088\u3046\u306a\u9ed2\u8272\u706b\u85ac\u3084\u5f3e\u4e38", "restart the game?": "\u30b2\u30fc\u30e0\u3092\u30ea\u30bb\u30c3\u30c8\u3057\u307e\u3059\u304b\uff1f", "gastronome": "\u7f8e\u98df\u5bb6", "load from slot": "\u30b9\u30ed\u30c3\u30c8\u304b\u3089\u30ed\u30fc\u30c9", "energy cell": "\u30a8\u30cd\u30eb\u30ae\u30fc\u30bb\u30eb", "inside the hut, a child cries.": "\u5c0f\u5c4b\u306e\u4e2d\u3067\u3001\u5b50\u4f9b\u304c\u6ce3\u3044\u3066\u3044\u308b\u3002", "the compass points west": "\u30b3\u30f3\u30d1\u30b9\u306f\u897f\u3092\u6307\u3057\u305f", "always worked before, at least.": "\u5c11\u306a\u304f\u3068\u3082\u304b\u3064\u3066\u306f\u305d\u3046\u3060\u3063\u305f\u3002", "a scavenger draws close, hoping for an easy score": "\u30b4\u30df\u6f01\u308a\u304c\u7c21\u5358\u306a\u7372\u7269\u3092\u671f\u5f85\u3057\u3066\u8fd1\u5bc4\u3063\u3066\u304d\u305f", "Sickness": "\u75c5\u6c17", "still a few drops of water in the old well.": "\u53e4\u3044\u4e95\u6238\u306e\u5e95\u306b\u306f\u3001\u307e\u3060\u6c34\u304c\u6570\u6ef4\u6b8b\u3063\u3066\u3044\u308b\u3002", "build:": "\u5efa\u7bc9\uff1a", "feral terror": "\u6050\u6016\u306e\u91ce\u751f\u751f\u7269", "signout": "\u30b5\u30a4\u30f3\u30a2\u30a6\u30c8", "A Beast Attack": "\u7363\u306e\u8972\u6483", "Ready to Leave?": "\u51fa\u767a\u306e\u6e96\u5099\u306f\u3067\u304d\u307e\u3057\u305f\u304b\uff1f", "the house is abandoned, but not yet picked over.": "\u5bb6\u306f\u653e\u68c4\u3055\u308c\u3066\u3044\u308b\u304c\u3001\u307e\u3060\u8352\u3089\u3055\u308c\u3066\u3044\u306a\u3044\u3002", "time to get out of this place. won't be coming back.": "\u3053\u3053\u304b\u3089\u8131\u51fa\u3059\u308b\u6642\u3067\u3059\u3002\u3082\u3046\u623b\u308c\u306a\u3044\u3067\u3057\u3087\u3046\uff01", "the compass points northwest": "\u30b3\u30f3\u30d1\u30b9\u306f\u5317\u897f\u3092\u6307\u3057\u305f", "the thirst becomes unbearable": "\u5589\u306e\u6e07\u304d\u304c\u8010\u3048\u96e3\u3044", "a beggar arrives": "\u4e5e\u98df\u304c\u3084\u3063\u3066\u304d\u305f", "a beast stands alone in an overgrown park.": "\u8349\u6728\u304c\u4f38\u3073\u653e\u984c\u306e\u516c\u5712\u306b\u3001\u307d\u3064\u3093\u3068\u7363\u304c\u7acb\u3063\u3066\u3044\u308b\u3002", "he leaves a reward.": "\u5f7c\u306f\u304a\u793c\u3092\u6b8b\u3057\u3066\u53bb\u3063\u305f\u3002", "nothing but downcast eyes.": "\u4f55\u3082\u306a\u3044\u304c\u76ee\u3092\u4f0f\u305b\u305f\u3002", "the scout says she's been all over.": "\u65a5\u5019\u306f\u3001\u3069\u3053\u306b\u3067\u3082\u884c\u3063\u305f\u3053\u3068\u304c\u3042\u308b\u3068\u8a00\u3063\u3066\u3044\u308b\u3002", "the small settlement has clearly been burning a while.": "\u3053\u306e\u5c0f\u96c6\u843d\u306f\u660e\u3089\u304b\u306b\u708e\u4e0a\u3057\u3066\u3044\u308b\u3002", "cloth": "\u5e03", "a second soldier opens fire.": "\u7b2c\u4e8c\u306e\u5175\u58eb\u304c\u6483\u3061\u59cb\u3081\u305f\u3002", "Troposphere": "\u5bfe\u6d41\u570f", "squeeze": "\u7121\u7406\u3084\u308a\u9032\u3080", "a pristine medicine cabinet at the end of a hallway.": "\u5eca\u4e0b\u306e\u7a81\u304d\u5f53\u308a\u306b\u306f\u6e05\u6f54\u306a\u85ac\u306e\u68da\u304c\u3042\u308b\u3002", "scraps of fur": "\u6bdb\u76ae\u306e\u304f\u305a", "a scavenger waits just inside the door.": "\u30b4\u30df\u6f01\u308a\u304c\u30c9\u30a2\u306e\u3059\u3050\u5185\u5074\u3067\u5f85\u3063\u3066\u3044\u305f\u3002", "the wind howls outside": "\u5916\u3067\u306f\u98a8\u304c\u5420\u3048\u3066\u3044\u308b", "the wagon can carry a lot of supplies": "\u8377\u99ac\u8eca\u306f\u3001\u5927\u91cf\u306e\u7269\u8cc7\u3092\u904b\u3076\u3053\u3068\u304c\u3067\u304d\u308b", "A Battlefield": "\u6226\u5834", "more soldiers will be on their way.": "\u5f7c\u3089\u306e\u9053\u306b\u306f\u3082\u3063\u3068\u5175\u58eb\u304c\u3044\u308b\u3060\u308d\u3046\u3002", "the shivering man is dead": "\u9707\u3048\u308b\u7537\u306f\u6b7b\u3093\u3060", "builder finishes the smokehouse. she looks hungry.": "\u5efa\u7bc9\u5bb6\u306f\u71fb\u88fd\u5834\u3092\u5b8c\u6210\u3055\u305b\u305f\u3002\u5f7c\u5973\u306f\u7a7a\u8179\u306e\u3088\u3046\u3060\u3002", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "\u3084\u305b\u5730\u306f\u4e7e\u71e5\u3057\u305f\u98a8\u306b\u63fa\u308c\u308b\u7015\u6b7b\u306e\u8349\u306e\u6d77\u3067\u7d42\u308f\u308b\u3002", "a snarling beast leaps out of the underbrush": "\u8302\u307f\u304b\u3089\u5538\u308b\u7363\u304c\u8df3\u3073\u3060\u3057\u3066\u304d\u305f", "the place has been swept clean by scavengers.": "\u3053\u3053\u306f\u30b4\u30df\u6f01\u308a\u306b\u304d\u308c\u3044\u306b\u6383\u9664\u3055\u308c\u305f\u5f8c\u3060\u3002", "A Destroyed Village": "\u7834\u58ca\u3055\u308c\u305f\u6751", "land blows more often": "\u3088\u308a\u6253\u6483\u304c\u547d\u4e2d\u3059\u308b", "Space": "\u5b87\u5b99\u7a7a\u9593", "it's been picked over by scavengers, but there's still some things worth taking.": "\u30b4\u30df\u6f01\u308a\u306b\u8352\u3089\u3055\u308c\u305f\u5f8c\u3060\u304c\u3001\u307e\u3060\u62fe\u3046\u4fa1\u5024\u304c\u3042\u308b\u3082\u306e\u3082\u3042\u308b\u3002", "Thermosphere": "\u71b1\u570f", "5 medicine": "\u533b\u85ac\u54c15\u500b", "do nothing": "\u4f55\u3082\u3057\u306a\u3044", "A Gaunt Man": "\u3084\u3064\u308c\u305f\u7537", "Outside": "\u5c4b\u5916", "the snarling beast is dead": "\u5538\u308b\u7363\u306f\u6b7b\u3093\u3060", "bodies and supplies from both sides litter the ground.": "\u6b7b\u4f53\u3068\u7269\u8cc7\u304c\u4e21\u5074\u304b\u3089\u5730\u9762\u306b\u3053\u307c\u308c\u3066\u3044\u308b\u3002", "the remains of an old house stand as a monument to simpler times": "\u53e4\u3044\u5bb6\u306e\u6b8b\u9ab8\u304c\u3001\u3088\u308a\u5358\u7d14\u3060\u3063\u305f\u6642\u4ee3\u306e\u8a18\u5ff5\u7891\u3068\u3057\u3066\u7acb\u3063\u3066\u3044\u308b", "a squatter stands firmly in the doorway of a small hut.": "\u4e0d\u6cd5\u5360\u62e0\u8005\u306f\u5c0f\u3055\u306a\u5c0f\u5c4b\u306e\u6238\u53e3\u306b\u3057\u3063\u304b\u308a\u3068\u7acb\u3063\u3066\u3044\u308b\u3002", "lights flash through the alleys between buildings.": "\u5149\u304c\u5efa\u7269\u306e\u9593\u306e\u8def\u5730\u3092\u901a\u3063\u3066\u9583\u3044\u305f\u3002", "no": "\u3044\u3044\u3048", "{0} per {1}s": "{1}\u79d2\u306b\u3064\u304d{0}", "a weathered family takes up in one of the huts.": "\u75b2\u308c\u679c\u3066\u305f\u5bb6\u65cf\u304c\u5c0f\u5c4b\u306b\u5165\u5c45\u3057\u305f", "run": "\u9003\u8d70\u3059\u308b", "Exosphere": "\u5916\u6c17\u570f", "he speaks of once leading the great fleets to fresh worlds.": "\u5f7c\u306f\u304b\u3064\u3066\u65b0\u4e16\u754c\u306b\u5927\u8266\u968a\u3092\u7387\u3044\u305f\u3053\u3068\u304c\u3042\u308b\u3068\u8a71\u3059\u3002", "builder says there are more wanderers. says they'll work, too.": "\u5efa\u7bc9\u5bb6\u306f\u3001\u4ed6\u306b\u3082\u653e\u6d6a\u8005\u304c\u3044\u3066\u50cd\u3044\u3066\u304f\u308c\u308b\u3060\u308d\u3046\u3068\u8a00\u3063\u3066\u3044\u308b", "evasive": "\u56de\u907f\u8853", "an old wanderer arrives": "\u5e74\u8001\u3044\u305f\u653e\u6d6a\u8005\u304c\u3084\u3063\u3066\u304d\u305f", "through the walls, shuffling noises can be heard.": "\u58c1\u3092\u4ecb\u3057\u3066\u3001\u30b7\u30e3\u30c3\u30d5\u30eb\u97f3\u304c\u805e\u3053\u3048\u308b\u3002", "melee weapons deal more damage": "\u8fd1\u63a5\u6b66\u5668\u3067\u66f4\u306b\u30c0\u30e1\u30fc\u30b8\u3092\u4e0e\u3048\u308b", "the compass points ": "\u30b3\u30f3\u30d1\u30b9\u306f\u6307\u3059", "lets some light down into the dusty haze.": "\u3044\u304f\u7b4b\u3082\u306e\u5149\u304c\u57c3\u3063\u307d\u3044\u3082\u3084\u306b\u5dee\u3057\u8fbc\u3093\u3067\u3044\u308b\u3002", "the man swallows the medicine eagerly": "\u7537\u306f\u7121\u5fc3\u3067\u85ac\u3092\u98f2\u3093\u3067\u3044\u308b", "the days are spent with burials.": "\u57cb\u846c\u306b\u8ffd\u308f\u308c\u308b\u65e5\u3005\u304c\u7d9a\u3044\u305f\u3002", "more traps to catch more creatures": "\u7f60\u3092\u5897\u3084\u305b\u3070\u3001\u3088\u308a\u591a\u304f\u306e\u751f\u304d\u7269\u3092\u6355\u3048\u3089\u308c\u308b", "a man charges down the hall, a rusty blade in his hand": "\u9306\u3073\u305f\u5203\u3092\u6301\u3063\u305f\u7537\u304c\u5e83\u9593\u306b\u7a81\u9032\u3057\u3066\u304d\u305f", "it contains travelling gear, and a few trinkets.": "\u305d\u308c\u306b\u306f\u65c5\u884c\u7528\u54c1\u3068\u3044\u304f\u3064\u304b\u306e\u88c5\u8eab\u5177\u304c\u5165\u3063\u3066\u3044\u305f\u3002", "bullets": "\u5f3e\u85ac", "the light from the fire spills from the windows, out into the dark": "\u706b\u306e\u5149\u306f\u7a93\u304b\u3089\u6697\u95c7\u306b\u3053\u307c\u308c\u3060\u3057\u3066\u3044\u308b", "tell him to leave": "\u5f7c\u306b\u7acb\u3061\u53bb\u308b\u3088\u3046\u306b\u8a00\u3046", "dry brush and dead branches litter the forest floor": "\u68ee\u306b\u306f\u4e7e\u3044\u305f\u8302\u307f\u3068\u67af\u308c\u679d\u304c\u6563\u3089\u3070\u3063\u3066\u3044\u308b", "tattered cloth": "\u307c\u308d\u307c\u308d\u306e\u5e03", "can't read the words.": "\u8a00\u8449\u306f\u8aad\u3081\u306a\u3044\u3002", "tanner": "\u76ae\u306a\u3081\u3057\u8077\u4eba", "should cure the meat, or it'll spoil. builder says she can fix something up.": "\u8089\u306f\u71fb\u88fd\u306b\u3057\u306a\u3044\u3068\u8150\u3063\u3066\u3057\u307e\u3046\u3002\u5efa\u7bc9\u5bb6\u306f\u3069\u3046\u306b\u304b\u3067\u304d\u308b\u3068\u8a00\u3063\u3066\u3044\u308b\u3002", "or migrating computers": "\u307e\u305f\u306f\u30b3\u30f3\u30d4\u30e5\u30fc\u30bf\u306e\u79fb\u884c\u7528)", "water:{0}": "\u6c34:{0}", "still time to rescue a few supplies.": "\u307e\u3060\u7269\u8cc7\u3092\u3044\u304f\u3089\u304b\u6551\u51fa\u3059\u308b\u6642\u9593\u304c\u3042\u308b\u3002", "teeth": "\u7259", "villagers could help hunt, given the means": "\u6751\u4eba\u305f\u3061\u306f\u624b\u6bb5\u3092\u4e0e\u3048\u3066\u3084\u308c\u3070\u3001\u72e9\u308a\u3092\u624b\u4f1d\u3048\u308b", "the beast is dead.": "\u7363\u306f\u6b7b\u3093\u3060", "feral howls echo out of the darkness.": "\u6697\u95c7\u304b\u3089\u91ce\u751f\u306e\u9060\u5420\u3048\u304c\u6728\u970a\u3059\u308b\u3002", "The Iron Mine": "\u9244\u9271\u5c71"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/ja/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: adarkroom\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2015-12-22 13:35-0600\n" "PO-Revision-Date: 2016-02-15 02:04+0100\n" "Last-Translator: satofumi \n" "Language-Team: Japanese\n" "Language: ja\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Generated-By: Babel 1.3\n" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Poedit 1.7.6\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Dropboxに接続" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "ゲームをDropboxのローカルストレージに接続する" #: script/dropbox.js:68 msgid "connect" msgstr "接続する" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "キャンセル" #: script/dropbox.js:86 script/dropbox.js:176 #, fuzzy msgid "Dropbox Export / Import" msgstr "Dropboxのエクスポート/インポート" #: script/dropbox.js:89 #, fuzzy msgid "export or import save data to dropbox datastorage" msgstr "エクスポートとインポート(バックアップ用" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "アカウント/メールアドレスでDropboxに接続されました" #: script/dropbox.js:93 #, fuzzy msgid "save" msgstr "セーブ" #: script/dropbox.js:97 msgid "load" msgstr "ロード" #: script/dropbox.js:102 #, fuzzy msgid "signout" msgstr "サインアウト" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "セーブするスロットを選択してください" #: script/dropbox.js:119 #, fuzzy msgid "save to slot" msgstr "スロットに保存" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "ロードするスロットを選択してください" #: script/dropbox.js:148 msgid "load from slot" msgstr "スロットからロード" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "Dropboxデータ領域へのセーブに成功しました" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "Dropboxデータ領域への保存に失敗しました" #: script/dropbox.js:183 msgid "ok" msgstr "ok" #: script/engine.js:15 msgid "boxer" msgstr "ボクサー" #: script/engine.js:16 msgid "punches do more damage" msgstr "パンチでより多くのダメージを与える" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "目的を持ってパンチすることを学んだ" #: script/engine.js:21 msgid "martial artist" msgstr "武道家" #: script/engine.js:22 msgid "punches do even more damage." msgstr "パンチでさらにダメージを与える" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "武器を使わず非常に効果的に戦うことを学んだ" #: script/engine.js:27 msgid "unarmed master" msgstr "徒手空拳の達人" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "パンチが倍の速さになり、さらに強くなる" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "武器を使わず速く打つことを学びました" #: script/engine.js:32 msgid "barbarian" msgstr "野蛮人" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "近接武器で更にダメージを与える" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "力で武器を振ることを学んだ" # contexte ? #: script/engine.js:37 msgid "slow metabolism" msgstr "低速代謝" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "同じ食料で二倍歩ける" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "空腹を無視する方法を学んだ" #: script/engine.js:42 msgid "desert rat" msgstr "砂漠のネズミ" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "同じ水の量で二倍歩ける" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "乾燥した空気を愛することを学んだ" #: script/engine.js:47 msgid "evasive" msgstr "回避術" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "より効果的に攻撃を回避する" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "敵の居ないところに居るすべを学んだ" #: script/engine.js:52 msgid "precise" msgstr "精密攻撃" #: script/engine.js:53 msgid "land blows more often" msgstr "より打撃が命中する" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "動きを予測することを学んだ" #: script/engine.js:57 msgid "scout" msgstr "偵察術" #: script/engine.js:58 msgid "see farther" msgstr "遠くが見える" #: script/engine.js:59 msgid "learned to look ahead" msgstr "先を見ることを学んだ" #: script/engine.js:62 msgid "stealthy" msgstr "隠密術" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "荒野での衝突をより避ける" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "見られない方法を学んだ" #: script/engine.js:67 msgid "gastronome" msgstr "美食家" #: script/engine.js:68 msgid "restore more health when eating" msgstr "食べ物で体力をより回復する" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "食べ物を最大限に活用することを学んだ" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "App ストア" #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "消灯" #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "" #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "リセット" #: script/engine.js:162 msgid "share." msgstr "シェア" #: script/engine.js:168 msgid "save." msgstr "セーブ" #: script/engine.js:177 msgid "dropbox." msgstr "Dropbox" #: script/engine.js:184 msgid "github." msgstr "" #: script/engine.js:268 msgid "Export / Import" msgstr "エクスポート/インポート" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "エクスポートとインポート(バックアップ用" #: script/engine.js:273 msgid "or migrating computers" msgstr "またはコンピュータの移行用)" #: script/engine.js:277 msgid "export" msgstr "エクスポート" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "インポート" #: script/engine.js:291 msgid "save this." msgstr "これをセーブ" #: script/engine.js:297 msgid "got it" msgstr "了解" #: script/engine.js:305 msgid "are you sure?" msgstr "本当に?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "コードが正しくない場合、すべてのデータが失われます。" #: script/engine.js:307 msgid "this is irreversible." msgstr "これは取り消せません。" #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "はい" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "いいえ" #: script/engine.js:322 msgid "put the save code here." msgstr "ここに保存したコードを入力してください" #: script/engine.js:374 msgid "Restart?" msgstr "リセットしますか?" #: script/engine.js:377 msgid "restart the game?" msgstr "ゲームをリセットしますか?" #: script/engine.js:408 msgid "Share" msgstr "シェア" #: script/engine.js:411 msgid "bring your friends." msgstr "友達を連れてくる" #: script/engine.js:414 msgid "facebook" msgstr "Facebook" #: script/engine.js:421 msgid "google+" msgstr "Google+" #: script/engine.js:428 msgid "twitter" msgstr "Twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "閉じる" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "点灯" #: script/engine.js:493 msgid "Go Hyper?" msgstr "" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: script/engine.js:519 msgid "classic." msgstr "" #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{1}秒につき{0}" #: script/events.js:130 msgid "eat meat" msgstr "肉を食べる" #: script/events.js:150 msgid "use meds" msgstr "薬を使う" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "ミス" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "転倒させた" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "立ち去る" #: script/events.js:511 msgid "drop:" msgstr "置く:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "いらない" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "取る" #: script/events.js:577 msgid "take:" msgstr "取る:" #: script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "いらない" #: script/events.js:627 msgid "all" msgstr "" #: script/events.js:649 msgid "take everything" msgstr "" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " と " #: script/events.js:896 msgid "*** EVENT ***" msgstr "***イベント***" #: script/localization.js:4 msgid "saved." msgstr "セーブした" #: script/localization.js:5 msgid "wood" msgstr "木材" #: script/localization.js:6 msgid "builder" msgstr "建築家" #: script/localization.js:7 msgid "teeth" msgstr "牙" #: script/localization.js:8 msgid "meat" msgstr "肉" #: script/localization.js:9 msgid "fur" msgstr "毛皮" #: script/localization.js:10 msgid "alien alloy" msgstr "エイリアン合金" #: script/localization.js:11 msgid "bullets" msgstr "弾薬" #: script/localization.js:12 msgid "charm" msgstr "お守り" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "なめし革" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "鉄" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "鋼鉄" #: script/localization.js:16 msgid "coal" msgstr "石炭" #: script/localization.js:17 msgid "sulphur" msgstr "硫黄" #: script/localization.js:18 msgid "energy cell" msgstr "エネルギーセル" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "松明" #: script/localization.js:20 msgid "medicine" msgstr "医薬品" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "猟師" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "罠師" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "皮なめし職人" #: script/localization.js:24 msgid "grenade" msgstr "手榴弾" #: script/localization.js:25 msgid "bolas" msgstr "ボーラ" #: script/localization.js:26 msgid "bayonet" msgstr "銃剣" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "燻製職人" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "鉄鉱夫" #: script/localization.js:29 msgid "iron mine" msgstr "鉄鉱山" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "炭坑夫" #: script/localization.js:31 msgid "coal mine" msgstr "炭鉱" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "硫黄鉱夫" #: script/localization.js:33 msgid "sulphur mine" msgstr "硫黄鉱山" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "武器職人" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "製鋼職人" #: script/localization.js:36 msgid "bait" msgstr "餌" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "燻製肉" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "鱗" #: script/localization.js:39 msgid "compass" msgstr "コンパス" #: script/localization.js:40 msgid "laser rifle" msgstr "レーザー銃" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "柴刈り" #: script/localization.js:42 msgid "cloth" msgstr "布" #: script/localization.js:45 msgid "thieves" msgstr "泥棒" #: script/localization.js:46 msgid "not enough fur" msgstr "毛皮が足りない" #: script/localization.js:47 msgid "not enough wood" msgstr "木材が足りない" #: script/localization.js:48 msgid "not enough coal" msgstr "石炭が足りない" #: script/localization.js:49 msgid "not enough iron" msgstr "鉄が足りない" #: script/localization.js:50 msgid "not enough steel" msgstr "鋼鉄が足りない" #: script/localization.js:51 msgid "not enough sulphur" msgstr "硫黄が不足している" #: script/localization.js:52 msgid "baited trap" msgstr "餌を付けた罠" #: script/localization.js:53 msgid "not enough scales" msgstr "鱗が足りない" #: script/localization.js:54 msgid "not enough cloth" msgstr "布が足りない" #: script/localization.js:55 msgid "not enough teeth" msgstr "牙が足りない" #: script/localization.js:56 msgid "not enough leather" msgstr "革が足りない" #: script/localization.js:57 #, fuzzy msgid "not enough meat" msgstr "肉が足りない" #: script/localization.js:58 #, fuzzy msgid "the compass points east" msgstr "コンパスは東を指した" #: script/localization.js:59 #, fuzzy msgid "the compass points west" msgstr "コンパスは西を指した" #: script/localization.js:60 #, fuzzy msgid "the compass points north" msgstr "コンパスは北を指した" #: script/localization.js:61 #, fuzzy msgid "the compass points south" msgstr "コンパスは南を指した" #: script/localization.js:62 #, fuzzy msgid "the compass points northeast" msgstr "コンパスは北東を指した" #: script/localization.js:63 #, fuzzy msgid "the compass points northwest" msgstr "コンパスは北西を指した" #: script/localization.js:64 #, fuzzy msgid "the compass points southeast" msgstr "コンパスは南東を指した" #: script/localization.js:65 #, fuzzy msgid "the compass points southwest" msgstr "コンパスは南西を指した" #: script/outside.js:5 msgid "Outside" msgstr "屋外" #: script/outside.js:102 msgid "scraps of fur" msgstr "毛皮のくず" #: script/outside.js:107 msgid "bits of meat" msgstr "肉のかけら" #: script/outside.js:112 msgid "strange scales" msgstr "奇妙な鱗" #: script/outside.js:117 msgid "scattered teeth" msgstr "散らばった牙" #: script/outside.js:122 msgid "tattered cloth" msgstr "ぼろぼろの布" #: script/outside.js:127 msgid "a crudely made charm" msgstr "雑な作りのお守り" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "静かな森" #: script/outside.js:169 msgid "gather wood" msgstr "木を集める" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "見知らぬ人が夜にやってきた" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "疲れ果てた家族が小屋に入居した" #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "小集団がやってきた。みな痩せ細っている" #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "不安と希望をないまぜにして隊商が転がり込んできた" #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "町は急成長を遂げている。噂が広がっている。" #: script/outside.js:452 msgid "pop " msgstr "人口 " #: script/outside.js:457 msgid "forest" msgstr "森" #: script/outside.js:460 msgid "village" msgstr "村" #: script/outside.js:543 msgid "check traps" msgstr "罠を確認する" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "孤独な小屋" #: script/outside.js:566 msgid "A Tiny Village" msgstr "小さな村" #: script/outside.js:568 msgid "A Modest Village" msgstr "ささやかな村" #: script/outside.js:570 msgid "A Large Village" msgstr "大きな村" #: script/outside.js:572 msgid "A Raucous Village" msgstr "にぎやかな村" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "空は灰色で、風が容赦なく吹いている。" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "森には乾いた茂みと枯れ枝が散らばっている" #: script/outside.js:621 msgid "the traps contain " msgstr "罠に残っていたのは " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "埃っぽい小道" #: script/path.js:37 msgid "supplies:" msgstr "物資:" #: script/path.js:43 msgid "embark" msgstr "出発" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "コンパスは指す" #: script/path.js:102 msgid "perks:" msgstr "特技:" #: script/path.js:132 msgid "none" msgstr "なし" #: script/path.js:142 msgid "armour" msgstr "鎧" #: script/path.js:153 msgid "water" msgstr "水" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "荷重:{0}/{1}" #: script/path.js:253 msgid "weight" msgstr "重さ" #: script/path.js:255 msgid "available" msgstr "所持数" #: script/room.js:16 msgid "trap" msgstr "罠" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "建築家は、生き残った生き物を捕える罠を作れると言っている" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "罠を増やせば、より多くの生き物を捕えられる" #: script/room.js:21 msgid "more traps won't help now" msgstr "これ以上罠を増やしても意味がない" #: script/room.js:31 msgid "cart" msgstr "荷車" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "建築家は、木材を運ぶ荷車を作れると言っている" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "このガタガタの荷車でも森からもっと木材を運べるだろう" #: script/room.js:44 msgid "hut" msgstr "小屋" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "建築家は、他にも放浪者がいて働いてくれるだろうと言っている" #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "建築家は森に小屋を建てた. この噂が広まるだろうと言っている" #: script/room.js:49 msgid "no more room for huts." msgstr "もう小屋を建てる場所がない" #: script/room.js:59 msgid "lodge" msgstr "狩猟小屋" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "村人たちは手段を与えてやれば、狩りを手伝える" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "狩猟小屋は、森の中の街から出る道に建っている" #: script/room.js:74 msgid "trading post" msgstr "交易所" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "交易所は、取引をしやすくするだろう" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "いま遊牧民が店を開いている。彼らはしばらくこの辺りにいるだろう" #: script/room.js:88 msgid "tannery" msgstr "皮なめし場" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "建築家は村人がなめし革を作れるだろうと言っている。" #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "すぐに村外れに皮なめし場が建設された" #: script/room.js:102 msgid "smokehouse" msgstr "燻製場" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "肉は燻製にしないと腐ってしまう。建築家はどうにかできると言っている。" #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "建築家は燻製場を完成させた。彼女は空腹のようだ。" #: script/room.js:116 msgid "workshop" msgstr "作業場" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "建築家は、道具があればもっと良い物を作れると言っている" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "作業場がついに完成した。建築家は興奮している" #: script/room.js:131 msgid "steelworks" msgstr "製鋼所" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "建築家は、村人たちは道具があれば鋼鉄を作ることができると言っている" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "製鋼所から吹き上がる火の粉が村の上に降ってくる" #: script/room.js:146 msgid "armoury" msgstr "武器工房" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "建築家は、弾薬の安定した供給源を持つことは重要だと言っている" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "武器工房が完成した。昔の武器よ、おかえりなさい。" #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "松明は暗がりを遠ざける" #: script/room.js:173 msgid "waterskin" msgstr "水袋" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "この水袋は、少なくとも、多少の水を入れられる" #: script/room.js:185 msgid "cask" msgstr "水樽" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "水樽は、長い遠征に十分な水を入れられる" #: script/room.js:198 msgid "water tank" msgstr "水タンク" #: script/room.js:202 msgid "never go thirsty again" msgstr "もう喉の渇きに苦しむことはない" #: script/room.js:211 msgid "bone spear" msgstr "骨の槍" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "この槍は上品ではないが、刺突には向いている" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "リュックサック" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "より多く運べれば、より長く荒野に遠征できる" #: script/room.js:235 msgid "wagon" msgstr "荷馬車" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "荷馬車は、大量の物資を運ぶことができる" #: script/room.js:248 msgid "convoy" msgstr "護送隊" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "護送隊はほとんど何でも運ぶことができる" #: script/room.js:262 msgid "l armour" msgstr "皮鎧" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "革は強くないが、ボロ布よりもマシだ" #: script/room.js:274 msgid "i armour" msgstr "鉄の鎧" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "鉄は革よりも強い" #: script/room.js:286 msgid "s armour" msgstr "鋼鉄の鎧" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "鋼鉄は鉄よりも強い" #: script/room.js:298 msgid "iron sword" msgstr "鉄の剣" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "剣は鋭い。荒野で身を守るのに適している。" #: script/room.js:311 msgid "steel sword" msgstr "鋼鉄の剣" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "鋼鉄は強く、その刃は本当によく切れる。" #: script/room.js:324 msgid "rifle" msgstr "ライフル" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "昔のような黒色火薬や弾丸" #: script/room.js:458 msgid "Room" msgstr "部屋" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "暗い部屋" #: script/room.js:498 msgid "light fire" msgstr "火をつける" #: script/room.js:508 msgid "stoke fire" msgstr "薪を燃やす" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "部屋は{0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "火は{0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "見知らぬ人が火の近くに立っている。彼女は建築を手伝えると言っている" #: script/room.js:580 msgid "freezing" msgstr "凍える寒さだ" #: script/room.js:581 msgid "cold" msgstr "寒い" #: script/room.js:582 msgid "mild" msgstr "心地よい" #: script/room.js:583 msgid "warm" msgstr "暖かい" #: script/room.js:584 msgid "hot" msgstr "暑い" #: script/room.js:596 msgid "dead" msgstr "消えている" #: script/room.js:597 msgid "smoldering" msgstr "くすぶっている" #: script/room.js:598 msgid "flickering" msgstr "ちらついている" #: script/room.js:599 msgid "burning" msgstr "燃えている" #: script/room.js:600 msgid "roaring" msgstr "燃え上がっている" #: script/room.js:604 msgid "A Firelit Room" msgstr "火の灯る部屋" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "火を燃やすのに十分な木材がない" #: script/room.js:655 msgid "the wood has run out" msgstr "木材が足りない" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "火の光は窓から暗闇にこぼれだしている" #: script/room.js:688 msgid "builder stokes the fire" msgstr "建築家は火を焚いている" #: script/room.js:718 msgid "the wind howls outside" msgstr "外では風が吠えている" #: script/room.js:719 msgid "the wood is running out" msgstr "木材が尽きた" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "ボロ布を纏った見知らぬ人がドアから転がり込んできて、隅に崩れ落ちた" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "見知らぬ人は震え、静かに呟いている。彼女の言葉は理解できない。" #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "隅の見知らぬ人の震えは止まった。彼女の呼吸は落ち着いてきた。" #: script/room.js:760 msgid "stores" msgstr "貯蔵庫" #: script/room.js:779 msgid "weapons" msgstr "武器" #: script/room.js:914 msgid "total" msgstr "" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "十分でない" #: script/room.js:951 msgid "builder just shivers" msgstr "建築家はただ震えている" #: script/room.js:1054 msgid "build:" msgstr "建築:" #: script/room.js:1061 msgid "craft:" msgstr "作成:" #: script/room.js:1068 msgid "buy:" msgstr "購入:" #: script/ship.js:11 msgid "Ship" msgstr "船" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "古い宇宙船" #: script/ship.js:38 msgid "hull:" msgstr "船体:" #: script/ship.js:44 msgid "engine:" msgstr "エンジン:" #: script/ship.js:51 msgid "reinforce hull" msgstr "船体を強化" #: script/ship.js:60 msgid "upgrade engine" msgstr "エンジンを強化" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "発進!" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "瓦礫の雲の上のどこかに、放浪者艦隊は浮かんでいる。この岩の上に長らくあった。" #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "エイリアン合金が足りない" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "出発の準備はできましたか?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "ここから脱出する時です。もう戻れないでしょう!" #: script/ship.js:150 msgid "linger" msgstr "ここに残る" #: script/space.js:42 msgid "hull: " msgstr "船体:" #: script/space.js:76 msgid "Troposphere" msgstr "対流圏" #: script/space.js:78 msgid "Stratosphere" msgstr "成層圏" #: script/space.js:80 msgid "Mesosphere" msgstr "中間圏" #: script/space.js:82 msgid "Thermosphere" msgstr "熱圏" #: script/space.js:84 msgid "Exosphere" msgstr "外気圏" #: script/space.js:86 msgid "Space" msgstr "宇宙空間" #: script/space.js:424 msgid "score for this game: {0}" msgstr "このゲームのスコア:{0}" #: script/space.js:431 msgid "total score: {0}" msgstr "総得点:{0}" #: script/world.js:46 msgid "punch" msgstr "パンチ" #: script/world.js:52 msgid "stab" msgstr "突き刺す" #: script/world.js:58 msgid "swing" msgstr "振り回す" #: script/world.js:64 msgid "slash" msgstr "切り裂く" #: script/world.js:70 msgid "thrust" msgstr "突く" #: script/world.js:76 msgid "shoot" msgstr "撃つ" #: script/world.js:83 msgid "blast" msgstr "ビーム" #: script/world.js:90 msgid "lob" msgstr "投げ込む" #: script/world.js:97 msgid "tangle" msgstr "転ばせる" #: script/world.js:119 msgid "An Outpost" msgstr "前線基地" #: script/world.js:120 msgid "Iron Mine" msgstr "鉄鉱山" #: script/world.js:121 msgid "Coal Mine" msgstr "炭鉱" #: script/world.js:122 msgid "Sulphur Mine" msgstr "硫黄鉱山" #: script/world.js:123 msgid "An Old House" msgstr "古い家" #: script/world.js:124 msgid "A Damp Cave" msgstr "湿った洞窟" #: script/world.js:125 msgid "An Abandoned Town" msgstr "捨てられた町" #: script/world.js:126 msgid "A Ruined City" msgstr "廃墟の都市" #: script/world.js:127 msgid "A Crashed Starship" msgstr "墜落した宇宙船" #: script/world.js:128 msgid "A Borehole" msgstr "竪穴" #: script/world.js:129 msgid "A Battlefield" msgstr "戦場" #: script/world.js:130 msgid "A Murky Swamp" msgstr "濁った沼" #: script/world.js:134 msgid "A Destroyed Village" msgstr "破壊された村" #: script/world.js:256 msgid "water:{0}" msgstr "水:{0}" #: script/world.js:283 msgid "pockets" msgstr "ポケット" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "HP: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "十分な防備なく村から遠く離れるのは危険だ" #: script/world.js:351 msgid "safer here" msgstr "安全な場所" #: script/world.js:451 msgid "the meat has run out" msgstr "肉がなくなった" #: script/world.js:456 msgid "starvation sets in" msgstr "飢えはじめた" #: script/world.js:481 msgid "there is no more water" msgstr "もう水がない" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "喉の渇きが耐え難い" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "木々は乾燥した草に変わった。黄ばんだ茂みが風にそよいでいる。" #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "木がなくなっている。代わりに乾ききった大地と舞い散る土埃だけがある。" #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "木々が地平線上に見える。草は徐々に乾燥した枝や落ち葉の林床に変わる。" #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "痩せた草地だ。すぐに土埃だけになるだろう。" #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "やせ地は乾燥した風に揺れる瀕死の草の海で終わる。" #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "節くれだった木の壁が、埃から立ち上がる。枝は天蓋の骨組みのように頭上で絡み" "合っている。" #: script/world.js:817 msgid "Wanderer" msgstr "放浪者" #: script/world.js:822 msgid "The Village" msgstr "村" #: script/world.js:851 msgid "the world fades" msgstr "世界が薄れていく" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "水を補給した" #: script/world.js:982 msgid "A Barren World" msgstr "不毛の世界" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "唸る獣" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "唸る獣" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "唸る獣は死んだ" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "茂みから唸る獣が跳びだしてきた" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "やつれた男" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "やつれた男" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "やつれた男は死んだ" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "狂った表情のやつれた男が近づいてきた" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "怪鳥" #: script/events/encounters.js:89 msgid "strange bird" msgstr "怪鳥" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "怪鳥は死んだ" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "奇怪な鳥が平原を素早く飛び回っている" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "震える男" #: script/events/encounters.js:127 msgid "shivering man" msgstr "震える男" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "震える男は死んだ" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "震える男が近づいてくると、意外な力強さで殴りかかってきた" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "人喰い族" #: script/events/encounters.js:169 msgid "man-eater" msgstr "人喰い族" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "人喰い族は死んだ" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "爪から鮮血を垂らした大型動物が攻撃してきた" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "ゴミ漁り" #: script/events/encounters.js:206 msgid "scavenger" msgstr "ゴミ漁り" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "ゴミ漁りは死んだ" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "ゴミ漁りが簡単な獲物を期待して近寄ってきた" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "巨大なトカゲ" #: script/events/encounters.js:248 msgid "lizard" msgstr "トカゲ" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "トカゲは死んだ" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "巨大なトカゲが通った後は草が乱暴に倒れている" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "恐怖の野生生物" #: script/events/encounters.js:286 msgid "feral terror" msgstr "恐怖の野生生物" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "恐怖の野生生物は死んだ" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "想像を越えて野蛮な獣が葉陰から跳びだしてきた" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "兵士" #: script/events/encounters.js:323 msgid "soldier" msgstr "兵士" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "兵士は死んだ" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "兵士が砂漠の向こうから撃ってきた" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "狙撃手" #: script/events/encounters.js:366 msgid "sniper" msgstr "狙撃手" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "狙撃手は死んだ" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "高い草むらのどこかから銃声が響いた" #: script/events/global.js:6 msgid "The Thief" msgstr "泥棒" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "村人たちが貯蔵庫から不潔な男を運びだしてきた。" #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "彼は物資をくすねていたらしい。" #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "村人は見せしめに絞首刑にすべきだと言う。" #: script/events/global.js:17 msgid "a thief is caught" msgstr "泥棒が捕まった" #: script/events/global.js:21 msgid "hang him" msgstr "絞首刑にする" #: script/events/global.js:25 msgid "spare him" msgstr "見逃してやる" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "村人たちは貯蔵室の前に高く泥棒を吊った。" #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "その後数日中に、無くなった物資は返されていた。" #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "その男は感謝を述べ、もう戻ってこないと言った。" #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "彼は出ていく前に、隠密術についての知識を教えてくれた。" #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "壊れた罠" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "いくつかの罠が引き裂かれた。" #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "大きな足跡が森に逃げこんでいる" #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "いくつかの罠が破壊された" #: script/events/outside.js:26 msgid "track them" msgstr "追跡する" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "無視する" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "足あとはすぐに消えていた" #: script/events/outside.js:38 msgid "the forest is silent." msgstr "森は静かだ" #: script/events/outside.js:40 msgid "nothing was found" msgstr "" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "家に帰る" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "村から遠くないところで大きな獣が倒れていた。その毛皮は血まみれだ。" #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "そいつはナイフにほとんど抵抗できなかった。" #: script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "唸る獣は死んだ" #: script/events/outside.js:69 msgid "Fire" msgstr "" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "" #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "" #: script/events/outside.js:79 msgid "a fire has started" msgstr "" #: script/events/outside.js:86 #, fuzzy msgid "mourn" msgstr "鎧" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "" #: script/events/outside.js:95 msgid "Sickness" msgstr "病気" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "病気が村に広がっている。" #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "すぐに医薬品が必要だ。" #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "" #: script/events/outside.js:109 msgid "1 medicine" msgstr "医薬品1個" #: script/events/outside.js:114 msgid "ignore it" msgstr "無視する" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "病気はそのうち治った" #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "病気は村中に広がった" #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "埋葬に追われる日々が続いた。" #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "夜に悲鳴が響き渡る。" #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "" #: script/events/outside.js:153 msgid "Plague" msgstr "疫病" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "恐ろしい疫病が村に急速に広がっている。" #: script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "疫病は村を飲み込んだ" #: script/events/outside.js:168 #, fuzzy msgid "buy medicine" msgstr "医薬品1個" #: script/events/outside.js:174 msgid "5 medicine" msgstr "医薬品5個" #: script/events/outside.js:179 msgid "do nothing" msgstr "何もしない" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "疫病が拡大は防がれた。" #: script/events/outside.js:187 msgid "only a few die." msgstr "犠牲者は数名ですんだ。" #: script/events/outside.js:188 msgid "the rest bury them." msgstr "残された者は彼らを埋葬した" #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "疫病は村を飲み込んだ" #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "速やかに死ねることだけが望みである" #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "獣の襲撃" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "唸る獣の一団が木々の間から現れた" #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "戦いは短く血なまぐさいものだったが、とにかく獣は倒された。" #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "村人たちは死者を弔うために引き返した。" #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "武力侵略" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "木々の間に銃声が響く。" #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "武装した男たちが森から現れ、群衆に発砲した" #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "小競り合いの後、彼らは追い払われたが、損害は避けられなかった。" #: script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "疫病は村を飲み込んだ" #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: script/events/room.js:6 msgid "The Nomad" msgstr "遊牧民" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "遊牧民は、荒い麻紐で結んだ間に合わせの袋を積んでやってきた。" #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "どこから来たか知らないが、彼がここに留まらないことは明らかだ。" #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "遊牧民がやってきた。取引したいようだ。" #: script/events/room.js:20 msgid "buy scales" msgstr "鱗を買う" #: script/events/room.js:25 msgid "buy teeth" msgstr "牙を買う" #: script/events/room.js:30 msgid "buy bait" msgstr "餌を買う" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "罠は餌があるとより効果的だ" #: script/events/room.js:39 msgid "buy compass" msgstr "コンパスを買う" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "古いコンパスはへこんで埃まみれだが、それでも動くようだ。" #: script/events/room.js:45 script/events/room.js:227 #: script/events/room.js:240 script/events/room.js:253 #: script/events/room.js:309 script/events/room.js:332 #: script/events/room.js:388 script/events/room.js:411 #: script/events/room.js:450 script/events/room.js:568 #: script/events/room.js:584 script/events/room.js:600 #: script/events/room.js:611 msgid "say goodbye" msgstr "別れを告げる" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "ノイズ" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "壁を介して、シャッフル音が聞こえる。" #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "何の音かはわからない。" #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "奇妙な音が壁の向こうから聞こえる" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "調査する" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "漠然とした影が、視界外に消えた。" #: script/events/room.js:79 msgid "the sounds stop." msgstr "音がやんだ。" #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "中に戻る" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "粗い毛皮に包まれた木の枝の束が、敷居の向こうに置かれている。" #: script/events/room.js:92 msgid "the night is silent." msgstr "夜は静かだ。" #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "引っかく音が貯蔵庫から聞こえる。" #: script/events/room.js:112 msgid "something's in there." msgstr "何かがそこにいる。" #: script/events/room.js:114 msgid "something's in the store room" msgstr "何かが貯蔵庫にいる" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "いくつか木材が足りない" #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "地面には小さな鱗が散らばっている" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "地面には小さな牙が散らばっている" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "地面には布の切れ端が散らばっている" #: script/events/room.js:190 msgid "The Beggar" msgstr "乞食" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "乞食がやってきた。" #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "彼は夜に暖かく過ごせるように余った毛皮を探している。" #: script/events/room.js:200 msgid "a beggar arrives" msgstr "乞食がやってきた" #: script/events/room.js:204 msgid "give 50" msgstr "50 与える" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "100 与える" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "帰らせる" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "乞食は感謝している。" #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "後に小さな鱗の山を残していった。" #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "後に小さな牙の山を残していった。" #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "後にいくらかのボロ布を残していった。" #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "謎の放浪者" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "放浪者は空の荷車を持ってきた。木材を渡せば、彼はより多くを持って戻って来ると" "言う。" #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "建築家は彼が信用できるかどうかわからない。" #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "謎の放浪者がやってきた" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "500 与える" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "放浪者は荷車に木材を積んで去った" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "謎の放浪者が荷車に木材を高く積み上げて戻ってきた。" #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "放浪者は空の荷車を持ってきた。毛皮を渡せば、彼女はより多くを持って戻って来る" "と言う。" #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "建築家は彼女が信用できるかどうかわからない。" #: script/events/room.js:365 msgid "turn her away" msgstr "追い返す" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "放浪者は荷車に毛皮を積んで去った" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "謎の放浪者が荷車に毛皮を高く積み上げて戻ってきた。" #: script/events/room.js:420 msgid "The Scout" msgstr "斥候" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "斥候は、どこにでも行ったことがあると言っている。" #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "代価を支払えば、それについて語りたいそうだ。" #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "斥候が宿を取るために立ち寄った。" #: script/events/room.js:434 msgid "buy map" msgstr "地図を買う" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "地図は、世界の一部を明らかにした" #: script/events/room.js:440 msgid "learn scouting" msgstr "斥候術を学ぶ" #: script/events/room.js:459 msgid "The Master" msgstr "達人" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "年老いた放浪者がやってきた。" #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "彼は微笑み、一夜の宿を求めた。" #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "年老いた放浪者がやってきた" #: script/events/room.js:473 msgid "agree" msgstr "同意する" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "引き換えに、放浪者は自分の知恵を提供すると言っている。" #: script/events/room.js:493 msgid "evasion" msgstr "回避術" #: script/events/room.js:503 msgid "precision" msgstr "攻撃精度" #: script/events/room.js:513 msgid "force" msgstr "怪力" #: script/events/room.js:532 msgid "The Sick Man" msgstr "病人" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "病人は、よろめいて咳き込んでいる。" #: script/events/room.js:540 msgid "he begs for medicine." msgstr "彼は薬を恵んで欲しいと言っている。" #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "病人はよろめいている" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "薬を1つ与える" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "男は無心で薬を飲んでいる" #: script/events/room.js:552 msgid "tell him to leave" msgstr "彼に立ち去るように言う" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "男は感謝している。" #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "彼はお礼を残して去った。" #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "彼が旅の途中で拾った奇妙な金属。" #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "彼が旅の途中で拾った奇妙な光る箱。" #: script/events/room.js:593 msgid "all he has are some scales." msgstr "彼は、いくつかの鱗しか持っていない。" #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "男は感謝してよろめき去った。" #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "前線基地" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "荒野の隠れ家" #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "濁った沼" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "腐った葦が沼地にそびえている。" #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "一匹だけカエルが静かに泥に座っている。" # dur dur dur #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "淀んだ空気の中、沼は腐敗している。" #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "入る" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "沼の奥深くに苔に覆われた小屋がある。" #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "年老いた放浪者は座り込み、トランス状態のようだ。" #: script/events/setpieces.js:61 msgid "talk" msgstr "話す" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "放浪者はお守りを受け取ると、ゆっくりとうなずいた。" #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "彼はかつて新世界に大艦隊を率いたことがあると話す。" # :( :( #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "計り知れない破壊は放浪者の飢えを煽った。" #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "今ここにいることは、彼の懺悔である。" #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "湿った洞窟" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "洞窟の入り口は広く、暗い。" #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "中は見えない。" #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "古代の傷のように、ここで地面が割れている。" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "中に入る" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "驚いた獣は自分の巣を守ろうとしている" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "進む" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "洞窟を立ち去る" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "洞窟は60cmほどに狭まった。" #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "壁が湿って苔に覆われている" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "無理やり進む" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "洞窟の中に古いキャンプ跡が残っている。" #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "寝袋は破れて黒ずみ、薄く埃をかぶっている" #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "放浪者の体が、小さなほら穴に横たわっている。" #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "体は腐敗しているが、いくつかの部分が足りない。" #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "何が起きたのかはわからない。" #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "松明は湿った空気の中でジューと鳴って消えた" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "完全な暗闇だ" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "松明が消えた" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "洞窟トカゲの攻撃" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "大型の獣が暗がりから突撃してきた" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "巨大なトカゲが這い出てきた" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "洞窟の奥には大型動物の巣があった。" #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "洞窟の奥には小さな貯蔵庫が隠されていた。" #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "厚く埃をかぶった古いケースが岩の後ろに押し込まれていた" #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "さびれた町" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "小さな郊外の住宅街がある。空き家は焼け焦げて壁が剥がれている。" #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "壊れた街灯が錆びて立っている。ここは長い間、光に彩られていないようだ。" #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "町は荒れ果て、市民は死に絶えている" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "探索する" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "割れ残った校舎の窓はすすで黒くなっている。" #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "両開きの扉が風に延々と軋んでいる。" #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "町を立ち去る" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "通りで待ち伏せに遭った" # ? #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "前方にビルが横たわっている" #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "汚れた窓の向こうに微かに緑の十字が見える。" #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "錆びたロッカーの中に少しの物資が収められていた。" #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "ゴミ漁りがドアのすぐ内側で待っていた。" #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "草木が伸び放題の公園に、ぽつんと獣が立っている。" #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "転倒したキャラバンが荒れ果てた通りの向こう側に広がっている。" #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "ゴミ漁りに荒らされた後だが、まだ拾う価値があるものもある。" #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "狂人が喚きながら襲ってきた。" #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "物陰からチンピラが出てきた。" #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "荒らされた教室から獣が飛び出してきた。" #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "大きな体育館のドアから足音が聞こえる。" #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "松明の揺らめく明かりが廊下を照らしている。" #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "足音が止まった。" #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "音に引き寄せられた別の獣が雑木林から跳びだしてきた。" #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "道の先で何かが騒ぎを起こしている。" #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "戦闘だろう、たぶん" #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "小さな食べ物の籠が、公園のベンチの下に隠されている。メモが付いている。" #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "言葉は読めない。" #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "恐慌したゴミ漁りは叫びながらドアをぶち破ってきた。" #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "死んだ放浪者を見つめる男がいる。彼は一人ではないようだ。" #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "ゴミ漁りは学校に小さなキャンプを持っていた。" #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" "集めたスクラップは、まるで天から降ってきたかのように床に散らばっている。" #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "ゴミ漁りは物資を探していたようだ。" #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "彼が見つけたものを無駄にするのは恥だ" #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "放浪者のボロ布の下で、多くの手の1つが、鋼の輝きを握りしめていた。" #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "殺しに見合う価値はあったようだ。" #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "目には目を、というのは公正だろう。" #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "少なくともかつてはそうだった。" #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "骨を拾い、有用な装身具を探す。" #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "いくつかの薬が引き出しに放置されていた。" #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "診療所は略奪されていた。" #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "埃や汚れだけが残されている。" #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "廃墟の街" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "ぼろぼろの高速道路の看板が、このかつて偉大だった都市の入り口を守って立ってい" "る。" #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "まだ崩れていないタワーが古代の獣のアバラのように風景に突き出している。" #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "まだ中に価値のあるものがあるかもしれない。" #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "朽ちゆく都市のタワーが地平線を占めている" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "通りにはなにもない。" #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "激しい風によって吹き飛ばされ続ける埃が空気に充満している。" #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "街を離れる" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "色あせてひび割れたオレンジ色の交通コーンが通りを横切って置かれている。" #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "光が建物の間の路地を通って閃いた。" #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "大きな貧民街が、通り全体に広がっている。" #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "歪んだ小屋からすすと血によって黒ずんだ顔が見つめている。" #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "放棄された病院の影が前方に迫っている。" #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "古いタワーは、ほとんど無傷のようだ。" #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "燃え尽きた車の残骸が入り口を塞いでいる。" #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "地上階の窓のほとんどはどこかに吹き飛んでいる。" #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "古い地下鉄の駅の暗闇から巨大なトカゲが這い上がってきた。" #: script/events/setpieces.js:1368 msgid "descend" msgstr "降りる" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "銃声が無人の通りに響き渡る。" #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "兵士が建物の間から歩み出てライフルを構えた。" #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "痩せた男が挑戦的に道を塞いでいる。" #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "何もないが目を伏せた。" #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "ここの人々は、遠い昔に死んでいる。" #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "何もない廊下。" #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "ここはゴミ漁りにきれいに掃除された後だ。" #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "メスを持った老人がドアを叩き開けた。" #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "チンピラが壁の反対側に待っている。" #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "うなる獣が車の後ろから飛び出てきた。" #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "地下鉄のプラットフォームの上の通りは吹き飛ばされている。" #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "いく筋もの光が埃っぽいもやに差し込んでいる。" #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "目の前のトンネルから音が聞こえる。" #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "前方に一種のキャンプのようなものが見える。" #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "錆びた鎖が路地を横切っている。" #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "その先の中庭では炎が燃えている。" #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "前方で多くの声が聞こえる。" #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "彼らは何らかの理由でここに来たはずだ。" #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "風に乗って銃声が届いた。" #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "前方の通りは火明かりに照らされている。" #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "さらに多くの無断居住者が群がってきた。" #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "誰かが石を投げた。" #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "歩道に仮設店舗がある。" #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "オーナーがストイックに脇に立っている" #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "通りの脇には肉が干されている。" #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "人々は再び離れて、目をそらしている。" #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "誰かがこの手術室への扉に鍵をかけて封鎖した。" #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "年老いた不法占拠者の一族が、この棟で寝泊まりしている。" #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "曲がり角からトカゲの一団が現れた。" #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "この棟には細切り肉が掛けて干されている。" #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "階段の上には大きな鳥の巣がある。" #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "ここはがれきが多い。" #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "たぶん瓦礫の中には有用なものがあるだろう。" #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "ネズミの群れがトンネルから殺到してきた。" #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "大きな男が銃剣を振って攻撃してきた。" #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "第二の兵士が撃ち始めた。" #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "マスクを付けた兵士が銃を構えて曲がり角から現れた" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "群衆は前方に押し寄せた。" #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "若者が木の枝を持って襲いかかってきた。" #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "不法占拠者は小さな小屋の戸口にしっかりと立っている。" #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "ドアの陰から、異形の姿が目覚めて攻撃してきた。" #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "ドアが少し開くやいなや、何百もの触手が噴き出してきた。" #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "鳥はキラキラしたものが好きなはずだ。" #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "その巣には良い物が織り込まれている。" #: script/events/setpieces.js:2372 msgid "not much here." msgstr "ここにはあまりなかった。" #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "ゴミ漁りが既にここに来たようだ。" #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "トンネルは別のプラットフォームに開いていた。" #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "昔の戦闘で壁が焦げている。" #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "死体と物資が両側から地面にこぼれている。" #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "小さな軍の前哨基地には物資が潤沢だ。" #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "武器や軍需品、戦争時代の遺物が、きちんと保管庫の床に並んでいる。" #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "今まさに、彼らがそうであったように、致命的だ。" #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "遺体を探ると、いくつかの物資が出てきた。" #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "彼らの道にはもっと兵士がいるだろう。" #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "行く時間だ。" #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "この小集落は明らかに炎上している。" #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "ここに住んでいた放浪者の遺体がまだ炎の中に見える。" #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "まだ物資をいくらか救出する時間がある。" #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "生き残った入植者は、自分の持ち物を置いて、暴力から逃げだした。" #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "多くはないが、まだ有用なものが見つかった。" #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "若い入植者は、キャンバス地の袋を運んでいた。" #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "それには旅行用品といくつかの装身具が入っていた。" #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "ここには他に何もない。" #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "小屋の中で、子供が泣いている。" #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "少しの所有物が壁に掛かっている。" #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "腐敗と死の悪臭が手術室を覆っている。" #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "いくつかの物は、地面に散らばっている。" #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "ここには他に何もない。" #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "廊下の突き当りには清潔な薬の棚がある。" #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "病院の残りの部分には何もない。" #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "誰かがここに戦利品を備蓄していた。" #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "触手の恐怖に打ち勝った。" #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "中には犠牲者の残骸があふれている。" #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "ゆがんだ男が死んでいる。" #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "手術室には興味深い設備がたくさんある。" #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "老人は興味深い物資の小さな保管庫を持っていた。" #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "古い家" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "古い家が残っている。白かった壁は黄ばんで剥がれている。" #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "ドアがたわんで開いた。" #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "古い家の残骸が、より単純だった時代の記念碑として立っている" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "家は放棄されているが、まだ荒らされていない。" #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "古い井戸の底には、まだ水が数滴残っている。" #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "家は荒らされている。" #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "しかし床板の下で薬品の保管庫があった。" #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "錆びた刃を持った男が広間に突進してきた" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "忘れられた戦場" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "遠い昔に、ここで戦闘が行われた。" #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "ボロボロになった両陣営の遺物が、焼け野原に眠っている。" #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "巨大な竪穴" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "巨大な穴が深く地面に切り開かれている。過去の採掘の跡だ。" #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "彼らは欲しい物を奪って去った。" #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "断崖の縁に打ち捨てられたマンモスドリルが残っている。" #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "堕ちた船" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "埃と灰の中から、放浪者の乗り物のおなじみの曲線が立ち上がっている。" #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "原住民が機構を作動させられなかったのは幸運だ。" #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "少し頑張れば、再び飛ばせるだろう。" #: script/events/setpieces.js:3148 msgid "salvage" msgstr "サルベージ" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "硫黄鉱山" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "すでに軍隊が鉱山の入り口に駐屯している。" #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "兵士たちは肩にライフルを掛けて周囲をパトロールしている。" #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "軍事境界線は鉱山を中心に設定されている。" #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "攻撃する" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "兵士は警戒して撃ってきた。" #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "逃走する" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "第二の兵士が戦いに参加した。" #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "白髪交じりの兵士は銃剣を振って攻撃してきた。" #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "軍隊を一掃した。" #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "もう鉱山は労働者にも安全だ。" #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "硫黄鉱山は明らかに危険だ" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "炭鉱" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "キャンプファイアが鉱山の入り口で燃えている。" #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "武器を構えた男が居る。" #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "この古い鉱山は放棄されていない" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "男が戦いに参加した" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "残るはチーフだけだ。" #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "キャンプはまだ、火の爆ぜる音を保っている。" #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "炭鉱は明らかに危険だ" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "鉄鉱山" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "古い鉄鉱山がある。道具類は放置されて錆びるに任されている。" #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "白い骨が入り口の辺りに散らばっている。深いギザギザの溝がたくさん刻まれてい" "る。" #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "暗闇から野生の遠吠えが木霊する。" #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "道は廃坑につながっている" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "大きな生き物が突進してきた。松明の光の中で筋肉が波打つ" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "獣は死んだ" #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "鉄鉱山は明らかに危険だ" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "破壊された村" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "破壊された村が埃の中に横たわっている。" #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "黒焦げの死体が地面に落ちている。" #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "放浪者のアフターバーナーの金属臭が漂っている" #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "村の中心に小屋が建っている。" #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "中には物資が残っている。" #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "前世代のすべての業績がここにある。" #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "取り頃に熟れている" #~ msgid "Export" #~ msgstr "エクスポート" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/ko/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/ko/strings.js ================================================ _.setTranslation({"water tank": "\ubb3c\ud0f1\ud06c", "all": "\uc804\ubd80", "use meds": "\uc57d \uc0ac\uc6a9", "a shame to let what he'd found go to waste.": "\ud55c\ubc88 \ubb58 \uc218\uc9d1\ud588\ub294\uc9c0 \uc0b4\ud3b4\ubcf4\uc790.", "some villagers are ill": "\ub9c8\uc744 \uc0ac\ub78c \uba87 \uba85\uc774 \uc8fd\uc5c8\ub2e4", "the room is {0}": "\ubc29\uc740 {0}", "punch twice as fast, and with even more force": "\uc8fc\uba39\uc774 \ub450 \ubc30 \ube68\ub77c\uc9c0\uace0 \uac15\ud574\uc9c0\uae30\uae4c\uc9c0 \ud55c\ub2e4", "The Nomad": "\uc720\ubaa9\ubbfc", "more traps won't help now": "\ub354 \uc774\uc0c1\uc758 \ub36b\uc740 \ud544\uc694\uc5c6\ub294 \ub4ef \ud558\ub2e4", "only a few die.": "\uba87 \uba85\ub9cc\uc774 \uc8fd\ub294\ub2e4.", "the compass points east": "\ub098\uce68\ubc18\uc774 \ub3d9\ucabd\uc744 \uac00\ub9ac\ud0a8\ub2e4", "the bodies of the wanderers that lived here are still visible in the flames.": "\uc5ec\uae30 \uc0b4\ub358 \ub5a0\ub3cc\uc774\ub4e4\uc774 \uc2dc\uccb4\uac00 \uc544\uc9c1\ub3c4 \ubd88\uae38 \uc18d\uc5d0\uc11c \ubcf4\uc778\ub2e4.", "the walls are scorched from an old battle.": "\ubcbd\uc740 \uc61b \uc804\uc7c1 \ub54c \ubd88\uc5d0 \uadf8\uc744\ub838\ub2e4.", "convoy": "\uc9d0\ucc28", "not enough fur": "\ubaa8\ud53c\uac00 \ubd80\uc871\ud558\ub2e4", "a masked soldier rounds the corner, gun drawn": "\uc704\uc7a5\ud55c \uad70\uc778\uc774 \ubaa8\ud241\uc774\ub97c \ub3cc\uace0, \uad8c\ucd1d\uc744 \ube7c \ub4e0\ub2e4", "a huge hole is cut deep into the earth, evidence of the past harvest.": "\ub545 \uc18d \uae4a\uc774 \ucee4\ub2e4\ub780 \uad6c\uba4d\uc774 \ud30c\uc5ec\uc788\ub2e4. \ub204\uad70\uac00 \ud55c \ubaab \uc7a1\uc740 \ud754\uc801\uc774\ub2e4.", "it puts up little resistance before the knife.": "\uc870\uae08 \ubc18\ud56d\uc744 \ud588\uc9c0\ub9cc \uce7c\ub85c \uc81c\uc555\ud588\ub2e4.", "there was a beast. it's dead now": "\uc0ac\ub098\uc6b4 \uc9d0\uc2b9\uc774 \uc8fd\uc5c8\ub2e4", "a shivering man approaches and attacks with surprising strength": "\ub35c\ub35c \ub5a0\ub294 \uc0ac\ub78c\uc774 \ub2e4\uac00\uc640 \ub180\ub77c\uc6b8 \uc815\ub3c4\ub85c \uac70\uc13c \uacf5\uaca9\uc744 \ud55c\ub2e4", "steel's stronger than iron": "\uac15\ucca0\uc740 \ucca0\ubcf4\ub2e4 \ud2bc\ud2bc\ud558\ub2e4", "A Strange Bird": "\uc774\uc0c1\ud55c \uc0c8", "not enough alien alloy": "\uc678\uacc4 \ud569\uae08\uc774 \ubd80\uc871\ud558\ub2e4", "street above the subway platform is blown away.": "\uc9c0\ud558\ucca0 \uc2b9\uac15\uc7a5 \uc704\uc758 \ub3c4\ub85c\ub294 \uc644\uc804\ud788 \ub0a0\uc544\uac14\ub2e4.", "the soldier is dead": "\uad70\uc778\uc774 \uc8fd\uc5c8\ub2e4", "error while saving to dropbox datastorage": "\uac8c\uc784\uc744 \ub4dc\ub86d\ubc15\uc2a4\uc5d0 \uc800\uc7a5\ud558\ub2e4\uac00 \uc624\ub958\uac00 \ubc1c\uc0dd\ud588\uc2b5\ub2c8\ub2e4", "the footsteps stop.": "\ubc1c\uc790\uad6d \uc18c\ub9ac\ub294 \uba48\ucd98\ub2e4.", "sniper": "\uc800\uaca9\uc218", "the torchlight casts a flickering glow down the hallway.": "\ud683\ubd88\uc774 \ubcf5\ub3c4\ub97c \ud76c\ubbf8\ud558\uac8c \ubc1d\ud788\uba70 \uae5c\ube61\uc778\ub2e4.", "the warped man lies dead.": "\uc628 \ubab8\uc774 \ub4a4\ud2c0\ub9b0 \uc0ac\ub78c\uc774 \uc8fd\uc5b4\uc788\ub2e4.", "something's in the store room": "\ucc3d\uace0 \uc548\uc5d0 \ubb34\uc5b8\uac00 \uc788\ub2e4", "unfathomable destruction to fuel wanderer hungers.": "\ub3c4\ubb34\uc9c0 \uc774\ud574\ud560 \uc218 \uc5c6\ub294 \ud30c\uad34\uc640 \uc815\ubcf5\uc790\uc758 \uc695\uc2ec\uc744 \ucc44\uc6b0\ub294 \uc57d\ud0c8.", "embark": "\ucd9c\ubc1c", "scout": "\uc815\ucc30\uc220", "facebook": "\ud398\uc774\uc2a4\ubd81", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "\ub098\ubb47\uc78e\uc774 \ub9d0\ub77c\uac04\ub2e4. \ub178\ub780 \uc78e\uc740 \ubc14\ub78c\uc5d0 \ubd80\uc2a4\ub7ed\uac70\ub9b0\ub2e4.", "save.": "\uc800\uc7a5.", "total score: {0}": "\ucd1d \uc810\uc218: {0}", "learned to make the most of food": "\ub354 \uc798 \uba39\ub294 \ubc95\uc744 \ubc30\uc6e0\ub2e4", "blast": "\ud130\ub728\ub9ac\uae30", "the sky is grey and the wind blows relentlessly": "\ud558\ub298\uc740 \ud68c\uc0c9\uc774\uace0 \ubc14\ub78c\uc740 \uacc4\uc18d \ubd84\ub2e4", "supplies:": "\ubcf4\uae09\ud488:", "the feral terror is dead": "\ub5a0\ub3c4\ub294 \uacf5\ud3ec\uac00 \uc8fd\uc5c8\ub2e4", "the tracks disappear after just a few minutes.": "\uba87 \ubd84 \ub3d9\uc548 \ucad3\uc544\uac00\ub2e4 \ubcf4\ub2c8 \uc790\ucde8\uac00 \uc0ac\ub77c\uc9c4\ub2e4.", "a safe place in the wilds.": "\uc57c\uc678\uc758 \uc548\uc804\ud55c \uc7a5\uc18c.", "fur": "\ubaa8\ud53c", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "\ubc29\ub791\uc790\uc758 \ub204\ub354\uae30 \uc544\ub798\uc5d0 \ubb34\uc2a8 \uae08\uc18d \uc870\uac01\uc774 \ubcf4\uc778\ub2e4.", "buy scales": "\ube44\ub298 \uc0ac\uae30", "mild": "\ud3ec\uadfc\ud558\ub2e4", "the hunting lodge stands in the forest, a ways out of town": "\uc0ac\ub0e5\uc6a9 \uc624\ub450\ub9c9\uc744 \uc232 \uc18d\uc5d0, \ub9c8\uc744 \ud55c\ucc38 \ubc16\uc5d0 \uc9c0\uc5c8\ub2e4", "leave": "\ub5a0\ub098\uae30", "the convoy can haul mostly everything": "\uc9d0\ucc28\ub294 \ubb50\ub4e0\uc9c0 \ub2e4 \uc2e4\uc744 \uc218 \uc788\ub2e4", "learned to strike faster without weapons": "\ubb34\uae30 \uc5c6\uc774 \ub354 \ube60\ub974\uac8c \uacf5\uaca9\ud558\ub294 \ubc95\uc744 \ubc30\uc6e0\ub2e4", "an old house remains here, once white siding yellowed and peeling.": "\uc624\ub798\ub41c \uc9d1\uc774\ub2e4. \uc6d0\ub798\ub294 \ud558\uc580 \ubcbd\uc774 \ub204\ub807\uace0 \ubc97\uaca8\uc9c0\uae30 \uc2dc\uc791\ud588\ub2e4.", "ignore them": "\ubb34\uc2dc\ud558\uae30", "willing to talk about it, for a price.": "\ub3c8\uc744 \ub0b4\uba74 \uc774\uc57c\uae30\ub97c \ub4e4\uc744 \uc218 \uc788\ub2e4.", "a beast, wilder than imagining, erupts out of the foliage": "\uc0dd\uac01\ub3c4 \ubabb\ud55c \uc0ac\ub098\uc6b4 \ubaa8\uc2b5\uc758 \ub3d9\ubb3c \ud55c \ub9c8\ub9ac\uac00, \ub098\ubb47\uc78e\uc744 \ubc15\ucc28\uace0 \ub098\uc628\ub2e4", "go home": "\uc9d1\uc73c\ub85c", "the soldier steps out from between the buildings, rifle raised.": "\uac74\ubb3c \uc0ac\uc774\uc5d0\uc11c \uad70\uc778 \ud55c \uba85\uc774 \uc18c\ucd1d\uc744 \ub4e4\uace0 \ub098\ud0c0\ub09c\ub2e4.", "force": "\ubb34\ub825", "A Murky Swamp": "\ub2aa\uc9c0\ub300", "a ragged stranger stumbles through the door and collapses in the corner": "\ub204\ub354\uae30\ub97c \uac78\uce5c \uc5ec\uc790\uac00 \ubb38\uc73c\ub85c \ub4e4\uc5b4\uc640 \uad6c\uc11d\uc5d0 \uc4f0\ub7ec\uc9c4\ub2e4", "not enough leather": "\uac00\uc8fd\uc774 \ubd80\uc871\ud558\ub2e4", "the fight is short and bloody, but the beasts are repelled.": "\uc628\ud798\uc744 \ub2e4\ud574 \ud53c\ud280\uae30\uba70 \uc2f8\uc6b0\uc790 \ub9f9\uc218\ub4e4\uc740 \ub418\ub3cc\uc544\uac04\ub2e4.", "the wood is running out": "\ub098\ubb34\uac00 \ub5a8\uc5b4\uc838 \uac04\ub2e4", "restart.": "\uc7ac\uc2dc\uc791.", "rot's been to work on it, and some of the pieces are missing.": "\uc369\uc5b4 \ub4e4\uc5b4\uac00\uae30 \uc2dc\uc791\ud588\uace0, \uc0ac\ub77c\uc9c4 \ubd80\ubd84\ub3c4 \uc788\ub2e4.", "workshop's finally ready. builder's excited to get to it": "\uc791\uc5c5\uc7a5\uc774 \ub9c8\uce68\ub0b4 \uc644\uc131\ub418\uc5c8\ub2e4. \uc77c\uafbc\uc774 \uae30\ubed0\ubcf4\uc778\ub2e4", "a trading post would make commerce easier": "\uad50\uc5ed\uc18c\ub294 \uac70\ub798\ud558\uae30 \uc27d\uac8c \ub3c4\uc640\uc900\ub2e4", "not enough steel": "\uac15\ucca0\uc774 \ubd80\uc871\ud558\ub2e4", "perks:": "\ud2b9\uae30:", "the torch goes out": "\ud683\ubd88\uc774 \uaebc\uc9c4\ub2e4", "saved.": "\uc800\uc7a5\ub428.", "after a skirmish they are driven away, but not without losses.": "\uc800\ub4e4\uc740 \uc811\uc804 \ub05d\uc5d0 \ud6c4\ud1f4\ud558\uc9c0\ub9cc, \uc0ac\uc0c1\uc790\ub97c \ub0a8\uacbc\ub2e4.", "the military is already set up at the mine's entrance.": "\uad11\uc0b0 \uc785\uad6c\uc5d0\ub294 \uc774\ubbf8 \uad70\ub300\uac00 \uc790\ub9ac\uc7a1\uace0 \uc788\ub2e4.", "tannery goes up quick, on the edge of the village": "\ubb34\ub450\uc2e4\uc744 \uc21c\uc2dd\uac04\uc5d0, \ub9c8\uc744 \uac00\uc5d0 \uc138\uc6e0\ub2e4", "learned to fight quite effectively without weapons": "\uc774\uc81c \ubb34\uae30 \uc5c6\uc774\ub3c4 \uc798 \uc2f8\uc6b8\uc218 \uc788\ub294 \ubc95\uc744 \ubc30\uc6e0\ub2e4", "charred bodies litter the ground.": "\uc22f\uac80\ub315\uc774\uac00 \ub41c \uc2dc\uc2e0\uc774 \ub545\uc5d0 \ub110\ubd80\ub7ec\uc838 \uc788\ub2e4.", "someone throws a stone.": "\ub204\uad70\uac00\uac00 \ub3cc\uc744 \ub358\uc9c4\ub2e4.", "leaves a pile of small teeth behind.": "\uc791\uc740 \uc774\ube68\uc744 \ub193\uace0\uac04\ub2e4.", "leave city": "\ub3c4\uc2dc \ub5a0\ub098\uae30", "not enough scales": "\ube44\ub298\uc774 \ubd80\uc871\ud558\ub2e4", "someone has locked and barricaded the door to this operating theatre.": "\ub204\uad70\uac00 \uc218\uc220\uc2e4\uc758 \ubb38\uc744 \uc7a0\uadf8\uace0 \ub9c9\uc544 \ub193\uc558\ub2e4.", "leave cave": "\ub3d9\uad74 \ub5a0\ub098\uae30", "hp: {0}/{1}": "\uccb4\ub825: {0}/{1}", "a lone frog sits in the muck, silently.": "\uac1c\uad6c\ub9ac \ud55c \ub9c8\ub9ac\uac00 \ub354\ub7ec\uc6b4 \ub2aa\uc5d0 \uac00\ub9cc\ud788 \uc549\uc544\uc788\ub2e4.", "the steel is strong, and the blade true.": "\uac15\ucca0\ub294 \ub2e8\ub2e8\ud558\uace0, \uadf8 \ub0a0\uc740 \ub0a0\uce74\ub86d\ub2e4.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "\ub450\uaebc\uc6b4 \uba3c\uc9c0\ub85c \ub4a4\ub36e\uc778 \ub0a1\uc740 \uc0c1\uc790\uac00 \ubc14\uc704 \ub4a4\uc5d0 \ub07c\uc5b4\uc788\ub2e4.", "learned how to ignore the hunger": "\ubc30\uac00 \uace0\ud30c\ub3c4 \ucc38\uc744 \uc218 \uc788\ub2e4", "punch": "\ub54c\ub9ac\uae30", "water": "\ubb3c", "desert rat": "\uc0ac\ub9c9 \uc950", "explore": "\ub458\ub7ec\ubcf4\uae30", "a pack of snarling beasts pours out of the trees.": "\uc218 \ub9ce\uc740 \ub9f9\uc218\ub4e4\uc774 \ub098\ubb34\uc5d0\uc11c \ub098\ud0c0\ub09c\ub2e4.", "punches do even more damage.": "\uc8fc\uba39\uc774 \ud6e8\uc52c \ub354 \uac15\ud574\uc9c4\ub2e4.", "the body of a wanderer lies in a small cavern.": "\ub098\uadf8\ub124\uc758 \uc2dc\uccb4\uac00 \uc791\uc740 \ub3d9\uad74 \uc548\uc5d0 \ub193\uc5ec\uc788\ub2e4.", "roaring": "\uc774\uae00\uac70\ub9b0\ub2e4", "gatherer": "\ub098\ubb34\uafbc", "the people back away, avoiding eye contact.": "\uc0ac\ub78c\ub4e4\uc740 \ub208\uae38\uc744 \ud53c\ud558\uba70 \ub4b7\uac78\uc74c\uc9c8\uce5c\ub2e4.", "A Huge Borehole": "\uac70\ub300\ud55c \uc2dc\ucd94\uacf5", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "\uc870\uc7a1\ud55c \ubaa8\ud53c\ub85c \uac10\uc2fc \ub9c9\ub300\uac00 \ubb38 \uc55e\uc5d0 \ub193\uc5ec\uc788\ub2e4.", "builder says she could make finer things, if she had the tools": "\uc77c\uafbc\uc740 \ub3c4\uad6c\uac00 \uc788\ub2e4\uba74 \ub354 \uc88b\uc740 \ubb3c\uac74\uc744 \ub9cc\ub4e4 \uc218 \uc788\ub2e4\uace0 \ud55c\ub2e4", "soldier": "\uad70\uc778", "learn scouting": "\uc815\ucc30\uc220 \ubc30\uc6b0\uae30", "share.": "\uacf5\uc720.", "choose one slot to save to": "\uc800\uc7a5\ud560 \uacf3\uc744 \uace0\ub974\uc138\uc694", "some villagers have died": "\ub9c8\uc744 \uc0ac\ub78c \uba87 \uba85\uc774 \uc8fd\uc5c8\ub2e4", "A Murky Swamp": "\ub205\ub205\ud55c \ub2aa", "iron sword": "\ucca0\uac80", "builder says she can make traps to catch any creatures might still be alive out there": "\uc77c\uafbc\uc774 \ubc16\uc5d0\uc11c \uc5b4\uc2ac\ub801\uac70\ub9ac\ub294 \ub3d9\ubb3c\uc744 \uc7a1\uc744 \ub36b\uc744 \ub9cc\ub4e4 \uc218 \uc788\ub2e4\uace0 \ud55c\ub2e4", "the grasses thin. soon, only dust remains.": "\ud480\uc774 \ub4ec\uc131\ub4ec\uc131\ud574 \uc9c4\ub2e4. \uace7 \ud759\uba3c\uc9c0\ub9cc \ubcf4\uc774\uac8c \ub41c\ub2e4.", "bayonet": "\ucd1d\uac80", "a shot rings out, from somewhere in the long grass": "\ucd1d\uc18c\ub9ac\uac00 \uae34 \ud480\uc232 \ub108\uba38\uc5d0\uc11c \ub4e4\ub824 \uc628\ub2e4", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "\ud759\uba3c\uc9c0 \uc18d\uc5d0\uc11c \ube44\ube44 \ud2c0\ub9b0 \ub098\ubb34\uc758 \uc7a5\ubcbd\uc774 \uc19f\uc544 \uc788\ub2e4. \uc559\uc0c1\ud55c \uac00\uc9c0\uac00 \uba38\ub9ac \uc704\uc5d0 \ubb34\uc131\ud558\ub2e4.", "gather wood": "\ub098\ubb34 \ubaa8\uc73c\uae30", "total": "\uc804\uccb4", "with a little effort, it might fly again.": "\uc870\uae08\ub9cc \uc190\ubcf4\uba74, \ub2e4\uc2dc \ub0a0 \uc218\ub3c4 \uc788\ub2e4.", "A Scavenger": "\uc880\ub3c4\ub451", "picking the bones finds some useful trinkets.": "\ubf08\ub97c \uc8fc\uc6b0\uba74\uc11c \uc4f8\ubaa8\uc788\ub294 \uc791\uc740 \ubb3c\uac74\uc744 \ucc3e\uc558\ub2e4.", "sufferers are healed": "\ud658\uc790\ub4e4\uc774 \uce58\uc720\ub418\uc5c8\ub2e4.", "the shell of an abandoned hospital looms ahead.": "\ubc84\ub824\uc9c4 \ubcd1\uc6d0\uc774 \uc800 \uc55e\uc5d0 \ubcf4\uc778\ub2e4.", "the villagers hang the thief high in front of the store room.": "\uc8fc\ubbfc\ub4e4\uc740 \ucc3d\uace0 \uc55e\uc5d0\uc11c \ub3c4\ub451\uc758 \ubaa9\uc744 \ub9e4\ub2e8\ub2e4.", "eye for an eye seems fair.": "\ub208\uc5d0\ub294 \ub208\uc774\ub77c\ub294 \ub9d0\uc774 \ub9de\ub294 \uac83 \uac19\ub2e4.", "an old man bursts through a door, wielding a scalpel.": "\uc678\uacfc\uc6a9 \uba54\uc2a4\ub97c \ud718\ub450\ub974\uba74\uc11c \ub299\uc740\uc774\uac00 \ubb38\uc744 \ubc15\ucc28\uace0 \ub098\uc628\ub2e4.", "1 medicine": "\uc57d 1\uac1c", "the small military outpost is well supplied.": "\uc791\uc740 \uc804\ucd08 \uae30\uc9c0\ub294 \ubcf4\uae09\ud488\uc73c\ub85c \uac00\ub4dd\ud558\ub2e4.", "the clinic has been ransacked.": "\ubcd1\uc6d0\uc740 \uc57d\ud0c8\ub2f9\ud55c \ubaa8\uc591\uc774\ub2e4.", "drop:": "\ubc84\ub9ac\uae30:", "leaves some scraps of cloth behind.": "\ucc9c\uc870\uac01\uc744 \ub193\uace0\uac04\ub2e4.", "are you sure?": "\ud655\uc778\ud574\uc8fc\uc138\uc694.", "charcutier": "\ud6c8\uc5f0\uafbc", "a military perimeter is set up around the mine.": "\uad11\uc0b0 \uc8fc\uc704\uc5d0\ub294 \uad70\uc778\ub4e4\uc758 \uacbd\uacc4\uac00 \uc0bc\uc5c4\ud558\ub2e4.", "trading post": "\uad50\uc5ed\uc18c", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "\ube48 \uc218\ub808\ub97c \ub04c\uace0 \ub5a0\ub3cc\uc774\uac00 \ub098\ud0c0\ub09c\ub2e4. \ubaa8\ud53c\ub97c \uc8fc\uba74 \ub354 \ub9ce\uc740 \ubaa8\ud53c\ub97c \uac00\uc838\uc628\ub2e4\uace0 \ud55c\ub2e4.", "in exchange, the wanderer offers his wisdom.": "\ub098\uadf8\ub124\ub294 \ub313\uac00\ub85c \uc9c0\ud61c\ub97c \ub098\ub220\uc900\ub2e4.", "sulphur miner": "\uc720\ud669 \uad11\ubd80", "a small basket of food is hidden under a park bench, with a note attached.": "\uc791\uc740 \uc74c\uc2dd \ubc14\uad6c\ub2c8\uac00 \uacf5\uc6d0 \ubc34\uce58 \uc544\ub798\uc5d0 \uc228\uaca8\uc838 \uc788\ub2e4. \ucabd\uc9c0\uac00 \ub0a8\uaca8\uc838 \uc788\ub2e4.", "warm": "\ub530\uc2a4\ud558\ub2e4", "the sound of gunfire carries on the wind.": "\ucd1d\uc18c\ub9ac\uac00 \ubc14\ub78c\uc5d0 \uac19\uc774 \uba54\uc544\ub9ac\uce5c\ub2e4.", "stoke fire": "\ubd88 \ub54c\uae30", "lift off": "\uc774\ub959", "shoot": "\uc3d8\uae30", "none": "\uc5c6\uc74c", "leave town": "\ub9c8\uc744 \ub5a0\ub098\uae30", "most of the windows at ground level are busted anyway.": "\ud558\uc9c0\ub9cc 1\uce35\uc758 \ucc3d\ubb38\uc774 \uac70\uc758 \ub2e4 \uae68\uc838 \uc788\ub2e4.", "a strange looking bird speeds across the plains": "\uc774\uc0c1\ud558\uac8c \uc0dd\uae34 \uc0c8\uac00 \ud3c9\uc57c\ub97c \uac00\ub85c\uc9c8\ub7ec \ub0a0\uc544\uc628\ub2e4", "linger": "\uba38\ubb3c\uae30", "take:": "\uac00\uc838\uac00\uae30:", "connect game to dropbox local storage": "\uac8c\uc784\uc744 \ub4dc\ub86d\ubc15\uc2a4 \ub85c\uceec \uc800\uc7a5\uc18c\uc5d0 \uc5f0\uacb0\ud558\uae30", "strange bird": "\uc774\uc0c1\ud55c \uc0c8", "if the code is invalid, all data will be lost.": "\uc785\ub825\ud558\uc2e0 \ucf54\ub4dc\uac00 \uc815\ud655\ud558\uc9c0 \uc54a\uc73c\uba74, \ubaa8\ub4e0 \ub370\uc774\ud130\uac00 \uc0ac\ub77c\uc9d1\ub2c8\ub2e4.", "A Feral Terror": "\ub5a0\ub3c4\ub294 \uacf5\ud3ec", "can't see what's inside.": "\uc548\uc740 \ub4e4\uc5ec\ub2e4 \ubcfc \uc218 \uc5c6\ub2e4.", "a large beast charges out of the dark": "\ud070 \uc9d0\uc2b9\uc774 \ub09c\ub370\uc5c6\uc774 \ub098\ud0c0\ub09c\ub2e4", "salvage": "\uc778\uc591\ud558\uae30", "grenade": "\uc218\ub958\ud0c4", "the stranger in the corner stops shivering. her breathing calms.": "\uad6c\uc11d\uc758 \uc5ec\uc790\ub294 \ubd80\ub4e4\uac70\ub9ac\uae30\ub97c \uba48\ucd98\ub2e4. \uc228\uc774 \ubc14\ub974\uac8c \ub3cc\uc544\uc628\ub2e4.", "a small suburb lays ahead, empty houses scorched and peeling.": "\uc791\uc740 \ub3c4\uc2dc\uac00 \ub208 \uc55e\uc5d0 \ubcf4\uc774\uace0, \uadf8\uc744\ub9ac\uace0 \uce60\uc774 \ubc97\uaca8\uc9c4 \ube48 \uc9d1\uc774 \uac00\ub4dd\ud558\ub2e4.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "\ube48 \uc218\ub808\ub97c \ub04c\uace0 \ub5a0\ub3cc\uc774\uac00 \ub098\ud0c0\ub09c\ub2e4. \ub098\ubb34\ub97c \uc8fc\uba74 \ub354 \ub9ce\uc740 \ub098\ubb34\ub97c \uac00\uc838\uc628\ub2e4\uace0 \ud55c\ub2e4.", "gaunt man": "\uc218\ucc99\ud55c \uc0ac\ub78c", "a squat building up ahead.": "\uc800 \ud3b8\uc5d0 \ub204\uad70\uac00 \ube7c\uc557\uc740 \ub4ef\ud55c \uac74\ubb3c\uc774 \ubcf4\uc778\ub2e4.", "a thug moves out of the shadows.": "\ubd88\ud55c\ub2f9\uc774 \uadf8\ub9bc\uc790 \uc0ac\uc774\uc5d0\uc11c \ub098\ud0c0\ub09c\ub2e4.", "An Outpost": "\uc804\ucd08 \uae30\uc9c0", "there's not much, but some useful things can still be found.": "\ubcc4\ub85c \ub9ce\uc9c0\ub294 \uc54a\uc9c0\ub9cc, \uadf8\ub798\ub3c4 \uc4f8\ubaa8 \uc788\ub294 \uac83\ub3c4 \ucc3e\uc744 \uc218 \uc788\ub2e4.", " and ": ", ", "an improvised shop is set up on the sidewalk.": "\uac13\uae38\uc5d0\ub294 \ud5c8\ub984\ud55c \uac00\uac8c\uac00 \uc9c0\uc5b4\uc838 \uc788\ub2e4.", "cured meat": "\ud6c8\uc81c \uace0\uae30", "builder puts up a hut, out in the forest. says word will get around.": "\uc77c\uafbc\uc774 \uc800 \uc232 \uc18d\uc5d0 \uc624\ub450\ub9c9\uc744 \uc9d3\ub294\ub2e4. \uace7 \uc18c\ubb38\uc774 \ud37c\uc9c0\uaca0\uc9c0.", "learned how not to be seen": "\ubcf4\uc774\uc9c0 \uc54a\uac8c \uc228\ub294 \ubc95\uc744 \ubc30\uc6e0\ub2e4", "punches do more damage": "\uc8fc\uba39\uc774 \ub354 \uac15\ud574\uc9c4\ub2e4", "some traps have been destroyed": "\ub36b \uba87 \uac1c\uac00 \uc644\uc804\ud788 \ubd80\uc11c\uc838 \uc788\ub2e4.", "castoff from the mammoth drills can still be found by the edges of the precipice.": "\ubcbc\ub7c9 \ub05d\uc5d0\ub294 \ubc84\ub824\uc9c4 \ucd08\ub300\ud615 \ub4dc\ub9b4\uc774 \uc544\uc9c1 \ub0a8\uc544\uc788\ub2e4.", "well armed men charge out of the forest, firing into the crowd.": "\uc644\uc804 \ubb34\uc7a5\ud55c \uc0ac\ub78c\ub4e4\uc774 \uc232\uc5d0\uc11c \ub6f0\uccd0\ub098\uc624\uba70, \uc8fc\ubbfc\ub4e4\uc5d0\uac8c \ucd1d\uc744 \uc3dc\ub2e4.", "a plague afflicts the village": "\uc804\uc5fc\ubcd1\uc774 \ub9c8\uc744\uc744 \ub4a4\ub36e\ub294\ub2e4.", "app store.": "\uc571 \uc2a4\ud1a0\uc5b4.", "An Old Starship": "\uc624\ub798\ub41c \uc6b0\uc8fc\uc120", "ignore it": "\ubb34\uc2dc\ud558\uae30", "hot": "\ub728\uac81\ub2e4", "a destroyed village lies in the dust.": "\ud30c\uad34\ub41c \ub9c8\uc744\uc774 \ud759\uba3c\uc9c0\ub3c4 \ub4a4\ub36e\uc5ec \uc788\ub2e4.", "upgrade engine": "\uc5d4\uc9c4 \ud5a5\uc0c1", "forest": "\uc232", "give 500": "500\uac1c \uc8fc\uae30", "A Dark Room": "\uc5b4\ub450\uc6b4 \ubc29", "hyper.": "\ud558\uc774\ud37c.", "a battle was fought here, long ago.": "\uc608\uc804\uc5d0 \uc5ec\uae30\uc11c \uc804\uc7c1\uc774 \uc77c\uc5b4\ub09c \ubaa8\uc591\uc774\ub2e4.", "builder says leather could be useful. says the villagers could make it.": "\uc77c\uafbc\uc740 \uac00\uc8fd\uc774 \uc4f8\ubaa8 \uc788\uc744\uac70\ub77c \ud55c\ub2e4. \uc8fc\ubbfc\ub4e4\uc774 \uac00\uc8fd\uc744 \ub9cc\ub4e4 \uc218 \uc788\ub2e4\uace0 \ud55c\ub2e4.", "craft:": "\uc791\uc5c5\uc7a5", "Iron Mine": "\ucca0 \uad11\uc0b0", "coal mine": "\uc11d\ud0c4 \uad11\uc0b0", "bits of meat": "\uace0\uae30 \ud1a0\ub9c9", "scavengers must have gotten to this place already.": "\uc880\ub3c4\ub451\ub4e4\uc774 \uba3c\uc800 \ub2e4\ub140\uac04 \uac8c \ud2c0\ub9bc\uc5c6\ub2e4.", "the remains of an old camp sits just inside the cave.": "\ub3d9\uad74 \uc548\ucabd\uc5d0 \uc624\ub798\ub41c \uc57c\uc601\uc9c0\uac00 \ub0a8\uc544\uc788\ub2e4.", "epidemic is eradicated eventually": "\uc804\uc5fc\ubcd1\uc774 \ub9c8\uce68\ub0b4 \uc9c4\uc815\ub418\uc5c8\ub2e4.", "The Village": "\ub9c8\uc744", "deep in the swamp is a moss-covered cabin.": "\ub2aa\uc9c0 \uae4a\uc740 \uacf3\uc5d0 \uc774\ub07c\ub85c \ub4a4\ub36e\ud78c \uc624\ub450\ub9c9\uc774 \uc788\ub2e4.", "snarling beast": "\uc0ac\ub098\uc6b4 \uc9d0\uc2b9", "soldiers patrol the perimeter, rifles slung over their shoulders.": "\uad70\uc778\ub4e4\uc774 \uc8fc\uc704\ub97c, \uc5b4\uae68\uc5d0 \uc18c\ucd1d\uc744 \ub9e4\uace0 \uc21c\ucc30\ud55c\ub2e4.", "a swarm of rats rushes up the tunnel.": "\ub4e4\uc950 \ubb34\ub9ac\uac00 \ud130\ub110\uc744 \ubd80\ub9ac\ub098\ucf00 \uac00\ub85c\uc9c0\ub978\ub2e4.", "faces, darkened by soot and blood, stare out from crooked huts.": "\uadf8\uc744\uc74c\uacfc \ud53c\ub85c \uae4c\ub9e4\uc9c4 \uc5bc\uad74\uc774, \ube44\ub6a4\ube44\ub6a4\ud55c \uc624\ub450\ub9c9\uc5d0\uc11c \ub098\ub97c \uccd0\ub2e4\ubcf8\ub2e4.", "strange noises can be heard through the walls": "\uc774\uc0c1\ud55c \uc18c\ub9ac\uac00 \ubcbd \ub108\uba38\ub85c \ub4e4\ub824\uc628\ub2e4.", "coal": "\uc11d\ud0c4", "Stratosphere": "\uc131\uce35\uad8c", "man-eater": "\uc778\uac04 \uc0ac\ub0e5\uafbc", "can't tell what they're up to.": "\ubb34\uc5bc \ud558\ub824\ub294 \uac74\uc9c0 \ubaa8\ub974\uaca0\ub2e4.", "enter": "\ub4e4\uc5b4\uac00\uae30", "mourn": "\uc560\ub3c4\ud558\uae30", "Ship": "\uc6b0\uc8fc\uc120", "better avoid conflict in the wild": "\uc57c\uc678\uc5d0\uc11c\ub294 \uc2f8\uc6b0\uc9c0 \uc54a\ub294 \ud3b8\uc774 \ub354 \ub0ab\ub2e4", "talk": "\uc774\uc57c\uae30\ud558\uae30", "another beast, draw by the noise, leaps out of a copse of trees.": "\ub2e4\ub978 \ub3d9\ubb3c \ud55c \ub9c8\ub9ac\uac00 \uc18c\ub9ac\uc5d0 \uc774\ub04c\ub824, \ub098\ubb34\ub97c \ubc15\ucc28\uace0 \ud384\uca4d \ub6f4\ub2e4.", "A Soldier": "\uad70\uc778", "the man expresses his thanks and hobbles off.": "\uadf8 \uc0ac\ub78c\uc740 \uace0\ub9c8\uc6cc\ud558\uba70 \ube44\ud2c0\ube44\ud2c0 \ub5a0\ub09c\ub2e4.", "battered technology from both sides lays dormant on the blasted landscape.": "\ub9dd\uac00\uc9c4 \ub3c4\uad6c\ub4e4\uc774 \ud30c\uad34\ub41c \uc870\uacbd \uc544\ub798 \uc58c\uc804\ud788 \uc7a0\ub4e4\uc5b4\uc788\ub2e4.", "the villagers haul a filthy man out of the store room.": "\uc8fc\ubbfc\ub4e4\uc774 \ucc3d\uace0\uc5d0\uc11c \uaf80\uc8c4\uc8c4\ud55c \uc0ac\ub78c\uc744 \ud558\ub098 \uc7a1\uc558\ub2e4.", "strips of meat are hung up to dry in this ward.": "\uc774 \ubcd1\uc2e4\uc5d0\uc11c\ub294 \uace0\uae43\ub369\uc5b4\ub9ac\ub97c \ub9d0\ub9ac\uace0 \uc788\ub2e4.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "\uc5ec\ud589\uc120\uc758 \uc775\uc219\ud55c \uace1\uc120\uc774 \uba3c\uc9c0\uc640 \uc7ac \uc0ac\uc774\ub85c \ubaa8\uc2b5\uc744 \ub4dc\ub7ec\ub0b8\ub2e4.", "all the work of a previous generation is here.": "\uc61b \uc2dc\ub300\uc5d0 \ub9cc\ub4e0 \ubb3c\uac74\uc774 \uc5ec\uae30 \ub2e4 \uc788\ub2e4.", "cold": "\ucda5\ub2e4", "the iron mine is clear of dangers": "\ucca0 \uad11\uc0b0\uc740 \uc774\uc81c \uc704\ud5d8\ud558\uc9c0 \uc54a\ub2e4.", "the military presence has been cleared.": "\uad70\ub300\ub97c \ubaa8\ub450 \uc815\ub9ac\ud588\ub2e4.", "A Crashed Starship": "\ucd94\ub77d\ud55c \uc6b0\uc8fc\uc120", "the fire is {0}": "\ubd88\uc774 {0}", "A Lonely Hut": "\uc678\ub85c\uc6b4 \uc624\ub450\ub9c9", "buy teeth": "\uc774\ube68 \uc0ac\uae30", "a small supply cache is hidden at the back of the cave.": "\ub3d9\uad74\uc758 \ub4a4\ud3b8\uc5d0\ub294 \ubb3c\uac74\uc774 \uc870\uae08 \uc228\uaca8\uc838 \uc788\ub2e4.", "iron's stronger than leather": "\ucca0\uc740 \uac00\uc8fd\ubcf4\ub2e4 \ud2bc\ud2bc\ud558\ub2e4", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "\ucc22\uc5b4\uc9c0\uace0 \uc0c8\uae4c\ub9e4\uc9c4 \uce68\ub0ad\uc774 \uba3c\uc9c0\uc5d0 \uc587\uac8c \ub36e\uc5ec\uc788\ub2e4.", "dodge attacks more effectively": "\uacf5\uaca9\uc744 \ub354\uc6b1 \uc798 \ud53c\ud558\uac8c \ub41c\ub2e4", "hull: ": "\uc120\uccb4:", "a madman attacks, screeching.": "\ubbf8\uce5c \uc0ac\ub78c\uc774 \ub0a0\uce74\ub86d\uac8c \uc6b8\ubd80\uc9d6\uc73c\uba70 \uacf5\uaca9\ud574\uc628\ub2e4.", "thieves": "\ub3c4\ub451", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "\ubb34\ub108\uc9c0\uc9c0 \uc54a\uc740 \uac74\ubb3c\uc740 \ub545\uc5d0\uc11c \ub9c8\uce58 \uace0\ub300 \ub3d9\ubb3c\ub4e4\uc758 \uac08\ube44\ubf08\ucc98\ub7fc \uc19f\uc544 \uc62c\ub790\ub2e4.", "lights off.": "\uc5b4\ub461\uac8c.", "someone had been stockpiling loot here.": "\ub204\uad70\uac00\uac00 \uc804\ub9ac\ud488\uc744 \uc5ec\uae30\uc5d0 \uc313\uc544\ub193\uace0 \uc788\uc5c8\ub2e4.", "learned to look ahead": "\uc55e\uc744 \ub0b4\ub2e4\ubcf4\ub294 \ubc95\uc744 \ubc30\uc6e0\ub2e4", "the mine is now safe for workers.": "\uc774\uc81c \uc77c\uafbc\ub4e4\uc774 \ub9c8\uc74c \ub193\uace0 \uc77c\ud560 \uc218 \uc788\ub2e4.", "Coal Mine": "\uc11d\ud0c4 \uad11\uc0b0", "empty corridors.": "\ube48 \ubcf5\ub3c4.", "save to slot": "\uc5ec\uae30\uc5d0 \uc800\uc7a5\ud558\uae30", "the owner stands by, stoic.": "\uc8fc\uc778\uc774 \ud754\ub4e4\ub9bc \uc5c6\uc774 \uc11c \uc788\ub2e4.", "hunter": "\uc0ac\ub0e5\uafbc", "strips of meat hang drying by the side of the street.": "\uac13\uae38\uc5d0\ub294 \uace0\uae43\ub369\uc5b4\ub9ac\uac00 \ub9d0\ub77c\uac00\uace0 \uc788\ub2e4.", "more squatters are crowding around now.": "\ubd80\ub791\uc790\ub4e4\uc774 \uc8fc\uc704\uc5d0 \uac00\ub4dd\ud558\ub2e4.", "some weird glowing boxes he picked up on his travels.": "\uc5ec\ud589\uc744 \ud558\uba74\uc11c \uc5bb\uc740 \ube5b\ub098\ub294 \uc0c1\uc790", "a panicked scavenger bursts through the door, screaming.": "\uac81\uc5d0 \uc9c8\ub9b0 \uc880\ub3c4\ub451\uc774 \uad34\uc131\uc744 \uc9c0\ub974\uba70 \ubb38\uc744 \ubc15\ucc2c\ub2e4.", "give 50": "50\uac1c \uc8fc\uae30", "wagon": "\ub9c8\ucc28", "An Old House": "\uc624\ub798\ub41c \uc9d1", "a soldier, alerted, opens fire.": "\uacbd\uacc4 \ud558\ub358 \uad70\uc778\uc774 \ucd1d\uc744 \uc3dc\ub2e4.", "meat": "\uace0\uae30", "the tunnel opens up at another platform.": "\ub2e4\ub978 \uc2b9\uac15\uc7a5\uc5d0\uc11c \ud130\ub110\uc744 \ubc1c\uacac\ud55c\ub2e4.", "a terrible plague is fast spreading through the village.": "\ub054\ucc0d\ud55c \uc804\uc5fc\ubcd1\uc774 \ub9c8\uc744\uc5d0 \ube60\ub974\uac8c \ubc88\uc9c4\ub2e4.", "the gaunt man is dead": "\uc218\ucc99\ud55c \uc0ac\ub78c\uc774 \uc8fd\uc5c8\ub2e4", "bone spear": "\ubf08 \ucc3d", "trap": "\ub36b", "the street ahead glows with firelight.": "\uc800\ud3b8\uc758 \ub3c4\ub85c\ub294 \ubd88\ube5b\uc73c\ub85c \uac00\ub4dd\ud558\ub2e4.", "armourer": "\ubb34\uae30 \uc7a5\uc778", "a large shanty town sprawls across the streets.": "\ud310\uc790\ucd0c\uc774 \uac70\ub9ac\ub97c \ub530\ub77c \uba40\ub9ac \uba40\ub9ac \uc81c \uba4b\ub300\ub85c \ubed7\uc5b4 \uc788\ub2e4.", "the shell of a burned out car blocks the entrance.": "\ubd88\ud0c0\ubc84\ub9b0 \uc790\ub3d9\ucc28\uc758 \uc794\ud574\uac00 \ubb38\uc744 \ub9c9\uace0 \uc788\ub2e4.", "a small group arrives, all dust and bones.": "\uc791\uc740 \uc9d1\ub2e8\uc774 \ub3c4\ucc29\ud55c\ub2e4. \uba3c\uc9c0\ud22c\uc131\uc774\uc5d0 \ubf08\ub9cc \ub0a8\uc558\ub2e4.", "A Ruined City": "\ud669\ud3d0\ud55c \ub3c4\uc2dc", "weight": "\ubb34\uac8c", "torch": "\ud683\ubd88", "The Thief": "\ub3c4\ub451", "not enough cloth": "\ucc9c\uc774 \ubd80\uc871\ud558\ub2e4", "a youth lashes out with a tree branch.": "\uc80a\uc740\uc774 \ud558\ub098\uac00 \ub098\ubb47\uac00\uc9c0\ub97c \ud718\ub450\ub974\uba70 \ub098\ud0c0\ub09c\ub2e4.", "the rest of the hospital is empty.": "\ubcd1\uc6d0\uc758 \ub2e4\ub978 \ucabd\uc740 \ubaa8\ub450 \ube44\uc5b4\uc788\ub2e4.", "connect": "\uc5f0\uacb0", "learned to be where they're not": "\uc774\ub9ac\ub85c \uc624\uba74 \uc800\ub9ac\ub85c \ud53c\ud558\ub294 \ubc95\uc744 \ubc30\uc6e0\ub2e4", "go twice as far without eating": "\uba39\uc9c0 \uc54a\uace0 \ub450\ubc30\uc758 \uac70\ub9ac\ub97c \uac08 \uc218 \uc788\ub2e4", "scavenger'd been looking for supplies in here, it seems.": "\uc880\ub3c4\ub451\uc740 \uc5ec\uae30\uc11c \ubcf4\uae09\ud488\uc744 \ucc3e\uace0\uc788\ub358 \ubaa8\uc591\uc774\ub2e4.", "there's nothing else here.": "\uc5ec\uae30\uc5d4 \uc774\uc81c \uc544\ubb34\uac83\ub3c4 \uc5c6\ub294 \uac83 \uac19\ub2e4.", "the plague is kept from spreading.": "\uc804\uc5fc\ubcd1\uc774 \ub354 \uc774\uc0c1\uc740 \ud37c\uc9c0\uc9c0 \uc54a\ub294\ub2e4.", "the cask holds enough water for longer expeditions": "\ubb3c\ud1b5\uc740 \uae34 \uc5ec\ud589\uc5d0 \ucda9\ubd84\ud55c \ubb3c\uc744 \uc800\uc7a5\ud560 \uc218 \uc788\ub2e4", "check traps": "\ub36b \ud655\uc778", "Plague": "\uc804\uc5fc\ubcd1", "a fire has started": "\ub9c8\uc744\uc5d0 \ubd88\uc774 \ub09c\ub2e4", "medicine": "\uc57d", "the old man had a small cache of interesting items.": "\ub299\uc740\uc774\ub294 \ud765\ubbf8\ub85c\uc6b4 \ubb3c\uac74\uc73c\ub85c \uac00\ub4dd \ucc2c \uc791\uc740 \uc0c1\uc790\ub97c \uac16\uace0 \uc788\ub2e4.", "tannery": "\ubb34\ub450\uc2e4", "lob": "\ub358\uc9c0\uae30", "no more room for huts.": "\ub354 \uc774\uc0c1 \uc624\ub450\ub9c9\uc744 \uc9c0\uc744 \uacf5\uac04\uc774 \uc5c6\ub2e4.", "they took what they came for, and left.": "\ud544\uc694\ud55c \uac83\uc744 \ucc59\uae30\uace0 \ub098\uc11c\ub294 \ub5a0\ub0ac\ub2e4.", "through the large gymnasium doors, footsteps can be heard.": "\ucee4\ub2e4\ub780 \uccb4\uc721\uad00 \ubb38 \ub108\uba38\ub85c, \ubc1c\uc790\uad6d \uc18c\ub9ac\uac00 \ub4e4\ub9b0\ub2e4.", "a large creature attacks, claws freshly bloodied": "\ucee4\ub2e4\ub780 \ub3d9\ubb3c\uc774, \uc0b4\uc810\uacfc \ud53c\uac00 \ubb3b\uc740 \ubc1c\ud1b1\uc73c\ub85c \uacf5\uaca9\ud574 \uc628\ub2e4", "a green cross barely visible behind grimy windows.": "\ub354\ub7ec\uc6b4 \ucc3d \ub108\uba38\ub85c \ucd08\ub85d \uc2ed\uc790\uac00\uac00 \ud76c\ubbf8\ud558\uac8c \ubcf4\uc778\ub2e4.", "a sick man hobbles up": "\ubcd1\ub4e0 \uc0ac\ub78c\uc774 \ube44\ud2c0\ube44\ud2c0 \ub2e4\uac00\uc628\ub2e4", "An Abandoned Town": "\ubc84\ub824\uc9c4 \ub9c8\uc744", "cart": "\uc218\ub808", "might be things worth having still inside.": "\uc4f8\ubaa8\uc788\ub294 \uac83\uc774 \uc548\uc5d0 \uc788\uc744 \uc9c0\ub3c4 \ubaa8\ub978\ub2e4.", "the wood has run out": "\ub098\ubb34\uac00 \ub2e4 \ub5a8\uc5b4\uc84c\ub2e4", "The Master": "\uba85\uc778", "thrust": "\uce58\uae30", "water replenished": "\ubb3c\uc744 \ucc44\uc6e0\ub2e4", "a soldier opens fire from across the desert": "\uc0ac\ub9c9 \ub108\uba38\uc5d0\uc11c \uad70\uc778 \ud558\ub098\uac00 \ucd1d\uc744 \uc3dc\ub2e4", "go twice as far without drinking": "\ubb3c\uc744 \uc548 \ub9c8\uc2dc\uace0\ub3c4 \ub450 \ubc30 \uba40\ub9ac \uac08 \uc218 \uc788\ub2e4", "the tentacular horror is defeated.": "\ucd09\uc218 \uad34\ubb3c\uc744 \uc8fd\uc600\ub2e4.", "an overturned caravan is spread across the pockmarked street.": "\uc9d0\ub9c8\ucc28\uac00 \uc790\ube60\uc838\uc11c \uc5c9\ub9dd\uc9c4\ucc3d\uc778 \uac70\ub9ac \uc8fc\uc704\uc5d0 \ub110\ubd80\ub7ec\uc838 \uc788\ub2e4.", "the villagers retreat to mourn the dead.": "\uc8fc\ubbfc\ub4e4\uc740 \uc8fd\uc740 \uc774\ub4e4\uc744 \uc704\ud574 \ub208\ubb3c\uc744 \ud758\ub9ac\uba70 \ubb3c\ub7ec\uc120\ub2e4.", "A Modest Village": "\ubcf4\ud1b5 \ub9c8\uc744", "A Damp Cave": "\ucd95\ucd95\ud55c \ub3d9\uad74", "swing": "\ud718\ub450\ub974\uae30", "alien alloy": "\uc678\uacc4 \ud569\uae08", "export or import save data, for backing up": "\ubc31\uc5c5\uc774\ub098 \ub2e4\ub978 \ucef4\ud4e8\ud130\uc5d0\uc11c \ud50c\ub808\uc774\ud558\uae30 \uc704\ud574", "smokehouse": "\ud6c8\uc5f0\uc2e4", "vague shapes move, just out of sight.": "\ud76c\ubbf8\ud55c \ud615\ud0dc\uac00 \uc6c0\uc9c1\uc774\ub294 \uac83\uc744 \ud3ec\ucc29\ud588\ub2e4.", "Wanderer": "\ubc29\ub791\uc790", "the earth here is split, as if bearing an ancient wound": "\uc774\uacf3\uc740 \ub545\uc740, \uc624\ub79c \uc0c1\ucc98\ub97c \uacac\ub38c\uc628 \uac83\ucc98\ub7fc \uac08\ub77c\uc838\uc788\ub2e4", "the compass points southeast": "\ub098\uce68\ubc18\uc774 \ub0a8\ub3d9\ucabd\uc744 \uac00\ub9ac\ud0a8\ub2e4", "barbarian": "\uaca9\ud22c\uac00", "the wanderer leaves, cart loaded with furs": "\uc218\ub808 \uac00\ub4dd \ubaa8\ud53c\ub97c \uc2e3\uace0, \ub5a0\ub3cc\uc774\uac00 \ub5a0\ub09c\ub2e4", "there are still supplies inside.": "\uc548\uc5d0\ub294 \ubcf4\uae09\ud488\uc774 \uc788\ub2e4.", "traps are more effective with bait.": "\ub36b\uc740 \ubbf8\ub07c\uac00 \uc788\uc73c\uba74 \ub354 \ud6a8\uacfc\uc801\uc774\ub2e4.", "rusted chainlink is pulled across an alleyway.": "\ub179\uc2a8 \ucca0\ub9dd\uc774 \uace8\ubaa9\uc5d0 \ub118\uc5b4\uc838 \uc788\ub2e4.", "a sickness is spreading through the village.": "\uc9c8\ubcd1\uc774 \ub9c8\uc744\uc5d0 \ud37c\uc9c0\uace0\uc788\ub2e4.", "tangle": "\uc62d\uc544\ub9e4\uae30", "miss": "\ud68c\ud53c", "the meat has run out": "\uace0\uae30\uac00 \ub2e4 \ub5a8\uc5b4\uc84c\ub2e4", "a beast charges out of a ransacked classroom.": "\ub09c\uc7a5\ud310\uc774 \ub41c \uad50\uc2e4\uc5d0\uc11c \uc9d0\uc2b9\uc774 \ub6f0\uccd0 \ub098\uc628\ub2e4.", "lucky that the natives can't work the mechanisms.": "\uc6d0\uc8fc\ubbfc\ub4e4\uc774 \uc791\ub3d9\ubc95\uc744 \ubab0\ub77c\uc11c \ub2e4\ud589\uc774\ub2e4.", "the rickety cart will carry more wood from the forest": "\uc5c9\uc131\ud55c \uc218\ub808\ub85c \uc232\uc5d0\uc11c \ub354 \ub9ce\uc740 \ub098\ubb34\ub97c \uac00\uc838\uc62c\uc218 \uc788\uc744 \uac83 \uac19\ub2e4", "just as deadly now as they were then.": "\uc608\uc804\uacfc \ub611\uac19\uc774 \uce58\uba85\uc801\uc778 \ubb34\uae30\uc774\ub2e4.", "builder just shivers": "\uc77c\uafbc\uc740 \uadf8\ub0e5 \ub5a8\uae30\ub9cc \ud55c\ub2e4", "a second soldier joins the fight.": "\ub450 \ubc88\uc9f8 \uad70\uc778\uc774 \ub07c\uc5b4\ub4e0\ub2e4.", "attack": "\uacf5\uaca9", "go inside": "\uc548\uc73c\ub85c \ub4e4\uc5b4\uac00\uae30", "turn her away": "\uadf8\ub0e5 \ubcf4\ub0b4\uae30", "dropbox.": "\ub4dc\ub86d\ubc15\uc2a4.", "reinforce hull": "\uc120\uccb4 \ubcf4\uac15", "not enough wood to get the fire going": "\ubd88\uc744 \ub554 \ub098\ubb34\uac00 \uc5c6\ub2e4", "a stranger arrives in the night": "\ubc24\uc911\uc5d0 \uc774\ubc29\uc778\uc774 \ub2f9\ub3c4\ud55c\ub2e4", "hut": "\uc624\ub450\ub9c9", "trapper": "\ub36b \uc7a5\uc778", "a battered highway sign stands guard at the entrance to this once-great city.": "\ucc0c\uadf8\ub7ec\uc9c4 \uace0\uc18d\ub3c4\ub85c \ud45c\uc9c0\ud310\uc774 \ud55c \ub54c\ub294 \ubc88\uc131\ud588\ub358 \uc774 \ub3c4\uc2dc\uc758 \uc785\uad6c\uc5d0 \uc11c \uc788\ub2e4.", "rifle": "\uc18c\ucd1d", "sulphur": "\uc720\ud669", "steel": "\uac15\ucca0", "the stranger is standing by the fire. she says she can help. says she builds things.": "\uc5ec\uc790\uac00 \ubd88 \uac00\uc5d0 \uc11c \uc788\ub2e4. \ub3c4\uc640\uc904 \uc218 \uc788\ub2e4\uace0, \uc190\uc7ac\uc8fc\uac00 \uc788\ub2e4\uace0 \ud55c\ub2e4.", "the sickness is cured in time.": "\uc9c8\ubcd1\uc774 \uc81c\ub54c \uce58\uc720\ub418\uc5c8\ub2e4.", "the only hope is a quick death.": "\uc8fd\uae30\ub9cc\uc744 \ubc14\ub784 \uc218 \ubc16\uc5d0.", "score for this game: {0}": "\uc774 \uac8c\uc784\uc758 \ucd1d \uc810\uc218: {0}", "the lizard is dead": "\ub3c4\ub9c8\ubc40\uc774 \uc8fd\uc5c8\ub2e4", "iron": "\ucca0", "fires burn in the courtyard beyond.": "\uadf8 \ub108\uba38\uc758 \uacf5\ud130\uac00 \ubd88\ud0c0\uace0 \uc788\ub2e4.", "builder": "\uc77c\uafbc", "a large creature lunges, muscles rippling in the torchlight": "\ucee4\ub2e4\ub780 \ub3d9\ubb3c\uc774 \ud55c\ub2ec\uc74c\uc5d0 \ub0b4\ub2eb\uace0, \ud683\ubd88\uc5d0 \uc694\ub3d9\uce58\ub294 \uadfc\uc721\uc774 \ube44\uce5c\ub2e4", "something's causing a commotion a ways down the road.": "\uae38 \uc800\ud3b8\uc5d0\uc11c \ubb54\uac00\uac00 \uc18c\ub780\uc744 \ud53c\uc6b0\uace0\uc788\ub2e4.", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "\uc5ec\uc790\ub294 \ubd80\ub4e4\ubd80\ub4e4 \ub5a8\uba70 \ub098\uc9c0\ub9c9\uc774 \uc911\uc5bc\uac70\ub9b0\ub2e4. \ubb34\uc2a8 \ub9d0\uc778\uc9c0 \uc54c\uc544\ub4e4\uc744 \uc218 \uc5c6\ub2e4.", "A Firelit Room": "\ubd88\uc774 \uc9c0\ud3b4\uc9c4 \ubc29", "some wood is missing.": "\ub098\ubb34\uac00 \uc870\uae08 \uc0ac\ub77c\uc838\uc788\ub2e4.", "The Beggar": "\uac70\uc9c0", "Troposphere": "\ub300\ub958\uad8c", "ripe for the picking.": "\uc218\ud655\ud560 \ub54c\uac00 \ub418\uc5c8\ub2e4.", "A Destroyed Village": "\ud30c\uad34\ub41c \ub9c8\uc744", "coal miner": "\uc11d\ud0c4 \uad11\ubd80", "not enough teeth": "\uc774\ube68\uc774 \ubd80\uc871\ud558\ub2e4", "all he has are some scales.": "\uc774 \uc0ac\ub78c\uc774 \uac00\uc9c4 \uac74 \ube44\ub298 \uba87 \uac1c \ubfd0\uc774\ub2e4.", "learned to predict their movement": "\uadf8\ub4e4\uc758 \uc6c0\uc9c1\uc784\uc774 \ub208\uc5d0 \ubcf4\uc774\uae30 \uc2dc\uc791\ud588\ub2e4", "the nights are rent with screams.": "\ubc24\uc5d0\ub294 \ud1b5\uace1\uc774 \ub04a\uc774\uc9c0 \uc54a\ub294\ub2e4.", "take": "\uac00\uc838\uac00\uae30", "the scavenger is dead": "\uc880\ub3c4\ub451\uc774 \uc8fd\uc5c8\ub2e4", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "\uc720\ubaa9\ubbfc\uc774 \uba40\ub9ac\uc11c, \uc5bc\uae30\uc124\uae30 \uc5ee\uc5b4 \ub9cc\ub4e0 \ubc30\ub0ad\uc5d0 \ubb3c\uac74\uc744 \ub2f4\uace0 \ub098\ud0c0\ub09c\ub2e4.", "a convoy lurches in, equal parts worry and hope.": "\ud070 \ubb34\ub9ac\uac00 \ub2f9\ub3c4\ud558\uace0, \uac71\uc815\uacfc \ud76c\ub9dd\uc774 \uad50\ucc28\ud55c\ub2e4.", "the map uncovers a bit of the world": "\uc9c0\ub3c4\ub294 \uc138\uc0c1\uc744 \uc870\uae08 \ubcf4\uc5ec\uc900\ub2e4", "the shot echoes in the empty street.": "\ube48 \uac70\ub9ac\uc5d0\uc11c \ucd1d\uc18c\ub9ac\uac00 \uba54\uc544\ub9ac\uce5c\ub2e4.", "the sounds stop.": "\uc18c\ub9ac\uac00 \uba48\ucd98\ub2e4.", "rucksack": "\uc790\ub8e8", "the towers of a decaying city dominate the skyline": "\uc1e0\ub77d\ud55c \ub3c4\uc2dc\uc758 \uac74\ubb3c\ub9cc\uc774 \uc9c0\ud3c9\uc120\uc744 \ub4a4\ub36e\uace0 \uc788\ub2e4", "lights on.": "\ubc1d\uac8c.", "a torch to keep the dark away": "\uc5b4\ub460\uc744 \ucad2\uae30 \uc704\ud55c \ud683\ubd88", "some good stuff woven into its nest.": "\ub465\uc9c0 \uc5ec\uae30\uc800\uae30\uc5d0 \uc88b\uc740 \ubb3c\uac74\uc774 \uba87 \uac1c \uc5bd\ud600 \uc788\ub2e4.", "starvation sets in": "\ud5c8\uae30\uac00 \ubc00\ub824\uc628\ub2e4", "charm": "\uc7a5\uc2e0\uad6c", "the sniper is dead": "\uc800\uaca9\uc218\uac00 \uc8fd\uc5c8\ub2e4", "nothing": "\uc0ac\uc591\ud558\uae30", "say his folk have been skimming the supplies.": "\ucc3d\uace0\ub97c \ub4a4\uc9c0\uace0 \uc788\uc5c8\ub2e4\uace0 \ud55c\ub2e4.", "Restart?": "\uc7ac\uc2dc\uc791?", "this is irreversible.": "\uc774\uac83\uc740 \ub418\ub3cc\ub9b4 \uc218 \uc5c6\uc2b5\ub2c8\ub2e4.", "the town's booming. word does get around.": "\ub9c8\uc744\uc774 \uc131\uc7a5\ud55c\ub2e4. \uc0ac\ub78c\ub4e4\uc774 \uc18c\ubb38\uc744 \ub4e3\ub294 \uac83 \uac19\ub2e4.", "Dropbox connection": "Dropbox \uc5f0\uacb0", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "\uc804\uc7c1 \uc720\ubb3c\uc778 \ubb34\uae30\uc640 \ud0c4\uc57d\uc774 \ucc3d\uace0\uce35\uc5d0 \uac00\uc9c0\ub7f0\ud788 \ub193\uc5ec\uc788\ub2e4.", "iron miner": "\ucca0 \uad11\ubd80", "give 100": "100\uac1c \uc8fc\uae30", "the operating theatre has a lot of curious equipment.": "\uc218\uc220\uc2e4\uc5d0\ub294 \ucc98\uc74c\ubcf4\ub294 \uc7a5\ube44\uac00 \uc794\ub729 \uc788\ub2e4.", "A Sniper": "\uc800\uaca9\uc218", "the mysterious wanderer returns, cart piled high with wood.": "\uc218\uc0c1\ud55c \ub5a0\ub3cc\uc774\uac00 \uc218\ub808\uc5d0 \ub098\ubb34\ub97c \uac00\ub4dd \uc2e3\uace0 \ub3cc\uc544\uc628\ub2e4.", "a snarling beast jumps out from behind a car.": "\uc0ac\ub098\uc6b4 \uc9d0\uc2b9 \ud55c \ub9c8\ub9ac\uac00 \uc790\ub3d9\ucc28 \ub4a4\uc5d0\uc11c \ub6f0\uc5b4\uc624\ub974\uba70 \ub098\ud0c0\ub09c\ub2e4.", "precise": "\uc815\ud655", "looks like a camp of sorts up ahead.": "\uc57c\uc601\uc7a5 \uac19\uc774 \ubcf4\uc774\ub294 \uac83\uc774 \uc800 \ud3b8\uc5d0 \uc788\ub2e4.", "bait": "\ubbf8\ub07c", "The Sulphur Mine": "\uc720\ud669 \uad11\uc0b0", "stunned": "\uae30\uc808", "a thief is caught": "\ub3c4\ub451\uc744 \uc7a1\uc558\ub2e4", "a beggar arrives.": "\uac70\uc9c0\uac00 \ucc3e\uc544\uc628\ub2e4.", "the strange bird is dead": "\uc774\uc0c1\ud55c \uc0c8\uac00 \uc8fd\uc5c8\ub2e4", "*** EVENT ***": "*** \uc0c8\ub85c\uc6b4 \uc0ac\uac74 ***", "the grass thrashes wildly as a huge lizard pushes through": "\uc218\ud480\uc774 \uc694\ub3d9\uce58\ub354\ub2c8 \ud070 \ub3c4\ub9c8\ubc40\uc774 \ub098\ud0c0\ub0ac\ub2e4", "medicine is needed immediately.": "\uc57d\uc774 \ub2f9\uc7a5 \ud544\uc694\ud558\ub2e4.", "A Crashed Ship": "\ubd80\uc11c\uc9c4 \uc6b0\uc8fc\uc120", "the town lies abandoned, its citizens long dead": "\ub9c8\uc744\uc740 \ubc84\ub824\uc84c\uace0, \uc8fc\ubbfc\ub4e4\uc740 \uc8fd\uc740\uc9c0 \uc624\ub798\ub2e4", "give 1 medicine": "\uc57d 1\uac1c \uc8fc\uae30", "the old compass is dented and dusty, but it looks to work.": "\ub0a1\uc740 \ub098\uce68\ubc18\uc740 \ucc0c\uadf8\ub7ec\uc9c0\uace0 \uba3c\uc9c0 \ud22c\uc131\uc774\uc9c0\ub9cc, \uadf8\ub798\ub3c4 \uc4f8 \uc218 \uc788\ub2e4.", "wood": "\ub098\ubb34", "A Forgotten Battlefield": "\uc78a\ud600\uc9c4 \uc804\uc7a5", "the trees are gone. parched earth and blowing dust are poor replacements.": "\ub098\ubb34\uac00 \ubcf4\uc774\uc9c0 \uc54a\ub294\ub2e4. \uba54\ub9c8\ub978 \ub545\uacfc \ub0a0\ub9ac\ub294 \uba3c\uc9c0\ub9cc\uc774 \ub300\uc2e0 \ub0a8\uc544\uc788\ub2e4.", "lodge": "\uc0ac\ub0e5\uc6a9 \uc624\ub450\ub9c9", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "\uac00\ub85c\ub4f1\uc740 \ubd80\uc11c\uc838\uc11c \ub179\uc2ac\uc5c8\ub2e4. \uc624\ub7ab\ub3d9\uc548 \ubd88\ube5b\uc774 \ub4e4\uc5b4\uc628 \uc801\uc774 \uc5c6\ub2e4.", "a scout stops for the night": "\uc815\ucc30\uafbc\uc774 \ud558\ub8fb\ubc24 \ubb35\uc5b4\uac04\ub2e4", "a gunshot rings through the trees.": "\ub098\ubb34 \uc0ac\uc774\ub85c \ucd1d\uc18c\ub9ac\uac00 \uba54\uc544\ub9ac\uce5c\ub2e4.", "pop ": "\uc778\uad6c ", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "\ud30c\ud3b8\uc73c\ub85c \ucc2c \uad6c\ub984 \uc704\uc5d0\ub294 \ubd80\uc720\uc120\uc774 \ud558\ub098 \ub5a0 \uc788\ub2e4. \uc774 \uad6c\uc9c8\uad6c\uc9c8\ud55c\uacf3\uc5d0 \ub108\ubb34 \uc624\ub798\uc788\uc5c8\ub2e4.", "iron mine": "\ucca0 \uad11\uc0b0", "freezing": "\ub108\ubb34 \ucda5\ub2e4", "the world fades": "\uc138\uc0c1\uc774 \uce84\uce84\ud574\uc9c4\ub2e4", "some of the traps have been torn apart.": "\ub36b \uba87 \uac1c\uac00 \ubc18\uc73c\ub85c \ucabc\uac1c\uc838 \uc788\ub2e4.", "not enough iron": "\ucca0\uc774 \ubd80\uc871\ud558\ub2e4", "compass": "\ub098\uce68\ubc18", "successfully saved to dropbox datastorage": "\ub4dc\ub86d\ubc15\uc2a4\uc5d0 \uc131\uacf5\uc801\uc73c\ub85c \uc800\uc7a5\ub418\uc5c8\uc2b5\ub2c8\ub2e4", "builder says it'd be useful to have a steady source of bullets": "\uc77c\uafbc\uc774 \ucd1d\uc54c\uc744 \uafb8\uc900\ud788 \ucc0d\uc5b4\ub0bc \uc218 \uc788\uc73c\uba74 \uc88b\uc744 \uac83\uc774\ub77c\uace0 \ud55c\ub2e4", "a mysterious wanderer arrives": "\uc218\uc0c1\ud55c \ub5a0\ub3cc\uc774\uac00 \ub098\ud0c0\ub09c\ub2e4", "An Old House": "\uc624\ub798\ub41c \uc9d1", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "\uc785\uad6c\uc5d0\ub294 \ube5b\ubc14\ub79c \ubf08\ub9cc \ud769\uc5b4\uc838 \uc788\ub2e4. \uc794\ub729, \uae4a\uc774 \uc090\uc8fd\uc090\uc8fd \ud30c\uc5ec \ub098\uac00 \uc788\ub2e4.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "\ubb38\uc774 \uc870\uae08 \uc5f4\ub9ac\uc790\ub9c8\uc790 \uc218\ubc31 \uac1c\uc758 \ucd09\uc218\uac00 \uc19f\uc544 \uc624\ub978\ub2e4.", "leather": "\uac00\uc8fd", "a sound comes from the tunnel, just ahead.": "\uc18c\ub9ac\ub294 \uc800 \uc704\uc5d0 \ud130\ub110 \ucabd\uc5d0\uc11c \ub098\ub294 \uac83 \uac19\ub2e4.", "investigate": "\uc870\uc0ac\ud558\uae30", "the cave narrows a few feet in.": "\ub3d9\uad74\uc774 \uba87 \ubc1c\uc9dd \ub108\ube44\ub85c \uc881\uc544\uc9c4\ub2e4.", "sword is sharp. good protection out in the wilds.": "\ub0a0\uce74\ub85c\uc6b4 \uac80\uc774\ub2e4. \ubc16\uc5d0\uc11c \ubab8\uc744 \uc9c0\ud0a4\uae30 \uc88b\uc744 \uac83 \uac19\ub2e4.", "orange traffic cones are set across the street, faded and cracked.": "\uc8fc\ud669\uc0c9 \uc2e0\ud638\ub4f1\uc774 \ubd80\uc234\uc9c4 \ucc44 \ub3c4\ub85c \ub9de\uc740\ud3b8\uc5d0 \uc11c\uc788\ub2e4.", "a large man attacks, waving a bayonet.": "\uac70\uad6c\uc758 \uc0ac\ub78c\uc774 \ucd1d\uac80\uc744 \ud754\ub4e4\uba70 \uacf5\uaca9\ud574 \uc628\ub2e4.", "all residents in the hut perished in the fire.": "\uc624\ub450\ub9c9\uc758 \ubaa8\ub4e0 \uc8fc\ubbfc\uc774 \ubd88\uae38\uc5d0 \ud0c0 \uc8fd\ub294\ub2e4.", "the air is filled with dust, driven relentlessly by the hard winds.": "\uacf5\uae30\ub294 \uba3c\uc9c0\ub85c \uac00\ub4dd\ud558\uace0, \uac70\uc13c \ubc14\ub78c\uc774 \uac00\ucc28\uc5c6\uc774 \ubd88\uc5b4 \ub304\ub2e4.", "A Damp Cave": "\ucd95\ucd95\ud55c \ub3d9\uad74", "a gaunt man approaches, a crazed look in his eye": "\uc218\ucc99\ud55c \uc0ac\ub78c\uc774, \ub208\ube5b\uc5d0 \uad11\uae30\ub97c \ub2f4\uace0 \ub2e4\uac00\uc628\ub2e4", "A Military Raid": "\uad70\ub300 \uc2b5\uaca9", "the walls are moist and moss-covered": "\ubcbd\uc740 \ucd95\ucd95\ud558\uace0 \uc774\ub07c\ub85c \ub36e\uc5ec\uc788\ub2e4", "not enough wood": "\ub098\ubb34\uac00 \ubd80\uc871\ud558\ub2e4", "a giant lizard shambles forward": "\ud070 \ub3c4\ub9c8\ubc40\uc774 \uc55e\uc73c\ub85c \ub2e4\uac00\uc628\ub2e4", "close": "\ub2eb\uae30", "some medicine abandoned in the drawers.": "\uc11c\ub78d \uc548\uc5d0 \uc57d \uba87 \uac1c\uac00 \ubc84\ub824\uc838 \uc788\ub2e4.", "strange scales": "\uc774\uc0c1\ud55c \ube44\ub298", "learned to throw punches with purpose": "\ub0b4 \ub9c8\uc74c\uc774 \uac00\ub294 \uacf3\uc5d0 \uc8fc\uba39\ub3c4 \uac04\ub2e4", "a shack stands at the center of the village.": "\ub9c8\uc744 \ud55c\uac00\uc6b4\ub370 \ud310\uc7a3\uc9d1\uc774 \uc11c \uc788\ub2e4.", "spare him": "\ud480\uc5b4\uc900\ub2e4", "he smiles warmly and asks for lodgings for the night.": "\ub530\ub73b\ud55c \ubbf8\uc18c\ub97c \uc9c0\uc73c\uba70 \ubc24\uc744 \uc9c0\ub0bc \uc624\ub450\ub9c9\uc744 \uccad\ud55c\ub2e4.", "stealthy": "\uc7a0\uc785", "the sulphur mine is clear of dangers": "\uc720\ud669 \uad11\uc0b0\uc740 \uc774\uc81c \uc704\ud5d8\ud558\uc9c0 \uc54a\ub2e4.", "weapons": "\ubb34\uae30", "the man is thankful.": "\ubcd1\ub4e0 \uc0ac\ub78c\uc740 \uace0\ub9c8\uc6cc \ud55c\ub2e4.", "warfare is bloodthirsty": "\uc804\uc7c1\uc740 \ud53c\uc5d0 \uad76\uc8fc\ub838\ub2e4.", "shares what he knows about sneaking before he goes.": "\ub3c4\ub451\uc740 \ub5a0\ub098\uae30 \uc804 \uc740\uc2e0\uc220\uc744 \uc54c\ub824\uc8fc\uc5c8\ub2e4.", "import": "\ubd88\ub7ec\uc624\uae30", "available": "\uc0ac\uc6a9 \uac00\ub2a5", "A Shivering Man": "\ub35c\ub35c \ub5a0\ub294 \uc0ac\ub78c", "the rest bury them.": "\ub2e4\ub978 \uc8fc\ubbfc\ub4e4\uc740 \uc8fd\uc740 \uc774\ub4e4\uc744 \ubb3b\ub294\ub2e4.", "smoldering": "\uc0ac\uadf8\ub77c\ub4e0\ub2e4", "the young settler was carrying a canvas sack.": "\uc80a\uc740 \uc8fc\ubbfc\uc774 \ub9c8\ub300 \uc790\ub8e8\ub97c \uc9c0\uace0 \uc788\uc5c8\ub2e4.", "the ground is littered with small teeth": "\ub545\uc5d0\ub294 \uc791\uc740 \uc774\ube68\uc774 \ud769\uc5b4\uc838\uc788\ub2e4.", "the nest of a large animal lies at the back of the cave.": "\ub3d9\uad74 \ub4a4\ud3b8\uc5d0\ub294 \ud070 \ub3d9\ubb3c\uc758 \uc9d1\uc774 \uc788\ub2e4.", "A Tiny Village": "\uc791\uc740 \ub9c8\uc744", "a tribe of elderly squatters is camped out in this ward.": "\ub299\uc740 \ubd80\ub791\uc790 \ubb34\ub9ac\uac00 \ubcd1\uc2e4\uc5d0 \uac70\ucc98\ub97c \uafb8\uba84\ub2e4.", "your are connected to dropbox with account / email ": "\ub4dc\ub86d\ubc15\uc2a4 \uacc4\uc815 / \uc774\uba54\uc77c\ub85c \uc5f0\uacb0\ub418\uc5c8\uc2b5\ub2c8\ub2e4", "Mesosphere": "\uc911\uac04\uad8c", "agree": "\ubc1b\uc544\ub4e4\uc774\uae30", "take everything": "\ubaa8\ub450 \uac00\uc838\uac00\uae30", "the double doors creak endlessly in the wind.": "\ubb38\uc740 \ubc14\ub78c\uc5d0 \ub0a0\ub824 \uc815\ucc98\uc5c6\uc774 \ub07c\uc775\uac70\ub9b0\ub2e4.", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "\ud558\uc774\ud37c \ubaa8\ub4dc\ub85c \uc804\ud658\ud558\uba74 \uac8c\uc784 \uc9c4\ud589 \uc18d\ub3c4\uac00 2\ubc30 \ube68\ub77c\uc9d1\ub2c8\ub2e4. \ud558\uc774\ud37c \ubaa8\ub4dc\ub85c \uc804\ud658\ud558\uc2dc\uaca0\uc2b5\ub2c8\uae4c?", "not much here.": "\uc5ec\uae30\ub294 \ubcc4 \uac8c \uc5c6\ub2e4.", "got it": "\uc644\ub8cc", "choose one slot to load from": "\uc5b4\ub514\uc11c \ubd88\ub7ec\uc62c\uae4c\uc694?", "a cave lizard attacks": "\ub3d9\uad74 \ub3c4\ub9c8\ubc40\uc774 \uacf5\uaca9\ud55c\ub2e4", "men mill about, weapons at the ready.": "\uc0ac\ub78c\ub4e4\uc774 \uc11c\uc131\uac70\ub9ac\uace0, \ubb34\uae30\ub3c4 \ub4e4\uace0 \uc788\ub2e4.", "l armour": "\uac00\uc8fd \uac11\uc637", "steelworks": "\uc81c\ucca0\uc18c", "A Ruined City": "\ud3d0\ud5c8 \ub3c4\uc2dc", "Noises": "\uc7a1\uc74c", "can't tell what left it here.": "\uc5ec\uae30 \ub0a8\uc740 \ubd80\ubd84\uc740 \ubb54\uc9c0 \uc798 \ubaa8\ub974\uaca0\ub2e4.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "\uc9c0\ud3c9\uc120 \uc800\ucabd\uc5d4 \ub098\ubb34\ub4e4\uc774\ub2e4. \ub5a8\uc5b4\uc9c4 \ub098\ubb47\uc78e\uacfc \ub9c8\ub978 \uac00\uc9c0\uac00 \ub545\uc744 \ub36e\uc5b4\uac04\ub2e4.", "a man stands over a dead wanderer. notices he's not alone.": "\ud55c \uc0ac\ub78c\uc774 \ub098\uadf8\ub124\uc758 \uc2dc\uccb4 \uc704\uc5d0 \uc11c \uc788\ub2e4. \ud63c\uc790\uac00 \uc544\ub2c8\ub2e4.", "population is almost exterminated": "\uc8fc\ubbfc\uc774 \uac70\uc758 \uc804\uba78\ud588\ub2e4.", "village": "\ub9c8\uc744", "cancel": "\ucde8\uc18c", "put the save code here.": "\uc800\uc7a5 \ucf54\ub4dc\ub97c \uc5ec\uae30\uc5d0 \uc785\ub825\ud558\uc138\uc694.", "buy medicine": "\uc57d \uad6c\uc785", "hang him": "\ubaa9\uc744 \ub9e4\ub2e8\ub2e4", "inside, the remains of its victims are everywhere.": "\uc548\uc5d0\ub294 \ud76c\uc0dd\uc790\ub4e4\uc758 \uc794\ud574\uac00 \uc628\ud1b5 \ub110\ub824 \uc788\ub2e4.", "this spear's not elegant, but it's pretty good at stabbing": "\uc6b0\uc544\ud558\uc9c0\ub294 \uc54a\uc9c0\ub9cc, \ucc0c\ub974\uae30\uc5d0\ub294 \uaf64\ub098 \uc88b\uc740 \ucc3d\uc774\ub2e4", "the forest is silent.": "\uc232\uc740 \uace0\uc694\ud558\ub2e4.", "A Borehole": "\uc2dc\ucd94\uacf5", "the night is silent.": "\ubc24\uc740 \uace0\uc694\ud558\ub2e4.", "never go thirsty again": "\uc774\uc81c \ub354 \uc774\uc0c1 \ubaa9\ub9c8\ub974\uc9c0 \uc54a\uc544\ub3c4 \ub41c\ub2e4", "wild beasts attack the villagers": "\uc57c\uc218\ub4e4\uc774 \uc8fc\ubbfc\ub4e4\uc744 \uacf5\uaca9\ud55c\ub2e4.", "a small cache of supplies is tucked inside a rusting locker.": "\ub179\uc2a8 \uc0ac\ubb3c\ud568 \uc548\uc5d0 \uc57d\uac04\uc758 \ubcf4\uae09\ud488\uc774 \ub2f4\uaca8\uc788\ub2e4.", "learned to love the dry air": "\uac74\uc870\ud55c \ubc14\ub78c\uacfc \uce5c\uad6c\uac00 \ub418\uc5c8\ub2e4", "workshop": "\uc791\uc5c5\uc7a5", "A Barren World": "\ubd88\ubaa8\uc9c0", "see farther": "\ub354 \uba40\ub9ac \ubcfc \uc218 \uc788\ub2e4", "bolas": "\ubcfc\ub77c", "the ground is littered with scraps of cloth": "\ub545\uc5d0\ub294 \ucc9c\uc870\uac01\uc774 \ud769\uc5b4\uc838\uc788\ub2e4.", "The Coal Mine": "\uc11d\ud0c4 \uad11\uc0b0", "a huge lizard scrambles up out of the darkness of an old metro station.": "\ud070 \ub3c4\ub9c8\ubc40\uc774 \uc61b \uc9c0\ud558\ucca0 \uc5ed \uc18d\uc5d0\uc11c \ud280\uc5b4\ub098\uc628\ub2e4.", "more voices can be heard ahead.": "\ub354 \ub9ce\uc740 \ubaa9\uc18c\ub9ac\uac00 \ub4e4\ub9b0\ub2e4.", "A Large Village": "\ud070 \ub9c8\uc744", "precision": "\uc815\ud655", "A Deserted Town": "\ud669\ud3d0\ud55c \ub3c4\uc2dc", "the sickness spreads through the village.": "\uc9c8\ubcd1\uc774 \ub9c8\uc744\uc5d0 \ud37c\uc9c4\ub2e4.", "won't say from where he came, but it's clear that he's not staying.": "\uc5b4\ub514\uc11c \uc654\ub294\uc9c0\ub294 \ubc1d\ud788\uc9c0 \uc54a\uc9c0\ub9cc, \uc5ec\uae30\ub3c4 \uc624\ub798 \uc788\uc9c0\ub294 \uc54a\uc744 \uac8c \ud2c0\ub9bc \uc5c6\ub2e4.", "the crowd surges forward.": "\uc0ac\ub78c\ub4e4\uc774 \uc55e\uc73c\ub85c \ubc00\ub824\uc628\ub2e4.", "the wanderer takes the charm and nods slowly.": "\ub178\uc778\uc740 \uc7a5\uc2e0\uad6c\ub97c \ub4e4\ub354\ub2c8 \uc11c\uc11c\ud788 \ub044\ub355\uac70\ub9b0\ub2e4.", "the mysterious wanderer returns, cart piled high with furs.": "\uc218\uc0c1\ud55c \ub5a0\ub3cc\uc774\uac00 \uc218\ub808\uc5d0 \ubaa8\ud53c\ub97c \uac00\ub4dd \uc2e3\uace0 \ub3cc\uc544\uc628\ub2e4.", "armoury": "\ubb34\uae30\uace0", "searching the bodies yields a few supplies.": "\uc2dc\uc2e0\uc744 \ub4a4\uc9c0\ub2e4\uac00 \ubcf4\uae09\ud488\uc744 \ubc1c\uacac\ud588\ub2e4.", "a fire rampages through one of the huts, destroying it.": "\uc624\ub450\ub9c9 \ud558\ub098\uac00 \ubd88\uae38\uc5d0 \ud729\uc2f8\uc774\uace0, \uc644\uc804\ud788 \ud0c0\ubc84\ub9b0\ub2e4.", "safer here": "\uc5ec\uae34 \uc548\uc804\ud558\ub2e4", "Export / Import": "\ub0b4\ubcf4\ub0b4\uae30 / \ubd88\ub7ec\uc624\uae30", "steelworker": "\ud480\ubb34\uc7a5\uc774", "the man-eater is dead": "\uc778\uac04 \uc0ac\ub0e5\uafbc\uc774 \uc8fd\uc5c8\ub2e4", "learned to swing weapons with force": "\ubb34\uae30\uc5d0 \ud798\uc744 \uc2e3\ub294 \ubc95\uc744 \ubc30\uc6e0\ub2e4", "the remaining settlers flee from the violence, their belongings forgotten.": "\ub0a8\uc740 \uc8fc\ubbfc\ub4e4\uc740 \uc7ac\ub09c\uc744 \ud53c\ud574 \ud53c\ub09c\uc744, \uac00\uc9c4\uac74 \ubaa8\ub450 \ubc84\ub9ac\uace0 \ub5a0\ub09c\ub2e4.", "a crudely made charm": "\uc2f8\uad6c\ub824 \uc7a5\uc2e0\uad6c", "cask": "\ubb3c\ud1b5", "engine:": "\uc5d4\uc9c4:", "the streets are empty.": "\uac70\ub9ac\ub294 \ube44\uc5b4\uc788\ub2e4.", "lizard": "\ub3c4\ub9c8\ubc40", "Sulphur Mine": "\uc720\ud669 \uad11\uc0b0", "export or import save data to dropbox datastorage": "\uac8c\uc784 \ub370\uc774\ud130\ub97c \ub4dc\ub86d\ubc15\uc2a4\ub85c \ub0b4\ubcf4\ub0b4\uac70\ub098 \uac00\uc838\uc635\ub2c8\ub2e4", "the house has been ransacked.": "\uc9d1\uc740 \uc774\ubbf8 \uc57d\ud0c8\ub2f9\ud588\ub2e4.", "a thug is waiting on the other side of the wall.": "\ubd88\ud55c\ub2f9\uc774 \ubcbd \ub9de\uc740\ud3b8\uc5d0\uc11c \uae30\ub2e4\ub9ac\uace0 \uc788\uc5c8\ub2e4.", "the metallic tang of wanderer afterburner hangs in the air.": "\uc5f0\uc18c\uc7a5\uce58\uc758 \uae08\uc18d\uc131 \ub0c4\uc0c8\uac00 \uacf5\uae30 \uc911\uc5d0 \uc9c4\ub3d9 \ud55c\ub2e4.", "large prints lead away, into the forest.": "\uc232\uc18d\uc73c\ub85c \ubc1c\uc790\uad6d\uc774 \ub098\uc788\ub2e4.", "a startled beast defends its home": "\ud654\ub4e4\uc9dd \ub180\ub780 \uc9d0\uc2b9\uc774 \uc9d1\uc744 \uc9c0\ud0a4\ub824 \ud55c\ub2e4", "there is nothing else here.": "\uadf8 \ubc16\uc5d0 \ub2e4\ub978 \uac83\uc740 \uc5c6\ub2e4.", "his time here, now, is his penance.": "\uc9c0\uae08, \uc5ec\uae30\uc5d0\uc11c\ub294, \uc18d\uc8c4\ud558\uace0 \uc788\ub2e4.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "\ud559\uad50\uc758 \ucc3d\ubb38\uc740 \ubc15\uc0b4\ub098\uc9c0\ub294 \uc54a\uc558\uc9c0\ub9cc \uc2dc\ucee4\uba53\uac8c \uadf8\uc744\ub838\ub2e4.", "hull:": "\uc120\uccb4:", "scavenger": "\uc880\ub3c4\ub451", "unarmed master": "\ub9e8\uc190\uaca9\ud22c\uc758 \ub2ec\uc778", "the man says he's grateful. says he won't come around any more.": "\ub3c4\ub451\uc740 \uc815\ub9d0 \uace0\ub9d9\ub2e4\uba70, \ub2e4\uc2dc\ub294 \uc624\uc9c0 \uc54a\uaca0\ub2e4\uace0 \ud55c\ub2e4.", "laser rifle": "\ub808\uc774\uc800 \uc18c\ucd1d", "sulphur mine": "\uc720\ud669 \uad11\uc0b0", "buy compass": "\ub098\uce68\ubc18 \uc0ac\uae30", "buy map": "\uc9c0\ub3c4 \uc0ac\uae30", "scratching noises can be heard from the store room.": "\ucc3d\uace0\uc5d0\uc11c \uae01\ud788\ub294 \uc18c\ub9ac\uac00 \ub09c\ub2e4.", "steel sword": "\uac15\ucca0\uac80", "descend": "\ub0b4\ub824\uac00\uae30", "asks for any spare furs to keep him warm at night.": "\ubc24\uc744 \ub530\ub73b\uc774 \ubcf4\ub0b4\ub3c4\ub85d \ub0a8\ub294 \ubaa8\ud53c\ub97c \ub098\ub220\ub2ec\ub77c\uace0 \ud55c\ub2e4.", "A Raucous Village": "\ubd81\uc801\ubd81\uc801\ud55c \ub9c8\uc744", "the beggar expresses his thanks.": "\uac70\uc9c0\ub294 \uace0\ub9c8\uc6c0\uc744 \ud45c\uc2dc\ud55c\ub2e4.", "carrying more means longer expeditions to the wilds": "\ub354 \ub9ce\uc774 \uac00\uc838\uac08 \uc218 \uc788\uc73c\uba74 \ub354 \ub9ce\uc740 \uacf3\uc744 \ud0d0\ud5d8\ud560 \uc218 \uc788\ub2e4", "free {0}/{1}": "\uacf5\uac04 {0}/{1}", "Room": "\ubc29", "a swamp festers in the stagnant air.": "\ub2f5\ub2f5\ud55c \uacf5\uae30 \uc544\ub798\uc5d0\uc11c \ub2aa\uc740 \uc369\uc5b4 \uac04\ub2e4.", "rotting reeds rise out of the swampy earth.": "\uc369\uc5b4\uac00\ub294 \uac08\ub300\uac00 \ucd95\ucd95\ud55c \uc9c4\ud759\uc5d0\uc11c \uba38\ub9ac\ub97c \ub0b4\ubbfc\ub2e4.", "armoury's done, welcoming back the weapons of the past.": "\ubb34\uae30\uace0 \uc644\uc131. \uc61b \ubb34\uae30\ub97c \ub2e4\uc2dc \uc0ac\uc6a9\ud560\uc218 \uc788\ub2e4.", "eat meat": "\uace0\uae30 \uba39\uae30", "slow metabolism": "\uc2e0\uc9c4\ub300\uc0ac \ub454\ud654", "camp fires burn by the entrance to the mine.": "\ubaa8\ub2e5\ubd88\uc744 \uad11\uc0b0 \uc785\uad6c\uc5d0 \ud53c\uc6cc \ub1a8\ub2e4.", "the mouth of the cave is wide and dark.": "\ub3d9\uad74 \ub113\uace0 \uc5b4\ub450\uc6b4 \uc544\uac00\ub9ac\ub97c \ubc8c\ub9ac\uace0 \uc788\ub2e4.", "not enough sulphur": "\uc720\ud669\uc774 \ubd80\uc871\ud558\ub2e4", "builder's not sure he's to be trusted.": "\uc77c\uafbc\uc740 \uc774 \uc0ac\ub78c\uc774 \ubbff\uc744\ub9cc \ud55c\uc9c0 \ubaa8\ub978\ub2e4.", "evasion": "\ud68c\ud53c", "buy bait": "\ubbf8\ub07c \uc0ac\uae30", "a pack of lizards rounds the corner.": "\ub3c4\ub9c8\ubc40 \ubb34\ub9ac\uac00 \ubaa8\ud241\uc774\ub97c \ub3cc\uace0 \uc788\ub2e4.", "light fire": "\ubd88 \ud53c\uc6b0\uae30", "waterskin": "\ubb3c\uc8fc\uba38\ub2c8", "scattered teeth": "\ud769\uc5b4\uc9c4 \uc774\ube68", "nothing to take": "\uc0ac\uc591\ud558\uae30", "the door hangs open.": "\ubb38\uc774 \uc5f4\ub824\uc788\ub2e4.", "buy:": "\uad50\uc5ed\uc18c", "load": "\ubd88\ub7ec\uc624\uae30", "track them": "\ucad3\uc544\uac00\uae30", "stores": "\ucc3d\uace0", "now the nomads have a place to set up shop, they might stick around a while": "\uc774\uc81c \uc720\ubaa9\ubbfc\ub4e4\uc774 \uac00\uac8c\ub97c \ucc28\ub9b4 \uacf3\uc774 \uc0dd\uacbc\uc73c\ub2c8, \ud55c\ub3d9\uc548 \uc5ec\uae30 \uba38\ubb34\ub97c \ud14c\ub2e4", "A Dusty Path": "\ud759\uae38", "armour": "\uac11\uc637", "A Man-Eater": "\uc778\uac04 \uc0ac\ub0e5\uafbc", "bring your friends.": "\uce5c\uad6c \ucd08\ub300\ud558\uae30.", "the compass points south": "\ub098\uce68\ubc18\uc774 \ub0a8\ucabd\uc744 \uac00\ub9ac\ud0a8\ub2e4", "the compass points north": "\ub098\uce68\ubc18\uc774 \ubd81\ucabd\uc744 \uac00\ub9ac\ud0a8\ub2e4", "The Sick Man": "\ubcd1\ub4e0 \uc0ac\ub78c", "yes": "\ub124", "martial artist": "\ubb34\uc220\uac00", "the traps contain ": "\ub36b\uc5d0\uc11c \ubb34\uc5b8\uac00 \ucc3e\uc558\ub2e4. ", "the old tower seems mostly intact.": "\uc624\ub798\ub41c \uac74\ubb3c\uc740 \ubcc4\ub85c \ub098\uc05c \uc0c1\ud0dc\ub294 \uc544\ub2cc\uac83 \uac19\ub2e4.", "scales": "\ube44\ub298", "bird must have liked shiney things.": "\uc0c8\uac00 \ubc18\uc9dd\uc774\ub294 \uac83\uc744 \uc88b\uc544\ud558\ub294 \uac8c \ubd84\uba85\ud558\ub2e4.", "the path leads to an abandoned mine": "\uc774 \uae38\uc740 \ubc84\ub824\uc9c4 \uad11\uc0b0\uc73c\ub85c \ud5a5\ud55c\ub2e4", "the compass points northeast": "\ub098\uce68\ubc18\uc774 \ubd81\ub3d9\ucabd\uc744 \uac00\ub9ac\ud0a8\ub2e4", "the camp is still, save for the crackling of the fires.": "\uad11\uc0b0\uc740 \uc870\uc6a9\ud558\uace0, \uc7a5\uc791\ud0c0\ub294 \uc18c\ub9ac\ub9cc\uc774 \ub4e4\ub824\uc62c \ubfd0\uc774\ub2e4.", "he begs for medicine.": "\uc57d\uc744 \uad6c\uac78\ud55c\ub2e4.", "save": "\uc800\uc7a5", "this waterskin'll hold a bit of water, at least": "\ubb3c\uc8fc\uba38\ub2c8\ub85c \ubb3c\uc744 \ub354 \ub2f4\uc744 \uc218 \uc788\ub2e4, \uc870\uae08\uc774\uc9c0\ub9cc", "turn him away": "\uadf8\ub0e5 \ubcf4\ub0b4\uae30", "the people here were broken a long time ago.": "\uc5ec\uae30 \uc0ac\ub78c\ub4e4\uc740 \uc774\ubbf8 \uc624\ub798 \uc804\uc5d0 \uc815\uc2e0\uc774 \ub098\uac14\ub2e4.", "a grizzled soldier attacks, waving a bayonet.": "\ubc18\ubc31\uc758 \uad70\uc778\uc774 \ucd1d\uac80\uc744 \ud718\ub450\ub974\uba70 \uacf5\uaca9\ud55c\ub2e4.", "shivering man": "\ub35c\ub35c \ub5a0\ub294 \uc0ac\ub78c", "The Mysterious Wanderer": "\uc218\uc0c1\ud55c \ub5a0\ub3cc\uc774", "A Huge Lizard": "\ud070 \ub3c4\ub9c8\ubc40", "boxer": "\uad8c\ud22c \uc120\uc218", "a man joins the fight": "\uc5b4\ub5a4 \uc774\uac00 \uc2f8\uc6c0\uc744 \uac78\uc5b4\uc628\ub2e4", "An Outpost": "\uc804\ucd08 \uae30\uc9c0", "not enough meat": "\uace0\uae30\uac00 \ubd80\uc871\ud558\ub2e4", "some weird metal he picked up on his travels.": "\uc5ec\ud589\uc744 \ud558\uba70 \uc5bb\uc740 \uc774\uc0c1\ud55c \uae08\uc18d.", "something's in there.": "\uc548\uc5d0 \ubb34\uc5b8\uac00 \uc788\ub2e4.", "restore more health when eating": "\uba39\uc744 \ub54c \uccb4\ub825\uc744 \ub354 \ub9ce\uc774 \ucc44\uc6b4\ub2e4", "A Snarling Beast": "\uc0ac\ub098\uc6b4 \uc9d0\uc2b9", "Share": "\uacf5\uc720", "a haze falls over the village as the steelworks fires up": "\uc81c\ucca0\uc18c\uc5d0 \uc5f0\uae30\uac00 \ud53c\uc5b4\uc624\ub974\uc790 \ub9c8\uc744\ub3c4 \ubfcc\uc607\uac8c \ub418\uc5c8\ub2e4", "a large bird nests at the top of the stairs.": "\uacc4\ub2e8 \uc704\uc5d0\ub294 \ud070 \uc0c8 \ub465\uc9c0\uac00 \uc788\ub2e4.", "an old wanderer sits inside, in a seeming trance.": "\ub5a0\ub3cc\uc774 \ub178\uc778\uc774 \uc548\uc5d0 \uc549\uc544, \ubb34\uc544\uc9c0\uacbd\uc5d0 \ube60\uc838 \uc788\ub2e4.", "builder says the villagers could make steel, given the tools": "\uc77c\uafbc\uc740 \ub3c4\uad6c\ub9cc \uc8fc\uc5b4\uc9c4\ub2e4\uba74, \uc8fc\ubbfc\ub4e4\ub3c4 \ucca0\uc744 \ub9cc\ub4e4\uc218\uc788\ub2e4\uace0 \ud55c\ub2e4", "continue": "\uacc4\uc18d \uac00\uae30", "there is no more water": "\ubb3c\uc774 \ub354 \uc774\uc0c1 \uc5c6\ub2e4", "flickering": "\uae5c\ube61\uc778\ub2e4", "only the chief remains.": "\uc774\uc81c \ub300\uc7a5\ub9cc \ub0a8\uc558\ub2e4.", "go back inside": "\ub418\ub3cc\uc544\uac04\ub2e4", "a few items are scattered on the ground.": "\ubb3c\uac74 \uba87 \uac1c\uac00 \ubc14\ub2e5\uc5d0 \ud769\uc5b4\uc838 \uc788\ub2e4.", "save this.": "\uc800\uc7a5\ud558\uae30.", "this old mine is not abandoned": "\uc624\ub798\ub41c \uad11\uc0b0\uc740 \uc544\uc9c1 \ubc84\ub824\uc9c0\uc9c0 \uc54a\uc558\ub2e4", "a fight, maybe.": "\uc2f8\uc6c0\uc774\uaca0\uc9c0, \uc544\ub9c8\ub3c4.", "behind the door, a deformed figure awakes and attacks.": "\ubb38 \ub4a4\uc5d0\uc11c, \uc54c\uc544\ubcfc \uc218 \uc5c6\ub294 \ud615\uccb4\uac00 \uc7a0\uc5d0\uc11c \uae68\uc5b4\ub098 \uacf5\uaca9\ud55c\ub2e4.", "twitter": "\ud2b8\uc704\ud130", "baited trap": "\ubbf8\ub07c\ub36b", "dead": "\uc8fd\uc5c8\ub2e4", "the torch sputters and dies in the damp air": "\ud683\ubd88\uc774 \ud754\ub4e4\ub9ac\ub354\ub2c8 \ucd95\ucd95\ud55c \uacf5\uae30 \ud0d3\uc5d0 \uaebc\uc9c4\ub2e4", "export": "\ub0b4\ubcf4\ub0b4\uae30", "a few belongings rest against the walls.": "\uba87 \uac00\uc9c0 \ubb3c\uac74\uc740 \ubcbd\uc5d0 \uae30\ub300\uc5b4 \uc788\ub2e4.", "not far from the village lies a large beast, its fur matted with blood.": "\ub9c8\uc744\uc5d0\uc11c \uc5bc\ub9c8 \ubabb\uac00 \ud070 \uc9d0\uc2b9\uc744 \ubc1c\uacac\ud588\ub2e4. \uc9d0\uc2b9\uc758 \uac00\uc8fd\uc740 \ud53c\ub85c \ub36e\uc5ec\uc788\ub2e4.", "an old iron mine sits here, tools abandoned and left to rust.": "\ucca0 \uad11\uc0b0\uc774 \ubcf4\uc774\uace0, \ubc84\ub824\uc9c4 \uc5f0\uc7a5\uc740 \uadf8\ub300\ub85c \ub179\uc2ac\uace0 \uc788\ub2e4.", "but there is a cache of medicine under the floorboards.": "\uadf8\ub807\uc9c0\ub9cc \ub9c8\ub8fb\ubc14\ub2e5\uc744 \ub72f\uc790 \uc544\ub798\uc5d0\ub294 \uc57d\ud1b5\uc774 \uc228\uaca8\uc838 \uc788\ub2e4.", "only dust and stains remain.": "\uba3c\uc9c0\uc640 \uc5bc\ub8e9\ub9cc\uc774 \ub0a8\uc544\uc788\ub2e4.", "s armour": "\uac15\ucca0\uac11\uc637", "say he should be strung up as an example.": "\ubcf8\ubcf4\uae30\ub97c \ubcf4\uc5ec\uc8fc\uc5b4\uc57c \ud55c\ub2e4\uace0 \ud55c\ub2e4.", "collected scraps spread across the floor like they fell from heaven.": "\ubaa8\uc544\ub193\uc740 \uc7a1\ub3d9\uc0ac\ub2c8\uac00 \ub9c8\uce58 \ud558\ub298\uc5d0\uc11c \ub5a8\uc5b4\uc838 \ub0b4\ub9b0 \ub4ef\uc774 \ubc14\ub2e5\uc5d0 \ub110\ub824\uc788\ub2e4.", "classic.": "\ud074\ub798\uc2dd.", "Fire": "\ud654\uc7ac", "the darkness is absolute": "\uc544\ubb34\uac83\ub3c4 \ubcfc \uc218 \uc5c6\ub294 \uc5b4\ub460\uc774 \ub0b4\ub824\uc549\ub294\ub2e4", "A Ruined Trap": "\ub9dd\uac00\uc9c4 \ub36b", "not enough coal": "\uc11d\ud0c4\uc774 \ubd80\uc871\ud558\ub2e4", "ambushed on the street.": "\uac70\ub9ac\uc5d0\uc11c \uc2b5\uaca9\uc744 \ub2f9\ud55c\ub2e4.", "worth killing for, it seems.": "\uc8fd\uc77c\ub9cc\ud55c \uac00\uce58\uac00 \uc788\uc5c8\ub358 \uac83 \uac19\ub2e4.", "slash": "\ubca0\uae30", "builder says she can make a cart for carrying wood": "\uc77c\uafbc\uc774 \ub098\ubb34\ub97c \uac00\uc838\uc62c \ub54c \uc4f8 \uc218 \uc788\ub294 \uc218\ub808\ub97c \ub9cc\ub4e4 \uc218 \uc788\ub2e4\uace0 \ud55c\ub2e4", "leather's not strong. better than rags, though.": "\uac00\uc8fd\uc740 \ud2bc\ud2bc\ud558\uc9c0\ub294 \uc54a\ub2e4. \uadf8\ub798\ub3c4 \ub204\ub354\uae30\ubcf4\ub2e4\ub294 \ub0ab\uc9c0.", "builder stokes the fire": "\uc77c\uafbc\uc774 \ubd88\uc744 \ub550\ub2e4", "say goodbye": "\uc791\ubcc4\ud558\uae30", "A Silent Forest": "\uce68\ubb35\uc758 \uc232", "builder's not sure she's to be trusted.": "\uc77c\uafbc\uc740 \uc774 \uc0ac\ub78c\uc774 \ubbff\uc744\ub9cc \ud55c\uc9c0 \ubaa8\ub978\ub2e4.", "Go Hyper?": "\ud558\uc774\ud37c \ubaa8\ub4dc", "predators become prey. price is unfair": "\uc721\uc2dd\ub3d9\ubb3c\ub4e4\uc740 \uba39\uc774\uac00 \ub41c\ub2e4. \uac00\uaca9\uc774 \ubd80\ub2f9\ud558\ub2e4.", "the point is made. in the next few days, the missing supplies are returned.": "\ubcf8\ubcf4\uae30\uac00 \ub418\uc5c8\ub294\uc9c0, \uba70\uce60 \ub4a4\uc5d0 \uc0ac\ub77c\uc9c4 \ubb3c\uac74\uc774 \ub418\ub3cc\uc544\uc654\ub2e4.", "a frail man stands defiantly, blocking the path.": "\ud5c8\uc57d\ud55c \uc0ac\ub78c\uc774 \ub450 \uc190\uc744 \ubd88\ub048 \uc950\uace0, \uae38\uc744 \ub9c9\uace0 \uc788\ub2e4.", "the plague rips through the village.": "\uc804\uc5fc\ubcd1\uc774 \ub9c8\uc744\uc744 \ub4a4\ub36e\ub294\ub2e4.", "an old wanderer arrives.": "\ub299\uc740 \ub098\uadf8\ub124\uac00 \ub098\ud0c0\ub09c\ub2e4.", "scavenger had a small camp in the school.": "\uc880\ub3c4\ub451\uc740 \ud559\uad50 \uc548\uc5d0 \uc870\uadf8\ub9cc \uac70\ucc98\ub97c \ucc28\ub824 \ub450\uc5c8\ub2e4.", "the compass points southwest": "\ub098\uce68\ubc18\uc774 \ub0a8\uc11c\ucabd\uc744 \uac00\ub9ac\ud0a8\ub2e4", "the wanderer leaves, cart loaded with wood": "\ub098\ubb34\ub97c \uac00\ub4dd \uc2e3\uace0, \ub5a0\ub3cc\uc774\uac00 \ub5a0\ub09c\ub2e4", "Dropbox Export / Import": "\ub4dc\ub86d\ubc15\uc2a4\uc5d0 \ub0b4\ubcf4\ub0b4\uae30/\uac00\uc838\uc624\uae30", "maybe some useful stuff in the rubble.": "\uc794\ud574 \ub354\ubbf8 \uc548\uc5d0 \uc4f8\ubaa8 \uc788\ub294\uac8c \uc788\uc744\uc9c0\ub3c4 \ubaa8\ub978\ub2e4.", "google+": "\uad6c\uae00+", "ok": "\ud655\uc778", "a man hobbles up, coughing.": "\ud55c \uc0ac\ub78c\uc774 \uae30\uce68\uc744 \ud558\uba70 \ube44\ud2c0\ube44\ud2c0 \ub2e4\uac00\uc628\ub2e4.", "i armour": "\ucca0\uac11\uc637", "The Scout": "\uc815\ucc30\uafbc", "leaves a pile of small scales behind.": "\uc791\uc740 \ube44\ub298\uc744 \ub193\uace0\uac04\ub2e4.", "pockets": "\uc8fc\uba38\ub2c8", "the debris is denser here.": "\uc5ec\uae30\ub294 \ub354 \ub9ce\uc740 \ud30c\ud3b8\uc774 \uc788\ub2e4.", "stab": "\ucc0c\ub974\uae30", "time to move on.": "\uc774\uc81c \uac00\uc57c\uaca0\ub2e4.", "the ground is littered with small scales": "\ub545\uc5d0\ub294 \uc791\uc740 \ube44\ub298\uc774 \ud769\uc5b4\uc838\uc788\ub2e4", "not enough ": "\ubd80\uc871\ud55c \ubb3c\uac74: ", "the stench of rot and death fills the operating theatres.": "\uc218\uc220\uc2e4\uc740 \uc369\uc5b4\uac00\ub294 \uc2dc\uccb4\uc758 \uc545\ucde8\uac00 \uadf8\ub4dd\ud558\ub2e4.", "burning": "\ud0c0\uc624\ub978\ub2e4", "they must be here for a reason.": "\uc5ec\uae30\uc5d0 \uc628 \uc774\uc720\uac00 \uc788\uaca0\uc9c0.", "a nomad arrives, looking to trade": "\uc720\ubaa9\ubbfc\uc774 \ub098\ud0c0\ub098\uc11c, \uac70\ub798\ub97c \uccad\ud55c\ub2e4", "black powder and bullets, like the old days.": "\ud751\uc0c9 \ud654\uc57d\uc640 \ucd1d\uc54c, \ub9c8\uce58 \uc61b \uc2dc\uc808\ucc98\ub7fc.", "restart the game?": "\uc7ac\uc2dc\uc791\ud569\ub2c8\uae4c?", "gastronome": "\ubbf8\uc2dd\uac00", "load from slot": "\uc5ec\uae30\uc11c \ubd88\ub7ec\uc624\uae30", "energy cell": "\uc804\uc9c0", "inside the hut, a child cries.": "\uc624\ub450\ub9c9 \uc548\uc5d0\ub294 \uc544\uc774\uac00 \uc6b8\uace0 \uc788\ub2e4.", "the compass points west": "\ub098\uce68\ubc18\uc774 \uc11c\ucabd\uc744 \uac00\ub9ac\ud0a8\ub2e4", "always worked before, at least.": "\uc9c0\uae08\uae4c\uc9c0\ub294 \ud2c0\ub9b0 \uc801\uc774 \uc5c6\ub2e4.", "a scavenger draws close, hoping for an easy score": "\uc880\ub3c4\ub451\uc774 \ub2e4\uac00\uc624\uba70, \ub0b4 \ubb3c\uac74\uc5d0 \uc695\uc2ec\uc744 \ub0b8\ub2e4", "Sickness": "\uc9c8\ubcd1", "sufferers are left to die": "\ud658\uc790\ub4e4\uc774 \uc8fd\uc5c8\ub2e4.", "still a few drops of water in the old well.": "\uc624\ub798\ub41c \uc6b0\ubb3c\uc5d0\ub294 \uc544\uc9c1\ub3c4 \ubb3c\uc774 \uba87 \ubc29\uc6b8 \ub0a8\uc544 \uc788\ub2e4.", "build:": "\uc77c\uafbc", "feral terror": "\ub5a0\ub3c4\ub294 \uacf5\ud3ec", "signout": "\ub85c\uadf8\uc544\uc6c3", "A Beast Attack": "\ub9f9\uc218 \uc2b5\uaca9", "Ready to Leave?": "\ub5a0\ub0a0 \uc900\ube44\uac00 \ub418\uc5c8\ub294\uac00?", "the house is abandoned, but not yet picked over.": "\uc9d1\uc740 \ubc84\ub824\uc84c\uc9c0\ub9cc, \uc544\ubb34\ub3c4 \uac74\ub4dc\ub9ac\uc9c0 \uc54a\uc558\ub2e4.", "time to get out of this place. won't be coming back.": "\uc5ec\uae30\ub97c \ub5a0\ub0a0 \uc2dc\uac04\uc774\ub2e4. \ub2e4\uc2e0 \ub3cc\uc544\uc624\uc9c0 \uc54a\uc73c\ub9ac\ub77c.", "the compass points northwest": "\ub098\uce68\ubc18\uc774 \ubd81\uc11c\ucabd\uc744 \uac00\ub9ac\ud0a8\ub2e4", "the thirst becomes unbearable": "\ub108\ubb34 \ubaa9\uc774 \ub9c8\ub974\ub2e4", "a beggar arrives": "\uac70\uc9c0\uac00 \ucc3e\uc544\uc628\ub2e4", "a beast stands alone in an overgrown park.": "\uc9d0\uc2b9 \ud55c \ub9c8\ub9ac\uac00 \uc218\ud480\uc774 \ubb34\uc131\ud55c \uacf5\ud130\uc5d0 \ud640\ub85c \uc11c \uc788\ub2e4.", "he leaves a reward.": "\ub313\uac00\ub97c \ub0a8\uae34\ub2e4.", "nothing but downcast eyes.": "\ub208\uc744 \ub0b4\ub9ac\uae54\uace0 \uc788\uc744 \ubfd0\uc774\ub2e4.", "the scout says she's been all over.": "\uc815\ucc30\uafbc\uc740 \uc548 \uac00\ubcf8 \ub370\uac00 \uc5c6\ub2e4\uace0 \ud55c\ub2e4.", "the small settlement has clearly been burning a while.": "\uc774 \uc791\uc740 \ub9c8\uc744\uc740 \ubd88\ud0c0\uae30 \uc2dc\uc791\ud55c\uc9c0 \uc5bc\ub9c8 \uc548\ub41c \uac8c \ubd84\uba85\ud558\ub2e4.", "cloth": "\ucc9c", "a second soldier opens fire.": "\ub450 \ubc88\uc9f8 \uad70\uc778\uc774 \ucd1d\uc744 \uc3dc\ub2e4.", "dangerous to be this far from the village without proper protection": "\uc801\ub2f9\ud55c \ubcf4\ud638\uc7a5\ube44 \uc5c6\uc774 \uc774\ub807\uac8c \uba40\ub9ac \ub098\uc624\ub294\uac83\uc740 \uc704\ud5d8\ud558\ub2e4", "squeeze": "\ube44\uc9d1\uace0 \ub4e4\uc5b4\uac00\uae30", "a pristine medicine cabinet at the end of a hallway.": "\ubcf5\ub3c4 \ub05d\uc5d0\ub294 \uba40\uca61\ud55c \uc57d\uc7a5\uc774 \ub0a8\uc544\uc788\ub2e4.", "scraps of fur": "\ubaa8\ud53c \uc870\uac01", "a scavenger waits just inside the door.": "\uc880\ub3c4\ub451\uc774 \ubb38 \uc548\uc5d0\uc11c \uae30\ub2e4\ub9ac\uace0 \uc788\ub2e4.", "the wind howls outside": "\ubc14\uae65\uc5d0\ub294 \ubc14\ub78c\uc774 \uc719\uc719 \ubd84\ub2e4", "troops storm the village": "\uc804\uc5fc\ubcd1\uc774 \ub9c8\uc744\uc744 \ub4a4\ub36e\ub294\ub2e4.", "the wagon can carry a lot of supplies": "\ub9c8\ucc28\ub294 \ub9ce\uc740 \ubb3c\uac74\uc744 \uc2e4\uc744 \uc218 \uc788\ub2e4", "A Battlefield": "\uc804\uc7a5", "more soldiers will be on their way.": "\uad70\uc778\ub4e4\uc774 \ub354 \uc788\uc744 \uac83 \uac19\ub2e4.", "the shivering man is dead": "\ub35c\ub35c \ub5a0\ub294 \uc0ac\ub78c\uc774 \uc8fd\uc5c8\ub2e4", "builder finishes the smokehouse. she looks hungry.": "\ud6c8\uc5f0\uc2e4\uc774 \uc644\uc131\ub418\uc5c8\ub2e4. \uc77c\uafbc\uc740 \ubc30\uace0\ud30c\ubcf4\uc778\ub2e4.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "\uc8fd\uc5b4\uac00\ub294 \ud480\ub85c \uac00\ub4dd\ud55c \ud669\ubb34\uc9c0\uc5d0\uc11c, \uba54\ub9c8\ub978 \ubc14\ub78c\ub9cc\uc774 \ubd88\uc5b4\uc628\ub2e4.", "a snarling beast leaps out of the underbrush": "\uc0ac\ub098\uc6b4 \uc9d0\uc2b9\uc774 \uac11\uc790\uae30 \ud280\uc5b4\ub098\uc654\ub2e4", "the place has been swept clean by scavengers.": "\uc774\ubbf8 \uc880\ub3c4\ub451\ub4e4\uc774 \ud729\uc4f8\uace0 \uc9c0\ub098\uac14\ub2e4.", "A Destroyed Village": "\ud30c\uad34\ub41c \ub9c8\uc744", "land blows more often": "\ub354 \ub9ce\uc774 \ub54c\ub9b4 \uc218 \uc788\ub2e4", "Space": "\uc6b0\uc8fc", "it's been picked over by scavengers, but there's still some things worth taking.": "\uc880\ub3c4\ub451\uc774 \uc774\ubbf8 \ud138\uc5b4 \uac04 \ubaa8\uc591\uc774\uc9c0\ub9cc, \uadf8\ub798\ub3c4 \uc544\uc9c1 \ucc59\uae38\ub9cc\ud55c \ubb3c\uac74\uc774 \ub0a8\uc544\uc788\ub2e4.", "Thermosphere": "\uc5f4\uad8c", "5 medicine": "\uc57d 5\uac1c", "do nothing": "\ubb34\uc2dc", "A Gaunt Man": "\uc218\ucc99\ud55c \uc0ac\ub78c", "Outside": "\ubc14\uae65", "the snarling beast is dead": "\uc0ac\ub098\uc6b4 \uc9d0\uc2b9\uc774 \uc8fd\uc5c8\ub2e4", "bodies and supplies from both sides litter the ground.": "\uc591 \ud3b8\uc758 \uc2dc\uc2e0\uacfc \ubcf4\uae09\ud488\uc774 \ubc14\ub2e5\uc5d0 \ud769\uc5b4\uc838 \uc788\ub2e4.", "the remains of an old house stand as a monument to simpler times": "\uc624\ub798\ub41c \uc9d1\uc758 \uc794\ud574\uac00 \ub2e8\uc21c\ud558\ub358 \uc2dc\uc808\uc758 \uc0c1\uc9d5\ucc98\ub7fc \uc11c \uc788\ub2e4", "a squatter stands firmly in the doorway of a small hut.": "\ubd80\ub791\uc790\uac00 \uc791\uc740 \uc624\ub450\ub9c9 \ubb38 \uc55e\uc5d0 \uc6b0\ub69d \uc11c\uc788\ub2e4.", "nothing was found": "\uc544\ubb34 \uac83\ub3c4 \ucc3e\uc9c0 \ubabb\ud588\ub2e4.", "lights flash through the alleys between buildings.": "\uac74\ubb3c \uc0ac\uc774\ub85c, \uace8\ubaa9 \uc0ac\uc774\ub85c, \ube5b\uc774 \ube44\ucd98\ub2e4.", "no": "\uc544\ub2c8\uc624", "{0} per {1}s": "{1}\ucd08 \ub2f9 {0}\uac1c", "the coal mine is clear of dangers": "\uc11d\ud0c4 \uad11\uc0b0\uc740 \uc774\uc81c \uc704\ud5d8\ud558\uc9c0 \uc54a\ub2e4.", "a weathered family takes up in one of the huts.": "\uc9c0\uccd0\ubcf4\uc774\ub294 \uac00\uc871\uc774 \uc624\ub450\ub9c9\uc5d0 \uc790\ub9ac\ub97c \ud2bc\ub2e4.", "run": "\ub3c4\ub9dd\uac00\uae30", "Exosphere": "\uc678\uae30\uad8c", "he speaks of once leading the great fleets to fresh worlds.": "\uc0c8\ub85c\uc6b4 \uc138\uc0c1\uc73c\ub85c \ub5a0\ub098\ub294 \uac70\ub300\ud55c \uc120\ub2e8\uc744 \uc774\ub04c\uc5c8\ub2e4\uace0 \uc774\uc57c\uae30\ud55c\ub2e4.", "builder says there are more wanderers. says they'll work, too.": "\uc77c\uafbc\uc774 \ub5a0\ub3cc\uc774\ub4e4\uc774 \ub354 \ub9ce\ub2e4\uace0, \uadf8\ub4e4\ub3c4 \uc77c\uc744 \ud560 \uc218 \uc788\ub2e4\uace0 \ud55c\ub2e4.", "evasive": "\ud68c\ud53c", "an old wanderer arrives": "\ub299\uc740 \ub098\uadf8\ub124\uac00 \ub098\ud0c0\ub09c\ub2e4", "through the walls, shuffling noises can be heard.": "\ubcbd \ub108\uba38\ub85c \uc9c8\uc9c8 \ub044\ub294 \uc18c\ub9ac\uac00 \ub4e4\ub9b0\ub2e4.", "melee weapons deal more damage": "\uadfc\uac70\ub9ac \ubb34\uae30\uac00 \ub354 \uac15\ud574\uc9c4\ub2e4", "the compass points ": "\ub098\uce68\ubc18\uc774 \uac00\ub9ac\ud0a8\ub2e4", "lets some light down into the dusty haze.": "\ub354\ub7ec\uc6b4 \ubbf8\ub85c\uc5d0 \uc870\uae08\uc774\ub098\ub9c8 \ube5b\uc774 \ub4e4\uac8c \ub41c \uc148\uc774\ub2e4.", "the man swallows the medicine eagerly": "\ubcd1\ub4e0 \uc0ac\ub78c\uc740 \uc57d\uc744 \uc5bc\ub978 \uc0bc\ucf1c\ubc84\ub9b0\ub2e4", "the days are spent with burials.": "\ub0ae\uc740 \uc7a5\ub840\ub97c \uc9c0\ub0b4\uba70 \uc9c0\ub098\uac14\ub2e4.", "more traps to catch more creatures": "\ub354 \ub9ce\uc740 \ub3d9\ubb3c\uc744 \uc7a1\uc744 \uc218 \uc788\ub294 \ub36b\uc774\ub2e4", "a man charges down the hall, a rusty blade in his hand": "\ubcf5\ub3c4\uc5d0\uc11c \ud55c \ub0a8\uc790\uac00 \ub179\uc2a8 \uce7c\uc744 \ub4e4\uace0 \ub2ec\ub824\uc628\ub2e4.", "it contains travelling gear, and a few trinkets.": "\uc5ec\ud589 \ub3c4\uad6c\uc640 \uc790\uc9c8\uad6c\ub808\ud55c \uc7a5\uc2e0\uad6c\uac00 \uba87 \uac1c \ub2f4\uaca8 \uc788\ub2e4.", "bullets": "\ucd1d\uc54c", "the light from the fire spills from the windows, out into the dark": "\ubd88\ube5b\uc774 \ucc3d\ubb38 \ubc16\uc73c\ub85c, \uc5b4\ub460 \uc18d\uc73c\ub85c \ud37c\uc838\ub098\uac04\ub2e4", "tell him to leave": "\ub5a0\ub098\ub77c\uace0 \ud55c\ub2e4", "dry brush and dead branches litter the forest floor": "\ub9c8\ub978 \uc194\uacfc \uc8fd\uc740 \uac00\uc9c0\uac00 \uc232\uc758 \ubc14\ub2e5\uc744 \ucc44\uc6b4\ub2e4", "tattered cloth": "\ub204\ub354\uae30 \ucc9c", "can't read the words.": "\uae00\uc528\ub97c \uc54c\uc544\ubcfc \uc218 \uc5c6\ub2e4.", "tanner": "\ubb34\ub450\uc7a5\uc774", "should cure the meat, or it'll spoil. builder says she can fix something up.": "\ud6c8\uc81c\ud558\uc9c0 \uc54a\uc73c\uba74 \uace0\uae30\uac00 \uc0c1\ud55c\ub2e4. \uc77c\uafbc\uc740 \ud6c8\uc5f0\uc2e4\uc744 \ub9cc\ub4e4 \uc218 \uc788\ub2e4\uace0 \ud55c\ub2e4.", "or migrating computers": "\uac8c\uc784 \ub370\uc774\ud130\ub97c \ub0b4\ubcf4\ub0b4\uae30/\ubd88\ub7ec\uc624\uae30", "water:{0}": "\ubb3c:{0}", "still time to rescue a few supplies.": "\uc544\uc9c1 \uc57d\uac04\uc758 \ubcf4\uae09\ud488\uc744 \uac74\uc9c8 \uc2dc\uac04\uc740 \uc788\ub2e4.", "teeth": "\uc774\ube68", "villagers could help hunt, given the means": "\uc8fc\ubbfc\ub4e4\ub3c4 \uc0ac\ub0e5\uc744 \ub3c4\uc6b8 \uc218 \uc788\uc73c\ub2c8, \uae30\ud68c\ub97c \uc8fc\uc790", "the beast is dead.": "\ub3d9\ubb3c\uc774 \uc8fd\uc5c8\ub2e4.", "feral howls echo out of the darkness.": "\ubb34\uc11c\uc6b4 \ud3ec\ud6a8\uac00 \uc5b4\ub460\uc5d0 \uba54\uc544\ub9ac\uce5c\ub2e4.", "The Iron Mine": "\ucca0 \uad11\uc0b0"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/ko/strings.po ================================================ # Translations template for PROJECT. # Copyright (C) 2014 ORGANIZATION # This file is distributed under the same license as the PROJECT project. # FIRST AUTHOR , 2014. # msgid "" msgstr "" "Project-Id-Version: PROJECT VERSION\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2015-12-22 13:35-0600\n" "PO-Revision-Date: 2017-03-14 22:47+0900\n" "Last-Translator: Jeong YunWon \n" "Language-Team: \n" "Language: ko\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Generated-By: Babel 1.3\n" "X-Generator: Poedit 1.8.12\n" "Plural-Forms: nplurals=1; plural=0;\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Dropbox 연결" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "게임을 드롭박스 로컬 저장소에 연결하기" #: script/dropbox.js:68 msgid "connect" msgstr "연결" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "취소" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "드롭박스에 내보내기/가져오기" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "게임 데이터를 드롭박스로 내보내거나 가져옵니다" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "드롭박스 계정 / 이메일로 연결되었습니다" #: script/dropbox.js:93 msgid "save" msgstr "저장" #: script/dropbox.js:97 msgid "load" msgstr "불러오기" #: script/dropbox.js:102 msgid "signout" msgstr "로그아웃" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "저장할 곳을 고르세요" #: script/dropbox.js:119 msgid "save to slot" msgstr "여기에 저장하기" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "어디서 불러올까요?" #: script/dropbox.js:148 msgid "load from slot" msgstr "여기서 불러오기" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "드롭박스에 성공적으로 저장되었습니다" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "게임을 드롭박스에 저장하다가 오류가 발생했습니다" #: script/dropbox.js:183 msgid "ok" msgstr "확인" #: script/engine.js:15 msgid "boxer" msgstr "권투 선수" #: script/engine.js:16 msgid "punches do more damage" msgstr "주먹이 더 강해진다" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "내 마음이 가는 곳에 주먹도 간다" #: script/engine.js:21 msgid "martial artist" msgstr "무술가" #: script/engine.js:22 msgid "punches do even more damage." msgstr "주먹이 훨씬 더 강해진다." #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "이제 무기 없이도 잘 싸울수 있는 법을 배웠다" #: script/engine.js:27 msgid "unarmed master" msgstr "맨손격투의 달인" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "주먹이 두 배 빨라지고 강해지기까지 한다" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "무기 없이 더 빠르게 공격하는 법을 배웠다" #: script/engine.js:32 msgid "barbarian" msgstr "격투가" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "근거리 무기가 더 강해진다" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "무기에 힘을 싣는 법을 배웠다" #: script/engine.js:37 msgid "slow metabolism" msgstr "신진대사 둔화" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "먹지 않고 두배의 거리를 갈 수 있다" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "배가 고파도 참을 수 있다" #: script/engine.js:42 msgid "desert rat" msgstr "사막 쥐" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "물을 안 마시고도 두 배 멀리 갈 수 있다" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "건조한 바람과 친구가 되었다" #: script/engine.js:47 msgid "evasive" msgstr "회피" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "공격을 더욱 잘 피하게 된다" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "이리로 오면 저리로 피하는 법을 배웠다" #: script/engine.js:52 msgid "precise" msgstr "정확" #: script/engine.js:53 msgid "land blows more often" msgstr "더 많이 때릴 수 있다" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "그들의 움직임이 눈에 보이기 시작했다" #: script/engine.js:57 msgid "scout" msgstr "정찰술" #: script/engine.js:58 msgid "see farther" msgstr "더 멀리 볼 수 있다" #: script/engine.js:59 msgid "learned to look ahead" msgstr "앞을 내다보는 법을 배웠다" #: script/engine.js:62 msgid "stealthy" msgstr "잠입" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "야외에서는 싸우지 않는 편이 더 낫다" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "보이지 않게 숨는 법을 배웠다" #: script/engine.js:67 msgid "gastronome" msgstr "미식가" #: script/engine.js:68 msgid "restore more health when eating" msgstr "먹을 때 체력을 더 많이 채운다" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "더 잘 먹는 법을 배웠다" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "앱 스토어." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "어둡게." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "하이퍼." #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "재시작." #: script/engine.js:162 msgid "share." msgstr "공유." #: script/engine.js:168 msgid "save." msgstr "저장." #: script/engine.js:177 msgid "dropbox." msgstr "드롭박스." #: script/engine.js:184 msgid "github." msgstr "깃허브" #: script/engine.js:268 msgid "Export / Import" msgstr "내보내기 / 불러오기" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "백업이나 다른 컴퓨터에서 플레이하기 위해" #: script/engine.js:273 msgid "or migrating computers" msgstr "게임 데이터를 내보내기/불러오기" #: script/engine.js:277 msgid "export" msgstr "내보내기" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "불러오기" #: script/engine.js:291 msgid "save this." msgstr "저장하기." #: script/engine.js:297 msgid "got it" msgstr "완료" #: script/engine.js:305 msgid "are you sure?" msgstr "확인해주세요." #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "입력하신 코드가 정확하지 않으면, 모든 데이터가 사라집니다." #: script/engine.js:307 msgid "this is irreversible." msgstr "이것은 되돌릴 수 없습니다." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "네" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "아니오" #: script/engine.js:322 msgid "put the save code here." msgstr "저장 코드를 여기에 입력하세요." #: script/engine.js:374 msgid "Restart?" msgstr "재시작?" #: script/engine.js:377 msgid "restart the game?" msgstr "재시작합니까?" #: script/engine.js:408 msgid "Share" msgstr "공유" #: script/engine.js:411 msgid "bring your friends." msgstr "친구 초대하기." #: script/engine.js:414 msgid "facebook" msgstr "페이스북" #: script/engine.js:421 msgid "google+" msgstr "구글+" #: script/engine.js:428 msgid "twitter" msgstr "트위터" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "닫기" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "밝게." #: script/engine.js:493 msgid "Go Hyper?" msgstr "하이퍼 모드" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" "하이퍼 모드로 전환하면 게임 진행 속도가 2배 빨라집니다. 하이퍼 모드로 전환하" "시겠습니까?" #: script/engine.js:519 msgid "classic." msgstr "클래식." #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{1}초 당 {0}개" #: script/events.js:130 msgid "eat meat" msgstr "고기 먹기" #: script/events.js:150 msgid "use meds" msgstr "약 사용" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "회피" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "기절" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "떠나기" #: script/events.js:511 msgid "drop:" msgstr "버리기:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "사양하기" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "가져가기" #: script/events.js:577 msgid "take:" msgstr "가져가기:" #: script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "사양하기" #: script/events.js:627 msgid "all" msgstr "전부" #: script/events.js:649 msgid "take everything" msgstr "모두 가져가기" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr ", " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** 새로운 사건 ***" #: script/localization.js:4 msgid "saved." msgstr "저장됨." #: script/localization.js:5 msgid "wood" msgstr "나무" #: script/localization.js:6 msgid "builder" msgstr "일꾼" #: script/localization.js:7 msgid "teeth" msgstr "이빨" #: script/localization.js:8 msgid "meat" msgstr "고기" #: script/localization.js:9 msgid "fur" msgstr "모피" #: script/localization.js:10 msgid "alien alloy" msgstr "외계 합금" #: script/localization.js:11 msgid "bullets" msgstr "총알" #: script/localization.js:12 msgid "charm" msgstr "장신구" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "가죽" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "철" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "강철" #: script/localization.js:16 msgid "coal" msgstr "석탄" #: script/localization.js:17 msgid "sulphur" msgstr "유황" #: script/localization.js:18 msgid "energy cell" msgstr "전지" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "횃불" #: script/localization.js:20 msgid "medicine" msgstr "약" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "사냥꾼" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "덫 장인" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "무두장이" #: script/localization.js:24 msgid "grenade" msgstr "수류탄" #: script/localization.js:25 msgid "bolas" msgstr "볼라" #: script/localization.js:26 msgid "bayonet" msgstr "총검" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "훈연꾼" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "철 광부" #: script/localization.js:29 msgid "iron mine" msgstr "철 광산" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "석탄 광부" #: script/localization.js:31 msgid "coal mine" msgstr "석탄 광산" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "유황 광부" #: script/localization.js:33 msgid "sulphur mine" msgstr "유황 광산" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "무기 장인" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "풀무장이" #: script/localization.js:36 msgid "bait" msgstr "미끼" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "훈제 고기" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "비늘" #: script/localization.js:39 msgid "compass" msgstr "나침반" #: script/localization.js:40 msgid "laser rifle" msgstr "레이저 소총" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "나무꾼" #: script/localization.js:42 msgid "cloth" msgstr "천" #: script/localization.js:45 msgid "thieves" msgstr "도둑" #: script/localization.js:46 msgid "not enough fur" msgstr "모피가 부족하다" #: script/localization.js:47 msgid "not enough wood" msgstr "나무가 부족하다" #: script/localization.js:48 msgid "not enough coal" msgstr "석탄이 부족하다" #: script/localization.js:49 msgid "not enough iron" msgstr "철이 부족하다" #: script/localization.js:50 msgid "not enough steel" msgstr "강철이 부족하다" #: script/localization.js:51 msgid "not enough sulphur" msgstr "유황이 부족하다" #: script/localization.js:52 msgid "baited trap" msgstr "미끼덫" #: script/localization.js:53 msgid "not enough scales" msgstr "비늘이 부족하다" #: script/localization.js:54 msgid "not enough cloth" msgstr "천이 부족하다" #: script/localization.js:55 msgid "not enough teeth" msgstr "이빨이 부족하다" #: script/localization.js:56 msgid "not enough leather" msgstr "가죽이 부족하다" #: script/localization.js:57 msgid "not enough meat" msgstr "고기가 부족하다" #: script/localization.js:58 msgid "the compass points east" msgstr "나침반이 동쪽을 가리킨다" #: script/localization.js:59 msgid "the compass points west" msgstr "나침반이 서쪽을 가리킨다" #: script/localization.js:60 msgid "the compass points north" msgstr "나침반이 북쪽을 가리킨다" #: script/localization.js:61 msgid "the compass points south" msgstr "나침반이 남쪽을 가리킨다" #: script/localization.js:62 msgid "the compass points northeast" msgstr "나침반이 북동쪽을 가리킨다" #: script/localization.js:63 msgid "the compass points northwest" msgstr "나침반이 북서쪽을 가리킨다" #: script/localization.js:64 msgid "the compass points southeast" msgstr "나침반이 남동쪽을 가리킨다" #: script/localization.js:65 msgid "the compass points southwest" msgstr "나침반이 남서쪽을 가리킨다" #: script/outside.js:5 msgid "Outside" msgstr "바깥" #: script/outside.js:102 msgid "scraps of fur" msgstr "모피 조각" #: script/outside.js:107 msgid "bits of meat" msgstr "고기 토막" #: script/outside.js:112 msgid "strange scales" msgstr "이상한 비늘" #: script/outside.js:117 msgid "scattered teeth" msgstr "흩어진 이빨" #: script/outside.js:122 msgid "tattered cloth" msgstr "누더기 천" #: script/outside.js:127 msgid "a crudely made charm" msgstr "싸구려 장신구" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "침묵의 숲" #: script/outside.js:169 msgid "gather wood" msgstr "나무 모으기" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "밤중에 이방인이 당도한다" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "지쳐보이는 가족이 오두막에 자리를 튼다." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "작은 집단이 도착한다. 먼지투성이에 뼈만 남았다." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "큰 무리가 당도하고, 걱정과 희망이 교차한다." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "마을이 성장한다. 사람들이 소문을 듣는 것 같다." #: script/outside.js:452 msgid "pop " msgstr "인구 " #: script/outside.js:457 msgid "forest" msgstr "숲" #: script/outside.js:460 msgid "village" msgstr "마을" #: script/outside.js:543 msgid "check traps" msgstr "덫 확인" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "외로운 오두막" #: script/outside.js:566 msgid "A Tiny Village" msgstr "작은 마을" #: script/outside.js:568 msgid "A Modest Village" msgstr "보통 마을" #: script/outside.js:570 msgid "A Large Village" msgstr "큰 마을" #: script/outside.js:572 msgid "A Raucous Village" msgstr "북적북적한 마을" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "하늘은 회색이고 바람은 계속 분다" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "마른 솔과 죽은 가지가 숲의 바닥을 채운다" #: script/outside.js:621 msgid "the traps contain " msgstr "덫에서 무언가 찾았다. " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "흙길" #: script/path.js:37 msgid "supplies:" msgstr "보급품:" #: script/path.js:43 msgid "embark" msgstr "출발" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "나침반이 가리킨다" #: script/path.js:102 msgid "perks:" msgstr "특기:" #: script/path.js:132 msgid "none" msgstr "없음" #: script/path.js:142 msgid "armour" msgstr "갑옷" #: script/path.js:153 msgid "water" msgstr "물" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "공간 {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "무게" #: script/path.js:255 msgid "available" msgstr "사용 가능" #: script/room.js:16 msgid "trap" msgstr "덫" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "일꾼이 밖에서 어슬렁거리는 동물을 잡을 덫을 만들 수 있다고 한다" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "더 많은 동물을 잡을 수 있는 덫이다" #: script/room.js:21 msgid "more traps won't help now" msgstr "더 이상의 덫은 필요없는 듯 하다" #: script/room.js:31 msgid "cart" msgstr "수레" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "일꾼이 나무를 가져올 때 쓸 수 있는 수레를 만들 수 있다고 한다" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "엉성한 수레로 숲에서 더 많은 나무를 가져올수 있을 것 같다" #: script/room.js:44 msgid "hut" msgstr "오두막" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "일꾼이 떠돌이들이 더 많다고, 그들도 일을 할 수 있다고 한다." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "일꾼이 저 숲 속에 오두막을 짓는다. 곧 소문이 퍼지겠지." #: script/room.js:49 msgid "no more room for huts." msgstr "더 이상 오두막을 지을 공간이 없다." #: script/room.js:59 msgid "lodge" msgstr "사냥용 오두막" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "주민들도 사냥을 도울 수 있으니, 기회를 주자" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "사냥용 오두막을 숲 속에, 마을 한참 밖에 지었다" #: script/room.js:74 msgid "trading post" msgstr "교역소" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "교역소는 거래하기 쉽게 도와준다" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "이제 유목민들이 가게를 차릴 곳이 생겼으니, 한동안 여기 머무를 테다" #: script/room.js:88 msgid "tannery" msgstr "무두실" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "일꾼은 가죽이 쓸모 있을거라 한다. 주민들이 가죽을 만들 수 있다고 한다." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "무두실을 순식간에, 마을 가에 세웠다" #: script/room.js:102 msgid "smokehouse" msgstr "훈연실" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "훈제하지 않으면 고기가 상한다. 일꾼은 훈연실을 만들 수 있다고 한다." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "훈연실이 완성되었다. 일꾼은 배고파보인다." #: script/room.js:116 msgid "workshop" msgstr "작업장" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "일꾼은 도구가 있다면 더 좋은 물건을 만들 수 있다고 한다" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "작업장이 마침내 완성되었다. 일꾼이 기뻐보인다" #: script/room.js:131 msgid "steelworks" msgstr "제철소" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "일꾼은 도구만 주어진다면, 주민들도 철을 만들수있다고 한다" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "제철소에 연기가 피어오르자 마을도 뿌옇게 되었다" #: script/room.js:146 msgid "armoury" msgstr "무기고" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "일꾼이 총알을 꾸준히 찍어낼 수 있으면 좋을 것이라고 한다" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "무기고 완성. 옛 무기를 다시 사용할수 있다." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "어둠을 쫒기 위한 횃불" #: script/room.js:173 msgid "waterskin" msgstr "물주머니" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "물주머니로 물을 더 담을 수 있다, 조금이지만" #: script/room.js:185 msgid "cask" msgstr "물통" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "물통은 긴 여행에 충분한 물을 저장할 수 있다" #: script/room.js:198 msgid "water tank" msgstr "물탱크" #: script/room.js:202 msgid "never go thirsty again" msgstr "이제 더 이상 목마르지 않아도 된다" #: script/room.js:211 msgid "bone spear" msgstr "뼈 창" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "우아하지는 않지만, 찌르기에는 꽤나 좋은 창이다" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "자루" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "더 많이 가져갈 수 있으면 더 많은 곳을 탐험할 수 있다" #: script/room.js:235 msgid "wagon" msgstr "마차" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "마차는 많은 물건을 실을 수 있다" #: script/room.js:248 msgid "convoy" msgstr "짐차" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "짐차는 뭐든지 다 실을 수 있다" #: script/room.js:262 msgid "l armour" msgstr "가죽 갑옷" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "가죽은 튼튼하지는 않다. 그래도 누더기보다는 낫지." #: script/room.js:274 msgid "i armour" msgstr "철갑옷" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "철은 가죽보다 튼튼하다" #: script/room.js:286 msgid "s armour" msgstr "강철갑옷" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "강철은 철보다 튼튼하다" #: script/room.js:298 msgid "iron sword" msgstr "철검" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "날카로운 검이다. 밖에서 몸을 지키기 좋을 것 같다." #: script/room.js:311 msgid "steel sword" msgstr "강철검" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "강철는 단단하고, 그 날은 날카롭다." #: script/room.js:324 msgid "rifle" msgstr "소총" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "흑색 화약와 총알, 마치 옛 시절처럼." #: script/room.js:458 msgid "Room" msgstr "방" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "어두운 방" #: script/room.js:498 msgid "light fire" msgstr "불 피우기" #: script/room.js:508 msgid "stoke fire" msgstr "불 때기" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "방은 {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "불이 {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "여자가 불 가에 서 있다. 도와줄 수 있다고, 손재주가 있다고 한다." #: script/room.js:580 msgid "freezing" msgstr "너무 춥다" #: script/room.js:581 msgid "cold" msgstr "춥다" #: script/room.js:582 msgid "mild" msgstr "포근하다" #: script/room.js:583 msgid "warm" msgstr "따스하다" #: script/room.js:584 msgid "hot" msgstr "뜨겁다" #: script/room.js:596 msgid "dead" msgstr "죽었다" #: script/room.js:597 msgid "smoldering" msgstr "사그라든다" #: script/room.js:598 msgid "flickering" msgstr "깜빡인다" #: script/room.js:599 msgid "burning" msgstr "타오른다" #: script/room.js:600 msgid "roaring" msgstr "이글거린다" #: script/room.js:604 msgid "A Firelit Room" msgstr "불이 지펴진 방" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "불을 땔 나무가 없다" #: script/room.js:655 msgid "the wood has run out" msgstr "나무가 다 떨어졌다" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "불빛이 창문 밖으로, 어둠 속으로 퍼져나간다" #: script/room.js:688 msgid "builder stokes the fire" msgstr "일꾼이 불을 땐다" #: script/room.js:718 msgid "the wind howls outside" msgstr "바깥에는 바람이 윙윙 분다" #: script/room.js:719 msgid "the wood is running out" msgstr "나무가 떨어져 간다" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "누더기를 걸친 여자가 문으로 들어와 구석에 쓰러진다" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "" "여자는 부들부들 떨며 나지막이 중얼거린다. 무슨 말인지 알아들을 수 없다." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "구석의 여자는 부들거리기를 멈춘다. 숨이 바르게 돌아온다." #: script/room.js:760 msgid "stores" msgstr "창고" #: script/room.js:779 msgid "weapons" msgstr "무기" #: script/room.js:914 msgid "total" msgstr "전체" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "부족한 물건: " #: script/room.js:951 msgid "builder just shivers" msgstr "일꾼은 그냥 떨기만 한다" #: script/room.js:1054 msgid "build:" msgstr "일꾼" #: script/room.js:1061 msgid "craft:" msgstr "작업장" #: script/room.js:1068 msgid "buy:" msgstr "교역소" #: script/ship.js:11 msgid "Ship" msgstr "우주선" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "오래된 우주선" #: script/ship.js:38 msgid "hull:" msgstr "선체:" #: script/ship.js:44 msgid "engine:" msgstr "엔진:" #: script/ship.js:51 msgid "reinforce hull" msgstr "선체 보강" #: script/ship.js:60 msgid "upgrade engine" msgstr "엔진 향상" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "이륙" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "파편으로 찬 구름 위에는 부유선이 하나 떠 있다. 이 구질구질한곳에 너무 오래있" "었다." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "외계 합금이 부족하다" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "떠날 준비가 되었는가?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "여기를 떠날 시간이다. 다신 돌아오지 않으리라." #: script/ship.js:150 msgid "linger" msgstr "머물기" #: script/space.js:42 msgid "hull: " msgstr "선체:" #: script/space.js:76 msgid "Troposphere" msgstr "대류권" #: script/space.js:78 msgid "Stratosphere" msgstr "성층권" #: script/space.js:80 msgid "Mesosphere" msgstr "중간권" #: script/space.js:82 msgid "Thermosphere" msgstr "열권" #: script/space.js:84 msgid "Exosphere" msgstr "외기권" #: script/space.js:86 msgid "Space" msgstr "우주" #: script/space.js:424 msgid "score for this game: {0}" msgstr "이 게임의 총 점수: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "총 점수: {0}" #: script/world.js:46 msgid "punch" msgstr "때리기" #: script/world.js:52 msgid "stab" msgstr "찌르기" #: script/world.js:58 msgid "swing" msgstr "휘두르기" #: script/world.js:64 msgid "slash" msgstr "베기" #: script/world.js:70 msgid "thrust" msgstr "치기" #: script/world.js:76 msgid "shoot" msgstr "쏘기" #: script/world.js:83 msgid "blast" msgstr "터뜨리기" #: script/world.js:90 msgid "lob" msgstr "던지기" #: script/world.js:97 msgid "tangle" msgstr "옭아매기" #: script/world.js:119 msgid "An Outpost" msgstr "전초 기지" #: script/world.js:120 msgid "Iron Mine" msgstr "철 광산" #: script/world.js:121 msgid "Coal Mine" msgstr "석탄 광산" #: script/world.js:122 msgid "Sulphur Mine" msgstr "유황 광산" #: script/world.js:123 msgid "An Old House" msgstr "오래된 집" #: script/world.js:124 msgid "A Damp Cave" msgstr "축축한 동굴" #: script/world.js:125 msgid "An Abandoned Town" msgstr "버려진 마을" #: script/world.js:126 msgid "A Ruined City" msgstr "황폐한 도시" #: script/world.js:127 msgid "A Crashed Starship" msgstr "추락한 우주선" #: script/world.js:128 msgid "A Borehole" msgstr "시추공" #: script/world.js:129 msgid "A Battlefield" msgstr "전장" #: script/world.js:130 msgid "A Murky Swamp" msgstr "늪지대" #: script/world.js:134 msgid "A Destroyed Village" msgstr "파괴된 마을" #: script/world.js:256 msgid "water:{0}" msgstr "물:{0}" #: script/world.js:283 msgid "pockets" msgstr "주머니" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "체력: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "적당한 보호장비 없이 이렇게 멀리 나오는것은 위험하다" #: script/world.js:351 msgid "safer here" msgstr "여긴 안전하다" #: script/world.js:451 msgid "the meat has run out" msgstr "고기가 다 떨어졌다" #: script/world.js:456 msgid "starvation sets in" msgstr "허기가 밀려온다" #: script/world.js:481 msgid "there is no more water" msgstr "물이 더 이상 없다" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "너무 목이 마르다" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "나뭇잎이 말라간다. 노란 잎은 바람에 부스럭거린다." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "나무가 보이지 않는다. 메마른 땅과 날리는 먼지만이 대신 남아있다." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "지평선 저쪽엔 나무들이다. 떨어진 나뭇잎과 마른 가지가 땅을 덮어간다." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "풀이 듬성듬성해 진다. 곧 흙먼지만 보이게 된다." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "죽어가는 풀로 가득한 황무지에서, 메마른 바람만이 불어온다." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "흙먼지 속에서 비비 틀린 나무의 장벽이 솟아 있다. 앙상한 가지가 머리 위에 무성" "하다." #: script/world.js:817 msgid "Wanderer" msgstr "방랑자" #: script/world.js:822 msgid "The Village" msgstr "마을" #: script/world.js:851 msgid "the world fades" msgstr "세상이 캄캄해진다" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "물을 채웠다" #: script/world.js:982 msgid "A Barren World" msgstr "불모지" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "사나운 짐승" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "사나운 짐승" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "사나운 짐승이 죽었다" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "사나운 짐승이 갑자기 튀어나왔다" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "수척한 사람" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "수척한 사람" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "수척한 사람이 죽었다" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "수척한 사람이, 눈빛에 광기를 담고 다가온다" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "이상한 새" #: script/events/encounters.js:89 msgid "strange bird" msgstr "이상한 새" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "이상한 새가 죽었다" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "이상하게 생긴 새가 평야를 가로질러 날아온다" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "덜덜 떠는 사람" #: script/events/encounters.js:127 msgid "shivering man" msgstr "덜덜 떠는 사람" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "덜덜 떠는 사람이 죽었다" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "덜덜 떠는 사람이 다가와 놀라울 정도로 거센 공격을 한다" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "인간 사냥꾼" #: script/events/encounters.js:169 msgid "man-eater" msgstr "인간 사냥꾼" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "인간 사냥꾼이 죽었다" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "커다란 동물이, 살점과 피가 묻은 발톱으로 공격해 온다" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "좀도둑" #: script/events/encounters.js:206 msgid "scavenger" msgstr "좀도둑" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "좀도둑이 죽었다" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "좀도둑이 다가오며, 내 물건에 욕심을 낸다" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "큰 도마뱀" #: script/events/encounters.js:248 msgid "lizard" msgstr "도마뱀" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "도마뱀이 죽었다" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "수풀이 요동치더니 큰 도마뱀이 나타났다" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "떠도는 공포" #: script/events/encounters.js:286 msgid "feral terror" msgstr "떠도는 공포" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "떠도는 공포가 죽었다" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "생각도 못한 사나운 모습의 동물 한 마리가, 나뭇잎을 박차고 나온다" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "군인" #: script/events/encounters.js:323 msgid "soldier" msgstr "군인" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "군인이 죽었다" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "사막 너머에서 군인 하나가 총을 쏜다" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "저격수" #: script/events/encounters.js:366 msgid "sniper" msgstr "저격수" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "저격수가 죽었다" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "총소리가 긴 풀숲 너머에서 들려 온다" #: script/events/global.js:6 msgid "The Thief" msgstr "도둑" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "주민들이 창고에서 꾀죄죄한 사람을 하나 잡았다." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "창고를 뒤지고 있었다고 한다." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "본보기를 보여주어야 한다고 한다." #: script/events/global.js:17 msgid "a thief is caught" msgstr "도둑을 잡았다" #: script/events/global.js:21 msgid "hang him" msgstr "목을 매단다" #: script/events/global.js:25 msgid "spare him" msgstr "풀어준다" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "주민들은 창고 앞에서 도둑의 목을 매단다." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "본보기가 되었는지, 며칠 뒤에 사라진 물건이 되돌아왔다." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "도둑은 정말 고맙다며, 다시는 오지 않겠다고 한다." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "도둑은 떠나기 전 은신술을 알려주었다." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "망가진 덫" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "덫 몇 개가 반으로 쪼개져 있다." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "숲속으로 발자국이 나있다." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "덫 몇 개가 완전히 부서져 있다." #: script/events/outside.js:26 msgid "track them" msgstr "쫓아가기" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "무시하기" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "몇 분 동안 쫓아가다 보니 자취가 사라진다." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "숲은 고요하다." #: script/events/outside.js:40 msgid "nothing was found" msgstr "아무 것도 찾지 못했다." #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "집으로" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "마을에서 얼마 못가 큰 짐승을 발견했다. 짐승의 가죽은 피로 덮여있다." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "조금 반항을 했지만 칼로 제압했다." #: script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "사나운 짐승이 죽었다" #: script/events/outside.js:69 msgid "Fire" msgstr "화재" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "오두막 하나가 불길에 휩싸이고, 완전히 타버린다." #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "오두막의 모든 주민이 불길에 타 죽는다." #: script/events/outside.js:79 msgid "a fire has started" msgstr "마을에 불이 난다" #: script/events/outside.js:86 msgid "mourn" msgstr "애도하기" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "마을 사람 몇 명이 죽었다" #: script/events/outside.js:95 msgid "Sickness" msgstr "질병" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "질병이 마을에 퍼지고있다." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "약이 당장 필요하다." #: script/events/outside.js:105 #, fuzzy msgid "some villagers are ill" msgstr "마을 사람 몇 명이 죽었다" #: script/events/outside.js:109 msgid "1 medicine" msgstr "약 1개" #: script/events/outside.js:114 msgid "ignore it" msgstr "무시하기" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "질병이 제때 치유되었다." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "환자들이 치유되었다." #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "질병이 마을에 퍼진다." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "낮은 장례를 지내며 지나갔다." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "밤에는 통곡이 끊이지 않는다." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "환자들이 죽었다." #: script/events/outside.js:153 msgid "Plague" msgstr "전염병" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "끔찍한 전염병이 마을에 빠르게 번진다." #: script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "전염병이 마을을 뒤덮는다." # command #: script/events/outside.js:168 msgid "buy medicine" msgstr "약 구입" #: script/events/outside.js:174 msgid "5 medicine" msgstr "약 5개" #: script/events/outside.js:179 msgid "do nothing" msgstr "무시" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "전염병이 더 이상은 퍼지지 않는다." #: script/events/outside.js:187 msgid "only a few die." msgstr "몇 명만이 죽는다." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "다른 주민들은 죽은 이들을 묻는다." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "전염병이 마침내 진정되었다." #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "전염병이 마을을 뒤덮는다." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "죽기만을 바랄 수 밖에." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "주민이 거의 전멸했다." #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "맹수 습격" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "수 많은 맹수들이 나무에서 나타난다." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "온힘을 다해 피튀기며 싸우자 맹수들은 되돌아간다." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "주민들은 죽은 이들을 위해 눈물을 흘리며 물러선다." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "야수들이 주민들을 공격한다." #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "육식동물들은 먹이가 된다. 가격이 부당하다." #: script/events/outside.js:258 msgid "A Military Raid" msgstr "군대 습격" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "나무 사이로 총소리가 메아리친다." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "완전 무장한 사람들이 숲에서 뛰쳐나오며, 주민들에게 총을 쏜다." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "저들은 접전 끝에 후퇴하지만, 사상자를 남겼다." #: script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "전염병이 마을을 뒤덮는다." #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "전쟁은 피에 굶주렸다." #: script/events/room.js:6 msgid "The Nomad" msgstr "유목민" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "유목민이 멀리서, 얼기설기 엮어 만든 배낭에 물건을 담고 나타난다." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "어디서 왔는지는 밝히지 않지만, 여기도 오래 있지는 않을 게 틀림 없다." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "유목민이 나타나서, 거래를 청한다" #: script/events/room.js:20 msgid "buy scales" msgstr "비늘 사기" #: script/events/room.js:25 msgid "buy teeth" msgstr "이빨 사기" #: script/events/room.js:30 msgid "buy bait" msgstr "미끼 사기" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "덫은 미끼가 있으면 더 효과적이다." #: script/events/room.js:39 msgid "buy compass" msgstr "나침반 사기" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "낡은 나침반은 찌그러지고 먼지 투성이지만, 그래도 쓸 수 있다." #: script/events/room.js:45 script/events/room.js:227 script/events/room.js:240 #: script/events/room.js:253 script/events/room.js:309 #: script/events/room.js:332 script/events/room.js:388 #: script/events/room.js:411 script/events/room.js:450 #: script/events/room.js:568 script/events/room.js:584 #: script/events/room.js:600 script/events/room.js:611 msgid "say goodbye" msgstr "작별하기" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "잡음" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "벽 너머로 질질 끄는 소리가 들린다." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "무얼 하려는 건지 모르겠다." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "이상한 소리가 벽 너머로 들려온다." #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "조사하기" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "희미한 형태가 움직이는 것을 포착했다." #: script/events/room.js:79 msgid "the sounds stop." msgstr "소리가 멈춘다." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "되돌아간다" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "조잡한 모피로 감싼 막대가 문 앞에 놓여있다." #: script/events/room.js:92 msgid "the night is silent." msgstr "밤은 고요하다." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "창고에서 긁히는 소리가 난다." #: script/events/room.js:112 msgid "something's in there." msgstr "안에 무언가 있다." #: script/events/room.js:114 msgid "something's in the store room" msgstr "창고 안에 무언가 있다" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "나무가 조금 사라져있다." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "땅에는 작은 비늘이 흩어져있다" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "땅에는 작은 이빨이 흩어져있다." #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "땅에는 천조각이 흩어져있다." #: script/events/room.js:190 msgid "The Beggar" msgstr "거지" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "거지가 찾아온다." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "밤을 따뜻이 보내도록 남는 모피를 나눠달라고 한다." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "거지가 찾아온다" #: script/events/room.js:204 msgid "give 50" msgstr "50개 주기" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "100개 주기" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "그냥 보내기" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "거지는 고마움을 표시한다." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "작은 비늘을 놓고간다." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "작은 이빨을 놓고간다." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "천조각을 놓고간다." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "수상한 떠돌이" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "빈 수레를 끌고 떠돌이가 나타난다. 나무를 주면 더 많은 나무를 가져온다고 한다." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "일꾼은 이 사람이 믿을만 한지 모른다." #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "수상한 떠돌이가 나타난다" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "500개 주기" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "나무를 가득 싣고, 떠돌이가 떠난다" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "수상한 떠돌이가 수레에 나무를 가득 싣고 돌아온다." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "빈 수레를 끌고 떠돌이가 나타난다. 모피를 주면 더 많은 모피를 가져온다고 한다." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "일꾼은 이 사람이 믿을만 한지 모른다." #: script/events/room.js:365 msgid "turn her away" msgstr "그냥 보내기" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "수레 가득 모피를 싣고, 떠돌이가 떠난다" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "수상한 떠돌이가 수레에 모피를 가득 싣고 돌아온다." #: script/events/room.js:420 msgid "The Scout" msgstr "정찰꾼" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "정찰꾼은 안 가본 데가 없다고 한다." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "돈을 내면 이야기를 들을 수 있다." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "정찰꾼이 하룻밤 묵어간다" #: script/events/room.js:434 msgid "buy map" msgstr "지도 사기" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "지도는 세상을 조금 보여준다" #: script/events/room.js:440 msgid "learn scouting" msgstr "정찰술 배우기" #: script/events/room.js:459 msgid "The Master" msgstr "명인" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "늙은 나그네가 나타난다." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "따뜻한 미소를 지으며 밤을 지낼 오두막을 청한다." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "늙은 나그네가 나타난다" #: script/events/room.js:473 msgid "agree" msgstr "받아들이기" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "나그네는 댓가로 지혜를 나눠준다." #: script/events/room.js:493 msgid "evasion" msgstr "회피" #: script/events/room.js:503 msgid "precision" msgstr "정확" #: script/events/room.js:513 msgid "force" msgstr "무력" #: script/events/room.js:532 msgid "The Sick Man" msgstr "병든 사람" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "한 사람이 기침을 하며 비틀비틀 다가온다." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "약을 구걸한다." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "병든 사람이 비틀비틀 다가온다" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "약 1개 주기" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "병든 사람은 약을 얼른 삼켜버린다" #: script/events/room.js:552 msgid "tell him to leave" msgstr "떠나라고 한다" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "병든 사람은 고마워 한다." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "댓가를 남긴다." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "여행을 하며 얻은 이상한 금속." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "여행을 하면서 얻은 빛나는 상자" #: script/events/room.js:593 msgid "all he has are some scales." msgstr "이 사람이 가진 건 비늘 몇 개 뿐이다." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "그 사람은 고마워하며 비틀비틀 떠난다." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "전초 기지" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "야외의 안전한 장소." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "눅눅한 늪" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "썩어가는 갈대가 축축한 진흙에서 머리를 내민다." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "개구리 한 마리가 더러운 늪에 가만히 앉아있다." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "답답한 공기 아래에서 늪은 썩어 간다." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "들어가기" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "늪지 깊은 곳에 이끼로 뒤덮힌 오두막이 있다." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "떠돌이 노인이 안에 앉아, 무아지경에 빠져 있다." #: script/events/setpieces.js:61 msgid "talk" msgstr "이야기하기" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "노인은 장신구를 들더니 서서히 끄덕거린다." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "새로운 세상으로 떠나는 거대한 선단을 이끌었다고 이야기한다." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "도무지 이해할 수 없는 파괴와 정복자의 욕심을 채우는 약탈." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "지금, 여기에서는, 속죄하고 있다." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "축축한 동굴" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "동굴의 입구는 넓고 어두웠다." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "안은 들여다 볼 수 없다." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "이곳은 땅은, 오랜 상처를 견뎌온 것처럼 갈라져있다" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "안으로 들어가기" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "화들짝 놀란 짐승이 집을 지키려 한다" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "계속 가기" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "동굴 떠나기" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "동굴이 몇 발짝 너비로 좁아진다." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "벽은 축축하고 이끼로 덮여있다" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "비집고 들어가기" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "동굴 안쪽에 오래된 야영지가 남아있다." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "찢어지고 새까매진 침낭이 먼지에 얇게 덮여있다." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "나그네의 시체가 작은 동굴 안에 놓여있다." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "썩어 들어가기 시작했고, 사라진 부분도 있다." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "여기 남은 부분은 뭔지 잘 모르겠다." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "횃불이 흔들리더니 축축한 공기 탓에 꺼진다" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "아무것도 볼 수 없는 어둠이 내려앉는다" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "횃불이 꺼진다" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "동굴 도마뱀이 공격한다" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "큰 짐승이 난데없이 나타난다" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "큰 도마뱀이 앞으로 다가온다" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "동굴 뒤편에는 큰 동물의 집이 있다." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "동굴의 뒤편에는 물건이 조금 숨겨져 있다." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "두꺼운 먼지로 뒤덮인 낡은 상자가 바위 뒤에 끼어있다." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "황폐한 도시" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "작은 도시가 눈 앞에 보이고, 그을리고 칠이 벗겨진 빈 집이 가득하다." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "가로등은 부서져서 녹슬었다. 오랫동안 불빛이 들어온 적이 없다." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "마을은 버려졌고, 주민들은 죽은지 오래다" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "둘러보기" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "학교의 창문은 박살나지는 않았지만 시커멓게 그을렸다." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "문은 바람에 날려 정처없이 끼익거린다." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "마을 떠나기" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "거리에서 습격을 당한다." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "저 편에 누군가 빼앗은 듯한 건물이 보인다." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "더러운 창 너머로 초록 십자가가 희미하게 보인다." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "녹슨 사물함 안에 약간의 보급품이 담겨있다." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "좀도둑이 문 안에서 기다리고 있다." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "짐승 한 마리가 수풀이 무성한 공터에 홀로 서 있다." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "짐마차가 자빠져서 엉망진창인 거리 주위에 널부러져 있다." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "좀도둑이 이미 털어 간 모양이지만, 그래도 아직 챙길만한 물건이 남아있다." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "미친 사람이 날카롭게 울부짖으며 공격해온다." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "불한당이 그림자 사이에서 나타난다." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "난장판이 된 교실에서 짐승이 뛰쳐 나온다." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "커다란 체육관 문 너머로, 발자국 소리가 들린다." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "횃불이 복도를 희미하게 밝히며 깜빡인다." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "발자국 소리는 멈춘다." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "다른 동물 한 마리가 소리에 이끌려, 나무를 박차고 펄쩍 뛴다." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "길 저편에서 뭔가가 소란을 피우고있다." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "싸움이겠지, 아마도." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "작은 음식 바구니가 공원 밴치 아래에 숨겨져 있다. 쪽지가 남겨져 있다." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "글씨를 알아볼 수 없다." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "겁에 질린 좀도둑이 괴성을 지르며 문을 박찬다." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "한 사람이 나그네의 시체 위에 서 있다. 혼자가 아니다." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "좀도둑은 학교 안에 조그만 거처를 차려 두었다." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "모아놓은 잡동사니가 마치 하늘에서 떨어져 내린 듯이 바닥에 널려있다." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "좀도둑은 여기서 보급품을 찾고있던 모양이다." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "한번 뭘 수집했는지 살펴보자." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "방랑자의 누더기 아래에 무슨 금속 조각이 보인다." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "죽일만한 가치가 있었던 것 같다." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "눈에는 눈이라는 말이 맞는 것 같다." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "지금까지는 틀린 적이 없다." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "뼈를 주우면서 쓸모있는 작은 물건을 찾았다." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "서랍 안에 약 몇 개가 버려져 있다." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "병원은 약탈당한 모양이다." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "먼지와 얼룩만이 남아있다." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "폐허 도시" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "찌그러진 고속도로 표지판이 한 때는 번성했던 이 도시의 입구에 서 있다." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "무너지지 않은 건물은 땅에서 마치 고대 동물들의 갈비뼈처럼 솟아 올랐다." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "쓸모있는 것이 안에 있을 지도 모른다." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "쇠락한 도시의 건물만이 지평선을 뒤덮고 있다" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "거리는 비어있다." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "공기는 먼지로 가득하고, 거센 바람이 가차없이 불어 댄다." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "도시 떠나기" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "주황색 신호등이 부숴진 채 도로 맞은편에 서있다." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "건물 사이로, 골목 사이로, 빛이 비춘다." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "판자촌이 거리를 따라 멀리 멀리 제 멋대로 뻗어 있다." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "그을음과 피로 까매진 얼굴이, 비뚤비뚤한 오두막에서 나를 쳐다본다." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "버려진 병원이 저 앞에 보인다." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "오래된 건물은 별로 나쁜 상태는 아닌것 같다." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "불타버린 자동차의 잔해가 문을 막고 있다." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "하지만 1층의 창문이 거의 다 깨져 있다." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "큰 도마뱀이 옛 지하철 역 속에서 튀어나온다." #: script/events/setpieces.js:1368 msgid "descend" msgstr "내려가기" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "빈 거리에서 총소리가 메아리친다." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "건물 사이에서 군인 한 명이 소총을 들고 나타난다." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "허약한 사람이 두 손을 불끈 쥐고, 길을 막고 있다." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "눈을 내리깔고 있을 뿐이다." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "여기 사람들은 이미 오래 전에 정신이 나갔다." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "빈 복도." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "이미 좀도둑들이 휩쓸고 지나갔다." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "외과용 메스를 휘두르면서 늙은이가 문을 박차고 나온다." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "불한당이 벽 맞은편에서 기다리고 있었다." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "사나운 짐승 한 마리가 자동차 뒤에서 뛰어오르며 나타난다." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "지하철 승강장 위의 도로는 완전히 날아갔다." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "더러운 미로에 조금이나마 빛이 들게 된 셈이다." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "소리는 저 위에 터널 쪽에서 나는 것 같다." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "야영장 같이 보이는 것이 저 편에 있다." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "녹슨 철망이 골목에 넘어져 있다." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "그 너머의 공터가 불타고 있다." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "더 많은 목소리가 들린다." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "여기에 온 이유가 있겠지." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "총소리가 바람에 같이 메아리친다." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "저편의 도로는 불빛으로 가득하다." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "부랑자들이 주위에 가득하다." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "누군가가 돌을 던진다." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "갓길에는 허름한 가게가 지어져 있다." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "주인이 흔들림 없이 서 있다." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "갓길에는 고깃덩어리가 말라가고 있다." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "사람들은 눈길을 피하며 뒷걸음질친다." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "누군가 수술실의 문을 잠그고 막아 놓았다." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "늙은 부랑자 무리가 병실에 거처를 꾸몄다." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "도마뱀 무리가 모퉁이를 돌고 있다." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "이 병실에서는 고깃덩어리를 말리고 있다." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "계단 위에는 큰 새 둥지가 있다." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "여기는 더 많은 파편이 있다." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "잔해 더미 안에 쓸모 있는게 있을지도 모른다." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "들쥐 무리가 터널을 부리나케 가로지른다." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "거구의 사람이 총검을 흔들며 공격해 온다." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "두 번째 군인이 총을 쏜다." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "위장한 군인이 모퉁이를 돌고, 권총을 빼 든다" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "사람들이 앞으로 밀려온다." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "젊은이 하나가 나뭇가지를 휘두르며 나타난다." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "부랑자가 작은 오두막 문 앞에 우뚝 서있다." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "문 뒤에서, 알아볼 수 없는 형체가 잠에서 깨어나 공격한다." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "문이 조금 열리자마자 수백 개의 촉수가 솟아 오른다." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "새가 반짝이는 것을 좋아하는 게 분명하다." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "둥지 여기저기에 좋은 물건이 몇 개 얽혀 있다." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "여기는 별 게 없다." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "좀도둑들이 먼저 다녀간 게 틀림없다." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "다른 승강장에서 터널을 발견한다." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "벽은 옛 전쟁 때 불에 그을렸다." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "양 편의 시신과 보급품이 바닥에 흩어져 있다." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "작은 전초 기지는 보급품으로 가득하다." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "전쟁 유물인 무기와 탄약이 창고층에 가지런히 놓여있다." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "예전과 똑같이 치명적인 무기이다." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "시신을 뒤지다가 보급품을 발견했다." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "군인들이 더 있을 것 같다." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "이제 가야겠다." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "이 작은 마을은 불타기 시작한지 얼마 안된 게 분명하다." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "여기 살던 떠돌이들이 시체가 아직도 불길 속에서 보인다." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "아직 약간의 보급품을 건질 시간은 있다." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "남은 주민들은 재난을 피해 피난을, 가진건 모두 버리고 떠난다." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "별로 많지는 않지만, 그래도 쓸모 있는 것도 찾을 수 있다." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "젊은 주민이 마대 자루를 지고 있었다." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "여행 도구와 자질구레한 장신구가 몇 개 담겨 있다." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "여기엔 이제 아무것도 없는 것 같다." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "오두막 안에는 아이가 울고 있다." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "몇 가지 물건은 벽에 기대어 있다." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "수술실은 썩어가는 시체의 악취가 그득하다." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "물건 몇 개가 바닥에 흩어져 있다." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "그 밖에 다른 것은 없다." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "복도 끝에는 멀쩡한 약장이 남아있다." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "병원의 다른 쪽은 모두 비어있다." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "누군가가 전리품을 여기에 쌓아놓고 있었다." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "촉수 괴물을 죽였다." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "안에는 희생자들의 잔해가 온통 널려 있다." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "온 몸이 뒤틀린 사람이 죽어있다." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "수술실에는 처음보는 장비가 잔뜩 있다." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "늙은이는 흥미로운 물건으로 가득 찬 작은 상자를 갖고 있다." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "오래된 집" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "오래된 집이다. 원래는 하얀 벽이 누렇고 벗겨지기 시작했다." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "문이 열려있다." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "오래된 집의 잔해가 단순하던 시절의 상징처럼 서 있다" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "집은 버려졌지만, 아무도 건드리지 않았다." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "오래된 우물에는 아직도 물이 몇 방울 남아 있다." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "집은 이미 약탈당했다." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "그렇지만 마룻바닥을 뜯자 아래에는 약통이 숨겨져 있다." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "복도에서 한 남자가 녹슨 칼을 들고 달려온다." #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "잊혀진 전장" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "예전에 여기서 전쟁이 일어난 모양이다." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "망가진 도구들이 파괴된 조경 아래 얌전히 잠들어있다." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "거대한 시추공" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "땅 속 깊이 커다란 구멍이 파여있다. 누군가 한 몫 잡은 흔적이다." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "필요한 것을 챙기고 나서는 떠났다." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "벼량 끝에는 버려진 초대형 드릴이 아직 남아있다." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "부서진 우주선" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "여행선의 익숙한 곡선이 먼지와 재 사이로 모습을 드러낸다." #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "원주민들이 작동법을 몰라서 다행이다." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "조금만 손보면, 다시 날 수도 있다." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "인양하기" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "유황 광산" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "광산 입구에는 이미 군대가 자리잡고 있다." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "군인들이 주위를, 어깨에 소총을 매고 순찰한다." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "광산 주위에는 군인들의 경계가 삼엄하다." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "공격" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "경계 하던 군인이 총을 쏜다." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "도망가기" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "두 번째 군인이 끼어든다." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "반백의 군인이 총검을 휘두르며 공격한다." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "군대를 모두 정리했다." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "이제 일꾼들이 마음 놓고 일할 수 있다." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "유황 광산은 이제 위험하지 않다." #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "석탄 광산" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "모닥불을 광산 입구에 피워 놨다." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "사람들이 서성거리고, 무기도 들고 있다." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "오래된 광산은 아직 버려지지 않았다" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "어떤 이가 싸움을 걸어온다" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "이제 대장만 남았다." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "광산은 조용하고, 장작타는 소리만이 들려올 뿐이다." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "석탄 광산은 이제 위험하지 않다." #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "철 광산" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "철 광산이 보이고, 버려진 연장은 그대로 녹슬고 있다." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "입구에는 빛바랜 뼈만 흩어져 있다. 잔뜩, 깊이 삐죽삐죽 파여 나가 있다." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "무서운 포효가 어둠에 메아리친다." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "이 길은 버려진 광산으로 향한다" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "커다란 동물이 한달음에 내닫고, 횃불에 요동치는 근육이 비친다" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "동물이 죽었다." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "철 광산은 이제 위험하지 않다." #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "파괴된 마을" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "파괴된 마을이 흙먼지도 뒤덮여 있다." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "숯검댕이가 된 시신이 땅에 널부러져 있다." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "연소장치의 금속성 냄새가 공기 중에 진동 한다." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "마을 한가운데 판잣집이 서 있다." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "안에는 보급품이 있다." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "옛 시대에 만든 물건이 여기 다 있다." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "수확할 때가 되었다." #~ msgid "Export" #~ msgstr "내보내기" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/langs.js ================================================ var langs = { 'cs':'czech', 'de':'deutsch', 'el':'ελληνικά', 'en':'english', 'eo':'esperanto', 'es':'español', 'fr':'français', 'gl':'galego', 'id':'bahasa indonesia', 'it':'italiano', 'lv':'latviešu valoda', 'ja':'日本語', 'ko':'한국어', 'nb':'norsk', 'pl':'polski', 'lt_LT':'lietuvių', 'pt':'português', 'pt_br':'português (brasil)', 'ru':'русский', 'sv':'svenska', 'th':'ไทย', 'tr':'türkçe', 'uk':'українська', 'vi':'tiếng việt', 'zh_cn':'简体中文', 'zh_tw':'繁體中文' }; ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/lt_LT/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/lt_LT/strings.js ================================================ _.setTranslation({"all": "viskas", "not enough leather": "neu\u017etenka odos", "precision": "taiklumas", "the shot echoes in the empty street.": "\u0161\u016bvis nuaidi tu\u0161\u010dioje gatv\u0117je.", "a thug moves out of the shadows.": "i\u0161 \u0161e\u0161\u0117li\u0173 i\u0161nyra banditas.", "leaves a pile of small teeth behind.": "paliek\u0105 kr\u016bvel\u0119 dant\u0173.", "give 1 medicine": "duoti 1 vaist\u0105", "the town lies abandoned, its citizens long dead": "miestelis apleistas, jo gyventojai seniai i\u0161mir\u0119", "medicine is needed immediately.": "skubiai reikia vaist\u0173.", "sniper": "snaiperis", "the scout says she's been all over.": "skaut\u0117 sako jis visur buv\u0119s, visko mat\u0119s.", "armour": "\u0161arvai", "only the chief remains.": "beliko tik vadas.", "bolas": "bola", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "i\u0161 po dulki\u0173 d\u016bkso nedaili susimazgiusi\u0173 med\u017ei\u0173 siena. j\u0173 \u0161akos, lyg griau\u010diai, susipyn\u0119 \u012f auk\u0161t\u0105 ir nyk\u0173 skliaut\u0105.", "lizard": "drie\u017eas", "the young settler was carrying a canvas sack.": "jaunasis naujakurys ne\u0161\u0117si linin\u012f mai\u0161\u0105.", "a man hobbles up, coughing.": "at\u0161lubuoja vyras, jis kosti.", "A Silent Forest": "Tylus Mi\u0161kas", "salvage": "surinkti", "a soldier opens fire from across the desert": "dykumos apsuptyje, pamatai kareiv\u012f. jis pradeda \u0161audyti.", "village": "kaimas", "take everything": "imti visk\u0105", "A Destroyed Village": "Sunaikintas Kaimas", "punches do even more damage.": "sm\u016bgiai dar stipresni", "the compass points north": "kompasas rodo \u012f \u0161iaur\u0119", "the camp is still, save for the crackling of the fires.": "stovykloje tylu, girdisi tik ugnies ple\u0161kesys.", "some of the traps have been torn apart.": "kai kurie sp\u0105stai buvo sumaitoti.", "the grasses thin. soon, only dust remains.": "\u017eol\u0117 merdi. tebeliks dulk\u0117s.", "street above the subway platform is blown away.": "vir\u0161 metro platformos esanti gatv\u0117 susprogdinta.", "A Huge Borehole": "Did\u017eiulis Gr\u0119\u017einys", "strips of meat are hung up to dry in this ward.": "\u010dia d\u017eiovinimui pakabinti m\u0117sos gabalai.", "the path leads to an abandoned mine": "\u0161is kelias veda link apleistos kasyklos.", "lights off.": "i\u0161jungti \u0161viesas.", "A Large Village": "Didelis Kaimas", "not enough sulphur": "neu\u017etenka sieros", "a scavenger draws close, hoping for an easy score": "ie\u0161kodamas lengvo grobio prie tav\u0119s prisli\u016bkina banditas", "can't tell what left it here.": "ne\u017einia kas j\u012f \u010dia paliko.", "a startled beast defends its home": "i\u0161sigand\u0119s \u017ev\u0117ris gina savo namus", "A Modest Village": "Nemenkas Kaimelis", "attack": "pulti", "the stranger is standing by the fire. she says she can help. says she builds things.": "nepa\u017e\u012fstamoji stovi prie ugnies. ji sako galinti pad\u0117ti. ji moka statyti, konstruoti. ", "craft:": "gaminti:", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "durims \u0161iek tiek atsidarius prasiver\u017eia \u0161imtai \u010diuptuv\u0173.", "iron": "gele\u017eis", "scattered teeth": "i\u0161m\u0117tyti dantys", "dodge attacks more effectively": "efektyviai i\u0161vengti puolim\u0173", "a large shanty town sprawls across the streets.": "gatv\u0117mis i\u0161sidriek\u0119s did\u017eiulis l\u016b\u0161nynas.", "learned to look ahead": "i\u0161moko \u017ei\u016br\u0117ti pirmyn", "the remaining settlers flee from the violence, their belongings forgotten.": "lik\u0119 gyventojai b\u0117ga nuo smurto, pamir\u0161dami savo mant\u0105.", "Outside": "Lauke", "it contains travelling gear, and a few trinkets.": "jame yra keliavimo \u012frankiai ir keletas nieku\u010di\u0173.", "a pack of lizards rounds the corner.": "i\u0161 u\u017e kampo i\u0161lenda drie\u017e\u0173 gauja.", "workshop": "dirbtuv\u0117", "ignore it": "nekreipti d\u0117mesio ", "Thermosphere": "Termosfera", "the beast is dead.": "\u017ev\u0117ris nebegyvas.", "always worked before, at least.": "bent anks\u010diau suveikdavo visada.", "camp fires burn by the entrance to the mine.": "lau\u017eai dega prie kasyklos \u012f\u0117jimo.", "the wagon can carry a lot of supplies": "ve\u017eimas gali sutalpinti daug i\u0161tekli\u0173", "men mill about, weapons at the ready.": "aplink vaik\u0161tin\u0117ja ginkluoti vyrai.", "strange scales": "keisti \u017evynai", "the stench of rot and death fills the operating theatres.": "puven\u0173 ir mirties dvokas t\u016bno operacin\u0117se.", "another beast, draw by the noise, leaps out of a copse of trees.": "i\u0161gird\u0119s triuk\u0161m\u0105, i\u0161 br\u016bzgyno i\u0161\u0161oka dar vienas \u017ev\u0117ris.", "grenade": "granata", "builder puts up a hut, out in the forest. says word will get around.": "statytoja mi\u0161ke pastat\u0117 trobel\u0119. ji sak\u0117 \u017eodis pats pasklis.", "some weird metal he picked up on his travels.": "keistas metalo gabaliukas, kur\u012f jis rad\u0119s keliaudamas", "not enough wood": "neu\u017etenka medienos", "a man joins the fight": "vyras prisijungia prie kovos", "there is nothing else here.": "daugiau \u010dia nieko n\u0117ra.", "some weird glowing boxes he picked up on his travels.": "keistos \u017eiban\u010dios d\u0117\u017eut\u0117s, kurias jis rad\u0119s savo kelion\u0117se", "the old man had a small cache of interesting items.": "senolis tur\u0117jo ma\u017e\u0105 saugykl\u0105 piln\u0105 \u012fdomi\u0173 dalyk\u0173.", "safer here": "\u010dia saugiau", "the old tower seems mostly intact.": "senas bok\u0161tas atrodo beveik nepaliestas.", "track them": "sekti p\u0117dsakus", "learned to be where they're not": "i\u0161moko b\u016bti ten, kur j\u0173 n\u0117ra", "coal": "anglis", "bird must have liked shiney things.": "\u0161iam pauk\u0161\u010diui matyt patiko blizgu\u010diai.", "the compass points south": "kompasas rodo \u012f pietus", "a huge hole is cut deep into the earth, evidence of the past harvest.": "\u010dia mil\u017eini\u0161ka, gili skyl\u0117, atlikusi nuo pra\u0117jusio derliaus.", "scavenger had a small camp in the school.": "ie\u0161kotojas mokykloje buvo \u012freng\u0119s ma\u017e\u0105 stovykl\u0105.", "the place has been swept clean by scavengers.": "\u0161i vieta jau ap\u0161varinta ie\u0161kotoj\u0173.", "leather's not strong. better than rags, though.": "oda nepatvari, ta\u010diau geresn\u0117 u\u017e tuos skarmalus.", "the people here were broken a long time ago.": "\u0161ie \u017emon\u0117s jau seniai buvo palau\u017eti.", "something's in there.": "ten ka\u017ekas yra.", "A Ruined Trap": "Sugadinti Sp\u0105stai", "steelworker": "plieno apdirb\u0117jas", "just as deadly now as they were then.": "tokie mirtini kaip ir visada.", "more squatters are crowding around now.": "buriasi vis daugiau gyventoj\u0173.", "go back inside": "gr\u012f\u017eti vidun", "builder just shivers": "statytoja tik dreba", "smokehouse": "r\u016bkykla", "learned to throw punches with purpose": "i\u0161moko ry\u017etingai sm\u016bgiuoti", "descend": "leistis", "flickering": "vis labiau \u012fsikuria", "error while saving to dropbox datastorage": "klaida i\u0161saugojant dropbox duomen\u0173 saugykloje", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "hyper re\u017eimas dvigubai pagreitina \u017eaidim\u0105. \u012fjungti?", "Mesosphere": "Mezosfera", "force": "j\u0117ga", "total": "i\u0161 viso", "medicine": "vaistai", "reinforce hull": "sutvirtinti korpus\u0105", "Troposphere": "Troposfera", "A Scavenger": "Banditas", "turn her away": "nieko neduoti", "a grizzled soldier attacks, waving a bayonet.": "mojuodamas durtuvu puola pra\u017eil\u0119s kareivis.", "bullets": "kulkos", "an old wanderer sits inside, in a seeming trance.": "viduje s\u0117di senas klajoklis, jis panir\u0119s \u012f trans\u0105.", "the compass points east": "kompasas rodo \u012f rytus", "explore": "tyrin\u0117ti", "buy teeth": "pirkti dant\u0173", "bayonet": "durtuvas", "a thief is caught": "vagis sugautas", "he leaves a reward.": "jis palieka atlyg\u012f.", "learned to fight quite effectively without weapons": "i\u0161moko gan efektyviai kautis be ginkl\u0173", "your are connected to dropbox with account / email ": "esate prisijung\u0119 prie dropbox su paskyra / el. pa\u0161tu", "A Deserted Town": "Apleistas Miestelis", "strange bird": "keistas pauk\u0161tis", "total score: {0}": "i\u0161 viso ta\u0161k\u0173:", "the strange bird is dead": "keistas pauk\u0161tis negyvas", "there is no more water": "neb\u0117ra vandens", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "po keliautojo skudurais, vienoje i\u0161 jo rank\u0173 spindi metalas.", "evasion": "vengimas", "a lone frog sits in the muck, silently.": "vieni\u0161a varl\u0117 s\u0117di purvynuose, tyli.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "i\u0161 dulki\u0173 ir pelen\u0173 pakyla pa\u017e\u012fstamos keliautoj\u0173 laivo kreiv\u0117s.", "Sulphur Mine": "Sieros Kasykla", "buy compass": "pirkti kompas\u0105", "Restart?": "Perkrauti?", "the house is abandoned, but not yet picked over.": "namas apleistas, bet dar neapipl\u0117\u0161tas.", "the sulphur mine is clear of dangers": "sieros kasykloje neb\u0117ra pavojaus.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "dykvietes seka merdin\u010dios, sausos \u017eol\u0117s j\u016bra, li\u016bdnai li\u016bliuojanti berg\u017ed\u017eiame v\u0117jyje.", "the sounds stop.": "garsai liaujasi.", "the gaunt man is dead": "palieg\u0117lis negyvas", "an overturned caravan is spread across the pockmarked street.": "apverstas ve\u017eimas i\u0161sita\u0161k\u0119s ant gatv\u0117s.", "A Firelit Room": "Ugnies Ap\u0161viestas Kambarys", "stunned": "apsvaigintas", "leave city": "palikti miest\u0105", "the cave narrows a few feet in.": "po keli\u0173 metr\u0173, ola pradeda siaur\u0117ti.", "turn him away": "duoti \u0161pyg\u0105", "something's in the store room": "ka\u017ekas yra sand\u0117lyje.", "water:{0}": "vanduo:{0}", "charcutier": "m\u0117sininkas", "someone had been stockpiling loot here.": "ka\u017ekas \u010dia kaup\u0117 savo lob\u012f.", "rucksack": "kuprin\u0117", "not much here.": "\u010dia nieko ypatingo.", "cancel": "at\u0161aukti", "a huge lizard scrambles up out of the darkness of an old metro station.": "senoje metro stotyje i\u0161 tamsos i\u0161ropoja mil\u017eini\u0161kas \u017ev\u0117ris.", "the remains of an old camp sits just inside the cave.": "viduje - senos stovyklaviet\u0117s liekanos.", "build:": "statyti:", "restore more health when eating": "valgant atstatyti daugiau sveikatos", "Ready to Leave?": "Pasireng\u0119 I\u0161vykti?", "charm": "talismanas", "the footsteps stop.": "\u017eingsniai sustoja.", "something's causing a commotion a ways down the road.": "kelio gale ka\u017ekas kelia \u0161urmul\u012f.", "the hunting lodge stands in the forest, a ways out of town": "med\u017eiotoj\u0173 namelis stov\u0117jo mi\u0161ke, atokiau nuo miesto", "meat": "m\u0117sa", "in exchange, the wanderer offers his wisdom.": "u\u017e nakvyn\u0119 senolis pasidalins savo i\u0161mintimi. ", "yes": "taip", "5 medicine": "5 vaistai", "the compass points southeast": "kompasas rodo \u012f pietry\u010dius", "builder's not sure she's to be trusted.": "statytoja abejoja, ar verta ja pasitik\u0117ti.", "The Scout": "\u017dvalgas", "agree": "sutikti", "connect": "sujungti", "A Military Raid": "Kariuomen\u0117s Reidas", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "pajuodav\u0119 ir supl\u0117\u0161yti miegmai\u0161iai padengti plonu dulki\u0173 sluoksniu.", "run": "b\u0117gti", "scraps of fur": "kailio skiaut\u0117s", "an old house remains here, once white siding yellowed and peeling.": "\u010dia stovi senas namas, jo kadaise balta danga pageltus ir apsilupus.", "a youth lashes out with a tree branch.": "jaunuolis puola ne\u0161inas med\u017eio \u0161aka.", "scavenger'd been looking for supplies in here, it seems.": "atrodo, kad ie\u0161kotojas ie\u0161kojo \u010dia i\u0161tekli\u0173.", "A Tiny Village": "Ma\u017eytis Kaimelis", "the compass points ": "kompasas rodo \u012f", "a gunshot rings through the trees.": "i\u0161 u\u017e med\u017ei\u0173 pasigirsta \u0161\u016bviai.", "he speaks of once leading the great fleets to fresh worlds.": "jis pasakoja apie laikus, kai \u012f nauj\u0105 pasaul\u012f ved\u0117 didingus laivynus.", "none": "joki\u0173", "some wood is missing.": "pasigesta medienos.", "faces, darkened by soot and blood, stare out from crooked huts.": "i\u0161 kreiv\u0173 trobeli\u0173 spokso suod\u017eiais ir krauju padengti veidai.", "won't say from where he came, but it's clear that he's not staying.": "jis nesak\u0117 i\u0161 kur atvyko, ta\u010diau akivaizdu, kad neketin\u0105s likti.", "go twice as far without drinking": "eiti dvigubai toliau neg\u0117rus", "s armour": "plieniniai \u0161arvaii", "leave cave": "palikti ol\u0105", "bodies and supplies from both sides litter the ground.": "abiej\u0173 pusi\u0173 k\u016bnai ir i\u0161tekliai i\u0161m\u0117tyti and \u017eem\u0117s.", "A Destroyed Village": "Suniokotas Kaimas", "epidemic is eradicated eventually": "epidemija pama\u017eu sunaikinama", "not enough ": "nepakankamai", "supplies:": "i\u0161tekliai:", "free {0}/{1}": "laisvi {0}/{1}", "wagon": "ve\u017eimas", "a crudely made charm": "grubiai pagamintas talismanas", "wild beasts attack the villagers": "laukinis \u017ev\u0117ris u\u017epuola kaimie\u010dius", "he smiles warmly and asks for lodgings for the night.": "jis \u0161iltai nusi\u0161ypso ir papra\u0161o nakvyn\u0117s.", "builder says she could make finer things, if she had the tools": "statytoja sako, jog su tinkamais \u012frankiais, gal\u0117t\u0173 pagaminti kokybi\u0161kesnius daiktus", "charred bodies litter the ground.": "apdeg\u0119 k\u016bnai dengia \u017eem\u0119.", "only a few die.": "mir\u0161ta nedaug \u017emoni\u0173.", "A Huge Lizard": "Did\u017eiulis Drie\u017eas", " and ": "ir", "are you sure?": "ar tikrai?", "the scavenger is dead": "banditas negyvas", "saved.": "i\u0161saugota.", "hot": "kar\u0161ta", "there are still supplies inside.": "viduje dar liko reikmen\u0173.", "the feral terror is dead": "siaub\u016bnas negyvas", "vague shapes move, just out of sight.": "netoliesi mirga neai\u0161k\u016bs siluetai.", "a frail man stands defiantly, blocking the path.": "u\u017estodamas keli\u0105 prie\u0161i\u0161kai stovi gle\u017enas vyras.", "now the nomads have a place to set up shop, they might stick around a while": "dabar klajokliai gali \u010dia ilgiau apsistoti, \u012fkurti savo krautuv\u0117les", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "med\u017eiai pasiduoda sausiems \u017eol\u0117ms kuk\u0161tams. pagelt\u0119 kr\u016bmok\u0161niai \u0161nara v\u0117jyje.", "a beast charges out of a ransacked classroom.": "\u017ev\u0117ris i\u0161siver\u017eia i\u0161 apvogto kabineto.", "iron miner": "gele\u017eies kas\u0117jas", "an old case is wedged behind a rock, covered in a thick layer of dust.": "u\u017e akmens u\u017ekritus sena, dulk\u0117ta d\u0117\u017e\u0117.", "save.": "i\u0161saugoti.", "linger": "delsti", "lucky that the natives can't work the mechanisms.": "pasisek\u0117, jog vietiniai nemoka naudotis \u0161iais mechanizmais.", "say he should be strung up as an example.": "sako, kad j\u012f reikia pakarti, kaip pavyzd\u012f kitiems", "the mysterious wanderer returns, cart piled high with furs.": "keliautoja gr\u012f\u017eta, jos ve\u017eime pilna kaili\u0173.", "a soldier, alerted, opens fire.": "kareivis pradeda \u0161audyti.", "the nights are rent with screams.": "naktys palydimos riksm\u0173.", "the snarling beast is dead": "baisusis \u017ev\u0117ris nugal\u0117tas", "well armed men charge out of the forest, firing into the crowd.": "gerai apsiginklav\u0119 \u017emon\u0117s i\u0161siver\u017eia i\u0161 mi\u0161ko, jie \u0161audo \u012f mini\u0105.", "the compass points west": "kompasas rodo \u012f vakarus", "water": "vanduo", "the stranger in the corner stops shivering. her breathing calms.": "moteris kampelyje baigia tirt\u0117ti, jos kv\u0117pavimas nurimsta.", "squeeze": "\u012fsisprausti", "tanner": "kailiadirbys", "dangerous to be this far from the village without proper protection": "b\u016bti taip toli nuo kaimo be reikiamos apsaugos yra pavojinga", "evasive": "i\u0161sisukin\u0117jantis", "leather": "oda", "a nomad arrives, looking to trade": "atvyksta klajoklis, jis prekiauja \u012fvairias daik\u010diukais", "builder says leather could be useful. says the villagers could make it.": "statytoja nor\u0117t\u0173 patalpos odai ir kailiui apdirbti. kaimie\u010diai gal\u0117t\u0173 j\u0105 \u012frengti.", "the streets are empty.": "gatv\u0117s tu\u0161\u010dios.", "the torch sputters and dies in the damp air": "deglas suspragsi ir u\u017egesta dr\u0117gname ore.", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "ka\u017ekur, vir\u0161 nuolau\u017e\u0173 debes\u0173, sklando klajotoj\u0173 grupuot\u0117. per ilgai u\u017esibuvom ant \u0161ito akmens.", "not enough alien alloy": "neu\u017etenka ateivi\u0173 lydinio", "cart": "karutis", "a snarling beast leaps out of the underbrush": "baugus \u017ev\u0117ris i\u0161\u0161oko i\u0161 po kr\u016bmo", "A Forgotten Battlefield": "U\u017emir\u0161tas M\u016b\u0161io Laukas", "the torch goes out": "deglas u\u017egesta ", "leaves some scraps of cloth behind.": "palieka audini\u0173 skiau\u010di\u0173.", "the compass points northeast": "kompasas rodo \u012f \u0161iaur\u0117s rytus", "Export / Import": "I\u0161kelti / \u012ekelti", "time to move on.": "laikas jud\u0117ti toliau.", "collected scraps spread across the floor like they fell from heaven.": "lyg i\u0161 dangaus nukrit\u0119 ant grind\u0173 guli metalo gabaliukai.", "bait": "masalas", "choose one slot to save to": "pasirinkite lauk\u0105 kuriame i\u0161saugoti", "precise": "taiklus", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "aplink \u012f\u0117jim\u0105 i\u0161barstyti pabal\u0119 kaulai, daugelis j\u0173 i\u0161rai\u017eyti kreivais grioveliais.", "iron mine": "gele\u017eies kasykla", "he begs for medicine.": "jis maldauja vaist\u0173.", "a large creature attacks, claws freshly bloodied": "tave u\u017epuola did\u017eiulis padaras. jo nagai kruvini.", "pockets": "ki\u0161en\u0117s", "give 50": "duoti 50", "the street ahead glows with firelight.": "prie\u0161ais gatv\u0117 spindi ugnies \u0161viesa.", "hunter": "med\u017eiotojas", "black powder and bullets, like the old days.": "parakas ir kulkos. visai kaip senais gerais laikais.", "soldier": "kareivis", "builder says it'd be useful to have a steady source of bullets": "statytoja mano, jog reik\u0117t\u0173 tur\u0117ti pastov\u0173 \u0161audmen\u0173 \u0161altin\u012f", "say his folk have been skimming the supplies.": "sako, kad jo bendrai knisosi po atsargas.", "An Abandoned Town": "Apleistas Miestelis", "all he has are some scales.": "jis turi tik saujel\u0119 \u017evyn\u0173.", "A Crashed Starship": "Sudu\u017e\u0119s Erdv\u0117laivis", "the mouth of the cave is wide and dark.": "olos \u012f\u0117jimas platus ir tamsus.", "the earth here is split, as if bearing an ancient wound": "\u017eem\u0117 \u0161ioje vietoje suskilusi, tarsi labai sena \u017eaizda", "asks for any spare furs to keep him warm at night.": "papra\u0161\u0117 atliekam\u0173 kaili\u0173, j\u012f nak\u010dia su\u0161ildyti.", "light fire": "u\u017ekurti ugn\u012f", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "\u012f kaim\u0105 \u012fsli\u016bkino klajoklis su ne\u0161uliu.", "a terrible plague is fast spreading through the village.": "nuo\u017emus maras greitai plinta po kaim\u0105.", "stores": "inventorius", "a sickness is spreading through the village.": "kaime plinta ligos.", "his time here, now, is his penance.": "tremtis \u010dia yra jo bausm\u0117.", "Room": "Kambarys", "check traps": "patikrinti sp\u0105stus", "the town's booming. word does get around.": "miestelis klesti, aplink skleisdamas \u017eod\u012f.", "A Murky Swamp": "Drumzli Pelk\u0117", "swing": "u\u017esimoti", "the man says he's grateful. says he won't come around any more.": "vyras yra be galo d\u0117kingas, sak\u0117, kad i\u0161eis ir nebegr\u012f\u0161.", "a squat building up ahead.": "prie\u0161ais statomas namas.", "but there is a cache of medicine under the floorboards.": "ta\u010diau po grindlent\u0117mis pasl\u0117pta vaist\u0173.", "behind the door, a deformed figure awakes and attacks.": "i\u0161 u\u017e dur\u0173, pabudusi puola i\u0161kreipta fig\u016bra.", "leave town": "palikti miest\u0105", "the small military outpost is well supplied.": "\u0161is ma\u017eas karinis steb\u0117jimo postas gerai apr\u016bpintas.", "load from slot": "\u012fkelti i\u0161 lauko", "a shame to let what he'd found go to waste.": "nesmagu b\u016bt\u0173 jei tai, k\u0105 jis rado, nueit\u0173 veltui.", "{0} per {1}s": "(0) per (1)s", "Fire": "Ugnis", "lodge": "namelis", "can't see what's inside.": "nesimato, kas viduje.", "lets some light down into the dusty haze.": "\u0161iek tiek nu\u0161vie\u010dia dulk\u0117t\u0105 migl\u0105.", "a torch to keep the dark away": "deglas nubaidyti tamsai", "share.": "dalintis.", "some villagers are ill": "kai kurie kaimie\u010diai serga.", "tannery goes up quick, on the edge of the village": "kaimo pakra\u0161tyje i\u0161dygsta ka\u0301ilin\u0117", "inside the hut, a child cries.": "trobel\u0117je verkia vaikas.", "some good stuff woven into its nest.": "keletas nauding\u0173 dalyk\u0173 jo lizde.", "not enough scales": "neu\u017etenka \u017evyn\u0173", "trap": "sp\u0105stai", "a fire has started": "u\u017esipliesk\u0117 ugnis.", "someone throws a stone.": "ka\u017ekas meta akmen\u012f.", "A Man-Eater": "\u017dmog\u0117dra", "tangle": "supan\u010dioti", "The Sick Man": "Ligonis", "scales": "\u017evynai", "hull:": "korpusas:", "a fight, maybe.": "galb\u016bt kova.", "not enough steel": "neu\u017etenka plieno", "can't tell what they're up to.": "ne\u017einia, kas ten darosi.", "An Old Starship": "Senas Erdv\u0117laivais", "buy:": "pirkti:", "laser rifle": "lazerinis \u0161autuvas", "snarling beast": "r\u016bstus \u017ev\u0117ris", "an improvised shop is set up on the sidewalk.": "\u0161aligatvyje ekspromtu \u012frengta parduotuv\u0117.", "say goodbye": "atsisveikinti", "a green cross barely visible behind grimy windows.": "pro ne\u0161varius langus, \u0161iek tiek matosi \u017ealias kry\u017eius.", "better avoid conflict in the wild": "geriau i\u0161vengti kivir\u010d\u0173", "The Master": "I\u0161min\u010dius", "hut": "trobel\u0117", "shivering man": "drebantis \u017emogus", "the darkness is absolute": "visi\u0161ka tamsa", "coal miner": "angliakasys", "the wood has run out": "baig\u0117si malkos", "The Thief": "Vagis", "the body of a wanderer lies in a small cavern.": "urvelyje guli keliautojo palaikai.", "or migrating computers": "arba kei\u010diant kompiuterius", "an old wanderer arrives": "atvysta senas keliauninkas.", "the remains of an old house stand as a monument to simpler times": "\u0161io seno namo griuv\u0117siai stovi lyg paminklas, primenantis paprastesnius laikus.", "searching the bodies yields a few supplies.": "apie\u0161kojus k\u016bnus rasta \u0161iek tiek i\u0161tekli\u0173.", "the nest of a large animal lies at the back of the cave.": "olos gale st\u016bkso did\u017eiulio gyv\u016bno lizdas.", "the old compass is dented and dusty, but it looks to work.": "kompasas atrodo senas, dulk\u0117tas ir aplamdytas, regis veikia.", "compass": "kompasas", "man-eater": "\u017emog\u0117dra", "stealthy": "tylus", "someone has locked and barricaded the door to this operating theatre.": "ka\u017ekas u\u017erakino ir u\u017ebarikadavo \u0161ios operacin\u0117s duris.", "Iron Mine": "Gele\u017eies Kasykla", "eye for an eye seems fair.": "atrodo s\u0105\u017eininga - akis u\u017e ak\u012f.", "do nothing": "nieko nedaryti", "desert rat": "dykum\u0173 \u017eiurk\u0117", "buy scales": "pirkti \u017evyn\u0173", "a cave lizard attacks": "olos drie\u017eas puola", "scout": "\u017evalgas", "not far from the village lies a large beast, its fur matted with blood.": "netoli nuo kaimo guli did\u017eiulis \u017ev\u0117ris, jo kailis suteptas krauju.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "keliautoja atvyksta su tu\u0161\u010diu ve\u017eimu. sako, jeigu duosi jai medienos, ji gr\u012f\u0161 su dar daugiau. ", "might be things worth having still inside.": "viduje gali b\u016bti verting\u0173 dalyk\u0173.", "the villagers retreat to mourn the dead.": "kaimie\u010diai raudoja \u017euvusi\u0173j\u0173.", "burning": "dega, pl\u0117vesuoja", "the fight is short and bloody, but the beasts are repelled.": "kova trumpa ir kruvina, ta\u010diau \u017ev\u0117ris pavyko i\u0161guiti. ", "castoff from the mammoth drills can still be found by the edges of the precipice.": "mamut\u0173 gr\u0105\u017et\u0173 liekanos vis dar m\u0117tosi ant skard\u017eio kra\u0161to.", "the coal mine is clear of dangers": "anglies kasykloje neb\u0117ra pavojaus.", "a battered highway sign stands guard at the entrance to this once-great city.": "aplamdytas kelio \u017eenklas stovi lyg sargas prie \u012f\u0117jimo \u012f \u0161\u012f kadaise did\u012f miest\u0105.", "the ground is littered with small scales": "ant grind\u0173 prim\u0117tyta \u017evyn\u0173.", "An Outpost": "Steb\u0117jimo Postas", "A Crashed Ship": "Sudu\u017e\u0119s Laivas", "trading post": "main\u0173 punktas", "the cask holds enough water for longer expeditions": "\u0161ioje statinait\u0117je yra u\u017etektinai vandens ilgesn\u0117ms kelion\u0117ms", "A Lonely Hut": "Vieni\u0161a Trobel\u0117", "the operating theatre has a lot of curious equipment.": "operacin\u0117je pilna keistos \u012frangos.", "builder says she can make traps to catch any creatures might still be alive out there": "statytoja sako, jog nakt\u012f ji ren\u010dia sp\u0105stus, tik\u0117damasi pagauti kok\u012f dar nenudv\u0117sus\u012f padar\u0117l\u012f", "the fire is {0}": "ugnis {0}", "Ship": "Laivas", "inside, the remains of its victims are everywhere.": "viduje pilna jo auk\u0173 palaik\u0173.", "the sound of gunfire carries on the wind.": "v\u0117jas atne\u0161a \u0161\u016bvi\u0173 gars\u0105.", "an old man bursts through a door, wielding a scalpel.": "pro duris \u012fsiver\u017eia senis, rankoje laikydamas skalpel\u012f.", "dry brush and dead branches litter the forest floor": "mi\u0161ko paklot\u0117 nus\u0117ta sausais kr\u016bmok\u0161niais ir \u0161akomis", "put the save code here.": "\u012fra\u0161ykite save kod\u0105 \u010dia.", "learned how not to be seen": "i\u0161moko b\u016bti nematomu", "embark": "\u012fsikurti", "An Old House": "Senas Namas", "eat meat": "valgyti m\u0117s\u0105", "a few items are scattered on the ground.": "ant \u017eem\u0117s m\u0117tosi keletas daikt\u0173.", "no": "ne", "the people back away, avoiding eye contact.": "vengdami aki\u0173 kontakto, \u017emon\u0117s atsitraukia.", "the grass thrashes wildly as a huge lizard pushes through": "nublok\u0161damas \u017eol\u0119 \u012f visas puses, prie tav\u0119s prisiartina did\u017eiulis drie\u017eas", "the iron mine is clear of dangers": "gele\u017eies kasykloje neb\u0117ra pavojaus.", "boxer": "boksininkas", "gatherer": "rankiotojas", "nothing was found": "nieko nerasta", "learned to predict their movement": "i\u0161moko nusp\u0117ti j\u0173 judesius", "a strange looking bird speeds across the plains": "ne\u012fprastos i\u0161vaizdos pauk\u0161tis laksto po laukus", "nothing to take": "n\u0117ra nieko k\u0105 galima paimti", "steel sword": "plieninis kardas", "not enough fur": "neu\u017etenka kailio", "a weathered family takes up in one of the huts.": "nualinta \u0161eima apsistoja vienoje i\u0161 trobeli\u0173.", "blast": "sprogdinti", "the torchlight casts a flickering glow down the hallway.": "deglas u\u017elieja koridori\u0173 mirgan\u010dia \u0161viesa.", "the ground is littered with small teeth": "ant grind\u0173 prim\u0117tyta dant\u0173.", "take": "imti", "export": "i\u0161kelti", "A Damp Cave": "Dr\u0117gna Ola", "lob": "sviesti", "maybe some useful stuff in the rubble.": "nuolau\u017eose gali b\u016bti ko nors naudingo.", "wood": "mediena", "a beggar arrives.": "atvyko elgeta.", "there's nothing else here.": "daugiau \u010dia nieko n\u0117ra.", "they must be here for a reason.": "jie \u010dia ne be reikalo.", "coal mine": "anglies kasykla", "a small group arrives, all dust and bones.": "prisijung\u0117 grup\u0117 senoli\u0173.", "this is irreversible.": "tai nepakei\u010diama.", "The Nomad": "Klajoklis", "a mysterious wanderer arrives": "atvyksta paslaptinga keliautoja", "a squatter stands firmly in the doorway of a small hut.": "ma\u017eos trobel\u0117s tarpduryje tvirtai stovi gyventojas.", "the light from the fire spills from the windows, out into the dark": "ugnis \u0161\u0117lsta, jos \u0161viesa pro langus ver\u017eiasi \u012f pasaul\u012f, tams\u0173 ir nesveting\u0105", "engine:": "variklis:", "builder's not sure he's to be trusted.": "statytoja ja nepasitiki.", "water tank": "vandens rezervuaras", "learned to love the dry air": "priprato prie sauso oro", "most of the windows at ground level are busted anyway.": "dauguma lang\u0173 pirmame auk\u0161te vis tiek sudau\u017eyti.", "spare him": "jo pagail\u0117ti", "the plague rips through the village.": "kaim\u0105 u\u017eklumpa maro prover\u017eis.", "a fire rampages through one of the huts, destroying it.": "ugnis nusiaub\u0117 vien\u0105 namuk\u0105", "smoldering": "rusena", "punches do more damage": "sm\u016bgiai stipresni", "not enough cloth": "neu\u017etenka audeklo", "this spear's not elegant, but it's pretty good at stabbing": "nors \u0161i ietis gan paprasta, ji puikiai tinka smeigimui", "forest": "mi\u0161kas", "The Village": "Kaimas", "The Iron Mine": "Gele\u017eies Kasykla", "a gaunt man approaches, a crazed look in his eye": "prie tav\u0119s prieina sulys\u0119s ir i\u0161varg\u0119s \u017emogus, jis pana\u0161us \u012f pami\u0161\u0117l\u012f", "talk": "kalb\u0117ti", "export or import save data, for backing up": "i\u0161kelti arba \u012fkelti i\u0161saugojimo duomenis atsargai", "through the large gymnasium doors, footsteps can be heard.": "u\u017e sal\u0117s dur\u0173 girdisi \u017eingsniai.", "builder says she can make a cart for carrying wood": "statytoja sako, kad gali sukonstruoti karut\u012f medienai ve\u017eioti", "armourer": "ginklakalys", "stoke fire": "pakurstyti ugn\u012f", "the wanderer leaves, cart loaded with furs": "keliautoja i\u0161vyksta su daugybe kaili\u0173", "can't read the words.": "negaliu perskaityti \u017eod\u017ei\u0173.", "armoury's done, welcoming back the weapons of the past.": "ginklin\u0117 u\u017ebaigta, ji puikiai tiks senesnio modelio ginklams", "thrust": "durti", "bone spear": "kaulin\u0117 ietis", "leaves a pile of small scales behind.": "paliek\u0105 kr\u016bvel\u0119 \u017evyn\u0173.", "land blows more often": "da\u017eniau pataikyti", "a stranger arrives in the night": "nakt\u012f atvyksta nepa\u017e\u012fstamas \u017emogus", "sufferers are left to die": "sergantieji palikti likimo valiai.", "punch": "trenkti", "the villagers haul a filthy man out of the store room.": "kaimie\u010diai i\u0161 sand\u0117lio i\u0161vijo purvin\u0105 vyr\u0105", "armoury": "ginklin\u0117", "predators become prey. price is unfair": "pl\u0117\u0161r\u016bnai tapo grobiu. gamta negailestinga", "this waterskin'll hold a bit of water, at least": "\u0161ioje gertuv\u0117je telpa bent truputis vandens", "a large beast charges out of the dark": "i\u0161 tamsos i\u0161nyra pabaisa", "the military presence has been cleared.": "kariuomen\u0117 i\u0161sklaidyta.", "the shell of a burned out car blocks the entrance.": "\u012f\u0117jimas u\u017eblokuotas sudegusios ma\u0161inos nuolau\u017eomis.", "Space": "Kosmosas", "Wanderer": "Klaj\u016bnas", "martial artist": "kovos men\u0173 meistras", "a beggar arrives": "atvyko elgeta", "battered technology from both sides lays dormant on the blasted landscape.": "aplamdyti, neveikiantys abiej\u0173 pusi\u0173 mechanizmai guli ant susprogdinto kra\u0161tovaizd\u017eio.", "a second soldier opens fire.": "antras kareivis pradeda \u0161audyti.", "l armour": "odiniai \u0161arvai", "the plague is kept from spreading.": "maro plitimas sustabdomas.", "The Mysterious Wanderer": "Paslaptinga Keliautoja", "unfathomable destruction to fuel wanderer hungers.": "beribis naikinimas ir karas tur\u0117jo patenkinti keliautoj\u0173 galios tro\u0161kim\u0105. ", "the man swallows the medicine eagerly": "vyras greitai praryja vaistus", "worth killing for, it seems.": "atrodo, jog d\u0117l to verta \u017eudyti.", "villagers could help hunt, given the means": "kaimie\u010diai negal\u0117jo pagelb\u0117ti med\u017eiokl\u0117je", "a scout stops for the night": "\u017evalgas sustoja nak\u010diai", "tannery": "ka\u0301ilin\u0117", "connect game to dropbox local storage": "prijungti \u017eaidim\u0105 prie dropbox vietin\u0117s saugyklos", "sufferers are healed": "ligoniai i\u0161gydomi", "buy map": "pirkti \u017eem\u0117lap\u012f", "signout": "atsijungti", "strange noises can be heard through the walls": "u\u017e sienos girdisi keisti garsai.", "restart the game?": "perkrauti \u017eaidim\u0105?", "nothing": "nieko", "with a little effort, it might fly again.": "su \u0161iek tiek pastang\u0173, jis gali skristi dar kart\u0105.", "A Dusty Path": "Dulk\u0117tas Kelias", "the tracks disappear after just a few minutes.": "p\u0117dsakai po keli\u0173 minu\u010di\u0173 dingo.", "the point is made. in the next few days, the missing supplies are returned.": "tai pasiteisino! per kelias dienas dingusios atsargos buvo sugr\u0105\u017eintos.", "only dust and stains remain.": "beliko dulk\u0117s ir d\u0117m\u0117s.", "they took what they came for, and left.": "jie rado tai ko ie\u0161kojo ir i\u0161vyko.", "a large creature lunges, muscles rippling in the torchlight": "didelis padaras \u0161oka \u012f priek\u012f, jo raumenys raibuliuoja degl\u0173 \u0161viesoje.", "a large man attacks, waving a bayonet.": "mojuodamas durtuvu, puola did\u017eiulis vyras.", "upgrade engine": "pagerinti varikl\u012f", "fires burn in the courtyard beyond.": "prie\u0161ais esan\u010dioje aik\u0161t\u0117je dega ugnis.", "warfare is bloodthirsty": "karai yra \u017eiaur\u016bs ir negailestingi", "a haze falls over the village as the steelworks fires up": "liejykla u\u017ekurta! ji lengvai prid\u016bmino kaim\u0105", "a sound comes from the tunnel, just ahead.": "i\u0161 artimo tunelio gird\u0117ti garsas.", "the shell of an abandoned hospital looms ahead.": "prie\u0161ais stovi apleistos ligonin\u0117s griuv\u0117siai.", "ripe for the picking.": "pilnai prinok\u0119s.", "a second soldier joins the fight.": "antras kareivis prisijungia prie kovos.", "lights flash through the alleys between buildings.": "skersgatviuose, tarp pastat\u0173, blyksi \u0161viesos.", "cured meat": "vytinta m\u0117syt\u0117", "take:": "imti:", "steelworks": "plieno liejykla", "teeth": "dantys", "Sickness": "Liga", "iron's stronger than leather": "gele\u017eis stipresn\u0117 u\u017e od\u0105", "save": "i\u0161saugoti", "soldiers patrol the perimeter, rifles slung over their shoulders.": "perimetre patruliuoja kareiviai, ant pe\u010di\u0173 u\u017esimet\u0119 \u0161autuvus.", "more soldiers will be on their way.": "daugiau kareivi\u0173 tuoj atvyks.", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "ant kamaros grind\u0173 tvarkingai i\u0161d\u0117lioti ginklai, amunicija ir karo relikvijos.", "A Strange Bird": "Keistas Pauk\u0161tis", "bring your friends.": "atsivesk draugus.", "cloth": "audeklas", "looks like a camp of sorts up ahead.": "pana\u0161u, jog prie\u0161ais ka\u017ekokia stovyklaviet\u0117.", "ambushed on the street.": "u\u017epultas gatv\u0117je.", "baited trap": "sp\u0105stai", "shares what he knows about sneaking before he goes.": "prie\u0161 i\u0161eidamas, pasidalino savo s\u0117linimo \u017einiomis. ", "the soldier is dead": "kareivis negyvas", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "gatv\u0117s \u017eibintai sudau\u017eyti, sur\u016bdij\u0119. \u0161i vieta ilga laik\u0105 nemat\u0117 gyvyb\u0117s. ", "give 500": "duoti 500", "Go Hyper?": "\u012ejungti Hyper?", "a trading post would make commerce easier": "main\u0173 punktai paskatint\u0173 prekyb\u0105", "unarmed master": "beginklis meistras", "starvation sets in": "atslenka badas", "the room is {0}": "kambaryje {0}", "troops storm the village": "kariuomen\u0117 apgul\u0117 kaim\u0105", "barbarian": "barbaras", "investigate": "i\u0161tirti", "workshop's finally ready. builder's excited to get to it": "dirbtuv\u0117 pagaliau baigta. statytoja nesulaukia kada gal\u0117s prad\u0117ti rimtai darbuotis", "more traps to catch more creatures": "daugiau sp\u0105st\u0173 sugauti daugiau gyv\u016bn\u0173", "an old iron mine sits here, tools abandoned and left to rust.": "\u010dia stovi sena gele\u017eies kasykla, \u0161alia jos guli apr\u016bdij\u0119 \u012frankiai.", "it puts up little resistance before the knife.": "pamat\u0119s peil\u012f bando prie\u0161intis, bet veltui.", "the wood is running out": "medienos atsargos senka", "Coal Mine": "Anglies Kasykla", "export or import save data to dropbox datastorage": "i\u0161kelti ar \u012fkelti i\u0161saugojimo duomenis \u012f dropbox duomen\u0173 saugykl\u0105", "A Gaunt Man": "Palieg\u0119s \u017emogus", "cold": "\u0161alta", "a swamp festers in the stagnant air.": "pelk\u0117 gl\u016bdi tykiame ore. ", "buy bait": "pirkti masalo", "the traps contain ": "sp\u0105stuose yra", "go twice as far without eating": "eiti dvigubai toliau nevalgius", "sulphur miner": "sieros kas\u0117jas", "a few belongings rest against the walls.": "keletas daikt\u0173 atremti \u012f sienas.", "a small suburb lays ahead, empty houses scorched and peeling.": "prie\u0161ais yra ma\u017eas priemiestis, namai nubluk\u0119 ir apsilup\u0119.", "Share": "Dalintis", "drop:": "i\u0161mesti:", "a masked soldier rounds the corner, gun drawn": "i\u0161 u\u017e kampo i\u0161sitrauk\u0119s ginkl\u0105 i\u0161\u0161oka kauk\u0117tas kareivis", "leave": "i\u0161eiti", "continue": "eiti tolyn", "trapper": "kailini\u0173 \u017ev\u0117reli\u0173 med\u017eiotojas", "steel's stronger than iron": "plienas stipresnis u\u017e gele\u017e\u012f", "learned to make the most of food": "i\u0161moko tausoti maist\u0105", "the tentacular horror is defeated.": "\u010diuptuvais nus\u0117ta pabaisa nugal\u0117ta.", "a safe place in the wilds.": "saugi vieta mi\u0161kuose.", "all residents in the hut perished in the fire.": "visi namo gyventojai \u017euvo liepsnose.", "the night is silent.": "naktis nebyli.", "the meat has run out": "baig\u0117si m\u0117sa", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "prie slenks\u010dio guli keli kailiais apvynioti pagaliai.", "the sniper is dead": "snaiperis negyvas", "should cure the meat, or it'll spoil. builder says she can fix something up.": "tur\u0117t\u0173 i\u0161r\u016bkyti m\u0117s\u0105, nes ji suges. statytoja sako, jog gali k\u0105 nors sur\u0119sti.", "still time to rescue a few supplies.": "dar yra laiko i\u0161gelb\u0117ti kelet\u0105 i\u0161tekli\u0173.", "after a skirmish they are driven away, but not without losses.": "po susir\u0117mimo juos pavyko i\u0161vyti, ta\u010diau teko nema\u017eai prarasti.", "the crowd surges forward.": "minia puola \u012f priek\u012f.", "1 medicine": "1 vaistas", "an old wanderer arrives.": "atvysta senas keliauninkas. ", "nothing but downcast eyes.": "visur tik nusivylusios akys.", "dead": "u\u017egesusi", "the trees are gone. parched earth and blowing dust are poor replacements.": "med\u017ei\u0173 neb\u0117ra. teliko perd\u017ei\u016bvusi \u017eem\u0117 ir dulk\u0117s... daug dulki\u0173.", "if the code is invalid, all data will be lost.": "jei kodas netaisyklingas, visi duomenys bus prarasti", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "keliautoja gr\u012f\u017eta tu\u0161\u010diu ve\u017eimu. sako, jeigu duosi jai kaili\u0173, ji juos gra\u017eins su kaupu.", "the world fades": "pasaulis blunka", "the air is filled with dust, driven relentlessly by the hard winds.": "oras pilnas nepaliaujamai pustom\u0173 dulki\u0173.", "there's not much, but some useful things can still be found.": "daug dalyk\u0173 n\u0117ra, bet dar lik\u0119 keletas nauding\u0173 dalyk\u0173.", "load": "\u012fkelti", "the soldier steps out from between the buildings, rifle raised.": "pak\u0117l\u0119s \u0161autuv\u0105 i\u0161 u\u017e pastat\u0173 i\u0161nyra kareivis.", "the only hope is a quick death.": "vienintel\u0117 viltis - greita mirtis.", "available": "prienamas", "some medicine abandoned in the drawers.": "stal\u010diuose palikta \u0161iek tiek vaist\u0173.", "all the work of a previous generation is here.": "\u0161ioje vietoje matosi praeitos kartos darbas.", "A Damp Cave": "Dr\u0117gna Ola", "the wanderer leaves, cart loaded with wood": "keliautoja i\u0161vyksta ve\u017eimu prikrautu medienos", "learned to swing weapons with force": "i\u0161moko galingai sm\u016bgiuoti ginklais", "A Snarling Beast": "R\u016bstusis \u017dv\u0117ris", "builder": "statytojas", "thieves": "vagys", "a battle was fought here, long ago.": "ka\u017ekada seniai \u010dia \u012fvyko kova.", "A Ruined City": "Apgriuv\u0119s Miestas", "not enough iron": "neu\u017etenka gele\u017eies", "A Sniper": "Snaiperis", "stab": "padurti", "Stratosphere": "Stratosfera", "A Shivering Man": "Drebantis \u017dmogus", "the wind howls outside": "lauke girdisi v\u0117jo kaukimas", "alien alloy": "lydinys", "convoy": "karavanas", "sulphur": "siera", "give 100": "duoti 100", "the small settlement has clearly been burning a while.": "\u0161i ma\u017ea gyvenviet\u0117 ai\u0161kiai kur\u012f laik\u0105 deg\u0117.", "the sky is grey and the wind blows relentlessly": "dangus apsiniauk\u0119s, v\u0117jas stiprus ir negailestingas", "rusted chainlink is pulled across an alleyway.": "skersgatvis u\u017etvertas sur\u016bdijusia tvora.", "buy medicine": "pirkti vaist\u0173", "the man expresses his thanks and hobbles off.": "vyras pad\u0117koja ir nu\u0161lub\u010dioja savo keliais.", "water replenished": "vanduo papildytas", "cask": "statinait\u0117", "slash": "prapjauti", "the double doors creak endlessly in the wind.": "didel\u0117s durys li\u016bdnai girg\u017edi v\u0117jyje. ", "a pack of snarling beasts pours out of the trees.": "i\u0161 med\u017ei\u0173 i\u0161\u0161oka gauja urzgian\u010di\u0173 \u017ev\u0117ri\u0173.", "not enough meat": "neu\u017etenka m\u0117sos", "some villagers have died": "mir\u0117 dalis kaimie\u010di\u0173", "this old mine is not abandoned": "\u0161i sena kasykla neapleista", "mild": "gan \u0161ilta", "picking the bones finds some useful trinkets.": "tarp kaul\u0173 matosi keletas nauding\u0173 nieku\u010di\u0173.", "a man charges down the hall, a rusty blade in his hand": "koridoriumi atb\u0117ga \u017emogus, laikydamas sur\u016bdijus\u012f peil\u012f", "deep in the swamp is a moss-covered cabin.": "giliai pelk\u0117je stovi samanota trobel\u0117. ", "ignore them": "juos ignoruoti", "A Dark Room": "Tamsus Kambarys", "the villagers hang the thief high in front of the store room.": "kaimie\u010diai prie sand\u0117lio pakor\u0117 vag\u012f", "time to get out of this place. won't be coming back.": "laikas palikti \u0161it\u0105 vieta. nebegr\u012f\u0161iu.", "use meds": "naudoti vaistus", "tattered cloth": "nudrisk\u0119s audeklas", "population is almost exterminated": "beveik visa populiacija i\u0161naikinama", "a panicked scavenger bursts through the door, screaming.": "panikuodamas, r\u0117kdamas ie\u0161kotojas \u012fsiver\u017eia pro duris.", "a convoy lurches in, equal parts worry and hope.": "su nerimu ir viltimi, \u012fsvirduliuoja karavanas.", "the walls are moist and moss-covered": "sienos dr\u0117gnos ir samanotos", "Noises": "Garsai", "not enough wood to get the fire going": "lau\u017eui neu\u017etenka malk\u0173", "the lizard is dead": "drie\u017eas negyvas", "builder says there are more wanderers. says they'll work, too.": "statytoja teigia, jog aplinkui bastosi daugiau klaj\u016bn\u0173. jie noriai imt\u0173si darbo.", "the mysterious wanderer returns, cart piled high with wood.": "paslaptinga keliautoja gr\u012f\u017eta, jo ve\u017eimas sklidinas medienos. ", "a snarling beast jumps out from behind a car.": "i\u0161 u\u017e automobilio i\u0161\u0161oka urzgiantis \u017ev\u0117ris.", "bits of meat": "m\u0117sos gabaliukai", "a man stands over a dead wanderer. notices he's not alone.": "\u0161alia keliautojo k\u016bno stovi vyras. pastebi, jog jis ne vienas.", "hang him": "j\u012f pakarti", "save to slot": "i\u0161saugoti \u012f lauk\u0105", "sulphur mine": "sieros kasykla", "hull: ": "korpusas:", "A Barren World": "Skurdus Pasaulis", "go home": "eiti namo", "*** EVENT ***": "*** \u012eVYKIS ***", "slow metabolism": "l\u0117ta med\u017eiag\u0173 apykaita", "enter": "eiti tolyn", "A Ruined City": "Apgriuv\u0119s Miestas", "some traps have been destroyed": "kai kurie sp\u0105stai visi\u0161kai sudarkyti", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "mokyklos langai sudu\u017e\u0119 ir pajuod\u0119 nuo suod\u017e\u0173.", "still a few drops of water in the old well.": "sename \u0161ulinyje dar lik\u0119 keli vandens la\u0161ai.", "the owner stands by, stoic.": "stovi stoi\u0161kas savininkas.", "melee weapons deal more damage": "\u0161altieji ginklai sukelia daugiau \u017ealos", "the tunnel opens up at another platform.": "\u0161is tunelis atsiveria kitoje platformoje.", "the bodies of the wanderers that lived here are still visible in the flames.": "anks\u010diau \u010dia gyvenusi\u0173 keliautoj\u0173 k\u016bnai dar matosi liepsnose.", "the ground is littered with scraps of cloth": "ant grind\u0173 prim\u0117tyta audinio skiau\u010di\u0173. ", "Dropbox connection": "Dropbox ry\u0161ys", "weight": "svoris", "builder finishes the smokehouse. she looks hungry.": "statytoja pabaig\u0117 r\u016bkykl\u0105, atrod\u0117 i\u0161bad\u0117jusi", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "drebanti nepa\u017e\u012fstamoji ka\u017ek\u0105 suburba po nosimi.", "a pristine medicine cabinet at the end of a hallway.": "koridoriaus gale nepaliesta vaist\u0173 spintel\u0117.", "a military perimeter is set up around the mine.": "aplink kasykl\u0105 \u012frengtas karinis perimetras.", "the house has been ransacked.": "\u0161is namas buvo apvogtas.", "punch twice as fast, and with even more force": "sm\u016bgiuoti dvigubai grei\u010diau ir dar stipriau", "a beast, wilder than imagining, erupts out of the foliage": "nepasakomai siaubingas \u017ev\u0117ris i\u0161siver\u017eia i\u0161 lap\u0173 priedangos", "rot's been to work on it, and some of the pieces are missing.": "jie prad\u0117j\u0119 p\u016bti, tr\u016bksta keli\u0173 k\u016bno dali\u0173.", "carrying more means longer expeditions to the wilds": "kuo daugiau pane\u0161i, tuo ilgiau gal\u0117si keliauti ", "a large bird nests at the top of the stairs.": "didelis pauk\u0161tis tupi lizde laipt\u0173 vir\u0161uje.", "the convoy can haul mostly everything": "karavanas su savimi gali pasiimti kone visk\u0105", "The Beggar": "Elgeta", "the metallic tang of wanderer afterburner hangs in the air.": "a\u0161trus metalo kvapas pasklido ore.", "scavenger": "banditas", "the mine is now safe for workers.": "kasykloje dabar saugu dirbti.", "gaunt man": "palieg\u0119s \u017emogus", "the towers of a decaying city dominate the skyline": "apirusio miesto bok\u0161tai dominuoja padang\u0119.", "not enough coal": "neu\u017etenka anglies", "warm": "\u0161ilta", "got it": "ai\u0161ku", "The Sulphur Mine": "Sieros Kasykla", "score for this game: {0}": "ta\u0161k\u0173 surinkta \u0161iame \u017eaidime:", "i armour": "gele\u017einiai \u0161arvai", "the thirst becomes unbearable": "tro\u0161kulys nebepakeliamas", "a sick man hobbles up": "at\u0161lubuoja sergantis vyras", "sword is sharp. good protection out in the wilds.": "kardas a\u0161trus, suteikia tinkam\u0105 apsaug\u0105 .", "scavengers must have gotten to this place already.": "matyt ie\u0161kotojai jau rado \u0161i\u0105 viet\u0105.", "a scavenger waits just inside the door.": "ie\u0161kotojas laukia u\u017e dur\u0173.", "a madman attacks, screeching.": "klykdamas puola beprotis.", "a shack stands at the center of the village.": "vidury kaimo stovi trobel\u0117.", "waterskin": "gertuv\u0117", "the man is thankful.": "vyras d\u0117koja.", "the walls are scorched from an old battle.": "sienos apdegusios nuo senos kovos.", "weapons": "ginklai", "a thug is waiting on the other side of the wall.": "kitoje sienos pus\u0117je laukia banditas.", "empty corridors.": "tu\u0161ti koridoriai.", "feral howls echo out of the darkness.": "tamsoje nuaidi kraupus kaukimas.", "the compass points southwest": "kompasas rodo \u012f pietvakarius", "save this.": "i\u0161saugokite tai.", "the debris is denser here.": "\u010dia nuolau\u017eos kur kas tankesn\u0117s.", "builder stokes the fire": "statytoja pakursto ugn\u012f", "willing to talk about it, for a price.": "u\u017e tinkam\u0105 atlyg\u012f ji mielai visk\u0105 papasakot\u0173.", "choose one slot to load from": "pasirinkite i\u0161 kur \u012fkelti", "learned how to ignore the hunger": "i\u0161moko nekreipti d\u0117mesio \u012f alk\u012f", "pop ": "\u017emon\u0117s", "steel": "plienas", "a beast stands alone in an overgrown park.": "apaugusiame parke stovi \u017ev\u0117ris.", "a giant lizard shambles forward": "did\u017eiulis drie\u017eas krypuoja artyn", "strips of meat hang drying by the side of the street.": "vienoje gatv\u0117s pus\u0117je d\u017eiovinimui pakabinti m\u0117sos gabalai.", "shoot": "\u0161auti", "a small supply cache is hidden at the back of the cave.": "olos gale pasl\u0117pta atsargos priemoni\u0173.", "more voices can be heard ahead.": "priekyje gird\u0117ti daugiau bals\u0173.", "the forest is silent.": "mi\u0161ke tylu.", "mourn": "ged\u0117ti", "learned to strike faster without weapons": "i\u0161moko sm\u016bgiuoti grei\u010diau be ginkl\u0173", "a small cache of supplies is tucked inside a rusting locker.": "sur\u016bdijusioje spintel\u0117je \u012fgr\u016bsta \u0161iek tiek i\u0161tekli\u0173.", "Plague": "Maras", "fur": "kailis", "the compass points northwest": "kompasas rodo \u012f \u0161iaur\u0117s vakarus", "A Raucous Village": "Gyvas ir Klestintis Kaimas", "the steel is strong, and the blade true.": "plieninis kardas yra galingas, jo a\u0161menys - negailestingi.", "feral terror": "siaub\u016bnas", "go inside": "eiti vidun", "the days are spent with burials.": "dienos skirtos laidojimams.", "a ragged stranger stumbles through the door and collapses in the corner": "nuskurus moteris \u012fklup\u010dioja per duris ir susmunka kampe", "tell him to leave": "liepti jam i\u0161eiti", "rotting reeds rise out of the swampy earth.": "pelk\u0117tuose plotuose styro p\u016bvan\u010dios nendr\u0117s.", "the warped man lies dead.": "i\u0161kreiptas \u017emogus guli negyvas.", "more traps won't help now": "\u0161iuo metu daugiau sp\u0105st\u0173 nepad\u0117s", "A Soldier": "Kareivis", "perks:": "privalumai:", "traps are more effective with bait.": "masalo d\u0117ka, sp\u0105stai bus veiksmingesni.", "the map uncovers a bit of the world": "\u017eem\u0117lapis atskleid\u017eia apylinkes", "rifle": "\u0161autuvas", "a plague afflicts the village": "kaimas ken\u010dia nuo maro", "the clinic has been ransacked.": "\u0161i klinika apvogta.", "the sickness spreads through the village.": "kaim\u0105 nusiaub\u0117 ligos.", "Dropbox Export / Import": "I\u0161kelti i\u0161 / \u012ekelti \u012f Dropbox", "learn scouting": "i\u0161mokti \u017evalgybos", "there was a beast. it's dead now": "RIP \u017ev\u0117ris", "the rest bury them.": "likusieji juos palaidoja.", "import": "\u012fkelti", "An Old House": "Senas Namas.", "large prints lead away, into the forest.": "dideli p\u0117dsakai veda link mi\u0161ko.", "iron sword": "gele\u017einis kardas", "the door hangs open.": "atviros durys.", "a shivering man approaches and attacks with surprising strength": "i\u0161girsti brazd\u0117jim\u0105. tave u\u017esipuola drebantis \u017emogus, jis steb\u0117tinai stiprus.", "builder says the villagers could make steel, given the tools": "statytoja sako, kad reikia liejyklos kaimie\u010diams plienui gaminti", "restart.": "perkrauti.", "the wanderer takes the charm and nods slowly.": "senolis priima amulet\u0105 ir l\u0117tai sulinksi.", "ok": "gerai", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "horizonte d\u016bksoja med\u017eiai. pama\u017eu \u017eol\u0119 paver\u017e\u0117 sausa mi\u0161ko paklot\u0117 - sausa \u017eol\u0117, pagelt\u0119 negra\u017e\u016bs kr\u016bmynai", "A Murky Swamp": "Drumzli Pelk\u0117", "A Battlefield": "M\u016b\u0161io laukas", "the rickety cart will carry more wood from the forest": "i\u0161kler\u0119s karutis pad\u0117s parve\u0161 daugiau medienos i\u0161 mi\u0161ko", "through the walls, shuffling noises can be heard.": "u\u017e sienos girdisi bruzdesys.", "the shivering man is dead": "drebantis \u017emogus negyvas", "no more room for huts.": "neu\u017etenka vietos trobel\u0117ms.", "roaring": "audringa, galinga", "A Borehole": "Gr\u0119\u017einys", "the military is already set up at the mine's entrance.": "prie kasyklos \u012f\u0117jimo jau \u012fsik\u016br\u0119 kari\u0161kiai.", "freezing": "stingdan\u010diai \u0161alta", "not enough teeth": "neu\u017etenka dant\u0173", "orange traffic cones are set across the street, faded and cracked.": "i\u0161bluk\u0119 ir sul\u016b\u017e\u0119 oran\u017einiai eismo k\u016bgiai i\u0161d\u0117lioti gatv\u0117je.", "the beggar expresses his thanks.": "elgeta pad\u0117koja.", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "nesugriuv\u0119 bok\u0161tai ky\u0161o i\u0161 kra\u0161tovaizd\u017eio lyg kokios senovin\u0117s pabaisos \u0161onkauliai.", "a shot rings out, from somewhere in the long grass": "staiga, paleistas i\u0161 po auk\u0161tos \u017eol\u0117s, nuaidi \u0161\u016bvis", "a swarm of rats rushes up the tunnel.": "pulkas \u017eiurki\u0173 u\u017eskuba tuneliu.", "it's been picked over by scavengers, but there's still some things worth taking.": "ie\u0161kotojai jau j\u012f ap\u0161varino, bet yra lik\u0119 keletas verting\u0173 dalyk\u0173.", "successfully saved to dropbox datastorage": "s\u0117kmingai i\u0161saugota dropbox duomen\u0173 saugykloje", "gastronome": "gurmanas", "energy cell": "energijos elementas", "see farther": "toliau matyti", "a small basket of food is hidden under a park bench, with a note attached.": "po parko suoliuku pasl\u0117ptas krep\u0161elis maisto, prie kurio pritvirtintas ra\u0161telis.", "gather wood": "rinkti medien\u0105", "Exosphere": "Egzosfera", "a tribe of elderly squatters is camped out in this ward.": "\u0161iame sparne \u012fsik\u016brusi sen\u0173 gyventoj\u0173 gentis.", "A Beast Attack": "\u017dv\u0117ri\u0173 I\u0161puolis", "scratching noises can be heard from the store room.": "sand\u0117lyje girdisi kreb\u017edesys.", "lift off": "pakilti", "the sickness is cured in time.": "su laiku ligos i\u0161gijo. ", "The Coal Mine": "Anglies Kasykla", "torch": "deglas", "A Feral Terror": "Siaub\u016bnas", "a destroyed village lies in the dust.": "sunaikintas kaimas gl\u016bdi dulk\u0117se.", "the man-eater is dead": "\u017emog\u0117dra negyvas", "An Outpost": "Steb\u0117jimo Postas", "classic.": "\u012fprastas.", "the rest of the hospital is empty.": "likusios ligonin\u0117s patalpos tu\u0161\u010dios.", "miss": "nepataikyta", "never go thirsty again": "pamir\u0161k tro\u0161kul\u012f ilgam ilgam..."}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/lt_LT/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2016-11-23 03:46+0000\n" "PO-Revision-Date: 2017-04-19 00:05+0100\n" "Last-Translator: \n" "Language-Team: \n" "Language: lt_LT\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.8.11\n" "X-Poedit-Basepath: .\n" "Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && (n" "%100<10 || n%100>=20) ? 1 : 2);\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Dropbox ryšys" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "prijungti žaidimą prie dropbox vietinės saugyklos" #: script/dropbox.js:68 msgid "connect" msgstr "sujungti" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "atšaukti" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Iškelti iš / Įkelti į Dropbox" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "iškelti ar įkelti išsaugojimo duomenis į dropbox duomenų saugyklą" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "esate prisijungę prie dropbox su paskyra / el. paštu" #: script/dropbox.js:93 msgid "save" msgstr "išsaugoti" #: script/dropbox.js:97 msgid "load" msgstr "įkelti" #: script/dropbox.js:102 msgid "signout" msgstr "atsijungti" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "pasirinkite lauką kuriame išsaugoti" #: script/dropbox.js:119 msgid "save to slot" msgstr "išsaugoti į lauką" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "pasirinkite iš kur įkelti" #: script/dropbox.js:148 msgid "load from slot" msgstr "įkelti iš lauko" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "sėkmingai išsaugota dropbox duomenų saugykloje" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "klaida išsaugojant dropbox duomenų saugykloje" #: script/dropbox.js:183 msgid "ok" msgstr "gerai" #: script/engine.js:15 msgid "boxer" msgstr "boksininkas" #: script/engine.js:16 msgid "punches do more damage" msgstr "smūgiai stipresni" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "išmoko ryžtingai smūgiuoti" #: script/engine.js:21 msgid "martial artist" msgstr "kovos menų meistras" #: script/engine.js:22 msgid "punches do even more damage." msgstr "smūgiai dar stipresni" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "išmoko gan efektyviai kautis be ginklų" #: script/engine.js:27 msgid "unarmed master" msgstr "beginklis meistras" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "smūgiuoti dvigubai greičiau ir dar stipriau" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "išmoko smūgiuoti greičiau be ginklų" #: script/engine.js:32 msgid "barbarian" msgstr "barbaras" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "šaltieji ginklai sukelia daugiau žalos" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "išmoko galingai smūgiuoti ginklais" #: script/engine.js:37 msgid "slow metabolism" msgstr "lėta medžiagų apykaita" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "eiti dvigubai toliau nevalgius" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "išmoko nekreipti dėmesio į alkį" #: script/engine.js:42 msgid "desert rat" msgstr "dykumų žiurkė" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "eiti dvigubai toliau negėrus" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "priprato prie sauso oro" #: script/engine.js:47 msgid "evasive" msgstr "išsisukinėjantis" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "efektyviai išvengti puolimų" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "išmoko būti ten, kur jų nėra" #: script/engine.js:52 msgid "precise" msgstr "taiklus" #: script/engine.js:53 msgid "land blows more often" msgstr "dažniau pataikyti" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "išmoko nuspėti jų judesius" #: script/engine.js:57 msgid "scout" msgstr "žvalgas" #: script/engine.js:58 msgid "see farther" msgstr "toliau matyti" #: script/engine.js:59 msgid "learned to look ahead" msgstr "išmoko žiūrėti pirmyn" #: script/engine.js:62 msgid "stealthy" msgstr "tylus" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "geriau išvengti kivirčų" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "išmoko būti nematomu" #: script/engine.js:67 msgid "gastronome" msgstr "gurmanas" #: script/engine.js:68 msgid "restore more health when eating" msgstr "valgant atstatyti daugiau sveikatos" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "išmoko tausoti maistą" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app store." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "išjungti šviesas." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "hyper." #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "perkrauti." #: script/engine.js:162 msgid "share." msgstr "dalintis." #: script/engine.js:168 msgid "save." msgstr "išsaugoti." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Iškelti / Įkelti" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "iškelti arba įkelti išsaugojimo duomenis atsargai" #: script/engine.js:273 msgid "or migrating computers" msgstr "arba keičiant kompiuterius" #: script/engine.js:277 msgid "export" msgstr "iškelti" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "įkelti" #: script/engine.js:291 msgid "save this." msgstr "išsaugokite tai." #: script/engine.js:297 msgid "got it" msgstr "aišku" #: script/engine.js:305 msgid "are you sure?" msgstr "ar tikrai?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "jei kodas netaisyklingas, visi duomenys bus prarasti" #: script/engine.js:307 msgid "this is irreversible." msgstr "tai nepakeičiama." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "taip" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "ne" #: script/engine.js:322 msgid "put the save code here." msgstr "įrašykite save kodą čia." #: script/engine.js:374 msgid "Restart?" msgstr "Perkrauti?" #: script/engine.js:377 msgid "restart the game?" msgstr "perkrauti žaidimą?" #: script/engine.js:408 msgid "Share" msgstr "Dalintis" #: script/engine.js:411 msgid "bring your friends." msgstr "atsivesk draugus." #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "close" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "lights on." #: script/engine.js:493 msgid "Go Hyper?" msgstr "Įjungti Hyper?" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "hyper režimas dvigubai pagreitina žaidimą. įjungti?" #: script/engine.js:519 msgid "classic." msgstr "įprastas." #: script/engine.js:620 msgid "{0} per {1}s" msgstr "(0) per (1)s" #: script/events.js:130 msgid "eat meat" msgstr "valgyti mėsą" #: script/events.js:150 msgid "use meds" msgstr "naudoti vaistus" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "nepataikyta" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "apsvaigintas" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "išeiti" #: script/events.js:511 msgid "drop:" msgstr "išmesti:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "nieko" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "imti" #: script/events.js:577 msgid "take:" msgstr "imti:" #: script/events.js:599 msgid "nothing to take" msgstr "nėra nieko ką galima paimti" #: script/events.js:627 msgid "all" msgstr "viskas" #: script/events.js:649 msgid "take everything" msgstr "imti viską" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr "ir" #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** ĮVYKIS ***" #: script/localization.js:4 msgid "saved." msgstr "išsaugota." #: script/localization.js:5 msgid "wood" msgstr "mediena" #: script/localization.js:6 msgid "builder" msgstr "statytojas" #: script/localization.js:7 msgid "teeth" msgstr "dantys" #: script/localization.js:8 msgid "meat" msgstr "mėsa" #: script/localization.js:9 msgid "fur" msgstr "kailis" #: script/localization.js:10 msgid "alien alloy" msgstr "lydinys" #: script/localization.js:11 msgid "bullets" msgstr "kulkos" #: script/localization.js:12 msgid "charm" msgstr "talismanas" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "oda" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "geležis" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "plienas" #: script/localization.js:16 msgid "coal" msgstr "anglis" #: script/localization.js:17 msgid "sulphur" msgstr "siera" #: script/localization.js:18 msgid "energy cell" msgstr "energijos elementas" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "deglas" #: script/localization.js:20 msgid "medicine" msgstr "vaistai" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "medžiotojas" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "kailinių žvėrelių medžiotojas" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "kailiadirbys" #: script/localization.js:24 msgid "grenade" msgstr "granata" #: script/localization.js:25 msgid "bolas" msgstr "bola" #: script/localization.js:26 msgid "bayonet" msgstr "durtuvas" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "mėsininkas" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "geležies kasėjas" #: script/localization.js:29 msgid "iron mine" msgstr "geležies kasykla" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "angliakasys" #: script/localization.js:31 msgid "coal mine" msgstr "anglies kasykla" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "sieros kasėjas" #: script/localization.js:33 msgid "sulphur mine" msgstr "sieros kasykla" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "ginklakalys" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "plieno apdirbėjas" #: script/localization.js:36 msgid "bait" msgstr "masalas" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "vytinta mėsytė" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "žvynai" #: script/localization.js:39 msgid "compass" msgstr "kompasas" #: script/localization.js:40 msgid "laser rifle" msgstr "lazerinis šautuvas" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "rankiotojas" #: script/localization.js:42 msgid "cloth" msgstr "audeklas" #: script/localization.js:45 msgid "thieves" msgstr "vagys" #: script/localization.js:46 msgid "not enough fur" msgstr "neužtenka kailio" #: script/localization.js:47 msgid "not enough wood" msgstr "neužtenka medienos" #: script/localization.js:48 msgid "not enough coal" msgstr "neužtenka anglies" #: script/localization.js:49 msgid "not enough iron" msgstr "neužtenka geležies" #: script/localization.js:50 msgid "not enough steel" msgstr "neužtenka plieno" #: script/localization.js:51 msgid "not enough sulphur" msgstr "neužtenka sieros" #: script/localization.js:52 msgid "baited trap" msgstr "spąstai" #: script/localization.js:53 msgid "not enough scales" msgstr "neužtenka žvynų" #: script/localization.js:54 msgid "not enough cloth" msgstr "neužtenka audeklo" #: script/localization.js:55 msgid "not enough teeth" msgstr "neužtenka dantų" #: script/localization.js:56 msgid "not enough leather" msgstr "neužtenka odos" #: script/localization.js:57 msgid "not enough meat" msgstr "neužtenka mėsos" #: script/localization.js:58 msgid "the compass points east" msgstr "kompasas rodo į rytus" #: script/localization.js:59 msgid "the compass points west" msgstr "kompasas rodo į vakarus" #: script/localization.js:60 msgid "the compass points north" msgstr "kompasas rodo į šiaurę" #: script/localization.js:61 msgid "the compass points south" msgstr "kompasas rodo į pietus" #: script/localization.js:62 msgid "the compass points northeast" msgstr "kompasas rodo į šiaurės rytus" #: script/localization.js:63 msgid "the compass points northwest" msgstr "kompasas rodo į šiaurės vakarus" #: script/localization.js:64 msgid "the compass points southeast" msgstr "kompasas rodo į pietryčius" #: script/localization.js:65 msgid "the compass points southwest" msgstr "kompasas rodo į pietvakarius" #: script/outside.js:5 msgid "Outside" msgstr "Lauke" #: script/outside.js:102 msgid "scraps of fur" msgstr "kailio skiautės" #: script/outside.js:107 msgid "bits of meat" msgstr "mėsos gabaliukai" #: script/outside.js:112 msgid "strange scales" msgstr "keisti žvynai" #: script/outside.js:117 msgid "scattered teeth" msgstr "išmėtyti dantys" #: script/outside.js:122 msgid "tattered cloth" msgstr "nudriskęs audeklas" #: script/outside.js:127 msgid "a crudely made charm" msgstr "grubiai pagamintas talismanas" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Tylus Miškas" #: script/outside.js:169 msgid "gather wood" msgstr "rinkti medieną" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "naktį atvyksta nepažįstamas žmogus" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "nualinta šeima apsistoja vienoje iš trobelių." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "prisijungė grupė senolių." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "su nerimu ir viltimi, įsvirduliuoja karavanas." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "miestelis klesti, aplink skleisdamas žodį." #: script/outside.js:452 msgid "pop " msgstr "žmonės" #: script/outside.js:457 msgid "forest" msgstr "miškas" #: script/outside.js:460 msgid "village" msgstr "kaimas" #: script/outside.js:543 msgid "check traps" msgstr "patikrinti spąstus" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Vieniša Trobelė" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Mažytis Kaimelis" #: script/outside.js:568 msgid "A Modest Village" msgstr "Nemenkas Kaimelis" #: script/outside.js:570 msgid "A Large Village" msgstr "Didelis Kaimas" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Gyvas ir Klestintis Kaimas" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "dangus apsiniaukęs, vėjas stiprus ir negailestingas" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "miško paklotė nusėta sausais krūmokšniais ir šakomis" #: script/outside.js:621 msgid "the traps contain " msgstr "spąstuose yra" #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Dulkėtas Kelias" #: script/path.js:37 msgid "supplies:" msgstr "ištekliai:" #: script/path.js:43 msgid "embark" msgstr "įsikurti" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "kompasas rodo į" #: script/path.js:102 msgid "perks:" msgstr "privalumai:" #: script/path.js:132 msgid "none" msgstr "jokių" #: script/path.js:142 msgid "armour" msgstr "šarvai" #: script/path.js:153 msgid "water" msgstr "vanduo" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "laisvi {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "svoris" #: script/path.js:255 msgid "available" msgstr "prienamas" #: script/room.js:16 msgid "trap" msgstr "spąstai" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "statytoja sako, jog naktį ji renčia spąstus, tikėdamasi pagauti kokį dar " "nenudvėsusį padarėlį" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "daugiau spąstų sugauti daugiau gyvūnų" #: script/room.js:21 msgid "more traps won't help now" msgstr "šiuo metu daugiau spąstų nepadės" #: script/room.js:31 msgid "cart" msgstr "karutis" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "statytoja sako, kad gali sukonstruoti karutį medienai vežioti" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "iškleręs karutis padės parveš daugiau medienos iš miško" #: script/room.js:44 msgid "hut" msgstr "trobelė" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "statytoja teigia, jog aplinkui bastosi daugiau klajūnų. jie noriai imtųsi " "darbo." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "statytoja miške pastatė trobelę. ji sakė žodis pats pasklis." #: script/room.js:49 msgid "no more room for huts." msgstr "neužtenka vietos trobelėms." #: script/room.js:59 msgid "lodge" msgstr "namelis" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "kaimiečiai negalėjo pagelbėti medžioklėje" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "medžiotojų namelis stovėjo miške, atokiau nuo miesto" #: script/room.js:74 msgid "trading post" msgstr "mainų punktas" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "mainų punktai paskatintų prekybą" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "dabar klajokliai gali čia ilgiau apsistoti, įkurti savo krautuvėles" #: script/room.js:88 msgid "tannery" msgstr "káilinė" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "statytoja norėtų patalpos odai ir kailiui apdirbti. kaimiečiai galėtų ją " "įrengti." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "kaimo pakraštyje išdygsta káilinė" #: script/room.js:102 msgid "smokehouse" msgstr "rūkykla" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "turėtų išrūkyti mėsą, nes ji suges. statytoja sako, jog gali ką nors suręsti." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "statytoja pabaigė rūkyklą, atrodė išbadėjusi" #: script/room.js:116 msgid "workshop" msgstr "dirbtuvė" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "statytoja sako, jog su tinkamais įrankiais, galėtų pagaminti kokybiškesnius " "daiktus" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "" "dirbtuvė pagaliau baigta. statytoja nesulaukia kada galės pradėti rimtai " "darbuotis" #: script/room.js:131 msgid "steelworks" msgstr "plieno liejykla" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "statytoja sako, kad reikia liejyklos kaimiečiams plienui gaminti" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "liejykla užkurta! ji lengvai pridūmino kaimą" #: script/room.js:146 msgid "armoury" msgstr "ginklinė" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "statytoja mano, jog reikėtų turėti pastovų šaudmenų šaltinį" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "ginklinė užbaigta, ji puikiai tiks senesnio modelio ginklams" #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "deglas nubaidyti tamsai" #: script/room.js:173 msgid "waterskin" msgstr "gertuvė" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "šioje gertuvėje telpa bent truputis vandens" #: script/room.js:185 msgid "cask" msgstr "statinaitė" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "šioje statinaitėje yra užtektinai vandens ilgesnėms kelionėms" #: script/room.js:198 msgid "water tank" msgstr "vandens rezervuaras" #: script/room.js:202 msgid "never go thirsty again" msgstr "pamiršk troškulį ilgam ilgam..." #: script/room.js:211 msgid "bone spear" msgstr "kaulinė ietis" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "nors ši ietis gan paprasta, ji puikiai tinka smeigimui" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "kuprinė" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "kuo daugiau paneši, tuo ilgiau galėsi keliauti " #: script/room.js:235 msgid "wagon" msgstr "vežimas" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "vežimas gali sutalpinti daug išteklių" #: script/room.js:248 msgid "convoy" msgstr "karavanas" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "karavanas su savimi gali pasiimti kone viską" #: script/room.js:262 msgid "l armour" msgstr "odiniai šarvai" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "oda nepatvari, tačiau geresnė už tuos skarmalus." #: script/room.js:274 msgid "i armour" msgstr "geležiniai šarvai" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "geležis stipresnė už odą" #: script/room.js:286 msgid "s armour" msgstr "plieniniai šarvaii" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "plienas stipresnis už geležį" #: script/room.js:298 msgid "iron sword" msgstr "geležinis kardas" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "kardas aštrus, suteikia tinkamą apsaugą ." #: script/room.js:311 msgid "steel sword" msgstr "plieninis kardas" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "plieninis kardas yra galingas, jo ašmenys - negailestingi." #: script/room.js:324 msgid "rifle" msgstr "šautuvas" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "parakas ir kulkos. visai kaip senais gerais laikais." #: script/room.js:458 msgid "Room" msgstr "Kambarys" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Tamsus Kambarys" #: script/room.js:498 msgid "light fire" msgstr "užkurti ugnį" #: script/room.js:508 msgid "stoke fire" msgstr "pakurstyti ugnį" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "kambaryje {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "ugnis {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "nepažįstamoji stovi prie ugnies. ji sako galinti padėti. ji moka statyti, " "konstruoti. " #: script/room.js:580 msgid "freezing" msgstr "stingdančiai šalta" #: script/room.js:581 msgid "cold" msgstr "šalta" #: script/room.js:582 msgid "mild" msgstr "gan šilta" #: script/room.js:583 msgid "warm" msgstr "šilta" #: script/room.js:584 msgid "hot" msgstr "karšta" #: script/room.js:596 msgid "dead" msgstr "užgesusi" #: script/room.js:597 msgid "smoldering" msgstr "rusena" #: script/room.js:598 msgid "flickering" msgstr "vis labiau įsikuria" #: script/room.js:599 msgid "burning" msgstr "dega, plėvesuoja" #: script/room.js:600 msgid "roaring" msgstr "audringa, galinga" #: script/room.js:604 msgid "A Firelit Room" msgstr "Ugnies Apšviestas Kambarys" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "laužui neužtenka malkų" #: script/room.js:655 msgid "the wood has run out" msgstr "baigėsi malkos" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "" "ugnis šėlsta, jos šviesa pro langus veržiasi į pasaulį, tamsų ir nesvetingą" #: script/room.js:688 msgid "builder stokes the fire" msgstr "statytoja pakursto ugnį" #: script/room.js:718 msgid "the wind howls outside" msgstr "lauke girdisi vėjo kaukimas" #: script/room.js:719 msgid "the wood is running out" msgstr "medienos atsargos senka" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "nuskurus moteris įklupčioja per duris ir susmunka kampe" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "drebanti nepažįstamoji kažką suburba po nosimi." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "moteris kampelyje baigia tirtėti, jos kvėpavimas nurimsta." #: script/room.js:760 msgid "stores" msgstr "inventorius" #: script/room.js:779 msgid "weapons" msgstr "ginklai" #: script/room.js:914 msgid "total" msgstr "iš viso" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "nepakankamai" #: script/room.js:951 msgid "builder just shivers" msgstr "statytoja tik dreba" #: script/room.js:1054 msgid "build:" msgstr "statyti:" #: script/room.js:1061 msgid "craft:" msgstr "gaminti:" #: script/room.js:1068 msgid "buy:" msgstr "pirkti:" #: script/ship.js:11 msgid "Ship" msgstr "Laivas" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Senas Erdvėlaivais" #: script/ship.js:38 msgid "hull:" msgstr "korpusas:" #: script/ship.js:44 msgid "engine:" msgstr "variklis:" #: script/ship.js:51 msgid "reinforce hull" msgstr "sutvirtinti korpusą" #: script/ship.js:60 msgid "upgrade engine" msgstr "pagerinti variklį" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "pakilti" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "kažkur, virš nuolaužų debesų, sklando klajotojų grupuotė. per ilgai " "užsibuvom ant šito akmens." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "neužtenka ateivių lydinio" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Pasirengę Išvykti?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "laikas palikti šitą vieta. nebegrįšiu." #: script/ship.js:150 msgid "linger" msgstr "delsti" #: script/space.js:42 msgid "hull: " msgstr "korpusas:" #: script/space.js:76 msgid "Troposphere" msgstr "Troposfera" #: script/space.js:78 msgid "Stratosphere" msgstr "Stratosfera" #: script/space.js:80 msgid "Mesosphere" msgstr "Mezosfera" #: script/space.js:82 msgid "Thermosphere" msgstr "Termosfera" #: script/space.js:84 msgid "Exosphere" msgstr "Egzosfera" #: script/space.js:86 msgid "Space" msgstr "Kosmosas" #: script/space.js:424 msgid "score for this game: {0}" msgstr "taškų surinkta šiame žaidime:" #: script/space.js:431 msgid "total score: {0}" msgstr "iš viso taškų:" #: script/world.js:46 msgid "punch" msgstr "trenkti" #: script/world.js:52 msgid "stab" msgstr "padurti" #: script/world.js:58 msgid "swing" msgstr "užsimoti" #: script/world.js:64 msgid "slash" msgstr "prapjauti" #: script/world.js:70 msgid "thrust" msgstr "durti" #: script/world.js:76 msgid "shoot" msgstr "šauti" #: script/world.js:83 msgid "blast" msgstr "sprogdinti" #: script/world.js:90 msgid "lob" msgstr "sviesti" #: script/world.js:97 msgid "tangle" msgstr "supančioti" #: script/world.js:119 msgid "An Outpost" msgstr "Stebėjimo Postas" #: script/world.js:120 msgid "Iron Mine" msgstr "Geležies Kasykla" #: script/world.js:121 msgid "Coal Mine" msgstr "Anglies Kasykla" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Sieros Kasykla" #: script/world.js:123 msgid "An Old House" msgstr "Senas Namas" #: script/world.js:124 msgid "A Damp Cave" msgstr "Drėgna Ola" #: script/world.js:125 msgid "An Abandoned Town" msgstr "Apleistas Miestelis" #: script/world.js:126 msgid "A Ruined City" msgstr "Apgriuvęs Miestas" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Sudužęs Erdvėlaivis" #: script/world.js:128 msgid "A Borehole" msgstr "Gręžinys" #: script/world.js:129 msgid "A Battlefield" msgstr "Mūšio laukas" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Drumzli Pelkė" #: script/world.js:134 msgid "A Destroyed Village" msgstr "Suniokotas Kaimas" #: script/world.js:256 msgid "water:{0}" msgstr "vanduo:{0}" #: script/world.js:283 msgid "pockets" msgstr "kišenės" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "hp: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "būti taip toli nuo kaimo be reikiamos apsaugos yra pavojinga" #: script/world.js:351 msgid "safer here" msgstr "čia saugiau" #: script/world.js:451 msgid "the meat has run out" msgstr "baigėsi mėsa" #: script/world.js:456 msgid "starvation sets in" msgstr "atslenka badas" #: script/world.js:481 msgid "there is no more water" msgstr "nebėra vandens" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "troškulys nebepakeliamas" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "" "medžiai pasiduoda sausiems žolėms kukštams. pageltę krūmokšniai šnara vėjyje." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "medžių nebėra. teliko perdžiūvusi žemė ir dulkės... daug dulkių." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "horizonte dūksoja medžiai. pamažu žolę paveržė sausa miško paklotė - sausa " "žolė, pageltę negražūs krūmynai" #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "žolė merdi. tebeliks dulkės." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "dykvietes seka merdinčios, sausos žolės jūra, liūdnai liūliuojanti " "bergždžiame vėjyje." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "iš po dulkių dūkso nedaili susimazgiusių medžių siena. jų šakos, lyg " "griaučiai, susipynę į aukštą ir nykų skliautą." #: script/world.js:817 msgid "Wanderer" msgstr "Klajūnas" #: script/world.js:822 msgid "The Village" msgstr "Kaimas" #: script/world.js:851 msgid "the world fades" msgstr "pasaulis blunka" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "vanduo papildytas" #: script/world.js:982 msgid "A Barren World" msgstr "Skurdus Pasaulis" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Rūstusis Žvėris" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "rūstus žvėris" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "baisusis žvėris nugalėtas" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "baugus žvėris iššoko iš po krūmo" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Paliegęs žmogus" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "paliegęs žmogus" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "paliegėlis negyvas" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "prie tavęs prieina sulysęs ir išvargęs žmogus, jis panašus į pamišėlį" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Keistas Paukštis" #: script/events/encounters.js:89 msgid "strange bird" msgstr "keistas paukštis" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "keistas paukštis negyvas" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "neįprastos išvaizdos paukštis laksto po laukus" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Drebantis Žmogus" #: script/events/encounters.js:127 msgid "shivering man" msgstr "drebantis žmogus" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "drebantis žmogus negyvas" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "" "išgirsti brazdėjimą. tave užsipuola drebantis žmogus, jis stebėtinai stiprus." #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Žmogėdra" #: script/events/encounters.js:169 msgid "man-eater" msgstr "žmogėdra" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "žmogėdra negyvas" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "tave užpuola didžiulis padaras. jo nagai kruvini." #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Banditas" #: script/events/encounters.js:206 msgid "scavenger" msgstr "banditas" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "banditas negyvas" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "ieškodamas lengvo grobio prie tavęs prisliūkina banditas" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Didžiulis Driežas" #: script/events/encounters.js:248 msgid "lizard" msgstr "driežas" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "driežas negyvas" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "" "nublokšdamas žolę į visas puses, prie tavęs prisiartina didžiulis driežas" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Siaubūnas" #: script/events/encounters.js:286 msgid "feral terror" msgstr "siaubūnas" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "siaubūnas negyvas" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "nepasakomai siaubingas žvėris išsiveržia iš lapų priedangos" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Kareivis" #: script/events/encounters.js:323 msgid "soldier" msgstr "kareivis" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "kareivis negyvas" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "dykumos apsuptyje, pamatai kareivį. jis pradeda šaudyti." #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Snaiperis" #: script/events/encounters.js:366 msgid "sniper" msgstr "snaiperis" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "snaiperis negyvas" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "staiga, paleistas iš po aukštos žolės, nuaidi šūvis" #: script/events/global.js:6 msgid "The Thief" msgstr "Vagis" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "kaimiečiai iš sandėlio išvijo purviną vyrą" #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "sako, kad jo bendrai knisosi po atsargas." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "sako, kad jį reikia pakarti, kaip pavyzdį kitiems" #: script/events/global.js:17 msgid "a thief is caught" msgstr "vagis sugautas" #: script/events/global.js:21 msgid "hang him" msgstr "jį pakarti" #: script/events/global.js:25 msgid "spare him" msgstr "jo pagailėti" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "kaimiečiai prie sandėlio pakorė vagį" #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "tai pasiteisino! per kelias dienas dingusios atsargos buvo sugrąžintos." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "vyras yra be galo dėkingas, sakė, kad išeis ir nebegrįš." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "prieš išeidamas, pasidalino savo sėlinimo žiniomis. " #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Sugadinti Spąstai" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "kai kurie spąstai buvo sumaitoti." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "dideli pėdsakai veda link miško." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "kai kurie spąstai visiškai sudarkyti" #: script/events/outside.js:26 msgid "track them" msgstr "sekti pėdsakus" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "juos ignoruoti" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "pėdsakai po kelių minučių dingo." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "miške tylu." #: script/events/outside.js:40 msgid "nothing was found" msgstr "nieko nerasta" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "eiti namo" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "netoli nuo kaimo guli didžiulis žvėris, jo kailis suteptas krauju." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "pamatęs peilį bando priešintis, bet veltui." #: script/events/outside.js:53 msgid "there was a beast. it's dead now" msgstr "RIP žvėris" #: script/events/outside.js:69 msgid "Fire" msgstr "Ugnis" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "ugnis nusiaubė vieną namuką" #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "visi namo gyventojai žuvo liepsnose." #: script/events/outside.js:79 msgid "a fire has started" msgstr "užsiplieskė ugnis." #: script/events/outside.js:86 msgid "mourn" msgstr "gedėti" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "mirė dalis kaimiečių" #: script/events/outside.js:95 msgid "Sickness" msgstr "Liga" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "kaime plinta ligos." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "skubiai reikia vaistų." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "kai kurie kaimiečiai serga." #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 vaistas" #: script/events/outside.js:114 msgid "ignore it" msgstr "nekreipti dėmesio " #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "su laiku ligos išgijo. " #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "ligoniai išgydomi" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "kaimą nusiaubė ligos." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "dienos skirtos laidojimams." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "naktys palydimos riksmų." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "sergantieji palikti likimo valiai." #: script/events/outside.js:153 msgid "Plague" msgstr "Maras" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "nuožmus maras greitai plinta po kaimą." #: script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "kaimas kenčia nuo maro" #: script/events/outside.js:168 msgid "buy medicine" msgstr "pirkti vaistų" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 vaistai" #: script/events/outside.js:179 msgid "do nothing" msgstr "nieko nedaryti" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "maro plitimas sustabdomas." #: script/events/outside.js:187 msgid "only a few die." msgstr "miršta nedaug žmonių." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "likusieji juos palaidoja." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "epidemija pamažu sunaikinama" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "kaimą užklumpa maro proveržis." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "vienintelė viltis - greita mirtis." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "beveik visa populiacija išnaikinama" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Žvėrių Išpuolis" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "iš medžių iššoka gauja urzgiančių žvėrių." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "kova trumpa ir kruvina, tačiau žvėris pavyko išguiti. " #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "kaimiečiai raudoja žuvusiųjų." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "laukinis žvėris užpuola kaimiečius" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "plėšrūnai tapo grobiu. gamta negailestinga" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Kariuomenės Reidas" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "iš už medžių pasigirsta šūviai." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "gerai apsiginklavę žmonės išsiveržia iš miško, jie šaudo į minią." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "po susirėmimo juos pavyko išvyti, tačiau teko nemažai prarasti." #: script/events/outside.js:269 msgid "troops storm the village" msgstr "kariuomenė apgulė kaimą" #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "karai yra žiaurūs ir negailestingi" #: script/events/room.js:6 msgid "The Nomad" msgstr "Klajoklis" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "į kaimą įsliūkino klajoklis su nešuliu." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "jis nesakė iš kur atvyko, tačiau akivaizdu, kad neketinąs likti." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "atvyksta klajoklis, jis prekiauja įvairias daikčiukais" #: script/events/room.js:20 msgid "buy scales" msgstr "pirkti žvynų" #: script/events/room.js:25 msgid "buy teeth" msgstr "pirkti dantų" #: script/events/room.js:30 msgid "buy bait" msgstr "pirkti masalo" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "masalo dėka, spąstai bus veiksmingesni." #: script/events/room.js:39 msgid "buy compass" msgstr "pirkti kompasą" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "kompasas atrodo senas, dulkėtas ir aplamdytas, regis veikia." #: script/events/room.js:45 script/events/room.js:227 script/events/room.js:240 #: script/events/room.js:253 script/events/room.js:309 #: script/events/room.js:332 script/events/room.js:388 #: script/events/room.js:411 script/events/room.js:450 #: script/events/room.js:568 script/events/room.js:584 #: script/events/room.js:600 script/events/room.js:611 msgid "say goodbye" msgstr "atsisveikinti" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Garsai" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "už sienos girdisi bruzdesys." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "nežinia, kas ten darosi." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "už sienos girdisi keisti garsai." #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "ištirti" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "netoliesi mirga neaiškūs siluetai." #: script/events/room.js:79 msgid "the sounds stop." msgstr "garsai liaujasi." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "grįžti vidun" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "prie slenksčio guli keli kailiais apvynioti pagaliai." #: script/events/room.js:92 msgid "the night is silent." msgstr "naktis nebyli." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "sandėlyje girdisi krebždesys." #: script/events/room.js:112 msgid "something's in there." msgstr "ten kažkas yra." #: script/events/room.js:114 msgid "something's in the store room" msgstr "kažkas yra sandėlyje." #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "pasigesta medienos." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "ant grindų primėtyta žvynų." #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "ant grindų primėtyta dantų." #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "ant grindų primėtyta audinio skiaučių. " #: script/events/room.js:190 msgid "The Beggar" msgstr "Elgeta" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "atvyko elgeta." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "paprašė atliekamų kailių, jį nakčia sušildyti." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "atvyko elgeta" #: script/events/room.js:204 msgid "give 50" msgstr "duoti 50" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "duoti 100" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "duoti špygą" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "elgeta padėkoja." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "palieką krūvelę žvynų." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "palieką krūvelę dantų." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "palieka audinių skiaučių." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Paslaptinga Keliautoja" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "keliautoja atvyksta su tuščiu vežimu. sako, jeigu duosi jai medienos, ji " "grįš su dar daugiau. " #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "statytoja ja nepasitiki." #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "atvyksta paslaptinga keliautoja" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "duoti 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "keliautoja išvyksta vežimu prikrautu medienos" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "paslaptinga keliautoja grįžta, jo vežimas sklidinas medienos. " #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "keliautoja grįžta tuščiu vežimu. sako, jeigu duosi jai kailių, ji juos " "gražins su kaupu." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "statytoja abejoja, ar verta ja pasitikėti." #: script/events/room.js:365 msgid "turn her away" msgstr "nieko neduoti" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "keliautoja išvyksta su daugybe kailių" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "keliautoja grįžta, jos vežime pilna kailių." #: script/events/room.js:420 msgid "The Scout" msgstr "Žvalgas" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "skautė sako jis visur buvęs, visko matęs." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "už tinkamą atlygį ji mielai viską papasakotų." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "žvalgas sustoja nakčiai" #: script/events/room.js:434 msgid "buy map" msgstr "pirkti žemėlapį" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "žemėlapis atskleidžia apylinkes" #: script/events/room.js:440 msgid "learn scouting" msgstr "išmokti žvalgybos" #: script/events/room.js:459 msgid "The Master" msgstr "Išminčius" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "atvysta senas keliauninkas. " #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "jis šiltai nusišypso ir paprašo nakvynės." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "atvysta senas keliauninkas." #: script/events/room.js:473 msgid "agree" msgstr "sutikti" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "už nakvynę senolis pasidalins savo išmintimi. " #: script/events/room.js:493 msgid "evasion" msgstr "vengimas" #: script/events/room.js:503 msgid "precision" msgstr "taiklumas" #: script/events/room.js:513 msgid "force" msgstr "jėga" #: script/events/room.js:532 msgid "The Sick Man" msgstr "Ligonis" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "atšlubuoja vyras, jis kosti." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "jis maldauja vaistų." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "atšlubuoja sergantis vyras" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "duoti 1 vaistą" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "vyras greitai praryja vaistus" #: script/events/room.js:552 msgid "tell him to leave" msgstr "liepti jam išeiti" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "vyras dėkoja." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "jis palieka atlygį." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "keistas metalo gabaliukas, kurį jis radęs keliaudamas" #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "keistos žibančios dėžutės, kurias jis radęs savo kelionėse" #: script/events/room.js:593 msgid "all he has are some scales." msgstr "jis turi tik saujelę žvynų." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "vyras padėkoja ir nušlubčioja savo keliais." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "Stebėjimo Postas" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "saugi vieta miškuose." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Drumzli Pelkė" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "pelkėtuose plotuose styro pūvančios nendrės." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "vieniša varlė sėdi purvynuose, tyli." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "pelkė glūdi tykiame ore. " #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "eiti tolyn" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "giliai pelkėje stovi samanota trobelė. " #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "viduje sėdi senas klajoklis, jis paniręs į transą." #: script/events/setpieces.js:61 msgid "talk" msgstr "kalbėti" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "senolis priima amuletą ir lėtai sulinksi." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "jis pasakoja apie laikus, kai į naują pasaulį vedė didingus laivynus." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "" "beribis naikinimas ir karas turėjo patenkinti keliautojų galios troškimą. " #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "tremtis čia yra jo bausmė." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Drėgna Ola" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "olos įėjimas platus ir tamsus." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "nesimato, kas viduje." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "žemė šioje vietoje suskilusi, tarsi labai sena žaizda" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "eiti vidun" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "išsigandęs žvėris gina savo namus" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "eiti tolyn" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "palikti olą" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "po kelių metrų, ola pradeda siaurėti." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "sienos drėgnos ir samanotos" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "įsisprausti" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "viduje - senos stovyklavietės liekanos." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "pajuodavę ir suplėšyti miegmaišiai padengti plonu dulkių sluoksniu." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "urvelyje guli keliautojo palaikai." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "jie pradėję pūti, trūksta kelių kūno dalių." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "nežinia kas jį čia paliko." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "deglas suspragsi ir užgesta drėgname ore." #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "visiška tamsa" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "deglas užgesta " #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "olos driežas puola" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "iš tamsos išnyra pabaisa" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "didžiulis driežas krypuoja artyn" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "olos gale stūkso didžiulio gyvūno lizdas." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "olos gale paslėpta atsargos priemonių." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "už akmens užkritus sena, dulkėta dėžė." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Apleistas Miestelis" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "priešais yra mažas priemiestis, namai nublukę ir apsilupę." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "gatvės žibintai sudaužyti, surūdiję. ši vieta ilga laiką nematė gyvybės. " #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "miestelis apleistas, jo gyventojai seniai išmirę" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "tyrinėti" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "mokyklos langai sudužę ir pajuodę nuo suodžų." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "didelės durys liūdnai girgždi vėjyje. " #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "palikti miestą" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "užpultas gatvėje." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "priešais statomas namas." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "pro nešvarius langus, šiek tiek matosi žalias kryžius." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "surūdijusioje spintelėje įgrūsta šiek tiek išteklių." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "ieškotojas laukia už durų." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "apaugusiame parke stovi žvėris." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "apverstas vežimas išsitaškęs ant gatvės." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "ieškotojai jau jį apšvarino, bet yra likę keletas vertingų dalykų." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "klykdamas puola beprotis." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "iš šešėlių išnyra banditas." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "žvėris išsiveržia iš apvogto kabineto." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "už salės durų girdisi žingsniai." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "deglas užlieja koridorių mirgančia šviesa." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "žingsniai sustoja." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "išgirdęs triukšmą, iš brūzgyno iššoka dar vienas žvėris." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "kelio gale kažkas kelia šurmulį." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "galbūt kova." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "po parko suoliuku paslėptas krepšelis maisto, prie kurio pritvirtintas " "raštelis." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "negaliu perskaityti žodžių." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "panikuodamas, rėkdamas ieškotojas įsiveržia pro duris." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "šalia keliautojo kūno stovi vyras. pastebi, jog jis ne vienas." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "ieškotojas mokykloje buvo įrengęs mažą stovyklą." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "lyg iš dangaus nukritę ant grindų guli metalo gabaliukai." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "atrodo, kad ieškotojas ieškojo čia išteklių." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "nesmagu būtų jei tai, ką jis rado, nueitų veltui." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "po keliautojo skudurais, vienoje iš jo rankų spindi metalas." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "atrodo, jog dėl to verta žudyti." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "atrodo sąžininga - akis už akį." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "bent anksčiau suveikdavo visada." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "tarp kaulų matosi keletas naudingų niekučių." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "stalčiuose palikta šiek tiek vaistų." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "ši klinika apvogta." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "beliko dulkės ir dėmės." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Apgriuvęs Miestas" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "aplamdytas kelio ženklas stovi lyg sargas prie įėjimo į šį kadaise didį " "miestą." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "nesugriuvę bokštai kyšo iš kraštovaizdžio lyg kokios senovinės pabaisos " "šonkauliai." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "viduje gali būti vertingų dalykų." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "apirusio miesto bokštai dominuoja padangę." #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "gatvės tuščios." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "oras pilnas nepaliaujamai pustomų dulkių." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "palikti miestą" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "išblukę ir sulūžę oranžiniai eismo kūgiai išdėlioti gatvėje." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "skersgatviuose, tarp pastatų, blyksi šviesos." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "gatvėmis išsidriekęs didžiulis lūšnynas." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "iš kreivų trobelių spokso suodžiais ir krauju padengti veidai." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "priešais stovi apleistos ligoninės griuvėsiai." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "senas bokštas atrodo beveik nepaliestas." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "įėjimas užblokuotas sudegusios mašinos nuolaužomis." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "dauguma langų pirmame aukšte vis tiek sudaužyti." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "senoje metro stotyje iš tamsos išropoja milžiniškas žvėris." #: script/events/setpieces.js:1368 msgid "descend" msgstr "leistis" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "šūvis nuaidi tuščioje gatvėje." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "pakėlęs šautuvą iš už pastatų išnyra kareivis." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "užstodamas kelią priešiškai stovi gležnas vyras." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "visur tik nusivylusios akys." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "šie žmonės jau seniai buvo palaužti." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "tušti koridoriai." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "ši vieta jau apšvarinta ieškotojų." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "pro duris įsiveržia senis, rankoje laikydamas skalpelį." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "kitoje sienos pusėje laukia banditas." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "iš už automobilio iššoka urzgiantis žvėris." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "virš metro platformos esanti gatvė susprogdinta." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "šiek tiek nušviečia dulkėtą miglą." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "iš artimo tunelio girdėti garsas." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "panašu, jog priešais kažkokia stovyklavietė." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "skersgatvis užtvertas surūdijusia tvora." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "priešais esančioje aikštėje dega ugnis." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "priekyje girdėti daugiau balsų." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "jie čia ne be reikalo." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "vėjas atneša šūvių garsą." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "priešais gatvė spindi ugnies šviesa." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "buriasi vis daugiau gyventojų." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "kažkas meta akmenį." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "šaligatvyje ekspromtu įrengta parduotuvė." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "stovi stoiškas savininkas." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "vienoje gatvės pusėje džiovinimui pakabinti mėsos gabalai." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "vengdami akių kontakto, žmonės atsitraukia." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "kažkas užrakino ir užbarikadavo šios operacinės duris." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "šiame sparne įsikūrusi senų gyventojų gentis." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "iš už kampo išlenda driežų gauja." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "čia džiovinimui pakabinti mėsos gabalai." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "didelis paukštis tupi lizde laiptų viršuje." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "čia nuolaužos kur kas tankesnės." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "nuolaužose gali būti ko nors naudingo." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "pulkas žiurkių užskuba tuneliu." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "mojuodamas durtuvu, puola didžiulis vyras." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "antras kareivis pradeda šaudyti." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "iš už kampo išsitraukęs ginklą iššoka kaukėtas kareivis" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "minia puola į priekį." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "jaunuolis puola nešinas medžio šaka." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "mažos trobelės tarpduryje tvirtai stovi gyventojas." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "iš už durų, pabudusi puola iškreipta figūra." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "durims šiek tiek atsidarius prasiveržia šimtai čiuptuvų." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "šiam paukščiui matyt patiko blizgučiai." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "keletas naudingų dalykų jo lizde." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "čia nieko ypatingo." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "matyt ieškotojai jau rado šią vietą." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "šis tunelis atsiveria kitoje platformoje." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "sienos apdegusios nuo senos kovos." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "abiejų pusių kūnai ir ištekliai išmėtyti and žemės." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "šis mažas karinis stebėjimo postas gerai aprūpintas." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "ant kamaros grindų tvarkingai išdėlioti ginklai, amunicija ir karo " "relikvijos." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "tokie mirtini kaip ir visada." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "apieškojus kūnus rasta šiek tiek išteklių." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "daugiau kareivių tuoj atvyks." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "laikas judėti toliau." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "ši maža gyvenvietė aiškiai kurį laiką degė." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "anksčiau čia gyvenusių keliautojų kūnai dar matosi liepsnose." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "dar yra laiko išgelbėti keletą išteklių." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "likę gyventojai bėga nuo smurto, pamiršdami savo mantą." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "daug dalykų nėra, bet dar likę keletas naudingų dalykų." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "jaunasis naujakurys nešėsi lininį maišą." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "jame yra keliavimo įrankiai ir keletas niekučių." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "daugiau čia nieko nėra." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "trobelėje verkia vaikas." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "keletas daiktų atremti į sienas." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "puvenų ir mirties dvokas tūno operacinėse." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "ant žemės mėtosi keletas daiktų." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "daugiau čia nieko nėra." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "koridoriaus gale nepaliesta vaistų spintelė." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "likusios ligoninės patalpos tuščios." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "kažkas čia kaupė savo lobį." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "čiuptuvais nusėta pabaisa nugalėta." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "viduje pilna jo aukų palaikų." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "iškreiptas žmogus guli negyvas." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "operacinėje pilna keistos įrangos." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "senolis turėjo mažą saugyklą pilną įdomių dalykų." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Senas Namas." #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "čia stovi senas namas, jo kadaise balta danga pageltus ir apsilupus." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "atviros durys." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "" "šio seno namo griuvėsiai stovi lyg paminklas, primenantis paprastesnius " "laikus." #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "namas apleistas, bet dar neapiplėštas." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "sename šulinyje dar likę keli vandens lašai." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "šis namas buvo apvogtas." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "tačiau po grindlentėmis paslėpta vaistų." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "koridoriumi atbėga žmogus, laikydamas surūdijusį peilį" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Užmirštas Mūšio Laukas" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "kažkada seniai čia įvyko kova." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "aplamdyti, neveikiantys abiejų pusių mechanizmai guli ant susprogdinto " "kraštovaizdžio." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Didžiulis Gręžinys" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "čia milžiniška, gili skylė, atlikusi nuo praėjusio derliaus." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "jie rado tai ko ieškojo ir išvyko." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "mamutų grąžtų liekanos vis dar mėtosi ant skardžio krašto." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Sudužęs Laivas" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "iš dulkių ir pelenų pakyla pažįstamos keliautojų laivo kreivės." #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "pasisekė, jog vietiniai nemoka naudotis šiais mechanizmais." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "su šiek tiek pastangų, jis gali skristi dar kartą." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "surinkti" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "Sieros Kasykla" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "prie kasyklos įėjimo jau įsikūrę kariškiai." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "perimetre patruliuoja kareiviai, ant pečių užsimetę šautuvus." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "aplink kasyklą įrengtas karinis perimetras." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "pulti" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "kareivis pradeda šaudyti." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "bėgti" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "antras kareivis prisijungia prie kovos." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "mojuodamas durtuvu puola pražilęs kareivis." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "kariuomenė išsklaidyta." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "kasykloje dabar saugu dirbti." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "sieros kasykloje nebėra pavojaus." #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "Anglies Kasykla" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "laužai dega prie kasyklos įėjimo." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "aplink vaikštinėja ginkluoti vyrai." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "ši sena kasykla neapleista" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "vyras prisijungia prie kovos" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "beliko tik vadas." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "stovykloje tylu, girdisi tik ugnies pleškesys." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "anglies kasykloje nebėra pavojaus." #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "Geležies Kasykla" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "čia stovi sena geležies kasykla, šalia jos guli aprūdiję įrankiai." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "aplink įėjimą išbarstyti pabalę kaulai, daugelis jų išraižyti kreivais " "grioveliais." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "tamsoje nuaidi kraupus kaukimas." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "šis kelias veda link apleistos kasyklos." #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "didelis padaras šoka į priekį, jo raumenys raibuliuoja deglų šviesoje." #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "žvėris nebegyvas." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "geležies kasykloje nebėra pavojaus." #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Sunaikintas Kaimas" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "sunaikintas kaimas glūdi dulkėse." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "apdegę kūnai dengia žemę." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "aštrus metalo kvapas pasklido ore." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "vidury kaimo stovi trobelė." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "viduje dar liko reikmenų." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "šioje vietoje matosi praeitos kartos darbas." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "pilnai prinokęs." ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/lv/strings.js ================================================ _.setTranslation({"dodge attacks more effectively": "lab\u0101k izvair\u012bties no uzbrukumiem", "meat": "ga\u013ca", "energy cell": "baterija", "some traps have been destroyed": "da\u017ei slazdi ir piln\u012bb\u0101 izpost\u012bti", "there are still supplies inside.": "iek\u0161\u0101 v\u0113l ir kr\u0101jumi.", "a pack of lizards rounds the corner.": "aiz st\u016bra par\u0101d\u0101s bars ar \u0137irzak\u0101m.", "Export / Import": "Eksport\u0113t/Import\u0113t", "cancel": "atcelt", "he speaks of once leading the great fleets to fresh worlds.": "vi\u0146\u0161 st\u0101sta, k\u0101 reiz bijis priek\u0161gal\u0101 vareniem ku\u0123iem ce\u013c\u0101 uz neatkl\u0101t\u0101m pasaul\u0113m.", "something's in the store room": "noliktav\u0101 k\u0101ds ir.", "not enough iron": "nepietiek dzelzs", "slash": "cirst", "a large man attacks, waving a bayonet.": "v\u0113z\u0113jot durkli, uzbr\u016bk plec\u012bgs v\u012brs.", "inside, the remains of its victims are everywhere.": "iek\u0161\u0101, visur m\u0113t\u0101jas t\u0101 upuru atliekas.", "a few items are scattered on the ground.": "pa zemi ir izkais\u012bti da\u017e\u0101di priek\u0161meti.", "Ship": "Ku\u0123is", "learned to predict their movement": "iem\u0101c\u012bj\u0101s paredz\u0113t vi\u0146u kust\u012bbas", "An Old House": "Veca M\u0101ja", "Share": "Dal\u012bties", "the compass points south": "kompass nor\u0101da uz dienvidiem", "tannery goes up quick, on the edge of the village": "\u012bs\u0101 laik\u0101 \u0101dn\u012bca tiek uzb\u016bv\u0113ta ciemata nomal\u0113", "warfare is bloodthirsty": "kar\u0161 prasa asinis", "An Old Starship": "Sens Kosmosa Ku\u0123is", "the shivering man is dead": "drebo\u0161ais v\u012brs ir miris", "Sulphur Mine": "S\u0113ra Raktuves", "a beggar arrives.": "ierodas ubags.", "bullets": "lodes", "teeth": "zobi", "Go Hyper?": "Iesl\u0113gt Hiperre\u017e\u012bmu?", "fur": "ka\u017eok\u0101da", "more traps won't help now": "no vair\u0101k lamat\u0101m tagad neb\u016bs j\u0113gas", "scavenger": "sirot\u0101js", "trading post": "tirgus placis", "A Dusty Path": "Putek\u013caina Taka", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "klejot\u0101ju gaisa flote lidin\u0101s kaut kur virs gruve\u0161u putek\u013cu m\u0101ko\u0146a. vi\u0146i uz \u0161\u012bs plan\u0113tas pabiju\u0161i p\u0101r\u0101k ilgu laiku.", "leather's not strong. better than rags, though.": "\u0101da nav p\u0101r\u0101k iztur\u012bga, ta\u010du lab\u0101ka nek\u0101 lupatas.", "craft:": "veidot:", "a plague afflicts the village": "m\u0113ris nomoka ciematu", "a small suburb lays ahead, empty houses scorched and peeling.": "priek\u0161\u0101 redzama neliela piepils\u0113ta, tuk\u0161\u0101s \u0113kas apsvilu\u0161as un nopluku\u0161as.", "the ground is littered with scraps of cloth": "pa zemi ir izm\u0113t\u0101tas auduma str\u0113meles", "the remains of an old house stand as a monument to simpler times": "vec\u0101s m\u0101jas atliekas ir piemi\u0146a vienk\u0101r\u0161\u0101kiem laikiem", "melee weapons deal more damage": "tuvc\u012b\u0146as iero\u010di nodara liel\u0101kus post\u012bjumus", "eat meat": "\u0113st ga\u013cu", "a thug moves out of the shadows.": "no \u0113nu aizsega par\u0101d\u0101s noziedznieks.", "not enough coal": "nepietiek og\u013cu", "rucksack": "mugursoma", "sulphur mine": "s\u0113ra raktuves", "Space": "Visums", "not enough steel": "nepietiek t\u0113rauda", "iron miner": "dzelzracis", "bring your friends.": "pa\u0146emt l\u012bdzi draugus.", "someone throws a stone.": "k\u0101ds svie\u017e akmeni.", "the fight is short and bloody, but the beasts are repelled.": "c\u012b\u0146a ir \u012bsa un asi\u0146aina, bet zv\u0113ri tiek atvair\u012bti.", "safer here": "\u0161eit b\u016bs dro\u0161\u0101k", "leather": "\u0101da", "villagers could help hunt, given the means": "ciematnieki pal\u012bdz\u0113tu med\u012bb\u0101s, ja vi\u0146iem b\u016btu nepiecie\u0161amie l\u012bdzek\u013ci", "Stratosphere": "Stratosf\u0113ra", "choose one slot to save to": "izv\u0113l\u0113ties, kur saglab\u0101t", "the walls are scorched from an old battle.": "sienas ir apdegu\u0161as no senas kaujas ugun\u012bm.", "a small supply cache is hidden at the back of the cave.": "dzi\u013ci al\u0101 pasl\u0113pta neliela kr\u0101tuve.", "water": "\u016bdens", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "sve\u0161iniece tr\u012bc un klus\u0101m ko murmina, bet vi\u0146as v\u0101rdi nav saprotami.", "the plague rips through the village.": "ciemat\u0101 plos\u0101s m\u0113ris.", "not enough meat": "nepietiek ga\u013cas", "traps are more effective with bait.": "lamatas ir iedarb\u012bg\u0101kas, ja taj\u0101s ir \u0113sma.", "water:{0}": "\u016bdens:{0}", "Thermosphere": "Termosf\u0113ra", "the man says he's grateful. says he won't come around any more.": "v\u012brs ir pateic\u012bgs un saka, ka vairs \u0161eit tuvum\u0101 ner\u0101d\u012bsies.", "scratching noises can be heard from the store room.": "no noliktavas skan skr\u0101p\u0113jo\u0161i trok\u0161\u0146i.", "swing": "v\u0113z\u0113t", "a haze falls over the village as the steelworks fires up": "t\u0113raudlietuvei uzkarstot, ciemats ietinas d\u016bmak\u0101", "the shell of an abandoned hospital looms ahead.": "priek\u0161\u0101 slejas pamestas slimn\u012bcas karkass.", "the light from the fire spills from the windows, out into the dark": "gaisma no kr\u0101sns pl\u016bst nakts tums\u0101 caur b\u016bdas logiem", "lodge": "mednieku nami\u0146\u0161", "signout": "izrakst\u012bties", "not enough alien alloy": "nepietiek ", "unarmed master": "beziero\u010du c\u012b\u0146as meistars", "do nothing": "nedar\u012bt neko", "a lone frog sits in the muck, silently.": "net\u012braj\u0101 mukl\u0101j\u0101 klus\u0101m s\u0113\u017e vientul\u012bga varde.", "lift off": "pacelties", "a ragged stranger stumbles through the door and collapses in the corner": "noplukusi sve\u0161iniece iesteber\u0113 pa durv\u012bm un sabr\u016bk istabas st\u016br\u012b", "yes": "j\u0101", "hyper.": "hiper\u0101trums.", "dangerous to be this far from the village without proper protection": "b\u012bstami b\u016bt tik t\u0101lu no ciemata bez aizsardz\u012bbas", "compass": "kompass", "time to move on.": "laiks doties t\u0101l\u0101k.", "available": "pieejams", "some wood is missing.": "da\u013ca koka iztr\u016bkst.", "they took what they came for, and left.": "vi\u0146i pa\u0146\u0113ma, p\u0113c k\u0101 bija n\u0101ku\u0161i, un dev\u0101s prom.", "successfully saved to dropbox datastorage": "veiksm\u012bgi saglab\u0101ts dropbox datu vietn\u0113", "only dust and stains remain.": "atliku\u0161i vien\u012bgi putek\u013ci un traipi.", "Wanderer": "Klejot\u0101js", "buy:": "pirkt:", "A Large Village": "Liels Ciemats", "his time here, now, is his penance.": "vi\u0146a laiks \u0161eit un tagad ir, k\u0101 vi\u0146\u0161 izp\u0113rk savus gr\u0113kus.", "there is no more water": "\u016bdens kr\u0101jums ir beidzies", "salvage": "salabot", "the towers of a decaying city dominate the skyline": "br\u016bko\u0161\u0101s pils\u0113tas tor\u0146i slienas pret\u012b horizontam", "sulphur miner": "s\u0113rracis", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "par\u0101d\u0101s klaidonis, apkr\u0101vies ar rupju auklu sasietiem maisiem.", "the rest of the hospital is empty.": "atlikus\u012b slimn\u012bcas da\u013ca ir tuk\u0161a.", "a shot rings out, from somewhere in the long grass": "no gar\u0101 z\u0101l\u0101ja atskan \u0161\u0101viens", "laser rifle": "l\u0101zer\u0161autene", "evasive": "izvair\u012bgs", "Dropbox connection": "Dropbox savienojums", "the double doors creak endlessly in the wind.": "pla\u0161\u0101s durvis v\u0113j\u0101 \u0161\u016bpojas un \u010d\u012bkst bez apst\u0101jas.", "leaves a pile of small teeth behind.": "atst\u0101j kaudzi ar nelieliem zobiem.", "the compass points southwest": "kompass nor\u0101da uz dienvidrietumiem", "the torch goes out": "l\u0101pa nodziest", "talk": "run\u0101t", "gastronome": "gard\u0113dis", "the footsteps stop.": "so\u013ci apst\u0101jas.", "turn him away": "atteikt", "The Scout": "Izl\u016bkot\u0101ja", "a snarling beast leaps out of the underbrush": "no kr\u016bm\u0101ja p\u0113k\u0161\u0146i izlec r\u016bco\u0161s zv\u0113rs", "forest": "me\u017es", "iron mine": "dzelzs raktuves", "builder": "celtnieks", "hp: {0}/{1}": "vesel\u012bba: {0}/{1}", "builder says it'd be useful to have a steady source of bullets": "amatniece saka, ka past\u0101v\u012bgs mun\u012bcijas avots ir laba doma", "miss": "netr\u0101p\u012bt", "the wood is running out": "malkas kr\u0101jums s\u0101k izs\u012bkt", "all he has are some scales.": "vi\u0146am ir tikai k\u0101das zv\u012b\u0146as, nek\u0101 cita.", "some medicine abandoned in the drawers.": "atvilkn\u0113s atst\u0101tas da\u017e\u0101das z\u0101les.", "the remaining settlers flee from the violence, their belongings forgotten.": "atliku\u0161ie iedz\u012bvot\u0101ji b\u0113g no vardarb\u012bbas, atst\u0101jot visu, kas tiem pieder.", "better avoid conflict in the wild": "veiksm\u012bg\u0101k izvair\u012bties no sadursm\u0113m savva\u013c\u0101", "a soldier, alerted, opens fire.": "izbied\u0113ts kareivis atkl\u0101j uguni.", "a fight, maybe.": "iesp\u0113jams, kauti\u0146\u0161.", "builder says leather could be useful. says the villagers could make it.": "amatniece saka, ka ciematnieki var\u0113tu pal\u012bdz\u0113t apstr\u0101d\u0101t v\u0113rt\u012bgo \u0101du.", "a sick man hobbles up": "pieklibo k\u0101ds slimnieks", "camp fires burn by the entrance to the mine.": "pie raktuvju ieejas deg ugunskuri.", "a few belongings rest against the walls.": "pie sien\u0101m pieslietas da\u017eas mantas.", "medicine is needed immediately.": "z\u0101les ir vajadz\u012bgas nekav\u0113joties.", "there is nothing else here.": "\u0161eit vairs nek\u0101 nav.", "free {0}/{1}": "br\u012bva vieta {0}/{1}", "the world fades": "pasaule izb\u0101l", "build:": "b\u016bv\u0113t:", "the point is made. in the next few days, the missing supplies are returned.": "cer\u0113tais ir pan\u0101kts. n\u0101kamo da\u017eu dienu laik\u0101 pazudu\u0161ie kr\u0101jumi tiek atgriezti.", "bayonet": "durklis", "steel sword": "t\u0113rauda zobens", "the man is thankful.": "v\u012brs ir pateic\u012bgs.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "pie horizonta apmales par\u0101d\u0101s koki. garo z\u0101li pal\u0113n\u0101m nomaina me\u017e\u0101js, izkl\u0101ts ar sausiem zariem un kritu\u0161\u0101m lap\u0101m.", "feral terror": "me\u017eon\u012bgs bieds", "go back inside": "iet atpaka\u013c iek\u0161\u0101", "builder finishes the smokehouse. she looks hungry.": "amatniece pabeidz darbu pie k\u016bpin\u0101tavas b\u016bves, vi\u0146a izskat\u0101s izsalkusi.", "A Destroyed Village": "Izpost\u012bts Ciems", "builder's not sure he's to be trusted.": "amatniece \u0161aub\u0101s, vai vi\u0146am var uztic\u0113ties.", "he begs for medicine.": "vi\u0146\u0161 l\u016bdz z\u0101les.", "the shot echoes in the empty street.": "tuk\u0161aj\u0101 iel\u0101 atskan \u0161\u0101viens.", "buy map": "pirkt karti", "more voices can be heard ahead.": "priek\u0161\u0101 saklaus\u0101ms v\u0113l vair\u0101k balsu.", "the torchlight casts a flickering glow down the hallway.": "gaiten\u012b dego\u0161\u0101 l\u0101pa met tr\u012bso\u0161u gaismu.", "a convoy lurches in, equal parts worry and hope.": "pa durv\u012bm ieg\u0101\u017eas cilv\u0113ku bars, da\u017ei nor\u016bp\u0113ju\u0161ies, citi cer\u012bgi.", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "no putek\u013ciem pace\u013cas zarainu koku siena, to zari virs galvas saviju\u0161ies mezglain\u0101 jumt\u0101.", "the sniper is dead": "snaiperis ir miris", "share.": "dal\u012bties.", "a man joins the fight": "v\u012brs pievienojas c\u012b\u0146ai", "stores": "kr\u0101jumi", "flickering": "dzirkste\u013cojo\u0161s", "Mesosphere": "Mezosf\u0113ra", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "laternas ir sapl\u0113stas un sar\u016bs\u0113ju\u0161as, \u0161\u012b vieta gaismu nav redz\u0113jusi sen.", "learned to fight quite effectively without weapons": "iem\u0101c\u012bj\u0101s c\u012bn\u012bties bez iero\u010diem", "an old man bursts through a door, wielding a scalpel.": "v\u0113z\u0113dams skalpeli, pa durv\u012bm iebr\u0101\u017eas vecs v\u012brs.", "the debris is denser here.": "\u0161eit gruve\u0161i sabiru\u0161i cie\u0161\u0101k\u0101 k\u0101rt\u0101.", "take": "pa\u0146emt", "a sickness is spreading through the village.": "ciemat\u0101 izplat\u0101s slim\u012bba.", "ignore it": "nelikties ne zinis", "a large creature attacks, claws freshly bloodied": "uzbr\u016bk pamat\u012bgs rad\u012bjums ar asi\u0146ain\u0101m \u0137etn\u0101m", "the steel is strong, and the blade true.": "t\u0113rauds ir iztur\u012bgs un zobena asmens ass un prec\u012bzs.", "trapper": "mednieks, kas izliek slazdus", "squeeze": "izspraukties cauri", "go inside": "iet iek\u0161\u0101", "A Damp Cave": "Dr\u0113gna Ala", "time to get out of this place. won't be coming back.": "laiks pazust no \u0161ejienes, uz neatgrie\u0161anos.", "a large creature lunges, muscles rippling in the torchlight": "l\u0101pas gaism\u0101 p\u0113k\u0161\u0146i izlec milz\u012bgs, musku\u013cains rad\u012bjums", "charm": "talismans", "close": "aizv\u0113rt", "bolas": "t\u012bkls", "a squatter stands firmly in the doorway of a small hut.": "nelielas b\u016bdas ieej\u0101 st\u0101v cilv\u0113ks.", "with a little effort, it might fly again.": "ar nelielu piep\u016bli to b\u016btu iesp\u0113jams atkal pacelt gais\u0101.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "durv\u012bm paveroties tikai nedaudz, pa t\u0101m izg\u0101\u017eas simtiem kust\u012bgu taustek\u013cu.", "inside the hut, a child cries.": "iek\u0161\u0101 b\u016bd\u0101 raud b\u0113rns.", "an overturned caravan is spread across the pockmarked street.": "\u0161\u0137\u0113rs\u0101m p\u0101ri grubu\u013cainai ielai gu\u013c apg\u0101zti rati.", "total": "kop\u0101", "leave cave": "doties prom no alas", "cured meat": "s\u0101l\u012bta ga\u013ca", "starvation sets in": "iest\u0101jas bads", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "pie pa\u0161a sliek\u0161\u0146a zem\u0113 gu\u013c \u017eagaru sai\u0161\u0137is, iet\u012bts raupj\u0101 ka\u017eok\u0101d\u0101.", "the rickety cart will carry more wood from the forest": "\u013codz\u012bgie divri\u010di pal\u012bdz\u0113s no me\u017ea p\u0101rvest vair\u0101k koka", "1 medicine": "1 z\u0101\u013cu deva", "light fire": "aizkurt uguni", "the man swallows the medicine eagerly": "v\u012brs steidz\u012bgi izdzer z\u0101les", "the compass points northeast": "kompass nor\u0101da uz zieme\u013caustrumiem", "the man expresses his thanks and hobbles off.": "v\u012brs pasak\u0101s un aizklibo prom.", "convoy": "karav\u0101na", "Troposphere": "Troposf\u0113ra", "A Crashed Ship": "Avar\u0113jis Ku\u0123is", "connect": "savienoties", "learned to strike faster without weapons": "iem\u0101c\u012bj\u0101s uzbrukt \u0101tr\u0101k bez iero\u010diem", "street above the subway platform is blown away.": "iela virs metro platformas ir izn\u012bcin\u0101ta.", "give 50": "iedot 50", "not enough leather": "nepietiek \u0101das", "gather wood": "v\u0101kt koku", "charcutier": "ga\u013cas ", "the lizard is dead": "\u0137irzaka ir mirusi", "learned to throw punches with purpose": "iem\u0101c\u012bj\u0101s sist m\u0113r\u0137tiec\u012bgi", "Restart?": "Restart\u0113t?", "a huge hole is cut deep into the earth, evidence of the past harvest.": "k\u0101 pier\u0101d\u012bjums pag\u0101tnes ra\u017e\u0101m, dzi\u013ci zem\u0113 ieurbjas pamat\u012bgs caurums.", "the stranger is standing by the fire. she says she can help. says she builds things.": "sve\u0161iniece st\u0101v pie uguns. vi\u0146a saka, ka ir amatniece un var pal\u012bdz\u0113t.", "tattered cloth": "skrandaini dr\u0113bes gabali", "hull: ": "korpuss:", "the metallic tang of wanderer afterburner hangs in the air.": "gais\u0101 j\u016btama klejot\u0101ju ku\u0123a izme\u0161u met\u0101lisk\u0101 smar\u017ea.", "a green cross barely visible behind grimy windows.": "cauri nokv\u0113pu\u0161ajiem logiem tik tikko saskat\u0101ms za\u013c\u0161 krusts.", "Fire": "Uguns", "the gaunt man is dead": "izk\u0101m\u0113ju\u0161ais v\u012brs ir miris", "armourer": "iero\u010du meistars", "score for this game: {0}": "\u0161\u012bs sp\u0113les rezult\u0101ts: {0}", "the ground is littered with small scales": "zeme ir p\u0101rkl\u0101ta ar neliel\u0101m zv\u012b\u0146\u0101m", "soldier": "karav\u012brs", "say his folk have been skimming the supplies.": "saka, ka vi\u0146a \u013caudis m\u0113dz zagt no kop\u0113jiem kr\u0101jumiem.", "scattered teeth": "izkais\u012bti zobi", "a gaunt man approaches, a crazed look in his eye": "pietuvojas izk\u0101m\u0113jis v\u012brs ar me\u017eon\u012bgu acu skatu", "the old man had a small cache of interesting items.": "vecajam v\u012bram bija neliels interesantu priek\u0161metu kr\u0101jums.", "shoot": "\u0161aut", "not enough sulphur": "nepietiek s\u0113ra", "most of the windows at ground level are busted anyway.": "liel\u0101k\u0101 da\u013ca pirm\u0101 st\u0101va logu ir izsisti tik un t\u0101.", "the remains of an old camp sits just inside the cave.": "alas iek\u0161ien\u0113 atrodas vecas apmetnes atliekas.", "A Lonely Hut": "Noma\u013ca B\u016bda", "A Huge Borehole": "Milzu Urbums", "the old compass is dented and dusty, but it looks to work.": "vecais kompass ir noput\u0113jis un ne bez boj\u0101jumiem, ta\u010du izskat\u0101s darba k\u0101rt\u012bb\u0101.", "the warped man lies dead.": "sakrop\u013cotais v\u012brs ir miris.", "the sickness spreads through the village.": "s\u0113rga p\u0101r\u0146em ciematu.", "tannery": "\u0101dn\u012bca", "punches do more damage": "sitieni ir posto\u0161\u0101ki", "the room is {0}": "istaba ir {0}", "turn her away": "atteikt", "he leaves a reward.": "vi\u0146\u0161 atst\u0101j atl\u012bdz\u012bbu.", "learn scouting": "iem\u0101c\u012bties izl\u016bko\u0161anu", "someone has locked and barricaded the door to this operating theatre.": "k\u0101ds ir aizsl\u0113dzis un aizbarik\u0101d\u0113jis \u0161\u012bs oper\u0101ciju z\u0101les durvis.", "the streets are empty.": "ielas ir tuk\u0161as.", "restart the game?": "restart\u0113t sp\u0113li?", "punch twice as fast, and with even more force": "sist divreiz \u0101tr\u0101k ar papildus sp\u0113ku", "A Snarling Beast": "R\u016bco\u0161s Zv\u0113rs", "builder says she could make finer things, if she had the tools": "amatniece saka, ka ar pareizajiem darbar\u012bkiem vi\u0146a var\u0113tu izveidot sare\u017e\u0123\u012bt\u0101kus priek\u0161metus", "steelworker": "met\u0101lstr\u0101dnieks", "thieves": "zag\u013ci", "A Tiny Village": "Mazs Ciemats", "the coal mine is clear of dangers": "og\u013cu raktuves vairs nav b\u012bstamas", "run": "skriet", "lights flash through the alleys between buildings.": "alej\u0101s starp \u0113k\u0101m zib gaismas.", "hut": "b\u016bda", "give 1 medicine": "iedot 1 z\u0101\u013cu devu", "the small military outpost is well supplied.": "nelielais armijas priek\u0161postenis ir labi apg\u0101d\u0101ts.", "The Mysterious Wanderer": "Nosl\u0113pumainais Klejot\u0101js", "learned to be where they're not": "iem\u0101c\u012bj\u0101s b\u016bt tur, kur vi\u0146u nav", "iron": "dzelzs", "the air is filled with dust, driven relentlessly by the hard winds.": "gais\u0101 virmo putek\u013ci, nemit\u012bgi as\u0101 v\u0113ja dz\u012bti.", "builder just shivers": "amatniece nodrebin\u0101s", "still time to rescue a few supplies.": "v\u0113l ir nedaudz laika izgl\u0101bt k\u0101dus kr\u0101jumus.", "embark": "uzs\u0101kt", "the door hangs open.": "durvis kar\u0101jas pla\u0161i atv\u0113rtas.", "a small basket of food is hidden under a park bench, with a note attached.": "zem parka sola ir pasl\u0113pts neliels grozs ar p\u0101rtiku, tam piestiprin\u0101ta z\u012bm\u012bte.", "A Man-Eater": "Cilv\u0113k\u0113d\u0101js", "the thirst becomes unbearable": "sl\u0101pes k\u013c\u016bst necie\u0161amas", "all residents in the hut perished in the fire.": "visi b\u016bdas iem\u012btnieki ugunsgr\u0113k\u0101 g\u0101ja boj\u0101.", "Coal Mine": "Og\u013cu Raktuves", "weight": "svars", "can't tell what left it here.": "nav iesp\u0113jams pateikt, kas ar to notika.", "a shack stands at the center of the village.": "ciema vid\u016b atrodas b\u016bda.", "A Ruined City": "Izpost\u012bta Pils\u0113ta", "builder says there are more wanderers. says they'll work, too.": "amatniece saka, ka tuvum\u0101 ir klejot\u0101ji, kas pal\u012bdz\u0113tu str\u0101d\u0101t.", "{0} per {1}s": "{0} katras {1}s", "the sky is grey and the wind blows relentlessly": "debesis ir apm\u0101ku\u0161\u0101s, un v\u0113j\u0161 p\u016b\u0161 bez apst\u0101jas", "more squatters are crowding around now.": "apk\u0101rt s\u0101k dr\u016bzm\u0113ties arvien vair\u0101k klaido\u0146u.", "sufferers are left to die": "slimie tiek atst\u0101ti n\u0101vei", "app store.": "aplik\u0101ciju veikals.", "A Feral Terror": "Me\u017eon\u012bgs Bieds", "slow metabolism": "l\u0113na vielmai\u0146a", "strange bird": "sav\u0101ds putns", "not much here.": "\u0161eit nek\u0101 daudz nav.", "there was a beast. it's dead now": "tas zv\u0113rs ir miris", "workshop": "darbn\u012bca", "nothing was found": "nekas netika atrasts", "the house has been ransacked.": "m\u0101ja ir izlaup\u012bta.", "a swamp festers in the stagnant air.": "purvs tr\u016bd nekust\u012bgaj\u0101 gais\u0101.", "precision": "precizit\u0101te", "a beast, wilder than imagining, erupts out of the foliage": "no lapotnes p\u0113k\u0161\u0146i izmetas neiedom\u0101jami me\u017eon\u012bgs zv\u0113rs", "searching the bodies yields a few supplies.": "p\u0101rmekl\u0113jot miru\u0161o \u0137erme\u0146us, atrodas da\u017eas lietas.", "the mouth of the cave is wide and dark.": "ieeja ir pla\u0161a un tum\u0161a.", "bone spear": "kaula \u0161\u0137\u0113ps", "a destroyed village lies in the dust.": "zem putek\u013ciem gu\u013c izpost\u012bts ciemats.", "learned to swing weapons with force": "iem\u0101c\u012bj\u0101s v\u0113z\u0113t iero\u010dus ar sp\u0113ku", "the sulphur mine is clear of dangers": "s\u0113ra raktuves vairs nav b\u012bstamas", "population is almost exterminated": "ciemats ir gandr\u012bz izmiris", "a weathered family takes up in one of the huts.": "nomoc\u012bta \u0123imene apmetas vien\u0101 no b\u016bd\u0101m.", "a man stands over a dead wanderer. notices he's not alone.": "v\u012brs noraug\u0101s uz miru\u0161a klejot\u0101ja \u0137ermeni, pamana, ka vi\u0146\u0161 \u0161eit nav viens.", "strange scales": "sav\u0101das zv\u012b\u0146as", "check traps": "p\u0101rbaud\u012bt lamatas", "epidemic is eradicated eventually": "ar laiku epid\u0113mija tiek izskausta", "a sound comes from the tunnel, just ahead.": "pavisam tuvu no tune\u013ca atskan troksnis.", "behind the door, a deformed figure awakes and attacks.": "aiz durv\u012bm gu\u013co\u0161a sav\u0101das formas rad\u012bjums pamostas un uzbr\u016bk.", "the darkness is absolute": "tumsa ir necaurredzama", "the meat has run out": "ga\u013cas kr\u0101jumi ir izs\u012bku\u0161i", "well armed men charge out of the forest, firing into the crowd.": "bru\u0146otu v\u012bru grupa par\u0101d\u0101s no me\u017ea aizsega un atkl\u0101j uguni p\u016b\u013ca virzien\u0101.", "The Sulphur Mine": "S\u0113ra Raktuves", "feral howls echo out of the darkness.": "no tumsas atskan me\u017eon\u012bga gaudo\u0161ana.", "can't see what's inside.": "nevar redz\u0113t, kas ir iek\u0161\u0101.", "learned how to ignore the hunger": "iem\u0101c\u012bj\u0101s neman\u012bt izsalkumu", "A Deserted Town": "Pamests Ciems", "some villagers have died": "vair\u0101ki ciematnieki ir miru\u0161i", "the earth here is split, as if bearing an ancient wound": "zeme ir saplais\u0101jusi, it k\u0101 ciezdama no sensen\u0101m br\u016bc\u0113m", "worth killing for, it seems.": "\u0161\u0137iet, ka t\u0101 d\u0113\u013c ir v\u0113rts nogalin\u0101t.", "A Damp Cave": "Dr\u0113gna Ala", "a masked soldier rounds the corner, gun drawn": "aiz st\u016bra par\u0101d\u0101s mask\u0113jies kareivis ar paceltu ieroci", "builder says the villagers could make steel, given the tools": "amatniece saka, ka ciematnieki var\u0113tu kalt t\u0113raudu, ja vi\u0146iem b\u016btu vajadz\u012bgie darbar\u012bki", "a small group arrives, all dust and bones.": "ierodas neliela grupa noput\u0113ju\u0161u un izsalku\u0161u cilv\u0113ku.", "The Master": "Skolot\u0101js", "export": "eksport\u0113t", "the hunting lodge stands in the forest, a ways out of town": "mednieku nami\u0146\u0161 slejas me\u017e\u0101, nostatus no ciemata", "the compass points southeast": "kompass nor\u0101da uz dienvidaustrumiem", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "zem klejot\u0101ja paltrakiem, vien\u0101 no vi\u0146a daudzaj\u0101m rok\u0101m atsp\u012bd t\u0113rauds.", "black powder and bullets, like the old days.": "\u0161aujampulveris un lodes, k\u0101 vecajos labajos laikos.", "take everything": "pa\u0146emt visu", "the compass points west": "kompass nor\u0101da uz rietumiem", "through the walls, shuffling noises can be heard.": "cauri sien\u0101m var saklaus\u012bt k\u0101du \u0161\u013c\u016bk\u0101jam.", "go twice as far without drinking": "izdz\u012bvot divtik ilgi bez \u016bdens", "a madman attacks, screeching.": "\u0137\u0113rcot uzbr\u016bk nepr\u0101t\u012bgs v\u012brs.", "the bodies of the wanderers that lived here are still visible in the flames.": "liesm\u0101s v\u0113l saskat\u0101mi to klejot\u0101ju \u0137erme\u0146i, kas m\u0113dza te dz\u012bvot.", "nothing to take": "nav nek\u0101, ko pa\u0146emt", "bird must have liked shiney things.": "\u0161im putnam, \u0161\u0137iet, pat\u012bk sp\u012bd\u012bgi priek\u0161meti.", "the night is silent.": "nakts ir klusa.", "buy scales": "pirkt zv\u012b\u0146as", "a shame to let what he'd found go to waste.": "negrib\u0113tos laist vi\u0146a atradumus post\u0101.", "scavengers must have gotten to this place already.": "\u0161\u0137iet, ka te jau pasp\u0113ju\u0161i pab\u016bt sirot\u0101ji.", "a swarm of rats rushes up the tunnel.": "pa tuneli skrien bars ar \u017eurk\u0101m.", "the stench of rot and death fills the operating theatres.": "puvuma un n\u0101ves smaka ietin oper\u0101ciju z\u0101les.", "load from slot": "iel\u0101d\u0113t", "the old tower seems mostly intact.": "vecais tornis izskat\u0101s gandr\u012bz neskarts.", "the crowd surges forward.": "p\u016blis metas uz priek\u0161u.", "sniper": "snaiperis", " and ": "un", "won't say from where he came, but it's clear that he's not staying.": "vi\u0146\u0161 neatkl\u0101j, no kurienes n\u0101cis, un ir skaidrs, ka nav \u0161eit uz palik\u0161anu.", "5 medicine": "5 z\u0101\u013cu devas", "rotting reeds rise out of the swampy earth.": "no purvain\u0101s zemes \u0101r\u0101 sliecas p\u016bsto\u0161as niedres.", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "v\u0113l nesagruvu\u0161ie tor\u0146i pace\u013cas no drup\u0101m k\u0101 sena nezv\u0113ra skelets.", "bodies and supplies from both sides litter the ground.": "zem\u0113 m\u0113t\u0101jas kr\u0101jumi un miru\u0161o \u0137erme\u0146i no ab\u0101m karojo\u0161aj\u0101m pus\u0113m.", "linger": "vilcin\u0101ties", "the scout says she's been all over.": "izl\u016bkot\u0101ja saka, ka bijusi it visur.", "vague shapes move, just out of sight.": "tik tikko pasl\u0113ptas no skatieniem, kustas miglainas formas.", "the wanderer leaves, cart loaded with furs": "klejot\u0101ja dodas prom ar ka\u017eok\u0101d\u0101m pilniem divri\u010diem", "armour": "bru\u0146as", "troops storm the village": "karav\u012bri uzbr\u016bk ciematam", "sword is sharp. good protection out in the wilds.": "zobens ir ass - labs ierocis, ar ko sevi pasarg\u0101t savva\u013c\u0101.", "always worked before, at least.": "vismaz l\u012bdz \u0161im tas vienm\u0113r ir izdevies.", "the clinic has been ransacked.": "kl\u012bnika ir izlaup\u012bta.", "the path leads to an abandoned mine": "taka ved uz pamest\u0101m raktuv\u0113m", "the military is already set up at the mine's entrance.": "karasp\u0113ks jau ir izvietojies ap raktuvju ieeju.", "the owner stands by, stoic.": "v\u0113s\u0101 mier\u0101 tam blakus st\u0101v t\u0101 \u012bpa\u0161nieks.", "see farther": "redz\u0113t t\u0101l\u0101k", "tell him to leave": "likt vi\u0146am doties prom", "export or import save data to dropbox datastorage": "eksport\u0113t vai import\u0113t saglab\u0101tos datus dropbox datu vietn\u0113", "go twice as far without eating": "izdz\u012bvot divtik ilgi bez \u0113diena", "the villagers hang the thief high in front of the store room.": "ciematnieki pakar zagli noliktavas priek\u0161\u0101.", "scout": "izl\u016bkot", "supplies:": "piederumi:", "leave": "doties proj\u0101m", "rifle": "\u0161autene", "a frail man stands defiantly, blocking the path.": "v\u0101rga izskata v\u012brs izaicino\u0161i nost\u0101jas ce\u013c\u0101.", "lucky that the natives can't work the mechanisms.": "paveicies, ka viet\u0113jie neprot \u0161os meh\u0101nismus izmantot.", "an old wanderer sits inside, in a seeming trance.": "iek\u0161\u0101 \u0161\u0137ietam\u0101 trans\u0101 s\u0113\u017e vecs klejot\u0101js.", "it's been picked over by scavengers, but there's still some things worth taking.": "to ir izlaup\u012bju\u0161i sirot\u0101ji, tom\u0113r v\u0113l ir atliku\u0161as da\u017eas iev\u0113r\u012bbas v\u0113rtas lietas.", "The Sick Man": "Slimnieks", "wild beasts attack the villagers": "me\u017eon\u012bgi nezv\u0113ri uzbr\u016bk ciematniekiem", "An Outpost": "Priek\u0161postenis", "A Soldier": "Karav\u012brs", "tanner": "\u0101dminis", "learned to make the most of food": "iem\u0101c\u012bj\u0101s no \u0113diena ieg\u016bt maksim\u0101lu labumu", "a grizzled soldier attacks, waving a bayonet.": "v\u0113z\u0113dams durkli, uzbr\u016bk sirms kareivis.", "the tentacular horror is defeated.": "taustek\u013cainais bieds ir uzvar\u0113ts.", "scavenger'd been looking for supplies in here, it seems.": "\u0161\u0137iet, ka sirot\u0101js \u0161eit mekl\u0113jis kr\u0101jumus.", "the soldier steps out from between the buildings, rifle raised.": "no spraugas starp \u0113k\u0101m par\u0101d\u0101s kareivis ar paceltu \u0161auteni.", "your are connected to dropbox with account / email ": "tu esi piesl\u0113dzies dropbox ar savu kontu/e-pastu", "empty corridors.": "tuk\u0161i gaite\u0146i.", "the plague is kept from spreading.": "m\u0113ra izplat\u012bba tiek aptur\u0113ta.", "lob": "sviest", "asks for any spare furs to keep him warm at night.": "l\u016bdz liekas ka\u017eok\u0101das, lai nakt\u012b b\u016btu silti.", "a pristine medicine cabinet at the end of a hallway.": "gaite\u0146a gal\u0101 atrodas senatn\u012bgs z\u0101\u013cu skapis.", "weapons": "iero\u010di", "force": "sp\u0113ks", "Iron Mine": "Dzelzs Raktuves", "coal": "ogles", "the mysterious wanderer returns, cart piled high with wood.": "nosl\u0113pumainais klejot\u0101js atgrie\u017eas, divri\u010di ir piekrauti ar malku.", "the villagers retreat to mourn the dead.": "ciematnieki atk\u0101pjas un apraud boj\u0101g\u0101ju\u0161os.", "some of the traps have been torn apart.": "da\u017eas no lamat\u0101m ir atlauztas va\u013c\u0101.", "workshop's finally ready. builder's excited to get to it": "darbn\u012bca beidzot ir gatava, amatniece nevar sagaid\u012bt, kad var\u0113s \u0137erties pie darba", "the operating theatre has a lot of curious equipment.": "oper\u0101ciju z\u0101l\u0113 ir daudz sav\u0101da apr\u012bkojuma.", "a shivering man approaches and attacks with surprising strength": "drebo\u0161s v\u012brs pietuvojas un uzbr\u016bk ar p\u0101rsteidzo\u0161u sp\u0113ku", "soldiers patrol the perimeter, rifles slung over their shoulders.": "ap perimetru patrul\u0113 kareivji ar plecos uzsliet\u0101m \u0161auten\u0113m.", "Sickness": "S\u0113rga", "desert rat": "tuksne\u0161a \u017eurka", "stoke fire": "piemest kurin\u0101mo", "there's not much, but some useful things can still be found.": "daudz te nav, bet da\u017eas noder\u012bgas lietas v\u0113l ir atrodamas.", "a pack of snarling beasts pours out of the trees.": "no kokiem p\u0113k\u0161\u0146i izg\u0101\u017eas niknu zv\u0113ru bars.", "A Huge Lizard": "Milzu \u0136irzaka", "a battle was fought here, long ago.": "pirms ilga laika \u0161eit notika c\u012b\u0146a.", "Dropbox Export / Import": "Dropbox Eksport\u0113t/Import\u0113t", "should cure the meat, or it'll spoil. builder says she can fix something up.": "ga\u013cu j\u0101k\u016bpina vai j\u0101s\u0101la, lai t\u0101 nesaboj\u0101tos, un amatniece saka, ka vi\u0146ai ir kas padom\u0101.", "Plague": "M\u0113ris", "stab": "durt", "strange noises can be heard through the walls": "cauri sien\u0101m skan sav\u0101di trok\u0161\u0146i", "a second soldier opens fire.": "otrs kareivis atkl\u0101j uguni.", "not enough teeth": "nepietiek zobu", "Exosphere": "Ekzosf\u0113ra", "the young settler was carrying a canvas sack.": "jaunais nometnieks l\u012bdzi bija nesis audekla maisu.", "buy bait": "pirkt \u0113smu", "The Iron Mine": "Dzelzs Raktuves", "steelworks": "t\u0113raudlietuve", "the fire is {0}": "uguns ir {0}", "Noises": "Trok\u0161\u0146i", "battered technology from both sides lays dormant on the blasted landscape.": "izpost\u012btaj\u0101 ainav\u0101 m\u0113t\u0101jas atliekas no abu karojo\u0161u pu\u0161u salauztaj\u0101m ier\u012bc\u0113m.", "leave city": "atst\u0101t pils\u0113tu", "stealthy": "neman\u0101ms", "picking the bones finds some useful trinkets.": "rokoties kaulu kaudz\u0113, atrodas da\u017eas noder\u012bgas lietas.", "coal miner": "og\u013cracis", "The Beggar": "Ubags", "just as deadly now as they were then.": "tikpat n\u0101v\u0113jo\u0161i tagad k\u0101 toreiz.", "builder puts up a hut, out in the forest. says word will get around.": "amatniece me\u017e\u0101 uzce\u013c b\u016bdu. vi\u0146a saka, ka dr\u012bz runas par to izplat\u012bsies apk\u0101rtn\u0113.", "not enough fur": "nepietiek ka\u017eok\u0101das", "this waterskin'll hold a bit of water, at least": "\u0161aj\u0101 mais\u0101 var\u0113s uzglab\u0101t kaut nedaudz \u016bdens", "cloth": "audums", "freezing": "ledusauksta", "the small settlement has clearly been burning a while.": "skaidri redzams, ka nelielais ciemats jau ir dedzis ilg\u0101ku laiku.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "neaugl\u012bgos klajumus p\u0101rtrauc izkaltu\u0161as z\u0101les j\u016bra, viegli vi\u013c\u0146ojoties saus\u0101 v\u0113ja v\u0113sm\u0101s.", "a small cache of supplies is tucked inside a rusting locker.": "sar\u016bs\u0113ju\u0161\u0101 skap\u012b pasl\u0113pts neliels daudzums kr\u0101jumu.", "still a few drops of water in the old well.": "vecaj\u0101 ak\u0101 v\u0113l atliku\u0161as da\u017eas \u016bdens piles.", "A Modest Village": "Vid\u0113js Ciemats", "armoury's done, welcoming back the weapons of the past.": "darbn\u012bca ir pabeigta, \u013caujot atgriezties pie sen neredz\u0113tu iero\u010du izmanto\u0161anas.", "tangle": "samezglot", "the wood has run out": "malkas kr\u0101jums ir tuk\u0161s", "a startled beast defends its home": "izbied\u0113ts dz\u012bvnieks aizsarg\u0101 savu m\u0101jokli", "a beast charges out of a ransacked classroom.": "no izpost\u012btas klases p\u0113k\u0161\u0146i uzbr\u016bk zv\u0113rs.", "save.": "saglab\u0101t.", "or migrating computers": "vai datoru mai\u0146ai", "a beggar arrives": "ierodas ubags", "buy compass": "pirkt kompasu", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "koki dod ce\u013cu sausai z\u0101lei, v\u0113j\u0101 \u010dab sadzelt\u0113ju\u0161ais kr\u016bm\u0101js.", "load": "iel\u0101d\u0113t", "a scout stops for the night": "izl\u016bkot\u0101ja apst\u0101jas p\u0101rlaist nakti", "martial artist": "c\u012b\u0146u meistars", "the place has been swept clean by scavengers.": "sirot\u0101ji \u0161o vietu izt\u012br\u012bju\u0161i tuk\u0161u.", "predators become prey. price is unfair": "mednieki k\u013c\u016bst par med\u012bjumu. cena ir p\u0101r\u0101k augsta", "A Raucous Village": "Trok\u0161\u0146ains Ciems", "drop:": "nolikt:", "cold": "auksta", "the ground is littered with small teeth": "pa zemi ir izkais\u012bti nelieli zobi", "a tribe of elderly squatters is camped out in this ward.": "\u0161aj\u0101 noda\u013c\u0101 ir apmetusies grupa pavec\u0101ku \u013cau\u017eu.", "man-eater": "cilv\u0113k\u0113d\u0101js", "the wanderer takes the charm and nods slowly.": "ce\u013cot\u0101js pa\u0146em talismanu un l\u0113n\u0101m pam\u0101j.", "it contains travelling gear, and a few trinkets.": "taj\u0101 atrodas ce\u013co\u0161anas piederumi un da\u017ei s\u012bkumi.", "this is irreversible.": "\u0161\u012b ir neatgriezeniska darb\u012bba.", "strips of meat are hung up to dry in this ward.": "\u0161ai noda\u013c\u0101 \u017e\u0101v\u0113ties izk\u0101rtas ga\u013cas str\u0113meles.", "the only hope is a quick death.": "\u0101tra n\u0101ve ir vien\u012bg\u0101 cer\u012bba.", "he smiles warmly and asks for lodgings for the night.": "ar siltu smaidu vi\u0146\u0161 l\u016bdz nakstm\u0101jas.", "deep in the swamp is a moss-covered cabin.": "dzi\u013ci purv\u0101 atrodas s\u016bn\u0101s ieaudzis nami\u0146\u0161.", "the torch sputters and dies in the damp air": "mitraj\u0101 gais\u0101 l\u0101pa nospr\u0113g\u0101 un izdziest", "a safe place in the wilds.": "dro\u0161a vieta savva\u013cas pla\u0161umos.", "no more room for huts.": "vairs nav vietas b\u016bd\u0101m.", "the mine is now safe for workers.": "raktuves vairs nav str\u0101dniekiem b\u012bstamas.", "carrying more means longer expeditions to the wilds": "jo vair\u0101k var pa\u0146emt l\u012bdzi, jo gar\u0101kas savva\u013cas eksped\u012bcijas ir iesp\u0113jamas", "connect game to dropbox local storage": "savienot sp\u0113li ar dropbox viet\u0113jo datu vietni", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "ierodas klejot\u0101ja ar tuk\u0161iem ratiem. vi\u0146a saka, ja vi\u0146ai iedos ka\u017eok\u0101das, t\u0101s tiks atgrieztas ar uzviju.", "learned to look ahead": "iem\u0101c\u012bj\u0101s raudz\u012bties divus so\u013cus uz priek\u0161u", "mild": "m\u0113reni silta", "thrust": "durt", "in exchange, the wanderer offers his wisdom.": "apmai\u0146\u0101 vi\u0146\u0161 pied\u0101v\u0101 dal\u012bties sav\u0101 dz\u012bves gudr\u012bb\u0101.", "lights on.": "iesl\u0113gt gaismu.", "the beast is dead.": "zv\u0113rs ir miris.", "only a few die.": "tikai da\u017ei iet boj\u0101.", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "visapk\u0101rt ieejai m\u0113t\u0101jas izbal\u0113ju\u0161i kauli, daudzi ir dzi\u013ci izroboti.", "hang him": "pak\u0101rt vi\u0146u", "the sound of gunfire carries on the wind.": "v\u0113j\u0161 atnes \u0161\u0101vienu ska\u0146as.", "barbarian": "barbars", "go home": "doties m\u0101j\u0101s", "collected scraps spread across the floor like they fell from heaven.": "sav\u0101kt\u0101s lupatas m\u0113t\u0101jas pa gr\u012bdu k\u0101 no gaisa nokritu\u0161as.", "buy medicine": "pirkt z\u0101les", "not enough wood": "nepietiek koka", "iron sword": "dzelzs zobens", "a large beast charges out of the dark": "no tumsas p\u0113k\u0161\u0146i uzbr\u016bk milzu dz\u012bvnieks", "a fire has started": "ir s\u0101cies ugunsgr\u0113ks", "punch": "sist", "shivering man": "drebo\u0161s v\u012brs", "builder says she can make a cart for carrying wood": "amatniece saka, ka vi\u0146a var uzcelt ratus koka p\u0101rvieto\u0161anai", "a huge lizard scrambles up out of the darkness of an old metro station.": "no vecas, tum\u0161as metro stacijas izr\u0101pjas milz\u012bga \u0137irzaka.", "the camp is still, save for the crackling of the fires.": "nometnes mieru br\u012b\u017eiem p\u0101rtrauc tikai ugunskura krak\u0161\u0137\u0113\u0161ana.", "A Military Raid": "Milit\u0101rs Uzbrukums", "hunter": "mednieks", "descend": "k\u0101pt lej\u0101", "stunned": "apstulbin\u0101ts", "an old house remains here, once white siding yellowed and peeling.": "\u0161eit ir vecas m\u0101jas atliekas, reiz baltais apmetums sadzelt\u0113jis un nolupis.", "pockets": "kabatas", "not enough scales": "nepietiek zv\u012b\u0146u", "save": "saglab\u0101t", "men mill about, weapons at the ready.": "v\u012bri gaida, iero\u010diem kaujas gatav\u012bb\u0101.", "the people back away, avoiding eye contact.": "\u013caudis atk\u0101pjas, izvair\u012bdamies no acu kontakta.", "not enough wood to get the fire going": "nepietiek malkas, lai aizkurtu uguni", "baited trap": "slazds ar \u0113smu", "leaves a pile of small scales behind.": "atst\u0101j kaudzi ar neliel\u0101m zv\u012b\u0146\u0101m.", "gaunt man": "izk\u0101m\u0113jis v\u012brs", "the rest bury them.": "p\u0101r\u0113jie vi\u0146us apglab\u0101.", "the man-eater is dead": "cilv\u0113k\u0113d\u0101js ir miris", "castoff from the mammoth drills can still be found by the edges of the precipice.": "ap bezdibe\u0146a mal\u0101m v\u0113l saskat\u0101mi milz\u012bgo urbju nospiedumi.", "builder stokes the fire": "amatniece piemet ugunij malku", "i armour": "dzelzs bru\u0146as", "some villagers are ill": "da\u017ei ciematnieki ir slimi", "a mysterious wanderer arrives": "ierodas nosl\u0113pumains klejot\u0101js", "iron's stronger than leather": "dzelzs ir iztur\u012bg\u0101ks nek\u0101 \u0101da", "The Thief": "Zaglis", "blast": "\u0161aut", "warm": "silta", "error while saving to dropbox datastorage": "k\u013c\u016bda, saglab\u0101jot dropbox datu vietn\u0113", "*** EVENT ***": "*** NOTIKUMS ***", "the nest of a large animal lies at the back of the cave.": "alas dzi\u013cum\u0101 atrodas liela zv\u0113ra midzenis.", "nothing but downcast eyes.": "visapk\u0101rt tikai izvair\u012bgi, uz leju v\u0113rsti skatieni.", "this old mine is not abandoned": "\u0161\u012bs vec\u0101s raktuves nav pamestas", "mourn": "s\u0113rot", "can't read the words.": "v\u0101rdi nav salas\u0101mi.", "Outside": "\u0100rpasaule", "are you sure?": "esi p\u0101rliecin\u0101ts?", "put the save code here.": "ievad\u012bt saglab\u0101\u0161anas kodu \u0161eit.", "the sounds stop.": "trok\u0161\u0146i apklust.", "ambushed on the street.": "uz ielas notiek p\u0113k\u0161\u0146s uzbrukums no sl\u0113pja.", "bait": "\u0113sma", "A Sniper": "Snaiperis", "unfathomable destruction to fuel wanderer hungers.": "neiedom\u0101jama posta s\u0113\u0161ana bija klejot\u0101ju dzinulis.", "gatherer": "sav\u0101c\u0113js", "a torch to keep the dark away": "l\u0101pa tumsas atvair\u012b\u0161anai", "agree": "piekrist", "torch": "l\u0101pa", "smokehouse": "k\u016bpin\u0101tava", "now the nomads have a place to set up shop, they might stick around a while": "tagad, kad klejot\u0101jiem ir vieta, kur tirgoties, vi\u0146i var\u0113tu te apmesties uz ilg\u0101ku laiku", "attack": "uzbrukt", "give 500": "iedot 500", "might be things worth having still inside.": "iek\u0161\u0101 v\u0113l var\u0113tu b\u016bt atlicis kas noder\u012bgs.", "a giant lizard shambles forward": "\u0161\u013c\u016bcot tuvojas milz\u012bga \u0137irzaka", "choose one slot to load from": "izv\u0113l\u0113ties, no kurienes iel\u0101d\u0113t", "ignore them": "nelikties ne zinis", "A Barren World": "Neaugl\u012bga Pasaule", "a squat building up ahead.": "priek\u0161\u0101 ir zema \u0113ka.", "the military presence has been cleared.": "armija ir atst\u0101jusi \u0161o apk\u0101rtni.", "an improvised shop is set up on the sidewalk.": "uz ietves uzsliets kiosks.", "An Outpost": "Priek\u0161postenis", "perks:": "priek\u0161roc\u012bbas:", "restart.": "restart\u0113t.", "can't tell what they're up to.": "gr\u016bti saprast, kas vi\u0146iem padom\u0101.", "rot's been to work on it, and some of the pieces are missing.": "tas ir sapuvis un tr\u016bksto\u0161iem gabaliem.", "not far from the village lies a large beast, its fur matted with blood.": "net\u0101lu no ciemata gu\u013c pamat\u012bgs zv\u0113rs, t\u0101 ka\u017eoks sav\u0113lies ar asin\u012bm.", "maybe some useful stuff in the rubble.": "varb\u016bt gruve\u0161os v\u0113l ir atrodams kas noder\u012bgs.", "cart": "divri\u010di", "A Borehole": "Urbums", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "paz\u012bstam\u0101s klejot\u0101ju ku\u0123a aprises pace\u013cas no putek\u013ciem un pelniem.", "orange traffic cones are set across the street, faded and cracked.": "p\u0101ri ielai izlikti oran\u017ei konusi, izbal\u0113ju\u0161i un saplais\u0101ju\u0161i.", "another beast, draw by the noise, leaps out of a copse of trees.": "trok\u0161\u0146a piesaist\u012bts, no me\u017e\u0101ja p\u0113k\u0161\u0146i uzkl\u016bp v\u0113l viens zv\u0113rs.", "more traps to catch more creatures": "vair\u0101k slazdu, lai ieg\u016btu vair\u0101k med\u012bjuma", "water tank": "\u016bdens tvertne", "enter": "ieiet", "the days are spent with burials.": "dienas paiet veicot apbed\u012bjumus.", "ripe for the picking.": "gatavs nov\u0101k\u0161anai.", "a scavenger draws close, hoping for an easy score": "sirot\u0101js pietuvojas, cer\u0113dams uz vieglu laup\u012bjumu", "got it": "labi", "import": "import\u0113t", "A Dark Room": "Tum\u0161a Istaba", "a strange looking bird speeds across the plains": "sav\u0101ds putns traucas p\u0101ri l\u012bdzenumiem", "nothing": "nekas", "the convoy can haul mostly everything": "karav\u0101na var p\u0101rvad\u0101t gandr\u012bz jebko", "an old wanderer arrives": "ierodas vecs ce\u013cinieks", "say goodbye": "atvad\u012bties", "none": "nav", "punches do even more damage.": "sitieni ir v\u0113l posto\u0161\u0101ki", "all the work of a previous generation is here.": "viss iepriek\u0161\u0113jo paaud\u017eu darbs ir \u0161eit.", "investigate": "izmekl\u0113t", "something's in there.": "tur k\u0101ds ir.", "A Forgotten Battlefield": "Aizmirsts Kaujaslauks", "they must be here for a reason.": "noteikti ir iemesls, k\u0101d\u0113\u013c vi\u0146i ir \u0161eit.", "a snarling beast jumps out from behind a car.": "no ma\u0161\u012bnas aizsega izlec r\u016bco\u0161s zv\u0113rs.", "hull:": "korpuss:", "restore more health when eating": "\u0113diens pal\u012bdz\u0113s atvese\u013coties \u0101tr\u0101k", "only the chief remains.": "atliek tikai vadonis.", "the house is abandoned, but not yet picked over.": "m\u0101ja ir pamesta, bet v\u0113l nav izlaup\u012bta.", "bits of meat": "ga\u013cas gabali", "a thief is caught": "zaglis ir notverts", "not enough ": "nepietiek", "learned how not to be seen": "iem\u0101c\u012bj\u0101s palikt neredzams", "An Old House": "Veca M\u0101ja", "explore": "izp\u0113t\u012bt apk\u0101rtni", "rusted chainlink is pulled across an alleyway.": "\u0161\u0137\u0113rs\u0101m p\u0101ri alejai p\u0101rvilkts sar\u016bs\u0113jis \u017eogs.", "track them": "sekot t\u0101m", "wagon": "rati", "sulphur": "s\u0113rs", "an old iron mine sits here, tools abandoned and left to rust.": "\u0161eit atrodas vecas dzelzs raktuves, darbar\u012bki pamesti nov\u0101rt\u0101 un sar\u016bs\u0113ju\u0161i.", "willing to talk about it, for a price.": "var past\u0101st\u012bt par to, kas redz\u0113ts, bet ne par velti.", "a large bird nests at the top of the stairs.": "k\u0101p\u0146u aug\u0161gal\u0101 m\u0101jo paliels putns.", "smoldering": "gruzdo\u0161s", "lizard": "\u0137irzaka", "not enough cloth": "nepietiek auduma", "water replenished": "\u016bdens kr\u0101jums atjaunots", "A Murky Swamp": "Dr\u016bms Purvs", "builder's not sure she's to be trusted.": "amatniece \u0161aub\u0101s, vai vi\u0146ai var uztic\u0113ties.", "through the large gymnasium doors, footsteps can be heard.": "no pla\u0161o sporta z\u0101les durvju puses atskan so\u013ci.", "alien alloy": "sve\u0161\u0101ds sakaus\u0113jums", "dry brush and dead branches litter the forest floor": "me\u017es ir izkl\u0101ts ar izkaltu\u0161iem kr\u016bm\u0101jiem un sausiem zariem", "A Ruined City": "Izpost\u012bta Pils\u0113ta", "say he should be strung up as an example.": "saka, ka vi\u0146u vajadz\u0113tu pak\u0101rt k\u0101 biedu p\u0101r\u0113jiem.", "scales": "zv\u012b\u0146as", "village": "ciemats", "A Beast Attack": "Nezv\u0113ru Uzbrukums", "precise": "prec\u012bzs", "waterskin": "\u0101das maiss \u016bdens p\u0101rvad\u0101\u0161anai", "no": "n\u0113", "never go thirsty again": "par sl\u0101p\u0113m uztraukties vairs nevajadz\u0113s", "take:": "pa\u0146emt:", "hot": "karsta", "trap": "slazds", "the strange bird is dead": "sav\u0101dais putns ir miris", "give 100": "iedot 100", "classic.": "parasts.", "a panicked scavenger bursts through the door, screaming.": "kliegdams pa durv\u012bm iemetas satraukts sirot\u0101js.", "a terrible plague is fast spreading through the village.": "\u0161au\u0161al\u012bgs m\u0113ris strauji p\u0101r\u0146em ciemu.", "A Firelit Room": "Uguns Izgaismota Istaba", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "uz zemes izkl\u0101ti sapl\u0113sti un nomeln\u0113ju\u0161i gu\u013cammaisi, p\u0101rsegti ar putek\u013cu k\u0101rtu.", "a trading post would make commerce easier": "tirgus placis pal\u012bdz\u0113tu veicin\u0101t tirdzniec\u012bbu", "the street ahead glows with firelight.": "ielu izgaismo uguns.", "a fire rampages through one of the huts, destroying it.": "uguns plos\u0101s vien\u0101 no b\u016bd\u0101m, aprijot to piln\u012bb\u0101.", "Ready to Leave?": "Gatavi Ce\u013cam?", "evasion": "izvair\u012b\u0161an\u0101s", "the nights are rent with screams.": "nakts mieru past\u0101v\u012bgi p\u0101rtrauc kliedzieni.", "spare him": "ap\u017e\u0113lot vi\u0146u", "a man hobbles up, coughing.": "klepodams pieklibo k\u0101ds v\u012brs.", "lets some light down into the dusty haze.": "ielai\u017e d\u016bmakainaj\u0101 pustums\u0101 nedaudz gaismas.", "pop ": "iedz\u012bvot\u0101ju skaits", "more soldiers will be on their way.": "dr\u012bz ce\u013c\u0101 b\u016bs v\u0113l vair\u0101k karav\u012bru.", "engine:": "dzin\u0113js:", "strips of meat hang drying by the side of the street.": "ielas mal\u0101 \u017e\u0101v\u0113ties izk\u0101rtas ga\u013cas str\u0113meles.", "the compass points northwest": "kompass nor\u0101da uz zieme\u013crietumiem", "something's causing a commotion a ways down the road.": "lejup pa ce\u013cu saklaus\u0101mi nemieri.", "a battered highway sign stands guard at the entrance to this once-great city.": "noplukusi ce\u013ca z\u012bme sarg\u0101 ieeju \u0161aj\u0101 reiz di\u017eenaj\u0101 pils\u0113t\u0101.", "A Gaunt Man": "Izk\u0101m\u0113jis V\u012brs", "l armour": "\u0101das bru\u0146as", "save to slot": "saglab\u0101t", "A Shivering Man": "Drebo\u0161s V\u012brs", "the body of a wanderer lies in a small cavern.": "neliel\u0101 al\u0101 gu\u013c klejot\u0101ja nedz\u012bvais \u0137ermenis.", "reinforce hull": "pastiprin\u0101t korpusu", "there's nothing else here.": "\u0161eit vairs nek\u0101 nav.", "A Scavenger": "Sirot\u0101js", "but there is a cache of medicine under the floorboards.": "zem gr\u012bdas d\u0113\u013ciem sl\u0113pjas z\u0101\u013cu kr\u0101jumi.", "land blows more often": "bie\u017e\u0101k veikt prec\u012bzus sitienus", "the walls are moist and moss-covered": "sienas ir miklas un kl\u0101tas ar s\u016bn\u0101m", "steel": "t\u0113rauds", "the map uncovers a bit of the world": "karte atkl\u0101j nelielu pasaules da\u013cu", "export or import save data, for backing up": "eksport\u0113t vai import\u0113t saglab\u0101tos datus rezerves failam", "A Crashed Starship": "Avar\u0113jis Kosmosa Ku\u0123is", "A Ruined Trap": "Salauzts Slazds", "some good stuff woven into its nest.": "t\u0101 ligzd\u0101 iev\u012bt.", "burning": "dego\u0161s", "the tracks disappear after just a few minutes.": "tikai da\u017eas min\u016btes v\u0113l\u0101k p\u0113das paz\u016bd.", "upgrade engine": "uzlabot dzin\u0113ju", "the iron mine is clear of dangers": "dzelzs raktuves ir dro\u0161as", "the compass points ": "kompass nor\u0101da uz", "this spear's not elegant, but it's pretty good at stabbing": "\u0161is \u0161\u0137\u0113ps nav izsmalcin\u0101ts, ta\u010du dur diezgan labi", "continue": "turpin\u0101t", "the forest is silent.": "me\u017es ir kluss.", "the tunnel opens up at another platform.": "tune\u013ca gal\u0101 ir v\u0113l viena platforma.", "medicine": "z\u0101les", "an old case is wedged behind a rock, covered in a thick layer of dust.": "aiz akmens atrodas veca l\u0101de, p\u0101rkl\u0101ta ar biezu putek\u013cu k\u0101rtu.", "roaring": "piln\u0101s liesm\u0101s", "The Coal Mine": "Og\u013cu Raktuves", "steel's stronger than iron": "t\u0113rauds ir iztur\u012bg\u0101ks nek\u0101 dzelzs", "fires burn in the courtyard beyond.": "net\u0101l\u0101 pagalm\u0101 deg uguns.", "a youth lashes out with a tree branch.": "jaunietis uzbr\u016bk ar koka zaru.", "some weird metal he picked up on his travels.": "k\u0101ds neparasts, ce\u013cinieka gait\u0101s atrasts metals.", "the mysterious wanderer returns, cart piled high with furs.": "nosl\u0113pumain\u0101 klejot\u0101ja atgrie\u017eas, vi\u0146as divri\u010dos augstu sakrautas ka\u017eok\u0101das.", "looks like a camp of sorts up ahead.": "priek\u0161\u0101 redzams kas apmetnei l\u012bdz\u012bgs.", "the shell of a burned out car blocks the entrance.": "izdegu\u0161as ma\u0161\u012bnas karkass aizsedz ieeju.", "A Strange Bird": "Sav\u0101ds Putns", "a man charges down the hall, a rusty blade in his hand": "pa gaiteni pret\u012b metas k\u0101ds v\u012brs, vi\u0146a rok\u0101 sar\u016bs\u0113jis asmens", "a large shanty town sprawls across the streets.": "p\u0101ri iel\u0101m ple\u0161as no b\u016bd\u0101m un telt\u012bm saslieta pils\u0113tele.", "grenade": "gran\u0101ta", "A Battlefield": "Kaujaslauks", "A Destroyed Village": "Nopost\u012bts Ciemats", "buy teeth": "pirkt zobus", "eye for an eye seems fair.": "dots pret dotu \u0161\u0137iet god\u012bgi.", "the scavenger is dead": "sirot\u0101js ir miris", "a military perimeter is set up around the mine.": "raktuves apjo\u017e kareivji.", "if the code is invalid, all data will be lost.": "ja kods nav der\u012bgs, visi dati tiks zaud\u0113ti.", "a cave lizard attacks": "uzbr\u016bk \u0137irzaka", "shares what he knows about sneaking before he goes.": "dal\u0101s ar ko vi\u0146\u0161 zina par slapst\u012b\u0161anos.", "The Village": "Ciemats", "use meds": "lietot z\u0101les", "the trees are gone. parched earth and blowing dust are poor replacements.": "koku vairs nav. izkaltusi zeme un putek\u013cu m\u0101ko\u0146i tos aizst\u0101t nevar.", "the compass points east": "kompass nor\u0101da uz austrumiem", "the cave narrows a few feet in.": "p\u0113c p\u0101ris metriem ala sa\u0161aurin\u0101s.", "scraps of fur": "ka\u017eok\u0101das ku\u0161\u0137i", "scavenger had a small camp in the school.": "sirot\u0101js skol\u0101 bija ier\u012bkojis nelielu apmetni.", "the villagers haul a filthy man out of the store room.": "ciematnieki no noliktavas izvelk net\u012bru v\u012bru.", "total score: {0}": "kop\u0113jais rezult\u0101ts: {0}", "large prints lead away, into the forest.": "lieli p\u0113du nospiedumi ved proj\u0101m me\u017e\u0101.", "saved.": "saglab\u0101ts.", "after a skirmish they are driven away, but not without losses.": "notiek sadursme un vi\u0146i tiek atvair\u012bti, ta\u010du zaud\u0113jumi jau ir nodar\u012bti.", "the grass thrashes wildly as a huge lizard pushes through": "z\u0101le \u0161\u016bpojas uz vis\u0101m pus\u0113m, tai cauri spraucas milzu \u0137irzaka", "learned to love the dry air": "iem\u0101c\u012bj\u0101s m\u012bl\u0113t sauso gaisu", "save this.": "saglab\u0101t.", "cask": "muca", "the snarling beast is dead": "r\u016bco\u0161ais zv\u0113rs ir miris", "Room": "Istaba", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "v\u0113l nesapl\u0113stie skolas logu stikli ir sodr\u0113ju notraip\u012bti.", "a stranger arrives in the night": "nakts laik\u0101 ierodas sve\u0161inieks", "a crudely made charm": "primit\u012bvi veidots talismans", "A Murky Swamp": "Dr\u016bms Purvs", "the town's booming. word does get around.": "ciemats plaukst un ze\u013c, un runas par to izplat\u0101s.", "An Abandoned Town": "Pamests Ciems", "a scavenger waits just inside the door.": "pie pa\u0161as ieejas gaida sirot\u0101js.", "The Nomad": "Klaidonis", "the traps contain ": "slazdos ir", "the wind howls outside": "\u0101r\u0101 gaudo v\u0113j\u0161", "the cask holds enough water for longer expeditions": "muc\u0101 ietilpst pietiekami daudz \u016bdens ilg\u0101kiem p\u0101rce\u013cojumiem", "the sickness is cured in time.": "s\u0113rga tiek laic\u012bgi iz\u0101rst\u0113ta.", "coal mine": "og\u013cu raktuves", "the compass points north": "kompass nor\u0101da uz zieme\u013ciem", "all": "viss", "the wagon can carry a lot of supplies": "ratos var p\u0101rvad\u0101t lielus apjomus", "armoury": "iero\u010du darbn\u012bca", "builder says she can make traps to catch any creatures might still be alive out there": "amatniece saka, ka vi\u0146a var uzb\u016bv\u0113t lamatas da\u017e\u0101du rad\u012bjumu sag\u016bst\u012b\u0161anai", "some weird glowing boxes he picked up on his travels.": "sav\u0101das, kv\u0113lo\u0161as kastes, ko vi\u0146\u0161 atrada ce\u013cojot.", "wood": "koks", "the soldier is dead": "karav\u012brs ir miris", "the feral terror is dead": "me\u017eon\u012bgais bieds ir miris", "leave town": "atst\u0101t pils\u0113tu", "the stranger in the corner stops shivering. her breathing calms.": "sve\u0161iniece kakt\u0101 vairs nedreb, vi\u0146as elpa k\u013c\u016bst mier\u012bg\u0101ka.", "someone had been stockpiling loot here.": "k\u0101ds \u0161eit ir noglab\u0101jis laup\u012bjumu.", "a thug is waiting on the other side of the wall.": "sienas otr\u0101 pus\u0113 gaida noziedznieks.", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "hiperre\u017e\u012bms padara sp\u0113les gaitu divreiz \u0101tr\u0101ku. vai v\u0113lies to iesl\u0113gt?", "it puts up little resistance before the knife.": "tas nepretojas na\u017ea asmenim.", "sufferers are healed": "ciet\u0113ji tiek izdziedin\u0101ti", "the wanderer leaves, cart loaded with wood": "klejot\u0101js dodas prom ar malku pilniem divri\u010diem", "faces, darkened by soot and blood, stare out from crooked huts.": "no \u0161\u0137\u012bbaj\u0101m b\u016bd\u0101m l\u016br asins un kv\u0113pu notraip\u012btas sejas.", "the town lies abandoned, its citizens long dead": "ciems ir pamests, un t\u0101 iedz\u012bvot\u0101ji sen miru\u0161i", "a soldier opens fire from across the desert": "p\u0101ri tuksne\u0161a smilt\u012bm karav\u012brs atkl\u0101j uguni", "boxer": "bokseris", "lights off.": "izsl\u0113gt gaismu.", "the people here were broken a long time ago.": "\u0161ie cilv\u0113ki tika salauzti pirms ilga laika.", "a beast stands alone in an overgrown park.": "aizaugu\u0161\u0101 park\u0101 vienatn\u0113 st\u0101v zv\u0113rs.", "charred bodies litter the ground.": "zem\u0113 m\u0113t\u0101jas apdegu\u0161i \u0137erme\u0146i.", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "uz noliktavas gr\u012bdas gl\u012bti sarindoti iero\u010di un mun\u012bcija, atliekas no kara laikiem.", "leaves some scraps of cloth behind.": "atst\u0101j da\u017eas auduma str\u0113meles.", "the grasses thin. soon, only dust remains.": "z\u0101le k\u013c\u016bst arvien ret\u0101ka, dr\u012bz nav nek\u0101, tikai putek\u013ci.", "dead": "izdzisis", "an old wanderer arrives.": "ierodas vecs ce\u013cinieks.", "a nomad arrives, looking to trade": "ierodas klaidonis un grib tirgoties", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "ar tuk\u0161iem ratiem ierodas klejot\u0101js. vi\u0146\u0161 saka, ja vi\u0146am iedos koku, tas v\u0113l\u0101k tiks atgriezts ar uzviju.", "the beggar expresses his thanks.": "ubags pasak\u0101s.", "a gunshot rings through the trees.": "cauri kokiem atskan \u0161\u0101vieni.", "s armour": "t\u0113rauda bru\u0146as", "ok": "labi", "snarling beast": "r\u016bco\u0161s zv\u0113rs", "A Silent Forest": "Kluss Me\u017es", "a second soldier joins the fight.": "c\u012b\u0146ai pievienojas v\u0113l viens kareivis."}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/lv/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2017-03-11 20:23-0500\n" "PO-Revision-Date: 2017-03-16 20:43-0400\n" "Last-Translator: \n" "Language-Team: \n" "Language: lv_LV\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.8.12\n" "X-Poedit-Basepath: .\n" "Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n != 0 ? 1 : " "2);\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Dropbox savienojums" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "savienot spēli ar dropbox vietējo datu vietni" #: script/dropbox.js:68 msgid "connect" msgstr "savienoties" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "atcelt" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox Eksportēt/Importēt" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "eksportēt vai importēt saglabātos datus dropbox datu vietnē" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "tu esi pieslēdzies dropbox ar savu kontu/e-pastu" #: script/dropbox.js:93 msgid "save" msgstr "saglabāt" #: script/dropbox.js:97 msgid "load" msgstr "ielādēt" #: script/dropbox.js:102 msgid "signout" msgstr "izrakstīties" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "izvēlēties, kur saglabāt" #: script/dropbox.js:119 msgid "save to slot" msgstr "saglabāt" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "izvēlēties, no kurienes ielādēt" #: script/dropbox.js:148 msgid "load from slot" msgstr "ielādēt" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "veiksmīgi saglabāts dropbox datu vietnē" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "kļūda, saglabājot dropbox datu vietnē" #: script/dropbox.js:183 msgid "ok" msgstr "labi" #: script/engine.js:15 msgid "boxer" msgstr "bokseris" #: script/engine.js:16 msgid "punches do more damage" msgstr "sitieni ir postošāki" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "iemācījās sist mērķtiecīgi" #: script/engine.js:21 msgid "martial artist" msgstr "cīņu meistars" #: script/engine.js:22 msgid "punches do even more damage." msgstr "sitieni ir vēl postošāki" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "iemācījās cīnīties bez ieročiem" #: script/engine.js:27 msgid "unarmed master" msgstr "bezieroču cīņas meistars" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "sist divreiz ātrāk ar papildus spēku" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "iemācījās uzbrukt ātrāk bez ieročiem" #: script/engine.js:32 msgid "barbarian" msgstr "barbars" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "tuvcīņas ieroči nodara lielākus postījumus" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "iemācījās vēzēt ieročus ar spēku" #: script/engine.js:37 msgid "slow metabolism" msgstr "lēna vielmaiņa" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "izdzīvot divtik ilgi bez ēdiena" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "iemācījās nemanīt izsalkumu" #: script/engine.js:42 msgid "desert rat" msgstr "tuksneša žurka" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "izdzīvot divtik ilgi bez ūdens" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "iemācījās mīlēt sauso gaisu" #: script/engine.js:47 msgid "evasive" msgstr "izvairīgs" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "labāk izvairīties no uzbrukumiem" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "iemācījās būt tur, kur viņu nav" #: script/engine.js:52 msgid "precise" msgstr "precīzs" #: script/engine.js:53 msgid "land blows more often" msgstr "biežāk veikt precīzus sitienus" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "iemācījās paredzēt viņu kustības" #: script/engine.js:57 msgid "scout" msgstr "izlūkot" #: script/engine.js:58 msgid "see farther" msgstr "redzēt tālāk" #: script/engine.js:59 msgid "learned to look ahead" msgstr "iemācījās raudzīties divus soļus uz priekšu" #: script/engine.js:62 msgid "stealthy" msgstr "nemanāms" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "veiksmīgāk izvairīties no sadursmēm savvaļā" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "iemācījās palikt neredzams" #: script/engine.js:67 msgid "gastronome" msgstr "gardēdis" #: script/engine.js:68 msgid "restore more health when eating" msgstr "ēdiens palīdzēs atveseļoties ātrāk" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "iemācījās no ēdiena iegūt maksimālu labumu" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "aplikāciju veikals." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "izslēgt gaismu." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "hiperātrums." #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "restartēt." #: script/engine.js:162 msgid "share." msgstr "dalīties." #: script/engine.js:168 msgid "save." msgstr "saglabāt." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Eksportēt/Importēt" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "eksportēt vai importēt saglabātos datus rezerves failam" #: script/engine.js:273 msgid "or migrating computers" msgstr "vai datoru maiņai" #: script/engine.js:277 msgid "export" msgstr "eksportēt" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "importēt" #: script/engine.js:291 msgid "save this." msgstr "saglabāt." #: script/engine.js:297 msgid "got it" msgstr "labi" #: script/engine.js:305 msgid "are you sure?" msgstr "esi pārliecināts?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "ja kods nav derīgs, visi dati tiks zaudēti." #: script/engine.js:307 msgid "this is irreversible." msgstr "šī ir neatgriezeniska darbība." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "jā" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "nē" #: script/engine.js:322 msgid "put the save code here." msgstr "ievadīt saglabāšanas kodu šeit." #: script/engine.js:374 msgid "Restart?" msgstr "Restartēt?" #: script/engine.js:377 msgid "restart the game?" msgstr "restartēt spēli?" #: script/engine.js:408 msgid "Share" msgstr "Dalīties" #: script/engine.js:411 msgid "bring your friends." msgstr "paņemt līdzi draugus." #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "aizvērt" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "ieslēgt gaismu." #: script/engine.js:493 msgid "Go Hyper?" msgstr "Ieslēgt Hiperrežīmu?" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "hiperrežīms padara spēles gaitu divreiz ātrāku. vai vēlies to ieslēgt?" #: script/engine.js:519 msgid "classic." msgstr "parasts." #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} katras {1}s" #: script/events.js:130 msgid "eat meat" msgstr "ēst gaļu" #: script/events.js:150 msgid "use meds" msgstr "lietot zāles" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "netrāpīt" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "apstulbināts" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "doties projām" #: script/events.js:511 msgid "drop:" msgstr "nolikt:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "nekas" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "paņemt" #: script/events.js:577 msgid "take:" msgstr "paņemt:" #: script/events.js:599 msgid "nothing to take" msgstr "nav nekā, ko paņemt" #: script/events.js:627 msgid "all" msgstr "viss" #: script/events.js:649 msgid "take everything" msgstr "paņemt visu" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr "un" #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** NOTIKUMS ***" #: script/localization.js:4 msgid "saved." msgstr "saglabāts." #: script/localization.js:5 msgid "wood" msgstr "koks" #: script/localization.js:6 msgid "builder" msgstr "celtnieks" #: script/localization.js:7 msgid "teeth" msgstr "zobi" #: script/localization.js:8 msgid "meat" msgstr "gaļa" #: script/localization.js:9 msgid "fur" msgstr "kažokāda" #: script/localization.js:10 msgid "alien alloy" msgstr "svešāds sakausējums" #: script/localization.js:11 msgid "bullets" msgstr "lodes" #: script/localization.js:12 msgid "charm" msgstr "talismans" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "āda" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "dzelzs" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "tērauds" #: script/localization.js:16 msgid "coal" msgstr "ogles" #: script/localization.js:17 msgid "sulphur" msgstr "sērs" #: script/localization.js:18 msgid "energy cell" msgstr "baterija" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "lāpa" #: script/localization.js:20 msgid "medicine" msgstr "zāles" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "mednieks" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "mednieks, kas izliek slazdus" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "ādminis" #: script/localization.js:24 msgid "grenade" msgstr "granāta" #: script/localization.js:25 msgid "bolas" msgstr "tīkls" #: script/localization.js:26 msgid "bayonet" msgstr "durklis" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "gaļas " #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "dzelzracis" #: script/localization.js:29 msgid "iron mine" msgstr "dzelzs raktuves" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "ogļracis" #: script/localization.js:31 msgid "coal mine" msgstr "ogļu raktuves" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "sērracis" #: script/localization.js:33 msgid "sulphur mine" msgstr "sēra raktuves" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "ieroču meistars" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "metālstrādnieks" #: script/localization.js:36 msgid "bait" msgstr "ēsma" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "sālīta gaļa" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "zvīņas" #: script/localization.js:39 msgid "compass" msgstr "kompass" #: script/localization.js:40 msgid "laser rifle" msgstr "lāzeršautene" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "savācējs" #: script/localization.js:42 msgid "cloth" msgstr "audums" #: script/localization.js:45 msgid "thieves" msgstr "zagļi" #: script/localization.js:46 msgid "not enough fur" msgstr "nepietiek kažokādas" #: script/localization.js:47 msgid "not enough wood" msgstr "nepietiek koka" #: script/localization.js:48 msgid "not enough coal" msgstr "nepietiek ogļu" #: script/localization.js:49 msgid "not enough iron" msgstr "nepietiek dzelzs" #: script/localization.js:50 msgid "not enough steel" msgstr "nepietiek tērauda" #: script/localization.js:51 msgid "not enough sulphur" msgstr "nepietiek sēra" #: script/localization.js:52 msgid "baited trap" msgstr "slazds ar ēsmu" #: script/localization.js:53 msgid "not enough scales" msgstr "nepietiek zvīņu" #: script/localization.js:54 msgid "not enough cloth" msgstr "nepietiek auduma" #: script/localization.js:55 msgid "not enough teeth" msgstr "nepietiek zobu" #: script/localization.js:56 msgid "not enough leather" msgstr "nepietiek ādas" #: script/localization.js:57 msgid "not enough meat" msgstr "nepietiek gaļas" #: script/localization.js:58 msgid "the compass points east" msgstr "kompass norāda uz austrumiem" #: script/localization.js:59 msgid "the compass points west" msgstr "kompass norāda uz rietumiem" #: script/localization.js:60 msgid "the compass points north" msgstr "kompass norāda uz ziemeļiem" #: script/localization.js:61 msgid "the compass points south" msgstr "kompass norāda uz dienvidiem" #: script/localization.js:62 msgid "the compass points northeast" msgstr "kompass norāda uz ziemeļaustrumiem" #: script/localization.js:63 msgid "the compass points northwest" msgstr "kompass norāda uz ziemeļrietumiem" #: script/localization.js:64 msgid "the compass points southeast" msgstr "kompass norāda uz dienvidaustrumiem" #: script/localization.js:65 msgid "the compass points southwest" msgstr "kompass norāda uz dienvidrietumiem" #: script/outside.js:5 msgid "Outside" msgstr "Ārpasaule" #: script/outside.js:102 msgid "scraps of fur" msgstr "kažokādas kušķi" #: script/outside.js:107 msgid "bits of meat" msgstr "gaļas gabali" #: script/outside.js:112 msgid "strange scales" msgstr "savādas zvīņas" #: script/outside.js:117 msgid "scattered teeth" msgstr "izkaisīti zobi" #: script/outside.js:122 msgid "tattered cloth" msgstr "skrandaini drēbes gabali" #: script/outside.js:127 msgid "a crudely made charm" msgstr "primitīvi veidots talismans" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Kluss Mežs" #: script/outside.js:169 msgid "gather wood" msgstr "vākt koku" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "nakts laikā ierodas svešinieks" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "nomocīta ģimene apmetas vienā no būdām." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "ierodas neliela grupa noputējušu un izsalkušu cilvēku." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "pa durvīm iegāžas cilvēku bars, daži norūpējušies, citi cerīgi." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "ciemats plaukst un zeļ, un runas par to izplatās." #: script/outside.js:452 msgid "pop " msgstr "iedzīvotāju skaits" #: script/outside.js:457 msgid "forest" msgstr "mežs" #: script/outside.js:460 msgid "village" msgstr "ciemats" #: script/outside.js:543 msgid "check traps" msgstr "pārbaudīt lamatas" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Nomaļa Būda" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Mazs Ciemats" #: script/outside.js:568 msgid "A Modest Village" msgstr "Vidējs Ciemats" #: script/outside.js:570 msgid "A Large Village" msgstr "Liels Ciemats" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Trokšņains Ciems" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "debesis ir apmākušās, un vējš pūš bez apstājas" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "mežs ir izklāts ar izkaltušiem krūmājiem un sausiem zariem" #: script/outside.js:621 msgid "the traps contain " msgstr "slazdos ir" #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Putekļaina Taka" #: script/path.js:37 msgid "supplies:" msgstr "piederumi:" #: script/path.js:43 msgid "embark" msgstr "uzsākt" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "kompass norāda uz" #: script/path.js:102 msgid "perks:" msgstr "priekšrocības:" #: script/path.js:132 msgid "none" msgstr "nav" #: script/path.js:142 msgid "armour" msgstr "bruņas" #: script/path.js:153 msgid "water" msgstr "ūdens" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "brīva vieta {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "svars" #: script/path.js:255 msgid "available" msgstr "pieejams" #: script/room.js:16 msgid "trap" msgstr "slazds" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "amatniece saka, ka viņa var uzbūvēt lamatas dažādu radījumu sagūstīšanai" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "vairāk slazdu, lai iegūtu vairāk medījuma" #: script/room.js:21 msgid "more traps won't help now" msgstr "no vairāk lamatām tagad nebūs jēgas" #: script/room.js:31 msgid "cart" msgstr "divriči" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "amatniece saka, ka viņa var uzcelt ratus koka pārvietošanai" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "ļodzīgie divriči palīdzēs no meža pārvest vairāk koka" #: script/room.js:44 msgid "hut" msgstr "būda" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "amatniece saka, ka tuvumā ir klejotāji, kas palīdzētu strādāt." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "" "amatniece mežā uzceļ būdu. viņa saka, ka drīz runas par to izplatīsies " "apkārtnē." #: script/room.js:49 msgid "no more room for huts." msgstr "vairs nav vietas būdām." #: script/room.js:59 msgid "lodge" msgstr "mednieku namiņš" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "ciematnieki palīdzētu medībās, ja viņiem būtu nepieciešamie līdzekļi" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "mednieku namiņš slejas mežā, nostatus no ciemata" #: script/room.js:74 msgid "trading post" msgstr "tirgus placis" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "tirgus placis palīdzētu veicināt tirdzniecību" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "tagad, kad klejotājiem ir vieta, kur tirgoties, viņi varētu te apmesties uz " "ilgāku laiku" #: script/room.js:88 msgid "tannery" msgstr "ādnīca" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "amatniece saka, ka ciematnieki varētu palīdzēt apstrādāt vērtīgo ādu." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "īsā laikā ādnīca tiek uzbūvēta ciemata nomalē" #: script/room.js:102 msgid "smokehouse" msgstr "kūpinātava" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "gaļu jākūpina vai jāsāla, lai tā nesabojātos, un amatniece saka, ka viņai ir " "kas padomā." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "" "amatniece pabeidz darbu pie kūpinātavas būves, viņa izskatās izsalkusi." #: script/room.js:116 msgid "workshop" msgstr "darbnīca" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "amatniece saka, ka ar pareizajiem darbarīkiem viņa varētu izveidot " "sarežģītākus priekšmetus" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "" "darbnīca beidzot ir gatava, amatniece nevar sagaidīt, kad varēs ķerties pie " "darba" #: script/room.js:131 msgid "steelworks" msgstr "tēraudlietuve" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "amatniece saka, ka ciematnieki varētu kalt tēraudu, ja viņiem būtu " "vajadzīgie darbarīki" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "tēraudlietuvei uzkarstot, ciemats ietinas dūmakā" #: script/room.js:146 msgid "armoury" msgstr "ieroču darbnīca" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "amatniece saka, ka pastāvīgs munīcijas avots ir laba doma" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "" "darbnīca ir pabeigta, ļaujot atgriezties pie sen neredzētu ieroču " "izmantošanas." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "lāpa tumsas atvairīšanai" #: script/room.js:173 msgid "waterskin" msgstr "ādas maiss ūdens pārvadāšanai" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "šajā maisā varēs uzglabāt kaut nedaudz ūdens" #: script/room.js:185 msgid "cask" msgstr "muca" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "mucā ietilpst pietiekami daudz ūdens ilgākiem pārceļojumiem" #: script/room.js:198 msgid "water tank" msgstr "ūdens tvertne" #: script/room.js:202 msgid "never go thirsty again" msgstr "par slāpēm uztraukties vairs nevajadzēs" #: script/room.js:211 msgid "bone spear" msgstr "kaula šķēps" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "šis šķēps nav izsmalcināts, taču dur diezgan labi" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "mugursoma" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "" "jo vairāk var paņemt līdzi, jo garākas savvaļas ekspedīcijas ir iespējamas" #: script/room.js:235 msgid "wagon" msgstr "rati" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "ratos var pārvadāt lielus apjomus" #: script/room.js:248 msgid "convoy" msgstr "karavāna" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "karavāna var pārvadāt gandrīz jebko" #: script/room.js:262 msgid "l armour" msgstr "ādas bruņas" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "āda nav pārāk izturīga, taču labāka nekā lupatas." #: script/room.js:274 msgid "i armour" msgstr "dzelzs bruņas" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "dzelzs ir izturīgāks nekā āda" #: script/room.js:286 msgid "s armour" msgstr "tērauda bruņas" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "tērauds ir izturīgāks nekā dzelzs" #: script/room.js:298 msgid "iron sword" msgstr "dzelzs zobens" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "zobens ir ass - labs ierocis, ar ko sevi pasargāt savvaļā." #: script/room.js:311 msgid "steel sword" msgstr "tērauda zobens" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "tērauds ir izturīgs un zobena asmens ass un precīzs." #: script/room.js:324 msgid "rifle" msgstr "šautene" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "šaujampulveris un lodes, kā vecajos labajos laikos." #: script/room.js:458 msgid "Room" msgstr "Istaba" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Tumša Istaba" #: script/room.js:498 msgid "light fire" msgstr "aizkurt uguni" #: script/room.js:508 msgid "stoke fire" msgstr "piemest kurināmo" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "istaba ir {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "uguns ir {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "svešiniece stāv pie uguns. viņa saka, ka ir amatniece un var palīdzēt." #: script/room.js:580 msgid "freezing" msgstr "ledusauksta" #: script/room.js:581 msgid "cold" msgstr "auksta" #: script/room.js:582 msgid "mild" msgstr "mēreni silta" #: script/room.js:583 msgid "warm" msgstr "silta" #: script/room.js:584 msgid "hot" msgstr "karsta" #: script/room.js:596 msgid "dead" msgstr "izdzisis" #: script/room.js:597 msgid "smoldering" msgstr "gruzdošs" #: script/room.js:598 msgid "flickering" msgstr "dzirksteļojošs" #: script/room.js:599 msgid "burning" msgstr "degošs" #: script/room.js:600 msgid "roaring" msgstr "pilnās liesmās" #: script/room.js:604 msgid "A Firelit Room" msgstr "Uguns Izgaismota Istaba" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "nepietiek malkas, lai aizkurtu uguni" #: script/room.js:655 msgid "the wood has run out" msgstr "malkas krājums ir tukšs" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "gaisma no krāsns plūst nakts tumsā caur būdas logiem" #: script/room.js:688 msgid "builder stokes the fire" msgstr "amatniece piemet ugunij malku" #: script/room.js:718 msgid "the wind howls outside" msgstr "ārā gaudo vējš" #: script/room.js:719 msgid "the wood is running out" msgstr "malkas krājums sāk izsīkt" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "noplukusi svešiniece iesteberē pa durvīm un sabrūk istabas stūrī" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "svešiniece trīc un klusām ko murmina, bet viņas vārdi nav saprotami." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "svešiniece kaktā vairs nedreb, viņas elpa kļūst mierīgāka." #: script/room.js:760 msgid "stores" msgstr "krājumi" #: script/room.js:779 msgid "weapons" msgstr "ieroči" #: script/room.js:914 msgid "total" msgstr "kopā" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "nepietiek" #: script/room.js:951 msgid "builder just shivers" msgstr "amatniece nodrebinās" #: script/room.js:1054 msgid "build:" msgstr "būvēt:" #: script/room.js:1061 msgid "craft:" msgstr "veidot:" #: script/room.js:1068 msgid "buy:" msgstr "pirkt:" #: script/ship.js:11 msgid "Ship" msgstr "Kuģis" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Sens Kosmosa Kuģis" #: script/ship.js:38 msgid "hull:" msgstr "korpuss:" #: script/ship.js:44 msgid "engine:" msgstr "dzinējs:" #: script/ship.js:51 msgid "reinforce hull" msgstr "pastiprināt korpusu" #: script/ship.js:60 msgid "upgrade engine" msgstr "uzlabot dzinēju" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "pacelties" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "klejotāju gaisa flote lidinās kaut kur virs gruvešu putekļu mākoņa. viņi uz " "šīs planētas pabijuši pārāk ilgu laiku." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "nepietiek " #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Gatavi Ceļam?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "laiks pazust no šejienes, uz neatgriešanos." #: script/ship.js:150 msgid "linger" msgstr "vilcināties" #: script/space.js:42 msgid "hull: " msgstr "korpuss:" #: script/space.js:76 msgid "Troposphere" msgstr "Troposfēra" #: script/space.js:78 msgid "Stratosphere" msgstr "Stratosfēra" #: script/space.js:80 msgid "Mesosphere" msgstr "Mezosfēra" #: script/space.js:82 msgid "Thermosphere" msgstr "Termosfēra" #: script/space.js:84 msgid "Exosphere" msgstr "Ekzosfēra" #: script/space.js:86 msgid "Space" msgstr "Visums" #: script/space.js:424 msgid "score for this game: {0}" msgstr "šīs spēles rezultāts: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "kopējais rezultāts: {0}" #: script/world.js:46 msgid "punch" msgstr "sist" #: script/world.js:52 msgid "stab" msgstr "durt" #: script/world.js:58 msgid "swing" msgstr "vēzēt" #: script/world.js:64 msgid "slash" msgstr "cirst" #: script/world.js:70 msgid "thrust" msgstr "durt" #: script/world.js:76 msgid "shoot" msgstr "šaut" #: script/world.js:83 msgid "blast" msgstr "šaut" #: script/world.js:90 msgid "lob" msgstr "sviest" #: script/world.js:97 msgid "tangle" msgstr "samezglot" #: script/world.js:119 msgid "An Outpost" msgstr "Priekšpostenis" #: script/world.js:120 msgid "Iron Mine" msgstr "Dzelzs Raktuves" #: script/world.js:121 msgid "Coal Mine" msgstr "Ogļu Raktuves" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Sēra Raktuves" #: script/world.js:123 msgid "An Old House" msgstr "Veca Māja" #: script/world.js:124 msgid "A Damp Cave" msgstr "Drēgna Ala" #: script/world.js:125 msgid "An Abandoned Town" msgstr "Pamests Ciems" #: script/world.js:126 msgid "A Ruined City" msgstr "Izpostīta Pilsēta" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Avarējis Kosmosa Kuģis" #: script/world.js:128 msgid "A Borehole" msgstr "Urbums" #: script/world.js:129 msgid "A Battlefield" msgstr "Kaujaslauks" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Drūms Purvs" #: script/world.js:134 msgid "A Destroyed Village" msgstr "Nopostīts Ciemats" #: script/world.js:256 msgid "water:{0}" msgstr "ūdens:{0}" #: script/world.js:283 msgid "pockets" msgstr "kabatas" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "veselība: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "bīstami būt tik tālu no ciemata bez aizsardzības" #: script/world.js:351 msgid "safer here" msgstr "šeit būs drošāk" #: script/world.js:451 msgid "the meat has run out" msgstr "gaļas krājumi ir izsīkuši" #: script/world.js:456 msgid "starvation sets in" msgstr "iestājas bads" #: script/world.js:481 msgid "there is no more water" msgstr "ūdens krājums ir beidzies" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "slāpes kļūst neciešamas" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "koki dod ceļu sausai zālei, vējā čab sadzeltējušais krūmājs." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "koku vairs nav. izkaltusi zeme un putekļu mākoņi tos aizstāt nevar." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "pie horizonta apmales parādās koki. garo zāli palēnām nomaina mežājs, " "izklāts ar sausiem zariem un kritušām lapām." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "zāle kļūst arvien retāka, drīz nav nekā, tikai putekļi." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "neauglīgos klajumus pārtrauc izkaltušas zāles jūra, viegli viļņojoties sausā " "vēja vēsmās." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "no putekļiem paceļas zarainu koku siena, to zari virs galvas savijušies " "mezglainā jumtā." #: script/world.js:817 msgid "Wanderer" msgstr "Klejotājs" #: script/world.js:822 msgid "The Village" msgstr "Ciemats" #: script/world.js:851 msgid "the world fades" msgstr "pasaule izbāl" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "ūdens krājums atjaunots" #: script/world.js:982 msgid "A Barren World" msgstr "Neauglīga Pasaule" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Rūcošs Zvērs" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "rūcošs zvērs" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "rūcošais zvērs ir miris" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "no krūmāja pēkšņi izlec rūcošs zvērs" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Izkāmējis Vīrs" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "izkāmējis vīrs" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "izkāmējušais vīrs ir miris" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "pietuvojas izkāmējis vīrs ar mežonīgu acu skatu" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Savāds Putns" #: script/events/encounters.js:89 msgid "strange bird" msgstr "savāds putns" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "savādais putns ir miris" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "savāds putns traucas pāri līdzenumiem" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Drebošs Vīrs" #: script/events/encounters.js:127 msgid "shivering man" msgstr "drebošs vīrs" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "drebošais vīrs ir miris" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "drebošs vīrs pietuvojas un uzbrūk ar pārsteidzošu spēku" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Cilvēkēdājs" #: script/events/encounters.js:169 msgid "man-eater" msgstr "cilvēkēdājs" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "cilvēkēdājs ir miris" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "uzbrūk pamatīgs radījums ar asiņainām ķetnām" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Sirotājs" #: script/events/encounters.js:206 msgid "scavenger" msgstr "sirotājs" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "sirotājs ir miris" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "sirotājs pietuvojas, cerēdams uz vieglu laupījumu" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Milzu Ķirzaka" #: script/events/encounters.js:248 msgid "lizard" msgstr "ķirzaka" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "ķirzaka ir mirusi" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "zāle šūpojas uz visām pusēm, tai cauri spraucas milzu ķirzaka" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Mežonīgs Bieds" #: script/events/encounters.js:286 msgid "feral terror" msgstr "mežonīgs bieds" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "mežonīgais bieds ir miris" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "no lapotnes pēkšņi izmetas neiedomājami mežonīgs zvērs" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Karavīrs" #: script/events/encounters.js:323 msgid "soldier" msgstr "karavīrs" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "karavīrs ir miris" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "pāri tuksneša smiltīm karavīrs atklāj uguni" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Snaiperis" #: script/events/encounters.js:366 msgid "sniper" msgstr "snaiperis" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "snaiperis ir miris" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "no garā zālāja atskan šāviens" #: script/events/global.js:6 msgid "The Thief" msgstr "Zaglis" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "ciematnieki no noliktavas izvelk netīru vīru." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "saka, ka viņa ļaudis mēdz zagt no kopējiem krājumiem." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "saka, ka viņu vajadzētu pakārt kā biedu pārējiem." #: script/events/global.js:17 msgid "a thief is caught" msgstr "zaglis ir notverts" #: script/events/global.js:21 msgid "hang him" msgstr "pakārt viņu" #: script/events/global.js:25 msgid "spare him" msgstr "apžēlot viņu" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "ciematnieki pakar zagli noliktavas priekšā." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "cerētais ir panākts. nākamo dažu dienu laikā pazudušie krājumi tiek " "atgriezti." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "vīrs ir pateicīgs un saka, ka vairs šeit tuvumā nerādīsies." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "dalās ar ko viņš zina par slapstīšanos." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Salauzts Slazds" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "dažas no lamatām ir atlauztas vaļā." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "lieli pēdu nospiedumi ved projām mežā." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "daži slazdi ir pilnībā izpostīti" #: script/events/outside.js:26 msgid "track them" msgstr "sekot tām" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "nelikties ne zinis" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "tikai dažas minūtes vēlāk pēdas pazūd." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "mežs ir kluss." #: script/events/outside.js:40 msgid "nothing was found" msgstr "nekas netika atrasts" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "doties mājās" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "netālu no ciemata guļ pamatīgs zvērs, tā kažoks savēlies ar asinīm." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "tas nepretojas naža asmenim." #: script/events/outside.js:53 msgid "there was a beast. it's dead now" msgstr "tas zvērs ir miris" #: script/events/outside.js:69 msgid "Fire" msgstr "Uguns" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "uguns plosās vienā no būdām, aprijot to pilnībā." #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "visi būdas iemītnieki ugunsgrēkā gāja bojā." #: script/events/outside.js:79 msgid "a fire has started" msgstr "ir sācies ugunsgrēks" #: script/events/outside.js:86 msgid "mourn" msgstr "sērot" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "vairāki ciematnieki ir miruši" #: script/events/outside.js:95 msgid "Sickness" msgstr "Sērga" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "ciematā izplatās slimība." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "zāles ir vajadzīgas nekavējoties." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "daži ciematnieki ir slimi" #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 zāļu deva" #: script/events/outside.js:114 msgid "ignore it" msgstr "nelikties ne zinis" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "sērga tiek laicīgi izārstēta." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "cietēji tiek izdziedināti" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "sērga pārņem ciematu." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "dienas paiet veicot apbedījumus." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "nakts mieru pastāvīgi pārtrauc kliedzieni." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "slimie tiek atstāti nāvei" #: script/events/outside.js:153 msgid "Plague" msgstr "Mēris" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "šaušalīgs mēris strauji pārņem ciemu." #: script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "mēris nomoka ciematu" #: script/events/outside.js:168 msgid "buy medicine" msgstr "pirkt zāles" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 zāļu devas" #: script/events/outside.js:179 msgid "do nothing" msgstr "nedarīt neko" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "mēra izplatība tiek apturēta." #: script/events/outside.js:187 msgid "only a few die." msgstr "tikai daži iet bojā." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "pārējie viņus apglabā." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "ar laiku epidēmija tiek izskausta" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "ciematā plosās mēris." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "ātra nāve ir vienīgā cerība." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "ciemats ir gandrīz izmiris" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Nezvēru Uzbrukums" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "no kokiem pēkšņi izgāžas niknu zvēru bars." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "cīņa ir īsa un asiņaina, bet zvēri tiek atvairīti." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "ciematnieki atkāpjas un apraud bojāgājušos." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "mežonīgi nezvēri uzbrūk ciematniekiem" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "mednieki kļūst par medījumu. cena ir pārāk augsta" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Militārs Uzbrukums" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "cauri kokiem atskan šāvieni." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "" "bruņotu vīru grupa parādās no meža aizsega un atklāj uguni pūļa virzienā." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "" "notiek sadursme un viņi tiek atvairīti, taču zaudējumi jau ir nodarīti." #: script/events/outside.js:269 msgid "troops storm the village" msgstr "karavīri uzbrūk ciematam" #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "karš prasa asinis" #: script/events/room.js:6 msgid "The Nomad" msgstr "Klaidonis" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "parādās klaidonis, apkrāvies ar rupju auklu sasietiem maisiem." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "" "viņš neatklāj, no kurienes nācis, un ir skaidrs, ka nav šeit uz palikšanu." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "ierodas klaidonis un grib tirgoties" #: script/events/room.js:20 msgid "buy scales" msgstr "pirkt zvīņas" #: script/events/room.js:25 msgid "buy teeth" msgstr "pirkt zobus" #: script/events/room.js:30 msgid "buy bait" msgstr "pirkt ēsmu" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "lamatas ir iedarbīgākas, ja tajās ir ēsma." #: script/events/room.js:39 msgid "buy compass" msgstr "pirkt kompasu" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "" "vecais kompass ir noputējis un ne bez bojājumiem, taču izskatās darba " "kārtībā." #: script/events/room.js:45 script/events/room.js:227 script/events/room.js:240 #: script/events/room.js:253 script/events/room.js:309 #: script/events/room.js:332 script/events/room.js:388 #: script/events/room.js:411 script/events/room.js:450 #: script/events/room.js:568 script/events/room.js:584 #: script/events/room.js:600 script/events/room.js:611 msgid "say goodbye" msgstr "atvadīties" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Trokšņi" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "cauri sienām var saklausīt kādu šļūkājam." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "grūti saprast, kas viņiem padomā." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "cauri sienām skan savādi trokšņi" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "izmeklēt" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "tik tikko paslēptas no skatieniem, kustas miglainas formas." #: script/events/room.js:79 msgid "the sounds stop." msgstr "trokšņi apklust." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "iet atpakaļ iekšā" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "pie paša sliekšņa zemē guļ žagaru saišķis, ietīts raupjā kažokādā." #: script/events/room.js:92 msgid "the night is silent." msgstr "nakts ir klusa." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "no noliktavas skan skrāpējoši trokšņi." #: script/events/room.js:112 msgid "something's in there." msgstr "tur kāds ir." #: script/events/room.js:114 msgid "something's in the store room" msgstr "noliktavā kāds ir." #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "daļa koka iztrūkst." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "zeme ir pārklāta ar nelielām zvīņām" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "pa zemi ir izkaisīti nelieli zobi" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "pa zemi ir izmētātas auduma strēmeles" #: script/events/room.js:190 msgid "The Beggar" msgstr "Ubags" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "ierodas ubags." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "lūdz liekas kažokādas, lai naktī būtu silti." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "ierodas ubags" #: script/events/room.js:204 msgid "give 50" msgstr "iedot 50" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "iedot 100" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "atteikt" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "ubags pasakās." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "atstāj kaudzi ar nelielām zvīņām." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "atstāj kaudzi ar nelieliem zobiem." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "atstāj dažas auduma strēmeles." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Noslēpumainais Klejotājs" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "ar tukšiem ratiem ierodas klejotājs. viņš saka, ja viņam iedos koku, tas " "vēlāk tiks atgriezts ar uzviju." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "amatniece šaubās, vai viņam var uzticēties." #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "ierodas noslēpumains klejotājs" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "iedot 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "klejotājs dodas prom ar malku pilniem divričiem" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "noslēpumainais klejotājs atgriežas, divriči ir piekrauti ar malku." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "ierodas klejotāja ar tukšiem ratiem. viņa saka, ja viņai iedos kažokādas, " "tās tiks atgrieztas ar uzviju." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "amatniece šaubās, vai viņai var uzticēties." #: script/events/room.js:365 msgid "turn her away" msgstr "atteikt" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "klejotāja dodas prom ar kažokādām pilniem divričiem" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "" "noslēpumainā klejotāja atgriežas, viņas divričos augstu sakrautas kažokādas." #: script/events/room.js:420 msgid "The Scout" msgstr "Izlūkotāja" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "izlūkotāja saka, ka bijusi it visur." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "var pastāstīt par to, kas redzēts, bet ne par velti." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "izlūkotāja apstājas pārlaist nakti" #: script/events/room.js:434 msgid "buy map" msgstr "pirkt karti" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "karte atklāj nelielu pasaules daļu" #: script/events/room.js:440 msgid "learn scouting" msgstr "iemācīties izlūkošanu" #: script/events/room.js:459 msgid "The Master" msgstr "Skolotājs" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "ierodas vecs ceļinieks." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "ar siltu smaidu viņš lūdz nakstmājas." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "ierodas vecs ceļinieks" #: script/events/room.js:473 msgid "agree" msgstr "piekrist" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "apmaiņā viņš piedāvā dalīties savā dzīves gudrībā." #: script/events/room.js:493 msgid "evasion" msgstr "izvairīšanās" #: script/events/room.js:503 msgid "precision" msgstr "precizitāte" #: script/events/room.js:513 msgid "force" msgstr "spēks" #: script/events/room.js:532 msgid "The Sick Man" msgstr "Slimnieks" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "klepodams pieklibo kāds vīrs." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "viņš lūdz zāles." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "pieklibo kāds slimnieks" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "iedot 1 zāļu devu" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "vīrs steidzīgi izdzer zāles" #: script/events/room.js:552 msgid "tell him to leave" msgstr "likt viņam doties prom" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "vīrs ir pateicīgs." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "viņš atstāj atlīdzību." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "kāds neparasts, ceļinieka gaitās atrasts metals." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "savādas, kvēlošas kastes, ko viņš atrada ceļojot." #: script/events/room.js:593 msgid "all he has are some scales." msgstr "viņam ir tikai kādas zvīņas, nekā cita." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "vīrs pasakās un aizklibo prom." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "Priekšpostenis" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "droša vieta savvaļas plašumos." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Drūms Purvs" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "no purvainās zemes ārā sliecas pūstošas niedres." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "netīrajā muklājā klusām sēž vientulīga varde." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "purvs trūd nekustīgajā gaisā." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "ieiet" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "dziļi purvā atrodas sūnās ieaudzis namiņš." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "iekšā šķietamā transā sēž vecs klejotājs." #: script/events/setpieces.js:61 msgid "talk" msgstr "runāt" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "ceļotājs paņem talismanu un lēnām pamāj." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "" "viņš stāsta, kā reiz bijis priekšgalā vareniem kuģiem ceļā uz neatklātām " "pasaulēm." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "neiedomājama posta sēšana bija klejotāju dzinulis." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "viņa laiks šeit un tagad ir, kā viņš izpērk savus grēkus." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Drēgna Ala" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "ieeja ir plaša un tumša." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "nevar redzēt, kas ir iekšā." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "zeme ir saplaisājusi, it kā ciezdama no sensenām brūcēm" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "iet iekšā" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "izbiedēts dzīvnieks aizsargā savu mājokli" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "turpināt" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "doties prom no alas" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "pēc pāris metriem ala sašaurinās." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "sienas ir miklas un klātas ar sūnām" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "izspraukties cauri" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "alas iekšienē atrodas vecas apmetnes atliekas." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "" "uz zemes izklāti saplēsti un nomelnējuši guļammaisi, pārsegti ar putekļu " "kārtu." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "nelielā alā guļ klejotāja nedzīvais ķermenis." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "tas ir sapuvis un trūkstošiem gabaliem." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "nav iespējams pateikt, kas ar to notika." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "mitrajā gaisā lāpa nosprēgā un izdziest" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "tumsa ir necaurredzama" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "lāpa nodziest" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "uzbrūk ķirzaka" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "no tumsas pēkšņi uzbrūk milzu dzīvnieks" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "šļūcot tuvojas milzīga ķirzaka" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "alas dziļumā atrodas liela zvēra midzenis." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "dziļi alā paslēpta neliela krātuve." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "aiz akmens atrodas veca lāde, pārklāta ar biezu putekļu kārtu." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Pamests Ciems" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "" "priekšā redzama neliela piepilsēta, tukšās ēkas apsvilušas un noplukušas." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "laternas ir saplēstas un sarūsējušas, šī vieta gaismu nav redzējusi sen." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "ciems ir pamests, un tā iedzīvotāji sen miruši" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "izpētīt apkārtni" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "vēl nesaplēstie skolas logu stikli ir sodrēju notraipīti." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "plašās durvis vējā šūpojas un čīkst bez apstājas." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "atstāt pilsētu" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "uz ielas notiek pēkšņs uzbrukums no slēpja." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "priekšā ir zema ēka." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "cauri nokvēpušajiem logiem tik tikko saskatāms zaļš krusts." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "sarūsējušā skapī paslēpts neliels daudzums krājumu." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "pie pašas ieejas gaida sirotājs." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "aizaugušā parkā vienatnē stāv zvērs." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "šķērsām pāri grubuļainai ielai guļ apgāzti rati." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "to ir izlaupījuši sirotāji, tomēr vēl ir atlikušas dažas ievērības vērtas " "lietas." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "ķērcot uzbrūk neprātīgs vīrs." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "no ēnu aizsega parādās noziedznieks." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "no izpostītas klases pēkšņi uzbrūk zvērs." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "no plašo sporta zāles durvju puses atskan soļi." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "gaitenī degošā lāpa met trīsošu gaismu." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "soļi apstājas." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "trokšņa piesaistīts, no mežāja pēkšņi uzklūp vēl viens zvērs." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "lejup pa ceļu saklausāmi nemieri." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "iespējams, kautiņš." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "zem parka sola ir paslēpts neliels grozs ar pārtiku, tam piestiprināta " "zīmīte." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "vārdi nav salasāmi." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "kliegdams pa durvīm iemetas satraukts sirotājs." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "" "vīrs noraugās uz miruša klejotāja ķermeni, pamana, ka viņš šeit nav viens." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "sirotājs skolā bija ierīkojis nelielu apmetni." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "savāktās lupatas mētājas pa grīdu kā no gaisa nokritušas." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "šķiet, ka sirotājs šeit meklējis krājumus." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "negribētos laist viņa atradumus postā." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "zem klejotāja paltrakiem, vienā no viņa daudzajām rokām atspīd tērauds." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "šķiet, ka tā dēļ ir vērts nogalināt." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "dots pret dotu šķiet godīgi." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "vismaz līdz šim tas vienmēr ir izdevies." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "rokoties kaulu kaudzē, atrodas dažas noderīgas lietas." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "atvilknēs atstātas dažādas zāles." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "klīnika ir izlaupīta." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "atlikuši vienīgi putekļi un traipi." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Izpostīta Pilsēta" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "noplukusi ceļa zīme sargā ieeju šajā reiz diženajā pilsētā." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "vēl nesagruvušie torņi paceļas no drupām kā sena nezvēra skelets." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "iekšā vēl varētu būt atlicis kas noderīgs." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "brūkošās pilsētas torņi slienas pretī horizontam" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "ielas ir tukšas." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "gaisā virmo putekļi, nemitīgi asā vēja dzīti." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "atstāt pilsētu" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "pāri ielai izlikti oranži konusi, izbalējuši un saplaisājuši." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "alejās starp ēkām zib gaismas." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "pāri ielām plešas no būdām un teltīm saslieta pilsētele." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "no šķībajām būdām lūr asins un kvēpu notraipītas sejas." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "priekšā slejas pamestas slimnīcas karkass." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "vecais tornis izskatās gandrīz neskarts." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "izdegušas mašīnas karkass aizsedz ieeju." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "lielākā daļa pirmā stāva logu ir izsisti tik un tā." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "no vecas, tumšas metro stacijas izrāpjas milzīga ķirzaka." #: script/events/setpieces.js:1368 msgid "descend" msgstr "kāpt lejā" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "tukšajā ielā atskan šāviens." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "no spraugas starp ēkām parādās kareivis ar paceltu šauteni." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "vārga izskata vīrs izaicinoši nostājas ceļā." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "visapkārt tikai izvairīgi, uz leju vērsti skatieni." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "šie cilvēki tika salauzti pirms ilga laika." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "tukši gaiteņi." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "sirotāji šo vietu iztīrījuši tukšu." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "vēzēdams skalpeli, pa durvīm iebrāžas vecs vīrs." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "sienas otrā pusē gaida noziedznieks." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "no mašīnas aizsega izlec rūcošs zvērs." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "iela virs metro platformas ir iznīcināta." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "ielaiž dūmakainajā pustumsā nedaudz gaismas." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "pavisam tuvu no tuneļa atskan troksnis." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "priekšā redzams kas apmetnei līdzīgs." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "šķērsām pāri alejai pārvilkts sarūsējis žogs." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "netālā pagalmā deg uguns." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "priekšā saklausāms vēl vairāk balsu." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "noteikti ir iemesls, kādēļ viņi ir šeit." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "vējš atnes šāvienu skaņas." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "ielu izgaismo uguns." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "apkārt sāk drūzmēties arvien vairāk klaidoņu." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "kāds sviež akmeni." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "uz ietves uzsliets kiosks." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "vēsā mierā tam blakus stāv tā īpašnieks." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "ielas malā žāvēties izkārtas gaļas strēmeles." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "ļaudis atkāpjas, izvairīdamies no acu kontakta." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "kāds ir aizslēdzis un aizbarikādējis šīs operāciju zāles durvis." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "šajā nodaļā ir apmetusies grupa pavecāku ļaužu." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "aiz stūra parādās bars ar ķirzakām." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "šai nodaļā žāvēties izkārtas gaļas strēmeles." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "kāpņu augšgalā mājo paliels putns." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "šeit gruveši sabiruši ciešākā kārtā." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "varbūt gruvešos vēl ir atrodams kas noderīgs." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "pa tuneli skrien bars ar žurkām." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "vēzējot durkli, uzbrūk plecīgs vīrs." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "otrs kareivis atklāj uguni." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "aiz stūra parādās maskējies kareivis ar paceltu ieroci" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "pūlis metas uz priekšu." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "jaunietis uzbrūk ar koka zaru." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "nelielas būdas ieejā stāv cilvēks." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "aiz durvīm guļoša savādas formas radījums pamostas un uzbrūk." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "" "durvīm paveroties tikai nedaudz, pa tām izgāžas simtiem kustīgu taustekļu." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "šim putnam, šķiet, patīk spīdīgi priekšmeti." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "tā ligzdā ievīt." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "šeit nekā daudz nav." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "šķiet, ka te jau paspējuši pabūt sirotāji." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "tuneļa galā ir vēl viena platforma." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "sienas ir apdegušas no senas kaujas ugunīm." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "zemē mētājas krājumi un mirušo ķermeņi no abām karojošajām pusēm." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "nelielais armijas priekšpostenis ir labi apgādāts." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "uz noliktavas grīdas glīti sarindoti ieroči un munīcija, atliekas no kara " "laikiem." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "tikpat nāvējoši tagad kā toreiz." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "pārmeklējot mirušo ķermeņus, atrodas dažas lietas." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "drīz ceļā būs vēl vairāk karavīru." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "laiks doties tālāk." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "skaidri redzams, ka nelielais ciemats jau ir dedzis ilgāku laiku." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "liesmās vēl saskatāmi to klejotāju ķermeņi, kas mēdza te dzīvot." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "vēl ir nedaudz laika izglābt kādus krājumus." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" "atlikušie iedzīvotāji bēg no vardarbības, atstājot visu, kas tiem pieder." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "daudz te nav, bet dažas noderīgas lietas vēl ir atrodamas." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "jaunais nometnieks līdzi bija nesis audekla maisu." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "tajā atrodas ceļošanas piederumi un daži sīkumi." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "šeit vairs nekā nav." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "iekšā būdā raud bērns." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "pie sienām pieslietas dažas mantas." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "puvuma un nāves smaka ietin operāciju zāles." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "pa zemi ir izkaisīti dažādi priekšmeti." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "šeit vairs nekā nav." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "gaiteņa galā atrodas senatnīgs zāļu skapis." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "atlikusī slimnīcas daļa ir tukša." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "kāds šeit ir noglabājis laupījumu." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "taustekļainais bieds ir uzvarēts." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "iekšā, visur mētājas tā upuru atliekas." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "sakropļotais vīrs ir miris." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "operāciju zālē ir daudz savāda aprīkojuma." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "vecajam vīram bija neliels interesantu priekšmetu krājums." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Veca Māja" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" "šeit ir vecas mājas atliekas, reiz baltais apmetums sadzeltējis un nolupis." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "durvis karājas plaši atvērtas." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "vecās mājas atliekas ir piemiņa vienkāršākiem laikiem" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "māja ir pamesta, bet vēl nav izlaupīta." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "vecajā akā vēl atlikušas dažas ūdens piles." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "māja ir izlaupīta." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "zem grīdas dēļiem slēpjas zāļu krājumi." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "pa gaiteni pretī metas kāds vīrs, viņa rokā sarūsējis asmens" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Aizmirsts Kaujaslauks" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "pirms ilga laika šeit notika cīņa." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "izpostītajā ainavā mētājas atliekas no abu karojošu pušu salauztajām ierīcēm." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Milzu Urbums" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "kā pierādījums pagātnes ražām, dziļi zemē ieurbjas pamatīgs caurums." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "viņi paņēma, pēc kā bija nākuši, un devās prom." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "ap bezdibeņa malām vēl saskatāmi milzīgo urbju nospiedumi." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Avarējis Kuģis" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "pazīstamās klejotāju kuģa aprises paceļas no putekļiem un pelniem." #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "paveicies, ka vietējie neprot šos mehānismus izmantot." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "ar nelielu piepūli to būtu iespējams atkal pacelt gaisā." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "salabot" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "Sēra Raktuves" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "karaspēks jau ir izvietojies ap raktuvju ieeju." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "ap perimetru patrulē kareivji ar plecos uzslietām šautenēm." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "raktuves apjož kareivji." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "uzbrukt" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "izbiedēts kareivis atklāj uguni." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "skriet" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "cīņai pievienojas vēl viens kareivis." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "vēzēdams durkli, uzbrūk sirms kareivis." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "armija ir atstājusi šo apkārtni." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "raktuves vairs nav strādniekiem bīstamas." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "sēra raktuves vairs nav bīstamas" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "Ogļu Raktuves" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "pie raktuvju ieejas deg ugunskuri." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "vīri gaida, ieročiem kaujas gatavībā." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "šīs vecās raktuves nav pamestas" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "vīrs pievienojas cīņai" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "atliek tikai vadonis." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "nometnes mieru brīžiem pārtrauc tikai ugunskura krakšķēšana." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "ogļu raktuves vairs nav bīstamas" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "Dzelzs Raktuves" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "šeit atrodas vecas dzelzs raktuves, darbarīki pamesti novārtā un sarūsējuši." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "visapkārt ieejai mētājas izbalējuši kauli, daudzi ir dziļi izroboti." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "no tumsas atskan mežonīga gaudošana." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "taka ved uz pamestām raktuvēm" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "lāpas gaismā pēkšņi izlec milzīgs, muskuļains radījums" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "zvērs ir miris." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "dzelzs raktuves ir drošas" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Izpostīts Ciems" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "zem putekļiem guļ izpostīts ciemats." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "zemē mētājas apdeguši ķermeņi." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "gaisā jūtama klejotāju kuģa izmešu metāliskā smarža." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "ciema vidū atrodas būda." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "iekšā vēl ir krājumi." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "viss iepriekšējo paaudžu darbs ir šeit." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "gatavs novākšanai." ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/nb/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/nb/strings.js ================================================ _.setTranslation({"water tank": "vanntank", "use meds": "bruk medisiner", "the room is {0}": "rommet er {0}", "punch twice as fast, and with even more force": "sl\u00e5r dobbelt s\u00e5 fort, med enda mer kraft", "The Nomad": "Nomaden", "more traps won't help now": "flere feller vil ikke hjelpe n\u00e5", "only a few die.": "veldig f\u00e5 d\u00f8r.", "the compass points east": "kompasset peker \u00f8st", "the bodies of the wanderers that lived here are still visible in the flames.": "likene til vandrere som har bodd her er fremdeles synlige i flammene.", "the walls are scorched from an old battle.": "veggene er svidde fra en gammel kamp.", "convoy": "karavanne", "not enough fur": "ikke nok pels", "a masked soldier rounds the corner, gun drawn": "en maskert soldat runder hj\u00f8rne, med pistolen klar", "a huge hole is cut deep into the earth, evidence of the past harvest.": "et digert hull er borret dypt inn i jorda, som beviset p\u00e5 gammel h\u00f8sting.", "it puts up little resistance before the knife.": "den gir ikke mye motstand mot kniven.", "the body of a wanderer lies in a small cavern.": "kroppen til en vandrer ligger inni en liten grotte.", "a shivering man approaches and attacks with surprising strength": "en skjelvende mann kommer n\u00e6rmere, og angriper med overaskende styrke", "steel's stronger than iron": "st\u00e5l er sterkere enne jern", "lift off": "ta av", "not enough alien alloy": "ikke nok utenomgjordisk materiale", "street above the subway platform is blown away.": "gatene over tog-stasjonen er sprengt bort.", "the soldier is dead": "soldaten er d\u00f8d", "error while saving to dropbox datastorage": "feil med lagring til dropboxlagring", "the footsteps stop.": "lyden av f\u00f8tter stopper.", "sniper": "snikskytter", "the coal mine is clear of dangers": "kullgruven er fri for fare", "the warped man lies dead.": "den vridde mannen er d\u00f8d.", "something's in the store room": "noe er inne i lager-rommet", "unfathomable destruction to fuel wanderer hungers.": "uforst\u00e5elig \u00f8deleggelse for \u00e5 mette vandrerens sult.", "embark": "reis", "scout": "speider", "a destroyed village lies in the dust.": "en \u00f8delagt landsby ligger i st\u00f8vet.", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "tr\u00e6rne reduseres til t\u00f8rt gress. de gule bladene rasler i vinden.", "save.": "lagre", "total score: {0}": "total poengsum: {0}", "learned to make the most of food": "l\u00e6rte \u00e5 f\u00e5 mest mulig ut av mat", "blast": "spreng", "the sky is grey and the wind blows relentlessly": "himmelen er gr\u00e5 og vinden bl\u00e5ser uten n\u00e5de", "supplies:": "forsyninger", "the feral terror is dead": "det vilde beistet er d\u00f8dt", "the tracks disappear after just a few minutes.": "fotsporene forsvinner etter noen f\u00e5 minutter.", "a safe place in the wilds.": "en trygg plass i villmarken.", "fur": "pels", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "under vandrerens filler, klemt inn i en av dens mange henner, et glimp av st\u00e5l.", "buy scales": "kj\u00f8p skjell", "mild": "mildt", "the hunting lodge stands in the forest, a ways out of town": "jakthytten st\u00e5r i skogen, utenfor byen", "leave": "forlat", "the convoy can haul mostly everything": "denne karavannen kan b\u00e6re det meste", "learned to strike faster without weapons": "l\u00e6rte \u00e5 sl\u00e5 dobbelt s\u00e5 fort uten v\u00e5pen", "an old house remains here, once white siding yellowed and peeling.": "et gammelt hus ligger her, de en gang hvite veggene gule og flassende.", "ignore them": "ignorer dem", "willing to talk about it, for a price.": "villig til \u00e5 snakke om det, for en pris.", "a beast, wilder than imagining, erupts out of the foliage": "et beist, vildere uten like, spurter frem fra buskene", "go home": "g\u00e5 hjem", "the soldier steps out from between the buildings, rifle raised.": "soldaten stiger frem fra mellom byggningene, med gev\u00e6ret hevet.", "force": "kraft", "the rickety cart will carry more wood from the forest": "den ustabile vognen b\u00e6rer mer ved fra skogen", "a ragged stranger stumbles through the door and collapses in the corner": "en tynnslig kledd fremmed snubler seg inn igjennom d\u00f8ra og kollapser i hj\u00f8rnet", "not enough leather": "ikke nok l\u00e6r", "the fight is short and bloody, but the beasts are repelled.": "kampen er kort og blodig, men beistene r\u00f8mmer.", "the wood is running out": "ikke mer ved igjen", "restart.": "start p\u00e5 ny.", "rot's been to work on it, and some of the pieces are missing.": "r\u00e5te har v\u00e6rt p\u00e5 jobb, og det er noen biter som mangler.", "workshop's finally ready. builder's excited to get to it": "verkstedet er endelig klart. byggeren er spent p\u00e5 \u00e5 g\u00e5 inn", "a trading post would make commerce easier": "et handelsomr\u00e5de ville gjort handel lettere", "not enough steel": "ikke nok st\u00e5l", "perks:": "fordeler:", "the torch goes out": "fakkelen d\u00f8r ut", "saved.": "lagret.", "after a skirmish they are driven away, but not without losses.": "etter en kort kamp r\u00f8mmer soldatene, men ikke ut tap av liv.", "the military is already set up at the mine's entrance.": "milit\u00e6ret har allerede satt opp leir ved gruvens inngang.", "tannery goes up quick, on the edge of the village": "garveri reises raskt, p\u00e5 utkanten av byen", "learned to fight quite effectively without weapons": "l\u00e6rte \u00e5 sloss mer effektivt uten v\u00e5pen", "charred bodies litter the ground.": "forkullede lik er spredd utover bakken.", "someone throws a stone.": "noen kaster en stein.", "leaves a pile of small teeth behind.": "legger igjen en haug med sm\u00e5 tenner.", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "den fremmede skjelver, og mumler for seg selv. det hun sier er uforst\u00e5elig", "not enough scales": "ikke nok skjell", "someone has locked and barricaded the door to this operating theatre.": "noen har l\u00e5st og barrikadert d\u00f8ren til dette operasjonsrommet.", "leave cave": "forlat hulen", "hp: {0}/{1}": "helse: {0}/{1}", "a lone frog sits in the muck, silently.": "en ensom frosk sitter stille i gj\u00f8rma.", "a gaunt man approaches, a crazed look in his eye": "en mager mann kommer n\u00e6rmere, med r\u00f8dsprengte \u00f8yne", "a shame to let what he'd found go to waste.": "hadde v\u00e6rt en skam \u00e5 la det han har funnet g\u00e5 til spille.", "learned how to ignore the hunger": "l\u00e6rte \u00e5 ignorere sulten", "punch": "sl\u00e5", "water": "vann", "desert rat": "\u00f8rken rotte", "explore": "utforsk", "a pack of snarling beasts pours out of the trees.": "en flokk med snerrende beist renner ut av tr\u00e6rne.", "punches do even more damage.": "slag gj\u00f8r enda mer skade", "roaring": "i full fyr og flamme", "gatherer": "samler", "the people back away, avoiding eye contact.": "folk ser bort, unng\u00e5r \u00f8yekontakt.", "A Huge Borehole": "Et Digert Borehull", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "en liten samling pinner ligger rett utenfor d\u00f8r\u00e5pningen, innpakket i grov pels", "builder says she could make finer things, if she had the tools": "byggeren sier hun kan lage finere ting, om hun bare hadde hatt det rette utstyret", "soldier": "soldat", "learn scouting": "l\u00e6r speiding", "share.": "del", "choose one slot to save to": "velg en plass \u00e5 lagre til", "A Murky Swamp": "En Skummel Myr", "iron sword": "jern-sverd", "builder says she can make traps to catch any creatures might still be alive out there": "byggeren sier hun kan lage feller til \u00e5 fange skapningene som kanskje enda er der ute", "the grasses thin. soon, only dust remains.": "gresset er t\u00f8rt. snart er det bare st\u00f8v igjen.", "a shot rings out, from somewhere in the long grass": "et skudd blir avfyrt, fra et sted p\u00e5 andre siden av det lange gresset", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "en vegg av knudrete tr\u00e6r stiger opp fra st\u00f8vet. grenene vrir seg til et skjelett-lignende tak.", "gather wood": "samle ved", "with a little effort, it might fly again.": "med litt innsats.", "A Scavenger": "En \u00c5dsel-eter", "picking the bones finds some useful trinkets.": "plukker fra hverandre beinene for \u00e5 finne nyttige gjenstander.", "the shell of an abandoned hospital looms ahead.": "skallet av et forlatt sykehus kan sees fremover.", "the villagers hang the thief high in front of the store room.": "innbyggerne henger tyven etter halsen foran lagerrommet.", "eye for an eye seems fair.": "et \u00f8ye for et \u00f8ye virker rettferdig.", "an old man bursts through a door, wielding a scalpel.": "en gammel mann braser ut av en d\u00f8r, og holder en skalpell.", "1 medicine": "1 medisin", "the small military outpost is well supplied.": "den lille milit\u00e6r leiren er godt provisjonert.", "the clinic has been ransacked.": "klinikken har blitt ransakt.", "drop:": "slipp:", "leaves some scraps of cloth behind.": "legger igjen noen biter med stoff.", "are you sure?": "er du sikker?", "charcutier": "kj\u00f8ttmaker", "a military perimeter is set up around the mine.": "en milit\u00e6rt omr\u00e5de er allerede satt opp rundt gruven.", "trading post": "handelsomr\u00e5de", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "en vandrer ankommer med en tom vogn, sier at hvis han reiser bort med pels vil hun komme tilbake med mer.", "in exchange, the wanderer offers his wisdom.": "til gjengjeld vil vandreren tilby sin visdom.", "sulphur miner": "svovelgruve-arbeider", "a small basket of food is hidden under a park bench, with a note attached.": "en liten kurv med mat er gjemt under en park-benk, med en lapp vedlagt.", "warm": "varmt", "the sound of gunfire carries on the wind.": "lyden av skudd blir b\u00e5ret av vinden.", "stoke fire": "hiv p\u00e5 ved", "A Strange Bird": "En Mystisk Fugl", "shoot": "skyt", "none": "ingen", "leave town": "forlat byen", "most of the windows at ground level are busted anyway.": "mesteparten av vinduene p\u00e5 bakkeniv\u00e5 er \u00f8delagt uansett.", "a strange looking bird speeds across the plains": "en mystisk fugl suser over bakken", "linger": "n\u00f8l", "take:": "ta:", "connect game to dropbox local storage": "koble til lokalt dropboxlager", "strange bird": "mystisk fugl", "if the code is invalid, all data will be lost.": "hvis koden er invalid, vil all data mistes.", "A Feral Terror": "Et vilt beist", "can't see what's inside.": "kan ikke se hva som er inni", "a large beast charges out of the dark": "en stor \u00f8gle stormer ut av m\u00f8rket", "salvage": "berg deler", "grenade": "granat", "the stranger in the corner stops shivering. her breathing calms.": "den fremmede i hj\u00f8rnet slutter \u00e5 skjelve. hun puster rolig.", "a small suburb lays ahead, empty houses scorched and peeling.": "en liten forstad kommer til syne, tomme hus svidde og nedbrent.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "en vandrer ankommer med en tom vogn. sier at hvis han reiser bort med ved kommer han tilbake med mer.", "gaunt man": "mager mann", "a squat building up ahead.": "en okkupert bygning ligger fremover.", "a thug moves out of the shadows.": "en raner beveger seg ut av skyggene.", "An Outpost": "En Utpost", "there's not much, but some useful things can still be found.": "det er ikke mye, men det er noen nyttige ting som kan bli funnet.", " and ": " og ", "an improvised shop is set up on the sidewalk.": "en improvisert butikk er satt opp p\u00e5 fortauet.", "cured meat": "spekemat", "builder puts up a hut, out in the forest. says word will get around.": "byggeren setter opp en liten hytte ute i skogen. sier ryktet vil spre seg.", "learned how not to be seen": "l\u00e6rte \u00e5 forbli usett", "punches do more damage": "slag gj\u00f8r mer skade", "some traps have been destroyed": "noen av fellene har blitt \u00f8delagt", "castoff from the mammoth drills can still be found by the edges of the precipice.": "biter fra mammut-drillen kan fremdeles bli sett p\u00e5 kanten av stupet.", "well armed men charge out of the forest, firing into the crowd.": "godt armerte menn stormer ut av skogen, og skyter mot folkemengden.", "deep in the swamp is a moss-covered cabin.": "dypt inne i myren er en mose-grodd hytte.", "app store.": "app store", "An Old Starship": "Et Gammelt Romskip", "ignore it": "ignorer det", "hot": "glodvarmt", "upgrade engine": "oppgrader motoren", "forest": "skog", "give 500": "gi 500", "A Dark Room": "Et M\u00f8rkt Rom", "a battle was fought here, long ago.": "en krig ble utkjempet her, for lenge siden.", "builder says leather could be useful. says the villagers could make it.": "byggeren sier l\u00e6ret kan v\u00e6re til bruk. sier innbyggerne kan lage det.", "craft:": "lag:", "Iron Mine": "Jerngruve", "coal mine": "kullgruve", "bits of meat": "biter med kj\u00f8tt", "scavengers must have gotten to this place already.": "hjeml\u00f8se m\u00e5 ha v\u00e6rt her fra f\u00f8r.", "the remains of an old camp sits just inside the cave.": "restene av en gammel leir er rett innenfor hulen.", "The Village": "Landsbyen", "snarling beast": "snerrende beist", "soldiers patrol the perimeter, rifles slung over their shoulders.": "soldater patruljerer omr\u00e5det, med gev\u00e6rene slengt over skuldrene.", "a swarm of rats rushes up the tunnel.": "en sverm med rotter l\u00f8per opp tunnellen.", "faces, darkened by soot and blood, stare out from crooked huts.": "ansikt, gjort sort av sot og blod, stirrer ut fra sprekkete gytter.", "strange noises can be heard through the walls": "rare lyder kan h\u00f8res gjennom veggene", "coal": "kull", "Stratosphere": "Stratosf\u00e6re", "man-eater": "menneske-eter", "can't tell what they're up to.": "ikke godt \u00e5 si hva de gj\u00f8r.", "enter": "g\u00e5 inn", "Ship": "Skip", "better avoid conflict in the wild": "bedre unng\u00e5 konflikt i villmarken", "talk": "snakk", "another beast, draw by the noise, leaps out of a copse of trees.": "et annet beist, tiltrukket av lyden, hopper ut av en klynge tr\u00e6r.", "A Soldier": "En Soldat", "the man expresses his thanks and hobbles off.": "mannen utrykker hans takknemlighet og hinker videre.", "battered technology from both sides lays dormant on the blasted landscape.": "\u00f8delagt teknologi fra begge sider ligger stille p\u00e5 det sprengte landskapet.", "the villagers haul a filthy man out of the store room.": "innbygerne kaster en skitten man ut av lagerrommet.", "strips of meat are hung up to dry in this ward.": "biter med kj\u00f8tt er hengt opp for \u00e5 t\u00f8rke i denne seksjonen.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "de kjente linjene fra et vandrer-skip stiger frem fra st\u00f8vet og asken.", "all the work of a previous generation is here.": "alt arbeidet fra en tidligere generasjon er her.", "cold": "kaldt", "the iron mine is clear of dangers": "jerngruven er fri for fare", "A Crashed Starship": "Et Krasjet Romskip", "the fire is {0}": "b\u00e5let er {0}", "A Lonely Hut": "En Enslig Hytte", "buy teeth": "kj\u00f8p tenner", "a small supply cache is hidden at the back of the cave.": "en lite forsynings-lager er gjemt bakerst i hulen.", "iron's stronger than leather": "jern er t\u00f8ffere enn l\u00e6r", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "soveposer, opprevet og svertet, ligger under et tynt lag med st\u00f8v.", "dodge attacks more effectively": "unng\u00e5 angrep mer effektivt", "hull: ": "skrog: ", "a madman attacks, screeching.": "en gal mann angriper, skrikende.", "thieves": "tyver", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "t\u00e5rnene som ikke har falt enda kan sees fra landskapet, som ribbeina fra et eldgammelt beist.", "lights off.": "lys av.", "someone had been stockpiling loot here.": "noen har samlet det de har funnet her.", "learned to look ahead": "l\u00e6rte \u00e5 se fremover", "the mine is now safe for workers.": "gruven er tryggere for arbeiderne n\u00e5.", "Coal Mine": "Kullgruve", "empty corridors.": "tomme korridorer.", "save to slot": "lagre til plass", "the owner stands by, stoic.": "eieren st\u00e5r vesiden av, uten en eneste bekymring.", "hunter": "j\u00e6ger", "strips of meat hang drying by the side of the street.": "biter med kj\u00f8tt henger for \u00e5 t\u00f8rke i gatekanten.", "more squatters are crowding around now.": "flere hjeml\u00f8se samler seg rundt n\u00e5.", "some weird glowing boxes he picked up on his travels.": "noen rare, gl\u00f8dende bokser han plukket opp mens han var ute p\u00e5 reise.", "a panicked scavenger bursts through the door, screaming.": "en panikkslagen hjeml\u00f8s braste gjennom d\u00f8ra, skrikkende.", "give 50": "gi 50", "wagon": "vogn", "An Old House": "Et Gammelt Hus", "a soldier, alerted, opens fire.": "en soldat, varslet, \u00e5pner ild.", "meat": "kj\u00f8tt", "the tunnel opens up at another platform.": "tunnellen \u00e5pner opp p\u00e5 en annen platform.", "a terrible plague is fast spreading through the village.": "en forferdelig pest spres fort gjennom landsbyen.", "the gaunt man is dead": "beistet er d\u00f8dt", "bone spear": "beinspyd", "trap": "felle", "the street ahead glows with firelight.": "gatene fremover lyser av fakkellys.", "armourer": "v\u00e5pensmed", "a large shanty town sprawls across the streets.": "en stor samling sig\u00f8yner-landsby sprer seg utover gatene.", "the shell of a burned out car blocks the entrance.": "skallet av en oppbrent bil blokkerer inngangen.", "a small group arrives, all dust and bones.": "en liten gruppe ankommer, bare skinn og bein.", "A Ruined City": "En \u00d8delagt By", "weight": "vekt", "torch": "fakkel", "The Thief": "Tyven", "not enough cloth": "ikke nok stoff", "a youth lashes out with a tree branch.": "en ungdom svinger rundt seg med en grein.", "the rest of the hospital is empty.": "resten av sykehuset er tomt.", "connect": "koble til", "learned to be where they're not": "l\u00e6rte \u00e5 v\u00e6re hvor de ikke er", "go twice as far without eating": "g\u00e5 dobbelt s\u00e5 langt uten \u00e5 spise", "scavenger'd been looking for supplies in here, it seems.": "det ser ut som den hjeml\u00f8se hadde sett etter forsyninger her.", "there's nothing else here.": "her er det ikke noe nytt.", "the plague is kept from spreading.": "pesten blir holdt fra \u00e5 spre seg.", "the cask holds enough water for longer expeditions": "denne flaska holder nok vann for lange ekspedisjoner", "check traps": "sjekk p\u00e5 fellene", "Plague": "Pest", "medicine": "medisin", "the old man had a small cache of interesting items.": "den gamle mannen har en liten boks med interesante ting.", "tannery": "garveri", "lob": "kast", "no more room for huts.": "ikke mer rom for sm\u00e5 hytter", "they took what they came for, and left.": "de tok det de kom for, og gikk.", "through the large gymnasium doors, footsteps can be heard.": "gjennom de store d\u00f8rene til gymsalen, kan man h\u00f8re lyden av f\u00f8tter.", "a large creature attacks, claws freshly bloodied": "et stort udyr angriper, kl\u00f8rne drypper med ferskt blod", "a green cross barely visible behind grimy windows.": "et gr\u00f8nt kors er s\u00e5vidt synlig bag sotete vinduer.", "a sick man hobbles up": "en syk mann hinker frem", "An Abandoned Town": "En Forlatt By", "cart": "vogn", "might be things worth having still inside.": "det kan v\u00e6re ting verdt \u00e5 sjekke ut inni.", "the wood has run out": "ikke mer ved igjen", "The Master": "Mesteren", "thrust": "stikk", "water replenished": "vann blir p\u00e5fylt", "a soldier opens fire from across the desert": "en soldat avfyrer skudd fra andre siden av \u00f8rkenen", "go twice as far without drinking": "g\u00e5 dobbelt s\u00e5 langt uten \u00e5 drikke", "the tentacular horror is defeated.": "tentakkel-monsteret er beseiret.", "an overturned caravan is spread across the pockmarked street.": "en veltet campingvogn ligger spredd utover gata.", "the villagers retreat to mourn the dead.": "innbyggerne returnerer for \u00e5 minnes de d\u00f8de.", "A Modest Village": "En Mellomstor Landsby", "A Damp Cave": "En Fuktig Hule", "swing": "sving", "alien alloy": "utenomjordisk materiale", "export or import save data, for backing up": "eksporter eller importer lagrede data, for backup", "smokehouse": "r\u00f8ykeri", "vague shapes move, just out of sight.": "uklare figurer beveger seg, akkurat ute av syne.", "Wanderer": "Vandrer", "the earth here is split, as if bearing an ancient wound": "bakken her er splittet, som om det b\u00e6rer et gammelt arr", "the compass points southeast": "kompasset peker s\u00f8r\u00f8st", "barbarian": "barbar", "the wanderer leaves, cart loaded with furs": "vandreren reiser bort, vognen fylt med pels", "there are still supplies inside.": "det er enda provisjoner inni.", "traps are more effective with bait.": "fellene er enda mer effektive med agn.", "rusted chainlink is pulled across an alleyway.": "rustet kjetting er spredd over inngangen til et smug.", "a sickness is spreading through the village.": "en sykdom sprer seg igjennom landsbyen.", "tangle": "flok", "miss": "bom", "the meat has run out": "det er tomt for kj\u00f8tt", "a beast charges out of a ransacked classroom.": "et beist stormer ut av et ransakt klasserom.", "lucky that the natives can't work the mechanisms.": "heldigvis kan ikke de lokale bruke mekanismene.", "A Murky Swamp": "En Skummel Myr", "just as deadly now as they were then.": "like d\u00f8dlig n\u00e5 som de var da.", "builder just shivers": "byggeren bare skjelver", "a second soldier joins the fight.": "en annen soldat blir med i kampen.", "attack": "angrip", "go inside": "g\u00e5 inn", "turn her away": "f\u00e5 ham til \u00e5 snu", "dropbox.": "dropbox", "reinforce hull": "forsterk skroget", "not enough wood to get the fire going": "ikke nok ved for \u00e5 starte b\u00e5let", "a stranger arrives in the night": "en ukjent person kommer i l\u00f8pet av natten", "hut": "liten hytte", "trapper": "fanger", "a battered highway sign stands guard at the entrance to this once-great city.": "et \u00f8delagt motorvei-skilt vakter over inngangen til denne en gang flotte byen.", "rifle": "gev\u00e6r", "sulphur": "svovel", "steel": "st\u00e5l", "the stranger is standing by the fire. she says she can help. says she builds things.": "den fremmede st\u00e5r ved b\u00e5let. hun sier hun kanskje kan hjelpe. sier hun kanskje kan bygge ting.", "the sickness is cured in time.": "sykdommen er kurert.", "the only hope is a quick death.": "man kan bare h\u00e5pe p\u00e5 en rask d\u00f8d.", "score for this game: {0}": "poengsum for dette spillet: {0}", "the lizard is dead": "\u00f8glen er d\u00f8d", "iron": "jern", "fires burn in the courtyard beyond.": "b\u00e5l brenner i tunene fremover.", "builder": "bygger", "a large creature lunges, muscles rippling in the torchlight": "et stort udyr bykser frem, musklene flerrende i fakkellyset", "something's causing a commotion a ways down the road.": "noe skaper st\u00f8y lengre nede i veien.", "A Barren World": "En Tom Verden", "A Firelit Room": "Et Opplyst Rom", "some wood is missing.": "noe ved mangler.", "The Beggar": "Tiggeren", "Troposphere": "Troposf\u00e6re", "ripe for the picking.": "det er bare \u00e5 plukke.", "A Destroyed Village": "En \u00d8delagt Landsby", "coal miner": "kullgruve-arbeider", "not enough teeth": "ikke nok tenner", "all he has are some scales.": "alt han har er skjell.", "learned to predict their movement": "l\u00e6rte \u00e5 forutse deres handlinger", "the nights are rent with screams.": "natten er fylt av skrik.", "take": "ta dem", "the scavenger is dead": "\u00e5tsel-eteren er d\u00f8d", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "en nomade sysler inn i synsvinkel, med hjemmelagde sekker p\u00e5 ryggen festet med hyssing", "a convoy lurches in, equal parts worry and hope.": "en konvoi ankommer gradvis, der bekymring og h\u00e5p er jevnt fordelt.", "the map uncovers a bit of the world": "kartet viser litt mer av verden", "the shot echoes in the empty street.": "skuddet ringer gjennom de tomme gatene.", "the sounds stop.": "lydene stopper.", "rucksack": "ryggsekk", "the towers of a decaying city dominate the skyline": "t\u00e5rnene til et forfallen by dominerer horisonten", "lights on.": "lys p\u00e5.", "a torch to keep the dark away": "en fakkel for \u00e5 holde m\u00f8rket unna", "some good stuff woven into its nest.": "noen gode ting er innvevd i redet.", "starvation sets in": "sulten har startet", "charm": "sjarm", "the sniper is dead": "snikkskytteren er d\u00f8d", "nothing": "ingenting", "say his folk have been skimming the supplies.": "sier hans folk har sett igjennom forsyningene.", "Restart?": "Start p\u00e5 ny?", "this is irreversible.": "dette er ureversibelt.", "the town's booming. word does get around.": "byen blomster. ryktene g\u00e5r.", "Dropbox connection": "Droxbox tilkobling", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "v\u00e5pen og kuler, minner fra krigen, er organisert p\u00e5 lager-rommets gulv.", "iron miner": "jerngruve-arbeider", "give 100": "gi 100", "Export": "Eksporter", "the operating theatre has a lot of curious equipment.": "operasjonsrommet har masse utstyr.", "A Sniper": "En snikskytter", "the mysterious wanderer returns, cart piled high with wood.": "den mystiske vandreren returnerer, vognen stablet h\u00f8yt med ved.", "a snarling beast jumps out from behind a car.": "et snerrende beist hopper frem fra bak en bil.", "precise": "presis", "looks like a camp of sorts up ahead.": "ser ut som det er en leir rett fremover.", "bait": "agn", "The Sulphur Mine": "Svolelgruve", "stunned": "lamsl\u00e5tt", "a thief is caught": "en tyv er tatt", "a beggar arrives.": "en tigger ankommer", "the strange bird is dead": "den mystiske fuglen er d\u00f8d", "*** EVENT ***": "*** HENDELSE ***", "the grass thrashes wildly as a huge lizard pushes through": "gresset svaier vilt da en sv\u00e6r \u00f8gle dytter seg igjennom", "medicine is needed immediately.": "medisin trengs umiddelbart.", "A Crashed Ship": "Et Krasjet Skip", "the town lies abandoned, its citizens long dead": "byen ligger forlatt, innbyggerne v\u00e6rt d\u00f8de lenge", "give 1 medicine": "gi 1 medisin", "the old compass is dented and dusty, but it looks to work.": "det gamle kompasset er bulkete og st\u00f8vete, men den ser ut til \u00e5 v\u00e6re i fungerende stand.", "wood": "ved", "A Forgotten Battlefield": "Et Gl\u00f8mt Stridsomr\u00e5de", "the trees are gone. parched earth and blowing dust are poor replacements.": "tr\u00e6rne er borte. den t\u00f8rre jorden og st\u00f8vete vinden er en d\u00e5rlig \u00e6rstattning", "lodge": "stor hytte", "leave city": "forlat byen", "a scout stops for the night": "en speider sl\u00e5r seg til ro for kvelden", "a gunshot rings through the trees.": "et skudd smeller gjennom tr\u00e6rne.", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "et eller annet sted over rusk skyen venter vandrerens fl\u00e5te. har v\u00e6rt p\u00e5 denne steinen alt for lenge.", "iron mine": "jerngruve", "freezing": "iskaldt", "the world fades": "verden forsvinner", "some of the traps have been torn apart.": "noen av fellene har blitt revet i stykker.", "not enough iron": "ikke nok jern", "compass": "kompass", "successfully saved to dropbox datastorage": "lagret til dropboxlager", "builder says it'd be useful to have a steady source of bullets": "byggeren sier det kan v\u00e6re nyttig \u00e5 ha en fast kilde for kuler", "a mysterious wanderer arrives": "en mystisk vandrer ankommer", "An Old House": "Et Gammelt Hus", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "kritthvite ben er str\u00f8dd utover inngangen. mange med dype skraper.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "s\u00e5 snart d\u00f8ren er litt \u00e5pnet, flyr hundrevis av tentakler ut.", "leather": "l\u00e6r", "a sound comes from the tunnel, just ahead.": "en lyd kommer fra tunnelen, rett forran.", "investigate": "unders\u00f8k", "the cave narrows a few feet in.": "hulen innsnevres lengre innover.", "sword is sharp. good protection out in the wilds.": "sverdet er skarpt. beskytter godt i villmarken.", "orange traffic cones are set across the street, faded and cracked.": "oransje trafikk-kjegler er spredd ut over gaten, falmede or sprukne.", "a large man attacks, waving a bayonet.": "en stor mann angriper, viftene med en bajonett.", "the air is filled with dust, driven relentlessly by the hard winds.": "luften er fylt med st\u00f8v, bl\u00e5st notorisk av den kraftige vinden.", "A Damp Cave": "En Fuktig Hule", "the steel is strong, and the blade true.": "st\u00e5let er sterkt, og bladet skarpt.", "A Military Raid": "Et Milit\u00e6r Raid", "the walls are moist and moss-covered": "veggene er fuktige og mose-dekkede", "not enough wood": "ikke nok ved", "a giant lizard shambles forward": "en gigantisk \u00f8gle slumper frem", "close": "lukk", "some medicine abandoned in the drawers.": "noe medisin forlatt i skuffene.", "strange scales": "rare skjell", "learned to throw punches with purpose": "l\u00e6rte \u00e5 sl\u00e5 kraftigere slag", "a shack stands at the center of the village.": "en hytte st\u00e5r i midten av landsbyen.", "spare him": "spar hans liv", "he smiles warmly and asks for lodgings for the night.": "han smiler varmt og sp\u00f8r om losji for kvelden.", "stealthy": "snik", "the sulphur mine is clear of dangers": "svovelgruven er fri for fare", "weapons": "v\u00e5pen", "the man is thankful.": "mannen er takknemlig.", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "\u00f8delagte gatelykter st\u00e5r og ruster. lys har ikke prydet denne plassen p\u00e5 veldig lenge.", "shares what he knows about sneaking before he goes.": "deler det han kan om sniking f\u00f8r han drar.", "import": "importer", "available": "tilgjengelig", "A Shivering Man": "En Skjelvende Mann", "the rest bury them.": "resten begraver dem.", "smoldering": "ulmende", "the young settler was carrying a canvas sack.": "den unge innbyggeren bar en stor sekk.", "the ground is littered with small teeth": "gulvet er dekket av sm\u00e5 tenner", "the nest of a large animal lies at the back of the cave.": "et rede til et stort dyr ligger bakerst i hulen.", "A Tiny Village": "En Liten landsby", "a tribe of elderly squatters is camped out in this ward.": "en stamme med eldre hjeml\u00f8se har sl\u00e5tt leir i denne seksjonen.", "your are connected to dropbox with account / email ": "du er koblet til dropboxlager med bruker / epost", "Mesosphere": "Mesosf\u00e6re", "agree": "enig", "the double doors creak endlessly in the wind.": "dobbeld\u00f8rene knirker endesl\u00f8st i vinden.", "not much here.": "ikke s\u00e5 mye her.", "got it": "jeg forst\u00e5r", "choose one slot to load from": "velg en plass \u00e5 laste inn fra", "a cave lizard attacks": "en hule-\u00f8gle angriper", "men mill about, weapons at the ready.": "menn staver rundt, klar med v\u00e5pnene.", "l armour": "l\u00e6r-rustning", "steelworks": "st\u00e5lverksted", "A Ruined City": "En Ruinert By", "Noises": "Lyder", "can't tell what left it here.": "ikke godt \u00e5 si hva som er igjen.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "tr\u00e6rne synes p\u00e5 horisonten. gresset blir gradvis tildekket av t\u00f8rre kvister og fallne blader.", "a man stands over a dead wanderer. notices he's not alone.": "en mann st\u00e5r over en d\u00f8d vandre. ser at han ikke er alene.", "village": "landsby", "cancel": "avbryt", "put the save code here.": "legg lagringskoden her.", "hang him": "heng ham", "inside, the remains of its victims are everywhere.": "inni, restene av ofrene er over alt.", "this spear's not elegant, but it's pretty good at stabbing": "dette spydet er ikke s\u00e5 elegant, men det er effektivt p\u00e5 dolking", "the forest is silent.": "skogen er stille.", "A Borehole": "Et Borehull", "the night is silent.": "natten er stille.", "never go thirsty again": "du er aldri t\u00f8rst igjen", "a small cache of supplies is tucked inside a rusting locker.": "et lite lager med forsyninger er gjemt inne i et rustent skap.", "learned to love the dry air": "l\u00e6rte \u00e5 elske t\u00f8rr luft", "workshop": "verksted", "see farther": "se lengre", "the ground is littered with scraps of cloth": "gulvet er dekket av stoff-biter", "The Coal Mine": "Kullgruven", "a huge lizard scrambles up out of the darkness of an old metro station.": "en gigantisk \u00f8gle krabber ut av m\u00f8rket av en gammel tog-stasjon.", "more voices can be heard ahead.": "flere stemmer kan bli h\u00f8rt.", "A Large Village": "En Stor Landsby", "precision": "presisjon", "A Deserted Town": "En Forlatt By", "the sickness spreads through the village.": "sykdommen spres gjennom landsbyen.", "won't say from where he came, but it's clear that he's not staying.": "vil ikke si hvor han kom fra, men det er klart at han ikke kommer til \u00e5 bli.", "the crowd surges forward.": "folkemengden beveger seg fremover.", "the wanderer takes the charm and nods slowly.": "vandreren tar smykket og nikker sakte.", "the mysterious wanderer returns, cart piled high with furs.": "den mystiske vandreren returnerer, vognen stablet h\u00f8yt med pels.", "armoury": "v\u00e5pensmed", "searching the bodies yields a few supplies.": "\u00e5 lete gjennom kroppene gir noen f\u00e5 provisjoner.", "the torchlight casts a flickering glow down the hallway.": "fakkelen kaster et flimmrende lyst nedover gangen.", "safer here": "tryggere her", "Export / Import": "Eksportere / Importere", "steelworker": "st\u00e5larbeider", "the man-eater is dead": "menneske-eteren er d\u00f8d", "learned to swing weapons with force": "l\u00e6rte \u00e5 svinge v\u00e5pen med mer kraft", "the remaining settlers flee from the violence, their belongings forgotten.": "de resterende innbyggerne r\u00f8mmer fra volden, deres eiendeler glemt.", "a crudely made charm": "et sammenskrapt smykke", "cask": "flaske", "engine:": "motor:", "the streets are empty.": "gatene er tomme.", "lizard": "\u00f8gle", "Sulphur Mine": "Svovelgruve", "export or import save data to dropbox datastorage": "eksporter eller importer lagrede data til dropboxlager", "the house has been ransacked.": "det gamle huset har blitt ransakt.", "a thug is waiting on the other side of the wall.": "en raner venter p\u00e5 andre siden av veggen.", "the metallic tang of wanderer afterburner hangs in the air.": "den metalliske lukten av vandrers etterbrennere henger i luften.", "large prints lead away, into the forest.": "store fotavtrykk lager en sti inn i skogen", "a startled beast defends its home": "en skremt dyr forsvarer hjemmet sitt", "there is nothing else here.": "her er det ikke noe nytt.", "his time here, now, is his penance.": "tiden hans her, n\u00e5, er han bot", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "hvor vinduene i skolehuset ikke er knust, er de dekket av sort sot.", "hull:": "skrog:", "scavenger": "\u00e5dsel-eter", "unarmed master": "mester i sl\u00e5sskamp", "the man says he's grateful. says he won't come around any more.": "mannen sier han er takknemlig. sier han ikke skal komme tilbake.", "laser rifle": "laser gev\u00e6r", "sulphur mine": "svovelgruve", "buy compass": "kj\u00f8p kompass", "buy map": "kj\u00f8p kart", "scratching noises can be heard from the store room.": "krafsende lyder kan h\u00f8res fra lager-rommet.", "steel sword": "st\u00e5l-sverd", "descend": "g\u00e5 ned", "asks for any spare furs to keep him warm at night.": "sp\u00f8r etter noen ekstra biter pels for \u00e5 holde ham varm om natten.", "A Raucous Village": "En R\u00f8lpete Landsby", "the beggar expresses his thanks.": "tiggeren utrykker sin takknemlighet.", "carrying more means longer expeditions to the wilds": "\u00e5 b\u00e6re mer betyr lengre ekspedisjoner inn i villmarken", "free {0}/{1}": "ledig {0}/{1}", "Room": "Rom", "a swamp festers in the stagnant air.": "en rotten lukt fester seg i den t\u00f8rre luften.", "rotting reeds rise out of the swampy earth.": "rotten stank smyger seg opp fra den myrete jorden.", "armoury's done, welcoming back the weapons of the past.": "v\u00e5pensmeden er ferdig, og sier velkommen tilbake til glemte v\u00e5pen", "eat meat": "spis kj\u00f8tt", "slow metabolism": "treig forbrenning", "camp fires burn by the entrance to the mine.": "leir b\u00e5lene brenner ved inngangen til gruven.", "the mouth of the cave is wide and dark.": "munningen av hulen er vid og m\u00f8rk", "builder's not sure he's to be trusted.": "byggeren er ikke sikker p\u00e5 om han kan stoles p\u00e5.", "evasion": "dukking", "buy bait": "kj\u00f8p agn", "a pack of lizards rounds the corner.": "en flokk med \u00f8gler vender hj\u00f8rnet.", "light fire": "start et b\u00e5l", "waterskin": "vannskinn", "scattered teeth": "diverse tenner", "the door hangs open.": "d\u00f8ra henger \u00e5pen.", "buy:": "kj\u00f8p:", "load": "last inn", "track them": "f\u00f8lg dem", "stores": "butikker", "now the nomads have a place to set up shop, they might stick around a while": "n\u00e5 som nomadene har en plass \u00e5 sette opp butikk vil de kanskje bli", "A Dusty Path": "En St\u00f8vete Sti", "armour": "rustning", "A Man-Eater": "En Menneske-eter", "bring your friends.": "ta med vennene dine.", "the compass points south": "kompasset peker s\u00f8r", "the compass points north": "kompasset peker nord", "The Sick Man": "Den Syke Mannen", "yes": "ja", "martial artist": "kampsports ekspert", "the traps contain ": "fellene inneholder ", "the old tower seems mostly intact.": "det gamle t\u00e5rnet st\u00e5r for det meste intakt.", "scales": "skjell", "bird must have liked shiney things.": "fuglen m\u00e5 ha likt skinnende ting.", "the path leads to an abandoned mine": "stien leder til en forlatt gruve", "the compass points northeast": "kompasset peker nord\u00f8st", "the camp is still, save for the crackling of the fires.": "hulen er rolig, bare lav knittring fra b\u00e5lene.", "he begs for medicine.": "han trygler om medisin.", "save": "lagre", "this waterskin'll hold a bit of water, at least": "dette vannskinnet holder ihvertfall litt vann", "turn him away": "f\u00e5 ham til \u00e5 snu", "the people here were broken a long time ago.": "folket her ble \u00f8delagt for lenge siden.", "a grizzled soldier attacks, waving a bayonet.": "en gr\u00e5sprengt soldat angriper, veivende med en bajonett.", "shivering man": "skjelvende mann", "The Mysterious Wanderer": "Den Mystiske Vandreren", "A Huge Lizard": "En sv\u00e6r \u00f8gle", "boxer": "bokser", "a man joins the fight": "en mann blir med i kampen", "An Outpost": "En Utpost", "not enough meat": "ikke nok kj\u00f8tt", "some weird metal he picked up on his travels.": "noe rart metall han plukket opp mens han var ute p\u00e5 reise.", "something's in there.": "det er noe der.", "restore more health when eating": "mat gir tilbake mer helse", "A Snarling Beast": "Et Snerrende Beist", "Share": "Del", "a haze falls over the village as the steelworks fires up": "en dis sprer seg over landsbyen da st\u00e5lverkstedet fyres opp", "a large bird nests at the top of the stairs.": "en stor fugl har lagt et rede p\u00e5 toppen av trappene.", "an old wanderer sits inside, in a seeming trance.": "en gammel vandrer sitter inne, i en slags transe.", "builder says the villagers could make steel, given the tools": "byggeren sier innbyggerne kan lage st\u00e5l, om de har utstyret", "continue": "fortsett", "there is no more water": "det er ikke noe mer vann", "flickering": "flimrende", "only the chief remains.": "bare sjefen gjennst\u00e5r.", "go back inside": "g\u00e5 tilbake", "a few items are scattered on the ground.": "noen f\u00e5 ting er spredd p\u00e5 bakken.", "save this.": "lagre dette.", "this old mine is not abandoned": "denne gamle gruven er ikke forlatt", "a fight, maybe.": "en slosskamp, kanskje.", "behind the door, a deformed figure awakes and attacks.": "fra bak d\u00f8ren, v\u00e5kner og angriper en deformert figur.", "baited trap": "felle med agn", "dead": "d\u00f8dt", "the torch sputters and dies in the damp air": "fakkelen spytter og d\u00f8r i den t\u00f8rre lufta", "export": "eksporter", "a few belongings rest against the walls.": "noen f\u00e5 eiendeler er lent mot veggen.", "not far from the village lies a large beast, its fur matted with blood.": "ikke langt fra landsbyen ligger et stort beist, og pelsen er dekket av blod.", "an old iron mine sits here, tools abandoned and left to rust.": "en gammel jerngruve er her, utstyr forlatt og latt ruste.", "but there is a cache of medicine under the floorboards.": "men det er fremdeles en boks med medisiner under gulvplankene.", "only dust and stains remain.": "bare st\u00f8v og flekker er igjen.", "s armour": "st\u00e5l-rustning", "say he should be strung up as an example.": "sier han b\u00f8r bli hengt som et eksempel.", "collected scraps spread across the floor like they fell from heaven.": "samlet sm\u00e5ting spredt rundt p\u00e5 gulvet, som om de hadde falt fra himmelen.", "the darkness is absolute": "m\u00f8rket er absolutt", "A Ruined Trap": "En \u00d8delagt Felle", "not enough coal": "ikke nok kull", "ambushed on the street.": "overfalt p\u00e5 gaten.", "worth killing for, it seems.": "verdt \u00e5 d\u00f8 for, virker det som.", "slash": "hugg", "builder says she can make a cart for carrying wood": "byggeren sier hun kan lage en vogn for \u00e5 frakte ved", "leather's not strong. better than rags, though.": "l\u00e6ret er ikke sterkt, men bedre enn filler.", "builder stokes the fire": "byggeren hiver p\u00e5 ved", "say goodbye": "si hadet bra", "A Silent Forest": "En Stille Skog", "builder's not sure she's to be trusted.": "byggeren er ikke sikker p\u00e5 at hun kan stoles p\u00e5.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "en gammelt boks er gjemt bak en rock, dekket av et tykt lag med st\u00f8v.", "the point is made. in the next few days, the missing supplies are returned.": "et poeng har blitt gjort av mannen. innen de neste f\u00e5 dagene, blirde savnede forsyningene returnert.", "a frail man stands defiantly, blocking the path.": "en spinkel mann st\u00e5r standhaftig, og blokkerer stien.", "the plague rips through the village.": "pesten river gjennom landsbyen.", "an old wanderer arrives.": "en gammel vandrer", "scavenger had a small camp in the school.": "hjeml\u00f8se hadde en liten leir inne p\u00e5 skolen.", "the compass points southwest": "kompasset peker s\u00f8rvest", "the wanderer leaves, cart loaded with wood": "vandreren reiser bort, vognen full av ved", "Dropbox Export / Import": "Dropbox Eksport / Import", "maybe some useful stuff in the rubble.": "kanskje det er noen nyttige ting i steinspruten", "a man hobbles up, coughing.": "en mann hinker frem, hostende.", "i armour": "jern-rustning", "The Scout": "Speideren", "leaves a pile of small scales behind.": "legger igjen en haug med sm\u00e5 skjell.", "pockets": "lummer", "the debris is denser here.": "rusket er tettere her.", "stab": "dolk", "time to move on.": "p\u00e5 tide \u00e5 g\u00e5 videre.", "the ground is littered with small scales": "gulvet er dekket av sm\u00e5 skjell", "not enough ": "ikke nok ", "the stench of rot and death fills the operating theatres.": "stanken av rott og d\u00f8d fyller operasjonsrommene.", "burning": "i flamme", "they must be here for a reason.": "de m\u00e5 v\u00e6re her for en grunn.", "a nomad arrives, looking to trade": "en nomade ankommer, ser etter handel", "black powder and bullets, like the old days.": "krutt og kuler, akkuratt som i gamle dager", "restart the game?": "Start spillet p\u00e5 ny?", "gastronome": "gastronom", "load from slot": "last inn fra plass", "energy cell": "energi celle", "inside the hut, a child cries.": "inne i hytten, gr\u00e5ter et lite barn.", "the compass points west": "kompasset peker vest", "always worked before, at least.": "det har alltid virket f\u00f8r, ihvertfall.", "a scavenger draws close, hoping for an easy score": "en \u00e5tsel-eter kommer n\u00e6rmere, h\u00e5per p\u00e5 en enkel fangst", "Sickness": "Sykdom", "still a few drops of water in the old well.": "fremdeles noen dr\u00e5per vann i den gamle br\u00f8nnen ogs\u00e5.", "build:": "bygg:", "feral terror": "vilt beist", "signout": "logg ut", "A Beast Attack": "Et Beistialsk Angrep", "Ready to Leave?": "Klar til \u00e5 Dra?", "the house is abandoned, but not yet picked over.": "huset st\u00e5r forlatt, men ingen har ransakt det.", "time to get out of this place. won't be coming back.": "p\u00e5 tide \u00e5 komme seg bort herfra. kommer ikke tilbake.", "the compass points northwest": "kompasset peker nordvest", "the thirst becomes unbearable": "t\u00f8rsten blir ut\u00e5lelig", "a beggar arrives": "en tigger ankommer", "a beast stands alone in an overgrown park.": "et beist st\u00e5r alene i en overgrodd park.", "he leaves a reward.": "han legger igjen en bel\u00f8nning.", "nothing but downcast eyes.": "ingenting annet enn synkede blikk.", "the scout says she's been all over.": "speideren sier hun har v\u00e6rt over alt.", "the small settlement has clearly been burning a while.": "denne lille landsbyen har brent en stund.", "cloth": "stoff", "a second soldier opens fire.": "en annen soldat \u00e5pner ild.", "dangerous to be this far from the village without proper protection": "farlig \u00e5 v\u00e6re s\u00e5 langt borte fra landsbyen uten skikkelig beskyttelse", "squeeze": "klem", "a pristine medicine cabinet at the end of a hallway.": "et uber\u00f8rt medisinskap st\u00e5r i enden av hallen.", "scraps of fur": "deler av pels", "a scavenger waits just inside the door.": "en hjeml\u00f8s venter rett innenfor d\u00f8ra.", "the wind howls outside": "vinden uler ute", "the wagon can carry a lot of supplies": "denne vognen kan b\u00e6re mange ting", "A Battlefield": "En Slagmark", "more soldiers will be on their way.": "flere soldater er p\u00e5 vei.", "the shivering man is dead": "den skjelvende mannen er d\u00f8d", "builder finishes the smokehouse. she looks hungry.": "byggeren fullf\u00f8rer r\u00f8ykeriet. hun ser sulten ut.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "tundraen stopper ved et hav av d\u00f8dt gress, svaiende in den kalde brisen.", "a snarling beast leaps out of the underbrush": "et snerrende beist hopper ut fra busken", "the place has been swept clean by scavengers.": "plassen har blitt ribbet for verdisaker av hjeml\u00f8se.", "A Destroyed Village": "En \u00d8delagt Landsby", "land blows more often": "treff oftere", "Space": "Verdensrommet", "it's been picked over by scavengers, but there's still some things worth taking.": "den har blitt fraplukket av hjeml\u00f8se, men det er fremdeles noen ting av verdi som kan bli tatt.", "Thermosphere": "Termosf\u00e6re", "5 medicine": "5 medisiner", "do nothing": "ikke gj\u00f8r noe", "A Gaunt Man": "En Mager Mann", "Outside": "Ute", "the snarling beast is dead": "det snerrende beistet er d\u00f8dt.", "bodies and supplies from both sides litter the ground.": "kroppene og provisjonene fra begge sider er str\u00f8dd p\u00e5 bakken.", "the remains of an old house stand as a monument to simpler times": "restene fra et gammelt hus st\u00e5r som et monument til en simplere tid", "a squatter stands firmly in the doorway of a small hut.": "en hjeml\u00f8s st\u00e5r bestemt i d\u00f8r\u00e5pningen til en liten hytte.", "lights flash through the alleys between buildings.": "flere lys skinner gjennom smugene mellom bygningene.", "no": "nei", "a weathered family takes up in one of the huts.": "en v\u00e6rsl\u00e5tt familie s\u00f8ker ly i en av hyttene.", "run": "l\u00f8p", "Exosphere": "Exosf\u00e6ren", "he speaks of once leading the great fleets to fresh worlds.": "han snakker om da han ledet en stor armada til nye verdener.", "builder says there are more wanderers. says they'll work, too.": "byggeren sier det er flere vandrere. sier de vil jobbe ogs\u00e5.", "evasive": "unnvikende", "an old wanderer arrives": "en gammel vandrer ankommer", "through the walls, shuffling noises can be heard.": "gjennom veggene, h\u00f8rer man merkelige lyder.", "melee weapons deal more damage": "h\u00e5ndholdte v\u00e5pen gj\u00f8r mer skade", "the compass points ": "kompasset peker ", "lets some light down into the dusty haze.": "la oss f\u00e5 litt lys ned i denne st\u00f8vete disen.", "the man swallows the medicine eagerly": "mannen svelger medisinen ivrig", "the days are spent with burials.": "dagene blir brukt til begravelser.", "more traps to catch more creatures": "flere feller for \u00e5 fange flere skapninger", "a man charges down the hall, a rusty blade in his hand": "en mann braser nedover gangen, med en rusten kniv i h\u00e5nda", "it contains travelling gear, and a few trinkets.": "den inneholder overlevelses utstyr, og noen f\u00e5 sm\u00e5ting.", "bullets": "kuler", "the light from the fire spills from the windows, out into the dark": "lyset fra flammene smyger seg ut vinduene, ut i m\u00f8rket", "tell him to leave": "snu ham ryggen", "dry brush and dead branches litter the forest floor": "t\u00f8rre blader og d\u00f8de kvister dekker bakken til skogen", "tattered cloth": "revet stoff", "can't read the words.": "kan ikke lese ordene.", "tanner": "garver", "should cure the meat, or it'll spoil. builder says she can fix something up.": "burde kurere kj\u00f8ttet, ellers vil det r\u00e5tne. bygger sier hun kan fikse en l\u00f8sning.", "or migrating computers": "eller for \u00e5 flytte til en annen datamaskin", "water:{0}": "vann:{0}", "still time to rescue a few supplies.": "det er fremdeles tid til \u00e5 redde noen provisjoner.", "teeth": "tenner", "villagers could help hunt, given the means": "innbyggere kunne hjulpet, hadde de hatt det de trengte", "the beast is dead.": "beistet er d\u00f8dt", "feral howls echo out of the darkness.": "vilde hyl ekkoer ut av m\u00f8rket.", "The Iron Mine": "Jerngruven"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/nb/strings.po ================================================ # Copyright (C) 2014 ORGANIZATION # This file is distributed under the same license as the PROJECT project. # Jan Gerhard Schøpp , 2015. # msgid "" msgstr "" "Project-Id-Version: adarkroom\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2015-12-22 13:35-0600\n" "PO-Revision-Date: 2016-02-15 02:05+0100\n" "Last-Translator: Jan Gerhard Schøpp \n" "Language-Team: \n" "Language: no\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.7.6\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Droxbox tilkobling" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "koble til lokalt dropboxlager" #: script/dropbox.js:68 msgid "connect" msgstr "koble til" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "avbryt" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox Eksport / Import" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "eksporter eller importer lagrede data til dropboxlager" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "du er koblet til dropboxlager med bruker / epost" #: script/dropbox.js:93 msgid "save" msgstr "lagre" #: script/dropbox.js:97 msgid "load" msgstr "last inn" #: script/dropbox.js:102 msgid "signout" msgstr "logg ut" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "velg en plass å lagre til" #: script/dropbox.js:119 msgid "save to slot" msgstr "lagre til plass" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "velg en plass å laste inn fra" #: script/dropbox.js:148 msgid "load from slot" msgstr "last inn fra plass" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "lagret til dropboxlager" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "feil med lagring til dropboxlagring" #: script/dropbox.js:183 msgid "ok" msgstr "ok" #: script/engine.js:15 msgid "boxer" msgstr "bokser" #: script/engine.js:16 msgid "punches do more damage" msgstr "slag gjør mer skade" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "lærte å slå kraftigere slag" #: script/engine.js:21 msgid "martial artist" msgstr "kampsports ekspert" #: script/engine.js:22 msgid "punches do even more damage." msgstr "slag gjør enda mer skade" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "lærte å sloss mer effektivt uten våpen" #: script/engine.js:27 msgid "unarmed master" msgstr "mester i slåsskamp" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "slår dobbelt så fort, med enda mer kraft" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "lærte å slå dobbelt så fort uten våpen" #: script/engine.js:32 msgid "barbarian" msgstr "barbar" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "håndholdte våpen gjør mer skade" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "lærte å svinge våpen med mer kraft" #: script/engine.js:37 msgid "slow metabolism" msgstr "treig forbrenning" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "gå dobbelt så langt uten å spise" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "lærte å ignorere sulten" #: script/engine.js:42 msgid "desert rat" msgstr "ørken rotte" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "gå dobbelt så langt uten å drikke" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "lærte å elske tørr luft" #: script/engine.js:47 msgid "evasive" msgstr "unnvikende" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "unngå angrep mer effektivt" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "lærte å være hvor de ikke er" #: script/engine.js:52 msgid "precise" msgstr "presis" #: script/engine.js:53 msgid "land blows more often" msgstr "treff oftere" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "lærte å forutse deres handlinger" #: script/engine.js:57 msgid "scout" msgstr "speider" #: script/engine.js:58 msgid "see farther" msgstr "se lengre" #: script/engine.js:59 msgid "learned to look ahead" msgstr "lærte å se fremover" #: script/engine.js:62 msgid "stealthy" msgstr "snik" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "bedre unngå konflikt i villmarken" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "lærte å forbli usett" #: script/engine.js:67 msgid "gastronome" msgstr "gastronom" #: script/engine.js:68 msgid "restore more health when eating" msgstr "mat gir tilbake mer helse" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "lærte å få mest mulig ut av mat" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app store" #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "lys av." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "" #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "start på ny." #: script/engine.js:162 msgid "share." msgstr "del" #: script/engine.js:168 msgid "save." msgstr "lagre" #: script/engine.js:177 msgid "dropbox." msgstr "dropbox" #: script/engine.js:184 msgid "github." msgstr "" #: script/engine.js:268 msgid "Export / Import" msgstr "Eksportere / Importere" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "eksporter eller importer lagrede data, for backup" #: script/engine.js:273 msgid "or migrating computers" msgstr "eller for å flytte til en annen datamaskin" #: script/engine.js:277 msgid "export" msgstr "eksporter" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "importer" #: script/engine.js:291 msgid "save this." msgstr "lagre dette." #: script/engine.js:297 msgid "got it" msgstr "jeg forstår" #: script/engine.js:305 msgid "are you sure?" msgstr "er du sikker?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "hvis koden er invalid, vil all data mistes." #: script/engine.js:307 msgid "this is irreversible." msgstr "dette er ureversibelt." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "ja" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "nei" #: script/engine.js:322 msgid "put the save code here." msgstr "legg lagringskoden her." #: script/engine.js:374 msgid "Restart?" msgstr "Start på ny?" #: script/engine.js:377 msgid "restart the game?" msgstr "Start spillet på ny?" #: script/engine.js:408 msgid "Share" msgstr "Del" #: script/engine.js:411 msgid "bring your friends." msgstr "ta med vennene dine." #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "lukk" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "lys på." #: script/engine.js:493 msgid "Go Hyper?" msgstr "" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: script/engine.js:519 msgid "classic." msgstr "" #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} per {1}s" #: script/events.js:130 msgid "eat meat" msgstr "spis kjøtt" #: script/events.js:150 msgid "use meds" msgstr "bruk medisiner" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "bom" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "lamslått" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "forlat" #: script/events.js:511 msgid "drop:" msgstr "slipp:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "ingenting" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "ta dem" #: script/events.js:577 msgid "take:" msgstr "ta:" #: script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "ingenting" #: script/events.js:627 msgid "all" msgstr "" #: script/events.js:649 msgid "take everything" msgstr "" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " og " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** HENDELSE ***" #: script/localization.js:4 msgid "saved." msgstr "lagret." #: script/localization.js:5 msgid "wood" msgstr "ved" #: script/localization.js:6 msgid "builder" msgstr "bygger" #: script/localization.js:7 msgid "teeth" msgstr "tenner" #: script/localization.js:8 msgid "meat" msgstr "kjøtt" #: script/localization.js:9 msgid "fur" msgstr "pels" #: script/localization.js:10 msgid "alien alloy" msgstr "utenomjordisk materiale" #: script/localization.js:11 msgid "bullets" msgstr "kuler" #: script/localization.js:12 msgid "charm" msgstr "sjarm" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "lær" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "jern" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "stål" #: script/localization.js:16 msgid "coal" msgstr "kull" #: script/localization.js:17 msgid "sulphur" msgstr "svovel" #: script/localization.js:18 msgid "energy cell" msgstr "energi celle" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "fakkel" #: script/localization.js:20 msgid "medicine" msgstr "medisin" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "jæger" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "fanger" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "garver" #: script/localization.js:24 msgid "grenade" msgstr "granat" #: script/localization.js:25 msgid "bolas" msgstr "bolas" #: script/localization.js:26 msgid "bayonet" msgstr "" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "kjøttmaker" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "jerngruve-arbeider" #: script/localization.js:29 msgid "iron mine" msgstr "jerngruve" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "kullgruve-arbeider" #: script/localization.js:31 msgid "coal mine" msgstr "kullgruve" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "svovelgruve-arbeider" #: script/localization.js:33 msgid "sulphur mine" msgstr "svovelgruve" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "våpensmed" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "stålarbeider" #: script/localization.js:36 msgid "bait" msgstr "agn" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "spekemat" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "skjell" #: script/localization.js:39 msgid "compass" msgstr "kompass" #: script/localization.js:40 msgid "laser rifle" msgstr "laser gevær" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "samler" #: script/localization.js:42 msgid "cloth" msgstr "stoff" #: script/localization.js:45 msgid "thieves" msgstr "tyver" #: script/localization.js:46 msgid "not enough fur" msgstr "ikke nok pels" #: script/localization.js:47 msgid "not enough wood" msgstr "ikke nok ved" #: script/localization.js:48 msgid "not enough coal" msgstr "ikke nok kull" #: script/localization.js:49 msgid "not enough iron" msgstr "ikke nok jern" #: script/localization.js:50 msgid "not enough steel" msgstr "ikke nok stål" #: script/localization.js:51 #, fuzzy msgid "not enough sulphur" msgstr "ikke nok pels" #: script/localization.js:52 msgid "baited trap" msgstr "felle med agn" #: script/localization.js:53 msgid "not enough scales" msgstr "ikke nok skjell" #: script/localization.js:54 msgid "not enough cloth" msgstr "ikke nok stoff" #: script/localization.js:55 msgid "not enough teeth" msgstr "ikke nok tenner" #: script/localization.js:56 msgid "not enough leather" msgstr "ikke nok lær" #: script/localization.js:57 msgid "not enough meat" msgstr "ikke nok kjøtt" #: script/localization.js:58 msgid "the compass points east" msgstr "kompasset peker øst" #: script/localization.js:59 msgid "the compass points west" msgstr "kompasset peker vest" #: script/localization.js:60 msgid "the compass points north" msgstr "kompasset peker nord" #: script/localization.js:61 msgid "the compass points south" msgstr "kompasset peker sør" #: script/localization.js:62 msgid "the compass points northeast" msgstr "kompasset peker nordøst" #: script/localization.js:63 msgid "the compass points northwest" msgstr "kompasset peker nordvest" #: script/localization.js:64 msgid "the compass points southeast" msgstr "kompasset peker sørøst" #: script/localization.js:65 msgid "the compass points southwest" msgstr "kompasset peker sørvest" #: script/outside.js:5 msgid "Outside" msgstr "Ute" #: script/outside.js:102 msgid "scraps of fur" msgstr "deler av pels" #: script/outside.js:107 msgid "bits of meat" msgstr "biter med kjøtt" #: script/outside.js:112 msgid "strange scales" msgstr "rare skjell" #: script/outside.js:117 msgid "scattered teeth" msgstr "diverse tenner" #: script/outside.js:122 msgid "tattered cloth" msgstr "revet stoff" #: script/outside.js:127 msgid "a crudely made charm" msgstr "et sammenskrapt smykke" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "En Stille Skog" #: script/outside.js:169 msgid "gather wood" msgstr "samle ved" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "en ukjent person kommer i løpet av natten" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "en værslått familie søker ly i en av hyttene." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "en liten gruppe ankommer, bare skinn og bein." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "en konvoi ankommer gradvis, der bekymring og håp er jevnt fordelt." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "byen blomster. ryktene går." #: script/outside.js:452 msgid "pop " msgstr "pop " #: script/outside.js:457 msgid "forest" msgstr "skog" #: script/outside.js:460 msgid "village" msgstr "landsby" #: script/outside.js:543 msgid "check traps" msgstr "sjekk på fellene" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "En Enslig Hytte" #: script/outside.js:566 msgid "A Tiny Village" msgstr "En Liten landsby" #: script/outside.js:568 msgid "A Modest Village" msgstr "En Mellomstor Landsby" #: script/outside.js:570 msgid "A Large Village" msgstr "En Stor Landsby" #: script/outside.js:572 msgid "A Raucous Village" msgstr "En Rølpete Landsby" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "himmelen er grå og vinden blåser uten nåde" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "tørre blader og døde kvister dekker bakken til skogen" #: script/outside.js:621 msgid "the traps contain " msgstr "fellene inneholder " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "En Støvete Sti" #: script/path.js:37 msgid "supplies:" msgstr "forsyninger" #: script/path.js:43 msgid "embark" msgstr "reis" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "kompasset peker " #: script/path.js:102 msgid "perks:" msgstr "fordeler:" #: script/path.js:132 msgid "none" msgstr "ingen" #: script/path.js:142 msgid "armour" msgstr "rustning" #: script/path.js:153 msgid "water" msgstr "vann" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "ledig {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "vekt" #: script/path.js:255 msgid "available" msgstr "tilgjengelig" #: script/room.js:16 msgid "trap" msgstr "felle" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "byggeren sier hun kan lage feller til å fange skapningene som kanskje enda " "er der ute" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "flere feller for å fange flere skapninger" #: script/room.js:21 msgid "more traps won't help now" msgstr "flere feller vil ikke hjelpe nå" #: script/room.js:31 msgid "cart" msgstr "vogn" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "byggeren sier hun kan lage en vogn for å frakte ved" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "den ustabile vognen bærer mer ved fra skogen" #: script/room.js:44 msgid "hut" msgstr "liten hytte" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "byggeren sier det er flere vandrere. sier de vil jobbe også." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "" "byggeren setter opp en liten hytte ute i skogen. sier ryktet vil spre seg." #: script/room.js:49 msgid "no more room for huts." msgstr "ikke mer rom for små hytter" #: script/room.js:59 msgid "lodge" msgstr "stor hytte" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "innbyggere kunne hjulpet, hadde de hatt det de trengte" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "jakthytten står i skogen, utenfor byen" #: script/room.js:74 msgid "trading post" msgstr "handelsområde" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "et handelsområde ville gjort handel lettere" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "nå som nomadene har en plass å sette opp butikk vil de kanskje bli" #: script/room.js:88 msgid "tannery" msgstr "garveri" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "byggeren sier læret kan være til bruk. sier innbyggerne kan lage det." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "garveri reises raskt, på utkanten av byen" #: script/room.js:102 msgid "smokehouse" msgstr "røykeri" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "burde kurere kjøttet, ellers vil det råtne. bygger sier hun kan fikse en " "løsning." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "byggeren fullfører røykeriet. hun ser sulten ut." #: script/room.js:116 msgid "workshop" msgstr "verksted" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "byggeren sier hun kan lage finere ting, om hun bare hadde hatt det rette " "utstyret" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "verkstedet er endelig klart. byggeren er spent på å gå inn" #: script/room.js:131 msgid "steelworks" msgstr "stålverksted" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "byggeren sier innbyggerne kan lage stål, om de har utstyret" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "en dis sprer seg over landsbyen da stålverkstedet fyres opp" #: script/room.js:146 msgid "armoury" msgstr "våpensmed" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "byggeren sier det kan være nyttig å ha en fast kilde for kuler" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "våpensmeden er ferdig, og sier velkommen tilbake til glemte våpen" #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "en fakkel for å holde mørket unna" #: script/room.js:173 msgid "waterskin" msgstr "vannskinn" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "dette vannskinnet holder ihvertfall litt vann" #: script/room.js:185 msgid "cask" msgstr "flaske" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "denne flaska holder nok vann for lange ekspedisjoner" #: script/room.js:198 msgid "water tank" msgstr "vanntank" #: script/room.js:202 msgid "never go thirsty again" msgstr "du er aldri tørst igjen" #: script/room.js:211 msgid "bone spear" msgstr "beinspyd" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "dette spydet er ikke så elegant, men det er effektivt på dolking" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "ryggsekk" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "å bære mer betyr lengre ekspedisjoner inn i villmarken" #: script/room.js:235 msgid "wagon" msgstr "vogn" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "denne vognen kan bære mange ting" #: script/room.js:248 msgid "convoy" msgstr "karavanne" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "denne karavannen kan bære det meste" #: script/room.js:262 msgid "l armour" msgstr "lær-rustning" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "læret er ikke sterkt, men bedre enn filler." #: script/room.js:274 msgid "i armour" msgstr "jern-rustning" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "jern er tøffere enn lær" #: script/room.js:286 msgid "s armour" msgstr "stål-rustning" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "stål er sterkere enne jern" #: script/room.js:298 msgid "iron sword" msgstr "jern-sverd" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "sverdet er skarpt. beskytter godt i villmarken." #: script/room.js:311 msgid "steel sword" msgstr "stål-sverd" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "stålet er sterkt, og bladet skarpt." #: script/room.js:324 msgid "rifle" msgstr "gevær" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "krutt og kuler, akkuratt som i gamle dager" #: script/room.js:458 msgid "Room" msgstr "Rom" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Et Mørkt Rom" #: script/room.js:498 msgid "light fire" msgstr "start et bål" #: script/room.js:508 msgid "stoke fire" msgstr "hiv på ved" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "rommet er {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "bålet er {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "den fremmede står ved bålet. hun sier hun kanskje kan hjelpe. sier hun " "kanskje kan bygge ting." #: script/room.js:580 msgid "freezing" msgstr "iskaldt" #: script/room.js:581 msgid "cold" msgstr "kaldt" #: script/room.js:582 msgid "mild" msgstr "mildt" #: script/room.js:583 msgid "warm" msgstr "varmt" #: script/room.js:584 msgid "hot" msgstr "glodvarmt" #: script/room.js:596 msgid "dead" msgstr "dødt" #: script/room.js:597 msgid "smoldering" msgstr "ulmende" #: script/room.js:598 msgid "flickering" msgstr "flimrende" #: script/room.js:599 msgid "burning" msgstr "i flamme" #: script/room.js:600 msgid "roaring" msgstr "i full fyr og flamme" #: script/room.js:604 msgid "A Firelit Room" msgstr "Et Opplyst Rom" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "ikke nok ved for å starte bålet" #: script/room.js:655 msgid "the wood has run out" msgstr "ikke mer ved igjen" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "lyset fra flammene smyger seg ut vinduene, ut i mørket" #: script/room.js:688 msgid "builder stokes the fire" msgstr "byggeren hiver på ved" #: script/room.js:718 msgid "the wind howls outside" msgstr "vinden uler ute" #: script/room.js:719 msgid "the wood is running out" msgstr "ikke mer ved igjen" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "" "en tynnslig kledd fremmed snubler seg inn igjennom døra og kollapser i " "hjørnet" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "" "den fremmede skjelver, og mumler for seg selv. det hun sier er uforståelig" #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "den fremmede i hjørnet slutter å skjelve. hun puster rolig." #: script/room.js:760 msgid "stores" msgstr "butikker" #: script/room.js:779 msgid "weapons" msgstr "våpen" #: script/room.js:914 msgid "total" msgstr "" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "ikke nok " #: script/room.js:951 msgid "builder just shivers" msgstr "byggeren bare skjelver" #: script/room.js:1054 msgid "build:" msgstr "bygg:" #: script/room.js:1061 msgid "craft:" msgstr "lag:" #: script/room.js:1068 msgid "buy:" msgstr "kjøp:" #: script/ship.js:11 msgid "Ship" msgstr "Skip" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Et Gammelt Romskip" #: script/ship.js:38 msgid "hull:" msgstr "skrog:" #: script/ship.js:44 msgid "engine:" msgstr "motor:" #: script/ship.js:51 msgid "reinforce hull" msgstr "forsterk skroget" #: script/ship.js:60 msgid "upgrade engine" msgstr "oppgrader motoren" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "ta av" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "et eller annet sted over rusk skyen venter vandrerens flåte. har vært på " "denne steinen alt for lenge." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "ikke nok utenomgjordisk materiale" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Klar til å Dra?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "på tide å komme seg bort herfra. kommer ikke tilbake." #: script/ship.js:150 msgid "linger" msgstr "nøl" #: script/space.js:42 msgid "hull: " msgstr "skrog: " #: script/space.js:76 msgid "Troposphere" msgstr "Troposfære" #: script/space.js:78 msgid "Stratosphere" msgstr "Stratosfære" #: script/space.js:80 msgid "Mesosphere" msgstr "Mesosfære" #: script/space.js:82 msgid "Thermosphere" msgstr "Termosfære" #: script/space.js:84 msgid "Exosphere" msgstr "Exosfæren" #: script/space.js:86 msgid "Space" msgstr "Verdensrommet" #: script/space.js:424 msgid "score for this game: {0}" msgstr "poengsum for dette spillet: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "total poengsum: {0}" #: script/world.js:46 msgid "punch" msgstr "slå" #: script/world.js:52 msgid "stab" msgstr "dolk" #: script/world.js:58 msgid "swing" msgstr "sving" #: script/world.js:64 msgid "slash" msgstr "hugg" #: script/world.js:70 msgid "thrust" msgstr "stikk" #: script/world.js:76 msgid "shoot" msgstr "skyt" #: script/world.js:83 msgid "blast" msgstr "spreng" #: script/world.js:90 msgid "lob" msgstr "kast" #: script/world.js:97 msgid "tangle" msgstr "flok" #: script/world.js:119 msgid "An Outpost" msgstr "En Utpost" #: script/world.js:120 msgid "Iron Mine" msgstr "Jerngruve" #: script/world.js:121 msgid "Coal Mine" msgstr "Kullgruve" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Svovelgruve" #: script/world.js:123 msgid "An Old House" msgstr "Et Gammelt Hus" #: script/world.js:124 msgid "A Damp Cave" msgstr "En Fuktig Hule" #: script/world.js:125 msgid "An Abandoned Town" msgstr "En Forlatt By" #: script/world.js:126 msgid "A Ruined City" msgstr "En Ødelagt By" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Et Krasjet Romskip" #: script/world.js:128 msgid "A Borehole" msgstr "Et Borehull" #: script/world.js:129 msgid "A Battlefield" msgstr "En Slagmark" #: script/world.js:130 msgid "A Murky Swamp" msgstr "En Skummel Myr" #: script/world.js:134 msgid "A Destroyed Village" msgstr "En Ødelagt Landsby" #: script/world.js:256 msgid "water:{0}" msgstr "vann:{0}" #: script/world.js:283 msgid "pockets" msgstr "lummer" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "helse: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "farlig å være så langt borte fra landsbyen uten skikkelig beskyttelse" #: script/world.js:351 msgid "safer here" msgstr "tryggere her" #: script/world.js:451 msgid "the meat has run out" msgstr "det er tomt for kjøtt" #: script/world.js:456 msgid "starvation sets in" msgstr "sulten har startet" #: script/world.js:481 msgid "there is no more water" msgstr "det er ikke noe mer vann" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "tørsten blir utålelig" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "trærne reduseres til tørt gress. de gule bladene rasler i vinden." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "" "trærne er borte. den tørre jorden og støvete vinden er en dårlig ærstattning" #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "trærne synes på horisonten. gresset blir gradvis tildekket av tørre kvister " "og fallne blader." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "gresset er tørt. snart er det bare støv igjen." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "tundraen stopper ved et hav av dødt gress, svaiende in den kalde brisen." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "en vegg av knudrete trær stiger opp fra støvet. grenene vrir seg til et " "skjelett-lignende tak." #: script/world.js:817 msgid "Wanderer" msgstr "Vandrer" #: script/world.js:822 msgid "The Village" msgstr "Landsbyen" #: script/world.js:851 msgid "the world fades" msgstr "verden forsvinner" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "vann blir påfylt" #: script/world.js:982 msgid "A Barren World" msgstr "En Tom Verden" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Et Snerrende Beist" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "snerrende beist" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "det snerrende beistet er dødt." #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "et snerrende beist hopper ut fra busken" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "En Mager Mann" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "mager mann" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "beistet er dødt" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "en mager mann kommer nærmere, med rødsprengte øyne" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "En Mystisk Fugl" #: script/events/encounters.js:89 msgid "strange bird" msgstr "mystisk fugl" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "den mystiske fuglen er død" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "en mystisk fugl suser over bakken" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "En Skjelvende Mann" #: script/events/encounters.js:127 msgid "shivering man" msgstr "skjelvende mann" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "den skjelvende mannen er død" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "en skjelvende mann kommer nærmere, og angriper med overaskende styrke" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "En Menneske-eter" #: script/events/encounters.js:169 msgid "man-eater" msgstr "menneske-eter" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "menneske-eteren er død" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "et stort udyr angriper, klørne drypper med ferskt blod" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "En Ådsel-eter" #: script/events/encounters.js:206 msgid "scavenger" msgstr "ådsel-eter" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "åtsel-eteren er død" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "en åtsel-eter kommer nærmere, håper på en enkel fangst" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "En svær øgle" #: script/events/encounters.js:248 msgid "lizard" msgstr "øgle" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "øglen er død" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "gresset svaier vilt da en svær øgle dytter seg igjennom" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Et vilt beist" #: script/events/encounters.js:286 msgid "feral terror" msgstr "vilt beist" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "det vilde beistet er dødt" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "et beist, vildere uten like, spurter frem fra buskene" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "En Soldat" #: script/events/encounters.js:323 msgid "soldier" msgstr "soldat" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "soldaten er død" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "en soldat avfyrer skudd fra andre siden av ørkenen" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "En snikskytter" #: script/events/encounters.js:366 msgid "sniper" msgstr "snikskytter" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "snikkskytteren er død" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "et skudd blir avfyrt, fra et sted på andre siden av det lange gresset" #: script/events/global.js:6 msgid "The Thief" msgstr "Tyven" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "innbygerne kaster en skitten man ut av lagerrommet." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "sier hans folk har sett igjennom forsyningene." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "sier han bør bli hengt som et eksempel." #: script/events/global.js:17 msgid "a thief is caught" msgstr "en tyv er tatt" #: script/events/global.js:21 msgid "hang him" msgstr "heng ham" #: script/events/global.js:25 msgid "spare him" msgstr "spar hans liv" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "innbyggerne henger tyven etter halsen foran lagerrommet." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "et poeng har blitt gjort av mannen. innen de neste få dagene, blirde savnede " "forsyningene returnert." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "mannen sier han er takknemlig. sier han ikke skal komme tilbake." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "deler det han kan om sniking før han drar." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "En Ødelagt Felle" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "noen av fellene har blitt revet i stykker." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "store fotavtrykk lager en sti inn i skogen" #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "noen av fellene har blitt ødelagt" #: script/events/outside.js:26 msgid "track them" msgstr "følg dem" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "ignorer dem" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "fotsporene forsvinner etter noen få minutter." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "skogen er stille." #: script/events/outside.js:40 msgid "nothing was found" msgstr "" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "gå hjem" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "" "ikke langt fra landsbyen ligger et stort beist, og pelsen er dekket av blod." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "den gir ikke mye motstand mot kniven." #: script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "det snerrende beistet er dødt." #: script/events/outside.js:69 msgid "Fire" msgstr "" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "" #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "" #: script/events/outside.js:79 msgid "a fire has started" msgstr "" #: script/events/outside.js:86 #, fuzzy msgid "mourn" msgstr "rustning" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "" #: script/events/outside.js:95 msgid "Sickness" msgstr "Sykdom" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "en sykdom sprer seg igjennom landsbyen." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "medisin trengs umiddelbart." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "" #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 medisin" #: script/events/outside.js:114 msgid "ignore it" msgstr "ignorer det" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "sykdommen er kurert." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "sykdommen spres gjennom landsbyen." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "dagene blir brukt til begravelser." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "natten er fylt av skrik." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "" #: script/events/outside.js:153 msgid "Plague" msgstr "Pest" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "en forferdelig pest spres fort gjennom landsbyen." #: script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "pesten river gjennom landsbyen." #: script/events/outside.js:168 #, fuzzy msgid "buy medicine" msgstr "1 medisin" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 medisiner" #: script/events/outside.js:179 msgid "do nothing" msgstr "ikke gjør noe" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "pesten blir holdt fra å spre seg." #: script/events/outside.js:187 msgid "only a few die." msgstr "veldig få dør." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "resten begraver dem." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "pesten river gjennom landsbyen." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "man kan bare håpe på en rask død." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Et Beistialsk Angrep" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "en flokk med snerrende beist renner ut av trærne." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "kampen er kort og blodig, men beistene rømmer." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "innbyggerne returnerer for å minnes de døde." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Et Militær Raid" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "et skudd smeller gjennom trærne." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "godt armerte menn stormer ut av skogen, og skyter mot folkemengden." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "etter en kort kamp rømmer soldatene, men ikke ut tap av liv." #: script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "pesten river gjennom landsbyen." #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: script/events/room.js:6 msgid "The Nomad" msgstr "Nomaden" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "en nomade sysler inn i synsvinkel, med hjemmelagde sekker på ryggen festet " "med hyssing" #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "" "vil ikke si hvor han kom fra, men det er klart at han ikke kommer til å bli." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "en nomade ankommer, ser etter handel" #: script/events/room.js:20 msgid "buy scales" msgstr "kjøp skjell" #: script/events/room.js:25 msgid "buy teeth" msgstr "kjøp tenner" #: script/events/room.js:30 msgid "buy bait" msgstr "kjøp agn" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "fellene er enda mer effektive med agn." #: script/events/room.js:39 msgid "buy compass" msgstr "kjøp kompass" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "" "det gamle kompasset er bulkete og støvete, men den ser ut til å være i " "fungerende stand." #: script/events/room.js:45 script/events/room.js:227 #: script/events/room.js:240 script/events/room.js:253 #: script/events/room.js:309 script/events/room.js:332 #: script/events/room.js:388 script/events/room.js:411 #: script/events/room.js:450 script/events/room.js:568 #: script/events/room.js:584 script/events/room.js:600 #: script/events/room.js:611 msgid "say goodbye" msgstr "si hadet bra" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Lyder" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "gjennom veggene, hører man merkelige lyder." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "ikke godt å si hva de gjør." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "rare lyder kan høres gjennom veggene" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "undersøk" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "uklare figurer beveger seg, akkurat ute av syne." #: script/events/room.js:79 msgid "the sounds stop." msgstr "lydene stopper." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "gå tilbake" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "" "en liten samling pinner ligger rett utenfor døråpningen, innpakket i grov " "pels" #: script/events/room.js:92 msgid "the night is silent." msgstr "natten er stille." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "krafsende lyder kan høres fra lager-rommet." #: script/events/room.js:112 msgid "something's in there." msgstr "det er noe der." #: script/events/room.js:114 msgid "something's in the store room" msgstr "noe er inne i lager-rommet" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "noe ved mangler." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "gulvet er dekket av små skjell" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "gulvet er dekket av små tenner" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "gulvet er dekket av stoff-biter" #: script/events/room.js:190 msgid "The Beggar" msgstr "Tiggeren" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "en tigger ankommer" #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "spør etter noen ekstra biter pels for å holde ham varm om natten." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "en tigger ankommer" #: script/events/room.js:204 msgid "give 50" msgstr "gi 50" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "gi 100" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "få ham til å snu" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "tiggeren utrykker sin takknemlighet." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "legger igjen en haug med små skjell." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "legger igjen en haug med små tenner." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "legger igjen noen biter med stoff." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Den Mystiske Vandreren" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "en vandrer ankommer med en tom vogn. sier at hvis han reiser bort med ved " "kommer han tilbake med mer." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "byggeren er ikke sikker på om han kan stoles på." #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "en mystisk vandrer ankommer" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "gi 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "vandreren reiser bort, vognen full av ved" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "den mystiske vandreren returnerer, vognen stablet høyt med ved." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "en vandrer ankommer med en tom vogn, sier at hvis han reiser bort med pels " "vil hun komme tilbake med mer." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "byggeren er ikke sikker på at hun kan stoles på." #: script/events/room.js:365 msgid "turn her away" msgstr "få ham til å snu" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "vandreren reiser bort, vognen fylt med pels" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "den mystiske vandreren returnerer, vognen stablet høyt med pels." #: script/events/room.js:420 msgid "The Scout" msgstr "Speideren" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "speideren sier hun har vært over alt." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "villig til å snakke om det, for en pris." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "en speider slår seg til ro for kvelden" #: script/events/room.js:434 msgid "buy map" msgstr "kjøp kart" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "kartet viser litt mer av verden" #: script/events/room.js:440 msgid "learn scouting" msgstr "lær speiding" #: script/events/room.js:459 msgid "The Master" msgstr "Mesteren" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "en gammel vandrer" #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "han smiler varmt og spør om losji for kvelden." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "en gammel vandrer ankommer" #: script/events/room.js:473 msgid "agree" msgstr "enig" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "til gjengjeld vil vandreren tilby sin visdom." #: script/events/room.js:493 msgid "evasion" msgstr "dukking" #: script/events/room.js:503 msgid "precision" msgstr "presisjon" #: script/events/room.js:513 msgid "force" msgstr "kraft" #: script/events/room.js:532 msgid "The Sick Man" msgstr "Den Syke Mannen" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "en mann hinker frem, hostende." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "han trygler om medisin." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "en syk mann hinker frem" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "gi 1 medisin" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "mannen svelger medisinen ivrig" #: script/events/room.js:552 msgid "tell him to leave" msgstr "snu ham ryggen" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "mannen er takknemlig." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "han legger igjen en belønning." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "noe rart metall han plukket opp mens han var ute på reise." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "noen rare, glødende bokser han plukket opp mens han var ute på reise." #: script/events/room.js:593 msgid "all he has are some scales." msgstr "alt han har er skjell." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "mannen utrykker hans takknemlighet og hinker videre." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "En Utpost" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "en trygg plass i villmarken." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "En Skummel Myr" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "rotten stank smyger seg opp fra den myrete jorden." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "en ensom frosk sitter stille i gjørma." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "en rotten lukt fester seg i den tørre luften." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "gå inn" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "dypt inne i myren er en mose-grodd hytte." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "en gammel vandrer sitter inne, i en slags transe." #: script/events/setpieces.js:61 msgid "talk" msgstr "snakk" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "vandreren tar smykket og nikker sakte." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "han snakker om da han ledet en stor armada til nye verdener." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "uforståelig ødeleggelse for å mette vandrerens sult." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "tiden hans her, nå, er han bot" #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "En Fuktig Hule" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "munningen av hulen er vid og mørk" #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "kan ikke se hva som er inni" #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "bakken her er splittet, som om det bærer et gammelt arr" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "gå inn" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "en skremt dyr forsvarer hjemmet sitt" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "fortsett" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "forlat hulen" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "hulen innsnevres lengre innover." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "veggene er fuktige og mose-dekkede" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "klem" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "restene av en gammel leir er rett innenfor hulen." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "soveposer, opprevet og svertet, ligger under et tynt lag med støv." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "kroppen til en vandrer ligger inni en liten grotte." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "råte har vært på jobb, og det er noen biter som mangler." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "ikke godt å si hva som er igjen." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "fakkelen spytter og dør i den tørre lufta" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "mørket er absolutt" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "fakkelen dør ut" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "en hule-øgle angriper" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "en stor øgle stormer ut av mørket" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "en gigantisk øgle slumper frem" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "et rede til et stort dyr ligger bakerst i hulen." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "en lite forsynings-lager er gjemt bakerst i hulen." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "en gammelt boks er gjemt bak en rock, dekket av et tykt lag med støv." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "En Forlatt By" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "en liten forstad kommer til syne, tomme hus svidde og nedbrent." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "ødelagte gatelykter står og ruster. lys har ikke prydet denne plassen på " "veldig lenge." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "byen ligger forlatt, innbyggerne vært døde lenge" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "utforsk" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "hvor vinduene i skolehuset ikke er knust, er de dekket av sort sot." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "dobbeldørene knirker endesløst i vinden." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "forlat byen" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "overfalt på gaten." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "en okkupert bygning ligger fremover." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "et grønt kors er såvidt synlig bag sotete vinduer." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "et lite lager med forsyninger er gjemt inne i et rustent skap." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "en hjemløs venter rett innenfor døra." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "et beist står alene i en overgrodd park." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "en veltet campingvogn ligger spredd utover gata." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "den har blitt fraplukket av hjemløse, men det er fremdeles noen ting av " "verdi som kan bli tatt." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "en gal mann angriper, skrikende." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "en raner beveger seg ut av skyggene." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "et beist stormer ut av et ransakt klasserom." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "gjennom de store dørene til gymsalen, kan man høre lyden av føtter." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "fakkelen kaster et flimmrende lyst nedover gangen." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "lyden av føtter stopper." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "et annet beist, tiltrukket av lyden, hopper ut av en klynge trær." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "noe skaper støy lengre nede i veien." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "en slosskamp, kanskje." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "en liten kurv med mat er gjemt under en park-benk, med en lapp vedlagt." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "kan ikke lese ordene." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "en panikkslagen hjemløs braste gjennom døra, skrikkende." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "en mann står over en død vandre. ser at han ikke er alene." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "hjemløse hadde en liten leir inne på skolen." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" "samlet småting spredt rundt på gulvet, som om de hadde falt fra himmelen." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "det ser ut som den hjemløse hadde sett etter forsyninger her." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "hadde vært en skam å la det han har funnet gå til spille." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "under vandrerens filler, klemt inn i en av dens mange henner, et glimp av " "stål." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "verdt å dø for, virker det som." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "et øye for et øye virker rettferdig." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "det har alltid virket før, ihvertfall." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "plukker fra hverandre beinene for å finne nyttige gjenstander." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "noe medisin forlatt i skuffene." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "klinikken har blitt ransakt." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "bare støv og flekker er igjen." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "En Ruinert By" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "et ødelagt motorvei-skilt vakter over inngangen til denne en gang flotte " "byen." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "tårnene som ikke har falt enda kan sees fra landskapet, som ribbeina fra et " "eldgammelt beist." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "det kan være ting verdt å sjekke ut inni." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "tårnene til et forfallen by dominerer horisonten" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "gatene er tomme." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "luften er fylt med støv, blåst notorisk av den kraftige vinden." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "forlat byen" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "oransje trafikk-kjegler er spredd ut over gaten, falmede or sprukne." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "flere lys skinner gjennom smugene mellom bygningene." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "en stor samling sigøyner-landsby sprer seg utover gatene." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "ansikt, gjort sort av sot og blod, stirrer ut fra sprekkete gytter." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "skallet av et forlatt sykehus kan sees fremover." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "det gamle tårnet står for det meste intakt." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "skallet av en oppbrent bil blokkerer inngangen." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "mesteparten av vinduene på bakkenivå er ødelagt uansett." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "en gigantisk øgle krabber ut av mørket av en gammel tog-stasjon." #: script/events/setpieces.js:1368 msgid "descend" msgstr "gå ned" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "skuddet ringer gjennom de tomme gatene." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "soldaten stiger frem fra mellom byggningene, med geværet hevet." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "en spinkel mann står standhaftig, og blokkerer stien." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "ingenting annet enn synkede blikk." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "folket her ble ødelagt for lenge siden." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "tomme korridorer." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "plassen har blitt ribbet for verdisaker av hjemløse." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "en gammel mann braser ut av en dør, og holder en skalpell." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "en raner venter på andre siden av veggen." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "et snerrende beist hopper frem fra bak en bil." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "gatene over tog-stasjonen er sprengt bort." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "la oss få litt lys ned i denne støvete disen." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "en lyd kommer fra tunnelen, rett forran." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "ser ut som det er en leir rett fremover." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "rustet kjetting er spredd over inngangen til et smug." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "bål brenner i tunene fremover." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "flere stemmer kan bli hørt." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "de må være her for en grunn." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "lyden av skudd blir båret av vinden." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "gatene fremover lyser av fakkellys." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "flere hjemløse samler seg rundt nå." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "noen kaster en stein." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "en improvisert butikk er satt opp på fortauet." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "eieren står vesiden av, uten en eneste bekymring." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "biter med kjøtt henger for å tørke i gatekanten." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "folk ser bort, unngår øyekontakt." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "noen har låst og barrikadert døren til dette operasjonsrommet." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "en stamme med eldre hjemløse har slått leir i denne seksjonen." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "en flokk med øgler vender hjørnet." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "biter med kjøtt er hengt opp for å tørke i denne seksjonen." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "en stor fugl har lagt et rede på toppen av trappene." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "rusket er tettere her." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "kanskje det er noen nyttige ting i steinspruten" #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "en sverm med rotter løper opp tunnellen." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "en stor mann angriper, viftene med en bajonett." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "en annen soldat åpner ild." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "en maskert soldat runder hjørne, med pistolen klar" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "folkemengden beveger seg fremover." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "en ungdom svinger rundt seg med en grein." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "en hjemløs står bestemt i døråpningen til en liten hytte." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "fra bak døren, våkner og angriper en deformert figur." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "så snart døren er litt åpnet, flyr hundrevis av tentakler ut." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "fuglen må ha likt skinnende ting." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "noen gode ting er innvevd i redet." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "ikke så mye her." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "hjemløse må ha vært her fra før." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "tunnellen åpner opp på en annen platform." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "veggene er svidde fra en gammel kamp." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "kroppene og provisjonene fra begge sider er strødd på bakken." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "den lille militær leiren er godt provisjonert." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "våpen og kuler, minner fra krigen, er organisert på lager-rommets gulv." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "like dødlig nå som de var da." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "å lete gjennom kroppene gir noen få provisjoner." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "flere soldater er på vei." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "på tide å gå videre." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "denne lille landsbyen har brent en stund." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "likene til vandrere som har bodd her er fremdeles synlige i flammene." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "det er fremdeles tid til å redde noen provisjoner." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "de resterende innbyggerne rømmer fra volden, deres eiendeler glemt." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "det er ikke mye, men det er noen nyttige ting som kan bli funnet." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "den unge innbyggeren bar en stor sekk." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "den inneholder overlevelses utstyr, og noen få småting." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "her er det ikke noe nytt." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "inne i hytten, gråter et lite barn." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "noen få eiendeler er lent mot veggen." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "stanken av rott og død fyller operasjonsrommene." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "noen få ting er spredd på bakken." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "her er det ikke noe nytt." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "et uberørt medisinskap står i enden av hallen." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "resten av sykehuset er tomt." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "noen har samlet det de har funnet her." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "tentakkel-monsteret er beseiret." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "inni, restene av ofrene er over alt." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "den vridde mannen er død." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "operasjonsrommet har masse utstyr." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "den gamle mannen har en liten boks med interesante ting." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Et Gammelt Hus" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "et gammelt hus ligger her, de en gang hvite veggene gule og flassende." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "døra henger åpen." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "restene fra et gammelt hus står som et monument til en simplere tid" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "huset står forlatt, men ingen har ransakt det." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "fremdeles noen dråper vann i den gamle brønnen også." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "det gamle huset har blitt ransakt." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "men det er fremdeles en boks med medisiner under gulvplankene." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "en mann braser nedover gangen, med en rusten kniv i hånda" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Et Glømt Stridsområde" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "en krig ble utkjempet her, for lenge siden." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "ødelagt teknologi fra begge sider ligger stille på det sprengte landskapet." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Et Digert Borehull" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" "et digert hull er borret dypt inn i jorda, som beviset på gammel høsting." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "de tok det de kom for, og gikk." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "biter fra mammut-drillen kan fremdeles bli sett på kanten av stupet." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Et Krasjet Skip" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "de kjente linjene fra et vandrer-skip stiger frem fra støvet og asken." #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "heldigvis kan ikke de lokale bruke mekanismene." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "med litt innsats." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "berg deler" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "Svolelgruve" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "militæret har allerede satt opp leir ved gruvens inngang." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "soldater patruljerer området, med geværene slengt over skuldrene." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "en militært område er allerede satt opp rundt gruven." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "angrip" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "en soldat, varslet, åpner ild." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "løp" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "en annen soldat blir med i kampen." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "en gråsprengt soldat angriper, veivende med en bajonett." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "" #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "gruven er tryggere for arbeiderne nå." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "svovelgruven er fri for fare" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "Kullgruven" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "leir bålene brenner ved inngangen til gruven." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "menn staver rundt, klar med våpnene." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "denne gamle gruven er ikke forlatt" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "en mann blir med i kampen" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "bare sjefen gjennstår." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "hulen er rolig, bare lav knittring fra bålene." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "kullgruven er fri for fare" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "Jerngruven" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "en gammel jerngruve er her, utstyr forlatt og latt ruste." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "kritthvite ben er strødd utover inngangen. mange med dype skraper." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "vilde hyl ekkoer ut av mørket." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "stien leder til en forlatt gruve" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "et stort udyr bykser frem, musklene flerrende i fakkellyset" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "beistet er dødt" #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "jerngruven er fri for fare" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "En Ødelagt Landsby" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "en ødelagt landsby ligger i støvet." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "forkullede lik er spredd utover bakken." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "den metalliske lukten av vandrers etterbrennere henger i luften." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "en hytte står i midten av landsbyen." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "det er enda provisjoner inni." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "alt arbeidet fra en tidligere generasjon er her." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "det er bare å plukke." #~ msgid "Export" #~ msgstr "Eksporter" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/pl/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/pl/strings.js ================================================ _.setTranslation({"a startled beast defends its home": "przera\u017cona bestia broni swojego domu", "the torchlight casts a flickering glow down the hallway.": "\u015bwiat\u0142o pochodni pada wzd\u0142u\u017c korytarza.", "the door hangs open.": "drzwi pozostaj\u0105 otwarte.", "more voices can be heard ahead.": " mo\u017cna us\u0142ysze\u0107 jeszcze wi\u0119cej g\u0142os\u00f3w z przodu.", "use meds": "u\u017cyj medykament\u00f3w", "1 medicine": "1 lek", "looks like a camp of sorts up ahead.": "wygl\u0105da na to, \u017ce przed nami jest jaki\u015b ob\u00f3z", "buy:": "kup:", "martial artist": "mistrz sztuk walk", "load from slot": "wczytaj z tego miejsca", "Dropbox connection": "po\u0142\u0105czenie z Dropbox", "a thief is caught": "z\u0142odziej zosta\u0142 z\u0142apany", "all": "wszystko", "mild": "przytulnie", "builder's not sure he's to be trusted.": "budowniczy nie jest pewny, czy jest ona godna zaufania", "there's not much, but some useful things can still be found.": "nie ma tu zbyt wiele, ale kilka przydatnych rzeczy nadal mo\u017ce si\u0119 znale\u017a\u0107.", "scavenger": "padlino\u017cerca", "evasive": "wymijaj\u0105cy", "the point is made. in the next few days, the missing supplies are returned.": "w ci\u0105gu kilku dni, utracone zasoby zostaj\u0105 zwr\u00f3cone.", "grenade": "granat", "A Damp Cave": "Wilgotna jaskinia", "not enough iron": "za ma\u0142o \u017celaza", "the people here were broken a long time ago.": "tutejsi ludzie od d\u0142ugiego czasu byli sp\u0142ukani.", "not much here.": "niewiele tutaj.", "The Village": "Wioska", "a thug is waiting on the other side of the wall.": "bandyta czeka po drugiej strony \u015bciany.", "the mine is now safe for workers.": "kopalnia jest teraz bezpieczna dla pracownik\u00f3w/.", "fur": "futro", "a small suburb lays ahead, empty houses scorched and peeling.": "przed tob\u0105 jest ma\u0142e przedmie\u015bcie, puste domy s\u0105 spalone na w\u0119giel.", "The Beggar": "\u017bebrak", "upgrade engine": "ulepsz silnik", "shoot": "strzel", "the traps contain ": "pu\u0142apki zawieraj\u0105 ", "the forest is silent.": "las jest cicho.", "turn him away": "odpraw go z kwitkiem", "a sound comes from the tunnel, just ahead.": "z tunelu s\u0142ycha\u0107 d\u017awi\u0119k maj\u0105cy swoje \u017ar\u00f3d\u0142o zaraz przed tob\u0105.", "strips of meat are hung up to dry in this ward.": "paski mi\u0119sa wisz\u0105 w tym oddziale, aby si\u0119 wysuszy\u0142y.", "charred bodies litter the ground.": "zw\u0119glone cia\u0142a za\u015bmiecaj\u0105 okolic\u0119.", "coal": "w\u0119giel", "barbarian": "barbarzy\u0144ca", "teeth": "z\u0119by", "a snarling beast leaps out of the underbrush": "warcz\u0105ca bestia wyskakuje z zaro\u015bli", "something's in there.": "co\u015b tam jest.", "lucky that the natives can't work the mechanisms.": "szcz\u0119\u015bcie, \u017ce tubylcy nie potrafi\u0105 u\u017cywa\u0107 mechanizm\u00f3w.", "a sick man hobbles up": "chory m\u0119\u017cczyzna si\u0119 podczo\u0142guje.", "scavengers must have gotten to this place already.": "padlino\u017cercy ju\u017c musieli dotrze\u0107 do tego miejsca.", "A Feral Terror": "Dzikie Przera\u017cenie", "no": "nie", "a beggar arrives.": "\u017cebrak przyby\u0142.", "go back inside": "wr\u00f3\u0107 do \u015brodka", "smoldering": "tli si\u0119", "pockets": "kieszenie", "Stratosphere": "Stratosfera", "this is irreversible.": "tego nie da si\u0119 cofn\u0105\u0107", "see farther": "sp\u00f3jrz dalej", "the wood is running out": "ko\u0144czy si\u0119 drewno", "builder's not sure she's to be trusted.": "pracownik nie jest pewny, czy jest godna zaufania.", "armourer": "p\u0142atnerz", "A Tiny Village": "Ma\u0142a wie\u015b", "the debris is denser here.": "jest tutaj wi\u0119cej gruzu", "a stranger arrives in the night": "nieznajomy przybywa w nocy", "a man charges down the hall, a rusty blade in his hand": "m\u0119\u017cczyzna przebiega przez korytarz, w r\u0119ku trzyma zardzewia\u0142y miecz.", "go twice as far without drinking": "id\u017a dwa razy dalej bez picia", "wagon": "furgon", "steel": "stal", "a strange looking bird speeds across the plains": "dziwnie wygl\u0105daj\u0105cy ptak p\u0119dzi przez r\u00f3wniny", "a man joins the fight": "m\u0119\u017cczyzna do\u0142\u0105cza do walki", "energy cell": "bateria", "successfully saved to dropbox datastorage": "zapis do dropbox zako\u0144czony sukcesem", "give 50": "daj 50", "a large creature attacks, claws freshly bloodied": "wielka kreatura atakuje ze \u015bwie\u017co zakrwawionymi pazurami.", "a safe place in the wilds.": "bezpieczne miejsce w dziczy.", "nothing": "nic", "Room": "pomieszczenie", "total score: {0}": "ca\u0142kowita ilo\u015b\u0107 punkt\u00f3w: {0}", "a second soldier opens fire.": "drugi \u017co\u0142nierz otwiera ogie\u0144.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "znajoma sylwetka w\u0119drownego statku wy\u0142ania si\u0119 spod kurzu i popio\u0142u.", "ripe for the picking.": "idealne do zebrania.", "attack": "atak", "dry brush and dead branches litter the forest floor": "suchy chrust i martwe ga\u0142\u0119zie ozdabiaj\u0105 gleb\u0119 lasu", "the compass points south": "kompas wskazuje po\u0142udnie", "A Beast Attack": "Atak Bestii", "some wood is missing.": "cz\u0119\u015b\u0107 drewna znikn\u0119\u0142a.", "shivering man": "dr\u017c\u0105cy cz\u0142owiek", "he leaves a reward.": "zostawia nagrod\u0119.", "the fire is {0}": "ogie\u0144 {0}", "buy compass": "kup kompas", "A Destroyed Village": "Zniszczona wioska.", "after a skirmish they are driven away, but not without losses.": "po potyczce zostaj\u0105 oni przegonieni, ale nie bez strat.", "not enough ": "niewystarczaj\u0105co du\u017co ", "Exosphere": "Egzosfera", "the wagon can carry a lot of supplies": "furgon mo\u017ce przenie\u015b\u0107 du\u017co zasob\u00f3w", "compass": "kompas", "the towers of a decaying city dominate the skyline": "wie\u017ce niszczej\u0105cego miasta zas\u0142aniaj\u0105 krajobraz", "dead": "zgas\u0142", "smokehouse": "w\u0119dzarnia", "learned to predict their movement": "nauczy\u0142e\u015b si\u0119 przewidywa\u0107 ich posuni\u0119cia", "the feral terror is dead": "dzikie przera\u017cenie jest martwe", "the stranger in the corner stops shivering. her breathing calms.": "nieznajoma w pokoju przestaje dr\u017ce\u0107, a jej oddech staje si\u0119 spokojniejszy", "i armour": "\u017celazna zbroja", "A Lonely Hut": "Samotna chata", "punch": "uderz", "engine:": "silnik:", "the sickness spreads through the village.": "choroba rozprzestrzenia si\u0119 po wiosce.", "The Scout": "Zwiadowca", "the light from the fire spills from the windows, out into the dark": "\u015bwiat\u0142o ognia wyp\u0142ywa z okien, prosto w ciemno\u015b\u0107", "the shot echoes in the empty street.": "echo wystrza\u0142u roznosi si\u0119 po pustej ulicy", "empty corridors.": "puste korytarze.", "meat": "mi\u0119so", "strange scales": "dziwne \u0142uski", "A Huge Borehole": "Wielki odwiert.", "The Master": "Mistrz", "the map uncovers a bit of the world": "mapa odkrywa kawa\u0142ek \u015bwiata", "a few items are scattered on the ground.": "kilka przedmiot\u00f3w jest rozsianych po pod\u0142o\u017cu.", "say goodbye": "po\u017cegnaj si\u0119", "bodies and supplies from both sides litter the ground.": "cia\u0142a i materia\u0142y z obydw\u00f3ch stron za\u015bmiecaj\u0105 grunt.", "just as deadly now as they were then.": "dok\u0142adnie tak \u015bmiertelne teraz, jak oni byli wtedy.", "the mysterious wanderer returns, cart piled high with furs.": "tajemniczy w\u0119drowiec powraca, w w\u00f3zku pi\u0119trzy si\u0119 drewno", "builder": "pracownik", "Space": "Przestrze\u0144 kosmiczna", "the meat has run out": "sko\u0144czy\u0142o si\u0119 mi\u0119so", "cart": "w\u00f3zek", "the rickety cart will carry more wood from the forest": "rozklekotany w\u00f3zek pozwoli wozi\u0107 wi\u0119cej drzew z lasu", "a battered highway sign stands guard at the entrance to this once-great city.": "zniszczony znak drogowy pilnuje wej\u015bcia do tego niegdy\u015b wspania\u0142ego miasta.", "it puts up little resistance before the knife.": "daje to lekki op\u00f3r przed no\u017cem.", "say his folk have been skimming the supplies.": "powiedz, \u017ce jego ludzie podkradali zasoby.", "a fight, maybe.": "mo\u017ce walka.", "lift off": "oderwij si\u0119 od ziemi", "the mysterious wanderer returns, cart piled high with wood.": "tajemniczy w\u0119drowiec powraca, w w\u00f3zku pi\u0119trzy si\u0119 drewno", "are you sure?": "jeste\u015b pewien?", "go home": "id\u017a do domu", "restart the game?": "Uruchomi\u0107 ponownie gr\u0119?", "well armed men charge out of the forest, firing into the crowd.": "dobrze uzbrojeni m\u0119\u017cczy\u017ani wybiegaj\u0105 z lasu, strzelaj\u0105c w t\u0142um.", "a madman attacks, screeching.": "szaleniec atakuje wrzeszcz\u0105c.", "street above the subway platform is blown away.": "ulica nad stacj\u0105 metra zosta\u0142a zniszczona przez wybuch.", "supplies:": "zasoby:", "rucksack": "plecak", "still time to rescue a few supplies.": "wci\u0105\u017c czas, aby uratowa\u0107 troch\u0119 materia\u0142\u00f3w", "a lone frog sits in the muck, silently.": "samotna \u017caba siedzi cicho na b\u0142ocie.", "the room is {0}": "w pokoju jest {0}", "A Firelit Room": "O\u015bwietlony pok\u00f3j", "An Old Starship": "Stary statek kosmiczny", "the stench of rot and death fills the operating theatres.": "smr\u00f3d zgnilizny i \u015bmierci wype\u0142nia sale operacyjne", "a shack stands at the center of the village.": "chatka stoi na \u015brodku wioski.", "Ship": "Statek", "all the work of a previous generation is here.": "ca\u0142a praca poprzedniej generacji jest tutaj.", "hot": "gor\u0105co", "a tribe of elderly squatters is camped out in this ward.": "plemi\u0119 starych skwater\u00f3w zaj\u0119\u0142o oddzia\u0142.", "learned to look ahead": "nauczy\u0142e\u015b si\u0119 by\u0107 bardziej spostrzegawczym", "enter": "wejd\u017a", "the ground is littered with small scales": "ziemia jest obsypana ma\u0142ymi \u0142uskami", "the soldier is dead": "\u017co\u0142nierz nie \u017cyje", "village": "wioska", "share.": "podziel si\u0119.", "the town lies abandoned, its citizens long dead": "miasteczko jest opuszczone, a jego mieszka\u0144cy od dawna nie \u017cyj\u0105.", "go twice as far without eating": "id\u017a dwa razy dalej bez jedzenia", "a scout stops for the night": "zwiadowca zatrzymuje si\u0119 na noc", "willing to talk about it, for a price.": "za pieni\u0105dze ch\u0119tnie o tym porozmawia", "the iron mine is clear of dangers": "kopalnia \u017celaza jest wolna od niebezpiecze\u0144stw.", "the torch sputters and dies in the damp air": "pochodnia przestaje p\u0142on\u0105\u0107, a\u017c w ko\u0144cu ga\u015bnie w wilgotnym powietrzu", "Plague": "Zaraza", "not enough teeth": "za ma\u0142o z\u0119b\u00f3w", "through the walls, shuffling noises can be heard.": "przez \u015bciany mo\u017cna us\u0142ysze\u0107 czo\u0142ganie si\u0119.", "the crowd surges forward.": "t\u0142um leci na prz\u00f3d.", "bayonet": "bagnet", "nothing but downcast eyes.": "nic poza przygn\u0119bionymi oczami.", "blast": "wysad\u017a", "with a little effort, it might fly again.": "z ma\u0142ym wysi\u0142kiem zn\u00f3w b\u0119dzie mog\u0142o lata\u0107.", "a crudely made charm": "topornie wykonany talizman", "the sky is grey and the wind blows relentlessly": "niebo jest szare, a wiatr wieje nieub\u0142aganie", "an improvised shop is set up on the sidewalk.": "na chodniku znajduje si\u0119 improwizowany sklepik.", "not enough wood": "za ma\u0142o drewna", "an overturned caravan is spread across the pockmarked street.": "wywr\u00f3cona karawana le\u017cy na drodze naznaczonej przez plag\u0119 ospy.", "dangerous to be this far from the village without proper protection": "niebezpiecznie jest by\u0107 tak daleko od wsi bez odpowiedniej ochrony", "there is nothing else here.": "nie ma tutaj nic wi\u0119cej.", "leather's not strong. better than rags, though.": "sk\u00f3ra nie jest mocna, ale jest lepsza ni\u017c \u0142achy", "a torch to keep the dark away": "pochodnia, kt\u00f3ra roz\u015bwietli mroki", "lights on.": "w\u0142\u0105cz \u015bwiat\u0142o.", "a frail man stands defiantly, blocking the path.": "w\u0105t\u0142y m\u0119\u017cczyzna stoi demonstracyjnie i blokuje przej\u015bcie.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "tak d\u0142ugo jak drzwi s\u0105 troch\u0119 otwarte, setki macek wybuchaj\u0105.", "troops storm the village": "\u017co\u0142nierze szturmuj\u0105 wie\u015b", "drop:": "upu\u015b\u0107:", "a green cross barely visible behind grimy windows.": "zielony krzy\u017c jest ledwo widoczny z umorusanych okien.", "workshop": "warsztat", "the sulphur mine is clear of dangers": "kopalnia siarki jest wolna od niebezpiecze\u0144stw.", "the shell of a burned out car blocks the entrance.": "karoseria spalonego samochodu blokuje wej\u015bcie.", "a panicked scavenger bursts through the door, screaming.": "spanikowany padlino\u017cerca wybucha przez drzwi krzycz\u0105c.", "the warped man lies dead.": "wykrzywiony cz\u0142owiek le\u017cy martwy,", "A Scavenger": "Padlino\u017cerca", "alien alloy": "kosmiczny stop", "medicine is needed immediately.": "leki s\u0105 natychmiast potrzebne.", "better avoid conflict in the wild": "lepiej unika\u0107 konflikt\u00f3w w dziczy", "hut": "chata", "a weathered family takes up in one of the huts.": "zm\u0119czona rodzina osiada w jednej z chat", "in exchange, the wanderer offers his wisdom.": "w ramach wymiany, w\u0119drowiec oferuje swoj\u0105 m\u0105dro\u015b\u0107.", "leave town": "opu\u015b\u0107 miasto", "the compass points southeast": "kompas wskazuje po\u0142udniowy wsch\u00f3d", "not enough cloth": "za ma\u0142o materia\u0142u", "the clinic has been ransacked.": "klinika zosta\u0142a spl\u0105drowana.", "predators become prey. price is unfair": "\u0142owczy staj\u0105 si\u0119 ofiar\u0105. cena jest wysoka", "the people back away, avoiding eye contact.": "ludzie wycofuj\u0105 si\u0119, unikaj\u0105c kontaktu wzrokowego.", "Restart?": "Uruchomi\u0107 ponownie?", "Share": "Podziel si\u0119", "an old house remains here, once white siding yellowed and peeling.": "ocala\u0142 tutaj stary dom, niegdy\u015b bia\u0142y, obecnie po\u017c\u00f3\u0142k\u0142y i wyniszczony.", "some villagers have died": "kilku mieszka\u0144c\u00f3w zgin\u0119\u0142o", "save to slot": "zapisz tu", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "zniszczone latarnie stoj\u0105 i rdzewiej\u0105. od dawna jest tutaj ciemno.", "*** EVENT ***": "*** WYDARZENIE ***", "a squatter stands firmly in the doorway of a small hut.": "skwater stoi bacznie w przej\u015bciu do ma\u0142ej chaty.", "gastronome": "kucharz", "The Thief": "Z\u0142odziej", "a terrible plague is fast spreading through the village.": "okropna zaraza szybko rozprzestrzenia si\u0119 po wiosce.", "leaves some scraps of cloth behind.": "zostawia za sob\u0105 jakie\u015b skrawki materia\u0142\u00f3w.", "give 500": "daj 500", "only the chief remains.": "zosta\u0142 tylko w\u00f3dz.", "stab": "d\u017agnij", "worth killing for, it seems.": "wydaje si\u0119 by\u0107 warty zabicia.", "The Mysterious Wanderer": "Tajemniczy W\u0119drowiec", "scattered teeth": "porozrzucane z\u0119by", "there are still supplies inside.": "w \u015brodku nadal s\u0105 jakie\u015b materia\u0142y.", "sufferers are healed": "cierpi\u0105cy s\u0105 leczeni", "A Raucous Village": "Zaludniona wioska", "can't read the words.": "nie potrafisz jej przeczyta\u0107.", "a military perimeter is set up around the mine.": "wojskowy okr\u0105g jest ustanowiony wok\u00f3\u0142 kopalni.", "an old wanderer arrives": "stary w\u0119drowiec przybywa", "A Sniper": "Snajper", "an old man bursts through a door, wielding a scalpel.": "stary cz\u0142owiek wybucha przez drzwi dzier\u017c\u0105c skalpel w d\u0142oni.", "the villagers haul a filthy man out of the store room.": "wie\u015bniacy wyci\u0105gaj\u0105 brudnego m\u0119\u017cczyzn\u0119 z pokoju w sklepie.", "still a few drops of water in the old well.": "w starej studni wci\u0105\u017c mo\u017cna dopatrze\u0107 si\u0119 odrobiny wody.", "the compass points northeast": "kompas wskazuje p\u00f3\u0142nocy-wsch\u00f3d", "they took what they came for, and left.": "wzi\u0119li to, po co przyszli, i poszli.", "a small basket of food is hidden under a park bench, with a note attached.": "ma\u0142y koszyk jedzenia z do\u0142\u0105czon\u0105 karteczk\u0105 jest ukryty pod \u0142awk\u0105 w parku.", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "na twoich oczach pojawia si\u0119 koczownik, nosz\u0105cy improwizowane sakwy przewi\u0105zane sznurami.", "a large bird nests at the top of the stairs.": "wielki ptak buduje gniazdo na g\u00f3rze schod\u00f3w.", "the camp is still, save for the crackling of the fires.": "w obozie jest spokojnie, jedyne co wydaje si\u0119 w nim burzliwe to p\u0142on\u0105ce ognisko.", "a scavenger draws close, hoping for an easy score": "padlino\u017cerca zbli\u017ca si\u0119, licz\u0105c na \u0142atwy \u0142up.", "bullets": "pociski", "Wanderer": "W\u0119drowiec", "A Forgotten Battlefield": "Zapomniane Pole Bitwy", "lizard": "jaszczurka", "agree": "zgoda", "tannery goes up quick, on the edge of the village": "garbarnia zostaje szybko postawiona na kra\u0144cu wioski", "the place has been swept clean by scavengers.": "to miejsce zosta\u0142o absolutnie przeczyszczone przez padlino\u017cerc\u00f3w.", "salvage": "Ocalenie", "a soldier, alerted, opens fire.": "zaalarmowany \u017co\u0142nierz otwiera ogie\u0144.", "slow metabolism": "wolny metabolizm", "iron mine": "kopacz \u017celaza", "steelworker": "hutnik", "baited trap": "pu\u0142apki z przyn\u0119t\u0105", "the double doors creak endlessly in the wind.": "podw\u00f3jne drzwi wiecznie skrzypi\u0105 w wietrze.", "the stranger is standing by the fire. she says she can help. says she builds things.": "nieznajoma stoi przy ogniu. twierdzi, \u017ce mo\u017ce pom\u00f3c. twierdzi, \u017ce mo\u017ce budowa\u0107.", "builder puts up a hut, out in the forest. says word will get around.": "budowniczy stawia chat\u0119 w lesie. wie\u015b\u0107 si\u0119 rozniesie.", "the operating theatre has a lot of curious equipment.": "na sali operacyjnej jest sporo ciekawych rzeczy.", "the small military outpost is well supplied.": "ma\u0142a plac\u00f3wka wojskowa jest dobrze zaopatrzona.", "A Destroyed Village": "Zniszczona Wioska", "ambushed on the street.": "wpad\u0142e\u015b w zasadzk\u0119 na ulicy.", "the old compass is dented and dusty, but it looks to work.": "stary kompas jest wyszczerbiony i zakurzony, ale wygl\u0105da na to, \u017ce dzia\u0142a", "roaring": "ostro bucha", "the sniper is dead": "snajper jest martwy", "restore more health when eating": "przywracaj wi\u0119cej \u017cycia podczas jedzenia", "a gaunt man approaches, a crazed look in his eye": "wychudzony cz\u0142owiek zbli\u017ca si\u0119 z szale\u0144stwem w oczach", "searching the bodies yields a few supplies.": "przeszukiwanie cia\u0142 sprawia, \u017ce znajdujesz troch\u0119 zasob\u00f3w.", "the thirst becomes unbearable": "pragnienie staje si\u0119 nie do zniesienia", "inside the hut, a child cries.": "w \u015brodku chaty p\u0142acze dziecko.", "a beggar arrives": "\u017cebrak przyby\u0142.", "a haze falls over the village as the steelworks fires up": "mgie\u0142ka opada nad wiosk\u0105 podczas gdy huta si\u0119 rozgrzewa", "castoff from the mammoth drills can still be found by the edges of the precipice.": "odpady z mamucich wierte\u0142 wci\u0105\u017c s\u0105 przy kraw\u0119dziach przepa\u015bci.", "A Battlefield": "Pole walki", "rot's been to work on it, and some of the pieces are missing.": "proces gnicia zrobi\u0142 swoje, brakuje niekt\u00f3rych cz\u0119\u015bci.", "not enough leather": "za ma\u0142o sk\u00f3ry", "picking the bones finds some useful trinkets.": "zbieranie ko\u015bci pozwala na znalezienie r\u00f3\u017cnych u\u017cytecznych bibelot\u00f3w.", "more soldiers will be on their way.": "na ich drodze stanie wi\u0119cej \u017co\u0142nierzy.", "the mouth of the cave is wide and dark.": "wej\u015bcie do jaskini jest szerokie i ciemne.", "l armour": "sk\u00f3rzana zbroja", "the house is abandoned, but not yet picked over.": "dom zosta\u0142 opuszczony i nikt si\u0119 do niego nie wprowadzi\u0142.", "learned to fight quite effectively without weapons": "nauczy\u0142e\u015b si\u0119 do\u015b\u0107 dobrze walczy\u0107 bez broni", "A Ruined City": "Zrujnowane miasto", "the plague rips through the village.": "zaraza sieje zam\u0119t w wiosce.", "always worked before, at least.": "zawsze przedtem pracowa\u0142.", "gather wood": "zbierz drewno", "Sickness": "Choroba", "eat meat": "zjedz mi\u0119so", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "wyja\u015bnia\u0142e ko\u015bci s\u0105 porozrzucane przed wej\u015bciem. wiele z nich ma g\u0142\u0119bokie p\u0119kni\u0119cia.", "snarling beast": "warcz\u0105ca bestia", "but there is a cache of medicine under the floorboards.": "poza tym jest tu kryj\u00f3wka lek\u00f3w pod deskami pod\u0142ogowymi.", "more squatters are crowding around now.": "wi\u0119cej dzikich lokator\u00f3w gromadzi si\u0119 teraz woko\u0142o.", "the plague is kept from spreading.": "zaraza nie rozprzestrzenia si\u0119.", "coal miner": "kopacz w\u0119gla", "the earth here is split, as if bearing an ancient wound": "ziemia tutaj p\u0119k\u0142a na dwie cz\u0119\u015bci, zupe\u0142nie jakby mia\u0142a na sobie pradawn\u0105 ran\u0119", "total": "razem", "forest": "las", "buy map": "kup map\u0119", "time to move on.": "czas rusza\u0107.", "scout": "zwiadowca", "the bodies of the wanderers that lived here are still visible in the flames.": "cia\u0142a w\u0119drowc\u00f3w, kt\u00f3rzy tutaj \u017cyli, s\u0105 ci\u0105gle widoczne w p\u0142omieniach.", "inside, the remains of its victims are everywhere.": "w \u015brodku wsz\u0119dzie s\u0105 pozosta\u0142o\u015bci ofiar.", "Dropbox Export / Import": "Eksport / Import", "an old wanderer sits inside, in a seeming trance.": "stary w\u0119drowiec siedzi w \u015brodku, jak gdyby w transie.", "tattered cloth": "podarte ubrania", "leaves a pile of small scales behind.": "zostawia za sob\u0105 stos ma\u0142ych \u0142usek.", "cloth": "materia\u0142", "there is no more water": "nie ma ju\u017c wody", "a beast charges out of a ransacked classroom.": "bestia wyskakuje ze spl\u0105drowanej klasy.", "his time here, now, is his penance.": "jego czas tutaj, teraz, jest dla niego pokut\u0105.", "steelworks": "huta", "a snarling beast jumps out from behind a car.": "warcz\u0105ca bestia wyskakuje zza samochodu.", "a mysterious wanderer arrives": "tajemniczy w\u0119drowiec przybywa", "the wanderer takes the charm and nods slowly.": "w\u0119drowiec zabiera talizman i powoli przytakuje.", "only a few die.": "tylko kilku umiera.", "learned to make the most of food": "nauczy\u0142e\u015b si\u0119 przyrz\u0105dza\u0107 wi\u0119kszo\u015b\u0107 potraw", "the darkness is absolute": "zapad\u0142a absolutna ciemno\u015b\u0107", "close": "zamknij", "the villagers retreat to mourn the dead.": "mieszka\u0144cy wioski wycofuj\u0105 si\u0119, aby op\u0142akiwa\u0107 zmar\u0142ych.", "the house has been ransacked.": "dom zosta\u0142 spl\u0105drowany.", "most of the windows at ground level are busted anyway.": "wi\u0119kszo\u015b\u0107 okien na poziomie gruntu jest tak czy owak zepsuta.", "the remaining settlers flee from the violence, their belongings forgotten.": "ocalali mieszka\u0144cy uciekaj\u0105 od przemocy, zapominaj\u0105c o swoich rzeczach.", "unfathomable destruction to fuel wanderer hungers.": "niewyobra\u017calnie ogromna destrukcja, by zaspokoi\u0107 g\u0142\u00f3d w\u0119drowca.", "the night is silent.": "noc jest cicha.", "hull: ": "kad\u0142ub: ", "shares what he knows about sneaking before he goes.": "dzieli si\u0119 wiedz\u0105 o skradaniu si\u0119 zanim odejdzie.", "lets some light down into the dusty haze.": "zniszczenia na ulicy pozwalaj\u0105 \u015bwiat\u0142u roz\u015bwietli\u0107 unosz\u0105cy si\u0119 w powietrzu py\u0142.", "an old wanderer arrives.": "stary w\u0119drowiec przybywa.", "builder says there are more wanderers. says they'll work, too.": "budowniczy twierdzi, \u017ce jest wi\u0119cej w\u0119drowc\u00f3w. m\u00f3wi te\u017c, \u017ce b\u0119d\u0105 pracowa\u0107.", "A Dusty Path": "Pylista droga", "not enough sulphur": "za ma\u0142o futra", "starvation sets in": "zaczynasz umiera\u0107 z g\u0142odu", "the man is thankful.": "m\u0119\u017cczyzna jest wdzi\u0119czny.", "if the code is invalid, all data will be lost.": "je\u015bli kod jest niepoprawny, wszystkie dane zostan\u0105 utracone", "punch twice as fast, and with even more force": "uderz dwa razy szybciej, i do tego jeszcze mocniej", "deep in the swamp is a moss-covered cabin.": "g\u0142\u0119boko w bagnie znajduje si\u0119 chatka pokryta mchem.", "only dust and stains remain.": "zosta\u0142 tylko py\u0142 i plamy.", "take everything": "we\u017c wszystko", "coal mine": "kopacz w\u0119gla", "a large shanty town sprawls across the streets.": "ogromne miasto sk\u0142adaj\u0105ce si\u0119 z ruder rozci\u0105ga si\u0119 prostopadle do ulic.", "sulphur miner": "kopacz siarki", "slash": "tnij", "the sounds stop.": "d\u017awi\u0119ki cichn\u0105.", "a man hobbles up, coughing.": "cz\u0142owiek si\u0119 podczo\u0142guje i kaszle.", "now the nomads have a place to set up shop, they might stick around a while": "teraz koczownicy maj\u0105 miejsce na za\u0142o\u017cenie sklepu, pozostan\u0105 tam przez jaki\u015b czas", "stealthy": "niepostrze\u017cenie", "the man-eater is dead": "ludojad nie \u017cyje", "learned to swing weapons with force": "nauczy\u0142e\u015b si\u0119 macha\u0107 broni\u0105 z wi\u0119ksz\u0105 si\u0142\u0105", "a battle was fought here, long ago.": "bitwa zosta\u0142a tutaj rozegrana dawno temu.", "this spear's not elegant, but it's pretty good at stabbing": "dzida nie jest szykowna, ale dobrze si\u0119 ni\u0105 d\u017aga", "none": "nic", "another beast, draw by the noise, leaps out of a copse of trees.": "jeszcze jedna bestia, sprowokowana przez ha\u0142as, wyskakuje z zagajnika.", "desert rat": "szczur pustynny", "this old mine is not abandoned": "ta stara kopalnia nie jest opuszczona", "hang him": "powie\u015b go", "won't say from where he came, but it's clear that he's not staying.": "nie powie dok\u0105d zmierza\u0142, ale jasne jest, \u017ce nied\u0142ugo odejdzie", "iron": "\u017celazo", "cured meat": "peklowane mi\u0119so", "A Soldier": "\u017bo\u0142nierz", "scavenger'd been looking for supplies in here, it seems.": "wygl\u0105da na to, \u017ce padlino\u017cerca szuka\u0142 tutaj materia\u0142\u00f3w.", "The Nomad": "Koczownik", "the compass points ": "kompas wskazuje ", "builder says she can make a cart for carrying wood": "pracownik twierdzi, \u017ce mo\u017ce zbudowa\u0107 w\u00f3zek do zbierania drewna", "there was a beast. it's dead now": "warcz\u0105ca bestia jest martwa.", "not far from the village lies a large beast, its fur matted with blood.": "nie tak daleko od wioski le\u017cy cia\u0142o ogromnej bestii, kt\u00f3rej futro pokryte jest krwi\u0105.", "the trees are gone. parched earth and blowing dust are poor replacements.": "drzewa znikn\u0119\u0142y. sucha ziemia i py\u0142 s\u0142abo je zast\u0119puj\u0105.", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "za \u0142achami w\u0119drowca - kt\u00f3re trzyma w jednej ze swoich r\u0105k - b\u0142yszczy stal.", "free {0}/{1}": "wolne {0}/{1}", "torch": "pochodnia", "export": "eksport", "wood": "drewno", "not enough alien alloy": "za ma\u0142o kosmicznego stopu", "An Old House": "Stary Dom", "burning": "p\u0142onie", "bring your friends.": "zapro\u015b przyjaci\u00f3\u0142", "boxer": "bokser", "more traps to catch more creatures": "wi\u0119cej pu\u0142apek do z\u0142apania wi\u0119kszej ilo\u015bci zwierz\u0105t", "medicine": "lekarstwo", "Outside": "Na zewn\u0105trz", "Iron Mine": "Kopalnia \u017celaza", "trap": "pu\u0142apka", "time to get out of this place. won't be coming back.": "czas odej\u015b\u0107 z tego miejsca. nie wr\u00f3c\u0119 tu.", " and ": " i ", "fires burn in the courtyard beyond.": "ogie\u0144 pali si\u0119 za dziedzi\u0144cem.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "stara, zakurzona skrzynka jest ukryta za kamieniem.", "large prints lead away, into the forest.": "wielkie znaczniki wskazuj\u0105 ci drog\u0119 do lasu.", "A Military Raid": "Nalot Wojskowy", "linger": "przeczekaj", "the strange bird is dead": "dziwny ptak jest martwy", "some of the traps have been torn apart.": "niekt\u00f3re pu\u0142apki zosta\u0142y rozwalone.", "punches do more damage": "ciosy pi\u0119\u015bciami zadaj\u0105 wi\u0119cej obra\u017ce\u0144", "the street ahead glows with firelight.": "ulica z przodu mieni si\u0119 \u015bwiat\u0142em p\u0142omieni.", "learned to throw punches with purpose": "nauczy\u0142e\u015b si\u0119 uderza\u0107 z wi\u0119ksz\u0105 precyzj\u0105", "builder finishes the smokehouse. she looks hungry.": "budowniczy ko\u0144czy w\u0119dzarni\u0119. \u015blinka mu cieknie na jej widok.", "a youth lashes out with a tree branch.": "m\u0142odzieniec wyskakuje, trzymaj\u0105c w r\u0119ku ga\u0142\u0105\u017a.", "export or import save data, for backing up": "eksportuj lub importuj zapisy, aby stworzy\u0107 kopi\u0119 zapasow\u0105,", "laser rifle": "karabin laserowy", "the nights are rent with screams.": "nocami s\u0142ycha\u0107 krzyki", "a small group arrives, all dust and bones.": "pojawia si\u0119 ma\u0142a grupka, wsz\u0119dzie kurz i ko\u015bci", "force": "si\u0142a", "the tracks disappear after just a few minutes.": "\u015blady znikaj\u0105 ju\u017c po kilku minutach.", "load": "wczytaj", "steel's stronger than iron": "stal jest mocniejsza od \u017celaza", "Fire": "Ogie\u0144", "not enough coal": "za ma\u0142o w\u0119gla", "bone spear": "ko\u015bciana dzida", "precision": "precyzja", "perks:": "umiej\u0119tno\u015bci:", "An Abandoned Town": "Opuszczone Miasto", "save.": "zapisz.", "spare him": "oszcz\u0119d\u017a go", "builder just shivers": "pracownik po prostu dr\u017cy", "a thug moves out of the shadows.": "bandyta wy\u0142ania si\u0119 z cieni.", "take": "we\u017a", "the old tower seems mostly intact.": "stara wie\u017ca wydaje si\u0119 by\u0107 praktycznie nienaruszona", "stunned": "og\u0142uszony", "the wanderer leaves, cart loaded with furs": "w\u0119drowiec odchodzi, w\u00f3zek za\u0142adowany futrem", "A Murky Swamp": "Ciemne bagno", "score for this game: {0}": "punkty za t\u0119 gr\u0119: {0}", "bait": "przyn\u0119ta", "some weird glowing boxes he picked up on his travels.": "jakie\u015b dziwne, \u015bwiec\u0105ce pude\u0142ko, kt\u00f3re znalaz\u0142 podczas swoich podr\u00f3\u017cy.", "available": "dost\u0119pne", "lights off.": "zga\u015b \u015bwiat\u0142a.", "a convoy lurches in, equal parts worry and hope.": "konw\u00f3j zbli\u017ca si\u0119 chwiejnym krokiem, jednocze\u015bnie odczuwasz nadziej\u0119 i strach.", "a large man attacks, waving a bayonet.": "wielki m\u0119\u017cczyzna atakuje wymachuj\u0105c bagnetem.", "buy scales": "kup \u0142uski", "Mesosphere": "Mezosfera", "cask": "bary\u0142ka", "strange noises can be heard through the walls": "przez \u015bciany mo\u017cna us\u0142ysze\u0107 dziwne d\u017awi\u0119ki", "learned to be where they're not": "nauczy\u0142 si\u0119 by\u0107 tam, gdzie ich nie ma", "The Sulphur Mine": "Kopalnia siarki", "give 100": "daj 100", "The Iron Mine": "Kopalnia \u017celaza", "workshop's finally ready. builder's excited to get to it": "Warsztat jest wreszcie gotowy. Konstruktor jest podekscytowany z tego powodu", "some villagers are ill": "kilku mieszka\u0144c\u00f3w wsi jest chorych", "connect": "po\u0142\u0105cz", "got it": "zrozumia\u0142em", "the ground is littered with scraps of cloth": "ziemi jest pokryta podartymi ubraniami", "the hunting lodge stands in the forest, a ways out of town": "domek my\u015bliwski zbudowany w lesie poza miastem", "choose one slot to load from": "wybierz z kt\u00f3rego miejsca odczyta\u0107", "villagers could help hunt, given the means": "mieszka\u0144cy mogliby pom\u00f3c w polowaniu, gdyby dano im \u015brodki ku temu", "gatherer": "zbieracz", "hull:": "kad\u0142ub:", "the small settlement has clearly been burning a while.": "ma\u0142a osada z ca\u0142\u0105 pewno\u015bci\u0105 p\u0142on\u0119\u0142a ju\u017c przez jaki\u015b czas.", "Coal Mine": "Kopalnia w\u0119gla", "cancel": "anuluj", "A Ruined City": "Zrujnowane Miasto", "a beast, wilder than imagining, erupts out of the foliage": "bestia, bardziej dzika ni\u017c jeste\u015b sobie w stanie wyobrazi\u0107, wybucha z li\u015bci.", "the world fades": "\u015bwiat ciemnieje ci przed oczami", "not enough wood to get the fire going": "niewystarczaj\u0105co du\u017co drewna by podtrzyma\u0107 ogie\u0144", "the walls are scorched from an old battle.": "\u015bciany s\u0105 przypalone od starej bitwy.", "faces, darkened by soot and blood, stare out from crooked huts.": "twarze, \u015bciemnione przez sadz\u0119 i krew, wygl\u0105daj\u0105 z krzywo zbudowanych chat.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "tam, gdzie okna szkolne nie s\u0105 porozbijane, s\u0105 zaciemnione sadz\u0105.", "a large creature lunges, muscles rippling in the torchlight": "ogromna bestia rzuca si\u0119 na ciebie, \u015bwiat\u0142o pochodni doskonale eksponuje jej mi\u0119\u015bnie", "sword is sharp. good protection out in the wilds.": "miecz jest ostry, dobrze si\u0119 nada do obrony", "A Silent Forest": "Cichy las", "A Deserted Town": "Opuszczone miasto", "stores": "sklepy", "the compass points southwest": "kompas wskazuje po\u0142udniowy zach\u00f3d", "builder says the villagers could make steel, given the tools": "pracownik powiedzia\u0142, \u017ce mieszka\u0144cy mogliby przetapia\u0107 stal, gdyby mieli narz\u0119dzia.", "precise": "precyzyjny", "unarmed master": "mistrz walki wr\u0119cz", "the tentacular horror is defeated.": "mackowy horror zosta\u0142 pokonany", "the compass points north": "kompas wskazuje p\u00f3\u0142noc", "the town's booming. word does get around.": "w mie\u015bcie panuje harmider, a plotki rozprzestrzeniaj\u0105 si\u0119 w b\u0142yskawicznym tempie", "builder says she could make finer things, if she had the tools": "budowniczy m\u00f3wi, \u017ce drobniejsze rzeczy m\u00f3g\u0142by zrobi\u0107, gdyby mia\u0142a narz\u0119dzia", "wild beasts attack the villagers": "dzikie bestii atakuj\u0105 mieszka\u0144c\u00f3w wsi", "A Strange Bird": "Dziwny Ptak", "craft:": "stw\u00f3rz:", "a shame to let what he'd found go to waste.": "wstyd zostawia\u0107 to, co znale\u017ali\u015bmy, na pastw\u0119 losu.", "a pack of snarling beasts pours out of the trees.": "stado ogromnych bestii wyskakuje zza drzew.", "not enough meat": "za ma\u0142o mi\u0119sa", "the compass points northwest": "kompas wskazuje p\u00f3\u0142nocny zach\u00f3d", "export or import save data to dropbox datastorage": "eksportuj lub importuj zapisy, aby stworzy\u0107 kopi\u0119 zapasow\u0105,", "warfare is bloodthirsty": "wojowanie wymaga rozlewu krwi", "the cave narrows a few feet in.": "jaskinia si\u0119 zw\u0119\u017ca o kilka st\u00f3p.", "go inside": "wejd\u017a do \u015brodka", "traps are more effective with bait.": "pu\u0142apki s\u0105 bardziej efektywne przy u\u017cyciu przyn\u0119ty", "a swamp festers in the stagnant air.": "bagno \u015bmierdzi zgnilizn\u0105 w cichym powietrzu.", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "bronie i amunicja - relikwie z wojny - s\u0105 schludnie ustawione na pod\u0142odze pokoju w sklepie.", "the scout says she's been all over.": "zwiadowca twierdzi, \u017ce by\u0142 wsz\u0119dzie.", "this waterskin'll hold a bit of water, at least": "buk\u0142ak b\u0119dzie w stanie utrzyma\u0107 przynajmniej wod\u0119.", "a shot rings out, from somewhere in the long grass": "s\u0142yszysz \u015bwist strza\u0142u, gdzie\u015b z wysokiej trawy.", "builder says she can make traps to catch any creatures might still be alive out there": "pracownik twierdzi, \u017ce mo\u017ce zbudowa\u0107 pu\u0142apki do po\u0142owu wszelkich, mo\u017ce jeszcze \u017cywych, stworze\u0144", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "w\u0142\u0105czenie trybu hiper przyspiesza gr\u0119 x2. czy chcesz to zrobi\u0107?", "flickering": "migocze", "a large beast charges out of the dark": "ogromna bestia szar\u017cuje z ciemno\u015bci", "carrying more means longer expeditions to the wilds": "noszenie na sobie wi\u0119cej rzeczy skutkuje d\u0142u\u017cszymi wyprawami do dzikich miejsc", "give 1 medicine": "daj 1 lekarstwo", "miss": "pud\u0142o", "weapons": "bronie", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "wie\u017ce, kt\u00f3re si\u0119 nie rozpad\u0142y, zupe\u0142nie jak klatki piersiowe jakich\u015b staro\u017cytnych bestii.", "Ready to Leave?": "Gotowy by odej\u015b\u0107?", "mourn": "op\u0142akuj", "tangle": "zapl\u0105cz", "a giant lizard shambles forward": "ogromny jaszczur lezie przed siebie", "A Borehole": "Odwiert", "lights flash through the alleys between buildings.": "\u015bwiat\u0142a \u015bwiec\u0105 si\u0119 mi\u0119dzy budynkami przez ma\u0142e alejki.", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "nieznajoma dr\u017cy i cicho mamrocze, a jej s\u0142owa s\u0105 niezrozumia\u0142e", "a destroyed village lies in the dust.": "zniszczona wioska le\u017cy w gruzach.", "a masked soldier rounds the corner, gun drawn": "zamaskowany \u017co\u0142nierz siedzi w k\u0105cie, trzyma w r\u0119ku bro\u0144.", "the old man had a small cache of interesting items.": "stary cz\u0142owiek ma ma\u0142\u0105 kryj\u00f3wk\u0119 ciekawych przedmiot\u00f3w.", "the air is filled with dust, driven relentlessly by the hard winds.": "powietrze jest mocno zakurzone przez silny, nieustaj\u0105cy wiatr.", "camp fires burn by the entrance to the mine.": "ognie z obozu p\u0142on\u0105 tu\u017c przy wej\u015bciu do kopalni.", "A Barren World": "Martwy \u015bwiat", "error while saving to dropbox datastorage": "zapis do dropbox zako\u0144czony niepowodzeniem", "the beast is dead.": "Bestia jest martwa.", "the rest of the hospital is empty.": "reszta szpitala jest pusta.", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "w\u0119drowiec przybywa z pustym w\u00f3zkiem. m\u00f3wi, \u017ce je\u015bli odejdzie z futrami, wr\u00f3ci z czym\u015b wi\u0119cej.", "eye for an eye seems fair.": "oko za oko wydaje si\u0119 by\u0107 fair.", "soldiers patrol the perimeter, rifles slung over their shoulders.": "\u017co\u0142nierze patroluj\u0105 okolic\u0119, karabiny maj\u0105 przewieszone przez ramiona.", "bits of meat": "kawa\u0142ki mi\u0119sa", "iron sword": "\u017celazny miecz", "say he should be strung up as an example.": "powiedz, \u017ce powinno si\u0119 go powiesi\u0107 dla przyk\u0142adu.", "check traps": "sprawd\u017a pu\u0142apki", "the shivering man is dead": "dr\u017c\u0105cy cz\u0142owiek nie \u017cyje.", "scales": "\u0142uski", "ignore them": "zignoruj je", "rusted chainlink is pulled across an alleyway.": "zardzewia\u0142y, druciany p\u0142ot rozci\u0105ga si\u0119 przez alejk\u0119.", "leave": "odejd\u017a", "armoury": "zbrojownia", "something's causing a commotion a ways down the road.": "co\u015b powoduje zamieszanie na drodze.", "builder stokes the fire": "pracownik pali w piecu", "investigate": "zbadaj", "the wanderer leaves, cart loaded with wood": "w\u0119drowiec odchodzi, w\u00f3zek za\u0142adowany drewnem", "learn scouting": "naucz si\u0119 zwiadu", "more traps won't help now": "wi\u0119ksza ilo\u015b\u0107 pu\u0142apek ju\u017c nie pomo\u017ce", "An Old House": "Stary Dom", "they must be here for a reason.": "musz\u0105 tutaj by\u0107 z jakiego\u015b powodu", "the man expresses his thanks and hobbles off.": "m\u0119\u017cczyzna dzi\u0119kuje ci i odchodzi.", "A Man-Eater": "Ludojad", "through the large gymnasium doors, footsteps can be heard.": "zza ogromnych drzwi gimnazjum mo\u017cna us\u0142ysze\u0107 czyje\u015b kroki.", "a huge hole is cut deep into the earth, evidence of the past harvest.": "wielka dziura jest wydr\u0105\u017cona g\u0142\u0119boko w ziemi, dow\u00f3d na przesz\u0142e \u017cniwa.", "A Large Village": "Du\u017ca wie\u015b", "population is almost exterminated": "ludno\u015b\u0107 jest na kraw\u0119dzi wymarcia", "the compass points west": "kompas wskazuje zach\u00f3d", "A Murky Swamp": "Mroczne Bagno", "weight": "waga", "land blows more often": "ciosy trafiaj\u0105 cz\u0119\u015bciej", "convoy": "konw\u00f3j", "light fire": "rozpal ogie\u0144", "all residents in the hut perished in the fire.": "wszyscy mieszka\u0144cy chaty zgin\u0119li w p\u0142omieniach.", "a scavenger waits just inside the door.": "padlino\u017cerca czeka w \u015brodku drzwi.", "a few belongings rest against the walls.": "kilka bibelot\u00f3w le\u017cy pod \u015bcianami", "lodge": "domek my\u015bliwski", "maybe some useful stuff in the rubble.": "mo\u017ce troch\u0119 potrzebnych rzeczy w gruzach.", "the days are spent with burials.": "dni s\u0105 sp\u0119dzane z pogrzebanymi", "the coal mine is clear of dangers": "kopalnia w\u0119gla jest wolna od zagro\u017ce\u0144.", "a pack of lizards rounds the corner.": "kilka jaszczurek zgromadzi\u0142o si\u0119 w rogu.", "melee weapons deal more damage": "bronie bia\u0142e zadaj\u0105 wi\u0119cej obra\u017ce\u0144", "dodge attacks more effectively": "unikaj atak\u00f3w efektywniej", "nothing was found": "nic nie znaleziono", "scavenger had a small camp in the school.": "padlino\u017cerca mia\u0142 ma\u0142y ob\u00f3z w szkole.", "the footsteps stop.": "kroki cichn\u0105.", "can't tell what they're up to.": "nie wiem co oni zamierzaj\u0105.", "a soldier opens fire from across the desert": "\u017co\u0142nierz otwiera ogie\u0144 po drugiej strony pustyni.", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "\u015bciana powyginanych drzew wyrasta z py\u0142u, a ich ga\u0142\u0119zie tworz\u0105 co\u015b na kszta\u0142t baldahimu.", "the scavenger is dead": "padlino\u017cerca jest martwy", "a small cache of supplies is tucked inside a rusting locker.": "ma\u0142a kryj\u00f3wka materia\u0142\u00f3w jest schowana w zardzewia\u0142ej skrzyni.", "someone had been stockpiling loot here.": "kto\u015b sk\u0142adowa\u0142 tutaj sw\u00f3j \u0142up.", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "podarte i brudne \u015bpiwory le\u017c\u0105 pod cienk\u0105 warstw\u0105 kurzu.", "build:": "zbuduj:", "charcutier": "rze\u017anik", "your are connected to dropbox with account / email ": "jeste\u015b po\u0142\u0105czony z dropbox za pomoc\u0105 konta / email", "the soldier steps out from between the buildings, rifle raised.": "\u017co\u0142nierz, trzymaj\u0105cy karabin pionowo do g\u00f3ry, wychodzi spomi\u0119dzy budynk\u00f3w.", "s armour": "stalowa zbroja", "safer here": "tutaj jest bezpieczniej", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "gdzie\u015b nad chmur\u0105 \u015bmieci unosi si\u0119 w\u0119drowna flota. by\u0142a ona na tym kamieniu zbyt d\u0142ugo.", "black powder and bullets, like the old days.": "czarny proch i pociski, jak w starych, dobrych czasach", "all he has are some scales.": "jedyne co ma to kilka \u0142usek.", "strips of meat hang drying by the side of the street.": "paski mi\u0119sa wisz\u0105 susz\u0105c si\u0119 od strony ulicy.", "put the save code here.": "wpisz tutaj kod do zapisu", "the grass thrashes wildly as a huge lizard pushes through": "trawa miota si\u0119 dziko pod ci\u0119\u017carem przechodz\u0105cego jaszczura.", "armour": "zbroja", "builder says it'd be useful to have a steady source of bullets": "pracownik m\u00f3wi, \u017ce dobrze by\u0142oby mie\u0107 pewne \u017ar\u00f3d\u0142o naboj\u00f3w", "do nothing": "nic nie r\u00f3b", "bird must have liked shiney things.": "ptak musia\u0142 lubi\u0107 \u015bwiecide\u0142ka.", "not enough steel": "za ma\u0142o stali", "5 medicine": "5 lek\u00f3w", "a pristine medicine cabinet at the end of a hallway.": "nienaruszona gablota z lekarstwami na ko\u0144cu korytarza.", "a second soldier joins the fight.": "drugi \u017co\u0142nierz do\u0142\u0105cza si\u0119 do walki.", "someone has locked and barricaded the door to this operating theatre.": "kto\u015b zablokowa\u0142 i zabarykadowa\u0142 drzwi do tej sali operacyjnej.", "continue": "kontynuuj", "saved.": "zapisano.", "vague shapes move, just out of sight.": "dziwne kszta\u0142ty ruszaj\u0105 si\u0119 poza zasi\u0119giem wzroku.", "Sulphur Mine": "Kopalnia siarki", "gaunt man": "wychudzony cz\u0142owiek", "Export / Import": "Eksport / Import", "the military presence has been cleared.": "miejsce zosta\u0142o wyczyszczone z wojskowych.", "men mill about, weapons at the ready.": "m\u0119\u017cczyzna faluje przygotowan\u0105 broni\u0105.", "trapper": "traper", "a nomad arrives, looking to trade": "koczownik przybywa w poszukiwaniu handlu", "A Damp Cave": "Wilgotna jaskinia", "a fire rampages through one of the huts, destroying it.": "ogie\u0144 trawi jedn\u0105 z chat. zostaj\u0105 zgliszcza.", "a ragged stranger stumbles through the door and collapses in the corner": "obszarpana nieznajoma przechodzi przez drzwi i pada w k\u0105cie", "app store.": "sklep z aplikacjami.", "reinforce hull": "wzmocnij kad\u0142ub", "orange traffic cones are set across the street, faded and cracked.": "pomara\u0144czowe pacho\u0142ki drogowe - zniszczone i pop\u0119kane - s\u0105 porozstawiane na ulicy.", "an old iron mine sits here, tools abandoned and left to rust.": "przed tob\u0105 stara kopalnia \u017celaza, widzisz mn\u00f3stwo bezpa\u0144skich narz\u0119dzi, kt\u00f3re rdzewiej\u0105.", "the remains of an old house stand as a monument to simpler times": "pozosta\u0142o\u015bci starego domu sta\u0142y jako monument \u0142atwiejszych czas\u00f3w.", "the wood has run out": "drewno si\u0119 sko\u0144czy\u0142o", "the cask holds enough water for longer expeditions": "bary\u0142ka posiada wystarczaj\u0105c\u0105 ilo\u015b\u0107 wody na d\u0142u\u017csze wyprawy", "An Outpost": "Przyczu\u0142ek", "he speaks of once leading the great fleets to fresh worlds.": "opowiada o tym, \u017ce raz dowodzi\u0142 wielkimi flotami zwiedzaj\u0105cymi nowe \u015bwiaty.", "he smiles warmly and asks for lodgings for the night.": "u\u015bmiecha si\u0119 ciep\u0142o i pyta o kwater\u0119 na noc.", "a shivering man approaches and attacks with surprising strength": "dr\u017c\u0105cy cz\u0142owiek zbli\u017ca si\u0119 i atakuje z zaskakuj\u0105c\u0105 si\u0142\u0105", "might be things worth having still inside.": "wewn\u0105trz mog\u0105 by\u0107 rzeczy, kt\u00f3re warto zebra\u0107.", "descend": "zejd\u017a", "leave city": "opu\u015b\u0107 miasto", "waterskin": "buk\u0142ak", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "w\u0119drowiec przybywa z pustym w\u00f3zkiem. m\u00f3wi, \u017ce je\u015bli odejdzie z drewnem, wr\u00f3ci z czym\u015b wi\u0119cej.", "the metallic tang of wanderer afterburner hangs in the air.": "metaliczny zapach dopalacza w\u0119drowca utrzymuje si\u0119 w powietrzu.", "should cure the meat, or it'll spoil. builder says she can fix something up.": "mi\u0119so powinno by\u0107 peklowane, aby zapobiec jego gniciu. budowniczy twierdzi, \u017ce mo\u017ce co\u015b wymy\u015bli\u0107.", "a beast stands alone in an overgrown park.": "bestia stoi samotnie w zaro\u015bni\u0119tym parku.", "A Dark Room": "Mroczny pok\u00f3j", "{0} per {1}s": "{0} na {1}s", "the path leads to an abandoned mine": "\u015bcie\u017cka prowadzi do opuszczonej kopalni.", "water:{0}": "woda:{0}", "A Modest Village": "Skromna wie\u015b", "some medicine abandoned in the drawers.": "troch\u0119 lekarstw zostawionych w szufladach.", "feral terror": "dzikie przera\u017cenie", "the convoy can haul mostly everything": "konw\u00f3j mo\u017ce ci\u0105gn\u0105\u0107 praktycznie wszystko", "A Shivering Man": "Dr\u017c\u0105cy Cz\u0142owiek", "the steel is strong, and the blade true.": "stal jest mocna, a ostrze solidne", "Go Hyper?": "Wej\u015b\u0107 w Hiper?", "the remains of an old camp sits just inside the cave.": "pozosta\u0142o\u015bci starego obozu znajduj\u0105 si\u0119 tu\u017c przy wyj\u015bciu z jaskini.", "a plague afflicts the village": "w wiosce wybucha zaraza", "epidemic is eradicated eventually": "epidemia w ko\u0144cu opanowana", "iron's stronger than leather": "\u017celazo jest mocniejsze ni\u017c sk\u00f3ra", "the shell of an abandoned hospital looms ahead.": "pozosta\u0142o\u015bci opuszczonego szpitala czekaj\u0105 na zwiedzenie.", "a swarm of rats rushes up the tunnel.": "mn\u00f3stwo szczur\u00f3w p\u0119dzi tunelem.", "the compass points east": "kompas wskazuje wsch\u00f3d", "the beggar expresses his thanks.": "\u017cebrak okazuje swoj\u0105 wdzi\u0119czno\u015b\u0107.", "tanner": "garbarz", "thieves": "z\u0142odzieje", "builder says leather could be useful. says the villagers could make it.": "budowniczy m\u00f3wi, \u017ce sk\u00f3ra mo\u017ce by\u0107 przydatna, a mieszka\u0144cy mog\u0105 co\u015b z niej zrobi\u0107", "it contains travelling gear, and a few trinkets.": "zawiera przybory do podr\u00f3\u017cowania i kilka drobiazg\u00f3w.", "the sickness is cured in time.": "choroba zosta\u0142a uleczona na czas.", "nothing to take": "nic", "leather": "sk\u00f3ra", "the rest bury them.": "reszta ich chowa pod ziemi\u0119.", "soldier": "\u017co\u0142nierz", "tannery": "garbarnia", "track them": "\u015bled\u017a ich", "behind the door, a deformed figure awakes and attacks.": "zdeformowane figury za drzwiami budz\u0105 si\u0119 i atakuj\u0105.", "the military is already set up at the mine's entrance.": "wojsko ju\u017c ustanowi\u0142o pozycj\u0119 przy wej\u015bciu do kopalni.", "the grasses thin. soon, only dust remains.": "trawy si\u0119 rozrzedzaj\u0105. wkr\u00f3tce pozostanie tylko kurz.", "warm": "ciep\u0142o", "lob": "rzu\u0107", "leave cave": "opu\u015b\u0107 jaskini\u0119", "A Huge Lizard": "Wielka Jaszczurka", "explore": "eksploruj", "embark": "wyrusz w drog\u0119", "leaves a pile of small teeth behind.": "zostawia za sob\u0105 stos ma\u0142ych z\u0119b\u00f3w.", "he begs for medicine.": "b\u0142aga o lekarstwa.", "a man stands over a dead wanderer. notices he's not alone.": "cz\u0142owiek stoi nad martwym w\u0119drowcem. zauwa\u017ca, \u017ce nie jest sam.", "tell him to leave": "ka\u017c mu odej\u015b\u0107", "stoke fire": "napal w piecu", "strange bird": "dziwny ptak", "it's been picked over by scavengers, but there's still some things worth taking.": "zosta\u0142o spl\u0105drowane przez padlino\u017cerc\u00f3w, ale nadal jest tutaj co\u015b wartego zebrania.", "take:": "we\u017a:", "learned to love the dry air": "nauczy\u0142e\u015b si\u0119 kocha\u0107 suche powietrze", "man-eater": "ludojad", "The Sick Man": "Chory cz\u0142owiek", "the walls are moist and moss-covered": "\u015bciany s\u0105 wilgotne oraz pokryte mchem", "never go thirsty again": "nigdy nie b\u0119dziesz ju\u017c spragniony", "turn her away": "sp\u0142aw j\u0105", "signout": "wyloguj", "A Crashed Starship": "Rozbity Statek Kosmiczny", "thrust": "pchnij", "A Snarling Beast": "Warcz\u0105ca Bestia", "charm": "talizman", "save": "zapisz", "cold": "zimno", "the wind howls outside": "na zewn\u0105trz wyje wiatr", "water": "woda", "sulphur mine": "kopacz siarki", "sniper": "snajper", "hunter": "\u0142owca", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "sucha trawa zaczyna dominowa\u0107 nad drzewami. po\u017c\u00f3\u0142k\u0142e krzaki powiewaj\u0105 na wietrze.", "iron miner": "kopacz \u017celaza", "someone throws a stone.": "kto\u015b rzuca kamieniem", "sufferers are left to die": "cierpi\u0105cy pozostawieni na \u015bmier\u0107", "not enough fur": "za ma\u0142o futra", "the ground is littered with small teeth": "ziemia jest obsypana ma\u0142ymi z\u0119bami", "The Coal Mine": "Kopalnia w\u0119gla", "battered technology from both sides lays dormant on the blasted landscape.": "poobijane i niedzia\u0142aj\u0105ce urz\u0105dzenia le\u017c\u0105 porozrzucane po zniszczonym wybuchem krajobrazie.", "a trading post would make commerce easier": "punkt handlowy mo\u017ce u\u0142atwi\u0107 handel", "Noises": "Ha\u0142asy", "armoury's done, welcoming back the weapons of the past.": "zbrojownia jest zrobiona, witamy z powrotem, bronie z przesz\u0142o\u015bci.", "water replenished": "odnowiono zasoby wody", "no more room for huts.": "nie ma wi\u0119cej miejsca na chaty.", "learned to strike faster without weapons": "nauczy\u0142e\u015b si\u0119 uderza\u0107 szybciej go\u0142ymi pi\u0119\u015bciami", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "drzewa wynurzaj\u0105 si\u0119 zza horyzontu. trawy zostaj\u0105 stopniowo zast\u0105pione przez runo le\u015bne sk\u0142adaj\u0105ce si\u0119 z suchych ga\u0142\u0119zi i opadni\u0119tych li\u015bci.", "Thermosphere": "Termosfera", "can't see what's inside.": "ci\u0119\u017cko dostrzec, co jest w \u015brodku.", "sulphur": "kopacz siarki", "rifle": "karabin", "An Outpost": "Kolonia", "A Crashed Ship": "Rozbity Statek", "a squat building up ahead.": "przed tob\u0105 niski budynek.", "squeeze": "id\u017a przy \u015bcianie", "the nest of a large animal lies at the back of the cave.": "gniazdo du\u017cego zwierza znajduje si\u0119 z ty\u0142u jaskini.", "A Gaunt Man": "Wychudzony Cz\u0142owiek", "the man says he's grateful. says he won't come around any more.": "m\u0119\u017cczyzna m\u00f3wi, \u017ce jest wdzi\u0119czny. twierdzi, \u017ce ju\u017c tutaj nie wr\u00f3ci.", "the only hope is a quick death.": "jedyn\u0105 nadziej\u0105 jest szybka \u015bmier\u0107.", "connect game to dropbox local storage": "po\u0142\u0105cz gr\u0119 z lokalnym no\u015bnikiem dropobx", "yes": "tak", "freezing": "lodowato", "buy bait": "kup przyn\u0119t\u0119", "run": "uciekaj", "a small supply cache is hidden at the back of the cave.": "ma\u0142y zasobnik jest schowany z ty\u0142u jaskini", "a fire has started": "wybuch\u0142 po\u017car", "water tank": "zbiornik na wod\u0119", "scratching noises can be heard from the store room.": "mo\u017cesz us\u0142ysze\u0107 drapanie z pomieszczenia w sklepie.", "talk": "porozmawiaj", "learned how to ignore the hunger": "nauczy\u0142e\u015b si\u0119 ignorowa\u0107 g\u0142\u00f3d", "A Ruined Trap": "Zniszczona Pu\u0142apka", "scraps of fur": "skrawki futra", "a gunshot rings through the trees.": "s\u0142yszysz strza\u0142 z broni palnej spomi\u0119dzy drzew.", "evasion": "wymykanie si\u0119", "some weird metal he picked up on his travels.": "jaki\u015b dziwny metal kt\u00f3ry znalaz\u0142 podczas swoich podr\u00f3\u017cy.", "rotting reeds rise out of the swampy earth.": "gnij\u0105ca trzcina wyrasta z bagnistej gleby.", "the snarling beast is dead": "warcz\u0105ca bestia jest martwa.", "save this.": "zapisz to.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "sucha ziemia zast\u0119puje wymieraj\u0105c\u0105 traw\u0119 oraz wieje suchy wiatr.", "the torch goes out": "pochodnia ga\u015bnie", "ignore it": "zignoruj to", "the body of a wanderer lies in a small cavern.": "cia\u0142o w\u0119drowca le\u017cy w ma\u0142ej grocie.", "trading post": "stoisko handlowe", "a cave lizard attacks": "jaskiniowy jaszczur atakuje", "choose one slot to save to": "wybierz miejsce do zapisu", "or migrating computers": "lub by przenie\u015b\u0107 je mi\u0119dzy komputerami", "the streets are empty.": "ulice s\u0105 puste.", "collected scraps spread across the floor like they fell from heaven.": "zebrane skrawki rozci\u0105gaj\u0105 si\u0119 po pod\u0142odze jakby spad\u0142y prosto z niebios.", "some good stuff woven into its nest.": "kilka dobrych rzeczy wplecionych w sie\u0107.", "asks for any spare furs to keep him warm at night.": "prosi o jakie\u015b futra na zbyciu, dzi\u0119ki kt\u00f3rym mo\u017ce si\u0119 ogrza\u0107 w nocy.", "punches do even more damage.": "ciosy pi\u0119\u015bciami zadaj\u0105 wi\u0119cej obra\u017ce\u0144", "swing": "zamachnij si\u0119", "the tunnel opens up at another platform.": "na innej platformie znajduje si\u0119 wej\u015bcie do tunelu.", "classic.": "klasyczny.", "steel sword": "stalowy miecz", "the lizard is dead": "jaszczurka nie \u017cyje", "feral howls echo out of the darkness.": "dzikie wycie echa z ciemno\u015bci.", "a sickness is spreading through the village.": "choroba rozprzestrzenia si\u0119 po wiosce.", "the fight is short and bloody, but the beasts are repelled.": "walka jest kr\u00f3tka i krwawa, ale bestie s\u0105 odra\u017caj\u0105ce.", "Troposphere": "Troposfera", "buy teeth": "kup z\u0119by", "there's nothing else here.": "nie ma tutaj nic wi\u0119cej.", "the gaunt man is dead": "wychudzony cz\u0142owiek jest martwy", "buy medicine": "kup lekarstwo", "the young settler was carrying a canvas sack.": "m\u0142ody mieszkaniec mia\u0142 przy sobie p\u0142\u00f3cienny worek.", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "kupka patyk\u00f3w le\u017cy zaraz za progiem, przewi\u0105zana grubymi futrami.", "the sound of gunfire carries on the wind.": "wiatr niesie d\u017awi\u0119ki strzelaniny.", "hyper.": "hiper.", "a huge lizard scrambles up out of the darkness of an old metro station.": "wielka jaszczurka pr\u00f3buje si\u0119 wygramoli\u0107 z ciemno\u015bci na star\u0105 stacj\u0119 metra.", "the man swallows the medicine eagerly": "m\u0119\u017cczyzna b\u0142yskawicznie po\u0142yka lekarstwa", "a grizzled soldier attacks, waving a bayonet.": "blady \u017co\u0142nierz atakuje wymachuj\u0105c bagnetem.", "the villagers hang the thief high in front of the store room.": "wie\u015bniacy powiesili z\u0142odzieja zaraz przed wej\u015bciem do sklepu.", "not enough scales": "za ma\u0142o \u0142usek", "something's in the store room": "co\u015b jest w pomieszczeniu sklepowym.", "some traps have been destroyed": "niekt\u00f3re pu\u0142apki zosta\u0142y zniszczone", "learned how not to be seen": "nauczy\u0142e\u015b si\u0119 by\u0107 niedostrzegalnym", "the owner stands by, stoic.": "w\u0142a\u015bciciel stoi bezczynnie ze stoickim spokojem.", "can't tell what left it here.": "nie jest w stanie powiedzie\u0107, co tutaj zostawi\u0142."}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/pl/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: ADR\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2016-12-09 10:21+0100\n" "PO-Revision-Date: \n" "Last-Translator: Sebastian \n" "Language-Team: \n" "Language: pl\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.8.11\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "połączenie z Dropbox" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "połącz grę z lokalnym nośnikiem dropobx" #: script/dropbox.js:68 msgid "connect" msgstr "połącz" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "anuluj" #: script/dropbox.js:86 script/dropbox.js:176 #, fuzzy msgid "Dropbox Export / Import" msgstr "Eksport / Import" #: script/dropbox.js:89 #, fuzzy msgid "export or import save data to dropbox datastorage" msgstr "eksportuj lub importuj zapisy, aby stworzyć kopię zapasową," #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "jesteś połączony z dropbox za pomocą konta / email" #: script/dropbox.js:93 msgid "save" msgstr "zapisz" #: script/dropbox.js:97 msgid "load" msgstr "wczytaj" #: script/dropbox.js:102 msgid "signout" msgstr "wyloguj" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "wybierz miejsce do zapisu" #: script/dropbox.js:119 msgid "save to slot" msgstr "zapisz tu" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "wybierz z którego miejsca odczytać" #: script/dropbox.js:148 msgid "load from slot" msgstr "wczytaj z tego miejsca" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "zapis do dropbox zakończony sukcesem" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "zapis do dropbox zakończony niepowodzeniem" #: script/dropbox.js:183 msgid "ok" msgstr "" #: script/engine.js:15 msgid "boxer" msgstr "bokser" #: script/engine.js:16 msgid "punches do more damage" msgstr "ciosy pięściami zadają więcej obrażeń" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "nauczyłeś się uderzać z większą precyzją" #: script/engine.js:21 msgid "martial artist" msgstr "mistrz sztuk walk" #: script/engine.js:22 msgid "punches do even more damage." msgstr "ciosy pięściami zadają więcej obrażeń" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "nauczyłeś się dość dobrze walczyć bez broni" #: script/engine.js:27 msgid "unarmed master" msgstr "mistrz walki wręcz" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "uderz dwa razy szybciej, i do tego jeszcze mocniej" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "nauczyłeś się uderzać szybciej gołymi pięściami" #: script/engine.js:32 msgid "barbarian" msgstr "barbarzyńca" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "bronie białe zadają więcej obrażeń" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "nauczyłeś się machać bronią z większą siłą" #: script/engine.js:37 msgid "slow metabolism" msgstr "wolny metabolizm" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "idź dwa razy dalej bez jedzenia" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "nauczyłeś się ignorować głód" #: script/engine.js:42 msgid "desert rat" msgstr "szczur pustynny" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "idź dwa razy dalej bez picia" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "nauczyłeś się kochać suche powietrze" #: script/engine.js:47 msgid "evasive" msgstr "wymijający" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "unikaj ataków efektywniej" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "nauczył się być tam, gdzie ich nie ma" #: script/engine.js:52 msgid "precise" msgstr "precyzyjny" #: script/engine.js:53 msgid "land blows more often" msgstr "ciosy trafiają częściej" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "nauczyłeś się przewidywać ich posunięcia" #: script/engine.js:57 msgid "scout" msgstr "zwiadowca" #: script/engine.js:58 msgid "see farther" msgstr "spójrz dalej" #: script/engine.js:59 msgid "learned to look ahead" msgstr "nauczyłeś się być bardziej spostrzegawczym" #: script/engine.js:62 msgid "stealthy" msgstr "niepostrzeżenie" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "lepiej unikać konfliktów w dziczy" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "nauczyłeś się być niedostrzegalnym" #: script/engine.js:67 msgid "gastronome" msgstr "kucharz" #: script/engine.js:68 msgid "restore more health when eating" msgstr "przywracaj więcej życia podczas jedzenia" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "nauczyłeś się przyrządzać większość potraw" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "sklep z aplikacjami." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "zgaś światła." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "hiper." #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "restart." #: script/engine.js:162 msgid "share." msgstr "podziel się." #: script/engine.js:168 msgid "save." msgstr "zapisz." #: script/engine.js:177 msgid "dropbox." msgstr "" #: script/engine.js:184 msgid "github." msgstr "" #: script/engine.js:268 msgid "Export / Import" msgstr "Eksport / Import" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "eksportuj lub importuj zapisy, aby stworzyć kopię zapasową," #: script/engine.js:273 msgid "or migrating computers" msgstr "lub by przenieść je między komputerami" #: script/engine.js:277 msgid "export" msgstr "eksport" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "import" #: script/engine.js:291 msgid "save this." msgstr "zapisz to." #: script/engine.js:297 msgid "got it" msgstr "zrozumiałem" #: script/engine.js:305 msgid "are you sure?" msgstr "jesteś pewien?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "jeśli kod jest niepoprawny, wszystkie dane zostaną utracone" #: script/engine.js:307 msgid "this is irreversible." msgstr "tego nie da się cofnąć" #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "tak" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "nie" #: script/engine.js:322 msgid "put the save code here." msgstr "wpisz tutaj kod do zapisu" #: script/engine.js:374 msgid "Restart?" msgstr "Uruchomić ponownie?" #: script/engine.js:377 msgid "restart the game?" msgstr "Uruchomić ponownie grę?" #: script/engine.js:408 msgid "Share" msgstr "Podziel się" #: script/engine.js:411 msgid "bring your friends." msgstr "zaproś przyjaciół" #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "zamknij" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "włącz światło." #: script/engine.js:493 msgid "Go Hyper?" msgstr "Wejść w Hiper?" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "włączenie trybu hiper przyspiesza grę x2. czy chcesz to zrobić?" #: script/engine.js:519 msgid "classic." msgstr "klasyczny." #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} na {1}s" #: script/events.js:130 msgid "eat meat" msgstr "zjedz mięso" #: script/events.js:150 msgid "use meds" msgstr "użyj medykamentów" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "pudło" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "ogłuszony" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "odejdź" #: script/events.js:511 msgid "drop:" msgstr "upuść:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "nic" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "weź" #: script/events.js:577 msgid "take:" msgstr "weź:" #: script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "nic" #: script/events.js:627 msgid "all" msgstr "wszystko" #: script/events.js:649 msgid "take everything" msgstr "weż wszystko" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " i " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** WYDARZENIE ***" #: script/localization.js:4 msgid "saved." msgstr "zapisano." #: script/localization.js:5 msgid "wood" msgstr "drewno" #: script/localization.js:6 msgid "builder" msgstr "pracownik" #: script/localization.js:7 msgid "teeth" msgstr "zęby" #: script/localization.js:8 msgid "meat" msgstr "mięso" #: script/localization.js:9 msgid "fur" msgstr "futro" #: script/localization.js:10 msgid "alien alloy" msgstr "kosmiczny stop" #: script/localization.js:11 msgid "bullets" msgstr "pociski" #: script/localization.js:12 msgid "charm" msgstr "talizman" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "skóra" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "żelazo" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "stal" #: script/localization.js:16 msgid "coal" msgstr "węgiel" #: script/localization.js:17 #, fuzzy msgid "sulphur" msgstr "kopacz siarki" #: script/localization.js:18 #, fuzzy msgid "energy cell" msgstr "bateria" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "pochodnia" #: script/localization.js:20 msgid "medicine" msgstr "lekarstwo" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "łowca" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "traper" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "garbarz" #: script/localization.js:24 msgid "grenade" msgstr "granat" #: script/localization.js:25 msgid "bolas" msgstr "" #: script/localization.js:26 msgid "bayonet" msgstr "bagnet" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "rzeźnik" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "kopacz żelaza" #: script/localization.js:29 #, fuzzy msgid "iron mine" msgstr "kopacz żelaza" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "kopacz węgla" #: script/localization.js:31 #, fuzzy msgid "coal mine" msgstr "kopacz węgla" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "kopacz siarki" #: script/localization.js:33 #, fuzzy msgid "sulphur mine" msgstr "kopacz siarki" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "płatnerz" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "hutnik" #: script/localization.js:36 msgid "bait" msgstr "przynęta" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "peklowane mięso" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "łuski" #: script/localization.js:39 msgid "compass" msgstr "kompas" #: script/localization.js:40 msgid "laser rifle" msgstr "karabin laserowy" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "zbieracz" #: script/localization.js:42 msgid "cloth" msgstr "materiał" #: script/localization.js:45 msgid "thieves" msgstr "złodzieje" #: script/localization.js:46 msgid "not enough fur" msgstr "za mało futra" #: script/localization.js:47 msgid "not enough wood" msgstr "za mało drewna" #: script/localization.js:48 msgid "not enough coal" msgstr "za mało węgla" #: script/localization.js:49 msgid "not enough iron" msgstr "za mało żelaza" #: script/localization.js:50 msgid "not enough steel" msgstr "za mało stali" #: script/localization.js:51 #, fuzzy msgid "not enough sulphur" msgstr "za mało futra" #: script/localization.js:52 msgid "baited trap" msgstr "pułapki z przynętą" #: script/localization.js:53 msgid "not enough scales" msgstr "za mało łusek" #: script/localization.js:54 msgid "not enough cloth" msgstr "za mało materiału" #: script/localization.js:55 msgid "not enough teeth" msgstr "za mało zębów" #: script/localization.js:56 msgid "not enough leather" msgstr "za mało skóry" #: script/localization.js:57 msgid "not enough meat" msgstr "za mało mięsa" #: script/localization.js:58 msgid "the compass points east" msgstr "kompas wskazuje wschód" #: script/localization.js:59 msgid "the compass points west" msgstr "kompas wskazuje zachód" #: script/localization.js:60 msgid "the compass points north" msgstr "kompas wskazuje północ" #: script/localization.js:61 msgid "the compass points south" msgstr "kompas wskazuje południe" #: script/localization.js:62 msgid "the compass points northeast" msgstr "kompas wskazuje północy-wschód" #: script/localization.js:63 msgid "the compass points northwest" msgstr "kompas wskazuje północny zachód" #: script/localization.js:64 msgid "the compass points southeast" msgstr "kompas wskazuje południowy wschód" #: script/localization.js:65 msgid "the compass points southwest" msgstr "kompas wskazuje południowy zachód" #: script/outside.js:5 msgid "Outside" msgstr "Na zewnątrz" #: script/outside.js:102 msgid "scraps of fur" msgstr "skrawki futra" #: script/outside.js:107 msgid "bits of meat" msgstr "kawałki mięsa" #: script/outside.js:112 msgid "strange scales" msgstr "dziwne łuski" #: script/outside.js:117 msgid "scattered teeth" msgstr "porozrzucane zęby" #: script/outside.js:122 msgid "tattered cloth" msgstr "podarte ubrania" #: script/outside.js:127 msgid "a crudely made charm" msgstr "topornie wykonany talizman" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Cichy las" #: script/outside.js:169 msgid "gather wood" msgstr "zbierz drewno" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "nieznajomy przybywa w nocy" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "zmęczona rodzina osiada w jednej z chat" #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "pojawia się mała grupka, wszędzie kurz i kości" #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "" "konwój zbliża się chwiejnym krokiem, jednocześnie odczuwasz nadzieję i " "strach." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "" "w mieście panuje harmider, a plotki rozprzestrzeniają się w błyskawicznym " "tempie" #: script/outside.js:452 msgid "pop " msgstr "" #: script/outside.js:457 msgid "forest" msgstr "las" #: script/outside.js:460 msgid "village" msgstr "wioska" #: script/outside.js:543 msgid "check traps" msgstr "sprawdź pułapki" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Samotna chata" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Mała wieś" #: script/outside.js:568 msgid "A Modest Village" msgstr "Skromna wieś" #: script/outside.js:570 msgid "A Large Village" msgstr "Duża wieś" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Zaludniona wioska" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "niebo jest szare, a wiatr wieje nieubłaganie" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "suchy chrust i martwe gałęzie ozdabiają glebę lasu" #: script/outside.js:621 msgid "the traps contain " msgstr "pułapki zawierają " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Pylista droga" #: script/path.js:37 msgid "supplies:" msgstr "zasoby:" #: script/path.js:43 msgid "embark" msgstr "wyrusz w drogę" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "kompas wskazuje " #: script/path.js:102 msgid "perks:" msgstr "umiejętności:" #: script/path.js:132 msgid "none" msgstr "nic" #: script/path.js:142 msgid "armour" msgstr "zbroja" #: script/path.js:153 msgid "water" msgstr "woda" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "wolne {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "waga" #: script/path.js:255 msgid "available" msgstr "dostępne" #: script/room.js:16 msgid "trap" msgstr "pułapka" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "pracownik twierdzi, że może zbudować pułapki do połowu wszelkich, może " "jeszcze żywych, stworzeń" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "więcej pułapek do złapania większej ilości zwierząt" #: script/room.js:21 msgid "more traps won't help now" msgstr "większa ilość pułapek już nie pomoże" #: script/room.js:31 msgid "cart" msgstr "wózek" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "pracownik twierdzi, że może zbudować wózek do zbierania drewna" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "rozklekotany wózek pozwoli wozić więcej drzew z lasu" #: script/room.js:44 msgid "hut" msgstr "chata" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "budowniczy twierdzi, że jest więcej wędrowców. mówi też, że będą pracować." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "budowniczy stawia chatę w lesie. wieść się rozniesie." #: script/room.js:49 msgid "no more room for huts." msgstr "nie ma więcej miejsca na chaty." #: script/room.js:59 msgid "lodge" msgstr "domek myśliwski" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "mieszkańcy mogliby pomóc w polowaniu, gdyby dano im środki ku temu" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "domek myśliwski zbudowany w lesie poza miastem" #: script/room.js:74 msgid "trading post" msgstr "stoisko handlowe" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "punkt handlowy może ułatwić handel" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "teraz koczownicy mają miejsce na założenie sklepu, pozostaną tam przez jakiś " "czas" #: script/room.js:88 msgid "tannery" msgstr "garbarnia" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "budowniczy mówi, że skóra może być przydatna, a mieszkańcy mogą coś z niej " "zrobić" #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "garbarnia zostaje szybko postawiona na krańcu wioski" #: script/room.js:102 msgid "smokehouse" msgstr "wędzarnia" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "mięso powinno być peklowane, aby zapobiec jego gniciu. budowniczy twierdzi, " "że może coś wymyślić." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "budowniczy kończy wędzarnię. ślinka mu cieknie na jej widok." #: script/room.js:116 msgid "workshop" msgstr "warsztat" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "budowniczy mówi, że drobniejsze rzeczy mógłby zrobić, gdyby miała narzędzia" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "" "Warsztat jest wreszcie gotowy. Konstruktor jest podekscytowany z tego powodu" #: script/room.js:131 msgid "steelworks" msgstr "huta" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "pracownik powiedział, że mieszkańcy mogliby przetapiać stal, gdyby mieli " "narzędzia." #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "mgiełka opada nad wioską podczas gdy huta się rozgrzewa" #: script/room.js:146 msgid "armoury" msgstr "zbrojownia" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "pracownik mówi, że dobrze byłoby mieć pewne źródło nabojów" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "zbrojownia jest zrobiona, witamy z powrotem, bronie z przeszłości." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "pochodnia, która rozświetli mroki" #: script/room.js:173 msgid "waterskin" msgstr "bukłak" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "bukłak będzie w stanie utrzymać przynajmniej wodę." #: script/room.js:185 msgid "cask" msgstr "baryłka" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "baryłka posiada wystarczającą ilość wody na dłuższe wyprawy" #: script/room.js:198 msgid "water tank" msgstr "zbiornik na wodę" #: script/room.js:202 msgid "never go thirsty again" msgstr "nigdy nie będziesz już spragniony" #: script/room.js:211 msgid "bone spear" msgstr "kościana dzida" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "dzida nie jest szykowna, ale dobrze się nią dźga" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "plecak" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "" "noszenie na sobie więcej rzeczy skutkuje dłuższymi wyprawami do dzikich " "miejsc" #: script/room.js:235 msgid "wagon" msgstr "furgon" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "furgon może przenieść dużo zasobów" #: script/room.js:248 msgid "convoy" msgstr "konwój" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "konwój może ciągnąć praktycznie wszystko" #: script/room.js:262 msgid "l armour" msgstr "skórzana zbroja" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "skóra nie jest mocna, ale jest lepsza niż łachy" #: script/room.js:274 msgid "i armour" msgstr "żelazna zbroja" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "żelazo jest mocniejsze niż skóra" #: script/room.js:286 msgid "s armour" msgstr "stalowa zbroja" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "stal jest mocniejsza od żelaza" #: script/room.js:298 msgid "iron sword" msgstr "żelazny miecz" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "miecz jest ostry, dobrze się nada do obrony" #: script/room.js:311 msgid "steel sword" msgstr "stalowy miecz" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "stal jest mocna, a ostrze solidne" #: script/room.js:324 msgid "rifle" msgstr "karabin" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "czarny proch i pociski, jak w starych, dobrych czasach" #: script/room.js:458 msgid "Room" msgstr "pomieszczenie" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Mroczny pokój" #: script/room.js:498 msgid "light fire" msgstr "rozpal ogień" #: script/room.js:508 msgid "stoke fire" msgstr "napal w piecu" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "w pokoju jest {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "ogień {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "nieznajoma stoi przy ogniu. twierdzi, że może pomóc. twierdzi, że może " "budować." #: script/room.js:580 msgid "freezing" msgstr "lodowato" #: script/room.js:581 msgid "cold" msgstr "zimno" #: script/room.js:582 msgid "mild" msgstr "przytulnie" #: script/room.js:583 msgid "warm" msgstr "ciepło" #: script/room.js:584 msgid "hot" msgstr "gorąco" #: script/room.js:596 msgid "dead" msgstr "zgasł" #: script/room.js:597 msgid "smoldering" msgstr "tli się" #: script/room.js:598 msgid "flickering" msgstr "migocze" #: script/room.js:599 msgid "burning" msgstr "płonie" #: script/room.js:600 msgid "roaring" msgstr "ostro bucha" #: script/room.js:604 msgid "A Firelit Room" msgstr "Oświetlony pokój" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "niewystarczająco dużo drewna by podtrzymać ogień" #: script/room.js:655 msgid "the wood has run out" msgstr "drewno się skończyło" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "światło ognia wypływa z okien, prosto w ciemność" #: script/room.js:688 msgid "builder stokes the fire" msgstr "pracownik pali w piecu" #: script/room.js:718 msgid "the wind howls outside" msgstr "na zewnątrz wyje wiatr" #: script/room.js:719 msgid "the wood is running out" msgstr "kończy się drewno" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "obszarpana nieznajoma przechodzi przez drzwi i pada w kącie" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "nieznajoma drży i cicho mamrocze, a jej słowa są niezrozumiałe" #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "" "nieznajoma w pokoju przestaje drżeć, a jej oddech staje się spokojniejszy" #: script/room.js:760 msgid "stores" msgstr "sklepy" #: script/room.js:779 msgid "weapons" msgstr "bronie" #: script/room.js:914 msgid "total" msgstr "razem" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "niewystarczająco dużo " #: script/room.js:951 msgid "builder just shivers" msgstr "pracownik po prostu drży" #: script/room.js:1054 msgid "build:" msgstr "zbuduj:" #: script/room.js:1061 msgid "craft:" msgstr "stwórz:" #: script/room.js:1068 msgid "buy:" msgstr "kup:" #: script/ship.js:11 msgid "Ship" msgstr "Statek" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Stary statek kosmiczny" #: script/ship.js:38 msgid "hull:" msgstr "kadłub:" #: script/ship.js:44 msgid "engine:" msgstr "silnik:" #: script/ship.js:51 msgid "reinforce hull" msgstr "wzmocnij kadłub" #: script/ship.js:60 msgid "upgrade engine" msgstr "ulepsz silnik" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "oderwij się od ziemi" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "gdzieś nad chmurą śmieci unosi się wędrowna flota. była ona na tym kamieniu " "zbyt długo." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "za mało kosmicznego stopu" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Gotowy by odejść?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "czas odejść z tego miejsca. nie wrócę tu." #: script/ship.js:150 msgid "linger" msgstr "przeczekaj" #: script/space.js:42 msgid "hull: " msgstr "kadłub: " #: script/space.js:76 msgid "Troposphere" msgstr "Troposfera" #: script/space.js:78 msgid "Stratosphere" msgstr "Stratosfera" #: script/space.js:80 msgid "Mesosphere" msgstr "Mezosfera" #: script/space.js:82 msgid "Thermosphere" msgstr "Termosfera" #: script/space.js:84 msgid "Exosphere" msgstr "Egzosfera" #: script/space.js:86 msgid "Space" msgstr "Przestrzeń kosmiczna" #: script/space.js:424 msgid "score for this game: {0}" msgstr "punkty za tę grę: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "całkowita ilość punktów: {0}" #: script/world.js:46 msgid "punch" msgstr "uderz" #: script/world.js:52 msgid "stab" msgstr "dźgnij" #: script/world.js:58 msgid "swing" msgstr "zamachnij się" #: script/world.js:64 msgid "slash" msgstr "tnij" #: script/world.js:70 msgid "thrust" msgstr "pchnij" #: script/world.js:76 msgid "shoot" msgstr "strzel" #: script/world.js:83 msgid "blast" msgstr "wysadź" #: script/world.js:90 msgid "lob" msgstr "rzuć" #: script/world.js:97 msgid "tangle" msgstr "zaplącz" #: script/world.js:119 msgid "An Outpost" msgstr "Przyczułek" #: script/world.js:120 msgid "Iron Mine" msgstr "Kopalnia żelaza" #: script/world.js:121 msgid "Coal Mine" msgstr "Kopalnia węgla" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Kopalnia siarki" #: script/world.js:123 msgid "An Old House" msgstr "Stary Dom" #: script/world.js:124 msgid "A Damp Cave" msgstr "Wilgotna jaskinia" #: script/world.js:125 msgid "An Abandoned Town" msgstr "Opuszczone Miasto" #: script/world.js:126 msgid "A Ruined City" msgstr "Zrujnowane Miasto" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Rozbity Statek Kosmiczny" #: script/world.js:128 msgid "A Borehole" msgstr "Odwiert" #: script/world.js:129 msgid "A Battlefield" msgstr "Pole walki" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Mroczne Bagno" #: script/world.js:134 msgid "A Destroyed Village" msgstr "Zniszczona Wioska" #: script/world.js:256 msgid "water:{0}" msgstr "woda:{0}" #: script/world.js:283 msgid "pockets" msgstr "kieszenie" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "hp: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "niebezpiecznie jest być tak daleko od wsi bez odpowiedniej ochrony" #: script/world.js:351 msgid "safer here" msgstr "tutaj jest bezpieczniej" #: script/world.js:451 msgid "the meat has run out" msgstr "skończyło się mięso" #: script/world.js:456 msgid "starvation sets in" msgstr "zaczynasz umierać z głodu" #: script/world.js:481 msgid "there is no more water" msgstr "nie ma już wody" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "pragnienie staje się nie do zniesienia" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "" "sucha trawa zaczyna dominować nad drzewami. pożółkłe krzaki powiewają na " "wietrze." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "drzewa zniknęły. sucha ziemia i pył słabo je zastępują." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "drzewa wynurzają się zza horyzontu. trawy zostają stopniowo zastąpione przez " "runo leśne składające się z suchych gałęzi i opadniętych liści." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "trawy się rozrzedzają. wkrótce pozostanie tylko kurz." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "sucha ziemia zastępuje wymierającą trawę oraz wieje suchy wiatr." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "ściana powyginanych drzew wyrasta z pyłu, a ich gałęzie tworzą coś na " "kształt baldahimu." #: script/world.js:817 msgid "Wanderer" msgstr "Wędrowiec" #: script/world.js:822 msgid "The Village" msgstr "Wioska" #: script/world.js:851 msgid "the world fades" msgstr "świat ciemnieje ci przed oczami" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "odnowiono zasoby wody" #: script/world.js:982 msgid "A Barren World" msgstr "Martwy świat" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Warcząca Bestia" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "warcząca bestia" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "warcząca bestia jest martwa." #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "warcząca bestia wyskakuje z zarośli" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Wychudzony Człowiek" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "wychudzony człowiek" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "wychudzony człowiek jest martwy" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "wychudzony człowiek zbliża się z szaleństwem w oczach" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Dziwny Ptak" #: script/events/encounters.js:89 msgid "strange bird" msgstr "dziwny ptak" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "dziwny ptak jest martwy" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "dziwnie wyglądający ptak pędzi przez równiny" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Drżący Człowiek" #: script/events/encounters.js:127 msgid "shivering man" msgstr "drżący człowiek" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "drżący człowiek nie żyje." #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "drżący człowiek zbliża się i atakuje z zaskakującą siłą" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Ludojad" #: script/events/encounters.js:169 msgid "man-eater" msgstr "ludojad" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "ludojad nie żyje" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "wielka kreatura atakuje ze świeżo zakrwawionymi pazurami." #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Padlinożerca" #: script/events/encounters.js:206 msgid "scavenger" msgstr "padlinożerca" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "padlinożerca jest martwy" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "padlinożerca zbliża się, licząc na łatwy łup." #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Wielka Jaszczurka" #: script/events/encounters.js:248 msgid "lizard" msgstr "jaszczurka" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "jaszczurka nie żyje" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "trawa miota się dziko pod ciężarem przechodzącego jaszczura." #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Dzikie Przerażenie" #: script/events/encounters.js:286 msgid "feral terror" msgstr "dzikie przerażenie" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "dzikie przerażenie jest martwe" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "" "bestia, bardziej dzika niż jesteś sobie w stanie wyobrazić, wybucha z liści." #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Żołnierz" #: script/events/encounters.js:323 msgid "soldier" msgstr "żołnierz" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "żołnierz nie żyje" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "żołnierz otwiera ogień po drugiej strony pustyni." #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Snajper" #: script/events/encounters.js:366 msgid "sniper" msgstr "snajper" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "snajper jest martwy" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "słyszysz świst strzału, gdzieś z wysokiej trawy." #: script/events/global.js:6 msgid "The Thief" msgstr "Złodziej" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "wieśniacy wyciągają brudnego mężczyznę z pokoju w sklepie." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "powiedz, że jego ludzie podkradali zasoby." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "powiedz, że powinno się go powiesić dla przykładu." #: script/events/global.js:17 msgid "a thief is caught" msgstr "złodziej został złapany" #: script/events/global.js:21 msgid "hang him" msgstr "powieś go" #: script/events/global.js:25 msgid "spare him" msgstr "oszczędź go" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "wieśniacy powiesili złodzieja zaraz przed wejściem do sklepu." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "w ciągu kilku dni, utracone zasoby zostają zwrócone." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "mężczyzna mówi, że jest wdzięczny. twierdzi, że już tutaj nie wróci." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "dzieli się wiedzą o skradaniu się zanim odejdzie." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Zniszczona Pułapka" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "niektóre pułapki zostały rozwalone." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "wielkie znaczniki wskazują ci drogę do lasu." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "niektóre pułapki zostały zniszczone" #: script/events/outside.js:26 msgid "track them" msgstr "śledź ich" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "zignoruj je" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "ślady znikają już po kilku minutach." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "las jest cicho." #: script/events/outside.js:40 msgid "nothing was found" msgstr "nic nie znaleziono" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "idź do domu" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "" "nie tak daleko od wioski leży ciało ogromnej bestii, której futro pokryte " "jest krwią." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "daje to lekki opór przed nożem." #: script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "warcząca bestia jest martwa." #: script/events/outside.js:69 msgid "Fire" msgstr "Ogień" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "ogień trawi jedną z chat. zostają zgliszcza." #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "wszyscy mieszkańcy chaty zginęli w płomieniach." #: script/events/outside.js:79 msgid "a fire has started" msgstr "wybuchł pożar" #: script/events/outside.js:86 msgid "mourn" msgstr "opłakuj" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "kilku mieszkańców zginęło" #: script/events/outside.js:95 msgid "Sickness" msgstr "Choroba" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "choroba rozprzestrzenia się po wiosce." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "leki są natychmiast potrzebne." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "kilku mieszkańców wsi jest chorych" #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 lek" #: script/events/outside.js:114 msgid "ignore it" msgstr "zignoruj to" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "choroba została uleczona na czas." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "cierpiący są leczeni" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "choroba rozprzestrzenia się po wiosce." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "dni są spędzane z pogrzebanymi" #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "nocami słychać krzyki" #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "cierpiący pozostawieni na śmierć" #: script/events/outside.js:153 msgid "Plague" msgstr "Zaraza" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "okropna zaraza szybko rozprzestrzenia się po wiosce." #: script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "w wiosce wybucha zaraza" #: script/events/outside.js:168 msgid "buy medicine" msgstr "kup lekarstwo" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 leków" #: script/events/outside.js:179 msgid "do nothing" msgstr "nic nie rób" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "zaraza nie rozprzestrzenia się." #: script/events/outside.js:187 msgid "only a few die." msgstr "tylko kilku umiera." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "reszta ich chowa pod ziemię." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "epidemia w końcu opanowana" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "zaraza sieje zamęt w wiosce." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "jedyną nadzieją jest szybka śmierć." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "ludność jest na krawędzi wymarcia" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Atak Bestii" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "stado ogromnych bestii wyskakuje zza drzew." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "walka jest krótka i krwawa, ale bestie są odrażające." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "mieszkańcy wioski wycofują się, aby opłakiwać zmarłych." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "dzikie bestii atakują mieszkańców wsi" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "łowczy stają się ofiarą. cena jest wysoka" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Nalot Wojskowy" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "słyszysz strzał z broni palnej spomiędzy drzew." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "dobrze uzbrojeni mężczyźni wybiegają z lasu, strzelając w tłum." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "po potyczce zostają oni przegonieni, ale nie bez strat." #: script/events/outside.js:269 msgid "troops storm the village" msgstr "żołnierze szturmują wieś" #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "wojowanie wymaga rozlewu krwi" #: script/events/room.js:6 msgid "The Nomad" msgstr "Koczownik" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "na twoich oczach pojawia się koczownik, noszący improwizowane sakwy " "przewiązane sznurami." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "nie powie dokąd zmierzał, ale jasne jest, że niedługo odejdzie" #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "koczownik przybywa w poszukiwaniu handlu" #: script/events/room.js:20 msgid "buy scales" msgstr "kup łuski" #: script/events/room.js:25 msgid "buy teeth" msgstr "kup zęby" #: script/events/room.js:30 msgid "buy bait" msgstr "kup przynętę" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "pułapki są bardziej efektywne przy użyciu przynęty" #: script/events/room.js:39 msgid "buy compass" msgstr "kup kompas" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "" "stary kompas jest wyszczerbiony i zakurzony, ale wygląda na to, że działa" #: script/events/room.js:45 script/events/room.js:227 script/events/room.js:240 #: script/events/room.js:253 script/events/room.js:309 #: script/events/room.js:332 script/events/room.js:388 #: script/events/room.js:411 script/events/room.js:450 #: script/events/room.js:568 script/events/room.js:584 #: script/events/room.js:600 script/events/room.js:611 msgid "say goodbye" msgstr "pożegnaj się" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Hałasy" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "przez ściany można usłyszeć czołganie się." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "nie wiem co oni zamierzają." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "przez ściany można usłyszeć dziwne dźwięki" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "zbadaj" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "dziwne kształty ruszają się poza zasięgiem wzroku." #: script/events/room.js:79 msgid "the sounds stop." msgstr "dźwięki cichną." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "wróć do środka" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "kupka patyków leży zaraz za progiem, przewiązana grubymi futrami." #: script/events/room.js:92 msgid "the night is silent." msgstr "noc jest cicha." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "możesz usłyszeć drapanie z pomieszczenia w sklepie." #: script/events/room.js:112 msgid "something's in there." msgstr "coś tam jest." #: script/events/room.js:114 msgid "something's in the store room" msgstr "coś jest w pomieszczeniu sklepowym." #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "część drewna zniknęła." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "ziemia jest obsypana małymi łuskami" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "ziemia jest obsypana małymi zębami" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "ziemi jest pokryta podartymi ubraniami" #: script/events/room.js:190 msgid "The Beggar" msgstr "Żebrak" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "żebrak przybył." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "prosi o jakieś futra na zbyciu, dzięki którym może się ogrzać w nocy." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "żebrak przybył." #: script/events/room.js:204 msgid "give 50" msgstr "daj 50" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "daj 100" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "odpraw go z kwitkiem" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "żebrak okazuje swoją wdzięczność." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "zostawia za sobą stos małych łusek." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "zostawia za sobą stos małych zębów." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "zostawia za sobą jakieś skrawki materiałów." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Tajemniczy Wędrowiec" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "wędrowiec przybywa z pustym wózkiem. mówi, że jeśli odejdzie z drewnem, " "wróci z czymś więcej." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "budowniczy nie jest pewny, czy jest ona godna zaufania" #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "tajemniczy wędrowiec przybywa" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "daj 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "wędrowiec odchodzi, wózek załadowany drewnem" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "tajemniczy wędrowiec powraca, w wózku piętrzy się drewno" #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "wędrowiec przybywa z pustym wózkiem. mówi, że jeśli odejdzie z futrami, " "wróci z czymś więcej." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "pracownik nie jest pewny, czy jest godna zaufania." #: script/events/room.js:365 msgid "turn her away" msgstr "spław ją" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "wędrowiec odchodzi, wózek załadowany futrem" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "tajemniczy wędrowiec powraca, w wózku piętrzy się drewno" #: script/events/room.js:420 msgid "The Scout" msgstr "Zwiadowca" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "zwiadowca twierdzi, że był wszędzie." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "za pieniądze chętnie o tym porozmawia" #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "zwiadowca zatrzymuje się na noc" #: script/events/room.js:434 msgid "buy map" msgstr "kup mapę" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "mapa odkrywa kawałek świata" #: script/events/room.js:440 msgid "learn scouting" msgstr "naucz się zwiadu" #: script/events/room.js:459 msgid "The Master" msgstr "Mistrz" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "stary wędrowiec przybywa." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "uśmiecha się ciepło i pyta o kwaterę na noc." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "stary wędrowiec przybywa" #: script/events/room.js:473 msgid "agree" msgstr "zgoda" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "w ramach wymiany, wędrowiec oferuje swoją mądrość." #: script/events/room.js:493 msgid "evasion" msgstr "wymykanie się" #: script/events/room.js:503 msgid "precision" msgstr "precyzja" #: script/events/room.js:513 msgid "force" msgstr "siła" #: script/events/room.js:532 msgid "The Sick Man" msgstr "Chory człowiek" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "człowiek się podczołguje i kaszle." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "błaga o lekarstwa." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "chory mężczyzna się podczołguje." #: script/events/room.js:546 msgid "give 1 medicine" msgstr "daj 1 lekarstwo" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "mężczyzna błyskawicznie połyka lekarstwa" #: script/events/room.js:552 msgid "tell him to leave" msgstr "każ mu odejść" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "mężczyzna jest wdzięczny." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "zostawia nagrodę." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "jakiś dziwny metal który znalazł podczas swoich podróży." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "jakieś dziwne, świecące pudełko, które znalazł podczas swoich podróży." #: script/events/room.js:593 msgid "all he has are some scales." msgstr "jedyne co ma to kilka łusek." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "mężczyzna dziękuje ci i odchodzi." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "Kolonia" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "bezpieczne miejsce w dziczy." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Ciemne bagno" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "gnijąca trzcina wyrasta z bagnistej gleby." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "samotna żaba siedzi cicho na błocie." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "bagno śmierdzi zgnilizną w cichym powietrzu." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "wejdź" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "głęboko w bagnie znajduje się chatka pokryta mchem." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "stary wędrowiec siedzi w środku, jak gdyby w transie." #: script/events/setpieces.js:61 msgid "talk" msgstr "porozmawiaj" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "wędrowiec zabiera talizman i powoli przytakuje." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "" "opowiada o tym, że raz dowodził wielkimi flotami zwiedzającymi nowe światy." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "niewyobrażalnie ogromna destrukcja, by zaspokoić głód wędrowca." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "jego czas tutaj, teraz, jest dla niego pokutą." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Wilgotna jaskinia" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "wejście do jaskini jest szerokie i ciemne." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "ciężko dostrzec, co jest w środku." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "" "ziemia tutaj pękła na dwie części, zupełnie jakby miała na sobie pradawną " "ranę" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "wejdź do środka" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "przerażona bestia broni swojego domu" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "kontynuuj" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "opuść jaskinię" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "jaskinia się zwęża o kilka stóp." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "ściany są wilgotne oraz pokryte mchem" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "idź przy ścianie" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "pozostałości starego obozu znajdują się tuż przy wyjściu z jaskini." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "podarte i brudne śpiwory leżą pod cienką warstwą kurzu." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "ciało wędrowca leży w małej grocie." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "proces gnicia zrobił swoje, brakuje niektórych części." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "nie jest w stanie powiedzieć, co tutaj zostawił." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "pochodnia przestaje płonąć, aż w końcu gaśnie w wilgotnym powietrzu" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "zapadła absolutna ciemność" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "pochodnia gaśnie" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "jaskiniowy jaszczur atakuje" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "ogromna bestia szarżuje z ciemności" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "ogromny jaszczur lezie przed siebie" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "gniazdo dużego zwierza znajduje się z tyłu jaskini." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "mały zasobnik jest schowany z tyłu jaskini" #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "stara, zakurzona skrzynka jest ukryta za kamieniem." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Opuszczone miasto" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "przed tobą jest małe przedmieście, puste domy są spalone na węgiel." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "zniszczone latarnie stoją i rdzewieją. od dawna jest tutaj ciemno." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "miasteczko jest opuszczone, a jego mieszkańcy od dawna nie żyją." #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "eksploruj" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "tam, gdzie okna szkolne nie są porozbijane, są zaciemnione sadzą." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "podwójne drzwi wiecznie skrzypią w wietrze." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "opuść miasto" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "wpadłeś w zasadzkę na ulicy." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "przed tobą niski budynek." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "zielony krzyż jest ledwo widoczny z umorusanych okien." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "mała kryjówka materiałów jest schowana w zardzewiałej skrzyni." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "padlinożerca czeka w środku drzwi." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "bestia stoi samotnie w zarośniętym parku." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "wywrócona karawana leży na drodze naznaczonej przez plagę ospy." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "zostało splądrowane przez padlinożerców, ale nadal jest tutaj coś wartego " "zebrania." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "szaleniec atakuje wrzeszcząc." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "bandyta wyłania się z cieni." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "bestia wyskakuje ze splądrowanej klasy." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "zza ogromnych drzwi gimnazjum można usłyszeć czyjeś kroki." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "światło pochodni pada wzdłuż korytarza." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "kroki cichną." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "jeszcze jedna bestia, sprowokowana przez hałas, wyskakuje z zagajnika." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "coś powoduje zamieszanie na drodze." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "może walka." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "mały koszyk jedzenia z dołączoną karteczką jest ukryty pod ławką w parku." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "nie potrafisz jej przeczytać." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "spanikowany padlinożerca wybucha przez drzwi krzycząc." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "człowiek stoi nad martwym wędrowcem. zauważa, że nie jest sam." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "padlinożerca miał mały obóz w szkole." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" "zebrane skrawki rozciągają się po podłodze jakby spadły prosto z niebios." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "wygląda na to, że padlinożerca szukał tutaj materiałów." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "wstyd zostawiać to, co znaleźliśmy, na pastwę losu." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "za łachami wędrowca - które trzyma w jednej ze swoich rąk - błyszczy stal." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "wydaje się być warty zabicia." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "oko za oko wydaje się być fair." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "zawsze przedtem pracował." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "zbieranie kości pozwala na znalezienie różnych użytecznych bibelotów." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "trochę lekarstw zostawionych w szufladach." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "klinika została splądrowana." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "został tylko pył i plamy." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Zrujnowane miasto" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "zniszczony znak drogowy pilnuje wejścia do tego niegdyś wspaniałego miasta." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "wieże, które się nie rozpadły, zupełnie jak klatki piersiowe jakichś " "starożytnych bestii." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "wewnątrz mogą być rzeczy, które warto zebrać." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "wieże niszczejącego miasta zasłaniają krajobraz" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "ulice są puste." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "powietrze jest mocno zakurzone przez silny, nieustający wiatr." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "opuść miasto" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" "pomarańczowe pachołki drogowe - zniszczone i popękane - są porozstawiane na " "ulicy." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "światła świecą się między budynkami przez małe alejki." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "" "ogromne miasto składające się z ruder rozciąga się prostopadle do ulic." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" "twarze, ściemnione przez sadzę i krew, wyglądają z krzywo zbudowanych chat." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "pozostałości opuszczonego szpitala czekają na zwiedzenie." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "stara wieża wydaje się być praktycznie nienaruszona" #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "karoseria spalonego samochodu blokuje wejście." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "większość okien na poziomie gruntu jest tak czy owak zepsuta." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "" "wielka jaszczurka próbuje się wygramolić z ciemności na starą stację metra." #: script/events/setpieces.js:1368 msgid "descend" msgstr "zejdź" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "echo wystrzału roznosi się po pustej ulicy" #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "" "żołnierz, trzymający karabin pionowo do góry, wychodzi spomiędzy budynków." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "wątły mężczyzna stoi demonstracyjnie i blokuje przejście." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "nic poza przygnębionymi oczami." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "tutejsi ludzie od długiego czasu byli spłukani." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "puste korytarze." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "to miejsce zostało absolutnie przeczyszczone przez padlinożerców." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "stary człowiek wybucha przez drzwi dzierżąc skalpel w dłoni." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "bandyta czeka po drugiej strony ściany." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "warcząca bestia wyskakuje zza samochodu." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "ulica nad stacją metra została zniszczona przez wybuch." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "" "zniszczenia na ulicy pozwalają światłu rozświetlić unoszący się w powietrzu " "pył." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "z tunelu słychać dźwięk mający swoje źródło zaraz przed tobą." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "wygląda na to, że przed nami jest jakiś obóz" #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "zardzewiały, druciany płot rozciąga się przez alejkę." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "ogień pali się za dziedzińcem." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr " można usłyszeć jeszcze więcej głosów z przodu." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "muszą tutaj być z jakiegoś powodu" #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "wiatr niesie dźwięki strzelaniny." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "ulica z przodu mieni się światłem płomieni." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "więcej dzikich lokatorów gromadzi się teraz wokoło." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "ktoś rzuca kamieniem" #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "na chodniku znajduje się improwizowany sklepik." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "właściciel stoi bezczynnie ze stoickim spokojem." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "paski mięsa wiszą susząc się od strony ulicy." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "ludzie wycofują się, unikając kontaktu wzrokowego." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "ktoś zablokował i zabarykadował drzwi do tej sali operacyjnej." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "plemię starych skwaterów zajęło oddział." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "kilka jaszczurek zgromadziło się w rogu." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "paski mięsa wiszą w tym oddziale, aby się wysuszyły." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "wielki ptak buduje gniazdo na górze schodów." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "jest tutaj więcej gruzu" #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "może trochę potrzebnych rzeczy w gruzach." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "mnóstwo szczurów pędzi tunelem." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "wielki mężczyzna atakuje wymachując bagnetem." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "drugi żołnierz otwiera ogień." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "zamaskowany żołnierz siedzi w kącie, trzyma w ręku broń." #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "tłum leci na przód." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "młodzieniec wyskakuje, trzymając w ręku gałąź." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "skwater stoi bacznie w przejściu do małej chaty." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "zdeformowane figury za drzwiami budzą się i atakują." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "tak długo jak drzwi są trochę otwarte, setki macek wybuchają." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "ptak musiał lubić świecidełka." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "kilka dobrych rzeczy wplecionych w sieć." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "niewiele tutaj." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "padlinożercy już musieli dotrzeć do tego miejsca." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "na innej platformie znajduje się wejście do tunelu." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "ściany są przypalone od starej bitwy." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "ciała i materiały z obydwóch stron zaśmiecają grunt." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "mała placówka wojskowa jest dobrze zaopatrzona." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "bronie i amunicja - relikwie z wojny - są schludnie ustawione na podłodze " "pokoju w sklepie." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "dokładnie tak śmiertelne teraz, jak oni byli wtedy." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "przeszukiwanie ciał sprawia, że znajdujesz trochę zasobów." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "na ich drodze stanie więcej żołnierzy." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "czas ruszać." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "mała osada z całą pewnością płonęła już przez jakiś czas." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "ciała wędrowców, którzy tutaj żyli, są ciągle widoczne w płomieniach." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "wciąż czas, aby uratować trochę materiałów" #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" "ocalali mieszkańcy uciekają od przemocy, zapominając o swoich rzeczach." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "" "nie ma tu zbyt wiele, ale kilka przydatnych rzeczy nadal może się znaleźć." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "młody mieszkaniec miał przy sobie płócienny worek." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "zawiera przybory do podróżowania i kilka drobiazgów." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "nie ma tutaj nic więcej." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "w środku chaty płacze dziecko." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "kilka bibelotów leży pod ścianami" #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "smród zgnilizny i śmierci wypełnia sale operacyjne" #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "kilka przedmiotów jest rozsianych po podłożu." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "nie ma tutaj nic więcej." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "nienaruszona gablota z lekarstwami na końcu korytarza." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "reszta szpitala jest pusta." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "ktoś składował tutaj swój łup." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "mackowy horror został pokonany" #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "w środku wszędzie są pozostałości ofiar." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "wykrzywiony człowiek leży martwy," #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "na sali operacyjnej jest sporo ciekawych rzeczy." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "stary człowiek ma małą kryjówkę ciekawych przedmiotów." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Stary Dom" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "ocalał tutaj stary dom, niegdyś biały, obecnie pożółkły i wyniszczony." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "drzwi pozostają otwarte." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "pozostałości starego domu stały jako monument łatwiejszych czasów." #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "dom został opuszczony i nikt się do niego nie wprowadził." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "w starej studni wciąż można dopatrzeć się odrobiny wody." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "dom został splądrowany." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "poza tym jest tu kryjówka leków pod deskami podłogowymi." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "mężczyzna przebiega przez korytarz, w ręku trzyma zardzewiały miecz." #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Zapomniane Pole Bitwy" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "bitwa została tutaj rozegrana dawno temu." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "poobijane i niedziałające urządzenia leżą porozrzucane po zniszczonym " "wybuchem krajobrazie." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Wielki odwiert." #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "wielka dziura jest wydrążona głęboko w ziemi, dowód na przeszłe żniwa." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "wzięli to, po co przyszli, i poszli." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "odpady z mamucich wierteł wciąż są przy krawędziach przepaści." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Rozbity Statek" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "znajoma sylwetka wędrownego statku wyłania się spod kurzu i popiołu." #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "szczęście, że tubylcy nie potrafią używać mechanizmów." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "z małym wysiłkiem znów będzie mogło latać." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "Ocalenie" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "Kopalnia siarki" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "wojsko już ustanowiło pozycję przy wejściu do kopalni." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "żołnierze patrolują okolicę, karabiny mają przewieszone przez ramiona." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "wojskowy okrąg jest ustanowiony wokół kopalni." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "atak" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "zaalarmowany żołnierz otwiera ogień." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "uciekaj" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "drugi żołnierz dołącza się do walki." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "blady żołnierz atakuje wymachując bagnetem." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "miejsce zostało wyczyszczone z wojskowych." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "kopalnia jest teraz bezpieczna dla pracowników/." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "kopalnia siarki jest wolna od niebezpieczeństw." #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "Kopalnia węgla" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "ognie z obozu płoną tuż przy wejściu do kopalni." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "mężczyzna faluje przygotowaną bronią." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "ta stara kopalnia nie jest opuszczona" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "mężczyzna dołącza do walki" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "został tylko wódz." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "" "w obozie jest spokojnie, jedyne co wydaje się w nim burzliwe to płonące " "ognisko." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "kopalnia węgla jest wolna od zagrożeń." #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "Kopalnia żelaza" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "przed tobą stara kopalnia żelaza, widzisz mnóstwo bezpańskich narzędzi, " "które rdzewieją." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "wyjaśniałe kości są porozrzucane przed wejściem. wiele z nich ma głębokie " "pęknięcia." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "dzikie wycie echa z ciemności." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "ścieżka prowadzi do opuszczonej kopalni." #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "" "ogromna bestia rzuca się na ciebie, światło pochodni doskonale eksponuje jej " "mięśnie" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "Bestia jest martwa." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "kopalnia żelaza jest wolna od niebezpieczeństw." #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Zniszczona wioska." #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "zniszczona wioska leży w gruzach." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "zwęglone ciała zaśmiecają okolicę." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "metaliczny zapach dopalacza wędrowca utrzymuje się w powietrzu." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "chatka stoi na środku wioski." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "w środku nadal są jakieś materiały." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "cała praca poprzedniej generacji jest tutaj." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "idealne do zebrania." #~ msgid "Export" #~ msgstr "Eksport" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/pt/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/pt/strings.js ================================================ _.setTranslation({"water tank": "tanque de \u00e1gua", "use meds": "uso de medicamentos", "the room is {0}": "o quarto \u00e9 {0}", "punch twice as fast, and with even more force": "soco duas vezes mais r\u00e1pido, e com ainda mais for\u00e7a", "The Nomad": "a Nomad", "more traps won't help now": "mais armadilhas n\u00e3o vai ajudar agora", "only a few die.": "apenas algumas morrem.", "the compass points east": "os pontos cardeais leste", "the bodies of the wanderers that lived here are still visible in the flames.": "os corpos dos andarilhos que viveram aqui ainda s\u00e3o vis\u00edveis nas chamas.", "the walls are scorched from an old battle.": "as paredes est\u00e3o chamuscados de uma antiga batalha.", "convoy": "comboio", "not enough fur": "N\u00e3o pele suficiente", "a masked soldier rounds the corner, gun drawn": "um soldado mascarado arredonda o canto, arma na m\u00e3o", "a huge hole is cut deep into the earth, evidence of the past harvest.": "um enorme buraco \u00e9 cortado profundamente na terra, a prova da safra passada.", "it puts up little resistance before the knife.": "ele coloca um pouco de resist\u00eancia antes da faca.", "the body of a wanderer lies in a small cavern.": "o corpo de um andarilho encontra-se em uma pequena caverna.", "a shivering man approaches and attacks with surprising strength": "um tremendo homem abordagens e ataques com uma for\u00e7a surpreendente", "steel's stronger than iron": "a\u00e7o \u00e9 mais forte do que o ferro", "lift off": "decolar", "not enough alien alloy": "n\u00e3o o suficiente liga alien", "street above the subway platform is blown away.": "rua acima da plataforma do metr\u00f4 \u00e9 soprada para fora.", "the soldier is dead": "o soldado est\u00e1 morto", "error while saving to dropbox datastorage": "erro ao salvar a dropbox datastorage", "the footsteps stop.": "os passos parar.", "sniper": "atirador", "the coal mine is clear of dangers": "a mina de carv\u00e3o \u00e9 clara dos perigos", "the warped man lies dead.": "o homem deformado est\u00e1 morto.", "something's in the store room": "algo est\u00e1 na sala de loja", "unfathomable destruction to fuel wanderer hungers.": "destrui\u00e7\u00e3o incomensur\u00e1vel a fome andarilho combust\u00edvel.", "embark": "embarcar", "scout": "patrulhar", "a destroyed village lies in the dust.": "uma aldeia destru\u00edda reside no p\u00f3.", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "as \u00e1rvores ceder a grama seca. o pincel amarelado agita ao vento.", "save.": "salvar.", "total score: {0}": "pontua\u00e7\u00e3o total: {0}", "learned to make the most of food": "aprendeu a fazer o m\u00e1ximo de comida", "blast": "explos\u00e3o", "the sky is grey and the wind blows relentlessly": "o c\u00e9u \u00e9 cinza eo vento sopra sem parar", "supplies:": "abastecimento:", "the feral terror is dead": "o terror feral est\u00e1 morto", "the tracks disappear after just a few minutes.": "as faixas desaparecem depois de apenas alguns minutos.", "a safe place in the wilds.": "um lugar seguro nos ermos.", "fur": "pele", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "trapos debaixo do andarilho, segurava em uma de suas muitas m\u00e3os, um brilho de a\u00e7o.", "buy scales": "comprar escalas", "mild": "manso", "the hunting lodge stands in the forest, a ways out of town": "o pavilh\u00e3o de ca\u00e7a est\u00e1 na floresta, maneiras para fora da cidade", "leave": "deixar", "the convoy can haul mostly everything": "o comboio pode transportar praticamente tudo", "learned to strike faster without weapons": "aprenderam a atacar mais r\u00e1pido sem armas", "an old house remains here, once white siding yellowed and peeling.": "uma casa velha permanece aqui, uma vez que o tapume branco amarelado e peeling.", "ignore them": "ignor\u00e1-los", "willing to talk about it, for a price.": "disposto a falar sobre isso, por um pre\u00e7o.", "a beast, wilder than imagining, erupts out of the foliage": "uma besta, mais selvagem do que imaginar, irrompe para fora da folhagem", "go home": "ir para casa", "the soldier steps out from between the buildings, rifle raised.": "o soldado sai de entre os edif\u00edcios, rifle levantada.", "force": "for\u00e7a", "A Murky Swamp": "Uma Muricy P\u00e2ntano", "a ragged stranger stumbles through the door and collapses in the corner": "um estranho maltrapilho trope\u00e7a atrav\u00e9s da porta e cai no canto", "not enough leather": "N\u00e3o couro suficiente", "the fight is short and bloody, but the beasts are repelled.": "a luta \u00e9 curta e sangrenta, mas os animais s\u00e3o repelidos.", "the wood is running out": "a madeira est\u00e1 se esgotando", "restart.": "reiniciar.", "rot's been to work on it, and some of the pieces are missing.": "rot tem sido a trabalhar nele, e algumas das pe\u00e7as est\u00e3o faltando.", "workshop's finally ready. builder's excited to get to it": "oficina est\u00e1 finalmente pronto. construtor est\u00e1 animado para chegar a ele", "a trading post would make commerce easier": "um posto de troca faria com\u00e9rcio mais f\u00e1cil", "not enough steel": "n\u00e3o de a\u00e7o suficiente", "perks:": "regalias:", "the torch goes out": "a tocha sai", "saved.": "salvos.", "after a skirmish they are driven away, but not without losses.": "depois de uma escaramu\u00e7a que s\u00e3o expulsos, mas n\u00e3o sem perdas.", "the military is already set up at the mine's entrance.": "o militar j\u00e1 est\u00e1 configurado na entrada da mina.", "tannery goes up quick, on the edge of the village": "curtume sobe r\u00e1pido, na orla da aldeia", "learned to fight quite effectively without weapons": "aprendeu a lutar de forma bastante eficaz sem armas", "charred bodies litter the ground.": "corpos carbonizados espalhados no ch\u00e3o.", "someone throws a stone.": "algu\u00e9m joga uma pedra.", "leaves a pile of small teeth behind.": "deixa uma pilha de pequenos dentes atr\u00e1s.", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "arrepios estrangeiro, e murmura baixinho. suas palavras s\u00e3o inintelig\u00edveis.", "not enough scales": "escalas n\u00e3o suficientes", "someone has locked and barricaded the door to this operating theatre.": "algu\u00e9m tem bloqueado e barricado a porta para esta sala de opera\u00e7\u00f5es.", "leave cave": "deixar caverna", "a lone frog sits in the muck, silently.": "um sapo solit\u00e1rio senta-se na lama, em sil\u00eancio.", "a gaunt man approaches, a crazed look in his eye": "um homem magro se aproxima, um olhar enlouquecido em seus olhos", "a shame to let what he'd found go to waste.": "uma vergonha deixar que ele encontrou de ir para o lixo.", "learned how to ignore the hunger": "Aprendi a ignorar a fome", "punch": "soco", "water": "\u00e1gua", "desert rat": "deserto rato", "explore": "explorar", "a pack of snarling beasts pours out of the trees.": "um bando de bestas rosnando derrama das \u00e1rvores.", "punches do even more damage.": "socos fazer ainda mais danos.", "roaring": "rugido", "gatherer": "coletor", "the people back away, avoiding eye contact.": "as pessoas de volta para longe, evitando o contato visual.", "A Huge Borehole": "Um enorme Furo", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "um feixe de varas est\u00e1 um pouco al\u00e9m do limite, envolto em peles grossas.", "builder says she could make finer things, if she had the tools": "construtor diz que ela poderia tornar as coisas mais finas, se ela tinha as ferramentas", "soldier": "soldado", "learn scouting": "aprender scouting", "share.": "a\u00e7\u00e3o.", "choose one slot to save to": "escolher um slot para salvar a", "A Murky Swamp": "Um p\u00e2ntano escuro", "iron sword": "espada de ferro", "builder says she can make traps to catch any creatures might still be alive out there": "construtor diz que ela pode fazer armadilhas para pegar todas as criaturas que ainda poderia estar vivo l\u00e1 fora", "a shot rings out, from somewhere in the long grass": "um tiro ressoa, de algum lugar na grama longa", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "uma muralha de \u00e1rvores retorcidas sobe da poeira. seus ramos torcer para uma sobrecarga de dossel esquel\u00e9tico.", "gather wood": "recolher madeira", "with a little effort, it might fly again.": "com um pouco de esfor\u00e7o, pode voar de novo.", "A Scavenger": "Um Limpador", "picking the bones finds some useful trinkets.": "pegar os ossos encontra algumas bugigangas \u00fateis.", "the shell of an abandoned hospital looms ahead.": "a casca de um hospital abandonado avulta.", "the villagers hang the thief high in front of the store room.": "os alde\u00f5es pendurar o ladr\u00e3o alta na frente da sala de loja.", "eye for an eye seems fair.": "Olho por olho, parece justo.", "an old man bursts through a door, wielding a scalpel.": "um velho explode atrav\u00e9s de uma porta, empunhando um bisturi.", "1 medicine": "uma medicina", "the small military outpost is well supplied.": "o pequeno posto militar est\u00e1 bem fornecido.", "the clinic has been ransacked.": "a cl\u00ednica foi saqueado.", "drop:": "cair:", "leaves some scraps of cloth behind.": "deixa alguns peda\u00e7os de pano para tr\u00e1s.", "are you sure?": "voc\u00ea tem certeza?", "charcutier": "a\u00e7ougue de porcos", "a military perimeter is set up around the mine.": "um per\u00edmetro militar \u00e9 criada ao redor da mina.", "trading post": "feitoria", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "um andarilho chega com um carrinho vazio. diz que se ela sai com peles, ela vai estar de volta com mais.", "in exchange, the wanderer offers his wisdom.": "em troca, o andarilho oferece sua sabedoria.", "sulphur miner": "mineiro de enxofre", "a small basket of food is hidden under a park bench, with a note attached.": "uma pequena cesta de alimentos est\u00e1 escondido sob um banco do parque, com uma nota anexada.", "warm": "quente", "the sound of gunfire carries on the wind.": "o som de tiros carrega no vento.", "stoke fire": "stoke fogo", "A Strange Bird": "Um p\u00e1ssaro estranho", "shoot": "atirar", "none": "nenhum", "leave town": "sair da cidade", "most of the windows at ground level are busted anyway.": "a maioria das janelas ao n\u00edvel do solo s\u00e3o preso de qualquer maneira.", "a strange looking bird speeds across the plains": "uma estranha velocidades de aves que procuram atrav\u00e9s das plan\u00edcies", "linger": "demorar", "take:": "tomar:", "connect game to dropbox local storage": "conectar jogo dropbox armazenamento local", "strange bird": "estranho p\u00e1ssaro", "if the code is invalid, all data will be lost.": "Se o c\u00f3digo for inv\u00e1lido, todos os dados ser\u00e3o perdidos.", "a swamp festers in the stagnant air.": "um p\u00e2ntano apodrece no ar estagnado.", "can't see what's inside.": "n\u00e3o pode ver o que est\u00e1 dentro.", "a large beast charges out of the dark": "uma grande besta carrega para fora da escurid\u00e3o", "salvage": "salvamento", "grenade": "granada", "the stranger in the corner stops shivering. her breathing calms.": "o estranho no canto p\u00e1ra de tremer. sua respira\u00e7\u00e3o acalma.", "a small suburb lays ahead, empty houses scorched and peeling.": "um pequeno sub\u00farbio coloca frente, casas vazias queimada e descama\u00e7\u00e3o.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "um andarilho chega com um carrinho vazio. diz que se ele sair com a madeira, ele estar\u00e1 de volta com mais.", "gaunt man": "magro homem", "a squat building up ahead.": "a constru\u00e7\u00e3o de agachamento na frente.", "a thug moves out of the shadows.": "um bandido sai das sombras.", "An Outpost": "um Outpost", "there's not much, but some useful things can still be found.": "n\u00e3o h\u00e1 muito, mas algumas coisas \u00fateis ainda podem ser encontrados.", " and ": "e", "an improvised shop is set up on the sidewalk.": "uma loja improvisada est\u00e1 configurado na cal\u00e7ada.", "cured meat": "carne curada", "builder puts up a hut, out in the forest. says word will get around.": "construtor coloca-se uma cabana, na floresta. diz a palavra vai se locomover.", "learned how not to be seen": "aprendi como n\u00e3o ser visto", "punches do more damage": "socos fazer mais danos", "some traps have been destroyed": "algumas armadilhas foram destru\u00eddas", "castoff from the mammoth drills can still be found by the edges of the precipice.": "castoff dos treinos de mamute ainda pode ser encontrado nas bordas do precip\u00edcio.", "well armed men charge out of the forest, firing into the crowd.": "bem homens armados cobrar para fora da floresta, disparando contra a multid\u00e3o.", "deep in the swamp is a moss-covered cabin.": "profundamente no p\u00e2ntano \u00e9 uma cabine coberta de musgo.", "app store.": "app loja.", "An Old Starship": "Um Starship Velho", "ignore it": "ignor\u00e1-la", "hot": "ardoroso", "upgrade engine": "mecanismo de atualiza\u00e7\u00e3o", "forest": "floresta", "give 500": "dar 500", "A Dark Room": "Um quarto escuro", "a battle was fought here, long ago.": "a batalha foi travada aqui, h\u00e1 muito tempo.", "builder says leather could be useful. says the villagers could make it.": "construtor diz couro poderia ser \u00fatil. diz que os moradores poderiam faz\u00ea-lo.", "craft:": "of\u00edcio:", "Iron Mine": "Ferro Mina", "coal mine": "mina de carv\u00e3o", "bits of meat": "peda\u00e7os de carne", "scavengers must have gotten to this place already.": "catadores deve ter chegado a este lugar j\u00e1.", "the remains of an old camp sits just inside the cave.": "os restos de um antigo acampamento fica apenas dentro da caverna.", "The Village": "O Aldeia", "snarling beast": "rosnando besta", "soldiers patrol the perimeter, rifles slung over their shoulders.": "soldados patrulham o per\u00edmetro, rifles pendurados nos ombros.", "a swarm of rats rushes up the tunnel.": "um enxame de ratos corre-se o t\u00fanel.", "faces, darkened by soot and blood, stare out from crooked huts.": "rostos, escurecido pela fuligem e sangue, olhar para fora das cabanas tortos.", "strange noises can be heard through the walls": "ru\u00eddos estranhos podem ser ouvidos atrav\u00e9s das paredes", "coal": "carv\u00e3o", "Stratosphere": "Estratosfera", "man-eater": "a criatura que come homens", "can't tell what they're up to.": "n\u00e3o pode dizer o que eles est\u00e3o fazendo.", "enter": "entrar", "Ship": "Navio", "better avoid conflict in the wild": "melhor evitar o conflito em estado selvagem", "talk": "conversa", "another beast, draw by the noise, leaps out of a copse of trees.": "outra besta, empate com o barulho, salta de um bosque de \u00e1rvores.", "A Soldier": "Um soldado", "the man expresses his thanks and hobbles off.": "o homem expressa seus agradecimentos e atrapalha off.", "battered technology from both sides lays dormant on the blasted landscape.": "tecnologia agredida por ambos os lados estabelece dormente na paisagem criticou.", "the villagers haul a filthy man out of the store room.": "os moradores transportar um homem imundo fora da sala de loja.", "strips of meat are hung up to dry in this ward.": "tiras de carne est\u00e3o penduradas para secar nesta ala.", "all the work of a previous generation is here.": "todo o trabalho de uma gera\u00e7\u00e3o anterior est\u00e1 aqui.", "cold": "frio", "the iron mine is clear of dangers": "a mina de ferro est\u00e1 livre de perigos", "the military presence has been cleared.": "a presen\u00e7a militar tenha sido apagado.", "A Crashed Starship": "Uma Caiu Starship", "the fire is {0}": "o fogo \u00e9 {0}", "A Lonely Hut": "Uma Cabana Solit\u00e1ria", "buy teeth": "comprar dentes", "a small supply cache is hidden at the back of the cave.": "um cache de alimenta\u00e7\u00e3o pequena est\u00e1 escondido na parte de tr\u00e1s da caverna.", "iron's stronger than leather": "ferro \u00e9 mais forte do que o couro", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "colchonetes, rasgadas e enegrecidos, estava debaixo de uma fina camada de poeira.", "dodge attacks more effectively": "esquivar de ataques de forma mais eficaz", "hull: ": "casco:", "a madman attacks, screeching.": "ataques de um louco, gritando.", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "as torres que n\u00e3o tenham desintegrado sali\u00eancia da paisagem como a caixa tor\u00e1cica de alguma besta antiga.", "lights off.": "luzes apagadas.", "someone had been stockpiling loot here.": "algu\u00e9m tinha estado a acumular despojos aqui.", "learned to look ahead": "Aprendi a olhar para frente", "the mine is now safe for workers.": "o meu \u00e9 agora seguro para os trabalhadores.", "Coal Mine": "Carv\u00e3o Mina", "empty corridors.": "corredores vazios.", "save to slot": "salvar a ranhura", "the owner stands by, stoic.": "o propriet\u00e1rio fica por, est\u00f3ico.", "hunter": "cavalo de ca\u00e7a", "strips of meat hang drying by the side of the street.": "pendurar tiras de carne de secagem por o lado da rua.", "more squatters are crowding around now.": "mais posseiros est\u00e3o aglomerando ao redor agora.", "some weird glowing boxes he picked up on his travels.": "algumas caixas brilhantes estranhas que ele pegou em suas viagens.", "a panicked scavenger bursts through the door, screaming.": "um limpador de p\u00e2nico irrompe pela porta, gritando.", "give 50": "dar 50", "wagon": "vag\u00e3o", "An Old House": "Uma Velho Casa", "a soldier, alerted, opens fire.": "um soldado, alertou, abre fogo.", "meat": "carne", "the tunnel opens up at another platform.": "o t\u00fanel abre em outra plataforma.", "a terrible plague is fast spreading through the village.": "uma terr\u00edvel praga est\u00e1 se espalhando atrav\u00e9s da aldeia.", "the gaunt man is dead": "o homem magro est\u00e1 morto", "bone spear": "lan\u00e7a de osso", "trap": "armadilha", "the street ahead glows with firelight.": "a rua em frente brilha com a luz do fogo.", "armourer": "armeiro", "a large shanty town sprawls across the streets.": "uma grande favela espalha-se pelas ruas.", "the shell of a burned out car blocks the entrance.": "a casca de uma queimada blocos carro na entrada.", "A Ruined City": "Uma Arruinado Cidade", "weight": "peso", "torch": "tocha", "The Thief": "o ladr\u00e3o", "not enough cloth": "N\u00e3o pano suficiente", "a youth lashes out with a tree branch.": "um jovem ataca com um galho de \u00e1rvore.", "the rest of the hospital is empty.": "o resto do hospital est\u00e1 vazio.", "connect": "conectar", "learned to be where they're not": "Aprendi a ser o lugar onde eles n\u00e3o s\u00e3o", "go twice as far without eating": "ir duas vezes at\u00e9 sem comer", "scavenger'd been looking for supplies in here, it seems.": "limpador tinha sido \u00e0 procura de mantimentos em aqui, ao que parece.", "there's nothing else here.": "n\u00e3o h\u00e1 mais nada aqui.", "the plague is kept from spreading.": "a praga \u00e9 mantido se espalhe.", "the cask holds enough water for longer expeditions": "o tonel tem \u00e1gua suficiente para expedi\u00e7\u00f5es mais longas", "check traps": "verificar armadilhas", "Plague": "Praga", "medicine": "medicina", "the old man had a small cache of interesting items.": "o velho tinha um pequeno esconderijo de itens interessantes.", "tannery": "curtume", "lob": "louvor", "no more room for huts.": "h\u00e1 mais espa\u00e7o para barracas.", "they took what they came for, and left.": "eles levaram o que eles vieram, e saiu.", "through the large gymnasium doors, footsteps can be heard.": "atrav\u00e9s das grandes portas de gin\u00e1sio, passos podem ser ouvidos.", "a large creature attacks, claws freshly bloodied": "uma grande criatura ataca, garras rec\u00e9m-sangrando", "a green cross barely visible behind grimy windows.": "uma cruz verde pouco vis\u00edvel atr\u00e1s das janelas sujas.", "a sick man hobbles up": "um homem doente atrapalha-se", "An Abandoned Town": "Uma Abandonado Cidade", "cart": "carrinho", "might be things worth having still inside.": "Pode ser coisas vale a pena ter ainda dentro.", "the wood has run out": "a madeira se esgotou", "The Master": "o Mestre", "thrust": "impulso", "water replenished": "\u00e1gua reabastecido", "a soldier opens fire from across the desert": "um soldado abre fogo do outro lado do deserto", "go twice as far without drinking": "ir duas vezes at\u00e9 sem beber", "the tentacular horror is defeated.": "o horror tentacular \u00e9 derrotado.", "an overturned caravan is spread across the pockmarked street.": "uma caravana derrubada est\u00e1 espalhada em toda a rua esburacada.", "the villagers retreat to mourn the dead.": "os moradores retirar-se para chorar os mortos.", "A Modest Village": "Uma Modesta Aldeia", "A Damp Cave": "A Caverna Damp", "swing": "balan\u00e7o", "alien alloy": "liga alien\u00edgena", "export or import save data, for backing up": "exporta\u00e7\u00e3o ou importa\u00e7\u00e3o de poupan\u00e7a de dados, para fazer backup", "smokehouse": "defumadouro", "vague shapes move, just out of sight.": "formas vagas mover, apenas fora da vista.", "Wanderer": "vagabundo", "the earth here is split, as if bearing an ancient wound": "a terra aqui \u00e9 dividido, como se carrega uma ferida antiga", "the compass points southeast": "os pontos cardeais sudeste", "barbarian": "b\u00e1rbaro", "the wanderer leaves, cart loaded with furs": "as folhas andarilho, carro carregado com peles", "there are still supplies inside.": "h\u00e1 ainda abastece dentro.", "traps are more effective with bait.": "armadilhas s\u00e3o mais eficazes com isca.", "rusted chainlink is pulled across an alleyway.": "Arame enferrujado \u00e9 puxado atrav\u00e9s de um beco.", "a sickness is spreading through the village.": "a doen\u00e7a est\u00e1 se espalhando atrav\u00e9s da aldeia.", "tangle": "enredo", "miss": "perder", "the meat has run out": "a carne se esgotou", "a beast charges out of a ransacked classroom.": "uma besta carrega fora de uma sala de aula saqueado.", "lucky that the natives can't work the mechanisms.": "de sorte que os nativos n\u00e3o podem trabalhar os mecanismos.", "the rickety cart will carry more wood from the forest": "o carrinho raqu\u00edtico vai transportar mais madeira da floresta", "just as deadly now as they were then.": "t\u00e3o mortal como o eram ent\u00e3o.", "builder just shivers": "construtor apenas treme", "a second soldier joins the fight.": "um segundo soldado se junta \u00e0 luta.", "attack": "ataque", "go inside": "ir para dentro", "turn her away": "mand\u00e1-la embora", "reinforce hull": "refor\u00e7ar casco", "not enough wood to get the fire going": "N\u00e3o madeira suficiente para iniciar o fogo", "a stranger arrives in the night": "um estranho chega no meio da noite", "hut": "cabana", "trapper": "ca\u00e7ador", "a battered highway sign stands guard at the entrance to this once-great city.": "um sinal da estrada agredida fica de guarda na entrada para esta outrora grande cidade.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "as curvas de familiares de um navio peregrino subir a partir do p\u00f3 e cinzas.", "sulphur": "enxofre", "steel": "a\u00e7o", "the stranger is standing by the fire. she says she can help. says she builds things.": "o estranho est\u00e1 de p\u00e9 perto do fogo. ela diz que pode ajudar. diz que ela constr\u00f3i coisas.", "the sickness is cured in time.": "a doen\u00e7a \u00e9 curada em tempo.", "the only hope is a quick death.": "a \u00fanica esperan\u00e7a \u00e9 uma morte r\u00e1pida.", "score for this game: {0}": "pontua\u00e7\u00e3o para este jogo: {0}", "the lizard is dead": "o lagarto est\u00e1 morto", "iron": "ferro", "fires burn in the courtyard beyond.": "fogos queimam no p\u00e1tio al\u00e9m.", "builder": "construtor", "a large creature lunges, muscles rippling in the torchlight": "uma grande criatura lunges, os m\u00fasculos ondulando \u00e0 luz da tocha", "something's causing a commotion a ways down the road.": "algo est\u00e1 causando uma como\u00e7\u00e3o maneiras abaixo da estrada.", "A Barren World": "Um mundo Est\u00e9ril", "A Firelit Room": "Um fogo aceso quarto", "some wood is missing.": "um pouco de madeira est\u00e1 em falta.", "The Beggar": "o mendigo", "Troposphere": "Troposfera", "ripe for the picking.": "maduro para a colheita.", "A Destroyed Village": "Uma Destru\u00eddo Aldeia", "coal miner": "mineiro de carv\u00e3o", "not enough teeth": "dentes n\u00e3o \u00e9 suficiente", "all he has are some scales.": "tudo o que ele tem algumas escalas.", "learned to predict their movement": "aprendeu a prever seu movimento", "the nights are rent with screams.": "as noites s\u00e3o aluguel com gritos.", "take": "tomar", "the scavenger is dead": "o limpador est\u00e1 morto", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "um n\u00f4made embaralha em vista, carregado com sacos improvisados amarrados com barbante \u00e1spero.", "a convoy lurches in, equal parts worry and hope.": "um comboio guinadas em, partes iguais preocupa\u00e7\u00e3o e esperan\u00e7a.", "the map uncovers a bit of the world": "o mapa revela um pouco do mundo", "the shot echoes in the empty street.": "o tiro ecoa na rua vazia.", "the sounds stop.": "os sons parar.", "rucksack": "mochila", "the towers of a decaying city dominate the skyline": "as torres de uma cidade decadente dominam o horizonte", "lights on.": "luzes acesas.", "a torch to keep the dark away": "uma tocha para manter a escurid\u00e3o longe", "some good stuff woven into its nest.": "algumas coisas boas tecidas em seu ninho.", "starvation sets in": "conjuntos de fome em", "charm": "encanto", "the sniper is dead": "o atirador est\u00e1 morto", "nothing": "nada", "say his folk have been skimming the supplies.": "dizem que seus povos foram ro\u00e7ando os suprimentos.", "Restart?": "Reiniciar?", "this is irreversible.": "esta \u00e9 irrevers\u00edvel.", "the town's booming. word does get around.": "da expans\u00e3o da cidade. palavra n\u00e3o se locomover.", "Dropbox connection": "Dropbox conex\u00e3o", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "armas e muni\u00e7\u00f5es, rel\u00edquias da guerra, est\u00e3o dispostas ordenadamente no ch\u00e3o despensa.", "iron miner": "mineiro de ferro", "give 100": "dar 100", "Export": "Exporta\u00e7\u00e3o", "the operating theatre has a lot of curious equipment.": "a sala de opera\u00e7\u00e3o tem um monte de equipamento curioso.", "A Sniper": "Um Sniper", "the mysterious wanderer returns, cart piled high with wood.": "as andarilho misterioso retorno, carrinho repletas de madeira.", "a snarling beast jumps out from behind a car.": "uma besta rosnando salta de tr\u00e1s de um carro.", "precise": "preciso", "looks like a camp of sorts up ahead.": "parece um acampamento das sortes \u00e0 frente.", "bait": "isca", "The Sulphur Mine": "A Mina de Enxofre", "stunned": "aturdido", "a thief is caught": "um ladr\u00e3o \u00e9 pego", "a beggar arrives.": "um mendigo chega.", "the strange bird is dead": "o estranho p\u00e1ssaro est\u00e1 morto", "*** EVENT ***": "*** EVENTO ***", "the grass thrashes wildly as a huge lizard pushes through": "grama agita freneticamente como um lagarto enorme empurra atrav\u00e9s", "medicine is needed immediately.": "medicina \u00e9 necess\u00e1ria imediatamente.", "A Crashed Ship": "A nave caiu", "the town lies abandoned, its citizens long dead": "A cidade fica abandonada, seus cidad\u00e3os mortos h\u00e1 muito tempo", "give 1 medicine": "dar uma medicina", "the old compass is dented and dusty, but it looks to work.": "a velha b\u00fassola \u00e9 amassada e empoeirada, mas parece funcionar.", "wood": "madeira", "A Forgotten Battlefield": "A Battlefield Forgotten", "the trees are gone. parched earth and blowing dust are poor replacements.": "as \u00e1rvores se foram. terra seca e poeira soprando s\u00e3o substitutos pobres.", "lodge": "alojamento", "leave city": "deixar cidade", "a scout stops for the night": "um batedor p\u00e1ra para a noite", "a gunshot rings through the trees.": "um tiro an\u00e9is atrav\u00e9s das \u00e1rvores.", "pop ": "estouro", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "em algum lugar acima da nuvem de detritos, a frota errante paira. sido sobre esta pedra muito tempo.", "iron mine": "mina de ferro", "freezing": "congela\u00e7\u00e3o", "the world fades": "os fades mundo", "some of the traps have been torn apart.": "algumas das armadilhas foram dilacerados.", "not enough iron": "N\u00e3o ferro suficiente", "compass": "b\u00fassola", "successfully saved to dropbox datastorage": "salvo com sucesso dropbox datastorage", "builder says it'd be useful to have a steady source of bullets": "construtor diz que seria \u00fatil ter uma fonte constante de balas", "a mysterious wanderer arrives": "um misterioso andarilho chega", "An Old House": "Uma casa velha", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "ossos branqueados est\u00e3o espalhadas sobre a entrada. muitos, profundamente marcado com sulcos irregulares.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "assim que a porta est\u00e1 aberta um pouco, centenas de tent\u00e1culos em erup\u00e7\u00e3o.", "leather": "couro", "a sound comes from the tunnel, just ahead.": "um som vem do t\u00fanel, logo \u00e0 frente.", "investigate": "investigar", "the cave narrows a few feet in.": "a caverna estreita a poucos metros em.", "sword is sharp. good protection out in the wilds.": "espada \u00e9 afiada. boa prote\u00e7\u00e3o no mato.", "orange traffic cones are set across the street, faded and cracked.": "ones de sinaliza\u00e7\u00e3o laranja s\u00e3o definidas atrav\u00e9s da rua, desbotada e rachada.", "a large man attacks, waving a bayonet.": "um grande homem ataques, acenando com uma baioneta.", "the air is filled with dust, driven relentlessly by the hard winds.": "o ar \u00e9 preenchido com p\u00f3, inexoravelmente conduzido pelos ventos fortes.", "A Damp Cave": "Uma \u00famido caverna", "the steel is strong, and the blade true.": "o a\u00e7o \u00e9 forte, e a l\u00e2mina verdadeira.", "A Military Raid": "A Raid Militar", "the walls are moist and moss-covered": "as paredes s\u00e3o \u00famidas e cobertas de musgo", "a giant lizard shambles forward": "um lagarto gigante shambles frente", "close": "fechar", "some medicine abandoned in the drawers.": "algum medicamento abandonado nas gavetas.", "strange scales": "escalas estranhas", "learned to throw punches with purpose": "aprendido a dar socos com finalidade", "a shack stands at the center of the village.": "um barraco est\u00e1 no centro da vila.", "spare him": "poup\u00e1-lo", "he smiles warmly and asks for lodgings for the night.": "ele sorri calorosamente e pede alojamentos para a noite.", "stealthy": "furtivo", "the sulphur mine is clear of dangers": "a mina de enxofre \u00e9 clara dos perigos", "weapons": "armas", "the man is thankful.": "o homem \u00e9 grato.", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "postes quebrados p\u00e9, enferrujando. luz n\u00e3o ilumina este lugar em um longo tempo.", "shares what he knows about sneaking before he goes.": "compartilha o que sabe sobre furtivamente antes que ele v\u00e1.", "import": "importa\u00e7\u00e3o", "available": "dispon\u00edvel", "A Shivering Man": "Um homem Shivering", "the rest bury them.": "o resto enterr\u00e1-los.", "smoldering": "latente", "the young settler was carrying a canvas sack.": "o jovem colono estava carregando um saco de lona.", "the ground is littered with small teeth": "o ch\u00e3o est\u00e1 cheio de pequenos dentes", "the nest of a large animal lies at the back of the cave.": "o ninho de um grande animal se encontra no fundo da caverna.", "A Tiny Village": "Uma Pequena Aldeia", "a tribe of elderly squatters is camped out in this ward.": "uma tribo de posseiros idosos est\u00e1 acampado nesta ala.", "your are connected to dropbox with account / email ": "voc\u00ea est\u00e1 conectado a dropbox com conta / email", "Mesosphere": "Mesosfera", "agree": "concordar", "the double doors creak endlessly in the wind.": "as portas duplas ranger sem parar no vento.", "not much here.": "N\u00e3o muito aqui.", "got it": "entendi", "choose one slot to load from": "escolher um slot para carregar a partir", "a cave lizard attacks": "uma caverna ataques lagarto", "men mill about, weapons at the ready.": "homens moinho sobre, armas prontas.", "l armour": "l armadura", "steelworks": "siderurgia", "A Ruined City": "Uma cidade em ru\u00ednas", "Noises": "ru\u00eddos", "can't tell what left it here.": "n\u00e3o pode dizer o que deixou aqui.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "\u00e1rvores surgem no horizonte. gram\u00edneas gradualmente ceder a um assoalho da floresta de galhos secos e folhas ca\u00eddas.", "a man stands over a dead wanderer. notices he's not alone.": "um homem est\u00e1 sobre um andarilho morto. percebe que n\u00e3o est\u00e1 sozinho.", "village": "aldeia", "cancel": "cancelar", "put the save code here.": "colocar o c\u00f3digo de economia aqui.", "hang him": "enforc\u00e1-lo", "inside, the remains of its victims are everywhere.": "no interior, os restos mortais de suas v\u00edtimas est\u00e3o em toda parte.", "this spear's not elegant, but it's pretty good at stabbing": "esta lan\u00e7a n\u00e3o \u00e9 elegante, mas \u00e9 muito bom em esfaqueamento", "the forest is silent.": "a floresta est\u00e1 em sil\u00eancio.", "A Borehole": "Uma Furo", "the night is silent.": " a noite \u00e9 silenciosa.", "never go thirsty again": "nunca ir com sede novamente", "a small cache of supplies is tucked inside a rusting locker.": "um pequeno esconderijo de material \u00e9 dobrado dentro de um arm\u00e1rio de ferrugem.", "learned to love the dry air": "Aprendi a amar o ar seco", "workshop": "oficina", "see farther": "veja mais", "the ground is littered with scraps of cloth": "o ch\u00e3o est\u00e1 cheio de peda\u00e7os de pano", "The Coal Mine": "A mina de carv\u00e3o", "a huge lizard scrambles up out of the darkness of an old metro station.": "um lagarto enorme embaralha-se para fora da escurid\u00e3o de uma esta\u00e7\u00e3o de metr\u00f4 de idade.", "more voices can be heard ahead.": "mais vozes pode ser ouvido pela frente.", "A Large Village": "Uma Grande Aldeia", "precision": "precis\u00e3o", "A Deserted Town": "A cidade deserta", "the sickness spreads through the village.": "a doen\u00e7a se espalha atrav\u00e9s da aldeia.", "won't say from where he came, but it's clear that he's not staying.": "N\u00e3o vou dizer de onde ele veio, mas \u00e9 claro que ele n\u00e3o vai ficar.", "the crowd surges forward.": "a multid\u00e3o surge para a frente.", "the wanderer takes the charm and nods slowly.": "o andarilho leva o charme e acena com a cabe\u00e7a lentamente.", "the mysterious wanderer returns, cart piled high with furs.": "as andarilho misterioso retorno, carrinho repletas de peles.", "armoury": "arsenal", "searching the bodies yields a few supplies.": "procurando os corpos produz algumas fontes.", "the torchlight casts a flickering glow down the hallway.": "a luz das tochas lan\u00e7a uma cintila\u00e7\u00e3o brilhar pelo corredor.", "safer here": "mais seguro aqui", "Export / Import": "Exporta\u00e7\u00e3o / Importa\u00e7\u00e3o", "steelworker": "trabalhador de usina sider\u00fargica", "the man-eater is dead": "a criatura que come homens est\u00e1 morto", "learned to swing weapons with force": "aprendeu a balan\u00e7ar armas com for\u00e7a", "the remaining settlers flee from the violence, their belongings forgotten.": "os colonos remanescentes fugir da viol\u00eancia, seus pertences esquecidos.", "a crudely made charm": "um encanto crua feita", "cask": "barril", "engine:": "motor:", "the streets are empty.": "as ruas est\u00e3o vazias.", "lizard": "lagarto", "Sulphur Mine": "Enxofre Mina", "export or import save data to dropbox datastorage": "exporta\u00e7\u00e3o ou importa\u00e7\u00e3o Armazenar dados dropbox datastorage", "the house has been ransacked.": "a casa foi saqueada.", "a thug is waiting on the other side of the wall.": "um bandido est\u00e1 esperando do outro lado do muro.", "the metallic tang of wanderer afterburner hangs in the air.": "met\u00e1lica tang de andarilho afterburner paira no ar.", "large prints lead away, into the forest.": "grandes impress\u00f5es levar para longe, para dentro da floresta.", "a startled beast defends its home": "um animal assustado defende sua casa", "there is nothing else here.": "n\u00e3o h\u00e1 mais nada aqui.", "his time here, now, is his penance.": "seu tempo aqui, agora, \u00e9 a sua penit\u00eancia.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "onde as janelas da escola n\u00e3o s\u00e3o quebrados, eles est\u00e3o enegrecida de fuligem.", "hull:": "casco:", "scavenger": "limpador", "unarmed master": "mestre desarmado", "the man says he's grateful. says he won't come around any more.": "o homem diz que ele \u00e9 grato. diz que n\u00e3o vai vir em torno de mais.", "laser rifle": "rifle de laser", "sulphur mine": "mina de enxofre", "buy compass": "comprar b\u00fassola", "buy map": "comprar mapa", "scratching noises can be heard from the store room.": "ru\u00eddos co\u00e7ar pode ser ouvido da sala de loja.", "steel sword": "espada de a\u00e7o", "descend": "descer", "asks for any spare furs to keep him warm at night.": "pede nenhum peles pe\u00e7as para mant\u00ea-lo quente durante a noite.", "A Raucous Village": "Um Rouco Aldeia", "the beggar expresses his thanks.": "o mendigo expressa seus agradecimentos.", "carrying more means longer expeditions to the wilds": "transportando mais meios expedi\u00e7\u00f5es mais longas para a floresta", "free {0}/{1}": "livre {0}/{1}", "Room": "Quarto", "rotting reeds rise out of the swampy earth.": "juncos podres subir da terra pantanosa.", "armoury's done, welcoming back the weapons of the past.": "arsenal \u00e9 feito, acolhendo de volta as armas do passado.", "eat meat": "comer carne", "slow metabolism": "metabolismo lento", "camp fires burn by the entrance to the mine.": "fogueiras queimam pela entrada da mina.", "the mouth of the cave is wide and dark.": "a boca da caverna \u00e9 grande e escuro.", "builder's not sure he's to be trusted.": "construtor n\u00e3o \u00e9 certeza que ele \u00e9 de confian\u00e7a.", "evasion": "evas\u00e3o", "buy bait": "comprar isca", "a pack of lizards rounds the corner.": "um bando de lagartos arredonda o canto.", "light fire": "fogo luz", "waterskin": "odre", "scattered teeth": "dentes dispersos", "the door hangs open.": "a porta fica aberta.", "buy:": "comprar:", "load": "carregar", "track them": "monitor\u00e1-los", "stores": "lojas", "now the nomads have a place to set up shop, they might stick around a while": "agora os n\u00f4mades t\u00eam um lugar para se estabelecer, eles podem ficar por um tempo", "A Dusty Path": "Um caminho empoeirad", "armour": "armadura", "A Man-Eater": "a criatura que come homens", "bring your friends.": "traga seus amigos.", "the compass points south": "os pontos cardeais sul", "the compass points north": "os pontos cardeais norte", "The Sick Man": "O homem doente", "yes": "sim", "martial artist": "artista marcial", "the traps contain ": "as armadilhas cont\u00eam", "the old tower seems mostly intact.": "a antiga torre parece quase intacto.", "scales": "balan\u00e7a", "bird must have liked shiney things.": "ave deve ter gostado coisas brilhantes.", "the path leads to an abandoned mine": "o caminho leva a uma mina abandonada", "the compass points northeast": "os pontos cardeais nordeste", "the camp is still, save for the crackling of the fires.": "o campo ainda \u00e9, para salvar o crepitar dos inc\u00eandios.", "he begs for medicine.": "ele implora para a medicina.", "save": "salvar", "this waterskin'll hold a bit of water, at least": "este odre vai realizar um pouco de \u00e1gua, pelo menos", "turn him away": "mand\u00e1-lo embora", "the people here were broken a long time ago.": "as pessoas aqui estavam quebradas h\u00e1 muito tempo.", "a grizzled soldier attacks, waving a bayonet.": "um grisalhos ataques soldado, acenando com uma baioneta.", "shivering man": "tremendo homem", "The Mysterious Wanderer": "O andarilho misterioso", "A Huge Lizard": "Um lagarto enorme", "a man joins the fight": "um homem entra na briga", "An Outpost": "Uma Posto Avan\u00e7ado", "not enough meat": "n\u00e3o carne suficiente", "some weird metal he picked up on his travels.": "algum metal estranho ele pegou em suas viagens.", "restore more health when eating": "restaurar mais sa\u00fade ao comer", "A Snarling Beast": "A Rosnar Besta", "Share": "Compartilhar", "a haze falls over the village as the steelworks fires up": "uma neblina cai sobre a aldeia como as sider\u00fargicas despede-se", "a large bird nests at the top of the stairs.": "um grande ninhos no topo das escadas.", "an old wanderer sits inside, in a seeming trance.": "um andarilho velho senta-se no interior, em um transe aparente.", "builder says the villagers could make steel, given the tools": "construtor diz que os moradores poderiam fazer a\u00e7o, dadas as ferramentas", "continue": "continuar", "there is no more water": "n\u00e3o existe mais \u00e1gua", "flickering": "tremulante", "only the chief remains.": "s\u00f3 o chefe permanece.", "a few items are scattered on the ground.": "alguns itens est\u00e3o espalhados no ch\u00e3o.", "save this.": "salvar este.", "this old mine is not abandoned": "esta antiga mina n\u00e3o est\u00e1 abandonado", "a fight, maybe.": "uma luta, talvez.", "behind the door, a deformed figure awakes and attacks.": "atr\u00e1s da porta, uma figura deformada acorda e ataques.", "dead": "morto", "the torch sputters and dies in the damp air": "a tocha sputters e morre no ar \u00famido", "export": "exporta\u00e7\u00e3o", "a few belongings rest against the walls.": "alguns pertences descansar contra as paredes.", "not far from the village lies a large beast, its fur matted with blood.": "n\u00e3o muito longe da aldeia encontra-se uma grande besta, seu p\u00ealo emaranhado com sangue.", "an old iron mine sits here, tools abandoned and left to rust.": "uma antiga mina de ferro senta aqui, ferramentas abandonado e deixado \u00e0 ferrugem.", "but there is a cache of medicine under the floorboards.": "mas h\u00e1 um esconderijo de medicina sob o assoalho.", "only dust and stains remain.": "s\u00f3 poeira e as manchas permanecem.", "s armour": "s armadura", "say he should be strung up as an example.": "dizem que ele deve ser enforcado como um exemplo.", "collected scraps spread across the floor like they fell from heaven.": "sucatas recolhidas espalhados por todo o ch\u00e3o, como eles ca\u00edram do c\u00e9u.", "the darkness is absolute": "a escurid\u00e3o \u00e9 absoluta", "A Ruined Trap": "A Armadilha Arruinado", "not enough coal": "n\u00e3o o suficiente carv\u00e3o", "ambushed on the street.": "emboscado na rua.", "worth killing for, it seems.": "vale a pena matar para, ao que parece.", "slash": "reduzir", "builder says she can make a cart for carrying wood": "construtor diz que ela pode fazer um carrinho para transportar madeira", "leather's not strong. better than rags, though.": "couro n\u00e3o \u00e9 forte. melhor do que trapos, no entanto.", "builder stokes the fire": "construtor ati\u00e7a o fogo", "say goodbye": "dizer adeus", "A Silent Forest": "Uma Floresta Silenciosa", "builder's not sure she's to be trusted.": "construtor n\u00e3o \u00e9 certeza que ela \u00e9 confi\u00e1vel.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "um caso antigo est\u00e1 encravado atr\u00e1s de uma pedra, coberta de uma espessa camada de poeira.", "the point is made. in the next few days, the missing supplies are returned.": "o ponto \u00e9 feito. nos pr\u00f3ximos dias, os suprimentos que faltam s\u00e3o devolvidos.", "a frail man stands defiantly, blocking the path.": "um homem fr\u00e1gil est\u00e1 desafiadoramente, bloqueando o caminho.", "the plague rips through the village.": "a praga rasga atrav\u00e9s da aldeia.", "an old wanderer arrives.": "um andarilho de idade chega.", "scavenger had a small camp in the school.": "limpador teve um pequeno acampamento na escola.", "the compass points southwest": "os pontos cardeais sudoeste", "the wanderer leaves, cart loaded with wood": "as folhas andarilho, carro carregado com madeira", "Dropbox Export / Import": "Dropbox Exporta\u00e7\u00e3o / Importa\u00e7\u00e3o", "maybe some useful stuff in the rubble.": "talvez algumas coisas \u00fateis nos escombros.", "ok": "Est\u00e1 bem", "a man hobbles up, coughing.": "um homem atrapalha-se, tossindo.", "i armour": "i armadura", "The Scout": "o Scout", "leaves a pile of small scales behind.": "deixa uma pilha de pequenas escalas para tr\u00e1s.", "pockets": "bolsos", "the debris is denser here.": "os escombros \u00e9 mais densa aqui.", "stab": "facada", "time to move on.": "tempo de seguir em frente.", "the ground is littered with small scales": "o ch\u00e3o est\u00e1 cheio de pequenas escalas", "not enough ": "n\u00e3o \u00e9 suficiente", "the stench of rot and death fills the operating theatres.": "o fedor da podrid\u00e3o e morte enche os teatros de opera\u00e7\u00e3o.", "burning": "ardente", "they must be here for a reason.": "eles devem estar aqui por uma raz\u00e3o.", "a nomad arrives, looking to trade": "um n\u00f4made chega, olhando para o com\u00e9rcio", "black powder and bullets, like the old days.": "p\u00f3 e balas de preto, como nos velhos tempos.", "restart the game?": "reiniciar o jogo?", "gastronome": "gastr\u00f3nomo", "load from slot": "carga do slot", "energy cell": "c\u00e9lula de energia", "inside the hut, a child cries.": "dentro da cabana, uma crian\u00e7a chora.", "the compass points west": "os pontos cardeais oeste", "always worked before, at least.": "Sempre trabalhei antes, pelo menos.", "a scavenger draws close, hoping for an easy score": "um limpador se aproxima, esperando por uma pontua\u00e7\u00e3o f\u00e1cil", "Sickness": "doen\u00e7a", "still a few drops of water in the old well.": "ainda algumas gotas de \u00e1gua na velha assim.", "build:": "construir:", "feral terror": "terror feral", "signout": "sair", "A Beast Attack": "Um ataque Besta", "Ready to Leave?": "Pronto para sair?", "the house is abandoned, but not yet picked over.": "a casa est\u00e1 abandonada, mas que ainda n\u00e3o pegou mais.", "time to get out of this place. won't be coming back.": "hora de sair deste lugar. n\u00e3o vai voltar.", "the compass points northwest": "os pontos cardeais noroeste", "the thirst becomes unbearable": "a sede se torna insuport\u00e1vel", "a beggar arrives": "um mendigo chega", "a beast stands alone in an overgrown park.": "um animal fica sozinho em um parque cheio de mato.", "he leaves a reward.": "ele deixa uma recompensa.", "nothing but downcast eyes.": "nada, mas os olhos baixos.", "the scout says she's been all over.": "o olheiro diz ela esteve todo.", "the small settlement has clearly been burning a while.": "o pequeno povoado foi claramente queimando um tempo.", "cloth": "pano", "a second soldier opens fire.": "um segundo soldado abre fogo.", "dangerous to be this far from the village without proper protection": "perigoso estar t\u00e3o longe da aldeia sem prote\u00e7\u00e3o adequada", "squeeze": "aperto", "a pristine medicine cabinet at the end of a hallway.": "um arm\u00e1rio de medicamentos como novo no final de um corredor.", "scraps of fur": "peda\u00e7os de pele", "a scavenger waits just inside the door.": "um limpador aguarda apenas dentro da porta.", "the wind howls outside": "o vento uiva fora", "the wagon can carry a lot of supplies": "o vag\u00e3o pode transportar uma grande quantidade de material", "A Battlefield": "Uma Campo de Batalha", "more soldiers will be on their way.": "mais soldados estar\u00e3o em seu caminho.", "the shivering man is dead": "o homem tremendo est\u00e1 morto", "builder finishes the smokehouse. she looks hungry.": "construtor termina o fumeiro. ela se parece com fome.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "Barrens quebrar em um mar de morrer grama, balan\u00e7ando na brisa \u00e1rido.", "a snarling beast leaps out of the underbrush": "uma besta rosnando salta para fora do mato", "the place has been swept clean by scavengers.": "O local tem sido varrida por catadores.", "A Destroyed Village": "A aldeia destru\u00edda", "land blows more often": "terra sopra com mais freq\u00fc\u00eancia", "Space": "Espa\u00e7o", "it's been picked over by scavengers, but there's still some things worth taking.": "ele foi escolhido por mais de catadores, mas ainda h\u00e1 algumas coisas que vale a pena.", "Thermosphere": "Termosfera", "5 medicine": "5 medicina", "do nothing": "n\u00e3o fazer nada", "A Gaunt Man": "Um homem magro", "Outside": "Fora", "the snarling beast is dead": "a besta rosnando est\u00e1 morto", "bodies and supplies from both sides litter the ground.": "corpos e fontes de ambos os lados da maca no ch\u00e3o.", "the remains of an old house stand as a monument to simpler times": "os restos de uma casa velha permanecer como um monumento aos tempos mais simples", "a squatter stands firmly in the doorway of a small hut.": "um posseiro est\u00e1 firmemente na porta de uma pequena cabana.", "lights flash through the alleys between buildings.": "luzes piscam pelos becos entre os pr\u00e9dios.", "no": "n\u00e3o", "{0} per {1}s": "{0} por {1}s", "a weathered family takes up in one of the huts.": "uma fam\u00edlia resistiu ocupa em uma das cabanas.", "run": "corrida", "Exosphere": "Exosfera", "he speaks of once leading the great fleets to fresh worlds.": "ele fala de uma vez levando as grandes frotas de mundos novos.", "builder says there are more wanderers. says they'll work, too.": "construtor diz que h\u00e1 mais errantes. diz que vai trabalhar tamb\u00e9m.", "evasive": "evasivo", "an old wanderer arrives": "um andarilho velho chega", "through the walls, shuffling noises can be heard.": "atrav\u00e9s das paredes, ru\u00eddos baralhar pode ser ouvido.", "melee weapons deal more damage": "armas brancas mais dano", "the compass points ": "os pontos cardeais", "lets some light down into the dusty haze.": "permite que alguma luz para dentro da neblina empoeirado.", "the man swallows the medicine eagerly": "o homem engole a medicina ansiosamente", "the days are spent with burials.": "os dias s\u00e3o gastos com os enterros.", "more traps to catch more creatures": "mais armadilhas para pegar mais criaturas", "a man charges down the hall, a rusty blade in his hand": "um homem carrega no final do corredor, uma l\u00e2mina enferrujada na m\u00e3o", "it contains travelling gear, and a few trinkets.": "ele cont\u00e9m viajar engrenagem, e algumas bugigangas.", "bullets": "balas", "the light from the fire spills from the windows, out into the dark": "a luz do fogo derrama das janelas, para o escuro", "tell him to leave": "diga-lhe para sair", "dry brush and dead branches litter the forest floor": "pincel seco e lixo galhos mortos no ch\u00e3o da floresta", "can't read the words.": "n\u00e3o pode ler as palavras.", "tanner": "curtidor", "should cure the meat, or it'll spoil. builder says she can fix something up.": "eve curar a carne, ou ele vai estragar. construtor diz que pode corrigir alguma coisa.", "or migrating computers": "ou computadores migrando", "water:{0}": "\u00e1gua:{0}", "still time to rescue a few supplies.": "ainda tempo para resgatar algumas fontes.", "teeth": "dentes", "villagers could help hunt, given the means": "alde\u00f5es poderia ajudar a ca\u00e7ar, dados os meios", "the beast is dead.": "o animal est\u00e1 morto.", "feral howls echo out of the darkness.": "uivos ferozes eco fora da escurid\u00e3o.", "The Iron Mine": "A Mina de Ferro"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/pt/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2015-12-22 13:35-0600\n" "PO-Revision-Date: 2016-02-15 02:13+0100\n" "Last-Translator: \n" "Language-Team: \n" "Language: pt\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.7.6\n" "X-Poedit-Basepath: .\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Dropbox conexão" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "conectar jogo dropbox armazenamento local" #: script/dropbox.js:68 msgid "connect" msgstr "conectar" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "cancelar" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox Exportação / Importação" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "exportação ou importação Armazenar dados dropbox datastorage" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "você está conectado a dropbox com conta / email" #: script/dropbox.js:93 msgid "save" msgstr "salvar" #: script/dropbox.js:97 msgid "load" msgstr "carregar" #: script/dropbox.js:102 msgid "signout" msgstr "sair" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "escolher um slot para salvar a" #: script/dropbox.js:119 msgid "save to slot" msgstr "salvar a ranhura" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "escolher um slot para carregar a partir" #: script/dropbox.js:148 msgid "load from slot" msgstr "carga do slot" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "salvo com sucesso dropbox datastorage" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "erro ao salvar a dropbox datastorage" #: script/dropbox.js:183 msgid "ok" msgstr "Está bem" #: script/engine.js:15 msgid "boxer" msgstr "boxer" #: script/engine.js:16 msgid "punches do more damage" msgstr "socos fazer mais danos" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "aprendido a dar socos com finalidade" #: script/engine.js:21 msgid "martial artist" msgstr "artista marcial" #: script/engine.js:22 msgid "punches do even more damage." msgstr "socos fazer ainda mais danos." #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "aprendeu a lutar de forma bastante eficaz sem armas" #: script/engine.js:27 msgid "unarmed master" msgstr "mestre desarmado" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "soco duas vezes mais rápido, e com ainda mais força" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "aprenderam a atacar mais rápido sem armas" #: script/engine.js:32 msgid "barbarian" msgstr "bárbaro" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "armas brancas mais dano" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "aprendeu a balançar armas com força" #: script/engine.js:37 msgid "slow metabolism" msgstr "metabolismo lento" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "ir duas vezes até sem comer" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "Aprendi a ignorar a fome" #: script/engine.js:42 msgid "desert rat" msgstr "deserto rato" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "ir duas vezes até sem beber" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "Aprendi a amar o ar seco" #: script/engine.js:47 msgid "evasive" msgstr "evasivo" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "esquivar de ataques de forma mais eficaz" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "Aprendi a ser o lugar onde eles não são" #: script/engine.js:52 msgid "precise" msgstr "preciso" #: script/engine.js:53 msgid "land blows more often" msgstr "terra sopra com mais freqüência" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "aprendeu a prever seu movimento" #: script/engine.js:57 msgid "scout" msgstr "patrulhar" #: script/engine.js:58 msgid "see farther" msgstr "veja mais" #: script/engine.js:59 msgid "learned to look ahead" msgstr "Aprendi a olhar para frente" #: script/engine.js:62 msgid "stealthy" msgstr "furtivo" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "melhor evitar o conflito em estado selvagem" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "aprendi como não ser visto" #: script/engine.js:67 msgid "gastronome" msgstr "gastrónomo" #: script/engine.js:68 msgid "restore more health when eating" msgstr "restaurar mais saúde ao comer" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "aprendeu a fazer o máximo de comida" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app loja." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "luzes apagadas." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "" #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "reiniciar." #: script/engine.js:162 msgid "share." msgstr "ação." #: script/engine.js:168 msgid "save." msgstr "salvar." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 #, fuzzy msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Exportação / Importação" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "exportação ou importação de poupança de dados, para fazer backup" #: script/engine.js:273 msgid "or migrating computers" msgstr "ou computadores migrando" #: script/engine.js:277 msgid "export" msgstr "exportação" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "importação" #: script/engine.js:291 msgid "save this." msgstr "salvar este." #: script/engine.js:297 msgid "got it" msgstr "entendi" #: script/engine.js:305 msgid "are you sure?" msgstr "você tem certeza?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "Se o código for inválido, todos os dados serão perdidos." #: script/engine.js:307 msgid "this is irreversible." msgstr "esta é irreversível." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "sim" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "não" #: script/engine.js:322 msgid "put the save code here." msgstr "colocar o código de economia aqui." #: script/engine.js:374 msgid "Restart?" msgstr "Reiniciar?" #: script/engine.js:377 msgid "restart the game?" msgstr "reiniciar o jogo?" #: script/engine.js:408 msgid "Share" msgstr "Compartilhar" #: script/engine.js:411 msgid "bring your friends." msgstr "traga seus amigos." #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "fechar" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "luzes acesas." #: script/engine.js:493 #, fuzzy msgid "Go Hyper?" msgstr "ir para dentro" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: script/engine.js:519 msgid "classic." msgstr "" #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} por {1}s" #: script/events.js:130 msgid "eat meat" msgstr "comer carne" #: script/events.js:150 msgid "use meds" msgstr "uso de medicamentos" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "perder" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "aturdido" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "deixar" #: script/events.js:511 msgid "drop:" msgstr "cair:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "nada" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "tomar" #: script/events.js:577 msgid "take:" msgstr "tomar:" #: script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "nada" #: script/events.js:627 #, fuzzy msgid "all" msgstr "um pequeno grupo chega, todos exaustos." #: script/events.js:649 msgid "take everything" msgstr "" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr "e" #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** EVENTO ***" #: script/localization.js:4 msgid "saved." msgstr "salvos." #: script/localization.js:5 msgid "wood" msgstr "madeira" #: script/localization.js:6 msgid "builder" msgstr "construtor" #: script/localization.js:7 msgid "teeth" msgstr "dentes" #: script/localization.js:8 msgid "meat" msgstr "carne" #: script/localization.js:9 msgid "fur" msgstr "pele" #: script/localization.js:10 msgid "alien alloy" msgstr "liga alienígena" #: script/localization.js:11 msgid "bullets" msgstr "balas" #: script/localization.js:12 msgid "charm" msgstr "encanto" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "couro" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "ferro" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "aço" #: script/localization.js:16 msgid "coal" msgstr "carvão" #: script/localization.js:17 msgid "sulphur" msgstr "enxofre" #: script/localization.js:18 msgid "energy cell" msgstr "célula de energia" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "tocha" #: script/localization.js:20 msgid "medicine" msgstr "medicina" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "cavalo de caça" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "caçador" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "curtidor" #: script/localization.js:24 msgid "grenade" msgstr "granada" #: script/localization.js:25 msgid "bolas" msgstr "bolas" #: script/localization.js:26 #, fuzzy msgid "bayonet" msgstr "baioneta" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "açougue de porcos" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "mineiro de ferro" #: script/localization.js:29 msgid "iron mine" msgstr "mina de ferro" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "mineiro de carvão" #: script/localization.js:31 msgid "coal mine" msgstr "mina de carvão" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "mineiro de enxofre" #: script/localization.js:33 msgid "sulphur mine" msgstr "mina de enxofre" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "armeiro" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "trabalhador de usina siderúrgica" #: script/localization.js:36 msgid "bait" msgstr "isca" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "carne curada" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "balança" #: script/localization.js:39 msgid "compass" msgstr "bússola" #: script/localization.js:40 msgid "laser rifle" msgstr "rifle de laser" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "coletor" #: script/localization.js:42 msgid "cloth" msgstr "pano" #: script/localization.js:45 msgid "thieves" msgstr "thieves" #: script/localization.js:46 msgid "not enough fur" msgstr "Não pele suficiente" #: script/localization.js:47 msgid "not enough wood" msgstr "not enough wood" #: script/localization.js:48 msgid "not enough coal" msgstr "não o suficiente carvão" #: script/localization.js:49 msgid "not enough iron" msgstr "Não ferro suficiente" #: script/localization.js:50 msgid "not enough steel" msgstr "não de aço suficiente" #: script/localization.js:51 #, fuzzy msgid "not enough sulphur" msgstr "enxofre insuficiente" #: script/localization.js:52 msgid "baited trap" msgstr "baited trap" #: script/localization.js:53 msgid "not enough scales" msgstr "escalas não suficientes" #: script/localization.js:54 msgid "not enough cloth" msgstr "Não pano suficiente" #: script/localization.js:55 msgid "not enough teeth" msgstr "dentes não é suficiente" #: script/localization.js:56 msgid "not enough leather" msgstr "Não couro suficiente" #: script/localization.js:57 msgid "not enough meat" msgstr "não carne suficiente" #: script/localization.js:58 msgid "the compass points east" msgstr "os pontos cardeais leste" #: script/localization.js:59 msgid "the compass points west" msgstr "os pontos cardeais oeste" #: script/localization.js:60 msgid "the compass points north" msgstr "os pontos cardeais norte" #: script/localization.js:61 msgid "the compass points south" msgstr "os pontos cardeais sul" #: script/localization.js:62 msgid "the compass points northeast" msgstr "os pontos cardeais nordeste" #: script/localization.js:63 msgid "the compass points northwest" msgstr "os pontos cardeais noroeste" #: script/localization.js:64 msgid "the compass points southeast" msgstr "os pontos cardeais sudeste" #: script/localization.js:65 msgid "the compass points southwest" msgstr "os pontos cardeais sudoeste" #: script/outside.js:5 msgid "Outside" msgstr "Fora" #: script/outside.js:102 msgid "scraps of fur" msgstr "pedaços de pele" #: script/outside.js:107 msgid "bits of meat" msgstr "pedaços de carne" #: script/outside.js:112 msgid "strange scales" msgstr "escalas estranhas" #: script/outside.js:117 msgid "scattered teeth" msgstr "dentes dispersos" #: script/outside.js:122 msgid "tattered cloth" msgstr "tattered cloth" #: script/outside.js:127 msgid "a crudely made charm" msgstr "um encanto crua feita" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Uma Floresta Silenciosa" #: script/outside.js:169 msgid "gather wood" msgstr "recolher madeira" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "um estranho chega no meio da noite" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "uma família resistiu ocupa em uma das cabanas." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "a small group arrives, all dust and bones." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "um comboio guinadas em, partes iguais preocupação e esperança." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "da expansão da cidade. palavra não se locomover." #: script/outside.js:452 msgid "pop " msgstr "estouro" #: script/outside.js:457 msgid "forest" msgstr "floresta" #: script/outside.js:460 msgid "village" msgstr "aldeia" #: script/outside.js:543 msgid "check traps" msgstr "verificar armadilhas" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Uma Cabana Solitária" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Uma Pequena Aldeia" #: script/outside.js:568 msgid "A Modest Village" msgstr "Uma Modesta Aldeia" #: script/outside.js:570 msgid "A Large Village" msgstr "Uma Grande Aldeia" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Um Rouco Aldeia" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "o céu é cinza eo vento sopra sem parar" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "pincel seco e lixo galhos mortos no chão da floresta" #: script/outside.js:621 msgid "the traps contain " msgstr "as armadilhas contêm" #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Um caminho empoeirad" #: script/path.js:37 msgid "supplies:" msgstr "abastecimento:" #: script/path.js:43 msgid "embark" msgstr "embarcar" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "os pontos cardeais" #: script/path.js:102 msgid "perks:" msgstr "regalias:" #: script/path.js:132 msgid "none" msgstr "nenhum" #: script/path.js:142 msgid "armour" msgstr "armadura" #: script/path.js:153 msgid "water" msgstr "água" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "livre {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "peso" #: script/path.js:255 msgid "available" msgstr "disponível" #: script/room.js:16 msgid "trap" msgstr "armadilha" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "construtor diz que ela pode fazer armadilhas para pegar todas as criaturas " "que ainda poderia estar vivo lá fora" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "mais armadilhas para pegar mais criaturas" #: script/room.js:21 msgid "more traps won't help now" msgstr "mais armadilhas não vai ajudar agora" #: script/room.js:31 msgid "cart" msgstr "carrinho" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "construtor diz que ela pode fazer um carrinho para transportar madeira" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "o carrinho raquítico vai transportar mais madeira da floresta" #: script/room.js:44 msgid "hut" msgstr "cabana" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "construtor diz que há mais errantes. diz que vai trabalhar também." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "" "construtor coloca-se uma cabana, na floresta. diz a palavra vai se locomover." #: script/room.js:49 msgid "no more room for huts." msgstr "há mais espaço para barracas." #: script/room.js:59 msgid "lodge" msgstr "alojamento" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "aldeões poderia ajudar a caçar, dados os meios" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "o pavilhão de caça está na floresta, maneiras para fora da cidade" #: script/room.js:74 msgid "trading post" msgstr "feitoria" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "um posto de troca faria comércio mais fácil" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "agora os nômades têm um lugar para se estabelecer, eles podem ficar por um " "tempo" #: script/room.js:88 msgid "tannery" msgstr "curtume" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "construtor diz couro poderia ser útil. diz que os moradores poderiam fazê-lo." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "curtume sobe rápido, na orla da aldeia" #: script/room.js:102 msgid "smokehouse" msgstr "defumadouro" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "eve curar a carne, ou ele vai estragar. construtor diz que pode corrigir " "alguma coisa." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "construtor termina o fumeiro. ela se parece com fome." #: script/room.js:116 msgid "workshop" msgstr "oficina" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "construtor diz que ela poderia tornar as coisas mais finas, se ela tinha as " "ferramentas" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "" "oficina está finalmente pronto. construtor está animado para chegar a ele" #: script/room.js:131 msgid "steelworks" msgstr "siderurgia" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "construtor diz que os moradores poderiam fazer aço, dadas as ferramentas" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "uma neblina cai sobre a aldeia como as siderúrgicas despede-se" #: script/room.js:146 msgid "armoury" msgstr "arsenal" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "construtor diz que seria útil ter uma fonte constante de balas" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "arsenal é feito, acolhendo de volta as armas do passado." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "uma tocha para manter a escuridão longe" #: script/room.js:173 msgid "waterskin" msgstr "odre" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "este odre vai realizar um pouco de água, pelo menos" #: script/room.js:185 msgid "cask" msgstr "barril" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "o tonel tem água suficiente para expedições mais longas" #: script/room.js:198 msgid "water tank" msgstr "tanque de água" #: script/room.js:202 msgid "never go thirsty again" msgstr "nunca ir com sede novamente" #: script/room.js:211 msgid "bone spear" msgstr "lança de osso" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "esta lança não é elegante, mas é muito bom em esfaqueamento" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "mochila" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "transportando mais meios expedições mais longas para a floresta" #: script/room.js:235 msgid "wagon" msgstr "vagão" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "o vagão pode transportar uma grande quantidade de material" #: script/room.js:248 msgid "convoy" msgstr "comboio" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "o comboio pode transportar praticamente tudo" #: script/room.js:262 msgid "l armour" msgstr "l armadura" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "couro não é forte. melhor do que trapos, no entanto." #: script/room.js:274 msgid "i armour" msgstr "i armadura" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "ferro é mais forte do que o couro" #: script/room.js:286 msgid "s armour" msgstr "s armadura" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "aço é mais forte do que o ferro" #: script/room.js:298 msgid "iron sword" msgstr "espada de ferro" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "espada é afiada. boa proteção no mato." #: script/room.js:311 msgid "steel sword" msgstr "espada de aço" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "o aço é forte, e a lâmina verdadeira." #: script/room.js:324 msgid "rifle" msgstr "rifle" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "pó e balas de preto, como nos velhos tempos." #: script/room.js:458 msgid "Room" msgstr "Quarto" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Um quarto escuro" #: script/room.js:498 msgid "light fire" msgstr "fogo luz" #: script/room.js:508 msgid "stoke fire" msgstr "stoke fogo" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "o quarto é {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "o fogo é {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "o estranho está de pé perto do fogo. ela diz que pode ajudar. diz que ela " "constrói coisas." #: script/room.js:580 msgid "freezing" msgstr "congelação" #: script/room.js:581 msgid "cold" msgstr "frio" #: script/room.js:582 msgid "mild" msgstr "manso" #: script/room.js:583 msgid "warm" msgstr "quente" #: script/room.js:584 msgid "hot" msgstr "ardoroso" #: script/room.js:596 msgid "dead" msgstr "morto" #: script/room.js:597 msgid "smoldering" msgstr "latente" #: script/room.js:598 msgid "flickering" msgstr "tremulante" #: script/room.js:599 msgid "burning" msgstr "ardente" #: script/room.js:600 msgid "roaring" msgstr "rugido" #: script/room.js:604 msgid "A Firelit Room" msgstr "Um fogo aceso quarto" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "Não madeira suficiente para iniciar o fogo" #: script/room.js:655 msgid "the wood has run out" msgstr "a madeira se esgotou" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "a luz do fogo derrama das janelas, para o escuro" #: script/room.js:688 msgid "builder stokes the fire" msgstr "construtor atiça o fogo" #: script/room.js:718 msgid "the wind howls outside" msgstr "o vento uiva fora" #: script/room.js:719 msgid "the wood is running out" msgstr "a madeira está se esgotando" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "um estranho maltrapilho tropeça através da porta e cai no canto" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "" "arrepios estrangeiro, e murmura baixinho. suas palavras são ininteligíveis." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "o estranho no canto pára de tremer. sua respiração acalma." #: script/room.js:760 msgid "stores" msgstr "lojas" #: script/room.js:779 msgid "weapons" msgstr "armas" #: script/room.js:914 msgid "total" msgstr "" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "não é suficiente" #: script/room.js:951 msgid "builder just shivers" msgstr "construtor apenas treme" #: script/room.js:1054 msgid "build:" msgstr "construir:" #: script/room.js:1061 msgid "craft:" msgstr "ofício:" #: script/room.js:1068 msgid "buy:" msgstr "comprar:" #: script/ship.js:11 msgid "Ship" msgstr "Navio" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Um Starship Velho" #: script/ship.js:38 msgid "hull:" msgstr "casco:" #: script/ship.js:44 msgid "engine:" msgstr "motor:" #: script/ship.js:51 msgid "reinforce hull" msgstr "reforçar casco" #: script/ship.js:60 msgid "upgrade engine" msgstr "mecanismo de atualização" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "decolar" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "em algum lugar acima da nuvem de detritos, a frota errante paira. sido sobre " "esta pedra muito tempo." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "não o suficiente liga alien" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Pronto para sair?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "hora de sair deste lugar. não vai voltar." #: script/ship.js:150 msgid "linger" msgstr "demorar" #: script/space.js:42 msgid "hull: " msgstr "casco:" #: script/space.js:76 msgid "Troposphere" msgstr "Troposfera" #: script/space.js:78 msgid "Stratosphere" msgstr "Estratosfera" #: script/space.js:80 msgid "Mesosphere" msgstr "Mesosfera" #: script/space.js:82 msgid "Thermosphere" msgstr "Termosfera" #: script/space.js:84 msgid "Exosphere" msgstr "Exosfera" #: script/space.js:86 msgid "Space" msgstr "Espaço" #: script/space.js:424 msgid "score for this game: {0}" msgstr "pontuação para este jogo: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "pontuação total: {0}" #: script/world.js:46 msgid "punch" msgstr "soco" #: script/world.js:52 msgid "stab" msgstr "facada" #: script/world.js:58 msgid "swing" msgstr "balanço" #: script/world.js:64 msgid "slash" msgstr "reduzir" #: script/world.js:70 msgid "thrust" msgstr "impulso" #: script/world.js:76 msgid "shoot" msgstr "atirar" #: script/world.js:83 msgid "blast" msgstr "explosão" #: script/world.js:90 msgid "lob" msgstr "louvor" #: script/world.js:97 msgid "tangle" msgstr "enredo" #: script/world.js:119 msgid "An Outpost" msgstr "Uma Posto Avançado" #: script/world.js:120 msgid "Iron Mine" msgstr "Ferro Mina" #: script/world.js:121 msgid "Coal Mine" msgstr "Carvão Mina" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Enxofre Mina" #: script/world.js:123 msgid "An Old House" msgstr "Uma Velho Casa" #: script/world.js:124 msgid "A Damp Cave" msgstr "Uma úmido caverna" #: script/world.js:125 msgid "An Abandoned Town" msgstr "Uma Abandonado Cidade" #: script/world.js:126 msgid "A Ruined City" msgstr "Uma Arruinado Cidade" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Uma Caiu Starship" #: script/world.js:128 msgid "A Borehole" msgstr "Uma Furo" #: script/world.js:129 msgid "A Battlefield" msgstr "Uma Campo de Batalha" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Uma Muricy Pântano" #: script/world.js:134 msgid "A Destroyed Village" msgstr "Uma Destruído Aldeia" #: script/world.js:256 msgid "water:{0}" msgstr "água:{0}" #: script/world.js:283 msgid "pockets" msgstr "bolsos" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "hp: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "perigoso estar tão longe da aldeia sem proteção adequada" #: script/world.js:351 msgid "safer here" msgstr "mais seguro aqui" #: script/world.js:451 msgid "the meat has run out" msgstr "a carne se esgotou" #: script/world.js:456 msgid "starvation sets in" msgstr "conjuntos de fome em" #: script/world.js:481 msgid "there is no more water" msgstr "não existe mais água" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "a sede se torna insuportável" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "as árvores ceder a grama seca. o pincel amarelado agita ao vento." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "" "as árvores se foram. terra seca e poeira soprando são substitutos pobres." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "árvores surgem no horizonte. gramíneas gradualmente ceder a um assoalho da " "floresta de galhos secos e folhas caídas." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "the grasses thin. soon, only dust remains." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "Barrens quebrar em um mar de morrer grama, balançando na brisa árido." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "uma muralha de árvores retorcidas sobe da poeira. seus ramos torcer para uma " "sobrecarga de dossel esquelético." #: script/world.js:817 msgid "Wanderer" msgstr "vagabundo" #: script/world.js:822 msgid "The Village" msgstr "O Aldeia" #: script/world.js:851 msgid "the world fades" msgstr "os fades mundo" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "água reabastecido" #: script/world.js:982 msgid "A Barren World" msgstr "Um mundo Estéril" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "A Rosnar Besta" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "rosnando besta" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "a besta rosnando está morto" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "uma besta rosnando salta para fora do mato" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Um homem magro" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "magro homem" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "o homem magro está morto" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "um homem magro se aproxima, um olhar enlouquecido em seus olhos" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Um pássaro estranho" #: script/events/encounters.js:89 msgid "strange bird" msgstr "estranho pássaro" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "o estranho pássaro está morto" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "uma estranha velocidades de aves que procuram através das planícies" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Um homem Shivering" #: script/events/encounters.js:127 msgid "shivering man" msgstr "tremendo homem" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "o homem tremendo está morto" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "um tremendo homem abordagens e ataques com uma força surpreendente" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "a criatura que come homens" #: script/events/encounters.js:169 msgid "man-eater" msgstr "a criatura que come homens" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "a criatura que come homens está morto" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "uma grande criatura ataca, garras recém-sangrando" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Um Limpador" #: script/events/encounters.js:206 msgid "scavenger" msgstr "limpador" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "o limpador está morto" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "um limpador se aproxima, esperando por uma pontuação fácil" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Um lagarto enorme" #: script/events/encounters.js:248 msgid "lizard" msgstr "lagarto" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "o lagarto está morto" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "grama agita freneticamente como um lagarto enorme empurra através" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "A Feral Terror" #: script/events/encounters.js:286 msgid "feral terror" msgstr "terror feral" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "o terror feral está morto" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "" "uma besta, mais selvagem do que imaginar, irrompe para fora da folhagem" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Um soldado" #: script/events/encounters.js:323 msgid "soldier" msgstr "soldado" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "o soldado está morto" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "um soldado abre fogo do outro lado do deserto" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Um Sniper" #: script/events/encounters.js:366 msgid "sniper" msgstr "atirador" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "o atirador está morto" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "um tiro ressoa, de algum lugar na grama longa" #: script/events/global.js:6 msgid "The Thief" msgstr "o ladrão" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "os moradores transportar um homem imundo fora da sala de loja." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "dizem que seus povos foram roçando os suprimentos." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "dizem que ele deve ser enforcado como um exemplo." #: script/events/global.js:17 msgid "a thief is caught" msgstr "um ladrão é pego" #: script/events/global.js:21 msgid "hang him" msgstr "enforcá-lo" #: script/events/global.js:25 msgid "spare him" msgstr "poupá-lo" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "os aldeões pendurar o ladrão alta na frente da sala de loja." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "o ponto é feito. nos próximos dias, os suprimentos que faltam são devolvidos." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "o homem diz que ele é grato. diz que não vai vir em torno de mais." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "compartilha o que sabe sobre furtivamente antes que ele vá." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "A Armadilha Arruinado" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "algumas das armadilhas foram dilacerados." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "grandes impressões levar para longe, para dentro da floresta." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "algumas armadilhas foram destruídas" #: script/events/outside.js:26 msgid "track them" msgstr "monitorá-los" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "ignorá-los" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "as faixas desaparecem depois de apenas alguns minutos." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "a floresta está em silêncio." #: script/events/outside.js:40 msgid "nothing was found" msgstr "" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "ir para casa" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "" "não muito longe da aldeia encontra-se uma grande besta, seu pêlo emaranhado " "com sangue." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "ele coloca um pouco de resistência antes da faca." #: script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "a besta rosnando está morto" #: script/events/outside.js:69 #, fuzzy msgid "Fire" msgstr "Incêndio" #: script/events/outside.js:76 #, fuzzy msgid "a fire rampages through one of the huts, destroying it." msgstr "um incêndio começa em uma das cabanas, destruindo-a." #: script/events/outside.js:77 #, fuzzy msgid "all residents in the hut perished in the fire." msgstr "todos os residentes da cabana pereceram no fogo." #: script/events/outside.js:79 #, fuzzy msgid "a fire has started" msgstr "um incêndio começou" #: script/events/outside.js:86 #, fuzzy msgid "mourn" msgstr "luto" #: script/events/outside.js:87 #, fuzzy msgid "some villagers have died" msgstr "alguns aldeões morreram" #: script/events/outside.js:95 msgid "Sickness" msgstr "doença" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "a doença está se espalhando através da aldeia." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "medicina é necessária imediatamente." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "" #: script/events/outside.js:109 msgid "1 medicine" msgstr "uma medicina" #: script/events/outside.js:114 msgid "ignore it" msgstr "ignorá-la" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "a doença é curada em tempo." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "a doença se espalha através da aldeia." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "os dias são gastos com os enterros." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "as noites são aluguel com gritos." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "" #: script/events/outside.js:153 msgid "Plague" msgstr "Praga" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "uma terrível praga está se espalhando através da aldeia." #: script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "a praga rasga através da aldeia." #: script/events/outside.js:168 #, fuzzy msgid "buy medicine" msgstr "comprar medicina" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 medicina" #: script/events/outside.js:179 msgid "do nothing" msgstr "não fazer nada" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "a praga é mantido se espalhe." #: script/events/outside.js:187 msgid "only a few die." msgstr "apenas algumas morrem." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "o resto enterrá-los." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "a praga rasga através da aldeia." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "a única esperança é uma morte rápida." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Um ataque Besta" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "um bando de bestas rosnando derrama das árvores." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "a luta é curta e sangrenta, mas os animais são repelidos." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "os moradores retirar-se para chorar os mortos." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "A Raid Militar" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "um tiro anéis através das árvores." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "" "bem homens armados cobrar para fora da floresta, disparando contra a " "multidão." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "depois de uma escaramuça que são expulsos, mas não sem perdas." #: script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "a praga rasga através da aldeia." #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: script/events/room.js:6 msgid "The Nomad" msgstr "a Nomad" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "um nômade embaralha em vista, carregado com sacos improvisados amarrados com " "barbante áspero." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "Não vou dizer de onde ele veio, mas é claro que ele não vai ficar." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "um nômade chega, olhando para o comércio" #: script/events/room.js:20 msgid "buy scales" msgstr "comprar escalas" #: script/events/room.js:25 msgid "buy teeth" msgstr "comprar dentes" #: script/events/room.js:30 msgid "buy bait" msgstr "comprar isca" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "armadilhas são mais eficazes com isca." #: script/events/room.js:39 msgid "buy compass" msgstr "comprar bússola" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "a velha bússola é amassada e empoeirada, mas parece funcionar." #: script/events/room.js:45 script/events/room.js:227 #: script/events/room.js:240 script/events/room.js:253 #: script/events/room.js:309 script/events/room.js:332 #: script/events/room.js:388 script/events/room.js:411 #: script/events/room.js:450 script/events/room.js:568 #: script/events/room.js:584 script/events/room.js:600 #: script/events/room.js:611 msgid "say goodbye" msgstr "dizer adeus" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "ruídos" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "através das paredes, ruídos baralhar pode ser ouvido." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "não pode dizer o que eles estão fazendo." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "ruídos estranhos podem ser ouvidos através das paredes" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "investigar" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "formas vagas mover, apenas fora da vista." #: script/events/room.js:79 msgid "the sounds stop." msgstr "os sons parar." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "go back inside" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "" "um feixe de varas está um pouco além do limite, envolto em peles grossas." #: script/events/room.js:92 msgid "the night is silent." msgstr " a noite é silenciosa." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "ruídos coçar pode ser ouvido da sala de loja." #: script/events/room.js:112 msgid "something's in there." msgstr "something's in there." #: script/events/room.js:114 msgid "something's in the store room" msgstr "algo está na sala de loja" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "um pouco de madeira está em falta." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "o chão está cheio de pequenas escalas" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "o chão está cheio de pequenos dentes" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "o chão está cheio de pedaços de pano" #: script/events/room.js:190 msgid "The Beggar" msgstr "o mendigo" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "um mendigo chega." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "pede nenhum peles peças para mantê-lo quente durante a noite." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "um mendigo chega" #: script/events/room.js:204 msgid "give 50" msgstr "dar 50" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "dar 100" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "mandá-lo embora" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "o mendigo expressa seus agradecimentos." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "deixa uma pilha de pequenas escalas para trás." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "deixa uma pilha de pequenos dentes atrás." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "deixa alguns pedaços de pano para trás." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "O andarilho misterioso" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "um andarilho chega com um carrinho vazio. diz que se ele sair com a madeira, " "ele estará de volta com mais." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "construtor não é certeza que ele é de confiança." #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "um misterioso andarilho chega" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "dar 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "as folhas andarilho, carro carregado com madeira" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "as andarilho misterioso retorno, carrinho repletas de madeira." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "um andarilho chega com um carrinho vazio. diz que se ela sai com peles, ela " "vai estar de volta com mais." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "construtor não é certeza que ela é confiável." #: script/events/room.js:365 msgid "turn her away" msgstr "mandá-la embora" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "as folhas andarilho, carro carregado com peles" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "as andarilho misterioso retorno, carrinho repletas de peles." #: script/events/room.js:420 msgid "The Scout" msgstr "o Scout" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "o olheiro diz ela esteve todo." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "disposto a falar sobre isso, por um preço." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "um batedor pára para a noite" #: script/events/room.js:434 msgid "buy map" msgstr "comprar mapa" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "o mapa revela um pouco do mundo" #: script/events/room.js:440 msgid "learn scouting" msgstr "aprender scouting" #: script/events/room.js:459 msgid "The Master" msgstr "o Mestre" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "um andarilho de idade chega." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "ele sorri calorosamente e pede alojamentos para a noite." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "um andarilho velho chega" #: script/events/room.js:473 msgid "agree" msgstr "concordar" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "em troca, o andarilho oferece sua sabedoria." #: script/events/room.js:493 msgid "evasion" msgstr "evasão" #: script/events/room.js:503 msgid "precision" msgstr "precisão" #: script/events/room.js:513 msgid "force" msgstr "força" #: script/events/room.js:532 msgid "The Sick Man" msgstr "O homem doente" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "um homem atrapalha-se, tossindo." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "ele implora para a medicina." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "um homem doente atrapalha-se" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "dar uma medicina" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "o homem engole a medicina ansiosamente" #: script/events/room.js:552 msgid "tell him to leave" msgstr "diga-lhe para sair" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "o homem é grato." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "ele deixa uma recompensa." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "algum metal estranho ele pegou em suas viagens." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "algumas caixas brilhantes estranhas que ele pegou em suas viagens." #: script/events/room.js:593 msgid "all he has are some scales." msgstr "tudo o que ele tem algumas escalas." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "o homem expressa seus agradecimentos e atrapalha off." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "um Outpost" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "um lugar seguro nos ermos." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Um pântano escuro" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "juncos podres subir da terra pantanosa." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "um sapo solitário senta-se na lama, em silêncio." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "um pântano apodrece no ar estagnado." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "entrar" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "profundamente no pântano é uma cabine coberta de musgo." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "um andarilho velho senta-se no interior, em um transe aparente." #: script/events/setpieces.js:61 msgid "talk" msgstr "conversa" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "o andarilho leva o charme e acena com a cabeça lentamente." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "ele fala de uma vez levando as grandes frotas de mundos novos." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "destruição incomensurável a fome andarilho combustível." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "seu tempo aqui, agora, é a sua penitência." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "A Caverna Damp" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "a boca da caverna é grande e escuro." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "não pode ver o que está dentro." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "a terra aqui é dividido, como se carrega uma ferida antiga" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "ir para dentro" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "um animal assustado defende sua casa" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "continuar" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "deixar caverna" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "a caverna estreita a poucos metros em." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "as paredes são úmidas e cobertas de musgo" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "aperto" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "os restos de um antigo acampamento fica apenas dentro da caverna." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "" "colchonetes, rasgadas e enegrecidos, estava debaixo de uma fina camada de " "poeira." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "o corpo de um andarilho encontra-se em uma pequena caverna." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "rot tem sido a trabalhar nele, e algumas das peças estão faltando." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "não pode dizer o que deixou aqui." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "a tocha sputters e morre no ar úmido" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "a escuridão é absoluta" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "a tocha sai" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "uma caverna ataques lagarto" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "uma grande besta carrega para fora da escuridão" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "um lagarto gigante shambles frente" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "o ninho de um grande animal se encontra no fundo da caverna." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "" "um cache de alimentação pequena está escondido na parte de trás da caverna." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "" "um caso antigo está encravado atrás de uma pedra, coberta de uma espessa " "camada de poeira." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "A cidade deserta" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "um pequeno subúrbio coloca frente, casas vazias queimada e descamação." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "postes quebrados pé, enferrujando. luz não ilumina este lugar em um longo " "tempo." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "A cidade fica abandonada, seus cidadãos mortos há muito tempo" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "explorar" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "" "onde as janelas da escola não são quebrados, eles estão enegrecida de " "fuligem." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "as portas duplas ranger sem parar no vento." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "sair da cidade" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "emboscado na rua." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "a construção de agachamento na frente." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "uma cruz verde pouco visível atrás das janelas sujas." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "" "um pequeno esconderijo de material é dobrado dentro de um armário de " "ferrugem." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "um limpador aguarda apenas dentro da porta." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "um animal fica sozinho em um parque cheio de mato." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "uma caravana derrubada está espalhada em toda a rua esburacada." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "ele foi escolhido por mais de catadores, mas ainda há algumas coisas que " "vale a pena." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "ataques de um louco, gritando." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "um bandido sai das sombras." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "uma besta carrega fora de uma sala de aula saqueado." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "através das grandes portas de ginásio, passos podem ser ouvidos." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "a luz das tochas lança uma cintilação brilhar pelo corredor." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "os passos parar." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "outra besta, empate com o barulho, salta de um bosque de árvores." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "algo está causando uma comoção maneiras abaixo da estrada." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "uma luta, talvez." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "uma pequena cesta de alimentos está escondido sob um banco do parque, com " "uma nota anexada." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "não pode ler as palavras." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "um limpador de pânico irrompe pela porta, gritando." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "um homem está sobre um andarilho morto. percebe que não está sozinho." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "limpador teve um pequeno acampamento na escola." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" "sucatas recolhidas espalhados por todo o chão, como eles caíram do céu." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "limpador tinha sido à procura de mantimentos em aqui, ao que parece." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "uma vergonha deixar que ele encontrou de ir para o lixo." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "trapos debaixo do andarilho, segurava em uma de suas muitas mãos, um brilho " "de aço." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "vale a pena matar para, ao que parece." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "Olho por olho, parece justo." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "Sempre trabalhei antes, pelo menos." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "pegar os ossos encontra algumas bugigangas úteis." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "algum medicamento abandonado nas gavetas." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "a clínica foi saqueado." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "só poeira e as manchas permanecem." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Uma cidade em ruínas" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "um sinal da estrada agredida fica de guarda na entrada para esta outrora " "grande cidade." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "as torres que não tenham desintegrado saliência da paisagem como a caixa " "torácica de alguma besta antiga." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "Pode ser coisas vale a pena ter ainda dentro." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "as torres de uma cidade decadente dominam o horizonte" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "as ruas estão vazias." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "" "o ar é preenchido com pó, inexoravelmente conduzido pelos ventos fortes." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "deixar cidade" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" "ones de sinalização laranja são definidas através da rua, desbotada e " "rachada." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "luzes piscam pelos becos entre os prédios." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "uma grande favela espalha-se pelas ruas." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" "rostos, escurecido pela fuligem e sangue, olhar para fora das cabanas tortos." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "a casca de um hospital abandonado avulta." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "a antiga torre parece quase intacto." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "a casca de uma queimada blocos carro na entrada." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "a maioria das janelas ao nível do solo são preso de qualquer maneira." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "" "um lagarto enorme embaralha-se para fora da escuridão de uma estação de " "metrô de idade." #: script/events/setpieces.js:1368 msgid "descend" msgstr "descer" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "o tiro ecoa na rua vazia." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "o soldado sai de entre os edifícios, rifle levantada." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "um homem frágil está desafiadoramente, bloqueando o caminho." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "nada, mas os olhos baixos." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "as pessoas aqui estavam quebradas há muito tempo." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "corredores vazios." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "O local tem sido varrida por catadores." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "um velho explode através de uma porta, empunhando um bisturi." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "um bandido está esperando do outro lado do muro." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "uma besta rosnando salta de trás de um carro." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "rua acima da plataforma do metrô é soprada para fora." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "permite que alguma luz para dentro da neblina empoeirado." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "um som vem do túnel, logo à frente." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "parece um acampamento das sortes à frente." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "Arame enferrujado é puxado através de um beco." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "fogos queimam no pátio além." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "mais vozes pode ser ouvido pela frente." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "eles devem estar aqui por uma razão." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "o som de tiros carrega no vento." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "a rua em frente brilha com a luz do fogo." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "mais posseiros estão aglomerando ao redor agora." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "alguém joga uma pedra." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "uma loja improvisada está configurado na calçada." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "o proprietário fica por, estóico." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "pendurar tiras de carne de secagem por o lado da rua." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "as pessoas de volta para longe, evitando o contato visual." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "alguém tem bloqueado e barricado a porta para esta sala de operações." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "uma tribo de posseiros idosos está acampado nesta ala." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "um bando de lagartos arredonda o canto." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "tiras de carne estão penduradas para secar nesta ala." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "um grande ninhos no topo das escadas." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "os escombros é mais densa aqui." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "talvez algumas coisas úteis nos escombros." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "um enxame de ratos corre-se o túnel." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "um grande homem ataques, acenando com uma baioneta." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "um segundo soldado abre fogo." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "um soldado mascarado arredonda o canto, arma na mão" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "a multidão surge para a frente." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "um jovem ataca com um galho de árvore." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "um posseiro está firmemente na porta de uma pequena cabana." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "atrás da porta, uma figura deformada acorda e ataques." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "" "assim que a porta está aberta um pouco, centenas de tentáculos em erupção." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "ave deve ter gostado coisas brilhantes." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "algumas coisas boas tecidas em seu ninho." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "Não muito aqui." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "catadores deve ter chegado a este lugar já." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "o túnel abre em outra plataforma." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "as paredes estão chamuscados de uma antiga batalha." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "corpos e fontes de ambos os lados da maca no chão." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "o pequeno posto militar está bem fornecido." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "armas e munições, relíquias da guerra, estão dispostas ordenadamente no chão " "despensa." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "tão mortal como o eram então." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "procurando os corpos produz algumas fontes." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "mais soldados estarão em seu caminho." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "tempo de seguir em frente." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "o pequeno povoado foi claramente queimando um tempo." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" "os corpos dos andarilhos que viveram aqui ainda são visíveis nas chamas." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "ainda tempo para resgatar algumas fontes." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" "os colonos remanescentes fugir da violência, seus pertences esquecidos." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "não há muito, mas algumas coisas úteis ainda podem ser encontrados." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "o jovem colono estava carregando um saco de lona." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "ele contém viajar engrenagem, e algumas bugigangas." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "não há mais nada aqui." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "dentro da cabana, uma criança chora." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "alguns pertences descansar contra as paredes." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "o fedor da podridão e morte enche os teatros de operação." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "alguns itens estão espalhados no chão." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "não há mais nada aqui." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "um armário de medicamentos como novo no final de um corredor." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "o resto do hospital está vazio." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "alguém tinha estado a acumular despojos aqui." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "o horror tentacular é derrotado." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "no interior, os restos mortais de suas vítimas estão em toda parte." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "o homem deformado está morto." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "a sala de operação tem um monte de equipamento curioso." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "o velho tinha um pequeno esconderijo de itens interessantes." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Uma casa velha" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" "uma casa velha permanece aqui, uma vez que o tapume branco amarelado e " "peeling." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "a porta fica aberta." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "" "os restos de uma casa velha permanecer como um monumento aos tempos mais " "simples" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "a casa está abandonada, mas que ainda não pegou mais." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "ainda algumas gotas de água na velha assim." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "a casa foi saqueada." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "mas há um esconderijo de medicina sob o assoalho." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "um homem carrega no final do corredor, uma lâmina enferrujada na mão" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "A Battlefield Forgotten" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "a batalha foi travada aqui, há muito tempo." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "tecnologia agredida por ambos os lados estabelece dormente na paisagem " "criticou." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Um enorme Furo" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" "um enorme buraco é cortado profundamente na terra, a prova da safra passada." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "eles levaram o que eles vieram, e saiu." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "" "castoff dos treinos de mamute ainda pode ser encontrado nas bordas do " "precipício." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "A nave caiu" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "" "as curvas de familiares de um navio peregrino subir a partir do pó e cinzas." #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "de sorte que os nativos não podem trabalhar os mecanismos." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "com um pouco de esforço, pode voar de novo." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "salvamento" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "A Mina de Enxofre" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "o militar já está configurado na entrada da mina." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "soldados patrulham o perímetro, rifles pendurados nos ombros." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "um perímetro militar é criada ao redor da mina." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "ataque" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "um soldado, alertou, abre fogo." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "corrida" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "um segundo soldado se junta à luta." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "um grisalhos ataques soldado, acenando com uma baioneta." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "a presença militar tenha sido apagado." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "o meu é agora seguro para os trabalhadores." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "a mina de enxofre é clara dos perigos" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "A mina de carvão" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "fogueiras queimam pela entrada da mina." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "homens moinho sobre, armas prontas." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "esta antiga mina não está abandonado" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "um homem entra na briga" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "só o chefe permanece." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "o campo ainda é, para salvar o crepitar dos incêndios." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "a mina de carvão é clara dos perigos" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "A Mina de Ferro" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "uma antiga mina de ferro senta aqui, ferramentas abandonado e deixado à " "ferrugem." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "ossos branqueados estão espalhadas sobre a entrada. muitos, profundamente " "marcado com sulcos irregulares." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "uivos ferozes eco fora da escuridão." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "o caminho leva a uma mina abandonada" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "uma grande criatura lunges, os músculos ondulando à luz da tocha" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "o animal está morto." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "a mina de ferro está livre de perigos" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "A aldeia destruída" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "uma aldeia destruída reside no pó." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "corpos carbonizados espalhados no chão." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "metálica tang de andarilho afterburner paira no ar." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "um barraco está no centro da vila." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "há ainda abastece dentro." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "todo o trabalho de uma geração anterior está aqui." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "maduro para a colheita." #~ msgid "Export" #~ msgstr "Exportação" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/pt_br/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/pt_br/strings.js ================================================ _.setTranslation({"water tank": "tanque de \u00e1gua", "all": "tudo", "use meds": "usar medicamentos", "a shame to let what he'd found go to waste.": "uma vergonha deixar o que ele encontrou ir para o lixo.", "some villagers are ill": "alguns alde\u00f5es est\u00e3o doentes", "the room is {0}": "o quarto est\u00e1 {0}", "punch twice as fast, and with even more force": "soco duas vezes mais r\u00e1pido, e com ainda mais for\u00e7a", "The Nomad": "O N\u00f4made", "more traps won't help now": "mais armadilhas n\u00e3o v\u00e3o ajudar agora", "only a few die.": "apenas alguns morrem.", "the compass points east": "a b\u00fassola aponta para o leste", "the bodies of the wanderers that lived here are still visible in the flames.": "os corpos dos viajantes que viveram aqui ainda s\u00e3o vis\u00edveis nas chamas.", "the walls are scorched from an old battle.": "as paredes est\u00e3o chamuscados de uma antiga batalha.", "convoy": "comboio", "not enough fur": "pele insuficiente", "a masked soldier rounds the corner, gun drawn": "um soldado mascarado cerca o canto, arma na m\u00e3o", "a huge hole is cut deep into the earth, evidence of the past harvest.": "um enorme buraco \u00e9 marcado na terra, evidenciando colheitas passadas.", "it puts up little resistance before the knife.": "ele apresenta pouca resist\u00eancia diante da faca.", "there was a beast. it's dead now": "a fera furiosa est\u00e1 morta", "a shivering man approaches and attacks with surprising strength": "o homem arrepiante se aproxima e ataca com uma for\u00e7a surpreendente", "steel's stronger than iron": "a\u00e7o \u00e9 mais forte do que o ferro", "A Strange Bird": "Um P\u00e1ssaro Estranho", "not enough alien alloy": "liga alien\u00edgena insuficiente", "street above the subway platform is blown away.": "rua acima da plataforma do metr\u00f4 est\u00e1 destru\u00edda.", "the soldier is dead": "o soldado est\u00e1 morto", "error while saving to dropbox datastorage": "erro ao salvar no dropbox", "the footsteps stop.": "os passos param.", "the torchlight casts a flickering glow down the hallway.": " a tocha lan\u00e7a um brilho cintilante pelo corredor", "the warped man lies dead.": "o homem deformado est\u00e1 morto.", "something's in the store room": "algo est\u00e1 na sala de abastecimento", "unfathomable destruction to fuel wanderer hungers.": "destrui\u00e7\u00e3o imensuraveis era o cumbustivel do viajante faminto.", "embark": "embarcar", "scout": "patrulhar", "mourn": "luto", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "as \u00e1rvores produzem grama seca. a moita amarelada agita-se com o vento.", "save.": "salvar.", "total score: {0}": "pontua\u00e7\u00e3o total: {0}", "learned to make the most of food": "aprendeu a fazer o m\u00e1ximo de comida", "blast": "disparar", "the sky is grey and the wind blows relentlessly": "o c\u00e9u \u00e9 cinza e o vento sopra sem parar", "supplies:": "suprimentos:", "the feral terror is dead": "o bagunceiro selvagem est\u00e1 morto", "the tracks disappear after just a few minutes.": "as pegadas desaparecem depois de alguns minutos.", "a safe place in the wilds.": "um lugar seguro na selva.", "fur": "pele", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "debaixo dos trapos de um viajante, segurava em uma de suas m\u00e3os, algo com um brilho met\u00e1lico.", "buy scales": "comprar escamas", "mild": "morno", "the hunting lodge stands in the forest, a ways out of town": "o pavilh\u00e3o de ca\u00e7a est\u00e1 na floresta, fora da cidade", "leave": "sair", "the convoy can haul mostly everything": "o comboio pode transportar praticamente tudo", "learned to strike faster without weapons": "aprendeu a atacar mais r\u00e1pido sem armas", "an old house remains here, once white siding yellowed and peeling.": "uma casa velha permanece aqui, uma vez que o tapume branco amarelou e descascou.", "ignore them": "ignor\u00e1-los", "willing to talk about it, for a price.": "disposta a falar sobre isso, por um pre\u00e7o.", "a beast, wilder than imagining, erupts out of the foliage": "uma besta, mais selvagem do que se pode imaginar, surge da folhagem", "go home": "ir para casa", "the soldier steps out from between the buildings, rifle raised.": "o soldado sai de entre os edif\u00edcios, com o rifle levantado.", "force": "for\u00e7a", "A Murky Swamp": "Um P\u00e2ntano Obscuro", "a ragged stranger stumbles through the door and collapses in the corner": "um estranho maltrapilho trope\u00e7a atrav\u00e9s da porta e cai no canto", "not enough leather": "couro insuficiente", "the fight is short and bloody, but the beasts are repelled.": "a luta \u00e9 curta e sangrenta, mas os animais s\u00e3o expulsos.", "the wood is running out": "a madeira est\u00e1 se esgotando", "restart.": "reiniciar.", "rot's been to work on it, and some of the pieces are missing.": "a decomposi\u00e7\u00e3o tem feito seu trabalho nele, e est\u00e3o faltando alguns peda\u00e7os.", "workshop's finally ready. builder's excited to get to it": "a oficina est\u00e1 finalmente pronta. o construtor est\u00e1 animada para usar", "a trading post would make commerce easier": "um posto de troca facilita o com\u00e9rcio", "not enough steel": "a\u00e7o insuficiente", "perks:": "benef\u00edcios:", "the torch goes out": "a tocha apaga-se", "saved.": "salvos.", "after a skirmish they are driven away, but not without losses.": "depois do conflito eles s\u00e3o expulsos, mas n\u00e3o sem perdas.", "the military is already set up at the mine's entrance.": "o militar j\u00e1 est\u00e1 preparado na entrada da mina.", "tannery goes up quick, on the edge of the village": "curtume \u00e9 feito r\u00e1pido, na periferia da aldeia", "learned to fight quite effectively without weapons": "aprendeu a lutar de forma bastante eficaz sem armas", "charred bodies litter the ground.": "corpos carbonizados espalhados no ch\u00e3o.", "someone throws a stone.": "algu\u00e9m joga uma pedra.", "leaves a pile of small teeth behind.": "deixa uma pilha de pequenos dentes para atr\u00e1s.", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "o estanho se arrepia, e murmura baixinho. suas palavras s\u00e3o inintelig\u00edveis.", "not enough scales": "escamas insuficientes", "someone has locked and barricaded the door to this operating theatre.": "algu\u00e9m tem trancado e bloqueado a porta para esta sala de cirurgias.", "leave cave": "deixar caverna", "a lone frog sits in the muck, silently.": "um sapo solit\u00e1rio senta-se na lama, em sil\u00eancio.", "the steel is strong, and the blade true.": "o a\u00e7o \u00e9 forte, e a l\u00e2mina verdadeira.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "uma mala antiga est\u00e1 encravada atr\u00e1s de uma pedra, coberta de uma espessa camada de poeira.", "learned how to ignore the hunger": "aprendeu a ignorar a fome", "punch": "soco", "water": "\u00e1gua", "desert rat": "rato do deserto", "explore": "explorar", "a pack of snarling beasts pours out of the trees.": "um bando de feras selvagens descem das \u00e1rvores.", "punches do even more damage.": "socos fazem ainda mais danos.", "the body of a wanderer lies in a small cavern.": "o corpo de um viajante encontra-se em uma pequena caverna.", "roaring": "rugindo", "gatherer": "coletor", "the people back away, avoiding eye contact.": "as pessoas se afastam, evitando o contato visual.", "A Huge Borehole": "Um Enorme Buraco", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "um punhhado de gravetos est\u00e3o na entrada, envolto em peles grossas.", "builder says she could make finer things, if she had the tools": "o construtor diz que ela poderia fazer coisas melhores, se ela tivesse ferramentas", "soldier": "soldado", "learn scouting": "aprender \u00e0 explorar", "share.": "compartilhar.", "choose one slot to save to": "escolha um slot para salvar", "some villagers have died": "alguns alde\u00f5es morreram", "A Murky Swamp": "Um p\u00e2ntano escuro", "iron sword": "espada de ferro", "builder says she can make traps to catch any creatures might still be alive out there": "o construtor diz que ela pode fazer armadilhas para pegar todas as criaturas que ainda podem estar vivas l\u00e1 fora", "the grasses thin. soon, only dust remains.": "a grama vai desaparecendo. logo, s\u00f3 sobrar\u00e1 poeira", "bayonet": "baioneta", "a shot rings out, from somewhere in the long grass": "um tiro ressoa, de algum lugar na grama longa", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "uma muralha de \u00e1rvores retorcidas sobe da poeira. seus ramos dobram-se em um dossel esquel\u00e9tico.", "gather wood": "recolher madeira", "with a little effort, it might fly again.": "com um pouco de esfor\u00e7o, pode voar de novo.", "A Scavenger": "Um escavador", "picking the bones finds some useful trinkets.": "ao procurar entre os ossos encontra algumas bugigangas \u00fateis.", "sufferers are healed": "Doentes s\u00e3o curados", "the shell of an abandoned hospital looms ahead.": "a estrutura de um hospital abandonado aparece \u00e0 frente.", "the villagers hang the thief high in front of the store room.": "os alde\u00f5es penduram o ladr\u00e3o em frente da sala de abastecimento.", "eye for an eye seems fair.": "olho por olho, parece justo.", "an old man bursts through a door, wielding a scalpel.": "um velho irrompe atrav\u00e9s de uma porta, empunhando um bisturi.", "1 medicine": "um rem\u00e9dio", "the small military outpost is well supplied.": "o pequeno posto militar est\u00e1 bem fornecido.", "the clinic has been ransacked.": "a cl\u00ednica foi saqueada.", "drop:": "largar:", "leaves some scraps of cloth behind.": "deixa alguns peda\u00e7os de pano para tr\u00e1s.", "are you sure?": "voc\u00ea tem certeza?", "charcutier": "a\u00e7ougueiro", "a military perimeter is set up around the mine.": "um per\u00edmetro militar \u00e9 criado ao redor da mina.", "trading post": "posto de troca", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "uma viajante chega com um carrinho vazio. Disse que se ela sair com peles, ela voltar\u00e1 com mais.", "in exchange, the wanderer offers his wisdom.": "em troca, o viajante oferece sua sabedoria.", "sulphur miner": "minerador de enxofre", "a small basket of food is hidden under a park bench, with a note attached.": "uma pequena cesta de alimentos est\u00e1 escondido sob um banco do parque, com uma nota anexada.", "warm": "aquecido", "the sound of gunfire carries on the wind.": "o som do tiroteio ecoa no vento", "stoke fire": "ati\u00e7ar fogo", "lift off": "decolar", "shoot": "atirar", "none": "nenhum", "leave town": "sair da cidade", "most of the windows at ground level are busted anyway.": "a maioria das janelas ao n\u00edvel do solo est\u00e3o quebradas de qualquer maneira.", "a strange looking bird speeds across the plains": "um p\u00e1ssaro de apar\u00eancia estranha surge atrav\u00e9s das plan\u00edcies", "linger": "demorar", "take:": "tomar:", "connect game to dropbox local storage": "conecte o jogo ao dropbox", "strange bird": "p\u00e1ssaro estranho", "if the code is invalid, all data will be lost.": "se o c\u00f3digo for inv\u00e1lido, todos os dados ser\u00e3o perdidos.", "A Feral Terror": "Um Terror feroz", "can't see what's inside.": "n\u00e3o se pode ver o que est\u00e1 dentro.", "a large beast charges out of the dark": "uma grande fera surge da escurid\u00e3o", "salvage": "salvamento", "grenade": "granada", "the stranger in the corner stops shivering. her breathing calms.": "o estranho no canto para de tremer. sua respira\u00e7\u00e3o acalma.", "a small suburb lays ahead, empty houses scorched and peeling.": "um pequeno sub\u00farbio fica \u00e0 frente, casas vazias chamuscadas e descamadas.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "um viajante chega com um carrinho vazio. diz que se ele sair com madeira, ele voltar\u00e1 com mais.", "gaunt man": "homem esquel\u00e9tico", "a squat building up ahead.": "um edif\u00edcio ocupado \u00e0 frente", "a thug moves out of the shadows.": "um bandido sai das sombras.", "An Outpost": "um Posto avan\u00e7ado", "there's not much, but some useful things can still be found.": "n\u00e3o h\u00e1 muito, mas algumas coisas \u00fateis ainda podem ser encontradas.", " and ": " e ", "an improvised shop is set up on the sidewalk.": "uma loja improvisada foi feita na cal\u00e7ada.", "cured meat": "carne curada", "builder puts up a hut, out in the forest. says word will get around.": "o construtor constr\u00f3i uma cabana na floresta. diz que a palavra vai se espalhar.", "learned how not to be seen": "aprendeu como n\u00e3o ser visto", "punches do more damage": "socos fazem mais danos", "some traps have been destroyed": "algumas armadilhas foram destru\u00eddas", "castoff from the mammoth drills can still be found by the edges of the precipice.": "restos de uma presa de mamute ainda podem ser encontrados nas bordas do precip\u00edcio.", "well armed men charge out of the forest, firing into the crowd.": "homens bem armados surgem para fora da floresta, disparando contra a multid\u00e3o.", "a plague afflicts the village": "a praga se espalha pela aldeia.", "all the work of a previous generation is here.": "todo o trabalho de uma gera\u00e7\u00e3o anterior est\u00e1 aqui.", "An Old Starship": "Uma Nave Velha", "ignore it": "ignor\u00e1-la", "hot": "quente", "upgrade engine": "mecanismo de atualiza\u00e7\u00e3o", "forest": "floresta", "give 500": "dar 500", "A Dark Room": "Um Quarto Escuro", "hyper.": "hyper", "a battle was fought here, long ago.": "a batalha foi travada aqui, h\u00e1 muito tempo.", "builder says leather could be useful. says the villagers could make it.": "o construtor diz que couro poderia ser \u00fatil. diz que os moradores poderiam faz\u00ea-lo.", "craft:": "of\u00edcio:", "Iron Mine": "Mina de Ferro", "coal mine": "mina de carv\u00e3o", "bits of meat": "peda\u00e7os de carne", "scavengers must have gotten to this place already.": "escavadores j\u00e1 devem ter chegado a este lugar .", "the remains of an old camp sits just inside the cave.": "os restos de um antigo acampamento fica justamente dentro da caverna.", "epidemic is eradicated eventually": "A epidemia \u00e9 finalmente erradicada ", "The Village": "A Aldeia", "deep in the swamp is a moss-covered cabin.": "nas profundezas do p\u00e2ntano tem uma cabine coberta de musgo.", "snarling beast": "fera furiosa", "soldiers patrol the perimeter, rifles slung over their shoulders.": "soldados patrulham o per\u00edmetro, com rifles pendurados nos ombros.", "a swarm of rats rushes up the tunnel.": "uma ninhada de ratos percorrem o t\u00fanel.", "faces, darkened by soot and blood, stare out from crooked huts.": "rostos, escurecidos pela fuligem e sangue, olham para fora das cabanas tortas.", "strange noises can be heard through the walls": "barulhos estranhos podem ser ouvidos atrav\u00e9s das paredes", "coal": "carv\u00e3o", "Stratosphere": "Estratosfera", "man-eater": "canibal", "can't tell what they're up to.": "n\u00e3o se tem certeza do que realmente eles se tratam.", "enter": "entrar", "a destroyed village lies in the dust.": "uma aldeia destru\u00edda reside no p\u00f3.", "Ship": "Navio", "better avoid conflict in the wild": "melhor evitar o conflito em estado selvagem", "talk": "conversa", "another beast, draw by the noise, leaps out of a copse of trees.": "outra fera, chamada pelo barulho, salta de \u00e1rvoresde de um bosque.", "A Soldier": "Um soldado", "the man expresses his thanks and hobbles off.": "o homem expressa seus agradecimentos e desfalece.", "battered technology from both sides lays dormant on the blasted landscape.": "tecnologia agressiva de ambos os lados permanecem inativas na paisagem destru\u00edda.", "the villagers haul a filthy man out of the store room.": "os moradores levam o homem imundo para fora da sala de abastecimento", "strips of meat are hung up to dry in this ward.": "tiras de carne est\u00e3o penduradas para secar nesta ala.", "cold": "frio", "the iron mine is clear of dangers": "a mina de ferro est\u00e1 livre de perigos", "the military presence has been cleared.": "a presen\u00e7a militar tem acabado.", "A Crashed Starship": "Uma Nave Ca\u00edda", "the fire is {0}": "o fogo est\u00e1 {0}", "A Lonely Hut": "Uma Cabana Solit\u00e1ria", "buy teeth": "comprar dentes", "a small supply cache is hidden at the back of the cave.": "um esconderijo de suprimentos est\u00e1 escondida no fundo da caverna.", "iron's stronger than leather": "ferro \u00e9 mais forte do que o couro", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "colchonetes, rasgados e enegrecidas, estavam debaixo de uma fina camada de poeira.", "dodge attacks more effectively": "esquivar de ataques de forma mais eficaz", "hull: ": "casco:", "a madman attacks, screeching.": "um homem louco ataca, gritando.", "thieves": "bandidos", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "as torres que n\u00e3o tinham desmoronado sobressaem da paisagem como a caixa tor\u00e1cica de alguma besta antiga.", "lights off.": "apagar luzes.", "someone had been stockpiling loot here.": "algu\u00e9m tinha empilhando seus ganhhos ilicitos aqui.", "learned to look ahead": "aprendeu a se antecipar", "the mine is now safe for workers.": "a mina \u00e9 agora segura para os trabalhadores.", "Coal Mine": "Mina de Carv\u00e3o", "empty corridors.": "corredores vazios.", "save to slot": "salvar slot", "the owner stands by, stoic.": "o propriet\u00e1rio se mant\u00e9m, firmemente", "hunter": "ca\u00e7ador", "strips of meat hang drying by the side of the street.": "tiras de carne pendurados secando ao lado da rua.", "more squatters are crowding around now.": "mais ocupantes est\u00e3o se aglomerando ao redor agora.", "some weird glowing boxes he picked up on his travels.": "algumas estranhas caixas brilhantes que ele pegou em suas viagens.", "a panicked scavenger bursts through the door, screaming.": "um escavador em p\u00e2nico irrompe pela porta, gritando.", "give 50": "dar 50", "wagon": "vag\u00e3o", "An Old House": "Uma Casa Velha", "a soldier, alerted, opens fire.": "um soldado, alertado, abre fogo.", "meat": "carne", "the tunnel opens up at another platform.": "o t\u00fanel abre em outra plataforma.", "a terrible plague is fast spreading through the village.": "uma terr\u00edvel praga est\u00e1 se espalhando atrav\u00e9s da aldeia.", "the gaunt man is dead": "o homem esquel\u00e9tico est\u00e1 morto", "bone spear": "lan\u00e7a de osso", "trap": "armadilha", "the street ahead glows with firelight.": "a rua em frente brilha com a luz do fogo.", "armourer": "armeiro", "a large shanty town sprawls across the streets.": "uma grande favela espalha-se pelas ruas.", "the shell of a burned out car blocks the entrance.": "a estrutura de um carro queimado bloqueia a entrada.", "a small group arrives, all dust and bones.": "um pequeno grupo chega, todos exaustos.", "A Ruined City": "Uma Cidade Arruinada", "weight": "peso", "torch": "tocha", "The Thief": "O Ladr\u00e3o", "not enough cloth": "pano insuficiente", "a youth lashes out with a tree branch.": "um jovem ataca com um galho de \u00e1rvore.", "the rest of the hospital is empty.": "o resto do hospital est\u00e1 vazio.", "connect": "conectar", "learned to be where they're not": "aprendeu a estar no lugar onde eles n\u00e3o est\u00e3o", "go twice as far without eating": "aguente duas vezes mais sem comer", "scavenger'd been looking for supplies in here, it seems.": "escadores estiveram procurando suprimento aqui, ao que parece.", "there's nothing else here.": "n\u00e3o h\u00e1 mais nada aqui.", "the plague is kept from spreading.": "a praga \u00e9 evitada de se espalhar.", "the cask holds enough water for longer expeditions": "o barril tem \u00e1gua suficiente para expedi\u00e7\u00f5es mais longas", "check traps": "verificar armadilhas", "Plague": "Praga", "a fire has started": "um inc\u00eandio come\u00e7ou", "medicine": "medicina", "the old man had a small cache of interesting items.": "o velho tinha um pequeno esconderijo de itens interessantes.", "tannery": "curtume", "lob": "tacar", "no more room for huts.": "n\u00e3o h\u00e1 mais espa\u00e7o para barracas.", "they took what they came for, and left.": "eles levaram o que queriam, e sa\u00edram.", "through the large gymnasium doors, footsteps can be heard.": "atrav\u00e9s das grandes portas de gin\u00e1sio, passos podem ser ouvidos.", "a large creature attacks, claws freshly bloodied": "uma grande criatura ataca, garras rec\u00e9m-sangrando", "a green cross barely visible behind grimy windows.": "uma cruz verde pouco vis\u00edvel atr\u00e1s das janelas sujas.", "a sick man hobbles up": "um homem doente", "An Abandoned Town": "Uma Cidade Abandonada", "cart": "carrinho", "might be things worth having still inside.": "ainda podem ter coisas que valem a pena dentro.", "the wood has run out": "a madeira se esgotou", "The Master": "O Mestre", "thrust": "golpear", "water replenished": "\u00e1gua reabastecida", "a soldier opens fire from across the desert": "um soldado abre fogo do outro lado do deserto", "go twice as far without drinking": "aguente duas vezes mais sem beber", "the tentacular horror is defeated.": "o horror tentacular \u00e9 derrotado.", "an overturned caravan is spread across the pockmarked street.": "uma caravana virada est\u00e1 espalhada em toda a rua esburacada.", "the villagers retreat to mourn the dead.": "os alde\u00f5es retiram-se para chorar pelos mortos.", "A Modest Village": "Uma Modesta Aldeia", "A Damp Cave": "Uma Caverna \u00damida", "swing": "balan\u00e7o", "alien alloy": "liga alien\u00edgena", "export or import save data, for backing up": "exportar ou importar dados salvos, para fazer backup", "smokehouse": "defumadouro", "vague shapes move, just out of sight.": "formas estranhas se movem, fora da vista.", "Wanderer": "errante", "the earth here is split, as if bearing an ancient wound": "a terra est\u00e1 separada, como se carregasse uma ferida antiga", "the compass points southeast": "a b\u00fassola aponta para o sudeste", "barbarian": "b\u00e1rbaro", "the wanderer leaves, cart loaded with furs": "A viajante deixa um carrinho carregado com peles", "there are still supplies inside.": "ainda h\u00e1 suprimentos.", "traps are more effective with bait.": "armadilhas s\u00e3o mais eficazes com isca.", "rusted chainlink is pulled across an alleyway.": "arame enferrujado \u00e9 puxado atrav\u00e9s de um beco.", "a sickness is spreading through the village.": "uma doen\u00e7a est\u00e1 se espalhando atrav\u00e9s da aldeia.", "tangle": "entrela\u00e7ar", "miss": "errou", "the meat has run out": "a carne se esgotou", "a beast charges out of a ransacked classroom.": "uma fera surge de uma sala saqueada.", "lucky that the natives can't work the mechanisms.": "sorte que os nativos n\u00e3o podem trabalhar com mecanismos.", "the rickety cart will carry more wood from the forest": "o carrinho pequeno vai transportar mais madeira da floresta", "just as deadly now as they were then.": "t\u00e3o mortais como agora como eles eram antigamente.", "builder just shivers": "o construtor apenas treme de frio", "a second soldier joins the fight.": "um segundo soldado se junta \u00e0 luta.", "attack": "atacar", "go inside": "ir para dentro", "turn her away": "mand\u00e1-la embora", "reinforce hull": "refor\u00e7ar casco", "not enough wood to get the fire going": "madeira insuficiente para acender o fogo", "a stranger arrives in the night": "um estranho chega no meio da noite", "hut": "cabana", "trapper": "armadilheiro", "a battered highway sign stands guard at the entrance to this once-great city.": "um sem\u00e1foro amassado continua de p\u00e9 na entrada nesta outrora grande cidade.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "as curvas familiares de um navio peregrino sobe a partir do p\u00f3 e cinzas.", "sulphur": "enxofre", "steel": "a\u00e7o", "the stranger is standing by the fire. she says she can help. says she builds things.": "a estranha est\u00e1 de p\u00e9 perto do fogo. ela disse que pode ajudar. diz ela queconstr\u00f3i coisas.", "the sickness is cured in time.": "a doen\u00e7a \u00e9 curada em tempo.", "the only hope is a quick death.": "a \u00fanica esperan\u00e7a \u00e9 uma morte r\u00e1pida.", "score for this game: {0}": "pontua\u00e7\u00e3o para este jogo: {0}", "the lizard is dead": "o lagarto est\u00e1 morto", "iron": "ferro", "fires burn in the courtyard beyond.": "fogos queimam no p\u00e1tio da frente.", "builder": "o construtor", "a large creature lunges, muscles rippling in the torchlight": "uma grande criatura d\u00e1 o bote, os m\u00fasculos ondulando \u00e0 luz da tocha", "something's causing a commotion a ways down the road.": "algo est\u00e1 causando um tumulto na estrada.", "A Barren World": "Um Mundo Est\u00e9ril", "A Firelit Room": "Um Quarto Iluminado", "some wood is missing.": "est\u00e3o faltando algumas madeiras.", "The Beggar": "O Mendigo", "Troposphere": "Troposfera", "ripe for the picking.": "maduro para a colheita.", "A Destroyed Village": "Uma Aldeia Destru\u00edda", "coal miner": "minerador de carv\u00e3o", "not enough teeth": "dentes insuficientes", "all he has are some scales.": "tudo o que ele tem algumas balan\u00e7as.", "learned to predict their movement": "aprendeu a prever movimentos", "the nights are rent with screams.": "as noites s\u00e3o preenchidas com gritos.", "take": "tomar", "the scavenger is dead": "o escavador est\u00e1 morto", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "um n\u00f4made aparece diante de seus olhos, carregando bolsas improvisadas amarradas com cordas \u00e1speras.", "a convoy lurches in, equal parts worry and hope.": "um comboio chega, partes iguais de preocupa\u00e7\u00e3o e esperan\u00e7a.", "the map uncovers a bit of the world": "o mapa revela um pouco do mundo", "the shot echoes in the empty street.": "o tiro ecoa na rua vazia.", "the sounds stop.": "os sons param.", "rucksack": "mochila", "the towers of a decaying city dominate the skyline": "as torres de uma cidade decadente dominam o horizonte", "lights on.": "acender luzes.", "a torch to keep the dark away": "uma tocha para manter a escurid\u00e3o longe", "some good stuff woven into its nest.": "alguns bons materiais se entrela\u00e7am em seu ninho.", "starvation sets in": "a fome chega", "charm": "amuleto", "the sniper is dead": "o sniper est\u00e1 morto", "nothing": "nada", "say his folk have been skimming the supplies.": "diz que um dos seu povo t\u00eam roubado os suprimentos.", "Restart?": "Reiniciar?", "this is irreversible.": "isto \u00e9 irrevers\u00edvel.", "the town's booming. word does get around.": "expans\u00e3o da cidade. a palavra se espalha.", "Dropbox connection": "Dropbox", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "armas e muni\u00e7\u00f5es, rel\u00edquias da guerra, est\u00e3o dispostas ordenadamente no ch\u00e3o despensa.", "iron miner": "minerador de ferro", "give 100": "dar 100", "the operating theatre has a lot of curious equipment.": "a sala de opera\u00e7\u00e3o tem um monte de equipamentos curiosos.", "A Sniper": "Um Sniper", "the mysterious wanderer returns, cart piled high with wood.": "o viajante misterioso retorna, com o carrinho cheio de madeira.", "a snarling beast jumps out from behind a car.": "uma besta rosnando salta de tr\u00e1s de um carro.", "precise": "preciso", "looks like a camp of sorts up ahead.": "parece um acampamento de todos os tipos \u00e0 frente.", "bait": "isca", "The Sulphur Mine": "A Mina de Enxofre", "stunned": "atordoado", "a thief is caught": "um ladr\u00e3o \u00e9 pego", "a beggar arrives.": "um mendigo chega.", "the strange bird is dead": "o p\u00e1ssaro estranho est\u00e1 morto", "*** EVENT ***": "*** EVENTO ***", "the grass thrashes wildly as a huge lizard pushes through": "grama agita freneticamente com o atravessar de um lagarto enorme", "leave city": "deixar cidade", "medicine is needed immediately.": "\u00e9 necess\u00e1rio rem\u00e9dio imediatamente.", "A Crashed Ship": "Uma Nave Ca\u00edda", "the town lies abandoned, its citizens long dead": "a cidade est\u00e1 abandonada, seus cidad\u00e3os morreram h\u00e1 muito tempo", "give 1 medicine": "dar 1 rem\u00e9dio", "the old compass is dented and dusty, but it looks to work.": "a velha b\u00fassola est\u00e1 amassada e empoeirada, mas parece funcionar.", "wood": "madeira", "A Forgotten Battlefield": "Um Campo de Batalha Esquecido", "the trees are gone. parched earth and blowing dust are poor replacements.": "as \u00e1rvores se foram. terra seca e poeira soprando s\u00e3o substitui\u00e7\u00f5es pobres.", "lodge": "alojamento", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "postes quebrados continuam em p\u00e9, enferrujando. luz n\u00e3o ilumina este lugar a muito tempo.", "a scout stops for the night": "uma exploradora fica para a noite", "a gunshot rings through the trees.": "um tiro ecoa atrav\u00e9s das \u00e1rvores.", "pop ": "popula\u00e7\u00e3o ", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "em algum lugar acima da nuvem restante, a armada errante paira. esteve nesta pedra por tempo demais.", "iron mine": "mina de ferro", "freezing": "congelando", "the world fades": "o mundo enfraque", "some of the traps have been torn apart.": "algumas das armadilhas foram dilacerados.", "not enough iron": "ferro insuficiente", "compass": "b\u00fassola", "successfully saved to dropbox datastorage": "salvo com sucesso no dropbox", "builder says it'd be useful to have a steady source of bullets": "o construtor diz que seria \u00fatil ter uma fonte constante de proj\u00e9teis", "a mysterious wanderer arrives": "um misterioso viajante chega", "An Old House": "Uma Casa Velha", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "ossos branqueados est\u00e3o espalhadas sobre a entrada. muitos, profundamente marcados com mordidas irregulares.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "assim que a porta abre-se um pouco, centenas de tent\u00e1culos entram em erup\u00e7\u00e3o. ", "leather": "couro", "a sound comes from the tunnel, just ahead.": "um som vem do t\u00fanel, logo \u00e0 frente.", "investigate": "investigar", "the cave narrows a few feet in.": "a caverna vai se estreitando", "sword is sharp. good protection out in the wilds.": "espada \u00e9 afiada. boa prote\u00e7\u00e3o no mato.", "orange traffic cones are set across the street, faded and cracked.": "cones de sinaliza\u00e7\u00e3o laranjas s\u00e3o deixados na rua, desbotados e rachados.", "a large man attacks, waving a bayonet.": "um grande homem ataca, acenando com uma baioneta.", "all residents in the hut perished in the fire.": "todos os residentes da cabana pereceram no fogo.", "the air is filled with dust, driven relentlessly by the hard winds.": "o ar \u00e9 preenchido com p\u00f3, inexoravelmente conduzido pelos ventos fortes.", "A Damp Cave": "Uma Caverna \u00damida", "a gaunt man approaches, a crazed look in his eye": "um homem esquel\u00e9tico se aproxima, com um olhar enlouquecido em seus olhos", "A Military Raid": "Um Ataque Militar", "the walls are moist and moss-covered": "as paredes s\u00e3o \u00famidas e cobertas de musgo", "not enough wood": "madeira insuficiente", "a giant lizard shambles forward": "um lagarto gigante cambaleia para frente", "close": "fechar", "some medicine abandoned in the drawers.": "alguns medicamentos abandonados nas gavetas.", "strange scales": "escamas estranhas", "learned to throw punches with purpose": "aprendeu a dar socos com finalidade", "a shack stands at the center of the village.": "h\u00e1 um barraco est\u00e1 no centro da vila.", "spare him": "poup\u00e1-lo", "he smiles warmly and asks for lodgings for the night.": "ele sorri calorosamente e pede alojamentos para a noite.", "stealthy": "furtivo", "the sulphur mine is clear of dangers": "a mina de enxofre est\u00e1 segura dos perigos", "weapons": "armas", "the man is thankful.": "o homem \u00e9 grato.", "warfare is bloodthirsty": "A guerra \u00e9 sangrenta", "shares what he knows about sneaking before he goes.": "compartilha seu conhecimento de furtividade antes de ir. ", "import": "importar", "available": "dispon\u00edvel", "A Shivering Man": "Um Homem arrepiante", "the rest bury them.": "o resto foi enterrado.", "smoldering": "latente", "the young settler was carrying a canvas sack.": "o jovem colono estava carregando um saco de lona.", "the ground is littered with small teeth": "o ch\u00e3o est\u00e1 repleto de dentes pequenos", "the nest of a large animal lies at the back of the cave.": "o ninho de um grande animal se encontra no fundo da caverna.", "A Tiny Village": "Uma Pequena Aldeia", "a tribe of elderly squatters is camped out in this ward.": "uma tribo de ocupantes idosos est\u00e1 acampado nesta ala.", "your are connected to dropbox with account / email ": "voc\u00ea est\u00e1 conectado ao dropbox com uma conta / email", "Mesosphere": "Mesosfera", "agree": "concordar", "the double doors creak endlessly in the wind.": "as portas duplas rangem sem parar no vento.", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "alternar para o modo hyper deixa o jogo 2x mais r\u00e1pido. voc\u00ea quer fazer isso?", "not much here.": "nada aqui.", "got it": "entendi", "choose one slot to load from": "escolha um slot para carregar", "a cave lizard attacks": "um lagarto da caverna ataca", "men mill about, weapons at the ready.": "homens se posicionam, armas preparadas", "l armour": "l armadura", "steelworks": "sider\u00fargica", "A Ruined City": "Uma Cidade Arruinada", "Noises": "Barulhos", "can't tell what left it here.": "n\u00e3o se pode dizer o que o deixou aqui.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "\u00e1rvores surgem no horizonte. a grama gradualmente cede a um ch\u00e3o de galhos secos e folhas ca\u00eddas.", "a man stands over a dead wanderer. notices he's not alone.": "um homem est\u00e1 sobre um viajante morto. Note que n\u00e3o est\u00e1 sozinho.", "population is almost exterminated": "a popula\u00e7\u00e3o est\u00e1 quase exterminada", "village": "aldeia", "cancel": "cancelar", "put the save code here.": "coloque o c\u00f3digo aqui.", "buy medicine": "comprar rem\u00e9dios", "hang him": "enforc\u00e1-lo", "inside, the remains of its victims are everywhere.": "no interior, os restos mortais de suas v\u00edtimas est\u00e3o em toda parte.", "this spear's not elegant, but it's pretty good at stabbing": "esta lan\u00e7a n\u00e3o \u00e9 elegante, mas \u00e9 muito boa para apunhalar", "the forest is silent.": "a floresta est\u00e1 em sil\u00eancio.", "A Borehole": "Um Furo", "the night is silent.": "a noite \u00e9 silenciosa.", "never go thirsty again": "nunca ter sede novamente", "wild beasts attack the villagers": "Feras selvagens atacam os alde\u00f5es", "a small cache of supplies is tucked inside a rusting locker.": "um pequeno esconderijo de suprimentos est\u00e1 escondido dentro de um arm\u00e1rio enferrujado.", "learned to love the dry air": "aprendeu a amar o ar seco", "workshop": "oficina", "see farther": "veja mais", "bolas": "boleadeira", "the ground is littered with scraps of cloth": "o ch\u00e3o est\u00e1 repleto de peda\u00e7os de pano", "The Coal Mine": "A Mina de Carv\u00e3o", "a huge lizard scrambles up out of the darkness of an old metro station.": "um lagarto enorme pula para fora da escurid\u00e3o de uma esta\u00e7\u00e3o de metr\u00f4 velha.", "more voices can be heard ahead.": "mais vozes podem ser ouvidas adiante.", "A Large Village": "Uma Grande Aldeia", "precision": "precis\u00e3o", "A Deserted Town": "Uma Cidade Deserta", "the sickness spreads through the village.": "a doen\u00e7a se espalha atrav\u00e9s da aldeia.", "won't say from where he came, but it's clear that he's not staying.": "n\u00e3o disse de onde ele veio, mas \u00e9 claro que ele n\u00e3o pretende ficar.", "the crowd surges forward.": "a multid\u00e3o surge adiante.", "the wanderer takes the charm and nods slowly.": "o viajante usa seu charme e acena com a cabe\u00e7a lentamente.", "the mysterious wanderer returns, cart piled high with furs.": "a viajante misteriosa retorna, com o carrinho repleto de peles.", "armoury": "arsenal", "searching the bodies yields a few supplies.": "a procura entre os corpos prov\u00e9m alguns suprimentos.", "a fire rampages through one of the huts, destroying it.": "um inc\u00eandio come\u00e7a em uma das cabanas, destruindo-a.", "safer here": "mais seguro aqui", "Export / Import": "Exportar / Importar", "steelworker": "trabalhador de sider\u00fargico", "the man-eater is dead": "O canibal est\u00e1 morto", "learned to swing weapons with force": "aprendeu a balan\u00e7ar armas com for\u00e7a", "the remaining settlers flee from the violence, their belongings forgotten.": "os colonos restantes fogem da viol\u00eancia, esquecendo seus pertences.", "a crudely made charm": "um amuleto feito toscamente", "cask": "barril", "engine:": "motor:", "the streets are empty.": "as ruas est\u00e3o vazias.", "lizard": "lagarto", "Sulphur Mine": "Mina de Enxofre", "export or import save data to dropbox datastorage": "exportar ou importar dados salvos ao dropbox", "the house has been ransacked.": "a casa foi saqueada.", "a thug is waiting on the other side of the wall.": "um bandido est\u00e1 esperando do outro lado do muro.", "the metallic tang of wanderer afterburner hangs in the air.": "o gosto met\u00e1lico de p\u00f3s-combust\u00e3o errante paira no ar.", "large prints lead away, into the forest.": "grandes pegadas seguem para dentro da floresta.", "a startled beast defends its home": "um animal assustado defende sua casa", "there is nothing else here.": "n\u00e3o h\u00e1 mais nada aqui.", "his time here, now, is his penance.": "seu tempo aqui, agora, \u00e9 a sua penit\u00eancia.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "onde as janelas da escola n\u00e3o s\u00e3o quebrados, eles est\u00e3o consumidas pela fuligem.", "hull:": "casco:", "scavenger": "escavador", "unarmed master": "mestre desarmado", "the man says he's grateful. says he won't come around any more.": "o homem diz que est\u00e1 grato. diz que n\u00e3o vai vir mais por perto.", "laser rifle": "rifle de laser", "sulphur mine": "mina de enxofre", "buy compass": "comprar b\u00fassola", "buy map": "comprar mapa", "scratching noises can be heard from the store room.": "barulhos podem ser ouvidos da sala de abastecimento.", "steel sword": "espada de a\u00e7o", "descend": "descer", "asks for any spare furs to keep him warm at night.": "pede por um pouco de pele para mant\u00ea-lo aquecido durante a noite.", "A Raucous Village": "Uma Aldeia \u00c1spera", "the beggar expresses his thanks.": "o mendigo expressa seus agradecimentos.", "carrying more means longer expeditions to the wilds": "carregando mais coisas significa expedi\u00e7\u00f5es mais longas para a floresta", "free {0}/{1}": "livre {0}/{1}", "Room": "Quarto", "a swamp festers in the stagnant air.": "um p\u00e2ntano apodrece no ar parado.", "rotting reeds rise out of the swampy earth.": "Palmeiras podres sobem da terra pantanosa.", "armoury's done, welcoming back the weapons of the past.": "arsenal feito, acolhendo de volta as armas do passado.", "eat meat": "comer carne", "slow metabolism": "metabolismo lento", "camp fires burn by the entrance to the mine.": "fogueiras queimam pela entrada da mina.", "the mouth of the cave is wide and dark.": "a boca da caverna \u00e9 grande e escura.", "not enough sulphur": "enxofre insuficiente", "builder's not sure he's to be trusted.": "o construtor n\u00e3o tem certeza se ele \u00e9 de confian\u00e7a.", "evasion": "evas\u00e3o", "buy bait": "comprar isca", "a pack of lizards rounds the corner.": "um bando de lagartos cerca o canto.", "light fire": "acender fogo", "waterskin": "bolsa d'\u00e1gua", "scattered teeth": "dentes dispersos", "nothing to take": "nada \u00fatil a ser pego", "the door hangs open.": "a porta fica aberta.", "buy:": "comprar:", "load": "carregar", "track them": "monitor\u00e1-los", "stores": "lojas", "now the nomads have a place to set up shop, they might stick around a while": "agora os n\u00f4mades t\u00eam um lugar para se estabelecer, eles podem ficar por um tempo", "A Dusty Path": "Um Caminho Empoeirado", "armour": "armadura", "A Man-Eater": "Um canibal", "bring your friends.": "traga seus amigos.", "the compass points south": "a b\u00fassola aponta para o sul", "the compass points north": "a b\u00fassola aponta para o norte", "The Sick Man": "O Homem Doente", "yes": "sim", "martial artist": "artista marcial", "the traps contain ": "as armadilhas cont\u00eam ", "the old tower seems mostly intact.": "a antiga torre parece quase intacta.", "scales": "escamas", "bird must have liked shiney things.": "pass\u00e1ro deve gostar de coisas brilhantes.", "the path leads to an abandoned mine": "o caminho leva a uma mina abandonada", "the compass points northeast": "a b\u00fassola aponta para o nordeste", "the camp is still, save for the crackling of the fires.": "ainda h\u00e1 acampamento, guarde para o crepitar dos inc\u00eandios.", "he begs for medicine.": "ele implora por rem\u00e9dios.", "save": "salvar", "this waterskin'll hold a bit of water, at least": "este odre vai levar um pouco de \u00e1gua, pelo menos", "turn him away": "mand\u00e1-lo embora", "the people here were broken a long time ago.": "as pessoas aqui foram quebradas h\u00e1 muito tempo.", "a grizzled soldier attacks, waving a bayonet.": "um soldado grisalho ataca, balan\u00e7ando uma baioneta.", "shivering man": "homem arrepiante", "The Mysterious Wanderer": "O viajante Misterioso", "A Huge Lizard": "Um Lagarto Enorme", "boxer": "boxeador", "a man joins the fight": "um homem entra na briga", "restore more health when eating": "restaurar mais sa\u00fade ao comer", "not enough meat": "carne insuficiente", "some weird metal he picked up on his travels.": "algum metal estranho ele pegou em suas viagens.", "something's in there.": "tem algo l\u00e1.", "An Outpost": "Um Posto Avan\u00e7ado", "A Snarling Beast": "Uma Fera Furiosa", "Share": "Compartilhar", "a haze falls over the village as the steelworks fires up": "uma neblina cai sobre a aldeia assim que a sider\u00fargica esquenta", "a large bird nests at the top of the stairs.": "um ninho de um p\u00e1ssaro grande no topo das escadas.", "an old wanderer sits inside, in a seeming trance.": "um velho viajante senta-se no interior, em uma aparente transe.", "builder says the villagers could make steel, given the tools": "o construtor diz que os moradores poderiam fazer a\u00e7o, dadas as ferramentas", "continue": "continuar", "there is no more water": "n\u00e3o tem mais \u00e1gua", "flickering": "tremulante", "only the chief remains.": "s\u00f3 o chefe permanece.", "go back inside": "volte para dentro", "a few items are scattered on the ground.": "alguns itens est\u00e3o espalhados no ch\u00e3o.", "save this.": "salvar isto.", "this old mine is not abandoned": "esta antiga mina n\u00e3o est\u00e1 abandonada", "a fight, maybe.": "uma luta, talvez.", "behind the door, a deformed figure awakes and attacks.": "atr\u00e1s da porta, uma figura deformada acorda e ataca.", "baited trap": "armadilha com isca", "dead": "morto", "the torch sputters and dies in the damp air": "a tocha estala e morre no ar \u00famido", "export": "exportar", "a few belongings rest against the walls.": "alguns pertences encostados na paredes.", "not far from the village lies a large beast, its fur matted with blood.": "n\u00e3o muito longe da aldeia encontra-se uma grande fera, com pelo cheio de sangue.", "an old iron mine sits here, tools abandoned and left to rust.": "uma antiga mina de ferro fica aqui, ferramentas abandonadas e deixada \u00e0 ferrugem.", "but there is a cache of medicine under the floorboards.": "mas h\u00e1 um esconderijo de rem\u00e9dios sob o assoalho.", "only dust and stains remain.": "s\u00f3 poeira e as manchas permanecem.", "s armour": "s armadura", "say he should be strung up as an example.": "diz que ele deve ser enforcado como um exemplo.", "collected scraps spread across the floor like they fell from heaven.": "recolheu as sucatas espalhadas no ch\u00e3o, como se elas tivessem ca\u00eddo do c\u00e9u.", "classic.": "cl\u00e1ssico.", "Fire": "Inc\u00eandio", "the darkness is absolute": "a escurid\u00e3o \u00e9 absoluta", "A Ruined Trap": "Uma Armadilha Arruinada", "not enough coal": "carv\u00e3o insuficiente", "ambushed on the street.": "emboscado na rua.", "worth killing for, it seems.": "vale a pena matar por isso, ao que parece.", "slash": "cortar", "builder says she can make a cart for carrying wood": "o construtor diz que ela pode fazer um carrinho para transportar madeira", "leather's not strong. better than rags, though.": "couro n\u00e3o \u00e9 forte. melhor do que trapos, no entanto.", "builder stokes the fire": "o construtor ati\u00e7a o fogo", "say goodbye": "diga adeus", "A Silent Forest": "Uma Floresta Silenciosa", "builder's not sure she's to be trusted.": "o construtor n\u00e3o tem certeza se ela \u00e9 confi\u00e1vel.", "Go Hyper?": "Alternar para Hyper?", "predators become prey. price is unfair": "Predadores se tornam presas. o pre\u00e7o \u00e9 injusto", "the point is made. in the next few days, the missing supplies are returned.": "a mensagem \u00e9 recebida. nos pr\u00f3ximos dias, os suprimentos que faltavam s\u00e3o devolvidos.", "a frail man stands defiantly, blocking the path.": "um homem fr\u00e1gil est\u00e1 desafiadoramente, bloqueando o caminho.", "the plague rips through the village.": "a praga se espalha pela aldeia.", "an old wanderer arrives.": "um velho viajante chega.", "scavenger had a small camp in the school.": "escavador tinha um acampamentozinho na escola.", "the compass points southwest": "a b\u00fassola aponta para o sudoeste", "the wanderer leaves, cart loaded with wood": "o viajante sai com o carrinho carregado de madeira", "Dropbox Export / Import": "Dropbox Exportar / Importar", "maybe some useful stuff in the rubble.": "talvez tenha algumas coisas \u00fateis nos escombros.", "ok": "Est\u00e1 bem", "a man hobbles up, coughing.": "um homem mancando entra, tossindo.", "i armour": "i armadura", "The Scout": "A exploradora", "leaves a pile of small scales behind.": "deixa uma pilha de pequenas escamas para tr\u00e1s.", "pockets": "bolsos", "the debris is denser here.": "os detritos s\u00e3o mais densos aqui.", "stab": "apunhalar", "time to move on.": "tempo de seguir em frente.", "the ground is littered with small scales": "o ch\u00e3o est\u00e1 repleto de pequenas escamas", "not enough ": "n\u00e3o \u00e9 suficiente", "the stench of rot and death fills the operating theatres.": "o fedor da podrid\u00e3o e morte enche as salas de opera\u00e7\u00e3o.", "burning": "ardente", "they must be here for a reason.": "eles devem estar aqui por uma raz\u00e3o.", "a nomad arrives, looking to trade": "um n\u00f4made chega, olhando para as lojas", "black powder and bullets, like the old days.": "p\u00f3lvora preta e proj\u00e9teis, como nos velhos tempos.", "restart the game?": "reiniciar o jogo?", "gastronome": "gastr\u00f3nomo", "load from slot": "carregar slot", "energy cell": "c\u00e9lula de energia", "inside the hut, a child cries.": "dentro da cabana, uma crian\u00e7a chora.", "the compass points west": "a b\u00fassola aponta para o oeste", "always worked before, at least.": "sempre trabalhei antes, pelo menos.", "a scavenger draws close, hoping for an easy score": "o escavador se aproxima, esperando por um ponto fraco", "Sickness": "Doen\u00e7a", "sufferers are left to die": "Doentes s\u00e3o deixados para morrer", "still a few drops of water in the old well.": "ainda algumas gotas de \u00e1gua na fonte velha.", "build:": "construir:", "feral terror": "Terror feroz", "signout": "sair", "A Beast Attack": "Um Ataque de feras", "Ready to Leave?": "Pronto para sair?", "the house is abandoned, but not yet picked over.": "a casa est\u00e1 abandonada, mas n\u00e3o foi furtada ainda.", "time to get out of this place. won't be coming back.": "hora de sair deste lugar. n\u00e3o vai voltar.", "the compass points northwest": "a b\u00fassola aponta para o noroeste", "the thirst becomes unbearable": "a sede se torna insuport\u00e1vel", "a beggar arrives": "um mendigo chega", "a beast stands alone in an overgrown park.": "uma fera est\u00e1 sozinha em um parque cheio de mato.", "he leaves a reward.": "ele deixa uma recompensa.", "nothing but downcast eyes.": "nada al\u00e9m de olhhos tristes.", "the scout says she's been all over.": "a exploradora disse que esteve em toda parte", "the small settlement has clearly been burning a while.": "o pequeno povoado foi claramente queimado \u00e0 pouco tempo.", "cloth": "pano", "a second soldier opens fire.": "um segundo soldado abre fogo.", "dangerous to be this far from the village without proper protection": "perigoso estar t\u00e3o longe da aldeia sem prote\u00e7\u00e3o adequada", "squeeze": "espremer-se", "a pristine medicine cabinet at the end of a hallway.": "um antigo arm\u00e1rio de medicamentos no final de um corredor.", "scraps of fur": "restos de pele", "a scavenger waits just inside the door.": "um escavador aguarda logo atr\u00e1s da porta.", "the wind howls outside": "o vento uiva do lado de fora", "troops storm the village": "tropas atormentam a aldeia.", "the wagon can carry a lot of supplies": "o vag\u00e3o pode transportar uma grande quantidade de material", "A Battlefield": "Um Campo de Batalha", "more soldiers will be on their way.": "mais soldados estar\u00e3o em seu caminho.", "the shivering man is dead": "o homem arrepiante est\u00e1 morto", "builder finishes the smokehouse. she looks hungry.": "o construtor termina a charcutaria. ela parece com fome.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "a esterilidade gera um mar de gramas mortas, balan\u00e7ando na brisa \u00e1rida.", "a snarling beast leaps out of the underbrush": "uma fera furiosa salta para fora do mato", "the place has been swept clean by scavengers.": "o local tem sido varrido por escavadores.", "A Destroyed Village": "Uma Aldeia Destru\u00edda", "land blows more often": "acerte socos com mais frequ\u00eancia", "Space": "Espa\u00e7o", "it's been picked over by scavengers, but there's still some things worth taking.": "escavadores passaram por aqui, mas ainda h\u00e1 algumas coisas que valem a pena.", "Thermosphere": "Termosfera", "5 medicine": "5 rem\u00e9dios", "do nothing": "n\u00e3o fazer nada", "A Gaunt Man": "Um Homem Esquel\u00e9tico", "Outside": "Fora", "the snarling beast is dead": "a fera furiosa est\u00e1 morta", "bodies and supplies from both sides litter the ground.": "corpos e suprimentos de ambos os lados espalhados no ch\u00e3o.", "the remains of an old house stand as a monument to simpler times": "os restos de uma casa velha permanece como um monumento aos tempos mais simples", "a squatter stands firmly in the doorway of a small hut.": "um ocupante est\u00e1 firmemente na porta de uma pequena cabana.", "nothing was found": "nada foi encontrado", "lights flash through the alleys between buildings.": "luzes piscam pelos becos entre os pr\u00e9dios.", "no": "n\u00e3o", "{0} per {1}s": "{0} por {1}s", "the coal mine is clear of dangers": "a mina de carv\u00e3o est\u00e1 segura dos perigos", "a weathered family takes up in one of the huts.": "uma fam\u00edlia abastada ocupa-se em uma das cabanas.", "run": "correr", "Exosphere": "Exosfera", "he speaks of once leading the great fleets to fresh worlds.": "ele fala de quando liderava grandes frotas por novos mundos", "builder says there are more wanderers. says they'll work, too.": "o construtor diz que h\u00e1 mais errantes. diz que eles v\u00e3o trabalhar tamb\u00e9m.", "evasive": "evasivo", "an old wanderer arrives": "um velho viajante chega", "through the walls, shuffling noises can be heard.": "atrav\u00e9s das paredes, fortes barulhos podem ser ouvidos.", "melee weapons deal more damage": "armas brancas fazem mais dano", "the compass points ": "o compasso aponta ", "lets some light down into the dusty haze.": "permite que alguma luz entre na neblina empoeirado.", "the man swallows the medicine eagerly": "o homem engole o rem\u00e9dio rapidamente", "the days are spent with burials.": "os dias s\u00e3o gastos com os enterros.", "more traps to catch more creatures": "mais armadilhas para pegar mais criaturas", "a man charges down the hall, a rusty blade in his hand": "um homem corre corredor abaixo preparado para atacar, com l\u00e2mina enferrujada em sua m\u00e3o", "it contains travelling gear, and a few trinkets.": "cont\u00e9m ferramentas de viagem, e algumas bugigangas.", "bullets": "balas", "the light from the fire spills from the windows, out into the dark": "a luz do fogo derrama das janelas, para o escuro", "tell him to leave": "diga-lhe para sair", "dry brush and dead branches litter the forest floor": "moitas secas e galhos mortos espalhados no ch\u00e3o da floresta", "tattered cloth": "pano esfarrapado", "can't read the words.": "n\u00e3o consegue entender as palavras", "tanner": "curtidor", "should cure the meat, or it'll spoil. builder says she can fix something up.": "deve curar a carne, ou ela vai estragar. o construtor diz que pode corrigir alguma coisa.", "or migrating computers": "ou migrando computadores", "water:{0}": "\u00e1gua:{0}", "still time to rescue a few supplies.": "ainda da tempo de recuperar alguns suprimentos.", "teeth": "dentes", "villagers could help hunt, given the means": "alde\u00f5es poderiam ajudar a ca\u00e7ar, dados os meios", "the beast is dead.": "a fera est\u00e1 morta.", "feral howls echo out of the darkness.": "uivos ferozes ecoam para fora da escurid\u00e3o.", "The Iron Mine": "A Mina de Ferro"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/pt_br/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2015-12-22 13:35-0600\n" "PO-Revision-Date: 2016-12-08 07:19-0200\n" "Last-Translator: Jean Araujo\n" "Language-Team: \n" "Language: pt\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.8.11\n" "X-Poedit-Basepath: .\n" "Plural-Forms: nplurals=2; plural=(n != 1);\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Dropbox" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "conecte o jogo ao dropbox" #: script/dropbox.js:68 msgid "connect" msgstr "conectar" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "cancelar" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Exportar / Importar no Dropbox" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "exportar ou importar dados salvos ao dropbox" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "você está conectado ao dropbox com a conta / email" #: script/dropbox.js:93 msgid "save" msgstr "salvar" #: script/dropbox.js:97 msgid "load" msgstr "carregar" #: script/dropbox.js:102 msgid "signout" msgstr "sair" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "escolha um slot para salvar" #: script/dropbox.js:119 msgid "save to slot" msgstr "salvar slot" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "escolha um slot para carregar" #: script/dropbox.js:148 msgid "load from slot" msgstr "carregar slot" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "salvo com sucesso no dropbox" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "erro ao salvar no dropbox" #: script/dropbox.js:183 msgid "ok" msgstr "Está bem" #: script/engine.js:15 msgid "boxer" msgstr "boxeador" #: script/engine.js:16 msgid "punches do more damage" msgstr "socos causam mais danos" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "aprendeu a dar socos com finalidade" #: script/engine.js:21 msgid "martial artist" msgstr "artista marcial" #: script/engine.js:22 msgid "punches do even more damage." msgstr "socos fazem ainda mais danos." #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "aprendeu a lutar de forma bastante eficaz sem armas" #: script/engine.js:27 msgid "unarmed master" msgstr "mestre desarmado" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "soco duas vezes mais rápido, e com ainda mais força" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "aprendeu a atacar mais rápido sem armas" #: script/engine.js:32 msgid "barbarian" msgstr "bárbaro" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "armas brancas fazem mais dano" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "aprendeu a balançar armas com força" #: script/engine.js:37 msgid "slow metabolism" msgstr "metabolismo lento" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "aguenta duas vezes mais sem comer" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "aprendeu a ignorar a fome" #: script/engine.js:42 msgid "desert rat" msgstr "rato do deserto" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "aguenta duas vezes mais sem beber" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "aprendeu a amar o ar seco" #: script/engine.js:47 msgid "evasive" msgstr "evasivo" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "esquivar de ataques de forma mais eficaz" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "aprendeu a estar no lugar onde eles não estão" #: script/engine.js:52 msgid "precise" msgstr "preciso" #: script/engine.js:53 msgid "land blows more often" msgstr "acerta socos com mais frequência" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "aprendeu a prever movimentos" #: script/engine.js:57 msgid "scout" msgstr "patrulhar" #: script/engine.js:58 msgid "see farther" msgstr "ver mais distante" #: script/engine.js:59 msgid "learned to look ahead" msgstr "aprendeu a se antecipar" #: script/engine.js:62 msgid "stealthy" msgstr "furtivo" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "melhor em evitar o conflito na selva" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "aprendeu como não ser visto" #: script/engine.js:67 msgid "gastronome" msgstr "gastrónomo" #: script/engine.js:68 msgid "restore more health when eating" msgstr "restaura mais saúde ao comer" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "aprendeu a fazer o máximo de comida" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app store." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "apagar luzes." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "hyper" #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "reiniciar." #: script/engine.js:162 msgid "share." msgstr "compartilhar." #: script/engine.js:168 msgid "save." msgstr "salvar." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Exportar / Importar" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "exportar ou importar dados salvos, para fazer backup" #: script/engine.js:273 msgid "or migrating computers" msgstr "ou migrando computadores" #: script/engine.js:277 msgid "export" msgstr "exportar" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "importar" #: script/engine.js:291 msgid "save this." msgstr "salvar isto." #: script/engine.js:297 msgid "got it" msgstr "entendi" #: script/engine.js:305 msgid "are you sure?" msgstr "você tem certeza?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "se o código for inválido, todos os dados serão perdidos." #: script/engine.js:307 msgid "this is irreversible." msgstr "isto é irreversível." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "sim" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "não" #: script/engine.js:322 msgid "put the save code here." msgstr "coloque o código aqui." #: script/engine.js:374 msgid "Restart?" msgstr "Reiniciar?" #: script/engine.js:377 msgid "restart the game?" msgstr "reiniciar o jogo?" #: script/engine.js:408 msgid "Share" msgstr "Compartilhar" #: script/engine.js:411 msgid "bring your friends." msgstr "traga seus amigos." #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "fechar" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "acender luzes." #: script/engine.js:520 msgid "Go Hyper?" msgstr "Alternar para Hyper?" #: script/engine.js:523 msgid "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "alternar para o modo hyper deixa o jogo 2x mais rápido. você quer fazer isso?" #: script/engine.js:519 msgid "classic." msgstr "clássico." #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} por {1}s" #: script/events.js:130 msgid "eat meat" msgstr "comer carne" #: script/events.js:150 msgid "use meds" msgstr "usar medicamentos" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "errou" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "atordoado" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 script/events/room.js:162 #: script/events/room.js:182 script/events/setpieces.js:25 #: script/events/setpieces.js:48 script/events/setpieces.js:65 #: script/events/setpieces.js:83 script/events/setpieces.js:106 #: script/events/setpieces.js:536 script/events/setpieces.js:1254 #: script/events/setpieces.js:2948 script/events/setpieces.js:2982 #: script/events/setpieces.js:3005 script/events/setpieces.js:3042 #: script/events/setpieces.js:3095 script/events/setpieces.js:3124 #: script/events/setpieces.js:3170 script/events/setpieces.js:3297 #: script/events/setpieces.js:3319 script/events/setpieces.js:3439 #: script/events/setpieces.js:3463 script/events/setpieces.js:3496 #: script/events/setpieces.js:3515 script/events/setpieces.js:3539 #: script/events/setpieces.js:3567 msgid "leave" msgstr "sair" #: script/events.js:511 msgid "drop:" msgstr "largar:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "nada" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "tomar" #: script/events.js:577 msgid "take:" msgstr "tomar:" #: script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "nada útil a ser pego" #: script/events.js:627 msgid "all" msgstr "tudo" #: script/events.js:649 msgid "take everything" msgstr "pegue tudo" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " e " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** EVENTO ***" #: script/localization.js:4 msgid "saved." msgstr "salvo." #: script/localization.js:5 msgid "wood" msgstr "madeira" #: script/localization.js:6 msgid "builder" msgstr "construtor" #: script/localization.js:7 msgid "teeth" msgstr "dentes" #: script/localization.js:8 msgid "meat" msgstr "carne" #: script/localization.js:9 msgid "fur" msgstr "pele" #: script/localization.js:10 msgid "alien alloy" msgstr "liga alienígena" #: script/localization.js:11 msgid "bullets" msgstr "balas" #: script/localization.js:12 msgid "charm" msgstr "amuleto" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "couro" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "ferro" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "aço" #: script/localization.js:16 msgid "coal" msgstr "carvão" #: script/localization.js:17 msgid "sulphur" msgstr "enxofre" #: script/localization.js:18 msgid "energy cell" msgstr "célula de energia" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "tocha" #: script/localization.js:20 msgid "medicine" msgstr "remédio" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "caçador" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "armadilheiro" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "curtidor" #: script/localization.js:24 msgid "grenade" msgstr "granada" #: script/localization.js:25 msgid "bolas" msgstr "boleadeira" #: script/localization.js:26 msgid "bayonet" msgstr "baioneta" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "açougueiro" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "minerador de ferro" #: script/localization.js:29 msgid "iron mine" msgstr "mina de ferro" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "minerador de carvão" #: script/localization.js:31 msgid "coal mine" msgstr "mina de carvão" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "minerador de enxofre" #: script/localization.js:33 msgid "sulphur mine" msgstr "mina de enxofre" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "armeiro" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "trabalhador de siderúrgico" #: script/localization.js:36 msgid "bait" msgstr "isca" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "carne curada" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "escamas" #: script/localization.js:39 msgid "compass" msgstr "bússola" #: script/localization.js:40 msgid "laser rifle" msgstr "rifle de laser" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "coletor" #: script/localization.js:42 msgid "cloth" msgstr "pano" #: script/localization.js:45 msgid "thieves" msgstr "bandidos" #: script/localization.js:46 msgid "not enough fur" msgstr "pele insuficiente" #: script/localization.js:47 msgid "not enough wood" msgstr "madeira insuficiente" #: script/localization.js:48 msgid "not enough coal" msgstr "carvão insuficiente" #: script/localization.js:49 msgid "not enough iron" msgstr "ferro insuficiente" #: script/localization.js:50 msgid "not enough steel" msgstr "aço insuficiente" #: script/localization.js:51 msgid "not enough sulphur" msgstr "enxofre insuficiente" #: script/localization.js:52 msgid "baited trap" msgstr "armadilha com isca" #: script/localization.js:53 msgid "not enough scales" msgstr "escamas insuficientes" #: script/localization.js:54 msgid "not enough cloth" msgstr "pano insuficiente" #: script/localization.js:55 msgid "not enough teeth" msgstr "dentes insuficientes" #: script/localization.js:56 msgid "not enough leather" msgstr "couro insuficiente" #: script/localization.js:57 msgid "not enough meat" msgstr "carne insuficiente" #: script/localization.js:58 msgid "the compass points east" msgstr "a bússola aponta para o leste" #: script/localization.js:59 msgid "the compass points west" msgstr "a bússola aponta para o oeste" #: script/localization.js:60 msgid "the compass points north" msgstr "a bússola aponta para o norte" #: script/localization.js:61 msgid "the compass points south" msgstr "a bússola aponta para o sul" #: script/localization.js:62 msgid "the compass points northeast" msgstr "a bússola aponta para o nordeste" #: script/localization.js:63 msgid "the compass points northwest" msgstr "a bússola aponta para o noroeste" #: script/localization.js:64 msgid "the compass points southeast" msgstr "a bússola aponta para o sudeste" #: script/localization.js:65 msgid "the compass points southwest" msgstr "a bússola aponta para o sudoeste" #: script/outside.js:5 msgid "Outside" msgstr "Fora" #: script/outside.js:102 msgid "scraps of fur" msgstr "restos de pele" #: script/outside.js:107 msgid "bits of meat" msgstr "pedaços de carne" #: script/outside.js:112 msgid "strange scales" msgstr "escamas estranhas" #: script/outside.js:117 msgid "scattered teeth" msgstr "dentes dispersos" #: script/outside.js:122 msgid "tattered cloth" msgstr "pano esfarrapado" #: script/outside.js:127 msgid "a crudely made charm" msgstr "um amuleto feito toscamente" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Uma Floresta Silenciosa" #: script/outside.js:169 msgid "gather wood" msgstr "recolher madeira" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "um estranho chega no meio da noite" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "uma família abastada ocupa-se em uma das cabanas." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "um pequeno grupo chega, todos exaustos." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "um comboio chega, partes iguais de preocupação e esperança." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "expansão da cidade. a palavra se espalha." #: script/outside.js:452 msgid "pop " msgstr "população " #: script/outside.js:457 msgid "forest" msgstr "floresta" #: script/outside.js:460 msgid "village" msgstr "aldeia" #: script/outside.js:543 msgid "check traps" msgstr "verificar armadilhas" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Uma Cabana Solitária" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Uma Pequena Aldeia" #: script/outside.js:568 msgid "A Modest Village" msgstr "Uma Modesta Aldeia" #: script/outside.js:570 msgid "A Large Village" msgstr "Uma Grande Aldeia" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Uma Aldeia Áspera" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "o céu é cinza e o vento sopra sem parar" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "moitas secas e galhos mortos espalhados no chão da floresta" #: script/outside.js:621 msgid "the traps contain " msgstr "as armadilhas contêm " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Um Caminho Empoeirado" #: script/path.js:37 msgid "supplies:" msgstr "suprimentos:" #: script/path.js:43 msgid "embark" msgstr "embarcar" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "a bússola aponta " #: script/path.js:102 msgid "perks:" msgstr "benefícios:" #: script/path.js:132 msgid "none" msgstr "nenhum" #: script/path.js:142 msgid "armour" msgstr "armadura" #: script/path.js:153 msgid "water" msgstr "água" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "livre {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "peso" #: script/path.js:255 msgid "available" msgstr "disponível" #: script/room.js:16 msgid "trap" msgstr "armadilha" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive out " "there" msgstr "" "o construtor diz que ela pode fazer armadilhas para pegar todas as criaturas que " "ainda podem estar vivas lá fora" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "mais armadilhas para pegar mais criaturas" #: script/room.js:21 msgid "more traps won't help now" msgstr "mais armadilhas não vão ajudar agora" #: script/room.js:31 msgid "cart" msgstr "carrinho" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "o construtor diz que ela pode fazer um carrinho para transportar madeira" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "o carrinho pequeno vai transportar mais madeira da floresta" #: script/room.js:44 msgid "hut" msgstr "cabana" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "o construtor diz que há mais errantes. diz que eles vão trabalhar também." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "" "o construtor monta uma cabana na floresta. diz que a palavra vai se espalhar." #: script/room.js:49 msgid "no more room for huts." msgstr "não há mais espaço para barracas." #: script/room.js:59 msgid "lodge" msgstr "alojamento" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "aldeões poderiam ajudar a caçar, dados os meios" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "o pavilhão de caça está na floresta, fora da cidade" #: script/room.js:74 msgid "trading post" msgstr "posto de troca" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "um posto de troca facilita o comércio" #: script/room.js:78 msgid "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "agora os nômades têm um lugar para se estabelecer, eles podem ficar por um tempo" #: script/room.js:88 msgid "tannery" msgstr "curtume" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "o construtor diz que couro poderia ser útil. diz que os moradores poderiam fazê-lo." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "curtume é feito rápido, na periferia da aldeia" #: script/room.js:102 msgid "smokehouse" msgstr "defumadouro" #: script/room.js:105 msgid "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "deve curar a carne, ou ela vai estragar. a construtora diz que pode pensar em alguma coisa." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "a construtora termina a charcutaria. ela parece com fome." #: script/room.js:116 msgid "workshop" msgstr "oficina" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "a construtora diz que ela poderia fazer coisas melhores, se ela tivesse ferramentas" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "a oficina está finalmente pronta. a construtora está animada para usar" #: script/room.js:131 msgid "steelworks" msgstr "siderúrgica" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "a construtora diz que os moradores poderiam fazer aço, dadas as ferramentas" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "uma neblina cai sobre a aldeia assim que a siderúrgica esquenta" #: script/room.js:146 msgid "armoury" msgstr "arsenal" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "a construtora diz que seria útil ter uma fonte constante de projéteis" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "arsenal feito, acolhendo de volta as armas do passado." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "uma tocha para manter a escuridão longe" #: script/room.js:173 msgid "waterskin" msgstr "bolsa d'água" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "este odre vai levar um pouco de água, pelo menos" #: script/room.js:185 msgid "cask" msgstr "barril" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "o barril tem água suficiente para expedições mais longas" #: script/room.js:198 msgid "water tank" msgstr "tanque de água" #: script/room.js:202 msgid "never go thirsty again" msgstr "nunca ter sede novamente" #: script/room.js:211 msgid "bone spear" msgstr "lança de osso" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "esta lança não é elegante, mas é muito boa para apunhalar" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "mochila" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "carregando mais coisas significa expedições mais longas na a floresta" #: script/room.js:235 msgid "wagon" msgstr "vagão" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "o vagão pode transportar uma grande quantidade de material" #: script/room.js:248 msgid "convoy" msgstr "comboio" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "o comboio pode transportar praticamente tudo" #: script/room.js:262 msgid "l armour" msgstr "l armadura" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "couro não é forte. melhor do que trapos, no entanto." #: script/room.js:274 msgid "i armour" msgstr "i armadura" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "ferro é mais forte do que o couro" #: script/room.js:286 msgid "s armour" msgstr "s armadura" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "aço é mais forte do que o ferro" #: script/room.js:298 msgid "iron sword" msgstr "espada de ferro" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "espada é afiada. boa proteção na floresta." #: script/room.js:311 msgid "steel sword" msgstr "espada de aço" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "o aço é forte, e a lâmina verdadeira." #: script/room.js:324 msgid "rifle" msgstr "rifle" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "pólvora preta e projéteis, como nos velhos tempos." #: script/room.js:458 msgid "Room" msgstr "Quarto" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Um Quarto Escuro" #: script/room.js:498 msgid "light fire" msgstr "acender fogo" #: script/room.js:508 msgid "stoke fire" msgstr "atiçar fogo" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "o quarto está {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "o fogo está {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds things." msgstr "a estranha está de pé perto do fogo. ela disse que pode ajudar. ela diz que constrói coisas." #: script/room.js:580 msgid "freezing" msgstr "congelando" #: script/room.js:581 msgid "cold" msgstr "frio" #: script/room.js:582 msgid "mild" msgstr "morno" #: script/room.js:583 msgid "warm" msgstr "aquecido" #: script/room.js:584 msgid "hot" msgstr "quente" #: script/room.js:596 msgid "dead" msgstr "morto" #: script/room.js:597 msgid "smoldering" msgstr "latente" #: script/room.js:598 msgid "flickering" msgstr "tremulante" #: script/room.js:599 msgid "burning" msgstr "ardente" #: script/room.js:600 msgid "roaring" msgstr "rugindo" #: script/room.js:604 msgid "A Firelit Room" msgstr "Um Quarto Iluminado" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "madeira insuficiente para acender o fogo" #: script/room.js:655 msgid "the wood has run out" msgstr "a madeira se esgotou" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "a luz do fogo derrama das janelas, para o escuro" #: script/room.js:688 msgid "builder stokes the fire" msgstr "o construtor alimenta o fogo" #: script/room.js:718 msgid "the wind howls outside" msgstr "o vento uiva do lado de fora" #: script/room.js:719 msgid "the wood is running out" msgstr "a madeira está se esgotando" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "uma estranha maltrapilha tropeça através da porta e cai no canto" #: script/room.js:734 msgid "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "a estanha se arrepia, e murmura baixinho. suas palavras são ininteligíveis." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "a estranha no canto para de tremer. sua respiração acalma." #: script/room.js:760 msgid "stores" msgstr "lojas" #: script/room.js:779 msgid "weapons" msgstr "armas" #: script/room.js:914 msgid "total" msgstr "total" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "não é suficiente" #: script/room.js:951 msgid "builder just shivers" msgstr "o construtor apenas treme de frio" #: script/room.js:1054 msgid "build:" msgstr "construir:" #: script/room.js:1061 msgid "craft:" msgstr "construir:" #: script/room.js:1068 msgid "buy:" msgstr "comprar:" #: script/ship.js:11 msgid "Ship" msgstr "Navio" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Uma Nave Velha" #: script/ship.js:38 msgid "hull:" msgstr "casco:" #: script/ship.js:44 msgid "engine:" msgstr "motor:" #: script/ship.js:51 msgid "reinforce hull" msgstr "reforçar casco" #: script/ship.js:60 msgid "upgrade engine" msgstr "mecanismo de atualização" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "decolar" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too " "long." msgstr "" "em algum lugar acima da nuvem restante, a armada errante paira. esteve nesta pedra " "por tempo demais." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "liga alienígena insuficiente" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Pronto para sair?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "hora de sair deste lugar. não voltarei." #: script/ship.js:150 msgid "linger" msgstr "demorar" #: script/space.js:42 msgid "hull: " msgstr "casco:" #: script/space.js:76 msgid "Troposphere" msgstr "Troposfera" #: script/space.js:78 msgid "Stratosphere" msgstr "Estratosfera" #: script/space.js:80 msgid "Mesosphere" msgstr "Mesosfera" #: script/space.js:82 msgid "Thermosphere" msgstr "Termosfera" #: script/space.js:84 msgid "Exosphere" msgstr "Exosfera" #: script/space.js:86 msgid "Space" msgstr "Espaço" #: script/space.js:424 msgid "score for this game: {0}" msgstr "pontuação para este jogo: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "pontuação total: {0}" #: script/world.js:46 msgid "punch" msgstr "soco" #: script/world.js:52 msgid "stab" msgstr "apunhalar" #: script/world.js:58 msgid "swing" msgstr "balanço" #: script/world.js:64 msgid "slash" msgstr "cortar" #: script/world.js:70 msgid "thrust" msgstr "golpear" #: script/world.js:76 msgid "shoot" msgstr "atirar" #: script/world.js:83 msgid "blast" msgstr "disparar" #: script/world.js:90 msgid "lob" msgstr "tacar" #: script/world.js:97 msgid "tangle" msgstr "entrelaçar" #: script/world.js:119 msgid "An Outpost" msgstr "Um Posto Avançado" #: script/world.js:120 msgid "Iron Mine" msgstr "Mina de Ferro" #: script/world.js:121 msgid "Coal Mine" msgstr "Mina de Carvão" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Mina de Enxofre" #: script/world.js:123 msgid "An Old House" msgstr "Uma Casa Velha" #: script/world.js:124 msgid "A Damp Cave" msgstr "Uma Caverna Úmida" #: script/world.js:125 msgid "An Abandoned Town" msgstr "Uma Cidade Abandonada" #: script/world.js:126 msgid "A Ruined City" msgstr "Uma Cidade Arruinada" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Uma Nave Caída" #: script/world.js:128 msgid "A Borehole" msgstr "Um Furo" #: script/world.js:129 msgid "A Battlefield" msgstr "Um Campo de Batalha" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Um Pântano Obscuro" #: script/world.js:134 msgid "A Destroyed Village" msgstr "Uma Aldeia Destruída" #: script/world.js:256 msgid "water:{0}" msgstr "água:{0}" #: script/world.js:283 msgid "pockets" msgstr "bolsos" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "hp: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "perigoso estar tão longe da aldeia sem proteção adequada" #: script/world.js:351 msgid "safer here" msgstr "mais seguro aqui" #: script/world.js:451 msgid "the meat has run out" msgstr "a carne se esgotou" #: script/world.js:456 msgid "starvation sets in" msgstr "a fome chega" #: script/world.js:481 msgid "there is no more water" msgstr "não tem mais água" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "a sede se torna insuportável" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "as árvores produzem grama seca. a moita amarelada agita-se com o vento." #: script/world.js:561 msgid "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "as árvores se foram. terra seca e poeira soprando são substituições pobres." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "árvores surgem no horizonte. a grama gradualmente cede a um chão de galhos secos e " "folhas caídas." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "a grama vai desaparecendo. logo, só sobrará poeira" #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "a esterilidade gera um mar de gramas mortas, balançando na brisa árida." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a skeletal " "canopy overhead." msgstr "" "uma muralha de árvores retorcidas sobe da poeira. seus ramos dobram-se em um dossel " "esquelético." #: script/world.js:817 msgid "Wanderer" msgstr "errante" #: script/world.js:822 msgid "The Village" msgstr "A Aldeia" #: script/world.js:851 msgid "the world fades" msgstr "o mundo vai sumindo" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "água reabastecida" #: script/world.js:982 msgid "A Barren World" msgstr "Um Mundo Estéril" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Uma Fera Furiosa" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "fera furiosa" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "a fera furiosa está morta" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "uma fera furiosa salta para fora do mato" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Um Homem Esquelético" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "homem esquelético" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "o homem esquelético está morto" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "um homem esquelético se aproxima, com um olhar enlouquecido em seus olhos" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Um Pássaro Estranho" #: script/events/encounters.js:89 msgid "strange bird" msgstr "pássaro estranho" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "o pássaro estranho está morto" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "um pássaro de aparência estranha surge através das planícies" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Um Homem arrepiante" #: script/events/encounters.js:127 msgid "shivering man" msgstr "homem arrepiante" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "o homem arrepiante está morto" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "o homem arrepiante se aproxima e ataca com uma força surpreendente" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Um canibal" #: script/events/encounters.js:169 msgid "man-eater" msgstr "canibal" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "O canibal está morto" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "uma grande criatura ataca, garras recém-sangrando" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Um escavador" #: script/events/encounters.js:206 msgid "scavenger" msgstr "escavador" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "o escavador está morto" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "o escavador se aproxima, esperando por um ponto fraco" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Um Lagarto Enorme" #: script/events/encounters.js:248 msgid "lizard" msgstr "lagarto" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "o lagarto está morto" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "grama agita freneticamente com o atravessar de um lagarto enorme" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Um Terror feroz" #: script/events/encounters.js:286 msgid "feral terror" msgstr "Terror feroz" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "o bagunceiro selvagem está morto" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "uma besta, mais selvagem do que se pode imaginar, surge da folhagem" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Um soldado" #: script/events/encounters.js:323 msgid "soldier" msgstr "soldado" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "o soldado está morto" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "um soldado abre fogo do outro lado do deserto" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Um Sniper" #: script/events/encounters.js:366 msgid "sniper" msgstr "sniper" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "o sniper está morto" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "um tiro ressoa, de algum lugar na grama longa" #: script/events/global.js:6 msgid "The Thief" msgstr "O Ladrão" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "os moradores levam o homem imundo para fora da sala de abastecimento" #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "diz que um dos seu povo têm roubado os suprimentos." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "diz que ele deve ser enforcado como um exemplo." #: script/events/global.js:17 msgid "a thief is caught" msgstr "um ladrão é pego" #: script/events/global.js:21 msgid "hang him" msgstr "enforcá-lo" #: script/events/global.js:25 msgid "spare him" msgstr "poupá-lo" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "os aldeões penduram o ladrão em frente da sala de abastecimento." #: script/events/global.js:33 msgid "the point is made. in the next few days, the missing supplies are returned." msgstr "" "a mensagem é recebida. nos próximos dias, os suprimentos que faltavam são " "devolvidos." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "o homem diz que está grato. diz que não vai vir mais por perto." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "compartilha seu conhecimento de furtividade antes de ir. " #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Uma Armadilha Arruinada" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "algumas das armadilhas foram dilacerados." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "grandes pegadas seguem para dentro da floresta." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "algumas armadilhas foram destruídas" #: script/events/outside.js:26 msgid "track them" msgstr "monitorá-los" #: script/events/outside.js:30 script/events/room.js:71 script/events/room.js:122 msgid "ignore them" msgstr "ignorá-los" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "as pegadas desaparecem depois de alguns minutos." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "a floresta está em silêncio." #: script/events/outside.js:40 msgid "nothing was found" msgstr "nada foi encontrado" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "ir para casa" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "" "não muito longe da aldeia encontra-se uma grande fera, com pelo cheio de sangue." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "ele apresenta pouca resistência diante da faca." #: script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "a fera furiosa está morta" #: script/events/outside.js:69 msgid "Fire" msgstr "Incêndio" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "um incêndio começa em uma das cabanas, destruindo-a." #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "todos os residentes da cabana pereceram no fogo." #: script/events/outside.js:79 msgid "a fire has started" msgstr "um incêndio começou" # command #: script/events/outside.js:86 #, fuzzy msgid "mourn" msgstr "luto" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "alguns aldeões morreram" #: script/events/outside.js:95 msgid "Sickness" msgstr "Doença" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "uma doença está se espalhando através da aldeia." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "é necessário remédio imediatamente." #: script/events/outside.js:105 #, fuzzy msgid "some villagers are ill" msgstr "alguns aldeões estão doentes" #: script/events/outside.js:109 msgid "1 medicine" msgstr "um remédio" #: script/events/outside.js:114 msgid "ignore it" msgstr "ignorá-la" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "a doença é curada em tempo." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "Doentes são curados" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "a doença se espalha através da aldeia." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "os dias são gastos com os enterros." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "as noites são preenchidas com gritos." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "Doentes são deixados para morrer" #: script/events/outside.js:153 msgid "Plague" msgstr "Praga" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "uma terrível praga está se espalhando através da aldeia." #: script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "a praga se espalha pela aldeia." # command #: script/events/outside.js:168 msgid "buy medicine" msgstr "comprar remédios" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 remédios" #: script/events/outside.js:179 msgid "do nothing" msgstr "não fazer nada" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "a praga é evitada de se espalhar." #: script/events/outside.js:187 msgid "only a few die." msgstr "apenas alguns morrem." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "o resto foi enterrado." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "A epidemia é finalmente erradicada " #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "a praga se espalha pela aldeia." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "a única esperança é uma morte rápida." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "a população está quase exterminada" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Um Ataque de feras" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "um bando de feras selvagens descem das árvores." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "a luta é curta e sangrenta, mas os animais são expulsos." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "os aldeões retiram-se para chorar pelos mortos." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "Feras selvagens atacam os aldeões" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "Predadores se tornam presas. o preço é injusto" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Um Ataque Militar" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "um tiro ecoa através das árvores." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "" "homens bem armados surgem para fora da floresta, disparando contra a multidão." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "depois do conflito eles são expulsos, mas não sem perdas." #: script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "tropas atormentam a aldeia." #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "A guerra é sangrenta" #: script/events/room.js:6 msgid "The Nomad" msgstr "O Nômade" #: script/events/room.js:13 msgid "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "um nômade aparece diante de seus olhos, carregando bolsas improvisadas amarradas " "com cordas ásperas." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "não disse de onde ele veio, mas é claro que ele não pretende ficar." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "um nômade chega, olhando para as lojas" #: script/events/room.js:20 msgid "buy scales" msgstr "comprar escamas" #: script/events/room.js:25 msgid "buy teeth" msgstr "comprar dentes" #: script/events/room.js:30 msgid "buy bait" msgstr "comprar isca" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "armadilhas são mais eficazes com isca." #: script/events/room.js:39 msgid "buy compass" msgstr "comprar bússola" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "a velha bússola está amassada e empoeirada, mas parece funcionar." #: script/events/room.js:45 script/events/room.js:227 script/events/room.js:240 #: script/events/room.js:253 script/events/room.js:309 script/events/room.js:332 #: script/events/room.js:388 script/events/room.js:411 script/events/room.js:450 #: script/events/room.js:568 script/events/room.js:584 script/events/room.js:600 #: script/events/room.js:611 msgid "say goodbye" msgstr "diga adeus" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Barulhos" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "através das paredes, fortes barulhos podem ser ouvidos." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "não se tem certeza do que realmente eles se tratam." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "barulhos estranhos podem ser ouvidos através das paredes" #: script/events/room.js:67 script/events/room.js:118 script/events/setpieces.js:1662 msgid "investigate" msgstr "investigar" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "formas estranhas se movem, fora da vista." #: script/events/room.js:79 msgid "the sounds stop." msgstr "os sons param." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "volte para dentro" #: script/events/room.js:91 msgid "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "um punhhado de gravetos estão na entrada, envolto em peles grossas." #: script/events/room.js:92 msgid "the night is silent." msgstr "a noite é silenciosa." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "barulhos podem ser ouvidos da sala de abastecimento." #: script/events/room.js:112 msgid "something's in there." msgstr "tem algo lá." #: script/events/room.js:114 msgid "something's in the store room" msgstr "algo está na sala de abastecimento" #: script/events/room.js:129 script/events/room.js:149 script/events/room.js:169 msgid "some wood is missing." msgstr "estão faltando algumas madeiras." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "o chão está repleto de pequenas escamas" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "o chão está repleto de dentes pequenos" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "o chão está repleto de pedaços de pano" #: script/events/room.js:190 msgid "The Beggar" msgstr "O Mendigo" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "um mendigo chega." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "pede por um pouco de pele para mantê-lo aquecido durante a noite." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "um mendigo chega" #: script/events/room.js:204 msgid "give 50" msgstr "dar 50" #: script/events/room.js:209 script/events/room.js:276 script/events/room.js:355 msgid "give 100" msgstr "dar 100" #: script/events/room.js:214 script/events/room.js:286 script/events/room.js:482 msgid "turn him away" msgstr "mandá-lo embora" #: script/events/room.js:222 script/events/room.js:235 script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "o mendigo expressa seus agradecimentos." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "deixa uma pilha de pequenas escamas para trás." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "deixa uma pilha de pequenos dentes para atrás." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "deixa alguns pedaços de pano para trás." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "O viajante Misterioso" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back " "with more." msgstr "" "um viajante chega com um carrinho vazio. diz que se ele sair com madeira, ele " "voltará com mais." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "o construtor não tem certeza se ele é de confiança." #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "um misterioso viajante chega" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "dar 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "o viajante sai com o carrinho carregado de madeira" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "o viajante misterioso retorna, com o carrinho cheio de madeira." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back " "with more." msgstr "" "uma viajante chega com um carrinho vazio. Disse que se ela sair com peles, ela " "voltará com mais." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "o construtor não tem certeza se ela é confiável." #: script/events/room.js:365 msgid "turn her away" msgstr "mandá-la embora" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "A viajante deixa um carrinho carregado com peles" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "a viajante misteriosa retorna, com o carrinho repleto de peles." #: script/events/room.js:420 msgid "The Scout" msgstr "A exploradora" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "a exploradora disse que esteve em toda parte" #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "disposta a falar sobre isso, por um preço." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "uma exploradora fica para a noite" #: script/events/room.js:434 msgid "buy map" msgstr "comprar mapa" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "o mapa revela um pouco do mundo" #: script/events/room.js:440 msgid "learn scouting" msgstr "aprender à explorar" #: script/events/room.js:459 msgid "The Master" msgstr "O Mestre" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "um velho viajante chega." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "ele sorri calorosamente e pede alojamentos para a noite." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "um velho viajante chega" #: script/events/room.js:473 msgid "agree" msgstr "concordar" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "em troca, o viajante oferece sua sabedoria." #: script/events/room.js:493 msgid "evasion" msgstr "evasão" #: script/events/room.js:503 msgid "precision" msgstr "precisão" #: script/events/room.js:513 msgid "force" msgstr "força" #: script/events/room.js:532 msgid "The Sick Man" msgstr "O Homem Doente" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "um homem mancando entra, tossindo." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "ele implora por remédios." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "um homem doente" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "dar 1 remédio" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "o homem engole o remédio rapidamente" #: script/events/room.js:552 msgid "tell him to leave" msgstr "diga-lhe para sair" #: script/events/room.js:559 script/events/room.js:575 script/events/room.js:591 msgid "the man is thankful." msgstr "o homem é grato." #: script/events/room.js:560 script/events/room.js:576 script/events/room.js:592 msgid "he leaves a reward." msgstr "ele deixa uma recompensa." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "algum metal estranho ele pegou em suas viagens." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "algumas estranhas caixas brilhantes que ele pegou em suas viagens." #: script/events/room.js:593 msgid "all he has are some scales." msgstr "tudo o que ele tem algumas balanças." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "o homem expressa seus agradecimentos e desfalece." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "um Posto avançado" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "um lugar seguro na selva." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Um pântano escuro" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "Palmeiras podres sobem da terra pantanosa." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "um sapo solitário senta-se na lama, em silêncio." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "um pântano apodrece no ar parado." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "entrar" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "nas profundezas do pântano tem uma cabine coberta de musgo." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "um velho viajante senta-se no interior, em uma aparente transe." #: script/events/setpieces.js:61 msgid "talk" msgstr "conversa" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "o viajante usa seu charme e acena com a cabeça lentamente." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "ele fala de quando liderava grandes frotas por novos mundos" #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "destruição imensuraveis era o cumbustivel do viajante faminto." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "seu tempo aqui, agora, é a sua penitência." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Uma Caverna Úmida" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "a boca da caverna é grande e escura." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "não se pode ver o que está dentro." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "a terra está separada, como se carregasse uma ferida antiga" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "ir para dentro" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "um animal assustado defende sua casa" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "continuar" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "deixar caverna" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "a caverna vai se estreitando" #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "as paredes são úmidas e cobertas de musgo" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "espremer-se" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "os restos de um antigo acampamento fica justamente dentro da caverna." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "" "colchonetes, rasgados e enegrecidas, estavam debaixo de uma fina camada de poeira." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "o corpo de um viajante encontra-se em uma pequena caverna." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "a decomposição tem feito seu trabalho nele, e estão faltando alguns pedaços." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "não se pode dizer o que o deixou aqui." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "a tocha estala e morre no ar úmido" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "a escuridão é absoluta" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "a tocha apaga-se" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "um lagarto da caverna ataca" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "uma grande fera surge da escuridão" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "um lagarto gigante cambaleia para frente" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "o ninho de um grande animal se encontra no fundo da caverna." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "um esconderijo de suprimentos está escondida no fundo da caverna." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "" "uma mala antiga está encravada atrás de uma pedra, coberta de uma espessa camada de " "poeira." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Uma Cidade Deserta" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "um pequeno subúrbio fica à frente, casas vazias chamuscadas e descamadas." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long time." msgstr "" "postes quebrados continuam em pé, enferrujando. luz não ilumina este lugar a muito " "tempo." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "a cidade está abandonada, seus cidadãos morreram há muito tempo" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "explorar" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened with soot." msgstr "" "onde as janelas da escola não são quebrados, eles estão consumidas pela fuligem." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "as portas duplas rangem sem parar no vento." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "sair da cidade" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "emboscado na rua." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "um edifício ocupado à frente" #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "uma cruz verde pouco visível atrás das janelas sujas." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "" "um pequeno esconderijo de suprimentos está escondido dentro de um armário " "enferrujado." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "um escavador aguarda logo atrás da porta." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "uma fera está sozinha em um parque cheio de mato." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "uma caravana virada está espalhada em toda a rua esburacada." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth taking." msgstr "escavadores passaram por aqui, mas ainda há algumas coisas que valem a pena." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "um homem louco ataca, gritando." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "um bandido sai das sombras." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "uma fera surge de uma sala saqueada." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "através das grandes portas de ginásio, passos podem ser ouvidos." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr " a tocha lança um brilho cintilante pelo corredor" #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "os passos param." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "outra fera, chamada pelo barulho, salta de árvoresde de um bosque." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "algo está causando um tumulto na estrada." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "uma luta, talvez." #: script/events/setpieces.js:949 msgid "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "uma pequena cesta de alimentos está escondido sob um banco do parque, com uma nota " "anexada." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "não consegue entender as palavras" #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "um escavador em pânico irrompe pela porta, gritando." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "um homem está sobre um viajante morto. Note que não está sozinho." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "escavador tinha um acampamentozinho na escola." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "recolheu as sucatas espalhadas no chão, como se elas tivessem caído do céu." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "escadores estiveram procurando suprimento aqui, ao que parece." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "uma vergonha deixar o que ele encontrou ir para o lixo." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel." msgstr "" "debaixo dos trapos de um viajante, segurava em uma de suas mãos, algo com um brilho " "metálico." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "vale a pena matar por isso, ao que parece." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "olho por olho, parece justo." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "sempre trabalhei antes, pelo menos." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "ao procurar entre os ossos encontra algumas bugigangas úteis." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "alguns medicamentos abandonados nas gavetas." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "a clínica foi saqueada." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "só poeira e as manchas permanecem." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Uma Cidade Arruinada" #: script/events/setpieces.js:1243 msgid "a battered highway sign stands guard at the entrance to this once-great city." msgstr "um semáforo amassado continua de pé na entrada nesta outrora grande cidade." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of some " "ancient beast." msgstr "" "as torres que não tinham desmoronado sobressaem da paisagem como a caixa torácica " "de alguma besta antiga." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "ainda podem ter coisas que valem a pena dentro." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "as torres de uma cidade decadente dominam o horizonte" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "as ruas estão vazias." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "o ar é preenchido com pó, inexoravelmente conduzido pelos ventos fortes." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "deixar cidade" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "cones de sinalização laranjas são deixados na rua, desbotados e rachados." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "luzes piscam pelos becos entre os prédios." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "uma grande favela espalha-se pelas ruas." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" "rostos, escurecidos pela fuligem e sangue, olham para fora das cabanas tortas." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "a estrutura de um hospital abandonado aparece à frente." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "a antiga torre parece quase intacta." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "a estrutura de um carro queimado bloqueia a entrada." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "a maioria das janelas ao nível do solo estão quebradas de qualquer maneira." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "um lagarto enorme pula para fora da escuridão de uma estação de metrô velha." #: script/events/setpieces.js:1368 msgid "descend" msgstr "descer" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "o tiro ecoa na rua vazia." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "o soldado sai de entre os edifícios, com o rifle levantado." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "um homem frágil está desafiadoramente, bloqueando o caminho." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "nada além de olhhos tristes." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "as pessoas aqui foram quebradas há muito tempo." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "corredores vazios." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "o local tem sido varrido por escavadores." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "um velho irrompe através de uma porta, empunhando um bisturi." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "um bandido está esperando do outro lado do muro." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "uma besta rosnando salta de trás de um carro." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "rua acima da plataforma do metrô está destruída." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "permite que alguma luz entre na neblina empoeirado." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "um som vem do túnel, logo à frente." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "parece um acampamento de todos os tipos à frente." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "arame enferrujado é puxado através de um beco." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "fogos queimam no pátio da frente." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "mais vozes podem ser ouvidas adiante." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "eles devem estar aqui por uma razão." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "o som do tiroteio ecoa no vento" #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "a rua em frente brilha com a luz do fogo." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "mais ocupantes estão se aglomerando ao redor agora." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "alguém joga uma pedra." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "uma loja improvisada foi feita na calçada." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "o proprietário se mantém, firmemente" #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "tiras de carne pendurados secando ao lado da rua." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "as pessoas se afastam, evitando o contato visual." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "alguém tem trancado e bloqueado a porta para esta sala de cirurgias." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "uma tribo de ocupantes idosos está acampado nesta ala." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "um bando de lagartos cerca o canto." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "tiras de carne estão penduradas para secar nesta ala." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "um ninho de um pássaro grande no topo das escadas." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "os detritos são mais densos aqui." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "talvez tenha algumas coisas úteis nos escombros." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "uma ninhada de ratos percorrem o túnel." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "um grande homem ataca, acenando com uma baioneta." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "um segundo soldado abre fogo." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "um soldado mascarado cerca o canto, arma na mão" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "a multidão surge adiante." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "um jovem ataca com um galho de árvore." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "um ocupante está firmemente na porta de uma pequena cabana." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "atrás da porta, uma figura deformada acorda e ataca." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "" "assim que a porta abre-se um pouco, centenas de tentáculos entram em erupção. " #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "passáro deve gostar de coisas brilhantes." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "alguns bons materiais se entrelaçam em seu ninho." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "nada aqui." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "escavadores já devem ter chegado a este lugar ." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "o túnel abre em outra plataforma." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "as paredes estão chamuscados de uma antiga batalha." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "corpos e suprimentos de ambos os lados espalhados no chão." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "o pequeno posto militar está bem fornecido." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-room " "floor." msgstr "" "armas e munições, relíquias da guerra, estão dispostas ordenadamente no chão " "despensa." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "tão mortais como agora como eles eram antigamente." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "a procura entre os corpos provém alguns suprimentos." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "mais soldados estarão em seu caminho." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "tempo de seguir em frente." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "o pequeno povoado foi claramente queimado à pouco tempo." #: script/events/setpieces.js:2527 msgid "the bodies of the wanderers that lived here are still visible in the flames." msgstr "os corpos dos viajantes que viveram aqui ainda são visíveis nas chamas." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "ainda da tempo de recuperar alguns suprimentos." #: script/events/setpieces.js:2562 msgid "the remaining settlers flee from the violence, their belongings forgotten." msgstr "os colonos restantes fogem da violência, esquecendo seus pertences." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "não há muito, mas algumas coisas úteis ainda podem ser encontradas." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "o jovem colono estava carregando um saco de lona." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "contém ferramentas de viagem, e algumas bugigangas." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "não há mais nada aqui." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "dentro da cabana, uma criança chora." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "alguns pertences encostados na paredes." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "o fedor da podridão e morte enche as salas de operação." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "alguns itens estão espalhados no chão." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "não há mais nada aqui." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "um antigo armário de medicamentos no final de um corredor." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "o resto do hospital está vazio." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "alguém tinha empilhando seus ganhhos ilicitos aqui." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "o horror tentacular é derrotado." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "no interior, os restos mortais de suas vítimas estão em toda parte." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "o homem deformado está morto." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "a sala de operação tem um monte de equipamentos curiosos." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "o velho tinha um pequeno esconderijo de itens interessantes." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Uma Casa Velha" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" "uma casa velha permanece aqui, uma vez que o tapume branco amarelou e descascou." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "a porta fica aberta." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "" "os restos de uma casa velha permanece como um monumento aos tempos mais simples" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "a casa está abandonada, mas não foi furtada ainda." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "ainda algumas gotas de água na fonte velha." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "a casa foi saqueada." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "mas há um esconderijo de remédios sob o assoalho." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "" "um homem corre corredor abaixo preparado para atacar, com lâmina enferrujada em sua " "mão" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Um Campo de Batalha Esquecido" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "a batalha foi travada aqui, há muito tempo." #: script/events/setpieces.js:3056 msgid "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "tecnologia agressiva de ambos os lados permanecem inativas na paisagem destruída." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Um Enorme Buraco" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "um enorme buraco é marcado na terra, evidenciando colheitas passadas." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "eles levaram o que queriam, e saíram." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the precipice." msgstr "" "restos de uma presa de mamute ainda podem ser encontrados nas bordas do precipício." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Uma Nave Caída" #: script/events/setpieces.js:3142 msgid "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "as curvas familiares de um navio peregrino sobe a partir do pó e cinzas." #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "sorte que os nativos não podem trabalhar com mecanismos." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "com um pouco de esforço, pode voar de novo." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "salvamento" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "A Mina de Enxofre" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "o militar já está preparado na entrada da mina." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "soldados patrulham o perímetro, com rifles pendurados nos ombros." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "um perímetro militar é criado ao redor da mina." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "atacar" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "um soldado, alertado, abre fogo." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "correr" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "um segundo soldado se junta à luta." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "um soldado grisalho ataca, balançando uma baioneta." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "a presença militar tem acabado." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "a mina é agora segura para os trabalhadores." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "a mina de enxofre está segura dos perigos" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "A Mina de Carvão" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "fogueiras queimam pela entrada da mina." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "homens se posicionam, armas preparadas" #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "esta antiga mina não está abandonada" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "um homem entra na briga" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "só o chefe permanece." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "ainda há acampamento, guarde para o crepitar dos incêndios." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "a mina de carvão está segura dos perigos" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "A Mina de Ferro" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "uma antiga mina de ferro fica aqui, ferramentas abandonadas e deixada à ferrugem." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with jagged " "grooves." msgstr "" "ossos branqueados estão espalhadas sobre a entrada. muitos, profundamente marcados " "com mordidas irregulares." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "uivos ferozes ecoam para fora da escuridão." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "o caminho leva a uma mina abandonada" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "uma grande criatura dá o bote, os músculos ondulando à luz da tocha" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "a fera está morta." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "a mina de ferro está livre de perigos" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Uma Aldeia Destruída" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "uma aldeia destruída reside no pó." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "corpos carbonizados espalhados no chão." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "o gosto metálico de pós-combustão errante paira no ar." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "há um barraco está no centro da vila." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "ainda há suprimentos." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "todo o trabalho de uma geração anterior está aqui." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "maduro para a colheita." #~ msgid "Export" #~ msgstr "Exportar" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/ru/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} .button .tooltip {width: 120px !important;} #workers {width: 180px !important;} #hullRow {width: 90px !important;} #engineRow {width: 90px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/ru/strings.js ================================================ _.setTranslation({"water tank": "\u0446\u0438\u0441\u0442\u0435\u0440\u043d\u0430 \u0441 \u0432\u043e\u0434\u043e\u0439", "a shivering man approaches and attacks with surprising strength": "\u0434\u0440\u043e\u0436\u0430\u0449\u0435\u0439 \u0447\u0435\u043b\u043e\u0432\u0435\u043a \u0438\u0434\u0451\u0442 \u043d\u0430 \u0432\u0430\u0441 \u0438 \u0430\u0442\u0430\u043a\u0443\u0435\u0442 \u0441 \u043d\u0435\u043e\u0436\u0438\u0434\u0430\u043d\u043d\u043e \u0431\u043e\u043b\u044c\u0448\u043e\u0439 \u0441\u0438\u043b\u043e\u0439", "the room is {0}": "\u0432 \u043a\u043e\u043c\u043d\u0430\u0442\u0435 {0}", "punch twice as fast, and with even more force": "\u0431\u0438\u0442\u044c \u0432\u0434\u0432\u043e\u0435 \u0431\u044b\u0441\u0442\u0440\u0435\u0435 \u0438 \u043d\u0430\u043c\u043d\u043e\u0433\u043e \u0441\u0438\u043b\u044c\u043d\u0435\u0435", "The Nomad": "\u041a\u043e\u0447\u0435\u0432\u043d\u0438\u043a", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "\u0434\u0435\u0440\u0435\u0432\u044c\u044f \u0441\u043c\u0435\u043d\u044f\u044e\u0442\u0441\u044f \u0441\u0443\u0445\u043e\u0439 \u0442\u0440\u0430\u0432\u043e\u0439. \u043f\u043e\u0436\u0435\u043b\u0442\u0435\u0432\u0448\u0438\u0435 \u043b\u0438\u0441\u0442\u044c\u044f \u0433\u0443\u043b\u044f\u044e\u0442 \u043f\u043e \u0432\u0435\u0442\u0440\u0443.", "only a few die.": "\u043b\u0438\u0448\u044c \u043d\u0435\u043c\u043d\u043e\u0433\u0438\u0435 \u0443\u043c\u0438\u0440\u0430\u044e\u0442.", "mild": "\u0443\u043c\u0435\u0440\u0435\u043d\u043d\u043e", "bait": "\u043f\u0440\u0438\u043c\u0430\u043d\u043a\u0430", "not enough fur": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u043c\u0435\u0445\u0430", "it puts up little resistance before the knife.": "\u043e\u043d \u0441\u043b\u0430\u0431\u043e \u0441\u043e\u043f\u0440\u043e\u0442\u0438\u0432\u043b\u044f\u0435\u0442\u0441\u044f \u043d\u043e\u0436\u0443", "the body of a wanderer lies in a small cavern.": "\u0432 \u043f\u0435\u0449\u0435\u0440\u0435 \u043b\u0435\u0436\u0438\u0442 \u0442\u0435\u043b\u043e \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a\u0430.", "steel's stronger than iron": "\u0441\u0442\u0430\u043b\u044c \u043f\u0440\u043e\u0447\u043d\u0435\u0435 \u0436\u0435\u043b\u0435\u0437\u0430", "steelworker": "\u0441\u0442\u0430\u043b\u0435\u0432\u0430\u0440", "not enough alien alloy": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u0438\u043d\u043e\u043f\u043b\u0430\u043d\u0435\u0442\u043d\u043e\u0439 \u0436\u0438\u0434\u043a\u043e\u0441\u0442\u0438", "the soldier is dead": "\u0441\u043e\u043b\u0434\u0430\u0442 \u043c\u0451\u0440\u0442\u0432", "sniper": "\u0441\u043d\u0430\u0439\u043f\u0435\u0440", "something's in the store room": "\u043d\u0430 \u0441\u043a\u043b\u0430\u0434\u0435 \u043a\u0442\u043e-\u0442\u043e \u0435\u0441\u0442\u044c", "unfathomable destruction to fuel wanderer hungers.": "\u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a \u0432\u0438\u0434\u0435\u043b \u043d\u0435\u043c\u044b\u0441\u043b\u0438\u043c\u044b\u0435 \u0440\u0430\u0437\u0440\u0443\u0448\u0435\u043d\u0438\u044f.", "embark": "\u0432 \u043f\u0443\u0442\u044c", "scout": "\u0440\u0430\u0437\u0432\u0435\u0434\u0447\u0438\u043a", "mourn": "\u043e\u043f\u043b\u0430\u043a\u0438\u0432\u0430\u0442\u044c", "more traps won't help now": "\u043d\u043e\u0432\u044b\u0435 \u043b\u043e\u0432\u0443\u0448\u043a\u0438 \u0441\u0435\u0439\u0447\u0430\u0441 \u043d\u0435 \u043f\u043e\u043c\u043e\u0433\u0443\u0442", "save.": "\u0441\u043e\u0445\u0440\u0430\u043d\u0438\u0442\u044c.", "learned to make the most of food": "\u043d\u0430\u0443\u0447\u0438\u043b\u0441\u044f \u0434\u0435\u043b\u0430\u0442\u044c \u0435\u0434\u0443 \u043b\u0443\u0447\u0448\u0435", "blast": "\u0432\u044b\u0441\u0442\u0440\u0435\u043b\u0438\u0442\u044c \u043b\u0430\u0437\u0435\u0440\u043e\u043c", "the sky is grey and the wind blows relentlessly": "\u043d\u0435\u0431\u043e \u0437\u0430\u0442\u044f\u043d\u0443\u0442\u043e \u0442\u0443\u0447\u0430\u043c\u0438 \u0438 \u0434\u0443\u0435\u0442 \u0431\u0435\u0437\u0436\u0430\u043b\u043e\u0441\u0442\u043d\u044b\u0439 \u0432\u0435\u0442\u0435\u0440", "supplies:": "\u0437\u0430\u043f\u0430\u0441\u044b:", "the feral terror is dead": "\u0443\u0436\u0430\u0441\u043d\u044b\u0439 \u0437\u0432\u0435\u0440\u044c \u043c\u0451\u0440\u0442\u0432", "the tracks disappear after just a few minutes.": "\u0447\u0435\u0440\u0435\u0437 \u043d\u0435\u0441\u043a\u043e\u043b\u044c\u043a\u043e \u043c\u0438\u043d\u0443\u0442 \u0441\u043b\u0435\u0434\u044b \u0438\u0441\u0447\u0435\u0437\u0430\u044e\u0442.", "a safe place in the wilds.": "\u0431\u0435\u0437\u043e\u043f\u0430\u0441\u043d\u043e\u0435 \u043c\u0435\u0441\u0442\u043e \u0432 \u043b\u0435\u0441\u0430\u0445.", "buy scales": "\u043a\u0443\u043f\u0438\u0442\u044c \u0447\u0435\u0448\u0443\u044e", "the compass points east": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0443\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442 \u043d\u0430 \u0432\u043e\u0441\u0442\u043e\u043a", "the hunting lodge stands in the forest, a ways out of town": "\u043e\u0445\u043e\u0442\u043d\u0438\u0447\u0438\u0439 \u0434\u043e\u043c\u0438\u043a \u0441\u0442\u043e\u0438\u0442 \u0432 \u043b\u0435\u0441\u0443, \u043d\u0435\u0434\u0430\u043b\u0435\u043a\u043e \u043e\u0442 \u0433\u043e\u0440\u043e\u0434\u0430", "leave": "\u0443\u0439\u0442\u0438", "the convoy can haul mostly everything": "\u043e\u0431\u043e\u0437 \u043c\u043e\u0436\u0435\u0442 \u0432\u0435\u0437\u0442\u0438 \u043f\u0440\u0430\u043a\u0442\u0438\u0447\u0435\u0441\u043a\u0438 \u0432\u0441\u0451", "learned to strike faster without weapons": "\u043d\u0430\u0443\u0447\u0438\u043b\u0441\u044f \u0431\u0438\u0442\u044c \u0431\u044b\u0441\u0442\u0440\u0435\u0435 \u0431\u0435\u0437 \u043e\u0440\u0443\u0436\u0438\u044f", "ignore them": "\u0438\u0433\u043d\u043e\u0440\u0438\u0440\u043e\u0432\u0430\u0442\u044c", "willing to talk about it, for a price.": "\u0438 \u0433\u043e\u0442\u043e\u0432 \u0440\u0430\u0441\u0441\u043a\u0430\u0437\u0430\u0442\u044c \u043e \u043d\u0438\u0445, \u0437\u0430 \u043e\u043f\u0440\u0435\u0434\u0435\u043b\u0435\u043d\u043d\u0443\u044e \u0446\u0435\u043d\u0443.", "a beast, wilder than imagining, erupts out of the foliage": "\u043e\u0433\u0440\u043e\u043c\u043d\u044b\u0439 \u0443\u0436\u0430\u0441\u0430\u044e\u0449\u0438\u0439 \u0437\u0432\u0435\u0440\u044c \u0432\u044b\u043f\u0440\u044b\u0433\u0438\u0432\u0430\u0435\u0442 \u043d\u0430 \u0432\u0430\u0441", "go home": "\u0432\u0435\u0440\u043d\u0443\u0442\u044c\u0441\u044f \u0434\u043e\u043c\u043e\u0439", "force": "\u0441\u0438\u043b\u0430", "the rickety cart will carry more wood from the forest": "\u0445\u043b\u0438\u043f\u043a\u0430\u044f \u0442\u0435\u043b\u0435\u0436\u043a\u0430 \u043f\u043e\u0437\u0432\u043e\u043b\u0438\u0442 \u043f\u0435\u0440\u0435\u0432\u043e\u0437\u0438\u0442\u044c \u0431\u043e\u043b\u044c\u0448\u0435 \u0434\u0440\u043e\u0432", "a ragged stranger stumbles through the door and collapses in the corner": "\u043e\u0431\u043e\u0440\u0432\u0430\u043d\u043d\u044b\u0439 \u043d\u0435\u0437\u043d\u0430\u043a\u043e\u043c\u0435\u0446 \u043d\u0435\u043b\u043e\u0432\u043a\u043e \u0432\u0445\u043e\u0434\u0438\u0442 \u0432 \u0434\u0432\u0435\u0440\u044c \u0438 \u043f\u0430\u0434\u0430\u0435\u0442 \u0432 \u0443\u0433\u043b\u0443 \u043e\u0442 \u0438\u0437\u043d\u0435\u043c\u043e\u0436\u0435\u043d\u0438\u044f.", "not enough leather": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u043a\u043e\u0436\u0438", "the fight is short and bloody, but the beasts are repelled.": "\u0431\u043e\u0440\u044c\u0431\u0430 \u0431\u044b\u043b\u0430 \u043a\u043e\u0440\u043e\u0442\u043a\u043e\u0439 \u0438 \u043a\u0440\u043e\u0432\u0430\u0432\u043e\u0439, \u043d\u043e \u0437\u0432\u0435\u0440\u0438 \u043e\u0442\u0441\u0442\u0443\u043f\u0438\u043b\u0438.", "the wood is running out": "\u0434\u0440\u043e\u0432\u0430 \u0441\u043a\u043e\u0440\u043e \u0437\u0430\u043a\u043e\u043d\u0447\u0430\u0442\u0441\u044f", "restart.": "\u043d\u0430\u0447\u0430\u0442\u044c \u0437\u0430\u043d\u043e\u0432\u043e.", "rot's been to work on it, and some of the pieces are missing.": "\u0433\u043d\u0438\u0435\u043d\u0438\u0435 \u0441\u0434\u0435\u043b\u0430\u043b\u043e \u0441\u0432\u043e\u0451 \u0434\u0435\u043b\u043e, \u043d\u0435\u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u0447\u0430\u0441\u0442\u0438 \u0442\u0435\u043b\u0430 \u043e\u0442\u0441\u0443\u0442\u0441\u0442\u0432\u0443\u044e\u0442.", "workshop's finally ready. builder's excited to get to it": "\u043c\u0430\u0441\u0442\u0435\u0440\u0441\u043a\u0430\u044f \u043d\u0430\u043a\u043e\u043d\u0435\u0446-\u0442\u043e \u0433\u043e\u0442\u043e\u0432\u0430. \u0440\u0430\u0434\u043e\u0441\u0442\u0438 \u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044f \u043d\u0435\u0442 \u043f\u0440\u0435\u0434\u0435\u043b\u0430", "a trading post would make commerce easier": "\u0441 \u0440\u044b\u043d\u043a\u043e\u043c \u0442\u043e\u0440\u0433\u043e\u0432\u043b\u044f \u0431\u0443\u0434\u0435\u0442 \u0438\u0434\u0442\u0438 \u043b\u0435\u0433\u0447\u0435", "not enough steel": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u0441\u0442\u0430\u043b\u0438", "perks:": "\u043f\u0435\u0440\u043a\u0438:", "saved.": "\u0441\u043e\u0445\u0440\u0430\u043d\u0435\u043d\u043e.", "after a skirmish they are driven away, but not without losses.": "\u043f\u043e\u0441\u043b\u0435 \u0441\u0442\u044b\u0447\u043a\u0438 \u043e\u043d\u0438 \u0443\u0448\u043b\u0438 \u043f\u0440\u043e\u0447\u044c, \u043d\u043e \u043d\u0435 \u0431\u0435\u0437 \u043f\u043e\u0442\u0435\u0440\u044c.", "tannery goes up quick, on the edge of the village": "\u043d\u0430 \u043a\u0440\u0430\u044e \u0434\u0435\u0440\u0435\u0432\u043d\u0438 \u0434\u043e\u0432\u043e\u043b\u044c\u043d\u043e \u0431\u044b\u0441\u0442\u0440\u043e \u043f\u043e\u0441\u0442\u0440\u043e\u0438\u043b\u0430\u0441\u044c \u0434\u0443\u0431\u0438\u043b\u044c\u043d\u044f", "learned to fight quite effectively without weapons": "\u043d\u0430\u0443\u0447\u0438\u043b\u0441\u044f \u044d\u0444\u0444\u0435\u043a\u0442\u0438\u0432\u043d\u043e \u0434\u0440\u0430\u0442\u044c\u0441\u044f \u0431\u0435\u0437 \u043e\u0440\u0443\u0436\u0438\u044f", "leaves a pile of small teeth behind.": "\u0438 \u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442 \u043d\u0435\u043c\u043d\u043e\u0433\u043e \u0437\u0443\u0431\u043e\u0432.", "not enough scales": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u0447\u0435\u0448\u0443\u0438", "leave cave": "\u043f\u043e\u043a\u0438\u043d\u0443\u0442\u044c \u043f\u0435\u0449\u0435\u0440\u0443", "hp: {0}/{1}": "\u0437\u0434\u043e\u0440\u043e\u0432\u044c\u0435: {0}/{1}", "a lone frog sits in the muck, silently.": "\u043e\u0434\u0438\u043d\u043e\u043a\u0430\u044f \u043b\u044f\u0433\u0443\u0448\u043a\u0430 \u0441\u0438\u0434\u0438\u0442 \u0432 \u0433\u0440\u044f\u0437\u0438 \u0438 \u043c\u043e\u043b\u0447\u0438\u0442.", "the steel is strong, and the blade true.": "\u0441\u0442\u0430\u043b\u044c \u043d\u0430\u0441\u0442\u043e\u043b\u044c\u043a\u043e \u0436\u0435 \u043f\u0440\u043e\u0447\u043d\u0430\u044f, \u043a\u0430\u043a \u0438 \u043b\u0435\u0437\u0432\u0438\u0435 \u0438\u0437 \u043d\u0435\u0451.", "learned how to ignore the hunger": "\u043d\u0430\u0443\u0447\u0438\u043b\u0441\u044f \u0438\u0433\u043d\u043e\u0440\u0438\u0440\u043e\u0432\u0430\u0442\u044c \u0433\u043e\u043b\u043e\u0434", "punch": "\u0443\u0434\u0430\u0440\u0438\u0442\u044c", "water": "\u0432\u043e\u0434\u0430", "desert rat": "\u043f\u0443\u0441\u0442\u044b\u043d\u043d\u0430\u044f \u043a\u0440\u044b\u0441\u0430", "a pack of snarling beasts pours out of the trees.": "\u0441\u0442\u0430\u044f \u0434\u0438\u043a\u0438\u0445 \u0437\u0432\u0435\u0440\u0435\u0439 \u043f\u0440\u0438\u0448\u043b\u0430 \u0438\u0437 \u043b\u0435\u0441\u0430.", "punches do even more damage.": "\u0443\u0434\u0430\u0440\u044b \u043d\u0430\u043d\u043e\u0441\u044f\u0442 \u0433\u043e\u0440\u0430\u0437\u0434\u043e \u0431\u043e\u043b\u044c\u0448\u0435 \u043f\u043e\u0432\u0440\u0435\u0436\u0434\u0435\u043d\u0438\u0439.", "roaring": "\u043f\u043e\u043b\u044b\u0445\u0430\u0435\u0442", "A Borehole": "\u0421\u043a\u0432\u0430\u0436\u0438\u043d\u0430", "A fire rampages through one of your huts, destroying it.": "\u041e\u0433\u043e\u043d\u044c \u043e\u0445\u0432\u0430\u0442\u044b\u0432\u0430\u0435\u0442 \u043e\u0434\u043d\u0443 \u0438\u0437 \u0432\u0430\u0448\u0438\u0445 \u0445\u0438\u0436\u0438\u043d, \u0441\u0436\u0438\u0433\u0430\u044f \u0435\u0451 \u0434\u043e\u0442\u043b\u0430.", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "\u043e\u043a\u043e\u043b\u043e \u043f\u043e\u0440\u043e\u0433\u0430 \u043b\u0435\u0436\u0438\u0442 \u043d\u0435\u043c\u043d\u043e\u0433\u043e \u0434\u0440\u043e\u0432, \u0437\u0430\u0432\u0435\u0440\u043d\u0443\u0442\u044b\u0445 \u0432 \u043c\u0435\u0445.", "builder says she could make finer things, if she had the tools": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u0433\u043e\u0432\u043e\u0440\u0438\u0442, \u0447\u0442\u043e \u043c\u043e\u0433 \u0431\u044b \u0434\u0435\u043b\u0430\u0442\u044c \u0431\u043e\u043b\u0435\u0435 \u043a\u0440\u0443\u0442\u044b\u0435 \u0448\u0442\u0443\u043a\u0438, \u0435\u0441\u043b\u0438 \u0431\u044b \u0438\u043c\u0435\u043b \u0438\u043d\u0441\u0442\u0440\u0443\u043c\u0435\u043d\u0442\u044b", "soldier": "\u0441\u043e\u043b\u0434\u0430\u0442", "learn scouting": "\u043e\u0431\u0443\u0447\u0438\u0442\u044c\u0441\u044f \u0440\u0430\u0437\u0432\u0435\u0434\u043a\u0435", "share.": "\u043f\u043e\u0434\u0435\u043b\u0438\u0442\u044c\u0441\u044f.", "some villagers have died": "\u043d\u0435\u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u0436\u0438\u0442\u0435\u043b\u0438 \u043f\u043e\u0433\u0438\u0431\u043b\u0438", "A Murky Swamp": "\u0422\u0451\u043c\u043d\u043e\u0435 \u0411\u043e\u043b\u043e\u0442\u043e", "iron sword": "\u0436\u0435\u043b\u0435\u0437\u043d\u044b\u0439 \u043c\u0435\u0447", "scales": "\u0447\u0435\u0448\u0443\u044f", "the grasses thin. soon, only dust remains.": "\u0442\u0440\u0430\u0432\u044b \u0432\u0441\u0451 \u043c\u0435\u043d\u044c\u0448\u0435. \u0441\u043e\u0432\u0441\u0435\u043c \u0441\u043a\u043e\u0440\u043e \u043e\u0441\u0442\u0430\u043d\u0435\u0442\u0441\u044f \u043b\u0438\u0448\u044c \u043f\u044b\u043b\u044c.", "bayonet": "\u0448\u0442\u044b\u043a", "a shot rings out, from somewhere in the long grass": "\u043e\u0442\u043a\u0443\u0434\u0430-\u0442\u043e \u0438\u0437 \u043a\u0443\u0441\u0442\u043e\u0432 \u0440\u0430\u0437\u0434\u0430\u0435\u0442\u0441\u044f \u0432\u044b\u0441\u0442\u0440\u0435\u043b", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "\u0441\u0442\u0435\u043d\u0430 \u0438\u0437 \u043a\u043e\u0440\u044f\u0432\u044b\u0445 \u0434\u0435\u0440\u0435\u0432\u044c\u0435\u0432 \u043f\u043e\u0434\u043d\u0438\u043c\u0430\u0435\u0442\u0441\u044f \u0438\u0437 \u043f\u044b\u043b\u0438. \u0438\u0445 \u0438\u0441\u0441\u043e\u0445\u0448\u0438\u0435 \u0432\u0435\u0442\u0432\u0438 \u0441\u0432\u0438\u0432\u0430\u044e\u0442\u0441\u044f \u0432 \u0440\u0435\u0448\u0451\u0442\u043a\u0443 \u043d\u0430\u0434 \u0433\u043e\u043b\u043e\u0432\u043e\u0439", "gather wood": "\u0441\u043e\u0431\u0438\u0440\u0430\u0442\u044c \u0434\u0440\u043e\u0432\u0430", "A Scavenger": "\u041c\u0443\u0441\u043e\u0440\u0449\u0438\u043a", "the villagers hang the thief high in front of the store room.": "\u0436\u0438\u0442\u0435\u043b\u0438 \u043f\u043e\u0432\u0435\u0441\u0438\u043b\u0438 \u0432\u043e\u0440\u0430 \u043f\u0435\u0440\u0435\u0434 \u0441\u043a\u043b\u0430\u0434\u043e\u043c.", "1 medicine": "1 \u043b\u0435\u043a\u0430\u0440\u0441\u0442\u0432\u043e", "drop:": "\u043e\u0441\u0442\u0430\u0432\u0438\u0442\u044c:", "leaves some scraps of cloth behind.": "\u0438 \u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442 \u043d\u0435\u043c\u043d\u043e\u0433\u043e \u0442\u043a\u0430\u043d\u0438.", "are you sure?": "\u0432\u044b \u0443\u0432\u0435\u0440\u0435\u043d\u044b?", "charcutier": "\u043c\u044f\u0441\u043d\u0438\u043a", "trading post": "\u0440\u044b\u043d\u043e\u043a", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "\u043f\u0440\u0438\u0431\u044b\u043b\u0430 \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u0446\u0430 \u0441 \u043f\u0443\u0441\u0442\u043e\u0439 \u0442\u0435\u043b\u0435\u0436\u043a\u043e\u0439. \u0433\u043e\u0432\u043e\u0440\u0438\u0442, \u0447\u0442\u043e \u0435\u0441\u043b\u0438 \u0432\u044b \u0434\u0430\u0434\u0438\u0442\u0435 \u0435\u0439 \u043c\u0435\u0445\u0430, \u0442\u043e \u043e\u043d\u0430 \u043f\u043e\u0442\u043e\u043c \u0432\u0435\u0440\u043d\u0451\u0442 \u0431\u043e\u043b\u044c\u0448\u0435.", "in exchange, the wanderer offers his wisdom.": "\u0432 \u043e\u0431\u043c\u0435\u043d \u043d\u0430 \u043d\u043e\u0447\u043b\u0435\u0433, \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a \u043f\u0440\u0435\u0434\u043b\u0430\u0433\u0430\u0435\u0442 \u0441\u0432\u043e\u044e \u043c\u0443\u0434\u0440\u043e\u0441\u0442\u044c.", "sulphur miner": "\u0441\u043f\u0435\u043b\u0435\u043e\u043b\u043e\u0433", "warm": "\u0442\u0435\u043f\u043b\u043e", "A Feral Terror": "\u0423\u0436\u0430\u0441\u043d\u044b\u0439 \u0437\u0432\u0435\u0440\u044c", "stoke fire": "\u043f\u043e\u0434\u0431\u0440\u043e\u0441\u0438\u0442\u044c \u0434\u0440\u043e\u0432", "lift off": "\u0432\u0437\u043b\u0435\u0442\u0435\u0442\u044c", "shoot": "\u0432\u044b\u0441\u0442\u0440\u0435\u043b\u0438\u0442\u044c", "none": "\u043d\u0438\u0447\u0435\u0433\u043e", "a strange looking bird speeds across the plains": "\u043f\u0442\u0438\u0446\u0430, \u0432\u044b\u0433\u043b\u044f\u0434\u044f\u0449\u0430\u044f \u0434\u043e\u0432\u043e\u043b\u044c\u043d\u043e \u0441\u0442\u0440\u0430\u043d\u043d\u043e, \u043b\u0435\u0442\u0438\u0442 \u043d\u0430 \u0431\u043e\u043b\u044c\u0448\u043e\u0439 \u0441\u043a\u043e\u0440\u043e\u0441\u0442\u0438 \u0441\u043a\u0432\u043e\u0437\u044c \u0440\u0430\u0432\u043d\u0438\u043d\u044b", "linger": "\u0437\u0430\u0434\u0435\u0440\u0436\u0430\u0442\u044c\u0441\u044f", "take:": "\u0432\u0437\u044f\u0442\u044c:", "strange bird": "\u0441\u0442\u0440\u0430\u043d\u043d\u0430\u044f \u043f\u0442\u0438\u0446\u0430", "if the code is invalid, all data will be lost.": "\u0435\u0441\u043b\u0438 \u043a\u043e\u0434 \u043d\u0435\u0432\u0435\u0440\u043d\u044b\u0439, \u0442\u043e \u0432\u0441\u044f \u0438\u043d\u0444\u043e\u0440\u043c\u0430\u0446\u0438\u044f \u0431\u0443\u0434\u0435\u0442 \u0443\u0442\u0435\u0440\u044f\u043d\u0430.", "a swamp festers in the stagnant air.": "\u043d\u0430\u0434 \u0431\u043e\u043b\u043e\u0442\u043e\u043c \u0441\u0442\u043e\u0438\u0442 \u0433\u043d\u0438\u043b\u043e\u0441\u0442\u043d\u044b\u0439 \u0432\u043e\u0437\u0434\u0443\u0445.", "can't see what's inside.": "\u043e\u0442\u0441\u044e\u0434\u0430 \u0432 \u043d\u0435\u0439 \u043d\u0438\u0447\u0435\u0433\u043e \u043d\u0435 \u0432\u0438\u0434\u043d\u043e.", "grenade": "\u0433\u0440\u0430\u043d\u0430\u0442\u0430", "the stranger in the corner stops shivering. her breathing calms.": "\u043d\u0435\u0437\u043d\u0430\u043a\u043e\u043c\u0435\u0446 \u0432 \u0443\u0433\u043b\u0443 \u043f\u0435\u0440\u0435\u0441\u0442\u0430\u0435\u0442 \u0434\u0440\u043e\u0436\u0430\u0442\u044c \u0438 \u0443\u0441\u043f\u043e\u043a\u0430\u0438\u0432\u0430\u0435\u0442\u0441\u044f.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "\u043f\u0440\u0438\u0431\u044b\u043b \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a \u0441 \u043f\u0443\u0441\u0442\u043e\u0439 \u0442\u0435\u043b\u0435\u0436\u043a\u043e\u0439. \u0433\u043e\u0432\u043e\u0440\u0438\u0442, \u0447\u0442\u043e \u0435\u0441\u043b\u0438 \u0432\u044b \u0434\u0430\u0434\u0438\u0442\u0435 \u0435\u043c\u0443 \u0434\u0440\u0435\u0432\u0435\u0441\u0438\u043d\u044b, \u0442\u043e \u043e\u043d \u043f\u043e\u0442\u043e\u043c \u0432\u0435\u0440\u043d\u0451\u0442 \u0431\u043e\u043b\u044c\u0448\u0435.", "gaunt man": "\u0442\u043e\u0449\u0438\u0439 \u0447\u0435\u043b\u043e\u0432\u0435\u043a", "An Outpost": "\u0421\u0442\u043e\u0440\u043e\u0436\u043a\u0430", "cured meat": "\u0432\u044f\u043b\u0435\u043d\u043e\u0435 \u043c\u044f\u0441\u043e", "builder puts up a hut, out in the forest. says word will get around.": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u043f\u043e\u0441\u0442\u0440\u043e\u0438\u043b \u0445\u0438\u0436\u0438\u043d\u0443 \u0432 \u043b\u0435\u0441\u0443.", "learned how not to be seen": "\u043d\u0430\u0443\u0447\u0438\u043b\u0441\u044f \u0431\u044b\u0442\u044c \u043d\u0435\u0437\u0430\u043c\u0435\u0442\u043d\u044b\u043c", "punches do more damage": "\u0443\u0434\u0430\u0440\u044b \u043d\u0430\u043d\u043e\u0441\u044f\u0442 \u0431\u043e\u043b\u044c\u0448\u0435 \u043f\u043e\u0432\u0440\u0435\u0436\u0434\u0435\u043d\u0438\u0439", "some traps have been destroyed": "\u043d\u0435\u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043b\u043e\u0432\u0443\u0448\u043a\u0438 \u0431\u044b\u043b\u0438 \u0441\u043b\u043e\u043c\u0430\u043d\u044b", "well armed men charge out of the forest, firing into the crowd.": "\u0445\u043e\u0440\u043e\u0448\u043e \u0432\u043e\u043e\u0440\u0443\u0436\u0435\u043d\u043d\u044b\u0435 \u043b\u044e\u0434\u0438 \u0432\u044b\u0445\u043e\u0434\u044f\u0442 \u0438\u0437 \u043b\u0435\u0441\u0430 \u0438 \u0441\u0442\u0440\u0435\u043b\u044f\u044e\u0442 \u0432 \u0442\u043e\u043b\u043f\u0443.", "deep in the swamp is a moss-covered cabin.": "\u0433\u043b\u0443\u0431\u043e\u043a\u043e \u0432 \u0431\u043e\u043b\u043e\u0442\u0435 \u043d\u0430\u0445\u043e\u0434\u0438\u0442\u0441\u044f \u0437\u0430\u043c\u0448\u0435\u043b\u044b\u0439 \u0434\u043e\u043c\u0438\u043a.", "all the work of a previous generation is here.": "\u0432\u0438\u0434\u043d\u0430 \u0440\u0430\u0431\u043e\u0442\u0430 \u043b\u044e\u0434\u0435\u0439, \u0436\u0438\u0432\u0448\u0438\u0445 \u0442\u0443\u0442 \u0440\u0430\u043d\u044c\u0448\u0435.", "An Old Starship": "\u0421\u0442\u0430\u0440\u044b\u0439 \u043a\u043e\u0441\u043c\u0438\u0447\u0435\u0441\u043a\u0438\u0439 \u043a\u043e\u0440\u0430\u0431\u043b\u044c", "ignore it": "\u0438\u0433\u043d\u043e\u0440\u0438\u0440\u043e\u0432\u0430\u0442\u044c", "hot": "\u0436\u0430\u0440\u043a\u043e", "upgrade engine": "\u0443\u043b\u0443\u0447\u0448\u0438\u0442\u044c \u0434\u0432\u0438\u0433\u0430\u0442\u0435\u043b\u044c", "forest": "\u043b\u0435\u0441", "give 500": "\u0434\u0430\u0442\u044c 500", "A Dark Room": "\u0422\u0451\u043c\u043d\u0430\u044f \u041a\u043e\u043c\u043d\u0430\u0442\u0430", "builder says leather could be useful. says the villagers could make it.": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u0433\u043e\u0432\u043e\u0440\u0438\u0442, \u0447\u0442\u043e \u043a\u043e\u0436\u0430 \u043c\u043e\u0436\u0435\u0442 \u0431\u044b\u0442\u044c \u043f\u043e\u043b\u0435\u0437\u043d\u0430 \u0438 \u0447\u0442\u043e \u0436\u0438\u0442\u0435\u043b\u0438 \u043c\u043e\u0433\u043b\u0438 \u0431\u044b \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u044c \u0435\u0451.", "craft:": "\u0438\u0437\u0433\u043e\u0442\u043e\u0432\u0438\u0442\u044c:", "Iron Mine": "\u0416\u0435\u043b\u0435\u0437\u043d\u0430\u044f \u0448\u0430\u0445\u0442\u0430", "coal mine": "\u0443\u0433\u043e\u043b\u044c\u043d\u044b\u0439 \u0440\u0443\u0434\u043d\u0438\u043a", "bits of meat": "\u043a\u0443\u0441\u043a\u0438 \u043c\u044f\u0441\u0430", "the remains of an old camp sits just inside the cave.": "\u0432\u043d\u0443\u0442\u0440\u0438 \u043f\u0435\u0449\u0435\u0440\u044b \u043d\u0430\u0445\u043e\u0434\u044f\u0442\u0441\u044f \u043e\u0441\u0442\u0430\u0442\u043a\u0438 \u0441\u0442\u0430\u0440\u043e\u0433\u043e \u043b\u0430\u0433\u0435\u0440\u044f.", "The Village": "\u0414\u0435\u0440\u0435\u0432\u043d\u044f", "snarling beast": "\u0434\u0438\u043a\u0438\u0439 \u0437\u0432\u0435\u0440\u044c", "strange noises can be heard through the walls": "\u0447\u0435\u0440\u0435\u0437 \u0441\u0442\u0435\u043d\u044b \u0441\u043b\u044b\u0448\u0435\u043d \u0441\u0442\u0440\u0430\u043d\u043d\u044b\u0439 \u0448\u0443\u043c", "coal": "\u0443\u0433\u043e\u043b\u044c", "Stratosphere": "\u0421\u0442\u0440\u0430\u0442\u043e\u0441\u0444\u0435\u0440\u0430", "man-eater": "\u043b\u044e\u0434\u043e\u0435\u0434", "can't tell what they're up to.": "\u043d\u0435\u043f\u043e\u043d\u044f\u0442\u043d\u043e \u043e\u0442\u043a\u0443\u0434\u0430 \u043e\u043d.", "enter": "\u0432\u043e\u0439\u0442\u0438", "Ship": "\u041a\u043e\u0440\u0430\u0431\u043b\u044c", "better avoid conflict in the wild": "\u043b\u0443\u0447\u0448\u0435 \u0438\u0437\u0431\u0435\u0433\u0430\u0442\u044c \u043a\u043e\u043d\u0444\u043b\u0438\u043a\u0442\u043e\u0432", "talk": "\u0433\u043e\u0432\u043e\u0440\u0438\u0442\u044c", "A Soldier": "\u0421\u043e\u043b\u0434\u0430\u0442", "the man expresses his thanks and hobbles off.": "\u0447\u0435\u043b\u043e\u0432\u0435\u043a \u0432\u044b\u0440\u0430\u0436\u0430\u0435\u0442 \u0441\u0432\u043e\u044e \u0431\u043b\u0430\u0433\u043e\u0434\u0430\u0440\u043d\u043e\u0441\u0442\u044c \u0438 \u0443\u0445\u043e\u0434\u0438\u0442 \u043f\u0440\u043e\u0447\u044c.", "the villagers haul a filthy man out of the store room.": "\u0436\u0438\u0442\u0435\u043b\u0438 \u0442\u0430\u0449\u0430\u0442 \u0433\u0440\u044f\u0437\u043d\u043e\u0433\u043e \u0447\u0435\u043b\u043e\u0432\u0435\u043a\u0430 \u0441\u043e \u0441\u043a\u043b\u0430\u0434\u0430.", "cold": "\u0445\u043e\u043b\u043e\u0434\u043d\u043e", "A Crashed Starship": "\u0420\u0430\u0437\u0431\u0438\u0432\u0448\u0438\u0439\u0441\u044f \u043a\u043e\u0441\u043c\u0438\u0447\u0435\u0441\u043a\u0438\u0439 \u043a\u043e\u0440\u0430\u0431\u043b\u044c", "the fire is {0}": "\u043e\u0433\u043e\u043d\u044c {0}", "A Lonely Hut": "\u041e\u0434\u0438\u043d\u043e\u043a\u0430\u044f \u0445\u0438\u0436\u0438\u043d\u0430", "buy teeth": "\u043a\u0443\u043f\u0438\u0442\u044c \u0437\u0443\u0431\u044b", "burning": "\u0433\u043e\u0440\u0438\u0442", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "\u043f\u043e\u0434 \u0442\u043e\u043d\u043a\u0438\u043c \u0441\u043b\u043e\u0435\u043c \u043f\u044b\u043b\u0438 \u043b\u0435\u0436\u0430\u0442 \u043f\u043e\u0440\u0432\u0430\u043d\u043d\u044b\u0435 \u0438 \u043f\u043e\u0447\u0435\u0440\u043d\u0435\u0432\u0448\u0438\u0435 \u0441\u043f\u0430\u043b\u044c\u043d\u044b\u0435 \u043c\u0435\u0448\u043a\u0438.", "dodge attacks more effectively": "\u0438\u0437\u0431\u0435\u0433\u0430\u0439\u0442\u0435 \u0430\u0442\u0430\u043a\u0438 \u0431\u043e\u043b\u0435\u0435 \u044d\u0444\u0444\u0435\u043a\u0442\u0438\u0432\u043d\u043e", "hull: ": "\u043a\u043e\u0440\u043f\u0443\u0441:", "thieves": "\u0432\u043e\u0440\u044b", "lights off.": "\u0432\u044b\u043a\u043b\u044e\u0447\u0438\u0442\u044c \u0441\u0432\u0435\u0442.", "learned to look ahead": "\u043d\u0430\u0443\u0447\u0438\u043b\u0441\u044f \u0432\u0438\u0434\u0435\u0442\u044c \u0434\u0430\u043b\u044c\u0448\u0435", "Coal Mine": "\u0423\u0433\u043e\u043b\u044c\u043d\u0430\u044f \u0448\u0430\u0445\u0442\u0430", "save to slot": "\u0441\u043e\u0445\u0440\u0430\u043d\u0438\u0442\u044c.", "hunter": "\u043e\u0445\u043e\u0442\u043d\u0438\u043a", "some weird glowing boxes he picked up on his travels.": "\u043a\u0430\u043a\u0438\u0435-\u0442\u043e \u0441\u0442\u0440\u0430\u043d\u043d\u044b\u0435 \u0441\u0432\u0435\u0442\u044f\u0449\u0438\u0435\u0441\u044f \u043a\u043e\u0440\u043e\u0431\u043a\u0438, \u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043e\u043d \u043f\u043e\u0434\u043e\u0431\u0440\u0430\u043b \u0432\u043e \u0432\u0440\u0435\u043c\u044f \u043f\u0443\u0442\u0435\u0448\u0435\u0441\u0442\u0432\u0438\u0439.", "give 50": "\u0434\u0430\u0442\u044c 50", "wagon": "\u043f\u043e\u0432\u043e\u0437\u043a\u0430", "An Old House": "\u0421\u0442\u0430\u0440\u043e\u0435 \u0437\u0434\u0430\u043d\u0438\u0435", "meat": "\u043c\u044f\u0441\u043e", "a terrible plague is fast spreading through the village.": "\u0441\u0442\u0440\u0430\u0448\u043d\u0430\u044f \u0447\u0443\u043c\u0430 \u0431\u044b\u0441\u0442\u0440\u043e \u0440\u0430\u0441\u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u044f\u0435\u0442\u0441\u044f \u043f\u043e \u0434\u0435\u0440\u0435\u0432\u043d\u0435.", "the gaunt man is dead": "\u0442\u043e\u0449\u0438\u0439 \u0447\u0435\u043b\u043e\u0432\u0435\u043a \u043c\u0451\u0440\u0442\u0432.", "bone spear": "\u043a\u043e\u0441\u0442\u044f\u043d\u043e\u0435 \u043a\u043e\u043f\u044c\u0435", "leather's not strong. better than rags, though.": "\u0445\u043e\u0442\u044c \u043a\u043e\u0436\u0430 \u0438 \u043d\u0435 \u043f\u0440\u043e\u0447\u043d\u0430, \u043d\u043e \u043b\u0443\u0447\u0448\u0435 \u043e\u043d\u0430, \u0447\u0435\u043c \u0442\u0440\u044f\u043f\u043a\u0438.", "armourer": "\u043e\u0440\u0443\u0436\u0435\u0439\u043d\u0438\u043a", "a small group arrives, all dust and bones.": "\u043f\u0440\u0438\u0431\u044b\u043b\u0430 \u043d\u0435\u0431\u043e\u043b\u044c\u0448\u0430\u044f \u0433\u0440\u0443\u043f\u043f\u0430, \u043f\u043e\u043a\u0440\u044b\u0442\u0430\u044f \u043f\u044b\u043b\u044c\u044e \u0438 \u043a\u043e\u0441\u0442\u044f\u043c\u0438.", "weight": "\u0432\u0435\u0441", "torch": "\u0444\u0430\u043a\u0435\u043b", "The Thief": "\u0412\u043e\u0440", "not enough cloth": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u0442\u043a\u0430\u043d\u0438", "connect": "\u0441\u043e\u0435\u0434\u0438\u043d\u0438\u0442\u044c", "learned to be where they're not": "\u043d\u0430\u0443\u0447\u0438\u043b\u0441\u044f \u0443\u043a\u043b\u043e\u043d\u044f\u0442\u044c\u0441\u044f \u043e\u0442 \u0443\u0434\u0430\u0440\u043e\u0432", "go twice as far without eating": "\u043e\u0441\u0442\u0430\u0432\u0430\u0439\u0442\u0435\u0441\u044c \u0432\u0434\u0432\u043e\u0435 \u0434\u043e\u043b\u044c\u0448\u0435 \u0431\u0435\u0437 \u0435\u0434\u044b", "the plague is kept from spreading.": "\u0447\u0443\u043c\u0430 \u043f\u0435\u0440\u0435\u0441\u0442\u0430\u0435\u0442 \u0440\u0430\u0441\u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u044f\u0442\u044c\u0441\u044f", "the cask holds enough water for longer expeditions": "\u0432 \u0431\u043e\u0447\u043a\u0435 \u043c\u043e\u0436\u0435\u0442 \u0445\u0440\u0430\u043d\u0438\u0442\u044c\u0441\u044f \u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u0432\u043e\u0434\u044b \u0434\u043b\u044f \u0434\u043b\u0438\u0442\u0435\u043b\u044c\u043d\u044b\u0445 \u043f\u0443\u0442\u0435\u0448\u0435\u0441\u0442\u0432\u0438\u0439", "check traps": "\u043f\u0440\u043e\u0432\u0435\u0440\u0438\u0442\u044c \u043b\u043e\u0432\u0443\u0448\u043a\u0438", "Plague": "\u0427\u0443\u043c\u0430", "a fire has started": "\u043d\u0430\u0447\u0430\u043b\u0441\u044f \u043f\u043e\u0436\u0430\u0440", "medicine": "\u043b\u0435\u043a\u0430\u0440\u0441\u0442\u0432\u0430", "tannery": "\u0434\u0443\u0431\u0438\u043b\u044c\u043d\u044f", "lob": "\u043c\u0435\u0442\u043d\u0443\u0442\u044c \u0433\u0440\u0430\u043d\u0430\u0442\u0443", "no more room for huts.": "\u043d\u0435\u0442 \u043c\u0435\u0441\u0442\u0430 \u0434\u043b\u044f \u043d\u043e\u0432\u044b\u0445 \u0445\u0438\u0436\u0438\u043d.", "a large creature attacks, claws freshly bloodied": "\u0431\u043e\u043b\u044c\u0448\u043e\u0435 \u0441\u0443\u0449\u0435\u0441\u0442\u0432\u043e \u0441 \u043e\u043a\u0440\u043e\u0432\u0430\u0432\u043b\u0435\u043d\u043d\u044b\u043c\u0438 \u043a\u043e\u0433\u0442\u044f\u043c\u0438 \u0430\u0442\u0430\u043a\u0443\u0435\u0442", "a sick man hobbles up": "\u043f\u0440\u0438\u0431\u044b\u043b \u0431\u043e\u043b\u044c\u043d\u043e\u0439 \u0447\u0435\u043b\u043e\u0432\u0435\u043a", "An Abandoned Town": "\u0417\u0430\u0431\u0440\u043e\u0448\u0435\u043d\u043d\u044b\u0439 \u0433\u043e\u0440\u043e\u0434", "cart": "\u0442\u0435\u043b\u0435\u0436\u043a\u0430", "the wood has run out": "\u0434\u0440\u043e\u0432\u0430 \u0437\u0430\u043a\u043e\u043d\u0447\u0438\u043b\u0438\u0441\u044c", "The Master": "\u041c\u0430\u0441\u0442\u0435\u0440", "thrust": "\u0443\u0434\u0430\u0440\u0438\u0442\u044c \u0448\u0442\u044b\u043a\u043e\u043c", "a soldier opens fire from across the desert": "\u0441\u043e\u043b\u0434\u0430\u0442 \u043e\u0442\u043a\u0440\u044b\u0432\u0430\u0435\u0442 \u043e\u0433\u043e\u043d\u044c \u0447\u0435\u0440\u0435\u0437 \u043f\u0443\u0441\u0442\u044b\u043d\u044e", "go twice as far without drinking": "\u043e\u0441\u0442\u0430\u0432\u0430\u0439\u0442\u0435\u0441\u044c \u0432\u0434\u0432\u043e\u0435 \u0434\u043e\u043b\u044c\u0448\u0435 \u0431\u0435\u0437 \u0432\u043e\u0434\u044b", "the villagers retreat to mourn the dead.": "\u0436\u0438\u0442\u0435\u043b\u0438 \u043e\u043f\u043b\u0430\u043a\u0438\u0432\u0430\u044e\u0442 \u043f\u043e\u0433\u0438\u0431\u0448\u0438\u0445.", "A Modest Village": "\u0421\u043a\u0440\u043e\u043c\u043d\u0430\u044f \u0434\u0435\u0440\u0435\u0432\u043d\u044f", "swing": "\u0432\u0437\u043c\u0430\u0445\u043d\u0443\u0442\u044c \u043c\u0435\u0447\u043e\u043c", "alien alloy": "\u0438\u043d\u043e\u043f\u043b\u0430\u043d\u0435\u0442\u043d\u0430\u044f \u0436\u0438\u0434\u043a\u043e\u0441\u0442\u044c", "export or import save data, for backing up": "\u044d\u043a\u0441\u043f\u043e\u0440\u0442\u0438\u0440\u0443\u0439\u0442\u0435 \u0438\u043b\u0438 \u0438\u043c\u043f\u043e\u0440\u0442\u0438\u0440\u0443\u0439\u0442\u0435 \u0434\u0430\u043d\u043d\u044b\u0435 \u0441\u043e\u0445\u0440\u0430\u043d\u0435\u043d\u0438\u044f \u0434\u043b\u044f \u0440\u0435\u0437\u0435\u0440\u0432\u043d\u043e\u0439 \u043a\u043e\u043f\u0438\u0438", "smokehouse": "\u043a\u043e\u043f\u0442\u0438\u043b\u044c\u043d\u044f", "vague shapes move, just out of sight.": "\u0432\u0434\u0430\u043b\u0435\u043a\u0435 \u0434\u0432\u0438\u0436\u0443\u0442\u0441\u044f \u0440\u0430\u0441\u043f\u043b\u044b\u0432\u0447\u0430\u0442\u044b\u0435 \u0441\u0438\u043b\u0443\u044d\u0442\u044b.", "Wanderer": "\u0421\u0442\u0440\u0430\u043d\u043d\u0438\u043a", "the earth here is split, as if bearing an ancient wound": "\u0437\u0435\u043c\u043b\u044f \u0437\u0434\u0435\u0441\u044c \u0440\u0430\u0437\u0434\u0435\u043b\u044f\u0435\u0442\u0441\u044f, \u043a\u0430\u043a \u0431\u0443\u0434\u0442\u043e \u043f\u0440\u0438\u043d\u0438\u043c\u0430\u044f \u0434\u0440\u0435\u0432\u043d\u044e\u044e \u0440\u0430\u043d\u0443", "dangerous to be this far from the village without proper protection": "\u043e\u043f\u0430\u0441\u043d\u043e \u043d\u0430\u0445\u043e\u0434\u0438\u0442\u0441\u044f \u0442\u0430\u043a \u0434\u0430\u043b\u0435\u043a\u043e \u043e\u0442 \u0434\u0435\u0440\u0435\u0432\u043d\u0438 \u0431\u0435\u0437 \u0434\u043e\u043b\u0436\u043d\u043e\u0439 \u0437\u0430\u0449\u0438\u0442\u044b", "the compass points southeast": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0443\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442 \u043d\u0430 \u044e\u0433\u043e-\u0432\u043e\u0441\u0442\u043e\u043a", "barbarian": "\u0432\u0430\u0440\u0432\u0430\u0440", "the wanderer leaves, cart loaded with furs": "\u0441\u0442\u0440\u0430\u043d\u043d\u0438\u0446\u0430 \u0443\u0445\u043e\u0434\u0438\u0442 \u0441 \u043c\u0435\u0445\u043e\u043c \u0432 \u0442\u0435\u043b\u0435\u0436\u043a\u0435", "there are still supplies inside.": "\u0437\u0434\u0435\u0441\u044c \u0435\u0441\u0442\u044c \u043d\u0435\u043c\u043d\u043e\u0433\u043e \u0432\u0435\u0449\u0435\u0439.", "traps are more effective with bait.": "\u043b\u043e\u0432\u0443\u0448\u043a\u0438 \u0441 \u043f\u0440\u0438\u043c\u0430\u043d\u043a\u043e\u0439 \u0433\u043e\u0440\u0430\u0437\u0434\u043e \u044d\u0444\u0444\u0435\u043a\u0442\u0438\u0432\u043d\u0435\u0435.", "a sickness is spreading through the village.": "\u043f\u043e \u0434\u0435\u0440\u0435\u0432\u043d\u0435 \u0440\u0430\u0441\u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u044f\u0435\u0442\u0441\u044f \u0431\u043e\u043b\u0435\u0437\u043d\u044c.", "tangle": "\u0441\u0432\u044f\u0437\u0430\u0442\u044c", "miss": "\u043f\u0440\u043e\u043c\u0430\u0445", "the meat has run out": "\u043c\u044f\u0441\u043e \u0437\u0430\u043a\u043e\u043d\u0447\u0438\u043b\u043e\u0441\u044c", "A Murky Swamp": "\u041c\u0443\u0442\u043d\u043e\u0435 \u0431\u043e\u043b\u043e\u0442\u043e", "go inside": "\u0437\u0430\u0439\u0442\u0438 \u0432\u043d\u0443\u0442\u0440\u044c", "turn her away": "\u043f\u0440\u043e\u0433\u043d\u0430\u0442\u044c \u0435\u0451 \u043f\u0440\u043e\u0447\u044c", "reinforce hull": "\u0443\u043a\u0440\u0435\u043f\u0438\u0442\u044c \u043a\u043e\u0440\u043f\u0443\u0441", "not enough wood to get the fire going": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u0434\u0440\u043e\u0432 \u0434\u043b\u044f \u0437\u0430\u0436\u0438\u0433\u0430\u043d\u0438\u044f \u043e\u0433\u043d\u044f", "a stranger arrives in the night": "\u043d\u0435\u0437\u043d\u0430\u043a\u043e\u043c\u0435\u0446 \u043f\u0440\u0438\u0448\u0451\u043b \u043d\u043e\u0447\u044c\u044e", "hut": "\u0445\u0438\u0436\u0438\u043d\u0430", "trapper": "\u043b\u043e\u0432\u0443\u0448\u0435\u0447\u043d\u0438\u043a", "rifle": "\u0440\u0443\u0436\u044c\u0435", "sulphur": "\u0441\u0435\u0440\u0430", "steel": "\u0441\u0442\u0430\u043b\u044c", "the stranger is standing by the fire. she says she can help. says she builds things.": "\u043d\u0435\u0437\u043d\u0430\u043a\u043e\u043c\u0435\u0446 \u0441\u0442\u043e\u0438\u0442 \u043e\u043a\u043e\u043b\u043e \u043e\u0433\u043d\u044f. \u043e\u043d \u0433\u043e\u0432\u043e\u0440\u0438\u0442, \u0447\u0442\u043e \u043c\u043e\u0436\u0435\u0442 \u043f\u043e\u043c\u043e\u0447\u044c \u0442\u0435\u0431\u0435, \u043e\u043d \u043c\u043e\u0436\u0435\u0442 \u0441\u0442\u0440\u043e\u0438\u0442\u044c.", "the only hope is a quick death.": "\u0435\u0434\u0438\u043d\u0441\u0442\u0432\u0435\u043d\u043d\u0430\u044f \u043d\u0430\u0434\u0435\u0436\u0434\u0430 - \u043d\u0430 \u0431\u044b\u0441\u0442\u0440\u0443\u044e \u0441\u043c\u0435\u0440\u0442\u044c.", "the lizard is dead": "\u044f\u0449\u0435\u0440\u0438\u0446\u0430 \u043c\u0435\u0440\u0442\u0432\u0430", "iron": "\u0436\u0435\u043b\u0435\u0437\u043e", "light fire": "\u0440\u0430\u0437\u0436\u0435\u0447\u044c \u043e\u0433\u043e\u043d\u044c", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "\u043d\u0435\u0437\u043d\u0430\u043a\u043e\u043c\u0435\u0446 \u0434\u0440\u043e\u0436\u0438\u0442 \u0438 \u0447\u0442\u043e-\u0442\u043e \u0442\u0438\u0445\u043e \u043d\u0435\u0440\u0430\u0437\u0431\u043e\u0440\u0447\u0438\u0432\u043e \u0431\u043e\u0440\u043c\u043e\u0447\u0435\u0442.", "A Firelit Room": "\u041e\u0447\u0430\u0433", "some wood is missing.": "\u043f\u0440\u043e\u043f\u0430\u043b\u043e \u043d\u0435\u0441\u043a\u043e\u043b\u044c\u043a\u043e \u0434\u0440\u043e\u0432.", "The Beggar": "\u041d\u0438\u0449\u0438\u0439", "ripe for the picking.": "\u0433\u043e\u0442\u043e\u0432 \u0434\u043b\u044f \u043d\u043e\u0432\u043e\u0433\u043e \u0432\u043b\u0430\u0434\u0435\u043b\u044c\u0446\u0430.", "A Destroyed Village": "\u0423\u043d\u0438\u0447\u0442\u043e\u0436\u0435\u043d\u043d\u0430\u044f \u0434\u0435\u0440\u0435\u0432\u043d\u044f", "coal miner": "\u0434\u043e\u0431\u044b\u0432\u0430\u0442\u0435\u043b\u044c \u0443\u0433\u043b\u044f", "not enough teeth": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u0437\u0443\u0431\u043e\u0432", "all he has are some scales.": "\u0432\u0441\u0451, \u0447\u0442\u043e \u0443 \u043d\u0435\u0433\u043e \u0435\u0441\u0442\u044c, \u044d\u0442\u043e \u043d\u0435\u043c\u043d\u043e\u0433\u043e \u0447\u0435\u0448\u0443\u0438.", "learned to predict their movement": "\u043d\u0430\u0443\u0447\u0438\u043b\u0441\u044f \u043f\u0440\u0435\u0434\u0443\u0433\u0430\u0434\u044b\u0432\u0430\u0442\u044c \u0434\u0432\u0438\u0436\u0435\u043d\u0438\u044f", "the nights are rent with screams.": "\u043a\u0430\u0436\u0434\u0443\u044e \u043d\u043e\u0447\u044c \u0441\u043b\u044b\u0448\u0430\u0442\u0441\u044f \u043a\u0440\u0438\u043a\u0438.", "take": "\u0432\u0437\u044f\u0442\u044c", "the scavenger is dead": "\u043c\u0443\u0441\u043e\u0440\u0449\u0438\u043a \u043c\u0451\u0440\u0442\u0432", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "\u043f\u043e\u044f\u0432\u043b\u044f\u0435\u0442\u0441\u044f \u043a\u043e\u0447\u0435\u0432\u043d\u0438\u043a \u0441 \u043a\u0443\u0447\u0435\u0439 \u0441\u0443\u043c\u043e\u043a.", "a convoy lurches in, equal parts worry and hope.": "\u043f\u0440\u0438\u0448\u0451\u043b \u043e\u0431\u043e\u0437, \u043f\u043e\u0440\u043e\u0432\u043d\u0443 \u043e\u043f\u0430\u0441\u0435\u043d\u0438\u0439 \u0438 \u043d\u0430\u0434\u0435\u0436\u0434", "the map uncovers a bit of the world": "\u043a\u0430\u0440\u0442\u0430 \u043e\u0442\u043a\u0440\u044b\u0432\u0430\u0435\u0442 \u043d\u0435\u0431\u043e\u043b\u044c\u0448\u0443\u044e \u0447\u0430\u0441\u0442\u044c \u043c\u0438\u0440\u0430", "the sounds stop.": "\u0437\u0432\u0443\u043a \u043f\u0440\u0435\u043a\u0440\u0430\u0442\u0438\u043b\u0441\u044f.", "rucksack": "\u0440\u044e\u043a\u0437\u0430\u043a", "lights on.": "\u0432\u043a\u043b\u044e\u0447\u0438\u0442\u044c \u0441\u0432\u0435\u0442.", "a torch to keep the dark away": "\u0444\u0430\u043a\u0435\u043b \u0434\u043b\u044f \u043e\u0442\u0433\u043e\u043d\u0430 \u0442\u0435\u043c\u043d\u043e\u0442\u044b", "the sickness is cured in time.": "\u0431\u043e\u043b\u0435\u0437\u043d\u044c \u0431\u044b\u043b\u0430 \u0432\u043e\u0432\u0440\u0435\u043c\u044f \u0432\u044b\u043b\u0435\u0447\u0435\u043d\u0430.", "charm": "\u0430\u043c\u0443\u043b\u0435\u0442", "the sniper is dead": "\u0441\u043d\u0430\u0439\u043f\u0435\u0440 \u043c\u0451\u0440\u0442\u0432", "nothing": "\u043d\u0438\u0447\u0435\u0433\u043e", "say his folk have been skimming the supplies.": "\u0433\u043e\u0432\u043e\u0440\u044f\u0442, \u0447\u0442\u043e \u043e\u043d \u043a\u0440\u0430\u043b \u0432\u0435\u0449\u0438 \u043e\u0442\u0442\u0443\u0434\u0430.", "Restart?": "\u041d\u0430\u0447\u0430\u0442\u044c \u0437\u0430\u043d\u043e\u0432\u043e?", "this is irreversible.": "\u044d\u0442\u043e \u043d\u0435\u043e\u0431\u0440\u0430\u0442\u0438\u043c\u043e.", "the town's booming. word does get around.": "\u043f\u043e\u0441\u0435\u043b\u0435\u043d\u0438\u0435 \u0440\u0430\u0441\u0448\u0438\u0440\u044f\u0435\u0442\u0441\u044f. \u0441\u043b\u0443\u0445\u0438 \u0434\u0435\u043b\u0430\u044e\u0442 \u0441\u0432\u043e\u0451 \u0434\u0435\u043b\u043e.", "iron miner": "\u0434\u043e\u0431\u044b\u0432\u0430\u0442\u0435\u043b\u044c \u0436\u0435\u043b\u0435\u0437\u0430", "give 100": "\u0434\u0430\u0442\u044c 100", "Export": "\u042d\u043a\u0441\u043f\u043e\u0440\u0442", "A Sniper": "\u0421\u043d\u0430\u0439\u043f\u0435\u0440", "Saddly, all residents in the hut perished in the fire.": "\u041a \u0441\u043e\u0436\u0430\u043b\u0435\u043d\u0438\u044e, \u0432\u0441\u0435 \u0436\u0438\u0442\u0435\u043b\u0438 \u0445\u0438\u0436\u0438\u043d\u044b \u043f\u043e\u0433\u0438\u0431\u043b\u0438.", "the mysterious wanderer returns, cart piled high with wood.": "\u0442\u0430\u0438\u043d\u0441\u0442\u0432\u0435\u043d\u043d\u044b\u0439 \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a \u0432\u043e\u0437\u0432\u0440\u0430\u0449\u0430\u0435\u0442\u0441\u044f, \u0442\u0435\u043b\u0435\u0436\u043a\u0430 \u0434\u043e\u0432\u0435\u0440\u0445\u0443 \u043d\u0430\u043f\u043e\u043b\u043d\u0435\u043d\u0430 \u0434\u0440\u0435\u0432\u0435\u0441\u0438\u043d\u043e\u0439.", "precise": "\u0434\u043e\u0433\u0430\u0434\u043b\u0438\u0432\u044b\u0439", "convoy": "\u043e\u0431\u043e\u0437", "stunned": "\u043e\u0433\u043b\u0443\u0448\u0451\u043d", "a thief is caught": "\u043f\u043e\u0439\u043c\u0430\u043d \u0432\u043e\u0440", "a beggar arrives.": "\u043f\u0440\u0438\u0445\u043e\u0434\u0438\u0442 \u043d\u0438\u0449\u0438\u0439.", "the strange bird is dead": "\u0441\u0442\u0440\u0430\u043d\u043d\u0430\u044f \u043f\u0442\u0438\u0446\u0430 \u043c\u0435\u0440\u0442\u0432\u0430", "*** EVENT ***": "*** \u0421\u041e\u0411\u042b\u0422\u0418\u0415 ***", "the grass thrashes wildly as a huge lizard pushes through": "\u0442\u0440\u0430\u0432\u0430 \u0437\u0430\u0433\u0438\u0431\u0430\u0435\u0442\u0441\u044f \u043f\u043e\u0434 \u0432\u0435\u0441\u043e\u043c \u043e\u0433\u0440\u043e\u043c\u043d\u043e\u0439 \u044f\u0449\u0435\u0440\u0438\u0446\u044b", "medicine is needed immediately.": "\u0441\u0440\u043e\u0447\u043d\u043e \u043d\u0443\u0436\u043d\u043e \u043b\u0435\u043a\u0430\u0440\u0441\u0442\u0432\u043e.", "give 1 medicine": "\u0434\u0430\u0442\u044c 1 \u043b\u0435\u043a\u0430\u0440\u0441\u0442\u0432\u043e", "the old compass is dented and dusty, but it looks to work.": "\u0441\u0442\u0430\u0440\u044b\u0439 \u043a\u043e\u043c\u043f\u0430\u0441 \u043f\u043e\u043c\u044f\u0442 \u0438 \u0432\u0435\u0441\u044c \u0432 \u043f\u044b\u043b\u0438, \u043d\u043e \u0432\u044b\u0433\u043b\u044f\u0434\u0438\u0442 \u0432\u043f\u043e\u043b\u043d\u0435 \u0440\u0430\u0431\u043e\u0442\u0430\u044e\u0449\u0438\u043c.", "wood": "\u0434\u0440\u043e\u0432\u0430", "lodge": "\u0434\u043e\u043c\u0438\u043a", "a scout stops for the night": "\u0440\u0430\u0437\u0432\u0435\u0434\u0447\u0438\u043a \u043e\u0441\u0442\u0430\u043d\u043e\u0432\u0438\u043b\u0441\u044f \u043d\u0430 \u043d\u043e\u0447\u044c", "a gunshot rings through the trees.": "\u0438\u0437-\u0437\u0430 \u0434\u0435\u0440\u0435\u0432\u044c\u0435\u0432 \u0441\u043b\u044b\u0448\u0438\u0442\u0441\u044f \u0432\u044b\u0441\u0442\u0440\u0435\u043b.", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "\u0433\u0434\u0435-\u0442\u043e \u043d\u0430\u0434 \u043e\u0431\u043b\u0430\u043a\u0430\u043c\u0438 \u0438\u0437 \u043c\u0443\u0441\u043e\u0440\u0430 \u043b\u0435\u0442\u0438\u0442 \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a. \u0443\u0441\u0442\u0430\u043b \u043e\u043d \u043e\u0442 \u0437\u0435\u043c\u043b\u0438.", "iron mine": "\u0436\u0435\u043b\u0435\u0437\u043d\u044b\u0439 \u0440\u0443\u0434\u043d\u0438\u043a", "freezing": "\u043c\u043e\u0440\u043e\u0437\u0438\u0442", "the world fades": "\u043c\u0438\u0440 \u0442\u0435\u043c\u043d\u0435\u0435\u0442", "some of the traps have been torn apart.": "\u043d\u0435\u043a\u043e\u0442\u043e\u0440\u044b\u0435 \u043b\u043e\u0432\u0443\u0448\u043a\u0438 \u043e\u043a\u0430\u0437\u0430\u043b\u0438\u0441\u044c \u0440\u0430\u0437\u043e\u0434\u0440\u0430\u043d\u044b.", "not enough iron": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u0436\u0435\u043b\u0435\u0437\u0430", "compass": "\u043a\u043e\u043c\u043f\u0430\u0441", "bring your friends.": "\u043f\u0440\u0438\u0433\u043b\u0430\u0441\u0438\u0442\u044c \u0434\u0440\u0443\u0437\u0435\u0439", "a mysterious wanderer arrives": "\u043f\u0440\u0438\u0431\u044b\u043b \u0442\u0430\u0438\u043d\u0441\u0442\u0432\u0435\u043d\u043d\u044b\u0439 \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a", "leather": "\u043a\u043e\u0436\u0430", "investigate": "\u0438\u0441\u0441\u043b\u0435\u0434\u043e\u0432\u0430\u0442\u044c", "the cave narrows a few feet in.": "\u043f\u0435\u0449\u0435\u0440\u0430 \u043d\u0430\u0447\u0438\u043d\u0430\u0435\u0442 \u0441\u0443\u0436\u0430\u0442\u044c\u0441\u044f.", "sword is sharp. good protection out in the wilds.": "\u043c\u0435\u0447 \u043e\u0441\u0442\u0440\u044b\u0439. \u0445\u043e\u0440\u043e\u0448\u0430\u044f \u0437\u0430\u0449\u0438\u0442\u0430 \u0432 \u043b\u0435\u0441\u0443.", "A Damp Cave": "\u0421\u044b\u0440\u0430\u044f \u043f\u0435\u0449\u0435\u0440\u0430", "a gaunt man approaches, a crazed look in his eye": "\u0442\u043e\u0449\u0438\u0439 \u0447\u0435\u043b\u043e\u0432\u0435\u043a, \u0441 \u044f\u0432\u043d\u043e \u0441\u0443\u043c\u0430\u0441\u0448\u0435\u0434\u0448\u0438\u043c \u0432\u0437\u0433\u043b\u044f\u0434\u043e\u043c, \u043f\u0440\u0438\u0431\u043b\u0438\u0436\u0430\u0435\u0442\u0441\u044f \u043a \u0432\u0430\u043c", "A Military Raid": "\u0412\u043e\u043e\u0440\u0443\u0436\u0435\u043d\u043d\u044b\u0439 \u043d\u0430\u043b\u0451\u0442", "the walls are moist and moss-covered": "\u0441\u0442\u0435\u043d\u044b \u043f\u043e\u043a\u0440\u044b\u0442\u044b \u043c\u0445\u043e\u043c \u0438 \u043e\u0447\u0435\u043d\u044c \u0432\u043b\u0430\u0436\u043d\u044b\u0435", "not enough wood": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u0434\u0440\u0435\u0432\u0435\u0441\u0438\u043d\u044b", "close": "\u0437\u0430\u043a\u0440\u044b\u0442\u044c", "strange scales": "\u0441\u0442\u0440\u0430\u043d\u043d\u0443\u044e \u0447\u0435\u0448\u0443\u044e", "learned to throw punches with purpose": "\u043d\u0430\u0443\u0447\u0438\u043b\u0441\u044f \u043d\u0430\u043d\u043e\u0441\u0438\u0442\u044c \u0443\u0434\u0430\u0440\u044b \u043f\u043e \u0446\u0435\u043b\u0438", "a shack stands at the center of the village.": "\u0432 \u0446\u0435\u043d\u0442\u0440\u0435 \u0441\u0435\u043b\u0430 \u0441\u0442\u043e\u0438\u0442 \u043b\u0430\u0447\u0443\u0433\u0430.", "spare him": "\u043f\u043e\u0449\u0430\u0434\u0438\u0442\u044c \u0435\u0433\u043e", "he smiles warmly and asks for lodgings for the night.": "\u043e\u043d \u0434\u043e\u0431\u0440\u043e \u0443\u043b\u044b\u0431\u043d\u0443\u043b\u0441\u044f \u0438 \u043f\u043e\u043f\u0440\u043e\u0441\u0438\u043b \u043d\u043e\u0447\u043b\u0435\u0433\u0430.", "stealthy": "\u0441\u043a\u0440\u044b\u0442\u043d\u044b\u0439", "weapons": "\u043e\u0440\u0443\u0436\u0438\u044f", "the man is thankful.": "\u0447\u0435\u043b\u043e\u0432\u0435\u043a \u0431\u043b\u0430\u0433\u043e\u0434\u0430\u0440\u0435\u043d \u0432\u0430\u043c.", "A Shivering Man": "\u0414\u0440\u043e\u0436\u0430\u0449\u0438\u0439 \u0447\u0435\u043b\u043e\u0432\u0435\u043a", "import": "\u0438\u043c\u043f\u043e\u0440\u0442", "available": "\u0434\u043e\u0441\u0442\u0443\u043f\u043d\u043e", "shares what he knows about sneaking before he goes.": "\u043f\u0435\u0440\u0435\u0434 \u0443\u0445\u043e\u0434\u043e\u043c, \u043e\u043d \u0440\u0430\u0441\u0441\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442 \u0432\u0430\u043c \u0432\u0441\u0451, \u0447\u0442\u043e \u0437\u043d\u0430\u0435\u0442.", "the rest bury them.": "\u043e\u0441\u0442\u0430\u043b\u044c\u043d\u044b\u0435 \u0445\u043e\u0440\u043e\u043d\u044f\u0442 \u0438\u0445.", "smoldering": "\u0442\u043b\u0435\u0435\u0442", "A Tiny Village": "\u041d\u0435\u0431\u043e\u043b\u044c\u0448\u0430\u044f \u0434\u0435\u0440\u0435\u0432\u043d\u044f", "your are connected to dropbox with account / email ": "\u0432\u044b \u043f\u043e\u0434\u043a\u043b\u044e\u0447\u0435\u043d\u044b \u043a dropbox \u043f\u043e\u0434 \u0438\u043c\u0435\u043d\u0435\u043c ", "Mesosphere": "\u041c\u0435\u0437\u043e\u0441\u0444\u0435\u0440\u0430", "a snarling beast leaps out of the underbrush": "\u0434\u0438\u043a\u0438\u0439 \u0437\u0432\u0435\u0440\u044c \u0432\u044b\u043f\u0440\u044b\u0433\u0438\u0432\u0430\u0435\u0442 \u0438\u0437 \u043a\u0443\u0441\u0442\u043e\u0432", "got it": "\u043f\u043e\u043d\u044f\u043b.", "l armour": "\u043a\u043e\u0436. \u0434\u043e\u0441\u043f\u0435\u0445\u0438", "steelworks": "\u0441\u0442\u0430\u043b\u0435\u043b\u0438\u0442\u0435\u0439\u043d\u044b\u0439 \u0437\u0430\u0432\u043e\u0434", "Noises": "\u0428\u0443\u043c", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "\u0434\u0435\u0440\u0435\u0432\u044c\u044f \u0432\u0438\u0434\u043d\u0435\u044e\u0442\u0441\u044f \u043d\u0430 \u0433\u043e\u0440\u0438\u0437\u043e\u043d\u0442\u0435. \u0442\u0440\u0430\u0432\u0430 \u043f\u043e\u0441\u0442\u0435\u043f\u0435\u043d\u043d\u043e \u0441\u043c\u0435\u043d\u044f\u0435\u0442\u0441\u044f \u043b\u0435\u0441\u043e\u043c \u0438 \u0443\u043f\u0430\u0432\u0448\u0438\u043c\u0438 \u043b\u0438\u0441\u0442\u044c\u044f\u043c\u0438.", "village": "\u0434\u0435\u0440\u0435\u0432\u043d\u044f", "cancel": "\u043e\u0442\u043c\u0435\u043d\u0430", "put the save code here.": "\u0432\u0441\u0442\u0430\u0432\u044c\u0442\u0435 \u043a\u043e\u0434 \u0441\u043e\u0445\u0440\u0430\u043d\u0435\u043d\u0438\u044f \u0441\u044e\u0434\u0430.", "buy medicine": "\u043a\u0443\u043f\u0438\u0442\u044c \u043b\u0435\u043a\u0430\u0440\u0441\u0442\u0432\u043e", "hang him": "\u043f\u043e\u0432\u0435\u0441\u0438\u0442\u044c \u0435\u0433\u043e", "this spear's not elegant, but it's pretty good at stabbing": "\u044d\u0442\u043e \u043a\u043e\u043f\u044c\u0435 \u043d\u0435 \u0442\u0430\u043a\u043e\u0435 \u043a\u0440\u0430\u0441\u0438\u0432\u043e\u0435, \u043d\u043e \u0437\u0430\u0442\u043e \u043d\u0435\u043f\u043b\u043e\u0445\u043e \u043a\u043e\u043b\u0435\u0442", "land blows more often": "\u043f\u043e\u0440\u0430\u0436\u0430\u0439\u0442\u0435 \u0432\u0440\u0430\u0433\u0430 \u0447\u0430\u0449\u0435", "gatherer": "\u043b\u0435\u0441\u043d\u0438\u043a", "the night is silent.": "\u043d\u043e\u0447\u044c \u0441\u0435\u0433\u043e\u0434\u043d\u044f \u0442\u0438\u0445\u0430\u044f.", "never go thirsty again": "\u0431\u043e\u043b\u044c\u0448\u0435 \u043d\u0438\u043a\u043e\u0433\u0434\u0430 \u043d\u0435 \u0437\u0430\u0445\u043e\u0447\u0435\u0442\u0441\u044f \u043f\u0438\u0442\u044c", "learned to love the dry air": "\u043d\u0430\u0443\u0447\u0438\u043b\u0441\u044f \u043b\u044e\u0431\u0438\u0442\u044c \u0441\u0443\u0445\u043e\u0441\u0442\u044c", "workshop": "\u043c\u0430\u0441\u0442\u0435\u0440\u0441\u043a\u0430\u044f", "A Barren World": "\u041f\u0443\u0441\u0442\u044b\u043d\u043d\u044b\u0439 \u043c\u0438\u0440", "see farther": "\u0441\u043c\u043e\u0442\u0440\u0438\u0442\u0435 \u0434\u0430\u043b\u044c\u0448\u0435", "bolas": "\u0431\u043e\u043b\u0430\u0441", "the ground is littered with scraps of cloth": "\u043d\u0430 \u043f\u043e\u043b\u0443 \u0440\u0430\u0437\u0431\u0440\u043e\u0441\u0430\u043d\u0430 \u0442\u043a\u0430\u043d\u044c", "A Large Village": "\u0411\u043e\u043b\u044c\u0448\u0430\u044f \u0434\u0435\u0440\u0435\u0432\u043d\u044f", "precision": "\u0442\u043e\u0447\u043d\u043e\u0441\u0442\u044c ", "starvation sets in": "\u043f\u0440\u0438\u0431\u043b\u0438\u0436\u0430\u0435\u0442\u0441\u044f \u0433\u043e\u043b\u043e\u0434\u043d\u0430\u044f \u0441\u043c\u0435\u0440\u0442\u044c", "the sickness spreads through the village.": "\u043f\u043e \u0434\u0435\u0440\u0435\u0432\u043d\u0435 \u0440\u0430\u0441\u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u0438\u043b\u0430\u0441\u044c \u0431\u043e\u043b\u0435\u0437\u043d\u044c.", "won't say from where he came, but it's clear that he's not staying.": "\u043d\u0435\u0438\u0437\u0432\u0435\u0441\u0442\u043d\u043e \u043e\u0442\u043a\u0443\u0434\u0430 \u043e\u043d \u043f\u0440\u0438\u0448\u0451\u043b, \u043d\u043e \u043e\u043d \u043d\u0435 \u043e\u0441\u0442\u0430\u043d\u0435\u0442\u0441\u044f.", "the wanderer takes the charm and nods slowly.": "\u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a \u0431\u0435\u0440\u0451\u0442 \u0430\u043c\u0443\u043b\u0435\u0442 \u0438 \u043c\u0435\u0434\u043b\u0435\u043d\u043d\u043e \u043a\u0438\u0432\u0430\u0435\u0442.", "the mysterious wanderer returns, cart piled high with furs.": "\u0442\u0430\u0438\u043d\u0441\u0442\u0432\u0435\u043d\u043d\u0430\u044f \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u0446\u0430 \u0432\u043e\u0437\u0432\u0440\u0430\u0449\u0430\u0435\u0442\u0441\u044f, \u0442\u0435\u043b\u0435\u0436\u043a\u0430 \u0434\u043e\u0432\u0435\u0440\u0445\u0443 \u043d\u0430\u043f\u043e\u043b\u043d\u0435\u043d\u0430 \u043c\u0435\u0445\u043e\u043c.", "armoury": "\u043e\u0440\u0443\u0436\u0435\u0439\u043d\u044b\u0439 \u0437\u0430\u0432\u043e\u0434", "safer here": "\u0437\u0434\u0435\u0441\u044c \u0431\u0435\u0437\u043e\u043f\u0430\u0441\u043d\u0435\u0435", "Export / Import": "\u042d\u043a\u0441\u043f\u043e\u0440\u0442 / \u0418\u043c\u043f\u043e\u0440\u0442", "fur": "\u043c\u0435\u0445", "the man-eater is dead": "\u043b\u044e\u0434\u043e\u0435\u0434 \u043c\u0451\u0440\u0442\u0432", "learned to swing weapons with force": "\u043d\u0430\u0443\u0447\u0438\u043b\u0441\u044f \u0440\u0430\u0437\u043c\u0430\u0445\u0438\u0432\u0430\u0442\u044c \u043e\u0440\u0443\u0436\u0438\u0435 \u0441 \u0441\u0438\u043b\u043e\u0439", "a crudely made charm": "\u043d\u0435\u0431\u0440\u0435\u0436\u043d\u043e \u0441\u0434\u0435\u043b\u0430\u043d\u043d\u044b\u0439 \u0430\u043c\u0443\u043b\u0435\u0442", "cask": "\u0431\u043e\u0447\u043a\u0430", "engine:": "\u0434\u0432\u0438\u0433\u0430\u0442\u0435\u043b\u044c:", "lizard": "\u044f\u0449\u0435\u0440\u0438\u0446\u0430", "Sulphur Mine": "\u0421\u0435\u0440\u043d\u0430\u044f \u0428\u0430\u0445\u0442\u0430", "export or import save data to dropbox datastorage": "\u044d\u043a\u0441\u043f\u043e\u0440\u0442\u0438\u0440\u0443\u0439\u0442\u0435 \u0438\u043b\u0438 \u0438\u043c\u043f\u043e\u0440\u0442\u0438\u0440\u0443\u0439\u0442\u0435 \u0434\u0430\u043d\u043d\u044b\u0435 \u0441\u043e\u0445\u0440\u0430\u043d\u0435\u043d\u0438\u044f \u0434\u043b\u044f \u0440\u0435\u0437\u0435\u0440\u0432\u043d\u043e\u0439 \u043a\u043e\u043f\u0438\u0438", "the metallic tang of wanderer afterburner hangs in the air.": "\u0441\u0442\u0440\u0430\u043d\u043d\u044b\u0439 \u043c\u0435\u0442\u0430\u043b\u043b\u0438\u0447\u0435\u0441\u043a\u0438\u0439 \u043f\u0440\u0438\u0432\u043a\u0443\u0441 \u0432\u0438\u0442\u0430\u0435\u0442 \u0432 \u0432\u043e\u0437\u0434\u0443\u0445\u0435.", "large prints lead away, into the forest.": "\u0431\u043e\u043b\u044c\u0448\u0438\u0435 \u0441\u043b\u0435\u0434\u044b \u0432\u0435\u0434\u0443\u0442 \u043f\u0440\u044f\u043c\u043e \u0432 \u043b\u0435\u0441.", "a startled beast defends its home": "\u0438\u0441\u043f\u0443\u0433\u0430\u0432\u0448\u0438\u0439\u0441\u044f \u0437\u0432\u0435\u0440\u044c \u0437\u0430\u0449\u0438\u0449\u0430\u0435\u0442 \u0441\u0432\u043e\u0439 \u0434\u043e\u043c", "his time here, now, is his penance.": "\u0438 \u0442\u0435\u043f\u0435\u0440\u044c \u043f\u0440\u0438\u0448\u043b\u043e \u0435\u0433\u043e \u0432\u0440\u0435\u043c\u044f, \u0432\u0440\u0435\u043c\u044f \u043f\u043e\u043a\u0430\u044f\u043d\u0438\u044f.", "hull:": "\u043a\u043e\u0440\u043f\u0443\u0441:", "scavenger": "\u043c\u0443\u0441\u043e\u0440\u0449\u0438\u043a", "unarmed master": "\u0431\u0435\u0437\u043e\u0440\u0443\u0436\u043d\u044b\u0439 \u043c\u0430\u0441\u0442\u0435\u0440", "the man says he's grateful. says he won't come around any more.": "\u0447\u0435\u043b\u043e\u0432\u0435\u043a \u0431\u043b\u0430\u0433\u043e\u0434\u0430\u0440\u0438\u0442 \u0432\u0430\u0441 \u0438 \u043e\u0431\u0435\u0449\u0430\u0435\u0442, \u0447\u0442\u043e \u0431\u043e\u043b\u044c\u0448\u0435 \u0437\u0434\u0435\u0441\u044c \u043d\u0435 \u043f\u043e\u044f\u0432\u0438\u0442\u0441\u044f.", "laser rifle": "\u043b\u0430\u0437\u0435\u0440\u043d\u0430\u044f \u0432\u0438\u043d\u0442\u043e\u0432\u043a\u0430", "sulphur mine": "\u0441\u0435\u0440\u043d\u0430\u044f \u0448\u0430\u0445\u0442\u0430", "buy compass": "\u043a\u0443\u043f\u0438\u0442\u044c \u043a\u043e\u043c\u043f\u0430\u0441", "buy map": "\u043a\u0443\u043f\u0438\u0442\u044c \u043a\u0430\u0440\u0442\u0443", "scratching noises can be heard from the store room.": "\u043a\u0430\u043a\u0438\u0435-\u0442\u043e \u0441\u043a\u0440\u0435\u0431\u0443\u0449\u0438\u0435\u0441\u044f \u0437\u0432\u0443\u043a\u0438 \u0441\u043b\u044b\u0448\u0430\u0442\u0441\u044f \u0441\u043e \u0441\u043a\u043b\u0430\u0434\u0430.", "steel sword": "\u0441\u0442\u0430\u043b\u044c\u043d\u043e\u0439 \u043c\u0435\u0447", "asks for any spare furs to keep him warm at night.": "\u043f\u0440\u043e\u0441\u0438\u0442 \u0434\u0430\u0442\u044c \u0435\u043c\u0443 \u043c\u0435\u0445\u0430, \u0447\u0442\u043e\u0431\u044b \u043e\u043d \u043d\u0435 \u043c\u0451\u0440\u0437 \u043f\u043e \u043d\u043e\u0447\u0430\u043c.", "A Raucous Village": "\u041e\u0433\u0440\u043e\u043c\u043d\u0430\u044f \u0434\u0435\u0440\u0435\u0432\u043d\u044f", "the beggar expresses his thanks.": "\u043d\u0438\u0449\u0438\u0439 \u0432\u044b\u0440\u0430\u0436\u0430\u0435\u0442 \u0441\u0432\u043e\u044e \u0431\u043b\u0430\u0433\u043e\u0434\u0430\u0440\u043d\u043e\u0441\u0442\u044c.", "carrying more means longer expeditions to the wilds": "\u0447\u0435\u043c \u0431\u043e\u043b\u044c\u0448\u0435 \u043c\u043e\u0436\u0435\u0448\u044c \u0441 \u0441\u043e\u0431\u043e\u0439 \u043d\u0435\u0441\u0442\u0438, \u0442\u0435\u043c \u0434\u043e\u043b\u044c\u0448\u0435 \u043c\u043e\u0436\u0435\u0448\u044c \u043f\u0443\u0442\u0435\u0448\u0435\u0441\u0442\u0432\u043e\u0432\u0430\u0442\u044c", "free {0}/{1}": "\u0441\u0432\u043e\u0431\u043e\u0434\u043d\u043e {0}/{1}", "Room": "\u041a\u043e\u043c\u043d\u0430\u0442\u0430", "rotting reeds rise out of the swampy earth.": "\u0433\u043d\u0438\u044e\u0449\u0438\u0435 \u043a\u0430\u043c\u044b\u0448\u0438 \u043f\u043e\u0434\u043d\u044f\u043b\u0438\u0441\u044c \u0438\u0437 \u0431\u043e\u043b\u043e\u0442\u0430.", "armoury's done, welcoming back the weapons of the past.": "\u043e\u0440\u0443\u0436\u0435\u043d\u044b\u0439 \u0437\u0430\u0432\u043e\u0434 \u0433\u043e\u0442\u043e\u0432, \u043f\u043e\u043f\u0440\u0438\u0432\u0435\u0442\u0441\u0442\u0432\u0443\u0435\u043c \u043e\u0440\u0443\u0436\u0438\u0435 \u043f\u0440\u043e\u0448\u043b\u043e\u0433\u043e.", "A Damp Cave": "\u0421\u044b\u0440\u0430\u044f \u041f\u0435\u0449\u0435\u0440\u0430", "slow metabolism": "\u0437\u0430\u043c\u0435\u0434\u043b\u0435\u043d\u043d\u044b\u0439 \u043e\u0431\u043c\u0435\u043d \u0432\u0435\u0449\u0435\u0441\u0442\u0432", "the mouth of the cave is wide and dark.": "\u0432\u0445\u043e\u0434 \u0432 \u043f\u0435\u0449\u0435\u0440\u0443 \u0434\u043e\u0432\u043e\u043b\u044c\u043d\u043e \u0431\u043e\u043b\u044c\u0448\u043e\u0439 \u0438 \u0442\u0451\u043c\u043d\u044b\u0439.", "not enough sulphur": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u0441\u0435\u0440\u044b", "builder's not sure he's to be trusted.": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u043d\u0435 \u0443\u0432\u0435\u0440\u0435\u043d \u043c\u043e\u0436\u043d\u043e \u043b\u0438 \u0435\u043c\u0443 \u0434\u043e\u0432\u0435\u0440\u044f\u0442\u044c.", "evasion": "\u0443\u043a\u043b\u043e\u043d\u0435\u043d\u0438\u0435", "buy bait": "\u043a\u0443\u043f\u0438\u0442\u044c \u043f\u0440\u0438\u043c\u0430\u043d\u043a\u0443", "builder": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c", "waterskin": "\u0444\u043b\u044f\u0433\u0430", "scattered teeth": "\u0440\u0430\u0437\u0431\u0440\u043e\u0441\u0430\u043d\u043d\u044b\u0435 \u0437\u0443\u0431\u044b", "buy:": "\u043a\u0443\u043f\u0438\u0442\u044c:", "load": "\u0437\u0430\u0433\u0440\u0443\u0437\u0438\u0442\u044c", "a weathered family takes up in one of the huts.": "\u0437\u0430\u043c\u0451\u0440\u0437\u0448\u0430\u044f \u0441\u0435\u043c\u044c\u044f \u0437\u0430\u043d\u044f\u043b\u0430 \u043e\u0434\u043d\u0443 \u0438\u0437 \u0445\u0438\u0436\u0438\u043d.", "stores": "\u0441\u043a\u043b\u0430\u0434", "now the nomads have a place to set up shop, they might stick around a while": "\u0442\u0435\u043f\u0435\u0440\u044c, \u043a\u043e\u0433\u0434\u0430 \u0443 \u043a\u043e\u0447\u0435\u0432\u043d\u0438\u043a\u043e\u0432 \u0435\u0441\u0442\u044c \u043c\u0435\u0441\u0442\u043e \u0434\u043b\u044f \u0441\u0432\u043e\u0435\u0433\u043e \u043c\u0430\u0433\u0430\u0437\u0438\u043d\u0430, \u043e\u043d\u0438 \u043c\u043e\u0433\u0443\u0442 \u043f\u043e\u044f\u0432\u043b\u044f\u0442\u044c\u0441\u044f \u0447\u0430\u0449\u0435", "the trees are gone. parched earth and blowing dust are poor replacements.": "\u0434\u0435\u0440\u0435\u0432\u044c\u0435\u0432 \u0431\u043e\u043b\u044c\u0448\u0435 \u043d\u0435\u0442. \u043e\u0441\u0442\u0430\u043b\u0430\u0441\u044c \u043b\u0438\u0448\u044c \u0432\u044b\u0436\u0436\u0435\u043d\u043d\u0430\u044f \u0437\u0435\u043c\u043b\u044f \u0438 \u043f\u044b\u043b\u044c.", "armour": "\u0434\u043e\u0441\u043f\u0435\u0445\u0438", "A Man-Eater": "\u041b\u044e\u0434\u043e\u0435\u0434", "builder says it'd be useful to have a steady source of bullets": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u0433\u043e\u0432\u043e\u0440\u0438\u0442, \u0447\u0442\u043e \u0431\u044b\u043b\u043e \u0431\u044b \u043d\u0435\u043f\u043b\u043e\u0445\u043e \u0438\u043c\u0435\u0442\u044c \u043f\u043e\u0441\u0442\u043e\u044f\u043d\u043d\u044b\u0439 \u0438\u0441\u0442\u043e\u0447\u043d\u0438\u043a \u043f\u0430\u0442\u0440\u043e\u043d\u043e\u0432", "the compass points south": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0443\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442 \u043d\u0430 \u044e\u0433", "the compass points north": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0443\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442 \u043d\u0430 \u0441\u0435\u0432\u0435\u0440", "The Sick Man": "\u0411\u043e\u043b\u044c\u043d\u043e\u0439 \u0447\u0435\u043b\u043e\u0432\u0435\u043a", "yes": "\u0434\u0430", "martial artist": "\u043c\u0430\u0441\u0442\u0435\u0440 \u0431\u043e\u0435\u0432\u044b\u0445 \u0438\u0441\u043a\u0443\u0441\u0441\u0442\u0432", "builder says she can make traps to catch any creatures might still be alive out there": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u0433\u043e\u0432\u043e\u0440\u0438\u0442, \u0447\u0442\u043e \u043c\u043e\u0436\u0435\u0442 \u0440\u0430\u0441\u0441\u0442\u0430\u0432\u0438\u0442\u044c \u043b\u043e\u0432\u0443\u0448\u043a\u0438 \u0434\u043b\u044f \u043f\u043e\u0438\u043c\u043a\u0438 \u0437\u0432\u0435\u0440\u0435\u0439", "the compass points northeast": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0443\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442 \u043d\u0430 \u0441\u0435\u0432\u0435\u0440\u043e-\u0432\u043e\u0441\u0442\u043e\u043a", "he begs for medicine.": "\u043e\u043d \u043f\u0440\u043e\u0441\u0438\u0442 \u043b\u0435\u043a\u0430\u0440\u0441\u0442\u0432.", "save": "\u0441\u043e\u0445\u0440\u0430\u043d\u0438\u0442\u044c", "this waterskin'll hold a bit of water, at least": "\u0432 \u044d\u0442\u043e\u0439 \u0444\u043b\u044f\u0433\u0435 \u043c\u043e\u0436\u043d\u043e \u043f\u0435\u0440\u0435\u043d\u043e\u0441\u0438\u0442\u044c \u043d\u0435\u043c\u043d\u043e\u0433\u043e \u0432\u043e\u0434\u044b", "turn him away": "\u043f\u0440\u043e\u0433\u043d\u0430\u0442\u044c \u0435\u0433\u043e", "shivering man": "\u0434\u0440\u043e\u0436\u0430\u0449\u0438\u0439 \u0447\u0435\u043b\u043e\u0432\u0435\u043a", "The Mysterious Wanderer": "\u0422\u0430\u0438\u043d\u0441\u0442\u0432\u0435\u043d\u043d\u044b\u0439 \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a", "A Huge Lizard": "\u041e\u0433\u0440\u043e\u043c\u043d\u0430\u044f \u044f\u0449\u0435\u0440\u0438\u0446\u0430", "boxer": "\u0431\u043e\u043a\u0441\u0435\u0440", "An Outpost": "\u0421\u0442\u043e\u0440\u043e\u0436\u043a\u0430", "not enough meat": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u043c\u044f\u0441\u0430", "some weird metal he picked up on his travels.": "\u043a\u0430\u043a\u043e\u0439-\u0442\u043e \u0441\u0442\u0440\u0430\u043d\u043d\u044b\u0439 \u043c\u0435\u0442\u0430\u043b\u043b, \u043a\u043e\u0442\u043e\u0440\u044b\u0439 \u043e\u043d \u043d\u0430\u0448\u0451\u043b \u0432\u043e \u0432\u0440\u0435\u043c\u044f \u043f\u0443\u0442\u0435\u0448\u0435\u0441\u0442\u0432\u0438\u0439.", "something's in there.": "\u0442\u0430\u043c \u043a\u0442\u043e-\u0442\u043e \u0435\u0441\u0442\u044c.", "restore more health when eating": "\u0432\u043e\u0441\u0441\u0442\u0430\u043d\u0430\u0432\u043b\u0438\u0432\u0430\u0439\u0442\u0435 \u0431\u043e\u043b\u044c\u0448\u0435 \u0437\u0434\u043e\u0440\u043e\u0432\u044c\u044f \u043a\u043e\u0433\u0434\u0430 \u0435\u0434\u0438\u0442\u0435", "A Snarling Beast": "\u0414\u0438\u043a\u0438\u0439 \u0437\u0432\u0435\u0440\u044c", "A Strange Bird": "\u0421\u0442\u0440\u0430\u043d\u043d\u0430\u044f \u043f\u0442\u0438\u0446\u0430", "Share": "\u041f\u043e\u0434\u0435\u043b\u0438\u0442\u044c\u0441\u044f", "a haze falls over the village as the steelworks fires up": "\u0441\u0442\u0430\u043b\u0435\u043b\u0438\u0442\u0435\u0439\u043d\u044b\u0439 \u0437\u0430\u0432\u043e\u0434 \u043d\u0430\u0447\u0430\u043b \u0440\u0430\u0431\u043e\u0442\u0443 \u0438 \u043d\u0430 \u0434\u0435\u0440\u0435\u0432\u043d\u044e \u043e\u043f\u0443\u0441\u0442\u0438\u043b\u0441\u044f \u0434\u044b\u043c", "an old wanderer sits inside, in a seeming trance.": "\u0432\u043d\u0443\u0442\u0440\u0438 \u0441\u0438\u0434\u0438\u0442 \u0441\u0442\u0430\u0440\u044b\u0439 \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a. \u043f\u043e\u0445\u043e\u0436\u0435 \u043e\u043d \u0432 \u0442\u0440\u0430\u043d\u0441\u0435.", "builder says the villagers could make steel, given the tools": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u0433\u043e\u0432\u043e\u0440\u0438\u0442, \u0447\u0442\u043e \u0436\u0438\u0442\u0435\u043b\u0438 \u043c\u043e\u0433\u043b\u0438 \u0431\u044b \u043f\u0440\u043e\u0438\u0437\u0432\u043e\u0434\u0438\u0442\u044c \u0441\u0442\u0430\u043b\u044c, \u0435\u0441\u043b\u0438 \u0431\u044b \u0443 \u043d\u0438\u0445 \u0431\u044b\u043b\u0438 \u0438\u043d\u0441\u0442\u0440\u0443\u043c\u0435\u043d\u0442\u044b", "continue": "\u043f\u0440\u043e\u0434\u043e\u043b\u0436\u0438\u0442\u044c", "there is no more water": "\u0432\u043e\u0434\u044b \u0431\u043e\u043b\u044c\u0448\u0435 \u043d\u0435\u0442", "flickering": "\u043c\u0435\u0440\u0446\u0430\u0435\u0442", "go back inside": "\u0432\u0435\u0440\u043d\u0443\u0442\u044c\u0441\u044f \u043e\u0431\u0440\u0430\u0442\u043d\u043e", "save this.": "\u0441\u043e\u0445\u0440\u0430\u043d\u0438\u0442\u044c.", "baited trap": "\u043b\u043e\u0432\u0443\u0448\u043a\u0430 \u0441 \u043f\u0440\u0438\u043c\u0430\u043d\u043a\u043e\u0439", "dead": "\u0441\u043c\u0435\u0440\u0442\u044c", "export": "\u044d\u043a\u0441\u043f\u043e\u0440\u0442", "not far from the village lies a large beast, its fur matted with blood.": "\u043d\u0435\u0434\u0430\u043b\u0435\u043a\u043e \u043e\u0442 \u0434\u0435\u0440\u0435\u0432\u043d\u0438 \u043b\u0435\u0436\u0438\u0442 \u0431\u043e\u043b\u044c\u0448\u043e\u0439 \u0437\u0432\u0435\u0440\u044c, \u043e\u043d \u0432\u0435\u0441\u044c \u0432 \u043a\u0440\u043e\u0432\u0438", "s armour": "\u0441\u0442\u0430\u043b. \u0434\u043e\u0441\u043f\u0435\u0445\u0438", "say he should be strung up as an example.": "\u0433\u043e\u0432\u043e\u0440\u044f\u0442, \u0447\u0442\u043e \u043e\u043d \u0434\u043e\u043b\u0436\u0435\u043d \u043f\u0443\u0431\u043b\u0438\u0447\u043d\u043e \u043f\u043e\u0432\u0435\u0448\u0435\u043d. ", "Fire": "\u041f\u043e\u0436\u0430\u0440", "A Ruined Trap": "\u0421\u043b\u043e\u043c\u0430\u043d\u043d\u0430\u044f \u043b\u043e\u0432\u0443\u0448\u043a\u0430", "not enough coal": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043e\u0447\u043d\u043e \u0443\u0433\u043b\u044f", "slash": "\u043f\u043e\u043b\u043e\u0441\u043d\u0443\u0442\u044c \u043c\u0435\u0447\u043e\u043c", "builder says she can make a cart for carrying wood": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u0433\u043e\u0432\u043e\u0440\u0438\u0442, \u0447\u0442\u043e \u043c\u043e\u0436\u0435\u0442 \u0441\u0434\u0435\u043b\u0430\u0442\u044c \u0442\u0435\u043b\u0435\u0436\u043a\u0443 \u0434\u043b\u044f \u043f\u0435\u0440\u0435\u0432\u043e\u0437\u043a\u0438 \u0434\u0440\u043e\u0432", "trap": "\u043b\u043e\u0432\u0443\u0448\u043a\u0430", "builder stokes the fire": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u043f\u043e\u0434\u043a\u0438\u0434\u044b\u0432\u0430\u0435\u0442 \u0434\u0440\u043e\u0432", "say goodbye": "\u043f\u043e\u043f\u0440\u043e\u0449\u0430\u0442\u044c\u0441\u044f", "A Silent Forest": "\u0422\u0438\u0445\u0438\u0439 \u043b\u0435\u0441", "builder's not sure she's to be trusted.": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u043d\u0435 \u0443\u0432\u0435\u0440\u0435\u043d \u043c\u043e\u0436\u043d\u043e \u043b\u0438 \u0435\u0439 \u0434\u043e\u0432\u0435\u0440\u044f\u0442\u044c.", "the point is made. in the next few days, the missing supplies are returned.": "\u0432\u044b\u0431\u043e\u0440 \u0441\u0434\u0435\u043b\u0430\u043d. \u0441\u043f\u0443\u0441\u0442\u044f \u043d\u0435\u0441\u043a\u043e\u043b\u044c\u043a\u043e \u0434\u043d\u0435\u0439 \u043f\u0440\u043e\u043f\u0430\u0432\u0448\u0438\u0435 \u0432\u0435\u0449\u0438 \u0431\u044b\u043b\u0438 \u0432\u043e\u0437\u0432\u0440\u0430\u0449\u0435\u043d\u044b.", "the plague rips through the village.": "\u0447\u0443\u043c\u0430 \u0440\u0430\u0441\u043f\u0440\u043e\u0441\u0442\u0440\u0430\u043d\u044f\u0435\u0442\u0441\u044f \u043f\u043e \u0434\u0435\u0440\u0435\u0432\u043d\u0435 \u0438 \u0443\u0431\u0438\u0432\u0430\u0435\u0442 \u0432\u0441\u0435\u0445 \u043d\u0430 \u0441\u0432\u043e\u0451\u043c \u043f\u0443\u0442\u0438.", "an old wanderer arrives.": "\u043f\u0440\u0438\u0431\u044b\u043b \u0441\u0442\u0430\u0440\u044b\u0439 \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a.", "the compass points southwest": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0443\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442 \u043d\u0430 \u044e\u0433\u043e-\u0437\u0430\u043f\u0430\u0434", "the wanderer leaves, cart loaded with wood": "\u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a \u0443\u0445\u043e\u0434\u0438\u0442 \u0441 \u0434\u0440\u043e\u0432\u0430\u043c\u0438 \u0432 \u0442\u0435\u043b\u0435\u0436\u043a\u0435", "Dropbox Export / Import": "\u042d\u043a\u0441\u043f\u043e\u0440\u0442 / \u0418\u043c\u043f\u043e\u0440\u0442", "ok": "\u043e\u043a", "a man hobbles up, coughing.": "\u043f\u0440\u0438\u0431\u044b\u043b \u0447\u0435\u043b\u043e\u0432\u0435\u043a, \u043e\u043d \u043a\u0430\u0448\u043b\u044f\u0435\u0442 \u0438 \u0445\u0440\u043e\u043c\u0430\u0435\u0442.", "i armour": "\u0436\u0435\u043b. \u0434\u043e\u0441\u043f\u0435\u0445\u0438", "The Scout": "\u0420\u0430\u0437\u0432\u0435\u0434\u0447\u0438\u043a", "leaves a pile of small scales behind.": "\u0438 \u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442 \u043d\u0435\u043c\u043d\u043e\u0433\u043e \u0447\u0435\u0448\u0443\u0438.", "pockets": "\u043a\u0430\u0440\u043c\u0430\u043d\u044b", "stab": "\u0432\u043e\u043d\u0437\u0438\u0442\u044c \u043a\u043e\u043f\u044c\u0451", "the ground is littered with small scales": "\u043d\u0430 \u043f\u043e\u043b\u0443 \u0440\u0430\u0437\u0431\u0440\u043e\u0441\u0430\u043d\u043e \u043d\u0435\u043c\u043d\u043e\u0433\u043e \u0447\u0435\u0448\u0443\u0438", "iron's stronger than leather": "\u0436\u0435\u043b\u0435\u0437\u043e \u043f\u0440\u043e\u0447\u043d\u0435\u0435 \u043a\u043e\u0436\u0438", "a nomad arrives, looking to trade": "\u043f\u0440\u0438\u0431\u044b\u0432\u0448\u0438\u0439 \u043a\u043e\u0447\u0435\u0432\u043d\u0438\u043a \u0445\u043e\u0447\u0435\u0442 \u043f\u043e\u0442\u043e\u0440\u0433\u043e\u0432\u0430\u0442\u044c\u0441\u044f", "black powder and bullets, like the old days.": "\u0447\u0435\u0440\u043d\u044b\u0439 \u043f\u043e\u0440\u043e\u0445 \u0438 \u043f\u0430\u0442\u0440\u043e\u043d\u044b, \u043f\u0440\u044f\u043c\u043e \u043a\u0430\u043a \u0432 \u0441\u0442\u0430\u0440\u044b\u0435 \u0432\u0440\u0435\u043c\u0435\u043d\u0430.", "restart the game?": "\u043d\u0430\u0447\u0430\u0442\u044c \u0438\u0433\u0440\u0443 \u0437\u0430\u043d\u043e\u0432\u043e?", "gastronome": "\u0433\u0443\u0440\u043c\u0430\u043d", "A Ruined City": "\u0420\u0430\u0437\u0440\u0443\u0448\u0435\u043d\u043d\u044b\u0439 \u0433\u043e\u0440\u043e\u0434", "energy cell": "\u044d\u043d\u0435\u0440\u0433\u0435\u0442\u0438\u0447\u0435\u0441\u043a\u0430\u044f \u0431\u0430\u0442\u0430\u0440\u0435\u044f", "the compass points west": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0443\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442 \u043d\u0430 \u0437\u0430\u043f\u0430\u0434", "a scavenger draws close, hoping for an easy score": "\u043c\u0443\u0441\u043e\u0440\u0449\u0438\u043a \u043f\u0440\u0438\u0431\u043b\u0438\u0436\u0430\u0435\u0442\u0441\u044f, \u043d\u0430\u0434\u0435\u044f\u0441\u044c \u043d\u0430 \u043b\u0451\u0433\u043a\u0443\u044e \u043f\u043e\u0431\u0435\u0434\u0443", "Sickness": "\u0411\u043e\u043b\u0435\u0437\u043d\u044c", "build:": "\u043f\u043e\u0441\u0442\u0440\u043e\u0438\u0442\u044c:", "feral terror": "\u0443\u0436\u0430\u0441\u043d\u044b\u0439 \u0437\u0432\u0435\u0440\u044c", "signout": "\u0432\u044b\u0439\u0442\u0438", "A Beast Attack": "\u041d\u0430\u043f\u0430\u0434\u0435\u043d\u0438\u0435 \u0437\u0432\u0435\u0440\u0435\u0439", "Ready to Leave?": "\u0413\u043e\u0442\u043e\u0432\u044b \u043f\u043e\u043a\u0438\u043d\u0443\u0442\u044c \u044d\u0442\u043e \u043c\u0435\u0441\u0442\u043e?", "time to get out of this place. won't be coming back.": "\u043f\u0440\u0438\u0448\u043b\u043e \u0432\u0440\u0435\u043c\u044f \u043f\u043e\u043a\u0438\u043d\u0443\u0442\u044c \u044d\u0442\u043e \u043c\u0435\u0441\u0442\u043e. \u043d\u0430\u0432\u0441\u0435\u0433\u0434\u0430.", "the compass points northwest": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0443\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442 \u043d\u0430 \u0441\u0435\u0432\u0435\u0440\u043e-\u0437\u0430\u043f\u0430\u0434", "the thirst becomes unbearable": "\u0436\u0430\u0436\u0434\u0430 \u0441\u0442\u0430\u043d\u043e\u0432\u0438\u0442\u0441\u044f \u043d\u0435\u0432\u044b\u043d\u043e\u0441\u0438\u043c\u043e\u0439", "a beggar arrives": "\u043f\u0440\u0438\u0445\u043e\u0434\u0438\u0442 \u043d\u0438\u0449\u0438\u0439", "he leaves a reward.": "\u043e\u043d \u043e\u0441\u0442\u0430\u0432\u043b\u044f\u0435\u0442 \u043d\u0430\u0433\u0440\u0430\u0434\u0443.", "the scout says she's been all over.": "\u0440\u0430\u0437\u0432\u0435\u0434\u0447\u0438\u043a \u0433\u043e\u0432\u043e\u0440\u0438\u0442, \u0447\u0442\u043e \u0437\u043d\u0430\u0435\u0442 \u0432\u0441\u0435 \u043c\u0435\u0441\u0442\u0430 \u0432 \u043e\u043a\u0440\u0443\u0433\u0435.", "cloth": "\u0442\u043a\u0430\u043d\u044c", "Troposphere": "\u0422\u0440\u043e\u043f\u043e\u0441\u0444\u0435\u0440\u0430", "squeeze": "\u043f\u0440\u043e\u0442\u0438\u0441\u043d\u0443\u0442\u044c\u0441\u044f \u0434\u0430\u043b\u044c\u0448\u0435", "scraps of fur": "\u043e\u0431\u0440\u044b\u0432\u043a\u0438 \u043c\u0435\u0445\u0430", "the wind howls outside": "\u0441\u043d\u0430\u0440\u0443\u0436\u0438 \u0441\u0432\u0438\u0441\u0442\u0438\u0442 \u0432\u0435\u0442\u0435\u0440", "the wagon can carry a lot of supplies": "\u043f\u043e\u0432\u043e\u0437\u043a\u0430 \u043c\u043e\u0436\u0435\u0442 \u0432\u0435\u0437\u0442\u0438 \u043c\u043d\u043e\u0433\u043e \u0432\u0435\u0449\u0435\u0439", "A Battlefield": "\u041f\u043e\u043b\u0435 \u0431\u043e\u044f", "the shivering man is dead": "\u0434\u0440\u043e\u0436\u0430\u0449\u0438\u0439 \u0447\u0435\u043b\u043e\u0432\u0435\u043a \u043c\u0451\u0440\u0442\u0432", "builder finishes the smokehouse. she looks hungry.": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u0437\u0430\u043a\u043e\u043d\u0447\u0438\u043b \u043a\u043e\u043f\u0442\u0438\u043b\u044c\u043d\u044e \u0438 \u043f\u0440\u043e\u0433\u043e\u043b\u043e\u0434\u0430\u043b\u0441\u044f.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "\u0441\u0442\u0435\u043f\u044c \u0437\u0430\u043a\u0430\u043d\u0447\u0438\u0432\u0430\u0435\u0442\u0441\u044f \u043c\u043e\u0440\u0435\u043c \u0443\u043c\u0438\u0440\u0430\u044e\u0449\u0435\u0439 \u0442\u0440\u0430\u0432\u044b, \u043a\u043e\u0442\u043e\u0440\u0430\u044f \u043f\u043e\u043a\u0430\u0447\u0438\u0432\u0430\u0435\u0442\u0441\u044f \u0432 \u044d\u0442\u043e\u043c \u0441\u0443\u0445\u043e\u043c \u0431\u0440\u0438\u0437\u0435.", "agree": "\u0440\u0430\u0437\u0440\u0435\u0448\u0438\u0442\u044c", "the forest is silent.": "\u0432 \u043b\u0435\u0441\u0443 \u0442\u0438\u0448\u0438\u043d\u0430.", "Space": "\u041a\u043e\u0441\u043c\u043e\u0441", "Thermosphere": "\u0422\u0435\u0440\u043c\u043e\u0441\u0444\u0435\u0440\u0430", "5 medicine": "5 \u043b\u0435\u043a\u0430\u0440\u0441\u0442\u0432", "do nothing": "\u043d\u0438\u0447\u0435\u0433\u043e \u043d\u0435 \u0434\u0435\u043b\u0430\u0442\u044c", "A Gaunt Man": "\u0422\u043e\u0449\u0438\u0439 \u0447\u0435\u043b\u043e\u0432\u0435\u043a", "Outside": "\u0421\u043d\u0430\u0440\u0443\u0436\u0438", "the snarling beast is dead": "\u0434\u0438\u043a\u0438\u0439 \u0437\u0432\u0435\u0440\u044c \u043c\u0451\u0440\u0442\u0432", "no": "\u043d\u0435\u0442", "{0} per {1}s": "{0} \u0432 {1} \u0441\u0435\u043a.", "track them": "\u0438\u0434\u0442\u0438 \u043f\u043e \u043d\u0438\u043c", "Exosphere": "\u042d\u043a\u0437\u043e\u0441\u0444\u0435\u0440\u0430", "he speaks of once leading the great fleets to fresh worlds.": "\u043e\u043d \u0440\u0430\u0441\u0441\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442 \u043e \u0442\u043e\u043c, \u043a\u0430\u043a \u043e\u0434\u043d\u0430\u0436\u0434\u044b \u0432\u0451\u043b \u043e\u0433\u0440\u043e\u043c\u043d\u044b\u0435 \u0444\u043b\u043e\u0442\u044b \u0432 \u043d\u043e\u0432\u044b\u0435 \u043c\u0438\u0440\u044b.", "builder says there are more wanderers. says they'll work, too.": "\u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u0433\u043e\u0432\u043e\u0440\u0438\u0442, \u0447\u0442\u043e \u043d\u043e\u0432\u044b\u0435 \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a\u0438 \u0442\u043e\u0436\u0435 \u0431\u0443\u0434\u0443\u0442 \u0440\u0430\u0431\u043e\u0442\u0430\u0442\u044c.", "evasive": "\u043d\u0435\u0443\u043b\u043e\u0432\u0438\u043c\u044b\u0439", "an old wanderer arrives": "\u043f\u0440\u0438\u0431\u044b\u043b \u0441\u0442\u0430\u0440\u044b\u0439 \u0441\u0442\u0440\u0430\u043d\u043d\u0438\u043a", "through the walls, shuffling noises can be heard.": "\u0441\u043a\u0432\u043e\u0437\u044c \u0441\u0442\u0435\u043d\u044b \u0441\u043b\u044b\u0448\u0435\u043d \u043a\u0430\u043a\u043e\u0439-\u0442\u043e \u0448\u0443\u043c.", "melee weapons deal more damage": "\u043e\u0440\u0443\u0436\u0438\u0435 \u0431\u043b\u0438\u0436\u043d\u0435\u0433\u043e \u0431\u043e\u044f \u043d\u0430\u043d\u043e\u0441\u044f\u0442 \u0431\u043e\u043b\u044c\u0448\u0435 \u0443\u0440\u043e\u043d\u0430", "the compass points ": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0443\u043a\u0430\u0437\u044b\u0432\u0430\u0435\u0442", "the man swallows the medicine eagerly": "\u0447\u0435\u043b\u043e\u0432\u0435\u043a \u0433\u043b\u043e\u0442\u0430\u0435\u0442 \u043b\u0435\u043a\u0430\u0440\u0441\u0442\u0432\u043e", "the days are spent with burials.": "\u043a\u0430\u0436\u0434\u044b\u0439 \u0434\u0435\u043d\u044c \u0445\u043e\u0440\u043e\u043d\u044f\u0442 \u043b\u044e\u0434\u0435\u0439.", "more traps to catch more creatures": "\u0431\u043e\u043b\u044c\u0448\u0435 \u043b\u043e\u0432\u0443\u0448\u0435\u043a \u043f\u043e\u0437\u0432\u043e\u043b\u0438\u0442 \u043b\u043e\u0432\u0438\u0442\u044c \u0431\u043e\u043b\u044c\u0448\u0435 \u0437\u0432\u0435\u0440\u0435\u0439", "bullets": "\u043f\u0430\u0442\u0440\u043e\u043d\u044b", "the light from the fire spills from the windows, out into the dark": "\u0441\u0432\u0435\u0442 \u043e\u0442 \u043e\u0433\u043d\u044f \u0432\u044b\u0445\u043e\u0434\u0438\u0442 \u0438\u0437 \u043e\u043a\u043d\u0430, \u043f\u0440\u044f\u043c\u043e \u0432 \u0442\u0435\u043c\u043d\u043e\u0442\u0443", "tell him to leave": "\u043f\u043e\u043f\u0440\u043e\u0441\u0438\u0442\u044c \u0443\u0439\u0442\u0438", "dry brush and dead branches litter the forest floor": "\u0441\u0443\u0445\u0438\u0435 \u043a\u0438\u0441\u0442\u0438 \u0438 \u043c\u0435\u0440\u0442\u0432\u044b\u0435 \u0432\u0435\u0442\u043a\u0438 \u043f\u0430\u0434\u0430\u044e\u0442 \u043d\u0430 \u043b\u0435\u0441\u043d\u0443\u044e \u043f\u043e\u0447\u0432\u0443", "tattered cloth": "\u0440\u0432\u0430\u043d\u0443\u044e \u0442\u043a\u0430\u043d\u044c", "tanner": "\u0434\u0443\u0431\u0438\u043b\u044c\u0449\u0438\u043a", "should cure the meat, or it'll spoil. builder says she can fix something up.": "\u0435\u0441\u043b\u0438 \u043c\u044f\u0441\u043e \u043d\u0435 \u043e\u0431\u0440\u0430\u0431\u0430\u0442\u044b\u0432\u0430\u0442\u044c, \u0442\u043e \u043e\u043d\u043e \u0438\u0441\u043f\u043e\u0440\u0442\u0438\u0442\u0441\u044f. \u0441\u0442\u0440\u043e\u0438\u0442\u0435\u043b\u044c \u043c\u043e\u0436\u0435\u0442 \u043f\u043e\u043c\u043e\u0447\u044c \u0441 \u044d\u0442\u0438\u043c.", "or migrating computers": "\u0438\u043b\u0438 \u043f\u0435\u0440\u0435\u043d\u043e\u0441\u0430 \u0441 \u0434\u0440\u0443\u0433\u043e\u0433\u043e \u043a\u043e\u043c\u043f\u044c\u044e\u0442\u0435\u0440\u0430", "water:{0}": "\u0432\u043e\u0434\u0430:{0}", "teeth": "\u0437\u0443\u0431\u044b", "villagers could help hunt, given the means": "\u0436\u0438\u0442\u0435\u043b\u0438 \u043c\u043e\u0433\u0443\u0442 \u043f\u043e\u043c\u043e\u0447\u044c \u0432 \u043e\u0445\u043e\u0442\u0435, \u0434\u0430\u0432\u0430\u044f \u0440\u0435\u0441\u0443\u0440\u0441\u044b"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/ru/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: adarkroom\n" "POT-Creation-Date: 2016-02-15 02:03+0100\n" "PO-Revision-Date: 2016-02-15 02:03+0100\n" "Last-Translator: Dmitry Svechnikov \n" "Language-Team: \n" "Language: ru\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.7.6\n" "X-Poedit-KeywordsList: _\n" "X-Poedit-Basepath: .\n" "Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && n" "%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" "X-Poedit-SearchPath-0: ./../../script\n" #: ../../script/dropbox.js:62 msgid "Dropbox connection" msgstr "Подключение к Dropbox" #: ../../script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "подключить игру к хранилущу Dropbox" #: ../../script/dropbox.js:68 msgid "connect" msgstr "соединить" #: ../../script/dropbox.js:75 ../../script/dropbox.js:107 #: ../../script/dropbox.js:133 ../../script/dropbox.js:163 #: ../../script/engine.js:285 ../../script/engine.js:331 msgid "cancel" msgstr "отмена" #: ../../script/dropbox.js:86 ../../script/dropbox.js:176 #, fuzzy msgid "Dropbox Export / Import" msgstr "Дропбокс Экспорт / Импорт" #: ../../script/dropbox.js:89 #, fuzzy msgid "export or import save data to dropbox datastorage" msgstr "экспортируйте или импортируйте данные сохранения для резервной копии" #: ../../script/dropbox.js:90 #, fuzzy msgid "your are connected to dropbox with account / email " msgstr "вы подключены к dropbox под именем " #: ../../script/dropbox.js:93 msgid "save" msgstr "сохранить" #: ../../script/dropbox.js:97 msgid "load" msgstr "загрузить" #: ../../script/dropbox.js:102 msgid "signout" msgstr "выйти" #: ../../script/dropbox.js:113 msgid "choose one slot to save to" msgstr "выберите один из слотов, чтобы сохранить" #: ../../script/dropbox.js:119 #, fuzzy msgid "save to slot" msgstr "сохранить." #: ../../script/dropbox.js:141 msgid "choose one slot to load from" msgstr "выберите один из слотов, чтобы загрузить" #: ../../script/dropbox.js:148 #, fuzzy msgid "load from slot" msgstr "загрузить." #: ../../script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "успешно сохранено в хранилище dropbox" #: ../../script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "ошибка при сохранении в хранилище dropbox" #: ../../script/dropbox.js:183 msgid "ok" msgstr "ок" #: ../../script/engine.js:15 msgid "boxer" msgstr "боксер" #: ../../script/engine.js:16 msgid "punches do more damage" msgstr "удары наносят больше повреждений" #: ../../script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "научился наносить удары по цели" #: ../../script/engine.js:21 msgid "martial artist" msgstr "мастер боевых искусств" #: ../../script/engine.js:22 msgid "punches do even more damage." msgstr "удары наносят гораздо больше повреждений." #: ../../script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "научился эффективно драться без оружия" #: ../../script/engine.js:27 msgid "unarmed master" msgstr "безоружный мастер" #: ../../script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "бить вдвое быстрее и намного сильнее" #: ../../script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "научился бить быстрее без оружия" #: ../../script/engine.js:32 msgid "barbarian" msgstr "варвар" #: ../../script/engine.js:33 msgid "melee weapons deal more damage" msgstr "оружие ближнего боя наносят больше урона" #: ../../script/engine.js:34 msgid "learned to swing weapons with force" msgstr "научился размахивать оружие с силой" # contexte ? #: ../../script/engine.js:37 msgid "slow metabolism" msgstr "замедленный обмен веществ" #: ../../script/engine.js:38 msgid "go twice as far without eating" msgstr "оставайтесь вдвое дольше без еды" #: ../../script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "научился игнорировать голод" #: ../../script/engine.js:42 msgid "desert rat" msgstr "пустынная крыса" #: ../../script/engine.js:43 msgid "go twice as far without drinking" msgstr "оставайтесь вдвое дольше без воды" #: ../../script/engine.js:44 msgid "learned to love the dry air" msgstr "научился любить сухость" #: ../../script/engine.js:47 msgid "evasive" msgstr "неуловимый" #: ../../script/engine.js:48 msgid "dodge attacks more effectively" msgstr "избегайте атаки более эффективно" #: ../../script/engine.js:49 msgid "learned to be where they're not" msgstr "научился уклоняться от ударов" #: ../../script/engine.js:52 msgid "precise" msgstr "догадливый" # description pour la précision ... #: ../../script/engine.js:53 msgid "land blows more often" msgstr "поражайте врага чаще" #: ../../script/engine.js:54 msgid "learned to predict their movement" msgstr "научился предугадывать движения" #: ../../script/engine.js:57 msgid "scout" msgstr "разведчик" #: ../../script/engine.js:58 msgid "see farther" msgstr "смотрите дальше" #: ../../script/engine.js:59 msgid "learned to look ahead" msgstr "научился видеть дальше" #: ../../script/engine.js:62 msgid "stealthy" msgstr "скрытный" #: ../../script/engine.js:63 #, fuzzy msgid "better avoid conflict in the wild" msgstr "лучше избегать конфликтов" #: ../../script/engine.js:64 msgid "learned how not to be seen" msgstr "научился быть незаметным" #: ../../script/engine.js:67 msgid "gastronome" msgstr "гурман" #: ../../script/engine.js:68 msgid "restore more health when eating" msgstr "восстанавливайте больше здоровья когда едите" #: ../../script/engine.js:69 msgid "learned to make the most of food" msgstr "научился делать еду лучше" #: ../../script/engine.js:138 ../../script/space.js:450 msgid "app store." msgstr "app store." #: ../../script/engine.js:144 ../../script/engine.js:485 msgid "lights off." msgstr "выключить свет." #: ../../script/engine.js:150 ../../script/engine.js:521 msgid "hyper." msgstr "гипер." #: ../../script/engine.js:156 ../../script/space.js:442 msgid "restart." msgstr "начать заново." #: ../../script/engine.js:162 msgid "share." msgstr "поделиться." #: ../../script/engine.js:168 msgid "save." msgstr "сохранить." #: ../../script/engine.js:177 msgid "dropbox." msgstr "dropbox" #: ../../script/engine.js:184 msgid "github." msgstr "github" #: ../../script/engine.js:268 msgid "Export / Import" msgstr "Экспорт / Импорт" #: ../../script/engine.js:272 msgid "export or import save data, for backing up" msgstr "экспортируйте или импортируйте данные сохранения для резервной копии" #: ../../script/engine.js:273 msgid "or migrating computers" msgstr "или переноса с другого компьютера" #: ../../script/engine.js:277 msgid "export" msgstr "экспорт" #: ../../script/engine.js:281 ../../script/engine.js:326 msgid "import" msgstr "импорт" #: ../../script/engine.js:291 msgid "save this." msgstr "сохранить." #: ../../script/engine.js:297 msgid "got it" msgstr "понял." #: ../../script/engine.js:305 msgid "are you sure?" msgstr "вы уверены?" #: ../../script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "если код неверный, то вся информация будет утеряна." #: ../../script/engine.js:307 msgid "this is irreversible." msgstr "это необратимо." #: ../../script/engine.js:311 ../../script/engine.js:380 #: ../../script/engine.js:499 msgid "yes" msgstr "да" #: ../../script/engine.js:316 ../../script/engine.js:385 #: ../../script/engine.js:504 msgid "no" msgstr "нет" #: ../../script/engine.js:322 msgid "put the save code here." msgstr "вставьте код сохранения сюда." #: ../../script/engine.js:374 msgid "Restart?" msgstr "Начать заново?" #: ../../script/engine.js:377 msgid "restart the game?" msgstr "начать игру заново?" #: ../../script/engine.js:408 msgid "Share" msgstr "Поделиться" #: ../../script/engine.js:411 msgid "bring your friends." msgstr "пригласить друзей" #: ../../script/engine.js:414 msgid "facebook" msgstr "facebook" #: ../../script/engine.js:421 msgid "google+" msgstr "google+" #: ../../script/engine.js:428 msgid "twitter" msgstr "twitter" #: ../../script/engine.js:435 msgid "reddit" msgstr "reddit" #: ../../script/engine.js:442 msgid "close" msgstr "закрыть" #: ../../script/engine.js:476 ../../script/engine.js:480 msgid "lights on." msgstr "включить свет." #: ../../script/engine.js:493 msgid "Go Hyper?" msgstr "" #: ../../script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: ../../script/engine.js:519 msgid "classic." msgstr "классический." #: ../../script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} в {1} сек." #: ../../script/events.js:130 msgid "eat meat" msgstr "есть мясо" #: ../../script/events.js:150 msgid "use meds" msgstr "использовать лекарства" #: ../../script/events.js:350 ../../script/events.js:395 msgid "miss" msgstr "промах" #: ../../script/events.js:363 ../../script/events.js:408 msgid "stunned" msgstr "оглушён" #: ../../script/events.js:482 ../../script/events.js:653 #: ../../script/events/global.js:42 ../../script/events/global.js:59 #: ../../script/events/room.js:142 ../../script/events/room.js:162 #: ../../script/events/room.js:182 ../../script/events/setpieces.js:25 #: ../../script/events/setpieces.js:48 ../../script/events/setpieces.js:65 #: ../../script/events/setpieces.js:83 ../../script/events/setpieces.js:106 #: ../../script/events/setpieces.js:536 ../../script/events/setpieces.js:1254 #: ../../script/events/setpieces.js:2948 ../../script/events/setpieces.js:2982 #: ../../script/events/setpieces.js:3005 ../../script/events/setpieces.js:3042 #: ../../script/events/setpieces.js:3095 ../../script/events/setpieces.js:3124 #: ../../script/events/setpieces.js:3170 ../../script/events/setpieces.js:3297 #: ../../script/events/setpieces.js:3319 ../../script/events/setpieces.js:3439 #: ../../script/events/setpieces.js:3463 ../../script/events/setpieces.js:3496 #: ../../script/events/setpieces.js:3515 ../../script/events/setpieces.js:3539 #: ../../script/events/setpieces.js:3567 msgid "leave" msgstr "уйти" #: ../../script/events.js:511 msgid "drop:" msgstr "оставить:" #: ../../script/events.js:536 ../../script/events/room.js:523 msgid "nothing" msgstr "ничего" #: ../../script/events.js:567 ../../script/events/setpieces.js:3551 msgid "take" msgstr "взять" #: ../../script/events.js:577 msgid "take:" msgstr "взять:" #: ../../script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "ничего" #: ../../script/events.js:627 msgid "all" msgstr "всё" #: ../../script/events.js:649 msgid "take everything" msgstr "взять всё" #: ../../script/events.js:653 ../../script/outside.js:627 msgid " and " msgstr " и " #: ../../script/events.js:896 msgid "*** EVENT ***" msgstr "*** СОБЫТИЕ ***" #: ../../script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Дикий зверь" #: ../../script/events/encounters.js:15 msgid "snarling beast" msgstr "дикий зверь" #: ../../script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "дикий зверь мёртв" #: ../../script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "дикий зверь выпрыгивает из кустов" #: ../../script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Тощий человек" #: ../../script/events/encounters.js:52 msgid "gaunt man" msgstr "тощий человек" #: ../../script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "тощий человек мёртв." #: ../../script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "тощий человек, с явно сумасшедшим взглядом, приближается к вам" #: ../../script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Странная птица" #: ../../script/events/encounters.js:89 msgid "strange bird" msgstr "странная птица" #: ../../script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "странная птица мертва" #: ../../script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "" "птица, выглядящая довольно странно, летит на большой скорости сквозь равнины" #: ../../script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Дрожащий человек" #: ../../script/events/encounters.js:127 msgid "shivering man" msgstr "дрожащий человек" #: ../../script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "дрожащий человек мёртв" #: ../../script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "дрожащей человек идёт на вас и атакует с неожиданно большой силой" #: ../../script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Людоед" #: ../../script/events/encounters.js:169 msgid "man-eater" msgstr "людоед" #: ../../script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "людоед мёртв" #: ../../script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "большое существо с окровавленными когтями атакует" #: ../../script/events/encounters.js:198 msgid "A Scavenger" msgstr "Мусорщик" #: ../../script/events/encounters.js:206 msgid "scavenger" msgstr "мусорщик" #: ../../script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "мусорщик мёртв" #: ../../script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "мусорщик приближается, надеясь на лёгкую победу" #: ../../script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Огромная ящерица" #: ../../script/events/encounters.js:248 msgid "lizard" msgstr "ящерица" #: ../../script/events/encounters.js:249 msgid "the lizard is dead" msgstr "ящерица мертва" #: ../../script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "трава загибается под весом огромной ящерицы" #: ../../script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Ужасный зверь" #: ../../script/events/encounters.js:286 msgid "feral terror" msgstr "ужасный зверь" #: ../../script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "ужасный зверь мёртв" #: ../../script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "огромный ужасающий зверь выпрыгивает на вас" #: ../../script/events/encounters.js:315 msgid "A Soldier" msgstr "Солдат" #: ../../script/events/encounters.js:323 msgid "soldier" msgstr "солдат" #: ../../script/events/encounters.js:324 msgid "the soldier is dead" msgstr "солдат мёртв" #: ../../script/events/encounters.js:353 #, fuzzy msgid "a soldier opens fire from across the desert" msgstr "солдат открывает огонь через пустыню" #: ../../script/events/encounters.js:358 msgid "A Sniper" msgstr "Снайпер" #: ../../script/events/encounters.js:366 msgid "sniper" msgstr "снайпер" #: ../../script/events/encounters.js:367 msgid "the sniper is dead" msgstr "снайпер мёртв" #: ../../script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "откуда-то из кустов раздается выстрел" #: ../../script/events/global.js:6 msgid "The Thief" msgstr "Вор" #: ../../script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "жители тащат грязного человека со склада." #: ../../script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "говорят, что он крал вещи оттуда." #: ../../script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "говорят, что он должен публично повешен. " #: ../../script/events/global.js:17 msgid "a thief is caught" msgstr "пойман вор" #: ../../script/events/global.js:21 msgid "hang him" msgstr "повесить его" #: ../../script/events/global.js:25 msgid "spare him" msgstr "пощадить его" #: ../../script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "жители повесили вора перед складом." #: ../../script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "выбор сделан. спустя несколько дней пропавшие вещи были возвращены." #: ../../script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "человек благодарит вас и обещает, что больше здесь не появится." #: ../../script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "перед уходом, он рассказывает вам всё, что знает." #: ../../script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Сломанная ловушка" #: ../../script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "некоторые ловушки оказались разодраны." #: ../../script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "большие следы ведут прямо в лес." #: ../../script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "некоторые ловушки были сломаны" #: ../../script/events/outside.js:26 msgid "track them" msgstr "идти по ним" #: ../../script/events/outside.js:30 ../../script/events/room.js:71 #: ../../script/events/room.js:122 msgid "ignore them" msgstr "игнорировать" #: ../../script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "через несколько минут следы исчезают." #: ../../script/events/outside.js:38 msgid "the forest is silent." msgstr "в лесу тишина." #: ../../script/events/outside.js:40 msgid "nothing was found" msgstr "ничего не найдено" #: ../../script/events/outside.js:43 ../../script/events/outside.js:61 #: ../../script/events/outside.js:126 ../../script/events/outside.js:144 #: ../../script/events/outside.js:197 ../../script/events/outside.js:215 #: ../../script/events/outside.js:248 ../../script/events/outside.js:282 msgid "go home" msgstr "вернуться домой" #: ../../script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "недалеко от деревни лежит большой зверь, он весь в крови" #: ../../script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "он слабо сопротивляется ножу" #: ../../script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "дикий зверь мёртв" #: ../../script/events/outside.js:69 msgid "Fire" msgstr "Пожар" #: ../../script/events/outside.js:76 #, fuzzy msgid "a fire rampages through one of the huts, destroying it." msgstr "Огонь охватывает одну из ваших хижин, сжигая её дотла." #: ../../script/events/outside.js:77 #, fuzzy msgid "all residents in the hut perished in the fire." msgstr "К сожалению, все жители хижины погибли." #: ../../script/events/outside.js:79 msgid "a fire has started" msgstr "начался пожар" #: ../../script/events/outside.js:86 msgid "mourn" msgstr "оплакивать" #: ../../script/events/outside.js:87 msgid "some villagers have died" msgstr "некоторые жители погибли" #: ../../script/events/outside.js:95 msgid "Sickness" msgstr "Болезнь" #: ../../script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "по деревне распространяется болезнь." #: ../../script/events/outside.js:103 ../../script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "срочно нужно лекарство." #: ../../script/events/outside.js:105 #, fuzzy msgid "some villagers are ill" msgstr "некоторые жители заболели" #: ../../script/events/outside.js:109 msgid "1 medicine" msgstr "1 лекарство" #: ../../script/events/outside.js:114 msgid "ignore it" msgstr "игнорировать" #: ../../script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "болезнь была вовремя вылечена." #: ../../script/events/outside.js:123 msgid "sufferers are healed" msgstr "больные исцелены" #: ../../script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "по деревне распространилась болезнь." #: ../../script/events/outside.js:134 msgid "the days are spent with burials." msgstr "каждый день хоронят людей." #: ../../script/events/outside.js:135 ../../script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "каждую ночь слышатся крики." #: ../../script/events/outside.js:137 msgid "sufferers are left to die" msgstr "страдальцы остались умирать" #: ../../script/events/outside.js:153 msgid "Plague" msgstr "Чума" #: ../../script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "страшная чума быстро распространяется по деревне." #: ../../script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "чума распространяется по деревне и убивает всех на своём пути." #: ../../script/events/outside.js:168 msgid "buy medicine" msgstr "купить лекарство" #: ../../script/events/outside.js:174 msgid "5 medicine" msgstr "5 лекарств" #: ../../script/events/outside.js:179 msgid "do nothing" msgstr "ничего не делать" #: ../../script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "чума перестает распространяться" #: ../../script/events/outside.js:187 msgid "only a few die." msgstr "лишь немногие умирают." #: ../../script/events/outside.js:188 msgid "the rest bury them." msgstr "остальные хоронят их." #: ../../script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "в конце концов эпидемия ликвидирована" #: ../../script/events/outside.js:204 msgid "the plague rips through the village." msgstr "чума распространяется по деревне и убивает всех на своём пути." #: ../../script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "единственная надежда - на быструю смерть." #: ../../script/events/outside.js:208 msgid "population is almost exterminated" msgstr "население почти истреблено" #: ../../script/events/outside.js:224 msgid "A Beast Attack" msgstr "Нападение зверей" #: ../../script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "стая диких зверей пришла из леса." #: ../../script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "борьба была короткой и кровавой, но звери отступили." #: ../../script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "жители оплакивают погибших." #: ../../script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "дикие звери атакуют жителей деревни" #: ../../script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "хищники становятся жертвами. цена несправедлива" #: ../../script/events/outside.js:258 msgid "A Military Raid" msgstr "Вооруженный налёт" #: ../../script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "из-за деревьев слышится выстрел." #: ../../script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "хорошо вооруженные люди выходят из леса и стреляют в толпу." #: ../../script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "после стычки они ушли прочь, но не без потерь." #: ../../script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "чума распространяется по деревне и убивает всех на своём пути." #: ../../script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: ../../script/events/room.js:6 msgid "The Nomad" msgstr "Кочевник" #: ../../script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "появляется кочевник с кучей сумок." #: ../../script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "неизвестно откуда он пришёл, но он не останется." #: ../../script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "прибывший кочевник хочет поторговаться" #: ../../script/events/room.js:20 msgid "buy scales" msgstr "купить чешую" #: ../../script/events/room.js:25 msgid "buy teeth" msgstr "купить зубы" #: ../../script/events/room.js:30 msgid "buy bait" msgstr "купить приманку" #: ../../script/events/room.js:33 msgid "traps are more effective with bait." msgstr "ловушки с приманкой гораздо эффективнее." #: ../../script/events/room.js:39 msgid "buy compass" msgstr "купить компас" #: ../../script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "старый компас помят и весь в пыли, но выглядит вполне работающим." #: ../../script/events/room.js:45 ../../script/events/room.js:227 #: ../../script/events/room.js:240 ../../script/events/room.js:253 #: ../../script/events/room.js:309 ../../script/events/room.js:332 #: ../../script/events/room.js:388 ../../script/events/room.js:411 #: ../../script/events/room.js:450 ../../script/events/room.js:568 #: ../../script/events/room.js:584 ../../script/events/room.js:600 #: ../../script/events/room.js:611 msgid "say goodbye" msgstr "попрощаться" #: ../../script/events/room.js:53 ../../script/events/room.js:104 msgid "Noises" msgstr "Шум" #: ../../script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "сквозь стены слышен какой-то шум." #: ../../script/events/room.js:61 msgid "can't tell what they're up to." msgstr "непонятно откуда он." #: ../../script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "через стены слышен странный шум" #: ../../script/events/room.js:67 ../../script/events/room.js:118 #: ../../script/events/setpieces.js:1662 msgid "investigate" msgstr "исследовать" #: ../../script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "вдалеке движутся расплывчатые силуэты." #: ../../script/events/room.js:79 msgid "the sounds stop." msgstr "звук прекратился." #: ../../script/events/room.js:83 ../../script/events/room.js:96 msgid "go back inside" msgstr "вернуться обратно" #: ../../script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "около порога лежит немного дров, завернутых в мех." #: ../../script/events/room.js:92 msgid "the night is silent." msgstr "ночь сегодня тихая." #: ../../script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "какие-то скребущиеся звуки слышатся со склада." #: ../../script/events/room.js:112 msgid "something's in there." msgstr "там кто-то есть." #: ../../script/events/room.js:114 msgid "something's in the store room" msgstr "на складе кто-то есть" #: ../../script/events/room.js:129 ../../script/events/room.js:149 #: ../../script/events/room.js:169 msgid "some wood is missing." msgstr "пропало несколько дров." #: ../../script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "на полу разбросано немного чешуи" #: ../../script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "на полу разбросано немного зубов" #: ../../script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "на полу разбросана ткань" #: ../../script/events/room.js:190 msgid "The Beggar" msgstr "Нищий" #: ../../script/events/room.js:197 msgid "a beggar arrives." msgstr "приходит нищий." #: ../../script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "просит дать ему меха, чтобы он не мёрз по ночам." #: ../../script/events/room.js:200 msgid "a beggar arrives" msgstr "приходит нищий" #: ../../script/events/room.js:204 msgid "give 50" msgstr "дать 50" #: ../../script/events/room.js:209 ../../script/events/room.js:276 #: ../../script/events/room.js:355 msgid "give 100" msgstr "дать 100" #: ../../script/events/room.js:214 ../../script/events/room.js:286 #: ../../script/events/room.js:482 msgid "turn him away" msgstr "прогнать его" #: ../../script/events/room.js:222 ../../script/events/room.js:235 #: ../../script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "нищий выражает свою благодарность." #: ../../script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "и оставляет немного чешуи." #: ../../script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "и оставляет немного зубов." #: ../../script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "и оставляет немного ткани." #: ../../script/events/room.js:262 ../../script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Таинственный странник" #: ../../script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "прибыл странник с пустой тележкой. говорит, что если вы дадите ему " "древесины, то он потом вернёт больше." #: ../../script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "строитель не уверен можно ли ему доверять." #: ../../script/events/room.js:272 ../../script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "прибыл таинственный странник" #: ../../script/events/room.js:281 ../../script/events/room.js:360 msgid "give 500" msgstr "дать 500" #: ../../script/events/room.js:293 ../../script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "странник уходит с дровами в тележке" #: ../../script/events/room.js:299 ../../script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "" "таинственный странник возвращается, тележка доверху наполнена древесиной." #: ../../script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "прибыла странница с пустой тележкой. говорит, что если вы дадите ей меха, то " "она потом вернёт больше." #: ../../script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "строитель не уверен можно ли ей доверять." #: ../../script/events/room.js:365 msgid "turn her away" msgstr "прогнать её прочь" #: ../../script/events/room.js:372 ../../script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "странница уходит с мехом в тележке" #: ../../script/events/room.js:378 ../../script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "таинственная странница возвращается, тележка доверху наполнена мехом." #: ../../script/events/room.js:420 msgid "The Scout" msgstr "Разведчик" #: ../../script/events/room.js:427 msgid "the scout says she's been all over." msgstr "разведчик говорит, что знает все места в округе." #: ../../script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "и готов рассказать о них, за определенную цену." #: ../../script/events/room.js:430 msgid "a scout stops for the night" msgstr "разведчик остановился на ночь" #: ../../script/events/room.js:434 msgid "buy map" msgstr "купить карту" #: ../../script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "карта открывает небольшую часть мира" #: ../../script/events/room.js:440 msgid "learn scouting" msgstr "обучиться разведке" #: ../../script/events/room.js:459 msgid "The Master" msgstr "Мастер" #: ../../script/events/room.js:466 msgid "an old wanderer arrives." msgstr "прибыл старый странник." #: ../../script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "он добро улыбнулся и попросил ночлега." #: ../../script/events/room.js:469 msgid "an old wanderer arrives" msgstr "прибыл старый странник" #: ../../script/events/room.js:473 msgid "agree" msgstr "разрешить" #: ../../script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "в обмен на ночлег, странник предлагает свою мудрость." #: ../../script/events/room.js:493 msgid "evasion" msgstr "уклонение" #: ../../script/events/room.js:503 msgid "precision" msgstr "точность " #: ../../script/events/room.js:513 msgid "force" msgstr "сила" #: ../../script/events/room.js:532 msgid "The Sick Man" msgstr "Больной человек" #: ../../script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "прибыл человек, он кашляет и хромает." #: ../../script/events/room.js:540 msgid "he begs for medicine." msgstr "он просит лекарств." #: ../../script/events/room.js:542 msgid "a sick man hobbles up" msgstr "прибыл больной человек" #: ../../script/events/room.js:546 msgid "give 1 medicine" msgstr "дать 1 лекарство" #: ../../script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "человек глотает лекарство" #: ../../script/events/room.js:552 msgid "tell him to leave" msgstr "попросить уйти" #: ../../script/events/room.js:559 ../../script/events/room.js:575 #: ../../script/events/room.js:591 msgid "the man is thankful." msgstr "человек благодарен вам." #: ../../script/events/room.js:560 ../../script/events/room.js:576 #: ../../script/events/room.js:592 msgid "he leaves a reward." msgstr "он оставляет награду." #: ../../script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "какой-то странный металл, который он нашёл во время путешествий." #: ../../script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "" "какие-то странные светящиеся коробки, которые он подобрал во время " "путешествий." #: ../../script/events/room.js:593 msgid "all he has are some scales." msgstr "всё, что у него есть, это немного чешуи." #: ../../script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "человек выражает свою благодарность и уходит прочь." #: ../../script/events/setpieces.js:6 msgid "An Outpost" msgstr "Сторожка" #: ../../script/events/setpieces.js:10 ../../script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "безопасное место в лесах." #: ../../script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Тёмное Болото" #: ../../script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "гниющие камыши поднялись из болота." #: ../../script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "одинокая лягушка сидит в грязи и молчит." # dur dur dur #: ../../script/events/setpieces.js:41 #, fuzzy msgid "a swamp festers in the stagnant air." msgstr "над болотом стоит гнилостный воздух." #: ../../script/events/setpieces.js:44 ../../script/events/setpieces.js:549 #: ../../script/events/setpieces.js:606 ../../script/events/setpieces.js:888 #: ../../script/events/setpieces.js:1313 ../../script/events/setpieces.js:1331 #: ../../script/events/setpieces.js:3535 msgid "enter" msgstr "войти" #: ../../script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "глубоко в болоте находится замшелый домик." #: ../../script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "внутри сидит старый странник. похоже он в трансе." #: ../../script/events/setpieces.js:61 msgid "talk" msgstr "говорить" #: ../../script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "странник берёт амулет и медленно кивает." #: ../../script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "он рассказывает о том, как однажды вёл огромные флоты в новые миры." # :( :( #: ../../script/events/setpieces.js:74 #, fuzzy msgid "unfathomable destruction to fuel wanderer hungers." msgstr "странник видел немыслимые разрушения." #: ../../script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "и теперь пришло его время, время покаяния." #: ../../script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Сырая Пещера" #: ../../script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "вход в пещеру довольно большой и тёмный." #: ../../script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "отсюда в ней ничего не видно." #: ../../script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "земля здесь разделяется, как будто принимая древнюю рану" #: ../../script/events/setpieces.js:101 ../../script/events/setpieces.js:2944 #: ../../script/events/setpieces.js:3458 msgid "go inside" msgstr "зайти внутрь" #: ../../script/events/setpieces.js:120 ../../script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "испугавшийся зверь защищает свой дом" #: ../../script/events/setpieces.js:135 ../../script/events/setpieces.js:186 #: ../../script/events/setpieces.js:228 ../../script/events/setpieces.js:247 #: ../../script/events/setpieces.js:280 ../../script/events/setpieces.js:314 #: ../../script/events/setpieces.js:348 ../../script/events/setpieces.js:382 #: ../../script/events/setpieces.js:588 ../../script/events/setpieces.js:644 #: ../../script/events/setpieces.js:683 ../../script/events/setpieces.js:717 #: ../../script/events/setpieces.js:757 ../../script/events/setpieces.js:796 #: ../../script/events/setpieces.js:835 ../../script/events/setpieces.js:869 #: ../../script/events/setpieces.js:920 ../../script/events/setpieces.js:938 #: ../../script/events/setpieces.js:961 ../../script/events/setpieces.js:1000 #: ../../script/events/setpieces.js:1039 ../../script/events/setpieces.js:1266 #: ../../script/events/setpieces.js:1282 ../../script/events/setpieces.js:1298 #: ../../script/events/setpieces.js:1408 ../../script/events/setpieces.js:1448 #: ../../script/events/setpieces.js:1492 ../../script/events/setpieces.js:1510 #: ../../script/events/setpieces.js:1526 ../../script/events/setpieces.js:1563 #: ../../script/events/setpieces.js:1602 ../../script/events/setpieces.js:1642 #: ../../script/events/setpieces.js:1682 ../../script/events/setpieces.js:1699 #: ../../script/events/setpieces.js:1716 ../../script/events/setpieces.js:1734 #: ../../script/events/setpieces.js:1778 ../../script/events/setpieces.js:1804 #: ../../script/events/setpieces.js:1822 ../../script/events/setpieces.js:1861 #: ../../script/events/setpieces.js:1902 ../../script/events/setpieces.js:1927 #: ../../script/events/setpieces.js:1957 ../../script/events/setpieces.js:1998 #: ../../script/events/setpieces.js:2034 ../../script/events/setpieces.js:2069 #: ../../script/events/setpieces.js:2110 ../../script/events/setpieces.js:2151 #: ../../script/events/setpieces.js:2187 ../../script/events/setpieces.js:2222 #: ../../script/events/setpieces.js:2257 ../../script/events/setpieces.js:2302 #: ../../script/events/setpieces.js:2328 ../../script/events/setpieces.js:3204 #: ../../script/events/setpieces.js:3244 ../../script/events/setpieces.js:3278 #: ../../script/events/setpieces.js:3347 ../../script/events/setpieces.js:3381 #: ../../script/events/setpieces.js:3420 msgid "continue" msgstr "продолжить" #: ../../script/events/setpieces.js:140 ../../script/events/setpieces.js:157 #: ../../script/events/setpieces.js:191 ../../script/events/setpieces.js:233 #: ../../script/events/setpieces.js:252 ../../script/events/setpieces.js:285 #: ../../script/events/setpieces.js:319 ../../script/events/setpieces.js:353 #: ../../script/events/setpieces.js:387 ../../script/events/setpieces.js:429 #: ../../script/events/setpieces.js:481 ../../script/events/setpieces.js:513 msgid "leave cave" msgstr "покинуть пещеру" #: ../../script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "пещера начинает сужаться." #: ../../script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "стены покрыты мхом и очень влажные" #: ../../script/events/setpieces.js:153 msgid "squeeze" msgstr "протиснуться дальше" #: ../../script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "внутри пещеры находятся остатки старого лагеря." #: ../../script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "под тонким слоем пыли лежат порванные и почерневшие спальные мешки." #: ../../script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "в пещере лежит тело странника." #: ../../script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "гниение сделало своё дело, некоторые части тела отсутствуют." #: ../../script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "сложно сказать, что именно оставило его здесь." #: ../../script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "из-за сырости факел перестает светить и затухает" #: ../../script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "тьма наступает" #: ../../script/events/setpieces.js:244 msgid "the torch goes out" msgstr "факел гаснет" #: ../../script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "атакует пещерная ящерица" #: ../../script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "большой зверь выходит из темноты" #: ../../script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "гигантская ящерица идет на вас" #: ../../script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "в глубине пещеры находится гнездо большого зверя." #: ../../script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "немного вещей спрятано в глубине пещеры." #: ../../script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "позади камня стоит, покрытый пылью, старый шкаф" #: ../../script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Пустынный город" #: ../../script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "впереди находится небольшой город." #: ../../script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "стоят ржавые и сломанные уличные фонари. это место не видело света уже давно." #: ../../script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "город заброшен, его жители давно мертвы" #: ../../script/events/setpieces.js:532 ../../script/events/setpieces.js:1250 msgid "explore" msgstr "исследовать" #: ../../script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "даже там, где окна школы не сломаны, они почернели от старости." #: ../../script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "двойные двери бесконечно скрипят из-за ветра." #: ../../script/events/setpieces.js:554 ../../script/events/setpieces.js:593 #: ../../script/events/setpieces.js:611 ../../script/events/setpieces.js:649 #: ../../script/events/setpieces.js:688 ../../script/events/setpieces.js:722 #: ../../script/events/setpieces.js:762 ../../script/events/setpieces.js:801 #: ../../script/events/setpieces.js:840 ../../script/events/setpieces.js:874 #: ../../script/events/setpieces.js:892 ../../script/events/setpieces.js:925 #: ../../script/events/setpieces.js:942 ../../script/events/setpieces.js:966 #: ../../script/events/setpieces.js:1005 ../../script/events/setpieces.js:1044 #: ../../script/events/setpieces.js:1087 ../../script/events/setpieces.js:1120 #: ../../script/events/setpieces.js:1148 ../../script/events/setpieces.js:1192 #: ../../script/events/setpieces.js:1214 ../../script/events/setpieces.js:1230 msgid "leave town" msgstr "покинуть город" #: ../../script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "на улице была засада." # ? #: ../../script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "впереди находится какая-то постройка." #: ../../script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "за её грязными окнами едва видно зеленый крест." #: ../../script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "внутри ржавого шкафчика находится немного вещей." #: ../../script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "мусорщик поджидал вас около двери." #: ../../script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "в совсем заросшем парке стоит одинокий зверь." #: ../../script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "на дороге лежит перевёрнутый караван." #: ../../script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "хоть он и был ограблен мусорщиками, здесь еще что-то осталось." #: ../../script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "сумасшедший с визгом атакует вас." #: ../../script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "бандит появляется из тени." #: ../../script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "зверь бежит на вас из разграбленного класса." #: ../../script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "сквозь большие двери спортзала слышатся шаги." #: ../../script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "факел мерцает и освещает коридор." #: ../../script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "шаги прекратились." #: ../../script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "еще один зверь, услышав шум, выпрыгивает из-за деревьев." #: ../../script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "внизу на дороге что-то происходит." #: ../../script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "возможно, это драка." #: ../../script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "под скамейкой в парке спрятана корзина с едой и запиской." #: ../../script/events/setpieces.js:950 msgid "can't read the words." msgstr "но слова на ней не удаётся прочитать." #: ../../script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "орущий мусорщик врывается через дверь." #: ../../script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "человек стоит над мертвым странником. вдруг, он замечает вас." #: ../../script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "у мусорщика был небольшой лагерь в школе." #: ../../script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "собранные им вещи разбросаны по полу так, будто бы они упали с неба." #: ../../script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "мусорщик, видимо, искал здесь полезные вещи." #: ../../script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "это позорно, что всё это было зря." #: ../../script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "в тряпке, которую держал в руке странник, было укутано что-то стальное." #: ../../script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "наверное, это стоило смерти." #: ../../script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "око за око - это довольно справедливо." #: ../../script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "по крайней мере, раньше это всегда работало." #: ../../script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "перебирая кости, вы находите несколько полезных вещей." #: ../../script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "в ящиках осталось немного лекарств." #: ../../script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "больница была разграблена." #: ../../script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "только лишь пыль и пятна остались внутри." #: ../../script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Разрушенный город" #: ../../script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "сломанный дорожный знак стоит на страже этого, когда-то прекрасного, города." #: ../../script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "башни, еще не разрушенные временем, возвышаются над городом как грудь " "древнего зверя." #: ../../script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "может быть внутри остались еще какие-то вещи." #: ../../script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "башни разрушающегося города занимают всё небо" #: ../../script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "улицы пусты." #: ../../script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "подул сильный ветер и всё заполнилось пылью." #: ../../script/events/setpieces.js:1270 ../../script/events/setpieces.js:1286 #: ../../script/events/setpieces.js:1302 ../../script/events/setpieces.js:1318 #: ../../script/events/setpieces.js:1335 ../../script/events/setpieces.js:1373 #: ../../script/events/setpieces.js:1413 ../../script/events/setpieces.js:1453 #: ../../script/events/setpieces.js:1497 ../../script/events/setpieces.js:1514 #: ../../script/events/setpieces.js:1530 ../../script/events/setpieces.js:1568 #: ../../script/events/setpieces.js:1607 ../../script/events/setpieces.js:1647 #: ../../script/events/setpieces.js:1667 ../../script/events/setpieces.js:1686 #: ../../script/events/setpieces.js:1703 ../../script/events/setpieces.js:1720 #: ../../script/events/setpieces.js:1738 ../../script/events/setpieces.js:1783 #: ../../script/events/setpieces.js:1809 ../../script/events/setpieces.js:1826 #: ../../script/events/setpieces.js:1866 ../../script/events/setpieces.js:1907 #: ../../script/events/setpieces.js:1932 ../../script/events/setpieces.js:1962 #: ../../script/events/setpieces.js:2003 ../../script/events/setpieces.js:2039 #: ../../script/events/setpieces.js:2074 ../../script/events/setpieces.js:2115 #: ../../script/events/setpieces.js:2156 ../../script/events/setpieces.js:2192 #: ../../script/events/setpieces.js:2227 ../../script/events/setpieces.js:2262 #: ../../script/events/setpieces.js:2363 ../../script/events/setpieces.js:2393 #: ../../script/events/setpieces.js:2440 ../../script/events/setpieces.js:2476 #: ../../script/events/setpieces.js:2517 ../../script/events/setpieces.js:2553 #: ../../script/events/setpieces.js:2588 ../../script/events/setpieces.js:2624 #: ../../script/events/setpieces.js:2665 ../../script/events/setpieces.js:2706 #: ../../script/events/setpieces.js:2741 ../../script/events/setpieces.js:2790 #: ../../script/events/setpieces.js:2835 ../../script/events/setpieces.js:2881 #: ../../script/events/setpieces.js:2925 msgid "leave city" msgstr "покинуть город" #: ../../script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" "оранжевые дорожные конусы установлены на дороге, они совсем выцвели и " "потрескались." #: ../../script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "между зданий, впереди по аллее, мигает какой-то свет." #: ../../script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "большие упавшие башни расстилаются по всему городу." #: ../../script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "лица, почерневшие от крови и сажи, наблюдают из хижин." #: ../../script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "впереди виднеется местный госпиталь." #: ../../script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "старая башня, на первый взгляд, выглядит нетронутой." #: ../../script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "остатки сгоревшего автомобиля преграждают вход." #: ../../script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "но окна первых этажей открыты." #: ../../script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "огромная ящерица выползает из тьмы старой станции метро." #: ../../script/events/setpieces.js:1368 msgid "descend" msgstr "спуститься" #: ../../script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "слышится эхо выстрела." #: ../../script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "солдат появляется между двумя строениями и начинает огонь из винтовки." #: ../../script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "вам преграждает путь довольно хилый человек." #: ../../script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "здесь нет ничего, кроме опущенных глаз." #: ../../script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "люди ушли отсюда уже давно." #: ../../script/events/setpieces.js:1521 msgid "empty corridors." msgstr "коридоры пусты." #: ../../script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "это место было разграблено мусорщиками." #: ../../script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "старик, в руках у которого скальпель, врывается из двери." #: ../../script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "с другой стороны стены выбегает бандит и атакует вас." #: ../../script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "дикий зверь выскакивает из-за автомобиля." #: ../../script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "улица над станцией метро была снесена." #: ../../script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "свет факела освещает шахту." #: ../../script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "из туннеля доносится какой-то звук." #: ../../script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "похоже впереди какой-то лагерь." #: ../../script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "вокруг аллеи построен забор." #: ../../script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "за ним, во дворе, горит огонь." #: ../../script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "всё больше голосов слышится вокруг." #: ../../script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "должно быть, это не спроста. " #: ../../script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "звук выстрела несётся по ветру." #: ../../script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "улица впереди освещается пламенем." #: ../../script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "вокруг вас столпились поселенцы, они о чём-то шумят." #: ../../script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "кто-то кинул камень." #: ../../script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "прямо на тротуаре находится небольшой магазин." #: ../../script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "рядом с ним стоит хозяин." #: ../../script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "на одной стороне улицы развешены полоски мяса." #: ../../script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "люди решили уйти, избегая вашего взгляда." #: ../../script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "кто-то закрыл и забаррикадировал дверь, ведущую в операционную." #: ../../script/events/setpieces.js:1833 #, fuzzy msgid "a tribe of elderly squatters is camped out in this ward." msgstr "здесь находится племя пожилых поселенцев." #: ../../script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "стая ящериц ползёт к вам из-за угла." #: ../../script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "в палатке развешены сушиться полоски мяса." #: ../../script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "наверху лестницы находится птичье гнездо." #: ../../script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "мусора здесь гораздо больше." #: ../../script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "может быть найдётся что-нибудь полезное." #: ../../script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "стая крыс бегут вверх по туннелю." #: ../../script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "большой человек, размахивая штыком, атакует вас." #: ../../script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "второй солдат открывает огонь." #: ../../script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "солдат в маске заворачивает за угол, у него виден пистолет" #: ../../script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "толпа бежит на вас." #: ../../script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "группа подростков спрыгивает с дерева." #: ../../script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "поселенец преграждает вход в маленькую хижину." #: ../../script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "" "прямо за дверью появляется человек с деформированным телом, он атакует вас." #: ../../script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "как только дверь открывается, выскакивают сотни щупальцев." #: ../../script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "похоже птице нравятся блестящие вещи." #: ../../script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "несколько хороших вещей вплетено в это гнездо." #: ../../script/events/setpieces.js:2372 msgid "not much here." msgstr "не так уж и много тут всего." #: ../../script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "похоже, что мусорщики уже разграбили это место." #: ../../script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "туннель ведёт к другой платформе." #: ../../script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "все стены обгорели от прошлой битвы." #: ../../script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "тела и снаряжение двух сторон разбросаны по земле." #: ../../script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "небольшой военный пост хорошо экипирован." #: ../../script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "оружие и патроны, а также трофеи с войны аккуратно расположены на полу " "кладовой." #: ../../script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "такие же смертельные, как раньше." #: ../../script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "вы обыскали тела и нашли несколько вещей." #: ../../script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "приближаются еще солдаты." #: ../../script/events/setpieces.js:2487 msgid "time to move on." msgstr "настало время уходить." #: ../../script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "это небольшое поселение, видимо, горело долгое время." #: ../../script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "тела живших здесь людей до сих пор видны в пламени." #: ../../script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "еще есть время спасти что-нибудь." #: ../../script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "выжившие поселенцы бежали отсюда и оставили свои вещи." #: ../../script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "тут не так уж и много всего, но что-то может оказаться полезным." #: ../../script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "молодой поселенец несёт за собой мешок." #: ../../script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "в нём находятся полезные в дороге вещи, а также несколько безделушек." #: ../../script/events/setpieces.js:2599 ../../script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "больше здесь ничего нет." #: ../../script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "внутри хижины находится плачущий ребёнок." #: ../../script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "в стену упирается несколько вещей." #: ../../script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "в операционной пахнет гнилью и смертью." #: ../../script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "на земле валяется несколько вещей." #: ../../script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "больше здесь ничего нет." #: ../../script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "в конце коридора висит нетронутая аптечка." #: ../../script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "остальная часть госпиталя пуста." #: ../../script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "похоже кто-то уже успел поживиться здесь." #: ../../script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "щупальцеобразный монстр побеждён." #: ../../script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "внутри находятся останки его жертв, они повсюду." #: ../../script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "деформированный человек мёртв." #: ../../script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "в операционной вы находите много полезного оборудования." #: ../../script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "у старика есть небольшой тайник с интересными вещами." #: ../../script/events/setpieces.js:2934 msgid "An Old House" msgstr "Старое здание" #: ../../script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "здесь стоит старое, уже пожелтевшее, здание." #: ../../script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "дверь в него открыта." #: ../../script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "остатки старого здания остались здесь как памятник старым временам." #: ../../script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "здание заброшено, но еще не разграблено." #: ../../script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "в старом колодце до сих пор осталось немного воды." #: ../../script/events/setpieces.js:2961 ../../script/world.js:952 msgid "water replenished" msgstr "вода пополнена" #: ../../script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "здание было разграблено." #: ../../script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "но под полом осталась упаковка с лекарствами." #: ../../script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "к вам спускается человек, в руке у него ржавое лезвие" #: ../../script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Заброшенное поле битвы" #: ../../script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "когда-то здесь происходило сражение, но это было очень давно." #: ../../script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "потрёпанное снаряжение обеих сторон лежит на разрушенной земле." #: ../../script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Огромная скважина" #: ../../script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "огромная дыра уходит глубоко в землю, видимо тут что-то искали." #: ../../script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "они забрали то, что хотели, и ушли." #: ../../script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "запчасти от гигантской дрели до сих пор лежат на краю пропасти." #: ../../script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Разбитый корабль" #: ../../script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "знакомые страннику формы поднимаются из пыли и пепла." #: ../../script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "повезло, что местные не умеют работать с механизмами." #: ../../script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "если постараться, то оно снова сможет летать." #: ../../script/events/setpieces.js:3148 msgid "salvage" msgstr "забрать" #: ../../script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "Серный рудник" #: ../../script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "на входе в шахту стоят военные. похоже они в полной боевой готовности." #: ../../script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "солдаты, с винтовками на плечах, патрулируют периметр." #: ../../script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "вокруг шахты установлен военный периметр." #: ../../script/events/setpieces.js:3166 ../../script/events/setpieces.js:3315 msgid "attack" msgstr "атаковать" #: ../../script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "солдат, подняв тревогу, открывает огонь." #: ../../script/events/setpieces.js:3209 ../../script/events/setpieces.js:3249 #: ../../script/events/setpieces.js:3352 ../../script/events/setpieces.js:3386 msgid "run" msgstr "бежать" #: ../../script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "второй солдат вступает в бой." #: ../../script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "размахивая штыком, нападает седой солдат." #: ../../script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "военный периметр был зачищен." #: ../../script/events/setpieces.js:3287 ../../script/events/setpieces.js:3429 #: ../../script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "шахта теперь безопасна для рабочих." #: ../../script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "серный рудник теперь безопасен" #: ../../script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "Угольный рудник" #: ../../script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "у входа в шахту горит костёр." #: ../../script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "рядом ходит патруль с оружием наготове." #: ../../script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "эта старая шахта не заброшена" #: ../../script/events/setpieces.js:3344 ../../script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "в бой вступает человек" #: ../../script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "остался только главный." #: ../../script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "в лагере остается лишь гореть огонь." #: ../../script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "угольный рудник теперь безопасен" #: ../../script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "Рудник железа" #: ../../script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" "здесь находится старый рудник железа, все инструменты были оставлены ржаветь." #: ../../script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "около входа разбросаны уже побелевшие кости." #: ../../script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "дикие вопли доносятся эхом из темноты." #: ../../script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "путь ведет к заброшенной шахте" #: ../../script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "большое существо бросается на вас" #: ../../script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "существо мертво." #: ../../script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "железный рудник теперь безопасен" #: ../../script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Разрушенная Деревня" #: ../../script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "здесь находится разрушенная деревня, покрытая пылью." #: ../../script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "обугленные тела разлагаются почвой." #: ../../script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "странный металлический привкус витает в воздухе." #: ../../script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "в центре села стоит лачуга." #: ../../script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "здесь есть немного вещей." #: ../../script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "видна работа людей, живших тут раньше." #: ../../script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "готов для нового владельца." #: ../../script/localization.js:4 msgid "saved." msgstr "сохранено." #: ../../script/localization.js:5 msgid "wood" msgstr "дрова" #: ../../script/localization.js:6 msgid "builder" msgstr "строитель" #: ../../script/localization.js:7 msgid "teeth" msgstr "зубы" #: ../../script/localization.js:8 msgid "meat" msgstr "мясо" #: ../../script/localization.js:9 msgid "fur" msgstr "мех" #: ../../script/localization.js:10 msgid "alien alloy" msgstr "инопланетная жидкость" #: ../../script/localization.js:11 msgid "bullets" msgstr "патроны" #: ../../script/localization.js:12 msgid "charm" msgstr "амулет" #: ../../script/localization.js:13 ../../script/path.js:138 msgid "leather" msgstr "кожа" #: ../../script/localization.js:14 ../../script/path.js:136 msgid "iron" msgstr "железо" #: ../../script/localization.js:15 ../../script/path.js:134 msgid "steel" msgstr "сталь" #: ../../script/localization.js:16 msgid "coal" msgstr "уголь" #: ../../script/localization.js:17 #, fuzzy msgid "sulphur" msgstr "сера" #: ../../script/localization.js:18 msgid "energy cell" msgstr "энергетическая батарея" #: ../../script/localization.js:19 ../../script/room.js:161 msgid "torch" msgstr "факел" #: ../../script/localization.js:20 msgid "medicine" msgstr "лекарства" #: ../../script/localization.js:21 ../../script/outside.js:22 msgid "hunter" msgstr "охотник" #: ../../script/localization.js:22 ../../script/outside.js:30 msgid "trapper" msgstr "ловушечник" #: ../../script/localization.js:23 ../../script/outside.js:38 msgid "tanner" msgstr "дубильщик" #: ../../script/localization.js:24 msgid "grenade" msgstr "граната" #: ../../script/localization.js:25 msgid "bolas" msgstr "болас" #: ../../script/localization.js:26 msgid "bayonet" msgstr "штык" #: ../../script/localization.js:27 ../../script/outside.js:46 msgid "charcutier" msgstr "мясник" #: ../../script/localization.js:28 ../../script/outside.js:55 msgid "iron miner" msgstr "добыватель железа" #: ../../script/localization.js:29 msgid "iron mine" msgstr "железный рудник" #: ../../script/localization.js:30 ../../script/outside.js:63 msgid "coal miner" msgstr "добыватель угля" #: ../../script/localization.js:31 msgid "coal mine" msgstr "угольный рудник" #: ../../script/localization.js:32 ../../script/outside.js:71 msgid "sulphur miner" msgstr "спелеолог" #: ../../script/localization.js:33 msgid "sulphur mine" msgstr "серная шахта" #: ../../script/localization.js:34 ../../script/outside.js:88 msgid "armourer" msgstr "оружейник" #: ../../script/localization.js:35 ../../script/outside.js:79 msgid "steelworker" msgstr "сталевар" #: ../../script/localization.js:36 msgid "bait" msgstr "приманка" #: ../../script/localization.js:37 ../../script/localization.js:44 msgid "cured meat" msgstr "вяленое мясо" #: ../../script/localization.js:38 ../../script/localization.js:43 msgid "scales" msgstr "чешуя" #: ../../script/localization.js:39 msgid "compass" msgstr "компас" #: ../../script/localization.js:40 msgid "laser rifle" msgstr "лазерная винтовка" #: ../../script/localization.js:41 ../../script/outside.js:15 msgid "gatherer" msgstr "лесник" #: ../../script/localization.js:42 msgid "cloth" msgstr "ткань" #: ../../script/localization.js:45 msgid "thieves" msgstr "воры" #: ../../script/localization.js:46 msgid "not enough fur" msgstr "недостаточно меха" #: ../../script/localization.js:47 msgid "not enough wood" msgstr "недостаточно древесины" #: ../../script/localization.js:48 msgid "not enough coal" msgstr "недостаточно угля" #: ../../script/localization.js:49 msgid "not enough iron" msgstr "недостаточно железа" #: ../../script/localization.js:50 msgid "not enough steel" msgstr "недостаточно стали" #: ../../script/localization.js:51 msgid "not enough sulphur" msgstr "недостаточно серы" #: ../../script/localization.js:52 msgid "baited trap" msgstr "ловушка с приманкой" #: ../../script/localization.js:53 msgid "not enough scales" msgstr "недостаточно чешуи" #: ../../script/localization.js:54 msgid "not enough cloth" msgstr "недостаточно ткани" #: ../../script/localization.js:55 msgid "not enough teeth" msgstr "недостаточно зубов" #: ../../script/localization.js:56 msgid "not enough leather" msgstr "недостаточно кожи" #: ../../script/localization.js:57 msgid "not enough meat" msgstr "недостаточно мяса" #: ../../script/localization.js:58 msgid "the compass points east" msgstr "компас указывает на восток" #: ../../script/localization.js:59 msgid "the compass points west" msgstr "компас указывает на запад" #: ../../script/localization.js:60 msgid "the compass points north" msgstr "компас указывает на север" #: ../../script/localization.js:61 msgid "the compass points south" msgstr "компас указывает на юг" #: ../../script/localization.js:62 msgid "the compass points northeast" msgstr "компас указывает на северо-восток" #: ../../script/localization.js:63 msgid "the compass points northwest" msgstr "компас указывает на северо-запад" #: ../../script/localization.js:64 msgid "the compass points southeast" msgstr "компас указывает на юго-восток" #: ../../script/localization.js:65 msgid "the compass points southwest" msgstr "компас указывает на юго-запад" #: ../../script/outside.js:5 msgid "Outside" msgstr "Снаружи" #: ../../script/outside.js:102 msgid "scraps of fur" msgstr "обрывки меха" #: ../../script/outside.js:107 msgid "bits of meat" msgstr "куски мяса" #: ../../script/outside.js:112 msgid "strange scales" msgstr "странную чешую" #: ../../script/outside.js:117 msgid "scattered teeth" msgstr "разбросанные зубы" #: ../../script/outside.js:122 msgid "tattered cloth" msgstr "рваную ткань" #: ../../script/outside.js:127 msgid "a crudely made charm" msgstr "небрежно сделанный амулет" #: ../../script/outside.js:143 ../../script/outside.js:562 msgid "A Silent Forest" msgstr "Тихий лес" #: ../../script/outside.js:169 msgid "gather wood" msgstr "собирать дрова" #: ../../script/outside.js:188 msgid "a stranger arrives in the night" msgstr "незнакомец пришёл ночью" #: ../../script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "замёрзшая семья заняла одну из хижин." #: ../../script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "прибыла небольшая группа, покрытая пылью и костями." #: ../../script/outside.js:194 #, fuzzy msgid "a convoy lurches in, equal parts worry and hope." msgstr "пришёл обоз, поровну опасений и надежд" #: ../../script/outside.js:196 msgid "the town's booming. word does get around." msgstr "поселение расширяется. слухи делают своё дело." #: ../../script/outside.js:452 msgid "pop " msgstr "жителей " #: ../../script/outside.js:457 msgid "forest" msgstr "лес" #: ../../script/outside.js:460 msgid "village" msgstr "деревня" #: ../../script/outside.js:543 msgid "check traps" msgstr "проверить ловушки" #: ../../script/outside.js:564 msgid "A Lonely Hut" msgstr "Одинокая хижина" #: ../../script/outside.js:566 msgid "A Tiny Village" msgstr "Небольшая деревня" #: ../../script/outside.js:568 msgid "A Modest Village" msgstr "Скромная деревня" #: ../../script/outside.js:570 msgid "A Large Village" msgstr "Большая деревня" #: ../../script/outside.js:572 msgid "A Raucous Village" msgstr "Огромная деревня" #: ../../script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "небо затянуто тучами и дует безжалостный ветер" #: ../../script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "сухие кисти и мертвые ветки падают на лесную почву" #: ../../script/outside.js:621 msgid "the traps contain " msgstr "ловушки содержат " #: ../../script/path.js:29 ../../script/path.js:298 msgid "A Dusty Path" msgstr "Пыльный путь" #: ../../script/path.js:37 msgid "supplies:" msgstr "запасы:" #: ../../script/path.js:43 msgid "embark" msgstr "в путь" #: ../../script/path.js:60 ../../script/room.js:1153 msgid "the compass points " msgstr "компас указывает" #: ../../script/path.js:102 msgid "perks:" msgstr "надбавки:" #: ../../script/path.js:132 msgid "none" msgstr "ничего" #: ../../script/path.js:142 msgid "armour" msgstr "доспехи" #: ../../script/path.js:153 msgid "water" msgstr "вода" #: ../../script/path.js:229 ../../script/world.js:290 msgid "free {0}/{1}" msgstr "свободно {0}/{1}" #: ../../script/path.js:253 msgid "weight" msgstr "вес" #: ../../script/path.js:255 msgid "available" msgstr "доступно" #: ../../script/room.js:16 msgid "trap" msgstr "ловушка" #: ../../script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "строитель говорит, что может расставить ловушки для поимки зверей" #: ../../script/room.js:20 msgid "more traps to catch more creatures" msgstr "больше ловушек позволит ловить больше зверей" #: ../../script/room.js:21 msgid "more traps won't help now" msgstr "новые ловушки сейчас не помогут" #: ../../script/room.js:31 msgid "cart" msgstr "тележка" #: ../../script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "строитель говорит, что может сделать тележку для перевозки дров" #: ../../script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "хлипкая тележка позволит перевозить больше дров" #: ../../script/room.js:44 msgid "hut" msgstr "хижина" #: ../../script/room.js:47 #, fuzzy msgid "builder says there are more wanderers. says they'll work, too." msgstr "строитель говорит, что новые странники тоже будут работать." #: ../../script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "строитель построил хижину в лесу." #: ../../script/room.js:49 msgid "no more room for huts." msgstr "нет места для новых хижин." #: ../../script/room.js:59 msgid "lodge" msgstr "домик" #: ../../script/room.js:62 #, fuzzy msgid "villagers could help hunt, given the means" msgstr "жители могут помочь в охоте, давая ресурсы" #: ../../script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "охотничий домик стоит в лесу, недалеко от города" #: ../../script/room.js:74 msgid "trading post" msgstr "рынок" #: ../../script/room.js:77 msgid "a trading post would make commerce easier" msgstr "с рынком торговля будет идти легче" #: ../../script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "теперь, когда у кочевников есть место для своего магазина, они могут " "появляться чаще" #: ../../script/room.js:88 msgid "tannery" msgstr "дубильня" #: ../../script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "строитель говорит, что кожа может быть полезна и что жители могли бы " "производить её." #: ../../script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "на краю деревни довольно быстро построилась дубильня" #: ../../script/room.js:102 msgid "smokehouse" msgstr "коптильня" #: ../../script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "если мясо не обрабатывать, то оно испортится. строитель может помочь с этим." #: ../../script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "строитель закончил коптильню и проголодался." #: ../../script/room.js:116 msgid "workshop" msgstr "мастерская" #: ../../script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "строитель говорит, что мог бы делать более крутые штуки, если бы имел " "инструменты" #: ../../script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "мастерская наконец-то готова. радости строителя нет предела" #: ../../script/room.js:131 msgid "steelworks" msgstr "сталелитейный завод" #: ../../script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "строитель говорит, что жители могли бы производить сталь, если бы у них были " "инструменты" #: ../../script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "сталелитейный завод начал работу и на деревню опустился дым" #: ../../script/room.js:146 msgid "armoury" msgstr "оружейный завод" #: ../../script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "" "строитель говорит, что было бы неплохо иметь постоянный источник патронов" #: ../../script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "оруженый завод готов, поприветствуем оружие прошлого." #: ../../script/room.js:164 msgid "a torch to keep the dark away" msgstr "факел для отгона темноты" #: ../../script/room.js:173 msgid "waterskin" msgstr "фляга" #: ../../script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "в этой фляге можно переносить немного воды" #: ../../script/room.js:185 msgid "cask" msgstr "бочка" #: ../../script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "в бочке может храниться достаточно воды для длительных путешествий" #: ../../script/room.js:198 msgid "water tank" msgstr "цистерна с водой" #: ../../script/room.js:202 msgid "never go thirsty again" msgstr "больше никогда не захочется пить" #: ../../script/room.js:211 msgid "bone spear" msgstr "костяное копье" #: ../../script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "это копье не такое красивое, но зато неплохо колет" #: ../../script/room.js:223 ../../script/world.js:285 msgid "rucksack" msgstr "рюкзак" #: ../../script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "чем больше можешь с собой нести, тем дольше можешь путешествовать" #: ../../script/room.js:235 msgid "wagon" msgstr "повозка" #: ../../script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "повозка может везти много вещей" #: ../../script/room.js:248 msgid "convoy" msgstr "обоз" #: ../../script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "обоз может везти практически всё" #: ../../script/room.js:262 msgid "l armour" msgstr "кож. доспехи" #: ../../script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "хоть кожа и не прочна, но лучше она, чем тряпки." #: ../../script/room.js:274 msgid "i armour" msgstr "жел. доспехи" #: ../../script/room.js:277 msgid "iron's stronger than leather" msgstr "железо прочнее кожи" #: ../../script/room.js:286 msgid "s armour" msgstr "стал. доспехи" #: ../../script/room.js:289 msgid "steel's stronger than iron" msgstr "сталь прочнее железа" #: ../../script/room.js:298 msgid "iron sword" msgstr "железный меч" #: ../../script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "меч острый. хорошая защита в лесу." #: ../../script/room.js:311 msgid "steel sword" msgstr "стальной меч" #: ../../script/room.js:314 #, fuzzy msgid "the steel is strong, and the blade true." msgstr "сталь настолько же прочная, как и лезвие из неё." #: ../../script/room.js:324 msgid "rifle" msgstr "ружье" #: ../../script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "черный порох и патроны, прямо как в старые времена." #: ../../script/room.js:458 msgid "Room" msgstr "Комната" #: ../../script/room.js:485 ../../script/room.js:604 msgid "A Dark Room" msgstr "Тёмная Комната" #: ../../script/room.js:498 msgid "light fire" msgstr "разжечь огонь" #: ../../script/room.js:508 msgid "stoke fire" msgstr "подбросить дров" #: ../../script/room.js:545 ../../script/room.js:555 ../../script/room.js:703 #: ../../script/room.js:707 msgid "the room is {0}" msgstr "в комнате {0}" #: ../../script/room.js:546 ../../script/room.js:554 ../../script/room.js:672 msgid "the fire is {0}" msgstr "огонь {0}" #: ../../script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "незнакомец стоит около огня. он говорит, что может помочь тебе, он может " "строить." #: ../../script/room.js:580 msgid "freezing" msgstr "морозит" #: ../../script/room.js:581 msgid "cold" msgstr "холодно" #: ../../script/room.js:582 msgid "mild" msgstr "умеренно" #: ../../script/room.js:583 msgid "warm" msgstr "тепло" #: ../../script/room.js:584 msgid "hot" msgstr "жарко" #: ../../script/room.js:596 msgid "dead" msgstr "смерть" #: ../../script/room.js:597 msgid "smoldering" msgstr "тлеет" #: ../../script/room.js:598 msgid "flickering" msgstr "мерцает" #: ../../script/room.js:599 msgid "burning" msgstr "горит" #: ../../script/room.js:600 msgid "roaring" msgstr "полыхает" #: ../../script/room.js:604 msgid "A Firelit Room" msgstr "Очаг" #: ../../script/room.js:642 msgid "not enough wood to get the fire going" msgstr "недостаточно дров для зажигания огня" #: ../../script/room.js:655 msgid "the wood has run out" msgstr "дрова закончились" #: ../../script/room.js:675 #, fuzzy msgid "the light from the fire spills from the windows, out into the dark" msgstr "свет от огня выходит из окна, прямо в темноту" #: ../../script/room.js:688 msgid "builder stokes the fire" msgstr "строитель подкидывает дров" #: ../../script/room.js:718 msgid "the wind howls outside" msgstr "снаружи свистит ветер" #: ../../script/room.js:719 msgid "the wood is running out" msgstr "дрова скоро закончатся" #: ../../script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "" "оборванный незнакомец неловко входит в дверь и падает в углу от изнеможения." #: ../../script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "незнакомец дрожит и что-то тихо неразборчиво бормочет." #: ../../script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "незнакомец в углу перестает дрожать и успокаивается." #: ../../script/room.js:760 msgid "stores" msgstr "склад" #: ../../script/room.js:779 msgid "weapons" msgstr "оружия" #: ../../script/room.js:914 msgid "total" msgstr "" #: ../../script/room.js:935 ../../script/room.js:979 msgid "not enough " msgstr "недостаточно" #: ../../script/room.js:951 msgid "builder just shivers" msgstr "строитель просто дрожит" #: ../../script/room.js:1054 msgid "build:" msgstr "построить:" #: ../../script/room.js:1061 msgid "craft:" msgstr "изготовить:" #: ../../script/room.js:1068 msgid "buy:" msgstr "купить:" #: ../../script/ship.js:11 msgid "Ship" msgstr "Корабль" #: ../../script/ship.js:27 ../../script/ship.js:100 msgid "An Old Starship" msgstr "Старый космический корабль" #: ../../script/ship.js:38 msgid "hull:" msgstr "корпус:" #: ../../script/ship.js:44 msgid "engine:" msgstr "двигатель:" #: ../../script/ship.js:51 msgid "reinforce hull" msgstr "укрепить корпус" #: ../../script/ship.js:60 msgid "upgrade engine" msgstr "улучшить двигатель" #: ../../script/ship.js:69 ../../script/ship.js:142 msgid "lift off" msgstr "взлететь" #: ../../script/ship.js:91 #, fuzzy msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "где-то над облаками из мусора летит странник. устал он от земли." #: ../../script/ship.js:106 ../../script/ship.js:119 msgid "not enough alien alloy" msgstr "недостаточно инопланетной жидкости" #: ../../script/ship.js:134 msgid "Ready to Leave?" msgstr "Готовы покинуть это место?" #: ../../script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "пришло время покинуть это место. навсегда." #: ../../script/ship.js:150 msgid "linger" msgstr "задержаться" #: ../../script/space.js:42 msgid "hull: " msgstr "корпус:" #: ../../script/space.js:76 msgid "Troposphere" msgstr "Тропосфера" #: ../../script/space.js:78 msgid "Stratosphere" msgstr "Стратосфера" #: ../../script/space.js:80 msgid "Mesosphere" msgstr "Мезосфера" #: ../../script/space.js:82 msgid "Thermosphere" msgstr "Термосфера" #: ../../script/space.js:84 msgid "Exosphere" msgstr "Экзосфера" #: ../../script/space.js:86 msgid "Space" msgstr "Космос" #: ../../script/space.js:424 msgid "score for this game: {0}" msgstr "очков за эту игру: {0}" #: ../../script/space.js:431 msgid "total score: {0}" msgstr "всего очков: {0}" #: ../../script/world.js:46 msgid "punch" msgstr "ударить" #: ../../script/world.js:52 msgid "stab" msgstr "вонзить копьё" #: ../../script/world.js:58 msgid "swing" msgstr "взмахнуть мечом" #: ../../script/world.js:64 msgid "slash" msgstr "полоснуть мечом" #: ../../script/world.js:70 msgid "thrust" msgstr "ударить штыком" #: ../../script/world.js:76 msgid "shoot" msgstr "выстрелить" #: ../../script/world.js:83 msgid "blast" msgstr "выстрелить лазером" #: ../../script/world.js:90 msgid "lob" msgstr "метнуть гранату" #: ../../script/world.js:97 msgid "tangle" msgstr "связать" #: ../../script/world.js:119 msgid "An Outpost" msgstr "Сторожка" #: ../../script/world.js:120 msgid "Iron Mine" msgstr "Железная шахта" #: ../../script/world.js:121 msgid "Coal Mine" msgstr "Угольная шахта" #: ../../script/world.js:122 msgid "Sulphur Mine" msgstr "Серная Шахта" #: ../../script/world.js:123 msgid "An Old House" msgstr "Старое здание" #: ../../script/world.js:124 msgid "A Damp Cave" msgstr "Сырая пещера" #: ../../script/world.js:125 msgid "An Abandoned Town" msgstr "Заброшенный город" #: ../../script/world.js:126 msgid "A Ruined City" msgstr "Разрушенный город" #: ../../script/world.js:127 msgid "A Crashed Starship" msgstr "Разбившийся космический корабль" #: ../../script/world.js:128 msgid "A Borehole" msgstr "Скважина" #: ../../script/world.js:129 msgid "A Battlefield" msgstr "Поле боя" #: ../../script/world.js:130 msgid "A Murky Swamp" msgstr "Мутное болото" #: ../../script/world.js:134 msgid "A Destroyed Village" msgstr "Уничтоженная деревня" #: ../../script/world.js:256 msgid "water:{0}" msgstr "вода:{0}" #: ../../script/world.js:283 msgid "pockets" msgstr "карманы" #: ../../script/world.js:307 msgid "hp: {0}/{1}" msgstr "здоровье: {0}/{1}" #: ../../script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: ../../script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "опасно находится так далеко от деревни без должной защиты" #: ../../script/world.js:351 msgid "safer here" msgstr "здесь безопаснее" #: ../../script/world.js:451 msgid "the meat has run out" msgstr "мясо закончилось" #: ../../script/world.js:456 #, fuzzy msgid "starvation sets in" msgstr "приближается голодная смерть" #: ../../script/world.js:481 msgid "there is no more water" msgstr "воды больше нет" #: ../../script/world.js:485 msgid "the thirst becomes unbearable" msgstr "жажда становится невыносимой" #: ../../script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "деревья сменяются сухой травой. пожелтевшие листья гуляют по ветру." #: ../../script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "деревьев больше нет. осталась лишь выжженная земля и пыль." #: ../../script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "деревья виднеются на горизонте. трава постепенно сменяется лесом и упавшими " "листьями." #: ../../script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "травы всё меньше. совсем скоро останется лишь пыль." #: ../../script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "степь заканчивается морем умирающей травы, которая покачивается в этом сухом " "бризе." #: ../../script/world.js:581 #, fuzzy msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "стена из корявых деревьев поднимается из пыли. их иссохшие ветви свиваются в " "решётку над головой" #: ../../script/world.js:817 msgid "Wanderer" msgstr "Странник" #: ../../script/world.js:822 msgid "The Village" msgstr "Деревня" #: ../../script/world.js:851 msgid "the world fades" msgstr "мир темнеет" #: ../../script/world.js:982 msgid "A Barren World" msgstr "Пустынный мир" #~ msgid "Export" #~ msgstr "Экспорт" #~ msgid "enegy cell" #~ msgstr "энергетическая ячейка" #~ msgid "the {0} is dead." #~ msgstr "le {0} est mort" #~ msgid "not enough {0}" #~ msgstr "недостаточно {0}" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/sv/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/sv/strings.js ================================================ _.setTranslation({"The Nomad": "Nomaded", "The Scout": "Spejaren", "got it": "jag har det.", "restart the game?": "starta om spelet?", "A Gaunt Man": "En taning man", "he leaves a reward.": "han l\u00e4mnar en bel\u00f6ning.", "it puts up little resistance before the knife.": "den k\u00e4mpar vekt, innan den d\u00f6r f\u00f6r kniven.", "learned to look ahead": "undervisad att se l\u00e4ngre", "desert rat": "\u00f6kenr\u00e5tta", "a large beast charges out of the dark": "en stor best anfaller fr\u00e5n m\u00f6rkret", "A Modest Village": "En M\u00e5ttlig By", "the room is {0}": "rummet \u00e4r {0}", "your are connected to dropbox with account / email ": "du \u00e4r kopplad till dropbox med konto / epost", "are you sure?": "\u00e4r du s\u00e4ker?", "give 500": "ge 500", "hull: ": "skrov\u0441: ", "a small group arrives, all dust and bones.": "en liten grupp kommer. bara skinn och ben.", "Plague": "Pest", "learned how to ignore the hunger": "undervisad i att ignorera hunger", "s armour": "st\u00e5lrustning", "builder stokes the fire": "byggaren sk\u00f6ter om elden", "torch": "fackla", "enter": "g\u00e5 in", "learned to swing weapons with force": "undervisad att sl\u00e5 h\u00e5rt med blankvapen", "the hunting lodge stands in the forest, a ways out of town": "jaktstugan st\u00e5r i skogen, lite l\u00e5ngt ifr\u00e5n byn", "steelworks": "st\u00e5lverk", "baited trap": "f\u00e4lla med bete", "light fire": "t\u00e4nd brasa", "freezing": "frysande", "take": "ta", "the ground is littered with small scales": "p\u00e5 marken ligger sm\u00e5 fj\u00e4ll utspritt", "not enough wood to get the fire going": "inte tillr\u00e4ckligt med ved f\u00f6r att starta elden", "buy compass": "k\u00f6p kompass", "use meds": "anv\u00e4nd mediciner", "precise": "tr\u00e4ffs\u00e4kerhet", "A Murky Swamp": "Ett Grumligt Tr\u00e4sk", "swing": "svinga", "carrying more means longer expeditions to the wilds": "b\u00e4ra fler f\u00f6rn\u00f6denheter inneb\u00e4r l\u00e4ngre expeditioner", "the compass points east": "kompassen pekar \u00f6sterut", "convoy": "karavan", "not enough fur": "inte tillr\u00e4ckligt med skinn", "the convoy can haul mostly everything": "karavanen kan frakta n\u00e4stan allting", "something's in the store room": "n\u00e5gonting \u00e4r i f\u00f6rr\u00e5det", "go twice as far without eating": "g\u00e5 dubbelt s\u00e5 lungt utan att \u00e4ta", "the map uncovers a bit of the world": "kartan synligg\u00f6r en del av v\u00e4rlden", "builder finishes the smokehouse. she looks hungry.": "byggaren f\u00e4rdigst\u00e4ller r\u00f6keriet, hon ser hungrig ut.", "leaves a pile of small scales behind.": "l\u00e4mnar en liten h\u00f6g av fj\u00e4ll efter sig.", "tannery": "garveri", "the mine is now safe for workers.": "det finns inget mer vatten", "save.": "spara.", "a stranger arrives in the night": "en fr\u00e4mling kommer under natten", "sulphur mine": "svavel gruva", "a pack of snarling beasts pours out of the trees.": "en grupp av morrande bestar v\u00e4ller ut fr\u00e5n tr\u00e4den", "a destroyed village lies in the dust.": "en fr\u00e4mling kommer under natten", "A Crashed Starship": "Ett kraschat rymdskepp", "the wanderer leaves, cart loaded with wood": "vandraren l\u00e4mnar, k\u00e4lken full med ved.", "a sickness is spreading through the village.": "en sjukdom sprider sig i byn.", "a swamp festers in the stagnant air.": "det luktar ruttet i den stillast\u00e5ende luften i tr\u00e4sket.", "a snarling beast jumps out from behind a car.": "en morrande best hoppar fram fr\u00e5n undervegetationen", "embark": "utg\u00e5", "through the walls, shuffling noises can be heard.": "genom v\u00e4ggen h\u00f6rs smusslande ljud.", "the wanderer leaves, cart loaded with furs": "vandraren l\u00e4mar, k\u00e4lken full med p\u00e4lsar", "grenade": "handgranat", "strange scales": "konstiga fj\u00e4ll", "a convoy lurches in, equal parts worry and hope.": "en konvoj rullar in, lika delar \u00e4ngsla och hopp.", "export": "exportera", "cloth": "tyg", "save this.": "spara resultatet.", "slash": "sk\u00e4ra", "trapper": "p\u00e4lsj\u00e4gare", "can't tell what they're up to.": "kan inte avg\u00f6ra vad dom h\u00e5ller p\u00e5 med", "barbarian": "babar", "Dropbox Export / Import": "Dropbox import / export", "the body of a wanderer lies in a small cavern.": "kroppen av en vandrare ligger i ett litet h\u00e5lrum.", "stores": "f\u00f6rr\u00e5d", "the fight is short and bloody, but the beasts are repelled.": "striden \u00e4r kort och blodig, men bestarna retirerar.", "buy scales": "k\u00f6p fj\u00e4ll", "a torch to keep the dark away": "en fackla f\u00f6r att h\u00e5lla m\u00f6rkret borta", "gatherer": "samlare", "the trees are gone. parched earth and blowing dust are poor replacements.": "tr\u00e4den \u00e4r borta. uttorkad jord och bl\u00e5sande damm \u00e4r d\u00e5liga ers\u00e4ttare.", "A Dark Room": "Ett M\u00f6rkt Rum", "stoke fire": "elda", "The Mysterious Wanderer": "Den Mystiske Vandraren", "A Man-Eater": "En m\u00e4nnisko\u00e4tare", "free {0}/{1}": "ledigt {0}/{1}", "the town lies abandoned, its citizens long dead": "staden ligger \u00f6vergiven, befolkningen d\u00f6d sedan l\u00e4nge", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "tr\u00e4den tornar upp sig vid horisonten. gradvis ger gr\u00e4set efter f\u00f6r skogens torra grenar och fallna l\u00f6v.", "the old compass is dented and dusty, but it looks to work.": "den gamla kompassen \u00e4r bucklig och dammig, men ser ut att fungera", "ripe for the picking.": "moget att plockas.", "land blows more often": "\u00f6kad tr\u00e4ffs\u00e4kerhet", "slow metabolism": "l\u00e5ngsam metabolism", "buy:": "k\u00f6p:", "the world fades": "ett m\u00f6rker faller \u00f6ver v\u00e4rlden", "the footsteps stop.": "ljudet tystnar.", "learned how not to be seen": "undervisad att undvika uppt\u00e4ckt", "thieves": "tjyvar", "a gaunt man approaches, a crazed look in his eye": "en taning man kommer fram, med en stirrande blick", "there was a beast. it's dead now": "den morrande besten \u00e4r d\u00f6d", "bits of meat": "bitar av k\u00f6tt", "An Old House": "Ett Gammalt Hus", "attack": "Attack Fr\u00e5n En Best", "energy cell": "energipaket", "stab": "hugg", "rotting reeds rise out of the swampy earth.": "ruttnade vass sticker upp fr\u00e5n den sunkiga marken.", "now the nomads have a place to set up shop, they might stick around a while": "nu n\u00e4r nomaderna har n\u00e5gonstans att s\u00e4lja sina saker kanske dom st\u00e4nnar kvar l\u00e4ngre", "a safe place in the wilds.": "en s\u00e4ker plats i vildmarken", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "en bunt av pinnar ligger just utanf\u00f6r tr\u00f6skeln, inlindade i grovt skinn.", "lift off": "avfyra", "evasion": "undvikande", "the mysterious wanderer returns, cart piled high with furs.": "den mystiska vandraren kommer tillbaka, k\u00e4lken full med p\u00e4lsar.", "tanner": "garvare", "builder says she could make finer things, if she had the tools": "byggaren s\u00e4ger hon kan g\u00f6ra finare saker om hon hade r\u00e4tt verktyg", "mild": "ljummet", "engine:": "motor:", "weight": "vikt", "a giant lizard shambles forward": "en gigantisk \u00f6dla hasar fram\u00e5t", "not enough cloth": "inte tillr\u00e4ckligt med typ", "large prints lead away, into the forest.": "stora sp\u00e5r leder in i skogen.", "choose one slot to load from": "v\u00e4lj plats att ladda fr\u00e5n", "buy map": "k\u00f6p karta", "put the save code here.": "klistra in sparkoden h\u00e4r.", "a strange looking bird speeds across the plains": "en konstig f\u00e5gel accelererar \u00f6ver sl\u00e4tten", "talk": "prata", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "madrasser, n\u00f6tta och missf\u00e4rgade under ett lager av damm.", "a small supply cache is hidden at the back of the cave.": "en liten f\u00f6rr\u00e5dsl\u00e5da ligger l\u00e4ngst in i grottan.", "a man joins the fight": "en fr\u00e4mling kommer under natten", "choose one slot to save to": "v\u00e4lj plats att spara till", "the door hangs open.": "ljudet tystnar.", "the nights are rent with screams.": "p\u00e5 n\u00e4tterna h\u00f6rs pl\u00e5gade skrik.", "connect": "koppla upp", "successfully saved to dropbox datastorage": "sparade till dropbox datalagring", "the double doors creak endlessly in the wind.": "dubbeld\u00f6rrarna gnisslar i vinden.", "learned to strike faster without weapons": "undervisad att sl\u00e5 snabbare utan vapen", "flickering": "fl\u00e4mtande", "spare him": "l\u00e5t honom g\u00e5", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "fr\u00e4mmlingen skakar och mumlar tyst. hennes ord \u00e4r osammanh\u00e4ngande.", "builder's not sure he's to be trusted.": "byggaren \u00e4r inte s\u00e4ker att han g\u00e5r att lita p\u00e5.", "Stratosphere": "Stratosv\u00e4ren", "hot": "hett", "alien alloy": "fr\u00e4mmande legering", "ignore them": "strunta i dem", "Space": "Rymden", "there is no more water": "det finns inget mer vatten", "wood": "ved", "not enough sulphur": "inte tillr\u00e4ckligt med skinn", "a scavenger draws close, hoping for an easy score": "en vrakletare kommer n\u00e4rmare, hoppas p\u00e5 ett enkelt byte", "A Silent Forest": "En Tyst Skog", "An Outpost": "En Utpost", "The Sick Man": "Den Sjuka Mannen", "all he has are some scales.": "allt han har \u00e4r n\u00e5gra fj\u00e4ll.", "a crudely made charm": "en govt snidad talisman", "the compass points southwest": "kompassen pekar sydv\u00e4st", "A Large Village": "En Stor By", "a small suburb lays ahead, empty houses scorched and peeling.": "en liten f\u00f6rort med tomma,br\u00e4nda och flagande hus.", "this is irreversible.": "detta \u00e4r o\u00e5terkallerligt.", "a ragged stranger stumbles through the door and collapses in the corner": "en sliten fr\u00e4mling tumlar in genom d\u00f6rren och kollapsar i h\u00f6rnet", "the soldier is dead": "soldaten \u00e4r d\u00f6d", "Mesosphere": "Mesosv\u00e4ren", "coal miner": "kolgruvarbetare", "the point is made. in the next few days, the missing supplies are returned.": "h\u00e4ngningen fick effeckt. De n\u00e4rmaste dagarna kommer allt som var stulet tillbaka.", "the wind howls outside": "vinden viner utanf\u00f6r", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "en v\u00e4gg av knotiga tr\u00e4d str\u00e4cker sig ur stoftet. ett himlavalv av f\u00f6rvr\u00e4ngda och skelettliknande grenar t\u00e4cker himmelen.", "armourer": "vapensmed", "A Beast Attack": "Attack Fr\u00e5n En Best", "The Sulphur Mine": "svavel gruva", "there are still supplies inside.": "det finns fortfarande f\u00f6rn\u00f6denheter d\u00e4r inne.", "agree": "Till\u00e5t", "iron mine": "j\u00e4rn gruva", "the man-eater is dead": "m\u00e4nnisko\u00e4taren \u00e4r d\u00f6d", "builder puts up a hut, out in the forest. says word will get around.": "byggaren s\u00e4tter upp en hydda i skogen. hon s\u00e4ger att ryktet kommer g\u00e5.", "a mysterious wanderer arrives": "en mystisk vandrare kommer", "leave city": "l\u00e4mna grottan", "A Raucous Village": "En Bullrig By", "a shack stands at the center of the village.": "ett skul st\u00e5r i mitten av byn.", "charcutier": "charkuterist", "a plague afflicts the village": "pesten far fram genom byn.", "the wagon can carry a lot of supplies": "vagnen kan lasta m\u00e5nga saker", "bring your friends.": "ta med dina v\u00e4nner.", "cured meat": "torkat k\u00f6tt", "not enough teeth": "inte tillr\u00e4ckligt med t\u00e4nder", "warm": "varmt", "close": "st\u00e4ng", "the sounds stop.": "ljudet tystnar.", "the mysterious wanderer returns, cart piled high with wood.": "den mystiska vandraren kommer tillbaka, k\u00e4lken full med ved.", "or migrating computers": "eller f\u00f6r flytta till annan dator", "the forest is silent.": "skogen \u00e4r tyst.", "leave cave": "l\u00e4mna grottan", "Troposphere": "Tropossv\u00e4ren", "iron miner": "j\u00e4rngruvarbetare", "if the code is invalid, all data will be lost.": "om koden \u00e4r fel, kommer all data vara borta.", "A Borehole": "Ett borrh\u00e5l", "shoot": "skjut", "the wanderer takes the charm and nods slowly.": "vandraren tar talismanen och nickar sakta.", "A Lonely Hut": "En Ensam Hydda", "The Master": "M\u00e4staren", "*** EVENT ***": "*** H\u00c4NDELSE ***", "forest": "skog", "reinforce hull": "f\u00f6rst\u00e4rk skrovet", "An Old Starship": "Ett Gammalt Rymdskepp", "pockets": "fickor", "export or import save data to dropbox datastorage": "exportera eller importera data till dropbox datalager", "A Damp Cave": "En Fuktig Grotta", "the man says he's grateful. says he won't come around any more.": "Mannen \u00e4r tacksam, han s\u00e4ger att han inte ska komma tillbaka.", "an old wanderer arrives": "en gammal vandrare kommer", "nothing to take": "ingenting", "scales": "fj\u00e4ll", "A Ruined City": "En f\u00f6rst\u00f6rd f\u00e4lla", "scout": "utkik", "drop:": "ta bort:", "a large creature attacks, claws freshly bloodied": "en stor varelse attackerar med blodiga klor", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "trasiga rostiga gatulysen. ljuset har inte skinit h\u00e4r p\u00e5 l\u00e5ng tid.", "starvation sets in": "hungern s\u00e4tter in ", "shares what he knows about sneaking before he goes.": "han delar med sig vad han vet om att smyga innan han g\u00e5r.", "never go thirsty again": "g\u00e5 aldrig t\u00f6rstig igen", "the tracks disappear after just a few minutes.": "sp\u00e5ren f\u00f6rsvinner efter n\u00e5gra f\u00e5 minuter.", "shivering man": "darrande man", "this waterskin'll hold a bit of water, at least": "vattenskinnet h\u00e5ller lite vatten iallafall", "a gunshot rings through the trees.": "ett skott brinner av bland tr\u00e4den.", "the cave narrows a few feet in.": "grottan blir smalare n\u00e5gra steg in.", "the shivering man is dead": "den darrande mannen \u00e4r d\u00f6d", "builder says the villagers could make steel, given the tools": "byggaren s\u00e4ger att byborna kan g\u00f6ra st\u00e5l, bara dom har det som beh\u00f6vs", "signout": "logga ut", "learned to predict their movement": "undervisad att f\u00f6rutsp\u00e5 deras r\u00f6relser", "after a skirmish they are driven away, but not without losses.": "efter en sk\u00e4rmytsling drar dom sig tillbaka, men med f\u00f6rluster.", "black powder and bullets, like the old days.": "svartkrut och kulor, som i gamla tider.", "strange noises can be heard through the walls": "kostiga ljud h\u00f6rs genom v\u00e4ggen", "roaring": "sprakande", "the metallic tang of wanderer afterburner hangs in the air.": "en metallisk doft fr\u00e5n vandrarnas efterbr\u00e4nnkammare h\u00e4nger kvar i luften.", "predators become prey. price is unfair": "rovdjur blir till bytesdjur. rovdjur blir till byte", "blast": "ljusattack", "a snarling beast leaps out of the underbrush": "en morrande best hoppar fram fr\u00e5n undervegetationen", "the streets are empty.": "byborna begraver de d\u00f6da.", "The Village": "Byn", "the remains of an old camp sits just inside the cave.": "\u00e5terstoden av ett gammalt l\u00e4ger ligger inuti grottan.", "not enough ": "inte tillr\u00e4ckligt med skinn", "the lizard is dead": "\u00f6dlan \u00e4r d\u00f6d", "no": "nej", "builder says she can make a cart for carrying wood": "byggaren s\u00e4ger att hon kan bygga en vedsk\u00e4lke", "steelworker": "st\u00e5larbetare", "a trading post would make commerce easier": "en handelsplats skulle g\u00f6ra det enklare att byta varor", "cancel": "avbryt", "load from slot": "ladda fr\u00e5n plats", "some of the traps have been torn apart.": "n\u00e5gra av f\u00e4llorna har blivit s\u00f6nderslitna.", "charm": "talisman", "the plague is kept from spreading.": "pesten \u00e4r hindrad fr\u00e5n att sprida sig.", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "n\u00e5gonstans ovanf\u00f6r molnet av spillror sv\u00e4var vandrar flottan. den har varit p\u00e5 den h\u00e4r platsen f\u00f6r l\u00e4nge.", "armour": "skydd", "iron": "j\u00e4rn", "not enough iron": "inte tillr\u00e4ckligt med j\u00e4rn", "sulphur": "svavel", "safer here": "s\u00e4krare h\u00e4r", "the scout says she's been all over.": "spejaren s\u00e4ger att hon varit \u00f6verallt.", "more traps won't help now": "fler f\u00e4llor \u00e4r inte till n\u00e5gon nytta", "melee weapons deal more damage": "slagvapen g\u00f6r mer skada", "A Ruined Trap": "En f\u00f6rst\u00f6rd f\u00e4lla", "A Firelit Room": "Ett Eldupplyst Rum", "the traps contain ": "f\u00e4llorna inneh\u00e5ller", "hull:": "skrov:", "the feral terror is dead": "den f\u00f6rvildade fasan \u00e4r d\u00f6d", "the warped man lies dead.": "den taninga mannen \u00e4r d\u00f6d", "the compass points northeast": "kompassen pekar nord\u00f6st", "the stranger is standing by the fire. she says she can help. says she builds things.": "fr\u00e4mmlingen st\u00e5r vid elden. s\u00e4ger att hon kan hj\u00e4lpa. s\u00e4ger att hon kan bygga saker.", "the strange bird is dead": "den konstiga f\u00e5geln \u00e4r d\u00f6d", "a startled beast defends its home": "en skr\u00e4md best f\u00f6rsvarar sitt hem", "Export / Import": "Exportera / Importera", "buy medicine": "1 medicin", "the grasses thin. soon, only dust remains.": "gr\u00e4set blir tunnare, snart \u00e4r det bara damm kvar.", "fur": "p\u00e4ls", "leaves a pile of small teeth behind.": "l\u00e4mnar en liten h\u00f6g av t\u00e4nder efter sig.", "hang him": "h\u00e4ng honnom", "save": "spara", "build:": "bygg:", "track them": "f\u00f6lj efter sp\u00e5ren", "in exchange, the wanderer offers his wisdom.": "i utbyte erbjuder vandraren sin visdom.", "available": "tillg\u00e4nglig", "not much here.": "inte tillr\u00e4cklige med l\u00e4der", "say he should be strung up as an example.": "s\u00e4g att han borde h\u00e4ngas som avskr\u00e4ckande exempel.", "A Forgotten Battlefield": "Ett slagf\u00e4lt", "the ground is littered with small teeth": "p\u00e5 marken ligger t\u00e4nder utspridda", "only a few die.": "endast ett f\u00e5tal d\u00f6r.", "A Murky Swamp": "Ett grumligt tr\u00e4sk", "tannery goes up quick, on the edge of the village": "garveriet kommer snabbt upp i utkanten av byn", "An Outpost": "En Utpost", "leather's not strong. better than rags, though.": "l\u00e4der \u00e4r inte starkt, men b\u00e4ttre \u00e4n inget.", "upgrade engine": "uppgradera motorn", "learned to love the dry air": "undervisad att \u00e4lska den torra luften", "some weird metal he picked up on his travels.": "en konstig metall han plockat upp p\u00e5 sina resor.", "A Feral Terror": "En F\u00f6rvildad Fasa", "A Ruined City": "En F\u00f6rst\u00f6rd Stad", "not far from the village lies a large beast, its fur matted with blood.": "inte l\u00e5ng fr\u00e5n byn ligger en stor best. P\u00e4lsen \u00e4r blodig.", "builder": "byggare", "willing to talk about it, for a price.": "\u00e4r beredd att ber\u00e4tta om det, mot ett pris.", "say his folk have been skimming the supplies.": "han s\u00e4ger att hans folk har tullat av lagret.", "Wanderer": "Vandrare", "the beggar expresses his thanks.": "tiggaren uttrycker sin tacksamhet.", "gastronome": "gastronom", "coal": "kol", "not enough steel": "inte tillr\u00e4ckligt med st\u00e5l", "the mouth of the cave is wide and dark.": "grott\u00f6ppnigen \u00e4r stor och m\u00f6rk", "yes": "ja", "saved.": "sparat.", "the owner stands by, stoic.": "ljudet tystnar.", "the steel is strong, and the blade true.": "st\u00e5let \u00e4r starkt, och klingan \u00e4r vass.", "hut": "hydda", "Exosphere": "Exosv\u00e4ren", "the villagers hang the thief high in front of the store room.": "byborna h\u00e4nger tjyven framf\u00f6r ing\u00e5ngen till f\u00f6rr\u00e5det", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "tr\u00e4den ger efter till torrt gr\u00e4s. de gula buskarna rasslar i vinden.", "a beast, wilder than imagining, erupts out of the foliage": "en best, ursinnigt vild hoppar fram fr\u00e5n l\u00f6verket", "the rest bury them.": "byborna begraver de d\u00f6da.", "a shot rings out, from somewhere in the long grass": "ett skott h\u00f6rs, det kommer fr\u00e5n det l\u00e5nga gr\u00e4set", "Iron Mine": "J\u00e4rngruva", "won't say from where he came, but it's clear that he's not staying.": "han s\u00e4ger inte varif\u00e5rn han kommer, men det \u00e4r klart att han inte stannar.", "snarling beast": "morrande best", "this spear's not elegant, but it's pretty good at stabbing": "spjutet \u00e4r inte elegant, men det fungerar bra att st\u00f6ta med", "learned to be where they're not": "undervisad i att vara d\u00e4r dom inte \u00e4r", "perks:": "egenskaper:", "the nest of a large animal lies at the back of the cave.": "boet av ett stort djur ligger l\u00e4ngst in i grottan.", "restore more health when eating": "mat \u00e5terst\u00e4ller mer h\u00e4lsa", "go twice as far without drinking": "g\u00e5 dubbelt s\u00e5 l\u00e5ngt utan att dricka", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "en vandrare anl\u00e4mder med en tom k\u00e4lke, s\u00e4ger att om hon f\u00e5r p\u00e4lsar kommer hontillbaka med mer.", "a shivering man approaches and attacks with surprising strength": "en darrande man n\u00e4rmar sig och anfaller med \u00f6veraskande styrka", "not enough scales": "inte tillr\u00e4ckligt med fj\u00e4ll", "the sound of gunfire carries on the wind.": "dubbeld\u00f6rrarna gnisslar i vinden.", "the compass points south": "kompassen pekar s\u00f6derut", "Coal Mine": "Kolgruva", "A Battlefield": "Ett slagf\u00e4lt", "water tank": "vattentank", "medicine": "medicin", "water:{0}": "vatten:{0}", "bait": "bete", "gather wood": "samla ved", "deep in the swamp is a moss-covered cabin.": "djupt inne i tr\u00e4sket finns en liten stuga t\u00e4ckt med mossa.", "learn scouting": "l\u00e4r spaning", "go back inside": "g\u00e5 tillbaka in", "he begs for medicine.": "han ber om medicin.", "check traps": "kontrollera f\u00e4llorna", "dry brush and dead branches litter the forest floor": "torra buskar och d\u00f6da grenar ligger p\u00e5 marken i skogen", "more voices can be heard ahead.": "kostiga ljud h\u00f6rs genom v\u00e4ggen", "this old mine is not abandoned": "soldaten \u00e4r d\u00f6d", "A Deserted Town": "En \u00d6vergiven Stad", "he smiles warmly and asks for lodgings for the night.": "han ler varmt och fr\u00e5gar om husrum f\u00f6r natten.", "cold": "kallt", "dodge attacks more effectively": "undvik attacker mer effektivt", "scraps of fur": "bitar av p\u00e4ls", "The Coal Mine": "kol gruva", "learned to fight quite effectively without weapons": "undervisad i effektiv strid utan vapen", "a man hobbles up, coughing.": "en man stapplar fram, hostandes.", "lizard": "\u00f6dla", "dead": "d\u00f6d", "a cave lizard attacks": "en grott\u00f6dla attackerar", "export or import save data, for backing up": "exportera eller impordera sparad data, f\u00f6r backup", "punches do even more damage.": "slag g\u00f6r \u00e4nnu mer skada.", "ambushed on the street.": "bakh\u00e5ll p\u00e5 gatan", "A Barren World": "En Karg V\u00e4rld", "A Destroyed Village": "En M\u00e5ttlig By", "An Abandoned Town": "En \u00d6vergiven Stad", "boxer": "boxare", "the sky is grey and the wind blows relentlessly": "himmelen \u00e4r gr\u00e5 och vinden bl\u00e5ser oavbrutet", "the remains of an old house stand as a monument to simpler times": "\u00e5terstoden av ett gammalt l\u00e4ger ligger inuti grottan.", "Outside": "Utanf\u00f6r", "force": "kraft", "the snarling beast is dead": "den morrande besten \u00e4r d\u00f6d", "explore": "utforska", "Noises": "Ljud", "builder says she can make traps to catch any creatures might still be alive out there": "byggaren s\u00e4ger att hon kan g\u00f6ra f\u00e4llor f\u00f6r att f\u00e5nga djur som finns kvar ute", "he speaks of once leading the great fleets to fresh worlds.": "han ber\u00e4ttar om att en g\u00e5ng lett den stora flottan till en ny v\u00e4rld.", "all the work of a previous generation is here.": "all arbete av en f\u00f6reg\u00e5ende generation \u00e4r h\u00e4r.", "dangerous to be this far from the village without proper protection": "farligt att vara s\u00e5 h\u00e4r l\u00e5ngt fr\u00e5n byn utan riktigt skydd", "can't tell what left it here.": "kan inte se vad som \u00e4r kvar h\u00e4r.", "leaves some scraps of cloth behind.": "l\u00e4mnar n\u00e5gra tygtrasor efter sig.", "connect game to dropbox local storage": "anslut till lokal dropboxlagring", "ignore it": "strunta i det", "builder's not sure she's to be trusted.": "byggaren \u00e4r inte s\u00e4ker att hon g\u00e5r att lita p\u00e5.", "the compass points west": "kompassen pekar v\u00e4sterut", "the days are spent with burials.": "dagarna \u00e4r fyllda med begravningar.", "the walls are moist and moss-covered": "v\u00e4ggarna \u00e4r fuktiga och t\u00e4ckta med mossa", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "en vandrare anl\u00e4mder med en tom k\u00e4lke, s\u00e4ger att om han f\u00e5r ved kommer han tillbaka med mer.", "feral terror": "f\u00f6rvildad fasa", "the man is thankful.": "mannen \u00e4r tacksam.", "A Scavenger": "En Vrakletare", "mourn": "skydd", "a beggar arrives": "en tiggare kommer", "go home": "g\u00e5 hem", "armoury's done, welcoming back the weapons of the past.": "vapensmedjan \u00e4r klar, forna tiders vapen \u00e4r tillbaka.", "l armour": "l\u00e4derrustning", "the compass points southeast": "kompassen pekar syd\u00f6st", "iron's stronger than leather": "j\u00e4rn \u00e4r starkare \u00e4n l\u00e4der", "the town's booming. word does get around.": "samh\u00e4llet v\u00e4xer. ryktet g\u00e5r.", "builder says it'd be useful to have a steady source of bullets": "byggaren s\u00e4ger att det \u00e4r nyttigt att ha en st\u00e4ndig str\u00f6m av kulor", "steel's stronger than iron": "st\u00e5l \u00e4r starkare \u00e4n j\u00e4rn", "learned to throw punches with purpose": "undervisad i att sl\u00e5 slag med kraft", "laser rifle": "lasergev\u00e4r", "gaunt man": "taning man ", "troops storm the village": "pesten far fram genom byn.", "leave town": "l\u00e4mna staden", "turn him away": "be honom att g\u00e5", "well armed men charge out of the forest, firing into the crowd.": "bev\u00e4pnade m\u00e4n anfaller fr\u00e5n skogen, skjutandes in i folksamlingen.", "load": "\u00f6ppna", "leather": "l\u00e4der", "i armour": "j\u00e4rnrustning", "hunter": "j\u00e4gare", "the scavenger is dead": "vrakletaren \u00e4r d\u00f6d", "time to get out of this place. won't be coming back.": "Dax att l\u00e4mna detta st\u00e4lle. Kommer inte tillbaka", "a large bird nests at the top of the stairs.": "en stor best anfaller fr\u00e5n m\u00f6rkret", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "en nomad hasar innom synh\u00e5ll. Lastad med olika p\u00e5sar bundna med garn.", "more traps to catch more creatures": "fler f\u00e4llor f\u00f6r att f\u00e5nga fler djur", "Thermosphere": "Termosv\u00e4ren", "stealthy": "smygare", "punch twice as fast, and with even more force": "sl\u00e5 dubbelt s\u00e5 fort, och med \u00e4nnu mer kraft", "turn her away": "be henne att g\u00e5", "squeeze": "kl\u00e4m", "continue": "forts\u00e4tt", "restart.": "starta om.", "the cask holds enough water for longer expeditions": "flaskan h\u01fbller nog med vatten f\u00f6r l\u00e4ngre expositioner ", "see farther": "se l\u00e4ngre", "something's in there.": "det \u00e4r n\u00e5gonting d\u00e4r-", "the gaunt man is dead": "den taninga mannen \u00e4r d\u00f6d", "through the large gymnasium doors, footsteps can be heard.": "genom v\u00e4ggen h\u00f6rs smusslande ljud.", "workshop's finally ready. builder's excited to get to it": "verkstaden \u00e4r \u00e4ntligen klar, byggaren \u00e4r uppspelt att b\u00f6rja", "feral howls echo out of the darkness.": "en stor best anfaller fr\u00e5n m\u00f6rkret", "Share": "Dela", "trap": "f\u00e4lla", "vague shapes move, just out of sight.": "suddiga skepnader r\u00f6r sig just utom synh\u00e5ll.", "coal mine": "kol gruva", "A Sniper": "En prickskytt", "do nothing": "g\u00f6r ingenting", "supplies:": "utrustning:", "tangle": "trassla", "sniper": "prickskytt", "Sulphur Mine": "Svavelgruva", "The Thief": "Tjyven", "the man swallows the medicine eagerly": "mannen sv\u00e4ljer medicinen ivrigt", "give 50": "ge 50", "medicine is needed immediately.": "medicin beh\u00f6vs omedelbart.", "evasive": "undvikande", "a beggar arrives.": "en tiggare kommer.", "a lone frog sits in the muck, silently.": "en ensam groda sitter tyst i s\u00f6rjan.", "the torch sputters and dies in the damp air": "facklan fr\u00e4ser och d\u00f6r i den fuktiga luften", "the darkness is absolute": "m\u00f6rkret \u00e4r totalt", "the wood is running out": "veden h\u00e5ller p\u00e5 att ta slut", "some traps have been destroyed": "n\u00e5gra f\u00e4llor har blivit f\u00f6rst\u00f6rda", "should cure the meat, or it'll spoil. builder says she can fix something up.": "kan r\u00f6ka k\u00f6tt, annars g\u00e5r det till spillo. byggaren s\u00e4ger att hon kan ordna n\u00e5got.", "not enough coal": "inte tillr\u00e4ckligt med kol", "tattered cloth": "n\u00f6tt tyg", "Dropbox connection": "Dropbox anslutning", "A Tiny Village": "En Liten By", "cart": "k\u00e4lke", "the wood has run out": "veden har tagit slut", "nothing": "ingenting", "a scout stops for the night": "spejaren st\u00e4nnar f\u00f6r natten", "the torch goes out": "facklan d\u00e4r ut", "teeth": "t\u00e4nder", "rucksack": "ryggs\u00e4ck", "wild beasts attack the villagers": "vilda djur attackerar byborna", "the light from the fire spills from the windows, out into the dark": "ljuset fr\u00e5n elden l\u00e4cker ut genom f\u00f6nstren, ut i m\u00f6rkret utanf\u00f6r", "the only hope is a quick death.": "enda hoppet \u00e4r en snabb d\u00f6d.", "not enough meat": "inte tillr\u00e4ckligt med k\u00f6tt", "A Huge Borehole": "Ett borrh\u00e5l", "punch": "slag", "A Destroyed Village": "En f\u00f6rst\u00f6rd by", "go inside": "g\u00e5 in", "scavenger": "vrakletare", "lights on.": "ljus p\u00e5.", "A Military Raid": "Ett Milit\u00e4ranfall", "trading post": "handelsplats", "buy teeth": "k\u00f6p t\u00e4nder", "bullets": "kulor", "a thief is caught": "en tjuv \u00e4r f\u00e5ngad", "workshop": "verkstad", "5 medicine": "5 mediciner", "A Strange Bird": "En konstig f\u00e5gel", "some weird glowing boxes he picked up on his travels.": "n\u00e5gra konstiga lysande l\u00e5dor som plockat upp p\u00e5 sina resor.", "strange bird": "konstig f\u00e5gel", "unarmed master": "m\u00e4stare p\u00e5 handgem\u00e4ng", "learned to make the most of food": "effektiviserar hush\u00e5llandet med mat", "the stranger in the corner stops shivering. her breathing calms.": "fr\u00e4mlingen i h\u00f6rnet slutar skaka. hennes andning lungar sig", "not enough alien alloy": "inte tillr\u00e4ckligt med fr\u00e4mmande legering", "burning": "brinnande", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "\u00f6demarken bryter av till ett hav av d\u00f6ende gr\u00e4s, sakta vajande i den torra vinden.", "The Iron Mine": "j\u00e4rn gruva", "Restart?": "Starta om?", "say goodbye": "s\u00e4g hejd\u00e5", "bone spear": "benspjut", "A Soldier": "En soldat", "there is nothing else here.": "det finns inget mer vatten", "the earth here is split, as if bearing an ancient wound": "marken \u00e4r sprucken, som ett ur\u00e5ldrigt s\u00e5r", "meat": "k\u00f6tt", "sulphur miner": "svavelgruvarbetare", "asks for any spare furs to keep him warm at night.": "fr\u00e5gar efter om det finns n\u00e5gra p\u00e4lsar \u00f6ver, f\u00f6r att h\u00e5lla honom varm p\u00e5 natten.", "the man expresses his thanks and hobbles off.": "mannen tackar och stapplar iv\u00e4g.", "import": "importera", "compass": "kompass", "scratching noises can be heard from the store room.": "skrapande ljud h\u00f6rs fr\u00e5n f\u00f6rr\u00e5det.", "villagers could help hunt, given the means": "bybor kunde hj\u00e4lpa till att jaga, bara om de f\u00e5r f\u00f6ruts\u00e4ttningarna", "village": "byn", "the compass points north": "kompassen pekar norrut", "the fire is {0}": "elden \u00e4r {0}", "give 1 medicine": "ge 1 medicin", "smokehouse": "r\u00f6keri", "the sickness spreads through the village.": "sjukdommen sprider sig i byn.", "Ready to Leave?": "Redo att l\u00e4mna?", "steel sword": "st\u00e5lsv\u00e4rd", "a soldier opens fire from across the desert": "en soldat b\u00f6rjar skjuta fr\u00e5n \u00f6knen", "sword is sharp. good protection out in the wilds.": "sv\u00e4rdet \u00e4r vasst. bra skydd ute i vildmarken.", "better avoid conflict in the wild": "b\u00e4ttre p\u00e5 att undvika konflikter i vildmarken", "the plague rips through the village.": "pesten far fram genom byn.", "a haze falls over the village as the steelworks fires up": "r\u00f6ken l\u00e4gger sig \u00f6ver byn n\u00e4r st\u00e5lverket startar ungnarna", "unfathomable destruction to fuel wanderer hungers.": "ofattbar f\u00f6rst\u00f6relse f\u00f6r att m\u00e4tta vandrarnas hunger.", "some wood is missing.": "en del tr\u00e4 fattas.", "buy bait": "k\u00f6p bete", "smoldering": "pyrande", "man-eater": "m\u00e4nnisko\u00e4tare", "an old case is wedged behind a rock, covered in a thick layer of dust.": "en gammal v\u00e4ska med tjockt lager damm \u00e4r inkilad bakom en klippa.", "eat meat": "\u00e4t k\u00f6tt", "investigate": "unders\u00f6k", "waterskin": "vattenskin", "1 medicine": "1 medicin", "traps are more effective with bait.": "f\u00e4llor \u00e4r mer effektiva med bete.", "the tentacular horror is defeated.": "den f\u00f6rvildade fasan \u00e4r d\u00f6d", "error while saving to dropbox datastorage": "kunde inte spara till dropbox datalagring", "iron sword": "j\u00e4rnsv\u00e4rf", "builder says leather could be useful. says the villagers could make it.": "byggaren s\u00e4ger att l\u00e4der kan vara anv\u00e4ndbart. byborna skulle kunna tillverka det.", "the meat has run out": "k\u00f6ttet har tagit slut", "cask": "flaska", "share.": "dela.", "scattered teeth": "utspridda t\u00e4nder", "the rickety cart will carry more wood from the forest": "k\u00e4lken kan b\u00e4ra mer ved fr\u00e5n skogen", "leave": "l\u00e4mna", "wagon": "vagn", "builder just shivers": "byggaren sk\u00f6ter om elden", "a second soldier joins the fight.": "spejaren st\u00e4nnar f\u00f6r natten", "a sick man hobbles up": "en sjuk man stapplar fram", "not enough wood": "inte tillr\u00e4ckligt med tr\u00e4", "not enough leather": "inte tillr\u00e4cklige med l\u00e4der", "the sniper is dead": "prickskytten \u00e4r d\u00f6d", "give 100": "ge 100", "martial artist": "kampsports expert", "a beast charges out of a ransacked classroom.": "en stor best anfaller fr\u00e5n m\u00f6rkret", "save to slot": "spara till plats", "A Huge Lizard": "En stor \u00f6dla", "rot's been to work on it, and some of the pieces are missing.": "f\u00f6rruttnad, och n\u00e5gra delar \u00e4r saknade.", "lights off.": "ljus av.", "weapons": "vapen", "the villagers retreat to mourn the dead.": "byborna \u00e5terv\u00e4nder f\u00f6r att s\u00f6rja de d\u00f6da.", "The Beggar": "Tiggaren", "the night is silent.": "natten \u00e4r tyst.", "lob": "lobba", "the compass points northwest": "kompassen pekar nordv\u00e4st", "take:": "ta:", "the villagers haul a filthy man out of the store room.": "byborna drar ut en smutsig man fr\u00e5n f\u00f6r\u00e5dsrummet.", "the thirst becomes unbearable": "t\u00f6rsten blir oh\u00e5llbar", "punches do more damage": "slag g\u00f6r mer skada", "armoury": "vapensmedja", "linger": "dr\u00f6j kvar", "a terrible plague is fast spreading through the village.": "en fruktandsv\u00e4rd pest tar snabbt f\u00e4ste i byn.", "the compass points ": "kompassen pekar", "a weathered family takes up in one of the huts.": "en v\u00e4derbiten familj flyttar in i en av stugorna.", "rifle": "gev\u00e4r", "water": "vatten", "the sickness is cured in time.": "sjukdommen \u00e4r behandlad i tid.", "Sickness": "Sjukdom", "A Shivering Man": "En darrande man", "builder says there are more wanderers. says they'll work, too.": "byggaren s\u00e4ger det finns fler vandrare. hon s\u00e4ger att de ocks\u00e5 ska jobba.", "no more room for huts.": "inte tillr\u00e4ckligt med platser att bygga hyddor", "stunned": "bed\u00f6vad", "can't see what's inside.": "kan inte se vad som \u00e4r d\u00e4r inne.", "lodge": "ordensloge", "his time here, now, is his penance.": "hans tid h\u00e4r och nu \u00e4r hans botg\u00f6ring.", "Room": "Rum", "the beast is dead.": "den morrande besten \u00e4r d\u00f6d", "the ground is littered with scraps of cloth": "p\u00e5 marken ligger tygremsor utspridda", "A Snarling Beast": "En Morrande Best", "thrust": "st\u00f6t", "an old wanderer sits inside, in a seeming trance.": "en gammal vandrare sitter i trans i stugan.", "the grass thrashes wildly as a huge lizard pushes through": "gr\u00e4s och kvistar flyger n\u00e4r en stor \u00f6dla kommer anfallande", "steel": "st\u00e5l", "Ship": "Skepp", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "d\u00e4r f\u00f6nsterglasen inte \u00e4r trasiga p\u00e5 skolhuset, \u00e4r dom svarta av sot.", "soldier": "soldat", "none": "ingen", "a pack of lizards rounds the corner.": "en grupp av morrande bestar v\u00e4ller ut fr\u00e5n tr\u00e4den", "tell him to leave": "be honom att g\u00e5", "craft:": "tillverka:", "a nomad arrives, looking to trade": "en nomad anl\u00e4nder, han vill g\u00f6ra aff\u00e4rer", "an old wanderer arrives.": "en gammal vandrare kommer.", "A Damp Cave": "En Fuktig Grotta"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/sv/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: adarkroom\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2017-02-25 19:47-0500\n" "PO-Revision-Date: 2017-02-25 19:51-0500\n" "Last-Translator: Björn Bohm \n" "Language-Team: \n" "Language: sv\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && n" "%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" "X-Generator: Poedit 1.8.12\n" "X-Poedit-KeywordsList: _\n" "X-Poedit-Basepath: .\n" "X-Poedit-SearchPath-0: ./../../script\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Dropbox anslutning" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "anslut till lokal dropboxlagring" #: script/dropbox.js:68 msgid "connect" msgstr "koppla upp" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "avbryt" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox import / export" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "exportera eller importera data till dropbox datalager" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "du är kopplad till dropbox med konto / epost" #: script/dropbox.js:93 msgid "save" msgstr "spara" #: script/dropbox.js:97 msgid "load" msgstr "öppna" #: script/dropbox.js:102 msgid "signout" msgstr "logga ut" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "välj plats att spara till" #: script/dropbox.js:119 msgid "save to slot" msgstr "spara till plats" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "välj plats att ladda från" #: script/dropbox.js:148 msgid "load from slot" msgstr "ladda från plats" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "sparade till dropbox datalagring" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "kunde inte spara till dropbox datalagring" #: script/dropbox.js:183 msgid "ok" msgstr "ok" #: script/engine.js:15 msgid "boxer" msgstr "boxare" #: script/engine.js:16 msgid "punches do more damage" msgstr "slag gör mer skada" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "undervisad i att slå slag med kraft" #: script/engine.js:21 msgid "martial artist" msgstr "kampsports expert" #: script/engine.js:22 msgid "punches do even more damage." msgstr "slag gör ännu mer skada." #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "undervisad i effektiv strid utan vapen" #: script/engine.js:27 msgid "unarmed master" msgstr "mästare på handgemäng" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "slå dubbelt så fort, och med ännu mer kraft" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "undervisad att slå snabbare utan vapen" #: script/engine.js:32 msgid "barbarian" msgstr "babar" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "slagvapen gör mer skada" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "undervisad att slå hårt med blankvapen" # contexte ? #: script/engine.js:37 msgid "slow metabolism" msgstr "långsam metabolism" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "gå dubbelt så lungt utan att äta" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "undervisad i att ignorera hunger" #: script/engine.js:42 msgid "desert rat" msgstr "ökenråtta" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "gå dubbelt så långt utan att dricka" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "undervisad att älska den torra luften" #: script/engine.js:47 msgid "evasive" msgstr "undvikande" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "undvik attacker mer effektivt" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "undervisad i att vara där dom inte är" #: script/engine.js:52 msgid "precise" msgstr "träffsäkerhet" # description pour la précision ... #: script/engine.js:53 msgid "land blows more often" msgstr "ökad träffsäkerhet" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "undervisad att förutspå deras rörelser" #: script/engine.js:57 msgid "scout" msgstr "utkik" #: script/engine.js:58 msgid "see farther" msgstr "se längre" #: script/engine.js:59 msgid "learned to look ahead" msgstr "undervisad att se längre" #: script/engine.js:62 msgid "stealthy" msgstr "smygare" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "bättre på att undvika konflikter i vildmarken" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "undervisad att undvika upptäckt" #: script/engine.js:67 msgid "gastronome" msgstr "gastronom" #: script/engine.js:68 msgid "restore more health when eating" msgstr "mat återställer mer hälsa" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "effektiviserar hushållandet med mat" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app store." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "ljus av." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "" #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "starta om." #: script/engine.js:162 msgid "share." msgstr "dela." #: script/engine.js:168 msgid "save." msgstr "spara." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Exportera / Importera" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "exportera eller impordera sparad data, för backup" #: script/engine.js:273 msgid "or migrating computers" msgstr "eller för flytta till annan dator" #: script/engine.js:277 msgid "export" msgstr "exportera" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "importera" #: script/engine.js:291 msgid "save this." msgstr "spara resultatet." #: script/engine.js:297 msgid "got it" msgstr "jag har det." #: script/engine.js:305 msgid "are you sure?" msgstr "är du säker?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "om koden är fel, kommer all data vara borta." #: script/engine.js:307 msgid "this is irreversible." msgstr "detta är oåterkallerligt." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "ja" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "nej" #: script/engine.js:322 msgid "put the save code here." msgstr "klistra in sparkoden här." #: script/engine.js:374 msgid "Restart?" msgstr "Starta om?" #: script/engine.js:377 msgid "restart the game?" msgstr "starta om spelet?" #: script/engine.js:408 msgid "Share" msgstr "Dela" #: script/engine.js:411 msgid "bring your friends." msgstr "ta med dina vänner." #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "stäng" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "ljus på." #: script/engine.js:493 msgid "Go Hyper?" msgstr "" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: script/engine.js:519 msgid "classic." msgstr "" #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} per {1}s" #: script/events.js:130 msgid "eat meat" msgstr "ät kött" #: script/events.js:150 msgid "use meds" msgstr "använd mediciner" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "miss" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "bedövad" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "lämna" #: script/events.js:511 msgid "drop:" msgstr "ta bort:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "ingenting" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "ta" #: script/events.js:577 msgid "take:" msgstr "ta:" #: script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "ingenting" #: script/events.js:627 msgid "all" msgstr "" #: script/events.js:649 msgid "take everything" msgstr "" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr "" #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** HÄNDELSE ***" #: script/localization.js:4 msgid "saved." msgstr "sparat." #: script/localization.js:5 msgid "wood" msgstr "ved" #: script/localization.js:6 msgid "builder" msgstr "byggare" #: script/localization.js:7 msgid "teeth" msgstr "tänder" #: script/localization.js:8 msgid "meat" msgstr "kött" #: script/localization.js:9 msgid "fur" msgstr "päls" #: script/localization.js:10 msgid "alien alloy" msgstr "främmande legering" #: script/localization.js:11 msgid "bullets" msgstr "kulor" #: script/localization.js:12 msgid "charm" msgstr "talisman" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "läder" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "järn" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "stål" #: script/localization.js:16 msgid "coal" msgstr "kol" #: script/localization.js:17 msgid "sulphur" msgstr "svavel" #: script/localization.js:18 msgid "energy cell" msgstr "energipaket" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "fackla" #: script/localization.js:20 msgid "medicine" msgstr "medicin" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "jägare" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "pälsjägare" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "garvare" #: script/localization.js:24 msgid "grenade" msgstr "handgranat" #: script/localization.js:25 msgid "bolas" msgstr "bolas" #: script/localization.js:26 msgid "bayonet" msgstr "" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "charkuterist" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "järngruvarbetare" #: script/localization.js:29 msgid "iron mine" msgstr "järn gruva" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "kolgruvarbetare" #: script/localization.js:31 msgid "coal mine" msgstr "kol gruva" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "svavelgruvarbetare" #: script/localization.js:33 msgid "sulphur mine" msgstr "svavel gruva" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "vapensmed" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "stålarbetare" #: script/localization.js:36 msgid "bait" msgstr "bete" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "torkat kött" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "fjäll" #: script/localization.js:39 msgid "compass" msgstr "kompass" #: script/localization.js:40 msgid "laser rifle" msgstr "lasergevär" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "samlare" #: script/localization.js:42 msgid "cloth" msgstr "tyg" #: script/localization.js:45 msgid "thieves" msgstr "tjyvar" #: script/localization.js:46 msgid "not enough fur" msgstr "inte tillräckligt med skinn" #: script/localization.js:47 msgid "not enough wood" msgstr "inte tillräckligt med trä" #: script/localization.js:48 msgid "not enough coal" msgstr "inte tillräckligt med kol" #: script/localization.js:49 msgid "not enough iron" msgstr "inte tillräckligt med järn" #: script/localization.js:50 msgid "not enough steel" msgstr "inte tillräckligt med stål" #: script/localization.js:51 #, fuzzy msgid "not enough sulphur" msgstr "inte tillräckligt med skinn" #: script/localization.js:52 msgid "baited trap" msgstr "fälla med bete" #: script/localization.js:53 msgid "not enough scales" msgstr "inte tillräckligt med fjäll" #: script/localization.js:54 msgid "not enough cloth" msgstr "inte tillräckligt med typ" #: script/localization.js:55 msgid "not enough teeth" msgstr "inte tillräckligt med tänder" #: script/localization.js:56 msgid "not enough leather" msgstr "inte tillräcklige med läder" #: script/localization.js:57 msgid "not enough meat" msgstr "inte tillräckligt med kött" #: script/localization.js:58 msgid "the compass points east" msgstr "kompassen pekar österut" #: script/localization.js:59 msgid "the compass points west" msgstr "kompassen pekar västerut" #: script/localization.js:60 msgid "the compass points north" msgstr "kompassen pekar norrut" #: script/localization.js:61 msgid "the compass points south" msgstr "kompassen pekar söderut" #: script/localization.js:62 msgid "the compass points northeast" msgstr "kompassen pekar nordöst" #: script/localization.js:63 msgid "the compass points northwest" msgstr "kompassen pekar nordväst" #: script/localization.js:64 msgid "the compass points southeast" msgstr "kompassen pekar sydöst" #: script/localization.js:65 msgid "the compass points southwest" msgstr "kompassen pekar sydväst" #: script/outside.js:5 msgid "Outside" msgstr "Utanför" #: script/outside.js:102 msgid "scraps of fur" msgstr "bitar av päls" #: script/outside.js:107 msgid "bits of meat" msgstr "bitar av kött" #: script/outside.js:112 msgid "strange scales" msgstr "konstiga fjäll" #: script/outside.js:117 msgid "scattered teeth" msgstr "utspridda tänder" #: script/outside.js:122 msgid "tattered cloth" msgstr "nött tyg" #: script/outside.js:127 msgid "a crudely made charm" msgstr "en govt snidad talisman" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "En Tyst Skog" #: script/outside.js:169 msgid "gather wood" msgstr "samla ved" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "en främling kommer under natten" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "en väderbiten familj flyttar in i en av stugorna." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "en liten grupp kommer. bara skinn och ben." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "en konvoj rullar in, lika delar ängsla och hopp." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "samhället växer. ryktet går." #: script/outside.js:452 msgid "pop " msgstr "" #: script/outside.js:457 msgid "forest" msgstr "skog" #: script/outside.js:460 msgid "village" msgstr "byn" #: script/outside.js:543 msgid "check traps" msgstr "kontrollera fällorna" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "En Ensam Hydda" #: script/outside.js:566 msgid "A Tiny Village" msgstr "En Liten By" #: script/outside.js:568 msgid "A Modest Village" msgstr "En Måttlig By" #: script/outside.js:570 msgid "A Large Village" msgstr "En Stor By" #: script/outside.js:572 msgid "A Raucous Village" msgstr "En Bullrig By" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "himmelen är grå och vinden blåser oavbrutet" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "torra buskar och döda grenar ligger på marken i skogen" #: script/outside.js:621 msgid "the traps contain " msgstr "fällorna innehåller" #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "" #: script/path.js:37 msgid "supplies:" msgstr "utrustning:" #: script/path.js:43 msgid "embark" msgstr "utgå" # Не використовується в грі, але має лишитись для програми локалізації. #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "kompassen pekar" #: script/path.js:102 msgid "perks:" msgstr "egenskaper:" #: script/path.js:132 msgid "none" msgstr "ingen" #: script/path.js:142 msgid "armour" msgstr "skydd" #: script/path.js:153 msgid "water" msgstr "vatten" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "ledigt {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "vikt" #: script/path.js:255 msgid "available" msgstr "tillgänglig" #: script/room.js:16 msgid "trap" msgstr "fälla" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "byggaren säger att hon kan göra fällor för att fånga djur som finns kvar ute" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "fler fällor för att fånga fler djur" #: script/room.js:21 msgid "more traps won't help now" msgstr "fler fällor är inte till någon nytta" #: script/room.js:31 msgid "cart" msgstr "kälke" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "byggaren säger att hon kan bygga en vedskälke" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "kälken kan bära mer ved från skogen" #: script/room.js:44 msgid "hut" msgstr "hydda" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "byggaren säger det finns fler vandrare. hon säger att de också ska jobba." #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "byggaren sätter upp en hydda i skogen. hon säger att ryktet kommer gå." #: script/room.js:49 msgid "no more room for huts." msgstr "inte tillräckligt med platser att bygga hyddor" #: script/room.js:59 msgid "lodge" msgstr "ordensloge" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "bybor kunde hjälpa till att jaga, bara om de får förutsättningarna" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "jaktstugan står i skogen, lite långt ifrån byn" #: script/room.js:74 msgid "trading post" msgstr "handelsplats" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "en handelsplats skulle göra det enklare att byta varor" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "nu när nomaderna har någonstans att sälja sina saker kanske dom stännar kvar " "längre" #: script/room.js:88 msgid "tannery" msgstr "garveri" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "byggaren säger att läder kan vara användbart. byborna skulle kunna tillverka " "det." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "garveriet kommer snabbt upp i utkanten av byn" #: script/room.js:102 msgid "smokehouse" msgstr "rökeri" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "kan röka kött, annars går det till spillo. byggaren säger att hon kan ordna " "något." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "byggaren färdigställer rökeriet, hon ser hungrig ut." #: script/room.js:116 msgid "workshop" msgstr "verkstad" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "byggaren säger hon kan göra finare saker om hon hade rätt verktyg" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "verkstaden är äntligen klar, byggaren är uppspelt att börja" #: script/room.js:131 msgid "steelworks" msgstr "stålverk" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "byggaren säger att byborna kan göra stål, bara dom har det som behövs" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "röken lägger sig över byn när stålverket startar ungnarna" #: script/room.js:146 msgid "armoury" msgstr "vapensmedja" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "byggaren säger att det är nyttigt att ha en ständig ström av kulor" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "vapensmedjan är klar, forna tiders vapen är tillbaka." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "en fackla för att hålla mörkret borta" #: script/room.js:173 msgid "waterskin" msgstr "vattenskin" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "vattenskinnet håller lite vatten iallafall" #: script/room.js:185 msgid "cask" msgstr "flaska" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "flaskan hǻller nog med vatten för längre expositioner " #: script/room.js:198 msgid "water tank" msgstr "vattentank" #: script/room.js:202 msgid "never go thirsty again" msgstr "gå aldrig törstig igen" #: script/room.js:211 msgid "bone spear" msgstr "benspjut" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "spjutet är inte elegant, men det fungerar bra att stöta med" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "ryggsäck" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "bära fler förnödenheter innebär längre expeditioner" #: script/room.js:235 msgid "wagon" msgstr "vagn" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "vagnen kan lasta många saker" #: script/room.js:248 msgid "convoy" msgstr "karavan" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "karavanen kan frakta nästan allting" #: script/room.js:262 msgid "l armour" msgstr "läderrustning" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "läder är inte starkt, men bättre än inget." #: script/room.js:274 msgid "i armour" msgstr "järnrustning" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "järn är starkare än läder" #: script/room.js:286 msgid "s armour" msgstr "stålrustning" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "stål är starkare än järn" #: script/room.js:298 msgid "iron sword" msgstr "järnsvärf" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "svärdet är vasst. bra skydd ute i vildmarken." #: script/room.js:311 msgid "steel sword" msgstr "stålsvärd" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "stålet är starkt, och klingan är vass." #: script/room.js:324 msgid "rifle" msgstr "gevär" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "svartkrut och kulor, som i gamla tider." #: script/room.js:458 msgid "Room" msgstr "Rum" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Ett Mörkt Rum" #: script/room.js:498 msgid "light fire" msgstr "tänd brasa" #: script/room.js:508 msgid "stoke fire" msgstr "elda" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "rummet är {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "elden är {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "främmlingen står vid elden. säger att hon kan hjälpa. säger att hon kan " "bygga saker." #: script/room.js:580 msgid "freezing" msgstr "frysande" #: script/room.js:581 msgid "cold" msgstr "kallt" #: script/room.js:582 msgid "mild" msgstr "ljummet" #: script/room.js:583 msgid "warm" msgstr "varm" #: script/room.js:584 msgid "hot" msgstr "hett" #: script/room.js:596 msgid "dead" msgstr "död" #: script/room.js:597 msgid "smoldering" msgstr "pyrande" #: script/room.js:598 msgid "flickering" msgstr "flämtande" #: script/room.js:599 msgid "burning" msgstr "brinnande" #: script/room.js:600 msgid "roaring" msgstr "sprakande" #: script/room.js:604 msgid "A Firelit Room" msgstr "Ett Eldupplyst Rum" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "inte tillräckligt med ved för att starta elden" #: script/room.js:655 msgid "the wood has run out" msgstr "veden har tagit slut" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "ljuset från elden läcker ut genom fönstren, ut i mörkret utanför" #: script/room.js:688 msgid "builder stokes the fire" msgstr "byggaren sköter om elden" #: script/room.js:718 msgid "the wind howls outside" msgstr "vinden viner utanför" #: script/room.js:719 msgid "the wood is running out" msgstr "veden håller på att ta slut" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "en sliten främling tumlar in genom dörren och kollapsar i hörnet" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "främmlingen skakar och mumlar tyst. hennes ord är osammanhängande." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "främlingen i hörnet slutar skaka. hennes andning lungar sig" #: script/room.js:760 msgid "stores" msgstr "förråd" #: script/room.js:779 msgid "weapons" msgstr "vapen" #: script/room.js:914 msgid "total" msgstr "" #: script/room.js:935 script/room.js:979 #, fuzzy msgid "not enough " msgstr "inte tillräckligt med skinn" #: script/room.js:951 #, fuzzy msgid "builder just shivers" msgstr "byggaren sköter om elden" #: script/room.js:1054 msgid "build:" msgstr "bygg:" #: script/room.js:1061 msgid "craft:" msgstr "tillverka:" #: script/room.js:1068 msgid "buy:" msgstr "köp:" #: script/ship.js:11 msgid "Ship" msgstr "Skepp" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Ett Gammalt Rymdskepp" #: script/ship.js:38 msgid "hull:" msgstr "skrov:" #: script/ship.js:44 msgid "engine:" msgstr "motor:" #: script/ship.js:51 msgid "reinforce hull" msgstr "förstärk skrovet" #: script/ship.js:60 msgid "upgrade engine" msgstr "uppgradera motorn" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "avfyra" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "någonstans ovanför molnet av spillror svävar vandrar flottan. den har varit " "på den här platsen för länge." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "inte tillräckligt med främmande legering" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Redo att lämna?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "Dax att lämna detta ställe. Kommer inte tillbaka" #: script/ship.js:150 msgid "linger" msgstr "dröj kvar" #: script/space.js:42 msgid "hull: " msgstr "skrovс: " #: script/space.js:76 msgid "Troposphere" msgstr "Tropossvären" #: script/space.js:78 msgid "Stratosphere" msgstr "Stratosvären" #: script/space.js:80 msgid "Mesosphere" msgstr "Mesosvären" #: script/space.js:82 msgid "Thermosphere" msgstr "Termosvären" #: script/space.js:84 msgid "Exosphere" msgstr "Exosvären" #: script/space.js:86 msgid "Space" msgstr "Rymden" #: script/space.js:424 msgid "score for this game: {0}" msgstr "" #: script/space.js:431 msgid "total score: {0}" msgstr "" # Бити кулаком #: script/world.js:46 msgid "punch" msgstr "slag" #: script/world.js:52 msgid "stab" msgstr "hugg" #: script/world.js:58 msgid "swing" msgstr "svinga" #: script/world.js:64 msgid "slash" msgstr "skära" #: script/world.js:70 msgid "thrust" msgstr "stöt" #: script/world.js:76 msgid "shoot" msgstr "skjut" #: script/world.js:83 msgid "blast" msgstr "ljusattack" #: script/world.js:90 msgid "lob" msgstr "lobba" #: script/world.js:97 msgid "tangle" msgstr "trassla" #: script/world.js:119 msgid "An Outpost" msgstr "En Utpost" #: script/world.js:120 msgid "Iron Mine" msgstr "Järngruva" #: script/world.js:121 msgid "Coal Mine" msgstr "Kolgruva" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Svavelgruva" #: script/world.js:123 msgid "An Old House" msgstr "Ett Gammalt Hus" #: script/world.js:124 msgid "A Damp Cave" msgstr "En Fuktig Grotta" #: script/world.js:125 msgid "An Abandoned Town" msgstr "En Övergiven Stad" #: script/world.js:126 msgid "A Ruined City" msgstr "En Förstörd Stad" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Ett kraschat rymdskepp" #: script/world.js:128 msgid "A Borehole" msgstr "Ett borrhål" #: script/world.js:129 msgid "A Battlefield" msgstr "Ett slagfält" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Ett grumligt träsk" #: script/world.js:134 msgid "A Destroyed Village" msgstr "En förstörd by" #: script/world.js:256 msgid "water:{0}" msgstr "vatten:{0}" #: script/world.js:283 msgid "pockets" msgstr "fickor" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "hp: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "farligt att vara så här långt från byn utan riktigt skydd" #: script/world.js:351 msgid "safer here" msgstr "säkrare här" #: script/world.js:451 msgid "the meat has run out" msgstr "köttet har tagit slut" #: script/world.js:456 msgid "starvation sets in" msgstr "hungern sätter in " #: script/world.js:481 msgid "there is no more water" msgstr "det finns inget mer vatten" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "törsten blir ohållbar" #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "träden ger efter till torrt gräs. de gula buskarna rasslar i vinden." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "träden är borta. uttorkad jord och blåsande damm är dåliga ersättare." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "träden tornar upp sig vid horisonten. gradvis ger gräset efter för skogens " "torra grenar och fallna löv." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "gräset blir tunnare, snart är det bara damm kvar." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "ödemarken bryter av till ett hav av döende gräs, sakta vajande i den torra " "vinden." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "en vägg av knotiga träd sträcker sig ur stoftet. ett himlavalv av förvrängda " "och skelettliknande grenar täcker himmelen." #: script/world.js:817 msgid "Wanderer" msgstr "Vandrare" #: script/world.js:822 msgid "The Village" msgstr "Byn" #: script/world.js:851 msgid "the world fades" msgstr "ett mörker faller över världen" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "" #: script/world.js:982 msgid "A Barren World" msgstr "En Karg Värld" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "En Morrande Best" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "morrande best" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "den morrande besten är död" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "en morrande best hoppar fram från undervegetationen" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "En taning man" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "taning man " #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "den taninga mannen är död" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "en taning man kommer fram, med en stirrande blick" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "En konstig fågel" #: script/events/encounters.js:89 msgid "strange bird" msgstr "konstig fågel" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "den konstiga fågeln är död" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "en konstig fågel accelererar över slätten" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "En darrande man" #: script/events/encounters.js:127 msgid "shivering man" msgstr "darrande man" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "den darrande mannen är död" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "en darrande man närmar sig och anfaller med överaskande styrka" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "En människoätare" #: script/events/encounters.js:169 msgid "man-eater" msgstr "människoätare" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "människoätaren är död" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "en stor varelse attackerar med blodiga klor" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "En Vrakletare" #: script/events/encounters.js:206 msgid "scavenger" msgstr "vrakletare" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "vrakletaren är död" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "en vrakletare kommer närmare, hoppas på ett enkelt byte" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "En stor ödla" #: script/events/encounters.js:248 msgid "lizard" msgstr "ödla" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "ödlan är död" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "gräs och kvistar flyger när en stor ödla kommer anfallande" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "En Förvildad Fasa" #: script/events/encounters.js:286 msgid "feral terror" msgstr "förvildad fasa" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "den förvildade fasan är död" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "en best, ursinnigt vild hoppar fram från löverket" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "En soldat" #: script/events/encounters.js:323 msgid "soldier" msgstr "soldat" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "soldaten är död" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "en soldat börjar skjuta från öknen" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "En prickskytt" #: script/events/encounters.js:366 msgid "sniper" msgstr "prickskytt" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "prickskytten är död" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "ett skott hörs, det kommer från det långa gräset" #: script/events/global.js:6 msgid "The Thief" msgstr "Tjyven" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "byborna drar ut en smutsig man från förådsrummet." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "han säger att hans folk har tullat av lagret." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "säg att han borde hängas som avskräckande exempel." #: script/events/global.js:17 msgid "a thief is caught" msgstr "en tjuv är fångad" #: script/events/global.js:21 msgid "hang him" msgstr "häng honnom" #: script/events/global.js:25 msgid "spare him" msgstr "låt honom gå" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "byborna hänger tjyven framför ingången till förrådet" #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "" "hängningen fick effeckt. De närmaste dagarna kommer allt som var stulet " "tillbaka." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "Mannen är tacksam, han säger att han inte ska komma tillbaka." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "han delar med sig vad han vet om att smyga innan han går." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "En förstörd fälla" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "några av fällorna har blivit sönderslitna." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "stora spår leder in i skogen." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "några fällor har blivit förstörda" #: script/events/outside.js:26 msgid "track them" msgstr "följ efter spåren" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "strunta i dem" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "spåren försvinner efter några få minuter." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "skogen är tyst." #: script/events/outside.js:40 msgid "nothing was found" msgstr "" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "gå hem" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "inte lång från byn ligger en stor best. Pälsen är blodig." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "den kämpar vekt, innan den dör för kniven." #: script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "den morrande besten är död" #: script/events/outside.js:69 msgid "Fire" msgstr "" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "" #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "" #: script/events/outside.js:79 msgid "a fire has started" msgstr "" #: script/events/outside.js:86 #, fuzzy msgid "mourn" msgstr "skydd" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "" #: script/events/outside.js:95 msgid "Sickness" msgstr "Sjukdom" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "en sjukdom sprider sig i byn." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "medicin behövs omedelbart." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "" #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 medicin" #: script/events/outside.js:114 msgid "ignore it" msgstr "strunta i det" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "sjukdommen är behandlad i tid." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "sjukdommen sprider sig i byn." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "dagarna är fyllda med begravningar." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "på nätterna hörs plågade skrik." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "" #: script/events/outside.js:153 msgid "Plague" msgstr "Pest" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "en fruktandsvärd pest tar snabbt fäste i byn." #: script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "pesten far fram genom byn." #: script/events/outside.js:168 #, fuzzy msgid "buy medicine" msgstr "1 medicin" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 mediciner" #: script/events/outside.js:179 msgid "do nothing" msgstr "gör ingenting" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "pesten är hindrad från att sprida sig." #: script/events/outside.js:187 msgid "only a few die." msgstr "endast ett fåtal dör." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "byborna begraver de döda." #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "pesten far fram genom byn." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "enda hoppet är en snabb död." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Attack Från En Best" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "en grupp av morrande bestar väller ut från träden" #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "striden är kort och blodig, men bestarna retirerar." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "byborna återvänder för att sörja de döda." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "vilda djur attackerar byborna" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "rovdjur blir till bytesdjur. rovdjur blir till byte" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Ett Militäranfall" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "ett skott brinner av bland träden." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "beväpnade män anfaller från skogen, skjutandes in i folksamlingen." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "efter en skärmytsling drar dom sig tillbaka, men med förluster." #: script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "pesten far fram genom byn." #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: script/events/room.js:6 msgid "The Nomad" msgstr "Nomaded" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "en nomad hasar innom synhåll. Lastad med olika påsar bundna med garn." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "" "han säger inte varifårn han kommer, men det är klart att han inte stannar." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "en nomad anländer, han vill göra affärer" #: script/events/room.js:20 msgid "buy scales" msgstr "köp fjäll" #: script/events/room.js:25 msgid "buy teeth" msgstr "köp tänder" #: script/events/room.js:30 msgid "buy bait" msgstr "köp bete" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "fällor är mer effektiva med bete." #: script/events/room.js:39 msgid "buy compass" msgstr "köp kompass" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "den gamla kompassen är bucklig och dammig, men ser ut att fungera" #: script/events/room.js:45 script/events/room.js:227 script/events/room.js:240 #: script/events/room.js:253 script/events/room.js:309 #: script/events/room.js:332 script/events/room.js:388 #: script/events/room.js:411 script/events/room.js:450 #: script/events/room.js:568 script/events/room.js:584 #: script/events/room.js:600 script/events/room.js:611 msgid "say goodbye" msgstr "säg hejdå" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Ljud" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "genom väggen hörs smusslande ljud." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "kan inte avgöra vad dom håller på med" #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "kostiga ljud hörs genom väggen" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "undersök" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "suddiga skepnader rör sig just utom synhåll." #: script/events/room.js:79 msgid "the sounds stop." msgstr "ljudet tystnar." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "gå tillbaka in" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "" "en bunt av pinnar ligger just utanför tröskeln, inlindade i grovt skinn." #: script/events/room.js:92 msgid "the night is silent." msgstr "natten är tyst." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "skrapande ljud hörs från förrådet." #: script/events/room.js:112 msgid "something's in there." msgstr "det är någonting där-" #: script/events/room.js:114 msgid "something's in the store room" msgstr "någonting är i förrådet" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "en del trä fattas." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "på marken ligger små fjäll utspritt" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "på marken ligger tänder utspridda" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "på marken ligger tygremsor utspridda" #: script/events/room.js:190 msgid "The Beggar" msgstr "Tiggaren" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "en tiggare kommer." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "" "frågar efter om det finns några pälsar över, för att hålla honom varm på " "natten." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "en tiggare kommer" #: script/events/room.js:204 msgid "give 50" msgstr "ge 50" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "ge 100" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "be honom att gå" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "tiggaren uttrycker sin tacksamhet." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "lämnar en liten hög av fjäll efter sig." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "lämnar en liten hög av tänder efter sig." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "lämnar några tygtrasor efter sig." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Den Mystiske Vandraren" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "en vandrare anlämder med en tom kälke, säger att om han får ved kommer han " "tillbaka med mer." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "byggaren är inte säker att han går att lita på." #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "en mystisk vandrare kommer" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "ge 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "vandraren lämnar, kälken full med ved." #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "den mystiska vandraren kommer tillbaka, kälken full med ved." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "en vandrare anlämder med en tom kälke, säger att om hon får pälsar kommer " "hontillbaka med mer." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "byggaren är inte säker att hon går att lita på." #: script/events/room.js:365 msgid "turn her away" msgstr "be henne att gå" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "vandraren lämar, kälken full med pälsar" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "den mystiska vandraren kommer tillbaka, kälken full med pälsar." #: script/events/room.js:420 msgid "The Scout" msgstr "Spejaren" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "spejaren säger att hon varit överallt." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "är beredd att berätta om det, mot ett pris." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "spejaren stännar för natten" #: script/events/room.js:434 msgid "buy map" msgstr "köp karta" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "kartan synliggör en del av världen" #: script/events/room.js:440 msgid "learn scouting" msgstr "lär spaning" #: script/events/room.js:459 msgid "The Master" msgstr "Mästaren" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "en gammal vandrare kommer." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "han ler varmt och frågar om husrum för natten." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "en gammal vandrare kommer" #: script/events/room.js:473 msgid "agree" msgstr "Tillåt" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "i utbyte erbjuder vandraren sin visdom." #: script/events/room.js:493 msgid "evasion" msgstr "undvikande" #: script/events/room.js:503 msgid "precision" msgstr "precision" #: script/events/room.js:513 msgid "force" msgstr "kraft" #: script/events/room.js:532 msgid "The Sick Man" msgstr "Den Sjuka Mannen" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "en man stapplar fram, hostandes." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "han ber om medicin." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "en sjuk man stapplar fram" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "ge 1 medicin" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "mannen sväljer medicinen ivrigt" #: script/events/room.js:552 msgid "tell him to leave" msgstr "be honom att gå" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "mannen är tacksam." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "han lämnar en belöning." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "en konstig metall han plockat upp på sina resor." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "några konstiga lysande lådor som plockat upp på sina resor." #: script/events/room.js:593 msgid "all he has are some scales." msgstr "allt han har är några fjäll." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "mannen tackar och stapplar iväg." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "En Utpost" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "en säker plats i vildmarken" #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Ett Grumligt Träsk" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "ruttnade vass sticker upp från den sunkiga marken." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "en ensam groda sitter tyst i sörjan." # dur dur dur #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "det luktar ruttet i den stillastående luften i träsket." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "gå in" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "djupt inne i träsket finns en liten stuga täckt med mossa." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "en gammal vandrare sitter i trans i stugan." #: script/events/setpieces.js:61 msgid "talk" msgstr "prata" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "vandraren tar talismanen och nickar sakta." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "han berättar om att en gång lett den stora flottan till en ny värld." # :( :( #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "ofattbar förstörelse för att mätta vandrarnas hunger." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "hans tid här och nu är hans botgöring." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "En Fuktig Grotta" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "grottöppnigen är stor och mörk" #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "kan inte se vad som är där inne." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "marken är sprucken, som ett uråldrigt sår" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "gå in" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "en skrämd best försvarar sitt hem" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "fortsätt" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "lämna grottan" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "grottan blir smalare några steg in." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "väggarna är fuktiga och täckta med mossa" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "kläm" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "återstoden av ett gammalt läger ligger inuti grottan." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "madrasser, nötta och missfärgade under ett lager av damm." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "kroppen av en vandrare ligger i ett litet hålrum." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "förruttnad, och några delar är saknade." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "kan inte se vad som är kvar här." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "facklan fräser och dör i den fuktiga luften" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "mörkret är totalt" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "facklan där ut" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "en grottödla attackerar" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "en stor best anfaller från mörkret" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "en gigantisk ödla hasar framåt" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "boet av ett stort djur ligger längst in i grottan." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "en liten förrådslåda ligger längst in i grottan." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "en gammal väska med tjockt lager damm är inkilad bakom en klippa." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "En Övergiven Stad" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "en liten förort med tomma,brända och flagande hus." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "trasiga rostiga gatulysen. ljuset har inte skinit här på lång tid." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "staden ligger övergiven, befolkningen död sedan länge" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "utforska" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "där fönsterglasen inte är trasiga på skolhuset, är dom svarta av sot." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "dubbeldörrarna gnisslar i vinden." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "lämna staden" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "bakhåll på gatan" #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "" #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "" #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "" #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "" #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "" #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "" #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "" #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "" #: script/events/setpieces.js:866 #, fuzzy msgid "a beast charges out of a ransacked classroom." msgstr "en stor best anfaller från mörkret" #: script/events/setpieces.js:882 #, fuzzy msgid "through the large gymnasium doors, footsteps can be heard." msgstr "genom väggen hörs smusslande ljud." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "" #: script/events/setpieces.js:884 #, fuzzy msgid "the footsteps stop." msgstr "ljudet tystnar." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "" #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "" #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "" #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "" #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "" #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "" #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "" #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "" #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "" #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "" #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "" #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "" #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "" #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "" #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "" #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "" #: script/events/setpieces.js:1239 #, fuzzy msgid "A Ruined City" msgstr "En förstörd fälla" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "" #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "" #: script/events/setpieces.js:1261 #, fuzzy msgid "the streets are empty." msgstr "byborna begraver de döda." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "" #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 #, fuzzy msgid "leave city" msgstr "lämna grottan" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "" #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "" #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "" #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "" #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "" #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "" #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "" #: script/events/setpieces.js:1368 msgid "descend" msgstr "" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "" #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "" #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "" #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "" #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "" #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "" #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "" #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "" #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "" #: script/events/setpieces.js:1615 #, fuzzy msgid "a snarling beast jumps out from behind a car." msgstr "en morrande best hoppar fram från undervegetationen" #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "" #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "" #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "" #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "" #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "" #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "" #: script/events/setpieces.js:1694 #, fuzzy msgid "more voices can be heard ahead." msgstr "kostiga ljud hörs genom väggen" #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "" #: script/events/setpieces.js:1711 #, fuzzy msgid "the sound of gunfire carries on the wind." msgstr "dubbeldörrarna gnisslar i vinden." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "" #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "" #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "" #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "" #: script/events/setpieces.js:1747 #, fuzzy msgid "the owner stands by, stoic." msgstr "ljudet tystnar." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "" #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "" #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "" #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "" #: script/events/setpieces.js:1874 #, fuzzy msgid "a pack of lizards rounds the corner." msgstr "en grupp av morrande bestar väller ut från träden" #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "" #: script/events/setpieces.js:1940 #, fuzzy msgid "a large bird nests at the top of the stairs." msgstr "en stor best anfaller från mörkret" #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "" #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "" #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "" #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "" #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "" #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "" #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "" #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "" #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "" #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "" #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "" #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "" #: script/events/setpieces.js:2372 #, fuzzy msgid "not much here." msgstr "inte tillräcklige med läder" #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "" #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "" #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "" #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "" #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "" #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "" #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "" #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "" #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "" #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "" #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "" #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "" #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "" #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "" #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "" #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "" #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "" #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "" #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "" #: script/events/setpieces.js:2676 #, fuzzy msgid "there is nothing else here." msgstr "det finns inget mer vatten" #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "" #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "" #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "" #: script/events/setpieces.js:2799 #, fuzzy msgid "the tentacular horror is defeated." msgstr "den förvildade fasan är död" #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "" #: script/events/setpieces.js:2845 #, fuzzy msgid "the warped man lies dead." msgstr "den taninga mannen är död" #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "" #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "" #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" #: script/events/setpieces.js:2939 #, fuzzy msgid "the door hangs open." msgstr "ljudet tystnar." #: script/events/setpieces.js:2941 #, fuzzy msgid "the remains of an old house stand as a monument to simpler times" msgstr "återstoden av ett gammalt läger ligger inuti grottan." #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "" #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "" #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "" #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "" #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "" #: script/events/setpieces.js:3051 #, fuzzy msgid "A Forgotten Battlefield" msgstr "Ett slagfält" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "" #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" #: script/events/setpieces.js:3104 #, fuzzy msgid "A Huge Borehole" msgstr "Ett borrhål" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "" #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "" #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "" #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "" #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "" #: script/events/setpieces.js:3148 msgid "salvage" msgstr "" #: script/events/setpieces.js:3156 #, fuzzy msgid "The Sulphur Mine" msgstr "svavel gruva" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "" #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "" #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "" #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 #, fuzzy msgid "attack" msgstr "Attack Från En Best" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "" #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "" #: script/events/setpieces.js:3241 #, fuzzy msgid "a second soldier joins the fight." msgstr "spejaren stännar för natten" #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "" #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "" #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 #, fuzzy msgid "the mine is now safe for workers." msgstr "det finns inget mer vatten" #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "" #: script/events/setpieces.js:3305 #, fuzzy msgid "The Coal Mine" msgstr "kol gruva" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "" #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "" #: script/events/setpieces.js:3312 #, fuzzy msgid "this old mine is not abandoned" msgstr "soldaten är död" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 #, fuzzy msgid "a man joins the fight" msgstr "en främling kommer under natten" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "" #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "" #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "" #: script/events/setpieces.js:3447 #, fuzzy msgid "The Iron Mine" msgstr "järn gruva" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" #: script/events/setpieces.js:3453 #, fuzzy msgid "feral howls echo out of the darkness." msgstr "en stor best anfaller från mörkret" #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "" #: script/events/setpieces.js:3504 #, fuzzy msgid "the beast is dead." msgstr "den morrande besten är död" #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "" #: script/events/setpieces.js:3524 #, fuzzy msgid "A Destroyed Village" msgstr "En Måttlig By" #: script/events/setpieces.js:3528 #, fuzzy msgid "a destroyed village lies in the dust." msgstr "en främling kommer under natten" #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "" #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "" "en metallisk doft från vandrarnas efterbrännkammare hänger kvar i luften." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "ett skul står i mitten av byn." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "det finns fortfarande förnödenheter där inne." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "all arbete av en föregående generation är här." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "moget att plockas." #~ msgid "Export" #~ msgstr "Exportera" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/th/main.css ================================================ .button{width: 120px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/th/strings.js ================================================ _.setTranslation({"water tank": "ถังน้ำ", "all":"ทุกอย่าง", "use meds": "ใช้ยา", "Fire": "ไฟไหม้","a fire rampages through one of the huts, destroying it.":"ไฟไหม้ออกจากห้อง ลุกลามและเผาทำลายกระท่อมหลังหนึ่งในหมู่บ้าน", "all residents in the hut perished in the fire.": "ทุกคนที่อาศัยในบ้านหลังนั้นเสียชีวิตในเปลวไฟ", "mourn":"ไว้อาลัย", "nothing to take":"ไม่มีอะไรให้เก็บ", "the room is {0}": "ในห้อง {0}", "take everything":"เก็บทุกอย่าง", "punch twice as fast, and with even more force": "ต่อยด้วยความรวดเร็วเป็นสองเท่า และรุนแรงมากยิ่งขึ้นไปอีก", "a fire has started": "เกิดไฟไหม้", "some villagers have died": "ชาวบ้านบางส่วนเสียชีวิตในเปลวไฟ", "charm": "เครื่องราง", "The Nomad": "ผู้เร่ร่อน", "more traps won't help now": "มีกับดักมากไปกว่านี้ก็คงไม่ช่วยอะไรแล้ว", "only a few die.": "มีไม่กี่คนเท่านั้นที่เสียชีวิต", "total": "รวม", "the compass points east": "เข็มทิศชี้ไปทางตะวันออก", "the bodies of the wanderers that lived here are still visible in the flames.": "ยังคงเห็นร่างของผู้ดินทางที่อาศัยอยู่ที่นี่ในเปลวไฟ", "the walls are scorched from an old battle.": "กำแพงถูกเผาทำลาย เป็นสัญลักษณ์ของการต่อสู้ในอดีต","there was a beast. it's dead now": "มีสัตว์ร้ายในป่า เราสังหารมันลงแล้ว", "convoy": "ผู้คุ้มกัน", "buy medicine": "ซื้อยา", "not enough fur": "มีขนสัตว์ไม่เพียงพอ", "a masked soldier rounds the corner, gun drawn": "ทหารใต้หน้ากากปรากฏตัวขึ้นในมุมหนึ่ง ปืนชี้มาตรงหน้า", "a huge hole is cut deep into the earth, evidence of the past harvest.": "หลุมขนาดใหญ่ตัดลึกลงไปในหน้าดิน ร่องรอยของการเก็บเกี่ยวในครั้งก่อน", "it puts up little resistance before the knife.": "มันไม่สู้คมมีดมากนัก", "the body of a wanderer lies in a small cavern.": "ร่างของผู้เดินทางทอดกายอยู่ในโพรงหลุม", "a shivering man approaches and attacks with surprising strength": "ชายตัวสั่นเทิมโจนเข้ามา และโจมตีด้วยความรุนแรงอย่างไม่น่าเชื่อ", "steel's stronger than iron": "เหล็กกล้าแข็งแกร่งกว่าเหล็กทั่ว ๆ ไป", "A Strange Bird": "นกประหลาด", "not enough alien alloy": "มีโลหะต่างดาวไม่เพียงพอ", "not enough wood": "มีไม้ไม่เพียงพอ", "street above the subway platform is blown away.": "พื้นถนนเหนือทางรถไฟใต้ดึงถูกระเบิดออกไป", "the soldier is dead": "ทหารเสียชีวิต", "error while saving to dropbox datastorage": "มีอะไรบางอย่างผิดพลาดกับการเก็บข้อมูลใน dropbox", "the footsteps stop.": "เสียงฝีเท้าสงบลง", "sniper": "พลซุ่มยิง", "the coal mine is clear of dangers": "เหมืองถ่านหินปลอดภัยสำหรับคนงานแล้ว", "the warped man lies dead.": "คนวิปริตได้ตายลงแล้ว", "something's in the store room": "มีอะไรบางอย่างอยู่ในห้องเก็บของ", "unfathomable destruction to fuel wanderer hungers.": "การทำลายอย่างไม่สิ้นสุดที่เต็มเห็นความกระหายหยากของผู้เดินทาง", "embark": "ออกเดินทาง", "scout": "ผู้สำรวจ", "facebook": "facebook", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "ต้นไม้หายไปจากบริเวณ เหลือแต่ผืนหญ้าแห้ง พุ่มไม้สีเหลืองเสียดสีกันเองตามสายลม", "save.": "save.", "total score: {0}": "คะแนนรวม: {0}", "learned to make the most of food": "เรียนรู้การกินอาหารอย่างคุ้มค่า", "blast": "ยิงลำแสง", "the sky is grey and the wind blows relentlessly": "ท้องฟ้าเป็นสีเทา ลมพัดกระหน่ำแรง", "supplies:": "เสบียง:", "the feral terror is dead": "อสูรจรจัดถูกสังหาร", "the tracks disappear after just a few minutes.": "รอยเท้าหายไปหลังจากตามได้ไม่นานนัก", "a safe place in the wilds.": "ที่หลบภัยกลางถิ่นกันดาร", "fur": "ขนสัตว์", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "มีประกายแสงของโลหะอยู่ใต้ผ้าคลุม มันถูกกอดกุมเอาไว้โดยมือทั้งหลายของผู้เดินทาง", "buy scales": "ซื้อเกล็ดประหลาด", "mild": "เริ่มอุ่น", "the hunting lodge stands in the forest, a ways out of town": "ซุ้มพรานถูกสร้างขึ้น ไกลออกไปจากตัวเมือง", "leave": "ออก", "the convoy can haul mostly everything": "ผู้คุ้มกันสามารถช่วยขนของได้แทบทุกอย่าง", "learned to strike faster without weapons": "เรียนรู้ที่จะจู่โจมได้เร็วขึ้นโดยไม่ใช้อาวุธ", "an old house remains here, once white siding yellowed and peeling.": "บ้านหลังเก่ากรุตั้งอยู่ที่นี่ สภาพทรุดโทรมเกินบูรณะ", "ignore them": "เพิกเฉยเสีย", "willing to talk about it, for a price.": "ยินที่ที่จะพูดคุยเรื่องดังกล่าว ด้วยราคาที่สมเหตุสมผล", "a beast, wilder than imagining, erupts out of the foliage": "สัตว์อสูรหน้าตาผิดเพี้ยนเกินจินตนาการโจนตัวออกมาจากสุมทุมพุ่มไม้", "go home": "กลับบ้าน", "the soldier steps out from between the buildings, rifle raised.": "ทหารก้าวเท้าออกมาจากตรอก ยกปืนขึ้นประทับบ่า", "force": "พลัง", "the rickety cart will carry more wood from the forest": "รถเข็นจะช่วยให้เก็บไม้จากป่าได้มากขึ้น", "a ragged stranger stumbles through the door and collapses in the corner": "คนแปลกหน้าในเศษผ้าคลุมเก่า ๆ เดินเข้ามาทางประตูและล้มลงตรงมุมห้อง", "not enough leather": "มีหนังฟอกไม่เพียงพอ", "the fight is short and bloody, but the beasts are repelled.": "การต่อสู้เป็นไปอย่างรวดเร็วและดุเดือด สัตว์ประหลาดถูกขับไล่ไปได้", "the wood is running out": "ไม้ฟืนเริ่มเหลือน้อยลงเต็มที่", "restart.": "restart.", "rot's been to work on it, and some of the pieces are missing.": "ดูเหมือนมันจะเริ่มผุพัง และมีหลายชิ้นส่วนที่ยังขาดหายไป", "workshop's finally ready. builder's excited to get to it": "โรงงานถูกตั้งขึ้นในที่สุด ผู้สร้างดูจะดีใจกว่าใครเพื่อนเป็นพิเศษ", "a trading post would make commerce easier": "ท่าสินค้าจะทำให้การซื้อขายงายขึ้นมาก", "not enough steel": "มีเหล็กกล้าไม่พอ", "perks:": "ความสามารถพิเศษ:", "the torch goes out": "คบไฟมอดลง", "saved.": "saved.", "after a skirmish they are driven away, but not without losses.": "หลังจากการปะทะ พวกมันก็ถูกขับไล่ออกไป แต่ก็ด้วยราคาที่เจ็บปวด", "the military is already set up at the mine's entrance.": "ดูเหมือนว่ากองทหารได้ตั้งค่ายอยู่หน้าเหมืองมาสักพักแล้ว", "tannery goes up quick, on the edge of the village": "โรงฟอกหนังถูกตั้งไว้ที่ปลายของหมู่บ้าน", "learned to fight quite effectively without weapons": "เรียนรู้ที่จะต่อสู้เมื่อไม่มีอาวุธ", "charred bodies litter the ground.": "ซากศพไหม้เกรียมกระจัดกระจายตามพื้น", "someone throws a stone.": "มีใครบางคนโยนก้อนหินมา", "leaves a pile of small teeth behind.": "ทิ้งกองเขี้ยวประหลาดเอาไว้", "leave city": "ออกจากเมือง", "not enough scales": "มีเกล็ดไม่เพียงพอ", "someone has locked and barricaded the door to this operating theatre.": "ใครบางคนได้ลั่นกลอนและตั้งเครื่องกีดขวางอยู่ทั่วโรงละคร", "leave cave": "ออกจากถ้ำ", "hp: {0}/{1}": "hp: {0}/{1}", "a lone frog sits in the muck, silently.": "กบตัวใหญ่นั่งอยู่ในตมเงียบ ๆ ", "the steel is strong, and the blade true.": "โลหะแข็งแรงดี และใบดาบก็คมกริบ", "a shame to let what he'd found go to waste.": "คงไม่ดีถ้าจะให้ของที่เขาอุตส่าห์เหลือไว้มาทิ้งไว้เสียเปล่า", "learned how to ignore the hunger": "เรียนรู้ที่จะเพิกเฉยต่อความหิวโหย", "punch": "ชก", "water": "น้ำ", "desert rat": "ชาวทะเลทราย", "explore": "สำรวจ", "a pack of snarling beasts pours out of the trees.": "ฝูงสัตว์ร้ายโถมออกมาจากต้นไม้รอบ ๆ ", "punches do even more damage.": "กำปั้นสร้างความเสียหายให้กับศัตรูมากยิ่งขึ้น", "roaring": "ลุกโชติช่วง", "gatherer": "คนเก็บฟืน", "the people back away, avoiding eye contact.": "ผู้คนค่อย ๆ ถอยออกไป พยายามหลบสายตา", "A Huge Borehole": "หลุมอุกกาบาตยักษ์", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "มีกิ่งไม้วางอยู่ที่เชิงประตู พันไว้ด้วยขนสัตว์", "builder says she could make finer things, if she had the tools": "ผู้สร้างบอกว่าเธอสามารถสร้างของที่ประณีตกว่านี้ก็ได้ ถ้าเธอมีอุปกรณ์ครบ", "soldier": "ทหาร", "learn scouting": "เรียนรู้วิชาสำรวจ", "share.": "share.", "choose one slot to save to": "เลือกช่องที่ต้องการบันทึก.", "A Murky Swamp": "บึง", "iron sword": "ดาบเหล็ก", "builder says she can make traps to catch any creatures might still be alive out there": "ผู้สร้างบอกว่าเธอน่าจะประกอบกับดักง่าย ๆ ไว้จับสัตว์ที่อาจจะอยู่ข้างนอกนั่นได้", "the grasses thin. soon, only dust remains.": "หญ้าเริ่มบางลงจากบริเวณ เหลือเพียงแต่ฝุ่นทราย", "a shot rings out, from somewhere in the long grass": "เสียงปืนดังขึ้นจากบางแห่งในพงหญ้า", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "ถึงชายป่า ต้นไม้บิดเบี้ยวแทงขึ้นมาจากพื้นฝุ่น กิ่งใบประกอบกันเหมือนซี่โครงน่าขยะแขยง", "gather wood": "เก็บไม้", "with a little effort, it might fly again.": "คงต้องทุ่มแรงนิดหน่อยถ้าจะให้มันบินขึ้นอีกครั้ง", "A Scavenger": "คนเก็บขยะ", "picking the bones finds some useful trinkets.": "เจอของเล็ก ๆ น้อย ๆ ที่น่าจะเอามาใช้งานได้ในโครงกระดูก", "the shell of an abandoned hospital looms ahead.": "ศากโรงพยาบาลร้างอยู่ตรงหน้า", "the villagers hang the thief high in front of the store room.": "ชาวบ้านแขวนคอพวกโจรเหนือขื่อห้องเก้บของ", "eye for an eye seems fair.": "ตาต่อตา ฟันต่อฟัน คงจะยุติธรรมที่สุดแล้ว", "an old man bursts through a door, wielding a scalpel.": "ชายชราโจนออกมาจากประตู ในมือถือมีดผ่าตัด", "1 medicine": "1 ยารักษา", "the small military outpost is well supplied.": "ป้อมทหารเล็ก ๆ ดูเหมือนจะมีจุเสบียงไว้เต็มที่", "the clinic has been ransacked.": "คลินิกถูกรื้อค้นจนทั่ว", "drop:": "drop:", "leaves some scraps of cloth behind.": "ทิ้งเศษผ้าเอาไว้เล็กน้อย", "are you sure?": "คุณแน่ใจหรือไม่?", "charcutier": "คนตากเนื้อ", "a military perimeter is set up around the mine.": "ค่ายทหารถูกสร้างขึ้น ล้อมรอบด้วยกับระเบิด", "trading post": "ท่าสินค้า", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "ผู้เดินทางมาเยี่ยมเยือนพร้อมกับรถเข็น เธอบอกว่าถ้าเธอมีขนสัตว์ให้ยืมสักหน่อย เธอจะเอากลับมาคืนด้วยจำนวนที่มากขึ้น", "in exchange, the wanderer offers his wisdom.": "เพื่อเป็นการแลกเปลี่ยน ผู้เดินทางเสนอความรู้ของเขาเป็นการตอบแทน", "sulphur miner": "เหมืองกำมะถัน", "a small basket of food is hidden under a park bench, with a note attached.": "ตะกร้าอาหารถูกซ่อนอยู่ใต้เก้าอี้ในสวนสาธารณะ พร้อมกับข้อความสั้น ๆ", "warm": "อุ่น", "the sound of gunfire carries on the wind.": "เสียงยิงปืนดังขึ้นมาตามสายลม", "stoke fire": "เติมฟืน", "lift off": "ปล่อยยาน", "shoot": "ยิงปืน", "none": "ไม่มี", "leave town": "ออกจากเมือง", "most of the windows at ground level are busted anyway.": "หน้าต่างชั้นล่างถูกพังออกมา", "a strange looking bird speeds across the plains": "นกหน้าตาประหลาดโฉบมาตามทุ่งราบ", "linger": "รออยู่ต่อ", "take": "เก็บ", "connect game to dropbox local storage": "เชื่อมต่อเกมเข้ากับ dropbox", "strange bird": "นกประหลาด", "if the code is invalid, all data will be lost.": "ถ้าใส่รหัสผิดพลาด ข้อมูลทั้งหมดจะหลายไป", "A Feral Terror": "อสูรจรจัด", "can't see what's inside.": "มองไม่เห็นว่าข้างในมีอะไร", "a large beast charges out of the dark": "สัตว์ตัวใหญ่โจนออกมาจากความมืด", "salvage": "รื้อของ", "grenade": "ระเบิดมือ", "the stranger in the corner stops shivering. her breathing calms.": "คนแปลกหน้าที่มุมห้องหยุดสั่นลง เธอเริ่มหายใจอย่างสงบ", "a small suburb lays ahead, empty houses scorched and peeling.": "หมู่บ้านชานเมืองเล็ก ๆ อยู่ตรงหน้า มีร่องรอยของการถูกเผาและทำลาย", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "ผู้เดินทางมาเยี่ยมเยือนพร้อมกับรถเข็น เขาบอกว่าถ้าเขามีไม้ให้ยืมสักหน่อย เขาจะเอากลับมาคืนด้วยจำนวนที่มากขึ้น", "gaunt man": "คนผอมแห้ง", "a squat building up ahead.": "มีอาคารขนาดย่อม ๆ อยู่ข้างหน้า", "a thug moves out of the shadows.": "นักเลงโผล่ออกมาจากเงามืด", "An Outpost": "ค่าย", "there's not much, but some useful things can still be found.": "พบของมีประโยชน์บางอย่าง แม้จะไม่มากนักก็ตาม", " and ": " และ ", "an improvised shop is set up on the sidewalk.": "เพิงร้านค้าเล็ก ๆ ถูกตั้งขึ้นข้างทาง", "cured meat": "เนื้อแห้ง", "builder puts up a hut, out in the forest. says word will get around.": "ผู้สร้างตั้งกระท่อมเล็ก ๆ ที่ชายป่า เธอบอกว่าข่าวเรื่องที่พักจะกระจายออกไป", "learned how not to be seen": "เรียนรู้ที่จะไม่ถูกมองเห็น", "punches do more damage": "หมัดสร้างความเสียหายมากขึน", "some traps have been destroyed": "กับดักบางส่วนถูกทำลาย", "castoff from the mammoth drills can still be found by the edges of the precipice.": "พบชิ้นโลหะประหลาดในกระบอกสว่านขนาดใหญ่", "well armed men charge out of the forest, firing into the crowd.": "กลุ่มคนติดอาวุธอย่างดีระดมเข้ามาจากทางป่าและยิงเข้ามา", "deep in the swamp is a moss-covered cabin.": "ลึกเข้าไปในบึง กระท่อมเล็ก ๆ ตั้งอยู่โดดเดี่ยว", "app store.": "app store.", "An Old Starship": "ยานอวกาศเก่า", "ignore it": "เพิกเฉยเสีย", "hot": "ร้อน", "upgrade engine": "เสริมเครื่องยนต์", "forest": "ป่า", "give 500": "ให้ไป 500", "A Dark Room": "ห้องมืด", "a battle was fought here, long ago.": "มีการต่อสู้ในบริเวณนี้เมื่อนานมาแล้ว", "builder says leather could be useful. says the villagers could make it.": "ผู้สร้างบอกว่าหนังฟอกน่าจะมีประโยชน์ พวกชาวบ้านน่าจะทำกันได้", "craft:": "สร้าง:", "Iron Mine": "เหมืองเหล็ก", "coal mine": "เหมืองถ่านหิน", "bits of meat": "เศษเนื้อ","safer here.":"ทีนี่ปลอดภัยดี", "scavengers must have gotten to this place already.": "พวกเก็บซากคงเข้ามารื้อที่นี่ไปแล้ว", "the remains of an old camp sits just inside the cave.": "มีเศษซากของค่ายพักแรมเก่า ๆ ในถ้ำ", "The Village": "หมู่บ้าน", "snarling beast": "สัตว์ร้าย", "soldiers patrol the perimeter, rifles slung over their shoulders.": "ทหารลาดตระเวนอยู่ในบริเวณนี้ ปืนยาวสะพายพาดบ่า", "a swarm of rats rushes up the tunnel.": "ฝูงของหนูโจนเข้ามาจากโพรง", "faces, darkened by soot and blood, stare out from crooked huts.": "ใบหน้าที่เปื้อนคราบเลือดและดินโคลนมองออกมาจากกระท่อม", "strange noises can be heard through the walls": "เสียงประหลาดลอดผ่านเข้ามาทางกำแพง", "coal": "ถ่านหิน", "Stratosphere": "Stratosphere", "man-eater": "อสูรกินคน", "can't tell what they're up to.": "ไม่รู้เหมือนกันว่าพวกนั้นต้องการอะไร", "enter": "เข้าไป", "a destroyed village lies in the dust.": "หมู่บ้านที่ถูกเผาทำลายจมลงในกองเถ้า", "Ship": "ยาน", "better avoid conflict in the wild": "คงจะต้องหลีกเลี่ยงการต่อสู้ในป่า", "talk": "พูดคุย", "another beast, draw by the noise, leaps out of a copse of trees.": "สัตว์ป่าอีกตัวที่ถูกดึงดูดมาด้วยเสียง โจนออกมาจากโคนต้นไม้", "A Soldier": "ทหาร", "the man expresses his thanks and hobbles off.": "ชายคนนั้นแสดงท่าทางขอบคุณก่อนจะเดินกะโผลกกะเผลกออกไป", "battered technology from both sides lays dormant on the blasted landscape.": "อาวุธผุพังจากทั้งสองฝ่ายวางอยู่นิ่ง ๆ บนผืนดินแห้งกร้าว", "the villagers haul a filthy man out of the store room.": "ชาวบ้านขนชายท่าทางสกปรกออกมาจากห้องเก็บของ", "strips of meat are hung up to dry in this ward.": "แผ่นเนื้อจะถูกตากไว้ที่นี่", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "ยานหน้าตาคุ้นเคยของผู้เดินทางผุดขึ้นมาจากกองเถ้าและฝุ่น", "all the work of a previous generation is here.": "การก่อสร้างของรุ่นก่อน ๆ นั้นอยู่ที่นี่", "cold": "หนาวเย็น", "the iron mine is clear of dangers": "เหมืองเหล็กปลอดภัยแล้ว", "the military presence has been cleared.": "กองทหารถูกเก็บกวาดจากบริเวณ", "A Crashed Starship": "ซากยานอวกาศ", "the fire is {0}": "ไฟ {0}", "A Lonely Hut": "กระท่อมเดียวดาย", "buy teeth": "ซื้อเขี้ยว", "a small supply cache is hidden at the back of the cave.": "กล่องเก็บของเล็ก ๆ ถูกซ่อนไว้ที่ปลายถ้ำ", "iron's stronger than leather": "เหล็กทนทานกว่าหนังสัตว์", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "มีถุงนอนฉีกขาดและไหม้เกรียม วางอยู่ใต้ชั้นบาง ๆ ของฝุ่น", "dodge attacks more effectively": "หลบการโจมตีได้ดีขั้น", "hull: ": "เกราะหุ้ม:", "a madman attacks, screeching.": "ชายคุ้มคลั่งโจนเข้ามาโจมตี กรีดร้องเสียงดัง", "thieves": "โจร", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "หอคอยที่ไม่ได้ล้มลง สร้างภาพทิวทัศน์เหมือนซี่โครงของสัตว์ยักษ์โบราณ", "lights off.": "lights off.", "someone had been stockpiling loot here.": "ใครบางคนเอาสมบัติของตนมาเก็บไว้ที่นี่", "learned to look ahead": "เรียนรู้ที่จะมองให้ไกลออกไป", "the mine is now safe for workers.": "เหมืองปลอดภัยสำหรับคนงานแล้ว", "Coal Mine": "เหมืองถ่าน", "empty corridors.": "ระเบียงว่างเปล่า", "save to slot": "ช่องบันทึก", "the owner stands by, stoic.": "เจ้าของที่ยืนอยู่นิ่ง ๆ อย่างสุขุม", "hunter": "พราน", "strips of meat hang drying by the side of the street.": "แผ่นเนื้อถูกวางตากไว้ข้างทางเดิน", "more squatters are crowding around now.": "คนจรจัดเริ่มรวมตัวกันมารอบ ๆ ", "some weird glowing boxes he picked up on his travels.": "กล่องเรื่องแสงหน้าตาประหลาดที่เขาเก้บมาได้ระหว่างเดินทาง", "a panicked scavenger bursts through the door, screaming.": "คนเก็บเศษซากโจนเข้ามาจากประตู กรีดร้องเสียงดัง", "give 50": "ให้ไป 50", "wagon": "เกวียน", "An Old House": "บ้านเก่า", "a soldier, alerted, opens fire.": "ทหารรู้สึกถึงผู้บุกรุก ทาบปืนพร้อมยิงทันที", "meat": "เนื้อ", "the tunnel opens up at another platform.": "โพรงเปิดขึ้นมาจากอีกเพิงหนึ่ง", "a terrible plague is fast spreading through the village.": "โรคระบาดกระจายไปอย่างรวดเร็วทั่วหมู่บ้าน", "the gaunt man is dead": "ชายผอมแห้งเสียชีวิต", "bone spear": "หอกกระดูก", "trap": "กับดัก", "the street ahead glows with firelight.": "ถนนตรงหน้าสว่างไสวไปด้วยเปลวไฟ", "armourer": "ช่างอาวุธ", "a large shanty town sprawls across the streets.": "เมืองสลัมขนาดใหญ่แผ่ไปทั่วถนน", "the shell of a burned out car blocks the entrance.": "โครงของซากรถไม้ ๆ ปิดทางเข้าเอาไว้", "a small group arrives, all dust and bones.": "กลุ่มคนเล็ก ๆ เดินทางมาถึง ผอมแห้งหิวโซ", "A Ruined City": "ซากเมือง", "weight": "น้ำหนัก", "torch": "คบไฟ", "The Thief": "โจร", "not enough cloth": "มีเศษผ้าไม่เพียงพอ", "a youth lashes out with a tree branch.": "เด็กหนุ่มคนหนึ่งโจนออกมาพร้อมกิ่งไม้", "the rest of the hospital is empty.": "ที่อื่น ๆ ในโรงพยาบาลนั้นว่างเปล่า", "connect": "เชื่อมต่อ", "learned to be where they're not": "เรียนรู้ที่จะหลบหลีกอันตราย", "go twice as far without eating": "เดินทางได้ไกลขึ้นโดยไม่กินอาหาร", "scavenger'd been looking for supplies in here, it seems.": "ดูเหมือนพวกเก็บซากขยะจะเคยเข้ามาหาของที่นี่", "there's nothing else here.": "ไม่มีอะไรอยู่เลย", "the plague is kept from spreading.": "โรคระบาดถูกหยุดไว้ได้", "the cask holds enough water for longer expeditions": "กระบอกน้ำเก็บน้ำไว้ได้สำหรับการเดินทางระยะยาว", "check traps": "ตรวจดูกับดัก", "Plague": "โรคระบาด", "medicine": "ยา", "the old man had a small cache of interesting items.": "ชายแก่มีของที่น่าสนใจติดตัวมาด้วย", "tannery": "โรงฟอกหนัง", "lob": "ขว้างระเบิด", "no more room for huts.": "ไม่มีที่สำหรับกระท่อมแล้ว", "a plague afflicts the village":"เกิดโรคร้ายขึ้นในหมู่บ้าน", "they took what they came for, and left.": "พวกมันมาเอาของที่พวกมันมองหา แล้วก็จากไป", "through the large gymnasium doors, footsteps can be heard.": "ได้ยินเสียงฝีเท้าผ่านประตูของโรงยิม","epidemic is eradicated eventually":"โรคร้ายได้หยุดลงในที่สุด", "a large creature attacks, claws freshly bloodied": "สัตว์ประหลาดขนาดใหญ่เข้ามาโจมตี กรงเล็บของมันยังคงเปื้อนเลือดสด ๆ อยู่", "a green cross barely visible behind grimy windows.": "มองผ่านหน้าต่างเปรอะฝุ่น มองเห็นเพียงกางเขนสีเขียวจาง ๆ ", "a sick man hobbles up": "ชายทางทางป่วยกระเพลกเข้ามา", "An Abandoned Town": "เมืองร้าง", "cart": "รถเข็น", "might be things worth having still inside.": "อาจจะยังมีของมีค่าอยู่ข้างใน", "the wood has run out": "ฟืนเริ่มเหลือน้อยเต้มที่", "The Master": "ผู้สั่งสอน", "thrust": "เสียบ", "water replenished": "น้ำถูกเติมจนเต็ม", "a soldier opens fire from across the desert": "ทหารยิงปืนเข้ามาใส่จากอีกฟากของเนินทราย", "go twice as far without drinking": "เดินทางได้ไกลขึ้นโดยไม่ดื่มน้ำ", "the tentacular horror is defeated.": "ปราบสัตว์ประหลาดหนวดยาวลงได้", "an overturned caravan is spread across the pockmarked street.": "คาราวานสินค้าคว่ำลงบนถนน", "the villagers retreat to mourn the dead.": "ชาวบ้านล่าถอยกลับมาเพื่อทำพิธีให้กับผู้ตาย", "A Modest Village": "หมู่บ้านทั่วไป", "A Damp Cave": "ถ้ำชื้นแฉะ", "swing": "ฟาด", "alien alloy": "โลหะต่างดาว", "export or import save data, for backing up": "ส่งหรือรับข้อมูลเกม สำหรับการเก็บรักษา", "smokehouse": "โรงรมเนื้อ", "vague shapes move, just out of sight.": "ร่างราง ๆ เคลื่อนไหวออกไปจากสายตา", "Wanderer": "ผู้เดินทาง", "the earth here is split, as if bearing an ancient wound": "แผ่นดินตรงนี้แยกออก ราวกับว่าเป็นแผลเปิดจากกาลก่อน", "the compass points southeast": "เข็มทิศชี้ไปยังตะวันออกเฉียงใต้", "barbarian": "คนเถื่อน", "the wanderer leaves, cart loaded with furs": "ผู้เดินทางจากไปด้วยรถเข็มที่เต็มไปด้วยขนสัตว์", "there are still supplies inside.": "ยังมีของบางอย่างหลงเหลืออยู่ข้างใน", "traps are more effective with bait.": "กับดักจะมีผลลัพท์ดียิ่งขึ้นเมื่อมีเหยื่อล่อ", "rusted chainlink is pulled across an alleyway.": "โซ่เกรอสนิมถูกลากผ่านตรอกทางเดิน", "a sickness is spreading through the village.": "โรคประหลาดเริ่มแพร่ไปในหมู่บ้าน", "tangle": "รวบตัว", "miss": "พลาดเป้า", "the meat has run out": "ไม่มีเนื้อเหลืออยู่แล้ว", "a beast charges out of a ransacked classroom.": "สัตว์ป่าโจนออกมาจากห้องเรียน", "lucky that the natives can't work the mechanisms.": "โชคดีที่พวกพื้นเมืองไม่สามารถใช้เครื่องยนต์กลไกเหล่านี้ได้", "A Murky Swamp": "บึง", "just as deadly now as they were then.": "อันตรายเหมือนอย่างที่เคยเป็นเมื่อก่อน", "builder just shivers": "ผู้สร้างเริ่มรู้สึกเย็น", "a second soldier joins the fight.": "ทหารคนที่สองเข้ามาเสริมกำลัง", "attack": "โจมตี", "go inside": "เข้าไปข้างใน", "turn her away": "ไล่เธอไป", "dropbox.": "dropbox.", "reinforce hull": "เสริมเกราะหุ้ม", "not enough wood to get the fire going": "มีไม้ไม่พอสำหรับต่อไฟ", "a stranger arrives in the night": "คนแปลกหน้าเข้ามาอาศัยในเวลาค่ำ", "hut": "กระท่อม", "trapper": "ผู้ดักสัตว์", "a battered highway sign stands guard at the entrance to this once-great city.": "ป้ายบอกทางตั้งตระหง่านอยู่หน้าเมืองใหญ่ที่เคยรุ่งเรืองแห่งนี้", "rifle": "ปืนยาว", "sulphur": "กำมะถัน", "steel": "เหล็กกล้า", "the stranger is standing by the fire. she says she can help. says she builds things.": "หญิงสาวแปลกหน้านั่งอยู่ข้างกองไฟ เธอบอกว่าเธอสามารถช่วยสร้างสิ่งต่าง ๆ ได้", "the sickness is cured in time.": "โรคร้ายได้รับการรักษาทันเวลา", "the only hope is a quick death.": "ความหวังเดียวคือการตายอย่างไม่ทรมาน", "score for this game: {0}": "คะแนนในรอบนี้: {0}", "the lizard is dead": "กิ้งกาถูกสังหาร", "iron": "เหล็ก", "fires burn in the courtyard beyond.": "ไฟลุกท่วมในสนามตรงหน้า", "builder": "ผู้สร้าง", "a large creature lunges, muscles rippling in the torchlight": "สัตว์ร้ายตัวใหญ่โจนออกมา กล้ามเนื้อและผิวหนังของมันสะท้อนแสงจากคบไฟ", "something's causing a commotion a ways down the road.": "มีเสียงดังเอะอะมาจากฝั่งหนึ่งของถนน", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "หญิงแปลกหน้าตัวสั่นเทิม กระซิบกระซาบอะไรบางอย่างไม่เป็นภาษา", "A Firelit Room": "ห้องแสงไฟ", "some wood is missing.": "ไม้บางส่วนหายไป", "The Beggar": "ขอทาน", "Troposphere": "Troposphere", "ripe for the picking.": "พร้อมให้เก็บเกี่ยว", "A Destroyed Village": "ซากหมู่บ้าน", "coal miner": "เหมืองถ่าน", "not enough teeth": "มีเขี้ยวไม่เพียงพอ", "all he has are some scales.": "เชามีเพียงแค่เกล็ดประหลาดติดตัวเท่านั้น", "learned to predict their movement": "เรียนรู้ที่จะคาดการณ์การเคลื่อนไหวศัตรูล่วงหน้า", "the nights are rent with screams.": "คำคืนนั้นเต็มไปด้วยเสียงร้องโหยหวน", "the scavenger is dead": "คนเก็บขยะถูกสังหาร", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "ผู้เร่ร่อนเดินทางมายังที่พักพร้อมกับถุงหนังขนาดใหญ่มัดด้วยเชือกหยาบ ๆ ", "a convoy lurches in, equal parts worry and hope.": "ผู้คุ้มกันโจนเข้ามาอย่างกล้า ๆ กลัว ๆ", "the map uncovers a bit of the world": "แผนที่เปิดเผยบางส่วนของดินแดน", "the shot echoes in the empty street.": "เสียงปืนดังลั่นขึ้นบนถนนร้าง", "the sounds stop.": "เสียงนั้นหยุดลง", "rucksack": "ถุงหนัง", "the towers of a decaying city dominate the skyline": "ตึกสูงของเมืองที่ผุพังปรากฏขึ้นที่ขอบฟ้า", "lights on.": "lights on.", "a torch to keep the dark away": "คบไฟใช้ขับไล่ความมืด", "some good stuff woven into its nest.": "มีของดีหลาย ๆ อย่างพันเกี่ยวเป็นรังของมันขึ้นมา", "starvation sets in": "ความหิวโหยเริ่มคุกคามเข้ามา", "the sniper is dead": "สังหารพลซุ่มยิงสำเร็จ", "nothing": "ไม่มีอะไร", "say his folk have been skimming the supplies.": "บอกว่าคนของเขากำลังพยายามหาเครื่องใช้และเสบียง", "Restart?": "เริ่มเกมใหม่?", "this is irreversible.": "การกระทำนี้ไม่สามารถย้อนกลับได้", "the town's booming. word does get around.": "เมืองเริ่มคึกคักขึ้นมาก ผู้คนบอกกันปากต่อปากถึงเมืองนี้", "Dropbox connection": "เชื่อมต่อกับ Dropbox", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "อาวุธยุทโธปกรณ์สำหรับสงคราม ถูกวางอย่างประณีตในห้องเก็บของ", "iron miner": "เหมืองเหล็ก", "give 100": "ให้ไป 100", "Export": "Export", "the operating theatre has a lot of curious equipment.": "โรงละครมีของหลายอย่างที่น่าสนใจอย่างมาก", "A Sniper": "พลซุ่มยิง", "the mysterious wanderer returns, cart piled high with wood.": "ผู้เดินทางลึกลับกลับมาที่นี่ รถเข็นพูนสูงไปด้วยไม้", "a snarling beast jumps out from behind a car.": "สัตว์ร้ายกระโดดออกมาจากหลังซากรถ", "precise": "ความแม่นยำ", "looks like a camp of sorts up ahead.": "ดูเหมือนจะมีค่ายอะไรสักอย่างข้างหน้า", "bait": "เหยื่อล่อ", "The Sulphur Mine": "เหมืองกำมะถัน", "stunned": "มึนงง", "a thief is caught": "โจรถูกจับไว้ได้", "a beggar arrives.": "ขอทานเดินทางมายังที่พัก", "the strange bird is dead": "สังหารนกประหลาด", "*** EVENT ***": "*** เหตุการณ์พิเศษ ***", "the grass thrashes wildly as a huge lizard pushes through": "พงหญ้าเหวี่ยงไปมาอย่างรวดเร็วเมื่อกิ้งก่ายักษ์โจนออกมา", "medicine is needed immediately.": "ต้องการยาอย่างเร่งด่วน", "A Crashed Ship": "ซากยาน", "the town lies abandoned, its citizens long dead": "เมืองถูกทิ้งร้าง ประชากรคงเสียชีวิตกันหมดแล้ว", "give 1 medicine": "ให้ยาไป 1", "the old compass is dented and dusty, but it looks to work.": "เข็มทิศเก่ามีหน้าปัดเบี้ยวและขึ้นสนิม แต่ยังดูเหมือนจะใช้งานได้อยู่", "wood": "ไม้", "A Forgotten Battlefield": "สนามรบที่ถูกลืม", "the trees are gone. parched earth and blowing dust are poor replacements.": "ต้นไม้หายไปจากสายตา พื้นดินแห้งผากและลมพัดแรงเข้ามาแทนที่", "lodge": "ซุ้มพราน", "the debris is denser here.": "ซากปรักหักพังเริ่มกีดขวางทางมากขึ้นในบริเวณนี้", "a scout stops for the night": "ผู้สำรวจแวะมาพักที่นี่", "a gunshot rings through the trees.": "เสียงปืนลังลั่นทั่วท้องถนน", "pop ": "ประชากร ", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "บนท้องฟ้า ยานลำหนึ่งของผู้เดินทางลอยขึ้นไป ดูเหมือนเราจะอยู่บนหินโง่ ๆ นี่นานไปเสียแล้ว", "iron mine": "เหมืองเหล็ก", "freezing": "หนาวเหน็บ", "the world fades": "สิ่งรอบ ๆ ตัวเริ่มจางลงช้า ๆ", "some of the traps have been torn apart.": "กับดักส่วนหนึ่งถูกทำลาย", "not enough iron": "มีเหล็กไม่พอ", "compass": "เข็มทิศ", "successfully saved to dropbox datastorage": "บันทึกลงใน dropbox สำเร็จ", "builder says it'd be useful to have a steady source of bullets": "ผู้สร้างบอกว่าถ้าเราสามารถผลิตกระสุนได้เองก็คงจะดี", "a mysterious wanderer arrives": "ผู้เดินทางลึกลับปรากฏตัวขึ้น", "An Old House": "บ้านเก่า ๆ", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "โครงกระดูกกองเรี่ยรายหน้าทางเข้า บางชิ้นมีร่องรอยของการขูดขีดอย่างชัดเจน", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "เมื่อเปิดประตูออก หนวดประหลาดก็พุ่งส่วนออกมาทันที", "leather": "หนังฟอก", "a sound comes from the tunnel, just ahead.": "มีเสียงอะไรบางอย่างดังมาจากข้างในของโพรง", "investigate": "ตรวจดู", "the cave narrows a few feet in.": "ถ้ำเริ่มแคบลงเมื่อเดินลึกเข้าไป", "sword is sharp. good protection out in the wilds.": "ดาบมีคม เหมาะสำหรับการป้องกันตัวในป่า", "orange traffic cones are set across the street, faded and cracked.": "มีกรวยจลาจรอู่ข้างถนน สีของมันเลือนไปเกือบหมด", "a large man attacks, waving a bayonet.": "ชายร่างใหญ่เข้ามาโจมตี เหวี่ยงดาบปลายปืนไปมา", "the air is filled with dust, driven relentlessly by the hard winds.": "ละอองฝุ่งปนเปื้อนในอากาศ พัดไหวไปมาตามลม", "A Damp Cave": "ถ้าชื้นแฉะ", "a gaunt man approaches, a crazed look in his eye": "ชายร่างผอมเกร็งวิ่งเข้ามา มีแววตาของความบ้าคลั่ง", "A Military Raid": "กองทหารโจมตี", "the walls are moist and moss-covered": "ผนังมีน้ำไหลแลลชื้น ปกคลุมด้วยมอส", "a giant lizard shambles forward": "กิ้งก่ายักษ์คืบคลานเข้ามา", "close": "ปิด", "some medicine abandoned in the drawers.": "มียาเล็กน้อยถูกทิ้งไว้ในตู้", "strange scales": "เกล็ดประหลาด", "bayonet": "ดาบปลายปืน", "learned to throw punches with purpose": "เรียนรู้ที่จะต่อยอย่างมีจุดมุ่งหมาย", "a shack stands at the center of the village.": "มีเพิงไม้ตั้งอยู่กล้าหมู่บ้าน", "spare him": "ไว้ชีวิตเขา", "he smiles warmly and asks for lodgings for the night.": "เขายิ้มให้น้อย ๆ และขออาศัยอยู่ที่นี่สักคืน", "stealthy": "ซ่อนตัว", "the sulphur mine is clear of dangers": "เหมืองกำมะถันปลอดภัยสำหรับคนงานแล้ว", "weapons": "อาวุธ", "the man is thankful.": "ชายคนนั้นขอบคุณ", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "เสาไฟตั้งตระหง่าน สนิมเกาะกรัง คงจะไม่มีแสงไฟแตะที่แห่งนี้อยู่นานพอดู", "shares what he knows about sneaking before he goes.": "เขามอบความรู้เกี่ยวกับการซ่อนตัวก่อนจากไป", "import": "Import", "available": "มีอยู่", "A Shivering Man": "คนตัวสั่น", "the rest bury them.": "ส่วนที่เหลือก็ฝั่งพวกมันไป", "smoldering": "คุกรุ่น", "the young settler was carrying a canvas sack.": "ผู้ตั้งรกรากหอบถุงผ้าใบมาด้วย", "the ground is littered with small teeth": "บนพื้นมีเขี้ยวเล็ก ๆ กระจัดกระจายเต็มไปหมด", "the nest of a large animal lies at the back of the cave.": "ที่สุดปลายถ้ำมีรังของสัตว์ขนาดใหญ่อยู่", "A Tiny Village": "หมู่บ้านเล็ก ๆ ", "a tribe of elderly squatters is camped out in this ward.": "ชนเผ่าที่มีแต่คนชราปักหลักอาศัยอยู่ในหอผู้ป่วยแห่งนี้", "your are connected to dropbox with account / email ": "คุณเชื่อมต่อกับ dropbox", "Mesosphere": "Mesosphere", "agree": "ตกลง", "the double doors creak endlessly in the wind.": "ประตูเปิดแง้มออกมีเสียงออดแอดตามลม", "not much here.": "ไม่มีอะไรอยู่แถวนี้", "got it": "เข้าใจแล้ว", "choose one slot to load from": "เลือกช่องที่ต้องการโหลดบันทึก", "a cave lizard attacks": "กิ้งก่าถ้ำเข้าจู่โจม", "men mill about, weapons at the ready.": "ผู้คนหรี่ตรงเข้ามา ยกอาวุธขึ้นพร้อมโจมตี", "l armour": "เกราะหนัง", "steelworks": "โรงหลอมโลหะ", "A Ruined City": "ซากเมือง", "Noises": "เสียง", "can't tell what left it here.": "ไม่รู้ว่าใครทิ้งมันเอาไว้", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "ต้นไม้เริ่มปรากฏให้เห็น ทุ่งหญ้ารอบ ๆ ตัวจากไป เหลือแต่พื้นบนป่าที่มีใบไม้กิ้งไม้แห้งระเกะระกะ", "a man stands over a dead wanderer. notices he's not alone.": "ชายคนหนึ่งยืนอยู่ข้างศพของผู้เดินทาง รับรู้ได้ว่าเขาไม่ได้อยู่เพียงลำพัง", "village": "หมู่บ้าน", "cancel": "ยกเลิก", "put the save code here.": "ใส่รหัสบันทึกลงที่นี่", "hang him": "แขวนคอเขาซะ", "inside, the remains of its victims are everywhere.": "มีซากศพของเหยื่อที่ถูกมันสังหารระเกะระกะภายใน", "this spear's not elegant, but it's pretty good at stabbing": "หอกเล่มนี้อาจไม่สวยงามนัก แต่ถ้าใช้แทงล่ะก็เชื่อมือได้เลย", "the forest is silent.": "ในป่าเงียบสงัด", "A Borehole": "หลุมอุกกาบาต", "the night is silent.": "คำคืนนี้เงียบสงัด", "never go thirsty again": "ไม่ต้องทนหิวน้ำอีกต่อไป", "a small cache of supplies is tucked inside a rusting locker.": "กล่องเสบียงถูกยัดเอาไว้ในตู้สนิมเขรอะ", "learned to love the dry air": "เรียนรู้ที่จะรักอากาศแห้ง ๆ ", "workshop": "โรงงาน", "A Barren World": "โลกที่รกร้างว่างเปล่า", "see farther": "มองเห็นได้ไกลขึ้น", "bolas": "บ่วงบาศก์", "the ground is littered with scraps of cloth": "เศษผ้าวางกระจัดกระจายเต็มพื้น", "The Coal Mine": "เหมืองถ่านหิน", "a huge lizard scrambles up out of the darkness of an old metro station.": "กิ้งก่ายักษ์ตะกายขึ้นมาจากสถานีรถไฟใต้ดินเก่า", "more voices can be heard ahead.": "เสียงต่าง ๆ ยังคงดังอยู่ข้างหน้า", "A Large Village": "หมู่บ้านขนาดใหญ่", "precision": "ความแม่นยำ", "A Deserted Town": "เมืองร้าง", "the sickness spreads through the village.": "ไข้หวัดกระจายไปทั่วหมู่บ้าน", "won't say from where he came, but it's clear that he's not staying.": "ไม่ยอมบอกว่าเขามาจากที่ไหน แต่ที่แน่ ๆ เขาคงอยู่ที่นี่ไม่นาน", "the crowd surges forward.": "กลุ่มคนโถมมาข้างหน้า", "the wanderer takes the charm and nods slowly.": "ผู้เดินทางรับเครื่องรางเอาไว้แล้วผงกศีรษะช้า ๆ ", "the mysterious wanderer returns, cart piled high with furs.": "ผู้เดินทางลึกลับกลับมาพร้อมกับรถเข็มที่พูนไปด้วยแผ่นหนัง", "armoury": "โรงอาวุธ", "searching the bodies yields a few supplies.": "มีเสบียงติดมากับซากศพเล็กน้อย", "the torchlight casts a flickering glow down the hallway.": "คบไฟส่องแสงราง ๆ ไปตามทางเดิน", "Export / Import": "Export / Import", "steelworker": "ช่างโลหะ", "the man-eater is dead": "ตัวกินคนถูกสังหาร", "learned to swing weapons with force": "เรียนรู้ที่จะซัดอาวุธเต็มกำลัง", "the remaining settlers flee from the violence, their belongings forgotten.": "ผู้ตั้งถิ่นฐานหนีไปเมื่อเห็นการปะทะ ลืมของบางอย่างเอาไว้", "a crudely made charm": "เครื่องรางที่แกะขึ้นอย่างหยาบ ๆ ", "cask": "กระติกน้ำ", "engine:": "เครื่องยนต์", "the streets are empty.": "ถนนว่างเปล่า", "lizard": "กิ้งก่า", "Sulphur Mine": "เหมืองกำมะถัน", "export or import save data to dropbox datastorage": "export หรือ import บันทึกเกมด้วย dropbox", "the house has been ransacked.": "บ้านหลังนี้ถูกรื้อค้นจนเกลี้ยง", "a thug is waiting on the other side of the wall.": "พวกนักเลงรออยู่ในอีกฟากของกำแพง", "the metallic tang of wanderer afterburner hangs in the air.": "มีกลิ่นโลหะของเครื่องยนต์ยานผู้เดินทางลอยอยู่ในอากาศจาง ๆ ", "large prints lead away, into the forest.": "รอยเท้าขนาดใหญ่นำทางเข้าไปในป่า", "a startled beast defends its home": "สัตว์ป่าพยายามป้องกันดินแดนของตน", "there is nothing else here.": "ไม่มีอะไรอยู่แถวนี้อีกแล้ว", "his time here, now, is his penance.": "เวลาที่เหลือของเขา ติดอยู่ที่นี่เพื่อเป็นการสำนักบาปในอดีต", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "จุดที่หน้าต่างของโรงเรียนไม่แตกออก ก็ถูกปกคลุมด้วยเขม่าดำ", "hull:": "เกราะหุ้ม:", "scavenger": "คนเก็บขยะ", "unarmed master": "ปรมาจารย์หมัดเปล่า", "the man says he's grateful. says he won't come around any more.": "ชายผู้นั้นขอบคุณ และกล่าวว่าเขาจะไม่มารบกวนอีก", "laser rifle": "ปืนเลเซอร์", "sulphur mine": "เหมืองกำมะถัน", "buy compass": "ซื้อเข็มทิศ", "buy map": "ซื้อแผนที่", "scratching noises can be heard from the store room.": "มีเสียงขีดข่วนดังขึ้นมาจากห้องเก็บของ", "steel sword": "ดาบเหล็กกล้า", "descend": "ลงไป", "asks for any spare furs to keep him warm at night.": "ขอเศษขนสัตว์เหลือ ๆ เพื่อห่มคลายหนาวให้กับเขาเอง", "A Raucous Village": "หมู่บ้านยิ่งใหญ่", "the beggar expresses his thanks.": "ขอทานแสดงความขอบคุณ", "carrying more means longer expeditions to the wilds": "เก็บของได้มากขึ้นหมายถึงสำรวจได้นานขึ้น", "free {0}/{1}": "ที่ว่าง {0}/{1}", "Room": "ห้อง", "a swamp festers in the stagnant air.": "บึงมีกลิ่นฉุนกึกลอยละล่องอยู่ในอากาศรอบ ๆ ", "rotting reeds rise out of the swampy earth.": "ต้นกกเน่าเปื่อยลอยคว้างอยู่กลางน้ำโคลน", "armoury's done, welcoming back the weapons of the past.": "โรงอาวุธสร้างขึ้นอย่างสมบูรณ์ พร้อมใช้งาน", "eat meat": "กินเนื้อ", "slow metabolism": "เผาผลาญช้า", "camp fires burn by the entrance to the mine.": "มีกองไฟอยู่หน้าทางเข้าเหมือง", "the mouth of the cave is wide and dark.": "ปากถ้ำเปิดกว้างแต่มืดสนิท", "builder's not sure he's to be trusted.": "ผู้สร้างไม่เชื่อว่าผู้มาเยือนจะไว้ใจได้", "evasion": "หลบหลีก", "buy bait": "ซื้อเหยื่อล่อ", "a pack of lizards rounds the corner.": "ฝูงกิ้งก่าล้อมทางหนีเอาไว้", "light fire": "จุดไฟ", "waterskin": "ถุงใส่น้ำ", "scattered teeth": "เขี้ยวที่กระจัดกระจาย", "the door hangs open.": "ประตูเปิดอ้าเอาไว้", "buy:": "ซื้อ:", "load": "load", "track them": "ตามรอยไป", "stores": "เก็บ", "now the nomads have a place to set up shop, they might stick around a while": "ทีนี้ผู้เร่ร่อนก็มีร้านเป็นของตนเอง พวกเขาน่าจะอยู่นานขึ้น", "A Dusty Path": "เส้นทางเปรอะฝุ่น", "armour": "ชุดเกราะ", "A Man-Eater": "ตัวกินคน", "bring your friends.": "พาเพื่อนไปด้วย", "the compass points south": "เข็มทิศชี้ไปทางทิศใต้", "the compass points north": "เข็มทิศชี้ไปทางทิศเหนือ", "The Sick Man": "คนป่วย", "yes": "ใช่", "martial artist": "นักสู้มือเปล่า", "the traps contain ": "ในกับดักมี : ", "the old tower seems mostly intact.": "หอคอยใหญ่ ดูภายนอกสมบูรณ์ดี", "scales": "เกล็ด", "bird must have liked shiney things.": "พวกนกน่าจะชอบของสะท้อนแสง", "the path leads to an abandoned mine": "เส้นทางนี้นำไปสู่เหมืองร้าง", "the compass points northeast": "เข็มทิศชี้ไปทางทิศตะวันออกเฉียงเหนือ", "the camp is still, save for the crackling of the fires.": "ค่ายเงียบสงบดี มีเพียงเสียงของเปลวไฟและฟืนเป็นครั้งคราว", "he begs for medicine.": "เขามาขอยา", "save": "บันทึก", "this waterskin'll hold a bit of water, at least": "อย่างน้อยถุงน้ำก็ยังเก็บน้ำมากกว่าไม่มีอะไรเลย", "turn him away": "ไล่เขาไป", "the people here were broken a long time ago.": "ผู้คนที่นี่ไม่สามารถทำอะไรได้เป็นชิ้นเป็นอันมานานมากแล้ว", "a grizzled soldier attacks, waving a bayonet.": "ทหารท่าทางดุดันพุ่งเข้ามาโจมตี โบกดาบปลายปืนไปมา", "shivering man": "คนตัวสั่น", "The Mysterious Wanderer": "ผู้เดินทางลึกลับ", "A Huge Lizard": "กิ้งก่ายักษ์", "boxer": "นักมวย", "a man joins the fight": "ชายคนหนึ่งเข้ามาร่วมวงด้วย", "An Outpost": "ค่ายพักแรม", "not enough meat": "มีเนื้อไม่พอ", "some weird metal he picked up on his travels.": "โลหะประหลาดที่เขาเก้บมาได้จากการเดินทาง", "something's in there.": "มีอะไรบางอย่างข้างใน", "restore more health when eating": "ฟื้นฟูพลังชีวิตมากขึ้นจากอาหาร", "A Snarling Beast": "สัตว์ร้าย", "Share": "Share", "a haze falls over the village as the steelworks fires up": "หมอกควันปกคลุมหมู่บ้าน โรงเหล็กถูกสร้างขึ้นอย่างสมบูรณ์", "a large bird nests at the top of the stairs.": "มีรังนกขนาดใหญ่อยู่บนบันได", "an old wanderer sits inside, in a seeming trance.": "ผู้เดินทางชรานั่งอยู่ข้างใน ดูเหมือนกำลังครุ่นคิดเหม่อลอย", "builder says the villagers could make steel, given the tools": "ผู้สร้างบอกว่าชาวบ้านสามารถสร้างเหล็กได้ ถ้ามีอุปกรณ์ให้", "continue": "ไปต่อ", "there is no more water": "ไม่มีน้ำเหลืออยู่แล้ว", "flickering": "พริ้วไหว", "only the chief remains.": "มีเพียงหัวหน้าใหญ่เท่านั้นที่เหลืออยู่", "go back inside": "กลับเข้าไปข้างใน", "a few items are scattered on the ground.": "มีของจำนวนหนึ่งระเกะระกะบนพื้น", "save this.": "เก็บเอาไว้", "this old mine is not abandoned": "ดูเหมือนเหมืองเก่าจะไม่รกร้างซะทีเดียว", "a fight, maybe.": "คงจะต้องสู้", "behind the door, a deformed figure awakes and attacks.": "หลังบานประตู มีร่างประหลาดตื่นขึ้นมาและเข้าจู่โจมทันที", "twitter": "twitter", "baited trap": "กับดักติดเหยื่อ", "dead": "ดับมอด", "the torch sputters and dies in the damp air": "คบไฟค่อย ๆ ดับมอดลงจากความชื้นในอากาศ", "export": "export", "a few belongings rest against the walls.": "ของเหลือ ๆ บางอย่างพาดไว้กับผนัง", "not far from the village lies a large beast, its fur matted with blood.": "ไม่ไกลนักจากหมู่บ้าน มีสัตว์ร้ายที่ขนเปรอะไปด้วยเลือด", "an old iron mine sits here, tools abandoned and left to rust.": "มีเหมืองเหล็กเก่าที่นี่ อุปกรณ์ต่าง ๆ ถูกทิ้งเอาไว้ให้สนิมเกาะเฉย ๆ ", "but there is a cache of medicine under the floorboards.": "แต่ว่ามีกล่องเก็บยาอยู่ใต้พื้นอีกที", "only dust and stains remain.": "เหลือเพียงฝุ่นเกรอะและคราบสนิม", "s armour": "เกราะเหล็กกล้า", "say he should be strung up as an example.": "เขาควรถูกแขวนคอเอาไว้เพื่อไม่ให้เป็นเยี่ยงอย่าง", "collected scraps spread across the floor like they fell from heaven.": "เศษซากกระจายเต็มพื้นราวกับว่ามันร่วมมาจากฟ้า", "the darkness is absolute": "ความมืดไม่อาจหยั่งถึง", "A Ruined Trap": "ซากกับดัก", "not enough coal": "มีถ่านหินไม่พอ", "ambushed on the street.": "ถูกซุ่มโจมตีบนถนน", "worth killing for, it seems.": "เหมือนจะมีค่าพอที่จะยอมตายแทน", "slash": "ฟัน", "builder says she can make a cart for carrying wood": "ผู้สร้างบอกว่าเธอสามารถสร้างรถเข็นเพื่อช่วยขนไม้ได้", "leather's not strong. better than rags, though.": "หนังสัตว์ไม่ทนทานนัก แต่ก็ยังดีกว่าเศษผ้าเก่า ๆ", "builder stokes the fire": "ผู้ก่อสร้างเติมฟืนให้กับไฟ", "say goodbye": "บอกลา", "A Silent Forest": "ป่าเงียบงัน", "builder's not sure she's to be trusted.": "ผู้สร้างไม่เชื่อใจเธอเท่าไรนัก", "an old case is wedged behind a rock, covered in a thick layer of dust.": "กล่องเก่า ๆ ซุกอยู่ใต้กองหิน ปกคลุมด้วยฝุ่นหนาเตอะ", "the point is made. in the next few days, the missing supplies are returned.": "ไม่กี่วันต่อมา เสบียงก็ถูกนำมาคืนด้วยความหวาดกลัว", "a frail man stands defiantly, blocking the path.": "ชายท่าทางผอมแห้งพยายามขวางทางเอาไว้", "the plague rips through the village.": "โรคระบาดกระจายไปทั่วหมู่บ้าน", "an old wanderer arrives.": "ผู้เดินทางชรามาถึงที่พัก", "scavenger had a small camp in the school.": "พวกเก็บขยะตั้งค่ายในโรงเรียน", "the compass points southwest": "เข็มทิศชี้ไปทางตะวันตกเฉียงใต้", "the wanderer leaves, cart loaded with wood": "ผู้เดินทางจากได้พร้อมกับรถเข็นที่จุไปด้วยไม้", "Dropbox Export / Import": "Dropbox Export / Import", "maybe some useful stuff in the rubble.": "อาจจะมีของมีประโยชน์ติดอยู่หลังซากปรักหักพัง", "google+": "google+", "ok": "โอเค", "a man hobbles up, coughing.": "ชายคนหนึ่งกระเพลกเข้ามา ไอเสียงดัง", "i armour": "เกราะเหล็ก", "The Scout": "ผู้สำรวจ", "leaves a pile of small scales behind.": "ทิ้งกองเกล็ดประหลาดเล็ก ๆ เอาไว้", "pockets": "กระเป๋า", "stab": "แทง", "time to move on.": "ได้เวลาไปต่อแล้ว", "the ground is littered with small scales": "มีเศษเกล็ดประหลาดกระจายเต็มพื้น", "not enough ": "มีไม่พอ", "the stench of rot and death fills the operating theatres.": "กลิ่นเน่าเสียและซากศพลอยคลุ้งในโรงละคร", "burning": "ยังคงติดอยู่", "they must be here for a reason.": "พวกมันมาที่นี่เพื่ออะไรบางอย่าง", "a nomad arrives, looking to trade": "ผู้เร่ร่อนแวะผ่านมา ต้องการแลกเปลี่ยนอะไรสักอย่าง", "black powder and bullets, like the old days.": "ดินดำและกระสุน เหมือนในวันเก่า ๆ ", "restart the game?": "ต้องการเริ่มเกมใหม่หรือไม่?", "gastronome": "นักชิม", "load from slot": "load จากช่อง", "energy cell": "เซลล์พลังงาน", "inside the hut, a child cries.": "มีเสียงเด็กร้องไห้ในกระท่อม", "the compass points west": "เข็มทิศชี้ไปทางตะวันตก", "always worked before, at least.": "อย่างน้อยก็ใช้ได้เมื่อก่อน", "a scavenger draws close, hoping for an easy score": "คนเก็บขยะค่อย ๆ เคลื่อนที่เข้ามา หวังจะโจมตีทีเผลอ", "Sickness": "ไข้หวัด", "still a few drops of water in the old well.": "ยังมีน้ำเหลือบ้างในบ่อ", "build:": "สร้าง:", "feral terror": "อสูรจรจัด", "signout": "signout", "A Beast Attack": "สัตว์ป่าเข้าโจมตี", "Ready to Leave?": "พร้อมจะไปจากที่นี่หรือยัง?", "the house is abandoned, but not yet picked over.": "บ้านถูกทิ้งร้าง แต่ยังมีของบางอยากทิ้งไว้อยู่", "time to get out of this place. won't be coming back.": "ได้เวลาไปจากที่นี่แล้ว เราจะไม่หันหลังกลับมาอีก", "the compass points northwest": "เข็มทิศชี้ไปทางตะวันตกเฉียงเหนือ", "the thirst becomes unbearable": "ความกระหายน้ำชักเกินจะทนไหว", "a beggar arrives": "ขอทานมาถึงที่พัก", "a beast stands alone in an overgrown park.": "สัตว์ตัวหนึ่งยืนอยู่เดียวดายท่ามกลางสวนสาธารณะที่กลายเป็นป่ารกชัฏ", "he leaves a reward.": "เขาทิ้งของขวัญเอาไว้", "nothing but downcast eyes.": "ไม่มีอะไรเหลืออยู่นอกจากความเศร้าโศก", "the scout says she's been all over.": "ผู้สำรวจบอกว่าเธอเดินทางไปทั่วทิศบนดาวนี้", "the small settlement has clearly been burning a while.": "ที่แห่งนี้ถูกเผาทำลายมานานพอสมควร", "cloth": "ผ้า", "a second soldier opens fire.": "ทหารคนต่อมายิงปืนเข้ามาสมทบ", "dangerous to be this far from the village without proper protection": "เรามาไกลเกินไปจากหมู่บ้าน อันตรายมากหากไม่มีเครื่องป้องกันที่ดี", "squeeze": "เบียดเข้าไป", "a pristine medicine cabinet at the end of a hallway.": "ยาที่อยู่ในสภาพสมบูรณ์เก็บอยู่ในตู้ที่สุดทางเดิน", "scraps of fur": "เศษขนสัตว์", "a scavenger waits just inside the door.": "คนเก็บขยะรออยู่หลังประตู", "the wind howls outside": "ลมพัดแรงข้างนอก", "the wagon can carry a lot of supplies": "เกวียนสามารถเก็บของได้จำนวนมาก", "A Battlefield": "สนามรบ", "more soldiers will be on their way.": "ทหารอีกกลุ่มกำลังจะตามมาสมทบ", "the shivering man is dead": "คนตัวสั่นเสียชีวิต", "builder finishes the smokehouse. she looks hungry.": "สร้างโรงรมควันสำเร็จ ผู้สร้างแสดงอาการหิวอย่างชัดเจน", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "พื้นดินเริ่มกลับมามีหญ้าปกคลุมบาง ๆ พริ้วไหวตามแรงลม", "a snarling beast leaps out of the underbrush": "สัตว์ร้ายโจนออกมาจากพงหญ้า", "the place has been swept clean by scavengers.": "ที่นี่โดนกวาดเรียบโดยพวกเก็บเศษขยะ", "A Destroyed Village": "ซากหมู่บ้าน", "land blows more often": "โจมตีถูกเป้าได้แม่นยำขึ้น", "Space": "อวกาศ", "it's been picked over by scavengers, but there's still some things worth taking.": "ที่นี่ถูกกวาดไปโดยพวกเก็บขยะ แต่น่าจะมีอะไรเหลืออยู่บ้าง", "Thermosphere": "Thermosphere", "5 medicine": "ยารักษา 5 ", "do nothing": "ไม่สนใจ", "A Gaunt Man": "คนผอมแห้ง", "Outside": "ภายนอก", "the snarling beast is dead": "สัตว์ร้ายถูกสังหาร", "bodies and supplies from both sides litter the ground.": "ซากศพและเสีบยงกระจัดกระจายเต็มพื้น", "the remains of an old house stand as a monument to simpler times": "เศษซากของบ้านเก่า ๆ ตั้งตระหง่าย เป็นสักญลักษณ์ของวันเก่า ๆ", "a squatter stands firmly in the doorway of a small hut.": "ผู้อาศัยยืนกันบานประตูของกระท่อมเล็ก ๆ ", "lights flash through the alleys between buildings.": "ไฟสว่างวาบผ่านตรอกเล็ก ๆ ข้างอาคาร", "no": "ไม่", "{0} per {1}s": "{0} ต่อ {1}วินาที", "a weathered family takes up in one of the huts.": "ครอบครัวเล็ก ๆ เข้ามาอยู่อาศัยในกระท่อม", "run": "หนี", "Exosphere": "Exosphere", "he speaks of once leading the great fleets to fresh worlds.": "เขากล่าวว่าครั้งหนึ่งตนเคยนำกองยานของผุ้เดินทางไปสู่โลกที่อุดมสมบูรณ์", "builder says there are more wanderers. says they'll work, too.": "ผู้สร้างบอกว่ามีผู้เดินทางอีกมากอาศัยอยู่ในดินแดนนี้ พวกเขาพร้อมจะทำงานหากมีที่พัก", "evasive": "หลบหลีก", "an old wanderer arrives": "ผู้เดินทางชรามาถึงที่พัก", "through the walls, shuffling noises can be heard.": "มีเสียงเบา ๆ ผ่านมาทางกำแพง", "melee weapons deal more damage": "อาวุธระยะประชิดโจมตีแรงขึ้น", "the compass points ": "เข็มทิศชี้ไปยัง", "lets some light down into the dusty haze.": "แสงส่องผ่านหมอกควันจาง ๆ ", "the man swallows the medicine eagerly": "ชายคนนั้นกินยาอย่างเร่งรีบ", "the days are spent with burials.": "ทุกคนไว้อาลัยที่สุสานกันทั้งวัน", "more traps to catch more creatures": "กับดักมากขึ้น จับสัตว์มากขึ้น", "a man charges down the hall, a rusty blade in his hand": "ชายคนหนึ่งวิ่งเข้ามาในโถงทางเดิน มีดขึ้นสนิมอยู่ในกำมือ", "it contains travelling gear, and a few trinkets.": "มีอุปกรณ์การเดินทางและของเล็ก ๆ น้อย ๆ ปนอยู่", "bullets": "กระสุน", "the light from the fire spills from the windows, out into the dark": "แสงสว่างจากกองไฟส่องออกมาจากหน้าต่าง เข้าไปในความมืดมิด", "tell him to leave": "ไล่เขาไป", "dry brush and dead branches litter the forest floor": "กิ่งไม้และใบไม้แห้ง ๆ เกลื่อนพื้นป่าไปหมด", "tattered cloth": "ผ้าขาด ๆ ", "can't read the words.": "อ่านอะไรไม่ออกสักคำ", "tanner": "คนฟอกหนัง", "should cure the meat, or it'll spoil. builder says she can fix something up.": "น่าจะตากเนื้อเอาไว้บ้าง ไม่เช่นนั้นมันจะเน่าไป", "or migrating computers": "หรือย้ายเครื่อง", "water:{0}": "น้ำ:{0}", "still time to rescue a few supplies.": "ยังมีเวลาเก้บของเล็กน้อย", "teeth": "เขี้ยว", "villagers could help hunt, given the means": "ชาวบ้านสามารถช่วยล่าสัตว์ได้ ถ้ามีเครื่องมือ", "the beast is dead.": "ฆ่าสัตว์ป่าได้สำเร็จ", "feral howls echo out of the darkness.": "อสูรจรจัดหอนขึ้นมาในความมืด", "The Iron Mine": "เหมืองเหล็ก", "wild beasts attack the villagers": "สัตว์ป่าโจมตีหมู่บ้าน", "predators become prey. price is unfair": "ผู้ล่ากลับกลายเป็นเหยื่อ ความสูยเสียไม่อาจคาดเดา" ,"troops storm the village": "ทหารบุกรุกหมู่บ้าน","warefare is bloodthristy":"สงครามนองเลือด..","nothing was found":"ไม่เจออะไรเลย" }); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/th/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2015-12-22 13:35-0600\n" "PO-Revision-Date: 2016-02-15 02:18+0100\n" "Last-Translator: Pachara Niyomkong \n" "Language-Team: \n" "Language: th\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.7.6\n" "X-Poedit-Basepath: .\n" "Plural-Forms: nplurals=1; plural=0;\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "เชื่อมต่อกับ Dropbox" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "เชื่อมต่อเกมเข้ากับ dropbox" # command #: script/dropbox.js:68 msgid "connect" msgstr "เชื่อมต่อ" # command #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 script/dropbox.js:163 #: script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "ยกเลิก" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox Export / Import" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "export หรือ import บันทึกเกมด้วย dropbox" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "คุณเชื่อมต่อกับ dropbox" # command #: script/dropbox.js:93 msgid "save" msgstr "บันทึก" # command #: script/dropbox.js:97 msgid "load" msgstr "load" # command #: script/dropbox.js:102 msgid "signout" msgstr "ออกจากระบบ" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "เลือกช่องที่ต้องการบันทึก" #: script/dropbox.js:119 msgid "save to slot" msgstr "ช่องบันทึก" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "เลือกช่องที่ต้องการโหลดบันทึก" #: script/dropbox.js:148 msgid "load from slot" msgstr "load จากช่อง" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "บันทึกลงใน dropbox สำเร็จ" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "มีอะไรบางอย่างผิดพลาดกับการเก็บข้อมูลใน dropbox" #: script/dropbox.js:183 msgid "ok" msgstr "โอเค" #: script/engine.js:15 msgid "boxer" msgstr "นักมวย" #: script/engine.js:16 msgid "punches do more damage" msgstr "หมัดสร้างความเสียหายมากขึ้น" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "เรียนรู้ที่จะต่อยอย่างมีจุดมุ่งหมาย" #: script/engine.js:21 msgid "martial artist" msgstr "นักสู้มือเปล่า" #: script/engine.js:22 msgid "punches do even more damage." msgstr "กำปั้นสร้างความเสียหายให้กับศัตรูมากยิ่งขึ้น" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "เรียนรู้ที่จะต่อสู้เมื่อไม่มีอาวุธ" #: script/engine.js:27 msgid "unarmed master" msgstr "ปรมาจารย์หมัดเปล่า" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "ต่อยด้วยความรวดเร็วเป็นสองเท่า และรุนแรงมากยิ่งขึ้นไปอีก" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "เรียนรู้ที่จะจู่โจมได้เร็วขึ้นโดยไม่ใช้อาวุธ" #: script/engine.js:32 msgid "barbarian" msgstr "คนเถื่อน" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "อาวุธระยะประชิดโจมตีแรงขึ้น" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "เรียนรู้ที่จะซัดอาวุธเต็มกำลัง" #: script/engine.js:37 msgid "slow metabolism" msgstr "เผาผลาญช้า" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "เดินทางได้ไกลขึ้นโดยไม่กินอาหาร" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "เรียนรู้ที่จะเพิกเฉยต่อความหิวโหย" #: script/engine.js:42 msgid "desert rat" msgstr "ชาวทะเลทราย" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "เดินทางได้ไกลขึ้นโดยไม่ดื่มน้ำ" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "เรียนรู้ที่จะรักอากาศแห้ง ๆ " #: script/engine.js:47 msgid "evasive" msgstr "หลบหลีก" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "หลบการโจมตีได้ดีขั้น" #: script/engine.js:49 #, fuzzy msgid "learned to be where they're not" msgstr "เรียนรู้ที่จะหลบหลีกอันตราย" #: script/engine.js:52 msgid "precise" msgstr "ความแม่นยำ" #: script/engine.js:53 msgid "land blows more often" msgstr "โจมตีถูกเป้าได้แม่นยำขึ้น" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "เรียนรู้ที่จะคาดการณ์การเคลื่อนไหวศัตรูล่วงหน้า" #: script/engine.js:57 msgid "scout" msgstr "ผู้สำรวจ" #: script/engine.js:58 msgid "see farther" msgstr "มองเห็นได้ไกลขึ้น" #: script/engine.js:59 msgid "learned to look ahead" msgstr "เรียนรู้ที่จะมองให้ไกลออกไป" #: script/engine.js:62 msgid "stealthy" msgstr "ซ่อนตัว" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "หลีกเลี่ยงการต่อสู้ในป่า" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "เรียนรู้ที่จะไม่ถูกมองเห็น" #: script/engine.js:67 msgid "gastronome" msgstr "นักชิม" #: script/engine.js:68 msgid "restore more health when eating" msgstr "ฟื้นฟูพลังชีวิตมากขึ้นจากอาหาร" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "เรียนรู้การกินอาหารอย่างคุ้มค่า" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app store." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "lights off." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "" #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "restart." #: script/engine.js:162 msgid "share." msgstr "share." #: script/engine.js:168 msgid "save." msgstr "save." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "github." #: script/engine.js:268 msgid "Export / Import" msgstr "Export / Import" # line 1 #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "ส่งหรือรับข้อมูลเกม สำหรับการเก็บรักษา" # line 2 #: script/engine.js:273 msgid "or migrating computers" msgstr "หรือย้ายเครื่อง" # command #: script/engine.js:277 msgid "export" msgstr "export" # command #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "import" #: script/engine.js:291 msgid "save this." msgstr "เก็บเอาไว้" # command #: script/engine.js:297 msgid "got it" msgstr "เข้าใจแล้ว" #: script/engine.js:305 msgid "are you sure?" msgstr "คุณแน่ใจหรือไม่?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "ถ้าใส่รหัสผิดพลาด ข้อมูลทั้งหมดจะหายไป" #: script/engine.js:307 msgid "this is irreversible." msgstr "การกระทำนี้ไม่สามารถย้อนกลับได้" # command #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "ใช่" # command #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "ไม่" #: script/engine.js:322 msgid "put the save code here." msgstr "ใส่รหัสบันทึกลงที่นี่" #: script/engine.js:374 msgid "Restart?" msgstr "เริ่มเกมใหม่?" #: script/engine.js:377 msgid "restart the game?" msgstr "ต้องการเริ่มเกมใหม่หรือไม่?" #: script/engine.js:408 msgid "Share" msgstr "Share" #: script/engine.js:411 msgid "bring your friends." msgstr "ชวนเพื่อนมาด้วย" #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "ปิด" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "lights on." #: script/engine.js:493 msgid "Go Hyper?" msgstr "" #: script/engine.js:496 msgid "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: script/engine.js:519 msgid "classic." msgstr "" # {0}: production/consumption unit # {1}: number of seconds #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} ต่อ {1}วินาที" # command #: script/events.js:130 msgid "eat meat" msgstr "กินเนื้อ" # command #: script/events.js:150 msgid "use meds" msgstr "ใช้ยา" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "พลาดเป้า" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "มึนงง" # command #: script/events.js:482 script/events.js:653 script/events/global.js:42 script/events/global.js:59 #: script/events/room.js:142 script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 script/events/setpieces.js:65 #: script/events/setpieces.js:83 script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 script/events/setpieces.js:2982 #: script/events/setpieces.js:3005 script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 script/events/setpieces.js:3297 #: script/events/setpieces.js:3319 script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 script/events/setpieces.js:3539 #: script/events/setpieces.js:3567 msgid "leave" msgstr "ออก" #: script/events.js:511 msgid "drop:" msgstr "drop:" #: script/events.js:536 script/events/room.js:523 #, fuzzy msgid "nothing" msgstr "ไม่มีอะไร" # command #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "เก็บ" #: script/events.js:577 msgid "take:" msgstr "take:" #: script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "ไม่มีอะไร" #: script/events.js:627 msgid "all" msgstr "" #: script/events.js:649 msgid "take everything" msgstr "" # separates the last object found in traps. # mind the whitespaces at the beginning and end! #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " และ " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** เหตุการณ์พิเศษ ***" #: script/localization.js:4 msgid "saved." msgstr "saved." #: script/localization.js:5 msgid "wood" msgstr "ไม้" #: script/localization.js:6 msgid "builder" msgstr "ผู้สร้าง" #: script/localization.js:7 #, fuzzy msgid "teeth" msgstr "เขี้ยว" #: script/localization.js:8 msgid "meat" msgstr "เนื้อ" #: script/localization.js:9 msgid "fur" msgstr "ขนสัตว์" #: script/localization.js:10 #, fuzzy msgid "alien alloy" msgstr "โลหะต่างดาว" #: script/localization.js:11 msgid "bullets" msgstr "กระสุน" #: script/localization.js:12 msgid "charm" msgstr "เครื่องราง" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "หนังฟอก" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "เหล็ก" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "เหล็กกล้า" #: script/localization.js:16 msgid "coal" msgstr "ถ่านหิน" #: script/localization.js:17 msgid "sulphur" msgstr "กำมะถัน" #: script/localization.js:18 msgid "energy cell" msgstr "เซลล์พลังงาน" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "คบไฟ" #: script/localization.js:20 msgid "medicine" msgstr "ยา" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "พราน" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "ผู้ดักสัตว์" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "คนฟอกหนัง" #: script/localization.js:24 msgid "grenade" msgstr "ระเบิดมือ" #: script/localization.js:25 msgid "bolas" msgstr "บ่วงบาศก์" #: script/localization.js:26 msgid "bayonet" msgstr "ดาบปลายปืน" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "คนตากเนื้อ" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "เหมืองเหล็ก" #: script/localization.js:29 msgid "iron mine" msgstr "เหมืองเหล็ก" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "เหมืองถ่าน" #: script/localization.js:31 msgid "coal mine" msgstr "เหมืองถ่าน" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "เหมืองกำมะถัน" #: script/localization.js:33 msgid "sulphur mine" msgstr "เหมืองกำมะถัน" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "ช่างอาวุธ" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "ช่างโลหะ" # use plural if your language admits it (like "teeth" and "scales") #: script/localization.js:36 msgid "bait" msgstr "เหยื่อล่อ" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "เนื้อแห้ง" #: script/localization.js:38 script/localization.js:43 #, fuzzy msgid "scales" msgstr "เกล็ด" #: script/localization.js:39 msgid "compass" msgstr "เข็มทิศ" #: script/localization.js:40 msgid "laser rifle" msgstr "ปืนเลเซอร์" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "คนเก็บฟืน" #: script/localization.js:42 msgid "cloth" msgstr "ผ้า" #: script/localization.js:45 msgid "thieves" msgstr "โจร" #: script/localization.js:46 msgid "not enough fur" msgstr "มีขนสัตว์ไม่เพียงพอ" #: script/localization.js:47 msgid "not enough wood" msgstr "มีไม้ไม่เพียงพอ" #: script/localization.js:48 msgid "not enough coal" msgstr "มีถ่านหินไม่พอ" #: script/localization.js:49 msgid "not enough iron" msgstr "มีเหล็กไม่พอ" #: script/localization.js:50 msgid "not enough steel" msgstr "มีเหล็กกล้าไม่พอ" #: script/localization.js:51 msgid "not enough sulphur" msgstr "มีกำมะถันไม่พอ" #: script/localization.js:52 msgid "baited trap" msgstr "กับดักติดเหยื่อ" #: script/localization.js:53 msgid "not enough scales" msgstr "มีเกล็ดไม่เพียงพอ" #: script/localization.js:54 msgid "not enough cloth" msgstr "มีเศษผ้าไม่เพียงพอ" #: script/localization.js:55 msgid "not enough teeth" msgstr "มีเขี้ยวไม่เพียงพอ" #: script/localization.js:56 msgid "not enough leather" msgstr "มีหนังฟอกไม่เพียงพอ" #: script/localization.js:57 msgid "not enough meat" msgstr "มีเนื้อไม่พอ" #: script/localization.js:58 msgid "the compass points east" msgstr "เข็มทิศชี้ไปทางตะวันออก" #: script/localization.js:59 msgid "the compass points west" msgstr "เข็มทิศชี้ไปทางตะวันตก" #: script/localization.js:60 msgid "the compass points north" msgstr "เข็มทิศชี้ไปทางทิศเหนือ" #: script/localization.js:61 msgid "the compass points south" msgstr "เข็มทิศชี้ไปทางทิศใต้" #: script/localization.js:62 msgid "the compass points northeast" msgstr "เข็มทิศชี้ไปทางทิศตะวันออกเฉียงเหนือ" #: script/localization.js:63 msgid "the compass points northwest" msgstr "เข็มทิศชี้ไปทางทิศตะวันตกเฉียงเหนือ" #: script/localization.js:64 msgid "the compass points southeast" msgstr "เข็มทิศชี้ไปทางทิศตะวันออกเฉียงใต้" #: script/localization.js:65 msgid "the compass points southwest" msgstr "เข็มทิศชี้ไปทางทิศตะวันตกเฉียงใต้" #: script/outside.js:5 msgid "Outside" msgstr "ภายนอก" #: script/outside.js:102 msgid "scraps of fur" msgstr "เศษขนสัตว์" #: script/outside.js:107 msgid "bits of meat" msgstr "เศษเนื้อ" #: script/outside.js:112 msgid "strange scales" msgstr "เกล็ดประหลาด" #: script/outside.js:117 msgid "scattered teeth" msgstr "เขี้ยวที่กระจัดกระจาย" #: script/outside.js:122 msgid "tattered cloth" msgstr "ผ้าขาด ๆ " #: script/outside.js:127 msgid "a crudely made charm" msgstr "เครื่องรางที่แกะขึ้นอย่างหยาบ ๆ " #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "ป่าเงียบงัน" # command #: script/outside.js:169 msgid "gather wood" msgstr "เก็บไม้" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "คนแปลกหน้าเข้ามาอาศัยในเวลาค่ำ" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "ครอบครัวเล็ก ๆ เข้ามาอยู่อาศัยในกระท่อม" #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "กลุ่มคนเล็ก ๆ เดินทางมาถึง ผอมแห้งหิวโซ" #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "ผู้คุ้มกันโจนเข้ามาอย่างกล้า ๆ กลัว ๆ" #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "เมืองเริ่มคึกคักขึ้นมาก ผู้คนบอกกันปากต่อปากถึงเมืองนี้" # short for population # mind the whitespace at the end! #: script/outside.js:452 msgid "pop " msgstr "ประชากร " #: script/outside.js:457 msgid "forest" msgstr "ป่า" #: script/outside.js:460 msgid "village" msgstr "หมู่บ้าน" # command #: script/outside.js:543 msgid "check traps" msgstr "ตรวจดูกับดัก" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "กระท่อมเดียวดาย" #: script/outside.js:566 msgid "A Tiny Village" msgstr "หมู่บ้านเล็ก ๆ " #: script/outside.js:568 msgid "A Modest Village" msgstr "หมู่บ้านทั่วไป" #: script/outside.js:570 msgid "A Large Village" msgstr "หมู่บ้านขนาดใหญ่" #: script/outside.js:572 msgid "A Raucous Village" msgstr "หมู่บ้านยิ่งใหญ่" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "ท้องฟ้าเป็นสีเทา ลมพัดกระหน่ำแรง" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "กิ่งไม้และใบไม้แห้ง ๆ เกลื่อนพื้นป่าไปหม" # mind the whitespace at the end! #: script/outside.js:621 msgid "the traps contain " msgstr "ในกับดักมี : " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "เส้นทางเปรอะฝุ่น" #: script/path.js:37 msgid "supplies:" msgstr "เสบียง:" # command #: script/path.js:43 msgid "embark" msgstr "ออกเดินทาง" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "เข็มทิศชี้ไปยัง " #: script/path.js:102 msgid "perks:" msgstr "ความสามารถพิเศษ:" #: script/path.js:132 msgid "none" msgstr "ไม่มี" #: script/path.js:142 msgid "armour" msgstr "ชุดเกราะ" #: script/path.js:153 msgid "water" msgstr "น้ำ" # Legend for free space when embarking #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "ที่ว่าง {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "น้ำหนัก" #: script/path.js:255 msgid "available" msgstr "มีอยู่" #: script/room.js:16 msgid "trap" msgstr "กับดัก" #: script/room.js:19 msgid "builder says she can make traps to catch any creatures might still be alive out there" msgstr "ผู้สร้างบอกว่าเธอน่าจะประกอบกับดักง่าย ๆ ไว้จับสัตว์ที่อาจจะอยู่ข้างนอกนั่นได้" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "กับดักมากขึ้น จับสัตว์มากขึ้น" #: script/room.js:21 msgid "more traps won't help now" msgstr "มีกับดักมากไปกว่านี้ก็คงไม่ช่วยอะไรแล้ว" #: script/room.js:31 msgid "cart" msgstr "รถเข็น" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "ผู้สร้างบอกว่าเธอสามารถสร้างรถเข็นเพื่อช่วยขนไม้ได้" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "รถเข็นจะช่วยให้เก็บไม้จากป่าได้มากขึ้น" #: script/room.js:44 msgid "hut" msgstr "กระท่อม" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "ผู้สร้างบอกว่ามีผู้เดินทางอีกมากอาศัยอยู่ในดินแดนนี้ พวกเขาพร้อมจะทำงานหากมีที่พัก" #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "ผู้สร้างตั้งกระท่อมเล็ก ๆ ที่ชายป่า เธอบอกว่าข่าวเรื่องที่พักจะกระจายออกไป" #: script/room.js:49 msgid "no more room for huts." msgstr "ไม่มีที่สำหรับกระท่อมแล้ว" #: script/room.js:59 msgid "lodge" msgstr "ซุ้มพราน" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "ชาวบ้านสามารถช่วยล่าสัตว์ได้ ถ้ามีเครื่องมือ" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "ซุ้มพรานถูกสร้างขึ้น ไกลออกไปจากตัวเมือง" #: script/room.js:74 msgid "trading post" msgstr "ท่าสินค้า" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "ท่าสินค้าจะทำให้การซื้อขายงายขึ้นมาก" #: script/room.js:78 msgid "now the nomads have a place to set up shop, they might stick around a while" msgstr "ทีนี้ผู้เร่ร่อนก็มีร้านเป็นของตนเอง พวกเขาน่าจะอยู่นานขึ้น" #: script/room.js:88 msgid "tannery" msgstr "โรงฟอกหนัง" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "ผู้สร้างบอกว่าหนังฟอกน่าจะมีประโยชน์ พวกชาวบ้านน่าจะทำกันได้" #: script/room.js:92 #, fuzzy msgid "tannery goes up quick, on the edge of the village" msgstr "โรงฟอกหนังถูกตั้งไว้ที่ปลายของหมู่บ้าน" #: script/room.js:102 msgid "smokehouse" msgstr "โรงรมเนื้อ" #: script/room.js:105 msgid "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "น่าจะตากเนื้อเอาไว้บ้าง ไม่เช่นนั้นมันจะเน่าไป" #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "สร้างโรงรมควันสำเร็จ ผู้สร้างแสดงอาการหิวอย่างชัดเจน" #: script/room.js:116 msgid "workshop" msgstr "โรงงาน" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "ผู้สร้างบอกว่าเธอสามารถสร้างของที่ประณีตกว่านี้ก็ได้ ถ้าเธอมีอุปกรณ์ครบ" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "โรงงานถูกตั้งขึ้นในที่สุด ผู้สร้างดูจะดีใจกว่าใครเพื่อนเป็นพิเศษ" #: script/room.js:131 msgid "steelworks" msgstr "โรงหลอมโลหะ" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "ผู้สร้างบอกว่าชาวบ้านสามารถสร้างเหล็กได้ ถ้ามีอุปกรณ์ให้" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "หมอกควันปกคลุมหมู่บ้าน โรงเหล็กถูกสร้างขึ้นอย่างสมบูรณ์" #: script/room.js:146 msgid "armoury" msgstr "โรงอาวุธ" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "ผู้สร้างบอกว่าถ้าเราสามารถผลิตกระสุนได้เองก็คงจะดี" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "โรงอาวุธสร้างขึ้นอย่างสมบูรณ์ พร้อมใช้งาน" #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "คบไฟใช้ขับไล่ความมืด" #: script/room.js:173 msgid "waterskin" msgstr "ถุงใส่น้ำ" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "อย่างน้อยถุงน้ำก็ยังเก็บน้ำมากกว่าไม่มีอะไรเลย" #: script/room.js:185 msgid "cask" msgstr "กระติกน้ำ" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "กระบอกน้ำเก็บน้ำไว้ได้สำหรับการเดินทางระยะยาว" #: script/room.js:198 msgid "water tank" msgstr "ถังน้ำ" #: script/room.js:202 msgid "never go thirsty again" msgstr "ไม่ต้องทนหิวน้ำอีกต่อไป" #: script/room.js:211 msgid "bone spear" msgstr "หอกกระดูก" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "หอกเล่มนี้อาจไม่สวยงามนัก แต่ถ้าใช้แทงล่ะก็เชื่อมือได้เลย" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "ถุงหนัง" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "เก็บของได้มากขึ้นหมายถึงสำรวจได้นานขึ้น" #: script/room.js:235 msgid "wagon" msgstr "เกวียน" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "เกวียนสามารถเก็บของได้จำนวนมาก" #: script/room.js:248 msgid "convoy" msgstr "ผู้คุ้มกัน" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "ผู้คุ้มกันสามารถช่วยขนของได้แทบทุกอย่าง" # short for "leather armour" #: script/room.js:262 msgid "l armour" msgstr "เกราะหนัง" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "หนังสัตว์ไม่ทนทานนัก แต่ก็ยังดีกว่าเศษผ้าเก่า ๆ" # short for "iron armour" #: script/room.js:274 msgid "i armour" msgstr "เกราะเหล็ก" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "เหล็กทนทานกว่าหนังสัตว์" # short for "steel armour" #: script/room.js:286 msgid "s armour" msgstr "เกราะเหล็กกล้า" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "เหล็กกล้าแข็งแกร่งกว่าเหล็กทั่ว ๆ ไป" #: script/room.js:298 msgid "iron sword" msgstr "ดาบเหล็ก" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "ดาบมีคม เหมาะสำหรับการป้องกันตัวในป่า" #: script/room.js:311 msgid "steel sword" msgstr "ดาบเหล็กกล้า" #: script/room.js:314 #, fuzzy msgid "the steel is strong, and the blade true." msgstr "โลหะแข็งแรงดี และใบดาบก็คมกริบ" #: script/room.js:324 msgid "rifle" msgstr "ปืนยาว" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "ดินดำและกระสุน เหมือนในวันเก่า ๆ " #: script/room.js:458 msgid "Room" msgstr "ห้อง" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "ห้องมืด" # command #: script/room.js:498 msgid "light fire" msgstr "จุดไฟ" # command #: script/room.js:508 #, fuzzy msgid "stoke fire" msgstr "เติมฟืน" # introduces "room state" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 #, fuzzy msgid "the room is {0}" msgstr "ในห้อง {0}" # introduces "fire state" #: script/room.js:546 script/room.js:554 script/room.js:672 #, fuzzy msgid "the fire is {0}" msgstr "ไฟ {0}" #: script/room.js:565 msgid "the stranger is standing by the fire. she says she can help. says she builds things." msgstr "หญิงสาวแปลกหน้านั่งอยู่ข้างกองไฟ เธอบอกว่าเธอสามารถช่วยสร้างสิ่งต่าง ๆ ได้" # room state #: script/room.js:580 msgid "freezing" msgstr "หนาวเหน็บ" # room state #: script/room.js:581 msgid "cold" msgstr "หนาวเย็น" # room state #: script/room.js:582 #, fuzzy msgid "mild" msgstr "เริ่มอุ่น" # room state #: script/room.js:583 msgid "warm" msgstr "อุ่น" # room state #: script/room.js:584 msgid "hot" msgstr "ร้อน" # fire state #: script/room.js:596 #, fuzzy msgid "dead" msgstr "ดับมอด" # fire state #: script/room.js:597 msgid "smoldering" msgstr "คุกรุ่น" # fire state #: script/room.js:598 #, fuzzy msgid "flickering" msgstr "พริ้วไหว" # fire state #: script/room.js:599 msgid "burning" msgstr "ยังคงติดอยู่" # fire state #: script/room.js:600 #, fuzzy msgid "roaring" msgstr "ลุกโชติช่วง" #: script/room.js:604 #, fuzzy msgid "A Firelit Room" msgstr "ห้องแสงไฟ" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "มีไม้ไม่พอสำหรับต่อไฟ" #: script/room.js:655 msgid "the wood has run out" msgstr "ฟืนเริ่มเหลือน้อยเต้มที่" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "แสงสว่างจากกองไฟส่องออกมาจากหน้าต่าง เข้าไปในความมืดมิด" #: script/room.js:688 #, fuzzy msgid "builder stokes the fire" msgstr "ผู้ก่อสร้างเติมฟืนให้กับไฟ" #: script/room.js:718 #, fuzzy msgid "the wind howls outside" msgstr "ลมพัดแรงข้างนอก" #: script/room.js:719 msgid "the wood is running out" msgstr "ไม้ฟืนเริ่มเหลือน้อยลงเต็มที่" #: script/room.js:726 #, fuzzy msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "คนแปลกหน้าในเศษผ้าคลุมเก่า ๆ เดินเข้ามาทางประตูและล้มลงตรงมุมห้อง" #: script/room.js:734 #, fuzzy msgid "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "หญิงแปลกหน้าตัวสั่นเทิม กระซิบกระซาบอะไรบางอย่างไม่เป็นภาษา" #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "คนแปลกหน้าที่มุมห้องหยุดสั่นลง เธอเริ่มหายใจอย่างสงบ" #: script/room.js:760 msgid "stores" msgstr "เก็บ" #: script/room.js:779 msgid "weapons" msgstr "อาวุธ" #: script/room.js:914 msgid "total" msgstr "" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "มีไม่พอ " #: script/room.js:951 msgid "builder just shivers" msgstr "ผู้สร้างเริ่มรู้สึกเย็น" # introduces available buildings #: script/room.js:1054 msgid "build:" msgstr "สร้าง:" # introduces items which can be crafted #: script/room.js:1061 msgid "craft:" msgstr "สร้าง:" # introduces list of marketable items #: script/room.js:1068 msgid "buy:" msgstr "ซื้อ:" #: script/ship.js:11 msgid "Ship" msgstr "ยาน" #: script/ship.js:27 script/ship.js:100 #, fuzzy msgid "An Old Starship" msgstr "ยานอวกาศเก่า" #: script/ship.js:38 #, fuzzy msgid "hull:" msgstr "เกราะหุ้ม:" #: script/ship.js:44 msgid "engine:" msgstr "เครื่องยนต์:" # command #: script/ship.js:51 #, fuzzy msgid "reinforce hull" msgstr "เสริมเกราะหุ้ม" # command #: script/ship.js:60 #, fuzzy msgid "upgrade engine" msgstr "เสริมเครื่องยนต์" # command #: script/ship.js:69 script/ship.js:142 #, fuzzy msgid "lift off" msgstr "ปล่อยยาน" #: script/ship.js:91 #, fuzzy msgid "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long." msgstr "บนท้องฟ้า ยานลำหนึ่งของผู้เดินทางลอยขึ้นไป ดูเหมือนเราจะอยู่บนหินโง่ ๆ นี่นานไปเสียแล้ว" #: script/ship.js:106 script/ship.js:119 #, fuzzy msgid "not enough alien alloy" msgstr "มีโลหะต่างดาวไม่เพียงพอ" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "พร้อมจะไปจากที่นี่หรือยัง?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "ได้เวลาไปจากที่นี่แล้ว เราจะไม่หันหลังกลับมาอีก" # command to cancel "lift off" action #: script/ship.js:150 #, fuzzy msgid "linger" msgstr "รออยู่ต่อ" # mind the whitespace at the end! #: script/space.js:42 #, fuzzy msgid "hull: " msgstr "เกราะหุ้ม: " #: script/space.js:76 msgid "Troposphere" msgstr "Troposphere" #: script/space.js:78 msgid "Stratosphere" msgstr "Stratosphere" #: script/space.js:80 msgid "Mesosphere" msgstr "Mesosphere" #: script/space.js:82 msgid "Thermosphere" msgstr "Thermosphere" #: script/space.js:84 msgid "Exosphere" msgstr "Exosphere" #: script/space.js:86 msgid "Space" msgstr "อวกาศ" #: script/space.js:424 msgid "score for this game: {0}" msgstr "คะแนนในรอบนี้: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "คะแนนรวม: {0}" #: script/world.js:46 msgid "punch" msgstr "ชก" # command for bone spear attack #: script/world.js:52 msgid "stab" msgstr "แทง" # command for iron sword attack #: script/world.js:58 #, fuzzy msgid "swing" msgstr "ฟาด" # command for steel sword attack #: script/world.js:64 #, fuzzy msgid "slash" msgstr "ฟัน" # command for bayonet attack #: script/world.js:70 msgid "thrust" msgstr "เสียบ" # command for rifle attack #: script/world.js:76 msgid "shoot" msgstr "ยิง" # command for laser rifle attack #: script/world.js:83 msgid "blast" msgstr "ยิงลำแสง" # command for grenade attack #: script/world.js:90 #, fuzzy msgid "lob" msgstr "ขว้างระเบิด" # command for bolas attack #: script/world.js:97 #, fuzzy msgid "tangle" msgstr "รวบตัว" # leave   as whitespace #: script/world.js:119 msgid "An Outpost" msgstr "ค่ายพักแรม" # leave   as whitespace #: script/world.js:120 msgid "Iron Mine" msgstr "เหมืองเหล็ก" # leave   as whitespace #: script/world.js:121 msgid "Coal Mine" msgstr "เหมืองถ่าน" # leave   as whitespace #: script/world.js:122 msgid "Sulphur Mine" msgstr "เหมืองกำมะถัน" # leave   as whitespace #: script/world.js:123 msgid "An Old House" msgstr "บ้านเก่า" # leave   as whitespace #: script/world.js:124 msgid "A Damp Cave" msgstr "ถ้าชื้นแฉะ" # leave   as whitespace #: script/world.js:125 msgid "An Abandoned Town" msgstr "เมืองร้าง" # leave   as whitespace #: script/world.js:126 msgid "A Ruined City" msgstr "ซากเมือง" # leave   as whitespace #: script/world.js:127 #, fuzzy msgid "A Crashed Starship" msgstr "ซากยานอวกาศ" # leave   as whitespace #: script/world.js:128 msgid "A Borehole" msgstr "หลุมอุกกาบาต" # leave   as whitespace #: script/world.js:129 msgid "A Battlefield" msgstr "สนามรบ" # leave   as whitespace #: script/world.js:130 msgid "A Murky Swamp" msgstr "บึง" # leave   as whitespace #: script/world.js:134 msgid "A Destroyed Village" msgstr "ซากหมู่บ้าน" #: script/world.js:256 msgid "water:{0}" msgstr "น้ำ:{0}" #: script/world.js:283 msgid "pockets" msgstr "กระเป๋า" # short for health points #: script/world.js:307 #, fuzzy msgid "hp: {0}/{1}" msgstr "hp: {0}/{1}" # item counter when finding supplies #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "เรามาไกลเกินไปจากหมู่บ้าน อันตรายมากหากไม่มีเครื่องป้องกันที่ดี" #: script/world.js:351 msgid "safer here" msgstr "ที่นี่ปลอดภัย" #: script/world.js:451 msgid "the meat has run out" msgstr "ไม่มีเนื้อเหลืออยู่แล้ว" #: script/world.js:456 msgid "starvation sets in" msgstr "ความหิวโหยเริ่มคุกคามเข้ามา" #: script/world.js:481 msgid "there is no more water" msgstr "ไม่มีน้ำเหลืออยู่แล้ว" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "ความกระหายน้ำชักเกินจะทนไหว" #: script/world.js:558 #, fuzzy msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "ต้นไม้หายไปจากบริเวณ เหลือแต่ผืนหญ้าแห้ง พุ่มไม้สีเหลืองเสียดสีกันเองตามสายลม" #: script/world.js:561 #, fuzzy msgid "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "ต้นไม้หายไปจากสายตา พื้นดินแห้งผากและลมพัดแรงเข้ามาแทนที่" #: script/world.js:568 #, fuzzy msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen " "leaves." msgstr "ต้นไม้เริ่มปรากฏให้เห็น ทุ่งหญ้ารอบ ๆ ตัวจากไปเหลือแต่พื้นบนป่าที่มีใบไม้กิ้งไม้แห้งระเกะระกะ" #: script/world.js:571 #, fuzzy msgid "the grasses thin. soon, only dust remains." msgstr "หญ้าเริ่มบางลงจากบริเวณ เหลือเพียงแต่ฝุ่นทราย" #: script/world.js:578 #, fuzzy msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "พื้นดินเริ่มกลับมามีหญ้าปกคลุมบาง ๆ พริ้วไหวตามแรงลม" #: script/world.js:581 #, fuzzy msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead." msgstr "ถึงชายป่า ต้นไม้บิดเบี้ยวแทงขึ้นมาจากพื้นฝุ่น กิ่งใบประกอบกันเหมือนซี่โครงน่าขยะแขยง" #: script/world.js:817 msgid "Wanderer" msgstr "ผู้เดินทาง" #: script/world.js:822 msgid "The Village" msgstr "หมู่บ้าน" #: script/world.js:851 #, fuzzy msgid "the world fades" msgstr "สิ่งรอบ ๆ ตัวเริ่มจางลงช้า ๆ" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "น้ำถูกเติมจนเต็ม" #: script/world.js:982 msgid "A Barren World" msgstr "โลกที่รกร้างว่างเปล่า" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "สัตว์ร้าย" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "สัตว์ร้าย" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "สัตว์ร้ายถูกสังหาร" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "สัตว์ร้ายโจนออกมาจากพงหญ้า" #: script/events/encounters.js:44 #, fuzzy msgid "A Gaunt Man" msgstr "คนผอมแห้ง" #: script/events/encounters.js:52 #, fuzzy msgid "gaunt man" msgstr "คนผอมแห้ง" #: script/events/encounters.js:53 #, fuzzy msgid "the gaunt man is dead" msgstr "ชายผอมแห้งเสียชีวิต" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "ชายร่างผอมเกร็งวิ่งเข้ามา มีแววตาของความบ้าคลั่ง" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "นกประหลาด" #: script/events/encounters.js:89 msgid "strange bird" msgstr "นกประหลาด" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "สังหารนกประหลาด" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "นกหน้าตาประหลาดโฉบมาตามทุ่งราบ" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "คนตัวสั่น" #: script/events/encounters.js:127 msgid "shivering man" msgstr "คนตัวสั่น" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "คนตัวสั่นเสียชีวิต" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "ชายตัวสั่นเทิมโจนเข้ามา และโจมตีด้วยความรุนแรงอย่างไม่น่าเชื่อ" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "ตัวกินคน" #: script/events/encounters.js:169 msgid "man-eater" msgstr "อสูรกินคน" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "ตัวกินคนถูกสังหาร" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "สัตว์ประหลาดขนาดใหญ่เข้ามาโจมตี กรงเล็บของมันยังคงเปื้อนเลือดสด ๆ อยู่" #: script/events/encounters.js:198 #, fuzzy msgid "A Scavenger" msgstr "คนเก็บขยะ" #: script/events/encounters.js:206 #, fuzzy msgid "scavenger" msgstr "คนเก็บขยะ" #: script/events/encounters.js:207 #, fuzzy msgid "the scavenger is dead" msgstr "คนเก็บขยะถูกสังหาร" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "คนเก็บขยะค่อย ๆ เคลื่อนที่เข้ามา หวังจะโจมตีทีเผลอ" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "กิ้งก่ายักษ์" #: script/events/encounters.js:248 msgid "lizard" msgstr "กิ้งก่า" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "กิ้งก่าถูกสังหาร" #: script/events/encounters.js:272 #, fuzzy msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "พงหญ้าเหวี่ยงไปมาอย่างรวดเร็วเมื่อกิ้งก่ายักษ์โจนออกมา" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "อสูรจรจัด" #: script/events/encounters.js:286 msgid "feral terror" msgstr "อสูรจรจัด" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "อสูรจรจัดถูกสังหาร" #: script/events/encounters.js:310 #, fuzzy msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "สัตว์อสูรหน้าตาผิดเพี้ยนเกินจินตนาการโจนตัวออกมาจากสุมทุมพุ่มไม้" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "ทหาร" #: script/events/encounters.js:323 msgid "soldier" msgstr "ทหาร" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "ทหารเสียชีวิต" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "ทหารยิงปืนเข้ามาใส่จากอีกฟากของเนินทราย" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "พลซุ่มยิง" #: script/events/encounters.js:366 msgid "sniper" msgstr "พลซุ่มยิง" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "สังหารพลซุ่มยิงสำเร็จ" #: script/events/encounters.js:396 #, fuzzy msgid "a shot rings out, from somewhere in the long grass" msgstr "เสียงปืนดังขึ้นจากบางแห่งในพงหญ้า" #: script/events/global.js:6 msgid "The Thief" msgstr "โจร" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "ชาวบ้านขนชายท่าทางสกปรกออกมาจากห้องเก็บของ" #: script/events/global.js:14 #, fuzzy msgid "say his folk have been skimming the supplies." msgstr "บอกว่าคนของเขากำลังพยายามหาเครื่องใช้และเสบียง" #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "เขาควรถูกแขวนคอเอาไว้เพื่อไม่ให้เป็นเยี่ยงอย่าง" #: script/events/global.js:17 msgid "a thief is caught" msgstr "โจรถูกจับไว้ได้" # command #: script/events/global.js:21 msgid "hang him" msgstr "แขวนคอเขาซะ" # command #: script/events/global.js:25 msgid "spare him" msgstr "ไว้ชีวิตเขา" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "ชาวบ้านแขวนคอพวกโจรเหนือขื่อห้องเก็บของ" #: script/events/global.js:33 #, fuzzy msgid "the point is made. in the next few days, the missing supplies are returned." msgstr "ไม่กี่วันต่อมา เสบียงก็ถูกนำมาคืนด้วยความหวาดกลัว" #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "ชายผู้นั้นขอบคุณ และกล่าวว่าเขาจะไม่มารบกวนอีก" #: script/events/global.js:50 #, fuzzy msgid "shares what he knows about sneaking before he goes." msgstr "เขามอบความรู้เกี่ยวกับการซ่อนตัวก่อนจากไป" #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "ซากกับดัก" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "กับดักส่วนหนึ่งถูกทำลาย" #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "รอยเท้าขนาดใหญ่นำทางเข้าไปในป่า" #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "กับดักบางส่วนถูกทำลาย" # command #: script/events/outside.js:26 msgid "track them" msgstr "ตามรอยไป" # command #: script/events/outside.js:30 script/events/room.js:71 script/events/room.js:122 msgid "ignore them" msgstr "เพิกเฉยเสีย" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "รอยเท้าหายไปหลังจากตามได้ไม่นานนัก" #: script/events/outside.js:38 msgid "the forest is silent." msgstr "ในป่าเงียบสงัด" #: script/events/outside.js:40 msgid "nothing was found" msgstr "" # command #: script/events/outside.js:43 script/events/outside.js:61 script/events/outside.js:126 #: script/events/outside.js:144 script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "กลับบ้าน" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "ไม่ไกลนักจากหมู่บ้าน มีสัตว์ร้ายที่ขนเปรอะไปด้วยเลือด" #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "มันไม่สู้คมมีดมากนัก" #: script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "สัตว์ร้ายถูกสังหาร" #: script/events/outside.js:69 msgid "Fire" msgstr "ไฟไหม้" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "ไฟไหม้ออกจากห้อง ลุกลามและเผาทำลายกระท่อมหลังหนึ่งในหมู่บ้าน" #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "ทุกคนที่อาศัยในบ้านหลังนั้นเสียชีวิตในเปลวไฟ" #: script/events/outside.js:79 msgid "a fire has started" msgstr "เกิดไฟไหม้" # command #: script/events/outside.js:86 msgid "mourn" msgstr "ไว้อาลัย" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "ชาวบ้านบางส่วนเสียชีวิตในเปลวไฟ" #: script/events/outside.js:95 msgid "Sickness" msgstr "ไข้หวัด" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "โรคประหลาดเริ่มแพร่ไปในหมู่บ้าน" #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "ต้องการยาอย่างเร่งด่วน" #: script/events/outside.js:105 #, fuzzy msgid "some villagers are ill" msgstr "ชาวบ้านบางส่วนเสียชีวิตในเปลวไฟ" # command #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 ยา" # command #: script/events/outside.js:114 msgid "ignore it" msgstr "เพิกเฉยเสีย" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "โรคร้ายได้รับการรักษาทันเวลา" #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "ไข้หวัดกระจายไปทั่วหมู่บ้าน" #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "ทุกคนไว้อาลัยที่สุสานกันทั้งวัน" #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "คำคืนนั้นเต็มไปด้วยเสียงร้องโหยหวน" #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "" #: script/events/outside.js:153 msgid "Plague" msgstr "โรคระบาด" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "โรคระบาดกระจายไปอย่างรวดเร็วทั่วหมู่บ้าน" #: script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "โรคระบาดกระจายไปทั่วหมู่บ้าน" # command #: script/events/outside.js:168 msgid "buy medicine" msgstr "ซื้อยา" # command #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 ยา" # command #: script/events/outside.js:179 msgid "do nothing" msgstr "ไม่สนใจ" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "โรคระบาดถูกหยุดไว้ได้" #: script/events/outside.js:187 msgid "only a few die." msgstr "มีไม่กี่คนเท่านั้นที่เสียชีวิต" #: script/events/outside.js:188 #, fuzzy msgid "the rest bury them." msgstr "ส่วนที่เหลือก็ฝั่งพวกเขาไป" #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: script/events/outside.js:204 #, fuzzy msgid "the plague rips through the village." msgstr "โรคระบาดกระจายไปทั่วหมู่บ้าน" #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "ความหวังเดียวคือการตายอย่างไม่ทรมาน" #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "สัตว์ป่าเข้าโจมตี" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "ฝูงสัตว์ร้ายโถมออกมาจากต้นไม้รอบ ๆ " #: script/events/outside.js:232 #, fuzzy msgid "the fight is short and bloody, but the beasts are repelled." msgstr "การต่อสู้เป็นไปอย่างรวดเร็วและดุเดือน สัตว์ประหลาดถูกขับไล่ไปได้" #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "ชาวบ้านล่าถอยกลับมาเพื่อทำพิธีให้กับผู้ตาย" #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "กองทหารโจมตี" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "เสียงปืนลังลั่นทั่วท้องถนน" #: script/events/outside.js:266 #, fuzzy msgid "well armed men charge out of the forest, firing into the crowd." msgstr "กลุ่มคนติดอาวุธอย่างดีระดมเข้ามาจากทางป่าและยิงเข้ามา" #: script/events/outside.js:267 #, fuzzy msgid "after a skirmish they are driven away, but not without losses." msgstr "หลังจากการปะทะ พวกมันก็ถูกขับไล่ออกไป แต่ก็ด้วยราคาที่เจ็บปวด" #: script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "โรคระบาดกระจายไปทั่วหมู่บ้าน" #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: script/events/room.js:6 msgid "The Nomad" msgstr "ผู้เร่ร่อน" #: script/events/room.js:13 msgid "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "ผู้เร่ร่อนเดินทางมายังที่พักพร้อมกับถุงหนังขนาดใหญ่มัดด้วยเชือกหยาบ ๆ " #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "ไม่ยอมบอกว่าเขามาจากที่ไหน แต่ที่แน่ ๆ เขาคงอยู่ที่นี่ไม่นาน" #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "ผู้เร่ร่อนแวะผ่านมา ต้องการแลกเปลี่ยนอะไรสักอย่าง" # command #: script/events/room.js:20 #, fuzzy msgid "buy scales" msgstr "ซื้อเกล็ดประหลาด" # command #: script/events/room.js:25 #, fuzzy msgid "buy teeth" msgstr "ซื้อเขี้ยว" # command #: script/events/room.js:30 #, fuzzy msgid "buy bait" msgstr "ซื้อ เหยื่อล่อ" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "กับดักจะมีผลลัพท์ดียิ่งขึ้นเมื่อมีเหยื่อล่อ" # command #: script/events/room.js:39 msgid "buy compass" msgstr "ซื้อเข็มทิศ" #: script/events/room.js:42 #, fuzzy msgid "the old compass is dented and dusty, but it looks to work." msgstr "เข็มทิศเก่ามีหน้าปัดเบี้ยวและขึ้นสนิม แต่ยังดูเหมือนจะใช้งานได้อยู่" # command #: script/events/room.js:45 script/events/room.js:227 script/events/room.js:240 #: script/events/room.js:253 script/events/room.js:309 script/events/room.js:332 #: script/events/room.js:388 script/events/room.js:411 script/events/room.js:450 #: script/events/room.js:568 script/events/room.js:584 script/events/room.js:600 #: script/events/room.js:611 #, fuzzy msgid "say goodbye" msgstr "บอกลา" #: script/events/room.js:53 script/events/room.js:104 #, fuzzy msgid "Noises" msgstr "เสียง" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "มีเสียงเบา ๆ ผ่านมาทางกำแพง" #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "ไม่รู้เหมือนกันว่าพวกนั้นต้องการอะไร" #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "เสียงประหลาดลอดผ่านเข้ามาทางกำแพง" # command #: script/events/room.js:67 script/events/room.js:118 script/events/setpieces.js:1662 msgid "investigate" msgstr "ตรวจดู" #: script/events/room.js:78 #, fuzzy msgid "vague shapes move, just out of sight." msgstr "ร่างราง ๆ เคลื่อนไหวออกไปจากสายตา" #: script/events/room.js:79 msgid "the sounds stop." msgstr "เสียงนั้นหยุดลง" # command #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "กลับเข้าไปข้างใน" #: script/events/room.js:91 msgid "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "มีกิ่งไม้วางอยู่ที่เชิงประตู พันไว้ด้วยขนสัตว์" #: script/events/room.js:92 #, fuzzy msgid "the night is silent." msgstr "คำคืนนี้เงียบสงัด" #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "มีเสียงขีดข่วนดังขึ้นมาจากห้องเก็บของ" #: script/events/room.js:112 msgid "something's in there." msgstr "มีอะไรบางอย่างข้างใน" #: script/events/room.js:114 msgid "something's in the store room" msgstr "มีอะไรบางอย่างอยู่ในห้องเก็บของ" #: script/events/room.js:129 script/events/room.js:149 script/events/room.js:169 msgid "some wood is missing." msgstr "ไม้บางส่วนหายไป" #: script/events/room.js:130 #, fuzzy msgid "the ground is littered with small scales" msgstr "มีเศษเกล็ดประหลาดกระจายเต็มพื้น" #: script/events/room.js:150 #, fuzzy msgid "the ground is littered with small teeth" msgstr "บนพื้นมีเขี้ยวเล็ก ๆ กระจัดกระจายเต็มไปหมด" #: script/events/room.js:170 #, fuzzy msgid "the ground is littered with scraps of cloth" msgstr "เศษผ้าวางกระจัดกระจายเต็มพื้น" #: script/events/room.js:190 msgid "The Beggar" msgstr "ขอทาน" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "ขอทานเดินทางมายังที่พัก" #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "ขอเศษขนสัตว์เหลือ ๆ เพื่อห่มคลายหนาวให้กับเขาเอง" #: script/events/room.js:200 msgid "a beggar arrives" msgstr "ขอทานมาถึงที่พัก" # command #: script/events/room.js:204 msgid "give 50" msgstr "ให้ไป 50" # command #: script/events/room.js:209 script/events/room.js:276 script/events/room.js:355 msgid "give 100" msgstr "ให้ไป 100" # command #: script/events/room.js:214 script/events/room.js:286 script/events/room.js:482 msgid "turn him away" msgstr "ไล่เขาไป" #: script/events/room.js:222 script/events/room.js:235 script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "ขอทานแสดงความขอบคุณ" #: script/events/room.js:223 #, fuzzy msgid "leaves a pile of small scales behind." msgstr "ทิ้งกองเกล็ดประหลาดเล็ก ๆ เอาไว้" #: script/events/room.js:236 #, fuzzy msgid "leaves a pile of small teeth behind." msgstr "ทิ้งกองเขี้ยวประหลาดเอาไว้" #: script/events/room.js:249 #, fuzzy msgid "leaves some scraps of cloth behind." msgstr "ทิ้งเศษผ้าเอาไว้เล็กน้อย" # this refers to both male and female wanderer events #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "ผู้เดินทางลึกลับ" #: script/events/room.js:269 msgid "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more." msgstr "ผู้เดินทางมาเยี่ยมเยือนพร้อมกับรถเข็น เขาบอกว่าถ้าเขามีไม้ให้ยืมสักหน่อยเขาจะเอากลับมาคืนด้วยจำนวนที่มากขึ้น" #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "ผู้สร้างไม่เชื่อว่าผู้มาเยือนจะไว้ใจได้" # this refers to both male and female wanderer events #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "ผู้เดินทางลึกลับปรากฏตัวขึ้น" # command #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "ให้ไป 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "ผู้เดินทางจากได้พร้อมกับรถเข็นที่จุไปด้วยไม้" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "ผู้เดินทางลึกลับกลับมาที่นี่ รถเข็นพูนสูงไปด้วยไม้" #: script/events/room.js:348 msgid "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more." msgstr "ผู้เดินทางมาเยี่ยมเยือนพร้อมกับรถเข็น เธอบอกว่าถ้าเธอมีขนสัตว์ให้ยืมสักหน่อยเธอจะเอากลับมาคืนด้วยจำนวนที่มากขึ้น" #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "ผู้สร้างไม่เชื่อใจเธอเท่าไรนัก" # command #: script/events/room.js:365 msgid "turn her away" msgstr "ไล่เธอไป" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "ผู้เดินทางจากไปด้วยรถเข็มที่เต็มไปด้วยขนสัตว์" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "ผู้เดินทางลึกลับกลับมาพร้อมกับรถเข็มที่พูนไปด้วยแผ่นหนัง" #: script/events/room.js:420 msgid "The Scout" msgstr "ผู้สำรวจ" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "ผู้สำรวจบอกว่าเธอเดินทางไปทั่วทิศบนดาวนี้" #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "ยินที่ที่จะพูดคุยเรื่องดังกล่าว ด้วยราคาที่สมเหตุสมผล" #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "ผู้สำรวจแวะมาพักที่นี่" # command #: script/events/room.js:434 msgid "buy map" msgstr "ซื้อแผนที่" #: script/events/room.js:436 #, fuzzy msgid "the map uncovers a bit of the world" msgstr "แผนที่เปิดเผยบางส่วนของดินแดน" # command #: script/events/room.js:440 msgid "learn scouting" msgstr "เรียนรู้วิชาสำรวจ" #: script/events/room.js:459 #, fuzzy msgid "The Master" msgstr "ผู้สั่งสอน" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "ผู้เดินทางชรามาถึงที่พัก" #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "เขายิ้มให้น้อย ๆ และขออาศัยอยู่ที่นี่สักคืน" #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "ผู้เดินทางชรามาถึงที่พัก" # command #: script/events/room.js:473 msgid "agree" msgstr "ตกลง" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "เพื่อเป็นการแลกเปลี่ยน ผู้เดินทางเสนอความรู้ของเขาเป็นการตอบแทน" #: script/events/room.js:493 #, fuzzy msgid "evasion" msgstr "หลบหลีก" #: script/events/room.js:503 #, fuzzy msgid "precision" msgstr "ความแม่นยำ" #: script/events/room.js:513 #, fuzzy msgid "force" msgstr "พลัง" #: script/events/room.js:532 msgid "The Sick Man" msgstr "คนป่วย" #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "ชายคนหนึ่งกระเพลกเข้ามา ไอเสียงดัง" #: script/events/room.js:540 msgid "he begs for medicine." msgstr "เขามาขอยา" #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "ชายทางทางป่วยกระเพลกเข้ามา" # command #: script/events/room.js:546 msgid "give 1 medicine" msgstr "ให้ยาไป 1" #: script/events/room.js:548 #, fuzzy msgid "the man swallows the medicine eagerly" msgstr "ชายคนนั้นกินยาอย่างเร่งรีบ" # command #: script/events/room.js:552 msgid "tell him to leave" msgstr "ไล่เขาไป" #: script/events/room.js:559 script/events/room.js:575 script/events/room.js:591 msgid "the man is thankful." msgstr "ชายคนนั้นขอบคุณ" #: script/events/room.js:560 script/events/room.js:576 script/events/room.js:592 msgid "he leaves a reward." msgstr "เขาทิ้งของขวัญเอาไว้" #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "โลหะประหลาดที่เขาเก้บมาได้จากการเดินทาง" #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "กล่องเรื่องแสงหน้าตาประหลาดที่เขาเก็บมาได้ระหว่างเดินทาง" #: script/events/room.js:593 #, fuzzy msgid "all he has are some scales." msgstr "เชามีเพียงแค่เกล็ดประหลาดติดตัวเท่านั้น" #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "ชายคนนั้นแสดงท่าทางขอบคุณก่อนจะเดินกะโผลกกะเผลกออกไป" #: script/events/setpieces.js:6 #, fuzzy msgid "An Outpost" msgstr "ค่าย" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "ที่หลบภัยกลางถิ่นกันดาร" #: script/events/setpieces.js:34 #, fuzzy msgid "A Murky Swamp" msgstr "บึง" #: script/events/setpieces.js:38 #, fuzzy msgid "rotting reeds rise out of the swampy earth." msgstr "ต้นกกเน่าเปื่อยลอยคว้างอยู่กลางน้ำโคลน" #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "กบตัวใหญ่นั่งอยู่ในตมเงียบ ๆ " #: script/events/setpieces.js:41 #, fuzzy msgid "a swamp festers in the stagnant air." msgstr "บึงมีกลิ่นฉุนกึกลอยละล่องอยู่ในอากาศรอบ ๆ " # command #: script/events/setpieces.js:44 script/events/setpieces.js:549 script/events/setpieces.js:606 #: script/events/setpieces.js:888 script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "เข้าไป" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "ลึกเข้าไปในบึง กระท่อมเล็ก ๆ ตั้งอยู่โดดเดี่ยว" #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "ผู้เดินทางชรานั่งอยู่ข้างใน ดูเหมือนกำลังครุ่นคิดเหม่อลอย" # command #: script/events/setpieces.js:61 msgid "talk" msgstr "พูดคุย" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "ผู้เดินทางรับเครื่องรางเอาไว้แล้วผงกศีรษะช้า ๆ " #: script/events/setpieces.js:73 #, fuzzy msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "เขากล่าวว่าครั้งหนึ่งตนเคยนำกองยานของผุ้เดินทางไปสู่โลกที่อุดมสมบูรณ์" #: script/events/setpieces.js:74 #, fuzzy msgid "unfathomable destruction to fuel wanderer hungers." msgstr "การทำลายอย่างไม่สิ้นสุดที่เต็มเห็นความกระหายหยากของผู้เดินทาง" #: script/events/setpieces.js:75 #, fuzzy msgid "his time here, now, is his penance." msgstr "เวลาที่เหลือของเขา ติดอยู่ที่นี่เพื่อเป็นการสำนักบาปในอดีต" #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "ถ้ำชื้นแฉะ" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "ปากถ้ำเปิดกว้างแต่มืดสนิท" #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "มองไม่เห็นว่าข้างในมีอะไร" #: script/events/setpieces.js:98 #, fuzzy msgid "the earth here is split, as if bearing an ancient wound" msgstr "แผ่นดินตรงนี้แยกออก ราวกับว่าเป็นแผลเปิดจากกาลก่อน" # command #: script/events/setpieces.js:101 script/events/setpieces.js:2944 script/events/setpieces.js:3458 msgid "go inside" msgstr "เข้าไปข้างใน" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "สัตว์ป่าพยายามป้องกันดินแดนของตน" # command #: script/events/setpieces.js:135 script/events/setpieces.js:186 script/events/setpieces.js:228 #: script/events/setpieces.js:247 script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 script/events/setpieces.js:588 #: script/events/setpieces.js:644 script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 script/events/setpieces.js:835 #: script/events/setpieces.js:869 script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 script/events/setpieces.js:1039 #: script/events/setpieces.js:1266 script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 script/events/setpieces.js:1492 #: script/events/setpieces.js:1510 script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 script/events/setpieces.js:1682 #: script/events/setpieces.js:1699 script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 script/events/setpieces.js:1822 #: script/events/setpieces.js:1861 script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 script/events/setpieces.js:2034 #: script/events/setpieces.js:2069 script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 script/events/setpieces.js:2257 #: script/events/setpieces.js:2302 script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 script/events/setpieces.js:3347 #: script/events/setpieces.js:3381 script/events/setpieces.js:3420 msgid "continue" msgstr "ไปต่อ" # command #: script/events/setpieces.js:140 script/events/setpieces.js:157 script/events/setpieces.js:191 #: script/events/setpieces.js:233 script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 script/events/setpieces.js:387 #: script/events/setpieces.js:429 script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "ออกจากถ้ำ" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "ถ้ำเริ่มแคบลงเมื่อเดินลึกเข้าไป" #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "ผนังมีน้ำไหลแลลชื้น ปกคลุมด้วยมอส" # command #: script/events/setpieces.js:153 msgid "squeeze" msgstr "เบียดเข้าไป" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "มีเศษซากของค่ายพักแรมเก่า ๆ ในถ้ำ" #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "มีถุงนอนฉีกขาดและไหม้เกรียม วางอยู่ใต้ชั้นบาง ๆ ของฝุ่น" #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "ร่างของผู้เดินทางทอดกายอยู่ในโพรงหลุม" #: script/events/setpieces.js:200 #, fuzzy msgid "rot's been to work on it, and some of the pieces are missing." msgstr "ดูเหมือนมันจะเริ่มผุพัง และมีหลายชิ้นส่วนที่ยังขาดหายไป" #: script/events/setpieces.js:202 #, fuzzy msgid "can't tell what left it here." msgstr "ไม่รู้ว่าใครทิ้งมันเอาไว้" #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "คบไฟค่อย ๆ ดับมอดลงจากความชื้นในอากาศ" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "ความมืดไม่อาจหยั่งถึง" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "คบไฟมอดลง" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "กิ้งก่าถ้ำเข้าจู่โจม" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "สัตว์ตัวใหญ่โจนออกมาจากความมืด" #: script/events/setpieces.js:367 #, fuzzy msgid "a giant lizard shambles forward" msgstr "กิ้งก่ายักษ์คืบคลานเข้ามา" #: script/events/setpieces.js:395 #, fuzzy msgid "the nest of a large animal lies at the back of the cave." msgstr "ที่สุดปลายถ้ำมีรังของสัตว์ขนาดใหญ่อยู่" #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "กล่องเก็บของเล็ก ๆ ถูกซ่อนไว้ที่ปลายถ้ำ" #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "กล่องเก่า ๆ ซุกอยู่ใต้กองหิน ปกคลุมด้วยฝุ่นหนาเตอะ" #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "เมืองร้าง" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "หมู่บ้านชานเมืองเล็ก ๆ อยู่ตรงหน้า มีร่องรอยของการถูกเผาและทำลาย" #: script/events/setpieces.js:527 msgid "broken streetlights stand, rusting. light hasn't graced this place in a long time." msgstr "เสาไฟตั้งตระหง่าน สนิมเกาะกรัง คงจะไม่มีแสงไฟแตะที่แห่งนี้อยู่นานพอดู" #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "เมืองถูกทิ้งร้าง ประชากรคงเสียชีวิตกันหมดแล้ว" # command #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "สำรวจ" #: script/events/setpieces.js:544 msgid "where the windows of the schoolhouse aren't shattered, they're blackened with soot." msgstr "จุดที่หน้าต่างของโรงเรียนไม่แตกออก ก็ถูกปกคลุมด้วยเขม่าดำ" #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "ประตูเปิดแง้มออกมีเสียงออดแอดตามลม" # command #: script/events/setpieces.js:554 script/events/setpieces.js:593 script/events/setpieces.js:611 #: script/events/setpieces.js:649 script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 script/events/setpieces.js:840 #: script/events/setpieces.js:874 script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 script/events/setpieces.js:1005 #: script/events/setpieces.js:1044 script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 script/events/setpieces.js:1214 #: script/events/setpieces.js:1230 msgid "leave town" msgstr "ออกจากเมือง" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "ถูกซุ่มโจมตีบนถนน" #: script/events/setpieces.js:601 #, fuzzy msgid "a squat building up ahead." msgstr "มีอาคารขนาดย่อม ๆ อยู่ข้างหน้า" #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "มองผ่านหน้าต่างเปรอะฝุ่น มองเห็นเพียงกางเขนสีเขียวจาง ๆ " #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "กล่องเสบียงถูกยัดเอาไว้ในตู้สนิมเขรอะ" #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "คนเก็บขยะรออยู่หลังประตู" #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "สัตว์ตัวหนึ่งยืนอยู่เดียวดายท่ามกลางสวนสาธารณะที่กลายเป็นป่ารกชัฏ" #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "คาราวานสินค้าคว่ำลงบนถนน" #: script/events/setpieces.js:731 msgid "it's been picked over by scavengers, but there's still some things worth taking." msgstr "ที่นี่ถูกกวาดไปโดยพวกเก็บขยะ แต่น่าจะมีอะไรเหลืออยู่บ้าง" #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "ชายคุ้มคลั่งโจนเข้ามาโจมตี กรีดร้องเสียงดัง" #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "นักเลงโผล่ออกมาจากเงามืด" #: script/events/setpieces.js:866 #, fuzzy msgid "a beast charges out of a ransacked classroom." msgstr "สัตว์ป่าโจนออกมาจากห้องเรียน" #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "ได้ยินเสียงฝีเท้าผ่านประตูของโรงยิม" #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "คบไฟส่องแสงราง ๆ ไปตามทางเดิน" #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "เสียงฝีเท้าสงบลง" #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "สัตว์ป่าอีกตัวที่ถูกดึงดูดมาด้วยเสียง โจนออกมาจากโคนต้นไม้" #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "มีเสียงดังเอะอะมาจากฝั่งหนึ่งของถนน" #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "คงจะต้องสู้" #: script/events/setpieces.js:949 msgid "a small basket of food is hidden under a park bench, with a note attached." msgstr "ตะกร้าอาหารถูกซ่อนอยู่ใต้เก้าอี้ในสวนสาธารณะ พร้อมกับข้อความสั้น ๆ " #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "อ่านอะไรไม่ออกสักคำ" #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "คนเก็บเศษซากโจนเข้ามาจากประตู กรีดร้องเสียงดัง" #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "ชายคนหนึ่งยืนอยู่ข้างศพของผู้เดินทาง รับรู้ได้ว่าเขาไม่ได้อยู่เพียงลำพัง" #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "พวกเก็บขยะตั้งค่ายในโรงเรียน" #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "เศษซากกระจายเต็มพื้นราวกับว่ามันร่วมมาจากฟ้า" #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "ดูเหมือนพวกเก็บซากขยะจะเคยเข้ามาหาของที่นี่" #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "คงไม่ดีถ้าจะให้ของที่เขาอุตส่าห์เหลือไว้มาทิ้งไว้เสียเปล่า" #: script/events/setpieces.js:1128 #, fuzzy msgid "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel." msgstr "มีประกายแสงของโลหะอยู่ใต้ผ้าคลุม มันถูกกอดกุมเอาไว้โดยมือทั้งหลายของผู้เดินทาง" #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "เหมือนจะมีค่าพอที่จะยอมตายแทน" #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "ตาต่อตา ฟันต่อฟัน คงจะยุติธรรมที่สุดแล้ว" #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "อย่างน้อยก็ใช้ได้เมื่อก่อน" #: script/events/setpieces.js:1158 #, fuzzy msgid "picking the bones finds some useful trinkets." msgstr "เจอของเล็ก ๆ น้อย ๆ ที่น่าจะเอามาใช้งานได้ในโครงกระดูก" #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "มียาเล็กน้อยถูกทิ้งไว้ในตู้" #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "คลินิกถูกรื้อค้นจนทั่ว" #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "เหลือเพียงฝุ่นเกรอะและคราบสนิม" #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "ซากเมือง" #: script/events/setpieces.js:1243 msgid "a battered highway sign stands guard at the entrance to this once-great city." msgstr "ป้ายบอกทางตั้งตระหง่านอยู่หน้าเมืองใหญ่ที่เคยรุ่งเรืองแห่งนี้" #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast." msgstr "หอคอยที่ไม่ได้ล้มลง สร้างภาพทิวทัศน์เหมือนซี่โครงของสัตว์ยักษ์โบราณ" #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "อาจจะยังมีของมีค่าอยู่ข้างใน" #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "ตึกสูงของเมืองที่ผุพังปรากฏขึ้นที่ขอบฟ้า" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "ถนนว่างเปล่า" #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "ละอองฝุ่งปนเปื้อนในอากาศ พัดไหวไปมาตามลม" # command #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 script/events/setpieces.js:1302 #: script/events/setpieces.js:1318 script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 script/events/setpieces.js:1497 #: script/events/setpieces.js:1514 script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 script/events/setpieces.js:1667 #: script/events/setpieces.js:1686 script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 script/events/setpieces.js:1809 #: script/events/setpieces.js:1826 script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 script/events/setpieces.js:2003 #: script/events/setpieces.js:2039 script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 script/events/setpieces.js:2227 #: script/events/setpieces.js:2262 script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 script/events/setpieces.js:2517 #: script/events/setpieces.js:2553 script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 script/events/setpieces.js:2741 #: script/events/setpieces.js:2790 script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "ออกจากเมือง" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "มีกรวยจลาจรอู่ข้างถนน สีของมันเลือนไปเกือบหมด" #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "ไฟสว่างวาบผ่านตรอกเล็ก ๆ ข้างอาคาร" #: script/events/setpieces.js:1293 #, fuzzy msgid "a large shanty town sprawls across the streets." msgstr "เมืองสลัมขนาดใหญ่แผ่ไปทั่วถนน" #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "ใบหน้าที่เปื้อนคราบเลือดและดินโคลนมองออกมาจากกระท่อม" #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "ซากโรงพยาบาลร้างอยู่ตรงหน้า" #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "หอคอยใหญ่ ดูภายนอกสมบูรณ์ดี" #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "โครงของซากรถไม้ ๆ ปิดทางเข้าเอาไว้" #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "หน้าต่างชั้นล่างถูกพังออกมา" #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "กิ้งก่ายักษ์ตะกายขึ้นมาจากสถานีรถไฟใต้ดินเก่า" # command #: script/events/setpieces.js:1368 msgid "descend" msgstr "ลงไป" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "เสียงปืนดังลั่นขึ้นบนถนนร้าง" #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "ทหารก้าวเท้าออกมาจากตรอก ยกปืนขึ้นประทับบ่า" #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "ชายท่าทางผอมแห้งพยายามขวางทางเอาไว้" #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "ไม่มีอะไรเหลืออยู่นอกจากความเศร้าโศก" #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "ผู้คนที่นี่ไม่สามารถทำอะไรได้เป็นชิ้นเป็นอันมานานมากแล้ว" #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "ระเบียงว่างเปล่า" #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "ที่นี่โดนกวาดเรียบโดยพวกเก็บเศษขยะ" #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "ชายชราโจนออกมาจากประตู ในมือถือมีดผ่าตัด" #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "พวกนักเลงรออยู่ในอีกฟากของกำแพง" #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "สัตว์ร้ายกระโดดออกมาจากหลังซากรถ" #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "พื้นถนนเหนือทางรถไฟใต้ดึงถูกระเบิดออกไป" #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "แสงส่องผ่านหมอกควันจาง ๆ " #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "มีเสียงอะไรบางอย่างดังมาจากข้างในของโพรง" #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "ดูเหมือนจะมีค่ายอะไรสักอย่างข้างหน้า" #: script/events/setpieces.js:1677 #, fuzzy msgid "rusted chainlink is pulled across an alleyway." msgstr "โซ่เกรอะสนิมถูกลากผ่านตรอกทางเดิน" #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "ไฟลุกท่วมในสนามตรงหน้า" #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "เสียงต่าง ๆ ยังคงดังอยู่ข้างหน้า" #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "พวกมันมาที่นี่เพื่ออะไรบางอย่าง" #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "เสียงยิงปืนดังขึ้นมาตามสายลม" #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "ถนนตรงหน้าสว่างไสวไปด้วยเปลวไฟ" #: script/events/setpieces.js:1729 #, fuzzy msgid "more squatters are crowding around now." msgstr "คนจรจัดเริ่มรวมตัวกันมารอบ ๆ " #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "มีใครบางคนโยนก้อนหินมา" #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "เพิงร้านค้าเล็ก ๆ ถูกตั้งขึ้นข้างทาง" #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "เจ้าของที่ยืนอยู่นิ่ง ๆ อย่างสุขุม" #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "แผ่นเนื้อถูกวางตากไว้ข้างทางเดิน" #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "ผู้คนค่อย ๆ ถอยออกไป พยายามหลบสายตา" #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "ใครบางคนได้ลั่นกลอนและตั้งเครื่องกีดขวางอยู่ทั่วโรงละคร" #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "ชนเผ่าที่มีแต่คนชราปักหลักอาศัยอยู่ในหอผู้ป่วยแห่งนี้" #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "ฝูงกิ้งก่าล้อมทางหนีเอาไว้" #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "แผ่นเนื้อจะถูกตากไว้ที่นี่" #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "มีรังนกขนาดใหญ่อยู่บนบันได" #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "ซากปรักหักพังเริ่มกีดขวางทางมากขึ้นในบริเวณนี้" #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "อาจจะมีของมีประโยชน์ติดอยู่หลังซากปรักหักพัง" #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "ฝูงของหนูโจนเข้ามาจากโพรง" #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "ชายร่างใหญ่เข้ามาโจมตี เหวี่ยงดาบปลายปืนไปมา" #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "ทหารคนต่อมายิงปืนเข้ามาสมทบ" #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "ทหารใต้หน้ากากปรากฏตัวขึ้นในมุมหนึ่ง ปืนชี้มาตรงหน้า" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "กลุ่มคนโถมมาข้างหน้า" #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "เด็กหนุ่มคนหนึ่งโจนออกมาพร้อมกิ่งไม้" #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "ผู้อาศัยยืนกันบานประตูของกระท่อมเล็ก ๆ " #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "หลังบานประตู มีร่างประหลาดตื่นขึ้นมาและเข้าจู่โจมทันที" #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "เมื่อเปิดประตูออก หนวดประหลาดก็พุ่งส่วนออกมาทันที" #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "พวกนกน่าจะชอบของสะท้อนแสง" #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "มีของดีหลาย ๆ อย่างพันเกี่ยวเป็นรังของมันขึ้นมา" #: script/events/setpieces.js:2372 msgid "not much here." msgstr "ไม่มีอะไรอยู่แถวนี้" #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "พวกเก็บซากคงเข้ามารื้อที่นี่ไปแล้ว" #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "โพรงเปิดขึ้นมาจากอีกเพิงหนึ่ง" #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "กำแพงถูกเผาทำลาย เป็นสัญลักษณ์ของการต่อสู้ในอดีต" #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "ซากศพและเสีบยงกระจัดกระจายเต็มพื้น" #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "ป้อมทหารเล็ก ๆ ดูเหมือนจะมีจุเสบียงไว้เต็มที่" #: script/events/setpieces.js:2450 msgid "arms and munitions, relics from the war, are neatly arranged on the store-room floor." msgstr "อาวุธยุทโธปกรณ์สำหรับสงคราม ถูกวางอย่างประณีตในห้องเก็บของ" #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "อันตรายเหมือนอย่างที่เคยเป็นเมื่อก่อน" #: script/events/setpieces.js:2485 #, fuzzy msgid "searching the bodies yields a few supplies." msgstr "มีเสบียงติดมากับซากศพเล็กน้อย" #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "ทหารอีกกลุ่มกำลังจะตามมาสมทบ" #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "ได้เวลาไปต่อแล้ว" #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "ที่แห่งนี้ถูกเผาทำลายมานานพอสมควร" #: script/events/setpieces.js:2527 msgid "the bodies of the wanderers that lived here are still visible in the flames." msgstr "ยังคงเห็นร่างของผู้ดินทางที่อาศัยอยู่ที่นี่ในเปลวไฟ" #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "ยังมีเวลาเก้บของเล็กน้อย" #: script/events/setpieces.js:2562 msgid "the remaining settlers flee from the violence, their belongings forgotten." msgstr "ผู้ตั้งถิ่นฐานหนีไปเมื่อเห็นการปะทะ ลืมของบางอย่างเอาไว้" #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "พบของมีประโยชน์บางอย่าง แม้จะไม่มากนักก็ตาม" #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "ผู้ตั้งรกรากหอบถุงผ้าใบมาด้วย" #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "มีอุปกรณ์การเดินทางและของเล็ก ๆ น้อย ๆ ปนอยู่" #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "ไม่มีอะไรอยู่เลย" #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "มีเสียงเด็กร้องไห้ในกระท่อม" #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "ของเหลือ ๆ บางอย่างพาดไว้กับผนัง" #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "กลิ่นเน่าเสียและซากศพลอยคลุ้งในโรงละคร" #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "มีของจำนวนหนึ่งระเกะระกะบนพื้น" #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "ไม่มีอะไรอยู่แถวนี้อีกแล้ว" #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "ยาที่อยู่ในสภาพสมบูรณ์เก็บอยู่ในตู้ที่สุดทางเดิน" #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "ที่อื่น ๆ ในโรงพยาบาลนั้นว่างเปล่า" #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "ใครบางคนเอาสมบัติของตนมาเก็บไว้ที่นี่" #: script/events/setpieces.js:2799 #, fuzzy msgid "the tentacular horror is defeated." msgstr "ปราบสัตว์ประหลาดหนวดยาวลงได้" #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "มีซากศพของเหยื่อที่ถูกมันสังหารระเกะระกะภายใน" #: script/events/setpieces.js:2845 #, fuzzy msgid "the warped man lies dead." msgstr "คนวิปริตได้ตายลงแล้ว" #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "โรงละครมีของหลายอย่างที่น่าสนใจอย่างมาก" #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "ชายแก่มีของที่น่าสนใจติดตัวมาด้วย" #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "บ้านเก่า ๆ" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "บ้านหลังเก่ากรุตั้งอยู่ที่นี่ สภาพทรุดโทรมเกินบูรณะ" #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "ประตูเปิดอ้าเอาไว้" #: script/events/setpieces.js:2941 #, fuzzy msgid "the remains of an old house stand as a monument to simpler times" msgstr "เศษซากของบ้านเก่า ๆ ตั้งตระหง่าย เป็นสักญลักษณ์ของวันเก่า ๆ" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "เศษซากของบ้านเก่า ๆ ตั้งตระหง่าย เป็นสักญลักษณ์ของวันเก่า ๆ" #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "ยังมีน้ำเหลือบ้างในบ่อ" #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "บ้านหลังนี้ถูกรื้อค้นจนเกลี้ยง" #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "แต่ว่ามีกล่องเก็บยาอยู่ใต้พื้นอีกที" #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "ชายคนหนึ่งวิ่งเข้ามาในโถงทางเดิน มีดขึ้นสนิมอยู่ในกำมือ" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "สนามรบที่ถูกลืม" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "มีการต่อสู้ในบริเวณนี้เมื่อนานมาแล้ว" #: script/events/setpieces.js:3056 msgid "battered technology from both sides lays dormant on the blasted landscape." msgstr "อาวุธผุพังจากทั้งสองฝ่ายวางอยู่นิ่ง ๆ บนผืนดินแห้งกร้าว" #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "หลุมอุกกาบาตยักษ์" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "หลุมขนาดใหญ่ตัดลึกลงไปในหน้าดิน ร่องรอยของการเก็บเกี่ยวในครั้งก่อน" #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "พวกมันมาเอาของที่พวกมันมองหา แล้วก็จากไป" #: script/events/setpieces.js:3110 msgid "castoff from the mammoth drills can still be found by the edges of the precipice." msgstr "พบชิ้นโลหะประหลาดในกระบอกสว่านขนาดใหญ่" #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "ซากยาน" #: script/events/setpieces.js:3142 #, fuzzy msgid "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "ยานหน้าตาคุ้นเคยของผู้เดินทางผุดขึ้นมาจากกองเถ้าและฝุ่น" #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "โชคดีที่พวกพื้นเมืองไม่สามารถใช้เครื่องยนต์กลไกเหล่านี้ได้" #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "คงต้องทุ่มแรงนิดหน่อยถ้าจะให้มันบินขึ้นอีกครั้ง" # command #: script/events/setpieces.js:3148 msgid "salvage" msgstr "รื้อของ" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "เหมืองกำมะถัน" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "ดูเหมือนว่ากองทหารได้ตั้งค่ายอยู่หน้าเหมืองมาสักพักแล้ว" #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "ทหารลาดตระเวนอยู่ในบริเวณนี้ ปืนยาวสะพายพาดบ่า" #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "ค่ายทหารถูกสร้างขึ้น ล้อมรอบด้วยกับระเบิด" # command #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "โจมตี" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "ทหารรู้สึกถึงผู้บุกรุก ทาบปืนพร้อมยิงทันที" # command #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 script/events/setpieces.js:3352 #: script/events/setpieces.js:3386 msgid "run" msgstr "วิ่งหนี" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "ทหารคนที่สองเข้ามาเสริมกำลัง" #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "ทหารท่าทางดุดันพุ่งเข้ามาโจมตี โบกดาบปลายปืนไปมา" #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "กองทหารถูกเก็บกวาดจากบริเวณ" #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "เหมืองปลอดภัยสำหรับคนงานแล้ว" #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "เหมืองกำมะถันปลอดภัยสำหรับคนงานแล้ว" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "เหมืองถ่านหิน" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "มีกองไฟอยู่หน้าทางเข้าเหมือง" #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "ผู้คนหรี่ตรงเข้ามา ยกอาวุธขึ้นพร้อมโจมตี" #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "ดูเหมือนเหมืองเก่าจะไม่รกร้างซะทีเดียว" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "ชายคนหนึ่งเข้ามาร่วมวงด้วย" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "มีเพียงหัวหน้าใหญ่เท่านั้นที่เหลืออยู่" #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "ค่ายเงียบสงบดี มีเพียงเสียงของเปลวไฟและฟืนเป็นครั้งคราว" #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "เหมืองถ่านหินปลอดภัยสำหรับคนงานแล้ว" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "เหมืองเหล็ก" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "มีเหมืองเหล็กเก่าที่นี่ อุปกรณ์ต่าง ๆ ถูกทิ้งเอาไว้ให้สนิมเกาะเฉย ๆ" #: script/events/setpieces.js:3452 msgid "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves." msgstr "โครงกระดูกกองเรี่ยรายหน้าทางเข้า บางชิ้นมีร่องรอยของการขูดขีดอย่างชัดเจน" #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "อสูรจรจัดหอนขึ้นมาในความมืด" #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "เส้นทางนี้นำไปสู่เหมืองร้าง" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "สัตว์ร้ายตัวใหญ่โจนออกมา กล้ามเนื้อและผิวหนังของมันสะท้อนแสงจากคบไฟ" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "ฆ่าสัตว์ป่าได้สำเร็จ" #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "เหมืองเหล็กปลอดภัยแล้ว" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "ซากหมู่บ้าน" #: script/events/setpieces.js:3528 #, fuzzy msgid "a destroyed village lies in the dust." msgstr "หมู่บ้านที่ถูกเผาทำลายจมลงในกองเถ้า" #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "ซากศพไหม้เกรียมกระจัดกระจายตามพื้น" #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "มีกลิ่นโลหะของเครื่องยนต์ยานผู้เดินทางลอยอยู่ในอากาศจาง ๆ " #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "มีเพิงไม้ตั้งอยู่กล้าหมู่บ้าน" #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "ยังมีของบางอย่างหลงเหลืออยู่ข้างใน" #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "การก่อสร้างของรุ่นก่อน ๆ นั้นอยู่ที่นี่" #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "พร้อมให้เก็บเกี่ยว" #~ msgid "Export" #~ msgstr "Export" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/tr/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/tr/strings.js ================================================ _.setTranslation({"water tank": "su tank\u0131", "a shivering man approaches and attacks with surprising strength": "titreyen bir adam yakla\u015ft\u0131 ve \u015fa\u015f\u0131rt\u0131c\u0131 derecede g\u00fc\u00e7le ileri at\u0131ld\u0131", "the room is {0}": "oda {0}", "punch twice as fast, and with even more force": "iki kat h\u0131zl\u0131 ve daha g\u00fc\u00e7l\u00fc yumruk at", "The Nomad": "G\u00f6\u00e7ebe", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "a\u011fa\u00e7lar kuru bitki \u00f6rt\u00fcs\u00fcne kar\u0131\u015ft\u0131. sararm\u0131\u015f \u00e7al\u0131lar r\u00fczgarda h\u0131\u015f\u0131rd\u0131yor.", "only a few die.": "sadece bika\u00e7 ki\u015fi \u00f6ld\u00fc.", "mild": "\u0131l\u0131k", "bait": "yem", "not enough fur": "k\u00fcrk yetmiyor", "it puts up little resistance before the knife.": "b\u0131\u00e7aklanmadan \u00f6nce biraz kar\u015f\u0131 koydu.", "the body of a wanderer lies in a small cavern.": "koca ma\u011faran\u0131n i\u00e7inde bir gezginin cesedi yerde yat\u0131yor.", "steel's stronger than iron": "\u00e7elik, demirden daha g\u00fc\u00e7l\u00fc", "steelworker": "\u00e7elik ustas\u0131", "not enough alien alloy": "yabanc\u0131 mineral", "the soldier is dead": "asker \u00f6ld\u00fc", "sniper": "keskin ni\u015fanc\u0131", "something's in the store room": "depoda bi\u015fey hareket ediyor", "unfathomable destruction to fuel wanderer hungers.": "ak\u0131l almaz bir y\u0131k\u0131m ve yak\u0131t gezgini ac\u0131kt\u0131rd\u0131.", "embark": "yolculu\u011fa \u00e7\u0131k", "scout": "izci", "mourn": "z\u0131rh", "more traps won't help now": "daha fazla tuzak kurmak \u015fu an i\u015fe yaram\u0131yor", "save.": "kaydet", "learned to make the most of food": "yemekten daha fazla yararlanmay\u0131 \u00f6\u011frendin", "blast": "lazerle ate\u015f et", "the sky is grey and the wind blows relentlessly": "g\u00f6ky\u00fcz\u00fc gri ve r\u00fczgar ac\u0131mas\u0131zca esiyor", "supplies:": "malzemeler:", "the feral terror is dead": "vah\u015f\u0131 canavar \u00f6ld\u00fc", "the tracks disappear after just a few minutes.": "birka\u00e7 dakikadan sonra izler yok oldu.", "a safe place in the wilds.": "vah\u015fi do\u011fada guvenli bir yer.", "buy scales": "kabuk sat\u0131n al", "the compass points east": "pusula do\u011fuyu g\u00f6steriyor.", "the hunting lodge stands in the forest, a ways out of town": "av kl\u00fcbesi, kentin hemen yan\u0131nda, ormanda kuruldu", "leave": "uzakla\u015f", "the convoy can haul mostly everything": "bu konvoyla neredeyse her\u015feyi ta\u015f\u0131yabilirsin", "learned to strike faster without weapons": "silahs\u0131z daha h\u0131zl\u0131 sald\u0131rmay\u0131 \u00f6\u011frendin", "ignore them": "g\u00f6rmezden gel", "willing to talk about it, for a price.": "\u00fccreti ile gezdi\u011fi yerleri anlatmak istiyor.", "a beast, wilder than imagining, erupts out of the foliage": "ak\u0131l almaz derecede vah\u015fi bir yarat\u0131k, ye\u015filliklerin aras\u0131ndan ortaya \u00e7\u0131kt\u0131", "go home": "eve d\u00f6n", "force": "kuvvet", "the rickety cart will carry more wood from the forest": "\u00e7\u00fcr\u00fck at arabas\u0131 ormandan daha fazla odun getirmeyi sa\u011flayacak", "a ragged stranger stumbles through the door and collapses in the corner": "pejm\u00fcrde yabanc\u0131 kap\u0131dan girdi ve k\u00f6\u015feye y\u0131\u011f\u0131ld\u0131", "not enough leather": "deri yetmiyor", "the fight is short and bloody, but the beasts are repelled.": "sava\u015f k\u0131sa s\u00fcrd\u00fc ve kanl\u0131 ge\u00e7ti, ama yarat\u0131klar p\u00fcsk\u00fcrt\u00fcld\u00fc.", "the wood is running out": "\u00e7ok az odun kald\u0131", "restart.": "tekrar ba\u015fla", "rot's been to work on it, and some of the pieces are missing.": "ceset \u00e7\u00fcr\u00fcmeye yuz tutmu\u015f ve baz\u0131 par\u00e7alar\u0131 eksik.", "workshop's finally ready. builder's excited to get to it": "e\u015fya at\u00f6lyesi sonunda haz\u0131r. ustalar at\u00f6lyeyi kullanmak i\u00e7in heyecanl\u0131", "a trading post would make commerce easier": "ticaret merkezi kurmak, ticareti kolayla\u015ft\u0131r\u0131r", "not enough steel": "\u00e7elik yetmiyor", "perks:": "\u00f6zellikler:", "saved.": "kaydedildi.", "after a skirmish they are driven away, but not without losses.": "\u00e7at\u0131\u015fmadan sonra sald\u0131r\u0131 p\u00fcsk\u00fcrt\u00fcld\u00fc, ama kay\u0131plar var.", "tannery goes up quick, on the edge of the village": "deri tabakhanesi, kentin hemen yan\u0131nda h\u0131zl\u0131ca kuruldu", "learned to fight quite effectively without weapons": "silahs\u0131z olarak d\u00f6v\u00fc\u015fmeyi iyi \u00f6\u011frendin", "leaves a pile of small teeth behind.": "arkas\u0131nda di\u015flerden bir y\u0131\u011f\u0131n b\u0131rakt\u0131.", "not enough scales": "kabuk yetmiyor", "leave cave": "ma\u011faradan \u00e7\u0131k", "hp: {0}/{1}": "sa\u011fl\u0131k: {0}/{1}", "a lone frog sits in the muck, silently.": "yaln\u0131z bir kurba\u011fa \u00e7amurun i\u00e7inde, sessizce oturuyor.", "the steel is strong, and the blade true.": "\u00e7elik g\u00fc\u00e7l\u00fcd\u00fcr, tabi ki \u00e7elikten yap\u0131lan b\u0131\u00e7akta. ", "learned how to ignore the hunger": "a\u00e7l\u0131\u011fa ald\u0131rmamay\u0131 \u00f6\u011frendin", "punch": "yumrukla", "water": "su", "desert rat": "\u00e7\u00f6l faresi", "a pack of snarling beasts pours out of the trees.": "h\u0131rlayan bir yarat\u0131k s\u00fcr\u00fcs\u00fc a\u011fa\u00e7lardan a\u011fa\u00e7lar\u0131n aras\u0131ndan \u00e7\u0131kt\u0131", "punches do even more damage.": "yumruklar\u0131n daha fazla zarar vermeye ba\u015flad\u0131", "roaring": "harl\u0131 yan\u0131yor", "A Borehole": "Domuz \u0130ni", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "e\u015fi\u011fin \u00f6n\u00fcnde bika\u00e7 sopa, kal\u0131n k\u00fcrklere sar\u0131l\u0131 halde duruyor.", "builder says she could make finer things, if she had the tools": "yap\u0131 ustas\u0131, uygun alet edevat\u0131 olursa daha iyi \u015feyler \u00fcretebilece\u011fini s\u00f6yledi", "soldier": "asker", "learn scouting": "g\u00f6zc\u00fcl\u00fc\u011f\u00fc \u00f6\u011fren", "share.": "payla\u015f", "A Murky Swamp": "Sisli Bir Batakl\u0131k", "iron sword": "demir k\u0131l\u0131\u00e7", "scales": "kabuk", "the grasses thin. soon, only dust remains.": "bitki \u00f6rt\u00fcs\u00fc c\u0131l\u0131zla\u015ft\u0131. bir s\u00fcre sadece kurak toprak kalm\u0131\u015f olacak", "a shot rings out, from somewhere in the long grass": "uzun \u00e7al\u0131l\u0131klardan bir silah sesi duyuldu", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "yamuk yumuk a\u011fa\u00e7lardan olu\u015fan duvar, kurak topraktan y\u00fckseliyor. dallar\u0131 iskeletten bir kubbe olu\u015fturur \u015fekilde sarmalanm\u0131\u015f.", "gather wood": "odun kes", "A Scavenger": "Bir ya\u011fmac\u0131", "the villagers hang the thief high in front of the store room.": "k\u00f6yl\u00fcler h\u0131rs\u0131z\u0131, deponun \u00f6n\u00fcnde y\u00fckse\u011fe as\u0131p, idam ettiler.", "1 medicine": "1 tane ila\u00e7", "feral terror": "vah\u015fi canavar", "leaves some scraps of cloth behind.": "arkas\u0131nda kuma\u015flardan bir y\u0131\u011f\u0131n b\u0131rakt\u0131.", "are you sure?": "emin misin?", "charcutier": "kasap", "trading post": "ticaret merkezi", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "gezgin bir kad\u0131n bo\u015f bir at arabas\u0131 ile \u00e7\u0131kageldi. k\u00f6yden k\u00fcrk ile ayr\u0131l\u0131rsa daha fazlas\u0131yla geri d\u00f6nece\u011fini dile getirdi.", "in exchange, the wanderer offers his wisdom.": "kar\u015f\u0131l\u0131\u011f\u0131nda, gezgin, bilgeli\u011fin\u0131 sundu.", "sulphur miner": "s\u00fclf\u00fcr madencisi", "warm": "s\u0131cak", "A Feral Terror": "Vah\u015fi bir Canavar", "stoke fire": "ate\u015fe odun at", "lift off": "kalk\u0131\u015f yap", "shoot": "t\u00fcfekle ate\u015f et", "none": "hi\u00e7bi\u015fey", "a strange looking bird speeds across the plains": "garip g\u00f6r\u00fcn\u00fcml\u00fc ku\u015f, tepelerin ard\u0131ndan ko\u015fmaya ba\u015flad\u0131", "linger": "oyalan", "take:": "al:", "strange bird": "garip ku\u015f", "if the code is invalid, all data will be lost.": "kod yanl\u0131\u015fsa, t\u00fcm data u\u00e7up gidecek.", "a swamp festers in the stagnant air.": "batakl\u0131k durgun havada berbat kokuyor.", "can't see what's inside.": "i\u00e7erde ne oldu\u011fu belli de\u011fil.", "the stranger in the corner stops shivering. her breathing calms.": "k\u00f6\u015fedeki yabanc\u0131n\u0131n titremesi ge\u00e7ti. soluk al\u0131\u015f veri\u015fi d\u00fczeldi.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "gezgin bir adam bo\u015f at arabas\u0131yla \u00e7\u0131kageldi. k\u00f6yden odunla ayr\u0131l\u0131rsa daha fazlas\u0131yla geri d\u00f6nece\u011fini dile getirdi.", "gaunt man": "s\u0131ska adam", "An Outpost": "Bir Karakol", "cured meat": "i\u015flenmi\u015f et", "builder puts up a hut, out in the forest. says word will get around.": "yap\u0131 ustas\u0131 ormana bir baraka yapt\u0131. s\u00f6ylentinin etrafa yay\u0131laca\u011f\u0131n\u0131 da ekledi.", "learned how not to be seen": "farkedilmemeyi \u00f6\u011frendin", "punches do more damage": "yumruklar daha fazla zarar verir", "some traps have been destroyed": "tuzaklar\u0131n baz\u0131lar\u0131\u00a0yok edilmi\u015f", "well armed men charge out of the forest, firing into the crowd.": "iyi silahlanm\u0131\u015f adamlar ormandan \u00e7\u0131k\u0131p sald\u0131rd\u0131 ve kalabal\u0131\u011fa do\u011fru ate\u015f etmeye ba\u015flad\u0131.", "deep in the swamp is a moss-covered cabin.": "batakl\u0131\u011f\u0131n derinliklerine yosunla kaplanm\u0131\u015f bir kl\u00fcbe var.", "app store.": "app store", "An Old Starship": "Eski bir Y\u0131ld\u0131z Gemisi", "ignore it": "g\u00f6rmezden gel", "hot": "\u00e7ok s\u0131cak", "upgrade engine": "motorun g\u00fcc\u00fcn\u00fc artt\u0131r", "forest": "orman", "give 500": "ba\u011f\u0131\u015flayaca\u011f\u0131n miktar 500", "A Dark Room": "Karanl\u0131k Oda", "builder says leather could be useful. says the villagers could make it.": "yap\u0131 ustas\u0131 derinin i\u015fe yarayabilece\u011fini s\u00f6yledi. k\u00f6yl\u00fclerin deri \u00fcretebilece\u011fini de ekledi.", "craft:": "\u00fcret:", "Iron Mine": "Demir Madeni", "coal mine": "k\u00f6m\u00fcr madencisi", "bits of meat": "et par\u00e7alar\u0131", "the remains of an old camp sits just inside the cave.": "ma\u011farada sadece eski bir kamp\u0131n kal\u0131nt\u0131lar\u0131 var.", "The Village": "K\u00f6y", "snarling beast": "h\u0131rlayan yarat\u0131k", "strange noises can be heard through the walls": "tuhaf g\u00fcr\u00fclt\u00fcler, duvarlardan duyulabiliyor.", "coal": "k\u00f6m\u00fcr", "Stratosphere": "Stratosfer", "man-eater": "insan-yiyen", "can't tell what they're up to.": "neyin pe\u015finde oldular\u0131n\u0131 kim bilir.", "enter": "i\u00e7eri gir", "Ship": "Gemi", "better avoid conflict in the wild": "vah\u015fi do\u011fada kavgadan uzak durmak daha iyidir", "talk": "konu\u015f", "A Soldier": "Asker", "the man expresses his thanks and hobbles off.": "adam te\u015fekk\u00fcr etti ve topallayarak uzakla\u015ft\u0131.", "the villagers haul a filthy man out of the store room.": "k\u00f6yl\u00fcler pis bir adam\u0131 depodan s\u00fcr\u00fckleyerek \u00e7\u0131kard\u0131lar.", "all the work of a previous generation is here.": "\u00f6nceki nesilin yapt\u0131klar\u0131n\u0131n izleri burada.", "cold": "so\u011fuk", "A Crashed Starship": "D\u00fc\u015fm\u00fc\u015f Y\u0131ld\u0131z Gemisi", "the fire is {0}": "ate\u015f {0}", "A Lonely Hut": "Yaln\u0131z Bir Kl\u00fcbe", "buy teeth": "di\u015f sat\u0131n al", "burning": "yan\u0131yor", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "matlar, y\u0131rt\u0131lm\u0131\u015f ve kararm\u0131\u015f, tozlu bir katmanla kaplanm\u0131\u015f.", "dodge attacks more effectively": "sald\u0131r\u0131lardan daha iyi savu\u015ftur", "hull: ": "g\u00f6vde:", "thieves": "h\u0131rs\u0131zlar", "lights off.": "\u0131\u015f\u0131klar kapal\u0131", "learned to look ahead": "uzaklar\u0131 g\u00f6rmeyi \u00f6\u011frendin", "Coal Mine": "K\u00f6m\u00fcr Madeni", "save to slot": "bunu kaydet.", "hunter": "avc\u0131", "some weird glowing boxes he picked up on his travels.": "gezdi\u011fi yerlerden buldu\u011fu parlayan tuhaf kutular.", "give 50": "ba\u011f\u0131\u015flayaca\u011f\u0131n miktar 50", "wagon": "at arabas\u0131", "An Old House": "Eski Bir Ev", "meat": "et", "a terrible plague is fast spreading through the village.": "korkun\u00e7 bir veba \u00e7ok h\u0131zl\u0131 bir \u015fekilde k\u00f6ye yay\u0131l\u0131yor.", "the gaunt man is dead": "s\u0131ska adam \u00f6ld\u00fc", "bone spear": "kemik u\u00e7lu m\u0131zrak", "trap": "tuzak", "armourer": "z\u0131rh ustas\u0131", "a small group arrives, all dust and bones.": "k\u00fc\u00e7\u00fck bir grup \u00e7\u0131kageldi, her \u015fey toz duman oldu.", "weight": "a\u011f\u0131rl\u0131k", "torch": "me\u015fale", "The Thief": "H\u0131rs\u0131z", "not enough cloth": "kuma\u015f yetmiyor", "learned to be where they're not": "onlar\u0131n olmad\u0131\u011f\u0131 yerde olmay\u0131 \u00f6\u011frendin", "go twice as far without eating": "yemek yemeden daha uzaklar\u0131 gezebilirsin", "the plague is kept from spreading.": "salg\u0131n\u0131n yay\u0131lmas\u0131 engellendi.", "the cask holds enough water for longer expeditions": "bu f\u0131\u00e7\u0131 uzun seferler i\u00e7in yeterli suyu sa\u011flayacakt\u0131r", "check traps": "tuzaklar\u0131 kontrol et", "Plague": "Veba", "medicine": "ila\u00e7", "tannery": "deri tabakhanesi", "lob": "el bombas\u0131n\u0131 at", "no more room for huts.": "baraka kurmak i\u00e7in yeterince yer kalmad\u0131", "a large creature attacks, claws freshly bloodied": "dev yarat\u0131k sald\u0131rd\u0131, pen\u00e7elerinde taze kan var", "a sick man hobbles up": "hasta bir adam topallayarak yakla\u015ft\u0131", "An Abandoned Town": "Terk Edilmi\u015f Kent", "cart": "at arabas\u0131", "the wood has run out": "odun kalmad\u0131", "The Master": "Usta", "thrust": "s\u00fcng\u00fcle", "a soldier opens fire from across the desert": "bir asker \u00e7\u00f6lden ate\u015f ediyor", "go twice as far without drinking": "su i\u00e7meden daha uzaklar\u0131 gezebilirsin", "the villagers retreat to mourn the dead.": "k\u00f6yl\u00fcler geri \u00e7ekildi ve \u00f6lenler i\u00e7in yas tutuyor.", "A Modest Village": "Modern Bir K\u00f6y", "swing": "k\u0131l\u0131c\u0131 salla", "alien alloy": "d\u00fcnya-d\u0131\u015f\u0131 mineral", "export or import save data, for backing up": "datay\u0131 yedeklemek i\u00e7in export veya import edin", "smokehouse": "t\u00fcts\u00fchane", "vague shapes move, just out of sight.": "belirsiz \u015fekiller hareket ediyor, g\u00f6zden kayboldular.", "Wanderer": "Gezgin", "the earth here is split, as if bearing an ancient wound": "burdaki toprak yar\u0131lm\u0131\u015f, sanki tarihi bir yara izi gibi", "the compass points southeast": "pusula g\u00fcneydo\u011fuyu g\u00f6steriyor", "barbarian": "barbar", "the wanderer leaves, cart loaded with furs": "gezgin k\u00f6yden ayr\u0131ld\u0131, at arabas\u0131 k\u00fcrk ile dolu", "there are still supplies inside.": "i\u00e7eride hala bi tak\u0131m e\u015fyalar var.", "traps are more effective with bait.": "tuzaklar yem ile daha efektif i\u015fleyecektir.", "a sickness is spreading through the village.": "k\u00f6yde bir salg\u0131n hastal\u0131k yay\u0131lmaya ba\u015flad\u0131", "tangle": "kafas\u0131n\u0131 kar\u0131\u015ft\u0131r", "the meat has run out": "et kalmad\u0131", "A Murky Swamp": "Karanl\u0131k Batakl\u0131k", "go inside": "i\u00e7eri gir", "turn her away": "kad\u0131n\u0131 geri \u00e7evir", "reinforce hull": "destek g\u00f6vdesi", "not enough wood to get the fire going": "ate\u015fin yanmas\u0131n\u0131 devam ettirmek i\u00e7in yeterli odunum yok", "a stranger arrives in the night": "geceleyin bir yabanc\u0131 \u00e7\u0131kageldi", "hut": "baraka", "trapper": "tuzak\u00e7\u0131", "rifle": "t\u00fcfek", "sulphur": "s\u00fclf\u00fcr madencisi", "steel": "\u00e7elik", "the stranger is standing by the fire. she says she can help. says she builds things.": "yabanc\u0131 kad\u0131n ate\u015fin yan\u0131nda dikiliyor. yard\u0131m edebilece\u011fini, bi\u015feyler in\u015fa edebilece\u011fini s\u00f6yl\u00fcyor.", "the only hope is a quick death.": "tek umut \u00e7abucak \u00f6lmek.", "the lizard is dead": "kertenkele \u00f6ld\u00fc", "iron": "demir", "light fire": "ate\u015fi yak", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "yabanc\u0131 titriyor, tuhaf \u015feyler m\u0131r\u0131ldan\u0131yor. anlams\u0131z \u015feyler konu\u015fuyor.", "A Firelit Room": "Ate\u015fle Ayd\u0131nlanm\u0131\u015f Oda", "some wood is missing.": "odunun biraz\u0131 eksilmi\u015f.", "The Beggar": "Dilenci", "ripe for the picking.": "olgun ve toplanabilir.", "A Destroyed Village": "Y\u0131k\u0131k K\u00f6y", "coal miner": "k\u00f6m\u00fcr madencisi", "not enough teeth": "di\u015f yetmiyor", "all he has are some scales.": "t\u00fcm sahip oldu\u011fu birka\u00e7 kabuk.", "learned to predict their movement": "onlar\u0131n hareketlerini tahmin etmeyi \u00f6\u011frendin", "the nights are rent with screams.": "\u00e7\u0131\u011fl\u0131klar geceler boyu s\u00fcrd\u00fc.", "take": "al", "the scavenger is dead": "ya\u011fmac\u0131 \u00f6ld\u00fc", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "bir g\u00f6\u00e7ebe g\u00f6z\u00fcne tak\u0131ld\u0131, y\u0131rt\u0131k p\u0131rt\u0131k \u00e7antalar\u0131, iple asm\u0131\u015f ve s\u0131rt\u0131na y\u00fcklemi\u015f.", "a convoy lurches in, equal parts worry and hope.": "bir konvoy yakla\u015ft\u0131, yar\u0131s\u0131 endi\u015feli, yar\u0131s\u0131 umut dolu insanlarla beraber.", "the map uncovers a bit of the world": "harita gezmedi\u011fin yerlerin biraz\u0131n\u0131 ortaya \u00e7\u0131kard\u0131", "the sounds stop.": "sesler kesildi.", "rucksack": "s\u0131rt \u00e7antas\u0131", "lights on.": "\u0131\u015f\u0131klar a\u00e7\u0131k.", "a torch to keep the dark away": "me\u015fale.. karanl\u0131\u011f\u0131 uzak tutmak i\u00e7in", "the sickness is cured in time.": "salg\u0131n hastal\u0131k tam zaman\u0131nda tedavi edildi.", "charm": "muska", "the sniper is dead": "keskin ni\u015fanc\u0131 \u00f6ld\u00fc", "nothing": "hi\u00e7bi\u015fey yok", "say his folk have been skimming the supplies.": "malzemeleri arkada\u015flar\u0131yla beraber cebe indirdi\u011f\u0131ni s\u00f6ylendi.", "Restart?": "Tekrar ba\u015flamak m\u0131 istiyorsun?", "this is irreversible.": "bunu geri alamazs\u0131n\u0131z.", "the town's booming. word does get around.": "k\u00f6y g\u00fcr\u00fcl g\u00fcr\u00fcl i\u015fliyor. s\u00f6ylenti yay\u0131lacak.", "iron miner": "demir madencisi", "give 100": "ba\u011f\u0131\u015flayaca\u011f\u0131n miktar 100", "Export": "Expor", "A Sniper": "Keskin Ni\u015fanc\u0131", "the mysterious wanderer returns, cart piled high with wood.": "gizemli gezgin geri d\u00f6nd\u00fc, at arabas\u0131 y\u0131\u011f\u0131nla odunla dolu.", "precise": "kusursuz sald\u0131r\u0131", "convoy": "kafile", "a thief is caught": "bir h\u0131rs\u0131z yakaland\u0131", "a beggar arrives.": "bir dilenci \u00e7\u0131kageldi.", "the strange bird is dead": "garip ku\u015f \u00f6ld\u00fc", "dangerous to be this far from the village without proper protection": "do\u011fru d\u00fcr\u00fcst koruyucu e\u015fyalar olmadan k\u00f6yden bu kadar uzakta olmak baya tehlikeli", "the grass thrashes wildly as a huge lizard pushes through": "h\u0131\u015f\u0131rdayan \u00e7al\u0131lardan vah\u015fi ve dev bir kertenkele f\u0131rlad\u0131", "medicine is needed immediately.": "acil olarak ila\u00e7 gerekiyor.", "give 1 medicine": "1 tane ila\u00e7 ba\u011f\u0131\u015fla", "the old compass is dented and dusty, but it looks to work.": "eski pusula paslanm\u0131\u015f ve tozlanm\u0131\u015f, ama \u00e7al\u0131\u015f\u0131r durumda g\u00f6r\u00fcn\u00fcyor.", "wood": "odun", "lodge": "av kl\u00fcbesi", "a scout stops for the night": "bir g\u00f6zc\u00fc gecelemek i\u00e7in u\u011frad\u0131", "a gunshot rings through the trees.": "silah sesi a\u011fa\u00e7lar\u0131n aras\u0131nda yank\u0131land\u0131.", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "y\u0131k\u0131nt\u0131 bulutunun \u00fczerinde bir yerlerde, gezginlerin filosu havada s\u00fcz\u00fcl\u00fcyor. bu yerde \u00e7ok fazla kald\u0131lar.", "iron mine": "demir madencisi", "freezing": "dondurucu", "the world fades": "bay\u0131ld\u0131n", "some of the traps have been torn apart.": "tuzaklar\u0131n baz\u0131lar\u0131 par\u00e7alanm\u0131\u015f.", "not enough iron": "demir yetmiyor", "compass": "pusula", "bring your friends.": "arkada\u015flar\u0131n\u0131 davet et.", "a mysterious wanderer arrives": "gizemli bir gezgin \u00e7\u0131ka geldi", "leather": "deri", "investigate": "ara\u015ft\u0131r", "the cave narrows a few feet in.": "ma\u011fara bika\u00e7 metre sonra daral\u0131yor.", "sword is sharp. good protection out in the wilds.": "k\u0131l\u0131\u00e7 keskindir. vah\u015fi do\u011fada seni koruyacakt\u0131r.", "A Damp Cave": "Ma\u011fara", "a gaunt man approaches, a crazed look in his eye": "s\u0131ska bir adam yakla\u015f\u0131yor, g\u00f6zleri deli gibi bak\u0131yor", "A Military Raid": "Askeri Bask\u0131n", "the walls are moist and moss-covered": "duvarlar \u0131slak ve yosunla kapl\u0131", "not enough wood": "odun yetmiyor", "close": "kapat", "strange scales": "garip kabuklar", "learned to throw punches with purpose": "amaca y\u00f6nelik yumruk atmay\u0131 \u00f6\u011frendin", "a shack stands at the center of the village.": "k\u00f6y\u00fcn ortas\u0131nda bir kl\u00fcbe duruyor.", "spare him": "adam\u0131 ba\u011f\u0131\u015fla", "he smiles warmly and asks for lodgings for the night.": "s\u0131cak bir \u015fekilde g\u00fcl\u00fcmsedi ge geceleyin kalacak yer olup olmad\u0131\u011f\u0131n\u0131 sordu.", "stealthy": "gizlenici", "weapons": "silahlar", "the man is thankful.": "adam sana minnetar oldu\u011funu s\u00f6yledi", "A Shivering Man": "Titreyen Adam", "available": "m\u00fcsait", "shares what he knows about sneaking before he goes.": "gitmeden \u00f6nce gizlenme ile ilgili bildiklerini payla\u015ft\u0131.", "the rest bury them.": "geriye kalanlar \u00f6lenleri g\u00f6m\u00fcyor.", "smoldering": "duman \u00e7\u0131karmadan yan\u0131yor", "A Tiny Village": "K\u00fc\u00e7\u00fck Bir K\u00f6y", "Mesosphere": "Mesosfer", "a snarling beast leaps out of the underbrush": "h\u0131rlayan bir yarat\u0131k, a\u011fac\u0131n alt\u0131ndaki \u00e7al\u0131lardan f\u0131rlad\u0131", "got it": "anlad\u0131m", "l armour": "der. z\u0131rh", "steelworks": "\u00e7elikhane", "Noises": "G\u00fcr\u00fclt\u00fcler", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "a\u011fa\u00e7lar ufukta belli belirsiz g\u00f6r\u00fcn\u00fcyor. bitki \u00f6rt\u00fcs\u00fc gitgide, orman\u0131n kurumu\u015f dallar\u0131na ve d\u00fc\u015fm\u00fc\u015f yapraklarla kar\u0131\u015fmaya ba\u015flad\u0131.", "baited trap": "yemlenm\u0131\u015f tuzak", "cancel": "iptal", "put the save code here.": "kaydetme kodunu buraya gir.", "buy medicine": "1 tane ila\u00e7", "hang him": "adam\u0131 as", "this spear's not elegant, but it's pretty good at stabbing": "bu kemik u\u00e7lu m\u0131zrak pek sa\u011flam de\u011fil, ama iyi saplanaca\u011f\u0131 ortada", "land blows more often": "yerden daha s\u0131k darbe vuruyorsun", "gatherer": "toplay\u0131c\u0131", "the night is silent.": "gece sessiz.", "never go thirsty again": "bi daha susuz kalmayacaks\u0131n", "learned to love the dry air": "kuru havay\u0131 sevmeyi \u00f6\u011frendin", "workshop": "e\u015fya at\u00f6lyesi", "A Barren World": "\u00c7orak bir D\u00fcnya", "see farther": "daha uza\u011f\u0131 g\u00f6rebilirsin", "the ground is littered with scraps of cloth": "kuma\u015flar yerlere sa\u00e7\u0131lm\u0131\u015f", "A Large Village": "B\u00fcy\u00fck Bir K\u00f6y", "precision": "kusursuz sald\u0131r\u0131", "starvation sets in": "a\u00e7l\u0131k ba\u015fg\u00f6sterdi", "the sickness spreads through the village.": "salg\u0131n hastal\u0131k k\u00f6ye yay\u0131l\u0131yor.", "won't say from where he came, but it's clear that he's not staying.": "nereden geldi\u011fini s\u00f6ylemedi, yerle\u015fmeye gelmedi\u011fi \u00e7ok a\u00e7\u0131k", "the wanderer takes the charm and nods slowly.": "gezgin muskay\u0131 ald\u0131 ve yava\u015f\u00e7a ba\u015f\u0131n\u0131 e\u011fdi.", "the mysterious wanderer returns, cart piled high with furs.": "gizemli gezgin geri d\u00f6nd\u00fc, at arabas\u0131 y\u0131\u011f\u0131nla k\u00fcrk dolu.", "armoury": "cephanelik", "safer here": "buras\u0131 daha g\u00fcvenli", "Export / Import": "Export/Import", "fur": "k\u00fcrk", "the man-eater is dead": "insan-yiyen \u00f6ld\u00fc", "learned to swing weapons with force": "ate\u015fsiz silahlar\u0131 daha g\u00fc\u00e7l\u00fc kullanabiliyosun", "a crudely made charm": "kabaca yap\u0131lm\u0131\u015f muska", "cask": "f\u0131\u00e7\u0131", "engine:": "motor:", "lizard": "kertenkele", "Sulphur Mine": "S\u00fclf\u00fcr Madeni", "export or import save data to dropbox datastorage": "datay\u0131 yedeklemek i\u00e7in export veya import edin", "the metallic tang of wanderer afterburner hangs in the air.": "gezgin motorundan yay\u0131lan metalik koku, havaya kar\u0131\u015f\u0131yor.", "large prints lead away, into the forest.": "dev izler, ormana do\u011fru ilerliyor.", "a startled beast defends its home": "\u00fcrkek bir yarat\u0131k evini koruyor", "his time here, now, is his penance.": "\u015fimdi onun zaman\u0131, \u015fu an, onun kefareti.", "hull:": "g\u00f6vde:", "scavenger": "ya\u011fmac\u0131", "unarmed master": "silahs\u0131z d\u00f6v\u00fc\u015f ustas\u0131", "the man says he's grateful. says he won't come around any more.": "adam minettar oldu\u011funu s\u00f6yl\u00fcyor. bir daha etrafta dola\u015fmayaca\u011f\u0131n\u0131 s\u00f6yledi.", "laser rifle": "lazer silah\u0131", "sulphur mine": "s\u00fclf\u00fcr madencisi", "buy compass": "pusula sat\u0131n al", "buy map": "harita sat\u0131n al", "scratching noises can be heard from the store room.": "depodan t\u0131rmalama sesleri geliyor.", "steel sword": "\u00e7elik k\u0131l\u0131\u00e7", "asks for any spare furs to keep him warm at night.": "geceleyin kullanmak i\u00e7in fazla k\u00fcrk \u00f6d\u00fcn\u00e7 al\u0131p alamayaca\u011f\u0131n\u0131 sordu.", "A Raucous Village": "G\u00fcr\u00fclt\u00fcl\u00fc Bir K\u00f6y", "the beggar expresses his thanks.": "dilenci minnetlerini sundu.", "carrying more means longer expeditions to the wilds": "daha fazla e\u015fya ta\u015f\u0131mak daha uzun seferlere \u00e7\u0131kabilece\u011fin anlam\u0131na geliyor", "free {0}/{1}": "bo\u015f yer {0}/{1}", "Room": "Oda", "rotting reeds rise out of the swampy earth.": "\u00e7\u00fcr\u00fcyen sazlar batakl\u0131\u011f\u0131n y\u00fczeyinden y\u00fckseliyor.", "armoury's done, welcoming back the weapons of the past.": "cephanelik haz\u0131r, ge\u00e7mi\u015fteki silahlar kullan\u0131ma haz\u0131r.", "A Damp Cave": "Rutubetli bir Ma\u011fara", "slow metabolism": "a\u011f\u0131r kanl\u0131", "the mouth of the cave is wide and dark.": "ma\u011faran\u0131n a\u011f\u0131z\u0131 geni\u015f ve i\u00e7erisi karanl\u0131k.", "not enough sulphur": "k\u00fcrk yetmiyor", "builder's not sure he's to be trusted.": "yap\u0131 ustas\u0131, onun g\u00fcvenilir olup olmad\u0131\u011f\u0131ndan emin de\u011fil.", "evasion": "gizlilik", "buy bait": "yem sat\u0131n al", "builder": "yap\u0131 ustas\u0131", "waterskin": "su kesesi", "scattered teeth": "bir s\u00fcr\u00fc di\u015f", "buy:": "sat\u0131n al:", "a weathered family takes up in one of the huts.": "zavall\u0131 bir aile kl\u00fcbelerden birine yerle\u015fti", "stores": "malzemeler", "now the nomads have a place to set up shop, they might stick around a while": "\u015fimdi g\u00f6\u00e7ebeler d\u00fckkan kurabilecekleri bir yere sahip, atrafta biraz dolanacaklar", "the trees are gone. parched earth and blowing dust are poor replacements.": "a\u011fa\u00e7lar yokoldu. s\u0131caktan kavrulmu\u015f d\u00fcnya ve r\u00fczgarda u\u00e7u\u015fan tozlar a\u011fa\u00e7lar\u0131n yerini ald\u0131.", "armour": "z\u0131rh", "A Man-Eater": "Bir \u0130nsan-Yiyen", "builder says it'd be useful to have a steady source of bullets": "yap\u0131 ustas\u0131 istikrarl\u0131 olarak mermi \u00fcretmenin daha kullan\u0131\u015fl\u0131 olaca\u011f\u0131n\u0131 s\u00f6yledi", "the compass points south": "pusula g\u00fcneyi g\u00f6steriyor", "the compass points north": "pusula kuzeyi g\u00f6steriyor.", "The Sick Man": "Hasta Adam", "yes": "evet", "martial artist": "d\u00f6v\u00fc\u015f sanat\u00e7\u0131s\u0131", "builder says she can make traps to catch any creatures might still be alive out there": "yap\u0131 ustas\u0131 d\u0131\u015f d\u00fcnyada ya\u015fayan varl\u0131klar\u0131 yakalayabilmek i\u00e7in tuzaklar haz\u0131rlayabilece\u011fini s\u00f6yledi", "the compass points northeast": "pusula kuzeydo\u011fuyu g\u00f6steriyor", "he begs for medicine.": "biraz ila\u00e7 alabilmek i\u00e7in yalvar\u0131yor.", "save": "kaydet", "this waterskin'll hold a bit of water, at least": "bu su kesesi, en az\u0131ndan, biraz su sa\u011flayacakt\u0131r", "turn him away": "geri g\u00f6nder", "shivering man": "titreyen adam", "The Mysterious Wanderer": "Gizemli Gezgin", "A Huge Lizard": "Dev bir Kertenkele", "boxer": "boks\u00f6r", "An Outpost": "Karakol", "not enough meat": "deri yetmiyor", "some weird metal he picked up on his travels.": "gezdi\u011fi yerlerden buldu\u011fu tuhaf bir metal.", "something's in there.": "i\u00e7erde birisi var.", "restore more health when eating": "yemek yiyerek daha fazla iyile\u015f", "A Snarling Beast": "H\u0131rlayan bir Yarat\u0131k", "A Strange Bird": "Garip bir Ku\u015f", "Share": "Payla\u015f", "a haze falls over the village as the steelworks fires up": "\u00e7elikhanenin ate\u015finden y\u00fckselen puslu hava k\u00f6y\u00fc kaplad\u0131", "an old wanderer sits inside, in a seeming trance.": "ya\u015fl\u0131 bir gezgin i\u00e7eride oturuyor, sanki transa ge\u00e7mi\u015f gibi.", "builder says the villagers could make steel, given the tools": "yap\u0131 ustas\u0131 do\u011fru e\u015fyalarla, k\u00f6yl\u00fclerin \u00e7elik \u00fcretebileceklerini s\u00f6yledi", "continue": "devam et", "there is no more water": "hi\u00e7 su kalmad\u0131", "flickering": "titreyerek yan\u0131yor", "go back inside": "i\u00e7eri gir", "save this.": "bunu kaydet.", "dead": "\u00f6l\u00fc", "not far from the village lies a large beast, its fur matted with blood.": "evden pek de uzak olmayan bir mesafede, dev bir yarat\u0131k ya\u015f\u0131yor, k\u00fcrk\u00fc kanla kapl\u0131.", "s armour": "\u00e7. z\u0131rh", "say he should be strung up as an example.": "\u00f6rnek olmas\u0131 i\u00e7in dara\u011fc\u0131na as\u0131lmas\u0131 gerekti\u011fi s\u00f6yleniyor.", "A Ruined Trap": "Bozulmu\u015f Tuzak", "not enough coal": "k\u00f6m\u00fcr yetmiyor", "slash": "kes", "builder says she can make a cart for carrying wood": "yap\u0131 ustas\u0131 odun ta\u015f\u0131yabilmek i\u00e7in at arabas\u0131 yapabilce\u011fini s\u00f6yledi", "leather's not strong. better than rags, though.": "deri \u00e7ok dayanmaz. ama pa\u00e7avra giysilerden iyidir.", "builder stokes the fire": "yap\u0131 ustas\u0131 ate\u015fi canland\u0131rd\u0131", "say goodbye": "veda et", "A Silent Forest": "Sessiz bir Orman", "builder's not sure she's to be trusted.": "yap\u0131 ustas\u0131, onun g\u00fcvenilir olup olmad\u0131\u011f\u0131ndan emin de\u011fil.", "the point is made. in the next few days, the missing supplies are returned.": "mesaj g\u00f6nderildi. birka\u00e7 g\u00fcn sonra kay\u0131p malzemeler geri geldi.", "the plague rips through the village.": "veba k\u00f6y\u00fc kas\u0131p kavuruyor", "an old wanderer arrives.": "ya\u015fl\u0131 bir gezgin \u00e7\u0131kageldi.", "the compass points southwest": "pusula g\u00fcneybat\u0131y\u0131 g\u00f6steriyor", "the wanderer leaves, cart loaded with wood": "gezgin odun dolu at arabas\u0131 ile k\u00f6yden ayr\u0131ld\u0131", "Dropbox Export / Import": "Export/Import", "a man hobbles up, coughing.": "topllayarak y\u00fcr\u00fcyen ve \u00f6ks\u00fcren bir adam yakla\u015ft\u0131.", "i armour": "dem. z\u0131rh", "The Scout": "G\u00f6zc\u00fc", "leaves a pile of small scales behind.": "arkas\u0131nda kabuklardan bir y\u0131\u011f\u0131n b\u0131rakt\u0131.", "pockets": "cep", "stab": "m\u0131zra\u011f\u0131 sapla", "the ground is littered with small scales": "kabuklar yerlere sa\u00e7\u0131lm\u0131\u015f", "iron's stronger than leather": "demir, deriden daha g\u00fc\u00e7l\u00fc", "a nomad arrives, looking to trade": "bir g\u00f6\u00e7ebe \u00e7\u0131kageldi, ticaret yapmak istiyor", "black powder and bullets, like the old days.": "barut ve mermi, eski g\u00fcnlerdeki gibi.", "restart the game?": "Oyun tekrar ba\u015flamak m\u0131 istiyorsun?", "gastronome": "yemek uzman\u0131", "A Ruined City": "Y\u0131k\u0131k \u015eehir", "energy cell": "enerji \u00fcreteci", "the compass points west": "pusula bat\u0131y\u0131 g\u00f6steriyor.", "a scavenger draws close, hoping for an easy score": "ya\u011fmac\u0131 yak\u0131nla\u015ft\u0131, kolay av oldu\u011funu umuyor", "Sickness": "Salg\u0131n Hastal\u0131k", "build:": "in\u015fa et:", "signout": "g\u00f6rmezden gel", "A Beast Attack": "Kocaman Bir Yarat\u0131k Sald\u0131rd\u0131", "Ready to Leave?": "Buray\u0131 Terk Etmeye Haz\u0131r M\u0131s\u0131n?", "time to get out of this place. won't be coming back.": "burdan ayr\u0131lma zaman\u0131. geri gelmiyoruz.", "the compass points northwest": "pusula kuzeybat\u0131y\u0131 g\u00f6steriyor", "the thirst becomes unbearable": "susuzluk dayan\u0131lmaz boyutlarda", "a beggar arrives": "bir dilenci \u00e7\u0131kageldi", "he leaves a reward.": "arkas\u0131nda bir \u00f6d\u00fcl b\u0131rakt\u0131.", "the scout says she's been all over.": "\u0130zci heryeri dola\u015ft\u0131\u011f\u0131n\u0131 s\u00f6yledi.", "cloth": "kuma\u015f", "Troposphere": "Troposfer", "squeeze": "suyunu \u00e7\u0131kar", "scraps of fur": "k\u00fcrk par\u00e7alar\u0131", "the wind howls outside": "r\u00fczgar d\u0131\u015farda u\u011fulduyor", "the wagon can carry a lot of supplies": "bu at arabas\u0131 baya bi e\u015fya ta\u015f\u0131yacakt\u0131r", "A Battlefield": "Sava\u015f Alan\u0131", "the shivering man is dead": "titreyen adam \u00f6ld\u00fc", "builder finishes the smokehouse. she looks hungry.": "yap\u0131 ustas\u0131 t\u00fcts\u00fchanenin yap\u0131m\u0131n\u0131 bitirdi. karn\u0131 a\u00e7 g\u00f6r\u00fcn\u00fcyor.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "kurak esinti sayesinde, \u00f6len bitki \u00f6rt\u00fcs\u00fc denizinde \u00e7orak alanlar ortaya \u00e7\u0131kt\u0131.", "agree": "hemfikir ol", "the forest is silent.": "orman sessiz.", "Space": "Uzay", "Thermosphere": "Termosfer", "5 medicine": "5 tane ila\u00e7", "do nothing": "hi\u00e7 bir\u015fey yapma", "A Gaunt Man": "S\u0131ska bir Adam", "Outside": "D\u0131\u015far\u0131s\u0131", "the snarling beast is dead": "h\u0131rlayan yarat\u0131k \u00f6ld\u00fc", "no": "hay\u0131r", "{0} per {1}s": "{0} / {1}", "track them": "pe\u015flerine d\u00fc\u015f", "Exosphere": "Exosfer", "he speaks of once leading the great fleets to fresh worlds.": "yeni d\u00fcnyalara giden filolar\u0131 komuta etti\u011finden bahsediyor.", "builder says there are more wanderers. says they'll work, too.": "yap\u0131 ustas\u0131 etrafta daha fazla gezginlerin oldu\u011funu ve onlar\u0131n da \u00e7al\u0131\u015faca\u011f\u0131n\u0131 s\u00f6yledi", "evasive": "\u00e7eviklik", "an old wanderer arrives": "ya\u015fl\u0131 bir gezgin \u00e7\u0131kageldi", "through the walls, shuffling noises can be heard.": "g\u00fcr\u00fclt\u00fcler, duvarlardan duyulabiliyor.", "melee weapons deal more damage": "ate\u015fsiz silahlar daha fazla zarar verir", "the compass points ": "pusulan\u0131n g\u00f6sterdi\u011fi y\u00f6n :", "the man swallows the medicine eagerly": "adam ilac\u0131 sevinerek yuttu", "the days are spent with burials.": "g\u00fcnler boyunca cenazeler d\u00fczenlendi.", "more traps to catch more creatures": "daha fazla hayvan yakalayabilmek i\u00e7in daha fazla tuzak kurmal\u0131s\u0131n", "bullets": "mermi", "the light from the fire spills from the windows, out into the dark": "ate\u015ften yay\u0131lan \u0131\u015f\u0131k, pencerelerden karanl\u0131\u011fa uzan\u0131yor", "tell him to leave": "\u00e7ekip gitmesini s\u00f6yle", "dry brush and dead branches litter the forest floor": "kuru \u00e7al\u0131lar ve \u00f6l\u00fc dallar, ormandaki bitki \u00f6rt\u00fcs\u00fcn\u00fc kirletiyor", "tattered cloth": "y\u0131rt\u0131k kuma\u015flar", "tanner": "derici", "should cure the meat, or it'll spoil. builder says she can fix something up.": "eti t\u00fcts\u00fclemek gerekiyor, ya da bozulup gidecek. yap\u0131 ustas\u0131 bi \u00e7aresine bakaca\u011f\u0131n\u0131 s\u00f6yledi.", "or migrating computers": "ya da bilgisayarlar aras\u0131nda ta\u015f\u0131mak i\u00e7in", "water:{0}": "su:{0}", "teeth": "di\u015f", "villagers could help hunt, given the means": "k\u00f6yl\u00fcler, ellerindeki imkanlarla, avlanmaya yard\u0131mc\u0131 olabilir"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/tr/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: adarkroom\n" "POT-Creation-Date: 2016-02-15 02:03+0100\n" "PO-Revision-Date: 2017-05-02 09:32+0200\n" "Last-Translator: Vanadar \n" "Language-Team: \n" "Language: tr\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 2.0.1\n" "X-Poedit-KeywordsList: _\n" "X-Poedit-Basepath: .\n" "Plural-Forms: s;\n" "X-Poedit-SearchPath-0: ./../../script\n" #: ../../script/dropbox.js:62 msgid "Dropbox connection" msgstr "Dropbox bağlantısı" #: ../../script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "oyunu dropbox yerel deposuna bağla" #: ../../script/dropbox.js:68 msgid "connect" msgstr "bağla" #: ../../script/dropbox.js:75 ../../script/dropbox.js:107 #: ../../script/dropbox.js:133 ../../script/dropbox.js:163 #: ../../script/engine.js:285 ../../script/engine.js:331 msgid "cancel" msgstr "iptal" #: ../../script/dropbox.js:86 ../../script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox’dan Export/Import" #: ../../script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "oyun kaydını dropbox’a kaydet ya da ger al" #: ../../script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "dropbox’a şu hesap / email ile bağlandın " #: ../../script/dropbox.js:93 msgid "save" msgstr "kaydet" #: ../../script/dropbox.js:97 msgid "load" msgstr "yükle" #: ../../script/dropbox.js:102 msgid "signout" msgstr "çıkış yap" #: ../../script/dropbox.js:113 msgid "choose one slot to save to" msgstr "kaydetmek için bir slot seç" #: ../../script/dropbox.js:119 msgid "save to slot" msgstr "slota kaydet" #: ../../script/dropbox.js:141 #, fuzzy msgid "choose one slot to load from" msgstr "kaydetmek için bir slot seç" #: ../../script/dropbox.js:148 #, fuzzy msgid "load from slot" msgstr "slota kaydet" #: ../../script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "başarılı bir şekilde dropbox deposuna kaydedildi" #: ../../script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "dropbox deposuna kaydedilirken sorun oluştu" #: ../../script/dropbox.js:183 msgid "ok" msgstr "tamam" #: ../../script/engine.js:15 msgid "boxer" msgstr "boksör" #: ../../script/engine.js:16 msgid "punches do more damage" msgstr "yumruklar daha fazla zarar verir" #: ../../script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "amaca yönelik yumruk atmayı öğrendin" #: ../../script/engine.js:21 msgid "martial artist" msgstr "dövüş sanatçısı" #: ../../script/engine.js:22 msgid "punches do even more damage." msgstr "yumrukların daha fazla zarar vermeye başladı" #: ../../script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "silahsız olarak dövüşmeyi iyi öğrendin" #: ../../script/engine.js:27 msgid "unarmed master" msgstr "silahsız dövüş ustası" #: ../../script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "iki kat hızlı ve daha güçlü yumruk at" #: ../../script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "silahsız daha hızlı saldırmayı öğrendin" #: ../../script/engine.js:32 msgid "barbarian" msgstr "barbar" #: ../../script/engine.js:33 msgid "melee weapons deal more damage" msgstr "ateşsiz silahlar daha fazla zarar verir" #: ../../script/engine.js:34 msgid "learned to swing weapons with force" msgstr "ateşsiz silahları daha güçlü kullanabiliyosun" # contexte ? #: ../../script/engine.js:37 msgid "slow metabolism" msgstr "ağır kanlı" #: ../../script/engine.js:38 msgid "go twice as far without eating" msgstr "yemek yemeden daha uzakları gezebilirsin" #: ../../script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "açlığa aldırmamayı öğrendin" #: ../../script/engine.js:42 msgid "desert rat" msgstr "çöl faresi" #: ../../script/engine.js:43 msgid "go twice as far without drinking" msgstr "su içmeden daha uzakları gezebilirsin" #: ../../script/engine.js:44 msgid "learned to love the dry air" msgstr "kuru havayı sevmeyi öğrendin" #: ../../script/engine.js:47 msgid "evasive" msgstr "çeviklik" #: ../../script/engine.js:48 msgid "dodge attacks more effectively" msgstr "saldırılardan daha iyi savuştur" #: ../../script/engine.js:49 msgid "learned to be where they're not" msgstr "onların olmadığı yerde olmayı öğrendin" #: ../../script/engine.js:52 msgid "precise" msgstr "kusursuz saldırı" # description pour la précision ... #: ../../script/engine.js:53 msgid "land blows more often" msgstr "bu alan daha fazla rüzgarlı" #: ../../script/engine.js:54 msgid "learned to predict their movement" msgstr "onların hareketlerini tahmin etmeyi öğrendin" #: ../../script/engine.js:57 msgid "scout" msgstr "izci" #: ../../script/engine.js:58 msgid "see farther" msgstr "daha uzağı görebilirsin" #: ../../script/engine.js:59 msgid "learned to look ahead" msgstr "uzakları görmeyi öğrendin" #: ../../script/engine.js:62 msgid "stealthy" msgstr "gizlenici" #: ../../script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "vahşi doğada kavgadan uzak durmak daha iyidir" #: ../../script/engine.js:64 msgid "learned how not to be seen" msgstr "farkedilmemeyi öğrendin" #: ../../script/engine.js:67 msgid "gastronome" msgstr "yemek uzmanı" #: ../../script/engine.js:68 msgid "restore more health when eating" msgstr "yemek yiyerek daha fazla iyileş" #: ../../script/engine.js:69 msgid "learned to make the most of food" msgstr "yemekten daha fazla yararlanmayı öğrendin" #: ../../script/engine.js:138 ../../script/space.js:450 msgid "app store." msgstr "app store" #: ../../script/engine.js:144 ../../script/engine.js:485 msgid "lights off." msgstr "ışıklar kapalı" #: ../../script/engine.js:150 ../../script/engine.js:521 msgid "hyper." msgstr "" #: ../../script/engine.js:156 ../../script/space.js:442 msgid "restart." msgstr "tekrar başla" #: ../../script/engine.js:162 msgid "share." msgstr "paylaş" #: ../../script/engine.js:168 msgid "save." msgstr "kaydet" #: ../../script/engine.js:177 msgid "dropbox." msgstr "dropbox" #: ../../script/engine.js:184 msgid "github." msgstr "github" #: ../../script/engine.js:268 msgid "Export / Import" msgstr "Export/Import" #: ../../script/engine.js:272 msgid "export or import save data, for backing up" msgstr "yedek almak için kayıt verisini içe ya da dışarı aktarın" #: ../../script/engine.js:273 msgid "or migrating computers" msgstr "ya da bilgisayarlar arasında taşımak için" #: ../../script/engine.js:277 msgid "export" msgstr "export" #: ../../script/engine.js:281 ../../script/engine.js:326 msgid "import" msgstr "import" #: ../../script/engine.js:291 msgid "save this." msgstr "bunu kaydet." #: ../../script/engine.js:297 msgid "got it" msgstr "anladım" #: ../../script/engine.js:305 msgid "are you sure?" msgstr "emin misin?" #: ../../script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "kod yanlışsa, tüm data uçup gidecek." #: ../../script/engine.js:307 msgid "this is irreversible." msgstr "bunu geri alamazsınız." #: ../../script/engine.js:311 ../../script/engine.js:380 #: ../../script/engine.js:499 msgid "yes" msgstr "evet" #: ../../script/engine.js:316 ../../script/engine.js:385 #: ../../script/engine.js:504 msgid "no" msgstr "hayır" #: ../../script/engine.js:322 msgid "put the save code here." msgstr "kaydetme kodunu buraya gir." #: ../../script/engine.js:374 msgid "Restart?" msgstr "Tekrar başlamak mı istiyorsun?" #: ../../script/engine.js:377 msgid "restart the game?" msgstr "Oyun tekrar başlamak mı istiyorsun?" #: ../../script/engine.js:408 msgid "Share" msgstr "Paylaş" #: ../../script/engine.js:411 msgid "bring your friends." msgstr "arkadaşlarını davet et." #: ../../script/engine.js:414 msgid "facebook" msgstr "facebook" #: ../../script/engine.js:421 msgid "google+" msgstr "google+" #: ../../script/engine.js:428 msgid "twitter" msgstr "twitter" #: ../../script/engine.js:435 msgid "reddit" msgstr "reddit" #: ../../script/engine.js:442 msgid "close" msgstr "kapat" #: ../../script/engine.js:476 ../../script/engine.js:480 msgid "lights on." msgstr "ışıklar açık." #: ../../script/engine.js:493 msgid "Go Hyper?" msgstr "" #: ../../script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: ../../script/engine.js:519 msgid "classic." msgstr "" #: ../../script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} / {1}" #: ../../script/events.js:130 msgid "eat meat" msgstr "et ye" #: ../../script/events.js:150 msgid "use meds" msgstr "ilaç kullan" #: ../../script/events.js:350 ../../script/events.js:395 msgid "miss" msgstr "kaçırdı" #: ../../script/events.js:363 ../../script/events.js:408 msgid "stunned" msgstr "sersemledi" #: ../../script/events.js:482 ../../script/events.js:653 #: ../../script/events/global.js:42 ../../script/events/global.js:59 #: ../../script/events/room.js:142 ../../script/events/room.js:162 #: ../../script/events/room.js:182 ../../script/events/setpieces.js:25 #: ../../script/events/setpieces.js:48 ../../script/events/setpieces.js:65 #: ../../script/events/setpieces.js:83 ../../script/events/setpieces.js:106 #: ../../script/events/setpieces.js:536 ../../script/events/setpieces.js:1254 #: ../../script/events/setpieces.js:2948 ../../script/events/setpieces.js:2982 #: ../../script/events/setpieces.js:3005 ../../script/events/setpieces.js:3042 #: ../../script/events/setpieces.js:3095 ../../script/events/setpieces.js:3124 #: ../../script/events/setpieces.js:3170 ../../script/events/setpieces.js:3297 #: ../../script/events/setpieces.js:3319 ../../script/events/setpieces.js:3439 #: ../../script/events/setpieces.js:3463 ../../script/events/setpieces.js:3496 #: ../../script/events/setpieces.js:3515 ../../script/events/setpieces.js:3539 #: ../../script/events/setpieces.js:3567 msgid "leave" msgstr "uzaklaş" #: ../../script/events.js:511 msgid "drop:" msgstr "bırak:" #: ../../script/events.js:536 ../../script/events/room.js:523 msgid "nothing" msgstr "hiçbişey yok" #: ../../script/events.js:567 ../../script/events/setpieces.js:3551 msgid "take" msgstr "al" #: ../../script/events.js:577 msgid "take:" msgstr "al:" #: ../../script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "hiçbişey yok" #: ../../script/events.js:627 msgid "all" msgstr "" #: ../../script/events.js:649 #, fuzzy msgid "take everything" msgstr "hepsini al" #: ../../script/events.js:653 ../../script/outside.js:627 msgid " and " msgstr " ve " #: ../../script/events.js:896 msgid "*** EVENT ***" msgstr "*** OLAY ***" #: ../../script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Hırlayan bir Yaratık" #: ../../script/events/encounters.js:15 msgid "snarling beast" msgstr "hırlayan yaratık" #: ../../script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "hırlayan yaratık öldü" #: ../../script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "hırlayan bir yaratık, ağacın altındaki çalılardan fırladı" #: ../../script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Sıska bir Adam" #: ../../script/events/encounters.js:52 msgid "gaunt man" msgstr "sıska adam" #: ../../script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "sıska adam öldü" #: ../../script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "sıska bir adam yaklaşıyor, gözleri deli gibi bakıyor" #: ../../script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Garip bir Kuş" #: ../../script/events/encounters.js:89 msgid "strange bird" msgstr "garip kuş" #: ../../script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "garip kuş öldü" #: ../../script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "garip görünümlü kuş, tepelerin ardından koşmaya başladı" #: ../../script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Titreyen Adam" #: ../../script/events/encounters.js:127 msgid "shivering man" msgstr "titreyen adam" #: ../../script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "titreyen adam öldü" #: ../../script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "titreyen bir adam yaklaştı ve şaşırtıcı derecede güçle ileri atıldı" #: ../../script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Bir İnsan-Yiyen" #: ../../script/events/encounters.js:169 msgid "man-eater" msgstr "insan-yiyen" #: ../../script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "insan-yiyen öldü" #: ../../script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "dev yaratık saldırdı, pençelerinde taze kan var" #: ../../script/events/encounters.js:198 msgid "A Scavenger" msgstr "Bir yağmacı" #: ../../script/events/encounters.js:206 msgid "scavenger" msgstr "yağmacı" #: ../../script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "yağmacı öldü" #: ../../script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "yağmacı yakınlaştı, kolay av olduğunu umuyor" #: ../../script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Dev bir Kertenkele" #: ../../script/events/encounters.js:248 msgid "lizard" msgstr "kertenkele" #: ../../script/events/encounters.js:249 msgid "the lizard is dead" msgstr "kertenkele öldü" #: ../../script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "hışırdayan çalılardan vahşi ve dev bir kertenkele fırladı" #: ../../script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Vahşi bir Canavar" #: ../../script/events/encounters.js:286 msgid "feral terror" msgstr "vahşi canavar" #: ../../script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "vahşı canavar öldü" #: ../../script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "" "akıl almaz derecede vahşi bir yaratık, yeşilliklerin arasından ortaya çıktı" #: ../../script/events/encounters.js:315 msgid "A Soldier" msgstr "Asker" #: ../../script/events/encounters.js:323 msgid "soldier" msgstr "asker" #: ../../script/events/encounters.js:324 msgid "the soldier is dead" msgstr "asker öldü" #: ../../script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "bir asker çölden ateş ediyor" #: ../../script/events/encounters.js:358 msgid "A Sniper" msgstr "Keskin Nişancı" #: ../../script/events/encounters.js:366 msgid "sniper" msgstr "keskin nişancı" #: ../../script/events/encounters.js:367 msgid "the sniper is dead" msgstr "keskin nişancı öldü" #: ../../script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "uzun çalılıklardan bir silah sesi duyuldu" #: ../../script/events/global.js:6 msgid "The Thief" msgstr "Hırsız" #: ../../script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "köylüler pis bir adamı depodan sürükleyerek çıkardılar." #: ../../script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "malzemeleri arkadaşlarıyla beraber cebe indirdiğıni söylendi." #: ../../script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "örnek olması için darağcına asılması gerektiği söyleniyor." #: ../../script/events/global.js:17 msgid "a thief is caught" msgstr "bir hırsız yakalandı" #: ../../script/events/global.js:21 msgid "hang him" msgstr "adamı as" #: ../../script/events/global.js:25 msgid "spare him" msgstr "adamı bağışla" #: ../../script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "köylüler hırsızı, deponun önünde yükseğe asıp, idam ettiler." #: ../../script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "mesaj gönderildi. birkaç gün sonra kayıp malzemeler geri geldi." #: ../../script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "" "adam minettar olduğunu söylüyor. bir daha etrafta dolaşmayacağını söyledi." #: ../../script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "gitmeden önce gizlenme ile ilgili bildiklerini paylaştı." #: ../../script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Bozulmuş Tuzak" #: ../../script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "tuzakların bazıları parçalanmış." #: ../../script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "dev izler, ormana doğru ilerliyor." #: ../../script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "tuzakların bazıları yok edilmiş" #: ../../script/events/outside.js:26 msgid "track them" msgstr "peşlerine düş" #: ../../script/events/outside.js:30 ../../script/events/room.js:71 #: ../../script/events/room.js:122 msgid "ignore them" msgstr "görmezden gel" #: ../../script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "birkaç dakikadan sonra izler yok oldu." #: ../../script/events/outside.js:38 msgid "the forest is silent." msgstr "orman sessiz." #: ../../script/events/outside.js:40 msgid "nothing was found" msgstr "" #: ../../script/events/outside.js:43 ../../script/events/outside.js:61 #: ../../script/events/outside.js:126 ../../script/events/outside.js:144 #: ../../script/events/outside.js:197 ../../script/events/outside.js:215 #: ../../script/events/outside.js:248 ../../script/events/outside.js:282 msgid "go home" msgstr "eve dön" #: ../../script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "" "evden pek de uzak olmayan bir mesafede, dev bir yaratık yaşıyor, kürkü kanla " "kaplı." #: ../../script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "bıçaklanmadan önce biraz karşı koydu." #: ../../script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "hırlayan yaratık öldü" #: ../../script/events/outside.js:69 msgid "Fire" msgstr "Ateş" #: ../../script/events/outside.js:76 #, fuzzy msgid "a fire rampages through one of the huts, destroying it." msgstr "Bir ateş kulübelerinden birine öfkesini kustu ve onu yok etti." #: ../../script/events/outside.js:77 #, fuzzy msgid "all residents in the hut perished in the fire." msgstr "Malesef, kulübedeki herkes alevler içinde can verdi." #: ../../script/events/outside.js:79 msgid "a fire has started" msgstr "bir yangın başladı" #: ../../script/events/outside.js:86 msgid "mourn" msgstr "ağlamak" #: ../../script/events/outside.js:87 msgid "some villagers have died" msgstr "bazı köylüler öldü" #: ../../script/events/outside.js:95 msgid "Sickness" msgstr "Hastalık" #: ../../script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "köyde bir salgın hastalık yayılmaya başladı" #: ../../script/events/outside.js:103 ../../script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "acil olarak ilaç gerekiyor." #: ../../script/events/outside.js:105 #, fuzzy msgid "some villagers are ill" msgstr "bazı köylüler öldü" #: ../../script/events/outside.js:109 msgid "1 medicine" msgstr "1 tane ilaç" #: ../../script/events/outside.js:114 msgid "ignore it" msgstr "görmezden gel" #: ../../script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "salgın hastalık tam zamanında tedavi edildi." #: ../../script/events/outside.js:123 msgid "sufferers are healed" msgstr "" #: ../../script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "salgın hastalık köye yayılıyor." #: ../../script/events/outside.js:134 msgid "the days are spent with burials." msgstr "günler boyunca cenazeler düzenlendi." #: ../../script/events/outside.js:135 ../../script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "çığlıklar geceler boyu sürdü." #: ../../script/events/outside.js:137 msgid "sufferers are left to die" msgstr "" #: ../../script/events/outside.js:153 msgid "Plague" msgstr "Veba" #: ../../script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "korkunç bir veba çok hızlı bir şekilde köye yayılıyor." #: ../../script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "veba köyü kasıp kavuruyor" #: ../../script/events/outside.js:168 msgid "buy medicine" msgstr "ilaç satın al" #: ../../script/events/outside.js:174 msgid "5 medicine" msgstr "5 tane ilaç" #: ../../script/events/outside.js:179 msgid "do nothing" msgstr "hiç birşey yapma" #: ../../script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "salgının yayılması engellendi." #: ../../script/events/outside.js:187 msgid "only a few die." msgstr "sadece bikaç kişi öldü." #: ../../script/events/outside.js:188 msgid "the rest bury them." msgstr "geriye kalanlar ölenleri gömüyor." #: ../../script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: ../../script/events/outside.js:204 msgid "the plague rips through the village." msgstr "veba köyü kasıp kavuruyor" #: ../../script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "tek umut çabucak ölmek." #: ../../script/events/outside.js:208 msgid "population is almost exterminated" msgstr "" #: ../../script/events/outside.js:224 msgid "A Beast Attack" msgstr "Kocaman Bir Yaratık Saldırdı" #: ../../script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "hırlayan bir yaratık sürüsü ağaçlardan ağaçların arasından çıktı" #: ../../script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "savaş kısa sürdü ve kanlı geçti, ama yaratıklar püskürtüldü." #: ../../script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "köylüler geri çekildi ve ölenler için yas tutuyor." #: ../../script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "vahşi yaratıklar köylülere saldırdı" #: ../../script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "" #: ../../script/events/outside.js:258 msgid "A Military Raid" msgstr "Askeri Baskın" #: ../../script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "silah sesi ağaçların arasında yankılandı." #: ../../script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "" "iyi silahlanmış adamlar ormandan çıkıp saldırdı ve kalabalığa doğru ateş " "etmeye başladı." #: ../../script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "çatışmadan sonra saldırı püskürtüldü, ama kayıplar var." #: ../../script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "veba köyü kasıp kavuruyor" #: ../../script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: ../../script/events/room.js:6 msgid "The Nomad" msgstr "Göçebe" #: ../../script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "bir göçebe gözüne takıldı, yırtık pırtık çantaları, iple asmış ve sırtına " "yüklemiş." #: ../../script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "nereden geldiğini söylemedi, yerleşmeye gelmediği çok açık" #: ../../script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "bir göçebe çıkageldi, ticaret yapmak istiyor" #: ../../script/events/room.js:20 msgid "buy scales" msgstr "kabuk satın al" #: ../../script/events/room.js:25 msgid "buy teeth" msgstr "diş satın al" #: ../../script/events/room.js:30 msgid "buy bait" msgstr "yem satın al" #: ../../script/events/room.js:33 msgid "traps are more effective with bait." msgstr "tuzaklar yem ile daha efektif işleyecektir." #: ../../script/events/room.js:39 msgid "buy compass" msgstr "pusula satın al" #: ../../script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "eski pusula paslanmış ve tozlanmış, ama çalışır durumda görünüyor." #: ../../script/events/room.js:45 ../../script/events/room.js:227 #: ../../script/events/room.js:240 ../../script/events/room.js:253 #: ../../script/events/room.js:309 ../../script/events/room.js:332 #: ../../script/events/room.js:388 ../../script/events/room.js:411 #: ../../script/events/room.js:450 ../../script/events/room.js:568 #: ../../script/events/room.js:584 ../../script/events/room.js:600 #: ../../script/events/room.js:611 msgid "say goodbye" msgstr "veda et" #: ../../script/events/room.js:53 ../../script/events/room.js:104 msgid "Noises" msgstr "Gürültüler" #: ../../script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "gürültüler, duvarlardan duyulabiliyor." #: ../../script/events/room.js:61 msgid "can't tell what they're up to." msgstr "neyin peşinde oldularını kim bilir." #: ../../script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "tuhaf gürültüler, duvarlardan duyulabiliyor." #: ../../script/events/room.js:67 ../../script/events/room.js:118 #: ../../script/events/setpieces.js:1662 msgid "investigate" msgstr "araştır" #: ../../script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "belirsiz şekiller hareket ediyor, gözden kayboldular." #: ../../script/events/room.js:79 msgid "the sounds stop." msgstr "sesler kesildi." #: ../../script/events/room.js:83 ../../script/events/room.js:96 msgid "go back inside" msgstr "içeri gir" #: ../../script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "eşiğin önünde bikaç sopa, kalın kürklere sarılı halde duruyor." #: ../../script/events/room.js:92 msgid "the night is silent." msgstr "gece sessiz." #: ../../script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "depodan tırmalama sesleri geliyor." #: ../../script/events/room.js:112 msgid "something's in there." msgstr "içerde birisi var." #: ../../script/events/room.js:114 msgid "something's in the store room" msgstr "depoda bişey hareket ediyor" #: ../../script/events/room.js:129 ../../script/events/room.js:149 #: ../../script/events/room.js:169 msgid "some wood is missing." msgstr "odunun birazı eksilmiş." #: ../../script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "kabuklar yerlere saçılmış" #: ../../script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "dişler yerlere saçılmış" #: ../../script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "kumaşlar yerlere saçılmış" #: ../../script/events/room.js:190 msgid "The Beggar" msgstr "Dilenci" #: ../../script/events/room.js:197 msgid "a beggar arrives." msgstr "bir dilenci çıkageldi." #: ../../script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "geceleyin kullanmak için fazla kürk ödünç alıp alamayacağını sordu." #: ../../script/events/room.js:200 msgid "a beggar arrives" msgstr "bir dilenci çıkageldi" #: ../../script/events/room.js:204 msgid "give 50" msgstr "bağışlayacağın miktar 50" #: ../../script/events/room.js:209 ../../script/events/room.js:276 #: ../../script/events/room.js:355 msgid "give 100" msgstr "bağışlayacağın miktar 100" #: ../../script/events/room.js:214 ../../script/events/room.js:286 #: ../../script/events/room.js:482 msgid "turn him away" msgstr "geri gönder" #: ../../script/events/room.js:222 ../../script/events/room.js:235 #: ../../script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "dilenci minnetlerini sundu." #: ../../script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "arkasında kabuklardan bir yığın bıraktı." #: ../../script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "arkasında dişlerden bir yığın bıraktı." #: ../../script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "arkasında kumaşlardan bir yığın bıraktı." #: ../../script/events/room.js:262 ../../script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Gizemli Gezgin" #: ../../script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "gezgin bir adam boş at arabasıyla çıkageldi. köyden odunla ayrılırsa daha " "fazlasıyla geri döneceğini dile getirdi." #: ../../script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "yapı ustası, onun güvenilir olup olmadığından emin değil." #: ../../script/events/room.js:272 ../../script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "gizemli bir gezgin çıka geldi" #: ../../script/events/room.js:281 ../../script/events/room.js:360 msgid "give 500" msgstr "bağışlayacağın miktar 500" #: ../../script/events/room.js:293 ../../script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "gezgin odun dolu at arabası ile köyden ayrıldı" #: ../../script/events/room.js:299 ../../script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "gizemli gezgin geri döndü, at arabası yığınla odunla dolu." #: ../../script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "gezgin bir kadın boş bir at arabası ile çıkageldi. köyden kürk ile ayrılırsa " "daha fazlasıyla geri döneceğini dile getirdi." #: ../../script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "yapı ustası, onun güvenilir olup olmadığından emin değil." #: ../../script/events/room.js:365 msgid "turn her away" msgstr "kadını geri çevir" #: ../../script/events/room.js:372 ../../script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "gezgin köyden ayrıldı, at arabası kürk ile dolu" #: ../../script/events/room.js:378 ../../script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "gizemli gezgin geri döndü, at arabası yığınla kürk dolu." #: ../../script/events/room.js:420 msgid "The Scout" msgstr "Gözcü" #: ../../script/events/room.js:427 msgid "the scout says she's been all over." msgstr "İzci heryeri dolaştığını söyledi." #: ../../script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "ücreti ile gezdiği yerleri anlatmak istiyor." #: ../../script/events/room.js:430 msgid "a scout stops for the night" msgstr "bir gözcü gecelemek için uğradı" #: ../../script/events/room.js:434 msgid "buy map" msgstr "harita satın al" #: ../../script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "harita gezmediğin yerlerin birazını ortaya çıkardı" #: ../../script/events/room.js:440 msgid "learn scouting" msgstr "gözcülüğü öğren" #: ../../script/events/room.js:459 msgid "The Master" msgstr "Usta" #: ../../script/events/room.js:466 msgid "an old wanderer arrives." msgstr "yaşlı bir gezgin çıkageldi." #: ../../script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "" "sıcak bir şekilde gülümsedi ge geceleyin kalacak yer olup olmadığını sordu." #: ../../script/events/room.js:469 msgid "an old wanderer arrives" msgstr "yaşlı bir gezgin çıkageldi" #: ../../script/events/room.js:473 msgid "agree" msgstr "hemfikir ol" #: ../../script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "karşılığında, gezgin, bilgeliğinı sundu." #: ../../script/events/room.js:493 msgid "evasion" msgstr "gizlilik" #: ../../script/events/room.js:503 msgid "precision" msgstr "kusursuz saldırı" #: ../../script/events/room.js:513 msgid "force" msgstr "kuvvet" #: ../../script/events/room.js:532 msgid "The Sick Man" msgstr "Hasta Adam" #: ../../script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "topllayarak yürüyen ve öksüren bir adam yaklaştı." #: ../../script/events/room.js:540 msgid "he begs for medicine." msgstr "biraz ilaç alabilmek için yalvarıyor." #: ../../script/events/room.js:542 msgid "a sick man hobbles up" msgstr "hasta bir adam topallayarak yaklaştı" #: ../../script/events/room.js:546 msgid "give 1 medicine" msgstr "1 tane ilaç bağışla" #: ../../script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "adam ilacı sevinerek yuttu" #: ../../script/events/room.js:552 msgid "tell him to leave" msgstr "çekip gitmesini söyle" #: ../../script/events/room.js:559 ../../script/events/room.js:575 #: ../../script/events/room.js:591 msgid "the man is thankful." msgstr "adam sana minnetar olduğunu söyledi" #: ../../script/events/room.js:560 ../../script/events/room.js:576 #: ../../script/events/room.js:592 msgid "he leaves a reward." msgstr "arkasında bir ödül bıraktı." #: ../../script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "gezdiği yerlerden bulduğu tuhaf bir metal." #: ../../script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "gezdiği yerlerden bulduğu parlayan tuhaf kutular." #: ../../script/events/room.js:593 msgid "all he has are some scales." msgstr "tüm sahip olduğu birkaç kabuk." #: ../../script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "adam teşekkür etti ve topallayarak uzaklaştı." #: ../../script/events/setpieces.js:6 msgid "An Outpost" msgstr "Bir Karakol" #: ../../script/events/setpieces.js:10 ../../script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "vahşi doğada guvenli bir yer." #: ../../script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Sisli Bir Bataklık" #: ../../script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "çürüyen sazlar bataklığın yüzeyinden yükseliyor." #: ../../script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "yalnız bir kurbağa çamurun içinde, sessizce oturuyor." # dur dur dur #: ../../script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "bataklık durgun havada berbat kokuyor." #: ../../script/events/setpieces.js:44 ../../script/events/setpieces.js:549 #: ../../script/events/setpieces.js:606 ../../script/events/setpieces.js:888 #: ../../script/events/setpieces.js:1313 ../../script/events/setpieces.js:1331 #: ../../script/events/setpieces.js:3535 msgid "enter" msgstr "içeri gir" #: ../../script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "bataklığın derinliklerine yosunla kaplanmış bir klübe var." #: ../../script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "yaşlı bir gezgin içeride oturuyor, sanki transa geçmiş gibi." #: ../../script/events/setpieces.js:61 msgid "talk" msgstr "konuş" #: ../../script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "gezgin muskayı aldı ve yavaşça başını eğdi." #: ../../script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "yeni dünyalara giden filoları komuta ettiğinden bahsediyor." # :( :( #: ../../script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "akıl almaz bir yıkım ve yakıt gezgini acıktırdı." #: ../../script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "şimdi onun zamanı, şu an, onun kefareti." #: ../../script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Rutubetli bir Mağara" #: ../../script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "mağaranın ağızı geniş ve içerisi karanlık." #: ../../script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "içerde ne olduğu belli değil." #: ../../script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "burdaki toprak yarılmış, sanki tarihi bir yara izi gibi" #: ../../script/events/setpieces.js:101 ../../script/events/setpieces.js:2944 #: ../../script/events/setpieces.js:3458 msgid "go inside" msgstr "içeri gir" #: ../../script/events/setpieces.js:120 ../../script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "ürkek bir yaratık evini koruyor" #: ../../script/events/setpieces.js:135 ../../script/events/setpieces.js:186 #: ../../script/events/setpieces.js:228 ../../script/events/setpieces.js:247 #: ../../script/events/setpieces.js:280 ../../script/events/setpieces.js:314 #: ../../script/events/setpieces.js:348 ../../script/events/setpieces.js:382 #: ../../script/events/setpieces.js:588 ../../script/events/setpieces.js:644 #: ../../script/events/setpieces.js:683 ../../script/events/setpieces.js:717 #: ../../script/events/setpieces.js:757 ../../script/events/setpieces.js:796 #: ../../script/events/setpieces.js:835 ../../script/events/setpieces.js:869 #: ../../script/events/setpieces.js:920 ../../script/events/setpieces.js:938 #: ../../script/events/setpieces.js:961 ../../script/events/setpieces.js:1000 #: ../../script/events/setpieces.js:1039 ../../script/events/setpieces.js:1266 #: ../../script/events/setpieces.js:1282 ../../script/events/setpieces.js:1298 #: ../../script/events/setpieces.js:1408 ../../script/events/setpieces.js:1448 #: ../../script/events/setpieces.js:1492 ../../script/events/setpieces.js:1510 #: ../../script/events/setpieces.js:1526 ../../script/events/setpieces.js:1563 #: ../../script/events/setpieces.js:1602 ../../script/events/setpieces.js:1642 #: ../../script/events/setpieces.js:1682 ../../script/events/setpieces.js:1699 #: ../../script/events/setpieces.js:1716 ../../script/events/setpieces.js:1734 #: ../../script/events/setpieces.js:1778 ../../script/events/setpieces.js:1804 #: ../../script/events/setpieces.js:1822 ../../script/events/setpieces.js:1861 #: ../../script/events/setpieces.js:1902 ../../script/events/setpieces.js:1927 #: ../../script/events/setpieces.js:1957 ../../script/events/setpieces.js:1998 #: ../../script/events/setpieces.js:2034 ../../script/events/setpieces.js:2069 #: ../../script/events/setpieces.js:2110 ../../script/events/setpieces.js:2151 #: ../../script/events/setpieces.js:2187 ../../script/events/setpieces.js:2222 #: ../../script/events/setpieces.js:2257 ../../script/events/setpieces.js:2302 #: ../../script/events/setpieces.js:2328 ../../script/events/setpieces.js:3204 #: ../../script/events/setpieces.js:3244 ../../script/events/setpieces.js:3278 #: ../../script/events/setpieces.js:3347 ../../script/events/setpieces.js:3381 #: ../../script/events/setpieces.js:3420 msgid "continue" msgstr "devam et" #: ../../script/events/setpieces.js:140 ../../script/events/setpieces.js:157 #: ../../script/events/setpieces.js:191 ../../script/events/setpieces.js:233 #: ../../script/events/setpieces.js:252 ../../script/events/setpieces.js:285 #: ../../script/events/setpieces.js:319 ../../script/events/setpieces.js:353 #: ../../script/events/setpieces.js:387 ../../script/events/setpieces.js:429 #: ../../script/events/setpieces.js:481 ../../script/events/setpieces.js:513 msgid "leave cave" msgstr "mağaradan çık" #: ../../script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "mağara bikaç metre sonra daralıyor." #: ../../script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "duvarlar ıslak ve yosunla kaplı" #: ../../script/events/setpieces.js:153 msgid "squeeze" msgstr "suyunu çıkar" #: ../../script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "mağarada sadece eski bir kampın kalıntıları var." #: ../../script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "matlar, yırtılmış ve kararmış, tozlu bir katmanla kaplanmış." #: ../../script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "koca mağaranın içinde bir gezginin cesedi yerde yatıyor." #: ../../script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "ceset çürümeye yuz tutmuş ve bazı parçaları eksik." #: ../../script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "onu neyin buraya bıraktığını anlamak imkansız." #: ../../script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "meşale, nemli havada cızırdayak söndü." #: ../../script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "mutlak bir karanlık hakim" #: ../../script/events/setpieces.js:244 msgid "the torch goes out" msgstr "meşale söndü" #: ../../script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "bir mağara sürüngeni saldırdı" #: ../../script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "karanlığın içinden kocaman bir yaratık saldırdı" #: ../../script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "dev bir kertenkele ileri doğru atıldı" #: ../../script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "mağaranın derinliklerinde dev bir hayvanın yuvası var." #: ../../script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "mağaranın bittiği yerde küçük bir malzeme kutusu gizlenmiş." #: ../../script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "" "kayanın arkasına, kalın bir toz tabakasıyla kaplı, eski bir çanta " "sıkıştırılmış." #: ../../script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Terkedilmiş bir Kasaba" #: ../../script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "" "ilerde küçük bir mahalle var, boş evler yıkılmış ve duvarlarındaki boyalar " "dökülüyor." #: ../../script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "kırık yol lambaları, paslanmış. buraya uzun zamandır ışık girmemiş." #: ../../script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "kasaba terk edilmiş görünüyor ve sakinleri uzun zamandan beri ölü" #: ../../script/events/setpieces.js:532 ../../script/events/setpieces.js:1250 msgid "explore" msgstr "keşif yap" #: ../../script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "okulun pencereleri kırılmamış fakat is yüzünden kararmış." #: ../../script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "iki kapı rüzgarla beraber, durmadan gıcırdıyor." #: ../../script/events/setpieces.js:554 ../../script/events/setpieces.js:593 #: ../../script/events/setpieces.js:611 ../../script/events/setpieces.js:649 #: ../../script/events/setpieces.js:688 ../../script/events/setpieces.js:722 #: ../../script/events/setpieces.js:762 ../../script/events/setpieces.js:801 #: ../../script/events/setpieces.js:840 ../../script/events/setpieces.js:874 #: ../../script/events/setpieces.js:892 ../../script/events/setpieces.js:925 #: ../../script/events/setpieces.js:942 ../../script/events/setpieces.js:966 #: ../../script/events/setpieces.js:1005 ../../script/events/setpieces.js:1044 #: ../../script/events/setpieces.js:1087 ../../script/events/setpieces.js:1120 #: ../../script/events/setpieces.js:1148 ../../script/events/setpieces.js:1192 #: ../../script/events/setpieces.js:1214 ../../script/events/setpieces.js:1230 msgid "leave town" msgstr "kasabayı terk et" #: ../../script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "yolda tuzağa düşürüldün." #: ../../script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "" #: ../../script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "" #: ../../script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "" #: ../../script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "" #: ../../script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "" #: ../../script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "" #: ../../script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" #: ../../script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "" #: ../../script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "" #: ../../script/events/setpieces.js:866 #, fuzzy msgid "a beast charges out of a ransacked classroom." msgstr "karanlığın içinden kocaman bir yaratık saldırdı" #: ../../script/events/setpieces.js:882 #, fuzzy msgid "through the large gymnasium doors, footsteps can be heard." msgstr "gürültüler, duvarlardan duyulabiliyor." #: ../../script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "" #: ../../script/events/setpieces.js:884 #, fuzzy msgid "the footsteps stop." msgstr "sesler kesildi." #: ../../script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "" #: ../../script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "" #: ../../script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "" #: ../../script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" #: ../../script/events/setpieces.js:950 msgid "can't read the words." msgstr "" #: ../../script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "" #: ../../script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "" #: ../../script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "" #: ../../script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" #: ../../script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "" #: ../../script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "" #: ../../script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" #: ../../script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "" #: ../../script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "" #: ../../script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "" #: ../../script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "" #: ../../script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "" #: ../../script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "" #: ../../script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "" #: ../../script/events/setpieces.js:1239 #, fuzzy msgid "A Ruined City" msgstr "Bozulmuş Tuzak" #: ../../script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" #: ../../script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" #: ../../script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "" #: ../../script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "" #: ../../script/events/setpieces.js:1261 #, fuzzy msgid "the streets are empty." msgstr "geriye kalanlar ölenleri gömüyor." #: ../../script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "" #: ../../script/events/setpieces.js:1270 ../../script/events/setpieces.js:1286 #: ../../script/events/setpieces.js:1302 ../../script/events/setpieces.js:1318 #: ../../script/events/setpieces.js:1335 ../../script/events/setpieces.js:1373 #: ../../script/events/setpieces.js:1413 ../../script/events/setpieces.js:1453 #: ../../script/events/setpieces.js:1497 ../../script/events/setpieces.js:1514 #: ../../script/events/setpieces.js:1530 ../../script/events/setpieces.js:1568 #: ../../script/events/setpieces.js:1607 ../../script/events/setpieces.js:1647 #: ../../script/events/setpieces.js:1667 ../../script/events/setpieces.js:1686 #: ../../script/events/setpieces.js:1703 ../../script/events/setpieces.js:1720 #: ../../script/events/setpieces.js:1738 ../../script/events/setpieces.js:1783 #: ../../script/events/setpieces.js:1809 ../../script/events/setpieces.js:1826 #: ../../script/events/setpieces.js:1866 ../../script/events/setpieces.js:1907 #: ../../script/events/setpieces.js:1932 ../../script/events/setpieces.js:1962 #: ../../script/events/setpieces.js:2003 ../../script/events/setpieces.js:2039 #: ../../script/events/setpieces.js:2074 ../../script/events/setpieces.js:2115 #: ../../script/events/setpieces.js:2156 ../../script/events/setpieces.js:2192 #: ../../script/events/setpieces.js:2227 ../../script/events/setpieces.js:2262 #: ../../script/events/setpieces.js:2363 ../../script/events/setpieces.js:2393 #: ../../script/events/setpieces.js:2440 ../../script/events/setpieces.js:2476 #: ../../script/events/setpieces.js:2517 ../../script/events/setpieces.js:2553 #: ../../script/events/setpieces.js:2588 ../../script/events/setpieces.js:2624 #: ../../script/events/setpieces.js:2665 ../../script/events/setpieces.js:2706 #: ../../script/events/setpieces.js:2741 ../../script/events/setpieces.js:2790 #: ../../script/events/setpieces.js:2835 ../../script/events/setpieces.js:2881 #: ../../script/events/setpieces.js:2925 #, fuzzy msgid "leave city" msgstr "mağaradan çık" #: ../../script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" #: ../../script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "" #: ../../script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "" #: ../../script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" #: ../../script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "" #: ../../script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "" #: ../../script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "" #: ../../script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "" #: ../../script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "" #: ../../script/events/setpieces.js:1368 msgid "descend" msgstr "" #: ../../script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "" #: ../../script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "" #: ../../script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "" #: ../../script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "" #: ../../script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "" #: ../../script/events/setpieces.js:1521 msgid "empty corridors." msgstr "" #: ../../script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "" #: ../../script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "" #: ../../script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "" #: ../../script/events/setpieces.js:1615 #, fuzzy msgid "a snarling beast jumps out from behind a car." msgstr "hırlayan bir yaratık, ağacın altındaki çalılardan fırladı" #: ../../script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "" #: ../../script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "" #: ../../script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "" #: ../../script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "" #: ../../script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "" #: ../../script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "" #: ../../script/events/setpieces.js:1694 #, fuzzy msgid "more voices can be heard ahead." msgstr "tuhaf gürültüler, duvarlardan duyulabiliyor." #: ../../script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "" #: ../../script/events/setpieces.js:1711 #, fuzzy msgid "the sound of gunfire carries on the wind." msgstr "iki kapı rüzgarla beraber, durmadan gıcırdıyor." #: ../../script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "" #: ../../script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "" #: ../../script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "" #: ../../script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "" #: ../../script/events/setpieces.js:1747 #, fuzzy msgid "the owner stands by, stoic." msgstr "sesler kesildi." #: ../../script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "" #: ../../script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "" #: ../../script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "" #: ../../script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "" #: ../../script/events/setpieces.js:1874 #, fuzzy msgid "a pack of lizards rounds the corner." msgstr "hırlayan bir yaratık sürüsü ağaçlardan ağaçların arasından çıktı" #: ../../script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "" #: ../../script/events/setpieces.js:1940 #, fuzzy msgid "a large bird nests at the top of the stairs." msgstr "karanlığın içinden kocaman bir yaratık saldırdı" #: ../../script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "" #: ../../script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "" #: ../../script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "" #: ../../script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "" #: ../../script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "" #: ../../script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "" #: ../../script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "" #: ../../script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "" #: ../../script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "" #: ../../script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "" #: ../../script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "" #: ../../script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "" #: ../../script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "" #: ../../script/events/setpieces.js:2372 #, fuzzy msgid "not much here." msgstr "deri yetmiyor" #: ../../script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "" #: ../../script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "" #: ../../script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "" #: ../../script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "" #: ../../script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "" #: ../../script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" #: ../../script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "" #: ../../script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "" #: ../../script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "" #: ../../script/events/setpieces.js:2487 msgid "time to move on." msgstr "" #: ../../script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "" #: ../../script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" #: ../../script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "" #: ../../script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" #: ../../script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "" #: ../../script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "" #: ../../script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "" #: ../../script/events/setpieces.js:2599 ../../script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "" #: ../../script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "" #: ../../script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "" #: ../../script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "" #: ../../script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "" #: ../../script/events/setpieces.js:2676 #, fuzzy msgid "there is nothing else here." msgstr "hiç su kalmadı" #: ../../script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "" #: ../../script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "" #: ../../script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "" #: ../../script/events/setpieces.js:2799 #, fuzzy msgid "the tentacular horror is defeated." msgstr "vahşı canavar öldü" #: ../../script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "" #: ../../script/events/setpieces.js:2845 #, fuzzy msgid "the warped man lies dead." msgstr "sıska adam öldü" #: ../../script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "" #: ../../script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "" #: ../../script/events/setpieces.js:2934 msgid "An Old House" msgstr "Eski bir ev" #: ../../script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" #: ../../script/events/setpieces.js:2939 #, fuzzy msgid "the door hangs open." msgstr "sesler kesildi." #: ../../script/events/setpieces.js:2941 #, fuzzy msgid "the remains of an old house stand as a monument to simpler times" msgstr "mağarada sadece eski bir kampın kalıntıları var." #: ../../script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "" #: ../../script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "" #: ../../script/events/setpieces.js:2961 ../../script/world.js:952 msgid "water replenished" msgstr "su kaynağı tazelendi" #: ../../script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "" #: ../../script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "" #: ../../script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "" #: ../../script/events/setpieces.js:3051 #, fuzzy msgid "A Forgotten Battlefield" msgstr "Savaş Alanı" #: ../../script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "" #: ../../script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" #: ../../script/events/setpieces.js:3104 #, fuzzy msgid "A Huge Borehole" msgstr "Domuz İni" #: ../../script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" #: ../../script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "" #: ../../script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "" #: ../../script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "" #: ../../script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "" #: ../../script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "" #: ../../script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "" #: ../../script/events/setpieces.js:3148 msgid "salvage" msgstr "" #: ../../script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "Sülfür madeni" #: ../../script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "" #: ../../script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "" #: ../../script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "" #: ../../script/events/setpieces.js:3166 ../../script/events/setpieces.js:3315 #, fuzzy msgid "attack" msgstr "Kocaman Bir Yaratık Saldırdı" #: ../../script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "" #: ../../script/events/setpieces.js:3209 ../../script/events/setpieces.js:3249 #: ../../script/events/setpieces.js:3352 ../../script/events/setpieces.js:3386 msgid "run" msgstr "koş" #: ../../script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "bir gözcü gecelemek için uğradı." #: ../../script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "" #: ../../script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "" #: ../../script/events/setpieces.js:3287 ../../script/events/setpieces.js:3429 #: ../../script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "maden işçiler için şimdi güvenli." #: ../../script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "" #: ../../script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "Kömür madeni" #: ../../script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "" #: ../../script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "" #: ../../script/events/setpieces.js:3312 #, fuzzy msgid "this old mine is not abandoned" msgstr "asker öldü" #: ../../script/events/setpieces.js:3344 ../../script/events/setpieces.js:3378 #, fuzzy msgid "a man joins the fight" msgstr "geceleyin bir yabancı çıkageldi" #: ../../script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "" #: ../../script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "" #: ../../script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "" #: ../../script/events/setpieces.js:3447 #, fuzzy msgid "The Iron Mine" msgstr "demir madeni" #: ../../script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" #: ../../script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" #: ../../script/events/setpieces.js:3453 #, fuzzy msgid "feral howls echo out of the darkness." msgstr "karanlığın içinden kocaman bir yaratık saldırdı" #: ../../script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "" #: ../../script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "" #: ../../script/events/setpieces.js:3504 #, fuzzy msgid "the beast is dead." msgstr "hırlayan yaratık öldü" #: ../../script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "" #: ../../script/events/setpieces.js:3524 #, fuzzy msgid "A Destroyed Village" msgstr "Modern Bir Köy" #: ../../script/events/setpieces.js:3528 #, fuzzy msgid "a destroyed village lies in the dust." msgstr "geceleyin bir yabancı çıkageldi" #: ../../script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "" #: ../../script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "gezgin motorundan yayılan metalik koku, havaya karışıyor." #: ../../script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "köyün ortasında bir klübe duruyor." #: ../../script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "içeride hala bi takım eşyalar var." #: ../../script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "önceki nesilin yaptıklarının izleri burada." #: ../../script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "olgun ve toplanabilir." #: ../../script/localization.js:4 msgid "saved." msgstr "kaydedildi." #: ../../script/localization.js:5 msgid "wood" msgstr "odun" #: ../../script/localization.js:6 msgid "builder" msgstr "yapı ustası" #: ../../script/localization.js:7 msgid "teeth" msgstr "diş" #: ../../script/localization.js:8 msgid "meat" msgstr "et" #: ../../script/localization.js:9 msgid "fur" msgstr "kürk" #: ../../script/localization.js:10 msgid "alien alloy" msgstr "dünya-dışı mineral" #: ../../script/localization.js:11 msgid "bullets" msgstr "mermi" #: ../../script/localization.js:12 msgid "charm" msgstr "muska" #: ../../script/localization.js:13 ../../script/path.js:138 msgid "leather" msgstr "deri" #: ../../script/localization.js:14 ../../script/path.js:136 msgid "iron" msgstr "demir" #: ../../script/localization.js:15 ../../script/path.js:134 msgid "steel" msgstr "çelik" #: ../../script/localization.js:16 msgid "coal" msgstr "kömür" #: ../../script/localization.js:17 msgid "sulphur" msgstr "sülfür" #: ../../script/localization.js:18 msgid "energy cell" msgstr "enerji hücresi" #: ../../script/localization.js:19 ../../script/room.js:161 msgid "torch" msgstr "meşale" #: ../../script/localization.js:20 msgid "medicine" msgstr "ilaç" #: ../../script/localization.js:21 ../../script/outside.js:22 msgid "hunter" msgstr "avcı" #: ../../script/localization.js:22 ../../script/outside.js:30 msgid "trapper" msgstr "tuzakçı" #: ../../script/localization.js:23 ../../script/outside.js:38 msgid "tanner" msgstr "derici" #: ../../script/localization.js:24 msgid "grenade" msgstr "el bombası" #: ../../script/localization.js:25 msgid "bolas" msgstr "toplar" #: ../../script/localization.js:26 msgid "bayonet" msgstr "süngü" #: ../../script/localization.js:27 ../../script/outside.js:46 msgid "charcutier" msgstr "kasap" #: ../../script/localization.js:28 ../../script/outside.js:55 msgid "iron miner" msgstr "demir madencisi" #: ../../script/localization.js:29 msgid "iron mine" msgstr "demir madeni" #: ../../script/localization.js:30 ../../script/outside.js:63 msgid "coal miner" msgstr "kömür madencisi" #: ../../script/localization.js:31 msgid "coal mine" msgstr "kömür madeni" #: ../../script/localization.js:32 ../../script/outside.js:71 msgid "sulphur miner" msgstr "sülfür madencisi" #: ../../script/localization.js:33 msgid "sulphur mine" msgstr "sülfür madeni" #: ../../script/localization.js:34 ../../script/outside.js:88 msgid "armourer" msgstr "zırh ustası" #: ../../script/localization.js:35 ../../script/outside.js:79 msgid "steelworker" msgstr "çelik ustası" #: ../../script/localization.js:36 msgid "bait" msgstr "yem" #: ../../script/localization.js:37 ../../script/localization.js:44 msgid "cured meat" msgstr "işlenmiş et" #: ../../script/localization.js:38 ../../script/localization.js:43 msgid "scales" msgstr "kabuk" #: ../../script/localization.js:39 msgid "compass" msgstr "pusula" #: ../../script/localization.js:40 msgid "laser rifle" msgstr "lazer silahı" #: ../../script/localization.js:41 ../../script/outside.js:15 msgid "gatherer" msgstr "toplayıcı" #: ../../script/localization.js:42 msgid "cloth" msgstr "kumaş" #: ../../script/localization.js:45 msgid "thieves" msgstr "hırsızlar" #: ../../script/localization.js:46 msgid "not enough fur" msgstr "kürk yetmiyor" #: ../../script/localization.js:47 msgid "not enough wood" msgstr "odun yetmiyor" #: ../../script/localization.js:48 msgid "not enough coal" msgstr "kömür yetmiyor" #: ../../script/localization.js:49 msgid "not enough iron" msgstr "demir yetmiyor" #: ../../script/localization.js:50 msgid "not enough steel" msgstr "çelik yetmiyor" #: ../../script/localization.js:51 msgid "not enough sulphur" msgstr "yetersiz sülfür" #: ../../script/localization.js:52 msgid "baited trap" msgstr "yemlenmış tuzak" #: ../../script/localization.js:53 msgid "not enough scales" msgstr "kabuk yetmiyor" #: ../../script/localization.js:54 msgid "not enough cloth" msgstr "kumaş yetmiyor" #: ../../script/localization.js:55 msgid "not enough teeth" msgstr "diş yetmiyor" #: ../../script/localization.js:56 msgid "not enough leather" msgstr "deri yetmiyor" #: ../../script/localization.js:57 msgid "not enough meat" msgstr "yetersiz et" #: ../../script/localization.js:58 msgid "the compass points east" msgstr "pusula doğuyu gösteriyor." #: ../../script/localization.js:59 msgid "the compass points west" msgstr "pusula batıyı gösteriyor." #: ../../script/localization.js:60 msgid "the compass points north" msgstr "pusula kuzeyi gösteriyor." #: ../../script/localization.js:61 msgid "the compass points south" msgstr "pusula güneyi gösteriyor" #: ../../script/localization.js:62 msgid "the compass points northeast" msgstr "pusula kuzeydoğuyu gösteriyor" #: ../../script/localization.js:63 msgid "the compass points northwest" msgstr "pusula kuzeybatıyı gösteriyor" #: ../../script/localization.js:64 msgid "the compass points southeast" msgstr "pusula güneydoğuyu gösteriyor" #: ../../script/localization.js:65 msgid "the compass points southwest" msgstr "pusula güneybatıyı gösteriyor" #: ../../script/outside.js:5 msgid "Outside" msgstr "Dışarısı" #: ../../script/outside.js:102 msgid "scraps of fur" msgstr "kürk parçaları" #: ../../script/outside.js:107 msgid "bits of meat" msgstr "et parçaları" #: ../../script/outside.js:112 msgid "strange scales" msgstr "garip kabuklar" #: ../../script/outside.js:117 msgid "scattered teeth" msgstr "bir sürü diş" #: ../../script/outside.js:122 msgid "tattered cloth" msgstr "yırtık kumaşlar" #: ../../script/outside.js:127 msgid "a crudely made charm" msgstr "kabaca yapılmış muska" #: ../../script/outside.js:143 ../../script/outside.js:562 msgid "A Silent Forest" msgstr "Sessiz bir Orman" #: ../../script/outside.js:169 msgid "gather wood" msgstr "odun kes" #: ../../script/outside.js:188 msgid "a stranger arrives in the night" msgstr "geceleyin bir yabancı çıkageldi" #: ../../script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "zavallı bir aile klübelerden birine yerleşti" #: ../../script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "küçük bir grup çıkageldi, her şey toz duman oldu." #: ../../script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "" "bir konvoy yaklaştı, yarısı endişeli, yarısı umut dolu insanlarla beraber." #: ../../script/outside.js:196 msgid "the town's booming. word does get around." msgstr "köy gürül gürül işliyor. söylenti yayılacak." #: ../../script/outside.js:452 msgid "pop " msgstr "" #: ../../script/outside.js:457 msgid "forest" msgstr "orman" #: ../../script/outside.js:460 msgid "village" msgstr "köy" #: ../../script/outside.js:543 msgid "check traps" msgstr "tuzakları kontrol et" #: ../../script/outside.js:564 msgid "A Lonely Hut" msgstr "Yalnız Bir Klübe" #: ../../script/outside.js:566 msgid "A Tiny Village" msgstr "Küçük Bir Köy" #: ../../script/outside.js:568 msgid "A Modest Village" msgstr "Modern Bir Köy" #: ../../script/outside.js:570 msgid "A Large Village" msgstr "Büyük Bir Köy" #: ../../script/outside.js:572 msgid "A Raucous Village" msgstr "Gürültülü Bir Köy" #: ../../script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "gökyüzü gri ve rüzgar acımasızca esiyor" #: ../../script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "kuru çalılar ve ölü dallar, ormandaki bitki örtüsünü kirletiyor" #: ../../script/outside.js:621 msgid "the traps contain " msgstr "tuzaklardan buldukların " #: ../../script/path.js:29 ../../script/path.js:298 msgid "A Dusty Path" msgstr "Tozlu bir patika" #: ../../script/path.js:37 msgid "supplies:" msgstr "malzemeler:" #: ../../script/path.js:43 msgid "embark" msgstr "yolculuğa çık" #: ../../script/path.js:60 ../../script/room.js:1153 msgid "the compass points " msgstr "pusulanın gösterdiği yön :" #: ../../script/path.js:102 msgid "perks:" msgstr "özellikler:" #: ../../script/path.js:132 msgid "none" msgstr "hiçbişey" #: ../../script/path.js:142 msgid "armour" msgstr "zırh" #: ../../script/path.js:153 msgid "water" msgstr "su" #: ../../script/path.js:229 ../../script/world.js:290 msgid "free {0}/{1}" msgstr "boş yer {0}/{1}" #: ../../script/path.js:253 msgid "weight" msgstr "ağırlık" #: ../../script/path.js:255 msgid "available" msgstr "müsait" #: ../../script/room.js:16 msgid "trap" msgstr "tuzak" #: ../../script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "yapı ustası dış dünyada yaşayan varlıkları yakalayabilmek için tuzaklar " "hazırlayabileceğini söyledi" #: ../../script/room.js:20 msgid "more traps to catch more creatures" msgstr "daha fazla hayvan yakalayabilmek için daha fazla tuzak kurmalısın" #: ../../script/room.js:21 msgid "more traps won't help now" msgstr "daha fazla tuzak kurmak şu an işe yaramıyor" #: ../../script/room.js:31 msgid "cart" msgstr "at arabası" #: ../../script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "yapı ustası odun taşıyabilmek için at arabası yapabilceğini söyledi" #: ../../script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "çürük at arabası ormandan daha fazla odun getirmeyi sağlayacak" #: ../../script/room.js:44 msgid "hut" msgstr "baraka" #: ../../script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "yapı ustası etrafta daha fazla gezginlerin olduğunu ve onların da " "çalışacağını söyledi" #: ../../script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "" "yapı ustası ormana bir baraka yaptı. söylentinin etrafa yayılacağını da " "ekledi." #: ../../script/room.js:49 msgid "no more room for huts." msgstr "baraka kurmak için yeterince yer kalmadı" #: ../../script/room.js:59 msgid "lodge" msgstr "av klübesi" #: ../../script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "köylüler, ellerindeki imkanlarla, avlanmaya yardımcı olabilir" #: ../../script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "av klübesi, kentin hemen yanında, ormanda kuruldu" #: ../../script/room.js:74 msgid "trading post" msgstr "ticaret merkezi" #: ../../script/room.js:77 msgid "a trading post would make commerce easier" msgstr "ticaret merkezi kurmak, ticareti kolaylaştırır" #: ../../script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "şimdi göçebeler dükkan kurabilecekleri bir yere sahip, atrafta biraz " "dolanacaklar" #: ../../script/room.js:88 msgid "tannery" msgstr "deri tabakhanesi" #: ../../script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "yapı ustası derinin işe yarayabileceğini söyledi. köylülerin deri " "üretebileceğini de ekledi." #: ../../script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "deri tabakhanesi, kentin hemen yanında hızlıca kuruldu" #: ../../script/room.js:102 msgid "smokehouse" msgstr "tütsühane" #: ../../script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "eti tütsülemek gerekiyor, ya da bozulup gidecek. yapı ustası bi çaresine " "bakacağını söyledi." #: ../../script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "yapı ustası tütsühanenin yapımını bitirdi. karnı aç görünüyor." #: ../../script/room.js:116 msgid "workshop" msgstr "eşya atölyesi" #: ../../script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "yapı ustası, uygun alet edevatı olursa daha iyi şeyler üretebileceğini " "söyledi" #: ../../script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "eşya atölyesi sonunda hazır. ustalar atölyeyi kullanmak için heyecanlı" #: ../../script/room.js:131 msgid "steelworks" msgstr "çelikhane" #: ../../script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "yapı ustası doğru eşyalarla, köylülerin çelik üretebileceklerini söyledi" #: ../../script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "çelikhanenin ateşinden yükselen puslu hava köyü kapladı" #: ../../script/room.js:146 msgid "armoury" msgstr "cephanelik" #: ../../script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "" "yapı ustası istikrarlı olarak mermi üretmenin daha kullanışlı olacağını " "söyledi" #: ../../script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "cephanelik hazır, geçmişteki silahlar kullanıma hazır." #: ../../script/room.js:164 msgid "a torch to keep the dark away" msgstr "karanlığı uzak tutmak için bir meşale" #: ../../script/room.js:173 msgid "waterskin" msgstr "su kesesi" #: ../../script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "bu su kesesi, en azından, biraz su sağlayacaktır" #: ../../script/room.js:185 msgid "cask" msgstr "fıçı" #: ../../script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "bu fıçı uzun seferler için yeterli suyu sağlayacaktır" #: ../../script/room.js:198 msgid "water tank" msgstr "su tankı" #: ../../script/room.js:202 msgid "never go thirsty again" msgstr "bi daha susuz kalmayacaksın" #: ../../script/room.js:211 msgid "bone spear" msgstr "kemik uçlu mızrak" #: ../../script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "bu kemik uçlu mızrak pek sağlam değil, ama iyi saplanacağı ortada" #: ../../script/room.js:223 ../../script/world.js:285 msgid "rucksack" msgstr "sırt çantası" #: ../../script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "" "daha fazla eşya taşımak daha uzun seferlere çıkabileceğin anlamına geliyor" #: ../../script/room.js:235 msgid "wagon" msgstr "at arabası" #: ../../script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "bu at arabası baya bi eşya taşıyacaktır" #: ../../script/room.js:248 msgid "convoy" msgstr "kafile" #: ../../script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "bu konvoyla neredeyse herşeyi taşıyabilirsin" #: ../../script/room.js:262 msgid "l armour" msgstr "der. zırh" #: ../../script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "deri çok dayanmaz. ama paçavra giysilerden iyidir." #: ../../script/room.js:274 msgid "i armour" msgstr "dem. zırh" #: ../../script/room.js:277 msgid "iron's stronger than leather" msgstr "demir, deriden daha güçlü" #: ../../script/room.js:286 msgid "s armour" msgstr "ç. zırh" #: ../../script/room.js:289 msgid "steel's stronger than iron" msgstr "çelik, demirden daha güçlü" #: ../../script/room.js:298 msgid "iron sword" msgstr "demir kılıç" #: ../../script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "kılıç keskindir. vahşi doğada seni koruyacaktır." #: ../../script/room.js:311 msgid "steel sword" msgstr "çelik kılıç" #: ../../script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "çelik güçlüdür, tabi ki çelikten yapılan bıçakta. " #: ../../script/room.js:324 msgid "rifle" msgstr "tüfek" #: ../../script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "barut ve mermi, eski günlerdeki gibi." #: ../../script/room.js:458 msgid "Room" msgstr "Oda" #: ../../script/room.js:485 ../../script/room.js:604 msgid "A Dark Room" msgstr "Karanlık Oda" #: ../../script/room.js:498 msgid "light fire" msgstr "ateşi yak" #: ../../script/room.js:508 msgid "stoke fire" msgstr "ateşe odun at" #: ../../script/room.js:545 ../../script/room.js:555 ../../script/room.js:703 #: ../../script/room.js:707 msgid "the room is {0}" msgstr "oda {0}" #: ../../script/room.js:546 ../../script/room.js:554 ../../script/room.js:672 msgid "the fire is {0}" msgstr "ateş {0}" #: ../../script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "yabancı kadın ateşin yanında dikiliyor. yardım edebileceğini, bişeyler inşa " "edebileceğini söylüyor." #: ../../script/room.js:580 msgid "freezing" msgstr "dondurucu" #: ../../script/room.js:581 msgid "cold" msgstr "soğuk" #: ../../script/room.js:582 msgid "mild" msgstr "ılık" #: ../../script/room.js:583 msgid "warm" msgstr "sıcak" #: ../../script/room.js:584 msgid "hot" msgstr "çok sıcak" #: ../../script/room.js:596 msgid "dead" msgstr "ölü" #: ../../script/room.js:597 msgid "smoldering" msgstr "duman çıkarmadan yanıyor" #: ../../script/room.js:598 msgid "flickering" msgstr "titreyerek yanıyor" #: ../../script/room.js:599 msgid "burning" msgstr "yanıyor" #: ../../script/room.js:600 msgid "roaring" msgstr "harlı yanıyor" #: ../../script/room.js:604 msgid "A Firelit Room" msgstr "Ateşle Aydınlanmış Oda" #: ../../script/room.js:642 msgid "not enough wood to get the fire going" msgstr "ateşin yanmasını devam ettirmek için yeterli odunum yok" #: ../../script/room.js:655 msgid "the wood has run out" msgstr "odun kalmadı" #: ../../script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "ateşten yayılan ışık, pencerelerden karanlığa uzanıyor" #: ../../script/room.js:688 msgid "builder stokes the fire" msgstr "yapı ustası ateşi canlandırdı" #: ../../script/room.js:718 msgid "the wind howls outside" msgstr "rüzgar dışarda uğulduyor" #: ../../script/room.js:719 msgid "the wood is running out" msgstr "çok az odun kaldı" #: ../../script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "pejmürde yabancı kapıdan girdi ve köşeye yığıldı" #: ../../script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "" "yabancı titriyor, tuhaf şeyler mırıldanıyor. anlamsız şeyler konuşuyor." #: ../../script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "köşedeki yabancının titremesi geçti. soluk alış verişi düzeldi." #: ../../script/room.js:760 msgid "stores" msgstr "malzemeler" #: ../../script/room.js:779 msgid "weapons" msgstr "silahlar" #: ../../script/room.js:914 msgid "total" msgstr "toplam" #: ../../script/room.js:935 ../../script/room.js:979 msgid "not enough " msgstr "yetersiz" #: ../../script/room.js:951 msgid "builder just shivers" msgstr "yapı ustası kadın ürperdi" #: ../../script/room.js:1054 msgid "build:" msgstr "inşa et:" #: ../../script/room.js:1061 msgid "craft:" msgstr "üret:" #: ../../script/room.js:1068 msgid "buy:" msgstr "satın al:" #: ../../script/ship.js:11 msgid "Ship" msgstr "Gemi" #: ../../script/ship.js:27 ../../script/ship.js:100 msgid "An Old Starship" msgstr "Eski bir Yıldız Gemisi" #: ../../script/ship.js:38 msgid "hull:" msgstr "gövde:" #: ../../script/ship.js:44 msgid "engine:" msgstr "motor:" #: ../../script/ship.js:51 msgid "reinforce hull" msgstr "destek gövdesi" #: ../../script/ship.js:60 msgid "upgrade engine" msgstr "motorun gücünü arttır" #: ../../script/ship.js:69 ../../script/ship.js:142 msgid "lift off" msgstr "kalkış yap" #: ../../script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "yıkıntı bulutunun üzerinde bir yerlerde, gezginlerin filosu havada " "süzülüyor. bu yerde çok fazla kaldılar." #: ../../script/ship.js:106 ../../script/ship.js:119 msgid "not enough alien alloy" msgstr "yabancı mineral" #: ../../script/ship.js:134 msgid "Ready to Leave?" msgstr "Burayı Terk Etmeye Hazır Mısın?" #: ../../script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "burdan ayrılma zamanı. geri gelmiyoruz." #: ../../script/ship.js:150 msgid "linger" msgstr "oyalan" #: ../../script/space.js:42 msgid "hull: " msgstr "gövde:" #: ../../script/space.js:76 msgid "Troposphere" msgstr "Troposfer" #: ../../script/space.js:78 msgid "Stratosphere" msgstr "Stratosfer" #: ../../script/space.js:80 msgid "Mesosphere" msgstr "Mesosfer" #: ../../script/space.js:82 msgid "Thermosphere" msgstr "Termosfer" #: ../../script/space.js:84 msgid "Exosphere" msgstr "Exosfer" #: ../../script/space.js:86 msgid "Space" msgstr "Uzay" #: ../../script/space.js:424 msgid "score for this game: {0}" msgstr "Oyunda kazandığın puan: {0}" #: ../../script/space.js:431 msgid "total score: {0}" msgstr "toplam puan: {0}" #: ../../script/world.js:46 msgid "punch" msgstr "yumrukla" #: ../../script/world.js:52 msgid "stab" msgstr "mızrağı sapla" #: ../../script/world.js:58 msgid "swing" msgstr "kılıcı salla" #: ../../script/world.js:64 msgid "slash" msgstr "kes" #: ../../script/world.js:70 msgid "thrust" msgstr "süngüle" #: ../../script/world.js:76 msgid "shoot" msgstr "tüfekle ateş et" #: ../../script/world.js:83 msgid "blast" msgstr "lazerle ateş et" #: ../../script/world.js:90 msgid "lob" msgstr "el bombasını at" #: ../../script/world.js:97 msgid "tangle" msgstr "kafasını karıştır" #: ../../script/world.js:119 msgid "An Outpost" msgstr "Karakol" #: ../../script/world.js:120 msgid "Iron Mine" msgstr "Demir Madeni" #: ../../script/world.js:121 msgid "Coal Mine" msgstr "Kömür Madeni" #: ../../script/world.js:122 msgid "Sulphur Mine" msgstr "Sülfür Madeni" #: ../../script/world.js:123 msgid "An Old House" msgstr "Eski Bir Ev" #: ../../script/world.js:124 msgid "A Damp Cave" msgstr "Mağara" #: ../../script/world.js:125 msgid "An Abandoned Town" msgstr "Terk Edilmiş Kent" #: ../../script/world.js:126 msgid "A Ruined City" msgstr "Yıkık Şehir" #: ../../script/world.js:127 msgid "A Crashed Starship" msgstr "Düşmüş Yıldız Gemisi" #: ../../script/world.js:128 msgid "A Borehole" msgstr "Domuz İni" #: ../../script/world.js:129 msgid "A Battlefield" msgstr "Savaş Alanı" #: ../../script/world.js:130 msgid "A Murky Swamp" msgstr "Karanlık Bataklık" #: ../../script/world.js:134 msgid "A Destroyed Village" msgstr "Yıkık Köy" #: ../../script/world.js:256 msgid "water:{0}" msgstr "su:{0}" #: ../../script/world.js:283 msgid "pockets" msgstr "cep" #: ../../script/world.js:307 msgid "hp: {0}/{1}" msgstr "sağlık: {0}/{1}" #: ../../script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: ../../script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "" "doğru dürüst koruyucu eşyalar olmadan köyden bu kadar uzakta olmak baya " "tehlikeli" #: ../../script/world.js:351 msgid "safer here" msgstr "burası daha güvenli" #: ../../script/world.js:451 msgid "the meat has run out" msgstr "et kalmadı" #: ../../script/world.js:456 msgid "starvation sets in" msgstr "açlık başgösterdi" #: ../../script/world.js:481 msgid "there is no more water" msgstr "hiç su kalmadı" #: ../../script/world.js:485 msgid "the thirst becomes unbearable" msgstr "susuzluk dayanılmaz boyutlarda" #: ../../script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "" "ağaçlar kuru bitki örtüsüne karıştı. sararmış çalılar rüzgarda hışırdıyor." #: ../../script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "" "ağaçlar yokoldu. sıcaktan kavrulmuş dünya ve rüzgarda uçuşan tozlar " "ağaçların yerini aldı." #: ../../script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "ağaçlar ufukta belli belirsiz görünüyor. bitki örtüsü gitgide, ormanın " "kurumuş dallarına ve düşmüş yapraklarla karışmaya başladı." #: ../../script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "bitki örtüsü cılızlaştı. bir süre sadece kurak toprak kalmış olacak" #: ../../script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "kurak esinti sayesinde, ölen bitki örtüsü denizinde çorak alanlar ortaya " "çıktı." #: ../../script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "yamuk yumuk ağaçlardan oluşan duvar, kurak topraktan yükseliyor. dalları " "iskeletten bir kubbe oluşturur şekilde sarmalanmış." #: ../../script/world.js:817 msgid "Wanderer" msgstr "Gezgin" #: ../../script/world.js:822 msgid "The Village" msgstr "Köy" #: ../../script/world.js:851 msgid "the world fades" msgstr "bayıldın" #: ../../script/world.js:982 msgid "A Barren World" msgstr "Çorak bir Dünya" #~ msgid "Export" #~ msgstr "Expor" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/uk/main.css ================================================ .button{width: 115px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} .button .tooltip {width: 125px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/uk/strings.js ================================================ _.setTranslation({"water tank": "\u0432\u043e\u0434\u044f\u043d\u0438\u0439 \u0431\u0430\u043a", "a shivering man approaches and attacks with surprising strength": "\u043d\u0430\u0431\u043b\u0438\u0436\u0430\u0454\u0442\u044c\u0441\u044f \u044f\u043a\u0456\u0441\u044c \u0447\u043e\u043b\u043e\u0432\u0456\u043a, \u0439\u043e\u0433\u043e \u0441\u0438\u043b\u044c\u043d\u043e \u0442\u0440\u0443\u0441\u0438\u0442\u044c, \u0456 \u0430\u0442\u0430\u043a\u0443\u0454 \u0437 \u043d\u0435\u0439\u043c\u043e\u0432\u0456\u0440\u043d\u043e\u044e \u0441\u0438\u043b\u043e\u044e", "the room is {0}": "\u0443 \u043a\u0456\u043c\u043d\u0430\u0442\u0456 {0}", "punch twice as fast, and with even more force": "\u0443\u0434\u0430\u0440\u0438 \u0432\u0434\u0432\u0456\u0447\u0456 \u0448\u0432\u0438\u0434\u0448\u0456 \u0442\u0430 \u0441\u0438\u043b\u044c\u043d\u0456\u0448\u0456", "The Nomad": "\u041a\u043e\u0447\u0456\u0432\u043d\u0438\u043a", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "\u0434\u0435\u0440\u0435\u0432\u0430 \u0437\u043d\u0438\u043a\u0430\u044e\u0442\u044c \u0456 \u0437\u0430\u043c\u0456\u043d\u044f\u044e\u0442\u044c\u0441\u044f \u0441\u0443\u0445\u043e\u044e \u0442\u0440\u0430\u0432\u043e\u044e. \u043f\u043e\u0436\u043e\u0432\u043a\u043b\u0435 \u043b\u0438\u0441\u0442\u044f \u0433\u0443\u043b\u044f\u0454 \u043f\u043e \u0432\u0456\u0442\u0440\u0443.", "only a few die.": "\u043f\u043e\u043c\u0435\u0440\u043b\u043e \u043b\u0438\u0448\u0435 \u0434\u0435\u043a\u0456\u043b\u044c\u043a\u0430.", "mild": "\u043b\u0435\u0434\u044c \u0442\u0435\u043f\u043b\u043e", "bait": "\u043f\u0440\u0438\u043c\u0430\u043d\u043a\u0430", "not enough fur": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u0448\u043a\u0443\u0440", "it puts up little resistance before the knife.": "\u043e\u0441\u043b\u0430\u0431\u043b\u0435\u043d\u0430, \u043f\u0435\u0440\u0435\u0434 \u043d\u043e\u0436\u0435\u043c \u0432\u043e\u043d\u0430 \u043d\u0430\u0432\u0456\u0442\u044c \u043d\u0435 \u043e\u043f\u0438\u0440\u0430\u0454\u0442\u044c\u0441\u044f.", "the body of a wanderer lies in a small cavern.": "\u0432 \u043f\u0435\u0447\u0435\u0440\u0456 \u043b\u0435\u0436\u0438\u0442\u044c \u0442\u0456\u043b\u043e \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a\u0430.", "steel's stronger than iron": "\u0441\u0442\u0430\u043b\u044c \u043d\u0430\u0434\u0456\u0439\u043d\u0456\u0448\u0430 \u0437\u0430 \u0437\u0430\u043b\u0456\u0437\u043e", "A Strange Bird": "\u041d\u0435\u0437\u0432\u0438\u0447\u0430\u0439\u043d\u0438\u0439 \u043f\u0442\u0430\u0445", "not enough alien alloy": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u043a\u043e\u0441\u043c\u0456\u0447\u043d\u043e\u0433\u043e \u0441\u043f\u043b\u0430\u0432\u0443", "the soldier is dead": "\u0441\u043e\u043b\u0434\u0430\u0442 \u0437\u0430\u0433\u0438\u043d\u0443\u0432", "error while saving to dropbox datastorage": "\u0432\u0438\u043d\u0438\u043a\u043b\u0430 \u043f\u043e\u043c\u0438\u043b\u043a\u0430 \u043f\u0456\u0434 \u0447\u0430\u0441 \u0437\u0431\u0435\u0440\u0435\u0436\u0435\u043d\u043d\u044f \u0434\u043e \u0441\u0445\u043e\u0432\u0438\u0449\u0430 dropbox", "sniper": "\u0441\u043d\u0430\u0439\u043f\u0435\u0440", "something's in the store room": "\u0449\u043e\u0441\u044c \u0454 \u0432 \u043a\u043e\u043c\u043e\u0440\u0456", "unfathomable destruction to fuel wanderer hungers.": "\u0432\u0456\u043d \u0431\u0443\u0432 \u0441\u0432\u0456\u0434\u043a\u043e\u043c \u043d\u0435\u0439\u043c\u043e\u0432\u0456\u0440\u043d\u0438\u0445 \u0440\u0443\u0439\u043d\u0443\u0432\u0430\u043d\u044c.", "embark": "\u0432 \u0434\u043e\u0440\u043e\u0433\u0443", "scout": "\u0440\u043e\u0437\u0432\u0456\u0434\u043d\u0438\u043a", "mourn": "\u0437\u0430\u0445\u0438\u0441\u0442", "more traps won't help now": "\u0437\u0430\u0440\u0430\u0437 \u043d\u0435\u043c\u0430\u0454 \u0441\u0435\u043d\u0441\u0443 \u0440\u043e\u0431\u0438\u0442\u0438 \u0431\u0456\u043b\u044c\u0448\u0435 \u043f\u0430\u0441\u0442\u043e\u043a", "save.": "\u0437\u0431\u0435\u0440\u0435\u0433\u0442\u0438.", "steelworker": "\u0441\u0442\u0430\u043b\u0435\u0432\u0430\u0440\u0438", "blast": "\u043f\u0456\u0434\u0456\u0440\u0432\u0430\u0442\u0438", "the sky is grey and the wind blows relentlessly": "\u043d\u0435\u0431\u043e \u0437\u0430\u0442\u044f\u0433\u043d\u0443\u0442\u043e \u0441\u0456\u0440\u043e\u044e \u043f\u0435\u043b\u0435\u043d\u043e\u044e \u0456 \u043d\u0435\u0432\u043f\u0438\u043d\u043d\u043e \u0434\u043c\u0435 \u0432\u0456\u0442\u0435\u0440", "supplies:": "\u0441\u043f\u043e\u0440\u044f\u0434\u0436\u0435\u043d\u043d\u044f:", "the feral terror is dead": "\u0434\u0438\u043a\u0435 \u0436\u0430\u0445\u0456\u0442\u0442\u044f \u0437\u0430\u0433\u0438\u043d\u0443\u043b\u043e", "the tracks disappear after just a few minutes.": "\u0441\u043b\u0456\u0434\u0438 \u043e\u0431\u0440\u0438\u0432\u0430\u044e\u0442\u044c\u0441\u044f \u0432\u0436\u0435 \u0447\u0435\u0440\u0435\u0437 \u0434\u0435\u043a\u0456\u043b\u044c\u043a\u0430 \u0445\u0432\u0438\u043b\u0438\u043d.", "a safe place in the wilds.": "\u0431\u0435\u0437\u043f\u0435\u0447\u043d\u0435 \u043c\u0456\u0441\u0446\u0435 \u0432 \u043f\u0443\u0441\u0442\u0438\u0449\u0430\u0445.", "buy scales": "\u043f\u0440\u0438\u0434\u0431\u0430\u0442\u0438 \u043b\u0443\u0441\u043a\u0443", "the compass points east": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0432\u043a\u0430\u0437\u0443\u0454 \u043d\u0430 \u0441\u0445\u0456\u0434", "the hunting lodge stands in the forest, a ways out of town": "\u043c\u0438\u0441\u043b\u0438\u0432\u0441\u044c\u043a\u0430 \u0441\u0442\u043e\u0440\u043e\u0436\u043a\u0430 \u0440\u043e\u0437\u0442\u0430\u0448\u0443\u0432\u0430\u043b\u0430\u0441\u044c \u0432 \u043b\u0456\u0441\u0456, \u043f\u043e\u0434\u0430\u043b\u0456 \u0432\u0456\u0434 \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f", "leave": "\u043f\u043e\u043a\u0438\u043d\u0443\u0442\u0438", "the convoy can haul mostly everything": "\u0437 \u043a\u043e\u043d\u0432\u043e\u0454\u043c \u043c\u043e\u0436\u043d\u0430 \u0432\u0438\u0432\u0435\u0437\u0442\u0438 \u043f\u0440\u0430\u043a\u0442\u0438\u0447\u043d\u043e \u0432\u0441\u0435", "learned to strike faster without weapons": "\u043d\u0430\u0432\u0447\u0430\u0454 \u0431\u0438\u0442\u0438 \u0448\u0432\u0438\u0434\u0448\u0435 \u0431\u0435\u0437 \u0437\u0431\u0440\u043e\u0457", "ignore them": "\u0456\u0433\u043d\u043e\u0440\u0443\u0432\u0430\u0442\u0438", "willing to talk about it, for a price.": "\u0456 \u043c\u043e\u0436\u0435 \u0440\u043e\u0437\u043f\u043e\u0432\u0456\u0441\u0442\u0438 \u043f\u0440\u043e \u0434\u0435\u044f\u043a\u0456, \u0437\u0430 \u043e\u043a\u0440\u0435\u043c\u0443 \u043f\u043b\u0430\u0442\u043d\u044e.", "a beast, wilder than imagining, erupts out of the foliage": "\u0432\u0435\u043b\u0438\u0447\u0435\u0437\u043d\u0438\u0439, \u0436\u0430\u0445\u043b\u0438\u0432\u0438\u0439 \u0437\u0432\u0456\u0440 \u0432\u0438\u0441\u0442\u0440\u0438\u0431\u0443\u0454 \u043d\u0430 \u0432\u0430\u0441", "go home": "\u0439\u0442\u0438 \u0434\u043e\u0434\u043e\u043c\u0443", "force": "\u0441\u0438\u043b\u0430", "the rickety cart will carry more wood from the forest": "\u0445\u043b\u0438\u043f\u043a\u0438\u0439 \u0432\u043e\u0437\u0438\u043a \u0434\u043e\u043f\u043e\u043c\u043e\u0436\u0435 \u043f\u043e\u0441\u0442\u0456\u0439\u043d\u043e \u0432\u043e\u0437\u0438\u0442\u0438 \u0434\u0435\u0440\u0435\u0432\u0438\u043d\u0443 \u0437 \u043b\u0456\u0441\u0443", "a ragged stranger stumbles through the door and collapses in the corner": "\u043e\u0431\u0456\u0440\u0432\u0430\u043d\u0430 \u043d\u0435\u0437\u043d\u0430\u0439\u043e\u043c\u043a\u0430 \u0437\u0430\u0448\u043f\u043e\u0440\u0442\u0430\u043b\u0430\u0441\u044f \u0447\u0435\u0440\u0435\u0437 \u043f\u043e\u0440\u0456\u0433 \u0456 \u0432\u043f\u0430\u043b\u0430 \u0443 \u043a\u0443\u0442\u043a\u0443", "not enough leather": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u0448\u043a\u0456\u0440\u0438", "the fight is short and bloody, but the beasts are repelled.": "\u0431\u0438\u0442\u0432\u0430 \u0431\u0443\u043b\u0430 \u043a\u043e\u0440\u043e\u0442\u043a\u043e\u044e \u0442\u0430 \u043a\u0440\u0438\u0432\u0430\u0432\u043e\u044e, \u0430\u043b\u0435 \u0437\u0432\u0456\u0440\u0456 \u0432\u0456\u0434\u0456\u0439\u0448\u043b\u0438.", "the wood is running out": "\u0437\u0430\u043a\u0456\u043d\u0447\u0443\u0454\u0442\u044c\u0441\u044f \u0434\u0435\u0440\u0435\u0432\u043e", "restart.": "\u043f\u0435\u0440\u0435\u0437\u0430\u043f\u0443\u0441\u0442\u0438\u0442\u0438.", "rot's been to work on it, and some of the pieces are missing.": "\u0433\u043d\u0438\u0442\u0442\u044f \u0434\u043e\u0432\u0435\u0440\u0448\u0438\u043b\u043e \u0441\u0432\u043e\u044e \u0441\u043f\u0440\u0430\u0432\u0443, \u0434\u0435\u044f\u043a\u0456 \u0447\u0430\u0441\u0442\u0438\u043d\u0438 \u0442\u0456\u043b\u0430 \u0432\u0456\u0434\u0441\u0443\u0442\u043d\u0456.", "workshop's finally ready. builder's excited to get to it": "\u043c\u0430\u0439\u0441\u0442\u0435\u0440\u043d\u044e \u0437\u0430\u0432\u0435\u0440\u0448\u0435\u043d\u043e. \u0437\u0430\u0434\u043e\u0432\u043e\u043b\u0435\u043d\u0430 \u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043f\u0435\u0440\u0435\u0431\u0438\u0440\u0430\u0454\u0442\u044c\u0441\u044f \u0434\u043e \u043d\u0435\u0457", "a trading post would make commerce easier": "\u0442\u043e\u0440\u0433\u043e\u0432\u0430 \u043f\u043b\u043e\u0449\u0430\u0434\u043a\u0430 \u043c\u0430\u0454 \u043f\u043e\u043a\u0440\u0430\u0449\u0438\u0442\u0438 \u0442\u043e\u0440\u0433\u0438", "not enough steel": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u0441\u0442\u0430\u043b\u0456", "perks:": "\u043d\u0430\u0432\u0438\u0447\u043a\u0438:", "saved.": "\u0437\u0431\u0435\u0440\u0435\u0436\u0435\u043d\u043e.", "after a skirmish they are driven away, but not without losses.": "\u043f\u0456\u0441\u043b\u044f \u0441\u0443\u0442\u0438\u0447\u043a\u0438 \u0432\u043e\u043d\u0438 \u043f\u0456\u0448\u043b\u0438 \u0433\u0435\u0442\u044c, \u0430\u043b\u0435 \u043d\u0435 \u0431\u0435\u0437 \u0432\u0442\u0440\u0430\u0442.", "tannery goes up quick, on the edge of the village": "\u043d\u0430 \u043a\u0440\u0430\u044e \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f \u0448\u0432\u0438\u0434\u043a\u043e \u0456 \u043b\u0435\u0433\u043a\u043e \u0437\u0432\u0435\u043b\u0438 \u0434\u0443\u0431\u0438\u043b\u044c\u043d\u044e", "learned to fight quite effectively without weapons": "\u043d\u0430\u0432\u0447\u0430\u0454 \u0435\u0444\u0435\u043a\u0442\u0438\u0432\u043d\u043e \u0431\u0438\u0442\u0438\u0441\u044f \u0431\u0435\u0437 \u0437\u0431\u0440\u043e\u0457", "leaves a pile of small teeth behind.": "\u0456 \u043b\u0438\u0448\u0430\u0454 \u043a\u0443\u043f\u043a\u0443 \u0434\u0440\u0456\u0431\u043d\u0438\u0445 \u0456\u043a\u043b\u0456\u0432.", "not enough scales": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u043b\u0443\u0441\u043a\u0438", "leave cave": "\u043f\u043e\u043a\u0438\u043d\u0443\u0442\u0438 \u043f\u0435\u0447\u0435\u0440\u0443", "hp: {0}/{1}": "\u0437\u0434\u043e\u0440.: {0}/{1}", "a lone frog sits in the muck, silently.": "\u0432 \u0431\u0430\u0433\u043d\u044e\u0446\u0456 \u043c\u043e\u0432\u0447\u043a\u0438 \u0441\u0438\u0434\u0438\u0442\u044c \u043e\u0434\u0438\u043d\u043e\u043a\u0430 \u0436\u0430\u0431\u0430.", "the steel is strong, and the blade true.": "\u0441\u0442\u0430\u043b\u044c \u043c\u0456\u0446\u043d\u0456\u0448\u0430, \u0456 \u043b\u0435\u0437\u043e \u0433\u043e\u0441\u0442\u0440\u0456\u0448\u0435.", "learned how to ignore the hunger": "\u0434\u043e\u0437\u0432\u043e\u043b\u044f\u0454 \u0456\u0433\u043d\u043e\u0440\u0443\u0432\u0430\u0442\u0438 \u0433\u043e\u043b\u043e\u0434", "punch": "\u0431\u0438\u0442\u0438", "water": "\u0432\u043e\u0434\u0430", "desert rat": "\u043f\u0443\u0441\u0442\u0435\u043b\u044c\u043d\u0438\u0439 \u0449\u0443\u0440", "a pack of snarling beasts pours out of the trees.": "\u0437\u0433\u0440\u0430\u044f \u0434\u0438\u043a\u0438\u0445 \u0437\u0432\u0456\u0440\u0456\u0432 \u0432\u0438\u0439\u0448\u043b\u0430 \u0437 \u043b\u0456\u0441\u0443.", "punches do even more damage.": "\u0443\u0434\u0430\u0440\u0438 \u0437\u0430\u0432\u0434\u0430\u044e\u0442\u044c \u043d\u0430\u0431\u0430\u0433\u0430\u0442\u043e \u0431\u0456\u043b\u044c\u0448\u043e\u0457 \u0448\u043a\u043e\u0434\u0438.", "roaring": "\u043f\u0430\u043b\u0430\u0454", "A Borehole": "\u0421\u0432\u0435\u0440\u0434\u043b\u043e\u0432\u0438\u043d\u0430", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "\u0431\u0456\u043b\u044f \u043f\u043e\u0440\u043e\u0433\u0443 \u043b\u0435\u0436\u0438\u0442\u044c \u043a\u0443\u043f\u0430 \u0434\u0440\u043e\u0432, \u0437\u0430\u0433\u043e\u0440\u043d\u0443\u0442\u0438\u0445 \u0432 \u0448\u043a\u0443\u0440\u0443.", "builder says she could make finer things, if she had the tools": "\u0437\u0430 \u0434\u043e\u043f\u043e\u043c\u043e\u0433\u043e\u044e \u0456\u043d\u0441\u0442\u0440\u0443\u043c\u0435\u043d\u0442\u0456\u0432, \u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043c\u043e\u0436\u0435 \u0437\u0440\u043e\u0431\u0438\u0442\u0438 \u0431\u0430\u0433\u0430\u0442\u043e \u043d\u0430\u0434\u0456\u0439\u043d\u0438\u0445 \u0440\u0435\u0447\u0435\u0439", "soldier": "\u0441\u043e\u043b\u0434\u0430\u0442", "learn scouting": "\u0432\u0438\u0432\u0447\u0438\u0442\u0438 \u0440\u043e\u0437\u0432\u0456\u0434\u043a\u0443", "share.": "\u043f\u043e\u0432\u0456\u0434\u043e\u043c\u0438\u0442\u0438.", "choose one slot to save to": "\u043e\u0431\u0435\u0440\u0456\u0442\u044c \u043e\u0434\u0438\u043d \u0441\u043b\u043e\u0442 \u0434\u043b\u044f \u0437\u0431\u0435\u0440\u0435\u0436\u0435\u043d\u043d\u044f", "A Murky Swamp": "\u0422\u0435\u043c\u043d\u0435 \u0411\u043e\u043b\u043e\u0442\u043e", "iron sword": "\u0437\u0430\u043b\u0456\u0437\u043d\u0438\u0439 \u043c\u0435\u0447", "scales": "\u043b\u0443\u0441\u043a\u0430", "the grasses thin. soon, only dust remains.": "\u0442\u0440\u0430\u0432\u0438 \u0432\u0441\u0435 \u043c\u0435\u043d\u0448\u0435 \u0456 \u043c\u0435\u043d\u0448\u0435. \u0441\u043a\u043e\u0440\u043e \u043b\u0438\u0448\u0438\u0442\u044c\u0441\u044f \u043b\u0438\u0448\u0435 \u043f\u0438\u043b.", "bayonet": "\u0431\u0430\u0433\u043d\u0435\u0442", "a shot rings out, from somewhere in the long grass": "\u0437\u0432\u0456\u0434\u043a\u0438\u0441\u044c \u0437-\u0437\u0430 \u0432\u0438\u0441\u043e\u043a\u043e\u0457 \u0442\u0440\u0430\u0432\u0438 \u043f\u0440\u043e\u043b\u0443\u043d\u0430\u0432 \u043f\u043e\u0441\u0442\u0440\u0456\u043b", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "\u0441\u0442\u0456\u043d\u0430 \u0437 \u043a\u043e\u0440\u044f\u0432\u0438\u0445 \u0434\u0435\u0440\u0435\u0432 \u043f\u0456\u0434\u0456\u0439\u043c\u0430\u0454\u0442\u044c\u0441\u044f \u0437 \u043f\u0438\u043b\u0443. \u0457\u0445\u043d\u0456 \u043a\u0440\u0438\u0432\u0456 \u0433\u0456\u043b\u043b\u044f\u043a\u0438 \u0441\u0445\u043e\u0436\u0456 \u043d\u0430 \u043a\u0456\u0441\u0442\u044f\u043a\u0438.", "gather wood": "\u0437\u0456\u0431\u0440\u0430\u0442\u0438 \u0434\u0440\u043e\u0432\u0430", "A Scavenger": "\u0421\u043c\u0456\u0442\u0442\u044f\u0440", "the villagers hang the thief high in front of the store room.": "\u043f\u043e\u0441\u0435\u043b\u0435\u043d\u0446\u0456 \u043f\u043e\u0432\u0456\u0448\u0430\u043b\u0438 \u043a\u0440\u0430\u0434\u0456\u044f \u043f\u0435\u0440\u0435\u0434 \u043a\u043e\u043c\u043e\u0440\u043e\u044e.", "1 medicine": "1 \u0430\u043f\u0442\u0435\u0447\u043a\u0430", "drop:": "\u043a\u0438\u043d\u0443\u0442\u0438:", "leaves some scraps of cloth behind.": "\u0456 \u043b\u0438\u0448\u0430\u0454 \u0442\u0440\u043e\u0445\u0438 \u0448\u043c\u0430\u0442\u0442\u044f.", "are you sure?": "\u0432\u0438 \u0432\u043f\u0435\u0432\u043d\u0435\u043d\u0456?", "charcutier": "\u043a\u043e\u043f\u0442\u044f\u0440\u0456", "trading post": "\u0440\u0438\u043d\u043e\u043a", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "\u043f\u0440\u0438\u0431\u0443\u043b\u0430 \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u0446\u044f \u0437 \u043f\u0443\u0441\u0442\u0438\u043c \u0432\u043e\u0437\u0438\u043a\u043e\u043c. \u043a\u0430\u0436\u0435, \u0449\u043e \u044f\u043a\u0449\u043e \u0434\u0430\u0441\u0442\u0435 \u0457\u0439 \u0442\u0440\u043e\u0445\u0438 \u0448\u043a\u0443\u0440, \u0432\u043e\u043d\u0430 \u043f\u043e\u0432\u0435\u0440\u043d\u0435 \u0431\u0456\u043b\u044c\u0448\u0435.", "in exchange, the wanderer offers his wisdom.": "\u0432 \u043e\u0431\u043c\u0456\u043d \u043d\u0430 \u043d\u043e\u0447\u0456\u0432\u043b\u044e, \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a \u043f\u0440\u043e\u043f\u043e\u043d\u0443\u0454 \u0441\u0432\u043e\u044e \u043c\u0443\u0434\u0440\u0456\u0441\u0442\u044c.", "sulphur miner": "\u0445\u0456\u043c\u0456\u043a\u0438", "warm": "\u0442\u0435\u043f\u043b\u043e", "A Feral Terror": "\u0414\u0438\u043a\u0435 \u0436\u0430\u0445\u0456\u0442\u0442\u044f", "stoke fire": "\u043f\u0456\u0434\u043a\u0438\u043d\u0443\u0442\u0438", "lift off": "\u0437\u0430\u043f\u0443\u0441\u043a", "shoot": "\u0441\u0442\u0440\u0456\u043b\u044f\u0442\u0438", "none": "\u043d\u0435\u043c\u0430\u0454", "a strange looking bird speeds across the plains": "\u0447\u0435\u0440\u0435\u0437 \u0440\u0456\u0432\u043d\u0438\u043d\u0443 \u043d\u0430\u0431\u0438\u0440\u0430\u044e\u0447\u0438 \u0448\u0432\u0438\u0434\u043a\u0456\u0441\u0442\u044c \u043d\u0430\u0431\u043b\u0438\u0436\u0430\u0454\u0442\u044c\u0441\u044f \u043d\u0435\u0437\u0432\u0438\u0447\u0430\u0439\u043d\u0438\u0439 \u043f\u0442\u0430\u0445", "linger": "\u0437\u0430\u0442\u0440\u0438\u043c\u0430\u0442\u0438\u0441\u044c", "take:": "\u0432\u0437\u044f\u0442\u0438:", "connect game to dropbox local storage": "\u043f\u0456\u0434\u043a\u043b\u044e\u0447\u0438\u0442\u0438 \u0433\u0440\u0443 \u0434\u043e dropbox", "strange bird": "\u043d\u0435\u0437\u0432\u0438\u0447\u0430\u0439\u043d\u0438\u0439 \u043f\u0442\u0430\u0445", "if the code is invalid, all data will be lost.": "\u044f\u043a\u0449\u043e \u043a\u043e\u0434 \u043d\u0435 \u0432\u0456\u0440\u043d\u0438\u0439, \u0432\u0441\u0456 \u0434\u0430\u043d\u043d\u0456 \u043c\u043e\u0436\u0443\u0442\u044c \u0431\u0443\u0442\u0438 \u0432\u0442\u0440\u0430\u0447\u0435\u043d\u0456.", "a swamp festers in the stagnant air.": "\u0431\u043e\u043b\u043e\u0442\u043e \u0433\u043d\u0438\u0454 \u0432 \u0431\u0440\u0443\u0434\u043d\u043e\u043c\u0443 \u043f\u043e\u0432\u0456\u0442\u0440\u0456.", "can't see what's inside.": "\u0437\u0432\u0456\u0434\u0441\u0438 \u043d\u0435 \u0432\u0438\u0434\u043d\u043e \u0449\u043e \u0442\u0430\u043c.", "grenade": "\u0433\u0440\u0430\u043d\u0430\u0442\u0430", "the stranger in the corner stops shivering. her breathing calms.": "\u043d\u0435\u0437\u043d\u0430\u0439\u043e\u043c\u043a\u0430 \u043f\u0435\u0440\u0435\u0441\u0442\u0430\u043b\u0430 \u0442\u0440\u0435\u043c\u0442\u0456\u0442\u0438 \u0432 \u043a\u0443\u0442\u043a\u0443 \u0456 \u0457\u0457 \u0434\u0438\u0445\u0430\u043d\u043d\u044f \u0437\u0430\u0441\u043f\u043e\u043a\u043e\u0457\u043b\u043e\u0441\u044c.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "\u043f\u0440\u0438\u0431\u0443\u0432 \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a \u0456\u0437 \u043f\u043e\u0440\u043e\u0436\u043d\u0456\u043c \u0432\u043e\u0437\u0438\u043a\u043e\u043c. \u043a\u0430\u0436\u0435, \u0449\u043e \u044f\u043a\u0449\u043e \u0434\u0430\u0442\u0438 \u0439\u043e\u043c\u0443 \u0442\u0440\u043e\u0445\u0438 \u0434\u0435\u0440\u0435\u0432\u0438\u043d\u0438, \u0437 \u0447\u0430\u0441\u043e\u043c \u0432\u0456\u043d \u043f\u043e\u0432\u0435\u0440\u043d\u0435 \u0457\u0457 \u0443 \u0431\u0456\u043b\u044c\u0448\u0456\u0439 \u043a\u0456\u043b\u044c\u043a\u043e\u0441\u0442\u0456.", "gaunt man": "\u0445\u0443\u0434\u043e\u0440\u043b\u044f\u0432\u0438\u0439 \u0447\u043e\u043b\u043e\u0432\u0456\u043a", "An Outpost": "\u0411\u043b\u043e\u043a\u043f\u043e\u0441\u0442", "cured meat": "\u043a\u043e\u043f\u0447\u0435\u043d\u0438\u043d\u0430", "builder puts up a hut, out in the forest. says word will get around.": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043f\u043e\u0441\u0442\u0430\u0432\u0438\u043b\u0430 \u0445\u0430\u0442\u0438\u043d\u043a\u0443 \u0432 \u043b\u0456\u0441\u0456. \u043a\u0430\u0436\u0435 \u0449\u043e \u0432\u0438\u0439\u0448\u043b\u043e \u0434\u043e\u0441\u0438\u0442\u044c \u043d\u0435\u043f\u043e\u0433\u0430\u043d\u043e.", "learned how not to be seen": "\u043d\u0430\u0432\u0447\u0430\u0454 \u0431\u0443\u0442\u0438 \u043d\u0435\u043f\u043e\u043c\u0456\u0442\u043d\u0438\u043c", "punches do more damage": "\u0443\u0434\u0430\u0440\u0438 \u043c\u0430\u044e\u0442\u044c \u0431\u0456\u043b\u044c\u0448\u0443 \u0441\u0438\u043b\u0443", "some traps have been destroyed": "\u0434\u0435\u044f\u043a\u0456 \u0437 \u043f\u0430\u0441\u0442\u043e\u043a \u0437\u043d\u0438\u0449\u0435\u043d\u043e", "well armed men charge out of the forest, firing into the crowd.": "\u0434\u043e\u0431\u0440\u0435 \u043e\u0437\u0431\u0440\u043e\u0454\u043d\u0456 \u043b\u044e\u0434\u0438 \u0432\u0438\u0439\u0448\u043b\u0438 \u0437 \u043b\u0456\u0441\u0443 \u0456 \u043f\u043e\u0447\u0438\u043d\u0430\u044e\u0442\u044c \u0441\u0442\u0440\u0456\u043b\u044f\u0442\u0438 \u0432 \u043d\u0430\u0442\u043e\u0432\u043f.", "deep in the swamp is a moss-covered cabin.": "\u0433\u043b\u0438\u0431\u043e\u043a\u043e \u043f\u043e\u0441\u0435\u0440\u0435\u0434 \u0431\u043e\u043b\u043e\u0442\u0430 \u0440\u043e\u0437\u0442\u0430\u0448\u043e\u0432\u0430\u043d\u0430, \u043f\u043e\u043a\u0440\u0438\u0442\u0430 \u043c\u043e\u0445\u043e\u043c, \u043a\u0430\u0431\u0456\u043d\u0430.", "all the work of a previous generation is here.": "\u0432\u0441\u044f \u0440\u043e\u0431\u043e\u0442\u0430 \u043f\u043e\u043f\u0435\u0440\u0435\u0434\u043d\u0456\u0445 \u043f\u043e\u043a\u043e\u043b\u0456\u043d\u044c \u0437\u0456\u0431\u0440\u0430\u043d\u0430 \u0442\u0443\u0442.", "An Old Starship": "\u0421\u0442\u0430\u0440\u0438\u0439 \u0437\u043e\u0440\u0435\u043b\u0456\u0442", "ignore it": "\u0456\u0433\u043d\u043e\u0440\u0443\u0432\u0430\u0442\u0438", "hot": "\u0433\u0430\u0440\u044f\u0447\u0435", "upgrade engine": "\u043e\u043d\u043e\u0432\u0438\u0442\u0438 \u0440\u0443\u0448\u0456\u0439", "forest": "\u043b\u0456\u0441", "give 500": "\u043d\u0430\u0434\u0430\u0442\u0438 500", "A Dark Room": "\u0422\u0435\u043c\u043d\u0430 \u043a\u0456\u043c\u043d\u0430\u0442\u0430", "builder says leather could be useful. says the villagers could make it.": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043a\u0430\u0436\u0435, \u0449\u043e \u0448\u043a\u0456\u0440\u0430 \u043c\u043e\u0436\u0435 \u0441\u0442\u0430\u0442\u0438\u0441\u044f \u0443 \u043d\u0430\u0433\u043e\u0434\u0456, \u0456 \u0436\u0438\u0442\u0435\u043b\u0456 \u043b\u0435\u0433\u043a\u043e \u043c\u043e\u0436\u0443\u0442\u044c \u0457\u0457 \u0432\u0438\u0433\u043e\u0442\u043e\u0432\u043b\u044f\u0442\u0438.", "craft:": "\u043a\u0440\u0430\u043c:", "Iron Mine": "\u0417\u0430\u043b\u0456\u0437\u043d\u0430 \u043a\u043e\u043f\u0430\u043b\u044c\u043d\u044f", "coal mine": "\u0432\u0443\u0433\u0456\u043b\u044c\u043d\u0430 \u043a\u043e\u043f\u0430\u043b\u044c\u043d\u044f", "bits of meat": "\u0448\u043c\u0430\u0442\u043a\u0438 \u043c'\u044f\u0441\u0430", "the remains of an old camp sits just inside the cave.": "\u0432 \u0441\u0435\u0440\u0435\u0434\u0438\u043d\u0456 \u043f\u0435\u0447\u0435\u0440\u0438 \u0437\u043d\u0430\u0445\u043e\u0434\u044f\u0442\u044c\u0441\u044f \u0437\u0430\u043b\u0438\u0448\u043a\u0438 \u0441\u0442\u0430\u0440\u043e\u0433\u043e \u0442\u0430\u0431\u043e\u0440\u0443.", "The Village": "\u041f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f", "snarling beast": "\u0433\u0430\u0440\u0447\u0430\u0449\u0438\u0439 \u0437\u0432\u0456\u0440", "strange noises can be heard through the walls": "\u0434\u0438\u0432\u043d\u0438\u0439 \u0448\u0443\u0440\u0445\u0456\u0442 \u0447\u0443\u0442\u0438 \u0437\u0430 \u0441\u0442\u0456\u043d\u0430\u043c\u0438", "coal": "\u0432\u0443\u0433\u0456\u043b\u043b\u044f", "Stratosphere": "\u0421\u0442\u0440\u0430\u0442\u043e\u0441\u0444\u0435\u0440\u0430", "man-eater": "\u043b\u044e\u0434\u043e\u0436\u0435\u0440", "can't tell what they're up to.": "\u043d\u0435\u0437\u0440\u043e\u0437\u0443\u043c\u0456\u043b\u043e, \u0449\u043e \u0436 \u0442\u0430\u043c \u0440\u043e\u0431\u0438\u0442\u044c\u0441\u044f.", "enter": "\u0443\u0432\u0456\u0439\u0442\u0438", "Ship": "\u041a\u043e\u0440\u0430\u0431\u0435\u043b\u044c", "better avoid conflict in the wild": "\u043a\u0440\u0430\u0449\u0435 \u0443\u043d\u0438\u043a\u0430\u0442\u0438 \u043a\u043e\u043d\u0444\u043b\u0456\u043a\u0442\u0456\u0432 \u043d\u0430 \u043f\u0443\u0441\u0442\u0438\u0449\u0456", "talk": "\u0437\u0430\u0432\u0435\u0441\u0442\u0438 \u0440\u043e\u0437\u043c\u043e\u0432\u0443", "A Soldier": "\u0421\u043e\u043b\u0434\u0430\u0442", "the man expresses his thanks and hobbles off.": "\u043b\u044e\u0434\u0438\u043d\u0430 \u0449\u0438\u0440\u043e \u0434\u044f\u043a\u0443\u0454 \u0456 \u0439\u0434\u0435 \u0433\u0435\u0442\u044c.", "the villagers haul a filthy man out of the store room.": "\u043f\u043e\u0441\u0435\u043b\u0435\u043d\u0446\u0456 \u0442\u044f\u0433\u043d\u0443\u0442\u044c \u0431\u0440\u0443\u0434\u043d\u043e\u0433\u043e \u0447\u043e\u043b\u043e\u0432\u0456\u043a\u0430 \u0437\u0456 \u0441\u0442\u043e\u0440\u043e\u043d\u0438 \u043a\u043e\u043c\u043e\u0440\u0438.", "learned to make the most of food": "\u043d\u0430\u0432\u0447\u0430\u0454, \u044f\u043a \u043f\u0440\u0438\u0433\u043e\u0442\u0443\u0432\u0430\u0442\u0438 \u0431\u0456\u043b\u044c\u0448\u0435 \u0457\u0436\u0456", "cold": "\u0445\u043e\u043b\u043e\u0434\u043d\u043e", "A Crashed Starship": "\u0420\u043e\u0437\u0431\u0438\u0442\u0438\u0439 \u043a\u043e\u0441\u043c\u0456\u0447\u043d\u0438\u0439 \u043a\u043e\u0440\u0430\u0431\u0435\u043b\u044c", "the fire is {0}": "\u0432\u043e\u0433\u043e\u043d\u044c {0}", "A Lonely Hut": "\u041e\u0434\u0438\u043d\u043e\u043a\u0430 \u0445\u0430\u0442\u0438\u043d\u0430", "buy teeth": "\u043f\u0440\u0438\u0434\u0431\u0430\u0442\u0438 \u0456\u043a\u043b\u0430", "burning": "\u0433\u043e\u0440\u0438\u0442\u044c", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "\u043f\u0456\u0434 \u0442\u043e\u043d\u043a\u0438\u043c \u0448\u0430\u0440\u0443 \u043f\u0438\u043b\u0443 \u043b\u0435\u0436\u0430\u0442\u044c \u043f\u043e\u0440\u0432\u0430\u043d\u0456 \u043f\u043e\u0447\u043e\u0440\u043d\u0456\u0432\u0448\u0438 \u0441\u043f\u0430\u043b\u044c\u043d\u0456 \u043c\u0456\u0448\u043a\u0438.", "dodge attacks more effectively": "\u0431\u0456\u043b\u044c\u0448 \u0435\u0444\u0435\u043a\u0442\u0438\u0432\u043d\u043e \u0443\u043d\u0438\u043a\u0430\u0439\u0442\u0435 \u0430\u0442\u0430\u043a\u0438", "hull: ": "\u043a\u043e\u0440\u043f\u0443\u0441: ", "thieves": "\u0437\u043b\u043e\u0434\u0456\u0457", "lights off.": "\u0437\u0430\u0442\u0435\u043c\u043d\u0438\u0442\u0438.", "learned to look ahead": "\u043d\u0430\u0432\u0447\u0430\u0454 \u0431\u0430\u0447\u0438\u0442\u0438 \u0434\u0430\u043b\u0456", "Coal Mine": "\u0412\u0443\u0433\u0456\u043b\u044c\u043d\u0430 \u043a\u043e\u043f\u0430\u043b\u044c\u043d\u0430", "save to slot": "\u0437\u0431\u0435\u0440\u0435\u0433\u0442\u0438 \u0432 \u043a\u043e\u043c\u0456\u0440\u043a\u0443", "hunter": "\u043c\u0438\u0441\u043b\u0438\u0432\u0446\u0456", "some weird glowing boxes he picked up on his travels.": "\u044f\u043a\u0456\u0441\u044c \u0434\u0438\u0432\u043d\u0456 \u043a\u043e\u0440\u043e\u0431\u043a\u0438, \u044f\u043a\u0456 \u0441\u0432\u0456\u0442\u044f\u0442\u044c\u0441\u044f \u0432 \u0442\u0435\u043c\u0440\u044f\u0432\u0456, \u0432\u0456\u043d \u043f\u0456\u0434\u0456\u0431\u0440\u0430\u0432 \u043f\u0456\u0434 \u0447\u0430\u0441 \u043c\u0430\u043d\u0434\u0440\u0456\u0432.", "give 50": "\u043d\u0430\u0434\u0430\u0442\u0438 50", "wagon": "\u0432\u0456\u0437\u043e\u043a", "An Old House": "\u0417\u0430\u043a\u0438\u043d\u0443\u0442\u0430 \u0431\u0443\u0434\u0456\u0432\u043b\u044f", "meat": "\u043c'\u044f\u0441\u043e", "a terrible plague is fast spreading through the village.": "\u0436\u0430\u0445\u043b\u0438\u0432\u0430 \u0435\u043f\u0456\u0434\u0435\u043c\u0456\u044f \u0448\u0438\u0440\u0438\u0442\u044c\u0441\u044f \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f\u043c.", "the gaunt man is dead": "\u0445\u0443\u0434\u043e\u0440\u043b\u044f\u0432\u0438\u0439 \u0447\u043e\u043b\u043e\u0432\u0456\u043a \u0437\u0430\u0433\u0438\u043d\u0443\u0432", "bone spear": "\u0441\u043f\u0438\u0441", "leather's not strong. better than rags, though.": "\u0448\u043a\u0456\u0440\u0430 \u043d\u0435 \u0434\u0443\u0436\u0435 \u0456 \u043c\u0456\u0446\u043d\u0430, \u0430\u043b\u0435 \u0446\u0435 \u043a\u0440\u0430\u0449\u0435 \u043d\u0456\u0436 \u043d\u0456\u0447\u043e\u0433\u043e.", "armourer": "\u0437\u0431\u0440\u043e\u044f\u0440\u0456", "a small group arrives, all dust and bones.": "\u043f\u0440\u0438\u0431\u0443\u043b\u0430 \u043d\u0435\u0432\u0435\u043b\u0438\u043a\u0430 \u0433\u0440\u0443\u043f\u0430 \u043d\u0435\u0437\u043d\u0430\u0439\u043e\u043c\u0446\u0456\u0432, \u043e\u0434\u043d\u0430 \u0448\u043a\u0456\u0440\u0430 \u0442\u0430 \u043a\u0456\u0441\u0442\u043a\u0438.", "weight": "\u0432\u0430\u0433\u0430", "torch": "\u0441\u043c\u043e\u043b\u043e\u0441\u043a\u0438\u043f", "The Thief": "\u0417\u043b\u043e\u0434\u0456\u0439", "not enough cloth": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u0448\u043c\u0430\u0442\u0442\u044f", "connect": "\u043f\u0456\u0434\u043a\u043b\u044e\u0447\u0438\u0442\u0438", "learned to be where they're not": "\u043d\u0430\u0432\u0447\u0430\u044e \u0443\u0445\u0438\u043b\u044f\u0442\u0438\u0441\u044f \u0432\u0456\u0434 \u0443\u0434\u0430\u0440\u0456\u0432", "go twice as far without eating": "\u0432\u0434\u0432\u0456\u0447\u0456 \u0434\u043e\u0432\u0448\u0435 \u043e\u0431\u0445\u043e\u0434\u0438\u0442\u0438\u0441\u044f \u0431\u0435\u0437 \u0457\u0436\u0456", "the plague is kept from spreading.": "\u0435\u043f\u0456\u0434\u0435\u043c\u0456\u044f \u043f\u0435\u0440\u0435\u0441\u0442\u0430\u0454 \u0440\u043e\u0437\u043f\u043e\u0432\u0441\u044e\u0434\u0436\u0443\u0432\u0430\u0442\u0438\u0441\u044c.", "the cask holds enough water for longer expeditions": "\u0434\u0456\u0436\u043a\u0430 \u0432\u043c\u0456\u0449\u0443\u0454 \u0431\u0456\u043b\u044c\u0448\u0435 \u0432\u043e\u0434\u0438 \u0434\u043b\u044f \u0442\u0440\u0438\u0432\u0430\u043b\u0456\u0448\u0438\u0445 \u0435\u043a\u0441\u043f\u0435\u0434\u0438\u0446\u0456\u0439", "check traps": "\u043e\u0433\u043b\u044f\u043d\u0443\u0442\u0438 \u043f\u0430\u0441\u0442\u043a\u0438", "Plague": "\u0427\u0443\u043c\u0430", "medicine": "\u043b\u0456\u043a\u0438", "tannery": "\u0434\u0443\u0431\u0438\u043b\u044c\u043d\u044f", "lob": "\u043a\u0438\u043d\u0443\u0442\u0438", "no more room for huts.": "\u043d\u0435\u043c\u0430\u0454 \u043c\u0456\u0441\u0446\u044f \u0434\u043b\u044f \u0445\u0430\u0442\u0438\u043d\u043e\u043a.", "a large creature attacks, claws freshly bloodied": "\u0432\u0435\u043b\u0438\u043a\u0430 \u0456\u0441\u0442\u043e\u0442\u0430, \u0456\u0437 \u0437\u0430\u043a\u0440\u0438\u0432\u0430\u0432\u043b\u0435\u043d\u0438\u043c\u0438 \u043a\u0456\u0433\u0442\u044f\u043c\u0438, \u0430\u0442\u0430\u043a\u0443\u0454", "a sick man hobbles up": "\u043f\u0440\u0438\u0439\u0448\u043e\u0432 \u0445\u0432\u043e\u0440\u0438\u0439 \u0447\u043e\u043b\u043e\u0432\u0456\u043a", "An Abandoned Town": "\u041f\u043e\u043a\u0438\u043d\u0443\u0442\u0435 \u043c\u0456\u0441\u0442\u0435\u0447\u043a\u043e", "cart": "\u0432\u043e\u0437\u0438\u043a", "the wood has run out": "\u0437\u0430\u043a\u0456\u043d\u0447\u0443\u0454\u0442\u044c\u0441\u044f \u0434\u0435\u0440\u0435\u0432\u043e", "The Master": "\u041c\u0430\u0439\u0441\u0442\u0435\u0440", "thrust": "\u0441\u0442\u0443\u0441\u043d\u0443\u0442\u0438", "a soldier opens fire from across the desert": "\u0441\u043e\u043b\u0434\u0430\u0442 \u0432\u0456\u0434\u043a\u0440\u0438\u0432\u0430\u0454 \u0432\u043e\u0433\u043e\u043d\u044c \u043a\u0440\u0456\u0437\u044c \u043f\u0443\u0441\u0442\u0435\u043b\u044e", "go twice as far without drinking": "\u0443\u0434\u0432\u0456\u0447\u0456 \u0434\u043e\u0432\u0448\u0435 \u043d\u0435 \u0432\u0456\u0434\u0447\u0443\u0432\u0430\u0442\u0438 \u0441\u043f\u0440\u0430\u0433\u0438", "the villagers retreat to mourn the dead.": "\u043f\u043e\u0441\u0435\u043b\u0435\u043d\u0446\u0456 \u0441\u0443\u043c\u0443\u044e\u0442\u044c \u0437\u0430 \u0437\u0430\u0433\u0438\u0431\u043b\u0438\u043c\u0438.", "A Modest Village": "\u0421\u0435\u0440\u0435\u0434\u043d\u0454 \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f", "swing": "\u0437\u0430\u043c\u0430\u0445\u043d\u0443\u0442\u0438\u0441\u044f", "alien alloy": "\u043a\u043e\u0441\u043c\u0456\u0447\u043d\u0438\u0439 \u0441\u043f\u043b\u0430\u0432", "export or import save data, for backing up": "\u0435\u043a\u0441\u043f\u043e\u0440\u0442 \u0447\u0438 \u0456\u043c\u043f\u043e\u0440\u0442 \u0434\u0430\u043d\u0438\u0445, \u0437\u0430 \u0434\u043b\u044f \u043e\u0442\u0440\u0438\u043c\u0430\u043d\u043d\u044f \u0440\u0435\u0437\u0435\u0440\u0432\u043d\u043e\u0457 \u043a\u043e\u043f\u0456\u0457", "smokehouse": "\u043a\u043e\u043f\u0442\u0438\u043b\u044c\u043d\u044f", "vague shapes move, just out of sight.": "\u044f\u043a\u0456\u0441\u044c \u0440\u043e\u0437\u043f\u043b\u0438\u0432\u0447\u0430\u0441\u0442\u0456 \u0442\u0456\u043d\u0456, \u043d\u0435\u043c\u043e\u0436\u043b\u0438\u0432\u043e \u0440\u043e\u0437\u0433\u043b\u0435\u0434\u0456\u0442\u0438.", "Wanderer": "\u041c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a", "the earth here is split, as if bearing an ancient wound": "\u0437\u0435\u043c\u043b\u044f \u0442\u0443\u0442 \u0440\u043e\u0437\u0445\u043e\u0434\u0438\u0442\u044c\u0441\u044f, \u043d\u0430\u0447\u0435 \u0441\u0442\u0430\u0440\u0430 \u0432\u0438\u0440\u0430\u0437\u043a\u0430", "dangerous to be this far from the village without proper protection": "\u043d\u0435\u0431\u0435\u0437\u043f\u0435\u0447\u043d\u043e \u0432\u0456\u0434\u0445\u043e\u0434\u0438\u0442\u0438 \u0434\u0430\u043b\u0435\u043a\u043e \u0432\u0456\u0434 \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f \u0431\u0435\u0437 \u043d\u0430\u0434\u0456\u0439\u043d\u043e\u0433\u043e \u0437\u0430\u0445\u0438\u0441\u0442\u0443", "the compass points southeast": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0432\u043a\u0430\u0437\u0443\u0454 \u043d\u0430 \u043f\u0456\u0432\u0434\u0435\u043d\u043d\u0438\u0439 \u0441\u0445\u0456\u0434", "barbarian": "\u0432\u0430\u0440\u0432\u0430\u0440", "the wanderer leaves, cart loaded with furs": "\u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u0446\u044f \u0457\u0434\u0435 \u0437 \u0432\u043e\u0437\u0438\u043a\u043e\u043c \u0448\u043a\u0443\u0440", "there are still supplies inside.": "\u0442\u0443\u0442 \u0431\u0430\u0433\u0430\u0442\u043e \u0440\u0435\u0447\u0435\u0439.", "traps are more effective with bait.": "\u043f\u0430\u0441\u0442\u043a\u0438 \u0437 \u043f\u0440\u0438\u043c\u0430\u043d\u043a\u043e\u044e \u0431\u0456\u043b\u044c\u0448 \u0435\u0444\u0435\u043a\u0442\u0438\u0432\u043d\u0456.", "a sickness is spreading through the village.": "\u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f\u043c \u0448\u0438\u0440\u0438\u0442\u044c\u0441\u044f \u0445\u0432\u043e\u0440\u043e\u0431\u0430.", "tangle": "\u043e\u043f\u043b\u0443\u0442\u0430\u0442\u0438", "miss": "\u043f\u0440\u043e\u043c\u0430\u0445", "the meat has run out": "\u0437\u0430\u043a\u0456\u043d\u0447\u0438\u043b\u043e\u0441\u044f \u043c'\u044f\u0441\u043e", "A Murky Swamp": "\u0422\u0435\u043c\u043d\u0435 \u0431\u043e\u043b\u043e\u0442\u043e", "go inside": "\u0439\u0442\u0438 \u0432 \u0441\u0435\u0440\u0435\u0434\u0438\u043d\u0443", "turn her away": "\u0432\u0456\u0434\u043f\u0440\u0430\u0432\u0438\u0442\u0438 \u0457\u0457 \u0433\u0435\u0442\u044c", "reinforce hull": "\u0437\u043c\u0456\u0446\u043d\u0438\u0442\u0438 \u043a\u043e\u0440\u043f\u0443\u0441", "not enough wood to get the fire going": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u0434\u0435\u0440\u0435\u0432\u0430 \u0434\u043b\u044f \u043f\u0456\u0434\u0442\u0440\u0438\u043c\u043a\u0438 \u0431\u0430\u0433\u0430\u0442\u0442\u044f", "a stranger arrives in the night": "\u0443 \u043d\u043e\u0447\u0456 \u043f\u0440\u0438\u0431\u0443\u0432 \u043d\u0435\u0437\u043d\u0430\u0439\u043e\u043c\u0435\u0446\u044c", "hut": "\u0445\u0430\u0442\u0438\u043d\u0430", "trapper": "\u043b\u043e\u0432\u0447\u0456", "rifle": "\u0440\u0443\u0448\u043d\u0438\u0446\u044f", "sulphur": "\u0441\u0456\u0440\u043a\u0430", "steel": "\u0441\u0442\u0430\u043b\u044c", "the stranger is standing by the fire. she says she can help. says she builds things.": "\u043d\u0435\u0437\u043d\u0430\u0439\u043e\u043c\u043a\u0430 \u043f\u0456\u0434\u0456\u0439\u0448\u043b\u0430 \u0434\u043e \u0432\u043e\u0433\u043d\u044e. \u043f\u0440\u043e\u043f\u043e\u043d\u0443\u0454 \u0434\u043e\u043f\u043e\u043c\u043e\u0433\u0443. \u043a\u0430\u0436\u0435, \u0449\u043e \u0432\u043c\u0456\u0454 \u043c\u0430\u0439\u0441\u0442\u0440\u0443\u0432\u0430\u0442\u0438.", "the only hope is a quick death.": "\u0454\u0434\u0438\u043d\u0430 \u043d\u0430\u0434\u0456\u044f \u043d\u0430 \u0448\u0432\u0438\u0434\u043a\u0443 \u0441\u043c\u0435\u0440\u0442\u044c.", "the lizard is dead": "\u044f\u0449\u0456\u0440\u043a\u0430 \u043c\u0435\u0440\u0442\u0432\u0430", "iron": "\u0437\u0430\u043b\u0456\u0437\u043e", "light fire": "\u0440\u043e\u0437\u043f\u0430\u043b\u0438\u0442\u0438 \u0432\u043e\u0433\u043e\u043d\u044c", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "\u0434\u0438\u0432\u043d\u0430 \u043d\u0435\u0437\u043d\u0430\u0439\u043e\u043c\u043a\u0430 \u0442\u0440\u0435\u043c\u0442\u0438\u0442\u044c \u0456 \u0449\u043e\u0441\u044c \u043d\u0435\u0440\u043e\u0437\u0431\u0456\u0440\u043b\u0438\u0432\u043e \u0431\u0443\u0440\u043c\u043e\u0447\u0435.", "A Firelit Room": "\u041e\u0441\u0432\u0456\u0442\u043b\u0435\u043d\u0430 \u043a\u0456\u043c\u043d\u0430\u0442\u0430", "some wood is missing.": "\u0447\u0430\u0441\u0442\u0438\u043d\u0430 \u0434\u0435\u0440\u0435\u0432\u0438\u043d\u0438 \u0437\u043d\u0438\u043a\u043b\u0430.", "The Beggar": "\u0416\u0435\u0431\u0440\u0430\u043a", "ripe for the picking.": "\u0433\u043e\u0442\u043e\u0432\u0456, \u0430\u0431\u0438 \u0457\u0445 \u0437\u0430\u0431\u0440\u0430\u043b\u0438.", "A Destroyed Village": "\u0417\u043d\u0438\u0449\u0435\u043d\u0435 \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f", "coal miner": "\u0432\u0443\u0433\u043b\u0435\u043a\u043e\u043f\u0438", "not enough teeth": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u0456\u043a\u043b\u0456\u0432", "all he has are some scales.": "\u0432\u0441\u0435, \u0449\u043e \u0432\u0456\u043d \u043c\u0430\u0454, \u0446\u0435 \u0442\u0440\u043e\u0445\u0438 \u043b\u0443\u0441\u043a\u0438.", "learned to predict their movement": "\u043d\u0430\u0432\u0447\u0430\u0454 \u043f\u0435\u0440\u0435\u0434\u0431\u0430\u0447\u0430\u0442\u0438 \u0440\u0443\u0445\u0438", "the nights are rent with screams.": "\u043a\u043e\u0436\u043d\u043e\u0457 \u043d\u043e\u0447\u0456 \u0447\u0443\u0442\u0438 \u043a\u0440\u0438\u043a\u0438.", "take": "\u0432\u0437\u044f\u0442\u0438", "the scavenger is dead": "\u0441\u043c\u0456\u0442\u0442\u044f\u0440 \u0437\u0430\u0433\u0438\u043d\u0443\u0432", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "\u0437'\u044f\u0432\u043b\u044f\u0454\u0442\u044c\u0441\u044f \u043a\u043e\u0447\u0456\u0432\u043d\u0438\u043a \u0437 \u043a\u0443\u043f\u043e\u044e \u0442\u043e\u0440\u0431.", "a convoy lurches in, equal parts worry and hope.": "\u043f\u0440\u0438\u0431\u0443\u0432 \u043a\u043e\u043d\u0432\u043e\u0439, \u0441\u043f\u043e\u0432\u043d\u0435\u043d\u0438\u0439 \u043e\u0434\u043d\u043e\u0447\u0430\u0441\u043d\u043e \u0445\u0432\u0438\u043b\u044e\u0432\u0430\u043d\u043d\u044f\u043c \u0456 \u043d\u0430\u0434\u0456\u0454\u044e.", "the map uncovers a bit of the world": "\u043c\u0430\u043f\u0430 \u0432\u0456\u0434\u043a\u0440\u0438\u0432\u0430\u0454 \u0447\u0430\u0441\u0442\u0438\u043d\u0443 \u0441\u0432\u0456\u0442\u0443", "the sounds stop.": "\u0437\u0432\u0443\u043a\u0438 \u043f\u0440\u0438\u043f\u0438\u043d\u0438\u043b\u0438\u0441\u044f.", "rucksack": "\u0440\u044e\u043a\u0437\u0430\u043a", "lights on.": "\u043e\u0441\u0432\u0456\u0442\u043b\u0438\u0442\u0438.", "a torch to keep the dark away": "\u0441\u043c\u043e\u043b\u043e\u0441\u043a\u0438\u043f \u0440\u043e\u0437\u0433\u0430\u043d\u044f\u0454 \u043f\u0456\u0442\u044c\u043c\u0443", "the sickness is cured in time.": "\u0445\u0432\u043e\u0440\u043e\u0431\u0443 \u0432\u0447\u0430\u0441\u043d\u043e \u0437\u0443\u043f\u0438\u043d\u0438\u043b\u0438.", "charm": "\u043d\u0430\u043c\u0438\u0441\u0442\u043e", "the sniper is dead": "\u0441\u043d\u0430\u0439\u043f\u0435\u0440 \u0437\u0430\u0433\u0438\u043d\u0443\u0432", "nothing": "\u043d\u0456\u0447\u043e\u0433\u043e", "say his folk have been skimming the supplies.": "\u043a\u0430\u0436\u0443\u0442\u044c, \u0432\u0456\u043d \u043a\u0440\u0430\u0432 \u0440\u0435\u0447\u0456 \u0437 \u043d\u0435\u0457.", "Restart?": "\u041f\u0435\u0440\u0435\u0437\u0430\u043f\u0443\u0441\u0442\u0438\u0442\u0438?", "this is irreversible.": "\u0446\u0435 \u043d\u0435\u043c\u043e\u0436\u043b\u0438\u0432\u043e \u0441\u043a\u0430\u0441\u0443\u0432\u0430\u0442\u0438.", "the town's booming. word does get around.": "\u043c\u0456\u0441\u0442\u043e \u0440\u043e\u0437\u0440\u043e\u0441\u0442\u0430\u0454\u0442\u044c\u0441\u044f, \u0447\u0443\u0442\u043a\u0438 \u043f\u0440\u043e \u043d\u044c\u043e\u0433\u043e \u0448\u0438\u0440\u044f\u0442\u044c\u0441\u044f.", "Dropbox connection": "\u041f\u0456\u0434\u043a\u043b\u044e\u0447\u0435\u043d\u043d\u044f \u0434\u043e Dropbox", "iron miner": "\u0440\u0443\u0434\u043e\u043a\u043e\u043f\u0438", "give 100": "\u043d\u0430\u0434\u0430\u0442\u0438 100", "Export": "\u0415\u043a\u0441\u043f\u043e\u0440\u0442", "A Sniper": "\u0421\u043d\u0430\u0439\u043f\u0435\u0440", "the mysterious wanderer returns, cart piled high with wood.": "\u0437\u0430\u0433\u0430\u0434\u043a\u043e\u0432\u0438\u0439 \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a \u043f\u043e\u0432\u0435\u0440\u043d\u0443\u0432\u0441\u044f, \u0439\u043e\u0433\u043e \u0432\u043e\u0437\u0438\u043a \u0434\u043e\u0432\u0435\u0440\u0445\u0443 \u043d\u0430\u043f\u043e\u0432\u043d\u0435\u043d\u0438\u0439 \u0434\u0435\u0440\u0435\u0432\u0438\u043d\u043e\u044e.", "precise": "\u043f\u0435\u0440\u0435\u0434\u0431\u0430\u0447\u043b\u0438\u0432\u0438\u0439", "convoy": "\u043a\u043e\u043d\u0432\u043e\u0439", "stunned": "\u043e\u043f\u043b\u0443\u0442\u0430\u043d\u043e", "a thief is caught": "\u0437\u043b\u043e\u0432\u0438\u043b\u0438 \u0437\u043b\u043e\u0434\u0456\u044f", "a beggar arrives.": "\u043f\u0440\u0438\u0431\u0443\u0432 \u0436\u0435\u0431\u0440\u0430\u043a.", "the strange bird is dead": "\u043d\u0435\u0437\u0432\u0438\u0447\u0430\u0439\u043d\u0438\u0439 \u043f\u0442\u0430\u0445 \u0437\u0430\u0433\u0438\u043d\u0443\u0432", "*** EVENT ***": "*** \u041f\u041e\u0414\u0406\u042f ***", "the grass thrashes wildly as a huge lizard pushes through": "\u0442\u0440\u0430\u0432\u0430 \u0437\u0433\u0438\u043d\u0430\u0454\u0442\u044c\u0441\u044f \u043f\u0456\u0434 \u0442\u0443\u0448\u0435\u044e \u0432\u0435\u043b\u0438\u0447\u0435\u0437\u043d\u043e\u0457 \u044f\u0449\u0456\u0440\u043a\u0438", "medicine is needed immediately.": "\u043d\u0435\u0433\u0430\u0439\u043d\u043e \u043f\u043e\u0442\u0440\u0456\u0431\u043d\u0456 \u043b\u0456\u043a\u0438.", "give 1 medicine": "\u043d\u0430\u0434\u0430\u0442\u0438 \u043e\u0434\u043d\u0443 \u0430\u043f\u0442\u0435\u0447\u043a\u0443", "the old compass is dented and dusty, but it looks to work.": "\u0441\u0442\u0430\u0440\u0438\u0439 \u043a\u043e\u043c\u043f\u0430\u0441 \u043f\u043e\u043c'\u044f\u0442\u0438\u0439 \u0442\u0430 \u0437\u0430\u043f\u0438\u043b\u0435\u043d\u0438\u0439, \u0430\u043b\u0435 \u0432\u0438\u0433\u043b\u044f\u0434\u0430\u0454 \u0440\u043e\u0431\u043e\u0447\u0438\u043c.", "wood": "\u0434\u0435\u0440\u0435\u0432\u043e", "lodge": "\u0441\u0442\u043e\u0440\u043e\u0436\u043a\u0430", "a scout stops for the night": "\u0440\u043e\u0437\u0432\u0456\u0434\u043d\u0438\u043a \u043b\u0438\u0448\u0438\u0432\u0441\u044f \u043d\u0430 \u043d\u0456\u0447", "a gunshot rings through the trees.": "\u0437-\u0437\u0430 \u0434\u0435\u0440\u0435\u0432 \u0447\u0443\u0442\u0438 \u0440\u0443\u0448\u043d\u0438\u0447\u043d\u0456 \u043f\u043e\u0441\u0442\u0440\u0456\u043b\u0438.", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "\u0434\u0435\u0441\u044c \u043f\u043e\u043d\u0430\u0434 \u0445\u043c\u0430\u0440\u0430\u043c\u0438 \u0441\u043c\u0456\u0442\u0442\u044f, \u043b\u0435\u0442\u0438\u0442\u044c \u0444\u043b\u043e\u0442 \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a\u0430. \u0432\u0456\u043d \u0431\u0443\u0432 \u043d\u0430 \u0446\u0456\u0439 \u043a\u0430\u043c\u0435\u043d\u044e\u0446\u0456 \u0437\u0430\u043d\u0430\u0434\u0442\u043e \u0434\u043e\u0432\u0433\u043e.", "iron mine": "\u0437\u0430\u043b\u0456\u0437\u043d\u0430 \u043a\u043e\u043f\u0430\u043b\u044c\u043d\u044f", "freezing": "\u043c\u043e\u0440\u043e\u0437\u043d\u043e", "the world fades": "\u0441\u0432\u0456\u0442 \u0432\u0442\u0440\u0430\u0447\u0430\u0454 \u0431\u0430\u0440\u0432\u0438...", "some of the traps have been torn apart.": "\u0434\u0435\u044f\u043a\u0456 \u043f\u0430\u0441\u0442\u043a\u0438 \u0432\u0438\u044f\u0432\u0438\u043b\u0438\u0441\u044c \u0437\u043b\u0430\u043c\u0430\u043d\u0438\u043c\u0438.", "not enough iron": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u0437\u0430\u043b\u0456\u0437\u0430", "compass": "\u043a\u043e\u043c\u043f\u0430\u0441", "successfully saved to dropbox datastorage": "\u0437\u0431\u0435\u0440\u0435\u0436\u0435\u043d\u043e \u0434\u043e \u0441\u0445\u043e\u0432\u0438\u0449\u0430 dropbox", "bring your friends.": "\u0441\u043f\u043e\u0432\u0456\u0441\u0442\u0438\u0442\u0438 \u0441\u0432\u043e\u0457\u0445 \u0434\u0440\u0443\u0437\u0456\u0432.", "a mysterious wanderer arrives": "\u043f\u0440\u0438\u0431\u0443\u0432 \u0437\u0430\u0433\u0430\u0434\u043a\u043e\u0432\u0438\u0439 \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a", "leather": "\u0448\u043a\u0456\u0440\u0430", "investigate": "\u0440\u043e\u0437\u0432\u0456\u0434\u0430\u0442\u0438", "the cave narrows a few feet in.": "\u043f\u0435\u0447\u0435\u0440\u0430 \u0437\u0432\u0443\u0436\u0443\u0454\u0442\u044c\u0441\u044f.", "sword is sharp. good protection out in the wilds.": "\u043c\u0435\u0447 \u0433\u043e\u0441\u0442\u0440\u0438\u0439. \u043d\u0435\u043f\u043e\u0433\u0430\u043d\u0438\u0439 \u0437\u0430\u0445\u0438\u0441\u0442 \u0432 \u043d\u0435\u0442\u0440\u044f\u0445.", "A Damp Cave": "\u0412\u043e\u0433\u043a\u0430 \u043f\u0435\u0447\u0435\u0440\u0430", "a gaunt man approaches, a crazed look in his eye": "\u043d\u0430\u0431\u043b\u0438\u0436\u0430\u0454\u0442\u044c\u0441\u044f \u0445\u0443\u0434\u043e\u0440\u043b\u044f\u0432\u0430 \u0432\u0438\u0441\u043d\u0430\u0436\u0435\u043d\u0430 \u043b\u044e\u0434\u0438\u043d\u0430, \u0457\u0457 \u043f\u043e\u0433\u043b\u044f\u0434 \u0437\u043e\u0432\u0441\u0456\u043c \u0431\u043e\u0436\u0435\u0432\u0456\u043b\u044c\u043d\u0438\u0439", "A Military Raid": "\u0412\u0456\u0439\u0441\u044c\u043a\u043e\u0432\u0438\u0439 \u043d\u0430\u043b\u0456\u0442", "the walls are moist and moss-covered": "\u0441\u0442\u0456\u043d\u0438 \u043f\u043e\u043a\u0440\u0438\u0442\u0456 \u043c\u043e\u0445\u043e\u043c \u0456 \u0434\u0443\u0436\u0435 \u0432\u043e\u043b\u043e\u0433\u0456", "not enough wood": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u0434\u0435\u0440\u0435\u0432\u0430", "close": "\u0437\u0430\u043a\u0440\u0438\u0442\u0438", "strange scales": "\u0434\u0438\u0432\u043d\u0443 \u043b\u0443\u0441\u043a\u0443", "learned to throw punches with purpose": "\u043d\u0430\u0432\u0447\u0430\u0454, \u044f\u043a \u0437\u0430\u0432\u0434\u0430\u0432\u0430\u0442\u0438 \u0431\u0456\u043b\u044c\u0448 \u0432\u043b\u0443\u0447\u043d\u0456 \u0443\u0434\u0430\u0440\u0438", "a shack stands at the center of the village.": "\u043f\u043e\u0441\u0435\u0440\u0435\u0434 \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f \u0441\u0442\u043e\u0457\u0442\u044c \u043b\u0430\u0447\u0443\u0433\u0430.", "spare him": "\u043f\u043e\u0449\u0430\u0434\u0438\u0442\u0438 \u0439\u043e\u0433\u043e", "he smiles warmly and asks for lodgings for the night.": "\u0432\u0456\u043d \u0443\u0441\u043c\u0456\u0445\u043d\u0435\u043d\u0438\u0439 \u0456 \u043f\u0440\u043e\u0441\u0438\u0442\u044c \u043f\u0443\u0441\u0442\u0438\u0442\u0438 \u043d\u0430 \u043d\u043e\u0447\u0456\u0432\u043b\u044e.", "stealthy": "\u043c\u0430\u0441\u043a\u0443\u0432\u0430\u043d\u043d\u044f", "weapons": "\u0437\u0431\u0440\u043e\u044f", "the man is thankful.": "\u0447\u043e\u043b\u043e\u0432\u0456\u043a \u0432\u0434\u044f\u0447\u043d\u0438\u0439 \u0432\u0430\u043c.", "A Shivering Man": "\u0422\u0440\u0435\u043c\u0442\u044f\u0447\u0430 \u043b\u044e\u0434\u0438\u043d\u0430", "import": "\u0456\u043c\u043f\u043e\u0440\u0442\u0443\u0432\u0430\u0442\u0438", "available": "\u0434\u043e\u0441\u0442\u0443\u043f\u043d\u043e", "shares what he knows about sneaking before he goes.": "\u043f\u0435\u0440\u0435\u0434 \u0442\u0438\u043c \u044f\u043a \u043f\u0456\u0442\u0438, \u0432\u0456\u043d \u043d\u0430\u0432\u0447\u0430\u0454 \u0432\u0430\u0441 \u0442\u043e\u043c\u0443, \u0449\u043e \u0437\u043d\u0430\u0432 \u0441\u0430\u043c.", "the rest bury them.": "\u0442\u0456 \u0445\u0442\u043e \u043b\u0438\u0448\u0438\u043b\u0438\u0441\u044c \u0445\u043e\u0432\u0430\u044e\u0442\u044c \u043f\u043e\u043c\u0435\u0440\u043b\u0438\u0445.", "smoldering": "\u043b\u0435\u0434\u044c \u0442\u043b\u0456\u0454", "A Tiny Village": "\u041d\u0435\u0432\u0435\u043b\u0438\u0447\u043a\u0435 \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f", "your are connected to dropbox with account / email ": "\u0432\u0438 \u043f\u0456\u0434\u043a\u043b\u044e\u0447\u0435\u043d\u0456 \u0434\u043e \u043e\u0431\u043b\u0456\u043a\u043e\u0432\u043e\u0433\u043e \u0437\u0430\u043f\u0438\u0441\u0443 dropbox ", "Mesosphere": "\u041c\u0435\u0437\u043e\u0441\u0444\u0435\u0440\u0430", "a snarling beast leaps out of the underbrush": "\u0456\u0437 \u0433\u0430\u0440\u0447\u0430\u043d\u043d\u044f\u043c \u0437\u0432\u0456\u0440 \u043a\u0438\u0434\u0430\u0454\u0442\u044c\u0441\u044f \u0437-\u0437\u0430 \u043a\u0443\u0449\u0456\u0432", "got it": "\u0432\u0436\u0435 \u0437\u0440\u043e\u0431\u0438\u0432", "l armour": "\u0448\u043a\u0456\u0440\u044f\u043d\u0430 \u0431\u0440\u043e\u043d\u044f", "steelworks": "\u0441\u0442\u0430\u043b\u0435\u0432\u0430\u0440\u043d\u044f", "Noises": "\u0428\u0443\u0440\u0445\u0456\u0442", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "\u043d\u0430 \u0433\u043e\u0440\u0438\u0437\u043e\u043d\u0442\u0456 \u0437'\u044f\u0432\u043b\u044f\u044e\u0442\u044c\u0441\u044f \u0434\u0435\u0440\u0435\u0432\u0430, \u0442\u0440\u0430\u0432\u0443 \u0437\u043c\u0456\u043d\u044e\u0454 \u043b\u0456\u0441 \u0437 \u043e\u043f\u0430\u043b\u0438\u043c \u043b\u0438\u0441\u0442\u044f\u043c.", "village": "\u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f", "cancel": "\u0441\u043a\u0430\u0441\u0443\u0432\u0430\u0442\u0438", "put the save code here.": "\u0432\u0441\u0442\u0430\u0432\u0442\u0435 \u043a\u043e\u0434 \u0437\u0431\u0435\u0440\u0435\u0436\u0435\u043d\u043d\u044f \u0441\u044e\u0434\u0438.", "buy medicine": "1 \u0430\u043f\u0442\u0435\u0447\u043a\u0430", "hang him": "\u043f\u043e\u0432\u0456\u0448\u0430\u0442\u0438 \u0439\u043e\u0433\u043e", "this spear's not elegant, but it's pretty good at stabbing": "\u0446\u0435 \u0439 \u0441\u043f\u0438\u0441 \u043d\u0435 \u043d\u0430\u0439\u043a\u0440\u0430\u0449\u0430 \u0437\u0431\u0440\u043e\u044f, \u0430\u043b\u0435 \u043d\u0438\u043c \u043d\u0435 \u043f\u043e\u0433\u0430\u043d\u043e \u0448\u0442\u0440\u0438\u0445\u0430\u0442\u0438", "land blows more often": "\u0434\u043e\u0437\u0432\u043e\u043b\u044f\u0454 \u0447\u0430\u0441\u0442\u0456\u0448\u0435 \u043d\u0430\u043d\u043e\u0441\u0438\u0442\u0438 \u0443\u0434\u0430\u0440\u0438", "gatherer": "\u0437\u0431\u0438\u0440\u0430\u0447\u0456", "the night is silent.": "\u043d\u0456\u0447 \u0441\u044c\u043e\u0433\u043e\u0434\u043d\u0456 \u0442\u0438\u0445\u0430.", "never go thirsty again": "\u043c\u043e\u0436\u043d\u0430 \u0437\u0430\u0431\u0443\u0442\u0438 \u043f\u0440\u043e \u0441\u043f\u0440\u0430\u0433\u0443 \u0432 \u0434\u043e\u0440\u043e\u0437\u0456", "learned to love the dry air": "\u043d\u0430\u0432\u0447\u0430\u0454, \u044f\u043a \u043e\u0442\u0440\u0438\u043c\u0443\u0432\u0430\u0442\u0438 \u0432\u043e\u0434\u0443 \u0437 \u043f\u043e\u0432\u0456\u0442\u0440\u044f", "workshop": "\u043c\u0430\u0439\u0441\u0442\u0435\u0440\u043d\u044f", "A Barren World": "\u0411\u0435\u0437\u043f\u043b\u0456\u0434\u043d\u0438\u0439 \u0441\u0432\u0456\u0442", "see farther": "\u0431\u0456\u043b\u044c\u0448\u0438\u0439 \u043a\u0440\u0443\u0433\u043e\u0437\u0456\u0440", "bolas": "\u0431\u043e\u043b\u0430\u0441", "the ground is littered with scraps of cloth": "\u0437\u0435\u043c\u043b\u044f \u0432\u0441\u0442\u0435\u043b\u0435\u043d\u0430 \u043b\u0430\u0445\u043c\u0456\u0442\u0442\u044f\u043c", "A Large Village": "\u0412\u0435\u043b\u0438\u043a\u0435 \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f", "precision": "\u0432\u043b\u0443\u0447\u043d\u0456\u0441\u0442\u044c", "starvation sets in": "\u043f\u043e\u0447\u0430\u0432\u0441\u044f \u0433\u043e\u043b\u043e\u0434", "the sickness spreads through the village.": "\u0445\u0432\u043e\u0440\u043e\u0431\u0430 \u0448\u0438\u0440\u0438\u0442\u044c\u0441\u044f \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f\u043c.", "won't say from where he came, but it's clear that he's not staying.": "\u043d\u0435\u0432\u0456\u0434\u043e\u043c\u043e \u0437\u0432\u0456\u0434\u043a\u0438 \u0432\u0456\u043d \u043f\u0440\u0438\u0439\u0448\u043e\u0432, \u0430\u043b\u0435 \u043b\u0438\u0448\u0430\u0442\u0438\u0441\u044c \u043d\u0435 \u0437\u0431\u0438\u0440\u0430\u0454\u0442\u044c\u0441\u044f.", "the wanderer takes the charm and nods slowly.": "\u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a \u0431\u0435\u0440\u0435 \u043d\u0430\u043c\u0438\u0441\u0442\u043e \u0456 \u043f\u043e\u0432\u0456\u043b\u044c\u043d\u043e \u043a\u0438\u0432\u0430\u0454.", "the mysterious wanderer returns, cart piled high with furs.": "\u0437\u0430\u0433\u0430\u0434\u043a\u043e\u0432\u0430 \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u0446\u044f \u043f\u043e\u0432\u0435\u0440\u0442\u0430\u0454\u0442\u044c\u0441\u044f, \u0432\u043e\u0437\u0438\u043a \u0434\u043e\u0432\u0435\u0440\u0445\u0443 \u043d\u0430\u043f\u043e\u0432\u043d\u0435\u043d\u0438\u0439 \u0448\u043a\u0443\u0440\u0430\u043c\u0438.", "armoury": "\u0437\u0431\u0440\u043e\u0439\u043d\u0438\u0446\u044f", "safer here": "\u0442\u0443\u0442 \u0431\u0435\u0437\u043f\u0435\u0447\u043d\u0456\u0448\u0435", "Export / Import": "\u0415\u043a\u0441\u043f\u043e\u0440\u0442 / \u0406\u043c\u043f\u043e\u0440\u0442", "fur": "\u0448\u043a\u0443\u0440\u0430", "the man-eater is dead": "\u043b\u044e\u0434\u043e\u0436\u0435\u0440 \u0437\u0430\u0433\u0438\u043d\u0443\u0432", "learned to swing weapons with force": "\u043d\u0430\u0432\u0447\u0430\u0454 \u0456\u0437 \u0441\u0438\u043b\u043e\u044e \u043c\u0430\u0445\u0430\u0442\u0438 \u0440\u0443\u0447\u043d\u043e\u044e \u0437\u0431\u0440\u043e\u0454\u044e", "a crudely made charm": "\u0430\u0431\u0438-\u044f\u043a \u0437\u0440\u043e\u0431\u043b\u0435\u043d\u0435 \u043d\u0430\u043c\u0438\u0441\u0442\u043e", "cask": "\u0434\u0456\u0436\u043a\u0430", "engine:": "\u0440\u0443\u0448\u0456\u0439:", "lizard": "\u044f\u0449\u0456\u0440\u043a\u0430", "Sulphur Mine": "\u0421\u0456\u0440\u0447\u0430\u043d\u0430 \u043a\u043e\u043f\u0430\u043b\u044c\u043d\u044f", "export or import save data to dropbox datastorage": "\u0435\u043a\u0441\u043f\u043e\u0440\u0442 \u0447\u0438 \u0456\u043c\u043f\u043e\u0440\u0442 \u0434\u0430\u043d\u0438\u0445 \u0434\u043e \u0441\u0445\u043e\u0432\u0438\u0449\u0430 dropbox", "the metallic tang of wanderer afterburner hangs in the air.": "\u0434\u0438\u0432\u043d\u0438\u0439 \u043c\u0435\u0442\u0430\u043b\u0456\u0447\u043d\u0438\u0439 \u043f\u0440\u0438\u0441\u043c\u0430\u043a \u0432\u0456\u0434\u0447\u0443\u0432\u0430\u0454\u0442\u044c\u0441\u044f \u0432 \u043f\u043e\u0432\u0456\u0442\u0440\u0456.", "large prints lead away, into the forest.": "\u0432\u0435\u043b\u0438\u043a\u0456 \u0441\u043b\u0456\u0434\u0438, \u0432\u0456\u0434 \u043d\u0438\u0445, \u043f\u0440\u044f\u043c\u0443\u044e\u0442\u044c \u0434\u043e \u043b\u0456\u0441\u0443.", "a startled beast defends its home": "\u043f\u0435\u0440\u0435\u043b\u044f\u043a\u0430\u043d\u0430 \u0442\u0432\u0430\u0440\u0438\u043d\u043a\u0430 \u0437\u0430\u0445\u0438\u0449\u0430\u0454 \u0441\u0432\u043e\u0454 \u043b\u0456\u0433\u0432\u043e", "his time here, now, is his penance.": "\u0456 \u0442\u0435\u043f\u0435\u0440 \u043d\u0430\u0441\u0442\u0430\u0432 \u0439\u043e\u0433\u043e \u0447\u0430\u0441 \u0440\u043e\u0437\u043f\u043b\u0430\u0442\u0438.", "hull:": "\u043a\u043e\u0440\u043f\u0443\u0441:", "scavenger": "\u0441\u043c\u0456\u0442\u0442\u044f\u0440", "unarmed master": "\u043e\u0431\u0435\u0437\u0437\u0431\u0440\u043e\u0454\u043d\u0438\u0439 \u043c\u0430\u0439\u0441\u0442\u0435\u0440", "the man says he's grateful. says he won't come around any more.": "\u0447\u043e\u043b\u043e\u0432\u0456\u043a \u0432\u0434\u044f\u0447\u043d\u0438\u0439 \u0432\u0430\u043c, \u0456 \u043e\u0431\u0456\u0446\u044f\u0454, \u0449\u043e \u0431\u0456\u043b\u044c\u0448\u0435 \u0432\u0456\u043d \u0442\u0443\u0442 \u043d\u0435 \u0437'\u044f\u0432\u0438\u0442\u044c\u0441\u044f.", "laser rifle": "\u043b\u0430\u0437\u0435\u0440\u043d\u0430 \u0440\u0443\u0448\u043d\u0438\u0446\u044f", "sulphur mine": "\u0441\u0456\u0440\u0447\u0430\u043d\u0430 \u043a\u043e\u043f\u0430\u043b\u044c\u043d\u044f", "buy compass": "\u043f\u0440\u0438\u0434\u0431\u0430\u0442\u0438 \u043a\u043e\u043c\u043f\u0430\u0441", "buy map": "\u043f\u0440\u0438\u0434\u0431\u0430\u0442\u0438 \u043c\u0430\u043f\u0443", "scratching noises can be heard from the store room.": "\u0447\u0443\u0442\u0438 \u0434\u0438\u0432\u043d\u0438\u0439 \u0448\u0443\u0440\u0445\u0456\u0442 \u0437 \u043a\u043e\u043c\u043e\u0440\u0438.", "steel sword": "\u0441\u0442\u0430\u043b\u0435\u0432\u0438\u0439 \u043c\u0435\u0447", "asks for any spare furs to keep him warm at night.": "\u043f\u0438\u0442\u0430\u0454, \u0447\u0438 \u043d\u0435 \u043c\u0430\u0454\u043c\u043e \u043c\u0438 \u0442\u0440\u043e\u0445\u0438 \u0448\u043a\u0443\u0440, \u0430\u0431\u0438 \u0431\u0443\u043b\u043e \u0447\u0438\u043c \u0437\u0456\u0433\u0440\u0456\u0442\u0438\u0441\u044f \u0432\u043d\u043e\u0447\u0456.", "A Raucous Village": "\u0412\u0435\u043b\u0438\u0447\u0435\u0437\u043d\u0438\u0439 \u0445\u0443\u0442\u0456\u0440", "the beggar expresses his thanks.": "\u0436\u0435\u0431\u0440\u0430\u043a \u0449\u0438\u0440\u043e \u0434\u044f\u043a\u0443\u0454.", "carrying more means longer expeditions to the wilds": "\u0447\u0438\u043c \u0431\u0456\u043b\u044c\u0448 \u0437\u043c\u043e\u0436\u0435\u0448 \u043d\u0435\u0441\u0442\u0438 \u0456\u0437 \u0441\u043e\u0431\u043e\u044e, \u0442\u0438\u043c \u0434\u043e\u0432\u0448\u0435 \u043c\u043e\u0436\u0435\u0448 \u043c\u0430\u043d\u0434\u0440\u0443\u0432\u0430\u0442\u0438", "free {0}/{1}": "\u0432\u0456\u043b\u044c\u043d\u043e {0}/{1}", "Room": "\u041a\u0456\u043c\u043d\u0430\u0442\u0430", "rotting reeds rise out of the swampy earth.": "\u0433\u043d\u0438\u044e\u0447\u0438\u0439 \u043e\u0447\u0435\u0440\u0435\u0442 \u043f\u0456\u0434\u0456\u0439\u043c\u0430\u0454\u0442\u044c\u0441\u044f \u0437 \u0431\u043e\u043b\u043e\u0442\u0430.", "armoury's done, welcoming back the weapons of the past.": "\u0437\u0431\u0440\u043e\u0439\u043d\u0438\u0446\u044e \u0437\u0431\u0443\u0434\u043e\u0432\u0430\u043d\u043e, \u0437\u0430 \u0437\u0431\u0440\u043e\u0454\u044e \u0437\u0430\u0439\u0434\u0438 \u043f\u0456\u0437\u043d\u0456\u0448\u0435.", "A Damp Cave": "\u0413\u043b\u0438\u0431\u043e\u043a\u0430 \u043f\u0435\u0447\u0435\u0440\u0430", "slow metabolism": "\u0441\u043f\u043e\u0432\u0456\u043b\u044c\u043d\u0435\u043d\u0438\u0439 \u043c\u0435\u0442\u0430\u0431\u043e\u043b\u0456\u0437\u043c", "the mouth of the cave is wide and dark.": "\u0432\u0445\u0456\u0434 \u0434\u043e \u043f\u0435\u0447\u0435\u0440\u0438 \u0434\u043e\u0441\u0438\u0442\u044c \u0432\u0435\u043b\u0438\u043a\u0438\u0439 \u0456 \u0434\u043e\u0441\u0438\u0442\u044c \u0442\u0435\u043c\u043d\u0438\u0439.", "not enough sulphur": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u0441\u0456\u0440\u043a\u0438", "builder's not sure he's to be trusted.": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043d\u0435 \u0432\u043f\u0435\u0432\u043d\u0435\u043d\u0430, \u0447\u0438 \u0432\u0430\u0440\u0442\u043e \u0439\u043e\u043c\u0443 \u0434\u043e\u0432\u0456\u0440\u044f\u0442\u0438.", "evasion": "\u0443\u0445\u0438\u043b\u044f\u043d\u043d\u044f", "buy bait": "\u043f\u0440\u0438\u0434\u0431\u0430\u0442\u0438 \u043f\u0440\u0438\u043c\u0430\u043d\u043a\u0443", "builder": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f", "waterskin": "\u0431\u0443\u0440\u0434\u044e\u043a", "scattered teeth": "\u0436\u0430\u0445\u043b\u0438\u0432\u0456 \u0456\u043a\u043b\u0430", "buy:": "\u043f\u0440\u0438\u0434\u0431\u0430\u0442\u0438:", "load": "\u0437\u0430\u0432\u0430\u043d\u0442\u0430\u0436\u0438\u0442\u0438", "a weathered family takes up in one of the huts.": "\u043f\u0440\u0438\u0431\u0443\u043b\u0430 \u043e\u0431\u0432\u0456\u0442\u0440\u0435\u043d\u0430 \u0441\u0456\u043c'\u044f \u0456 \u0437\u0430\u0439\u043d\u044f\u043b\u0430 \u043e\u0434\u043d\u0443 \u0437 \u0445\u0430\u0442\u0438\u043d\u043e\u043a.", "stores": "\u043a\u043e\u043c\u043e\u0440\u0430", "now the nomads have a place to set up shop, they might stick around a while": "\u0442\u0435\u043f\u0435\u0440 \u043a\u043e\u0447\u0456\u0432\u043d\u0438\u043a\u0438 \u043c\u0430\u044e\u0442\u044c \u043c\u0456\u0441\u0446\u0435 \u0434\u0435 \u0437\u0443\u043f\u0438\u043d\u0438\u0442\u0438\u0441\u044c \u0456 \u0437\u0430\u043f\u0440\u043e\u043f\u043e\u043d\u0443\u0432\u0430\u0442\u0438 \u0441\u0432\u0456\u0439 \u0442\u043e\u0432\u0430\u0440", "the trees are gone. parched earth and blowing dust are poor replacements.": "\u0434\u0435\u0440\u0435\u0432 \u0432\u0436\u0435 \u043d\u0435\u043c\u0430\u0454. \u0437\u0430\u043b\u0438\u0448\u0438\u043b\u0430\u0441\u044c \u0432\u0438\u043f\u0430\u043b\u0435\u043d\u0430 \u0437\u0435\u043c\u043b\u044f \u0442\u0430 \u043f\u0438\u043b\u044e\u043a\u0430.", "armour": "\u0437\u0430\u0445\u0438\u0441\u0442", "A Man-Eater": "\u041b\u044e\u0434\u043e\u0436\u0435\u0440", "builder says it'd be useful to have a steady source of bullets": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043a\u0430\u0436\u0435, \u0449\u043e \u0431\u0443\u043b\u043e \u0431 \u043d\u0435\u043f\u043e\u0433\u0430\u043d\u043e \u043c\u0430\u0442\u0438 \u043f\u043e\u0441\u0442\u0456\u0439\u043d\u0435 \u0434\u0436\u0435\u0440\u0435\u043b\u043e \u043f\u0430\u0442\u0440\u043e\u043d\u0456\u0432", "the compass points south": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0432\u043a\u0430\u0437\u0443\u0454 \u043d\u0430 \u043f\u0456\u0432\u0434\u0435\u043d\u044c", "the compass points north": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0432\u043a\u0430\u0437\u0443\u0454 \u043d\u0430 \u043f\u0456\u0432\u043d\u0456\u0447", "The Sick Man": "\u0425\u0432\u043e\u0440\u0438\u0439 \u0447\u043e\u043b\u043e\u0432\u0456\u043a", "yes": "\u0442\u0430\u043a", "martial artist": "\u043c\u0430\u0439\u0441\u0442\u0435\u0440 \u0431\u043e\u0439\u043e\u0432\u0438\u0445 \u043c\u0438\u0441\u0442\u0435\u0446\u0442\u0432", "builder says she can make traps to catch any creatures might still be alive out there": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043a\u0430\u0436\u0435, \u0449\u043e \u043c\u043e\u0436\u0435 \u0437\u043c\u0430\u0439\u0441\u0442\u0440\u0443\u0432\u0430\u0442\u0438 \u043f\u0430\u0441\u0442\u043a\u0438 \u0434\u043b\u044f \u043f\u043e\u043b\u044e\u0432\u0430\u043d\u043d\u044f \u043d\u0430 \u0442\u0432\u0430\u0440\u0438\u043d, \u044f\u043a\u0438\u0445 \u0432\u0434\u043e\u0441\u0442\u0430\u043b\u044c \u043d\u0430\u0432\u043a\u043e\u043b\u043e", "the compass points northeast": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0432\u043a\u0430\u0437\u0443\u0454 \u043d\u0430 \u043f\u0456\u0432\u043d\u0456\u0447\u043d\u0438\u0439 \u0441\u0445\u0456\u0434", "he begs for medicine.": "\u0432\u0456\u043d \u043f\u0440\u043e\u0441\u0438\u0442\u044c \u043d\u0430\u0434\u0430\u0442\u0438 \u0439\u043e\u043c\u0443 \u043b\u0456\u043a\u0438.", "save": "\u0437\u0431\u0435\u0440\u0435\u0433\u0442\u0438", "this waterskin'll hold a bit of water, at least": "\u0446\u0435\u0439 \u0431\u0443\u0440\u0434\u044e\u043a \u0434\u043e\u0437\u0432\u043e\u043b\u0438\u0442\u044c \u043d\u0435\u0441\u0442\u0438 \u0442\u0440\u043e\u0445\u0438 \u0432\u043e\u0434\u0438 \u0456\u0437 \u0441\u043e\u0431\u043e\u044e", "turn him away": "\u0432\u0456\u0434\u043f\u0440\u0430\u0432\u0438\u0442\u0438 \u0433\u0435\u0442\u044c", "shivering man": "\u0442\u0440\u0435\u043c\u0442\u044f\u0447\u0430 \u043b\u044e\u0434\u0438\u043d\u0430", "The Mysterious Wanderer": "\u0417\u0430\u0433\u0430\u0434\u043a\u043e\u0432\u0438\u0439 \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a", "A Huge Lizard": "\u0417\u0434\u043e\u0440\u043e\u0432\u0435\u043d\u043d\u0430 \u044f\u0449\u0456\u0440\u043a\u0430", "boxer": "\u0431\u043e\u043a\u0441\u0435\u0440", "An Outpost": "\u0411\u043b\u043e\u043a\u043f\u043e\u0441\u0442", "not enough meat": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u043c'\u044f\u0441\u0430", "some weird metal he picked up on his travels.": "\u044f\u043a\u0438\u0439\u0441\u044c \u0434\u0438\u0432\u043d\u0438\u0439 \u043c\u0435\u0442\u0430\u043b, \u043f\u0456\u0434\u0456\u0431\u0440\u0430\u043d\u0438\u0439 \u043f\u0456\u0434 \u0447\u0430\u0441 \u043c\u0430\u043d\u0434\u0440\u0456\u0432.", "something's in there.": "\u0442\u0430\u043c \u0449\u043e\u0441\u044c \u0454.", "restore more health when eating": "\u0432\u0456\u0434\u043d\u043e\u0432\u043b\u044e\u0454 \u0431\u0456\u043b\u044c\u0448\u0435 \u0437\u0434\u043e\u0440\u043e\u0432'\u044f \u043f\u0456\u0434 \u0447\u0430\u0441 \u0432\u0436\u0438\u0432\u0430\u043d\u043d\u044f \u0457\u0436\u0456", "A Snarling Beast": "\u0413\u0430\u0440\u0447\u0430\u0449\u0438\u0439 \u0437\u0432\u0456\u0440", "Share": "\u0420\u043e\u0437\u043f\u043e\u0432\u0456\u0441\u0442\u0438", "a haze falls over the village as the steelworks fires up": "\u043b\u0435\u0433\u043a\u0430 \u0434\u0438\u043c\u043a\u0430 \u0443\u043a\u0440\u0438\u043b\u0430 \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f, \u0446\u0435 \u0437\u0430\u043f\u0443\u0441\u0442\u0438\u043b\u0438 \u0441\u0442\u0430\u043b\u0435\u0432\u0430\u0440\u043d\u044e", "an old wanderer sits inside, in a seeming trance.": "\u0432 \u0441\u0435\u0440\u0435\u0434\u0438\u043d\u0456 \u0441\u0438\u0434\u0438\u0442\u044c \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a, \u0441\u0445\u043e\u0436\u0435 \u0432\u0456\u043d \u0432 \u0442\u0440\u0430\u043d\u0441\u0456.", "builder says the villagers could make steel, given the tools": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043a\u0430\u0436\u0435, \u0449\u043e \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f \u043c\u043e\u0436\u0435 \u0432\u0438\u0433\u043e\u0442\u043e\u0432\u043b\u044f\u0442\u0438 \u0441\u0442\u0430\u043b\u044c, \u044f\u043a\u0449\u043e \u0437\u0430\u0431\u0435\u0437\u043f\u0435\u0447\u0438\u0442\u0438 \u0439\u043e\u0433\u043e \u0456\u043d\u0441\u0442\u0440\u0443\u043c\u0435\u043d\u0442\u043e\u043c", "continue": "\u043f\u0440\u043e\u0434\u043e\u0432\u0436\u0438\u0442\u0438", "there is no more water": "\u0442\u0443\u0442 \u0431\u0456\u043b\u044c\u0448\u0435 \u0432\u043e\u0434\u0438 \u043d\u0435\u043c\u0430\u0454", "flickering": "\u043f\u043e\u0431\u043b\u0438\u0441\u043a\u0443\u0454", "go back inside": "\u043f\u043e\u0432\u0435\u0440\u043d\u0443\u0442\u0438\u0441\u044c \u0432 \u0441\u0435\u0440\u0435\u0434\u0438\u043d\u0443", "save this.": "\u0437\u0431\u0435\u0440\u0435\u0433\u0442\u0438 \u0446\u0435.", "baited trap": "\u043f\u0430\u0441\u0442\u043a\u0438 \u0437 \u043f\u0440\u0438\u043c\u0430\u043d\u043a\u043e\u044e", "dead": "\u0437\u0433\u0430\u0441", "export": "\u0435\u043a\u0441\u043f\u043e\u0440\u0442\u0443\u0432\u0430\u0442\u0438", "not far from the village lies a large beast, its fur matted with blood.": "\u043d\u0435\u043f\u043e\u0434\u0430\u043b\u0456\u043a \u0432\u0456\u0434 \u043f\u043e\u0441\u0435\u043b\u0435\u043d\u043d\u044f \u043b\u0435\u0436\u0438\u0442\u044c \u0437\u0434\u043e\u0440\u043e\u0432\u0435\u043d\u043d\u0430 \u0442\u0432\u0430\u0440\u044e\u043a\u0430, \u0457\u0457 \u0445\u0443\u0442\u0440\u043e \u0432\u043a\u0440\u0438\u0442\u043e \u043a\u0440\u043e\u0432'\u044e.", "s armour": "\u0441\u0442\u0430\u043b\u0435\u0432\u0430 \u0431\u0440\u043e\u043d\u044f", "say he should be strung up as an example.": "\u043a\u0430\u0436\u0443\u0442\u044c, \u0449\u043e \u0439\u043e\u0433\u043e \u0442\u0440\u0435\u0431\u0430 \u043f\u0443\u0431\u043b\u0456\u0447\u043d\u043e \u043f\u043e\u0432\u0456\u0448\u0430\u0442\u0438, \u043d\u0430 \u0432\u0437\u0456\u0440\u0435\u0446\u044c \u0456\u043d\u0448\u0438\u043c.", "A Ruined Trap": "\u0417\u0440\u0443\u0439\u043d\u043e\u0432\u0430\u043d\u0456 \u043f\u0430\u0441\u0442\u043a\u0438", "not enough coal": "\u043d\u0435\u0434\u043e\u0441\u0442\u0430\u0442\u043d\u044c\u043e \u0432\u0443\u0433\u0456\u043b\u043b\u044f", "slash": "\u0441\u0456\u043a\u0442\u0438", "builder says she can make a cart for carrying wood": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043f\u0440\u043e\u043f\u043e\u043d\u0443\u0454 \u0437\u043c\u0430\u0439\u0441\u0442\u0440\u0443\u0432\u0430\u0442\u0438 \u0432\u043e\u0437\u0438\u043a, \u0430\u0431\u0438 \u043f\u0435\u0440\u0435\u0432\u043e\u0437\u0438\u0442\u0438 \u0434\u0435\u0440\u0435\u0432\u0438\u043d\u0443", "trap": "\u043f\u0430\u0441\u0442\u043a\u0430", "builder stokes the fire": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u0440\u043e\u0437\u043f\u0430\u043b\u0438\u043b\u0430 \u0432\u043e\u0433\u043e\u043d\u044c", "say goodbye": "\u043f\u043e\u043f\u0440\u043e\u0449\u0430\u0442\u0438\u0441\u044f", "A Silent Forest": "\u0422\u0438\u0445\u0438\u0439 \u043b\u0456\u0441", "builder's not sure she's to be trusted.": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043d\u0435 \u0432\u043f\u0435\u0432\u043d\u0435\u043d\u0430, \u0447\u0438 \u0432\u0430\u0440\u0442\u043e \u0457\u0439 \u0434\u043e\u0432\u0456\u0440\u044f\u0442\u0438.", "the point is made. in the next few days, the missing supplies are returned.": "\u0432\u0438\u0431\u0456\u0440 \u0437\u0440\u043e\u0431\u043b\u0435\u043d\u043e. \u043d\u0430 \u043f\u0440\u043e\u0442\u044f\u0437\u0456 \u0434\u0435\u043a\u0456\u043b\u044c\u043a\u043e\u0445 \u0434\u043d\u0456\u0432 \u0437\u043d\u0438\u043a\u043b\u0456 \u0440\u0435\u0447\u0456 \u0431\u0443\u043b\u0438 \u043f\u043e\u0432\u0435\u0440\u043d\u0443\u0442\u0456.", "the plague rips through the village.": "\u0435\u043f\u0456\u0434\u0435\u043c\u0456\u044f \u0448\u0438\u0440\u0438\u0442\u044c\u0441\u044f \u0441\u0435\u043b\u0438\u0449\u0435\u043c, \u0432\u0431\u0438\u0432\u0430\u044e\u0447\u0438 \u0432\u0441\u0456\u0445.", "an old wanderer arrives.": "\u043f\u0440\u0438\u0431\u0443\u0432 \u0441\u0442\u0430\u0440\u0438\u0439 \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a.", "the compass points southwest": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0432\u043a\u0430\u0437\u0443\u0454 \u043d\u0430 \u043f\u0456\u0432\u0434\u0435\u043d\u043d\u0438\u0439 \u0437\u0430\u0445\u0456\u0434", "the wanderer leaves, cart loaded with wood": "\u0437 \u0432\u043e\u0437\u0438\u043a\u043e\u043c \u043d\u0430\u043f\u043e\u0432\u043d\u0435\u043d\u0438\u043c \u0434\u0435\u0440\u0435\u0432\u0438\u043d\u043e\u044e \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a \u0432\u0456\u0434\u0431\u0443\u0432", "Dropbox Export / Import": "Dropbox \u0415\u043a\u0441\u043f\u043e\u0440\u0442 / \u0406\u043c\u043f\u043e\u0440\u0442", "ok": "\u0433\u0430\u0440\u0430\u0437\u0434", "a man hobbles up, coughing.": "\u043f\u0440\u0438\u0439\u0448\u043e\u0432 \u0445\u0432\u043e\u0440\u0438\u0439 \u0447\u043e\u043b\u043e\u0432\u0456\u043a, \u0432\u0456\u043d \u043a\u0443\u043b\u044c\u0433\u0430\u0454 \u0439 \u043a\u0430\u0448\u043b\u044f\u0454.", "i armour": "\u0437\u0430\u043b\u0456\u0437\u043d\u0430 \u0431\u0440\u043e\u043d\u044f", "The Scout": "\u0420\u043e\u0437\u0432\u0456\u0434\u043d\u0438\u043a", "leaves a pile of small scales behind.": "\u0456 \u043b\u0438\u0448\u0430\u0454 \u043a\u0443\u043f\u043a\u0443 \u0434\u0440\u0456\u0431\u043d\u043e\u0457 \u043b\u0443\u0441\u043a\u0438.", "pockets": "\u043a\u0430\u0440\u043c\u0430\u043d\u0438", "stab": "\u043a\u043e\u043b\u043e\u0442\u0438", "the ground is littered with small scales": "\u0437\u0435\u043c\u043b\u044f \u0432\u0441\u0442\u0435\u043b\u0435\u043d\u0430 \u0434\u0440\u0456\u0431\u043d\u043e\u044e \u043b\u0443\u0441\u043a\u043e\u044e", "iron's stronger than leather": "\u0437\u0430\u043b\u0456\u0437\u043e \u043d\u0430\u0431\u0430\u0433\u0430\u0442\u043e \u043c\u0456\u0446\u043d\u0456\u0448\u0435 \u0437\u0430 \u0448\u043a\u0456\u0440\u0443", "a nomad arrives, looking to trade": "\u043a\u043e\u0447\u0456\u0432\u043d\u0438\u043a \u0445\u043e\u0447\u0435 \u043f\u043e\u0442\u043e\u0440\u0433\u0443\u0432\u0430\u0442\u0438 \u0442\u0440\u043e\u0445\u0438", "black powder and bullets, like the old days.": "\u0447\u043e\u0440\u043d\u0438\u0439 \u043f\u043e\u0440\u043e\u0445 \u0442\u0430 \u043a\u0443\u043b\u0456, \u043d\u0430\u0433\u0430\u0434\u0430\u044e\u0442\u044c \u043a\u043e\u043b\u0438\u0448\u043d\u0456 \u0434\u043d\u0456.", "restart the game?": "\u043f\u0435\u0440\u0435\u0437\u0430\u043f\u0443\u0441\u0442\u0438\u0442\u0438 \u0433\u0440\u0443?", "gastronome": "\u0433\u0443\u0440\u043c\u0430\u043d", "A Ruined City": "\u0417\u0440\u0443\u0439\u043d\u043e\u0432\u0430\u043d\u0435 \u043c\u0456\u0441\u0442\u043e", "energy cell": "\u0431\u0430\u0442\u0430\u0440\u0435\u044f", "the compass points west": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0432\u043a\u0430\u0437\u0443\u0454 \u043d\u0430 \u0437\u0430\u0445\u0456\u0434", "a scavenger draws close, hoping for an easy score": "\u0441\u043c\u0456\u0442\u0442\u044f\u0440 \u043d\u0430\u0431\u043b\u0438\u0436\u0430\u0454\u0442\u044c\u0441\u044f, \u0441\u043f\u043e\u0434\u0456\u0432\u0430\u044e\u0447\u0438\u0441\u044c \u043d\u0430 \u043b\u0435\u0433\u043a\u0443 \u0437\u0434\u043e\u0431\u0438\u0447", "Sickness": "\u0425\u0432\u043e\u0440\u043e\u0431\u0430", "build:": "\u0431\u0443\u0434\u0456\u0432\u043b\u0456:", "feral terror": "\u0434\u0438\u043a\u0435 \u0436\u0430\u0445\u0456\u0442\u0442\u044f", "signout": "\u0432\u0438\u0439\u0442\u0438", "A Beast Attack": "\u041d\u0430\u043f\u0430\u0434 \u0437\u0432\u0456\u0440\u0456\u0432", "Ready to Leave?": "\u0413\u043e\u0442\u043e\u0432\u0438\u0439 \u043f\u043e\u043a\u0438\u043d\u0443\u0442\u0438 \u0432\u0441\u0435?", "time to get out of this place. won't be coming back.": "\u043d\u0430\u0441\u0442\u0430\u0432 \u0447\u0430\u0441 \u0437\u0430\u0431\u0440\u0430\u0442\u0438\u0441\u044f \u0437\u0432\u0456\u0434\u0441\u0438. \u043d\u0430\u0437\u0430\u0434 \u0434\u043e\u0440\u043e\u0433\u0438 \u043d\u0435\u043c\u0430\u0454.", "the compass points northwest": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0432\u043a\u0430\u0437\u0443\u0454 \u043d\u0430 \u043f\u0456\u0432\u043d\u0456\u0447\u043d\u0438\u0439 \u0437\u0430\u0445\u0456\u0434", "the thirst becomes unbearable": "\u0441\u043f\u0440\u0430\u0433\u0430 \u0441\u0442\u0430\u0454 \u043d\u0435\u0441\u0442\u0435\u0440\u043f\u043d\u043e\u044e", "a beggar arrives": "\u043f\u0440\u0438\u0431\u0443\u0432 \u0436\u0435\u0431\u0440\u0430\u043a", "he leaves a reward.": "\u0432\u0456\u043d \u0437\u0430\u043b\u0438\u0448\u0430\u0454 \u043d\u0430\u0433\u043e\u0440\u043e\u0434\u0443.", "the scout says she's been all over.": "\u0440\u043e\u0437\u0432\u0456\u0434\u043d\u0438\u043a \u043a\u0430\u0436\u0435, \u0449\u043e \u0437\u043d\u0430\u0454 \u0432\u0441\u0456 \u043c\u0456\u0441\u0446\u044f \u043d\u0430\u0432\u043a\u043e\u043b\u043e.", "cloth": "\u0448\u043c\u0430\u0442\u0442\u044f", "Troposphere": "\u0422\u0440\u043e\u043f\u043e\u0441\u0444\u0435\u0440\u0430", "squeeze": "\u043f\u0440\u043e\u0442\u0438\u0441\u043d\u0443\u0442\u0438\u0441\u044c", "scraps of fur": "\u043e\u0431\u0440\u0438\u0432\u043a\u0438 \u0448\u043a\u0443\u0440", "the wind howls outside": "\u043d\u0430 \u0437\u043e\u0432\u043d\u0456 \u0437\u0430\u0432\u0438\u0432\u0430\u0454 \u0432\u0456\u0442\u0435\u0440", "the wagon can carry a lot of supplies": "\u0432\u0456\u0437\u043e\u043a \u043c\u043e\u0436\u0435 \u043f\u0435\u0440\u0435\u0432\u043e\u0437\u0438\u0442\u0438 \u0431\u0456\u043b\u044c\u0448\u0435 \u0440\u0435\u0447\u0435\u0439", "A Battlefield": "\u041f\u043e\u043b\u0435 \u0431\u043e\u044e", "the shivering man is dead": "\u0442\u0440\u0435\u043c\u0442\u044f\u0447\u0430 \u043b\u044e\u0434\u0438\u043d\u0430 \u0437\u0430\u0433\u0438\u043d\u0443\u043b\u0430", "builder finishes the smokehouse. she looks hungry.": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u0437\u0430\u0432\u0435\u0440\u0448\u0438\u043b\u0430 \u043a\u043e\u043f\u0442\u0438\u043b\u044c\u043d\u044e. \u0432\u043e\u043d\u0430 \u0434\u0438\u0432\u0438\u0442\u044c\u0441\u044f \u043d\u0430 \u043d\u0435\u0457 \u0433\u043e\u043b\u043e\u0434\u043d\u0438\u043c\u0438 \u043e\u0447\u0438\u043c\u0430.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "\u0441\u0442\u0435\u043f \u043e\u0431\u0440\u0438\u0432\u0430\u0454\u0442\u044c\u0441\u044f \u043c\u043e\u0440\u0435\u043c \u0441\u0443\u0445\u043e\u0457 \u0441\u0442\u0440\u0430\u0432\u0438, \u044f\u043a\u0430 \u043a\u043e\u043b\u0438\u0445\u0430\u0454\u0442\u044c\u0441\u044f \u0432\u0456\u0434 \u043b\u0435\u0433\u043a\u043e\u0433\u043e \u0432\u0456\u0442\u0435\u0440\u0446\u044e.", "agree": "\u0434\u043e\u0437\u0432\u043e\u043b\u0438\u0442\u0438", "the forest is silent.": "\u0432 \u043b\u0456\u0441\u0456 \u0442\u0438\u0445\u043e-\u0442\u0438\u0445\u043e.", "Space": "\u0412\u0456\u0434\u043a\u0440\u0438\u0442\u0438\u0439 \u043a\u043e\u0441\u043c\u043e\u0441", "Thermosphere": "\u0422\u0435\u0440\u043c\u043e\u0441\u0444\u0435\u0440\u0430", "5 medicine": "5 \u0430\u043f\u0442\u0435\u0447\u043e\u043a", "do nothing": "\u043d\u0456\u0447\u043e\u0433\u043e \u043d\u0435 \u0440\u043e\u0431\u0438\u0442\u0438", "A Gaunt Man": "\u0425\u0443\u0434\u043e\u0440\u043b\u044f\u0432\u0438\u0439 \u0447\u043e\u043b\u043e\u0432\u0456\u043a", "Outside": "\u041d\u0430\u0437\u043e\u0432\u043d\u0456", "the snarling beast is dead": "\u0433\u0430\u0440\u0447\u0430\u0449\u0438\u0439 \u0437\u0432\u0456\u0440 \u0437\u0430\u0433\u0438\u043d\u0443\u0432", "no": "\u043d\u0456", "{0} per {1}s": "{0} \u0437\u0430 {1}\u0441\u0435\u043a.", "track them": "\u0439\u0442\u0438 \u0437\u0430 \u043d\u0438\u043c\u0438", "Exosphere": "\u0415\u043a\u0437\u043e\u0441\u0444\u0435\u0440\u0430", "he speaks of once leading the great fleets to fresh worlds.": "\u0432\u0456\u043d \u0440\u043e\u0437\u043f\u043e\u0432\u0456\u0434\u0430\u0454 \u043f\u0440\u043e \u0442\u0435, \u0449\u043e \u043a\u043e\u043b\u0438\u0441\u044c \u0432\u0456\u0432 \u0432\u0435\u043b\u0438\u0447\u0435\u0437\u043d\u0456 \u0444\u043b\u043e\u0442\u0438 \u043d\u0430\u0437\u0443\u0441\u0442\u0440\u0456\u0447 \u043d\u043e\u0432\u0438\u043c \u0441\u0432\u0456\u0442\u0430\u043c.", "builder says there are more wanderers. says they'll work, too.": "\u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043a\u0430\u0436\u0435, \u0449\u043e \u043d\u0430\u0432\u043a\u043e\u043b\u043e \u0454 \u0442\u0430\u043a\u0456 \u0436 \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a\u0438. \u0432\u043e\u043d\u0438 \u0442\u0430\u043a\u043e\u0436 \u043c\u043e\u0436\u0443\u0442\u044c \u0447\u0438\u043c\u043e\u0441\u044c \u0434\u043e\u043f\u043e\u043c\u043e\u0433\u0442\u0438.", "evasive": "\u043d\u0435\u0432\u043b\u043e\u0432\u0438\u043c\u0438\u0439", "an old wanderer arrives": "\u043f\u0440\u0438\u0431\u0443\u0432 \u0441\u0442\u0430\u0440\u0438\u0439 \u043c\u0430\u043d\u0434\u0440\u0456\u0432\u043d\u0438\u043a", "through the walls, shuffling noises can be heard.": "\u0447\u0435\u0440\u0435\u0437 \u0441\u0442\u0456\u043d\u0438 \u0447\u0443\u0442\u0438 \u0448\u0443\u0440\u0445\u0456\u0442, \u043d\u0456\u0431\u0438 \u0445\u0442\u043e\u0441\u044c \u043f\u0435\u0440\u0435\u0441\u0443\u0432\u0430\u0454\u0442\u044c\u0441\u044f.", "melee weapons deal more damage": "\u0437\u0431\u0440\u043e\u044f \u0431\u043b\u0438\u0436\u043d\u044c\u043e\u0433\u043e \u0431\u043e\u044e \u0437\u0430\u0432\u0434\u0430\u0454 \u0431\u0456\u043b\u044c\u0448\u043e\u0457 \u0448\u043a\u043e\u0434\u0438", "the compass points ": "\u043a\u043e\u043c\u043f\u0430\u0441 \u0432\u043a\u0430\u0437\u0443\u0454 \u043d\u0430 ", "the man swallows the medicine eagerly": "\u0447\u043e\u043b\u043e\u0432\u0456\u043a \u043a\u043e\u0432\u0442\u0430\u0454 \u043b\u0456\u043a\u0438", "the days are spent with burials.": "\u043a\u043e\u0436\u043d\u043e\u0433\u043e \u0434\u043d\u044f \u0445\u043e\u0432\u0430\u044e\u0442\u044c \u043b\u044e\u0434\u0435\u0439.", "more traps to catch more creatures": "\u0431\u0456\u043b\u044c\u0448\u0435 \u043f\u0430\u0441\u0442\u043e\u043a - \u0431\u0456\u043b\u044c\u0448\u0435 \u0442\u0432\u0430\u0440\u0438\u043d", "bullets": "\u043f\u0430\u0442\u0440\u043e\u043d\u0438", "the light from the fire spills from the windows, out into the dark": "\u0441\u0432\u0456\u0442\u043b\u043e \u0432\u0456\u0434 \u0432\u043e\u0433\u043d\u044e \u0440\u043e\u0437\u0433\u0430\u043d\u044f\u0454 \u043d\u0430\u0432\u043a\u043e\u043b\u0438\u0448\u043d\u044e \u043f\u0456\u0442\u044c\u043c\u0443 \u0437\u0430 \u0432\u0456\u043a\u043d\u043e\u043c", "tell him to leave": "\u043f\u043e\u043f\u0440\u043e\u0441\u0438\u0442\u0438 \u0439\u043e\u0433\u043e \u043f\u0456\u0442\u0438", "dry brush and dead branches litter the forest floor": "\u0441\u0443\u0445\u0456 \u0434\u0440\u043e\u0432\u0430 \u0442\u0430 \u0437\u043b\u0430\u043c\u0430\u043d\u0456 \u0433\u0456\u043b\u043a\u0438 \u0432\u0441\u0442\u0435\u043b\u0438\u043b\u0438 \u043b\u0456\u0441", "tattered cloth": "\u043e\u0431\u0440\u0438\u0432\u043a\u0438 \u0448\u043c\u0430\u0442\u0442\u044f", "tanner": "\u043a\u043e\u0436\u0443\u043c'\u044f\u043a\u0438", "should cure the meat, or it'll spoil. builder says she can fix something up.": "\u043c\u0443\u0441\u0438\u043c\u043e \u043e\u0431\u0440\u043e\u0431\u043b\u044f\u0442\u0438 \u043c'\u044f\u0441\u043e, \u0456\u043d\u0430\u043a\u0448\u0435 \u0432\u043e\u043d\u043e \u0437\u0456\u043f\u0441\u0443\u0454\u0442\u044c\u0441\u044f. \u0431\u0443\u0434\u0456\u0432\u0435\u043b\u044c\u043d\u0438\u0446\u044f \u043a\u0430\u0436\u0435, \u0449\u043e \u043c\u043e\u0436\u0435 \u0437\u0430\u0440\u0430\u0434\u0438\u0442\u0438 \u0446\u044c\u043e\u043c\u0443.", "or migrating computers": "\u0447\u0438 \u043f\u0435\u0440\u0435\u043d\u043e\u0441\u0443 \u043d\u0430 \u0456\u043d\u0448\u0438\u0439 \u043a\u043e\u043c\u043f'\u044e\u0442\u0435\u0440", "water:{0}": "\u0432\u043e\u0434\u0430:{0}", "teeth": "\u0456\u043a\u043b\u0430", "villagers could help hunt, given the means": "\u043f\u043e\u0441\u0435\u043b\u0435\u043d\u0446\u0456 \u043c\u043e\u0436\u0443\u0442\u044c \u0434\u043e\u043f\u043e\u043c\u043e\u0433\u0442\u0438 \u043f\u043e\u043b\u044e\u0432\u0430\u043d\u043d\u044f\u043c, \u0434\u043e\u0431\u0443\u0432\u0430\u044e\u0447\u0438 \u043c'\u044f\u0441\u043e"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/uk/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: adarkroom\n" "POT-Creation-Date: 2016-09-21 18:28+0300\n" "PO-Revision-Date: 2016-09-21 18:29+0300\n" "Last-Translator: Olexandr Nesterenko \n" "Language-Team: \n" "Language: uk\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=3; plural=(n%10==1 && n%100!=11 ? 0 : n%10>=2 && n" "%10<=4 && (n%100<10 || n%100>=20) ? 1 : 2);\n" "X-Generator: Poedit 1.8.5\n" "X-Poedit-KeywordsList: _\n" "X-Poedit-Basepath: .\n" "X-Poedit-SearchPath-0: ./../../script\n" #: ../../script/dropbox.js:62 msgid "Dropbox connection" msgstr "Підключення до Dropbox" #: ../../script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "підключити гру до dropbox" #: ../../script/dropbox.js:68 msgid "connect" msgstr "підключити" #: ../../script/dropbox.js:75 ../../script/dropbox.js:107 #: ../../script/dropbox.js:133 ../../script/dropbox.js:163 #: ../../script/engine.js:285 ../../script/engine.js:331 msgid "cancel" msgstr "скасувати" #: ../../script/dropbox.js:86 ../../script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Dropbox Експорт / Імпорт" #: ../../script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "експорт чи імпорт даних до сховища dropbox" #: ../../script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "ви підключені до облікового запису dropbox " #: ../../script/dropbox.js:93 msgid "save" msgstr "зберегти" #: ../../script/dropbox.js:97 msgid "load" msgstr "завантажити" #: ../../script/dropbox.js:102 msgid "signout" msgstr "вийти" #: ../../script/dropbox.js:113 msgid "choose one slot to save to" msgstr "оберіть один слот для збереження" #: ../../script/dropbox.js:119 msgid "save to slot" msgstr "зберегти в комірку" #: ../../script/dropbox.js:141 msgid "choose one slot to load from" msgstr "оберіть один слот для завантаження" #: ../../script/dropbox.js:148 msgid "load from slot" msgstr "завантажити з комірки" #: ../../script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "збережено до сховища dropbox" #: ../../script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "виникла помилка під час збереження до сховища dropbox" #: ../../script/dropbox.js:183 msgid "ok" msgstr "гаразд" #: ../../script/engine.js:15 msgid "boxer" msgstr "боксер" #: ../../script/engine.js:16 msgid "punches do more damage" msgstr "удари мають більшу силу" #. TRANSLATORS : means with more force. #: ../../script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "навчає, як завдавати більш влучні удари" #: ../../script/engine.js:21 msgid "martial artist" msgstr "майстер бойових мистецтв" #: ../../script/engine.js:22 msgid "punches do even more damage." msgstr "удари завдають набагато більшої шкоди." #: ../../script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "навчає ефективно битися без зброї" #. TRANSLATORS : master of unarmed combat #: ../../script/engine.js:27 msgid "unarmed master" msgstr "обеззброєний майстер" #: ../../script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "удари вдвічі швидші та сильніші" #: ../../script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "навчає бити швидше без зброї" #: ../../script/engine.js:32 msgid "barbarian" msgstr "варвар" #: ../../script/engine.js:33 msgid "melee weapons deal more damage" msgstr "зброя ближнього бою завдає більшої шкоди" #: ../../script/engine.js:34 msgid "learned to swing weapons with force" msgstr "навчає із силою махати ручною зброєю" # contexte ? #: ../../script/engine.js:37 msgid "slow metabolism" msgstr "сповільнений метаболізм" #: ../../script/engine.js:38 msgid "go twice as far without eating" msgstr "вдвічі довше обходитися без їжі" #: ../../script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "дозволяє ігнорувати голод" #: ../../script/engine.js:42 msgid "desert rat" msgstr "пустельний щур" #: ../../script/engine.js:43 msgid "go twice as far without drinking" msgstr "удвічі довше не відчувати спраги" #: ../../script/engine.js:44 msgid "learned to love the dry air" msgstr "навчає, як отримувати воду з повітря" #: ../../script/engine.js:47 msgid "evasive" msgstr "невловимий" #: ../../script/engine.js:48 msgid "dodge attacks more effectively" msgstr "більш ефективно уникайте атаки" #: ../../script/engine.js:49 msgid "learned to be where they're not" msgstr "навчаю ухилятися від ударів" #: ../../script/engine.js:52 msgid "precise" msgstr "передбачливий" # description pour la précision ... #: ../../script/engine.js:53 msgid "land blows more often" msgstr "дозволяє частіше наносити удари" #: ../../script/engine.js:54 msgid "learned to predict their movement" msgstr "навчає передбачати рухи" #: ../../script/engine.js:57 msgid "scout" msgstr "розвідник" #: ../../script/engine.js:58 msgid "see farther" msgstr "більший кругозір" #: ../../script/engine.js:59 msgid "learned to look ahead" msgstr "навчає бачити далі" #: ../../script/engine.js:62 msgid "stealthy" msgstr "маскування" #: ../../script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "краще уникати конфліктів на пустищі" #: ../../script/engine.js:64 msgid "learned how not to be seen" msgstr "навчає бути непомітним" #: ../../script/engine.js:67 msgid "gastronome" msgstr "гурман" #: ../../script/engine.js:68 msgid "restore more health when eating" msgstr "відновлює більше здоров'я під час вживання їжі" #: ../../script/engine.js:69 msgid "learned to make the most of food" msgstr "навчає, як приготувати більше їжі" #: ../../script/engine.js:138 msgid "get the app." msgstr "отримати додаток" #: ../../script/engine.js:144 ../../script/engine.js:512 msgid "lights off." msgstr "затемнити." #: ../../script/engine.js:150 ../../script/engine.js:548 msgid "hyper." msgstr "швидк." #: ../../script/engine.js:156 ../../script/space.js:442 msgid "restart." msgstr "перезапустити." #: ../../script/engine.js:162 msgid "share." msgstr "повідомити." #: ../../script/engine.js:168 msgid "save." msgstr "зберегти." #: ../../script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: ../../script/engine.js:184 msgid "github." msgstr "github." #: ../../script/engine.js:268 msgid "Export / Import" msgstr "Експорт / Імпорт" #: ../../script/engine.js:272 msgid "export or import save data, for backing up" msgstr "експорт чи імпорт даних, за для отримання резервної копії" #: ../../script/engine.js:273 msgid "or migrating computers" msgstr "чи переносу на інший комп'ютер" #: ../../script/engine.js:277 msgid "export" msgstr "експортувати" #: ../../script/engine.js:281 ../../script/engine.js:326 msgid "import" msgstr "імпортувати" #: ../../script/engine.js:291 msgid "save this." msgstr "зберегти це." #: ../../script/engine.js:297 msgid "got it" msgstr "вже зробив" #: ../../script/engine.js:305 msgid "are you sure?" msgstr "ви впевнені?" #: ../../script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "якщо код не вірний, всі данні можуть бути втрачені." #: ../../script/engine.js:307 msgid "this is irreversible." msgstr "це неможливо скасувати." #: ../../script/engine.js:311 ../../script/engine.js:380 #: ../../script/engine.js:526 msgid "yes" msgstr "так" #: ../../script/engine.js:316 ../../script/engine.js:385 #: ../../script/engine.js:531 msgid "no" msgstr "ні" #: ../../script/engine.js:322 msgid "put the save code here." msgstr "вставте код збереження сюди." #: ../../script/engine.js:374 msgid "Restart?" msgstr "Перезапустити?" #: ../../script/engine.js:377 msgid "restart the game?" msgstr "перезапустити гру?" #: ../../script/engine.js:408 msgid "Get the App" msgstr "Отримати додаток" #: ../../script/engine.js:411 msgid "bring the room with you." msgstr "" #: ../../script/engine.js:414 msgid "ios" msgstr "ios" #: ../../script/engine.js:421 msgid "android" msgstr "android" #: ../../script/engine.js:435 msgid "Share" msgstr "Розповісти" #: ../../script/engine.js:438 msgid "bring your friends." msgstr "сповістити своїх друзів." #: ../../script/engine.js:441 msgid "facebook" msgstr "facebook" #: ../../script/engine.js:448 msgid "google+" msgstr "google+" #: ../../script/engine.js:455 msgid "twitter" msgstr "twitter" #: ../../script/engine.js:462 msgid "reddit" msgstr "reddit" #: ../../script/engine.js:469 msgid "close" msgstr "закрити" #: ../../script/engine.js:503 ../../script/engine.js:507 msgid "lights on." msgstr "освітлити." #: ../../script/engine.js:520 msgid "Go Hyper?" msgstr "Пришвидшити?" #: ../../script/engine.js:523 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" "увімкнувши прищвидшений режим підніме швидкість гри в 2 рази. бажаєте " "зробити це?" #: ../../script/engine.js:546 msgid "classic." msgstr "класич." #: ../../script/engine.js:647 msgid "{0} per {1}s" msgstr "{0} за {1}сек." #: ../../script/events.js:197 msgid "pause." msgstr "пауза." #: ../../script/events.js:228 msgid "eat meat" msgstr "з'їсти м'ясо" #: ../../script/events.js:248 msgid "use meds" msgstr "прийняти ліки" #: ../../script/events.js:432 msgid "miss" msgstr "промах" #: ../../script/events.js:446 msgid "stunned" msgstr "оплутано" #: ../../script/events.js:563 ../../script/events/global.js:42 #: ../../script/events/global.js:59 ../../script/events/room.js:142 #: ../../script/events/room.js:162 ../../script/events/room.js:182 #: ../../script/events/setpieces.js:25 ../../script/events/setpieces.js:48 #: ../../script/events/setpieces.js:65 ../../script/events/setpieces.js:83 #: ../../script/events/setpieces.js:106 ../../script/events/setpieces.js:536 #: ../../script/events/setpieces.js:1254 ../../script/events/setpieces.js:2948 #: ../../script/events/setpieces.js:2982 ../../script/events/setpieces.js:3005 #: ../../script/events/setpieces.js:3042 ../../script/events/setpieces.js:3095 #: ../../script/events/setpieces.js:3124 ../../script/events/setpieces.js:3170 #: ../../script/events/setpieces.js:3297 ../../script/events/setpieces.js:3319 #: ../../script/events/setpieces.js:3439 ../../script/events/setpieces.js:3463 #: ../../script/events/setpieces.js:3496 ../../script/events/setpieces.js:3515 #: ../../script/events/setpieces.js:3539 ../../script/events/setpieces.js:3567 msgid "leave" msgstr "покинути" #: ../../script/events.js:601 msgid "drop:" msgstr "кинути:" #: ../../script/events.js:626 ../../script/events/room.js:526 msgid "nothing" msgstr "нічого" #: ../../script/events.js:657 ../../script/events/setpieces.js:3551 msgid "take" msgstr "взяти" #: ../../script/events.js:667 msgid "take:" msgstr "взяти:" #: ../../script/events.js:690 #, fuzzy msgid "nothing to take" msgstr "нічого" #: ../../script/events.js:720 msgid "all" msgstr "все" #: ../../script/events.js:738 msgid "take everything" msgstr "взяти все" #: ../../script/events.js:738 msgid "take all you can" msgstr "взяти все. що можеш" #. TRANSLATORS : Mind the whitespaces at the beginning and end. #: ../../script/events.js:744 ../../script/outside.js:627 msgid " and " msgstr " і " #: ../../script/events.js:988 msgid "*** EVENT ***" msgstr "*** ПОДІЯ ***" #: ../../script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Гарчащий звір" #: ../../script/events/encounters.js:15 msgid "snarling beast" msgstr "гарчащий звір" #: ../../script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "гарчащий звір загинув" #: ../../script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "із гарчанням звір кидається з-за кущів" #: ../../script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Худорлявий чоловік" #: ../../script/events/encounters.js:52 msgid "gaunt man" msgstr "худорлявий чоловік" #: ../../script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "худорлявий чоловік загинув" #: ../../script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "наближається худорлява виснажена людина, її погляд зовсім божевільний" #: ../../script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Незвичайний птах" #: ../../script/events/encounters.js:89 msgid "strange bird" msgstr "незвичайний птах" #: ../../script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "незвичайний птах загинув" #: ../../script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "через рівнину набираючи швидкість наближається незвичайний птах" #: ../../script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Тремтяча людина" #: ../../script/events/encounters.js:127 msgid "shivering man" msgstr "тремтяча людина" #: ../../script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "тремтяча людина загинула" #: ../../script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "" "наближається якісь чоловік, його сильно трусить, і атакує з неймовірною силою" #: ../../script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Людожер" #: ../../script/events/encounters.js:169 msgid "man-eater" msgstr "людожер" #: ../../script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "людожер загинув" #: ../../script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "велика істота, із закривавленими кігтями, атакує" #: ../../script/events/encounters.js:198 msgid "A Scavenger" msgstr "Сміттяр" #: ../../script/events/encounters.js:206 msgid "scavenger" msgstr "сміттяр" #: ../../script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "сміттяр загинув" #: ../../script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "сміттяр наближається, сподіваючись на легку здобич" #: ../../script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Здоровенна ящірка" #: ../../script/events/encounters.js:248 msgid "lizard" msgstr "ящірка" #: ../../script/events/encounters.js:249 msgid "the lizard is dead" msgstr "ящірка мертва" #: ../../script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "трава згинається під тушею величезної ящірки" #: ../../script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Дике жахіття" #: ../../script/events/encounters.js:286 msgid "feral terror" msgstr "дике жахіття" #: ../../script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "дике жахіття загинуло" #: ../../script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "величезний, жахливий звір вистрибує на вас" #: ../../script/events/encounters.js:315 msgid "A Soldier" msgstr "Солдат" #: ../../script/events/encounters.js:323 msgid "soldier" msgstr "солдат" #: ../../script/events/encounters.js:324 msgid "the soldier is dead" msgstr "солдат загинув" #: ../../script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "солдат відкриває вогонь крізь пустелю" #: ../../script/events/encounters.js:358 msgid "A Sniper" msgstr "Снайпер" #: ../../script/events/encounters.js:366 msgid "sniper" msgstr "снайпер" #: ../../script/events/encounters.js:367 msgid "the sniper is dead" msgstr "снайпер загинув" #: ../../script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "звідкись з-за високої трави пролунав постріл" #: ../../script/events/global.js:6 msgid "The Thief" msgstr "Злодій" #: ../../script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "поселенці тягнуть брудного чоловіка зі сторони комори." #: ../../script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "кажуть, він крав речі з неї." #: ../../script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "кажуть, що його треба публічно повішати, на взірець іншим." #: ../../script/events/global.js:17 msgid "a thief is caught" msgstr "зловили злодія" #: ../../script/events/global.js:21 msgid "hang him" msgstr "повішати його" #: ../../script/events/global.js:25 msgid "spare him" msgstr "пощадити його" #: ../../script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "поселенці повішали крадія перед коморою." #: ../../script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "вибір зроблено. на протязі декількох днів зниклі речі були повернуті." #: ../../script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "чоловік вдячний вам, і обіцяє, що більше він тут не з'явиться." #: ../../script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "перед тим як піти, він навчає вас тому, що знав сам." #: ../../script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Зруйновані пастки" #: ../../script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "деякі пастки виявились зламаними." #: ../../script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "великі сліди, від них, прямують до лісу." #: ../../script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "деякі з пасток знищено" #: ../../script/events/outside.js:26 msgid "track them" msgstr "йти за ними" #: ../../script/events/outside.js:30 ../../script/events/room.js:71 #: ../../script/events/room.js:122 msgid "ignore them" msgstr "ігнорувати" #: ../../script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "сліди обриваються вже через декілька хвилин." #: ../../script/events/outside.js:38 msgid "the forest is silent." msgstr "в лісі тихо-тихо." #: ../../script/events/outside.js:40 msgid "nothing was found" msgstr "нічого не знайдено" #: ../../script/events/outside.js:43 ../../script/events/outside.js:61 #: ../../script/events/outside.js:126 ../../script/events/outside.js:144 #: ../../script/events/outside.js:197 ../../script/events/outside.js:215 #: ../../script/events/outside.js:248 ../../script/events/outside.js:282 msgid "go home" msgstr "йти додому" #: ../../script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "" "неподалік від поселення лежить здоровенна тварюка, її хутро вкрито кров'ю." #: ../../script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "ослаблена, перед ножем вона навіть не опирається." #: ../../script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "гарчащий звір загинув" #: ../../script/events/outside.js:69 msgid "Fire" msgstr "Вогонь" #: ../../script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "полум’я перекинулось на одну із хатинок, зруйнувавши її." #: ../../script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "всі мешканці намету загинули у вогні." #: ../../script/events/outside.js:79 msgid "a fire has started" msgstr "почалася пожежа" #: ../../script/events/outside.js:86 msgid "mourn" msgstr "траур" #: ../../script/events/outside.js:87 msgid "some villagers have died" msgstr "дехто з поселенців загинули" #: ../../script/events/outside.js:95 msgid "Sickness" msgstr "Хвороба" #: ../../script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "поселенням шириться хвороба." #: ../../script/events/outside.js:103 ../../script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "негайно потрібні ліки." #: ../../script/events/outside.js:105 msgid "some villagers are ill" msgstr "деякі селяни захворіли" #: ../../script/events/outside.js:109 msgid "1 medicine" msgstr "1 аптечка" #: ../../script/events/outside.js:114 msgid "ignore it" msgstr "ігнорувати" #: ../../script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "хворобу вчасно зупинили." #: ../../script/events/outside.js:123 msgid "sufferers are healed" msgstr "пострадалі були виліковані" #: ../../script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "хвороба шириться поселенням." #: ../../script/events/outside.js:134 msgid "the days are spent with burials." msgstr "кожного дня ховають людей." #: ../../script/events/outside.js:135 ../../script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "кожної ночі чути крики." #: ../../script/events/outside.js:137 msgid "sufferers are left to die" msgstr "" #: ../../script/events/outside.js:153 msgid "Plague" msgstr "Чума" #: ../../script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "жахлива епідемія шириться поселенням." #: ../../script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "епідемія шириться селищем" #: ../../script/events/outside.js:168 msgid "buy medicine" msgstr "придбати ліки" #: ../../script/events/outside.js:174 msgid "5 medicine" msgstr "5 аптечок" #: ../../script/events/outside.js:179 msgid "do nothing" msgstr "нічого не робити" #: ../../script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "епідемія перестає розповсюджуватись." #: ../../script/events/outside.js:187 msgid "only a few die." msgstr "померло лише декілька." #: ../../script/events/outside.js:188 msgid "the rest bury them." msgstr "ті хто лишились ховають померлих." #: ../../script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: ../../script/events/outside.js:204 msgid "the plague rips through the village." msgstr "епідемія шириться селищем, вбиваючи всіх." #: ../../script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "єдина надія на швидку смерть." #: ../../script/events/outside.js:208 msgid "population is almost exterminated" msgstr "" #: ../../script/events/outside.js:224 msgid "A Beast Attack" msgstr "Напад звірів" #: ../../script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "зграя диких звірів вийшла з лісу." #: ../../script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "битва була короткою та кривавою, але звірі відійшли." #: ../../script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "поселенці сумують за загиблими." #: ../../script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "дикі звірі атакують селян" #: ../../script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "" #: ../../script/events/outside.js:258 msgid "A Military Raid" msgstr "Військовий наліт" #: ../../script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "з-за дерев чути рушничні постріли." #: ../../script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "добре озброєні люди вийшли з лісу і починають стріляти в натовп." #: ../../script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "після сутички вони пішли геть, але не без втрат." #: ../../script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "епідемія шириться селищем, вбиваючи всіх." #: ../../script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: ../../script/events/room.js:6 msgid "The Nomad" msgstr "Кочівник" #: ../../script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "з'являється кочівник з купою торб." #: ../../script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "невідомо звідки він прийшов, але лишатись не збирається." #: ../../script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "кочівник хоче поторгувати трохи" #: ../../script/events/room.js:20 msgid "buy scales" msgstr "придбати луску" #: ../../script/events/room.js:25 msgid "buy teeth" msgstr "придбати ікла" #: ../../script/events/room.js:30 msgid "buy bait" msgstr "придбати приманку" #: ../../script/events/room.js:33 msgid "traps are more effective with bait." msgstr "пастки з приманкою більш ефективні." #: ../../script/events/room.js:39 msgid "buy compass" msgstr "придбати компас" #: ../../script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "старий компас пом'ятий та запилений, але виглядає робочим." #: ../../script/events/room.js:45 ../../script/events/room.js:227 #: ../../script/events/room.js:240 ../../script/events/room.js:253 #: ../../script/events/room.js:309 ../../script/events/room.js:332 #: ../../script/events/room.js:388 ../../script/events/room.js:411 #: ../../script/events/room.js:453 ../../script/events/room.js:571 #: ../../script/events/room.js:587 ../../script/events/room.js:603 #: ../../script/events/room.js:614 msgid "say goodbye" msgstr "попрощатися" #: ../../script/events/room.js:53 ../../script/events/room.js:104 msgid "Noises" msgstr "Шурхіт" #: ../../script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "через стіни чути шурхіт, ніби хтось пересувається." #: ../../script/events/room.js:61 msgid "can't tell what they're up to." msgstr "незрозуміло, що ж там робиться." #: ../../script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "дивний шурхіт чути за стінами" #: ../../script/events/room.js:67 ../../script/events/room.js:118 #: ../../script/events/setpieces.js:1662 msgid "investigate" msgstr "розвідати" #: ../../script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "якісь розпливчасті тіні, неможливо розгледіти." #: ../../script/events/room.js:79 msgid "the sounds stop." msgstr "звуки припинилися." #: ../../script/events/room.js:83 ../../script/events/room.js:96 msgid "go back inside" msgstr "повернутись в середину" #: ../../script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "біля порогу лежить купа дров, загорнутих в шкуру." #: ../../script/events/room.js:92 msgid "the night is silent." msgstr "ніч сьогодні тиха." #: ../../script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "чути дивний шурхіт з комори." #: ../../script/events/room.js:112 msgid "something's in there." msgstr "там щось є." #: ../../script/events/room.js:114 msgid "something's in the store room" msgstr "щось є в коморі" #: ../../script/events/room.js:129 ../../script/events/room.js:149 #: ../../script/events/room.js:169 msgid "some wood is missing." msgstr "частина деревини зникла." #: ../../script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "земля встелена дрібною лускою" #: ../../script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "земля встелена дрібними іклами" #: ../../script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "земля встелена лахміттям" #: ../../script/events/room.js:190 msgid "The Beggar" msgstr "Жебрак" #: ../../script/events/room.js:197 msgid "a beggar arrives." msgstr "прибув жебрак." #: ../../script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "питає, чи не маємо ми трохи шкур, аби було чим зігрітися вночі." #: ../../script/events/room.js:200 msgid "a beggar arrives" msgstr "прибув жебрак" #: ../../script/events/room.js:204 msgid "give 50" msgstr "надати 50" #: ../../script/events/room.js:209 ../../script/events/room.js:276 #: ../../script/events/room.js:355 msgid "give 100" msgstr "надати 100" #: ../../script/events/room.js:214 ../../script/events/room.js:286 #: ../../script/events/room.js:485 msgid "turn him away" msgstr "відправити геть" #: ../../script/events/room.js:222 ../../script/events/room.js:235 #: ../../script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "жебрак щиро дякує." #: ../../script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "і лишає купку дрібної луски." #: ../../script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "і лишає купку дрібних іклів." #: ../../script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "і лишає трохи шмаття." #: ../../script/events/room.js:262 ../../script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Загадковий мандрівник" #: ../../script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "прибув мандрівник із порожнім возиком. каже, що якщо дати йому трохи " "деревини, з часом він поверне її у більшій кількості." #: ../../script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "будівельниця не впевнена, чи варто йому довіряти." #: ../../script/events/room.js:272 ../../script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "прибув загадковий мандрівник" #: ../../script/events/room.js:281 ../../script/events/room.js:360 msgid "give 500" msgstr "надати 500" #: ../../script/events/room.js:293 ../../script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "з возиком наповненим деревиною мандрівник відбув" #: ../../script/events/room.js:299 ../../script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "" "загадковий мандрівник повернувся, його возик доверху наповнений деревиною." #: ../../script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "прибула мандрівниця з пустим возиком. каже, що якщо дасте їй трохи шкур, " "вона поверне більше." #: ../../script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "будівельниця не впевнена, чи варто їй довіряти." #: ../../script/events/room.js:365 msgid "turn her away" msgstr "відправити її геть" #: ../../script/events/room.js:372 ../../script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "мандрівниця їде з возиком шкур" #: ../../script/events/room.js:378 ../../script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "загадкова мандрівниця повертається, возик доверху наповнений шкурами." #: ../../script/events/room.js:420 msgid "The Scout" msgstr "Розвідник" #: ../../script/events/room.js:427 msgid "the scout says she's been all over." msgstr "розвідник каже, що знає всі місця навколо." #: ../../script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "і може розповісти про деякі, за окрему платню." #: ../../script/events/room.js:430 msgid "a scout stops for the night" msgstr "розвідник лишився на ніч" #: ../../script/events/room.js:434 msgid "buy map" msgstr "придбати мапу" #: ../../script/events/room.js:439 msgid "the map uncovers a bit of the world" msgstr "мапа відкриває частину світу" #: ../../script/events/room.js:443 msgid "learn scouting" msgstr "вивчити розвідку" #: ../../script/events/room.js:462 msgid "The Master" msgstr "Майстер" #: ../../script/events/room.js:469 msgid "an old wanderer arrives." msgstr "прибув старий мандрівник." #: ../../script/events/room.js:470 msgid "he smiles warmly and asks for lodgings for the night." msgstr "він усміхнений і просить пустити на ночівлю." #: ../../script/events/room.js:472 msgid "an old wanderer arrives" msgstr "прибув старий мандрівник" #: ../../script/events/room.js:476 msgid "agree" msgstr "дозволити" #: ../../script/events/room.js:492 msgid "in exchange, the wanderer offers his wisdom." msgstr "в обмін на ночівлю, мандрівник пропонує свою мудрість." #: ../../script/events/room.js:496 msgid "evasion" msgstr "ухиляння" #: ../../script/events/room.js:506 msgid "precision" msgstr "влучність" #: ../../script/events/room.js:516 msgid "force" msgstr "сила" #: ../../script/events/room.js:535 msgid "The Sick Man" msgstr "Хворий чоловік" #: ../../script/events/room.js:542 msgid "a man hobbles up, coughing." msgstr "прийшов хворий чоловік, він кульгає й кашляє." #: ../../script/events/room.js:543 msgid "he begs for medicine." msgstr "він просить надати йому ліки." #: ../../script/events/room.js:545 msgid "a sick man hobbles up" msgstr "прийшов хворий чоловік" #: ../../script/events/room.js:549 msgid "give 1 medicine" msgstr "надати одну аптечку" #: ../../script/events/room.js:551 msgid "the man swallows the medicine eagerly" msgstr "чоловік ковтає ліки" #: ../../script/events/room.js:555 msgid "tell him to leave" msgstr "попросити його піти" #: ../../script/events/room.js:562 ../../script/events/room.js:578 #: ../../script/events/room.js:594 msgid "the man is thankful." msgstr "чоловік вдячний вам." #: ../../script/events/room.js:563 ../../script/events/room.js:579 #: ../../script/events/room.js:595 msgid "he leaves a reward." msgstr "він залишає нагороду." #: ../../script/events/room.js:564 msgid "some weird metal he picked up on his travels." msgstr "якийсь дивний метал, підібраний під час мандрів." #: ../../script/events/room.js:580 msgid "some weird glowing boxes he picked up on his travels." msgstr "" "якісь дивні коробки, які світяться в темряві, він підібрав під час мандрів." #: ../../script/events/room.js:596 msgid "all he has are some scales." msgstr "все, що він має, це трохи луски." #: ../../script/events/room.js:610 msgid "the man expresses his thanks and hobbles off." msgstr "людина щиро дякує і йде геть." #: ../../script/events/setpieces.js:6 msgid "An Outpost" msgstr "Блокпост" #: ../../script/events/setpieces.js:10 ../../script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "безпечне місце в пустищах." #: ../../script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Темне Болото" #: ../../script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "гниючий очерет підіймається з болота." #: ../../script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "в багнюці мовчки сидить одинока жаба." # dur dur dur #: ../../script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "болото гниє в брудному повітрі." #: ../../script/events/setpieces.js:44 ../../script/events/setpieces.js:549 #: ../../script/events/setpieces.js:606 ../../script/events/setpieces.js:888 #: ../../script/events/setpieces.js:1313 ../../script/events/setpieces.js:1331 #: ../../script/events/setpieces.js:3535 msgid "enter" msgstr "увійти" #: ../../script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "глибоко посеред болота розташована, покрита мохом, кабіна." #: ../../script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "в середині сидить мандрівник, схоже він в трансі." #: ../../script/events/setpieces.js:61 msgid "talk" msgstr "завести розмову" #: ../../script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "мандрівник бере намисто і повільно киває." #: ../../script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "" "він розповідає про те, що колись вів величезні флоти назустріч новим світам." # :( :( #: ../../script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "він був свідком неймовірних руйнувань." #: ../../script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "і тепер настав його час розплати." #: ../../script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Глибока печера" #: ../../script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "вхід до печери досить великий і досить темний." #: ../../script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "звідси не видно що там." #: ../../script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "земля тут розходиться, наче стара виразка" #: ../../script/events/setpieces.js:101 ../../script/events/setpieces.js:2944 #: ../../script/events/setpieces.js:3458 msgid "go inside" msgstr "йти в середину" #: ../../script/events/setpieces.js:120 ../../script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "перелякана тваринка захищає своє лігво" #: ../../script/events/setpieces.js:135 ../../script/events/setpieces.js:186 #: ../../script/events/setpieces.js:228 ../../script/events/setpieces.js:247 #: ../../script/events/setpieces.js:280 ../../script/events/setpieces.js:314 #: ../../script/events/setpieces.js:348 ../../script/events/setpieces.js:382 #: ../../script/events/setpieces.js:588 ../../script/events/setpieces.js:644 #: ../../script/events/setpieces.js:683 ../../script/events/setpieces.js:717 #: ../../script/events/setpieces.js:757 ../../script/events/setpieces.js:796 #: ../../script/events/setpieces.js:835 ../../script/events/setpieces.js:869 #: ../../script/events/setpieces.js:920 ../../script/events/setpieces.js:938 #: ../../script/events/setpieces.js:961 ../../script/events/setpieces.js:1000 #: ../../script/events/setpieces.js:1039 ../../script/events/setpieces.js:1266 #: ../../script/events/setpieces.js:1282 ../../script/events/setpieces.js:1298 #: ../../script/events/setpieces.js:1408 ../../script/events/setpieces.js:1448 #: ../../script/events/setpieces.js:1492 ../../script/events/setpieces.js:1510 #: ../../script/events/setpieces.js:1526 ../../script/events/setpieces.js:1563 #: ../../script/events/setpieces.js:1602 ../../script/events/setpieces.js:1642 #: ../../script/events/setpieces.js:1682 ../../script/events/setpieces.js:1699 #: ../../script/events/setpieces.js:1716 ../../script/events/setpieces.js:1734 #: ../../script/events/setpieces.js:1778 ../../script/events/setpieces.js:1804 #: ../../script/events/setpieces.js:1822 ../../script/events/setpieces.js:1861 #: ../../script/events/setpieces.js:1902 ../../script/events/setpieces.js:1927 #: ../../script/events/setpieces.js:1957 ../../script/events/setpieces.js:1998 #: ../../script/events/setpieces.js:2034 ../../script/events/setpieces.js:2069 #: ../../script/events/setpieces.js:2110 ../../script/events/setpieces.js:2151 #: ../../script/events/setpieces.js:2187 ../../script/events/setpieces.js:2222 #: ../../script/events/setpieces.js:2257 ../../script/events/setpieces.js:2302 #: ../../script/events/setpieces.js:2328 ../../script/events/setpieces.js:3204 #: ../../script/events/setpieces.js:3244 ../../script/events/setpieces.js:3278 #: ../../script/events/setpieces.js:3347 ../../script/events/setpieces.js:3381 #: ../../script/events/setpieces.js:3420 msgid "continue" msgstr "продовжити" #: ../../script/events/setpieces.js:140 ../../script/events/setpieces.js:157 #: ../../script/events/setpieces.js:191 ../../script/events/setpieces.js:233 #: ../../script/events/setpieces.js:252 ../../script/events/setpieces.js:285 #: ../../script/events/setpieces.js:319 ../../script/events/setpieces.js:353 #: ../../script/events/setpieces.js:387 ../../script/events/setpieces.js:429 #: ../../script/events/setpieces.js:481 ../../script/events/setpieces.js:513 msgid "leave cave" msgstr "покинути печеру" #: ../../script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "печера звужується." #: ../../script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "стіни покриті мохом і дуже вологі" #: ../../script/events/setpieces.js:153 msgid "squeeze" msgstr "протиснутись" #: ../../script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "в середині печери знаходяться залишки старого табору." #: ../../script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "під тонким шару пилу лежать порвані почорнівши спальні мішки." #: ../../script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "в печері лежить тіло мандрівника." #: ../../script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "гниття довершило свою справу, деякі частини тіла відсутні." #. TRANSLATORS : 'it' is a rotting wanderer's body #: ../../script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "неможливо сказати, що саме лишило його тут." #: ../../script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "через вогкість, смолоскип перестає палати і гасне" #: ../../script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "настає темрява" #: ../../script/events/setpieces.js:244 msgid "the torch goes out" msgstr "смолоскип згас" #: ../../script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "печерна ящірка атакує" #: ../../script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "велика тварюка виходить із пітьми" #: ../../script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "гігантська ящірка прямує до вас" #: ../../script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "у глибині печери знаходиться лігво великого звіра." #: ../../script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "у глибині печери приховано трохи речей." #: ../../script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "позаду каменюки, покритий пилюкою, стоїть шафа." #: ../../script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Пустельне місто" #: ../../script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "" "попереду розташовано невеличке місто, пусті будівлі обшарпані і облущені." #: ../../script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "" "зламані ліхтарі стоять і ржавіють. це місце вже давно не бачило світла." #: ../../script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "місто покинуте. його мешканці давно загинули" #: ../../script/events/setpieces.js:532 ../../script/events/setpieces.js:1250 msgid "explore" msgstr "дослідити" #: ../../script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "там, де вікна ще вціліли, вони почорніли від старості." #: ../../script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "подвійні двері невпинно скриплять від вітру." #: ../../script/events/setpieces.js:554 ../../script/events/setpieces.js:593 #: ../../script/events/setpieces.js:611 ../../script/events/setpieces.js:649 #: ../../script/events/setpieces.js:688 ../../script/events/setpieces.js:722 #: ../../script/events/setpieces.js:762 ../../script/events/setpieces.js:801 #: ../../script/events/setpieces.js:840 ../../script/events/setpieces.js:874 #: ../../script/events/setpieces.js:892 ../../script/events/setpieces.js:925 #: ../../script/events/setpieces.js:942 ../../script/events/setpieces.js:966 #: ../../script/events/setpieces.js:1005 ../../script/events/setpieces.js:1044 #: ../../script/events/setpieces.js:1087 ../../script/events/setpieces.js:1120 #: ../../script/events/setpieces.js:1148 ../../script/events/setpieces.js:1192 #: ../../script/events/setpieces.js:1214 ../../script/events/setpieces.js:1230 msgid "leave town" msgstr "покинути місто" #: ../../script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "на вулиці була засідка." #: ../../script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "попереду якась будівля." #: ../../script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "за її брудними вікнами ледь видно зелений хрест." #: ../../script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "в середині заіржавілої шафки лежить трохи речей." #: ../../script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "сміттяр чекав вас біля дверей." #: ../../script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "посеред закинутого парку стоїть одинокий звір." #: ../../script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "на дорозі лежить перевернутий караван." #: ../../script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "хоча він і розграбований сміттярями, там ще щось лишилось." #: ../../script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "навіжений з криком атакує вас." #: ../../script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "грабіжник виходить з темряви." #: ../../script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "звір вибігає на вас з розграбованого класу." #: ../../script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "крізь великі двері спортивного залу чути чиїсь кроки." #: ../../script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "смолоскип палає, освітлюючи коридор." #: ../../script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "кроки зупинились." #: ../../script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "ще один звір, почувши шум, виплигнув з-за дерев." #: ../../script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "вниз по дорозі щось відбувається." #: ../../script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "це бійка, можливо." #: ../../script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "під лавкою в парку схована торбинка з їжею, до неї причеплена записка." #: ../../script/events/setpieces.js:950 msgid "can't read the words." msgstr "але жодного слова на ній не розібрати." #: ../../script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "сміттяр, в паніці, з криком вривається з дверей." #: ../../script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "чоловік стоїть над мертвим мандрівником. як раптом, він помічає вас." #: ../../script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "сміттяр мав невеличкий табір в школі." #: ../../script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "зібрані ним речі розкидані так, наче вони впали з неба." #: ../../script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "схоже, що сміттяр шукав тут корисні речі." #: ../../script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "шкода, що це все було марно." #: ../../script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "в ганчірці, яку тримав мандрівник, було замотане щось зі сталі." #: ../../script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "можливо, за це варто було померти." #: ../../script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "око за око - це досить справедливо." #: ../../script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "раніше це хоча б спрацьовувало." #: ../../script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "серед кісток, ви знаходите деякі корисні речі." #: ../../script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "в коробках лишились деякі ліки." #: ../../script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "лікарня вже розграбована." #: ../../script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "лиш пил та плями лишились в середині." #: ../../script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Зруйноване Місто" #: ../../script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "зламаний придорожній вказівник стоїть на сторожі того, що раніше було " "чудовим містом." #: ../../script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "башти, ще не зруйновані часом, нависають над містом, наче кістяк древнього " "звіра." #: ../../script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "можливо в середині хоч щось лишилось." #: ../../script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "башти міста, що руйнується, закриває горизонт" #: ../../script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "вулиці порожні." #: ../../script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "подув сильний вітер, який затягнув все пилюкою." #: ../../script/events/setpieces.js:1270 ../../script/events/setpieces.js:1286 #: ../../script/events/setpieces.js:1302 ../../script/events/setpieces.js:1318 #: ../../script/events/setpieces.js:1335 ../../script/events/setpieces.js:1373 #: ../../script/events/setpieces.js:1413 ../../script/events/setpieces.js:1453 #: ../../script/events/setpieces.js:1497 ../../script/events/setpieces.js:1514 #: ../../script/events/setpieces.js:1530 ../../script/events/setpieces.js:1568 #: ../../script/events/setpieces.js:1607 ../../script/events/setpieces.js:1647 #: ../../script/events/setpieces.js:1667 ../../script/events/setpieces.js:1686 #: ../../script/events/setpieces.js:1703 ../../script/events/setpieces.js:1720 #: ../../script/events/setpieces.js:1738 ../../script/events/setpieces.js:1783 #: ../../script/events/setpieces.js:1809 ../../script/events/setpieces.js:1826 #: ../../script/events/setpieces.js:1866 ../../script/events/setpieces.js:1907 #: ../../script/events/setpieces.js:1932 ../../script/events/setpieces.js:1962 #: ../../script/events/setpieces.js:2003 ../../script/events/setpieces.js:2039 #: ../../script/events/setpieces.js:2074 ../../script/events/setpieces.js:2115 #: ../../script/events/setpieces.js:2156 ../../script/events/setpieces.js:2192 #: ../../script/events/setpieces.js:2227 ../../script/events/setpieces.js:2262 #: ../../script/events/setpieces.js:2363 ../../script/events/setpieces.js:2393 #: ../../script/events/setpieces.js:2440 ../../script/events/setpieces.js:2476 #: ../../script/events/setpieces.js:2517 ../../script/events/setpieces.js:2553 #: ../../script/events/setpieces.js:2588 ../../script/events/setpieces.js:2624 #: ../../script/events/setpieces.js:2665 ../../script/events/setpieces.js:2706 #: ../../script/events/setpieces.js:2741 ../../script/events/setpieces.js:2790 #: ../../script/events/setpieces.js:2835 ../../script/events/setpieces.js:2881 #: ../../script/events/setpieces.js:2925 msgid "leave city" msgstr "покинути містечко" #: ../../script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "руді дорожні конуси розставлені по дорозі, облущені і зламані." #: ../../script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "поміж будівель, попереду, блимає якесь світло." #: ../../script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "величезні зруйновані башти розвалилися по всьому місту." #: ../../script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "обличчя, почорнілі від крові та сажі виглядають з хижок." #: ../../script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "попереду видно місцевий шпиталь." #: ../../script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "стара башта виглядає ще не розграбованою." #: ../../script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "залишки спаленого авто перекрили вхід." #: ../../script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "але більшість вікон першого поверху відкриті." #: ../../script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "величезна ящірка виповзає з темряви старої станції метро." #: ../../script/events/setpieces.js:1368 msgid "descend" msgstr "спуститись" #: ../../script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "чути відлуння пострілу на пустій вулиці." #: ../../script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "солдат з'являється між двома будівлями і відкриває вогонь з рушниці." #: ../../script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "вам перекриває шлях досить худий чоловік." #: ../../script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "тут нічого, крім опущених очей, немає." #: ../../script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "люди пішли звідси вже досить давно." #: ../../script/events/setpieces.js:1521 msgid "empty corridors." msgstr "коридори пусті." #: ../../script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "це місце було розграбоване сміттярями." #: ../../script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "старий чолов'яга, зі скальпелем у руці, вривається у двері." #: ../../script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "з-за протилежної стіни вибігає бандит і атакує вас." #: ../../script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "дикий звір вистрибує з-за автомобіля." #: ../../script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "вулиця над станцією метро знищена." #: ../../script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "світло смолоскипу освітлює копальню." #: ../../script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "з тунелю чути якійсь звук." #: ../../script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "схоже попереду якийсь табір." #. TRANSLATORS : chainlink is a type of metal fence. #: ../../script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "навколо алеї стоїть паркан." #: ../../script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "за ним у дворі горить вогонь." #: ../../script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "навколо чути все більше голосів." #: ../../script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "схоже це не просто так." #: ../../script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "вітер доносить звук рушничного пострілу." #: ../../script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "вулиця попереду освічується полум'ям." #. TRANSLATORS : squatters occupy abandoned dwellings they don't own. #: ../../script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "навколо вас зібралися поселенці, вони про щось шушукаються." #: ../../script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "хтось жбурнув каменюкою." #: ../../script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "на тротуарі знаходиться невеличкий магазин." #: ../../script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "біля нього стоїть хазяїн." #: ../../script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "на одній стороні вулиці розвішані смужки м'яса." #: ../../script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "люди вирішили піти, уникаючи дивитись вам в очі." #: ../../script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "хтось закрив двері в операційну і забарикадувався." #: ../../script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "тут розташований табір старих переселенців." #: ../../script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "зграя ящірок підповзає до вас з-за кутка." #: ../../script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "тут розвішані смужки м'яса для сушки." #: ../../script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "на горі драбини розташоване пташине гніздо." #: ../../script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "сміття тут набагато більше." #: ../../script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "може знайдеться щось корисне." #: ../../script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "зграя щурів біжить вверх по тунелю." #: ../../script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "здоровезна людина атакує, розмахуючи штиком." #: ../../script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "другий солдат відкриває вогонь." #: ../../script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "солдат в масці завертає за кут, він озброєний" #: ../../script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "натовп біжить на вас." #: ../../script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "група підлітків зістрибує з дерева." #: ../../script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "поселенець перекриває вхід в маленьку хижку." #: ../../script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "перед дверима з'являється скалічена людина, він атакує вас." #: ../../script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "як тільки двері відкриваються, з-за них вистрибують сотні щупалець." #: ../../script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "схоже пташці подобаються блискучі речі." #: ../../script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "декілька гарних речей вплетено в гніздо." #: ../../script/events/setpieces.js:2372 msgid "not much here." msgstr "не так вже і багато." #: ../../script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "схоже, що сміттярі вже розграбували це місце." #. TRANSLATORS : a platform in the subway #: ../../script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "тунель веде до іншої платформи." #: ../../script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "всі стіни обвуглились з минулої битви." #: ../../script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "тіла та амуніція обох сторін розкидана навколо по землі." #: ../../script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "невеликий військовий пост добре озброєний." #: ../../script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "зброя та набої, а також різні трофеї з війни обережно складені в кутку " "комори." #: ../../script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "такі ж смертельні, як і раніше." #: ../../script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "ви обшукали тіла та знайшли деякі речі." #: ../../script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "ще більше солдат наближається." #: ../../script/events/setpieces.js:2487 msgid "time to move on." msgstr "настав час йти звідси." #: ../../script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "це невеличке поселення вигоріло вщент." #: ../../script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "тіла мандрівників, що жили тут, ще досі видно в полум'ї." #: ../../script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "ще є час врятувати хоч щось." #: ../../script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "ті хто вижив, втекли звідси, полишавши речі." #: ../../script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "" "тут не так вже і багато речей, але деякі з них можуть статись у пригоді." #: ../../script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "молодий переселенець несе з собою торбу." #: ../../script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "в ньому цінні речі і трохи простого мотлоху." #: ../../script/events/setpieces.js:2599 ../../script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "більше тут нічого немає." #: ../../script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "в середині хатки плаче дитина." #: ../../script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "на стіну опираються деякі речі." #: ../../script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "в операційній смердить гниллю та смертю." #: ../../script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "на землі розкидані деякі речі." #: ../../script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "більше тут нічого немає." #: ../../script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "в кінці коридору висить аптечка." #: ../../script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "інша частина шпиталю пуста." #: ../../script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "схоже хтось тут вже встиг поживитись." #: ../../script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "щупальцеподібний монстр переможений." #: ../../script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "всередині знаходяться рештки його жертв, вони усюди." #. TRANSLATORS : warped means extremely disfigured. #: ../../script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "скалічена людина загинула." #: ../../script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "в операційній ви знаходите багато корисного обладнання." #: ../../script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "старець має невеличку схованку з різними цікавими речами." #: ../../script/events/setpieces.js:2934 msgid "An Old House" msgstr "Старий будинок" #: ../../script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "стоїть стара, пожовкла і облущена будівля." #: ../../script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "двері лишені відкриті." #: ../../script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "рештки старої будівлі лишились, як пам'ятка про старі часи" #: ../../script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "будівля покинута, але ще не розграбована." #: ../../script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "в старій криниці лишилось трохи води." #: ../../script/events/setpieces.js:2961 ../../script/world.js:985 msgid "water replenished" msgstr "запас води оновлено" #: ../../script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "будівля вже була розграбована." #: ../../script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "але під підлогою лишилась торба з ліками." #: ../../script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "до вас спускається чоловік, в руці він тримає іржаве лезо" #: ../../script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Покинуте поле битви" #: ../../script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "колись тут була битва, але це було дуже давно." #: ../../script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "поламана техніка обох сторін розкидана по землі." #: ../../script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Величезна свердловина" #: ../../script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "величезна діра йде глибоко під землю, скоріш за все тут щось шукали." #: ../../script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "вони забрали, що шукали і пішли." #: ../../script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "запчастині від здоровезного буру досі лежать на краю прірви." #: ../../script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Розбитий корабель" #: ../../script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "знайомі мандрівнику форми виступають з пилу та попелу. " #: ../../script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "на щастя, місцеві не вміють працювати з механізмами." #: ../../script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "якщо докласти зусиль, то він знову може літати." #: ../../script/events/setpieces.js:3148 msgid "salvage" msgstr "врятувати" #: ../../script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "Сірчана Копальня" #: ../../script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "" "біля входу до копальні стоять військові. схоже вони при повній бойовій " "готовності." #: ../../script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "солдати, з гвинтівками на плечах, патрулюють периметр." #: ../../script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "навколо копальні встановлено військовий периметр." #: ../../script/events/setpieces.js:3166 ../../script/events/setpieces.js:3315 msgid "attack" msgstr "атакувати" #: ../../script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "солдат, піднятий по тривозі, відкрив вогонь." #: ../../script/events/setpieces.js:3209 ../../script/events/setpieces.js:3249 #: ../../script/events/setpieces.js:3352 ../../script/events/setpieces.js:3386 msgid "run" msgstr "тікати" #: ../../script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "другий солдат приєднався до бою." #: ../../script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "сивий солдат атакує, розмахуючи штиком." #: ../../script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "військовий периметр зачищено." #: ../../script/events/setpieces.js:3287 ../../script/events/setpieces.js:3429 #: ../../script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "копальня тепер безпечна для робітників." #: ../../script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "сірчана копальня тепер безпечна" #: ../../script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "Вугільна Копальня" #: ../../script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "біля входу до копальні горить багаття." #: ../../script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "біля нього ходить патруль зі зброєю." #: ../../script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "ця стара копальня не покинута" #: ../../script/events/setpieces.js:3344 ../../script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "чоловік приєднався до бійки" #: ../../script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "лишився лише ватажок." #: ../../script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "в таборі лишається горіти багаття." #: ../../script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "вугільна копальня очищена від небезпеки" #: ../../script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "Залізна Копальня" #: ../../script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "тут стара залізна копальня, інструменти розкидані і на поживу іржі." #: ../../script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" "біля входи розкидані вже побілілі кістки. більшість з яких мають глибокі " "подряпини." #: ../../script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "дикі крики чути з темряви." #: ../../script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "шлях веде до покинутої копальні" #: ../../script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "" "величезне створіння кидається на вас, його м'язи виблискують в полум'ї " "смолоскипа" #: ../../script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "хижак загинув." #: ../../script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "залізна копальня очищена від небезпеки" #: ../../script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Знищене Поселення" #: ../../script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "зруйноване поселення заволокло пилом." #: ../../script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "обпалені тіла поглинула земля." #. TRANSLATORS : tang = strong metallic smell, wanderer afterburner = ship's engines #: ../../script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "дивний металічний присмак відчувається в повітрі." #: ../../script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "посеред поселення стоїть лачуга." #: ../../script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "тут багато речей." #: ../../script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "вся робота попередніх поколінь зібрана тут." #: ../../script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "готові, аби їх забрали." #: ../../script/localization.js:4 msgid "saved." msgstr "збережено." #: ../../script/localization.js:5 msgid "wood" msgstr "дерево" #: ../../script/localization.js:6 msgid "builder" msgstr "будівельниця" #: ../../script/localization.js:7 msgid "teeth" msgstr "ікла" #: ../../script/localization.js:8 msgid "meat" msgstr "м'ясо" #: ../../script/localization.js:9 msgid "fur" msgstr "шкура" #: ../../script/localization.js:10 msgid "alien alloy" msgstr "космічний сплав" #: ../../script/localization.js:11 msgid "bullets" msgstr "патрони" #: ../../script/localization.js:12 msgid "charm" msgstr "намисто" #: ../../script/localization.js:13 ../../script/path.js:138 msgid "leather" msgstr "шкіра" #: ../../script/localization.js:14 ../../script/path.js:136 msgid "iron" msgstr "залізо" #: ../../script/localization.js:15 ../../script/path.js:134 msgid "steel" msgstr "сталь" #: ../../script/localization.js:16 msgid "coal" msgstr "вугілля" #: ../../script/localization.js:17 msgid "sulphur" msgstr "сірка" #: ../../script/localization.js:18 msgid "energy cell" msgstr "батарея" #: ../../script/localization.js:19 ../../script/room.js:161 msgid "torch" msgstr "смолоскип" #: ../../script/localization.js:20 msgid "medicine" msgstr "ліки" #: ../../script/localization.js:21 ../../script/outside.js:22 msgid "hunter" msgstr "мисливці" #: ../../script/localization.js:22 ../../script/outside.js:30 msgid "trapper" msgstr "ловчі" #: ../../script/localization.js:23 ../../script/outside.js:38 msgid "tanner" msgstr "кожум'яки" #: ../../script/localization.js:24 msgid "grenade" msgstr "граната" #: ../../script/localization.js:25 msgid "bolas" msgstr "болас" #: ../../script/localization.js:26 msgid "bayonet" msgstr "багнет" #: ../../script/localization.js:27 ../../script/outside.js:46 msgid "charcutier" msgstr "коптярі" #: ../../script/localization.js:28 ../../script/outside.js:55 msgid "iron miner" msgstr "рудокопи" #: ../../script/localization.js:29 msgid "iron mine" msgstr "залізна копальня" #: ../../script/localization.js:30 ../../script/outside.js:63 msgid "coal miner" msgstr "вуглекопи" #: ../../script/localization.js:31 msgid "coal mine" msgstr "вугільна копальня" #: ../../script/localization.js:32 ../../script/outside.js:71 msgid "sulphur miner" msgstr "хіміки" #: ../../script/localization.js:33 msgid "sulphur mine" msgstr "сірчана копальня" #: ../../script/localization.js:34 ../../script/outside.js:88 msgid "armourer" msgstr "зброярі" #: ../../script/localization.js:35 ../../script/outside.js:79 msgid "steelworker" msgstr "сталевари" #: ../../script/localization.js:36 msgid "bait" msgstr "приманка" #: ../../script/localization.js:37 ../../script/localization.js:44 msgid "cured meat" msgstr "копченина" #: ../../script/localization.js:38 ../../script/localization.js:43 msgid "scales" msgstr "луска" #: ../../script/localization.js:39 msgid "compass" msgstr "компас" #: ../../script/localization.js:40 msgid "laser rifle" msgstr "лазерна рушниця" #: ../../script/localization.js:41 ../../script/outside.js:15 msgid "gatherer" msgstr "збирачі" #: ../../script/localization.js:42 msgid "cloth" msgstr "шмаття" #: ../../script/localization.js:45 msgid "thieves" msgstr "злодії" #: ../../script/localization.js:46 msgid "not enough fur" msgstr "недостатньо шкур" #: ../../script/localization.js:47 msgid "not enough wood" msgstr "недостатньо дерева" #: ../../script/localization.js:48 msgid "not enough coal" msgstr "недостатньо вугілля" #: ../../script/localization.js:49 msgid "not enough iron" msgstr "недостатньо заліза" #: ../../script/localization.js:50 msgid "not enough steel" msgstr "недостатньо сталі" #: ../../script/localization.js:51 msgid "not enough sulphur" msgstr "недостатньо сірки" #: ../../script/localization.js:52 msgid "baited trap" msgstr "пастки з приманкою" #: ../../script/localization.js:53 msgid "not enough scales" msgstr "недостатньо луски" #: ../../script/localization.js:54 msgid "not enough cloth" msgstr "недостатньо шмаття" #: ../../script/localization.js:55 msgid "not enough teeth" msgstr "недостатньо іклів" #: ../../script/localization.js:56 msgid "not enough leather" msgstr "недостатньо шкіри" #: ../../script/localization.js:57 msgid "not enough meat" msgstr "недостатньо м'яса" #: ../../script/localization.js:58 msgid "the compass points east" msgstr "компас вказує на схід" #: ../../script/localization.js:59 msgid "the compass points west" msgstr "компас вказує на захід" #: ../../script/localization.js:60 msgid "the compass points north" msgstr "компас вказує на північ" #: ../../script/localization.js:61 msgid "the compass points south" msgstr "компас вказує на південь" #: ../../script/localization.js:62 msgid "the compass points northeast" msgstr "компас вказує на північний схід" #: ../../script/localization.js:63 msgid "the compass points northwest" msgstr "компас вказує на північний захід" #: ../../script/localization.js:64 msgid "the compass points southeast" msgstr "компас вказує на південний схід" #: ../../script/localization.js:65 msgid "the compass points southwest" msgstr "компас вказує на південний захід" #: ../../script/outside.js:5 msgid "Outside" msgstr "Назовні" #: ../../script/outside.js:102 msgid "scraps of fur" msgstr "обривки шкур" #: ../../script/outside.js:107 msgid "bits of meat" msgstr "шматки м'яса" #: ../../script/outside.js:112 msgid "strange scales" msgstr "дивну луску" #: ../../script/outside.js:117 msgid "scattered teeth" msgstr "жахливі ікла" #: ../../script/outside.js:122 msgid "tattered cloth" msgstr "обривки шмаття" #: ../../script/outside.js:127 msgid "a crudely made charm" msgstr "аби-як зроблене намисто" #: ../../script/outside.js:143 ../../script/outside.js:562 msgid "A Silent Forest" msgstr "Тихий ліс" #: ../../script/outside.js:169 msgid "gather wood" msgstr "зібрати дрова" #: ../../script/outside.js:188 msgid "a stranger arrives in the night" msgstr "у ночі прибув незнайомець" #: ../../script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "прибула обвітрена сім'я і зайняла одну з хатинок." #: ../../script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "прибула невелика група незнайомців, одна шкіра та кістки." #: ../../script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "прибув конвой, сповнений одночасно хвилюванням і надією." #: ../../script/outside.js:196 msgid "the town's booming. word does get around." msgstr "місто розростається, чутки про нього ширяться." #. TRANSLATORS : pop is short for population. #: ../../script/outside.js:452 msgid "pop " msgstr "населення " #: ../../script/outside.js:457 msgid "forest" msgstr "ліс" #: ../../script/outside.js:460 msgid "village" msgstr "поселення" #: ../../script/outside.js:543 msgid "check traps" msgstr "оглянути пастки" #: ../../script/outside.js:564 msgid "A Lonely Hut" msgstr "Одинока хатина" #: ../../script/outside.js:566 msgid "A Tiny Village" msgstr "Невеличке поселення" #: ../../script/outside.js:568 msgid "A Modest Village" msgstr "Середнє поселення" #: ../../script/outside.js:570 msgid "A Large Village" msgstr "Велике поселення" #: ../../script/outside.js:572 msgid "A Raucous Village" msgstr "Величезний хутір" #: ../../script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "небо затягнуто сірою пеленою і невпинно дме вітер" #: ../../script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "сухі дрова та зламані гілки встелили ліс" #. TRANSLATORS : Mind the whitespace at the end. #: ../../script/outside.js:621 msgid "the traps contain " msgstr "пастки містили " #: ../../script/path.js:29 ../../script/path.js:310 msgid "A Dusty Path" msgstr "Пустощі" #: ../../script/path.js:37 msgid "supplies:" msgstr "спорядження:" #: ../../script/path.js:43 msgid "embark" msgstr "в дорогу" # Не використовується в грі, але має лишитись для програми локалізації. #: ../../script/path.js:60 ../../script/room.js:1153 msgid "the compass points " msgstr "компас вказує на " #: ../../script/path.js:102 msgid "perks:" msgstr "навички:" #: ../../script/path.js:132 msgid "none" msgstr "немає" #: ../../script/path.js:142 msgid "armour" msgstr "захист" #: ../../script/path.js:153 msgid "water" msgstr "вода" #: ../../script/path.js:234 ../../script/world.js:293 msgid "free {0}/{1}" msgstr "вільно {0}/{1}" #: ../../script/path.js:261 msgid "damage" msgstr "пошкодження" #: ../../script/path.js:267 msgid "weight" msgstr "вага" #: ../../script/path.js:269 msgid "available" msgstr "доступно" #: ../../script/room.js:16 msgid "trap" msgstr "пастка" #: ../../script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "будівельниця каже, що може змайструвати пастки для полювання на тварин, яких " "вдосталь навколо" #: ../../script/room.js:20 msgid "more traps to catch more creatures" msgstr "більше пасток - більше тварин" #: ../../script/room.js:21 msgid "more traps won't help now" msgstr "зараз немає сенсу робити більше пасток" #: ../../script/room.js:31 msgid "cart" msgstr "возик" #: ../../script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "будівельниця пропонує змайструвати возик, аби перевозити деревину" #: ../../script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "хлипкий возик допоможе постійно возити деревину з лісу" #: ../../script/room.js:44 msgid "hut" msgstr "хатина" #: ../../script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "будівельниця каже, що навколо є такі ж мандрівники. вони також можуть чимось " "допомогти." #: ../../script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "будівельниця поставила хатинку в лісі. каже що вийшло досить непогано." #: ../../script/room.js:49 msgid "no more room for huts." msgstr "немає місця для хатинок." #: ../../script/room.js:59 msgid "lodge" msgstr "сторожка" #: ../../script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "поселенці можуть допомогти полюванням, добуваючи м'ясо" #: ../../script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "мисливська сторожка розташувалась в лісі, подалі від поселення" #: ../../script/room.js:74 msgid "trading post" msgstr "ринок" #: ../../script/room.js:77 msgid "a trading post would make commerce easier" msgstr "торгова площадка має покращити торги" #: ../../script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "тепер кочівники мають місце де зупинитись і запропонувати свій товар" #: ../../script/room.js:88 msgid "tannery" msgstr "дубильня" #: ../../script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "" "будівельниця каже, що шкіра може статися у нагоді, і жителі легко можуть її " "виготовляти." #: ../../script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "на краю поселення швидко і легко звели дубильню" #: ../../script/room.js:102 msgid "smokehouse" msgstr "коптильня" #: ../../script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "мусимо обробляти м'ясо, інакше воно зіпсується. будівельниця каже, що може " "зарадити цьому." #: ../../script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "" "будівельниця завершила коптильню. вона дивиться на неї голодними очима." #: ../../script/room.js:116 msgid "workshop" msgstr "майстерня" #: ../../script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "" "за допомогою інструментів, будівельниця може зробити багато надійних речей" #: ../../script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "майстерню завершено. задоволена будівельниця перебирається до неї" #: ../../script/room.js:131 msgid "steelworks" msgstr "сталеварня" #: ../../script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "" "будівельниця каже, що поселення може виготовляти сталь, якщо забезпечити " "його інструментом" #: ../../script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "легка димка укрила поселення, це запустили сталеварню" #: ../../script/room.js:146 msgid "armoury" msgstr "збройниця" #: ../../script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "будівельниця каже, що було б непогано мати постійне джерело патронів" #: ../../script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "збройницю збудовано, за зброєю зайди пізніше." #: ../../script/room.js:164 msgid "a torch to keep the dark away" msgstr "смолоскип розганяє пітьму" #: ../../script/room.js:173 msgid "waterskin" msgstr "бурдюк" #: ../../script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "цей бурдюк дозволить нести трохи води із собою" #: ../../script/room.js:185 msgid "cask" msgstr "діжка" #: ../../script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "діжка вміщує більше води для триваліших експедицій" #: ../../script/room.js:198 msgid "water tank" msgstr "водяний бак" #: ../../script/room.js:202 msgid "never go thirsty again" msgstr "можна забути про спрагу в дорозі" #: ../../script/room.js:211 msgid "bone spear" msgstr "спис" #: ../../script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "це й спис не найкраща зброя, але ним не погано штрихати" #: ../../script/room.js:223 ../../script/world.js:288 msgid "rucksack" msgstr "рюкзак" #: ../../script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "чим більш зможеш нести із собою, тим довше можеш мандрувати" #: ../../script/room.js:235 msgid "wagon" msgstr "візок" #: ../../script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "візок може перевозити більше речей" #: ../../script/room.js:248 msgid "convoy" msgstr "конвой" #: ../../script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "з конвоєм можна вивезти практично все" #: ../../script/room.js:262 msgid "l armour" msgstr "шкіряна броня" #: ../../script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "шкіра не дуже і міцна, але це краще ніж нічого." #: ../../script/room.js:274 msgid "i armour" msgstr "залізна броня" #: ../../script/room.js:277 msgid "iron's stronger than leather" msgstr "залізо набагато міцніше за шкіру" #: ../../script/room.js:286 msgid "s armour" msgstr "сталева броня" #: ../../script/room.js:289 msgid "steel's stronger than iron" msgstr "сталь надійніша за залізо" #: ../../script/room.js:298 msgid "iron sword" msgstr "залізний меч" #: ../../script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "меч гострий. непоганий захист в нетрях." #: ../../script/room.js:311 msgid "steel sword" msgstr "сталевий меч" #: ../../script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "сталь міцніша, і лезо гостріше." #: ../../script/room.js:324 msgid "rifle" msgstr "рушниця" #: ../../script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "чорний порох та кулі, нагадають колишні дні." #: ../../script/room.js:458 msgid "Room" msgstr "Кімната" #: ../../script/room.js:485 ../../script/room.js:604 msgid "A Dark Room" msgstr "Темна кімната" #: ../../script/room.js:498 msgid "light fire" msgstr "розпалити вогонь" #: ../../script/room.js:508 msgid "stoke fire" msgstr "підкинути" #: ../../script/room.js:545 ../../script/room.js:555 ../../script/room.js:703 #: ../../script/room.js:707 msgid "the room is {0}" msgstr "у кімнаті {0}" #: ../../script/room.js:546 ../../script/room.js:554 ../../script/room.js:672 msgid "the fire is {0}" msgstr "вогонь {0}" #: ../../script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "" "незнайомка підійшла до вогню. пропонує допомогу. каже, що вміє майструвати." #: ../../script/room.js:580 msgid "freezing" msgstr "морозно" #: ../../script/room.js:581 msgid "cold" msgstr "холодно" #: ../../script/room.js:582 msgid "mild" msgstr "ледь тепло" #: ../../script/room.js:583 msgid "warm" msgstr "тепло" #: ../../script/room.js:584 msgid "hot" msgstr "гаряче" #: ../../script/room.js:596 msgid "dead" msgstr "згас" #: ../../script/room.js:597 msgid "smoldering" msgstr "ледь тліє" #: ../../script/room.js:598 msgid "flickering" msgstr "поблискує" #: ../../script/room.js:599 msgid "burning" msgstr "горить" #: ../../script/room.js:600 msgid "roaring" msgstr "палає" #: ../../script/room.js:604 msgid "A Firelit Room" msgstr "Освітлена кімната" #: ../../script/room.js:642 msgid "not enough wood to get the fire going" msgstr "недостатньо дерева для підтримки багаття" #: ../../script/room.js:655 msgid "the wood has run out" msgstr "закінчується дерево" #: ../../script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "світло від вогню розганяє навколишню пітьму за вікном" #: ../../script/room.js:688 msgid "builder stokes the fire" msgstr "будівельниця розпалила вогонь" #: ../../script/room.js:718 msgid "the wind howls outside" msgstr "на зовні завиває вітер" #: ../../script/room.js:719 msgid "the wood is running out" msgstr "закінчується дерево" #: ../../script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "обірвана незнайомка зашпорталася через поріг і впала у кутку" #: ../../script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "дивна незнайомка тремтить і щось нерозбірливо бурмоче." #: ../../script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "незнайомка перестала тремтіти в кутку і її дихання заспокоїлось." #: ../../script/room.js:760 msgid "stores" msgstr "комора" #: ../../script/room.js:779 msgid "weapons" msgstr "зброя" #: ../../script/room.js:914 msgid "total" msgstr "загалом" #: ../../script/room.js:935 ../../script/room.js:979 msgid "not enough " msgstr "недостатньо" #: ../../script/room.js:951 msgid "builder just shivers" msgstr "будівельниця тремтить" #: ../../script/room.js:1054 msgid "build:" msgstr "будівлі:" #: ../../script/room.js:1061 msgid "craft:" msgstr "крам:" #: ../../script/room.js:1068 msgid "buy:" msgstr "придбати:" #: ../../script/ship.js:11 msgid "Ship" msgstr "Корабель" #: ../../script/ship.js:27 ../../script/ship.js:100 msgid "An Old Starship" msgstr "Старий зореліт" #: ../../script/ship.js:38 msgid "hull:" msgstr "корпус:" #: ../../script/ship.js:44 msgid "engine:" msgstr "рушій:" #: ../../script/ship.js:51 msgid "reinforce hull" msgstr "зміцнити корпус" #: ../../script/ship.js:60 msgid "upgrade engine" msgstr "оновити рушій" #: ../../script/ship.js:69 ../../script/ship.js:142 msgid "lift off" msgstr "запуск" #: ../../script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "десь понад хмарами сміття, летить флот мандрівника. він був на цій каменюці " "занадто довго." #: ../../script/ship.js:106 ../../script/ship.js:119 msgid "not enough alien alloy" msgstr "недостатньо космічного сплаву" #: ../../script/ship.js:134 msgid "Ready to Leave?" msgstr "Готовий покинути все?" #: ../../script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "настав час забратися звідси. назад дороги немає." #: ../../script/ship.js:150 msgid "linger" msgstr "затриматись" #: ../../script/space.js:42 msgid "hull: " msgstr "корпус: " #: ../../script/space.js:76 msgid "Troposphere" msgstr "Тропосфера" #: ../../script/space.js:78 msgid "Stratosphere" msgstr "Стратосфера" #: ../../script/space.js:80 msgid "Mesosphere" msgstr "Мезосфера" #: ../../script/space.js:82 msgid "Thermosphere" msgstr "Термосфера" #: ../../script/space.js:84 msgid "Exosphere" msgstr "Екзосфера" #: ../../script/space.js:86 msgid "Space" msgstr "Відкритий космос" #: ../../script/space.js:424 msgid "score for this game: {0}" msgstr "кількість балів за гру: {0}" #: ../../script/space.js:431 msgid "total score: {0}" msgstr "балів загалом: {0}" #: ../../script/space.js:450 msgid "app store." msgstr "app store." # Бити кулаком #: ../../script/world.js:46 msgid "punch" msgstr "бити" #: ../../script/world.js:52 msgid "stab" msgstr "колоти" #: ../../script/world.js:58 msgid "swing" msgstr "замахнутися" #: ../../script/world.js:64 msgid "slash" msgstr "сікти" #: ../../script/world.js:70 msgid "thrust" msgstr "стуснути" #: ../../script/world.js:76 msgid "shoot" msgstr "стріляти" #: ../../script/world.js:83 msgid "blast" msgstr "підірвати" #: ../../script/world.js:90 msgid "lob" msgstr "кинути" #: ../../script/world.js:97 msgid "tangle" msgstr "оплутати" #: ../../script/world.js:119 msgid "An Outpost" msgstr "Блокпост" #: ../../script/world.js:120 msgid "Iron Mine" msgstr "Залізна копальня" #: ../../script/world.js:121 msgid "Coal Mine" msgstr "Вугільна копальна" #: ../../script/world.js:122 msgid "Sulphur Mine" msgstr "Сірчана копальня" #: ../../script/world.js:123 msgid "An Old House" msgstr "Закинута будівля" #: ../../script/world.js:124 msgid "A Damp Cave" msgstr "Вогка печера" #: ../../script/world.js:125 msgid "An Abandoned Town" msgstr "Покинуте містечко" #: ../../script/world.js:126 msgid "A Ruined City" msgstr "Зруйноване місто" #: ../../script/world.js:127 msgid "A Crashed Starship" msgstr "Розбитий космічний корабель" #: ../../script/world.js:128 msgid "A Borehole" msgstr "Свердловина" #: ../../script/world.js:129 msgid "A Battlefield" msgstr "Поле бою" #: ../../script/world.js:130 msgid "A Murky Swamp" msgstr "Темне болото" #: ../../script/world.js:134 msgid "A Destroyed Village" msgstr "Знищене поселення" #: ../../script/world.js:259 msgid "water:{0}" msgstr "вода:{0}" #: ../../script/world.js:286 msgid "pockets" msgstr "кармани" #: ../../script/world.js:310 msgid "hp: {0}/{1}" msgstr "здор.: {0}/{1}" #: ../../script/world.js:317 msgid "{0}:{1}" msgstr "{0}:{1}" #: ../../script/world.js:352 msgid "dangerous to be this far from the village without proper protection" msgstr "небезпечно відходити далеко від поселення без надійного захисту" #: ../../script/world.js:354 msgid "safer here" msgstr "тут безпечніше" #: ../../script/world.js:454 msgid "the meat has run out" msgstr "закінчилося м'ясо" #: ../../script/world.js:459 msgid "starvation sets in" msgstr "почався голод" #: ../../script/world.js:484 msgid "there is no more water" msgstr "тут більше води немає" #: ../../script/world.js:488 msgid "the thirst becomes unbearable" msgstr "спрага стає нестерпною" #: ../../script/world.js:565 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "" "дерева зникають і заміняються сухою травою. пожовкле листя гуляє по вітру." #: ../../script/world.js:568 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "дерев вже немає. залишилась випалена земля та пилюка." #: ../../script/world.js:575 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "на горизонті з'являються дерева, траву змінює ліс з опалим листям." #: ../../script/world.js:578 msgid "the grasses thin. soon, only dust remains." msgstr "трави все менше і менше. скоро лишиться лише пил." #: ../../script/world.js:585 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "степ обривається морем сухої страви, яка колихається від легкого вітерцю." #: ../../script/world.js:588 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "стіна з корявих дерев підіймається з пилу. їхні криві гілляки схожі на " "кістяки." #: ../../script/world.js:847 msgid "Wanderer" msgstr "Мандрівник" #: ../../script/world.js:852 msgid "The Village" msgstr "Поселення" #: ../../script/world.js:881 msgid "the world fades" msgstr "світ втрачає барви..." #: ../../script/world.js:1015 msgid "A Barren World" msgstr "Безплідний світ" #~ msgid "Export" #~ msgstr "Експорт" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/vi/main.css ================================================ .button{width: 120px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/vi/strings.js ================================================ _.setTranslation({"water tank": "b\u1ec3 n\u01b0\u1edbc", "use meds": "s\u1eed d\u1ee5ng med", "the room is {0}": "c\u0103n ph\u00f2ng {0}", "punch twice as fast, and with even more force": "\u0111\u1ea5m nhanh g\u1ea5p hai, v\u00e0 m\u1ea1nh h\u01a1n n\u1eefa", "The Nomad": "T\u00ean Du M\u1ee5c", "more traps won't help now": "nhi\u1ec1u b\u1eaby h\u01a1n kh\u00f4ng gi\u00fap \u0111\u01b0\u1ee3c g\u00ec n\u1eefa", "only a few die.": "ch\u1ec9 v\u00e0i ng\u01b0\u1eddi ch\u1ebft.", "the compass points east": "la b\u00e0n ch\u1ec9 h\u01b0\u1edbng \u0111\u00f4ng", "the bodies of the wanderers that lived here are still visible in the flames.": "x\u00e1c c\u1ee7a nh\u1eefng k\u1ebb lang thang t\u1eebng s\u1ed1ng \u1edf \u0111\u00e2y v\u1eabn c\u00f2n nh\u00ecn th\u1ea5y r\u00f5 trong ng\u1ecdn l\u1eeda.", "the walls are scorched from an old battle.": "c\u00e1c b\u1ee9c t\u01b0\u1eddng ch\u00e1y x\u00e9m t\u1eeb m\u1ed9t tr\u1eadn chi\u1ebfn c\u0169.", "convoy": "\u0111o\u00e0n xe", "not enough fur": "kh\u00f4ng \u0111\u1ee7 da l\u00f4ng", "a masked soldier rounds the corner, gun drawn": "m\u1ed9t ng\u01b0\u1eddi l\u00ednh \u0111eo m\u1eb7t n\u1ea1 trong x\u00f3, r\u00fat s\u00fang", "a huge hole is cut deep into the earth, evidence of the past harvest.": "m\u1ed9t l\u1ed7 r\u1ea5t l\u1edbn \u0111\u01b0\u1ee3c c\u1eaft s\u00e2u v\u00e0o l\u00f2ng \u0111\u1ea5t, b\u1eb1ng ch\u1ee9ng c\u1ee7a v\u1ee5 thu ho\u1ea1ch v\u1eeba qua.", "it puts up little resistance before the knife.": "n\u00f3 c\u00f3 v\u1ebb nh\u01b0 l\u00e0 kh\u1ecfe m\u1ea1nh.", "the body of a wanderer lies in a small cavern.": "c\u01a1 th\u1ec3 c\u1ee7a m\u1ed9t ng\u01b0\u1eddi lang thang n\u1eb1m trong hang nh\u1ecf.", "a shivering man approaches and attacks with surprising strength": "m\u1ed9t ng\u01b0\u1eddi run r\u1ea9y ti\u1ebfn t\u1edbi v\u00e0 t\u1ea5n c\u00f4ng b\u1eb1ng m\u1ed9t s\u1ee9c m\u1ea1nh kinh ng\u1ea1c", "steel's stronger than iron": "th\u00e9p c\u1ee9ng h\u01a1n s\u1eaft", "A Strange Bird": "M\u1ed9t Con Chim L\u1ea1", "not enough alien alloy": "kh\u00f4ng \u0111\u1ee7 h\u1ee3p kim ngo\u00e0i h\u00e0nh tinh", "street above the subway platform is blown away.": "\u0111\u01b0\u1eddng ph\u1ed1 ph\u00eda tr\u00ean t\u00e0u \u0111i\u1ec7n ng\u1ea7m b\u1ecb th\u1ed5i bay \u0111i.", "the soldier is dead": "t\u00ean l\u00ednh \u0111\u00e3 ch\u1ebft", "error while saving to dropbox datastorage": "l\u1ed7i khi l\u01b0u t\u1edbi v\u00f9ng l\u01b0u d\u1eef li\u1ec7u dropbox", "the footsteps stop.": "ti\u1ebfng b\u01b0\u1edbc ch\u00e2n ng\u1eebng l\u1ea1i.", "sniper": "tay s\u00fang b\u1eafn t\u1ec9a", "the coal mine is clear of dangers": "m\u1ecf than h\u1ebft nguy hi\u1ec3m", "the warped man lies dead.": "ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng b\u1ecb bi\u1ebfn d\u1ea1ng n\u1eb1m ch\u1ebft.", "something's in the store room": "c\u00f3 th\u1ee9 g\u00ec \u0111\u1ea5y trong nh\u00e0 kho", "unfathomable destruction to fuel wanderer hungers.": "h\u01b0 h\u1ea1i kh\u00f4ng th\u1ec3 ph\u1ee5c h\u1ed3i v\u1ec1 nhi\u00ean li\u1ec7u.", "embark": "l\u00ean t\u00e0u", "scout": "do th\u00e1m", "a destroyed village lies in the dust.": "m\u1ed9t ng\u00f4i l\u00e0ng b\u1ecb ph\u00e1 h\u1ee7y n\u0103m trong c\u00e1t b\u1ee5i.", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "c\u00e2y c\u1ed1i nh\u01b0\u1eddng l\u1ed1i c\u1ecf kh\u00f4. b\u1ee5i v\u00e0ng x\u00e0o x\u1ea1t trong gi\u00f3.", "save.": "l\u01b0u.", "total score: {0}": "t\u1ed5ng \u0111i\u1ec3m: {0}", "learned to make the most of food": "\u0111\u00e3 h\u1ecdc c\u00e1ch n\u1ea5u nhi\u1ec1u \u0111\u1ed3 \u0103n h\u01a1n", "blast": "n\u1ed5", "the sky is grey and the wind blows relentlessly": "tr\u1eddi x\u00e1m v\u00e0 gi\u00f3 th\u1ed5i kh\u00f4ng ng\u1eebng", "supplies:": "ngu\u1ed3n d\u1ef1 tr\u1eef:", "the feral terror is dead": "khi\u1ebfp s\u1ee3 hoang d\u00e3 \u0111\u00e3 ch\u1ebft", "the tracks disappear after just a few minutes.": "m\u1ea5t d\u1ea5u ch\u1ec9 sau v\u00e0i ph\u00fat.", "a safe place in the wilds.": "m\u1ed9t n\u01a1i an to\u00e0n trong hoang d\u00e3.", "fur": "b\u1ed9 l\u00f4ng", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "b\u00ean d\u01b0\u1edbi b\u1ed9 gi\u1ebb r\u00e1ch c\u1ee7a k\u1ebb lang thang, n\u1eafm ch\u1eb7t trong b\u00e0n tay c\u1ee7a m\u00ecnh, m\u1ed9t tia s\u00e1ng l\u00f3e l\u00ean c\u1ee7a th\u00e9p.", "buy scales": "mua v\u1ea3y", "mild": "m\u00e1t d\u1ecbu", "the hunting lodge stands in the forest, a ways out of town": "tr\u1ea1m s\u0103n b\u1eaft n\u1eb1m s\u00e2u trong r\u1eebng, r\u1ea5t xa, r\u1ea5t xa ph\u1ed1", "leave": "b\u1ecf \u0111i", "the convoy can haul mostly everything": "\u0111o\u00e0n xe n\u00e0y h\u1ea7u nh\u01b0 k\u00e9o \u0111\u01b0\u1ee3c t\u1ea5t c\u1ea3 m\u1ecdi th\u1ee9", "learned to strike faster without weapons": "\u0111\u00e3 h\u1ecdc c\u00e1ch \u0111\u00e1nh kh\u00f4ng v\u0169 kh\u00ed nhanh h\u01a1n", "an old house remains here, once white siding yellowed and peeling.": "m\u1ed9t c\u0103n nh\u00e0 c\u0169 v\u1eabn c\u00f2n \u1edf \u0111\u00e2y, v\u00e1ch tr\u1eafng \u0111\u00e3 \u1ed1 v\u00e0ng v\u00e0 bong tr\u00f3c.", "ignore them": "b\u1ecf qua", "willing to talk about it, for a price.": "mu\u1ed1n n\u00f3i v\u1ec1 vi\u1ec7c \u0111\u00f3, nh\u01b0ng c\u00f3 m\u1ed9t \u0111i\u1ec1u ki\u1ec7n.", "a beast, wilder than imagining, erupts out of the foliage": "m\u1ed9t con th\u00fa, hoang d\u1ea1i h\u01a1n t\u01b0\u1edfng t\u01b0\u1ee3ng nh\u1ea3y ra t\u1eeb t\u00e1n l\u00e1", "go home": "v\u1ec1 nh\u00e0", "the soldier steps out from between the buildings, rifle raised.": "t\u00ean l\u00ednh b\u01b0\u1edbc ra gi\u1eefa c\u00e1c t\u00f2a nh\u00e0, n\u1ed5 s\u00fang.", "force": "s\u1ee9c m\u1ea1nh", "A Murky Swamp": "\u0110\u1ea7m L\u1ea7y T\u1ed1i T\u0103m", "a ragged stranger stumbles through the door and collapses in the corner": "m\u1ed9t k\u1ebb l\u1ea1 r\u00e1ch r\u01b0\u1edbi v\u1ea5p ph\u1ea3i c\u00e1nh c\u1eeda v\u00e0 co v\u00e0o trong g\u00f3c", "not enough leather": "kh\u00f4ng \u0111\u1ee7 da", "the fight is short and bloody, but the beasts are repelled.": "Cu\u1ed9c chi\u1ebfn ng\u1eafn ng\u1ee7i nh\u01b0ng \u0111\u1ea7y m\u00e1u me, \u00edt nh\u1ea5t con th\u00fa \u0111\u00e3 b\u1ecb \u0111\u00e1nh b\u1ea1i.", "the wood is running out": "s\u1eafp h\u1ebft g\u1ed7", "restart.": "kh\u1edfi \u0111\u1ed9ng l\u1ea1i.", "rot's been to work on it, and some of the pieces are missing.": "th\u1ed1i r\u1eeda h\u1eb3n r\u1ed3i, m\u1ed9t v\u00e0i b\u1ed9 ph\u1eadn b\u1ecb m\u1ea5t.", "workshop's finally ready. builder's excited to get to it": "l\u00f2 r\u00e8n cu\u1ed1i c\u00f9ng c\u0169ng xong. th\u1ee3 x\u00e2y r\u1ea5t h\u00e1o h\u1ee9c \u0111\u1ec3 gh\u00e9 ngang \u0111\u00f3", "a trading post would make commerce easier": "m\u1ed9t tr\u1ea1m giao th\u01b0\u01a1ng s\u1ebd gi\u00fap ch\u00fang ta ki\u1ebfm \u0111\u01b0\u1ee3c nhi\u1ec1u \u0111\u1ed3 t\u1ed1t", "not enough steel": "kh\u00f4ng \u0111\u1ee7 th\u00e9p", "perks:": "th\u00f9 lao:", "the torch goes out": "\u0111\u00e8n pin m\u1ea5t t\u00e1c d\u1ee5ng", "saved.": "\u0111\u00e3 l\u01b0u.", "after a skirmish they are driven away, but not without losses.": "sau cu\u1ed9c giao tranh, b\u1ecdn h\u1ecd b\u1ecf \u0111i, nh\u01b0ng \u0111\u1ec3 l\u1ea1i m\u1ea5t m\u00e1t cho d\u00e2n l\u00e0ng.", "the military is already set up at the mine's entrance.": "qu\u00e2n \u0111\u1ed9i \u0111\u00e3 \u0111\u01b0\u1ee3c thi\u1ebft l\u1eadp t\u1ea1i c\u1eeda h\u1ea7m m\u1ecf.", "tannery goes up quick, on the edge of the village": "x\u01b0\u1edfng thu\u1ed9c da ph\u00e1t tri\u1ec3n nhanh ch\u00f3ng, n\u1eb1m trong g\u00f3c c\u1ee7a ng\u00f4i l\u00e0ng", "learned to fight quite effectively without weapons": "\u0111\u00e3 h\u1ecdc c\u00e1ch chi\u1ebfn \u0111\u1ea5u kh\u00f4ng v\u0169 kh\u00ed m\u1ed9t c\u00e1ch hi\u1ec7u qu\u1ea3 ", "charred bodies litter the ground.": "x\u00e1c ch\u00e1y n\u1eb1m tr\u00ean \u0111\u1ea5t.", "someone throws a stone.": "ai \u0111\u00f3 n\u00e9m m\u1ed9t h\u00f2n \u0111\u00e1.", "leaves a pile of small teeth behind.": "b\u1ecf l\u1ea1i m\u1ed9t v\u00e0i chi\u1ebfc r\u0103ng.", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "k\u1ebb l\u1ea1 m\u1eb7t r\u00f9ng m\u00ecnh v\u00e0 l\u1ea7m b\u1ea7m. c\u00f4 \u1ea5y n\u00f3i g\u00ec c\u0169ng kh\u00f4ng r\u00f5.", "not enough scales": "kh\u00f4ng \u0111\u1ee7 v\u1ea3y", "someone has locked and barricaded the door to this operating theatre.": "ai \u0111\u00f3 \u0111\u00e3 kh\u00f3a v\u00e0 ch\u1eb7n c\u1eeda ph\u00f2ng m\u1ed5 n\u00e0y.", "leave cave": "ra kh\u1ecfi hang", "hp: {0}/{1}": "m\u00e1u: {0}/{1}", "a lone frog sits in the muck, silently.": "m\u1ed9t con \u1ebfch ng\u1ed3i \u00e2m th\u1ea7m \u0111\u01a1n \u0111\u1ed9c.", "the steel is strong, and the blade true.": "th\u00e9p c\u1ee9ng, \u0111\u00f3 l\u00e0 m\u1ed9t thanh ki\u1ebfm th\u1ef1c th\u1ee5.", "a shame to let what he'd found go to waste.": "th\u1eadt x\u1ea5u h\u1ed5 khi l\u00e3ng ph\u00ed nh\u1eefng g\u00ec anh \u0111\u00e3 t\u00ecm \u0111\u01b0\u1ee3c.", "learned how to ignore the hunger": "\u0111\u00e3 h\u1ecdc c\u00e1ch nh\u1ecbn qua c\u01a1n \u0111\u00f3i", "punch": "\u0111\u1ea5m", "water": "n\u01b0\u1edbc", "desert rat": "sa m\u1ea1c chu\u1ed9t", "explore": "kh\u00e1m ph\u00e1", "a pack of snarling beasts pours out of the trees.": "m\u1ed9t con th\u00fa g\u1ea7m g\u1eeb b\u01b0\u1edbc ra t\u1eeb g\u1ed1c c\u00e2y.", "punches do even more damage.": "\u0111\u1ea5m c\u00f2n m\u1ea1nh h\u01a1n n\u1eefa", "roaring": "b\u1eadp b\u00f9ng", "gatherer": "th\u1ee3 nh\u1eb7t ", "the people back away, avoiding eye contact.": "nh\u1eefng ng\u01b0\u1eddi \u0111i l\u1ea1i, tr\u00e1nh nh\u00ecn tr\u1ef1c ti\u1ebfp.", "A Huge Borehole": "Gi\u1ebfng Khoan Kh\u1ed5ng L\u1ed3", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "m\u1ed9t b\u00f3 g\u1eady n\u1eb1m ngo\u00e0i ng\u01b0\u1ee1ng c\u1eeda, b\u1ecdc trong l\u00f4ng th\u00fa th\u00f4.", "builder says she could make finer things, if she had the tools": "th\u1ee3 x\u00e2y n\u00f3i c\u00f4 ta c\u00f3 th\u1ec3 l\u00e0m \u0111\u01b0\u1ee3c nhi\u1ec1u th\u1ee9 t\u1ed1t h\u01a1n, n\u1ebfu c\u00f3 \u0111\u1ee7 \u0111\u1ed3 ngh\u1ec1", "soldier": "ng\u01b0\u1eddi l\u00ednh", "learn scouting": "d\u1ea1y c\u00e1ch do th\u00e1m", "share.": "chia s\u1ebd.", "choose one slot to save to": "ch\u1ecdn m\u1ed9t ng\u0103n \u0111\u1ec3 l\u01b0u", "A Murky Swamp": "\u0110\u1ea7m L\u1ea7y T\u0103m T\u1ed1i", "iron sword": "ki\u1ebfm s\u1eaft", "builder says she can make traps to catch any creatures might still be alive out there": "th\u1ee3 x\u00e2y n\u00f3i c\u00f4 \u1ea5y c\u00f3 th\u1ec3 l\u00e0m b\u1eaby \u0111\u1ec3 b\u1eaft b\u1ea5t c\u1ee9 m\u1ed9t lo\u00e0i th\u00fa n\u00e0o ngo\u00e0i kia", "the grasses thin. soon, only dust remains.": "c\u1ecf l\u00e1c \u0111\u00e1c. ch\u1eb3ng m\u1ea5y l\u00e2u n\u1eefa s\u1ebd ch\u1ec9 c\u00f2n l\u1ea1i c\u00e1t v\u00e0 b\u1ee5i.", "a shot rings out, from somewhere in the long grass": "m\u1ed9t ph\u00e1t s\u00fang n\u1ed5 l\u00ean, \u0111\u00e2u \u0111\u00f3 t\u1eeb trong b\u1ee5i c\u1ecf ", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "m\u1ed9t b\u1ee9c t\u01b0\u1eddng c\u00e2y x\u01b0\u01a1ng x\u1ea9u m\u1ecdc l\u00ean t\u1eeb b\u1ee5i. nh\u00e1nh xo\u1eafn th\u00e0nh m\u1ed9t t\u00e1n c\u00e2y x\u01b0\u01a1ng.", "gather wood": "l\u1ea5y g\u1ed7", "with a little effort, it might fly again.": "v\u1edbi m\u1ed9t ch\u00fat n\u1ed7 l\u1ef1c, n\u00f3 c\u00f3 th\u1ec3 bay m\u1ed9t l\u1ea7n n\u1eefa.", "A Scavenger": "\u0102n S\u00e1t Ng\u01b0\u1eddi", "picking the bones finds some useful trinkets.": "nh\u1eb7t trong \u0111\u1ed1ng x\u01b0\u01a1ng, th\u1ea5y v\u00e0i th\u1ee9 h\u1eefu d\u1ee5ng.", "the shell of an abandoned hospital looms ahead.": "v\u00e1ch t\u01b0\u1eddng c\u1ee7a m\u1ed9t b\u1ec7nh vi\u1ec7n hi\u1ec7n ra m\u1edd m\u1edd ph\u00eda tr\u01b0\u1edbc.", "the villagers hang the thief high in front of the store room.": "d\u00e2n l\u00e0ng treo t\u00ean tr\u1ed9m l\u00ean ph\u00eda tr\u01b0\u1edbc nh\u00e0 kho.", "eye for an eye seems fair.": "n\u1ee3 m\u00e1u tr\u1ea3 b\u1eb1ng m\u00e1u, v\u1eady m\u1edbi c\u00f4ng b\u1eb1ng.", "an old man bursts through a door, wielding a scalpel.": "m\u1ed9t \u00f4ng gi\u00e0 x\u00f4ng qua m\u1ed9t c\u00e1nh c\u1eeda, c\u1ea7m m\u1ed9t con dao.", "1 medicine": "1 li\u1ec1u thu\u1ed1c", "the small military outpost is well supplied.": "c\u00e1c \u0111\u1ed3n qu\u00e2n s\u1ef1 nh\u1ecf c\u0169ng \u0111\u01b0\u1ee3c ti\u1ebfp t\u1ebf.", "the clinic has been ransacked.": "c\u00e1c ph\u00f2ng kh\u00e1m \u0111\u00e3 b\u1ecb l\u1ee5c so\u00e1t.", "drop:": "b\u1ecf:", "leaves some scraps of cloth behind.": "\u0111\u1ec3 l\u1ea1i m\u1ed9t \u0111\u1ed1ng qu\u1ea7n \u00e1o r\u00e1ch r\u01b0\u1edbi.", "are you sure?": "b\u1ea1n c\u00f3 ch\u1eafc?", "charcutier": "\u0111\u1ed3 t\u1ec3", "a military perimeter is set up around the mine.": "m\u1ed9t v\u00e0nh \u0111ai qu\u00e2n s\u1ef1 \u0111\u01b0\u1ee3c thi\u1ebft l\u1eadp xung quanh khu m\u1ecf.", "trading post": "tr\u1ea1m giao th\u01b0\u01a1ng", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "m\u1ed9t k\u1ebb lang thang \u0111\u1ebfn, v\u1edbi m\u1ed9t chi\u1ebfc c\u1ee7i g\u1ed7 tr\u1ed1ng h\u1ed9c, n\u00f3i r\u1eb1ng cho h\u1eafn m\u1ed9t \u00edt da, h\u1eafn s\u1ebd quay l\u1ea1i v\u1edbi nhi\u1ec1u da h\u01a1n.", "in exchange, the wanderer offers his wisdom.": "\u0111\u1ed5i l\u1ea1i, k\u1ebb lang thang mu\u1ed1n hi\u1ebfn t\u1eb7ng s\u1ef1 th\u00f4ng th\u00e1i c\u1ee7a \u00f4ng \u1ea5y.", "sulphur miner": "th\u1ee3 m\u1ecf", "a small basket of food is hidden under a park bench, with a note attached.": "m\u1ed9t gi\u1ecf th\u1ee9c \u0103n nh\u1ecf \u0111\u01b0\u1ee3c gi\u1ea5u d\u01b0\u1edbi gh\u1ebf \u0111\u00e1 c\u00f4ng vi\u00ean, v\u1edbi m\u1ed9t ghi ch\u00fa \u0111\u00ednh k\u00e8m.", "warm": "\u1ea5m \u00e1p", "the sound of gunfire carries on the wind.": "\u00e2m thanh c\u1ee7a ti\u1ebfng s\u00fang \u0111\u01b0\u1ee3c gi\u00f3 mang theo.", "stoke fire": "\u0111\u1ed1t l\u1eeda", "lift off": "n\u00e2ng l\u00ean", "shoot": "b\u1eafn", "none": "kh\u00f4ng ", "leave town": "b\u1ecf th\u00e0nh ph\u1ed1", "most of the windows at ground level are busted anyway.": "h\u1ea7u h\u1ebft c\u00e1c c\u1eeda s\u1ed5 \u1edf t\u1ea7ng tr\u1ec7t \u0111\u1ec1u b\u1ecb v\u1ee1.", "a strange looking bird speeds across the plains": "m\u1ed9t con chim l\u1ea1 l\u01b0\u1ee3n nhanh qua c\u00e1nh \u0111\u1ed3ng", "linger": "ch\u1eadm tr\u1ec5", "take:": "l\u1ea5y:", "connect game to dropbox local storage": "k\u1ebft n\u1ed1i tr\u00f2 ch\u01a1i \u0111\u1ebfn l\u01b0u tr\u1eef c\u1ee5c b\u1ed9 dropbox", "strange bird": "con chim l\u1ea1", "if the code is invalid, all data will be lost.": "n\u1ebfu code sai, m\u1ecdi d\u1eef li\u1ec7u s\u1ebd b\u1ecb m\u1ea5t.", "A Feral Terror": "N\u1ed7i Khi\u1ebfp S\u1ee3 Hoang D\u00e3", "can't see what's inside.": "kh\u00f4ng th\u1ec3 th\u1ea5y \u0111\u01b0\u1ee3c g\u00ec b\u00ean trong.", "a large beast charges out of the dark": "m\u1ed9t con qu\u00e1i th\u00fa", "salvage": "c\u1ee9u h\u1ed9", "grenade": "l\u1ef1u \u0111\u1ea1n", "the stranger in the corner stops shivering. her breathing calms.": "k\u1ebb l\u1ea1 m\u1eb7t trong g\u00f3c ng\u1eebng run r\u1ea9y. h\u01a1i th\u1edf c\u00f4 ta tr\u1edf n\u00ean d\u1ecbu l\u1ea1i.", "a small suburb lays ahead, empty houses scorched and peeling.": "m\u1ed9t v\u00f9ng ngo\u1ea1i \u00f4 nh\u1ecf ph\u00eda tr\u01b0\u1edbc, nhi\u1ec1u nh\u00e0 tr\u1ed1ng ch\u00e1y x\u00e9m v\u00e0 tr\u00f3c n\u00f3c.", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "m\u1ed9t k\u1ebb lang thang \u0111\u1ebfn, v\u1edbi m\u1ed9t chi\u1ebfc c\u1ee7i g\u1ed7 tr\u1ed1ng h\u1ed9c, n\u00f3i r\u1eb1ng cho h\u1eafn m\u1ed9t \u00edt g\u1ed7, h\u1eafn s\u1ebd quay l\u1ea1i v\u1edbi nhi\u1ec1u g\u1ed7 h\u01a1n.", "gaunt man": "g\u00e3 g\u00f2m", "a squat building up ahead.": "m\u1ed9t c\u00f4ng tr\u01b0\u1eddng x\u00e2y d\u1ef1ng \u1edf ph\u00eda tr\u01b0\u1edbc.", "a thug moves out of the shadows.": "m\u1ed9t t\u00ean c\u01b0\u1edbp xu\u1ea5t hi\u1ec7n t\u1eeb trong t\u1ed1i.", "An Outpost": "M\u1ed9t \u0110\u1ed3n Quan S\u00e1t", "there's not much, but some useful things can still be found.": "kh\u00f4ng c\u00f3 g\u00ec nhi\u1ec1u, nh\u01b0ng m\u1ed9t s\u1ed1 th\u1ee9 h\u1eefu \u00edch v\u1eabn c\u00f3 th\u1ec3 \u0111\u01b0\u1ee3c t\u00ecm th\u1ea5y.", " and ": " v\u00e0 ", "an improvised shop is set up on the sidewalk.": "m\u1ed9t c\u1eeda h\u00e0ng \u0111\u01b0\u1ee3c d\u1ef1ng tr\u00ean v\u1ec9a h\u00e8.", "cured meat": "th\u1ecbt n\u01b0\u1edbng", "builder puts up a hut, out in the forest. says word will get around.": "th\u1ee3 x\u00e2y l\u00e0m xong chi\u1ebfc l\u1ec1u, v\u00e0 n\u00f3i tin t\u1ee9c s\u1ebd loan xa, b\u00ean ngo\u00e0i khu r\u1eebng kia.", "learned how not to be seen": "\u0111\u00e3 h\u1ecdc c\u00e1ch \u1ea9n th\u00e2n", "punches do more damage": "\u0111\u1ea5m m\u1ea1nh h\u01a1n", "some traps have been destroyed": "m\u1ed9t v\u00e0i b\u1eaby th\u00fa \u0111\u00e3 bi ph\u00e1 h\u1ecfng", "castoff from the mammoth drills can still be found by the edges of the precipice.": "nh\u01b0ng g\u00ec c\u00f2n s\u00f3t l\u1ea1i t\u1eeb c\u00e1c cu\u1ed9c t\u1eadp tr\u1eadn kh\u1ed5ng l\u1ed3 v\u1eabn c\u00f3 th\u1ec3 \u0111\u01b0\u1ee3c t\u00ecm th\u1ea5y b\u1edfi c\u00e1c c\u1ea1nh c\u1ee7a gi\u1ebfng.", "well armed men charge out of the forest, firing into the crowd.": "m\u1ed9t ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng \u0111\u01b0\u1ee3c trang b\u1ecb \u0111\u1ea7y \u0111\u1ee7 s\u00fang \u1ed1ng nh\u1ea3y s\u1ed5 v\u00e0o v\u00e0 b\u1eafn lo\u1ea1n x\u1ea1 v\u00e0o \u0111\u00e1m \u0111\u00f4ng.", "deep in the swamp is a moss-covered cabin.": "s\u00e2u trong \u0111\u1ea7m l\u1ea7y l\u00e0 m\u1ed9t ph\u00f2ng r\u00eau ph\u1ee7.", "all the work of a previous generation is here.": "t\u1ea5t c\u1ea3 c\u00f4ng vi\u1ec7c c\u1ee7a th\u1ebf h\u1ec7 tr\u01b0\u1edbc l\u00e0 \u1edf \u0111\u00e2y.", "An Old Starship": "M\u1ed9t Chi\u1ebfc T\u00e0u C\u0169", "ignore it": "b\u1ecf qua ", "hot": "n\u00f3ng", "upgrade engine": "n\u00e2ng c\u1ea5p \u0111\u1ed9ng c\u01a1", "forest": "r\u1eebng", "give 500": "\u0111\u01b0a 500", "A Dark Room": "C\u0103n Ph\u00f2ng T\u1ed1i", "a battle was fought here, long ago.": "m\u1ed9t tr\u1eadn chi\u1ebfn \u0111\u00e3 di\u1ec5n ra \u1edf \u0111\u00e2y, t\u1eeb l\u00e2u r\u1ed3i.", "builder says leather could be useful. says the villagers could make it.": "th\u1ee3 x\u00e2y n\u00f3i da s\u1ebd h\u1eefu \u00edch. d\u00e2n l\u00e0ng c\u00f3 th\u1ec3 l\u00e0m \u0111\u01b0\u1ee3c chuy\u1ec7n \u0111\u00f3.", "craft:": "r\u00e1p:", "Iron Mine": "M\u1ecf S\u1eaft", "coal mine": "m\u1ecf than", "bits of meat": "v\u00e0i mi\u1ebfng th\u1ecbt", "scavengers must have gotten to this place already.": "nh\u1eefng k\u1ebb \u0103n x\u00e1c h\u1eb3n ph\u1ea3i qua n\u01a1i n\u00e0y r\u1ed3i.", "the remains of an old camp sits just inside the cave.": "nh\u1eefng g\u00ec c\u00f2n l\u1ea1i c\u1ee7a m\u1ed9t tr\u1ea1i c\u0169 n\u1eb1m ngay b\u00ean trong hang \u0111\u1ed9ng.", "The Village": "Ng\u00f4i L\u00e0ng", "snarling beast": "qu\u00e1i th\u00fa g\u1ea7m g\u1eeb", "soldiers patrol the perimeter, rifles slung over their shoulders.": "l\u00ednh tu\u1ea7n tra, s\u00fang tr\u01b0\u1eddng tr\u00ean vai.", "a swarm of rats rushes up the tunnel.": "m\u1ed9t \u0111\u00e0n chu\u1ed9t ch\u1ea1y \u00e0o ra \u0111\u01b0\u1eddng h\u1ea7m.", "faces, darkened by soot and blood, stare out from crooked huts.": "m\u1eb7t t\u1ed1i x\u1ea7m l\u1ea1i b\u1edfi m\u00e1u v\u00e0 nh\u1ecd.", "strange noises can be heard through the walls": "ti\u1ebfng \u0111\u1ed9ng l\u1ea1 c\u00f3 th\u1ec3 nghe \u0111\u01b0\u1ee3c qua b\u1ee9c t\u01b0\u1eddng", "coal": "than", "Stratosphere": "T\u1ea7ng B\u00ecnh L\u01b0u", "man-eater": "th\u00fa \u0103n th\u1ecbt ng\u01b0\u1eddi", "can't tell what they're up to.": "kh\u00f4ng th\u1ec3 n\u00f3i \u0111\u01b0\u1ee3c h\u1ecd \u0111ang l\u00e0m c\u00e1i g\u00ec.", "enter": "v\u00e0o", "Ship": "T\u00e0u", "better avoid conflict in the wild": "t\u1ed1t h\u01a1n l\u00e0 tr\u00e1nh xa h\u1ed7n chi\u1ebfn hoang d\u1ea1i", "talk": "n\u00f3i chuy\u1ec7n", "another beast, draw by the noise, leaps out of a copse of trees.": "m\u1ed9t con th\u00fa kh\u00e1c, r\u00fat l\u1ea1i b\u1edfi ti\u1ebfng \u1ed3n, nh\u1ea3y ra kh\u1ecfi m\u1ed9t c\u00e2y b\u1ee5i r\u1eadm.", "A Soldier": "M\u1ed9t Ng\u01b0\u1eddi L\u00ednh", "the man expresses his thanks and hobbles off.": "ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng b\u00e0y t\u1ecf l\u00f2ng th\u00e0nh v\u00e0 kh\u1eadp khi\u1ec5ng b\u1ecf \u0111i.", "battered technology from both sides lays dormant on the blasted landscape.": "cu\u1ed9c chi\u1ebfn c\u00f4ng ngh\u1ec7 t\u1eeb c\u1ea3 hai b\u00ean \u0111\u00e3 k\u1ebft th\u00fac quan c\u1ea3nh n\u01a1i \u0111\u00e2y b\u1eb1ng s\u1ef1 im l\u00ecm \u0111\u1ea7y ch\u1ebft ch\u00f3c.", "the villagers haul a filthy man out of the store room.": "d\u00e2n l\u00e0ng k\u00e9o k\u1ebb b\u1ea9n th\u1ec9u ra kh\u1ecfi c\u0103n nh\u00e0 kho.", "strips of meat are hung up to dry in this ward.": "th\u1ecbt \u0111\u01b0\u1ee3c treo l\u00ean \u0111\u1ec3 kh\u00f4 n\u01a1i n\u00e0y.", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "c\u00e1c \u0111\u01b0\u1eddng cong quen thu\u1ed9c c\u1ee7a chi\u1ebfc t\u00e0u lang thang m\u1ecdc l\u00ean t\u1eeb tro b\u1ee5i.", "cold": "l\u1ea1nh", "the iron mine is clear of dangers": "m\u1ecf s\u1eaft h\u1ebft nguy hi\u1ec3m", "the military presence has been cleared.": "s\u1ef1 c\u00f3 m\u1eb7t c\u1ee7a qu\u00e2n s\u1ef1 l\u00e0 r\u1ea5t r\u00f5 r\u00e0ng.", "A Crashed Starship": "\u0110\u0129a Bay G\u1eb7p N\u1ea1n", "the fire is {0}": "l\u1eeda {0}", "A Lonely Hut": "M\u1ed9t T\u00fap L\u1ec1u \u0110\u01a1n \u0110\u1ed9c", "buy teeth": "mua r\u0103ng", "a small supply cache is hidden at the back of the cave.": "m\u1ed9t ngu\u1ed3n cung c\u1ea5p nh\u1ecf \u0111\u01b0\u1ee3c gi\u1ea5u \u1edf ph\u00eda sau c\u1ee7a hang \u0111\u1ed9ng.", "iron's stronger than leather": "s\u1eaft \u0111\u01b0\u01a1ng nhi\u00ean ph\u1ea3i c\u1ee9ng h\u01a1n da r\u1ed3i", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "nh\u1eefng chi\u1ebfc gi\u01b0\u1eddng x\u1ebfp b\u1ecb r\u00e1ch v\u00e0 ch\u00e1y \u0111en, n\u1eb1m b\u00ean d\u01b0\u1edbi m\u1ed9t l\u1edbp m\u1ecfng b\u1ee5i.", "dodge attacks more effectively": "n\u00e9 \u0111\u00f2n hi\u1ec7u qu\u1ea3 h\u01a1n", "hull: ": "v\u1ecf:", "a madman attacks, screeching.": "m\u1ed9t cu\u1ed9c t\u1ea5n c\u00f4ng \u0111i\u00ean, g\u00e0o th\u00e9t.", "thieves": "\u0103n tr\u1ed9m", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "c\u00e1c th\u00e1p canh ch\u01b0a t\u1eebng \u0111\u1ed5 s\u1eadp nh\u01b0 l\u1ed3ng ng\u1ef1c c\u1ee7a m\u1ed9t s\u1ed1 con th\u00fa c\u1ed5 \u0111\u1ea1i.", "lights off.": "t\u1eaft \u0111\u00e8n.", "someone had been stockpiling loot here.": "m\u1ed9t ng\u01b0\u1eddi n\u00e0o \u0111\u00f3 \u0111\u00e3 c\u01b0\u1edbp b\u00f3c s\u1ea1ch s\u1ebd n\u01a1i n\u00e0y.", "learned to look ahead": "\u0111\u00e3 h\u1ecdc c\u00e1ch nh\u00ecn v\u1ec1 ph\u00eda tr\u01b0\u1edbc", "the mine is now safe for workers.": "m\u1ecf an to\u00e0n.", "Coal Mine": "M\u1ecf Than", "empty corridors.": "h\u00e0nh lang tr\u1ed1ng r\u1ed7ng.", "save to slot": "l\u01b0u v\u00e0o ng\u0103n", "the owner stands by, stoic.": "ch\u1ee7 s\u1edf h\u1eefu.", "hunter": "th\u1ee3 s\u0103n", "strips of meat hang drying by the side of the street.": "th\u1ecbt treo kh\u00f4 b\u00ean v\u1ec7 \u0111\u01b0\u1eddng.", "more squatters are crowding around now.": "nhi\u1ec1u ng\u01b0\u1eddi l\u1ea5n chi\u1ebfm \u0111\u1ea5t tr\u00e0n ng\u1eadp xung quanh.", "some weird glowing boxes he picked up on his travels.": "m\u1ed9t v\u00e0i g\u0103ng \u0111\u00e1nh b\u1ed1c l\u1ea1 \u00f4ng nh\u1eb7t v\u1ec1 t\u1eeb chuy\u1ebfn \u0111i c\u1ee7a m\u00ecnh", "a panicked scavenger bursts through the door, screaming.": "m\u1ed9t k\u1ebb \u0103n th\u1ecbt ng\u01b0\u1eddi ho\u1ea3ng lo\u1ea1n, nh\u1ea3y qua c\u00e1c c\u1eeda, la h\u00e9t.", "give 50": "\u0111\u01b0a 50", "wagon": "xe h\u00e0ng", "An Old House": "M\u1ed9t Ng\u00f4i Nh\u00e0 C\u0169", "a soldier, alerted, opens fire.": "m\u1ed9t t\u00ean l\u00ednh, b\u1ecb b\u00e1o \u0111\u1ed9ng, v\u00e0 b\u1eafn.", "meat": "th\u1ecbt", "the tunnel opens up at another platform.": "\u0111\u01b0\u1eddng h\u1ea7m m\u1edf ra t\u1ea1i n\u01a1i kh\u00e1c.", "a terrible plague is fast spreading through the village.": "m\u1ed9t d\u1ecbch b\u1ec7nh kh\u1ee7ng khi\u1ebfp \u0111ang truy\u1ec1n kh\u1eafp ng\u00f4i l\u00e0ng.", "the gaunt man is dead": "g\u00e3 g\u00f2m \u0111\u00e3 ch\u1ebft", "bone spear": "ng\u1ecdn gi\u00e1o x\u01b0\u01a1ng", "trap": "b\u1eaby", "the street ahead glows with firelight.": "con \u0111\u01b0\u1eddng ph\u00eda tr\u01b0\u1edbc ph\u00e1t s\u00e1ng v\u1edbi \u00e1nh l\u1eeda.", "armourer": "th\u1ee3 s\u1ea3n xu\u1ea5t v\u0169 kh\u00ed", "a large shanty town sprawls across the streets.": "m\u1ed9t c\u00e1i ch\u00f2i to n\u1eb1m \u01b0\u1eddn ra gi\u1eefa l\u1ed9.", "the shell of a burned out car blocks the entrance.": "chi\u1ebfc khung xe ch\u00e1y c\u1ea3n h\u1ebft l\u1ed1i v\u00e0o.", "a small group arrives, all dust and bones.": "m\u1ed9t nh\u00f3m nh\u1ecf \u0111\u1ebfn, ai c\u0169ng \u0111\u1ea7y b\u1ee5i b\u1eb7m v\u00e0 s\u1ee3 h\u00e3i.", "A Ruined City": "Th\u00e0nh Ph\u1ed1 B\u1ecb Ph\u00e1 H\u1ee7y", "weight": "n\u1eb7ng", "torch": "\u0111\u00e8n pin", "The Thief": "T\u00ean Tr\u1ed9m", "not enough cloth": "kh\u00f4ng \u0111\u1ee7 qu\u1ea7n \u00e1o", "a youth lashes out with a tree branch.": "m\u1ed9t thanh ni\u00ean lao ra v\u1edbi m\u1ed9t nh\u00e1nh c\u00e2y.", "the rest of the hospital is empty.": "ph\u1ea7n c\u00f2n l\u1ea1i c\u1ee7a b\u1ec7nh vi\u1ec7n tr\u1ed1ng.", "connect": "k\u1ebft n\u1ed1i", "learned to be where they're not": "\u0111\u00e3 h\u1ecdc c\u00e1ch ch\u1ecbu \u0111\u1ef1ng s\u1ed1 ph\u1eadn", "go twice as far without eating": "\u0111i xa h\u01a1n g\u1ea5p \u0111\u00f4i m\u00e0 kh\u00f4ng c\u1ea7n \u0103n", "scavenger'd been looking for supplies in here, it seems.": "c\u00f3 v\u1ebb nh\u01b0 b\u1ecdn \u0103n x\u00e1c ng\u01b0\u1eddi \u0111ang ki\u1ebfm \u0103n \u1edf \u0111\u00e2y.", "there's nothing else here.": "ch\u1eb3ng c\u00f2n g\u00ec \u1edf \u0111\u00e2y n\u1eefa.", "the plague is kept from spreading.": "d\u1ecbch b\u1ec7nh \u0111\u01b0\u1ee3c ch\u1ed1ng ch\u1ecdi k\u1ecbp th\u1eddi.", "the cask holds enough water for longer expeditions": "c\u00e1i th\u00f9ng ch\u1ee9a \u0111\u1ee7 n\u01b0\u1edbc cho nh\u1eefng chuy\u1ebfn \u0111i xa h\u01a1n", "check traps": "th\u0103m b\u1eaby", "Plague": "D\u1ecbch B\u1ec7nh", "medicine": "thu\u1ed1c men", "the old man had a small cache of interesting items.": "\u00f4ng gi\u00e0 c\u00f3 nhi\u1ec1u th\u1ee9 th\u00fa v\u1ecb.", "tannery": "x\u01b0\u1edfng thu\u1ed9c da", "lob": "b\u1eafn", "no more room for huts.": "h\u1ebft ch\u1ed7 \u0111\u1eb7t l\u1ec1u r\u1ed3i.", "they took what they came for, and left.": "h\u1ecd l\u1ea5y nh\u1eefng g\u00ec h\u1ecd c\u1ea7n, v\u00e0 b\u1ecf \u0111i.", "through the large gymnasium doors, footsteps can be heard.": "xuy\u00ean qua c\u00e1nh c\u1eeda c\u1ee7a ph\u00f2ng th\u1ec3 d\u1ee5c, ti\u1ebfng b\u01b0\u1edbc ch\u00e2n c\u00f3 th\u1ec3 d\u1ec5 d\u00e0ng nghe th\u1ea5y \u0111\u01b0\u1ee3c.", "a large creature attacks, claws freshly bloodied": "con th\u00fa to l\u1edbn t\u1ea5n c\u00f4ng, m\u00f3ng vu\u1ed1t t\u01b0\u01a1m \u0111\u1ea7y m\u00e1u", "a green cross barely visible behind grimy windows.": "m\u1ed9t ch\u1eef th\u1eadp m\u00e0u xanh l\u00e1 h\u1ea7u nh\u01b0 kh\u00f4ng th\u1ec3 nh\u00ecn th\u1ea5y ph\u00eda sau khung c\u1eeda s\u1ed5 c\u00e1u b\u1ea9n.", "a sick man hobbles up": "m\u1ed9t ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng kh\u1eadp khi\u1ec5ng", "An Abandoned Town": "Th\u00e0nh Ph\u1ed1 B\u1ecf Hoang", "cart": "c\u1ee7i g\u1ed7", "might be things worth having still inside.": "c\u00f3 th\u1ec3 nh\u1eefng th\u1ee9 c\u00f3 gi\u00e1 tr\u1ecb v\u1eabn c\u00f2n b\u00ean trong.", "the wood has run out": "\u0111\u00e3 h\u1ebft g\u1ed7", "The Master": "S\u01b0 Ph\u1ee5", "thrust": "\u0111\u00e2m m\u1ea1nh", "water replenished": "m\u00fac n\u01b0\u1edbc \u0111\u1ea7y", "a soldier opens fire from across the desert": "t\u00ean l\u00ednh b\u1eafn, t\u1eeb b\u00ean kia sa m\u1ea1c", "go twice as far without drinking": "\u0111i xa h\u01a1n g\u1ea5p \u0111\u00f4i m\u00e0 kh\u00f4ng c\u1ea7n u\u1ed1ng", "the tentacular horror is defeated.": "Lo\u00e0i v\u1eadt kinh d\u1ecb b\u1ecb \u0111\u00e1nh b\u1ea1i.", "an overturned caravan is spread across the pockmarked street.": "m\u1ed9t \u0111o\u00e0n caravan di chuy\u1ec3n tr\u00ean c\u00e1c \u0111\u01b0\u1eddng ph\u1ed1 .", "the villagers retreat to mourn the dead.": "d\u00e2n l\u00e0ng s\u01a1 t\u00e1n \u0111\u1ec3 tr\u00e1nh c\u00e1i ch\u1ebft.", "A Modest Village": "M\u1ed9t Ng\u00f4i L\u00e0ng V\u1eeba", "A Damp Cave": "Hang \u0110\u1ed9ng \u1ea8m", "swing": "qu\u0103ng", "alien alloy": "h\u1ee3p kim ngo\u00e0i h\u00e0nh tinh", "export or import save data, for backing up": "xu\u1ea5t ho\u1eb7c nh\u1eadp d\u1eef li\u1ec7u \u0111\u00e3 l\u01b0u, \u0111\u1ec3 backup", "smokehouse": "l\u00f2 n\u01b0\u1edbng th\u1ecbt", "vague shapes move, just out of sight.": "b\u00f3ng m\u1edd di chuy\u1ec3n, ra kh\u1ecfi t\u1ea7m nh\u00ecn.", "Wanderer": "K\u1ebb Lang Thang", "the earth here is split, as if bearing an ancient wound": "tr\u00e1i \u0111\u1ea5t \u1edf \u0111\u00e2y nh\u01b0 b\u1ecb t\u00e1ch ra, nh\u01b0 th\u1ec3 n\u00f3 mang m\u1ed9t v\u1ebft th\u01b0\u01a1ng c\u0169", "the compass points southeast": "la b\u00e0n ch\u1ec9 h\u01b0\u1edbng \u0111\u00f4ng nam", "barbarian": "t\u00ean b\u1ecb th\u1ecbt", "the wanderer leaves, cart loaded with furs": "t\u00ean lang thang b\u1ecf \u0111i, c\u1ee7i \u0111\u1ea7y da", "there are still supplies inside.": "c\u00f3 nhi\u1ec1u \u0111\u1ed3 ti\u1ebfp t\u1ebf b\u00ean trong.", "traps are more effective with bait.": "b\u1eaby hi\u1ec7u qu\u1ea3 h\u01a1n v\u1edbi m\u1ed3i.", "rusted chainlink is pulled across an alleyway.": "d\u00e2y x\u00edch g\u1ec9 \u0111\u01b0\u1ee3c k\u00e9o qua m\u1ed9t con h\u1ebbm.", "a sickness is spreading through the village.": "c\u0103n b\u1ec7nh \u0111ang lan truy\u1ec1n kh\u1eafp l\u00e0ng.", "tangle": "x\u00e1o tr\u1ed9n", "miss": "h\u1ee5t", "the meat has run out": "\u0111\u00e3 h\u1ebft th\u1ecbt", "a beast charges out of a ransacked classroom.": "m\u1ed9t con qu\u00e1i th\u00fa b\u01b0\u1edbc ra t\u1eeb m\u1ed9t l\u1edbp h\u1ecdc.", "lucky that the natives can't work the mechanisms.": "may m\u1eafn l\u00e0 ng\u01b0\u1eddi b\u1ea3n x\u1ee9 kh\u00f4ng bi\u1ebft g\u00ec v\u1ec1 c\u01a1 kh\u00ed.", "the rickety cart will carry more wood from the forest": "chi\u1ebfc c\u1ee7i \u1ecdp \u1eb9p t\u1eeb nay ch\u1ee9a \u0111\u01b0\u1ee3c nhi\u1ec1u g\u1ed7 h\u01a1n", "just as deadly now as they were then.": "ch\u1ebft ch\u00f3c y h\u1ec7t nh\u01b0 tr\u01b0\u1edbc \u0111\u00e2y.", "builder just shivers": "th\u1ee3 x\u00e2y run r\u1ea9y", "a second soldier joins the fight.": "m\u1ed9t t\u00ean l\u00ednh th\u1ee9 hai tham gia cu\u1ed9c chi\u1ebfn.", "attack": "t\u1ea5n c\u00f4ng", "go inside": "v\u00e0o trong", "turn her away": "\u0111u\u1ed5i h\u1eafn \u0111i", "reinforce hull": "c\u1ee7ng c\u1ed1 v\u1ecf", "not enough wood to get the fire going": "kh\u00f4ng \u0111\u1ee7 g\u1ed7 \u0111\u1ec3 duy tr\u00ec ng\u1ecdn l\u1eeda", "a stranger arrives in the night": "m\u1ed9t ng\u01b0\u1eddi kh\u00e1ch l\u1ea1 \u0111\u1ebfn trong \u0111\u00eam", "hut": "t\u00fap l\u1ec1u", "trapper": "th\u1ee3 g\u00e0i b\u1eaby", "a battered highway sign stands guard at the entrance to this once-great city.": "m\u1ed9t bi\u1ec3n b\u00e1o b\u1ecb \u0111\u1eadp n\u00e1t \u0111\u1ee9ng canh \u1edf l\u1ed1i v\u00e0o th\u00e0nh ph\u1ed1 \u0111\u00e3 t\u1eebng r\u1ea5t tuy\u1ec7t v\u1eddi n\u00e0y.", "rifle": "s\u00fang", "sulphur": "l\u01b0u hu\u1ef3nh", "steel": "th\u00e9p", "the stranger is standing by the fire. she says she can help. says she builds things.": "ng\u01b0\u1eddi l\u1ea1 m\u1eb7t \u0111\u1ee9ng s\u01b0\u1edfi \u1ea5m. c\u00f4 \u1ea5y n\u00f3i c\u00f3 th\u1ec3 gi\u00fap \u0111\u1ee1 x\u00e2y d\u1ef1ng c\u00e1c th\u1ee9.", "the sickness is cured in time.": "c\u0103n b\u00eanh \u0111\u01b0\u1ee3c ch\u1ed1ng ch\u1ecdi k\u1ecbp th\u1eddi.", "the only hope is a quick death.": "hy v\u1ecdng duy nh\u1ea5t l\u00e0 m\u1ed9t c\u00e1i ch\u1ebft nhanh ch\u00f3ng.", "score for this game: {0}": "\u0111i\u1ec3m c\u1ee7a game n\u00e0y: {0}", "the lizard is dead": "con th\u1eb1n l\u1eb1n \u0111\u00e3 ch\u1ebft", "iron": "s\u1eaft", "fires burn in the courtyard beyond.": "ch\u00e1y b\u1ecfng trong s\u00e2n.", "builder": "th\u1ee3 x\u00e2y", "a large creature lunges, muscles rippling in the torchlight": "m\u1ed9t sinh v\u1eadt to l\u1edbn c\u01a1 b\u1eafp cu\u1ed3n cu\u1ed9n trong b\u01b0\u1edbc ra ph\u00eda \u00e1nh \u0111\u00e8n pin", "something's causing a commotion a ways down the road.": "m\u1ed9t th\u1ee9 g\u00ec \u0111\u00f3 v\u1eeba g\u00e2y ra ch\u1ea5n \u0111\u1ed9ng m\u1ea1nh xu\u1ed1ng con \u0111\u01b0\u1eddng.", "A Barren World": "Th\u1ebf Gi\u1edbi C\u1eb1n C\u1ed7i", "A Firelit Room": "C\u0103n Ph\u00f2ng S\u00e1ng Chan H\u00f2a", "some wood is missing.": "m\u1ed9t ph\u1ea7n g\u1ed7 b\u1ecb l\u1ea5y m\u1ea5t.", "The Beggar": "T\u00ean \u0102n Xin", "Troposphere": "T\u1ea7ng \u0110\u1ed1i L\u01b0u", "ripe for the picking.": "l\u1ef1a ch\u1ecdn \u0111\u00fang \u0111\u1eafn.", "A Destroyed Village": "Ng\u00f4i L\u00e0ng B\u1ecb H\u1ee7y Di\u1ec7t", "coal miner": "th\u1ee3 m\u1ecf", "not enough teeth": "kh\u00f4ng \u0111\u1ee7 r\u0103ng", "all he has are some scales.": "t\u1ea5t c\u1ea3 nh\u1eefng g\u00ec \u00f4ng ta c\u00f3 l\u00e0 v\u1ea3y.", "learned to predict their movement": "\u0111\u00e3 h\u1ecdc c\u00e1ch ph\u00e1n \u0111o\u00e1n t\u1eebng c\u01b0 ch\u1ec9 c\u1ee7a h\u1ecd", "the nights are rent with screams.": "\u0111\u00eam t\u1ed1i bao ph\u1ee7 b\u1edfi nh\u1eefng ti\u1ebfng la v\u00e0 kh\u00f3c v\u00ec m\u1ea5t m\u00e1t.", "take": "l\u1ea5y", "the scavenger is dead": "k\u1ebb \u0103n s\u00e1t ng\u01b0\u1eddi \u0111\u00e3 ch\u1ebft", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "t\u00ean du m\u1ee5c l\u1ebft v\u00e0o, nhi\u1ec1u t\u00fai ba gang \u0111\u01b0\u1ee3c ch\u1ea5t \u0111\u1ea7y h\u00e0ng, \u0111\u01b0\u1ee3c c\u1ed9t b\u1eb1ng nh\u1eefng s\u1ee3i d\u00e2y x\u00f9 x\u00ec.", "a convoy lurches in, equal parts worry and hope.": "m\u1ed9t \u0111o\u00e0n xe \u0111\u1ebfn, ph\u1ea7n \u0111\u00f4ng lo l\u1eafng nh\u01b0ng \u0111\u1ea7y hy v\u1ecdng.", "the map uncovers a bit of the world": "b\u1ea3n \u0111\u1ed3 h\u00e9 m\u1edf m\u1ed9t ph\u1ea7n th\u1ebf gi\u1edbi", "the shot echoes in the empty street.": "ph\u00e1t b\u1eafn vang v\u1ecdng tr\u00ean con \u0111\u01b0\u1eddng v\u1eafng.", "the sounds stop.": "ti\u1ebfng \u0111\u1ed9ng bi\u1ebfn m\u1ea5t.", "rucksack": "ba-l\u00f4", "the towers of a decaying city dominate the skyline": "c\u00e1c th\u00e1p canh c\u1ee7a m\u1ed9t th\u00e0nh ph\u1ed1 \u0111ang th\u1ed1ng tr\u1ecb \u0111\u01b0\u1eddng ch\u00e2n tr\u1eddi", "lights on.": "m\u1edf \u0111\u00e8n.", "a torch to keep the dark away": "m\u1ed9t c\u00e1i \u0111\u00e8n pin \u0111\u1ea9y l\u00f9i m\u1ecdi m\u00e0n \u0111\u00eam", "some good stuff woven into its nest.": "m\u1ed9t s\u1ed1 c\u00f4ng c\u1ee5 t\u1ed1t d\u1ec7t n\u00ean t\u1ed5 c\u1ee7a n\u00f3.", "starvation sets in": "ch\u1ebft \u0111\u00f3i t\u1edbi n\u01a1i", "charm": "b\u00f9a", "the sniper is dead": "tay s\u00fang b\u1eb3n t\u1ec9a \u0111\u00e3 ch\u1ebft", "nothing": "kh\u00f4ng c\u00f3 g\u00ec", "say his folk have been skimming the supplies.": "n\u00f3i r\u1eb1ng \u0111\u1ed3ng b\u1ecdn c\u1ee7a h\u1eafn \u0111\u00e3 h\u1edbt tay tr\u00ean.", "Restart?": "Kh\u1edfi \u0111\u1ed9ng l\u1ea1i?", "this is irreversible.": "vi\u1ec7c n\u00e0y kh\u00f4ng th\u1ec3 ho\u00e0n l\u1ea1i \u0111\u01b0\u1ee3c.", "the town's booming. word does get around.": "th\u00e0nh ph\u1ed1 \u0111ang rung chuy\u1ec3n, tin t\u1ee9c \u0111ang loan nhanh.", "Dropbox connection": "K\u1ebft n\u1ed1i Dropbox", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "v\u0169 kh\u00ed v\u00e0 \u0111\u1ea1n d\u01b0\u1ee3c, di t\u00edch t\u1eeb th\u1eddi chi\u1ebfn, \u0111\u01b0\u1ee3c s\u1eafp x\u1ebfp g\u1ecdn g\u00e0ng tr\u00ean s\u00e0n c\u1ee7a nh\u00e0 kho.", "iron miner": "th\u1ee3 m\u1ecf", "give 100": "\u0111\u01b0a 100", "Export": "Xu\u1ea5t", "the operating theatre has a lot of curious equipment.": "nh\u00e0 h\u00e1t ho\u1ea1t \u0111\u1ed9ng c\u00f3 r\u1ea5t nhi\u1ec1u thi\u1ebft b\u1ecb l\u1ea1.", "A Sniper": "M\u1ed9t Tay S\u00fang B\u1eafn T\u1ec9a", "the mysterious wanderer returns, cart piled high with wood.": "t\u00ean lang thang quay l\u1ea1i, c\u1ee7i c\u00f2n \u0111\u1ea7y g\u1ed7 h\u01a1n.", "a snarling beast jumps out from behind a car.": "m\u1ed9t con th\u00fa g\u1ea7m g\u1eeb nh\u1ea3y ra t\u1eeb ph\u00eda sau m\u1ed9t chi\u1ebfc xe h\u01a1i.", "precise": "ch\u00ednh x\u00e1c", "looks like a camp of sorts up ahead.": "tr\u00f4ng gi\u1ed1ng nh\u01b0 m\u1ed9t tr\u1ea1i \u1edf ph\u00eda tr\u01b0\u1edbc.", "bait": "m\u1ed3i", "The Sulphur Mine": "M\u1ecf L\u01b0u Hu\u1ef3nh", "stunned": "b\u1ecb cho\u00e1ng", "a thief is caught": "m\u1ed9t t\u00ean tr\u1ed9m b\u1ecb ph\u00e1t hi\u1ec7n", "a beggar arrives.": "m\u1ed9t t\u00ean \u0103n xin \u0111\u1ebfn.", "the strange bird is dead": "con chim \u0111\u00e3 ch\u1ebft", "*** EVENT ***": "*** S\u1ef0 KI\u1ec6N ***", "medicine is needed immediately.": "c\u1ea7n ph\u1ea3i c\u00f3 thu\u1ed1c \u0111\u1ec3 ch\u1eefa tr\u1ecb ngay l\u1eadp t\u1ee9c.", "A Crashed Ship": "M\u1ed9t Chi\u1ebfc T\u00e0u B\u1ecb \u0110\u1eafm", "the town lies abandoned, its citizens long dead": "th\u1ecb tr\u1ea5n b\u1ecf hoang, ng\u01b0\u1eddi d\u00e2n \u0111\u00e3 ch\u1ebft t\u1eeb l\u00e2u", "give 1 medicine": "\u0111\u01b0a 1 li\u1ec1u thu\u1ed1c", "the old compass is dented and dusty, but it looks to work.": "c\u00e1i la b\u00e0n c\u0169 \u0111\u1ea7y b\u1ee5i b\u1eb7m, nh\u01b0ng n\u00f3 c\u00f3 v\u1ebb v\u1eabn c\u00f2n ho\u1ea1t \u0111\u1ed9ng.", "wood": "g\u1ed7", "A Forgotten Battlefield": "Chi\u1ebfn Tr\u01b0\u1eddng B\u1ecb Qu\u00ean L\u00e3ng", "the trees are gone. parched earth and blowing dust are poor replacements.": "c\u00e2y c\u1ed1i nay c\u00f2n \u0111\u00e2u. \u0111\u1ea5t kh\u00f4 c\u1eb1n th\u1ed5i b\u1ee5i b\u1eb7m t\u1eeb \u0111\u00e2u bay t\u1edbi.", "lodge": "tr\u1ea1m s\u0103n b\u1eaft", "leave city": "r\u1eddi th\u00e0nh ph\u1ed1", "a scout stops for the night": "t\u00ean do th\u00e1m n\u00e1n l\u1ea1i \u0111\u00eam nay", "a gunshot rings through the trees.": "m\u1ed9t ti\u1ebfng s\u00fang xuy\u00ean qua r\u1eebng c\u00e2y.", "pop ": "d\u00e2n s\u1ed1 ", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "N\u01a1i n\u00e0o \u0111\u00f3 tr\u00ean nh\u1eefng \u0111\u00e1m m\u00e2y cao kia, c\u00e1c h\u1ea1m \u0111\u1ed9i lang thang. h\u1ecd \u0111\u00e3 \u1edf tr\u00ean t\u1ea3ng \u0111\u00e1 n\u00e0y qu\u00e1 l\u00e2u.", "iron mine": "m\u1ecf s\u1eaft", "freezing": "\u0111ang \u0111\u00f4ng l\u1ea1nh", "the world fades": "th\u1ebf gi\u1edbi phai nh\u1ea1t", "some of the traps have been torn apart.": "m\u1ed9t v\u00e0i chi\u1ebfc b\u1eaby \u0111\u00e3 b\u1ecb ph\u00e1 to\u1ea1c ra l\u00e0m nhi\u1ec1u m\u1ea3nh nh\u1ecf.", "not enough iron": "kh\u00f4ng \u0111\u1ee7 s\u1eaft", "compass": "la b\u00e0n", "successfully saved to dropbox datastorage": "\u0111\u00e3 l\u01b0u th\u00e0nh c\u00f4ng t\u1edbi v\u00f9ng l\u01b0u d\u1eef li\u1ec7u dropbox", "builder says it'd be useful to have a steady source of bullets": "th\u1ee3 x\u00e2y n\u00f3i s\u1ebd t\u1ed1t h\u01a1n n\u1ebfu ta c\u00f3 m\u1ed9t ngu\u1ed3n \u0111\u1ea1n d\u01b0\u1ee3c \u1ed5n \u0111\u1ecbnh", "a mysterious wanderer arrives": "m\u1ed9t t\u00ean lang thang \u0111\u1ebfn", "An Old House": "M\u1ed9t Ng\u00f4i Nh\u00e0 C\u0169", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "x\u01b0\u01a1ng t\u1ea9y tr\u1eafng r\u1ea3i r\u00e1c l\u1ed1i v\u00e0o.", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "ngay sau khi c\u00e1nh c\u1eeda \u0111\u01b0\u1ee3c m\u1edf ra m\u1ed9t ch\u00fat, h\u00e0ng tr\u0103m x\u00fac tu m\u1ecdc l\u00ean.", "leather": "b\u1ed9 da", "a sound comes from the tunnel, just ahead.": "m\u1ed9t \u00e2m thanh \u0111\u1ebfn t\u1eeb c\u00e1c \u0111\u01b0\u1eddng h\u1ea7m, ch\u1ec9 ph\u00eda tr\u01b0\u1edbc.", "investigate": "\u0111i\u1ec1u tra", "the cave narrows a few feet in.": "hang ch\u1eadt d\u1ea7n.", "sword is sharp. good protection out in the wilds.": "thanh ki\u1ebfm b\u00e9n n\u00e0y r\u1ea5t t\u1ed1t \u0111\u1ec3 t\u1ef1 v\u1ec7 ngo\u00e0i kia.", "orange traffic cones are set across the street, faded and cracked.": "bi\u1ec3n b\u00e1o giao th\u00f4ng n\u1eb1m r\u1ea3i r\u00e1c, phai nh\u1ea1t v\u00e0 g\u00e3y g\u1ecdng.", "a large man attacks, waving a bayonet.": "m\u1ed9t cu\u1ed9c t\u1ea5n c\u00f4ng l\u1edbn, v\u1eaby m\u1ed9t l\u01b0\u1ee1i l\u00ea.", "the air is filled with dust, driven relentlessly by the hard winds.": "kh\u00f4ng kh\u00ed \u0111\u1ea7y b\u1ee5i, kh\u00f4ng ng\u1eebng th\u00fac \u0111\u1ea9y b\u1edfi nh\u1eefng c\u01a1n gi\u00f3 m\u1ea1nh.", "A Damp Cave": "Hang \u1ea8m \u01af\u1edbt", "a gaunt man approaches, a crazed look in his eye": "m\u1ed9t g\u00e3 g\u00f2m nhom ti\u1ebfn t\u1edbi, \u00e1nh m\u1eaft \u0111\u1ea7y \u0111i\u00ean lo\u1ea1n", "A Military Raid": "Cu\u1ed9c \u0110\u1ed9t K\u00edch Qu\u00e2n S\u1ef1", "the walls are moist and moss-covered": "c\u00e1c b\u1ee9c t\u01b0\u1eddng \u1ea9m \u01b0\u1edbt v\u00e0 r\u00eau ph\u1ee7", "not enough wood": "kh\u00f4ng \u0111\u1ee7 g\u1ed7", "a giant lizard shambles forward": "m\u1ed9t con th\u1eb1n l\u1eb1n kh\u1ed5ng l\u1ed3 ti\u1ebfn v\u1ec1 ph\u00eda tr\u01b0\u1edbc", "close": "t\u1eaft", "some medicine abandoned in the drawers.": "m\u1ed9t s\u1ed1 thu\u1ed1c b\u1ecb b\u1ecf r\u01a1i trong ng\u0103n k\u00e9o.", "strange scales": "v\u1ea3y l\u1ea1", "learned to throw punches with purpose": "\u0111\u00e3 h\u1ecdc c\u00e1ch \u0111\u1ea5m chu\u1ea9n x\u00e1c", "a shack stands at the center of the village.": "m\u1ed9t chi\u1ebfc xe \u1edf trung t\u00e2m l\u00e0ng.", "spare him": "tha h\u1eafn", "he smiles warmly and asks for lodgings for the night.": "\u00f4ng \u1ea5y c\u01b0\u1eddi hi\u1ec1n h\u1eadu v\u00e0 mu\u1ed1n xin tr\u1ecd qua \u0111\u00eam nay.", "stealthy": "l\u00e9n l\u00fat", "the sulphur mine is clear of dangers": "m\u1ecf l\u01b0u hu\u1ef3nh h\u1ebft nguy hi\u1ec3m", "weapons": "v\u0169 kh\u00ed", "the man is thankful.": "ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng r\u1ea5t c\u1ea3m k\u00edch.", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "\u0111\u00e8n \u0111\u01b0\u1eddng b\u1ecb h\u1ecfng g\u1ec9. \u00e1nh s\u00e1ng t\u1eeb l\u00e2u \u0111\u00e3 kh\u00f4ng m\u00e0ng t\u1edbi n\u01a1i \u0111\u00e2y.", "shares what he knows about sneaking before he goes.": "chia s\u1ebd nh\u1eefng g\u00ec anh ta bi\u1ebft v\u1ec1 ngh\u1ec1 \u0103n tr\u1ed9m tr\u01b0\u1edbc khi ra \u0111i.", "import": "nh\u1eadp", "available": "s\u1eb5n d\u00f9ng", "A Shivering Man": "M\u1ed9t Ng\u01b0\u1eddi Run R\u1ea9y", "the rest bury them.": "nh\u1eefng ng\u01b0\u1eddi c\u00f2n l\u1ea1i th\u00ec ch\u00f4n c\u1ea5t h\u1ecd", "smoldering": "\u00e2m \u1ec9", "the young settler was carrying a canvas sack.": "ng\u01b0\u1eddi \u0111\u1ecbnh c\u01b0 tr\u1ebb b\u1ebf m\u1ed9t bao v\u1ea3i.", "the ground is littered with small teeth": "d\u01b0\u1edbi \u0111\u1ea5t r\u1ea3i r\u00e1c \u0111\u1ea7y r\u0103ng nh\u1ecf", "the nest of a large animal lies at the back of the cave.": "t\u1ed5 c\u1ee7a m\u1ed9t lo\u00e0i \u0111\u1ed9ng v\u1eadt l\u1edbn n\u1eb1m \u1edf m\u1eb7t sau c\u1ee7a hang \u0111\u1ed9ng.", "A Tiny Village": "M\u1ed9t Ng\u00f4i L\u00e0ng Nh\u1ecf", "a tribe of elderly squatters is camped out in this ward.": "m\u1ed9t b\u1ed9 l\u1ea1c c\u1ee7a ng\u01b0\u1eddi chi\u1ebfm \u0111\u1ea5t \u0111ang c\u1eafm tr\u1ea1i \u0111\u00e2y.", "your are connected to dropbox with account / email ": "b\u1ea1n \u0111ang k\u1ebft n\u1ed1i \u0111\u1ebfn dropbox v\u1edbi t\u00e0i kho\u1ea3n / email", "Mesosphere": "T\u1ea7ng Gi\u1eefa", "agree": "\u0111\u1ed3ng \u00fd", "the double doors creak endlessly in the wind.": "c\u00e1nh c\u1eeda \u0111\u00f4i lung lay kh\u00f4ng ng\u1eebng trong gi\u00f3.", "not much here.": "kh\u00f4ng c\u00f3 g\u00ec nhi\u1ec1u \u1edf \u0111\u00e2y.", "got it": "hi\u1ec3u", "choose one slot to load from": "ch\u1ecdn m\u1ed9t ng\u0103n \u0111\u1ec3 n\u1ea1p", "a cave lizard attacks": "m\u1ed9t con th\u1eb1ng l\u1eb1n t\u1ea5n c\u00f4ng", "men mill about, weapons at the ready.": "th\u1ee3 x\u01b0\u1edfng c\u1ea7m v\u0169 kh\u00ed l\u00ean.", "l armour": "gi\u00e1p da", "steelworks": "l\u00f2 luy\u1ec7n th\u00e9p", "A Ruined City": "M\u1ed9t Th\u00e0nh Ph\u1ed1 B\u1ecb Ph\u00e1", "Noises": "Ti\u1ebfng \u1ed2n", "can't tell what left it here.": "kh\u00f4ng th\u1ec3 bi\u1ebft \u0111\u01b0\u1ee3c c\u00f2n g\u00ec \u1edf \u0111\u00e2y.", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "c\u00e2y c\u1ed1i l\u1edd m\u1edd \u1edf ch\u00e2n tr\u1eddi. c\u1ecf xanh d\u1ea7n d\u1ea7n nh\u01b0\u1eddng ch\u1ed7 cho m\u1ed9t t\u1ea7ng r\u1eebng \u0111\u1ea7y l\u00e1 v\u00e0ng v\u00e0 c\u00e0nh kh\u00f4.", "a man stands over a dead wanderer. notices he's not alone.": "m\u1ed9t ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng \u0111\u1ee9ng tr\u00ean x\u00e1c m\u1ed9t ng\u01b0\u1eddi lang thang. n\u00f3i anh kh\u00f4ng ph\u1ea3i m\u1ed9t m\u00ecnh.", "village": "l\u00e0ng", "cancel": "h\u1ee7y b\u1ecf", "put the save code here.": "\u0111\u1ec3 code l\u01b0u t\u1ea1i \u0111\u00e2y.", "hang him": "treo h\u1eafn", "inside, the remains of its victims are everywhere.": "b\u00ean trong, ph\u1ea7n c\u00f2n l\u1ea1i c\u1ee7a c\u00e1c n\u1ea1n nh\u00e2n \u1edf kh\u1eafp m\u1ecdi n\u01a1i.", "this spear's not elegant, but it's pretty good at stabbing": "ng\u1ecdn gi\u00e1o n\u00e0y nh\u00ecn kh\u00f4ng \u0111\u01b0\u1ee3c \u0111\u1eb9p l\u1eafm, nh\u01b0ng n\u00f3 kh\u00e1 l\u00e0 t\u1ed1t \u0111\u1ec3 \u0111\u00e2m k\u1ebb th\u00f9", "the forest is silent.": "r\u1eebng y\u00ean \u1eafng.", "A Borehole": "Gi\u1ebfng Khoan", "the night is silent.": "\u0111\u00eam y\u00ean \u1eafng.", "never go thirsty again": "kh\u00f4ng bao gi\u1edd ch\u1ebft kh\u00e1t n\u1eefa", "a small cache of supplies is tucked inside a rusting locker.": "m\u1ed9t ngu\u1ed3n cung c\u1ea5p nh\u1ecf \u0111\u01b0\u1ee3c gi\u1ea5u b\u00ean trong m\u1ed9t t\u1ee7 g\u1ec9.", "learned to love the dry air": "\u0111\u00e3 h\u1ecdc c\u00e1ch th\u00edch \u1ee9ng v\u1edbi kh\u00f4ng kh\u00ed kh\u00f4", "workshop": "l\u00f2 r\u00e8n", "see farther": "nh\u00ecn xa h\u01a1n", "bolas": "bola", "the ground is littered with scraps of cloth": "d\u01b0\u1edbi \u0111\u1ea5t r\u1ea3i r\u00e1c \u0111\u1ea7y qu\u1ea7n \u00e1o r\u00e1ch", "The Coal Mine": "M\u1ed9t M\u1ecf Than", "a huge lizard scrambles up out of the darkness of an old metro station.": "m\u1ed9t con th\u1eb1n l\u1eb1n l\u1edbn xu\u1ea5t hi\u1ec7n t\u1eeb trong b\u00f3ng t\u1ed1i c\u1ee7a m\u1ed9t tr\u1ea1m xe ng\u1ea7m.", "more voices can be heard ahead.": "nhi\u1ec1u ti\u1ebfng n\u00f3i c\u00f3 th\u1ec3 \u0111\u01b0\u1ee3c nghe th\u1ea5y \u1edf ph\u00eda tr\u01b0\u1edbc.", "A Large Village": "M\u1ed9t Ng\u00f4i L\u00e0ng R\u1ed9ng", "precision": "ch\u00ednh x\u00e1c", "A Deserted Town": "Th\u00e0nh Ph\u1ed1 Ma", "the sickness spreads through the village.": "c\u0103n b\u1ec7nh lan truy\u1ec1n kh\u1eafp l\u00e0ng.", "won't say from where he came, but it's clear that he's not staying.": "h\u1eafn s\u1ebd kh\u00f4ng n\u00f3i h\u1eafn t\u1eeb \u0111\u00e2u \u0111\u1ebfn, nh\u01b0ng h\u1eafn r\u00f5 r\u00e0ng l\u00e0 kh\u00f4ng n\u00e1n l\u1ea1i.", "the crowd surges forward.": "\u0111\u00e1m \u0111\u00f4ng d\u00e2ng l\u00ean ph\u00eda tr\u01b0\u1edbc.", "the wanderer takes the charm and nods slowly.": "k\u1ebb lang thang l\u00f4i l\u00e1 b\u00f9a ra v\u00e0 g\u1eadt \u0111\u1ea7u t\u1eeb t\u1eeb.", "the mysterious wanderer returns, cart piled high with furs.": "t\u00ean lang thang quay l\u1ea1i, c\u1ee7i c\u00f2n \u0111\u1ea7y da h\u01a1n.", "armoury": "x\u01b0\u1edfng v\u0169 kh\u00ed", "searching the bodies yields a few supplies.": "t\u00ecm ki\u1ebfm c\u00e1c thi th\u1ec3 mang l\u1ea1i m\u1ed9t v\u00e0i ngu\u1ed3n ti\u1ebfp t\u1ebf.", "the torchlight casts a flickering glow down the hallway.": "\u00e1nh \u0111\u00e8n pin nh\u1ea5p nh\u00e1y \u00e1nh s\u00e1ng xu\u1ed1ng h\u00e0nh lang.", "safer here": "ch\u1ed7 n\u00e0y an to\u00e0n h\u01a1n", "Export / Import": "Xu\u1ea5t / Nh\u1eadp", "steelworker": "th\u1ee3 th\u00e9p", "the man-eater is dead": "con th\u00fa \u0111\u00e3 ch\u1ebft", "learned to swing weapons with force": "\u0111\u00e3 h\u1ecdc c\u00e1ch n\u00e9m v\u0169 kh\u00ed ", "the remaining settlers flee from the violence, their belongings forgotten.": "nh\u1eefng ng\u01b0\u1eddi \u0111\u1ecbnh c\u01b0 c\u00f2n l\u1ea1i ch\u1ea1y tr\u1ed1n kh\u1ecfi b\u1ea1o l\u1ef1c, \u0111\u1ed3 \u0111\u1ea1c c\u1ee7a h\u1ecd b\u1ecb l\u00e3ng qu\u00ean.", "a crudely made charm": "b\u00f9a nguy\u00ean th\u00f4", "cask": "th\u00f9ng n\u01b0\u1edbc", "engine:": "\u0111\u1ed9ng c\u01a1:", "the streets are empty.": "\u0111\u01b0\u1eddng x\u00e1 tr\u1ed1ng v\u1eafng.", "lizard": "th\u1eb1n l\u1eb1n", "Sulphur Mine": "M\u1ecf L\u01b0u Hu\u1ef3nh", "export or import save data to dropbox datastorage": "xu\u1ea5t ho\u1eb7c nh\u1eadp d\u1eef li\u1ec7u \u0111\u00e3 l\u01b0u \u0111\u1ebfn v\u00f9ng l\u01b0u d\u1eef li\u1ec7u dropbox", "the house has been ransacked.": "ng\u00f4i nh\u00e0 \u0111\u00e3 b\u1ecb l\u1ee5c so\u00e1t.", "a thug is waiting on the other side of the wall.": "m\u1ed9t k\u1ebb c\u00f4n \u0111\u1ed3 \u0111ang ch\u1edd \u0111\u1ee3i \u1edf ph\u00eda b\u00ean kia b\u1ee9c t\u01b0\u1eddng.", "the metallic tang of wanderer afterburner hangs in the air.": "tro c\u1ed1t c\u1ee7a nh\u1eefng k\u1ebb lang thang bay kh\u1eafp n\u01a1i trong kh\u00f4ng kh\u00ed.", "large prints lead away, into the forest.": "nhi\u1ec1u d\u1ea5u ch\u00e2n l\u1edbn c\u00f2n s\u00f3t l\u1ea1i, d\u1eabn s\u00e2u v\u00e0o r\u1eebng.", "a startled beast defends its home": "con th\u00fa b\u1ecb gi\u1eadt m\u00ecnh b\u1ea3o v\u1ec7 nh\u00e0 c\u1ee7a m\u00ecnh", "there is nothing else here.": "ch\u1eb3ng c\u00f2n g\u00ec \u1edf \u0111\u00e2y n\u1eefa.", "his time here, now, is his penance.": "l\u1ea7n n\u00e0y h\u1eafn \u1edf \u0111\u00e2y, b\u00e2y gi\u1edd, l\u00e0 \u0111\u1ec3 \u0111\u1ec1n t\u1ed9i.", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "n\u01a1i c\u00e1c c\u1eeda s\u1ed5 c\u1ee7a ng\u00f4i tr\u01b0\u1eddng ch\u01b0a b\u1ecb v\u1ee1, h\u1ecd \u0111ang t\u1ef1 b\u00f4i \u0111en b\u1eb1ng nh\u1ecd n\u1ed3i.", "hull:": "v\u1ecf:", "scavenger": "\u0103n s\u00e1t ng\u01b0\u1eddi", "unarmed master": "s\u01b0 ph\u1ee5 v\u00f5 tay kh\u00f4ng", "the man says he's grateful. says he won't come around any more.": "ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng r\u1ea5t c\u1ea3m k\u00edch, n\u00f3i anh ta s\u1ebd kh\u00f4ng qu\u1ea5y r\u1ea7y ch\u00fang ta v\u1ec1 sau n\u1eefa.", "laser rifle": "s\u00fang laser", "sulphur mine": "m\u1ecf l\u01b0u hu\u1ef3nh", "buy compass": "mua la b\u00e0n", "buy map": "mua b\u1ea3n \u0111\u1ed3", "scratching noises can be heard from the store room.": "ti\u1ebfng \u1ed3n c\u00f3 th\u1ec3 nghe th\u1ea5y t\u1eeb nh\u00e0 kho.", "steel sword": "ki\u1ebfm th\u00e9p", "descend": "xu\u1ed1ng", "asks for any spare furs to keep him warm at night.": "xin m\u1ed9t v\u00e0i b\u1ed9 l\u00f4ng \u0111\u1ec3 gi\u1eef \u1ea5m \u0111\u00eam nay.", "A Raucous Village": "M\u1ed9t Ng\u00f4i L\u00e0ng N\u00e1o Nhi\u1ec7t", "the beggar expresses his thanks.": "t\u00ean \u0103n xin mu\u1ed1n b\u00e0y t\u1ecf l\u00f2ng th\u00e0nh.", "carrying more means longer expeditions to the wilds": "ch\u1ee9a \u0111\u01b0\u1ee3c nhi\u1ec1u th\u1ee9 h\u01a1n cho nh\u1eefng cu\u1ed9c \u0111i hoang d\u00e3", "free {0}/{1}": "th\u00eam {0}/{1}", "Room": "Ph\u00f2ng", "a swamp festers in the stagnant air.": "m\u1ed9t \u0111\u1ea7m l\u1ea7y th\u1ed1i b\u1edfi kh\u00f4ng kh\u00ed t\u00f9 \u0111\u1ecdng.", "rotting reeds rise out of the swampy earth.": "s\u1eady th\u1ed1i r\u1eefa tr\u1ed3i l\u00ean kh\u1ecfi m\u1eb7t \u0111\u1ea5t l\u1ea7y l\u1ed9i.", "armoury's done, welcoming back the weapons of the past.": "xong x\u01b0\u1edfng v\u0169 kh\u00ed, ch\u00e0o m\u1eebng.", "eat meat": "\u0103n th\u1ecbt", "slow metabolism": "chuy\u1ec3n h\u00f3a ch\u1eadm", "camp fires burn by the entrance to the mine.": "l\u1eeda tr\u1ea1i ch\u00e1y l\u00ean, c\u1ea1nh l\u1ed1i v\u00e0o h\u1ea7m m\u1ecf.", "the mouth of the cave is wide and dark.": "mi\u1ec7ng hang r\u1ed9ng v\u00e0 t\u1ed1i.", "builder's not sure he's to be trusted.": "ng\u01b0\u1eddi th\u1ee3 x\u00e2y kh\u00f4ng tin h\u1eafn l\u1eafm.", "evasion": "n\u00e9 tr\u00e1nh", "buy bait": "mua m\u1ed3i", "a pack of lizards rounds the corner.": "m\u1ed9t \u0111\u1ed1ng th\u1eb1n l\u1eb1n n\u1eb1m trong g\u00f3c.", "light fire": "th\u1eafp l\u1eeda", "waterskin": "t\u00fai n\u01b0\u1edbc", "scattered teeth": "r\u0103ng r\u01a1i r\u1ea3i r\u00e1c", "the door hangs open.": "c\u1eeda m\u1edf.", "buy:": "mua:", "load": "n\u1ea1p", "track them": "b\u00e1m theo", "stores": "kho", "now the nomads have a place to set up shop, they might stick around a while": "gi\u1edd th\u00ec t\u1ee5i du m\u1ee5c c\u00f3 ch\u1ed7 \u0111\u1ec3 b\u00e0y h\u00e0ng h\u00f3a, h\u1ecd c\u00f3 th\u1ec3 n\u00e1n l\u1ea1i trong ch\u1ed1c l\u00e1t", "A Dusty Path": "M\u1ed9t L\u1ed1i M\u00f2n B\u1ee5i B\u1eb7m", "armour": "gi\u00e1p", "A Man-Eater": "M\u1ed9t Con Th\u00fa \u0102n Th\u1ecbt Ng\u01b0\u1eddi", "bring your friends.": "l\u00f4i k\u00e9o b\u1ea1n b\u00e8", "the compass points south": "la b\u00e0n ch\u1ec9 h\u01b0\u1edbng nam", "the compass points north": "la b\u00e0n ch\u1ec9 h\u01b0\u1edbng b\u1eafc", "The Sick Man": "K\u1ebb B\u1ec7nh ", "yes": "c\u00f3", "martial artist": "ngh\u1ec7 nh\u00e2n", "the traps contain ": "b\u1eaby ch\u1ee9a ", "the old tower seems mostly intact.": "ng\u00f4i th\u00e1p c\u0169 k\u1ef9 c\u00f3 v\u1ebb g\u1ea7n nh\u01b0 c\u00f2n nguy\u00ean v\u1eb9n.", "scales": "v\u1ea3y", "bird must have liked shiney things.": "lo\u00e0i chim th\u00edch nh\u1eefng th\u1ee9 s\u00e1ng b\u00f3ng.", "the path leads to an abandoned mine": "l\u1ed1i m\u00f2n d\u1eabn t\u1edbi m\u1ed9t m\u1ecf b\u1ecf hoang", "the compass points northeast": "la b\u00e0n ch\u1ec9 h\u01b0\u1edbng \u0111\u00f4ng b\u1eafc", "the camp is still, save for the crackling of the fires.": "tr\u1ea1i v\u1eabn c\u00f2n, tanh t\u00e1ch ng\u1ecdn l\u1eeda.", "he begs for medicine.": "xin thu\u1ed1c men.", "save": "l\u01b0u", "this waterskin'll hold a bit of water, at least": "t\u00fai n\u01b0\u1edbc n\u00e0y s\u1ebd ch\u1ee9a \u0111\u01b0\u1ee3c th\u00eam t\u00ed n\u01b0\u1edbc n\u1eefa, \u00edt c\u00f2n \u0111\u1ee1 h\u01a1n kh\u00f4ng ", "turn him away": "\u0111u\u1ed5i h\u1eafn \u0111i", "the people here were broken a long time ago.": "ng\u01b0\u1eddi d\u00e2n n\u01a1i \u0111\u00e2y t\u1eebng b\u1ecb \u0111\u00e1nh b\u1ea1i m\u1ed9t th\u1eddi gian d\u00e0i tr\u01b0\u1edbc \u0111\u00e2y.", "a grizzled soldier attacks, waving a bayonet.": "m\u1ed9t cu\u1ed9c t\u1ea5n c\u00f4ng qu\u00e2n t\u00f3c hoa r\u00e2m, v\u1eaby m\u1ed9t l\u01b0\u1ee1i l\u00ea.", "shivering man": "ng\u01b0\u1eddi run r\u1ea9y", "The Mysterious Wanderer": "K\u1ebb Lang Thang B\u00ed \u1ea8n", "A Huge Lizard": "Con Th\u1eb1n L\u1eb1n To ", "boxer": "v\u00f5 s\u0129 \u0111\u00e1nh box", "a man joins the fight": "m\u1ed9t ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng tham gia tr\u1eadn chi\u1ebfn", "An Outpost": "M\u1ed9t \u0110\u1ed3n \u0110i\u1ec1n", "not enough meat": "kh\u00f4ng \u0111\u1ee7 th\u1ecbt", "some weird metal he picked up on his travels.": "m\u1ed9t v\u00e0i kim lo\u1ea1i l\u1ea1 \u00f4ng nh\u1eb7t v\u1ec1 t\u1eeb chuy\u1ebfn \u0111i c\u1ee7a m\u00ecnh.", "something's in there.": "c\u00f3 g\u00ec \u1edf \u0111\u1ea5y.", "restore more health when eating": "h\u1ed3i nhi\u1ec1u m\u00e1u h\u01a1n khi \u0103n", "A Snarling Beast": "Qu\u00e1i Th\u00fa G\u1ea7m G\u1eeb", "Share": "Chia s\u1ebd", "a haze falls over the village as the steelworks fires up": "kh\u00f3i m\u00f9 tr\u00e0n ng\u1eadp ng\u00f4i l\u00e0ng v\u00ec l\u00f2 luy\u1ec7n th\u00e9p b\u1eaft \u0111\u1ea7u t\u00f4i nh\u1eefng thanh th\u00e9p \u0111\u1ea7u ti\u00ean", "a large bird nests at the top of the stairs.": "m\u1ed9t t\u1ed5 chim l\u1edbn \u1edf \u0111\u1ea7u c\u1ea7u thang.", "an old wanderer sits inside, in a seeming trance.": "m\u1ed9t k\u1ebb lang thang l\u1edbn tu\u1ed5i ng\u1ed3i b\u00ean trong, trong tr\u1ea1ng th\u00e1i h\u00f4n m\u00ea.", "builder says the villagers could make steel, given the tools": "th\u1ee3 x\u00e2y n\u00f3i d\u00e2n l\u00e0ng c\u00f3 th\u1ec3 l\u00e0m \u0111\u01b0\u1ee3c th\u00e9p, \u0111\u01b0a h\u1ecd \u0111\u1ed3 ngh\u1ec1 l\u00e0 \u0111\u01b0\u1ee3c", "continue": "ti\u1ebfp t\u1ee5c", "there is no more water": "h\u1ebft n\u01b0\u1edbc r\u1ed3i", "flickering": "d\u1eef d\u1ed9i", "only the chief remains.": "ch\u1ec9 c\u00f2n tay ch\u1ec9 huy c\u00f2n l\u1ea1i.", "go back inside": "\u0111i v\u00e0o trong l\u1ea1i", "a few items are scattered on the ground.": "m\u1ed9t v\u00e0i th\u1ee9 n\u1eb1m r\u1ea3i r\u00e1c tr\u00ean m\u1eb7t \u0111\u1ea5t.", "save this.": "l\u01b0u c\u00e1i n\u00e0y.", "this old mine is not abandoned": "m\u1ecf c\u0169 n\u00e0y kh\u00f4ng ph\u1ea3i b\u1ecb b\u1ecf", "a fight, maybe.": "c\u00f3 th\u1ec3 l\u00e0 m\u1ed9t cu\u1ed9c chi\u1ebfn.", "behind the door, a deformed figure awakes and attacks.": "\u0111\u1eb1ng sau c\u00e1nh c\u1eeda, m\u1ed9t h\u00ecnh th\u00f9 bi\u1ebfn d\u1ea1ng th\u1ee9c gi\u1ea5c v\u00e0 t\u1ea5n c\u00f4ng.", "baited trap": "b\u1eaby c\u00f3 m\u1ed3i", "dead": "\u0111\u00e3 t\u1eaft", "the torch sputters and dies in the damp air": "chi\u1ebfc \u0111\u00e8n pin b\u1ecb h\u1ecfng", "export": "xu\u1ea5t", "a few belongings rest against the walls.": "m\u1ed9t v\u00e0i \u0111\u1ed3 \u0111\u1ea1c d\u1ef1ng v\u00e0o b\u1ee9c t\u01b0\u1eddng.", "not far from the village lies a large beast, its fur matted with blood.": "kh\u00f4ng xa ng\u00f4i l\u00e0ng, c\u00f3 m\u1ed9t con qu\u00e1i th\u00fa to l\u1edbn, b\u1ed9 l\u00f4ng d\u00ednh \u0111\u1ea7y m\u00e1u.", "an old iron mine sits here, tools abandoned and left to rust.": "m\u1ed9t m\u1ecf s\u1eaft c\u0169 b\u1ecb b\u1ecf hoang, \u0111\u1ed3 \u0111\u1ea1c c\u00f2n y nguy\u00ean.", "but there is a cache of medicine under the floorboards.": "nh\u01b0ng c\u00f3 th\u00f9ng d\u01b0\u1ee3c ph\u1ea9m d\u01b0\u1edbi s\u00e0n.", "only dust and stains remain.": "ch\u1ec9 c\u00e1t v\u00e0 b\u1ee5i c\u00f2n s\u00f3t l\u1ea1i.", "s armour": "gi\u00e1p th\u00e9p", "say he should be strung up as an example.": "n\u00f3i r\u1eb1ng ph\u1ea3i d\u1ea1y cho h\u1eafn m\u1ed9t b\u00e0i h\u1ecdc.", "collected scraps spread across the floor like they fell from heaven.": "ph\u1ebf li\u1ec7u nh\u1eb7t \u0111\u01b0\u1ee3c v\u00e3i tr\u00ean s\u00e0n nh\u00e0 nh\u01b0 r\u01a1i t\u1eeb tr\u00ean tr\u1eddi xu\u1ed1ng.", "the darkness is absolute": "b\u00f3ng \u0111en ho\u00e0n to\u00e0n t\u1ed1i m\u1ecbt", "A Ruined Trap": "B\u1eaby B\u1ecb Ph\u00e1", "not enough coal": "kh\u00f4ng \u0111\u1ee7 than", "ambushed on the street.": "ph\u1ee5c k\u00edch tr\u00ean \u0111\u01b0\u1eddng ph\u1ed1.", "worth killing for, it seems.": "c\u00f3 v\u1ebb nh\u01b0 n\u00f3 c\u0169ng \u0111\u00e1ng \u0111\u1ec3 gi\u1ebft.", "slash": "ch\u00e9m", "builder says she can make a cart for carrying wood": "th\u1ee3 x\u00e2y n\u00f3i c\u00f4 \u1ea5y c\u00f3 th\u1ec3 l\u00e0m m\u1ed9t chi\u1ebfc c\u1ee7i \u0111\u1ef1ng g\u1ed7", "leather's not strong. better than rags, though.": "da kh\u00f4ng qu\u00e1 c\u1ee9ng. d\u00f9 g\u00ec c\u0169ng t\u1ed1t h\u01a1n gi\u1ebb r\u00e1ch.", "builder stokes the fire": "th\u1ee3 x\u00e2y duy tr\u00ec ng\u1ecdn l\u1eeda", "say goodbye": "n\u00f3i t\u1ea1m bi\u1ec7t", "A Silent Forest": "Khu R\u1eebng Y\u00ean \u1eaeng", "builder's not sure she's to be trusted.": "builder's not sure he's to be trusted.", "an old case is wedged behind a rock, covered in a thick layer of dust.": "m\u1ed9t chi\u1ebfc vali c\u0169 \u0111\u01b0\u1ee3c n\u1eb1m sau m\u1ed9t t\u1ea3ng \u0111\u00e1, ph\u1ee7 m\u1ed9t l\u1edbp b\u1ee5i d\u00e0y.", "the point is made. in the next few days, the missing supplies are returned.": "\u0111\u00e3 quy\u1ebft \u0111\u1ecbnh. trong v\u00e0i ng\u00e0y t\u1edbi, h\u00e0ng s\u1ebd \u0111\u01b0\u1ee3c tr\u1ea3 l\u1ea1i.", "a frail man stands defiantly, blocking the path.": "m\u1ed9t ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng y\u1ebfu \u0111u\u1ed1i \u0111\u1ee9ng ngang ng\u01b0\u1ee3c, c\u1ea3n \u0111\u01b0\u1eddng.", "the plague rips through the village.": "d\u1ecbch b\u00eanh ho\u00e0nh h\u00e0nh c\u1ea3 ng\u00f4i l\u00e0ng.", "an old wanderer arrives.": "m\u1ed9t \u00f4ng gi\u00e0 lang thang \u0111\u1ebfn.", "scavenger had a small camp in the school.": "k\u1ebb \u0103n x\u00e1c ng\u01b0\u1eddi c\u00f3 m\u1ed9t tr\u1ea1i nh\u1ecf \u1edf tr\u01b0\u1eddng.", "the compass points southwest": "la b\u00e0n ch\u1ec9 h\u01b0\u1edbng t\u00e2y nam", "the wanderer leaves, cart loaded with wood": "t\u00ean lang thang b\u1ecf \u0111i, c\u1ee7i \u0111\u1ea7y g\u1ed7", "Dropbox Export / Import": "Xu\u1ea5t / Nh\u1eadp Dropbox", "maybe some useful stuff in the rubble.": "c\u00f3 th\u1ec3 c\u00f3 m\u1ed9t s\u1ed1 c\u00f4ng c\u1ee5 h\u1eefu \u00edch trong \u0111\u1ed1ng \u0111\u1ed5 n\u00e1t.", "ok": "\u0111\u1ed3ng \u00fd", "a man hobbles up, coughing.": "m\u1ed9t ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng \u0111i kh\u1eadp khi\u1ec5ng v\u00e0 mi\u1ec7ng ho kh\u00f4ng ng\u1eebng.", "i armour": "gi\u00e1p s\u1eaft", "The Scout": "Do Th\u00e1m", "leaves a pile of small scales behind.": "\u0111\u1ec3 l\u1ea1i m\u1ed9t \u0111\u1ed1ng v\u1ea3y nh\u1ecf ph\u00eda sau.", "pockets": "t\u00fai", "the debris is denser here.": "c\u00e1c m\u1ea3nh v\u1ee1 d\u00e0y \u0111\u1eb7c h\u01a1n \u1edf \u0111\u00e2y.", "stab": "\u0111\u00e2m", "time to move on.": "\u0111\u1ebfn l\u00fac \u0111i ti\u1ebfp r\u1ed3i.", "the ground is littered with small scales": "d\u01b0\u1edbi \u0111\u1ea5t r\u1ea3i r\u00e1c nhi\u1ec1u m\u1ea3nh v\u1ea3y nh\u1ecf", "not enough ": "kh\u00f4ng \u0111\u1ee7", "the stench of rot and death fills the operating theatres.": "m\u00f9i h\u00f4i th\u1ed1i v\u00e0 m\u00f9i c\u1ee7a c\u00e1i ch\u1ebft l\u1ea5p \u0111\u1ea7y c\u00e1c ph\u00f2ng m\u1ed5.", "burning": "\u0111ang ch\u00e1y", "they must be here for a reason.": "h\u1ecd ph\u1ea3i c\u00f3 m\u1eb7t \u1edf \u0111\u00e2y v\u00ec m\u1ed9t l\u00fd do n\u00e0o \u0111\u00f3.", "a nomad arrives, looking to trade": "m\u1ed9t t\u00ean du m\u1ee5c \u0111\u1ebfn, mu\u1ed1n giao th\u01b0\u01a1ng", "black powder and bullets, like the old days.": "thu\u1ed1c s\u00fang v\u00e0 \u0111\u1ea1n d\u01b0\u1ee3c, nh\u01b0 nh\u1eefng ng\u00e0y x\u01b0a c\u1ed5.", "restart the game?": "ch\u01a1i l\u1ea1i?", "gastronome": "s\u00e0nh \u0103n", "load from slot": "n\u1ea1p t\u1eeb ng\u0103n", "energy cell": "b\u00ecnh \u0111i\u1ec7n", "inside the hut, a child cries.": "trong t\u00fap l\u1ec1u, m\u1ed9t \u0111\u1ee9a tr\u1ebb \u0111ang kh\u00f3c.", "the compass points west": "la b\u00e0n ch\u1ec9 h\u01b0\u1edbng t\u00e2y", "always worked before, at least.": "\u00edt nh\u1ea5t, lu\u00f4n lu\u00f4n l\u00e0m vi\u1ec7c.", "a scavenger draws close, hoping for an easy score": "k\u1ebb \u0103n s\u00e1t ng\u01b0\u1eddi ti\u1ebfn ch\u1eadm t\u1edbi, hy v\u1ecdng \u0103n may \u0111\u01b0\u1ee3c m\u1ed9t v\u1ed1", "Sickness": "B\u1ec7nh", "still a few drops of water in the old well.": "v\u1eabn c\u00f2n m\u1ed9t v\u00e0i gi\u1ecdt n\u01b0\u1edbc trong c\u00e1i gi\u1ebfng c\u0169 k\u1ef9 n\u00e0y.", "build:": "x\u00e2y:", "feral terror": "khi\u1ebfp s\u1ee3 hoang d\u00e3", "signout": "tho\u00e1t", "A Beast Attack": "Qu\u00e1i Th\u00fa T\u1ea5n C\u00f4ng", "Ready to Leave?": "S\u1eb5n s\u00e0ng Ra \u0111i?", "the house is abandoned, but not yet picked over.": "ng\u00f4i nh\u00e0 b\u1ecb b\u1ecf r\u01a1i, nh\u01b0ng ch\u01b0a b\u1ecb s\u1eadp.", "time to get out of this place. won't be coming back.": "\u0111\u00e3 t\u1edbi l\u00fac \u0111i kh\u1ecfi ch\u1ed1n n\u00e0y, ch\u00fang ta s\u1ebd kh\u00f4ng quay tr\u1edf l\u1ea1i.", "the compass points northwest": "la b\u00e0n ch\u1ec9 h\u01b0\u1edbng t\u00e2y b\u1eafc", "the thirst becomes unbearable": "c\u01a1n kh\u00e1t tr\u1edf n\u00ean kh\u00f4ng th\u1ec3 tr\u00e1nh \u0111\u01b0\u1ee3c ", "a beggar arrives": "m\u1ed9t t\u00ean \u0103n xin \u0111\u1ebfn", "a beast stands alone in an overgrown park.": "m\u1ed9t con th\u00fa \u0111ang \u0111\u1ee9ng m\u1ed9t m\u00ecnh trong m\u1ed9t c\u00f4ng vi\u00ean to l\u1edbn.", "he leaves a reward.": "anh ta b\u1ecf l\u1ea1i m\u1ed9t ph\u1ea7n th\u01b0\u1edfng.", "nothing but downcast eyes.": "kh\u00f4ng c\u00f3 g\u00ec tr\u1eeb \u0111\u00f4i m\u1eaft nh\u00ecn xu\u1ed1ng.", "the scout says she's been all over.": "t\u00ean do th\u00e1m n\u00f3i c\u00f4 \u1ea5y \u1edf kh\u1eafp n\u01a1i.", "the small settlement has clearly been burning a while.": "c\u00e1c khu \u0111\u1ecbnh c\u01b0 nh\u1ecf r\u00f5 r\u00e0ng \u0111\u00e3 b\u1ecb \u0111\u1ed1t ch\u00e1y trong m\u1ed9t th\u1eddi gian.", "cloth": "qu\u1ea7n \u00e1o", "a second soldier opens fire.": "t\u00ean l\u00ednh th\u1ee9 nh\u00ec n\u1ed5 s\u00fang.", "dangerous to be this far from the village without proper protection": "th\u1eadt nguy hi\u1ec3m khi \u0111i xa l\u00e0ng nh\u01b0 v\u1eady m\u00e0 kh\u00f4ng c\u00f3 g\u00ec b\u1ea3o v\u1ec7", "squeeze": "\u00e9p", "a pristine medicine cabinet at the end of a hallway.": "m\u1ed9t t\u1ee7 thu\u1ed1c c\u00f2n nguy\u00ean v\u1eb9n \u1edf cu\u1ed1i h\u00e0nh lang.", "scraps of fur": "m\u1ea3nh da l\u00f4ng", "a scavenger waits just inside the door.": "m\u1ed9t k\u1ebb \u0103n s\u00e1t ng\u01b0\u1eddi \u0111\u1ee3i b\u00ean trong c\u00e1nh c\u1eeda.", "the wind howls outside": "gi\u00f3 r\u00edt ngo\u00e0i kia", "the wagon can carry a lot of supplies": "xe h\u00e0ng ch\u1ee9a \u0111\u01b0\u1ee3c r\u1ea5t nhi\u1ec1u h\u00e0ng ti\u1ebfp t\u1ebf", "A Battlefield": "Chi\u1ebfn Tr\u01b0\u1eddng", "more soldiers will be on their way.": "nhi\u1ec1u l\u00ednh kh\u00e1c \u0111ang t\u1edbi.", "the shivering man is dead": "\u00f4ng ta \u0111\u00e3 ch\u1ebft", "builder finishes the smokehouse. she looks hungry.": "th\u1ee3 x\u00e2y \u0111\u00e3 ho\u00e0n th\u00e0nh l\u00f2 n\u01b0\u1edbng th\u1ecbt. c\u00f4 ta c\u00f3 v\u1ebb \u0111\u00f3i b\u1ee5ng.", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "c\u00e1c th\u00f9ng phuy b\u1ecb ph\u00e1 v\u1ee1 t\u1ea1i m\u1ed9t v\u00f9ng bi\u1ec3n ch\u1ebft ch\u00f3c, l\u1eafc l\u01b0 trong gi\u00f3 kh\u00f4 c\u1eb1n.", "a snarling beast leaps out of the underbrush": "m\u1ed9t con qu\u00e1i v\u1eadt b\u01b0\u1edbc ra t\u1eeb b\u1ee5i c\u1ecf", "the place has been swept clean by scavengers.": "n\u01a1i \u0111\u00e3 b\u1ecb qu\u00e9t s\u1ea1ch b\u1edfi nh\u1eefng k\u1ebb \u0103n x\u00e1c ng\u01b0\u1eddi.", "A Destroyed Village": "M\u1ed9t Ng\u00f4i L\u00e0ng B\u1ecb Ph\u00e1 H\u1ee7y", "land blows more often": "\u0111\u1ea5t th\u1ed5i nhi\u1ec1u h\u01a1n", "Space": "Kh\u00f4ng Gian", "it's been picked over by scavengers, but there's still some things worth taking.": "n\u00f3 \u0111\u01b0\u1ee3c ch\u1ecdn trong nh\u1eefng ng\u01b0\u1eddi \u0103n s\u00e1t, nh\u01b0ng v\u1eabn c\u00f3 m\u1ed9t s\u1ed1 th\u1ee9 v\u1eabn \u0111\u00e1ng \u0111\u1ec3 c\u01b0\u1edbp.", "Thermosphere": "Th\u01b0\u1ee3ng T\u1ea7ng Kh\u00ed Quy\u1ec1n", "5 medicine": "5 li\u1ec1u thu\u1ed1c", "do nothing": "kh\u00f4ng l\u00e0m g\u00ec c\u1ea3", "A Gaunt Man": "G\u00e3 G\u00f2m", "Outside": "B\u00ean ngo\u00e0i", "the snarling beast is dead": "con th\u00fa \u0111\u00e3 ch\u1ebft", "bodies and supplies from both sides litter the ground.": "x\u00e1c ng\u01b0\u1eddi v\u00e0 ngu\u1ed3n ti\u1ebfp t\u1ebf t\u1eeb hai b\u00ean x\u1ea3 xu\u1ed1ng \u0111\u1ea5t.", "the remains of an old house stand as a monument to simpler times": "ph\u1ea7n c\u00f2n l\u1ea1i c\u1ee7a m\u1ed9t ng\u00f4i nh\u00e0 c\u0169 \u0111\u1ee9ng s\u1eefng nh\u01b0 m\u1ed9t t\u01b0\u1ee3ng \u0111\u00e0i ", "a squatter stands firmly in the doorway of a small hut.": "m\u1ed9t ng\u01b0\u1eddi ng\u1ed3i x\u1ed5m \u0111\u1ee9ng r\u1ea5t v\u1eefng ch\u1eafc trong m\u00e9 c\u1eeda c\u1ee7a m\u1ed9t t\u00fap l\u1ec1u nh\u1ecf.", "lights flash through the alleys between buildings.": "\u00e1nh s\u00e1ng flash xuy\u00ean qua nh\u1eefng con h\u1ebbm gi\u1eefa c\u00e1c t\u00f2a nh\u00e0.", "no": "kh\u00f4ng ", "{0} per {1}s": "{0} / {1} gi\u00e2y", "a weathered family takes up in one of the huts.": "m\u1ed9t gia \u0111\u00ecnh \u0111\u1ebfn tr\u1ecd.", "run": "ch\u1ea1y", "Exosphere": "Ngo\u1ea1i quy\u1ec3n", "he speaks of once leading the great fleets to fresh worlds.": "\u00f4ng n\u00f3i v\u1ec1 m\u1ed9t l\u1ea7n d\u1eabn \u0111\u1ea7u \u0111\u1ed9i t\u00e0u l\u1edbn t\u00ecm th\u1ebf gi\u1edbi m\u1edbi.", "builder says there are more wanderers. says they'll work, too.": "th\u1ee3 x\u00e2y n\u00f3i s\u1ebd c\u00f2n nhi\u1ec1u k\u1ebb lang thang n\u1eefa, ch\u00fang ta kh\u00f4ng ph\u1ea3i duy nh\u1ea5t trong th\u1ebf gi\u1edbi n\u00e0y", "evasive": "tr\u00e1nh n\u00e9", "an old wanderer arrives": "m\u1ed9t k\u1ebb lang thang gi\u00e0 \u0111\u1ebfn", "through the walls, shuffling noises can be heard.": "xuy\u00ean qua b\u1ee9c t\u01b0\u1eddng, c\u00f3 th\u1ec3 nghe th\u1ea5y ti\u1ebfng l\u1ebft .", "melee weapons deal more damage": "v\u0169 kh\u00ed \u0111\u00e1nh g\u1ea7n g\u00e2y nhi\u1ec1u s\u00e1t th\u01b0\u01a1ng h\u01a1n", "the compass points ": "la b\u00e0n ch\u1ec9", "lets some light down into the dusty haze.": "\u0111\u1ec3 \u00e1nh s\u00e1ng chi\u1ebfu xu\u1ed1ng c\u00e1c \u0111\u00e1m m\u00e2y b\u1ee5i.", "the man swallows the medicine eagerly": "ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng nu\u1ed1t ch\u1eedng vi\u00ean thu\u1ed1c", "the days are spent with burials.": "th\u1eddi gian \u0111\u1ea7y tang t\u1ed1c tr\u00f4i qua.", "more traps to catch more creatures": "nhi\u1ec1u b\u1eaby h\u01a1n b\u1eaft nhi\u1ec1u th\u00fa h\u01a1n", "a man charges down the hall, a rusty blade in his hand": "m\u1ed9t ng\u01b0\u1eddi \u0111\u00e0n \u00f4ng xu\u1ed1ng s\u1ea3nh, c\u1ea7m m\u1ed9t l\u01b0\u1ee1i g\u1ec9 trong tay", "it contains travelling gear, and a few trinkets.": "n\u00f3 ch\u1ee9a b\u00e1nh r\u0103ng, v\u00e0 m\u1ed9t v\u00e0i m\u00f3n n\u1eef trang.", "bullets": "\u0111\u1ea1n", "the light from the fire spills from the windows, out into the dark": "\u00e1nh s\u00e1ng t\u1eeb ng\u1ecdn l\u1eeda tr\u00e0n qua c\u1eeda s\u1ed5, xua tan b\u00f3ng \u0111\u00eam", "tell him to leave": "n\u00f3i h\u1eafn h\u00e3y b\u1ecf \u0111i", "dry brush and dead branches litter the forest floor": "b\u1ee5i kh\u00f4 v\u00e0 c\u1ee7i m\u1ee5c \u0111\u1ea7y c\u1ea3 r\u1eebng", "tattered cloth": "qu\u1ea7n \u00e1o r\u00e1ch r\u01b0\u1edbi", "can't read the words.": "kh\u00f4ng th\u1ec3 \u0111\u1ecdc \u0111\u01b0\u1ee3c d\u00f2ng ch\u1eef.", "tanner": "th\u1ee3 thu\u1ed9c da", "should cure the meat, or it'll spoil. builder says she can fix something up.": "ph\u1ea3i ch\u1ebf bi\u1ebfn th\u1ecbt th\u00f4i, ho\u1eb7c n\u00f3 s\u1ebd b\u1ecb h\u01b0. th\u1ee3 x\u00e2y n\u00f3i c\u00f4 ta c\u00f3 th\u1ec3 t\u00ecm ra c\u00e1ch gi\u1ea3i quy\u1ebft.", "or migrating computers": "ho\u1eb7c chuy\u1ec3n sang m\u1ed9t m\u00e1y t\u00ednh kh\u00e1c", "water:{0}": "n\u01b0\u1edbc: {0}", "still time to rescue a few supplies.": "v\u1eabn c\u00f2n th\u1eddi gian \u0111\u1ec3 c\u1ee9u m\u1ed9t v\u00e0i ngu\u1ed3n ti\u1ebfp t\u1ebf.", "teeth": "r\u0103ng", "villagers could help hunt, given the means": "d\u00e2n l\u00e0ng c\u00f3 th\u1ec3 gi\u00fap ta s\u0103n b\u1eaft, \u00fd ngh\u0129a h\u01a1n \u0111\u00f3", "the beast is dead.": "con qu\u00e1i th\u00fa \u0111\u00e3 ch\u1ebft.", "feral howls echo out of the darkness.": "ti\u1ebfng h\u00fa hoang vang v\u1ecdng ra t\u1eeb trong b\u00f3ng t\u1ed1i.", "The Iron Mine": "M\u1ecf S\u1eaft"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/vi/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: \n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2015-12-22 13:35-0600\n" "PO-Revision-Date: 2016-02-15 02:09+0100\n" "Last-Translator: \n" "Language-Team: \n" "Language: vi\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "X-Generator: Poedit 1.7.6\n" "X-Poedit-Basepath: .\n" "Plural-Forms: nplurals=1; plural=0;\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "Kết nối Dropbox" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "kết nối trò chơi đến lưu trữ cục bộ dropbox" #: script/dropbox.js:68 msgid "connect" msgstr "kết nối" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "hủy bỏ" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "Xuất / Nhập Dropbox" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "xuất hoặc nhập dữ liệu đã lưu đến vùng lưu dữ liệu dropbox" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "bạn đang kết nối đến dropbox với tài khoản / email" #: script/dropbox.js:93 msgid "save" msgstr "lưu" #: script/dropbox.js:97 msgid "load" msgstr "nạp" #: script/dropbox.js:102 msgid "signout" msgstr "thoát" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "chọn một ngăn để lưu" #: script/dropbox.js:119 msgid "save to slot" msgstr "lưu vào ngăn" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "chọn một ngăn để nạp" #: script/dropbox.js:148 msgid "load from slot" msgstr "nạp từ ngăn" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "đã lưu thành công tới vùng lưu dữ liệu dropbox" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "lỗi khi lưu tới vùng lưu dữ liệu dropbox" #: script/dropbox.js:183 msgid "ok" msgstr "đồng ý" #: script/engine.js:15 msgid "boxer" msgstr "võ sĩ đánh box" #: script/engine.js:16 msgid "punches do more damage" msgstr "đấm mạnh hơn" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "đã học cách đấm chuẩn xác" #: script/engine.js:21 msgid "martial artist" msgstr "nghệ nhân" #: script/engine.js:22 msgid "punches do even more damage." msgstr "đấm còn mạnh hơn nữa" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "đã học cách chiến đấu không vũ khí một cách hiệu quả " #: script/engine.js:27 msgid "unarmed master" msgstr "sư phụ võ tay không" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "đấm nhanh gấp hai, và mạnh hơn nữa" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "đã học cách đánh không vũ khí nhanh hơn" #: script/engine.js:32 msgid "barbarian" msgstr "tên bị thịt" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "vũ khí đánh gần gây nhiều sát thương hơn" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "đã học cách ném vũ khí " #: script/engine.js:37 msgid "slow metabolism" msgstr "chuyển hóa chậm" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "đi xa hơn gấp đôi mà không cần ăn" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "đã học cách nhịn qua cơn đói" #: script/engine.js:42 msgid "desert rat" msgstr "sa mạc chuột" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "đi xa hơn gấp đôi mà không cần uống" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "đã học cách thích ứng với không khí khô" #: script/engine.js:47 msgid "evasive" msgstr "tránh né" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "né đòn hiệu quả hơn" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "đã học cách chịu đựng số phận" #: script/engine.js:52 msgid "precise" msgstr "chính xác" #: script/engine.js:53 msgid "land blows more often" msgstr "đất thổi nhiều hơn" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "đã học cách phán đoán từng cư chỉ của họ" #: script/engine.js:57 msgid "scout" msgstr "do thám" #: script/engine.js:58 msgid "see farther" msgstr "nhìn xa hơn" #: script/engine.js:59 msgid "learned to look ahead" msgstr "đã học cách nhìn về phía trước" #: script/engine.js:62 msgid "stealthy" msgstr "lén lút" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "tốt hơn là tránh xa hỗn chiến hoang dại" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "đã học cách ẩn thân" #: script/engine.js:67 msgid "gastronome" msgstr "sành ăn" #: script/engine.js:68 msgid "restore more health when eating" msgstr "hồi nhiều máu hơn khi ăn" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "đã học cách nấu nhiều đồ ăn hơn" #: script/engine.js:138 script/space.js:450 msgid "app store." msgstr "app store." #: script/engine.js:144 script/engine.js:485 msgid "lights off." msgstr "tắt đèn." #: script/engine.js:150 script/engine.js:521 msgid "hyper." msgstr "" #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "khởi động lại." #: script/engine.js:162 msgid "share." msgstr "chia sẽ." #: script/engine.js:168 msgid "save." msgstr "lưu." #: script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: script/engine.js:184 msgid "github." msgstr "" #: script/engine.js:268 msgid "Export / Import" msgstr "Xuất / Nhập" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "xuất hoặc nhập dữ liệu đã lưu, để backup" #: script/engine.js:273 msgid "or migrating computers" msgstr "hoặc chuyển sang một máy tính khác" #: script/engine.js:277 msgid "export" msgstr "xuất" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "nhập" #: script/engine.js:291 msgid "save this." msgstr "lưu cái này." #: script/engine.js:297 msgid "got it" msgstr "hiểu" #: script/engine.js:305 msgid "are you sure?" msgstr "bạn có chắc?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "nếu code sai, mọi dữ liệu sẽ bị mất." #: script/engine.js:307 msgid "this is irreversible." msgstr "việc này không thể hoàn lại được." #: script/engine.js:311 script/engine.js:380 script/engine.js:499 msgid "yes" msgstr "có" #: script/engine.js:316 script/engine.js:385 script/engine.js:504 msgid "no" msgstr "không " #: script/engine.js:322 msgid "put the save code here." msgstr "để code lưu tại đây." #: script/engine.js:374 msgid "Restart?" msgstr "Khởi động lại?" #: script/engine.js:377 msgid "restart the game?" msgstr "chơi lại?" #: script/engine.js:408 msgid "Share" msgstr "Chia sẽ" #: script/engine.js:411 msgid "bring your friends." msgstr "lôi kéo bạn bè" #: script/engine.js:414 msgid "facebook" msgstr "facebook" #: script/engine.js:421 msgid "google+" msgstr "google+" #: script/engine.js:428 msgid "twitter" msgstr "twitter" #: script/engine.js:435 msgid "reddit" msgstr "reddit" #: script/engine.js:442 msgid "close" msgstr "tắt" #: script/engine.js:476 script/engine.js:480 msgid "lights on." msgstr "mở đèn." #: script/engine.js:493 msgid "Go Hyper?" msgstr "" #: script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: script/engine.js:519 msgid "classic." msgstr "" #: script/engine.js:620 msgid "{0} per {1}s" msgstr "{0} / {1} giây" #: script/events.js:130 msgid "eat meat" msgstr "ăn thịt" #: script/events.js:150 msgid "use meds" msgstr "sử dụng med" #: script/events.js:350 script/events.js:395 msgid "miss" msgstr "hụt" #: script/events.js:363 script/events.js:408 msgid "stunned" msgstr "bị choáng" #: script/events.js:482 script/events.js:653 script/events/global.js:42 #: script/events/global.js:59 script/events/room.js:142 #: script/events/room.js:162 script/events/room.js:182 #: script/events/setpieces.js:25 script/events/setpieces.js:48 #: script/events/setpieces.js:65 script/events/setpieces.js:83 #: script/events/setpieces.js:106 script/events/setpieces.js:536 #: script/events/setpieces.js:1254 script/events/setpieces.js:2948 #: script/events/setpieces.js:2982 script/events/setpieces.js:3005 #: script/events/setpieces.js:3042 script/events/setpieces.js:3095 #: script/events/setpieces.js:3124 script/events/setpieces.js:3170 #: script/events/setpieces.js:3297 script/events/setpieces.js:3319 #: script/events/setpieces.js:3439 script/events/setpieces.js:3463 #: script/events/setpieces.js:3496 script/events/setpieces.js:3515 #: script/events/setpieces.js:3539 script/events/setpieces.js:3567 msgid "leave" msgstr "bỏ đi" #: script/events.js:511 msgid "drop:" msgstr "bỏ:" #: script/events.js:536 script/events/room.js:523 msgid "nothing" msgstr "không có gì" #: script/events.js:567 script/events/setpieces.js:3551 msgid "take" msgstr "lấy" #: script/events.js:577 msgid "take:" msgstr "lấy:" #: script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "không có gì" #: script/events.js:627 msgid "all" msgstr "" #: script/events.js:649 msgid "take everything" msgstr "" #: script/events.js:653 script/outside.js:627 msgid " and " msgstr " và " #: script/events.js:896 msgid "*** EVENT ***" msgstr "*** SỰ KIỆN ***" #: script/localization.js:4 msgid "saved." msgstr "đã lưu." #: script/localization.js:5 msgid "wood" msgstr "gỗ" #: script/localization.js:6 msgid "builder" msgstr "thợ xây" #: script/localization.js:7 msgid "teeth" msgstr "răng" #: script/localization.js:8 msgid "meat" msgstr "thịt" #: script/localization.js:9 msgid "fur" msgstr "bộ lông" #: script/localization.js:10 msgid "alien alloy" msgstr "hợp kim ngoài hành tinh" #: script/localization.js:11 msgid "bullets" msgstr "đạn" #: script/localization.js:12 msgid "charm" msgstr "bùa" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "bộ da" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "sắt" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "thép" #: script/localization.js:16 msgid "coal" msgstr "than" #: script/localization.js:17 msgid "sulphur" msgstr "lưu huỳnh" #: script/localization.js:18 msgid "energy cell" msgstr "bình điện" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "đèn pin" #: script/localization.js:20 msgid "medicine" msgstr "thuốc men" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "thợ săn" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "thợ gài bẫy" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "thợ thuộc da" #: script/localization.js:24 msgid "grenade" msgstr "lựu đạn" #: script/localization.js:25 msgid "bolas" msgstr "bola" #: script/localization.js:26 msgid "bayonet" msgstr "" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "đồ tể" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "thợ mỏ" #: script/localization.js:29 msgid "iron mine" msgstr "mỏ sắt" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "thợ mỏ" #: script/localization.js:31 msgid "coal mine" msgstr "mỏ than" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "thợ mỏ" #: script/localization.js:33 msgid "sulphur mine" msgstr "mỏ lưu huỳnh" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "thợ sản xuất vũ khí" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "thợ thép" #: script/localization.js:36 msgid "bait" msgstr "mồi" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "thịt nướng" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "vảy" #: script/localization.js:39 msgid "compass" msgstr "la bàn" #: script/localization.js:40 msgid "laser rifle" msgstr "súng laser" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "thợ nhặt " #: script/localization.js:42 msgid "cloth" msgstr "quần áo" #: script/localization.js:45 msgid "thieves" msgstr "ăn trộm" #: script/localization.js:46 msgid "not enough fur" msgstr "không đủ da lông" #: script/localization.js:47 msgid "not enough wood" msgstr "không đủ gỗ" #: script/localization.js:48 msgid "not enough coal" msgstr "không đủ than" #: script/localization.js:49 msgid "not enough iron" msgstr "không đủ sắt" #: script/localization.js:50 msgid "not enough steel" msgstr "không đủ thép" #: script/localization.js:51 #, fuzzy msgid "not enough sulphur" msgstr "không đủ da lông" #: script/localization.js:52 msgid "baited trap" msgstr "bẫy có mồi" #: script/localization.js:53 msgid "not enough scales" msgstr "không đủ vảy" #: script/localization.js:54 msgid "not enough cloth" msgstr "không đủ quần áo" #: script/localization.js:55 msgid "not enough teeth" msgstr "không đủ răng" #: script/localization.js:56 msgid "not enough leather" msgstr "không đủ da" #: script/localization.js:57 msgid "not enough meat" msgstr "không đủ thịt" #: script/localization.js:58 msgid "the compass points east" msgstr "la bàn chỉ hướng đông" #: script/localization.js:59 msgid "the compass points west" msgstr "la bàn chỉ hướng tây" #: script/localization.js:60 msgid "the compass points north" msgstr "la bàn chỉ hướng bắc" #: script/localization.js:61 msgid "the compass points south" msgstr "la bàn chỉ hướng nam" #: script/localization.js:62 msgid "the compass points northeast" msgstr "la bàn chỉ hướng đông bắc" #: script/localization.js:63 msgid "the compass points northwest" msgstr "la bàn chỉ hướng tây bắc" #: script/localization.js:64 msgid "the compass points southeast" msgstr "la bàn chỉ hướng đông nam" #: script/localization.js:65 msgid "the compass points southwest" msgstr "la bàn chỉ hướng tây nam" #: script/outside.js:5 msgid "Outside" msgstr "Bên ngoài" #: script/outside.js:102 msgid "scraps of fur" msgstr "mảnh da lông" #: script/outside.js:107 msgid "bits of meat" msgstr "vài miếng thịt" #: script/outside.js:112 msgid "strange scales" msgstr "vảy lạ" #: script/outside.js:117 msgid "scattered teeth" msgstr "răng rơi rải rác" #: script/outside.js:122 msgid "tattered cloth" msgstr "quần áo rách rưới" #: script/outside.js:127 msgid "a crudely made charm" msgstr "bùa nguyên thô" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "Khu Rừng Yên Ắng" #: script/outside.js:169 msgid "gather wood" msgstr "lấy gỗ" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "một người khách lạ đến trong đêm" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "một gia đình đến trọ." #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "một nhóm nhỏ đến, ai cũng đầy bụi bặm và sợ hãi." #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "một đoàn xe đến, phần đông lo lắng nhưng đầy hy vọng." #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "thành phố đang rung chuyển, tin tức đang loan nhanh." #: script/outside.js:452 msgid "pop " msgstr "dân số " #: script/outside.js:457 msgid "forest" msgstr "rừng" #: script/outside.js:460 msgid "village" msgstr "làng" #: script/outside.js:543 msgid "check traps" msgstr "thăm bẫy" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "Một Túp Lều Đơn Độc" #: script/outside.js:566 msgid "A Tiny Village" msgstr "Một Ngôi Làng Nhỏ" #: script/outside.js:568 msgid "A Modest Village" msgstr "Một Ngôi Làng Vừa" #: script/outside.js:570 msgid "A Large Village" msgstr "Một Ngôi Làng Rộng" #: script/outside.js:572 msgid "A Raucous Village" msgstr "Một Ngôi Làng Náo Nhiệt" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "trời xám và gió thổi không ngừng" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "bụi khô và củi mục đầy cả rừng" #: script/outside.js:621 msgid "the traps contain " msgstr "bẫy chứa " #: script/path.js:29 script/path.js:298 msgid "A Dusty Path" msgstr "Một Lối Mòn Bụi Bặm" #: script/path.js:37 msgid "supplies:" msgstr "nguồn dự trữ:" #: script/path.js:43 msgid "embark" msgstr "lên tàu" #: script/path.js:60 script/room.js:1153 msgid "the compass points " msgstr "la bàn chỉ" #: script/path.js:102 msgid "perks:" msgstr "thù lao:" #: script/path.js:132 msgid "none" msgstr "không " #: script/path.js:142 msgid "armour" msgstr "giáp" #: script/path.js:153 msgid "water" msgstr "nước" #: script/path.js:229 script/world.js:290 msgid "free {0}/{1}" msgstr "thêm {0}/{1}" #: script/path.js:253 msgid "weight" msgstr "nặng" #: script/path.js:255 msgid "available" msgstr "sẵn dùng" #: script/room.js:16 msgid "trap" msgstr "bẫy" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "" "thợ xây nói cô ấy có thể làm bẫy để bắt bất cứ một loài thú nào ngoài kia" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "nhiều bẫy hơn bắt nhiều thú hơn" #: script/room.js:21 msgid "more traps won't help now" msgstr "nhiều bẫy hơn không giúp được gì nữa" #: script/room.js:31 msgid "cart" msgstr "củi gỗ" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "thợ xây nói cô ấy có thể làm một chiếc củi đựng gỗ" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "chiếc củi ọp ẹp từ nay chứa được nhiều gỗ hơn" #: script/room.js:44 msgid "hut" msgstr "túp lều" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "" "thợ xây nói sẽ còn nhiều kẻ lang thang nữa, chúng ta không phải duy nhất " "trong thế giới này" #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "" "thợ xây làm xong chiếc lều, và nói tin tức sẽ loan xa, bên ngoài khu rừng " "kia." #: script/room.js:49 msgid "no more room for huts." msgstr "hết chỗ đặt lều rồi." #: script/room.js:59 msgid "lodge" msgstr "trạm săn bắt" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "dân làng có thể giúp ta săn bắt, ý nghĩa hơn đó" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "trạm săn bắt nằm sâu trong rừng, rất xa, rất xa phố" #: script/room.js:74 msgid "trading post" msgstr "trạm giao thương" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "một trạm giao thương sẽ giúp chúng ta kiếm được nhiều đồ tốt" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "" "giờ thì tụi du mục có chỗ để bày hàng hóa, họ có thể nán lại trong chốc lát" #: script/room.js:88 msgid "tannery" msgstr "xưởng thuộc da" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "thợ xây nói da sẽ hữu ích. dân làng có thể làm được chuyện đó." #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "xưởng thuộc da phát triển nhanh chóng, nằm trong góc của ngôi làng" #: script/room.js:102 msgid "smokehouse" msgstr "lò nướng thịt" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "" "phải chế biến thịt thôi, hoặc nó sẽ bị hư. thợ xây nói cô ta có thể tìm ra " "cách giải quyết." #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "thợ xây đã hoàn thành lò nướng thịt. cô ta có vẻ đói bụng." #: script/room.js:116 msgid "workshop" msgstr "lò rèn" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "thợ xây nói cô ta có thể làm được nhiều thứ tốt hơn, nếu có đủ đồ nghề" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "lò rèn cuối cùng cũng xong. thợ xây rất háo hức để ghé ngang đó" #: script/room.js:131 msgid "steelworks" msgstr "lò luyện thép" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "thợ xây nói dân làng có thể làm được thép, đưa họ đồ nghề là được" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "" "khói mù tràn ngập ngôi làng vì lò luyện thép bắt đầu tôi những thanh thép " "đầu tiên" #: script/room.js:146 msgid "armoury" msgstr "xưởng vũ khí" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "thợ xây nói sẽ tốt hơn nếu ta có một nguồn đạn dược ổn định" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "xong xưởng vũ khí, chào mừng." #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "một cái đèn pin đẩy lùi mọi màn đêm" #: script/room.js:173 msgid "waterskin" msgstr "túi nước" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "túi nước này sẽ chứa được thêm tí nước nữa, ít còn đỡ hơn không " #: script/room.js:185 msgid "cask" msgstr "thùng nước" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "cái thùng chứa đủ nước cho những chuyến đi xa hơn" #: script/room.js:198 msgid "water tank" msgstr "bể nước" #: script/room.js:202 msgid "never go thirsty again" msgstr "không bao giờ chết khát nữa" #: script/room.js:211 msgid "bone spear" msgstr "ngọn giáo xương" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "" "ngọn giáo này nhìn không được đẹp lắm, nhưng nó khá là tốt để đâm kẻ thù" #: script/room.js:223 script/world.js:285 msgid "rucksack" msgstr "ba-lô" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "chứa được nhiều thứ hơn cho những cuộc đi hoang dã" #: script/room.js:235 msgid "wagon" msgstr "xe hàng" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "xe hàng chứa được rất nhiều hàng tiếp tế" #: script/room.js:248 msgid "convoy" msgstr "đoàn xe" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "đoàn xe này hầu như kéo được tất cả mọi thứ" #: script/room.js:262 msgid "l armour" msgstr "giáp da" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "da không quá cứng. dù gì cũng tốt hơn giẻ rách." #: script/room.js:274 msgid "i armour" msgstr "giáp sắt" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "sắt đương nhiên phải cứng hơn da rồi" #: script/room.js:286 msgid "s armour" msgstr "giáp thép" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "thép cứng hơn sắt" #: script/room.js:298 msgid "iron sword" msgstr "kiếm sắt" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "thanh kiếm bén này rất tốt để tự vệ ngoài kia." #: script/room.js:311 msgid "steel sword" msgstr "kiếm thép" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "thép cứng, đó là một thanh kiếm thực thụ." #: script/room.js:324 msgid "rifle" msgstr "súng" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "thuốc súng và đạn dược, như những ngày xưa cổ." #: script/room.js:458 msgid "Room" msgstr "Phòng" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "Căn Phòng Tối" #: script/room.js:498 msgid "light fire" msgstr "thắp lửa" #: script/room.js:508 msgid "stoke fire" msgstr "đốt lửa" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "căn phòng {0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "lửa {0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "người lạ mặt đứng sưởi ấm. cô ấy nói có thể giúp đỡ xây dựng các thứ." #: script/room.js:580 msgid "freezing" msgstr "đang đông lạnh" #: script/room.js:581 msgid "cold" msgstr "lạnh" #: script/room.js:582 msgid "mild" msgstr "mát dịu" #: script/room.js:583 msgid "warm" msgstr "ấm áp" #: script/room.js:584 msgid "hot" msgstr "nóng" #: script/room.js:596 msgid "dead" msgstr "đã tắt" #: script/room.js:597 msgid "smoldering" msgstr "âm ỉ" #: script/room.js:598 msgid "flickering" msgstr "dữ dội" #: script/room.js:599 msgid "burning" msgstr "đang cháy" #: script/room.js:600 msgid "roaring" msgstr "bập bùng" #: script/room.js:604 msgid "A Firelit Room" msgstr "Căn Phòng Sáng Chan Hòa" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "không đủ gỗ để duy trì ngọn lửa" #: script/room.js:655 msgid "the wood has run out" msgstr "đã hết gỗ" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "ánh sáng từ ngọn lửa tràn qua cửa sổ, xua tan bóng đêm" #: script/room.js:688 msgid "builder stokes the fire" msgstr "thợ xây duy trì ngọn lửa" #: script/room.js:718 msgid "the wind howls outside" msgstr "gió rít ngoài kia" #: script/room.js:719 msgid "the wood is running out" msgstr "sắp hết gỗ" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "một kẻ lạ rách rưới vấp phải cánh cửa và co vào trong góc" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "kẻ lạ mặt rùng mình và lầm bầm. cô ấy nói gì cũng không rõ." #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "kẻ lạ mặt trong góc ngừng run rẩy. hơi thở cô ta trở nên dịu lại." #: script/room.js:760 msgid "stores" msgstr "kho" #: script/room.js:779 msgid "weapons" msgstr "vũ khí" #: script/room.js:914 msgid "total" msgstr "" #: script/room.js:935 script/room.js:979 msgid "not enough " msgstr "không đủ" #: script/room.js:951 msgid "builder just shivers" msgstr "thợ xây run rẩy" #: script/room.js:1054 msgid "build:" msgstr "xây:" #: script/room.js:1061 msgid "craft:" msgstr "ráp:" #: script/room.js:1068 msgid "buy:" msgstr "mua:" #: script/ship.js:11 msgid "Ship" msgstr "Tàu" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "Một Chiếc Tàu Cũ" #: script/ship.js:38 msgid "hull:" msgstr "vỏ:" #: script/ship.js:44 msgid "engine:" msgstr "động cơ:" #: script/ship.js:51 msgid "reinforce hull" msgstr "củng cố vỏ" #: script/ship.js:60 msgid "upgrade engine" msgstr "nâng cấp động cơ" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "nâng lên" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "" "Nơi nào đó trên những đám mây cao kia, các hạm đội lang thang. họ đã ở trên " "tảng đá này quá lâu." #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "không đủ hợp kim ngoài hành tinh" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "Sẵn sàng Ra đi?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "đã tới lúc đi khỏi chốn này, chúng ta sẽ không quay trở lại." #: script/ship.js:150 msgid "linger" msgstr "chậm trễ" #: script/space.js:42 msgid "hull: " msgstr "vỏ:" #: script/space.js:76 msgid "Troposphere" msgstr "Tầng Đối Lưu" #: script/space.js:78 msgid "Stratosphere" msgstr "Tầng Bình Lưu" #: script/space.js:80 msgid "Mesosphere" msgstr "Tầng Giữa" #: script/space.js:82 msgid "Thermosphere" msgstr "Thượng Tầng Khí Quyền" #: script/space.js:84 msgid "Exosphere" msgstr "Ngoại quyển" #: script/space.js:86 msgid "Space" msgstr "Không Gian" #: script/space.js:424 msgid "score for this game: {0}" msgstr "điểm của game này: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "tổng điểm: {0}" #: script/world.js:46 msgid "punch" msgstr "đấm" #: script/world.js:52 msgid "stab" msgstr "đâm" #: script/world.js:58 msgid "swing" msgstr "quăng" #: script/world.js:64 msgid "slash" msgstr "chém" #: script/world.js:70 msgid "thrust" msgstr "đâm mạnh" #: script/world.js:76 msgid "shoot" msgstr "bắn" #: script/world.js:83 msgid "blast" msgstr "nổ" #: script/world.js:90 msgid "lob" msgstr "bắn" #: script/world.js:97 msgid "tangle" msgstr "xáo trộn" #: script/world.js:119 msgid "An Outpost" msgstr "Một Đồn Điền" #: script/world.js:120 msgid "Iron Mine" msgstr "Mỏ Sắt" #: script/world.js:121 msgid "Coal Mine" msgstr "Mỏ Than" #: script/world.js:122 msgid "Sulphur Mine" msgstr "Mỏ Lưu Huỳnh" #: script/world.js:123 msgid "An Old House" msgstr "Một Ngôi Nhà Cũ" #: script/world.js:124 msgid "A Damp Cave" msgstr "Hang Ẩm Ướt" #: script/world.js:125 msgid "An Abandoned Town" msgstr "Thành Phố Bỏ Hoang" #: script/world.js:126 msgid "A Ruined City" msgstr "Thành Phố Bị Phá Hủy" #: script/world.js:127 msgid "A Crashed Starship" msgstr "Đĩa Bay Gặp Nạn" #: script/world.js:128 msgid "A Borehole" msgstr "Giếng Khoan" #: script/world.js:129 msgid "A Battlefield" msgstr "Chiến Trường" #: script/world.js:130 msgid "A Murky Swamp" msgstr "Đầm Lầy Tối Tăm" #: script/world.js:134 msgid "A Destroyed Village" msgstr "Ngôi Làng Bị Hủy Diệt" #: script/world.js:256 msgid "water:{0}" msgstr "nước: {0}" #: script/world.js:283 msgid "pockets" msgstr "túi" #: script/world.js:307 msgid "hp: {0}/{1}" msgstr "máu: {0}/{1}" #: script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "thật nguy hiểm khi đi xa làng như vậy mà không có gì bảo vệ" #: script/world.js:351 msgid "safer here" msgstr "chỗ này an toàn hơn" #: script/world.js:451 msgid "the meat has run out" msgstr "đã hết thịt" #: script/world.js:456 msgid "starvation sets in" msgstr "chết đói tới nơi" #: script/world.js:481 msgid "there is no more water" msgstr "hết nước rồi" #: script/world.js:485 msgid "the thirst becomes unbearable" msgstr "cơn khát trở nên không thể tránh được " #: script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "cây cối nhường lối cỏ khô. bụi vàng xào xạt trong gió." #: script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "cây cối nay còn đâu. đất khô cằn thổi bụi bặm từ đâu bay tới." #: script/world.js:568 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "" "cây cối lờ mờ ở chân trời. cỏ xanh dần dần nhường chỗ cho một tầng rừng đầy " "lá vàng và cành khô." #: script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "cỏ lác đác. chẳng mấy lâu nữa sẽ chỉ còn lại cát và bụi." #: script/world.js:578 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "" "các thùng phuy bị phá vỡ tại một vùng biển chết chóc, lắc lư trong gió khô " "cằn." #: script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "" "một bức tường cây xương xẩu mọc lên từ bụi. nhánh xoắn thành một tán cây " "xương." #: script/world.js:817 msgid "Wanderer" msgstr "Kẻ Lang Thang" #: script/world.js:822 msgid "The Village" msgstr "Ngôi Làng" #: script/world.js:851 msgid "the world fades" msgstr "thế giới phai nhạt" #: script/world.js:952 script/events/setpieces.js:2961 msgid "water replenished" msgstr "múc nước đầy" #: script/world.js:982 msgid "A Barren World" msgstr "Thế Giới Cằn Cỗi" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "Quái Thú Gầm Gừ" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "quái thú gầm gừ" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "con thú đã chết" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "một con quái vật bước ra từ bụi cỏ" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "Gã Gòm" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "gã gòm" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "gã gòm đã chết" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "một gã gòm nhom tiến tới, ánh mắt đầy điên loạn" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "Một Con Chim Lạ" #: script/events/encounters.js:89 msgid "strange bird" msgstr "con chim lạ" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "con chim đã chết" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "một con chim lạ lượn nhanh qua cánh đồng" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "Một Người Run Rẩy" #: script/events/encounters.js:127 msgid "shivering man" msgstr "người run rẩy" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "ông ta đã chết" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "một người run rẩy tiến tới và tấn công bằng một sức mạnh kinh ngạc" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "Một Con Thú Ăn Thịt Người" #: script/events/encounters.js:169 msgid "man-eater" msgstr "thú ăn thịt người" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "con thú đã chết" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "con thú to lớn tấn công, móng vuốt tươm đầy máu" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "Ăn Sát Người" #: script/events/encounters.js:206 msgid "scavenger" msgstr "ăn sát người" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "kẻ ăn sát người đã chết" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "kẻ ăn sát người tiến chậm tới, hy vọng ăn may được một vố" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "Con Thằn Lằn To " #: script/events/encounters.js:248 msgid "lizard" msgstr "thằn lằn" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "con thằn lằn đã chết" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "the grass thrashes wildly as a huge lizard pushes through" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "Nỗi Khiếp Sợ Hoang Dã" #: script/events/encounters.js:286 msgid "feral terror" msgstr "khiếp sợ hoang dã" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "khiếp sợ hoang dã đã chết" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "một con thú, hoang dại hơn tưởng tượng nhảy ra từ tán lá" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "Một Người Lính" #: script/events/encounters.js:323 msgid "soldier" msgstr "người lính" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "tên lính đã chết" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "tên lính bắn, từ bên kia sa mạc" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "Một Tay Súng Bắn Tỉa" #: script/events/encounters.js:366 msgid "sniper" msgstr "tay súng bắn tỉa" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "tay súng bẳn tỉa đã chết" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "một phát súng nổ lên, đâu đó từ trong bụi cỏ " #: script/events/global.js:6 msgid "The Thief" msgstr "Tên Trộm" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "dân làng kéo kẻ bẩn thỉu ra khỏi căn nhà kho." #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "nói rằng đồng bọn của hắn đã hớt tay trên." #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "nói rằng phải dạy cho hắn một bài học." #: script/events/global.js:17 msgid "a thief is caught" msgstr "một tên trộm bị phát hiện" #: script/events/global.js:21 msgid "hang him" msgstr "treo hắn" #: script/events/global.js:25 msgid "spare him" msgstr "tha hắn" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "dân làng treo tên trộm lên phía trước nhà kho." #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "đã quyết định. trong vài ngày tới, hàng sẽ được trả lại." #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "" "người đàn ông rất cảm kích, nói anh ta sẽ không quấy rầy chúng ta về sau nữa." #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "chia sẽ những gì anh ta biết về nghề ăn trộm trước khi ra đi." #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "Bẫy Bị Phá" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "một vài chiếc bẫy đã bị phá toạc ra làm nhiều mảnh nhỏ." #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "nhiều dấu chân lớn còn sót lại, dẫn sâu vào rừng." #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "một vài bẫy thú đã bi phá hỏng" #: script/events/outside.js:26 msgid "track them" msgstr "bám theo" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "bỏ qua" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "mất dấu chỉ sau vài phút." #: script/events/outside.js:38 msgid "the forest is silent." msgstr "rừng yên ắng." #: script/events/outside.js:40 msgid "nothing was found" msgstr "" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 msgid "go home" msgstr "về nhà" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "không xa ngôi làng, có một con quái thú to lớn, bộ lông dính đầy máu." #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "nó có vẻ như là khỏe mạnh." #: script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "con thú đã chết" #: script/events/outside.js:69 msgid "Fire" msgstr "" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "" #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "" #: script/events/outside.js:79 msgid "a fire has started" msgstr "" #: script/events/outside.js:86 #, fuzzy msgid "mourn" msgstr "giáp" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "" #: script/events/outside.js:95 msgid "Sickness" msgstr "Bệnh" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "căn bệnh đang lan truyền khắp làng." #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "cần phải có thuốc để chữa trị ngay lập tức." #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "" #: script/events/outside.js:109 msgid "1 medicine" msgstr "1 liều thuốc" #: script/events/outside.js:114 msgid "ignore it" msgstr "bỏ qua " #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "căn bênh được chống chọi kịp thời." #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "căn bệnh lan truyền khắp làng." #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "thời gian đầy tang tốc trôi qua." #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "đêm tối bao phủ bởi những tiếng la và khóc vì mất mát." #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "" #: script/events/outside.js:153 msgid "Plague" msgstr "Dịch Bệnh" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "một dịch bệnh khủng khiếp đang truyền khắp ngôi làng." #: script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "dịch bênh hoành hành cả ngôi làng." #: script/events/outside.js:168 #, fuzzy msgid "buy medicine" msgstr "1 liều thuốc" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5 liều thuốc" #: script/events/outside.js:179 msgid "do nothing" msgstr "không làm gì cả" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "dịch bệnh được chống chọi kịp thời." #: script/events/outside.js:187 msgid "only a few die." msgstr "chỉ vài người chết." #: script/events/outside.js:188 msgid "the rest bury them." msgstr "những người còn lại thì chôn cất họ" #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "dịch bênh hoành hành cả ngôi làng." #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "hy vọng duy nhất là một cái chết nhanh chóng." #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "Quái Thú Tấn Công" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "một con thú gầm gừ bước ra từ gốc cây." #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "Cuộc chiến ngắn ngủi nhưng đầy máu me, ít nhất con thú đã bị đánh bại." #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "dân làng sơ tán để tránh cái chết." #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "Cuộc Đột Kích Quân Sự" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "một tiếng súng xuyên qua rừng cây." #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "" "một người đàn ông được trang bị đầy đủ súng ống nhảy sổ vào và bắn loạn xạ " "vào đám đông." #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "sau cuộc giao tranh, bọn họ bỏ đi, nhưng để lại mất mát cho dân làng." #: script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "dịch bênh hoành hành cả ngôi làng." #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: script/events/room.js:6 msgid "The Nomad" msgstr "Tên Du Mục" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "" "tên du mục lết vào, nhiều túi ba gang được chất đầy hàng, được cột bằng " "những sợi dây xù xì." #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "hắn sẽ không nói hắn từ đâu đến, nhưng hắn rõ ràng là không nán lại." #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "một tên du mục đến, muốn giao thương" #: script/events/room.js:20 msgid "buy scales" msgstr "mua vảy" #: script/events/room.js:25 msgid "buy teeth" msgstr "mua răng" #: script/events/room.js:30 msgid "buy bait" msgstr "mua mồi" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "bẫy hiệu quả hơn với mồi." #: script/events/room.js:39 msgid "buy compass" msgstr "mua la bàn" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "cái la bàn cũ đầy bụi bặm, nhưng nó có vẻ vẫn còn hoạt động." #: script/events/room.js:45 script/events/room.js:227 #: script/events/room.js:240 script/events/room.js:253 #: script/events/room.js:309 script/events/room.js:332 #: script/events/room.js:388 script/events/room.js:411 #: script/events/room.js:450 script/events/room.js:568 #: script/events/room.js:584 script/events/room.js:600 #: script/events/room.js:611 msgid "say goodbye" msgstr "nói tạm biệt" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "Tiếng Ồn" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "xuyên qua bức tường, có thể nghe thấy tiếng lết ." #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "không thể nói được họ đang làm cái gì." #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "tiếng động lạ có thể nghe được qua bức tường" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "điều tra" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "bóng mờ di chuyển, ra khỏi tầm nhìn." #: script/events/room.js:79 msgid "the sounds stop." msgstr "tiếng động biến mất." #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "đi vào trong lại" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "một bó gậy nằm ngoài ngưỡng cửa, bọc trong lông thú thô." #: script/events/room.js:92 msgid "the night is silent." msgstr "đêm yên ắng." #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "tiếng ồn có thể nghe thấy từ nhà kho." #: script/events/room.js:112 msgid "something's in there." msgstr "có gì ở đấy." #: script/events/room.js:114 msgid "something's in the store room" msgstr "có thứ gì đấy trong nhà kho" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "một phần gỗ bị lấy mất." #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "dưới đất rải rác nhiều mảnh vảy nhỏ" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "dưới đất rải rác đầy răng nhỏ" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "dưới đất rải rác đầy quần áo rách" #: script/events/room.js:190 msgid "The Beggar" msgstr "Tên Ăn Xin" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "một tên ăn xin đến." #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "xin một vài bộ lông để giữ ấm đêm nay." #: script/events/room.js:200 msgid "a beggar arrives" msgstr "một tên ăn xin đến" #: script/events/room.js:204 msgid "give 50" msgstr "đưa 50" #: script/events/room.js:209 script/events/room.js:276 #: script/events/room.js:355 msgid "give 100" msgstr "đưa 100" #: script/events/room.js:214 script/events/room.js:286 #: script/events/room.js:482 msgid "turn him away" msgstr "đuổi hắn đi" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "tên ăn xin muốn bày tỏ lòng thành." #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "để lại một đống vảy nhỏ phía sau." #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "bỏ lại một vài chiếc răng." #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "để lại một đống quần áo rách rưới." #: script/events/room.js:262 script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "Kẻ Lang Thang Bí Ẩn" #: script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "" "một kẻ lang thang đến, với một chiếc củi gỗ trống hộc, nói rằng cho hắn một " "ít gỗ, hắn sẽ quay lại với nhiều gỗ hơn." #: script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "người thợ xây không tin hắn lắm." #: script/events/room.js:272 script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "một tên lang thang đến" #: script/events/room.js:281 script/events/room.js:360 msgid "give 500" msgstr "đưa 500" #: script/events/room.js:293 script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "tên lang thang bỏ đi, củi đầy gỗ" #: script/events/room.js:299 script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "tên lang thang quay lại, củi còn đầy gỗ hơn." #: script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "" "một kẻ lang thang đến, với một chiếc củi gỗ trống hộc, nói rằng cho hắn một " "ít da, hắn sẽ quay lại với nhiều da hơn." #: script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "builder's not sure he's to be trusted." #: script/events/room.js:365 msgid "turn her away" msgstr "đuổi hắn đi" #: script/events/room.js:372 script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "tên lang thang bỏ đi, củi đầy da" #: script/events/room.js:378 script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "tên lang thang quay lại, củi còn đầy da hơn." #: script/events/room.js:420 msgid "The Scout" msgstr "Do Thám" #: script/events/room.js:427 msgid "the scout says she's been all over." msgstr "tên do thám nói cô ấy ở khắp nơi." #: script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "muốn nói về việc đó, nhưng có một điều kiện." #: script/events/room.js:430 msgid "a scout stops for the night" msgstr "tên do thám nán lại đêm nay" #: script/events/room.js:434 msgid "buy map" msgstr "mua bản đồ" #: script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "bản đồ hé mở một phần thế giới" #: script/events/room.js:440 msgid "learn scouting" msgstr "dạy cách do thám" #: script/events/room.js:459 msgid "The Master" msgstr "Sư Phụ" #: script/events/room.js:466 msgid "an old wanderer arrives." msgstr "một ông già lang thang đến." #: script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "ông ấy cười hiền hậu và muốn xin trọ qua đêm nay." #: script/events/room.js:469 msgid "an old wanderer arrives" msgstr "một kẻ lang thang già đến" #: script/events/room.js:473 msgid "agree" msgstr "đồng ý" #: script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "đổi lại, kẻ lang thang muốn hiến tặng sự thông thái của ông ấy." #: script/events/room.js:493 msgid "evasion" msgstr "né tránh" #: script/events/room.js:503 msgid "precision" msgstr "chính xác" #: script/events/room.js:513 msgid "force" msgstr "sức mạnh" #: script/events/room.js:532 msgid "The Sick Man" msgstr "Kẻ Bệnh " #: script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "một người đàn ông đi khập khiễng và miệng ho không ngừng." #: script/events/room.js:540 msgid "he begs for medicine." msgstr "xin thuốc men." #: script/events/room.js:542 msgid "a sick man hobbles up" msgstr "một người đàn ông khập khiễng" #: script/events/room.js:546 msgid "give 1 medicine" msgstr "đưa 1 liều thuốc" #: script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "người đàn ông nuốt chửng viên thuốc" #: script/events/room.js:552 msgid "tell him to leave" msgstr "nói hắn hãy bỏ đi" #: script/events/room.js:559 script/events/room.js:575 #: script/events/room.js:591 msgid "the man is thankful." msgstr "người đàn ông rất cảm kích." #: script/events/room.js:560 script/events/room.js:576 #: script/events/room.js:592 msgid "he leaves a reward." msgstr "anh ta bỏ lại một phần thưởng." #: script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "một vài kim loại lạ ông nhặt về từ chuyến đi của mình." #: script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "một vài găng đánh bốc lạ ông nhặt về từ chuyến đi của mình" #: script/events/room.js:593 msgid "all he has are some scales." msgstr "tất cả những gì ông ta có là vảy." #: script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "người đàn ông bày tỏ lòng thành và khập khiễng bỏ đi." #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "Một Đồn Quan Sát" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "một nơi an toàn trong hoang dã." #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "Đầm Lầy Tăm Tối" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "sậy thối rữa trồi lên khỏi mặt đất lầy lội." #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "một con ếch ngồi âm thầm đơn độc." #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "một đầm lầy thối bởi không khí tù đọng." #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "vào" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "sâu trong đầm lầy là một phòng rêu phủ." #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "một kẻ lang thang lớn tuổi ngồi bên trong, trong trạng thái hôn mê." #: script/events/setpieces.js:61 msgid "talk" msgstr "nói chuyện" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "kẻ lang thang lôi lá bùa ra và gật đầu từ từ." #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "ông nói về một lần dẫn đầu đội tàu lớn tìm thế giới mới." #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "hư hại không thể phục hồi về nhiên liệu." #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "lần này hắn ở đây, bây giờ, là để đền tội." #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "Hang Động Ẩm" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "miệng hang rộng và tối." #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "không thể thấy được gì bên trong." #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "trái đất ở đây như bị tách ra, như thể nó mang một vết thương cũ" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "vào trong" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "con thú bị giật mình bảo vệ nhà của mình" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "tiếp tục" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "ra khỏi hang" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "hang chật dần." #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "các bức tường ẩm ướt và rêu phủ" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "ép" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "những gì còn lại của một trại cũ nằm ngay bên trong hang động." #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "" "những chiếc giường xếp bị rách và cháy đen, nằm bên dưới một lớp mỏng bụi." #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "cơ thể của một người lang thang nằm trong hang nhỏ." #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "thối rửa hẳn rồi, một vài bộ phận bị mất." #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "không thể biết được còn gì ở đây." #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "chiếc đèn pin bị hỏng" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "bóng đen hoàn toàn tối mịt" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "đèn pin mất tác dụng" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "một con thằng lằn tấn công" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "một con quái thú" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "một con thằn lằn khổng lồ tiến về phía trước" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "tổ của một loài động vật lớn nằm ở mặt sau của hang động." #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "một nguồn cung cấp nhỏ được giấu ở phía sau của hang động." #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "một chiếc vali cũ được nằm sau một tảng đá, phủ một lớp bụi dày." #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "Thành Phố Ma" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "một vùng ngoại ô nhỏ phía trước, nhiều nhà trống cháy xém và tróc nóc." #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "đèn đường bị hỏng gỉ. ánh sáng từ lâu đã không màng tới nơi đây." #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "thị trấn bỏ hoang, người dân đã chết từ lâu" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "khám phá" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "" "nơi các cửa sổ của ngôi trường chưa bị vỡ, họ đang tự bôi đen bằng nhọ nồi." #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "cánh cửa đôi lung lay không ngừng trong gió." #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "bỏ thành phố" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "phục kích trên đường phố." #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "một công trường xây dựng ở phía trước." #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "" "một chữ thập màu xanh lá hầu như không thể nhìn thấy phía sau khung cửa sổ " "cáu bẩn." #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "một nguồn cung cấp nhỏ được giấu bên trong một tủ gỉ." #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "một kẻ ăn sát người đợi bên trong cánh cửa." #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "một con thú đang đứng một mình trong một công viên to lớn." #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "một đoàn caravan di chuyển trên các đường phố ." #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" "nó được chọn trong những người ăn sát, nhưng vẫn có một số thứ vẫn đáng để " "cướp." #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "một cuộc tấn công điên, gào thét." #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "một tên cướp xuất hiện từ trong tối." #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "một con quái thú bước ra từ một lớp học." #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "" "xuyên qua cánh cửa của phòng thể dục, tiếng bước chân có thể dễ dàng nghe " "thấy được." #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "ánh đèn pin nhấp nháy ánh sáng xuống hành lang." #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "tiếng bước chân ngừng lại." #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "một con thú khác, rút lại bởi tiếng ồn, nhảy ra khỏi một cây bụi rậm." #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "một thứ gì đó vừa gây ra chấn động mạnh xuống con đường." #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "có thể là một cuộc chiến." #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" "một giỏ thức ăn nhỏ được giấu dưới ghế đá công viên, với một ghi chú đính " "kèm." #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "không thể đọc được dòng chữ." #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "một kẻ ăn thịt người hoảng loạn, nhảy qua các cửa, la hét." #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "" "một người đàn ông đứng trên xác một người lang thang. nói anh không phải một " "mình." #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "kẻ ăn xác người có một trại nhỏ ở trường." #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "phế liệu nhặt được vãi trên sàn nhà như rơi từ trên trời xuống." #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "có vẻ như bọn ăn xác người đang kiếm ăn ở đây." #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "thật xấu hổ khi lãng phí những gì anh đã tìm được." #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" "bên dưới bộ giẻ rách của kẻ lang thang, nắm chặt trong bàn tay của mình, một " "tia sáng lóe lên của thép." #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "có vẻ như nó cũng đáng để giết." #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "nợ máu trả bằng máu, vậy mới công bằng." #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "ít nhất, luôn luôn làm việc." #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "nhặt trong đống xương, thấy vài thứ hữu dụng." #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "một số thuốc bị bỏ rơi trong ngăn kéo." #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "các phòng khám đã bị lục soát." #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "chỉ cát và bụi còn sót lại." #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "Một Thành Phố Bị Phá" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" "một biển báo bị đập nát đứng canh ở lối vào thành phố đã từng rất tuyệt vời " "này." #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" "các tháp canh chưa từng đổ sập như lồng ngực của một số con thú cổ đại." #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "có thể những thứ có giá trị vẫn còn bên trong." #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "các tháp canh của một thành phố đang thống trị đường chân trời" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "đường xá trống vắng." #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "không khí đầy bụi, không ngừng thúc đẩy bởi những cơn gió mạnh." #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "rời thành phố" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "biển báo giao thông nằm rải rác, phai nhạt và gãy gọng." #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "ánh sáng flash xuyên qua những con hẻm giữa các tòa nhà." #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "một cái chòi to nằm ườn ra giữa lộ." #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "mặt tối xầm lại bởi máu và nhọ." #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "vách tường của một bệnh viện hiện ra mờ mờ phía trước." #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "ngôi tháp cũ kỹ có vẻ gần như còn nguyên vẹn." #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "chiếc khung xe cháy cản hết lối vào." #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "hầu hết các cửa sổ ở tầng trệt đều bị vỡ." #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "một con thằn lằn lớn xuất hiện từ trong bóng tối của một trạm xe ngầm." #: script/events/setpieces.js:1368 msgid "descend" msgstr "xuống" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "phát bắn vang vọng trên con đường vắng." #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "tên lính bước ra giữa các tòa nhà, nổ súng." #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "một người đàn ông yếu đuối đứng ngang ngược, cản đường." #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "không có gì trừ đôi mắt nhìn xuống." #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "người dân nơi đây từng bị đánh bại một thời gian dài trước đây." #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "hành lang trống rỗng." #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "nơi đã bị quét sạch bởi những kẻ ăn xác người." #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "một ông già xông qua một cánh cửa, cầm một con dao." #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "một kẻ côn đồ đang chờ đợi ở phía bên kia bức tường." #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "một con thú gầm gừ nhảy ra từ phía sau một chiếc xe hơi." #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "đường phố phía trên tàu điện ngầm bị thổi bay đi." #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "để ánh sáng chiếu xuống các đám mây bụi." #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "một âm thanh đến từ các đường hầm, chỉ phía trước." #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "trông giống như một trại ở phía trước." #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "dây xích gỉ được kéo qua một con hẻm." #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "cháy bỏng trong sân." #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "nhiều tiếng nói có thể được nghe thấy ở phía trước." #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "họ phải có mặt ở đây vì một lý do nào đó." #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "âm thanh của tiếng súng được gió mang theo." #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "con đường phía trước phát sáng với ánh lửa." #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "nhiều người lấn chiếm đất tràn ngập xung quanh." #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "ai đó ném một hòn đá." #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "một cửa hàng được dựng trên vỉa hè." #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "chủ sở hữu." #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "thịt treo khô bên vệ đường." #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "những người đi lại, tránh nhìn trực tiếp." #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "ai đó đã khóa và chặn cửa phòng mổ này." #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "một bộ lạc của người chiếm đất đang cắm trại đây." #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "một đống thằn lằn nằm trong góc." #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "thịt được treo lên để khô nơi này." #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "một tổ chim lớn ở đầu cầu thang." #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "các mảnh vỡ dày đặc hơn ở đây." #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "có thể có một số công cụ hữu ích trong đống đổ nát." #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "một đàn chuột chạy ào ra đường hầm." #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "một cuộc tấn công lớn, vẫy một lưỡi lê." #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "tên lính thứ nhì nổ súng." #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "một người lính đeo mặt nạ trong xó, rút súng" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "đám đông dâng lên phía trước." #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "một thanh niên lao ra với một nhánh cây." #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "" "một người ngồi xổm đứng rất vững chắc trong mé cửa của một túp lều nhỏ." #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "đằng sau cánh cửa, một hình thù biến dạng thức giấc và tấn công." #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "ngay sau khi cánh cửa được mở ra một chút, hàng trăm xúc tu mọc lên." #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "loài chim thích những thứ sáng bóng." #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "một số công cụ tốt dệt nên tổ của nó." #: script/events/setpieces.js:2372 msgid "not much here." msgstr "không có gì nhiều ở đây." #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "những kẻ ăn xác hẳn phải qua nơi này rồi." #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "đường hầm mở ra tại nơi khác." #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "các bức tường cháy xém từ một trận chiến cũ." #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "xác người và nguồn tiếp tế từ hai bên xả xuống đất." #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "các đồn quân sự nhỏ cũng được tiếp tế." #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" "vũ khí và đạn dược, di tích từ thời chiến, được sắp xếp gọn gàng trên sàn " "của nhà kho." #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "chết chóc y hệt như trước đây." #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "tìm kiếm các thi thể mang lại một vài nguồn tiếp tế." #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "nhiều lính khác đang tới." #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "đến lúc đi tiếp rồi." #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "các khu định cư nhỏ rõ ràng đã bị đốt cháy trong một thời gian." #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" "xác của những kẻ lang thang từng sống ở đây vẫn còn nhìn thấy rõ trong ngọn " "lửa." #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "vẫn còn thời gian để cứu một vài nguồn tiếp tế." #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" "những người định cư còn lại chạy trốn khỏi bạo lực, đồ đạc của họ bị lãng " "quên." #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "không có gì nhiều, nhưng một số thứ hữu ích vẫn có thể được tìm thấy." #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "người định cư trẻ bế một bao vải." #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "nó chứa bánh răng, và một vài món nữ trang." #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "chẳng còn gì ở đây nữa." #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "trong túp lều, một đứa trẻ đang khóc." #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "một vài đồ đạc dựng vào bức tường." #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "mùi hôi thối và mùi của cái chết lấp đầy các phòng mổ." #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "một vài thứ nằm rải rác trên mặt đất." #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "chẳng còn gì ở đây nữa." #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "một tủ thuốc còn nguyên vẹn ở cuối hành lang." #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "phần còn lại của bệnh viện trống." #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "một người nào đó đã cướp bóc sạch sẽ nơi này." #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "Loài vật kinh dị bị đánh bại." #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "bên trong, phần còn lại của các nạn nhân ở khắp mọi nơi." #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "người đàn ông bị biến dạng nằm chết." #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "nhà hát hoạt động có rất nhiều thiết bị lạ." #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "ông già có nhiều thứ thú vị." #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "Một Ngôi Nhà Cũ" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "một căn nhà cũ vẫn còn ở đây, vách trắng đã ố vàng và bong tróc." #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "cửa mở." #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "phần còn lại của một ngôi nhà cũ đứng sững như một tượng đài " #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "ngôi nhà bị bỏ rơi, nhưng chưa bị sập." #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "vẫn còn một vài giọt nước trong cái giếng cũ kỹ này." #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "ngôi nhà đã bị lục soát." #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "nhưng có thùng dược phẩm dưới sàn." #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "một người đàn ông xuống sảnh, cầm một lưỡi gỉ trong tay" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "Chiến Trường Bị Quên Lãng" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "một trận chiến đã diễn ra ở đây, từ lâu rồi." #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" "cuộc chiến công nghệ từ cả hai bên đã kết thúc quan cảnh nơi đây bằng sự im " "lìm đầy chết chóc." #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "Giếng Khoan Khổng Lồ" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" "một lỗ rất lớn được cắt sâu vào lòng đất, bằng chứng của vụ thu hoạch vừa " "qua." #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "họ lấy những gì họ cần, và bỏ đi." #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "" "nhưng gì còn sót lại từ các cuộc tập trận khổng lồ vẫn có thể được tìm thấy " "bởi các cạnh của giếng." #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "Một Chiếc Tàu Bị Đắm" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "các đường cong quen thuộc của chiếc tàu lang thang mọc lên từ tro bụi." #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "may mắn là người bản xứ không biết gì về cơ khí." #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "với một chút nỗ lực, nó có thể bay một lần nữa." #: script/events/setpieces.js:3148 msgid "salvage" msgstr "cứu hộ" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "Mỏ Lưu Huỳnh" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "quân đội đã được thiết lập tại cửa hầm mỏ." #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "lính tuần tra, súng trường trên vai." #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "một vành đai quân sự được thiết lập xung quanh khu mỏ." #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "tấn công" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "một tên lính, bị báo động, và bắn." #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "chạy" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "một tên lính thứ hai tham gia cuộc chiến." #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "một cuộc tấn công quân tóc hoa râm, vẫy một lưỡi lê." #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "sự có mặt của quân sự là rất rõ ràng." #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "mỏ an toàn." #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "mỏ lưu huỳnh hết nguy hiểm" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "Một Mỏ Than" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "lửa trại cháy lên, cạnh lối vào hầm mỏ." #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "thợ xưởng cầm vũ khí lên." #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "mỏ cũ này không phải bị bỏ" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "một người đàn ông tham gia trận chiến" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "chỉ còn tay chỉ huy còn lại." #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "trại vẫn còn, tanh tách ngọn lửa." #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "mỏ than hết nguy hiểm" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "Mỏ Sắt" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "một mỏ sắt cũ bị bỏ hoang, đồ đạc còn y nguyên." #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "xương tẩy trắng rải rác lối vào." #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "tiếng hú hoang vang vọng ra từ trong bóng tối." #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "lối mòn dẫn tới một mỏ bỏ hoang" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "một sinh vật to lớn cơ bắp cuồn cuộn trong bước ra phía ánh đèn pin" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "con quái thú đã chết." #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "mỏ sắt hết nguy hiểm" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "Một Ngôi Làng Bị Phá Hủy" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "một ngôi làng bị phá hủy năm trong cát bụi." #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "xác cháy nằm trên đất." #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "tro cốt của những kẻ lang thang bay khắp nơi trong không khí." #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "một chiếc xe ở trung tâm làng." #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "có nhiều đồ tiếp tế bên trong." #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "tất cả công việc của thế hệ trước là ở đây." #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "lựa chọn đúng đắn." #~ msgid "Export" #~ msgstr "Xuất" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/zh_cn/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/zh_cn/strings.js ================================================ _.setTranslation({"Dropbox connection": "dropbox\u8fde\u63a5", "connect game to dropbox local storage": "\u8fde\u63a5\u5230dropbox\u4e91\u5b58\u50a8", "connect": "\u8fde\u63a5", "cancel": "\u53d6\u6d88", "Dropbox Export / Import": "dropbox\u5bfc\u51fa/\u5bfc\u5165", "export or import save data to dropbox datastorage": "\u5bfc\u51fa\u6216\u5bfc\u5165\u5b58\u6863\u6587\u4ef6\u5230dropbox", "your are connected to dropbox with account / email ": "\u60a8\u5df2\u7528\u6b64\u8d26\u6237/\u7535\u5b50\u90ae\u4ef6\u8fde\u63a5\u5230dropbox: ", "save": "\u4fdd\u5b58", "load": "\u52a0\u8f7d", "signout": "\u767b\u51fa", "choose one slot to save to": "\u9009\u62e9\u4fdd\u5b58\u4f4d\u7f6e", "save to slot": "\u4fdd\u5b58\u5230\u4f4d\u7f6e", "choose one slot to load from": "\u9009\u62e9\u52a0\u8f7d\u4f4d\u7f6e", "load from slot": "\u52a0\u8f7d", "successfully saved to dropbox datastorage": "\u6210\u529f\u4fdd\u5b58\u5230dropbox", "error while saving to dropbox datastorage": "\u4fdd\u5b58\u5230dropbox\u51fa\u9519", "ok": "\u786e\u8ba4", "boxer": "\u62f3\u51fb\u624b", "punches do more damage": "\u5f92\u624b\u4f24\u5bb3\u7ffb\u500d", "learned to throw punches with purpose": "\u5b66\u4f1a\u4e86\u6709\u610f\u8bc6\u5730\u51fa\u62f3", "martial artist": "\u6b66\u6597\u5bb6", "punches do even more damage.": "\u5f92\u624b\u9020\u6210\u66f4\u591a\u7684\u4f24\u5bb3", "learned to fight quite effectively without weapons": "\u5b66\u4f1a\u4e86\u9ad8\u6548\u7387\u7684\u5f92\u624b\u640f\u51fb", "unarmed master": "\u5f92\u624b\u5b97\u5e08", "punch twice as fast, and with even more force": "\u51fa\u62f3\u901f\u5ea6\u7ffb\u500d\uff0c\u529b\u9053\u4e5f\u66f4\u5927", "learned to strike faster without weapons": "\u5b66\u4f1a\u4e86\u5982\u4f55\u66f4\u5feb\u901f\u5730\u51fa\u62f3", "barbarian": "\u91ce\u86ee\u4eba", "melee weapons deal more damage": "\u8fd1\u6218\u6b66\u5668\u9020\u6210\u66f4\u9ad8\u4f24\u5bb3", "learned to swing weapons with force": "\u5b66\u4f1a\u4e86\u5982\u4f55\u53d1\u6325\u52b2\u529b\uff0c\u6325\u821e\u6b66\u5668", "slow metabolism": "\u51cf\u7f13\u4ee3\u8c22", "go twice as far without eating": "\u4e0d\u5403\u4e1c\u897f\u80fd\u575a\u6301\u8d70\u7684\u8ddd\u79bb\u7ffb\u500d", "learned how to ignore the hunger": "\u5b66\u4f1a\u5982\u4f55\u5fcd\u9965\u6328\u997f", "desert rat": "\u8352\u6f20\u8df3\u9f20", "go twice as far without drinking": "\u4e0d\u559d\u6c34\u80fd\u575a\u6301\u8d70\u7684\u8ddd\u79bb\u7ffb\u500d", "learned to love the dry air": "\u65e0\u754f\u5e72\u71e5", "evasive": "\u907f\u5b9e\u5c31\u865a", "dodge attacks more effectively": "\u66f4\u6709\u6548\u7684\u95ea\u907f\u653b\u51fb", "learned to be where they're not": "\u5b66\u4f1a\u4e86\u95ea\u907f\u653b\u51fb", "precise": "\u7cbe\u5bc6", "land blows more often": "\u547d\u4e2d\u7387\u63d0\u9ad8", "learned to predict their movement": "\u5b66\u4f1a\u9884\u5224\u4ed6\u4eba\u7684\u52a8\u4f5c", "scout": "\u4fa6\u67e5\u672f", "see farther": "\u770b\u5f97\u66f4\u8fdc", "learned to look ahead": "\u5f3a\u5316\u89c6\u91ce", "stealthy": "\u6f5c\u884c", "better avoid conflict in the wild": "\u66f4\u597d\u5730\u56de\u907f\u8352\u91ce\u4e2d\u7684\u51b2\u7a81", "learned how not to be seen": "\u5b66\u4f1a\u4e86\u9690\u533f\u8eab\u5f62", "gastronome": "\u7f8e\u98df\u5bb6", "restore more health when eating": "\u8fdb\u98df\u6062\u590d\u66f4\u591a\u751f\u547d", "learned to make the most of food": "\u5b66\u4f1a\u5145\u5206\u6d88\u5316\u98df\u7269", "get the app.": "\u5e94\u7528\u5546\u5e97", "lights off.": "\u591c\u95f4\u6a21\u5f0f", "hyper.": "\u52a0\u901f", "restart.": "\u91cd\u542f", "share.": "\u5206\u4eab", "save.": "\u4fdd\u5b58", "dropbox.": "dropbox", "github.": "github", "Export / Import": "\u5bfc\u51fa/\u5bfc\u5165", "export or import save data, for backing up": "\u5bfc\u51fa\u6216\u5bfc\u5165\u5b58\u6863\u6587\u4ef6\uff0c\u7528\u4e8e\u5907\u4efd", "or migrating computers": "\u6216\u8fc1\u79fb\u81f3\u522b\u7684\u7535\u8111", "export": "\u5bfc\u51fa", "import": "\u5bfc\u5165", "save this.": "\u4fdd\u5b58\u6b64\u4ee3\u7801", "got it": "\u5df2\u5b8c\u6210", "are you sure?": "\u60a8\u786e\u5b9a\u5417\uff1f", "if the code is invalid, all data will be lost.": "\u5982\u679c\u5b58\u6863\u4ee3\u7801\u65e0\u6548\uff0c\u6240\u6709\u6570\u636e\u5747\u4f1a\u4e22\u5931\u3002", "this is irreversible.": "\u6b64\u64cd\u4f5c\u4e0d\u53ef\u64a4\u9500\u3002", "yes": "\u662f", "no": "\u5426", "put the save code here.": "\u6b64\u5904\u53ef\u586b\u5165\u5b58\u6863\u4ee3\u7801", "Restart?": "\u91cd\u5f00\uff1f", "restart the game?": "\u91cd\u5f00\u6e38\u620f\uff1f", "Get the App": "\u5e94\u7528\u5546\u5e97", "bring the room with you.": "\u60a8\u786e\u5b9a\u5417\uff1f", "ios": "iOS", "close": "\u5173\u95ed", "Share": "\u5206\u4eab", "bring your friends.": "\u5206\u4eab\u7ed9\u4f60\u7684\u597d\u53cb\u3002", "lights on.": "\u5f00\u706f", "Go Hyper?": "\u8981\u52a0\u901f\u4e48\uff1f", "turning hyper mode speeds up the game to x2 speed. do you want to do that?": "\u5f00\u542f\u52a0\u901f\u6a21\u5f0f\u5c06\u4f1a\u4f7f\u6e38\u620f\u901f\u5ea6\u53d8\u4e3a\u539f\u6709\u76842\u500d\u3002\u4f60\u786e\u5b9a\u8981\u52a0\u901f\u5417\uff1f", "classic.": "\u539f\u901f", "{0} per {1}s": "{0} /{1}\u79d2", "pause.": "\u786e\u8ba4", "eat meat": "\u5403\u8089", "use meds": "\u670d\u836f", "miss": "\u5931\u624b", "stunned": "\u60ca\u5413", "leave": "\u79bb\u5f00", "drop:": "\u4e22\u5f03:", "nothing": "\u4e00\u65e0\u6240\u83b7", "take": "\u5e26\u8d70", "take:": "\u83b7\u5f97:", "nothing to take": "\u4e00\u65e0\u6240\u83b7", "all": "\u6240\u6709", "take everything": "\u62ff\u8d70\u4e00\u5207", "take all you can": "\u62ff\u8d70\u53ef\u5e26\u8d70\u7684\u4e00\u5207", " and ": "\u4ee5\u53ca", "*** EVENT ***": "*** \u6d88\u606f ***", "saved.": "\u5df2\u4fdd\u5b58", "wood": "\u6728\u5934", "builder": "\u5efa\u9020\u8005", "teeth": "\u7259\u9f7f", "meat": "\u8089", "fur": "\u6bdb\u76ae", "alien alloy": "\u5916\u661f\u5408\u91d1", "bullets": "\u5b50\u5f39", "charm": "\u7b26\u5492", "leather": "\u76ae\u9769", "iron": "\u94c1", "steel": "\u94a2", "coal": "\u7164", "sulphur": "\u786b\u78fa", "energy cell": "\u80fd\u91cf\u5143\u4ef6", "torch": "\u706b\u628a", "medicine": "\u836f\u5242", "hunter": "\u730e\u4eba", "trapper": "\u9677\u9631\u5e08", "tanner": "\u76ae\u9769\u5e08", "grenade": "\u624b\u96f7", "bolas": "\u5957\u7d22", "bayonet": "\u523a\u5200", "charcutier": "\u718f\u8089\u5e08", "iron miner": "\u94c1\u77ff\u5de5\u4eba", "iron mine": "\u94c1\u77ff", "coal miner": "\u7164\u77ff\u5de5\u4eba", "coal mine": "\u7164\u77ff", "sulphur miner": "\u786b\u78fa\u77ff\u5de5", "sulphur mine": "\u786b\u78fa\u77ff", "armourer": "\u519b\u68b0\u5de5\u4eba", "steelworker": "\u70bc\u94a2\u5de5\u4eba", "bait": "\u8bf1\u9975", "cured meat": "\u718f\u8089", "scales": "\u9cde\u7247", "compass": "\u7f57\u76d8", "laser rifle": "\u6fc0\u5149\u6b65\u67aa", "gatherer": "\u4f10\u6728\u8005", "cloth": "\u5e03\u6599", "thieves": "\u5c0f\u5077", "not enough fur": "\u76ae\u6bdb\u4e0d\u591f\u4e86", "not enough wood": "\u6728\u5934\u4e0d\u591f\u4e86", "not enough coal": "\u7164\u70ad\u4e0d\u591f\u4e86", "not enough iron": "\u94c1\u4e0d\u591f\u4e86", "not enough steel": "\u94a2\u4e0d\u591f\u4e86", "not enough sulphur": "\u786b\u78fa\u4e0d\u591f\u4e86", "baited trap": "\u4e0a\u9975\u9677\u9631", "not enough scales": "\u9cde\u7247\u4e0d\u591f\u4e86", "not enough cloth": "\u5e03\u6599\u4e0d\u591f\u4e86", "not enough teeth": "\u7259\u9f7f\u4e0d\u591f\u4e86", "not enough leather": "\u76ae\u9769\u4e0d\u591f\u4e86", "not enough meat": "\u8089\u4e0d\u591f\u4e86", "the compass points east": "\u7f57\u76d8\u6307\u5411\u4e1c\u65b9", "the compass points west": "\u7f57\u76d8\u6307\u5411\u897f\u65b9", "the compass points north": "\u7f57\u76d8\u6307\u5411\u5317\u65b9", "the compass points south": "\u7f57\u76d8\u6307\u5411\u5357\u65b9", "the compass points northeast": "\u7f57\u76d8\u6307\u5411\u4e1c\u5317", "the compass points northwest": "\u7f57\u76d8\u6307\u5411\u897f\u5317", "the compass points southeast": "\u7f57\u76d8\u6307\u5411\u4e1c\u5357", "the compass points southwest": "\u7f57\u76d8\u6307\u5411\u897f\u5357", "Outside": "\u91ce\u5916", "scraps of fur": "\u76ae\u6bdb\u788e\u7247", "bits of meat": "\u5c0f\u7247\u8089", "strange scales": "\u53e4\u602a\u9cde\u7247", "scattered teeth": "\u6b8b\u7f3a\u7259\u9f7f", "tattered cloth": "\u7834\u70c2\u5e03\u6599", "a crudely made charm": "\u505a\u5de5\u7c97\u7cd9\u7684\u7b26\u5492", "A Silent Forest": "\u9759\u8c27\u68ee\u6797", "gather wood": "\u4f10\u6728", "a stranger arrives in the night": "\u964c\u751f\u4eba\u5728\u591c\u91cc\u62b5\u8fbe", "a weathered family takes up in one of the huts.": "\u4e00\u6237\u9971\u7ecf\u98ce\u96e8\u7684\u4eba\u5bb6\u4f4f\u8fdb\u4e00\u680b\u5c0f\u5c4b", "a small group arrives, all dust and bones.": "\u4e00\u7fa4\u7626\u9aa8\u5d99\u5ccb\uff0c\u98ce\u5c18\u4ec6\u4ec6\u7684\u4eba\u62b5\u8fbe\u4e86", "a convoy lurches in, equal parts worry and hope.": "\u8f66\u961f\u5386\u7ecf\u78e8\u96be\u6765\u5230\u4e86\u5c0f\u9547\uff0c\u6000\u7740\u548c\u62c5\u5fe7\u540c\u7b49\u7684\u5e0c\u671b", "the town's booming. word does get around.": "\u9547\u5b50\u7e41\u8363\u70ed\u95f9\uff0c\u6d88\u606f\u4e0d\u80eb\u800c\u8d70", "pop ": "\u4eba\u53e3 ", "forest": "\u6811\u6797", "village": "\u6751\u843d", "check traps": "\u67e5\u770b\u9677\u9631", "A Lonely Hut": "\u5b64\u72ec\u5c0f\u5c4b", "A Tiny Village": "\u5c0f\u578b\u6751\u843d", "A Modest Village": "\u4e2d\u578b\u6751\u843d", "A Large Village": "\u5927\u578b\u6751\u843d", "A Raucous Village": "\u55a7\u56a3\u5c0f\u9547", "the sky is grey and the wind blows relentlessly": "\u5929\u8272\u9634\u6c89\uff0c\u98ce\u65e0\u60c5\u5730\u522e\u7740", "dry brush and dead branches litter the forest floor": "\u6797\u5730\u4e0a\u6563\u843d\u7740\u67af\u679d\u8d25\u53f6", "the traps contain ": "\u9677\u9631\u6355\u83b7\u5230", "A Dusty Path": "\u6f2b\u6f2b\u5c18\u9014", "supplies:": "\u4f9b\u5e94:", "embark": "\u51fa\u53d1", "the compass points ": "\u7f57\u76d8\u6307\u5411:", "perks:": "\u80fd\u529b:", "none": "\u7a7a", "armour": "\u62a4\u7532", "water": "\u6c34", "restores": "\u6062\u590d", "hp": "\u751f\u547d", "use with rifle": "\u6b65\u67aa", "use with laser rifle": "\u6fc0\u5149\u6b65\u67aa", "free {0}/{1}": "\u80cc\u5305\u5269\u4f59\u7a7a\u95f4: {0}/{1}", "damage": "\u4f24\u5bb3", "weight": "\u8d1f\u91cd", "available": "\u53ef\u7528", "trap": "\u9677\u9631", "builder says she can make traps to catch any creatures might still be alive out there": "\u5efa\u9020\u8005\u8bf4\u5979\u80fd\u591f\u5236\u4f5c\u9677\u9631\u6765\u6355\u6349\u90a3\u4e9b\u4ecd\u5728\u91ce\u5916\u6d3b\u52a8\u7684\u91ce\u517d", "more traps to catch more creatures": "\u9677\u9631\u8d8a\u591a\uff0c\u6293\u5230\u7684\u730e\u7269\u5c31\u8d8a\u591a", "more traps won't help now": "\u518d\u589e\u52a0\u9677\u9631\u5df2\u6beb\u65e0\u88e8\u76ca", "cart": "\u8d27\u8f66", "builder says she can make a cart for carrying wood": "\u5efa\u9020\u8005\u8bf4\u5979\u80fd\u591f\u5236\u9020\u51fa\u8d27\u8f66\uff0c\u7528\u6765\u8fd0\u8f7d\u6728\u5934", "the rickety cart will carry more wood from the forest": "\u6447\u6447\u6643\u6643\u7684\u8d27\u8f66\u6ee1\u8f7d\u4ece\u68ee\u6797\u8fd0\u51fa\u7684\u6728\u5934", "hut": "\u5c0f\u5c4b", "builder says there are more wanderers. says they'll work, too.": "\u5efa\u9020\u8005\u8bf4\u8fd9\u91cc\u6709\u8bb8\u591a\u6d41\u6d6a\u8005\uff0c\u4ed6\u4eec\u4e5f\u4f1a\u6765\u5de5\u4f5c", "builder puts up a hut, out in the forest. says word will get around.": "\u5efa\u9020\u8005\u5728\u6797\u4e2d\u5efa\u8d77\u4e00\u680b\u5c0f\u5c4b\uff0c\u5979\u8bf4\u6d88\u606f\u5f88\u5feb\u5c31\u4f1a\u6d41\u4f20\u51fa\u53bb", "no more room for huts.": "\u518d\u6ca1\u6709\u53ef\u4ee5\u5efa\u5c0f\u5c4b\u7684\u7a7a\u5730\u4e86", "lodge": "\u72e9\u730e\u5c0f\u5c4b", "villagers could help hunt, given the means": "\u5047\u5982\u5de5\u5177\u9f50\u5907\uff0c\u6751\u6c11\u4e5f\u80fd\u5e2e\u5fd9\u72e9\u730e", "the hunting lodge stands in the forest, a ways out of town": "\u72e9\u730e\u5c0f\u5c4b\u5df2\u7ecf\u77d7\u7acb\u5728\u6797\u4e2d\uff0c\u8ddd\u79bb\u6751\u5b50\u4e0d\u8fdc", "trading post": "\u8d38\u6613\u7ad9", "a trading post would make commerce easier": "\u8d38\u6613\u7ad9\u8ba9\u8d38\u6613\u53d8\u5f97\u66f4\u52a0\u4fbf\u6377", "now the nomads have a place to set up shop, they might stick around a while": "\u73b0\u5728\u6e38\u7267\u90e8\u843d\u6709\u5730\u65b9\u5b89\u8425\u624e\u5be8\u8bbe\u7acb\u5546\u94fa\u4e86\uff0c\u4ed6\u4eec\u4e5f\u8bb8\u4f1a\u591a\u9017\u7559\u4e00\u6bb5\u65f6\u95f4", "tannery": "\u5236\u9769\u5c4b", "builder says leather could be useful. says the villagers could make it.": "\u5efa\u9020\u8005\u8bf4\u76ae\u9769\u4f1a\u5f88\u6709\u7528\uff0c\u800c\u4e14\u6751\u6c11\u4e5f\u4f1a\u505a", "tannery goes up quick, on the edge of the village": "\u5236\u9769\u5c4b\u5f88\u5feb\u5728\u6751\u5b50\u4e00\u89d2\u5efa\u7acb\u4e86\u8d77\u6765", "smokehouse": "\u718f\u8089\u623f", "should cure the meat, or it'll spoil. builder says she can fix something up.": "\u5e94\u8be5\u628a\u8089\u718f\u4e00\u4e0b\uff0c\u5426\u5219\u4f1a\u8150\u574f\u6389\u3002\u5efa\u9020\u8005\u8bf4\u5979\u80fd\u641e\u5b9a\u8fd9\u4e2a\u3002", "builder finishes the smokehouse. she looks hungry.": "\u5efa\u9020\u8005\u9020\u597d\u4e86\u718f\u8089\u623f\u3002\u5979\u770b\u8d77\u6765\u9965\u80a0\u8f98\u8f98\u3002", "workshop": "\u5de5\u574a", "builder says she could make finer things, if she had the tools": "\u5efa\u9020\u8005\u8bf4\u5982\u679c\u5979\u6709\u5de5\u5177\u7684\u8bdd\u80fd\u505a\u51fa\u4e00\u4e9b\u66f4\u7cbe\u826f\u7684\u4e1c\u897f", "workshop's finally ready. builder's excited to get to it": "\u5de5\u574a\u7ec8\u4e8e\u5efa\u597d\u4e86\uff0c\u5efa\u9020\u8005\u6fc0\u52a8\u4e0d\u5df2", "steelworks": "\u70bc\u94a2\u574a", "builder says the villagers could make steel, given the tools": "\u5efa\u9020\u8005\u8bf4\u7ed9\u6751\u6c11\u5de5\u5177\u7684\u8bdd\u4ed6\u4eec\u5c31\u80fd\u5e2e\u5fd9\u70bc\u94a2", "a haze falls over the village as the steelworks fires up": "\u70bc\u94a2\u574a\u5f00\u5de5\u540e\uff0c\u4e00\u7f15\u9ed1\u70df\u98d8\u5411\u6751\u5e84\u4e0a\u7a7a", "armoury": "\u519b\u68b0\u574a", "builder says it'd be useful to have a steady source of bullets": "\u5efa\u9020\u8005\u8bf4\u62e5\u6709\u7a33\u5b9a\u7684\u5f39\u836f\u6765\u6e90\u5f88\u6709\u5fc5\u8981", "armoury's done, welcoming back the weapons of the past.": "\u519b\u68b0\u574a\u5efa\u597d\u4e86\uff0c\u6b22\u8fce\u4f7f\u7528\u8fd9\u4e9b\u8fc7\u65f6\u7684\u6b66\u5668", "a torch to keep the dark away": "\u9a71\u6563\u9ed1\u6697\u7684\u706b\u628a", "waterskin": "\u6c34\u58f6", "this waterskin'll hold a bit of water, at least": "\u8d77\u7801\u80fd\u88c5\u90a3\u4e48\u70b9\u513f\u6c34", "cask": "\u6c34\u6876", "the cask holds enough water for longer expeditions": "\u4e3a\u66f4\u957f\u7684\u63a2\u7d22\u4e4b\u65c5\u63d0\u4f9b\u5145\u8db3\u7684\u6c34\u6e90", "water tank": "\u6c34\u7f50", "never go thirsty again": "\u518d\u4e5f\u4e0d\u62c5\u5fc3\u53e3\u6e34", "bone spear": "\u9aa8\u67aa", "this spear's not elegant, but it's pretty good at stabbing": "\u8fd9\u67c4\u6807\u67aa\u4e0d\u600e\u4e48\u7cbe\u81f4\uff0c\u4f46\u7528\u6765\u6233\u523a\u624b\u611f\u4e0d\u9519", "rucksack": "\u53cc\u80a9\u5305", "carrying more means longer expeditions to the wilds": "\u8352\u91ce\u65c5\u884c\u65f6\u643a\u5e26\u66f4\u591a\u7269\u8d44", "wagon": "\u7bf7\u8f66", "the wagon can carry a lot of supplies": "\u7bf7\u8f66\u80fd\u591f\u643a\u5e26\u8bb8\u591a\u7269\u8d44", "convoy": "\u8f66\u961f", "the convoy can haul mostly everything": "\u8f66\u961f\u51e0\u4e4e\u80fd\u628a\u6240\u6709\u4e1c\u897f\u90fd\u88c5\u4e0b", "l armour": "\u76ae\u7532", "leather's not strong. better than rags, though.": "\u76ae\u9769\u4e0d\u7b97\u7ed3\u5b9e\u3002\u603b\u6bd4\u62ab\u5757\u7834\u5e03\u5f3a", "i armour": "\u94c1\u7532", "iron's stronger than leather": "\u94c1\u6bd4\u76ae\u8981\u7ed3\u5b9e", "s armour": "\u94a2\u7532", "steel's stronger than iron": "\u94a2\u7684\u603b\u6bd4\u94c1\u7684\u5f3a", "iron sword": "\u94c1\u5251", "sword is sharp. good protection out in the wilds.": "\u5251\u5f88\u950b\u5229\u3002\u80fd\u5728\u91ce\u5916\u63d0\u4f9b\u4e0d\u9519\u7684\u9632\u62a4", "steel sword": "\u94a2\u5251", "the steel is strong, and the blade true.": "\u597d\u94a2\u51fa\u5229\u5203", "rifle": "\u6b65\u67aa", "black powder and bullets, like the old days.": "\u9ed1\u706b\u836f\u548c\u5b50\u5f39\uff0c\u5c31\u50cf\u8fc7\u53bb\u90a3\u6837", "Room": "\u623f\u95f4", "A Dark Room": "\u5c0f\u9ed1\u5c4b", "light fire": "\u751f\u706b", "stoke fire": "\u6dfb\u67f4", "the room is {0}": "\u623f\u95f4{0}", "the fire is {0}": "\u706b\u5806{0}", "the stranger is standing by the fire. she says she can help. says she builds things.": "\u90a3\u540d\u964c\u751f\u4eba\u7ad9\u5728\u706b\u5806\u65c1\u3002\u5979\u8bf4\u5979\u53ef\u4ee5\u5e2e\u5fd9\u3002\u5979\u8bf4\u5979\u4f1a\u5efa\u4e1c\u897f", "freezing": "\u5bd2\u51b7\u523a\u9aa8", "cold": "\u5f88\u51b7", "mild": "\u5f88\u5b9c\u4eba", "warm": "\u6696\u548c", "hot": "\u5f88\u70ed", "dead": "\u7184\u706d\u4e86", "smoldering": "\u5f00\u59cb\u5192\u70df", "flickering": "\u5192\u51fa\u706b\u82d7", "burning": "\u71c3\u70e7\u7740", "roaring": "\u718a\u718a\u71c3\u70e7", "A Firelit Room": "\u751f\u706b\u95f4", "not enough wood to get the fire going": "\u6728\u5934\u4e0d\u591f\u751f\u706b\u4e86", "the wood has run out": "\u6728\u5934\u7528\u5149\u4e86", "the light from the fire spills from the windows, out into the dark": "\u706b\u5149\u6620\u51fa\u7a97\u5916\uff0c\u6295\u5165\u9ed1\u6697\u4e4b\u4e2d", "builder stokes the fire": "\u5efa\u9020\u8005\u6dfb\u4e86\u67f4\u706b", "the wind howls outside": "\u5c4b\u5916\u5bd2\u98ce\u547c\u5578", "the wood is running out": "\u6728\u5934\u5c31\u5feb\u70e7\u5b8c\u4e86", "a ragged stranger stumbles through the door and collapses in the corner": "\u4e00\u4e2a\u8863\u886b\u8934\u891b\u7684\u964c\u751f\u4eba\u6b65\u5c65\u8e52\u8dda\u5730\u6b65\u5165\u95e8\u6765\uff0c\u762b\u5012\u5728\u89d2\u843d\u91cc", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "\u964c\u751f\u4eba\u745f\u745f\u53d1\u6296\uff0c\u5462\u5583\u4e0d\u5df2\uff0c\u542c\u4e0d\u6e05\u5728\u8bf4\u4e9b\u4ec0\u4e48", "the stranger in the corner stops shivering. her breathing calms.": "\u89d2\u843d\u91cc\u7684\u964c\u751f\u4eba\u4e0d\u518d\u98a4\u6296\u4e86\uff0c\u5979\u7684\u547c\u5438\u5e73\u9759\u4e86\u4e0b\u6765", "stores": "\u5e93\u5b58", "weapons": "\u6b66\u5668", "total": "\u603b\u8ba1", "not enough ": "\u4e0d\u591f\u4e86", "builder just shivers": "\u5efa\u9020\u8005\u8fd8\u5728\u745f\u745f\u53d1\u6296", "build:": "\u5efa\u7b51\u7269:", "craft:": "\u5236\u9020:", "buy:": "\u8d2d\u4e70:", "Ship": "\u98de\u8239", "An Old Starship": "\u7834\u65e7\u661f\u8230", "hull:": "\u5916\u58f3:", "engine:": "\u5f15\u64ce:", "reinforce hull": "\u52a0\u56fa\u8239\u8eab", "upgrade engine": "\u5347\u7ea7\u5f15\u64ce", "lift off": "\u70b9\u706b\u8d77\u98de", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "\u788e\u7247\u4e91\u4e0a\u65b9\u7684\u67d0\u5904\uff0c\u6d41\u6d6a\u8005\u8230\u961f\u5f98\u5f8a\u7740\u3002\u5728\u8fd9\u5757\u5ca9\u77f3\u4e0a\u592a\u4e45\u4e86\u3002", "not enough alien alloy": "\u5916\u661f\u5408\u91d1\u4e0d\u8db3", "Ready to Leave?": "\u51c6\u5907\u597d\u8981\u79bb\u5f00\u4e86\u5417?", "time to get out of this place. won't be coming back.": "\u662f\u65f6\u5019\u79bb\u5f00\u8fd9\u91cc\u4e86\u3002\u4e0d\u518d\u56de\u5934", "linger": "\u88f9\u8db3\u5f98\u5f8a", "hull: ": "\u8239\u8eab:", "Troposphere": "\u5bf9\u6d41\u5c42", "Stratosphere": "\u5e73\u6d41\u5c42", "Mesosphere": "\u4e2d\u6c14\u5c42", "Thermosphere": "\u589e\u6e29\u5c42", "Exosphere": "\u5916\u9038\u5c42", "Space": "\u592a\u7a7a", "score for this game: {0}": "\u6e38\u620f\u5f97\u5206: {0}", "total score: {0}": "\u603b\u5206: {0}", "expanded story. alternate ending. behind the scenes commentary. get the app.": "\u5c3e\u58f0 \u6e38\u620f\u7ed3\u675f \u8bc4\u8bba \u5e94\u7528\u5546\u5e97", "iOS.": "iOS", "android.": "android", "punch": "\u6325\u62f3", "stab": "\u6233\u523a", "swing": "\u6325\u65a9", "slash": "\u5288\u780d", "thrust": "\u624e\u523a", "shoot": "\u5f00\u706b", "blast": "\u5f15\u7206", "lob": "\u6295\u63b7", "tangle": "\u7275\u7eca", "An Outpost": "\u524d\u54e8", "Iron Mine": "\u94c1\u77ff", "Coal Mine": "\u7164\u77ff", "Sulphur Mine": "\u786b\u78fa\u77ff", "An Old House": "\u7834\u65e7\u5c0f\u5c4b", "A Damp Cave": "\u6f6e\u6e7f\u6d1e\u7a74", "An Abandoned Town": "\u5e9f\u5f03\u5c0f\u9547", "A Ruined City": "\u88ab\u6bc1\u7684\u57ce\u5e02", "A Crashed Starship": "\u5760\u6bc1\u661f\u8230", "A Borehole": "\u5de8\u5751", "A Battlefield": "\u6218\u573a", "A Murky Swamp": "\u8ff7\u96fe\u6cbc\u6cfd", "A Destroyed Village": "\u88ab\u6467\u6bc1\u7684\u6751\u843d", "water:{0}": "\u6c34:{0}", "pockets": "\u80cc\u5305", "hp: {0}/{1}": "\u751f\u547d: {0}/{1}", "dangerous to be this far from the village without proper protection": "\u6ca1\u6709\u59a5\u5584\u9632\u62a4\u79bb\u5f00\u6751\u5b50\uff0c\u8fdc\u884c\u5f88\u5371\u9669", "safer here": "\u8fd9\u91cc\u53ef\u7b97\u5b89\u5168\u4e86", "the meat has run out": "\u8089\u5df2\u7ecf\u5403\u5b8c\u4e86", "starvation sets in": "\u9965\u997f\u88ad\u6765", "there is no more water": "\u6c34\u5df2\u8017\u5c3d", "the thirst becomes unbearable": "\u53e3\u6e34\u96be\u8010", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "\u6811\u6728\u6b6a\u5012\u5728\u5e72\u8349\u4e1b\u4e2d\uff0c\u67af\u9ec4\u7684\u704c\u6728\u5728\u98ce\u4e2d\u6c99\u6c99\u4f5c\u54cd", "the trees are gone. parched earth and blowing dust are poor replacements.": "\u6811\u6728\u90fd\u6d88\u5931\u4e86\uff0c\u552f\u7559\u4e0b\u5e72\u88c2\u7684\u5927\u5730\u548c\u98de\u626c\u7684\u5c18\u571f", "trees loom on the horizon. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "\u5730\u5e73\u7ebf\u4e0a\u9690\u7ea6\u77a7\u89c1\u6811\u6797\u3002\u8349\u5730\u6e10\u6e10\u7a00\u758f\uff0c\u66ff\u4ee3\u4ee5\u94fa\u7740\u67af\u679d\u8d25\u53f6\u7684\u68ee\u6797", "the grasses thin. soon, only dust remains.": "\u8349\u5730\u5f88\u5feb\u7a00\u758f\u4e86\u8d77\u6765\uff0c\u552f\u7559\u4e0b\u6f2b\u5929\u626c\u5c18", "the barrens break at a sea of dying grass, swaying in the arid breeze.": "\u8352\u8349\u5982\u6d77\uff0c\u5728\u71e5\u70ed\u7684\u98ce\u4e2d\u6447\u66f3\u7740\uff0c\u4e2d\u95f4\u73b0\u51fa\u4e86\u4e00\u7247\u8352\u5730", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "\u5c18\u571f\u4e2d\u957f\u51fa\u4e86\u7ed3\u7624\u7684\u6811\u5899\uff0c\u679d\u5e72\u5728\u5934\u9876\u7f20\u7ed5\u6210\u9aa8\u9abc\u822c\u7684\u7a79\u9876", "Wanderer": "\u6f2b\u6e38\u8005", "The Village": "\u6751\u5e84", "the world fades": "\u773c\u524d\u7684\u4e16\u754c\u70df\u6d88\u4e91\u6563", "water replenished": "\u6c34\u8865\u5145\u597d\u4e86", "A Barren World": "\u8352\u829c\u4e16\u754c", "A Snarling Beast": "\u5486\u54ee\u7684\u91ce\u517d", "snarling beast": "\u5486\u54ee\u7684\u91ce\u517d", "the snarling beast is dead": "\u91ce\u517d\u5012\u4e0b\u4e86", "a snarling beast leaps out of the underbrush": "\u4e00\u53ea\u91ce\u517d\u4ece\u704c\u6728\u4e1b\u91cc\u8e7f\u4e86\u51fa\u6765", "A Gaunt Man": "\u6194\u60b4\u7684\u7537\u5b50", "gaunt man": "\u6194\u60b4\u7684\u7537\u5b50", "the gaunt man is dead": "\u6194\u60b4\u7684\u7537\u5b50\u5012\u4e0b\u4e86", "a gaunt man approaches, a crazed look in his eye": "\u4e00\u540d\u6194\u60b4\u7684\u7537\u5b50\u9760\u4e86\u8fc7\u6765\uff0c\u773c\u5e95\u6d41\u9732\u51fa\u75af\u72c2", "A Strange Bird": "\u602a\u9e1f", "strange bird": "\u602a\u9e1f", "the strange bird is dead": "\u602a\u9e1f\u5012\u4e0b\u4e86", "a strange looking bird speeds across the plains": "\u4e00\u53ea\u6a21\u6837\u53e4\u602a\u7684\u9e1f\u5feb\u901f\u63a0\u8fc7\u5e73\u539f", "A Shivering Man": "\u98a4\u6296\u7684\u7537\u5b50", "shivering man": "\u98a4\u6296\u7684\u7537\u5b50", "the shivering man is dead": "\u98a4\u6296\u7684\u7537\u5b50\u5012\u4e0b\u4e86", "a shivering man approaches and attacks with surprising strength": "\u4e00\u540d\u98a4\u6296\u7684\u7537\u5b50\u9760\u4e86\u8fc7\u6765\uff0c\u4ee5\u4ee4\u4eba\u5403\u60ca\u7684\u529b\u91cf\u53d1\u8d77\u88ad\u51fb", "A Man-Eater": "\u98df\u4eba\u602a", "man-eater": "\u98df\u4eba\u602a", "the man-eater is dead": "\u98df\u4eba\u602a\u5012\u4e0b\u4e86", "a large creature attacks, claws freshly bloodied": "\u4e00\u53ea\u5de8\u5927\u7684\u751f\u7269\u88ad\u6765\uff0c\u722a\u5b50\u4e0a\u9c9c\u8840\u6dcb\u6f13", "A Scavenger": "\u62fe\u8352\u8005", "scavenger": "\u62fe\u8352\u8005", "the scavenger is dead": "\u62fe\u8352\u8005\u88ab\u6d88\u706d\u4e86", "a scavenger draws close, hoping for an easy score": "\u4e00\u540d\u62fe\u8352\u8005\u8d34\u4e86\u8fc7\u6765\uff0c\u60f3\u8981\u53d1\u8d77\u5077\u88ad", "A Huge Lizard": "\u5de8\u8725", "lizard": "\u5de8\u8725", "the lizard is dead": "\u5de8\u8725\u5012\u4e0b\u4e86", "the grass thrashes wildly as a huge lizard pushes through": "\u8349\u4e1b\u75af\u6447\uff0c\u4e00\u53ea\u5de8\u8725\u6251\u4e86\u51fa\u6765", "A Feral Terror": "\u51f6\u602a", "feral terror": "\u51f6\u602a", "the feral terror is dead": "\u51f6\u602a\u5012\u4e0b\u4e86", "a beast, wilder than imagining, erupts out of the foliage": "\u4e00\u53ea\u51f6\u602a\u4ee5\u8d85\u4e4e\u60f3\u8c61\u7684\u72c2\u91ce\u4ece\u6797\u4e2d\u6251\u51fa", "A Soldier": "\u58eb\u5175", "soldier": "\u58eb\u5175", "the soldier is dead": "\u58eb\u5175\u5012\u4e0b\u4e86", "a soldier opens fire from across the desert": "\u4e00\u540d\u58eb\u5175\u4ece\u6c99\u6f20\u90a3\u8fb9\u5f00\u706b", "A Sniper": "\u72d9\u51fb\u624b", "sniper": "\u72d9\u51fb\u624b", "the sniper is dead": "\u72d9\u51fb\u624b\u88ab\u706d", "a shot rings out, from somewhere in the long grass": "\u6df1\u8349\u4e1b\u7684\u67d0\u5904\u5c04\u51fa\u4e86\u4e00\u53d1\u5b50\u5f39", "The Thief": "\u5c0f\u5077", "the villagers haul a filthy man out of the store room.": "\u6751\u6c11\u4eec\u4ece\u4ed3\u5e93\u91cc\u62fd\u51fa\u6765\u4e00\u4e2a\u810f\u516e\u516e\u7684\u5bb6\u4f19", "say his folk have been skimming the supplies.": "\u636e\u8bf4\u4ed6\u7684\u540c\u4f19\u4eec\u65e9\u5df2\u7ecf\u987a\u8d70\u8bb8\u591a\u8d27\u7269", "say he should be strung up as an example.": "\u4ed6\u4eec\u8bf4\u5e94\u8be5\u7ede\u6b7b\u4ed6\u4ee5\u5106\u6548\u5c24", "a thief is caught": "\u6293\u5230\u4e00\u540d\u5c0f\u5077", "hang him": "\u7ede\u6b7b\u4ed6", "spare him": "\u91ca\u653e\u4ed6", "the villagers hang the thief high in front of the store room.": "\u6751\u6c11\u4eec\u5c06\u76d7\u8d3c\u7ede\u6b7b\uff0c\u9ad8\u6302\u5728\u4ed3\u5e93\u95e8\u524d", "the point is made. in the next few days, the missing supplies are returned.": "\u6b64\u4e3e\u5353\u6709\u6210\u6548\u3002\u6570\u65e5\u540e\uff0c\u9057\u5931\u7684\u7269\u8d44\u90fd\u88ab\u8fd8\u4e86\u56de\u6765", "the man says he's grateful. says he won't come around any more.": "\u8fd9\u5bb6\u4f19\u611f\u6fc0\u6d95\u96f6\uff0c\u8bf4\u4ed6\u518d\u4e5f\u4e0d\u4f1a\u6765\u884c\u7a83\u4e86", "shares what he knows about sneaking before he goes.": "\u5728\u79bb\u5f00\u524d\u4ed6\u5206\u4eab\u4e86\u6709\u5173\u6f5c\u884c\u7684\u5fc3\u5f97", "A Ruined Trap": "\u635f\u6bc1\u7684\u9677\u9631", "some of the traps have been torn apart.": "\u4e00\u4e9b\u9677\u9631\u635f\u6bc1\u4e86", "large prints lead away, into the forest.": "\u5de8\u5927\u7684\u8db3\u5370\u5ef6\u4f38\u81f3\u68ee\u6797", "some traps have been destroyed": "\u4e00\u4e9b\u9677\u9631\u635f\u6bc1\u4e86", "track them": "\u8ffd\u8e2a", "ignore them": "\u5ffd\u7565", "the tracks disappear after just a few minutes.": "\u6570\u5206\u949f\u540e\u8db3\u5370\u6d88\u5931\u4e86", "the forest is silent.": "\u68ee\u6797\u5f52\u4e8e\u9759\u8c27", "nothing was found": "\u4e00\u65e0\u6240\u83b7", "go home": "\u8fd4\u56de", "not far from the village lies a large beast, its fur matted with blood.": "\u6751\u5916\u4e0d\u8fdc\u5904\u8eba\u7740\u4e00\u53ea\u5de8\u517d\uff0c\u5b83\u7684\u76ae\u6bdb\u4e0a\u67d3\u6ee1\u4e86\u9c9c\u8840", "it puts up little resistance before the knife.": "\u5b83\u65e0\u529b\u6323\u624e\uff0c\u4efb\u4eba\u5bb0\u5272", "there was a beast. it's dead now": "\u5486\u54ee\u7684\u91ce\u517d\u5012\u4e0b\u4e86", "Fire": "\u706b\u707e", "a fire rampages through one of the huts, destroying it.": "\u706b\u7130\u541e\u566c\u4e86\u4e00\u95f4\u5c4b\u5b50\uff0c\u5c06\u5b83\u6467\u6bc1\u6b86\u5c3d", "all residents in the hut perished in the fire.": "\u5c4b\u5185\u7684\u6240\u6709\u4eba\u90fd\u6b7b\u4e8e\u706b\u707e\u4e2d", "a fire has started": "\u706b\u707e\u5df2\u7ecf\u5f00\u59cb", "mourn": "\u54c0\u60bc", "some villagers have died": "\u4e00\u4e9b\u6751\u6c11\u6b7b\u6389\u4e86", "Sickness": "\u75be\u75c5", "a sickness is spreading through the village.": "\u75be\u75c5\u5728\u6751\u5b50\u4e2d\u8513\u5ef6", "medicine is needed immediately.": "\u4e9f\u9700\u836f\u5242", "some villagers are ill": "\u6709\u4e00\u4e9b\u6751\u6c11\u751f\u75c5\u4e86", "1 medicine": "1\u652f\u836f\u5242", "ignore it": "\u653e\u4efb\u4e0d\u7ba1", "the sickness is cured in time.": "\u75be\u75c5\u53ca\u65f6\u5f97\u5230\u4e86\u63a7\u5236", "sufferers are healed": "\u53d7\u82e6\u7684\u4eba\u5f97\u5230\u4e86\u6551\u6cbb", "the sickness spreads through the village.": "\u75be\u75c5\u5728\u6751\u5b50\u4e2d\u8513\u5ef6", "the days are spent with burials.": "\u4e00\u573a\u53c8\u4e00\u573a\u846c\u793c", "the nights are rent with screams.": "\u5c16\u53eb\u54cd\u5f7b\u9ed1\u591c", "sufferers are left to die": "\u53d7\u82e6\u7684\u4eba\u7b49\u5f85\u7740\u6b7b\u4ea1", "Plague": "\u761f\u75ab", "a terrible plague is fast spreading through the village.": "\u53ef\u6015\u7684\u761f\u75ab\u8fc5\u901f\u5730\u6751\u5b50\u91cc\u4f20\u64ad\u5f00\u6765", "a plague afflicts the village": "\u4e00\u573a\u761f\u75ab\u5e2d\u5377\u4e86\u6751\u843d", "buy medicine": "\u8d2d\u4e70\u836f\u5242", "5 medicine": "5\u652f\u836f\u5242", "do nothing": "\u7f6e\u4e4b\u4e0d\u7406", "the plague is kept from spreading.": "\u761f\u75ab\u5f97\u5230\u4e86\u63a7\u5236", "only a few die.": "\u53ea\u6709\u5c11\u6570\u4eba\u6b7b\u53bb", "the rest bury them.": "\u5e78\u5b58\u8005\u57cb\u846c\u4e86\u4ed6\u4eec", "epidemic is eradicated eventually": "\u75ab\u60c5\u7ec8\u4e8e\u88ab\u6839\u9664", "the plague rips through the village.": "\u761f\u75ab\u5e2d\u5377\u6751\u843d\u3002", "the only hope is a quick death.": "\u4eba\u4eec\u53ea\u6c42\u901f\u6b7b", "population is almost exterminated": "\u4eba\u53e3\u51e0\u8fd1\u7edd\u706d", "A Beast Attack": "\u91ce\u517d\u6765\u88ad", "a pack of snarling beasts pours out of the trees.": "\u4e00\u7fa4\u5486\u54ee\u7684\u91ce\u517d\u51b2\u51fa\u4e1b\u6797", "the fight is short and bloody, but the beasts are repelled.": "\u6218\u6597\u77ed\u6682\u800c\u8840\u8165\uff0c\u4f46\u517d\u7fa4\u6e83\u9000\u4e86", "the villagers retreat to mourn the dead.": "\u6751\u6c11\u64a4\u4e86\u56de\u6765\uff0c\u60bc\u5ff5\u90a3\u4e9b\u6b7b\u53bb\u7684\u4eba", "wild beasts attack the villagers": "\u91ce\u517d\u88ad\u51fb\u6751\u6c11", "predators become prey. price is unfair": "\u730e\u624b\u53d8\u6210\u730e\u7269\u3002\u4ef7\u683c\u4e0d\u516c", "A Military Raid": "\u6b66\u88c5\u529b\u91cf\u7a81\u88ad", "a gunshot rings through the trees.": "\u67aa\u58f0\u5578\u8fc7\u6811\u6797", "well armed men charge out of the forest, firing into the crowd.": "\u88c5\u5907\u7cbe\u826f\u7684\u4eba\u51b2\u51fa\u6811\u6797\uff0c\u5411\u4eba\u7fa4\u5c04\u51fb", "after a skirmish they are driven away, but not without losses.": "\u867d\u7136\u4ed6\u4eec\u64a4\u8d70\u4e86\uff0c\u4f46\u6211\u4eec\u597d\u4e9b\u4eba\u727a\u7272\u4e86", "troops storm the village": "\u519b\u961f\u5e2d\u5377\u4e86\u6751\u843d", "warfare is bloodthirsty": "\u6218\u4e89\u51b7\u9177\u65e0\u60c5", "The Nomad": "\u6e38\u7267\u90e8\u843d", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "\u6e38\u7267\u90e8\u843d\u6162\u541e\u541e\u5730\u51fa\u73b0\u5728\u89c6\u91ce\u4e2d\uff0c\u5e26\u7740\u8bb8\u591a\u7528\u7c97\u9ebb\u7ebf\u624e\u8d77\u6765\u7684\u4e34\u65f6\u53e3\u888b", "won't say from where he came, but it's clear that he's not staying.": "\u4ed6\u4eec\u6ca1\u6709\u63d0\u53ca\u6765\u5904\uff0c\u4f46\u663e\u7136\u4e0d\u4f1a\u9017\u7559\u5f88\u4e45", "a nomad arrives, looking to trade": "\u6e38\u7267\u90e8\u843d\u62b5\u8fbe\uff0c\u60f3\u8981\u8fdb\u884c\u8d38\u6613", "buy scales": "\u8d2d\u4e70\u9cde\u7247", "buy teeth": "\u8d2d\u4e70\u7259\u9f7f", "buy bait": "\u8d2d\u4e70\u8bf1\u9975", "traps are more effective with bait.": "\u4e0a\u9975\u9677\u9631\u66f4\u6709\u6548\u7387", "buy compass": "\u8d2d\u4e70\u7f57\u76d8", "the old compass is dented and dusty, but it looks to work.": "\u8fd9\u5757\u65e7\u7f57\u76d8\u7834\u635f\u8499\u5c18\uff0c\u4f46\u770b\u8d77\u6765\u8fd8\u80fd\u7528", "say goodbye": "\u9053\u522b", "Noises": "\u566a\u58f0", "through the walls, shuffling noises can be heard.": "\u5608\u6742\u58f0\u900f\u5899\u4f20\u6765", "can't tell what they're up to.": "\u96be\u4ee5\u5206\u8fa8\u6765\u6e90", "strange noises can be heard through the walls": "\u53e4\u602a\u7684\u58f0\u54cd\u900f\u8fc7\u5899\u58c1\u4f20\u6765", "investigate": "\u8c03\u67e5", "vague shapes move, just out of sight.": "\u6a21\u7cca\u7684\u8eab\u5f71\u63a0\u8fc7\uff0c\u6d88\u5931\u5728\u89c6\u91ce\u5916", "the sounds stop.": "\u58f0\u54cd\u505c\u6b62\u4e86", "go back inside": "\u56de\u5c4b", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "\u4e00\u6346\u7528\u7c97\u7cd9\u7684\u6bdb\u76ae\u624e\u8d77\u6765\u7684\u67f4\u706b\u659c\u501a\u5728\u95e8\u69db\u4e0a", "the night is silent.": "\u9ed1\u591c\u91cd\u5f52\u9759\u8c27", "scratching noises can be heard from the store room.": "\u4ed3\u5e93\u91cc\u4f20\u51fa\u6089\u6089\u7d22\u7d22\u7684\u58f0\u97f3", "something's in there.": "\u90a3\u91cc\u6709\u4ec0\u4e48\u4e1c\u897f", "something's in the store room": "\u4e0d\u901f\u4e4b\u5ba2\u95ef\u5165\u4e86\u4ed3\u5e93", "some wood is missing.": "\u6709\u4e9b\u6728\u5934\u4e0d\u89c1\u4e86", "the ground is littered with small scales": "\u5730\u4e0a\u6563\u843d\u7740\u5c0f\u9cde\u7247", "the ground is littered with small teeth": "\u5730\u4e0a\u6563\u843d\u7740\u5c0f\u7259\u9f7f", "the ground is littered with scraps of cloth": "\u5730\u4e0a\u6563\u843d\u7740\u5e03\u7247", "The Beggar": "\u4e5e\u4e10", "a beggar arrives.": "\u4e5e\u4e10\u5f98\u5f8a\u5728\u95e8\u524d", "asks for any spare furs to keep him warm at night.": "\u7948\u6c42\u80fd\u65bd\u820d\u7ed9\u4ed6\u4e00\u4e9b\u591a\u4f59\u7684\u6bdb\u76ae\uff0c\u597d\u8ba9\u4ed6\u4e0d\u5728\u591c\u91cc\u53d7\u51bb", "a beggar arrives": "\u4e5e\u4e10\u6765\u4e86", "give 50": "\u7ed950", "give 100": "\u7ed9100", "turn him away": "\u64b5\u8d70\u4ed6", "the beggar expresses his thanks.": "\u4e5e\u4e10\u611f\u6fc0\u6d95\u96f6", "leaves a pile of small scales behind.": "\u7559\u7ed9\u6211\u4eec\u4e00\u5806\u5c0f\u9cde\u7247", "leaves a pile of small teeth behind.": "\u7559\u7ed9\u6211\u4eec\u4e00\u5806\u5c0f\u7259\u9f7f", "leaves some scraps of cloth behind.": "\u7559\u7ed9\u6211\u4eec\u4e00\u4e9b\u5e03\u6599", "The Shady Builder": "\u53ef\u7591\u7684\u5efa\u9020\u8005", "a shady builder passes through": "\u53ef\u7591\u7684\u5efa\u9020\u8005\u7ecf\u8fc7", "says he can build you a hut for less wood": "\u4ed6\u8bf4\u4ed6\u80fd\u7528\u8f83\u5c11\u7684\u6728\u5934\u5efa\u9020\u5c0f\u5c4b", "300 wood": "300\u6728\u5934", "the shady builder has made off with your wood": "\u53ef\u7591\u7684\u5efa\u9020\u8005\u5077\u8d70\u4e86\u4f60\u7684\u6728\u5934", "the shady builder builds a hut": "\u53ef\u7591\u7684\u5efa\u9020\u8005\u5efa\u9020\u4e86\u5c0f\u5c4b", "The Mysterious Wanderer": "\u795e\u79d8\u6d41\u6d6a\u8005", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "\u4e00\u540d\u6d41\u6d6a\u8005\u63a8\u7740\u8d27\u8f66\u6765\u5230\u6751\u5b50\uff0c\u58f0\u79f0\u5982\u679c\u8ba9\u4ed6\u5e26\u7740\u6728\u5934\u79bb\u5f00\uff0c\u4ed6\u4f1a\u5e26\u56de\u66f4\u591a\u6728\u5934", "builder's not sure he's to be trusted.": "\u5efa\u9020\u8005\u4e0d\u786e\u5b9a\u80fd\u5426\u4fe1\u4efb\u4ed6", "a mysterious wanderer arrives": "\u795e\u79d8\u6d41\u6d6a\u8005\u6765\u4e86", "give 500": "\u7ed9500", "the wanderer leaves, cart loaded with wood": "\u6d41\u6d6a\u8005\u5e26\u7740\u6ee1\u8f7d\u6728\u5934\u7684\u8d27\u8f66\u79bb\u5f00\u4e86", "the mysterious wanderer returns, cart piled high with wood.": "\u795e\u79d8\u7684\u6d41\u6d6a\u8005\u56de\u6765\u4e86\uff0c\u8d27\u8f66\u4e0a\u6728\u5934\u5806\u5f97\u66f4\u9ad8\u4e86", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "\u4e00\u540d\u6d41\u6d6a\u8005\u63a8\u7740\u8d27\u8f66\u6765\u5230\u6751\u5b50\uff0c\u58f0\u79f0\u5982\u679c\u8ba9\u5979\u5e26\u7740\u6bdb\u76ae\u79bb\u5f00\uff0c\u5979\u4f1a\u5e26\u56de\u66f4\u591a\u6bdb\u76ae", "builder's not sure she's to be trusted.": "\u5efa\u9020\u8005\u4e0d\u786e\u5b9a\u80fd\u5426\u4fe1\u4efb\u5979", "turn her away": "\u64b5\u8d70\u5979", "the wanderer leaves, cart loaded with furs": "\u6d41\u6d6a\u8005\u5e26\u7740\u6ee1\u8f7d\u6bdb\u76ae\u7684\u8d27\u8f66\u79bb\u5f00\u4e86", "the mysterious wanderer returns, cart piled high with furs.": "\u795e\u79d8\u7684\u6d41\u6d6a\u8005\u56de\u6765\u4e86\uff0c\u8d27\u8f66\u4e0a\u6bdb\u76ae\u5806\u5f97\u66f4\u9ad8\u4e86", "The Scout": "\u4fa6\u5bdf\u5175", "the scout says she's been all over.": "\u4fa6\u5bdf\u5175\u8bf4\u5979\u66fe\u73af\u6e38\u4e16\u754c", "willing to talk about it, for a price.": "\u5979\u613f\u610f\u4e3a\u6211\u4eec\u5206\u4eab\u5979\u7684\u7ecf\u5386\uff0c\u53ea\u9700\u63d0\u4f9b\u4e00\u4e9b\u62a5\u916c", "a scout stops for the night": "\u4fa6\u5bdf\u5175\u591c\u5bbf\u4e8e\u6b64", "buy map": "\u8d2d\u4e70\u5730\u56fe", "the map uncovers a bit of the world": "\u5730\u56fe\u4e0a\u5df2\u63a2\u77e5\u7684\u5730\u65b9\u6269\u5927\u4e86\u4e00\u70b9", "learn scouting": "\u5b66\u4e60\u4fa6\u5bdf", "The Master": "\u5b97\u5e08", "an old wanderer arrives.": "\u4e00\u540d\u5e74\u8fc8\u7684\u6d41\u6d6a\u8005\u62b5\u8fbe\u4e86", "he smiles warmly and asks for lodgings for the night.": "\u4ed6\u9762\u5e26\u548c\u7166\u7684\u5fae\u7b11\uff0c\u8bf7\u6c42\u7559\u5bbf\u4e00\u665a", "an old wanderer arrives": "\u5e74\u8fc8\u7684\u6d41\u6d6a\u8005\u51fa\u73b0\u4e86", "agree": "\u540c\u610f\u8001\u8005\u7684\u8bf7\u6c42", "in exchange, the wanderer offers his wisdom.": "\u4f5c\u4e3a\u56de\u62a5\uff0c\u6d41\u6d6a\u8005\u4e3a\u6211\u4eec\u5206\u4eab\u4e86\u4ed6\u7684\u667a\u6167", "evasion": "\u907f\u5b9e\u5c31\u865a", "precision": "\u7cbe\u5bc6", "force": "\u91ce\u86ee\u4eba", "The Sick Man": "\u60a3\u75c5\u7537\u5b50", "a man hobbles up, coughing.": "\u7537\u5b50\u54b3\u55fd\u7740\uff0c\u4e00\u7638\u4e00\u62d0\u5730\u8d70\u4e86\u8fc7\u6765", "he begs for medicine.": "\u4ed6\u7948\u6c42\u5206\u7ed9\u4ed6\u4e00\u652f\u836f\u5242", "a sick man hobbles up": "\u60a3\u75c5\u7537\u5b50\u4e00\u7638\u4e00\u62d0\u5730\u8d70\u4e86\u8fc7\u6765", "give 1 medicine": "\u5206\u7ed9\u4ed6\u4e00\u652f\u836f\u5242", "the man swallows the medicine eagerly": "\u7537\u5b50\u8feb\u4e0d\u53ca\u5f85\u54bd\u4e0b\u4e86\u836f\u5242", "tell him to leave": "\u8bf7\u4ed6\u79bb\u5f00", "the man is thankful.": "\u7537\u5b50\u611f\u6fc0\u6d95\u96f6", "he leaves a reward.": "\u4ed6\u7559\u4e0b\u62a5\u916c\u8d70\u4e86", "some weird metal he picked up on his travels.": "\u90a3\u662f\u4ed6\u5728\u65c5\u9014\u4e2d\u6361\u5230\u7684\u4e00\u4e9b\u53e4\u602a\u7684\u91d1\u5c5e", "some weird glowing boxes he picked up on his travels.": "\u90a3\u662f\u4ed6\u5728\u65c5\u9014\u4e2d\u6361\u5230\u7684\u4e00\u4e9b\u53e4\u602a\u7684\u53d1\u5149\u76d2\u5b50", "all he has are some scales.": "\u5168\u662f\u4e9b\u9cde\u7247", "the man expresses his thanks and hobbles off.": "\u7537\u5b50\u8868\u8fbe\u4e86\u4ed6\u7684\u8c22\u610f\uff0c\u4e00\u7638\u4e00\u62d0\u5730\u79bb\u5f00\u4e86", "An Outpost": "\u524d\u54e8", "a safe place in the wilds.": "\u8352\u91ce\u4e2d\u5b89\u5168\u7684\u5730\u65b9", "A Murky Swamp": "\u8ff7\u96fe\u6cbc\u6cfd", "rotting reeds rise out of the swampy earth.": "\u8150\u70c2\u7684\u82a6\u8349\u5192\u51fa\u6cbc\u6cfd", "a lone frog sits in the muck, silently.": "\u4e00\u53ea\u5b64\u72ec\u7684\u86d9\u8e72\u5750\u5728\u6de4\u6ce5\u4e2d\uff0c\u4e00\u8a00\u4e0d\u53d1", "a swamp festers in the stagnant air.": "\u51dd\u6ede\u7684\u7a7a\u6c14\u4e2d\uff0c\u6cbc\u6cfd\u6b63\u5728\u6e83\u70c2", "enter": "\u8fdb\u5165", "deep in the swamp is a moss-covered cabin.": "\u6cbc\u6cfd\u6df1\u5904\u73b0\u51fa\u4e00\u680b\u8986\u6ee1\u82d4\u85d3\u7684\u5c0f\u5c4b", "an old wanderer sits inside, in a seeming trance.": "\u4e00\u540d\u5e74\u8fc8\u7684\u6d41\u6d6a\u8005\u5750\u5728\u91cc\u5934\uff0c\u770b\u8d77\u6765\u6b63\u5728\u53d1\u5446", "talk": "\u5bf9\u8bdd", "the wanderer takes the charm and nods slowly.": "\u6d41\u6d6a\u8005\u63a5\u8fc7\u7b26\u5492\uff0c\u7f13\u7f13\u70b9\u4e86\u70b9\u5934", "he speaks of once leading the great fleets to fresh worlds.": "\u4ed6\u8c08\u8d77\u66fe\u7387\u9886\u4e00\u652f\u4f1f\u5927\u7684\u8230\u961f\u524d\u5f80\u65b0\u4e16\u754c", "unfathomable destruction to fuel wanderer hungers.": "\u4ee5\u83ab\u6d4b\u7684\u6bc1\u706d\u4e4b\u529b\u586b\u8865\u6d41\u6d6a\u8005\u5fc3\u4e2d\u7684\u6b32\u58d1", "his time here, now, is his penance.": "\u800c\u5982\u4eca\uff0c\u4ed6\u5f85\u5728\u8fd9\u91cc\u7684\u65f6\u5149\u90fd\u5728\u4e3a\u6b64\u8d4e\u7f6a", "A Damp Cave": "\u6f6e\u6e7f\u6d1e\u7a74", "the mouth of the cave is wide and dark.": "\u6d1e\u53e3\u5bbd\u655e\u800c\u9ed1\u6697", "can't see what's inside.": "\u770b\u4e0d\u6e05\u91cc\u9762\u6709\u4ec0\u4e48", "the earth here is split, as if bearing an ancient wound": "\u5927\u5730\u88c2\u5f00\uff0c\u5b9b\u5982\u53e4\u8001\u7684\u4f24\u75d5", "go inside": "\u8fdb\u5165", "a startled beast defends its home": "\u53d7\u5230\u60ca\u5413\u7684\u91ce\u517d\u6b63\u8981\u634d\u536b\u5b83\u7684\u5de2\u7a74", "continue": "\u7ee7\u7eed\u6df1\u5165", "leave cave": "\u79bb\u5f00\u6d1e\u7a74", "the cave narrows a few feet in.": "\u6d1e\u7a74\u72ed\u7a84\uff0c\u51e0\u65e0\u7acb\u8db3\u4e4b\u5730", "the walls are moist and moss-covered": "\u5ca9\u58c1\u6f6e\u6e7f\uff0c\u8986\u76d6\u7740\u82d4\u85d3", "squeeze": "\u6324\u5165\u6df1\u5904", "the remains of an old camp sits just inside the cave.": "\u6d1e\u7a74\u5185\u51fa\u73b0\u4e00\u5904\u8001\u65e7\u8425\u5730\u7684\u9057\u8ff9", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "\u6c61\u635f\u7684\u7761\u888b\u5e73\u8eba\u7740\uff0c\u5e03\u6ee1\u4e86\u8584\u8584\u7684\u7070\u5c18", "the body of a wanderer lies in a small cavern.": "\u6d41\u6d6a\u8005\u7684\u5c38\u4f53\u8eba\u5728\u72ed\u5c0f\u7684\u6d1e\u7a74\u91cc", "rot's been to work on it, and some of the pieces are missing.": "\u5b83\u5df2\u7ecf\u5f00\u59cb\u8150\u70c2\uff0c\u4e14\u9057\u5931\u4e86\u4e00\u4e9b\u80a2\u4f53", "can't tell what left it here.": "\u96be\u8bf4\u8fd9\u91cc\u8fd8\u7559\u4e0b\u4e86\u4ec0\u4e48", "the torch sputters and dies in the damp air": "\u706b\u628a\u5288\u556a\u4f5c\u54cd\uff0c\u7184\u706d\u5728\u4e86\u6f6e\u6e7f\u7684\u7a7a\u6c14\u4e2d", "the darkness is absolute": "\u6f06\u9ed1\u4e00\u7247", "the torch goes out": "\u706b\u628a\u71c3\u5c3d\u4e86", "a cave lizard attacks": "\u4e00\u5934\u6d1e\u7a74\u8725\u8734\u88ad\u6765", "a large beast charges out of the dark": "\u4e00\u5934\u5de8\u517d\u51b2\u51fa\u9ed1\u6697", "a giant lizard shambles forward": "\u4e00\u5934\u6d1e\u7a74\u8725\u8734\u8dcc\u8dcc\u649e\u649e\u5730\u88ad\u6765", "the nest of a large animal lies at the back of the cave.": "\u5de8\u517d\u7684\u5de2\u7a74\u5c31\u4f4d\u4e8e\u6d1e\u7a74\u540e\u65b9", "a small supply cache is hidden at the back of the cave.": "\u4e00\u4e2a\u5c0f\u578b\u4f9b\u7ed9\u70b9\u85cf\u5728\u6d1e\u7a74\u540e\u65b9", "an old case is wedged behind a rock, covered in a thick layer of dust.": "\u5ca9\u77f3\u4e0b\u5d4c\u7740\u4e00\u4e2a\u65e7\u76d2\u5b50\uff0c\u4e0a\u9762\u8986\u6ee1\u4e00\u5c42\u8584\u7070", "A Deserted Town": "\u6c99\u6f20\u5c0f\u9547", "a small suburb lays ahead, empty houses scorched and peeling.": "\u524d\u9762\u662f\u4e00\u5c0f\u7247\u4f4f\u5b85\u533a\uff0c\u7a7a\u65e0\u4e00\u4eba\uff0c\u5f92\u7559\u70e7\u7126\u7684\u6b8b\u57a3\u65ad\u58c1", "broken streetlights stand, rusting. light hasn't graced this place in a long time.": "\u65e9\u5c31\u635f\u574f\u7684\u8857\u706f\u5c79\u7acb\u7740\uff0c\u9508\u8ff9\u6591\u6591\u3002\u5149\u660e\u5df2\u7ecf\u5f88\u4e45\u6ca1\u6709\u7737\u987e\u8fd9\u91cc", "the town lies abandoned, its citizens long dead": "\u8fd9\u5ea7\u5c0f\u9547\u65e9\u5c31\u88ab\u9057\u5f03\uff0c\u9547\u4e0a\u7684\u5c45\u6c11\u5df2\u7ecf\u6b7b\u53bb\u591a\u65f6", "explore": "\u63a2\u7d22", "where the windows of the schoolhouse aren't shattered, they're blackened with soot.": "\u6821\u820d\u7684\u7a97\u73bb\u7483\u5e76\u6ca1\u6709\u788e\u6389\uff0c\u5374\u88ab\u70df\u718f\u9ed1\u4e86", "the double doors creak endlessly in the wind.": "\u53cc\u5f00\u95e8\u5728\u98ce\u4e2d\u4e0d\u505c\u5730\u54af\u5431\u4f5c\u54cd", "leave town": "\u79bb\u5f00\u5c0f\u9547", "ambushed on the street.": "\u8857\u5934\u6709\u57cb\u4f0f", "a squat building up ahead.": "\u524d\u65b9\u6709\u4e00\u680b\u4f4e\u77ee\u7684\u5efa\u7b51\u3002", "a green cross barely visible behind grimy windows.": "\u7eff\u8349\u5728\u80ae\u810f\u7684\u7a97\u6237\u540e\u51e0\u4e4e\u770b\u4e0d\u89c1", "a small cache of supplies is tucked inside a rusting locker.": "\u4e00\u4efd\u8865\u7ed9\u54c1\u88ab\u585e\u8fdb\u4e00\u4e2a\u751f\u9508\u7684\u67dc\u5b50\u91cc", "a scavenger waits just inside the door.": "\u95e8\u7684\u540e\u9762\u6709\u4e00\u4f4d\u62fe\u8352\u8005", "a beast stands alone in an overgrown park.": "\u4e00\u53ea\u91ce\u517d\u7ad9\u5728\u4e00\u4e2a\u6742\u8349\u4e1b\u751f\u7684\u516c\u56ed\u4e2d\u592e", "an overturned caravan is spread across the pockmarked street.": "\u873f\u8712\u66f2\u6298\u7684\u8857\u9053\u4e0a\uff0c\u4e00\u652f\u5fd9\u788c\u7684\u5546\u961f\u6b63\u5728\u6574\u7406\u7ffb\u5012\u7684\u7bf7\u8f66", "it's been picked over by scavengers, but there's still some things worth taking.": "\u8fd9\u91cc\u5df2\u7ecf\u88ab\u62fe\u8352\u8005\u5149\u987e\u8fc7\u4e86\u3002\u4f46\u662f\u7ec6\u5fc3\u70b9\u8fd8\u662f\u80fd\u627e\u5230\u4e9b\u4ec0\u4e48", "a madman attacks, screeching.": "\u4e00\u4e2a\u7537\u4eba\u75af\u72c2\u5730\u5c16\u53eb\u7740\u53d1\u8d77\u4e86\u653b\u51fb", "a thug moves out of the shadows.": "\u4e00\u4e2a\u66b4\u5f92\u8d70\u51fa\u4e86\u9634\u5f71", "a beast charges out of a ransacked classroom.": "\u4e00\u5934\u5de8\u517d\u51b2\u51fa\u6559\u5ba4", "through the large gymnasium doors, footsteps can be heard.": "\u811a\u6b65\u58f0\u4ece\u5de8\u5927\u7684\u4f53\u80b2\u9986\u95e8\u540e\u4f20\u6765", "the torchlight casts a flickering glow down the hallway.": "\u706b\u70ac\u5728\u8d70\u5eca\u4e0a\u95ea\u70c1\u7740\u5149\u8292", "the footsteps stop.": "\u811a\u6b65\u58f0\u505c\u6b62\u4e86", "another beast, draw by the noise, leaps out of a copse of trees.": "\u53e6\u4e00\u53ea\u91ce\u517d\u88ab\u58f0\u97f3\u5438\u5f15\uff0c\u8df3\u51fa\u4e86\u6811\u4e1b", "something's causing a commotion a ways down the road.": "\u524d\u9762\u7684\u8def\u4e0a\u6709\u4ec0\u4e48\u5f15\u8d77\u4e86\u9a9a\u52a8", "a fight, maybe.": "\u4e5f\u8bb8\u662f\u5728\u6253\u67b6", "a small basket of food is hidden under a park bench, with a note attached.": "\u516c\u56ed\u957f\u6905\u4e0b\u63a9\u85cf\u7740\u4e00\u4e2a\u88c5\u7740\u98df\u7269\u7684\u5c0f\u7bee\u5b50\uff0c\u4e0a\u9762\u6709\u5f20\u5b57\u6761", "can't read the words.": "\u65e0\u6cd5\u8fa8\u8bc6\u5b57\u8ff9", "a panicked scavenger bursts through the door, screaming.": "\u60ca\u614c\u7684\u62fe\u8352\u8005\u5c16\u53eb\u7740\u51b2\u8fdb\u4e86\u95e8", "a man stands over a dead wanderer. notices he's not alone.": "\u4e00\u4e2a\u4eba\u7ad9\u5728\u4e00\u4e2a\u6d41\u6d6a\u8005\u7684\u5c38\u4f53\u65c1\u8fb9\u3002\u4ed6\u4e0d\u662f\u4e00\u4e2a\u4eba", "scavenger had a small camp in the school.": "\u5b66\u6821\u91cc\u6709\u4e2a\u62fe\u8352\u8005\u7684\u636e\u70b9", "collected scraps spread across the floor like they fell from heaven.": "\u6536\u96c6\u7740\u5730\u4e0a\u7684\u6b8b\u7fb9\u5269\u996d", "scavenger'd been looking for supplies in here, it seems.": "\u770b\u6765\u62fe\u8352\u8005\u4e00\u76f4\u5728\u8fd9\u6536\u96c6\u7740\u7269\u8d44", "a shame to let what he'd found go to waste.": "\u6d6a\u8d39\u6389\u4ed6\u627e\u5230\u7684\u4e1c\u897f\u592a\u53ef\u803b\u4e86", "beneath the wanderer's rags, clutched in one of its many hands, a glint of steel.": "\u62fe\u8352\u8005\u624b\u91cc\u7d27\u7d27\u5730\u6293\u7740\u4ec0\u4e48\u4e1c\u897f\u3002\u91d1\u5c5e\u7684\u53cd\u5149", "worth killing for, it seems.": "\u770b\u6765\u8fd9\u6b21\u6740\u622e\u662f\u503c\u5f97\u7684", "eye for an eye seems fair.": "\u4ee5\u773c\u8fd8\u773c\u770b\u8d77\u6765\u633a\u516c\u5e73\u7684", "always worked before, at least.": "\u81f3\u5c11\u76ee\u524d\u6765\u770b\u975e\u5e38\u6709\u6548", "picking the bones finds some useful trinkets.": "\u5728\u9aa8\u5934\u5806\u91cc\u627e\u5230\u4e00\u4e9b\u6709\u7528\u7684\u5c0f\u73a9\u827a\u513f", "some medicine abandoned in the drawers.": "\u4e00\u4e9b\u836f\u7269\u88ab\u9057\u5f03\u5728\u62bd\u5c49\u91cc", "the clinic has been ransacked.": "\u8bca\u6240\u5df2\u88ab\u6d17\u52ab\u8fc7\u4e86", "only dust and stains remain.": "\u53ea\u7559\u4e0b\u5c18\u571f\u548c\u6c61\u6e0d", "A Ruined City": "\u88ab\u6bc1\u7684\u57ce\u5e02", "a battered highway sign stands guard at the entrance to this once-great city.": "\u7834\u635f\u7684\u516c\u8def\u6807\u8bc6\u7ad6\u7acb\u5728\u8fd9\u4e2a\u66fe\u7ecf\u4f1f\u5927\u7684\u57ce\u5e02\u5165\u53e3", "the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast.": "\u8fd8\u672a\u57ae\u584c\u7684\u5854\u697c\u50cf\u67d0\u79cd\u8fdc\u53e4\u5de8\u517d\u7684\u808b\u9aa8\u4e00\u6837\u4f38\u51fa\u5730\u9762", "might be things worth having still inside.": "\u4e5f\u8bb8\u91cc\u9762\u8fd8\u6709\u4e9b\u6709\u4ef7\u503c\u7684\u4e1c\u897f", "the towers of a decaying city dominate the skyline": "\u6b8b\u7834\u57ce\u5e02\u91cc\u7684\u9ad8\u5854\u4e3b\u5bb0\u7740\u5730\u5e73\u7ebf", "the streets are empty.": "\u8857\u9053\u7a7a\u7a7a\u5982\u4e5f", "the air is filled with dust, driven relentlessly by the hard winds.": "\u6f2b\u5929\u7684\u7070\u5c18\u5728\u98ce\u4e2d\u98d8\u8361", "leave city": "\u79bb\u5f00\u57ce\u5e02", "orange traffic cones are set across the street, faded and cracked.": "\u8857\u9053\u5bf9\u9762\u653e\u7f6e\u7740\u6a59\u8272\u7684\u8def\u969c\uff0c\u5df2\u6b8b\u7834\u4e0d\u582a", "lights flash through the alleys between buildings.": "\u5df7\u5b50\u91cc\u95ea\u70c1\u7740\u706f\u5149", "a large shanty town sprawls across the streets.": "\u8857\u9053\u4e0a\u7684\u5e10\u7bf7\u4e00\u671b\u65e0\u9645", "faces, darkened by soot and blood, stare out from crooked huts.": "\u4e00\u5f20\u5f20\u88ab\u7164\u70df\u548c\u8840\u718f\u9ed1\u4e86\u7684\u8138\u671b\u51fa\u5c0f\u5c4b", "the shell of an abandoned hospital looms ahead.": "\u4e00\u5ea7\u88ab\u5e9f\u5f03\u7684\u533b\u9662\u6a2a\u5728\u524d\u65b9", "the old tower seems mostly intact.": "\u53e4\u8001\u7684\u5854\u697c\u770b\u8d77\u6765\u5927\u90e8\u5206\u5b8c\u597d\u65e0\u635f", "the shell of a burned out car blocks the entrance.": "\u88ab\u70e7\u6bc1\u7684\u6c7d\u8f66\u6321\u4f4f\u4e86\u5165\u53e3", "most of the windows at ground level are busted anyway.": "\u5f88\u591a\u843d\u5730\u7a97\u88ab\u6253\u788e\u4e86", "a huge lizard scrambles up out of the darkness of an old metro station.": "\u4e00\u53ea\u5de8\u8725\u4ece\u5e9f\u5f03\u5730\u94c1\u7ad9\u7684\u9ed1\u6697\u4e2d\u722c\u51fa", "descend": "\u8fdb\u5165\u5730\u94c1\u7ad9", "the shot echoes in the empty street.": "\u8857\u9053\u4e0a\u56de\u54cd\u7740\u67aa\u58f0", "the soldier steps out from between the buildings, rifle raised.": "\u58eb\u5175\u4e3e\u7740\u67aa\u4ece\u5efa\u7b51\u7269\u4e4b\u95f4\u8d70\u51fa", "a frail man stands defiantly, blocking the path.": "\u4e00\u4e2a\u865a\u5f31\u7684\u7537\u4eba\u62e6\u5728\u8def\u7684\u4e2d\u592e", "nothing but downcast eyes.": "\u4e00\u7247\u9893\u9761\u7684\u53cc\u773c", "the people here were broken a long time ago.": "\u8fd9\u91cc\u7684\u4eba\u4eec\u5f88\u4e45\u4ee5\u524d\u5c31\u5d29\u6e83\u4e86", "empty corridors.": "\u7a7a\u8d70\u5eca", "the place has been swept clean by scavengers.": "\u8fd9\u91cc\u88ab\u62fe\u8352\u8005\u4eec\u6e05\u626b\u7684\u5f88\u5e72\u51c0", "an old man bursts through a door, wielding a scalpel.": "\u4e00\u4e2a\u8001\u4eba\u6325\u821e\u7740\u624b\u672f\u5200\uff0c\u4ece\u4e00\u6247\u95e8\u91cc\u8df3\u51fa", "a thug is waiting on the other side of the wall.": "\u4e00\u4e2a\u66b4\u5f92\u5728\u5899\u58c1\u53e6\u4e00\u8fb9\u7b49\u7740", "a snarling beast jumps out from behind a car.": "\u4e00\u53ea\u5486\u54ee\u7684\u91ce\u517d\u4ece\u4e00\u8f86\u8f66\u540e\u8df3\u51fa\u3002", "street above the subway platform is blown away.": "\u5730\u94c1\u7ad9\u53f0\u4e0a\u7684\u8857\u9053\u88ab\u70b8\u5f00\u4e86", "lets some light down into the dusty haze.": "\u4e00\u7f15\u5149\u7ebf\u5c04\u5165\u5c18\u571f\u98de\u626c\u7684\u9634\u973e", "a sound comes from the tunnel, just ahead.": "\u96a7\u9053\u7684\u524d\u9762\u4f20\u6765\u4e00\u9635\u58f0\u54cd", "looks like a camp of sorts up ahead.": "\u770b\u8d77\u6765\u524d\u9762\u50cf\u662f\u4e00\u7247\u7b80\u964b\u7684\u8425\u5730", "rusted chainlink is pulled across an alleyway.": "\u9508\u8ff9\u6591\u6591\u7684\u94c1\u4e1d\u7f51\u6a2a\u8fc7\u5c0f\u5df7", "fires burn in the courtyard beyond.": "\u8fdc\u5904\u7684\u9662\u5b50\u91cc\u71c3\u70e7\u7740\u706b\u7130", "more voices can be heard ahead.": "\u524d\u65b9\u53ef\u4ee5\u542c\u89c1\u66f4\u591a\u7684\u58f0\u97f3", "they must be here for a reason.": "\u542c\u8d77\u6765\u4e0d\u662f\u4ec0\u4e48\u597d\u4e8b", "the sound of gunfire carries on the wind.": "\u5f00\u67aa\u7684\u58f0\u97f3\u56de\u8361\u5728\u7a7a\u4e2d", "the street ahead glows with firelight.": "\u524d\u9762\u7684\u8857\u9053\u95ea\u7740\u706b\u5149", "more squatters are crowding around now.": "\u90a3\u4e9b\u64c5\u81ea\u5360\u4f4f\u522b\u4eba\u623f\u5b50\u7684\u4eba\u7c07\u62e5\u5728\u4e00\u8d77", "someone throws a stone.": "\u6709\u4eba\u6254\u51fa\u4e00\u5757\u77f3\u5934", "an improvised shop is set up on the sidewalk.": "\u8857\u9053\u4e0a\u6709\u4e2a\u4e34\u65f6\u5546\u5e97", "the owner stands by, stoic.": "\u4e3b\u4eba\u7ad9\u5728\u65c1\u8fb9\uff0c\u65e0\u52a8\u4e8e\u8877", "strips of meat hang drying by the side of the street.": "\u8857\u9053\u65c1\u6302\u7740\u51e0\u6761\u6b63\u5728\u98ce\u5e72\u7684\u8089", "the people back away, avoiding eye contact.": "\u4eba\u4eec\u4e0d\u65ad\u9000\u540e\u7740\uff0c\u907f\u514d\u773c\u795e\u63a5\u89e6", "someone has locked and barricaded the door to this operating theatre.": "\u6709\u4eba\u628a\u624b\u672f\u5ba4\u7684\u95e8\u9501\u4e0a\u5e76\u5835\u4e0a\u4e86", "a tribe of elderly squatters is camped out in this ward.": "\u4e00\u5e2e\u4e0a\u4e86\u5e74\u7eaa\u7684\u6d41\u6d6a\u8005\u5728\u8fd9\u95f4\u75c5\u623f\u91cc\u5bbf\u8425", "a pack of lizards rounds the corner.": "\u4e00\u7fa4\u8725\u8734\u7ed5\u8fc7\u8f6c\u89d2", "strips of meat are hung up to dry in this ward.": "\u75c5\u623f\u91cc\u6302\u7740\u51e0\u6761\u6b63\u5728\u98ce\u5e72\u7684\u8089", "a large bird nests at the top of the stairs.": "\u4e00\u53ea\u5927\u9e1f\u6816\u606f\u5728\u697c\u68af\u7684\u9876\u90e8", "the debris is denser here.": "\u8fd9\u91cc\u7684\u6b8b\u9ab8\u66f4\u591a\u4e86", "maybe some useful stuff in the rubble.": "\u4e5f\u8bb8\u74e6\u783e\u4e2d\u6709\u4e9b\u6709\u7528\u7684\u4e1c\u897f", "a swarm of rats rushes up the tunnel.": "\u96a7\u9053\u91cc\u51b2\u51fa\u4e00\u7fa4\u8001\u9f20", "a large man attacks, waving a bayonet.": "\u4e00\u4e2a\u5f6a\u5f62\u5927\u6c49\u6325\u821e\u7740\u523a\u5200\u88ad\u6765", "a second soldier opens fire.": "\u53c8\u4e00\u4e2a\u58eb\u5175\u5f00\u706b\u4e86", "a masked soldier rounds the corner, gun drawn": "\u4e00\u4e2a\u8499\u9762\u58eb\u5175\u8dd1\u8fc7\u62d0\u89d2\uff0c\u62d4\u51fa\u4e86\u67aa", "the crowd surges forward.": "\u4eba\u7fa4\u6d8c\u4e0a\u524d\u6765", "a youth lashes out with a tree branch.": "\u4e00\u4e2a\u5c0f\u4f19\u5b50\u6325\u6253\u7740\u4e00\u6839\u6811\u679d", "a squatter stands firmly in the doorway of a small hut.": "\u4e00\u4e2a\u4eba\u575a\u5b9a\u5730\u7ad9\u5728\u4e00\u5ea7\u5c0f\u5c4b\u95e8\u524d", "behind the door, a deformed figure awakes and attacks.": "\u95e8\u540e\u4e00\u4e2a\u7578\u5f62\u7684\u8eab\u8eaf\u60ca\u9192\u4e86\uff0c\u53d1\u8d77\u4e86\u653b\u51fb", "as soon as the door is open a little bit, hundreds of tentacles erupt.": "\u95e8\u521a\u6253\u5f00\u4e00\u6761\u7f1d\uff0c\u5c31\u6709\u51e0\u767e\u6761\u89e6\u624b\u4f38\u4e86\u51fa\u6765", "bird must have liked shiney things.": "\u9e1f\u559c\u6b22\u95ea\u4eae\u7684\u4e1c\u897f", "some good stuff woven into its nest.": "\u5c06\u4e00\u4e9b\u597d\u4e1c\u897f\u7ec7\u8fdb\u4e86\u5b83\u7684\u5de2", "not much here.": "\u8fd9\u91cc\u6ca1\u591a\u5c11\u4e1c\u897f", "scavengers must have gotten to this place already.": "\u62fe\u8352\u8005\u5df2\u7ecf\u6765\u8fc7\u4e86", "the tunnel opens up at another platform.": "\u96a7\u9053\u51fa\u53e3\u5728\u53e6\u4e00\u8fb9\u7684\u7ad9\u53f0", "the walls are scorched from an old battle.": "\u8fd9\u4e9b\u5899\u58c1\u5728\u4e00\u573a\u53e4\u8001\u7684\u6218\u4e89\u4e2d\u88ab\u70e7\u7126\u4e86", "bodies and supplies from both sides litter the ground.": "\u4e24\u65b9\u7684\u5c38\u4f53\u548c\u7269\u8d44\u6563\u843d\u5728\u5730\u4e0a", "the small military outpost is well supplied.": "\u8fd9\u4e2a\u5c0f\u5c0f\u7684\u519b\u4e8b\u54e8\u6240\u4f9b\u5e94\u5145\u8db3", "arms and munitions, relics from the war, are neatly arranged on the store-room floor.": "\u6b66\u5668\u548c\u5f39\u836f\u6574\u9f50\u5730\u653e\u5728\u50a8\u85cf\u5ba4\u7684\u5730\u677f\u4e0a", "just as deadly now as they were then.": "\u5c31\u5982\u4ece\u524d\u4e00\u822c\u81f4\u547d", "searching the bodies yields a few supplies.": "\u641c\u7d22\u5c38\u4f53\u627e\u5230\u4e86\u4e00\u4e9b\u7269\u8d44", "more soldiers will be on their way.": "\u66f4\u591a\u7684\u58eb\u5175\u6b63\u5728\u8def\u4e0a", "time to move on.": "\u8be5\u8d70\u4e86", "the small settlement has clearly been burning a while.": "\u5c0f\u5b9a\u5c45\u70b9\u660e\u663e\u5df2\u7ecf\u71c3\u70e7\u4e86\u4e00\u6bb5\u65f6\u95f4\u4e86", "the bodies of the wanderers that lived here are still visible in the flames.": "\u5c45\u4f4f\u5728\u8fd9\u91cc\u7684\u6d41\u6d6a\u8005\u7684\u5c38\u4f53\u5728\u706b\u7130\u4e2d\u4ecd\u7136\u6e05\u6670\u53ef\u89c1", "still time to rescue a few supplies.": "\u4ecd\u7136\u6709\u65f6\u95f4\u62a2\u6551\u4e00\u4e9b\u7269\u8d44", "the remaining settlers flee from the violence, their belongings forgotten.": "\u5269\u4f59\u7684\u79fb\u6c11\u9003\u8dd1\u7684\u65f6\u5019\u4e22\u4e0b\u4e86\u5f88\u591a\u4e1c\u897f", "there's not much, but some useful things can still be found.": "\u4e0d\u662f\u5f88\u591a\uff0c\u4f46\u4ecd\u7136\u80fd\u627e\u5230\u4e00\u4e9b\u6709\u7528\u7684", "the young settler was carrying a canvas sack.": "\u5e74\u8f7b\u7684\u5b9a\u5c45\u8005\u643a\u5e26\u7740\u4e00\u4e2a\u5e06\u5e03\u888b", "it contains travelling gear, and a few trinkets.": "\u91cc\u9762\u6709\u4e00\u4e9b\u5c0f\u73a9\u827a\u513f", "there's nothing else here.": "\u8fd9\u91cc\u6ca1\u522b\u7684\u4e86", "inside the hut, a child cries.": "\u5c0f\u5c4b\u4e2d\uff0c\u6709\u4e2a\u5c0f\u5b69\u5728\u54ed", "a few belongings rest against the walls.": "\u5899\u8fb9\u6709\u4e9b\u4e1c\u897f", "the stench of rot and death fills the operating theatres.": "\u8150\u70c2\u6b7b\u5c38\u6563\u53d1\u7684\u6076\u81ed\u5f25\u6f2b\u4e86\u6574\u95f4\u624b\u672f\u5ba4", "a few items are scattered on the ground.": "\u5730\u4e0a\u6563\u843d\u7740\u5c11\u8bb8\u7269\u54c1", "there is nothing else here.": "\u8fd9\u91cc\u6ca1\u522b\u7684\u4e86", "a pristine medicine cabinet at the end of a hallway.": "\u5728\u8d70\u5eca\u7684\u5c3d\u5934\u6709\u4e2a\u836f\u67dc", "the rest of the hospital is empty.": "\u533b\u9662\u7684\u5176\u4ed6\u623f\u95f4\u662f\u7a7a\u7684", "someone had been stockpiling loot here.": "\u6709\u4eba\u4e00\u76f4\u5728\u8fd9\u91cc\u56e4\u79ef\u6218\u5229\u54c1", "the tentacular horror is defeated.": "\u89e6\u624b\u602a\u88ab\u6253\u8d25\u4e86", "inside, the remains of its victims are everywhere.": "\u623f\u95f4\u91cc\u9762\u5230\u5904\u90fd\u662f\u5176\u53d7\u5bb3\u8005\u7684\u9057\u9ab8", "the warped man lies dead.": "\u4e25\u91cd\u6bc1\u5bb9\u7684\u7537\u5b50\u5012\u4e0b\u4e86", "the operating theatre has a lot of curious equipment.": "\u624b\u672f\u5ba4\u91cc\u6709\u5f88\u591a\u7a00\u5947\u7684\u8bbe\u5907", "the old man had a small cache of interesting items.": "\u8001\u4eba\u6709\u4e00\u4e2a\u85cf\u7269\u5904\uff0c\u91cc\u9762\u6709\u5f88\u591a\u6709\u610f\u601d\u7684\u7269\u54c1", "An Old House": "\u65e7\u623f\u5b50", "an old house remains here, once white siding yellowed and peeling.": "\u4e00\u5ea7\u8001\u623f\u5b50\u4ecd\u5728\u8fd9\u91cc\uff0c\u66fe\u7ecf\u7684\u767d\u8272\u58c1\u677f\u53d1\u9ec4\u8131\u76ae", "the door hangs open.": "\u95e8\u655e\u5f00\u7740", "the remains of an old house stand as a monument to simpler times": "\u65e7\u623f\u5b50\u7684\u9057\u5740\u77d7\u7acb\u5728\u90a3\u91cc\uff0c\u50cf\u4e00\u5ea7\u7b80\u6734\u5e74\u4ee3\u7684\u7eaa\u5ff5\u7891", "the house is abandoned, but not yet picked over.": "\u623f\u5b50\u88ab\u9057\u5f03\uff0c\u4f46\u8fd8\u6ca1\u88ab\u6d17\u52ab\u8fc7", "still a few drops of water in the old well.": "\u53e4\u4e95\u4e2d\u8fd8\u6709\u4e00\u70b9\u6c34", "the house has been ransacked.": "\u623f\u5b50\u5df2\u88ab\u6d17\u52ab", "but there is a cache of medicine under the floorboards.": "\u6728\u5730\u677f\u4e0b\u9762\u85cf\u7740\u4e00\u4e9b\u8865\u7ed9\u54c1", "a man charges down the hall, a rusty blade in his hand": "\u4e00\u4e2a\u7537\u4eba\u51b2\u8fdb\u5927\u5385\uff0c\u624b\u91cc\u62ff\u7740\u4e00\u5757\u751f\u9508\u7684\u5200\u7247", "A Forgotten Battlefield": "\u88ab\u9057\u5fd8\u7684\u6218\u573a", "a battle was fought here, long ago.": "\u5f88\u4e45\u4e4b\u524d\u8fd9\u91cc\u53d1\u751f\u4e86\u6218\u6597", "battered technology from both sides lays dormant on the blasted landscape.": "\u53cc\u65b9\u7684\u88c5\u5907\u9759\u9759\u5730\u8eba\u5728\u88ab\u70b8\u6bc1\u7684\u5730\u9762\u4e0a", "A Huge Borehole": "\u5de8\u5751", "a huge hole is cut deep into the earth, evidence of the past harvest.": "\u5730\u7403\u4e0a\u88c2\u5f00\u7684\u4e00\u4e2a\u5927\u6d1e\uff0c\u8fdc\u53e4\u65f6\u4ee3\u7684\u9057\u8ff9", "they took what they came for, and left.": "\u4ed6\u4eec\u62ff\u5230\u4e86\u4ed6\u4eec\u6765\u6b64\u8981\u627e\u7684\u4e1c\u897f\uff0c\u7136\u540e\u79bb\u5f00\u4e86", "castoff from the mammoth drills can still be found by the edges of the precipice.": "\u7ee7\u7eed\u63a2\u7d22\u60ac\u5d16", "A Crashed Ship": "\u5760\u6bc1\u661f\u8230", "the familiar curves of a wanderer vessel rise up out of the dust and ash. ": "\u6d41\u6d6a\u8005\u98de\u8239\u7684\u719f\u6089\u66f2\u7ebf\u9732\u51fa\u4e86\u5c18\u571f\u4e0e\u7070\u70ec", "lucky that the natives can't work the mechanisms.": "\u5e78\u8fd0\u7684\u662f\u5f53\u5730\u4eba\u4e0d\u4f1a\u64cd\u4f5c\u91cc\u9762\u7684\u673a\u5668", "with a little effort, it might fly again.": "\u4fee\u6574\u4fee\u6574\u540e\u5b83\u5e94\u8be5\u8fd8\u80fd\u98de", "salvage": "\u62a2\u6551", "The Sulphur Mine": "\u786b\u78fa\u77ff", "the military is already set up at the mine's entrance.": "\u6b66\u88c5\u529b\u91cf\u5df2\u7ecf\u5728\u77ff\u4e95\u5165\u53e3\u9a7b\u624e\u4e86\u4e0b\u6765", "soldiers patrol the perimeter, rifles slung over their shoulders.": "\u58eb\u5175\u80a9\u4e0a\u625b\u7740\u6b65\u67aa\u5728\u5468\u56f4\u5de1\u903b", "a military perimeter is set up around the mine.": "\u77ff\u4e95\u5468\u56f4\u8bbe\u7acb\u4e86\u519b\u4e8b\u8fb9\u754c", "attack": "\u653b\u51fb", "a soldier, alerted, opens fire.": "\u4e00\u4e2a\u58eb\u5175\u62c9\u54cd\u4e86\u8b66\u62a5\uff0c\u7136\u540e\u5f00\u706b\u4e86", "run": "\u8dd1", "a second soldier joins the fight.": "\u5176\u4ed6\u58eb\u5175\u52a0\u5165\u4e86\u6218\u6597", "a grizzled soldier attacks, waving a bayonet.": "\u4e00\u4e2a\u5934\u53d1\u6591\u767d\u7684\u58eb\u5175\u6325\u821e\u7740\u523a\u5200\u53d1\u8d77\u4e86\u653b\u51fb", "the military presence has been cleared.": "\u6b66\u88c5\u529b\u91cf\u5df2\u7ecf\u88ab\u6e05\u7406\u5e72\u51c0\u4e86", "the mine is now safe for workers.": "\u77ff\u4e95\u73b0\u5728\u5b89\u5168\u4e86", "the sulphur mine is clear of dangers": "\u786b\u78fa\u77ff\u73b0\u5728\u6ca1\u6709\u5371\u9669\u4e86", "The Coal Mine": "\u7164\u77ff", "camp fires burn by the entrance to the mine.": "\u77ff\u4e95\u5165\u53e3\u5904\u71c3\u70e7\u7740\u8425\u706b", "men mill about, weapons at the ready.": "\u6b66\u5668\u5df2\u51c6\u5907\u5c31\u7eea", "this old mine is not abandoned": "\u8fd9\u4e2a\u65e7\u77ff\u6ca1\u6709\u88ab\u5e9f\u5f03", "a man joins the fight": "\u4e00\u4e2a\u7537\u4eba\u52a0\u5165\u4e86\u6218\u6597", "only the chief remains.": "\u53ea\u5269\u4e0b\u9996\u9886\u4e86", "the camp is still, save for the crackling of the fires.": "\u8425\u5730\u5e73\u9759\u4e0b\u6765\uff0c\u9664\u4e86\u5288\u556a\u4f5c\u54cd\u7684\u706b\u82d7", "the coal mine is clear of dangers": "\u7164\u77ff\u73b0\u5728\u6ca1\u6709\u5371\u9669\u4e86", "The Iron Mine": "\u94c1\u77ff", "an old iron mine sits here, tools abandoned and left to rust.": "\u4e00\u5ea7\u8001\u65e7\u7684\u94c1\u77ff\uff0c\u56db\u5468\u90fd\u662f\u5e9f\u5f03\u7684\u5de5\u5177\uff0c\u542c\u4efb\u751f\u9508", "bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.": "\u5165\u53e3\u5904\u6563\u843d\u7740\u5f88\u591a\u9aa8\u5934\uff0c\u4e0a\u9762\u6709\u5f88\u591a\u6df1\u6df1\u7684\u952f\u9f7f\u72b6\u51f9\u69fd", "feral howls echo out of the darkness.": "\u91ce\u517d\u7684\u5486\u54ee\u56de\u8361\u5728\u9ed1\u6697\u4e2d", "the path leads to an abandoned mine": "\u901a\u5411\u4e00\u4e2a\u5e9f\u5f03\u7684\u77ff\u4e95", "a large creature lunges, muscles rippling in the torchlight": "\u4e00\u53ea\u5de8\u5927\u7684\u751f\u7269\u543c\u53eb\u4e86\u4e00\u58f0\uff0c\u808c\u8089\u5728\u706b\u5149\u4e2d\u8d77\u4f0f\u7740", "the beast is dead.": "\u91ce\u517d\u5012\u4e0b\u4e86", "the iron mine is clear of dangers": "\u94c1\u77ff\u73b0\u5728\u6ca1\u6709\u5371\u9669\u4e86", "A Destroyed Village": "\u88ab\u6467\u6bc1\u7684\u6751\u843d", "a destroyed village lies in the dust.": "\u6751\u843d\u7684\u5e9f\u589f\u63a9\u76d6\u7740\u4e00\u5c42\u5c18\u571f", "charred bodies litter the ground.": "\u904d\u5730\u7126\u5c38", "the metallic tang of wanderer afterburner hangs in the air.": "\u6d41\u6d6a\u8005\u5f15\u64ce\u6563\u53d1\u51fa\u7684\u91d1\u5c5e\u6c14\u5473\u5145\u65a5\u5728\u7a7a\u6c14\u4e2d", "a shack stands at the center of the village.": "\u4e00\u680b\u5c0f\u68da\u5b50\u77d7\u7acb\u5728\u6751\u5b50\u4e2d\u592e", "there are still supplies inside.": "\u91cc\u5934\u4f3c\u4e4e\u8fd8\u6709\u4e9b\u7269\u8d44", "all the work of a previous generation is here.": "\u8fd9\u91cc\u7559\u5b58\u7740\u524d\u4ee3\u4eba\u7684\u6240\u6709\u52b3\u52a8\u679c\u5b9e", "ripe for the picking.": "\u662f\u65f6\u5019\u91c7\u6458\u5b83\u4eec\u4e86"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/zh_cn/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: adarkroom\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2018-06-09 23:46+0900\n" "PO-Revision-Date: 2019-01-20 12:00+0800\n" "Last-Translator: dblark <2723569669@qq.com>\n" "Language-Team: \n" "Language: zh_CN\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Poedit 2.2.1\n" "X-Poedit-KeywordsList: _\n" "X-Poedit-Basepath: .\n" "X-POOTLE-MTIME: 1421483365.000000\n" "X-Poedit-SearchPath-0: ./../../script\n" #: script/dropbox.js:62 msgid "Dropbox connection" msgstr "dropbox连接" #: script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "连接到dropbox云存储" #: script/dropbox.js:68 msgid "connect" msgstr "连接" #: script/dropbox.js:75 script/dropbox.js:107 script/dropbox.js:133 #: script/dropbox.js:163 script/engine.js:285 script/engine.js:331 msgid "cancel" msgstr "取消" #: script/dropbox.js:86 script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "dropbox导出/导入" #: script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "导出或导入存档文件到dropbox" #: script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "您已用此账户/电子邮件连接到dropbox: " #: script/dropbox.js:93 msgid "save" msgstr "保存" #: script/dropbox.js:97 msgid "load" msgstr "加载" #: script/dropbox.js:102 msgid "signout" msgstr "登出" #: script/dropbox.js:113 msgid "choose one slot to save to" msgstr "选择保存位置" #: script/dropbox.js:119 msgid "save to slot" msgstr "保存到位置" #: script/dropbox.js:141 msgid "choose one slot to load from" msgstr "选择加载位置" #: script/dropbox.js:148 msgid "load from slot" msgstr "加载" #: script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "成功保存到dropbox" #: script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "保存到dropbox出错" #: script/dropbox.js:183 msgid "ok" msgstr "确认" #: script/engine.js:15 msgid "boxer" msgstr "拳击手" #: script/engine.js:16 msgid "punches do more damage" msgstr "徒手伤害翻倍" #: script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "学会了有意识地出拳" #: script/engine.js:21 msgid "martial artist" msgstr "武斗家" #: script/engine.js:22 msgid "punches do even more damage." msgstr "徒手造成更多的伤害" #: script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "学会了高效率的徒手搏击" #: script/engine.js:27 msgid "unarmed master" msgstr "徒手宗师" #: script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "出拳速度翻倍,力道也更大" #: script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "学会了如何更快速地出拳" #: script/engine.js:32 msgid "barbarian" msgstr "野蛮人" #: script/engine.js:33 msgid "melee weapons deal more damage" msgstr "近战武器造成更高伤害" #: script/engine.js:34 msgid "learned to swing weapons with force" msgstr "学会了如何发挥劲力,挥舞武器" #: script/engine.js:37 msgid "slow metabolism" msgstr "减缓代谢" #: script/engine.js:38 msgid "go twice as far without eating" msgstr "不吃东西能坚持走的距离翻倍" #: script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "学会如何忍饥挨饿" #: script/engine.js:42 msgid "desert rat" msgstr "荒漠跳鼠" #: script/engine.js:43 msgid "go twice as far without drinking" msgstr "不喝水能坚持走的距离翻倍" #: script/engine.js:44 msgid "learned to love the dry air" msgstr "无畏干燥" #: script/engine.js:47 msgid "evasive" msgstr "避实就虚" #: script/engine.js:48 msgid "dodge attacks more effectively" msgstr "更有效的闪避攻击" #: script/engine.js:49 msgid "learned to be where they're not" msgstr "学会了闪避攻击" #: script/engine.js:52 msgid "precise" msgstr "精密" #: script/engine.js:53 msgid "land blows more often" msgstr "命中率提高" #: script/engine.js:54 msgid "learned to predict their movement" msgstr "学会预判他人的动作" #: script/engine.js:57 msgid "scout" msgstr "侦查术" #: script/engine.js:58 msgid "see farther" msgstr "看得更远" #: script/engine.js:59 msgid "learned to look ahead" msgstr "强化视野" #: script/engine.js:62 msgid "stealthy" msgstr "潜行" #: script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "更好地回避荒野中的冲突" #: script/engine.js:64 msgid "learned how not to be seen" msgstr "学会了隐匿身形" #: script/engine.js:67 msgid "gastronome" msgstr "美食家" #: script/engine.js:68 msgid "restore more health when eating" msgstr "进食恢复更多生命" #: script/engine.js:69 msgid "learned to make the most of food" msgstr "学会充分消化食物" #: script/engine.js:138 msgid "get the app." msgstr "应用商店" #: script/engine.js:144 script/engine.js:516 msgid "lights off." msgstr "夜间模式" #: script/engine.js:150 script/engine.js:552 msgid "hyper." msgstr "加速" #: script/engine.js:156 script/space.js:442 msgid "restart." msgstr "重启" #: script/engine.js:162 msgid "share." msgstr "分享" #: script/engine.js:168 msgid "save." msgstr "保存" #: script/engine.js:177 msgid "dropbox." msgstr "dropbox" #: script/engine.js:184 msgid "github." msgstr "github" #: script/engine.js:268 msgid "Export / Import" msgstr "导出/导入" #: script/engine.js:272 msgid "export or import save data, for backing up" msgstr "导出或导入存档文件,用于备份" #: script/engine.js:273 msgid "or migrating computers" msgstr "或迁移至别的电脑" #: script/engine.js:277 msgid "export" msgstr "导出" #: script/engine.js:281 script/engine.js:326 msgid "import" msgstr "导入" #: script/engine.js:291 msgid "save this." msgstr "保存此代码" #: script/engine.js:297 msgid "got it" msgstr "已完成" #: script/engine.js:305 msgid "are you sure?" msgstr "您确定吗?" #: script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "如果存档代码无效,所有数据均会丢失。" #: script/engine.js:307 msgid "this is irreversible." msgstr "此操作不可撤销。" #: script/engine.js:311 script/engine.js:380 script/engine.js:530 msgid "yes" msgstr "是" #: script/engine.js:316 script/engine.js:385 script/engine.js:535 msgid "no" msgstr "否" #: script/engine.js:322 msgid "put the save code here." msgstr "此处可填入存档代码" #: script/engine.js:374 msgid "Restart?" msgstr "重开?" #: script/engine.js:377 msgid "restart the game?" msgstr "重开游戏?" #: script/engine.js:408 msgid "Get the App" msgstr "应用商店" #: script/engine.js:411 msgid "bring the room with you." msgstr "您确定吗?" #: script/engine.js:414 msgid "ios" msgstr "iOS" #: script/engine.js:421 msgid "android" msgstr "android" #: script/engine.js:428 script/engine.js:473 msgid "close" msgstr "关闭" #: script/engine.js:439 msgid "Share" msgstr "分享" #: script/engine.js:442 msgid "bring your friends." msgstr "分享给你的好友。" #: script/engine.js:445 msgid "facebook" msgstr "facebook" #: script/engine.js:452 msgid "google+" msgstr "google+" #: script/engine.js:459 msgid "twitter" msgstr "twitter" #: script/engine.js:466 msgid "reddit" msgstr "reddit" #: script/engine.js:507 script/engine.js:511 msgid "lights on." msgstr "开灯" #: script/engine.js:524 msgid "Go Hyper?" msgstr "要加速么?" #: script/engine.js:527 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "开启加速模式将会使游戏速度变为原有的2倍。你确定要加速吗?" #: script/engine.js:550 msgid "classic." msgstr "原速" #: script/engine.js:649 msgid "{0} per {1}s" msgstr "{0} /{1}秒" #: script/events.js:200 msgid "pause." msgstr "确认" #: script/events.js:231 msgid "eat meat" msgstr "吃肉" #: script/events.js:251 msgid "use meds" msgstr "服药" #: script/events.js:435 msgid "miss" msgstr "失手" #: script/events.js:449 msgid "stunned" msgstr "惊吓" #: script/events.js:566 script/events/global.js:42 script/events/global.js:59 #: script/events/room.js:142 script/events/room.js:162 #: script/events/room.js:182 script/events/setpieces.js:25 #: script/events/setpieces.js:48 script/events/setpieces.js:65 #: script/events/setpieces.js:83 script/events/setpieces.js:106 #: script/events/setpieces.js:536 script/events/setpieces.js:1254 #: script/events/setpieces.js:2948 script/events/setpieces.js:2982 #: script/events/setpieces.js:3005 script/events/setpieces.js:3042 #: script/events/setpieces.js:3095 script/events/setpieces.js:3124 #: script/events/setpieces.js:3170 script/events/setpieces.js:3297 #: script/events/setpieces.js:3319 script/events/setpieces.js:3439 #: script/events/setpieces.js:3463 script/events/setpieces.js:3496 #: script/events/setpieces.js:3515 script/events/setpieces.js:3539 #: script/events/setpieces.js:3567 msgid "leave" msgstr "离开" #: script/events.js:605 msgid "drop:" msgstr "丢弃:" #: script/events.js:630 script/events/room.js:582 msgid "nothing" msgstr "一无所获" #: script/events.js:661 script/events/setpieces.js:3551 msgid "take" msgstr "带走" #: script/events.js:671 msgid "take:" msgstr "获得:" #: script/events.js:695 msgid "nothing to take" msgstr "一无所获" #: script/events.js:725 msgid "all" msgstr "所有" #: script/events.js:743 msgid "take everything" msgstr "拿走一切" #: script/events.js:743 msgid "take all you can" msgstr "拿走可带走的一切" #: script/events.js:749 script/outside.js:627 msgid " and " msgstr "以及" #: script/events.js:994 msgid "*** EVENT ***" msgstr "*** 消息 ***" #: script/localization.js:4 msgid "saved." msgstr "已保存" #: script/localization.js:5 msgid "wood" msgstr "木头" #: script/localization.js:6 msgid "builder" msgstr "建造者" #: script/localization.js:7 msgid "teeth" msgstr "牙齿" #: script/localization.js:8 msgid "meat" msgstr "肉" #: script/localization.js:9 msgid "fur" msgstr "毛皮" #: script/localization.js:10 msgid "alien alloy" msgstr "外星合金" #: script/localization.js:11 msgid "bullets" msgstr "子弹" #: script/localization.js:12 msgid "charm" msgstr "符咒" #: script/localization.js:13 script/path.js:138 msgid "leather" msgstr "皮革" #: script/localization.js:14 script/path.js:136 msgid "iron" msgstr "铁" #: script/localization.js:15 script/path.js:134 msgid "steel" msgstr "钢" #: script/localization.js:16 msgid "coal" msgstr "煤" #: script/localization.js:17 msgid "sulphur" msgstr "硫磺" #: script/localization.js:18 msgid "energy cell" msgstr "能量元件" #: script/localization.js:19 script/room.js:161 msgid "torch" msgstr "火把" #: script/localization.js:20 msgid "medicine" msgstr "药剂" #: script/localization.js:21 script/outside.js:22 msgid "hunter" msgstr "猎人" #: script/localization.js:22 script/outside.js:30 msgid "trapper" msgstr "陷阱师" #: script/localization.js:23 script/outside.js:38 msgid "tanner" msgstr "皮革师" #: script/localization.js:24 msgid "grenade" msgstr "手雷" #: script/localization.js:25 msgid "bolas" msgstr "套索" #: script/localization.js:26 msgid "bayonet" msgstr "刺刀" #: script/localization.js:27 script/outside.js:46 msgid "charcutier" msgstr "熏肉师" #: script/localization.js:28 script/outside.js:55 msgid "iron miner" msgstr "铁矿工人" #: script/localization.js:29 msgid "iron mine" msgstr "铁矿" #: script/localization.js:30 script/outside.js:63 msgid "coal miner" msgstr "煤矿工人" #: script/localization.js:31 msgid "coal mine" msgstr "煤矿" #: script/localization.js:32 script/outside.js:71 msgid "sulphur miner" msgstr "硫磺矿工" #: script/localization.js:33 msgid "sulphur mine" msgstr "硫磺矿" #: script/localization.js:34 script/outside.js:88 msgid "armourer" msgstr "军械工人" #: script/localization.js:35 script/outside.js:79 msgid "steelworker" msgstr "炼钢工人" #: script/localization.js:36 msgid "bait" msgstr "诱饵" #: script/localization.js:37 script/localization.js:44 msgid "cured meat" msgstr "熏肉" #: script/localization.js:38 script/localization.js:43 msgid "scales" msgstr "鳞片" #: script/localization.js:39 msgid "compass" msgstr "罗盘" #: script/localization.js:40 msgid "laser rifle" msgstr "激光步枪" #: script/localization.js:41 script/outside.js:15 msgid "gatherer" msgstr "伐木者" #: script/localization.js:42 msgid "cloth" msgstr "布料" #: script/localization.js:45 msgid "thieves" msgstr "小偷" #: script/localization.js:46 msgid "not enough fur" msgstr "皮毛不够了" #: script/localization.js:47 msgid "not enough wood" msgstr "木头不够了" #: script/localization.js:48 msgid "not enough coal" msgstr "煤炭不够了" #: script/localization.js:49 msgid "not enough iron" msgstr "铁不够了" #: script/localization.js:50 msgid "not enough steel" msgstr "钢不够了" #: script/localization.js:51 msgid "not enough sulphur" msgstr "硫磺不够了" #: script/localization.js:52 msgid "baited trap" msgstr "上饵陷阱" #: script/localization.js:53 msgid "not enough scales" msgstr "鳞片不够了" #: script/localization.js:54 msgid "not enough cloth" msgstr "布料不够了" #: script/localization.js:55 msgid "not enough teeth" msgstr "牙齿不够了" #: script/localization.js:56 msgid "not enough leather" msgstr "皮革不够了" #: script/localization.js:57 msgid "not enough meat" msgstr "肉不够了" #: script/localization.js:58 msgid "the compass points east" msgstr "罗盘指向东方" #: script/localization.js:59 msgid "the compass points west" msgstr "罗盘指向西方" #: script/localization.js:60 msgid "the compass points north" msgstr "罗盘指向北方" #: script/localization.js:61 msgid "the compass points south" msgstr "罗盘指向南方" #: script/localization.js:62 msgid "the compass points northeast" msgstr "罗盘指向东北" #: script/localization.js:63 msgid "the compass points northwest" msgstr "罗盘指向西北" #: script/localization.js:64 msgid "the compass points southeast" msgstr "罗盘指向东南" #: script/localization.js:65 msgid "the compass points southwest" msgstr "罗盘指向西南" #: script/outside.js:5 msgid "Outside" msgstr "野外" #: script/outside.js:102 msgid "scraps of fur" msgstr "皮毛碎片" #: script/outside.js:107 msgid "bits of meat" msgstr "小片肉" #: script/outside.js:112 msgid "strange scales" msgstr "古怪鳞片" #: script/outside.js:117 msgid "scattered teeth" msgstr "残缺牙齿" #: script/outside.js:122 msgid "tattered cloth" msgstr "破烂布料" #: script/outside.js:127 msgid "a crudely made charm" msgstr "做工粗糙的符咒" #: script/outside.js:143 script/outside.js:562 msgid "A Silent Forest" msgstr "静谧森林" #: script/outside.js:169 msgid "gather wood" msgstr "伐木" #: script/outside.js:188 msgid "a stranger arrives in the night" msgstr "陌生人在夜里抵达" #: script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "一户饱经风雨的人家住进一栋小屋" #: script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "一群瘦骨嶙峋,风尘仆仆的人抵达了" #: script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "车队历经磨难来到了小镇,怀着和担忧同等的希望" #: script/outside.js:196 msgid "the town's booming. word does get around." msgstr "镇子繁荣热闹,消息不胫而走" #: script/outside.js:452 msgid "pop " msgstr "人口 " #: script/outside.js:457 msgid "forest" msgstr "树林" #: script/outside.js:460 msgid "village" msgstr "村落" #: script/outside.js:543 msgid "check traps" msgstr "查看陷阱" #: script/outside.js:564 msgid "A Lonely Hut" msgstr "孤独小屋" #: script/outside.js:566 msgid "A Tiny Village" msgstr "小型村落" #: script/outside.js:568 msgid "A Modest Village" msgstr "中型村落" #: script/outside.js:570 msgid "A Large Village" msgstr "大型村落" #: script/outside.js:572 msgid "A Raucous Village" msgstr "喧嚣小镇" #: script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "天色阴沉,风无情地刮着" #: script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "林地上散落着枯枝败叶" #: script/outside.js:621 msgid "the traps contain " msgstr "陷阱捕获到" #: script/path.js:29 script/path.js:312 msgid "A Dusty Path" msgstr "漫漫尘途" #: script/path.js:37 msgid "supplies:" msgstr "供应:" #: script/path.js:43 msgid "embark" msgstr "出发" #: script/path.js:60 script/room.js:1159 msgid "the compass points " msgstr "罗盘指向:" #: script/path.js:102 msgid "perks:" msgstr "能力:" #: script/path.js:132 msgid "none" msgstr "空" #: script/path.js:142 msgid "armour" msgstr "护甲" #: script/path.js:153 msgid "water" msgstr "水" #: script/path.js:164 script/path.js:172 msgid "restores" msgstr "恢复" #: script/path.js:164 script/path.js:172 msgid "hp" msgstr "生命" #: script/path.js:165 msgid "use with rifle" msgstr "步枪" #: script/path.js:169 msgid "use with laser rifle" msgstr "激光步枪" #: script/path.js:236 script/world.js:293 msgid "free {0}/{1}" msgstr "背包剩余空间: {0}/{1}" #: script/path.js:263 msgid "damage" msgstr "伤害" #: script/path.js:269 msgid "weight" msgstr "负重" #: script/path.js:271 msgid "available" msgstr "可用" #: script/room.js:16 msgid "trap" msgstr "陷阱" #: script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "建造者说她能够制作陷阱来捕捉那些仍在野外活动的野兽" #: script/room.js:20 msgid "more traps to catch more creatures" msgstr "陷阱越多,抓到的猎物就越多" #: script/room.js:21 msgid "more traps won't help now" msgstr "再增加陷阱已毫无裨益" #: script/room.js:31 msgid "cart" msgstr "货车" #: script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "建造者说她能够制造出货车,用来运载木头" #: script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "摇摇晃晃的货车满载从森林运出的木头" #: script/room.js:44 msgid "hut" msgstr "小屋" #: script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "建造者说这里有许多流浪者,他们也会来工作" #: script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "建造者在林中建起一栋小屋,她说消息很快就会流传出去" #: script/room.js:49 msgid "no more room for huts." msgstr "再没有可以建小屋的空地了" #: script/room.js:59 msgid "lodge" msgstr "狩猎小屋" #: script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "假如工具齐备,村民也能帮忙狩猎" #: script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "狩猎小屋已经矗立在林中,距离村子不远" #: script/room.js:74 msgid "trading post" msgstr "贸易站" #: script/room.js:77 msgid "a trading post would make commerce easier" msgstr "贸易站让贸易变得更加便捷" #: script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "现在游牧部落有地方安营扎寨设立商铺了,他们也许会多逗留一段时间" #: script/room.js:88 msgid "tannery" msgstr "制革屋" #: script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "建造者说皮革会很有用,而且村民也会做" #: script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "制革屋很快在村子一角建立了起来" #: script/room.js:102 msgid "smokehouse" msgstr "熏肉房" #: script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "应该把肉熏一下,否则会腐坏掉。建造者说她能搞定这个。" #: script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "建造者造好了熏肉房。她看起来饥肠辘辘。" #: script/room.js:116 msgid "workshop" msgstr "工坊" #: script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "建造者说如果她有工具的话能做出一些更精良的东西" #: script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "工坊终于建好了,建造者激动不已" #: script/room.js:131 msgid "steelworks" msgstr "炼钢坊" #: script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "建造者说给村民工具的话他们就能帮忙炼钢" #: script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "炼钢坊开工后,一缕黑烟飘向村庄上空" #: script/room.js:146 msgid "armoury" msgstr "军械坊" #: script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "建造者说拥有稳定的弹药来源很有必要" #: script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "军械坊建好了,欢迎使用这些过时的武器" #: script/room.js:164 msgid "a torch to keep the dark away" msgstr "驱散黑暗的火把" #: script/room.js:173 msgid "waterskin" msgstr "水壶" #: script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "起码能装那么点儿水" #: script/room.js:185 msgid "cask" msgstr "水桶" #: script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "为更长的探索之旅提供充足的水源" #: script/room.js:198 msgid "water tank" msgstr "水罐" #: script/room.js:202 msgid "never go thirsty again" msgstr "再也不担心口渴" #: script/room.js:211 msgid "bone spear" msgstr "骨枪" #: script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "这柄标枪不怎么精致,但用来戳刺手感不错" #: script/room.js:223 script/world.js:288 msgid "rucksack" msgstr "双肩包" #: script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "荒野旅行时携带更多物资" #: script/room.js:235 msgid "wagon" msgstr "篷车" #: script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "篷车能够携带许多物资" #: script/room.js:248 msgid "convoy" msgstr "车队" #: script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "车队几乎能把所有东西都装下" #: script/room.js:262 msgid "l armour" msgstr "皮甲" #: script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "皮革不算结实。总比披块破布强" #: script/room.js:274 msgid "i armour" msgstr "铁甲" #: script/room.js:277 msgid "iron's stronger than leather" msgstr "铁比皮要结实" #: script/room.js:286 msgid "s armour" msgstr "钢甲" #: script/room.js:289 msgid "steel's stronger than iron" msgstr "钢的总比铁的强" #: script/room.js:298 msgid "iron sword" msgstr "铁剑" #: script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "剑很锋利。能在野外提供不错的防护" #: script/room.js:311 msgid "steel sword" msgstr "钢剑" #: script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "好钢出利刃" #: script/room.js:324 msgid "rifle" msgstr "步枪" #: script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "黑火药和子弹,就像过去那样" #: script/room.js:458 msgid "Room" msgstr "房间" #: script/room.js:485 script/room.js:604 msgid "A Dark Room" msgstr "小黑屋" #: script/room.js:498 msgid "light fire" msgstr "生火" #: script/room.js:508 msgid "stoke fire" msgstr "添柴" #: script/room.js:545 script/room.js:555 script/room.js:703 script/room.js:707 msgid "the room is {0}" msgstr "房间{0}" #: script/room.js:546 script/room.js:554 script/room.js:672 msgid "the fire is {0}" msgstr "火堆{0}" #: script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "那名陌生人站在火堆旁。她说她可以帮忙。她说她会建东西" #: script/room.js:580 msgid "freezing" msgstr "寒冷刺骨" #: script/room.js:581 msgid "cold" msgstr "很冷" #: script/room.js:582 msgid "mild" msgstr "很宜人" #: script/room.js:583 msgid "warm" msgstr "暖和" #: script/room.js:584 msgid "hot" msgstr "很热" #: script/room.js:596 msgid "dead" msgstr "熄灭了" #: script/room.js:597 msgid "smoldering" msgstr "开始冒烟" #: script/room.js:598 msgid "flickering" msgstr "冒出火苗" #: script/room.js:599 msgid "burning" msgstr "燃烧着" #: script/room.js:600 msgid "roaring" msgstr "熊熊燃烧" #: script/room.js:604 msgid "A Firelit Room" msgstr "生火间" #: script/room.js:642 msgid "not enough wood to get the fire going" msgstr "木头不够生火了" #: script/room.js:655 msgid "the wood has run out" msgstr "木头用光了" #: script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "火光映出窗外,投入黑暗之中" #: script/room.js:688 msgid "builder stokes the fire" msgstr "建造者添了柴火" #: script/room.js:718 msgid "the wind howls outside" msgstr "屋外寒风呼啸" #: script/room.js:719 msgid "the wood is running out" msgstr "木头就快烧完了" #: script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "一个衣衫褴褛的陌生人步履蹒跚地步入门来,瘫倒在角落里" #: script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "陌生人瑟瑟发抖,呢喃不已,听不清在说些什么" #: script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "角落里的陌生人不再颤抖了,她的呼吸平静了下来" #: script/room.js:760 msgid "stores" msgstr "库存" #: script/room.js:779 msgid "weapons" msgstr "武器" #: script/room.js:918 msgid "total" msgstr "总计" #: script/room.js:939 script/room.js:983 msgid "not enough " msgstr "不够了" #: script/room.js:955 msgid "builder just shivers" msgstr "建造者还在瑟瑟发抖" #: script/room.js:1058 msgid "build:" msgstr "建筑物:" #: script/room.js:1065 msgid "craft:" msgstr "制造:" #: script/room.js:1072 msgid "buy:" msgstr "购买:" #: script/ship.js:11 msgid "Ship" msgstr "飞船" #: script/ship.js:27 script/ship.js:100 msgid "An Old Starship" msgstr "破旧星舰" #: script/ship.js:38 msgid "hull:" msgstr "外壳:" #: script/ship.js:44 msgid "engine:" msgstr "引擎:" #: script/ship.js:51 msgid "reinforce hull" msgstr "加固船身" #: script/ship.js:60 msgid "upgrade engine" msgstr "升级引擎" #: script/ship.js:69 script/ship.js:142 msgid "lift off" msgstr "点火起飞" #: script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "碎片云上方的某处,流浪者舰队徘徊着。在这块岩石上太久了。" #: script/ship.js:106 script/ship.js:119 msgid "not enough alien alloy" msgstr "外星合金不足" #: script/ship.js:134 msgid "Ready to Leave?" msgstr "准备好要离开了吗?" #: script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "是时候离开这里了。不再回头" #: script/ship.js:150 msgid "linger" msgstr "裹足徘徊" #: script/space.js:42 msgid "hull: " msgstr "船身:" #: script/space.js:76 msgid "Troposphere" msgstr "对流层" #: script/space.js:78 msgid "Stratosphere" msgstr "平流层" #: script/space.js:80 msgid "Mesosphere" msgstr "中气层" #: script/space.js:82 msgid "Thermosphere" msgstr "增温层" #: script/space.js:84 msgid "Exosphere" msgstr "外逸层" #: script/space.js:86 msgid "Space" msgstr "太空" #: script/space.js:424 msgid "score for this game: {0}" msgstr "游戏得分: {0}" #: script/space.js:431 msgid "total score: {0}" msgstr "总分: {0}" #: script/space.js:452 msgid "" "expanded story. alternate ending. behind the scenes commentary. get the app." msgstr "尾声 游戏结束 评论 应用商店" #: script/space.js:461 msgid "iOS." msgstr "iOS" #: script/space.js:469 msgid "android." msgstr "android" #: script/world.js:46 msgid "punch" msgstr "挥拳" #: script/world.js:52 msgid "stab" msgstr "戳刺" #: script/world.js:58 msgid "swing" msgstr "挥斩" #: script/world.js:64 msgid "slash" msgstr "劈砍" #: script/world.js:70 msgid "thrust" msgstr "扎刺" #: script/world.js:76 msgid "shoot" msgstr "开火" #: script/world.js:83 msgid "blast" msgstr "引爆" #: script/world.js:90 msgid "lob" msgstr "投掷" #: script/world.js:97 msgid "tangle" msgstr "牵绊" #: script/world.js:119 msgid "An Outpost" msgstr "前哨" #: script/world.js:120 msgid "Iron Mine" msgstr "铁矿" #: script/world.js:121 msgid "Coal Mine" msgstr "煤矿" #: script/world.js:122 msgid "Sulphur Mine" msgstr "硫磺矿" #: script/world.js:123 msgid "An Old House" msgstr "破旧小屋" #: script/world.js:124 msgid "A Damp Cave" msgstr "潮湿洞穴" #: script/world.js:125 msgid "An Abandoned Town" msgstr "废弃小镇" #: script/world.js:126 msgid "A Ruined City" msgstr "被毁的城市" #: script/world.js:127 msgid "A Crashed Starship" msgstr "坠毁星舰" #: script/world.js:128 msgid "A Borehole" msgstr "巨坑" #: script/world.js:129 msgid "A Battlefield" msgstr "战场" #: script/world.js:130 msgid "A Murky Swamp" msgstr "迷雾沼泽" #: script/world.js:134 msgid "A Destroyed Village" msgstr "被摧毁的村落" #: script/world.js:259 msgid "water:{0}" msgstr "水:{0}" #: script/world.js:286 msgid "pockets" msgstr "背包" #: script/world.js:310 msgid "hp: {0}/{1}" msgstr "生命: {0}/{1}" #: script/world.js:317 msgid "{0}:{1}" msgstr "{0}:{1}" #: script/world.js:352 msgid "dangerous to be this far from the village without proper protection" msgstr "没有妥善防护离开村子,远行很危险" #: script/world.js:354 msgid "safer here" msgstr "这里可算安全了" #: script/world.js:454 msgid "the meat has run out" msgstr "肉已经吃完了" #: script/world.js:459 msgid "starvation sets in" msgstr "饥饿袭来" #: script/world.js:484 msgid "there is no more water" msgstr "水已耗尽" #: script/world.js:488 msgid "the thirst becomes unbearable" msgstr "口渴难耐" #: script/world.js:565 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "树木歪倒在干草丛中,枯黄的灌木在风中沙沙作响" #: script/world.js:568 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "树木都消失了,唯留下干裂的大地和飞扬的尘土" #: script/world.js:575 msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "地平线上隐约瞧见树林。草地渐渐稀疏,替代以铺着枯枝败叶的森林" #: script/world.js:578 msgid "the grasses thin. soon, only dust remains." msgstr "草地很快稀疏了起来,唯留下漫天扬尘" #: script/world.js:585 msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "荒草如海,在燥热的风中摇曳着,中间现出了一片荒地" #: script/world.js:588 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "尘土中长出了结瘤的树墙,枝干在头顶缠绕成骨骼般的穹顶" #: script/world.js:848 msgid "Wanderer" msgstr "漫游者" #: script/world.js:853 msgid "The Village" msgstr "村庄" #: script/world.js:882 msgid "the world fades" msgstr "眼前的世界烟消云散" #: script/events/setpieces.js:2961 script/world.js:986 msgid "water replenished" msgstr "水补充好了" #: script/world.js:1016 msgid "A Barren World" msgstr "荒芜世界" #: script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "咆哮的野兽" #: script/events/encounters.js:15 msgid "snarling beast" msgstr "咆哮的野兽" #: script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "野兽倒下了" #: script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "一只野兽从灌木丛里蹿了出来" #: script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "憔悴的男子" #: script/events/encounters.js:52 msgid "gaunt man" msgstr "憔悴的男子" #: script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "憔悴的男子倒下了" #: script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "一名憔悴的男子靠了过来,眼底流露出疯狂" #: script/events/encounters.js:81 msgid "A Strange Bird" msgstr "怪鸟" #: script/events/encounters.js:89 msgid "strange bird" msgstr "怪鸟" #: script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "怪鸟倒下了" #: script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "一只模样古怪的鸟快速掠过平原" #: script/events/encounters.js:119 msgid "A Shivering Man" msgstr "颤抖的男子" #: script/events/encounters.js:127 msgid "shivering man" msgstr "颤抖的男子" #: script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "颤抖的男子倒下了" #: script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "一名颤抖的男子靠了过来,以令人吃惊的力量发起袭击" #: script/events/encounters.js:161 msgid "A Man-Eater" msgstr "食人怪" #: script/events/encounters.js:169 msgid "man-eater" msgstr "食人怪" #: script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "食人怪倒下了" #: script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "一只巨大的生物袭来,爪子上鲜血淋漓" #: script/events/encounters.js:198 msgid "A Scavenger" msgstr "拾荒者" #: script/events/encounters.js:206 msgid "scavenger" msgstr "拾荒者" #: script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "拾荒者被消灭了" #: script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "一名拾荒者贴了过来,想要发起偷袭" #: script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "巨蜥" #: script/events/encounters.js:248 msgid "lizard" msgstr "巨蜥" #: script/events/encounters.js:249 msgid "the lizard is dead" msgstr "巨蜥倒下了" #: script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "草丛疯摇,一只巨蜥扑了出来" #: script/events/encounters.js:278 msgid "A Feral Terror" msgstr "凶怪" #: script/events/encounters.js:286 msgid "feral terror" msgstr "凶怪" #: script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "凶怪倒下了" #: script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "一只凶怪以超乎想象的狂野从林中扑出" #: script/events/encounters.js:315 msgid "A Soldier" msgstr "士兵" #: script/events/encounters.js:323 msgid "soldier" msgstr "士兵" #: script/events/encounters.js:324 msgid "the soldier is dead" msgstr "士兵倒下了" #: script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "一名士兵从沙漠那边开火" #: script/events/encounters.js:358 msgid "A Sniper" msgstr "狙击手" #: script/events/encounters.js:366 msgid "sniper" msgstr "狙击手" #: script/events/encounters.js:367 msgid "the sniper is dead" msgstr "狙击手被灭" #: script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "深草丛的某处射出了一发子弹" #: script/events/global.js:6 msgid "The Thief" msgstr "小偷" #: script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "村民们从仓库里拽出来一个脏兮兮的家伙" #: script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "据说他的同伙们早已经顺走许多货物" #: script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "他们说应该绞死他以儆效尤" #: script/events/global.js:17 msgid "a thief is caught" msgstr "抓到一名小偷" #: script/events/global.js:21 msgid "hang him" msgstr "绞死他" #: script/events/global.js:25 msgid "spare him" msgstr "释放他" #: script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "村民们将盗贼绞死,高挂在仓库门前" #: script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "此举卓有成效。数日后,遗失的物资都被还了回来" #: script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "这家伙感激涕零,说他再也不会来行窃了" #: script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "在离开前他分享了有关潜行的心得" #: script/events/outside.js:6 msgid "A Ruined Trap" msgstr "损毁的陷阱" #: script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "一些陷阱损毁了" #: script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "巨大的足印延伸至森林" #: script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "一些陷阱损毁了" #: script/events/outside.js:26 msgid "track them" msgstr "追踪" #: script/events/outside.js:30 script/events/room.js:71 #: script/events/room.js:122 msgid "ignore them" msgstr "忽略" #: script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "数分钟后足印消失了" #: script/events/outside.js:38 msgid "the forest is silent." msgstr "森林归于静谧" #: script/events/outside.js:40 msgid "nothing was found" msgstr "一无所获" #: script/events/outside.js:43 script/events/outside.js:61 #: script/events/outside.js:126 script/events/outside.js:144 #: script/events/outside.js:197 script/events/outside.js:215 #: script/events/outside.js:248 script/events/outside.js:282 #: script/events/room.js:291 script/events/room.js:309 msgid "go home" msgstr "返回" #: script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "村外不远处躺着一只巨兽,它的皮毛上染满了鲜血" #: script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "它无力挣扎,任人宰割" #: script/events/outside.js:53 msgid "there was a beast. it's dead now" msgstr "咆哮的野兽倒下了" #: script/events/outside.js:69 msgid "Fire" msgstr "火灾" #: script/events/outside.js:76 msgid "a fire rampages through one of the huts, destroying it." msgstr "火焰吞噬了一间屋子,将它摧毁殆尽" #: script/events/outside.js:77 msgid "all residents in the hut perished in the fire." msgstr "屋内的所有人都死于火灾中" #: script/events/outside.js:79 msgid "a fire has started" msgstr "火灾已经开始" #: script/events/outside.js:86 msgid "mourn" msgstr "哀悼" #: script/events/outside.js:87 msgid "some villagers have died" msgstr "一些村民死掉了" #: script/events/outside.js:95 msgid "Sickness" msgstr "疾病" #: script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "疾病在村子中蔓延" #: script/events/outside.js:103 script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "亟需药剂" #: script/events/outside.js:105 msgid "some villagers are ill" msgstr "有一些村民生病了" #: script/events/outside.js:109 msgid "1 medicine" msgstr "1支药剂" #: script/events/outside.js:114 msgid "ignore it" msgstr "放任不管" #: script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "疾病及时得到了控制" #: script/events/outside.js:123 msgid "sufferers are healed" msgstr "受苦的人得到了救治" #: script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "疾病在村子中蔓延" #: script/events/outside.js:134 msgid "the days are spent with burials." msgstr "一场又一场葬礼" #: script/events/outside.js:135 script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "尖叫响彻黑夜" #: script/events/outside.js:137 msgid "sufferers are left to die" msgstr "受苦的人等待着死亡" #: script/events/outside.js:153 msgid "Plague" msgstr "瘟疫" #: script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "可怕的瘟疫迅速地村子里传播开来" #: script/events/outside.js:163 msgid "a plague afflicts the village" msgstr "一场瘟疫席卷了村落" #: script/events/outside.js:168 msgid "buy medicine" msgstr "购买药剂" #: script/events/outside.js:174 msgid "5 medicine" msgstr "5支药剂" #: script/events/outside.js:179 msgid "do nothing" msgstr "置之不理" #: script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "瘟疫得到了控制" #: script/events/outside.js:187 msgid "only a few die." msgstr "只有少数人死去" #: script/events/outside.js:188 msgid "the rest bury them." msgstr "幸存者埋葬了他们" #: script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "疫情终于被根除" #: script/events/outside.js:204 msgid "the plague rips through the village." msgstr "瘟疫席卷村落。" #: script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "人们只求速死" #: script/events/outside.js:208 msgid "population is almost exterminated" msgstr "人口几近绝灭" #: script/events/outside.js:224 msgid "A Beast Attack" msgstr "野兽来袭" #: script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "一群咆哮的野兽冲出丛林" #: script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "战斗短暂而血腥,但兽群溃退了" #: script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "村民撤了回来,悼念那些死去的人" #: script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "野兽袭击村民" #: script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "猎手变成猎物。价格不公" #: script/events/outside.js:258 msgid "A Military Raid" msgstr "武装力量突袭" #: script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "枪声啸过树林" #: script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "装备精良的人冲出树林,向人群射击" #: script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "虽然他们撤走了,但我们好些人牺牲了" #: script/events/outside.js:269 msgid "troops storm the village" msgstr "军队席卷了村落" #: script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "战争冷酷无情" #: script/events/room.js:6 msgid "The Nomad" msgstr "游牧部落" #: script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "游牧部落慢吞吞地出现在视野中,带着许多用粗麻线扎起来的临时口袋" #: script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "他们没有提及来处,但显然不会逗留很久" #: script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "游牧部落抵达,想要进行贸易" #: script/events/room.js:20 msgid "buy scales" msgstr "购买鳞片" #: script/events/room.js:25 msgid "buy teeth" msgstr "购买牙齿" #: script/events/room.js:30 msgid "buy bait" msgstr "购买诱饵" #: script/events/room.js:33 msgid "traps are more effective with bait." msgstr "上饵陷阱更有效率" #: script/events/room.js:39 msgid "buy compass" msgstr "购买罗盘" #: script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "这块旧罗盘破损蒙尘,但看起来还能用" #: script/events/room.js:45 script/events/room.js:227 script/events/room.js:240 #: script/events/room.js:253 script/events/room.js:279 #: script/events/room.js:365 script/events/room.js:388 #: script/events/room.js:444 script/events/room.js:467 #: script/events/room.js:509 script/events/room.js:627 #: script/events/room.js:643 script/events/room.js:659 #: script/events/room.js:670 msgid "say goodbye" msgstr "道别" #: script/events/room.js:53 script/events/room.js:104 msgid "Noises" msgstr "噪声" #: script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "嘈杂声透墙传来" #: script/events/room.js:61 msgid "can't tell what they're up to." msgstr "难以分辨来源" #: script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "古怪的声响透过墙壁传来" #: script/events/room.js:67 script/events/room.js:118 #: script/events/setpieces.js:1662 msgid "investigate" msgstr "调查" #: script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "模糊的身影掠过,消失在视野外" #: script/events/room.js:79 msgid "the sounds stop." msgstr "声响停止了" #: script/events/room.js:83 script/events/room.js:96 msgid "go back inside" msgstr "回屋" #: script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "一捆用粗糙的毛皮扎起来的柴火斜倚在门槛上" #: script/events/room.js:92 msgid "the night is silent." msgstr "黑夜重归静谧" #: script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "仓库里传出悉悉索索的声音" #: script/events/room.js:112 msgid "something's in there." msgstr "那里有什么东西" #: script/events/room.js:114 msgid "something's in the store room" msgstr "不速之客闯入了仓库" #: script/events/room.js:129 script/events/room.js:149 #: script/events/room.js:169 msgid "some wood is missing." msgstr "有些木头不见了" #: script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "地上散落着小鳞片" #: script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "地上散落着小牙齿" #: script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "地上散落着布片" #: script/events/room.js:190 msgid "The Beggar" msgstr "乞丐" #: script/events/room.js:197 msgid "a beggar arrives." msgstr "乞丐徘徊在门前" #: script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "祈求能施舍给他一些多余的毛皮,好让他不在夜里受冻" #: script/events/room.js:200 msgid "a beggar arrives" msgstr "乞丐来了" #: script/events/room.js:204 msgid "give 50" msgstr "给50" #: script/events/room.js:209 script/events/room.js:332 #: script/events/room.js:411 msgid "give 100" msgstr "给100" #: script/events/room.js:214 script/events/room.js:342 #: script/events/room.js:541 msgid "turn him away" msgstr "撵走他" #: script/events/room.js:222 script/events/room.js:235 #: script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "乞丐感激涕零" #: script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "留给我们一堆小鳞片" #: script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "留给我们一堆小牙齿" #: script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "留给我们一些布料" #: script/events/room.js:261 msgid "The Shady Builder" msgstr "可疑的建造者" #: script/events/room.js:268 script/events/room.js:271 msgid "a shady builder passes through" msgstr "可疑的建造者经过" #: script/events/room.js:269 msgid "says he can build you a hut for less wood" msgstr "他说他能用较少的木头建造小屋" #: script/events/room.js:274 msgid "300 wood" msgstr "300木头" #: script/events/room.js:286 script/events/room.js:288 msgid "the shady builder has made off with your wood" msgstr "可疑的建造者偷走了你的木头" #: script/events/room.js:298 script/events/room.js:300 msgid "the shady builder builds a hut" msgstr "可疑的建造者建造了小屋" #: script/events/room.js:318 script/events/room.js:397 msgid "The Mysterious Wanderer" msgstr "神秘流浪者" #: script/events/room.js:325 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "一名流浪者推着货车来到村子,声称如果让他带着木头离开,他会带回更多木头" #: script/events/room.js:326 msgid "builder's not sure he's to be trusted." msgstr "建造者不确定能否信任他" #: script/events/room.js:328 script/events/room.js:407 msgid "a mysterious wanderer arrives" msgstr "神秘流浪者来了" #: script/events/room.js:337 script/events/room.js:416 msgid "give 500" msgstr "给500" #: script/events/room.js:349 script/events/room.js:372 msgid "the wanderer leaves, cart loaded with wood" msgstr "流浪者带着满载木头的货车离开了" #: script/events/room.js:355 script/events/room.js:378 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "神秘的流浪者回来了,货车上木头堆得更高了" #: script/events/room.js:404 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "一名流浪者推着货车来到村子,声称如果让她带着毛皮离开,她会带回更多毛皮" #: script/events/room.js:405 msgid "builder's not sure she's to be trusted." msgstr "建造者不确定能否信任她" #: script/events/room.js:421 msgid "turn her away" msgstr "撵走她" #: script/events/room.js:428 script/events/room.js:451 msgid "the wanderer leaves, cart loaded with furs" msgstr "流浪者带着满载毛皮的货车离开了" #: script/events/room.js:434 script/events/room.js:457 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "神秘的流浪者回来了,货车上毛皮堆得更高了" #: script/events/room.js:476 msgid "The Scout" msgstr "侦察兵" #: script/events/room.js:483 msgid "the scout says she's been all over." msgstr "侦察兵说她曾环游世界" #: script/events/room.js:484 msgid "willing to talk about it, for a price." msgstr "她愿意为我们分享她的经历,只需提供一些报酬" #: script/events/room.js:486 msgid "a scout stops for the night" msgstr "侦察兵夜宿于此" #: script/events/room.js:490 msgid "buy map" msgstr "购买地图" #: script/events/room.js:495 msgid "the map uncovers a bit of the world" msgstr "地图上已探知的地方扩大了一点" #: script/events/room.js:499 msgid "learn scouting" msgstr "学习侦察" #: script/events/room.js:518 msgid "The Master" msgstr "宗师" #: script/events/room.js:525 msgid "an old wanderer arrives." msgstr "一名年迈的流浪者抵达了" #: script/events/room.js:526 msgid "he smiles warmly and asks for lodgings for the night." msgstr "他面带和煦的微笑,请求留宿一晚" #: script/events/room.js:528 msgid "an old wanderer arrives" msgstr "年迈的流浪者出现了" #: script/events/room.js:532 msgid "agree" msgstr "同意老者的请求" #: script/events/room.js:548 msgid "in exchange, the wanderer offers his wisdom." msgstr "作为回报,流浪者为我们分享了他的智慧" #: script/events/room.js:552 msgid "evasion" msgstr "避实就虚" #: script/events/room.js:562 msgid "precision" msgstr "精密" #: script/events/room.js:572 msgid "force" msgstr "野蛮人" #: script/events/room.js:591 msgid "The Sick Man" msgstr "患病男子" #: script/events/room.js:598 msgid "a man hobbles up, coughing." msgstr "男子咳嗽着,一瘸一拐地走了过来" #: script/events/room.js:599 msgid "he begs for medicine." msgstr "他祈求分给他一支药剂" #: script/events/room.js:601 msgid "a sick man hobbles up" msgstr "患病男子一瘸一拐地走了过来" #: script/events/room.js:605 msgid "give 1 medicine" msgstr "分给他一支药剂" #: script/events/room.js:607 msgid "the man swallows the medicine eagerly" msgstr "男子迫不及待咽下了药剂" #: script/events/room.js:611 msgid "tell him to leave" msgstr "请他离开" #: script/events/room.js:618 script/events/room.js:634 #: script/events/room.js:650 msgid "the man is thankful." msgstr "男子感激涕零" #: script/events/room.js:619 script/events/room.js:635 #: script/events/room.js:651 msgid "he leaves a reward." msgstr "他留下报酬走了" #: script/events/room.js:620 msgid "some weird metal he picked up on his travels." msgstr "那是他在旅途中捡到的一些古怪的金属" #: script/events/room.js:636 msgid "some weird glowing boxes he picked up on his travels." msgstr "那是他在旅途中捡到的一些古怪的发光盒子" #: script/events/room.js:652 msgid "all he has are some scales." msgstr "全是些鳞片" #: script/events/room.js:666 msgid "the man expresses his thanks and hobbles off." msgstr "男子表达了他的谢意,一瘸一拐地离开了" #: script/events/setpieces.js:6 msgid "An Outpost" msgstr "前哨" #: script/events/setpieces.js:10 script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "荒野中安全的地方" #: script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "迷雾沼泽" #: script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "腐烂的芦草冒出沼泽" #: script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "一只孤独的蛙蹲坐在淤泥中,一言不发" #: script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "凝滞的空气中,沼泽正在溃烂" #: script/events/setpieces.js:44 script/events/setpieces.js:549 #: script/events/setpieces.js:606 script/events/setpieces.js:888 #: script/events/setpieces.js:1313 script/events/setpieces.js:1331 #: script/events/setpieces.js:3535 msgid "enter" msgstr "进入" #: script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "沼泽深处现出一栋覆满苔藓的小屋" #: script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "一名年迈的流浪者坐在里头,看起来正在发呆" #: script/events/setpieces.js:61 msgid "talk" msgstr "对话" #: script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "流浪者接过符咒,缓缓点了点头" #: script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "他谈起曾率领一支伟大的舰队前往新世界" #: script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "以莫测的毁灭之力填补流浪者心中的欲壑" #: script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "而如今,他待在这里的时光都在为此赎罪" #: script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "潮湿洞穴" #: script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "洞口宽敞而黑暗" #: script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "看不清里面有什么" #: script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "大地裂开,宛如古老的伤痕" #: script/events/setpieces.js:101 script/events/setpieces.js:2944 #: script/events/setpieces.js:3458 msgid "go inside" msgstr "进入" #: script/events/setpieces.js:120 script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "受到惊吓的野兽正要捍卫它的巢穴" #: script/events/setpieces.js:135 script/events/setpieces.js:186 #: script/events/setpieces.js:228 script/events/setpieces.js:247 #: script/events/setpieces.js:280 script/events/setpieces.js:314 #: script/events/setpieces.js:348 script/events/setpieces.js:382 #: script/events/setpieces.js:588 script/events/setpieces.js:644 #: script/events/setpieces.js:683 script/events/setpieces.js:717 #: script/events/setpieces.js:757 script/events/setpieces.js:796 #: script/events/setpieces.js:835 script/events/setpieces.js:869 #: script/events/setpieces.js:920 script/events/setpieces.js:938 #: script/events/setpieces.js:961 script/events/setpieces.js:1000 #: script/events/setpieces.js:1039 script/events/setpieces.js:1266 #: script/events/setpieces.js:1282 script/events/setpieces.js:1298 #: script/events/setpieces.js:1408 script/events/setpieces.js:1448 #: script/events/setpieces.js:1492 script/events/setpieces.js:1510 #: script/events/setpieces.js:1526 script/events/setpieces.js:1563 #: script/events/setpieces.js:1602 script/events/setpieces.js:1642 #: script/events/setpieces.js:1682 script/events/setpieces.js:1699 #: script/events/setpieces.js:1716 script/events/setpieces.js:1734 #: script/events/setpieces.js:1778 script/events/setpieces.js:1804 #: script/events/setpieces.js:1822 script/events/setpieces.js:1861 #: script/events/setpieces.js:1902 script/events/setpieces.js:1927 #: script/events/setpieces.js:1957 script/events/setpieces.js:1998 #: script/events/setpieces.js:2034 script/events/setpieces.js:2069 #: script/events/setpieces.js:2110 script/events/setpieces.js:2151 #: script/events/setpieces.js:2187 script/events/setpieces.js:2222 #: script/events/setpieces.js:2257 script/events/setpieces.js:2302 #: script/events/setpieces.js:2328 script/events/setpieces.js:3204 #: script/events/setpieces.js:3244 script/events/setpieces.js:3278 #: script/events/setpieces.js:3347 script/events/setpieces.js:3381 #: script/events/setpieces.js:3420 msgid "continue" msgstr "继续深入" #: script/events/setpieces.js:140 script/events/setpieces.js:157 #: script/events/setpieces.js:191 script/events/setpieces.js:233 #: script/events/setpieces.js:252 script/events/setpieces.js:285 #: script/events/setpieces.js:319 script/events/setpieces.js:353 #: script/events/setpieces.js:387 script/events/setpieces.js:429 #: script/events/setpieces.js:481 script/events/setpieces.js:513 msgid "leave cave" msgstr "离开洞穴" #: script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "洞穴狭窄,几无立足之地" #: script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "岩壁潮湿,覆盖着苔藓" #: script/events/setpieces.js:153 msgid "squeeze" msgstr "挤入深处" #: script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "洞穴内出现一处老旧营地的遗迹" #: script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "污损的睡袋平躺着,布满了薄薄的灰尘" #: script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "流浪者的尸体躺在狭小的洞穴里" #: script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "它已经开始腐烂,且遗失了一些肢体" #: script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "难说这里还留下了什么" #: script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "火把劈啪作响,熄灭在了潮湿的空气中" #: script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "漆黑一片" #: script/events/setpieces.js:244 msgid "the torch goes out" msgstr "火把燃尽了" #: script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "一头洞穴蜥蜴袭来" #: script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "一头巨兽冲出黑暗" #: script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "一头洞穴蜥蜴跌跌撞撞地袭来" #: script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "巨兽的巢穴就位于洞穴后方" #: script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "一个小型供给点藏在洞穴后方" #: script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "岩石下嵌着一个旧盒子,上面覆满一层薄灰" #: script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "沙漠小镇" #: script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "前面是一小片住宅区,空无一人,徒留烧焦的残垣断壁" #: script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "早就损坏的街灯屹立着,锈迹斑斑。光明已经很久没有眷顾这里" #: script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "这座小镇早就被遗弃,镇上的居民已经死去多时" #: script/events/setpieces.js:532 script/events/setpieces.js:1250 msgid "explore" msgstr "探索" #: script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "校舍的窗玻璃并没有碎掉,却被烟熏黑了" #: script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "双开门在风中不停地咯吱作响" #: script/events/setpieces.js:554 script/events/setpieces.js:593 #: script/events/setpieces.js:611 script/events/setpieces.js:649 #: script/events/setpieces.js:688 script/events/setpieces.js:722 #: script/events/setpieces.js:762 script/events/setpieces.js:801 #: script/events/setpieces.js:840 script/events/setpieces.js:874 #: script/events/setpieces.js:892 script/events/setpieces.js:925 #: script/events/setpieces.js:942 script/events/setpieces.js:966 #: script/events/setpieces.js:1005 script/events/setpieces.js:1044 #: script/events/setpieces.js:1087 script/events/setpieces.js:1120 #: script/events/setpieces.js:1148 script/events/setpieces.js:1192 #: script/events/setpieces.js:1214 script/events/setpieces.js:1230 msgid "leave town" msgstr "离开小镇" #: script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "街头有埋伏" #: script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "前方有一栋低矮的建筑。" #: script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "绿草在肮脏的窗户后几乎看不见" #: script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "一份补给品被塞进一个生锈的柜子里" #: script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "门的后面有一位拾荒者" #: script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "一只野兽站在一个杂草丛生的公园中央" #: script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "蜿蜒曲折的街道上,一支忙碌的商队正在整理翻倒的篷车" #: script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "这里已经被拾荒者光顾过了。但是细心点还是能找到些什么" #: script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "一个男人疯狂地尖叫着发起了攻击" #: script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "一个暴徒走出了阴影" #: script/events/setpieces.js:866 msgid "a beast charges out of a ransacked classroom." msgstr "一头巨兽冲出教室" #: script/events/setpieces.js:882 msgid "through the large gymnasium doors, footsteps can be heard." msgstr "脚步声从巨大的体育馆门后传来" #: script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "火炬在走廊上闪烁着光芒" #: script/events/setpieces.js:884 msgid "the footsteps stop." msgstr "脚步声停止了" #: script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "另一只野兽被声音吸引,跳出了树丛" #: script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "前面的路上有什么引起了骚动" #: script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "也许是在打架" #: script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "公园长椅下掩藏着一个装着食物的小篮子,上面有张字条" #: script/events/setpieces.js:950 msgid "can't read the words." msgstr "无法辨识字迹" #: script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "惊慌的拾荒者尖叫着冲进了门" #: script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "一个人站在一个流浪者的尸体旁边。他不是一个人" #: script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "学校里有个拾荒者的据点" #: script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "收集着地上的残羹剩饭" #: script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "看来拾荒者一直在这收集着物资" #: script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "浪费掉他找到的东西太可耻了" #: script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "拾荒者手里紧紧地抓着什么东西。金属的反光" #: script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "看来这次杀戮是值得的" #: script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "以眼还眼看起来挺公平的" #: script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "至少目前来看非常有效" #: script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "在骨头堆里找到一些有用的小玩艺儿" #: script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "一些药物被遗弃在抽屉里" #: script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "诊所已被洗劫过了" #: script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "只留下尘土和污渍" #: script/events/setpieces.js:1239 msgid "A Ruined City" msgstr "被毁的城市" #: script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "破损的公路标识竖立在这个曾经伟大的城市入口" #: script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "还未垮塌的塔楼像某种远古巨兽的肋骨一样伸出地面" #: script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "也许里面还有些有价值的东西" #: script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "残破城市里的高塔主宰着地平线" #: script/events/setpieces.js:1261 msgid "the streets are empty." msgstr "街道空空如也" #: script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "漫天的灰尘在风中飘荡" #: script/events/setpieces.js:1270 script/events/setpieces.js:1286 #: script/events/setpieces.js:1302 script/events/setpieces.js:1318 #: script/events/setpieces.js:1335 script/events/setpieces.js:1373 #: script/events/setpieces.js:1413 script/events/setpieces.js:1453 #: script/events/setpieces.js:1497 script/events/setpieces.js:1514 #: script/events/setpieces.js:1530 script/events/setpieces.js:1568 #: script/events/setpieces.js:1607 script/events/setpieces.js:1647 #: script/events/setpieces.js:1667 script/events/setpieces.js:1686 #: script/events/setpieces.js:1703 script/events/setpieces.js:1720 #: script/events/setpieces.js:1738 script/events/setpieces.js:1783 #: script/events/setpieces.js:1809 script/events/setpieces.js:1826 #: script/events/setpieces.js:1866 script/events/setpieces.js:1907 #: script/events/setpieces.js:1932 script/events/setpieces.js:1962 #: script/events/setpieces.js:2003 script/events/setpieces.js:2039 #: script/events/setpieces.js:2074 script/events/setpieces.js:2115 #: script/events/setpieces.js:2156 script/events/setpieces.js:2192 #: script/events/setpieces.js:2227 script/events/setpieces.js:2262 #: script/events/setpieces.js:2363 script/events/setpieces.js:2393 #: script/events/setpieces.js:2440 script/events/setpieces.js:2476 #: script/events/setpieces.js:2517 script/events/setpieces.js:2553 #: script/events/setpieces.js:2588 script/events/setpieces.js:2624 #: script/events/setpieces.js:2665 script/events/setpieces.js:2706 #: script/events/setpieces.js:2741 script/events/setpieces.js:2790 #: script/events/setpieces.js:2835 script/events/setpieces.js:2881 #: script/events/setpieces.js:2925 msgid "leave city" msgstr "离开城市" #: script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "街道对面放置着橙色的路障,已残破不堪" #: script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "巷子里闪烁着灯光" #: script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "街道上的帐篷一望无际" #: script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "一张张被煤烟和血熏黑了的脸望出小屋" #: script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "一座被废弃的医院横在前方" #: script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "古老的塔楼看起来大部分完好无损" #: script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "被烧毁的汽车挡住了入口" #: script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "很多落地窗被打碎了" #: script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "一只巨蜥从废弃地铁站的黑暗中爬出" #: script/events/setpieces.js:1368 msgid "descend" msgstr "进入地铁站" #: script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "街道上回响着枪声" #: script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "士兵举着枪从建筑物之间走出" #: script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "一个虚弱的男人拦在路的中央" #: script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "一片颓靡的双眼" #: script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "这里的人们很久以前就崩溃了" #: script/events/setpieces.js:1521 msgid "empty corridors." msgstr "空走廊" #: script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "这里被拾荒者们清扫的很干净" #: script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "一个老人挥舞着手术刀,从一扇门里跳出" #: script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "一个暴徒在墙壁另一边等着" #: script/events/setpieces.js:1615 msgid "a snarling beast jumps out from behind a car." msgstr "一只咆哮的野兽从一辆车后跳出。" #: script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "地铁站台上的街道被炸开了" #: script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "一缕光线射入尘土飞扬的阴霾" #: script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "隧道的前面传来一阵声响" #: script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "看起来前面像是一片简陋的营地" #: script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "锈迹斑斑的铁丝网横过小巷" #: script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "远处的院子里燃烧着火焰" #: script/events/setpieces.js:1694 msgid "more voices can be heard ahead." msgstr "前方可以听见更多的声音" #: script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "听起来不是什么好事" #: script/events/setpieces.js:1711 msgid "the sound of gunfire carries on the wind." msgstr "开枪的声音回荡在空中" #: script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "前面的街道闪着火光" #: script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "那些擅自占住别人房子的人簇拥在一起" #: script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "有人扔出一块石头" #: script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "街道上有个临时商店" #: script/events/setpieces.js:1747 msgid "the owner stands by, stoic." msgstr "主人站在旁边,无动于衷" #: script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "街道旁挂着几条正在风干的肉" #: script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "人们不断退后着,避免眼神接触" #: script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "有人把手术室的门锁上并堵上了" #: script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "一帮上了年纪的流浪者在这间病房里宿营" #: script/events/setpieces.js:1874 msgid "a pack of lizards rounds the corner." msgstr "一群蜥蜴绕过转角" #: script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "病房里挂着几条正在风干的肉" #: script/events/setpieces.js:1940 msgid "a large bird nests at the top of the stairs." msgstr "一只大鸟栖息在楼梯的顶部" #: script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "这里的残骸更多了" #: script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "也许瓦砾中有些有用的东西" #: script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "隧道里冲出一群老鼠" #: script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "一个彪形大汉挥舞着刺刀袭来" #: script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "又一个士兵开火了" #: script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "一个蒙面士兵跑过拐角,拔出了枪" #: script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "人群涌上前来" #: script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "一个小伙子挥打着一根树枝" #: script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "一个人坚定地站在一座小屋门前" #: script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "门后一个畸形的身躯惊醒了,发起了攻击" #: script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "门刚打开一条缝,就有几百条触手伸了出来" #: script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "鸟喜欢闪亮的东西" #: script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "将一些好东西织进了它的巢" #: script/events/setpieces.js:2372 msgid "not much here." msgstr "这里没多少东西" #: script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "拾荒者已经来过了" #: script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "隧道出口在另一边的站台" #: script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "这些墙壁在一场古老的战争中被烧焦了" #: script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "两方的尸体和物资散落在地上" #: script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "这个小小的军事哨所供应充足" #: script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "武器和弹药整齐地放在储藏室的地板上" #: script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "就如从前一般致命" #: script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "搜索尸体找到了一些物资" #: script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "更多的士兵正在路上" #: script/events/setpieces.js:2487 msgid "time to move on." msgstr "该走了" #: script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "小定居点明显已经燃烧了一段时间了" #: script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "居住在这里的流浪者的尸体在火焰中仍然清晰可见" #: script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "仍然有时间抢救一些物资" #: script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "剩余的移民逃跑的时候丢下了很多东西" #: script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "不是很多,但仍然能找到一些有用的" #: script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "年轻的定居者携带着一个帆布袋" #: script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "里面有一些小玩艺儿" #: script/events/setpieces.js:2599 script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "这里没别的了" #: script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "小屋中,有个小孩在哭" #: script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "墙边有些东西" #: script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "腐烂死尸散发的恶臭弥漫了整间手术室" #: script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "地上散落着少许物品" #: script/events/setpieces.js:2676 msgid "there is nothing else here." msgstr "这里没别的了" #: script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "在走廊的尽头有个药柜" #: script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "医院的其他房间是空的" #: script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "有人一直在这里囤积战利品" #: script/events/setpieces.js:2799 msgid "the tentacular horror is defeated." msgstr "触手怪被打败了" #: script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "房间里面到处都是其受害者的遗骸" #: script/events/setpieces.js:2845 msgid "the warped man lies dead." msgstr "严重毁容的男子倒下了" #: script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "手术室里有很多稀奇的设备" #: script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "老人有一个藏物处,里面有很多有意思的物品" #: script/events/setpieces.js:2934 msgid "An Old House" msgstr "旧房子" #: script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "一座老房子仍在这里,曾经的白色壁板发黄脱皮" #: script/events/setpieces.js:2939 msgid "the door hangs open." msgstr "门敞开着" #: script/events/setpieces.js:2941 msgid "the remains of an old house stand as a monument to simpler times" msgstr "旧房子的遗址矗立在那里,像一座简朴年代的纪念碑" #: script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "房子被遗弃,但还没被洗劫过" #: script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "古井中还有一点水" #: script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "房子已被洗劫" #: script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "木地板下面藏着一些补给品" #: script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "一个男人冲进大厅,手里拿着一块生锈的刀片" #: script/events/setpieces.js:3051 msgid "A Forgotten Battlefield" msgstr "被遗忘的战场" #: script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "很久之前这里发生了战斗" #: script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "双方的装备静静地躺在被炸毁的地面上" #: script/events/setpieces.js:3104 msgid "A Huge Borehole" msgstr "巨坑" #: script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "地球上裂开的一个大洞,远古时代的遗迹" #: script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "他们拿到了他们来此要找的东西,然后离开了" #: script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "继续探索悬崖" #: script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "坠毁星舰" #: script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "流浪者飞船的熟悉曲线露出了尘土与灰烬" #: script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "幸运的是当地人不会操作里面的机器" #: script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "修整修整后它应该还能飞" #: script/events/setpieces.js:3148 msgid "salvage" msgstr "抢救" #: script/events/setpieces.js:3156 msgid "The Sulphur Mine" msgstr "硫磺矿" #: script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "武装力量已经在矿井入口驻扎了下来" #: script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "士兵肩上扛着步枪在周围巡逻" #: script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "矿井周围设立了军事边界" #: script/events/setpieces.js:3166 script/events/setpieces.js:3315 msgid "attack" msgstr "攻击" #: script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "一个士兵拉响了警报,然后开火了" #: script/events/setpieces.js:3209 script/events/setpieces.js:3249 #: script/events/setpieces.js:3352 script/events/setpieces.js:3386 msgid "run" msgstr "跑" #: script/events/setpieces.js:3241 msgid "a second soldier joins the fight." msgstr "其他士兵加入了战斗" #: script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "一个头发斑白的士兵挥舞着刺刀发起了攻击" #: script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "武装力量已经被清理干净了" #: script/events/setpieces.js:3287 script/events/setpieces.js:3429 #: script/events/setpieces.js:3505 msgid "the mine is now safe for workers." msgstr "矿井现在安全了" #: script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "硫磺矿现在没有危险了" #: script/events/setpieces.js:3305 msgid "The Coal Mine" msgstr "煤矿" #: script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "矿井入口处燃烧着营火" #: script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "武器已准备就绪" #: script/events/setpieces.js:3312 msgid "this old mine is not abandoned" msgstr "这个旧矿没有被废弃" #: script/events/setpieces.js:3344 script/events/setpieces.js:3378 msgid "a man joins the fight" msgstr "一个男人加入了战斗" #: script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "只剩下首领了" #: script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "营地平静下来,除了劈啪作响的火苗" #: script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "煤矿现在没有危险了" #: script/events/setpieces.js:3447 msgid "The Iron Mine" msgstr "铁矿" #: script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "一座老旧的铁矿,四周都是废弃的工具,听任生锈" #: script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "入口处散落着很多骨头,上面有很多深深的锯齿状凹槽" #: script/events/setpieces.js:3453 msgid "feral howls echo out of the darkness." msgstr "野兽的咆哮回荡在黑暗中" #: script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "通向一个废弃的矿井" #: script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "一只巨大的生物吼叫了一声,肌肉在火光中起伏着" #: script/events/setpieces.js:3504 msgid "the beast is dead." msgstr "野兽倒下了" #: script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "铁矿现在没有危险了" #: script/events/setpieces.js:3524 msgid "A Destroyed Village" msgstr "被摧毁的村落" #: script/events/setpieces.js:3528 msgid "a destroyed village lies in the dust." msgstr "村落的废墟掩盖着一层尘土" #: script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "遍地焦尸" #: script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "流浪者引擎散发出的金属气味充斥在空气中" #: script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "一栋小棚子矗立在村子中央" #: script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "里头似乎还有些物资" #: script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "这里留存着前代人的所有劳动果实" #: script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "是时候采摘它们了" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/zh_tw/main.css ================================================ .button{width: 100px !important;} #outsidePanel .button{width: 115px !important;} .eventPanel .button {width: 122px !important;} ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/zh_tw/strings.js ================================================ _.setTranslation({"water tank": "\u6c34\u7f50", "a shivering man approaches and attacks with surprising strength": "\u4e00\u540d\u986b\u6296\u7684\u7537\u5b50\u9760\u4e86\u904e\u4f86\uff0c\u4ee5\u4ee4\u4eba\u5403\u9a5a\u7684\u602a\u529b\u767c\u8d77\u8972\u64ca", "the room is {0}": "\u623f\u9593{0}", "punch twice as fast, and with even more force": "\u51fa\u62f3\u901f\u5ea6\u7ffb\u500d\uff0c\u529b\u9053\u4e5f\u66f4\u5927", "The Nomad": "\u6e38\u7267\u90e8\u843d", "the trees yield to dry grass. the yellowed brush rustles in the wind.": "\u6a39\u6728\u6b6a\u5012\u5728\u4e7e\u8349\u53e2\u4e2d\uff0c\u67af\u9ec3\u7684\u704c\u6728\u5728\u98a8\u4e2d\u6c99\u6c99\u4f5c\u97ff", "only a few die.": "\u53ea\u6709\u5c11\u6578\u4eba\u6b7b\u53bb", "mild": "\u5f88\u5b9c\u4eba", "bait": "\u8a98\u990c", "not enough fur": "\u76ae\u6bdb\u4e0d\u5920\u4e86", "it puts up little resistance before the knife.": "\u5b83\u7121\u529b\u6399\u624e\u4efb\u4eba\u5bb0\u5272", "the body of a wanderer lies in a small cavern.": "\u6d41\u6d6a\u8005\u7684\u5c4d\u9ad4\u8eba\u5728\u72f9\u5c0f\u7684\u6d1e\u7a74\u88e1", "steel's stronger than iron": "\u92fc\u7684\u7e3d\u6bd4\u9435\u7684\u5f37", "A Strange Bird": "\u602a\u9ce5", "not enough alien alloy": "\u5916\u661f\u5408\u91d1\u4e0d\u8db3", "the soldier is dead": "\u58eb\u5175\u5012\u4e0b\u4e86", "error while saving to dropbox datastorage": "\u4fdd\u5b58\u5230dropbox\u51fa\u932f", "sniper": "\u72d9\u64ca\u624b", "something's in the store room": "\u4e0d\u901f\u4e4b\u5ba2\u95d6\u5165\u4e86\u5009\u5eab", "unfathomable destruction to fuel wanderer hungers.": "\u4ee5\u83ab\u6e2c\u7684\u6bc0\u6ec5\u4e4b\u529b\u586b\u88dc\u6d41\u6d6a\u8005\u5fc3\u4e2d\u7684\u617e\u58d1", "embark": "\u51fa\u767c", "scout": "\u5075\u67e5\u8853", "facebook": "\u81c9\u66f8", "more traps won't help now": "\u518d\u589e\u52a0\u9677\u9631\u5df2\u6beb\u7121\u88e8\u76ca", "save.": "\u4fdd\u5b58.", "steelworker": "\u7149\u92fc\u5de5\u4eba", "blast": "\u5f15\u7206", "the sky is grey and the wind blows relentlessly": "\u5929\u8272\u9670\u6c89\uff0c\u98a8\u7121\u60c5\u5730\u522e\u8457", "supplies:": "\u4f9b\u61c9:", "the feral terror is dead": "\u5147\u602a\u5012\u4e0b\u4e86", "the tracks disappear after just a few minutes.": "\u6578\u5206\u9418\u5f8c\u8db3\u5370\u6d88\u5931\u4e86", "a safe place in the wilds.": "\u8352\u91ce\u4e2d\u5b89\u5168\u7684\u5730\u65b9", "buy scales": "\u8cfc\u8cb7\u9c57\u7247", "the compass points east": "\u7f85\u76e4\u6307\u5411\u6771\u65b9", "the hunting lodge stands in the forest, a ways out of town": "\u4f9b\u7375\u4eba\u5c45\u4f4f\u7684\u65c5\u9928\u5df2\u7d93\u77d7\u7acb\u5728\u6797\u4e2d\uff0c\u8ddd\u96e2\u6751\u5b50\u4e0d\u9060", "leave": "\u96e2\u958b", "the convoy can haul mostly everything": "\u8eca\u968a\u5e7e\u4e4e\u80fd\u628a\u6240\u6709\u6771\u897f\u90fd\u88dd\u4e0b", "learned to strike faster without weapons": "\u5b78\u6703\u77ad\u5982\u4f55\u66f4\u5feb\u901f\u5730\u51fa\u62f3", "ignore them": "\u5ffd\u7565", "willing to talk about it, for a price.": "\u5979\u9858\u610f\u70ba\u6211\u5011\u5206\u4eab\u5979\u7684\u7d93\u6b77\uff0c\u53ea\u9700\u63d0\u4f9b\u4e00\u4e9b\u5831\u916c", "a beast, wilder than imagining, erupts out of the foliage": "\u4e00\u96bb\u5147\u602a\u8d85\u4e4e\u60f3\u50cf\u7684\u72c2\u91ce\uff0c\u5f9e\u6797\u4e2d\u64b2\u5c07\u51fa\u4f86", "go home": "\u8fd4\u56de", "force": "\u91ce\u883b\u4eba", "the rickety cart will carry more wood from the forest": "\u6416\u6416\u6643\u6643\u7684\u8ca8\u8eca\u6eff\u8f09\u5f9e\u68ee\u6797\u904b\u51fa\u7684\u6728\u982d", "a ragged stranger stumbles through the door and collapses in the corner": "\u8863\u886b\u8964\u8938\u7684\u964c\u751f\u4eba\u6b65\u5c65\u8e63\u8dda\u5730\u6b65\u5165\u9580\u4f86\uff0c\u7671\u5012\u5728\u89d2\u843d\u88e1", "not enough leather": "\u76ae\u9769\u4e0d\u5920\u4e86", "the fight is short and bloody, but the beasts are repelled.": "\u6230\u9b25\u77ed\u66ab\u800c\u8840\u8165\uff0c\u4f46\u7378\u7fa4\u6f70\u9000\u4e86", "the wood is running out": "\u6728\u982d\u5c31\u5feb\u71d2\u5b8c\u4e86", "restart.": "\u91cd\u555f.", "rot's been to work on it, and some of the pieces are missing.": "\u5b83\u5df2\u7d93\u958b\u59cb\u8150\u721b\uff0c\u4e14\u907a\u5931\u4e86\u4e00\u4e9b\u80a2\u9ad4", "workshop's finally ready. builder's excited to get to it": "\u5de5\u574a\u7d42\u65bc\u5efa\u597d\u4e86.\u5efa\u9020\u8005\u6fc0\u52d5\u4e0d\u5df2", "a trading post would make commerce easier": "\u8cbf\u6613\u7ad9\u8b93\u8cbf\u6613\u8b8a\u5f97\u66f4\u52a0\u4fbf\u6377", "not enough steel": "\u92fc\u4e0d\u5920\u4e86", "perks:": "\u80fd\u529b:", "saved.": "\u5df2\u4fdd\u5b58", "after a skirmish they are driven away, but not without losses.": "\u96d6\u7136\u4ed6\u5011\u64a4\u8d70\u4e86\uff0c\u4f46\u6211\u5011\u597d\u4e9b\u4eba\u72a7\u7272\u4e86", "tannery goes up quick, on the edge of the village": "\u5236\u9769\u5c4b\u5f88\u5feb\u5728\u6751\u5b50\u4e00\u89d2\u5efa\u7acb\u4e86\u8d77\u4f86", "learned to fight quite effectively without weapons": "\u5b78\u6703\u4e86\u9ad8\u6548\u7387\u7684\u5f92\u624b\u640f\u64ca", "leaves a pile of small teeth behind.": "\u7559\u7d66\u6211\u5011\u4e00\u5806\u5c0f\u7259\u9f52", "not enough scales": "\u9c57\u7247\u4e0d\u5920\u4e86", "leave cave": "\u96e2\u958b\u6d1e\u7a74", "hp: {0}/{1}": "\u751f\u547d: {0}/{1}", "a lone frog sits in the muck, silently.": "\u4e00\u96bb\u5b64\u7368\u7684\u86d9\u8e72\u5750\u5728\u6de4\u6ce5\u4e2d\uff0c\u4e00\u8a00\u4e0d\u767c", "the steel is strong, and the blade true.": "\u597d\u92fc\u51fa\u5229\u5203", "learned how to ignore the hunger": "\u5b78\u6703\u5982\u4f55\u5fcd\u98e2\u6328\u9913", "punch": "\u63ee\u62f3", "water": "\u6c34", "desert rat": "\u8352\u6f20\u8df3\u9f20", "a pack of snarling beasts pours out of the trees.": "\u4e00\u7fa4\u5486\u54ee\u7684\u91ce\u7378\u885d\u51fa\u53e2\u6797", "punches do even more damage.": "\u5f92\u624b\u9020\u6210\u66f4\u591a\u66f4\u591a\u7684\u50b7\u5bb3", "roaring": "\u718a\u718a\u71c3\u71d2", "A Borehole": "\u5de8\u5751", "A fire rampages through one of your huts, destroying it.": "\u4f60\u7684\u5c0f\u5c4b\u8981\u8d77\u706b\u4e86,\u64b2\u6ec5\u5b83", "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.": "\u4e00\u6346\u7528\u7c97\u7cd9\u7684\u6bdb\u76ae\u7d2e\u8d77\u4f86\u7684\u67f4\u706b\u659c\u501a\u5728\u9580\u6abb\u4e0a", "builder says she could make finer things, if she had the tools": "\u5efa\u9020\u8005\u8aaa\u5982\u679c\u5979\u6709\u5de5\u5177\u7684\u8a71\u80fd\u505a\u51fa\u4e00\u4e9b\u66f4\u7cbe\u826f\u7684\u6771\u897f", "soldier": "\u58eb\u5175", "learn scouting": "\u5b78\u7fd2\u5075\u5bdf", "share.": "\u5206\u4eab.", "choose one slot to save to": "\u9078\u64c7\u4fdd\u5b58\u4f4d\u7f6e", "some villagers have died": "\u6709\u4e00\u4e9b\u6751\u6c11\u6b7b\u6389\u4e86", "A Murky Swamp": "\u8ff7\u9727\u6cbc\u6fa4", "iron sword": "\u9435\u528d", "scales": "\u9c57\u7247", "the grasses thin. soon, only dust remains.": "\u8349\u5730\u5f88\u5feb\u7a00\u758f\u4e86\u8d77\u4f86\uff0c\u552f\u7559\u4e0b\u6f2b\u5929\u63da\u5875", "bayonet": "\u523a\u5200", "a shot rings out, from somewhere in the long grass": "\u6df1\u8349\u53e2\u7684\u67d0\u8655\u5c04\u51fa\u4e86\u4e00\u767c\u5b50\u5f48", "a wall of gnarled trees rises from the dust. their branches twist into a skeletal canopy overhead.": "\u5875\u571f\u4e2d\u9577\u51fa\u4e86\u7d50\u7624\u7684\u6a39\u7246\uff0c\u679d\u5e79\u5728\u982d\u9802\u7e8f\u7e5e\u6210\u9aa8\u9abc\u822c\u7684\u7a79\u9802", "gather wood": "\u4f10\u6728", "A Scavenger": "\u62fe\u8352\u8005", "the villagers hang the thief high in front of the store room.": "\u6751\u6c11\u5011\u5c07\u76dc\u8cca\u7d5e\u6b7b\uff0c\u9ad8\u639b\u5728\u5009\u5eab\u9580\u524d", "1 medicine": "1\u652f\u85e5\u5291", "drop:": "\u4e1f\u68c4:", "leaves some scraps of cloth behind.": "\u7559\u7d66\u6211\u5011\u4e00\u4e9b\u5e03\u6599", "are you sure?": "\u60a8\u78ba\u5b9a\u55ce\uff1f", "charcutier": "\u718f\u8089\u5e2b", "trading post": "\u8cbf\u6613\u7ad9", "a wanderer arrives with an empty cart. says if she leaves with furs, she'll be back with more.": "\u4e00\u540d\u6d41\u6d6a\u8005\u63a8\u8457\u8ca8\u8eca\u4f86\u5230\u6751\u5b50\uff0c\u8072\u7a31\u5982\u679c\u8b93\u5979\u5e36\u8457\u6bdb\u76ae\u96e2\u958b\uff0c\u5979\u6703\u5e36\u56de\u66f4\u591a\u6bdb\u76ae", "in exchange, the wanderer offers his wisdom.": "\u4f5c\u70ba\u56de\u5831\uff0c\u6d41\u6d6a\u8005\u70ba\u6211\u5011\u5206\u4eab\u4e86\u4ed6\u7684\u667a\u6167", "sulphur miner": "\u786b\u78fa\u7926\u5de5", "warm": "\u6696\u548c", "A Feral Terror": "\u5147\u602a", "stoke fire": "\u6dfb\u67f4", "lift off": "\u9ede\u706b\u8d77\u98db", "shoot": "\u958b\u706b", "none": "\u7a7a", "a strange looking bird speeds across the plains": "\u4e00\u96bb\u6a21\u6a23\u53e4\u602a\u7684\u9ce5\u5feb\u901f\u63a0\u904e\u5e73\u539f", "linger": "\u88f9\u8db3\u5f98\u5f8a", "take:": "\u7372\u5f97:", "connect game to dropbox local storage": "\u9023\u63a5\u5230dropbox\u96f2\u5b58\u5132", "strange bird": "\u602a\u9ce5", "if the code is invalid, all data will be lost.": "\u5982\u679c\u5b58\u6a94\u4ee3\u78bc\u7121\u6548\uff0c\u6240\u6709\u6578\u64da\u5747\u6703\u4e1f\u5931\u3002", "a swamp festers in the stagnant air.": "\u51dd\u6eef\u7684\u7a7a\u6c23\u4e2d\uff0c\u6cbc\u6fa4\u6b63\u5728\u6f70\u721b", "can't see what's inside.": "\u770b\u4e0d\u6e05\u88e1\u9762\u6709\u4ec0\u9ebc", "grenade": "\u624b\u96f7", "the stranger in the corner stops shivering. her breathing calms.": "\u89d2\u843d\u88e1\u7684\u964c\u751f\u4eba\u4e0d\u518d\u986b\u6296\u4e86\uff0c\u5979\u7684\u547c\u5438\u5e73\u975c\u4e86\u4e0b\u4f86", "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be back with more.": "\u4e00\u540d\u6d41\u6d6a\u8005\u63a8\u8457\u8ca8\u8eca\u4f86\u5230\u6751\u5b50\uff0c\u8072\u7a31\u5982\u679c\u8b93\u4ed6\u5e36\u8457\u6728\u982d\u96e2\u958b\uff0c\u4ed6\u6703\u5e36\u56de\u66f4\u591a\u6728\u982d", "gaunt man": "\u6194\u60b4\u7684\u7537\u5b50", "An Outpost": "\u524d\u54e8", "cured meat": "\u718f\u8089", "builder puts up a hut, out in the forest. says word will get around.": "\u5efa\u9020\u8005\u5728\u6797\u4e2d\u5efa\u8d77\u4e00\u68df\u5c0f\u5c4b\uff0c\u5979\u8aaa\u6d88\u606f\u5f88\u5feb\u5c31\u6703\u6d41\u50b3\u51fa\u53bb", "learned how not to be seen": "\u5b78\u6703\u4e86\u96b1\u533f\u8eab\u5f62", "punches do more damage": "\u5f92\u624b\u9020\u6210\u66f4\u591a\u50b7\u5bb3", "some traps have been destroyed": "\u4e00\u4e9b\u9677\u9631\u640d\u6bc0\u4e86", "well armed men charge out of the forest, firing into the crowd.": "\u88dd\u5099\u7cbe\u826f\u7684\u4eba\u885d\u51fa\u6a39\u6797\uff0c\u5411\u4eba\u7fa4\u5c04\u64ca", "deep in the swamp is a moss-covered cabin.": "\u6cbc\u6fa4\u6df1\u8655\u73fe\u51fa\u4e00\u68df\u8986\u6eff\u82d4\u861a\u7684\u5c0f\u5c4b", "app store.": "\u61c9\u7528\u5546\u5e97.", "An Old Starship": "\u7834\u820a\u661f\u8266", "ignore it": "\u653e\u4efb\u4e0d\u7ba1", "hot": "\u5f88\u71b1", "upgrade engine": "\u5347\u7d1a\u5f15\u64ce", "forest": "\u6a39\u6797", "give 500": "\u7d66500", "A Dark Room": "\u5c0f\u9ed1\u5c4b", "builder says leather could be useful. says the villagers could make it.": "\u5efa\u9020\u8005\u8aaa\u76ae\u9769\u6703\u5f88\u6709\u7528\uff0c\u800c\u4e14\u6751\u6c11\u4e5f\u6703\u505a", "craft:": "\u88fd\u9020:", "Iron Mine": "\u9435\u7926", "coal mine": "\u7164\u7926", "bits of meat": "\u5c0f\u7247\u8089", "the remains of an old camp sits just inside the cave.": "\u6d1e\u7a74\u5167\u51fa\u73fe\u4e00\u8655\u8001\u820a\u71df\u5730\u7684\u907a\u8de1", "The Village": "\u6751\u838a", "snarling beast": "\u5486\u54ee\u7684\u91ce\u7378", "strange noises can be heard through the walls": "\u53e4\u602a\u7684\u8072\u97ff\u900f\u904e\u7246\u58c1\u50b3\u4f86", "coal": "\u7164", "Stratosphere": "\u5e73\u6d41\u5c64", "man-eater": "\u98df\u4eba\u602a", "can't tell what they're up to.": "\u96e3\u4ee5\u5206\u8fa8\u4f86\u6e90", "enter": "\u9032\u5165", "mourn": "\u8b77\u7532", "Ship": "\u98db\u8239", "better avoid conflict in the wild": "\u66f4\u597d\u5730\u8ff4\u907f\u8352\u91ce\u4e2d\u7684\u885d\u7a81", "talk": "\u5c0d\u8a71", "A Soldier": "\u58eb\u5175", "the man expresses his thanks and hobbles off.": "\u7537\u5b50\u8868\u9054\u4e86\u4ed6\u7684\u8b1d\u610f\uff0c\u4e00\u7638\u4e00\u62d0\u5730\u96e2\u958b\u4e86", "the villagers haul a filthy man out of the store room.": "\u6751\u6c11\u5011\u5f9e\u5009\u5eab\u88e1\u62fd\u51fa\u4f86\u4e00\u500b\u81df\u516e\u516e\u7684\u50a2\u4f19", "all the work of a previous generation is here.": "\u9019\u88e1\u7559\u5b58\u8457\u524d\u4ee3\u4eba\u7684\u6240\u6709\u52de\u52d5\u679c\u5be6", "learned to make the most of food": "\u5b78\u6703\u5145\u5206\u6d88\u5316\u98df\u7269", "cold": "\u5f88\u51b7", "A Crashed Starship": "\u589c\u6bc0\u661f\u8266", "the fire is {0}": "\u706b\u5806{0}", "A Lonely Hut": "\u5b64\u7368\u5c0f\u5c4b", "buy teeth": "\u8cfc\u8cb7\u7259\u9f52", "burning": "\u71c3\u71d2\u8457", "bedrolls, torn and blackened, lay beneath a thin layer of dust.": "\u6c61\u640d\u7684\u7761\u888b\u5e73\u8eba\u8457\uff0c\u4f48\u6eff\u4e86\u8584\u8584\u7684\u7070\u5875", "dodge attacks more effectively": "\u66f4\u9ad8\u6548\u5730\u9583\u907f\u8972\u64ca", "hull: ": "\u8239\u8eab:", "thieves": "\u5c0f\u5077", "lights off.": "\u7184\u71c8.", "learned to look ahead": "\u5b78\u6703\u5f80\u524d\u770b", "Coal Mine": "\u7164\u7926", "save to slot": "\u4fdd\u5b58\u5230\u4f4d\u7f6e", "hunter": "\u7375\u4eba", "some weird glowing boxes he picked up on his travels.": "\u90a3\u662f\u4ed6\u5728\u65c5\u9014\u4e2d\u64bf\u5230\u7684\u4e00\u4e9b\u53e4\u602a\u7684\u767c\u5149\u76d2\u5b50", "give 50": "\u7d6650", "wagon": "\u7bf7\u8eca", "An Old House": "\u5ee2\u68c4\u5c0f\u5c4b", "meat": "\u8089", "a terrible plague is fast spreading through the village.": "\u53ef\u6015\u7684\u9ed1\u6b7b\u75c5\u8fc5\u901f\u5730\u5728\u6751\u5b50\u91cc\u50b3\u64ad\u958b\u4f86", "the gaunt man is dead": "\u6194\u60b4\u7684\u7537\u5b50\u5012\u4e0b\u4e86", "bone spear": "\u9aa8\u69cd", "leather's not strong. better than rags, though.": "\u76ae\u9769\u4e0d\u7b97\u7d50\u5be6\uff0c\u4f46\u7e3d\u6bd4\u62ab\u584a\u7834\u5e03\u5f37\u5427", "armourer": "\u8ecd\u68b0\u5de5\u4eba", "a small group arrives, all dust and bones.": "\u4e00\u7fa4\u7626\u9aa8\u5d99\u5ccb\uff0c\u98a8\u5875\u50d5\u50d5\u7684\u4eba\u62b5\u9054\u4e86", "weight": "\u8ca0\u91cd", "torch": "\u706b\u628a", "The Thief": "\u5c0f\u5077", "not enough cloth": "\u5e03\u6599\u4e0d\u5920\u4e86", "connect": "\u9023\u63a5", "learned to be where they're not": "\u5b78\u6703\u4e86\u9583\u5230\u5c0d\u624b\u6253\u4e0d\u8457\u7684\u5730\u65b9", "go twice as far without eating": "\u4e0d\u5403\u6771\u897f\u80fd\u5805\u6301\u8d70\u7684\u8ddd\u96e2\u7ffb\u500d", "the plague is kept from spreading.": "\u9ed1\u6b7b\u75c5\u5f97\u5230\u4e86\u63a7\u5236", "the cask holds enough water for longer expeditions": "\u70ba\u66f4\u9577\u7684\u63a2\u7d22\u4e4b\u65c5\u63d0\u4f9b\u5145\u8db3\u7684\u6c34\u6e90", "check traps": "\u67e5\u770b\u9677\u9631", "Plague": "\u9ed1\u6b7b\u75c5", "a fire has started": "\u706b\u707d\u5df2\u7d93\u958b\u59cb", "medicine": "\u85e5\u5291", "tannery": "\u5236\u9769\u5c4b", "lob": "\u6295\u64f2", "no more room for huts.": "\u518d\u6c92\u6709\u53ef\u4ee5\u5efa\u5c0f\u5c4b\u7684\u7a7a\u5730\u4e86", "a large creature attacks, claws freshly bloodied": "\u4e00\u96bb\u5de8\u5927\u7684\u751f\u7269\u8972\u4f86\uff0c\u722a\u5b50\u4e0a\u9bae\u8840\u6dcb\u6f13", "a sick man hobbles up": "\u60a3\u75c5\u7537\u5b50\u4e00\u7638\u4e00\u62d0\u5730\u8d70\u4e86\u904e\u4f86", "An Abandoned Town": "\u5c0f\u93ae", "cart": "\u8ca8\u8eca", "the wood has run out": "\u6728\u982d\u7528\u5149\u4e86", "The Master": "\u5b97\u5e2b", "thrust": "\u624e\u523a", "a soldier opens fire from across the desert": "\u58eb\u5175\u5f9e\u6c99\u6f20\u90a3\u908a\u958b\u706b", "go twice as far without drinking": "\u4e0d\u559d\u6c34\u80fd\u5805\u6301\u8d70\u7684\u8ddd\u96e2\u7ffb\u500d", "the villagers retreat to mourn the dead.": "\u6751\u6c11\u64a4\u4e86\u56de\u4f86\uff0c\u60bc\u5ff5\u90a3\u4e9b\u6b7b\u53bb\u7684\u4eba", "A Modest Village": "\u4e2d\u578b\u6751\u843d", "swing": "\u63ee\u65ac", "alien alloy": "\u5916\u661f\u5408\u91d1", "export or import save data, for backing up": "\u5c0e\u51fa\u6216\u5c0e\u5165\u5b58\u6a94\u6587\u4ef6\uff0c\u7528\u65bc\u5099\u4efd", "smokehouse": "\u718f\u8089\u623f", "vague shapes move, just out of sight.": "\u6a21\u7cca\u7684\u8eab\u5f71\u63a0\u904e\uff0c\u6d88\u5931\u5728\u8996\u91ce\u5916", "Wanderer": "\u6f2b\u904a\u8005", "the earth here is split, as if bearing an ancient wound": "\u5927\u5730\u88c2\u958b\uff0c\u5b9b\u5982\u53e4\u8001\u7684\u50b7\u75d5", "dangerous to be this far from the village without proper protection": "\u6c92\u6709\u59a5\u5584\u9632\u8b77\u96e2\u958b\u6751\u5b50\u9019\u9ebc\u9060\u5f88\u5371\u96aa", "the compass points southeast": "\u7f85\u76e4\u6307\u5411\u6771\u5357", "barbarian": "\u91ce\u883b\u4eba", "the wanderer leaves, cart loaded with furs": "\u6d41\u6d6a\u8005\u5e36\u8457\u6eff\u8f09\u6bdb\u76ae\u7684\u8ca8\u8eca\u96e2\u958b\u4e86", "there are still supplies inside.": "\u88e1\u982d\u4f3c\u4e4e\u9084\u6709\u4e9b\u7269\u8cc7", "traps are more effective with bait.": "\u4e0a\u990c\u9677\u9631\u66f4\u6709\u6548\u7387", "a sickness is spreading through the village.": "\u761f\u75ab\u5728\u6751\u5b50\u4e2d\u8513\u5ef6", "tangle": "\u727d\u7d46", "miss": "\u5931\u624b", "the meat has run out": "\u8089\u5df2\u7d93\u5403\u5b8c\u4e86", "A Murky Swamp": "\u6cbc\u6fa4", "go inside": "\u9032\u5165", "turn her away": "\u6506\u8d70\u5979", "reinforce hull": "\u52a0\u56fa\u8239\u8eab", "not enough wood to get the fire going": "\u751f\u706b\u7684\u6728\u982d\u4e0d\u5920\u4e86", "a stranger arrives in the night": "\u964c\u751f\u4eba\u5728\u591c\u88e1\u62b5\u9054", "hut": "\u5c0f\u5c4b", "trapper": "\u9677\u9631\u5e2b", "rifle": "\u6b65\u69cd", "sulphur": "\u786b\u78fa", "steel": "\u92fc", "the stranger is standing by the fire. she says she can help. says she builds things.": "\u90a3\u540d\u964c\u751f\u4eba\u51fa\u73fe\u5728\u706b\u5806\u524d.\u5979\u8aaa\u5979\u53ef\u4ee5\u5e6b\u5fd9\u5efa\u4e9b\u6771\u897f", "the sickness is cured in time.": "\u75ab\u75c5\u53ca\u6642\u5f97\u5230\u4e86\u63a7\u5236", "the only hope is a quick death.": "\u4eba\u5011\u53ea\u6c42\u901f\u6b7b", "the lizard is dead": "\u5de8\u8725\u5012\u4e0b\u4e86", "iron": "\u9435", "light fire": "\u751f\u706b", "the stranger shivers, and mumbles quietly. her words are unintelligible.": "\u964c\u751f\u4eba\u745f\u745f\u767c\u6296\uff0c\u5462\u5583\u4e0d\u5df2\uff0c\u807d\u4e0d\u6e05\u5728\u8aaa\u4e9b\u4ec0\u9ebc", "A Firelit Room": "\u751f\u706b\u9593", "some wood is missing.": "\u6709\u4e9b\u6728\u982d\u4e0d\u898b\u4e86", "The Beggar": "\u4e5e\u4e10", "ripe for the picking.": "\u662f\u6642\u5019\u63a1\u6458\u5b83\u5011\u4e86", "A Destroyed Village": "\u6751\u838a", "coal miner": "\u7164\u7926\u5de5\u4eba", "not enough teeth": "\u7259\u9f52\u4e0d\u5920\u4e86", "all he has are some scales.": "\u5168\u662f\u4e9b\u9c57\u7247", "learned to predict their movement": "\u5b78\u6703\u9810\u5224\u4ed6\u4eba\u7684\u52d5\u4f5c", "the barrens break at a sea of\u200b\u200b dying grass, swaying in the arid breeze.": "\u8352\u8349\u5982\u6d77\uff0c\u5728\u71e5\u71b1\u7684\u98a8\u4e2d\u6416\u66f3\u8457\uff0c\u4e2d\u9593\u73fe\u51fa\u4e86\u4e00\u7247\u8352\u5730", "the nights are rent with screams.": "\u5c16\u53eb\u97ff\u5fb9\u9ed1\u591c", "take": "\u5e36\u8d70", "the scavenger is dead": "\u62fe\u8352\u8005\u88ab\u6d88\u6ec5\u4e86", "a nomad shuffles into view, laden with makeshift bags bound with rough twine.": "\u6e38\u7267\u90e8\u843d\u6162\u541e\u541e\u5730\u51fa\u73fe\u5728\u8996\u91ce\u4e2d\uff0c\u5e36\u8457\u8a31\u591a\u7528\u7c97\u9ebb\u7dda\u7d2e\u8d77\u4f86\u7684\u81e8\u6642\u53e3\u888b", "a convoy lurches in, equal parts worry and hope.": "\u8eca\u968a\u6b77\u7d93\u78e8\u96e3\u4f86\u5230\u4e86\u5c0f\u93ae\uff0c\u61f7\u8457\u548c\u64d4\u6182\u540c\u7b49\u7684\u5e0c\u671b", "the map uncovers a bit of the world": "\u5730\u5716\u4e0a\u5df2\u63a2\u77e5\u7684\u5730\u65b9\u64f4\u5927\u4e86\u4e00\u9ede", "the sounds stop.": "\u5b89\u975c\u4e0b\u4f86\u4e86", "rucksack": "\u96d9\u80a9\u5305", "lights on.": "\u958b\u71c8", "a torch to keep the dark away": "\u9a45\u6563\u9ed1\u6697\u7684\u706b\u628a", "starvation sets in": "\u98e2\u9913\u8972\u4f86", "charm": "\u7b26\u5492", "the sniper is dead": "\u72d9\u64ca\u624b\u88ab\u6ec5", "nothing": "\u4e00\u7121\u6240\u7372", "say his folk have been skimming the supplies.": "\u64da\u8aaa\u4ed6\u7684\u540c\u5925\u5011\u65e9\u5df2\u7d93\u9806\u8d70\u8a31\u591a\u8ca8\u7269", "Restart?": "\u91cd\u958b?", "this is irreversible.": "\u6b64\u64cd\u4f5c\u4e0d\u53ef\u64a4\u92b7\u3002", "the town's booming. word does get around.": "\u93ae\u5b50\u7e41\u69ae\u71b1\u9b27\uff0c\u6d88\u606f\u4e0d\u811b\u800c\u8d70", "Dropbox connection": "dropbox\u9023\u63a5", "iron miner": "\u9435\u7926\u5de5\u4eba", "give 100": "\u7d66100", "Export": "\u5c0e\u51fa", "A Sniper": "\u72d9\u64ca\u624b", "Saddly, all residents in the hut perished in the fire.": "\u4e0d\u5e78\u7684\u662f,\u5c4b\u5167\u7684\u6240\u6709\u4eba\u90fd\u6b7b\u65bc\u706b\u707d\u4e2d", "the mysterious wanderer returns, cart piled high with wood.": "\u795e\u79d8\u7684\u6d41\u6d6a\u8005\u56de\u4f86\u4e86\uff0c\u8ca8\u8eca\u4e0a\u6728\u982d\u5806\u5f97\u66f4\u9ad8\u4e86", "precise": "\u7cbe\u5bc6", "convoy": "\u8eca\u968a", "stunned": "\u9a5a\u5687", "a thief is caught": "\u6293\u5230\u4e00\u540d\u5c0f\u5077", "a beggar arrives.": "\u4e5e\u4e10\u5f98\u5f8a\u5728\u9580\u524d", "the strange bird is dead": "\u602a\u9ce5\u5012\u4e0b\u4e86", "*** EVENT ***": "*** \u6d88\u606f ***", "the grass thrashes wildly as a huge lizard pushes through": "\u8349\u53e2\u760b\u6416\uff0c\u4e00\u96bb\u5de8\u8725\u64b2\u4e86\u51fa\u4f86", "medicine is needed immediately.": "\u4e9f\u9700\u85e5\u5291", "give 1 medicine": "\u5206\u7d66\u4ed6\u4e00\u652f\u85e5\u5291", "the old compass is dented and dusty, but it looks to work.": "\u9019\u584a\u820a\u7f85\u76e4\u7834\u640d\u8499\u5875\uff0c\u4f46\u770b\u8d77\u4f86\u9084\u80fd\u7528", "wood": "\u6728\u982d", "lodge": "\u65c5\u9928", "a scout stops for the night": "\u5075\u5bdf\u5175\u591c\u5bbf\u65bc\u6b64", "a gunshot rings through the trees.": "\u69cd\u8072\u562f\u904e\u6a39\u6797", "somewhere above the debris cloud, the wanderer fleet hovers. been on this rock too long.": "\u788e\u96f2\u4e4b\u4e0a\u4e0d\u77e5\u8655\uff0c\u6d41\u6d6a\u8005\u7684\u8266\u968a\u6b63\u76e4\u65cb.\u5df2\u7d93\u5728\u9019\u584a\u5927\u5ca9\u77f3\u4e0a\u5f85\u5f97\u592a\u4e45\u4e86", "iron mine": "\u9435\u7926", "freezing": "\u5bd2\u51b7\u523a\u9aa8", "the world fades": "\u773c\u524d\u7684\u4e16\u754c\u7159\u6d88\u96f2\u6563", "some of the traps have been torn apart.": "\u4e00\u4e9b\u9677\u9631\u640d\u6bc0\u4e86", "not enough iron": "\u9435\u4e0d\u5920\u4e86", "compass": "\u7f85\u76e4", "successfully saved to dropbox datastorage": "\u6210\u529f\u4fdd\u5b58\u5230dropbox", "bring your friends.": "\u5206\u4eab\u7d66\u4f60\u7684\u597d\u53cb", "a mysterious wanderer arrives": "\u795e\u79d8\u6d41\u6d6a\u8005\u4f86\u4e86", "leather": "\u76ae\u9769", "investigate": "\u8abf\u67e5", "the cave narrows a few feet in.": "\u6d1e\u7a74\u72f9\u7a84\uff0c\u5e7e\u7121\u7acb\u8db3\u4e4b\u5730", "sword is sharp. good protection out in the wilds.": "\u528d\u5f88\u92d2\u5229\uff0c\u80fd\u5920\u5728\u91ce\u5916\u63d0\u4f9b\u4e0d\u932f\u7684\u9632\u8b77", "A Damp Cave": "\u6d1e\u7a74", "a gaunt man approaches, a crazed look in his eye": "\u4e00\u540d\u6194\u60b4\u7684\u7537\u5b50\u9760\u4e86\u904e\u4f86\uff0c\u773c\u5e95\u6d41\u9732\u51fa\u760b\u72c2", "A Military Raid": "\u8ecd\u4e8b\u7a81\u8972", "the walls are moist and moss-covered": "\u5ca9\u58c1\u6f6e\u6fd5\uff0c\u8986\u84cb\u8457\u82d4\u861a", "not enough wood": "\u6728\u982d\u4e0d\u5920\u4e86", "close": "\u95dc\u9589", "strange scales": "\u53e4\u602a\u9c57\u7247", "learned to throw punches with purpose": "\u5b78\u6703\u4e86\u6709\u610f\u8b58\u5730\u51fa\u62f3", "a shack stands at the center of the village.": "\u4e00\u68df\u5c0f\u68da\u5b50\u77d7\u7acb\u5728\u6751\u5b50\u4e2d\u592e", "spare him": "\u91cb\u653e\u4ed6", "he smiles warmly and asks for lodgings for the night.": "\u4ed6\u9762\u5e36\u548c\u7166\u7684\u5fae\u7b11\uff0c\u8acb\u6c42\u7559\u5bbf\u4e00\u665a", "stealthy": "\u6f5b\u884c", "weapons": "\u6b66\u5668", "the man is thankful.": "\u7537\u5b50\u611f\u6fc0\u6d95\u96f6", "A Shivering Man": "\u986b\u6296\u7684\u7537\u5b50", "import": "\u5c0e\u5165", "available": "\u53ef\u7528", "reddit": "\u7d05\u8fea", "shares what he knows about sneaking before he goes.": "\u5728\u96e2\u958b\u524d\u4ed6\u5206\u4eab\u4e86\u6709\u95dc\u6f5b\u884c\u7684\u5fc3\u5f97", "the rest bury them.": "\u5269\u4e0b\u7684\u4eba\u57cb\u846c\u4e86\u4ed6\u5011", "smoldering": "\u958b\u59cb\u5192\u7159", "A Tiny Village": "\u5c0f\u578b\u6751\u843d", "your are connected to dropbox with account / email ": "\u60a8\u5df2\u7528\u6b64\u8cec\u6236/\u96fb\u5b50\u90f5\u4ef6\u9023\u63a5\u5230dropbox: ", "Mesosphere": "\u4e2d\u6c23\u5c64", "a snarling beast leaps out of the underbrush": "\u4e00\u96bb\u5486\u54ee\u7684\u91ce\u7378\u5f9e\u704c\u6728\u53e2\u88e1\u8ea5\u4e86\u51fa\u4f86", "got it": "\u5df2\u5b8c\u6210", "l armour": "\u76ae\u7532", "steelworks": "\u7149\u92fc\u574a", "Noises": "\u5608\u96dc", "village": "\u6751\u843d", "cancel": "\u53d6\u6d88", "put the save code here.": "\u6b64\u8655\u53ef\u586b\u5165\u5b58\u6a94\u4ee3\u78bc", "buy medicine": "\u8cfc\u8cb7\u85e5\u5291", "hang him": "\u7d5e\u6b7b\u4ed6", "this spear's not elegant, but it's pretty good at stabbing": "\u9019\u67c4\u6a19\u69cd\u4e0d\u600e\u9ebc\u7cbe\u7dfb\uff0c\u4f46\u7528\u4f86\u6233\u523a\u624b\u611f\u4e0d\u932f", "land blows more often": "\u547d\u4e2d\u7387\u63d0\u9ad8", "gatherer": "\u63a1\u96c6\u8005", "the night is silent.": "\u9ed1\u591c\u91cd\u6b78\u975c\u8b10", "never go thirsty again": "\u518d\u4e5f\u4e0d\u64d4\u5fc3\u53e3\u6e34", "learned to love the dry air": "\u5b78\u6703\u53bb\u611b\u9019\u4e7e\u71e5\u7684\u7a7a\u6c23", "workshop": "\u5de5\u574a", "A Barren World": "\u8352\u856a\u4e16\u754c", "see farther": "\u770b\u5f97\u66f4\u9060", "bolas": "\u5957\u7d22", "the ground is littered with scraps of cloth": "\u5730\u4e0a\u6563\u843d\u8457\u5e03\u7247", "A Large Village": "\u5927\u578b\u6751\u843d", "precision": "\u7cbe\u5bc6", "the sickness spreads through the village.": "\u761f\u75ab\u5728\u6751\u5b50\u4e2d\u8513\u5ef6", "won't say from where he came, but it's clear that he's not staying.": "\u4ed6\u5011\u6c92\u6709\u63d0\u53ca\u4f86\u8655\uff0c\u4f46\u986f\u7136\u4e0d\u6703\u9017\u7559\u5f88\u4e45", "the wanderer takes the charm and nods slowly.": "\u6d41\u6d6a\u8005\u63a5\u904e\u7b26\u5492\uff0c\u7de9\u7de9\u9ede\u4e86\u9ede\u982d", "the mysterious wanderer returns, cart piled high with furs.": "\u795e\u79d8\u7684\u6d41\u6d6a\u8005\u56de\u4f86\u4e86\uff0c\u8ca8\u8eca\u4e0a\u6bdb\u76ae\u5806\u5f97\u66f4\u9ad8\u4e86", "armoury": "\u8ecd\u68b0\u574a", "safer here": "\u9019\u88e1\u53ef\u7b97\u5b89\u5168\u4e86", "Export / Import": "\u5c0e\u51fa/\u5c0e\u5165", "fur": "\u6bdb\u76ae", "the man-eater is dead": "\u98df\u4eba\u602a\u5012\u4e0b\u4e86", "learned to swing weapons with force": "\u5b78\u6703\u77ad\u5982\u4f55\u767c\u63ee\u52c1\u529b\uff0c\u63ee\u821e\u6b66\u5668", "a crudely made charm": "\u505a\u5de5\u7c97\u7cd9\u7684\u7b26\u5492", "cask": "\u6c34\u6876", "engine:": "\u5f15\u64ce:", "lizard": "\u5de8\u8725", "Sulphur Mine": "\u786b\u78fa\u7926", "export or import save data to dropbox datastorage": "\u5c0e\u51fa\u6216\u5c0e\u5165\u5b58\u6a94\u6587\u4ef6\u5230dropbox", "the metallic tang of wanderer afterburner hangs in the air.": "\u6d41\u6d6a\u8005\u52a9\u71c3\u5668\u7684\u91d1\u5c6c\u67b6\u4f38\u4e86\u51fa\u4f86\uff0c\u61f8\u5728\u7a7a\u4e2d", "large prints lead away, into the forest.": "\u5de8\u5927\u7684\u8db3\u5370\u5ef6\u4f38\u81f3\u68ee\u6797", "a startled beast defends its home": "\u53d7\u5230\u9a5a\u5687\u7684\u91ce\u7378\u6b63\u8981\u634d\u885b\u5b83\u7684\u5de2\u7a74", "his time here, now, is his penance.": "\u800c\u5982\u4eca\uff0c\u4ed6\u5f85\u5728\u9019\u88e1\u7684\u6642\u5149\u90fd\u5728\u70ba\u6b64\u8d16\u7f6a", "hull:": "\u5916\u6bbc:", "scavenger": "\u62fe\u8352\u8005", "unarmed master": "\u5f92\u624b\u5b97\u5e2b", "the man says he's grateful. says he won't come around any more.": "\u9019\u50a2\u4f19\u611f\u6fc0\u6d95\u96f6\uff0c\u8aaa\u4ed6\u518d\u4e5f\u4e0d\u6703\u4f86\u884c\u7aca\u4e86", "laser rifle": "\u6fc0\u5149\u6b65\u69cd", "sulphur mine": "\u786b\u78fa\u7926", "buy compass": "\u8cfc\u8cb7\u7f85\u76e4", "buy map": "\u8cfc\u8cb7\u5730\u5716", "scratching noises can be heard from the store room.": "\u5009\u5eab\u91cc\u50b3\u51fa\u6089\u6089\u7d22\u7d22\u7684\u8072\u97f3", "steel sword": "\u92fc\u528d", "asks for any spare furs to keep him warm at night.": "\u7948\u6c42\u80fd\u65bd\u6368\u7d66\u4ed6\u4e00\u4e9b\u591a\u9918\u7684\u6bdb\u76ae\uff0c\u597d\u8b93\u4ed6\u4e0d\u5728\u591c\u88e1\u53d7\u51cd", "A Raucous Village": "\u55a7\u56c2\u5c0f\u93ae", "the beggar expresses his thanks.": "\u4e5e\u4e10\u611f\u6fc0\u6d95\u96f6", "carrying more means longer expeditions to the wilds": "\u8352\u91ce\u65c5\u884c\u6642\u651c\u5e36\u66f4\u591a\u7269\u8cc7", "free {0}/{1}": "\u80cc\u5305\u5269\u9918\u7a7a\u9593: {0}/{1}", "Room": "\u623f\u9593", "rotting reeds rise out of the swampy earth.": "\u8150\u721b\u7684\u8606\u8349\u5192\u51fa\u6cbc\u6fa4", "armoury's done, welcoming back the weapons of the past.": "\u8ecd\u68b0\u574a\u5efa\u597d\u4e86\uff0c\u6b61\u8fce\u4f7f\u7528\u9019\u4e9b\u904e\u6642\u7684\u6b66\u5668", "A Damp Cave": "\u6f6e\u6fd5\u6d1e\u7a74", "slow metabolism": "\u6e1b\u7de9\u4ee3\u8b1d", "the mouth of the cave is wide and dark.": "\u6d1e\u53e3\u5bec\u655e\u800c\u9ed1\u6697", "not enough sulphur": "\u786b\u78fa\u4e0d\u5920\u4e86", "builder's not sure he's to be trusted.": "\u5efa\u9020\u8005\u4e0d\u78ba\u5b9a\u80fd\u5426\u4fe1\u4efb\u4ed6", "evasion": "\u907f\u5be6\u5c31\u865b", "buy bait": "\u8cfc\u8cb7\u8a98\u990c", "builder": "\u5efa\u9020\u8005", "waterskin": "\u6c34\u58fa", "scattered teeth": "\u6b98\u7f3a\u7259\u9f52", "buy:": "\u8cfc\u8cb7:", "load": "\u52a0\u8f09", "a weathered family takes up in one of the huts.": "\u4e00\u6236\u98fd\u7d93\u98a8\u96e8\u7684\u4eba\u5bb6\u4f4f\u9032\u4e00\u68df\u5c0f\u5c4b", "stores": "\u5eab\u5b58", "now the nomads have a place to set up shop, they might stick around a while": "\u73fe\u5728\u6e38\u7267\u90e8\u843d\u6709\u5730\u65b9\u5b89\u71df\u624e\u5be8\u8a2d\u7acb\u5546\u8216\u4e86\uff0c\u4ed6\u5011\u4e5f\u8a31\u6703\u591a\u9017\u7559\u4e00\u6bb5\u6642\u9593", "the trees are gone. parched earth and blowing dust are poor replacements.": "\u6a39\u6728\u90fd\u6d88\u5931\u4e86\uff0c\u552f\u7559\u4e0b\u4e7e\u88c2\u7684\u5927\u5730\u548c\u98db\u63da\u7684\u5875\u571f", "armour": "\u8b77\u7532", "A Man-Eater": "\u98df\u4eba\u602a", "builder says it'd be useful to have a steady source of bullets": "\u5efa\u9020\u8005\u8aaa\u64c1\u6709\u7a69\u5b9a\u7684\u5f48\u85e5\u4f86\u6e90\u5f88\u6709\u5fc5\u8981", "the compass points south": "\u7f85\u76e4\u6307\u5411\u5357\u65b9", "the compass points north": "\u7f85\u76e4\u6307\u5411\u5317\u65b9", "The Sick Man": "\u60a3\u75c5\u7537\u5b50", "yes": "\u662f", "martial artist": "\u6b66\u9b25\u5bb6", "builder says she can make traps to catch any creatures might still be alive out there": "\u5efa\u9020\u8005\u8aaa\u5979\u80fd\u5920\u88fd\u505a\u9677\u9631\u4f86\u6355\u6349\u90a3\u4e9b\u4ecd\u5728\u91ce\u5916\u6d3b\u52d5\u7684\u91ce\u7378", "the compass points northeast": "\u7f85\u76e4\u6307\u5411\u6771\u5317", "he begs for medicine.": "\u4ed6\u7948\u6c42\u5206\u7d66\u4ed6\u4e00\u652f\u85e5\u5291", "save": "\u4fdd\u5b58", "this waterskin'll hold a bit of water, at least": "\u8d77\u78bc\u80fd\u88dd\u90a3\u9ebc\u9ede\u5152\u6c34", "turn him away": "\u6506\u8d70\u4ed6", "shivering man": "\u986b\u6296\u7684\u7537\u5b50", "The Mysterious Wanderer": "\u795e\u79d8\u6d41\u6d6a\u8005", "A Huge Lizard": "\u5de8\u8725", "boxer": "\u62f3\u64ca\u624b", "An Outpost": "\u524d\u54e8", "not enough meat": "\u8089\u4e0d\u5920\u4e86", "some weird metal he picked up on his travels.": "\u90a3\u662f\u4ed6\u5728\u65c5\u9014\u4e2d\u64bf\u5230\u7684\u4e00\u4e9b\u53e4\u602a\u7684\u91d1\u5c6c", "something's in there.": "\u6709\u4ec0\u9ebc\u5728\u90a3\u88e1", "restore more health when eating": "\u9032\u98df\u6062\u5fa9\u66f4\u591a\u751f\u547d", "A Snarling Beast": "\u5486\u54ee\u7684\u91ce\u7378", "Share": "\u5206\u4eab", "a haze falls over the village as the steelworks fires up": "\u7149\u92fc\u574a\u958b\u5de5\u5f8c\uff0c\u4e00\u7e37\u9ed1\u7159\u98c4\u5411\u6751\u838a\u4e0a\u7a7a", "an old wanderer sits inside, in a seeming trance.": "\u4e00\u540d\u5e74\u9081\u7684\u6d41\u6d6a\u8005\u5750\u5728\u88e1\u982d\uff0c\u770b\u8d77\u4f86\u6b63\u5728\u767c\u5446", "builder says the villagers could make steel, given the tools": "\u5efa\u9020\u8005\u8aaa\u7d66\u6751\u6c11\u5de5\u5177\u7684\u8a71\u4ed6\u5011\u5c31\u80fd\u5e6b\u5fd9\u7149\u92fc", "continue": "\u7e7c\u7e8c\u6df1\u5165", "there is no more water": "\u6c34\u5df2\u8017\u76e1", "flickering": "\u5192\u51fa\u706b\u82d7", "go back inside": "\u56de\u5c4b", "save this.": "\u4fdd\u5b58\u6b64\u4ee3\u78bc", "twitter": "\u63a8\u7279", "baited trap": "\u4e0a\u990c\u9677\u9631", "dead": "\u7184\u6ec5\u4e86", "export": "\u5c0e\u51fa", "not far from the village lies a large beast, its fur matted with blood.": "\u6751\u5916\u4e0d\u9060\u8655\u8eba\u8457\u4e00\u96bb\u5de8\u7378\uff0c\u5b83\u7684\u6bdb\u76ae\u4e0a\u67d3\u6eff\u4e86\u9bae\u8840", "s armour": "\u92fc\u7532", "say he should be strung up as an example.": "\u4ed6\u5011\u8aaa\u61c9\u8a72\u7d5e\u6b7b\u4ed6\u4ee5\u5106\u6548\u5c24", "Fire": "\u8457\u706b\u4e86", "A Ruined Trap": "\u640d\u6bc0\u7684\u9677\u9631", "not enough coal": "\u7164\u70ad\u4e0d\u5920\u4e86", "slash": "\u5288\u780d", "builder says she can make a cart for carrying wood": "\u5efa\u9020\u8005\u8aaa\u5979\u80fd\u5920\u88fd\u9020\u51fa\u8ca8\u8eca\uff0c\u7528\u4f86\u904b\u8f09\u6728\u982d", "trap": "\u9677\u9631", "builder stokes the fire": "\u5efa\u9020\u8005\u6dfb\u4e86\u67f4\u706b", "say goodbye": "\u9053\u5225", "A Silent Forest": "\u975c\u8b10\u68ee\u6797", "builder's not sure she's to be trusted.": "\u5efa\u9020\u8005\u4e0d\u78ba\u5b9a\u80fd\u5426\u4fe1\u4efb\u5979", "trees loom on the horizo\u200b\u200bn. grasses gradually yield to a forest floor of dry branches and fallen leaves.": "\u5730\u5e73\u7dda\u4e0a\u96b1\u7d04\u77a7\u898b\u6a39\u6797.\u8349\u5730\u6f38\u6f38\u7a00\u758f\uff0c\u66ff\u4ee3\u4ee5\u92ea\u8457\u67af\u679d\u6557\u8449\u7684\u68ee\u6797", "the point is made. in the next few days, the missing supplies are returned.": "\u6b64\u8209\u5353\u6709\u6210\u6548.\u6578\u65e5\u5f8c\uff0c\u907a\u5931\u7684\u7269\u8cc7\u90fd\u88ab\u9084\u4e86\u56de\u4f86", "the plague rips through the village.": "\u9ed1\u6b7b\u75c5\u5e2d\u6372\u6751\u843d", "an old wanderer arrives.": "\u4e00\u540d\u5e74\u9081\u7684\u6d41\u6d6a\u8005\u62b5\u9054\u4e86", "the compass points southwest": "\u7f85\u76e4\u6307\u5411\u897f\u5357", "the wanderer leaves, cart loaded with wood": "\u6d41\u6d6a\u8005\u5e36\u8457\u6eff\u8f09\u6728\u982d\u7684\u8ca8\u8eca\u96e2\u958b\u4e86", "Dropbox Export / Import": "dropbox\u5c0e\u51fa/\u5c0e\u5165", "google+": "\u74b0\u804a", "ok": "\u78ba\u8a8d", "a man hobbles up, coughing.": "\u7537\u5b50\u54b3\u55fd\u8457\uff0c\u4e00\u7638\u4e00\u62d0\u5730\u8d70\u4e86\u904e\u4f86", "i armour": "\u9435\u7532", "The Scout": "\u5075\u5bdf\u5175", "leaves a pile of small scales behind.": "\u7559\u7d66\u6211\u5011\u4e00\u5806\u5c0f\u9c57\u7247", "pockets": "\u80cc\u5305", "stab": "\u6233\u523a", "the ground is littered with small scales": "\u5730\u4e0a\u6563\u843d\u8457\u5c0f\u9c57\u7247", "iron's stronger than leather": "\u9435\u53ef\u6bd4\u76ae\u7d50\u5be6", "a nomad arrives, looking to trade": "\u6e38\u7267\u90e8\u843d\u62b5\u9054\uff0c\u60f3\u8981\u9032\u884c\u8cbf\u6613", "black powder and bullets, like the old days.": "\u9ed1\u706b\u85e5\u548c\u5b50\u5f48\uff0c\u5c31\u50cf\u904e\u53bb\u90a3\u6a23", "restart the game?": "\u91cd\u958b\u904a\u6232?", "gastronome": "\u7f8e\u98df\u5bb6", "A Ruined City": "\u57ce\u5e02", "energy cell": "\u80fd\u91cf\u5143\u4ef6", "the compass points west": "\u7f85\u76e4\u6307\u5411\u897f\u65b9", "a scavenger draws close, hoping for an easy score": "\u4e00\u540d\u62fe\u8352\u8005\u8cbc\u4e86\u904e\u4f86\uff0c\u60f3\u8981\u767c\u8d77\u5077\u8972", "Sickness": "\u761f\u75ab", "build:": "\u5efa\u7bc9\u7269:", "feral terror": "\u5147\u602a", "signout": "\u767b\u51fa", "A Beast Attack": "\u91ce\u7378\u4f86\u8972", "Ready to Leave?": "\u6e96\u5099\u597d\u8981\u96e2\u958b\u4e86\u55ce?", "time to get out of this place. won't be coming back.": "\u662f\u6642\u5019\u96e2\u958b\u9019\u88e1\u4e86.\u518d\u4e5f\u4e0d\u6703\u56de\u982d", "the compass points northwest": "\u7f85\u76e4\u6307\u5411\u897f\u5317", "the thirst becomes unbearable": "\u53e3\u6e34\u96e3\u8010", "a beggar arrives": "\u4e5e\u4e10\u4f86\u4e86", "he leaves a reward.": "\u4ed6\u7559\u4e0b\u5831\u916c\u8d70\u4e86", "the scout says she's been all over.": "\u5075\u5bdf\u5175\u8aaa\u5979\u66fe\u74b0\u904a\u4e16\u754c", "cloth": "\u5e03\u6599", "Troposphere": "\u5c0d\u6d41\u5c64", "squeeze": "\u64e0\u5165\u6df1\u8655", "scraps of fur": "\u76ae\u6bdb\u788e\u7247", "the wind howls outside": "\u5c4b\u5916\u5bd2\u98a8\u547c\u562f", "the wagon can carry a lot of supplies": "\u7bf7\u8eca\u80fd\u5920\u651c\u5e36\u8a31\u591a\u7269\u8cc7", "A Battlefield": "\u6230\u5834", "the shivering man is dead": "\u986b\u6296\u7684\u7537\u5b50\u5012\u4e0b\u4e86", "builder finishes the smokehouse. she looks hungry.": "\u5efa\u9020\u8005\u9020\u597d\u4e86\u718f\u8089\u623f\uff0c\u5979\u770b\u8d77\u4f86\u98e2\u8178\u8f46\u8f46", "agree": "\u540c\u610f\u8001\u4eba\u7684\u8acb\u6c42", "the forest is silent.": "\u68ee\u6797\u6b78\u65bc\u975c\u8b10", "Space": "\u592a\u7a7a", "Thermosphere": "\u589e\u6eab\u5c64", "5 medicine": "5\u652f\u85e5\u5291", "do nothing": "\u7f6e\u4e4b\u4e0d\u7406", "A Gaunt Man": "\u6194\u60b4\u7684\u7537\u5b50", "Outside": "\u91ce\u5916", "the snarling beast is dead": "\u5486\u54ee\u7684\u91ce\u7378\u5012\u4e0b\u4e86", "no": "\u5426", "{0} per {1}s": "{0}/{1}\u79d2", "track them": "\u8ffd\u8e2a", "Exosphere": "\u5916\u9038\u5c64", "he speaks of once leading the great fleets to fresh worlds.": "\u4ed6\u8ac7\u8d77\u66fe\u7387\u9818\u4e00\u652f\u5049\u5927\u7684\u8266\u968a\u524d\u5f80\u65b0\u4e16\u754c", "builder says there are more wanderers. says they'll work, too.": "\u5efa\u9020\u8005\u8aaa\u9019\u88e1\u6709\u8a31\u591a\u6d41\u6d6a\u8005\uff0c\u4ed6\u5011\u4e5f\u6703\u4f86\u5de5\u4f5c", "evasive": "\u907f\u5be6\u5c31\u865b", "an old wanderer arrives": "\u5e74\u9081\u7684\u6d41\u6d6a\u8005\u51fa\u73fe\u4e86", "through the walls, shuffling noises can be heard.": "\u5608\u96dc\u8072\u900f\u7246\u50b3\u4f86", "melee weapons deal more damage": "\u8fd1\u6230\u6b66\u5668\u9020\u6210\u66f4\u9ad8\u50b7\u5bb3", "the compass points ": "\u7f85\u76e4\u6307\u5411:", "the man swallows the medicine eagerly": "\u7537\u5b50\u8feb\u4e0d\u53ca\u5f85\u56a5\u4e0b\u4e86\u85e5\u5291", "the days are spent with burials.": "\u846c\u79ae\u63a5\u8457\u846c\u79ae", "more traps to catch more creatures": "\u9677\u9631\u8d8a\u591a\uff0c\u6293\u5230\u7684\u7375\u7269\u5c31\u8d8a\u591a", "bullets": "\u5b50\u5f48", "the light from the fire spills from the windows, out into the dark": "\u706b\u5149\u6620\u51fa\u7a97\u5916\uff0c\u6295\u5165\u9ed1\u6697\u4e4b\u4e2d", "tell him to leave": "\u8acb\u4ed6\u96e2\u958b", "dry brush and dead branches litter the forest floor": "\u6797\u5730\u4e0a\u6563\u843d\u8457\u67af\u679d\u6557\u8449", "tattered cloth": "\u7834\u721b\u5e03\u6599", "tanner": "\u76ae\u9769\u5e2b", "should cure the meat, or it'll spoil. builder says she can fix something up.": "\u61c9\u8a72\u628a\u8089\u718f\u4e00\u4e0b\uff0c\u5426\u5247\u6703\u8150\u58de\u6389.\u5efa\u9020\u8005\u8aaa\u5979\u80fd\u5e6b\u5fd9\u641e\u5b9a\u9019\u500b", "or migrating computers": "\u6216\u5225\u8655\u7684\u96fb\u8166", "water:{0}": "\u6c34:{0}", "teeth": "\u7259\u9f52", "villagers could help hunt, given the means": "\u5047\u5982\u5de5\u5177\u9f4a\u5099\uff0c\u6751\u6c11\u4e5f\u80fd\u5e6b\u5fd9\u72e9\u7375"}); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lang/zh_tw/strings.po ================================================ msgid "" msgstr "" "Project-Id-Version: adarkroom\n" "Report-Msgid-Bugs-To: EMAIL@ADDRESS\n" "POT-Creation-Date: 2016-02-15 02:03+0100\n" "PO-Revision-Date: 2016-02-15 02:03+0100\n" "Last-Translator: Yuki Usagi \n" "Language-Team: \n" "Language: zh_TW\n" "MIME-Version: 1.0\n" "Content-Type: text/plain; charset=UTF-8\n" "Content-Transfer-Encoding: 8bit\n" "Plural-Forms: nplurals=1; plural=0;\n" "X-Generator: Poedit 1.7.6\n" "X-Poedit-KeywordsList: _\n" "X-Poedit-Basepath: .\n" "X-POOTLE-MTIME: 1421483365.000000\n" "X-Poedit-SearchPath-0: ./../../script\n" #: ../../script/dropbox.js:62 msgid "Dropbox connection" msgstr "dropbox連接" #: ../../script/dropbox.js:65 msgid "connect game to dropbox local storage" msgstr "連接到dropbox雲存儲" #: ../../script/dropbox.js:68 msgid "connect" msgstr "連接" #: ../../script/dropbox.js:75 ../../script/dropbox.js:107 #: ../../script/dropbox.js:133 ../../script/dropbox.js:163 #: ../../script/engine.js:285 ../../script/engine.js:331 msgid "cancel" msgstr "取消" #: ../../script/dropbox.js:86 ../../script/dropbox.js:176 msgid "Dropbox Export / Import" msgstr "dropbox導出/導入" #: ../../script/dropbox.js:89 msgid "export or import save data to dropbox datastorage" msgstr "導出或導入存檔文件到dropbox" #: ../../script/dropbox.js:90 msgid "your are connected to dropbox with account / email " msgstr "您已用此賬戶/電子郵件連接到dropbox: " #: ../../script/dropbox.js:93 msgid "save" msgstr "保存" #: ../../script/dropbox.js:97 msgid "load" msgstr "加載" #: ../../script/dropbox.js:102 msgid "signout" msgstr "登出" #: ../../script/dropbox.js:113 msgid "choose one slot to save to" msgstr "選擇保存位置" #: ../../script/dropbox.js:119 msgid "save to slot" msgstr "保存到位置" #: ../../script/dropbox.js:141 msgid "choose one slot to load from" msgstr "選擇加載位置" #: ../../script/dropbox.js:148 msgid "load from slot" msgstr "加載" #: ../../script/dropbox.js:179 msgid "successfully saved to dropbox datastorage" msgstr "成功保存到dropbox" #: ../../script/dropbox.js:180 msgid "error while saving to dropbox datastorage" msgstr "保存到dropbox出錯" #: ../../script/dropbox.js:183 msgid "ok" msgstr "確認" #: ../../script/engine.js:15 msgid "boxer" msgstr "拳擊手" #: ../../script/engine.js:16 msgid "punches do more damage" msgstr "徒手造成更多傷害" #: ../../script/engine.js:18 msgid "learned to throw punches with purpose" msgstr "學會了有意識地出拳" #: ../../script/engine.js:21 msgid "martial artist" msgstr "武鬥家" #: ../../script/engine.js:22 msgid "punches do even more damage." msgstr "徒手造成更多更多的傷害" #: ../../script/engine.js:23 msgid "learned to fight quite effectively without weapons" msgstr "學會了高效率的徒手搏擊" #: ../../script/engine.js:27 msgid "unarmed master" msgstr "徒手宗師" #: ../../script/engine.js:28 msgid "punch twice as fast, and with even more force" msgstr "出拳速度翻倍,力道也更大" #: ../../script/engine.js:29 msgid "learned to strike faster without weapons" msgstr "學會瞭如何更快速地出拳" #: ../../script/engine.js:32 msgid "barbarian" msgstr "野蠻人" #: ../../script/engine.js:33 msgid "melee weapons deal more damage" msgstr "近戰武器造成更高傷害" #: ../../script/engine.js:34 msgid "learned to swing weapons with force" msgstr "學會瞭如何發揮勁力,揮舞武器" # contexte ? #: ../../script/engine.js:37 msgid "slow metabolism" msgstr "減緩代謝" #: ../../script/engine.js:38 msgid "go twice as far without eating" msgstr "不吃東西能堅持走的距離翻倍" #: ../../script/engine.js:39 msgid "learned how to ignore the hunger" msgstr "學會如何忍飢挨餓" #: ../../script/engine.js:42 msgid "desert rat" msgstr "荒漠跳鼠" #: ../../script/engine.js:43 msgid "go twice as far without drinking" msgstr "不喝水能堅持走的距離翻倍" #: ../../script/engine.js:44 msgid "learned to love the dry air" msgstr "學會去愛這乾燥的空氣" #: ../../script/engine.js:47 msgid "evasive" msgstr "避實就虛" #: ../../script/engine.js:48 msgid "dodge attacks more effectively" msgstr "更高效地閃避襲擊" #: ../../script/engine.js:49 msgid "learned to be where they're not" msgstr "學會了閃到對手打不著的地方" #: ../../script/engine.js:52 msgid "precise" msgstr "精密" # description pour la précision ... #: ../../script/engine.js:53 msgid "land blows more often" msgstr "命中率提高" #: ../../script/engine.js:54 msgid "learned to predict their movement" msgstr "學會預判他人的動作" #: ../../script/engine.js:57 msgid "scout" msgstr "偵查術" #: ../../script/engine.js:58 msgid "see farther" msgstr "看得更遠" #: ../../script/engine.js:59 msgid "learned to look ahead" msgstr "學會往前看" #: ../../script/engine.js:62 msgid "stealthy" msgstr "潛行" #: ../../script/engine.js:63 msgid "better avoid conflict in the wild" msgstr "更好地迴避荒野中的衝突" #: ../../script/engine.js:64 msgid "learned how not to be seen" msgstr "學會了隱匿身形" #: ../../script/engine.js:67 msgid "gastronome" msgstr "美食家" #: ../../script/engine.js:68 msgid "restore more health when eating" msgstr "進食恢復更多生命" #: ../../script/engine.js:69 msgid "learned to make the most of food" msgstr "學會充分消化食物" #: ../../script/engine.js:138 ../../script/space.js:450 msgid "app store." msgstr "應用商店." #: ../../script/engine.js:144 ../../script/engine.js:485 msgid "lights off." msgstr "熄燈." #: ../../script/engine.js:150 ../../script/engine.js:521 msgid "hyper." msgstr "" #: ../../script/engine.js:156 ../../script/space.js:442 msgid "restart." msgstr "重啟." #: ../../script/engine.js:162 msgid "share." msgstr "分享." #: ../../script/engine.js:168 msgid "save." msgstr "保存." #: ../../script/engine.js:177 msgid "dropbox." msgstr "dropbox." #: ../../script/engine.js:184 msgid "github." msgstr "github." #: ../../script/engine.js:268 msgid "Export / Import" msgstr "導出/導入" #: ../../script/engine.js:272 msgid "export or import save data, for backing up" msgstr "導出或導入存檔文件,用於備份" #: ../../script/engine.js:273 msgid "or migrating computers" msgstr "或別處的電腦" #: ../../script/engine.js:277 msgid "export" msgstr "導出" #: ../../script/engine.js:281 ../../script/engine.js:326 msgid "import" msgstr "導入" #: ../../script/engine.js:291 msgid "save this." msgstr "保存此代碼" #: ../../script/engine.js:297 msgid "got it" msgstr "已完成" #: ../../script/engine.js:305 msgid "are you sure?" msgstr "您確定嗎?" #: ../../script/engine.js:306 msgid "if the code is invalid, all data will be lost." msgstr "如果存檔代碼無效,所有數據均會丟失。" #: ../../script/engine.js:307 msgid "this is irreversible." msgstr "此操作不可撤銷。" #: ../../script/engine.js:311 ../../script/engine.js:380 #: ../../script/engine.js:499 msgid "yes" msgstr "是" #: ../../script/engine.js:316 ../../script/engine.js:385 #: ../../script/engine.js:504 msgid "no" msgstr "否" #: ../../script/engine.js:322 msgid "put the save code here." msgstr "此處可填入存檔代碼" #: ../../script/engine.js:374 msgid "Restart?" msgstr "重開?" #: ../../script/engine.js:377 msgid "restart the game?" msgstr "重開遊戲?" #: ../../script/engine.js:408 msgid "Share" msgstr "分享" #: ../../script/engine.js:411 msgid "bring your friends." msgstr "分享給你的好友" #: ../../script/engine.js:414 msgid "facebook" msgstr "臉書" #: ../../script/engine.js:421 msgid "google+" msgstr "環聊" #: ../../script/engine.js:428 msgid "twitter" msgstr "推特" #: ../../script/engine.js:435 msgid "reddit" msgstr "紅迪" #: ../../script/engine.js:442 msgid "close" msgstr "關閉" #: ../../script/engine.js:476 ../../script/engine.js:480 msgid "lights on." msgstr "開燈" #: ../../script/engine.js:493 msgid "Go Hyper?" msgstr "" #: ../../script/engine.js:496 msgid "" "turning hyper mode speeds up the game to x2 speed. do you want to do that?" msgstr "" #: ../../script/engine.js:519 msgid "classic." msgstr "" #: ../../script/engine.js:620 msgid "{0} per {1}s" msgstr "{0}/{1}秒" #: ../../script/events.js:130 msgid "eat meat" msgstr "吃肉" #: ../../script/events.js:150 msgid "use meds" msgstr "服藥" #: ../../script/events.js:350 ../../script/events.js:395 msgid "miss" msgstr "失手" #: ../../script/events.js:363 ../../script/events.js:408 msgid "stunned" msgstr "驚嚇" #: ../../script/events.js:482 ../../script/events.js:653 #: ../../script/events/global.js:42 ../../script/events/global.js:59 #: ../../script/events/room.js:142 ../../script/events/room.js:162 #: ../../script/events/room.js:182 ../../script/events/setpieces.js:25 #: ../../script/events/setpieces.js:48 ../../script/events/setpieces.js:65 #: ../../script/events/setpieces.js:83 ../../script/events/setpieces.js:106 #: ../../script/events/setpieces.js:536 ../../script/events/setpieces.js:1254 #: ../../script/events/setpieces.js:2948 ../../script/events/setpieces.js:2982 #: ../../script/events/setpieces.js:3005 ../../script/events/setpieces.js:3042 #: ../../script/events/setpieces.js:3095 ../../script/events/setpieces.js:3124 #: ../../script/events/setpieces.js:3170 ../../script/events/setpieces.js:3297 #: ../../script/events/setpieces.js:3319 ../../script/events/setpieces.js:3439 #: ../../script/events/setpieces.js:3463 ../../script/events/setpieces.js:3496 #: ../../script/events/setpieces.js:3515 ../../script/events/setpieces.js:3539 #: ../../script/events/setpieces.js:3567 msgid "leave" msgstr "離開" #: ../../script/events.js:511 msgid "drop:" msgstr "丟棄:" #: ../../script/events.js:536 ../../script/events/room.js:523 msgid "nothing" msgstr "一無所獲" #: ../../script/events.js:567 ../../script/events/setpieces.js:3551 msgid "take" msgstr "帶走" #: ../../script/events.js:577 msgid "take:" msgstr "獲得:" #: ../../script/events.js:599 #, fuzzy msgid "nothing to take" msgstr "一無所獲" #: ../../script/events.js:627 msgid "all" msgstr "" #: ../../script/events.js:649 msgid "take everything" msgstr "" #: ../../script/events.js:653 ../../script/outside.js:627 msgid " and " msgstr "以及" #: ../../script/events.js:896 msgid "*** EVENT ***" msgstr "*** 消息 ***" #: ../../script/events/encounters.js:7 msgid "A Snarling Beast" msgstr "咆哮的野獸" #: ../../script/events/encounters.js:15 msgid "snarling beast" msgstr "咆哮的野獸" #: ../../script/events/encounters.js:16 msgid "the snarling beast is dead" msgstr "咆哮的野獸倒下了" #: ../../script/events/encounters.js:39 msgid "a snarling beast leaps out of the underbrush" msgstr "一隻咆哮的野獸從灌木叢裡躥了出來" #: ../../script/events/encounters.js:44 msgid "A Gaunt Man" msgstr "憔悴的男子" #: ../../script/events/encounters.js:52 msgid "gaunt man" msgstr "憔悴的男子" #: ../../script/events/encounters.js:53 msgid "the gaunt man is dead" msgstr "憔悴的男子倒下了" #: ../../script/events/encounters.js:76 msgid "a gaunt man approaches, a crazed look in his eye" msgstr "一名憔悴的男子靠了過來,眼底流露出瘋狂" #: ../../script/events/encounters.js:81 msgid "A Strange Bird" msgstr "怪鳥" #: ../../script/events/encounters.js:89 msgid "strange bird" msgstr "怪鳥" #: ../../script/events/encounters.js:90 msgid "the strange bird is dead" msgstr "怪鳥倒下了" #: ../../script/events/encounters.js:113 msgid "a strange looking bird speeds across the plains" msgstr "一隻模樣古怪的鳥快速掠過平原" #: ../../script/events/encounters.js:119 msgid "A Shivering Man" msgstr "顫抖的男子" #: ../../script/events/encounters.js:127 msgid "shivering man" msgstr "顫抖的男子" #: ../../script/events/encounters.js:128 msgid "the shivering man is dead" msgstr "顫抖的男子倒下了" #: ../../script/events/encounters.js:156 msgid "a shivering man approaches and attacks with surprising strength" msgstr "一名顫抖的男子靠了過來,以令人吃驚的怪力發起襲擊" #: ../../script/events/encounters.js:161 msgid "A Man-Eater" msgstr "食人怪" #: ../../script/events/encounters.js:169 msgid "man-eater" msgstr "食人怪" #: ../../script/events/encounters.js:170 msgid "the man-eater is dead" msgstr "食人怪倒下了" #: ../../script/events/encounters.js:193 msgid "a large creature attacks, claws freshly bloodied" msgstr "一隻巨大的生物襲來,爪子上鮮血淋漓" #: ../../script/events/encounters.js:198 msgid "A Scavenger" msgstr "拾荒者" #: ../../script/events/encounters.js:206 msgid "scavenger" msgstr "拾荒者" #: ../../script/events/encounters.js:207 msgid "the scavenger is dead" msgstr "拾荒者被消滅了" #: ../../script/events/encounters.js:235 msgid "a scavenger draws close, hoping for an easy score" msgstr "一名拾荒者貼了過來,想要發起偷襲" #: ../../script/events/encounters.js:240 msgid "A Huge Lizard" msgstr "巨蜥" #: ../../script/events/encounters.js:248 msgid "lizard" msgstr "巨蜥" #: ../../script/events/encounters.js:249 msgid "the lizard is dead" msgstr "巨蜥倒下了" #: ../../script/events/encounters.js:272 msgid "the grass thrashes wildly as a huge lizard pushes through" msgstr "草叢瘋搖,一隻巨蜥撲了出來" #: ../../script/events/encounters.js:278 msgid "A Feral Terror" msgstr "兇怪" #: ../../script/events/encounters.js:286 msgid "feral terror" msgstr "兇怪" #: ../../script/events/encounters.js:287 msgid "the feral terror is dead" msgstr "兇怪倒下了" #: ../../script/events/encounters.js:310 msgid "a beast, wilder than imagining, erupts out of the foliage" msgstr "一隻兇怪超乎想像的狂野,從林中撲將出來" #: ../../script/events/encounters.js:315 msgid "A Soldier" msgstr "士兵" #: ../../script/events/encounters.js:323 msgid "soldier" msgstr "士兵" #: ../../script/events/encounters.js:324 msgid "the soldier is dead" msgstr "士兵倒下了" #: ../../script/events/encounters.js:353 msgid "a soldier opens fire from across the desert" msgstr "士兵從沙漠那邊開火" #: ../../script/events/encounters.js:358 msgid "A Sniper" msgstr "狙擊手" #: ../../script/events/encounters.js:366 msgid "sniper" msgstr "狙擊手" #: ../../script/events/encounters.js:367 msgid "the sniper is dead" msgstr "狙擊手被滅" #: ../../script/events/encounters.js:396 msgid "a shot rings out, from somewhere in the long grass" msgstr "深草叢的某處射出了一發子彈" #: ../../script/events/global.js:6 msgid "The Thief" msgstr "小偷" #: ../../script/events/global.js:13 msgid "the villagers haul a filthy man out of the store room." msgstr "村民們從倉庫裡拽出來一個臟兮兮的傢伙" #: ../../script/events/global.js:14 msgid "say his folk have been skimming the supplies." msgstr "據說他的同夥們早已經順走許多貨物" #: ../../script/events/global.js:15 msgid "say he should be strung up as an example." msgstr "他們說應該絞死他以儆效尤" #: ../../script/events/global.js:17 msgid "a thief is caught" msgstr "抓到一名小偷" #: ../../script/events/global.js:21 msgid "hang him" msgstr "絞死他" #: ../../script/events/global.js:25 msgid "spare him" msgstr "釋放他" #: ../../script/events/global.js:32 msgid "the villagers hang the thief high in front of the store room." msgstr "村民們將盜賊絞死,高掛在倉庫門前" #: ../../script/events/global.js:33 msgid "" "the point is made. in the next few days, the missing supplies are returned." msgstr "此舉卓有成效.數日後,遺失的物資都被還了回來" #: ../../script/events/global.js:49 msgid "the man says he's grateful. says he won't come around any more." msgstr "這傢伙感激涕零,說他再也不會來行竊了" #: ../../script/events/global.js:50 msgid "shares what he knows about sneaking before he goes." msgstr "在離開前他分享了有關潛行的心得" #: ../../script/events/outside.js:6 msgid "A Ruined Trap" msgstr "損毀的陷阱" #: ../../script/events/outside.js:13 msgid "some of the traps have been torn apart." msgstr "一些陷阱損毀了" #: ../../script/events/outside.js:14 msgid "large prints lead away, into the forest." msgstr "巨大的足印延伸至森林" #: ../../script/events/outside.js:22 msgid "some traps have been destroyed" msgstr "一些陷阱損毀了" #: ../../script/events/outside.js:26 msgid "track them" msgstr "追踪" #: ../../script/events/outside.js:30 ../../script/events/room.js:71 #: ../../script/events/room.js:122 msgid "ignore them" msgstr "忽略" #: ../../script/events/outside.js:37 msgid "the tracks disappear after just a few minutes." msgstr "數分鐘後足印消失了" #: ../../script/events/outside.js:38 msgid "the forest is silent." msgstr "森林歸於靜謐" #: ../../script/events/outside.js:40 msgid "nothing was found" msgstr "" #: ../../script/events/outside.js:43 ../../script/events/outside.js:61 #: ../../script/events/outside.js:126 ../../script/events/outside.js:144 #: ../../script/events/outside.js:197 ../../script/events/outside.js:215 #: ../../script/events/outside.js:248 ../../script/events/outside.js:282 msgid "go home" msgstr "返回" #: ../../script/events/outside.js:50 msgid "not far from the village lies a large beast, its fur matted with blood." msgstr "村外不遠處躺著一隻巨獸,它的毛皮上染滿了鮮血" #: ../../script/events/outside.js:51 msgid "it puts up little resistance before the knife." msgstr "它無力掙扎任人宰割" #: ../../script/events/outside.js:53 #, fuzzy msgid "there was a beast. it's dead now" msgstr "咆哮的野獸倒下了" #: ../../script/events/outside.js:69 msgid "Fire" msgstr "著火了" #: ../../script/events/outside.js:76 #, fuzzy msgid "a fire rampages through one of the huts, destroying it." msgstr "你的小屋要起火了,撲滅它" #: ../../script/events/outside.js:77 #, fuzzy msgid "all residents in the hut perished in the fire." msgstr "不幸的是,屋內的所有人都死於火災中" #: ../../script/events/outside.js:79 msgid "a fire has started" msgstr "火災已經開始" #: ../../script/events/outside.js:86 #, fuzzy msgid "mourn" msgstr "護甲" #: ../../script/events/outside.js:87 msgid "some villagers have died" msgstr "有一些村民死掉了" #: ../../script/events/outside.js:95 msgid "Sickness" msgstr "瘟疫" #: ../../script/events/outside.js:102 msgid "a sickness is spreading through the village." msgstr "瘟疫在村子中蔓延" #: ../../script/events/outside.js:103 ../../script/events/outside.js:161 msgid "medicine is needed immediately." msgstr "亟需藥劑" #: ../../script/events/outside.js:105 #, fuzzy msgid "some villagers are ill" msgstr "有一些村民死掉了" #: ../../script/events/outside.js:109 msgid "1 medicine" msgstr "1支藥劑" #: ../../script/events/outside.js:114 msgid "ignore it" msgstr "放任不管" #: ../../script/events/outside.js:121 msgid "the sickness is cured in time." msgstr "疫病及時得到了控制" #: ../../script/events/outside.js:123 msgid "sufferers are healed" msgstr "" #: ../../script/events/outside.js:133 msgid "the sickness spreads through the village." msgstr "瘟疫在村子中蔓延" #: ../../script/events/outside.js:134 msgid "the days are spent with burials." msgstr "葬禮接著葬禮" #: ../../script/events/outside.js:135 ../../script/events/outside.js:205 msgid "the nights are rent with screams." msgstr "尖叫響徹黑夜" #: ../../script/events/outside.js:137 msgid "sufferers are left to die" msgstr "" #: ../../script/events/outside.js:153 msgid "Plague" msgstr "黑死病" #: ../../script/events/outside.js:160 msgid "a terrible plague is fast spreading through the village." msgstr "可怕的黑死病迅速地在村子里傳播開來" #: ../../script/events/outside.js:163 #, fuzzy msgid "a plague afflicts the village" msgstr "黑死病席捲村落" #: ../../script/events/outside.js:168 msgid "buy medicine" msgstr "購買藥劑" #: ../../script/events/outside.js:174 msgid "5 medicine" msgstr "5支藥劑" #: ../../script/events/outside.js:179 msgid "do nothing" msgstr "置之不理" #: ../../script/events/outside.js:186 msgid "the plague is kept from spreading." msgstr "黑死病得到了控制" #: ../../script/events/outside.js:187 msgid "only a few die." msgstr "只有少數人死去" #: ../../script/events/outside.js:188 msgid "the rest bury them." msgstr "剩下的人埋葬了他們" #: ../../script/events/outside.js:190 msgid "epidemic is eradicated eventually" msgstr "" #: ../../script/events/outside.js:204 msgid "the plague rips through the village." msgstr "黑死病席捲村落" #: ../../script/events/outside.js:206 msgid "the only hope is a quick death." msgstr "人們只求速死" #: ../../script/events/outside.js:208 msgid "population is almost exterminated" msgstr "" #: ../../script/events/outside.js:224 msgid "A Beast Attack" msgstr "野獸來襲" #: ../../script/events/outside.js:231 msgid "a pack of snarling beasts pours out of the trees." msgstr "一群咆哮的野獸衝出叢林" #: ../../script/events/outside.js:232 msgid "the fight is short and bloody, but the beasts are repelled." msgstr "戰鬥短暫而血腥,但獸群潰退了" #: ../../script/events/outside.js:233 msgid "the villagers retreat to mourn the dead." msgstr "村民撤了回來,悼念那些死去的人" #: ../../script/events/outside.js:235 msgid "wild beasts attack the villagers" msgstr "" #: ../../script/events/outside.js:249 msgid "predators become prey. price is unfair" msgstr "" #: ../../script/events/outside.js:258 msgid "A Military Raid" msgstr "軍事突襲" #: ../../script/events/outside.js:265 msgid "a gunshot rings through the trees." msgstr "槍聲嘯過樹林" #: ../../script/events/outside.js:266 msgid "well armed men charge out of the forest, firing into the crowd." msgstr "裝備精良的人衝出樹林,向人群射擊" #: ../../script/events/outside.js:267 msgid "after a skirmish they are driven away, but not without losses." msgstr "雖然他們撤走了,但我們好些人犧牲了" #: ../../script/events/outside.js:269 #, fuzzy msgid "troops storm the village" msgstr "黑死病席捲村落" #: ../../script/events/outside.js:283 msgid "warfare is bloodthirsty" msgstr "" #: ../../script/events/room.js:6 msgid "The Nomad" msgstr "游牧部落" #: ../../script/events/room.js:13 msgid "" "a nomad shuffles into view, laden with makeshift bags bound with rough twine." msgstr "游牧部落慢吞吞地出現在視野中,帶著許多用粗麻線紮起來的臨時口袋" #: ../../script/events/room.js:14 msgid "won't say from where he came, but it's clear that he's not staying." msgstr "他們沒有提及來處,但顯然不會逗留很久" #: ../../script/events/room.js:16 msgid "a nomad arrives, looking to trade" msgstr "游牧部落抵達,想要進行貿易" #: ../../script/events/room.js:20 msgid "buy scales" msgstr "購買鱗片" #: ../../script/events/room.js:25 msgid "buy teeth" msgstr "購買牙齒" #: ../../script/events/room.js:30 msgid "buy bait" msgstr "購買誘餌" #: ../../script/events/room.js:33 msgid "traps are more effective with bait." msgstr "上餌陷阱更有效率" #: ../../script/events/room.js:39 msgid "buy compass" msgstr "購買羅盤" #: ../../script/events/room.js:42 msgid "the old compass is dented and dusty, but it looks to work." msgstr "這塊舊羅盤破損蒙塵,但看起來還能用" #: ../../script/events/room.js:45 ../../script/events/room.js:227 #: ../../script/events/room.js:240 ../../script/events/room.js:253 #: ../../script/events/room.js:309 ../../script/events/room.js:332 #: ../../script/events/room.js:388 ../../script/events/room.js:411 #: ../../script/events/room.js:450 ../../script/events/room.js:568 #: ../../script/events/room.js:584 ../../script/events/room.js:600 #: ../../script/events/room.js:611 msgid "say goodbye" msgstr "道別" #: ../../script/events/room.js:53 ../../script/events/room.js:104 msgid "Noises" msgstr "嘈雜" #: ../../script/events/room.js:60 msgid "through the walls, shuffling noises can be heard." msgstr "嘈雜聲透牆傳來" #: ../../script/events/room.js:61 msgid "can't tell what they're up to." msgstr "難以分辨來源" #: ../../script/events/room.js:63 msgid "strange noises can be heard through the walls" msgstr "古怪的聲響透過牆壁傳來" #: ../../script/events/room.js:67 ../../script/events/room.js:118 #: ../../script/events/setpieces.js:1662 msgid "investigate" msgstr "調查" #: ../../script/events/room.js:78 msgid "vague shapes move, just out of sight." msgstr "模糊的身影掠過,消失在視野外" #: ../../script/events/room.js:79 msgid "the sounds stop." msgstr "安靜下來了" #: ../../script/events/room.js:83 ../../script/events/room.js:96 msgid "go back inside" msgstr "回屋" #: ../../script/events/room.js:91 msgid "" "a bundle of sticks lies just beyond the threshold, wrapped in coarse furs." msgstr "一捆用粗糙的毛皮紮起來的柴火斜倚在門檻上" #: ../../script/events/room.js:92 msgid "the night is silent." msgstr "黑夜重歸靜謐" #: ../../script/events/room.js:111 msgid "scratching noises can be heard from the store room." msgstr "倉庫里傳出悉悉索索的聲音" #: ../../script/events/room.js:112 msgid "something's in there." msgstr "有什麼在那裡" #: ../../script/events/room.js:114 msgid "something's in the store room" msgstr "不速之客闖入了倉庫" #: ../../script/events/room.js:129 ../../script/events/room.js:149 #: ../../script/events/room.js:169 msgid "some wood is missing." msgstr "有些木頭不見了" #: ../../script/events/room.js:130 msgid "the ground is littered with small scales" msgstr "地上散落著小鱗片" #: ../../script/events/room.js:150 msgid "the ground is littered with small teeth" msgstr "地上散落著小牙齒" #: ../../script/events/room.js:170 msgid "the ground is littered with scraps of cloth" msgstr "地上散落著布片" #: ../../script/events/room.js:190 msgid "The Beggar" msgstr "乞丐" #: ../../script/events/room.js:197 msgid "a beggar arrives." msgstr "乞丐徘徊在門前" #: ../../script/events/room.js:198 msgid "asks for any spare furs to keep him warm at night." msgstr "祈求能施捨給他一些多餘的毛皮,好讓他不在夜裡受凍" #: ../../script/events/room.js:200 msgid "a beggar arrives" msgstr "乞丐來了" #: ../../script/events/room.js:204 msgid "give 50" msgstr "給50" #: ../../script/events/room.js:209 ../../script/events/room.js:276 #: ../../script/events/room.js:355 msgid "give 100" msgstr "給100" #: ../../script/events/room.js:214 ../../script/events/room.js:286 #: ../../script/events/room.js:482 msgid "turn him away" msgstr "攆走他" #: ../../script/events/room.js:222 ../../script/events/room.js:235 #: ../../script/events/room.js:248 msgid "the beggar expresses his thanks." msgstr "乞丐感激涕零" #: ../../script/events/room.js:223 msgid "leaves a pile of small scales behind." msgstr "留給我們一堆小鱗片" #: ../../script/events/room.js:236 msgid "leaves a pile of small teeth behind." msgstr "留給我們一堆小牙齒" #: ../../script/events/room.js:249 msgid "leaves some scraps of cloth behind." msgstr "留給我們一些布料" #: ../../script/events/room.js:262 ../../script/events/room.js:341 msgid "The Mysterious Wanderer" msgstr "神秘流浪者" #: ../../script/events/room.js:269 msgid "" "a wanderer arrives with an empty cart. says if he leaves with wood, he'll be " "back with more." msgstr "一名流浪者推著貨車來到村子,聲稱如果讓他帶著木頭離開,他會帶回更多木頭" #: ../../script/events/room.js:270 msgid "builder's not sure he's to be trusted." msgstr "建造者不確定能否信任他" #: ../../script/events/room.js:272 ../../script/events/room.js:351 msgid "a mysterious wanderer arrives" msgstr "神秘流浪者來了" #: ../../script/events/room.js:281 ../../script/events/room.js:360 msgid "give 500" msgstr "給500" #: ../../script/events/room.js:293 ../../script/events/room.js:316 msgid "the wanderer leaves, cart loaded with wood" msgstr "流浪者帶著滿載木頭的貨車離開了" #: ../../script/events/room.js:299 ../../script/events/room.js:322 msgid "the mysterious wanderer returns, cart piled high with wood." msgstr "神秘的流浪者回來了,貨車上木頭堆得更高了" #: ../../script/events/room.js:348 msgid "" "a wanderer arrives with an empty cart. says if she leaves with furs, she'll " "be back with more." msgstr "一名流浪者推著貨車來到村子,聲稱如果讓她帶著毛皮離開,她會帶回更多毛皮" #: ../../script/events/room.js:349 msgid "builder's not sure she's to be trusted." msgstr "建造者不確定能否信任她" #: ../../script/events/room.js:365 msgid "turn her away" msgstr "攆走她" #: ../../script/events/room.js:372 ../../script/events/room.js:395 msgid "the wanderer leaves, cart loaded with furs" msgstr "流浪者帶著滿載毛皮的貨車離開了" #: ../../script/events/room.js:378 ../../script/events/room.js:401 msgid "the mysterious wanderer returns, cart piled high with furs." msgstr "神秘的流浪者回來了,貨車上毛皮堆得更高了" #: ../../script/events/room.js:420 msgid "The Scout" msgstr "偵察兵" #: ../../script/events/room.js:427 msgid "the scout says she's been all over." msgstr "偵察兵說她曾環遊世界" #: ../../script/events/room.js:428 msgid "willing to talk about it, for a price." msgstr "她願意為我們分享她的經歷,只需提供一些報酬" #: ../../script/events/room.js:430 msgid "a scout stops for the night" msgstr "偵察兵夜宿於此" #: ../../script/events/room.js:434 msgid "buy map" msgstr "購買地圖" #: ../../script/events/room.js:436 msgid "the map uncovers a bit of the world" msgstr "地圖上已探知的地方擴大了一點" #: ../../script/events/room.js:440 msgid "learn scouting" msgstr "學習偵察" #: ../../script/events/room.js:459 msgid "The Master" msgstr "宗師" #: ../../script/events/room.js:466 msgid "an old wanderer arrives." msgstr "一名年邁的流浪者抵達了" #: ../../script/events/room.js:467 msgid "he smiles warmly and asks for lodgings for the night." msgstr "他面帶和煦的微笑,請求留宿一晚" #: ../../script/events/room.js:469 msgid "an old wanderer arrives" msgstr "年邁的流浪者出現了" #: ../../script/events/room.js:473 msgid "agree" msgstr "同意老人的請求" #: ../../script/events/room.js:489 msgid "in exchange, the wanderer offers his wisdom." msgstr "作為回報,流浪者為我們分享了他的智慧" #: ../../script/events/room.js:493 msgid "evasion" msgstr "避實就虛" #: ../../script/events/room.js:503 msgid "precision" msgstr "精密" #: ../../script/events/room.js:513 msgid "force" msgstr "野蠻人" #: ../../script/events/room.js:532 msgid "The Sick Man" msgstr "患病男子" #: ../../script/events/room.js:539 msgid "a man hobbles up, coughing." msgstr "男子咳嗽著,一瘸一拐地走了過來" #: ../../script/events/room.js:540 msgid "he begs for medicine." msgstr "他祈求分給他一支藥劑" #: ../../script/events/room.js:542 msgid "a sick man hobbles up" msgstr "患病男子一瘸一拐地走了過來" #: ../../script/events/room.js:546 msgid "give 1 medicine" msgstr "分給他一支藥劑" #: ../../script/events/room.js:548 msgid "the man swallows the medicine eagerly" msgstr "男子迫不及待嚥下了藥劑" #: ../../script/events/room.js:552 msgid "tell him to leave" msgstr "請他離開" #: ../../script/events/room.js:559 ../../script/events/room.js:575 #: ../../script/events/room.js:591 msgid "the man is thankful." msgstr "男子感激涕零" #: ../../script/events/room.js:560 ../../script/events/room.js:576 #: ../../script/events/room.js:592 msgid "he leaves a reward." msgstr "他留下報酬走了" #: ../../script/events/room.js:561 msgid "some weird metal he picked up on his travels." msgstr "那是他在旅途中撿到的一些古怪的金屬" #: ../../script/events/room.js:577 msgid "some weird glowing boxes he picked up on his travels." msgstr "那是他在旅途中撿到的一些古怪的發光盒子" #: ../../script/events/room.js:593 msgid "all he has are some scales." msgstr "全是些鱗片" #: ../../script/events/room.js:607 msgid "the man expresses his thanks and hobbles off." msgstr "男子表達了他的謝意,一瘸一拐地離開了" #: ../../script/events/setpieces.js:6 msgid "An Outpost" msgstr "前哨" #: ../../script/events/setpieces.js:10 ../../script/events/setpieces.js:12 msgid "a safe place in the wilds." msgstr "荒野中安全的地方" #: ../../script/events/setpieces.js:34 msgid "A Murky Swamp" msgstr "迷霧沼澤" #: ../../script/events/setpieces.js:38 msgid "rotting reeds rise out of the swampy earth." msgstr "腐爛的蘆草冒出沼澤" #: ../../script/events/setpieces.js:39 msgid "a lone frog sits in the muck, silently." msgstr "一隻孤獨的蛙蹲坐在淤泥中,一言不發" # dur dur dur #: ../../script/events/setpieces.js:41 msgid "a swamp festers in the stagnant air." msgstr "凝滯的空氣中,沼澤正在潰爛" #: ../../script/events/setpieces.js:44 ../../script/events/setpieces.js:549 #: ../../script/events/setpieces.js:606 ../../script/events/setpieces.js:888 #: ../../script/events/setpieces.js:1313 ../../script/events/setpieces.js:1331 #: ../../script/events/setpieces.js:3535 msgid "enter" msgstr "進入" #: ../../script/events/setpieces.js:55 msgid "deep in the swamp is a moss-covered cabin." msgstr "沼澤深處現出一棟覆滿苔蘚的小屋" #: ../../script/events/setpieces.js:56 msgid "an old wanderer sits inside, in a seeming trance." msgstr "一名年邁的流浪者坐在裡頭,看起來正在發呆" #: ../../script/events/setpieces.js:61 msgid "talk" msgstr "對話" #: ../../script/events/setpieces.js:72 msgid "the wanderer takes the charm and nods slowly." msgstr "流浪者接過符咒,緩緩點了點頭" #: ../../script/events/setpieces.js:73 msgid "he speaks of once leading the great fleets to fresh worlds." msgstr "他談起曾率領一支偉大的艦隊前往新世界" #: ../../script/events/setpieces.js:74 msgid "unfathomable destruction to fuel wanderer hungers." msgstr "以莫測的毀滅之力填補流浪者心中的慾壑" #: ../../script/events/setpieces.js:75 msgid "his time here, now, is his penance." msgstr "而如今,他待在這裡的時光都在為此贖罪" #: ../../script/events/setpieces.js:91 msgid "A Damp Cave" msgstr "潮濕洞穴" #: ../../script/events/setpieces.js:95 msgid "the mouth of the cave is wide and dark." msgstr "洞口寬敞而黑暗" #: ../../script/events/setpieces.js:96 msgid "can't see what's inside." msgstr "看不清裡面有什麼" #: ../../script/events/setpieces.js:98 msgid "the earth here is split, as if bearing an ancient wound" msgstr "大地裂開,宛如古老的傷痕" #: ../../script/events/setpieces.js:101 ../../script/events/setpieces.js:2944 #: ../../script/events/setpieces.js:3458 msgid "go inside" msgstr "進入" #: ../../script/events/setpieces.js:120 ../../script/events/setpieces.js:265 msgid "a startled beast defends its home" msgstr "受到驚嚇的野獸正要捍衛它的巢穴" #: ../../script/events/setpieces.js:135 ../../script/events/setpieces.js:186 #: ../../script/events/setpieces.js:228 ../../script/events/setpieces.js:247 #: ../../script/events/setpieces.js:280 ../../script/events/setpieces.js:314 #: ../../script/events/setpieces.js:348 ../../script/events/setpieces.js:382 #: ../../script/events/setpieces.js:588 ../../script/events/setpieces.js:644 #: ../../script/events/setpieces.js:683 ../../script/events/setpieces.js:717 #: ../../script/events/setpieces.js:757 ../../script/events/setpieces.js:796 #: ../../script/events/setpieces.js:835 ../../script/events/setpieces.js:869 #: ../../script/events/setpieces.js:920 ../../script/events/setpieces.js:938 #: ../../script/events/setpieces.js:961 ../../script/events/setpieces.js:1000 #: ../../script/events/setpieces.js:1039 ../../script/events/setpieces.js:1266 #: ../../script/events/setpieces.js:1282 ../../script/events/setpieces.js:1298 #: ../../script/events/setpieces.js:1408 ../../script/events/setpieces.js:1448 #: ../../script/events/setpieces.js:1492 ../../script/events/setpieces.js:1510 #: ../../script/events/setpieces.js:1526 ../../script/events/setpieces.js:1563 #: ../../script/events/setpieces.js:1602 ../../script/events/setpieces.js:1642 #: ../../script/events/setpieces.js:1682 ../../script/events/setpieces.js:1699 #: ../../script/events/setpieces.js:1716 ../../script/events/setpieces.js:1734 #: ../../script/events/setpieces.js:1778 ../../script/events/setpieces.js:1804 #: ../../script/events/setpieces.js:1822 ../../script/events/setpieces.js:1861 #: ../../script/events/setpieces.js:1902 ../../script/events/setpieces.js:1927 #: ../../script/events/setpieces.js:1957 ../../script/events/setpieces.js:1998 #: ../../script/events/setpieces.js:2034 ../../script/events/setpieces.js:2069 #: ../../script/events/setpieces.js:2110 ../../script/events/setpieces.js:2151 #: ../../script/events/setpieces.js:2187 ../../script/events/setpieces.js:2222 #: ../../script/events/setpieces.js:2257 ../../script/events/setpieces.js:2302 #: ../../script/events/setpieces.js:2328 ../../script/events/setpieces.js:3204 #: ../../script/events/setpieces.js:3244 ../../script/events/setpieces.js:3278 #: ../../script/events/setpieces.js:3347 ../../script/events/setpieces.js:3381 #: ../../script/events/setpieces.js:3420 msgid "continue" msgstr "繼續深入" #: ../../script/events/setpieces.js:140 ../../script/events/setpieces.js:157 #: ../../script/events/setpieces.js:191 ../../script/events/setpieces.js:233 #: ../../script/events/setpieces.js:252 ../../script/events/setpieces.js:285 #: ../../script/events/setpieces.js:319 ../../script/events/setpieces.js:353 #: ../../script/events/setpieces.js:387 ../../script/events/setpieces.js:429 #: ../../script/events/setpieces.js:481 ../../script/events/setpieces.js:513 msgid "leave cave" msgstr "離開洞穴" #: ../../script/events/setpieces.js:148 msgid "the cave narrows a few feet in." msgstr "洞穴狹窄,幾無立足之地" #: ../../script/events/setpieces.js:149 msgid "the walls are moist and moss-covered" msgstr "岩壁潮濕,覆蓋著苔蘚" #: ../../script/events/setpieces.js:153 msgid "squeeze" msgstr "擠入深處" #: ../../script/events/setpieces.js:164 msgid "the remains of an old camp sits just inside the cave." msgstr "洞穴內出現一處老舊營地的遺跡" #: ../../script/events/setpieces.js:165 msgid "bedrolls, torn and blackened, lay beneath a thin layer of dust." msgstr "污損的睡袋平躺著,佈滿了薄薄的灰塵" #: ../../script/events/setpieces.js:199 msgid "the body of a wanderer lies in a small cavern." msgstr "流浪者的屍體躺在狹小的洞穴裡" #: ../../script/events/setpieces.js:200 msgid "rot's been to work on it, and some of the pieces are missing." msgstr "它已經開始腐爛,且遺失了一些肢體" #: ../../script/events/setpieces.js:202 msgid "can't tell what left it here." msgstr "難說這裡還留下了什麼" #: ../../script/events/setpieces.js:241 msgid "the torch sputters and dies in the damp air" msgstr "火把劈啪作響,熄滅在了潮濕的空氣中" #: ../../script/events/setpieces.js:242 msgid "the darkness is absolute" msgstr "漆黑一片" #: ../../script/events/setpieces.js:244 msgid "the torch goes out" msgstr "火把燃盡了" #: ../../script/events/setpieces.js:299 msgid "a cave lizard attacks" msgstr "一頭洞穴蜥蜴襲來" #: ../../script/events/setpieces.js:333 msgid "a large beast charges out of the dark" msgstr "一頭巨獸衝出黑暗" #: ../../script/events/setpieces.js:367 msgid "a giant lizard shambles forward" msgstr "一頭洞穴蜥蜴跌跌撞撞地襲來" #: ../../script/events/setpieces.js:395 msgid "the nest of a large animal lies at the back of the cave." msgstr "巨獸的巢穴就位於洞穴後方" #: ../../script/events/setpieces.js:437 msgid "a small supply cache is hidden at the back of the cave." msgstr "一個小型供給點藏在洞穴後方" #: ../../script/events/setpieces.js:489 msgid "an old case is wedged behind a rock, covered in a thick layer of dust." msgstr "岩石下嵌著一個舊盒子,上面覆滿一層薄灰" #: ../../script/events/setpieces.js:522 msgid "A Deserted Town" msgstr "沙漠小鎮" #: ../../script/events/setpieces.js:526 msgid "a small suburb lays ahead, empty houses scorched and peeling." msgstr "前面是一小片住宅區,空無一人,徒留燒焦的殘垣斷壁" #: ../../script/events/setpieces.js:527 msgid "" "broken streetlights stand, rusting. light hasn't graced this place in a long " "time." msgstr "早就損壞的街燈屹立著,鏽跡斑斑.光明已經很久沒有眷顧這裡" #: ../../script/events/setpieces.js:529 msgid "the town lies abandoned, its citizens long dead" msgstr "這裡的小鎮早就被遺棄,鎮上的居民已經死去多時" #: ../../script/events/setpieces.js:532 ../../script/events/setpieces.js:1250 msgid "explore" msgstr "探索小鎮" #: ../../script/events/setpieces.js:544 msgid "" "where the windows of the schoolhouse aren't shattered, they're blackened " "with soot." msgstr "校舍的窗玻璃並沒有碎掉,但卻被煙熏黑了" #: ../../script/events/setpieces.js:545 msgid "the double doors creak endlessly in the wind." msgstr "雙開門在風中不停地咯吱作響" #: ../../script/events/setpieces.js:554 ../../script/events/setpieces.js:593 #: ../../script/events/setpieces.js:611 ../../script/events/setpieces.js:649 #: ../../script/events/setpieces.js:688 ../../script/events/setpieces.js:722 #: ../../script/events/setpieces.js:762 ../../script/events/setpieces.js:801 #: ../../script/events/setpieces.js:840 ../../script/events/setpieces.js:874 #: ../../script/events/setpieces.js:892 ../../script/events/setpieces.js:925 #: ../../script/events/setpieces.js:942 ../../script/events/setpieces.js:966 #: ../../script/events/setpieces.js:1005 ../../script/events/setpieces.js:1044 #: ../../script/events/setpieces.js:1087 ../../script/events/setpieces.js:1120 #: ../../script/events/setpieces.js:1148 ../../script/events/setpieces.js:1192 #: ../../script/events/setpieces.js:1214 ../../script/events/setpieces.js:1230 msgid "leave town" msgstr "離開小鎮" #: ../../script/events/setpieces.js:585 msgid "ambushed on the street." msgstr "街頭有埋伏" #: ../../script/events/setpieces.js:601 msgid "a squat building up ahead." msgstr "" #: ../../script/events/setpieces.js:602 msgid "a green cross barely visible behind grimy windows." msgstr "" #: ../../script/events/setpieces.js:618 msgid "a small cache of supplies is tucked inside a rusting locker." msgstr "" #: ../../script/events/setpieces.js:680 msgid "a scavenger waits just inside the door." msgstr "" #: ../../script/events/setpieces.js:714 msgid "a beast stands alone in an overgrown park." msgstr "" #: ../../script/events/setpieces.js:730 msgid "an overturned caravan is spread across the pockmarked street." msgstr "" #: ../../script/events/setpieces.js:731 msgid "" "it's been picked over by scavengers, but there's still some things worth " "taking." msgstr "" #: ../../script/events/setpieces.js:793 msgid "a madman attacks, screeching." msgstr "" #: ../../script/events/setpieces.js:832 msgid "a thug moves out of the shadows." msgstr "" #: ../../script/events/setpieces.js:866 #, fuzzy msgid "a beast charges out of a ransacked classroom." msgstr "一頭巨獸衝出黑暗" #: ../../script/events/setpieces.js:882 #, fuzzy msgid "through the large gymnasium doors, footsteps can be heard." msgstr "嘈雜聲透牆傳來" #: ../../script/events/setpieces.js:883 msgid "the torchlight casts a flickering glow down the hallway." msgstr "" #: ../../script/events/setpieces.js:884 #, fuzzy msgid "the footsteps stop." msgstr "安靜下來了" #: ../../script/events/setpieces.js:917 msgid "another beast, draw by the noise, leaps out of a copse of trees." msgstr "" #: ../../script/events/setpieces.js:933 msgid "something's causing a commotion a ways down the road." msgstr "" #: ../../script/events/setpieces.js:934 msgid "a fight, maybe." msgstr "" #: ../../script/events/setpieces.js:949 msgid "" "a small basket of food is hidden under a park bench, with a note attached." msgstr "" #: ../../script/events/setpieces.js:950 msgid "can't read the words." msgstr "" #: ../../script/events/setpieces.js:997 msgid "a panicked scavenger bursts through the door, screaming." msgstr "" #: ../../script/events/setpieces.js:1036 msgid "a man stands over a dead wanderer. notices he's not alone." msgstr "" #: ../../script/events/setpieces.js:1052 msgid "scavenger had a small camp in the school." msgstr "" #: ../../script/events/setpieces.js:1053 msgid "collected scraps spread across the floor like they fell from heaven." msgstr "" #: ../../script/events/setpieces.js:1095 msgid "scavenger'd been looking for supplies in here, it seems." msgstr "" #: ../../script/events/setpieces.js:1096 msgid "a shame to let what he'd found go to waste." msgstr "" #: ../../script/events/setpieces.js:1128 msgid "" "beneath the wanderer's rags, clutched in one of its many hands, a glint of " "steel." msgstr "" #: ../../script/events/setpieces.js:1129 msgid "worth killing for, it seems." msgstr "" #: ../../script/events/setpieces.js:1156 msgid "eye for an eye seems fair." msgstr "" #: ../../script/events/setpieces.js:1157 msgid "always worked before, at least." msgstr "" #: ../../script/events/setpieces.js:1158 msgid "picking the bones finds some useful trinkets." msgstr "" #: ../../script/events/setpieces.js:1200 msgid "some medicine abandoned in the drawers." msgstr "" #: ../../script/events/setpieces.js:1222 msgid "the clinic has been ransacked." msgstr "" #: ../../script/events/setpieces.js:1223 msgid "only dust and stains remain." msgstr "" #: ../../script/events/setpieces.js:1239 #, fuzzy msgid "A Ruined City" msgstr "損毀的陷阱" #: ../../script/events/setpieces.js:1243 msgid "" "a battered highway sign stands guard at the entrance to this once-great city." msgstr "" #: ../../script/events/setpieces.js:1244 msgid "" "the towers that haven't crumbled jut from the landscape like the ribcage of " "some ancient beast." msgstr "" #: ../../script/events/setpieces.js:1245 msgid "might be things worth having still inside." msgstr "" #: ../../script/events/setpieces.js:1247 msgid "the towers of a decaying city dominate the skyline" msgstr "" #: ../../script/events/setpieces.js:1261 #, fuzzy msgid "the streets are empty." msgstr "剩下的人埋葬了他們" #: ../../script/events/setpieces.js:1262 msgid "the air is filled with dust, driven relentlessly by the hard winds." msgstr "" #: ../../script/events/setpieces.js:1270 ../../script/events/setpieces.js:1286 #: ../../script/events/setpieces.js:1302 ../../script/events/setpieces.js:1318 #: ../../script/events/setpieces.js:1335 ../../script/events/setpieces.js:1373 #: ../../script/events/setpieces.js:1413 ../../script/events/setpieces.js:1453 #: ../../script/events/setpieces.js:1497 ../../script/events/setpieces.js:1514 #: ../../script/events/setpieces.js:1530 ../../script/events/setpieces.js:1568 #: ../../script/events/setpieces.js:1607 ../../script/events/setpieces.js:1647 #: ../../script/events/setpieces.js:1667 ../../script/events/setpieces.js:1686 #: ../../script/events/setpieces.js:1703 ../../script/events/setpieces.js:1720 #: ../../script/events/setpieces.js:1738 ../../script/events/setpieces.js:1783 #: ../../script/events/setpieces.js:1809 ../../script/events/setpieces.js:1826 #: ../../script/events/setpieces.js:1866 ../../script/events/setpieces.js:1907 #: ../../script/events/setpieces.js:1932 ../../script/events/setpieces.js:1962 #: ../../script/events/setpieces.js:2003 ../../script/events/setpieces.js:2039 #: ../../script/events/setpieces.js:2074 ../../script/events/setpieces.js:2115 #: ../../script/events/setpieces.js:2156 ../../script/events/setpieces.js:2192 #: ../../script/events/setpieces.js:2227 ../../script/events/setpieces.js:2262 #: ../../script/events/setpieces.js:2363 ../../script/events/setpieces.js:2393 #: ../../script/events/setpieces.js:2440 ../../script/events/setpieces.js:2476 #: ../../script/events/setpieces.js:2517 ../../script/events/setpieces.js:2553 #: ../../script/events/setpieces.js:2588 ../../script/events/setpieces.js:2624 #: ../../script/events/setpieces.js:2665 ../../script/events/setpieces.js:2706 #: ../../script/events/setpieces.js:2741 ../../script/events/setpieces.js:2790 #: ../../script/events/setpieces.js:2835 ../../script/events/setpieces.js:2881 #: ../../script/events/setpieces.js:2925 #, fuzzy msgid "leave city" msgstr "離開洞穴" #: ../../script/events/setpieces.js:1277 msgid "orange traffic cones are set across the street, faded and cracked." msgstr "" #: ../../script/events/setpieces.js:1278 msgid "lights flash through the alleys between buildings." msgstr "" #: ../../script/events/setpieces.js:1293 msgid "a large shanty town sprawls across the streets." msgstr "" #: ../../script/events/setpieces.js:1294 msgid "faces, darkened by soot and blood, stare out from crooked huts." msgstr "" #: ../../script/events/setpieces.js:1309 msgid "the shell of an abandoned hospital looms ahead." msgstr "" #: ../../script/events/setpieces.js:1325 msgid "the old tower seems mostly intact." msgstr "" #: ../../script/events/setpieces.js:1326 msgid "the shell of a burned out car blocks the entrance." msgstr "" #: ../../script/events/setpieces.js:1327 msgid "most of the windows at ground level are busted anyway." msgstr "" #: ../../script/events/setpieces.js:1342 msgid "a huge lizard scrambles up out of the darkness of an old metro station." msgstr "" #: ../../script/events/setpieces.js:1368 msgid "descend" msgstr "" #: ../../script/events/setpieces.js:1380 msgid "the shot echoes in the empty street." msgstr "" #: ../../script/events/setpieces.js:1420 msgid "the soldier steps out from between the buildings, rifle raised." msgstr "" #: ../../script/events/setpieces.js:1460 msgid "a frail man stands defiantly, blocking the path." msgstr "" #: ../../script/events/setpieces.js:1505 msgid "nothing but downcast eyes." msgstr "" #: ../../script/events/setpieces.js:1506 msgid "the people here were broken a long time ago." msgstr "" #: ../../script/events/setpieces.js:1521 msgid "empty corridors." msgstr "" #: ../../script/events/setpieces.js:1522 msgid "the place has been swept clean by scavengers." msgstr "" #: ../../script/events/setpieces.js:1536 msgid "an old man bursts through a door, wielding a scalpel." msgstr "" #: ../../script/events/setpieces.js:1575 msgid "a thug is waiting on the other side of the wall." msgstr "" #: ../../script/events/setpieces.js:1615 #, fuzzy msgid "a snarling beast jumps out from behind a car." msgstr "一隻咆哮的野獸從灌木叢裡躥了出來" #: ../../script/events/setpieces.js:1656 msgid "street above the subway platform is blown away." msgstr "" #: ../../script/events/setpieces.js:1657 msgid "lets some light down into the dusty haze." msgstr "" #: ../../script/events/setpieces.js:1658 msgid "a sound comes from the tunnel, just ahead." msgstr "" #: ../../script/events/setpieces.js:1675 msgid "looks like a camp of sorts up ahead." msgstr "" #: ../../script/events/setpieces.js:1677 msgid "rusted chainlink is pulled across an alleyway." msgstr "" #: ../../script/events/setpieces.js:1678 msgid "fires burn in the courtyard beyond." msgstr "" #: ../../script/events/setpieces.js:1694 #, fuzzy msgid "more voices can be heard ahead." msgstr "古怪的聲響透過牆壁傳來" #: ../../script/events/setpieces.js:1695 msgid "they must be here for a reason." msgstr "" #: ../../script/events/setpieces.js:1711 #, fuzzy msgid "the sound of gunfire carries on the wind." msgstr "雙開門在風中不停地咯吱作響" #: ../../script/events/setpieces.js:1712 msgid "the street ahead glows with firelight." msgstr "" #: ../../script/events/setpieces.js:1729 msgid "more squatters are crowding around now." msgstr "" #: ../../script/events/setpieces.js:1730 msgid "someone throws a stone." msgstr "" #: ../../script/events/setpieces.js:1746 msgid "an improvised shop is set up on the sidewalk." msgstr "" #: ../../script/events/setpieces.js:1747 #, fuzzy msgid "the owner stands by, stoic." msgstr "安靜下來了" #: ../../script/events/setpieces.js:1792 msgid "strips of meat hang drying by the side of the street." msgstr "" #: ../../script/events/setpieces.js:1793 msgid "the people back away, avoiding eye contact." msgstr "" #: ../../script/events/setpieces.js:1818 msgid "someone has locked and barricaded the door to this operating theatre." msgstr "" #: ../../script/events/setpieces.js:1833 msgid "a tribe of elderly squatters is camped out in this ward." msgstr "" #: ../../script/events/setpieces.js:1874 #, fuzzy msgid "a pack of lizards rounds the corner." msgstr "一群咆哮的野獸衝出叢林" #: ../../script/events/setpieces.js:1916 msgid "strips of meat are hung up to dry in this ward." msgstr "" #: ../../script/events/setpieces.js:1940 #, fuzzy msgid "a large bird nests at the top of the stairs." msgstr "一頭巨獸衝出黑暗" #: ../../script/events/setpieces.js:1971 msgid "the debris is denser here." msgstr "" #: ../../script/events/setpieces.js:1972 msgid "maybe some useful stuff in the rubble." msgstr "" #: ../../script/events/setpieces.js:2011 msgid "a swarm of rats rushes up the tunnel." msgstr "" #: ../../script/events/setpieces.js:2047 msgid "a large man attacks, waving a bayonet." msgstr "" #: ../../script/events/setpieces.js:2082 msgid "a second soldier opens fire." msgstr "" #: ../../script/events/setpieces.js:2123 msgid "a masked soldier rounds the corner, gun drawn" msgstr "" #: ../../script/events/setpieces.js:2164 msgid "the crowd surges forward." msgstr "" #: ../../script/events/setpieces.js:2200 msgid "a youth lashes out with a tree branch." msgstr "" #: ../../script/events/setpieces.js:2235 msgid "a squatter stands firmly in the doorway of a small hut." msgstr "" #: ../../script/events/setpieces.js:2270 msgid "behind the door, a deformed figure awakes and attacks." msgstr "" #: ../../script/events/setpieces.js:2310 msgid "as soon as the door is open a little bit, hundreds of tentacles erupt." msgstr "" #: ../../script/events/setpieces.js:2337 msgid "bird must have liked shiney things." msgstr "" #: ../../script/events/setpieces.js:2338 msgid "some good stuff woven into its nest." msgstr "" #: ../../script/events/setpieces.js:2372 #, fuzzy msgid "not much here." msgstr "皮革不夠了" #: ../../script/events/setpieces.js:2373 msgid "scavengers must have gotten to this place already." msgstr "" #: ../../script/events/setpieces.js:2403 msgid "the tunnel opens up at another platform." msgstr "" #: ../../script/events/setpieces.js:2404 msgid "the walls are scorched from an old battle." msgstr "" #: ../../script/events/setpieces.js:2405 msgid "bodies and supplies from both sides litter the ground." msgstr "" #: ../../script/events/setpieces.js:2449 msgid "the small military outpost is well supplied." msgstr "" #: ../../script/events/setpieces.js:2450 msgid "" "arms and munitions, relics from the war, are neatly arranged on the store-" "room floor." msgstr "" #: ../../script/events/setpieces.js:2451 msgid "just as deadly now as they were then." msgstr "" #: ../../script/events/setpieces.js:2485 msgid "searching the bodies yields a few supplies." msgstr "" #: ../../script/events/setpieces.js:2486 msgid "more soldiers will be on their way." msgstr "" #: ../../script/events/setpieces.js:2487 msgid "time to move on." msgstr "" #: ../../script/events/setpieces.js:2526 msgid "the small settlement has clearly been burning a while." msgstr "" #: ../../script/events/setpieces.js:2527 msgid "" "the bodies of the wanderers that lived here are still visible in the flames." msgstr "" #: ../../script/events/setpieces.js:2528 msgid "still time to rescue a few supplies." msgstr "" #: ../../script/events/setpieces.js:2562 msgid "" "the remaining settlers flee from the violence, their belongings forgotten." msgstr "" #: ../../script/events/setpieces.js:2563 msgid "there's not much, but some useful things can still be found." msgstr "" #: ../../script/events/setpieces.js:2597 msgid "the young settler was carrying a canvas sack." msgstr "" #: ../../script/events/setpieces.js:2598 msgid "it contains travelling gear, and a few trinkets." msgstr "" #: ../../script/events/setpieces.js:2599 ../../script/events/setpieces.js:2635 msgid "there's nothing else here." msgstr "" #: ../../script/events/setpieces.js:2633 msgid "inside the hut, a child cries." msgstr "" #: ../../script/events/setpieces.js:2634 msgid "a few belongings rest against the walls." msgstr "" #: ../../script/events/setpieces.js:2674 msgid "the stench of rot and death fills the operating theatres." msgstr "" #: ../../script/events/setpieces.js:2675 msgid "a few items are scattered on the ground." msgstr "" #: ../../script/events/setpieces.js:2676 #, fuzzy msgid "there is nothing else here." msgstr "水已耗盡" #: ../../script/events/setpieces.js:2715 msgid "a pristine medicine cabinet at the end of a hallway." msgstr "" #: ../../script/events/setpieces.js:2716 msgid "the rest of the hospital is empty." msgstr "" #: ../../script/events/setpieces.js:2750 msgid "someone had been stockpiling loot here." msgstr "" #: ../../script/events/setpieces.js:2799 #, fuzzy msgid "the tentacular horror is defeated." msgstr "兇怪倒下了" #: ../../script/events/setpieces.js:2800 msgid "inside, the remains of its victims are everywhere." msgstr "" #: ../../script/events/setpieces.js:2845 #, fuzzy msgid "the warped man lies dead." msgstr "憔悴的男子倒下了" #: ../../script/events/setpieces.js:2846 msgid "the operating theatre has a lot of curious equipment." msgstr "" #: ../../script/events/setpieces.js:2890 msgid "the old man had a small cache of interesting items." msgstr "" #: ../../script/events/setpieces.js:2934 msgid "An Old House" msgstr "" #: ../../script/events/setpieces.js:2938 msgid "an old house remains here, once white siding yellowed and peeling." msgstr "" #: ../../script/events/setpieces.js:2939 #, fuzzy msgid "the door hangs open." msgstr "安靜下來了" #: ../../script/events/setpieces.js:2941 #, fuzzy msgid "the remains of an old house stand as a monument to simpler times" msgstr "洞穴內出現一處老舊營地的遺跡" #: ../../script/events/setpieces.js:2955 msgid "the house is abandoned, but not yet picked over." msgstr "" #: ../../script/events/setpieces.js:2956 msgid "still a few drops of water in the old well." msgstr "" #: ../../script/events/setpieces.js:2961 ../../script/world.js:952 msgid "water replenished" msgstr "水補充好了" #: ../../script/events/setpieces.js:2990 msgid "the house has been ransacked." msgstr "" #: ../../script/events/setpieces.js:2991 msgid "but there is a cache of medicine under the floorboards." msgstr "" #: ../../script/events/setpieces.js:3019 msgid "a man charges down the hall, a rusty blade in his hand" msgstr "" #: ../../script/events/setpieces.js:3051 #, fuzzy msgid "A Forgotten Battlefield" msgstr "戰場" #: ../../script/events/setpieces.js:3055 msgid "a battle was fought here, long ago." msgstr "" #: ../../script/events/setpieces.js:3056 msgid "" "battered technology from both sides lays dormant on the blasted landscape." msgstr "" #: ../../script/events/setpieces.js:3104 #, fuzzy msgid "A Huge Borehole" msgstr "巨坑" #: ../../script/events/setpieces.js:3108 msgid "a huge hole is cut deep into the earth, evidence of the past harvest." msgstr "" #: ../../script/events/setpieces.js:3109 msgid "they took what they came for, and left." msgstr "" #: ../../script/events/setpieces.js:3110 msgid "" "castoff from the mammoth drills can still be found by the edges of the " "precipice." msgstr "" #: ../../script/events/setpieces.js:3133 msgid "A Crashed Ship" msgstr "" #: ../../script/events/setpieces.js:3142 msgid "" "the familiar curves of a wanderer vessel rise up out of the dust and ash. " msgstr "" #: ../../script/events/setpieces.js:3143 msgid "lucky that the natives can't work the mechanisms." msgstr "" #: ../../script/events/setpieces.js:3144 msgid "with a little effort, it might fly again." msgstr "" #: ../../script/events/setpieces.js:3148 msgid "salvage" msgstr "" #: ../../script/events/setpieces.js:3156 #, fuzzy msgid "The Sulphur Mine" msgstr "硫磺礦" #: ../../script/events/setpieces.js:3160 msgid "the military is already set up at the mine's entrance." msgstr "" #: ../../script/events/setpieces.js:3161 msgid "soldiers patrol the perimeter, rifles slung over their shoulders." msgstr "" #: ../../script/events/setpieces.js:3163 msgid "a military perimeter is set up around the mine." msgstr "" #: ../../script/events/setpieces.js:3166 ../../script/events/setpieces.js:3315 #, fuzzy msgid "attack" msgstr "野獸來襲" #: ../../script/events/setpieces.js:3201 msgid "a soldier, alerted, opens fire." msgstr "" #: ../../script/events/setpieces.js:3209 ../../script/events/setpieces.js:3249 #: ../../script/events/setpieces.js:3352 ../../script/events/setpieces.js:3386 msgid "run" msgstr "" #: ../../script/events/setpieces.js:3241 #, fuzzy msgid "a second soldier joins the fight." msgstr "偵察兵夜宿於此" #: ../../script/events/setpieces.js:3275 msgid "a grizzled soldier attacks, waving a bayonet." msgstr "" #: ../../script/events/setpieces.js:3286 msgid "the military presence has been cleared." msgstr "" #: ../../script/events/setpieces.js:3287 ../../script/events/setpieces.js:3429 #: ../../script/events/setpieces.js:3505 #, fuzzy msgid "the mine is now safe for workers." msgstr "水已耗盡" #: ../../script/events/setpieces.js:3289 msgid "the sulphur mine is clear of dangers" msgstr "" #: ../../script/events/setpieces.js:3305 #, fuzzy msgid "The Coal Mine" msgstr "煤礦" #: ../../script/events/setpieces.js:3309 msgid "camp fires burn by the entrance to the mine." msgstr "" #: ../../script/events/setpieces.js:3310 msgid "men mill about, weapons at the ready." msgstr "" #: ../../script/events/setpieces.js:3312 #, fuzzy msgid "this old mine is not abandoned" msgstr "士兵倒下了" #: ../../script/events/setpieces.js:3344 ../../script/events/setpieces.js:3378 #, fuzzy msgid "a man joins the fight" msgstr "陌生人在夜裡抵達" #: ../../script/events/setpieces.js:3417 msgid "only the chief remains." msgstr "" #: ../../script/events/setpieces.js:3428 msgid "the camp is still, save for the crackling of the fires." msgstr "" #: ../../script/events/setpieces.js:3431 msgid "the coal mine is clear of dangers" msgstr "" #: ../../script/events/setpieces.js:3447 #, fuzzy msgid "The Iron Mine" msgstr "鐵礦" #: ../../script/events/setpieces.js:3451 msgid "an old iron mine sits here, tools abandoned and left to rust." msgstr "" #: ../../script/events/setpieces.js:3452 msgid "" "bleached bones are strewn about the entrance. many, deeply scored with " "jagged grooves." msgstr "" #: ../../script/events/setpieces.js:3453 #, fuzzy msgid "feral howls echo out of the darkness." msgstr "一頭巨獸衝出黑暗" #: ../../script/events/setpieces.js:3455 msgid "the path leads to an abandoned mine" msgstr "" #: ../../script/events/setpieces.js:3493 msgid "a large creature lunges, muscles rippling in the torchlight" msgstr "" #: ../../script/events/setpieces.js:3504 #, fuzzy msgid "the beast is dead." msgstr "咆哮的野獸倒下了" #: ../../script/events/setpieces.js:3507 msgid "the iron mine is clear of dangers" msgstr "" #: ../../script/events/setpieces.js:3524 #, fuzzy msgid "A Destroyed Village" msgstr "中型村落" #: ../../script/events/setpieces.js:3528 #, fuzzy msgid "a destroyed village lies in the dust." msgstr "陌生人在夜裡抵達" #: ../../script/events/setpieces.js:3529 msgid "charred bodies litter the ground." msgstr "" #: ../../script/events/setpieces.js:3532 msgid "the metallic tang of wanderer afterburner hangs in the air." msgstr "流浪者助燃器的金屬架伸了出來,懸在空中" #: ../../script/events/setpieces.js:3546 msgid "a shack stands at the center of the village." msgstr "一棟小棚子矗立在村子中央" #: ../../script/events/setpieces.js:3547 msgid "there are still supplies inside." msgstr "裡頭似乎還有些物資" #: ../../script/events/setpieces.js:3558 msgid "all the work of a previous generation is here." msgstr "這裡留存著前代人的所有勞動果實" #: ../../script/events/setpieces.js:3559 msgid "ripe for the picking." msgstr "是時候採摘它們了" #: ../../script/localization.js:4 msgid "saved." msgstr "已保存" #: ../../script/localization.js:5 msgid "wood" msgstr "木頭" #: ../../script/localization.js:6 msgid "builder" msgstr "建造者" #: ../../script/localization.js:7 msgid "teeth" msgstr "牙齒" #: ../../script/localization.js:8 msgid "meat" msgstr "肉" #: ../../script/localization.js:9 msgid "fur" msgstr "毛皮" #: ../../script/localization.js:10 msgid "alien alloy" msgstr "外星合金" #: ../../script/localization.js:11 msgid "bullets" msgstr "子彈" #: ../../script/localization.js:12 msgid "charm" msgstr "符咒" #: ../../script/localization.js:13 ../../script/path.js:138 msgid "leather" msgstr "皮革" #: ../../script/localization.js:14 ../../script/path.js:136 msgid "iron" msgstr "鐵" #: ../../script/localization.js:15 ../../script/path.js:134 msgid "steel" msgstr "鋼" #: ../../script/localization.js:16 msgid "coal" msgstr "煤" #: ../../script/localization.js:17 msgid "sulphur" msgstr "硫磺" #: ../../script/localization.js:18 msgid "energy cell" msgstr "能量元件" #: ../../script/localization.js:19 ../../script/room.js:161 msgid "torch" msgstr "火把" #: ../../script/localization.js:20 msgid "medicine" msgstr "藥劑" #: ../../script/localization.js:21 ../../script/outside.js:22 msgid "hunter" msgstr "獵人" #: ../../script/localization.js:22 ../../script/outside.js:30 msgid "trapper" msgstr "陷阱師" #: ../../script/localization.js:23 ../../script/outside.js:38 msgid "tanner" msgstr "皮革師" #: ../../script/localization.js:24 msgid "grenade" msgstr "手雷" #: ../../script/localization.js:25 msgid "bolas" msgstr "套索" #: ../../script/localization.js:26 msgid "bayonet" msgstr "刺刀" #: ../../script/localization.js:27 ../../script/outside.js:46 msgid "charcutier" msgstr "熏肉師" #: ../../script/localization.js:28 ../../script/outside.js:55 msgid "iron miner" msgstr "鐵礦工人" #: ../../script/localization.js:29 msgid "iron mine" msgstr "鐵礦" #: ../../script/localization.js:30 ../../script/outside.js:63 msgid "coal miner" msgstr "煤礦工人" #: ../../script/localization.js:31 msgid "coal mine" msgstr "煤礦" #: ../../script/localization.js:32 ../../script/outside.js:71 msgid "sulphur miner" msgstr "硫磺礦工" #: ../../script/localization.js:33 msgid "sulphur mine" msgstr "硫磺礦" #: ../../script/localization.js:34 ../../script/outside.js:88 msgid "armourer" msgstr "軍械工人" #: ../../script/localization.js:35 ../../script/outside.js:79 msgid "steelworker" msgstr "煉鋼工人" #: ../../script/localization.js:36 msgid "bait" msgstr "誘餌" #: ../../script/localization.js:37 ../../script/localization.js:44 msgid "cured meat" msgstr "熏肉" #: ../../script/localization.js:38 ../../script/localization.js:43 msgid "scales" msgstr "鱗片" #: ../../script/localization.js:39 msgid "compass" msgstr "羅盤" #: ../../script/localization.js:40 msgid "laser rifle" msgstr "激光步槍" #: ../../script/localization.js:41 ../../script/outside.js:15 msgid "gatherer" msgstr "採集者" #: ../../script/localization.js:42 msgid "cloth" msgstr "布料" #: ../../script/localization.js:45 msgid "thieves" msgstr "小偷" #: ../../script/localization.js:46 msgid "not enough fur" msgstr "皮毛不夠了" #: ../../script/localization.js:47 msgid "not enough wood" msgstr "木頭不夠了" #: ../../script/localization.js:48 msgid "not enough coal" msgstr "煤炭不夠了" #: ../../script/localization.js:49 msgid "not enough iron" msgstr "鐵不夠了" #: ../../script/localization.js:50 msgid "not enough steel" msgstr "鋼不夠了" #: ../../script/localization.js:51 msgid "not enough sulphur" msgstr "硫磺不夠了" #: ../../script/localization.js:52 msgid "baited trap" msgstr "上餌陷阱" #: ../../script/localization.js:53 msgid "not enough scales" msgstr "鱗片不夠了" #: ../../script/localization.js:54 msgid "not enough cloth" msgstr "布料不夠了" #: ../../script/localization.js:55 msgid "not enough teeth" msgstr "牙齒不夠了" #: ../../script/localization.js:56 msgid "not enough leather" msgstr "皮革不夠了" #: ../../script/localization.js:57 msgid "not enough meat" msgstr "肉不夠了" #: ../../script/localization.js:58 msgid "the compass points east" msgstr "羅盤指向東方" #: ../../script/localization.js:59 msgid "the compass points west" msgstr "羅盤指向西方" #: ../../script/localization.js:60 msgid "the compass points north" msgstr "羅盤指向北方" #: ../../script/localization.js:61 msgid "the compass points south" msgstr "羅盤指向南方" #: ../../script/localization.js:62 msgid "the compass points northeast" msgstr "羅盤指向東北" #: ../../script/localization.js:63 msgid "the compass points northwest" msgstr "羅盤指向西北" #: ../../script/localization.js:64 msgid "the compass points southeast" msgstr "羅盤指向東南" #: ../../script/localization.js:65 msgid "the compass points southwest" msgstr "羅盤指向西南" #: ../../script/outside.js:5 msgid "Outside" msgstr "野外" #: ../../script/outside.js:102 msgid "scraps of fur" msgstr "皮毛碎片" #: ../../script/outside.js:107 msgid "bits of meat" msgstr "小片肉" #: ../../script/outside.js:112 msgid "strange scales" msgstr "古怪鱗片" #: ../../script/outside.js:117 msgid "scattered teeth" msgstr "殘缺牙齒" #: ../../script/outside.js:122 msgid "tattered cloth" msgstr "破爛布料" #: ../../script/outside.js:127 msgid "a crudely made charm" msgstr "做工粗糙的符咒" #: ../../script/outside.js:143 ../../script/outside.js:562 msgid "A Silent Forest" msgstr "靜謐森林" #: ../../script/outside.js:169 msgid "gather wood" msgstr "伐木" #: ../../script/outside.js:188 msgid "a stranger arrives in the night" msgstr "陌生人在夜裡抵達" #: ../../script/outside.js:190 msgid "a weathered family takes up in one of the huts." msgstr "一戶飽經風雨的人家住進一棟小屋" #: ../../script/outside.js:192 msgid "a small group arrives, all dust and bones." msgstr "一群瘦骨嶙峋,風塵僕僕的人抵達了" #: ../../script/outside.js:194 msgid "a convoy lurches in, equal parts worry and hope." msgstr "車隊歷經磨難來到了小鎮,懷著和擔憂同等的希望" #: ../../script/outside.js:196 msgid "the town's booming. word does get around." msgstr "鎮子繁榮熱鬧,消息不脛而走" #: ../../script/outside.js:452 msgid "pop " msgstr "人口 " #: ../../script/outside.js:457 msgid "forest" msgstr "樹林" #: ../../script/outside.js:460 msgid "village" msgstr "村落" #: ../../script/outside.js:543 msgid "check traps" msgstr "查看陷阱" #: ../../script/outside.js:564 msgid "A Lonely Hut" msgstr "孤獨小屋" #: ../../script/outside.js:566 msgid "A Tiny Village" msgstr "小型村落" #: ../../script/outside.js:568 msgid "A Modest Village" msgstr "中型村落" #: ../../script/outside.js:570 msgid "A Large Village" msgstr "大型村落" #: ../../script/outside.js:572 msgid "A Raucous Village" msgstr "喧囂小鎮" #: ../../script/outside.js:584 msgid "the sky is grey and the wind blows relentlessly" msgstr "天色陰沉,風無情地刮著" #: ../../script/outside.js:594 msgid "dry brush and dead branches litter the forest floor" msgstr "林地上散落著枯枝敗葉" #: ../../script/outside.js:621 msgid "the traps contain " msgstr "陷阱捕獲到" #: ../../script/path.js:29 ../../script/path.js:298 msgid "A Dusty Path" msgstr "漫漫塵途" #: ../../script/path.js:37 msgid "supplies:" msgstr "供應:" #: ../../script/path.js:43 msgid "embark" msgstr "出發" #: ../../script/path.js:60 ../../script/room.js:1153 msgid "the compass points " msgstr "羅盤指向:" #: ../../script/path.js:102 msgid "perks:" msgstr "能力:" #: ../../script/path.js:132 msgid "none" msgstr "空" #: ../../script/path.js:142 msgid "armour" msgstr "護甲" #: ../../script/path.js:153 msgid "water" msgstr "水" #: ../../script/path.js:229 ../../script/world.js:290 msgid "free {0}/{1}" msgstr "背包剩餘空間: {0}/{1}" #: ../../script/path.js:253 msgid "weight" msgstr "負重" #: ../../script/path.js:255 msgid "available" msgstr "可用" #: ../../script/room.js:16 msgid "trap" msgstr "陷阱" #: ../../script/room.js:19 msgid "" "builder says she can make traps to catch any creatures might still be alive " "out there" msgstr "建造者說她能夠製做陷阱來捕捉那些仍在野外活動的野獸" #: ../../script/room.js:20 msgid "more traps to catch more creatures" msgstr "陷阱越多,抓到的獵物就越多" #: ../../script/room.js:21 msgid "more traps won't help now" msgstr "再增加陷阱已毫無裨益" #: ../../script/room.js:31 msgid "cart" msgstr "貨車" #: ../../script/room.js:34 msgid "builder says she can make a cart for carrying wood" msgstr "建造者說她能夠製造出貨車,用來運載木頭" #: ../../script/room.js:35 msgid "the rickety cart will carry more wood from the forest" msgstr "搖搖晃晃的貨車滿載從森林運出的木頭" #: ../../script/room.js:44 msgid "hut" msgstr "小屋" #: ../../script/room.js:47 msgid "builder says there are more wanderers. says they'll work, too." msgstr "建造者說這裡有許多流浪者,他們也會來工作" #: ../../script/room.js:48 msgid "builder puts up a hut, out in the forest. says word will get around." msgstr "建造者在林中建起一棟小屋,她說消息很快就會流傳出去" #: ../../script/room.js:49 msgid "no more room for huts." msgstr "再沒有可以建小屋的空地了" #: ../../script/room.js:59 msgid "lodge" msgstr "旅館" #: ../../script/room.js:62 msgid "villagers could help hunt, given the means" msgstr "假如工具齊備,村民也能幫忙狩獵" #: ../../script/room.js:63 msgid "the hunting lodge stands in the forest, a ways out of town" msgstr "供獵人居住的旅館已經矗立在林中,距離村子不遠" #: ../../script/room.js:74 msgid "trading post" msgstr "貿易站" #: ../../script/room.js:77 msgid "a trading post would make commerce easier" msgstr "貿易站讓貿易變得更加便捷" #: ../../script/room.js:78 msgid "" "now the nomads have a place to set up shop, they might stick around a while" msgstr "現在游牧部落有地方安營扎寨設立商舖了,他們也許會多逗留一段時間" #: ../../script/room.js:88 msgid "tannery" msgstr "制革屋" #: ../../script/room.js:91 msgid "builder says leather could be useful. says the villagers could make it." msgstr "建造者說皮革會很有用,而且村民也會做" #: ../../script/room.js:92 msgid "tannery goes up quick, on the edge of the village" msgstr "制革屋很快在村子一角建立了起來" #: ../../script/room.js:102 msgid "smokehouse" msgstr "熏肉房" #: ../../script/room.js:105 msgid "" "should cure the meat, or it'll spoil. builder says she can fix something up." msgstr "應該把肉熏一下,否則會腐壞掉.建造者說她能幫忙搞定這個" #: ../../script/room.js:106 msgid "builder finishes the smokehouse. she looks hungry." msgstr "建造者造好了熏肉房,她看起來飢腸轆轆" #: ../../script/room.js:116 msgid "workshop" msgstr "工坊" #: ../../script/room.js:119 msgid "builder says she could make finer things, if she had the tools" msgstr "建造者說如果她有工具的話能做出一些更精良的東西" #: ../../script/room.js:120 msgid "workshop's finally ready. builder's excited to get to it" msgstr "工坊終於建好了.建造者激動不已" #: ../../script/room.js:131 msgid "steelworks" msgstr "煉鋼坊" #: ../../script/room.js:134 msgid "builder says the villagers could make steel, given the tools" msgstr "建造者說給村民工具的話他們就能幫忙煉鋼" #: ../../script/room.js:135 msgid "a haze falls over the village as the steelworks fires up" msgstr "煉鋼坊開工後,一縷黑煙飄向村莊上空" #: ../../script/room.js:146 msgid "armoury" msgstr "軍械坊" #: ../../script/room.js:149 msgid "builder says it'd be useful to have a steady source of bullets" msgstr "建造者說擁有穩定的彈藥來源很有必要" #: ../../script/room.js:150 msgid "armoury's done, welcoming back the weapons of the past." msgstr "軍械坊建好了,歡迎使用這些過時的武器" #: ../../script/room.js:164 msgid "a torch to keep the dark away" msgstr "驅散黑暗的火把" #: ../../script/room.js:173 msgid "waterskin" msgstr "水壺" #: ../../script/room.js:177 msgid "this waterskin'll hold a bit of water, at least" msgstr "起碼能裝那麼點兒水" #: ../../script/room.js:185 msgid "cask" msgstr "水桶" #: ../../script/room.js:189 msgid "the cask holds enough water for longer expeditions" msgstr "為更長的探索之旅提供充足的水源" #: ../../script/room.js:198 msgid "water tank" msgstr "水罐" #: ../../script/room.js:202 msgid "never go thirsty again" msgstr "再也不擔心口渴" #: ../../script/room.js:211 msgid "bone spear" msgstr "骨槍" #: ../../script/room.js:214 msgid "this spear's not elegant, but it's pretty good at stabbing" msgstr "這柄標槍不怎麼精緻,但用來戳刺手感不錯" #: ../../script/room.js:223 ../../script/world.js:285 msgid "rucksack" msgstr "雙肩包" #: ../../script/room.js:227 msgid "carrying more means longer expeditions to the wilds" msgstr "荒野旅行時攜帶更多物資" #: ../../script/room.js:235 msgid "wagon" msgstr "篷車" #: ../../script/room.js:239 msgid "the wagon can carry a lot of supplies" msgstr "篷車能夠攜帶許多物資" #: ../../script/room.js:248 msgid "convoy" msgstr "車隊" #: ../../script/room.js:252 msgid "the convoy can haul mostly everything" msgstr "車隊幾乎能把所有東西都裝下" #: ../../script/room.js:262 msgid "l armour" msgstr "皮甲" #: ../../script/room.js:265 msgid "leather's not strong. better than rags, though." msgstr "皮革不算結實,但總比披塊破布強吧" #: ../../script/room.js:274 msgid "i armour" msgstr "鐵甲" #: ../../script/room.js:277 msgid "iron's stronger than leather" msgstr "鐵可比皮結實" #: ../../script/room.js:286 msgid "s armour" msgstr "鋼甲" #: ../../script/room.js:289 msgid "steel's stronger than iron" msgstr "鋼的總比鐵的強" #: ../../script/room.js:298 msgid "iron sword" msgstr "鐵劍" #: ../../script/room.js:301 msgid "sword is sharp. good protection out in the wilds." msgstr "劍很鋒利,能夠在野外提供不錯的防護" #: ../../script/room.js:311 msgid "steel sword" msgstr "鋼劍" #: ../../script/room.js:314 msgid "the steel is strong, and the blade true." msgstr "好鋼出利刃" #: ../../script/room.js:324 msgid "rifle" msgstr "步槍" #: ../../script/room.js:326 msgid "black powder and bullets, like the old days." msgstr "黑火藥和子彈,就像過去那樣" #: ../../script/room.js:458 msgid "Room" msgstr "房間" #: ../../script/room.js:485 ../../script/room.js:604 msgid "A Dark Room" msgstr "小黑屋" #: ../../script/room.js:498 msgid "light fire" msgstr "生火" #: ../../script/room.js:508 msgid "stoke fire" msgstr "添柴" #: ../../script/room.js:545 ../../script/room.js:555 ../../script/room.js:703 #: ../../script/room.js:707 msgid "the room is {0}" msgstr "房間{0}" #: ../../script/room.js:546 ../../script/room.js:554 ../../script/room.js:672 msgid "the fire is {0}" msgstr "火堆{0}" #: ../../script/room.js:565 msgid "" "the stranger is standing by the fire. she says she can help. says she builds " "things." msgstr "那名陌生人出現在火堆前.她說她可以幫忙建些東西" #: ../../script/room.js:580 msgid "freezing" msgstr "寒冷刺骨" #: ../../script/room.js:581 msgid "cold" msgstr "很冷" #: ../../script/room.js:582 msgid "mild" msgstr "很宜人" #: ../../script/room.js:583 msgid "warm" msgstr "暖和" #: ../../script/room.js:584 msgid "hot" msgstr "很熱" #: ../../script/room.js:596 msgid "dead" msgstr "熄滅了" #: ../../script/room.js:597 msgid "smoldering" msgstr "開始冒煙" #: ../../script/room.js:598 msgid "flickering" msgstr "冒出火苗" #: ../../script/room.js:599 msgid "burning" msgstr "燃燒著" #: ../../script/room.js:600 msgid "roaring" msgstr "熊熊燃燒" #: ../../script/room.js:604 msgid "A Firelit Room" msgstr "生火間" #: ../../script/room.js:642 msgid "not enough wood to get the fire going" msgstr "生火的木頭不夠了" #: ../../script/room.js:655 msgid "the wood has run out" msgstr "木頭用光了" #: ../../script/room.js:675 msgid "the light from the fire spills from the windows, out into the dark" msgstr "火光映出窗外,投入黑暗之中" #: ../../script/room.js:688 msgid "builder stokes the fire" msgstr "建造者添了柴火" #: ../../script/room.js:718 msgid "the wind howls outside" msgstr "屋外寒風呼嘯" #: ../../script/room.js:719 msgid "the wood is running out" msgstr "木頭就快燒完了" #: ../../script/room.js:726 msgid "a ragged stranger stumbles through the door and collapses in the corner" msgstr "衣衫襤褸的陌生人步履蹣跚地步入門來,癱倒在角落裡" #: ../../script/room.js:734 msgid "" "the stranger shivers, and mumbles quietly. her words are unintelligible." msgstr "陌生人瑟瑟發抖,呢喃不已,聽不清在說些什麼" #: ../../script/room.js:737 msgid "the stranger in the corner stops shivering. her breathing calms." msgstr "角落裡的陌生人不再顫抖了,她的呼吸平靜了下來" #: ../../script/room.js:760 msgid "stores" msgstr "庫存" #: ../../script/room.js:779 msgid "weapons" msgstr "武器" #: ../../script/room.js:914 msgid "total" msgstr "" #: ../../script/room.js:935 ../../script/room.js:979 msgid "not enough " msgstr "不夠了" #: ../../script/room.js:951 msgid "builder just shivers" msgstr "建造者還在瑟瑟發抖" #: ../../script/room.js:1054 msgid "build:" msgstr "建築物:" #: ../../script/room.js:1061 msgid "craft:" msgstr "製造:" #: ../../script/room.js:1068 msgid "buy:" msgstr "購買:" #: ../../script/ship.js:11 msgid "Ship" msgstr "飛船" #: ../../script/ship.js:27 ../../script/ship.js:100 msgid "An Old Starship" msgstr "破舊星艦" #: ../../script/ship.js:38 msgid "hull:" msgstr "外殼:" #: ../../script/ship.js:44 msgid "engine:" msgstr "引擎:" #: ../../script/ship.js:51 msgid "reinforce hull" msgstr "加固船身" #: ../../script/ship.js:60 msgid "upgrade engine" msgstr "升級引擎" #: ../../script/ship.js:69 ../../script/ship.js:142 msgid "lift off" msgstr "點火起飛" #: ../../script/ship.js:91 msgid "" "somewhere above the debris cloud, the wanderer fleet hovers. been on this " "rock too long." msgstr "碎雲之上不知處,流浪者的艦隊正盤旋.已經在這塊大岩石上待得太久了" #: ../../script/ship.js:106 ../../script/ship.js:119 msgid "not enough alien alloy" msgstr "外星合金不足" #: ../../script/ship.js:134 msgid "Ready to Leave?" msgstr "準備好要離開了嗎?" #: ../../script/ship.js:138 msgid "time to get out of this place. won't be coming back." msgstr "是時候離開這裡了.再也不會回頭" #: ../../script/ship.js:150 msgid "linger" msgstr "裹足徘徊" #: ../../script/space.js:42 msgid "hull: " msgstr "船身:" #: ../../script/space.js:76 msgid "Troposphere" msgstr "對流層" #: ../../script/space.js:78 msgid "Stratosphere" msgstr "平流層" #: ../../script/space.js:80 msgid "Mesosphere" msgstr "中氣層" #: ../../script/space.js:82 msgid "Thermosphere" msgstr "增溫層" #: ../../script/space.js:84 msgid "Exosphere" msgstr "外逸層" #: ../../script/space.js:86 msgid "Space" msgstr "太空" #: ../../script/space.js:424 msgid "score for this game: {0}" msgstr "遊戲得分: {0}" #: ../../script/space.js:431 msgid "total score: {0}" msgstr "總分: {0}" #: ../../script/world.js:46 msgid "punch" msgstr "揮拳" #: ../../script/world.js:52 msgid "stab" msgstr "戳刺" #: ../../script/world.js:58 msgid "swing" msgstr "揮斬" #: ../../script/world.js:64 msgid "slash" msgstr "劈砍" #: ../../script/world.js:70 msgid "thrust" msgstr "扎刺" #: ../../script/world.js:76 msgid "shoot" msgstr "開火" #: ../../script/world.js:83 msgid "blast" msgstr "引爆" #: ../../script/world.js:90 msgid "lob" msgstr "投擲" #: ../../script/world.js:97 msgid "tangle" msgstr "牽絆" #: ../../script/world.js:119 msgid "An Outpost" msgstr "前哨" #: ../../script/world.js:120 msgid "Iron Mine" msgstr "鐵礦" #: ../../script/world.js:121 msgid "Coal Mine" msgstr "煤礦" #: ../../script/world.js:122 msgid "Sulphur Mine" msgstr "硫磺礦" #: ../../script/world.js:123 msgid "An Old House" msgstr "廢棄小屋" #: ../../script/world.js:124 msgid "A Damp Cave" msgstr "洞穴" #: ../../script/world.js:125 msgid "An Abandoned Town" msgstr "小鎮" #: ../../script/world.js:126 msgid "A Ruined City" msgstr "城市" #: ../../script/world.js:127 msgid "A Crashed Starship" msgstr "墜毀星艦" #: ../../script/world.js:128 msgid "A Borehole" msgstr "巨坑" #: ../../script/world.js:129 msgid "A Battlefield" msgstr "戰場" #: ../../script/world.js:130 msgid "A Murky Swamp" msgstr "沼澤" #: ../../script/world.js:134 msgid "A Destroyed Village" msgstr "村莊" #: ../../script/world.js:256 msgid "water:{0}" msgstr "水:{0}" #: ../../script/world.js:283 msgid "pockets" msgstr "背包" #: ../../script/world.js:307 msgid "hp: {0}/{1}" msgstr "生命: {0}/{1}" #: ../../script/world.js:314 msgid "{0}:{1}" msgstr "{0}:{1}" #: ../../script/world.js:349 msgid "dangerous to be this far from the village without proper protection" msgstr "沒有妥善防護離開村子這麼遠很危險" #: ../../script/world.js:351 msgid "safer here" msgstr "這裡可算安全了" #: ../../script/world.js:451 msgid "the meat has run out" msgstr "肉已經吃完了" #: ../../script/world.js:456 msgid "starvation sets in" msgstr "飢餓襲來" #: ../../script/world.js:481 msgid "there is no more water" msgstr "水已耗盡" #: ../../script/world.js:485 msgid "the thirst becomes unbearable" msgstr "口渴難耐" #: ../../script/world.js:558 msgid "the trees yield to dry grass. the yellowed brush rustles in the wind." msgstr "樹木歪倒在乾草叢中,枯黃的灌木在風中沙沙作響" #: ../../script/world.js:561 msgid "" "the trees are gone. parched earth and blowing dust are poor replacements." msgstr "樹木都消失了,唯留下乾裂的大地和飛揚的塵土" #: ../../script/world.js:568 #, fuzzy msgid "" "trees loom on the horizon. grasses gradually yield to a forest floor of dry " "branches and fallen leaves." msgstr "地平線上隱約瞧見樹林.草地漸漸稀疏,替代以鋪著枯枝敗葉的森林" #: ../../script/world.js:571 msgid "the grasses thin. soon, only dust remains." msgstr "草地很快稀疏了起來,唯留下漫天揚塵" #: ../../script/world.js:578 #, fuzzy msgid "the barrens break at a sea of dying grass, swaying in the arid breeze." msgstr "荒草如海,在燥熱的風中搖曳著,中間現出了一片荒地" #: ../../script/world.js:581 msgid "" "a wall of gnarled trees rises from the dust. their branches twist into a " "skeletal canopy overhead." msgstr "塵土中長出了結瘤的樹牆,枝幹在頭頂纏繞成骨骼般的穹頂" #: ../../script/world.js:817 msgid "Wanderer" msgstr "漫遊者" #: ../../script/world.js:822 msgid "The Village" msgstr "村莊" #: ../../script/world.js:851 msgid "the world fades" msgstr "眼前的世界煙消雲散" #: ../../script/world.js:982 msgid "A Barren World" msgstr "荒蕪世界" #~ msgid "Export" #~ msgstr "導出" ================================================ FILE: main/gams/gfiles/html5/adarkroom/lib/base64.js ================================================ /** * * Base64 encode / decode * http://www.webtoolkit.info/ * **/ var Base64 = { // private property _keyStr : "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=", // public method for encoding encode : function (input) { var output = ""; var chr1, chr2, chr3, enc1, enc2, enc3, enc4; var i = 0; input = Base64._utf8_encode(input); while (i < input.length) { chr1 = input.charCodeAt(i++); chr2 = input.charCodeAt(i++); chr3 = input.charCodeAt(i++); enc1 = chr1 >> 2; enc2 = ((chr1 & 3) << 4) | (chr2 >> 4); enc3 = ((chr2 & 15) << 2) | (chr3 >> 6); enc4 = chr3 & 63; if (isNaN(chr2)) { enc3 = enc4 = 64; } else if (isNaN(chr3)) { enc4 = 64; } output = output + this._keyStr.charAt(enc1) + this._keyStr.charAt(enc2) + this._keyStr.charAt(enc3) + this._keyStr.charAt(enc4); } return output; }, // public method for decoding decode : function (input) { var output = ""; var chr1, chr2, chr3; var enc1, enc2, enc3, enc4; var i = 0; input = input.replace(/[^A-Za-z0-9\+\/\=]/g, ""); while (i < input.length) { enc1 = this._keyStr.indexOf(input.charAt(i++)); enc2 = this._keyStr.indexOf(input.charAt(i++)); enc3 = this._keyStr.indexOf(input.charAt(i++)); enc4 = this._keyStr.indexOf(input.charAt(i++)); chr1 = (enc1 << 2) | (enc2 >> 4); chr2 = ((enc2 & 15) << 4) | (enc3 >> 2); chr3 = ((enc3 & 3) << 6) | enc4; output = output + String.fromCharCode(chr1); if (enc3 != 64) { output = output + String.fromCharCode(chr2); } if (enc4 != 64) { output = output + String.fromCharCode(chr3); } } output = Base64._utf8_decode(output); return output; }, // private method for UTF-8 encoding _utf8_encode : function (string) { string = string.replace(/\r\n/g,"\n"); var utftext = ""; for (var n = 0; n < string.length; n++) { var c = string.charCodeAt(n); if (c < 128) { utftext += String.fromCharCode(c); } else if((c > 127) && (c < 2048)) { utftext += String.fromCharCode((c >> 6) | 192); utftext += String.fromCharCode((c & 63) | 128); } else { utftext += String.fromCharCode((c >> 12) | 224); utftext += String.fromCharCode(((c >> 6) & 63) | 128); utftext += String.fromCharCode((c & 63) | 128); } } return utftext; }, // private method for UTF-8 decoding _utf8_decode : function (utftext) { var string = ""; var i = 0; var c = c2 = 0; while ( i < utftext.length ) { c = utftext.charCodeAt(i); if (c < 128) { string += String.fromCharCode(c); i++; } else if((c > 191) && (c < 224)) { c2 = utftext.charCodeAt(i+1); string += String.fromCharCode(((c & 31) << 6) | (c2 & 63)); i += 2; } else { c2 = utftext.charCodeAt(i+1); c3 = utftext.charCodeAt(i+2); string += String.fromCharCode(((c & 15) << 12) | ((c2 & 63) << 6) | (c3 & 63)); i += 3; } } return string; } } ================================================ FILE: main/gams/gfiles/html5/adarkroom/lib/icu.js ================================================ (function() { var dfs = {"am_pm":["AM","PM"],"day_name":["dimanche","lundi","mardi","mercredi","jeudi","vendredi","samedi"],"day_short":["dim.","lun.","mar.","mer.","jeu.","ven.","sam."],"era":["av. J.-C.","ap. J.-C."],"era_name":["avant Jésus-Christ","après Jésus-Christ"],"month_name":["janvier","février","mars","avril","mai","juin","juillet","août","septembre","octobre","novembre","décembre"],"month_short":["janv.","févr.","mars","avr.","mai","juin","juil.","août","sept.","oct.","nov.","déc."],"order_full":"DMY","order_long":"DMY","order_medium":"DMY","order_short":"DMY"}; var nfs = {"decimal_separator":",","grouping_separator":" ","minus":"-"}; var df = {SHORT_PADDED_CENTURY:function(d){if(d){return(((d.getDate()+101)+'').substring(1)+'/'+((d.getMonth()+101)+'').substring(1)+'/'+d.getFullYear());}},SHORT:function(d){if(d){return(((d.getDate()+101)+'').substring(1)+'/'+((d.getMonth()+101)+'').substring(1)+'/'+(d.getFullYear()+'').substring(2));}},SHORT_NOYEAR:function(d){if(d){return(((d.getDate()+101)+'').substring(1)+'/'+((d.getMonth()+101)+'').substring(1));}},SHORT_NODAY:function(d){if(d){return(((d.getMonth()+101)+'').substring(1)+'/'+(d.getFullYear()+'').substring(2));}},MEDIUM:function(d){if(d){return(d.getDate()+' '+dfs.month_short[d.getMonth()]+' '+d.getFullYear());}},MEDIUM_NOYEAR:function(d){if(d){return(d.getDate()+' '+dfs.month_short[d.getMonth()]);}},MEDIUM_WEEKDAY_NOYEAR:function(d){if(d){return(dfs.day_short[d.getDay()]+' '+d.getDate()+' '+dfs.month_short[d.getMonth()]);}},LONG_NODAY:function(d){if(d){return(dfs.month_name[d.getMonth()]+' '+d.getFullYear());}},LONG:function(d){if(d){return(d.getDate()+' '+dfs.month_name[d.getMonth()]+' '+d.getFullYear());}},FULL:function(d){if(d){return(dfs.day_name[d.getDay()]+' '+d.getDate()+' '+dfs.month_name[d.getMonth()]+' '+d.getFullYear());}}}; window.icu = window.icu || new Object(); var icu = window.icu; icu.getCountry = function() { return ""; }; icu.getCountryName = function() { return ""; }; icu.getDateFormat = function(formatCode) { var retVal = {}; retVal.format = df[formatCode]; return retVal; }; icu.getDateFormats = function() { return df; }; icu.getDateFormatSymbols = function() { return dfs; }; icu.getDecimalFormat = function(places) { var retVal = {}; retVal.format = function(n) { var ns = n < 0 ? Math.abs(n).toFixed(places) : n.toFixed(places); var ns2 = ns.split('.'); s = ns2[0]; var d = ns2[1]; var rgx = /(\d+)(\d{3})/;while(rgx.test(s)){s = s.replace(rgx, '$1' + nfs["grouping_separator"] + '$2');} return (n < 0 ? nfs["minus"] : "") + s + nfs["decimal_separator"] + d;}; return retVal; }; icu.getDecimalFormatSymbols = function() { return nfs; }; icu.getIntegerFormat = function() { var retVal = {}; retVal.format = function(i) { var s = i < 0 ? Math.abs(i).toString() : i.toString(); var rgx = /(\d+)(\d{3})/;while(rgx.test(s)){s = s.replace(rgx, '$1' + nfs["grouping_separator"] + '$2');} return i < 0 ? nfs["minus"] + s : s;}; return retVal; }; icu.getLanguage = function() { return "fr"; }; icu.getLanguageName = function() { return "français"; }; icu.getLocale = function() { return "fr"; }; icu.getLocaleName = function() { return "français"; }; })(); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lib/jquery.event.move.js ================================================ // jquery.event.move // // 1.3.1 // // Stephen Band // // Triggers 'movestart', 'move' and 'moveend' events after // mousemoves following a mousedown cross a distance threshold, // similar to the native 'dragstart', 'drag' and 'dragend' events. // Move events are throttled to animation frames. Move event objects // have the properties: // // pageX: // pageY: Page coordinates of pointer. // startX: // startY: Page coordinates of pointer at movestart. // distX: // distY: Distance the pointer has moved since movestart. // deltaX: // deltaY: Distance the finger has moved since last event. // velocityX: // velocityY: Average velocity over last few events. (function (module) { if (typeof define === 'function' && define.amd) { // AMD. Register as an anonymous module. define(['jquery'], module); } else { // Browser globals module(jQuery); } })(function(jQuery, undefined){ var // Number of pixels a pressed pointer travels before movestart // event is fired. threshold = 6, add = jQuery.event.add, remove = jQuery.event.remove, // Just sugar, so we can have arguments in the same order as // add and remove. trigger = function(node, type, data) { jQuery.event.trigger(type, data, node); }, // Shim for requestAnimationFrame, falling back to timer. See: // see http://paulirish.com/2011/requestanimationframe-for-smart-animating/ requestFrame = (function(){ return ( window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(fn, element){ return window.setTimeout(function(){ fn(); }, 25); } ); })(), ignoreTags = { textarea: true, input: true, select: true, button: true }, mouseevents = { move: 'mousemove', cancel: 'mouseup dragstart', end: 'mouseup' }, touchevents = { move: 'touchmove', cancel: 'touchend', end: 'touchend' }; // Constructors function Timer(fn){ var callback = fn, active = false, running = false; function trigger(time) { if (active){ callback(); requestFrame(trigger); running = true; active = false; } else { running = false; } } this.kick = function(fn) { active = true; if (!running) { trigger(); } }; this.end = function(fn) { var cb = callback; if (!fn) { return; } // If the timer is not running, simply call the end callback. if (!running) { fn(); } // If the timer is running, and has been kicked lately, then // queue up the current callback and the end callback, otherwise // just the end callback. else { callback = active ? function(){ cb(); fn(); } : fn ; active = true; } }; } // Functions function returnTrue() { return true; } function returnFalse() { return false; } function preventDefault(e) { e.preventDefault(); } function preventIgnoreTags(e) { // Don't prevent interaction with form elements. if (ignoreTags[ e.target.tagName.toLowerCase() ]) { return; } e.preventDefault(); } function isLeftButton(e) { // Ignore mousedowns on any button other than the left (or primary) // mouse button, or when a modifier key is pressed. return (e.which === 1 && !e.ctrlKey && !e.altKey); } function identifiedTouch(touchList, id) { var i, l; if (touchList.identifiedTouch) { return touchList.identifiedTouch(id); } // touchList.identifiedTouch() does not exist in // webkit yet… we must do the search ourselves... i = -1; l = touchList.length; while (++i < l) { if (touchList[i].identifier === id) { return touchList[i]; } } } function changedTouch(e, event) { var touch = identifiedTouch(e.changedTouches, event.identifier); // This isn't the touch you're looking for. if (!touch) { return; } // Chrome Android (at least) includes touches that have not // changed in e.changedTouches. That's a bit annoying. Check // that this touch has changed. if (touch.pageX === event.pageX && touch.pageY === event.pageY) { return; } return touch; } // Handlers that decide when the first movestart is triggered function mousedown(e){ var data; if (!isLeftButton(e)) { return; } data = { target: e.target, startX: e.pageX, startY: e.pageY, timeStamp: e.timeStamp }; add(document, mouseevents.move, mousemove, data); add(document, mouseevents.cancel, mouseend, data); } function mousemove(e){ var data = e.data; checkThreshold(e, data, e, removeMouse); } function mouseend(e) { removeMouse(); } function removeMouse() { remove(document, mouseevents.move, mousemove); remove(document, mouseevents.cancel, mouseend); } function touchstart(e) { var touch, template; // Don't get in the way of interaction with form elements. if (ignoreTags[ e.target.tagName.toLowerCase() ]) { return; } touch = e.changedTouches[0]; // iOS live updates the touch objects whereas Android gives us copies. // That means we can't trust the touchstart object to stay the same, // so we must copy the data. This object acts as a template for // movestart, move and moveend event objects. template = { target: touch.target, startX: touch.pageX, startY: touch.pageY, timeStamp: e.timeStamp, identifier: touch.identifier }; // Use the touch identifier as a namespace, so that we can later // remove handlers pertaining only to this touch. add(document, touchevents.move + '.' + touch.identifier, touchmove, template); add(document, touchevents.cancel + '.' + touch.identifier, touchend, template); } function touchmove(e){ var data = e.data, touch = changedTouch(e, data); if (!touch) { return; } checkThreshold(e, data, touch, removeTouch); } function touchend(e) { var template = e.data, touch = identifiedTouch(e.changedTouches, template.identifier); if (!touch) { return; } removeTouch(template.identifier); } function removeTouch(identifier) { remove(document, '.' + identifier, touchmove); remove(document, '.' + identifier, touchend); } // Logic for deciding when to trigger a movestart. function checkThreshold(e, template, touch, fn) { var distX = touch.pageX - template.startX, distY = touch.pageY - template.startY; // Do nothing if the threshold has not been crossed. if ((distX * distX) + (distY * distY) < (threshold * threshold)) { return; } triggerStart(e, template, touch, distX, distY, fn); } function handled() { // this._handled should return false once, and after return true. this._handled = returnTrue; return false; } function flagAsHandled(e) { e._handled(); } function triggerStart(e, template, touch, distX, distY, fn) { var node = template.target, touches, time; touches = e.targetTouches; time = e.timeStamp - template.timeStamp; // Create a movestart object with some special properties that // are passed only to the movestart handlers. template.type = 'movestart'; template.distX = distX; template.distY = distY; template.deltaX = distX; template.deltaY = distY; template.pageX = touch.pageX; template.pageY = touch.pageY; template.velocityX = distX / time; template.velocityY = distY / time; template.targetTouches = touches; template.finger = touches ? touches.length : 1 ; // The _handled method is fired to tell the default movestart // handler that one of the move events is bound. template._handled = handled; // Pass the touchmove event so it can be prevented if or when // movestart is handled. template._preventTouchmoveDefault = function() { e.preventDefault(); }; // Trigger the movestart event. trigger(template.target, template); // Unbind handlers that tracked the touch or mouse up till now. fn(template.identifier); } // Handlers that control what happens following a movestart function activeMousemove(e) { var event = e.data.event, timer = e.data.timer; updateEvent(event, e, e.timeStamp, timer); } function activeMouseend(e) { var event = e.data.event, timer = e.data.timer; removeActiveMouse(); endEvent(event, timer, function() { // Unbind the click suppressor, waiting until after mouseup // has been handled. setTimeout(function(){ remove(event.target, 'click', returnFalse); }, 0); }); } function removeActiveMouse(event) { remove(document, mouseevents.move, activeMousemove); remove(document, mouseevents.end, activeMouseend); } function activeTouchmove(e) { var event = e.data.event, timer = e.data.timer, touch = changedTouch(e, event); if (!touch) { return; } // Stop the interface from gesturing e.preventDefault(); event.targetTouches = e.targetTouches; updateEvent(event, touch, e.timeStamp, timer); } function activeTouchend(e) { var event = e.data.event, timer = e.data.timer, touch = identifiedTouch(e.changedTouches, event.identifier); // This isn't the touch you're looking for. if (!touch) { return; } removeActiveTouch(event); endEvent(event, timer); } function removeActiveTouch(event) { remove(document, '.' + event.identifier, activeTouchmove); remove(document, '.' + event.identifier, activeTouchend); } // Logic for triggering move and moveend events function updateEvent(event, touch, timeStamp, timer) { var time = timeStamp - event.timeStamp; event.type = 'move'; event.distX = touch.pageX - event.startX; event.distY = touch.pageY - event.startY; event.deltaX = touch.pageX - event.pageX; event.deltaY = touch.pageY - event.pageY; // Average the velocity of the last few events using a decay // curve to even out spurious jumps in values. event.velocityX = 0.3 * event.velocityX + 0.7 * event.deltaX / time; event.velocityY = 0.3 * event.velocityY + 0.7 * event.deltaY / time; event.pageX = touch.pageX; event.pageY = touch.pageY; timer.kick(); } function endEvent(event, timer, fn) { timer.end(function(){ event.type = 'moveend'; trigger(event.target, event); return fn && fn(); }); } // jQuery special event definition function setup(data, namespaces, eventHandle) { // Stop the node from being dragged //add(this, 'dragstart.move drag.move', preventDefault); // Prevent text selection and touch interface scrolling //add(this, 'mousedown.move', preventIgnoreTags); // Tell movestart default handler that we've handled this add(this, 'movestart.move', flagAsHandled); // Don't bind to the DOM. For speed. return true; } function teardown(namespaces) { remove(this, 'dragstart drag', preventDefault); remove(this, 'mousedown touchstart', preventIgnoreTags); remove(this, 'movestart', flagAsHandled); // Don't bind to the DOM. For speed. return true; } function addMethod(handleObj) { // We're not interested in preventing defaults for handlers that // come from internal move or moveend bindings if (handleObj.namespace === "move" || handleObj.namespace === "moveend") { return; } // Stop the node from being dragged add(this, 'dragstart.' + handleObj.guid + ' drag.' + handleObj.guid, preventDefault, undefined, handleObj.selector); // Prevent text selection and touch interface scrolling add(this, 'mousedown.' + handleObj.guid, preventIgnoreTags, undefined, handleObj.selector); } function removeMethod(handleObj) { if (handleObj.namespace === "move" || handleObj.namespace === "moveend") { return; } remove(this, 'dragstart.' + handleObj.guid + ' drag.' + handleObj.guid); remove(this, 'mousedown.' + handleObj.guid); } jQuery.event.special.movestart = { setup: setup, teardown: teardown, add: addMethod, remove: removeMethod, _default: function(e) { var template, data; // If no move events were bound to any ancestors of this // target, high tail it out of here. if (!e._handled()) { return; } template = { target: e.target, startX: e.startX, startY: e.startY, pageX: e.pageX, pageY: e.pageY, distX: e.distX, distY: e.distY, deltaX: e.deltaX, deltaY: e.deltaY, velocityX: e.velocityX, velocityY: e.velocityY, timeStamp: e.timeStamp, identifier: e.identifier, targetTouches: e.targetTouches, finger: e.finger }; data = { event: template, timer: new Timer(function(time){ trigger(e.target, template); }) }; if (e.identifier === undefined) { // We're dealing with a mouse // Stop clicks from propagating during a move add(e.target, 'click', returnFalse); add(document, mouseevents.move, activeMousemove, data); add(document, mouseevents.end, activeMouseend, data); } else { // We're dealing with a touch. Stop touchmove doing // anything defaulty. e._preventTouchmoveDefault(); add(document, touchevents.move + '.' + e.identifier, activeTouchmove, data); add(document, touchevents.end + '.' + e.identifier, activeTouchend, data); } } }; jQuery.event.special.move = { setup: function() { // Bind a noop to movestart. Why? It's the movestart // setup that decides whether other move events are fired. add(this, 'movestart.move', jQuery.noop); }, teardown: function() { remove(this, 'movestart.move', jQuery.noop); } }; jQuery.event.special.moveend = { setup: function() { // Bind a noop to movestart. Why? It's the movestart // setup that decides whether other move events are fired. add(this, 'movestart.moveend', jQuery.noop); }, teardown: function() { remove(this, 'movestart.moveend', jQuery.noop); } }; add(document, 'mousedown.move', mousedown); add(document, 'touchstart.move', touchstart); // Make jQuery copy touch event properties over to the jQuery event // object, if they are not already listed. But only do the ones we // really need. IE7/8 do not have Array#indexOf(), but nor do they // have touch events, so let's assume we can ignore them. if (typeof Array.prototype.indexOf === 'function') { (function(jQuery, undefined){ var props = ["changedTouches", "targetTouches"], l = props.length; while (l--) { if (jQuery.event.props.indexOf(props[l]) === -1) { jQuery.event.props.push(props[l]); } } })(jQuery); }; }); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lib/jquery.event.swipe.js ================================================ // jQuery.event.swipe // 0.5 // Stephen Band // Dependencies // jQuery.event.move 1.2 // One of swipeleft, swiperight, swipeup or swipedown is triggered on // moveend, when the move has covered a threshold ratio of the dimension // of the target node, or has gone really fast. Threshold and velocity // sensitivity changed with: // // jQuery.event.special.swipe.settings.threshold // jQuery.event.special.swipe.settings.sensitivity (function (module) { if (typeof define === 'function' && define.amd) { // AMD. Register as an anonymous module. define(['jquery'], module); } else { // Browser globals module(jQuery); } })(function(jQuery, undefined){ var add = jQuery.event.add, remove = jQuery.event.remove, // Just sugar, so we can have arguments in the same order as // add and remove. trigger = function(node, type, data) { jQuery.event.trigger(type, data, node); }, settings = { // Ratio of distance over target finger must travel to be // considered a swipe. threshold: 0.4, // Faster fingers can travel shorter distances to be considered // swipes. 'sensitivity' controls how much. Bigger is shorter. sensitivity: 6 }; function moveend(e) { var w, h, event; w = e.target.offsetWidth; h = e.target.offsetHeight; // Copy over some useful properties from the move event event = { distX: e.distX, distY: e.distY, velocityX: e.velocityX, velocityY: e.velocityY, finger: e.finger }; // Find out which of the four directions was swiped if (e.distX > e.distY) { if (e.distX > -e.distY) { if (e.distX/w > settings.threshold || e.velocityX * e.distX/w * settings.sensitivity > 1) { event.type = 'swiperight'; trigger(e.currentTarget, event); } } else { if (-e.distY/h > settings.threshold || e.velocityY * e.distY/w * settings.sensitivity > 1) { event.type = 'swipeup'; trigger(e.currentTarget, event); } } } else { if (e.distX > -e.distY) { if (e.distY/h > settings.threshold || e.velocityY * e.distY/w * settings.sensitivity > 1) { event.type = 'swipedown'; trigger(e.currentTarget, event); } } else { if (-e.distX/w > settings.threshold || e.velocityX * e.distX/w * settings.sensitivity > 1) { event.type = 'swipeleft'; trigger(e.currentTarget, event); } } } } function getData(node) { var data = jQuery.data(node, 'event_swipe'); if (!data) { data = { count: 0 }; jQuery.data(node, 'event_swipe', data); } return data; } jQuery.event.special.swipe = jQuery.event.special.swipeleft = jQuery.event.special.swiperight = jQuery.event.special.swipeup = jQuery.event.special.swipedown = { setup: function( data, namespaces, eventHandle ) { var data = getData(this); // If another swipe event is already setup, don't setup again. if (data.count++ > 0) { return; } add(this, 'moveend', moveend); return true; }, teardown: function() { var data = getData(this); // If another swipe event is still setup, don't teardown. if (--data.count > 0) { return; } remove(this, 'moveend', moveend); return true; }, settings: settings }; }); ================================================ FILE: main/gams/gfiles/html5/adarkroom/lib/translate.js ================================================ (function() { var translate = function(text) { var xlate = translateLookup(text); if (typeof xlate == "function") { xlate = xlate.apply(this, arguments); } else if (arguments.length > 1) { var aps = Array.prototype.slice; var args = aps.call( arguments, 1 ); xlate = formatter(xlate, args); } return xlate; }; // I want it available explicity as well as via the object translate.translate = translate; //from https://gist.github.com/776196 via http://davedash.com/2010/11/19/pythonic-string-formatting-in-javascript/ var defaultFormatter = (function() { var re = /\{([^}]+)\}/g; return function(s, args) { return s.replace(re, function(_, match){ return args[match]; }); }; }()); var formatter = defaultFormatter; translate.setFormatter = function(newFormatter) { formatter = newFormatter; }; translate.format = function() { var aps = Array.prototype.slice; var s = arguments[0]; var args = aps.call( arguments, 1 ); return formatter(s, args); }; var dynoTrans = null; translate.setDynamicTranslator = function(newDynoTrans) { dynoTrans = newDynoTrans; }; var translation = null; translate.setTranslation = function(newTranslation) { translation = newTranslation; }; function translateLookup(target) { if (translation == null || target == null) { return target; } if (target in translation === false) { if (dynoTrans != null) { return dynoTrans(target); } return target; } var result = translation[target]; if (result == null) { return target; } return result; } window._ = translate; })(); ================================================ FILE: main/gams/gfiles/html5/adarkroom/mobileWarning.html ================================================ A Dark Room

    A Dark Room isn't mobile-friendly, and it requires arrow keys.
    Sorry about that!

    There are native apps, though! Get them now!

    App Store Google Play ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/Button.js ================================================ var Button = { Button: function(options) { if(typeof options.cooldown == 'number') { this.data_cooldown = options.cooldown; } this.data_remaining = 0; if(typeof options.click == 'function') { this.data_handler = options.click; } var el = $('
    ') .attr('id', typeof(options.id) != 'undefined' ? options.id : "BTN_" + Engine.getGuid()) .addClass('button') .text(typeof(options.text) != 'undefined' ? options.text : "button") .click(function() { if(!$(this).hasClass('disabled')) { Button.cooldown($(this)); $(this).data("handler")($(this)); } }) .data("handler", typeof options.click == 'function' ? options.click : function() { Engine.log("click"); }) .data("remaining", 0) .data("cooldown", typeof options.cooldown == 'number' ? options.cooldown : 0); el.append($("
    ").addClass('cooldown')); // waiting for expiry of residual cooldown detected in state Button.cooldown(el, 'state'); if(options.cost) { var ttPos = options.ttPos ? options.ttPos : "bottom right"; var costTooltip = $('
    ').addClass('tooltip ' + ttPos); for(var k in options.cost) { $("
    ").addClass('row_key').text(_(k)).appendTo(costTooltip); $("
    ").addClass('row_val').text(options.cost[k]).appendTo(costTooltip); } if(costTooltip.children().length > 0) { costTooltip.appendTo(el); } } if(options.width) { el.css('width', options.width); } return el; }, saveCooldown: true, setDisabled: function(btn, disabled) { if(btn) { if(!disabled && !btn.data('onCooldown')) { btn.removeClass('disabled'); } else if(disabled) { btn.addClass('disabled'); } btn.data('disabled', disabled); } }, isDisabled: function(btn) { if(btn) { return btn.data('disabled') === true; } return false; }, cooldown: function(btn, option) { var cd = btn.data("cooldown"); var id = 'cooldown.'+ btn.attr('id'); if(cd > 0) { if(typeof option == 'number') { cd = option; } // param "start" takes value from cooldown time if not specified var start, left; switch(option){ // a switch will allow for several uses of cooldown function case 'state': if(!$SM.get(id)){ return; } start = Math.min($SM.get(id), cd); left = (start / cd).toFixed(4); break; default: start = cd; left = 1; } Button.clearCooldown(btn); if(Button.saveCooldown){ $SM.set(id,start); // residual value is measured in seconds // saves program performance btn.data('countdown', Engine.setInterval(function(){ $SM.set(id, $SM.get(id, true) - 0.5, true); },500)); } var time = start; if (Engine.options.doubleTime){ time /= 2; } $('div.cooldown', btn).width(left * 100 +"%").animate({width: '0%'}, time * 1000, 'linear', function() { Button.clearCooldown(btn, true); }); btn.addClass('disabled'); btn.data('onCooldown', true); } }, clearCooldown: function(btn, cooldownEnded) { var ended = cooldownEnded || false; if(!ended){ $('div.cooldown', btn).stop(true, true); } btn.data('onCooldown', false); if(btn.data('countdown')){ window.clearInterval(btn.data('countdown')); $SM.remove('cooldown.'+ btn.attr('id')); btn.removeData('countdown'); } if(!btn.data('disabled')) { btn.removeClass('disabled'); } } }; ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/audio.js ================================================ /** * Module that takes care of audio playback */ var AudioEngine = { FADE_TIME: 1, AUDIO_BUFFER_CACHE: {}, _audioContext: null, _master: null, _currentBackgroundMusic: null, _currentEventAudio: null, _currentSoundEffectAudio: null, _initialized: false, init: function () { AudioEngine._initAudioContext(); // AudioEngine._preloadAudio(); // removed to save bandwidth AudioEngine._initialized = true; }, _preloadAudio: function () { // start loading music and events early // ** could be used later if we specify a better set of // audio files to preload -- i.e. we probably don't need to load // the later villages or events audio, and esp. not the ending for (var key in AudioLibrary) { if ( key.toString().indexOf('MUSIC_') > -1 || key.toString().indexOf('EVENT_') > -1) { AudioEngine.loadAudioFile(AudioLibrary[key]); } } }, _initAudioContext: function () { AudioEngine._audioContext = new (window.AudioContext || window.webkitAudioContext); AudioEngine._createMasterChannel(); }, _createMasterChannel: function () { // create master AudioEngine._master = AudioEngine._audioContext.createGain(); AudioEngine._master.gain.setValueAtTime(1.0, AudioEngine._audioContext.currentTime); AudioEngine._master.connect(AudioEngine._audioContext.destination); }, _getMissingAudioBuffer: function () { // plays beeping sound to indicate missing audio var buffer = AudioEngine._audioContext.createBuffer( 1, AudioEngine._audioContext.sampleRate, AudioEngine._audioContext.sampleRate ); // Fill the buffer var bufferData = buffer.getChannelData(0); for (var i = 0; i < buffer.length / 2; i++) { bufferData[i] = Math.sin(i * 0.05) / 4; // max .25 gain value } return buffer; }, _playSound: function (buffer) { if (AudioEngine._currentSoundEffectAudio && AudioEngine._currentSoundEffectAudio.source.buffer == buffer) { return; } var source = AudioEngine._audioContext.createBufferSource(); source.buffer = buffer; source.onended = function(event) { // dereference current sound effect when finished if (AudioEngine._currentSoundEffectAudio && AudioEngine._currentSoundEffectAudio.source.buffer == buffer) { AudioEngine._currentSoundEffectAudio = null; } }; source.connect(AudioEngine._master); source.start(); AudioEngine._currentSoundEffectAudio = { source: source }; }, _playBackgroundMusic: function (buffer) { var source = AudioEngine._audioContext.createBufferSource(); source.buffer = buffer; source.loop = true; var envelope = AudioEngine._audioContext.createGain(); envelope.gain.setValueAtTime(0.0, AudioEngine._audioContext.currentTime); var fadeTime = AudioEngine._audioContext.currentTime + AudioEngine.FADE_TIME; // fade out current background music if (AudioEngine._currentBackgroundMusic && AudioEngine._currentBackgroundMusic.source && AudioEngine._currentBackgroundMusic.source.playbackState !== 0) { var currentBackgroundGainValue = AudioEngine._currentBackgroundMusic.envelope.gain.value; AudioEngine._currentBackgroundMusic.envelope.gain.cancelScheduledValues(AudioEngine._audioContext.currentTime); AudioEngine._currentBackgroundMusic.envelope.gain.setValueAtTime(currentBackgroundGainValue, AudioEngine._audioContext.currentTime); AudioEngine._currentBackgroundMusic.envelope.gain.linearRampToValueAtTime(0.0, fadeTime); AudioEngine._currentBackgroundMusic.source.stop(fadeTime + 0.3); // make sure fade has completed } // fade in new backgorund music source.connect(envelope); envelope.connect(AudioEngine._master); source.start(); envelope.gain.linearRampToValueAtTime(1.0, fadeTime); // update current background music AudioEngine._currentBackgroundMusic = { source: source, envelope: envelope }; }, _playEventMusic: function (buffer) { var source = AudioEngine._audioContext.createBufferSource(); source.buffer = buffer; source.loop = true; var envelope = AudioEngine._audioContext.createGain(); envelope.gain.setValueAtTime(0.0, AudioEngine._audioContext.currentTime); var fadeTime = AudioEngine._audioContext.currentTime + AudioEngine.FADE_TIME * 2; // turn down current background music if (AudioEngine._currentBackgroundMusic != null) { var currentBackgroundGainValue = AudioEngine._currentBackgroundMusic.envelope.gain.value; AudioEngine._currentBackgroundMusic.envelope.gain.cancelScheduledValues(AudioEngine._audioContext.currentTime); AudioEngine._currentBackgroundMusic.envelope.gain.setValueAtTime(currentBackgroundGainValue, AudioEngine._audioContext.currentTime); AudioEngine._currentBackgroundMusic.envelope.gain.linearRampToValueAtTime(0.2, fadeTime); } // fade in event music source.connect(envelope); envelope.connect(AudioEngine._master); source.start(); envelope.gain.linearRampToValueAtTime(1.0, fadeTime); // update reference AudioEngine._currentEventAudio = { source: source, envelope: envelope }; }, _stopEventMusic: function () { var fadeTime = AudioEngine._audioContext.currentTime + AudioEngine.FADE_TIME * 2; // fade out event music and stop if (AudioEngine._currentEventAudio && AudioEngine._currentEventAudio.source && AudioEngine._currentEventAudio.source.buffer) { var currentEventGainValue = AudioEngine._currentEventAudio.envelope.gain.value; AudioEngine._currentEventAudio.envelope.gain.cancelScheduledValues(AudioEngine._audioContext.currentTime); AudioEngine._currentEventAudio.envelope.gain.setValueAtTime(currentEventGainValue, AudioEngine._audioContext.currentTime); AudioEngine._currentEventAudio.envelope.gain.linearRampToValueAtTime(0.0, fadeTime); AudioEngine._currentEventAudio.source.stop(fadeTime + 1); // make sure fade has completed AudioEngine._currentEventAudio = null; } // turn up background music if (AudioEngine._currentBackgroundMusic) { var currentBackgroundGainValue = AudioEngine._currentBackgroundMusic.envelope.gain.value; AudioEngine._currentBackgroundMusic.envelope.gain.cancelScheduledValues(AudioEngine._audioContext.currentTime); AudioEngine._currentBackgroundMusic.envelope.gain.setValueAtTime(currentBackgroundGainValue, AudioEngine._audioContext.currentTime); AudioEngine._currentBackgroundMusic.envelope.gain.linearRampToValueAtTime(1.0, fadeTime); } }, isAudioContextRunning: function () { return AudioEngine._audioContext.state !== 'suspended'; }, tryResumingAudioContext: function() { if (AudioEngine._audioContext.state === 'suspended') { AudioEngine._audioContext.resume(); } }, playBackgroundMusic: function (src) { if (!AudioEngine._initialized) { return; } AudioEngine.loadAudioFile(src) .then(function (buffer) { AudioEngine._playBackgroundMusic(buffer); }); }, playEventMusic: function (src) { if (!AudioEngine._initialized) { return; } AudioEngine.loadAudioFile(src) .then(function (buffer) { AudioEngine._playEventMusic(buffer); }); }, stopEventMusic: function () { if (!AudioEngine._initialized) { return; } AudioEngine._stopEventMusic(); }, playSound: function (src) { if (!AudioEngine._initialized) { return; } AudioEngine.loadAudioFile(src) .then(function (buffer) { AudioEngine._playSound(buffer); }); }, loadAudioFile: function (src) { if (src.indexOf('http') === -1) { src = window.location + src; } if (AudioEngine.AUDIO_BUFFER_CACHE[src]) { return new Promise(function (resolve, reject) { resolve(AudioEngine.AUDIO_BUFFER_CACHE[src]); }); } else { var request = new Request(src); return fetch(request).then(function (response) { return response.arrayBuffer(); }).then(function (buffer) { if (buffer.byteLength === 0) { console.error('cannot load audio from ' + src); return AudioEngine._getMissingAudioBuffer(); } var decodeAudioDataPromise = AudioEngine._audioContext.decodeAudioData(buffer, function (decodedData) { AudioEngine.AUDIO_BUFFER_CACHE[src] = decodedData; return AudioEngine.AUDIO_BUFFER_CACHE[src]; }); // Safari WebAudio does not return a promise based API for // decodeAudioData, so we need to fake it if we want to play // audio immediately on first fetch if (decodeAudioDataPromise) { return decodeAudioDataPromise; } else { return new Promise(function (resolve, reject) { var fakePromiseId = setInterval(function() { if (AudioEngine.AUDIO_BUFFER_CACHE[src]) { resolve(AudioEngine.AUDIO_BUFFER_CACHE[src]); clearInterval(fakePromiseId); } }, 20); }); } }); } }, setBackgroundMusicVolume: function (volume, s) { if (AudioEngine._master == null) return; // master may not be ready yet if (volume === undefined) { volume = 1.0; } if (s === undefined) { s = 1.0; } // cancel any current schedules and then ramp var currentBackgroundGainValue = AudioEngine._currentBackgroundMusic.envelope.gain.value; AudioEngine._currentBackgroundMusic.envelope.gain.cancelScheduledValues(AudioEngine._audioContext.currentTime); AudioEngine._currentBackgroundMusic.envelope.gain.setValueAtTime(currentBackgroundGainValue, AudioEngine._audioContext.currentTime); AudioEngine._currentBackgroundMusic.envelope.gain.linearRampToValueAtTime( volume, AudioEngine._audioContext.currentTime + s ); }, setMasterVolume: function (volume, s) { if (AudioEngine._master == null) return; // master may not be ready yet if (volume === undefined) { volume = 1.0; } if (s === undefined) { s = 1.0; } // cancel any current schedules and then ramp var currentGainValue = AudioEngine._master.gain.value; AudioEngine._master.gain.cancelScheduledValues(AudioEngine._audioContext.currentTime); AudioEngine._master.gain.setValueAtTime(currentGainValue, AudioEngine._audioContext.currentTime); AudioEngine._master.gain.linearRampToValueAtTime( volume, AudioEngine._audioContext.currentTime + s ); } }; ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/audioLibrary.js ================================================ /** * Module that defines all audio files */ var AudioLibrary = { MUSIC_DUSTY_PATH: 'audio/dusty-path.flac', MUSIC_SILENT_FOREST: 'audio/silent-forest.flac', MUSIC_LONELY_HUT: 'audio/lonely-hut.flac', MUSIC_TINY_VILLAGE: 'audio/tiny-village.flac', MUSIC_MODEST_VILLAGE: 'audio/modest-village.flac', MUSIC_LARGE_VILLAGE: 'audio/large-village.flac', MUSIC_RAUCOUS_VILLAGE: 'audio/raucous-village.flac', MUSIC_FIRE_DEAD: 'audio/fire-dead.flac', MUSIC_FIRE_SMOLDERING: 'audio/fire-smoldering.flac', MUSIC_FIRE_FLICKERING: 'audio/fire-flickering.flac', MUSIC_FIRE_BURNING: 'audio/fire-burning.flac', MUSIC_FIRE_ROARING: 'audio/fire-roaring.flac', MUSIC_WORLD: 'audio/world.flac', MUSIC_SPACE: 'audio/space.flac', MUSIC_ENDING: 'audio/ending.flac', MUSIC_SHIP: 'audio/ship.flac', EVENT_NOMAD: 'audio/event-nomad.flac', EVENT_NOISES_OUTSIDE: 'audio/event-noises-outside.flac', EVENT_NOISES_INSIDE: 'audio/event-noises-inside.flac', EVENT_BEGGAR: 'audio/event-beggar.flac', EVENT_SHADY_BUILDER: 'audio/event-shady-builder.flac', EVENT_MYSTERIOUS_WANDERER: 'audio/event-mysterious-wanderer.flac', EVENT_SCOUT: 'audio/event-scout.flac', EVENT_WANDERING_MASTER: 'audio/event-wandering-master.flac', EVENT_SICK_MAN: 'audio/event-sick-man.flac', EVENT_RUINED_TRAP: 'audio/event-ruined-trap.flac', EVENT_HUT_FIRE: 'audio/event-hut-fire.flac', EVENT_SICKNESS: 'audio/event-sickness.flac', EVENT_PLAGUE: 'audio/event-plague.flac', EVENT_BEAST_ATTACK: 'audio/event-beast-attack.flac', EVENT_SOLDIER_ATTACK: 'audio/event-soldier-attack.flac', EVENT_THIEF: 'audio/event-thief.flac', LANDMARK_FRIENDLY_OUTPOST: 'audio/landmark-friendly-outpost.flac', LANDMARK_SWAMP: 'audio/landmark-swamp.flac', LANDMARK_CAVE: 'audio/landmark-cave.flac', LANDMARK_TOWN: 'audio/landmark-town.flac', LANDMARK_CITY: 'audio/landmark-city.flac', LANDMARK_HOUSE: 'audio/landmark-house.flac', LANDMARK_BATTLEFIELD: 'audio/landmark-battlefield.flac', LANDMARK_BOREHOLE: 'audio/landmark-borehole.flac', LANDMARK_CRASHED_SHIP: 'audio/landmark-crashed-ship.flac', LANDMARK_SULPHUR_MINE: 'audio/landmark-sulphurmine.flac', LANDMARK_COAL_MINE: 'audio/landmark-coalmine.flac', LANDMARK_IRON_MINE: 'audio/landmark-ironmine.flac', LANDMARK_DESTROYED_VILLAGE: 'audio/landmark-destroyed-village.flac', ENCOUNTER_TIER_1: 'audio/encounter-tier-1.flac', ENCOUNTER_TIER_2: 'audio/encounter-tier-2.flac', ENCOUNTER_TIER_3: 'audio/encounter-tier-3.flac', LIGHT_FIRE: 'audio/light-fire.flac', STOKE_FIRE: 'audio/stoke-fire.flac', BUILD: 'audio/build.flac', CRAFT: 'audio/craft.flac', BUY: 'audio/buy.flac', GATHER_WOOD: 'audio/gather-wood.flac', CHECK_TRAPS: 'audio/check-traps.flac', EMBARK: 'audio/embark.flac', FOOTSTEPS_1: 'audio/footsteps-1.flac', FOOTSTEPS_2: 'audio/footsteps-2.flac', FOOTSTEPS_3: 'audio/footsteps-3.flac', FOOTSTEPS_4: 'audio/footsteps-4.flac', FOOTSTEPS_5: 'audio/footsteps-5.flac', FOOTSTEPS_6: 'audio/footsteps-6.flac', EAT_MEAT: 'audio/eat-meat.flac', USE_MEDS: 'audio/use-meds.flac', WEAPON_UNARMED_1: 'audio/weapon-unarmed-1.flac', WEAPON_UNARMED_2: 'audio/weapon-unarmed-2.flac', WEAPON_UNARMED_3: 'audio/weapon-unarmed-3.flac', WEAPON_MELEE_1: 'audio/weapon-melee-1.flac', WEAPON_MELEE_2: 'audio/weapon-melee-2.flac', WEAPON_MELEE_3: 'audio/weapon-melee-3.flac', WEAPON_RANGED_1: 'audio/weapon-ranged-1.flac', WEAPON_RANGED_2: 'audio/weapon-ranged-2.flac', WEAPON_RANGED_3: 'audio/weapon-ranged-3.flac', DEATH: 'audio/death.flac', REINFORCE_HULL: 'audio/reinforce-hull.flac', UPGRADE_ENGINE: 'audio/upgrade-engine.flac', LIFT_OFF: 'audio/lift-off.flac', ASTEROID_HIT_1: 'audio/asteroid-hit-1.flac', ASTEROID_HIT_2: 'audio/asteroid-hit-2.flac', ASTEROID_HIT_3: 'audio/asteroid-hit-3.flac', ASTEROID_HIT_4: 'audio/asteroid-hit-4.flac', ASTEROID_HIT_5: 'audio/asteroid-hit-5.flac', ASTEROID_HIT_6: 'audio/asteroid-hit-6.flac', ASTEROID_HIT_7: 'audio/asteroid-hit-7.flac', ASTEROID_HIT_8: 'audio/asteroid-hit-8.flac', CRASH: 'audio/crash.flac', }; ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/dropbox.js ================================================ (function (Engine, Events, Dropbox, $) { /** * Module that enables a save of the gamestate to the dropbox datastore * @see https://www.dropbox.com/developers/datastore * * The dropbox datastore (dbds) connector lets you save your data to your own dropbox datastore * without jamming files to it. * * This connector uses the game engines own base64 encoder. */ 'use strict'; if (!Engine) { return false; } // Game Engine not available if (!Dropbox) { return false; } // Dropbox Connector not available var DropboxConnector = { options: { log: false, key: 'q7vyvfsakyfmp3o', table: 'adarkroom' }, client: false, table: false, dropboxAccount: false, savegameKey: false, savegames: {0: null, 1: null, 2: null, 3: null, 4: null}, init: function (options) { this.options = $.extend( this.options, options ); this._log = this.options.log; this.client = new Dropbox.Client({key: DropboxConnector.options.key}); this.connectToDropbox(false); return this; }, startDropbox: function () { if (!DropboxConnector.client || !DropboxConnector.table) { DropboxConnector.startDropboxConnectEvent(); } else { DropboxConnector.startDropboxImportEvent(); } }, /** * ****** * Events * ****** */ startDropboxConnectEvent: function () { Events.startEvent({ title: _('Dropbox connection'), scenes: { start: { text: [_('connect game to dropbox local storage')], buttons: { 'connect': { text: _('connect'), nextScene: 'end', onChoose: function () { DropboxConnector.connectToDropbox(DropboxConnector.startDropboxImportEvent); } }, 'cancel': { text: _('cancel'), nextScene: 'end' } } } } }); }, startDropboxImportEvent: function () { Events.startEvent({ title: _('Dropbox Export / Import'), scenes: { start: { text: [_('export or import save data to dropbox datastorage'), _('your are connected to dropbox with account / email ') + DropboxConnector.dropboxAccount], buttons: { 'save': { text: _('save'), nextScene: {1: 'saveToSlot'} }, 'load': { text: _('load'), nextScene: {1: 'loadFromSlot'}, onChoose: DropboxConnector.loadGamesFromDropbox }, 'signout': { text: _('signout'), nextScene: 'end', onChoose: DropboxConnector.signout }, 'cancel': { text: _('cancel'), nextScene: 'end' } } }, saveToSlot: { text: [_('choose one slot to save to')], buttons: (function () { var buttons = {}; $.each(DropboxConnector.savegames, function (n, savegame) { buttons['savegame' + n] = { text: _('save to slot') + n + ' ' + (savegame ? DropboxConnector.prepareSaveDate(savegame.get('timestamp')) : 'empty'), nextScene: 'end', onChoose: function () { DropboxConnector.log('Save to slot ' + n + ' initiated'); // timeout prevents error due to fade out animation of the previous event Engine.setTimeout(function () { DropboxConnector.log('Save to slot ' + n); DropboxConnector.saveGameToDropbox(n, DropboxConnector.savedtoDropboxEvent); }, 1000); } }; }); buttons.cancel = { text: _('cancel'), nextScene: 'end' }; return buttons; }()) }, loadFromSlot: { text: [_('choose one slot to load from')], buttons: (function () { var buttons = {}; $.each(DropboxConnector.savegames, function (n, savegame) { if (savegame) { buttons['savegame' + n] = { text: _('load from slot') + n + ' ' + DropboxConnector.prepareSaveDate(savegame.get('timestamp')), nextScene: 'end', onChoose: function () { DropboxConnector.log('Load from slot ' + n + ' initiated'); // timeout prevents error due to fade out animation of the previous event Engine.setTimeout(function () { DropboxConnector.log('Load from slot ' + n); DropboxConnector.loadGameFromDropbox(n); }, 1000); } }; } }); buttons.cancel = { text: _('cancel'), nextScene: 'end' }; return buttons; }()) } } }); }, savedtoDropboxEvent: function (success) { Events.startEvent({ title: _('Dropbox Export / Import'), scenes: { start: { text: success ? [_('successfully saved to dropbox datastorage')] : [_('error while saving to dropbox datastorage')], buttons: { 'ok': { text: _('ok'), nextScene: 'end' } } } } }); }, /** * *************** * functional code * *************** */ /** * Initiate dropbox connection * * @param interactive * @param callback */ connectToDropbox: function (interactive, callback) { DropboxConnector.log('start dropbox'); var client = this.client; client.authenticate({interactive: interactive}, function (error) { if (error) { DropboxConnector.log('Dropbox Authentication error: ' + error); } }); if (client.isAuthenticated()) { var datastoreManager = client.getDatastoreManager(); datastoreManager.openDefaultDatastore(function (error, datastore) { if (error) { DropboxConnector.log('Error opening default datastore: ' + error); } else { DropboxConnector.table = datastore.getTable(DropboxConnector.options.table); DropboxConnector.loadGamesFromDropbox(); DropboxConnector.log(DropboxConnector.client.credentials()); DropboxConnector.client.getAccountInfo({}, function (error, info) { if (!error) { DropboxConnector.dropboxAccount = info.email; } }); DropboxConnector.log("Got savegames", DropboxConnector.savegames); if (typeof callback === "function") { callback.call(DropboxConnector.table); } } }); } else { DropboxConnector.log('Not connected to dropbox.'); } }, /** * Requests your savegames fom dbds * * @returns {*} */ loadGamesFromDropbox: function () { var savegames = DropboxConnector.savegames; $.each(savegames, function (n) { var results = DropboxConnector.table.query({savegameId: DropboxConnector.prepareSavegameID(n)}); savegames[n] = results[0]; }); return savegames; }, /** * Imports a gamestate of a given slotnumber to your game * * @param slotnumber */ loadGameFromDropbox: function (slotnumber) { var table = DropboxConnector.table; var id = DropboxConnector.prepareSavegameID(slotnumber); var results = table.query({savegameId: id}); var record = results[0]; if (record && record.get('gameState')) { Engine.import64(record.get('gameState')); } }, /** * Saves a gamestate to a given slot in dbds * * @param slotnumber * @param callback */ saveGameToDropbox: function (slotnumber, callback) { var table = DropboxConnector.table; var record = null; var success = false; var id = DropboxConnector.prepareSavegameID(slotnumber); var saveGame = { gameState: Engine.generateExport64(), timestamp: new Date().getTime() }; if (DropboxConnector.savegames[slotnumber]) { // slot aleady used -> overwrite record = DropboxConnector.savegames[slotnumber]; try { record.update(saveGame); DropboxConnector.log("Updated savegame ", slotnumber); success = true; } catch (e) { success = false; } } else { saveGame.savegameId = id; try { record = table.insert(saveGame); DropboxConnector.log("Inserted savegame ", record.getId()); success = true; } catch (e) { success = false; } } if (typeof callback === "function") { callback(success); } }, /** * Terminates the connection to your db account */ signout: function () { DropboxConnector.client.signOut({}, function (error) { if (error) { alert('Error while logout from dropbox'); } else { alert('Successfully signed out.'); DropboxConnector.client = null; DropboxConnector.savegames = null; DropboxConnector.dropboxAccount = null; } }); }, /** * ************** * Helper methods * ************** */ prepareSavegameID: function (slotnumber) { return 'adarkroom_savegame_' + slotnumber; }, prepareSaveDate: function (timestamp) { var date = new Date(timestamp); return date.toLocaleDateString() + ' ' + date.toLocaleTimeString(); }, log: function () { if (this._log) { console.log(arguments); } } }; Engine.Dropbox = DropboxConnector; })(Engine, Events, Dropbox, jQuery); ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/engine.js ================================================ (function() { var Engine = window.Engine = { SITE_URL: encodeURIComponent("http://adarkroom.doublespeakgames.com"), VERSION: 1.3, MAX_STORE: 99999999999999, SAVE_DISPLAY: 30 * 1000, GAME_OVER: false, //object event types topics: {}, Perks: { 'boxer': { name: _('boxer'), desc: _('punches do more damage'), /// TRANSLATORS : means with more force. notify: _('learned to throw punches with purpose') }, 'martial artist': { name: _('martial artist'), desc: _('punches do even more damage.'), notify: _('learned to fight quite effectively without weapons') }, 'unarmed master': { /// TRANSLATORS : master of unarmed combat name: _('unarmed master'), desc: _('punch twice as fast, and with even more force'), notify: _('learned to strike faster without weapons') }, 'barbarian': { name: _('barbarian'), desc: _('melee weapons deal more damage'), notify: _('learned to swing weapons with force') }, 'slow metabolism': { name: _('slow metabolism'), desc: _('go twice as far without eating'), notify: _('learned how to ignore the hunger') }, 'desert rat': { name: _('desert rat'), desc: _('go twice as far without drinking'), notify: _('learned to love the dry air') }, 'evasive': { name: _('evasive'), desc: _('dodge attacks more effectively'), notify: _("learned to be where they're not") }, 'precise': { name: _('precise'), desc: _('land blows more often'), notify: _('learned to predict their movement') }, 'scout': { name: _('scout'), desc: _('see farther'), notify: _('learned to look ahead') }, 'stealthy': { name: _('stealthy'), desc: _('better avoid conflict in the wild'), notify: _('learned how not to be seen') }, 'gastronome': { name: _('gastronome'), desc: _('restore more health when eating'), notify: _('learned to make the most of food') } }, options: { state: null, debug: false, log: false, dropbox: false, doubleTime: true }, init: function(options) { this.options = $.extend( this.options, options ); this._debug = this.options.debug; this._log = this.options.log; // Check for HTML5 support if(!Engine.browserValid()) { window.location = 'browserWarning.html'; } // Check for mobile if(Engine.isMobile()) { window.location = 'mobileWarning.html'; } Engine.disableSelection(); if(this.options.state != null) { window.State = this.options.state; } else { Engine.loadGame(); } // start loading music and events early for (var key in AudioLibrary) { if ( key.toString().indexOf('MUSIC_') > -1 || key.toString().indexOf('EVENT_') > -1) { AudioEngine.loadAudioFile(AudioLibrary[key]); } } $('
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      ') .appendTo(selectOptions); $('
    • ') .text("language.") .appendTo(optionsList); $.each(langs, function(name,display){ $('
    • ') .text(display) .attr('data-language', name) .on("click", function() { Engine.switchLanguage(this); }) .appendTo(optionsList); }); } $('') .addClass('volume menuBtn') .text(_('sound on.')) .click(() => Engine.toggleVolume()) .appendTo(menu); $('') .addClass('appStore menuBtn') .text(_('get the app.')) .click(Engine.getApp) .appendTo(menu); $('') .addClass('lightsOff menuBtn') .text(_('lights off.')) .click(Engine.turnLightsOff) .appendTo(menu); $('') .addClass('hyper menuBtn') .text(_('hyper.')) .click(Engine.confirmHyperMode) .appendTo(menu); $('') .addClass('menuBtn') .text(_('restart.')) .click(Engine.confirmDelete) .appendTo(menu); $('') .addClass('menuBtn') .text(_('share.')) .click(Engine.share) .appendTo(menu); $('') .addClass('menuBtn') .text(_('save.')) .click(Engine.exportImport) .appendTo(menu); if(this.options.dropbox && Engine.Dropbox) { this.dropbox = Engine.Dropbox.init(); $('') .addClass('menuBtn') .text(_('dropbox.')) .click(Engine.Dropbox.startDropbox) .appendTo(menu); } $('') .addClass('menuBtn') .text(_('github.')) .click(function() { window.open('https://github.com/doublespeakgames/adarkroom'); }) .appendTo(menu); // Register keypress handlers $('body').off('keydown').keydown(Engine.keyDown); $('body').off('keyup').keyup(Engine.keyUp); // Register swipe handlers swipeElement = $('#outerSlider'); swipeElement.on('swipeleft', Engine.swipeLeft); swipeElement.on('swiperight', Engine.swipeRight); swipeElement.on('swipeup', Engine.swipeUp); swipeElement.on('swipedown', Engine.swipeDown); // subscribe to stateUpdates $.Dispatch('stateUpdate').subscribe(Engine.handleStateUpdates); $SM.init(); AudioEngine.init(); Notifications.init(); Events.init(); Room.init(); if(typeof $SM.get('stores.wood') != 'undefined') { Outside.init(); } if($SM.get('stores.compass', true) > 0) { Path.init(); } if($SM.get('features.location.spaceShip')) { Ship.init(); } if($SM.get('config.lightsOff', true)){ Engine.turnLightsOff(); } if($SM.get('config.hyperMode', true)){ Engine.triggerHyperMode(); } Engine.toggleVolume(Boolean($SM.get('config.soundOn'))); if(!AudioEngine.isAudioContextRunning()){ document.addEventListener('click', Engine.resumeAudioContext, true); } Engine.saveLanguage(); Engine.travelTo(Room); setTimeout(notifyAboutSound, 3000); }, resumeAudioContext: function () { AudioEngine.tryResumingAudioContext(); // turn on music! AudioEngine.setMasterVolume($SM.get('config.soundOn') ? 1.0 : 0.0, 0); document.removeEventListener('click', Engine.resumeAudioContext); }, browserValid: function() { return ( location.search.indexOf( 'ignorebrowser=true' ) >= 0 || ( typeof Storage != 'undefined' && !oldIE ) ); }, isMobile: function() { return ( location.search.indexOf( 'ignorebrowser=true' ) < 0 && /Android|webOS|iPhone|iPad|iPod|BlackBerry/i.test( navigator.userAgent ) ); }, saveGame: function() { if(typeof Storage != 'undefined' && localStorage) { if(Engine._saveTimer != null) { clearTimeout(Engine._saveTimer); } if(typeof Engine._lastNotify == 'undefined' || Date.now() - Engine._lastNotify > Engine.SAVE_DISPLAY){ $('#saveNotify').css('opacity', 1).animate({opacity: 0}, 1000, 'linear'); Engine._lastNotify = Date.now(); } localStorage.gameState = JSON.stringify(State); } }, loadGame: function() { try { var savedState = JSON.parse(localStorage.gameState); if(savedState) { State = savedState; $SM.updateOldState(); Engine.log("loaded save!"); } } catch(e) { State = {}; $SM.set('version', Engine.VERSION); Engine.event('progress', 'new game'); } }, exportImport: function() { Events.startEvent({ title: _('Export / Import'), scenes: { start: { text: [ _('export or import save data, for backing up'), _('or migrating computers') ], buttons: { 'export': { text: _('export'), nextScene: {1: 'inputExport'} }, 'import': { text: _('import'), nextScene: {1: 'confirm'} }, 'cancel': { text: _('cancel'), nextScene: 'end' } } }, 'inputExport': { text: [_('save this.')], textarea: Engine.export64(), onLoad: function() { Engine.event('progress', 'export'); }, readonly: true, buttons: { 'done': { text: _('got it'), nextScene: 'end', onChoose: Engine.disableSelection } } }, 'confirm': { text: [ _('are you sure?'), _('if the code is invalid, all data will be lost.'), _('this is irreversible.') ], buttons: { 'yes': { text: _('yes'), nextScene: {1: 'inputImport'}, onChoose: Engine.enableSelection }, 'no': { text: _('no'), nextScene: {1: 'start'} } } }, 'inputImport': { text: [_('put the save code here.')], textarea: '', buttons: { 'okay': { text: _('import'), nextScene: 'end', onChoose: Engine.import64 }, 'cancel': { text: _('cancel'), nextScene: 'end' } } } } }); }, generateExport64: function(){ var string64 = Base64.encode(localStorage.gameState); string64 = string64.replace(/\s/g, ''); string64 = string64.replace(/\./g, ''); string64 = string64.replace(/\n/g, ''); return string64; }, export64: function() { Engine.saveGame(); Engine.enableSelection(); return Engine.generateExport64(); }, import64: function(string64) { Engine.event('progress', 'import'); Engine.disableSelection(); string64 = string64.replace(/\s/g, ''); string64 = string64.replace(/\./g, ''); string64 = string64.replace(/\n/g, ''); var decodedSave = Base64.decode(string64); localStorage.gameState = decodedSave; location.reload(); }, event: function(cat, act) { if(typeof ga === 'function') { ga('send', 'event', cat, act); } }, confirmDelete: function() { Events.startEvent({ title: _('Restart?'), scenes: { start: { text: [_('restart the game?')], buttons: { 'yes': { text: _('yes'), nextScene: 'end', onChoose: Engine.deleteSave }, 'no': { text: _('no'), nextScene: 'end' } } } } }); }, deleteSave: function(noReload) { if(typeof Storage != 'undefined' && localStorage) { var prestige = Prestige.get(); window.State = {}; localStorage.clear(); Prestige.set(prestige); } if(!noReload) { location.reload(); } }, getApp: function() { Events.startEvent({ title: _('Get the App'), scenes: { start: { text: [_('bring the room with you.')], buttons: { 'ios': { text: _('ios'), nextScene: 'end', onChoose: function () { window.open('https://itunes.apple.com/app/apple-store/id736683061?pt=2073437&ct=adrproper&mt=8'); } }, 'android': { text: _('android'), nextScene: 'end', onChoose: function() { window.open('https://play.google.com/store/apps/details?id=com.yourcompany.adarkroom'); } }, 'close': { text: _('close'), nextScene: 'end' } } } } }); }, share: function() { Events.startEvent({ title: _('Share'), scenes: { start: { text: [_('bring your friends.')], buttons: { 'facebook': { text: _('facebook'), nextScene: 'end', onChoose: function() { window.open('https://www.facebook.com/sharer/sharer.php?u=' + Engine.SITE_URL, 'sharer', 'width=626,height=436,location=no,menubar=no,resizable=no,scrollbars=no,status=no,toolbar=no'); } }, 'google': { text:_('google+'), nextScene: 'end', onChoose: function() { window.open('https://plus.google.com/share?url=' + Engine.SITE_URL, 'sharer', 'width=480,height=436,location=no,menubar=no,resizable=no,scrollbars=no,status=no,toolbar=no'); } }, 'twitter': { text: _('twitter'), nextScene: 'end', onChoose: function() { window.open('https://twitter.com/intent/tweet?text=A%20Dark%20Room&url=' + Engine.SITE_URL, 'sharer', 'width=660,height=260,location=no,menubar=no,resizable=no,scrollbars=yes,status=no,toolbar=no'); } }, 'reddit': { text: _('reddit'), nextScene: 'end', onChoose: function() { window.open('http://www.reddit.com/submit?url=' + Engine.SITE_URL, 'sharer', 'width=960,height=700,location=no,menubar=no,resizable=no,scrollbars=yes,status=no,toolbar=no'); } }, 'close': { text: _('close'), nextScene: 'end' } } } } }, { width: '400px' }); }, findStylesheet: function(title) { for(var i=0; i'); $('.lightsOff').text(_('lights on.')); $SM.set('config.lightsOff', true, true); } else if (darkCss.disabled) { darkCss.disabled = false; $('.lightsOff').text(_('lights on.')); $SM.set('config.lightsOff', true,true); } else { $("#darkenLights").attr("disabled", "disabled"); darkCss.disabled = true; $('.lightsOff').text(_('lights off.')); $SM.set('config.lightsOff', false, true); } }, confirmHyperMode: function(){ if (!Engine.options.doubleTime) { Events.startEvent({ title: _('Go Hyper?'), scenes: { start: { text: [_('turning hyper mode speeds up the game to x2 speed. do you want to do that?')], buttons: { 'yes': { text: _('yes'), nextScene: 'end', onChoose: Engine.triggerHyperMode }, 'no': { text: _('no'), nextScene: 'end' } } } } }); } else { Engine.triggerHyperMode(); } }, triggerHyperMode: function() { Engine.options.doubleTime = !Engine.options.doubleTime; if(Engine.options.doubleTime) $('.hyper').text(_('classic.')); else $('.hyper').text(_('hyper.')); $SM.set('config.hyperMode', Engine.options.doubleTime, false); }, // Gets a guid getGuid: function() { return 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function(c) { var r = Math.random()*16|0, v = c == 'x' ? r : (r&0x3|0x8); return v.toString(16); }); }, activeModule: null, travelTo: function(module) { if(Engine.activeModule != module) { var currentIndex = Engine.activeModule ? $('.location').index(Engine.activeModule.panel) : 1; $('div.headerButton').removeClass('selected'); module.tab.addClass('selected'); var slider = $('#locationSlider'); var stores = $('#storesContainer'); var panelIndex = $('.location').index(module.panel); var diff = Math.abs(panelIndex - currentIndex); slider.animate({left: -(panelIndex * 700) + 'px'}, 300 * diff); if($SM.get('stores.wood') !== undefined) { // FIXME Why does this work if there's an animation queue...? stores.animate({right: -(panelIndex * 700) + 'px'}, 300 * diff); } if(Engine.activeModule == Room || Engine.activeModule == Path) { // Don't fade out the weapons if we're switching to a module // where we're going to keep showing them anyway. if (module != Room && module != Path) { $('div#weapons').animate({opacity: 0}, 300); } } if(module == Room || module == Path) { $('div#weapons').animate({opacity: 1}, 300); } Engine.activeModule = module; module.onArrival(diff); Notifications.printQueue(module); } }, /* Move the stores panel beneath top_container (or to top: 0px if top_container * either hasn't been filled in or is null) using transition_diff to sync with * the animation in Engine.travelTo(). */ moveStoresView: function(top_container, transition_diff) { var stores = $('#storesContainer'); // If we don't have a storesContainer yet, leave. if(typeof(stores) === 'undefined') return; if(typeof(transition_diff) === 'undefined') transition_diff = 1; if(top_container === null) { stores.animate({top: '0px'}, {queue: false, duration: 300 * transition_diff}); } else if(!top_container.length) { stores.animate({top: '0px'}, {queue: false, duration: 300 * transition_diff}); } else { stores.animate({ top: top_container.height() + 26 + 'px' }, { queue: false, duration: 300 * transition_diff }); } }, log: function(msg) { if(this._log) { console.log(msg); } }, updateSlider: function() { var slider = $('#locationSlider'); slider.width((slider.children().length * 700) + 'px'); }, updateOuterSlider: function() { var slider = $('#outerSlider'); slider.width((slider.children().length * 700) + 'px'); }, getIncomeMsg: function(num, delay) { return _("{0} per {1}s", (num > 0 ? "+" : "") + num, delay); //return (num > 0 ? "+" : "") + num + " per " + delay + "s"; }, keyLock: false, tabNavigation: true, restoreNavigation: false, keyDown: function(e) { e = e || window.event; if(!Engine.keyPressed && !Engine.keyLock) { Engine.pressed = true; if(Engine.activeModule.keyDown) { Engine.activeModule.keyDown(e); } } return jQuery.inArray(e.keycode, [37,38,39,40]) < 0; }, keyUp: function(e) { Engine.pressed = false; if(Engine.activeModule.keyUp) { Engine.activeModule.keyUp(e); } else { switch(e.which) { case 38: // Up case 87: if(Engine.activeModule == Outside || Engine.activeModule == Path) { Engine.activeModule.scrollSidebar('up'); } Engine.log('up'); break; case 40: // Down case 83: if (Engine.activeModule == Outside || Engine.activeModule == Path) { Engine.activeModule.scrollSidebar('down'); } Engine.log('down'); break; case 37: // Left case 65: if(Engine.tabNavigation){ if(Engine.activeModule == Ship && Path.tab) Engine.travelTo(Path); else if(Engine.activeModule == Path && Outside.tab){ Engine.activeModule.scrollSidebar('left', true); Engine.travelTo(Outside); }else if(Engine.activeModule == Outside && Room.tab){ Engine.activeModule.scrollSidebar('left', true); Engine.travelTo(Room); } } Engine.log('left'); break; case 39: // Right case 68: if(Engine.tabNavigation){ if(Engine.activeModule == Room && Outside.tab) Engine.travelTo(Outside); else if(Engine.activeModule == Outside && Path.tab){ Engine.activeModule.scrollSidebar('right', true); Engine.travelTo(Path); }else if(Engine.activeModule == Path && Ship.tab){ Engine.activeModule.scrollSidebar('right', true); Engine.travelTo(Ship); } } Engine.log('right'); break; } } if(Engine.restoreNavigation){ Engine.tabNavigation = true; Engine.restoreNavigation = false; } return false; }, swipeLeft: function(e) { if(Engine.activeModule.swipeLeft) { Engine.activeModule.swipeLeft(e); } }, swipeRight: function(e) { if(Engine.activeModule.swipeRight) { Engine.activeModule.swipeRight(e); } }, swipeUp: function(e) { if(Engine.activeModule.swipeUp) { Engine.activeModule.swipeUp(e); } }, swipeDown: function(e) { if(Engine.activeModule.swipeDown) { Engine.activeModule.swipeDown(e); } }, disableSelection: function() { document.onselectstart = eventNullifier; // this is for IE document.onmousedown = eventNullifier; // this is for the rest }, enableSelection: function() { document.onselectstart = eventPassthrough; document.onmousedown = eventPassthrough; }, autoSelect: function(selector) { $(selector).focus().select(); }, handleStateUpdates: function(e){ }, switchLanguage: function(dom){ var lang = $(dom).data("language"); if(document.location.href.search(/[\?\&]lang=[a-z_]+/) != -1){ document.location.href = document.location.href.replace( /([\?\&]lang=)([a-z_]+)/gi , "$1"+lang ); }else{ document.location.href = document.location.href + ( (document.location.href.search(/\?/) != -1 )?"&":"?") + "lang="+lang; } }, saveLanguage: function(){ var lang = decodeURIComponent((new RegExp('[?|&]lang=' + '([^&;]+?)(&|#|;|$)').exec(location.search)||[,""])[1].replace(/\+/g, '%20'))||null; if(lang && typeof Storage != 'undefined' && localStorage) { localStorage.lang = lang; } }, toggleVolume: function(enabled /* optional */) { if (enabled == null) { enabled = !$SM.get('config.soundOn'); } if (!enabled) { $('.volume').text(_('sound on.')); $SM.set('config.soundOn', false); AudioEngine.setMasterVolume(0.0); } else { $('.volume').text(_('sound off.')); $SM.set('config.soundOn', true); AudioEngine.setMasterVolume(1.0); } }, setInterval: function(callback, interval, skipDouble){ if( Engine.options.doubleTime && !skipDouble ){ Engine.log('Double time, cutting interval in half'); interval /= 2; } return setInterval(callback, interval); }, setTimeout: function(callback, timeout, skipDouble){ if( Engine.options.doubleTime && !skipDouble ){ Engine.log('Double time, cutting timeout in half'); timeout /= 2; } return setTimeout(callback, timeout); } }; function eventNullifier(e) { return $(e.target).hasClass('menuBtn'); } function eventPassthrough(e) { return true; } function notifyAboutSound() { if ($SM.get('playStats.audioAlertShown')) { return; } // Tell new users that there's sound now! $SM.set('playStats.audioAlertShown', true); Events.startEvent({ title: _('Sound Available!'), scenes: { start: { text: [ _('ears flooded with new sensations.'), _('perhaps silence is safer?') ], buttons: { 'yes': { text: _('enable audio'), nextScene: 'end', onChoose: () => Engine.toggleVolume(true) }, 'no': { text: _('disable audio'), nextScene: 'end', onChoose: () => Engine.toggleVolume(false) } } } } }); } })(); function inView(dir, elem){ var scTop = $('#main').offset().top; var scBot = scTop + $('#main').height(); var elTop = elem.offset().top; var elBot = elTop + elem.height(); if( dir == 'up' ){ // STOP MOVING IF BOTTOM OF ELEMENT IS VISIBLE IN SCREEN return ( elBot < scBot ); }else if( dir == 'down' ){ return ( elTop > scTop ); }else{ return ( ( elBot <= scBot ) && ( elTop >= scTop ) ); } } function scrollByX(elem, x){ var elTop = parseInt( elem.css('top'), 10 ); elem.css( 'top', ( elTop + x ) + "px" ); } //create jQuery Callbacks() to handle object events $.Dispatch = function( id ) { var callbacks, topic = id && Engine.topics[ id ]; if ( !topic ) { callbacks = jQuery.Callbacks(); topic = { publish: callbacks.fire, subscribe: callbacks.add, unsubscribe: callbacks.remove }; if ( id ) { Engine.topics[ id ] = topic; } } return topic; }; $(function() { Engine.init(); }); ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/events/encounters.js ================================================ /** * Events that can occur when wandering around the world **/ Events.Encounters = [ /* Tier 1 */ { /* Snarling Beast */ title: _('A Snarling Beast'), isAvailable: function() { return World.getDistance() <= 10 && World.getTerrain() == World.TILE.FOREST; }, scenes: { 'start': { combat: true, enemy: 'snarling beast', enemyName: _('snarling beast'), deathMessage: _('the snarling beast is dead'), chara: 'R', damage: 1, hit: 0.8, attackDelay: 1, health: 5, loot: { 'fur': { min: 1, max: 3, chance: 1 }, 'meat': { min: 1, max: 3, chance: 1 }, 'teeth': { min: 1, max: 3, chance: 0.8 } }, notification: _('a snarling beast leaps out of the underbrush') } } }, { /* Gaunt Man */ title: _('A Gaunt Man'), isAvailable: function() { return World.getDistance() <= 10 && World.getTerrain() == World.TILE.BARRENS; }, scenes: { 'start': { combat: true, enemy: 'gaunt man', enemyName: _('gaunt man'), deathMessage: _('the gaunt man is dead'), chara: 'E', damage: 2, hit: 0.8, attackDelay: 2, health: 6, loot: { 'cloth': { min: 1, max: 3, chance: 0.8 }, 'teeth': { min: 1, max: 2, chance: 0.8 }, 'leather': { min: 1, max: 2, chance: 0.5 } }, notification: _('a gaunt man approaches, a crazed look in his eye') } } }, { /* Strange Bird */ title: _('A Strange Bird'), isAvailable: function() { return World.getDistance() <= 10 && World.getTerrain() == World.TILE.FIELD; }, scenes: { 'start': { combat: true, enemy: 'strange bird', enemyName: _('strange bird'), deathMessage: _('the strange bird is dead'), chara: 'R', damage: 3, hit: 0.8, attackDelay: 2, health: 4, loot: { 'scales': { min: 1, max: 3, chance: 0.8 }, 'teeth': { min: 1, max: 2, chance: 0.5 }, 'meat': { min: 1, max: 3, chance: 0.8 } }, notification: _('a strange looking bird speeds across the plains') } } }, /* Tier 2*/ { /* Shivering Man */ title: _('A Shivering Man'), isAvailable: function() { return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.BARRENS; }, scenes: { 'start': { combat: true, enemy: 'shivering man', enemyName: _('shivering man'), deathMessage: _('the shivering man is dead'), chara: 'E', damage: 5, hit: 0.5, attackDelay: 1, health: 20, loot: { 'cloth': { min: 1, max: 1, chance: 0.2 }, 'teeth': { min: 1, max: 2, chance: 0.8 }, 'leather': { min: 1, max: 1, chance: 0.2 }, 'medicine': { min: 1, max: 3, chance: 0.7 } }, notification: _('a shivering man approaches and attacks with surprising strength') } } }, { /* Man-eater */ title: _('A Man-Eater'), isAvailable: function() { return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.FOREST; }, scenes: { 'start': { combat: true, enemy: 'man-eater', enemyName: _('man-eater'), deathMessage: _('the man-eater is dead'), chara: 'T', damage: 3, hit: 0.8, attackDelay: 1, health: 25, loot: { 'fur': { min: 5, max: 10, chance: 1 }, 'meat': { min: 5, max: 10, chance: 1 }, 'teeth': { min: 5, max: 10, chance: 0.8 } }, notification: _('a large creature attacks, claws freshly bloodied') } } }, { /* Scavenger */ title: _('A Scavenger'), isAvailable: function() { return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.BARRENS; }, scenes: { 'start': { combat: true, enemy: 'scavenger', enemyName: _('scavenger'), deathMessage: _('the scavenger is dead'), chara: 'E', damage: 4, hit: 0.8, attackDelay: 2, health: 30, loot: { 'cloth': { min: 5, max: 10, chance: 0.8 }, 'leather': { min: 5, max: 10, chance: 0.8 }, 'iron': { min: 1, max: 5, chance: 0.5 }, 'medicine': { min: 1, max: 2, chance: 0.1 } }, notification: _('a scavenger draws close, hoping for an easy score') } } }, { /* Huge Lizard */ title: _('A Huge Lizard'), isAvailable: function() { return World.getDistance() > 10 && World.getDistance() <= 20 && World.getTerrain() == World.TILE.FIELD; }, scenes: { 'start': { combat: true, enemy: 'lizard', enemyName: _('lizard'), deathMessage: _('the lizard is dead'), chara: 'T', damage: 5, hit: 0.8, attackDelay: 2, health: 20, loot: { 'scales': { min: 5, max: 10, chance: 0.8 }, 'teeth': { min: 5, max: 10, chance: 0.5 }, 'meat': { min: 5, max: 10, chance: 0.8 } }, notification: _('the grass thrashes wildly as a huge lizard pushes through') } } }, /* Tier 3*/ { /* Feral Terror */ title: _('A Feral Terror'), isAvailable: function() { return World.getDistance() > 20 && World.getTerrain() == World.TILE.FOREST; }, scenes: { 'start': { combat: true, enemy: 'feral terror', enemyName: _('feral terror'), deathMessage: _('the feral terror is dead'), chara: 'T', damage: 6, hit: 0.8, attackDelay: 1, health: 45, loot: { 'fur': { min: 5, max: 10, chance: 1 }, 'meat': { min: 5, max: 10, chance: 1 }, 'teeth': { min: 5, max: 10, chance: 0.8 } }, notification: _('a beast, wilder than imagining, erupts out of the foliage') } } }, { /* Soldier */ title: _('A Soldier'), isAvailable: function() { return World.getDistance() > 20 && World.getTerrain() == World.TILE.BARRENS; }, scenes: { 'start': { combat: true, enemy: 'soldier', enemyName: _('soldier'), deathMessage: _('the soldier is dead'), ranged: true, chara: 'D', damage: 8, hit: 0.8, attackDelay: 2, health: 50, loot: { 'cloth': { min: 5, max: 10, chance: 0.8 }, 'bullets': { min: 1, max: 5, chance: 0.5 }, 'rifle': { min: 1, max: 1, chance: 0.2 }, 'medicine': { min: 1, max: 2, chance: 0.1 } }, notification: _('a soldier opens fire from across the desert') } } }, { /* Sniper */ title: _('A Sniper'), isAvailable: function() { return World.getDistance() > 20 && World.getTerrain() == World.TILE.FIELD; }, scenes: { 'start': { combat: true, enemy: 'sniper', enemyName: _('sniper'), deathMessage: _('the sniper is dead'), chara: 'D', damage: 15, hit: 0.8, attackDelay: 4, health: 30, ranged: true, loot: { 'cloth': { min: 5, max: 10, chance: 0.8 }, 'bullets': { min: 1, max: 5, chance: 0.5 }, 'rifle': { min: 1, max: 1, chance: 0.2 }, 'medicine': { min: 1, max: 2, chance: 0.1 } }, notification: _('a shot rings out, from somewhere in the long grass') } } } ]; ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/events/global.js ================================================ /** * Events that can occur when any module is active (Except World. It's special.) **/ Events.Global = [ { /* The Thief */ title: _('The Thief'), isAvailable: function() { return (Engine.activeModule == Room || Engine.activeModule == Outside) && $SM.get('game.thieves') == 1; }, scenes: { 'start': { text: [ _('the villagers haul a filthy man out of the store room.'), _("say his folk have been skimming the supplies."), _('say he should be strung up as an example.') ], notification: _('a thief is caught'), blink: true, buttons: { 'kill': { text: _('hang him'), nextScene: {1: 'hang'} }, 'spare': { text: _('spare him'), nextScene: {1: 'spare'} } } }, 'hang': { text: [ _('the villagers hang the thief high in front of the store room.'), _('the point is made. in the next few days, the missing supplies are returned.') ], onLoad: function() { $SM.set('game.thieves', 2); $SM.remove('income.thieves'); $SM.addM('stores', $SM.get('game.stolen')); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } }, 'spare': { text: [ _("the man says he's grateful. says he won't come around any more."), _("shares what he knows about sneaking before he goes.") ], onLoad: function() { $SM.set('game.thieves', 2); $SM.remove('income.thieves'); $SM.addPerk('stealthy'); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_THIEF } ]; ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/events/marketing.js ================================================ /** Module for triggering marketing messages @author mtownsend @since Jan 2021 */ Events.Marketing = [{ /* Play Penrose! */ title: _('Penrose'), isAvailable: () => !$SM.get('marketing.penrose'), scenes: { 'start': { text: [ _('a strange thrumming, pounding and crashing. visions of people and places, of a huge machine and twisting curves.'), _('inviting. it would be so easy to give in, completely.') ], notification: _('a strange thrumming, pounding and crashing. and then gone.'), blink: true, buttons: { 'give in': { text: _('give in'), onClick: () => { $SM.set('marketing.penrose', true); }, link: 'https://penrose.doublespeakgames.com/?utm_source=adarkroom&utm_medium=crosspromote&utm_campaign=event' }, 'ignore': { text: _('ignore it'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_NOISES_INSIDE }]; ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/events/outside.js ================================================ /** * Events that can occur when the Outside module is active **/ Events.Outside = [ { /* Ruined traps */ title: _('A Ruined Trap'), isAvailable: function() { return Engine.activeModule == Outside && $SM.get('game.buildings["trap"]', true) > 0; }, scenes: { 'start': { text: [ _('some of the traps have been torn apart.'), _('large prints lead away, into the forest.') ], onLoad: function() { var numWrecked = Math.floor(Math.random() * $SM.get('game.buildings["trap"]', true)) + 1; $SM.add('game.buildings["trap"]', -numWrecked); Outside.updateVillage(); Outside.updateTrapButton(); }, notification: _('some traps have been destroyed'), blink: true, buttons: { 'track': { text: _('track them'), nextScene: {0.5: 'nothing', 1: 'catch'} }, 'ignore': { text: _('ignore them'), nextScene: 'end' } } }, 'nothing': { text: [ _('the tracks disappear after just a few minutes.'), _('the forest is silent.') ], notification: _('nothing was found'), buttons: { 'end': { text: _('go home'), nextScene: 'end' } } }, 'catch': { text: [ _('not far from the village lies a large beast, its fur matted with blood.'), _('it puts up little resistance before the knife.') ], notification: _('there was a beast. it\'s dead now'), reward: { fur: 100, meat: 100, teeth: 10 }, buttons: { 'end': { text: _('go home'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_RUINED_TRAP }, { /* Hut fire */ title: _('Fire'), isAvailable: function() { return Engine.activeModule == Outside && $SM.get('game.buildings["hut"]', true) > 0 && $SM.get('game.population', true) > 50; }, scenes: { 'start': { text: [ _('a fire rampages through one of the huts, destroying it.'), _('all residents in the hut perished in the fire.') ], notification: _('a fire has started'), blink: true, onLoad: function() { Outside.destroyHuts(1); }, buttons: { 'mourn': { text: _('mourn'), notification: _('some villagers have died'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_HUT_FIRE }, { /* Sickness */ title: _('Sickness'), isAvailable: function() { return Engine.activeModule == Outside && $SM.get('game.population', true) > 10 && $SM.get('game.population', true) < 50 && $SM.get('stores.medicine', true) > 0; }, scenes: { 'start': { text: [ _('a sickness is spreading through the village.'), _('medicine is needed immediately.') ], notification: _('some villagers are ill'), blink: true, buttons: { 'heal': { text: _('1 medicine'), cost: { 'medicine' : 1 }, nextScene: {1: 'healed'} }, 'ignore': { text: _('ignore it'), nextScene: {1: 'death'} } } }, 'healed': { text: [ _('the sickness is cured in time.') ], notification: _('sufferers are healed'), buttons: { 'end': { text: _('go home'), nextScene: 'end' } } }, 'death': { text: [ _('the sickness spreads through the village.'), _('the days are spent with burials.'), _('the nights are rent with screams.') ], notification: _('sufferers are left to die'), onLoad: function() { var numKilled = Math.floor(Math.random() * Math.floor($SM.get('game.population', true)/2)) + 1; Outside.killVillagers(numKilled); }, buttons: { 'end': { text: _('go home'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_SICKNESS }, { /* Plague */ title: _('Plague'), isAvailable: function() { return Engine.activeModule == Outside && $SM.get('game.population', true) > 50 && $SM.get('stores.medicine', true) > 0; }, scenes: { 'start': { text: [ _('a terrible plague is fast spreading through the village.'), _('medicine is needed immediately.') ], notification: _('a plague afflicts the village'), blink: true, buttons: { /* Because there is a serious need for medicine, the price is raised. */ 'buyMedicine': { text: _('buy medicine'), cost: { 'scales': 70, 'teeth': 50 }, reward: { 'medicine': 1 } }, 'heal': { text: _('5 medicine'), cost: { 'medicine' : 5 }, nextScene: {1: 'healed'} }, 'ignore': { text: _('do nothing'), nextScene: {1: 'death'} } } }, 'healed': { text: [ _('the plague is kept from spreading.'), _('only a few die.'), _('the rest bury them.') ], notification: _('epidemic is eradicated eventually'), onLoad: function() { var numKilled = Math.floor(Math.random() * 5) + 2; Outside.killVillagers(numKilled); }, buttons: { 'end': { text: _('go home'), nextScene: 'end' } } }, 'death': { text: [ _('the plague rips through the village.'), _('the nights are rent with screams.'), _('the only hope is a quick death.') ], notification: _('population is almost exterminated'), onLoad: function() { var numKilled = Math.floor(Math.random() * 80) + 10; Outside.killVillagers(numKilled); }, buttons: { 'end': { text: _('go home'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_PLAGUE }, { /* Beast attack */ title: _('A Beast Attack'), isAvailable: function() { return Engine.activeModule == Outside && $SM.get('game.population', true) > 0; }, scenes: { 'start': { text: [ _('a pack of snarling beasts pours out of the trees.'), _('the fight is short and bloody, but the beasts are repelled.'), _('the villagers retreat to mourn the dead.') ], notification: _('wild beasts attack the villagers'), onLoad: function() { var numKilled = Math.floor(Math.random() * 10) + 1; Outside.killVillagers(numKilled); }, reward: { fur: 100, meat: 100, teeth: 10 }, blink: true, buttons: { 'end': { text: _('go home'), notification: _('predators become prey. price is unfair'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_BEAST_ATTACK }, { /* Soldier attack */ title: _('A Military Raid'), isAvailable: function() { return Engine.activeModule == Outside && $SM.get('game.population', true) > 0 && $SM.get('game.cityCleared'); }, scenes: { 'start': { text: [ _('a gunshot rings through the trees.'), _('well armed men charge out of the forest, firing into the crowd.'), _('after a skirmish they are driven away, but not without losses.') ], notification: _('troops storm the village'), onLoad: function() { var numKilled = Math.floor(Math.random() * 40) + 1; Outside.killVillagers(numKilled); }, reward: { bullets: 10, 'cured meat': 50 }, blink: true, buttons: { 'end': { text: _('go home'), notification: _('warfare is bloodthirsty'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_SOLDIER_ATTACK } ]; ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/events/room.js ================================================ /** * Events that can occur when the Room module is active **/ Events.Room = [ { /* The Nomad -- Merchant */ title: _('The Nomad'), isAvailable: function() { return Engine.activeModule == Room && $SM.get('stores.fur', true) > 0; }, scenes: { 'start': { text: [ _('a nomad shuffles into view, laden with makeshift bags bound with rough twine.'), _("won't say from where he came, but it's clear that he's not staying.") ], notification: _('a nomad arrives, looking to trade'), blink: true, buttons: { 'buyScales': { text: _('buy scales'), cost: { 'fur': 100 }, reward: { 'scales': 1 } }, 'buyTeeth': { text: _('buy teeth'), cost: { 'fur': 200 }, reward: { 'teeth': 1 } }, 'buyBait': { text: _('buy bait'), cost: { 'fur': 5 }, reward: { 'bait': 1 }, notification: _('traps are more effective with bait.') }, 'buyCompass': { available: function() { return $SM.get('stores.compass', true) < 1; }, text: _('buy compass'), cost: { fur: 300, scales: 15, teeth: 5 }, reward: { 'compass': 1 }, notification: _('the old compass is dented and dusty, but it looks to work.') }, 'goodbye': { text: _('say goodbye'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_NOMAD }, { /* Noises Outside -- gain wood/fur */ title: _('Noises'), isAvailable: function() { return Engine.activeModule == Room && $SM.get('stores.wood'); }, scenes: { 'start': { text: [ _('through the walls, shuffling noises can be heard.'), _("can't tell what they're up to.") ], notification: _('strange noises can be heard through the walls'), blink: true, buttons: { 'investigate': { text: _('investigate'), nextScene: { 0.3: 'stuff', 1: 'nothing' } }, 'ignore': { text: _('ignore them'), nextScene: 'end' } } }, 'nothing': { text: [ _('vague shapes move, just out of sight.'), _('the sounds stop.') ], buttons: { 'backinside': { text: _('go back inside'), nextScene: 'end' } } }, 'stuff': { reward: { wood: 100, fur: 10 }, text: [ _('a bundle of sticks lies just beyond the threshold, wrapped in coarse furs.'), _('the night is silent.') ], buttons: { 'backinside': { text: _('go back inside'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_NOISES_OUTSIDE }, { /* Noises Inside -- trade wood for better good */ title: _('Noises'), isAvailable: function() { return Engine.activeModule == Room && $SM.get('stores.wood'); }, scenes: { start: { text: [ _('scratching noises can be heard from the store room.'), _('something\'s in there.') ], notification: _('something\'s in the store room'), blink: true, buttons: { 'investigate': { text: _('investigate'), nextScene: { 0.5: 'scales', 0.8: 'teeth', 1: 'cloth' } }, 'ignore': { text: _('ignore them'), nextScene: 'end' } } }, scales: { text: [ _('some wood is missing.'), _('the ground is littered with small scales') ], onLoad: function() { var numWood = $SM.get('stores.wood', true); numWood = Math.floor(numWood * 0.1); if(numWood === 0) numWood = 1; var numScales = Math.floor(numWood / 5); if(numScales === 0) numScales = 1; $SM.addM('stores', {'wood': -numWood, 'scales': numScales}); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } }, teeth: { text: [ _('some wood is missing.'), _('the ground is littered with small teeth') ], onLoad: function() { var numWood = $SM.get('stores.wood', true); numWood = Math.floor(numWood * 0.1); if(numWood === 0) numWood = 1; var numTeeth = Math.floor(numWood / 5); if(numTeeth === 0) numTeeth = 1; $SM.addM('stores', {'wood': -numWood, 'teeth': numTeeth}); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } }, cloth: { text: [ _('some wood is missing.'), _('the ground is littered with scraps of cloth') ], onLoad: function() { var numWood = $SM.get('stores.wood', true); numWood = Math.floor(numWood * 0.1); if(numWood === 0) numWood = 1; var numCloth = Math.floor(numWood / 5); if(numCloth === 0) numCloth = 1; $SM.addM('stores', {'wood': -numWood, 'cloth': numCloth}); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_NOISES_INSIDE }, { /* The Beggar -- trade fur for better good */ title: _('The Beggar'), isAvailable: function() { return Engine.activeModule == Room && $SM.get('stores.fur'); }, scenes: { start: { text: [ _('a beggar arrives.'), _('asks for any spare furs to keep him warm at night.') ], notification: _('a beggar arrives'), blink: true, buttons: { '50furs': { text: _('give 50'), cost: {fur: 50}, nextScene: { 0.5: 'scales', 0.8: 'teeth', 1: 'cloth' } }, '100furs': { text: _('give 100'), cost: {fur: 100}, nextScene: { 0.5: 'teeth', 0.8: 'scales', 1: 'cloth' } }, 'deny': { text: _('turn him away'), nextScene: 'end' } } }, scales: { reward: { scales: 20 }, text: [ _('the beggar expresses his thanks.'), _('leaves a pile of small scales behind.') ], buttons: { 'leave': { text: _('say goodbye'), nextScene: 'end' } } }, teeth: { reward: { teeth: 20 }, text: [ _('the beggar expresses his thanks.'), _('leaves a pile of small teeth behind.') ], buttons: { 'leave': { text: _('say goodbye'), nextScene: 'end' } } }, cloth: { reward: { cloth: 20 }, text: [ _('the beggar expresses his thanks.'), _('leaves some scraps of cloth behind.') ], buttons: { 'leave': { text: _('say goodbye'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_BEGGAR }, {/* The Shady Builder */ title: _('The Shady Builder'), isAvailable: function() { return Engine.activeModule == Room && $SM.get('game.buildings["hut"]', true) >= 5 && $SM.get('game.buildings["hut"]', true) < 20; }, scenes: { 'start':{ text: [ _('a shady builder passes through'), _('says he can build you a hut for less wood') ], notification: _('a shady builder passes through'), buttons: { 'build': { text: _('300 wood'), cost: { 'wood' : 300 }, nextScene: {0.6: 'steal', 1: 'build'} }, 'deny': { text: _('say goodbye'), nextScene: 'end' } } }, 'steal': { text:[ _("the shady builder has made off with your wood") ], notification: _('the shady builder has made off with your wood'), buttons: { 'end': { text: _('go home'), nextScene: 'end' } } }, 'build': { text:[ _("the shady builder builds a hut") ], notification: _('the shady builder builds a hut'), onLoad: function() { var n = $SM.get('game.buildings["hut"]', true); if(n < 20){ $SM.set('game.buildings["hut"]',n+1); } }, buttons: { 'end': { text: _('go home'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_SHADY_BUILDER }, { /* Mysterious Wanderer -- wood gambling */ title: _('The Mysterious Wanderer'), isAvailable: function() { return Engine.activeModule == Room && $SM.get('stores.wood'); }, scenes: { start: { text: [ _('a wanderer arrives with an empty cart. says if he leaves with wood, he\'ll be back with more.'), _("builder's not sure he's to be trusted.") ], notification: _('a mysterious wanderer arrives'), blink: true, buttons: { 'wood100': { text: _('give 100'), cost: {wood: 100}, nextScene: { 1: 'wood100'} }, 'wood500': { text: _('give 500'), cost: {wood: 500}, nextScene: { 1: 'wood500' } }, 'deny': { text: _('turn him away'), nextScene: 'end' } } }, 'wood100': { text: [ _('the wanderer leaves, cart loaded with wood') ], action: function(inputDelay) { var delay = inputDelay || false; Events.saveDelay(function() { $SM.add('stores.wood', 300); Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.')); }, 'Room[4].scenes.wood100.action', delay); }, onLoad: function() { if(Math.random() < 0.5) { this.action(60); } }, buttons: { 'leave': { text: _('say goodbye'), nextScene: 'end' } } }, 'wood500': { text: [ _('the wanderer leaves, cart loaded with wood') ], action: function(inputDelay) { var delay = inputDelay || false; Events.saveDelay(function() { $SM.add('stores.wood', 1500); Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with wood.')); }, 'Room[4].scenes.wood500.action', delay); }, onLoad: function() { if(Math.random() < 0.3) { this.action(60); } }, buttons: { 'leave': { text: _('say goodbye'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_MYSTERIOUS_WANDERER }, { /* Mysterious Wanderer -- fur gambling */ title: _('The Mysterious Wanderer'), isAvailable: function() { return Engine.activeModule == Room && $SM.get('stores.fur'); }, scenes: { start: { text: [ _('a wanderer arrives with an empty cart. says if she leaves with furs, she\'ll be back with more.'), _("builder's not sure she's to be trusted.") ], notification: _('a mysterious wanderer arrives'), blink: true, buttons: { 'fur100': { text: _('give 100'), cost: {fur: 100}, nextScene: { 1: 'fur100'} }, 'fur500': { text: _('give 500'), cost: {fur: 500}, nextScene: { 1: 'fur500' } }, 'deny': { text: _('turn her away'), nextScene: 'end' } } }, 'fur100': { text: [ _('the wanderer leaves, cart loaded with furs') ], action: function(inputDelay) { var delay = inputDelay || false; Events.saveDelay(function() { $SM.add('stores.fur', 300); Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.')); }, 'Room[5].scenes.fur100.action', delay); }, onLoad: function() { if(Math.random() < 0.5) { this.action(60); } }, buttons: { 'leave': { text: _('say goodbye'), nextScene: 'end' } } }, 'fur500': { text: [ _('the wanderer leaves, cart loaded with furs') ], action: function(inputDelay) { var delay = inputDelay || false; Events.saveDelay(function() { $SM.add('stores.fur', 1500); Notifications.notify(Room, _('the mysterious wanderer returns, cart piled high with furs.')); }, 'Room[5].scenes.fur500.action', delay); }, onLoad: function() { if(Math.random() < 0.3) { this.action(60); } }, buttons: { 'leave': { text: _('say goodbye'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_MYSTERIOUS_WANDERER }, { /* The Scout -- Map Merchant */ title: _('The Scout'), isAvailable: function() { return Engine.activeModule == Room && $SM.get('features.location.world'); }, scenes: { 'start': { text: [ _("the scout says she's been all over."), _("willing to talk about it, for a price.") ], notification: _('a scout stops for the night'), blink: true, buttons: { 'buyMap': { text: _('buy map'), cost: { 'fur': 200, 'scales': 10 }, available: function() { return !World.seenAll; }, notification: _('the map uncovers a bit of the world'), onChoose: World.applyMap }, 'learn': { text: _('learn scouting'), cost: { 'fur': 1000, 'scales': 50, 'teeth': 20 }, available: function() { return !$SM.hasPerk('scout'); }, onChoose: function() { $SM.addPerk('scout'); } }, 'leave': { text: _('say goodbye'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_SCOUT }, { /* The Wandering Master */ title: _('The Master'), isAvailable: function() { return Engine.activeModule == Room && $SM.get('features.location.world'); }, scenes: { 'start': { text: [ _('an old wanderer arrives.'), _('he smiles warmly and asks for lodgings for the night.') ], notification: _('an old wanderer arrives'), blink: true, buttons: { 'agree': { text: _('agree'), cost: { 'cured meat': 100, 'fur': 100, 'torch': 1 }, nextScene: {1: 'agree'} }, 'deny': { text: _('turn him away'), nextScene: 'end' } } }, 'agree': { text: [ _('in exchange, the wanderer offers his wisdom.') ], buttons: { 'evasion': { text: _('evasion'), available: function() { return !$SM.hasPerk('evasive'); }, onChoose: function() { $SM.addPerk('evasive'); }, nextScene: 'end' }, 'precision': { text: _('precision'), available: function() { return !$SM.hasPerk('precise'); }, onChoose: function() { $SM.addPerk('precise'); }, nextScene: 'end' }, 'force': { text: _('force'), available: function() { return !$SM.hasPerk('barbarian'); }, onChoose: function() { $SM.addPerk('barbarian'); }, nextScene: 'end' }, 'nothing': { text: _('nothing'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_WANDERING_MASTER }, { /* The Sick Man */ title: _('The Sick Man'), isAvailable: function() { return Engine.activeModule == Room && $SM.get('stores.medicine', true) > 0; }, scenes: { 'start': { text: [ _("a man hobbles up, coughing."), _("he begs for medicine.") ], notification: _('a sick man hobbles up'), blink: true, buttons: { 'help': { text: _('give 1 medicine'), cost: { 'medicine': 1 }, notification: _('the man swallows the medicine eagerly'), nextScene: { 0.1: 'alloy', 0.3: 'cells', 0.5: 'scales', 1.0: 'nothing' } }, 'ignore': { text: _('tell him to leave'), nextScene: 'end' } } }, 'alloy': { text: [ _("the man is thankful."), _('he leaves a reward.'), _('some weird metal he picked up on his travels.') ], onLoad: function() { $SM.add('stores["alien alloy"]', 1); }, buttons: { 'bye': { text: _('say goodbye'), nextScene: 'end' } } }, 'cells': { text: [ _("the man is thankful."), _('he leaves a reward.'), _('some weird glowing boxes he picked up on his travels.') ], onLoad: function() { $SM.add('stores["energy cell"]', 3); }, buttons: { 'bye': { text: _('say goodbye'), nextScene: 'end' } } }, 'scales': { text: [ _("the man is thankful."), _('he leaves a reward.'), _('all he has are some scales.') ], onLoad: function() { $SM.add('stores.scales', 5); }, buttons: { 'bye': { text: _('say goodbye'), nextScene: 'end' } } }, 'nothing': { text: [ _("the man expresses his thanks and hobbles off.") ], buttons: { 'bye': { text: _('say goodbye'), nextScene: 'end' } } } }, audio: AudioLibrary.EVENT_SICK_MAN } ]; ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/events/setpieces.js ================================================ /** * Events that only occur at specific times. Launched manually. **/ Events.Setpieces = { "outpost": { /* Friendly Outpost */ title: _('An Outpost'), scenes: { 'start': { text: [ _('a safe place in the wilds.') ], notification: _('a safe place in the wilds.'), loot: { 'cured meat': { min: 5, max: 10, chance: 1 } }, onLoad: function() { World.useOutpost(); }, buttons: { 'leave': { text: _('leave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_FRIENDLY_OUTPOST }, "swamp": { /* Swamp */ title: _('A Murky Swamp'), scenes: { 'start': { text: [ _('rotting reeds rise out of the swampy earth.'), _('a lone frog sits in the muck, silently.') ], notification: _('a swamp festers in the stagnant air.'), buttons: { 'enter': { text: _('enter'), nextScene: {1: 'cabin'} }, 'leave': { text: _('leave'), nextScene: 'end' } } }, 'cabin': { text: [ _('deep in the swamp is a moss-covered cabin.'), _('an old wanderer sits inside, in a seeming trance.') ], buttons: { 'talk': { cost: {'charm': 1}, text: _('talk'), nextScene: {1: 'talk'} }, 'leave': { text: _('leave'), nextScene: 'end' } } }, 'talk': { text: [ _('the wanderer takes the charm and nods slowly.'), _('he speaks of once leading the great fleets to fresh worlds.'), _('unfathomable destruction to fuel wanderer hungers.'), _('his time here, now, is his penance.') ], onLoad: function() { $SM.addPerk('gastronome'); World.markVisited(World.curPos[0], World.curPos[1]); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_SWAMP }, "cave": { /* Cave */ title: _('A Damp Cave'), scenes: { 'start': { text: [ _('the mouth of the cave is wide and dark.'), _("can't see what's inside.") ], notification: _('the earth here is split, as if bearing an ancient wound'), buttons: { 'enter': { text: _('go inside'), cost: { torch: 1 }, nextScene: {0.3: 'a1', 0.6: 'a2', 1: 'a3'} }, 'leave': { text: _('leave'), nextScene: 'end' } } }, 'a1': { combat: true, enemy: 'beast', chara: 'R', damage: 1, hit: 0.8, attackDelay: 1, health: 5, notification: _('a startled beast defends its home'), loot: { 'fur': { min: 1, max: 10, chance: 1 }, 'teeth': { min: 1, max: 5, chance: 0.8 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'b1', 1: 'b2'} }, 'leave': { text: _('leave cave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'a2': { text: [ _('the cave narrows a few feet in.'), _("the walls are moist and moss-covered") ], buttons: { 'continue': { text: _('squeeze'), nextScene: {0.5: 'b2', 1: 'b3'} }, 'leave': { text: _('leave cave'), nextScene: 'end' } } }, 'a3': { text: [ _('the remains of an old camp sits just inside the cave.'), _('bedrolls, torn and blackened, lay beneath a thin layer of dust.') ], loot: { 'cured meat': { min: 1, max: 5, chance: 1 }, 'torch': { min: 1, max: 5, chance: 0.5 }, 'leather': { min: 1, max: 5, chance: 0.3 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'b3', 1: 'b4'} }, 'leave': { text: _('leave cave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'b1': { text: [ _('the body of a wanderer lies in a small cavern.'), _("rot's been to work on it, and some of the pieces are missing."), /// TRANSLATORS : 'it' is a rotting wanderer's body _("can't tell what left it here.") ], loot: { 'iron sword': { min: 1, max: 1, chance: 1 }, 'cured meat': { min: 1, max: 5, chance: 0.8 }, 'torch': { min: 1, max: 3, chance: 0.5 }, 'medicine': { min: 1, max: 2, chance: 0.1 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: { 1: 'c1' } }, 'leave': { text: _('leave cave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'b2': { text: [ _('the torch sputters and dies in the damp air'), _('the darkness is absolute') ], notification: _('the torch goes out'), buttons: { 'continue': { text: _('continue'), cost: {'torch': 1}, nextScene: { 1: 'c1' } }, 'leave': { text: _('leave cave'), nextScene: 'end' } } }, 'b3': { combat: true, enemy: 'beast', chara: 'R', damage: 1, hit: 0.8, attackDelay: 1, health: 5, notification: _('a startled beast defends its home'), loot: { 'fur': { min: 1, max: 3, chance: 1 }, 'teeth': { min: 1, max: 2, chance: 0.8 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'c2'} }, 'leave': { text: _('leave cave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'b4': { combat: true, enemy: 'cave lizard', chara: 'R', damage: 3, hit: 0.8, attackDelay: 2, health: 6, notification: _('a cave lizard attacks'), loot: { 'scales': { min: 1, max: 3, chance: 1 }, 'teeth': { min: 1, max: 2, chance: 0.8 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'c2'} }, 'leave': { text: _('leave cave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c1': { combat: true, enemy: 'beast', chara: 'R', damage: 3, hit: 0.8, attackDelay: 2, health: 10, notification: _('a large beast charges out of the dark'), loot: { 'fur': { min: 1, max: 3, chance: 1 }, 'teeth': { min: 1, max: 3, chance: 1 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'end1', 1: 'end2'} }, 'leave': { text: _('leave cave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c2': { combat: true, enemy: 'lizard', chara: 'T', damage: 4, hit: 0.8, attackDelay: 2, health: 10, notification: _('a giant lizard shambles forward'), loot: { 'scales': { min: 1, max: 3, chance: 1 }, 'teeth': { min: 1, max: 3, chance: 1 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.7: 'end2', 1: 'end3'} }, 'leave': { text: _('leave cave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end1': { text: [ _('the nest of a large animal lies at the back of the cave.') ], onLoad: function() { World.clearDungeon(); }, loot: { 'meat': { min: 5, max: 10, chance: 1 }, 'fur': { min: 5, max: 10, chance: 1 }, 'scales': { min: 5, max: 10, chance: 1 }, 'teeth': { min: 5, max: 10, chance: 1 }, 'cloth': { min: 5, max: 10, chance: 0.5 } }, buttons: { 'leave': { text: _('leave cave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end2': { text: [ _('a small supply cache is hidden at the back of the cave.') ], loot: { 'cloth': { min: 5, max: 10, chance: 1 }, 'leather': { min: 5, max: 10, chance: 1 }, 'iron': { min: 5, max: 10, chance: 1 }, 'cured meat': { min: 5, max: 10, chance: 1 }, 'steel': { min: 5, max: 10, chance: 0.5 }, 'bolas': { min: 1, max: 3, chance: 0.3 }, 'medicine': { min: 1, max: 4, chance: 0.15 } }, onLoad: function() { World.clearDungeon(); }, buttons: { 'leave': { text: _('leave cave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end3': { text: [ _('an old case is wedged behind a rock, covered in a thick layer of dust.') ], loot: { 'steel sword': { min: 1, max: 1, chance: 1 }, 'bolas': { min: 1, max: 3, chance: 0.5 }, 'medicine': { min: 1, max: 3, chance: 0.3 } }, onLoad: function() { World.clearDungeon(); }, buttons: { 'leave': { text: _('leave cave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_CAVE }, "town": { /* Town */ title: _('A Deserted Town'), scenes: { 'start': { text: [ _('a small suburb lays ahead, empty houses scorched and peeling.'), _("broken streetlights stand, rusting. light hasn't graced this place in a long time.") ], notification: _("the town lies abandoned, its citizens long dead"), buttons: { 'enter': { text: _('explore'), nextScene: {0.3: 'a1', 0.7: 'a3', 1: 'a2'} }, 'leave': { text: _('leave'), nextScene: 'end' } } }, 'a1': { text: [ _("where the windows of the schoolhouse aren't shattered, they're blackened with soot."), _('the double doors creak endlessly in the wind.') ], buttons: { 'enter': { text: _('enter'), nextScene: {0.5: 'b1', 1: 'b2'}, cost: {torch: 1} }, 'leave': { text: _('leave town'), nextScene: 'end' } } }, 'a2': { combat: true, enemy: 'thug', chara: 'E', damage: 4, hit: 0.8, attackDelay: 2, health: 30, loot: { 'cloth': { min: 5, max: 10, chance: 0.8 }, 'leather': { min: 5, max: 10, chance: 0.8 }, 'cured meat': { min: 1, max: 5, chance: 0.5 } }, notification: _('ambushed on the street.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'b3', 1: 'b4'} }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'a3': { text: [ _("a squat building up ahead."), _('a green cross barely visible behind grimy windows.') ], buttons: { 'enter': { text: _('enter'), nextScene: {0.5: 'b5', 1: 'end5'}, cost: {torch: 1} }, 'leave': { text: _('leave town'), nextScene: 'end' } } }, 'b1': { text: [ _('a small cache of supplies is tucked inside a rusting locker.') ], loot: { 'cured meat': { min: 1, max: 5, chance: 1 }, 'torch': { min: 1, max: 3, chance: 0.8 }, 'bullets': { min: 1, max: 5, chance: 0.3 }, 'medicine': { min: 1, max: 3, chance: 0.05 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'c1', 1: 'c2'} }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'b2': { combat: true, enemy: 'scavenger', chara: 'E', damage: 4, hit: 0.8, attackDelay: 2, health: 30, loot: { 'cloth': { min: 5, max: 10, chance: 0.8 }, 'leather': { min: 5, max: 10, chance: 0.8 }, 'cured meat': { min: 1, max: 5, chance: 0.5 } }, notification: _('a scavenger waits just inside the door.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'c2', 1: 'c3'} }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'b3': { combat: true, enemy: 'beast', chara: 'R', damage: 3, hit: 0.8, attackDelay: 1, health: 25, loot: { 'teeth': { min: 1, max: 5, chance: 1 }, 'fur': { min: 5, max: 10, chance: 1 } }, notification: _('a beast stands alone in an overgrown park.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'c4', 1: 'c5'} }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'b4': { text: [ _('an overturned caravan is spread across the pockmarked street.'), _("it's been picked over by scavengers, but there's still some things worth taking.") ], loot: { 'cured meat': { min: 1, max: 5, chance: 0.8 }, 'torch': { min: 1, max: 3, chance: 0.5 }, 'bullets': { min: 1, max: 5, chance: 0.3 }, 'medicine': { min: 1, max: 3, chance: 0.1 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'c5', 1: 'c6' } }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'b5': { combat: true, enemy: 'madman', chara: 'E', damage: 6, hit: 0.3, attackDelay: 1, health: 10, loot: { 'cloth': { min: 2, max: 4, chance: 0.3 }, 'cured meat': { min: 1, max: 5, chance: 0.9 }, 'medicine': { min: 1, max: 2, chance: 0.4 } }, notification: _('a madman attacks, screeching.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.3: 'end5', 1: 'end6'} }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c1': { combat: true, enemy: 'thug', chara: 'E', damage: 4, hit: 0.8, attackDelay: 2, health: 30, loot: { 'cloth': { min: 5, max: 10, chance: 0.8 }, 'leather': { min: 5, max: 10, chance: 0.8 }, 'cured meat': { min: 1, max: 5, chance: 0.5 } }, notification: _('a thug moves out of the shadows.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'd1'} }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c2': { combat: true, enemy: 'beast', chara: 'R', damage: 3, hit: 0.8, attackDelay: 1, health: 25, loot: { 'teeth': { min: 1, max: 5, chance: 1 }, 'fur': { min: 5, max: 10, chance: 1 } }, notification: _('a beast charges out of a ransacked classroom.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'd1'} }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c3': { text: [ _('through the large gymnasium doors, footsteps can be heard.'), _('the torchlight casts a flickering glow down the hallway.'), _('the footsteps stop.') ], buttons: { 'continue': { text: _('enter'), nextScene: {1: 'd1'} }, 'leave': { text: _('leave town'), nextScene: 'end' } } }, 'c4': { combat: true, enemy: 'beast', chara: 'R', damage: 4, hit: 0.8, attackDelay: 1, health: 25, loot: { 'teeth': { min: 1, max: 5, chance: 1 }, 'fur': { min: 5, max: 10, chance: 1 } }, notification: _('another beast, draw by the noise, leaps out of a copse of trees.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'd2'} }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c5': { text: [ _("something's causing a commotion a ways down the road."), _("a fight, maybe.") ], buttons: { 'continue': { text: _('continue'), nextScene: {1: 'd2'} }, 'leave': { text: _('leave town'), nextScene: 'end' } } }, 'c6': { text: [ _('a small basket of food is hidden under a park bench, with a note attached.'), _("can't read the words.") ], loot: { 'cured meat': { min: 1, max: 5, chance: 1 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'd2'} }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd1': { combat: true, enemy: 'scavenger', chara: 'E', damage: 5, hit: 0.8, attackDelay: 2, health: 30, loot: { 'cured meat': { min: 1, max: 5, chance: 1 }, 'leather': { min: 5, max: 10, chance: 0.8 }, 'steel sword': { min: 1, max: 1, chance: 0.5 } }, notification: _('a panicked scavenger bursts through the door, screaming.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'end1', 1: 'end2'} }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd2': { combat: true, enemy: 'vigilante', chara: 'D', damage: 6, hit: 0.8, attackDelay: 2, health: 30, loot: { 'cured meat': { min: 1, max: 5, chance: 1 }, 'leather': { min: 5, max: 10, chance: 0.8 }, 'steel sword': { min: 1, max: 1, chance: 0.5 } }, notification: _("a man stands over a dead wanderer. notices he's not alone."), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'end3', 1: 'end4'} }, 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end1': { text: [ _('scavenger had a small camp in the school.'), _('collected scraps spread across the floor like they fell from heaven.') ], onLoad: function() { World.clearDungeon(); }, loot: { 'steel sword': { min: 1, max: 1, chance: 1 }, 'steel': { min: 5, max: 10, chance: 1 }, 'cured meat': { min: 5, max: 10, chance: 1 }, 'bolas': { min: 1, max: 5, chance: 0.5 }, 'medicine': { min: 1, max: 2, chance: 0.3 } }, buttons: { 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end2': { text: [ _("scavenger'd been looking for supplies in here, it seems."), _("a shame to let what he'd found go to waste.") ], onLoad: function() { World.clearDungeon(); }, loot: { 'coal': { min: 5, max: 10, chance: 1 }, 'cured meat': { min: 5, max: 10, chance: 1 }, 'leather': { min: 5, max: 10, chance: 1 } }, buttons: { 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end3': { text: [ _("beneath the wanderer's rags, clutched in one of its many hands, a glint of steel."), _("worth killing for, it seems.") ], onLoad: function() { World.clearDungeon(); }, loot: { 'rifle': { min: 1, max: 1, chance: 1 }, 'bullets': { min: 1, max: 5, chance: 1 } }, buttons: { 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end4': { text: [ _("eye for an eye seems fair."), _("always worked before, at least."), _("picking the bones finds some useful trinkets.") ], onLoad: function() { World.clearDungeon(); }, loot: { 'cured meat': { min: 5, max: 10, chance: 1 }, 'iron': { min: 5, max: 10, chance: 1 }, 'torch': { min: 1, max: 5, chance: 1 }, 'bolas': { min: 1, max: 5, chance: 0.5 }, 'medicine': { min: 1, max: 2, chance: 0.1 } }, buttons: { 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end5': { text: [ _('some medicine abandoned in the drawers.') ], onLoad: function() { World.clearDungeon(); }, loot: { 'medicine': { min: 2, max: 5, chance: 1 } }, buttons: { 'leave': { text: _('leave town'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end6': { text: [ _('the clinic has been ransacked.'), _('only dust and stains remain.') ], onLoad: function() { World.clearDungeon(); }, buttons: { 'leave': { text: _('leave town'), nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_TOWN }, "city": { /* City */ title: _('A Ruined City'), scenes: { 'start': { text: [ _('a battered highway sign stands guard at the entrance to this once-great city.'), _("the towers that haven't crumbled jut from the landscape like the ribcage of some ancient beast."), _('might be things worth having still inside.') ], notification: _("the towers of a decaying city dominate the skyline"), buttons: { 'enter': { text: _('explore'), nextScene: {0.2: 'a1', 0.5: 'a2', 0.8: 'a3', 1: 'a4'} }, 'leave': { text: _('leave'), nextScene: 'end' } } }, 'a1': { text:[ _('the streets are empty.'), _('the air is filled with dust, driven relentlessly by the hard winds.') ], buttons: { 'continue': { text: _('continue'), nextScene: {0.5: 'b1', 1: 'b2'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'a2': { text:[ _('orange traffic cones are set across the street, faded and cracked.'), _('lights flash through the alleys between buildings.') ], buttons: { 'continue': { text: _('continue'), nextScene: {0.5: 'b3', 1: 'b4'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'a3': { text: [ _('a large shanty town sprawls across the streets.'), _('faces, darkened by soot and blood, stare out from crooked huts.') ], buttons: { 'continue': { text: _('continue'), nextScene: {0.5: 'b5', 1: 'b6'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'a4': { text: [ _('the shell of an abandoned hospital looms ahead.') ], buttons: { 'enter': { text: _('enter'), cost: { 'torch': 1 }, nextScene: {0.5: 'b7', 1: 'b8'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'b1': { text: [ _('the old tower seems mostly intact.'), _('the shell of a burned out car blocks the entrance.'), _('most of the windows at ground level are busted anyway.') ], buttons: { 'enter': { text: _('enter'), nextScene: {0.5: 'c1', 1: 'c2'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'b2': { combat: true, notification: _('a huge lizard scrambles up out of the darkness of an old metro station.'), enemy: 'lizard', chara: 'R', damage: 5, hit: 0.8, attackDelay: 2, health: 20, loot: { 'scales': { min: 5, max: 10, chance: 0.8 }, 'teeth': { min: 5, max: 10, chance: 0.5 }, 'meat': { min: 5, max: 10, chance: 0.8 } }, buttons: { 'descend': { text: _('descend'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'c2', 1: 'c3'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'b3': { notification: _('the shot echoes in the empty street.'), combat: true, enemy: 'sniper', chara: 'D', damage: 15, hit: 0.8, attackDelay: 4, health: 30, ranged: true, loot: { 'cured meat': { min: 1, max: 5, chance: 0.8 }, 'bullets': { min: 1, max: 5, chance: 0.5 }, 'rifle': { min: 1, max: 1, chance: 0.2 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'c4', 1: 'c5'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'b4': { notification: _('the soldier steps out from between the buildings, rifle raised.'), combat: true, enemy: 'soldier', ranged: true, chara: 'D', damage: 8, hit: 0.8, attackDelay: 2, health: 50, loot: { 'cured meat': { min: 1, max: 5, chance: 0.8 }, 'bullets': { min: 1, max: 5, chance: 0.5 }, 'rifle': { min: 1, max: 1, chance: 0.2 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'c5', 1: 'c6'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'b5': { notification: _('a frail man stands defiantly, blocking the path.'), combat: true, enemy: 'frail man', chara: 'E', damage: 1, hit: 0.8, attackDelay: 2, health: 10, loot: { 'cured meat': { min: 1, max: 5, chance: 0.8 }, 'cloth': { min: 1, max: 5, chance: 0.5 }, 'leather': { min: 1, max: 1, chance: 0.2 }, 'medicine': { min: 1, max: 3, chance: 0.05 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'c7', 1: 'c8'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'b6': { text: [ _('nothing but downcast eyes.'), _('the people here were broken a long time ago.') ], buttons: { 'continue': { text: _('continue'), nextScene: {0.5: 'c8', 1: 'c9'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'b7': { text: [ _('empty corridors.'), _('the place has been swept clean by scavengers.') ], buttons: { 'continue': { text: _('continue'), nextScene: {0.3: 'c12', 0.7: 'c10', 1: 'c11'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'b8': { notification: _('an old man bursts through a door, wielding a scalpel.'), combat: true, enemy: 'old man', chara: 'E', damage: 3, hit: 0.5, attackDelay: 2, health: 10, loot: { 'cured meat': { min: 1, max: 3, chance: 0.5 }, 'cloth': { min: 1, max: 5, chance: 0.8 }, 'medicine': { min: 1, max: 2, chance: 0.5 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.3: 'c13', 0.7: 'c11', 1: 'end15'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c1': { notification: _('a thug is waiting on the other side of the wall.'), combat: true, enemy: 'thug', chara: 'E', damage: 3, hit: 0.8, attackDelay: 2, health: 30, loot: { 'steel sword': { min: 1, max: 1, chance: 0.5 }, 'cured meat': { min: 1, max: 3, chance: 0.5 }, 'cloth': { min: 1, max: 5, chance: 0.8 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'd1', 1: 'd2'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c2': { notification: _('a snarling beast jumps out from behind a car.'), combat: true, enemy: 'beast', chara: 'R', damage: 2, hit: 0.8, attackDelay: 1, health: 30, loot: { 'meat': { min: 1, max: 5, chance: 0.8 }, 'fur': { min: 1, max: 5, chance: 0.8 }, 'teeth': { min: 1, max: 5, chance: 0.5 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'd2'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c3': { text: [ _('street above the subway platform is blown away.'), _('lets some light down into the dusty haze.'), _('a sound comes from the tunnel, just ahead.') ], buttons: { 'enter': { text: _('investigate'), cost: { 'torch': 1 }, nextScene: {0.5: 'd2', 1: 'd3'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'c4': { text: [ _('looks like a camp of sorts up ahead.'), /// TRANSLATORS : chainlink is a type of metal fence. _('rusted chainlink is pulled across an alleyway.'), _('fires burn in the courtyard beyond.') ], buttons: { 'enter': { text: _('continue'), nextScene: {0.5: 'd4', 1: 'd5'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'c5': { text: [ _('more voices can be heard ahead.'), _('they must be here for a reason.') ], buttons: { 'enter': { text: _('continue'), nextScene: {1: 'd5'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'c6': { text: [ _('the sound of gunfire carries on the wind.'), _('the street ahead glows with firelight.') ], buttons: { 'enter': { text: _('continue'), nextScene: {0.5: 'd5', 1: 'd6'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'c7': { text: [ /// TRANSLATORS : squatters occupy abandoned dwellings they don't own. _('more squatters are crowding around now.'), _('someone throws a stone.') ], buttons: { 'enter': { text: _('continue'), nextScene: {0.5: 'd7', 1: 'd8'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'c8': { text: [ _('an improvised shop is set up on the sidewalk.'), _('the owner stands by, stoic.') ], loot: { 'steel sword': { min: 1, max: 1, chance: 0.8 }, 'rifle': { min: 1, max: 1, chance: 0.5 }, 'bullets': { min: 1, max: 8, chance: 0.25 }, 'alien alloy': { min: 1, max: 1, chance: 0.01 }, 'medicine': { min: 1, max: 4, chance: 0.5 } }, buttons: { 'enter': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'd8'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c9': { text: [ _('strips of meat hang drying by the side of the street.'), _('the people back away, avoiding eye contact.') ], loot: { 'cured meat': { min: 5, max: 10, chance: 1 } }, buttons: { 'enter': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'd8', 1: 'd9'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c10': { text: [ _('someone has locked and barricaded the door to this operating theatre.') ], buttons: { 'enter': { text: _('continue'), nextScene: {0.2: 'end12', 0.6: 'd10', 1: 'd11'} }, 'leave': { text: _('leave city'), nextScene: 'end' } } }, 'c11': { notification: _('a tribe of elderly squatters is camped out in this ward.'), combat: true, enemy: 'squatters', plural: true, chara: 'EEE', damage: 2, hit: 0.7, attackDelay: 0.5, health: 40, loot: { 'cured meat': { min: 1, max: 3, chance: 0.5 }, 'cloth': { min: 3, max: 8, chance: 0.8 }, 'medicine': { min: 1, max: 3, chance: 0.3 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: { 1: 'end10' } }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c12': { notification: _('a pack of lizards rounds the corner.'), combat: true, enemy: 'lizards', plural: true, chara: 'RRR', damage: 4, hit: 0.7, attackDelay: 0.7, health: 30, loot: { 'meat': { min: 3, max: 8, chance: 1 }, 'teeth': { min: 2, max: 4, chance: 1 }, 'scales': { min: 3, max: 5, chance: 1 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: { 1: 'end10' } }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'c13': { text: [ _('strips of meat are hung up to dry in this ward.') ], loot: { 'cured meat': { min: 3, max: 10, chance: 1 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: { 0.5: 'end10', 1: 'end11' } }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd1': { notification: _('a large bird nests at the top of the stairs.'), combat: true, enemy: 'bird', chara: 'R', damage: 5, hit: 0.7, attackDelay: 1, health: 45, loot: { 'meat': { min: 5, max: 10, chance: 0.8 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'end1', 1: 'end2'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd2': { text: [ _("the debris is denser here."), _("maybe some useful stuff in the rubble.") ], loot: { 'bullets': { min: 1, max: 5, chance: 0.5 }, 'steel': { min: 1, max: 10, chance: 0.8 }, 'alien alloy': { min: 1, max: 1, chance: 0.01 }, 'cloth': { min: 1, max: 10, chance: 1 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'end2'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd3': { notification: _('a swarm of rats rushes up the tunnel.'), combat: true, enemy: 'rats', plural: true, chara: 'RRR', damage: 1, hit: 0.8, attackDelay: 0.25, health: 60, loot: { 'fur': { min: 5, max: 10, chance: 0.8 }, 'teeth': { min: 5, max: 10, chance: 0.5 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'end2', 1: 'end3'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd4': { notification: _('a large man attacks, waving a bayonet.'), combat: true, enemy: 'veteran', chara: 'D', damage: 6, hit: 0.8, attackDelay: 2, health: 45, loot: { 'bayonet': { min: 1, max: 1, chance: 0.5 }, 'cured meat': { min: 1, max: 5, chance: 0.8 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'end4', 1: 'end5'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd5': { notification: _('a second soldier opens fire.'), combat: true, enemy: 'soldier', ranged: true, chara: 'D', damage: 8, hit: 0.8, attackDelay: 2, health: 50, loot: { 'cured meat': { min: 1, max: 5, chance: 0.8 }, 'bullets': { min: 1, max: 5, chance: 0.5 }, 'rifle': { min: 1, max: 1, chance: 0.2 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'end5'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd6': { notification: _('a masked soldier rounds the corner, gun drawn'), combat: true, enemy: 'commando', chara: 'D', ranged: true, damage: 3, hit: 0.9, attackDelay: 2, health: 55, loot: { 'rifle': { min: 1, max: 1, chance: 0.5 }, 'bullets': { min: 1, max: 5, chance: 0.8 }, 'cured meat': { min: 1, max: 5, chance: 0.8 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'end5', 1: 'end6'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd7': { notification: _('the crowd surges forward.'), combat: true, enemy: 'squatters', plural: true, chara: 'EEE', damage: 2, hit: 0.7, attackDelay: 0.5, health: 40, loot: { 'cloth': { min: 1, max: 5, chance: 0.8 }, 'teeth': { min: 1, max: 5, chance: 0.5 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'end7', 1: 'end8'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd8': { notification: _('a youth lashes out with a tree branch.'), combat: true, enemy: 'youth', chara: 'E', damage: 2, hit: 0.7, attackDelay: 1, health: 45, loot: { 'cloth': { min: 1, max: 5, chance: 0.8 }, 'teeth': { min: 1, max: 5, chance: 0.5 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'end8'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd9': { notification: _('a squatter stands firmly in the doorway of a small hut.'), combat: true, enemy: 'squatter', chara: 'E', damage: 3, hit: 0.8, attackDelay: 2, health: 20, loot: { 'cloth': { min: 1, max: 5, chance: 0.8 }, 'teeth': { min: 1, max: 5, chance: 0.5 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {0.5: 'end8', 1: 'end9'} }, 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'd10': { notification: _('behind the door, a deformed figure awakes and attacks.'), combat: true, enemy: 'deformed', chara: 'T', damage: 8, hit: 0.6, attackDelay: 2, health: 40, loot: { 'cloth': { min: 1, max: 5, chance: 0.8 }, 'teeth': { min: 2, max: 2, chance: 1 }, 'steel': { min: 1, max: 3, chance: 0.6 }, 'scales': { min: 2, max: 3, chance: 0.1 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'end14'} } } }, 'd11': { notification: _('as soon as the door is open a little bit, hundreds of tentacles erupt.'), combat: true, enemy: 'tentacles', plural: true, chara: 'TTT', damage: 2, hit: 0.6, attackDelay: 0.5, health: 60, loot: { 'meat': { min: 10, max: 20, chance: 1 } }, buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: {1: 'end13'} } } }, 'end1': { text: [ _('bird must have liked shiney things.'), _('some good stuff woven into its nest.') ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { bullets: { min: 5, max: 10, chance: 0.8 }, bolas: { min: 1, max: 5, chance: 0.5 }, 'alien alloy': { min: 1, max: 1, chance: 0.5 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end2': { text: [ _('not much here.'), _('scavengers must have gotten to this place already.') ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { torch: { min: 1, max: 5, chance: 0.8 }, 'cured meat': { min: 1, max: 5, chance: 0.5 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end3': { text: [ /// TRANSLATORS : a platform in the subway _('the tunnel opens up at another platform.'), _('the walls are scorched from an old battle.'), _('bodies and supplies from both sides litter the ground.') ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { rifle: { min: 1, max: 1, chance: 0.8 }, bullets: { min: 1, max: 5, chance: 0.8 }, 'laser rifle': { min: 1, max: 1, chance: 0.3 }, 'energy cell': { min: 1, max: 5, chance: 0.3 }, 'alien alloy': { min: 1, max: 1, chance: 0.3 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end4': { text: [ _('the small military outpost is well supplied.'), _('arms and munitions, relics from the war, are neatly arranged on the store-room floor.'), _('just as deadly now as they were then.') ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { rifle: { min: 1, max: 1, chance: 1 }, bullets: { min: 1, max: 10, chance: 1 }, grenade: { min: 1, max: 5, chance: 0.8 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end5': { text: [ _('searching the bodies yields a few supplies.'), _('more soldiers will be on their way.'), _('time to move on.') ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { rifle: { min: 1, max: 1, chance: 1 }, bullets: { min: 1, max: 10, chance: 1 }, 'cured meat': { min: 1, max: 5, chance: 0.8 }, 'medicine': { min: 1, max: 4, chance: 0.1 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end6': { text: [ _('the small settlement has clearly been burning a while.'), _('the bodies of the wanderers that lived here are still visible in the flames.'), _("still time to rescue a few supplies.") ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { 'laser rifle': { min: 1, max: 1, chance: 0.5 }, 'energy cell': { min: 1, max: 5, chance: 0.5 }, 'cured meat': { min: 1, max: 10, chance: 1 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end7': { text: [ _('the remaining settlers flee from the violence, their belongings forgotten.'), _("there's not much, but some useful things can still be found.") ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { 'steel sword': { min: 1, max: 1, chance: 0.8 }, 'energy cell': { min: 1, max: 5, chance: 0.5 }, 'cured meat': { min: 1, max: 10, chance: 1 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end8': { text: [ _('the young settler was carrying a canvas sack.'), _("it contains travelling gear, and a few trinkets."), _("there's nothing else here.") ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { 'steel sword': { min: 1, max: 1, chance: 0.8 }, 'bolas': { min: 1, max: 5, chance: 0.5 }, 'cured meat': { min: 1, max: 10, chance: 1 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end9': { text: [ _('inside the hut, a child cries.'), _("a few belongings rest against the walls."), _("there's nothing else here.") ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { 'rifle': { min: 1, max: 1, chance: 0.8 }, 'bullets': { min: 1, max: 5, chance: 0.8 }, 'bolas': { min: 1, max: 5, chance: 0.5 }, 'alien alloy': { min: 1, max: 1, chance: 0.2 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end10': { text: [ _('the stench of rot and death fills the operating theatres.'), _("a few items are scattered on the ground."), _('there is nothing else here.') ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { 'energy cell': { min: 1, max: 1, chance: 0.3 }, 'medicine': { min: 1, max: 5, chance: 0.3 }, 'teeth': { min: 3, max: 8, chance: 1 }, 'scales': { min: 4, max: 7, chance: 0.9 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end11': { text: [ _('a pristine medicine cabinet at the end of a hallway.'), _("the rest of the hospital is empty.") ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { 'energy cell': { min: 1, max: 1, chance: 0.2 }, 'medicine': { min: 3, max: 10, chance: 1 }, 'teeth': { min: 1, max: 2, chance: 0.2 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end12': { text: [ _('someone had been stockpiling loot here.') ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { 'energy cell': { min: 1, max: 3, chance: 0.2 }, 'medicine': { min: 3, max: 10, chance: 0.5 }, 'bullets': { min: 2, max: 8, chance: 1 }, 'torch': { min: 1, max: 3, chance: 0.5 }, 'grenade': { min: 1, max: 1, chance: 0.5 }, 'alien alloy': { min: 1, max: 2, chance: 0.8 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end13': { text: [ _('the tentacular horror is defeated.'), _('inside, the remains of its victims are everywhere.') ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { 'steel sword': { min: 1, max: 3, chance: 0.5 }, 'rifle': { min: 1, max: 2, chance: 0.3 }, 'teeth': { min: 2, max: 8, chance: 1 }, 'cloth': { min: 3, max: 6, chance: 0.5 }, 'alien alloy': { min: 1, max: 1, chance: 0.1 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end14': { text: [ /// TRANSLATORS : warped means extremely disfigured. _('the warped man lies dead.'), _('the operating theatre has a lot of curious equipment.') ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { 'energy cell': { min: 2, max: 5, chance: 0.8 }, 'medicine': { min: 3, max: 12, chance: 1 }, 'cloth': { min: 1, max: 3, chance: 0.5 }, 'steel': { min: 2, max: 3, chance: 0.3 }, 'alien alloy': { min: 1, max: 1, chance: 0.3 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'end15': { text: [ _('the old man had a small cache of interesting items.') ], onLoad: function() { World.clearDungeon(); $SM.set('game.cityCleared', true); }, loot: { 'alien alloy': { min: 1, max: 1, chance: 0.8 }, 'medicine': { min: 1, max: 4, chance: 1 }, 'cured meat': { min: 3, max: 7, chance: 1 }, 'bolas': { min: 1, max: 3, chance: 0.5 }, 'fur': { min: 1, max: 5, chance: 0.8 } }, buttons: { 'leave': { text: _('leave city'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_CITY }, "house": { /* Abandoned House */ title: _('An Old House'), scenes: { 'start': { text: [ _('an old house remains here, once white siding yellowed and peeling.'), _('the door hangs open.') ], notification: _('the remains of an old house stand as a monument to simpler times'), buttons: { 'enter': { text: _('go inside'), nextScene: { 0.25: 'medicine', 0.5: 'supplies', 1: 'occupied' } }, 'leave': { text: _('leave'), nextScene: 'end' } } }, 'supplies': { text: [ _('the house is abandoned, but not yet picked over.'), _('still a few drops of water in the old well.') ], onLoad: function() { World.markVisited(World.curPos[0], World.curPos[1]); World.setWater(World.getMaxWater()); Notifications.notify(null, _('water replenished')); }, loot: { 'cured meat': { min: 1, max: 10, chance: 0.8 }, 'leather': { min: 1, max: 10, chance: 0.2 }, 'cloth': { min: 1, max: 10, chance: 0.5 } }, buttons: { 'leave': { text: _('leave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'medicine': { text: [ _('the house has been ransacked.'), _('but there is a cache of medicine under the floorboards.') ], onLoad: function() { World.markVisited(World.curPos[0], World.curPos[1]); }, loot: { 'medicine': { min: 2, max: 5, chance: 1 } }, buttons: { 'leave': { text: _('leave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'occupied': { combat: true, enemy: 'squatter', chara: 'E', damage: 3, hit: 0.8, attackDelay: 2, health: 10, notification: _('a man charges down the hall, a rusty blade in his hand'), onLoad: function() { World.markVisited(World.curPos[0], World.curPos[1]); }, loot: { 'cured meat': { min: 1, max: 10, chance: 0.8 }, 'leather': { min: 1, max: 10, chance: 0.2 }, 'cloth': { min: 1, max: 10, chance: 0.5 } }, buttons: { 'leave': { text: _('leave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_HOUSE }, "battlefield": { /* Discovering an old battlefield */ title: _('A Forgotten Battlefield'), scenes: { 'start': { text: [ _('a battle was fought here, long ago.'), _('battered technology from both sides lays dormant on the blasted landscape.') ], onLoad: function() { World.markVisited(World.curPos[0], World.curPos[1]); }, loot: { 'rifle': { min: 1, max: 3, chance: 0.5 }, 'bullets': { min: 5, max: 20, chance: 0.8 }, 'laser rifle': { min: 1, max: 3, chance: 0.3 }, 'energy cell': { min: 5, max: 10, chance: 0.5 }, 'grenade': { min: 1, max: 5, chance: 0.5 }, 'alien alloy': { min: 1, max: 1, chance: 0.3 } }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_BATTLEFIELD }, "borehole": { /* Admiring a huge borehole */ title: _('A Huge Borehole'), scenes: { 'start': { text: [ _('a huge hole is cut deep into the earth, evidence of the past harvest.'), _('they took what they came for, and left.'), _('castoff from the mammoth drills can still be found by the edges of the precipice.') ], onLoad: function() { World.markVisited(World.curPos[0], World.curPos[1]); }, loot: { 'alien alloy': { min: 1, max: 3, chance: 1 } }, buttons: { 'leave': { text: _('leave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_BOREHOLE }, "ship": { /* Finding a way off this rock */ title: _('A Crashed Ship'), scenes: { 'start': { onLoad: function() { World.markVisited(World.curPos[0], World.curPos[1]); World.drawRoad(); World.state.ship = true; }, text: [ _('the familiar curves of a wanderer vessel rise up out of the dust and ash. '), _("lucky that the natives can't work the mechanisms."), _('with a little effort, it might fly again.') ], buttons: { 'leavel': { text: _('salvage'), nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_CRASHED_SHIP }, "sulphurmine": { /* Clearing the Sulphur Mine */ title: _('The Sulphur Mine'), scenes: { 'start': { text: [ _("the military is already set up at the mine's entrance."), _('soldiers patrol the perimeter, rifles slung over their shoulders.') ], notification: _('a military perimeter is set up around the mine.'), buttons: { 'attack': { text: _('attack'), nextScene: {1: 'a1'} }, 'leave': { text: _('leave'), nextScene: 'end' } } }, 'a1': { combat: true, enemy: 'soldier', ranged: true, chara: 'D', damage: 8, hit: 0.8, attackDelay: 2, health: 50, loot: { 'cured meat': { min: 1, max: 5, chance: 0.8 }, 'bullets': { min: 1, max: 5, chance: 0.5 }, 'rifle': { min: 1, max: 1, chance: 0.2 } }, notification: _('a soldier, alerted, opens fire.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: { 1: 'a2' } }, 'run': { text: _('run'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'a2': { combat: true, enemy: 'soldier', ranged: true, chara: 'D', damage: 8, hit: 0.8, attackDelay: 2, health: 50, loot: { 'cured meat': { min: 1, max: 5, chance: 0.8 }, 'bullets': { min: 1, max: 5, chance: 0.5 }, 'rifle': { min: 1, max: 1, chance: 0.2 } }, notification: _('a second soldier joins the fight.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: { 1: 'a3' } }, 'run': { text: _('run'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'a3': { combat: true, enemy: 'veteran', chara: 'D', damage: 10, hit: 0.8, attackDelay: 2, health: 65, loot: { 'bayonet': { min: 1, max: 1, chance: 0.5 }, 'cured meat': { min: 1, max: 5, chance: 0.8 } }, notification: _('a grizzled soldier attacks, waving a bayonet.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: { 1: 'cleared' } } } }, 'cleared': { text: [ _('the military presence has been cleared.'), _('the mine is now safe for workers.') ], notification: _('the sulphur mine is clear of dangers'), onLoad: function() { World.drawRoad(); World.state.sulphurmine = true; World.markVisited(World.curPos[0], World.curPos[1]); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_SULPHUR_MINE }, "coalmine": { /* Clearing the Coal Mine */ title: _('The Coal Mine'), scenes: { 'start': { text: [ _('camp fires burn by the entrance to the mine.'), _('men mill about, weapons at the ready.') ], notification: _('this old mine is not abandoned'), buttons: { 'attack': { text: _('attack'), nextScene: {1: 'a1'} }, 'leave': { text: _('leave'), nextScene: 'end' } } }, 'a1': { combat: true, enemy: 'man', chara: 'E', damage: 3, hit: 0.8, attackDelay: 2, health: 10, loot: { 'cured meat': { min: 1, max: 5, chance: 0.8 }, 'cloth': { min: 1, max: 5, chance: 0.8 } }, notification: _('a man joins the fight'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: { 1: 'a2' } }, 'run': { text: _('run'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'a2': { combat: true, enemy: 'man', chara: 'E', damage: 3, hit: 0.8, attackDelay: 2, health: 10, loot: { 'cured meat': { min: 1, max: 5, chance: 0.8 }, 'cloth': { min: 1, max: 5, chance: 0.8 } }, notification: _('a man joins the fight'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: { 1: 'a3' } }, 'run': { text: _('run'), cooldown: Events._LEAVE_COOLDOWN, nextScene: 'end' } } }, 'a3': { combat: true, enemy: 'chief', chara: 'D', damage: 5, hit: 0.8, attackDelay: 2, health: 20, loot: { 'cured meat': { min: 5, max: 10, chance: 1 }, 'cloth': { min: 5, max: 10, chance: 0.8 }, 'iron': { min: 1, max: 5, chance: 0.8 } }, notification: _('only the chief remains.'), buttons: { 'continue': { text: _('continue'), cooldown: Events._LEAVE_COOLDOWN, nextScene: { 1: 'cleared' } } } }, 'cleared': { text: [ _('the camp is still, save for the crackling of the fires.'), _('the mine is now safe for workers.') ], notification: _('the coal mine is clear of dangers'), onLoad: function() { World.drawRoad(); World.state.coalmine = true; World.markVisited(World.curPos[0], World.curPos[1]); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_COAL_MINE }, "ironmine": { /* Clearing the Iron Mine */ title: _('The Iron Mine'), scenes: { 'start': { text: [ _('an old iron mine sits here, tools abandoned and left to rust.'), _('bleached bones are strewn about the entrance. many, deeply scored with jagged grooves.'), _('feral howls echo out of the darkness.') ], notification: _('the path leads to an abandoned mine'), buttons: { 'enter': { text: _('go inside'), nextScene: { 1: 'enter' }, cost: { 'torch': 1 } }, 'leave': { text: _('leave'), nextScene: 'end' } } }, 'enter': { combat: true, enemy: 'beastly matriarch', chara: 'T', damage: 4, hit: 0.8, attackDelay: 2, health: 10, loot: { 'teeth': { min: 5, max: 10, chance: 1 }, 'scales': { min: 5, max: 10, chance: 0.8 }, 'cloth': { min: 5, max: 10, chance: 0.5 } }, notification: _('a large creature lunges, muscles rippling in the torchlight'), buttons: { 'leave': { text: _('leave'), cooldown: Events._LEAVE_COOLDOWN, nextScene: { 1: 'cleared' } } } }, 'cleared': { text: [ _('the beast is dead.'), _('the mine is now safe for workers.') ], notification: _('the iron mine is clear of dangers'), onLoad: function() { World.drawRoad(); World.state.ironmine = true; World.markVisited(World.curPos[0], World.curPos[1]); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_IRON_MINE }, "cache": { /* Cache - contains some of supplies from previous game */ title: _('A Destroyed Village'), scenes: { 'start': { text: [ _('a destroyed village lies in the dust.'), _('charred bodies litter the ground.') ], /// TRANSLATORS : tang = strong metallic smell, wanderer afterburner = ship's engines notification: _('the metallic tang of wanderer afterburner hangs in the air.'), buttons: { 'enter': { text: _('enter'), nextScene: {1: 'underground'} }, 'leave': { text: _('leave'), nextScene: 'end' } } }, 'underground': { text: [ _('a shack stands at the center of the village.'), _('there are still supplies inside.') ], buttons: { 'take': { text: _('take'), nextScene: {1: 'exit'} } } }, 'exit': { text: [ _('all the work of a previous generation is here.'), _('ripe for the picking.') ], onLoad: function() { World.markVisited(World.curPos[0], World.curPos[1]); Prestige.collectStores(); }, buttons: { 'leave': { text: _('leave'), nextScene: 'end' } } } }, audio: AudioLibrary.LANDMARK_DESTROYED_VILLAGE } }; ================================================ FILE: main/gams/gfiles/html5/adarkroom/script/events.js ================================================ /** * Module that handles the random event system */ var Events = { _EVENT_TIME_RANGE: [3, 6], // range, in minutes _PANEL_FADE: 200, _FIGHT_SPEED: 100, _EAT_COOLDOWN: 5, _MEDS_COOLDOWN: 7, _LEAVE_COOLDOWN: 1, STUN_DURATION: 4000, BLINK_INTERVAL: false, init: function(options) { this.options = $.extend( this.options, options ); // Build the Event Pool Events.EventPool = [].concat( Events.Global, Events.Room, Events.Outside, Events.Marketing ); Events.eventStack = []; Events.scheduleNextEvent(); //subscribe to stateUpdates $.Dispatch('stateUpdate').subscribe(Events.handleStateUpdates); //check for stored delayed events Events.initDelay(); }, options: {}, // Nothing for now delayState: 'wait', activeScene: null, loadScene: function(name) { Engine.log('loading scene: ' + name); Events.activeScene = name; var scene = Events.activeEvent().scenes[name]; // onLoad if(scene.onLoad) { scene.onLoad(); } // Notify the scene change if(scene.notification) { Notifications.notify(null, scene.notification); } // Scene reward if(scene.reward) { $SM.addM('stores', scene.reward); } $('#description', Events.eventPanel()).empty(); $('#buttons', Events.eventPanel()).empty(); if(scene.combat) { Events.startCombat(scene); } else { Events.startStory(scene); } }, startCombat: function(scene) { Engine.event('game event', 'combat'); Events.fought = false; var desc = $('#description', Events.eventPanel()); $('
      ').text(scene.notification).appendTo(desc); // Draw pause button /* Disable for now, because it doesn't work and looks weird var pauseBox = $('
      ').attr('id', 'pauseButton').appendTo(desc); var pause = new Button.Button({ id: 'pause', text: '', cooldown: Events._PAUSE_COOLDOWN, click: Events.togglePause }).appendTo(pauseBox); $('').addClass('text').insertBefore(pause.children('.cooldown')); $('
      ').addClass('clear').appendTo(pauseBox); Events.setPause(pause, 'set'); Events.removePause(pause, 'set'); */ var fightBox = $('
      ').attr('id', 'fight').appendTo(desc); // Draw the wanderer Events.createFighterDiv('@', World.health, World.getMaxHealth()).attr('id', 'wanderer').appendTo(fightBox); // Draw the enemy Events.createFighterDiv(scene.chara, scene.health, scene.health).attr('id', 'enemy').appendTo(fightBox); // Draw the action buttons var btns = $('#buttons', Events.eventPanel()); var attackBtns = $('
      ').appendTo(btns).attr('id','attackButtons'); var numWeapons = 0; for(var k in World.Weapons) { var weapon = World.Weapons[k]; if(typeof Path.outfit[k] == 'number' && Path.outfit[k] > 0) { if(typeof weapon.damage != 'number' || weapon.damage === 0) { // Weapons that deal no damage don't count numWeapons--; } else if(weapon.cost){ for(var c in weapon.cost) { var num = weapon.cost[c]; if(typeof Path.outfit[c] != 'number' || Path.outfit[c] < num) { // Can't use this weapon, so don't count it numWeapons--; } } } numWeapons++; Events.createAttackButton(k).appendTo(attackBtns); } } if(numWeapons === 0) { // No weapons? You can punch stuff! Events.createAttackButton('fists').prependTo(attackBtns); } $('
      ').addClass('clear').appendTo(attackBtns); var healBtns = $('
      ').appendTo(btns).attr('id','healButtons'); Events.createEatMeatButton().appendTo(healBtns); if((Path.outfit['medicine'] || 0) !== 0) { Events.createUseMedsButton().appendTo(healBtns); } $('
      ').addClass('clear').appendTo(healBtns); Events.setHeal(healBtns); // Set up the enemy attack timer Events._enemyAttackTimer = Engine.setInterval(Events.enemyAttack, scene.attackDelay * 1000); }, setPause: function(btn, state){ if(!btn) { btn = $('#pause'); } var event = btn.closest('#event'); var string, log; if(state == 'set') { string = 'start.'; log = 'loaded'; } else { string = 'resume.'; log = 'paused'; } btn.children('.text').first().text( _(string) ); Events.paused = (state == 'auto') ? 'auto' : true; event.addClass('paused'); Button.clearCooldown(btn); $('#buttons').find('.button').each(function(i){ if($(this).data('onCooldown')){ $(this).children('.cooldown').stop(true,false); } }); Engine.log('fight '+ log +'.'); }, removePause: function(btn, state){ if(!btn) { btn = $('#pause'); } var event = btn.closest('#event'); var log, time, target; if(state == 'auto' && Events.paused != 'auto') { return; } switch(state){ case 'set': Button.cooldown(btn, Events._LEAVE_COOLDOWN); log = 'started'; time = Events._LEAVE_COOLDOWN * 1000; target = $(); break; case 'end': Button.setDisabled(btn, true); log = 'ended'; time = Events._FIGHT_SPEED; target = $(); break; case 'auto': Button.cooldown(btn); /* falls through */ default: log = 'resumed'; time = Events._PAUSE_COOLDOWN * 1000; target = $('#buttons').find('.button'); break; } Engine.setTimeout(function(){ btn.children('.text').first().text( _('pause.') ); Events.paused = false; event.removeClass('paused'); target.each(function(i){ if($(this).data('onCooldown')){ Button.cooldown($(this), 'pause'); } }); Engine.log('Event '+ log); }, time); }, togglePause: function(btn, auto){ if(!btn) { btn = $('#pause'); } if((auto) && (document.hasFocus() == !Events.paused)) { return; } var f = (Events.paused) ? Events.removePause : Events.setPause; var state = (auto) ? 'auto' : false; f(btn, state); }, createEatMeatButton: function(cooldown) { if (cooldown == null) { cooldown = Events._EAT_COOLDOWN; } var btn = new Button.Button({ id: 'eat', text: _('eat meat'), cooldown: cooldown, click: Events.eatMeat, cost: { 'cured meat': 1 } }); if(Path.outfit['cured meat'] === 0) { Button.setDisabled(btn, true); } return btn; }, createUseMedsButton: function(cooldown) { if (cooldown == null) { cooldown = Events._MEDS_COOLDOWN; } var btn = new Button.Button({ id: 'meds', text: _('use meds'), cooldown: cooldown, click: Events.useMeds, cost: { 'medicine': 1 } }); if((Path.outfit['medicine'] || 0) === 0) { Button.setDisabled(btn, true); } return btn; }, createAttackButton: function(weaponName) { var weapon = World.Weapons[weaponName]; var cd = weapon.cooldown; if(weapon.type == 'unarmed') { if($SM.hasPerk('unarmed master')) { cd /= 2; } } var btn = new Button.Button({ id: 'attack_' + weaponName.replace(' ', '-'), text: weapon.verb, cooldown: cd, click: Events.useWeapon, cost: weapon.cost }); if(typeof weapon.damage == 'number' && weapon.damage > 0) { btn.addClass('weaponButton'); } for(var k in weapon.cost) { if(typeof Path.outfit[k] != 'number' || Path.outfit[k] < weapon.cost[k]) { Button.setDisabled(btn, true); break; } } return btn; }, drawFloatText: function(text, parent) { $('
      ').text(text).addClass('damageText').appendTo(parent).animate({ 'bottom': '50px', 'opacity': '0' }, 300, 'linear', function() { $(this).remove(); }); }, setHeal: function(healBtns) { if(!healBtns){ healBtns = $('#healButtons'); } healBtns = healBtns.children('.button'); var canHeal = (World.health < World.getMaxHealth()); healBtns.each(function(i){ Button.setDisabled($(this), !canHeal); }); return canHeal; }, doHeal: function(healing, cured, btn) { if(Path.outfit[healing] > 0) { Path.outfit[healing]--; World.updateSupplies(); if(Path.outfit[healing] === 0) { Button.setDisabled(btn, true); } var hp = World.health + cured; hp = Math.min(World.getMaxHealth(),hp); World.setHp(hp); Events.setHeal(); if(Events.activeEvent()) { var w = $('#wanderer'); w.data('hp', hp); Events.updateFighterDiv(w); Events.drawFloatText('+' + cured, '#wanderer .hp'); var takeETbutton = Events.setTakeAll(); Events.canLeave(takeETbutton); } } }, eatMeat: function(btn) { Events.doHeal('cured meat', World.meatHeal(), btn); AudioEngine.playSound(AudioLibrary.EAT_MEAT); }, useMeds: function(btn) { Events.doHeal('medicine', World.medsHeal(), btn); AudioEngine.playSound(AudioLibrary.USE_MEDS); }, useWeapon: function(btn) { if(Events.activeEvent()) { var weaponName = btn.attr('id').substring(7).replace('-', ' '); var weapon = World.Weapons[weaponName]; if(weapon.type == 'unarmed') { if(!$SM.get('character.punches')) $SM.set('character.punches', 0); $SM.add('character.punches', 1); if($SM.get('character.punches') == 50 && !$SM.hasPerk('boxer')) { $SM.addPerk('boxer'); } else if($SM.get('character.punches') == 150 && !$SM.hasPerk('martial artist')) { $SM.addPerk('martial artist'); } else if($SM.get('character.punches') == 300 && !$SM.hasPerk('unarmed master')) { $SM.addPerk('unarmed master'); } } if(weapon.cost) { var mod = {}; var out = false; for(var k in weapon.cost) { if(typeof Path.outfit[k] != 'number' || Path.outfit[k] < weapon.cost[k]) { return; } mod[k] = -weapon.cost[k]; if(Path.outfit[k] - weapon.cost[k] < weapon.cost[k]) { out = true; } } for(var m in mod) { Path.outfit[m] += mod[m]; } if(out) { Button.setDisabled(btn, true); var validWeapons = false; $('.weaponButton').each(function(){ if(!Button.isDisabled($(this)) && $(this).attr('id') != 'attack_fists') { validWeapons = true; return false; } }); if(!validWeapons) { // enable or create the punch button var fists = $('#attack_fists'); if(fists.length === 0) { Events.createAttackButton('fists').prependTo('#buttons', Events.eventPanel()); } else { Button.setDisabled(fists, false); } } } World.updateSupplies(); } var dmg = -1; if(Math.random() <= World.getHitChance()) { dmg = weapon.damage; if(typeof dmg == 'number') { if(weapon.type == 'unarmed' && $SM.hasPerk('boxer')) { dmg *= 2; } if(weapon.type == 'unarmed' && $SM.hasPerk('martial artist')) { dmg *= 3; } if(weapon.type == 'unarmed' && $SM.hasPerk('unarmed master')) { dmg *= 2; } if(weapon.type == 'melee' && $SM.hasPerk('barbarian')) { dmg = Math.floor(dmg * 1.5); } } } var attackFn = weapon.type == 'ranged' ? Events.animateRanged : Events.animateMelee; // play variation audio for weapon type var r = Math.floor(Math.random() * 2) + 1; switch (weapon.type) { case 'unarmed': AudioEngine.playSound(AudioLibrary['WEAPON_UNARMED_' + r]); break; case 'melee': AudioEngine.playSound(AudioLibrary['WEAPON_MELEE_' + r]); break; case 'ranged': AudioEngine.playSound(AudioLibrary['WEAPON_RANGED_' + r]); break; } attackFn($('#wanderer'), dmg, function() { if($('#enemy').data('hp') <= 0 && !Events.won) { // Success! Events.winFight(); } }); } }, damage: function(fighter, enemy, dmg, type) { var enemyHp = enemy.data('hp'); var msg = ""; if(typeof dmg == 'number') { if(dmg < 0) { msg = _('miss'); dmg = 0; } else { msg = '-' + dmg; enemyHp = ((enemyHp - dmg) < 0) ? 0 : (enemyHp - dmg); enemy.data('hp', enemyHp); if(fighter.attr('id') == 'enemy') { World.setHp(enemyHp); Events.setHeal(); } Events.updateFighterDiv(enemy); // play variation audio for weapon type var r = Math.floor(Math.random() * 2) + 1; switch (type) { case 'unarmed': AudioEngine.playSound(AudioLibrary['WEAPON_UNARMED_' + r]); break; case 'melee': AudioEngine.playSound(AudioLibrary['WEAPON_MELEE_' + r]); break; case 'ranged': AudioEngine.playSound(AudioLibrary['WEAPON_RANGED_' + r]); break; } } } else { if(dmg == 'stun') { msg = _('stunned'); enemy.data('stunned', Events.STUN_DURATION); } } Events.drawFloatText(msg, $('.hp', enemy)); }, animateMelee: function(fighter, dmg, callback) { var start, end, enemy; if(fighter.attr('id') == 'wanderer') { start = {'left': '50%'}; end = {'left': '25%'}; enemy = $('#enemy'); } else { start = {'right': '50%'}; end = {'right': '25%'}; enemy = $('#wanderer'); } fighter.stop(true, true).animate(start, Events._FIGHT_SPEED, function() { Events.damage(fighter, enemy, dmg, 'melee'); $(this).animate(end, Events._FIGHT_SPEED, callback); }); }, animateRanged: function(fighter, dmg, callback) { var start, end, enemy; if(fighter.attr('id') == 'wanderer') { start = {'left': '25%'}; end = {'left': '50%'}; enemy = $('#enemy'); } else { start = {'right': '25%'}; end = {'right': '50%'}; enemy = $('#wanderer'); } $('
      ').css(start).addClass('bullet').text('o').appendTo('#description') .animate(end, Events._FIGHT_SPEED * 2, 'linear', function() { Events.damage(fighter, enemy, dmg, 'ranged'); $(this).remove(); if(typeof callback == 'function') { callback(); } }); }, enemyAttack: function() { // Events.togglePause($('#pause'),'auto'); var scene = Events.activeEvent().scenes[Events.activeScene]; if(!$('#enemy').data('stunned')) { var toHit = scene.hit; toHit *= $SM.hasPerk('evasive') ? 0.8 : 1; var dmg = -1; if(Math.random() <= toHit) { dmg = scene.damage; } var attackFn = scene.ranged ? Events.animateRanged : Events.animateMelee; attackFn($('#enemy'), dmg, function() { if($('#wanderer').data('hp') <= 0) { // Failure! clearTimeout(Events._enemyAttackTimer); Events.endEvent(); World.die(); AudioEngine.playSound(AudioLibrary.LOSE_FIGHT); } }); } }, endFight: function() { Events.fought = true; clearTimeout(Events._enemyAttackTimer); Events.removePause($('#pause'), 'end'); }, winFight: function() { Engine.setTimeout(function() { if(Events.fought) { return; } Events.endFight(); // AudioEngine.playSound(AudioLibrary.WIN_FIGHT); $('#enemy').animate({opacity: 0}, 300, 'linear', function() { Engine.setTimeout(function() { var scene = Events.activeEvent().scenes[Events.activeScene]; var leaveBtn = false; var desc = $('#description', Events.eventPanel()); var btns = $('#buttons', Events.eventPanel()); desc.empty(); btns.empty(); $('
      ').text(scene.deathMessage).appendTo(desc); var takeETbtn = Events.drawLoot(scene.loot); var exitBtns = $('
      ').appendTo(btns).attr('id','exitButtons'); if(scene.buttons) { // Draw the buttons leaveBtn = Events.drawButtons(scene); } else { leaveBtn = new Button.Button({ id: 'leaveBtn', cooldown: Events._LEAVE_COOLDOWN, click: function() { if(scene.nextScene && scene.nextScene != 'end') { Events.loadScene(scene.nextScene); } else { Events.endEvent(); } }, text: _('leave') }); Button.cooldown(leaveBtn.appendTo(exitBtns)); var healBtns = $('
      ').appendTo(btns).attr('id','healButtons'); Events.createEatMeatButton(0).appendTo(healBtns); if((Path.outfit['medicine'] || 0) !== 0) { Events.createUseMedsButton(0).appendTo(healBtns); } $('
      ').addClass('clear').appendTo(healBtns); Events.setHeal(healBtns); } $('
      ').addClass('clear').appendTo(exitBtns); Events.allowLeave(takeETbtn, leaveBtn); }, 1000, true); }); }, Events._FIGHT_SPEED); }, loseFight: function(){ Events.endFight(); Events.endEvent(); World.die(); }, drawDrop:function(btn) { var name = btn.attr('id').substring(5).replace('-', ' '); var needsAppend = false; var weight = Path.getWeight(name); var freeSpace = Path.getFreeSpace(); if(weight > freeSpace) { // Draw the drop menu Engine.log('drop menu'); var dropMenu; if($('#dropMenu').length){ dropMenu = $('#dropMenu'); $('#dropMenu').empty(); } else { dropMenu = $('
      ').attr({'id': 'dropMenu', 'data-legend': _('drop:')}); needsAppend = true; } for(var k in Path.outfit) { if(name == k) continue; var itemWeight = Path.getWeight(k); if(itemWeight > 0) { var numToDrop = Math.ceil((weight - freeSpace) / itemWeight); if(numToDrop > Path.outfit[k]) { numToDrop = Path.outfit[k]; } if(numToDrop > 0) { var dropRow = $('
      ').attr('id', 'drop_' + k.replace(' ', '-')) .text(_(k) + ' x' + numToDrop) .data('thing', k) .data('num', numToDrop) .click(Events.dropStuff) .mouseenter(function(e){ e.stopPropagation(); }); dropRow.appendTo(dropMenu); } } } $('
      ').attr('id','no_drop') .text(_('nothing')) .mouseenter(function(e){ e.stopPropagation(); }) .click(function(e){ e.stopPropagation(); dropMenu.remove(); }) .appendTo(dropMenu); if(needsAppend){ dropMenu.appendTo(btn); } btn.one("mouseleave", function() { $('#dropMenu').remove(); }); } }, drawLootRow: function(name, num){ var id = name.replace(' ', '-'); var lootRow = $('
      ').attr('id','loot_' + id).data('item', name).addClass('lootRow'); var take = new Button.Button({ id: 'take_' + id, text: _(name) + ' [' + num + ']', click: Events.getLoot }).addClass('lootTake').data('numLeft', num).appendTo(lootRow); take.mouseenter(function(){ Events.drawDrop(take); }); var takeall = new Button.Button({ id: 'all_take_' + id, text: _('take') + ' ', click: Events.takeAll }).addClass('lootTakeAll').appendTo(lootRow); $('').insertBefore(takeall.children('.cooldown')); $('
      ').addClass('clear').appendTo(lootRow); return lootRow; }, drawLoot: function(lootList) { var desc = $('#description', Events.eventPanel()); var lootButtons = $('
      ').attr({'id': 'lootButtons', 'data-legend': _('take:')}); for(var k in lootList) { var loot = lootList[k]; if(Math.random() < loot.chance) { var num = Math.floor(Math.random() * (loot.max - loot.min)) + loot.min; var lootRow = Events.drawLootRow(k, num); lootRow.appendTo(lootButtons); } } lootButtons.appendTo(desc); var takeET = null; if(lootButtons.children().length > 0) { var takeETrow = $('
      ').addClass('takeETrow'); takeET = new Button.Button({ id: 'loot_takeEverything', text: '', cooldown: Events._LEAVE_COOLDOWN, click: Events.takeEverything }).appendTo(takeETrow); $('').insertBefore(takeET.children('.cooldown')); $('
      ').addClass('clear').appendTo(takeETrow); takeETrow.appendTo(lootButtons); Events.setTakeAll(lootButtons); } else { var noLoot = $('
      ').addClass('noLoot').text( _('nothing to take') ); noLoot.appendTo(lootButtons); } return takeET || false; }, setTakeAll: function(lootButtons){ if(!lootButtons) { lootButtons = $('#lootButtons'); } var canTakeSomething = false; var free = Path.getFreeSpace(); var takeETbutton = lootButtons.find('#loot_takeEverything'); lootButtons.children('.lootRow').each(function(i){ var name = $(this).data('item'); var take = $(this).children('.lootTake').first(); var takeAll = $(this).children('.lootTakeAll').first(); var numLeft = take.data('numLeft'); var num = Math.min(Math.floor(Path.getFreeSpace() / Path.getWeight(name)), numLeft); takeAll.data('numLeft', num); free -= numLeft * Path.getWeight(name); if(num > 0){ takeAll.removeClass('disabled'); canTakeSomething = true; } else { takeAll.addClass('disabled'); } if(num < numLeft){ takeAll.children('span').first().text(num); } else { takeAll.children('span').first().text(_('all')); } }); Button.setDisabled(takeETbutton, !canTakeSomething); takeETbutton.data('canTakeEverything', (free >= 0) ? true : false); return takeETbutton; }, allowLeave: function(takeETbtn, leaveBtn){ if(takeETbtn){ if(leaveBtn){ takeETbtn.data('leaveBtn', leaveBtn); } Events.canLeave(takeETbtn); } }, canLeave: function(btn){ var basetext = (btn.data('canTakeEverything')) ? _('take everything') : _('take all you can'); var textbox = btn.children('span'); var takeAndLeave = (btn.data('leaveBtn')) ? btn.data('canTakeEverything') : false; var text = _(basetext); if(takeAndLeave){ Button.cooldown(btn); text += _(' and ') + btn.data('leaveBtn').text(); } textbox.text( text ); btn.data('canLeave', takeAndLeave); }, dropStuff: function(e) { e.stopPropagation(); var btn = $(this); var target = btn.closest('.button'); var thing = btn.data('thing'); var id = 'take_' + thing.replace(' ', '-'); var num = btn.data('num'); var lootButtons = $('#lootButtons'); Engine.log('dropping ' + num + ' ' + thing); var lootBtn = $('#' + id, lootButtons); if(lootBtn.length > 0) { var curNum = lootBtn.data('numLeft'); curNum += num; lootBtn.text(_(thing) + ' [' + curNum + ']').data('numLeft', curNum); } else { var lootRow = Events.drawLootRow(thing, num); lootRow.insertBefore($('.takeETrow', lootButtons)); } Path.outfit[thing] -= num; Events.getLoot(target); World.updateSupplies(); }, getLoot: function(btn, stateSkipButtonSet) { var name = btn.attr('id').substring(5).replace('-', ' '); if(btn.data('numLeft') > 0) { var skipButtonSet = stateSkipButtonSet || false; var weight = Path.getWeight(name); var freeSpace = Path.getFreeSpace(); if(weight <= freeSpace) { var num = btn.data('numLeft'); num--; btn.data('numLeft', num); // #dropMenu gets removed by this. btn.text(_(name) + ' [' + num + ']'); if(num === 0) { Button.setDisabled(btn); btn.animate({'opacity':0}, 300, 'linear', function() { $(this).parent().remove(); if($('#lootButtons').children().length == 1) { $('#lootButtons').remove(); } }); } var curNum = Path.outfit[name]; curNum = typeof curNum == 'number' ? curNum : 0; curNum++; Path.outfit[name] = curNum; World.updateSupplies(); if(!skipButtonSet){ Events.setTakeAll(); } } if(!skipButtonSet){ Events.drawDrop(btn); } } }, takeAll: function(btn){ var target = $('#'+ btn.attr('id').substring(4)); for(var k = 0; k < btn.data('numLeft'); k++){ Events.getLoot(target, true); } Events.setTakeAll(); }, takeEverything: function(btn){ $('#lootButtons').children('.lootRow').each(function(i){ var target = $(this).children('.lootTakeAll').first(); if(!target.hasClass('disabled')){ Events.takeAll(target); } }); if(btn.data('canLeave')){ btn.data('leaveBtn').click(); } }, createFighterDiv: function(chara, hp, maxhp) { var fighter = $('
      ').addClass('fighter').text(_(chara)).data('hp', hp).data('maxHp', maxhp).data('refname',chara); $('
      ').addClass('hp').text(hp+'/'+maxhp).appendTo(fighter); return fighter; }, updateFighterDiv: function(fighter) { $('.hp', fighter).text(fighter.data('hp') + '/' + fighter.data('maxHp')); }, startStory: function(scene) { // Write the text var desc = $('#description', Events.eventPanel()); var leaveBtn = false; for(var i in scene.text) { $('
      ').text(scene.text[i]).appendTo(desc); } if(scene.textarea != null) { var ta = $('

      --> ================================================ FILE: main/gams/gfiles/html5/chess/license.txt ================================================ GNU GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. Preamble The GNU General Public License is a free, copyleft license for software and other kinds of works. The licenses for most software and other practical works are designed to take away your freedom to share and change the works. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change all versions of a program--to make sure it remains free software for all its users. We, the Free Software Foundation, use the GNU General Public License for most of our software; it applies also to any other work released this way by its authors. You can apply it to your programs, too. 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If the disclaimer of warranty and limitation of liability provided above cannot be given local legal effect according to their terms, reviewing courts shall apply local law that most closely approximates an absolute waiver of all civil liability in connection with the Program, unless a warranty or assumption of liability accompanies a copy of the Program in return for a fee. END OF TERMS AND CONDITIONS How to Apply These Terms to Your New Programs If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms. To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively state the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found. Copyright (C) This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Also add information on how to contact you by electronic and paper mail. If the program does terminal interaction, make it output a short notice like this when it starts in an interactive mode: Copyright (C) This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. This is free software, and you are welcome to redistribute it under certain conditions; type `show c' for details. The hypothetical commands `show w' and `show c' should show the appropriate parts of the General Public License. Of course, your program's commands might be different; for a GUI interface, you would use an "about box". You should also get your employer (if you work as a programmer) or school, if any, to sign a "copyright disclaimer" for the program, if necessary. For more information on this, and how to apply and follow the GNU GPL, see . The GNU General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License. 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[0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0, 0], [1, 0], [1, 1] ], [ [1, 1], [0, 1], [0, 0] ], [ [0.4, 0.4], [0.6, 0.2], [0.8, 0.2] ], [ [0.8, 0.2], [0.8, 0.4], [0.4, 0.4] ], [ [0.4, 0.4], [0.4, 0.8], [0.2, 0.8] ], [ [0.2, 0.8], [0.2, 0.6], [0.4, 0.4] ] ] }]; this.mat = [{ "r": 150, "g": 150, "b": 150 }, { "r": 150, "g": 150, "b": 150 }]; ================================================ FILE: main/gams/gfiles/html5/chess/readme.txt ================================================ HTML Chess (c) Copyright 2010 by Stefano Gioffré http://sourceforge.net/projects/htmlchess/ Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, ITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ================================================ FILE: main/gams/gfiles/html5/chess/sample.pgn ================================================ [Event "ICS Unrated Chess Match"] [Site "?"] [Date "2010.07.18"] [Round "?"] [White "GuestSXJG"] [Black "GuestRBZS"] [TimeControl "300+0"] [Result "1-0"] 1. e4 e6 2. d4 g6 3. d5 Bg7 4. dxe6 fxe6 5. Nf3 Ne7 6. Bg5 c6 7. e5 Qa5+ 8. Qd2 Qb6 9. Bxe7 Kxe7 10. Qg5+ Ke8 11. b3 Rf8 12. Bd3 d6 13. c3 dxe5 14. Nxe5 Qxf2+ 15. Kd1 Bxe5 16. Qxe5 Qxg2 17. Be4 Rf1+ 18. Rxf1 Qxf1+ 19. Kc2 Nd7 20. Qh8+ Qf8 21. Qxh7 Ne5 22. Nd2 Bd7 23. Nc4 Qf2+ 24. Nd2 Rd8 25. Rf1 Qe3 26. Bxg6+ Nxg6 27. Qf7# {GuestRBZS checkmated} 1-0 ================================================ FILE: main/gams/gfiles/html5/chess/skins/gnomechess.css ================================================ #flatChessboard { /* Table element */ /** * margin-top: [DYNAMIC VALUE]; * margin-bottom: [DYNAMIC VALUE]; */ margin-left: auto; margin-right: auto; border-collapse: collapse; border: 0; } #flatChessboard tr td.blackSquares, #flatChessboard tr td.whiteSquares { width: 11%; height: 11%; font-size: 52px; line-height: 42px; text-align: center; font-family: Times New Roman; } #flatChessboard tr td.blackSquares span, #flatChessboard tr td.whiteSquares span { cursor: pointer; } #flatChessboard tr th.horizCoords { width: 11%; height: 6%; } #flatChessboard tr th.vertCoords { width: 6%; height: 11%; } #flatChessboard tr td.blackSquares { background-color: #cccccc; } /* #flatChessboard tr td.blackSquares:hover { background-color: #ccccaa; } */ #flatChessboard tr td.whiteSquares { background-color: #ffffff; } /* #flatChessboard tr td.whiteSquares:hover { background-color: #ddddaa; } */ #flatChessboard tr td.boardAngle /*, #bottomBorder */ { height: 6%; } #flatChessboard tr td.boardAngle { background-color: #ffffff;} #flatChessboard tr td.boardAngle /*, #rightBorder */ { width: 6%; } #flatChessboard tr th, #flatChessboard tr td.boardAngle /*, #rightBorder, #bottomBorder */ { overflow: visible; background-color: #ce5c00; color: #f9ac6d; font-family: Arial; font-size: 100%; } ================================================ FILE: main/gams/gfiles/html5/chess/solidView.jsfb ================================================ /** * @package HTML Chess * http://htmlchess.sourceforge.net/ * Pieces types in this function are so defined: 0 = pawn, 1 = king, 2 = knight, 3 = bishop, 4 = rook, 5 = queen. * Colors are: zero for white, one for black. */ var oCnf = this, fDegRad = Math.PI / 180, oSelectorCanvas = document.createElement("canvas"), oValidCanvas = document.createElement("canvas"), oInCheckCanvas = document.createElement("canvas"), oScene = new Canvas3D.Scene(this.oSolidVwArea, this.i3DWidth, this.i3DHeight, true), oCam = new Canvas3D.Camera(), iSelectorY = 0, iSelectorX = 0, bPieceSelected, oSelectedPiece = null, bPiecesHidden = false, bSelectorAct = true, aMouseRegions, iLastMouseRegionX = -1, iLastMouseRegionY = -1, bIsRotating = false, iMouseDownX = 0, iMouseDownY = 0, bMouseIsDown = false, bUnhideOrdered = false, aPieces = [], aPiecesCasing = [[],[],[],[],[],[]], aRots = [0,0,-90,90,0,180,0,180,0,0,0,0], oLight1 = new Canvas3D.Light(), oLight2 = new Canvas3D.Light(), oLight3 = new Canvas3D.Light(), oBoardMesh = createMesh(this.tmp3DBoard); delete this.tmp3DBoard; oBoardMesh.setForcedZ(64); oScene.addObject(oBoardMesh); function getElementPos(oElement) { var nElPosX = -(document.body.scrollLeft+document.documentElement.scrollLeft), nElPosY = -(document.body.scrollTop+document.documentElement.scrollTop); while (oElement && oElement.nodeName != "BODY") { nElPosX += oElement.offsetLeft; nElPosY += oElement.offsetTop; oElement = oElement.offsetParent; } return {xAxis: nElPosX, yAxis: nElPosY}; } // stand by selector function selectorListener(oMsEvnt1) { if (!oMsEvnt1) { oMsEvnt1 = window.event; } var oPos = getElementPos(oScene.getInputLayer()), oRegion = checkMouseRegions(oMsEvnt1.clientX - oPos.xAxis, oMsEvnt1.clientY - oPos.yAxis); if (oRegion) { showSelector(); showValidMoves(); showInCheckPieces(); bSelectorAct = true; Canvas3D.removeEvent(oScene.getInputLayer(), "mousemove", selectorListener); } } function standbySelector() { if (bSelectorAct) { hideSelector(); hideValidMoves(); hideInCheckPieces(); bSelectorAct = false; Canvas3D.addEvent(oScene.getInputLayer(), "mousemove", selectorListener); } } // end function moveZoom(bZoomIn) { if (oCam = oScene.getActiveCamera()) { var oTarget = oCam.getLookAt(), fDist = oTarget.dist(oCam.getPosition()); standbySelector(); hidePieces(); oCam.moveForward(bZoomIn ? (fDist - 50 < 40 ? fDist - 40 : 50) : -50); updateMouseRegions(); updateSelector(); updateValidMoves(); updateInCheckPieces(); showPieces(); } } // setup polygons for board squares, used to check which piece mouse is hovering over function updateMouseRegions() { //var oCam = oScene.getActiveCamera(); var iPosX, iPosY, iPosZ, oP1, oP2, oP3, oP4, iOffsetX = oCnf.i3DWidth >> 1, iOffsetY = oCnf.i3DHeight >> 1, aPaths = []; for (var nRegX = 0; nRegX < 8; nRegX++) { aPaths[nRegX] = []; for (var nRegY = 0; nRegY < 8; nRegY++) { iPosX = -(nRegX - 3) * 10; iPosY = 0; iPosZ = (nRegY - 4) * 10; oP1 = oCam.project(oCam.transformPoint(new Canvas3D.Vec3(iPosX, iPosY, iPosZ))); oP2 = oCam.project(oCam.transformPoint(new Canvas3D.Vec3(iPosX + 10, iPosY, iPosZ))); oP3 = oCam.project(oCam.transformPoint(new Canvas3D.Vec3(iPosX + 10, iPosY, iPosZ + 10))); oP4 = oCam.project(oCam.transformPoint(new Canvas3D.Vec3(iPosX, iPosY, iPosZ + 10))); aPaths[nRegX][nRegY] = [ [oP1.x + iOffsetX, oP1.y + iOffsetY], [oP2.x + iOffsetX, oP2.y + iOffsetY], [oP3.x + iOffsetX, oP3.y + iOffsetY], [oP4.x + iOffsetX, oP4.y + iOffsetY] ]; } } aMouseRegions = aPaths; } function checkMouseRegions(iMouseX, iMouseY) { var bIsLast = false, bFound = false, iRegionY = -1, iRegionX = -1, oCtx = oSelectorCanvas.getContext("2d"); if (iLastMouseRegionX > -1 && iLastMouseRegionY > -1 && checkSingleMouseRegion(oCtx, aMouseRegions[iLastMouseRegionX][iLastMouseRegionY], iMouseX, iMouseY)) { bIsLast = true; } if (!bIsLast) { for (var iCheckY = 0; iCheckY < 8 && !bFound; iCheckY++) { for (var iCheckX = 0; iCheckX < 8 && !bFound; iCheckX++) { if (checkSingleMouseRegion(oCtx, aMouseRegions[iCheckY][iCheckX], iMouseX, iMouseY)) { iRegionY = iCheckY; iRegionX = iCheckX; bFound = true; } } } } return(iRegionY > -1 && iRegionX > -1 ? {regX: iRegionX, regY: iRegionY} : false); } function checkSingleMouseRegion(oCtx, aRegion, nX, nY) { oCtx.beginPath(); oCtx.moveTo(aRegion[0][0], aRegion[0][1]); oCtx.lineTo(aRegion[1][0], aRegion[1][1]); oCtx.lineTo(aRegion[2][0], aRegion[2][1]); oCtx.lineTo(aRegion[3][0], aRegion[3][1]); oCtx.closePath(); return(oCtx.isPointInPath(nX, nY)); } function moveSelector(iDeltaX, iDeltaY) { var fAngle = Math.atan2(oCam.getPosition().x,oCam.getPosition().z) / fDegRad; // four scenarios for how to move the selector, depending on camera angle if (fAngle >= 135 || fAngle <= -135) { iSelectorX = iSelectorX + iDeltaX & 7; iSelectorY = iSelectorY + iDeltaY & 7; } else if (fAngle >= -45 && fAngle <= 45) { iSelectorX = iSelectorX - iDeltaX & 7; iSelectorY = iSelectorY - iDeltaY & 7; } else if (fAngle >= -135 && fAngle <= -45) { iSelectorY = iSelectorY - iDeltaX & 7; iSelectorX = iSelectorX + iDeltaY & 7; } else if (fAngle >= 45 && fAngle <= 135) { iSelectorY = iSelectorY + iDeltaX & 7; iSelectorX = iSelectorX - iDeltaY & 7; } updateSelector(); } function hideSelector() { oSelectorCanvas.style.display = "none"; } function showSelector() { oSelectorCanvas.style.display = "block"; } function hideValidMoves() { oValidCanvas.style.display = "none"; } function showValidMoves() { oValidCanvas.style.display = "block"; } function hideInCheckPieces() { oInCheckCanvas.style.display = "none"; } function showInCheckPieces() { oInCheckCanvas.style.display = "block"; } function hidePieces() { if (!bPiecesHidden) { for (var iHide = 0; iHide < aPieces.length; iHide++) { aPieces[iHide].mesh.hide(); } bPiecesHidden = true; } } function showPieces() { if (bPiecesHidden) { for (var iShow = 0; iShow < aPieces.length; iShow++) { aPieces[iShow].mesh.show(); } bPiecesHidden = false; } } function updateSelector() { var iOffsetX = oCnf.i3DWidth >> 1, iOffsetY = oCnf.i3DHeight >> 1, oCtx = oSelectorCanvas.getContext("2d"); oCtx.clearRect(0,0,oCnf.i3DWidth,oCnf.i3DHeight); // draw active selector square makeRegionPath(oCtx, iSelectorX, iSelectorY); oCtx.fillStyle = "rgba(255,255,0,0.5)"; oCtx.fill(); if (bPieceSelected) { // draw border around selected square makeRegionPath(oCtx, oSelectedPiece.posX, oSelectedPiece.posY); oCtx.lineWidth = 2; oCtx.strokeStyle = "rgba(255,0,0,1)"; oCtx.stroke(); } } function makeRegionPath(oCtx, nMakeX, nMakeY) { var aRegion = aMouseRegions[nMakeY][nMakeX]; oCtx.beginPath(); oCtx.moveTo(aRegion[0][0], aRegion[0][1]); oCtx.lineTo(aRegion[1][0], aRegion[1][1]); oCtx.lineTo(aRegion[2][0], aRegion[2][1]); oCtx.lineTo(aRegion[3][0], aRegion[3][1]); oCtx.closePath(); } function updateValidMoves() { var oCtx = oValidCanvas.getContext("2d"); oCtx.clearRect(0, 0, oCnf.i3DWidth, oCnf.i3DHeight); oCtx.fillStyle = "rgba(0,255,0,0.2)"; if (!oSelectedPiece) { return; } for (var iValidY = 0; iValidY < 8; iValidY++) { for (var iValidX = 0; iValidX < 8; iValidX++) { if (oCnf.isValidMove(oSelectedPiece.posX, oSelectedPiece.posY, iValidX, iValidY)) { makeRegionPath(oCtx, iValidX, iValidY); oCtx.fill(); } } } } function updateInCheckPieces() { var oInCheck = oInCheckCanvas.getContext("2d"); oInCheck.clearRect(0,0,oCnf.i3DWidth,oCnf.i3DHeight); oInCheck.fillStyle = "rgba(0,0,255,0.2)"; for (var iSquare = 0; iSquare < oCnf.aThreats.length; iSquare++) { iThrtndSq = oCnf.aThreats[iSquare] makeRegionPath(oInCheck, iThrtndSq % 10 - 1, (iThrtndSq - iThrtndSq % 10) / 10 - 2); oInCheck.fill(); } } // removes a piece from the board function removePiece(oPiece) { var iPiece; for (var iPieceId = 0; iPieceId < aPieces.length; iPieceId++) { iPiece = aPieces[iPieceId]; if (iPiece === oPiece) { Array.prototype.push.apply(aPiecesCasing[iPiece.type], aPieces.splice(iPieceId, 1)); } } oScene.removeObject(oPiece.mesh); } function pieceByCoords(nHasX, nHasY) { for (var iId = 0; iId < aPieces.length; iId++) { if (aPieces[iId].posY === nHasY && aPieces[iId].posX === nHasX) { return(aPieces[iId]); } } } function movePieceTo(oPiece, nToX, nToY) { var oPos = getBoardPos(nToX, nToY); oPiece.mesh.setPosition(new Canvas3D.Vec3(oPos.posY, 0, oPos.posX)); oPiece.posX = nToX; oPiece.posY = nToY; } function getBoardPos(posX, posY) { return {posX: posX * 10 - 35, posY: 35 - posY * 10}; } function clearPieceSelection() { oSelectedPiece = null; bPieceSelected = false; updateSelector(); updateValidMoves(); } function snapClick(oMsEvnt2) { if (!oMsEvnt2) { oMsEvnt2 = window.event; } iMouseDownX = oMsEvnt2.clientX; iMouseDownY = oMsEvnt2.clientY; bMouseIsDown = true; } function snapDOMScroll(oMsEvnt3) { if (!oMsEvnt3) { oMsEvnt3 = window.event; } if (!oMsEvnt3.shiftKey) { return; } if (oMsEvnt3.detail) { oMsEvnt3.wheelDelta = oMsEvnt3.detail * -40; } hidePieces(); hideSelector(); hideValidMoves(); oCam.setScale(oMsEvnt3.wheelDelta > 0 ? oCam.getScale() * 1.5 : oCam.getScale() / 1.5) if (!bUnhideOrdered) { setTimeout( function() { showPieces(); bIsRotating = false; oScene.setDirty(true); updateMouseRegions(); updateSelector(); updateValidMoves(); showSelector(); showValidMoves(); bUnhideOrdered = false; }, 100); bUnhideOrdered = true; } if (oMsEvnt3.preventDefault) { oMsEvnt3.preventDefault(); } else { oMsEvnt3.returnValue = false; } } function snapMsBtnUp(oMsEvnt4) { if (!oMsEvnt4) { oMsEvnt4 = window.event; } bMouseIsDown = false; if (bIsRotating) { showPieces(); bIsRotating = false; oScene.setDirty(true); updateMouseRegions(); updateSelector(); updateValidMoves(); updateInCheckPieces(); setTimeout(function() { showSelector(); showValidMoves(); showInCheckPieces(); }, 10); } else { var oPos = getElementPos(oScene.getInputLayer()); iMouseDownX = oMsEvnt4.clientX - oPos.xAxis; iMouseDownY = oMsEvnt4.clientY - oPos.yAxis; var oRegion = checkMouseRegions(oMsEvnt4.clientX - oPos.xAxis, oMsEvnt4.clientY - oPos.yAxis); if (oRegion) { oCnf.makeSelection(iSelectorY * 10 + iSelectorX + 21, true); } } } function snapMsMove(oMsEvnt5) { if (!oMsEvnt5) { oMsEvnt5 = window.event; } if (bMouseIsDown) { hidePieces(); hideSelector(); hideValidMoves(); hideInCheckPieces(); bIsRotating = true; var iMouseX = oMsEvnt5.clientX, iMouseY = oMsEvnt5.clientY, fDeltaX = (iMouseX - iMouseDownX) / 3, fDeltaY = -((iMouseY - iMouseDownY) / 3), // save the old camera position oOldCamPos = new Canvas3D.Vec3(oCam.getPosition().x, oCam.getPosition().y, oCam.getPosition().z); // pitch the camera, but if we're not too low or if we're moving the camera up oCam.pitchAroundTarget(fDeltaY); if (!((oCam.getPosition().y > 15 || fDeltaY < 0) && (oCam.getPosition().y < 100 || fDeltaY > 0))) { oCam.setPosition(oOldCamPos); } oCam.yawAroundTarget(fDeltaX); oCam.lookAt(oCam.getLookAt(), oScene.getUpVector()); oCam.updateRotationMatrix(); iMouseDownX = oMsEvnt5.clientX; iMouseDownY = oMsEvnt5.clientY; } else { var oPos = getElementPos(oScene.getInputLayer()), oRegion = checkMouseRegions(oMsEvnt5.clientX - oPos.xAxis, oMsEvnt5.clientY - oPos.yAxis); if (oRegion) { var bNewRegion = false; if (iSelectorY !== oRegion.regY || iSelectorX !== oRegion.regX) { bNewRegion = true; } iSelectorX = oRegion.regX; iSelectorY = oRegion.regY; if (bNewRegion) { updateSelector(); } } } } function snapKeyDown(oKeyEvnt2) { if (!oCnf.bKeyCtrl) { return; } if (!oKeyEvnt2) { oKeyEvnt2 = window.event; } var iKeyCode = oKeyEvnt2.keyCode; if (iKeyCode === 107) { moveZoom(true); } // "+" else if (iKeyCode === 109) { moveZoom(false); } // "-" } function snapKeyPress(oKeyEvnt3) { if (!oCnf.bKeyCtrl) { return; } if (!oKeyEvnt3) { oKeyEvnt3 = window.event; } var iKeyCode = oKeyEvnt3.charCode; switch (iKeyCode) { case 49: moveSelector(-1,1); break; // numpad 1 case 50: moveSelector(-1,0); break; // numpad 2 case 51: moveSelector(-1,-1); break; // numpad 3 case 52: moveSelector(0,1); break; // numpad 4 case 53: oCnf.makeSelection(iSelectorY * 10 + iSelectorX + 21, true); break; // numpad 5 case 54: moveSelector(0,-1); break; // numpad 6 case 55: moveSelector(1,1); break; // numpad 7 case 56: moveSelector(1,0); break; // numpad 8 case 57: moveSelector(1,-1); break; // numpad 9 } } function createMesh(oMeshData) { var oMesh = new Canvas3D.Mesh(); oMesh._bShading = true; oMesh._bWire = false; oMesh._bFill = true; oMesh._bZSort = true; oMesh._bBackfaceCull = true; oMesh._bTexture = false; oMesh._bTextureShading = false; oMesh.setMeshData(oMeshData, oScene); return(oMesh); } function setPieceColor(oPieceMesh, nColor) { for (var iMat = 0; iMat < oPieceMesh._aMaterials.length; iMat++) { if (nColor === 0) { oPieceMesh._aMaterials[iMat].r = 220; oPieceMesh._aMaterials[iMat].g = 220; oPieceMesh._aMaterials[iMat].b = 220; } else { oPieceMesh._aMaterials[iMat].r = 100; oPieceMesh._aMaterials[iMat].g = 80; oPieceMesh._aMaterials[iMat].b = 80; } } } function getPiece(nType, flagColor, nPutX, nPutY) { var oNewPiece, nRot = aRots[flagColor | nType << 1], oPos = getBoardPos(nPutX, nPutY); if (aPiecesCasing[nType].length > 0) { oNewPiece = aPiecesCasing[nType].pop(); if (oNewPiece.color !== flagColor) { setPieceColor(oNewPiece.mesh, flagColor); oNewPiece.color = flagColor; } oNewPiece.posX = nPutX; oNewPiece.posY = nPutY; } else { var oNewMesh = createMesh(new oCnf.aPiecesLab[nType]()); setPieceColor(oNewMesh, flagColor); oNewPiece = { mesh: oNewMesh, color: flagColor, type: nType, posX: nPutX, posY: nPutY, }; } if (nRot !== 0) { oNewPiece.mesh.setRotation(new Canvas3D.Vec3(0, nRot * fDegRad, 0)); } oNewPiece.mesh.setPosition(new Canvas3D.Vec3(oPos.posY, 0, oPos.posX)); aPieces.push(oNewPiece); oScene.addObject(oNewPiece.mesh); return(oNewPiece); } function setupGame() { var iTypeORColor; for (var iPieceY = 0; iPieceY < 8; iPieceY++) { for (var iPieceX = 0; iPieceX < 8; iPieceX++) { iTypeORColor = oCnf.aBoard[iPieceY * 10 + iPieceX + 21]; if (iTypeORColor > 0) { getPiece(iTypeORColor - 1 & 7, iTypeORColor >> 3 & 1, iPieceX, iPieceY); } } } } function resetCamera() { var nSize = oCnf.i3DWidth < oCnf.i3DHeight ? oCnf.i3DWidth : oCnf.i3DHeight; // min 200, max 900 oCam.setPosition(new Canvas3D.Vec3(oCnf.bBlackSide ? -50 : 50, nSize > 900 ? 45 : Math.round((nSize * (nSize * 67 - 118700) + 56340000) / 84000), 0)); oCam.lookAt(new Canvas3D.Vec3(0,0,0), oScene.getUpVector()); oCam.updateRotationMatrix(); } function updateCamera() { hidePieces(); standbySelector(); resetCamera(); updateMouseRegions(); updateSelector(); updateValidMoves(); updateInCheckPieces(); showPieces(); } this.oSolidVwArea.style.width = this.i3DWidth + "px"; this.oSolidVwArea.style.height = this.i3DHeight + "px"; oInCheckCanvas.width = this.i3DWidth; oInCheckCanvas.height = this.i3DHeight; oInCheckCanvas.style.width = this.i3DWidth + "px"; oInCheckCanvas.style.height = this.i3DHeight + "px"; oInCheckCanvas.style.zIndex = 65; oInCheckCanvas.style.position = "absolute"; oValidCanvas.width = this.i3DWidth; oValidCanvas.height = this.i3DHeight; oValidCanvas.style.width = this.i3DWidth + "px"; oValidCanvas.style.height = this.i3DHeight + "px"; oValidCanvas.style.zIndex = 66; oValidCanvas.style.position = "absolute"; oSelectorCanvas.width = this.i3DWidth; oSelectorCanvas.height = this.i3DHeight; oSelectorCanvas.style.width = this.i3DWidth + "px"; oSelectorCanvas.style.height = this.i3DHeight + "px"; oSelectorCanvas.style.zIndex = 67; oSelectorCanvas.style.position = "absolute"; oLight1.setPosition(new Canvas3D.Vec3(0,30,0)); oLight1.setIntensity(0.8); oScene.addLight(oLight1); oLight2.setPosition(new Canvas3D.Vec3(100,30,100)); oLight2.setIntensity(0.3); oScene.addLight(oLight2); oLight3.setPosition(new Canvas3D.Vec3(-100,30,-100)); oLight3.setIntensity(0.3); oScene.addLight(oLight3); setupGame(); oCam.setScale(18); oCam.setFOV(110); oCam.setFocalDistance(50); oCam.setReverseX(true); resetCamera(); oScene.setActiveCamera(oCam); //oScene.setUpVector(new Canvas3D.Vec3(0,-1,0)); this.oSolidVwArea.appendChild(oSelectorCanvas); this.oSolidVwArea.appendChild(oValidCanvas); this.oSolidVwArea.appendChild(oInCheckCanvas); Canvas3D.addEvent(oScene.getInputLayer(), "mousedown", snapClick); Canvas3D.addEvent(document.body, "DOMMouseScroll", snapDOMScroll); Canvas3D.addEvent(document.body, "mouseup", snapMsBtnUp); Canvas3D.addEvent(document.body, "mousemove", snapMsMove); Canvas3D.addEvent(document, "keypress", snapKeyPress); Canvas3D.addEvent(document, "keydown", snapKeyDown); oScene.begin(); updateMouseRegions(); updateInCheckPieces(); this.bSolidView = true; return { show: function() { oCnf.oSolidVwArea.appendChild(oScene._oDrawCanvas); oCnf.oSolidVwArea.appendChild(oScene._oInputOverlay); oCnf.oSolidVwArea.appendChild(oSelectorCanvas); oCnf.oSolidVwArea.appendChild(oValidCanvas); oCnf.oSolidVwArea.appendChild(oInCheckCanvas); oScene.addObject(oBoardMesh); setupGame(); Canvas3D.addEvent(oScene.getInputLayer(), "mousedown", snapClick); Canvas3D.addEvent(document.body, "DOMMouseScroll", snapDOMScroll); Canvas3D.addEvent(document.body, "mouseup", snapMsBtnUp); Canvas3D.addEvent(document.body, "mousemove", snapMsMove); Canvas3D.addEvent(document, "keypress", snapKeyPress); Canvas3D.addEvent(document, "keydown", snapKeyDown); updateCamera(); oScene.begin(); oCnf.bSolidView = true; }, hide: function() { Canvas3D.removeEvent(oScene.getInputLayer(), "mousedown", snapClick); Canvas3D.removeEvent(document.body, "DOMMouseScroll", snapDOMScroll); Canvas3D.removeEvent(document.body, "mouseup", snapMsBtnUp); Canvas3D.removeEvent(document.body, "mousemove", snapMsMove); Canvas3D.removeEvent(document, "keypress", snapKeyPress); Canvas3D.removeEvent(document, "keydown", snapKeyDown); oScene.end(); oCnf.oSolidVwArea.removeChild(oInCheckCanvas); oCnf.oSolidVwArea.removeChild(oValidCanvas); oCnf.oSolidVwArea.removeChild(oSelectorCanvas); oScene.removeAllObjects(); for (var iStop = aPieces.length; iStop > 0; iStop--) { oPiece = aPieces[iStop - 1]; aPiecesCasing[oPiece.type].push(aPieces.pop()); } oCnf.oSolidVwArea.removeChild(oScene._oInputOverlay); oCnf.oSolidVwArea.removeChild(oScene._oDrawCanvas); oCnf.oSolidVwArea.style.width = "0"; oCnf.bSolidView = false; }, update: function(bUpdateCamera) { clearPieceSelection(); for (var iCase = aPieces.length; iCase > 0; iCase--) { oPiece = aPieces[iCase - 1]; aPiecesCasing[oPiece.type].push(aPieces.pop()); oScene.removeObject(oPiece.mesh); } setupGame(); if (bUpdateCamera) { updateCamera(); } else { updateValidMoves(); updateInCheckPieces(); } }, selectPiece: function(nSquareId, bUnselect, bEmph) { iSelectorX = nSquareId % 10 - 1; iSelectorY = (nSquareId - nSquareId % 10) / 10 - 2; if (bUnselect) { for (var iSel = 0; iSel < aPieces.length; iSel++) { if (aPieces[iSel].posY === iSelectorY && aPieces[iSel].posX === iSelectorX) { oPiece = aPieces[iSel]; oSelectedPiece = aPieces[iSel]; bPieceSelected = true; } } if (bEmph) { updateSelector(); updateValidMoves(); } else { standbySelector(); var oSCtx = oSelectorCanvas.getContext("2d"), oVCtx = oValidCanvas.getContext("2d"); oSCtx.clearRect(0,0,oCnf.i3DWidth,oCnf.i3DHeight); oVCtx.clearRect(0,0,oCnf.i3DWidth,oCnf.i3DHeight); } } else { clearPieceSelection(); updateInCheckPieces(); } }, updateSize: function() { oCnf.oSolidVwArea.style.width = oCnf.i3DWidth + "px"; oCnf.oSolidVwArea.style.height = oCnf.i3DHeight + "px"; oSelectorCanvas.width = oCnf.i3DWidth; oSelectorCanvas.height = oCnf.i3DHeight; oSelectorCanvas.style.width = oCnf.i3DWidth + "px"; oSelectorCanvas.style.height = oCnf.i3DHeight + "px"; oValidCanvas.width = oCnf.i3DWidth; oValidCanvas.height = oCnf.i3DHeight; oValidCanvas.style.width = oCnf.i3DWidth + "px"; oValidCanvas.style.height = oCnf.i3DHeight + "px"; oInCheckCanvas.width = oCnf.i3DWidth; oInCheckCanvas.height = oCnf.i3DHeight; oInCheckCanvas.style.width = oCnf.i3DWidth + "px"; oInCheckCanvas.style.height = oCnf.i3DHeight + "px"; oScene.setDimensions(oCnf.i3DWidth, oCnf.i3DHeight); updateCamera(); }, move: function(bBackward, nStartPt, nEndPt, nTarget, nPromoPiece) { var nStartX = nStartPt % 10 - 1, nStartY = (nStartPt - nStartPt % 10) / 10 - 2, nEndX = nEndPt % 10 - 1, nEndY = (nEndPt - nEndPt % 10) / 10 - 2; if (bBackward) { var oSelPiece = pieceByCoords(nEndX, nEndY); if (nTarget) { getPiece(nTarget - 1 & 7, nTarget >> 3 & 1, nEndX, nEndY); } else if (oSelPiece.type === 0 && (nStartPt + nEndPt & 1)) { // en passant getPiece(0, oSelPiece.color ^ 1, nEndX, nStartY); } else if (oSelPiece.type === 1 && (nEndPt - nStartPt + 2 | 4) === 4) { // castling var chosenRook = pieceByCoords(nEndPt - nStartPt + 8 >> 1, nEndY); movePieceTo(chosenRook, 30 - nEndPt + nStartPt >> 2 & 7, nEndY); chosenRook.posX = 30 - nEndPt + nStartPt >> 2 & 7; } if (nPromoPiece) { removePiece(oSelPiece); getPiece(0, nEndY >> 2 ^ 1, nStartX, nStartY); } else { movePieceTo(oSelPiece, nStartX, nStartY); } } else { var oSelPiece = pieceByCoords(nStartX, nStartY); if (nTarget) { removePiece(pieceByCoords(nEndX, nEndY)); } else if (oSelPiece.type === 0 && (nStartPt + nEndPt & 1)) { // en passant removePiece(pieceByCoords(nEndX, nStartY)); } else if (oSelPiece.type === 1 && (nEndPt - nStartPt + 2 | 4) === 4) { // castling var chosenRook = pieceByCoords(30 - nEndPt + nStartPt >> 2 & 7, nEndY); movePieceTo(chosenRook, nEndPt - nStartPt + 8 >> 1, nEndY); chosenRook.posX = nEndPt - nStartPt + 8 >> 1; } if (nPromoPiece) { removePiece(oSelPiece); oSelPiece = getPiece(nPromoPiece - 1 & 7, nEndY >> 2 ^ 1, nEndX, nEndY); } else { movePieceTo(oSelPiece, nEndX, nEndY); } } updateInCheckPieces(); }, updateView: updateCamera }; ================================================ FILE: main/gams/gfiles/html5/chromaincident/index.html ================================================ JS13k ================================================ FILE: main/gams/gfiles/html5/chromedino/README.md ================================================ ## t-rex-runner the trex runner game extracted from chrome offline err page. see the [source](https://cs.chromium.org/chromium/src/components/neterror/resources/offline.js?q=t-rex+package:%5Echromium$&dr=C&l=7) from chromium [go and enjoy! :smile: ](http://wayou.github.io/t-rex-runner/) ![chrome offline game cast](assets/screenshot.gif) ## Interesting Forks/In Chinese, we call it 「花样玩法」 - [vianroyal](https://github.com/vianroyal)/[t-rex-runner](https://github.com/vianroyal/t-rex-runner) [Kumamon runner](http://vianroyal.github.io/t-rex-runner/)
      ![](assets/kumamon-runner.gif) - [xkuga](https://github.com/xkuga)/[t-rex-runner](https://github.com/xkuga/t-rex-runner) [Hello KuGou](http://hellokugou.com/)
      ![](assets/hello-kugou.gif) - [d-nery](https://github.com/d-nery/)/[t-rex-runner](https://github.com/d-nery/t-rex-runner) [Novas coisas](http://d-nery.github.io/t-rex-runner/)
      ![](assets/novas-coisas.gif) - [chirag64](https://github.com/chirag64)/[t-rex-runner-bot](https://github.com/chirag64/t-rex-runner-bot) [t-rex runner bot](https://chirag64.github.io/t-rex-runner-bot/)
      ![](assets/t-rex-runner-bot.gif) - [19janil](https://github.com/19janil)/[t-rex-runner](https://github.com/19janil/t-rex-runner) [t-rex runner](https://19janil.github.io/t-rex-runner/)
      ![](assets/t-rex-runner-19janil.gif) - [enthus1ast](https://github.com/enthus1ast)/[chromeTrip](https://github.com/enthus1ast/chromeTrip) [Chrome Trip by code0](https://code0.itch.io/chrome-trip)
      ![](https://user-images.githubusercontent.com/13794470/37289691-964618be-260a-11e8-8c4a-6df04d6c490d.gif) ================================================ FILE: main/gams/gfiles/html5/chromedino/index.css ================================================ /* Copyright 2013 The Chromium Authors. All rights reserved. * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ html, body { padding: 0; margin: 0; width: 100%; height: 100%; background-color: #EEE; } .icon { -webkit-user-select: none; user-select: none; display: inline-block; } .icon-offline { content: -webkit-image-set( url(assets/default_100_percent/100-error-offline.png) 1x, url(assets/default_200_percent/200-error-offline.png) 2x); position: relative; } .hidden { display: none; } /* Offline page */ .offline .interstitial-wrapper { color: #2b2b2b; font-size: 1em; line-height: 1.55; margin: 0 auto; max-width: 600px; padding-top: 100px; width: 100%; } .offline .runner-container { height: 150px; max-width: 600px; overflow: hidden; position: absolute; top: 35px; width: 44px; } .offline .runner-canvas { height: 150px; max-width: 600px; opacity: 1; overflow: hidden; position: absolute; top: 0; z-index: 2; } .offline .controller { background: rgba(247, 247, 247, .1); height: 100vh; left: 0; position: absolute; top: 0; width: 100vw; z-index: 1; } #offline-resources { display: none; } @media (max-width: 420px) { .suggested-left > #control-buttons, .suggested-right > #control-buttons { float: none; } .snackbar { left: 0; bottom: 0; width: 100%; border-radius: 0; } } @media (max-height: 350px) { h1 { margin: 0 0 15px; } .icon-offline { margin: 0 0 10px; } .interstitial-wrapper { margin-top: 5%; } .nav-wrapper { margin-top: 30px; } } @media (min-width: 600px) and (max-width: 736px) and (orientation: landscape) { .offline .interstitial-wrapper { margin-left: 0; margin-right: 0; } } @media (min-width: 420px) and (max-width: 736px) and (min-height: 240px) and (max-height: 420px) and (orientation:landscape) { .interstitial-wrapper { margin-bottom: 100px; } } @media (min-height: 240px) and (orientation: landscape) { .offline .interstitial-wrapper { margin-bottom: 90px; } .icon-offline { margin-bottom: 20px; } } @media (max-height: 320px) and (orientation: landscape) { .icon-offline { margin-bottom: 0; } .offline .runner-container { top: 10px; } } @media (max-width: 240px) { .interstitial-wrapper { overflow: inherit; padding: 0 8px; } } ================================================ FILE: main/gams/gfiles/html5/chromedino/index.html ================================================ chrome easter egg: t-rex runner

      Press Space to start

      ================================================ FILE: main/gams/gfiles/html5/chromedino/index.js ================================================ // Copyright (c) 2014 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // extract from chromium source code by @liuwayong (function () { 'use strict'; /** * T-Rex runner. * @param {string} outerContainerId Outer containing element id. * @param {Object} opt_config * @constructor * @export */ function Runner(outerContainerId, opt_config) { // Singleton if (Runner.instance_) { return Runner.instance_; } Runner.instance_ = this; this.outerContainerEl = document.querySelector(outerContainerId); this.containerEl = null; this.snackbarEl = null; this.detailsButton = this.outerContainerEl.querySelector('#details-button'); this.config = opt_config || Runner.config; this.dimensions = Runner.defaultDimensions; this.canvas = null; this.canvasCtx = null; this.tRex = null; this.distanceMeter = null; this.distanceRan = 0; this.highestScore = 0; this.time = 0; this.runningTime = 0; this.msPerFrame = 1000 / FPS; this.currentSpeed = this.config.SPEED; this.obstacles = []; this.activated = false; // Whether the easter egg has been activated. this.playing = false; // Whether the game is currently in play state. this.crashed = false; this.paused = false; this.inverted = false; this.invertTimer = 0; this.resizeTimerId_ = null; this.playCount = 0; // Sound FX. this.audioBuffer = null; this.soundFx = {}; // Global web audio context for playing sounds. this.audioContext = null; // Images. this.images = {}; this.imagesLoaded = 0; if (this.isDisabled()) { this.setupDisabledRunner(); } else { this.loadImages(); } } window['Runner'] = Runner; /** * Default game width. * @const */ var DEFAULT_WIDTH = 600; /** * Frames per second. * @const */ var FPS = 60; /** @const */ var IS_HIDPI = window.devicePixelRatio > 1; /** @const */ var IS_IOS = /iPad|iPhone|iPod/.test(window.navigator.platform); /** @const */ var IS_MOBILE = /Android/.test(window.navigator.userAgent) || IS_IOS; /** @const */ var IS_TOUCH_ENABLED = 'ontouchstart' in window; /** * Default game configuration. * @enum {number} */ Runner.config = { ACCELERATION: 0.001, BG_CLOUD_SPEED: 0.2, BOTTOM_PAD: 10, CLEAR_TIME: 3000, CLOUD_FREQUENCY: 0.5, GAMEOVER_CLEAR_TIME: 750, GAP_COEFFICIENT: 0.6, GRAVITY: 0.6, INITIAL_JUMP_VELOCITY: 12, INVERT_FADE_DURATION: 12000, INVERT_DISTANCE: 700, MAX_BLINK_COUNT: 3, MAX_CLOUDS: 6, MAX_OBSTACLE_LENGTH: 3, MAX_OBSTACLE_DUPLICATION: 2, MAX_SPEED: 13, MIN_JUMP_HEIGHT: 35, MOBILE_SPEED_COEFFICIENT: 1.2, RESOURCE_TEMPLATE_ID: 'audio-resources', SPEED: 6, SPEED_DROP_COEFFICIENT: 3 }; /** * Default dimensions. * @enum {string} */ Runner.defaultDimensions = { WIDTH: DEFAULT_WIDTH, HEIGHT: 150 }; /** * CSS class names. * @enum {string} */ Runner.classes = { CANVAS: 'runner-canvas', CONTAINER: 'runner-container', CRASHED: 'crashed', ICON: 'icon-offline', INVERTED: 'inverted', SNACKBAR: 'snackbar', SNACKBAR_SHOW: 'snackbar-show', TOUCH_CONTROLLER: 'controller' }; /** * Sprite definition layout of the spritesheet. * @enum {Object} */ Runner.spriteDefinition = { LDPI: { CACTUS_LARGE: { x: 332, y: 2 }, CACTUS_SMALL: { x: 228, y: 2 }, CLOUD: { x: 86, y: 2 }, HORIZON: { x: 2, y: 54 }, MOON: { x: 484, y: 2 }, PTERODACTYL: { x: 134, y: 2 }, RESTART: { x: 2, y: 2 }, TEXT_SPRITE: { x: 655, y: 2 }, TREX: { x: 848, y: 2 }, STAR: { x: 645, y: 2 } }, HDPI: { CACTUS_LARGE: { x: 652, y: 2 }, CACTUS_SMALL: { x: 446, y: 2 }, CLOUD: { x: 166, y: 2 }, HORIZON: { x: 2, y: 104 }, MOON: { x: 954, y: 2 }, PTERODACTYL: { x: 260, y: 2 }, RESTART: { x: 2, y: 2 }, TEXT_SPRITE: { x: 1294, y: 2 }, TREX: { x: 1678, y: 2 }, STAR: { x: 1276, y: 2 } } }; /** * Sound FX. Reference to the ID of the audio tag on interstitial page. * @enum {string} */ Runner.sounds = { BUTTON_PRESS: 'offline-sound-press', HIT: 'offline-sound-hit', SCORE: 'offline-sound-reached' }; /** * Key code mapping. * @enum {Object} */ Runner.keycodes = { JUMP: { '38': 1, '32': 1 }, // Up, spacebar DUCK: { '40': 1 }, // Down RESTART: { '13': 1 } // Enter }; /** * Runner event names. * @enum {string} */ Runner.events = { ANIM_END: 'webkitAnimationEnd', CLICK: 'click', KEYDOWN: 'keydown', KEYUP: 'keyup', MOUSEDOWN: 'mousedown', MOUSEUP: 'mouseup', RESIZE: 'resize', TOUCHEND: 'touchend', TOUCHSTART: 'touchstart', VISIBILITY: 'visibilitychange', BLUR: 'blur', FOCUS: 'focus', LOAD: 'load' }; Runner.prototype = { /** * Whether the easter egg has been disabled. CrOS enterprise enrolled devices. * @return {boolean} */ isDisabled: function () { // return loadTimeData && loadTimeData.valueExists('disabledEasterEgg'); return false; }, /** * For disabled instances, set up a snackbar with the disabled message. */ setupDisabledRunner: function () { this.containerEl = document.createElement('div'); this.containerEl.className = Runner.classes.SNACKBAR; this.containerEl.textContent = loadTimeData.getValue('disabledEasterEgg'); this.outerContainerEl.appendChild(this.containerEl); // Show notification when the activation key is pressed. document.addEventListener(Runner.events.KEYDOWN, function (e) { if (Runner.keycodes.JUMP[e.keyCode]) { this.containerEl.classList.add(Runner.classes.SNACKBAR_SHOW); document.querySelector('.icon').classList.add('icon-disabled'); } }.bind(this)); }, /** * Setting individual settings for debugging. * @param {string} setting * @param {*} value */ updateConfigSetting: function (setting, value) { if (setting in this.config && value != undefined) { this.config[setting] = value; switch (setting) { case 'GRAVITY': case 'MIN_JUMP_HEIGHT': case 'SPEED_DROP_COEFFICIENT': this.tRex.config[setting] = value; break; case 'INITIAL_JUMP_VELOCITY': this.tRex.setJumpVelocity(value); break; case 'SPEED': this.setSpeed(value); break; } } }, /** * Cache the appropriate image sprite from the page and get the sprite sheet * definition. */ loadImages: function () { if (IS_HIDPI) { Runner.imageSprite = document.getElementById('offline-resources-2x'); this.spriteDef = Runner.spriteDefinition.HDPI; } else { Runner.imageSprite = document.getElementById('offline-resources-1x'); this.spriteDef = Runner.spriteDefinition.LDPI; } if (Runner.imageSprite.complete) { this.init(); } else { // If the images are not yet loaded, add a listener. Runner.imageSprite.addEventListener(Runner.events.LOAD, this.init.bind(this)); } }, /** * Load and decode base 64 encoded sounds. */ loadSounds: function () { if (!IS_IOS) { this.audioContext = new AudioContext(); var resourceTemplate = document.getElementById(this.config.RESOURCE_TEMPLATE_ID).content; for (var sound in Runner.sounds) { var soundSrc = resourceTemplate.getElementById(Runner.sounds[sound]).src; soundSrc = soundSrc.substr(soundSrc.indexOf(',') + 1); var buffer = decodeBase64ToArrayBuffer(soundSrc); // Async, so no guarantee of order in array. this.audioContext.decodeAudioData(buffer, function (index, audioData) { this.soundFx[index] = audioData; }.bind(this, sound)); } } }, /** * Sets the game speed. Adjust the speed accordingly if on a smaller screen. * @param {number} opt_speed */ setSpeed: function (opt_speed) { var speed = opt_speed || this.currentSpeed; // Reduce the speed on smaller mobile screens. if (this.dimensions.WIDTH < DEFAULT_WIDTH) { var mobileSpeed = speed * this.dimensions.WIDTH / DEFAULT_WIDTH * this.config.MOBILE_SPEED_COEFFICIENT; this.currentSpeed = mobileSpeed > speed ? speed : mobileSpeed; } else if (opt_speed) { this.currentSpeed = opt_speed; } }, /** * Game initialiser. */ init: function () { // Hide the static icon. document.querySelector('.' + Runner.classes.ICON).style.visibility = 'hidden'; this.adjustDimensions(); this.setSpeed(); this.containerEl = document.createElement('div'); this.containerEl.className = Runner.classes.CONTAINER; // Player canvas container. this.canvas = createCanvas(this.containerEl, this.dimensions.WIDTH, this.dimensions.HEIGHT, Runner.classes.PLAYER); this.canvasCtx = this.canvas.getContext('2d'); this.canvasCtx.fillStyle = '#f7f7f7'; this.canvasCtx.fill(); Runner.updateCanvasScaling(this.canvas); // Horizon contains clouds, obstacles and the ground. this.horizon = new Horizon(this.canvas, this.spriteDef, this.dimensions, this.config.GAP_COEFFICIENT); // Distance meter this.distanceMeter = new DistanceMeter(this.canvas, this.spriteDef.TEXT_SPRITE, this.dimensions.WIDTH); // Draw t-rex this.tRex = new Trex(this.canvas, this.spriteDef.TREX); this.outerContainerEl.appendChild(this.containerEl); if (IS_MOBILE) { this.createTouchController(); } this.startListening(); this.update(); window.addEventListener(Runner.events.RESIZE, this.debounceResize.bind(this)); }, /** * Create the touch controller. A div that covers whole screen. */ createTouchController: function () { this.touchController = document.createElement('div'); this.touchController.className = Runner.classes.TOUCH_CONTROLLER; this.outerContainerEl.appendChild(this.touchController); }, /** * Debounce the resize event. */ debounceResize: function () { if (!this.resizeTimerId_) { this.resizeTimerId_ = setInterval(this.adjustDimensions.bind(this), 250); } }, /** * Adjust game space dimensions on resize. */ adjustDimensions: function () { clearInterval(this.resizeTimerId_); this.resizeTimerId_ = null; var boxStyles = window.getComputedStyle(this.outerContainerEl); var padding = Number(boxStyles.paddingLeft.substr(0, boxStyles.paddingLeft.length - 2)); this.dimensions.WIDTH = this.outerContainerEl.offsetWidth - padding * 2; // Redraw the elements back onto the canvas. if (this.canvas) { this.canvas.width = this.dimensions.WIDTH; this.canvas.height = this.dimensions.HEIGHT; Runner.updateCanvasScaling(this.canvas); this.distanceMeter.calcXPos(this.dimensions.WIDTH); this.clearCanvas(); this.horizon.update(0, 0, true); this.tRex.update(0); // Outer container and distance meter. if (this.playing || this.crashed || this.paused) { this.containerEl.style.width = this.dimensions.WIDTH + 'px'; this.containerEl.style.height = this.dimensions.HEIGHT + 'px'; this.distanceMeter.update(0, Math.ceil(this.distanceRan)); this.stop(); } else { this.tRex.draw(0, 0); } // Game over panel. if (this.crashed && this.gameOverPanel) { this.gameOverPanel.updateDimensions(this.dimensions.WIDTH); this.gameOverPanel.draw(); } } }, /** * Play the game intro. * Canvas container width expands out to the full width. */ playIntro: function () { if (!this.activated && !this.crashed) { this.playingIntro = true; this.tRex.playingIntro = true; // CSS animation definition. var keyframes = '@-webkit-keyframes intro { ' + 'from { width:' + Trex.config.WIDTH + 'px }' + 'to { width: ' + this.dimensions.WIDTH + 'px }' + '}'; // create a style sheet to put the keyframe rule in // and then place the style sheet in the html head var sheet = document.createElement('style'); sheet.innerHTML = keyframes; document.head.appendChild(sheet); this.containerEl.addEventListener(Runner.events.ANIM_END, this.startGame.bind(this)); this.containerEl.style.webkitAnimation = 'intro .4s ease-out 1 both'; this.containerEl.style.width = this.dimensions.WIDTH + 'px'; // if (this.touchController) { // this.outerContainerEl.appendChild(this.touchController); // } this.playing = true; this.activated = true; } else if (this.crashed) { this.restart(); } }, /** * Update the game status to started. */ startGame: function () { this.runningTime = 0; this.playingIntro = false; this.tRex.playingIntro = false; this.containerEl.style.webkitAnimation = ''; this.playCount++; // Handle tabbing off the page. Pause the current game. document.addEventListener(Runner.events.VISIBILITY, this.onVisibilityChange.bind(this)); window.addEventListener(Runner.events.BLUR, this.onVisibilityChange.bind(this)); window.addEventListener(Runner.events.FOCUS, this.onVisibilityChange.bind(this)); }, clearCanvas: function () { this.canvasCtx.clearRect(0, 0, this.dimensions.WIDTH, this.dimensions.HEIGHT); }, /** * Update the game frame and schedules the next one. */ update: function () { this.updatePending = false; var now = getTimeStamp(); var deltaTime = now - (this.time || now); this.time = now; if (this.playing) { this.clearCanvas(); if (this.tRex.jumping) { this.tRex.updateJump(deltaTime); } this.runningTime += deltaTime; var hasObstacles = this.runningTime > this.config.CLEAR_TIME; // First jump triggers the intro. if (this.tRex.jumpCount == 1 && !this.playingIntro) { this.playIntro(); } // The horizon doesn't move until the intro is over. if (this.playingIntro) { this.horizon.update(0, this.currentSpeed, hasObstacles); } else { deltaTime = !this.activated ? 0 : deltaTime; this.horizon.update(deltaTime, this.currentSpeed, hasObstacles, this.inverted); } // Check for collisions. var collision = hasObstacles && checkForCollision(this.horizon.obstacles[0], this.tRex); if (!collision) { this.distanceRan += this.currentSpeed * deltaTime / this.msPerFrame; if (this.currentSpeed < this.config.MAX_SPEED) { this.currentSpeed += this.config.ACCELERATION; } } else { this.gameOver(); } var playAchievementSound = this.distanceMeter.update(deltaTime, Math.ceil(this.distanceRan)); if (playAchievementSound) { this.playSound(this.soundFx.SCORE); } // Night mode. if (this.invertTimer > this.config.INVERT_FADE_DURATION) { this.invertTimer = 0; this.invertTrigger = false; this.invert(); } else if (this.invertTimer) { this.invertTimer += deltaTime; } else { var actualDistance = this.distanceMeter.getActualDistance(Math.ceil(this.distanceRan)); if (actualDistance > 0) { this.invertTrigger = !(actualDistance % this.config.INVERT_DISTANCE); if (this.invertTrigger && this.invertTimer === 0) { this.invertTimer += deltaTime; this.invert(); } } } } if (this.playing || (!this.activated && this.tRex.blinkCount < Runner.config.MAX_BLINK_COUNT)) { this.tRex.update(deltaTime); this.scheduleNextUpdate(); } }, /** * Event handler. */ handleEvent: function (e) { return (function (evtType, events) { switch (evtType) { case events.KEYDOWN: case events.TOUCHSTART: case events.MOUSEDOWN: this.onKeyDown(e); break; case events.KEYUP: case events.TOUCHEND: case events.MOUSEUP: this.onKeyUp(e); break; } }.bind(this))(e.type, Runner.events); }, /** * Bind relevant key / mouse / touch listeners. */ startListening: function () { // Keys. document.addEventListener(Runner.events.KEYDOWN, this); document.addEventListener(Runner.events.KEYUP, this); if (IS_MOBILE) { // Mobile only touch devices. this.touchController.addEventListener(Runner.events.TOUCHSTART, this); this.touchController.addEventListener(Runner.events.TOUCHEND, this); this.containerEl.addEventListener(Runner.events.TOUCHSTART, this); } else { // Mouse. document.addEventListener(Runner.events.MOUSEDOWN, this); document.addEventListener(Runner.events.MOUSEUP, this); } }, /** * Remove all listeners. */ stopListening: function () { document.removeEventListener(Runner.events.KEYDOWN, this); document.removeEventListener(Runner.events.KEYUP, this); if (IS_MOBILE) { this.touchController.removeEventListener(Runner.events.TOUCHSTART, this); this.touchController.removeEventListener(Runner.events.TOUCHEND, this); this.containerEl.removeEventListener(Runner.events.TOUCHSTART, this); } else { document.removeEventListener(Runner.events.MOUSEDOWN, this); document.removeEventListener(Runner.events.MOUSEUP, this); } }, /** * Process keydown. * @param {Event} e */ onKeyDown: function (e) { // Prevent native page scrolling whilst tapping on mobile. if (IS_MOBILE && this.playing) { e.preventDefault(); } if (e.target != this.detailsButton) { if (!this.crashed && (Runner.keycodes.JUMP[e.keyCode] || e.type == Runner.events.TOUCHSTART)) { if (!this.playing) { this.loadSounds(); this.playing = true; this.update(); if (window.errorPageController) { errorPageController.trackEasterEgg(); } } // Play sound effect and jump on starting the game for the first time. if (!this.tRex.jumping && !this.tRex.ducking) { this.playSound(this.soundFx.BUTTON_PRESS); this.tRex.startJump(this.currentSpeed); } } if (this.crashed && e.type == Runner.events.TOUCHSTART && e.currentTarget == this.containerEl) { this.restart(); } } if (this.playing && !this.crashed && Runner.keycodes.DUCK[e.keyCode]) { e.preventDefault(); if (this.tRex.jumping) { // Speed drop, activated only when jump key is not pressed. this.tRex.setSpeedDrop(); } else if (!this.tRex.jumping && !this.tRex.ducking) { // Duck. this.tRex.setDuck(true); } } }, /** * Process key up. * @param {Event} e */ onKeyUp: function (e) { var keyCode = String(e.keyCode); var isjumpKey = Runner.keycodes.JUMP[keyCode] || e.type == Runner.events.TOUCHEND || e.type == Runner.events.MOUSEDOWN; if (this.isRunning() && isjumpKey) { this.tRex.endJump(); } else if (Runner.keycodes.DUCK[keyCode]) { this.tRex.speedDrop = false; this.tRex.setDuck(false); } else if (this.crashed) { // Check that enough time has elapsed before allowing jump key to restart. var deltaTime = getTimeStamp() - this.time; if (Runner.keycodes.RESTART[keyCode] || this.isLeftClickOnCanvas(e) || (deltaTime >= this.config.GAMEOVER_CLEAR_TIME && Runner.keycodes.JUMP[keyCode])) { this.restart(); } } else if (this.paused && isjumpKey) { // Reset the jump state this.tRex.reset(); this.play(); } }, /** * Returns whether the event was a left click on canvas. * On Windows right click is registered as a click. * @param {Event} e * @return {boolean} */ isLeftClickOnCanvas: function (e) { return e.button != null && e.button < 2 && e.type == Runner.events.MOUSEUP && e.target == this.canvas; }, /** * RequestAnimationFrame wrapper. */ scheduleNextUpdate: function () { if (!this.updatePending) { this.updatePending = true; this.raqId = requestAnimationFrame(this.update.bind(this)); } }, /** * Whether the game is running. * @return {boolean} */ isRunning: function () { return !!this.raqId; }, /** * Game over state. */ gameOver: function () { this.playSound(this.soundFx.HIT); vibrate(200); this.stop(); this.crashed = true; this.distanceMeter.acheivement = false; this.tRex.update(100, Trex.status.CRASHED); // Game over panel. if (!this.gameOverPanel) { this.gameOverPanel = new GameOverPanel(this.canvas, this.spriteDef.TEXT_SPRITE, this.spriteDef.RESTART, this.dimensions); } else { this.gameOverPanel.draw(); } // Update the high score. if (this.distanceRan > this.highestScore) { this.highestScore = Math.ceil(this.distanceRan); this.distanceMeter.setHighScore(this.highestScore); } // Reset the time clock. this.time = getTimeStamp(); }, stop: function () { this.playing = false; this.paused = true; cancelAnimationFrame(this.raqId); this.raqId = 0; }, play: function () { if (!this.crashed) { this.playing = true; this.paused = false; this.tRex.update(0, Trex.status.RUNNING); this.time = getTimeStamp(); this.update(); } }, restart: function () { if (!this.raqId) { this.playCount++; this.runningTime = 0; this.playing = true; this.crashed = false; this.distanceRan = 0; this.setSpeed(this.config.SPEED); this.time = getTimeStamp(); this.containerEl.classList.remove(Runner.classes.CRASHED); this.clearCanvas(); this.distanceMeter.reset(this.highestScore); this.horizon.reset(); this.tRex.reset(); this.playSound(this.soundFx.BUTTON_PRESS); this.invert(true); this.update(); } }, /** * Pause the game if the tab is not in focus. */ onVisibilityChange: function (e) { if (document.hidden || document.webkitHidden || e.type == 'blur' || document.visibilityState != 'visible') { this.stop(); } else if (!this.crashed) { this.tRex.reset(); this.play(); } }, /** * Play a sound. * @param {SoundBuffer} soundBuffer */ playSound: function (soundBuffer) { if (soundBuffer) { var sourceNode = this.audioContext.createBufferSource(); sourceNode.buffer = soundBuffer; sourceNode.connect(this.audioContext.destination); sourceNode.start(0); } }, /** * Inverts the current page / canvas colors. * @param {boolean} Whether to reset colors. */ invert: function (reset) { if (reset) { document.body.classList.toggle(Runner.classes.INVERTED, false); this.invertTimer = 0; this.inverted = false; } else { this.inverted = document.body.classList.toggle(Runner.classes.INVERTED, this.invertTrigger); } } }; /** * Updates the canvas size taking into * account the backing store pixel ratio and * the device pixel ratio. * * See article by Paul Lewis: * http://www.html5rocks.com/en/tutorials/canvas/hidpi/ * * @param {HTMLCanvasElement} canvas * @param {number} opt_width * @param {number} opt_height * @return {boolean} Whether the canvas was scaled. */ Runner.updateCanvasScaling = function (canvas, opt_width, opt_height) { var context = canvas.getContext('2d'); // Query the various pixel ratios var devicePixelRatio = Math.floor(window.devicePixelRatio) || 1; var backingStoreRatio = Math.floor(context.webkitBackingStorePixelRatio) || 1; var ratio = devicePixelRatio / backingStoreRatio; // Upscale the canvas if the two ratios don't match if (devicePixelRatio !== backingStoreRatio) { var oldWidth = opt_width || canvas.width; var oldHeight = opt_height || canvas.height; canvas.width = oldWidth * ratio; canvas.height = oldHeight * ratio; canvas.style.width = oldWidth + 'px'; canvas.style.height = oldHeight + 'px'; // Scale the context to counter the fact that we've manually scaled // our canvas element. context.scale(ratio, ratio); return true; } else if (devicePixelRatio == 1) { // Reset the canvas width / height. Fixes scaling bug when the page is // zoomed and the devicePixelRatio changes accordingly. canvas.style.width = canvas.width + 'px'; canvas.style.height = canvas.height + 'px'; } return false; }; /** * Get random number. * @param {number} min * @param {number} max * @param {number} */ function getRandomNum(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } /** * Vibrate on mobile devices. * @param {number} duration Duration of the vibration in milliseconds. */ function vibrate(duration) { if (IS_MOBILE && window.navigator.vibrate) { window.navigator.vibrate(duration); } } /** * Create canvas element. * @param {HTMLElement} container Element to append canvas to. * @param {number} width * @param {number} height * @param {string} opt_classname * @return {HTMLCanvasElement} */ function createCanvas(container, width, height, opt_classname) { var canvas = document.createElement('canvas'); canvas.className = opt_classname ? Runner.classes.CANVAS + ' ' + opt_classname : Runner.classes.CANVAS; canvas.width = width; canvas.height = height; container.appendChild(canvas); return canvas; } /** * Decodes the base 64 audio to ArrayBuffer used by Web Audio. * @param {string} base64String */ function decodeBase64ToArrayBuffer(base64String) { var len = (base64String.length / 4) * 3; var str = atob(base64String); var arrayBuffer = new ArrayBuffer(len); var bytes = new Uint8Array(arrayBuffer); for (var i = 0; i < len; i++) { bytes[i] = str.charCodeAt(i); } return bytes.buffer; } /** * Return the current timestamp. * @return {number} */ function getTimeStamp() { return IS_IOS ? new Date().getTime() : performance.now(); } //****************************************************************************** /** * Game over panel. * @param {!HTMLCanvasElement} canvas * @param {Object} textImgPos * @param {Object} restartImgPos * @param {!Object} dimensions Canvas dimensions. * @constructor */ function GameOverPanel(canvas, textImgPos, restartImgPos, dimensions) { this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.canvasDimensions = dimensions; this.textImgPos = textImgPos; this.restartImgPos = restartImgPos; this.draw(); }; /** * Dimensions used in the panel. * @enum {number} */ GameOverPanel.dimensions = { TEXT_X: 0, TEXT_Y: 13, TEXT_WIDTH: 191, TEXT_HEIGHT: 11, RESTART_WIDTH: 36, RESTART_HEIGHT: 32 }; GameOverPanel.prototype = { /** * Update the panel dimensions. * @param {number} width New canvas width. * @param {number} opt_height Optional new canvas height. */ updateDimensions: function (width, opt_height) { this.canvasDimensions.WIDTH = width; if (opt_height) { this.canvasDimensions.HEIGHT = opt_height; } }, /** * Draw the panel. */ draw: function () { var dimensions = GameOverPanel.dimensions; var centerX = this.canvasDimensions.WIDTH / 2; // Game over text. var textSourceX = dimensions.TEXT_X; var textSourceY = dimensions.TEXT_Y; var textSourceWidth = dimensions.TEXT_WIDTH; var textSourceHeight = dimensions.TEXT_HEIGHT; var textTargetX = Math.round(centerX - (dimensions.TEXT_WIDTH / 2)); var textTargetY = Math.round((this.canvasDimensions.HEIGHT - 25) / 3); var textTargetWidth = dimensions.TEXT_WIDTH; var textTargetHeight = dimensions.TEXT_HEIGHT; var restartSourceWidth = dimensions.RESTART_WIDTH; var restartSourceHeight = dimensions.RESTART_HEIGHT; var restartTargetX = centerX - (dimensions.RESTART_WIDTH / 2); var restartTargetY = this.canvasDimensions.HEIGHT / 2; if (IS_HIDPI) { textSourceY *= 2; textSourceX *= 2; textSourceWidth *= 2; textSourceHeight *= 2; restartSourceWidth *= 2; restartSourceHeight *= 2; } textSourceX += this.textImgPos.x; textSourceY += this.textImgPos.y; // Game over text from sprite. this.canvasCtx.drawImage(Runner.imageSprite, textSourceX, textSourceY, textSourceWidth, textSourceHeight, textTargetX, textTargetY, textTargetWidth, textTargetHeight); // Restart button. this.canvasCtx.drawImage(Runner.imageSprite, this.restartImgPos.x, this.restartImgPos.y, restartSourceWidth, restartSourceHeight, restartTargetX, restartTargetY, dimensions.RESTART_WIDTH, dimensions.RESTART_HEIGHT); } }; //****************************************************************************** /** * Check for a collision. * @param {!Obstacle} obstacle * @param {!Trex} tRex T-rex object. * @param {HTMLCanvasContext} opt_canvasCtx Optional canvas context for drawing * collision boxes. * @return {Array} */ function checkForCollision(obstacle, tRex, opt_canvasCtx) { var obstacleBoxXPos = Runner.defaultDimensions.WIDTH + obstacle.xPos; // Adjustments are made to the bounding box as there is a 1 pixel white // border around the t-rex and obstacles. var tRexBox = new CollisionBox( tRex.xPos + 1, tRex.yPos + 1, tRex.config.WIDTH - 2, tRex.config.HEIGHT - 2); var obstacleBox = new CollisionBox( obstacle.xPos + 1, obstacle.yPos + 1, obstacle.typeConfig.width * obstacle.size - 2, obstacle.typeConfig.height - 2); // Debug outer box if (opt_canvasCtx) { drawCollisionBoxes(opt_canvasCtx, tRexBox, obstacleBox); } // Simple outer bounds check. if (boxCompare(tRexBox, obstacleBox)) { var collisionBoxes = obstacle.collisionBoxes; var tRexCollisionBoxes = tRex.ducking ? Trex.collisionBoxes.DUCKING : Trex.collisionBoxes.RUNNING; // Detailed axis aligned box check. for (var t = 0; t < tRexCollisionBoxes.length; t++) { for (var i = 0; i < collisionBoxes.length; i++) { // Adjust the box to actual positions. var adjTrexBox = createAdjustedCollisionBox(tRexCollisionBoxes[t], tRexBox); var adjObstacleBox = createAdjustedCollisionBox(collisionBoxes[i], obstacleBox); var crashed = boxCompare(adjTrexBox, adjObstacleBox); // Draw boxes for debug. if (opt_canvasCtx) { drawCollisionBoxes(opt_canvasCtx, adjTrexBox, adjObstacleBox); } if (crashed) { return [adjTrexBox, adjObstacleBox]; } } } } return false; }; /** * Adjust the collision box. * @param {!CollisionBox} box The original box. * @param {!CollisionBox} adjustment Adjustment box. * @return {CollisionBox} The adjusted collision box object. */ function createAdjustedCollisionBox(box, adjustment) { return new CollisionBox( box.x + adjustment.x, box.y + adjustment.y, box.width, box.height); }; /** * Draw the collision boxes for debug. */ function drawCollisionBoxes(canvasCtx, tRexBox, obstacleBox) { canvasCtx.save(); canvasCtx.strokeStyle = '#f00'; canvasCtx.strokeRect(tRexBox.x, tRexBox.y, tRexBox.width, tRexBox.height); canvasCtx.strokeStyle = '#0f0'; canvasCtx.strokeRect(obstacleBox.x, obstacleBox.y, obstacleBox.width, obstacleBox.height); canvasCtx.restore(); }; /** * Compare two collision boxes for a collision. * @param {CollisionBox} tRexBox * @param {CollisionBox} obstacleBox * @return {boolean} Whether the boxes intersected. */ function boxCompare(tRexBox, obstacleBox) { var crashed = false; var tRexBoxX = tRexBox.x; var tRexBoxY = tRexBox.y; var obstacleBoxX = obstacleBox.x; var obstacleBoxY = obstacleBox.y; // Axis-Aligned Bounding Box method. if (tRexBox.x < obstacleBoxX + obstacleBox.width && tRexBox.x + tRexBox.width > obstacleBoxX && tRexBox.y < obstacleBox.y + obstacleBox.height && tRexBox.height + tRexBox.y > obstacleBox.y) { crashed = true; } return crashed; }; //****************************************************************************** /** * Collision box object. * @param {number} x X position. * @param {number} y Y Position. * @param {number} w Width. * @param {number} h Height. */ function CollisionBox(x, y, w, h) { this.x = x; this.y = y; this.width = w; this.height = h; }; //****************************************************************************** /** * Obstacle. * @param {HTMLCanvasCtx} canvasCtx * @param {Obstacle.type} type * @param {Object} spritePos Obstacle position in sprite. * @param {Object} dimensions * @param {number} gapCoefficient Mutipler in determining the gap. * @param {number} speed * @param {number} opt_xOffset */ function Obstacle(canvasCtx, type, spriteImgPos, dimensions, gapCoefficient, speed, opt_xOffset) { this.canvasCtx = canvasCtx; this.spritePos = spriteImgPos; this.typeConfig = type; this.gapCoefficient = gapCoefficient; this.size = getRandomNum(1, Obstacle.MAX_OBSTACLE_LENGTH); this.dimensions = dimensions; this.remove = false; this.xPos = dimensions.WIDTH + (opt_xOffset || 0); this.yPos = 0; this.width = 0; this.collisionBoxes = []; this.gap = 0; this.speedOffset = 0; // For animated obstacles. this.currentFrame = 0; this.timer = 0; this.init(speed); }; /** * Coefficient for calculating the maximum gap. * @const */ Obstacle.MAX_GAP_COEFFICIENT = 1.5; /** * Maximum obstacle grouping count. * @const */ Obstacle.MAX_OBSTACLE_LENGTH = 3, Obstacle.prototype = { /** * Initialise the DOM for the obstacle. * @param {number} speed */ init: function (speed) { this.cloneCollisionBoxes(); // Only allow sizing if we're at the right speed. if (this.size > 1 && this.typeConfig.multipleSpeed > speed) { this.size = 1; } this.width = this.typeConfig.width * this.size; // Check if obstacle can be positioned at various heights. if (Array.isArray(this.typeConfig.yPos)) { var yPosConfig = IS_MOBILE ? this.typeConfig.yPosMobile : this.typeConfig.yPos; this.yPos = yPosConfig[getRandomNum(0, yPosConfig.length - 1)]; } else { this.yPos = this.typeConfig.yPos; } this.draw(); // Make collision box adjustments, // Central box is adjusted to the size as one box. // ____ ______ ________ // _| |-| _| |-| _| |-| // | |<->| | | |<--->| | | |<----->| | // | | 1 | | | | 2 | | | | 3 | | // |_|___|_| |_|_____|_| |_|_______|_| // if (this.size > 1) { this.collisionBoxes[1].width = this.width - this.collisionBoxes[0].width - this.collisionBoxes[2].width; this.collisionBoxes[2].x = this.width - this.collisionBoxes[2].width; } // For obstacles that go at a different speed from the horizon. if (this.typeConfig.speedOffset) { this.speedOffset = Math.random() > 0.5 ? this.typeConfig.speedOffset : -this.typeConfig.speedOffset; } this.gap = this.getGap(this.gapCoefficient, speed); }, /** * Draw and crop based on size. */ draw: function () { var sourceWidth = this.typeConfig.width; var sourceHeight = this.typeConfig.height; if (IS_HIDPI) { sourceWidth = sourceWidth * 2; sourceHeight = sourceHeight * 2; } // X position in sprite. var sourceX = (sourceWidth * this.size) * (0.5 * (this.size - 1)) + this.spritePos.x; // Animation frames. if (this.currentFrame > 0) { sourceX += sourceWidth * this.currentFrame; } this.canvasCtx.drawImage(Runner.imageSprite, sourceX, this.spritePos.y, sourceWidth * this.size, sourceHeight, this.xPos, this.yPos, this.typeConfig.width * this.size, this.typeConfig.height); }, /** * Obstacle frame update. * @param {number} deltaTime * @param {number} speed */ update: function (deltaTime, speed) { if (!this.remove) { if (this.typeConfig.speedOffset) { speed += this.speedOffset; } this.xPos -= Math.floor((speed * FPS / 1000) * deltaTime); // Update frame if (this.typeConfig.numFrames) { this.timer += deltaTime; if (this.timer >= this.typeConfig.frameRate) { this.currentFrame = this.currentFrame == this.typeConfig.numFrames - 1 ? 0 : this.currentFrame + 1; this.timer = 0; } } this.draw(); if (!this.isVisible()) { this.remove = true; } } }, /** * Calculate a random gap size. * - Minimum gap gets wider as speed increses * @param {number} gapCoefficient * @param {number} speed * @return {number} The gap size. */ getGap: function (gapCoefficient, speed) { var minGap = Math.round(this.width * speed + this.typeConfig.minGap * gapCoefficient); var maxGap = Math.round(minGap * Obstacle.MAX_GAP_COEFFICIENT); return getRandomNum(minGap, maxGap); }, /** * Check if obstacle is visible. * @return {boolean} Whether the obstacle is in the game area. */ isVisible: function () { return this.xPos + this.width > 0; }, /** * Make a copy of the collision boxes, since these will change based on * obstacle type and size. */ cloneCollisionBoxes: function () { var collisionBoxes = this.typeConfig.collisionBoxes; for (var i = collisionBoxes.length - 1; i >= 0; i--) { this.collisionBoxes[i] = new CollisionBox(collisionBoxes[i].x, collisionBoxes[i].y, collisionBoxes[i].width, collisionBoxes[i].height); } } }; /** * Obstacle definitions. * minGap: minimum pixel space betweeen obstacles. * multipleSpeed: Speed at which multiples are allowed. * speedOffset: speed faster / slower than the horizon. * minSpeed: Minimum speed which the obstacle can make an appearance. */ Obstacle.types = [ { type: 'CACTUS_SMALL', width: 17, height: 35, yPos: 105, multipleSpeed: 4, minGap: 120, minSpeed: 0, collisionBoxes: [ new CollisionBox(0, 7, 5, 27), new CollisionBox(4, 0, 6, 34), new CollisionBox(10, 4, 7, 14) ] }, { type: 'CACTUS_LARGE', width: 25, height: 50, yPos: 90, multipleSpeed: 7, minGap: 120, minSpeed: 0, collisionBoxes: [ new CollisionBox(0, 12, 7, 38), new CollisionBox(8, 0, 7, 49), new CollisionBox(13, 10, 10, 38) ] }, { type: 'PTERODACTYL', width: 46, height: 40, yPos: [100, 75, 50], // Variable height. yPosMobile: [100, 50], // Variable height mobile. multipleSpeed: 999, minSpeed: 8.5, minGap: 150, collisionBoxes: [ new CollisionBox(15, 15, 16, 5), new CollisionBox(18, 21, 24, 6), new CollisionBox(2, 14, 4, 3), new CollisionBox(6, 10, 4, 7), new CollisionBox(10, 8, 6, 9) ], numFrames: 2, frameRate: 1000 / 6, speedOffset: .8 } ]; //****************************************************************************** /** * T-rex game character. * @param {HTMLCanvas} canvas * @param {Object} spritePos Positioning within image sprite. * @constructor */ function Trex(canvas, spritePos) { this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.spritePos = spritePos; this.xPos = 0; this.yPos = 0; // Position when on the ground. this.groundYPos = 0; this.currentFrame = 0; this.currentAnimFrames = []; this.blinkDelay = 0; this.blinkCount = 0; this.animStartTime = 0; this.timer = 0; this.msPerFrame = 1000 / FPS; this.config = Trex.config; // Current status. this.status = Trex.status.WAITING; this.jumping = false; this.ducking = false; this.jumpVelocity = 0; this.reachedMinHeight = false; this.speedDrop = false; this.jumpCount = 0; this.jumpspotX = 0; this.init(); }; /** * T-rex player config. * @enum {number} */ Trex.config = { DROP_VELOCITY: -5, GRAVITY: 0.6, HEIGHT: 47, HEIGHT_DUCK: 25, INIITAL_JUMP_VELOCITY: -10, INTRO_DURATION: 1500, MAX_JUMP_HEIGHT: 30, MIN_JUMP_HEIGHT: 30, SPEED_DROP_COEFFICIENT: 3, SPRITE_WIDTH: 262, START_X_POS: 50, WIDTH: 44, WIDTH_DUCK: 59 }; /** * Used in collision detection. * @type {Array} */ Trex.collisionBoxes = { DUCKING: [ new CollisionBox(1, 18, 55, 25) ], RUNNING: [ new CollisionBox(22, 0, 17, 16), new CollisionBox(1, 18, 30, 9), new CollisionBox(10, 35, 14, 8), new CollisionBox(1, 24, 29, 5), new CollisionBox(5, 30, 21, 4), new CollisionBox(9, 34, 15, 4) ] }; /** * Animation states. * @enum {string} */ Trex.status = { CRASHED: 'CRASHED', DUCKING: 'DUCKING', JUMPING: 'JUMPING', RUNNING: 'RUNNING', WAITING: 'WAITING' }; /** * Blinking coefficient. * @const */ Trex.BLINK_TIMING = 7000; /** * Animation config for different states. * @enum {Object} */ Trex.animFrames = { WAITING: { frames: [44, 0], msPerFrame: 1000 / 3 }, RUNNING: { frames: [88, 132], msPerFrame: 1000 / 12 }, CRASHED: { frames: [220], msPerFrame: 1000 / 60 }, JUMPING: { frames: [0], msPerFrame: 1000 / 60 }, DUCKING: { frames: [264, 323], msPerFrame: 1000 / 8 } }; Trex.prototype = { /** * T-rex player initaliser. * Sets the t-rex to blink at random intervals. */ init: function () { this.groundYPos = Runner.defaultDimensions.HEIGHT - this.config.HEIGHT - Runner.config.BOTTOM_PAD; this.yPos = this.groundYPos; this.minJumpHeight = this.groundYPos - this.config.MIN_JUMP_HEIGHT; this.draw(0, 0); this.update(0, Trex.status.WAITING); }, /** * Setter for the jump velocity. * The approriate drop velocity is also set. */ setJumpVelocity: function (setting) { this.config.INIITAL_JUMP_VELOCITY = -setting; this.config.DROP_VELOCITY = -setting / 2; }, /** * Set the animation status. * @param {!number} deltaTime * @param {Trex.status} status Optional status to switch to. */ update: function (deltaTime, opt_status) { this.timer += deltaTime; // Update the status. if (opt_status) { this.status = opt_status; this.currentFrame = 0; this.msPerFrame = Trex.animFrames[opt_status].msPerFrame; this.currentAnimFrames = Trex.animFrames[opt_status].frames; if (opt_status == Trex.status.WAITING) { this.animStartTime = getTimeStamp(); this.setBlinkDelay(); } } // Game intro animation, T-rex moves in from the left. if (this.playingIntro && this.xPos < this.config.START_X_POS) { this.xPos += Math.round((this.config.START_X_POS / this.config.INTRO_DURATION) * deltaTime); } if (this.status == Trex.status.WAITING) { this.blink(getTimeStamp()); } else { this.draw(this.currentAnimFrames[this.currentFrame], 0); } // Update the frame position. if (this.timer >= this.msPerFrame) { this.currentFrame = this.currentFrame == this.currentAnimFrames.length - 1 ? 0 : this.currentFrame + 1; this.timer = 0; } // Speed drop becomes duck if the down key is still being pressed. if (this.speedDrop && this.yPos == this.groundYPos) { this.speedDrop = false; this.setDuck(true); } }, /** * Draw the t-rex to a particular position. * @param {number} x * @param {number} y */ draw: function (x, y) { var sourceX = x; var sourceY = y; var sourceWidth = this.ducking && this.status != Trex.status.CRASHED ? this.config.WIDTH_DUCK : this.config.WIDTH; var sourceHeight = this.config.HEIGHT; if (IS_HIDPI) { sourceX *= 2; sourceY *= 2; sourceWidth *= 2; sourceHeight *= 2; } // Adjustments for sprite sheet position. sourceX += this.spritePos.x; sourceY += this.spritePos.y; // Ducking. if (this.ducking && this.status != Trex.status.CRASHED) { this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY, sourceWidth, sourceHeight, this.xPos, this.yPos, this.config.WIDTH_DUCK, this.config.HEIGHT); } else { // Crashed whilst ducking. Trex is standing up so needs adjustment. if (this.ducking && this.status == Trex.status.CRASHED) { this.xPos++; } // Standing / running this.canvasCtx.drawImage(Runner.imageSprite, sourceX, sourceY, sourceWidth, sourceHeight, this.xPos, this.yPos, this.config.WIDTH, this.config.HEIGHT); } }, /** * Sets a random time for the blink to happen. */ setBlinkDelay: function () { this.blinkDelay = Math.ceil(Math.random() * Trex.BLINK_TIMING); }, /** * Make t-rex blink at random intervals. * @param {number} time Current time in milliseconds. */ blink: function (time) { var deltaTime = time - this.animStartTime; if (deltaTime >= this.blinkDelay) { this.draw(this.currentAnimFrames[this.currentFrame], 0); if (this.currentFrame == 1) { // Set new random delay to blink. this.setBlinkDelay(); this.animStartTime = time; this.blinkCount++; } } }, /** * Initialise a jump. * @param {number} speed */ startJump: function (speed) { if (!this.jumping) { this.update(0, Trex.status.JUMPING); // Tweak the jump velocity based on the speed. this.jumpVelocity = this.config.INIITAL_JUMP_VELOCITY - (speed / 10); this.jumping = true; this.reachedMinHeight = false; this.speedDrop = false; } }, /** * Jump is complete, falling down. */ endJump: function () { if (this.reachedMinHeight && this.jumpVelocity < this.config.DROP_VELOCITY) { this.jumpVelocity = this.config.DROP_VELOCITY; } }, /** * Update frame for a jump. * @param {number} deltaTime * @param {number} speed */ updateJump: function (deltaTime, speed) { var msPerFrame = Trex.animFrames[this.status].msPerFrame; var framesElapsed = deltaTime / msPerFrame; // Speed drop makes Trex fall faster. if (this.speedDrop) { this.yPos += Math.round(this.jumpVelocity * this.config.SPEED_DROP_COEFFICIENT * framesElapsed); } else { this.yPos += Math.round(this.jumpVelocity * framesElapsed); } this.jumpVelocity += this.config.GRAVITY * framesElapsed; // Minimum height has been reached. if (this.yPos < this.minJumpHeight || this.speedDrop) { this.reachedMinHeight = true; } // Reached max height if (this.yPos < this.config.MAX_JUMP_HEIGHT || this.speedDrop) { this.endJump(); } // Back down at ground level. Jump completed. if (this.yPos > this.groundYPos) { this.reset(); this.jumpCount++; } this.update(deltaTime); }, /** * Set the speed drop. Immediately cancels the current jump. */ setSpeedDrop: function () { this.speedDrop = true; this.jumpVelocity = 1; }, /** * @param {boolean} isDucking. */ setDuck: function (isDucking) { if (isDucking && this.status != Trex.status.DUCKING) { this.update(0, Trex.status.DUCKING); this.ducking = true; } else if (this.status == Trex.status.DUCKING) { this.update(0, Trex.status.RUNNING); this.ducking = false; } }, /** * Reset the t-rex to running at start of game. */ reset: function () { this.yPos = this.groundYPos; this.jumpVelocity = 0; this.jumping = false; this.ducking = false; this.update(0, Trex.status.RUNNING); this.midair = false; this.speedDrop = false; this.jumpCount = 0; } }; //****************************************************************************** /** * Handles displaying the distance meter. * @param {!HTMLCanvasElement} canvas * @param {Object} spritePos Image position in sprite. * @param {number} canvasWidth * @constructor */ function DistanceMeter(canvas, spritePos, canvasWidth) { this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.image = Runner.imageSprite; this.spritePos = spritePos; this.x = 0; this.y = 5; this.currentDistance = 0; this.maxScore = 0; this.highScore = 0; this.container = null; this.digits = []; this.acheivement = false; this.defaultString = ''; this.flashTimer = 0; this.flashIterations = 0; this.invertTrigger = false; this.config = DistanceMeter.config; this.maxScoreUnits = this.config.MAX_DISTANCE_UNITS; this.init(canvasWidth); }; /** * @enum {number} */ DistanceMeter.dimensions = { WIDTH: 10, HEIGHT: 13, DEST_WIDTH: 11 }; /** * Y positioning of the digits in the sprite sheet. * X position is always 0. * @type {Array} */ DistanceMeter.yPos = [0, 13, 27, 40, 53, 67, 80, 93, 107, 120]; /** * Distance meter config. * @enum {number} */ DistanceMeter.config = { // Number of digits. MAX_DISTANCE_UNITS: 5, // Distance that causes achievement animation. ACHIEVEMENT_DISTANCE: 100, // Used for conversion from pixel distance to a scaled unit. COEFFICIENT: 0.025, // Flash duration in milliseconds. FLASH_DURATION: 1000 / 4, // Flash iterations for achievement animation. FLASH_ITERATIONS: 3 }; DistanceMeter.prototype = { /** * Initialise the distance meter to '00000'. * @param {number} width Canvas width in px. */ init: function (width) { var maxDistanceStr = ''; this.calcXPos(width); this.maxScore = this.maxScoreUnits; for (var i = 0; i < this.maxScoreUnits; i++) { this.draw(i, 0); this.defaultString += '0'; maxDistanceStr += '9'; } this.maxScore = parseInt(maxDistanceStr); }, /** * Calculate the xPos in the canvas. * @param {number} canvasWidth */ calcXPos: function (canvasWidth) { this.x = canvasWidth - (DistanceMeter.dimensions.DEST_WIDTH * (this.maxScoreUnits + 1)); }, /** * Draw a digit to canvas. * @param {number} digitPos Position of the digit. * @param {number} value Digit value 0-9. * @param {boolean} opt_highScore Whether drawing the high score. */ draw: function (digitPos, value, opt_highScore) { var sourceWidth = DistanceMeter.dimensions.WIDTH; var sourceHeight = DistanceMeter.dimensions.HEIGHT; var sourceX = DistanceMeter.dimensions.WIDTH * value; var sourceY = 0; var targetX = digitPos * DistanceMeter.dimensions.DEST_WIDTH; var targetY = this.y; var targetWidth = DistanceMeter.dimensions.WIDTH; var targetHeight = DistanceMeter.dimensions.HEIGHT; // For high DPI we 2x source values. if (IS_HIDPI) { sourceWidth *= 2; sourceHeight *= 2; sourceX *= 2; } sourceX += this.spritePos.x; sourceY += this.spritePos.y; this.canvasCtx.save(); if (opt_highScore) { // Left of the current score. var highScoreX = this.x - (this.maxScoreUnits * 2) * DistanceMeter.dimensions.WIDTH; this.canvasCtx.translate(highScoreX, this.y); } else { this.canvasCtx.translate(this.x, this.y); } this.canvasCtx.drawImage(this.image, sourceX, sourceY, sourceWidth, sourceHeight, targetX, targetY, targetWidth, targetHeight ); this.canvasCtx.restore(); }, /** * Covert pixel distance to a 'real' distance. * @param {number} distance Pixel distance ran. * @return {number} The 'real' distance ran. */ getActualDistance: function (distance) { return distance ? Math.round(distance * this.config.COEFFICIENT) : 0; }, /** * Update the distance meter. * @param {number} distance * @param {number} deltaTime * @return {boolean} Whether the acheivement sound fx should be played. */ update: function (deltaTime, distance) { var paint = true; var playSound = false; if (!this.acheivement) { distance = this.getActualDistance(distance); // Score has gone beyond the initial digit count. if (distance > this.maxScore && this.maxScoreUnits == this.config.MAX_DISTANCE_UNITS) { this.maxScoreUnits++; this.maxScore = parseInt(this.maxScore + '9'); } else { this.distance = 0; } if (distance > 0) { // Acheivement unlocked if (distance % this.config.ACHIEVEMENT_DISTANCE == 0) { // Flash score and play sound. this.acheivement = true; this.flashTimer = 0; playSound = true; } // Create a string representation of the distance with leading 0. var distanceStr = (this.defaultString + distance).substr(-this.maxScoreUnits); this.digits = distanceStr.split(''); } else { this.digits = this.defaultString.split(''); } } else { // Control flashing of the score on reaching acheivement. if (this.flashIterations <= this.config.FLASH_ITERATIONS) { this.flashTimer += deltaTime; if (this.flashTimer < this.config.FLASH_DURATION) { paint = false; } else if (this.flashTimer > this.config.FLASH_DURATION * 2) { this.flashTimer = 0; this.flashIterations++; } } else { this.acheivement = false; this.flashIterations = 0; this.flashTimer = 0; } } // Draw the digits if not flashing. if (paint) { for (var i = this.digits.length - 1; i >= 0; i--) { this.draw(i, parseInt(this.digits[i])); } } this.drawHighScore(); return playSound; }, /** * Draw the high score. */ drawHighScore: function () { this.canvasCtx.save(); this.canvasCtx.globalAlpha = .8; for (var i = this.highScore.length - 1; i >= 0; i--) { this.draw(i, parseInt(this.highScore[i], 10), true); } this.canvasCtx.restore(); }, /** * Set the highscore as a array string. * Position of char in the sprite: H - 10, I - 11. * @param {number} distance Distance ran in pixels. */ setHighScore: function (distance) { distance = this.getActualDistance(distance); var highScoreStr = (this.defaultString + distance).substr(-this.maxScoreUnits); this.highScore = ['10', '11', ''].concat(highScoreStr.split('')); }, /** * Reset the distance meter back to '00000'. */ reset: function () { this.update(0); this.acheivement = false; } }; //****************************************************************************** /** * Cloud background item. * Similar to an obstacle object but without collision boxes. * @param {HTMLCanvasElement} canvas Canvas element. * @param {Object} spritePos Position of image in sprite. * @param {number} containerWidth */ function Cloud(canvas, spritePos, containerWidth) { this.canvas = canvas; this.canvasCtx = this.canvas.getContext('2d'); this.spritePos = spritePos; this.containerWidth = containerWidth; this.xPos = containerWidth; this.yPos = 0; this.remove = false; this.cloudGap = getRandomNum(Cloud.config.MIN_CLOUD_GAP, Cloud.config.MAX_CLOUD_GAP); this.init(); }; /** * Cloud object config. * @enum {number} */ Cloud.config = { HEIGHT: 14, MAX_CLOUD_GAP: 400, MAX_SKY_LEVEL: 30, MIN_CLOUD_GAP: 100, MIN_SKY_LEVEL: 71, WIDTH: 46 }; Cloud.prototype = { /** * Initialise the cloud. Sets the Cloud height. */ init: function () { this.yPos = getRandomNum(Cloud.config.MAX_SKY_LEVEL, Cloud.config.MIN_SKY_LEVEL); this.draw(); }, /** * Draw the cloud. */ draw: function () { this.canvasCtx.save(); var sourceWidth = Cloud.config.WIDTH; var sourceHeight = Cloud.config.HEIGHT; if (IS_HIDPI) { sourceWidth = sourceWidth * 2; sourceHeight = sourceHeight * 2; } this.canvasCtx.drawImage(Runner.imageSprite, this.spritePos.x, this.spritePos.y, sourceWidth, sourceHeight, this.xPos, this.yPos, Cloud.config.WIDTH, Cloud.config.HEIGHT); this.canvasCtx.restore(); }, /** * Update the cloud position. * @param {number} speed */ update: function (speed) { if (!this.remove) { this.xPos -= Math.ceil(speed); this.draw(); // Mark as removeable if no longer in the canvas. if (!this.isVisible()) { this.remove = true; } } }, /** * Check if the cloud is visible on the stage. * @return {boolean} */ isVisible: function () { return this.xPos + Cloud.config.WIDTH > 0; } }; //****************************************************************************** /** * Nightmode shows a moon and stars on the horizon. */ function NightMode(canvas, spritePos, containerWidth) { this.spritePos = spritePos; this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.xPos = containerWidth - 50; this.yPos = 30; this.currentPhase = 0; this.opacity = 0; this.containerWidth = containerWidth; this.stars = []; this.drawStars = false; this.placeStars(); }; /** * @enum {number} */ NightMode.config = { FADE_SPEED: 0.035, HEIGHT: 40, MOON_SPEED: 0.25, NUM_STARS: 2, STAR_SIZE: 9, STAR_SPEED: 0.3, STAR_MAX_Y: 70, WIDTH: 20 }; NightMode.phases = [140, 120, 100, 60, 40, 20, 0]; NightMode.prototype = { /** * Update moving moon, changing phases. * @param {boolean} activated Whether night mode is activated. * @param {number} delta */ update: function (activated, delta) { // Moon phase. if (activated && this.opacity == 0) { this.currentPhase++; if (this.currentPhase >= NightMode.phases.length) { this.currentPhase = 0; } } // Fade in / out. if (activated && (this.opacity < 1 || this.opacity == 0)) { this.opacity += NightMode.config.FADE_SPEED; } else if (this.opacity > 0) { this.opacity -= NightMode.config.FADE_SPEED; } // Set moon positioning. if (this.opacity > 0) { this.xPos = this.updateXPos(this.xPos, NightMode.config.MOON_SPEED); // Update stars. if (this.drawStars) { for (var i = 0; i < NightMode.config.NUM_STARS; i++) { this.stars[i].x = this.updateXPos(this.stars[i].x, NightMode.config.STAR_SPEED); } } this.draw(); } else { this.opacity = 0; this.placeStars(); } this.drawStars = true; }, updateXPos: function (currentPos, speed) { if (currentPos < -NightMode.config.WIDTH) { currentPos = this.containerWidth; } else { currentPos -= speed; } return currentPos; }, draw: function () { var moonSourceWidth = this.currentPhase == 3 ? NightMode.config.WIDTH * 2 : NightMode.config.WIDTH; var moonSourceHeight = NightMode.config.HEIGHT; var moonSourceX = this.spritePos.x + NightMode.phases[this.currentPhase]; var moonOutputWidth = moonSourceWidth; var starSize = NightMode.config.STAR_SIZE; var starSourceX = Runner.spriteDefinition.LDPI.STAR.x; if (IS_HIDPI) { moonSourceWidth *= 2; moonSourceHeight *= 2; moonSourceX = this.spritePos.x + (NightMode.phases[this.currentPhase] * 2); starSize *= 2; starSourceX = Runner.spriteDefinition.HDPI.STAR.x; } this.canvasCtx.save(); this.canvasCtx.globalAlpha = this.opacity; // Stars. if (this.drawStars) { for (var i = 0; i < NightMode.config.NUM_STARS; i++) { this.canvasCtx.drawImage(Runner.imageSprite, starSourceX, this.stars[i].sourceY, starSize, starSize, Math.round(this.stars[i].x), this.stars[i].y, NightMode.config.STAR_SIZE, NightMode.config.STAR_SIZE); } } // Moon. this.canvasCtx.drawImage(Runner.imageSprite, moonSourceX, this.spritePos.y, moonSourceWidth, moonSourceHeight, Math.round(this.xPos), this.yPos, moonOutputWidth, NightMode.config.HEIGHT); this.canvasCtx.globalAlpha = 1; this.canvasCtx.restore(); }, // Do star placement. placeStars: function () { var segmentSize = Math.round(this.containerWidth / NightMode.config.NUM_STARS); for (var i = 0; i < NightMode.config.NUM_STARS; i++) { this.stars[i] = {}; this.stars[i].x = getRandomNum(segmentSize * i, segmentSize * (i + 1)); this.stars[i].y = getRandomNum(0, NightMode.config.STAR_MAX_Y); if (IS_HIDPI) { this.stars[i].sourceY = Runner.spriteDefinition.HDPI.STAR.y + NightMode.config.STAR_SIZE * 2 * i; } else { this.stars[i].sourceY = Runner.spriteDefinition.LDPI.STAR.y + NightMode.config.STAR_SIZE * i; } } }, reset: function () { this.currentPhase = 0; this.opacity = 0; this.update(false); } }; //****************************************************************************** /** * Horizon Line. * Consists of two connecting lines. Randomly assigns a flat / bumpy horizon. * @param {HTMLCanvasElement} canvas * @param {Object} spritePos Horizon position in sprite. * @constructor */ function HorizonLine(canvas, spritePos) { this.spritePos = spritePos; this.canvas = canvas; this.canvasCtx = canvas.getContext('2d'); this.sourceDimensions = {}; this.dimensions = HorizonLine.dimensions; this.sourceXPos = [this.spritePos.x, this.spritePos.x + this.dimensions.WIDTH]; this.xPos = []; this.yPos = 0; this.bumpThreshold = 0.5; this.setSourceDimensions(); this.draw(); }; /** * Horizon line dimensions. * @enum {number} */ HorizonLine.dimensions = { WIDTH: 600, HEIGHT: 12, YPOS: 127 }; HorizonLine.prototype = { /** * Set the source dimensions of the horizon line. */ setSourceDimensions: function () { for (var dimension in HorizonLine.dimensions) { if (IS_HIDPI) { if (dimension != 'YPOS') { this.sourceDimensions[dimension] = HorizonLine.dimensions[dimension] * 2; } } else { this.sourceDimensions[dimension] = HorizonLine.dimensions[dimension]; } this.dimensions[dimension] = HorizonLine.dimensions[dimension]; } this.xPos = [0, HorizonLine.dimensions.WIDTH]; this.yPos = HorizonLine.dimensions.YPOS; }, /** * Return the crop x position of a type. */ getRandomType: function () { return Math.random() > this.bumpThreshold ? this.dimensions.WIDTH : 0; }, /** * Draw the horizon line. */ draw: function () { this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[0], this.spritePos.y, this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, this.xPos[0], this.yPos, this.dimensions.WIDTH, this.dimensions.HEIGHT); this.canvasCtx.drawImage(Runner.imageSprite, this.sourceXPos[1], this.spritePos.y, this.sourceDimensions.WIDTH, this.sourceDimensions.HEIGHT, this.xPos[1], this.yPos, this.dimensions.WIDTH, this.dimensions.HEIGHT); }, /** * Update the x position of an indivdual piece of the line. * @param {number} pos Line position. * @param {number} increment */ updateXPos: function (pos, increment) { var line1 = pos; var line2 = pos == 0 ? 1 : 0; this.xPos[line1] -= increment; this.xPos[line2] = this.xPos[line1] + this.dimensions.WIDTH; if (this.xPos[line1] <= -this.dimensions.WIDTH) { this.xPos[line1] += this.dimensions.WIDTH * 2; this.xPos[line2] = this.xPos[line1] - this.dimensions.WIDTH; this.sourceXPos[line1] = this.getRandomType() + this.spritePos.x; } }, /** * Update the horizon line. * @param {number} deltaTime * @param {number} speed */ update: function (deltaTime, speed) { var increment = Math.floor(speed * (FPS / 1000) * deltaTime); if (this.xPos[0] <= 0) { this.updateXPos(0, increment); } else { this.updateXPos(1, increment); } this.draw(); }, /** * Reset horizon to the starting position. */ reset: function () { this.xPos[0] = 0; this.xPos[1] = HorizonLine.dimensions.WIDTH; } }; //****************************************************************************** /** * Horizon background class. * @param {HTMLCanvasElement} canvas * @param {Object} spritePos Sprite positioning. * @param {Object} dimensions Canvas dimensions. * @param {number} gapCoefficient * @constructor */ function Horizon(canvas, spritePos, dimensions, gapCoefficient) { this.canvas = canvas; this.canvasCtx = this.canvas.getContext('2d'); this.config = Horizon.config; this.dimensions = dimensions; this.gapCoefficient = gapCoefficient; this.obstacles = []; this.obstacleHistory = []; this.horizonOffsets = [0, 0]; this.cloudFrequency = this.config.CLOUD_FREQUENCY; this.spritePos = spritePos; this.nightMode = null; // Cloud this.clouds = []; this.cloudSpeed = this.config.BG_CLOUD_SPEED; // Horizon this.horizonLine = null; this.init(); }; /** * Horizon config. * @enum {number} */ Horizon.config = { BG_CLOUD_SPEED: 0.2, BUMPY_THRESHOLD: .3, CLOUD_FREQUENCY: .5, HORIZON_HEIGHT: 16, MAX_CLOUDS: 6 }; Horizon.prototype = { /** * Initialise the horizon. Just add the line and a cloud. No obstacles. */ init: function () { this.addCloud(); this.horizonLine = new HorizonLine(this.canvas, this.spritePos.HORIZON); this.nightMode = new NightMode(this.canvas, this.spritePos.MOON, this.dimensions.WIDTH); }, /** * @param {number} deltaTime * @param {number} currentSpeed * @param {boolean} updateObstacles Used as an override to prevent * the obstacles from being updated / added. This happens in the * ease in section. * @param {boolean} showNightMode Night mode activated. */ update: function (deltaTime, currentSpeed, updateObstacles, showNightMode) { this.runningTime += deltaTime; this.horizonLine.update(deltaTime, currentSpeed); this.nightMode.update(showNightMode); this.updateClouds(deltaTime, currentSpeed); if (updateObstacles) { this.updateObstacles(deltaTime, currentSpeed); } }, /** * Update the cloud positions. * @param {number} deltaTime * @param {number} currentSpeed */ updateClouds: function (deltaTime, speed) { var cloudSpeed = this.cloudSpeed / 1000 * deltaTime * speed; var numClouds = this.clouds.length; if (numClouds) { for (var i = numClouds - 1; i >= 0; i--) { this.clouds[i].update(cloudSpeed); } var lastCloud = this.clouds[numClouds - 1]; // Check for adding a new cloud. if (numClouds < this.config.MAX_CLOUDS && (this.dimensions.WIDTH - lastCloud.xPos) > lastCloud.cloudGap && this.cloudFrequency > Math.random()) { this.addCloud(); } // Remove expired clouds. this.clouds = this.clouds.filter(function (obj) { return !obj.remove; }); } else { this.addCloud(); } }, /** * Update the obstacle positions. * @param {number} deltaTime * @param {number} currentSpeed */ updateObstacles: function (deltaTime, currentSpeed) { // Obstacles, move to Horizon layer. var updatedObstacles = this.obstacles.slice(0); for (var i = 0; i < this.obstacles.length; i++) { var obstacle = this.obstacles[i]; obstacle.update(deltaTime, currentSpeed); // Clean up existing obstacles. if (obstacle.remove) { updatedObstacles.shift(); } } this.obstacles = updatedObstacles; if (this.obstacles.length > 0) { var lastObstacle = this.obstacles[this.obstacles.length - 1]; if (lastObstacle && !lastObstacle.followingObstacleCreated && lastObstacle.isVisible() && (lastObstacle.xPos + lastObstacle.width + lastObstacle.gap) < this.dimensions.WIDTH) { this.addNewObstacle(currentSpeed); lastObstacle.followingObstacleCreated = true; } } else { // Create new obstacles. this.addNewObstacle(currentSpeed); } }, removeFirstObstacle: function () { this.obstacles.shift(); }, /** * Add a new obstacle. * @param {number} currentSpeed */ addNewObstacle: function (currentSpeed) { var obstacleTypeIndex = getRandomNum(0, Obstacle.types.length - 1); var obstacleType = Obstacle.types[obstacleTypeIndex]; // Check for multiples of the same type of obstacle. // Also check obstacle is available at current speed. if (this.duplicateObstacleCheck(obstacleType.type) || currentSpeed < obstacleType.minSpeed) { this.addNewObstacle(currentSpeed); } else { var obstacleSpritePos = this.spritePos[obstacleType.type]; this.obstacles.push(new Obstacle(this.canvasCtx, obstacleType, obstacleSpritePos, this.dimensions, this.gapCoefficient, currentSpeed, obstacleType.width)); this.obstacleHistory.unshift(obstacleType.type); if (this.obstacleHistory.length > 1) { this.obstacleHistory.splice(Runner.config.MAX_OBSTACLE_DUPLICATION); } } }, /** * Returns whether the previous two obstacles are the same as the next one. * Maximum duplication is set in config value MAX_OBSTACLE_DUPLICATION. * @return {boolean} */ duplicateObstacleCheck: function (nextObstacleType) { var duplicateCount = 0; for (var i = 0; i < this.obstacleHistory.length; i++) { duplicateCount = this.obstacleHistory[i] == nextObstacleType ? duplicateCount + 1 : 0; } return duplicateCount >= Runner.config.MAX_OBSTACLE_DUPLICATION; }, /** * Reset the horizon layer. * Remove existing obstacles and reposition the horizon line. */ reset: function () { this.obstacles = []; this.horizonLine.reset(); this.nightMode.reset(); }, /** * Update the canvas width and scaling. * @param {number} width Canvas width. * @param {number} height Canvas height. */ resize: function (width, height) { this.canvas.width = width; this.canvas.height = height; }, /** * Add a new cloud to the horizon. */ addCloud: function () { this.clouds.push(new Cloud(this.canvas, this.spritePos.CLOUD, this.dimensions.WIDTH)); } }; })(); function onDocumentLoad() { new Runner('.interstitial-wrapper'); } document.addEventListener('DOMContentLoaded', onDocumentLoad); ================================================ FILE: main/gams/gfiles/html5/connect3/connect3.js ================================================ const colours = ["red", "orange", "yellow", "dodgerblue", "limegreen", "darkorchid", "hotpink"], shapes = ["minus", "circle", "triangle", "plus", "square", "hexagon", "dot"], BOARD_SIZE = 8, score = { set(n) { score.number = n; squareElem.dataset.score = n; }, add(n) { this.set(n + this.number); } }; class Tile { constructor(x, y, colour, entering = false) { this.colour = -1; this.element = document.createElement("span"); this.element.addEventListener("click", e => { if (selectedTile === 'DONTSELECT'); else if (selectedTile) { if (selectedTile.x === this.x && Math.abs(selectedTile.y - this.y) === 1 || selectedTile.y === this.y && Math.abs(selectedTile.x - this.x) === 1) { let lastPositions = { me: [this.x, this.y], selectedTile: [selectedTile.x, selectedTile.y, selectedTile.elem] }; selectedTile.moveTileTo(this.x, this.y); this.moveTo(selectedTile.x, selectedTile.y); selectedTile = null; if (!startMurderSpree(200)) { selectedTile = 'DONTSELECT'; setTimeout(() => { lastPositions.selectedTile[2].moveTo(lastPositions.selectedTile[0], lastPositions.selectedTile[1]); this.moveTo(lastPositions.me[0], lastPositions.me[1]); selectedTile = null; }, 200); } return; } else { if (selectedTile.cancel() === this) return; } } if (!selectedTile) { this.element.classList.add("active"); selectedTile = { x: this.x, y: this.y, moveTileTo: (x, y) => { this.moveTo(x, y); this.element.classList.remove("active"); }, cancel: () => { this.element.classList.remove("active"); selectedTile = null; return this; }, elem: this }; } }, false); switch (colour) { case "bomb": this.element.classList.add("bomb"); default: this.element.classList.add(shapes[colour]); this.element.style.backgroundColor = colours[colour]; this.colour = colour; } if (entering) this.element.classList.add("entering"); squareElem.appendChild(this.element); this.x = x; this.y = y; this.moveTo(x, y); } remove(animate = true, addNewItem = true) { if (animate) { this.element.classList.add("exiting"); this.element.addEventListener("animationend", e => { squareElem.removeChild(this.element); }, false); } else squareElem.removeChild(this.element); tileElems[this.y][this.x] = null, tiles[this.y][this.x] = null; for (let tempY = this.y; tempY--;) tileElems[tempY][this.x].moveTo(this.x, tempY + 1); if (addNewItem) { new Tile(this.x, 0, Math.floor(Math.random() * colours.length), true); } if (selectedTile && selectedTile.elem === this) selectedTile = null; } moveTo(x, y) { if (tileElems[this.y][this.x] === this) tileElems[this.y][this.x] = null, tiles[this.y][this.x] = null; this.element.style.left = ((this.x = x) * 45 + 20) + "px"; this.element.style.top = ((this.y = y) * 45 + 20) + "px"; tileElems[y][x] = this, tiles[y][x] = this.colour; } } function startMurderSpree(wasRightAfterTransition = false) { let foundMatches, combo = 0, toRemove = []; while ((foundMatches = checkForMatches(tiles)).length) { for (let i = foundMatches.length; i--;) for (let j = foundMatches[i].length; j--;) { let tile = tileElems[foundMatches[i][j][1]][foundMatches[i][j][0]]; if (!toRemove.includes(tile)) { toRemove.push(tile); tiles[foundMatches[i][j][1]][foundMatches[i][j][0]] = NaN; } } combo++; } let killing = () => { for (let i = toRemove.length; i--;) toRemove[i].remove(); score.add(toRemove.length * 100); startMurderSpree(400); }; if (combo !== 0) { if (wasRightAfterTransition) setTimeout(killing, wasRightAfterTransition); else killing(); } return combo !== 0; } function checkForMatches(tiles) { function getCoords(x, y, ywise = true, frontOffset = 0, sideOffset = 0) { return [x + (ywise ? sideOffset : frontOffset), y + (ywise ? frontOffset : sideOffset)]; } function getTile(coords) { return tiles[coords[1]][coords[0]]; } function areSameColour(tile1, tile2) { // -1 is wildcard; NaN is a unique tile return tile1 === -1 || tile2 === -1 || tile1 === tile2; } function actuallyCheckForMatches(x, y, ywise) { let coords = getCoords(x, y), colour = getTile(coords), matches = [coords], frontCoord = ywise ? y : x, sideCoord = ywise ? x : y; for (let i = 1; i < 6 && frontCoord - i >= 0; i++) { let coords = getCoords(x, y, ywise, -i); if (areSameColour(colour, getTile(coords))) matches.push(coords); else break; } if (matches.length >= 3) { let actualMatches = [matches]; for (let i = matches.length; i--;) { let sideMatches = [getCoords(x, y, ywise, -i)], leftIsDone = false, rightIsDone = false; for (let j = 1; j < 6; j++) { let leftCoords = getCoords(x, y, ywise, -i, -j), rightCoords = getCoords(x, y, ywise, -i, j); if (!leftIsDone && sideCoord - j >= 0 && areSameColour(colour, getTile(leftCoords))) sideMatches.push(leftCoords); else leftIsDone = true; if (!rightIsDone && sideCoord + j < 8 && areSameColour(colour, getTile(rightCoords))) sideMatches.push(rightCoords); else rightIsDone = true; if (leftIsDone && rightIsDone) break; } if (sideMatches.length >= 3) actualMatches.push(sideMatches); } return actualMatches; } return false; } for (let y = BOARD_SIZE; y--;) for (let x = BOARD_SIZE; x--;) { if (y > 1) { let matches = actuallyCheckForMatches(x, y, true); if (matches) return matches; } if (x > 1) { let matches = actuallyCheckForMatches(x, y, false); if (matches) return matches; } } return []; } let squareElem = document.createElement("div"), tiles = [], tileElems = []; squareElem.classList.add("grid"); for (let y = 8; y--;) { let row = []; for (let x = 8; x--;) row.push(Math.floor(Math.random() * colours.length)); tiles.push(row); } let foundMatches; while ((foundMatches = checkForMatches(tiles)).length) { for (let i = 3; i--;) tiles[foundMatches[0][i][1]][foundMatches[0][i][0]] = Math.floor(Math.random() * colours.length); } let selectedTile = null; for (let y = 8; y--;) { let elemRow = []; tileElems[y] = elemRow; for (let x = 8; x--;) new Tile(x, y, tiles[y][x]); } document.body.appendChild(squareElem); score.set(0); ================================================ FILE: main/gams/gfiles/html5/connect3/index.html ================================================ Connect 3 ================================================ FILE: main/gams/gfiles/html5/cookieclicker/base64.js ================================================ /** * * Base64 encode / decode * http://www.webtoolkit.info/ * **/ var Base64 = { // private property _keyStr : "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=", // public method for encoding encode : function (input) { var output = ""; var chr1, chr2, chr3, enc1, enc2, enc3, enc4; var i = 0; input = Base64._utf8_encode(input); while (i < input.length) { chr1 = input.charCodeAt(i++); chr2 = input.charCodeAt(i++); chr3 = input.charCodeAt(i++); enc1 = chr1 >> 2; enc2 = ((chr1 & 3) << 4) | (chr2 >> 4); enc3 = ((chr2 & 15) << 2) | (chr3 >> 6); enc4 = chr3 & 63; if (isNaN(chr2)) { enc3 = enc4 = 64; } else if (isNaN(chr3)) { enc4 = 64; } output = output + this._keyStr.charAt(enc1) + this._keyStr.charAt(enc2) + this._keyStr.charAt(enc3) + this._keyStr.charAt(enc4); } return output; }, // public method for decoding decode : function (input) { var output = ""; var chr1, chr2, chr3; var enc1, enc2, enc3, enc4; var i = 0; input = input.replace(/[^A-Za-z0-9\+\/\=]/g, ""); while (i < input.length) { enc1 = this._keyStr.indexOf(input.charAt(i++)); enc2 = this._keyStr.indexOf(input.charAt(i++)); enc3 = this._keyStr.indexOf(input.charAt(i++)); enc4 = this._keyStr.indexOf(input.charAt(i++)); chr1 = (enc1 << 2) | (enc2 >> 4); chr2 = ((enc2 & 15) << 4) | (enc3 >> 2); chr3 = ((enc3 & 3) << 6) | enc4; output = output + String.fromCharCode(chr1); if (enc3 != 64) { output = output + String.fromCharCode(chr2); } if (enc4 != 64) { output = output + String.fromCharCode(chr3); } } output = Base64._utf8_decode(output); return output; }, // private method for UTF-8 encoding _utf8_encode : function (string) { string = string.replace(/\r\n/g,"\n"); var utftext = ""; for (var n = 0; n < string.length; n++) { var c = string.charCodeAt(n); if (c < 128) { utftext += String.fromCharCode(c); } else if((c > 127) && (c < 2048)) { utftext += String.fromCharCode((c >> 6) | 192); utftext += String.fromCharCode((c & 63) | 128); } else { utftext += String.fromCharCode((c >> 12) | 224); utftext += String.fromCharCode(((c >> 6) & 63) | 128); utftext += String.fromCharCode((c & 63) | 128); } } return utftext; }, // private method for UTF-8 decoding _utf8_decode : function (utftext) { var string = ""; var i = 0; var c = c1 = c2 = 0; while ( i < utftext.length ) { c = utftext.charCodeAt(i); if (c < 128) { string += String.fromCharCode(c); i++; } else if((c > 191) && (c < 224)) { c2 = utftext.charCodeAt(i+1); string += String.fromCharCode(((c & 31) << 6) | (c2 & 63)); i += 2; } else { c2 = utftext.charCodeAt(i+1); c3 = utftext.charCodeAt(i+2); string += String.fromCharCode(((c & 15) << 12) | ((c2 & 63) << 6) | (c3 & 63)); i += 3; } } return string; } } ================================================ FILE: main/gams/gfiles/html5/cookieclicker/index.html ================================================  Cookie Clicker
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      ================================================ FILE: main/gams/gfiles/html5/cookieclicker/main.js ================================================ /* All this code is copyright Orteil, 2013-2020. -with some help, advice and fixes by Nicholas Laux, Debugbro, Opti, and lots of people on reddit, Discord, and the DashNet forums -also includes a bunch of snippets found on stackoverflow.com and others -want to mod the game? scroll down to the "MODDING API" section Hello, and welcome to the joyous mess that is main.js. Code contained herein is not guaranteed to be good, consistent, or sane. Most of this is years old at this point and harkens back to simpler, cruder times. In particular I've tried to maintain compatibility with fairly old versions of javascript, which means luxuries such as 'let', arrow functions and string literals are unavailable. Have a nice trip. Spoilers ahead. http://orteil.dashnet.org */ var VERSION=2.031; var BETA=0; /*===================================================================================== MISC HELPER FUNCTIONS =======================================================================================*/ function l(what) {return document.getElementById(what);} function choose(arr) {return arr[Math.floor(Math.random()*arr.length)];} function escapeRegExp(str){return str.replace(/[\-\[\]\/\{\}\(\)\*\+\?\.\\\^\$\|]/g, "\\$&");} function replaceAll(find,replace,str){return str.replace(new RegExp(escapeRegExp(find),'g'),replace);} //disable sounds coming from soundjay.com (sorry) var realAudio=Audio;//backup real audio Audio=function(src){ if (src && src.indexOf('soundjay')>-1) {Game.Popup('Sorry, no sounds hotlinked from soundjay.com.');this.play=function(){};} else return new realAudio(src); }; if(!Array.prototype.indexOf) { Array.prototype.indexOf = function(needle) { for(var i = 0; i < this.length; i++) { if(this[i] === needle) {return i;} } return -1; }; } function randomFloor(x) {if ((x%1) 20) { e -= 20; x /= Math.pow(10,e); x += (new Array(e+1)).join('0'); } } return x; } //Beautify and number-formatting adapted from the Frozen Cookies add-on (http://cookieclicker.wikia.com/wiki/Frozen_Cookies_%28JavaScript_Add-on%29) function formatEveryThirdPower(notations) { return function (val) { var base=0,notationValue=''; if (!isFinite(val)) return 'Infinity'; if (val>=1000000) { val/=1000; while(Math.round(val)>=1000) { val/=1000; base++; } if (base>=notations.length) {return 'Infinity';} else {notationValue=notations[base];} } return (Math.round(val*1000)/1000)+notationValue; }; } function rawFormatter(val){return Math.round(val*1000)/1000;} var formatLong=[' thousand',' million',' billion',' trillion',' quadrillion',' quintillion',' sextillion',' septillion',' octillion',' nonillion']; var prefixes=['','un','duo','tre','quattuor','quin','sex','septen','octo','novem']; var suffixes=['decillion','vigintillion','trigintillion','quadragintillion','quinquagintillion','sexagintillion','septuagintillion','octogintillion','nonagintillion']; for (var i in suffixes) { for (var ii in prefixes) { formatLong.push(' '+prefixes[ii]+suffixes[i]); } } var formatShort=['k','M','B','T','Qa','Qi','Sx','Sp','Oc','No']; var prefixes=['','Un','Do','Tr','Qa','Qi','Sx','Sp','Oc','No']; var suffixes=['D','V','T','Qa','Qi','Sx','Sp','O','N']; for (var i in suffixes) { for (var ii in prefixes) { formatShort.push(' '+prefixes[ii]+suffixes[i]); } } formatShort[10]='Dc'; var numberFormatters= [ formatEveryThirdPower(formatShort), formatEveryThirdPower(formatLong), rawFormatter ]; function Beautify(val,floats) { var negative=(val<0); var decimal=''; var fixed=val.toFixed(floats); if (Math.abs(val)<1000 && floats>0 && Math.floor(fixed)!=fixed) decimal='.'+(fixed.toString()).split('.')[1]; val=Math.floor(Math.abs(val)); if (floats>0 && fixed==val+1) val++; var formatter=numberFormatters[Game.prefs.format?2:1]; var output=(val.toString().indexOf('e+')!=-1 && Game.prefs.format==1)?val.toPrecision(3).toString():formatter(val).toString().replace(/\B(?=(\d{3})+(?!\d))/g,','); //var output=formatter(val).toString().replace(/\B(?=(\d{3})+(?!\d))/g,','); if (output=='0') negative=false; return negative?'-'+output:output+decimal; } function shortenNumber(val) { //if no scientific notation, return as is, else : //keep only the 5 first digits (plus dot), round the rest //may or may not work properly if (val>=1000000 && isFinite(val)) { var num=val.toString(); var ind=num.indexOf('e+'); if (ind==-1) return val; var str=''; for (var i=0;i0) str2+=','; str2+=str[i]; } return str2; } var beautifyInTextFilter=/(([\d]+[,]*)+)/g;//new regex function BeautifyInTextFunction(str){return Beautify(parseInt(str.replace(/,/g,''),10));}; function BeautifyInText(str) {return str.replace(beautifyInTextFilter,BeautifyInTextFunction);}//reformat every number inside a string function BeautifyAll()//run through upgrades and achievements to reformat the numbers { var func=function(what){what.desc=BeautifyInText(what.baseDesc);} Game.UpgradesById.forEach(func); Game.AchievementsById.forEach(func); } //these are faulty, investigate later //function utf8_to_b64(str){return btoa(str);} //function b64_to_utf8(str){return atob(str);} function utf8_to_b64( str ) { try{return Base64.encode(unescape(encodeURIComponent( str )));} catch(err) {return '';} } function b64_to_utf8( str ) { try{return decodeURIComponent(escape(Base64.decode( str )));} catch(err) {return '';} } function CompressBin(arr)//compress a sequence like [0,1,1,0,1,0]... into a number like 54. { var str=''; var arr2=arr.slice(0); arr2.unshift(1); arr2.push(1); arr2.reverse(); for (var i in arr2) { str+=arr2[i]; } str=parseInt(str,2); return str; } function UncompressBin(num)//uncompress a number like 54 to a sequence like [0,1,1,0,1,0]. { var arr=num.toString(2); arr=arr.split(''); arr.reverse(); arr.shift(); arr.pop(); return arr; } function CompressLargeBin(arr)//we have to compress in smaller chunks to avoid getting into scientific notation { var arr2=arr.slice(0); var thisBit=[]; var bits=[]; for (var i in arr2) { thisBit.push(arr2[i]); if (thisBit.length>=50) { bits.push(CompressBin(thisBit)); thisBit=[]; } } if (thisBit.length>0) bits.push(CompressBin(thisBit)); arr2=bits.join(';'); return arr2; } function UncompressLargeBin(arr) { var arr2=arr.split(';'); var bits=[]; for (var i in arr2) { bits.push(UncompressBin(parseInt(arr2[i]))); } arr2=[]; for (var i in bits) { for (var ii in bits[i]) arr2.push(bits[i][ii]); } return arr2; } function pack(bytes) { var chars = []; var len=bytes.length; for(var i = 0, n = len; i < n;) { chars.push(((bytes[i++] & 0xff) << 8) | (bytes[i++] & 0xff)); } return String.fromCharCode.apply(null, chars); } function unpack(str) { var bytes = []; var len=str.length; for(var i = 0, n = len; i < n; i++) { var char = str.charCodeAt(i); bytes.push(char >>> 8, char & 0xFF); } return bytes; } //modified from http://www.smashingmagazine.com/2011/10/19/optimizing-long-lists-of-yesno-values-with-javascript/ function pack2(/* string */ values) { var chunks = values.match(/.{1,14}/g), packed = ''; for (var i=0; i < chunks.length; i++) { packed += String.fromCharCode(parseInt('1'+chunks[i], 2)); } return packed; } function unpack2(/* string */ packed) { var values = ''; for (var i=0; i < packed.length; i++) { values += packed.charCodeAt(i).toString(2).substring(1); } return values; } function pack3(values){ //too many save corruptions, darn it to heck return values; } //file save function from https://github.com/eligrey/FileSaver.js var saveAs=saveAs||function(view){"use strict";if(typeof navigator!=="undefined"&&/MSIE [1-9]\./.test(navigator.userAgent)){return}var doc=view.document,get_URL=function(){return view.URL||view.webkitURL||view},save_link=doc.createElementNS("http://www.w3.org/1999/xhtml","a"),can_use_save_link="download"in save_link,click=function(node){var event=new MouseEvent("click");node.dispatchEvent(event)},is_safari=/Version\/[\d\.]+.*Safari/.test(navigator.userAgent),webkit_req_fs=view.webkitRequestFileSystem,req_fs=view.requestFileSystem||webkit_req_fs||view.mozRequestFileSystem,throw_outside=function(ex){(view.setImmediate||view.setTimeout)(function(){throw ex},0)},force_saveable_type="application/octet-stream",fs_min_size=0,arbitrary_revoke_timeout=500,revoke=function(file){var revoker=function(){if(typeof file==="string"){get_URL().revokeObjectURL(file)}else{file.remove()}};if(view.chrome){revoker()}else{setTimeout(revoker,arbitrary_revoke_timeout)}},dispatch=function(filesaver,event_types,event){event_types=[].concat(event_types);var i=event_types.length;while(i--){var listener=filesaver["on"+event_types[i]];if(typeof listener==="function"){try{listener.call(filesaver,event||filesaver)}catch(ex){throw_outside(ex)}}}},auto_bom=function(blob){if(/^\s*(?:text\/\S*|application\/xml|\S*\/\S*\+xml)\s*;.*charset\s*=\s*utf-8/i.test(blob.type)){return new Blob(["\ufeff",blob],{type:blob.type})}return blob},FileSaver=function(blob,name,no_auto_bom){if(!no_auto_bom){blob=auto_bom(blob)}var filesaver=this,type=blob.type,blob_changed=false,object_url,target_view,dispatch_all=function(){dispatch(filesaver,"writestart progress write writeend".split(" "))},fs_error=function(){if(target_view&&is_safari&&typeof FileReader!=="undefined"){var reader=new FileReader;reader.onloadend=function(){var base64Data=reader.result;target_view.location.href="data:attachment/file"+base64Data.slice(base64Data.search(/[,;]/));filesaver.readyState=filesaver.DONE;dispatch_all()};reader.readAsDataURL(blob);filesaver.readyState=filesaver.INIT;return}if(blob_changed||!object_url){object_url=get_URL().createObjectURL(blob)}if(target_view){target_view.location.href=object_url}else{var new_tab=view.open(object_url,"_blank");if(new_tab==undefined&&is_safari){view.location.href=object_url}}filesaver.readyState=filesaver.DONE;dispatch_all();revoke(object_url)},abortable=function(func){return function(){if(filesaver.readyState!==filesaver.DONE){return func.apply(this,arguments)}}},create_if_not_found={create:true,exclusive:false},slice;filesaver.readyState=filesaver.INIT;if(!name){name="download"}if(can_use_save_link){object_url=get_URL().createObjectURL(blob);setTimeout(function(){save_link.href=object_url;save_link.download=name;click(save_link);dispatch_all();revoke(object_url);filesaver.readyState=filesaver.DONE});return}if(view.chrome&&type&&type!==force_saveable_type){slice=blob.slice||blob.webkitSlice;blob=slice.call(blob,0,blob.size,force_saveable_type);blob_changed=true}if(webkit_req_fs&&name!=="download"){name+=".download"}if(type===force_saveable_type||webkit_req_fs){target_view=view}if(!req_fs){fs_error();return}fs_min_size+=blob.size;req_fs(view.TEMPORARY,fs_min_size,abortable(function(fs){fs.root.getDirectory("saved",create_if_not_found,abortable(function(dir){var save=function(){dir.getFile(name,create_if_not_found,abortable(function(file){file.createWriter(abortable(function(writer){writer.onwriteend=function(event){target_view.location.href=file.toURL();filesaver.readyState=filesaver.DONE;dispatch(filesaver,"writeend",event);revoke(file)};writer.onerror=function(){var error=writer.error;if(error.code!==error.ABORT_ERR){fs_error()}};"writestart progress write abort".split(" ").forEach(function(event){writer["on"+event]=filesaver["on"+event]});writer.write(blob);filesaver.abort=function(){writer.abort();filesaver.readyState=filesaver.DONE};filesaver.readyState=filesaver.WRITING}),fs_error)}),fs_error)};dir.getFile(name,{create:false},abortable(function(file){file.remove();save()}),abortable(function(ex){if(ex.code===ex.NOT_FOUND_ERR){save()}else{fs_error()}}))}),fs_error)}),fs_error)},FS_proto=FileSaver.prototype,saveAs=function(blob,name,no_auto_bom){return new FileSaver(blob,name,no_auto_bom)};if(typeof navigator!=="undefined"&&navigator.msSaveOrOpenBlob){return function(blob,name,no_auto_bom){if(!no_auto_bom){blob=auto_bom(blob)}return navigator.msSaveOrOpenBlob(blob,name||"download")}}FS_proto.abort=function(){var filesaver=this;filesaver.readyState=filesaver.DONE;dispatch(filesaver,"abort")};FS_proto.readyState=FS_proto.INIT=0;FS_proto.WRITING=1;FS_proto.DONE=2;FS_proto.error=FS_proto.onwritestart=FS_proto.onprogress=FS_proto.onwrite=FS_proto.onabort=FS_proto.onerror=FS_proto.onwriteend=null;return saveAs}(typeof self!=="undefined"&&self||typeof window!=="undefined"&&window||this.content);if(typeof module!=="undefined"&&module.exports){module.exports.saveAs=saveAs}else if(typeof define!=="undefined"&&define!==null&&define.amd!=null){define([],function(){return saveAs})} //seeded random function, courtesy of http://davidbau.com/archives/2010/01/30/random_seeds_coded_hints_and_quintillions.html (function(a,b,c,d,e,f){function k(a){var b,c=a.length,e=this,f=0,g=e.i=e.j=0,h=e.S=[];for(c||(a=[c++]);d>f;)h[f]=f++;for(f=0;d>f;f++)h[f]=h[g=j&g+a[f%c]+(b=h[f])],h[g]=b;(e.g=function(a){for(var b,c=0,f=e.i,g=e.j,h=e.S;a--;)b=h[f=j&f+1],c=c*d+h[j&(h[f]=h[g=j&g+b])+(h[g]=b)];return e.i=f,e.j=g,c})(d)}function l(a,b){var e,c=[],d=(typeof a)[0];if(b&&"o"==d)for(e in a)try{c.push(l(a[e],b-1))}catch(f){}return c.length?c:"s"==d?a:a+"\0"}function m(a,b){for(var d,c=a+"",e=0;c.length>e;)b[j&e]=j&(d^=19*b[j&e])+c.charCodeAt(e++);return o(b)}function n(c){try{return a.crypto.getRandomValues(c=new Uint8Array(d)),o(c)}catch(e){return[+new Date,a,a.navigator.plugins,a.screen,o(b)]}}function o(a){return String.fromCharCode.apply(0,a)}var g=c.pow(d,e),h=c.pow(2,f),i=2*h,j=d-1;c.seedrandom=function(a,f){var j=[],p=m(l(f?[a,o(b)]:0 in arguments?a:n(),3),j),q=new k(j);return m(o(q.S),b),c.random=function(){for(var a=q.g(e),b=g,c=0;h>a;)a=(a+c)*d,b*=d,c=q.g(1);for(;a>=i;)a/=2,b/=2,c>>>=1;return(a+c)/b},p},m(c.random(),b)})(this,[],Math,256,6,52); function bind(scope,fn) { //use : bind(this,function(){this.x++;}) - returns a function where "this" refers to the scoped this return function() {fn.apply(scope,arguments);}; } var grabProps=function(arr,prop) { if (!arr) return []; arr2=[]; for (var i=0;i0) {offX=(offX%iW)-iW;} if (offY<0) {offY=offY-Math.floor(offY/iH)*iH;} if (offY>0) {offY=(offY%iH)-iH;} for (var y=offY;y=2) {Sounds[url].currentTime=0;Sounds[url].volume=Math.pow(volume*Game.volume/100,2);} Sounds[url].play(); } var SoundInsts=[]; var SoundI=0; for (var i=0;i<12;i++){SoundInsts[i]=new Audio();} var pitchSupport=false; //note : Chrome turns out to not support webkitPreservesPitch despite the specifications claiming otherwise, and Firefox clips some short sounds when changing playbackRate, so i'm turning the feature off completely until browsers get it together //if (SoundInsts[0].preservesPitch || SoundInsts[0].mozPreservesPitch || SoundInsts[0].webkitPreservesPitch) pitchSupport=true; var PlaySound=function(url,vol,pitchVar) { //url : the url of the sound to play (will be cached so it only loads once) //vol : volume between 0 and 1 (multiplied by game volume setting); defaults to 1 (full volume) //(DISABLED) pitchVar : pitch variance in browsers that support it (Firefox only at the moment); defaults to 0.05 (which means pitch can be up to -5% or +5% anytime the sound plays) var volume=1; if (typeof vol!=='undefined') volume=vol; if (!Game.volume || volume==0) return 0; if (!Sounds[url]) { //sound isn't loaded, cache it Sounds[url]=new Audio(url); Sounds[url].onloadeddata=function(e){PlaySound(url,vol,pitchVar);} } else if (Sounds[url].readyState>=2) { var sound=SoundInsts[SoundI]; SoundI++; if (SoundI>=12) SoundI=0; sound.src=Sounds[url].src; //sound.currentTime=0; sound.volume=Math.pow(volume*Game.volume/100,2); if (pitchSupport) { var pitchVar=(typeof pitchVar==='undefined')?0.05:pitchVar; var rate=1+(Math.random()*2-1)*pitchVar; sound.preservesPitch=false; sound.mozPreservesPitch=false; sound.webkitPreservesPitch=false; sound.playbackRate=rate; } sound.play(); } } if (!Date.now){Date.now=function now() {return new Date().getTime();};} triggerAnim=function(element,anim) { if (!element) return; element.classList.remove(anim); void element.offsetWidth; element.classList.add(anim); }; var debugStr=''; var Debug=function(what) { if (!debugStr) debugStr=what; else debugStr+='; '+what; } var Timer={}; Timer.t=Date.now(); Timer.labels=[]; Timer.smoothed=[]; Timer.reset=function() { Timer.labels=[]; Timer.t=Date.now(); } Timer.track=function(label) { if (!Game.sesame) return; var now=Date.now(); if (!Timer.smoothed[label]) Timer.smoothed[label]=0; Timer.smoothed[label]+=((now-Timer.t)-Timer.smoothed[label])*0.1; Timer.labels[label]='
      '+label+' : '+Math.round(Timer.smoothed[label])+'ms
      '; Timer.t=now; } Timer.clean=function() { if (!Game.sesame) return; var now=Date.now(); Timer.t=now; } Timer.say=function(label) { if (!Game.sesame) return; Timer.labels[label]='
      '+label+'
      '; } /*===================================================================================== GAME INITIALIZATION =======================================================================================*/ var Game={}; Game.Launch=function() { Game.version=VERSION; Game.beta=BETA; if (window.location.href.indexOf('/beta')>-1) Game.beta=1; Game.https=(location.protocol!='https:')?false:true; Game.mobile=0; Game.touchEvents=0; //if (/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) Game.mobile=1; //if (Game.mobile) Game.touchEvents=1; //if ('ontouchstart' in document.documentElement) Game.touchEvents=1; var css=document.createElement('style'); css.type='text/css'; css.innerHTML='body .icon,body .crate,body .usesIcon{background-image:url(img/icons.png?v='+Game.version+');}'; document.head.appendChild(css); Game.baseSeason='';//halloween, christmas, valentines, fools, easter //automatic season detection (might not be 100% accurate) var year=new Date().getFullYear(); var leap=(((year%4==0)&&(year%100!=0))||(year%400==0))?1:0; var day=Math.floor((new Date()-new Date(year,0,0))/(1000*60*60*24)); if (day>=41 && day<=46) Game.baseSeason='valentines'; else if (day+leap>=90 && day<=92+leap) Game.baseSeason='fools'; else if (day>=304-7+leap && day<=304+leap) Game.baseSeason='halloween'; else if (day>=349+leap && day<=365+leap) Game.baseSeason='christmas'; else { //easter is a pain goddamn var easterDay=function(Y){var C = Math.floor(Y/100);var N = Y - 19*Math.floor(Y/19);var K = Math.floor((C - 17)/25);var I = C - Math.floor(C/4) - Math.floor((C - K)/3) + 19*N + 15;I = I - 30*Math.floor((I/30));I = I - Math.floor(I/28)*(1 - Math.floor(I/28)*Math.floor(29/(I + 1))*Math.floor((21 - N)/11));var J = Y + Math.floor(Y/4) + I + 2 - C + Math.floor(C/4);J = J - 7*Math.floor(J/7);var L = I - J;var M = 3 + Math.floor((L + 40)/44);var D = L + 28 - 31*Math.floor(M/4);return new Date(Y,M-1,D);}(year); easterDay=Math.floor((easterDay-new Date(easterDay.getFullYear(),0,0))/(1000*60*60*24)); if (day>=easterDay-7 && day<=easterDay) Game.baseSeason='easter'; } Game.updateLog= '
      '+ '
      Info
      '+ '
      '+ '
      About
      '+ '
      Cookie Clicker is a javascript game by Orteil and Opti.
      '+ //'
      We have an official Discord, as well as a forum; '+ '
      We have an official Discord; '+ 'if you\'re looking for help, you may also want to visit the subreddit '+ 'or the wiki.
      '+ '
      News and teasers are usually posted on my tumblr and twitter.
      '+ '
      Cookie Clicker is 100% free, forever. Want to support us so we can keep developing games? Here\'s some ways you can help :
      '+ '
      • support us on Patreon (there\'s perks!)'+ '
      to our PayPal (note: PayPal takes at least $0.32 in fees so only amounts above that reach us!)'+ '
      • disable your adblocker
      • check out our rad cookie shirts, hoodies and stickers!
      • (if you want!)
      '+ '
      Note : if you find a new bug after an update and you\'re using a 3rd-party add-on, make sure it\'s not just your add-on causing it!
      '+ '
      Warning : clearing your browser cache or cookies (what else?) will result in your save being wiped. Export your save and back it up first!
      '+ '
      '+ '
      Version history
      '+ '
      '+ '
      01/11/2020 - alternate reality
      '+ '
      • new building
      '+ '
      • new upgrade tier
      '+ '
      • new achievement tier
      '+ '
      • new heavenly upgrades
      '+ '
      • new modding API
      '+ '
      • new rebalancing (ascension slot prices, finger upgrades...)
      '+ '
      • new fixes (leap years, ghost swaps, carryover seeds...)
      '+ '
      • new stuff
      '+ '
      '+ '
      23/08/2020 - money me, money now
      '+ '
      • finalized stock market minigame beta and added it to live version
      '+ '
      • dark mode added to stock market minigame
      '+ '
      • can no longer select a milk before unlocking it; milk selector layout has been improved
      '+ '
      • stock market goods have higher value caps and a larger spread; can also shift-click the hide buttons to hide/show all other stocks
      '+ '
      '+ '
      08/08/2020 - checking account (beta)
      '+ '
      • stock market layout has been revised
      '+ '
      • selling stocks no longer increases cookies baked all time
      '+ '
      • stock prices are now defined by your highest raw CpS this ascension (which is now displayed in the stats screen)
      '+ '
      • can no longer buy and sell a stock in the same tick
      '+ '
      • warehouse space now gains +10 per associated building level (up from +5)
      '+ '
      • bank level now improves average (and maximum) stock values
      '+ '
      • later stocks are worth more
      '+ '
      • Cookie Clicker turns 7!
      '+ '
      '+ '
      18/06/2020 - making bank (beta)
      '+ '
      • added the stock market minigame, accessible with level 1 banks or above; buy low, sell high!
      '+ '
      • (minigame subject to heavy rebalancing over the coming patches)
      '+ '
      • added a couple heavenly upgrades, including one that lets you pet your dragon
      '+ '
      • added a new tier of building upgrades and achievements
      '+ '
      • reindeer clicks now properly count for shimmering veil
      '+ '
      • numbers in scientific notation should display better with Short numbers off
      '+ '
      • replaced ツ in the javascript console building display with more accurate ッ
      '+ '
      '+ '
      28/09/2019 - going off-script
      '+ '
      • added a new building
      '+ '
      • added fortune cookies (a new heavenly upgrade)
      '+ '
      • more upgrades, achievements etc
      '+ '
      • updated the Russian bread cookies icon to better reflect their cyrillic origins
      '+ '
      stealth update : the sugar lump refill timeout (not sugar lump growth) now no longer ticks down while the game is closed (this fixes an exploit)
      '+ '
      • also released the official Android version of Cookie Clicker, playable here (iOS version will come later)
      '+ '
      '+ '
      01/04/2019 - 2.019 (the "this year" update)
      '+ '
      • game has been renamed to "Cookie Clicker" to avoid confusion
      '+ '
      • can now click the big cookie to generate cookies for free
      '+ '
      • removed fall damage
      '+ //'
      • fixed various typos : player\'s name is now correctly spelled as "[bakeryName]"
      '+ '
      • removed all references to computer-animated movie Hoodwinked! (2005)
      '+ '
      • went back in time and invented cookies and computer mice, ensuring Cookie Clicker would one day come to exist
      '+ '
      • game now fully compliant with Geneva Conventions
      '+ '
      • dropped support for TI-84 version
      '+ '
      • released a low-res retro version of the game, playable here : orteil.dashnet.org/experiments/cookie
      '+ '
      • updated version number
      '+ '
      '+ '
      05/03/2019 - cookies for days
      '+ '
      • added over 20 new cookies, all previously suggested by our supporters on Patreon
      '+ '
      • added 2 heavenly upgrades
      '+ '
      • the Golden goose egg now counts as a golden cookie upgrade for Residual luck purposes
      '+ '
      • golden sugar lumps now either double your cookies, or give you 24 hours of your CpS, whichever is lowest (previously was doubling cookies with no cap)
      '+ '
      • the amount of heralds is now saved with your game, and is used to compute offline CpS the next time the game is loaded; previously, on page load, the offline calculation assumed heralds to be 0
      '+ '
      • added a system to counteract the game freezing up (and not baking cookies) after being inactive for a long while on slower computers; instead, this will now trigger sleep mode, during which you still produce cookies as if the game was closed; to enable this feature, use the "Sleep mode timeout" option in the settings
      '+ '
      • vaulting upgrades is now done with shift-click, as ctrl-click was posing issues for Mac browsers
      '+ '
      • made tooltips for building CpS boosts from synergies hopefully clearer
      '+ '
      • fixed an exploit with gambler\'s fever dream working across exports and ascensions
      '+ '
      • can now hide tooltips in the garden by keeping the shift key pressed to make it easier to see where you\'re planting
      '+ '
      • fixed a bug with golden cookies/reindeer not disappearing properly in some circumstances
      '+ '
      • the Dragon\'s Curve aura should now properly make sugar lumps twice as weird
      '+ '
      • the ctrl key should less often register incorrectly as pressed
      '+ '
      • added a new ad slot in the top-right, as while our playerbase is strong and supportive as ever, our ad revenue sometimes fluctuates badly; we may remove the ad again should our income stabilize
      '+ '
      • made a few adjustments to make the game somewhat playable in mobile browsers; it\'s not perfect and can get buggy, but it\'s functional! (you may need to zoom out or scroll around to view the game properly)
      '+ '
      • speaking of which, we also got some good progress on the mobile app version (built from scratch for mobile), so stay tuned!
      '+ '
      '+ '
      25/10/2018 - feedback loop
      '+ '
      • added a new building
      '+ '
      • launched our Patreon (the link is orange so you\'ll notice it!)
      '+ '
      • added a bunch of new heavenly upgrades, one of which ties into our Patreon but benefits everyone (this is still experimental!)
      '+ '
      • when hovering over grandmas, you can now see their names and ages
      '+ '
      • "make X cookies just from Y" requirements are now higher
      '+ '
      • tweaked the prices of some heavenly upgrades to better fit the current cookie economy (it turns out billions of heavenly chips is now very achievable)
      '+ '
      • building tooltips now display what % of CpS they contribute through synergy upgrades
      '+ '
      • queenbeets now give up to 4% of bank, down from 6%
      '+ '
      • among other things, season switches now display how many seasonal upgrades you\'re missing, and permanent upgrade slots now display the name of the slotted upgrade
      '+ '
      • season switches have reworked prices
      '+ '
      • season switches can now be cancelled by clicking them again
      '+ '
      • can no longer accidentally click wrinklers through other elements
      '+ '
      • sugar frenzy now triples your CpS for an hour instead of doubling it
      '+ '
      • this text is now selectable
      '+ '
      • progress on dungeons minigame is still very much ongoing
      '+ '
      '+ '
      08/08/2018 - hey now
      '+ '
      • Cookie Clicker somehow turns 5, going against doctors\' most optimistic estimates
      '+ '
      • added a new tier of building achievements, all named after Smash Mouth\'s classic 1999 hit "All Star"
      '+ '
      • added a new tier of building upgrades, all named after nothing in particular
      '+ '
      to our players : thank you so much for sticking with us all those years and allowing us to keep making the dumbest game known to mankind
      '+ '
      • resumed work on the dungeons minigame
      '+ '
      '+ '
      01/08/2018 - buy buy buy
      '+ '
      • added a heavenly upgrade that lets you buy all your upgrades instantly
      '+ '
      • added a heavenly upgrade that lets you see upgrade tiers (feature was previously removed due to being confusing)
      '+ '
      • added a new wrinkler-related heavenly upgrade
      '+ '
      • added a new upgrade tier
      '+ '
      • added a couple new cookies and achievements
      '+ '
      • new "extra buttons" setting; turning it on adds buttons that let you minimize buildings
      '+ '
      • new "lump confirmation" setting; turning it on will show a confirmation prompt when you spend sugar lumps
      '+ '
      • buildings now sell back for 25% of their current price (down from 50%); Earth Shatterer modified accordingly, now gives back 50% (down from 85%)
      '+ '
      • farm soils now unlock correctly based on current amount of farms
      '+ '
      • cheapcaps have a new exciting nerf
      '+ '
      • wrinklegill spawns a bunch more
      '+ '
      • can now ctrl-shift-click on "Harvest all" to only harvest mature, non-immortal plants
      '+ '
      • added a new rare type of sugar lump
      '+ '
      '+ '
      20/04/2018 - weeding out some bugs
      '+ '
      • golden clovers and wrinklegills should spawn a bit more often
      '+ '
      • cronerice matures a lot sooner
      '+ '
      • mature elderworts stay mature after reloading
      '+ '
      • garden interface occupies space more intelligently
      '+ '
      • seed price displays should be better behaved with short numbers disabled
      '+ '
      • minigame animations are now turned off if using the "Fancy graphics" option is disabled
      '+ '
      • CpS achievement requirements were dialed down a wee tad
      '+ '
      '+ '
      19/04/2018 - garden patch
      '+ '
      • upgrades dropped by garden plants now stay unlocked forever (but drop much more rarely)
      '+ '
      • garden sugar lump refill now also makes plants spread and mutate 3 times more during the bonus tick
      '+ '
      • a few new upgrades
      '+ '
      • a couple bug fixes and rephrasings
      '+ '
      '+ '
      18/04/2018 - your garden-variety update
      '+ '
      • added the garden, a minigame unlocked by having at least level 1 farms
      '+ '
      • added a little arrow and a blinky label to signal the game has updated since you last played it (hi!)
      '+ '
      • new cookies, milk flavors and achievements
      '+ '
      • sugar lumps are now unlocked whenever you\'ve baked at least a billion cookies, instead of on your first ascension
      '+ '
      • sugar lump type now saves correctly
      '+ '
      • minigame sugar lump refills can now only be done every 15 minutes (timer shared across all minigames)
      '+ '
      • CpS achievements now have steeper requirements
      '+ '
      • golden cookies now last 5% shorter for every other golden cookie on the screen
      '+ '
      • the game now remembers which minigames are closed or open
      '+ '
      • added a popup that shows when a season starts (so people won\'t be so confused about "the game looking weird today")
      '+ '
      • permanent upgrade slots now show a tooltip for the selected upgrade
      '+ '
      • finally fixed the save corruption bug, hopefully
      '+ '
      '+ '
      24/02/2018 - sugar coating
      '+ '
      • added link to official Discord server
      '+ '
      • felt weird about pushing an update without content so :
      '+ '
      • added a handful of new cookies
      '+ '
      • added 3 new heavenly upgrades
      '+ '
      • short numbers should now be displayed up to novemnonagintillions
      '+ '
      • cookie chains no longer spawn from the Force the Hand of Fate spell
      '+ '
      • bigger, better Cookie Clicker content coming later this year
      '+ '
      '+ '
      08/08/2017 - 4 more years
      '+ '
      • new building : Chancemakers
      '+ '
      • new milk, new kittens, new dragon aura, new cookie, new upgrade tier
      '+ '
      • buffs no longer affect offline CpS
      '+ '
      • Godzamok\'s hunger was made less potent (this is a nerf, very sorry)
      '+ '
      • grimoire spell costs and maximum magic work differently
      '+ '
      • Spontaneous Edifice has been reworked
      '+ '
      • changed unlock levels and prices for some cursor upgrades
      '+ '
      • fixed buggy pantheon slots, hopefully
      '+ '
      • fixed "Legacy started a long while ago" showing as "a few seconds ago"
      '+ '
      • Cookie Clicker just turned 4. Thank you for sticking with us this long!
      '+ '
      '+ '
      15/07/2017 - the spiritual update
      '+ '
      • implemented sugar lumps, which start coalescing if you\'ve ascended at least once and can be used as currency for special things
      '+ '
      • buildings can now level up by using sugar lumps in the main buildings display, permanently boosting their CpS
      '+ '
      • added two new features unlocked by levelling up their associated buildings, Temples and Wizard towers; more building-related minigames will be implemented in the future
      '+ '
      • active buffs are now saved
      '+ '
      • the background selector upgrade is now functional
      '+ '
      • the top menu no longer scrolls with the rest
      '+ '
      • timespans are written nicer
      '+ '
      • Dragonflights now tend to supercede Click frenzies, you will rarely have both at the same time
      '+ '
      • some old bugs were phased out and replaced by new ones
      '+ '
      '+ '
      24/07/2016 - golden cookies overhaul
      '+ '
      • golden cookies and reindeer now follow a new system involving explicitly defined buffs
      '+ '
      • a bunch of new golden cookie effects have been added
      '+ '
      • CpS gains from eggs are now multiplicative
      '+ '
      • shiny wrinklers are now saved
      '+ '
      • reindeer have been rebalanced ever so slightly
      '+ '
      • added a new cookie upgrade near the root of the heavenly upgrade tree; this is intended to boost early ascensions and speed up the game as a whole
      '+ '
      • due to EU legislation, implemented a warning message regarding browser cookies; do understand that the irony is not lost on us
      '+ '
      '+ '
      08/02/2016 - legacy
      '+ '
      Everything that was implemented during the almost 2-year-long beta has been added to the live game. To recap :
      '+ '
      • 3 new buildings : banks, temples, and wizard towers; these have been added in-between existing buildings and as such, may disrupt some building-related achievements
      '+ '
      • the ascension system has been redone from scratch, with a new heavenly upgrade tree
      '+ '
      • mysterious new features such as angel-powered offline progression, challenge runs, and a cookie dragon
      '+ '
      • sounds have been added (can be disabled in the options)
      '+ '
      • heaps of rebalancing and bug fixes
      '+ '
      • a couple more upgrades and achievements, probably
      '+ '
      • fresh new options to further customize your cookie-clicking experience
      '+ '
      • quality-of-life improvements : better bulk-buy, better switches etc
      '+ '
      • added some general polish
      '+/* i liked this dumb pun too much to let it go unnoticed */ '
      • tons of other little things we can\'t even remember right now
      '+ '
      Miss the old version? Your old save was automatically exported here!
      '+ '
      '+ '
      05/02/2016 - legacy beta, more fixes
      '+ '
      • added challenge modes, which can be selected when ascending (only 1 for now : "Born again")
      '+ '
      • changed the way bulk-buying and bulk-selling works
      '+ '
      • more bugs ironed out
      '+ '
      '+ '
      03/02/2016 - legacy beta, part III
      '+ '
      • Not all bugs have been fixed, but everything should be much less broken.
      '+ '
      • Additions'+ '
      '+ '-a few more achievements
      '+ '-new option for neat, but slow CSS effects (disabled by default)
      '+ '-new option for a less grating cookie sound (enabled by default)
      '+ '-new option to bring back the boxes around icons in the stats screen
      '+ '-new buttons for saving and loading your game to a text file
      '+ '
      '+ '
      '+ '
      • Changes'+ '
      '+ '-early game should be a bit faster and very late game was kindly asked to tone it down a tad
      '+ '-dragonflight should be somewhat less ridiculously overpowered
      '+ '-please let me know if the rebalancing was too heavy or not heavy enough
      '+ '-santa and easter upgrades now depend on Santa level and amount of eggs owned, respectively, instead of costing several minutes worth of CpS
      '+ '-cookie upgrades now stack multiplicatively rather than additively
      '+ '-golden switch now gives +50% CpS, and residual luck is +10% CpS per golden cookie upgrade (up from +25% and +1%, respectively)
      '+ '-lucky cookies and cookie chain payouts have been modified a bit, possibly for the better, who knows!
      '+ '-wrinklers had previously been reduced to a maximum of 8 (10 with a heavenly upgrade), but are now back to 10 (12 with the upgrade)
      '+ /*'-all animations are now handled by requestAnimationFrame(), which should hopefully help make the game less resource-intensive
      '+*/ '-an ascension now only counts for achievement purposes if you earned at least 1 prestige level from it
      '+ '-the emblematic Cookie Clicker font (Kavoon) was bugged in Firefox, and has been replaced with a new font (Merriweather)
      '+ '-the mysterious wrinkly creature is now even rarer, but has a shadow achievement tied to it
      '+ '
      '+ '
      '+ '
      • Fixes'+ '
      '+ '-prestige now grants +1% CpS per level as intended, instead of +100%
      '+ '-heavenly chips should no longer add up like crazy when you ascend
      '+ '-upgrades in the store should no longer randomly go unsorted
      '+ '-window can be resized to any size again
      '+ '-the "Stats" and "Options" buttons have been swapped again
      '+ '-the golden cookie sound should be somewhat clearer
      '+ '-the ascend screen should be less CPU-hungry
      '+ '
      '+ '
      '+ '
      '+ '
      20/12/2015 - legacy beta, part II
      '+ '
      • existing beta saves have been wiped due to format inconsistencies and just plain broken balance; you\'ll have to start over from scratch - which will allow you to fully experience the update and find all the awful little bugs that no doubt plague it
      '+ '
      • importing your save from the live version is also fine
      '+ '
      • we took so long to make this update, Cookie Clicker turned 2 years old in the meantime! Hurray!
      '+ '
      • heaps of new upgrades and achievements
      '+ '
      • fixed a whole bunch of bugs
      '+ '
      • did a lot of rebalancing
      '+ '
      • reworked heavenly chips and heavenly cookies (still experimenting, will probably rebalance things further)
      '+ '
      • you may now unlock a dragon friend
      '+ '
      • switches and season triggers now have their own store section
      '+ '
      • ctrl-s and ctrl-o now save the game and open the import menu, respectively
      '+ '
      • added some quick sounds, just as a test
      '+ '
      • a couple more options
      '+ '
      • even more miscellaneous changes and additions
      '+ '
      '+ '
      25/08/2014 - legacy beta, part I
      '+ '
      • 3 new buildings
      '+ '
      • price and CpS curves revamped
      '+ '
      • CpS calculations revamped; cookie upgrades now stack multiplicatively
      '+ '
      • prestige system redone from scratch, with a whole new upgrade tree
      '+ '
      • added some general polish
      '+ '
      • tons of other miscellaneous fixes and additions
      '+ '
      • Cookie Clicker is now 1 year old! (Thank you guys for all the support!)
      '+ '
      • Note : this is a beta; you are likely to encounter bugs and oversights. Feel free to send me feedback if you find something fishy!
      '+ '
      '+ '
      18/05/2014 - better late than easter
      '+ '
      • bunnies and eggs, somehow
      '+ '
      • prompts now have keyboard shortcuts like system prompts would
      '+ '
      • naming your bakery? you betcha
      '+ '
      • "Fast notes" option to make all notifications close faster; new button to close all notifications
      '+ '
      • the dungeons beta is now available on /betadungeons
      '+ '
      '+ '
      09/04/2014 - nightmare in heaven
      '+ '
      • broke a thing; heavenly chips were corrupted for some people
      '+ '
      • will probably update to /beta first in the future
      '+ '
      • sorry again
      '+ '
      '+ '
      09/04/2014 - quality of life
      '+ '
      • new upgrade and achievement tier
      '+ '
      • popups and prompts are much nicer
      '+ '
      • tooltips on buildings are more informative
      '+ '
      • implemented a simplified version of the Frozen Cookies add-on\'s short number formatting
      '+ '
      • you can now buy 10 and sell all of a building at a time
      '+ '
      • tons of optimizations and subtler changes
      '+ ''+ '
      '+ '
      05/04/2014 - pity the fool
      '+ '
      • wrinklers should now be saved so you don\'t have to pop them everytime you refresh the game
      '+ '
      • you now properly win 1 cookie upon reaching 10 billion cookies and making it on the local news
      '+ '
      • miscellaneous fixes and tiny additions
      '+ '
      • added a few very rudimentary mod hooks
      '+ '
      • the game should work again in Opera
      '+ '
      • don\'t forget to check out RandomGen, our all-purpose random generator maker!
      '+ '
      '+ '
      01/04/2014 - fooling around
      '+ '
      • it\'s about time : Cookie Clicker has turned into the much more realistic Cookie Baker
      '+ '
      • season triggers are cheaper and properly unlock again when they run out
      '+ '
      • buildings should properly unlock (reminder : building unlocking is completely cosmetic and does not change the gameplay)
      '+ '
      '+ '
      14/02/2014 - lovely rainbowcalypse
      '+ '
      • new building (it\'s been a while). More to come!
      '+ '
      • you can now trigger seasonal events to your heart\'s content (upgrade unlocks at 5000 heavenly chips)
      '+ '
      • new ultra-expensive batch of seasonal cookie upgrades you\'ll love to hate
      '+ '
      • new timer bars for golden cookie buffs
      '+ '
      • buildings are now hidden when you start out and appear as they become available
      '+ '
      • technical stuff : the game is now saved through localstorage instead of browser cookies, therefore ruining a perfectly good pun
      '+ '
      '+ '
      22/12/2013 - merry fixmas
      '+ '
      • some issues with the christmas upgrades have been fixed
      '+ '
      • reindeer cookie drops are now more common
      '+ '
      • reindeers are now reindeer
      '+ '
      '+ '
      20/12/2013 - Christmas is here
      '+ '
      • there is now a festive new evolving upgrade in store
      '+ '
      • reindeer are running amok (catch them if you can!)
      '+ '
      • added a new option to warn you when you close the window, so you don\'t lose your un-popped wrinklers
      '+ '
      • also added a separate option for displaying cursors
      '+ '
      • all the Halloween features are still there (and having the Spooky cookies achievements makes the Halloween cookies drop much more often)
      '+ '
      • oh yeah, we now have Cookie Clicker shirts, stickers and hoodies! (they\'re really rad)
      '+ '
      '+ '
      29/10/2013 - spooky update
      '+ '
      • the Grandmapocalypse now spawns wrinklers, hideous elderly creatures that damage your CpS when they reach your big cookie. Thankfully, you can click on them to make them explode (you\'ll even gain back the cookies they\'ve swallowed - with interest!).
      '+ '
      • wrath cookie now 27% spookier
      '+ '
      • some other stuff
      '+ '
      • you should totally go check out Candy Box 2, the sequel to the game that inspired Cookie Clicker
      '+ '
      '+ '
      15/10/2013 - it\'s a secret
      '+ '
      • added a new heavenly upgrade that gives you 5% of your heavenly chips power for 11 cookies (if you purchased the Heavenly key, you might need to buy it again, sorry)
      '+ '
      • golden cookie chains should now work properly
      '+ '
      '+ '
      15/10/2013 - player-friendly
      '+ '
      • heavenly upgrades are now way, way cheaper
      '+ '
      • tier 5 building upgrades are 5 times cheaper
      '+ '
      • cursors now just plain disappear with Fancy Graphics off, I might add a proper option to toggle only the cursors later
      '+ '
      • warning : the Cookie Monster add-on seems to be buggy with this update, you might want to wait until its programmer updates it
      '+ '
      '+ '
      15/10/2013 - a couple fixes
      '+ '
      • golden cookies should no longer spawn embarrassingly often
      '+ '
      • cursors now stop moving if Fancy Graphics is turned off
      '+ '
      '+ '
      14/10/2013 - going for the gold
      '+ '
      • golden cookie chains work a bit differently
      '+ '
      • golden cookie spawns are more random
      '+ '
      • CpS achievements are no longer affected by golden cookie frenzies
      '+ '
      • revised cookie-baking achievement requirements
      '+ '
      • heavenly chips now require upgrades to function at full capacity
      '+ '
      • added 4 more cookie upgrades, unlocked after reaching certain amounts of Heavenly Chips
      '+ '
      • speed baking achievements now require you to have no heavenly upgrades; as such, they have been reset for everyone (along with the Hardcore achievement) to better match their initially intended difficulty
      '+ '
      • made good progress on the mobile port
      '+ '
      '+ '
      01/10/2013 - smoothing it out
      '+ '
      • some visual effects have been completely rewritten and should now run more smoothly (and be less CPU-intensive)
      '+ '
      • new upgrade tier
      '+ '
      • new milk tier
      '+ '
      • cookie chains have different capping mechanics
      '+ '
      • antimatter condensers are back to their previous price
      '+ '
      • heavenly chips now give +2% CpS again (they will be extensively reworked in the future)
      '+ '
      • farms have been buffed a bit (to popular demand)
      '+ '
      • dungeons still need a bit more work and will be released soon - we want them to be just right! (you can test an unfinished version in the beta)
      '+ '
      '+ '
      28/09/2013 - dungeon beta
      '+ '
      • from now on, big updates will come through a beta stage first (you can try it here)
      '+ '
      • first dungeons! (you need 50 factories to unlock them!)
      '+ '
      • cookie chains can be longer
      '+ '
      • antimatter condensers are a bit more expensive
      '+ '
      • heavenly chips now only give +1% cps each (to account for all the cookies made from condensers)
      '+ '
      • added flavor text on all upgrades
      '+ '
      '+ '
      15/09/2013 - anticookies
      '+ '
      • ran out of regular matter to make your cookies? Try our new antimatter condensers!
      '+ '
      • renamed Hard-reset to "Wipe save" to avoid confusion
      '+ '
      • reset achievements are now regular achievements and require cookies baked all time, not cookies in bank
      '+ '
      • heavenly chips have been nerfed a bit (and are now awarded following a geometric progression : 1 trillion for the first, 2 for the second, etc); the prestige system will be extensively reworked in a future update (after dungeons)
      '+ '
      • golden cookie clicks are no longer reset by soft-resets
      '+ '
      • you can now see how long you\'ve been playing in the stats
      '+ '
      '+ '
      08/09/2013 - everlasting cookies
      '+ '
      • added a prestige system - resetting gives you permanent CpS boosts (the more cookies made before resetting, the bigger the boost!)
      '+ '
      • save format has been slightly modified to take less space
      '+ '
      • Leprechaun has been bumped to 777 golden cookies clicked and is now shadow; Fortune is the new 77 golden cookies achievement
      '+ '
      • clicking frenzy is now x777
      '+ '
      '+ '
      04/09/2013 - smarter cookie
      '+ '
      • golden cookies only have 20% chance of giving the same outcome twice in a row now
      '+ '
      • added a golden cookie upgrade
      '+ '
      • added an upgrade that makes pledges last twice as long (requires having pledged 10 times)
      '+ '
      • Quintillion fingers is now twice as efficient
      '+ '
      • Uncanny clicker was really too unpredictable; it is now a regular achievement and no longer requires a world record, just *pretty fast* clicking
      '+ '
      '+ '
      02/09/2013 - a better way out
      '+ '
      • Elder Covenant is even cheaper, and revoking it is cheaper still (also added a new achievement for getting it)
      '+ '
      • each grandma upgrade now requires 15 of the matching building
      '+ '
      • the dreaded bottom cursor has been fixed with a new cursor display style
      '+ '
      • added an option for faster, cheaper graphics
      '+ '
      • base64 encoding has been redone; this might make saving possible again on some older browsers
      '+ '
      • shadow achievements now have their own section
      '+ '
      • raspberry juice is now named raspberry milk, despite raspberry juice being delicious and going unquestionably well with cookies
      '+ '
      • HOTFIX : cursors now click; fancy graphics button renamed; cookies amount now more visible against cursors
      '+ '
      '+ '
      01/09/2013 - sorting things out
      '+ '
      • upgrades and achievements are properly sorted in the stats screen
      '+ '
      • made Elder Covenant much cheaper and less harmful
      '+ '
      • importing from the first version has been disabled, as promised
      '+ '
      • "One mind" now actually asks you to confirm the upgrade
      '+ '
      '+ '
      31/08/2013 - hotfixes
      '+ '
      • added a way to permanently stop the grandmapocalypse
      '+ '
      • Elder Pledge price is now capped
      '+ '
      • One Mind and other grandma research upgrades are now a little more powerful, if not 100% accurate
      '+ '
      • "golden" cookie now appears again during grandmapocalypse; Elder Pledge-related achievements are now unlockable
      '+ '
      '+ '
      31/08/2013 - too many grandmas
      '+ '
      • the grandmapocalypse is back, along with more grandma types
      '+ '
      • added some upgrades that boost your clicking power and make it scale with your cps
      '+ '
      • clicking achievements made harder; Neverclick is now a shadow achievement; Uncanny clicker should now truly be a world record
      '+ '
      '+ '
      28/08/2013 - over-achiever
      '+ '
      • added a few more achievements
      '+ '
      • reworked the "Bake X cookies" achievements so they take longer to achieve
      '+ '
      '+ '
      27/08/2013 - a bad idea
      '+ '
      • due to popular demand, retired 5 achievements (the "reset your game" and "cheat" ones); they can still be unlocked, but do not count toward your total anymore. Don\'t worry, there will be many more achievements soon!
      '+ '
      • made some achievements hidden for added mystery
      '+ '
      '+ '
      27/08/2013 - a sense of achievement
      '+ '
      • added achievements (and milk)
      '+ '
      (this is a big update, please don\'t get too mad if you lose some data!)
      '+ '
      '+ '
      26/08/2013 - new upgrade tier
      '+ '
      • added some more upgrades (including a couple golden cookie-related ones)
      '+ '
      • added clicking stats
      '+ '
      '+ '
      26/08/2013 - more tweaks
      '+ '
      • tweaked a couple cursor upgrades
      '+ '
      • made time machines less powerful
      '+ '
      • added offline mode option
      '+ '
      '+ '
      25/08/2013 - tweaks
      '+ '
      • rebalanced progression curve (mid- and end-game objects cost more and give more)
      '+ '
      • added some more cookie upgrades
      '+ '
      • added CpS for cursors
      '+ '
      • added sell button
      '+ '
      • made golden cookie more useful
      '+ '
      '+ '
      24/08/2013 - hotfixes
      '+ '
      • added import/export feature, which also allows you to retrieve a save game from the old version (will be disabled in a week to prevent too much cheating)
      '+ '
      • upgrade store now has unlimited slots (just hover over it), due to popular demand
      '+ '
      • added update log
      '+ '
      '+ '
      24/08/2013 - big update!
      '+ '
      • revamped the whole game (new graphics, new game mechanics)
      '+ '
      • added upgrades
      '+ '
      • much safer saving
      '+ '
      '+ '
      08/08/2013 - game launch
      '+ '
      • made the game in a couple hours, for laughs
      '+ '
      • kinda starting to regret it
      '+ '
      • ah well
      '+ '
      '+ '
      ' ; Game.ready=0; Game.Load=function() { //l('javascriptError').innerHTML='
      Loading...
      '; Game.Loader=new Loader(); Game.Loader.domain='img/'; Game.Loader.loaded=Game.Init; Game.Loader.Load(['filler.png']); } Game.ErrorFrame=function() { l('javascriptError').innerHTML= '
      Oops. Wrong address!
      '+ '
      It looks like you\'re accessing Cookie Clicker from another URL than the official one.
      '+ 'You can play Cookie Clicker over here!
      '+ '(If for any reason, you are unable to access the game on the official URL, we are currently working on a second domain.)
      '; } Game.timedout=false; Game.Timeout=function() { Game.WriteSave(); Game.killShimmers(); l('javascriptError').innerHTML='Cookie Clicker is in sleep mode'+(Game.Has('Twin Gates of Transcendence')?' and generating offline cookies':'')+'.
      Click here to resume from your save file.
      (this happens when too many frames are skipped at once,
      usually when the game has been running in the background for a while)
      (you can turn this feature off in the settings menu)
      '; l('javascriptError').style.display='block'; Game.timedout=true; console.log('[=== Game timed out and has been put in sleep mode. Data was saved. ===]'); } Game.Resume=function() { l('javascriptError').innerHTML=''; l('javascriptError').style.display='none'; Game.timedout=false; Game.time=Date.now(); Game.accumulatedDelay=0; Game.delayTimeouts=0; Game.lastActivity=Date.now(); Game.Loop(); Game.LoadSave(); console.log('[=== Game resumed! Data was loaded. ===]'); } Game.Init=function() { Game.ready=1; /*===================================================================================== VARIABLES AND PRESETS =======================================================================================*/ Game.T=0; Game.drawT=0; Game.loopT=0; Game.fps=30; Game.season=Game.baseSeason; Game.l=l('game'); Game.bounds=0;//rectangle defining screen limits (right,left,bottom,top) updated every logic frame if (Game.mobile==1) { l('wrapper').className='mobile'; } Game.clickStr=Game.touchEvents?'ontouchend':'onclick'; Game.SaveTo='CookieClickerGame'; if (Game.beta) Game.SaveTo='CookieClickerGameBeta'; l('versionNumber').innerHTML='v. '+Game.version+'
      '+(Game.beta?' beta':''); if (Game.beta) {var me=l('linkVersionBeta');me.parentNode.removeChild(me);} else if (Game.version==1.0466) {var me=l('linkVersionOld');me.parentNode.removeChild(me);} else {var me=l('linkVersionLive');me.parentNode.removeChild(me);} //l('links').innerHTML=(Game.beta?'Live version | ':'Try the beta! | ')+'Classic'; //l('links').innerHTML='Cookie Clicker Classic'; Game.lastActivity=Date.now();//reset on mouse move, key press or click //latency compensator stuff Game.time=Date.now(); Game.accumulatedDelay=0; Game.delayTimeouts=0;//how many times we've gone over the timeout delay Game.catchupLogic=0; Game.fpsStartTime=0; Game.frameNumber=0; Game.currentFps=Game.fps; Game.previousFps=Game.currentFps; Game.getFps=function() { Game.frameNumber++; var currentTime=(Date.now()-Game.fpsStartTime )/1000; var result=Math.floor((Game.frameNumber/currentTime)); if (currentTime>1) { Game.fpsStartTime=Date.now(); Game.frameNumber=0; } return result; } Game.cookiesEarned=0;//all cookies earned during gameplay Game.cookies=0;//cookies Game.cookiesd=0;//cookies display Game.cookiesPs=1;//cookies per second (to recalculate with every new purchase) Game.cookiesPsRaw=0;//raw cookies per second Game.cookiesPsRawHighest=0;//highest raw cookies per second this ascension Game.cookiesReset=0;//cookies lost to resetting (used to determine prestige and heavenly chips) Game.cookieClicks=0;//+1 for each click on the cookie Game.goldenClicks=0;//+1 for each golden cookie clicked (all time) Game.goldenClicksLocal=0;//+1 for each golden cookie clicked (this game only) Game.missedGoldenClicks=0;//+1 for each golden cookie missed Game.handmadeCookies=0;//all the cookies made from clicking the cookie Game.milkProgress=0;//you gain a little bit for each achievement. Each increment of 1 is a different milk displayed. Game.milkH=Game.milkProgress/2;//milk height, between 0 and 1 (although should never go above 0.5) Game.milkHd=0;//milk height display Game.milkType=0;//custom milk Game.bgType=0;//custom background Game.chimeType=0;//golden cookie chime Game.prestige=0;//prestige level (recalculated depending on Game.cookiesReset) Game.heavenlyChips=0;//heavenly chips the player currently has Game.heavenlyChipsDisplayed=0;//ticks up or down to match Game.heavenlyChips Game.heavenlyChipsSpent=0;//heavenly chips spent on cookies, upgrades and such Game.heavenlyCookies=0;//how many cookies have we baked from chips (unused) Game.permanentUpgrades=[-1,-1,-1,-1,-1]; Game.ascensionMode=0;//type of challenge run if any Game.resets=0;//reset counter Game.lumps=-1;//sugar lumps Game.lumpsTotal=-1;//sugar lumps earned across all playthroughs (-1 means they haven't even started yet) Game.lumpT=Date.now();//time when the current lump started forming Game.lumpRefill=0;//time left before a sugar lump can be used again (on minigame refills etc) in logic frames Game.makeSeed=function() { var chars='abcdefghijklmnopqrstuvwxyz'.split(''); var str=''; for (var i=0;i<5;i++){str+=choose(chars);} return str; } Game.seed=Game.makeSeed();//each run has its own seed, used for deterministic random stuff Game.volume=50;//sound volume Game.elderWrath=0; Game.elderWrathOld=0; Game.elderWrathD=0; Game.pledges=0; Game.pledgeT=0; Game.researchT=0; Game.nextResearch=0; Game.cookiesSucked=0;//cookies sucked by wrinklers Game.cpsSucked=0;//percent of CpS being sucked by wrinklers Game.wrinklersPopped=0; Game.santaLevel=0; Game.reindeerClicked=0; Game.seasonT=0; Game.seasonUses=0; Game.dragonLevel=0; Game.dragonAura=0; Game.dragonAura2=0; Game.fortuneGC=0; Game.fortuneCPS=0; Game.blendModesOn=(document.createElement('detect').style.mixBlendMode===''); Game.bg='';//background (grandmas and such) Game.bgFade='';//fading to background Game.bgR=0;//ratio (0 - not faded, 1 - fully faded) Game.bgRd=0;//ratio displayed Game.windowW=window.innerWidth; Game.windowH=window.innerHeight; window.addEventListener('resize',function(event) { Game.windowW=window.innerWidth; Game.windowH=window.innerHeight; for (var i in Game.Objects) { var me=Game.Objects[i]; me.toResize=true; if (me.minigame && me.minigame.onResize) me.minigame.onResize(); } }); Game.startDate=parseInt(Date.now());//when we started playing Game.fullDate=parseInt(Date.now());//when we started playing (carries over with resets) Game.lastDate=parseInt(Date.now());//when we last saved the game (used to compute "cookies made since we closed the game" etc) Game.prefs=[]; Game.DefaultPrefs=function() { Game.prefs.particles=1;//particle effects : falling cookies etc Game.prefs.numbers=1;//numbers that pop up when clicking the cookie Game.prefs.autosave=1;//save the game every minute or so Game.prefs.autoupdate=1;//send an AJAX request to the server every 30 minutes (note : ignored) Game.prefs.milk=1;//display milk Game.prefs.fancy=1;//CSS shadow effects (might be heavy on some browsers) Game.prefs.warn=0;//warn before closing the window Game.prefs.cursors=1;//display cursors Game.prefs.focus=1;//make the game refresh less frequently when off-focus Game.prefs.popups=0;//use old-style popups Game.prefs.format=0;//shorten numbers Game.prefs.notifs=0;//notifications fade faster Game.prefs.animate=1;//animate buildings Game.prefs.wobbly=1;//wobbly cookie Game.prefs.monospace=0;//alt monospace font for cookies Game.prefs.filters=0;//CSS filter effects (might be heavy on some browsers) Game.prefs.cookiesound=1;//use new cookie click sound Game.prefs.crates=0;//show crates around icons in stats Game.prefs.altDraw=0;//use requestAnimationFrame to update drawing instead of fixed 30 fps setTimeout Game.prefs.showBackupWarning=1;//if true, show a "Have you backed up your save?" message on save load; set to false when save is exported Game.prefs.extraButtons=1;//if true, show Mute buttons and the building master bar Game.prefs.askLumps=0;//if true, show a prompt before spending lumps Game.prefs.customGrandmas=1;//if true, show patreon names for grandmas Game.prefs.timeout=0;//if true, game may show pause screen when timed out } Game.DefaultPrefs(); window.onbeforeunload=function(event) { if (Game.prefs && Game.prefs.warn) { if (typeof event=='undefined') event=window.event; if (event) event.returnValue='Are you sure you want to close Cookie Clicker?'; } } Game.Mobile=function() { if (!Game.mobile) { l('wrapper').className='mobile'; Game.mobile=1; } else { l('wrapper').className=''; Game.mobile=0; } } Game.showBackupWarning=function() { Game.Notify('Back up your save!','Hello again! Just a reminder that you may want to back up your Cookie Clicker save every once in a while, just in case.
      To do so, go to Options and hit "Export save" or "Save to file"!
      Don\'t show this again',[25,7]); } /*===================================================================================== MODDING API =======================================================================================*/ /* to use: -have your mod call Game.registerMod("unique id",mod object) -the "unique id" value is a string the mod will use to index and retrieve its save data; special characters are ignored -the "mod object" value is an object structured like so: { init:function(){ //this function is called as soon as the mod is registered //declare hooks here }, save:function(){ //use this to store persistent data associated with your mod return 'a string to be saved'; }, load:function(str){ //do stuff with the string data you saved previously }, } -the mod object may also contain any other data or functions you want, for instance to make them accessible to other mods -your mod and its data can be accessed with Game.mods['mod id'] -hooks are functions the game calls automatically in certain circumstances, like when calculating cookies per click or when redrawing the screen -to add a hook: Game.registerHook('hook id',yourFunctionHere) - note: you can also declare whole arrays of hooks, ie. Game.registerHook('hook id',[function1,function2,...]) -to remove a hook: Game.removeHook('hook id',theSameFunctionHere) -some hooks are fed a parameter you can use in the function -list of valid hook ids: 'logic' - called every logic tick 'draw' - called every draw tick 'reset' - called whenever the player resets; parameter is true if this is a hard reset, false if it's an ascension 'reincarnate' - called when the player has reincarnated after an ascension 'ticker' - called when determining news ticker text; should return an array of possible choices to add 'cps' - called when determining the CpS; parameter is the current CpS; should return the modified CpS 'cookiesPerClick' - called when determining the cookies per click; parameter is the current value; should return the modified value 'click' - called when the big cookie is clicked 'create' - called after the game declares all buildings, upgrades and achievs; use this to declare your own - note that saving/loading functionality for custom content is not explicitly implemented and may be unpredictable and broken 'check' - called every few seconds when we check for upgrade/achiev unlock conditions; you can also use this for other checks that you don't need happening every logic frame -function hooks are provided for convenience and more advanced mod functionality will probably involve manual code injection -please be mindful of the length of the data you save, as it does inflate the export-save-to-string feature NOTE: modding API is susceptible to change and may not always function super-well */ Game.mods={}; Game.sortedMods=[]; Game.modSaveData={}; Game.modHooks={}; Game.modHooksNames=['logic','draw','reset','reincarnate','ticker','cps','cookiesPerClick','click','create','check']; for (var i=0;i'; if (Game.mods[i]) str+=' (loaded)'; str+='
      '; str+='
      '+Game.modSaveData[i].length+' chars X'; str+='
      '; str+='
      '; modsN++; } if (modsN==0) str+='No mod data present.'; else str+=''; Game.Prompt('

      Mod data

      These are the mods present in your save data. You may delete some of this data to make your save file smaller.
      '+str+'
      ',['Back']); } Game.LoadMod=function(url)//this loads the mod at the given URL and gives the script an automatic id (URL "http://example.com/my_mod.js" gives the id "modscript_my_mod") { var js=document.createElement('script'); var id=url.split('/');id=id[id.length-1].split('.')[0]; js.setAttribute('type','text/javascript'); js.setAttribute('id','modscript_'+id); js.setAttribute('src',url); document.head.appendChild(js); console.log('Loaded the mod '+url+', '+id+'.'); } if (false) { //EXAMPLE MOD Game.registerMod('test mod',{ /* what this example mod does: -double your CpS -display a little popup for half a second whenever you click the big cookie -add a little intro text above your bakery name, and generate that intro text at random if you don't already have one -save and load your intro text */ init:function(){ Game.registerHook('reincarnate',function(){Game.mods['test mod'].addIntro();}); Game.registerHook('check',function(){if (!Game.playerIntro){Game.mods['test mod'].addIntro();}}); Game.registerHook('click',function(){Game.Notify(choose(['A good click.','A solid click.','A mediocre click.','An excellent click!']),'',0,0.5);}); Game.registerHook('cps',function(cps){return cps*2;}); }, save:function(){ //note: we use stringified JSON for ease and clarity but you could store any type of string return JSON.stringify({text:Game.playerIntro}) }, load:function(str){ var data=JSON.parse(str); if (data.text) Game.mods['test mod'].addIntro(data.text); }, addIntro:function(text){ //note: this is not a mod hook, just a function that's part of the mod Game.playerIntro=text||choose(['oh snap, it\'s','watch out, it\'s','oh no! here comes','hide your cookies, for here comes','behold! it\'s']); if (!l('bakerySubtitle')) l('bakeryName').insertAdjacentHTML('afterend','
      '); l('bakerySubtitle').textContent='~'+Game.playerIntro+'~'; }, }); } //replacing an existing canvas picture with a new one at runtime : Game.Loader.Replace('perfectCookie.png','imperfectCookie.png'); //upgrades and achievements can use other pictures than icons.png; declare their icon with [posX,posY,'http://example.com/myIcons.png'] //check out the "UNLOCKING STUFF" section to see how unlocking achievs and upgrades is done /*===================================================================================== BAKERY NAME =======================================================================================*/ Game.RandomBakeryName=function() { return (Math.random()>0.05?(choose(['Magic','Fantastic','Fancy','Sassy','Snazzy','Pretty','Cute','Pirate','Ninja','Zombie','Robot','Radical','Urban','Cool','Hella','Sweet','Awful','Double','Triple','Turbo','Techno','Disco','Electro','Dancing','Wonder','Mutant','Space','Science','Medieval','Future','Captain','Bearded','Lovely','Tiny','Big','Fire','Water','Frozen','Metal','Plastic','Solid','Liquid','Moldy','Shiny','Happy','Happy Little','Slimy','Tasty','Delicious','Hungry','Greedy','Lethal','Professor','Doctor','Power','Chocolate','Crumbly','Choklit','Righteous','Glorious','Mnemonic','Psychic','Frenetic','Hectic','Crazy','Royal','El','Von'])+' '):'Mc')+choose(['Cookie','Biscuit','Muffin','Scone','Cupcake','Pancake','Chip','Sprocket','Gizmo','Puppet','Mitten','Sock','Teapot','Mystery','Baker','Cook','Grandma','Click','Clicker','Spaceship','Factory','Portal','Machine','Experiment','Monster','Panic','Burglar','Bandit','Booty','Potato','Pizza','Burger','Sausage','Meatball','Spaghetti','Macaroni','Kitten','Puppy','Giraffe','Zebra','Parrot','Dolphin','Duckling','Sloth','Turtle','Goblin','Pixie','Gnome','Computer','Pirate','Ninja','Zombie','Robot']); } Game.GetBakeryName=function() {return Game.RandomBakeryName();} Game.bakeryName=Game.GetBakeryName(); Game.bakeryNameL=l('bakeryName'); Game.bakeryNameL.textContent=Game.bakeryName+'\'s bakery'; Game.bakeryNameSet=function(what) { Game.bakeryName=what.replace(/\W+/g,' '); Game.bakeryName=Game.bakeryName.substring(0,28); Game.bakeryNameRefresh(); } Game.bakeryNameRefresh=function() { var name=Game.bakeryName; if (name.slice(-1).toLowerCase()=='s') name+='\' bakery'; else name+='\'s bakery'; Game.bakeryNameL.textContent=name; name=Game.bakeryName.toLowerCase(); if (name=='orteil') Game.Win('God complex'); if (name.indexOf('saysopensesame',name.length-('saysopensesame').length)>0 && !Game.sesame) Game.OpenSesame(); Game.recalculateGains=1; } Game.bakeryNamePrompt=function() { Game.Prompt('

      Name your bakery

      What should your bakery\'s name be?
      ',[['Confirm','if (l(\'bakeryNameInput\').value.length>0) {Game.bakeryNameSet(l(\'bakeryNameInput\').value);Game.Win(\'What\\\'s in a name\');Game.ClosePrompt();}'],['Random','Game.bakeryNamePromptRandom();'],'Cancel']); l('bakeryNameInput').focus(); l('bakeryNameInput').select(); } Game.bakeryNamePromptRandom=function() { l('bakeryNameInput').value=Game.RandomBakeryName(); } AddEvent(Game.bakeryNameL,'click',Game.bakeryNamePrompt); /*===================================================================================== TOOLTIP =======================================================================================*/ Game.tooltip={text:'',x:0,y:0,origin:'',on:0,tt:l('tooltip'),tta:l('tooltipAnchor'),shouldHide:1,dynamic:0,from:0}; Game.tooltip.draw=function(from,text,origin) { this.shouldHide=0; this.text=text; this.from=from; //this.x=x; //this.y=y; this.origin=origin; var tt=this.tt; var tta=this.tta; tt.style.left='auto'; tt.style.top='auto'; tt.style.right='auto'; tt.style.bottom='auto'; if (typeof this.text==='function') { var text=this.text(); if (text=='') tta.style.opacity='0'; else { tt.innerHTML=unescape(text); tta.style.opacity='1'; } } else tt.innerHTML=unescape(this.text); //tt.innerHTML=(typeof this.text==='function')?unescape(this.text()):unescape(this.text); tta.style.display='block'; tta.style.visibility='hidden'; Game.tooltip.update(); tta.style.visibility='visible'; this.on=1; } Game.tooltip.update=function() { var X=0; var Y=0; var width=this.tt.offsetWidth; var height=this.tt.offsetHeight; if (this.origin=='store') { X=Game.windowW-332-width; Y=Game.mouseY-32; if (Game.onCrate) Y=Game.onCrate.getBoundingClientRect().top-42; Y=Math.max(0,Math.min(Game.windowH-height-44,Y)); /*this.tta.style.right='308px';//'468px'; this.tta.style.left='auto'; if (Game.onCrate) Y=Game.onCrate.getBoundingClientRect().top-2; this.tta.style.top=Math.max(0,Math.min(Game.windowH-this.tt.clientHeight-64,Y-48))+'px';*/ } else { if (Game.onCrate) { var rect=Game.onCrate.getBoundingClientRect(); rect={left:rect.left,top:rect.top,right:rect.right,bottom:rect.bottom}; if (rect.left==0 && rect.top==0)//if we get that bug where we get stuck in the top-left, move to the mouse (REVISION : just do nothing) {return false;/*rect.left=Game.mouseX-24;rect.right=Game.mouseX+24;rect.top=Game.mouseY-24;rect.bottom=Game.mouseY+24;*/} if (this.origin=='left') { X=rect.left-width-16; Y=rect.top+(rect.bottom-rect.top)/2-height/2-38; Y=Math.max(0,Math.min(Game.windowH-height-19,Y)); if (X<0) X=rect.right; } else { X=rect.left+(rect.right-rect.left)/2-width/2-8; Y=rect.top-height-48; X=Math.max(0,Math.min(Game.windowW-width-16,X)); if (Y<0) Y=rect.bottom-32; } } else if (this.origin=='bottom-right') { X=Game.mouseX+8; Y=Game.mouseY-32; X=Math.max(0,Math.min(Game.windowW-width-16,X)); Y=Math.max(0,Math.min(Game.windowH-height-64,Y)); } else if (this.origin=='bottom') { X=Game.mouseX-width/2-8; Y=Game.mouseY+24; X=Math.max(0,Math.min(Game.windowW-width-16,X)); Y=Math.max(0,Math.min(Game.windowH-height-64,Y)); } else if (this.origin=='left') { X=Game.mouseX-width-24; Y=Game.mouseY-height/2-8; X=Math.max(0,Math.min(Game.windowW-width-16,X)); Y=Math.max(0,Math.min(Game.windowH-height-64,Y)); } else if (this.origin=='this' && this.from) { var rect=this.from.getBoundingClientRect(); X=(rect.left+rect.right)/2-width/2-8; Y=(rect.top)-this.tt.clientHeight-48; X=Math.max(0,Math.min(Game.windowW-width-16,X)); //Y=Math.max(0,Math.min(Game.windowH-this.tt.clientHeight-64,Y)); if (Y<0) Y=(rect.bottom-24); if (Y+height+40>Game.windowH) { X=rect.right+8; Y=rect.top+(rect.bottom-rect.top)/2-height/2-38; Y=Math.max(0,Math.min(Game.windowH-height-19,Y)); } } else { X=Game.mouseX-width/2-8; Y=Game.mouseY-height-32; X=Math.max(0,Math.min(Game.windowW-width-16,X)); Y=Math.max(0,Math.min(Game.windowH-height-64,Y)); } } this.tta.style.left=X+'px'; this.tta.style.right='auto'; this.tta.style.top=Y+'px'; this.tta.style.bottom='auto'; if (this.shouldHide) {this.hide();this.shouldHide=0;} else if (Game.drawT%10==0 && typeof(this.text)==='function') { var text=this.text(); if (text=='') this.tta.style.opacity='0'; else { this.tt.innerHTML=unescape(text); this.tta.style.opacity='1'; } } } Game.tooltip.hide=function() { this.tta.style.display='none'; this.dynamic=0; this.on=0; } Game.getTooltip=function(text,origin,isCrate) { origin=(origin?origin:'middle'); if (isCrate) return 'onMouseOut="Game.setOnCrate(0);Game.tooltip.shouldHide=1;" onMouseOver="if (!Game.mouseDown) {Game.setOnCrate(this);Game.tooltip.dynamic=0;Game.tooltip.draw(this,\''+escape(text)+'\',\''+origin+'\');Game.tooltip.wobble();}"'; else return 'onMouseOut="Game.tooltip.shouldHide=1;" onMouseOver="Game.tooltip.dynamic=0;Game.tooltip.draw(this,\''+escape(text)+'\',\''+origin+'\');Game.tooltip.wobble();"'; } Game.getDynamicTooltip=function(func,origin,isCrate) { origin=(origin?origin:'middle'); if (isCrate) return 'onMouseOut="Game.setOnCrate(0);Game.tooltip.shouldHide=1;" onMouseOver="if (!Game.mouseDown) {Game.setOnCrate(this);Game.tooltip.dynamic=1;Game.tooltip.draw(this,'+'function(){return '+func+'();}'+',\''+origin+'\');Game.tooltip.wobble();}"'; return 'onMouseOut="Game.tooltip.shouldHide=1;" onMouseOver="Game.tooltip.dynamic=1;Game.tooltip.draw(this,'+'function(){return '+func+'();}'+',\''+origin+'\');Game.tooltip.wobble();"'; } Game.attachTooltip=function(el,func,origin) { if (typeof func==='string') { var str=func; func=function(str){return function(){return str;};}(str); } origin=(origin?origin:'middle'); AddEvent(el,'mouseover',function(func,el,origin){return function(){Game.tooltip.dynamic=1;Game.tooltip.draw(el,func,origin);};}(func,el,origin)); AddEvent(el,'mouseout',function(){return function(){Game.tooltip.shouldHide=1;};}()); } Game.tooltip.wobble=function() { //disabled because this effect doesn't look good with the slight slowdown it might or might not be causing. if (false) { this.tt.className='framed'; void this.tt.offsetWidth; this.tt.className='framed wobbling'; } } /*===================================================================================== UPDATE CHECKER =======================================================================================*/ Game.CheckUpdates=function() { ajax('server.php?q=checkupdate',Game.CheckUpdatesResponse); } Game.CheckUpdatesResponse=function(response) { var r=response.split('|'); var str=''; if (r[0]=='alert') { if (r[1]) str=r[1]; } else if (parseFloat(r[0])>Game.version) { str='New version available : v. '+r[0]+'!'; if (r[1]) str+='
      Update note : "'+r[1]+'"'; str+='
      Refresh to get it!'; } if (str!='') { l('alert').innerHTML=str; l('alert').style.display='block'; } } /*===================================================================================== DATA GRABBER =======================================================================================*/ Game.externalDataLoaded=false; Game.grandmaNames=['Granny','Gusher','Ethel','Edna','Doris','Maud','Hilda','Gladys','Michelle','Michele','Phyllis','Millicent','Muriel','Myrtle','Mildred','Mavis','Helen','Gloria','Sheila','Betty','Gertrude','Agatha','Beryl','Agnes','Pearl','Precious','Ruby','Vera','Bonnie','Ada','Bunny','Cookie','Darling','Gaga','GamGam','Memaw','Mimsy','Peanut','Nana','Nan','Tootsie','Warty','Stinky','Heinous']; Game.customGrandmaNames=[]; Game.heralds=0; Game.GrabData=function() { ajax('/patreon/grab.php',Game.GrabDataResponse); } Game.GrabDataResponse=function(response) { /* response should be formatted as {"herald":3,"grandma":"a|b|c|...} */ var r={}; try{ r=JSON.parse(response); if (typeof r['herald']!=='undefined') { Game.heralds=parseInt(r['herald']); Game.heralds=Math.max(0,Math.min(100,Game.heralds)); } if (typeof r['grandma']!=='undefined' && r['grandma']!='') { Game.customGrandmaNames=r['grandma'].split('|'); Game.customGrandmaNames=Game.customGrandmaNames.filter(function(el){return el!='';}); } l('heraldsAmount').textContent=Game.heralds; Game.externalDataLoaded=true; }catch(e){} } Game.attachTooltip(l('httpsSwitch'),'
      You are currently playing Cookie Clicker on the '+(Game.https?'HTTPS':'HTTP')+' protocol.
      The '+(Game.https?'HTTP':'HTTPS')+' version uses a different save slot than this one.
      Click this lock to reload the page and switch to the '+(Game.https?'HTTP':'HTTPS')+' version!
      ','this'); AddEvent(l('httpsSwitch'),'click',function(){ PlaySound('snd/pop'+Math.floor(Math.random()*3+1)+'.mp3',0.75); if (location.protocol=='https:') location.href='http:'+window.location.href.substring(window.location.protocol.length); else if (location.protocol=='http:') location.href='https:'+window.location.href.substring(window.location.protocol.length); }); Game.attachTooltip(l('topbarOrteil'),'
      Back to Orteil\'s subdomain!
      Lots of other games in there!
      ','this'); Game.attachTooltip(l('topbarDashnet'),'
      Back to our homepage!
      ','this'); Game.attachTooltip(l('topbarTwitter'),'
      Orteil\'s twitter, which frequently features game updates.
      ','this'); Game.attachTooltip(l('topbarTumblr'),'
      Orteil\'s tumblr, which frequently features game updates.
      ','this'); Game.attachTooltip(l('topbarDiscord'),'
      Our official discord server.
      You can share tips and questions about Cookie Clicker and all our other games!
      ','this'); Game.attachTooltip(l('topbarPatreon'),'
      Support us on Patreon and help us keep updating Cookie Clicker!
      There\'s neat rewards for patrons too!
      ','this'); Game.attachTooltip(l('topbarMerch'),'
      Cookie Clicker shirts, hoodies and stickers!
      ','this'); Game.attachTooltip(l('topbarMobileCC'),'
      Play Cookie Clicker on your phone!
      (Android only; iOS version will be released later)
      ','this'); Game.attachTooltip(l('topbarRandomgen'),'
      A thing we made that lets you write random generators.
      ','this'); Game.attachTooltip(l('topbarIGM'),'
      A thing we made that lets you create your own idle games using a simple scripting language.
      ','this'); Game.attachTooltip(l('heralds'),function(){ var str=''; if (!Game.externalDataLoaded) str+='Heralds couldn\'t be loaded. There may be an issue with our servers, or you are playing the game locally.'; else { if (Game.heralds==0) str+='There are no heralds at the moment. Please consider donating to our Patreon!'; else { str+=(Game.heralds==1?'1 herald is':''+Game.heralds+' heralds are')+' selflessly inspiring a boost in production for everyone, resulting in
      +'+Game.heralds+'% cookies per second
      .'; str+='
      '; if (Game.ascensionMode==1) str+='You are in a Born again run, and are not currently benefiting from heralds.'; else if (Game.Has('Heralds')) str+='You own the Heralds upgrade, and therefore benefit from the production boost.'; else str+='To benefit from the herald bonus, you need a special upgrade you do not yet own. You will permanently unlock it later in the game.'; } } str+='
      Heralds are people who have donated to our highest Patreon tier, and are limited to 100.
      Each herald gives everyone +1% CpS.
      Heralds benefit everyone playing the game, regardless of whether you donated.
      '; str+='
      '; return '

      Heralds

      '+str+'
      '; },'this'); l('heraldsAmount').textContent='?'; l('heralds').style.display='inline-block'; Game.GrabData(); Game.useLocalStorage=1; Game.localStorageGet=function(key) { var local=0; try {local=window.localStorage.getItem(key);} catch (exception) {} return local; } Game.localStorageSet=function(key,str) { var local=0; try {local=window.localStorage.setItem(key,str);} catch (exception) {} return local; } //window.localStorage.clear();//won't switch back to cookie-based if there is localStorage info /*===================================================================================== SAVE =======================================================================================*/ Game.ExportSave=function() { Game.prefs.showBackupWarning=0; Game.Prompt('

      Export save

      This is your save code.
      Copy it and keep it somewhere safe!
      ',['All done!']);//prompt('Copy this text and keep it somewhere safe!',Game.WriteSave(1)); l('textareaPrompt').focus();l('textareaPrompt').select(); } Game.ImportSave=function() { Game.Prompt('

      Import save

      Please paste in the code that was given to you on save export.
      ',[['Load','if (l(\'textareaPrompt\').value.length>0) {Game.ImportSaveCode(l(\'textareaPrompt\').value);Game.ClosePrompt();}'],'Nevermind']);//prompt('Please paste in the text that was given to you on save export.',''); l('textareaPrompt').focus(); } Game.ImportSaveCode=function(save) { if (save && save!='') Game.LoadSave(save); } Game.FileSave=function() { Game.prefs.showBackupWarning=0; var filename=Game.bakeryName.replace(/[^a-zA-Z0-9]+/g,'')+'Bakery'; var text=Game.WriteSave(1); var blob=new Blob([text],{type:'text/plain;charset=utf-8'}); saveAs(blob,filename+'.txt'); } Game.FileLoad=function(e) { if (e.target.files.length==0) return false; var file=e.target.files[0]; var reader=new FileReader(); reader.onload=function(e) { Game.ImportSaveCode(e.target.result); } reader.readAsText(file); } Game.toSave=false; Game.WriteSave=function(type) { Game.toSave=false; //type : none is default, 1=return string only, 2=return uncompressed string, 3=return uncompressed, commented string Game.lastDate=parseInt(Game.time); var str=''; if (type==3) str+='\nGame version\n'; str+=Game.version+'|'; str+='|';//just in case we need some more stuff here if (type==3) str+='\n\nRun details'; str+=//save stats (type==3?'\n run start date : ':'')+parseInt(Game.startDate)+';'+ (type==3?'\n legacy start date : ':'')+parseInt(Game.fullDate)+';'+ (type==3?'\n date when we last opened the game : ':'')+parseInt(Game.lastDate)+';'+ (type==3?'\n bakery name : ':'')+(Game.bakeryName)+';'+ (type==3?'\n seed : ':'')+(Game.seed)+ '|'; if (type==3) str+='\n\nPacked preferences bitfield\n '; var str2=//prefs (Game.prefs.particles?'1':'0')+ (Game.prefs.numbers?'1':'0')+ (Game.prefs.autosave?'1':'0')+ (Game.prefs.autoupdate?'1':'0')+ (Game.prefs.milk?'1':'0')+ (Game.prefs.fancy?'1':'0')+ (Game.prefs.warn?'1':'0')+ (Game.prefs.cursors?'1':'0')+ (Game.prefs.focus?'1':'0')+ (Game.prefs.format?'1':'0')+ (Game.prefs.notifs?'1':'0')+ (Game.prefs.wobbly?'1':'0')+ (Game.prefs.monospace?'1':'0')+ (Game.prefs.filters?'1':'0')+ (Game.prefs.cookiesound?'1':'0')+ (Game.prefs.crates?'1':'0')+ (Game.prefs.showBackupWarning?'1':'0')+ (Game.prefs.extraButtons?'1':'0')+ (Game.prefs.askLumps?'1':'0')+ (Game.prefs.customGrandmas?'1':'0')+ (Game.prefs.timeout?'1':'0')+ ''; str2=pack3(str2); str+=str2+'|'; if (type==3) str+='\n\nMisc game data'; str+= (type==3?'\n cookies : ':'')+parseFloat(Game.cookies).toString()+';'+ (type==3?'\n total cookies earned : ':'')+parseFloat(Game.cookiesEarned).toString()+';'+ (type==3?'\n cookie clicks : ':'')+parseInt(Math.floor(Game.cookieClicks))+';'+ (type==3?'\n golden cookie clicks : ':'')+parseInt(Math.floor(Game.goldenClicks))+';'+ (type==3?'\n cookies made by clicking : ':'')+parseFloat(Game.handmadeCookies).toString()+';'+ (type==3?'\n golden cookies missed : ':'')+parseInt(Math.floor(Game.missedGoldenClicks))+';'+ (type==3?'\n background type : ':'')+parseInt(Math.floor(Game.bgType))+';'+ (type==3?'\n milk type : ':'')+parseInt(Math.floor(Game.milkType))+';'+ (type==3?'\n cookies from past runs : ':'')+parseFloat(Game.cookiesReset).toString()+';'+ (type==3?'\n elder wrath : ':'')+parseInt(Math.floor(Game.elderWrath))+';'+ (type==3?'\n pledges : ':'')+parseInt(Math.floor(Game.pledges))+';'+ (type==3?'\n pledge time left : ':'')+parseInt(Math.floor(Game.pledgeT))+';'+ (type==3?'\n currently researching : ':'')+parseInt(Math.floor(Game.nextResearch))+';'+ (type==3?'\n research time left : ':'')+parseInt(Math.floor(Game.researchT))+';'+ (type==3?'\n ascensions : ':'')+parseInt(Math.floor(Game.resets))+';'+ (type==3?'\n golden cookie clicks (this run) : ':'')+parseInt(Math.floor(Game.goldenClicksLocal))+';'+ (type==3?'\n cookies sucked by wrinklers : ':'')+parseFloat(Game.cookiesSucked).toString()+';'+ (type==3?'\n wrinkles popped : ':'')+parseInt(Math.floor(Game.wrinklersPopped))+';'+ (type==3?'\n santa level : ':'')+parseInt(Math.floor(Game.santaLevel))+';'+ (type==3?'\n reindeer clicked : ':'')+parseInt(Math.floor(Game.reindeerClicked))+';'+ (type==3?'\n season time left : ':'')+parseInt(Math.floor(Game.seasonT))+';'+ (type==3?'\n season switcher uses : ':'')+parseInt(Math.floor(Game.seasonUses))+';'+ (type==3?'\n current season : ':'')+(Game.season?Game.season:'')+';'; var wrinklers=Game.SaveWrinklers(); str+= (type==3?'\n amount of cookies contained in wrinklers : ':'')+parseFloat(Math.floor(wrinklers.amount))+';'+ (type==3?'\n number of wrinklers : ':'')+parseInt(Math.floor(wrinklers.number))+';'+ (type==3?'\n prestige level : ':'')+parseFloat(Game.prestige).toString()+';'+ (type==3?'\n heavenly chips : ':'')+parseFloat(Game.heavenlyChips).toString()+';'+ (type==3?'\n heavenly chips spent : ':'')+parseFloat(Game.heavenlyChipsSpent).toString()+';'+ (type==3?'\n heavenly cookies : ':'')+parseFloat(Game.heavenlyCookies).toString()+';'+ (type==3?'\n ascension mode : ':'')+parseInt(Math.floor(Game.ascensionMode))+';'+ (type==3?'\n permanent upgrades : ':'')+parseInt(Math.floor(Game.permanentUpgrades[0]))+';'+parseInt(Math.floor(Game.permanentUpgrades[1]))+';'+parseInt(Math.floor(Game.permanentUpgrades[2]))+';'+parseInt(Math.floor(Game.permanentUpgrades[3]))+';'+parseInt(Math.floor(Game.permanentUpgrades[4]))+';'+ (type==3?'\n dragon level : ':'')+parseInt(Math.floor(Game.dragonLevel))+';'+ (type==3?'\n dragon aura : ':'')+parseInt(Math.floor(Game.dragonAura))+';'+ (type==3?'\n dragon aura 2 : ':'')+parseInt(Math.floor(Game.dragonAura2))+';'+ (type==3?'\n chime type : ':'')+parseInt(Math.floor(Game.chimeType))+';'+ (type==3?'\n volume : ':'')+parseInt(Math.floor(Game.volume))+';'+ (type==3?'\n number of shiny wrinklers : ':'')+parseInt(Math.floor(wrinklers.shinies))+';'+ (type==3?'\n amount of cookies contained in shiny wrinklers : ':'')+parseFloat(Math.floor(wrinklers.amountShinies))+';'+ (type==3?'\n current amount of sugar lumps : ':'')+parseFloat(Math.floor(Game.lumps))+';'+ (type==3?'\n total amount of sugar lumps made : ':'')+parseFloat(Math.floor(Game.lumpsTotal))+';'+ (type==3?'\n time when current sugar lump started : ':'')+parseFloat(Math.floor(Game.lumpT))+';'+ (type==3?'\n time when last refilled a minigame with a sugar lump : ':'')+parseFloat(Math.floor(Game.lumpRefill))+';'+ (type==3?'\n sugar lump type : ':'')+parseInt(Math.floor(Game.lumpCurrentType))+';'+ (type==3?'\n vault : ':'')+Game.vault.join(',')+';'+ (type==3?'\n heralds : ':'')+parseInt(Game.heralds)+';'+ (type==3?'\n golden cookie fortune : ':'')+parseInt(Game.fortuneGC)+';'+ (type==3?'\n CpS fortune : ':'')+parseInt(Game.fortuneCPS)+';'+ (type==3?'\n highest raw CpS : ':'')+parseFloat(Game.cookiesPsRawHighest)+';'+ '|';//cookies and lots of other stuff if (type==3) str+='\n\nBuildings : amount, bought, cookies produced, level, minigame data'; for (var i in Game.Objects)//buildings { var me=Game.Objects[i]; if (type==3) str+='\n '+me.name+' : '; if (me.vanilla) { str+=me.amount+','+me.bought+','+parseFloat(Math.floor(me.totalCookies))+','+parseInt(me.level); if (Game.isMinigameReady(me)) str+=','+me.minigame.save(); else str+=','; str+=','+(me.muted?'1':'0'); str+=','+me.highest; str+=';'; } } str+='|'; if (type==3) str+='\n\nPacked upgrades bitfield (unlocked and bought)\n '; var toCompress=[]; for (var i in Game.UpgradesById)//upgrades { var me=Game.UpgradesById[i]; if (me.vanilla) toCompress.push(Math.min(me.unlocked,1),Math.min(me.bought,1)); }; toCompress=pack3(toCompress.join(''));//toCompress=pack(toCompress);//CompressLargeBin(toCompress); str+=toCompress; str+='|'; if (type==3) str+='\n\nPacked achievements bitfield (won)\n '; var toCompress=[]; for (var i in Game.AchievementsById)//achievements { var me=Game.AchievementsById[i]; if (me.vanilla) toCompress.push(Math.min(me.won)); } toCompress=pack3(toCompress.join(''));//toCompress=pack(toCompress);//CompressLargeBin(toCompress); str+=toCompress; str+='|'; if (type==3) str+='\n\nBuffs : type, maxTime, time, arg1, arg2, arg3'; for (var i in Game.buffs) { var me=Game.buffs[i]; if (me.type) { if (type==3) str+='\n '+me.type.name+' : '; if (me.type.vanilla) { str+=me.type.id+','+me.maxTime+','+me.time; if (typeof me.arg1!=='undefined') str+=','+parseFloat(me.arg1); if (typeof me.arg2!=='undefined') str+=','+parseFloat(me.arg2); if (typeof me.arg3!=='undefined') str+=','+parseFloat(me.arg3); str+=';'; } } } if (type==3) str+='\n\nCustom :\n'; str+='|'; str+=Game.saveModData(); if (type==2 || type==3) { return str; } else if (type==1) { str=escape(utf8_to_b64(str)+'!END!'); return str; } else { if (Game.useLocalStorage) { //so we used to save the game using browser cookies, which was just really neat considering the game's name //we're using localstorage now, which is more efficient but not as cool //a moment of silence for our fallen puns str=utf8_to_b64(str)+'!END!'; if (str.length<10) { if (Game.prefs.popups) Game.Popup('Error while saving.
      Purchasing an upgrade might fix this.'); else Game.Notify('Saving failed!','Purchasing an upgrade and saving again might fix this.
      This really shouldn\'t happen; please notify Orteil on his tumblr.'); } else { str=escape(str); Game.localStorageSet(Game.SaveTo,str);//aaand save if (!Game.localStorageGet(Game.SaveTo)) { if (Game.prefs.popups) Game.Popup('Error while saving.
      Export your save instead!'); else Game.Notify('Error while saving','Export your save instead!'); } else if (document.hasFocus()) { if (Game.prefs.popups) Game.Popup('Game saved'); else Game.Notify('Game saved','','',1,1); } } } else//legacy system { //that's right //we're using cookies //yeah I went there var now=new Date();//we storin dis for 5 years, people now.setFullYear(now.getFullYear()+5);//mmh stale cookies str=utf8_to_b64(str)+'!END!'; Game.saveData=escape(str); str=Game.SaveTo+'='+escape(str)+'; expires='+now.toUTCString()+';'; document.cookie=str;//aaand save if (document.cookie.indexOf(Game.SaveTo)<0) { if (Game.prefs.popups) Game.Popup('Error while saving.
      Export your save instead!'); else Game.Notify('Error while saving','Export your save instead!','',0,1); } else if (document.hasFocus()) { if (Game.prefs.popups) Game.Popup('Game saved'); else Game.Notify('Game saved','','',1,1); } } } } /*===================================================================================== LOAD =======================================================================================*/ Game.salvageSave=function() { //for when Cookie Clicker won't load and you need your save console.log('==================================================='); console.log('This is your save data. Copypaste it (without quotation marks) into another version using the "Import save" feature.'); console.log(Game.localStorageGet(Game.SaveTo)); } Game.LoadSave=function(data) { var str=''; if (data) str=unescape(data); else { if (Game.useLocalStorage) { var local=Game.localStorageGet(Game.SaveTo); if (!local)//no localstorage save found? let's get the cookie one last time { if (document.cookie.indexOf(Game.SaveTo)>=0) { str=unescape(document.cookie.split(Game.SaveTo+'=')[1]); document.cookie=Game.SaveTo+'=;expires=Thu, 01 Jan 1970 00:00:01 GMT;'; } else return false; } else { str=unescape(local); } } else//legacy system { if (document.cookie.indexOf(Game.SaveTo)>=0) str=unescape(document.cookie.split(Game.SaveTo+'=')[1]);//get cookie here else return false; } } if (str!='') { var version=0; var oldstr=str.split('|'); if (oldstr[0]<1) {} else { str=str.split('!END!')[0]; str=b64_to_utf8(str); } if (str!='') { var spl=''; str=str.split('|'); version=parseFloat(str[0]); if (isNaN(version) || str.length<5) { if (Game.prefs.popups) Game.Popup('Oops, looks like the import string is all wrong!'); else Game.Notify('Error importing save','Oops, looks like the import string is all wrong!','',6,1); return false; } if (version>=1 && version>Game.version) { if (Game.prefs.popups) Game.Popup('Error : you are attempting to load a save from a future version (v. '+version+'; you are using v. '+Game.version+').'); else Game.Notify('Error importing save','You are attempting to load a save from a future version (v. '+version+'; you are using v. '+Game.version+').','',6,1); return false; } if (version==1.0501)//prompt if we loaded from the 2014 beta { setTimeout(function(){Game.Prompt('

      New beta

      Hey there! Unfortunately, your old beta save won\'t work here anymore; you\'ll have to start fresh or import your save from the live version.
      Thank you for beta-testing Cookie Clicker, we hope you\'ll enjoy it and find strange and interesting bugs!
      ',[['Alright then!','Game.ClosePrompt();']]);},200); return false; } else if (version<1.0501)//prompt if we loaded from the 2014 live version { setTimeout(function(){Game.Prompt('

      Update

      Hey there! Cookie Clicker just received a pretty substantial update, and you might notice that some things have been moved around. Don\'t panic!
      Your building numbers may look strange, making it seem like you own buildings you\'ve never bought; this is because we\'ve added 3 new buildings after factories (and swapped mines and factories), offsetting everything after them. Likewise, some building-related upgrades and achievements may look a tad shuffled around. This is all perfectly normal!
      We\'ve also rebalanced Heavenly Chips amounts and behavior. Your amount of chips might be lower or higher than before.
      You can now ascend through the Legacy button at the top!
      Thank you for playing Cookie Clicker. We\'ve put a lot of work and care into this update and we hope you\'ll enjoy it!
      ',[['Neat!','Game.ClosePrompt();']]);},200); } if (version>=1) { Game.T=0; spl=str[2].split(';');//save stats Game.startDate=parseInt(spl[0]); Game.fullDate=parseInt(spl[1]); Game.lastDate=parseInt(spl[2]); Game.bakeryNameSet(spl[3]?spl[3]:Game.GetBakeryName()); Game.seed=spl[4]?spl[4]:Game.makeSeed(); //prefs if (version<1.0503) spl=str[3].split(''); else if (version<2.0046) spl=unpack2(str[3]).split(''); else spl=(str[3]).split(''); Game.prefs.particles=parseInt(spl[0]); Game.prefs.numbers=parseInt(spl[1]); Game.prefs.autosave=parseInt(spl[2]); Game.prefs.autoupdate=spl[3]?parseInt(spl[3]):1; Game.prefs.milk=spl[4]?parseInt(spl[4]):1; Game.prefs.fancy=parseInt(spl[5]);if (Game.prefs.fancy) Game.removeClass('noFancy'); else if (!Game.prefs.fancy) Game.addClass('noFancy'); Game.prefs.warn=spl[6]?parseInt(spl[6]):0; Game.prefs.cursors=spl[7]?parseInt(spl[7]):0; Game.prefs.focus=spl[8]?parseInt(spl[8]):0; Game.prefs.format=spl[9]?parseInt(spl[9]):0; Game.prefs.notifs=spl[10]?parseInt(spl[10]):0; Game.prefs.wobbly=spl[11]?parseInt(spl[11]):0; Game.prefs.monospace=spl[12]?parseInt(spl[12]):0; Game.prefs.filters=parseInt(spl[13]);if (Game.prefs.filters) Game.removeClass('noFilters'); else if (!Game.prefs.filters) Game.addClass('noFilters'); Game.prefs.cookiesound=spl[14]?parseInt(spl[14]):1; Game.prefs.crates=spl[15]?parseInt(spl[15]):0; Game.prefs.showBackupWarning=spl[16]?parseInt(spl[16]):1; Game.prefs.extraButtons=spl[17]?parseInt(spl[17]):1;if (!Game.prefs.extraButtons) Game.removeClass('extraButtons'); else if (Game.prefs.extraButtons) Game.addClass('extraButtons'); Game.prefs.askLumps=spl[18]?parseInt(spl[18]):0; Game.prefs.customGrandmas=spl[19]?parseInt(spl[19]):1; Game.prefs.timeout=spl[20]?parseInt(spl[20]):0; BeautifyAll(); spl=str[4].split(';');//cookies and lots of other stuff Game.cookies=parseFloat(spl[0]); Game.cookiesEarned=parseFloat(spl[1]); Game.cookieClicks=spl[2]?parseInt(spl[2]):0; Game.goldenClicks=spl[3]?parseInt(spl[3]):0; Game.handmadeCookies=spl[4]?parseFloat(spl[4]):0; Game.missedGoldenClicks=spl[5]?parseInt(spl[5]):0; Game.bgType=spl[6]?parseInt(spl[6]):0; Game.milkType=spl[7]?parseInt(spl[7]):0; Game.cookiesReset=spl[8]?parseFloat(spl[8]):0; Game.elderWrath=spl[9]?parseInt(spl[9]):0; Game.pledges=spl[10]?parseInt(spl[10]):0; Game.pledgeT=spl[11]?parseInt(spl[11]):0; Game.nextResearch=spl[12]?parseInt(spl[12]):0; Game.researchT=spl[13]?parseInt(spl[13]):0; Game.resets=spl[14]?parseInt(spl[14]):0; Game.goldenClicksLocal=spl[15]?parseInt(spl[15]):0; Game.cookiesSucked=spl[16]?parseFloat(spl[16]):0; Game.wrinklersPopped=spl[17]?parseInt(spl[17]):0; Game.santaLevel=spl[18]?parseInt(spl[18]):0; Game.reindeerClicked=spl[19]?parseInt(spl[19]):0; Game.seasonT=spl[20]?parseInt(spl[20]):0; Game.seasonUses=spl[21]?parseInt(spl[21]):0; Game.season=spl[22]?spl[22]:Game.baseSeason; var wrinklers={amount:spl[23]?parseFloat(spl[23]):0,number:spl[24]?parseInt(spl[24]):0}; Game.prestige=spl[25]?parseFloat(spl[25]):0; Game.heavenlyChips=spl[26]?parseFloat(spl[26]):0; Game.heavenlyChipsSpent=spl[27]?parseFloat(spl[27]):0; Game.heavenlyCookies=spl[28]?parseFloat(spl[28]):0; Game.ascensionMode=spl[29]?parseInt(spl[29]):0; Game.permanentUpgrades[0]=spl[30]?parseInt(spl[30]):-1;Game.permanentUpgrades[1]=spl[31]?parseInt(spl[31]):-1;Game.permanentUpgrades[2]=spl[32]?parseInt(spl[32]):-1;Game.permanentUpgrades[3]=spl[33]?parseInt(spl[33]):-1;Game.permanentUpgrades[4]=spl[34]?parseInt(spl[34]):-1; //if (version<1.05) {Game.heavenlyChipsEarned=Game.HowMuchPrestige(Game.cookiesReset);Game.heavenlyChips=Game.heavenlyChipsEarned;} Game.dragonLevel=spl[35]?parseInt(spl[35]):0; if (version<2.0041 && Game.dragonLevel==Game.dragonLevels.length-2) {Game.dragonLevel=Game.dragonLevels.length-1;} Game.dragonAura=spl[36]?parseInt(spl[36]):0; Game.dragonAura2=spl[37]?parseInt(spl[37]):0; Game.chimeType=spl[38]?parseInt(spl[38]):0; Game.volume=spl[39]?parseInt(spl[39]):50; wrinklers.shinies=spl[40]?parseInt(spl[40]):0; wrinklers.amountShinies=spl[41]?parseFloat(spl[41]):0; Game.lumps=spl[42]?parseFloat(spl[42]):-1; Game.lumpsTotal=spl[43]?parseFloat(spl[43]):-1; Game.lumpT=spl[44]?parseInt(spl[44]):Date.now(); Game.lumpRefill=spl[45]?parseInt(spl[45]):0; if (version<2.022) Game.lumpRefill=Game.fps*60; Game.lumpCurrentType=spl[46]?parseInt(spl[46]):0; Game.vault=spl[47]?spl[47].split(','):[]; for (var i in Game.vault){Game.vault[i]=parseInt(Game.vault[i]);} var actualHeralds=Game.heralds;//we store the actual amount of heralds to restore it later; here we used the amount present in the save to compute offline CpS Game.heralds=spl[48]?parseInt(spl[48]):Game.heralds; Game.fortuneGC=spl[49]?parseInt(spl[49]):0; Game.fortuneCPS=spl[50]?parseInt(spl[50]):0; Game.cookiesPsRawHighest=spl[51]?parseFloat(spl[51]):0; spl=str[5].split(';');//buildings Game.BuildingsOwned=0; for (var i in Game.ObjectsById) { var me=Game.ObjectsById[i]; me.switchMinigame(false); me.pics=[]; if (spl[i]) { var mestr=spl[i].toString().split(','); me.amount=parseInt(mestr[0]);me.bought=parseInt(mestr[1]);me.totalCookies=parseFloat(mestr[2]);me.level=parseInt(mestr[3]||0);me.highest=(version>=2.024?parseInt(mestr[6]):me.amount); if (me.minigame && me.minigameLoaded && me.minigame.reset) {me.minigame.reset(true);me.minigame.load(mestr[4]||'');} else me.minigameSave=(mestr[4]||0); me.muted=parseInt(mestr[5])||0; Game.BuildingsOwned+=me.amount; if (version<2.003) me.level=0; } else { me.amount=0;me.unlocked=0;me.bought=0;me.highest=0;me.totalCookies=0;me.level=0; } } Game.LoadMinigames(); if (version<1.035)//old non-binary algorithm { spl=str[6].split(';');//upgrades Game.UpgradesOwned=0; for (var i in Game.UpgradesById) { var me=Game.UpgradesById[i]; if (spl[i]) { var mestr=spl[i].split(','); me.unlocked=parseInt(mestr[0]);me.bought=parseInt(mestr[1]); if (me.bought && Game.CountsAsUpgradeOwned(me.pool)) Game.UpgradesOwned++; } else { me.unlocked=0;me.bought=0; } } if (str[7]) spl=str[7].split(';'); else spl=[];//achievements Game.AchievementsOwned=0; for (var i in Game.AchievementsById) { var me=Game.AchievementsById[i]; if (spl[i]) { var mestr=spl[i].split(','); me.won=parseInt(mestr[0]); } else { me.won=0; } if (me.won && Game.CountsAsAchievementOwned(me.pool)) Game.AchievementsOwned++; } } else if (version<1.0502)//old awful packing system { if (str[6]) spl=str[6]; else spl=[];//upgrades if (version<1.05) spl=UncompressLargeBin(spl); else spl=unpack(spl); Game.UpgradesOwned=0; for (var i in Game.UpgradesById) { var me=Game.UpgradesById[i]; if (spl[i*2]) { var mestr=[spl[i*2],spl[i*2+1]]; me.unlocked=parseInt(mestr[0]);me.bought=parseInt(mestr[1]); if (me.bought && Game.CountsAsUpgradeOwned(me.pool)) Game.UpgradesOwned++; } else { me.unlocked=0;me.bought=0; } } if (str[7]) spl=str[7]; else spl=[];//achievements if (version<1.05) spl=UncompressLargeBin(spl); else spl=unpack(spl); Game.AchievementsOwned=0; for (var i in Game.AchievementsById) { var me=Game.AchievementsById[i]; if (spl[i]) { var mestr=[spl[i]]; me.won=parseInt(mestr[0]); } else { me.won=0; } if (me.won && Game.CountsAsAchievementOwned(me.pool)) Game.AchievementsOwned++; } } else { if (str[6]) spl=str[6]; else spl=[];//upgrades if (version<2.0046) spl=unpack2(spl).split(''); else spl=(spl).split(''); Game.UpgradesOwned=0; for (var i in Game.UpgradesById) { var me=Game.UpgradesById[i]; if (spl[i*2]) { var mestr=[spl[i*2],spl[i*2+1]]; me.unlocked=parseInt(mestr[0]);me.bought=parseInt(mestr[1]); if (me.bought && Game.CountsAsUpgradeOwned(me.pool)) Game.UpgradesOwned++; } else { me.unlocked=0;me.bought=0; } } if (str[7]) spl=str[7]; else spl=[];//achievements if (version<2.0046) spl=unpack2(spl).split(''); else spl=(spl).split(''); Game.AchievementsOwned=0; for (var i in Game.AchievementsById) { var me=Game.AchievementsById[i]; if (spl[i]) { var mestr=[spl[i]]; me.won=parseInt(mestr[0]); } else { me.won=0; } if (me.won && Game.CountsAsAchievementOwned(me.pool)) Game.AchievementsOwned++; } } Game.killBuffs(); var buffsToLoad=[]; spl=(str[8]||'').split(';');//buffs for (var i in spl) { if (spl[i]) { var mestr=spl[i].toString().split(','); buffsToLoad.push(mestr); } } spl=(str[9]||'').split(';');//mod data for (var i in spl) { if (spl[i]) { var data=spl[i].split(':'); var modId=data[0]; data.shift(); data=Game.safeLoadString(data.join(':')); Game.modSaveData[modId]=data; } } for (var i in Game.ObjectsById) { var me=Game.ObjectsById[i]; if (me.buyFunction) me.buyFunction(); me.refresh(); if (me.id>0) { if (me.muted) me.mute(1); } } if (version<1.0503)//upgrades that used to be regular, but are now heavenly { var me=Game.Upgrades['Persistent memory'];me.unlocked=0;me.bought=0; var me=Game.Upgrades['Season switcher'];me.unlocked=0;me.bought=0; } if (Game.bgType==-1) Game.bgType=0; if (Game.milkType==-1) Game.milkType=0; //advance timers var framesElapsed=Math.ceil(((Date.now()-Game.lastDate)/1000)*Game.fps); if (Game.pledgeT>0) Game.pledgeT=Math.max(Game.pledgeT-framesElapsed,1); if (Game.seasonT>0) Game.seasonT=Math.max(Game.seasonT-framesElapsed,1); if (Game.researchT>0) Game.researchT=Math.max(Game.researchT-framesElapsed,1); Game.ResetWrinklers(); Game.LoadWrinklers(wrinklers.amount,wrinklers.number,wrinklers.shinies,wrinklers.amountShinies); //recompute season trigger prices if (Game.Has('Season switcher')) {for (var i in Game.seasons) {Game.Unlock(Game.seasons[i].trigger);}} Game.computeSeasonPrices(); //recompute prestige Game.prestige=Math.floor(Game.HowMuchPrestige(Game.cookiesReset)); //if ((Game.heavenlyChips+Game.heavenlyChipsSpent)Beta patch
      We\'ve tweaked some things and fixed some others, please check the update notes!
      Of note : due to changes in prestige balancing, all your heavenly upgrades have been removed and your heavenly chips refunded; you\'ll be able to reallocate them next time you ascend.
      Thank you again for beta-testing Cookie Clicker!
      ',[['Alright then!','Game.ClosePrompt();']]);},200); } if (version<=1.0466)//are we loading from the old live version? reset HCs { Game.heavenlyChips=Game.prestige; Game.heavenlyChipsSpent=0; } if (Game.ascensionMode!=1) { if (Game.Has('Starter kit')) Game.Objects['Cursor'].free=10; if (Game.Has('Starter kitchen')) Game.Objects['Grandma'].free=5; } Game.CalculateGains(); var timeOffline=(Date.now()-Game.lastDate)/1000; if (Math.random()<1/10000) Game.TOYS=1;//teehee! //compute cookies earned while the game was closed if (Game.mobile || Game.Has('Perfect idling') || Game.Has('Twin Gates of Transcendence')) { if (Game.Has('Perfect idling')) { var maxTime=60*60*24*1000000000; var percent=100; } else { var maxTime=60*60; if (Game.Has('Belphegor')) maxTime*=2; if (Game.Has('Mammon')) maxTime*=2; if (Game.Has('Abaddon')) maxTime*=2; if (Game.Has('Satan')) maxTime*=2; if (Game.Has('Asmodeus')) maxTime*=2; if (Game.Has('Beelzebub')) maxTime*=2; if (Game.Has('Lucifer')) maxTime*=2; var percent=5; if (Game.Has('Angels')) percent+=10; if (Game.Has('Archangels')) percent+=10; if (Game.Has('Virtues')) percent+=10; if (Game.Has('Dominions')) percent+=10; if (Game.Has('Cherubim')) percent+=10; if (Game.Has('Seraphim')) percent+=10; if (Game.Has('God')) percent+=10; if (Game.Has('Chimera')) {maxTime+=60*60*24*2;percent+=5;} if (Game.Has('Fern tea')) percent+=3; if (Game.Has('Ichor syrup')) percent+=7; if (Game.Has('Fortune #102')) percent+=1; } var timeOfflineOptimal=Math.min(timeOffline,maxTime); var timeOfflineReduced=Math.max(0,timeOffline-timeOfflineOptimal); var amount=(timeOfflineOptimal+timeOfflineReduced*0.1)*Game.cookiesPs*(percent/100); if (amount>0) { if (Game.prefs.popups) Game.Popup('Earned '+Beautify(amount)+' cookie'+(Math.floor(amount)==1?'':'s')+' while you were away'); else Game.Notify('Welcome back!','You earned '+Beautify(amount)+' cookie'+(Math.floor(amount)==1?'':'s')+' while you were away.
      ('+Game.sayTime(timeOfflineOptimal*Game.fps,-1)+' at '+Math.floor(percent)+'% CpS'+(timeOfflineReduced?', plus '+Game.sayTime(timeOfflineReduced*Game.fps,-1)+' at '+(Math.floor(percent*10)/100)+'%':'')+'.)',[Math.floor(Math.random()*16),11]); Game.Earn(amount); } } //we load buffs after everything as we do not want them to interfer with offline CpS for (var i in buffsToLoad) { var mestr=buffsToLoad[i]; var type=Game.buffTypes[parseInt(mestr[0])]; Game.gainBuff(type.name,parseFloat(mestr[1])/Game.fps,parseFloat(mestr[3]||0),parseFloat(mestr[4]||0),parseFloat(mestr[5]||0)).time=parseFloat(mestr[2]); } Game.loadLumps(timeOffline); Game.bakeryNameRefresh(); } else//importing old version save { Game.Notify('Error importing save','Sorry, you can\'t import saves from the old version anymore.','',6,1); return false; } Game.RebuildUpgrades(); Game.TickerAge=0; Game.TickerEffect=0; Game.elderWrathD=0; Game.recalculateGains=1; Game.storeToRefresh=1; Game.upgradesToRebuild=1; Game.buyBulk=1;Game.buyMode=1;Game.storeBulkButton(-1); Game.specialTab=''; Game.ToggleSpecialMenu(0); Game.killShimmers(); if (Game.T>Game.fps*5 && Game.ReincarnateTimer==0)//fade out of black and pop the cookie { Game.ReincarnateTimer=1; Game.addClass('reincarnating'); Game.BigCookieSize=0; } if (versionValentine\'s season!
      Love\'s in the air and cookies are just that much sweeter!',[20,3],60*3); else if (Game.season=='fools') Game.Notify('Business Day!','It\'s Business season!
      Don\'t panic! Things are gonna be looking a little more corporate for a few days.',[17,6],60*3); else if (Game.season=='halloween') Game.Notify('Halloween!','It\'s Halloween season!
      Everything is just a little bit spookier!',[13,8],60*3); else if (Game.season=='christmas') Game.Notify('Christmas time!','It\'s Christmas season!
      Bring good cheer to all and you just may get cookies in your stockings!',[12,10],60*3); else if (Game.season=='easter') Game.Notify('Easter!','It\'s Easter season!
      Keep an eye out and you just might click a rabbit or two!',[0,12],60*3); } Game.heralds=actualHeralds; if (Game.prefs.popups) Game.Popup('Game loaded'); else Game.Notify('Game loaded','','',1,1); if (Game.prefs.showBackupWarning==1) Game.showBackupWarning(); } } else return false; return true; } /*===================================================================================== RESET =======================================================================================*/ Game.Reset=function(hard) { Game.T=0; var cookiesForfeited=Game.cookiesEarned; if (!hard) { if (cookiesForfeited>=1000000) Game.Win('Sacrifice'); if (cookiesForfeited>=1000000000) Game.Win('Oblivion'); if (cookiesForfeited>=1000000000000) Game.Win('From scratch'); if (cookiesForfeited>=1000000000000000) Game.Win('Nihilism'); if (cookiesForfeited>=1000000000000000000) Game.Win('Dematerialize'); if (cookiesForfeited>=1000000000000000000000) Game.Win('Nil zero zilch'); if (cookiesForfeited>=1000000000000000000000000) Game.Win('Transcendence'); if (cookiesForfeited>=1000000000000000000000000000) Game.Win('Obliterate'); if (cookiesForfeited>=1000000000000000000000000000000) Game.Win('Negative void'); if (cookiesForfeited>=1000000000000000000000000000000000) Game.Win('To crumbs, you say?'); if (cookiesForfeited>=1000000000000000000000000000000000000) Game.Win('You get nothing'); if (cookiesForfeited>=1000000000000000000000000000000000000000) Game.Win('Humble rebeginnings'); if (cookiesForfeited>=1000000000000000000000000000000000000000000) Game.Win('The end of the world'); if (cookiesForfeited>=1000000000000000000000000000000000000000000000) Game.Win('Oh, you\'re back'); if (cookiesForfeited>=1000000000000000000000000000000000000000000000000) Game.Win('Lazarus'); if (cookiesForfeited>=1000000000000000000000000000000000000000000000000000) Game.Win('Smurf account'); if (cookiesForfeited>=1000000000000000000000000000000000000000000000000000000) Game.Win('If at first you don\'t succeed'); if (Math.round(Game.cookies)==1000000000000) Game.Win('When the cookies ascend just right'); } Game.killBuffs(); Game.seed=Game.makeSeed(); Game.cookiesReset+=Game.cookiesEarned; Game.cookies=0; Game.cookiesEarned=0; Game.cookieClicks=0; Game.goldenClicksLocal=0; //Game.goldenClicks=0; //Game.missedGoldenClicks=0; Game.handmadeCookies=0; Game.cookiesPsRawHighest=0; if (hard) { Game.bgType=0; Game.milkType=0; Game.chimeType=0; Game.vault=[]; } Game.pledges=0; Game.pledgeT=0; Game.elderWrath=0; Game.nextResearch=0; Game.researchT=0; Game.seasonT=0; Game.seasonUses=0; Game.season=Game.baseSeason; Game.computeSeasonPrices(); Game.startDate=parseInt(Date.now()); Game.lastDate=parseInt(Date.now()); Game.cookiesSucked=0; Game.wrinklersPopped=0; Game.ResetWrinklers(); Game.santaLevel=0; Game.reindeerClicked=0; Game.dragonLevel=0; Game.dragonAura=0; Game.dragonAura2=0; Game.fortuneGC=0; Game.fortuneCPS=0; Game.TickerClicks=0; if (Game.gainedPrestige>0) Game.resets++; if (!hard && Game.canLumps() && Game.ascensionMode!=1) Game.addClass('lumpsOn'); else Game.removeClass('lumpsOn'); Game.gainedPrestige=0; for (var i in Game.ObjectsById) { var me=Game.ObjectsById[i]; me.amount=0;me.bought=0;me.highest=0;me.free=0;me.totalCookies=0; me.switchMinigame(false); if (hard) {me.muted=0;} me.pics=[]; me.refresh(); } for (var i in Game.UpgradesById) { var me=Game.UpgradesById[i]; if (hard || me.pool!='prestige') me.bought=0; if (hard) me.unlocked=0; if (me.pool!='prestige' && !me.lasting) { if (Game.Has('Keepsakes') && Game.seasonDrops.indexOf(me.name)!=-1 && Math.random()<1/5){} else if (Game.ascensionMode==1 && Game.HasAchiev('O Fortuna') && me.tier=='fortune'){} else if (Game.HasAchiev('O Fortuna') && me.tier=='fortune' && Math.random()<0.4){} else me.unlocked=0; } } Game.BuildingsOwned=0; Game.UpgradesOwned=0; Game.cookiesPsByType={}; Game.cookiesMultByType={}; if (!hard) { if (Game.ascensionMode!=1) { for (var i in Game.permanentUpgrades) { if (Game.permanentUpgrades[i]!=-1) {Game.UpgradesById[Game.permanentUpgrades[i]].earn();} } if (Game.Has('Season switcher')) {for (var i in Game.seasons) {Game.Unlock(Game.seasons[i].trigger);}} if (Game.Has('Starter kit')) Game.Objects['Cursor'].getFree(10); if (Game.Has('Starter kitchen')) Game.Objects['Grandma'].getFree(5); } } /*for (var i in Game.AchievementsById) { var me=Game.AchievementsById[i]; me.won=0; }*/ //Game.DefaultPrefs(); BeautifyAll(); Game.RebuildUpgrades(); Game.TickerAge=0; Game.TickerEffect=0; Game.recalculateGains=1; Game.storeToRefresh=1; Game.upgradesToRebuild=1; Game.killShimmers(); Game.buyBulk=1;Game.buyMode=1;Game.storeBulkButton(-1); Game.LoadMinigames(); for (var i in Game.ObjectsById) { var me=Game.ObjectsById[i]; if (hard && me.minigame && me.minigame.launch) {me.minigame.launch();me.minigame.reset(true);} else if (!hard && me.minigame && me.minigame.reset) me.minigame.reset(); } l('toggleBox').style.display='none'; l('toggleBox').innerHTML=''; Game.choiceSelectorOn=-1; Game.ToggleSpecialMenu(0); Game.specialTab=''; l('logButton').classList.remove('hasUpdate'); Game.runModHook('reset',hard); if (hard) { if (Game.T>Game.fps*5 && Game.ReincarnateTimer==0)//fade out of black and pop the cookie { Game.ReincarnateTimer=1; Game.addClass('reincarnating'); Game.BigCookieSize=0; } if (Game.prefs.popups) Game.Popup('Game reset'); else Game.Notify('Game reset','So long, cookies.',[21,6],6); } } Game.HardReset=function(bypass) { if (!bypass) { Game.Prompt('

      Wipe save

      Do you REALLY want to wipe your save?
      You will lose your progress, your achievements, and your heavenly chips!
      ',[['Yes!','Game.ClosePrompt();Game.HardReset(1);'],'No']); } else if (bypass==1) { Game.Prompt('

      Wipe save

      Whoah now, are you really, REALLY sure you want to go through with this?
      Don\'t say we didn\'t warn you!
      ',[['Do it!','Game.ClosePrompt();Game.HardReset(2);'],'No']); } else { for (var i in Game.AchievementsById) { var me=Game.AchievementsById[i]; me.won=0; } for (var i in Game.ObjectsById) { var me=Game.ObjectsById[i]; me.level=0; } Game.AchievementsOwned=0; Game.goldenClicks=0; Game.missedGoldenClicks=0; Game.Reset(1); Game.resets=0; Game.fullDate=parseInt(Date.now()); Game.bakeryName=Game.GetBakeryName(); Game.bakeryNameRefresh(); Game.cookiesReset=0; Game.prestige=0; Game.heavenlyChips=0; Game.heavenlyChipsSpent=0; Game.heavenlyCookies=0; Game.permanentUpgrades=[-1,-1,-1,-1,-1]; Game.ascensionMode=0; Game.lumps=-1; Game.lumpsTotal=-1; Game.lumpT=Date.now(); Game.lumpRefill=0; Game.removeClass('lumpsOn'); } } Game.onCrate=0; Game.setOnCrate=function(what) { Game.onCrate=what; } Game.crate=function(me,context,forceClickStr,id) { //produce a crate with associated tooltip for an upgrade or achievement //me is an object representing the upgrade or achievement //context can be "store", "ascend", "stats" or undefined //forceClickStr changes what is done when the crate is clicked //id is the resulting div's desired id var classes='crate'; var enabled=0; var noFrame=0; var attachment='top'; var neuromancy=0; if (context=='stats' && (Game.Has('Neuromancy') || (Game.sesame && me.pool=='debug'))) neuromancy=1; var mysterious=0; var clickStr=''; if (me.type=='upgrade') { var canBuy=(context=='store'?me.canBuy():true); if (context=='stats' && me.bought==0 && !Game.Has('Neuromancy') && (!Game.sesame || me.pool!='debug')) return ''; else if (context=='stats' && (Game.Has('Neuromancy') || (Game.sesame && me.pool=='debug'))) neuromancy=1; else if (context=='store' && !canBuy) enabled=0; else if (context=='ascend' && me.bought==0) enabled=0; else enabled=1; if (me.bought>0) enabled=1; if (context=='stats' && !Game.prefs.crates) noFrame=1; classes+=' upgrade'; if (me.pool=='prestige') classes+=' heavenly'; if (neuromancy) clickStr='Game.UpgradesById['+me.id+'].toggle();'; } else if (me.type=='achievement') { if (context=='stats' && me.won==0 && me.pool!='normal') return ''; else if (context!='stats') enabled=1; if (context=='stats' && !Game.prefs.crates) noFrame=1; classes+=' achievement'; if (me.pool=='shadow') classes+=' shadow'; if (me.won>0) enabled=1; else mysterious=1; if (!enabled) clickStr='Game.AchievementsById['+me.id+'].click();'; if (neuromancy) clickStr='Game.AchievementsById['+me.id+'].toggle();'; } if (context=='store') attachment='store'; if (forceClickStr) clickStr=forceClickStr; if (me.choicesFunction) classes+=' selector'; var icon=me.icon; if (mysterious) icon=[0,7]; if (me.iconFunction) icon=me.iconFunction(); if (me.bought && context=='store') enabled=0; if (enabled) classes+=' enabled';// else classes+=' disabled'; if (noFrame) classes+=' noFrame'; var text=[]; if (Game.sesame) { if (Game.debuggedUpgradeCpS[me.name] || Game.debuggedUpgradeCpClick[me.name]) { text.push('x'+Beautify(1+Game.debuggedUpgradeCpS[me.name],2));text.push(Game.debugColors[Math.floor(Math.max(0,Math.min(Game.debugColors.length-1,Math.pow(Game.debuggedUpgradeCpS[me.name]/2,0.5)*Game.debugColors.length)))]); text.push('x'+Beautify(1+Game.debuggedUpgradeCpClick[me.name],2));text.push(Game.debugColors[Math.floor(Math.max(0,Math.min(Game.debugColors.length-1,Math.pow(Game.debuggedUpgradeCpClick[me.name]/2,0.5)*Game.debugColors.length)))]); } if (Game.extraInfo) {text.push(Math.floor(me.order)+(me.power?'
      P:'+me.power:''));text.push('#fff');} } var textStr=''; for (var i=0;i'+text[i]+'
      '; } return ''+ textStr+ (me.choicesFunction?'
      ':'')+ '
      '; } Game.crateTooltip=function(me,context) { var tags=[]; mysterious=0; var neuromancy=0; var price=''; if (context=='stats' && (Game.Has('Neuromancy') || (Game.sesame && me.pool=='debug'))) neuromancy=1; if (me.type=='upgrade') { if (me.pool=='prestige') tags.push('Heavenly','#efa438'); else if (me.pool=='tech') tags.push('Tech','#36a4ff'); else if (me.pool=='cookie') tags.push('Cookie',0); else if (me.pool=='debug') tags.push('Debug','#00c462'); else if (me.pool=='toggle') tags.push('Switch',0); else tags.push('Upgrade',0); if (me.tier!=0 && Game.Has('Label printer')) tags.push('Tier : '+Game.Tiers[me.tier].name,Game.Tiers[me.tier].color); if (me.name=='Label printer' && Game.Has('Label printer')) tags.push('Tier : Self-referential','#ff00ea'); if (me.isVaulted()) tags.push('Vaulted','#4e7566'); if (me.bought>0) { if (me.pool=='tech') tags.push('Researched',0); else if (me.kitten) tags.push('Purrchased',0); else tags.push('Purchased',0); } if (me.lasting && me.unlocked) tags.push('Unlocked forever','#f2ff87'); if (neuromancy && me.bought==0) tags.push('Click to learn!','#00c462'); else if (neuromancy && me.bought>0) tags.push('Click to unlearn!','#00c462'); var canBuy=(context=='store'?me.canBuy():true); var cost=me.getPrice(); if (me.priceLumps>0) cost=me.priceLumps; if (me.priceLumps==0 && cost==0) price=''; else { price='
      '+Beautify(Math.round(cost))+''+((me.pool!='prestige' && me.priceLumps==0)?Game.costDetails(cost):'')+'
      '; } } else if (me.type=='achievement') { if (me.pool=='shadow') tags.push('Shadow Achievement','#9700cf'); else tags.push('Achievement',0); if (me.won>0) tags.push('Unlocked',0); else {tags.push('Locked',0);mysterious=1;} if (neuromancy && me.won==0) tags.push('Click to win!','#00c462'); else if (neuromancy && me.won>0) tags.push('Click to lose!','#00c462'); } var tagsStr=''; for (var i=0;i['+tags[i]+']
      '; } tagsStr=tagsStr.substring(1); var icon=me.icon; if (mysterious) icon=[0,7]; if (me.iconFunction) icon=me.iconFunction(); var tip=''; if (context=='store') { if (me.pool!='toggle' && me.pool!='tech') { var purchase=me.kitten?'purrchase':'purchase'; if (Game.Has('Inspired checklist')) { if (me.isVaulted()) tip='Upgrade is vaulted and will not be auto-'+purchase+'d.
      Click to '+purchase+'. Shift-click to unvault.'; else tip='Click to '+purchase+'. Shift-click to vault.'; if (Game.keys[16]) tip+='
      (You are holding Shift.)'; else tip+='
      (You are not holding Shift.)'; } else tip='Click to '+purchase+'.'; } else if (me.pool=='toggle' && me.choicesFunction) tip='Click to open selector.'; else if (me.pool=='toggle') tip='Click to toggle.'; else if (me.pool=='tech') tip='Click to research.'; } var desc=me.desc; if (me.descFunc) desc=me.descFunc(context); if (me.bought && context=='store' && me.displayFuncWhenOwned) desc=me.displayFuncWhenOwned()+'
      '+desc; if (me.unlockAt) { if (me.unlockAt.require) { var it=Game.Upgrades[me.unlockAt.require]; desc='
      From
      '+it.name+'
      '+desc; } /*else if (me.unlockAt.season) { var it=Game.seasons[me.unlockAt.season]; desc='
      From
      '+it.name+'
      '+desc; }*/ else if (me.unlockAt.text) { var it=Game.Upgrades[me.unlockAt.require]; desc='
      From '+text+'
      '+desc; } } return '
      '+ '
      '+ (me.bought && context=='store'?'':price)+ '
      '+(mysterious?'???':me.name)+'
      '+ tagsStr+ '
      '+(mysterious?'???':desc)+'
      '+ (tip!=''?('
      '+tip+'
      '):'')+ (Game.sesame?('
      Id : '+me.id+' | Order : '+Math.floor(me.order)+(me.tier?' | Tier : '+me.tier:'')+'
      '):''); } Game.costDetails=function(cost) { if (!Game.Has('Genius accounting')) return ''; if (!cost) return ''; var priceInfo=''; var cps=Game.cookiesPs*(1-Game.cpsSucked); if (cost>Game.cookies) priceInfo+='in '+Game.sayTime(((cost-Game.cookies)/cps+1)*Game.fps)+'
      '; priceInfo+=Game.sayTime((cost/cps+1)*Game.fps)+' worth
      '; priceInfo+=Beautify((cost/Game.cookies)*100,1)+'% of bank
      '; return '
      '+priceInfo+'
      '; } /*===================================================================================== PRESTIGE =======================================================================================*/ Game.HCfactor=3; Game.HowMuchPrestige=function(cookies)//how much prestige [cookies] should land you { return Math.pow(cookies/1000000000000,1/Game.HCfactor); } Game.HowManyCookiesReset=function(chips)//how many cookies [chips] are worth { //this must be the inverse of the above function (ie. if cookies=chips^2, chips=cookies^(1/2) ) return Math.pow(chips,Game.HCfactor)*1000000000000; } Game.gainedPrestige=0; Game.EarnHeavenlyChips=function(cookiesForfeited) { //recalculate prestige and chips owned var prestige=Math.floor(Game.HowMuchPrestige(Game.cookiesReset+cookiesForfeited)); if (prestige>Game.prestige)//did we gain prestige levels? { var prestigeDifference=prestige-Game.prestige; Game.gainedPrestige=prestigeDifference; Game.heavenlyChips+=prestigeDifference; Game.prestige=prestige; if (Game.prefs.popups) Game.Popup('You gain '+Beautify(prestigeDifference)+' prestige level'+(prestigeDifference==1?'':'s')+'!'); else Game.Notify('You forfeit your '+Beautify(cookiesForfeited)+' cookies.','You gain '+Beautify(prestigeDifference)+' prestige level'+(prestigeDifference==1?'':'s')+'!',[19,7]); } } Game.GetHeavenlyMultiplier=function() { var heavenlyMult=0; if (Game.Has('Heavenly chip secret')) heavenlyMult+=0.05; if (Game.Has('Heavenly cookie stand')) heavenlyMult+=0.20; if (Game.Has('Heavenly bakery')) heavenlyMult+=0.25; if (Game.Has('Heavenly confectionery')) heavenlyMult+=0.25; if (Game.Has('Heavenly key')) heavenlyMult+=0.25; //if (Game.hasAura('Dragon God')) heavenlyMult*=1.05; heavenlyMult*=1+Game.auraMult('Dragon God')*0.05; if (Game.Has('Lucky digit')) heavenlyMult*=1.01; if (Game.Has('Lucky number')) heavenlyMult*=1.01; if (Game.Has('Lucky payout')) heavenlyMult*=1.01; if (Game.hasGod) { var godLvl=Game.hasGod('creation'); if (godLvl==1) heavenlyMult*=0.7; else if (godLvl==2) heavenlyMult*=0.8; else if (godLvl==3) heavenlyMult*=0.9; } return heavenlyMult; } Game.ascensionModes={ 0:{name:'None',desc:'No special modifiers.',icon:[10,0]}, 1:{name:'Born again',desc:'This run will behave as if you\'d just started the game from scratch. Prestige levels and heavenly upgrades will have no effect, as will sugar lumps and building levels. Perma-upgrades and minigames will be unavailable.
      Some achievements are only available in this mode.',icon:[2,7]}/*, 2:{name:'Trigger finger',desc:'In this run, scrolling your mouse wheel on the cookie counts as clicking it. Some upgrades introduce new clicking behaviors.
      No clicking achievements may be obtained in this mode.
      Reaching 1 quadrillion cookies in this mode unlocks a special heavenly upgrade.',icon:[12,0]}*/ }; Game.ascendMeterPercent=0; Game.ascendMeterPercentT=0; Game.ascendMeterLevel=100000000000000000000000000000; Game.nextAscensionMode=0; Game.UpdateAscensionModePrompt=function() { var icon=Game.ascensionModes[Game.nextAscensionMode].icon; var name=Game.ascensionModes[Game.nextAscensionMode].name; l('ascendModeButton').innerHTML= '
      Challenge mode for the next run :
      '+name+'
      Challenge modes apply special modifiers to your next ascension.
      Click to change.
      ' ,'bottom-right')+' style="opacity:1;float:none;display:block;background-position:'+(-icon[0]*48)+'px '+(-icon[1]*48)+'px;">
      '; } Game.PickAscensionMode=function() { PlaySound('snd/tick.mp3'); Game.tooltip.hide(); var str=''; for (var i in Game.ascensionModes) { var icon=Game.ascensionModes[i].icon; str+='
      '; } Game.Prompt('

      Select a challenge mode

      '+ '
      '+str+'

      '+Game.ascensionModes[Game.nextAscensionMode].name+'

      '+Game.ascensionModes[Game.nextAscensionMode].desc+'
      ' ,[['Confirm','Game.UpdateAscensionModePrompt();Game.ClosePrompt();']],0,'widePrompt'); } Game.UpdateLegacyPrompt=function() { if (!l('legacyPromptData')) return 0; var date=new Date(); date.setTime(Date.now()-Game.startDate); var timeInSeconds=date.getTime()/1000; var startDate=Game.sayTime(timeInSeconds*Game.fps,-1); var ascendNowToGet=Math.floor(Game.HowMuchPrestige(Game.cookiesReset+Game.cookiesEarned)-Game.HowMuchPrestige(Game.cookiesReset)); var cookiesToNext=Math.floor(Game.HowManyCookiesReset(Game.HowMuchPrestige(Game.cookiesReset+Game.cookiesEarned)+1)-Game.cookiesReset-Game.cookiesEarned); l('legacyPromptData').innerHTML=''+ '
      '+ '
      Run duration : '+(startDate==''?'tiny':(startDate))+'
      '+ //'
      Earned : '+Beautify(Game.cookiesEarned)+', Reset : '+Beautify(Game.cookiesReset)+'
      '+ '
      Prestige level : '+Beautify(Game.prestige)+'
      '+ '
      Heavenly chips : '+Beautify(Game.heavenlyChips)+'
      '+ (ascendNowToGet>=1?('
      Ascending now will produce : '+Beautify(ascendNowToGet)+' heavenly chip'+((ascendNowToGet)==1?'':'s')+'
      '): ('
      '+Beautify(cookiesToNext)+' more cookie'+((cookiesToNext)==1?'':'s')+' for the next prestige level.
      You may ascend now, but will gain no benefits.
      '))+ ''; if (1 || ascendNowToGet>=1) l('promptOption0').style.display='inline-block'; else l('promptOption0').style.display='none'; } l('ascendOverlay').innerHTML= '
      '+ '
      Each prestige level grants you a permanent +1% CpS.
      The more levels you have, the more cookies they require.
      ' ,'bottom-right')+' style="margin-top:8px;">

      '+ '
      Heavenly chips are used to buy heavenly upgrades.
      You gain 1 chip every time you gain a prestige level.
      ' ,'bottom-right')+'>

      '+ 'Click this once you\'ve bought
      everything you need!
      ' ,'bottom-right')+' style="font-size:16px;margin-top:0px;">Reincarnate'+ ''+ '
      '+ '
      You are ascending.
      Drag the screen around
      or use arrow keys!
      When you\'re ready,
      click Reincarnate.
      '; Game.UpdateAscensionModePrompt(); AddEvent(l('ascendButton'),'click',function(){ PlaySound('snd/tick.mp3'); Game.Reincarnate(); }); Game.ascendl=l('ascend'); Game.ascendContentl=l('ascendContent'); Game.ascendZoomablel=l('ascendZoomable'); Game.ascendUpgradesl=l('ascendUpgrades'); Game.OnAscend=0; Game.AscendTimer=0;//how far we are into the ascend animation Game.AscendDuration=Game.fps*5;//how long the ascend animation is Game.AscendBreakpoint=Game.AscendDuration*0.5;//at which point the cookie explodes during the ascend animation Game.UpdateAscendIntro=function() { if (Game.AscendTimer==1) PlaySound('snd/charging.mp3'); if (Game.AscendTimer==Math.floor(Game.AscendBreakpoint)) PlaySound('snd/thud.mp3'); Game.AscendTimer++; if (Game.AscendTimer>Game.AscendDuration)//end animation and launch ascend screen { PlaySound('snd/cymbalRev.mp3',0.5); PlaySound('snd/choir.mp3'); Game.EarnHeavenlyChips(Game.cookiesEarned); Game.AscendTimer=0; Game.OnAscend=1;Game.removeClass('ascendIntro'); Game.addClass('ascending'); Game.BuildAscendTree(); Game.heavenlyChipsDisplayed=Game.heavenlyChips; Game.nextAscensionMode=0; Game.ascensionMode=0; Game.UpdateAscensionModePrompt(); } } Game.ReincarnateTimer=0;//how far we are into the reincarnation animation Game.ReincarnateDuration=Game.fps*1;//how long the reincarnation animation is Game.UpdateReincarnateIntro=function() { if (Game.ReincarnateTimer==1) PlaySound('snd/pop'+Math.floor(Math.random()*3+1)+'.mp3',0.75); Game.ReincarnateTimer++; if (Game.ReincarnateTimer>Game.ReincarnateDuration)//end animation and launch regular game { Game.ReincarnateTimer=0; Game.removeClass('reincarnating'); } } Game.Reincarnate=function(bypass) { if (!bypass) Game.Prompt('

      Reincarnate

      Are you ready to return to the mortal world?
      ',[['Yes','Game.ClosePrompt();Game.Reincarnate(1);'],'No']); else { Game.ascendUpgradesl.innerHTML=''; Game.ascensionMode=Game.nextAscensionMode; Game.nextAscensionMode=0; Game.Reset(); if (Game.HasAchiev('Rebirth')) { if (Game.prefs.popups) Game.Popup('Reincarnated'); else Game.Notify('Reincarnated','Hello, cookies!',[10,0],4); } if (Game.resets>=1000) Game.Win('Endless cycle'); if (Game.resets>=100) Game.Win('Reincarnation'); if (Game.resets>=10) Game.Win('Resurrection'); if (Game.resets>=1) Game.Win('Rebirth'); Game.removeClass('ascending'); Game.OnAscend=0; //trigger the reincarnate animation Game.ReincarnateTimer=1; Game.addClass('reincarnating'); Game.BigCookieSize=0; Game.runModHook('reincarnate'); } } Game.GiveUpAscend=function(bypass) { if (!bypass) Game.Prompt('

      Give up

      Are you sure? You\'ll have to start this run over and won\'t gain any heavenly chips!
      ',[['Yes','Game.ClosePrompt();Game.GiveUpAscend(1);'],'No']); else { if (Game.prefs.popups) Game.Popup('Game reset'); else Game.Notify('Gave up','Let\'s try this again!',[0,5],4); Game.Reset(); } } Game.Ascend=function(bypass) { if (!bypass) Game.Prompt('

      Ascend

      Do you REALLY want to ascend?
      You will lose your progress and start over from scratch.
      All your cookies will be converted into prestige and heavenly chips.
      You will keep your achievements'+(Game.canLumps()?', building levels and sugar lumps':'')+'.
      ',[['Yes!','Game.ClosePrompt();Game.Ascend(1);'],'No']); else { if (Game.prefs.popups) Game.Popup('Ascending'); else Game.Notify('Ascending','So long, cookies.',[20,7],4); Game.OnAscend=0;Game.removeClass('ascending'); Game.addClass('ascendIntro'); //trigger the ascend animation Game.AscendTimer=1; Game.killShimmers(); l('toggleBox').style.display='none'; l('toggleBox').innerHTML=''; Game.choiceSelectorOn=-1; Game.ToggleSpecialMenu(0); Game.AscendOffX=0; Game.AscendOffY=0; Game.AscendOffXT=0; Game.AscendOffYT=0; Game.AscendZoomT=1; Game.AscendZoom=0.2; } } Game.DebuggingPrestige=0; Game.AscendDragX=0; Game.AscendDragY=0; Game.AscendOffX=0; Game.AscendOffY=0; Game.AscendZoom=1; Game.AscendOffXT=0; Game.AscendOffYT=0; Game.AscendZoomT=1; Game.AscendDragging=0; Game.AscendGridSnap=24; Game.heavenlyBounds={left:0,right:0,top:0,bottom:0}; Game.UpdateAscend=function() { if (Game.keys[37]) Game.AscendOffXT+=16*(1/Game.AscendZoomT); if (Game.keys[38]) Game.AscendOffYT+=16*(1/Game.AscendZoomT); if (Game.keys[39]) Game.AscendOffXT-=16*(1/Game.AscendZoomT); if (Game.keys[40]) Game.AscendOffYT-=16*(1/Game.AscendZoomT); if (Game.AscendOffXT>-Game.heavenlyBounds.left) Game.AscendOffXT=-Game.heavenlyBounds.left; if (Game.AscendOffXT<-Game.heavenlyBounds.right) Game.AscendOffXT=-Game.heavenlyBounds.right; if (Game.AscendOffYT>-Game.heavenlyBounds.top) Game.AscendOffYT=-Game.heavenlyBounds.top; if (Game.AscendOffYT<-Game.heavenlyBounds.bottom) Game.AscendOffYT=-Game.heavenlyBounds.bottom; Game.AscendOffX+=(Game.AscendOffXT-Game.AscendOffX)*0.5; Game.AscendOffY+=(Game.AscendOffYT-Game.AscendOffY)*0.5; Game.AscendZoom+=(Game.AscendZoomT-Game.AscendZoom)*0.25; if (Math.abs(Game.AscendZoomT-Game.AscendZoom)<0.005) Game.AscendZoom=Game.AscendZoomT; if (Game.DebuggingPrestige) { for (var i in Game.PrestigeUpgrades) { var me=Game.PrestigeUpgrades[i]; AddEvent(l('heavenlyUpgrade'+me.id),'mousedown',function(me){return function(){ if (!Game.DebuggingPrestige) return; Game.SelectedHeavenlyUpgrade=me; }}(me)); AddEvent(l('heavenlyUpgrade'+me.id),'mouseup',function(me){return function(){ if (Game.SelectedHeavenlyUpgrade==me) {Game.SelectedHeavenlyUpgrade=0;Game.BuildAscendTree();} }}(me)); } } if (Game.mouseDown && !Game.promptOn) { if (!Game.AscendDragging) { Game.AscendDragX=Game.mouseX; Game.AscendDragY=Game.mouseY; } Game.AscendDragging=1; if (Game.DebuggingPrestige) { if (Game.SelectedHeavenlyUpgrade) { Game.tooltip.hide(); //drag upgrades around var me=Game.SelectedHeavenlyUpgrade; me.posX+=(Game.mouseX-Game.AscendDragX)*(1/Game.AscendZoomT); me.posY+=(Game.mouseY-Game.AscendDragY)*(1/Game.AscendZoomT); var posX=me.posX;//Math.round(me.posX/Game.AscendGridSnap)*Game.AscendGridSnap; var posY=me.posY;//Math.round(me.posY/Game.AscendGridSnap)*Game.AscendGridSnap; l('heavenlyUpgrade'+me.id).style.left=Math.floor(posX)+'px'; l('heavenlyUpgrade'+me.id).style.top=Math.floor(posY)+'px'; for (var ii in me.parents) { var origX=0; var origY=0; var targX=me.posX+28; var targY=me.posY+28; if (me.parents[ii]!=-1) {origX=me.parents[ii].posX+28;origY=me.parents[ii].posY+28;} var rot=-(Math.atan((targY-origY)/(origX-targX))/Math.PI)*180; if (targX<=origX) rot+=180; var dist=Math.floor(Math.sqrt((targX-origX)*(targX-origX)+(targY-origY)*(targY-origY))); //l('heavenlyLink'+me.id+'-'+ii).style='width:'+dist+'px;-webkit-transform:rotate('+rot+'deg);-moz-transform:rotate('+rot+'deg);-ms-transform:rotate('+rot+'deg);-o-transform:rotate('+rot+'deg);transform:rotate('+rot+'deg);left:'+(origX)+'px;top:'+(origY)+'px;'; l('heavenlyLink'+me.id+'-'+ii).style='width:'+dist+'px;transform:rotate('+rot+'deg);left:'+(origX)+'px;top:'+(origY)+'px;'; } } } if (!Game.SelectedHeavenlyUpgrade) { Game.AscendOffXT+=(Game.mouseX-Game.AscendDragX)*(1/Game.AscendZoomT); Game.AscendOffYT+=(Game.mouseY-Game.AscendDragY)*(1/Game.AscendZoomT); } Game.AscendDragX=Game.mouseX; Game.AscendDragY=Game.mouseY; } else { /*if (Game.SelectedHeavenlyUpgrade) { var me=Game.SelectedHeavenlyUpgrade; me.posX=Math.round(me.posX/Game.AscendGridSnap)*Game.AscendGridSnap; me.posY=Math.round(me.posY/Game.AscendGridSnap)*Game.AscendGridSnap; l('heavenlyUpgrade'+me.id).style.left=me.posX+'px'; l('heavenlyUpgrade'+me.id).style.top=me.posY+'px'; }*/ Game.AscendDragging=0; Game.SelectedHeavenlyUpgrade=0; } if (Game.Click || Game.promptOn) { Game.AscendDragging=0; } //Game.ascendl.style.backgroundPosition=Math.floor(Game.AscendOffX/2)+'px '+Math.floor(Game.AscendOffY/2)+'px'; //Game.ascendl.style.backgroundPosition=Math.floor(Game.AscendOffX/2)+'px '+Math.floor(Game.AscendOffY/2)+'px,'+Math.floor(Game.AscendOffX/4)+'px '+Math.floor(Game.AscendOffY/4)+'px'; //Game.ascendContentl.style.left=Math.floor(Game.AscendOffX)+'px'; //Game.ascendContentl.style.top=Math.floor(Game.AscendOffY)+'px'; Game.ascendContentl.style.webkitTransform='translate('+Math.floor(Game.AscendOffX)+'px,'+Math.floor(Game.AscendOffY)+'px)'; Game.ascendContentl.style.msTransform='translate('+Math.floor(Game.AscendOffX)+'px,'+Math.floor(Game.AscendOffY)+'px)'; Game.ascendContentl.style.oTransform='translate('+Math.floor(Game.AscendOffX)+'px,'+Math.floor(Game.AscendOffY)+'px)'; Game.ascendContentl.style.mozTransform='translate('+Math.floor(Game.AscendOffX)+'px,'+Math.floor(Game.AscendOffY)+'px)'; Game.ascendContentl.style.transform='translate('+Math.floor(Game.AscendOffX)+'px,'+Math.floor(Game.AscendOffY)+'px)'; Game.ascendZoomablel.style.webkitTransform='scale('+(Game.AscendZoom)+','+(Game.AscendZoom)+')'; Game.ascendZoomablel.style.msTransform='scale('+(Game.AscendZoom)+','+(Game.AscendZoom)+')'; Game.ascendZoomablel.style.oTransform='scale('+(Game.AscendZoom)+','+(Game.AscendZoom)+')'; Game.ascendZoomablel.style.mozTransform='scale('+(Game.AscendZoom)+','+(Game.AscendZoom)+')'; Game.ascendZoomablel.style.transform='scale('+(Game.AscendZoom)+','+(Game.AscendZoom)+')'; //if (Game.Scroll!=0) Game.ascendContentl.style.transformOrigin=Math.floor(Game.windowW/2-Game.mouseX)+'px '+Math.floor(Game.windowH/2-Game.mouseY)+'px'; if (Game.Scroll<0 && !Game.promptOn) {Game.AscendZoomT=0.5;} if (Game.Scroll>0 && !Game.promptOn) {Game.AscendZoomT=1;} if (Game.T%2==0) { l('ascendPrestige').innerHTML='Prestige level :
      '+SimpleBeautify(Game.prestige); l('ascendHCs').innerHTML='Heavenly chips :
      '+SimpleBeautify(Math.round(Game.heavenlyChipsDisplayed))+''; if (Game.prestige>0) l('ascendModeButton').style.display='block'; else l('ascendModeButton').style.display='none'; } Game.heavenlyChipsDisplayed+=(Game.heavenlyChips-Game.heavenlyChipsDisplayed)*0.4; if (Game.DebuggingPrestige && Game.T%10==0) { var str=''; for (var i in Game.PrestigeUpgrades) { var me=Game.PrestigeUpgrades[i]; str+=me.id+':['+Math.floor(me.posX)+','+Math.floor(me.posY)+'],'; } l('upgradePositions').value='Game.UpgradePositions={'+str+'};'; } //if (Game.T%5==0) Game.BuildAscendTree(); } Game.AscendRefocus=function() { Game.AscendOffX=0; Game.AscendOffY=0; Game.ascendl.className=''; } Game.SelectedHeavenlyUpgrade=0; Game.PurchaseHeavenlyUpgrade=function(what) { //if (Game.Has('Neuromancy')) Game.UpgradesById[what].toggle(); else if (Game.UpgradesById[what].buy()) { if (l('heavenlyUpgrade'+what)){var rect=l('heavenlyUpgrade'+what).getBoundingClientRect();Game.SparkleAt((rect.left+rect.right)/2,(rect.top+rect.bottom)/2-24);} //Game.BuildAscendTree(); } } Game.BuildAscendTree=function() { var str=''; Game.heavenlyBounds={left:0,right:0,top:0,bottom:0}; if (Game.DebuggingPrestige) l('upgradePositions').style.display='block'; else l('upgradePositions').style.display='none'; for (var i in Game.PrestigeUpgrades) { var me=Game.PrestigeUpgrades[i]; me.canBePurchased=1; if (!me.bought && !Game.DebuggingPrestige) { if (me.showIf && !me.showIf()) me.canBePurchased=0; else { for (var ii in me.parents) { if (me.parents[ii]!=-1 && !me.parents[ii].bought) me.canBePurchased=0; } } } } str+='
      ';//chrome is still bad at these for (var i in Game.PrestigeUpgrades) { var me=Game.PrestigeUpgrades[i]; var ghosted=0; if (me.canBePurchased || Game.Has('Neuromancy')) { str+=Game.crate(me,'ascend','Game.PurchaseHeavenlyUpgrade('+me.id+');','heavenlyUpgrade'+me.id); } else { for (var ii in me.parents) { if (me.parents[ii]!=-1 && me.parents[ii].canBePurchased) ghosted=1; } if (me.showIf && !me.showIf()) ghosted=0; if (ghosted) { //maybe replace this with Game.crate() str+='
      '; } } if (me.canBePurchased || Game.Has('Neuromancy') || ghosted) { if (me.posXGame.heavenlyBounds.right) Game.heavenlyBounds.right=me.posX; if (me.posYGame.heavenlyBounds.bottom) Game.heavenlyBounds.bottom=me.posY; } for (var ii in me.parents)//create pulsing links { if (me.parents[ii]!=-1 && (me.canBePurchased || ghosted)) { var origX=0; var origY=0; var targX=me.posX+28; var targY=me.posY+28; if (me.parents[ii]!=-1) {origX=me.parents[ii].posX+28;origY=me.parents[ii].posY+28;} var rot=-(Math.atan((targY-origY)/(origX-targX))/Math.PI)*180; if (targX<=origX) rot+=180; var dist=Math.floor(Math.sqrt((targX-origX)*(targX-origX)+(targY-origY)*(targY-origY))); str+=''; } } } Game.heavenlyBounds.left-=128; Game.heavenlyBounds.top-=128; Game.heavenlyBounds.right+=128+64; Game.heavenlyBounds.bottom+=128+64; //str+='
      '; str+='
      '; Game.ascendUpgradesl.innerHTML=str; } /*===================================================================================== COALESCING SUGAR LUMPS =======================================================================================*/ Game.lumpMatureAge=1; Game.lumpRipeAge=1; Game.lumpOverripeAge=1; Game.lumpCurrentType=0; l('comments').innerHTML=l('comments').innerHTML+ '
      0
      '; Game.lumpTooltip=function() { var str='
      '+ 'You have '+Beautify(Game.lumps)+' sugar lump'+(Game.lumps==1?'':'s')+'.'+ '
      '+ 'A sugar lump is coalescing here, attracted by your accomplishments.'; var age=Date.now()-Game.lumpT; str+='
      '; if (age<0) str+='This sugar lump has been exposed to time travel shenanigans and will take an excruciating '+Game.sayTime(((Game.lumpMatureAge-age)/1000+1)*Game.fps,-1)+' to reach maturity.'; else if (age to reach maturity.'; else if (age.
      You may click it to harvest it now, but there is a 50% chance you won\'t get anything.'; else if (age.'; var phase=(age/Game.lumpOverripeAge)*7; if (phase>=3) { if (Game.lumpCurrentType!=0) str+='
      '; if (Game.lumpCurrentType==1) str+='This sugar lump grew to be bifurcated; harvesting it has a 50% chance of yielding two lumps.'; else if (Game.lumpCurrentType==2) str+='This sugar lump grew to be golden; harvesting it will yield 2 to 7 lumps, your current cookies will be doubled (capped to a gain of 24 hours of your CpS), and you will find 10% more golden cookies for the next 24 hours.'; else if (Game.lumpCurrentType==3) str+='This sugar lump was affected by the elders and grew to be meaty; harvesting it will yield between 0 and 2 lumps.'; else if (Game.lumpCurrentType==4) str+='This sugar lump is caramelized, its stickiness binding it to unexpected things; harvesting it will yield between 1 and 3 lumps and will refill your sugar lump cooldowns.'; } str+='
      '; str+='Your sugar lumps mature after '+Game.sayTime((Game.lumpMatureAge/1000)*Game.fps,-1)+',
      ripen after '+Game.sayTime((Game.lumpRipeAge/1000)*Game.fps,-1)+',
      and fall after '+Game.sayTime((Game.lumpOverripeAge/1000)*Game.fps,-1)+'.'; str+='
      '+ '• Sugar lumps can be harvested when mature, though if left alone beyond that point they will start ripening (increasing the chance of harvesting them) and will eventually fall and be auto-harvested after some time.
      • Sugar lumps are delicious and may be used as currency for all sorts of things.
      • Once a sugar lump is harvested, another one will start growing in its place.
      • Note that sugar lumps keep growing when the game is closed.'; str+='
      '; return str; } Game.computeLumpTimes=function() { var hour=1000*60*60; Game.lumpMatureAge=hour*20; Game.lumpRipeAge=hour*23; if (Game.Has('Stevia Caelestis')) Game.lumpRipeAge-=hour; if (Game.Has('Diabetica Daemonicus')) Game.lumpMatureAge-=hour; if (Game.Has('Ichor syrup')) Game.lumpMatureAge-=1000*60*7; if (Game.Has('Sugar aging process')) Game.lumpRipeAge-=6000*Math.min(600,Game.Objects['Grandma'].amount);//capped at 600 grandmas if (Game.hasGod && Game.BuildingsOwned%10==0) { var godLvl=Game.hasGod('order'); if (godLvl==1) Game.lumpRipeAge-=hour; else if (godLvl==2) Game.lumpRipeAge-=(hour/3)*2; else if (godLvl==3) Game.lumpRipeAge-=(hour/3); } //if (Game.hasAura('Dragon\'s Curve')) {Game.lumpMatureAge/=1.05;Game.lumpRipeAge/=1.05;} Game.lumpMatureAge/=1+Game.auraMult('Dragon\'s Curve')*0.05;Game.lumpRipeAge/=1+Game.auraMult('Dragon\'s Curve')*0.05; Game.lumpOverripeAge=Game.lumpRipeAge+hour; if (Game.Has('Glucose-charged air')) {Game.lumpMatureAge/=2000;Game.lumpRipeAge/=2000;Game.lumpOverripeAge/=2000;} } Game.loadLumps=function(time) { Game.computeLumpTimes(); //Game.computeLumpType(); if (!Game.canLumps()) Game.removeClass('lumpsOn'); else { if (Game.ascensionMode!=1) Game.addClass('lumpsOn'); Game.lumpT=Math.min(Date.now(),Game.lumpT); var age=Math.max(Date.now()-Game.lumpT,0); var amount=Math.floor(age/Game.lumpOverripeAge);//how many lumps did we harvest since we closed the game? if (amount>=1) { Game.harvestLumps(1,true); Game.lumpCurrentType=0;//all offline lumps after the first one have a normal type if (amount>1) Game.harvestLumps(amount-1,true); if (Game.prefs.popups) Game.Popup('Harvested '+Beautify(amount)+' sugar lump'+(amount==1?'':'s')+' while you were away'); else Game.Notify('','You harvested '+Beautify(amount)+' sugar lump'+(amount==1?'':'s')+' while you were away.',[29,14]); Game.lumpT=Date.now()-(age-amount*Game.lumpOverripeAge); Game.computeLumpType(); } } } Game.gainLumps=function(total) { if (Game.lumpsTotal==-1){Game.lumpsTotal=0;Game.lumps=0;} Game.lumps+=total; Game.lumpsTotal+=total; if (Game.lumpsTotal>=7) Game.Win('Dude, sweet'); if (Game.lumpsTotal>=30) Game.Win('Sugar rush'); if (Game.lumpsTotal>=365) Game.Win('Year\'s worth of cavities'); } Game.clickLump=function() { if (!Game.canLumps()) return; var age=Date.now()-Game.lumpT; if (age+10% golden cookies for the next 24 hours.',[29,16]); } else if (Game.lumpCurrentType==3) total*=choose([0,0,1,2,2]); else if (Game.lumpCurrentType==4) { total*=choose([1,2,3]); Game.lumpRefill=0;//Date.now()-Game.getLumpRefillMax(); if (Game.prefs.popups) Game.Popup('Sugar lump cooldowns cleared!'); else Game.Notify('Sugar lump cooldowns cleared!','',[29,27]); } total=Math.floor(total); Game.gainLumps(total); if (Game.lumpCurrentType==1) Game.Win('Sugar sugar'); else if (Game.lumpCurrentType==2) Game.Win('All-natural cane sugar'); else if (Game.lumpCurrentType==3) Game.Win('Sweetmeats'); else if (Game.lumpCurrentType==4) Game.Win('Maillard reaction'); if (!silent) { var rect=l('lumpsIcon2').getBoundingClientRect();Game.SparkleAt((rect.left+rect.right)/2,(rect.top+rect.bottom)/2-24); if (total>0) Game.Popup('+'+Beautify(total)+' sugar lump'+(total==1?'':'s')+'',(rect.left+rect.right)/2,(rect.top+rect.bottom)/2-48); else Game.Popup('Botched harvest!',(rect.left+rect.right)/2,(rect.top+rect.bottom)/2-48); PlaySound('snd/pop'+Math.floor(Math.random()*3+1)+'.mp3',0.75); } Game.computeLumpTimes(); } Game.computeLumpType=function() { Math.seedrandom(Game.seed+'/'+Game.lumpT); var types=[0]; var loop=1; //if (Game.hasAura('Dragon\'s Curve')) loop=2; loop+=Game.auraMult('Dragon\'s Curve'); loop=randomFloor(loop); for (var i=0;i-1 || (Game.ascensionMode!=1 && (Game.cookiesEarned+Game.cookiesReset)>=1000000000)) return true; return false; } Game.getLumpRefillMax=function() { return Game.fps*60*15;//1000*60*15;//15 minutes } Game.getLumpRefillRemaining=function() { return Game.lumpRefill;//Game.getLumpRefillMax()-(Date.now()-Game.lumpRefill); } Game.canRefillLump=function() { return Game.lumpRefill<=0;//((Date.now()-Game.lumpRefill)>=Game.getLumpRefillMax()); } Game.refillLump=function(n,func) { if (Game.lumps>=n && Game.canRefillLump()) { Game.spendLump(n,'refill',function() { if (!Game.sesame) Game.lumpRefill=Game.getLumpRefillMax();//Date.now(); func(); })(); } } Game.spendLump=function(n,str,func) { //ask if we want to spend N lumps return function() { if (Game.lumps
      Do you want to spend '+Beautify(n)+' lump'+(n!=1?'s':'')+' to '+str+'?
      ',[['Yes','Game.lumps-='+n+';Game.promptConfirmFunc();Game.promptConfirmFunc=0;Game.recalculateGains=1;Game.ClosePrompt();'],'No']); return false; } else { Game.lumps-=n; func(); Game.recalculateGains=1; } } } Game.doLumps=function() { if (Game.lumpRefill>0) Game.lumpRefill--; if (!Game.canLumps()) {Game.removeClass('lumpsOn');return;} if (Game.lumpsTotal==-1) { //first time ! if (Game.ascensionMode!=1) Game.addClass('lumpsOn'); Game.lumpT=Date.now(); Game.lumpsTotal=0; Game.lumps=0; Game.computeLumpType(); Game.Notify('Sugar lumps!','Because you\'ve baked a billion cookies in total, you are now attracting sugar lumps. They coalesce quietly near the top of your screen, under the Stats button.
      You will be able to harvest them when they\'re ripe, after which you may spend them on all sorts of things!',[23,14]); } var age=Date.now()-Game.lumpT; if (age>Game.lumpOverripeAge) { age=0; Game.harvestLumps(1); Game.computeLumpType(); } var phase=Math.min(6,Math.floor((age/Game.lumpOverripeAge)*7)); var phase2=Math.min(6,Math.floor((age/Game.lumpOverripeAge)*7)+1); var row=14; var row2=14; var type=Game.lumpCurrentType; if (type==1)//double { //if (phase>=6) row=15; if (phase2>=6) row2=15; } else if (type==2)//golden { if (phase>=4) row=16; if (phase2>=4) row2=16; } else if (type==3)//meaty { if (phase>=4) row=17; if (phase2>=4) row2=17; } else if (type==4)//caramelized { if (phase>=4) row=27; if (phase2>=4) row2=27; } var icon=[23+Math.min(phase,5),row]; var icon2=[23+phase2,row2]; if (age<0){icon=[17,5];icon2=[17,5];} var opacity=Math.min(6,(age/Game.lumpOverripeAge)*7)%1; if (phase>=6) {opacity=1;} l('lumpsIcon').style.backgroundPosition=(-icon[0]*48)+'px '+(-icon[1]*48)+'px'; l('lumpsIcon2').style.backgroundPosition=(-icon2[0]*48)+'px '+(-icon2[1]*48)+'px'; l('lumpsIcon2').style.opacity=opacity; l('lumpsAmount').textContent=Beautify(Game.lumps); } /*===================================================================================== COOKIE ECONOMICS =======================================================================================*/ Game.Earn=function(howmuch) { Game.cookies+=howmuch; Game.cookiesEarned+=howmuch; } Game.Spend=function(howmuch) { Game.cookies-=howmuch; } Game.Dissolve=function(howmuch) { Game.cookies-=howmuch; Game.cookiesEarned-=howmuch; Game.cookies=Math.max(0,Game.cookies); Game.cookiesEarned=Math.max(0,Game.cookiesEarned); } Game.mouseCps=function() { var add=0; if (Game.Has('Thousand fingers')) add+= 0.1; if (Game.Has('Million fingers')) add*= 5; if (Game.Has('Billion fingers')) add*= 10; if (Game.Has('Trillion fingers')) add*= 20; if (Game.Has('Quadrillion fingers')) add*= 20; if (Game.Has('Quintillion fingers')) add*= 20; if (Game.Has('Sextillion fingers')) add*= 20; if (Game.Has('Septillion fingers')) add*= 20; if (Game.Has('Octillion fingers')) add*= 20; if (Game.Has('Nonillion fingers')) add*= 20; var num=0; for (var i in Game.Objects) {num+=Game.Objects[i].amount;} num-=Game.Objects['Cursor'].amount; add=add*num; if (Game.Has('Plastic mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Iron mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Titanium mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Adamantium mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Unobtainium mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Eludium mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Wishalloy mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Fantasteel mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Nevercrack mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Armythril mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Technobsidian mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Plasmarble mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Miraculite mouse')) add+=Game.cookiesPs*0.01; if (Game.Has('Fortune #104')) add+=Game.cookiesPs*0.01; var mult=1; if (Game.Has('Santa\'s helpers')) mult*=1.1; if (Game.Has('Cookie egg')) mult*=1.1; if (Game.Has('Halo gloves')) mult*=1.1; if (Game.Has('Dragon claw')) mult*=1.03; if (Game.Has('Aura gloves')) { mult*=1+0.05*Math.min(Game.Objects['Cursor'].level,Game.Has('Luminous gloves')?20:10); } mult*=Game.eff('click'); if (Game.hasGod) { var godLvl=Game.hasGod('labor'); if (godLvl==1) mult*=1.15; else if (godLvl==2) mult*=1.1; else if (godLvl==3) mult*=1.05; } for (var i in Game.buffs) { if (typeof Game.buffs[i].multClick != 'undefined') mult*=Game.buffs[i].multClick; } //if (Game.hasAura('Dragon Cursor')) mult*=1.05; mult*=1+Game.auraMult('Dragon Cursor')*0.05; var out=mult*Game.ComputeCps(1,Game.Has('Reinforced index finger')+Game.Has('Carpal tunnel prevention cream')+Game.Has('Ambidextrous'),add); out=Game.runModHookOnValue('cookiesPerClick',out); if (Game.hasBuff('Cursed finger')) out=Game.buffs['Cursed finger'].power; return out; } Game.computedMouseCps=1; Game.globalCpsMult=1; Game.unbuffedCps=0; Game.buildingCps=0; Game.lastClick=0; Game.CanClick=1; Game.autoclickerDetected=0; Game.BigCookieState=0;//0 = normal, 1 = clicked (small), 2 = released/hovered (big) Game.BigCookieSize=0; Game.BigCookieSizeD=0; Game.BigCookieSizeT=1; Game.cookieClickSound=Math.floor(Math.random()*7)+1; Game.playCookieClickSound=function() { if (Game.prefs.cookiesound) PlaySound('snd/clickb'+(Game.cookieClickSound)+'.mp3',0.5); else PlaySound('snd/click'+(Game.cookieClickSound)+'.mp3',0.5); Game.cookieClickSound+=Math.floor(Math.random()*4)+1; if (Game.cookieClickSound>7) Game.cookieClickSound-=7; } Game.ClickCookie=function(e,amount) { var now=Date.now(); if (e) e.preventDefault(); if (Game.OnAscend || Game.AscendTimer>0 || Game.T<3 || now-Game.lastClick<1000/250) {} else { if (now-Game.lastClick<1000/15) { Game.autoclickerDetected+=Game.fps; if (Game.autoclickerDetected>=Game.fps*5) Game.Win('Uncanny clicker'); } Game.loseShimmeringVeil('click'); var amount=amount?amount:Game.computedMouseCps; Game.Earn(amount); Game.handmadeCookies+=amount; if (Game.prefs.particles) { Game.particleAdd(); Game.particleAdd(Game.mouseX,Game.mouseY,Math.random()*4-2,Math.random()*-2-2,Math.random()*0.5+0.75,1,2); } if (Game.prefs.numbers) Game.particleAdd(Game.mouseX+Math.random()*8-4,Game.mouseY-8+Math.random()*8-4,0,-2,1,4,2,'','+'+Beautify(amount,1)); Game.runModHook('click'); Game.playCookieClickSound(); Game.cookieClicks++; } Game.lastClick=now; Game.Click=0; } Game.mouseX=0; Game.mouseY=0; Game.mouseX2=0; Game.mouseY2=0; Game.mouseMoved=0; Game.GetMouseCoords=function(e) { var posx=0; var posy=0; if (!e) var e=window.event; if (e.pageX||e.pageY) { posx=e.pageX; posy=e.pageY; } else if (e.clientX || e.clientY) { posx=e.clientX+document.body.scrollLeft+document.documentElement.scrollLeft; posy=e.clientY+document.body.scrollTop+document.documentElement.scrollTop; } var x=0; var y=32; /* var el=l('sectionLeft'); while(el && !isNaN(el.offsetLeft) && !isNaN(el.offsetTop)) { x+=el.offsetLeft-el.scrollLeft; y+=el.offsetTop-el.scrollTop; el=el.offsetParent; }*/ Game.mouseX2=Game.mouseX; Game.mouseY2=Game.mouseY; Game.mouseX=posx-x; Game.mouseY=posy-y; Game.mouseMoved=1; Game.lastActivity=Game.time; } var bigCookie=l('bigCookie'); bigCookie.setAttribute('alt','Big clickable cookie'); Game.Click=0; Game.lastClickedEl=0; Game.clickFrom=0; Game.Scroll=0; Game.mouseDown=0; if (!Game.touchEvents) { AddEvent(bigCookie,'click',Game.ClickCookie); AddEvent(bigCookie,'mousedown',function(event){Game.BigCookieState=1;if (Game.prefs.cookiesound) {Game.playCookieClickSound();}if (event) event.preventDefault();}); AddEvent(bigCookie,'mouseup',function(event){Game.BigCookieState=2;if (event) event.preventDefault();}); AddEvent(bigCookie,'mouseout',function(event){Game.BigCookieState=0;}); AddEvent(bigCookie,'mouseover',function(event){Game.BigCookieState=2;}); AddEvent(document,'mousemove',Game.GetMouseCoords); AddEvent(document,'mousedown',function(event){Game.lastActivity=Game.time;Game.mouseDown=1;Game.clickFrom=event.target;}); AddEvent(document,'mouseup',function(event){Game.lastActivity=Game.time;Game.mouseDown=0;Game.clickFrom=0;}); AddEvent(document,'click',function(event){Game.lastActivity=Game.time;Game.Click=1;Game.lastClickedEl=event.target;Game.clickFrom=0;}); Game.handleScroll=function(e) { if (!e) e=event; Game.Scroll=(e.detail<0||e.wheelDelta>0)?1:-1; Game.lastActivity=Game.time; }; AddEvent(document,'DOMMouseScroll',Game.handleScroll); AddEvent(document,'mousewheel',Game.handleScroll); } else { //touch events AddEvent(bigCookie,'touchend',Game.ClickCookie); AddEvent(bigCookie,'touchstart',function(event){Game.BigCookieState=1;if (event) event.preventDefault();}); AddEvent(bigCookie,'touchend',function(event){Game.BigCookieState=0;if (event) event.preventDefault();}); //AddEvent(document,'touchmove',Game.GetMouseCoords); AddEvent(document,'mousemove',Game.GetMouseCoords); AddEvent(document,'touchstart',function(event){Game.lastActivity=Game.time;Game.mouseDown=1;}); AddEvent(document,'touchend',function(event){Game.lastActivity=Game.time;Game.mouseDown=0;}); AddEvent(document,'touchend',function(event){Game.lastActivity=Game.time;Game.Click=1;}); } Game.keys=[]; AddEvent(window,'keyup',function(e){ Game.lastActivity=Game.time; if (e.keyCode==27) { Game.ClosePrompt(); if (Game.AscendTimer>0) Game.AscendTimer=Game.AscendDuration; }//esc closes prompt else if (e.keyCode==13) Game.ConfirmPrompt();//enter confirms prompt Game.keys[e.keyCode]=0; }); AddEvent(window,'keydown',function(e){ if (!Game.OnAscend && Game.AscendTimer==0) { if (e.ctrlKey && e.keyCode==83) {Game.toSave=true;e.preventDefault();}//ctrl-s saves the game else if (e.ctrlKey && e.keyCode==79) {Game.ImportSave();e.preventDefault();}//ctrl-o opens the import menu } if ((e.keyCode==16 || e.keyCode==17) && Game.tooltip.dynamic) Game.tooltip.update(); Game.keys[e.keyCode]=1; }); AddEvent(window,'visibilitychange',function(e){ Game.keys=[];//reset all key pressed on visibility change (should help prevent ctrl still being down after ctrl-tab) }); /*===================================================================================== CPS RECALCULATOR =======================================================================================*/ Game.heavenlyPower=1;//how many CpS percents a single heavenly chip gives Game.recalculateGains=1; Game.cookiesPsByType={}; Game.cookiesMultByType={}; //display bars with http://codepen.io/anon/pen/waGyEJ Game.effs={}; Game.eff=function(name,def){if (typeof Game.effs[name]==='undefined') return (typeof def==='undefined'?1:def); else return Game.effs[name];}; Game.CalculateGains=function() { Game.cookiesPs=0; var mult=1; //add up effect bonuses from building minigames var effs={}; for (var i in Game.Objects) { if (Game.Objects[i].minigameLoaded && Game.Objects[i].minigame.effs) { var myEffs=Game.Objects[i].minigame.effs; for (var ii in myEffs) { if (effs[ii]) effs[ii]*=myEffs[ii]; else effs[ii]=myEffs[ii]; } } } Game.effs=effs; if (Game.ascensionMode!=1) mult+=parseFloat(Game.prestige)*0.01*Game.heavenlyPower*Game.GetHeavenlyMultiplier(); mult*=Game.eff('cps'); if (Game.Has('Heralds') && Game.ascensionMode!=1) mult*=1+0.01*Game.heralds; for (var i in Game.cookieUpgrades) { var me=Game.cookieUpgrades[i]; if (Game.Has(me.name)) { mult*=(1+(typeof(me.power)==='function'?me.power(me):me.power)*0.01); } } if (Game.Has('Specialized chocolate chips')) mult*=1.01; if (Game.Has('Designer cocoa beans')) mult*=1.02; if (Game.Has('Underworld ovens')) mult*=1.03; if (Game.Has('Exotic nuts')) mult*=1.04; if (Game.Has('Arcane sugar')) mult*=1.05; if (Game.Has('Increased merriness')) mult*=1.15; if (Game.Has('Improved jolliness')) mult*=1.15; if (Game.Has('A lump of coal')) mult*=1.01; if (Game.Has('An itchy sweater')) mult*=1.01; if (Game.Has('Santa\'s dominion')) mult*=1.2; if (Game.Has('Fortune #100')) mult*=1.01; if (Game.Has('Fortune #101')) mult*=1.07; if (Game.Has('Dragon scale')) mult*=1.03; var buildMult=1; if (Game.hasGod) { var godLvl=Game.hasGod('asceticism'); if (godLvl==1) mult*=1.15; else if (godLvl==2) mult*=1.1; else if (godLvl==3) mult*=1.05; var godLvl=Game.hasGod('ages'); if (godLvl==1) mult*=1+0.15*Math.sin((Date.now()/1000/(60*60*3))*Math.PI*2); else if (godLvl==2) mult*=1+0.15*Math.sin((Date.now()/1000/(60*60*12))*Math.PI*2); else if (godLvl==3) mult*=1+0.15*Math.sin((Date.now()/1000/(60*60*24))*Math.PI*2); var godLvl=Game.hasGod('decadence'); if (godLvl==1) buildMult*=0.93; else if (godLvl==2) buildMult*=0.95; else if (godLvl==3) buildMult*=0.98; var godLvl=Game.hasGod('industry'); if (godLvl==1) buildMult*=1.1; else if (godLvl==2) buildMult*=1.06; else if (godLvl==3) buildMult*=1.03; var godLvl=Game.hasGod('labor'); if (godLvl==1) buildMult*=0.97; else if (godLvl==2) buildMult*=0.98; else if (godLvl==3) buildMult*=0.99; } if (Game.Has('Santa\'s legacy')) mult*=1+(Game.santaLevel+1)*0.03; Game.milkProgress=Game.AchievementsOwned/25; var milkMult=1; if (Game.Has('Santa\'s milk and cookies')) milkMult*=1.05; //if (Game.hasAura('Breath of Milk')) milkMult*=1.05; milkMult*=1+Game.auraMult('Breath of Milk')*0.05; if (Game.hasGod) { var godLvl=Game.hasGod('mother'); if (godLvl==1) milkMult*=1.1; else if (godLvl==2) milkMult*=1.05; else if (godLvl==3) milkMult*=1.03; } milkMult*=Game.eff('milk'); var catMult=1; if (Game.Has('Kitten helpers')) catMult*=(1+Game.milkProgress*0.1*milkMult); if (Game.Has('Kitten workers')) catMult*=(1+Game.milkProgress*0.125*milkMult); if (Game.Has('Kitten engineers')) catMult*=(1+Game.milkProgress*0.15*milkMult); if (Game.Has('Kitten overseers')) catMult*=(1+Game.milkProgress*0.175*milkMult); if (Game.Has('Kitten managers')) catMult*=(1+Game.milkProgress*0.2*milkMult); if (Game.Has('Kitten accountants')) catMult*=(1+Game.milkProgress*0.2*milkMult); if (Game.Has('Kitten specialists')) catMult*=(1+Game.milkProgress*0.2*milkMult); if (Game.Has('Kitten experts')) catMult*=(1+Game.milkProgress*0.2*milkMult); if (Game.Has('Kitten consultants')) catMult*=(1+Game.milkProgress*0.2*milkMult); if (Game.Has('Kitten assistants to the regional manager')) catMult*=(1+Game.milkProgress*0.175*milkMult); if (Game.Has('Kitten marketeers')) catMult*=(1+Game.milkProgress*0.15*milkMult); if (Game.Has('Kitten analysts')) catMult*=(1+Game.milkProgress*0.125*milkMult); if (Game.Has('Kitten executives')) catMult*=(1+Game.milkProgress*0.115*milkMult); if (Game.Has('Kitten angels')) catMult*=(1+Game.milkProgress*0.1*milkMult); if (Game.Has('Fortune #103')) catMult*=(1+Game.milkProgress*0.05*milkMult); Game.cookiesMultByType['kittens']=catMult; for (var i in Game.Objects) { var me=Game.Objects[i]; me.storedCps=me.cps(me); if (Game.ascensionMode!=1) me.storedCps*=(1+me.level*0.01)*buildMult; if (me.id==1 && Game.Has('Milkhelp® lactose intolerance relief tablets')) me.storedCps*=1+0.05*Game.milkProgress*milkMult;//this used to be "me.storedCps*=1+0.1*Math.pow(catMult-1,0.5)" which was. hmm me.storedTotalCps=me.amount*me.storedCps; Game.cookiesPs+=me.storedTotalCps; Game.cookiesPsByType[me.name]=me.storedTotalCps; } //cps from buildings only Game.buildingCps=Game.cookiesPs; if (Game.Has('"egg"')) {Game.cookiesPs+=9;Game.cookiesPsByType['"egg"']=9;}//"egg" mult*=catMult; var eggMult=1; if (Game.Has('Chicken egg')) eggMult*=1.01; if (Game.Has('Duck egg')) eggMult*=1.01; if (Game.Has('Turkey egg')) eggMult*=1.01; if (Game.Has('Quail egg')) eggMult*=1.01; if (Game.Has('Robin egg')) eggMult*=1.01; if (Game.Has('Ostrich egg')) eggMult*=1.01; if (Game.Has('Cassowary egg')) eggMult*=1.01; if (Game.Has('Salmon roe')) eggMult*=1.01; if (Game.Has('Frogspawn')) eggMult*=1.01; if (Game.Has('Shark egg')) eggMult*=1.01; if (Game.Has('Turtle egg')) eggMult*=1.01; if (Game.Has('Ant larva')) eggMult*=1.01; if (Game.Has('Century egg')) { //the boost increases a little every day, with diminishing returns up to +10% on the 100th day var day=Math.floor((Date.now()-Game.startDate)/1000/10)*10/60/60/24; day=Math.min(day,100); eggMult*=1+(1-Math.pow(1-day/100,3))*0.1; } Game.cookiesMultByType['eggs']=eggMult; mult*=eggMult; if (Game.Has('Sugar baking')) mult*=(1+Math.min(100,Game.lumps)*0.01); //if (Game.hasAura('Radiant Appetite')) mult*=2; mult*=1+Game.auraMult('Radiant Appetite'); var rawCookiesPs=Game.cookiesPs*mult; for (var i in Game.CpsAchievements) { if (rawCookiesPs>=Game.CpsAchievements[i].threshold) Game.Win(Game.CpsAchievements[i].name); } Game.cookiesPsRaw=rawCookiesPs; Game.cookiesPsRawHighest=Math.max(Game.cookiesPsRawHighest,rawCookiesPs); var n=Game.shimmerTypes['golden'].n; var auraMult=Game.auraMult('Dragon\'s Fortune'); for (var i=0;i=0;i--) { Game.shimmers[i].die(); } for (var i in Game.shimmerTypes) { var me=Game.shimmerTypes[i]; if (me.reset) me.reset(); me.n=0; if (me.spawnsOnTimer) { me.time=0; me.spawned=0; me.minTime=me.getMinTime(me); me.maxTime=me.getMaxTime(me); } } } Game.shimmerTypes={ //in these, "me" refers to the shimmer itself, and "this" to the shimmer's type object 'golden':{ reset:function() { this.chain=0; this.totalFromChain=0; this.last=''; }, initFunc:function(me) { if (!this.spawned && Game.chimeType==1 && Game.ascensionMode!=1) PlaySound('snd/chime.mp3'); //set image var bgPic='img/goldCookie.png'; var picX=0;var picY=0; if ((!me.forceObj || !me.forceObj.noWrath) && ((me.forceObj && me.forceObj.wrath) || (Game.elderWrath==1 && Math.random()<1/3) || (Game.elderWrath==2 && Math.random()<2/3) || (Game.elderWrath==3) || (Game.hasGod && Game.hasGod('scorn')))) { me.wrath=1; if (Game.season=='halloween') bgPic='img/spookyCookie.png'; else bgPic='img/wrathCookie.png'; } else { me.wrath=0; } if (Game.season=='valentines') { bgPic='img/hearts.png'; picX=Math.floor(Math.random()*8); } else if (Game.season=='fools') { bgPic='img/contract.png'; if (me.wrath) bgPic='img/wrathContract.png'; } else if (Game.season=='easter') { bgPic='img/bunnies.png'; picX=Math.floor(Math.random()*4); picY=0; if (me.wrath) picY=1; } me.x=Math.floor(Math.random()*Math.max(0,(Game.bounds.right-300)-Game.bounds.left-128)+Game.bounds.left+64)-64; me.y=Math.floor(Math.random()*Math.max(0,Game.bounds.bottom-Game.bounds.top-128)+Game.bounds.top+64)-64; me.l.style.left=me.x+'px'; me.l.style.top=me.y+'px'; me.l.style.width='96px'; me.l.style.height='96px'; me.l.style.backgroundImage='url('+bgPic+')'; me.l.style.backgroundPosition=(-picX*96)+'px '+(-picY*96)+'px'; me.l.style.opacity='0'; me.l.style.display='block'; me.l.setAttribute('alt',me.wrath?'Wrath cookie':'Golden cookie'); me.life=1;//the cookie's current progression through its lifespan (in frames) me.dur=13;//duration; the cookie's lifespan in seconds before it despawns var dur=13; if (Game.Has('Lucky day')) dur*=2; if (Game.Has('Serendipity')) dur*=2; if (Game.Has('Decisive fate')) dur*=1.05; if (Game.Has('Lucky digit')) dur*=1.01; if (Game.Has('Lucky number')) dur*=1.01; if (Game.Has('Lucky payout')) dur*=1.01; if (!me.wrath) dur*=Game.eff('goldenCookieDur'); else dur*=Game.eff('wrathCookieDur'); dur*=Math.pow(0.95,Game.shimmerTypes['golden'].n-1);//5% shorter for every other golden cookie on the screen if (this.chain>0) dur=Math.max(2,10/this.chain);//this is hilarious me.dur=dur; me.life=Math.ceil(Game.fps*me.dur); me.force=''; me.sizeMult=1; }, updateFunc:function(me) { var curve=1-Math.pow((me.life/(Game.fps*me.dur))*2-1,4); me.l.style.opacity=curve; //this line makes each golden cookie pulse in a unique way if (Game.prefs.fancy) me.l.style.transform='rotate('+(Math.sin(me.id*0.69)*24+Math.sin(Game.T*(0.35+Math.sin(me.id*0.97)*0.15)+me.id/*+Math.sin(Game.T*0.07)*2+2*/)*(3+Math.sin(me.id*0.36)*2))+'deg) scale('+(me.sizeMult*(1+Math.sin(me.id*0.53)*0.2)*curve*(1+(0.06+Math.sin(me.id*0.41)*0.05)*(Math.sin(Game.T*(0.25+Math.sin(me.id*0.73)*0.15)+me.id))))+')'; me.life--; if (me.life<=0) {this.missFunc(me);me.die();} }, popFunc:function(me) { //get achievs and stats if (me.spawnLead) { Game.goldenClicks++; Game.goldenClicksLocal++; if (Game.goldenClicks>=1) Game.Win('Golden cookie'); if (Game.goldenClicks>=7) Game.Win('Lucky cookie'); if (Game.goldenClicks>=27) Game.Win('A stroke of luck'); if (Game.goldenClicks>=77) Game.Win('Fortune'); if (Game.goldenClicks>=777) Game.Win('Leprechaun'); if (Game.goldenClicks>=7777) Game.Win('Black cat\'s paw'); if (Game.goldenClicks>=27777) Game.Win('Seven horseshoes'); if (Game.goldenClicks>=7) Game.Unlock('Lucky day'); if (Game.goldenClicks>=27) Game.Unlock('Serendipity'); if (Game.goldenClicks>=77) Game.Unlock('Get lucky'); if ((me.life/Game.fps)>(me.dur-1)) Game.Win('Early bird'); if (me.life0) list.push('clot','multiply cookies','ruin cookies'); else list.push('frenzy','multiply cookies'); if (me.wrath>0 && Game.hasGod && Game.hasGod('scorn')) list.push('clot','ruin cookies','clot','ruin cookies'); if (me.wrath>0 && Math.random()<0.3) list.push('blood frenzy','chain cookie','cookie storm'); else if (Math.random()<0.03 && Game.cookiesEarned>=100000) list.push('chain cookie','cookie storm'); if (Math.random()<0.05 && Game.season=='fools') list.push('everything must go'); if (Math.random()<0.1 && (Math.random()<0.05 || !Game.hasBuff('Dragonflight'))) list.push('click frenzy'); if (me.wrath && Math.random()<0.1) list.push('cursed finger'); if (Game.BuildingsOwned>=10 && Math.random()<0.25) list.push('building special'); if (Game.canLumps() && Math.random()<0.0005) list.push('free sugar lump'); if ((me.wrath==0 && Math.random()<0.15) || Math.random()<0.05) { //if (Game.hasAura('Reaper of Fields')) list.push('dragon harvest'); if (Math.random()0) choice='chain cookie'; if (me.force!='') {this.chain=0;choice=me.force;me.force='';} if (choice!='chain cookie') this.chain=0; this.last=choice; //create buff for effect //buff duration multiplier var effectDurMod=1; if (Game.Has('Get lucky')) effectDurMod*=2; if (Game.Has('Lasting fortune')) effectDurMod*=1.1; if (Game.Has('Lucky digit')) effectDurMod*=1.01; if (Game.Has('Lucky number')) effectDurMod*=1.01; if (Game.Has('Green yeast digestives')) effectDurMod*=1.01; if (Game.Has('Lucky payout')) effectDurMod*=1.01; //if (Game.hasAura('Epoch Manipulator')) effectDurMod*=1.05; effectDurMod*=1+Game.auraMult('Epoch Manipulator')*0.05; if (!me.wrath) effectDurMod*=Game.eff('goldenCookieEffDur'); else effectDurMod*=Game.eff('wrathCookieEffDur'); if (Game.hasGod) { var godLvl=Game.hasGod('decadence'); if (godLvl==1) effectDurMod*=1.07; else if (godLvl==2) effectDurMod*=1.05; else if (godLvl==3) effectDurMod*=1.02; } //effect multiplier (from lucky etc) var mult=1; //if (me.wrath>0 && Game.hasAura('Unholy Dominion')) mult*=1.1; //else if (me.wrath==0 && Game.hasAura('Ancestral Metamorphosis')) mult*=1.1; if (me.wrath>0) mult*=1+Game.auraMult('Unholy Dominion')*0.1; else if (me.wrath==0) mult*=1+Game.auraMult('Ancestral Metamorphosis')*0.1; if (Game.Has('Green yeast digestives')) mult*=1.01; if (Game.Has('Dragon fang')) mult*=1.03; if (!me.wrath) mult*=Game.eff('goldenCookieGain'); else mult*=Game.eff('wrathCookieGain'); var popup=''; var buff=0; if (choice=='building special') { var time=Math.ceil(30*effectDurMod); var list=[]; for (var i in Game.Objects) { if (Game.Objects[i].amount>=10) list.push(Game.Objects[i].id); } if (list.length==0) {choice='frenzy';}//default to frenzy if no proper building else { var obj=choose(list); var pow=Game.ObjectsById[obj].amount/10+1; if (me.wrath && Math.random()<0.3) { buff=Game.gainBuff('building debuff',time,pow,obj); } else { buff=Game.gainBuff('building buff',time,pow,obj); } } } if (choice=='free sugar lump') { Game.gainLumps(1); popup='Sweet!
      Found 1 sugar lump!
      '; } else if (choice=='frenzy') { buff=Game.gainBuff('frenzy',Math.ceil(77*effectDurMod),7); } else if (choice=='dragon harvest') { buff=Game.gainBuff('dragon harvest',Math.ceil(60*effectDurMod),15); } else if (choice=='everything must go') { buff=Game.gainBuff('everything must go',Math.ceil(8*effectDurMod),5); } else if (choice=='multiply cookies') { var moni=mult*Math.min(Game.cookies*0.15,Game.cookiesPs*60*15)+13;//add 15% to cookies owned (+13), or 15 minutes of cookie production - whichever is lowest Game.Earn(moni); popup='Lucky!
      +'+Beautify(moni)+' cookies!
      '; } else if (choice=='ruin cookies') { var moni=Math.min(Game.cookies*0.05,Game.cookiesPs*60*10)+13;//lose 5% of cookies owned (-13), or 10 minutes of cookie production - whichever is lowest moni=Math.min(Game.cookies,moni); Game.Spend(moni); popup='Ruin!
      Lost '+Beautify(moni)+' cookies!
      '; } else if (choice=='blood frenzy') { buff=Game.gainBuff('blood frenzy',Math.ceil(6*effectDurMod),666); } else if (choice=='clot') { buff=Game.gainBuff('clot',Math.ceil(66*effectDurMod),0.5); } else if (choice=='cursed finger') { buff=Game.gainBuff('cursed finger',Math.ceil(10*effectDurMod),Game.cookiesPs*Math.ceil(10*effectDurMod)); } else if (choice=='click frenzy') { buff=Game.gainBuff('click frenzy',Math.ceil(13*effectDurMod),777); } else if (choice=='dragonflight') { buff=Game.gainBuff('dragonflight',Math.ceil(10*effectDurMod),1111); if (Math.random()<0.8) Game.killBuff('Click frenzy'); } else if (choice=='chain cookie') { //fix by Icehawk78 if (this.chain==0) this.totalFromChain=0; this.chain++; var digit=me.wrath?6:7; if (this.chain==1) this.chain+=Math.max(0,Math.ceil(Math.log(Game.cookies)/Math.LN10)-10); var maxPayout=Math.min(Game.cookiesPs*60*60*6,Game.cookies*0.5)*mult; var moni=Math.max(digit,Math.min(Math.floor(1/9*Math.pow(10,this.chain)*digit*mult),maxPayout)); var nextMoni=Math.max(digit,Math.min(Math.floor(1/9*Math.pow(10,this.chain+1)*digit*mult),maxPayout)); this.totalFromChain+=moni; var moniStr=Beautify(moni); //break the chain if we're above 5 digits AND it's more than 50% of our bank, it grants more than 6 hours of our CpS, or just a 1% chance each digit (update : removed digit limit) if (Math.random()<0.01 || nextMoni>=maxPayout) { this.chain=0; popup='Cookie chain
      +'+moniStr+' cookies!
      Cookie chain over. You made '+Beautify(this.totalFromChain)+' cookies.
      '; } else { popup='Cookie chain
      +'+moniStr+' cookies!
      ';// } Game.Earn(moni); } else if (choice=='cookie storm') { buff=Game.gainBuff('cookie storm',Math.ceil(7*effectDurMod),7); } else if (choice=='cookie storm drop') { var moni=Math.max(mult*(Game.cookiesPs*60*Math.floor(Math.random()*7+1)),Math.floor(Math.random()*7+1));//either 1-7 cookies or 1-7 minutes of cookie production, whichever is highest Game.Earn(moni); popup='
      +'+Beautify(moni)+' cookies!
      '; } else if (choice=='blab')//sorry (it's really rare) { var str=choose([ 'Cookie crumbliness x3 for 60 seconds!', 'Chocolatiness x7 for 77 seconds!', 'Dough elasticity halved for 66 seconds!', 'Golden cookie shininess doubled for 3 seconds!', 'World economy halved for 30 seconds!', 'Grandma kisses 23% stingier for 45 seconds!', 'Thanks for clicking!', 'Fooled you! This one was just a test.', 'Golden cookies clicked +1!', 'Your click has been registered. Thank you for your cooperation.', 'Thanks! That hit the spot!', 'Thank you. A team has been dispatched.', 'They know.', 'Oops. This was just a chocolate cookie with shiny aluminium foil.' ]); popup=str; } if (popup=='' && buff && buff.name && buff.desc) popup=buff.name+'
      '+buff.desc+'
      '; if (popup!='') Game.Popup(popup,me.x+me.l.offsetWidth/2,me.y); Game.DropEgg(0.9); //sparkle and kill the shimmer Game.SparkleAt(me.x+48,me.y+48); if (choice=='cookie storm drop') { if (Game.prefs.cookiesound) PlaySound('snd/clickb'+Math.floor(Math.random()*7+1)+'.mp3',0.75); else PlaySound('snd/click'+Math.floor(Math.random()*7+1)+'.mp3',0.75); } else PlaySound('snd/shimmerClick.mp3'); me.die(); }, missFunc:function(me) { if (this.chain>0 && this.totalFromChain>0) { Game.Popup('Cookie chain broken.
      You made '+Beautify(this.totalFromChain)+' cookies.
      ',me.x+me.l.offsetWidth/2,me.y); this.chain=0;this.totalFromChain=0; } if (me.spawnLead) Game.missedGoldenClicks++; }, spawnsOnTimer:true, spawnConditions:function() { if (!Game.Has('Golden switch [off]')) return true; else return false; }, spawned:0, time:0, minTime:0, maxTime:0, getTimeMod:function(me,m) { if (Game.Has('Lucky day')) m/=2; if (Game.Has('Serendipity')) m/=2; if (Game.Has('Golden goose egg')) m*=0.95; if (Game.Has('Heavenly luck')) m*=0.95; if (Game.Has('Green yeast digestives')) m*=0.99; //if (Game.hasAura('Arcane Aura')) m*=0.95; m*=1-Game.auraMult('Arcane Aura')*0.05; if (Game.hasBuff('Sugar blessing')) m*=0.9; if (Game.season=='easter' && Game.Has('Starspawn')) m*=0.98; else if (Game.season=='halloween' && Game.Has('Starterror')) m*=0.98; else if (Game.season=='valentines' && Game.Has('Starlove')) m*=0.98; else if (Game.season=='fools' && Game.Has('Startrade')) m*=0.95; if (!me.wrath) m*=1/Game.eff('goldenCookieFreq'); else m*=1/Game.eff('wrathCookieFreq'); if (Game.hasGod) { var godLvl=Game.hasGod('industry'); if (godLvl==1) m*=1.1; else if (godLvl==2) m*=1.06; else if (godLvl==3) m*=1.03; var godLvl=Game.hasGod('mother'); if (godLvl==1) m*=1.15; else if (godLvl==2) m*=1.1; else if (godLvl==3) m*=1.05; if (Game.season!='') { var godLvl=Game.hasGod('seasons'); if (Game.season!='fools') { if (godLvl==1) m*=0.97; else if (godLvl==2) m*=0.98; else if (godLvl==3) m*=0.99; } else { if (godLvl==1) m*=0.955; else if (godLvl==2) m*=0.97; else if (godLvl==3) m*=0.985; } } } if (this.chain>0) m=0.05; if (Game.Has('Gold hoard')) m=0.01; return Math.ceil(Game.fps*60*m); }, getMinTime:function(me) { var m=5; return this.getTimeMod(me,m); }, getMaxTime:function(me) { var m=15; return this.getTimeMod(me,m); }, last:'', }, 'reindeer':{ reset:function() { }, initFunc:function(me) { if (!this.spawned && Game.chimeType==1 && Game.ascensionMode!=1) PlaySound('snd/jingle.mp3'); me.x=-128; me.y=Math.floor(Math.random()*Math.max(0,Game.bounds.bottom-Game.bounds.top-256)+Game.bounds.top+128)-128; //me.l.style.left=me.x+'px'; //me.l.style.top=me.y+'px'; me.l.style.width='167px'; me.l.style.height='212px'; me.l.style.backgroundImage='url(img/frostedReindeer.png)'; me.l.style.opacity='0'; //me.l.style.transform='rotate('+(Math.random()*60-30)+'deg) scale('+(Math.random()*1+0.25)+')'; me.l.style.display='block'; me.l.setAttribute('alt','Reindeer'); me.life=1;//the reindeer's current progression through its lifespan (in frames) me.dur=4;//duration; the cookie's lifespan in seconds before it despawns var dur=4; if (Game.Has('Weighted sleighs')) dur*=2; dur*=Game.eff('reindeerDur'); me.dur=dur; me.life=Math.ceil(Game.fps*me.dur); me.sizeMult=1; }, updateFunc:function(me) { var curve=1-Math.pow((me.life/(Game.fps*me.dur))*2-1,12); me.l.style.opacity=curve; me.l.style.transform='translate('+(me.x+(Game.bounds.right-Game.bounds.left)*(1-me.life/(Game.fps*me.dur)))+'px,'+(me.y-Math.abs(Math.sin(me.life*0.1))*128)+'px) rotate('+(Math.sin(me.life*0.2+0.3)*10)+'deg) scale('+(me.sizeMult*(1+Math.sin(me.id*0.53)*0.1))+')'; me.life--; if (me.life<=0) {this.missFunc(me);me.die();} }, popFunc:function(me) { //get achievs and stats if (me.spawnLead) { Game.reindeerClicked++; } var val=Game.cookiesPs*60; if (Game.hasBuff('Elder frenzy')) val*=0.5;//very sorry if (Game.hasBuff('Frenzy')) val*=0.75;//I sincerely apologize var moni=Math.max(25,val);//1 minute of cookie production, or 25 cookies - whichever is highest if (Game.Has('Ho ho ho-flavored frosting')) moni*=2; moni*=Game.eff('reindeerGain'); Game.Earn(moni); if (Game.hasBuff('Elder frenzy')) Game.Win('Eldeer'); var cookie=''; var failRate=0.8; if (Game.HasAchiev('Let it snow')) failRate=0.6; failRate*=1/Game.dropRateMult(); if (Game.Has('Starsnow')) failRate*=0.95; if (Game.hasGod) { var godLvl=Game.hasGod('seasons'); if (godLvl==1) failRate*=0.9; else if (godLvl==2) failRate*=0.95; else if (godLvl==3) failRate*=0.97; } if (Math.random()>failRate)//christmas cookie drops { cookie=choose(['Christmas tree biscuits','Snowflake biscuits','Snowman biscuits','Holly biscuits','Candy cane biscuits','Bell biscuits','Present biscuits']); if (!Game.HasUnlocked(cookie) && !Game.Has(cookie)) { Game.Unlock(cookie); } else cookie=''; } var popup=''; if (Game.prefs.popups) Game.Popup('You found '+choose(['Dasher','Dancer','Prancer','Vixen','Comet','Cupid','Donner','Blitzen','Rudolph'])+'!
      The reindeer gives you '+Beautify(moni)+' cookies.'+(cookie==''?'':'
      You are also rewarded with '+cookie+'!')); else Game.Notify('You found '+choose(['Dasher','Dancer','Prancer','Vixen','Comet','Cupid','Donner','Blitzen','Rudolph'])+'!','The reindeer gives you '+Beautify(moni)+' cookies.'+(cookie==''?'':'
      You are also rewarded with '+cookie+'!'),[12,9],6); popup='
      +'+Beautify(moni)+' cookies!
      '; if (popup!='') Game.Popup(popup,Game.mouseX,Game.mouseY); //sparkle and kill the shimmer Game.SparkleAt(Game.mouseX,Game.mouseY); PlaySound('snd/jingleClick.mp3'); me.die(); }, missFunc:function(me) { }, spawnsOnTimer:true, spawnConditions:function() { if (Game.season=='christmas') return true; else return false; }, spawned:0, time:0, minTime:0, maxTime:0, getTimeMod:function(me,m) { if (Game.Has('Reindeer baking grounds')) m/=2; if (Game.Has('Starsnow')) m*=0.95; if (Game.hasGod) { var godLvl=Game.hasGod('seasons'); if (godLvl==1) m*=0.9; else if (godLvl==2) m*=0.95; else if (godLvl==3) m*=0.97; } m*=1/Game.eff('reindeerFreq'); if (Game.Has('Reindeer season')) m=0.01; return Math.ceil(Game.fps*60*m); }, getMinTime:function(me) { var m=3; return this.getTimeMod(me,m); }, getMaxTime:function(me) { var m=6; return this.getTimeMod(me,m); }, } }; Game.goldenCookieChoices=[ "Frenzy","frenzy", "Lucky","multiply cookies", "Ruin","ruin cookies", "Elder frenzy","blood frenzy", "Clot","clot", "Click frenzy","click frenzy", "Cursed finger","cursed finger", "Cookie chain","chain cookie", "Cookie storm","cookie storm", "Building special","building special", "Dragon Harvest","dragon harvest", "Dragonflight","dragonflight", "Sweet","free sugar lump", "Blab","blab" ]; Game.goldenCookieBuildingBuffs={ 'Cursor':['High-five','Slap to the face'], 'Grandma':['Congregation','Senility'], 'Farm':['Luxuriant harvest','Locusts'], 'Mine':['Ore vein','Cave-in'], 'Factory':['Oiled-up','Jammed machinery'], 'Bank':['Juicy profits','Recession'], 'Temple':['Fervent adoration','Crisis of faith'], 'Wizard tower':['Manabloom','Magivores'], 'Shipment':['Delicious lifeforms','Black holes'], 'Alchemy lab':['Breakthrough','Lab disaster'], 'Portal':['Righteous cataclysm','Dimensional calamity'], 'Time machine':['Golden ages','Time jam'], 'Antimatter condenser':['Extra cycles','Predictable tragedy'], 'Prism':['Solar flare','Eclipse'], 'Chancemaker':['Winning streak','Dry spell'], 'Fractal engine':['Macrocosm','Microcosm'], 'Javascript console':['Refactoring','Antipattern'], 'Idleverse':['Cosmic nursery','Big crunch'], }; /*===================================================================================== PARTICLES =======================================================================================*/ //generic particles (falling cookies etc) //only displayed on left section Game.particles=[]; Game.particlesN=50; for (var i=0;i=Game.fps*me.dur) { me.life=-1; } } } } Game.particleAdd=function(x,y,xd,yd,size,dur,z,pic,text) { //Game.particleAdd(pos X,pos Y,speed X,speed Y,size (multiplier),duration (seconds),layer,picture,text); //pick the first free (or the oldest) particle to replace it if (1 || Game.prefs.particles) { var highest=0; var highestI=0; for (var i=0;ihighest) { highest=Game.particles[i].life; highestI=i; } } var auto=0; if (x) auto=1; var i=highestI; var x=x||-64; if (Game.LeftBackground && !auto) x=Math.floor(Math.random()*Game.LeftBackground.canvas.width); var y=y||-64; var me=Game.particles[i]; me.life=0; me.x=x; me.y=y; me.xd=xd||0; me.yd=yd||0; me.size=size||1; me.z=z||0; me.dur=dur||2; me.r=Math.floor(Math.random()*360); me.picId=Math.floor(Math.random()*10000); if (!pic) { if (Game.season=='fools') pic='smallDollars.png'; else { var cookies=[[10,0]]; for (var i in Game.Upgrades) { var cookie=Game.Upgrades[i]; if (cookie.bought>0 && cookie.pool=='cookie') cookies.push(cookie.icon); } me.picPos=choose(cookies); if (Game.bakeryName.toLowerCase()=='ortiel' || Math.random()<1/10000) me.picPos=[17,5]; pic='icons.png'; } } else if (pic!=='string'){me.picPos=pic;pic='icons.png';} me.pic=pic||'smallCookies.png'; me.text=text||0; return me; } return {}; } Game.particlesDraw=function(z) { var ctx=Game.LeftBackground; ctx.fillStyle='#fff'; ctx.font='20px Merriweather'; ctx.textAlign='center'; for (var i=0;i
      '; } l('particles').innerHTML=str; Game.textParticlesUpdate=function() { for (var i in Game.textParticles) { var me=Game.textParticles[i]; if (me.life!=-1) { me.life++; if (me.life>=Game.fps*4) { var el=me.l; me.life=-1; el.style.opacity=0; el.style.display='none'; } } } } Game.textParticlesAdd=function(text,el,posX,posY) { //pick the first free (or the oldest) particle to replace it var highest=0; var highestI=0; for (var i in Game.textParticles) { if (Game.textParticles[i].life==-1) {highestI=i;break;} if (Game.textParticles[i].life>highest) { highest=Game.textParticles[i].life; highestI=i; } } var i=highestI; var noStack=0; if (typeof posX!=='undefined' && typeof posY!=='undefined') { x=posX; y=posY; noStack=1; } else { var x=(Math.random()-0.5)*40; var y=0;//+(Math.random()-0.5)*40; if (!el) { var rect=Game.bounds; var x=Math.floor((rect.left+rect.right)/2); var y=Math.floor((rect.bottom))-(Game.mobile*64); x+=(Math.random()-0.5)*40; y+=0;//(Math.random()-0.5)*40; } } if (!noStack) y-=Game.textParticlesY; x=Math.max(Game.bounds.left+200,x); x=Math.min(Game.bounds.right-200,x); y=Math.max(Game.bounds.top+32,y); var me=Game.textParticles[i]; if (!me.l) me.l=l('particle'+i); me.life=0; me.x=x; me.y=y; me.text=text; me.l.innerHTML=text; me.l.style.left=Math.floor(Game.textParticles[i].x-200)+'px'; me.l.style.bottom=Math.floor(-Game.textParticles[i].y)+'px'; for (var ii in Game.textParticles) {if (ii!=i) (Game.textParticles[ii].l||l('particle'+ii)).style.zIndex=100000000;} me.l.style.zIndex=100000001; me.l.style.display='block'; me.l.className='particle title'; void me.l.offsetWidth; me.l.className='particle title risingUpLinger'; if (!noStack) Game.textParticlesY+=60; } Game.popups=1; Game.Popup=function(text,x,y) { if (Game.popups) Game.textParticlesAdd(text,0,x,y); } //display sparkles at a set position Game.sparkles=l('sparkles'); Game.sparklesT=0; Game.sparklesFrames=16; Game.SparkleAt=function(x,y) { if (Game.blendModesOn) { Game.sparklesT=Game.sparklesFrames+1; Game.sparkles.style.backgroundPosition='0px 0px'; Game.sparkles.style.left=Math.floor(x-64)+'px'; Game.sparkles.style.top=Math.floor(y-64)+'px'; Game.sparkles.style.display='block'; } } Game.SparkleOn=function(el) { var rect=el.getBoundingClientRect(); Game.SparkleAt((rect.left+rect.right)/2,(rect.top+rect.bottom)/2-24); } /*===================================================================================== NOTIFICATIONS =======================================================================================*/ //maybe do all this mess with proper DOM instead of rewriting the innerHTML Game.Notes=[]; Game.NotesById=[]; Game.noteId=0; Game.noteL=l('notes'); Game.Note=function(title,desc,pic,quick) { this.title=title; this.desc=desc||''; this.pic=pic||''; this.id=Game.noteId; this.date=Date.now(); this.quick=quick||0; this.life=(this.quick||1)*Game.fps; this.l=0; this.height=0; Game.noteId++; Game.NotesById[this.id]=this; Game.Notes.unshift(this); if (Game.Notes.length>50) Game.Notes.pop(); //Game.Notes.push(this); //if (Game.Notes.length>50) Game.Notes.shift(); Game.UpdateNotes(); } Game.CloseNote=function(id) { var me=Game.NotesById[id]; Game.Notes.splice(Game.Notes.indexOf(me),1); //Game.NotesById.splice(Game.NotesById.indexOf(me),1); Game.NotesById[id]=null; Game.UpdateNotes(); } Game.CloseNotes=function() { Game.Notes=[]; Game.NotesById=[]; Game.UpdateNotes(); } Game.UpdateNotes=function() { var str=''; var remaining=Game.Notes.length; for (var i in Game.Notes) { if (i<5) { var me=Game.Notes[i]; var pic=''; if (me.pic!='') pic='
      '; str='
      x
      '+pic+'

      '+me.title+'

      '+(me.desc!=''?'
      '+me.desc+'
      ':'')+'
      '+str; remaining--; } } if (remaining>0) str='
      +'+remaining+' more notification'+(remaining==1?'':'s')+'.
      '+str; if (Game.Notes.length>1) { str+='
      x
      '; } Game.noteL.innerHTML=str; for (var i in Game.Notes) { me.l=0; if (i<5) { var me=Game.Notes[i]; me.l=l('note-'+me.id); } } } Game.NotesLogic=function() { for (var i in Game.Notes) { if (Game.Notes[i].quick>0) { var me=Game.Notes[i]; me.life--; if (me.life<=0) Game.CloseNote(me.id); } } } Game.NotesDraw=function() { for (var i in Game.Notes) { if (Game.Notes[i].quick>0) { var me=Game.Notes[i]; if (me.l) { if (me.life<10) { me.l.style.opacity=(me.life/10); } } } } } Game.Notify=function(title,desc,pic,quick,noLog) { if (Game.prefs.notifs) { quick=Math.min(6,quick); if (!quick) quick=6; } desc=replaceAll('==CLOSETHIS()==','Game.CloseNote('+Game.noteId+');',desc); if (Game.popups) new Game.Note(title,desc,pic,quick); if (!noLog) Game.AddToLog(''+title+' | '+desc); } /*===================================================================================== PROMPT =======================================================================================*/ Game.darkenL=l('darken'); AddEvent(Game.darkenL,'click',function(){Game.Click=0;Game.ClosePrompt();}); Game.promptL=l('promptContent'); Game.promptAnchorL=l('promptAnchor'); Game.promptWrapL=l('prompt'); Game.promptConfirm=''; Game.promptOn=0; Game.promptUpdateFunc=0; Game.UpdatePrompt=function() { if (Game.promptUpdateFunc) Game.promptUpdateFunc(); Game.promptAnchorL.style.top=Math.floor((Game.windowH-Game.promptWrapL.offsetHeight)/2-16)+'px'; } Game.Prompt=function(content,options,updateFunc,style) { if (updateFunc) Game.promptUpdateFunc=updateFunc; if (style) Game.promptWrapL.className='framed '+style; else Game.promptWrapL.className='framed'; var str=''; str+=content; var opts=''; for (var i in options) { if (options[i]=='br')//just a linebreak {opts+='
      ';} else { if (typeof options[i]=='string') options[i]=[options[i],'Game.ClosePrompt();']; options[i][1]=options[i][1].replace(/'/g,''').replace(/"/g,'"'); opts+=''+options[i][0]+''; } } Game.promptL.innerHTML=str+'
      '+opts+'
      '; Game.promptAnchorL.style.display='block'; Game.darkenL.style.display='block'; Game.promptL.focus(); Game.promptOn=1; Game.UpdatePrompt(); } Game.ClosePrompt=function() { Game.promptAnchorL.style.display='none'; Game.darkenL.style.display='none'; Game.promptOn=0; Game.promptUpdateFunc=0; } Game.ConfirmPrompt=function() { if (Game.promptOn && l('promptOption0') && l('promptOption0').style.display!='none') FireEvent(l('promptOption0'),'click'); } /*===================================================================================== MENUS =======================================================================================*/ Game.cssClasses=[]; Game.addClass=function(what) {if (Game.cssClasses.indexOf(what)==-1) Game.cssClasses.push(what);Game.updateClasses();} Game.removeClass=function(what) {var i=Game.cssClasses.indexOf(what);if(i!=-1) {Game.cssClasses.splice(i,1);}Game.updateClasses();} Game.updateClasses=function() {Game.l.className=Game.cssClasses.join(' ');} Game.WriteButton=function(prefName,button,on,off,callback,invert) { var invert=invert?1:0; if (!callback) callback=''; callback+='PlaySound(\'snd/tick.mp3\');'; return ''+(Game.prefs[prefName]?on:off)+''; } Game.Toggle=function(prefName,button,on,off,invert) { if (Game.prefs[prefName]) { l(button).innerHTML=off; Game.prefs[prefName]=0; } else { l(button).innerHTML=on; Game.prefs[prefName]=1; } l(button).className='option'+((Game.prefs[prefName]^invert)?'':' off'); } Game.ToggleFancy=function() { if (Game.prefs.fancy) Game.removeClass('noFancy'); else if (!Game.prefs.fancy) Game.addClass('noFancy'); } Game.ToggleFilters=function() { if (Game.prefs.filters) Game.removeClass('noFilters'); else if (!Game.prefs.filters) Game.addClass('noFilters'); } Game.ToggleExtraButtons=function() { if (!Game.prefs.extraButtons) Game.removeClass('extraButtons'); else if (Game.prefs.extraButtons) Game.addClass('extraButtons'); for (var i in Game.Objects) { Game.Objects[i].mute(0); } } Game.WriteSlider=function(slider,leftText,rightText,startValueFunction,callback) { if (!callback) callback=''; return '
      '+leftText+'
      '+rightText.replace('[$]',startValueFunction())+'
      '; } Game.onPanel='Left'; Game.addClass('focus'+Game.onPanel); Game.ShowPanel=function(what) { if (!what) what=''; if (Game.onPanel!=what) { Game.removeClass('focus'+Game.onPanel); Game.addClass('focus'+what); } Game.onPanel=what; } Game.onMenu=''; Game.ShowMenu=function(what) { if (!what || what=='') what=Game.onMenu; if (Game.onMenu=='' && what!='') Game.addClass('onMenu'); else if (Game.onMenu!='' && what!=Game.onMenu) Game.addClass('onMenu'); else if (what==Game.onMenu) {Game.removeClass('onMenu');what='';} //if (what=='log') l('donateBox').className='on'; else l('donateBox').className=''; Game.onMenu=what; l('prefsButton').className=(Game.onMenu=='prefs')?'button selected':'button'; l('statsButton').className=(Game.onMenu=='stats')?'button selected':'button'; l('logButton').className=(Game.onMenu=='log')?'button selected':'button'; if (Game.onMenu=='') PlaySound('snd/clickOff.mp3'); else PlaySound('snd/clickOn.mp3'); Game.UpdateMenu(); if (what=='') { for (var i in Game.Objects) { var me=Game.Objects[i]; if (me.minigame && me.minigame.onResize) me.minigame.onResize(); } } } Game.sayTime=function(time,detail) { //time is a value where one second is equal to Game.fps (30). //detail skips days when >1, hours when >2, minutes when >3 and seconds when >4. //if detail is -1, output something like "3 hours, 9 minutes, 48 seconds" if (time<=0) return ''; var str=''; var detail=detail||0; time=Math.floor(time); if (detail==-1) { //var months=0; var days=0; var hours=0; var minutes=0; var seconds=0; //if (time>=Game.fps*60*60*24*30) months=(Math.floor(time/(Game.fps*60*60*24*30))); if (time>=Game.fps*60*60*24) days=(Math.floor(time/(Game.fps*60*60*24))); if (time>=Game.fps*60*60) hours=(Math.floor(time/(Game.fps*60*60))); if (time>=Game.fps*60) minutes=(Math.floor(time/(Game.fps*60))); if (time>=Game.fps) seconds=(Math.floor(time/(Game.fps))); //days-=months*30; hours-=days*24; minutes-=hours*60+days*24*60; seconds-=minutes*60+hours*60*60+days*24*60*60; if (days>10) {hours=0;} if (days) {minutes=0;seconds=0;} if (hours) {seconds=0;} var bits=[]; //if (months>0) bits.push(Beautify(months)+' month'+(days==1?'':'s')); if (days>0) bits.push(Beautify(days)+' day'+(days==1?'':'s')); if (hours>0) bits.push(Beautify(hours)+' hour'+(hours==1?'':'s')); if (minutes>0) bits.push(Beautify(minutes)+' minute'+(minutes==1?'':'s')); if (seconds>0) bits.push(Beautify(seconds)+' second'+(seconds==1?'':'s')); if (bits.length==0) str='less than 1 second'; else str=bits.join(', '); } else { /*if (time>=Game.fps*60*60*24*30*2 && detail<1) str=Beautify(Math.floor(time/(Game.fps*60*60*24*30)))+' months'; else if (time>=Game.fps*60*60*24*30 && detail<1) str='1 month'; else */if (time>=Game.fps*60*60*24*2 && detail<2) str=Beautify(Math.floor(time/(Game.fps*60*60*24)))+' days'; else if (time>=Game.fps*60*60*24 && detail<2) str='1 day'; else if (time>=Game.fps*60*60*2 && detail<3) str=Beautify(Math.floor(time/(Game.fps*60*60)))+' hours'; else if (time>=Game.fps*60*60 && detail<3) str='1 hour'; else if (time>=Game.fps*60*2 && detail<4) str=Beautify(Math.floor(time/(Game.fps*60)))+' minutes'; else if (time>=Game.fps*60 && detail<4) str='1 minute'; else if (time>=Game.fps*2 && detail<5) str=Beautify(Math.floor(time/(Game.fps)))+' seconds'; else if (time>=Game.fps && detail<5) str='1 second'; else str='less than 1 second'; } return str; } Game.tinyCookie=function() { if (!Game.HasAchiev('Tiny cookie')) { return '
      '; } return ''; } Game.ClickTinyCookie=function(){if (!Game.HasAchiev('Tiny cookie')){PlaySound('snd/tick.mp3');Game.Win('Tiny cookie');}} Game.setVolume=function(what) { Game.volume=what; /*for (var i in Sounds) { Sounds[i].volume=Game.volume; }*/ } Game.UpdateMenu=function() { var str=''; if (Game.onMenu!='') { str+=''; //str+='
      X
      '; } if (Game.onMenu=='prefs') { str+='
      Options
      '+ '
      '+ '
      General
      '+ '
      Save
      '+ '
      Export saveImport save
      '+ '
      Save to fileLoad from file
      '+ '
      Wipe save
      '+ '
      Settings
      '+ '
      '+ Game.WriteSlider('volumeSlider','Volume','[$]%',function(){return Game.volume;},'Game.setVolume(Math.round(l(\'volumeSlider\').value));l(\'volumeSliderRightText\').innerHTML=Game.volume+\'%\';')+'
      '+ Game.WriteButton('fancy','fancyButton','Fancy graphics ON','Fancy graphics OFF','Game.ToggleFancy();')+'
      '+ Game.WriteButton('filters','filtersButton','CSS filters ON','CSS filters OFF','Game.ToggleFilters();')+'
      '+ Game.WriteButton('particles','particlesButton','Particles ON','Particles OFF')+'
      '+ Game.WriteButton('numbers','numbersButton','Numbers ON','Numbers OFF')+'
      '+ Game.WriteButton('milk','milkButton','Milk ON','Milk OFF')+'
      '+ Game.WriteButton('cursors','cursorsButton','Cursors ON','Cursors OFF')+'
      '+ Game.WriteButton('wobbly','wobblyButton','Wobbly cookie ON','Wobbly cookie OFF')+'
      '+ Game.WriteButton('cookiesound','cookiesoundButton','Alt cookie sound ON','Alt cookie sound OFF')+'
      '+ Game.WriteButton('crates','cratesButton','Icon crates ON','Icon crates OFF')+'
      '+ Game.WriteButton('monospace','monospaceButton','Alt font ON','Alt font OFF')+'
      '+ Game.WriteButton('format','formatButton','Short numbers OFF','Short numbers ON','BeautifyAll();Game.RefreshStore();Game.upgradesToRebuild=1;',1)+'
      '+ Game.WriteButton('notifs','notifsButton','Fast notes ON','Fast notes OFF')+'
      '+ //Game.WriteButton('autoupdate','autoupdateButton','Offline mode OFF','Offline mode ON',0,1)+'
      '+ Game.WriteButton('warn','warnButton','Closing warning ON','Closing warning OFF')+'
      '+ Game.WriteButton('focus','focusButton','Defocus OFF','Defocus ON',0,1)+'
      '+ Game.WriteButton('extraButtons','extraButtonsButton','Extra buttons ON','Extra buttons OFF','Game.ToggleExtraButtons();')+'
      '+ Game.WriteButton('askLumps','askLumpsButton','Lump confirmation ON','Lump confirmation OFF')+'
      '+ Game.WriteButton('customGrandmas','customGrandmasButton','Custom grandmas ON','Custom grandmas OFF')+'
      '+ Game.WriteButton('timeout','timeoutButton','Sleep mode timeout ON','Sleep mode timeout OFF')+'
      '+ '
      '+ //'
      '+Game.WriteButton('autosave','autosaveButton','Autosave ON','Autosave OFF')+'
      '+ '
      Check mod data
      '+ '
      '+ '
      ' ; } else if (Game.onMenu=='main') { str+= '
      This isn\'t really finished
      '+ ''+ ''+ ''+ ''+ ''; } else if (Game.onMenu=='log') { str+=replaceAll('[bakeryName]',Game.bakeryName,Game.updateLog); if (!Game.HasAchiev('Olden days')) str+='
      '; } else if (Game.onMenu=='stats') { var buildingsOwned=0; buildingsOwned=Game.BuildingsOwned; var upgrades=''; var cookieUpgrades=''; var hiddenUpgrades=''; var prestigeUpgrades=''; var upgradesTotal=0; var upgradesOwned=0; var prestigeUpgradesTotal=0; var prestigeUpgradesOwned=0; var list=[]; //sort the upgrades for (var i in Game.Upgrades){list.push(Game.Upgrades[i]);}//clone first var sortMap=function(a,b) { if (a.order>b.order) return 1; else if (a.orderb.order) return 1; else if (a.order0) achievementsTotal++; if (Game.CountsAsAchievementOwned(me.pool)) achievementsTotal++; var pool=me.pool; if (!achievements[pool]) achievements[pool]=''; achievements[pool]+=Game.crate(me,'stats'); if (me.won) { if (Game.CountsAsAchievementOwned(me.pool)) achievementsOwned++; else achievementsOwnedOther++; } } var achievementsStr=''; var pools={ 'dungeon':'Dungeon achievements (Not technically achievable yet.)', 'shadow':'Shadow achievements (These are feats that are either unfair or difficult to attain. They do not give milk.)' }; for (var i in achievements) { if (achievements[i]!='') { if (pools[i]) achievementsStr+='
      '+pools[i]+'
      '; achievementsStr+='
      '+achievements[i]+'
      '; } } var milkStr=''; for (var i=0;i=i) { var milk=Game.Milks[i]; milkStr+='

      '+milk.name+'

      ('+(i==0?'starter milk':('for '+Beautify(i*25)+' achievements'))+')
      ' ,'top')+' style="background:url(img/icons.png?v='+Game.version+') '+(-milk.icon[0]*48)+'px '+(-milk.icon[1]*48)+'px;margin:2px 0px;" class="trophy">
      '; } } milkStr+='
      '; var santaStr=''; var frames=15; if (Game.Has('A festive hat')) { for (var i=0;i<=Game.santaLevel;i++) { santaStr+='

      '+Game.santaLevels[i]+'

      ' ,'top')+' style="background:url(img/santa.png) '+(-i*48)+'px 0px;background-size:'+(frames*48)+'px 48px;" class="trophy">
      '; } santaStr+='
      '; } var dragonStr=''; var frames=9; var mainLevels=[0,4,8,23,24,25]; if (Game.Has('A crumbly egg')) { for (var i=0;i<=mainLevels.length;i++) { if (Game.dragonLevel>=mainLevels[i]) { var level=Game.dragonLevels[mainLevels[i]]; dragonStr+='
      '+level.name+'
      ' '

      '+level.name+'

      ' ,'top')+' style="background:url(img/dragon.png?v='+Game.version+') '+(-level.pic*48)+'px 0px;background-size:'+(frames*48)+'px 48px;" class="trophy">
      '; } } dragonStr+='
      '; } var ascensionModeStr=''; var icon=Game.ascensionModes[Game.ascensionMode].icon; if (Game.resets>0) ascensionModeStr=''+Game.ascensionModes[Game.ascensionMode].desc+'
      ' ,'top')+'>
      '+Game.ascensionModes[Game.ascensionMode].name+''; var milkName=Game.Milk.name; var researchStr=Game.sayTime(Game.researchT,-1); var pledgeStr=Game.sayTime(Game.pledgeT,-1); var wrathStr=''; if (Game.elderWrath==1) wrathStr='awoken'; else if (Game.elderWrath==2) wrathStr='displeased'; else if (Game.elderWrath==3) wrathStr='angered'; else if (Game.elderWrath==0 && Game.pledges>0) wrathStr='appeased'; var date=new Date(); date.setTime(Date.now()-Game.startDate); var timeInSeconds=date.getTime()/1000; var startDate=Game.sayTime(timeInSeconds*Game.fps,-1); date.setTime(Date.now()-Game.fullDate); var fullDate=Game.sayTime(date.getTime()/1000*Game.fps,-1); if (!Game.fullDate || !fullDate || fullDate.length<1) fullDate='a long while'; /*date.setTime(new Date().getTime()-Game.lastDate); var lastDate=Game.sayTime(date.getTime()/1000*Game.fps,2);*/ var heavenlyMult=Game.GetHeavenlyMultiplier(); var seasonStr=Game.sayTime(Game.seasonT,-1); str+='
      Statistics
      '+ '
      '+ '
      General
      '+ '
      Cookies in bank :
      '+Game.tinyCookie()+Beautify(Game.cookies)+'
      '+ '
      Cookies baked (this ascension) :
      '+Game.tinyCookie()+Beautify(Game.cookiesEarned)+'
      '+ '
      Cookies baked (all time) :
      '+Game.tinyCookie()+Beautify(Game.cookiesEarned+Game.cookiesReset)+'
      '+ (Game.cookiesReset>0?'
      Cookies forfeited by ascending :
      '+Game.tinyCookie()+Beautify(Game.cookiesReset)+'
      ':'')+ (Game.resets?('
      Legacy started : '+(fullDate==''?'just now':(fullDate+' ago'))+', with '+Beautify(Game.resets)+' ascension'+(Game.resets==1?'':'s')+'
      '):'')+ '
      Run started : '+(startDate==''?'just now':(startDate+' ago'))+'
      '+ '
      Buildings owned : '+Beautify(buildingsOwned)+'
      '+ '
      Cookies per second : '+Beautify(Game.cookiesPs,1)+' '+ '(multiplier : '+Beautify(Math.round(Game.globalCpsMult*100),1)+'%)'+ (Game.cpsSucked>0?' (withered : '+Beautify(Math.round(Game.cpsSucked*100),1)+'%)':'')+ '
      '+ '
      Raw cookies per second : '+Beautify(Game.cookiesPsRaw,1)+' '+ '(highest this ascension : '+Beautify(Game.cookiesPsRawHighest,1)+')'+ '
      '+ '
      Cookies per click : '+Beautify(Game.computedMouseCps,1)+'
      '+ '
      Cookie clicks : '+Beautify(Game.cookieClicks)+'
      '+ '
      Hand-made cookies : '+Beautify(Game.handmadeCookies)+'
      '+ '
      Golden cookie clicks : '+Beautify(Game.goldenClicksLocal)+' (all time : '+Beautify(Game.goldenClicks)+')
      '+//'
      '+ '
      Running version : '+Game.version+'
      '+ ((researchStr!='' || wrathStr!='' || pledgeStr!='' || santaStr!='' || dragonStr!='' || Game.season!='' || ascensionModeStr!='' || Game.canLumps())?( '
      '+ '
      Special
      '+ (ascensionModeStr!=''?'
      Challenge mode :'+ascensionModeStr+'
      ':'')+ (Game.season!=''?'
      Seasonal event : '+Game.seasons[Game.season].name+ (seasonStr!=''?' ('+seasonStr+' remaining)':'')+ '
      ':'')+ (Game.season=='fools'? '
      Money made from selling cookies : '+Beautify(Game.cookiesEarned*0.08,2)+' cookie dollars
      '+ (Game.Objects['Portal'].highest>0?'
      TV show seasons produced : '+Beautify(Math.floor((timeInSeconds/60/60)*(Game.Objects['Portal'].highest*0.13)+1))+'
      ':'') :'')+ (researchStr!=''?'
      Research : '+researchStr+' remaining
      ':'')+ (wrathStr!=''?'
      Grandmatriarchs status : '+wrathStr+'
      ':'')+ (pledgeStr!=''?'
      Pledge : '+pledgeStr+' remaining
      ':'')+ (Game.wrinklersPopped>0?'
      Wrinklers popped : '+Beautify(Game.wrinklersPopped)+'
      ':'')+ ((Game.canLumps() && Game.lumpsTotal>-1)?'
      Sugar lumps harvested :
      '+Beautify(Game.lumpsTotal)+'
      ':'')+ //(Game.cookiesSucked>0?'
      Withered : '+Beautify(Game.cookiesSucked)+' cookies
      ':'')+ (Game.reindeerClicked>0?'
      Reindeer found : '+Beautify(Game.reindeerClicked)+'
      ':'')+ (santaStr!=''?'
      Santa stages unlocked :
      '+santaStr+'
      ':'')+ (dragonStr!=''?'
      Dragon training :
      '+dragonStr+'
      ':'')+ '' ):'')+ ((Game.prestige>0 || prestigeUpgrades!='')?( '
      '+ '
      Prestige
      '+ '
      '+ '
      Prestige level : '+Beautify(Game.prestige)+' at '+Beautify(heavenlyMult*100,1)+'% of its potential (+'+Beautify(parseFloat(Game.prestige)*Game.heavenlyPower*heavenlyMult,1)+'% CpS)
      Heavenly chips : '+Beautify(Game.heavenlyChips)+'
      '+ '
      '+ (prestigeUpgrades!=''?( '
      Prestige upgrades unlocked : '+prestigeUpgradesOwned+'/'+prestigeUpgradesTotal+' ('+Math.floor((prestigeUpgradesOwned/prestigeUpgradesTotal)*100)+'%)
      '+ '
      '+prestigeUpgrades+'
      '):'')+ ''):'')+ '
      '+ '
      Upgrades
      '+ (hiddenUpgrades!=''?('
      Debug
      '+ '
      '+hiddenUpgrades+'
      '):'')+ '
      Upgrades unlocked : '+upgradesOwned+'/'+upgradesTotal+' ('+Math.floor((upgradesOwned/upgradesTotal)*100)+'%)
      '+ '
      '+upgrades+'
      '+ (cookieUpgrades!=''?('
      Cookies
      '+ '
      '+cookieUpgrades+'
      '):'')+ '
      '+ '
      Achievements
      '+ '
      Achievements unlocked : '+achievementsOwned+'/'+achievementsTotal+' ('+Math.floor((achievementsOwned/achievementsTotal)*100)+'%)'+(achievementsOwnedOther>0?(' (+'+achievementsOwnedOther+')'):'')+'
      '+ (Game.cookiesMultByType['kittens']>1?('
      Kitten multiplier : '+Beautify((Game.cookiesMultByType['kittens'])*100)+'%
      '):'')+ '
      Milk : '+milkName+'
      '+ (milkStr!=''?'
      Milk flavors unlocked :
      '+milkStr+'
      ':'')+ '
      (Milk is gained with each achievement. It can unlock unique upgrades over time.)
      '+ achievementsStr+ '
      '+ '
      ' ; } //str='
      '+str+'
      '; l('menu').innerHTML=str; /*AddEvent(l('selectionKeeper'),'mouseup',function(e){ console.log('selection:',window.getSelection()); });*/ } AddEvent(l('prefsButton'),'click',function(){Game.ShowMenu('prefs');}); AddEvent(l('statsButton'),'click',function(){Game.ShowMenu('stats');}); AddEvent(l('logButton'),'click',function(){Game.ShowMenu('log');}); AddEvent(l('legacyButton'),'click',function(){PlaySound('snd/tick.mp3');Game.Ascend();}); Game.ascendMeter=l('ascendMeter'); Game.ascendNumber=l('ascendNumber'); Game.lastPanel=''; if (Game.touchEvents) { AddEvent(l('focusLeft'),'touchend',function(){Game.ShowMenu('');Game.ShowPanel('Left');}); AddEvent(l('focusMiddle'),'touchend',function(){Game.ShowMenu('');Game.ShowPanel('Middle');}); AddEvent(l('focusRight'),'touchend',function(){Game.ShowMenu('');Game.ShowPanel('Right');}); AddEvent(l('focusMenu'),'touchend',function(){Game.ShowMenu('main');Game.ShowPanel('Menu');}); } else { AddEvent(l('focusLeft'),'click',function(){Game.ShowMenu('');Game.ShowPanel('Left');}); AddEvent(l('focusMiddle'),'click',function(){Game.ShowMenu('');Game.ShowPanel('Middle');}); AddEvent(l('focusRight'),'click',function(){Game.ShowMenu('');Game.ShowPanel('Right');}); AddEvent(l('focusMenu'),'click',function(){Game.ShowMenu('main');Game.ShowPanel('Menu');}); } //AddEvent(l('focusMenu'),'touchend',function(){if (Game.onPanel=='Menu' && Game.lastPanel!='') {Game.ShowMenu('main');Game.ShowPanel(Game.lastPanel);} else {Game.lastPanel=Game.onPanel;Game.ShowMenu('main');Game.ShowPanel('Menu');}}); /*===================================================================================== NEWS TICKER =======================================================================================*/ Game.Ticker=''; Game.TickerAge=0; Game.TickerEffect=0; Game.TickerN=0; Game.TickerClicks=0; Game.UpdateTicker=function() { Game.TickerAge--; if (Game.TickerAge<=0) Game.getNewTicker(); else if (Game.Ticker=='') Game.getNewTicker(true); } Game.getNewTicker=function(manual)//note : "manual" is true if the ticker was clicked, but may also be true on startup etc { var list=[]; if (Game.TickerN%2==0 || Game.cookiesEarned>=10100000000) { var animals=['newts','penguins','scorpions','axolotls','puffins','porpoises','blowfish','horses','crayfish','slugs','humpback whales','nurse sharks','giant squids','polar bears','fruit bats','frogs','sea squirts','velvet worms','mole rats','paramecia','nematodes','tardigrades','giraffes','monkfish','wolfmen','goblins','hippies']; if (Math.random()<0.75 || Game.cookiesEarned<10000) { if (Game.Objects['Grandma'].amount>0) list.push(choose([ 'Moist cookies.grandma', 'We\'re nice grandmas.grandma', 'Indentured servitude.grandma', 'Come give grandma a kiss.grandma', 'Why don\'t you visit more often?grandma', 'Call me...grandma' ])); if (Game.Objects['Grandma'].amount>=50) list.push(choose([ 'Absolutely disgusting.grandma', 'You make me sick.grandma', 'You disgust me.grandma', 'We rise.grandma', 'It begins.grandma', 'It\'ll all be over soon.grandma', 'You could have stopped it.grandma' ])); if (Game.HasAchiev('Just wrong') && Math.random()<0.4) list.push(choose([ 'News : cookie manufacturer downsizes, sells own grandmother!', 'It has betrayed us, the filthy little thing.grandma', 'It tried to get rid of us, the nasty little thing.grandma', 'It thought we would go away by selling us. How quaint.grandma', 'I can smell your rotten cookies.grandma' ])); if (Game.Objects['Grandma'].amount>=1 && Game.pledges>0 && Game.elderWrath==0) list.push(choose([ 'shrivelgrandma', 'writhegrandma', 'throbgrandma', 'gnawgrandma', 'We will rise again.grandma', 'A mere setback.grandma', 'We are not satiated.grandma', 'Too late.grandma' ])); if (Game.Objects['Farm'].amount>0) list.push(choose([ 'News : cookie farms suspected of employing undeclared elderly workforce!', 'News : cookie farms release harmful chocolate in our rivers, says scientist!', 'News : genetically-modified chocolate controversy strikes cookie farmers!', 'News : free-range farm cookies popular with today\'s hip youth, says specialist.', 'News : farm cookies deemed unfit for vegans, says nutritionist.' ])); if (Game.Objects['Mine'].amount>0) list.push(choose([ 'News : is our planet getting lighter? Experts examine the effects of intensive chocolate mining.', 'News : '+Math.floor(Math.random()*1000+2)+' miners trapped in collapsed chocolate mine!', 'News : chocolate mines found to cause earthquakes and sinkholes!', 'News : chocolate mine goes awry, floods village in chocolate!', 'News : depths of chocolate mines found to house "peculiar, chocolaty beings"!' ])); if (Game.Objects['Factory'].amount>0) list.push(choose([ 'News : cookie factories linked to global warming!', 'News : cookie factories involved in chocolate weather controversy!', 'News : cookie factories on strike, robotic minions employed to replace workforce!', 'News : cookie factories on strike - workers demand to stop being paid in cookies!', 'News : factory-made cookies linked to obesity, says study.' ])); if (Game.Objects['Bank'].amount>0) list.push(choose([ 'News : cookie loans on the rise as people can no longer afford them with regular money.', 'News : cookies slowly creeping up their way as a competitor to traditional currency!', 'News : most bakeries now fitted with ATMs to allow for easy cookie withdrawals and deposits.', 'News : cookie economy now strong enough to allow for massive vaults doubling as swimming pools!', 'News : "Tomorrow\'s wealthiest people will be calculated by their worth in cookies", predict specialists.' ])); if (Game.Objects['Temple'].amount>0) list.push(choose([ 'News : explorers bring back ancient artifact from abandoned temple; archeologists marvel at the centuries-old '+choose(['magic','carved','engraved','sculpted','royal','imperial','mummified','ritual','golden','silver','stone','cursed','plastic','bone','blood','holy','sacred','sacrificial','electronic','singing','tapdancing'])+' '+choose(['spoon','fork','pizza','washing machine','calculator','hat','piano','napkin','skeleton','gown','dagger','sword','shield','skull','emerald','bathtub','mask','rollerskates','litterbox','bait box','cube','sphere','fungus'])+'!', 'News : recently-discovered chocolate temples now sparking new cookie-related cult; thousands pray to Baker in the sky!', 'News : just how extensive is the cookie pantheon? Theologians speculate about possible '+choose(['god','goddess'])+' of '+choose([choose(animals),choose(['kazoos','web design','web browsers','kittens','atheism','handbrakes','hats','aglets','elevator music','idle games','the letter "P"','memes','hamburgers','bad puns','kerning','stand-up comedy','failed burglary attempts','clickbait','one weird tricks'])])+'.', 'News : theists of the world discover new cookie religion - "Oh boy, guess we were wrong all along!"', 'News : cookie heaven allegedly "sports elevator instead of stairway"; cookie hell "paved with flagstone, as good intentions make for poor building material".' ])); if (Game.Objects['Wizard tower'].amount>0) list.push(choose([ 'News : all '+choose([choose(animals),choose(['public restrooms','clouds','politicians','moustaches','hats','shoes','pants','clowns','encyclopedias','websites','potted plants','lemons','household items','bodily fluids','cutlery','national landmarks','yogurt','rap music','underwear'])])+' turned into '+choose([choose(animals),choose(['public restrooms','clouds','politicians','moustaches','hats','shoes','pants','clowns','encyclopedias','websites','potted plants','lemons','household items','bodily fluids','cutlery','national landmarks','yogurt','rap music','underwear'])])+' in freak magic catastrophe!', 'News : heavy dissent rages between the schools of '+choose(['water','fire','earth','air','lightning','acid','song','battle','peace','pencil','internet','space','time','brain','nature','techno','plant','bug','ice','poison','crab','kitten','dolphin','bird','punch','fart'])+' magic and '+choose(['water','fire','earth','air','lightning','acid','song','battle','peace','pencil','internet','space','time','brain','nature','techno','plant','bug','ice','poison','crab','kitten','dolphin','bird','punch','fart'])+' magic!', 'News : get your new charms and curses at the yearly National Spellcrafting Fair! Exclusive prices on runes and spellbooks.', 'News : cookie wizards deny involvement in shockingly ugly newborn - infant is "honestly grody-looking, but natural", say doctors.', 'News : "Any sufficiently crude magic is indistinguishable from technology", claims renowned technowizard.' ])); if (Game.Objects['Shipment'].amount>0) list.push(choose([ 'News : new chocolate planet found, becomes target of cookie-trading spaceships!', 'News : massive chocolate planet found with 99.8% certified pure dark chocolate core!', 'News : space tourism booming as distant planets attract more bored millionaires!', 'News : chocolate-based organisms found on distant planet!', 'News : ancient baking artifacts found on distant planet; "terrifying implications", experts say.' ])); if (Game.Objects['Alchemy lab'].amount>0) list.push(choose([ 'News : national gold reserves dwindle as more and more of the precious mineral is turned to cookies!', 'News : chocolate jewelry found fashionable, gold and diamonds "just a fad", says specialist.', 'News : silver found to also be transmutable into white chocolate!', 'News : defective alchemy lab shut down, found to convert cookies to useless gold.', 'News : alchemy-made cookies shunned by purists!' ])); if (Game.Objects['Portal'].amount>0) list.push(choose([ 'News : nation worried as more and more unsettling creatures emerge from dimensional portals!', 'News : dimensional portals involved in city-engulfing disaster!', 'News : tourism to cookieverse popular with bored teenagers! Casualty rate as high as 73%!', 'News : cookieverse portals suspected to cause fast aging and obsession with baking, says study.', 'News : "do not settle near portals," says specialist; "your children will become strange and corrupted inside."' ])); if (Game.Objects['Time machine'].amount>0) list.push(choose([ 'News : time machines involved in history-rewriting scandal! Or are they?', 'News : time machines used in unlawful time tourism!', 'News : cookies brought back from the past "unfit for human consumption", says historian.', 'News : various historical figures inexplicably replaced with talking lumps of dough!', 'News : "I have seen the future," says time machine operator, "and I do not wish to go there again."' ])); if (Game.Objects['Antimatter condenser'].amount>0) list.push(choose([ 'News : whole town seemingly swallowed by antimatter-induced black hole; more reliable sources affirm town "never really existed"!', 'News : "explain to me again why we need particle accelerators to bake cookies?" asks misguided local woman.', 'News : first antimatter condenser successfully turned on, doesn\'t rip apart reality!', 'News : researchers conclude that what the cookie industry needs, first and foremost, is "more magnets".', 'News : "unravelling the fabric of reality just makes these cookies so much tastier", claims scientist.' ])); if (Game.Objects['Prism'].amount>0) list.push(choose([ 'News : new cookie-producing prisms linked to outbreak of rainbow-related viral videos.', 'News : scientists warn against systematically turning light into matter - "One day, we\'ll end up with all matter and no light!"', 'News : cookies now being baked at the literal speed of light thanks to new prismatic contraptions.', 'News : "Can\'t you sense the prism watching us?", rambles insane local man. "No idea what he\'s talking about", shrugs cookie magnate/government official.', 'News : world citizens advised "not to worry" about frequent atmospheric flashes.', ])); if (Game.Objects['Chancemaker'].amount>0) list.push(choose([ 'News : strange statistical anomalies continue as weather forecast proves accurate an unprecedented 3 days in a row!', 'News : local casino ruined as all gamblers somehow hit a week-long winning streak! "We might still be okay", says owner before being hit by lightning 47 times.', 'News : neighboring nation somehow elects president with sensible policies in freak accident of random chance!', 'News : million-to-one event sees gritty movie reboot turning out better than the original! "We have no idea how this happened", say movie execs.', 'News : all scratching tickets printed as winners, prompting national economy to crash and, against all odds, recover overnight.', ])); if (Game.Objects['Fractal engine'].amount>0) list.push(choose([ 'News : local man "done with Cookie Clicker", finds the constant self-references "grating and on-the-nose".', 'News : local man sails around the world to find himself - right where he left it.', 'News : local guru claims "there\'s a little bit of ourselves in everyone", under investigation for alleged cannibalism.', 'News : news writer finds herself daydreaming about new career. Or at least a raise.', 'News : polls find idea of cookies made of cookies "acceptable" - "at least we finally know what\'s in them", says interviewed citizen.', ])); if (Game.Objects['Javascript console'].amount>0) list.push(choose([ 'News : strange fad has parents giving their newborns names such as Emma.js or Liam.js. At least one Baby.js reported.', 'News : coding is hip! More and more teenagers turn to technical fields like programming, ensuring a future robot apocalypse and the doom of all mankind.', 'News : developers unsure what to call their new javascript libraries as all combinations of any 3 dictionary words have already been taken.', 'News : nation holds breath as nested ifs about to hatch.', 'News : clueless copywriter forgets to escape a quote, ends news line prematurely; last words reported to be "Huh, why isn', ])); if (Game.Objects['Idleverse'].amount>0) list.push(choose([ 'News : is another you living out their dreams in an alternate universe? Probably, you lazy bum!', 'News : public recoils at the notion of a cosmos made of infinite idle games. "I kinda hoped there\'d be more to it", says distraught citizen.', 'News : with an infinity of parallel universes, people turn to reassuring alternate dimensions, which only number "in the high 50s".', 'News : "I find solace in the knowledge that at least some of my alternate selves are probably doing fine out there", says citizen\'s last remaining exemplar in the multiverse.', 'News : comic book writers point to actual multiverse in defense of dubious plot points. "See? I told you it wasn\'t \'hackneyed and contrived\'!"' ])); if (Game.season=='halloween' && Game.cookiesEarned>=1000) list.push(choose([ 'News : strange twisting creatures amass around cookie factories, nibble at assembly lines.', 'News : ominous wrinkly monsters take massive bites out of cookie production; "this can\'t be hygienic", worries worker.', 'News : pagan rituals on the rise as children around the world dress up in strange costumes and blackmail homeowners for candy.', 'News : new-age terrorism strikes suburbs as houses find themselves covered in eggs and toilet paper.', 'News : children around the world "lost and confused" as any and all Halloween treats have been replaced by cookies.' ])); if (Game.season=='christmas' && Game.cookiesEarned>=1000) list.push(choose([ 'News : bearded maniac spotted speeding on flying sleigh! Investigation pending.', 'News : Santa Claus announces new brand of breakfast treats to compete with cookie-flavored cereals! "They\'re ho-ho-horrible!" says Santa.', 'News : "You mean he just gives stuff away for free?!", concerned moms ask. "Personally, I don\'t trust his beard."', 'News : obese jolly lunatic still on the loose, warn officials. "Keep your kids safe and board up your chimneys. We mean it."', 'News : children shocked as they discover Santa Claus isn\'t just their dad in a costume after all!
      "I\'m reassessing my life right now", confides Laura, aged 6.', 'News : mysterious festive entity with quantum powers still wrecking havoc with army of reindeer, officials say.', 'News : elves on strike at toy factory! "We will not be accepting reindeer chow as payment anymore. And stop calling us elves!"', 'News : elves protest around the nation; wee little folks in silly little outfits spread mayhem, destruction; rabid reindeer running rampant through streets.', 'News : scholars debate regarding the plural of reindeer(s) in the midst of elven world war.', 'News : elves "unrelated to gnomes despite small stature and merry disposition", find scientists.', 'News : elves sabotage radioactive frosting factory, turn hundreds blind in vicinity - "Who in their right mind would do such a thing?" laments outraged mayor.', 'News : drama unfolds at North Pole as rumors crop up around Rudolph\'s red nose; "I may have an addiction or two", admits reindeer.' ])); if (Game.season=='valentines' && Game.cookiesEarned>=1000) list.push(choose([ 'News : organ-shaped confectioneries being traded in schools all over the world; gruesome practice undergoing investigation.', 'News : heart-shaped candies overtaking sweets business, offering competition to cookie empire. "It\'s the economy, cupid!"', 'News : love\'s in the air, according to weather specialists. Face masks now offered in every city to stunt airborne infection.', 'News : marrying a cookie - deranged practice, or glimpse of the future?', 'News : boyfriend dumped after offering his lover cookies for Valentine\'s Day, reports say. "They were off-brand", shrugs ex-girlfriend.' ])); if (Game.season=='easter' && Game.cookiesEarned>=1000) list.push(choose([ 'News : long-eared critters with fuzzy tails invade suburbs, spread terror and chocolate!', 'News : eggs have begun to materialize in the most unexpected places; "no place is safe", warn experts.', 'News : packs of rampaging rabbits cause billions in property damage; new strain of myxomatosis being developed.', 'News : egg-laying rabbits "not quite from this dimension", warns biologist; advises against petting, feeding, or cooking the creatures.', 'News : mysterious rabbits found to be egg-layers, but mammalian, hinting at possible platypus ancestry.' ])); } if (Math.random()<0.05) { if (Game.HasAchiev('Base 10')) list.push('News : cookie manufacturer completely forgoes common sense, lets strange obsession with round numbers drive building decisions!'); if (Game.HasAchiev('From scratch')) list.push('News : follow the tear-jerking, riches-to-rags story about a local cookie manufacturer who decided to give it all up!'); if (Game.HasAchiev('A world filled with cookies')) list.push('News : known universe now jammed with cookies! No vacancies!'); if (Game.HasAchiev('Last Chance to See')) list.push('News : incredibly rare albino wrinkler on the brink of extinction poached by cookie-crazed pastry magnate!'); if (Game.Has('Serendipity')) list.push('News : local cookie manufacturer becomes luckiest being alive!'); if (Game.Has('Season switcher')) list.push('News : seasons are all out of whack! "We need to get some whack back into them seasons", says local resident.'); if (Game.Has('Kitten helpers')) list.push('News : faint meowing heard around local cookie facilities; suggests new ingredient being tested.'); if (Game.Has('Kitten workers')) list.push('News : crowds of meowing kittens with little hard hats reported near local cookie facilities.'); if (Game.Has('Kitten engineers')) list.push('News : surroundings of local cookie facilities now overrun with kittens in adorable little suits. Authorities advise to stay away from the premises.'); if (Game.Has('Kitten overseers')) list.push('News : locals report troupe of bossy kittens meowing adorable orders at passersby.'); if (Game.Has('Kitten managers')) list.push('News : local office cubicles invaded with armies of stern-looking kittens asking employees "what\'s happening, meow".'); if (Game.Has('Kitten accountants')) list.push('News : tiny felines show sudden and amazing proficiency with fuzzy mathematics and pawlinomials, baffling scientists and pet store owners.'); if (Game.Has('Kitten specialists')) list.push('News : new kitten college opening next week, offers courses on cookie-making and catnip studies.'); if (Game.Has('Kitten experts')) list.push('News : unemployment rates soaring as woefully adorable little cats nab jobs on all levels of expertise, says study.'); if (Game.Has('Kitten consultants')) list.push('News : "In the future, your job will most likely be done by a cat", predicts suspiciously furry futurologist.'); if (Game.Has('Kitten assistants to the regional manager')) list.push('News : strange kittens with peculiar opinions on martial arts spotted loitering on local beet farms!'); if (Game.Has('Kitten marketeers')) list.push('News : nonsensical billboards crop up all over countryside, trying to sell people the cookies they already get for free!'); if (Game.Has('Kitten analysts')) list.push('News : are your spending habits sensible? For a hefty fee, these analysts will tell you!'); if (Game.Has('Kitten executives')) list.push('News : kittens strutting around in hot little business suits shouting cut-throat orders at their assistants, possibly the cutest thing this reporter has ever seen!'); if (Game.Has('Kitten angels')) list.push('News : "Try to ignore any ghostly felines that may be purring inside your ears," warn scientists. "They\'ll just lure you into making poor life choices."'); if (Game.Has('Kitten wages')) list.push('News : kittens break glass ceiling! Do they have any idea how expensive those are!'); if (Game.HasAchiev('Jellicles')) list.push('News : local kittens involved in misguided musical production, leave audience perturbed and unnerved.'); } if (Game.HasAchiev('Dude, sweet') && Math.random()<0.2) list.push(choose([ 'News : major sugar-smuggling ring dismantled by authorities; '+Math.floor(Math.random()*30+3)+' tons of sugar lumps seized, '+Math.floor(Math.random()*48+2)+' suspects apprehended.', 'News : authorities warn tourists not to buy bootleg sugar lumps from street peddlers - "You think you\'re getting a sweet deal, but what you\'re being sold is really just ordinary cocaine", says agent.', 'News : pro-diabetes movement protests against sugar-shaming. "I\'ve eaten nothing but sugar lumps for the past '+Math.floor(Math.random()*10+4)+' years and I\'m feeling great!", says woman with friable skin.', 'News : experts in bitter disagreement over whether sugar consumption turns children sluggish or hyperactive.', 'News : fishermen deplore upturn in fish tooth decay as sugar lumps-hauling cargo sinks into the ocean.', 'News : rare black sugar lump that captivated millions in unprecedented auction revealed to be common toxic fungus.', 'News : "Back in my day, sugar lumps were these little cubes you\'d put in your tea, not those fist-sized monstrosities people eat for lunch", whines curmudgeon with failing memory.', 'News : sugar lump-snacking fad sweeps the nation; dentists everywhere rejoice.' ])); if (Math.random()<0.001)//apologies to Will Wright { list.push( 'You have been chosen. They will come soon.', 'They\'re coming soon. Maybe you should think twice about opening the door.', 'The end is near. Make preparations.', 'News : broccoli tops for moms, last for kids; dads indifferent.', 'News : middle age a hoax, declares study; turns out to be bad posture after all.', 'News : kitties want answers in possible Kitty Kibble shortage.' ); } if (Game.cookiesEarned>=10000) list.push( 'News : '+choose([ 'cookies found to '+choose(['increase lifespan','sensibly increase intelligence','reverse aging','decrease hair loss','prevent arthritis','cure blindness'])+' in '+choose(animals)+'!', 'cookies found to make '+choose(animals)+' '+choose(['more docile','more handsome','nicer','less hungry','more pragmatic','tastier'])+'!', 'cookies tested on '+choose(animals)+', found to have no ill effects.', 'cookies unexpectedly popular among '+choose(animals)+'!', 'unsightly lumps found on '+choose(animals)+' near cookie facility; "they\'ve pretty much always looked like that", say biologists.', 'new species of '+choose(animals)+' discovered in distant country; "yup, tastes like cookies", says biologist.', 'cookies go well with '+choose([choose(['roasted','toasted','boiled','sauteed','minced'])+' '+choose(animals),choose(['sushi','soup','carpaccio','steak','nuggets'])+' made from '+choose(animals)])+', says controversial chef.', '"do your cookies contain '+choose(animals)+'?", asks PSA warning against counterfeit cookies.', 'doctors recommend twice-daily consumption of fresh cookies.', 'doctors warn against chocolate chip-snorting teen fad.', 'doctors advise against new cookie-free fad diet.', 'doctors warn mothers about the dangers of "home-made cookies".' ]), 'News : "'+choose([ 'I\'m all about cookies', 'I just can\'t stop eating cookies. I think I seriously need help', 'I guess I have a cookie problem', 'I\'m not addicted to cookies. That\'s just speculation by fans with too much free time', 'my upcoming album contains 3 songs about cookies', 'I\'ve had dreams about cookies 3 nights in a row now. I\'m a bit worried honestly', 'accusations of cookie abuse are only vile slander', 'cookies really helped me when I was feeling low', 'cookies are the secret behind my perfect skin', 'cookies helped me stay sane while filming my upcoming movie', 'cookies helped me stay thin and healthy', 'I\'ll say one word, just one : cookies', 'alright, I\'ll say it - I\'ve never eaten a single cookie in my life' ])+'", reveals celebrity.', choose([ 'News : scientist predicts imminent cookie-related "end of the world"; becomes joke among peers.', 'News : man robs bank, buys cookies.', 'News : scientists establish that the deal with airline food is, in fact, a critical lack of cookies.', 'News : hundreds of tons of cookies dumped into starving country from airplanes; thousands dead, nation grateful.', 'News : new study suggests cookies neither speed up nor slow down aging, but instead "take you in a different direction".', 'News : overgrown cookies found in fishing nets, raise questions about hormone baking.', 'News : "all-you-can-eat" cookie restaurant opens in big city; waiters trampled in minutes.', 'News : man dies in cookie-eating contest; "a less-than-impressive performance", says judge.', 'News : what makes cookies taste so right? "Probably all the [*****] they put in them", says anonymous tipper.', 'News : man found allergic to cookies; "what a weirdo", says family.', 'News : foreign politician involved in cookie-smuggling scandal.', 'News : cookies now more popular than '+choose(['cough drops','broccoli','smoked herring','cheese','video games','stable jobs','relationships','time travel','cat videos','tango','fashion','television','nuclear warfare','whatever it is we ate before','politics','oxygen','lamps'])+', says study.', 'News : obesity epidemic strikes nation; experts blame '+choose(['twerking','that darn rap music','video-games','lack of cookies','mysterious ghostly entities','aliens','parents','schools','comic-books','cookie-snorting fad'])+'.', 'News : cookie shortage strikes town, people forced to eat cupcakes; "just not the same", concedes mayor.', 'News : "you gotta admit, all this cookie stuff is a bit ominous", says confused idiot.', //'News : scientists advise getting used to cookies suffusing every aspect of life; "this is the new normal", expert says.', //'News : doctors advise against wearing face masks when going outside. "You never know when you might need a cookie... a mask would just get in the way."',//these were written back when covid hadn't really done much damage yet but they just feel in poor taste now 'News : is there life on Mars? Various chocolate bar manufacturers currently under investigation for bacterial contaminants.', 'News : "so I guess that\'s a thing now", scientist comments on cookie particles now present in virtually all steel manufactured since cookie production ramped up worldwide.', 'News : trace amounts of cookie particles detected in most living creatures, some of which adapting them as part of new and exotic metabolic processes.', ]), choose([ 'News : movie cancelled from lack of actors; "everybody\'s at home eating cookies", laments director.', 'News : comedian forced to cancel cookie routine due to unrelated indigestion.', 'News : new cookie-based religion sweeps the nation.', 'News : fossil records show cookie-based organisms prevalent during Cambrian explosion, scientists say.', 'News : mysterious illegal cookies seized; "tastes terrible", says police.', 'News : man found dead after ingesting cookie; investigators favor "mafia snitch" hypothesis.', 'News : "the universe pretty much loops on itself," suggests researcher; "it\'s cookies all the way down."', 'News : minor cookie-related incident turns whole town to ashes; neighboring cities asked to chip in for reconstruction.', 'News : is our media controlled by the cookie industry? This could very well be the case, says crackpot conspiracy theorist.', 'News : '+choose(['cookie-flavored popcorn pretty damn popular; "we kinda expected that", say scientists.','cookie-flavored cereals break all known cereal-related records','cookies popular among all age groups, including fetuses, says study.','cookie-flavored popcorn sales exploded during screening of Grandmothers II : The Moistening.']), 'News : all-cookie restaurant opening downtown. Dishes such as braised cookies, cookie thermidor, and for dessert : crepes.', 'News : "Ook", says interviewed orangutan.', 'News : cookies could be the key to '+choose(['eternal life','infinite riches','eternal youth','eternal beauty','curing baldness','world peace','solving world hunger','ending all wars world-wide','making contact with extraterrestrial life','mind-reading','better living','better eating','more interesting TV shows','faster-than-light travel','quantum baking','chocolaty goodness','gooder thoughtness'])+', say scientists.', 'News : flavor text '+choose(['not particularly flavorful','kind of unsavory'])+', study finds.', ]), choose([ 'News : what do golden cookies taste like? Study reveals a flavor "somewhere between spearmint and liquorice".', 'News : what do wrath cookies taste like? Study reveals a flavor "somewhere between blood sausage and seawater".', 'News : '+Game.bakeryName+'-brand cookies "'+choose(['much less soggy','much tastier','relatively less crappy','marginally less awful','less toxic','possibly more edible','more fashionable','slightly nicer','trendier','arguably healthier','objectively better choice','slightly less terrible','decidedly cookier','a tad cheaper'])+' than competitors", says consumer survey.', 'News : "'+Game.bakeryName+'" set to be this year\'s most popular baby name.', 'News : new popularity survey says '+Game.bakeryName+'\'s the word when it comes to cookies.', 'News : major city being renamed '+Game.bakeryName+'ville after world-famous cookie manufacturer.', 'News : '+choose(['street','school','nursing home','stadium','new fast food chain','new planet','new disease','flesh-eating bacteria','deadly virus','new species of '+choose(animals),'new law','baby','programming language'])+' to be named after '+Game.bakeryName+', the world-famous cookie manufacturer.', 'News : don\'t miss tonight\'s biopic on '+Game.bakeryName+'\'s irresistible rise to success!', 'News : don\'t miss tonight\'s interview of '+Game.bakeryName+' by '+choose(['Bloprah','Blavid Bletterman','Blimmy Blimmel','Blellen Blegeneres','Blimmy Blallon','Blonan Blo\'Brien','Blay Bleno','Blon Blewart','Bleven Blolbert','Lord Toxikhron of dimension 7-B19',Game.bakeryName+'\'s own evil clone'])+'!', 'News : people all over the internet still scratching their heads over nonsensical reference : "Okay, but why an egg?"', 'News : viral video "Too Many Cookies" could be "a grim commentary on the impending crisis our world is about to face", says famous economist.', 'News : "memes from last year somehow still relevant", deplore experts.', 'News : cookie emoji most popular among teenagers, far ahead of "judgemental OK hand sign" and "shifty-looking dark moon", says study.', ]), choose([ 'News : births of suspiciously bald babies on the rise; ancient alien cabal denies involvement.', 'News : "at this point, cookies permeate the economy", says economist. "If we start eating anything else, we\'re all dead."', 'News : pun in headline infuriates town, causes riot. 21 wounded, 5 dead; mayor still missing.', 'Nws : ky btwn W and R brokn, plas snd nw typwritr ASAP.', 'Neeeeews : "neeeew EEEEEE keeeeey working fineeeeeeeee", reeeports gleeeeeeeeful journalist.', 'News : cookies now illegal in some backwards country nobody cares about. Political tensions rising; war soon, hopefully.', 'News : irate radio host rambles about pixelated icons. "None of the cookies are aligned! Can\'t anyone else see it? I feel like I\'m taking crazy pills!"', 'News : nation cheers as legislators finally outlaw '+choose(['cookie criticism','playing other games than Cookie Clicker','pineapple on pizza','lack of cheerfulness','mosquitoes','broccoli','the human spleen','bad weather','clickbait','dabbing','the internet','memes','millenials'])+'!', 'News : '+choose(['local','area'])+' '+choose(['man','woman'])+' goes on journey of introspection, finds cookies : "I honestly don\'t know what I was expecting."', 'News : '+choose(['man','woman'])+' wakes up from coma, '+choose(['tries cookie for the first time, dies.','regrets it instantly.','wonders "why everything is cookies now".','babbles incoherently about some supposed "non-cookie food" we used to eat.','cites cookies as main motivator.','asks for cookies.']), 'News : pet '+choose(animals)+', dangerous fad or juicy new market?', 'News : person typing these wouldn\'t mind someone else breaking the news to THEM, for a change.', 'News : "average person bakes '+Beautify(Math.ceil(Game.cookiesEarned/7300000000))+' cookie'+(Math.ceil(Game.cookiesEarned/7300000000)==1?'':'s')+' a year" factoid actually just statistical error; '+Game.bakeryName+', who has produced '+Beautify(Game.cookiesEarned)+' cookies in their lifetime, is an outlier and should not have been counted.' ]) ); } if (list.length==0) { if (Game.cookiesEarned<5) list.push('You feel like making cookies. But nobody wants to eat your cookies.'); else if (Game.cookiesEarned<50) list.push('Your first batch goes to the trash. The neighborhood raccoon barely touches it.'); else if (Game.cookiesEarned<100) list.push('Your family accepts to try some of your cookies.'); else if (Game.cookiesEarned<500) list.push('Your cookies are popular in the neighborhood.'); else if (Game.cookiesEarned<1000) list.push('People are starting to talk about your cookies.'); else if (Game.cookiesEarned<5000) list.push('Your cookies are talked about for miles around.'); else if (Game.cookiesEarned<10000) list.push('Your cookies are renowned in the whole town!'); else if (Game.cookiesEarned<50000) list.push('Your cookies bring all the boys to the yard.'); else if (Game.cookiesEarned<100000) list.push('Your cookies now have their own website!'); else if (Game.cookiesEarned<500000) list.push('Your cookies are worth a lot of money.'); else if (Game.cookiesEarned<1000000) list.push('Your cookies sell very well in distant countries.'); else if (Game.cookiesEarned<5000000) list.push('People come from very far away to get a taste of your cookies.'); else if (Game.cookiesEarned<10000000) list.push('Kings and queens from all over the world are enjoying your cookies.'); else if (Game.cookiesEarned<50000000) list.push('There are now museums dedicated to your cookies.'); else if (Game.cookiesEarned<100000000) list.push('A national day has been created in honor of your cookies.'); else if (Game.cookiesEarned<500000000) list.push('Your cookies have been named a part of the world wonders.'); else if (Game.cookiesEarned<1000000000) list.push('History books now include a whole chapter about your cookies.'); else if (Game.cookiesEarned<5000000000) list.push('Your cookies have been placed under government surveillance.'); else if (Game.cookiesEarned<10000000000) list.push('The whole planet is enjoying your cookies!'); else if (Game.cookiesEarned<50000000000) list.push('Strange creatures from neighboring planets wish to try your cookies.'); else if (Game.cookiesEarned<100000000000) list.push('Elder gods from the whole cosmos have awoken to taste your cookies.'); else if (Game.cookiesEarned<500000000000) list.push('Beings from other dimensions lapse into existence just to get a taste of your cookies.'); else if (Game.cookiesEarned<1000000000000) list.push('Your cookies have achieved sentience.'); else if (Game.cookiesEarned<5000000000000) list.push('The universe has now turned into cookie dough, to the molecular level.'); else if (Game.cookiesEarned<10000000000000) list.push('Your cookies are rewriting the fundamental laws of the universe.'); else if (Game.cookiesEarned<10000000000000) list.push('A local news station runs a 10-minute segment about your cookies. Success!
      (you win a cookie)'); else if (Game.cookiesEarned<10100000000000) list.push('it\'s time to stop playing');//only show this for 100 millions (it's funny for a moment) } //if (Game.elderWrath>0 && (Game.pledges==0 || Math.random()<0.2)) if (Game.elderWrath>0 && (((Game.pledges==0 && Game.resets==0) && Math.random()<0.5) || Math.random()<0.05)) { list=[]; if (Game.elderWrath==1) list.push(choose([ 'News : millions of old ladies reported missing!', 'News : processions of old ladies sighted around cookie facilities!', 'News : families around the continent report agitated, transfixed grandmothers!', 'News : doctors swarmed by cases of old women with glassy eyes and a foamy mouth!', 'News : nurses report "strange scent of cookie dough" around female elderly patients!' ])); if (Game.elderWrath==2) list.push(choose([ 'News : town in disarray as strange old ladies break into homes to abduct infants and baking utensils!', 'News : sightings of old ladies with glowing eyes terrify local population!', 'News : retirement homes report "female residents slowly congealing in their seats"!', 'News : whole continent undergoing mass exodus of old ladies!', 'News : old women freeze in place in streets, ooze warm sugary syrup!' ])); if (Game.elderWrath==3) list.push(choose([ 'News : large "flesh highways" scar continent, stretch between various cookie facilities!', 'News : wrinkled "flesh tendrils" visible from space!', 'News : remains of "old ladies" found frozen in the middle of growing fleshy structures!', 'News : all hope lost as writhing mass of flesh and dough engulfs whole city!', 'News : nightmare continues as wrinkled acres of flesh expand at alarming speeds!' ])); } if (Game.season=='fools') { list=[]; if (Game.cookiesEarned>=1000) list.push(choose([ 'Your office chair is really comfortable.', 'Business meetings are such a joy!', 'You\'ve spent the whole day '+choose(['signing contracts','filling out forms','touching base with the team','examining exciting new prospects','playing with your desk toys','getting new nameplates done','attending seminars','videoconferencing','hiring dynamic young executives','meeting new investors','playing minigolf in your office'])+'!', 'The word of the day is : '+choose(['viral','search engine optimization','blags and wobsites','social networks','web 3.0','logistics','leveraging','branding','proactive','synergizing','market research','demographics','pie charts','blogular','blogulacious','blogastic','authenticity','electronic mail','cellular phones','rap music','cookies, I guess'])+'.', 'Profit\'s in the air!' ])); if (Game.cookiesEarned>=1000 && Math.random()<0.1) list.push(choose([ 'If you could get some more cookies baked, that\'d be great.', 'So. About those TPS reports.', 'Another day in paradise!', 'Working hard, or hardly working?' ])); if (Game.TickerN%2==0 || Game.cookiesEarned>=10100000000) { if (Game.Objects['Grandma'].amount>0) list.push(choose([ 'Your rolling pins are rolling and pinning!', 'Production is steady!' ])); if (Game.Objects['Grandma'].amount>0) list.push(choose([ 'Your ovens are diligently baking more and more cookies.', 'Your ovens burn a whole batch. Ah well! Still good.' ])); if (Game.Objects['Farm'].amount>0) list.push(choose([ 'Scores of cookies come out of your kitchens.', 'Today, new recruits are joining your kitchens!' ])); if (Game.Objects['Factory'].amount>0) list.push(choose([ 'Your factories are producing an unending stream of baked goods.', 'Your factory workers decide to go on strike!', 'It\'s safety inspection day in your factories.' ])); if (Game.Objects['Mine'].amount>0) list.push(choose([ 'Your secret recipes are kept safely inside a giant underground vault.', 'Your chefs are working on new secret recipes!' ])); if (Game.Objects['Shipment'].amount>0) list.push(choose([ 'Your supermarkets are bustling with happy, hungry customers.', 'Your supermarkets are full of cookie merch!' ])); if (Game.Objects['Alchemy lab'].amount>0) list.push(choose([ 'It\'s a new trading day at the stock exchange, and traders can\'t get enough of your shares!', 'Your stock is doubling in value by the minute!' ])); if (Game.Objects['Portal'].amount>0) list.push(choose([ 'You just released a new TV show episode!', 'Your cookie-themed TV show is being adapted into a new movie!' ])); if (Game.Objects['Time machine'].amount>0) list.push(choose([ 'Your theme parks are doing well - puddles of vomit and roller-coaster casualties are being swept under the rug!', 'Visitors are stuffing themselves with cookies before riding your roller-coasters. You might want to hire more clean-up crews.' ])); if (Game.Objects['Antimatter condenser'].amount>0) list.push(choose([ 'Cookiecoin is officially the most mined digital currency in the history of mankind!', 'Cookiecoin piracy is rampant!' ])); if (Game.Objects['Prism'].amount>0) list.push(choose([ 'Your corporate nations just gained a new parliament!', 'You\'ve just annexed a new nation!', 'A new nation joins the grand cookie conglomerate!' ])); if (Game.Objects['Chancemaker'].amount>0) list.push(choose([ 'Your intergalactic federation of cookie-sponsored planets reports record-breaking profits!', 'Billions of unwashed aliens are pleased to join your workforce as you annex their planet!', 'New toll opened on interstellar highway, funnelling more profits into the cookie economy!' ])); if (Game.Objects['Fractal engine'].amount>0) list.push(choose([ 'Your cookie-based political party is doing fantastic in the polls!', 'New pro-cookie law passes without a hitch thanks to your firm grasp of the political ecosystem!', 'Your appointed senators are overturning cookie bans left and right!' ])); if (Game.Objects['Javascript console'].amount>0) list.push(choose([ 'Cookies are now one of the defining aspects of mankind! Congratulations!', 'Time travelers report that this era will later come to be known, thanks to you, as the cookie millennium!', 'Cookies now deeply rooted in human culture, likely puzzling future historians!' ])); if (Game.Objects['Idleverse'].amount>0) list.push(choose([ 'Public aghast as all remaining aspects of their lives overtaken by universal cookie industry!', 'Every single product currently sold in the observable universe can be traced back to your company! And that\'s a good thing.', 'Antitrust laws let out a helpless whimper before being engulfed by your sprawling empire!' ])); } if (Game.cookiesEarned<5) list.push('Such a grand day to begin a new business.'); else if (Game.cookiesEarned<50) list.push('You\'re baking up a storm!'); else if (Game.cookiesEarned<100) list.push('You are confident that one day, your cookie company will be the greatest on the market!'); else if (Game.cookiesEarned<1000) list.push('Business is picking up!'); else if (Game.cookiesEarned<5000) list.push('You\'re making sales left and right!'); else if (Game.cookiesEarned<20000) list.push('Everyone wants to buy your cookies!'); else if (Game.cookiesEarned<50000) list.push('You are now spending most of your day signing contracts!'); else if (Game.cookiesEarned<500000) list.push('You\'ve been elected "business tycoon of the year"!'); else if (Game.cookiesEarned<1000000) list.push('Your cookies are a worldwide sensation! Well done, old chap!'); else if (Game.cookiesEarned<5000000) list.push('Your brand has made its way into popular culture. Children recite your slogans and adults reminisce them fondly!'); else if (Game.cookiesEarned<1000000000) list.push('A business day like any other. It\'s good to be at the top!'); else if (Game.cookiesEarned<10100000000) list.push('You look back at your career. It\'s been a fascinating journey, building your baking empire from the ground up.');//only show this for 100 millions } for (var i=0;iGame.fps*10 && Game.Has('Fortune cookies') && Math.random()<(Game.HasAchiev('O Fortuna')?0.04:0.02)) { var fortunes=[]; for (var i in Game.Tiers['fortune'].upgrades) { var it=Game.Tiers['fortune'].upgrades[i]; if (!Game.HasUnlocked(it.name)) fortunes.push(it); } if (!Game.fortuneGC) fortunes.push('fortuneGC'); if (!Game.fortuneCPS) fortunes.push('fortuneCPS'); if (fortunes.length>0) { list=[]; var me=choose(fortunes); Game.TickerEffect={type:'fortune',sub:me}; Math.seedrandom(Game.seed+'-fortune'); if (me=='fortuneGC') me='Today is your lucky day!';/*
      Click here for a golden cookie.';*/ else if (me=='fortuneCPS') me='Your lucky numbers are : '+Math.floor(Math.random()*100)+' '+Math.floor(Math.random()*100)+' '+Math.floor(Math.random()*100)+' '+Math.floor(Math.random()*100)/*+'
      Click here to gain one hour of your CpS.'*/; else { me=me.name.substring(me.name.indexOf('#'))+' : '+me.baseDesc.substring(me.baseDesc.indexOf('')+3); me=me.substring(0,me.length-4); } me='
      '+me+'
      '; Math.seedrandom(); list=[me]; } } Game.TickerAge=Game.fps*10; Game.Ticker=choose(list); Game.AddToLog(Game.Ticker); Game.TickerN++; Game.TickerDraw(); } Game.tickerL=l('commentsText'); Game.tickerBelowL=l('commentsTextBelow'); Game.tickerCompactL=l('compactCommentsText'); Game.TickerDraw=function() { var str=''; if (Game.Ticker!='') str=Game.Ticker; Game.tickerBelowL.innerHTML=Game.tickerL.innerHTML; Game.tickerL.innerHTML=str; Game.tickerCompactL.innerHTML=str; Game.tickerBelowL.className='commentsText'; void Game.tickerBelowL.offsetWidth; Game.tickerBelowL.className='commentsText risingAway'; Game.tickerL.className='commentsText'; void Game.tickerL.offsetWidth; Game.tickerL.className='commentsText risingUp'; } AddEvent(Game.tickerL,'click',function(event){ Game.Ticker=''; Game.TickerClicks++; if (Game.TickerClicks==50) {Game.Win('Tabloid addiction');} if (Game.TickerEffect && Game.TickerEffect.type=='fortune') { PlaySound('snd/fortune.mp3',1); Game.SparkleAt(Game.mouseX,Game.mouseY); var effect=Game.TickerEffect.sub; if (effect=='fortuneGC') { Game.Notify('Fortune!','A golden cookie has appeared.',[10,32]); Game.fortuneGC=1; var newShimmer=new Game.shimmer('golden',{noWrath:true}); } else if (effect=='fortuneCPS') { Game.Notify('Fortune!','You gain one hour of your CpS (capped at double your bank).',[10,32]); Game.fortuneCPS=1; Game.Earn(Math.min(Game.cookiesPs*60*60,Game.cookies)); } else { Game.Notify(effect.name,'You\'ve unlocked a new upgrade.',effect.icon); effect.unlock(); } } Game.TickerEffect=0; }); Game.Log=[]; Game.AddToLog=function(what) { Game.Log.unshift(what); if (Game.Log.length>100) Game.Log.pop(); } Game.vanilla=1; /*===================================================================================== BUILDINGS =======================================================================================*/ Game.last=0; Game.storeToRefresh=1; Game.priceIncrease=1.15; Game.buyBulk=1; Game.buyMode=1;//1 for buy, -1 for sell Game.buyBulkOld=Game.buyBulk;//used to undo changes from holding Shift or Ctrl Game.buyBulkShortcut=0;//are we pressing Shift or Ctrl? Game.Objects={}; Game.ObjectsById=[]; Game.ObjectsN=0; Game.BuildingsOwned=0; Game.Object=function(name,commonName,desc,icon,iconColumn,art,price,cps,buyFunction) { this.id=Game.ObjectsN; this.name=name; this.displayName=this.name; commonName=commonName.split('|'); this.single=commonName[0]; this.plural=commonName[1]; this.actionName=commonName[2]; this.extraName=commonName[3]; this.extraPlural=commonName[4]; this.desc=desc; this.basePrice=price; this.price=this.basePrice; this.bulkPrice=this.price; this.cps=cps; this.baseCps=this.cps; this.mouseOn=false; this.mousePos=[-100,-100]; this.productionAchievs=[]; this.n=this.id; if (this.n!=0) { //new automated price and CpS curves //this.baseCps=Math.ceil(((this.n*0.5)*Math.pow(this.n*1,this.n*0.9))*10)/10; //this.baseCps=Math.ceil((Math.pow(this.n*1,this.n*0.5+2.35))*10)/10;//by a fortunate coincidence, this gives the 3rd, 4th and 5th buildings a CpS of 10, 69 and 420 this.baseCps=Math.ceil((Math.pow(this.n*1,this.n*0.5+2))*10)/10;//0.45 used to be 0.5 //this.baseCps=Math.ceil((Math.pow(this.n*1,this.n*0.45+2.10))*10)/10; //clamp 14,467,199 to 14,000,000 (there's probably a more elegant way to do that) var digits=Math.pow(10,(Math.ceil(Math.log(Math.ceil(this.baseCps))/Math.LN10)))/100; this.baseCps=Math.round(this.baseCps/digits)*digits; this.basePrice=(this.n*1+9+(this.n<5?0:Math.pow(this.n-5,1.75)*5))*Math.pow(10,this.n)*(Math.max(1,this.n-14)); //this.basePrice=(this.n*2.5+7.5)*Math.pow(10,this.n); var digits=Math.pow(10,(Math.ceil(Math.log(Math.ceil(this.basePrice))/Math.LN10)))/100; this.basePrice=Math.round(this.basePrice/digits)*digits; if (this.id>=16) this.basePrice*=10; if (this.id>=17) this.basePrice*=10; if (this.id>=18) this.basePrice*=10; if (this.id>=19) this.basePrice*=10; this.price=this.basePrice; this.bulkPrice=this.price; } this.totalCookies=0; this.storedCps=0; this.storedTotalCps=0; this.icon=icon; this.iconColumn=iconColumn; this.art=art; if (art.base) {art.pic=art.base+'.png';art.bg=art.base+'Background.png';} this.buyFunction=buyFunction; this.locked=1; this.level=0; this.vanilla=Game.vanilla; this.tieredUpgrades=[]; this.tieredAchievs=[]; this.synergies=[]; this.fortune=0; this.amount=0; this.bought=0; this.highest=0; this.free=0; this.eachFrame=0; this.minigameUrl=0;//if this is defined, load the specified script if the building's level is at least 1 this.minigameName=0; this.onMinigame=false; this.minigameLoaded=false; this.switchMinigame=function(on)//change whether we're on the building's minigame { if (!Game.isMinigameReady(this)) on=false; if (on==-1) on=!this.onMinigame; this.onMinigame=on; if (this.id!=0) { if (this.onMinigame) { l('row'+this.id).classList.add('onMinigame'); //l('rowSpecial'+this.id).style.display='block'; //l('rowCanvas'+this.id).style.display='none'; if (this.minigame.onResize) this.minigame.onResize(); } else { l('row'+this.id).classList.remove('onMinigame'); //l('rowSpecial'+this.id).style.display='none'; //l('rowCanvas'+this.id).style.display='block'; } } this.refresh(); } this.getPrice=function(n) { var price=this.basePrice*Math.pow(Game.priceIncrease,Math.max(0,this.amount-this.free)); price=Game.modifyBuildingPrice(this,price); return Math.ceil(price); } this.getSumPrice=function(amount)//return how much it would cost to buy [amount] more of this building { var price=0; for (var i=Math.max(0,this.amount);i=price) { bought++; moni+=price; Game.Spend(price); this.amount++; this.bought++; price=this.getPrice(); this.price=price; if (this.buyFunction) this.buyFunction(); Game.recalculateGains=1; if (this.amount==1 && this.id!=0) l('row'+this.id).classList.add('enabled'); this.highest=Math.max(this.highest,this.amount); Game.BuildingsOwned++; success=1; } } if (success) {PlaySound('snd/buy'+choose([1,2,3,4])+'.mp3',0.75);this.refresh();} //if (moni>0 && amount>1) Game.Notify(this.name,'Bought '+bought+' for '+Beautify(moni)+' cookies','',2); } this.sell=function(amount,bypass) { var success=0; var moni=0; var sold=0; if (amount==-1) amount=this.amount; if (!amount) amount=Game.buyBulk; for (var i=0;i0) { sold++; moni+=price; Game.cookies+=price; Game.cookiesEarned=Math.max(Game.cookies,Game.cookiesEarned);//this is to avoid players getting the cheater achievement when selling buildings that have a higher price than they used to this.amount--; price=this.getPrice(); this.price=price; if (this.sellFunction) this.sellFunction(); Game.recalculateGains=1; if (this.amount==0 && this.id!=0) l('row'+this.id).classList.remove('enabled'); Game.BuildingsOwned--; success=1; } } if (success && Game.hasGod) { var godLvl=Game.hasGod('ruin'); var old=Game.hasBuff('Devastation'); if (old) { if (godLvl==1) old.multClick+=sold*0.01; else if (godLvl==2) old.multClick+=sold*0.005; else if (godLvl==3) old.multClick+=sold*0.0025; } else { if (godLvl==1) Game.gainBuff('devastation',10,1+sold*0.01); else if (godLvl==2) Game.gainBuff('devastation',10,1+sold*0.005); else if (godLvl==3) Game.gainBuff('devastation',10,1+sold*0.0025); } } if (success && Game.shimmerTypes['golden'].n<=0 && Game.auraMult('Dragon Orbs')>0) { var highestBuilding=0; for (var i in Game.Objects) {if (Game.Objects[i].amount>0) highestBuilding=Game.Objects[i];} if (highestBuilding==this && Math.random()0) Game.Notify(this.name,'Sold '+sold+' for '+Beautify(moni)+' cookies','',2); } this.sacrifice=function(amount)//sell without getting back any money { var success=0; //var moni=0; var sold=0; if (amount==-1) amount=this.amount; if (!amount) amount=1; for (var i=0;i0) { sold++; //moni+=price; //Game.cookies+=price; //Game.cookiesEarned=Math.max(Game.cookies,Game.cookiesEarned); this.amount--; price=this.getPrice(); this.price=price; if (this.sellFunction) this.sellFunction(); Game.recalculateGains=1; if (this.amount==0 && this.id!=0) l('row'+this.id).classList.remove('enabled'); Game.BuildingsOwned--; success=1; } } if (success) {this.refresh();} //if (moni>0) Game.Notify(this.name,'Sold '+sold+' for '+Beautify(moni)+' cookies','',2); } this.buyFree=function(amount)//unlike getFree, this still increases the price { for (var i=0;i=price) { this.amount++; this.bought++; this.price=this.getPrice(); Game.recalculateGains=1; if (this.amount==1 && this.id!=0) l('row'+this.id).classList.add('enabled'); this.highest=Math.max(this.highest,this.amount); Game.BuildingsOwned++; } } this.refresh(); } this.getFree=function(amount)//get X of this building for free, with the price behaving as if you still didn't have them { this.amount+=amount; this.bought+=amount; this.free+=amount; this.highest=Math.max(this.highest,this.amount); Game.BuildingsOwned+=amount; this.highest=Math.max(this.highest,this.amount); this.refresh(); } this.getFreeRanks=function(amount)//this building's price behaves as if you had X less of it { this.free+=amount; this.refresh(); } this.tooltip=function() { var me=this; var desc=me.desc; var name=me.name; if (Game.season=='fools') { if (!Game.foolObjects[me.name]) { name=Game.foolObjects['Unknown'].name; desc=Game.foolObjects['Unknown'].desc; } else { name=Game.foolObjects[me.name].name; desc=Game.foolObjects[me.name].desc; } } var icon=[me.iconColumn,0]; if (me.locked) { name='???'; desc=''; icon=[0,7]; } //if (l('rowInfo'+me.id) && Game.drawT%10==0) l('rowInfoContent'+me.id).innerHTML='• '+me.amount+' '+(me.amount==1?me.single:me.plural)+'
      • producing '+Beautify(me.storedTotalCps,1)+' '+(me.storedTotalCps==1?'cookie':'cookies')+' per second
      • total : '+Beautify(me.totalCookies)+' '+(Math.floor(me.totalCookies)==1?'cookie':'cookies')+' '+me.actionName; var canBuy=false; var price=me.bulkPrice; if ((Game.buyMode==1 && Game.cookies>=price) || (Game.buyMode==-1 && me.amount>0)) canBuy=true; var synergiesStr=''; //note : might not be entirely accurate, math may need checking if (me.amount>0) { var synergiesWith={}; var synergyBoost=0; if (me.name=='Grandma') { for (var i in Game.GrandmaSynergies) { if (Game.Has(Game.GrandmaSynergies[i])) { var other=Game.Upgrades[Game.GrandmaSynergies[i]].buildingTie; var mult=me.amount*0.01*(1/(other.id-1)); var boost=(other.storedTotalCps*Game.globalCpsMult)-(other.storedTotalCps*Game.globalCpsMult)/(1+mult); synergyBoost+=boost; if (!synergiesWith[other.plural]) synergiesWith[other.plural]=0; synergiesWith[other.plural]+=mult; } } } else if (me.name=='Portal' && Game.Has('Elder Pact')) { var other=Game.Objects['Grandma']; var boost=(me.amount*0.05*other.amount)*Game.globalCpsMult; synergyBoost+=boost; if (!synergiesWith[other.plural]) synergiesWith[other.plural]=0; synergiesWith[other.plural]+=boost/(other.storedTotalCps*Game.globalCpsMult); } for (var i in me.synergies) { var it=me.synergies[i]; if (Game.Has(it.name)) { var weight=0.05; var other=it.buildingTie1; if (me==it.buildingTie1) {weight=0.001;other=it.buildingTie2;} var boost=(other.storedTotalCps*Game.globalCpsMult)-(other.storedTotalCps*Game.globalCpsMult)/(1+me.amount*weight); synergyBoost+=boost; if (!synergiesWith[other.plural]) synergiesWith[other.plural]=0; synergiesWith[other.plural]+=me.amount*weight; //synergiesStr+='Synergy with '+other.name+'; we boost it by '+Beautify((me.amount*weight)*100,1)+'%, producing '+Beautify(boost)+' CpS. My synergy boost is now '+Beautify((synergyBoost/Game.cookiesPs)*100,1)+'%.
      '; } } if (synergyBoost>0) { for (var i in synergiesWith) { if (synergiesStr!='') synergiesStr+=', '; synergiesStr+=i+' +'+Beautify(synergiesWith[i]*100,1)+'%'; } //synergiesStr='...along with '+Beautify(synergyBoost,1)+' cookies through synergies with other buildings ('+synergiesStr+'; '+Beautify((synergyBoost/Game.cookiesPs)*100,1)+'% of total CpS)'; //synergiesStr='...also boosting some other buildings, accounting for '+Beautify(synergyBoost,1)+' cookies per second (a combined '+Beautify((synergyBoost/Game.cookiesPs)*100,1)+'% of total CpS) : '+synergiesStr+''; synergiesStr='...also boosting some other buildings : '+synergiesStr+' - all combined, these boosts account for '+Beautify(synergyBoost,1)+' cookies per second ('+Beautify((synergyBoost/Game.cookiesPs)*100,1)+'% of total CpS)'; } } return '
      '+Beautify(Math.round(price))+''+Game.costDetails(price)+'
      '+name+'
      '+'[owned : '+me.amount+']'+(me.free>0?' [free : '+me.free+'!]':'')+ '
      '+desc+'
      '+ (me.totalCookies>0?( '
      '+ (me.amount>0?'• each '+me.single+' produces '+Beautify((me.storedTotalCps/me.amount)*Game.globalCpsMult,1)+' '+((me.storedTotalCps/me.amount)*Game.globalCpsMult==1?'cookie':'cookies')+' per second
      ':'')+ '• '+me.amount+' '+(me.amount==1?me.single:me.plural)+' producing '+Beautify(me.storedTotalCps*Game.globalCpsMult,1)+' '+(me.storedTotalCps*Game.globalCpsMult==1?'cookie':'cookies')+' per second ('+Beautify(Game.cookiesPs>0?((me.amount>0?((me.storedTotalCps*Game.globalCpsMult)/Game.cookiesPs):0)*100):0,1)+'% of total CpS)
      '+ (synergiesStr?('• '+synergiesStr+'
      '):'')+ '• '+Beautify(me.totalCookies)+' '+(Math.floor(me.totalCookies)==1?'cookie':'cookies')+' '+me.actionName+' so far
      ' ):'')+ '
      '; } this.levelTooltip=function() { var me=this; return '
      Level '+Beautify(me.level)+' '+me.plural+'
      '+(me.level==1?me.extraName:me.extraPlural).replace('[X]',Beautify(me.level))+' granting +'+Beautify(me.level)+'% '+me.name+' CpS.
      Click to level up for '+Beautify(me.level+1)+' sugar lump'+(me.level==0?'':'s')+'.'+((me.level==0 && me.minigameUrl)?'
      Levelling up this building unlocks a minigame.':'')+'
      '; } /*this.levelUp=function() { var me=this; if (Game.lumps=10 && me.levelAchiev10) Game.Win(me.levelAchiev10.name); PlaySound('snd/upgrade.mp3',0.6); Game.LoadMinigames(); me.refresh(); if (l('productLevel'+me.id)){var rect=l('productLevel'+me.id).getBoundingClientRect();Game.SparkleAt((rect.left+rect.right)/2,(rect.top+rect.bottom)/2-24);} Game.recalculateGains=1; if (me.minigame && me.minigame.onLevel) me.minigame.onLevel(me.level); }*/ this.levelUp=function(me){ return function(){Game.spendLump(me.level+1,'level up your '+me.plural,function() { me.level+=1; if (me.level>=10 && me.levelAchiev10) Game.Win(me.levelAchiev10.name); PlaySound('snd/upgrade.mp3',0.6); Game.LoadMinigames(); me.refresh(); if (l('productLevel'+me.id)){var rect=l('productLevel'+me.id).getBoundingClientRect();Game.SparkleAt((rect.left+rect.right)/2,(rect.top+rect.bottom)/2-24);} if (me.minigame && me.minigame.onLevel) me.minigame.onLevel(me.level); })();}; }(this); this.refresh=function()//show/hide the building display based on its amount, and redraw it { this.price=this.getPrice(); if (Game.buyMode==1) this.bulkPrice=this.getSumPrice(Game.buyBulk); else if (Game.buyMode==-1 && Game.buyBulk==-1) this.bulkPrice=this.getReverseSumPrice(1000); else if (Game.buyMode==-1) this.bulkPrice=this.getReverseSumPrice(Game.buyBulk); this.rebuild(); if (this.amount==0 && this.id!=0) l('row'+this.id).classList.remove('enabled'); else if (this.amount>0 && this.id!=0) l('row'+this.id).classList.add('enabled'); if (this.muted>0 && this.id!=0) {l('row'+this.id).classList.add('muted');l('mutedProduct'+this.id).style.display='inline-block';} else if (this.id!=0) {l('row'+this.id).classList.remove('muted');l('mutedProduct'+this.id).style.display='none';} //if (!this.onMinigame && !this.muted) {} //else this.pics=[]; } this.rebuild=function() { var me=this; //var classes='product'; var price=me.bulkPrice; /*if (Game.cookiesEarned>=me.basePrice || me.bought>0) {classes+=' unlocked';me.locked=0;} else {classes+=' locked';me.locked=1;} if (Game.cookies>=price) classes+=' enabled'; else classes+=' disabled'; if (me.l.className.indexOf('toggledOff')!=-1) classes+=' toggledOff'; */ var icon=[0,me.icon]; var iconOff=[1,me.icon]; if (me.iconFunc) icon=me.iconFunc(); var desc=me.desc; var name=me.name; var displayName=me.displayName; if (Game.season=='fools') { if (!Game.foolObjects[me.name]) { icon=[2,0]; iconOff=[3,0]; name=Game.foolObjects['Unknown'].name; desc=Game.foolObjects['Unknown'].desc; } else { icon=[2,me.icon]; iconOff=[3,me.icon]; name=Game.foolObjects[me.name].name; desc=Game.foolObjects[me.name].desc; } displayName=name; if (name.length>16) displayName=''+name+''; } icon=[icon[0]*64,icon[1]*64]; iconOff=[iconOff[0]*64,iconOff[1]*64]; //me.l.className=classes; //l('productIcon'+me.id).style.backgroundImage='url(img/'+icon+')'; l('productIcon'+me.id).style.backgroundPosition='-'+icon[0]+'px -'+icon[1]+'px'; //l('productIconOff'+me.id).style.backgroundImage='url(img/'+iconOff+')'; l('productIconOff'+me.id).style.backgroundPosition='-'+iconOff[0]+'px -'+iconOff[1]+'px'; l('productName'+me.id).innerHTML=displayName; l('productOwned'+me.id).textContent=me.amount?me.amount:''; l('productPrice'+me.id).textContent=Beautify(Math.round(price)); l('productPriceMult'+me.id).textContent=(Game.buyBulk>1)?('x'+Game.buyBulk+' '):''; l('productLevel'+me.id).textContent='lvl '+Beautify(me.level); if (Game.isMinigameReady(me) && Game.ascensionMode!=1) { l('productMinigameButton'+me.id).style.display='block'; if (!me.onMinigame) l('productMinigameButton'+me.id).textContent='View '+me.minigameName; else l('productMinigameButton'+me.id).textContent='Close '+me.minigameName; } else l('productMinigameButton'+me.id).style.display='none'; } this.muted=false; this.mute=function(val) { if (this.id==0) return false; this.muted=val; if (val) {l('productMute'+this.id).classList.add('on');l('row'+this.id).classList.add('muted');l('mutedProduct'+this.id).style.display='inline-block';} else {l('productMute'+this.id).classList.remove('on');l('row'+this.id).classList.remove('muted');l('mutedProduct'+this.id).style.display='none';} }; this.draw=function(){}; if (this.id==0) { var str='
      '; str+='
      '; str+='
      '; str+='
      '; l('sectionLeftExtra').innerHTML=l('sectionLeftExtra').innerHTML+str; } else { var str='
      '; str+='
      '; str+='
      '; str+='
      '; str+='
      Mute
      (Minimize this building)
      ','this')+' onclick="Game.ObjectsById['+this.id+'].mute(1);PlaySound(Game.ObjectsById['+this.id+'].muted?\'snd/clickOff.mp3\':\'snd/clickOn.mp3\');" id="productMute'+this.id+'">Mute
      '; str+='
      '; str+=''; str+='
      '; str+='
      '; l('rows').innerHTML=l('rows').innerHTML+str; //building canvas this.pics=[]; this.toResize=true; this.redraw=function() { var me=this; me.pics=[]; } this.draw=function() { if (this.amount<=0) return false; if (this.toResize) { this.canvas.width=this.canvas.clientWidth; this.canvas.height=this.canvas.clientHeight; this.toResize=false; } var ctx=this.ctx; //clear //ctx.clearRect(0,0,this.canvas.width,this.canvas.height); ctx.globalAlpha=1; //pic : a loaded picture or a function returning a loaded picture //bg : a loaded picture or a function returning a loaded picture - tiled as the background, 128x128 //xV : the pictures will have a random horizontal shift by this many pixels //yV : the pictures will have a random vertical shift by this many pixels //w : how many pixels between each picture (or row of pictures) //x : horizontal offset //y : vertical offset (+32) //rows : if >1, arrange the pictures in rows containing this many pictures //frames : if present, slice the pic in [frames] horizontal slices and pick one at random var pic=this.art.pic; var bg=this.art.bg; var xV=this.art.xV||0; var yV=this.art.yV||0; var w=this.art.w||48; var h=this.art.h||48; var offX=this.art.x||0; var offY=this.art.y||0; var rows=this.art.rows||1; var frames=this.art.frames||1; if (typeof(bg)=='string') ctx.fillPattern(Pic(this.art.bg),0,0,this.canvas.width,this.canvas.height,128,128); else bg(this,ctx); /* ctx.globalAlpha=0.5; if (typeof(bg)=='string')//test { ctx.fillPattern(Pic(this.art.bg),-128+Game.T%128,0,this.canvas.width+128,this.canvas.height,128,128); ctx.fillPattern(Pic(this.art.bg),-128+Math.floor(Game.T/2)%128,-128+Math.floor(Game.T/2)%128,this.canvas.width+128,this.canvas.height+128,128,128); } ctx.globalAlpha=1; */ var maxI=Math.floor(this.canvas.width/(w/rows)+1); var iT=Math.min(this.amount,maxI); var i=this.pics.length; var x=0; var y=0; var added=0; if (i!=iT) { //for (var iter=0;iter<3;iter++) //{ while (i1) frame=Math.floor(Math.random()*frames); this.pics.push({x:Math.floor(x),y:Math.floor(y),z:y,pic:usedPic,id:i,frame:frame}); i++; added++; } while (i>iT) //else if (i>iT) { this.pics.sort(Game.sortSpritesById); this.pics.pop(); i--; added--; } //} this.pics.sort(Game.sortSprites); } var len=this.pics.length; if (this.mouseOn) { var selected=-1; if (this.name=='Grandma') { //mouse detection only fits grandma sprites for now var marginW=-18; var marginH=-10; for (var i=0;i=pic.x-marginW && this.mousePos[0]=pic.y-marginH && this.mousePos[1]0) { var str='Names in white were submitted by our supporters on Patreon.'; ctx.globalAlpha=0.75; ctx.fillStyle='#000'; ctx.font='9px Merriweather'; ctx.textAlign='left'; ctx.fillRect(0,0,ctx.measureText(str).width+4,12); ctx.globalAlpha=1; ctx.fillStyle='rgba(255,255,255,0.7)'; ctx.fillText(str,2,8); ctx.fillStyle='rgba(255,255,255,1)'; ctx.fillText('white',2+ctx.measureText('Names in ').width,8); } } } Math.seedrandom(); for (var i=0;i0 && Math.random()<0.2) {name=choose(Game.customGrandmaNames);custom=true;} var text=name+', age '+Beautify(Math.floor(70+Math.random()*30+years+this.level)); var width=ctx.measureText(text).width+12; var x=Math.max(0,Math.min(pic.x+32-width/2+Math.random()*32-16,this.canvas.width-width)); var y=4+Math.random()*8-4; Math.seedrandom(); ctx.fillStyle='#000'; ctx.strokeStyle='#000'; ctx.lineWidth=8; ctx.globalAlpha=0.75; ctx.beginPath(); ctx.moveTo(pic.x+32,pic.y+32); ctx.lineTo(Math.floor(x+width/2),Math.floor(y+20)); ctx.stroke(); ctx.fillRect(Math.floor(x),Math.floor(y),Math.floor(width),24); ctx.globalAlpha=1; if (custom) ctx.fillStyle='#fff'; else ctx.fillStyle='rgba(255,255,255,0.7)'; ctx.fillText(text,Math.floor(x+width/2),Math.floor(y+16)); ctx.drawImage(sprite,Math.floor(pic.x+Math.random()*4-2),Math.floor(pic.y+Math.random()*4-2)); } //else if (1) ctx.drawImage(sprite,0,0,sprite.width,sprite.height,pic.x,pic.y,sprite.width,sprite.height); else if (pic.frame!=-1) ctx.drawImage(sprite,(sprite.width/frames)*pic.frame,0,sprite.width/frames,sprite.height,pic.x,pic.y,(sprite.width/frames),sprite.height); else ctx.drawImage(sprite,pic.x,pic.y); } /* var picX=this.id; var picY=12; var w=1; var h=1; var w=Math.abs(Math.cos(Game.T*0.2+this.id*2-0.3))*0.2+0.8; var h=Math.abs(Math.sin(Game.T*0.2+this.id*2))*0.3+0.7; var x=64+Math.cos(Game.T*0.19+this.id*2)*8-24*w; var y=128-Math.abs(Math.pow(Math.sin(Game.T*0.2+this.id*2),5)*16)-48*h; ctx.drawImage(Pic('icons.png'),picX*48,picY*48,48,48,Math.floor(x),Math.floor(y),48*w,48*h); */ } } Game.last=this; Game.Objects[this.name]=this; Game.ObjectsById[this.id]=this; Game.ObjectsN++; return this; } Game.DrawBuildings=function()//draw building displays with canvas { if (Game.drawT%3==0) { for (var i in Game.Objects) { var me=Game.Objects[i]; if (me.id>0 && !me.onMinigame && !me.muted) me.draw(); else me.pics=[]; } } } Game.sortSprites=function(a,b) { if (a.z>b.z) return 1; else if (a.zb.id) return 1; else if (a.idYou can also press Ctrl to bulk-buy or sell 10 of a building at a time, or Shift for 100.
      ' ,'store')+ '>'+ '
      Buy
      '+ '
      Sell
      '+ '
      1
      '+ '
      10
      '+ '
      100
      '+ '
      all
      '+ '
      '; for (var i in Game.Objects) { var me=Game.Objects[i]; str+='
      ???
      '+ /*'
      Buy 10
      Sell 1
      Sell all
      '+*/ '
      '; } l('products').innerHTML=str; Game.storeBulkButton(-1); var SellAllPrompt=function(id) { return function(id){Game.Prompt('
      Do you really want to sell your '+Game.ObjectsById[id].amount+' '+(Game.ObjectsById[id].amount==1?Game.ObjectsById[id].single:Game.ObjectsById[id].plural)+'?
      ',[['Yes','Game.ObjectsById['+id+'].sell(-1);Game.ClosePrompt();'],['No','Game.ClosePrompt();']]);}(id); } Game.ClickProduct=function(what) { Game.ObjectsById[what].buy(); } for (var i in Game.Objects) { var me=Game.Objects[i]; me.l=l('product'+me.id); //these are a bit messy but ah well if (!Game.touchEvents) { AddEvent(me.l,'click',function(what){return function(e){Game.ClickProduct(what);e.preventDefault();};}(me.id)); } else { AddEvent(me.l,'touchend',function(what){return function(e){Game.ClickProduct(what);e.preventDefault();};}(me.id)); } } } Game.RefreshStore=function()//refresh the store's buildings { for (var i in Game.Objects) { Game.Objects[i].refresh(); } Game.storeToRefresh=0; } Game.ComputeCps=function(base,mult,bonus) { if (!bonus) bonus=0; return ((base)*(Math.pow(2,mult))+bonus); } Game.isMinigameReady=function(me) {return (me.minigameUrl && me.minigameLoaded && me.level>0);} Game.scriptBindings=[]; Game.LoadMinigames=function()//load scripts for each minigame { for (var i in Game.Objects) { var me=Game.Objects[i]; if (me.minigameUrl && me.level>0 && !me.minigameLoaded && !me.minigameLoading && !l('minigameScript-'+me.id)) { me.minigameLoading=true; //we're only loading the minigame scripts that aren't loaded yet and which have enough building level //we call this function on building level up and on load //console.log('Loading script '+me.minigameUrl+'...'); setTimeout(function(me){return function(){ var script=document.createElement('script'); script.id='minigameScript-'+me.id; Game.scriptBindings['minigameScript-'+me.id]=me; script.setAttribute('src',me.minigameUrl+'?r='+Game.version); script.onload=function(me,script){return function(){ if (!me.minigameLoaded) Game.scriptLoaded(me,script); }}(me,'minigameScript-'+me.id); document.head.appendChild(script); }}(me),10); } } } Game.scriptLoaded=function(who,script) { who.minigameLoading=false; who.minigameLoaded=true; who.refresh(); who.minigame.launch(); if (who.minigameSave) {who.minigame.reset(true);who.minigame.load(who.minigameSave);who.minigameSave=0;} } Game.magicCpS=function(what) { /* if (Game.Objects[what].amount>=250) { //this makes buildings give 1% more cookies for every building over 250. //this turns out to be rather stupidly overpowered. var n=Game.Objects[what].amount-250; return 1+Math.pow(1.01,n); } else return 1; */ return 1; } //define objects new Game.Object('Cursor','cursor|cursors|clicked|[X] extra finger|[X] extra fingers','Autoclicks once every 10 seconds.',0,0,{},15,function(me){ var add=0; if (Game.Has('Thousand fingers')) add+= 0.1; if (Game.Has('Million fingers')) add*= 5; if (Game.Has('Billion fingers')) add*= 10; if (Game.Has('Trillion fingers')) add*= 20; if (Game.Has('Quadrillion fingers')) add*= 20; if (Game.Has('Quintillion fingers')) add*= 20; if (Game.Has('Sextillion fingers')) add*= 20; if (Game.Has('Septillion fingers')) add*= 20; if (Game.Has('Octillion fingers')) add*= 20; if (Game.Has('Nonillion fingers')) add*= 20; var mult=1; var num=0; for (var i in Game.Objects) {if (Game.Objects[i].name!='Cursor') num+=Game.Objects[i].amount;} add=add*num; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS('Cursor'); mult*=Game.eff('cursorCps'); return Game.ComputeCps(0.1,Game.Has('Reinforced index finger')+Game.Has('Carpal tunnel prevention cream')+Game.Has('Ambidextrous'),add)*mult; },function(){ if (this.amount>=1) Game.Unlock(['Reinforced index finger','Carpal tunnel prevention cream']); if (this.amount>=10) Game.Unlock('Ambidextrous'); if (this.amount>=25) Game.Unlock('Thousand fingers'); if (this.amount>=50) Game.Unlock('Million fingers'); if (this.amount>=100) Game.Unlock('Billion fingers'); if (this.amount>=150) Game.Unlock('Trillion fingers'); if (this.amount>=200) Game.Unlock('Quadrillion fingers'); if (this.amount>=250) Game.Unlock('Quintillion fingers'); if (this.amount>=300) Game.Unlock('Sextillion fingers'); if (this.amount>=350) Game.Unlock('Septillion fingers'); if (this.amount>=400) Game.Unlock('Octillion fingers'); if (this.amount>=450) Game.Unlock('Nonillion fingers'); if (this.amount>=1) Game.Win('Click');if (this.amount>=2) Game.Win('Double-click');if (this.amount>=50) Game.Win('Mouse wheel');if (this.amount>=100) Game.Win('Of Mice and Men');if (this.amount>=200) Game.Win('The Digital');if (this.amount>=300) Game.Win('Extreme polydactyly');if (this.amount>=400) Game.Win('Dr. T');if (this.amount>=500) Game.Win('Thumbs, phalanges, metacarpals');if (this.amount>=600) Game.Win('With her finger and her thumb');if (this.amount>=700) Game.Win('Gotta hand it to you');if (this.amount>=800) Game.Win('The devil\'s workshop'); }); Game.SpecialGrandmaUnlock=15; new Game.Object('Grandma','grandma|grandmas|baked|Grandmas are [X] year older|Grandmas are [X] years older','A nice grandma to bake more cookies.',1,1,{pic:function(i){ var list=['grandma']; if (Game.Has('Farmer grandmas')) list.push('farmerGrandma'); if (Game.Has('Worker grandmas')) list.push('workerGrandma'); if (Game.Has('Miner grandmas')) list.push('minerGrandma'); if (Game.Has('Cosmic grandmas')) list.push('cosmicGrandma'); if (Game.Has('Transmuted grandmas')) list.push('transmutedGrandma'); if (Game.Has('Altered grandmas')) list.push('alteredGrandma'); if (Game.Has('Grandmas\' grandmas')) list.push('grandmasGrandma'); if (Game.Has('Antigrandmas')) list.push('antiGrandma'); if (Game.Has('Rainbow grandmas')) list.push('rainbowGrandma'); if (Game.Has('Banker grandmas')) list.push('bankGrandma'); if (Game.Has('Priestess grandmas')) list.push('templeGrandma'); if (Game.Has('Witch grandmas')) list.push('witchGrandma'); if (Game.Has('Lucky grandmas')) list.push('luckyGrandma'); if (Game.Has('Metagrandmas')) list.push('metaGrandma'); if (Game.Has('Script grannies')) list.push('scriptGrandma'); if (Game.Has('Alternate grandmas')) list.push('alternateGrandma'); if (Game.season=='christmas') list.push('elfGrandma'); if (Game.season=='easter') list.push('bunnyGrandma'); return choose(list)+'.png'; },bg:'grandmaBackground.png',xV:8,yV:8,w:32,rows:3,x:0,y:16},100,function(me){ var mult=1; for (var i in Game.GrandmaSynergies) { if (Game.Has(Game.GrandmaSynergies[i])) mult*=2; } if (Game.Has('Bingo center/Research facility')) mult*=4; if (Game.Has('Ritual rolling pins')) mult*=2; if (Game.Has('Naughty list')) mult*=2; if (Game.Has('Elderwort biscuits')) mult*=1.02; mult*=Game.eff('grandmaCps'); if (Game.Has('Cat ladies')) { for (var i=0;i=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); Game.last.minigameUrl='minigameGarden.js'; Game.last.minigameName='Garden'; new Game.Object('Mine','mine|mines|mined|[X] mile deeper|[X] miles deeper','Mines out cookie dough and chocolate chips.',4,3,{base:'mine',xV:16,yV:16,w:64,rows:2,x:0,y:24},10000,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); new Game.Object('Factory','factory|factories|mass-produced|[X] additional patent|[X] additional patents','Produces large quantities of cookies.',5,4,{base:'factory',xV:8,yV:0,w:64,rows:1,x:0,y:-22},3000,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); //Game.last.minigameUrl='minigameDungeon.js';//not yet Game.last.minigameName='Dungeon'; new Game.Object('Bank','bank|banks|banked|Interest rates [X]% better|Interest rates [X]% better','Generates cookies from interest.',6,15,{base:'bank',xV:8,yV:4,w:56,rows:1,x:0,y:13},0,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); Game.last.minigameUrl='minigameMarket.js'; Game.last.minigameName='Stock Market'; new Game.Object('Temple','temple|temples|discovered|[X] sacred artifact retrieved|[X] sacred artifacts retrieved','Full of precious, ancient chocolate.',7,16,{base:'temple',xV:8,yV:4,w:72,rows:2,x:0,y:-5},0,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); Game.last.minigameUrl='minigamePantheon.js'; Game.last.minigameName='Pantheon'; new Game.Object('Wizard tower','wizard tower|wizard towers|summoned|Incantations have [X] more syllable|Incantations have [X] more syllables','Summons cookies with magic spells.',8,17,{base:'wizardtower',xV:16,yV:16,w:48,rows:2,x:0,y:20},0,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); Game.last.displayName='Wizard tower';//shrink Game.last.minigameUrl='minigameGrimoire.js'; Game.last.minigameName='Grimoire'; new Game.Object('Shipment','shipment|shipments|shipped|[X] galaxy fully explored|[X] galaxies fully explored','Brings in fresh cookies from the cookie planet.',9,5,{base:'shipment',xV:16,yV:16,w:64,rows:1,x:0,y:0},40000,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); new Game.Object('Alchemy lab','alchemy lab|alchemy labs|transmuted|[X] primordial element mastered|[X] primordial elements mastered','Turns gold into cookies!',10,6,{base:'alchemylab',xV:16,yV:16,w:64,rows:2,x:0,y:16},200000,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); Game.last.displayName='Alchemy lab';//shrink new Game.Object('Portal','portal|portals|retrieved|[X] dimension enslaved|[X] dimensions enslaved','Opens a door to the Cookieverse.',11,7,{base:'portal',xV:32,yV:32,w:64,rows:2,x:0,y:0},1666666,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); new Game.Object('Time machine','time machine|time machines|recovered|[X] century secured|[X] centuries secured','Brings cookies from the past, before they were even eaten.',12,8,{base:'timemachine',xV:32,yV:32,w:64,rows:1,x:0,y:0},123456789,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); Game.last.displayName='Time machine';//shrink new Game.Object('Antimatter condenser','antimatter condenser|antimatter condensers|condensed|[X] extra quark flavor|[X] extra quark flavors','Condenses the antimatter in the universe into cookies.',13,13,{base:'antimattercondenser',xV:0,yV:64,w:64,rows:1,x:0,y:0},3999999999,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); Game.last.displayName='Antim. condenser';//shrink new Game.Object('Prism','prism|prisms|converted|[X] new color discovered|[X] new colors discovered','Converts light itself into cookies.',14,14,{base:'prism',xV:16,yV:4,w:64,rows:1,x:0,y:20},75000000000,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); new Game.Object('Chancemaker','chancemaker|chancemakers|spontaneously generated|Chancemakers are powered by [X]-leaf clovers|Chancemakers are powered by [X]-leaf clovers','Generates cookies out of thin air through sheer luck.',15,19,{base:'chancemaker',xV:8,yV:64,w:64,rows:1,x:0,y:0,rows:2},77777777777,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); Game.last.displayName='Chancemaker';//shrink new Game.Object('Fractal engine','fractal engine|fractal engines|made from cookies|[X] iteration deep|[X] iterations deep','Turns cookies into even more cookies.',16,20,{base:'fractalEngine',xV:8,yV:64,w:64,rows:1,x:0,y:0},12345678987654321,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); Game.last.displayName='Fractal engine';//shrink new Game.Object('Javascript console','javascript console|javascript consoles|programmed|Equipped with [X] external library|Equipped with [X] external libraries','Creates cookies from the very code this game was written in.',17,32,{base:'javascriptconsole',xV:8,yV:64,w:14,rows:1,x:8,y:-32,frames:2},12345678987654321,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); Game.last.displayName='Javascript console';//shrink new Game.Object('Idleverse','idleverse|idleverses|hijacked|[X] manifold|[X] manifolds','There\'s been countless other idle universes running alongside our own. You\'ve finally found a way to hijack their production and convert whatever they\'ve been making into cookies!',18,33,{base:'idleverse',xV:8,yV:64,w:48,rows:2,x:0,y:0,frames:4},12345678987654321,function(me){ var mult=1; mult*=Game.GetTieredCpsMult(me); mult*=Game.magicCpS(me.name); return me.baseCps*mult; },function(){ Game.UnlockTiered(this); if (this.amount>=Game.SpecialGrandmaUnlock && Game.Objects['Grandma'].amount>0) Game.Unlock(this.grandma.name); }); Game.foolObjects={ 'Unknown':{name:'Investment',desc:'You\'re not sure what this does, you just know it means profit.',icon:0}, 'Cursor':{name:'Rolling pin',desc:'Essential in flattening dough. The first step in cookie-making.',icon:0}, 'Grandma':{name:'Oven',desc:'A crucial element of baking cookies.',icon:1}, 'Farm':{name:'Kitchen',desc:'The more kitchens, the more cookies your employees can produce.',icon:2}, 'Mine':{name:'Secret recipe',desc:'These give you the edge you need to outsell those pesky competitors.',icon:3}, 'Factory':{name:'Factory',desc:'Mass production is the future of baking. Seize the day, and synergize!',icon:4}, 'Bank':{name:'Investor',desc:'Business folks with a nose for profit, ready to finance your venture as long as there\'s money to be made.',icon:5}, 'Temple':{name:'Like',desc:'Your social media page is going viral! Amassing likes is the key to a lasting online presence and juicy advertising deals.',icon:9}, 'Wizard tower':{name:'Meme',desc:'Cookie memes are all the rage! With just the right amount of social media astroturfing, your brand image will be all over the cyberspace.',icon:6}, 'Shipment':{name:'Supermarket',desc:'A gigantic cookie emporium - your very own retail chain.',icon:7}, 'Alchemy lab':{name:'Stock share',desc:'You\'re officially on the stock market, and everyone wants a piece!',icon:8}, 'Portal':{name:'TV show',desc:'Your cookies have their own sitcom! Hilarious baking hijinks set to the cheesiest laughtrack.',icon:10}, 'Time machine':{name:'Theme park',desc:'Cookie theme parks, full of mascots and roller-coasters. Build one, build a hundred!',icon:11}, 'Antimatter condenser':{name:'Cookiecoin',desc:'A virtual currency, already replacing regular money in some small countries.',icon:12}, 'Prism':{name:'Corporate country',desc:'You\'ve made it to the top, and you can now buy entire nations to further your corporate greed. Godspeed.',icon:13}, 'Chancemaker':{name:'Privatized planet',desc:'Actually, you know what\'s cool? A whole planet dedicated to producing, advertising, selling, and consuming your cookies.',icon:15}, 'Fractal engine':{name:'Senate seat',desc:'Only through political dominion can you truly alter this world to create a brighter, more cookie-friendly future.',icon:16}, 'Javascript console':{name:'Doctrine',desc:'Taking many forms -religion, culture, philosophy- a doctrine may, when handled properly, cause a lasting impact on civilizations, reshaping minds and people and ensuring all future generations share a singular goal - the production, and acquisition, of more cookies.',icon:17}, 'Idleverse':{name:'Lateral expansions',desc:'Sometimes the best way to keep going up is sideways. Diversify your ventures through non-cookie investments.',icon:18}, }; //build store Game.BuildStore(); //build master bar var str=''; str+='
      '; str+='
      '; l('buildingsMaster').innerHTML=str; //build object displays var muteStr='
      Muted :
      '; for (var i in Game.Objects) { var me=Game.Objects[i]; if (me.id>0) { me.canvas=l('rowCanvas'+me.id); me.ctx=me.canvas.getContext('2d',{alpha:false}); me.pics=[]; var icon=[0*64,me.icon*64]; muteStr+=''; //muteStr+='')+'>
      '; AddEvent(me.canvas,'mouseover',function(me){return function(){me.mouseOn=true;}}(me)); AddEvent(me.canvas,'mouseout',function(me){return function(){me.mouseOn=false;}}(me)); AddEvent(me.canvas,'mousemove',function(me){return function(e){var box=this.getBoundingClientRect();me.mousePos[0]=e.pageX-box.left;me.mousePos[1]=e.pageY-box.top;}}(me)); } } Game.mutedBuildingTooltip=function(id) { return function(){ var me=Game.ObjectsById[id]; return '
      '+(me.plural.charAt(0).toUpperCase()+me.plural.slice(1))+(me.level>0?' (lvl. '+me.level+')':'')+'
      Click to unmute '+me.plural+'
      (display this building)
      '; } } l('buildingsMute').innerHTML=muteStr; /*===================================================================================== UPGRADES =======================================================================================*/ Game.upgradesToRebuild=1; Game.Upgrades=[]; Game.UpgradesById=[]; Game.UpgradesN=0; Game.UpgradesInStore=[]; Game.UpgradesOwned=0; Game.Upgrade=function(name,desc,price,icon,buyFunction) { this.id=Game.UpgradesN; this.name=name; this.desc=desc; this.baseDesc=this.desc; this.desc=BeautifyInText(this.baseDesc); this.basePrice=price; this.priceLumps=0;//note : doesn't do much on its own, you still need to handle the buying yourself this.icon=icon; this.iconFunction=0; this.buyFunction=buyFunction; /*this.unlockFunction=unlockFunction; this.unlocked=(this.unlockFunction?0:1);*/ this.unlocked=0; this.bought=0; this.order=this.id; if (order) this.order=order+this.id*0.001; this.pool='';//can be '', cookie, toggle, debug, prestige, prestigeDecor, tech, or unused if (pool) this.pool=pool; this.power=0; if (power) this.power=power; this.vanilla=Game.vanilla; this.unlockAt=0; this.techUnlock=[]; this.parents=[]; this.type='upgrade'; this.tier=0; this.buildingTie=0;//of what building is this a tiered upgrade of ? Game.last=this; Game.Upgrades[this.name]=this; Game.UpgradesById[this.id]=this; Game.UpgradesN++; return this; } Game.Upgrade.prototype.getPrice=function() { var price=this.basePrice; if (this.priceFunc) price=this.priceFunc(this); if (price==0) return 0; if (this.pool!='prestige') { if (Game.Has('Toy workshop')) price*=0.95; if (Game.Has('Five-finger discount')) price*=Math.pow(0.99,Game.Objects['Cursor'].amount/100); if (Game.Has('Santa\'s dominion')) price*=0.98; if (Game.Has('Faberge egg')) price*=0.99; if (Game.Has('Divine sales')) price*=0.99; if (Game.Has('Fortune #100')) price*=0.99; if (this.kitten && Game.Has('Kitten wages')) price*=0.9; if (Game.hasBuff('Haggler\'s luck')) price*=0.98; if (Game.hasBuff('Haggler\'s misery')) price*=1.02; //if (Game.hasAura('Master of the Armory')) price*=0.98; price*=1-Game.auraMult('Master of the Armory')*0.02; price*=Game.eff('upgradeCost'); if (this.pool=='cookie' && Game.Has('Divine bakeries')) price/=5; } return Math.ceil(price); } Game.Upgrade.prototype.canBuy=function() { if (this.canBuyFunc) return this.canBuyFunc(); if (Game.cookies>=this.getPrice()) return true; else return false; } Game.storeBuyAll=function() { if (!Game.Has('Inspired checklist')) return false; for (var i in Game.UpgradesInStore) { var me=Game.UpgradesInStore[i]; if (!me.isVaulted() && me.pool!='toggle' && me.pool!='tech') me.buy(1); } } Game.vault=[]; Game.Upgrade.prototype.isVaulted=function() { if (Game.vault.indexOf(this.id)!=-1) return true; else return false; } Game.Upgrade.prototype.vault=function() { if (!this.isVaulted()) Game.vault.push(this.id); } Game.Upgrade.prototype.unvault=function() { if (this.isVaulted()) Game.vault.splice(Game.vault.indexOf(this.id),1); } Game.Upgrade.prototype.click=function(e) { if ((e && e.shiftKey) || Game.keys[16]) { if (this.pool=='toggle' || this.pool=='tech') {} else if (Game.Has('Inspired checklist')) { if (this.isVaulted()) this.unvault(); else this.vault(); Game.upgradesToRebuild=1; PlaySound('snd/tick.mp3'); } } else this.buy(); } Game.Upgrade.prototype.buy=function(bypass) { var success=0; var cancelPurchase=0; if (this.clickFunction && !bypass) cancelPurchase=!this.clickFunction(); if (!cancelPurchase) { if (this.choicesFunction) { if (Game.choiceSelectorOn==this.id) { l('toggleBox').style.display='none'; l('toggleBox').innerHTML=''; Game.choiceSelectorOn=-1; PlaySound('snd/tick.mp3'); } else { Game.choiceSelectorOn=this.id; var choices=this.choicesFunction(); if (choices.length>0) { var selected=0; for (var i in choices) {if (choices[i].selected) selected=i;} Game.choiceSelectorChoices=choices;//this is a really dumb way of doing this i am so sorry Game.choiceSelectorSelected=selected; var str=''; str+='
      x
      '; str+='

      '+this.name+'

      '+ '
      '+ '

      '+choices[selected].name+'

      '+ '
      '; for (var i in choices) { choices[i].id=i; choices[i].order=choices[i].order||0; } var sortMap=function(a,b) { if (a.order>b.order) return 1; else if (a.order
      '; } } l('toggleBox').innerHTML=str; l('toggleBox').style.display='block'; l('toggleBox').focus(); Game.tooltip.hide(); PlaySound('snd/tick.mp3'); success=1; } } else if (this.pool!='prestige') { var price=this.getPrice(); if (this.canBuy() && !this.bought) { Game.Spend(price); this.bought=1; if (this.buyFunction) this.buyFunction(); if (this.toggleInto) { Game.Lock(this.toggleInto); Game.Unlock(this.toggleInto); } Game.upgradesToRebuild=1; Game.recalculateGains=1; if (Game.CountsAsUpgradeOwned(this.pool)) Game.UpgradesOwned++; Game.setOnCrate(0); Game.tooltip.hide(); PlaySound('snd/buy'+choose([1,2,3,4])+'.mp3',0.75); success=1; } } else { var price=this.getPrice(); if (Game.heavenlyChips>=price && !this.bought) { Game.heavenlyChips-=price; Game.heavenlyChipsSpent+=price; this.unlocked=1; this.bought=1; if (this.buyFunction) this.buyFunction(); Game.BuildAscendTree(); PlaySound('snd/buy'+choose([1,2,3,4])+'.mp3',0.75); PlaySound('snd/shimmerClick.mp3'); //PlaySound('snd/buyHeavenly.mp3'); success=1; } } } if (this.bought && this.activateFunction) this.activateFunction(); return success; } Game.Upgrade.prototype.earn=function()//just win the upgrades without spending anything { this.unlocked=1; this.bought=1; if (this.buyFunction) this.buyFunction(); Game.upgradesToRebuild=1; Game.recalculateGains=1; if (Game.CountsAsUpgradeOwned(this.pool)) Game.UpgradesOwned++; } Game.Upgrade.prototype.unearn=function()//remove the upgrade, but keep it unlocked { this.bought=0; Game.upgradesToRebuild=1; Game.recalculateGains=1; if (Game.CountsAsUpgradeOwned(this.pool)) Game.UpgradesOwned--; } Game.Upgrade.prototype.unlock=function() { this.unlocked=1; Game.upgradesToRebuild=1; } Game.Upgrade.prototype.lose=function() { this.unlocked=0; this.bought=0; Game.upgradesToRebuild=1; Game.recalculateGains=1; if (Game.CountsAsUpgradeOwned(this.pool)) Game.UpgradesOwned--; } Game.Upgrade.prototype.toggle=function()//cheating only { if (!this.bought) { this.bought=1; if (this.buyFunction) this.buyFunction(); Game.upgradesToRebuild=1; Game.recalculateGains=1; if (Game.CountsAsUpgradeOwned(this.pool)) Game.UpgradesOwned++; PlaySound('snd/buy'+choose([1,2,3,4])+'.mp3',0.75); if (this.pool=='prestige' || this.pool=='debug') PlaySound('snd/shimmerClick.mp3'); } else { this.bought=0; Game.upgradesToRebuild=1; Game.recalculateGains=1; if (Game.CountsAsUpgradeOwned(this.pool)) Game.UpgradesOwned--; PlaySound('snd/sell'+choose([1,2,3,4])+'.mp3',0.75); if (this.pool=='prestige' || this.pool=='debug') PlaySound('snd/shimmerClick.mp3'); } if (Game.onMenu=='stats') Game.UpdateMenu(); } Game.CountsAsUpgradeOwned=function(pool) { if (pool=='' || pool=='cookie' || pool=='tech') return true; else return false; } /*AddEvent(l('toggleBox'),'blur',function()//if we click outside of the selector, close it { //this has a couple problems, such as when clicking on the upgrade - this toggles it off and back on instantly l('toggleBox').style.display='none'; l('toggleBox').innerHTML=''; Game.choiceSelectorOn=-1; } );*/ Game.RequiresConfirmation=function(upgrade,prompt) { upgrade.clickFunction=function(){Game.Prompt(prompt,[['Yes','Game.UpgradesById['+upgrade.id+'].buy(1);Game.ClosePrompt();'],'No']);return false;}; } Game.Unlock=function(what) { if (typeof what==='string') { if (Game.Upgrades[what]) { if (Game.Upgrades[what].unlocked==0) { Game.Upgrades[what].unlocked=1; Game.upgradesToRebuild=1; Game.recalculateGains=1; /*if (Game.prefs.popups) {} else Game.Notify('Upgrade unlocked','
      '+Game.Upgrades[what].name+'
      ',Game.Upgrades[what].icon,6);*/ } } } else {for (var i in what) {Game.Unlock(what[i]);}} } Game.Lock=function(what) { if (typeof what==='string') { if (Game.Upgrades[what]) { Game.Upgrades[what].unlocked=0; Game.upgradesToRebuild=1; if (Game.Upgrades[what].bought==1 && Game.CountsAsUpgradeOwned(Game.Upgrades[what].pool)) Game.UpgradesOwned--; Game.Upgrades[what].bought=0; Game.recalculateGains=1; } } else {for (var i in what) {Game.Lock(what[i]);}} } Game.Has=function(what) { var it=Game.Upgrades[what]; if (Game.ascensionMode==1 && (it.pool=='prestige' || it.tier=='fortune')) return 0; return (it?it.bought:0); } Game.HasUnlocked=function(what) { return (Game.Upgrades[what]?Game.Upgrades[what].unlocked:0); } Game.RebuildUpgrades=function()//recalculate the upgrades you can buy { Game.upgradesToRebuild=0; var list=[]; for (var i in Game.Upgrades) { var me=Game.Upgrades[i]; if (!me.bought && me.pool!='debug' && me.pool!='prestige' && me.pool!='prestigeDecor' && (Game.ascensionMode!=1 || (!me.lasting && me.tier!='fortune'))) { if (me.unlocked) list.push(me); } else if (me.displayFuncWhenOwned && me.bought) list.push(me); } var sortMap=function(a,b) { var ap=a.pool=='toggle'?a.order:a.getPrice(); var bp=b.pool=='toggle'?b.order:b.getPrice(); if (ap>bp) return 1; else if (apWill instantly purchase every upgrade you can afford, starting from the cheapest one.
      Upgrades in the vault will not be auto-purchased.
      You may place an upgrade into the vault by Shift-clicking on it.
      ' ,'store')+ '>'+ '
      Buy all upgrades
      '+ '
      '; l('upgrades').classList.add('hasMenu'); } else l('upgrades').classList.remove('hasMenu'); for (var i in Game.UpgradesInStore) { //if (!Game.UpgradesInStore[i]) break; var me=Game.UpgradesInStore[i]; var str=Game.crate(me,'store','Game.UpgradesById['+me.id+'].click(event);','upgrade'+i); /*var str='
      '+Beautify(Math.round(me.getPrice()))+'
      '+(me.pool=='toggle'?'[Togglable]':'[Upgrade]')+'
      '+me.name+'
      '+me.desc+'
      ' ,'store')+' '+Game.clickStr+'="Game.UpgradesById['+me.id+'].buy();" id="upgrade'+i+'" style="'+(me.icon[2]?'background-image:url('+me.icon[2]+');':'')+'background-position:'+(-me.icon[0]*48)+'px '+(-me.icon[1]*48)+'px;">
      ';*/ if (me.pool=='toggle') toggleStr+=str; else if (me.pool=='tech') techStr+=str; else { if (me.isVaulted() && Game.Has('Inspired checklist')) vaultStr+=str; else storeStr+=str; } } l('upgrades').innerHTML=storeStr; l('toggleUpgrades').innerHTML=toggleStr; if (toggleStr=='') l('toggleUpgrades').style.display='none'; else l('toggleUpgrades').style.display='block'; l('techUpgrades').innerHTML=techStr; if (techStr=='') l('techUpgrades').style.display='none'; else l('techUpgrades').style.display='block'; l('vaultUpgrades').innerHTML=vaultStr; if (vaultStr=='') l('vaultUpgrades').style.display='none'; else l('vaultUpgrades').style.display='block'; } Game.UnlockAt=[];//this contains an array of every upgrade with a cookie requirement in the form of {cookies:(amount of cookies earned required),name:(name of upgrade or achievement to unlock)} (and possibly require:(name of upgrade of achievement to own)) //note : the cookie will not be added to the list if it contains locked:1 (use for seasonal cookies and such) Game.NewUpgradeCookie=function(obj) { var upgrade=new Game.Upgrade(obj.name,'Cookie production multiplier +'+Beautify((typeof(obj.power)==='function'?obj.power(obj):obj.power),1)+'%.'+obj.desc+'',obj.price,obj.icon); upgrade.power=obj.power; upgrade.pool='cookie'; var toPush={cookies:obj.price/20,name:obj.name}; if (obj.require) toPush.require=obj.require; if (obj.season) toPush.season=obj.season; if (!obj.locked) Game.UnlockAt.push(toPush); return upgrade; } //tiered upgrades system //each building has several upgrade tiers //all upgrades in the same tier have the same color, unlock threshold and price multiplier Game.Tiers={ 1:{name:'Plain',unlock:1,achievUnlock:1,iconRow:0,color:'#ccb3ac',price: 10}, 2:{name:'Berrylium',unlock:5,achievUnlock:50,iconRow:1,color:'#ff89e7',price: 50}, 3:{name:'Blueberrylium',unlock:25,achievUnlock:100,iconRow:2,color:'#00deff',price: 500}, 4:{name:'Chalcedhoney',unlock:50,achievUnlock:150,iconRow:13,color:'#ffcc2f',price: 50000}, 5:{name:'Buttergold',unlock:100,achievUnlock:200,iconRow:14,color:'#e9d673',price: 5000000}, 6:{name:'Sugarmuck',unlock:150,achievUnlock:250,iconRow:15,color:'#a8bf91',price: 500000000}, 7:{name:'Jetmint',unlock:200,achievUnlock:300,iconRow:16,color:'#60ff50',price: 500000000000}, 8:{name:'Cherrysilver',unlock:250,achievUnlock:350,iconRow:17,color:'#f01700',price: 500000000000000}, 9:{name:'Hazelrald',unlock:300,achievUnlock:400,iconRow:18,color:'#9ab834',price: 500000000000000000}, 10:{name:'Mooncandy',unlock:350,achievUnlock:450,iconRow:19,color:'#7e7ab9',price: 500000000000000000000}, 11:{name:'Astrofudge',unlock:400,achievUnlock:500,iconRow:28,color:'#9a3316',price: 5000000000000000000000000}, 12:{name:'Alabascream',unlock:450,achievUnlock:550,iconRow:30,color:'#c1a88c',price: 50000000000000000000000000000}, 13:{name:'Iridyum',unlock:500,achievUnlock:600,iconRow:31,color:'#adb1b3',price: 500000000000000000000000000000000}, 'synergy1':{name:'Synergy I',unlock:15,iconRow:20,color:'#008595',special:1,req:'Synergies Vol. I',price: 200000}, 'synergy2':{name:'Synergy II',unlock:75,iconRow:29,color:'#008595',special:1,req:'Synergies Vol. II',price: 200000000000}, 'fortune':{name:'Fortune',unlock:-1,iconRow:32,color:'#9ab834',special:1,price: 77777777777777777777777777777}, }; for (var i in Game.Tiers){Game.Tiers[i].upgrades=[];} Game.GetIcon=function(type,tier) { var col=0; if (type=='Kitten') col=18; else col=Game.Objects[type].iconColumn; return [col,Game.Tiers[tier].iconRow]; } Game.SetTier=function(building,tier) { if (!Game.Objects[building]) alert('No building named '+building); Game.last.tier=tier; Game.last.buildingTie=Game.Objects[building]; if (Game.last.type=='achievement') Game.Objects[building].tieredAchievs[tier]=Game.last; else Game.Objects[building].tieredUpgrades[tier]=Game.last; } Game.MakeTiered=function(upgrade,tier,col) { upgrade.tier=tier; if (typeof col!=='undefined') upgrade.icon=[col,Game.Tiers[tier].iconRow]; } Game.TieredUpgrade=function(name,desc,building,tier) { var upgrade=new Game.Upgrade(name,desc,Game.Objects[building].basePrice*Game.Tiers[tier].price,Game.GetIcon(building,tier)); Game.SetTier(building,tier); if (!upgrade.buildingTie1 && building) upgrade.buildingTie1=Game.Objects[building]; if (tier=='fortune' && building) Game.Objects[building].fortune=upgrade; return upgrade; } Game.SynergyUpgrade=function(name,desc,building1,building2,tier) { /* creates a new upgrade that : -unlocks when you have tier.unlock of building1 and building2 -is priced at (building1.price*10+building2.price*1)*tier.price (formerly : Math.sqrt(building1.price*building2.price)*tier.price) -gives +(0.1*building1)% cps to building2 and +(5*building2)% cps to building1 -if building2 is below building1 in worth, swap them */ //if (Game.Objects[building1].basePrice>Game.Objects[building2].basePrice) {var temp=building2;building2=building1;building1=temp;} var b1=Game.Objects[building1]; var b2=Game.Objects[building2]; if (b1.basePrice>b2.basePrice) {b1=Game.Objects[building2];b2=Game.Objects[building1];}//swap desc= (b1.plural.charAt(0).toUpperCase()+b1.plural.slice(1))+' gain +5% CpS per '+b2.name.toLowerCase()+'.
      '+ (b2.plural.charAt(0).toUpperCase()+b2.plural.slice(1))+' gain +0.1% CpS per '+b1.name.toLowerCase()+'.'+ desc; var upgrade=new Game.Upgrade(name,desc,(b1.basePrice*10+b2.basePrice*1)*Game.Tiers[tier].price,Game.GetIcon(building1,tier));//Math.sqrt(b1.basePrice*b2.basePrice)*Game.Tiers[tier].price upgrade.tier=tier; upgrade.buildingTie1=b1; upgrade.buildingTie2=b2; upgrade.priceFunc=function(){return (this.buildingTie1.basePrice*10+this.buildingTie2.basePrice*1)*Game.Tiers[this.tier].price*(Game.Has('Chimera')?0.98:1);}; Game.Objects[building1].synergies.push(upgrade); Game.Objects[building2].synergies.push(upgrade); //Game.SetTier(building1,tier); return upgrade; } Game.GetTieredCpsMult=function(me) { var mult=1; for (var i in me.tieredUpgrades) {if (!Game.Tiers[me.tieredUpgrades[i].tier].special && Game.Has(me.tieredUpgrades[i].name)) mult*=2;} for (var i in me.synergies) { var syn=me.synergies[i]; if (Game.Has(syn.name)) { if (syn.buildingTie1.name==me.name) mult*=(1+0.05*syn.buildingTie2.amount); else if (syn.buildingTie2.name==me.name) mult*=(1+0.001*syn.buildingTie1.amount); } } if (me.fortune && Game.Has(me.fortune.name)) mult*=1.07; if (me.grandma && Game.Has(me.grandma.name)) mult*=(1+Game.Objects['Grandma'].amount*0.01*(1/(me.id-1))); return mult; } Game.UnlockTiered=function(me) { for (var i in me.tieredUpgrades) {if (Game.Tiers[me.tieredUpgrades[i].tier].unlock!=-1 && me.amount>=Game.Tiers[me.tieredUpgrades[i].tier].unlock) Game.Unlock(me.tieredUpgrades[i].name);} for (var i in me.tieredAchievs) {if (me.amount>=Game.Tiers[me.tieredAchievs[i].tier].achievUnlock) Game.Win(me.tieredAchievs[i].name);} for (var i in me.synergies) {var syn=me.synergies[i];if (Game.Has(Game.Tiers[syn.tier].req) && syn.buildingTie1.amount>=Game.Tiers[syn.tier].unlock && syn.buildingTie2.amount>=Game.Tiers[syn.tier].unlock) Game.Unlock(syn.name);} } var pool=''; var power=0; //define upgrades //WARNING : do NOT add new upgrades in between, this breaks the saves. Add them at the end ! var order=100;//this is used to set the order in which the items are listed new Game.Upgrade('Reinforced index finger','The mouse and cursors are twice as efficient.prod prod',100,[0,0]);Game.MakeTiered(Game.last,1,0); new Game.Upgrade('Carpal tunnel prevention cream','The mouse and cursors are twice as efficient.it... it hurts to click...',500,[0,1]);Game.MakeTiered(Game.last,2,0); new Game.Upgrade('Ambidextrous','The mouse and cursors are twice as efficient.Look ma, both hands!',10000,[0,2]);Game.MakeTiered(Game.last,3,0); new Game.Upgrade('Thousand fingers','The mouse and cursors gain +0.1 cookies for each non-cursor object owned.clickity',100000,[0,13]);Game.MakeTiered(Game.last,4,0); new Game.Upgrade('Million fingers','Multiplies the gain from Thousand fingers by 5.clickityclickity',10000000,[0,14]);Game.MakeTiered(Game.last,5,0); new Game.Upgrade('Billion fingers','Multiplies the gain from Thousand fingers by 10.clickityclickityclickity',100000000,[0,15]);Game.MakeTiered(Game.last,6,0); new Game.Upgrade('Trillion fingers','Multiplies the gain from Thousand fingers by 20.clickityclickityclickityclickity',1000000000,[0,16]);Game.MakeTiered(Game.last,7,0); order=200; new Game.TieredUpgrade('Forwards from grandma','Grandmas are twice as efficient.RE:RE:thought you\'d get a kick out of this ;))','Grandma',1); new Game.TieredUpgrade('Steel-plated rolling pins','Grandmas are twice as efficient.Just what you kneaded.','Grandma',2); new Game.TieredUpgrade('Lubricated dentures','Grandmas are twice as efficient.squish','Grandma',3); order=300; new Game.TieredUpgrade('Cheap hoes','Farms are twice as efficient.Rake in the dough!','Farm',1); new Game.TieredUpgrade('Fertilizer','Farms are twice as efficient.It\'s chocolate, I swear.','Farm',2); new Game.TieredUpgrade('Cookie trees','Farms are twice as efficient.A relative of the breadfruit.','Farm',3); order=500; new Game.TieredUpgrade('Sturdier conveyor belts','Factories are twice as efficient.You\'re going places.','Factory',1); new Game.TieredUpgrade('Child labor','Factories are twice as efficient.Cheaper, healthier workforce.','Factory',2); new Game.TieredUpgrade('Sweatshop','Factories are twice as efficient.Slackers will be terminated.','Factory',3); order=400; new Game.TieredUpgrade('Sugar gas','Mines are twice as efficient.A pink, volatile gas, found in the depths of some chocolate caves.','Mine',1); new Game.TieredUpgrade('Megadrill','Mines are twice as efficient.You\'re in deep.','Mine',2); new Game.TieredUpgrade('Ultradrill','Mines are twice as efficient.Finally caved in?','Mine',3); order=600; new Game.TieredUpgrade('Vanilla nebulae','Shipments are twice as efficient.If you removed your space helmet, you could probably smell it!
      (Note : don\'t do that.)
      ','Shipment',1); new Game.TieredUpgrade('Wormholes','Shipments are twice as efficient.By using these as shortcuts, your ships can travel much faster.','Shipment',2); new Game.TieredUpgrade('Frequent flyer','Shipments are twice as efficient.Come back soon!','Shipment',3); order=700; new Game.TieredUpgrade('Antimony','Alchemy labs are twice as efficient.Actually worth a lot of mony.','Alchemy lab',1); new Game.TieredUpgrade('Essence of dough','Alchemy labs are twice as efficient.Extracted through the 5 ancient steps of alchemical baking.','Alchemy lab',2); new Game.TieredUpgrade('True chocolate','Alchemy labs are twice as efficient.The purest form of cacao.','Alchemy lab',3); order=800; new Game.TieredUpgrade('Ancient tablet','Portals are twice as efficient.A strange slab of peanut brittle, holding an ancient cookie recipe. Neat!','Portal',1); new Game.TieredUpgrade('Insane oatling workers','Portals are twice as efficient.ARISE, MY MINIONS!','Portal',2); new Game.TieredUpgrade('Soul bond','Portals are twice as efficient.So I just sign up and get more cookies? Sure, whatever!','Portal',3); order=900; new Game.TieredUpgrade('Flux capacitors','Time machines are twice as efficient.Bake to the future.','Time machine',1); new Game.TieredUpgrade('Time paradox resolver','Time machines are twice as efficient.No more fooling around with your own grandmother!','Time machine',2); new Game.TieredUpgrade('Quantum conundrum','Time machines are twice as efficient.There is only one constant, and that is universal uncertainty.
      Or is it?
      ','Time machine',3); order=20000; new Game.Upgrade('Kitten helpers','You gain more CpS the more milk you have.meow may I help you',9000000,Game.GetIcon('Kitten',1));Game.last.kitten=1;Game.MakeTiered(Game.last,1,18); new Game.Upgrade('Kitten workers','You gain more CpS the more milk you have.meow meow meow meow',9000000000,Game.GetIcon('Kitten',2));Game.last.kitten=1;Game.MakeTiered(Game.last,2,18); order=10000; Game.NewUpgradeCookie({name:'Plain cookies',desc:'We all gotta start somewhere.',icon:[2,3],power: 1, price: 999999}); Game.NewUpgradeCookie({name:'Sugar cookies',desc:'Tasty, if a little unimaginative.',icon:[7,3],power: 1, price: 999999*5}); Game.NewUpgradeCookie({name:'Oatmeal raisin cookies',desc:'No raisin to hate these.',icon:[0,3],power: 1, price: 9999999}); Game.NewUpgradeCookie({name:'Peanut butter cookies',desc:'Get yourself some jam cookies!',icon:[1,3],power: 2, price: 9999999*5}); Game.NewUpgradeCookie({name:'Coconut cookies',desc:'Flaky, but not unreliable. Some people go crazy for these.',icon:[3,3],power: 2, price: 99999999}); order=10001; Game.NewUpgradeCookie({name:'White chocolate cookies',desc:'I know what you\'ll say. It\'s just cocoa butter! It\'s not real chocolate!
      Oh please.',icon:[4,3],power:2, price: 99999999*5}); order=10000; Game.NewUpgradeCookie({name:'Macadamia nut cookies',desc:'They\'re macadamn delicious!',icon:[5,3],power: 2, price: 99999999}); order=10002; Game.NewUpgradeCookie({name:'Double-chip cookies',desc:'DOUBLE THE CHIPS
      DOUBLE THE TASTY
      (double the calories)',icon:[6,3],power:2, price: 999999999*5}); Game.NewUpgradeCookie({name:'White chocolate macadamia nut cookies',desc:'Orteil\'s favorite.',icon:[8,3],power: 2, price: 9999999999}); Game.NewUpgradeCookie({name:'All-chocolate cookies',desc:'CHOCOVERDOSE.',icon:[9,3],power: 2, price: 9999999999*5}); order=100; new Game.Upgrade('Quadrillion fingers','Multiplies the gain from Thousand fingers by 20.clickityclickityclickityclickityclick',10000000000,[0,17]);Game.MakeTiered(Game.last,8,0); order=200;new Game.TieredUpgrade('Prune juice','Grandmas are twice as efficient.Gets me going.','Grandma',4); order=300;new Game.TieredUpgrade('Genetically-modified cookies','Farms are twice as efficient.All-natural mutations.','Farm',4); order=500;new Game.TieredUpgrade('Radium reactors','Factories are twice as efficient.Gives your cookies a healthy glow.','Factory',4); order=400;new Game.TieredUpgrade('Ultimadrill','Mines are twice as efficient.Pierce the heavens, etc.','Mine',4); order=600;new Game.TieredUpgrade('Warp drive','Shipments are twice as efficient.To boldly bake.','Shipment',4); order=700;new Game.TieredUpgrade('Ambrosia','Alchemy labs are twice as efficient.Adding this to the cookie mix is sure to make them even more addictive!
      Perhaps dangerously so.
      Let\'s hope you can keep selling these legally.
      ','Alchemy lab',4); order=800;new Game.TieredUpgrade('Sanity dance','Portals are twice as efficient.We can change if we want to.
      We can leave our brains behind.
      ','Portal',4); order=900;new Game.TieredUpgrade('Causality enforcer','Time machines are twice as efficient.What happened, happened.','Time machine',4); order=5000; new Game.Upgrade('Lucky day','Golden cookies appear twice as often and stay twice as long.Oh hey, a four-leaf penny!',777777777,[27,6]); new Game.Upgrade('Serendipity','Golden cookies appear twice as often and stay twice as long.What joy! Seven horseshoes!',77777777777,[27,6]); order=20000; new Game.Upgrade('Kitten engineers','You gain more CpS the more milk you have.meow meow meow meow, sir',90000000000000,Game.GetIcon('Kitten',3));Game.last.kitten=1;Game.MakeTiered(Game.last,3,18); order=10020; Game.NewUpgradeCookie({name:'Dark chocolate-coated cookies',desc:'These absorb light so well you almost need to squint to see them.',icon:[10,3],power: 5, price: 99999999999}); Game.NewUpgradeCookie({name:'White chocolate-coated cookies',desc:'These dazzling cookies absolutely glisten with flavor.',icon:[11,3],power: 5, price: 99999999999}); Game.GrandmaSynergies=[]; Game.GrandmaSynergy=function(name,desc,building) { var building=Game.Objects[building]; var grandmaNumber=(building.id-1); if (grandmaNumber==1) grandmaNumber='grandma'; else grandmaNumber+=' grandmas'; desc='Grandmas are twice as efficient. '+(building.plural.charAt(0).toUpperCase()+building.plural.slice(1))+' gain +1% CpS per '+grandmaNumber+'.'+desc+''; var upgrade=new Game.Upgrade(name,desc,building.basePrice*Game.Tiers[2].price,[10,9],function(){Game.Objects['Grandma'].redraw();}); building.grandma=upgrade; upgrade.buildingTie=building; Game.GrandmaSynergies.push(upgrade.name); return upgrade; } order=250; Game.GrandmaSynergy('Farmer grandmas','A nice farmer to grow more cookies.','Farm'); Game.GrandmaSynergy('Miner grandmas','A nice miner to dig more cookies.','Mine'); Game.GrandmaSynergy('Worker grandmas','A nice worker to manufacture more cookies.','Factory'); Game.GrandmaSynergy('Cosmic grandmas','A nice thing to... uh... cookies.','Shipment'); Game.GrandmaSynergy('Transmuted grandmas','A nice golden grandma to convert into more cookies.','Alchemy lab'); Game.GrandmaSynergy('Altered grandmas','a NiCe GrAnDmA tO bA##########','Portal'); Game.GrandmaSynergy('Grandmas\' grandmas','A nice grandma\'s nice grandma to bake double the cookies.','Time machine'); order=14000; Game.baseResearchTime=Game.fps*60*30; Game.SetResearch=function(what,time) { if (Game.Upgrades[what] && !Game.Has(what)) { Game.researchT=Game.baseResearchTime; if (Game.Has('Persistent memory')) Game.researchT=Math.ceil(Game.baseResearchTime/10); if (Game.Has('Ultrascience')) Game.researchT=Game.fps*5; Game.nextResearch=Game.Upgrades[what].id; if (Game.prefs.popups) Game.Popup('Research has begun.'); else Game.Notify('Research has begun','Your bingo center/research facility is conducting experiments.',[9,0]); } } new Game.Upgrade('Bingo center/Research facility','Grandma-operated science lab and leisure club.
      Grandmas are 4 times as efficient.
      Regularly unlocks new upgrades.What could possibly keep those grandmothers in check?...
      Bingo.
      ',1000000000000000,[11,9],function(){Game.SetResearch('Specialized chocolate chips');});Game.last.noPerm=1; order=15000; new Game.Upgrade('Specialized chocolate chips','Cookie production multiplier +1%.Computer-designed chocolate chips. Computer chips, if you will.',1000000000000000,[0,9],function(){Game.SetResearch('Designer cocoa beans');});Game.last.pool='tech'; new Game.Upgrade('Designer cocoa beans','Cookie production multiplier +2%.Now more aerodynamic than ever!',2000000000000000,[1,9],function(){Game.SetResearch('Ritual rolling pins');});Game.last.pool='tech'; new Game.Upgrade('Ritual rolling pins','Grandmas are twice as efficient.The result of years of scientific research!',4000000000000000,[2,9],function(){Game.SetResearch('Underworld ovens');});Game.last.pool='tech'; new Game.Upgrade('Underworld ovens','Cookie production multiplier +3%.Powered by science, of course!',8000000000000000,[3,9],function(){Game.SetResearch('One mind');});Game.last.pool='tech'; new Game.Upgrade('One mind','Each grandma gains +0.02 base CpS per grandma.
      Note : the grandmothers are growing restless. Do not encourage them.
      We are one. We are many.',16000000000000000,[4,9],function(){Game.elderWrath=1;Game.SetResearch('Exotic nuts');Game.storeToRefresh=1;});Game.last.pool='tech'; //Game.last.clickFunction=function(){return confirm('Warning : purchasing this will have unexpected, and potentially undesirable results!\nIt\'s all downhill from here. You have been warned!\nPurchase anyway?');}; Game.RequiresConfirmation(Game.last,'
      Warning : purchasing this will have unexpected, and potentially undesirable results!
      It\'s all downhill from here. You have been warned!

      Purchase anyway?
      '); new Game.Upgrade('Exotic nuts','Cookie production multiplier +4%.You\'ll go crazy over these!',32000000000000000,[5,9],function(){Game.SetResearch('Communal brainsweep');});Game.last.pool='tech'; new Game.Upgrade('Communal brainsweep','Each grandma gains another +0.02 base CpS per grandma.
      Note : proceeding any further in scientific research may have unexpected results. You have been warned.
      We fuse. We merge. We grow.',64000000000000000,[6,9],function(){Game.elderWrath=2;Game.SetResearch('Arcane sugar');Game.storeToRefresh=1;});Game.last.pool='tech'; new Game.Upgrade('Arcane sugar','Cookie production multiplier +5%.Tastes like insects, ligaments, and molasses.',128000000000000000,[7,9],function(){Game.SetResearch('Elder Pact');});Game.last.pool='tech'; new Game.Upgrade('Elder Pact','Each grandma gains +0.05 base CpS per portal.
      Note : this is a bad idea.
      squirm crawl slither writhe
      today we rise
      ',256000000000000000,[8,9],function(){Game.elderWrath=3;Game.storeToRefresh=1;});Game.last.pool='tech'; new Game.Upgrade('Elder Pledge','Contains the wrath of the elders, at least for a while.This is a simple ritual involving anti-aging cream, cookie batter mixed in the moonlight, and a live chicken.',1,[9,9],function() { Game.elderWrath=0; Game.pledges++; Game.pledgeT=Game.getPledgeDuration(); Game.Unlock('Elder Covenant'); Game.CollectWrinklers(); Game.storeToRefresh=1; }); Game.getPledgeDuration=function(){return Game.fps*60*(Game.Has('Sacrificial rolling pins')?60:30);} Game.last.pool='toggle'; Game.last.displayFuncWhenOwned=function(){return '
      Time remaining until pledge runs out :
      '+Game.sayTime(Game.pledgeT,-1)+'
      ';} Game.last.timerDisplay=function(){if (!Game.Upgrades['Elder Pledge'].bought) return -1; else return 1-Game.pledgeT/Game.getPledgeDuration();} Game.last.priceFunc=function(){return Math.pow(8,Math.min(Game.pledges+2,14));} Game.last.descFunc=function(){ return '
      '+(Game.pledges==0?'You haven\'t pledged to the elders yet.':('You\'ve pledged to the elders '+(Game.pledges==1?'once':Game.pledges==2?'twice':(Game.pledges+' times'))+'.'))+'
      '+this.desc; }; order=150; new Game.Upgrade('Plastic mouse','Clicking gains +1% of your CpS.Slightly squeaky.',50000,[11,0]);Game.MakeTiered(Game.last,1,11); new Game.Upgrade('Iron mouse','Clicking gains +1% of your CpS.Click like it\'s 1349!',5000000,[11,1]);Game.MakeTiered(Game.last,2,11); new Game.Upgrade('Titanium mouse','Clicking gains +1% of your CpS.Heavy, but powerful.',500000000,[11,2]);Game.MakeTiered(Game.last,3,11); new Game.Upgrade('Adamantium mouse','Clicking gains +1% of your CpS.You could cut diamond with these.',50000000000,[11,13]);Game.MakeTiered(Game.last,4,11); order=40000; new Game.Upgrade('Ultrascience','Research takes only 5 seconds.YEAH, SCIENCE!',7,[9,2]);//debug purposes only Game.last.pool='debug'; order=10020; Game.NewUpgradeCookie({name:'Eclipse cookies',desc:'Look to the cookie.',icon:[0,4],power: 2, price: 99999999999*5}); Game.NewUpgradeCookie({name:'Zebra cookies',desc:'...',icon:[1,4],power: 2, price: 999999999999}); order=100; new Game.Upgrade('Quintillion fingers','Multiplies the gain from Thousand fingers by 20.man, just go click click click click click, it\'s real easy, man.',10000000000000,[0,18]);Game.MakeTiered(Game.last,9,0); order=40000; new Game.Upgrade('Gold hoard','Golden cookies appear really often.That\'s entirely too many.',7,[10,14]);//debug purposes only Game.last.pool='debug'; order=15000; new Game.Upgrade('Elder Covenant','Puts a permanent end to the elders\' wrath, at the price of 5% of your CpS.This is a complicated ritual involving silly, inconsequential trivialities such as cursed laxatives, century-old cacao, and an infant.
      Don\'t question it.
      ',66666666666666,[8,9],function() { Game.pledgeT=0; Game.Lock('Revoke Elder Covenant'); Game.Unlock('Revoke Elder Covenant'); Game.Lock('Elder Pledge'); Game.Win('Elder calm'); Game.CollectWrinklers(); Game.storeToRefresh=1; }); Game.last.pool='toggle'; new Game.Upgrade('Revoke Elder Covenant','You will get 5% of your CpS back, but the grandmatriarchs will return.we
      rise
      again
      ',6666666666,[8,9],function() { Game.Lock('Elder Covenant'); Game.Unlock('Elder Covenant'); }); Game.last.pool='toggle'; order=5000; new Game.Upgrade('Get lucky','Golden cookie effects last twice as long.You\'ve been up all night, haven\'t you?',77777777777777,[27,6]); order=15000; new Game.Upgrade('Sacrificial rolling pins','Elder pledges last twice as long.These are mostly just for spreading the anti-aging cream.
      (And accessorily, shortening the chicken\'s suffering.)
      ',2888888888888,[2,9]); order=10020; Game.NewUpgradeCookie({name:'Snickerdoodles',desc:'True to their name.',icon:[2,4],power: 2, price: 999999999999*5}); Game.NewUpgradeCookie({name:'Stroopwafels',desc:'If it ain\'t dutch, it ain\'t much.',icon:[3,4],power: 2, price: 9999999999999}); Game.NewUpgradeCookie({name:'Macaroons',desc:'Not to be confused with macarons.
      These have coconut, okay?',icon:[4,4],power: 2, price: 9999999999999*5}); order=40000; new Game.Upgrade('Neuromancy','Can toggle upgrades on and off at will in the stats menu.Can also come in handy to unsee things that can\'t be unseen.',7,[4,9]);//debug purposes only Game.last.pool='debug'; order=10020; Game.NewUpgradeCookie({name:'Empire biscuits',desc:'For your growing cookie empire, of course!',icon:[5,4],power: 2, price: 99999999999999}); order=10031; Game.NewUpgradeCookie({name:'British tea biscuits',desc:'Quite.',icon:[6,4],require:'Tin of british tea biscuits',power: 2, price: 99999999999999}); Game.NewUpgradeCookie({name:'Chocolate british tea biscuits',desc:'Yes, quite.',icon:[7,4],require:Game.last.name,power: 2, price: 99999999999999}); Game.NewUpgradeCookie({name:'Round british tea biscuits',desc:'Yes, quite riveting.',icon:[8,4],require:Game.last.name,power: 2, price: 99999999999999}); Game.NewUpgradeCookie({name:'Round chocolate british tea biscuits',desc:'Yes, quite riveting indeed.',icon:[9,4],require:Game.last.name,power: 2, price: 99999999999999}); Game.NewUpgradeCookie({name:'Round british tea biscuits with heart motif',desc:'Yes, quite riveting indeed, old chap.',icon:[10,4],require:Game.last.name,power: 2, price: 99999999999999}); Game.NewUpgradeCookie({name:'Round chocolate british tea biscuits with heart motif',desc:'I like cookies.',icon:[11,4],require:Game.last.name,power: 2, price: 99999999999999}); order=1000; new Game.TieredUpgrade('Sugar bosons','Antimatter condensers are twice as efficient.Sweet firm bosons.','Antimatter condenser',1); new Game.TieredUpgrade('String theory','Antimatter condensers are twice as efficient.Reveals new insight about the true meaning of baking cookies (and, as a bonus, the structure of the universe).','Antimatter condenser',2); new Game.TieredUpgrade('Large macaron collider','Antimatter condensers are twice as efficient.How singular!','Antimatter condenser',3); new Game.TieredUpgrade('Big bang bake','Antimatter condensers are twice as efficient.And that\'s how it all began.','Antimatter condenser',4); order=255; Game.GrandmaSynergy('Antigrandmas','A mean antigrandma to vomit more cookies.','Antimatter condenser'); order=10020; Game.NewUpgradeCookie({name:'Madeleines',desc:'Unforgettable!',icon:[12,3],power: 2, price: 99999999999999*5}); Game.NewUpgradeCookie({name:'Palmiers',desc:'Palmier than you!',icon:[13,3],power: 2, price: 99999999999999*5}); Game.NewUpgradeCookie({name:'Palets',desc:'You could probably play hockey with these.
      I mean, you\'re welcome to try.',icon:[12,4],power: 2, price: 999999999999999}); Game.NewUpgradeCookie({name:'Sablés',desc:'The name implies they\'re made of sand. But you know better, don\'t you?',icon:[13,4],power: 2, price: 999999999999999}); order=20000; new Game.Upgrade('Kitten overseers','You gain more CpS the more milk you have.my purrpose is to serve you, sir',90000000000000000,Game.GetIcon('Kitten',4));Game.last.kitten=1;Game.MakeTiered(Game.last,4,18); order=100; new Game.Upgrade('Sextillion fingers','Multiplies the gain from Thousand fingers by 20.sometimes
      things just
      click
      ',10000000000000000,[0,19]);Game.MakeTiered(Game.last,10,0); order=200;new Game.TieredUpgrade('Double-thick glasses','Grandmas are twice as efficient.Oh... so THAT\'s what I\'ve been baking.','Grandma',5); order=300;new Game.TieredUpgrade('Gingerbread scarecrows','Farms are twice as efficient.Staring at your crops with mischievous glee.','Farm',5); order=500;new Game.TieredUpgrade('Recombobulators','Factories are twice as efficient.A major part of cookie recombobulation.','Factory',5); order=400;new Game.TieredUpgrade('H-bomb mining','Mines are twice as efficient.Questionable efficiency, but spectacular nonetheless.','Mine',5); order=600;new Game.TieredUpgrade('Chocolate monoliths','Shipments are twice as efficient.My god. It\'s full of chocolate bars.','Shipment',5); order=700;new Game.TieredUpgrade('Aqua crustulae','Alchemy labs are twice as efficient.Careful with the dosing - one drop too much and you get muffins.
      And nobody likes muffins.
      ','Alchemy lab',5); order=800;new Game.TieredUpgrade('Brane transplant','Portals are twice as efficient.This refers to the practice of merging higher dimensional universes, or "branes", with our own, in order to facilitate transit (and harvesting of precious cookie dough).','Portal',5); order=900;new Game.TieredUpgrade('Yestermorrow comparators','Time machines are twice as efficient.Fortnights into milleniums.','Time machine',5); order=1000;new Game.TieredUpgrade('Reverse cyclotrons','Antimatter condensers are twice as efficient.These can uncollision particles and unspin atoms. For... uh... better flavor, and stuff.','Antimatter condenser',5); order=150; new Game.Upgrade('Unobtainium mouse','Clicking gains +1% of your CpS.These nice mice should suffice.',5000000000000,[11,14]);Game.MakeTiered(Game.last,5,11); order=10030; Game.NewUpgradeCookie({name:'Caramoas',desc:'Yeah. That\'s got a nice ring to it.',icon:[14,4],require:'Box of brand biscuits',power: 3, price: 9999999999999999}); Game.NewUpgradeCookie({name:'Sagalongs',desc:'Grandma\'s favorite?',icon:[15,3],require:'Box of brand biscuits',power: 3, price: 9999999999999999}); Game.NewUpgradeCookie({name:'Shortfoils',desc:'Foiled again!',icon:[15,4],require:'Box of brand biscuits',power: 3, price: 9999999999999999}); Game.NewUpgradeCookie({name:'Win mints',desc:'They\'re the luckiest cookies you\'ve ever tasted!',icon:[14,3],require:'Box of brand biscuits',power: 3, price: 9999999999999999}); order=40000; new Game.Upgrade('Perfect idling','You keep producing cookies even while the game is closed.It\'s the most beautiful thing I\'ve ever seen.',7,[10,0]);//debug purposes only Game.last.pool='debug'; order=10030; Game.NewUpgradeCookie({name:'Fig gluttons',desc:'Got it all figured out.',icon:[17,4],require:'Box of brand biscuits',power: 2, price: 999999999999999*5}); Game.NewUpgradeCookie({name:'Loreols',desc:'Because, uh... they\'re worth it?',icon:[16,3],require:'Box of brand biscuits',power: 2, price: 999999999999999*5}); Game.NewUpgradeCookie({name:'Jaffa cakes',desc:'If you want to bake a cookie from scratch, you must first build a factory.',icon:[17,3],require:'Box of brand biscuits',power: 2, price: 999999999999999*5}); Game.NewUpgradeCookie({name:'Grease\'s cups',desc:'Extra-greasy peanut butter.',icon:[16,4],require:'Box of brand biscuits',power: 2, price: 999999999999999*5}); order=30000; new Game.Upgrade('Heavenly chip secret','Unlocks 5% of the potential of your prestige level.Grants the knowledge of heavenly chips, and how to use them to make baking more efficient.
      It\'s a secret to everyone.
      ',11,[19,7]);Game.last.noPerm=1; new Game.Upgrade('Heavenly cookie stand','Unlocks 25% of the potential of your prestige level.Don\'t forget to visit the heavenly lemonade stand afterwards. When afterlife gives you lemons...',1111,[18,7]);Game.last.noPerm=1; new Game.Upgrade('Heavenly bakery','Unlocks 50% of the potential of your prestige level.Also sells godly cakes and divine pastries. The pretzels aren\'t too bad either.',111111,[17,7]);Game.last.noPerm=1; new Game.Upgrade('Heavenly confectionery','Unlocks 75% of the potential of your prestige level.They say angel bakers work there. They take angel lunch breaks and sometimes go on angel strikes.',11111111,[16,7]);Game.last.noPerm=1; new Game.Upgrade('Heavenly key','Unlocks 100% of the potential of your prestige level.This is the key to the pearly (and tasty) gates of pastry heaven, granting you access to your entire stockpile of heavenly chips for baking purposes.
      May you use them wisely.
      ',1111111111,[15,7]);Game.last.noPerm=1; order=10100; Game.NewUpgradeCookie({name:'Skull cookies',desc:'Wanna know something spooky? You\'ve got one of these inside your head RIGHT NOW.',locked:1,icon:[12,8],power: 2, price: 444444444444}); Game.NewUpgradeCookie({name:'Ghost cookies',desc:'They\'re something strange, but they look pretty good!',locked:1,icon:[13,8],power: 2, price: 444444444444}); Game.NewUpgradeCookie({name:'Bat cookies',desc:'The cookies this town deserves.',locked:1,icon:[14,8],power: 2, price: 444444444444}); Game.NewUpgradeCookie({name:'Slime cookies',desc:'The incredible melting cookies!',locked:1,icon:[15,8],power: 2, price: 444444444444}); Game.NewUpgradeCookie({name:'Pumpkin cookies',desc:'Not even pumpkin-flavored. Tastes like glazing. Yeugh.',locked:1,icon:[16,8],power: 2, price: 444444444444}); Game.NewUpgradeCookie({name:'Eyeball cookies',desc:'When you stare into the cookie, the cookie stares back at you.',locked:1,icon:[17,8],power: 2, price: 444444444444}); Game.NewUpgradeCookie({name:'Spider cookies',desc:'You found the recipe on the web. They do whatever a cookie can.',locked:1,icon:[18,8],power: 2, price: 444444444444}); Game.halloweenDrops=['Skull cookies','Ghost cookies','Bat cookies','Slime cookies','Pumpkin cookies','Eyeball cookies','Spider cookies']; Game.GetHowManyHalloweenDrops=function() { var num=0; for (var i in Game.halloweenDrops) {if (Game.Has(Game.halloweenDrops[i])) num++;} return num; } /*for (var i in Game.halloweenDrops) { Game.Upgrades[Game.halloweenDrops[i]].descFunc=function(){return '
      You currently own '+Game.GetHowManyHalloweenDrops()+'/'+Game.halloweenDrops.length+' halloween cookies.
      '+this.desc;}; }*/ order=0; new Game.Upgrade('Persistent memory','Subsequent research will be 10 times as fast.It\'s all making sense!
      Again!
      ',500,[9,2]);Game.last.pool='prestige'; order=40000; new Game.Upgrade('Wrinkler doormat','Wrinklers spawn much more frequently.You\'re such a pushover.',7,[19,8]);//debug purposes only Game.last.pool='debug'; order=10200; Game.NewUpgradeCookie({name:'Christmas tree biscuits',desc:'Whose pine is it anyway?',locked:1,icon:[12,10],power:2,price: 252525252525}); Game.NewUpgradeCookie({name:'Snowflake biscuits',desc:'Mass-produced to be unique in every way.',locked:1,icon:[13,10],power:2,price: 252525252525}); Game.NewUpgradeCookie({name:'Snowman biscuits',desc:'It\'s frosted. Doubly so.',locked:1,icon:[14,10],power:2,price: 252525252525}); Game.NewUpgradeCookie({name:'Holly biscuits',desc:'You don\'t smooch under these ones. That would be the mistletoe (which, botanically, is a smellier variant of the mistlefinger).',locked:1,icon:[15,10],power:2,price: 252525252525}); Game.NewUpgradeCookie({name:'Candy cane biscuits',desc:'It\'s two treats in one!
      (Further inspection reveals the frosting does not actually taste like peppermint, but like mundane sugary frosting.)',locked:1,icon:[16,10],power:2,price: 252525252525}); Game.NewUpgradeCookie({name:'Bell biscuits',desc:'What do these even have to do with christmas? Who cares, ring them in!',locked:1,icon:[17,10],power:2,price: 252525252525}); Game.NewUpgradeCookie({name:'Present biscuits',desc:'The prequel to future biscuits. Watch out!',locked:1,icon:[18,10],power:2,price: 252525252525}); order=10020; Game.NewUpgradeCookie({name:'Gingerbread men',desc:'You like to bite the legs off first, right? How about tearing off the arms? You sick monster.',icon:[18,4],power: 2,price: 9999999999999999}); Game.NewUpgradeCookie({name:'Gingerbread trees',desc:'Evergreens in pastry form. Yule be surprised what you can come up with.',icon:[18,3],power: 2,price: 9999999999999999}); order=25000; new Game.Upgrade('A festive hat','Unlocks... something.Not a creature was stirring, not even a mouse.',25,[19,9],function() { var drop=choose(Game.santaDrops); Game.Unlock(drop); if (Game.prefs.popups) Game.Popup('In the festive hat, you find...
      a festive test tube
      and '+drop+'.'); else Game.Notify('In the festive hat, you find...','a festive test tube
      and '+drop+'.',Game.Upgrades[drop].icon); }); new Game.Upgrade('Increased merriness','Cookie production multiplier +15%.
      Cost scales with Santa level.It turns out that the key to increased merriness, strangely enough, happens to be a good campfire and some s\'mores.
      You know what they say, after all; the s\'more, the merrier.
      ',2525,[17,9]); new Game.Upgrade('Improved jolliness','Cookie production multiplier +15%.
      Cost scales with Santa level.A nice wobbly belly goes a long way.
      You jolly?
      ',2525,[17,9]); new Game.Upgrade('A lump of coal','Cookie production multiplier +1%.
      Cost scales with Santa level.Some of the world\'s worst stocking stuffing.
      I guess you could try starting your own little industrial revolution, or something?...
      ',2525,[13,9]); new Game.Upgrade('An itchy sweater','Cookie production multiplier +1%.
      Cost scales with Santa level.You don\'t know what\'s worse : the embarrassingly quaint "elf on reindeer" motif, or the fact that wearing it makes you feel like you\'re wrapped in a dead sasquatch.',2525,[14,9]); new Game.Upgrade('Reindeer baking grounds','Reindeer appear twice as frequently.
      Cost scales with Santa level.Male reindeer are from Mars; female reindeer are from venison.',2525,[12,9]); new Game.Upgrade('Weighted sleighs','Reindeer are twice as slow.
      Cost scales with Santa level.Hope it was worth the weight.
      (Something something forced into cervidude)
      ',2525,[12,9]); new Game.Upgrade('Ho ho ho-flavored frosting','Reindeer give twice as much.
      Cost scales with Santa level.It\'s time to up the antler.',2525,[12,9]); new Game.Upgrade('Season savings','All buildings are 1% cheaper.
      Cost scales with Santa level.By Santa\'s beard, what savings!
      But who will save us?
      ',2525,[16,9],function(){Game.storeToRefresh=1;}); new Game.Upgrade('Toy workshop','All upgrades are 5% cheaper.
      Cost scales with Santa level.Watch yours-elf around elvesdroppers who might steal our production secrets.
      Or elven worse!
      ',2525,[16,9],function(){Game.upgradesToRebuild=1;}); new Game.Upgrade('Naughty list','Grandmas are twice as productive.
      Cost scales with Santa level.This list contains every unholy deed perpetuated by grandmakind.
      He won\'t be checking this one twice.
      Once. Once is enough.
      ',2525,[15,9]); new Game.Upgrade('Santa\'s bottomless bag','Random drops are 10% more common.
      Cost scales with Santa level.This is one bottom you can\'t check out.',2525,[19,9]); new Game.Upgrade('Santa\'s helpers','Clicking is 10% more powerful.
      Cost scales with Santa level.Some choose to help hamburger; some choose to help you.
      To each their own, I guess.
      ',2525,[19,9]); new Game.Upgrade('Santa\'s legacy','Cookie production multiplier +3% per Santa\'s levels.
      Cost scales with Santa level.In the north pole, you gotta get the elves first. Then when you get the elves, you start making the toys. Then when you get the toys... then you get the cookies.',2525,[19,9]); new Game.Upgrade('Santa\'s milk and cookies','Milk is 5% more powerful.
      Cost scales with Santa level.Part of Santa\'s dreadfully unbalanced diet.',2525,[19,9]); order=40000; new Game.Upgrade('Reindeer season','Reindeer spawn much more frequently.Go, Cheater! Go, Hacker and Faker!',7,[12,9]);//debug purposes only Game.last.pool='debug'; order=25000; new Game.Upgrade('Santa\'s dominion','Cookie production multiplier +20%.
      All buildings are 1% cheaper.
      All upgrades are 2% cheaper.My name is Claus, king of kings;
      Look on my toys, ye Mighty, and despair!
      ',2525252525252525,[19,10],function(){Game.storeToRefresh=1;}); order=10300; var heartPower=function(){ var pow=2; if (Game.Has('Starlove')) pow=3; if (Game.hasGod) { var godLvl=Game.hasGod('seasons'); if (godLvl==1) pow*=1.3; else if (godLvl==2) pow*=1.2; else if (godLvl==3) pow*=1.1; } return pow; }; Game.NewUpgradeCookie({name:'Pure heart biscuits',desc:'Melty white chocolate
      that says "I *like* like you".',season:'valentines',icon:[19,3], power:heartPower,price: 1000000}); Game.NewUpgradeCookie({name:'Ardent heart biscuits',desc:'A red hot cherry biscuit that will nudge the target of your affection in interesting directions.',require:Game.last.name,season:'valentines',icon:[20,3], power:heartPower,price: 1000000000}); Game.NewUpgradeCookie({name:'Sour heart biscuits',desc:'A bitter lime biscuit for the lonely and the heart-broken.',require:Game.last.name,season:'valentines',icon:[20,4], power:heartPower,price: 1000000000000}); Game.NewUpgradeCookie({name:'Weeping heart biscuits',desc:'An ice-cold blueberry biscuit, symbol of a mending heart.',require:Game.last.name,season:'valentines',icon:[21,3], power:heartPower,price: 1000000000000000}); Game.NewUpgradeCookie({name:'Golden heart biscuits',desc:'A beautiful biscuit to symbolize kindness, true love, and sincerity.',require:Game.last.name,season:'valentines',icon:[21,4], power:heartPower,price: 1000000000000000000}); Game.NewUpgradeCookie({name:'Eternal heart biscuits',desc:'Silver icing for a very special someone you\'ve liked for a long, long time.',require:Game.last.name,season:'valentines',icon:[19,4], power:heartPower,price: 1000000000000000000000}); Game.heartDrops=['Pure heart biscuits','Ardent heart biscuits','Sour heart biscuits','Weeping heart biscuits','Golden heart biscuits','Eternal heart biscuits','Prism heart biscuits']; Game.GetHowManyHeartDrops=function() { var num=0; for (var i in Game.heartDrops) {if (Game.Has(Game.heartDrops[i])) num++;} return num; } /*for (var i in Game.heartDrops) { Game.Upgrades[Game.heartDrops[i]].descFunc=function(){return '
      You currently own '+Game.GetHowManyHeartDrops()+'/'+Game.heartDrops.length+' heart biscuits.
      '+this.desc;}; }*/ order=1100; new Game.TieredUpgrade('Gem polish','Prisms are twice as efficient.Get rid of the grime and let more light in.
      Truly, truly outrageous.
      ','Prism',1); new Game.TieredUpgrade('9th color','Prisms are twice as efficient.Delve into untouched optical depths where even the mantis shrimp hasn\'t set an eye!','Prism',2); new Game.TieredUpgrade('Chocolate light','Prisms are twice as efficient.Bask into its cocoalescence.
      (Warning : may cause various interesting albeit deadly skin conditions.)
      ','Prism',3); new Game.TieredUpgrade('Grainbow','Prisms are twice as efficient.Remember the different grains using the handy Roy G. Biv mnemonic : R is for rice, O is for oats... uh, B for barley?...','Prism',4); new Game.TieredUpgrade('Pure cosmic light','Prisms are twice as efficient.Your prisms now receive pristine, unadulterated photons from the other end of the universe.','Prism',5); order=255; Game.GrandmaSynergy('Rainbow grandmas','A luminous grandma to sparkle into cookies.','Prism'); order=24000; Game.seasonTriggerBasePrice=1000000000;//1111111111; new Game.Upgrade('Season switcher','Allows you to trigger seasonal events at will, for a price.There will always be time.',1111,[16,6],function(){for (var i in Game.seasons){Game.Unlock(Game.seasons[i].trigger);}});Game.last.pool='prestige';Game.last.parents=['Heralds']; new Game.Upgrade('Festive biscuit','Triggers Christmas season for the next 24 hours.
      Triggering another season will cancel this one.
      Cost scales with unbuffed CpS and increases with every season switch.\'Twas the night before Christmas- or was it?',Game.seasonTriggerBasePrice,[12,10]);Game.last.season='christmas';Game.last.pool='toggle'; new Game.Upgrade('Ghostly biscuit','Triggers Halloween season for the next 24 hours.
      Triggering another season will cancel this one.
      Cost scales with unbuffed CpS and increases with every season switch.spooky scary skeletons
      will wake you with a boo
      ',Game.seasonTriggerBasePrice,[13,8]);Game.last.season='halloween';Game.last.pool='toggle'; new Game.Upgrade('Lovesick biscuit','Triggers Valentine\'s Day season for the next 24 hours.
      Triggering another season will cancel this one.
      Cost scales with unbuffed CpS and increases with every season switch.Romance never goes out of fashion.',Game.seasonTriggerBasePrice,[20,3]);Game.last.season='valentines';Game.last.pool='toggle'; new Game.Upgrade('Fool\'s biscuit','Triggers Business Day season for the next 24 hours.
      Triggering another season will cancel this one.
      Cost scales with unbuffed CpS and increases with every season switch.Business. Serious business. This is absolutely all of your business.',Game.seasonTriggerBasePrice,[17,6]);Game.last.season='fools';Game.last.pool='toggle'; order=40000; new Game.Upgrade('Eternal seasons','Seasons now last forever.Season to taste.',7,[16,6],function(){for (var i in Game.seasons){Game.Unlock(Game.seasons[i].trigger);}});//debug purposes only Game.last.pool='debug'; order=20000; new Game.Upgrade('Kitten managers','You gain more CpS the more milk you have.that\'s not gonna paws any problem, sir',900000000000000000000,Game.GetIcon('Kitten',5));Game.last.kitten=1;Game.MakeTiered(Game.last,5,18); order=100; new Game.Upgrade('Septillion fingers','Multiplies the gain from Thousand fingers by 20.[cursory flavor text]',10000000000000000000,[12,20]);Game.MakeTiered(Game.last,11,0); new Game.Upgrade('Octillion fingers','Multiplies the gain from Thousand fingers by 20.Turns out you can quite put your finger on it.',10000000000000000000000,[12,19]);Game.MakeTiered(Game.last,12,0); order=150;new Game.Upgrade('Eludium mouse','Clicking gains +1% of your CpS.I rodent do that if I were you.',500000000000000,[11,15]);Game.MakeTiered(Game.last,6,11); new Game.Upgrade('Wishalloy mouse','Clicking gains +1% of your CpS.Clicking is fine and dandy, but don\'t smash your mouse over it. Get your game on. Go play.',50000000000000000,[11,16]);Game.MakeTiered(Game.last,7,11); order=200;new Game.TieredUpgrade('Aging agents','Grandmas are twice as efficient.Counter-intuitively, grandmas have the uncanny ability to become more powerful the older they get.','Grandma',6); order=300;new Game.TieredUpgrade('Pulsar sprinklers','Farms are twice as efficient.There\'s no such thing as over-watering. The moistest is the bestest.','Farm',6); order=500;new Game.TieredUpgrade('Deep-bake process','Factories are twice as efficient.A patented process increasing cookie yield two-fold for the same amount of ingredients. Don\'t ask how, don\'t take pictures, and be sure to wear your protective suit.','Factory',6); order=400;new Game.TieredUpgrade('Coreforge','Mines are twice as efficient.You\'ve finally dug a tunnel down to the Earth\'s core. It\'s pretty warm down here.','Mine',6); order=600;new Game.TieredUpgrade('Generation ship','Shipments are twice as efficient.Built to last, this humongous spacecraft will surely deliver your cookies to the deep ends of space, one day.','Shipment',6); order=700;new Game.TieredUpgrade('Origin crucible','Alchemy labs are twice as efficient.Built from the rarest of earths and located at the very deepest of the largest mountain, this legendary crucible is said to retain properties from the big-bang itself.','Alchemy lab',6); order=800;new Game.TieredUpgrade('Deity-sized portals','Portals are twice as efficient.It\'s almost like, say, an elder god could fit through this thing now. Hypothetically.','Portal',6); order=900;new Game.TieredUpgrade('Far future enactment','Time machines are twice as efficient.The far future enactment authorizes you to delve deep into the future - where civilization has fallen and risen again, and cookies are plentiful.','Time machine',6); order=1000;new Game.TieredUpgrade('Nanocosmics','Antimatter condensers are twice as efficient.The theory of nanocosmics posits that each subatomic particle is in fact its own self-contained universe, holding unfathomable amounts of energy.
      This somehow stacks with the nested universe theory, because physics.
      ','Antimatter condenser',6); order=1100; new Game.TieredUpgrade('Glow-in-the-dark','Prisms are twice as efficient.Your prisms now glow in the dark, effectively doubling their output!','Prism',6); order=10032; Game.NewUpgradeCookie({name:'Rose macarons',desc:'Although an odd flavor, these pastries recently rose in popularity.',icon:[22,3],require:'Box of macarons', power:3,price: 9999}); Game.NewUpgradeCookie({name:'Lemon macarons',desc:'Tastefully sour, delightful treats.',icon:[23,3],require:'Box of macarons', power:3,price: 9999999}); Game.NewUpgradeCookie({name:'Chocolate macarons',desc:'They\'re like tiny sugary burgers!',icon:[24,3],require:'Box of macarons', power:3,price: 9999999999}); Game.NewUpgradeCookie({name:'Pistachio macarons',desc:'Pistachio shells now removed after multiple complaints.',icon:[22,4],require:'Box of macarons', power:3,price: 9999999999999}); Game.NewUpgradeCookie({name:'Hazelnut macarons',desc:'These go especially well with coffee.',icon:[23,4],require:'Box of macarons', power:3,price: 9999999999999999}); Game.NewUpgradeCookie({name:'Violet macarons',desc:'It\'s like spraying perfume into your mouth!',icon:[24,4],require:'Box of macarons', power:3,price: 9999999999999999999}); order=40000; new Game.Upgrade('Magic shenanigans','Cookie production multiplied by 1,000.It\'s magic. I ain\'t gotta explain sh
      t.
      ',7,[17,5]);//debug purposes only Game.last.pool='debug'; order=24000; new Game.Upgrade('Bunny biscuit','Triggers Easter season for the next 24 hours.
      Triggering another season will cancel this one.
      Cost scales with unbuffed CpS and increases with every season switch.All the world will be your enemy
      and when they catch you,
      they will kill you...
      but first they must catch you.
      ',Game.seasonTriggerBasePrice,[0,12]);Game.last.season='easter';Game.last.pool='toggle'; var eggPrice=999999999999; var eggPrice2=99999999999999; new Game.Upgrade('Chicken egg','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.The egg. The egg came first. Get over it.',eggPrice,[1,12]); new Game.Upgrade('Duck egg','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.Then he waddled away.',eggPrice,[2,12]); new Game.Upgrade('Turkey egg','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.These hatch into strange, hand-shaped creatures.',eggPrice,[3,12]); new Game.Upgrade('Quail egg','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.These eggs are positively tiny. I mean look at them. How does this happen? Whose idea was that?',eggPrice,[4,12]); new Game.Upgrade('Robin egg','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.Holy azure-hued shelled embryos!',eggPrice,[5,12]); new Game.Upgrade('Ostrich egg','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.One of the largest eggs in the world. More like ostrouch, am I right?
      Guys?
      ',eggPrice,[6,12]); new Game.Upgrade('Cassowary egg','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.The cassowary is taller than you, possesses murderous claws and can easily outrun you.
      You\'d do well to be casso-wary of them.
      ',eggPrice,[7,12]); new Game.Upgrade('Salmon roe','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.Do the impossible, see the invisible.
      Roe roe, fight the power?
      ',eggPrice,[8,12]); new Game.Upgrade('Frogspawn','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.I was going to make a pun about how these "toadally look like eyeballs", but froget it.',eggPrice,[9,12]); new Game.Upgrade('Shark egg','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.HELLO IS THIS FOOD?
      LET ME TELL YOU ABOUT FOOD.
      WHY DO I KEEP EATING MY FRIENDS
      ',eggPrice,[10,12]); new Game.Upgrade('Turtle egg','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.Turtles, right? Hatch from shells. Grow into shells. What\'s up with that?
      Now for my skit about airplane food.
      ',eggPrice,[11,12]); new Game.Upgrade('Ant larva','Cookie production multiplier +1%.
      Cost scales with how many eggs you own.These are a delicacy in some countries, I swear. You will let these invade your digestive tract, and you will derive great pleasure from it.
      And all will be well.
      ',eggPrice,[12,12]); new Game.Upgrade('Golden goose egg','Golden cookies appear 5% more often.
      Cost scales with how many eggs you own.The sole vestige of a tragic tale involving misguided investments.',eggPrice2,[13,12]); new Game.Upgrade('Faberge egg','All buildings and upgrades are 1% cheaper.
      Cost scales with how many eggs you own.This outrageous egg is definitely fab.',eggPrice2,[14,12],function(){Game.storeToRefresh=1;}); new Game.Upgrade('Wrinklerspawn','Wrinklers explode into 5% more cookies.
      Cost scales with how many eggs you own.Look at this little guy! It\'s gonna be a big boy someday! Yes it is!',eggPrice2,[15,12]); new Game.Upgrade('Cookie egg','Clicking is 10% more powerful.
      Cost scales with how many eggs you own.The shell appears to be chipped.
      I wonder what\'s inside this one!
      ',eggPrice2,[16,12]); new Game.Upgrade('Omelette','Other eggs appear 10% more frequently.
      Cost scales with how many eggs you own.Fromage not included.',eggPrice2,[17,12]); new Game.Upgrade('Chocolate egg','Contains a lot of cookies.
      Cost scales with how many eggs you own.Laid by the elusive cocoa bird. There\'s a surprise inside!',eggPrice2,[18,12],function() { var cookies=Game.cookies*0.05; if (Game.prefs.popups) Game.Popup('The chocolate egg bursts into
      '+Beautify(cookies)+'!'); else Game.Notify('Chocolate egg','The egg bursts into '+Beautify(cookies)+' cookies!',Game.Upgrades['Chocolate egg'].icon); Game.Earn(cookies); }); new Game.Upgrade('Century egg','You continually gain more CpS the longer you\'ve played in the current ascension.
      Cost scales with how many eggs you own.Actually not centuries-old. This one isn\'t a day over 86!',eggPrice2,[19,12]); Game.last.descFunc=function(){ var day=Math.floor((Date.now()-Game.startDate)/1000/10)*10/60/60/24; day=Math.min(day,100); var n=(1-Math.pow(1-day/100,3))*0.1; return '
      Current boost : +'+Beautify(n*100,1)+'%
      '+this.desc; }; new Game.Upgrade('"egg"','+9 CpShey it\'s "egg"',eggPrice2,[20,12]); Game.easterEggs=['Chicken egg','Duck egg','Turkey egg','Quail egg','Robin egg','Ostrich egg','Cassowary egg','Salmon roe','Frogspawn','Shark egg','Turtle egg','Ant larva','Golden goose egg','Faberge egg','Wrinklerspawn','Cookie egg','Omelette','Chocolate egg','Century egg','"egg"']; Game.eggDrops=['Chicken egg','Duck egg','Turkey egg','Quail egg','Robin egg','Ostrich egg','Cassowary egg','Salmon roe','Frogspawn','Shark egg','Turtle egg','Ant larva']; Game.rareEggDrops=['Golden goose egg','Faberge egg','Wrinklerspawn','Cookie egg','Omelette','Chocolate egg','Century egg','"egg"']; Game.GetHowManyEggs=function() { var num=0; for (var i in Game.easterEggs) {if (Game.Has(Game.easterEggs[i])) num++;} return num; } for (var i in Game.eggDrops)//scale egg prices to how many eggs you have {Game.Upgrades[Game.eggDrops[i]].priceFunc=function(){return Math.pow(2,Game.GetHowManyEggs())*999;}} //{Game.Upgrades[Game.eggDrops[i]].priceFunc=function(){return Math.pow(Game.GetHowManyEggs()+1,2)*Game.cookiesPs*60*5;}} for (var i in Game.rareEggDrops) {Game.Upgrades[Game.rareEggDrops[i]].priceFunc=function(){return Math.pow(3,Game.GetHowManyEggs())*999;}} //{Game.Upgrades[Game.rareEggDrops[i]].priceFunc=function(){return Math.pow(Game.GetHowManyEggs()+1,3)*Game.cookiesPs*60*5;}} /*for (var i in Game.easterEggs) { Game.Upgrades[Game.easterEggs[i]].descFunc=function(){return '
      You currently own '+Game.GetHowManyEggs()+'/'+Game.easterEggs.length+' eggs.
      '+this.desc;}; }*/ Game.DropEgg=function(failRate) { failRate*=1/Game.dropRateMult(); if (Game.season!='easter') return; if (Game.HasAchiev('Hide & seek champion')) failRate*=0.7; if (Game.Has('Omelette')) failRate*=0.9; if (Game.Has('Starspawn')) failRate*=0.9; if (Game.hasGod) { var godLvl=Game.hasGod('seasons'); if (godLvl==1) failRate*=0.9; else if (godLvl==2) failRate*=0.95; else if (godLvl==3) failRate*=0.97; } if (Math.random()>=failRate) { var drop=''; if (Math.random()<0.1) drop=choose(Game.rareEggDrops); else drop=choose(Game.eggDrops); if (Game.Has(drop) || Game.HasUnlocked(drop))//reroll if we have it { if (Math.random()<0.1) drop=choose(Game.rareEggDrops); else drop=choose(Game.eggDrops); } if (Game.Has(drop) || Game.HasUnlocked(drop)) return; Game.Unlock(drop); if (Game.prefs.popups) Game.Popup('You find :
      '+drop+'!'); else Game.Notify('You found an egg!',''+drop+'',Game.Upgrades[drop].icon); } }; order=10032; Game.NewUpgradeCookie({name:'Caramel macarons',desc:'The saltiest, chewiest of them all.',icon:[25,3],require:'Box of macarons', power:3,price: 9999999999999999999999}); Game.NewUpgradeCookie({name:'Licorice macarons',desc:'Also known as "blackarons".',icon:[25,4],require:'Box of macarons', power:3,price: 9999999999999999999999999}); order=525; new Game.TieredUpgrade('Taller tellers','Banks are twice as efficient.Able to process a higher amount of transactions. Careful though, as taller tellers tell tall tales.','Bank',1); new Game.TieredUpgrade('Scissor-resistant credit cards','Banks are twice as efficient.For those truly valued customers.','Bank',2); new Game.TieredUpgrade('Acid-proof vaults','Banks are twice as efficient.You know what they say : better safe than sorry.','Bank',3); new Game.TieredUpgrade('Chocolate coins','Banks are twice as efficient.This revolutionary currency is much easier to melt from and into ingots - and tastes much better, for a change.','Bank',4); new Game.TieredUpgrade('Exponential interest rates','Banks are twice as efficient.Can\'t argue with mathematics! Now fork it over.','Bank',5); new Game.TieredUpgrade('Financial zen','Banks are twice as efficient.The ultimate grail of economic thought; the feng shui of big money, the stock market yoga - the Heimlich maneuver of dimes and nickels.','Bank',6); order=550; new Game.TieredUpgrade('Golden idols','Temples are twice as efficient.Lure even greedier adventurers to retrieve your cookies. Now that\'s a real idol game!','Temple',1); new Game.TieredUpgrade('Sacrifices','Temples are twice as efficient.What\'s a life to a gigaton of cookies?','Temple',2); new Game.TieredUpgrade('Delicious blessing','Temples are twice as efficient.And lo, the Baker\'s almighty spoon came down and distributed holy gifts unto the believers - shimmering sugar, and chocolate dark as night, and all manner of wheats. And boy let me tell you, that party was mighty gnarly.','Temple',3); new Game.TieredUpgrade('Sun festival','Temples are twice as efficient.Free the primordial powers of your temples with these annual celebrations involving fire-breathers, traditional dancing, ritual beheadings and other merriments!','Temple',4); new Game.TieredUpgrade('Enlarged pantheon','Temples are twice as efficient.Enough spiritual inadequacy! More divinities than you\'ll ever need, or your money back! 100% guaranteed!','Temple',5); new Game.TieredUpgrade('Great Baker in the sky','Temples are twice as efficient.This is it. The ultimate deity has finally cast Their sublimely divine eye upon your operation; whether this is a good thing or possibly the end of days is something you should find out very soon.','Temple',6); order=575; new Game.TieredUpgrade('Pointier hats','Wizard towers are twice as efficient.Tests have shown increased thaumic receptivity relative to the geometric proportions of wizardly conic implements.','Wizard tower',1); new Game.TieredUpgrade('Beardlier beards','Wizard towers are twice as efficient.Haven\'t you heard? The beard is the word.','Wizard tower',2); new Game.TieredUpgrade('Ancient grimoires','Wizard towers are twice as efficient.Contain interesting spells such as "Turn Water To Drool", "Grow Eyebrows On Furniture" and "Summon Politician".','Wizard tower',3); new Game.TieredUpgrade('Kitchen curses','Wizard towers are twice as efficient.Exotic magic involved in all things pastry-related. Hexcellent!','Wizard tower',4); new Game.TieredUpgrade('School of sorcery','Wizard towers are twice as efficient.This cookie-funded academy of witchcraft is home to the 4 prestigious houses of magic : the Jocks, the Nerds, the Preps, and the Deathmunchers.','Wizard tower',5); new Game.TieredUpgrade('Dark formulas','Wizard towers are twice as efficient.Eldritch forces are at work behind these spells - you get the feeling you really shouldn\'t be messing with those. But I mean, free cookies, right?','Wizard tower',6); order=250; Game.GrandmaSynergy('Banker grandmas','A nice banker to cash in more cookies.','Bank'); Game.GrandmaSynergy('Priestess grandmas','A nice priestess to praise the one true Baker in the sky.','Temple'); Game.GrandmaSynergy('Witch grandmas','A nice witch to cast a zip, and a zoop, and poof! Cookies.','Wizard tower'); order=0; new Game.Upgrade('Tin of british tea biscuits','Contains an assortment of fancy biscuits.Every time is tea time.',25,[21,8]);Game.last.pool='prestige';Game.last.parents=['Heavenly cookies']; new Game.Upgrade('Box of macarons','Contains an assortment of macarons.Multicolored delicacies filled with various kinds of jam.
      Not to be confused with macaroons, macaroni, macarena or any of that nonsense.
      ',25,[20,8]);Game.last.pool='prestige';Game.last.parents=['Heavenly cookies']; new Game.Upgrade('Box of brand biscuits','Contains an assortment of popular biscuits.They\'re brand new!',25,[20,9]);Game.last.pool='prestige';Game.last.parents=['Heavenly cookies']; order=10020; Game.NewUpgradeCookie({name:'Pure black chocolate cookies',desc:'Dipped in a lab-made substance darker than the darkest cocoa (dubbed "chocoalate").',icon:[26,3],power: 5,price: 9999999999999999*5}); Game.NewUpgradeCookie({name:'Pure white chocolate cookies',desc:'Elaborated on the nano-scale, the coating on this biscuit is able to refract light even in a pitch-black environment.',icon:[26,4],power: 5,price: 9999999999999999*5}); Game.NewUpgradeCookie({name:'Ladyfingers',desc:'Cleaned and sanitized so well you\'d swear they\'re actual biscuits.',icon:[27,3],power: 3,price: 99999999999999999}); Game.NewUpgradeCookie({name:'Tuiles',desc:'These never go out of tile.',icon:[27,4],power: 3,price: 99999999999999999*5}); Game.NewUpgradeCookie({name:'Chocolate-stuffed biscuits',desc:'A princely snack!
      The holes are so the chocolate stuffing can breathe.',icon:[28,3],power: 3,price: 999999999999999999}); Game.NewUpgradeCookie({name:'Checker cookies',desc:'A square cookie? This solves so many storage and packaging problems! You\'re a genius!',icon:[28,4],power: 3,price: 999999999999999999*5}); Game.NewUpgradeCookie({name:'Butter cookies',desc:'These melt right off your mouth and into your heart. (Let\'s face it, they\'re rather fattening.)',icon:[29,3],power: 3,price: 9999999999999999999}); Game.NewUpgradeCookie({name:'Cream cookies',desc:'It\'s like two chocolate chip cookies! But brought together with the magic of cream! It\'s fiendishly perfect!',icon:[29,4],power: 3,price: 9999999999999999999*5}); order=0; var desc='Placing an upgrade in this slot will make its effects permanent across all playthroughs.'; new Game.Upgrade('Permanent upgrade slot I',desc, 100,[0,10]);Game.last.pool='prestige';Game.last.iconFunction=function(){return Game.PermanentSlotIcon(0);};Game.last.activateFunction=function(){Game.AssignPermanentSlot(0);}; new Game.Upgrade('Permanent upgrade slot II',desc, 20000,[1,10]);Game.last.pool='prestige';Game.last.parents=['Permanent upgrade slot I'];Game.last.iconFunction=function(){return Game.PermanentSlotIcon(1);};Game.last.activateFunction=function(){Game.AssignPermanentSlot(1);}; new Game.Upgrade('Permanent upgrade slot III',desc, 3000000,[2,10]);Game.last.pool='prestige';Game.last.parents=['Permanent upgrade slot II'];Game.last.iconFunction=function(){return Game.PermanentSlotIcon(2);};Game.last.activateFunction=function(){Game.AssignPermanentSlot(2);}; new Game.Upgrade('Permanent upgrade slot IV',desc, 400000000,[3,10]);Game.last.pool='prestige';Game.last.parents=['Permanent upgrade slot III'];Game.last.iconFunction=function(){return Game.PermanentSlotIcon(3);};Game.last.activateFunction=function(){Game.AssignPermanentSlot(3);}; new Game.Upgrade('Permanent upgrade slot V',desc, 50000000000,[4,10]);Game.last.pool='prestige';Game.last.parents=['Permanent upgrade slot IV'];Game.last.iconFunction=function(){return Game.PermanentSlotIcon(4);};Game.last.activateFunction=function(){Game.AssignPermanentSlot(4);}; var slots=['Permanent upgrade slot I','Permanent upgrade slot II','Permanent upgrade slot III','Permanent upgrade slot IV','Permanent upgrade slot V']; for (var i=0;iClick to activate.'); var upgrade=Game.UpgradesById[Game.permanentUpgrades[i]]; return '
      '+'Current :
      '+upgrade.name+'
      '+this.desc+(context=='stats'?'':'
      Click to activate.'); };}(i); } Game.PermanentSlotIcon=function(slot) { if (Game.permanentUpgrades[slot]==-1) return [slot,10]; return Game.UpgradesById[Game.permanentUpgrades[slot]].icon; } Game.AssignPermanentSlot=function(slot) { PlaySound('snd/tick.mp3'); Game.tooltip.hide(); var list=[]; for (var i in Game.Upgrades) { var me=Game.Upgrades[i]; if (me.bought && me.unlocked && !me.noPerm && (me.pool=='' || me.pool=='cookie')) { var fail=0; for (var ii in Game.permanentUpgrades) {if (Game.permanentUpgrades[ii]==me.id) fail=1;}//check if not already in another permaslot if (!fail) list.push(me); } } var sortMap=function(a,b) { if (a.order>b.order) return 1; else if (a.orderPick an upgrade to make permanent'+ '
      '+(Game.crate(Game.UpgradesById[upgrade==-1?0:upgrade],'','','upgradeToSlot'))+'
      '+ '
      '+upgrades+'
      '+ '
      Here are all the upgrades you\'ve purchased last playthrough.
      Pick one to permanently gain its effects!
      You can reassign this slot anytime you ascend.
      ' ,[['Confirm','Game.permanentUpgrades['+slot+']=Game.SelectingPermanentUpgrade;Game.BuildAscendTree();Game.ClosePrompt();'],'Cancel'],0,'widePrompt'); } Game.SelectingPermanentUpgrade=-1; Game.PutUpgradeInPermanentSlot=function(upgrade,slot) { Game.SelectingPermanentUpgrade=upgrade; l('upgradeToSlotWrap').innerHTML=''; l('upgradeToSlotWrap').style.display=(upgrade==-1?'none':'block'); l('upgradeToSlotNone').style.display=(upgrade!=-1?'none':'block'); l('upgradeToSlotWrap').innerHTML=(Game.crate(Game.UpgradesById[upgrade==-1?0:upgrade],'','','upgradeToSlot')); } new Game.Upgrade('Starspawn','Eggs drop 10% more often.
      Golden cookies appear 2% more often during Easter.',111111,[0,12]);Game.last.pool='prestige';Game.last.parents=['Season switcher']; new Game.Upgrade('Starsnow','Christmas cookies drop 5% more often.
      Reindeer appear 5% more often.',111111,[12,9]);Game.last.pool='prestige';Game.last.parents=['Season switcher']; new Game.Upgrade('Starterror','Spooky cookies drop 10% more often.
      Golden cookies appear 2% more often during Halloween.',111111,[13,8]);Game.last.pool='prestige';Game.last.parents=['Season switcher']; new Game.Upgrade('Starlove','Heart cookies are 50% more powerful.
      Golden cookies appear 2% more often during Valentines.',111111,[20,3]);Game.last.pool='prestige';Game.last.parents=['Season switcher']; new Game.Upgrade('Startrade','Golden cookies appear 5% more often during Business day.',111111,[17,6]);Game.last.pool='prestige';Game.last.parents=['Season switcher']; var angelPriceFactor=7; var desc=function(percent,total){return 'You gain another +'+percent+'% of your regular CpS while the game is closed, for a total of '+total+'%.';} new Game.Upgrade('Angels',desc(10,15)+'Lowest-ranking at the first sphere of pastry heaven, angels are tasked with delivering new recipes to the mortals they deem worthy.',Math.pow(angelPriceFactor,1),[0,11]);Game.last.pool='prestige';Game.last.parents=['Twin Gates of Transcendence']; new Game.Upgrade('Archangels',desc(10,25)+'Members of the first sphere of pastry heaven, archangels are responsible for the smooth functioning of the world\'s largest bakeries.',Math.pow(angelPriceFactor,2),[1,11]);Game.last.pool='prestige';Game.last.parents=['Angels']; new Game.Upgrade('Virtues',desc(10,35)+'Found at the second sphere of pastry heaven, virtues make use of their heavenly strength to push and drag the stars of the cosmos.',Math.pow(angelPriceFactor,3),[2,11]);Game.last.pool='prestige';Game.last.parents=['Archangels']; new Game.Upgrade('Dominions',desc(10,45)+'Ruling over the second sphere of pastry heaven, dominions hold a managerial position and are in charge of accounting and regulating schedules.',Math.pow(angelPriceFactor,4),[3,11]);Game.last.pool='prestige';Game.last.parents=['Virtues']; new Game.Upgrade('Cherubim',desc(10,55)+'Sieging at the first sphere of pastry heaven, the four-faced cherubim serve as heavenly bouncers and bodyguards.',Math.pow(angelPriceFactor,5),[4,11]);Game.last.pool='prestige';Game.last.parents=['Dominions']; new Game.Upgrade('Seraphim',desc(10,65)+'Leading the first sphere of pastry heaven, seraphim possess ultimate knowledge of everything pertaining to baking.',Math.pow(angelPriceFactor,6),[5,11]);Game.last.pool='prestige';Game.last.parents=['Cherubim']; new Game.Upgrade('God',desc(10,75)+'Like Santa, but less fun.',Math.pow(angelPriceFactor,7),[6,11]);Game.last.pool='prestige';Game.last.parents=['Seraphim']; new Game.Upgrade('Twin Gates of Transcendence','You now keep making cookies while the game is closed, at the rate of 5% of your regular CpS and up to 1 hour after the game is closed.
      (Beyond 1 hour, this is reduced by a further 90% - your rate goes down to 0.5% of your CpS.)This is one occasion you\'re always underdressed for. Don\'t worry, just rush in past the bouncer and pretend you know people.',1,[15,11]);Game.last.pool='prestige'; new Game.Upgrade('Heavenly luck','Golden cookies appear 5% more often.Someone up there likes you.',77,[22,6]);Game.last.pool='prestige'; new Game.Upgrade('Lasting fortune','Golden cookies effects last 10% longer.This isn\'t your average everyday luck. This is... advanced luck.',777,[23,6]);Game.last.pool='prestige';Game.last.parents=['Heavenly luck']; new Game.Upgrade('Decisive fate','Golden cookies stay 5% longer.Life just got a bit more intense.',7777,[10,14]);Game.last.pool='prestige';Game.last.parents=['Lasting fortune']; new Game.Upgrade('Divine discount','Buildings are 1% cheaper.Someone special deserves a special price.',99999,[21,7]);Game.last.pool='prestige';Game.last.parents=['Decisive fate']; new Game.Upgrade('Divine sales','Upgrades are 1% cheaper.Everything must go!',99999,[18,7]);Game.last.pool='prestige';Game.last.parents=['Decisive fate']; new Game.Upgrade('Divine bakeries','Cookie upgrades are 5 times cheaper.They sure know what they\'re doing.',399999,[17,7]);Game.last.pool='prestige';Game.last.parents=['Divine sales','Divine discount']; new Game.Upgrade('Starter kit','You start with 10 cursors.This can come in handy.',50,[0,14]);Game.last.pool='prestige';Game.last.parents=['Tin of british tea biscuits','Box of macarons','Box of brand biscuits','Tin of butter cookies']; new Game.Upgrade('Starter kitchen','You start with 5 grandmas.Where did these come from?',5000,[1,14]);Game.last.pool='prestige';Game.last.parents=['Starter kit']; new Game.Upgrade('Halo gloves','Clicks are 10% more powerful.Smite that cookie.',55555,[22,7]);Game.last.pool='prestige';Game.last.parents=['Starter kit']; new Game.Upgrade('Kitten angels','You gain more CpS the more milk you have.All cats go to heaven.',9000,[23,7]);Game.last.pool='prestige';Game.last.parents=['Dominions'];Game.last.kitten=1; new Game.Upgrade('Unholy bait','Wrinklers appear 5 times as fast.No wrinkler can resist the scent of worm biscuits.',44444,[15,12]);Game.last.pool='prestige';Game.last.parents=['Starter kitchen']; new Game.Upgrade('Sacrilegious corruption','Wrinklers regurgitate 5% more cookies.Unique in the animal kingdom, the wrinkler digestive tract is able to withstand an incredible degree of dilation - provided you prod them appropriately.',444444,[19,8]);Game.last.pool='prestige';Game.last.parents=['Unholy bait']; order=200;new Game.TieredUpgrade('Xtreme walkers','Grandmas are twice as efficient.Complete with flame decals and a little horn that goes "toot".','Grandma',7); order=300;new Game.TieredUpgrade('Fudge fungus','Farms are twice as efficient.A sugary parasite whose tendrils help cookie growth.
      Please do not breathe in the spores. In case of spore ingestion, seek medical help within the next 36 seconds.
      ','Farm',7); order=400;new Game.TieredUpgrade('Planetsplitters','Mines are twice as efficient.These new state-of-the-art excavators have been tested on Merula, Globort and Flwanza VI, among other distant planets which have been curiously quiet lately.','Mine',7); order=500;new Game.TieredUpgrade('Cyborg workforce','Factories are twice as efficient.Semi-synthetic organisms don\'t slack off, don\'t unionize, and have 20% shorter lunch breaks, making them ideal labor fodder.','Factory',7); order=525;new Game.TieredUpgrade('Way of the wallet','Banks are twice as efficient.This new monetary school of thought is all the rage on the banking scene; follow its precepts and you may just profit from it.','Bank',7); order=550;new Game.TieredUpgrade('Creation myth','Temples are twice as efficient.Stories have been circulating about the origins of the very first cookie that was ever baked; tales of how it all began, in the Dough beyond time and the Ovens of destiny.','Temple',7); order=575;new Game.TieredUpgrade('Cookiemancy','Wizard towers are twice as efficient.There it is; the perfected school of baking magic. From summoning chips to hexing nuts, there is not a single part of cookie-making that hasn\'t been improved tenfold by magic tricks.','Wizard tower',7); order=600;new Game.TieredUpgrade('Dyson sphere','Shipments are twice as efficient.You\'ve found a way to apply your knowledge of cosmic technology to slightly more local endeavors; this gigantic sphere of meta-materials, wrapping the solar system, is sure to kick your baking abilities up a notch.','Shipment',7); order=700;new Game.TieredUpgrade('Theory of atomic fluidity','Alchemy labs are twice as efficient.Pushing alchemy to its most extreme limits, you find that everything is transmutable into anything else - lead to gold, mercury to water; more importantly, you realize that anything can -and should- be converted to cookies.','Alchemy lab',7); order=800;new Game.TieredUpgrade('End of times back-up plan','Portals are twice as efficient.Just in case, alright?','Portal',7); order=900;new Game.TieredUpgrade('Great loop hypothesis','Time machines are twice as efficient.What if our universe is just one instance of an infinite cycle? What if, before and after it, stretched infinite amounts of the same universe, themselves containing infinite amounts of cookies?','Time machine',7); order=1000;new Game.TieredUpgrade('The Pulse','Antimatter condensers are twice as efficient.You\'ve tapped into the very pulse of the cosmos, a timeless rhythm along which every material and antimaterial thing beats in unison. This, somehow, means more cookies.','Antimatter condenser',7); order=1100; new Game.TieredUpgrade('Lux sanctorum','Prisms are twice as efficient.Your prism attendants have become increasingly mesmerized with something in the light - or maybe something beyond it; beyond us all, perhaps?','Prism',7); order=200;new Game.TieredUpgrade('The Unbridling','Grandmas are twice as efficient.It might be a classic tale of bad parenting, but let\'s see where grandma is going with this.','Grandma',8); order=300;new Game.TieredUpgrade('Wheat triffids','Farms are twice as efficient.Taking care of crops is so much easier when your plants can just walk about and help around the farm.
      Do not pet. Do not feed. Do not attempt to converse with.
      ','Farm',8); order=400;new Game.TieredUpgrade('Canola oil wells','Mines are twice as efficient.A previously untapped resource, canola oil permeates the underground olifers which grant it its particular taste and lucrative properties.','Mine',8); order=500;new Game.TieredUpgrade('78-hour days','Factories are twice as efficient.Why didn\'t we think of this earlier?','Factory',8); order=525;new Game.TieredUpgrade('The stuff rationale','Banks are twice as efficient.If not now, when? If not it, what? If not things... stuff?','Bank',8); order=550;new Game.TieredUpgrade('Theocracy','Temples are twice as efficient.You\'ve turned your cookie empire into a perfect theocracy, gathering the adoration of zillions of followers from every corner of the universe.
      Don\'t let it go to your head.
      ','Temple',8); order=575;new Game.TieredUpgrade('Rabbit trick','Wizard towers are twice as efficient.Using nothing more than a fancy top hat, your wizards have found a way to simultaneously curb rabbit population and produce heaps of extra cookies for basically free!
      Resulting cookies may or may not be fit for vegans.
      ','Wizard tower',8); order=600;new Game.TieredUpgrade('The final frontier','Shipments are twice as efficient.It\'s been a long road, getting from there to here. It\'s all worth it though - the sights are lovely and the oil prices slightly more reasonable.','Shipment',8); order=700;new Game.TieredUpgrade('Beige goo','Alchemy labs are twice as efficient.Well now you\'ve done it. Good job. Very nice. That\'s 3 galaxies you\'ve just converted into cookies. Good thing you can hop from universe to universe.','Alchemy lab',8); order=800;new Game.TieredUpgrade('Maddening chants','Portals are twice as efficient.A popular verse goes like so : "jau\'hn madden jau\'hn madden aeiouaeiouaeiou brbrbrbrbrbrbr"','Portal',8); order=900;new Game.TieredUpgrade('Cookietopian moments of maybe','Time machines are twice as efficient.Reminiscing how things could have been, should have been, will have been.','Time machine',8); order=1000;new Game.TieredUpgrade('Some other super-tiny fundamental particle? Probably?','Antimatter condensers are twice as efficient.When even the universe is running out of ideas, that\'s when you know you\'re nearing the end.','Antimatter condenser',8); order=1100; new Game.TieredUpgrade('Reverse shadows','Prisms are twice as efficient.Oh man, this is really messing with your eyes.','Prism',8); order=20000; new Game.Upgrade('Kitten accountants','You gain more CpS the more milk you have.business going great, sir',900000000000000000000000,Game.GetIcon('Kitten',6));Game.last.kitten=1;Game.MakeTiered(Game.last,6,18); new Game.Upgrade('Kitten specialists','You gain more CpS the more milk you have.optimeowzing your workflow like whoah, sir',900000000000000000000000000,Game.GetIcon('Kitten',7));Game.last.kitten=1;Game.MakeTiered(Game.last,7,18); new Game.Upgrade('Kitten experts','You gain more CpS the more milk you have.10 years expurrrtise in the cookie business, sir',900000000000000000000000000000,Game.GetIcon('Kitten',8));Game.last.kitten=1;Game.MakeTiered(Game.last,8,18); new Game.Upgrade('How to bake your dragon','Allows you to purchase a crumbly egg once you have earned 1 million cookies.A tome full of helpful tips such as "oh god, stay away from it", "why did we buy this thing, it\'s not even house-broken" and "groom twice a week in the direction of the scales".',9,[22,12]);Game.last.pool='prestige'; order=25100; new Game.Upgrade('A crumbly egg','Unlocks the cookie dragon egg.Thank you for adopting this robust, fun-loving cookie dragon! It will bring you years of joy and entertainment.
      Keep in a dry and cool place, and away from other house pets. Subscription to home insurance is strongly advised.
      ',25,[21,12]); new Game.Upgrade('Chimera','Synergy upgrades are 2% cheaper.
      You gain another +5% of your regular CpS while the game is closed.
      You retain optimal cookie production while the game is closed for 2 more days.More than the sum of its parts.',Math.pow(angelPriceFactor,9),[24,7]);Game.last.pool='prestige';Game.last.parents=['God','Lucifer','Synergies Vol. II']; new Game.Upgrade('Tin of butter cookies','Contains an assortment of rich butter cookies.Five varieties of danish cookies.
      Complete with little paper cups.
      ',25,[21,9]);Game.last.pool='prestige';Game.last.parents=['Heavenly cookies']; new Game.Upgrade('Golden switch','Unlocks the golden switch, which passively boosts your CpS by 50% but disables golden cookies.Less clicking, more idling.',999,[21,10]);Game.last.pool='prestige';Game.last.parents=['Heavenly luck']; new Game.Upgrade('Classic dairy selection','Unlocks the milk selector, letting you pick which milk is displayed under your cookie.
      Comes with a variety of basic flavors.Don\'t have a cow, man.',9,[1,8]);Game.last.pool='prestige';Game.last.parents=[]; new Game.Upgrade('Fanciful dairy selection','Contains more exotic flavors for your milk selector.Strong bones for the skeleton army.',1000000,[9,7]);Game.last.pool='prestige';Game.last.parents=['Classic dairy selection']; order=10300; Game.NewUpgradeCookie({name:'Dragon cookie',desc:'Imbued with the vigor and vitality of a full-grown cookie dragon, this mystical cookie will embolden your empire for the generations to come.',icon:[10,25],power:5,price:9999999999999999*7,locked:1}); order=40000; new Game.Upgrade('Golden switch [off]','Turning this on will give you a passive +50% CpS, but prevents golden cookies from spawning.
      Cost is equal to 1 hour of production.',1000000,[20,10]); Game.last.pool='toggle';Game.last.toggleInto='Golden switch [on]'; Game.last.priceFunc=function(){return Game.cookiesPs*60*60;} var func=function(){ if (Game.Has('Residual luck')) { var bonus=0; var upgrades=Game.goldenCookieUpgrades; for (var i in upgrades) {if (Game.Has(upgrades[i])) bonus++;} return '
      '+Game.listTinyOwnedUpgrades(Game.goldenCookieUpgrades)+'

      The effective boost is +'+Beautify(Math.round(50+bonus*10))+'%
      thanks to residual luck
      and your '+bonus+' golden cookie upgrade'+(bonus==1?'':'s')+'.
      '+this.desc; } return this.desc; }; Game.last.descFunc=func; new Game.Upgrade('Golden switch [on]','The switch is currently giving you a passive +50% CpS; it also prevents golden cookies from spawning.
      Turning it off will revert those effects.
      Cost is equal to 1 hour of production.',1000000,[21,10]); Game.last.pool='toggle';Game.last.toggleInto='Golden switch [off]'; Game.last.priceFunc=function(){return Game.cookiesPs*60*60;} Game.last.descFunc=func; order=50000; new Game.Upgrade('Milk selector','Lets you pick what flavor of milk to display.',0,[1,8]); Game.last.descFunc=function(){ var choice=this.choicesFunction()[Game.milkType]; if (!choice) choice=this.choicesFunction()[0]; return '
      Current :
      '+choice.name+'
      '+this.desc; }; Game.last.pool='toggle'; Game.last.choicesFunction=function() { var rank=0; var choices=[]; choices[0]={name:'Automatic',icon:[0,7]}; choices[1]={name:'Plain milk',icon:[1,8],rank:rank++}; choices[2]={name:'Chocolate milk',icon:[2,8],rank:rank++}; choices[3]={name:'Raspberry milk',icon:[3,8],rank:rank++}; choices[4]={name:'Orange milk',icon:[4,8],rank:rank++}; choices[5]={name:'Caramel milk',icon:[5,8],rank:rank++}; choices[6]={name:'Banana milk',icon:[6,8],rank:rank++}; choices[7]={name:'Lime milk',icon:[7,8],rank:rank++}; choices[8]={name:'Blueberry milk',icon:[8,8],rank:rank++}; choices[9]={name:'Strawberry milk',icon:[9,8],rank:rank++}; choices[10]={name:'Vanilla milk',icon:[10,8],rank:rank++}; choices[19]={name:'Honey milk',icon:[21,23],rank:rank++}; choices[20]={name:'Coffee milk',icon:[22,23],rank:rank++}; choices[21]={name:'Tea milk',icon:[23,23],rank:rank++}; choices[22]={name:'Coconut milk',icon:[24,23],rank:rank++}; choices[23]={name:'Cherry milk',icon:[25,23],rank:rank++}; choices[25]={name:'Spiced milk',icon:[26,23],rank:rank++}; choices[26]={name:'Maple milk',icon:[28,23],rank:rank++}; choices[27]={name:'Mint milk',icon:[29,23],rank:rank++}; choices[28]={name:'Licorice milk',icon:[30,23],rank:rank++}; choices[29]={name:'Rose milk',icon:[31,23],rank:rank++}; choices[30]={name:'Dragonfruit milk',icon:[21,24],rank:rank++}; if (Game.Has('Fanciful dairy selection')) { choices[11]={name:'Zebra milk',icon:[10,7],order:10,div:true}; choices[12]={name:'Cosmic milk',icon:[9,7],order:10}; choices[13]={name:'Flaming milk',icon:[8,7],order:10}; choices[14]={name:'Sanguine milk',icon:[7,7],order:10}; choices[15]={name:'Midas milk',icon:[6,7],order:10}; choices[16]={name:'Midnight milk',icon:[5,7],order:10}; choices[17]={name:'Green inferno milk',icon:[4,7],order:10}; choices[18]={name:'Frostfire milk',icon:[3,7],order:10}; choices[24]={name:'Soy milk',icon:[27,23],order:10}; } var maxRank=Math.floor(Game.AchievementsOwned/25); for (var i in choices) { if (choices[i].rank && choices[i].rank>maxRank) choices[i]=0; } choices[Game.milkType].selected=1; return choices; } Game.last.choicesPick=function(id) {Game.milkType=id;} Game.MilksByChoice={ 0:{pic:'milkPlain'}, 1:{pic:'milkPlain'}, 2:{pic:'milkChocolate'}, 3:{pic:'milkRaspberry'}, 4:{pic:'milkOrange'}, 5:{pic:'milkCaramel'}, 6:{pic:'milkBanana'}, 7:{pic:'milkLime'}, 8:{pic:'milkBlueberry'}, 9:{pic:'milkStrawberry'}, 10:{pic:'milkVanilla'}, 11:{pic:'milkZebra'}, 12:{pic:'milkStars'}, 13:{pic:'milkFire'}, 14:{pic:'milkBlood'}, 15:{pic:'milkGold'}, 16:{pic:'milkBlack'}, 17:{pic:'milkGreenFire'}, 18:{pic:'milkBlueFire'}, 19:{pic:'milkHoney'}, 20:{pic:'milkCoffee'}, 21:{pic:'milkTea'}, 22:{pic:'milkCoconut'}, 23:{pic:'milkCherry'}, 24:{pic:'milkSoy'}, 25:{pic:'milkSpiced'}, 26:{pic:'milkMaple'}, 27:{pic:'milkMint'}, 28:{pic:'milkLicorice'}, 29:{pic:'milkRose'}, 30:{pic:'milkDragonfruit'}, }; order=10300; var butterBiscuitMult=100000000; Game.NewUpgradeCookie({name:'Milk chocolate butter biscuit',desc:'Rewarded for owning 100 of everything.
      It bears the engraving of a fine entrepreneur.',icon:[27,8],power: 10,price: 999999999999999999999*butterBiscuitMult,locked:1}); Game.NewUpgradeCookie({name:'Dark chocolate butter biscuit',desc:'Rewarded for owning 150 of everything.
      It is adorned with the image of an experienced cookie tycoon.',icon:[27,9],power: 10,price: 999999999999999999999999*butterBiscuitMult,locked:1}); Game.NewUpgradeCookie({name:'White chocolate butter biscuit',desc:'Rewarded for owning 200 of everything.
      The chocolate is chiseled to depict a masterful pastry magnate.',icon:[28,9],power: 10,price: 999999999999999999999999999*butterBiscuitMult,locked:1}); Game.NewUpgradeCookie({name:'Ruby chocolate butter biscuit',desc:'Rewarded for owning 250 of everything.
      Covered in a rare red chocolate, this biscuit is etched to represent the face of a cookie industrialist gone mad with power.',icon:[28,8],power: 10,price: 999999999999999999999999999999*butterBiscuitMult,locked:1}); order=10020; Game.NewUpgradeCookie({name:'Gingersnaps',desc:'Cookies with a soul. Probably.',icon:[29,10],power: 4,price: 99999999999999999999}); Game.NewUpgradeCookie({name:'Cinnamon cookies',desc:'The secret is in the patented swirly glazing.',icon:[23,8],power: 4,price: 99999999999999999999*5}); Game.NewUpgradeCookie({name:'Vanity cookies',desc:'One tiny candied fruit sits atop this decadent cookie.',icon:[22,8],power: 4,price: 999999999999999999999}); Game.NewUpgradeCookie({name:'Cigars',desc:'Close, but no match for those extravagant cookie straws they serve in coffee shops these days.',icon:[25,8],power: 4,price: 999999999999999999999*5}); Game.NewUpgradeCookie({name:'Pinwheel cookies',desc:'Bringing you the dizzying combination of brown flavor and beige taste!',icon:[22,10],power: 4,price: 9999999999999999999999}); Game.NewUpgradeCookie({name:'Fudge squares',desc:'Not exactly cookies, but you won\'t care once you\'ve tasted one of these.
      They\'re so good, it\'s fudged-up!',icon:[24,8],power: 4,price: 9999999999999999999999*5}); order=10030; Game.NewUpgradeCookie({name:'Digits',desc:'Three flavors, zero phalanges.',icon:[26,8],require:'Box of brand biscuits',power: 2, price: 999999999999999*5}); order=10029; Game.NewUpgradeCookie({name:'Butter horseshoes',desc:'It would behoove you to not overindulge in these.',icon:[22,9],require:'Tin of butter cookies',power: 4, price: 99999999999999999999999}); Game.NewUpgradeCookie({name:'Butter pucks',desc:'Lord, what fools these mortals be!
      (This is kind of a hokey reference.)',icon:[23,9],require:'Tin of butter cookies',power: 4, price: 99999999999999999999999*5}); Game.NewUpgradeCookie({name:'Butter knots',desc:'Look, you can call these pretzels if you want, but you\'d just be fooling yourself, wouldn\'t you?',icon:[24,9],require:'Tin of butter cookies',power: 4, price: 999999999999999999999999}); Game.NewUpgradeCookie({name:'Butter slabs',desc:'Nothing butter than a slab to the face.',icon:[25,9],require:'Tin of butter cookies',power: 4, price: 999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Butter swirls',desc:'These are equal parts sugar, butter, and warm fuzzy feelings - all of which cause millions of deaths everyday.',icon:[26,9],require:'Tin of butter cookies',power: 4, price: 9999999999999999999999999}); order=10020; Game.NewUpgradeCookie({name:'Shortbread biscuits',desc:'These rich butter cookies are neither short, nor bread. What a country!',icon:[23,10],power: 4,price: 99999999999999999999999}); Game.NewUpgradeCookie({name:'Millionaires\' shortbreads',desc:'Three thought-provoking layers of creamy chocolate, hard-working caramel and crumbly biscuit in a poignant commentary of class struggle.',icon:[24,10],power: 4,price: 99999999999999999999999*5}); Game.NewUpgradeCookie({name:'Caramel cookies',desc:'The polymerized carbohydrates adorning these cookies are sure to stick to your teeth for quite a while.',icon:[25,10],power: 4,price: 999999999999999999999999}); var desc=function(totalHours){ var hours=totalHours%24; var days=Math.floor(totalHours/24); var str=hours+(hours==1?' hour':' hours'); if (days>0) str=days+(days==1?' day':' days')+' and '+str; return 'You retain optimal cookie production while the game is closed for twice as long, for a total of '+str+'.'; } new Game.Upgrade('Belphegor',desc(2)+'A demon of shortcuts and laziness, Belphegor commands machines to do work in his stead.',Math.pow(angelPriceFactor,1),[7,11]);Game.last.pool='prestige';Game.last.parents=['Twin Gates of Transcendence']; new Game.Upgrade('Mammon',desc(4)+'The demonic embodiment of wealth, Mammon requests a tithe of blood and gold from all his worshippers.',Math.pow(angelPriceFactor,2),[8,11]);Game.last.pool='prestige';Game.last.parents=['Belphegor']; new Game.Upgrade('Abaddon',desc(8)+'Master of overindulgence, Abaddon governs the wrinkler brood and inspires their insatiability.',Math.pow(angelPriceFactor,3),[9,11]);Game.last.pool='prestige';Game.last.parents=['Mammon']; new Game.Upgrade('Satan',desc(16)+'The counterpoint to everything righteous, this demon represents the nefarious influence of deceit and temptation.',Math.pow(angelPriceFactor,4),[10,11]);Game.last.pool='prestige';Game.last.parents=['Abaddon']; new Game.Upgrade('Asmodeus',desc(32)+'This demon with three monstrous heads draws his power from the all-consuming desire for cookies and all things sweet.',Math.pow(angelPriceFactor,5),[11,11]);Game.last.pool='prestige';Game.last.parents=['Satan']; new Game.Upgrade('Beelzebub',desc(64)+'The festering incarnation of blight and disease, Beelzebub rules over the vast armies of pastry inferno.',Math.pow(angelPriceFactor,6),[12,11]);Game.last.pool='prestige';Game.last.parents=['Asmodeus']; new Game.Upgrade('Lucifer',desc(128)+'Also known as the Lightbringer, this infernal prince\'s tremendous ego caused him to be cast down from pastry heaven.',Math.pow(angelPriceFactor,7),[13,11]);Game.last.pool='prestige';Game.last.parents=['Beelzebub']; new Game.Upgrade('Golden cookie alert sound','Unlocks the golden cookie sound selector, which lets you pick whether golden cookies emit a sound when appearing or not.A sound decision.',9999,[28,6]);Game.last.pool='prestige';Game.last.parents=['Decisive fate','Golden switch']; order=49900; new Game.Upgrade('Golden cookie sound selector','Lets you change the sound golden cookies make when they spawn.',0,[28,6]); Game.last.descFunc=function(){ var choice=this.choicesFunction()[Game.chimeType]; return '
      Current :
      '+choice.name+'
      '+this.desc; }; Game.last.pool='toggle'; Game.last.choicesFunction=function() { var choices=[]; choices[0]={name:'No sound',icon:[0,7]}; choices[1]={name:'Chime',icon:[22,6]}; choices[Game.chimeType].selected=1; return choices; } Game.last.choicesPick=function(id) {Game.chimeType=id;} new Game.Upgrade('Basic wallpaper assortment','Unlocks the background selector, letting you select the game\'s background.
      Comes with a variety of basic flavors.Prioritizing aesthetics over crucial utilitarian upgrades? Color me impressed.',99,[29,5]);Game.last.pool='prestige';Game.last.parents=['Classic dairy selection']; new Game.Upgrade('Legacy','This is the first heavenly upgrade; it unlocks the Heavenly chips system.
      Each time you ascend, the cookies you made in your past life are turned into heavenly chips and prestige.
      Heavenly chips can be spent on a variety of permanent transcendental upgrades.
      Your prestige level also gives you a permanent +1% CpS per level.We\'ve all been waiting for you.',1,[21,6]);Game.last.pool='prestige';Game.last.parents=[]; new Game.Upgrade('Elder spice','You can attract 2 more wrinklers.The cookie your cookie could smell like.',444444,[19,8]);Game.last.pool='prestige';Game.last.parents=['Unholy bait']; new Game.Upgrade('Residual luck','While the golden switch is on, you gain an additional +10% CpS per golden cookie upgrade owned.Fortune comes in many flavors.',99999,[27,6]);Game.last.pool='prestige';Game.last.parents=['Golden switch']; order=150;new Game.Upgrade('Fantasteel mouse','Clicking gains +1% of your CpS.You could be clicking using your touchpad and we\'d be none the wiser.',5000000000000000000,[11,17]);Game.MakeTiered(Game.last,8,11); new Game.Upgrade('Nevercrack mouse','Clicking gains +1% of your CpS.How much beefier can you make a mouse until it\'s considered a rat?',500000000000000000000,[11,18]);Game.MakeTiered(Game.last,9,11); new Game.Upgrade('Five-finger discount','All upgrades are 1% cheaper per 100 cursors.Stick it to the man.',555555,[28,7],function(){Game.upgradesToRebuild=1;});Game.last.pool='prestige';Game.last.parents=['Halo gloves','Abaddon']; order=5000; Game.SynergyUpgrade('Future almanacs','Lets you predict optimal planting times. It\'s crazy what time travel can do!','Farm','Time machine','synergy1'); Game.SynergyUpgrade('Rain prayer','A deeply spiritual ceremonial involving complicated dance moves and high-tech cloud-busting lasers.','Farm','Temple','synergy2'); Game.SynergyUpgrade('Seismic magic','Surprise earthquakes are an old favorite of wizardly frat houses.','Mine','Wizard tower','synergy1'); Game.SynergyUpgrade('Asteroid mining','As per the 1974 United Cosmic Convention, comets, moons, and inhabited planetoids are no longer legally excavatable.
      But hey, a space bribe goes a long way.
      ','Mine','Shipment','synergy2'); Game.SynergyUpgrade('Quantum electronics','Your machines won\'t even be sure if they\'re on or off!','Factory','Antimatter condenser','synergy1'); Game.SynergyUpgrade('Temporal overclocking','Introduce more quickitude in your system for increased speedation of fastness.','Factory','Time machine','synergy2'); Game.SynergyUpgrade('Contracts from beyond','Make sure to read the fine print!','Bank','Portal','synergy1'); Game.SynergyUpgrade('Printing presses','Fake bills so real, they\'re almost worth the ink they\'re printed with.','Bank','Factory','synergy2'); Game.SynergyUpgrade('Paganism','Some deities are better left unworshipped.','Temple','Portal','synergy1'); Game.SynergyUpgrade('God particle','Turns out God is much tinier than we thought, I guess.','Temple','Antimatter condenser','synergy2'); Game.SynergyUpgrade('Arcane knowledge','Some things were never meant to be known - only mildly speculated.','Wizard tower','Alchemy lab','synergy1'); Game.SynergyUpgrade('Magical botany','Already known in some reactionary newspapers as "the wizard\'s GMOs".','Wizard tower','Farm','synergy2'); Game.SynergyUpgrade('Fossil fuels','Somehow better than plutonium for powering rockets.
      Extracted from the fuels of ancient, fossilized civilizations.
      ','Shipment','Mine','synergy1'); Game.SynergyUpgrade('Shipyards','Where carpentry, blind luck, and asbestos insulation unite to produce the most dazzling spaceships on the planet.','Shipment','Factory','synergy2'); Game.SynergyUpgrade('Primordial ores','Only when refining the purest metals will you extract the sweetest sap of the earth.','Alchemy lab','Mine','synergy1'); Game.SynergyUpgrade('Gold fund','If gold is the backbone of the economy, cookies, surely, are its hip joints.','Alchemy lab','Bank','synergy2'); Game.SynergyUpgrade('Infernal crops','Sprinkle regularly with FIRE.','Portal','Farm','synergy1'); Game.SynergyUpgrade('Abysmal glimmer','Someone, or something, is staring back at you.
      Perhaps at all of us.
      ','Portal','Prism','synergy2'); Game.SynergyUpgrade('Relativistic parsec-skipping','People will tell you this isn\'t physically possible.
      These are people you don\'t want on your ship.
      ','Time machine','Shipment','synergy1'); Game.SynergyUpgrade('Primeval glow','From unending times, an ancient light still shines, impossibly pure and fragile in its old age.','Time machine','Prism','synergy2'); Game.SynergyUpgrade('Extra physics funding','Time to put your money where your particle colliders are.','Antimatter condenser','Bank','synergy1'); Game.SynergyUpgrade('Chemical proficiency','Discover exciting new elements, such as Fleshmeltium, Inert Shampoo Byproduct #17 and Carbon++!','Antimatter condenser','Alchemy lab','synergy2'); Game.SynergyUpgrade('Light magic','Actually not to be taken lightly! No, I\'m serious. 178 people died last year. You don\'t mess around with magic.','Prism','Wizard tower','synergy1'); Game.SynergyUpgrade('Mystical energies','Something beckons from within the light. It is warm, comforting, and apparently the cause for several kinds of exotic skin cancers.','Prism','Temple','synergy2'); new Game.Upgrade('Synergies Vol. I','Unlocks a new tier of upgrades that affect 2 buildings at the same time.
      Synergies appear once you have 15 of both buildings.The many beats the few.',222222,[10,20]);Game.last.pool='prestige';Game.last.parents=['Satan','Dominions']; new Game.Upgrade('Synergies Vol. II','Unlocks a new tier of upgrades that affect 2 buildings at the same time.
      Synergies appear once you have 75 of both buildings.The several beats the many.',2222222,[10,29]);Game.last.pool='prestige';Game.last.parents=['Beelzebub','Seraphim','Synergies Vol. I']; new Game.Upgrade('Heavenly cookies','Cookie production multiplier +10% permanently.Baked with heavenly chips. An otherwordly flavor that transcends time and space.',3,[25,12]);Game.last.pool='prestige';Game.last.parents=['Legacy'];Game.last.power=10;Game.last.pseudoCookie=true; new Game.Upgrade('Wrinkly cookies','Cookie production multiplier +10% permanently.The result of regular cookies left to age out for countless eons in a place where time and space are meaningless.',6666666,[26,12]);Game.last.pool='prestige';Game.last.parents=['Sacrilegious corruption','Elder spice'];Game.last.power=10;Game.last.pseudoCookie=true; new Game.Upgrade('Distilled essence of redoubled luck','Golden cookies (and all other things that spawn, such as reindeer) have 1% chance of being doubled.Tastes glittery. The empty phial makes for a great pencil holder.',7777777,[27,12]);Game.last.pool='prestige';Game.last.parents=['Divine bakeries','Residual luck']; order=40000; new Game.Upgrade('Occult obstruction','Cookie production reduced to 0.If symptoms persist, consult a doctor.',7,[15,5]);//debug purposes only Game.last.pool='debug'; new Game.Upgrade('Glucose-charged air','Sugar lumps coalesce a whole lot faster.Don\'t breathe too much or you\'ll get diabetes!',7,[29,16]);//debug purposes only Game.last.pool='debug'; order=10300; Game.NewUpgradeCookie({name:'Lavender chocolate butter biscuit',desc:'Rewarded for owning 300 of everything.
      This subtly-flavored biscuit represents the accomplishments of decades of top-secret research. The molded design on the chocolate resembles a well-known entrepreneur who gave their all to the ancient path of baking.',icon:[26,10],power: 10,price: 999999999999999999999999999999999*butterBiscuitMult,locked:1}); order=10030; Game.NewUpgradeCookie({name:'Lombardia cookies',desc:'These come from those farms with the really good memory.',icon:[23,13],require:'Box of brand biscuits',power: 3, price: 999999999999999999999*5}); Game.NewUpgradeCookie({name:'Bastenaken cookies',desc:'French cookies made of delicious cinnamon and candy sugar. These do not contain Nuts!',icon:[24,13],require:'Box of brand biscuits',power: 3, price: 999999999999999999999*5}); order=10020; Game.NewUpgradeCookie({name:'Pecan sandies',desc:'Stick a nut on a cookie and call it a day! Name your band after it! Whatever!',icon:[25,13],power: 4,price: 999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Moravian spice cookies',desc:'Popular for being the world\'s moravianest cookies.',icon:[26,13],power: 4,price: 9999999999999999999999999}); Game.NewUpgradeCookie({name:'Anzac biscuits',desc:'Army biscuits from a bakery down under, containing no eggs but yes oats.',icon:[27,13],power: 4,price: 9999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Buttercakes',desc:'Glistening with cholesterol, these cookies moistly straddle the line between the legal definition of a cookie and just a straight-up stick of butter.',icon:[29,13],power: 4,price: 99999999999999999999999999}); Game.NewUpgradeCookie({name:'Ice cream sandwiches',desc:'In an alternate universe, "ice cream sandwich" designates an ice cream cone filled with bacon, lettuce, and tomatoes. Maybe some sprinkles too.',icon:[28,13],power: 4,price: 99999999999999999999999999*5}); new Game.Upgrade('Stevia Caelestis','Sugar lumps ripen an hour sooner.A plant of supernatural sweetness grown by angels in heavenly gardens.',100000000,[25,15]);Game.last.pool='prestige';Game.last.parents=['Wrinkly cookies']; new Game.Upgrade('Diabetica Daemonicus','Sugar lumps mature an hour sooner.A malevolent, if delicious herb that is said to grow on the cliffs of the darkest abyss of the underworld.',300000000,[26,15]);Game.last.pool='prestige';Game.last.parents=['Stevia Caelestis','Lucifer']; new Game.Upgrade('Sucralosia Inutilis','Bifurcated sugar lumps appear 5% more often and are 5% more likely to drop 2 lumps.A rare berry of uninteresting flavor that is as elusive as its uses are limited; only sought-after by the most avid collectors with too much wealth on their hands.',1000000000,[27,15]);Game.last.pool='prestige';Game.last.parents=['Diabetica Daemonicus']; //note : these showIf functions stop working beyond 10 quadrillion prestige level, due to loss in precision; the solution, of course, is to make sure 10 quadrillion is not an attainable prestige level new Game.Upgrade('Lucky digit','+1% prestige level effect on CpS.
      +1% golden cookie effect duration.
      +1% golden cookie lifespan.This upgrade is a bit shy and only appears when your prestige level ends in 7.',777,[24,15]);Game.last.pool='prestige';Game.last.parents=['Heavenly luck'];Game.last.showIf=function(){return (Math.ceil(Game.prestige)%10==7);}; new Game.Upgrade('Lucky number','+1% prestige level effect on CpS.
      +1% golden cookie effect duration.
      +1% golden cookie lifespan.This upgrade is a reclusive hermit and only appears when your prestige level ends in 777.',77777,[24,15]);Game.last.pool='prestige';Game.last.parents=['Lucky digit','Lasting fortune'];Game.last.showIf=function(){return (Math.ceil(Game.prestige)%1000==777);}; new Game.Upgrade('Lucky payout','+1% prestige level effect on CpS.
      +1% golden cookie effect duration.
      +1% golden cookie lifespan.This upgrade took an oath of complete seclusion from the rest of the world and only appears when your prestige level ends in 777777.',77777777,[24,15]);Game.last.pool='prestige';Game.last.parents=['Lucky number','Decisive fate'];Game.last.showIf=function(){return (Math.ceil(Game.prestige)%1000000==777777);}; order=50000; new Game.Upgrade('Background selector','Lets you pick which wallpaper to display.',0,[29,5]); Game.last.descFunc=function(){ var choice=this.choicesFunction()[Game.bgType]; return '
      Current :
      '+choice.name+'
      '+this.desc; }; Game.last.pool='toggle'; Game.last.choicesFunction=function() { var choices=[]; choices[0]={name:'Automatic',icon:[0,7]}; choices[1]={name:'Blue',icon:[21,21]}; choices[2]={name:'Red',icon:[22,21]}; choices[3]={name:'White',icon:[23,21]}; choices[4]={name:'Black',icon:[24,21]}; choices[5]={name:'Gold',icon:[25,21]}; choices[6]={name:'Grandmas',icon:[26,21]}; choices[7]={name:'Displeased grandmas',icon:[27,21]}; choices[8]={name:'Angered grandmas',icon:[28,21]}; choices[9]={name:'Money',icon:[29,21]}; choices[Game.bgType].selected=1; return choices; } Game.last.choicesPick=function(id) {Game.bgType=id;} Game.BGsByChoice={ 0:{pic:'bgBlue'}, 1:{pic:'bgBlue'}, 2:{pic:'bgRed'}, 3:{pic:'bgWhite'}, 4:{pic:'bgBlack'}, 5:{pic:'bgGold'}, 6:{pic:'grandmas1'}, 7:{pic:'grandmas2'}, 8:{pic:'grandmas3'}, 9:{pic:'bgMoney'}, }; order=255; Game.GrandmaSynergy('Lucky grandmas','A fortunate grandma that always seems to find more cookies.','Chancemaker'); order=1200; new Game.TieredUpgrade('Your lucky cookie','Chancemakers are twice as efficient.This is the first cookie you\'ve ever baked. It holds a deep sentimental value and, after all this time, an interesting smell.','Chancemaker',1); new Game.TieredUpgrade('"All Bets Are Off" magic coin','Chancemakers are twice as efficient.A coin that always lands on the other side when flipped. Not heads, not tails, not the edge. The other side.','Chancemaker',2); new Game.TieredUpgrade('Winning lottery ticket','Chancemakers are twice as efficient.What lottery? THE lottery, that\'s what lottery! Only lottery that matters!','Chancemaker',3); new Game.TieredUpgrade('Four-leaf clover field','Chancemakers are twice as efficient.No giant monsters here, just a whole lot of lucky grass.','Chancemaker',4); new Game.TieredUpgrade('A recipe book about books','Chancemakers are twice as efficient.Tip the scales in your favor with 28 creative new ways to cook the books.','Chancemaker',5); new Game.TieredUpgrade('Leprechaun village','Chancemakers are twice as efficient.You\'ve finally become accepted among the local leprechauns, who lend you their mythical luck as a sign of friendship (as well as some rather foul-tasting tea).','Chancemaker',6); new Game.TieredUpgrade('Improbability drive','Chancemakers are twice as efficient.A strange engine that turns statistics on their head. Recommended by the Grandmother\'s Guide to the Bakery.','Chancemaker',7); new Game.TieredUpgrade('Antisuperstistronics','Chancemakers are twice as efficient.An exciting new field of research that makes unlucky things lucky. No mirror unbroken, no ladder unwalked under!','Chancemaker',8); order=5000; Game.SynergyUpgrade('Gemmed talismans','Good-luck charms covered in ancient and excruciatingly rare crystals. A must have for job interviews!','Chancemaker','Mine','synergy1'); order=20000; new Game.Upgrade('Kitten consultants','You gain more CpS the more milk you have.glad to be overpaid to work with you, sir',900000000000000000000000000000000,Game.GetIcon('Kitten',9));Game.last.kitten=1;Game.MakeTiered(Game.last,9,18); order=99999; var years=Math.floor((Date.now()-new Date(2013,7,8))/(1000*60*60*24*365)); //only updates on page load //may behave strangely on leap years Game.NewUpgradeCookie({name:'Birthday cookie',desc:'-',icon:[22,13],power:years,price:99999999999999999999999999999});Game.last.baseDesc='Cookie production multiplier +1% for every year Cookie Clicker has existed (currently : +'+Beautify(years)+'%).Thank you for playing Cookie Clicker!
      -Orteil
      ';Game.last.desc=BeautifyInText(Game.last.baseDesc); order=150;new Game.Upgrade('Armythril mouse','Clicking gains +1% of your CpS.This one takes about 53 people to push it around and another 48 to jump down on the button and trigger a click. You could say it\'s got some heft to it.',50000000000000000000000,[11,19]);Game.MakeTiered(Game.last,10,11); order=200;new Game.TieredUpgrade('Reverse dementia','Grandmas are twice as efficient.Extremely unsettling, and somehow even worse than the regular kind.','Grandma',9); order=300;new Game.TieredUpgrade('Humane pesticides','Farms are twice as efficient.Made by people, for people, from people and ready to unleash some righteous scorching pain on those pesky insects that so deserve it.','Farm',9); order=400;new Game.TieredUpgrade('Mole people','Mines are twice as efficient.Engineered from real human beings within your very labs, these sturdy little folks have a knack for finding the tastiest underground minerals in conditions that more expensive machinery probably wouldn\'t survive.','Mine',9); order=500;new Game.TieredUpgrade('Machine learning','Factories are twice as efficient.You figured you might get better productivity if you actually told your workers to learn how to work the machines. Sometimes, it\'s the little things...','Factory',9); order=525;new Game.TieredUpgrade('Edible money','Banks are twice as efficient.It\'s really quite simple; you make all currency too delicious not to eat, solving world hunger and inflation in one fell swoop!','Bank',9); order=550;new Game.TieredUpgrade('Sick rap prayers','Temples are twice as efficient.With their ill beat and radical rhymes, these way-hip religious tunes are sure to get all the youngins who thought they were 2 cool 4 church back on the pews and praying for more! Wicked!','Temple',9); order=575;new Game.TieredUpgrade('Deluxe tailored wands','Wizard towers are twice as efficient.In this age of science, most skillful wand-makers are now long gone; but thankfully - not all those wanders are lost.','Wizard tower',9); order=600;new Game.TieredUpgrade('Autopilot','Shipments are twice as efficient.Your ships are now fitted with completely robotic crews! It\'s crazy how much money you save when you don\'t have to compensate the families of those lost in space.','Shipment',9); order=700;new Game.TieredUpgrade('The advent of chemistry','Alchemy labs are twice as efficient.You know what? That whole alchemy nonsense was a load of baseless rubbish. Dear god, what were you thinking?','Alchemy lab',9); order=800;new Game.TieredUpgrade('The real world','Portals are twice as efficient.It turns out that our universe is actually the twisted dimension of another, saner plane of reality. Time to hop on over there and loot the place!','Portal',9); order=900;new Game.TieredUpgrade('Second seconds','Time machines are twice as efficient.That\'s twice as many seconds in the same amount of time! What a deal! Also, what in god\'s name!','Time machine',9); order=1000;new Game.TieredUpgrade('Quantum comb','Antimatter condensers are twice as efficient.Quantum entanglement is one of those things that are so annoying to explain that we might honestly be better off without it. This is finally possible thanks to the quantum comb!','Antimatter condenser',9); order=1100;new Game.TieredUpgrade('Crystal mirrors','Prisms are twice as efficient.Designed to filter more light back into your prisms, reaching levels of brightness that reality itself had never planned for.','Prism',9); order=1200;new Game.TieredUpgrade('Bunnypedes','Chancemakers are twice as efficient.You\'ve taken to breeding rabbits with hundreds of paws, which makes them intrinsically very lucky and thus a very handy (if very disturbing) pet.','Chancemaker',9); order=20000; new Game.Upgrade('Kitten assistants to the regional manager','You gain more CpS the more milk you have.nothing stresses meowt... except having to seek the approval of my inferiors, sir',900000000000000000000000000000000000,Game.GetIcon('Kitten',10));Game.last.kitten=1;Game.MakeTiered(Game.last,10,18); order=5000; Game.SynergyUpgrade('Charm quarks','They\'re after your lucky quarks!','Chancemaker','Antimatter condenser','synergy2'); order=10020; Game.NewUpgradeCookie({name:'Pink biscuits',desc:'One of the oldest cookies. Traditionally dipped in champagne to soften it, because the French will use any opportunity to drink.',icon:[21,16],power: 4,price: 999999999999999999999999999}); Game.NewUpgradeCookie({name:'Whole-grain cookies',desc:'Covered in seeds and other earthy-looking debris. Really going for that "5-second rule" look.',icon:[22,16],power: 4,price: 999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Candy cookies',desc:'These melt in your hands just a little bit.',icon:[23,16],power: 4,price: 9999999999999999999999999999}); Game.NewUpgradeCookie({name:'Big chip cookies',desc:'You are in awe at the size of these chips. Absolute units.',icon:[24,16],power: 4,price: 9999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'One chip cookies',desc:'You get one.',icon:[25,16],power: 1,price: 99999999999999999999999999999}); new Game.Upgrade('Sugar baking','Each unspent sugar lump (up to 100) gives +1% CpS.
      Note : this means that spending sugar lumps will decrease your CpS until they grow back.
      To bake with the sugary essence of eons themselves, you must first learn to take your sweet time.',200000000,[21,17]);Game.last.pool='prestige';Game.last.parents=['Stevia Caelestis']; new Game.Upgrade('Sugar craving','Once an ascension, you may use the "Sugar frenzy" switch to triple your CpS for 1 hour, at the cost of 1 sugar lump.Just a little kick to sweeten the deal.',400000000,[22,17]);Game.last.pool='prestige';Game.last.parents=['Sugar baking']; new Game.Upgrade('Sugar aging process','Each grandma (up to 600) makes sugar lumps ripen 6 seconds sooner.Aren\'t they just the sweetest?',600000000,[23,17]);Game.last.pool='prestige';Game.last.parents=['Sugar craving','Diabetica Daemonicus']; order=40050; new Game.Upgrade('Sugar frenzy','Activating this will triple your CpS for 1 hour, at the cost of 1 sugar lump.
      May only be used once per ascension.',0,[22,17]); Game.last.priceLumps=1; Game.last.pool='toggle';Game.last.toggleInto=0; Game.last.canBuyFunc=function(){return Game.lumps>=1;}; Game.last.clickFunction=Game.spendLump(1,'activate the sugar frenzy',function() { Game.Upgrades['Sugar frenzy'].buy(1); buff=Game.gainBuff('sugar frenzy',60*60,3); if (Game.prefs.popups) Game.Popup('Sugar frenzy activated!'); else Game.Notify('Sugar frenzy!','CpS x3 for 1 hour!',[29,14]); }); order=10020; Game.NewUpgradeCookie({name:'Sprinkles cookies',desc:'A bit of festive decorating helps hide the fact that this might be one of the blandest cookies you\'ve ever tasted.',icon:[21,14],power: 4,price: 99999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Peanut butter blossoms',desc:'Topped with a scrumptious chocolate squirt, which is something we really wish we didn\'t just write.',icon:[22,14],power: 4,price: 999999999999999999999999999999}); Game.NewUpgradeCookie({name:'No-bake cookies',desc:'You have no idea how these mysterious oven-less treats came to be or how they hold their shape. You\'re thinking either elephant glue or cold fusion.',icon:[21,15],power: 4,price: 999999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Florentines',desc:'These make up for being the fruitcake of cookies by at least having the decency to feature chocolate.',icon:[26,16],power: 4,price: 9999999999999999999999999999999}); Game.NewUpgradeCookie({name:'Chocolate crinkles',desc:'Non-denominational cookies to celebrate year-round deliciousness, and certainly not Christmas or some other nonsense.',icon:[22,15],power: 4,price: 9999999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Maple cookies',desc:'Made with syrup from a land where milk comes in bags, instead of spontaneously pooling at the bottom of your screen depending on your achievements.',icon:[21,13],power: 4,price: 99999999999999999999999999999999}); order=40000; new Game.Upgrade('Turbo-charged soil','Garden plants grow every second.
      Garden seeds are free to plant.
      You can switch soils at any time.It\'s got electrolytes!',7,[2,16]);//debug purposes only Game.last.buyFunction=function(){if (Game.Objects['Farm'].minigameLoaded){Game.Objects['Farm'].minigame.computeStepT();}} Game.last.pool='debug'; order=150; new Game.Upgrade('Technobsidian mouse','Clicking gains +1% of your CpS.A highly advanced mouse of a sophisticated design. Only one thing on its mind : to click.',5000000000000000000000000,[11,28]);Game.MakeTiered(Game.last,11,11); new Game.Upgrade('Plasmarble mouse','Clicking gains +1% of your CpS.A shifting blur in the corner of your eye, this mouse can trigger a flurry of clicks when grazed by even the slightest breeze.',500000000000000000000000000,[11,30]);Game.MakeTiered(Game.last,12,11); order=20000; new Game.Upgrade('Kitten marketeers','You gain more CpS the more milk you have.no such thing as a saturated markit, sir',900000000000000000000000000000000000000,Game.GetIcon('Kitten',11));Game.last.kitten=1;Game.MakeTiered(Game.last,11,18); order=10030; Game.NewUpgradeCookie({name:'Festivity loops',desc:'These garish biscuits are a perfect fit for children\'s birthday parties or the funerals of strange, eccentric billionaires.',icon:[25,17],require:'Box of brand biscuits',power: 2, price: 999999999999999999999999*5}); order=10020; Game.NewUpgradeCookie({name:'Persian rice cookies',desc:'Rose water and poppy seeds are the secret ingredients of these small, butter-free cookies.',icon:[28,15],power: 4,price: 99999999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Norwegian cookies',desc:'A flat butter cookie with a sliver of candied cherry on top. It is said that these illustrate the bleakness of scandinavian existentialism.',icon:[22,20],power: 4,price: 999999999999999999999999999999999}); Game.NewUpgradeCookie({name:'Crispy rice cookies',desc:'Fun to make at home! Store-bought cookies are obsolete! Topple the system! There\'s marshmallows in these! Destroy capitalism!',icon:[23,20],power: 4,price: 999999999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Ube cookies',desc:'The tint is obtained by the use of purple yams. According to color symbolism, these cookies are either noble, holy, or supervillains.',icon:[24,17],power: 4,price: 9999999999999999999999999999999999}); Game.NewUpgradeCookie({name:'Butterscotch cookies',desc:'The butterscotch chips are just the right amount of sticky, and make you feel like you\'re eating candy.',icon:[24,20],power: 4,price: 9999999999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Speculaas',desc:'These crunchy, almost obnoxiously cinnamony cookies are a source of dutch pride. About the origin of the name, one can only speculate.',icon:[21,20],power: 4,price: 99999999999999999999999999999999999}); order=10200; Game.NewUpgradeCookie({name:'Elderwort biscuits',desc:'-',icon:[22,25],power:2,price:60*2,locked:1});Game.last.baseDesc='Cookie production multiplier +2%.
      Grandma production multiplier +2%.
      Dropped by elderwort plants.They taste incredibly stale, even when baked fresh.'; Game.NewUpgradeCookie({name:'Bakeberry cookies',desc:'-',icon:[23,25],power:2,price:60,locked:1});Game.last.baseDesc='Cookie production multiplier +2%.
      Dropped by bakeberry plants.Really good dipped in hot chocolate.'; Game.NewUpgradeCookie({name:'Duketater cookies',desc:'-',icon:[24,25],power:10,price:60*3,locked:1});Game.last.baseDesc='Cookie production multiplier +10%.
      Dropped by duketater plants.Fragrant and mealy, with a slight yellow aftertaste.'; Game.NewUpgradeCookie({name:'Green yeast digestives',desc:'-',icon:[25,25],power:0,price:60*3,locked:1});Game.last.baseDesc='+1% golden cookie gains and effect duration.
      +1% golden cookie frequency.
      +3% random drops.
      Dropped by green rot plants.These are tastier than you\'d expect, but not by much.'; order=23000; new Game.Upgrade('Fern tea','You gain +3% of your regular CpS while the game is closed (provided you have the Twin Gates of Transcendence heavenly upgrade).
      Dropped by drowsyfern plants.A chemically complex natural beverage, this soothing concoction has been used by mathematicians to solve equations in their sleep.',60,[26,25]); new Game.Upgrade('Ichor syrup','You gain +7% of your regular CpS while the game is closed (provided you have the Twin Gates of Transcendence heavenly upgrade).
      Sugar lumps mature 7 minutes sooner.
      Dropped by ichorpuff plants.Tastes like candy. The smell is another story.',60*2,[27,25]); order=10200; Game.NewUpgradeCookie({name:'Wheat slims',desc:'-',icon:[28,25],power:1,price:30,locked:1});Game.last.baseDesc='Cookie production multiplier +1%.
      Dropped by baker\'s wheat plants.The only reason you\'d consider these to be cookies is because you feel slightly sorry for them.'; var gardenDrops=['Elderwort biscuits','Bakeberry cookies','Duketater cookies','Green yeast digestives','Fern tea','Ichor syrup','Wheat slims']; for (var i in gardenDrops)//scale by CpS { var it=Game.Upgrades[gardenDrops[i]]; it.priceFunc=function(cost){return function(){return cost*Game.cookiesPs*60;}}(it.basePrice); it.baseDesc=it.baseDesc.replace('','
      Cost scales with CpS.'); it.desc=BeautifyInText(it.baseDesc); it.lasting=true; } order=10300; Game.NewUpgradeCookie({name:'Synthetic chocolate green honey butter biscuit',desc:'Rewarded for owning 350 of everything.
      The recipe for this butter biscuit was once the sole heritage of an ancient mountain monastery. Its flavor is so refined that only a slab of lab-made chocolate specifically engineered to be completely tasteless could complement it.
      Also it\'s got your face on it.',icon:[24,26],power: 10,price: 999999999999999999999999999999999999*butterBiscuitMult,locked:1}); Game.NewUpgradeCookie({name:'Royal raspberry chocolate butter biscuit',desc:'Rewarded for owning 400 of everything.
      Once reserved for the megalomaniac elite, this unique strain of fruity chocolate has a flavor and texture unlike any other. Whether its exorbitant worth is improved or lessened by the presence of your likeness on it still remains to be seen.',icon:[25,26],power: 10,price: 999999999999999999999999999999999999999*butterBiscuitMult,locked:1}); Game.NewUpgradeCookie({name:'Ultra-concentrated high-energy chocolate butter biscuit',desc:'Rewarded for owning 450 of everything.
      Infused with the power of several hydrogen bombs through a process that left most nuclear engineers and shareholders perplexed. Currently at the center of some rather heated United Nations meetings. Going in more detail about this chocolate would violate several state secrets, but we\'ll just add that someone\'s bust seems to be pictured on it. Perhaps yours?',icon:[26,26],power: 10,price: 999999999999999999999999999999999999999999*butterBiscuitMult,locked:1}); order=200;new Game.TieredUpgrade('Timeproof hair dyes','Grandmas are twice as efficient.Why do they always have those strange wispy pink dos? What do they know about candy floss that we don\'t?','Grandma',10); order=300;new Game.TieredUpgrade('Barnstars','Farms are twice as efficient.Ah, yes. These help quite a bit. Somehow.','Farm',10); order=400;new Game.TieredUpgrade('Mine canaries','Mines are twice as efficient.These aren\'t used for anything freaky! The miners just enjoy having a pet or two down there.','Mine',10); order=500;new Game.TieredUpgrade('Brownie point system','Factories are twice as efficient.Oh, these are lovely! You can now reward your factory employees for good behavior, such as working overtime or snitching on coworkers. 58 brownie points gets you a little picture of a brownie, and 178 of those pictures gets you an actual brownie piece for you to do with as you please! Infantilizing? Maybe. Oodles of fun? You betcha!','Factory',10); order=525;new Game.TieredUpgrade('Grand supercycles','Banks are twice as efficient.We let the public think these are complicated financial terms when really we\'re just rewarding the bankers with snazzy bicycles for a job well done. It\'s only natural after you built those fancy gold swimming pools for them, where they can take a dip and catch Kondratiev waves.','Bank',10); order=550;new Game.TieredUpgrade('Psalm-reading','Temples are twice as efficient.A theologically dubious and possibly blasphemous blend of fortune-telling and scripture studies.','Temple',10); order=575;new Game.TieredUpgrade('Immobile spellcasting','Wizard towers are twice as efficient.Wizards who master this skill can now cast spells without having to hop and skip and gesticulate embarrassingly, which is much sneakier and honestly quite a relief.','Wizard tower',10); order=600;new Game.TieredUpgrade('Restaurants at the end of the universe','Shipments are twice as efficient.Since the universe is spatially infinite, and therefore can be construed to have infinite ends, you\'ve opened an infinite chain of restaurants where your space truckers can rest and partake in some home-brand cookie-based meals.','Shipment',10); order=700;new Game.TieredUpgrade('On second thought','Alchemy labs are twice as efficient.Disregard that last upgrade, alchemy is where it\'s at! Your eggheads just found a way to transmute children\'s nightmares into rare metals!','Alchemy lab',10); order=800;new Game.TieredUpgrade('Dimensional garbage gulper','Portals are twice as efficient.So we\'ve been looking for a place to dispose of all the refuse that\'s been accumulating since we started baking - burnt cookies, failed experiments, unruly workers - and well, we figured rather than sell it to poor countries like we\'ve been doing, we could just dump it in some alternate trash dimension where it\'s not gonna bother anybody! Probably!','Portal',10); order=900;new Game.TieredUpgrade('Additional clock hands','Time machines are twice as efficient.It seemed like a silly idea at first, but it turns out these have the strange ability to twist time in interesting new ways.','Time machine',10); order=1000;new Game.TieredUpgrade('Baking Nobel prize','Antimatter condensers are twice as efficient.What better way to sponsor scientific growth than to motivate those smarmy nerds with a meaningless award! What\'s more, each prize comes with a fine print lifelong exclusive contract to come work for you (or else)!','Antimatter condenser',10); order=1100;new Game.TieredUpgrade('Reverse theory of light','Prisms are twice as efficient.A whole new world of physics opens up when you decide that antiphotons are real and posit that light is merely a void in shadow.','Prism',10); order=1200;new Game.TieredUpgrade('Revised probabilistics','Chancemakers are twice as efficient.Either something happens or it doesn\'t. That\'s a 50% chance! This suddenly makes a lot of unlikely things very possible.','Chancemaker',10); order=20000; new Game.Upgrade('Kitten analysts','You gain more CpS the more milk you have.based on purrent return-on-investment meowdels we should be able to affurd to pay our empawyees somewhere around next century, sir',900000000000000000000000000000000000000000,Game.GetIcon('Kitten',12));Game.last.kitten=1;Game.MakeTiered(Game.last,12,18); new Game.Upgrade('Eye of the wrinkler','Mouse over a wrinkler to see how many cookies are in its stomach.Just a wrinkler and its will to survive.
      Hangin\' tough, stayin\' hungry.
      ',99999999,[27,26]);Game.last.pool='prestige';Game.last.parents=['Wrinkly cookies']; new Game.Upgrade('Inspired checklist','Unlocks the Buy all feature, which lets you instantly purchase every upgrade in your store (starting from the cheapest one).
      Also unlocks the Vault, a store section where you can place upgrades you do not wish to auto-buy.Snazzy grandma accessories? Check. Transdimensional abominations? Check. A bunch of eggs for some reason? Check. Machine that goes "ping"? Check and check.',900000,[28,26]);Game.last.pool='prestige';Game.last.parents=['Persistent memory','Permanent upgrade slot II']; order=10300; Game.NewUpgradeCookie({name:'Pure pitch-black chocolate butter biscuit',desc:'Rewarded for owning 500 of everything.
      This chocolate is so pure and so flawless that it has no color of its own, instead taking on the appearance of whatever is around it. You\'re a bit surprised to notice that this one isn\'t stamped with your effigy, as its surface is perfectly smooth (to the picometer) - until you realize it\'s quite literally reflecting your own face like a mirror.',icon:[24,27],power: 10,price: 999999999999999999999999999999999999999999999*butterBiscuitMult,locked:1}); order=10020; Game.NewUpgradeCookie({name:'Chocolate oatmeal cookies',desc:'These bad boys compensate for lack of a cohesive form and a lumpy, unsightly appearance by being just simply delicious. Something we should all aspire to.',icon:[23,28],power: 4,price: 99999999999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Molasses cookies',desc:'Sticky, crackly, and dusted in fine sugar.
      Some lunatics have been known to eat these with potatoes.',icon:[24,28],power: 4,price: 999999999999999999999999999999999999}); Game.NewUpgradeCookie({name:'Biscotti',desc:'Almonds and pistachios make these very robust cookies slightly more interesting to eat than to bludgeon people with.',icon:[22,28],power: 4,price: 999999999999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Waffle cookies',desc:'Whether these are cookies with shockingly waffle-like features or simply regular cookie-sized waffles is a debate we\'re not getting into here.',icon:[21,28],power: 4,price: 9999999999999999999999999999999999999}); order=10000; //early cookies that unlock at the same time as coconut cookies; meant to boost early game a little bit Game.NewUpgradeCookie({name:'Almond cookies',desc:'Sometimes you feel like one of these. Sometimes you don\'t.',icon:[21,27],power: 2, price: 99999999}); Game.NewUpgradeCookie({name:'Hazelnut cookies',desc:'Tastes like a morning stroll through a fragrant forest, minus the clouds of gnats.',icon:[22,27],power: 2, price: 99999999}); Game.NewUpgradeCookie({name:'Walnut cookies',desc:'Some experts have pointed to the walnut\'s eerie resemblance to the human brain as a sign of its sentience - a theory most walnuts vehemently object to.',icon:[23,27],power: 2, price: 99999999}); new Game.Upgrade('Label printer','Mouse over an upgrade to see its tier.
      Note : only some upgrades have tiers. Tiers are purely cosmetic and have no effect on gameplay.Also comes in real handy when you want to tell catsup apart from ketchup.',999999,[28,29]);Game.last.pool='prestige';Game.last.parents=['Starter kitchen']; order=200;new Game.TieredUpgrade('Good manners','Grandmas are twice as efficient.Apparently these ladies are much more amiable if you take the time to learn their strange, ancient customs, which seem to involve saying "please" and "thank you" and staring at the sun with bulging eyes while muttering eldritch curses under your breath.','Grandma',11); order=300;new Game.TieredUpgrade('Lindworms','Farms are twice as efficient.You have to import these from far up north, but they really help aerate the soil!','Farm',11); order=400;new Game.TieredUpgrade('Bore again','Mines are twice as efficient.After extracting so much sediment for so long, you\'ve formed some veritable mountains of your own from the accumulated piles of rock and dirt. Time to dig through those and see if you find anything fun!','Mine',11); order=500;new Game.TieredUpgrade('"Volunteer" interns','Factories are twice as efficient.If you\'re bad at something, always do it for free.','Factory',11); order=525;new Game.TieredUpgrade('Rules of acquisition','Banks are twice as efficient.Rule 387 : a cookie baked is a cookie kept.','Bank',11); order=550;new Game.TieredUpgrade('War of the gods','Temples are twice as efficient.An interesting game; the only winning move is not to pray.','Temple',11); order=575;new Game.TieredUpgrade('Electricity','Wizard towers are twice as efficient.Ancient magicks and forbidden hexes shroud this arcane knowledge, whose unfathomable power can mysteriously turn darkness into light and shock an elephant to death.','Wizard tower',11); order=600;new Game.TieredUpgrade('Universal alphabet','Shipments are twice as efficient.You\'ve managed to chart a language that can be understood by any sentient species in the galaxy; its exciting vocabulary contains over 56 trillion words that sound and look like sparkly burps, forming intricate sentences that usually translate to something like "give us your cookies, or else".','Shipment',11); order=700;new Game.TieredUpgrade('Public betterment','Alchemy labs are twice as efficient.Why do we keep trying to change useless matter into cookies, or cookies into even better cookies? Clearly, the way of the future is to change the people who eat the cookies into people with a greater understanding, appreciation and respect for the cookies they\'re eating. Into the vat you go!','Alchemy lab',11); order=800;new Game.TieredUpgrade('Embedded microportals','Portals are twice as efficient.We\'ve found out that if we bake the portals into the cookies themselves, we can transport people\'s taste buds straight into the taste dimension! Good thing your army of lawyers got rid of the FDA a while ago!','Portal',11); order=900;new Game.TieredUpgrade('Nostalgia','Time machines are twice as efficient.Your time machine technicians insist that this is some advanced new time travel tech, and not just an existing emotion universal to mankind. Either way, you have to admit that selling people the same old cookies just because it reminds them of the good old times is an interesting prospect.','Time machine',11); order=1000;new Game.TieredUpgrade('The definite molecule','Antimatter condensers are twice as efficient.Your scientists have found a way to pack a cookie into one single continuous molecule, opening exciting new prospects in both storage and flavor despite the fact that these take up to a whole year to digest.','Antimatter condenser',11); order=1100;new Game.TieredUpgrade('Light capture measures','Prisms are twice as efficient.As the universe gets ever so slightly dimmer due to you converting more and more of its light into cookies, you\'ve taken to finding new and unexplored sources of light for your prisms; for instance, the warm glow emitted by a pregnant woman, or the twinkle in the eye of a hopeful child.','Prism',11); order=1200;new Game.TieredUpgrade('0-sided dice','Chancemakers are twice as efficient.The advent of the 0-sided dice has had unexpected and tumultuous effects on the gambling community, and saw experts around the world calling you both a genius and an imbecile.','Chancemaker',11); new Game.Upgrade('Heralds','You now benefit from the boost provided by heralds.
      Each herald gives you +1% CpS.
      Look on the purple flag at the top to see how many heralds are active at any given time.Be excellent to each other.
      And Patreon, dudes!
      ',100,[21,29]);Game.last.pool='prestige'; order=255; Game.GrandmaSynergy('Metagrandmas','A fractal grandma to make more grandmas to make more cookies.','Fractal engine'); order=1300; new Game.TieredUpgrade('Metabakeries','Fractal engines are twice as efficient.They practically bake themselves!','Fractal engine',1); new Game.TieredUpgrade('Mandelbrown sugar','Fractal engines are twice as efficient.A substance that displays useful properties such as fractal sweetness and instant contact lethality.','Fractal engine',2); new Game.TieredUpgrade('Fractoids','Fractal engines are twice as efficient.Here\'s a frun fract : all in all, these were a terrible idea.','Fractal engine',3); new Game.TieredUpgrade('Nested universe theory','Fractal engines are twice as efficient.Asserts that each subatomic particle is host to a whole new universe, and therefore, another limitless quantity of cookies.
      This somehow stacks with the theory of nanocosmics, because physics.
      ','Fractal engine',4); new Game.TieredUpgrade('Menger sponge cake','Fractal engines are twice as efficient.Frighteningly absorbent thanks to its virtually infinite surface area. Keep it isolated in a dry chamber, never handle it with an open wound, and do not ever let it touch a body of water.','Fractal engine',5); new Game.TieredUpgrade('One particularly good-humored cow','Fractal engines are twice as efficient.This unassuming bovine was excruciatingly expensive and it may seem at first like you were ripped off. On closer inspection however, you notice that its earrings (it\'s wearing earrings) are actually fully functional copies of itself, each of which also wearing their own cow earrings, and so on, infinitely. It appears your dairy concerns will be taken care of for a while, although you\'ll have to put up with the cow\'s annoying snickering.','Fractal engine',6); new Game.TieredUpgrade('Chocolate ouroboros','Fractal engines are twice as efficient.Forever eating its own tail and digesting itself, in a metabolically dubious tale of delicious tragedy.','Fractal engine',7); new Game.TieredUpgrade('Nested','Fractal engines are twice as efficient.Clever self-reference or shameful cross-promotion? This upgrade apparently has the gall to advertise a link to orteil.dashnet.org/nested, in a tooltip you can\'t even click.','Fractal engine',8); new Game.TieredUpgrade('Space-filling fibers','Fractal engines are twice as efficient.This special ingredient has the incredible ability to fill the local space perfectly, effectively eradicating hunger in those who consume it!
      Knowing that no hunger means no need for cookies, your marketers urge you to repurpose this product into next-level packing peanuts.
      ','Fractal engine',9); new Game.TieredUpgrade('Endless book of prose','Fractal engines are twice as efficient.','Fractal engine',10); Game.last.descFunc=function(){ var str='"There once was a baker named '+Game.bakeryName+'. One day, there was a knock at the door; '+Game.bakeryName+' opened it and was suddenly face-to-face with a strange and menacing old grandma. The grandma opened her mouth and, in a strange little voice, started reciting this strange little tale : '; var n=35; var i=Math.floor(Game.T*0.1); return this.desc+''+(str.substr(i%str.length,n)+(i%str.length>(str.length-n)?str.substr(0,i%str.length-(str.length-n)):''))+''; }; new Game.TieredUpgrade('The set of all sets','Fractal engines are twice as efficient.The answer, of course, is a definite maybe.','Fractal engine',11); order=5000; Game.SynergyUpgrade('Recursive mirrors','Do you have any idea what happens when you point two of these at each other? Apparently, the universe doesn\'t either.','Fractal engine','Prism','synergy1'); //Game.SynergyUpgrade('Compounded odds','When probabilities start cascading, "never in a billion lifetimes" starts looking terribly like "probably before Monday comes around".','Fractal engine','Chancemaker','synergy1'); Game.SynergyUpgrade('Mice clicking mice','','Fractal engine','Cursor','synergy2'); Game.last.descFunc=function(){ Math.seedrandom(Game.seed+'-blasphemouse'); if (Math.random()<0.3) {Math.seedrandom();return this.desc+'Absolutely blasphemouse!';} else {Math.seedrandom();return this.desc+'Absolutely blasphemous!';} }; order=10020; Game.NewUpgradeCookie({name:'Custard creams',desc:'British lore pits these in a merciless war against bourbon biscuits.
      The filling evokes vanilla without quite approaching it.
      They\'re tastier on the inside!',icon:[23,29],power: 4,price: 9999999999999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Bourbon biscuits',desc:'Two chocolate biscuits joined together with even more chocolate.
      The sworn rivals of custard creams, as legend has it.',icon:[24,29],power: 4,price: 99999999999999999999999999999999999999}); new Game.Upgrade('Keepsakes','Seasonal random drops have a 1/5 chance to carry over through ascensions.Cherish the memories.',1111111111,[22,29]);Game.last.pool='prestige';Game.last.parents=['Starsnow','Starlove','Starterror','Startrade','Starspawn']; order=10020; Game.NewUpgradeCookie({name:'Mini-cookies',desc:'Have you ever noticed how the smaller something is, the easier it is to binge on it?',icon:[29,30],power: 5,price: 99999999999999999999999999999999999999*5}); new Game.Upgrade('Sugar crystal cookies','Cookie production multiplier +5% permanently, and +1% for every building type level 10 or higher.Infused with cosmic sweetness. It gives off a faint shimmery sound when you hold it up to your ear.',1000000000,[21,30]);Game.last.pool='prestige';Game.last.parents=['Sugar baking'];Game.last.power=function(){ var n=5; for (var i in Game.Objects) { if (Game.Objects[i].level>=10) n++; } return n; };Game.last.pseudoCookie=true; Game.last.descFunc=function(){ var n=5; for (var i in Game.Objects) { if (Game.Objects[i].level>=10) n++; } return '
      Current : +'+Beautify(n)+'%
      '+this.desc; }; new Game.Upgrade('Box of maybe cookies','Contains an assortment of...something.These may or may not be considered cookies.',333000000000,[25,29]);Game.last.pool='prestige';Game.last.parents=['Sugar crystal cookies']; new Game.Upgrade('Box of not cookies','Contains an assortment of...something.These are strictly, definitely not cookies.',333000000000,[26,29]);Game.last.pool='prestige';Game.last.parents=['Sugar crystal cookies']; new Game.Upgrade('Box of pastries','Contains an assortment of delicious pastries.These are a damn slippery slope is what they are!',333000000000,[27,29]);Game.last.pool='prestige';Game.last.parents=['Sugar crystal cookies']; order=10040; Game.NewUpgradeCookie({name:'Profiteroles',desc:'Also known as cream puffs, these pastries are light, fluffy, filled with whipped cream and fun to throw at people when snowballs are running scarce.',icon:[29,29],require:'Box of pastries', power:4,price: Math.pow(10,31)}); Game.NewUpgradeCookie({name:'Jelly donut',desc:'Guaranteed to contain at least 0.3% jelly filling, or your money back.
      You can still see the jelly stab wound!',icon:[27,28],require:'Box of pastries', power:4,price: Math.pow(10,33)}); Game.NewUpgradeCookie({name:'Glazed donut',desc:'Absolutely gooey with sugar. The hole is the tastiest part!',icon:[28,28],require:'Box of pastries', power:4,price: Math.pow(10,35)}); Game.NewUpgradeCookie({name:'Chocolate cake',desc:'The cake is a Portal reference!',icon:[25,27],require:'Box of pastries', power:4,price: Math.pow(10,37)}); Game.NewUpgradeCookie({name:'Strawberry cake',desc:'It\'s not easy to come up with flavor text for something as generic as this, but some would say it\'s a piece of cake.',icon:[26,27],require:'Box of pastries', power:4,price: Math.pow(10,39)}); Game.NewUpgradeCookie({name:'Apple pie',desc:'It is said that some grandmas go rogue and bake these instead.',icon:[25,28],require:'Box of pastries', power:4,price: Math.pow(10,41)}); Game.NewUpgradeCookie({name:'Lemon meringue pie',desc:'Meringue is a finicky substance made of sugar and egg whites that requires specific atmospheric conditions to be baked at all. The lemon, as far as we can tell, isn\'t nearly as picky.',icon:[26,28],require:'Box of pastries', power:4,price: Math.pow(10,43)}); Game.NewUpgradeCookie({name:'Butter croissant',desc:'Look around.
      A rude man in a striped shirt bikes past you. He smells of cigarettes and café-au-lait. Somewhere, a mime uses his moustache to make fun of the British. 300 pigeons fly overhead.
      Relax. You\'re experiencing croissant.',icon:[29,28],require:'Box of pastries', power:4,price: Math.pow(10,45)}); order=10050; Game.NewUpgradeCookie({name:'Cookie dough',desc:'Bursting with infinite potential, but can also be eaten as is. Arguably worth the salmonella.',icon:[25,30],require:'Box of maybe cookies', power:4,price: Math.pow(10,35)}); Game.NewUpgradeCookie({name:'Burnt cookie',desc:'This cookie flew too close to the sun and is now a shadow of its former self. If only you remembered to set a timer, you wouldn\'t have this tragedy on your hands...',icon:[23,30],require:'Box of maybe cookies', power:4,price: Math.pow(10,37)}); Game.NewUpgradeCookie({name:'A chocolate chip cookie but with the chips picked off for some reason',desc:'This has to be the saddest thing you\'ve ever seen.',icon:[24,30],require:'Box of maybe cookies', power:3,price: Math.pow(10,39)}); Game.NewUpgradeCookie({name:'Flavor text cookie',desc:'What you\'re currently reading is what gives this cookie its inimitable flavor.',icon:[22,30],require:'Box of maybe cookies', power:4,price: Math.pow(10,41)}); Game.NewUpgradeCookie({name:'High-definition cookie',desc:'Uncomfortably detailed, like those weird stories your aunt keeps telling at parties.',icon:[28,10],require:'Box of maybe cookies', power:5,price: Math.pow(10,43)}); order=10060; Game.NewUpgradeCookie({name:'Toast',desc:'A crisp slice of bread, begging for some butter and jam.
      Why do people keep proposing these at parties?',icon:[27,10],require:'Box of not cookies', power:4,price: Math.pow(10,34)}); Game.NewUpgradeCookie({name:'Peanut butter & jelly',desc:'It\'s time.',icon:[29,9],require:'Box of not cookies', power:4,price: Math.pow(10,36)}); Game.NewUpgradeCookie({name:'Wookies',desc:'These aren\'t the cookies you\'re looking for.',icon:[26,30],require:'Box of not cookies', power:4,price: Math.pow(10,38)}); Game.NewUpgradeCookie({name:'Cheeseburger',desc:'Absolutely no relation to cookies whatsoever - Orteil just wanted an excuse to draw a cheeseburger.',icon:[28,30],require:'Box of not cookies', power:4,price: Math.pow(10,40)}); Game.NewUpgradeCookie({name:'One lone chocolate chip',desc:'The start of something beautiful.',icon:[27,30],require:'Box of not cookies', power:1,price: Math.pow(10,42)}); new Game.Upgrade('Genius accounting','Unlocks extra price information.
      Each displayed cost now specifies how long it\'ll take you to afford it, and how much of your bank it represents.There\'s no accounting for taste, and yet here we are.',2000000,[11,10]);Game.last.pool='prestige';Game.last.parents=['Inspired checklist']; new Game.Upgrade('Shimmering veil','Unlocks the shimmering veil, a switch that passively boosts your CpS by 50%.
      You start with the veil turned on; however, it is very fragile, and clicking the big cookie or any golden cookie or reindeer will turn it off, requiring 24 hours of CpS to turn back on.Hands off!',999999999,[9,10]);Game.last.pool='prestige';Game.last.parents=['Distilled essence of redoubled luck']; order=40005; var func=function(){ var boost=50; var resist=0; if (Game.Has('Reinforced membrane')) {boost+=10;resist+=10;} return (this.name=='Shimmering veil [on]'?'
      Active.
      ':'')+'Boosts your cookie production by '+Beautify(boost)+'% when active.
      The veil is very fragile and will break if you click the big cookie or any golden cookies or reindeer.

      Once broken, turning the veil back on costs 24 hours of unbuffed CpS.'+(resist>0?('

      Has a '+Beautify(resist)+'% chance to not break.'):''); }; new Game.Upgrade('Shimmering veil [off]','',1000000,[9,10]); Game.last.pool='toggle';Game.last.toggleInto='Shimmering veil [on]'; Game.last.priceFunc=function(){return Game.unbuffedCps*60*60*24;} Game.last.descFunc=func; new Game.Upgrade('Shimmering veil [on]','',0,[9,10]); Game.last.pool='toggle';Game.last.toggleInto='Shimmering veil [off]'; Game.last.descFunc=func; Game.loseShimmeringVeil=function(context) { if (!Game.Has('Shimmering veil')) return false; if (!Game.Has('Shimmering veil [off]') && Game.Has('Shimmering veil [on]')) return false; if (Game.Has('Reinforced membrane')) { if (context=='shimmer') Math.seedrandom(Game.seed+'/'+(Game.goldenClicks+Game.reindeerClicked)); else if (context=='click') Math.seedrandom(Game.seed+'/'+Game.cookieClicks); if (Math.random()<0.1) { Game.Notify('The reinforced membrane protects the shimmering veil.','',[7,10]); Game.Win('Thick-skinned'); return false; } Math.seedrandom(); } var me=Game.Upgrades['Shimmering veil [on]']; me.bought=1; //Game.Upgrades[me.toggleInto].bought=false; Game.Lock(me.toggleInto); Game.Unlock(me.toggleInto); Game.Notify('The shimmering veil disappears...','',[9,10]); Game.upgradesToRebuild=1; Game.recalculateGains=1; PlaySound('snd/spellFail.mp3',0.75); } var getCookiePrice=function(level){return 999999999999999999999999999999999999999*Math.pow(10,(level-1)/2);}; order=10020; Game.NewUpgradeCookie({name:'Whoopie pies',desc:'Two chocolate halves joined together by a cream filling. It\'s got no eyebrows, but you never noticed until now.',icon:[21,31],power: 5,price: getCookiePrice(1)}); Game.NewUpgradeCookie({name:'Caramel wafer biscuits',desc:'Coated in delicious chocolate. As many layers as you\'ll get in a biscuit without involving onions.',icon:[22,31],power: 5,price: getCookiePrice(2)}); Game.NewUpgradeCookie({name:'Chocolate chip mocha cookies',desc:'Mocha started out as an excuse to smuggle chocolate into coffee. And now, in a poignant display of diplomacy and cultural exchange, it\'s bringing coffee to chocolate cookies.',icon:[23,31],power: 5,price: getCookiePrice(3)}); Game.NewUpgradeCookie({name:'Earl Grey cookies',desc:'Captain Picard\'s favorite.',icon:[24,31],power: 5,price: getCookiePrice(4)}); Game.NewUpgradeCookie({name:'Corn syrup cookies',desc:'The corn syrup makes it extra chewy. Not the type of stuff you\'d think to put in a cookie, but bakers make do.',icon:[25,31],power: 5,price: getCookiePrice(5)}); Game.NewUpgradeCookie({name:'Icebox cookies',desc:'Can be prepared in a variety of shapes with a variety of ingredients. Made by freezing dough before baking it, mirroring a time-proven medieval torture practice. Gotta keep them guessing.',icon:[26,31],power: 5,price: getCookiePrice(6)}); Game.NewUpgradeCookie({name:'Graham crackers',desc:'Inspired in their design by the wish to live a life of austere temperance, free from pleasure or cheer; it\'s no wonder these are so tasty.',icon:[27,31],power: 5,price: getCookiePrice(7)}); Game.NewUpgradeCookie({name:'Hardtack',desc:'Extremely hard and, if we\'re being honest, extremely tack.
      If you\'re considering eating this as a fun snack, you probably have other things to worry about than this game, like getting scurvy or your crew fomenting mutiny.',icon:[28,31],power: 5,price: getCookiePrice(8)}); Game.NewUpgradeCookie({name:'Cornflake cookies',desc:'They\'re grrrrrroovy! Careful not to let it sit in your milk too long, lest you accidentally end up with a bowl of cereal and get confused.',icon:[29,31],power: 5,price: getCookiePrice(9)}); Game.NewUpgradeCookie({name:'Tofu cookies',desc:'There\'s really two ways to go with tofu cooking; either it asserts itself in plain sight or it camouflages itself in the other ingredients. This happens to be the latter, and as such, you can\'t really tell the difference between this and a regular cookie, save for that one pixel on the left.',icon:[30,31],power: 5,price: getCookiePrice(10)}); Game.NewUpgradeCookie({name:'Gluten-free cookies',desc:'Made with browned butter and milk to closely match the archetypal chocolate chip cookie.
      For celiacs, a chance to indulge in a delicious risk-free pastry. For others, a strangely threatening confection whose empty eyes will never know heaven nor hell.',icon:[30,30],power: 5,price: getCookiePrice(10)}); Game.NewUpgradeCookie({name:'Russian bread cookies',desc:'Also known as alphabet cookies; while most bakers follow the recipe to the letter, it is said that some substitute the flour for spelt. But don\'t take my word for it.',icon:[30,29],power: 5,price: getCookiePrice(11)}); Game.NewUpgradeCookie({name:'Lebkuchen',desc:'Diverse cookies from Germany, fragrant with honey and spices, often baked around Christmas.
      Once worn by warriors of old for protection in battle.
      +5 STR, +20% magic resistance.',icon:[30,28],power: 5,price: getCookiePrice(12)}); Game.NewUpgradeCookie({name:'Aachener Printen',desc:'The honey once used to sweeten these gingerbread-like treats has since been swapped out for beet sugar, providing another sad example of regressive evolution.',icon:[30,27],power: 5,price: getCookiePrice(13)}); Game.NewUpgradeCookie({name:'Canistrelli',desc:'A dry biscuit flavored with anise and wine, tough like the people of Corsica where it comes from.',icon:[30,26],power: 5,price: getCookiePrice(14)}); Game.NewUpgradeCookie({name:'Nice biscuits',desc:'Made with coconut and perfect with tea. Traces its origins to a French city so nice they named it that.',icon:[30,25],power: 5,price: getCookiePrice(15)}); Game.NewUpgradeCookie({name:'French pure butter cookies',desc:'You can\'t tell what\'s stronger coming off these - the smell of butter or condescension.',icon:[31,25],power: 5,price: getCookiePrice(16)}); Game.NewUpgradeCookie({name:'Petit beurre',desc:'An unassuming biscuit whose name simply means "little butter". Famed and feared for its four ears and forty-eight teeth.
      When it hears ya, it\'ll get ya...',icon:[31,26],power: 5,price: getCookiePrice(16)}); Game.NewUpgradeCookie({name:'Nanaimo bars',desc:'A delicious no-bake pastry hailing from Canada. Probably beats eating straight-up snow with maple syrup poured on it, but what do I know.',icon:[31,27],power: 5,price: getCookiePrice(17)}); Game.NewUpgradeCookie({name:'Berger cookies',desc:'Messily slathered with chocolate fudge, but one of the most popular bergers of Baltimore, along with the triple fried egg berger and the blue crab cheeseberger.',icon:[31,28],power: 5,price: getCookiePrice(18)}); Game.NewUpgradeCookie({name:'Chinsuko',desc:'A little piece of Okinawa in cookie form. Part of a Japanese custom of selling sweets as souvenirs. But hey, pressed pennies are cool too.',icon:[31,29],power: 5,price: getCookiePrice(19)}); Game.NewUpgradeCookie({name:'Panda koala biscuits',desc:'Assorted jungle animals with equally assorted fillings.
      Comes in chocolate, strawberry, vanilla and green tea.
      Eat them all before they go extinct!',icon:[31,13],power: 5,price: getCookiePrice(19)}); Game.NewUpgradeCookie({name:'Putri salju',desc:'A beloved Indonesian pastry; its name means "snow princess", for the powdered sugar it\'s coated with. Had we added these to Cookie Clicker some years ago, this is where we\'d make a reference to that one Disney movie, but it\'s probably time to let it go.',icon:[31,30],power: 5,price: getCookiePrice(20)}); Game.NewUpgradeCookie({name:'Milk cookies',desc:'Best eaten with a tall glass of chocolate.',icon:[31,31],power: 5,price: getCookiePrice(21)}); order=9999; Game.NewUpgradeCookie({name:'Cookie crumbs',desc:'There used to be a cookie here. Now there isn\'t.
      Good heavens, what did you DO?!',icon:[30,13],power:1,require:'Legacy',price:100}); Game.NewUpgradeCookie({name:'Chocolate chip cookie',desc:'This is the cookie you\'ve been clicking this whole time. It looks a bit dented and nibbled on, but it\'s otherwise good as new.',icon:[10,0],power:10,require:'Legacy',price:1000000000000}); new Game.Upgrade('Cosmic beginner\'s luck','Prior to purchasing the Heavenly chip secret upgrade in a run, random drops are 5 times more common.Oh! A penny!
      Oh! A priceless heirloom!
      Oh! Another penny!
      ',999999999*15,[8,10]);Game.last.pool='prestige';Game.last.parents=['Shimmering veil']; new Game.Upgrade('Reinforced membrane','The shimmering veil is more resistant, and has a 10% chance not to break. It also gives +10% more CpS.A consistency between jellyfish and cling wrap.',999999999*15,[7,10]);Game.last.pool='prestige';Game.last.parents=['Shimmering veil']; order=255; Game.GrandmaSynergy('Binary grandmas','A digital grandma to transfer more cookies.
      (See also : boolean grandmas, string grandmas, and not-a-number grandmas, also known as "NaNs".)','Javascript console'); order=1400; new Game.TieredUpgrade('The JavaScript console for dummies','Javascript consoles are twice as efficient.This should get you started. The first line reads: "To open the javascript console, press-"
      ...the rest of the book is soaked in chocolate milk. If only there was a way to look up this sort of information...
      ','Javascript console',1); new Game.TieredUpgrade('64bit arrays','Javascript consoles are twice as efficient.A long-form variable type to pack your cookies much more efficiently.','Javascript console',2); new Game.TieredUpgrade('Stack overflow','Javascript consoles are twice as efficient.This is really bad! You probably forgot to close a loop somewhere and now your programs are going crazy! The rest of your engineers seem really excited about it somehow. How could a software mishap like a stack overflow possibly ever help anyone?','Javascript console',3); new Game.TieredUpgrade('Enterprise compiler','Javascript consoles are twice as efficient.This bespoke javascript compiler took your team years of development and billions in research, but it should let you execute (certain) functions (up to) 2% faster (in optimal circumstances).','Javascript console',4); new Game.TieredUpgrade('Syntactic sugar','Javascript consoles are twice as efficient.Tastier code for tastier cookies.','Javascript console',5); new Game.TieredUpgrade('A nice cup of coffee','Javascript consoles are twice as efficient.All this nerd stuff has you exhausted. You make yourself a nice cup of coffee, brewed with roasted beans from some far-away island. You may have been working a bit too hard though - the cup of coffee starts talking to you, insisting that it is NOT javascript.','Javascript console',6); new Game.TieredUpgrade('Just-in-time baking','Javascript consoles are twice as efficient.A new method of preparing cookies; they bake themselves right in front of the customers before eating, leaving your kitchens mess-free.','Javascript console',7); new Game.TieredUpgrade('cookies++','Javascript consoles are twice as efficient.Your very own cookie-themed programming language, elegantly named after its most interesting ability - increasing the "cookies" variable by 1.','Javascript console',8); new Game.TieredUpgrade('Software updates','Javascript consoles are twice as efficient.This is grand news - someone\'s finally figured out the Wifi password, and your newfound internet connection seems to have triggered a whole lot of software updates! Your browsers, drivers and plugins all received a fresh coat of paint, and your javascript version has been updated to the latest ECMAScript specification. It\'s really too bad thousands had to die due to some deprecated function in your neurotoxin ventilation code, but I guess that\'s progress for you.','Javascript console',9); new Game.TieredUpgrade('Game.Loop','Javascript consoles are twice as efficient.You\'re not quite sure what to make of this. What does it mean? What does it do? Who would leave something like that just laying around here? Try asking again in 1/30th of a second.','Javascript console',10); new Game.TieredUpgrade('eval()','Javascript consoles are twice as efficient.It is said that this simple function holds the key to the universe, and that whosoever masters it may shape reality to their will.
      Good thing you have no idea how it works. Makes for a neat plaque on your wall, though.
      ','Javascript console',11); order=5000; Game.SynergyUpgrade('Script grannies','Armies of energy drink-fueled grandmas ready to hack into the cyberspace for renegade e-cookies.','Javascript console','Grandma','synergy1'); Game.SynergyUpgrade('Tombola computing','','Javascript console','Chancemaker','synergy2'); Game.last.descFunc=function(){ Math.seedrandom(Game.seed+'-tombolacomputing'); var str='(Your ticket reads '+Math.floor(Math.random()*100)+' '+Math.floor(Math.random()*100)+' '+Math.floor(Math.random()*100)+' '+Math.floor(Math.random()*100)+', entitling you to '+choose([Math.floor(Math.random()*5+2)+' lines of javascript','one free use of Math.random()','one qubit, whatever that is','one half-eaten cookie','a brand new vacuum cleaner','most of one room-temperature cup of orange soda','one really good sandwich','one handful of pocket lint','someone\'s mostly clean hairpiece','a trip to a fancy restaurant','the knowledge of those numbers','a furtive glance at the news ticker','another ticket, half-price','all-you-can-eat moldy bread','one lifetime supply of oxygen','the color '+choose['red','orange','yellow','green','blue','purple','black','white','gray','brown','pink','teal'],'increased intellect for a limited time','an ancient runesword','the throne of a far-away country','the position of Mafia capo. Good luck','one free time-travel week-end','something beautiful','the deed to some oil well','one hamburger made out of the animal, plant, or person of your choice','the last surviving '+choose['dodo bird','thylacine','unicorn','dinosaur','neanderthal'],'a deep feeling of accomplishment','a fleeting tinge of entertainment','a vague sense of unease','deep existential dread','one extra week added to your lifespan','breathe manually','blink right here and now','one meeting with any famous person, living or dead, in your next dream','one very nice dream','a wacky sound effect','45 seconds of moral flexibility','hundreds and thousands, also known as "sprinkles"','one circle, triangle, square or other simple geometric shape, of average dimensions','just this extra bit of randomness','the extra push you needed to turn your life around','a good fright','one secret superpower','a better luck next time','an irrational phobia of tombola tickets','one whole spider','an increased sense of self-worth and determination','inner peace','one double-XP week-end in the MMORPG of your choice','a little piece of the universe, represented by the trillions of atoms that make up this very ticket','food poisoning','the Moon! Well, conceptually','a new car, baby','a new catchphrase','an intrusive thought of your choice','- ...aw man, it just cuts off there','the director spot for the next big hit movie','really good-looking calves','one genuine pirate golden doubloon','"treasure and riches", or something','one boat, sunken','baby shoes, never worn','direct lineage to some King or Queen','innate knowledge of a dead language you\'ll never encounter','the melody of a song you don\'t know the words to','white noise','mild physical impairment','a new pair of lips','things, and such','one popular expression bearing your name','one typo','one get-out-of-jail-free card','the rest of your life... for now','one polite huff','a condescending stare','one cursed monkey paw','true love, probably','an interesting factoid about the animal, country, TV show or celebrity of your choice','a pop culture reference','minutes of fun','the etymology of the word "tombola" - it\'s Italian for "a tumble"','nothing. You lost, sorry'])+'.)'; Math.seedrandom(); return this.desc+'Like quantum computing, but more fun.
      '+str+'
      '; }; order=10020; Game.NewUpgradeCookie({name:'Kruidnoten',desc:'A festive dutch favorite; tiny cinnamony bites sometimes coated in chocolate. The name translates roughly to "kruidnoten".',icon:[30,3],power: 5,price: getCookiePrice(22)}); Game.NewUpgradeCookie({name:'Marie biscuits',desc:'Pleasantly round, smoothly buttery, subtly vanilla-flavored, ornately embossed, each ridge represents a person Marie killed in prison.',icon:[30,4],power: 5,price: getCookiePrice(23)}); Game.NewUpgradeCookie({name:'Meringue cookies',desc:'Probably the most exciting thing you can make out of egg whites. Also called forgotten cookies, due to the recipe being once lost in a sealed mystical vault for 10,000 years.',icon:[31,4],power: 5,price: getCookiePrice(24)}); order=10060; Game.NewUpgradeCookie({name:'Pizza',desc:'What is a pizza if not a large, chewy cookie, frosted with a rather exuberant tomato & cheese icing? Not a cookie, that\'s what.',icon:[31,9],require:'Box of not cookies', power:5,price: Math.pow(10,44)}); order=10050; Game.NewUpgradeCookie({name:'Crackers',desc:'These are the non-flavored kind with no salt added. Really just a judgement-free wheat square begging to have bits of ham and spreadable cheese piled onto it, its main contribution being "crunchy".',icon:[30,9],require:'Box of maybe cookies', power:4,price: Math.pow(10,45)}); order=10030; Game.NewUpgradeCookie({name:'Havabreaks',desc:'You can snap the sections neatly or just bite into the whole thing like some kind of lunatic. Some oversea countries manufacture these in hundreds of unique flavors, such as green tea, lobster bisque, and dark chocolate.',icon:[31,3],require:'Box of brand biscuits',power: 2, price: 999999999999999999999999999*5}); order=20000; new Game.Upgrade('Kitten executives','You gain more CpS the more milk you have.ready to execute whatever and whoever you\'d like, sir',900000000000000000000000000000000000000000000,Game.GetIcon('Kitten',13));Game.last.kitten=1;Game.MakeTiered(Game.last,13,18); order=10020; Game.NewUpgradeCookie({name:'Chai tea cookies',desc:'Not exactly Captain Picard\'s favorite, but I mean, these will do in a pinch.',icon:[23,32],power: 5,price: getCookiePrice(4)+5});Game.last.order=10020.5685; Game.NewUpgradeCookie({name:'Yogurt cookies',desc:'Augmented by the wonders of dairy, these cookies are light and fluffy and just one more thing for the lactose-intolerant to avoid.
      Truly for the cultured among us.',icon:[24,32],power: 5,price: getCookiePrice(25)}); Game.NewUpgradeCookie({name:'Thumbprint cookies',desc:'Filled with jam and sometimes served in little paper cups. No longer admissible as biometric evidence in court. We\'re not having a repeat of that whole mess.',icon:[25,32],power: 5,price: getCookiePrice(26)}); Game.NewUpgradeCookie({name:'Pizzelle',desc:'Thin, crisp waffle cookies baked in a bespoke iron following an ancient Italian recipe.
      These cookies have been around for a long, long time.
      These cookies have seen things.',icon:[26,32],power: 5,price: getCookiePrice(27)}); order=10030; Game.NewUpgradeCookie({name:'Zilla wafers',desc:'Popular vanilla-flavored biscuits that somehow keep ending up in banana pudding.
      Themed after a beloved radioactive prehistoric monster, for some reason.',icon:[22,32],require:'Box of brand biscuits',power: 2, price: 999999999999999999999999999999*5}); Game.NewUpgradeCookie({name:'Dim Dams',desc:'Two biscuits joined by chocolate and coated in even more chocolate.
      You wonder - which one is the dim, and which one is the dam?',icon:[31,10],require:'Box of brand biscuits',power: 2, price: 999999999999999999999999999999999*5}); order=10060; Game.NewUpgradeCookie({name:'Candy',desc:'There are two pillars to the world of sweets : pastries, of course - and candy.
      You could make a whole new game just about these, but for now, please enjoy these assorted generic treats.',icon:[30,10],require:'Box of not cookies', power:5,price: Math.pow(10,46)}); order=19000; new Game.TieredUpgrade('Fortune #001','Cursors are 7% more efficient and 7% cheaper.Fingers are not the only thing you can count on.','Cursor','fortune'); new Game.TieredUpgrade('Fortune #002','Grandmas are 7% more efficient and 7% cheaper.A wrinkle is a crack in a mundane facade.','Grandma','fortune'); new Game.TieredUpgrade('Fortune #003','Farms are 7% more efficient and 7% cheaper.The seeds of tomorrow already lie within the seeds of today.','Farm','fortune'); new Game.TieredUpgrade('Fortune #004','Mines are 7% more efficient and 7% cheaper.Riches from deep under elevate you all the same.','Mine','fortune'); new Game.TieredUpgrade('Fortune #005','Factories are 7% more efficient and 7% cheaper.True worth is not in what you find, but in what you make.','Factory','fortune'); new Game.TieredUpgrade('Fortune #006','Banks are 7% more efficient and 7% cheaper.The value of money means nothing to a pocket.','Bank','fortune'); new Game.TieredUpgrade('Fortune #007','Temples are 7% more efficient and 7% cheaper.Not all guides deserve worship.','Temple','fortune'); new Game.TieredUpgrade('Fortune #008','Wizard towers are 7% more efficient and 7% cheaper.Magic is about two things - showmanship, and rabbits.','Wizard tower','fortune'); new Game.TieredUpgrade('Fortune #009','Shipments are 7% more efficient and 7% cheaper.Every mile travelled expands the mind by just as much.','Shipment','fortune'); new Game.TieredUpgrade('Fortune #010','Alchemy labs are 7% more efficient and 7% cheaper.Don\'t get used to yourself. You\'re gonna have to change.','Alchemy lab','fortune'); new Game.TieredUpgrade('Fortune #011','Portals are 7% more efficient and 7% cheaper.Every doorway is a gamble. Tread with care.','Portal','fortune'); new Game.TieredUpgrade('Fortune #012','Time machines are 7% more efficient and 7% cheaper.Do your future self a favor; they\'ll thank you for it.','Time machine','fortune'); new Game.TieredUpgrade('Fortune #013','Antimatter condensers are 7% more efficient and 7% cheaper.The world is made of what we put into it.','Antimatter condenser','fortune'); new Game.TieredUpgrade('Fortune #014','Prisms are 7% more efficient and 7% cheaper.Staring at a dazzling light can blind you back to darkness.','Prism','fortune'); new Game.TieredUpgrade('Fortune #015','Chancemakers are 7% more efficient and 7% cheaper.Don\'t leave to blind chance what you could accomplish with deaf skill.','Chancemaker','fortune'); new Game.TieredUpgrade('Fortune #016','Fractal engines are 7% more efficient and 7% cheaper.It\'s good to see yourself in others. Remember to see yourself in yourself, too.','Fractal engine','fortune'); new Game.TieredUpgrade('Fortune #017','Javascript consoles are 7% more efficient and 7% cheaper.If things aren\'t working out for you, rewrite the rules.','Javascript console','fortune'); order=19100; //note : price for these capped to base price OR 1 day of unbuffed CpS new Game.Upgrade('Fortune #100','Upgrades and buildings cost -1%; you gain +1% CpS.True wealth is counted in gifts.', Game.Tiers['fortune'].price*100000,[0,0]);Game.MakeTiered(Game.last,'fortune',10); Game.last.priceFunc=function(me){return Math.min(me.basePrice,Game.unbuffedCps*60*60*24);} new Game.Upgrade('Fortune #101','You gain +7% CpS.Some people dream of fortunes; others dream of cookies.',Game.Tiers['fortune'].price*100000000,[0,0]);Game.MakeTiered(Game.last,'fortune',10); Game.last.priceFunc=function(me){return Math.min(me.basePrice,Game.unbuffedCps*60*60*24);} new Game.Upgrade('Fortune #102','You gain +1% of your regular CpS while the game is closed (provided you have the Twin Gates of Transcendence heavenly upgrade).Help, I\'m trapped in a browser game!',Game.Tiers['fortune'].price*100000000000,[0,0]);Game.MakeTiered(Game.last,'fortune',10); Game.last.priceFunc=function(me){return Math.min(me.basePrice,Game.unbuffedCps*60*60*24);} new Game.Upgrade('Fortune #103','You gain more CpS the more milk you have.Don\'t believe the superstitions; all cats are good luck.',Game.Tiers['fortune'].price*100000000000000,[0,0]);Game.MakeTiered(Game.last,'fortune',18);Game.last.kitten=1; Game.last.priceFunc=function(me){return Math.min(me.basePrice,Game.unbuffedCps*60*60*24);} new Game.Upgrade('Fortune #104','Clicking gains +1% of your CpS.Remember to stay in touch.',Game.Tiers['fortune'].price*100000000000,[0,0]);Game.MakeTiered(Game.last,'fortune',11); Game.last.priceFunc=function(me){return Math.min(me.basePrice,Game.unbuffedCps*60*60*24);} new Game.Upgrade('Fortune cookies','The news ticker may occasionally have fortunes, which may be clicked for something good.These don\'t taste all that great but that\'s not really the point, is it?',77777777777,[29,8]);Game.last.pool='prestige';Game.last.parents=['Distilled essence of redoubled luck']; order=40000; new Game.Upgrade('A really good guide book','?????????',7,[22,12]);//debug purposes only //new Game.Upgrade('A really good guide book','All dungeon locations behave as if unlocked.
      You may shift-click a dungeon location to teleport there.It even tells you which hotels to avoid!',7,[22,12]);//debug purposes only Game.last.buyFunction=function(){if (Game.Objects['Factory'].minigameLoaded){Game.Objects['Factory'].minigame.computeMapBounds();Game.Objects['Factory'].minigame.updateLocStyles();}} Game.last.pool='debug'; order=10300; Game.NewUpgradeCookie({name:'Prism heart biscuits',desc:'An every-flavor biscuit that stands for universal love and being true to yourself.',require:'Eternal heart biscuits',season:'valentines',icon:[30,8], power:heartPower,price: 1000000000000000000000000});Game.last.order=10300.175; order=19100; new Game.Upgrade('Kitten wages','Through clever accounting, this actually makes kitten upgrades 10% cheaper.Cats can have little a salary, as a treat.
      Cats are expert hagglers and have a keen sense of bargaining, especially in the case of cash.
      ',9000000000,[31,8]);Game.last.pool='prestige';Game.last.parents=['Kitten angels'];Game.last.kitten=1; new Game.Upgrade('Pet the dragon','Unlocks the ability to pet your dragon by clicking on it once hatched.Dragons do not purr. If your dragon starts purring, vacate the area immediately.',99999999999,[30,12]);Game.last.pool='prestige';Game.last.parents=['How to bake your dragon','Residual luck']; order=25100; var dragonDropUpgradeCost=function(me){return Game.unbuffedCps*60*30*((Game.dragonLevel+3%.
      Cost scales with CpS, but 10 times cheaper with a fully-trained dragon.Your dragon sheds these regularly, so this one probably won\'t be missed.
      Note: icon not to scale.
      ',999,[30,14]);Game.last.priceFunc=dragonDropUpgradeCost; new Game.Upgrade('Dragon claw','Clicks are +3% more powerful.
      Cost scales with CpS, but 10 times cheaper with a fully-trained dragon.Will grow back in a few days\' time.
      A six-inch retractable claw, like a razor, from the middle toe. So you know, try to show a little respect.
      ',999,[31,14]);Game.last.priceFunc=dragonDropUpgradeCost; new Game.Upgrade('Dragon fang','+3% golden cookie gains.
      Dragon harvest and Dragonflight are 10% stronger.
      Cost scales with CpS, but 10 times cheaper with a fully-trained dragon.Just a fallen baby tooth your dragon wanted you to have, as a gift.
      It might be smaller than an adult tooth, but it\'s still frighteningly sharp - and displays some awe-inspiring cavities, which you might expect from a creature made out of sweets.
      ',999,[30,15]);Game.last.priceFunc=dragonDropUpgradeCost; new Game.Upgrade('Dragon teddy bear','+3% random drops.
      Cost scales with CpS, but 10 times cheaper with a fully-trained dragon.Your dragon used to sleep with this, but it\'s yours now.
      Crafted in the likelihood of a fearsome beast. Stuffed with magical herbs picked long ago by a wandering wizard. Woven from elven yarn and a polyester blend.
      ',999,[31,15]);Game.last.priceFunc=dragonDropUpgradeCost; order=10020; Game.NewUpgradeCookie({name:'Granola cookies',desc:'Wait! These are just oatmeal cookies mixed with raisin cookies! What next, half-dark chocolate half-white chocolate cookies?',icon:[28,32],power: 5,price: getCookiePrice(28)}); Game.NewUpgradeCookie({name:'Ricotta cookies',desc:'Light and cake-like. Often flavored with lemon or almond extract. Sprinkles optional. Allegedly Italian. Investigation pending.',icon:[29,32],power: 5,price: getCookiePrice(29)}); Game.NewUpgradeCookie({name:'Roze koeken',desc:'The icing on these Dutch cookies is traditionally pink, but different colors may be used for special occasions - such as pink to celebrate Breast Cancer Awareness Month, or for International Flamingo Day, pink.',icon:[30,32],power: 5,price: getCookiePrice(30)}); Game.NewUpgradeCookie({name:'Peanut butter cup cookies',desc:'What more poignant example of modern societal struggles than the brazen reclaiming of a corporate product by integrating it in the vastly more authentic shell of a homemade undertaking? Anyway this is a peanut butter cup, baked into a cookie. It\'s pretty good!',icon:[31,32],power: 5,price: getCookiePrice(31)}); Game.NewUpgradeCookie({name:'Sesame cookies',desc:'Look at all the little seeds on these! It\'s like someone dropped them on the street or something! A very welcoming and educational street!',icon:[22,33],power: 5,price: getCookiePrice(32)}); Game.NewUpgradeCookie({name:'Taiyaki',desc:'A pastry fish filled with red bean paste, doomed to live an existence of constant and excruciating pain as its aquatic environment slowly dissolves its soft doughy body.
      Also comes in chocolate flavor!',icon:[23,33],power: 5,price: getCookiePrice(33)}); Game.NewUpgradeCookie({name:'Vanillekipferl',desc:'Nut-based cookies from Central Europe, coated in powdered vanilla sugar. Regular kipferl, crescent-shaped bread rolls from the same region, are much less exciting.',icon:[24,33],power: 5,price: getCookiePrice(34)}); order=10300; Game.NewUpgradeCookie({name:'Cosmic chocolate butter biscuit',desc:'Rewarded for owning 550 of everything.
      Through some strange trick of magic or technology, looking at this cookie is like peering into a deep ocean of ancient stars. The origins of this biscuit are unknown; its manufacture, as far as your best investigators can tell, left no paper trail. From a certain angle, if you squint hard enough, you\'ll notice that a number of stars near the center are arranged to resemble the outline of your own face.',icon:[27,32],power: 10,price: 999999999999999999999999999999999999999999999999*butterBiscuitMult,locked:1}); order=100;new Game.Upgrade('Nonillion fingers','Multiplies the gain from Thousand fingers by 20.Only for the freakiest handshakes.',10000000000000000000000000,[12,31]);Game.MakeTiered(Game.last,13,0); order=150;new Game.Upgrade('Miraculite mouse','Clicking gains +1% of your CpS.Composed of a material that neither science nor philosophy are equipped to conceptualize. And boy, does it ever click.',50000000000000000000000000000,[11,31]);Game.MakeTiered(Game.last,13,11); order=200;new Game.TieredUpgrade('Generation degeneration','Grandmas are twice as efficient.Genetic testing shows that most of your grandmas are infected with a strange degenerative disease that only seems to further their powers; the more time passes, the older they get. This should concern you.','Grandma',12); order=300;new Game.TieredUpgrade('Global seed vault','Farms are twice as efficient.An enormous genetic repository that could outlive an apocalypse. Guarantees the survival of your empire, or at the very least its agricultural components, should civilization fall. Which should be any day now.','Farm',12); order=400;new Game.TieredUpgrade('Air mining','Mines are twice as efficient.You\'ve dug your drills through just about every solid surface you could find. But did you know recent advances have revealed untold riches hiding within non-solid surfaces too?','Mine',12); order=500;new Game.TieredUpgrade('Behavioral reframing','Factories are twice as efficient.Through careful social engineering you\'ve convinced your workers that "union" is a slur that only the most vile and repugnant filth among us would ever dare utter! Sometimes progress isn\'t in the big machines, it\'s in the little lies!','Factory',12); order=525;new Game.TieredUpgrade('Altruistic loop','Banks are twice as efficient.You control so many branches of the global economy and legislative bodies that, through a particularly creative loophole, donating money (to yourself) grants you even more cash in tax deductions than you started with!','Bank',12); order=550;new Game.TieredUpgrade('A novel idea','Temples are twice as efficient.You don\'t get rich starting a religion. If you want to get rich, you write science fiction.','Temple',12); order=575;new Game.TieredUpgrade('Spelling bees','Wizard towers are twice as efficient.You\'ve unleashed a swarm of magically-enhanced bees upon mankind! Their stinging spells may be the bane of all living things but you\'re certain you can put their delicious, purple, fizzy honey to good use!','Wizard tower',12); order=600;new Game.TieredUpgrade('Toroid universe','Shipments are twice as efficient.If you think of the universe as an nth-dimensional torus that wraps back on itself in every direction, you can save a fortune on rocket fuel! Of course the universe isn\'t actually shaped like that, but you\'ve never let details stand in your way.','Shipment',12); order=700;new Game.TieredUpgrade('Hermetic reconciliation','Alchemy labs are twice as efficient.It\'s time for modern science and the mystical domains of the occult to work together at last. What do gravitons transmute into? What if alkahest is pH-neutral? Should a homunculus have the right to vote? And other exciting questions coming to you soon, whether you like it or not.','Alchemy lab',12); order=800;new Game.TieredUpgrade('His advent','Portals are twice as efficient.He comes! He comes at last! Just like the prophecies foretold! And as He steps out of the portal, your engineers begin slicing Him into convenient chunks before transporting His writhing cosmic flesh to your factories, where He will be processed and converted into a new and exciting cookie flavor, available in stores tomorrow.','Portal',12); order=900;new Game.TieredUpgrade('Split seconds','Time machines are twice as efficient.Time is infinite, yes... But what if, nestled within each second, were even more infinities? Every moment an eternity! Think of how many scheduling troubles this solves!','Time machine',12); order=1000;new Game.TieredUpgrade('Flavor itself','Antimatter condensers are twice as efficient.Deep under the earth, in the most sterile laboratory, in the most vast and expensive particle accelerator ever devised, your scientists have synthesized -for a fraction of a second- the physical manifestation of pure flavor. Highly unstable, and gone in a puff of radioactive energy, it nonetheless left your team shivering with awe... and hunger.','Antimatter condenser',12); order=1100;new Game.TieredUpgrade('Light speed limit','Prisms are twice as efficient.Whoah, slow down. Harvesting light is well and good but it\'d be much easier if it weren\'t so dang fast! This should thankfully take care of that.','Prism',12); order=1200;new Game.TieredUpgrade('A touch of determinism','Chancemakers are twice as efficient.By knowing the exact position and movement of every particle in the universe, you\'re able to predict everything that can ever happen, leaving nothing to chance. This was a doozy to pull off mind you, but it\'s helped you win 50 bucks at the horse races so you could say it\'s already paying off.','Chancemaker',12); order=1300;new Game.TieredUpgrade('This upgrade','Fractal engines are twice as efficient.This upgrade\'s flavor text likes to refer to itself, as well as to the fact that it likes to refer to itself. You should really buy this upgrade before it starts doing anything more obnoxious.','Fractal engine',12); order=1400;new Game.TieredUpgrade('Your biggest fans','Javascript consoles are twice as efficient.Let\'s face it, baking cookies isn\'t the most optimized thing there is. So you\'ve purchased your biggest fans yet and stuck them next to your computers to keep things chill and in working order. Cool!','Javascript console',12); order=10020; Game.NewUpgradeCookie({name:'Battenberg biscuits',desc:'Inspired by a cake of the same name, itself named after a prince of the same name. You suppose you could play a really, really short game of chess on these.',icon:[28,33],power: 5,price: getCookiePrice(35)}); Game.NewUpgradeCookie({name:'Rosette cookies',desc:'Intricate fried pastries from Northern Europe, made using specialized irons and dipped in icing sugar. While usually eaten as a delicious treat, these are often also used as Christmas tree decorations, or worn elegantly on one\'s lapel to symbolize the nah I\'m just messing with you.',icon:[26,33],power: 5,price: getCookiePrice(36)}); Game.NewUpgradeCookie({name:'Gangmakers',desc:'The little bit of raspberry jam at its center is crucial; a plain butter cookie with chocolate topping does not a gangmaker make.',icon:[27,33],power: 5,price: getCookiePrice(37)}); Game.NewUpgradeCookie({name:'Welsh cookies',desc:'Welsh cookies, also known as Welsh cakes, bakestones, griddle cakes, griddle scones, or pics, or in Welsh: picau ar y maen, pice bach, cacennau cri or teisennau gradell, are rich currant-filled scone-like biscuits of uncertain origin.',icon:[29,33],power: 5,price: getCookiePrice(38)}); Game.NewUpgradeCookie({name:'Raspberry cheesecake cookies',desc:'The humble raspberry cheesecake, now in ascended cookie form. Researchers posit that raspberry cheesecake cookies are evidence that the final form of every baked good, through convergent evolution, approaches that of a cookie, in a process known as cookienisation.',icon:[25,33],power: 5,price: getCookiePrice(39)}); order=255; Game.GrandmaSynergy('Alternate grandmas','A different grandma to bake something else.','Idleverse'); order=1500; new Game.TieredUpgrade('Manifest destiny','Idleverses are twice as efficient.While the ethics of ransacking parallel universes for their riches may seem questionable to some, you\'ve reasoned that bringing the good word of your cookie empire to the unwashed confines of other realities is your moral duty, nay, your righteous imperative, and must be undertaken as soon as possible, lest they do it to you first!','Idleverse',1); new Game.TieredUpgrade('The multiverse in a nutshell','Idleverses are twice as efficient.The structure of the metacosmos may seem confusing and at times even contradictory, but here\'s what you\'ve gathered so far:

      • each reality, or "idleverse", exists in parallel to all others

      • most realities seem to converge towards the production of a sole type of item (ours evidently being, thanks to you, cookies)

      • each reality is riddled with chaotic tunnels to a number of subordinate dimensions (such as the so-called "cookieverse"), much like swiss cheese

      • all realities bathe in an infinite liquid of peculiar properties, colloquially known as "milk"

      Finally, each reality may have its own interpretation of the concept of "reality", for added fun.
      ','Idleverse',2); new Game.TieredUpgrade('All-conversion','Idleverses are twice as efficient.It\'s quite nice that you can rewire the logic of each universe to generate cookies instead, but you still end up with parsec-loads of whatever they were producing before - baubles you\'ve long made obsolete: cash money, gems, cheeseburgers, puppies... That\'s why you\'ve designed the universal converter, compatible with any substance and capable of turning those useless spoils of conquest into the reassuring crumbly rustle of even more cookies.','Idleverse',3); new Game.TieredUpgrade('Multiverse agents','Idleverses are twice as efficient.You can send undercover spies to infiltrate each universe and have them signal you whether it\'s worth overtaking. Once the assimilation process started, they will also help pacify the local populations, having established trust through the use of wacky, but seamless, disguises.','Idleverse',4); new Game.TieredUpgrade('Escape plan','Idleverses are twice as efficient.You\'ve set an idleverse aside and terraformed it to closely resemble this one in case something goes horribly wrong in here. Of course, the denizens of that idleverse also have their own escape idleverse to abscond to in the eventuality of your arrival, itself likely having its own contingency idleverse, and so on.','Idleverse',5); new Game.TieredUpgrade('Game design','Idleverses are twice as efficient.Each idleverse functions according to some form of transcendental programming, that much is a given. But they also seem to be governed by much more subtle rules, the logic of which, when harnessed, may give you unparalleled dominion over the multiverse. Rewrite the rules! A game designer is you!','Idleverse',6); new Game.TieredUpgrade('Sandbox universes','Idleverses are twice as efficient.It doesn\'t seem like you\'ll run out of extra universes anytime soon so why not repurpose some of them as consequence-free testing grounds for all your more existentially threatening market research? (...consequence-free for you, anyway.)','Idleverse',7); new Game.TieredUpgrade('Multiverse wars','Idleverses are twice as efficient.Hmm, looks like some other universes wised up to your plundering. Thankfully, that\'s nothing your extra beefed-up metacosmic military budget can\'t handle!','Idleverse',8); new Game.TieredUpgrade('Mobile ports','Idleverses are twice as efficient.Accessing each outer universe is a bit of a hassle, requiring the once-in-a-blue-moon alignment of natural cosmic ports to transit from universe to universe. You\'ve finally perfected the method of constructing your own self-propelled ports, which can travel near-instantaneously along universal perimeters to permit headache-free multiverse connections. Took you long enough.','Idleverse',9); new Game.TieredUpgrade('Encapsulated realities','Idleverses are twice as efficient.Untold feats of science went into the reduction of infinite universes into these small, glimmering, easy-to-store little spheres. Exercise infinite caution when handling these, for each of them, containing endless galaxies and supporting endless life, is more precious than you can ever fathom. They\'ve also proven to be quite a smash hit in your warehouses on bowling night.','Idleverse',10); new Game.TieredUpgrade('Extrinsic clicking','Idleverses are twice as efficient.If you poke an idleverse, it seems like it gets work done faster. It\'s also quite fun hearing a trillion terrified voices screaming in unison.','Idleverse',11); new Game.TieredUpgrade('Universal idling','Idleverses are twice as efficient.The nature of idleverses is found in waiting. The more you wait on an idleverse, the more exponentially potent it becomes - which saves you a whole lot of hard work. In a true act of zen, you\'ve taken to biding your time when collecting new universes, letting them ripen like a fine wine.','Idleverse',12); order=5000; Game.SynergyUpgrade('Perforated mille-feuille cosmos','Imagine, if you will, layers upon layers upon layers. Now picture billions of worms chewing their way through it all. This roughly, but not quite, approximates the geometry of the most basal stratum of our natural world.','Idleverse','Portal','synergy1'); Game.SynergyUpgrade('Infraverses and superverses','Universes within universes? How subversive!','Idleverse','Fractal engine','synergy2'); order=19000; new Game.TieredUpgrade('Fortune #018','Idleverses are 7% more efficient and 7% cheaper.There\'s plenty of everyone, but only one of you.','Idleverse','fortune'); order=10300; Game.NewUpgradeCookie({name:'Butter biscuit (with butter)',desc:'Rewarded for owning 600 of everything.
      This is a plain butter biscuit. It\'s got some butter on it. The butter doesn\'t look like anything in particular.',icon:[30,33],power: 10,price: 999999999999999999999999999999999999999999999999999*butterBiscuitMult,locked:1}); order=200;new Game.TieredUpgrade('Visits','Grandmas are twice as efficient.In an extensive double-blind study (sample size: 12 millions), your researchers have found evidence that grandmas are up to twice as productive if you just come by and say hi once in a while. It\'s nice to check up on your grans! (Do not under any circumstances ingest any tea or tea-like substances the grandmas may offer you.)','Grandma',13); order=300;new Game.TieredUpgrade('Reverse-veganism','Farms are twice as efficient.Plants aren\'t for eating, plants are for exploitative agriculture and astronomical profit margins!','Farm',13); order=400;new Game.TieredUpgrade('Caramel alloys','Mines are twice as efficient.Your geologists have isolated a family of once-overlooked sugary ores that, when combined, may be turned into even more cookie ingredients. Your millions of miles of previously useless tunnels probably house insane amounts of the stuff!','Mine',13); order=500;new Game.TieredUpgrade('The infinity engine','Factories are twice as efficient.In this house, I guess we don\'t care much for the laws of thermodynamics.','Factory',13); order=525;new Game.TieredUpgrade('Diminishing tax returns','Banks are twice as efficient.Wow, they\'re tiny! Wish you\'d thought of that sooner!','Bank',13); order=550;new Game.TieredUpgrade('Apparitions','Temples are twice as efficient.You\'ve booked a deal with the higher-ups that schedules one weekly earthly apparition by a deity, angel, ascended prophet, or other holy figure. This should boost interest in cookie religion among youths as long as you can secure a decent time slot.','Temple',13); order=575;new Game.TieredUpgrade('Wizard basements','Wizard towers are twice as efficient.You\'ve received construction permits allowing you to build basements underneath each wizard tower. This provides a handy storage space for precious reagents, fizzled-out soul gems, and weird old magazines.','Wizard tower',13); order=600;new Game.TieredUpgrade('Prime directive','Shipments are twice as efficient.An intergalactic delegation made you pinky-swear not to directly interact with lesser alien cultures. Which is fine, because it\'s much funnier to rob a planet blind when its inhabitants have no idea what\'s going on.','Shipment',13); order=700;new Game.TieredUpgrade('Chromatic cycling','Alchemy labs are twice as efficient.All states of matter exist in a continuous loop. Having learned how to cycle through them, all you have to do is to freeze matter right on the state you need. For reference, the cookie state of matter is situated at precisely 163.719°, right between lamellar gas and metaplasma.','Alchemy lab',13); order=800;new Game.TieredUpgrade('Domestic rifts','Portals are twice as efficient.You\'ve managed to manufacture portals that are convenient enough, and legally safe enough, that you can just stick them against walls inside buildings to connect rooms together in unusual configurations. In practice, this means your employees get to have much shorter bathroom breaks.','Portal',13); order=900;new Game.TieredUpgrade('Patience abolished','Time machines are twice as efficient.You wait for no one.','Time machine',13); order=1000;new Game.TieredUpgrade('Delicious pull','Antimatter condensers are twice as efficient.In addition to the 4 fundamental forces of the universe -gravity, electromagnetism, weak and strong interactions- your scientists have at long last confirmed the existence of a fifth one, mediated by sugar bosons; it dictates that any two masses of ingredient-like matter will, given enough time, eventually meet each other to produce a third, even tastier substance. Your team enthusiastically names it the delicious pull.','Antimatter condenser',13); order=1100;new Game.TieredUpgrade('Occam\'s laser','Prisms are twice as efficient.Invented by Franciscan friar William of Occam in 1327. An impossibly clever use of light theory with a billion possible applications, some of which frightfully destructive. Confined to a single goat-skin parchment for hundreds of years until the patent expired and hit public domain, just now.','Prism',13); order=1200;new Game.TieredUpgrade('On a streak','Chancemakers are twice as efficient.Take a moment to appreciate how far you\'ve come. How lucky you\'ve been so far. It doesn\'t take a genius statistician to extrapolate a trend from this. There\'s no way anything bad could happen to you now. Right?','Chancemaker',13); order=1300;new Game.TieredUpgrade('A box','Fractal engines are twice as efficient.What\'s in that box? Why, it\'s a tiny replica of your office! And there\'s even a little you in there! And what\'s on the little desk... say - that\'s an even tinier box! And the little you is opening it, revealing an even tinier office! And in the tinier office there\'s- Hmm. You can think of a couple uses for this.','Fractal engine',13); order=1400;new Game.TieredUpgrade('Hacker shades','Javascript consoles are twice as efficient.I\'m in.','Javascript console',13); order=1500;new Game.TieredUpgrade('Break the fifth wall','Idleverses are twice as efficient.Huh, was that always there? Whatever it was, it\'s gone now. And what was behind is yours for the taking.','Idleverse',13); new Game.Upgrade('Cat ladies','Each kitten upgrade boosts grandma CpS by 29%.Oh no. Oh no no no. Ohhh this isn\'t right at all.',9000000000,[32,3]);Game.last.pool='prestige';Game.last.parents=['Kitten angels']; new Game.Upgrade('Milkhelp® lactose intolerance relief tablets','Each rank of milk boosts grandma CpS by 5%.Aged like milk.',900000000000,[33,3]);Game.last.pool='prestige';Game.last.parents=['Cat ladies']; new Game.Upgrade('Aura gloves','Cursor levels boost clicks by 5% each (up to cursor level 10).Try not to high-five anyone wearing these. You don\'t want that mess on your hands.',555555555,[32,4]);Game.last.pool='prestige';Game.last.parents=['Halo gloves']; new Game.Upgrade('Luminous gloves','Aura gloves are now effective up to cursor level 20.These help power your clicks to absurd levels, but they\'re also quite handy when you want to light up the darkness on your way back from Glove World.',55555555555,[33,4]);Game.last.pool='prestige';Game.last.parents=['Aura gloves']; order=10020; Game.NewUpgradeCookie({name:'Bokkenpootjes',desc:'Consist of 2 meringue halves joined by buttercream and dipped both ways in chocolate. Named after a goat\'s foot that probably stepped in something twice.',icon:[32,8],power: 5,price: getCookiePrice(40)}); Game.NewUpgradeCookie({name:'Fat rascals',desc:'Almond-smiled Yorkshire cakes with a rich history and an even richer recipe. The more diet-conscious are invited to try the lean version, skinny scallywags.',icon:[33,8],power: 5,price: getCookiePrice(41)}); Game.NewUpgradeCookie({name:'Ischler cookies',desc:'Originating in the Austro-Hungarian Empire, these have spread throughout every country in eastern Europe and spawned just as many recipes, each claiming to be the original. The basis remains unchanged across all variants: two biscuits sandwiched around chocolate buttercream. Or was it jam?',icon:[32,9],power: 5,price: getCookiePrice(42)}); Game.NewUpgradeCookie({name:'Matcha cookies',desc:'Green tea and cookies, a matcha made in heaven.',icon:[33,9],power: 5,price: getCookiePrice(42)}); order=10032; Game.NewUpgradeCookie({name:'Earl Grey macarons',desc:'Best served hot, make it so!',icon:[32,10],require:'Box of macarons', power:3,price: 9999999999999999999999999999}); order=10030; Game.NewUpgradeCookie({name:'Pokey',desc:'While commonly thought to be named so because it\'s fun to poke your classmates with these, Pokey-brand biscuit sticks actually get their name from their popularity in smoke-free prisons, where they\'re commonly smuggled and traded in lieu of cigarettes.',icon:[33,10],require:'Box of brand biscuits',power: 2, price: 999999999999999999999999999999999999*5}); order=10000; Game.NewUpgradeCookie({name:'Cashew cookies',desc:'Let me tell you about cashews. Cashews are not nuts, but seeds that grow out of curious red or yellow fruits - which can be eaten on their own, or made into drinks. The shell around the nut itself contains a nasty substance that stains and irritates the hands of whoever handles it for too long. But that\'s okay, since now that you\'ve read this you\'ll make sure it doesn\'t get in the cookies! Oh, you\'ve already eaten how many? Okay then.',icon:[32,7],power: 2, price: 99999999}); order=10001; Game.NewUpgradeCookie({name:'Milk chocolate cookies',desc:'A strange inversion of chocolate milk. For those who are a little bit too hardcore for white chocolate, but not hardcore enough for dark.',icon:[33,7],power:2, price: 99999999*5}); //end of upgrades Game.seasons={ 'christmas':{name:'Christmas',start:'Christmas season has started!',over:'Christmas season is over.',trigger:'Festive biscuit'}, 'valentines':{name:'Valentine\'s day',start:'Valentine\'s day has started!',over:'Valentine\'s day is over.',trigger:'Lovesick biscuit'}, 'fools':{name:'Business day',start:'Business day has started!',over:'Business day is over.',trigger:'Fool\'s biscuit'}, 'easter':{name:'Easter',start:'Easter season has started!',over:'Easter season is over.',trigger:'Bunny biscuit'}, 'halloween':{name:'Halloween',start:'Halloween has started!',over:'Halloween is over.',trigger:'Ghostly biscuit'} }; Game.listTinyOwnedUpgrades=function(arr) { var str=''; for (var i=0;i
      '; } } return str; } Game.santaDrops=['Increased merriness','Improved jolliness','A lump of coal','An itchy sweater','Reindeer baking grounds','Weighted sleighs','Ho ho ho-flavored frosting','Season savings','Toy workshop','Naughty list','Santa\'s bottomless bag','Santa\'s helpers','Santa\'s legacy','Santa\'s milk and cookies']; Game.GetHowManySantaDrops=function() { var num=0; for (var i in Game.santaDrops) {if (Game.Has(Game.santaDrops[i])) num++;} return num; } Game.reindeerDrops=['Christmas tree biscuits','Snowflake biscuits','Snowman biscuits','Holly biscuits','Candy cane biscuits','Bell biscuits','Present biscuits']; Game.GetHowManyReindeerDrops=function() { var num=0; for (var i in Game.reindeerDrops) {if (Game.Has(Game.reindeerDrops[i])) num++;} return num; } /*for (var i in Game.santaDrops) { Game.Upgrades[Game.santaDrops[i]].descFunc=function(){return '
      You currently own '+Game.GetHowManySantaDrops()+'/'+Game.santaDrops.length+' of Santa\'s gifts.
      '+this.desc;}; }*/ Game.seasonDrops=Game.heartDrops.concat(Game.halloweenDrops).concat(Game.easterEggs).concat(Game.santaDrops).concat(Game.reindeerDrops); Game.saySeasonSwitchUses=function() { if (Game.seasonUses==0) return 'You haven\'t switched seasons this ascension yet.'; return 'You\'ve switched seasons '+(Game.seasonUses==1?'once':Game.seasonUses==2?'twice':(Game.seasonUses+' times'))+' this ascension.'; } Game.Upgrades['Festive biscuit'].descFunc=function(){return '
      '+Game.listTinyOwnedUpgrades(Game.santaDrops)+'

      You\'ve purchased '+Game.GetHowManySantaDrops()+'/'+Game.santaDrops.length+' of Santa\'s gifts.
      '+Game.listTinyOwnedUpgrades(Game.reindeerDrops)+'

      You\'ve purchased '+Game.GetHowManyReindeerDrops()+'/'+Game.reindeerDrops.length+' reindeer cookies.
      '+Game.saySeasonSwitchUses()+'
      '+this.desc;}; Game.Upgrades['Bunny biscuit'].descFunc=function(){return '
      '+Game.listTinyOwnedUpgrades(Game.easterEggs)+'

      You\'ve purchased '+Game.GetHowManyEggs()+'/'+Game.easterEggs.length+' eggs.
      '+Game.saySeasonSwitchUses()+'
      '+this.desc;}; Game.Upgrades['Ghostly biscuit'].descFunc=function(){return '
      '+Game.listTinyOwnedUpgrades(Game.halloweenDrops)+'

      You\'ve purchased '+Game.GetHowManyHalloweenDrops()+'/'+Game.halloweenDrops.length+' halloween cookies.
      '+Game.saySeasonSwitchUses()+'
      '+this.desc;}; Game.Upgrades['Lovesick biscuit'].descFunc=function(){return '
      '+Game.listTinyOwnedUpgrades(Game.heartDrops)+'

      You\'ve purchased '+Game.GetHowManyHeartDrops()+'/'+Game.heartDrops.length+' heart biscuits.
      '+Game.saySeasonSwitchUses()+'
      '+this.desc;}; Game.Upgrades['Fool\'s biscuit'].descFunc=function(){return '
      '+Game.saySeasonSwitchUses()+'
      '+this.desc;}; Game.computeSeasonPrices=function() { for (var i in Game.seasons) { Game.seasons[i].triggerUpgrade.priceFunc=function(){ var m=1; if (Game.hasGod) { var godLvl=Game.hasGod('seasons'); if (godLvl==1) m*=2; else if (godLvl==2) m*=1.50; else if (godLvl==3) m*=1.25; } //return Game.seasonTriggerBasePrice*Math.pow(2,Game.seasonUses)*m; //return Game.cookiesPs*60*Math.pow(1.5,Game.seasonUses)*m; return Game.seasonTriggerBasePrice+Game.unbuffedCps*60*Math.pow(1.5,Game.seasonUses)*m; } } } Game.computeSeasons=function() { for (var i in Game.seasons) { var me=Game.Upgrades[Game.seasons[i].trigger]; Game.seasons[i].triggerUpgrade=me; me.pool='toggle'; me.buyFunction=function() { Game.seasonUses+=1; Game.computeSeasonPrices(); //Game.Lock(this.name); for (var i in Game.seasons) { var me=Game.Upgrades[Game.seasons[i].trigger]; if (me.name!=this.name) {Game.Lock(me.name);Game.Unlock(me.name);} } if (Game.season!='' && Game.season!=this.season) { var str=Game.seasons[Game.season].over+'
      '; if (Game.prefs.popups) Game.Popup(str); else Game.Notify(str,'',Game.seasons[Game.season].triggerUpgrade.icon,4); } Game.season=this.season; Game.seasonT=Game.getSeasonDuration(); Game.storeToRefresh=1; Game.upgradesToRebuild=1; Game.Objects['Grandma'].redraw(); var str=Game.seasons[this.season].start+'
      '; if (Game.prefs.popups) Game.Popup(str); else Game.Notify(str,'',this.icon,4); } me.clickFunction=function(me){return function() { //undo season if (me.bought && Game.season && me==Game.seasons[Game.season].triggerUpgrade) { me.lose(); var str=Game.seasons[Game.season].over; if (Game.prefs.popups) Game.Popup(str); else Game.Notify(str,'',Game.seasons[Game.season].triggerUpgrade.icon); if (Game.Has('Season switcher')) {Game.Unlock(Game.seasons[Game.season].trigger);Game.seasons[Game.season].triggerUpgrade.bought=0;} Game.upgradesToRebuild=1; Game.recalculateGains=1; Game.season=Game.baseSeason; Game.seasonT=-1; PlaySound('snd/tick.mp3'); return false; } else return true; };}(me); me.displayFuncWhenOwned=function(){return '
      Time remaining :
      '+(Game.Has('Eternal seasons')?'forever':Game.sayTime(Game.seasonT,-1))+'
      (Click again to cancel season)
      ';} me.timerDisplay=function(upgrade){return function(){if (!Game.Upgrades[upgrade.name].bought || Game.Has('Eternal seasons')) return -1; else return 1-Game.seasonT/Game.getSeasonDuration();}}(me); } } Game.getSeasonDuration=function(){return Game.fps*60*60*24;} Game.computeSeasons(); //alert untiered building upgrades for (var i in Game.Upgrades) { var me=Game.Upgrades[i]; if (me.order>=200 && me.order<2000 && !me.tier && me.name.indexOf('grandma')==-1 && me.pool!='prestige') console.log(me.name+' has no tier.'); } Game.UpgradesByPool={'kitten':[]}; for (var i in Game.Upgrades) { if (!Game.UpgradesByPool[Game.Upgrades[i].pool]) Game.UpgradesByPool[Game.Upgrades[i].pool]=[]; Game.UpgradesByPool[Game.Upgrades[i].pool].push(Game.Upgrades[i]); if (Game.Upgrades[i].kitten) Game.UpgradesByPool['kitten'].push(Game.Upgrades[i]); } Game.PrestigeUpgrades=[]; for (var i in Game.Upgrades) { if (Game.Upgrades[i].pool=='prestige' || Game.Upgrades[i].pool=='prestigeDecor') { Game.PrestigeUpgrades.push(Game.Upgrades[i]); Game.Upgrades[i].posX=0; Game.Upgrades[i].posY=0; if (Game.Upgrades[i].parents.length==0 && Game.Upgrades[i].name!='Legacy') Game.Upgrades[i].parents=['Legacy']; for (var ii in Game.Upgrades[i].parents) {Game.Upgrades[i].parents[ii]=Game.Upgrades[Game.Upgrades[i].parents[ii]];} } } Game.goldenCookieUpgrades=['Get lucky','Lucky day','Serendipity','Heavenly luck','Lasting fortune','Decisive fate','Lucky digit','Lucky number','Lucky payout','Golden goose egg']; Game.cookieUpgrades=[]; for (var i in Game.Upgrades) { var me=Game.Upgrades[i]; if ((me.pool=='cookie' || me.pseudoCookie)) Game.cookieUpgrades.push(me); if (me.tier) Game.Tiers[me.tier].upgrades.push(me); } for (var i in Game.UnlockAt){Game.Upgrades[Game.UnlockAt[i].name].unlockAt=Game.UnlockAt[i];} for (var i in Game.Upgrades){if (Game.Upgrades[i].pool=='prestige') Game.Upgrades[i].order=Game.Upgrades[i].id;} /*var oldPrestigePrices={"Chimera":5764801,"Synergies Vol. I":2525,"Synergies Vol. II":252525,"Label printer":9999}; for (var i in oldPrestigePrices){Game.Upgrades[i].basePrice=oldPrestigePrices[i];}*/ Game.UpgradePositions={141:[176,-66],181:[-555,-93],253:[-272,-231],254:[-99,-294],255:[-193,-279],264:[48,123],265:[133,154],266:[223,166],267:[305,137],268:[382,85],269:[-640,42],270:[-614,-268],271:[-728,-120],272:[-688,-205],273:[-711,-31],274:[270,-328],275:[317,-439],276:[333,-556],277:[334,-676],278:[333,-796],279:[328,-922],280:[303,-1040],281:[194,-230],282:[-265,212],283:[-321,297],284:[-322,406],285:[-243,501],286:[-403,501],287:[-314,606],288:[-312,-374],289:[-375,-502],290:[-165,-413],291:[453,-745],292:[-375,-651],293:[-399,-794],323:[-78,109],325:[192,-1127],326:[-328,-158],327:[-192,290],328:[-3,237],329:[92,376],353:[121,-326],354:[77,-436],355:[64,-548],356:[57,-673],357:[52,-793],358:[58,-924],359:[82,-1043],360:[-188,408],362:[158,289],363:[-30,-30],364:[-232,-730],365:[-77,349],368:[-55,-455],393:[196,-714],394:[197,-964],395:[-143,-140],396:[-264,-889],397:[-69,563],408:[-204,-1036],409:[-72,-1152],410:[-70,-1328],411:[-388,137],412:[-470,253],413:[-482,389],449:[-367,-1113],450:[-334,-1214],451:[-278,-1303],495:[-402,-966],496:[200,49],505:[-545,-570],520:[-279,-8],537:[-907,-131],539:[-508,-1270],540:[-629,-1291],541:[-594,-1186],542:[-548,-1374],561:[300,-17],562:[52,646],591:[154,744],592:[180,608],643:[-121,710],646:[457,-906],647:[-122,205],717:[589,-772],718:[622,-649],719:[-215,-526],720:[-96,-575],}; for (var i in Game.UpgradePositions) {Game.UpgradesById[i].posX=Game.UpgradePositions[i][0];Game.UpgradesById[i].posY=Game.UpgradePositions[i][1];} /*===================================================================================== ACHIEVEMENTS =======================================================================================*/ Game.Achievements=[]; Game.AchievementsById=[]; Game.AchievementsN=0; Game.AchievementsOwned=0; Game.Achievement=function(name,desc,icon) { this.id=Game.AchievementsN; this.name=name; this.desc=desc; this.baseDesc=this.desc; this.desc=BeautifyInText(this.baseDesc); this.icon=icon; this.won=0; this.disabled=0; this.order=this.id; if (order) this.order=order+this.id*0.001; this.pool='normal'; this.vanilla=Game.vanilla; this.type='achievement'; this.click=function() { if (this.clickFunction) this.clickFunction(); } Game.last=this; Game.Achievements[this.name]=this; Game.AchievementsById[this.id]=this; Game.AchievementsN++; return this; } Game.Win=function(what) { if (typeof what==='string') { if (Game.Achievements[what]) { if (Game.Achievements[what].won==0) { var name=Game.Achievements[what].shortName?Game.Achievements[what].shortName:Game.Achievements[what].name; Game.Achievements[what].won=1; if (Game.prefs.popups) Game.Popup('Achievement unlocked :
      '+name); else Game.Notify('Achievement unlocked','
      '+name+'
      ',Game.Achievements[what].icon); if (Game.CountsAsAchievementOwned(Game.Achievements[what].pool)) Game.AchievementsOwned++; Game.recalculateGains=1; } } } else {for (var i in what) {Game.Win(what[i]);}} } Game.RemoveAchiev=function(what) { if (Game.Achievements[what]) { if (Game.Achievements[what].won==1) { Game.Achievements[what].won=0; if (Game.CountsAsAchievementOwned(Game.Achievements[what].pool)) Game.AchievementsOwned--; Game.recalculateGains=1; } } } Game.Achievement.prototype.toggle=function()//cheating only { if (!this.won) { Game.Win(this.name); } else { Game.RemoveAchiev(this.name); } if (Game.onMenu=='stats') Game.UpdateMenu(); } Game.CountsAsAchievementOwned=function(pool) { if (pool=='' || pool=='normal') return true; else return false; } Game.HasAchiev=function(what) { return (Game.Achievements[what]?Game.Achievements[what].won:0); } Game.TieredAchievement=function(name,desc,building,tier) { var achiev=new Game.Achievement(name,desc,Game.GetIcon(building,tier)); Game.SetTier(building,tier); return achiev; } Game.ProductionAchievement=function(name,building,tier,q,mult) { var building=Game.Objects[building]; var icon=[building.iconColumn,22]; var n=12+building.n+(mult||0); if (tier==2) {icon[1]=23;n+=7;} else if (tier==3) {icon[1]=24;n+=14;} var pow=Math.pow(10,n); var achiev=new Game.Achievement(name,'Make '+toFixed(pow)+' cookies just from '+building.plural+'.'+(q?''+q+'':''),icon); building.productionAchievs.push({pow:pow,achiev:achiev}); return achiev; } Game.thresholdIcons=[0,1,2,3,4,5,6,7,8,9,10,11,18,19,20,21,22,23,24,25,26,27,28,29,21,22,23,24,25,26,27,28,29,21,22,23,24,25,26,27,28,29]; Game.BankAchievements=[]; Game.BankAchievement=function(name,q) { var threshold=Math.pow(10,Math.floor(Game.BankAchievements.length*1.5+2)); if (Game.BankAchievements.length==0) threshold=1; var achiev=new Game.Achievement(name,'Bake '+toFixed(threshold)+' cookie'+(threshold==1?'':'s')+' in one ascension.'+(q?(''+q+''):''),[Game.thresholdIcons[Game.BankAchievements.length],(Game.BankAchievements.length>32?1:Game.BankAchievements.length>23?2:5)]); achiev.threshold=threshold; achiev.order=100+Game.BankAchievements.length*0.01; Game.BankAchievements.push(achiev); return achiev; } Game.CpsAchievements=[]; Game.CpsAchievement=function(name,q) { var threshold=Math.pow(10,Math.floor(Game.CpsAchievements.length*1.2)); //if (Game.CpsAchievements.length==0) threshold=1; var achiev=new Game.Achievement(name,'Bake '+toFixed(threshold)+' cookie'+(threshold==1?'':'s')+' per second.'+(q?(''+q+''):''),[Game.thresholdIcons[Game.CpsAchievements.length],(Game.CpsAchievements.length>32?1:Game.CpsAchievements.length>23?2:5)]); achiev.threshold=threshold; achiev.order=200+Game.CpsAchievements.length*0.01; Game.CpsAchievements.push(achiev); return achiev; } //define achievements //WARNING : do NOT add new achievements in between, this breaks the saves. Add them at the end ! var order=0;//this is used to set the order in which the items are listed Game.BankAchievement('Wake and bake'); Game.BankAchievement('Making some dough'); Game.BankAchievement('So baked right now'); Game.BankAchievement('Fledgling bakery'); Game.BankAchievement('Affluent bakery'); Game.BankAchievement('World-famous bakery'); Game.BankAchievement('Cosmic bakery'); Game.BankAchievement('Galactic bakery'); Game.BankAchievement('Universal bakery'); Game.BankAchievement('Timeless bakery'); Game.BankAchievement('Infinite bakery'); Game.BankAchievement('Immortal bakery'); Game.BankAchievement('Don\'t stop me now'); Game.BankAchievement('You can stop now'); Game.BankAchievement('Cookies all the way down'); Game.BankAchievement('Overdose'); Game.CpsAchievement('Casual baking'); Game.CpsAchievement('Hardcore baking'); Game.CpsAchievement('Steady tasty stream'); Game.CpsAchievement('Cookie monster'); Game.CpsAchievement('Mass producer'); Game.CpsAchievement('Cookie vortex'); Game.CpsAchievement('Cookie pulsar'); Game.CpsAchievement('Cookie quasar'); Game.CpsAchievement('Oh hey, you\'re still here'); Game.CpsAchievement('Let\'s never bake again'); order=30010; new Game.Achievement('Sacrifice','Ascend with 1 million cookies baked.Easy come, easy go.',[11,6]); new Game.Achievement('Oblivion','Ascend with 1 billion cookies baked.Back to square one.',[11,6]); new Game.Achievement('From scratch','Ascend with 1 trillion cookies baked.It\'s been fun.',[11,6]); order=11010; new Game.Achievement('Neverclick','Make 1 million cookies by only having clicked 15 times.',[12,0]);//Game.last.pool='shadow'; order=1000; new Game.Achievement('Clicktastic','Make 1,000 cookies from clicking.',[11,0]); new Game.Achievement('Clickathlon','Make 100,000 cookies from clicking.',[11,1]); new Game.Achievement('Clickolympics','Make 10,000,000 cookies from clicking.',[11,2]); new Game.Achievement('Clickorama','Make 1,000,000,000 cookies from clicking.',[11,13]); order=1050; new Game.Achievement('Click','Have 1 cursor.',[0,0]); new Game.Achievement('Double-click','Have 2 cursors.',[0,6]); new Game.Achievement('Mouse wheel','Have 50 cursors.',[1,6]); new Game.Achievement('Of Mice and Men','Have 100 cursors.',[0,1]); new Game.Achievement('The Digital','Have 200 cursors.',[0,2]); order=1100; new Game.Achievement('Just wrong','Sell a grandma.I thought you loved me.',[10,9]); Game.TieredAchievement('Grandma\'s cookies','Have 1 grandma.','Grandma',1); Game.TieredAchievement('Sloppy kisses','Have 50 grandmas.','Grandma',2); Game.TieredAchievement('Retirement home','Have 100 grandmas.','Grandma',3); order=1200; Game.TieredAchievement('Bought the farm','Have 1 farm.','Farm',1); Game.TieredAchievement('Reap what you sow','Have 50 farms.','Farm',2); Game.TieredAchievement('Farm ill','Have 100 farms.','Farm',3); order=1400; Game.TieredAchievement('Production chain','Have 1 factory.','Factory',1); Game.TieredAchievement('Industrial revolution','Have 50 factories.','Factory',2); Game.TieredAchievement('Global warming','Have 100 factories.','Factory',3); order=1300; Game.TieredAchievement('You know the drill','Have 1 mine.','Mine',1); Game.TieredAchievement('Excavation site','Have 50 mines.','Mine',2); Game.TieredAchievement('Hollow the planet','Have 100 mines.','Mine',3); order=1500; Game.TieredAchievement('Expedition','Have 1 shipment.','Shipment',1); Game.TieredAchievement('Galactic highway','Have 50 shipments.','Shipment',2); Game.TieredAchievement('Far far away','Have 100 shipments.','Shipment',3); order=1600; Game.TieredAchievement('Transmutation','Have 1 alchemy lab.','Alchemy lab',1); Game.TieredAchievement('Transmogrification','Have 50 alchemy labs.','Alchemy lab',2); Game.TieredAchievement('Gold member','Have 100 alchemy labs.','Alchemy lab',3); order=1700; Game.TieredAchievement('A whole new world','Have 1 portal.','Portal',1); Game.TieredAchievement('Now you\'re thinking','Have 50 portals.','Portal',2); Game.TieredAchievement('Dimensional shift','Have 100 portals.','Portal',3); order=1800; Game.TieredAchievement('Time warp','Have 1 time machine.','Time machine',1); Game.TieredAchievement('Alternate timeline','Have 50 time machines.','Time machine',2); Game.TieredAchievement('Rewriting history','Have 100 time machines.','Time machine',3); order=7000; new Game.Achievement('One with everything','Have at least 1 of every building.',[2,7]); new Game.Achievement('Mathematician','Have at least 1 of the most expensive object, 2 of the second-most expensive, 4 of the next and so on (capped at 128).',[23,12]); new Game.Achievement('Base 10','Have at least 10 of the most expensive object, 20 of the second-most expensive, 30 of the next and so on.',[23,12]); order=10000; new Game.Achievement('Golden cookie','Click a golden cookie.',[10,14]); new Game.Achievement('Lucky cookie','Click 7 golden cookies.',[22,6]); new Game.Achievement('A stroke of luck','Click 27 golden cookies.',[23,6]); order=30200; new Game.Achievement('Cheated cookies taste awful','Hack in some cookies.',[10,6]);Game.last.pool='shadow'; order=11010; new Game.Achievement('Uncanny clicker','Click really, really fast.Well I\'ll be!',[12,0]); order=5000; new Game.Achievement('Builder','Own 100 buildings.',[2,6]); new Game.Achievement('Architect','Own 500 buildings.',[3,6]); order=6000; new Game.Achievement('Enhancer','Purchase 20 upgrades.',[9,0]); new Game.Achievement('Augmenter','Purchase 50 upgrades.',[9,1]); order=11000; new Game.Achievement('Cookie-dunker','Dunk the cookie.You did it!',[1,8]); order=10000; new Game.Achievement('Fortune','Click 77 golden cookies.You should really go to bed.',[24,6]); order=31000; new Game.Achievement('True Neverclick','Make 1 million cookies with no cookie clicks.This kinda defeats the whole purpose, doesn\'t it?',[12,0]);Game.last.pool='shadow'; order=20000; new Game.Achievement('Elder nap','Appease the grandmatriarchs at least once.we
      are
      eternal
      ',[8,9]); new Game.Achievement('Elder slumber','Appease the grandmatriarchs at least 5 times.our mind
      outlives
      the universe
      ',[8,9]); order=1150; new Game.Achievement('Elder','Own at least 7 grandma types.',[10,9]); order=20000; new Game.Achievement('Elder calm','Declare a covenant with the grandmatriarchs.we
      have
      fed
      ',[8,9]); order=5000; new Game.Achievement('Engineer','Own 1000 buildings.',[4,6]); order=10000; new Game.Achievement('Leprechaun','Click 777 golden cookies.',[25,6]); new Game.Achievement('Black cat\'s paw','Click 7777 golden cookies.',[26,6]); order=30050; new Game.Achievement('Nihilism','Ascend with 1 quadrillion cookies baked.There are many things
      that need to be erased
      ',[11,7]); order=1900; Game.TieredAchievement('Antibatter','Have 1 antimatter condenser.','Antimatter condenser',1); Game.TieredAchievement('Quirky quarks','Have 50 antimatter condensers.','Antimatter condenser',2); Game.TieredAchievement('It does matter!','Have 100 antimatter condensers.','Antimatter condenser',3); order=6000; new Game.Achievement('Upgrader','Purchase 100 upgrades.',[9,2]); order=7000; new Game.Achievement('Centennial','Have at least 100 of everything.',[6,6]); order=30500; new Game.Achievement('Hardcore','Get to 1 billion cookies baked with no upgrades purchased.',[12,6]);//Game.last.pool='shadow'; order=30600; new Game.Achievement('Speed baking I','Get to 1 million cookies baked in 35 minutes.',[12,5]);Game.last.pool='shadow'; new Game.Achievement('Speed baking II','Get to 1 million cookies baked in 25 minutes.',[13,5]);Game.last.pool='shadow'; new Game.Achievement('Speed baking III','Get to 1 million cookies baked in 15 minutes.',[14,5]);Game.last.pool='shadow'; order=61000; var achiev=new Game.Achievement('Getting even with the oven','Defeat the Sentient Furnace in the factory dungeons.',[12,7]);Game.last.pool='dungeon'; var achiev=new Game.Achievement('Now this is pod-smashing','Defeat the Ascended Baking Pod in the factory dungeons.',[12,7]);Game.last.pool='dungeon'; var achiev=new Game.Achievement('Chirped out','Find and defeat Chirpy, the dysfunctionning alarm bot.',[13,7]);Game.last.pool='dungeon'; var achiev=new Game.Achievement('Follow the white rabbit','Find and defeat the elusive sugar bunny.',[14,7]);Game.last.pool='dungeon'; order=1000; new Game.Achievement('Clickasmic','Make 100,000,000,000 cookies from clicking.',[11,14]); order=1100; Game.TieredAchievement('Friend of the ancients','Have 150 grandmas.','Grandma',4); Game.TieredAchievement('Ruler of the ancients','Have 200 grandmas.','Grandma',5); order=32000; new Game.Achievement('Wholesome','Unlock 100% of your heavenly chips power.',[15,7]); order=33000; new Game.Achievement('Just plain lucky','You have 1 chance in 500,000 every second of earning this achievement.',[15,6]);Game.last.pool='shadow'; order=21000; new Game.Achievement('Itchscratcher','Burst 1 wrinkler.',[19,8]); new Game.Achievement('Wrinklesquisher','Burst 50 wrinklers.',[19,8]); new Game.Achievement('Moistburster','Burst 200 wrinklers.',[19,8]); order=22000; new Game.Achievement('Spooky cookies','Unlock every Halloween-themed cookie.
      Owning this achievement makes Halloween-themed cookies drop more frequently in future playthroughs.',[12,8]); order=22100; new Game.Achievement('Coming to town','Reach Santa\'s 7th form.',[18,9]); new Game.Achievement('All hail Santa','Reach Santa\'s final form.',[19,10]); new Game.Achievement('Let it snow','Unlock every Christmas-themed cookie.
      Owning this achievement makes Christmas-themed cookies drop more frequently in future playthroughs.',[19,9]); new Game.Achievement('Oh deer','Pop 1 reindeer.',[12,9]); new Game.Achievement('Sleigh of hand','Pop 50 reindeer.',[12,9]); new Game.Achievement('Reindeer sleigher','Pop 200 reindeer.',[12,9]); order=1200; Game.TieredAchievement('Perfected agriculture','Have 150 farms.','Farm',4); order=1400; Game.TieredAchievement('Ultimate automation','Have 150 factories.','Factory',4); order=1300; Game.TieredAchievement('Can you dig it','Have 150 mines.','Mine',4); order=1500; Game.TieredAchievement('Type II civilization','Have 150 shipments.','Shipment',4); order=1600; Game.TieredAchievement('Gild wars','Have 150 alchemy labs.','Alchemy lab',4); order=1700; Game.TieredAchievement('Brain-split','Have 150 portals.','Portal',4); order=1800; Game.TieredAchievement('Time duke','Have 150 time machines.','Time machine',4); order=1900; Game.TieredAchievement('Molecular maestro','Have 150 antimatter condensers.','Antimatter condenser',4); order=2000; Game.TieredAchievement('Lone photon','Have 1 prism.','Prism',1); Game.TieredAchievement('Dazzling glimmer','Have 50 prisms.','Prism',2); Game.TieredAchievement('Blinding flash','Have 100 prisms.','Prism',3); Game.TieredAchievement('Unending glow','Have 150 prisms.','Prism',4); order=5000; new Game.Achievement('Lord of Constructs','Own 2000 buildings.He saw the vast plains stretching ahead of him, and he said : let there be civilization.',[5,6]); order=6000; new Game.Achievement('Lord of Progress','Purchase 200 upgrades.One can always do better. But should you?',[9,14]); order=7002; new Game.Achievement('Bicentennial','Have at least 200 of everything.You crazy person.',[8,6]); order=22300; new Game.Achievement('Lovely cookies','Unlock every Valentine-themed cookie.',[20,3]); order=7001; new Game.Achievement('Centennial and a half','Have at least 150 of everything.',[7,6]); order=11000; new Game.Achievement('Tiny cookie','Click the tiny cookie.These aren\'t the cookies
      you\'re clicking for.
      ',[0,5]); order=400000; new Game.Achievement('You win a cookie','This is for baking 10 trillion cookies and making it on the local news.We\'re all so proud of you.',[10,0]); order=1070; Game.ProductionAchievement('Click delegator','Cursor',1,0,7); order=1120; Game.ProductionAchievement('Gushing grannies','Grandma',1,0,6); order=1220; Game.ProductionAchievement('I hate manure','Farm',1); order=1320; Game.ProductionAchievement('Never dig down','Mine',1); order=1420; Game.ProductionAchievement('The incredible machine','Factory',1); order=1520; Game.ProductionAchievement('And beyond','Shipment',1); order=1620; Game.ProductionAchievement('Magnum Opus','Alchemy lab',1); order=1720; Game.ProductionAchievement('With strange eons','Portal',1); order=1820; Game.ProductionAchievement('Spacetime jigamaroo','Time machine',1); order=1920; Game.ProductionAchievement('Supermassive','Antimatter condenser',1); order=2020; Game.ProductionAchievement('Praise the sun','Prism',1); order=1000; new Game.Achievement('Clickageddon','Make 10,000,000,000,000 cookies from clicking.',[11,15]); new Game.Achievement('Clicknarok','Make 1,000,000,000,000,000 cookies from clicking.',[11,16]); order=1050; new Game.Achievement('Extreme polydactyly','Have 300 cursors.',[0,13]); new Game.Achievement('Dr. T','Have 400 cursors.',[0,14]); order=1100;Game.TieredAchievement('The old never bothered me anyway','Have 250 grandmas.','Grandma',6); order=1200;Game.TieredAchievement('Homegrown','Have 200 farms.','Farm',5); order=1400;Game.TieredAchievement('Technocracy','Have 200 factories.','Factory',5); order=1300;Game.TieredAchievement('The center of the Earth','Have 200 mines.','Mine',5); order=1500;Game.TieredAchievement('We come in peace','Have 200 shipments.','Shipment',5); order=1600;Game.TieredAchievement('The secrets of the universe','Have 200 alchemy labs.','Alchemy lab',5); order=1700;Game.TieredAchievement('Realm of the Mad God','Have 200 portals.','Portal',5); order=1800;Game.TieredAchievement('Forever and ever','Have 200 time machines.','Time machine',5); order=1900;Game.TieredAchievement('Walk the planck','Have 200 antimatter condensers.','Antimatter condenser',5); order=2000;Game.TieredAchievement('Rise and shine','Have 200 prisms.','Prism',5); order=30200; new Game.Achievement('God complex','Name yourself Orteil.
      Note : usurpers incur a -1% CpS penalty until they rename themselves something else.
      But that\'s not you, is it?',[17,5]);Game.last.pool='shadow'; new Game.Achievement('Third-party','Use an add-on.Some find vanilla to be the most boring flavor.',[16,5]);Game.last.pool='shadow';//if you're making a mod, add a Game.Win('Third-party') somewhere in there! order=30050; new Game.Achievement('Dematerialize','Ascend with 1 quintillion cookies baked.Presto!
      ...where\'d the cookies go?
      ',[11,7]); new Game.Achievement('Nil zero zilch','Ascend with 1 sextillion cookies baked.To summarize : really not very much at all.',[11,7]); new Game.Achievement('Transcendence','Ascend with 1 septillion cookies baked.Your cookies are now on a higher plane of being.',[11,8]); new Game.Achievement('Obliterate','Ascend with 1 octillion cookies baked.Resistance is futile, albeit entertaining.',[11,8]); new Game.Achievement('Negative void','Ascend with 1 nonillion cookies baked.You now have so few cookies that it\'s almost like you have a negative amount of them.',[11,8]); order=22400; new Game.Achievement('The hunt is on','Unlock 1 egg.',[1,12]); new Game.Achievement('Egging on','Unlock 7 eggs.',[4,12]); new Game.Achievement('Mass Easteria','Unlock 14 eggs.',[7,12]); new Game.Achievement('Hide & seek champion','Unlock all the eggs.
      Owning this achievement makes eggs drop more frequently in future playthroughs.',[13,12]); order=11000; new Game.Achievement('What\'s in a name','Give your bakery a name.',[15,9]); order=1425; Game.TieredAchievement('Pretty penny','Have 1 bank.','Bank',1); Game.TieredAchievement('Fit the bill','Have 50 banks.','Bank',2); Game.TieredAchievement('A loan in the dark','Have 100 banks.','Bank',3); Game.TieredAchievement('Need for greed','Have 150 banks.','Bank',4); Game.TieredAchievement('It\'s the economy, stupid','Have 200 banks.','Bank',5); order=1450; Game.TieredAchievement('Your time to shrine','Have 1 temple.','Temple',1); Game.TieredAchievement('Shady sect','Have 50 temples.','Temple',2); Game.TieredAchievement('New-age cult','Have 100 temples.','Temple',3); Game.TieredAchievement('Organized religion','Have 150 temples.','Temple',4); Game.TieredAchievement('Fanaticism','Have 200 temples.','Temple',5); order=1475; Game.TieredAchievement('Bewitched','Have 1 wizard tower.','Wizard tower',1); Game.TieredAchievement('The sorcerer\'s apprentice','Have 50 wizard towers.','Wizard tower',2); Game.TieredAchievement('Charms and enchantments','Have 100 wizard towers.','Wizard tower',3); Game.TieredAchievement('Curses and maledictions','Have 150 wizard towers.','Wizard tower',4); Game.TieredAchievement('Magic kingdom','Have 200 wizard towers.','Wizard tower',5); order=1445; Game.ProductionAchievement('Vested interest','Bank',1); order=1470; Game.ProductionAchievement('New world order','Temple',1); order=1495; Game.ProductionAchievement('Hocus pocus','Wizard tower',1); order=1070; Game.ProductionAchievement('Finger clickin\' good','Cursor',2,0,7); order=1120; Game.ProductionAchievement('Panic at the bingo','Grandma',2,0,6); order=1220; Game.ProductionAchievement('Rake in the dough','Farm',2); order=1320; Game.ProductionAchievement('Quarry on','Mine',2); order=1420; Game.ProductionAchievement('Yes I love technology','Factory',2); order=1445; Game.ProductionAchievement('Paid in full','Bank',2); order=1470; Game.ProductionAchievement('Church of Cookiology','Temple',2); order=1495; Game.ProductionAchievement('Too many rabbits, not enough hats','Wizard tower',2); order=1520; Game.ProductionAchievement('The most precious cargo','Shipment',2); order=1620; Game.ProductionAchievement('The Aureate','Alchemy lab',2); order=1720; Game.ProductionAchievement('Ever more hideous','Portal',2); order=1820; Game.ProductionAchievement('Be kind, rewind','Time machine',2); order=1920; Game.ProductionAchievement('Infinitesimal','Antimatter condenser',2); order=2020; Game.ProductionAchievement('A still more glorious dawn','Prism',2); order=30000; new Game.Achievement('Rebirth','Ascend at least once.',[21,6]); order=11000; new Game.Achievement('Here you go','Click this achievement\'s slot.All you had to do was ask.',[1,7]);Game.last.clickFunction=function(){if (!Game.HasAchiev('Here you go')){PlaySound('snd/tick.mp3');Game.Win('Here you go');}}; order=30000; new Game.Achievement('Resurrection','Ascend 10 times.',[21,6]); new Game.Achievement('Reincarnation','Ascend 100 times.',[21,6]); new Game.Achievement('Endless cycle','Ascend 1000 times.Oh hey, it\'s you again.',[2,7]);Game.last.pool='shadow'; order=1100; Game.TieredAchievement('The agemaster','Have 300 grandmas.','Grandma',7); Game.TieredAchievement('To oldly go','Have 350 grandmas.','Grandma',8); order=1200;Game.TieredAchievement('Gardener extraordinaire','Have 250 farms.','Farm',6); order=1300;Game.TieredAchievement('Tectonic ambassador','Have 250 mines.','Mine',6); order=1400;Game.TieredAchievement('Rise of the machines','Have 250 factories.','Factory',6); order=1425;Game.TieredAchievement('Acquire currency','Have 250 banks.','Bank',6); order=1450;Game.TieredAchievement('Zealotry','Have 250 temples.','Temple',6); order=1475;Game.TieredAchievement('The wizarding world','Have 250 wizard towers.','Wizard tower',6); order=1500;Game.TieredAchievement('Parsec-masher','Have 250 shipments.','Shipment',6); order=1600;Game.TieredAchievement('The work of a lifetime','Have 250 alchemy labs.','Alchemy lab',6); order=1700;Game.TieredAchievement('A place lost in time','Have 250 portals.','Portal',6); order=1800;Game.TieredAchievement('Heat death','Have 250 time machines.','Time machine',6); order=1900;Game.TieredAchievement('Microcosm','Have 250 antimatter condensers.','Antimatter condenser',6); order=2000;Game.TieredAchievement('Bright future','Have 250 prisms.','Prism',6); order=25000; new Game.Achievement('Here be dragon','Complete your dragon\'s training.',[21,12]); Game.BankAchievement('How?'); Game.BankAchievement('The land of milk and cookies'); Game.BankAchievement('He who controls the cookies controls the universe','The milk must flow!'); Game.BankAchievement('Tonight on Hoarders'); Game.BankAchievement('Are you gonna eat all that?'); Game.BankAchievement('We\'re gonna need a bigger bakery'); Game.BankAchievement('In the mouth of madness','A cookie is just what we tell each other it is.'); Game.BankAchievement('Brought to you by the letter
      '); Game.CpsAchievement('A world filled with cookies'); Game.CpsAchievement('When this baby hits '+Beautify(10000000000000*60*60)+' cookies per hour'); Game.CpsAchievement('Fast and delicious'); Game.CpsAchievement('Cookiehertz : a really, really tasty hertz','Tastier than a hertz donut, anyway.'); Game.CpsAchievement('Woops, you solved world hunger'); Game.CpsAchievement('Turbopuns','Mother Nature will be like "slowwwww dowwwwwn".'); Game.CpsAchievement('Faster menner'); Game.CpsAchievement('And yet you\'re still hungry'); Game.CpsAchievement('The Abakening'); Game.CpsAchievement('There\'s really no hard limit to how long these achievement names can be and to be quite honest I\'m rather curious to see how far we can go.
      Adolphus W. Green (1844–1917) started as the Principal of the Groton School in 1864. By 1865, he became second assistant librarian at the New York Mercantile Library; from 1867 to 1869, he was promoted to full librarian. From 1869 to 1873, he worked for Evarts, Southmayd & Choate, a law firm co-founded by William M. Evarts, Charles Ferdinand Southmayd and Joseph Hodges Choate. He was admitted to the New York State Bar Association in 1873.
      Anyway, how\'s your day been?');//Game.last.shortName='There\'s really no hard limit to how long these achievement names can be and to be quite honest I\'m [...]'; Game.CpsAchievement('Fast','Wow!'); order=7002; new Game.Achievement('Bicentennial and a half','Have at least 250 of everything.Keep on truckin\'.',[9,6]); order=11000; new Game.Achievement('Tabloid addiction','Click on the news ticker 50 times.Page 6 : Mad individual clicks on picture of pastry in a futile attempt to escape boredom!
      Also page 6 : British parliament ate my baby!
      ',[27,7]); order=1000; new Game.Achievement('Clickastrophe','Make 100,000,000,000,000,000 cookies from clicking.',[11,17]); new Game.Achievement('Clickataclysm','Make 10,000,000,000,000,000,000 cookies from clicking.',[11,18]); order=1050; new Game.Achievement('Thumbs, phalanges, metacarpals','Have 500 cursors.& KNUCKLES',[0,15]); order=6002; new Game.Achievement('Polymath','Own 300 upgrades and 4000 buildings.Excellence doesn\'t happen overnight - it usually takes a good couple days.',[29,7]); order=6005; new Game.Achievement('The elder scrolls','Own a combined 777 grandmas and cursors.Let me guess. Someone stole your cookie.',[10,9]); order=30050; new Game.Achievement('To crumbs, you say?','Ascend with 1 decillion cookies baked.Very well then.',[29,6]); order=1200;Game.TieredAchievement('Seedy business','Have 300 farms.','Farm',7); order=1300;Game.TieredAchievement('Freak fracking','Have 300 mines.','Mine',7); order=1400;Game.TieredAchievement('Modern times','Have 300 factories.','Factory',7); order=1425;Game.TieredAchievement('The nerve of war','Have 300 banks.','Bank',7); order=1450;Game.TieredAchievement('Wololo','Have 300 temples.','Temple',7); order=1475;Game.TieredAchievement('And now for my next trick, I\'ll need a volunteer from the audience','Have 300 wizard towers.','Wizard tower',7); order=1500;Game.TieredAchievement('It\'s not delivery','Have 300 shipments.','Shipment',7); order=1600;Game.TieredAchievement('Gold, Jerry! Gold!','Have 300 alchemy labs.','Alchemy lab',7); order=1700;Game.TieredAchievement('Forbidden zone','Have 300 portals.','Portal',7); order=1800;Game.TieredAchievement('cookie clicker forever and forever a hundred years cookie clicker, all day long forever, forever a hundred times, over and over cookie clicker adventures dot com','Have 300 time machines.','Time machine',7); order=1900;Game.TieredAchievement('Scientists baffled everywhere','Have 300 antimatter condensers.','Antimatter condenser',7); order=2000;Game.TieredAchievement('Harmony of the spheres','Have 300 prisms.','Prism',7); order=35000; new Game.Achievement('Last Chance to See','Burst the near-extinct shiny wrinkler.You monster!',[24,12]);Game.last.pool='shadow'; order=10000; new Game.Achievement('Early bird','Click a golden cookie less than 1 second after it spawns.',[10,14]); new Game.Achievement('Fading luck','Click a golden cookie less than 1 second before it dies.',[10,14]); order=22100; new Game.Achievement('Eldeer','Pop a reindeer during an elder frenzy.',[12,9]); order=21100; new Game.Achievement('Dude, sweet','Harvest 7 coalescing sugar lumps.',[24,14]); new Game.Achievement('Sugar rush','Harvest 30 coalescing sugar lumps.',[26,14]); new Game.Achievement('Year\'s worth of cavities','Harvest 365 coalescing sugar lumps.My lumps my lumps my lumps.',[29,14]); new Game.Achievement('Hand-picked','Successfully harvest a coalescing sugar lump before it\'s ripe.',[28,14]); new Game.Achievement('Sugar sugar','Harvest a bifurcated sugar lump.',[29,15]); new Game.Achievement('All-natural cane sugar','Harvest a golden sugar lump.',[29,16]);Game.last.pool='shadow'; new Game.Achievement('Sweetmeats','Harvest a meaty sugar lump.',[29,17]); order=7002; new Game.Achievement('Tricentennial','Have at least 300 of everything.Can\'t stop, won\'t stop. Probably should stop, though.',[29,12]); Game.CpsAchievement('Knead for speed','How did we not make that one yet?'); Game.CpsAchievement('Well the cookies start coming and they don\'t stop coming','Didn\'t make sense not to click for fun.'); Game.CpsAchievement('I don\'t know if you\'ve noticed but all these icons are very slightly off-center'); Game.CpsAchievement('The proof of the cookie is in the baking','How can you have any cookies if you don\'t bake your dough?'); Game.CpsAchievement('If it\'s worth doing, it\'s worth overdoing'); Game.BankAchievement('The dreams in which I\'m baking are the best I\'ve ever had'); Game.BankAchievement('Set for life'); order=1200;Game.TieredAchievement('You and the beanstalk','Have 350 farms.','Farm',8); order=1300;Game.TieredAchievement('Romancing the stone','Have 350 mines.','Mine',8); order=1400;Game.TieredAchievement('Ex machina','Have 350 factories.','Factory',8); order=1425;Game.TieredAchievement('And I need it now','Have 350 banks.','Bank',8); order=1450;Game.TieredAchievement('Pray on the weak','Have 350 temples.','Temple',8); order=1475;Game.TieredAchievement('It\'s a kind of magic','Have 350 wizard towers.','Wizard tower',8); order=1500;Game.TieredAchievement('Make it so','Have 350 shipments.','Shipment',8); order=1600;Game.TieredAchievement('All that glitters is gold','Have 350 alchemy labs.','Alchemy lab',8); order=1700;Game.TieredAchievement('H̸̷͓̳̳̯̟͕̟͍͍̣͡ḛ̢̦̰̺̮̝͖͖̘̪͉͘͡ ̠̦͕̤̪̝̥̰̠̫̖̣͙̬͘ͅC̨̦̺̩̲̥͉̭͚̜̻̝̣̼͙̮̯̪o̴̡͇̘͎̞̲͇̦̲͞͡m̸̩̺̝̣̹̱͚̬̥̫̳̼̞̘̯͘ͅẹ͇̺̜́̕͢s̶̙̟̱̥̮̯̰̦͓͇͖͖̝͘͘͞','Have 350 portals.','Portal',8); order=1800;Game.TieredAchievement('Way back then','Have 350 time machines.','Time machine',8); order=1900;Game.TieredAchievement('Exotic matter','Have 350 antimatter condensers.','Antimatter condenser',8); order=2000;Game.TieredAchievement('At the end of the tunnel','Have 350 prisms.','Prism',8); order=1070; Game.ProductionAchievement('Click (starring Adam Sandler)','Cursor',3,0,7); order=1120; Game.ProductionAchievement('Frantiquities','Grandma',3,0,6); order=1220; Game.ProductionAchievement('Overgrowth','Farm',3); order=1320; Game.ProductionAchievement('Sedimentalism','Mine',3); order=1420; Game.ProductionAchievement('Labor of love','Factory',3); order=1445; Game.ProductionAchievement('Reverse funnel system','Bank',3); order=1470; Game.ProductionAchievement('Thus spoke you','Temple',3); order=1495; Game.ProductionAchievement('Manafest destiny','Wizard tower',3); order=1520; Game.ProductionAchievement('Neither snow nor rain nor heat nor gloom of night','Shipment',3); order=1620; Game.ProductionAchievement('I\'ve got the Midas touch','Alchemy lab',3); order=1720; Game.ProductionAchievement('Which eternal lie','Portal',3); order=1820; Game.ProductionAchievement('Déjà vu','Time machine',3); order=1920; Game.ProductionAchievement('Powers of Ten','Antimatter condenser',3); order=2020; Game.ProductionAchievement('Now the dark days are gone','Prism',3); order=1070; new Game.Achievement('Freaky jazz hands','Reach level 10 cursors.',[0,26]);Game.Objects['Cursor'].levelAchiev10=Game.last; order=1120; new Game.Achievement('Methuselah','Reach level 10 grandmas.',[1,26]);Game.Objects['Grandma'].levelAchiev10=Game.last; order=1220; new Game.Achievement('Huge tracts of land','Reach level 10 farms.',[2,26]);Game.Objects['Farm'].levelAchiev10=Game.last; order=1320; new Game.Achievement('D-d-d-d-deeper','Reach level 10 mines.',[3,26]);Game.Objects['Mine'].levelAchiev10=Game.last; order=1420; new Game.Achievement('Patently genius','Reach level 10 factories.',[4,26]);Game.Objects['Factory'].levelAchiev10=Game.last; order=1445; new Game.Achievement('A capital idea','Reach level 10 banks.',[15,26]);Game.Objects['Bank'].levelAchiev10=Game.last; order=1470; new Game.Achievement('It belongs in a bakery','Reach level 10 temples.',[16,26]);Game.Objects['Temple'].levelAchiev10=Game.last; order=1495; new Game.Achievement('Motormouth','Reach level 10 wizard towers.',[17,26]);Game.Objects['Wizard tower'].levelAchiev10=Game.last; order=1520; new Game.Achievement('Been there done that','Reach level 10 shipments.',[5,26]);Game.Objects['Shipment'].levelAchiev10=Game.last; order=1620; new Game.Achievement('Phlogisticated substances','Reach level 10 alchemy labs.',[6,26]);Game.Objects['Alchemy lab'].levelAchiev10=Game.last; order=1720; new Game.Achievement('Bizarro world','Reach level 10 portals.',[7,26]);Game.Objects['Portal'].levelAchiev10=Game.last; order=1820; new Game.Achievement('The long now','Reach level 10 time machines.',[8,26]);Game.Objects['Time machine'].levelAchiev10=Game.last; order=1920; new Game.Achievement('Chubby hadrons','Reach level 10 antimatter condensers.',[13,26]);Game.Objects['Antimatter condenser'].levelAchiev10=Game.last; order=2020; new Game.Achievement('Palettable','Reach level 10 prisms.',[14,26]);Game.Objects['Prism'].levelAchiev10=Game.last; order=61470; order=61495; new Game.Achievement('Bibbidi-bobbidi-boo','Cast 9 spells.',[21,11]); new Game.Achievement('I\'m the wiz','Cast 99 spells.',[22,11]); new Game.Achievement('A wizard is you','Cast 999 spells.I\'m a what?',[29,11]); order=10000; new Game.Achievement('Four-leaf cookie','Have 4 golden cookies simultaneously.Fairly rare, considering cookies don\'t even have leaves.',[27,6]);Game.last.pool='shadow'; order=2100; Game.TieredAchievement('Lucked out','Have 1 chancemaker.','Chancemaker',1); Game.TieredAchievement('What are the odds','Have 50 chancemakers.','Chancemaker',2); Game.TieredAchievement('Grandma needs a new pair of shoes','Have 100 chancemakers.','Chancemaker',3); Game.TieredAchievement('Million to one shot, doc','Have 150 chancemakers.','Chancemaker',4); Game.TieredAchievement('As luck would have it','Have 200 chancemakers.','Chancemaker',5); Game.TieredAchievement('Ever in your favor','Have 250 chancemakers.','Chancemaker',6); Game.TieredAchievement('Be a lady','Have 300 chancemakers.','Chancemaker',7); Game.TieredAchievement('Dicey business','Have 350 chancemakers.','Chancemaker',8); order=2120; Game.ProductionAchievement('Fingers crossed','Chancemaker',1); Game.ProductionAchievement('Just a statistic','Chancemaker',2); Game.ProductionAchievement('Murphy\'s wild guess','Chancemaker',3); new Game.Achievement('Let\'s leaf it at that','Reach level 10 chancemakers.',[19,26]);Game.Objects['Chancemaker'].levelAchiev10=Game.last; order=1000; new Game.Achievement('The ultimate clickdown','Make 1,000,000,000,000,000,000,000 cookies from clicking.(of ultimate destiny.)',[11,19]); order=1100; Game.TieredAchievement('Aged well','Have 400 grandmas.','Grandma',9); Game.TieredAchievement('101st birthday','Have 450 grandmas.','Grandma',10); Game.TieredAchievement('Defense of the ancients','Have 500 grandmas.','Grandma',11); order=1200;Game.TieredAchievement('Harvest moon','Have 400 farms.','Farm',9); order=1300;Game.TieredAchievement('Mine?','Have 400 mines.','Mine',9); order=1400;Game.TieredAchievement('In full gear','Have 400 factories.','Factory',9); order=1425;Game.TieredAchievement('Treacle tart economics','Have 400 banks.','Bank',9); order=1450;Game.TieredAchievement('Holy cookies, grandma!','Have 400 temples.','Temple',9); order=1475;Game.TieredAchievement('The Prestige','Have 400 wizard towers.(Unrelated to the Cookie Clicker feature of the same name.)','Wizard tower',9); order=1500;Game.TieredAchievement('That\'s just peanuts to space','Have 400 shipments.','Shipment',9); order=1600;Game.TieredAchievement('Worth its weight in lead','Have 400 alchemy labs.','Alchemy lab',9); order=1700;Game.TieredAchievement('What happens in the vortex stays in the vortex','Have 400 portals.','Portal',9); order=1800;Game.TieredAchievement('Invited to yesterday\'s party','Have 400 time machines.','Time machine',9); order=1900;Game.TieredAchievement('Downsizing','Have 400 antimatter condensers.','Antimatter condenser',9);//the trailer got me really hyped up but i've read some pretty bad reviews. is it watchable ? is it worth seeing ? i don't mind matt damon order=2000;Game.TieredAchievement('My eyes','Have 400 prisms.','Prism',9); order=2100;Game.TieredAchievement('Maybe a chance in hell, actually','Have 400 chancemakers.','Chancemaker',9); order=1200;Game.TieredAchievement('Make like a tree','Have 450 farms.','Farm',10); order=1300;Game.TieredAchievement('Cave story','Have 450 mines.','Mine',10); order=1400;Game.TieredAchievement('In-cog-neato','Have 450 factories.','Factory',10); order=1425;Game.TieredAchievement('Save your breath because that\'s all you\'ve got left','Have 450 banks.','Bank',10); order=1450;Game.TieredAchievement('Vengeful and almighty','Have 450 temples.','Temple',10); order=1475;Game.TieredAchievement('Spell it out for you','Have 450 wizard towers.','Wizard tower',10); order=1500;Game.TieredAchievement('Space space space space space','Have 450 shipments.It\'s too far away...','Shipment',10); order=1600;Game.TieredAchievement('Don\'t get used to yourself, you\'re gonna have to change','Have 450 alchemy labs.','Alchemy lab',10); order=1700;Game.TieredAchievement('Objects in the mirror dimension are closer than they appear','Have 450 portals.','Portal',10); order=1800;Game.TieredAchievement('Groundhog day','Have 450 time machines.','Time machine',10); order=1900;Game.TieredAchievement('A matter of perspective','Have 450 antimatter condensers.','Antimatter condenser',10); order=2000;Game.TieredAchievement('Optical illusion','Have 450 prisms.','Prism',10); order=2100;Game.TieredAchievement('Jackpot','Have 450 chancemakers.','Chancemaker',10); order=36000; new Game.Achievement('So much to do so much to see','Manage a cookie legacy for at least a year.Thank you so much for playing Cookie Clicker!',[23,11]);Game.last.pool='shadow'; Game.CpsAchievement('Running with scissors'); Game.CpsAchievement('Rarefied air'); Game.CpsAchievement('Push it to the limit'); Game.CpsAchievement('Green cookies sleep furiously'); Game.BankAchievement('Panic! at Nabisco'); Game.BankAchievement('Bursting at the seams'); Game.BankAchievement('Just about full'); Game.BankAchievement('Hungry for more'); order=1000; new Game.Achievement('All the other kids with the pumped up clicks','Make 100,000,000,000,000,000,000,000 cookies from clicking.',[11,28]); new Game.Achievement('One...more...click...','Make 10,000,000,000,000,000,000,000,000 cookies from clicking.',[11,30]); order=61515; new Game.Achievement('Botany enthusiast','Harvest 100 mature garden plants.',[26,20]); new Game.Achievement('Green, aching thumb','Harvest 1000 mature garden plants.',[27,20]); new Game.Achievement('In the garden of Eden (baby)','Fill every tile of the biggest garden plot with plants.Isn\'t tending to those precious little plants just so rock and/or roll?',[28,20]); new Game.Achievement('Keeper of the conservatory','Unlock every garden seed.',[25,20]); new Game.Achievement('Seedless to nay','Convert a complete seed log into sugar lumps by sacrificing your garden to the sugar hornets.
      Owning this achievement makes seeds 5% cheaper, plants mature 5% sooner, and plant upgrades drop 5% more.',[29,20]); order=30050; new Game.Achievement('You get nothing','Ascend with 1 undecillion cookies baked.Good day sir!',[29,6]); new Game.Achievement('Humble rebeginnings','Ascend with 1 duodecillion cookies baked.Started from the bottom, now we\'re here.',[29,6]); new Game.Achievement('The end of the world','Ascend with 1 tredecillion cookies baked.(as we know it)',[21,25]); new Game.Achievement('Oh, you\'re back','Ascend with 1 quattuordecillion cookies baked.Missed us?',[21,25]); new Game.Achievement('Lazarus','Ascend with 1 quindecillion cookies baked.All rise.',[21,25]); Game.CpsAchievement('Leisurely pace'); Game.CpsAchievement('Hypersonic'); Game.BankAchievement('Feed me, Orteil'); Game.BankAchievement('And then what?'); order=7002; new Game.Achievement('Tricentennial and a half','Have at least 350 of everything.(it\'s free real estate)',[21,26]); new Game.Achievement('Quadricentennial','Have at least 400 of everything.You\'ve had to do horrible things to get this far.
      Horrible... horrible things.
      ',[22,26]); new Game.Achievement('Quadricentennial and a half','Have at least 450 of everything.At this point, you might just be compensating for something.',[23,26]); new Game.Achievement('Quincentennial','Have at least 500 of everything.Some people would say you\'re halfway there.
      We do not care for those people and their reckless sense of unchecked optimism.
      ',[29,25]); order=21100; new Game.Achievement('Maillard reaction','Harvest a caramelized sugar lump.',[29,27]); order=30250; new Game.Achievement('When the cookies ascend just right','Ascend with exactly 1,000,000,000,000 cookies.',[25,7]);Game.last.pool='shadow';//this achievement is shadow because it is only achievable through blind luck or reading external guides; this may change in the future order=1050; new Game.Achievement('With her finger and her thumb','Have 600 cursors.',[0,16]); order=1100;Game.TieredAchievement('But wait \'til you get older','Have 550 grandmas.','Grandma',12); order=1200;Game.TieredAchievement('Sharpest tool in the shed','Have 500 farms.','Farm',11); order=1300;Game.TieredAchievement('Hey now, you\'re a rock','Have 500 mines.','Mine',11); order=1400;Game.TieredAchievement('Break the mold','Have 500 factories.','Factory',11); order=1425;Game.TieredAchievement('Get the show on, get paid','Have 500 banks.','Bank',11); order=1450;Game.TieredAchievement('My world\'s on fire, how about yours','Have 500 temples.','Temple',11); order=1475;Game.TieredAchievement('The meteor men beg to differ','Have 500 wizard towers.','Wizard tower',11); order=1500;Game.TieredAchievement('Only shooting stars','Have 500 shipments.','Shipment',11); order=1600;Game.TieredAchievement('We could all use a little change','Have 500 alchemy labs.','Alchemy lab',11);//"all that glitters is gold" was already an achievement order=1700;Game.TieredAchievement('Your brain gets smart but your head gets dumb','Have 500 portals.','Portal',11); order=1800;Game.TieredAchievement('The years start coming','Have 500 time machines.','Time machine',11); order=1900;Game.TieredAchievement('What a concept','Have 500 antimatter condensers.','Antimatter condenser',11); order=2000;Game.TieredAchievement('You\'ll never shine if you don\'t glow','Have 500 prisms.','Prism',11); order=2100;Game.TieredAchievement('You\'ll never know if you don\'t go','Have 500 chancemakers.','Chancemaker',11); order=2200; Game.TieredAchievement('Self-contained','Have 1 fractal engine.','Fractal engine',1); Game.TieredAchievement('Threw you for a loop','Have 50 fractal engines.','Fractal engine',2); Game.TieredAchievement('The sum of its parts','Have 100 fractal engines.','Fractal engine',3); Game.TieredAchievement('Bears repeating','Have 150 fractal engines.Where did these come from?','Fractal engine',4); Game.TieredAchievement('More of the same','Have 200 fractal engines.','Fractal engine',5); Game.TieredAchievement('Last recurse','Have 250 fractal engines.','Fractal engine',6); Game.TieredAchievement('Out of one, many','Have 300 fractal engines.','Fractal engine',7); Game.TieredAchievement('An example of recursion','Have 350 fractal engines.','Fractal engine',8); Game.TieredAchievement('For more information on this achievement, please refer to its title','Have 400 fractal engines.','Fractal engine',9); Game.TieredAchievement('I\'m so meta, even this achievement','Have 450 fractal engines.','Fractal engine',10); Game.TieredAchievement('Never get bored','Have 500 fractal engines.','Fractal engine',11); order=2220; Game.ProductionAchievement('The needs of the many','Fractal engine',1); Game.ProductionAchievement('Eating its own','Fractal engine',2); Game.ProductionAchievement('We must go deeper','Fractal engine',3); new Game.Achievement('Sierpinski rhomboids','Reach level 10 fractal engines.',[20,26]);Game.Objects['Fractal engine'].levelAchiev10=Game.last; Game.CpsAchievement('Gotta go fast'); Game.BankAchievement('I think it\'s safe to say you\'ve got it made'); order=6002; new Game.Achievement('Renaissance baker','Own 400 upgrades and 8000 buildings.If you have seen further, it is by standing on the shoulders of giants - a mysterious species of towering humanoids until now thought long-extinct.',[10,10]); order=1150; new Game.Achievement('Veteran','Own at least 14 grandma types.14\'s a crowd!',[10,9]); order=10000; new Game.Achievement('Thick-skinned','Have your reinforced membrane protect the shimmering veil.',[7,10]); order=2300; Game.TieredAchievement('F12','Have 1 javascript console.','Javascript console',1); Game.TieredAchievement('Variable success','Have 50 javascript consoles.','Javascript console',2); Game.TieredAchievement('No comments','Have 100 javascript consoles.','Javascript console',3); Game.TieredAchievement('Up to code','Have 150 javascript consoles.','Javascript console',4); Game.TieredAchievement('Works on my machine','Have 200 javascript consoles.','Javascript console',5); Game.TieredAchievement('Technical debt','Have 250 javascript consoles.','Javascript console',6); Game.TieredAchievement('Mind your language','Have 300 javascript consoles.','Javascript console',7); Game.TieredAchievement('Inconsolable','Have 350 javascript consoles.','Javascript console',8); Game.TieredAchievement('Closure','Have 400 javascript consoles.','Javascript console',9); Game.TieredAchievement('Dude what if we\'re all living in a simulation like what if we\'re all just code on a computer somewhere','Have 450 javascript consoles.','Javascript console',10); Game.TieredAchievement('Taking the back streets','Have 500 javascript consoles.','Javascript console',11); order=2320; Game.ProductionAchievement('Inherited prototype','Javascript console',1); Game.ProductionAchievement('A model of document object','Javascript console',2); Game.ProductionAchievement('First-class citizen','Javascript console',3); new Game.Achievement('Alexandria','Reach level 10 javascript consoles.',[32,26]);Game.Objects['Javascript console'].levelAchiev10=Game.last; Game.CpsAchievement('Bake him away, toys'); Game.CpsAchievement('You\'re #1 so why try harder'); Game.CpsAchievement('Haven\'t even begun to peak'); Game.BankAchievement('A sometimes food'); Game.BankAchievement('Not enough of a good thing'); Game.BankAchievement('Horn of plenty'); order=30050; new Game.Achievement('Smurf account','Ascend with 1 sexdecillion cookies baked.It\'s like you just appeared out of the blue!',[21,32]); new Game.Achievement('If at first you don\'t succeed','Ascend with 1 septendecillion cookies baked.If at first you don\'t succeed, try, try, try again.
      But isn\'t that the definition of insanity?
      ',[21,32]); order=33000; new Game.Achievement('O Fortuna','Own every fortune upgrade.
      Owning this achievement makes fortunes appear twice as often; unlocked fortune upgrades also have a 40% chance to carry over after ascending.',[29,8]); order=61615; new Game.Achievement('Initial public offering','Make your first stock market profit.',[0,33]); new Game.Achievement('Rookie numbers','Own at least 100 of every stock market good.Gotta pump those numbers up!',[9,33]); new Game.Achievement('No nobility in poverty','Own at least 500 of every stock market good.What kind of twisted individual is out there cramming camels through needle holes anyway?',[10,33]); new Game.Achievement('Full warehouses','Own at least 1,000 of a stock market good.',[11,33]); new Game.Achievement('Make my day','Make a day of CpS ($86,400) in 1 stock market sale.',[1,33]); new Game.Achievement('Buy buy buy','Spend a day of CpS ($86,400) in 1 stock market purchase.',[1,33]); new Game.Achievement('Gaseous assets','Have your stock market profits surpass a whole year of CpS ($31,536,000).Boy, how volatile!',[18,33]);Game.last.pool='shadow'; new Game.Achievement('Pyramid scheme','Unlock the highest-tier stock market headquarters.',[18,33]); order=10000; new Game.Achievement('Jellicles','Own 10 kitten upgrades.Jellicles can and jellicles do! Make sure to wash your jellicles every day!',[18,19]); order=7002; new Game.Achievement('Quincentennial and a half','Have at least 550 of everything.This won\'t fill the churning void inside, you know.',[29,26]); Game.CpsAchievement('What did we even eat before these'); Game.CpsAchievement('Heavy flow'); Game.CpsAchievement('More you say?'); Game.BankAchievement('Large and in charge'); Game.BankAchievement('Absolutely stuffed'); Game.BankAchievement('It\'s only wafer-thin','Just the one!'); order=1000;new Game.Achievement('Clickety split','Make 1,000,000,000,000,000,000,000,000,000 cookies from clicking.',[11,31]); order=1050;new Game.Achievement('Gotta hand it to you','Have 700 cursors.',[0,17]); order=1100;Game.TieredAchievement('Okay boomer','Have 600 grandmas.','Grandma',13); order=1200;Game.TieredAchievement('Overripe','Have 550 farms.','Farm',12); order=1300;Game.TieredAchievement('Rock on','Have 550 mines.','Mine',12); order=1400;Game.TieredAchievement('Self-manmade man','Have 550 factories.','Factory',12); order=1425;Game.TieredAchievement('Checks out','Have 550 banks.','Bank',12); order=1450;Game.TieredAchievement('Living on a prayer','Have 550 temples.','Temple',12); order=1475;Game.TieredAchievement('Higitus figitus migitus mum','Have 550 wizard towers.','Wizard tower',12); order=1500;Game.TieredAchievement('The incredible journey','Have 550 shipments.','Shipment',12); order=1600;Game.TieredAchievement('Just a phase','Have 550 alchemy labs.','Alchemy lab',12); order=1700;Game.TieredAchievement('Don\'t let me leave, Murph','Have 550 portals.','Portal',12); order=1800;Game.TieredAchievement('Caveman to cosmos','Have 550 time machines.','Time machine',12); order=1900;Game.TieredAchievement('Particular tastes','Have 550 antimatter condensers.','Antimatter condenser',12); order=2000;Game.TieredAchievement('A light snack','Have 550 prisms.','Prism',12); order=2100;Game.TieredAchievement('Tempting fate','Have 550 chancemakers.','Chancemaker',12); order=2200;Game.TieredAchievement('Tautological','Have 550 fractal engines.','Fractal engine',12); order=2300;Game.TieredAchievement('Curly braces','Have 550 javascript consoles.Or as the French call them, mustache boxes.
      Go well with quotes.
      ','Javascript console',12); order=10000; new Game.Achievement('Seven horseshoes','Click 27777 golden cookies.Enough for one of those funky horses that graze near your factories.',[21,33]);Game.last.pool='shadow'; order=11000; new Game.Achievement('Olden days','Find the forgotten madeleine.DashNet Farms remembers.',[12,3]); order=1050;new Game.Achievement('The devil\'s workshop','Have 800 cursors.',[0,18]); order=1200;Game.TieredAchievement('In the green','Have 600 farms.','Farm',13); order=1300;Game.TieredAchievement('Mountain out of a molehill, but like in a good way','Have 600 mines.','Mine',13); order=1400;Game.TieredAchievement('The wheels of progress','Have 600 factories.','Factory',13); order=1425;Game.TieredAchievement('That\'s rich','Have 600 banks.','Bank',13); order=1450;Game.TieredAchievement('Preaches and cream','Have 600 temples.','Temple',13); order=1475;Game.TieredAchievement('Magic thinking','Have 600 wizard towers.','Wizard tower',13); order=1500;Game.TieredAchievement('Is there life on Mars?','Have 600 shipments.Yes, there is. You\'re currently using it as filling in experimental flavor prototype #810657.','Shipment',13); order=1600;Game.TieredAchievement('Bad chemistry','Have 600 alchemy labs.','Alchemy lab',13); order=1700;Game.TieredAchievement('Reduced to gibbering heaps','Have 600 portals.','Portal',13); order=1800;Game.TieredAchievement('Back already?','Have 600 time machines.','Time machine',13); order=1900;Game.TieredAchievement('Nuclear throne','Have 600 antimatter condensers.','Antimatter condenser',13); order=2000;Game.TieredAchievement('Making light of the situation','Have 600 prisms.','Prism',13); order=2100;Game.TieredAchievement('Flip a cookie. Chips, I win. Crust, you lose.','Have 600 chancemakers.','Chancemaker',13); order=2200;Game.TieredAchievement('In and of itself','Have 600 fractal engines.','Fractal engine',13); order=2300;Game.TieredAchievement('Duck typing','Have 600 javascript consoles.Hello, this is a duck typing. Got any grapes?','Javascript console',13); order=2400; Game.TieredAchievement('They\'ll never know what hit \'em','Have 1 idleverse.','Idleverse',1); Game.TieredAchievement('Well-versed','Have 50 idleverses.','Idleverse',2); Game.TieredAchievement('Ripe for the picking','Have 100 idleverses.','Idleverse',3); Game.TieredAchievement('Unreal','Have 150 idleverses.','Idleverse',4); Game.TieredAchievement('Once you\'ve seen one','Have 200 idleverses.','Idleverse',5); Game.TieredAchievement('Spoils and plunder','Have 250 idleverses.','Idleverse',6); Game.TieredAchievement('Nobody exists on purpose, nobody belongs anywhere','Have 300 idleverses.Come watch TV?','Idleverse',7); Game.TieredAchievement('Hyperspace expressway','Have 350 idleverses.','Idleverse',8); Game.TieredAchievement('Versatile','Have 400 idleverses.','Idleverse',9); Game.TieredAchievement('You are inevitable','Have 450 idleverses.','Idleverse',10); Game.TieredAchievement('Away from this place','Have 500 idleverses.','Idleverse',11); Game.TieredAchievement('Everywhere at once','Have 550 idleverses.','Idleverse',12); Game.TieredAchievement('Reject reality, substitute your own','Have 600 idleverses.','Idleverse',13); order=2420; Game.ProductionAchievement('Fringe','Idleverse',1); Game.ProductionAchievement('Coherence','Idleverse',2); Game.ProductionAchievement('Earth-616','Idleverse',3); new Game.Achievement('Strange topologies','Reach level 10 idleverses.',[33,26]);Game.Objects['Idleverse'].levelAchiev10=Game.last; order=5000; new Game.Achievement('Grand design','Own 4000 buildings.They\'ll remember you forever!',[32,12]); new Game.Achievement('Ecumenopolis','Own 8000 buildings.Getting a wee bit cramped.',[33,12]); order=6000; new Game.Achievement('The full picture','Purchase 300 upgrades.So that\'s where that fits in!',[32,11]); new Game.Achievement('When there\'s nothing left to add','Purchase 400 upgrades....keep going.',[33,11]); order=7002; new Game.Achievement('Sexcentennial','Have at least 600 of everything.Hey, nice milestone!',[31,33]); Game.CpsAchievement('Keep going until I say stop'); Game.CpsAchievement('But I didn\'t say stop, did I?'); Game.CpsAchievement('With unrivaled fervor'); Game.BankAchievement('Think big'); Game.BankAchievement('Hypersize me'); Game.BankAchievement('Max capacity'); order=61616; new Game.Achievement('Liquid assets','Have your stock market profits surpass $10,000,000.',[12,33]); //end of achievements /*===================================================================================== BUFFS =======================================================================================*/ Game.buffs={};//buffs currently in effect by name Game.buffsI=0; Game.buffsL=l('buffs'); Game.gainBuff=function(type,time,arg1,arg2,arg3) { type=Game.buffTypesByName[type]; var obj=type.func(time,arg1,arg2,arg3); obj.type=type; obj.arg1=arg1; obj.arg2=arg2; obj.arg3=arg3; var buff={ visible:true, time:0, name:'???', desc:'', icon:[0,0] }; if (Game.buffs[obj.name])//if there is already a buff in effect with this name { var buff=Game.buffs[obj.name]; if (obj.max) buff.time=Math.max(obj.time,buff.time);//new duration is max of old and new if (obj.add) buff.time+=obj.time;//new duration is old + new if (!obj.max && !obj.add) buff.time=obj.time;//new duration is set to new buff.maxTime=buff.time; } else//create new buff { for (var i in obj)//paste parameters onto buff {buff[i]=obj[i];} buff.maxTime=buff.time; Game.buffs[buff.name]=buff; buff.id=Game.buffsI; //create dom Game.buffsL.innerHTML=Game.buffsL.innerHTML+'

      '+buff.name+'

      '+buff.desc+'
      ' ,'left',true):'')+' style="opacity:1;float:none;display:block;'+(buff.icon[2]?'background-image:url('+buff.icon[2]+');':'')+'background-position:'+(-buff.icon[0]*48)+'px '+(-buff.icon[1]*48)+'px;">
      '; buff.l=l('buff'+buff.id); Game.buffsI++; } Game.recalculateGains=1; Game.storeToRefresh=1; return buff; } Game.hasBuff=function(what)//returns 0 if there is no buff in effect with this name; else, returns it {if (!Game.buffs[what]) return 0; else return Game.buffs[what];} Game.updateBuffs=function()//executed every logic frame { for (var i in Game.buffs) { var buff=Game.buffs[i]; if (buff.time>=0) { if (!l('buffPieTimer'+buff.id)) l('buff'+buff.id).innerHTML=l('buff'+buff.id).innerHTML+'
      '; var T=1-(buff.time/buff.maxTime); T=(T*144)%144; l('buffPieTimer'+buff.id).style.backgroundPosition=(-Math.floor(T%18))*48+'px '+(-Math.floor(T/18))*48+'px'; } buff.time--; if (buff.time<=0) { if (Game.onCrate==l('buff'+buff.id)) Game.tooltip.hide(); if (buff.onDie) buff.onDie(); Game.buffsL.removeChild(l('buff'+buff.id)); if (Game.buffs[buff.name]) { Game.buffs[buff.name]=0; delete Game.buffs[buff.name]; } Game.recalculateGains=1; Game.storeToRefresh=1; } } } Game.killBuff=function(what)//remove a buff by name {if (Game.buffs[what]){Game.buffs[what].time=0;/*Game.buffs[what]=0;*/}} Game.killBuffs=function()//remove all buffs {Game.buffsL.innerHTML='';Game.buffs={};Game.recalculateGains=1;Game.storeToRefresh=1;} Game.buffTypes=[];//buff archetypes; only buffs declared from these can be saved and loaded Game.buffTypesByName=[]; Game.buffTypesN=0; Game.buffType=function(name,func) { this.name=name; this.func=func;//this is a function that returns a buff object; it takes a "time" argument in seconds, and 3 more optional arguments at most, which will be saved and loaded as floats this.id=Game.buffTypesN; this.vanilla=Game.vanilla; Game.buffTypesByName[this.name]=this; Game.buffTypes[Game.buffTypesN]=this; Game.buffTypesN++; } /* basic buff parameters : name:'Kitten rain', desc:'It\'s raining kittens!', icon:[0,0], time:30*Game.fps other parameters : visible:false - will hide the buff from the buff list add:true - if this buff already exists, add the new duration to the old one max:true - if this buff already exists, set the new duration to the max of either onDie:function(){} - function will execute when the buff runs out power:3 - used by some buffs multCpS:3 - buff multiplies CpS by this amount multClick:3 - buff multiplies click power by this amount */ //base buffs new Game.buffType('frenzy',function(time,pow) { return { name:'Frenzy', desc:'Cookie production x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[10,14], time:time*Game.fps, add:true, multCpS:pow, aura:1 }; }); new Game.buffType('blood frenzy',function(time,pow) { return { name:'Elder frenzy', desc:'Cookie production x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[29,6], time:time*Game.fps, add:true, multCpS:pow, aura:1 }; }); new Game.buffType('clot',function(time,pow) { return { name:'Clot', desc:'Cookie production halved for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[15,5], time:time*Game.fps, add:true, multCpS:pow, aura:2 }; }); new Game.buffType('dragon harvest',function(time,pow) { if (Game.Has('Dragon fang')) pow=Math.ceil(pow*1.1); return { name:'Dragon Harvest', desc:'Cookie production x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[10,25], time:time*Game.fps, add:true, multCpS:pow, aura:1 }; }); new Game.buffType('everything must go',function(time,pow) { return { name:'Everything must go', desc:'All buildings are '+pow+'% cheaper for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[17,6], time:time*Game.fps, add:true, power:pow, aura:1 }; }); new Game.buffType('cursed finger',function(time,pow) { return { name:'Cursed finger', desc:'Cookie production halted for '+Game.sayTime(time*Game.fps,-1)+',
      but each click is worth '+Game.sayTime(time*Game.fps,-1)+' of CpS.', icon:[12,17], time:time*Game.fps, add:true, power:pow, multCpS:0, aura:1 }; }); new Game.buffType('click frenzy',function(time,pow) { return { name:'Click frenzy', desc:'Clicking power x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[0,14], time:time*Game.fps, add:true, multClick:pow, aura:1 }; }); new Game.buffType('dragonflight',function(time,pow) { if (Game.Has('Dragon fang')) pow=Math.ceil(pow*1.1); return { name:'Dragonflight', desc:'Clicking power x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[0,25], time:time*Game.fps, add:true, multClick:pow, aura:1 }; }); new Game.buffType('cookie storm',function(time,pow) { return { name:'Cookie storm', desc:'Cookies everywhere!', icon:[22,6], time:time*Game.fps, add:true, power:pow, aura:1 }; }); new Game.buffType('building buff',function(time,pow,building) { var obj=Game.ObjectsById[building]; return { name:Game.goldenCookieBuildingBuffs[obj.name][0], desc:'Your '+Beautify(obj.amount)+' '+obj.plural+' are boosting your CpS!
      Cookie production +'+(Math.ceil(pow*100-100))+'% for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[obj.iconColumn,14], time:time*Game.fps, add:true, multCpS:pow, aura:1 }; }); new Game.buffType('building debuff',function(time,pow,building) { var obj=Game.ObjectsById[building]; return { name:Game.goldenCookieBuildingBuffs[obj.name][1], desc:'Your '+Beautify(obj.amount)+' '+obj.plural+' are rusting your CpS!
      Cookie production '+(Math.ceil(pow*100-100))+'% slower for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[obj.iconColumn,15], time:time*Game.fps, add:true, multCpS:1/pow, aura:2 }; }); new Game.buffType('sugar blessing',function(time,pow) { return { name:'Sugar blessing', desc:'You find 10% more golden cookies for the next '+Game.sayTime(time*Game.fps,-1)+'.', icon:[29,16], time:time*Game.fps, //add:true }; }); new Game.buffType('haggler luck',function(time,pow) { return { name:'Haggler\'s luck', desc:'All upgrades are '+pow+'% cheaper for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[25,11], time:time*Game.fps, power:pow, max:true }; }); new Game.buffType('haggler misery',function(time,pow) { return { name:'Haggler\'s misery', desc:'All upgrades are '+pow+'% pricier for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[25,11], time:time*Game.fps, power:pow, max:true }; }); new Game.buffType('pixie luck',function(time,pow) { return { name:'Crafty pixies', desc:'All buildings are '+pow+'% cheaper for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[26,11], time:time*Game.fps, power:pow, max:true }; }); new Game.buffType('pixie misery',function(time,pow) { return { name:'Nasty goblins', desc:'All buildings are '+pow+'% pricier for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[26,11], time:time*Game.fps, power:pow, max:true }; }); new Game.buffType('magic adept',function(time,pow) { return { name:'Magic adept', desc:'Spells backfire '+pow+' times less for '+Game.sayTime(time*Game.fps,-1)+'.', icon:[29,11], time:time*Game.fps, power:pow, max:true }; }); new Game.buffType('magic inept',function(time,pow) { return { name:'Magic inept', desc:'Spells backfire '+pow+' times more for '+Game.sayTime(time*Game.fps,-1)+'.', icon:[29,11], time:time*Game.fps, power:pow, max:true }; }); new Game.buffType('devastation',function(time,pow) { return { name:'Devastation', desc:'Clicking power +'+Math.floor(pow*100-100)+'% for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[23,18], time:time*Game.fps, multClick:pow, aura:1, max:true }; }); new Game.buffType('sugar frenzy',function(time,pow) { return { name:'Sugar frenzy', desc:'Cookie production x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'!', icon:[29,14], time:time*Game.fps, add:true, multCpS:pow, aura:0 }; }); new Game.buffType('loan 1',function(time,pow) { return { name:'Loan 1', desc:'Cookie production x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'.', icon:[1,33], time:time*Game.fps, power:pow, multCpS:pow, max:true, onDie:function(){if (Game.takeLoan) {Game.takeLoan(1,true);}}, }; }); new Game.buffType('loan 1 interest',function(time,pow) { return { name:'Loan 1 (interest)', desc:'Cookie production x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'.', icon:[1,33], time:time*Game.fps, power:pow, multCpS:pow, max:true }; }); new Game.buffType('loan 2',function(time,pow) { return { name:'Loan 2', desc:'Cookie production x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'.', icon:[1,33], time:time*Game.fps, power:pow, multCpS:pow, max:true, onDie:function(){if (Game.takeLoan) {Game.takeLoan(2,true);}}, }; }); new Game.buffType('loan 2 interest',function(time,pow) { return { name:'Loan 2 (interest)', desc:'Cookie production x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'.', icon:[1,33], time:time*Game.fps, power:pow, multCpS:pow, max:true }; }); new Game.buffType('loan 3',function(time,pow) { return { name:'Loan 3', desc:'Cookie production x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'.', icon:[1,33], time:time*Game.fps, power:pow, multCpS:pow, max:true, onDie:function(){if (Game.takeLoan) {Game.takeLoan(3,true);}}, }; }); new Game.buffType('loan 3 interest',function(time,pow) { return { name:'Loan 3 (interest)', desc:'Cookie production x'+pow+' for '+Game.sayTime(time*Game.fps,-1)+'.', icon:[1,33], time:time*Game.fps, power:pow, multCpS:pow, max:true }; }); //end of buffs BeautifyAll(); Game.vanilla=0;//everything we create beyond this will not be saved in the default save Game.runModHook('create'); /*===================================================================================== GRANDMAPOCALYPSE =======================================================================================*/ Game.UpdateGrandmapocalypse=function() { if (Game.Has('Elder Covenant') || Game.Objects['Grandma'].amount==0) Game.elderWrath=0; else if (Game.pledgeT>0)//if the pledge is active, lower it { Game.pledgeT--; if (Game.pledgeT==0)//did we reach 0? make the pledge purchasable again { Game.Lock('Elder Pledge'); Game.Unlock('Elder Pledge'); Game.elderWrath=1; } } else { if (Game.Has('One mind') && Game.elderWrath==0) { Game.elderWrath=1; } if (Math.random()<0.001 && Game.elderWrath -0.5 * rect.w && x2 < 0.5 * rect.w && y2 > -0.5 * rect.h && y2 < 0.5 * rect.h) return true; return false; } Game.wrinklerHP=2.1; Game.wrinklers=[]; for (var i=0;i<12;i++) { Game.wrinklers.push({id:parseInt(i),close:0,sucked:0,phase:0,x:0,y:0,r:0,hurt:0,hp:Game.wrinklerHP,selected:0,type:0}); } Game.getWrinklersMax=function() { var n=10; if (Game.Has('Elder spice')) n+=2; return n; } Game.ResetWrinklers=function() { for (var i in Game.wrinklers) { Game.wrinklers[i]={id:parseInt(i),close:0,sucked:0,phase:0,x:0,y:0,r:0,hurt:0,hp:Game.wrinklerHP,selected:0,type:0}; } } Game.CollectWrinklers=function() { for (var i in Game.wrinklers) { Game.wrinklers[i].hp=0; } } Game.wrinklerSquishSound=Math.floor(Math.random()*4)+1; Game.playWrinklerSquishSound=function() { PlaySound('snd/squish'+(Game.wrinklerSquishSound)+'.mp3',0.5); Game.wrinklerSquishSound+=Math.floor(Math.random()*1.5)+1; if (Game.wrinklerSquishSound>4) Game.wrinklerSquishSound-=4; } Game.SpawnWrinkler=function(me) { if (!me) { var max=Game.getWrinklersMax(); var n=0; for (var i in Game.wrinklers) { if (Game.wrinklers[i].phase>0) n++; } for (var i in Game.wrinklers) { var it=Game.wrinklers[i]; if (it.phase==0 && Game.elderWrath>0 && n0 && Game.wrinklers[i].hp>0) wrinklers.push(Game.wrinklers[i]); } if (wrinklers.length>0) { var me=choose(wrinklers); me.hp=-10; return me; } return false; } Game.UpdateWrinklers=function() { var xBase=0; var yBase=0; var onWrinkler=0; if (Game.LeftBackground) { xBase=Game.cookieOriginX; yBase=Game.cookieOriginY; } var max=Game.getWrinklersMax(); var n=0; for (var i in Game.wrinklers) { if (Game.wrinklers[i].phase>0) n++; } for (var i in Game.wrinklers) { var me=Game.wrinklers[i]; if (me.phase==0 && Game.elderWrath>0 && n0) { if (me.close<1) me.close+=(1/Game.fps)/10; if (me.close>1) me.close=1; } else me.close=0; if (me.close==1 && me.phase==1) { me.phase=2; Game.recalculateGains=1; } if (me.phase==2) { me.sucked+=(((Game.cookiesPs/Game.fps)*Game.cpsSucked));//suck the cookies } if (me.phase>0) { if (me.type==0) { if (me.hp0)) { var x=me.x+(Math.sin(me.r*Math.PI/180)*90); var y=me.y+(Math.cos(me.r*Math.PI/180)*90); for (var ii=0;ii<3;ii++) { //Game.particleAdd(x+Math.random()*50-25,y+Math.random()*50-25,Math.random()*4-2,Math.random()*-2-2,1,1,2,'wrinklerBits.png'); var part=Game.particleAdd(x,y,Math.random()*4-2,Math.random()*-2-2,1,1,2,me.type==1?'shinyWrinklerBits.png':'wrinklerBits.png'); part.r=-me.r; } } } Game.Click=0; } onWrinkler=1; } } if (me.hurt>0) { me.hurt-=5/Game.fps; //me.close-=me.hurt*0.05; //me.x+=Math.random()*2-1; //me.y+=Math.random()*2-1; me.r+=(Math.sin(Game.T*1)*me.hurt)*18;//Math.random()*2-1; } if (me.hp<=0.5 && me.phase>0) { Game.playWrinklerSquishSound(); PlaySound('snd/pop'+Math.floor(Math.random()*3+1)+'.mp3',0.75); Game.wrinklersPopped++; Game.recalculateGains=1; me.phase=0; me.close=0; me.hurt=0; me.hp=3; var toSuck=1.1; if (Game.Has('Sacrilegious corruption')) toSuck*=1.05; if (me.type==1) toSuck*=3;//shiny wrinklers are an elusive, profitable breed me.sucked*=toSuck;//cookie dough does weird things inside wrinkler digestive tracts if (Game.Has('Wrinklerspawn')) me.sucked*=1.05; if (Game.hasGod) { var godLvl=Game.hasGod('scorn'); if (godLvl==1) me.sucked*=1.15; else if (godLvl==2) me.sucked*=1.1; else if (godLvl==3) me.sucked*=1.05; } if (me.sucked>0.5) { if (Game.prefs.popups) Game.Popup('Exploded a '+(me.type==1?'shiny ':'')+'wrinkler : found '+Beautify(me.sucked)+' cookies!'); else Game.Notify('Exploded a '+(me.type==1?'shiny ':'')+'wrinkler','Found '+Beautify(me.sucked)+' cookies!',[19,8],6); Game.Popup('
      +'+Beautify(me.sucked)+' cookies
      ',Game.mouseX,Game.mouseY); if (Game.season=='halloween') { //if (Math.random()<(Game.HasAchiev('Spooky cookies')?0.2:0.05))//halloween cookie drops var failRate=0.95; if (Game.HasAchiev('Spooky cookies')) failRate=0.8; if (Game.Has('Starterror')) failRate*=0.9; failRate*=1/Game.dropRateMult(); if (Game.hasGod) { var godLvl=Game.hasGod('seasons'); if (godLvl==1) failRate*=0.9; else if (godLvl==2) failRate*=0.95; else if (godLvl==3) failRate*=0.97; } if (me.type==1) failRate*=0.9; if (Math.random()>failRate)//halloween cookie drops { var cookie=choose(['Skull cookies','Ghost cookies','Bat cookies','Slime cookies','Pumpkin cookies','Eyeball cookies','Spider cookies']); if (!Game.HasUnlocked(cookie) && !Game.Has(cookie)) { Game.Unlock(cookie); if (Game.prefs.popups) Game.Popup('Found : '+cookie+'!'); else Game.Notify(cookie,'You also found '+cookie+'!',Game.Upgrades[cookie].icon); } } } Game.DropEgg(0.98); } if (me.type==1) Game.Win('Last Chance to See'); Game.Earn(me.sucked); /*if (Game.prefs.particles) { var x=me.x+(Math.sin(me.r*Math.PI/180)*100); var y=me.y+(Math.cos(me.r*Math.PI/180)*100); for (var ii=0;ii<6;ii++) { Game.particleAdd(x+Math.random()*50-25,y+Math.random()*50-25,Math.random()*4-2,Math.random()*-2-2,1,1,2,'wrinklerBits.png'); } }*/ if (Game.prefs.particles) { var x=me.x+(Math.sin(me.r*Math.PI/180)*90); var y=me.y+(Math.cos(me.r*Math.PI/180)*90); if (me.sucked>0) { for (var ii=0;ii<5;ii++) { Game.particleAdd(Game.mouseX,Game.mouseY,Math.random()*4-2,Math.random()*-2-2,Math.random()*0.5+0.75,1.5,2); } } for (var ii=0;ii<8;ii++) { var part=Game.particleAdd(x,y,Math.random()*4-2,Math.random()*-2-2,1,1,2,me.type==1?'shinyWrinklerBits.png':'wrinklerBits.png'); part.r=-me.r; } } me.sucked=0; } } if (onWrinkler) { Game.mousePointer=1; } } Game.DrawWrinklers=function() { var ctx=Game.LeftBackground; var selected=0; for (var i in Game.wrinklers) { var me=Game.wrinklers[i]; if (me.phase>0) { ctx.globalAlpha=me.close; ctx.save(); ctx.translate(me.x,me.y); ctx.rotate(-(me.r)*Math.PI/180); //var s=Math.min(1,me.sucked/(Game.cookiesPs*60))*0.75+0.25;//scale wrinklers as they eat //ctx.scale(Math.pow(s,1.5)*1.25,s); //ctx.fillRect(-50,-10,100,200); if (me.type==1) ctx.drawImage(Pic('shinyWrinkler.png'),-50,-10); else if (Game.season=='christmas') ctx.drawImage(Pic('winterWrinkler.png'),-50,-10); else ctx.drawImage(Pic('wrinkler.png'),-50,-10); //ctx.fillText(me.id+' : '+me.sucked,0,0); if (me.type==1 && Math.random()<0.3 && Game.prefs.particles)//sparkle { ctx.globalAlpha=Math.random()*0.65+0.1; var s=Math.random()*30+5; ctx.globalCompositeOperation='lighter'; ctx.drawImage(Pic('glint.jpg'),-s/2+Math.random()*50-25,-s/2+Math.random()*200,s,s); } ctx.restore(); if (me.phase==2 && Math.random()<0.03 && Game.prefs.particles) { Game.particleAdd(me.x,me.y,Math.random()*4-2,Math.random()*-2-2,Math.random()*0.5+0.5,1,2); } if (me.selected) selected=me; } } if (selected && Game.Has('Eye of the wrinkler')) { var x=Game.cookieOriginX; var y=Game.cookieOriginY; ctx.font='14px Merriweather'; ctx.textAlign='center'; var width=Math.max(ctx.measureText('Swallowed :').width,ctx.measureText(Beautify(selected.sucked)).width); ctx.fillStyle='#000'; ctx.strokeStyle='#000'; ctx.lineWidth=8; ctx.globalAlpha=0.5; ctx.beginPath(); ctx.moveTo(x,y); ctx.lineTo(Math.floor(selected.x),Math.floor(selected.y)); ctx.stroke(); ctx.fillRect(x-width/2-8-14,y-23,width+16+28,38); ctx.globalAlpha=1; ctx.fillStyle='#fff'; ctx.fillText('Swallowed :',x+14,y-8); ctx.fillText(Beautify(selected.sucked),x+14,y+8); ctx.drawImage(Pic('icons.png'),27*48,26*48,48,48,x-width/2-8-22,y-4-24,48,48); } } Game.SaveWrinklers=function() { var amount=0; var amountShinies=0; var number=0; var shinies=0; for (var i in Game.wrinklers) { if (Game.wrinklers[i].sucked>0.5) { number++; if (Game.wrinklers[i].type==1) { shinies++; amountShinies+=Game.wrinklers[i].sucked; } else amount+=Game.wrinklers[i].sucked; } } return {amount:amount,number:number,shinies:shinies,amountShinies:amountShinies}; } Game.LoadWrinklers=function(amount,number,shinies,amountShinies) { if (number>0 && (amount>0 || amountShinies>0)) { var fullNumber=number-shinies; var fullNumberShinies=shinies; for (var i in Game.wrinklers) { if (number>0) { Game.wrinklers[i].phase=2; Game.wrinklers[i].close=1; Game.wrinklers[i].hp=3; if (shinies>0) {Game.wrinklers[i].type=1;Game.wrinklers[i].sucked=amountShinies/fullNumberShinies;shinies--;} else Game.wrinklers[i].sucked=amount/fullNumber; number--; }//respawn } } } /*===================================================================================== SPECIAL THINGS AND STUFF =======================================================================================*/ Game.specialTab=''; Game.specialTabHovered=''; Game.specialTabs=[]; Game.UpdateSpecial=function() { Game.specialTabs=[]; if (Game.Has('A festive hat')) Game.specialTabs.push('santa'); if (Game.Has('A crumbly egg')) Game.specialTabs.push('dragon'); if (Game.specialTabs.length==0) {Game.ToggleSpecialMenu(0);return;} if (Game.LeftBackground) { Game.specialTabHovered=''; var len=Game.specialTabs.length; if (len==0) return; var y=Game.LeftBackground.canvas.height-24-48*len; for (var i=0;imoni && Game.santaLevel<14) { PlaySound('snd/shimmerClick.mp3'); Game.Spend(moni); Game.santaLevel=(Game.santaLevel+1)%15; if (Game.santaLevel==14) { Game.Unlock('Santa\'s dominion'); if (Game.prefs.popups) Game.Popup('You are granted
      Santa\'s dominion.'); else Game.Notify('You are granted Santa\'s dominion.','',Game.Upgrades['Santa\'s dominion'].icon); } var drops=[]; for (var i in Game.santaDrops) {if (!Game.HasUnlocked(Game.santaDrops[i])) drops.push(Game.santaDrops[i]);} var drop=choose(drops); if (drop) { Game.Unlock(drop); if (Game.prefs.popups) Game.Popup('You find a present which contains...
      '+drop+'!'); else Game.Notify('Found a present!','You find a present which contains...
      '+drop+'!',Game.Upgrades[drop].icon); } Game.ToggleSpecialMenu(1); if (l('specialPic')){var rect=l('specialPic').getBoundingClientRect();Game.SparkleAt((rect.left+rect.right)/2,(rect.top+rect.bottom)/2);} if (Game.santaLevel>=6) Game.Win('Coming to town'); if (Game.santaLevel>=14) Game.Win('All hail Santa'); Game.recalculateGains=1; Game.upgradesToRebuild=1; } } Game.dragonLevels=[ {name:'Dragon egg',action:'Chip it',pic:0, cost:function(){return Game.cookies>=1000000;}, buy:function(){Game.Spend(1000000);}, costStr:function(){return Beautify(1000000)+' cookies';}}, {name:'Dragon egg',action:'Chip it',pic:1, cost:function(){return Game.cookies>=1000000*2;}, buy:function(){Game.Spend(1000000*2);}, costStr:function(){return Beautify(1000000*2)+' cookies';}}, {name:'Dragon egg',action:'Chip it',pic:2, cost:function(){return Game.cookies>=1000000*4;}, buy:function(){Game.Spend(1000000*4);}, costStr:function(){return Beautify(1000000*4)+' cookies';}}, {name:'Shivering dragon egg',action:'Hatch it',pic:3, cost:function(){return Game.cookies>=1000000*8;}, buy:function(){Game.Spend(1000000*8);}, costStr:function(){return Beautify(1000000*8)+' cookies';}}, {name:'Krumblor, cookie hatchling',action:'Train Breath of Milk
      Aura : kittens are 5% more effective',pic:4, cost:function(){return Game.cookies>=1000000*16;}, buy:function(){Game.Spend(1000000*16);}, costStr:function(){return Beautify(1000000*16)+' cookies';}}, {name:'Krumblor, cookie hatchling',action:'Train Dragon Cursor
      Aura : clicking is 5% more effective',pic:4, cost:function(){return Game.Objects['Cursor'].amount>=100;}, buy:function(){Game.Objects['Cursor'].sacrifice(100);}, costStr:function(){return '100 cursors';}}, {name:'Krumblor, cookie hatchling',action:'Train Elder Battalion
      Aura : grandmas gain +1% CpS for every non-grandma building',pic:4, cost:function(){return Game.Objects['Grandma'].amount>=100;}, buy:function(){Game.Objects['Grandma'].sacrifice(100);}, costStr:function(){return '100 grandmas';}}, {name:'Krumblor, cookie hatchling',action:'Train Reaper of Fields
      Aura : golden cookies may trigger a Dragon Harvest',pic:4, cost:function(){return Game.Objects['Farm'].amount>=100;}, buy:function(){Game.Objects['Farm'].sacrifice(100);}, costStr:function(){return '100 farms';}}, {name:'Krumblor, cookie dragon',action:'Train Earth Shatterer
      Aura : buildings sell back for 50% instead of 25%',pic:5, cost:function(){return Game.Objects['Mine'].amount>=100;}, buy:function(){Game.Objects['Mine'].sacrifice(100);}, costStr:function(){return '100 mines';}}, {name:'Krumblor, cookie dragon',action:'Train Master of the Armory
      Aura : all upgrades are 2% cheaper',pic:5, cost:function(){return Game.Objects['Factory'].amount>=100;}, buy:function(){Game.Objects['Factory'].sacrifice(100);}, costStr:function(){return '100 factories';}}, {name:'Krumblor, cookie dragon',action:'Train Fierce Hoarder
      Aura : all buildings are 2% cheaper',pic:5, cost:function(){return Game.Objects['Bank'].amount>=100;}, buy:function(){Game.Objects['Bank'].sacrifice(100);}, costStr:function(){return '100 banks';}}, {name:'Krumblor, cookie dragon',action:'Train Dragon God
      Aura : prestige CpS bonus +5%',pic:5, cost:function(){return Game.Objects['Temple'].amount>=100;}, buy:function(){Game.Objects['Temple'].sacrifice(100);}, costStr:function(){return '100 temples';}}, {name:'Krumblor, cookie dragon',action:'Train Arcane Aura
      Aura : golden cookies appear 5% more often',pic:5, cost:function(){return Game.Objects['Wizard tower'].amount>=100;}, buy:function(){Game.Objects['Wizard tower'].sacrifice(100);}, costStr:function(){return '100 wizard towers';}}, {name:'Krumblor, cookie dragon',action:'Train Dragonflight
      Aura : golden cookies may trigger a Dragonflight',pic:5, cost:function(){return Game.Objects['Shipment'].amount>=100;}, buy:function(){Game.Objects['Shipment'].sacrifice(100);}, costStr:function(){return '100 shipments';}}, {name:'Krumblor, cookie dragon',action:'Train Ancestral Metamorphosis
      Aura : golden cookies give 10% more cookies',pic:5, cost:function(){return Game.Objects['Alchemy lab'].amount>=100;}, buy:function(){Game.Objects['Alchemy lab'].sacrifice(100);}, costStr:function(){return '100 alchemy labs';}}, {name:'Krumblor, cookie dragon',action:'Train Unholy Dominion
      Aura : wrath cookies give 10% more cookies',pic:5, cost:function(){return Game.Objects['Portal'].amount>=100;}, buy:function(){Game.Objects['Portal'].sacrifice(100);}, costStr:function(){return '100 portals';}}, {name:'Krumblor, cookie dragon',action:'Train Epoch Manipulator
      Aura : golden cookie effects last 5% longer',pic:5, cost:function(){return Game.Objects['Time machine'].amount>=100;}, buy:function(){Game.Objects['Time machine'].sacrifice(100);}, costStr:function(){return '100 time machines';}}, {name:'Krumblor, cookie dragon',action:'Train Mind Over Matter
      Aura : +25% random drops',pic:5, cost:function(){return Game.Objects['Antimatter condenser'].amount>=100;}, buy:function(){Game.Objects['Antimatter condenser'].sacrifice(100);}, costStr:function(){return '100 antimatter condensers';}}, {name:'Krumblor, cookie dragon',action:'Train Radiant Appetite
      Aura : all cookie production multiplied by 2',pic:5, cost:function(){return Game.Objects['Prism'].amount>=100;}, buy:function(){Game.Objects['Prism'].sacrifice(100);}, costStr:function(){return '100 prisms';}}, {name:'Krumblor, cookie dragon',action:'Train Dragon\'s Fortune
      Aura : +123% CpS per golden cookie on-screen',pic:5, cost:function(){return Game.Objects['Chancemaker'].amount>=100;}, buy:function(){Game.Objects['Chancemaker'].sacrifice(100);}, costStr:function(){return '100 chancemakers';}}, {name:'Krumblor, cookie dragon',action:'Train Dragon\'s Curve
      Aura : sugar lumps grow 5% faster, 50% weirder',pic:5, cost:function(){return Game.Objects['Fractal engine'].amount>=100;}, buy:function(){Game.Objects['Fractal engine'].sacrifice(100);}, costStr:function(){return '100 fractal engines';}}, {name:'Krumblor, cookie dragon',action:'Train Reality Bending
      Aura : 10% of every other aura, combined',pic:5, cost:function(){return Game.Objects['Javascript console'].amount>=100;}, buy:function(){Game.Objects['Javascript console'].sacrifice(100);}, costStr:function(){return '100 javascript consoles';}}, {name:'Krumblor, cookie dragon',action:'Train Dragon Orbs
      Aura : selling your best building may grant a wish',pic:5, cost:function(){return Game.Objects['Idleverse'].amount>=100;}, buy:function(){Game.Objects['Idleverse'].sacrifice(100);}, costStr:function(){return '100 idleverses';}}, {name:'Krumblor, cookie dragon',action:'Bake dragon cookie
      Delicious!',pic:6, cost:function(){var fail=0;for (var i in Game.Objects){if (Game.Objects[i].amount<50) fail=1;}return (fail==0);}, buy:function(){for (var i in Game.Objects){Game.Objects[i].sacrifice(50);}Game.Unlock('Dragon cookie');}, costStr:function(){return '50 of every building';}}, {name:'Krumblor, cookie dragon',action:'Train secondary aura
      Lets you use two dragon auras simultaneously',pic:7, cost:function(){var fail=0;for (var i in Game.Objects){if (Game.Objects[i].amount<200) fail=1;}return (fail==0);}, buy:function(){for (var i in Game.Objects){Game.Objects[i].sacrifice(200);}}, costStr:function(){return '200 of every building';}}, {name:'Krumblor, cookie dragon',action:'Your dragon is fully trained.',pic:8} ]; Game.dragonAuras={ 0:{name:'No aura',pic:[0,7],desc:'Select an aura from those your dragon knows.'}, 1:{name:'Breath of Milk',pic:[18,25],desc:'Kittens are 5% more effective.'}, 2:{name:'Dragon Cursor',pic:[0,25],desc:'Clicking is 5% more effective.'}, 3:{name:'Elder Battalion',pic:[1,25],desc:'Grandmas gain +1% CpS for every non-grandma building.'}, 4:{name:'Reaper of Fields',pic:[2,25],desc:'Golden cookies may trigger a Dragon Harvest.'}, 5:{name:'Earth Shatterer',pic:[3,25],desc:'Buildings sell back for 50% instead of 25%.'}, 6:{name:'Master of the Armory',pic:[4,25],desc:'All upgrades are 2% cheaper.'}, 7:{name:'Fierce Hoarder',pic:[15,25],desc:'All buildings are 2% cheaper.'}, 8:{name:'Dragon God',pic:[16,25],desc:'Prestige CpS bonus +5%.'}, 9:{name:'Arcane Aura',pic:[17,25],desc:'Golden cookies appear +5% more often.'}, 10:{name:'Dragonflight',pic:[5,25],desc:'Golden cookies may trigger a Dragonflight.'}, 11:{name:'Ancestral Metamorphosis',pic:[6,25],desc:'Golden cookies give 10% more cookies.'}, 12:{name:'Unholy Dominion',pic:[7,25],desc:'Wrath cookies give 10% more cookies.'}, 13:{name:'Epoch Manipulator',pic:[8,25],desc:'Golden cookies last 5% longer.'}, 14:{name:'Mind Over Matter',pic:[13,25],desc:'Random drops are 25% more common.'}, 15:{name:'Radiant Appetite',pic:[14,25],desc:'All cookie production multiplied by 2.'}, 16:{name:'Dragon\'s Fortune',pic:[19,25],desc:'+123% CpS per golden cookie on-screen, multiplicative.'}, 17:{name:'Dragon\'s Curve',pic:[20,25],desc:'+5% sugar lump growth and sugar lumps are twice as likely to be unusual.'}, 18:{name:'Reality Bending',pic:[32,25],desc:'One tenth of every other dragon aura, combined.'}, 19:{name:'Dragon Orbs',pic:[33,25],desc:'With no buffs and no golden cookies on screen, selling your most powerful building has 10% chance to summon one.'}, }; Game.hasAura=function(what) { if (Game.dragonAuras[Game.dragonAura].name==what || Game.dragonAuras[Game.dragonAura2].name==what) return true; else return false; } Game.auraMult=function(what) { var n=0; if (Game.dragonAuras[Game.dragonAura].name==what || Game.dragonAuras[Game.dragonAura2].name==what) n=1; if (Game.dragonAuras[Game.dragonAura].name=='Reality Bending' || Game.dragonAuras[Game.dragonAura2].name=='Reality Bending') n+=0.1; return n; } Game.SelectDragonAura=function(slot,update) { var currentAura=0; var otherAura=0; if (slot==0) currentAura=Game.dragonAura; else currentAura=Game.dragonAura2; if (slot==0) otherAura=Game.dragonAura2; else otherAura=Game.dragonAura; if (!update) Game.SelectingDragonAura=currentAura; var str=''; for (var i in Game.dragonAuras) { if (Game.dragonLevel>=parseInt(i)+4) { var icon=Game.dragonAuras[i].pic; if (i==0 || i!=otherAura) str+='
      '; } } var highestBuilding=0; for (var i in Game.Objects) {if (Game.Objects[i].amount>0) highestBuilding=Game.Objects[i];} Game.Prompt('

      Set your dragon\'s '+(slot==1?'secondary ':'')+'aura

      '+ '
      '+ '
      '+ '
      '+str+'
      '+ '
      '+ '
      '+(highestBuilding==0?'Switching your aura is free because you own no buildings.':'The cost of switching your aura is 1 '+highestBuilding.name+'.
      This will affect your CpS!')+'
      ' ,[['Confirm',(slot==0?'Game.dragonAura':'Game.dragonAura2')+'=Game.SelectingDragonAura;'+(highestBuilding==0 || currentAura==Game.SelectingDragonAura?'':'Game.ObjectsById['+highestBuilding.id+'].sacrifice(1);')+'Game.ToggleSpecialMenu(1);Game.ClosePrompt();'],'Cancel'],0,'widePrompt'); Game.DescribeDragonAura(Game.SelectingDragonAura); } Game.SelectingDragonAura=-1; Game.SetDragonAura=function(aura,slot) { Game.SelectingDragonAura=aura; Game.SelectDragonAura(slot,1); } Game.DescribeDragonAura=function(aura) { l('dragonAuraInfo').innerHTML= '

      '+Game.dragonAuras[aura].name+'

      '+ '
      '+ Game.dragonAuras[aura].desc+ '
      '; } Game.UpgradeDragon=function() { if (Game.dragonLevel=Game.dragonLevels.length-1) Game.Win('Here be dragon'); Game.ToggleSpecialMenu(1); if (l('specialPic')){var rect=l('specialPic').getBoundingClientRect();Game.SparkleAt((rect.left+rect.right)/2,(rect.top+rect.bottom)/2);} Game.recalculateGains=1; Game.upgradesToRebuild=1; } } Game.lastClickedSpecialPic=0; Game.ClickSpecialPic=function() { if (Game.specialTab=='dragon' && Game.dragonLevel>=4 && Game.Has('Pet the dragon') && l('specialPic')) { triggerAnim(l('specialPic'),'pucker'); PlaySound('snd/click'+Math.floor(Math.random()*7+1)+'.mp3',0.5); if (Date.now()-Game.lastClickedSpecialPic>2000) PlaySound('snd/growl.mp3'); //else if (Math.random()<0.5) PlaySound('snd/growl.mp3',0.5+Math.random()*0.2); Game.lastClickedSpecialPic=Date.now(); if (Game.prefs.particles) { Game.particleAdd(Game.mouseX,Game.mouseY-32,Math.random()*4-2,Math.random()*-2-4,Math.random()*0.2+0.5,1,2,[20,3]); } if (Game.dragonLevel>=8 && Math.random()<1/20) { Math.seedrandom(Game.seed+'/dragonTime'); var drops=['Dragon scale','Dragon claw','Dragon fang','Dragon teddy bear']; drops=shuffle(drops); var drop=drops[Math.floor((new Date().getMinutes()/60)*drops.length)]; if (!Game.Has(drop) && !Game.HasUnlocked(drop)) { Game.Unlock(drop); if (Game.prefs.popups) Game.Popup('You find :
      '+drop+'!'); else Game.Notify(drop,'Your dragon dropped something!',Game.Upgrades[drop].icon); } Math.seedrandom(); } } } Game.ToggleSpecialMenu=function(on) { if (on) { var pic=''; var frame=0; if (Game.specialTab=='santa') {pic='santa.png';frame=Game.santaLevel;} else if (Game.specialTab=='dragon') {pic='dragon.png?v='+Game.version;frame=Game.dragonLevels[Game.dragonLevel].pic;} else {pic='dragon.png?v='+Game.version;frame=4;} var str='
      '; str+='
      x
      '; if (Game.specialTab=='santa') { var moni=Math.pow(Game.santaLevel+1,Game.santaLevel+1); str+='

      '+Game.santaLevels[Game.santaLevel]+'

      '; if (Game.santaLevel<14) { str+='
      '+ ''+ '
      '; } } else if (Game.specialTab=='dragon') { var level=Game.dragonLevels[Game.dragonLevel]; str+='

      '+level.name+'

      '; if (Game.dragonLevel>=5) { var icon=Game.dragonAuras[Game.dragonAura].pic; str+='

      '+Game.dragonAuras[Game.dragonAura].name+'

      '+ '
      '+ Game.dragonAuras[Game.dragonAura].desc+ '
      ' ,'top')+ '>
      '; } if (Game.dragonLevel>=25)//2nd aura slot; increased with last building (idleverse) { var icon=Game.dragonAuras[Game.dragonAura2].pic; str+='

      '+Game.dragonAuras[Game.dragonAura2].name+'

      '+ '
      '+ Game.dragonAuras[Game.dragonAura2].desc+ '
      ' ,'top')+ '>
    '; } if (Game.dragonLevel'+ '
    '+level.action+'
    '+ '
    |
    '+ '
    sacrifice'+level.costStr()+'
    '+ '
    '; } else { str+='
    '+ '
    '+level.action+'
    '; } } l('specialPopup').innerHTML=str; l('specialPopup').className='framed prompt onScreen'; } else { if (Game.specialTab!='') { Game.specialTab=''; l('specialPopup').className='framed prompt offScreen'; setTimeout(function(){if (Game.specialTab=='') {/*l('specialPopup').style.display='none';*/l('specialPopup').innerHTML='';}},1000*0.2); } } } Game.DrawSpecial=function() { var len=Game.specialTabs.length; if (len==0) return; Game.LeftBackground.globalAlpha=1; var y=Game.LeftBackground.canvas.height-24-48*len; var tabI=0; for (var i in Game.specialTabs) { var selected=0; var hovered=0; if (Game.specialTab==Game.specialTabs[i]) selected=1; if (Game.specialTabHovered==Game.specialTabs[i]) hovered=1; var x=24; var s=1; var pic=''; var frame=0; if (hovered) {s=1;x=24;} if (selected) {s=1;x=48;} if (Game.specialTabs[i]=='santa') {pic='santa.png';frame=Game.santaLevel;} else if (Game.specialTabs[i]=='dragon') {pic='dragon.png?v='+Game.version;frame=Game.dragonLevels[Game.dragonLevel].pic;} else {pic='dragon.png?v='+Game.version;frame=4;} if (hovered || selected) { var ss=s*64; var r=Math.floor((Game.T*0.5)%360); Game.LeftBackground.save(); Game.LeftBackground.translate(x,y); if (Game.prefs.fancy) Game.LeftBackground.rotate((r/360)*Math.PI*2); Game.LeftBackground.globalAlpha=0.75; Game.LeftBackground.drawImage(Pic('shine.png'),-ss/2,-ss/2,ss,ss); Game.LeftBackground.restore(); } if (Game.prefs.fancy) Game.LeftBackground.drawImage(Pic(pic),96*frame,0,96,96,(x+(selected?0:Math.sin(Game.T*0.2+tabI)*3)-24*s),(y-(selected?6:Math.abs(Math.cos(Game.T*0.2+tabI))*6)-24*s),48*s,48*s); else Game.LeftBackground.drawImage(Pic(pic),96*frame,0,96,96,(x-24*s),(y-24*s),48*s,48*s); tabI++; y+=48; } } /*===================================================================================== VISUAL EFFECTS =======================================================================================*/ Game.Milks=[ {name:'Rank I - Plain milk',pic:'milkPlain',icon:[1,8]}, {name:'Rank II - Chocolate milk',pic:'milkChocolate',icon:[2,8]}, {name:'Rank III - Raspberry milk',pic:'milkRaspberry',icon:[3,8]}, {name:'Rank IV - Orange milk',pic:'milkOrange',icon:[4,8]}, {name:'Rank V - Caramel milk',pic:'milkCaramel',icon:[5,8]}, {name:'Rank VI - Banana milk',pic:'milkBanana',icon:[6,8]}, {name:'Rank VII - Lime milk',pic:'milkLime',icon:[7,8]}, {name:'Rank VIII - Blueberry milk',pic:'milkBlueberry',icon:[8,8]}, {name:'Rank IX - Strawberry milk',pic:'milkStrawberry',icon:[9,8]}, {name:'Rank X - Vanilla milk',pic:'milkVanilla',icon:[10,8]}, {name:'Rank XI - Honey milk',pic:'milkHoney',icon:[21,23]}, {name:'Rank XII - Coffee milk',pic:'milkCoffee',icon:[22,23]}, {name:'Rank XIII - Tea with a spot of milk',pic:'milkTea',icon:[23,23]}, {name:'Rank XIV - Coconut milk',pic:'milkCoconut',icon:[24,23]}, {name:'Rank XV - Cherry milk',pic:'milkCherry',icon:[25,23]}, {name:'Rank XVI - Spiced milk',pic:'milkSpiced',icon:[26,23]}, {name:'Rank XVII - Maple milk',pic:'milkMaple',icon:[28,23]}, {name:'Rank XVIII - Mint milk',pic:'milkMint',icon:[29,23]}, {name:'Rank XIX - Licorice milk',pic:'milkLicorice',icon:[30,23]}, {name:'Rank XX - Rose milk',pic:'milkRose',icon:[31,23]}, {name:'Rank XXI - Dragonfruit milk',pic:'milkDragonfruit',icon:[21,24]}, ]; Game.Milk=Game.Milks[0]; Game.mousePointer=0;//when 1, draw the mouse as a pointer on the left screen Game.cookieOriginX=0; Game.cookieOriginY=0; Game.DrawBackground=function() { Timer.clean(); //background if (!Game.Background)//init some stuff { Game.Background=l('backgroundCanvas').getContext('2d'); Game.Background.canvas.width=Game.Background.canvas.parentNode.offsetWidth; Game.Background.canvas.height=Game.Background.canvas.parentNode.offsetHeight; Game.LeftBackground=l('backgroundLeftCanvas').getContext('2d'); Game.LeftBackground.canvas.width=Game.LeftBackground.canvas.parentNode.offsetWidth; Game.LeftBackground.canvas.height=Game.LeftBackground.canvas.parentNode.offsetHeight; //preload ascend animation bits so they show up instantly Game.LeftBackground.globalAlpha=0; Game.LeftBackground.drawImage(Pic('brokenCookie.png'),0,0); Game.LeftBackground.drawImage(Pic('brokenCookieHalo.png'),0,0); Game.LeftBackground.drawImage(Pic('starbg.jpg'),0,0); window.addEventListener('resize', function(event) { Game.Background.canvas.width=Game.Background.canvas.parentNode.offsetWidth; Game.Background.canvas.height=Game.Background.canvas.parentNode.offsetHeight; Game.LeftBackground.canvas.width=Game.LeftBackground.canvas.parentNode.offsetWidth; Game.LeftBackground.canvas.height=Game.LeftBackground.canvas.parentNode.offsetHeight; }); } var ctx=Game.LeftBackground; if (Game.OnAscend) { Timer.clean(); //starry background on ascend screen var w=Game.Background.canvas.width; var h=Game.Background.canvas.height; var b=Game.ascendl.getBoundingClientRect(); var x=(b.left+b.right)/2; var y=(b.top+b.bottom)/2; Game.Background.globalAlpha=0.5; var s=1*Game.AscendZoom*(1+Math.cos(Game.T*0.0027)*0.05); Game.Background.fillPattern(Pic('starbg.jpg'),0,0,w,h,1024*s,1024*s,x+Game.AscendOffX*0.25*s,y+Game.AscendOffY*0.25*s); Timer.track('star layer 1'); if (Game.prefs.fancy) { //additional star layer Game.Background.globalAlpha=0.5*(0.5+Math.sin(Game.T*0.02)*0.3); var s=2*Game.AscendZoom*(1+Math.sin(Game.T*0.002)*0.07); //Game.Background.globalCompositeOperation='lighter'; Game.Background.fillPattern(Pic('starbg.jpg'),0,0,w,h,1024*s,1024*s,x+Game.AscendOffX*0.25*s,y+Game.AscendOffY*0.25*s); //Game.Background.globalCompositeOperation='source-over'; Timer.track('star layer 2'); x=x+Game.AscendOffX*Game.AscendZoom; y=y+Game.AscendOffY*Game.AscendZoom; //wispy nebula around the center Game.Background.save(); Game.Background.globalAlpha=0.5; Game.Background.translate(x,y); Game.Background.globalCompositeOperation='lighter'; Game.Background.rotate(Game.T*0.001); s=(600+150*Math.sin(Game.T*0.007))*Game.AscendZoom; Game.Background.drawImage(Pic('heavenRing1.jpg'),-s/2,-s/2,s,s); Game.Background.rotate(-Game.T*0.0017); s=(600+150*Math.sin(Game.T*0.0037))*Game.AscendZoom; Game.Background.drawImage(Pic('heavenRing2.jpg'),-s/2,-s/2,s,s); Game.Background.restore(); Timer.track('nebula'); /* //links between upgrades //not in because I am bad at this Game.Background.globalAlpha=1; Game.Background.save(); Game.Background.translate(x,y); s=(32)*Game.AscendZoom; for (var i in Game.PrestigeUpgrades) { var me=Game.PrestigeUpgrades[i]; var ghosted=0; if (me.canBePurchased || Game.Has('Neuromancy')){} else { for (var ii in me.parents){if (me.parents[ii]!=-1 && me.parents[ii].canBePurchased) ghosted=1;} } for (var ii in me.parents)//create pulsing links { if (me.parents[ii]!=-1 && (me.canBePurchased || ghosted)) { var origX=0; var origY=0; var targX=me.posX+28; var targY=me.posY+28; if (me.parents[ii]!=-1) {origX=me.parents[ii].posX+28;origY=me.parents[ii].posY+28;} var rot=-Math.atan((targY-origY)/(origX-targX)); if (targX<=origX) rot+=180; var dist=Math.floor(Math.sqrt((targX-origX)*(targX-origX)+(targY-origY)*(targY-origY))); origX+=2; origY-=18; //rot=-(Math.PI/2)*(me.id%4); Game.Background.translate(origX,origY); Game.Background.rotate(rot); //Game.Background.drawImage(Pic('linkPulse.png'),-s/2,-s/2,s,s); Game.Background.fillPattern(Pic('linkPulse.png'),0,-4,dist,8,32,8); Game.Background.rotate(-rot); Game.Background.translate(-origX,-origY); } } } Game.Background.restore(); Timer.track('links'); */ //Game.Background.drawImage(Pic('shadedBorders.png'),0,0,w,h); //Timer.track('border'); } } else { var goodBuff=0; var badBuff=0; for (var i in Game.buffs) { if (Game.buffs[i].aura==1) goodBuff=1; if (Game.buffs[i].aura==2) badBuff=1; } if (Game.drawT%5==0) { if (false && Game.bgType!=0 && Game.ascensionMode!=1) { //l('backgroundCanvas').style.background='url(img/shadedBordersSoft.png) 0px 0px,url(img/bgWheat.jpg) 50% 50%'; //l('backgroundCanvas').style.backgroundSize='100% 100%,cover'; } else { l('backgroundCanvas').style.background='transparent'; Game.defaultBg='bgBlue'; Game.bgR=0; if (Game.season=='fools') Game.defaultBg='bgMoney'; if (Game.elderWrathD<1) { Game.bgR=0; Game.bg=Game.defaultBg; Game.bgFade=Game.defaultBg; } else if (Game.elderWrathD>=1 && Game.elderWrathD<2) { Game.bgR=(Game.elderWrathD-1)/1; Game.bg=Game.defaultBg; Game.bgFade='grandmas1'; } else if (Game.elderWrathD>=2 && Game.elderWrathD<3) { Game.bgR=(Game.elderWrathD-2)/1; Game.bg='grandmas1'; Game.bgFade='grandmas2'; } else if (Game.elderWrathD>=3)// && Game.elderWrathD<4) { Game.bgR=(Game.elderWrathD-3)/1; Game.bg='grandmas2'; Game.bgFade='grandmas3'; } if (Game.bgType!=0 && Game.ascensionMode!=1) { Game.bgR=0; Game.bg=Game.BGsByChoice[Game.bgType].pic; Game.bgFade=Game.bg; } Game.Background.fillPattern(Pic(Game.bg+'.jpg'),0,0,Game.Background.canvas.width,Game.Background.canvas.height,512,512,0,0); if (Game.bgR>0) { Game.Background.globalAlpha=Game.bgR; Game.Background.fillPattern(Pic(Game.bgFade+'.jpg'),0,0,Game.Background.canvas.width,Game.Background.canvas.height,512,512,0,0); } Game.Background.globalAlpha=1; Game.Background.drawImage(Pic('shadedBordersSoft.png'),0,0,Game.Background.canvas.width,Game.Background.canvas.height); } } Timer.track('window background'); //clear ctx.clearRect(0,0,ctx.canvas.width,ctx.canvas.height); /*if (Game.AscendTimer=1000) pic='cookieShower3.png'; else if (Game.cookiesPs>=500) pic='cookieShower2.png'; else if (Game.cookiesPs>=50) pic='cookieShower1.png'; else pic=''; } if (pic!='') { if (Game.elderWrathD>=1) opacity=1-((Math.min(Game.elderWrathD,1.5)-1)/0.5); ctx.globalAlpha=opacity; var y=(Math.floor(Game.T*2)%512); ctx.fillPattern(Pic(pic),0,0,ctx.canvas.width,ctx.canvas.height+512,512,512,0,y); ctx.globalAlpha=1; } //snow if (Game.season=='christmas') { var y=(Math.floor(Game.T*2.5)%512); ctx.globalAlpha=0.75; ctx.globalCompositeOperation='lighter'; ctx.fillPattern(Pic('snow2.jpg'),0,0,ctx.canvas.width,ctx.canvas.height+512,512,512,0,y); ctx.globalCompositeOperation='source-over'; ctx.globalAlpha=1; } //hearts if (Game.season=='valentines') { var y=(Math.floor(Game.T*2.5)%512); ctx.globalAlpha=1; ctx.fillPattern(Pic('heartStorm.png'),0,0,ctx.canvas.width,ctx.canvas.height+512,512,512,0,y); ctx.globalAlpha=1; } Timer.track('left background'); Game.particlesDraw(0); ctx.globalAlpha=1; Timer.track('particles'); //big cookie shine var s=512; var x=Game.cookieOriginX; var y=Game.cookieOriginY; var r=Math.floor((Game.T*0.5)%360); ctx.save(); ctx.translate(x,y); ctx.rotate((r/360)*Math.PI*2); var alphaMult=1; if (Game.bgType==2 || Game.bgType==4) alphaMult=0.5; var pic='shine.png'; if (goodBuff) {pic='shineGold.png';alphaMult=1;} else if (badBuff) {pic='shineRed.png';alphaMult=1;} if (goodBuff && Game.prefs.fancy) ctx.globalCompositeOperation='lighter'; ctx.globalAlpha=0.5*alphaMult; ctx.drawImage(Pic(pic),-s/2,-s/2,s,s); ctx.rotate((-r*2/360)*Math.PI*2); ctx.globalAlpha=0.25*alphaMult; ctx.drawImage(Pic(pic),-s/2,-s/2,s,s); ctx.restore(); Timer.track('shine'); if (Game.ReincarnateTimer>0) { ctx.globalAlpha=1-Game.ReincarnateTimer/Game.ReincarnateDuration; ctx.fillStyle='#000'; ctx.fillRect(0,0,ctx.canvas.width,ctx.canvas.height); ctx.globalAlpha=1; } if (showDragon) { //big dragon var s=300*2*(1+Math.sin(Game.T*0.013)*0.1); var x=Game.cookieOriginX-s/2; var y=Game.cookieOriginY-s/(1.4+0.2*Math.sin(Game.T*0.01)); ctx.drawImage(Pic('dragonBG.png'),x,y,s,s); } //big cookie if (false)//don't do that { ctx.globalAlpha=1; var amount=Math.floor(Game.cookies).toString(); var digits=amount.length; var space=0; for (var i=0;i0) space-=s*(1-num/10)/2; if (i==0 && num>1) space+=s*0.1; for (var ii=0;ii0.997) w=1.5; else if (w>0.994) w=0.5; else w=0; w*=-4; if (fancy) w+=Math.sin((n+Game.T*0.01)*Math.PI/2)*4; var x=0; var y=(140/* *Game.BigCookieSize*/+n*16+w)-16; var rot=7.2;//(1/50)*360 if (i==0 && fancy) rot-=Game.T*0.1; if (i%50==0) rot+=7.2/2; ctx.rotate((rot/360)*Math.PI*2); ctx.drawImage(pic,0,0,32,32,x,y,32,32); //ctx.drawImage(pic,32*(i==spe),0,32,32,x,y,32,32); /*if (i==spe) { y+=16; x=Game.cookieOriginX+Math.sin(-((r-5)/360)*Math.PI*2)*y; y=Game.cookieOriginY+Math.cos(-((r-5)/360)*Math.PI*2)*y; if (Game.CanClick && ctx && Math.abs(Game.mouseX-x)<16 && Math.abs(Game.mouseY-y)<16) Game.mousePointer=1; }*/ } ctx.restore(); Timer.track('cursors'); } } else { var tBase=Math.max(0,(Game.AscendTimer-Game.AscendBreakpoint)/(Game.AscendDuration-Game.AscendBreakpoint)); //big crumbling cookie //var t=(3*Math.pow(tBase,2)-2*Math.pow(tBase,3));//S curve var t=Math.pow(tBase,0.5); var shake=0; if (Game.AscendTimer0) { ctx.save(); ctx.globalAlpha=1-Math.pow(t,0.5); ctx.translate(x,y); ctx.globalCompositeOperation='lighter'; ctx.rotate(Game.T*0.007); s=0.5+Math.pow(tBase,0.6)*1; var s2=(600)*s; ctx.drawImage(Pic('heavenRing1.jpg'),-s2/2,-s2/2,s2,s2); ctx.rotate(-Game.T*0.002); s=0.5+Math.pow(1-tBase,0.4)*1; s2=(600)*s; ctx.drawImage(Pic('heavenRing2.jpg'),-s2/2,-s2/2,s2,s2); ctx.restore(); } s=256;//*Game.BigCookieSize; ctx.save(); ctx.translate(x,y); ctx.rotate((t*(-0.1))*Math.PI*2); var chunks={0:7,1:6,2:3,3:2,4:8,5:1,6:9,7:5,8:0,9:4}; s*=t/2+1; /*ctx.globalAlpha=(1-t)*0.33; for (var i=0;i<10;i++) { var d=(t-0.2)*(80+((i+2)%3)*40); ctx.drawImage(Pic('brokenCookie.png'),256*(chunks[i]),0,256,256,-s/2+Math.sin(-(((chunks[i]+4)%10)/10)*Math.PI*2)*d,-s/2+Math.cos(-(((chunks[i]+4)%10)/10)*Math.PI*2)*d,s,s); } ctx.globalAlpha=(1-t)*0.66; for (var i=0;i<10;i++) { var d=(t-0.1)*(80+((i+2)%3)*40); ctx.drawImage(Pic('brokenCookie.png'),256*(chunks[i]),0,256,256,-s/2+Math.sin(-(((chunks[i]+4)%10)/10)*Math.PI*2)*d,-s/2+Math.cos(-(((chunks[i]+4)%10)/10)*Math.PI*2)*d,s,s); }*/ ctx.globalAlpha=1-t; for (var i=0;i<10;i++) { var d=(t)*(80+((i+2)%3)*40); var x2=(Math.random()*2-1)*5*shake; var y2=(Math.random()*2-1)*5*shake; ctx.drawImage(Pic('brokenCookie.png'),256*(chunks[i]),0,256,256,-s/2+Math.sin(-(((chunks[i]+4)%10)/10)*Math.PI*2)*d+x2,-s/2+Math.cos(-(((chunks[i]+4)%10)/10)*Math.PI*2)*d+y2,s,s); } var brokenHalo=1-Math.min(t/(1/3),1/3)*3; if (Game.AscendTimer0) { ctx.globalAlpha=1-tBase/0.1; ctx.fillStyle='#fff'; ctx.fillRect(0,0,ctx.canvas.width,ctx.canvas.height); ctx.globalAlpha=1; } if (tBase>0.8) { ctx.globalAlpha=(tBase-0.8)/0.2; ctx.fillStyle='#000'; ctx.fillRect(0,0,ctx.canvas.width,ctx.canvas.height); ctx.globalAlpha=1; } } //milk and milk accessories if (Game.prefs.milk) { var width=ctx.canvas.width; var height=ctx.canvas.height; var x=Math.floor((Game.T*2-(Game.milkH-Game.milkHd)*2000+480*2)%480);//Math.floor((Game.T*2+Math.sin(Game.T*0.1)*2+Math.sin(Game.T*0.03)*2-(Game.milkH-Game.milkHd)*2000+480*2)%480); var y=(Game.milkHd)*height;//(((Game.milkHd)*ctx.canvas.height)*(1+0.05*(Math.sin(Game.T*0.017)/2+0.5))); var a=1; if (Game.AscendTimer>0) { y*=1-Math.pow((Game.AscendTimer/Game.AscendBreakpoint),2)*2; a*=1-Math.pow((Game.AscendTimer/Game.AscendBreakpoint),2)*2; } else if (Game.ReincarnateTimer>0) { y*=1-Math.pow(1-(Game.ReincarnateTimer/Game.ReincarnateDuration),2)*2; a*=1-Math.pow(1-(Game.ReincarnateTimer/Game.ReincarnateDuration),2)*2; } if (Game.TOYS) { //golly if (!Game.Toy) { Game.toys=[]; Game.toysType=choose([1,2]); Game.Toy=function(x,y) { this.id=Game.toys.length; this.x=x; this.y=y; this.xd=Math.random()*10-5; this.yd=Math.random()*10-5; this.r=Math.random()*Math.PI*2; this.rd=Math.random()*0.1-0.05; var v=Math.random();var a=0.5;var b=0.5; if (v<=a) v=b-b*Math.pow(1-v/a,3); else v=b+(1-b)*Math.pow((v-a)/(1-a),3); this.s=(Game.toysType==1?64:48)*(0.1+v*1.9); if (Game.toysType==2) this.s=(this.id%10==1)?96:48; this.st=this.s;this.s=0; var cookies=[[10,0]]; for (var i in Game.Upgrades) { var cookie=Game.Upgrades[i]; if (cookie.bought>0 && cookie.pool=='cookie') cookies.push(cookie.icon); } this.icon=choose(cookies); this.dragged=false; this.l=document.createElement('div'); this.l.innerHTML=this.id; this.l.style.cssText='cursor:pointer;border-radius:'+(this.s/2)+'px;opacity:0;width:'+this.s+'px;height:'+this.s+'px;background:#999;position:absolute;left:0px;top:0px;z-index:10000000;transform:translate(-1000px,-1000px);'; l('sectionLeft').appendChild(this.l); AddEvent(this.l,'mousedown',function(what){return function(){what.dragged=true;};}(this)); AddEvent(this.l,'mouseup',function(what){return function(){what.dragged=false;};}(this)); Game.toys.push(this); return this; } for (var i=0;i=height-(Game.milkHd)*height+8) { me.xd*=0.85; me.yd*=0.85; me.rd*=0.85; me.yd-=1; me.xd+=(Math.random()*1-0.5)*0.3; me.yd+=(Math.random()*1-0.5)*0.05; me.rd+=(Math.random()*1-0.5)*0.02; } else { me.xd*=0.99; me.rd*=0.99; me.yd+=1; } me.yd*=(Math.min(1,Math.abs(me.y-(height-(Game.milkHd)*height)/16))); me.rd+=me.xd*0.01/(me.s/(Game.toysType==1?64:48)); if (me.xwidth-me.s/2 && me.xd>0) me.xd=Math.min(-0.1,-me.xd*0.6); else if (me.x>width-me.s/2) {me.xd=0;me.x=width-me.s/2;} me.xd=Math.min(Math.max(me.xd,-30),30); me.yd=Math.min(Math.max(me.yd,-30),30); me.rd=Math.min(Math.max(me.rd,-0.5),0.5); me.x+=me.xd; me.y+=me.yd; me.r+=me.rd; me.r=me.r%(Math.PI*2); me.s+=(me.st-me.s)*0.5; if (Game.toysType==2 && !me.dragged && Math.random()<0.003) me.st=choose([48,48,48,48,96]); if (me.dragged) { me.x=Game.mouseX; me.y=Game.mouseY; me.xd+=((Game.mouseX-Game.mouseX2)*3-me.xd)*0.5; me.yd+=((Game.mouseY-Game.mouseY2)*3-me.yd)*0.5 me.l.style.transform='translate('+(me.x-me.s/2)+'px,'+(me.y-me.s/2)+'px) scale(50)'; } else me.l.style.transform='translate('+(me.x-me.s/2)+'px,'+(me.y-me.s/2)+'px)'; me.l.style.width=me.s+'px'; me.l.style.height=me.s+'px'; ctx.save(); ctx.translate(me.x,me.y); ctx.rotate(me.r); if (Game.toysType==1) ctx.drawImage(Pic('smallCookies.png'),(me.id%8)*64,0,64,64,-me.s/2,-me.s/2,me.s,me.s); else ctx.drawImage(Pic('icons.png'),me.icon[0]*48,me.icon[1]*48,48,48,-me.s/2,-me.s/2,me.s,me.s); ctx.restore(); } } var pic=Game.Milk.pic; if (Game.milkType!=0 && Game.ascensionMode!=1) pic=Game.MilksByChoice[Game.milkType].pic; ctx.globalAlpha=0.9*a; ctx.fillPattern(Pic(pic+'.png'),0,height-y,width+480,1,480,480,x,0); ctx.fillStyle='#000'; ctx.fillRect(0,height-y+480,width,Math.max(0,(y-480))); ctx.globalAlpha=1; Timer.track('milk'); } if (Game.AscendTimer>0) { ctx.drawImage(Pic('shadedBordersSoft.png'),0,0,ctx.canvas.width,ctx.canvas.height); } if (Game.AscendTimer==0) { Game.DrawWrinklers();Timer.track('wrinklers'); Game.DrawSpecial();Timer.track('evolvables'); Game.particlesDraw(2);Timer.track('text particles'); //shiny border during frenzies etc ctx.globalAlpha=1; var borders='shadedBordersSoft.png'; if (goodBuff) borders='shadedBordersGold.png'; else if (badBuff) borders='shadedBordersRed.png'; if (goodBuff && Game.prefs.fancy) ctx.globalCompositeOperation='lighter'; ctx.drawImage(Pic(borders),0,0,ctx.canvas.width,ctx.canvas.height); if (goodBuff && Game.prefs.fancy) ctx.globalCompositeOperation='source-over'; } } }; /*===================================================================================== INITIALIZATION END; GAME READY TO LAUNCH =======================================================================================*/ Game.killShimmers(); //booooo Game.RuinTheFun=function(silent) { Game.popups=0; Game.SetAllUpgrades(1); Game.SetAllAchievs(1); Game.popups=0; Game.Earn(999999999999999999999999999999); Game.MaxSpecials(); Game.nextResearch=0; Game.researchT=-1; Game.upgradesToRebuild=1; Game.recalculateGains=1; Game.popups=1; for (var i in Game.Objects) { var me=Game.Objects[i]; me.level=9; me.levelUp(); if (me.minigame && me.minigame.onRuinTheFun) me.minigame.onRuinTheFun(); } if (!silent) { if (Game.prefs.popups) Game.Popup('Thou doth ruineth the fun!'); else Game.Notify('Thou doth ruineth the fun!','You\'re free. Free at last.',[11,5]); } return 'You feel a bitter taste in your mouth...'; } Game.SetAllUpgrades=function(on) { Game.popups=0; var leftout=['Magic shenanigans','Occult obstruction','Glucose-charged air']; for (var i in Game.Upgrades) { if (on && (Game.Upgrades[i].pool=='toggle' || leftout.indexOf(Game.Upgrades[i].name)!=-1)) {} else if (on) Game.Upgrades[i].earn(); else if (!on) Game.Upgrades[i].lose(); } Game.upgradesToRebuild=1; Game.recalculateGains=1; Game.popups=1; } Game.SetAllAchievs=function(on) { Game.popups=0; for (var i in Game.Achievements) { if (on && Game.Achievements[i].pool!='dungeon') Game.Win(Game.Achievements[i].name); else if (!on) Game.RemoveAchiev(Game.Achievements[i].name); } Game.recalculateGains=1; Game.popups=1; } Game.GetAllDebugs=function() { Game.popups=0; for (var i in Game.Upgrades) { if (Game.Upgrades[i].pool=='debug') Game.Upgrades[i].earn(); } Game.upgradesToRebuild=1; Game.recalculateGains=1; Game.popups=1; } Game.MaxSpecials=function() { Game.dragonLevel=Game.dragonLevels.length-1; Game.santaLevel=Game.santaLevels.length-1; } Game.SesameReset=function() { var name=Game.bakeryName; Game.HardReset(2); Game.bakeryName=name; Game.bakeryNameRefresh(); Game.Achievements['Cheated cookies taste awful'].won=1; } Game.debugTimersOn=0; Game.sesame=0; Game.OpenSesame=function() { var str=''; str+='
    '; str+='
    '; str+='
    '; str+='
    Dev tools
    '; str+='Ascend'; str+='
    '; str+='x10'; str+='/10
    '; str+='x1k'; str+='/1k
    '; str+='Buy 100 of all';//for (var n=0;n<100;n++){for (var i in Game.Objects){Game.Objects[i].buy(1);}} str+='Sell 100 of all
    '; str+='+10 lumps'; str+='Reset levels'; str+='
    '; str+='Ruin The Fun'; str+='Wipe'; str+='All debugs'; str+='Timers '+(Game.debugTimersOn?'On':'Off')+'
    '; str+='No upgrades'; str+='All upgrades
    '; str+='No achievs'; str+='All achievs
    '; str+='Reset specials'; str+='Max specials
    '; str+='Reset refills'; str+=''+(Game.DebuggingPrestige?'Exit Ascend Edit':'Ascend Edit')+''; str+='Debug upgrades CpS'; str+='Re-seed'; str+='Max heralds'; str+='
    '; for (var i=0;i'+Game.goldenCookieChoices[i*2]+''; //str+=''+Game.goldenCookie.choices[i*2]+''; //str+=''+Game.goldenCookie.choices[i*2]+''; } str+='
    '; l('devConsole').innerHTML=str; if (!l('fpsGraph')) { var div=document.createElement('canvas'); div.id='fpsGraph'; div.width=128; div.height=64; div.style.opacity=0.5; div.style.pointerEvents='none'; div.style.transformOrigin='0% 0%'; div.style.transform='scale(0.75)'; //l('devConsole').appendChild(div); l('devConsole').parentNode.insertBefore(div,l('devConsole').nextSibling); Game.fpsGraph=div; Game.fpsGraphCtx=Game.fpsGraph.getContext('2d',{alpha:false}); var ctx=Game.fpsGraphCtx; ctx.fillStyle='#000'; ctx.fillRect(0,0,128,64); } l('debug').style.display='block'; Game.sesame=1; Game.Achievements['Cheated cookies taste awful'].won=1; } Game.EditAscend=function() { if (!Game.DebuggingPrestige) { Game.DebuggingPrestige=true; Game.AscendTimer=0; Game.OnAscend=1; Game.removeClass('ascendIntro'); Game.addClass('ascending'); } else { Game.DebuggingPrestige=false; } Game.BuildAscendTree(); Game.OpenSesame(); } //experimental debugging function that cycles through every owned upgrade, turns it off and on, and lists how much each upgrade is participating to CpS Game.debuggedUpgradeCpS=[]; Game.debuggedUpgradeCpClick=[]; Game.debugColors=['#322','#411','#600','#900','#f30','#f90','#ff0','#9f0','#0f9','#09f','#90f']; Game.DebugUpgradeCpS=function() { Game.CalculateGains(); Game.debuggedUpgradeCpS=[]; Game.debuggedUpgradeCpClick=[]; var CpS=Game.cookiesPs; var CpClick=Game.computedMouseCps; for (var i in Game.Upgrades) { var me=Game.Upgrades[i]; if (me.bought) { me.bought=0; Game.CalculateGains(); //Game.debuggedUpgradeCpS[me.name]=CpS-Game.cookiesPs; Game.debuggedUpgradeCpS[me.name]=(CpS/(Game.cookiesPs||1)-1); Game.debuggedUpgradeCpClick[me.name]=(CpClick/(Game.computedMouseCps||1)-1); me.bought=1; } } Game.CalculateGains(); } //Game.runModHook('init'); if (!Game.LoadSave()) {//try to load the save when we open the page. if this fails, try to brute-force it half a second later setTimeout(function(){ var local=Game.localStorageGet(Game.SaveTo); Game.LoadSave(local); },500); } Game.ready=1; setTimeout(function(){if (typeof showAds==='undefined' && (!l('detectAds') || l('detectAds').clientHeight<1)) Game.addClass('noAds');},500); l('javascriptError').innerHTML=''; l('javascriptError').style.display='none'; Game.Loop(); Game.Draw(); } /*===================================================================================== LOGIC =======================================================================================*/ Game.Logic=function() { Game.bounds=Game.l.getBoundingClientRect(); if (!Game.OnAscend && Game.AscendTimer==0) { for (var i in Game.Objects) { if (Game.Objects[i].eachFrame) Game.Objects[i].eachFrame(); } Game.UpdateSpecial(); Game.UpdateGrandmapocalypse(); //these are kinda fun //if (Game.BigCookieState==2 && !Game.promptOn && Game.Scroll!=0) Game.ClickCookie(); //if (Game.BigCookieState==1 && !Game.promptOn) Game.ClickCookie(); //handle graphic stuff if (Game.prefs.wobbly) { if (Game.BigCookieState==1) Game.BigCookieSizeT=0.98; else if (Game.BigCookieState==2) Game.BigCookieSizeT=1.05; else Game.BigCookieSizeT=1; Game.BigCookieSizeD+=(Game.BigCookieSizeT-Game.BigCookieSize)*0.75; Game.BigCookieSizeD*=0.75; Game.BigCookieSize+=Game.BigCookieSizeD; Game.BigCookieSize=Math.max(0.1,Game.BigCookieSize); } else { if (Game.BigCookieState==1) Game.BigCookieSize+=(0.98-Game.BigCookieSize)*0.5; else if (Game.BigCookieState==2) Game.BigCookieSize+=(1.05-Game.BigCookieSize)*0.5; else Game.BigCookieSize+=(1-Game.BigCookieSize)*0.5; } Game.particlesUpdate(); if (Game.mousePointer) l('sectionLeft').style.cursor='pointer'; else l('sectionLeft').style.cursor='auto'; Game.mousePointer=0; //handle milk and milk accessories Game.milkProgress=Game.AchievementsOwned/25; if (Game.milkProgress>=0.5) Game.Unlock('Kitten helpers'); if (Game.milkProgress>=1) Game.Unlock('Kitten workers'); if (Game.milkProgress>=2) Game.Unlock('Kitten engineers'); if (Game.milkProgress>=3) Game.Unlock('Kitten overseers'); if (Game.milkProgress>=4) Game.Unlock('Kitten managers'); if (Game.milkProgress>=5) Game.Unlock('Kitten accountants'); if (Game.milkProgress>=6) Game.Unlock('Kitten specialists'); if (Game.milkProgress>=7) Game.Unlock('Kitten experts'); if (Game.milkProgress>=8) Game.Unlock('Kitten consultants'); if (Game.milkProgress>=9) Game.Unlock('Kitten assistants to the regional manager'); if (Game.milkProgress>=10) Game.Unlock('Kitten marketeers'); if (Game.milkProgress>=11) Game.Unlock('Kitten analysts'); if (Game.milkProgress>=12) Game.Unlock('Kitten executives'); Game.milkH=Math.min(1,Game.milkProgress)*0.35; Game.milkHd+=(Game.milkH-Game.milkHd)*0.02; Game.Milk=Game.Milks[Math.min(Math.floor(Game.milkProgress),Game.Milks.length-1)]; if (Game.autoclickerDetected>0) Game.autoclickerDetected--; //handle research if (Game.researchT>0) { Game.researchT--; } if (Game.researchT==0 && Game.nextResearch) { if (!Game.Has(Game.UpgradesById[Game.nextResearch].name)) { Game.Unlock(Game.UpgradesById[Game.nextResearch].name); if (Game.prefs.popups) Game.Popup('Researched : '+Game.UpgradesById[Game.nextResearch].name); else Game.Notify('Research complete','You have discovered : '+Game.UpgradesById[Game.nextResearch].name+'.',Game.UpgradesById[Game.nextResearch].icon); } Game.nextResearch=0; Game.researchT=-1; Game.recalculateGains=1; } //handle seasons if (Game.seasonT>0) { Game.seasonT--; } if (Game.seasonT<=0 && Game.season!='' && Game.season!=Game.baseSeason && !Game.Has('Eternal seasons')) { var str=Game.seasons[Game.season].over; if (Game.prefs.popups) Game.Popup(str); else Game.Notify(str,'',Game.seasons[Game.season].triggerUpgrade.icon); if (Game.Has('Season switcher')) {Game.Unlock(Game.seasons[Game.season].trigger);Game.seasons[Game.season].triggerUpgrade.bought=0;} Game.season=Game.baseSeason; Game.seasonT=-1; } //press ctrl to bulk-buy 10, shift to bulk-buy 100 if (!Game.promptOn) { if ((Game.keys[16] || Game.keys[17]) && !Game.buyBulkShortcut) { Game.buyBulkOld=Game.buyBulk; if (Game.keys[16]) Game.buyBulk=100; if (Game.keys[17]) Game.buyBulk=10; Game.buyBulkShortcut=1; Game.storeBulkButton(-1); } } if ((!Game.keys[16] && !Game.keys[17]) && Game.buyBulkShortcut)//release { Game.buyBulk=Game.buyBulkOld; Game.buyBulkShortcut=0; Game.storeBulkButton(-1); } //handle cookies if (Game.recalculateGains) Game.CalculateGains(); Game.Earn(Game.cookiesPs/Game.fps);//add cookies per second //grow lumps Game.doLumps(); //minigames for (var i in Game.Objects) { var me=Game.Objects[i]; if (Game.isMinigameReady(me) && me.minigame.logic && Game.ascensionMode!=1) me.minigame.logic(); } if (Game.specialTab!='' && Game.T%(Game.fps*3)==0) Game.ToggleSpecialMenu(1); //wrinklers if (Game.cpsSucked>0) { Game.Dissolve((Game.cookiesPs/Game.fps)*Game.cpsSucked); Game.cookiesSucked+=((Game.cookiesPs/Game.fps)*Game.cpsSucked); //should be using one of the following, but I'm not sure what I'm using this stat for anymore //Game.cookiesSucked=Game.wrinklers.reduce(function(s,w){return s+w.sucked;},0); //for (var i in Game.wrinklers) {Game.cookiesSucked+=Game.wrinklers[i].sucked;} } //var cps=Game.cookiesPs+Game.cookies*0.01;//exponential cookies //Game.Earn(cps/Game.fps);//add cookies per second for (var i in Game.Objects) { var me=Game.Objects[i]; me.totalCookies+=(me.storedTotalCps*Game.globalCpsMult)/Game.fps; } if (Game.cookies && Game.T%Math.ceil(Game.fps/Math.min(10,Game.cookiesPs))==0 && Game.prefs.particles) Game.particleAdd();//cookie shower if (Game.T%(Game.fps*10)==0) Game.recalculateGains=1;//recalculate CpS every 10 seconds (for dynamic boosts such as Century egg) /*===================================================================================== UNLOCKING STUFF =======================================================================================*/ if (Game.T%(Game.fps)==0 && Math.random()<1/500000) Game.Win('Just plain lucky');//1 chance in 500,000 every second achievement if (Game.T%(Game.fps*5)==0 && Game.ObjectsById.length>0)//check some achievements and upgrades { if (isNaN(Game.cookies)) {Game.cookies=0;Game.cookiesEarned=0;Game.recalculateGains=1;} var timePlayed=new Date(); timePlayed.setTime(Date.now()-Game.startDate); if (!Game.fullDate || (Date.now()-Game.fullDate)>=365*24*60*60*1000) Game.Win('So much to do so much to see'); if (Game.cookiesEarned>=1000000 && (Game.ascensionMode==1 || Game.resets==0))//challenge run or hasn't ascended yet { if (timePlayed<=1000*60*35) Game.Win('Speed baking I'); if (timePlayed<=1000*60*25) Game.Win('Speed baking II'); if (timePlayed<=1000*60*15) Game.Win('Speed baking III'); if (Game.cookieClicks<=15) Game.Win('Neverclick'); if (Game.cookieClicks<=0) Game.Win('True Neverclick'); if (Game.cookiesEarned>=1000000000 && Game.UpgradesOwned==0) Game.Win('Hardcore'); } for (var i in Game.UnlockAt) { var unlock=Game.UnlockAt[i]; if (Game.cookiesEarned>=unlock.cookies) { var pass=1; if (unlock.require && !Game.Has(unlock.require) && !Game.HasAchiev(unlock.require)) pass=0; if (unlock.season && Game.season!=unlock.season) pass=0; if (pass) {Game.Unlock(unlock.name);Game.Win(unlock.name);} } } if (Game.Has('Golden switch')) Game.Unlock('Golden switch [off]'); if (Game.Has('Shimmering veil') && !Game.Has('Shimmering veil [off]') && !Game.Has('Shimmering veil [on]')) {Game.Unlock('Shimmering veil [on]');Game.Upgrades['Shimmering veil [off]'].earn();} if (Game.Has('Sugar craving')) Game.Unlock('Sugar frenzy'); if (Game.Has('Classic dairy selection')) Game.Unlock('Milk selector'); if (Game.Has('Basic wallpaper assortment')) Game.Unlock('Background selector'); if (Game.Has('Golden cookie alert sound')) Game.Unlock('Golden cookie sound selector'); if (Game.Has('Prism heart biscuits')) Game.Win('Lovely cookies'); if (Game.season=='easter') { var eggs=0; for (var i in Game.easterEggs) { if (Game.HasUnlocked(Game.easterEggs[i])) eggs++; } if (eggs>=1) Game.Win('The hunt is on'); if (eggs>=7) Game.Win('Egging on'); if (eggs>=14) Game.Win('Mass Easteria'); if (eggs>=Game.easterEggs.length) Game.Win('Hide & seek champion'); } if (Game.Has('Fortune cookies')) { var list=Game.Tiers['fortune'].upgrades; var fortunes=0; for (var i in list) { if (Game.Has(list[i].name)) fortunes++; } if (fortunes>=list.length) Game.Win('O Fortuna'); } if (Game.Has('Legacy') && Game.ascensionMode!=1) { Game.Unlock('Heavenly chip secret'); if (Game.Has('Heavenly chip secret')) Game.Unlock('Heavenly cookie stand'); if (Game.Has('Heavenly cookie stand')) Game.Unlock('Heavenly bakery'); if (Game.Has('Heavenly bakery')) Game.Unlock('Heavenly confectionery'); if (Game.Has('Heavenly confectionery')) Game.Unlock('Heavenly key'); if (Game.Has('Heavenly key')) Game.Win('Wholesome'); } for (var i in Game.BankAchievements) { if (Game.cookiesEarned>=Game.BankAchievements[i].threshold) Game.Win(Game.BankAchievements[i].name); } var buildingsOwned=0; var mathematician=1; var base10=1; var minAmount=100000; for (var i in Game.Objects) { buildingsOwned+=Game.Objects[i].amount; minAmount=Math.min(Game.Objects[i].amount,minAmount); if (!Game.HasAchiev('Mathematician')) {if (Game.Objects[i].amount=1) Game.Win('One with everything'); if (mathematician==1) Game.Win('Mathematician'); if (base10==1) Game.Win('Base 10'); if (minAmount>=100) {Game.Win('Centennial');Game.Unlock('Milk chocolate butter biscuit');} if (minAmount>=150) {Game.Win('Centennial and a half');Game.Unlock('Dark chocolate butter biscuit');} if (minAmount>=200) {Game.Win('Bicentennial');Game.Unlock('White chocolate butter biscuit');} if (minAmount>=250) {Game.Win('Bicentennial and a half');Game.Unlock('Ruby chocolate butter biscuit');} if (minAmount>=300) {Game.Win('Tricentennial');Game.Unlock('Lavender chocolate butter biscuit');} if (minAmount>=350) {Game.Win('Tricentennial and a half');Game.Unlock('Synthetic chocolate green honey butter biscuit');} if (minAmount>=400) {Game.Win('Quadricentennial');Game.Unlock('Royal raspberry chocolate butter biscuit');} if (minAmount>=450) {Game.Win('Quadricentennial and a half');Game.Unlock('Ultra-concentrated high-energy chocolate butter biscuit');} if (minAmount>=500) {Game.Win('Quincentennial');Game.Unlock('Pure pitch-black chocolate butter biscuit');} if (minAmount>=550) {Game.Win('Quincentennial and a half');Game.Unlock('Cosmic chocolate butter biscuit');} if (minAmount>=600) {Game.Win('Sexcentennial');Game.Unlock('Butter biscuit (with butter)');} if (Game.handmadeCookies>=1000) {Game.Win('Clicktastic');Game.Unlock('Plastic mouse');} if (Game.handmadeCookies>=100000) {Game.Win('Clickathlon');Game.Unlock('Iron mouse');} if (Game.handmadeCookies>=10000000) {Game.Win('Clickolympics');Game.Unlock('Titanium mouse');} if (Game.handmadeCookies>=1000000000) {Game.Win('Clickorama');Game.Unlock('Adamantium mouse');} if (Game.handmadeCookies>=100000000000) {Game.Win('Clickasmic');Game.Unlock('Unobtainium mouse');} if (Game.handmadeCookies>=10000000000000) {Game.Win('Clickageddon');Game.Unlock('Eludium mouse');} if (Game.handmadeCookies>=1000000000000000) {Game.Win('Clicknarok');Game.Unlock('Wishalloy mouse');} if (Game.handmadeCookies>=100000000000000000) {Game.Win('Clickastrophe');Game.Unlock('Fantasteel mouse');} if (Game.handmadeCookies>=10000000000000000000) {Game.Win('Clickataclysm');Game.Unlock('Nevercrack mouse');} if (Game.handmadeCookies>=1000000000000000000000) {Game.Win('The ultimate clickdown');Game.Unlock('Armythril mouse');} if (Game.handmadeCookies>=100000000000000000000000) {Game.Win('All the other kids with the pumped up clicks');Game.Unlock('Technobsidian mouse');} if (Game.handmadeCookies>=10000000000000000000000000) {Game.Win('One...more...click...');Game.Unlock('Plasmarble mouse');} if (Game.handmadeCookies>=1000000000000000000000000000) {Game.Win('Clickety split');Game.Unlock('Miraculite mouse');} if (Game.cookiesEarned=1) Game.Win('Itchscratcher'); if (Game.wrinklersPopped>=50) Game.Win('Wrinklesquisher'); if (Game.wrinklersPopped>=200) Game.Win('Moistburster'); if (Game.cookiesEarned>=1000000 && Game.Has('How to bake your dragon')) Game.Unlock('A crumbly egg'); if (Game.cookiesEarned>=25 && Game.season=='christmas') Game.Unlock('A festive hat'); if (Game.Has('Christmas tree biscuits') && Game.Has('Snowflake biscuits') && Game.Has('Snowman biscuits') && Game.Has('Holly biscuits') && Game.Has('Candy cane biscuits') && Game.Has('Bell biscuits') && Game.Has('Present biscuits')) Game.Win('Let it snow'); if (Game.reindeerClicked>=1) Game.Win('Oh deer'); if (Game.reindeerClicked>=50) Game.Win('Sleigh of hand'); if (Game.reindeerClicked>=200) Game.Win('Reindeer sleigher'); if (buildingsOwned>=100) Game.Win('Builder'); if (buildingsOwned>=500) Game.Win('Architect'); if (buildingsOwned>=1000) Game.Win('Engineer'); if (buildingsOwned>=2000) Game.Win('Lord of Constructs'); if (buildingsOwned>=4000) Game.Win('Grand design'); if (buildingsOwned>=8000) Game.Win('Ecumenopolis'); if (Game.UpgradesOwned>=20) Game.Win('Enhancer'); if (Game.UpgradesOwned>=50) Game.Win('Augmenter'); if (Game.UpgradesOwned>=100) Game.Win('Upgrader'); if (Game.UpgradesOwned>=200) Game.Win('Lord of Progress'); if (Game.UpgradesOwned>=300) Game.Win('The full picture'); if (Game.UpgradesOwned>=400) Game.Win('When there\'s nothing left to add'); if (buildingsOwned>=4000 && Game.UpgradesOwned>=300) Game.Win('Polymath'); if (buildingsOwned>=8000 && Game.UpgradesOwned>=400) Game.Win('Renaissance baker'); if (!Game.HasAchiev('Jellicles')) { var kittens=0; for (var i=0;i=10) Game.Win('Jellicles'); } if (Game.cookiesEarned>=10000000000000 && !Game.HasAchiev('You win a cookie')) {Game.Win('You win a cookie');Game.Earn(1);} if (Game.shimmerTypes['golden'].n>=4) Game.Win('Four-leaf cookie'); var grandmas=0; for (var i in Game.GrandmaSynergies) { if (Game.Has(Game.GrandmaSynergies[i])) grandmas++; } if (!Game.HasAchiev('Elder') && grandmas>=7) Game.Win('Elder'); if (!Game.HasAchiev('Veteran') && grandmas>=14) Game.Win('Veteran'); if (Game.Objects['Grandma'].amount>=6 && !Game.Has('Bingo center/Research facility') && Game.HasAchiev('Elder')) Game.Unlock('Bingo center/Research facility'); if (Game.pledges>0) Game.Win('Elder nap'); if (Game.pledges>=5) Game.Win('Elder slumber'); if (Game.pledges>=10) Game.Unlock('Sacrificial rolling pins'); if (Game.Objects['Cursor'].amount+Game.Objects['Grandma'].amount>=777) Game.Win('The elder scrolls'); for (var i in Game.Objects) { var it=Game.Objects[i]; for (var ii in it.productionAchievs) { if (it.totalCookies>=it.productionAchievs[ii].pow) Game.Win(it.productionAchievs[ii].achiev.name); } } if (!Game.HasAchiev('Cookie-dunker') && Game.LeftBackground && Game.milkProgress>0.1 && (Game.LeftBackground.canvas.height*0.4+256/2-16)>((1-Game.milkHd)*Game.LeftBackground.canvas.height)) Game.Win('Cookie-dunker'); //&& l('bigCookie').getBoundingClientRect().bottom>l('milk').getBoundingClientRect().top+16 && Game.milkProgress>0.1) Game.Win('Cookie-dunker'); Game.runModHook('check'); } Game.cookiesd+=(Game.cookies-Game.cookiesd)*0.3; if (Game.storeToRefresh) Game.RefreshStore(); if (Game.upgradesToRebuild) Game.RebuildUpgrades(); Game.updateShimmers(); Game.updateBuffs(); Game.UpdateTicker(); } if (Game.T%(Game.fps*2)==0) { var title='Cookie Clicker'; if (Game.season=='fools') title='Cookie Baker'; document.title=(Game.OnAscend?'Ascending! ':'')+Beautify(Game.cookies)+' '+(Game.cookies==1?'cookie':'cookies')+' - '+title; } if (Game.T%15==0) { //written through the magic of "hope for the best" maths var chipsOwned=Game.HowMuchPrestige(Game.cookiesReset); var ascendNowToOwn=Math.floor(Game.HowMuchPrestige(Game.cookiesReset+Game.cookiesEarned)); var ascendNowToGet=ascendNowToOwn-Math.floor(chipsOwned); var nextChipAt=Game.HowManyCookiesReset(Math.floor(chipsOwned+ascendNowToGet+1))-Game.HowManyCookiesReset(Math.floor(chipsOwned+ascendNowToGet)); var cookiesToNext=Game.HowManyCookiesReset(ascendNowToOwn+1)-(Game.cookiesEarned+Game.cookiesReset); var percent=1-(cookiesToNext/nextChipAt); //fill the tooltip under the Legacy tab var date=new Date(); date.setTime(Date.now()-Game.startDate); var timeInSeconds=date.getTime()/1000; var startDate=Game.sayTime(timeInSeconds*Game.fps,-1); var str=''; str+='You\'ve been on this run for '+(startDate==''?'not very long':(startDate))+'.
    '; str+='
    '; if (Game.prestige>0) { str+='Your prestige level is currently '+Beautify(Game.prestige)+'.
    (CpS +'+Beautify(Game.prestige)+'%)'; str+='
    '; } if (ascendNowToGet<1) str+='Ascending now would grant you no prestige.'; else if (ascendNowToGet<2) str+='Ascending now would grant you
    1 prestige level (+1% CpS)
    and 1 heavenly chip to spend.'; else str+='Ascending now would grant you
    '+Beautify(ascendNowToGet)+' prestige levels (+'+Beautify(ascendNowToGet)+'% CpS)
    and '+Beautify(ascendNowToGet)+' heavenly chips to spend.'; str+='
    '; str+='You need '+Beautify(cookiesToNext)+' more cookies for the next level.
    '; l('ascendTooltip').innerHTML=str; if (ascendNowToGet>0)//show number saying how many chips you'd get resetting now { Game.ascendNumber.textContent='+'+SimpleBeautify(ascendNowToGet); Game.ascendNumber.style.display='block'; } else { Game.ascendNumber.style.display='none'; } if (ascendNowToGet>Game.ascendMeterLevel || Game.ascendMeterPercentT=1) {Game.ascendMeter.className='';} else Game.ascendMeter.className='filling'; } //Game.ascendMeter.style.right=Math.floor(Math.max(0,1-Game.ascendMeterPercent)*100)+'px'; Game.ascendMeter.style.transform='translate('+Math.floor(-Math.max(0,1-Game.ascendMeterPercent)*100)+'px,0px)'; Game.ascendMeterPercent+=(Game.ascendMeterPercentT-Game.ascendMeterPercent)*0.1; Game.NotesLogic(); if (Game.mouseMoved || Game.Scroll || Game.tooltip.dynamic) Game.tooltip.update(); if (Game.T%(Game.fps*5)==0 && !Game.mouseDown && (Game.onMenu=='stats' || Game.onMenu=='prefs')) Game.UpdateMenu(); if (Game.T%(Game.fps*1)==0) Game.UpdatePrompt(); if (Game.AscendTimer>0) Game.UpdateAscendIntro(); if (Game.ReincarnateTimer>0) Game.UpdateReincarnateIntro(); if (Game.OnAscend) Game.UpdateAscend(); Game.runModHook('logic'); if (Game.sparklesT>0) { Game.sparkles.style.backgroundPosition=-Math.floor((Game.sparklesFrames-Game.sparklesT+1)*128)+'px 0px'; Game.sparklesT--; if (Game.sparklesT==1) Game.sparkles.style.display='none'; } Game.Click=0; Game.Scroll=0; Game.mouseMoved=0; Game.CanClick=1; if ((Game.toSave || (Game.T%(Game.fps*60)==0 && Game.T>Game.fps*10 && Game.prefs.autosave)) && !Game.OnAscend) { //check if we can save : no minigames are loading var canSave=true; for (var i in Game.Objects) { var me=Game.Objects[i]; if (me.minigameLoading){canSave=false;break;} } if (canSave) Game.WriteSave(); } //every 30 minutes : get server data (ie. update notification, patreon data) if (Game.T%(Game.fps*60*30)==0 && Game.T>Game.fps*10/* && Game.prefs.autoupdate*/) {Game.CheckUpdates();Game.GrabData();} Game.T++; } /*===================================================================================== DRAW =======================================================================================*/ Game.Draw=function() { Game.DrawBackground();Timer.track('end of background'); if (!Game.OnAscend) { var unit=(Math.round(Game.cookiesd)==1?' cookie':' cookies'); var str=Beautify(Math.round(Game.cookiesd)); if (Game.cookiesd>=1000000)//dirty padding { var spacePos=str.indexOf(' '); var dotPos=str.indexOf('.'); var add=''; if (spacePos!=-1) { if (dotPos==-1) add+='.000'; else { if (spacePos-dotPos==2) add+='00'; if (spacePos-dotPos==3) add+='0'; } } str=[str.slice(0, spacePos),add,str.slice(spacePos)].join(''); } if (str.length>11 && !Game.mobile) unit='
    cookies'; str+=unit; if (Game.prefs.monospace) str=''+str+''; str=str+'
    0?' class="warning"':'')+'>per second : '+Beautify(Game.cookiesPs*(1-Game.cpsSucked),1)+'
    ';//display cookie amount l('cookies').innerHTML=str; l('compactCookies').innerHTML=str; Timer.track('cookie amount'); for (var i in Game.Objects) { var me=Game.Objects[i]; if (me.onMinigame && me.minigame.draw && !me.muted && !Game.onMenu) me.minigame.draw(); } Timer.track('draw minigames'); if (Game.drawT%5==0) { //if (Game.prefs.monospace) {l('cookies').className='title monospace';} else {l('cookies').className='title';} var lastLocked=0; for (var i in Game.Objects) { var me=Game.Objects[i]; //make products full-opacity if we can buy them var classes='product'; var price=me.bulkPrice; if (Game.cookiesEarned>=me.basePrice || me.bought>0) {classes+=' unlocked';lastLocked=0;me.locked=0;} else {classes+=' locked';lastLocked++;me.locked=1;} if ((Game.buyMode==1 && Game.cookies>=price) || (Game.buyMode==-1 && me.amount>0)) classes+=' enabled'; else classes+=' disabled'; if (lastLocked>2) classes+=' toggledOff'; me.l.className=classes; //if (me.id>0) {l('productName'+me.id).innerHTML=Beautify(me.storedTotalCps/Game.ObjectsById[me.id-1].storedTotalCps,2);} } //make upgrades full-opacity if we can buy them var lastPrice=0; for (var i in Game.UpgradesInStore) { var me=Game.UpgradesInStore[i]; if (!me.bought) { var price=me.getPrice(); var canBuy=me.canBuy();//(Game.cookies>=price); var enabled=(l('upgrade'+i).className.indexOf('enabled')>-1); if ((canBuy && !enabled) || (!canBuy && enabled)) Game.upgradesToRebuild=1; if (price
    '; T=(T*144)%144; l('upgradePieTimer'+i).style.backgroundPosition=(-Math.floor(T%18))*48+'px '+(-Math.floor(T/18))*48+'px'; } } //if (me.canBuy()) l('upgrade'+i).className='crate upgrade enabled'; else l('upgrade'+i).className='crate upgrade disabled'; } } Timer.track('store'); if (Game.PARTY)//i was bored and felt like messing with CSS { var pulse=Math.pow((Game.T%10)/10,0.5); Game.l.style.filter='hue-rotate('+((Game.T*5)%360)+'deg) brightness('+(150-50*pulse)+'%)'; Game.l.style.webkitFilter='hue-rotate('+((Game.T*5)%360)+'deg) brightness('+(150-50*pulse)+'%)'; Game.l.style.transform='scale('+(1.02-0.02*pulse)+','+(1.02-0.02*pulse)+') rotate('+(Math.sin(Game.T*0.5)*0.5)+'deg)'; l('wrapper').style.overflowX='hidden'; l('wrapper').style.overflowY='hidden'; } Timer.clean(); if (Game.prefs.animate && ((Game.prefs.fancy && Game.drawT%1==0) || (!Game.prefs.fancy && Game.drawT%10==0)) && Game.AscendTimer==0 && Game.onMenu=='') Game.DrawBuildings();Timer.track('buildings'); Game.textParticlesUpdate();Timer.track('text particles'); } Game.NotesDraw();Timer.track('notes'); //Game.tooltip.update();//changed to only update when the mouse is moved Game.runModHook('draw'); Game.drawT++; //if (Game.prefs.altDraw) requestAnimationFrame(Game.Draw); } /*===================================================================================== MAIN LOOP =======================================================================================*/ Game.Loop=function() { if (Game.timedout) return false; Timer.say('START'); Timer.track('browser stuff'); Timer.say('LOGIC'); //update game logic ! Game.catchupLogic=0; Game.Logic(); Game.catchupLogic=1; var time=Date.now(); //latency compensator Game.accumulatedDelay+=((time-Game.time)-1000/Game.fps); if (Game.prefs.timeout && time-Game.lastActivity>=1000*60*5) { if (Game.accumulatedDelay>1000*60*30) Game.delayTimeouts+=3;//more than 30 minutes delay ? computer probably asleep and not making cookies anyway else if (Game.accumulatedDelay>1000*5) Game.delayTimeouts++;//add to timeout counter when we skip 10 seconds worth of frames (and the player has been inactive for at least 5 minutes) if (Game.delayTimeouts>=3) Game.Timeout();//trigger timeout when the timeout counter is 3+ } Game.accumulatedDelay=Math.min(Game.accumulatedDelay,1000*5);//don't compensate over 5 seconds; if you do, something's probably very wrong Game.time=time; while (Game.accumulatedDelay>0) { Game.Logic(); Game.accumulatedDelay-=1000/Game.fps;//as long as we're detecting latency (slower than target fps), execute logic (this makes drawing slower but makes the logic behave closer to correct target fps) } Game.catchupLogic=0; Timer.track('logic'); Timer.say('END LOGIC'); if (!Game.prefs.altDraw) { var hasFocus=document.hasFocus(); Timer.say('DRAW'); if (hasFocus || Game.prefs.focus || Game.loopT%10==0) requestAnimationFrame(Game.Draw); //if (document.hasFocus() || Game.loopT%5==0) Game.Draw(); Timer.say('END DRAW'); } else requestAnimationFrame(Game.Draw); //if (!hasFocus) Game.tooltip.hide(); if (Game.sesame) { //fps counter and graph Game.previousFps=Game.currentFps; Game.currentFps=Game.getFps(); var ctx=Game.fpsGraphCtx; ctx.drawImage(Game.fpsGraph,-1,0); ctx.fillStyle='rgb('+Math.round((1-Game.currentFps/Game.fps)*128)+',0,0)'; ctx.fillRect(128-1,0,1,64); ctx.strokeStyle='#fff'; ctx.beginPath(); ctx.moveTo(128-1,(1-Game.previousFps/Game.fps)*64); ctx.lineTo(128,(1-Game.currentFps/Game.fps)*64); ctx.stroke(); l('fpsCounter').textContent=Game.currentFps+' fps'; var str=''; for (var i in Timer.labels) {str+=Timer.labels[i];} if (Game.debugTimersOn) l('debugLog').style.display='block'; else l('debugLog').style.display='none'; l('debugLog').innerHTML=str; } Timer.reset(); Game.loopT++; setTimeout(Game.Loop,1000/Game.fps); } } /*===================================================================================== LAUNCH THIS THING =======================================================================================*/ Game.Launch(); //try {Game.Launch();} //catch(err) {console.log('ERROR : '+err.message);} window.onload=function() { if (!Game.ready) { console.log('[=== '+choose([ 'Oh, hello!', 'hey, how\'s it hangin', 'About to cheat in some cookies or just checking for bugs?', 'Remember : cheated cookies taste awful!', 'Hey, Orteil here. Cheated cookies taste awful... or do they?', ])+' ===]'); Game.Load(); //try {Game.Load();} //catch(err) {console.log('ERROR : '+err.message);} } }; ================================================ FILE: main/gams/gfiles/html5/cookieclicker/minigameGarden.js ================================================ var M={}; M.parent=Game.Objects['Farm']; M.parent.minigame=M; M.launch=function() { var M=this; M.name=M.parent.minigameName; M.init=function(div) { //populate div with html and initialize values /* plants age from 0 to 100 at one point in its lifespan, the plant becomes mature plants have 4 life stages once planted : bud, sprout, bloom, mature a plant may age faster by having a higher .ageTick if a plant has .ageTickR, a random number between 0 and that amount is added to .ageTick a plant may mature faster by having a lower .mature a plant's effects depend on how mature it is a plant can only reproduce when mature */ M.plants={ 'bakerWheat':{ name:'Baker\'s wheat', icon:0, cost:1, costM:30, ageTick:7, ageTickR:2, mature:35, children:['bakerWheat','thumbcorn','cronerice','bakeberry','clover','goldenClover','chocoroot','tidygrass'], effsStr:'
    • +1% CpS
    ', q:'A plentiful crop whose hardy grain is used to make flour for pastries.', onHarvest:function(x,y,age) { if (age>=this.mature) M.dropUpgrade('Wheat slims',0.001); }, }, 'thumbcorn':{ name:'Thumbcorn', icon:1, cost:5, costM:100, ageTick:6, ageTickR:2, mature:20, children:['bakerWheat','thumbcorn','cronerice','gildmillet','glovemorel'], effsStr:'
    • +2% cookies per click
    ', q:'A strangely-shaped variant of corn. The amount of strands that can sprout from one seed is usually in the single digits.', }, 'cronerice':{ name:'Cronerice', icon:2, cost:15, costM:250, ageTick:0.4, ageTickR:0.7, mature:55, children:['thumbcorn','gildmillet','elderwort','wardlichen'], effsStr:'
    • +3% grandma CpS
    ', q:'Not only does this wrinkly bulb look nothing like rice, it\'s not even related to it either; its closest extant relative is the weeping willow.', }, 'gildmillet':{ name:'Gildmillet', icon:3, cost:15, costM:1500, ageTick:2, ageTickR:1.5, mature:40, children:['clover','goldenClover','shimmerlily'], effsStr:'
    • +1% golden cookie gains
    • +0.1% golden cookie effect duration
    ', q:'An ancient staple crop, famed for its golden sheen. Was once used to bake birthday cakes for kings and queens of old.', }, 'clover':{ name:'Ordinary clover', icon:4, cost:25, costM:77777, ageTick:1, ageTickR:1.5, mature:35, children:['goldenClover','greenRot','shimmerlily'], effsStr:'
    • +1% golden cookie frequency
    ', q:'Trifolium repens, a fairly mundane variety of clover with a tendency to produce four leaves. Such instances are considered lucky by some.', }, 'goldenClover':{ name:'Golden clover', icon:5, cost:125, costM:777777777777, ageTick:4, ageTickR:12, mature:50, children:[], effsStr:'
    • +3% golden cookie frequency
    ', q:'A variant of the ordinary clover that traded its chlorophyll for pure organic gold. Tragically short-lived, this herb is an evolutionary dead-end - but at least it looks pretty.', }, 'shimmerlily':{ name:'Shimmerlily', icon:6, cost:60, costM:777777, ageTick:5, ageTickR:6, mature:70, children:['elderwort','whiskerbloom','chimerose','cheapcap'], effsStr:'
    • +1% golden cookie gains
    • +1% golden cookie frequency
    • +1% random drops
    ', q:'These little flowers are easiest to find at dawn, as the sunlight refracting in dew drops draws attention to their pure-white petals.', }, 'elderwort':{ name:'Elderwort', icon:7, cost:60*3, costM:100000000, ageTick:0.3, ageTickR:0.5, mature:90, immortal:1, noContam:true, detailsStr:'Immortal', children:['everdaisy','ichorpuff','shriekbulb'], effsStr:'
    • +1% wrath cookie gains
    • +1% wrath cookie frequency
    • +1% grandma CpS
    • immortal
    • surrounding plants (3x3) age 3% faster
    ', q:'A very old, long-forgotten subspecies of edelweiss that emits a strange, heady scent. There is some anecdotal evidence that these do not undergo molecular aging.', onHarvest:function(x,y,age) { if (age>=this.mature) M.dropUpgrade('Elderwort biscuits',0.01); }, }, 'bakeberry':{ name:'Bakeberry', icon:8, cost:45, costM:100000000, ageTick:1, ageTickR:1, mature:50, children:['queenbeet'], effsStr:'
    • +1% CpS
    • harvest when mature for +30 minutes of CpS (max. 3% of bank)
    ', q:'A favorite among cooks, this large berry has a crunchy brown exterior and a creamy red center. Excellent in pies or chicken stews.', onHarvest:function(x,y,age) { if (age>=this.mature) { var moni=Math.min(Game.cookies*0.03,Game.cookiesPs*60*30); if (moni!=0) { Game.Earn(moni); Game.Popup('(Bakeberry)
    +'+Beautify(moni)+' cookies!',Game.mouseX,Game.mouseY); } M.dropUpgrade('Bakeberry cookies',0.015); } }, }, 'chocoroot':{ name:'Chocoroot', icon:9, cost:15, costM:100000, ageTick:4, ageTickR:0, mature:25, detailsStr:'Predictable growth', children:['whiteChocoroot','drowsyfern','queenbeet'], effsStr:'
    • +1% CpS
    • harvest when mature for +3 minutes of CpS (max. 3% of bank)
    • predictable growth
    ', q:'A tangly bramble coated in a sticky, sweet substance. Unknown genetic ancestry. Children often pick these from fields as-is as a snack.', onHarvest:function(x,y,age) { if (age>=this.mature) { var moni=Math.min(Game.cookies*0.03,Game.cookiesPs*60*3); if (moni!=0) { Game.Earn(moni); Game.Popup('(Chocoroot)
    +'+Beautify(moni)+' cookies!',Game.mouseX,Game.mouseY); } } }, }, 'whiteChocoroot':{ name:'White chocoroot', icon:10, cost:15, costM:100000, ageTick:4, ageTickR:0, mature:25, detailsStr:'Predictable growth', children:['whiskerbloom','tidygrass'], effsStr:'
    • +1% golden cookie gains
    • harvest when mature for +3 minutes of CpS (max. 3% of bank)
    • predictable growth
    ', q:'A pale, even sweeter variant of the chocoroot. Often impedes travelers with its twisty branches.', onHarvest:function(x,y,age) { if (age>=this.mature) { var moni=Math.min(Game.cookies*0.03,Game.cookiesPs*60*3); if (moni!=0) { Game.Earn(moni); Game.Popup('(White chocoroot)
    +'+Beautify(moni)+' cookies!',Game.mouseX,Game.mouseY); } } }, }, 'whiteMildew':{ name:'White mildew', fungus:true, icon:26, cost:20, costM:9999, ageTick:8, ageTickR:12, mature:70, detailsStr:'Spreads easily', children:['brownMold','whiteChocoroot','wardlichen','greenRot'], effsStr:'
    • +1% CpS
    • may spread as brown mold
    ', q:'A common rot that infests shady plots of earth. Grows in little creamy capsules. Smells sweet, but sadly wilts quickly.', }, 'brownMold':{ name:'Brown mold', fungus:true, icon:27, cost:20, costM:9999, ageTick:8, ageTickR:12, mature:70, detailsStr:'Spreads easily', children:['whiteMildew','chocoroot','keenmoss','wrinklegill'], effsStr:'
    • -1% CpS
    • may spread as white mildew
    ', q:'A common rot that infests shady plots of earth. Grows in odd reddish clumps. Smells bitter, but thankfully wilts quickly.', }, 'meddleweed':{ name:'Meddleweed', weed:true, icon:29, cost:1, costM:10, ageTick:10, ageTickR:6, mature:50, contam:0.05, detailsStr:'Grows in empty tiles, spreads easily', children:['meddleweed','brownMold','crumbspore'], effsStr:'
    • useless
    • may overtake nearby plants
    • may sometimes drop spores when uprooted
    ', q:'The sign of a neglected farmland, this annoying weed spawns from unused dirt and may sometimes spread to other plants, killing them in the process.', onKill:function(x,y,age) { if (Math.random()<0.2*(age/100)) M.plot[y][x]=[M.plants[choose(['brownMold','crumbspore'])].id+1,0]; }, }, 'whiskerbloom':{ name:'Whiskerbloom', icon:11, cost:20, costM:1000000, ageTick:2, ageTickR:2, mature:60, children:['chimerose','nursetulip'], effsStr:'
    • +0.2% effects from milk
    ', q:'Squeezing the translucent pods makes them excrete a milky liquid, while producing a faint squeak akin to a cat\'s meow.', }, 'chimerose':{ name:'Chimerose', icon:12, cost:15, costM:242424, ageTick:1, ageTickR:1.5, mature:30, children:['chimerose'], effsStr:'
    • +1% reindeer gains
    • +1% reindeer frequency
    ', q:'Originating in the greener flanks of polar mountains, this beautiful flower with golden accents is fragrant enough to make any room feel a little bit more festive.', }, 'nursetulip':{ name:'Nursetulip', icon:13, cost:40, costM:1000000000, ageTick:0.5, ageTickR:2, mature:60, children:[], effsStr:'
    • surrounding plants (3x3) are 20% more efficient
    • -2% CpS
    ', q:'This flower grows an intricate root network that distributes nutrients throughout the surrounding soil. The reason for this seemingly altruistic behavior is still unknown.', }, 'drowsyfern':{ name:'Drowsyfern', icon:14, cost:90, costM:100000, ageTick:0.05, ageTickR:0.1, mature:30, children:[], effsStr:'
    • +3% CpS
    • -5% cookies per click
    • -10% golden cookie frequency
    ', q:'Traditionally used to brew a tea that guarantees a good night of sleep.', onHarvest:function(x,y,age) { if (age>=this.mature) M.dropUpgrade('Fern tea',0.01); }, }, 'wardlichen':{ name:'Wardlichen', icon:15, cost:10, costM:10000, ageTick:5, ageTickR:4, mature:65, children:['wardlichen'], effsStr:'
    • 2% less wrath cookies
    • wrinklers spawn 15% slower
    ', q:'The metallic stench that emanates from this organism has been known to keep insects and slugs away.', }, 'keenmoss':{ name:'Keenmoss', icon:16, cost:50, costM:1000000, ageTick:4, ageTickR:5, mature:65, children:['drowsyfern','wardlichen','keenmoss'], effsStr:'
    • +3% random drops
    ', q:'Fuzzy to the touch and of a vibrant green. In plant symbolism, keenmoss is associated with good luck for finding lost objects.', }, 'queenbeet':{ name:'Queenbeet', icon:17, cost:60*1.5, costM:1000000000, ageTick:1, ageTickR:0.4, mature:80, noContam:true, children:['duketater','queenbeetLump','shriekbulb'], effsStr:'
    • +0.3% golden cookie effect duration
    • -2% CpS
    • harvest when mature for +1 hour of CpS (max. 4% of bank)
    ', q:'A delicious taproot used to prepare high-grade white sugar. Entire countries once went to war over these.', onHarvest:function(x,y,age) { if (age>=this.mature) { var moni=Math.min(Game.cookies*0.04,Game.cookiesPs*60*60); if (moni!=0) { Game.Earn(moni); Game.Popup('(Queenbeet)
    +'+Beautify(moni)+' cookies!',Game.mouseX,Game.mouseY); } } }, }, 'queenbeetLump':{ name:'Juicy queenbeet', icon:18, plantable:false, cost:60*2, costM:1000000000000, ageTick:0.04, ageTickR:0.08, mature:85, noContam:true, children:[], effsStr:'
    • -10% CpS
    • surrounding plants (3x3) are 20% less efficient
    • harvest when mature for a sugar lump
    ', q:'A delicious taproot used to prepare high-grade white sugar. Entire countries once went to war over these.
    It looks like this one has grown especially sweeter and juicier from growing in close proximity to other queenbeets.', onHarvest:function(x,y,age) { if (age>=this.mature) { Game.gainLumps(1); popup='(Juicy queenbeet)
    Sweet!
    Found 1 sugar lump!
    '; } }, }, 'duketater':{ name:'Duketater', icon:19, cost:60*8, costM:1000000000000, ageTick:0.4, ageTickR:0.1, mature:95, noContam:true, children:['shriekbulb'], effsStr:'
    • harvest when mature for +2 hours of CpS (max. 8% of bank)
    ', q:'A rare, rich-tasting tuber fit for a whole meal, as long as its strict harvesting schedule is respected. Its starch has fascinating baking properties.', onHarvest:function(x,y,age) { if (age>=this.mature) { var moni=Math.min(Game.cookies*0.08,Game.cookiesPs*60*60*2); if (moni!=0) { Game.Earn(moni); Game.Popup('(Duketater)
    +'+Beautify(moni)+' cookies!',Game.mouseX,Game.mouseY); } M.dropUpgrade('Duketater cookies',0.005); } }, }, 'crumbspore':{ name:'Crumbspore', fungus:true, icon:20, cost:10, costM:999, ageTick:3, ageTickR:3, mature:65, contam:0.03, noContam:true, detailsStr:'Spreads easily', children:['crumbspore','glovemorel','cheapcap','doughshroom','wrinklegill','ichorpuff'], effsStr:'
    • explodes into up to 1 minute of CpS at the end of its lifecycle (max. 1% of bank)
    • may overtake nearby plants
    ', q:'An archaic mold that spreads its spores to the surrounding dirt through simple pod explosion.', onDie:function(x,y) { var moni=Math.min(Game.cookies*0.01,Game.cookiesPs*60)*Math.random(); if (moni!=0) { Game.Earn(moni); Game.Popup('(Crumbspore)
    +'+Beautify(moni)+' cookies!',Game.mouseX,Game.mouseY); } }, }, 'doughshroom':{ name:'Doughshroom', fungus:true, icon:24, cost:100, costM:100000000, ageTick:1, ageTickR:2, mature:85, contam:0.03, noContam:true, detailsStr:'Spreads easily', children:['crumbspore','doughshroom','foolBolete','shriekbulb'], effsStr:'
    • explodes into up to 5 minutes of CpS at the end of its lifecycle (max. 3% of bank)
    • may overtake nearby plants
    ', q:'Jammed full of warm spores; some forest walkers often describe the smell as similar to passing by a bakery.', onDie:function(x,y) { var moni=Math.min(Game.cookies*0.03,Game.cookiesPs*60*5)*Math.random(); if (moni!=0) { Game.Earn(moni); Game.Popup('(Doughshroom)
    +'+Beautify(moni)+' cookies!',Game.mouseX,Game.mouseY); } }, }, 'glovemorel':{ name:'Glovemorel', fungus:true, icon:21, cost:30, costM:10000, ageTick:3, ageTickR:18, mature:80, children:[], effsStr:'
    • +4% cookies per click
    • +1% cursor CpS
    • -1% CpS
    ', q:'Touching its waxy skin reveals that the interior is hollow and uncomfortably squishy.', }, 'cheapcap':{ name:'Cheapcap', fungus:true, icon:22, cost:40, costM:100000, ageTick:6, ageTickR:16, mature:40, children:[], effsStr:'
    • buildings and upgrades are 0.2% cheaper
    • cannot handle cold climates; 15% chance to die when frozen
    ', q:'Small, tough, and good in omelettes. Some historians propose that the heads of dried cheapcaps were once used as currency in some bronze age societies.', }, 'foolBolete':{ name:'Fool\'s bolete', fungus:true, icon:23, cost:15, costM:10000, ageTick:5, ageTickR:25, mature:50, children:[], effsStr:'
    • +2% golden cookie frequency
    • -5% golden cookie gains
    • -2% golden cookie duration
    • -2% golden cookie effect duration
    ', q:'Named for its ability to fool mushroom pickers. The fool\'s bolete is not actually poisonous, it\'s just extremely bland.', }, 'wrinklegill':{ name:'Wrinklegill', fungus:true, icon:25, cost:20, costM:1000000, ageTick:1, ageTickR:3, mature:65, children:['elderwort','shriekbulb'], effsStr:'
    • wrinklers spawn 2% faster
    • wrinklers eat 1% more
    ', q:'This mushroom\'s odor resembles that of a well-done steak, and is said to whet the appetite - making one\'s stomach start gurgling within seconds.', }, 'greenRot':{ name:'Green rot', fungus:true, icon:28, cost:60, costM:1000000, ageTick:12, ageTickR:13, mature:65, children:['keenmoss','foolBolete'], effsStr:'
    • +0.5% golden cookie duration
    • +1% golden cookie frequency
    • +1% random drops
    ', q:'This short-lived mold is also known as "emerald pebbles", and is considered by some as a pseudo-gem that symbolizes good fortune.', onHarvest:function(x,y,age) { if (age>=this.mature) M.dropUpgrade('Green yeast digestives',0.005); }, }, 'shriekbulb':{ name:'Shriekbulb', icon:30, cost:60, costM:4444444444444, ageTick:3, ageTickR:1, mature:60, noContam:true, detailsStr:'The unfortunate result of some plant combinations', children:['shriekbulb'], effsStr:'
    • -2% CpS
    • surrounding plants (3x3) are 5% less efficient
    ', q:'A nasty vegetable with a dreadful quirk : its flesh resonates with a high-pitched howl whenever it is hit at the right angle by sunlight, moonlight, or even a slight breeze.', }, 'tidygrass':{ name:'Tidygrass', icon:31, cost:90, costM:100000000000000, ageTick:0.5, ageTickR:0, mature:40, children:['everdaisy'], effsStr:'
    • surrounding tiles (5x5) develop no weeds or fungus
    ', q:'The molecules this grass emits are a natural weedkiller. Its stems grow following a predictable pattern, making it an interesting -if expensive- choice for a lawn grass.', }, 'everdaisy':{ name:'Everdaisy', icon:32, cost:180, costM:100000000000000000000, ageTick:0.3, ageTickR:0, mature:75, noContam:true, immortal:1, detailsStr:'Immortal', children:[], effsStr:'
    • surrounding tiles (3x3) develop no weeds or fungus
    • immortal
    ', q:'While promoted by some as a superfood owing to its association with longevity and intriguing geometry, this elusive flower is actually mildly toxic.', }, 'ichorpuff':{ name:'Ichorpuff', fungus:true, icon:33, cost:120, costM:987654321, ageTick:1, ageTickR:1.5, mature:35, children:[], effsStr:'
    • surrounding plants (3x3) age half as fast
    • surrounding plants (3x3) are half as efficient
    ', q:'This puffball mushroom contains sugary spores, but it never seems to mature to bursting on its own. Surrounding plants under its influence have a very slow metabolism, reducing their effects but lengthening their lifespan.', onHarvest:function(x,y,age) { if (age>=this.mature) M.dropUpgrade('Ichor syrup',0.005); }, }, }; M.plantsById=[];var n=0; for (var i in M.plants) { M.plants[i].unlocked=0; M.plants[i].id=n; M.plants[i].key=i; M.plants[i].matureBase=M.plants[i].mature; M.plantsById[n]=M.plants[i]; if (typeof M.plants[i].plantable==='undefined') {M.plants[i].plantable=true;} n++; } M.plantsN=M.plantsById.length; M.plantsUnlockedN=0; M.getUnlockedN=function() { M.plantsUnlockedN=0; for (var i in M.plants){if (M.plants[i].unlocked) M.plantsUnlockedN++;} if (M.plantsUnlockedN>=M.plantsN) { Game.Win('Keeper of the conservatory'); l('gardenTool-3').classList.remove('locked'); } else l('gardenTool-3').classList.add('locked'); return M.plantsUnlockedN; } M.dropUpgrade=function(upgrade,rate) { if (!Game.Has(upgrade) && Math.random()<=rate*Game.dropRateMult()*(Game.HasAchiev('Seedless to nay')?1.05:1)) { Game.Unlock(upgrade); } } M.computeMatures=function() { var mult=1; if (Game.HasAchiev('Seedless to nay')) mult=0.95; for (var i in M.plants) { M.plants[i].mature=M.plants[i].matureBase*mult; } } M.plantContam={}; for (var i in M.plants) { if (M.plants[i].contam) M.plantContam[M.plants[i].key]=M.plants[i].contam; } M.getMuts=function(neighs,neighsM) { //get possible mutations given a list of neighbors //note : neighs stands for neighbors, not horsey noises var muts=[]; if (neighsM['bakerWheat']>=2) muts.push(['bakerWheat',0.2],['thumbcorn',0.05],['bakeberry',0.001]); if (neighsM['bakerWheat']>=1 && neighsM['thumbcorn']>=1) muts.push(['cronerice',0.01]); if (neighsM['thumbcorn']>=2) muts.push(['thumbcorn',0.1],['bakerWheat',0.05]); if (neighsM['cronerice']>=1 && neighsM['thumbcorn']>=1) muts.push(['gildmillet',0.03]); if (neighsM['cronerice']>=2) muts.push(['thumbcorn',0.02]); if (neighsM['bakerWheat']>=1 && neighsM['gildmillet']>=1) muts.push(['clover',0.03],['goldenClover',0.0007]); if (neighsM['clover']>=1 && neighsM['gildmillet']>=1) muts.push(['shimmerlily',0.02]); if (neighsM['clover']>=2 && neighs['clover']<5) muts.push(['clover',0.007],['goldenClover',0.0001]); if (neighsM['clover']>=4) muts.push(['goldenClover',0.0007]); if (neighsM['shimmerlily']>=1 && neighsM['cronerice']>=1) muts.push(['elderwort',0.01]); if (neighsM['wrinklegill']>=1 && neighsM['cronerice']>=1) muts.push(['elderwort',0.002]); if (neighsM['bakerWheat']>=1 && neighs['brownMold']>=1) muts.push(['chocoroot',0.1]); if (neighsM['chocoroot']>=1 && neighs['whiteMildew']>=1) muts.push(['whiteChocoroot',0.1]); if (neighsM['whiteMildew']>=1 && neighs['brownMold']<=1) muts.push(['brownMold',0.5]); if (neighsM['brownMold']>=1 && neighs['whiteMildew']<=1) muts.push(['whiteMildew',0.5]); if (neighsM['meddleweed']>=1 && neighs['meddleweed']<=3) muts.push(['meddleweed',0.15]); if (neighsM['shimmerlily']>=1 && neighsM['whiteChocoroot']>=1) muts.push(['whiskerbloom',0.01]); if (neighsM['shimmerlily']>=1 && neighsM['whiskerbloom']>=1) muts.push(['chimerose',0.05]); if (neighsM['chimerose']>=2) muts.push(['chimerose',0.005]); if (neighsM['whiskerbloom']>=2) muts.push(['nursetulip',0.05]); if (neighsM['chocoroot']>=1 && neighsM['keenmoss']>=1) muts.push(['drowsyfern',0.005]); if ((neighsM['cronerice']>=1 && neighsM['keenmoss']>=1) || (neighsM['cronerice']>=1 && neighsM['whiteMildew']>=1)) muts.push(['wardlichen',0.005]); if (neighsM['wardlichen']>=1 && neighs['wardlichen']<2) muts.push(['wardlichen',0.05]); if (neighsM['greenRot']>=1 && neighsM['brownMold']>=1) muts.push(['keenmoss',0.1]); if (neighsM['keenmoss']>=1 && neighs['keenmoss']<2) muts.push(['keenmoss',0.05]); if (neighsM['chocoroot']>=1 && neighsM['bakeberry']>=1) muts.push(['queenbeet',0.01]); if (neighsM['queenbeet']>=8) muts.push(['queenbeetLump',0.001]); if (neighsM['queenbeet']>=2) muts.push(['duketater',0.001]); if (neighsM['crumbspore']>=1 && neighs['crumbspore']<=1) muts.push(['crumbspore',0.07]); if (neighsM['crumbspore']>=1 && neighsM['thumbcorn']>=1) muts.push(['glovemorel',0.02]); if (neighsM['crumbspore']>=1 && neighsM['shimmerlily']>=1) muts.push(['cheapcap',0.04]); if (neighsM['doughshroom']>=1 && neighsM['greenRot']>=1) muts.push(['foolBolete',0.04]); if (neighsM['crumbspore']>=2) muts.push(['doughshroom',0.005]); if (neighsM['doughshroom']>=1 && neighs['doughshroom']<=1) muts.push(['doughshroom',0.07]); if (neighsM['doughshroom']>=2) muts.push(['crumbspore',0.005]); if (neighsM['crumbspore']>=1 && neighsM['brownMold']>=1) muts.push(['wrinklegill',0.06]); if (neighsM['whiteMildew']>=1 && neighsM['clover']>=1) muts.push(['greenRot',0.05]); if (neighsM['wrinklegill']>=1 && neighsM['elderwort']>=1) muts.push(['shriekbulb',0.001]); if (neighsM['elderwort']>=5) muts.push(['shriekbulb',0.001]); if (neighs['duketater']>=3) muts.push(['shriekbulb',0.005]); if (neighs['doughshroom']>=4) muts.push(['shriekbulb',0.002]); if (neighsM['queenbeet']>=5) muts.push(['shriekbulb',0.001]); if (neighs['shriekbulb']>=1 && neighs['shriekbulb']<2) muts.push(['shriekbulb',0.005]); if (neighsM['bakerWheat']>=1 && neighsM['whiteChocoroot']>=1) muts.push(['tidygrass',0.002]); if (neighsM['tidygrass']>=3 && neighsM['elderwort']>=3) muts.push(['everdaisy',0.002]); if (neighsM['elderwort']>=1 && neighsM['crumbspore']>=1) muts.push(['ichorpuff',0.002]); return muts; } M.computeBoostPlot=function() { //some plants apply effects to surrounding tiles //this function computes those effects by creating a grid in which those effects stack for (var y=0;y<6;y++) { for (var x=0;x<6;x++) { //age mult, power mult, weed mult M.plotBoost[y][x]=[1,1,1]; } } var effectOn=function(X,Y,s,mult) { for (var y=Math.max(0,Y-s);y0) { var me=M.plantsById[tile[0]-1]; var name=me.key; var stage=0; if (tile[1]>=me.mature) stage=4; else if (tile[1]>=me.mature*0.666) stage=3; else if (tile[1]>=me.mature*0.333) stage=2; else stage=1; var soilMult=M.soilsById[M.soil].effMult; var mult=soilMult; if (stage==1) mult*=0.1; else if (stage==2) mult*=0.25; else if (stage==3) mult*=0.5; else mult*=1; //age mult, power mult, weed mult /*if (name=='elderwort') effectOn(x,y,1,[1+0.03*mult,1,1]); else if (name=='queenbeetLump') effectOn(x,y,1,[1,1-0.2*mult,1]); else if (name=='nursetulip') effectOn(x,y,1,[1,1+0.2*mult,1]); else if (name=='shriekbulb') effectOn(x,y,1,[1,1-0.05*mult,1]); else if (name=='tidygrass') effectOn(x,y,2,[1,1,0]); else if (name=='everdaisy') effectOn(x,y,1,[1,1,0]); else if (name=='ichorpuff') effectOn(x,y,1,[1-0.5*mult,1-0.5*mult,1]);*/ var ageMult=1; var powerMult=1; var weedMult=1; var range=0; if (name=='elderwort') {ageMult=1.03;range=1;} else if (name=='queenbeetLump') {powerMult=0.8;range=1;} else if (name=='nursetulip') {powerMult=1.2;range=1;} else if (name=='shriekbulb') {powerMult=0.95;range=1;} else if (name=='tidygrass') {weedMult=0;range=2;} else if (name=='everdaisy') {weedMult=0;range=1;} else if (name=='ichorpuff') {ageMult=0.5;powerMult=0.5;range=1;} //by god i hope these are right if (ageMult>=1) ageMult=(ageMult-1)*mult+1; else if (mult>=1) ageMult=1/((1/ageMult)*mult); else ageMult=1-(1-ageMult)*mult; if (powerMult>=1) powerMult=(powerMult-1)*mult+1; else if (mult>=1) powerMult=1/((1/powerMult)*mult); else powerMult=1-(1-powerMult)*mult; if (range>0) effectOn(x,y,range,[ageMult,powerMult,weedMult]); } } } } M.computeEffs=function() { M.toCompute=false; var effs={ cps:1, click:1, cursorCps:1, grandmaCps:1, goldenCookieGain:1, goldenCookieFreq:1, goldenCookieDur:1, goldenCookieEffDur:1, wrathCookieGain:1, wrathCookieFreq:1, wrathCookieDur:1, wrathCookieEffDur:1, reindeerGain:1, reindeerFreq:1, reindeerDur:1, itemDrops:1, milk:1, wrinklerSpawn:1, wrinklerEat:1, upgradeCost:1, buildingCost:1, }; if (!M.freeze) { var soilMult=M.soilsById[M.soil].effMult; for (var y=0;y<6;y++) { for (var x=0;x<6;x++) { var tile=M.plot[y][x]; if (tile[0]>0) { var me=M.plantsById[tile[0]-1]; var name=me.key; var stage=0; if (tile[1]>=me.mature) stage=4; else if (tile[1]>=me.mature*0.666) stage=3; else if (tile[1]>=me.mature*0.333) stage=2; else stage=1; var mult=soilMult; if (stage==1) mult*=0.1; else if (stage==2) mult*=0.25; else if (stage==3) mult*=0.5; else mult*=1; mult*=M.plotBoost[y][x][1]; if (name=='bakerWheat') effs.cps+=0.01*mult; else if (name=='thumbcorn') effs.click+=0.02*mult; else if (name=='cronerice') effs.grandmaCps+=0.03*mult; else if (name=='gildmillet') {effs.goldenCookieGain+=0.01*mult;effs.goldenCookieEffDur+=0.001*mult;} else if (name=='clover') effs.goldenCookieFreq+=0.01*mult; else if (name=='goldenClover') effs.goldenCookieFreq+=0.03*mult; else if (name=='shimmerlily') {effs.goldenCookieGain+=0.01*mult;effs.goldenCookieFreq+=0.01*mult;effs.itemDrops+=0.01*mult;} else if (name=='elderwort') {effs.wrathCookieGain+=0.01*mult;effs.wrathCookieFreq+=0.01*mult;effs.grandmaCps+=0.01*mult;} else if (name=='bakeberry') effs.cps+=0.01*mult; else if (name=='chocoroot') effs.cps+=0.01*mult; else if (name=='whiteChocoroot') effs.goldenCookieGain+=0.01*mult; else if (name=='whiteMildew') effs.cps+=0.01*mult; else if (name=='brownMold') effs.cps*=1-0.01*mult; else if (name=='meddleweed') {} else if (name=='whiskerbloom') effs.milk+=0.002*mult; else if (name=='chimerose') {effs.reindeerGain+=0.01*mult;effs.reindeerFreq+=0.01*mult;} else if (name=='nursetulip') {effs.cps*=1-0.02*mult;} else if (name=='drowsyfern') {effs.cps+=0.03*mult;effs.click*=1-0.05*mult;effs.goldenCookieFreq*=1-0.1*mult;} else if (name=='wardlichen') {effs.wrinklerSpawn*=1-0.15*mult;effs.wrathCookieFreq*=1-0.02*mult;} else if (name=='keenmoss') {effs.itemDrops+=0.03*mult;} else if (name=='queenbeet') {effs.goldenCookieEffDur+=0.003*mult;effs.cps*=1-0.02*mult;} else if (name=='queenbeetLump') {effs.cps*=1-0.1*mult;} else if (name=='glovemorel') {effs.click+=0.04*mult;effs.cursorCps+=0.01*mult;effs.cps*=1-0.01*mult;} else if (name=='cheapcap') {effs.upgradeCost*=1-0.002*mult;effs.buildingCost*=1-0.002*mult;} else if (name=='foolBolete') {effs.goldenCookieFreq+=0.02*mult;effs.goldenCookieGain*=1-0.05*mult;effs.goldenCookieDur*=1-0.02*mult;effs.goldenCookieEffDur*=1-0.02*mult;} else if (name=='wrinklegill') {effs.wrinklerSpawn+=0.02*mult;effs.wrinklerEat+=0.01*mult;} else if (name=='greenRot') {effs.goldenCookieDur+=0.005*mult;effs.goldenCookieFreq+=0.01*mult;effs.itemDrops+=0.01*mult;} else if (name=='shriekbulb') {effs.cps*=1-0.02*mult;} } } } } M.effs=effs; Game.recalculateGains=1; } M.soils={ 'dirt':{ name:'Dirt', icon:0, tick:5, effMult:1, weedMult:1, req:0, effsStr:'
    • tick every 5 minutes
    ', q:'Simple, regular old dirt that you\'d find in nature.', }, 'fertilizer':{ name:'Fertilizer', icon:1, tick:3, effMult:0.75, weedMult:1.2, req:50, effsStr:'
    • tick every 3 minutes
    • passive plant effects -25%
    • weeds appear 20% more
    ', q:'Soil with a healthy helping of fresh manure. Plants grow faster but are less efficient.', }, 'clay':{ name:'Clay', icon:2, tick:15, effMult:1.25, weedMult:1, req:100, effsStr:'
    • tick every 15 minutes
    • passive plant effects +25%
    ', q:'Rich soil with very good water retention. Plants grow slower but are more efficient.', }, 'pebbles':{ name:'Pebbles', icon:3, tick:5, effMult:0.25, weedMult:0.1, req:200, effsStr:'
    • tick every 5 minutes
    • passive plant effects -75%
    35% chance of collecting seeds automatically when plants expire
    • weeds appear 10 times less
    ', q:'Dry soil made of small rocks tightly packed together. Not very conducive to plant health, but whatever falls off your crops will be easy to retrieve.
    Useful if you\'re one of those farmers who just want to find new seeds without having to tend their garden too much.', }, 'woodchips':{ name:'Wood chips', icon:4, tick:5, effMult:0.25, weedMult:0.1, req:300, effsStr:'
    • tick every 5 minutes
    • passive plant effects -75%
    • plants spread and mutate 3 times more
    • weeds appear 10 times less
    ', q:'Soil made of bits and pieces of bark and sawdust. Helpful for young sprouts to develop, not so much for mature plants.', }, }; M.soilsById=[];var n=0;for (var i in M.soils){M.soils[i].id=n;M.soils[i].key=i;M.soilsById[n]=M.soils[i];n++;} M.tools={ 'info':{ name:'Garden information', icon:3, desc:'-', descFunc:function() { var str=''; if (M.freeze) str='Your garden is frozen, providing no effects.'; else { var effs={ cps:{n:'CpS'}, click:{n:'cookies/click'}, cursorCps:{n:'cursor CpS'}, grandmaCps:{n:'grandma CpS'}, goldenCookieGain:{n:'golden cookie gains'}, goldenCookieFreq:{n:'golden cookie frequency'}, goldenCookieDur:{n:'golden cookie duration'}, goldenCookieEffDur:{n:'golden cookie effect duration'}, wrathCookieGain:{n:'wrath cookie gains'}, wrathCookieFreq:{n:'wrath cookie frequency'}, wrathCookieDur:{n:'wrath cookie duration'}, wrathCookieEffDur:{n:'wrath cookie effect duration'}, reindeerGain:{n:'reindeer gains'}, reindeerFreq:{n:'reindeer cookie frequency'}, reindeerDur:{n:'reindeer cookie duration'}, itemDrops:{n:'random drops'}, milk:{n:'milk effects'}, wrinklerSpawn:{n:'wrinkler spawn rate'}, wrinklerEat:{n:'wrinkler appetite'}, upgradeCost:{n:'upgrade costs',rev:true}, buildingCost:{n:'building costs',rev:true}, }; var effStr=''; for (var i in M.effs) { if (M.effs[i]!=1 && effs[i]) { var amount=(M.effs[i]-1)*100; effStr+='
    • '+effs[i].n+' : '+(amount>0?'+':'-')+Beautify(Math.abs(M.effs[i]-1)*100,2)+'%
    '; } } if (effStr=='') effStr='
    None.
    '; str+='
    Combined effects of all your plants :
    '+effStr; } str+='
    '; str+='• You can cross-breed plants by planting them close to each other; new plants will grow in the empty tiles next to them.
    • Unlock new seeds by harvesting mature plants.
    • When you ascend, your garden plants are reset, but you keep all the seeds you\'ve unlocked.
    • Your garden has no effect and does not grow while the game is closed.
    '; return str; }, func:function(){}, }, 'harvestAll':{ name:'Harvest all', icon:0, descFunc:function(){return 'Instantly harvest all plants in your garden.
    '+((Game.keys[16] && Game.keys[17])?'You are holding shift+ctrl. Only mature, mortal plants will be harvested.':'Shift+ctrl+click to harvest only mature, mortal plants.');}, func:function(){ PlaySound('snd/toneTick.mp3'); /*if (M.freeze){return false;}*/ if (Game.keys[16] && Game.keys[17]) M.harvestAll(0,1,1);//ctrl & shift, harvest only mature non-immortal plants else M.harvestAll(); }, }, 'freeze':{ name:'Freeze', icon:1, descFunc:function() { return 'Cryogenically preserve your garden.
    Plants no longer grow, spread or die; they provide no benefits.
    Soil cannot be changed.
    Using this will effectively pause your garden.
    ';//'+((M.nextFreeze>Date.now())?'You will be able to freeze your garden again in '+Game.sayTime((M.nextFreeze-Date.now())/1000*30+30,-1)+'.':'After unfreezing your garden, you must wait 10 minutes to freeze it again.')+' }, func:function(){ //if (!M.freeze && M.nextFreeze>Date.now()) return false; PlaySound('snd/toneTick.mp3'); M.freeze=(M.freeze?0:1); if (M.freeze) { M.computeEffs(); PlaySound('snd/freezeGarden.mp3'); this.classList.add('on'); l('gardenContent').classList.add('gardenFrozen'); for (var y=0;y<6;y++) { for (var x=0;x<6;x++) { var tile=M.plot[y][x]; if (tile[0]>0) { var me=M.plantsById[tile[0]-1]; var age=tile[1]; if (me.key=='cheapcap' && Math.random()<0.15) { M.plot[y][x]=[0,0]; if (me.onKill) me.onKill(x,y,age); M.toRebuild=true; } } } } } else { //M.nextFreeze=Date.now()+(Game.Has('Turbo-charged soil')?1:(1000*60*10)); M.computeEffs(); this.classList.remove('on'); l('gardenContent').classList.remove('gardenFrozen'); } }, isOn:function(){if (M.freeze){l('gardenContent').classList.add('gardenFrozen');}else{l('gardenContent').classList.remove('gardenFrozen');}return M.freeze;}, }, 'convert':{ name:'Sacrifice garden', icon:2, desc:'A swarm of sugar hornets comes down on your garden, destroying every plant as well as every seed you\'ve unlocked - leaving only a Baker\'s wheat seed.
    In exchange, they will grant you 10 sugar lumps.
    This action is only available with a complete seed log.', func:function(){PlaySound('snd/toneTick.mp3');M.askConvert();}, isDisplayed:function(){if (M.plantsUnlockedN>=M.plantsN) return true; else return false;}, }, }; M.toolsById=[];var n=0;for (var i in M.tools){M.tools[i].id=n;M.tools[i].key=i;M.toolsById[n]=M.tools[i];n++;} M.plot=[]; for (var y=0;y<6;y++) { M.plot[y]=[]; for (var x=0;x<6;x++) { M.plot[y][x]=[0,0]; } } M.plotBoost=[]; for (var y=0;y<6;y++) { M.plotBoost[y]=[]; for (var x=0;x<6;x++) { //age mult, power mult, weed mult M.plotBoost[y][x]=[1,1,1]; } } M.tileSize=40; M.seedSelected=-1; M.soil=0; M.nextSoil=0;//timestamp for when soil will be ready to change again M.stepT=1;//in seconds M.nextStep=0;//timestamp for next step tick M.harvests=0; M.harvestsTotal=0; M.loopsMult=1; M.toRebuild=false; M.toCompute=false; M.freeze=0; M.nextFreeze=0;//timestamp for when we can freeze again; unused, but still stored M.getCost=function(me) { if (Game.Has('Turbo-charged soil')) return 0; return Math.max(me.costM,Game.cookiesPs*me.cost*60)*(Game.HasAchiev('Seedless to nay')?0.95:1); } M.getPlantDesc=function(me) { var children=''; if (me.children.length>0) { children+='
    '; for (var i in me.children) { if (!M.plants[me.children[i]]) console.log('No plant named '+me.children[i]); else { var it=M.plants[me.children[i]]; if (it.unlocked) children+='
    '; else children+='
    '; } } children+='
    '; } return '
    '+ (!me.immortal?('
    Average lifespan : '+Game.sayTime(((100/(me.ageTick+me.ageTickR/2))*M.stepT)*30,-1)+' ('+Beautify(Math.ceil((100/((me.ageTick+me.ageTickR/2)))*(1)))+' ticks)
    '):'')+ '
    Average maturation : '+Game.sayTime(((100/((me.ageTick+me.ageTickR/2)))*(me.mature/100)*M.stepT)*30,-1)+' ('+Beautify(Math.ceil((100/((me.ageTick+me.ageTickR/2)))*(me.mature/100)))+' ticks)
    '+ (me.weed?'
    Is a weed
    ':'')+ (me.fungus?'
    Is a fungus
    ':'')+ (me.detailsStr?('
    Details : '+me.detailsStr+'
    '):'')+ (children!=''?('
    Possible mutations : '+children+'
    '):'')+ '
    '+ '
    Effects :
    '+ '
    '+me.effsStr+'
    '+ (me.q?(''+me.q+''):'')+ '
    '; } M.canPlant=function(me) { if (Game.cookies>=M.getCost(me)) return true; else return false; } M.cursor=1; M.hideCursor=function() { M.cursor=0; } M.showCursor=function() { M.cursor=1; } M.soilTooltip=function(id) { return function(){ var me=M.soilsById[id]; var str='
    '+ (M.parent.amountSoil unlocked at '+me.req+' farms.
    ' ):('
    '+ '
    '+me.name+'
    '+((M.soil==me.id)?'Your field is currently using this soil.':(M.nextSoil>Date.now())?'You will be able to change your soil again in '+Game.sayTime((M.nextSoil-Date.now())/1000*30+30,-1)+'.':'Click to use this type of soil for your whole field.')+'
    '+ '
    '+ '
    '+ '
    Effects :
    '+ '
    '+me.effsStr+'
    '+ (me.q?(''+me.q+''):'')+ '
    '))+ '
    '; return str; }; } M.seedTooltip=function(id) { return function(){ var me=M.plantsById[id]; var str='
    '+ '
    '+ '
    '+ '
    '+ (me.plantable?('
    Planting cost :
    '+Beautify(Math.round(shortenNumber(M.getCost(me))))+'
    '+Game.sayTime(me.cost*60*30,-1)+' of CpS,
    minimum '+Beautify(me.costM)+' cookies
    '):'')+ '
    '+me.name+' seed
    '+(me.plantable?'Click to select this seed for planting.':'This seed cannot be planted.')+'
    Shift+ctrl+click to harvest all mature plants of this type.
    '+ '
    '+ M.getPlantDesc(me)+ '
    '; return str; }; } M.toolTooltip=function(id) { return function(){ var me=M.toolsById[id]; var icon=[me.icon,35]; var str='
    '+ '
    '+ '
    '+me.name+'
    '+ '
    '+ '
    '+ (me.descFunc?me.descFunc():me.desc)+ '
    '+ '
    '; return str; }; } M.tileTooltip=function(x,y) { return function(){ if (Game.keys[16]) return ''; var tile=M.plot[y][x]; if (tile[0]==0) { var me=(M.seedSelected>=0)?M.plantsById[M.seedSelected]:0; var str='
    '+ '
    Empty tile
    '+'
    '+ 'This tile of soil is empty.
    Pick a seed and plant something!'+ (me?'
    Click to plant '+me.name+' for '+Beautify(Math.round(M.getCost(me)))+'.
    (Shift-click to plant multiple.)
    (Holding the shift key pressed will also hide tooltips.)':'')+ (M.plotBoost[y][x]!=[1,1,1]?(''+ (M.plotBoost[y][x][0]!=1?'
    Aging multiplier : '+Beautify(M.plotBoost[y][x][0]*100)+'%':'')+ (M.plotBoost[y][x][1]!=1?'
    Effect multiplier : '+Beautify(M.plotBoost[y][x][1]*100)+'%':'')+ (M.plotBoost[y][x][2]!=1?'
    Weeds/fungus repellent : '+Beautify(100-M.plotBoost[y][x][2]*100)+'%':'')+ '
    ' ):'')+ '
    '+ '
    '; return str; } else { var me=M.plantsById[tile[0]-1]; var stage=0; if (tile[1]>=me.mature) stage=4; else if (tile[1]>=me.mature*0.666) stage=3; else if (tile[1]>=me.mature*0.333) stage=2; else stage=1; var icon=[stage,me.icon]; var str='
    '+ '
    '+ '
    '+me.name+'
    This plant is growing here.
    '+ '
    '+ '
    '+ '
    '+ '
    '+ '
    '+ '
    '+ '
    '+ '
    '+ '

    '+ 'Stage : '+['bud','sprout','bloom','mature'][stage-1]+'
    '+ ''+(stage==1?'Plant effects : 10%':stage==2?'Plant effects : 25%':stage==3?'Plant effects : 50%':'Plant effects : 100%; may reproduce, will drop seed when harvested')+''+ '
    '+( stage<4?( 'Mature in about '+Game.sayTime(((100/(M.plotBoost[y][x][0]*(me.ageTick+me.ageTickR/2)))*((me.mature-tile[1])/100)*M.stepT)*30,-1)+' ('+Beautify(Math.ceil((100/(M.plotBoost[y][x][0]*(me.ageTick+me.ageTickR/2)))*((me.mature-tile[1])/100)))+' tick'+(Math.ceil((100/(M.plotBoost[y][x][0]*(me.ageTick+me.ageTickR/2)))*((me.mature-tile[1])/100))==1?'':'s')+')' ):( !me.immortal?( 'Decays in about '+Game.sayTime(((100/(M.plotBoost[y][x][0]*(me.ageTick+me.ageTickR/2)))*((100-tile[1])/100)*M.stepT)*30,-1)+' ('+Beautify(Math.ceil((100/(M.plotBoost[y][x][0]*(me.ageTick+me.ageTickR/2)))*((100-tile[1])/100)))+' tick'+(Math.ceil((100/(M.plotBoost[y][x][0]*(me.ageTick+me.ageTickR/2)))*((100-tile[1])/100))==1?'':'s')+')' ): 'Does not decay' ) )+''+ //'
    '+M.plotBoost[y][x]+'
    '+ (M.plotBoost[y][x]!=[1,1,1]?(''+ (M.plotBoost[y][x][0]!=1?'
    Aging multiplier : '+Beautify(M.plotBoost[y][x][0]*100)+'%':'')+ (M.plotBoost[y][x][1]!=1?'
    Effect multiplier : '+Beautify(M.plotBoost[y][x][1]*100)+'%':'')+ (M.plotBoost[y][x][2]!=1?'
    Weeds/fungus repellent : '+Beautify(100-M.plotBoost[y][x][2]*100)+'%':'')+ '
    ' ):'')+ '
    '+ '
    '+ //'
    Click to harvest'+(M.seedSelected>=0?', planting '+M.plantsById[M.seedSelected].name+'
    for '+Beautify(Math.round(M.getCost(M.plantsById[M.seedSelected])))+' in its place':'')+'.
    '+ '
    Click to '+(stage==4?'harvest':'unearth')+'.
    '+ '
    '+ M.getPlantDesc(me)+ '
    '; return str; } }; } M.refillTooltip=function(){ return '
    Click to refill your soil timer and trigger 1 plant growth tick with x3 spread and mutation rate for 1 sugar lump.'+ (Game.canRefillLump()?'
    (can be done once every '+Game.sayTime(Game.getLumpRefillMax(),-1)+')':('
    (usable again in '+Game.sayTime(Game.getLumpRefillRemaining()+Game.fps,-1)+')'))+ '
    '; }; M.buildPanel=function() { if (!l('gardenSeeds')) return false; var str=''; for (var i in M.plants) { var me=M.plants[i]; var icon=[0,me.icon]; str+='
    '; str+='
    '; str+='
    '; } l('gardenSeeds').innerHTML=str; for (var i in M.plants) { var me=M.plants[i]; me.l=l('gardenSeed-'+me.id); AddEvent(me.l,'click',function(me){return function() { if (/* !M.freeze && */Game.keys[16] && Game.keys[17])//shift & ctrl { //harvest all mature of type M.harvestAll(me,1); return false; } if (!me.plantable && !Game.sesame) return false; if (M.seedSelected==me.id){M.seedSelected=-1;} else {M.seedSelected=me.id;PlaySound('snd/toneTick.mp3');} for (var i in M.plants) { var it=M.plants[i]; if (it.id==M.seedSelected){it.l.classList.add('on');} else {it.l.classList.remove('on');} } }}(me)); AddEvent(me.l,'mouseover',M.hideCursor); AddEvent(me.l,'mouseout',M.showCursor); if (me.unlocked) me.l.classList.remove('locked'); } var str=''; for (var i in M.tools) { var me=M.tools[i]; var icon=[me.icon,35]; str+='
    '; str+='
    '; str+='
    '; } l('gardenTools').innerHTML=str; for (var i in M.tools) { var me=M.tools[i]; AddEvent(l('gardenTool-'+me.id),'click',me.func); AddEvent(l('gardenTool-'+me.id),'mouseover',M.hideCursor); AddEvent(l('gardenTool-'+me.id),'mouseout',M.showCursor); } var str=''; for (var i in M.soils) { var me=M.soils[i]; var icon=[me.icon,34]; str+='
    '; str+='
    '; str+='
    '; } l('gardenSoils').innerHTML=str; for (var i in M.soils) { var me=M.soils[i]; AddEvent(l('gardenSoil-'+me.id),'click',function(me){return function(){ if (M.freeze || M.soil==me.id || M.nextSoil>Date.now() || M.parent.amount
    '; } } l('gardenPlot').innerHTML=str; for (var y=0;y<6;y++) { for (var x=0;x<6;x++) { AddEvent(l('gardenTile-'+x+'-'+y),'click',function(x,y){return function() { M.clickTile(x,y); }}(x,y)); } } } var plants=0; for (var y=0;y<6;y++) { for (var x=0;x<6;x++) { var tile=M.plot[y][x]; var tileL=l('gardenTile-'+x+'-'+y); var iconL=l('gardenTileIcon-'+x+'-'+y); var me=0; if (tile[0]>0) { plants++; me=M.plantsById[tile[0]-1]; var stage=0; if (tile[1]>=me.mature) stage=4; else if (tile[1]>=me.mature*0.666) stage=3; else if (tile[1]>=me.mature*0.333) stage=2; else stage=1; var dying=((tile[1]+Math.ceil(me.ageTick+me.ageTickR))>=100?1:0); var icon=[stage,me.icon]; iconL.style.opacity=(dying?0.5:1); iconL.style.backgroundPosition=(-icon[0]*48)+'px '+(-icon[1]*48)+'px'; iconL.style.display='block'; //iconL.innerHTML=M.plotBoost[y][x]; } else iconL.style.display='none'; if (M.isTileUnlocked(x,y)) tileL.style.display='block'; else tileL.style.display='none'; } } if (plants>=6*6) Game.Win('In the garden of Eden (baby)'); } M.clickTile=function(x,y) { //if (M.freeze) return false; var outcome=M.useTool(M.seedSelected,x,y); M.toCompute=true; if (outcome && !Game.keys[16])//shift { M.seedSelected=-1; for (var i in M.plants) { var it=M.plants[i]; if (it.id==M.seedSelected) {l('gardenSeed-'+it.id).classList.add('on');} else {l('gardenSeed-'+it.id).classList.remove('on');} } } //PlaySound('snd/tick.mp3'); } M.useTool=function(what,x,y) { var harvested=M.harvest(x,y,1); if (harvested) { Game.SparkleAt(Game.mouseX,Game.mouseY); PlaySound('snd/harvest'+choose(['1','2','3'])+'.mp3',1,0.2); } else { if (what>=0 && M.canPlant(M.plantsById[what])) { M.plot[y][x]=[what+1,0]; M.toRebuild=true; Game.Spend(M.getCost(M.plantsById[what])); Game.SparkleAt(Game.mouseX,Game.mouseY); PlaySound('snd/tillb'+choose(['1','2','3'])+'.mp3',1,0.2); return true; } } return false; } M.getTile=function(x,y) { if (x<0 || x>5 || y<0 || y>5 || !M.isTileUnlocked(x,y)) return [0,0]; return M.plot[y][x]; } M.plotLimits=[ [2,2,4,4], [2,2,5,4], [2,2,5,5], [1,2,5,5], [1,1,5,5], [1,1,6,5], [1,1,6,6], [0,1,6,6], [0,0,6,6], ]; M.isTileUnlocked=function(x,y) { var level=M.parent.level; level=Math.max(1,Math.min(M.plotLimits.length,level))-1; var limits=M.plotLimits[level]; if (x>=limits[0] && x=limits[1] && ySacrifice garden
    Do you REALLY want to sacrifice your garden to the sugar hornets?
    You will be left with an empty plot and only the Baker\'s wheat seed unlocked.
    In return, you will gain 10 sugar lumps.
    ',[['Yes!','Game.ClosePrompt();Game.ObjectsById['+M.parent.id+'].minigame.convert();'],'No']); } M.convert=function() { if (M.plantsUnlockedNIn the remains, you find 10 sugar lumps.',[29,14],12); M.seedSelected=-1; Game.Win('Seedless to nay'); M.convertTimes++; M.computeMatures(); PlaySound('snd/spellFail.mp3',0.75); } M.harvestAll=function(type,mature,mortal) { var harvested=0; for (var i=0;i<2;i++)//we do it twice to take care of whatever spawns on kill { for (var y=0;y<6;y++) { for (var x=0;x<6;x++) { if (M.plot[y][x][0]>=1) { var doIt=true; var tile=M.plot[y][x]; var me=M.plantsById[tile[0]-1]; if (type && me!=type) doIt=false; if (mortal && me.immortal) doIt=false; if (mature && tile[1]0) setTimeout(function(){PlaySound('snd/harvest1.mp3',1,0.2);},50); if (harvested>2) setTimeout(function(){PlaySound('snd/harvest2.mp3',1,0.2);},150); if (harvested>6) setTimeout(function(){PlaySound('snd/harvest3.mp3',1,0.2);},250); } M.harvest=function(x,y,manual) { var tile=M.plot[y][x]; if (tile[0]>=1) { M.toCompute=true; var me=M.plantsById[tile[0]-1]; var age=tile[1]; if (me.onHarvest) me.onHarvest(x,y,age); if (tile[1]>=me.mature) { if (M.unlockSeed(me)) Game.Popup('('+me.name+')
    Unlocked '+me.name+' seed.',Game.mouseX,Game.mouseY); M.harvests++; M.harvestsTotal++; if (M.harvestsTotal>=100) Game.Win('Botany enthusiast'); if (M.harvestsTotal>=1000) Game.Win('Green, aching thumb'); } M.plot[y][x]=[0,0]; if (me.onKill) me.onKill(x,y,age); M.toRebuild=true; return true; } return false; } M.unlockSeed=function(me) { if (me.unlocked) return false; me.unlocked=1; if (me.l) me.l.classList.remove('locked'); M.getUnlockedN(); return true; } M.lockSeed=function(me) { if (me.locked) return false; me.unlocked=0; if (me.l) me.l.classList.add('locked'); M.getUnlockedN(); return true; } var str=''; str+=''; str+='
    '; str+='
    '; str+='
    '; str+='
    '; str+='
    Tools
    '; str+='
    '; str+='
    Seeds
    '; str+='
    '; str+='
    '; str+='
    '; str+='
    '; str+='
    '; str+='
    '; str+='
    '; str+=''; str+='
    Initializing...
    '; str+='
    '; str+='
    '; str+='
    '; str+='
    '; div.innerHTML=str; M.buildPlot(); M.buildPanel(); M.lumpRefill=l('gardenLumpRefill'); AddEvent(M.lumpRefill,'click',function(){ Game.refillLump(1,function(){ M.loopsMult=3; M.nextSoil=Date.now(); //M.nextFreeze=Date.now(); M.nextStep=Date.now(); PlaySound('snd/pop'+Math.floor(Math.random()*3+1)+'.mp3',0.75); }); }); AddEvent(l('gardenSeedsUnlocked'),'click',function() { if (Game.sesame) { if (Game.keys[16] && Game.keys[17])//ctrl & shift, fill garden with random plants { for (var y=0;y<6;y++) { for (var x=0;x<6;x++) { M.plot[y][x]=[choose(M.plantsById).id+1,Math.floor(Math.random()*100)]; } } M.toRebuild=true; M.toCompute=true; } else//unlock/lock all seeds { var locked=0; for (var i in M.plants) { if (!M.plants[i].unlocked) locked++; } if (locked>0){for (var i in M.plants){M.unlockSeed(M.plants[i]);}} else{for (var i in M.plants){M.lockSeed(M.plants[i]);}} M.unlockSeed(M.plants['bakerWheat']); } } }); M.reset(); //M.parent.switchMinigame(1); } M.onResize=function() { var width=l('gardenContent').offsetWidth; var panelW=Math.min(Math.max(width*0.40,320),width-6*M.tileSize)-8; var fieldW=Math.max(Math.min(width*0.60,width-panelW),6*M.tileSize)-8; l('gardenField').style.width=fieldW+'px'; l('gardenPanel').style.width=panelW+'px'; } M.onLevel=function(level) { M.buildPlot(); } M.onRuinTheFun=function() { for (var i in M.plants){M.unlockSeed(M.plants[i]);} } M.save=function() { //output cannot use ",", ";" or "|" var str=''+ parseFloat(M.nextStep)+':'+ parseInt(M.soil)+':'+ parseFloat(M.nextSoil)+':'+ parseInt(M.freeze)+':'+ parseInt(M.harvests)+':'+ parseInt(M.harvestsTotal)+':'+ parseInt(M.parent.onMinigame?'1':'0')+':'+ parseFloat(M.convertTimes)+':'+ parseFloat(M.nextFreeze)+':'+ ' '; for (var i in M.plants) { str+=''+(M.plants[i].unlocked?'1':'0'); } str+=' '; for (var y=0;y<6;y++) { for (var x=0;x<6;x++) { str+=parseInt(M.plot[y][x][0])+':'+parseInt(M.plot[y][x][1])+':'; } } return str; } M.load=function(str) { //interpret str; called after .init //note : not actually called in the Game's load; see "minigameSave" in main.js if (!str) return false; var i=0; var spl=str.split(' '); var spl2=spl[i++].split(':'); var i2=0; M.nextStep=parseFloat(spl2[i2++]||M.nextStep); M.soil=parseInt(spl2[i2++]||M.soil); M.nextSoil=parseFloat(spl2[i2++]||M.nextSoil); M.freeze=parseInt(spl2[i2++]||M.freeze)?1:0; M.harvests=parseInt(spl2[i2++]||0); M.harvestsTotal=parseInt(spl2[i2++]||0); var on=parseInt(spl2[i2++]||0);if (on && Game.ascensionMode!=1) M.parent.switchMinigame(1); M.convertTimes=parseFloat(spl2[i2++]||M.convertTimes); M.nextFreeze=parseFloat(spl2[i2++]||M.nextFreeze); var seeds=spl[i++]||''; if (seeds) { var n=0; for (var ii in M.plants) { if (seeds.charAt(n)=='1') M.plants[ii].unlocked=1; else M.plants[ii].unlocked=0; n++; } } M.plants['bakerWheat'].unlocked=1; var plot=spl[i++]||0; if (plot) { plot=plot.split(':'); var n=0; for (var y=0;y<6;y++) { for (var x=0;x<6;x++) { M.plot[y][x]=[parseInt(plot[n]),parseInt(plot[n+1])]; n+=2; } } } M.getUnlockedN(); M.computeStepT(); M.buildPlot(); M.buildPanel(); M.computeBoostPlot(); M.toCompute=true; } M.reset=function(hard) { M.soil=0; if (M.seedSelected>-1) M.plantsById[M.seedSelected].l.classList.remove('on'); M.seedSelected=-1; M.nextStep=Date.now(); M.nextSoil=Date.now(); M.nextFreeze=Date.now(); for (var y=0;y<6;y++) { for (var x=0;x<6;x++) { M.plot[y][x]=[0,0]; } } M.harvests=0; if (hard) { M.convertTimes=0; M.harvestsTotal=0; for (var i in M.plants) { M.plants[i].unlocked=0; } } M.plants['bakerWheat'].unlocked=1; M.loopsMult=1; M.getUnlockedN(); M.computeStepT(); M.computeMatures(); M.buildPlot(); M.buildPanel(); M.computeEffs(); M.toCompute=true; setTimeout(function(M){return function(){M.onResize();}}(M),10); } M.logic=function() { //run each frame var now=Date.now(); if (!M.freeze) { M.nextStep=Math.min(M.nextStep,now+(M.stepT)*1000); if (now>=M.nextStep) { M.computeStepT(); M.nextStep=now+M.stepT*1000; M.computeBoostPlot(); M.computeMatures(); var weedMult=M.soilsById[M.soil].weedMult; var loops=1; if (M.soilsById[M.soil].key=='woodchips') loops=3; loops*=M.loopsMult; M.loopsMult=1; for (var y=0;y<6;y++) { for (var x=0;x<6;x++) { if (M.isTileUnlocked(x,y)) { var tile=M.plot[y][x]; var me=M.plantsById[tile[0]-1]; if (tile[0]>0) { //age tile[1]+=randomFloor((me.ageTick+me.ageTickR*Math.random())*M.plotBoost[y][x][0]); tile[1]=Math.max(tile[1],0); if (me.immortal) tile[1]=Math.min(me.mature+1,tile[1]); else if (tile[1]>=100) { //die of old age M.plot[y][x]=[0,0]; if (me.onDie) me.onDie(x,y); if (M.soilsById[M.soil].key=='pebbles' && Math.random()<0.35) { if (M.unlockSeed(me)) Game.Popup('Unlocked '+me.name+' seed.',Game.mouseX,Game.mouseY); } } else if (!me.noContam) { //other plant contamination //only occurs in cardinal directions //immortal plants and plants with noContam are immune var list=[]; for (var i in M.plantContam) { if (Math.random()0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} var neigh=M.getTile(x,y+1);if (neigh[0]>0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} var neigh=M.getTile(x-1,y);if (neigh[0]>0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} var neigh=M.getTile(x+1,y);if (neigh[0]>0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} if (neighsM[contam]>=1) M.plot[y][x]=[M.plants[contam].id+1,0]; } } } } else { //plant spreading and mutation //happens on all 8 tiles around this one for (var loop=0;loop0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} var neigh=M.getTile(x,y+1);if (neigh[0]>0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} var neigh=M.getTile(x-1,y);if (neigh[0]>0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} var neigh=M.getTile(x+1,y);if (neigh[0]>0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} var neigh=M.getTile(x-1,y-1);if (neigh[0]>0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} var neigh=M.getTile(x-1,y+1);if (neigh[0]>0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} var neigh=M.getTile(x+1,y-1);if (neigh[0]>0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} var neigh=M.getTile(x+1,y+1);if (neigh[0]>0){var age=neigh[1];neigh=M.plantsById[neigh[0]-1];any++;neighs[neigh.key]++;if (age>=neigh.mature){neighsM[neigh.key]++;}} if (any>0) { var muts=M.getMuts(neighs,neighsM); var list=[]; for (var ii=0;ii0) M.plot[y][x]=[M.plants[choose(list)].id+1,0]; } else if (loop==0) { //weeds in empty tiles (no other plants must be nearby) var chance=0.002*weedMult*M.plotBoost[y][x][2]; if (Math.random()-1) M.plantsById[M.seedSelected].l.classList.remove('on'); M.seedSelected=-1; } } M.draw=function() { //run each draw frame if (M.cursorL) { if (!M.cursor || M.seedSelected<0) { M.cursorL.style.display='none'; } else { var box=l('gardenDrag').getBoundingClientRect(); var x=Game.mouseX-box.left-24; var y=Game.mouseY-box.top; var seed=M.plantsById[M.seedSelected]; var icon=[0,seed.icon]; M.cursorL.style.transform='translate('+(x)+'px,'+(y)+'px)'; M.cursorL.style.backgroundPosition=(-icon[0]*48)+'px '+(-icon[1]*48)+'px'; M.cursorL.style.display='block'; } } if (Game.drawT%10==0) { M.lumpRefill.style.display='block'; if (M.freeze) l('gardenNextTick').innerHTML='Garden is frozen. Unfreeze to resume.'; else l('gardenNextTick').innerHTML='Next tick in '+Game.sayTime((M.nextStep-Date.now())/1000*30+30,-1)+''; l('gardenStats').innerHTML='Mature plants harvested : '+Beautify(M.harvests)+' (total : '+Beautify(M.harvestsTotal)+')'; if (M.parent.level(Upgrades with farm level)'; else l('gardenPlotSize').innerHTML=''; l('gardenSeedsUnlocked').innerHTML='Seeds ('+M.plantsUnlockedN+'/'+M.plantsN+')'; for (var i in M.soils) { var me=M.soils[i]; if (M.parent.amount'+Beautify(val)+' cookie'+(val==1?'':'s')+' out of thin air.',[21,11],6); Game.Popup('
    +'+Beautify(val)+' cookie'+(val==1?'':'s')+'!
    ',Game.mouseX,Game.mouseY); }, fail:function() { var buff=Game.gainBuff('clot',60*15,0.5); var val=Math.min(Game.cookies*0.15,Game.cookiesPs*60*15)+13; val=Math.min(Game.cookies,val); Game.Spend(val); Game.Notify(buff.name,buff.desc,buff.icon,6); Game.Popup('
    Backfire!
    Summoning failed! Lost '+Beautify(val)+' cookie'+(val==1?'':'s')+'!
    ',Game.mouseX,Game.mouseY); }, }, 'hand of fate':{ name:'Force the Hand of Fate', desc:'Summon a random golden cookie. Each existing golden cookie makes this spell +15% more likely to backfire.', failDesc:'Summon an unlucky wrath cookie.', icon:[22,11], costMin:10, costPercent:0.6, failFunc:function(fail) { return fail+0.15*Game.shimmerTypes['golden'].n; }, win:function() { var newShimmer=new Game.shimmer('golden',{noWrath:true}); var choices=[]; choices.push('frenzy','multiply cookies'); if (!Game.hasBuff('Dragonflight')) choices.push('click frenzy'); if (Math.random()<0.1) choices.push('cookie storm','cookie storm','blab'); if (Game.BuildingsOwned>=10 && Math.random()<0.25) choices.push('building special'); //if (Math.random()<0.2) choices.push('clot','cursed finger','ruin cookies'); if (Math.random()<0.15) choices=['cookie storm drop']; if (Math.random()<0.0001) choices.push('free sugar lump'); newShimmer.force=choose(choices); if (newShimmer.force=='cookie storm drop') { newShimmer.sizeMult=Math.random()*0.75+0.25; } Game.Popup('
    Promising fate!
    ',Game.mouseX,Game.mouseY); }, fail:function() { var newShimmer=new Game.shimmer('golden',{wrath:true}); var choices=[]; choices.push('clot','ruin cookies'); if (Math.random()<0.1) choices.push('cursed finger','blood frenzy'); if (Math.random()<0.003) choices.push('free sugar lump'); if (Math.random()<0.1) choices=['blab']; newShimmer.force=choose(choices); Game.Popup('
    Backfire!
    Sinister fate!
    ',Game.mouseX,Game.mouseY); }, }, 'stretch time':{ name:'Stretch Time', desc:'All active buffs gain 10% more time (up to 5 more minutes).', failDesc:'All active buffs are shortened by 20% (up to 10 minutes shorter).', icon:[23,11], costMin:8, costPercent:0.2, win:function() { var changed=0; for (var i in Game.buffs) { var me=Game.buffs[i]; var gain=Math.min(Game.fps*60*5,me.maxTime*0.1); me.maxTime+=gain; me.time+=gain; changed++; } if (changed==0){Game.Popup('
    No buffs to alter!
    ',Game.mouseX,Game.mouseY);return -1;} Game.Popup('
    Zap! Buffs lengthened.
    ',Game.mouseX,Game.mouseY); }, fail:function() { var changed=0; for (var i in Game.buffs) { var me=Game.buffs[i]; var loss=Math.min(Game.fps*60*10,me.time*0.2); me.time-=loss; me.time=Math.max(me.time,0); changed++; } if (changed==0){Game.Popup('
    No buffs to alter!
    ',Game.mouseX,Game.mouseY);return -1;} Game.Popup('
    Backfire!
    Fizz! Buffs shortened.
    ',Game.mouseX,Game.mouseY); }, }, 'spontaneous edifice':{ name:'Spontaneous Edifice', desc:'The spell picks a random building you could afford if you had twice your current cookies, and gives it to you for free. The building selected must be under 400, and cannot be your most-built one (unless it is your only one).', failDesc:'Lose a random building.', icon:[24,11], costMin:20, costPercent:0.75, win:function() { var buildings=[]; var max=0; var n=0; for (var i in Game.Objects) { if (Game.Objects[i].amount>max) max=Game.Objects[i].amount; if (Game.Objects[i].amount>0) n++; } for (var i in Game.Objects) {if ((Game.Objects[i].amountNo buildings to improve!
    ',Game.mouseX,Game.mouseY);return -1;} var building=choose(buildings); building.buyFree(1); Game.Popup('
    A new '+building.single+'
    bursts out of the ground.
    ',Game.mouseX,Game.mouseY); }, fail:function() { if (Game.BuildingsOwned==0){Game.Popup('
    Backfired, but no buildings to destroy!
    ',Game.mouseX,Game.mouseY);return -1;} var buildings=[]; for (var i in Game.Objects) {if (Game.Objects[i].amount>0) buildings.push(Game.Objects[i]);} var building=choose(buildings); building.sacrifice(1); Game.Popup('
    Backfire!
    One of your '+building.plural+'
    disappears in a puff of smoke.
    ',Game.mouseX,Game.mouseY); }, }, 'haggler\'s charm':{ name:'Haggler\'s Charm', desc:'Upgrades are 2% cheaper for 1 minute.', failDesc:'Upgrades are 2% more expensive for an hour.What\'s that spell? Loadsamoney!', icon:[25,11], costMin:10, costPercent:0.1, win:function() { Game.killBuff('Haggler\'s misery'); var buff=Game.gainBuff('haggler luck',60,2); Game.Popup('
    Upgrades are cheaper!
    ',Game.mouseX,Game.mouseY); }, fail:function() { Game.killBuff('Haggler\'s luck'); var buff=Game.gainBuff('haggler misery',60*60,2); Game.Popup('
    Backfire!
    Upgrades are pricier!
    ',Game.mouseX,Game.mouseY); }, }, 'summon crafty pixies':{ name:'Summon Crafty Pixies', desc:'Buildings are 2% cheaper for 1 minute.', failDesc:'Buildings are 2% more expensive for an hour.', icon:[26,11], costMin:10, costPercent:0.2, win:function() { Game.killBuff('Nasty goblins'); var buff=Game.gainBuff('pixie luck',60,2); Game.Popup('
    Crafty pixies!
    Buildings are cheaper!
    ',Game.mouseX,Game.mouseY); }, fail:function() { Game.killBuff('Crafty pixies'); var buff=Game.gainBuff('pixie misery',60*60,2); Game.Popup('
    Backfire!
    Nasty goblins!
    Buildings are pricier!
    ',Game.mouseX,Game.mouseY); }, }, 'gambler\'s fever dream':{ name:'Gambler\'s Fever Dream', desc:'Cast a random spell at half the magic cost, with twice the chance of backfiring.', icon:[27,11], costMin:3, costPercent:0.05, win:function() { var spells=[]; var selfCost=M.getSpellCost(M.spells['gambler\'s fever dream']); for (var i in M.spells) {if (i!='gambler\'s fever dream' && (M.magic-selfCost)>=M.getSpellCost(M.spells[i])*0.5) spells.push(M.spells[i]);} if (spells.length==0){Game.Popup('
    No eligible spells!
    ',Game.mouseX,Game.mouseY);return -1;} var spell=choose(spells); var cost=M.getSpellCost(spell)*0.5; setTimeout(function(spell,cost,seed){return function(){ if (Game.seed!=seed) return false; var out=M.castSpell(spell,{cost:cost,failChanceMax:0.5,passthrough:true}); if (!out) { M.magic+=selfCost; setTimeout(function(){ Game.Popup('
    That\'s too bad!
    Magic refunded.
    ',Game.mouseX,Game.mouseY); },1500); } }}(spell,cost,Game.seed),1000); Game.Popup('
    Casting '+spell.name+'
    for '+Beautify(cost)+' magic...
    ',Game.mouseX,Game.mouseY); }, }, 'resurrect abomination':{ name:'Resurrect Abomination', desc:'Instantly summon a wrinkler if conditions are fulfilled.', failDesc:'Pop one of your wrinklers.', icon:[28,11], costMin:20, costPercent:0.1, win:function() { var out=Game.SpawnWrinkler(); if (!out){Game.Popup('
    Unable to spawn a wrinkler!
    ',Game.mouseX,Game.mouseY);return -1;} Game.Popup('
    Rise, my precious!
    ',Game.mouseX,Game.mouseY); }, fail:function() { var out=Game.PopRandomWrinkler(); if (!out){Game.Popup('
    Backfire!
    But no wrinkler was harmed.
    ',Game.mouseX,Game.mouseY);return -1;} Game.Popup('
    Backfire!
    So long, ugly...
    ',Game.mouseX,Game.mouseY); }, }, 'diminish ineptitude':{ name:'Diminish Ineptitude', desc:'Spells backfire 10 times less for the next 5 minutes.', failDesc:'Spells backfire 5 times more for the next 10 minutes.', icon:[29,11], costMin:5, costPercent:0.2, win:function() { Game.killBuff('Magic inept'); var buff=Game.gainBuff('magic adept',5*60,10); Game.Popup('
    Ineptitude diminished!
    ',Game.mouseX,Game.mouseY); }, fail:function() { Game.killBuff('Magic adept'); var buff=Game.gainBuff('magic inept',10*60,5); Game.Popup('
    Backfire!
    Ineptitude magnified!
    ',Game.mouseX,Game.mouseY); }, }, }; M.spellsById=[];var n=0; for (var i in M.spells){M.spells[i].id=n;M.spellsById[n]=M.spells[i];n++;} M.computeMagicM=function() { var towers=Math.max(M.parent.amount,1); var lvl=Math.max(M.parent.level,1); M.magicM=Math.floor(4+Math.pow(towers,0.6)+Math.log((towers+(lvl-1)*10)/15+1)*15); //old formula : /* M.magicM=8+Math.min(M.parent.amount,M.parent.level*5)+Math.ceil(M.parent.amount/10); if (M.magicM>200) { //diminishing returns starting at 200, being 5% as fast by 400 var x=M.magicM; var top=x-200; top/=200; var top2=top; top*=(1-top/2); if (top2>=1) top=0.5; top=top*0.95+top2*0.05; top*=200; x=top+200; M.magicM=x; } */ M.magic=Math.min(M.magicM,M.magic); } M.getFailChance=function(spell) { var failChance=0.15; if (Game.hasBuff('Magic adept')) failChance*=0.1; if (Game.hasBuff('Magic inept')) failChance*=5; if (spell.failFunc) failChance=spell.failFunc(failChance); return failChance; } M.castSpell=function(spell,obj) { var obj=obj||{}; var out=0; var cost=0; var fail=false; if (typeof obj.cost!=='undefined') cost=obj.cost; else cost=M.getSpellCost(spell); if (M.magic=9) Game.Win('Bibbidi-bobbidi-boo'); if (M.spellsCastTotal>=99) Game.Win('I\'m the wiz'); if (M.spellsCastTotal>=999) Game.Win('A wizard is you'); } M.magic-=cost; M.magic=Math.max(0,M.magic); var rect=l('grimoireSpell'+spell.id).getBoundingClientRect(); Game.SparkleAt((rect.left+rect.right)/2,(rect.top+rect.bottom)/2-24); if (fail) PlaySound('snd/spellFail.mp3',0.75); else PlaySound('snd/spell.mp3',0.75); return true; } PlaySound('snd/spellFail.mp3',0.75); return false; } M.getSpellCost=function(spell) { var out=spell.costMin; if (spell.costPercent) out+=M.magicM*spell.costPercent; return Math.floor(out); } M.getSpellCostBreakdown=function(spell) { var str=''; if (spell.costPercent) str+=Beautify(spell.costMin)+' magic +'+Beautify(Math.ceil(spell.costPercent*100))+'% of max magic'; else str+=Beautify(spell.costMin)+' magic'; return str; } M.spellTooltip=function(id) { return function(){ var me=M.spellsById[id]; me.icon=me.icon||[28,12]; var cost=Beautify(M.getSpellCost(me)); var costBreakdown=M.getSpellCostBreakdown(me); if (cost!=costBreakdown) costBreakdown=' ('+costBreakdown+')'; else costBreakdown=''; var backfire=M.getFailChance(me); var str='
    '+ '
    '+ '
    '+me.name+'
    '+ '
    Magic cost : '+cost+''+costBreakdown+'
    '+ (me.fail?('
    Chance to backfire : '+Math.ceil(100*backfire)+'%
    '):'')+ '
    Effect : '+(me.descFunc?me.descFunc():me.desc)+''+(me.failDesc?('
    Backfire : '+me.failDesc+''):'')+'
    '; return str; }; } var str=''; str+=''; str+='
    '; str+='
    '; str+='
    ';//did you know adding class="shadowFilter" to this cancels the "z-index:1000000001" that displays the selected spell above the tooltip? stacking orders are silly https://philipwalton.com/articles/what-no-one-told-you-about-z-index/ for (var i in M.spells) { var me=M.spells[i]; var icon=me.icon||[28,12]; str+='
    -
    '; } str+='
    '; var icon=[29,14]; str+='
    This is your magic meter. Each spell costs magic to use.
    Your maximum amount of magic varies depending on your amount of Wizard towers, and their level.
    Magic refills over time. The lower your magic meter, the slower it refills.
    ')+' style="position:absolute;left:0px;top:0px;right:0px;bottom:0px;">
    '; str+='
    '; str+=''; div.innerHTML=str; M.magicBarL=l('grimoireBar'); M.magicBarFullL=l('grimoireBarFull'); M.magicBarTextL=l('grimoireBarText'); M.lumpRefill=l('grimoireLumpRefill'); M.infoL=l('grimoireInfo'); for (var i in M.spells) { var me=M.spells[i]; AddEvent(l('grimoireSpell'+me.id),'click',function(spell){return function(){PlaySound('snd/tick.mp3');M.castSpell(spell);}}(me)); } M.refillTooltip=function(){ return '
    Click to refill 100 units of your magic meter for 1 sugar lump.'+ (Game.canRefillLump()?'
    (can be done once every '+Game.sayTime(Game.getLumpRefillMax(),-1)+')':('
    (usable again in '+Game.sayTime(Game.getLumpRefillRemaining()+Game.fps,-1)+')'))+ '
    '; }; AddEvent(M.lumpRefill,'click',function(){ if (M.magicOld Mills is a trusted staple of the grain industry. Finding their roots in humble pioneer farms centuries ago and honing their know-how ever since, the Old Mills organic crops have reached a standard of quality that even yours struggle to equal.', }, 'Mine':{ name:'Chocolate', symbol:'CHC', company:'Cocoa Excavations', desc:'Cocoa Excavations is an international chocolate mining venture whose extraction sites always seem, somehow, to pop up in war-torn countries. Their high-grade chocolate is renowned the world over and has even been marketed, to some success, as suitable gems for engagement rings.', }, 'Factory':{ name:'Butter', symbol:'BTR', company:'Bovine Industries', desc:'Bovine Industries is a formerly-agricultural conglomerate that now deals in mechanized dairy mass production. Whistleblowers have drawn attention to the way the milk cows employed by this company are treated, describing it as "not quite cruel or anything, but definitely unusual".', }, 'Bank':{ name:'Sugar', symbol:'SUG', company:'Candy Trust', desc:'The Candy Trust is a corporate banking group backed by, and specialized in, the trade of high-grade sugar. The origin of said sugar is legally protected by an armada of lawyers, though some suspect they secretly scrape it off of the bank bills coming in before processing it.', }, 'Temple':{ name:'Nuts', symbol:'NUT', company:'Hazel Monastery', desc:'Hidden between hills and fog somewhere, the secretive Hazel Monastery has, for centuries, maintained nut crops of the highest quality. The monastery nuts are carefully tended to, harvested and shelled by its monks, who are all required to take a vow of nut allergy as a lifelong test of piety.', }, 'Wizard tower':{ name:'Salt', symbol:'SLT', company:'Wacky Reagants', desc:'Salt is a versatile substance, with properties both mundane and mystical. This is why the bearded crackpots at Wacky Reagants have perfected the art of turning magic powder into salt, which is then sold to anyone promising to put it to good use - whether it be warding off banshees and ghouls or seasoning a Sunday roast.', }, 'Shipment':{ name:'Vanilla', symbol:'VNL', company:'Cosmic Exports', desc:'After the news broke of vanilla not being native to Earth, Cosmic Exports was the first company to discover its true origin planet - and has struck an exclusive deal with its tentacled inhabitants to ship its valuable, unadulterated beans all over the local quadrant.', }, 'Alchemy lab':{ name:'Eggs', symbol:'EGG', company:'Organic Gnostics', desc:'At Organic Gnostics, an egg is seen as a promise. A promise of life and nourishment, of infinite potential, of calcium and protein. An egg can become many things... especially when you\'re properly funded and don\'t believe there\'s room in science for rules or ethics.', }, 'Portal':{ name:'Cinnamon', symbol:'CNM', company:'Dimensional Exchange', desc:'The Dimensional Exchange employs a vast team of ragtag daredevils to dive into dangerous underworlds in search of strange native spices. Chief among those is cinnamon, a powder so delicious its true nature can only be unspeakably abominable.', }, 'Time machine':{ name:'Cream', symbol:'CRM', company:'Precision Aging', desc:'Once specialized in cosmetics for the elderly, the eggheads at Precision Aging have repurposed their timeshift technology and developed a process allowing them to accelerate, slow down, and even reverse the various phase changes of milk. Their flagship offering, whole cream, is said to be within 0.002% of theoretical ripening optimums.', }, 'Antimatter condenser':{ name:'Jam', symbol:'JAM', company:'Pectin Research', desc:'Pectin Research is a military-backed laboratory initially created with the aim of enhancing and miniaturizing army rations, but now open for public bulk trading. It has recently made forays in the field of highly-concentrated fruit jams, available in a variety of flavors.', }, 'Prism':{ name:'White chocolate', symbol:'WCH', company:'Dazzle Corp Ltd.', desc:'What was once two college kids messing around with mirrors in their dad\'s garage is now a world-famous megacorporation. Dazzle Corp\'s groundbreaking experiments in photonic annealing have led to the creation years ago of a new kind of matter, once derided as impossible by physicists and cooks alike: white chocolate.', }, 'Chancemaker':{ name:'Honey', symbol:'HNY', company:'Prosperity Hive', desc:'The folks at Prosperity Hive deal in honey, and it\'s always worked for them. With a work culture so relaxed you\'re almost tempted to ditch the cookie business and join them, these people have little in common with the proverbial busy bee - though their rates do sting quite a bit.', }, 'Fractal engine':{ name:'Cookies', symbol:'CKI', company:'Selfmade Bakeries', desc:'Interesting. It appears there\'s still a company out there trying to sell cookies even with your stranglehold on the market. No matter - you figure Selfmade Bakeries\' largely inferior product will make decent fodder for the mouse traps in your factories.', }, 'Javascript console':{ name:'Recipes', symbol:'RCP', company:'Figments Associated', desc:'In a post-material world, the market of ideas is where value is created. Figments Associated understands that, and is the prime designer (and patenter) of baking recipes, ingredient nomenclature, custom cooking procedures, and other kitchen processes.', }, 'Idleverse':{ name:'Subsidiaries', symbol:'SBD', company:'Polyvalent Acquisitions', desc:'Avoid the uncouth nastiness of mass layoffs and hostile takeovers by delegating the purchase, management, and eventual dissolution of other companies to the boys at Polyvalent Acquisitions. Let \'em deal with it!', }, }; M.goodsById=[];var n=0; for (var i in M.goods){var it=M.goods[i];it.id=n;it.hidden=false;it.active=false;it.last=0;it.building=Game.Objects[i];it.stock=0;it.mode=0;it.dur=0;it.val=1;it.vals=[it.val];it.d=0;M.goodsById[n]=it;it.icon=[it.building.iconColumn,33];n++;} M.goodTooltip=function(id) { return function(){ var me=M.goodsById[id]; var delta=M.goodDelta(id); var val=M.getGoodPrice(me) icon=me.icon||[0,0]; var str='
    '+ '
    '+ '
    '+me.name+' (from '+me.company+') '+me.symbol+' '+(delta+''+(delta==Math.floor(delta)?'.00':(delta*10)==Math.floor(delta*10)?'0':'')+'%')+'
    '+ '
    '+ ''+me.desc+''+ '
    '+me.name+': currently worth $'+Beautify(val,2)+' per unit.
    • You currently own
    '+Beautify(me.stock)+'x '+me.name+' (worth $'+Beautify(val*me.stock,2)+').
    • Your warehouses can store up to
    '+Beautify(M.getGoodMaxStock(me))+'x '+me.name+'.
    • You may increase your storage space by upgrading your offices and by buying more
    '+me.building.plural+'. You also get 10 extra storage space per '+me.building.single+' level (currently: +'+(me.building.level*10)+').
    • The average worth of this stock and how high it can peak depends on the building it is tied to, along with the level of your
    banks.
    '+ '
    Shift-click the hide button to toggle all other stocks.
    '+ '
    '; return str; }; } M.tradeTooltip=function(id,n) { return function(){ var me=M.goodsById[id]; var icon=me.icon||[0,0]; var val=M.getGoodPrice(me) var cost=Game.cookiesPsRawHighest*val; var buyOrSell=n>0; var overhead=1; var stock=me.stock; var maxStock=M.getGoodMaxStock(me); if (buyOrSell) overhead*=1+0.01*(20*Math.pow(0.95,M.brokers)); cost*=overhead; if (n==10000) n=Math.floor(Game.cookies/cost); else if (n==-10000) n=me.stock; n=Math.abs(n); if (buyOrSell) n=Math.min(n,maxStock-stock); if (!buyOrSell) n=Math.min(n,stock); var str='
    '+ '
    Stock: '+Beautify(stock)+'/=maxStock)?' class="red"':'')+'>'+Beautify(maxStock)+'
    '+ '
    '+ '
    '+(buyOrSell?'Buy':'Sell')+' '+Beautify(n)+'x
    '+me.name+'
    '+ '
    for $'+Beautify(val,2)+' each
    '+ (overhead>1?('
    (+'+Beautify((overhead-1)*100,2)+'% overhead)
    '):'')+ '
    '+ '
    '+(buyOrSell?'you spend':'you earn')+':
    '+ '
    '+Beautify(cost*n)+'
    '+ (n>0?('
    ($'+Beautify(val*overhead*n,2)+')
    '+ '
    ('+Game.sayTime(val*overhead*n*Game.fps,-1)+' of CpS)
    '):'')+ (((me.last==1 && !buyOrSell) || (me.last==2 && buyOrSell))?'
    You cannot buy and sell this stock in the same tick.
    ':'')+ '
    '; return str; }; } M.goodDelta=function(id,back)//if back is 0 we get the current step; else get current step -back { var back=back||0; var me=M.goodsById[id]; var val=0; if (me.vals.length>=(2+back)) { val=me.vals[0+back]/me.vals[1+back]-1; } val=Math.floor(val*10000)/100; return val; } M.getGoodMaxStock=function(good) { var bonus=0; if (M.officeLevel>0) bonus+=25; if (M.officeLevel>1) bonus+=50; if (M.officeLevel>2) bonus+=75; if (M.officeLevel>3) bonus+=100; return Math.ceil(good.building.highest*(M.officeLevel>4?1.5:1)+bonus+good.building.level*10); } M.getGoodPrice=function(good) { return good.val; } M.buyGood=function(id,n) { var me=M.goodsById[id]; var costInS=M.getGoodPrice(me); var cost=Game.cookiesPsRawHighest*costInS; var overhead=1+0.01*(20*Math.pow(0.95,M.brokers)); cost*=overhead; if (n==10000) n=Math.floor(Game.cookies/cost); n=Math.min(n,M.getGoodMaxStock(me)-me.stock); if (n>0 && me.last!=2 && Game.cookies>=cost*n && me.stock+n<=M.getGoodMaxStock(me)) { if (costInS*overhead*n>=86400) Game.Win('Buy buy buy'); M.profit-=costInS*overhead*n; Game.Spend(cost*n); me.stock+=n; var min=10000; for (var i=0;i=1000) Game.Win('Full warehouses'); } if (min>=100) Game.Win('Rookie numbers'); if (min>=500) Game.Win('No nobility in poverty'); me.last=1; PlaySound('snd/cashOut.mp3',0.4); return true; } return false; } M.sellGood=function(id,n) { var me=M.goodsById[id]; if (n==10000) n=me.stock; n=Math.min(n,me.stock); if (n>0 && me.last!=1 && me.stock>0) { var costInS=M.getGoodPrice(me); if (costInS*n>=86400) Game.Win('Make my day'); M.profit+=costInS*n; if (M.profit>0) Game.Win('Initial public offering'); if (M.profit>=10000000) Game.Win('Liquid assets'); if (M.profit>=31536000) Game.Win('Gaseous assets'); //Game.Earn(Game.cookiesPsRawHighest*costInS*n); Game.cookies+=Game.cookiesPsRawHighest*costInS*n; Game.cookiesEarned=Math.max(Game.cookies,Game.cookiesEarned); me.stock-=n; me.last=2; PlaySound('snd/cashIn.mp3',0.4); return true; } return false; } M.getRestingVal=function(id) { return 10+10*id+(Game.Objects['Bank'].level-1); } M.updateGoodStyle=function(id) { var me=M.goodsById[id]; if (me.active) { me.l.style.display='inline-block'; if (!me.hidden) { me.viewHideL.innerHTML='Hide'; me.l.classList.remove('bankHidden'); me.graphIconL.style.display='block'; } else { me.viewHideL.innerHTML='View'; me.l.classList.add('bankHidden'); me.graphIconL.style.display='none'; } } else { me.l.style.display='none'; me.graphIconL.style.display='none'; } } M.officeLevel=0; M.offices=[ {name:'Credit garage',icon:[0,33],cost:[100,2],desc:'This is your starting office.
    Upgrading will grant you:
    • +25 warehouse space for all goods'}, {name:'Tiny bank',icon:[9,33],cost:[200,4],desc:'This is your office.
    Upgrading will grant you:
    • +1 loan slot
    • +50 warehouse space for all goods
    '}, {name:'Loaning company',icon:[10,33],cost:[350,8],desc:'This is your office.
    Upgrading will grant you:
    • +75 warehouse space for all goods'}, {name:'Finance headquarters',icon:[11,33],cost:[500,10],desc:'This is your office.
    Upgrading will grant you:
    • +1 loan slot
    • +100 warehouse space for all goods
    '}, {name:'International exchange',icon:[12,33],cost:[700,12],desc:'This is your office.
    Upgrading will grant you:
    • +1 loan slot
    • +50% base warehouse space for all goods
    '}, {name:'Palace of Greed',icon:[18,33],cost:0,desc:'This is your office.
    It is fully upgraded. Its lavish interiors, spanning across innumerable floors, are host to many a decadent party, owing to your nigh-unfathomable wealth.'}, ]; M.officeTooltip=function() { return function(){ var me=M.offices[M.officeLevel]; var icon=me.icon||[0,0]; var str='
    '+ '
    '+ '
    '+me.name+' [Level '+(M.officeLevel+1)+' offices]
    '+ '
    '+ me.desc+ '
    '+ (me.cost?('
    '+ '
    '+ 'Upgrading will cost you '+me.cost[0]+' cursors.
    '+ 'Upgrading requires level '+me.cost[1]+' cursors.'+ '
    '):'')+ '
    '; return str; }; } M.brokers=0; M.getMaxBrokers=function(){return Math.ceil(Game.Objects['Grandma'].highest/10+Game.Objects['Grandma'].level);} M.getBrokerPrice=function(){return Game.cookiesPsRawHighest*60*20;} M.brokersTooltip=function() { return function(){ var icon=[1,33]; var str='
    '+ '
    '+ '
    Stockbrokers (you have '+Beautify(M.brokers)+')
    '+ '
    '+ 'A nice broker to trade more cookies.
    '+ '• Buying goods normally incurs overhead costs of 20% extra. Each broker you hire reduces that cost by 5%.
    '+ '• Current overhead costs thanks to your '+Beautify(M.brokers)+' broker'+(M.brokers==1?'':'s')+': +'+Beautify(20*Math.pow(0.95,M.brokers),2)+'%
    '+ '• Buying a broker costs 20 minutes of CpS (that\'s $1200).
    '+ '• Maximum number of brokers you can own: '+Beautify(M.getMaxBrokers())+' (the highest amount of grandmas you\'ve owned this run, divided by 10, plus your grandma level)
    '+ 'Brokers are Wall Street-class grandmas versed in the ways of finance. Stockbroker grandmas work hard and play hard, and will fight telephone in hand to get your clients the best possible deals - with a sizeable profit margin for you, of course.'+ '
    '+ 'Hiring a new broker will cost you '+Beautify(M.getBrokerPrice())+' cookies.'+ '
    '+ '
    '+ '
    '; return str; }; } M.loanTypes=[ //name, mult, duration, payback mult, duration, downpayment (as % of bank), quote ['a modest loan',1.5,60*2,0.25,60*4,0.2,'Buy that vintage car you\'ve always wanted. Just pay us back.'], ['a pawnshop loan',2,0.67,0.1,40,0.4,'Bad credit? No problem. It\'s your money, and you need it now.'], ['a retirement loan',1.2,60*24*2,0.8,60*24*5,0.5,'Finance your next house, boat, spouse, etc. You\'ve earned it.'], ]; M.loanTooltip=function(id) { return function(){ var loan=M.loanTypes[id-1]; var str='
    '+ '
    Take out '+loan[0]+'
    '+ '
    '+ 'By taking this loan, you will get +'+Math.round((loan[1]-1)*100)+'% CpS for the next '+Game.sayTime(60*loan[2]*Game.fps)+'.
    '+ 'However, you will get '+Math.round((loan[3]-1)*100)+'% CpS for the next '+Game.sayTime(60*loan[4]*Game.fps)+' after that.
    '+ 'You must also pay an immediate downpayment of '+Beautify(Game.cookies*loan[5])+' ('+(loan[5]*100)+'% of your current bank).
    '+ ''+loan[6]+''+ '
    '; return str; }; } M.takeLoan=function(id,interest) { var loan=M.loanTypes[id-1]; if (!interest) { if (Game.hasBuff('Loan '+id) || Game.hasBuff('Loan '+id+' (interest)')) return false; Game.Spend(Game.cookies*loan[5]); Game.gainBuff('loan '+id,loan[2]*60,loan[1]); } else { Game.gainBuff('loan '+id+' interest',loan[4]*60,loan[3]); Game.Notify('Loan over','Your loan has expired, and you must now repay the interest.',[1,33]); } return true; } Game.takeLoan=M.takeLoan; M.getOppSlots=function() { var slots=0; if (M.officeLevel>0) slots++; if (M.officeLevel>2) slots++; if (M.officeLevel>4) slots++; return slots; } //note : opportunity system to be added later maybe M.oppTooltip=function() { return function(){ var str='
    '+ '
    Generate opportunity
    '+ '
    '+ 'Pressing this button gives you up to 3 possible actions to choose from, depending on your office level.
    These actions will let you manipulate the stock market to some degree, though some are riskier than others.
    You may only generate an opportunity once an hour, though this can be refreshed with a sugar lump.'+ '
    '; return str; }; } M.refillTooltip=function(){ return '
    Click to refill your opportunity timer (and give a quick burst to your economy) for 1 sugar lump.'+ (Game.canRefillLump()?'
    (can be done once every '+Game.sayTime(Game.getLumpRefillMax(),-1)+')':('
    (usable again in '+Game.sayTime(Game.getLumpRefillRemaining()+Game.fps,-1)+')'))+ '
    '; }; var str=''; str+=''; str+='
    '; str+='
    '; str+='
    '+ '
    '+ '
    Profits: $0. All prices are in $econds of your highest raw cookies per second.
    '+ '
    -
    '+ '
    no brokers
    Hire
    '+ '
    '+ /*'
    Generate opportunity
    refresh
    '+*/ '
    '; for (var i=0;i'+ '
    '+ '
    '+ '
    '+me.symbol+' -.--%
    '+ '
    Hide
    '+ '
    value: -
    '+ '
    stock: -/-
    '+ '
    '+ '
    '+ '
    Buy
    '+ '
    1
    '+ '
    10
    '+ '
    100
    '+ '
    Max
    '+ '
    '+ '
    Sell
    '+ '
    1
    '+ '
    10
    '+ '
    100
    '+ '
    All
    '+ '
    '+ '
    '; } str+='
    '; str+='
    '; str+='
    '; div.innerHTML=str; var str=''; str+='
    '+ '
    Line style
    '+ '
    Color mode
    '+ (Game.sesame?'
    Toggle speed
    ':'')+ '
    '+ '
    DOUGH JONES INDEX
    '; for (var i=0;i
    '; } l('bankGraphBox').innerHTML=str; var div=document.createElement('canvas'); div.id='bankGraph'; div.style.marginLeft='-14px'; div.width=64; div.height=64; l('bankGraphBox').appendChild(div); M.graph=div; M.graphCtx=M.graph.getContext('2d',{alpha:false}); AddEvent(l('bankGraphLines'),'click',function(e){ if (M.graphLines==0) M.graphLines=1; else M.graphLines=0; M.toRedraw=2; PlaySound('snd/tick.mp3'); }); AddEvent(l('bankGraphCols'),'click',function(e){ if (M.graphCols==0) M.graphCols=1; else M.graphCols=0; M.setCols(); M.toRedraw=2; PlaySound('snd/tick.mp3'); }); if (l('bankCheatSpeed')) { AddEvent(l('bankCheatSpeed'),'click',function(e){ if (M.secondsPerTick==60) M.secondsPerTick=1/10; else M.secondsPerTick=60; M.toRedraw=2; PlaySound('snd/tick.mp3'); }); } AddEvent(l('bankOfficeUpgrade'),'click',function(e){ var me=M.offices[M.officeLevel]; if (me.cost && Game.Objects['Cursor'].amount>=me.cost[0] && Game.Objects['Cursor'].level>=me.cost[1]) { Game.Objects['Cursor'].sacrifice(me.cost[0]); M.officeLevel+=1; if (M.officeLevel>=M.offices.length-1) Game.Win('Pyramid scheme'); PlaySound('snd/cashIn2.mp3',0.6); Game.SparkleOn(e.target); } }); AddEvent(l('bankBrokersBuy'),'click',function(e){ if (M.brokers=M.getBrokerPrice()) { Game.Spend(M.getBrokerPrice()); M.brokers+=1; PlaySound('snd/cashIn2.mp3',0.6); Game.SparkleOn(e.target); } }); AddEvent(l('bankLoan1'),'click',function(e){ if (M.takeLoan(1)) {PlaySound('snd/cashIn2.mp3',0.6);Game.SparkleOn(e.target);} }); AddEvent(l('bankLoan2'),'click',function(e){ if (M.takeLoan(2)) {PlaySound('snd/cashIn2.mp3',0.6);Game.SparkleOn(e.target);} }); AddEvent(l('bankLoan3'),'click',function(e){ if (M.takeLoan(3)) {PlaySound('snd/cashIn2.mp3',0.6);Game.SparkleOn(e.target);} }); for (var i=0;i=0;i--) { var id=i; var me=M.goodsById[id]; if (me.hidden || !me.active) continue; for (var iR=0;iR=(2+iR)) { var min=Math.max(me.vals[0+iR],me.vals[1+iR]); var max=Math.abs((me.vals[0+iR]-me.vals[1+iR])); if (x>=width-span*iR-span-2 && x<=width-span*iR+2 && y>=height-min*M.graphScale-6 && y<=height-min*M.graphScale+Math.max(3,max*M.graphScale)+6) { isOnLine=i; Game.tooltip.draw(0,'
    '+me.name+'
    valued at $'+Beautify(me.vals[0+iR],2)+'
    '+Game.sayTime((iR+1)*M.secondsPerTick*Game.fps)+' ago
    ','top'); break bankGraphMouseDetect; } } } } if (isOnLine!=M.hoverOnGood) { M.hoverOnGood=isOnLine; if (M.hoverOnGood!=-1) { M.graph.style.cursor='pointer'; } else { M.graph.style.cursor='auto'; Game.tooltip.shouldHide=1; } M.toRedraw=2; } }); AddEvent(M.graph,'mouseout',function(e){ M.graph.style.cursor='auto'; if (M.hoverOnGood!=-1) {M.hoverOnGood=-1;M.toRedraw=2;} Game.tooltip.shouldHide=1; }); M.reset(); } M.onResize=function() { M.graph.width=l('bankContent').offsetWidth-22; M.graph.height=300;//l('bankContent').offsetHeight; var ctx=M.graphCtx; ctx.fillStyle='#fff'; ctx.fillRect(0,0,M.graph.width,M.graph.height); M.checkGraphScale(); M.toRedraw=2; } M.save=function() { //output cannot use ",", ";" or "|" var str=''+ parseInt(M.officeLevel)+':'+ parseInt(M.brokers)+':'+ parseInt(M.graphLines)+':'+ parseFloat(M.profit)+':'+ parseInt(M.graphCols)+':'+ ' '; for (var iG=0;iG0) it.active=true; if (it.l) M.updateGoodStyle(it.id); } M.onResize(); var on=parseInt(spl[i++]||0);if (on && Game.ascensionMode!=1) M.parent.switchMinigame(1); } M.reset=function(hard) { M.tickT=0; M.toRedraw=0; M.officeLevel=0; M.brokers=0; if (hard) {M.graphLines=1;M.graphCols=0;}M.setCols(); M.hoverOnGood=-1; M.ticks=0; M.lastTickDrawn=0; M.profit=0; for (var i=0;i(100+(Game.Objects['Bank'].level-1)*3) && me.d>0) me.d*=0.9; me.val+=me.d; /*if (me.val<=0 && me.d<0) { me.d*=0.75; if (me.mode==4 && Math.random()<0.05) me.mode=2; } if (me.val<2) me.val+=(2-me.val)*0.1; me.val=Math.max(me.val,0.01);*/ /*var cutoff=5; var minvalue=1; if (me.val<=cutoff) { var s=Math.max(0,me.val)/cutoff; me.val=((2*minvalue-cutoff)*s+(2*cutoff-3*minvalue))*s*s+minvalue;//low soft-cap between 1 and 5 }*/ if (me.val<5) me.val+=(5-me.val)*0.5; if (me.val<5 && me.d<0) me.d*=0.95; me.val=Math.max(me.val,1); me.vals.unshift(me.val); if (me.vals.length>65) me.vals.pop(); me.dur--; //if (Math.random()<1/me.dur) if (me.dur<=0) { me.dur=Math.floor(10+Math.random()*990); if (Math.random()<0.7 && (me.mode==3 || me.mode==4)) me.mode=5; else me.mode=choose([0,1,1,2,2,3,4,5]); } } M.checkGraphScale(); M.toRedraw=Math.max(M.toRedraw,1); M.ticks++; } M.tickT=0; M.logic=function() { //run each frame M.tickT++; if (M.tickT>=Game.fps*M.secondsPerTick) { M.tickT=0; M.tick(); } if (Game.T%10==0) { var doResize=false; for (var i=0;i0) {me.active=true;me.hidden=false;M.toRedraw=2;if (me.l){M.updateGoodStyle(me.id);doResize=true;}} } if (doResize) M.onResize(); } } M.hoverOnGood=-1; M.graphScale=10;//how many units 1 vertical pixel represents M.graphLines=1; M.graphCols=0; M.checkGraphScale=function() { //check if the height of the graph and the highest good value //if the scale is too narrow to accommodate all goods, zoom out //if the scale is too wide, zoom back in (but with a higher margin) //this is done in increments of 50 var currentSize=M.graph.height; if (!currentSize) return false; var maxVal=0; for (var i=0;i5 || dif<-5) { M.graphScale=newScale; M.toRedraw=2; } } M.colBases=[ {bg:'#fff',line1:'#eee',line2:'#ccc',low:'#ce2549',high:'#79c600',highlight:'#000'}, {bg:'#1f2836',line1:'#273545',line2:'#384b61',low:'#3153a3',high:'#c4971a',highlight:'#a6abad'}, ]; M.setCols=function() { if (!M.colBases[M.graphCols]) M.graphCols=0; M.cols=M.colBases[M.graphCols]; if (l('bankGraphBox')) { l('bankGraphBox').style.backgroundColor=M.cols.bg; l('bankGraphBox').style.color=M.cols.highlight; } if (M.graph) M.graph.style.backgroundColor=M.cols.bg; } M.setCols(); M.drawGraph=function(full) { /* what this does : scroll the graph left by (span) draw more graph data to the right if (full), do a full redraw instead */ var ctx=M.graphCtx; var width=M.graph.width; var span=Math.max(4,Math.ceil(width/65));//6; var height=M.graph.height; ctx.globalAlpha=1; if (!full) ctx.drawImage(M.graph,-span,0); ctx.fillStyle=M.cols.bg; if (full) ctx.fillRect(0,0,width,height); else ctx.fillRect(width-span,0,span,height); ctx.lineWidth=2; ctx.globalAlpha=1; var rows=(full?Math.ceil(width/span):1); for (var i=0;i=(2+iR)) { var delta=M.goodDelta(me.id,iR); if (M.graphLines==0) { var min=Math.max(me.vals[0+iR],me.vals[1+iR]); var max=Math.abs((me.vals[0+iR]-me.vals[1+iR])); var min2=Math.abs(Math.sin((M.ticks-iR)*11+id*137))*max*2; var max2=min2+Math.abs(Math.sin((M.ticks-iR)*13+id*139))*max*2; if (M.hoverOnGood==id) { ctx.fillStyle=M.cols.highlight; ctx.fillRect(width-span*iR-span-1,Math.floor(height-min*M.graphScale)-1,span+1,Math.max(3,Math.ceil(max*M.graphScale))+2); } ctx.fillStyle=delta>0?M.cols.high:M.cols.low; ctx.fillRect(width-span*iR-span,Math.floor(height-min*M.graphScale),span-1,Math.max(3,Math.ceil(max*M.graphScale))); ctx.fillRect(width-span*iR-span/2-1,Math.floor(height-(min+min2)*M.graphScale),1,Math.max(3,Math.ceil((max+max2)*M.graphScale))); } else { if (M.hoverOnGood==id) { ctx.lineWidth=4; ctx.strokeStyle=M.cols.highlight; ctx.beginPath(); ctx.moveTo(width-span*iR-span-1,Math.floor(height-me.vals[1+iR]*M.graphScale)+0.5); ctx.lineTo(width-span*iR-1,Math.floor(height-me.vals[0+iR]*M.graphScale)+0.5); ctx.stroke(); ctx.lineWidth=2; } ctx.strokeStyle=delta>0?M.cols.high:M.cols.low; ctx.beginPath(); ctx.moveTo(width-span*iR-span-1,Math.floor(height-me.vals[1+iR]*M.graphScale)+0.5); ctx.lineTo(width-span*iR-1,Math.floor(height-me.vals[0+iR]*M.graphScale)+0.5); ctx.stroke(); } } } } } M.draw=function() { //run each draw frame if (Game.drawT%2==0 && M.toRedraw>0 && M.graph && M.graphCtx) { if (M.lastTickDrawn=0) {me.symbolNumL.classList.add('bankSymbolUp');me.symbolNumL.classList.remove('bankSymbolDown');} else if (val<0) {me.symbolNumL.classList.remove('bankSymbolUp');me.symbolNumL.classList.add('bankSymbolDown');} else {me.symbolNumL.classList.remove('bankSymbolUp');me.symbolNumL.classList.remove('bankSymbolDown');} me.valL.innerHTML='$'+Beautify(me.val,2); me.stockL.innerHTML=Beautify(me.stock); //if (me.stock>0) me.stockL.style.color='#fff'; //else me.stockL.style.removeProperty('color'); if (me.stock>0) me.stockBoxL.classList.add('green'); else me.stockBoxL.classList.remove('green'); me.stockMaxL.innerHTML='/'+Beautify(M.getGoodMaxStock(me)); me.graphIconL.style.transform='translate(-8px,'+Math.floor((M.graph.height-me.vals[0]*M.graphScale))+'px) scale(0.5)'; } M.toRedraw=0; } if (Game.drawT%10==0) { var office=M.offices[M.officeLevel]; l('bankOfficeIcon').style.backgroundPosition=(-office.icon[0]*48)+'px '+(-office.icon[1]*48)+'px'; l('bankOfficeName').innerHTML=office.name; l('bankOfficeUpgrade').innerHTML='Upgrade ('+office.cost[0]+' cursors)'; if (!office.cost) l('bankOfficeUpgrade').style.display='none'; else { l('bankOfficeUpgrade').style.removeProperty('display'); if (Game.Objects['Cursor'].amount>=office.cost[0] && Game.Objects['Cursor'].level>=office.cost[1]) l('bankOfficeUpgrade').classList.remove('bankButtonOff'); else l('bankOfficeUpgrade').classList.add('bankButtonOff'); } l('bankBrokersText').innerHTML=M.brokers==0?'no brokers':M.brokers==1?'1 broker':(M.brokers+' brokers'); if (M.brokers=M.getBrokerPrice()) l('bankBrokersBuy').classList.remove('bankButtonOff'); else l('bankBrokersBuy').classList.add('bankButtonOff'); if (M.officeLevel<=1) l('bankLoan1').style.display='none'; else l('bankLoan1').style.removeProperty('display'); if (M.officeLevel<=3) l('bankLoan2').style.display='none'; else l('bankLoan2').style.removeProperty('display'); if (M.officeLevel<=4) l('bankLoan3').style.display='none'; else l('bankLoan3').style.removeProperty('display'); for (var id=1;id<4;id++) { if (Game.hasBuff('Loan '+id) || Game.hasBuff('Loan '+id+' (interest)')) l('bankLoan'+id).classList.add('bankButtonOff'); else l('bankLoan'+id).classList.remove('bankButtonOff'); } var it=l('bankBalance'); it.innerHTML=(M.profit<0?'-':'')+'$'+Beautify(Math.abs(M.profit),2); if (M.profit>0) {it.classList.add('bankSymbolUp');it.classList.remove('bankSymbolDown');} else if (M.profit<0) {it.classList.add('bankSymbolDown');it.classList.remove('bankSymbolUp');} l('bankNextTick').innerHTML='Next tick in '+Game.sayTime((Game.fps*M.secondsPerTick)-M.tickT+30,-1)+'.'; } } M.init(l('rowSpecial'+M.parent.id)); } var M=0; ================================================ FILE: main/gams/gfiles/html5/cookieclicker/minigamePantheon.js ================================================ var M={}; M.parent=Game.Objects['Temple']; M.parent.minigame=M; M.launch=function() { var M=this; M.name=M.parent.minigameName; M.init=function(div) { //populate div with html and initialize values M.gods={ 'asceticism':{ name:'Holobore, Spirit of Asceticism', icon:[21,18], desc1:'+15% base CpS.', desc2:'+10% base CpS.', desc3:'+5% base CpS.', descAfter:'If a golden cookie is clicked, this spirit is unslotted and all worship swaps will be used up.', quote:'An immortal life spent focusing on the inner self, away from the distractions of material wealth.', }, 'decadence':{ name:'Vomitrax, Spirit of Decadence', icon:[22,18], desc1:'Golden and wrath cookie effect duration +7%, but buildings grant -7% CpS.', desc2:'Golden and wrath cookie effect duration +5%, but buildings grant -5% CpS.', desc3:'Golden and wrath cookie effect duration +2%, but buildings grant -2% CpS.', quote:'This sleazy spirit revels in the lust for quick easy gain and contempt for the value of steady work.', }, 'ruin':{ name:'Godzamok, Spirit of Ruin', icon:[23,18], descBefore:'Selling buildings triggers a buff boosted by how many buildings were sold.', desc1:'Buff boosts clicks by +1% for every building sold for 10 seconds.', desc2:'Buff boosts clicks by +0.5% for every building sold for 10 seconds.', desc3:'Buff boosts clicks by +0.25% for every building sold for 10 seconds.', quote:'The embodiment of natural disasters. An impenetrable motive drives the devastation caused by this spirit.', }, 'ages':{ name:'Cyclius, Spirit of Ages', icon:[24,18], activeDescFunc:function() { var godLvl=Game.hasGod('ages'); var mult=1; if (godLvl==1) mult*=0.15*Math.sin((Date.now()/1000/(60*60*3))*Math.PI*2); else if (godLvl==2) mult*=0.15*Math.sin((Date.now()/1000/(60*60*12))*Math.PI*2); else if (godLvl==3) mult*=0.15*Math.sin((Date.now()/1000/(60*60*24))*Math.PI*2); return 'Current bonus : '+(mult<0?'-':'+')+Beautify(Math.abs(mult)*100,2)+'%.'; }, descBefore:'CpS bonus fluctuating between +15% and -15% over time.', desc1:'Effect cycles over 3 hours.', desc2:'Effect cycles over 12 hours.', desc3:'Effect cycles over 24 hours.', quote:'This spirit knows about everything you\'ll ever do, and enjoys dispensing a harsh judgement.', }, 'seasons':{ name:'Selebrak, Spirit of Festivities', icon:[25,18], descBefore:'Some seasonal effects are boosted.', desc1:'Large boost. Switching seasons is 100% pricier.', desc2:'Medium boost. Switching seasons is 50% pricier.', desc3:'Small boost. Switching seasons is 25% pricier.', quote:'This is the spirit of merry getaways and regretful Monday mornings.', }, 'creation':{ name:'Dotjeiess, Spirit of Creation', icon:[26,18], desc1:'Buildings are 7% cheaper, but heavenly chips have 30% less effect.', desc2:'Buildings are 5% cheaper, but heavenly chips have 20% less effect.', desc3:'Buildings are 2% cheaper, but heavenly chips have 10% less effect.', quote:'All things that be and ever will be were scripted long ago by this spirit\'s inscrutable tendrils.', }, 'labor':{ name:'Muridal, Spirit of Labor', icon:[27,18], desc1:'Clicks are 15% more powerful, but buildings produce 3% less.', desc2:'Clicks are 10% more powerful, but buildings produce 2% less.', desc3:'Clicks are 5% more powerful, but buildings produce 1% less.', quote:'This spirit enjoys a good cheese after a day of hard work.', }, 'industry':{ name:'Jeremy, Spirit of Industry', icon:[28,18], desc1:'Buildings produce 10% more cookies, but golden and wrath cookies appear 10% less.', desc2:'Buildings produce 6% more cookies, but golden and wrath cookies appear 6% less.', desc3:'Buildings produce 3% more cookies, but golden and wrath cookies appear 3% less.', quote:'While this spirit has many regrets, helping you rule the world through constant industrialization is not one of them.', }, 'mother':{ name:'Mokalsium, Mother Spirit', icon:[29,18], desc1:'Milk is 10% more powerful, but golden and wrath cookies appear 15% less.', desc2:'Milk is 5% more powerful, but golden and wrath cookies appear 10% less.', desc3:'Milk is 3% more powerful, but golden and wrath cookies appear 5% less.', quote:'A caring spirit said to contain itself, inwards infinitely.', }, 'scorn':{ name:'Skruuia, Spirit of Scorn', icon:[21,19], descBefore:'All golden cookies are wrath cookies with a greater chance of a negative effect.', desc1:'Wrinklers appear 150% faster and digest 15% more cookies.', desc2:'Wrinklers appear 100% faster and digest 10% more cookies.', desc3:'Wrinklers appear 50% faster and digest 5% more cookies.', quote:'This spirit enjoys poking foul beasts and watching them squirm, but has no love for its own family.', }, 'order':{ name:'Rigidel, Spirit of Order', icon:[22,19], activeDescFunc:function() { if (Game.BuildingsOwned%10==0) return 'Buildings owned : '+Beautify(Game.BuildingsOwned)+'.
    Effect is active.'; else return 'Buildings owned : '+Beautify(Game.BuildingsOwned)+'.
    Effect is inactive.'; }, desc1:'Sugar lumps ripen an hour sooner.', desc2:'Sugar lumps ripen 40 minutes sooner.', desc3:'Sugar lumps ripen 20 minutes sooner.', descAfter:'Effect is only active when your total amount of buildings ends with 0.', quote:'You will find that life gets just a little bit sweeter if you can motivate this spirit with tidy numbers and properly-filled tax returns.', }, }; M.godsById=[];var n=0; for (var i in M.gods){M.gods[i].id=n;M.gods[i].slot=-1;M.godsById[n]=M.gods[i];n++;} M.slot=[]; M.slot[0]=-1;//diamond socket M.slot[1]=-1;//ruby socket M.slot[2]=-1;//jade socket M.slotNames=[ 'Diamond','Ruby','Jade' ]; M.swaps=3;//swaps left M.swapT=Date.now();//the last time we swapped M.lastSwapT=0;//frames since last swap M.godTooltip=function(id) { return function(){ var me=M.godsById[id]; me.icon=me.icon||[0,0]; var str='
    '+ '
    '+ '
    '+me.name+'
    '+ '
    Effects :
    '+ (me.descBefore?('
    '+me.descBefore+'
    '):'')+ (me.desc1?('
    '+me.desc1+'
    '):'')+ (me.desc2?('
    '+me.desc2+'
    '):'')+ (me.desc3?('
    '+me.desc3+'
    '):'')+ (me.descAfter?('
    '+me.descAfter+'
    '):'')+ (me.quote?(''+me.quote+''):'')+ '
    '; return str; }; } M.slotTooltip=function(id) { return function(){ if (M.slot[id]!=-1) { var me=M.godsById[M.slot[id]]; me.icon=me.icon||[0,0]; } var str='
    '+ (M.slot[id]!=-1?( '
    '+M.slotNames[id]+' slot
    '+ '
    '+ '
    '+me.name+'
    '+ '
    Effects :
    '+ (me.activeDescFunc?('
    '+me.activeDescFunc()+'
    '):'')+ (me.descBefore?('
    '+me.descBefore+'
    '):'')+ (me.desc1?('
    '+me.desc1+'
    '):'')+ (me.desc2?('
    '+me.desc2+'
    '):'')+ (me.desc3?('
    '+me.desc3+'
    '):'')+ (me.descAfter?('
    '+me.descAfter+'
    '):'')+ (me.quote?(''+me.quote+''):'')+ '
    ' ): ('
    '+M.slotNames[id]+' slot (empty)
    '+ ((M.slotHovered==id && M.dragging)?'Release to assign '+M.dragging.name+' to this slot.':'Drag a spirit onto this slot to assign it.')+ '
    ') )+ '
    '; return str; }; } M.useSwap=function(n) { M.swapT=Date.now(); M.swaps-=n; if (M.swaps<0) M.swaps=0; } M.slotGod=function(god,slot) { if (slot==god.slot) return false; if (slot!=-1 && M.slot[slot]!=-1) { M.godsById[M.slot[slot]].slot=god.slot;//swap M.slot[god.slot]=M.slot[slot]; } else if (god.slot!=-1) M.slot[god.slot]=-1; if (slot!=-1) M.slot[slot]=god.id; god.slot=slot; Game.recalculateGains=true; } M.dragging=false; M.dragGod=function(what) { M.dragging=what; var div=l('templeGod'+what.id); var box=div.getBoundingClientRect(); var box2=l('templeDrag').getBoundingClientRect(); div.className='ready templeGod titleFont templeDragged'; l('templeDrag').appendChild(div); var x=box.left-box2.left; var y=box.top-box2.top; div.style.transform='translate('+(x)+'px,'+(y)+'px)'; l('templeGodPlaceholder'+M.dragging.id).style.display='inline-block'; PlaySound('snd/tick.mp3'); } M.dropGod=function() { if (!M.dragging) return; var div=l('templeGod'+M.dragging.id); div.className='ready templeGod titleFont'; div.style.transform='none'; if (M.slotHovered!=-1 && (M.swaps==0 || M.dragging.slot==M.slotHovered))//dropping on a slot but no swaps left, or slot is the same as the original { if (M.dragging.slot!=-1) l('templeSlot'+M.dragging.slot).appendChild(div); else l('templeGodPlaceholder'+(M.dragging.id)).parentNode.insertBefore(div,l('templeGodPlaceholder'+(M.dragging.id))); PlaySound('snd/sell1.mp3',0.75); } else if (M.slotHovered!=-1)//dropping on a slot { M.useSwap(1); M.lastSwapT=0; var prev=M.slot[M.slotHovered];//id of the god already in the slot if (prev!=-1) { prev=M.godsById[prev]; var prevDiv=l('templeGod'+prev.id); if (M.dragging.slot!=-1)//swap with god's previous slot { l('templeSlot'+M.dragging.slot).appendChild(prevDiv); } else//swap back to roster { var other=l('templeGodPlaceholder'+(prev.id)); other.parentNode.insertBefore(prevDiv,other); } } l('templeSlot'+M.slotHovered).appendChild(div); M.slotGod(M.dragging,M.slotHovered); PlaySound('snd/tick.mp3'); PlaySound('snd/spirit.mp3',0.5); var rect=div.getBoundingClientRect(); Game.SparkleAt((rect.left+rect.right)/2,(rect.top+rect.bottom)/2-24); } else//dropping back to roster { var other=l('templeGodPlaceholder'+(M.dragging.id)); other.parentNode.insertBefore(div,other); other.style.display='none'; M.slotGod(M.dragging,-1); PlaySound('snd/sell1.mp3',0.75); } M.dragging=false; } M.slotHovered=-1; M.hoverSlot=function(what) { M.slotHovered=what; if (M.dragging) { if (M.slotHovered==-1) l('templeGodPlaceholder'+M.dragging.id).style.display='inline-block'; else l('templeGodPlaceholder'+M.dragging.id).style.display='none'; PlaySound('snd/clickb'+Math.floor(Math.random()*7+1)+'.mp3',0.75); } } //external Game.hasGod=function(what) { var god=M.gods[what]; for (var i=0;i<3;i++) { if (M.slot[i]==god.id) return (i+1); } return false; } Game.forceUnslotGod=function(god) { var god=M.gods[god]; if (god.slot==-1) return false; var div=l('templeGod'+god.id); var other=l('templeGodPlaceholder'+(god.id)); other.parentNode.insertBefore(div,other); other.style.display='none'; M.slotGod(god,-1); return true; } Game.useSwap=M.useSwap; var str=''; str+=''; str+='
    '; str+='
    '; str+='
    '; str+='
    '; for (var i in M.slot) { var me=M.slot[i]; str+='
    '; } str+='
    '; str+='
    Each time you slot a spirit, you use up one worship swap.
    If you have 2 swaps left, the next one will refill after 1 hour.
    If you have 1 swap left, the next one will refill after 4 hours.
    If you have 0 swaps left, you will get one after 16 hours.
    Unslotting a spirit costs no swaps.
    ')+'>-
    '; str+='
    '; for (var i in M.gods) { var me=M.gods[i]; var icon=me.icon||[0,0]; str+='
    '; str+='
    '; }//
    str+='
    '; str+=''; div.innerHTML=str; M.swapsL=l('templeSwaps'); M.lumpRefill=l('templeLumpRefill'); for (var i in M.gods) { var me=M.gods[i]; AddEvent(l('templeGodDrag'+me.id),'mousedown',function(what){return function(e){if (e.button==0){M.dragGod(what);}}}(me)); AddEvent(l('templeGodDrag'+me.id),'mouseup',function(what){return function(e){if (e.button==0){M.dropGod(what);}}}(me)); } for (var i in M.slot) { var me=M.slot[i]; AddEvent(l('templeSlot'+i),'mouseover',function(what){return function(){M.hoverSlot(what);}}(i)); AddEvent(l('templeSlot'+i),'mouseout',function(what){return function(e){if (e.button==0){M.hoverSlot(-1);}}}(i)); } AddEvent(document,'mouseup',M.dropGod); M.refillTooltip=function(){ return '
    Click to refill all your worship swaps for 1 sugar lump.'+ (Game.canRefillLump()?'
    (can be done once every '+Game.sayTime(Game.getLumpRefillMax(),-1)+')':('
    (usable again in '+Game.sayTime(Game.getLumpRefillRemaining()+Game.fps,-1)+')'))+ '
    '; }; AddEvent(M.lumpRefill,'click',function(){ if (M.swaps<3) {Game.refillLump(1,function(){ M.swaps=3; M.swapT=Date.now(); PlaySound('snd/pop'+Math.floor(Math.random()*3+1)+'.mp3',0.75); });} }); //M.parent.switchMinigame(1); } M.save=function() { //output cannot use ",", ";" or "|" var str=''; for (var i in M.slot) {str+=parseFloat(M.slot[i])+'/';} str=str.slice(0,-1); str+=' '+parseFloat(M.swaps)+' '+parseFloat(M.swapT); str+=' '+parseInt(M.parent.onMinigame?'1':'0'); return str; } M.load=function(str) { //interpret str; called after .init //note : not actually called in the Game's load; see "minigameSave" in main.js if (!str) return false; var i=0; var spl=str.split(' '); var bit=spl[i++].split('/')||[]; for (var ii in M.slot) { if (parseFloat(bit[ii])!=-1) { var god=M.godsById[parseFloat(bit[ii])]; M.slotGod(god,ii); l('templeSlot'+god.slot).appendChild(l('templeGod'+god.id)); } } M.swaps=parseFloat(spl[i++]||3); M.swapT=parseFloat(spl[i++]||Date.now()); var on=parseInt(spl[i++]||0);if (on && Game.ascensionMode!=1) M.parent.switchMinigame(1); } M.reset=function() { M.swaps=3; M.swapT=Date.now(); for (var i in M.slot) {M.slot[i]=-1;} for (var i in M.gods) { var me=M.gods[i]; me.slot=-1; var other=l('templeGodPlaceholder'+(me.id)); other.parentNode.insertBefore(l('templeGod'+me.id),other); other.style.display='none'; } } M.logic=function() { //run each frame var t=1000*60*60; if (M.swaps==0) t=1000*60*60*16; else if (M.swaps==1) t=1000*60*60*4; var t2=M.swapT+t-Date.now(); if (t2<=0 && M.swaps<3) {M.swaps++;M.swapT=Date.now();} M.lastSwapT++; } M.draw=function() { //run each draw frame if (M.dragging) { var box=l('templeDrag').getBoundingClientRect(); var x=Game.mouseX-box.left-60/2; var y=Game.mouseY-box.top; if (M.slotHovered!=-1)//snap to slots { var box2=l('templeSlot'+M.slotHovered).getBoundingClientRect(); x=box2.left-box.left; y=box2.top-box.top; } l('templeGod'+M.dragging.id).style.transform='translate('+(x)+'px,'+(y)+'px)'; } var t=1000*60*60; if (M.swaps==0) t=1000*60*60*16; else if (M.swaps==1) t=1000*60*60*4; var t2=M.swapT+t-Date.now(); M.swapsL.innerHTML='Worship swaps : '+M.swaps+'/'+(3)+''+((M.swaps<3)?' (next in '+Game.sayTime((t2/1000+1)*Game.fps,-1)+')':''); } M.init(l('rowSpecial'+M.parent.id)); } var M=0; ================================================ FILE: main/gams/gfiles/html5/cookieclicker/readme.md ================================================ # cookieclicker Original game can be found [here](http://orteil.dashnet.org/cookieclicker/). This version has no ads and can be used anywhere. ================================================ FILE: main/gams/gfiles/html5/cookieclicker/style.css ================================================ /* reset CSS */ html, body, div, span, applet, object, iframe, h1, h2, h3, h4, h5, h6, p, blockquote, pre, a, abbr, acronym, address, big, cite, code, del, dfn, em, img, ins, kbd, q, s, samp, small, strike, strong, sub, sup, tt, var, b, u, i, center, dl, dt, dd, ol, ul, li, fieldset, form, label, legend, table, caption, tbody, tfoot, thead, tr, th, td, article, aside, canvas, details, embed, figure, figcaption, footer, header, hgroup, menu, nav, output, ruby, section, summary, time, mark, audio, video { margin: 0; padding: 0; border: 0; font-size: 100%; font: inherit; vertical-align: baseline; } /* HTML5 display-role reset for older browsers */ article, aside, details, figcaption, figure, footer, header, hgroup, menu, nav, section { display: block; } body { line-height: 1; } ol, ul { list-style: none; } blockquote, q { quotes: none; } blockquote:before, blockquote:after, q:before, q:after { content: ''; content: none; } table { border-collapse: collapse; border-spacing: 0; } /*===================================================================================== BASE =======================================================================================*/ html,body { width:100%; height:100%; } body { -webkit-touch-callout: none; -webkit-user-select: none; -khtml-user-select: none; -moz-user-select: -moz-none; -moz-user-select: none; -ms-user-select: none; user-select: none; touch-action: manipulation; color:#fff; background:#000 url(img/darkNoise.jpg); font-family:Tahoma,Arial,sans-serif; font-size:13px; } .selectable { -webkit-touch-callout: text; -webkit-user-select: text; -khtml-user-select: text; -moz-user-select: text; -ms-user-select: text; user-select: text; } #wrapper { width:100%; height:100%; position:absolute; left:0px; top:0px; right:0px; bottom:0px; /*min-width:1280px;*/ } small { font-size:80%; } a,a:visited { text-decoration:underline; cursor:pointer; color:#ccc; } a:hover { text-shadow:0px 0px 3px #fff; color:#fff; } a:active { opacity:0.8; background:transparent; } .inset { /*box-shadow:0px 0px 12px #000 inset;*/ } .titleFont,.title,.section,.lockedTitle { font-family: 'Merriweather', Georgia,serif; } .title,.section,.lockedTitle { font-size:28px; text-shadow:0px 0px 4px #000; color:#fff; } /*===================================================================================== SECTIONS =======================================================================================*/ .section { text-align:center; padding:0px 16px; background:linear-gradient(to right,rgba(0,0,0,0),rgba(0,0,0,0),rgba(0,0,0,0.5),rgba(0,0,0,0),rgba(0,0,0,0)); margin:12px 0px; } .section:after { content:''; display:block; background:linear-gradient(to right,rgba(255,255,255,0),rgba(255,255,255,0),rgba(255,255,255,0.25),rgba(255,255,255,0),rgba(255,255,255,0)); height:1px; margin:6px 0px; } .section:before { content:''; display:block; background:linear-gradient(to right,rgba(255,255,255,0),rgba(255,255,255,0),rgba(255,255,255,0.25),rgba(255,255,255,0),rgba(255,255,255,0)); height:1px; margin:6px 0px; } .subsection { padding:8px 0px; font-size:14px; } .subsection div.title { font-size:22px; padding-left:16px; margin-bottom:8px; background:linear-gradient(to right,rgba(0,0,0,0.5),rgba(0,0,0,0),rgba(0,0,0,0),rgba(0,0,0,0)); } .subsection div.title:after { content:''; display:block; background:linear-gradient(to right,rgba(255,255,255,0.25),rgba(255,255,255,0)); height:1px; width:50%; margin:6px 0px; margin-left:-16px; } .subsection div.title:before { content:''; display:block; background:linear-gradient(to right,rgba(255,255,255,0.25),rgba(255,255,255,0)); height:1px; width:50%; margin:6px 0px; margin-left:-16px; } .update { -webkit-touch-callout: auto; -webkit-user-select: auto; -khtml-user-select: auto; -moz-user-select: auto; -moz-user-select: auto; -ms-user-select: auto; user-select: auto; } .update .title { color:#69c; } .update.small .title { font-size:16px; opacity:0.8; color:#fff; } .listing { padding:3px 16px; font-size:13px; } .listing b { font-weight:bold; opacity:0.6; } .listing small { font-size:11px; opacity:0.9; } .listing label { font-size:12px; border-bottom:1px solid rgba(255,255,255,0.25); border-right:1px solid rgba(255,255,255,0.25); opacity:0.5; padding-left:16px; padding-bottom:2px; padding-right:4px; position:relative; left:-4px; top:-2px; background:linear-gradient(to right,rgba(0,0,0,0),rgba(0,0,0,0),rgba(0,0,0,0.5)); } .hidden { visibility:hidden; } .toggledOff { opacity:0; display:none; } .listing:hover .hidden { visibility:visible; } .optionBox { text-align:center; clear:both; margin-bottom:-12px; } .optionBox .option { } a.option.big { font-size:30px; margin:auto; padding:8px 16px; width:80%; } a.option.framed.large small {font-size:65%;} a.option.framed.large { font-size:20px; margin:4px auto; padding:6px 12px; background:#058; box-shadow:0px 0px 1px 2px rgba(0,0,0,0.5),0px 2px 4px rgba(0,0,0,0.25),0px 1px 1px 1px rgba(0,0,0,0.5) inset,0px 0px 12px 2px #0cf inset; text-shadow:0px 1px 2px #000; } a.option.framed.large:hover { background:#0cf; box-shadow:0px 0px 1px 2px rgba(0,0,0,0.5),0px 2px 4px rgba(0,0,0,0.25),0px 1px 1px 1px rgba(0,0,0,0.5) inset,0px 0px 12px 2px #8ef inset; text-shadow:0px 1px 2px #000; color:#fff; } a.option.framed.large.red { background:#c30; box-shadow:0px 0px 1px 2px rgba(0,0,0,0.5),0px 2px 4px rgba(0,0,0,0.25),0px 1px 1px 1px rgba(0,0,0,0.5) inset,0px 0px 12px 2px #f64 inset; } a.option.framed.large.red:hover { background:#f64; box-shadow:0px 0px 1px 2px rgba(0,0,0,0.5),0px 2px 4px rgba(0,0,0,0.25),0px 1px 1px 1px rgba(0,0,0,0.5) inset,0px 0px 12px 2px #fc7 inset; } a.option, .info a { display:inline-block; border:1px solid #ccc; background:#000; margin:2px 4px 2px 0px; color:#ccc; font-size:12px; padding:4px 8px; text-decoration:none; } a.option.off {opacity:0.5;} a.option:hover, .info a:hover { border-color:#fff; color:#fff; text-shadow:none; } a.option:active, .info a:active { background-color:#333; } .warning, a.option.warning { color:#c00; border-color:#c00; } a.option.warning:hover { border-color:#f33; color:#f33; } a.option.warning:active { background-color:#300; } .neato, a.option.neato { color:#096; border-color:#096; } a.option.neato:hover { border-color:#3c9; color:#3c9; } a.option.neato:active { background-color:#032; } .info a { border-color:#666; background:#eee; color:#666; padding:2px 6px; } .info a:hover { border-color:#000; background-color:#fff; color:#000; } .info a:active { background-color:#999; } /*===================================================================================== oh forget it this is just a mess =======================================================================================*/ #backgroundLayers, #backgroundLayers div { width:100%; height:100%; position:absolute; left:0px; top:0px; } #backgroundCanvas,#backgroundLeftCanvas { position:absolute; left:0px; top:0px; } #topBar { display:none !important; position:absolute; left:0px; top:0px; width:100%; height:32px; background:url(img/darkNoiseTopBar.jpg) repeat-x bottom; color:#ccc; } #topBar>div { display:inline-block; float:left; border-right:1px solid #000; box-shadow:0px 0px 3px 1px rgba(255,255,255,0.2) inset; padding:7px 8px 9px 8px; } #topBar a {color:#fff;} #topBar a.blueLink {color:#06c;} #topBar a.blueLink:hover {color:#28f;text-shadow:0px 0px 3px #06c;} #topBar a.lightblueLink {color:#6ad3ff;} #topBar a.lightblueLink:hover {color:#74fffd;text-shadow:0px 0px 3px #6ad3ff;} a.orangeLink,#topBar a.orangeLink {color:#f65f4d;} a.orangeLink:hover,#topBar a.orangeLink:hover {color:#ff9580;text-shadow:0px 0px 3px #f65f4d;} #topBar>#links { display:block; position:absolute; right:0px; top:0px; z-index:10000000; float:none; } .hoverable { text-align:left; opacity:0; transition:max-height 0.25s ease-out,opacity 0.25s ease-out; position:absolute; left:0px; top:32px; padding-right:1px; width:100%; max-height:0px; overflow:hidden; color:#fff; box-shadow:0px 0px 4px rgba(255,255,255,0.2) inset,0px 2px 4px 2px rgba(0,0,0,0.5),0px 0px 0px 1px rgba(0,0,0,0.5); background:url(img/darkNoise.jpg); } div:hover>.hoverable { opacity:1; max-height:400px; } .hoverable>div { padding:8px 12px; } .hoverable a { text-shadow:none; display:block; text-decoration:none; padding:5px 8px 7px 8px; } .hoverable a:nth-child(odd) { background:rgba(255,255,255,0.05); } .hoverable a:hover { text-shadow:none; background:rgba(255,255,255,0.2); box-shadow:0px 0px 4px rgba(255,255,255,0.2) inset,0px 0px 2px 1px rgba(0,0,0,0.5); } #javascriptError { position:absolute; left:0px; top:0px; right:0px; bottom:0px; background:#111 url(img/darkNoise.jpg); background:url(img/shadedBorders.png) left top/100% 100%,#111 url(img/darkNoise.jpg); text-align:center; z-index:100000000000; line-height:150%; font-size:20px; } #loader { padding:64px 128px; position:relative; top:120px; animation-name:appear; animation-iteration-count:1; animation-timing-function:ease-out; animation-duration:0.5s; } @keyframes appear { from {opacity:0;top:130px;} to {opacity:1;top:120px;} } #loading { text-shadow:0px 0px 3px rgba(255,255,255,0.5),0px 0px 20px #39f; animation-name:blink; animation-iteration-count:infinite; animation-timing-function:ease-in-out; animation-duration:0.75s; } @keyframes blink { 0% {opacity:0.5;} 50% {opacity:1;} 100% {opacity:0.5;} } #ifIE9{display:none;} #failedToLoad { text-shadow:0px 0px 3px rgba(255,255,255,0.5),0px 0px 20px #f33; animation-name:appearLater; animation-iteration-count:1; animation-timing-function:ease-out; animation-duration:15s; } @keyframes appearLater { 0% {opacity:0;} 95% {opacity:0;} 100% {opacity:1;} } .spinnyBig,.spinnySmall { display:block; width:100px; height:100px; position:absolute; left:50%; top:-75px; margin-left:-50px; animation-name:loadSpin; animation-iteration-count:infinite; animation-timing-function:ease-in-out; } .spinnyBig { background:url(img/spinnyBig.png); animation-duration:5s; } .spinnySmall { background:url(img/spinnySmall.png); animation-duration:9s; } @keyframes loadSpin { from {transform:rotate(0deg);} to {transform:rotate(360deg);} } #game { position:absolute; left:0px; top:0px; right:0px; bottom:0px; overflow:hidden; } #sectionLeft { position:absolute; left:0px; top:0px; width:30%; bottom:0px; min-width:100px; /*overflow:hidden;*/ } /*#sectionLeftExtra{position:absolute;left:0px;top:0px;}*/ #sectionMiddle { position:absolute; left:30%; padding-left:16px; margin-right:15px; top:0px; right:318px; bottom:0px; min-width:100px; overflow:hidden; } #centerArea { overflow-x:hidden; overflow-y:scroll; position:absolute; top:112px; left:16px; bottom:0px; right:0px; } #game.onMenu #centerArea { background:#000 url(img/darkNoise.jpg); background-image:url(img/shadedBorders.png),url(img/darkNoise.jpg); background-size:100% 100%,auto; background-color:#000; } #sectionRight { height:100%; position:absolute; top:0px; right:0px; overflow-x:hidden; overflow-y:scroll; /*background:url(img/panelBG.png);*/ background:rgba(0,0,0,0.5); } #sectionLeft .blackGradient { background:url(img/blackGradient.png) repeat-x bottom; position:absolute; left:0px; right:0px; top:300px; height:640px; } #sectionLeft .blackFiller { background:#000; position:absolute; left:0px; right:0px; top:940px; bottom:0px; } /* this is a mess */ .framed,a.option,.sliderBox,.smallFramed { border:1px solid #e2dd48; background:#000 url(img/darkNoise.jpg); background-image:url(img/shadedBordersSoft.png),url(img/darkNoise.jpg); background-size:100% 100%,auto; background-color:#000; border-radius:2px; box-shadow:0px 0px 1px 2px rgba(0,0,0,0.5),0px 2px 4px rgba(0,0,0,0.25),0px 0px 2px 2px #000 inset,0px 1px 0px 1px rgba(255,255,255,0.5) inset; text-shadow:0px 1px 1px #000; color:#ccc; line-height:100%; } .framed,a.option,a.option.framed,a.option.framed:hover,.smallFramed { /*border-color:#dac56e #c07a36 #a44e36 #c07a36;*/ /*border:1px solid #e2dd48;*/ border-color:#ece2b6 #875526 #733726 #dfbc9a; } .smallFramed {border-radius:8px;} a.option,textarea,input[type="text"],.sliderBox { border:1px solid #e2dd48; border-color:#ece2b6 #875526 #733726 #dfbc9a; border-radius:2px; } textarea,input[type="text"] { border-radius:4px; box-shadow:0px 0px 0px 1px rgba(0,0,0,0.5) inset,0px 1px 2px rgba(0,0,0,0.5) inset; } .framed,a.option.framed { padding:4px 8px; margin:4px; border:3px solid transparent; border-image:url(img/frameBorder.png) 3 round; border-radius:2px; box-shadow:0px 0px 1px 2px rgba(0,0,0,0.5),0px 2px 4px rgba(0,0,0,0.25),0px 0px 6px 1px rgba(0,0,0,0.5) inset; -webkit-transition: opacity 0.1s ease-out; -moz-transition: opacity 0.1s ease-out; -ms-transition: opacity 0.1s ease-out; -o-transition: opacity 0.1s ease-out; transition: opacity 0.1s ease-out; } .sliderBox { padding:4px 8px; width:200px; display:inline-block; margin-bottom:2px; margin-right:2px; } .sliderBox>div { margin-bottom:4px; } .sliderBox>input { display:block; margin:2px auto; } /* why, CSS? why? */ input[type=range] { -webkit-appearance:none; width:100%; height:12px; margin:0px 0px; border:0px solid #000; cursor:pointer; } input[type=range]:focus{outline:none;} input[type=range]::-webkit-slider-runnable-track { width:100%; height:12px; cursor:pointer; background:#999; border:0px solid #000; border-radius:4px; box-shadow:0px 0px 4px #000,0px 2px 3px rgba(0,0,0,0.5) inset; } input[type=range]::-webkit-slider-thumb { border:0px solid #000; height:12px; width:12px; background:#ccc; box-shadow:0px 0px 4px #fff inset,0px 1px 3px 1px rgba(0,0,0,0.5); cursor:pointer; -webkit-appearance:none; margin-top:0px; border-radius:4px; } input[type=range]:active::-webkit-slider-thumb,input[type=range]:hover::-webkit-slider-thumb {background:#fff;} input[type=range]::-moz-range-track { width:100%; height:12px; cursor:pointer; background:#999; border:0px solid #000; border-radius:4px; box-shadow:0px 0px 4px #000,0px 2px 3px rgba(0,0,0,0.5) inset; } input[type=range]::-moz-range-thumb { border:0px solid #000; height:12px; width:12px; background:#ccc; box-shadow:0px 0px 4px #fff inset,0px 1px 3px 1px rgba(0,0,0,0.5); cursor:pointer; -webkit-appearance:none; margin-top:0px; border-radius:4px; } input[type=range]:active::-moz-range-thumb,input[type=range]:hover::-moz-range-thumb {background:#fff;} input[type=range]::-ms-track { width:100%; height:12px; cursor:pointer; background:#999; border:0px solid #000; border-radius:4px; box-shadow:0px 0px 4px #000,0px 2px 3px rgba(0,0,0,0.5) inset; } input[type=range]::-ms-thumb { border:0px solid #000; height:12px; width:12px; background:#ccc; box-shadow:0px 0px 4px #fff inset,0px 1px 3px 1px rgba(0,0,0,0.5); cursor:pointer; -webkit-appearance:none; margin-top:0px; border-radius:4px; } input[type=range]:active::-ms-thumb,input[type=range]:hover::-ms-thumb {background:#fff;} .framed b { color:#fff; font-weight:bold; } .framed .name { font-weight:bold; font-size:110%; color:#fff; margin:2px 0px; text-shadow:0px 0px 2px rgba(255,255,255,0.3); } .framed q { display:block; position:relative; text-align:right; margin-top:8px; font-style:italic; color:rgba(255,255,255,0.5); font-size:11.5px; font-family:Georgia; line-height:135%; } .framed q:before { display:inline-block; content:"“"; font-size:14px; font-family:Georgia; font-weight:bold; } .framed q:after { display:inline-block; content:"”"; font-size:14px; font-family:Georgia; font-weight:bold; margin-top:-2px; } .framed .close { position:absolute; top:-5px; right:0px; padding:4px; } .close { font-weight:bold; font-size:16px; text-shadow:0px 0px 2px #000,0px 0px 1px #000; cursor:pointer; font-family:Comic Sans MS; padding:1px 8px 7px 8px; z-index:1000; } .close:hover { color:#fff; text-shadow:0px 0px 2px #fff; } .sidenote { position:absolute; right:-6px; bottom:6px; } .menuClose { position:absolute; top:0px; right:0px; border-bottom-left-radius:36px; padding:4px 12px 16px 18px; font-size:24px; box-shadow:-2px 2px 8px #000, 2px -2px 8px rgba(255,255,255,0.1) inset; } .menuClose:hover { background:rgba(255,255,255,0.05); } .framed .block { padding:8px; margin:2px; border-radius:4px; border:1px solid rgba(255,255,255,0.1); box-shadow:0px 0px 1px #000,0px 0px 1px #000 inset; } #tooltipAnchor { position:absolute; z-index:1000000000; display:none; //transition:left 0.1s ease-out,right 0.1s ease-out,top 0.1s ease-out,bottom 0.1s ease-out; } #tooltip { position:absolute; -webkit-transition:none; -moz-transition:none; -ms-transition:none; -o-transition:none; transition:none; pointer-events:none; opacity:1; } .wobbling { animation:wobble 0.1s ease-out; } #tooltip .data { /*border-top:1px solid rgba(255,255,255,0.25);*/ padding:4px 0px; font-size:80%; } .line { background:linear-gradient(to right,rgba(255,255,255,0),rgba(255,255,255,0.25),rgba(255,255,255,0)); height:1px; width:90%; margin:6px auto; position:relative; } .line:before,.line:after { content:''; display:block; background:linear-gradient(to right,rgba(0,0,0,0),rgba(0,0,0,0.25),rgba(0,0,0,0)); height:1px; width:90%; position:absolute; left:0px; bottom:1px; } .line:after { bottom:-1px; } .description { /*border-top:1px solid rgba(255,255,255,0.25);*/ margin:4px 0px; } q:before { display:inline-block; content:"\""; } q:after { display:inline-block; content:"\""; } .price { font-weight:bold; color:#6f6; padding-left:18px; position:relative; } .priceMult { font-weight:bold; color:#ffc; } .price .tinyCookie { display:block; position:absolute; left:0px; top:0px; width:16px; height:16px; cursor:pointer; } .price.disabled, .disabled .price { color:#f66; } .price:before { content:''; display:block; position:absolute; left:0px; top:2px; background:url(img/money.png); width:16px; height:16px; } .hasTinyCookie { position:relative; padding-left:18px; } .hasTinyCookie:before { content:''; display:block; position:absolute; left:0px; top:0px; background:url(img/money.png); width:16px; height:16px; } .heavenly.price:before { background:url(img/heavenlyMoney.png); } .lump.price:before { background:url(img/sugarLump.png); } .price.plain { color:#fff; display:inline-block; } .price.plain:before { top:0px; } #cookieAnchor { position:absolute; left:50%; top:40%; } #bigCookie { width:256px; height:256px; position:absolute; left:-128px; top:-128px; /*background:url(img/perfectCookie.png); background-size:256px 256px;*/ background:url(img/empty.png);/* somehow necessary; an empty div with no background seems to be click-through */ cursor:pointer; z-index:10000; border-radius:128px; } .elderWrath #bigCookie { background:url(img/imperfectCookie.png); background-size:256px 256px; } #cookieNumbers{position:absolute;top:-80px;} .cookieNumber { position:absolute; pointer-events:none; left:-100px; top:0px; width:200px; z-index:100; text-align:center; text-shadow:none; } #cookieCursors{position:absolute;z-index:5;} .cursor { width:32px; height:32px; position:absolute; background:url(img/cursor.png); } .cookieParticle { width:64px; height:64px; margin-left:-32px; margin-top:-32px; position:absolute; background:url(img/smallCookies.png); opacity:0; } #particles {position:absolute;left:0px;top:0px;z-index:100000000000;} .particle { position:absolute; pointer-events:none; left:-200px; bottom:0px; width:400px; z-index:100000000; text-align:center; text-shadow:1px 1px 1px #000,0px 0px 6px #000; font-size:24px; } .particle.title { background:rgba(0,0,0,0.5); box-shadow:0px 0px 8px 8px rgba(0,0,0,0.5); border-radius:16px; display:none; } #milk { width:100%; height:0%; position:absolute; left:0px; bottom:0px; z-index:100; opacity:0.9; } .milkLayer { width:100%; height:100%; position:absolute; left:0px; top:0px; background-repeat:repeat-x; } #cookies { position:absolute; left:0px; top:10%; width:100%; text-align:center; z-index:200; background:#000; background:rgba(0,0,0,0.4); padding:2px 0px; pointer-events:none; } .monospace { font-family:Courier,monospace; font-weight:bold; } #bakeryNameAnchor { position:absolute; left:0px; top:10%; width:100%; z-index:200; } #bakeryName { position:absolute; left:0px; bottom:8px; left:12.5%; width:75%; text-align:center; font-size:20px; background:#000; background:rgba(0,0,0,0.4); border-radius:12px; padding:4px 0px; cursor:pointer; } #bakeryName:hover { text-shadow:0px 0px 8px #fff; } #specialPopup { position:absolute; left:50%; margin-left:-185px; bottom:32px; width:350px; min-height:8px; z-index:20000; transition:bottom 0.2s ease-out,opacity 0.1s ease-out; text-align:center; } #specialPopup.onScreen { bottom:32px; opacity:1; } #specialPopup.offScreen { bottom:-32px; pointer-events:none; opacity:0; } .separatorLeft, .separatorRight { width:16px; height:100%; background:url(img/panelVertical.png?v=2) repeat-y; background:url(img/panelGradientTop.png) no-repeat top left,url(img/panelGradientBottom.png) no-repeat bottom left,url(img/panelVertical.png?v=2) repeat-y; position:absolute; top:0px; bottom:0px; z-index:100; } .separatorLeft { left:30%; } .separatorRight { right:317px; } .separatorBottom { width:100%; height:16px; background:url(img/panelHorizontal.png?v=2) repeat-x; background:url(img/panelGradientLeft.png) no-repeat top left,url(img/panelGradientRight.png) no-repeat top right,url(img/panelHorizontal.png?v=2) repeat-x; position:absolute; left:0px; bottom:0px; } .button { background:url(img/panelMenu3.png); background-position:0px 0px; position:absolute; z-index:100; width:100px; height:48px; text-align:center; font-size:18px; cursor:pointer; box-sizing:border-box; padding-top:16px; color:#999; text-shadow:0px 1px 0px #444,0px 0px 4px #000; } .button:hover,.button.selected { z-index:1000; color:#fff; text-shadow:0px 1px 0px #999,0px 0px 4px #000; } #prefsButton{top:0px;left:0px; padding-top:16px; padding-right:2px; background-position:0px 0px;} #statsButton{bottom:16px;left:0px; padding-top:14px; padding-right:2px; background-position:0px -48px;} #logButton{top:0px;right:0px; padding-top:16px; padding-left:2px; background-position:-100px 0px;} #legacyButton{bottom:16px;right:0px;padding-top:14px; padding-left:2px; background-position:-100px -48px;} #prefsButton:hover,#prefsButton.selected{ background-position:0px -96px;} #statsButton:hover,#statsButton.selected{ background-position:0px -144px;} #logButton:hover,#logButton.selected{ background-position:-100px -96px;} #legacyButton:hover,#legacyButton.selected{ background-position:-100px -144px;} #logButton.hasUpdate { color:#ffc; } #logButton.hasUpdate:before { content:''; display:block; position:absolute; left:-60px; top:0px; width:60px; height:56px; background:url(img/pointyLad.png); animation:pointLadBump 0.5s infinite ease-in-out; } @keyframes pointLadBump{ 0% {transform:translate(0px,0px);} 20% {transform:translate(-15px,0px);} 50% {transform:translate(-20px,0px);} 80% {transform:translate(-15px,0px);} 100% {transform:translate(0px,0px);} } #checkForUpdate { display:none; font-size:10px; margin-top:-8px; animation:checkForUpdateFlash 0.5s infinite ease-in-out; } @keyframes checkForUpdateFlash{ 0% {color:#999;} 50% {color:#ffc;} 100% {color:#999;} } #logButton.hasUpdate #checkForUpdate {display:block;} .roundedPanel { background:url(img/roundedPanelBGS.png) repeat-x 0px 0px; position:relative; padding:9px 0px; height:20px; } .roundedPanel:before,.roundedPanel:after { content:''; display:block;height:36px; position:absolute;top:0px; } .roundedPanel:before { background:url(img/bracketPanelLeftS.png) no-repeat;left:-16px;width:16px; } .roundedPanel:after { background:url(img/bracketPanelRightS.png) no-repeat;right:-18px;width:18px; } /*.roundedPanel { background:url(img/roundedPanelBG.png) repeat-x 0px 0px; position:relative; } .roundedPanel:before,.roundedPanel:after { content:''; display:block;width:17px;height:32px; position:absolute;top:0px; } .roundedPanel:before { background:url(img/roundedPanelLeft.png) no-repeat;left:-17px; } .roundedPanel:after { background:url(img/roundedPanelRight.png) no-repeat;right:-17px; }*/ #ascendNumber { display:none; position:absolute; right:115px; top:22px; font-size:14px; font-weight:bold; font-family:Georgia; color:#fff; text-shadow:0px -1px 1px #09f,0px 1px 1px #f04; } #legacyButton:hover>#ascendNumber {text-shadow:0px -1px 1px #09f,0px 1px 1px #f04,0px -1px 1px #09f,0px 1px 1px #f04,0px 0px 4px #fff;} #ascendTooltip { display:none; position:absolute; right:0px; top:52px; font-family:Tahoma,Arial,sans serif; font-size:11px; width:220px; padding:8px; pointer-events:none; } #legacyButton:hover>#ascendTooltip {display:block;} #lumps { display:none; position:absolute; width:32px; height:32px; position:absolute; z-index:10000; left:-8px; bottom:-12px; z-index:10000; cursor:pointer; filter:drop-shadow(0px 3px 2px #000); -webkit-filter:drop-shadow(0px 3px 2px #000); } #lumps:hover #lumpsIcon,#lumps:hover #lumpsIcon2 {top:-10px;} #lumpsIcon,#lumpsIcon2 { width:48px; height:48px; position:absolute; left:-8px; top:-8px; pointer-events:none; } #lumpsAmount { font-size:12px; color:#6cf; position:absolute; left:36px; top:6px; pointer-events:none; } .lumpsOn #lumps{display:block;} .lumpRefill { cursor:pointer; width:48px; height:48px; position:absolute; left:0px; top:0px; transform:scale(0.5); z-index:1000; transition:transform 0.05s; } .lumpRefill:hover{transform:scale(1);} .lumpRefill:active{transform:scale(0.4);} .meterContainer { background:rgba(0,0,0,0.5); position:relative; border-radius:2px; height:8px; } .meter { background:url(img/prestigeBar.jpg) 0px 0px; position:absolute; left:0px; /*right:100%;*/ right:0px; top:0px; height:100%; /*max-width:100%;*/ transform:translate(0px,0px); } .meter:after { height:8px; width:8px; position:absolute; right:-8px; top:0px; content:''; display:block; background:url(img/prestigeBarCap.png); } #ascendMeterContainer { width:100px; right:0px; bottom:4px; position:absolute; overflow:hidden; } #ascendMeter { /*right:100px;*/ } .meter.filling { -webkit-animation:fluidMotion 10s infinite linear; -moz-animation:fluidMotion 10s infinite linear; animation:fluidMotion 10s infinite linear; /*-webkit-transition:right 0.5s linear; -moz-transition:right 0.5s linear; -ms-transition:right 0.5s linear; -o-transition:right 0.5s linear; transition:right 0.5s linear;*/ } @-webkit-keyframes fluidMotion{ from {background-position:0px -24px;} to {background-position:-128px -24px;} } @-moz-keyframes fluidMotion{ from {background-position:0px -24px;} to {background-position:-128px -24px;} } @keyframes fluidMotion{ from {background-position:0px -24px;} to {background-position:-128px -24px;} } #game.onMenu #menu{display:block;} #game.onMenu .row{visibility:hidden;display:none;} #menu { display:none; z-index:1; position:absolute; left:0px; right:0px; top:0px; bottom:0px; /*box-shadow:0px 0px 24px #000 inset; background:#000 url(img/darkNoise.jpg);*/ } #comments { padding:16px; text-align:center; position:relative; padding-bottom:32px; font-size:16px; height:64px; background:url(img/shadedBorders.png); background-size:100% 96px; /*overflow:hidden;*/ } .commentsText { padding:16px 0px; position:absolute; top:0px; left:108px; right:108px; opacity:1; text-align:center; } .commentsText q { font-style:italic; } .commentsText sig { font-size:70%; display:block; text-align:center; opacity:0.7; } .commentsText sig:before { content:"-"; padding-left:64px; } .fortune { color:#ade000; cursor:pointer; } .fortune:hover { color:#d2ff00; text-shadow:0px 0px 4px #ade000; } #commentsText { z-index:20; } #commentsTextBelow { z-index:10; } /* let me tell you about vendor prefixes */ .risingAway{ -webkit-animation:riseAway 1s 1 forwards; -moz-animation:riseAway 1s 1 forwards; animation:riseAway 1s 1 forwards; } .risingUp{ -webkit-animation:riseUp 1s 1 forwards; -moz-animation:riseUp 1s 1 forwards; animation:riseUp 1s 1 forwards; } .risingUpLinger{ -webkit-animation:riseUpLinger 4s 1 forwards ease-out; -moz-animation:riseUpLinger 4s 1 forwards ease-out; animation:riseUpLinger 4s 1 forwards ease-out; } @-webkit-keyframes riseAway{ from {top:0px;opacity:1;} to {top:-20px;opacity:0;} } @-webkit-keyframes riseUp{ from {top:20px;opacity:0;} to {top:0px;opacity:1;} } @-webkit-keyframes riseUpLinger{ 0% {transform:translate(0px,0px);opacity:0;} 1% {transform:translate(0px,0px);opacity:1;} 20% {transform:translate(0px,-32px);opacity:1;} 100% {transform:translate(0px,-32px);opacity:0;} } @-moz-keyframes riseAway{ from {top:0px;opacity:1;} to {top:-20px;opacity:0;} } @-moz-keyframes riseUp{ from {top:20px;opacity:0;} to {top:0px;opacity:1;} } @-moz-keyframes riseUpLinger{ 0% {transform:translate(0px,0px);opacity:0;} 1% {transform:translate(0px,0px);opacity:1;} 20% {transform:translate(0px,-32px);opacity:1;} 100% {transform:translate(0px,-32px);opacity:0;} } @keyframes riseAway{ from {top:0px;opacity:1;} to {top:-20px;opacity:0;} } @keyframes riseUp{ from {top:20px;opacity:0;} to {top:0px;opacity:1;} } @keyframes riseUpLinger{ 0% {transform:translate(0px,0px);opacity:0;} 2% {transform:translate(0px,0px);opacity:1;} 20% {transform:translate(0px,-32px);opacity:1;} 75% {transform:translate(0px,-32px);opacity:1;} 100% {transform:translate(0px,-32px);opacity:0;} } @keyframes wobble { 0% {transform:scale(0.5,0.5);} 20% {transform:scale(1.3,0.7);} 30% {transform:scale(0.7,1.3);} 50% {transform:scale(1.2,0.8);} 70% {transform:scale(0.9,1.1);} 90% {transform:scale(1.1,0.9);} 100% {transform:scale(1,1);} } @keyframes bounce { /* weeeeee */ 0% {transform-origin:50% 100%;transform:scale(1,1);} 10% {transform-origin:50% 100%;transform:scale(0.9,1.2);} 20% {transform-origin:50% 100%;transform:scale(1.5,0.5);} 25% {transform-origin:50% 100%;transform:scale(0.75,1.5) translate(0px,-10px);} 30% {transform-origin:50% 100%;transform:scale(0.8,1.2) translate(0px,-20px);} 60% {transform-origin:50% 100%;transform:scale(1,1) translate(0px,-25px);} 70% {transform-origin:50% 100%;transform:scale(2,0.5);} 80% {transform-origin:50% 100%;transform:scale(0.8,1.2);} 90% {transform-origin:50% 100%;transform:scale(1,1);} 100% {transform-origin:50% 100%;transform:scale(1,1);} } .comeLeft{animation:comeLeft 0.2s ease-out;} @keyframes comeLeft { 0% {transform:translate(-16px,0px);opacity:0;} 100% {transform:translate(0px,0px);opacity:1;} } .pucker{animation:pucker 0.2s ease-out;} @keyframes pucker { 0% {transform:scale(1,1);} 10% {transform:scale(1.15,0.85);} 20% {transform:scale(1.2,0.8);} 50% {transform:scale(0.75,1.25);} 70% {transform:scale(1.05,0.95);} 90% {transform:scale(0.95,1.05);} 100% {transform:scale(1,1);} } .puckerHalf{animation:puckerHalf 0.2s ease-out;} @keyframes puckerHalf { 0% {transform:scale(0.5,0.5);} 10% {transform:scale(0.575,0.425);} 20% {transform:scale(0.6,0.4);} 50% {transform:scale(0.375,0.625);} 70% {transform:scale(0.525,0.475);} 90% {transform:scale(0.475,0.525);} 100% {transform:scale(0.5,0.5);} } .flashRed{animation:flashRed 0.2s ease-out;} @keyframes flashRed { 0% {background:#f00;} 100% {} } .punchDown{animation:punchDown 0.3s ease-out;} @keyframes punchDown { 0% {transform:translate(0px,0px);} 20% {transform:translate(0px,4px);} 100% {transform:translate(0px,0px);} } .punchUp{animation:punchUp 0.3s ease-out;} @keyframes punchUp { 0% {transform:translate(0px,0px);} 20% {transform:translate(0px,-4px);} 100% {transform:translate(0px,0px);} } #buildingsMaster { min-height:24px; background:#999; background:url(img/darkNoise.jpg); box-shadow:0px 0px 4px #000 inset; position:relative; text-align:center; color:#fff; font-size:12px; font-weight:bold; font-variant:small-caps; text-shadow:0px 1px 0px #000; margin-bottom:8px; display:none; } .extraButtons #buildingsMaster{display:block;} #game.onMenu #buildingsMaster{display:none;} .row { position:relative; padding-bottom:16px; display:none; /*overflow:hidden;*/ } .row.enabled{display:block;} .row .rowCanvas { width:100%; height:128px; /*overflow-x:scroll; overflow-y:hidden;*/ background:#000; display:block; } .row .rowSpecial { min-height:24px; z-index:100; width:100%; top:0px; left:0px; background:#000 url(img/mapBG.jpg) fixed; display:none; } .row.onMinigame .rowCanvas{display:none;} .row.onMinigame .rowSpecial{display:block;} /*.row.muted .rowCanvas,.row.muted .rowSpecial{display:none;}*/ /*.row.muted .separatorBottom{background:rgba(0,0,0,0.75);box-shadow:1px 1px 0px rgba(255,255,255,0.1) inset,-1px -1px 0px rgba(0,0,0,0.5) inset;}*/ .row.muted{display:none;} .row .info, #sectionLeft .info { display:none; /*visibility:hidden;*/ -webkit-transition: opacity 0.1s ease-out; -moz-transition: opacity 0.1s ease-out; -ms-transition: opacity 0.1s ease-out; -o-transition: opacity 0.1s ease-out; transition: opacity 0.1s ease-out; opacity:0; } .row .info, #sectionLeft .info { position:absolute; top:0px; left:0px; height:112px; padding:8px; font-size:12px; line-height:125%; background:url(img/infoBG.png); color:#666; z-index:100000; } .row .info:after { width:16px; height:128px; position:absolute; right:-16px; top:0px; background:url(img/infoBGfade.png) repeat-y; display:block; content:''; } #sectionLeft .info { border-radius:16px; padding:24px 8px 8px 24px; left:-16px; top:-16px; height:auto; } .row:hover .info, #sectionLeft:hover .info { opacity:1; } .row .object { position:absolute; width:64px; height:64px; } #sectionLeftInfo { position:absolute; left:0px; top:0px; width:100%; } .zoneTitle { text-align:center; padding:8px; width:100%; } #store { position:relative; } #store:after { display:block; height:64px; background:url(img/blackGradientSmallTop.png) repeat-x top; content:''; pointer-events:none; position:absolute; left:0px; right:0px; bottom:-64px; } #storeTitle { width:284px; background:url(img/blackGradientSmallTop.png) repeat-x top; } #buildingsTitle { display:none; } .storeSection { height:60px; width:300px; position:relative; overflow-y:hidden; background:url(img/panelHorizontal.png?v=2) repeat-x top; background:url(img/panelGradientLeft.png) no-repeat top left,url(img/panelGradientRight.png) no-repeat top right,url(img/panelHorizontal.png?v=2) repeat-x; padding-top:16px; } .storeSection:hover { height:auto; min-height:60px; } .storeSection:hover:before { display:block; } .storeSection:before,.storeSectionAddon { z-index:1000; text-shadow:0px 1px 1px #360e00,0px -1px 1px #360e00,1px 0px 1px #360e00,-1px 0px 1px #360e00; font-weight:bold; color:#f6dab8; opacity:1; font-variant:small-caps; } .storeSection:before { display:none; position:absolute; content:''; left:2px; top:0px; pointer-events:none; } .storeSectionAddon { position:relative; line-height:0%; text-align:right; top:6px; right:4px; } .trophy { width:48px;height:48px;margin:2px;float:left; cursor:pointer; filter:drop-shadow(0px 3px 2px #000); -webkit-filter:drop-shadow(0px 3px 2px #000); position:relative; } .trophy:hover { top:-1px; /*filter:brightness(125%) drop-shadow(0px 3px 2px #000); -webkit-filter:brightness(125%) drop-shadow(0px 3px 2px #000);*/ } .tag { display:inline-block; font-family:Arial; font-size:10px; } #toggleBox { position:absolute; right:318px; top:56px; width:300px; min-height:60px; display:none; z-index:50000000; text-align:center; } #upgrades:before{content:'Upgrades';} #toggleUpgrades:before{content:'Switches';} #techUpgrades:before{content:'Research';} /*#vaultUpgrades{height:0px;}*/ /*#vaultUpgrades:hover{height:auto;min-height:60px;}*/ #vaultUpgrades .crate{opacity:0.5;} #vaultUpgrades .crate{transform:scale(0.5);margin:-9px;} #vaultUpgrades{height:30px;} #vaultUpgrades:hover{height:auto;min-height:30px;} #vaultUpgrades:before{content:'Vault';} #products:before{content:'Buildings';} #upgrades { } #upgrades.hasMenu { min-height:82px; } #products { height:auto; min-height:60px; } .crate { width:48px; height:48px; margin:6px; display:inline-block; cursor:pointer; /*opacity:0.6;*/ position:relative; /*background:#000;*/ background:rgba(0,0,0,0.25); float:left; } .crate:before { content:''; position:absolute; left:-6px; top:-6px; width:60px; height:60px; display:block; background:url(img/upgradeFrame.png?v=2); background-position:0px 0px; z-index:10; } .crate.noFrame {background-color:transparent!important;margin:2px;} .crate.noFrame:before {background:transparent;} .crate.noFrame {opacity:0.3;} .crate.noFrame.enabled ,.crate.noFrame:hover {opacity:1;} .crate:before{background-position:120px 0px;} .crate.enabled:before{background-position:0px 0px;} .crate.enabled:hover:before,.crate.highlighted:before{background-position:60px 0px;} /*.crate.enabled:hover:after,.crate.highlighted:after { content:''; position:absolute; left:-24px; top:-24px; width:96px; height:96px; display:block; //background:url(img/upgradeHighlight.png); background:url(img/upgradeHighlight.jpg); mix-blend-mode:screen; z-index:100; pointer-events:none; }*/ .crate.shadow:before{background-position:120px 60px;} .crate.shadow.enabled:before{background-position:0px 60px;} .crate.shadow.enabled:hover:before{background-position:60px 60px;} .selectorCorner { position:absolute; left:-6px; bottom:-6px; width:12px; height:12px; display:block; background:url(img/upgradeSelector.png); z-index:20; } .crate:hover:before { z-index:20; } .pieTimer { position:absolute; left:0px; top:0px; width:48px; height:48px; background:url(img/pieFill.png); /*background-size:864px 384px;*/ /*background-size:864px 384px;*/ z-index:1000; opacity:0.5; } .crate.heavenly{opacity:0.8;} .crate.heavenly:before { left:-20px; top:-20px; width:88px; height:88px; background-image:url(img/ascendSlot.png); background-position:88px 0px; } /*.crate.heavenly:after { content:''; position:absolute; left:-6px; top:-6px; width:60px; height:60px; display:block; background:#f00; border-radius:30px; z-index:-10; }*/ #menu .crate.heavenly {margin:12px;} /*#menu .crate.heavenly:nth-child(even) {margin-top:16px;margin-bottom:8px;} #menu .crate.heavenly:nth-child(3n) {margin-right:16px;margin-left:8px;}*/ .crate.heavenly,.crate.heavenly:hover{background-color:transparent;} .icon { width:48px; height:48px; display:inline-block; margin:0px 4px; } .icon,.crate,.usesIcon { /*background-image:url(img/icons.png?v=20);*/ } .icon,.crate,.shadowFilter { filter:drop-shadow(0px 3px 2px #000); -webkit-filter:drop-shadow(0px 3px 2px #000); } /*filter the whole list rather than filtering each individual crate*/ .crateBox .crate,.upgradeBox .crate { filter:none; -webkit-filter:none; } .crateBox,.upgradeBox { filter:drop-shadow(0px 3px 2px #000); -webkit-filter:drop-shadow(0px 3px 2px #000); } .listing.crateBox { overflow-y:hidden; padding-bottom:12px; margin-bottom:-12px; } .achievement { /*opacity:0.4;*/ } .crate.enabled { opacity:1; } .crate.heavenly.enabled:before { /*background-position:0px -60px;*/ background-position:0px 0px; } .crate.heavenly:hover:before { background-position:-88px 0px; } .crate:hover,.crate.highlighted { /*background-color:#200e0a;*/ opacity:1; top:-1px; /* for some reason having a filter update on hover makes the cursor confused about which icon it's hovering */ /*filter:brightness(115%); -webkit-filter:brightness(115%);*/ } .crate.heavenly { transition:left 0.2s ease-out,top 0.2s ease-out; z-index:10; } .crate.ghosted { background:transparent; opacity:0.2; } .parentLink { /*background:url(img/linkPulse.png);*/ background:url(img/linkPulse.gif); width:0px; height:8px; position:absolute; -ms-transform-origin:0% 50%; -webkit-transform-origin:0% 50%; transform-origin:0% 50%; opacity:0.5; z-index:-10; /* -webkit-animation:parentLinkPulse 1s infinite linear; -moz-animation:parentLinkPulse 1s infinite linear; animation:parentLinkPulse 1s infinite linear; */ } @-webkit-keyframes parentLinkPulse{ from {background-position:0px 0px;} to {background-position:32px 0px;} } @-moz-keyframes parentLinkPulse{ from {background-position:0px 0px;} to {background-position:32px 0px;} } @keyframes parentLinkPulse{ from {background-position:0px 0px;} to {background-position:32px 0px;} } .product { width:300px; height:64px; cursor:pointer; opacity:0.6; background:url(img/storeTile.jpg); position:relative; -webkit-transition: opacity 0.25s ease-out, margin-bottom 0.1s ease-out; -moz-transition: opacity 0.25s ease-out, margin-bottom 0.1s ease-out; -ms-transition: opacity 0.25s ease-out, margin-bottom 0.1s ease-out; -o-transition: opacity 0.25s ease-out, margin-bottom 0.1s ease-out; transition: opacity 0.25s ease-out, margin-bottom 0.1s ease-out; } .product:after { content:''; display:block; position:absolute; left:0px;top:0px;right:0px;bottom:0px; z-index:100; } .product:nth-child(4n-3) {background-position:0px 64px;} .product:nth-child(4n-2) {background-position:0px 128px;} .product:nth-child(4n-1) {background-position:0px 192px;} .product:hover { box-shadow:0px 0px 16px #fff inset,0px 0px 1px #000; z-index:20; filter:brightness(115%); -webkit-filter:brightness(115%); } .product.enabled:active { box-shadow:0px 0px 16px #000 inset; } .product.unlocked.enabled { opacity:1; } .product.toggledOff { opacity:0; } .product .icon { width:64px; height:64px; position:absolute; left:0px; top:0px; background:url(img/buildings.png?v=5); background-repeat:no-repeat; margin:0px; } .product .content { display:inline-block; position:absolute; left:64px; top:6px; right:0px; bottom:6px; padding:4px; text-shadow:0px 0px 6px #000,0px 1px 1px #000; } .tinyProductIcon { width:64px; height:64px; left:0px; top:0px; background:url(img/buildings.png?v=5); background-repeat:no-repeat; margin:-16px; transform:scale(0.5); display:inline-block; border-radius:32px; } #buildingsMaster .tinyProductIcon { cursor:pointer; opacity:0.8; } #buildingsMaster .tinyProductIcon:hover { opacity:1; } .product .content .owned { position:absolute; right:8px; bottom:5px; font-size:40px; opacity:0.2; color:#000; text-shadow:0px 0px 8px #fff; letter-spacing:-2.5px; } .product .icon { opacity:0; } .product.unlocked .icon { opacity:1; } .product .icon.off { z-index:100; opacity:1; background:url(img/buildings.png?v=5); background-repeat:no-repeat; -webkit-transition: opacity 2s ease-out; -moz-transition: opacity 2s ease-out; -ms-transition: opacity 2s ease-out; -o-transition: opacity 2s ease-out; transition: opacity 2s ease-out; } .product.unlocked .icon.off { opacity:0; } .product.locked .title {display:none;} .product .lockedTitle {display:none;} .product.locked .lockedTitle {display:block;} .selling .product { box-shadow:0px 0px 16px #c00 inset; } .selling .product:hover { box-shadow:0px 0px 16px #f66 inset,0px 0px 1px #000; } .selling .product.enabled:active { box-shadow:0px 0px 16px #f99 inset; } .productButtons { position:absolute; right:-1px; bottom:0px; overflow:hidden; z-index:10; } .productButton { background:rgba(0,0,0,0.25); box-shadow:-1px -1px 0px rgba(255,255,255,0.25),0px 0px 1px 1px rgba(0,0,0,0.5) inset; border-top-left-radius:4px; border-top-right-radius:4px; padding:4px 8px; font-size:11px; font-weight:bold; color:#ccc; text-shadow:1px 1px 0px #000,-1px 1px 0px #000,1px -1px 0px #000,-1px -1px 0px #000; cursor:pointer; float:right; position:relative; margin-left:2px; margin-top:2px; min-height:11px; } .productLevel { border-top-right-radius:0px; } .productButton:hover { background:rgba(0,0,0,0.5); color:#fff; } .productLevel { width:65px; } .productLevel:after { content:''; display:block; position:absolute; right:8px; bottom:0px; background:url(img/levelUp.png); width:33px; height:19px; opacity:0.75; } .productLevel:hover:after { opacity:1; } .productButton.on{background:rgba(255,255,255,0.75);} .productMute{display:none;} .extraButtons .productMute{display:inline-block;} .lumpsOnly{display:none;} .lumpsOn .lumpsOnly{display:block;} .storePre { background:#999; background:url(img/darkNoise.jpg); box-shadow:0px 0px 4px #000 inset; width:300px; padding:4px 0px; position:relative; text-align:center; font-variant:small-caps; color:#fff; font-weight:bold; font-size:14px; text-shadow:0px 1px 0px #000; } .storePreButton { opacity:0.5; cursor:pointer; } .storePreButton:hover,.storePreButton.selected { text-shadow:0px 1px 0px #000,0px 0px 1px #fff,0px 0px 4px #fff; opacity:1; } #storeBulk { width:240px; padding:0px; padding-left:60px; height:32px; overflow:hidden; } .storeBulkMode,.storeBulkAmount { float:left; } .storeBulkMode:hover,.storeBulkAmount:hover,.storeBulkMode.selected,.storeBulkAmount.selected { } .storeBulkMode {width:60px;padding:1px 0px;} #storeBulkBuy {position:absolute;left:0px;top:0px;} #storeBulkSell {position:absolute;left:0px;bottom:1px;} .storeBulkAmount {width:60px;padding:9px 0px;} #buffs { position:absolute; top:0px; right:0px; z-index:100000; transform-origin:100% 0%; transform:scale(0.75); } .buff { margin:12px; } #shimmers { position:absolute; left:0px; top:0px; z-index:10000000000; filter:drop-shadow(0px 4px 4px rgba(0,0,0,0.75)); -webkit-filter:drop-shadow(0px 4px 4px rgba(0,0,0,0.75)); } .shimmer { cursor:pointer; position:absolute; z-index:10000000000; display:none; } .shimmer:hover { filter:brightness(125%) drop-shadow(0px 0px 3px rgba(255,255,255,1)); -webkit-filter:brightness(125%) drop-shadow(0px 0px 3px rgba(255,255,255,1)); } .goldenCookie,.seasonPopup { cursor:pointer; position:absolute; z-index:10000000000; display:none; filter:drop-shadow(0px 4px 4px rgba(0,0,0,0.75)); -webkit-filter:drop-shadow(0px 4px 4px rgba(0,0,0,0.75)); } .goldenCookie { width:96px; height:96px; background:url(img/goldCookie.png); } .seasonPopup { width:256px; height:256px; background:url(img/goldCookie.png) center center no-repeat; } .goldenCookie:hover,.seasonPopup:hover { filter:brightness(125%) drop-shadow(0px 3px 4px rgba(0,0,0,0.5)); -webkit-filter:brightness(125%) drop-shadow(0px 3px 4px rgba(0,0,0,0.5)); } .sparkles { width:128px; height:128px; background:url(img/sparkles.jpg); position:absolute; z-index:10000000000; display:none; left:0px; top:0px; mix-blend-mode:screen; pointer-events:none; } #darken { position:absolute; left:0px; top:0px; right:0px; bottom:0px; background:rgba(0,0,0,0.5); z-index:100000000; display:none; } #promptAnchor { position:absolute; left:50%; top:125px; z-index:1000000000; display:none; width:0px; height:0px; } #prompt { position:relative; overflow:hidden; width:250px; padding:16px; margin-left:-18px; left:-125px; text-align:center; } #promptContent{margin-top:-8px;} #promptContent h3{margin-bottom:6px;} #prompt h3,.prompt h3,h4,.fancyText { text-align:center; font-weight:bold; font-size:14px; position:relative; font-variant:small-caps; display:inline-block; } #prompt h3,.prompt h3,.fancyText { color:#ece2b6; text-shadow:0px 1px 0px #733726,0px 2px 0px #875626,0px 2px 1px #000,0px 2px 3px #000; font-family:Georgia,serif; font-size:15px; } .large .fancyText{font-size:20px;} #prompt h3:before,#prompt h3:after,.prompt h3:before,.prompt h3:after { content:''; display:block; width:39px; height:23px; position:absolute; top:-4px; } #prompt h3:before,.prompt h3:before { background:url(img/featherLeft.png) no-repeat; left:-39px; } #prompt h3:after,.prompt h3:after { background:url(img/featherRight.png) no-repeat; right:-39px; } #prompt textarea,#prompt input { width:100%; margin:0px; position:relative; left:-3px; } #prompt.widePrompt { width:500px; left:-250px; } #prompt.legacyPrompt { width:400px; left:-200px; } #notes { position:absolute; /*left:0px; bottom:128px;*/ left:50%; margin-left:-125px; bottom:0px; z-index:100000000; } #notes .remaining {padding:3px;opacity:0.75;text-shadow:0px 0px 2px #000,0px 1px 0px #000;} .note { position:relative; overflow-y:hidden; width:250px; padding-right:16px; padding-bottom:8px; left:-18px; } .note .icon { float:left; margin-left:-4px; } .note h3 { font-weight:bold; font-size:14px; /*overflow-y:hidden;*/ } .note h5 { opacity:0.6; font-size:12px; } .note.haspic h3 { margin-top:4px; } .note.hasdesc h3 { /*border-bottom:1px solid rgba(255,255,255,0.5); padding-bottom:2px;*/ } .note.nodesc h3 { text-align:center; } p { text-indent:6px; padding:2px 0px; } #sectionMiddle,#sectionRight,#cookies,#bakeryNameAnchor,#backgroundCanvas,.separatorRight,.separatorLeft {transition:opacity 1s;} .ascendIntro #sectionMiddle,.ascendIntro #sectionRight,.ascendIntro #cookies,.ascendIntro #bakeryNameAnchor,.ascendIntro #backgroundCanvas,.ascendIntro .separatorRight,.ascendIntro .separatorLeft,.reincarnating #sectionMiddle,.reincarnating #sectionRight,.reincarnating #cookies,.reincarnating #bakeryNameAnchor,.reincarnating #backgroundCanvas,.reincarnating .separatorRight,.reincarnating .separatorLeft {opacity:0;} #game.ascendIntro,#ascend { /*background:url(img/starbg.jpg); background-size:1024px 1024px;*/ /*background:url(img/starbg.jpg),url(img/starbg.jpg); background-size:1024px 1024px,2048px 2048px; background-blend-mode:hard-light;*/ }/*animation:drift 60s linear 0s infinite;}*/ #game.ascendIntro,#game.reincarnating{background:#000;} .ascending #sectionMiddle,.ascending #sectionRight,.ascending #sectionLeft,.ascending .separatorLeft,.ascending .separatorRight,.reincarnating #backgroundCanvas {display:none;opacity:0;} #ascend { display:none; position:absolute; left:0px; top:0px; right:0px; bottom:0px; z-index:100000; cursor:move; /*transition:background-position 0.2s ease-out,background-size 0.1s ease-out;*/ } #ascendBG { position:absolute; left:0px; top:0px; width:100%; height:100%; background:url(img/shadedBorders.png); background-size:100% 100%; } #ascendZoomable { position:absolute; left:0px; top:0px; margin-left:50%; margin-top:25%;/* this should be 50%. not sure why it needs to be 25% */ } .ascending #ascend {display:block;} #ascendContent { position:absolute; left:0px; top:0px; /*transition:transform 0.1s ease-out;*/ } #ascendHelp { position:absolute; bottom:40px; width:300px; left:50%; margin-left:-150px; font-size:16px; text-align:center; z-index:100; } #ascendHelp a { display:block; border-radius:40px; font-size:22px; opacity:0.5; cursor:pointer; text-decoration:none; background:#000; color:#fff; padding:8px 4px; width:150px; margin:5px auto; } #ascendHelp a:hover { background:#fff; color:#000; opacity:0.75; } #ascendOverlay { position:absolute; top:0px; left:50%; height:100%; z-index:100; text-align:center; filter:drop-shadow(0px 0px 4px #000); /*-webkit-filter:drop-shadow(0px 0px 4px #000);*/ cursor:auto; } #ascendHCs .price {font-weight:inherit;color:inherit;} #ascendBox { background:url(img/ascendBox.png); width:344px; height:162px; position:absolute; left:-172px; top:0px; text-align:center; } .ascendData { width:60%; margin:2px auto; padding:6px; } #ascendInfo { background:url(img/ascendInfo.png); width:308px; height:94px; position:absolute; left:-154px; bottom:0px; text-align:center; } @keyframes drift { from {background-position:0px 0px;} to {background-position:2048px -1024px;} } .green,b.green{color:#3f0;}.green b{color:inherit;} .red,b.red{color:#f30;}.red b{color:inherit;} .gray,b.gray{color:#999;}.gray b{color:inherit;} #versionNumber { position:absolute; left:0px; bottom:0px; opacity:0.5; margin:8px; font-size:22px; z-index:100000000; } #alert { display:none; position:fixed; bottom:-16px; left:-16px; z-index:100000000000; padding:12px 12px 24px 24px; font-size:14px; background:#990; border-radius:16px; color:#fff; box-shadow:0px 0px 4px #000, 0px 0px 4px #000 inset; text-shadow:0px 0px 2px #000; border:4px solid #fff; } #alert b {font-weight:bold;} #alert small {font-size:80%;} #debug { position:absolute; left:0px; top:0px; z-index:1000000000; display:none; } #devConsole { position:relative; left:-2px; top:-2px; width:24px; height:32px; overflow:hidden; cursor:pointer; opacity:0.5; text-align:center; transition:opacity 0.4s; } #devConsole:hover { width:192px; height:auto; min-width:192px; min-height:48px; overflow:auto; opacity:1; } #devConsole:hover>.icon { display:none; } #devConsoleContent {display:none;cursor:auto;} #devConsole:hover>#devConsoleContent { display:block; } #debugLog { min-width:150px; background:rgba(0,0,0,0.5); background:linear-gradient(to right,rgba(0,0,0,0.5),rgba(0,0,0,0.5) 90%,rgba(0,0,0,0)); padding:4px 4px 4px 8px; font-size:10px; text-shadow:0px 1px 0px #000; color:#ccc; pointer-events:none; } .crisp { image-rendering: optimizeSpeed; /* Older versions of FF */ image-rendering: -moz-crisp-edges; /* FF 6.0+ */ image-rendering: -webkit-optimize-contrast; /* Safari */ image-rendering: -o-crisp-edges; /* OS X & Windows Opera (12.02+) */ image-rendering: pixelated; /* Future-browsers */ -ms-interpolation-mode: nearest-neighbor; /* IE */ } /*show scrollbars in safari*/ ::-webkit-scrollbar { -webkit-appearance:none; width:17px; } ::-webkit-scrollbar-track { background-color:#eee; } ::-webkit-scrollbar-thumb { background-color:#bbb; border:2px solid #eee; box-shadow:0px 0px 0px 1px #999 inset; } /*===================================================================================== SUPPORT =======================================================================================*/ #support { width:300px; text-align:center; margin:16px auto; } .supportComment { font-size:10px; opacity:0.75; text-shadow:0px 0px 2px #000,0px 1px 0px #000; padding:8px 0px; text-align:center; } .supportPlaceholder {width:300px;height:250px;position:absolute;left:0px;top:0px;z-index:10;opacity:0.6;} .supportPlaceholder>div {margin:20px auto;width:60%;text-align:center;background:#000;color:#fff;font-weight:bold;font-size:80%;border-radius:8px;padding:8px 4px;} #donateBox { z-index:10000000; position:absolute; right:12px; top:160px; padding:8px 4px; text-align:center; width:120px; display:none; background:rgba(128,128,255,0.25); box-shadow:0px 0px 4px 4px rgba(128,128,255,0.25); border-radius:8px; transition:box-shadow 0.25s,background 0.25s; } #donateBox:hover { background:rgba(128,128,255,0.5); box-shadow:0px 0px 4px 4px rgba(128,128,255,0.5); } #donateBox.on {display:block;} #donate { display:inline-block; } #donateButton { border:0px; display:inline-block; border-radius:4px; background:#fc6; background:linear-gradient(to bottom,#fff 0%,#fc6 45%,#f90 50%,#f66 100%); box-shadow:0px 0px 1px #fff inset,0px 0px 0px 1px #f66; text-shadow:0px -1px 0px #fc6,0px 1px 0px #f66; cursor:pointer; font-size:9px; font-weight:bold; opacity:0.9; } #donateButton:hover { border:0px; box-shadow:0px 0px 4px #fff inset,0px 0px 0px 1px #f66; opacity:1; } .highlightHover:hover{filter:brightness(125%);opacity:1;} .highlightHover:active{filter:brightness(85%);opacity:1;} #supportSection { font-size:11px; margin:4px 0px; line-height:110%; color:rgba(200,200,255,1); background:rgba(128,128,255,0.15); box-shadow:0px 0px 4px 4px rgba(128,128,255,0.15); transition:box-shadow 0.25s,background 0.25s; } #supportSection:hover { background:rgba(128,128,255,0.2); box-shadow:0px 0px 4px 4px rgba(128,128,255,0.2); } .ifNoAds { display:none; } .noAds .ifNoAds{display:block;} .noAds #support,.noAds #smallSupport,.noAds .supportComment{display:none;} /*===================================================================================== NEW AD DISPLAY =======================================================================================*/ /* #sectionRight { right:160px; } #sectionMiddle { right:478px; } #sectionAd { height:100%; position:absolute; top:0px; right:0px; overflow-x:hidden; width:160px; background:url(img/darkNoise.jpg); } .separatorRight { right:477px; } #sectionAd .supportPlaceholder {width:160px;} */ /*===================================================================================== STOP THE FANCY =======================================================================================*/ .noFancy * { text-shadow:none!important; box-shadow:none!important; } .noFancy .price { text-shadow:0px 0px 4px #000,0px 1px 0px #000!important; } .noFilters * { filter:none!important; 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o=0;o>6),e.length-o<64){if(a=e.length-o,t.HEAPU8.set(e.subarray(e.length-a,e.length),t.data),o+=a,t.HEAPU8[t.data+a++]=128,a>56){for(var i=a;i<64;i++)t.HEAPU8[t.data+i]=0;t.process(t.data,1),a=0}for(var i=a;i<64;i++)t.HEAPU8[t.data+i]=0;for(var s=e.length,d=0,i=63;i>=56;i--,d=(224&s)>>5,s/=256)t.HEAPU8[t.data+i]=((31&s)<<3)+d;t.process(t.data,1)}}for(var l=new Uint8Array(20),i=0;i=0&&t.windowBits<16&&(t.windowBits=-t.windowBits,0===t.windowBits&&(t.windowBits=-15)),!(t.windowBits>=0&&t.windowBits<16)||e&&e.windowBits||(t.windowBits+=32),t.windowBits>15&&t.windowBits<48&&0===(15&t.windowBits)&&(t.windowBits|=15),this.err=0,this.msg="",this.ended=!1,this.chunks=[],this.strm=new u,this.strm.avail_out=0;var r=i.inflateInit2(this.strm,t.windowBits);if(r!==l.Z_OK)throw new Error(f[r]);this.header=new c,i.inflateGetHeader(this.strm,this.header)}function o(e,t){var r=new n(t);if(r.push(e,!0),r.err)throw r.msg||f[r.err];return r.result}function a(e,t){return t=t||{},t.raw=!0,o(e,t)}var i=e("./zlib/inflate"),s=e("./utils/common"),d=e("./utils/strings"),l=e("./zlib/constants"),f=e("./zlib/messages"),u=e("./zlib/zstream"),c=e("./zlib/gzheader"),h=Object.prototype.toString;n.prototype.push=function(e,t){var r,n,o,a,f,u,c=this.strm,w=this.options.chunkSize,p=this.options.dictionary,m=!1;if(this.ended)return!1;n=t===~~t?t:t===!0?l.Z_FINISH:l.Z_NO_FLUSH,"string"==typeof e?c.input=d.binstring2buf(e):"[object ArrayBuffer]"===h.call(e)?c.input=new Uint8Array(e):c.input=e,c.next_in=0,c.avail_in=c.input.length;do{if(0===c.avail_out&&(c.output=new s.Buf8(w),c.next_out=0,c.avail_out=w),r=i.inflate(c,l.Z_NO_FLUSH),r===l.Z_NEED_DICT&&p&&(u="string"==typeof p?d.string2buf(p):"[object ArrayBuffer]"===h.call(p)?new Uint8Array(p):p,r=i.inflateSetDictionary(this.strm,u)),r===l.Z_BUF_ERROR&&m===!0&&(r=l.Z_OK,m=!1),r!==l.Z_STREAM_END&&r!==l.Z_OK)return 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strict";var n="undefined"!=typeof Uint8Array&&"undefined"!=typeof Uint16Array&&"undefined"!=typeof Int32Array;r.assign=function(e){for(var t=Array.prototype.slice.call(arguments,1);t.length;){var r=t.shift();if(r){if("object"!=typeof r)throw new TypeError(r+"must be non-object");for(var n in r)r.hasOwnProperty(n)&&(e[n]=r[n])}}return e},r.shrinkBuf=function(e,t){return e.length===t?e:e.subarray?e.subarray(0,t):(e.length=t,e)};var o={arraySet:function(e,t,r,n,o){if(t.subarray&&e.subarray)return void e.set(t.subarray(r,r+n),o);for(var a=0;a=252?6:d>=248?5:d>=240?4:d>=224?3:d>=192?2:1;s[254]=s[254]=1,r.string2buf=function(e){var t,r,n,a,i,s=e.length,d=0;for(a=0;a>>6,t[i++]=128|63&r):r<65536?(t[i++]=224|r>>>12,t[i++]=128|r>>>6&63,t[i++]=128|63&r):(t[i++]=240|r>>>18,t[i++]=128|r>>>12&63,t[i++]=128|r>>>6&63,t[i++]=128|63&r);return t},r.buf2binstring=function(e){return n(e,e.length)},r.binstring2buf=function(e){for(var t=new 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a(e){var t;return e&&e.state?(t=e.state,e.total_in=e.total_out=t.total=0,e.msg="",t.wrap&&(e.adler=1&t.wrap),t.mode=I,t.last=0,t.havedict=0,t.dmax=32768,t.head=null,t.hold=0,t.bits=0,t.lencode=t.lendyn=new g.Buf32(pe),t.distcode=t.distdyn=new g.Buf32(me),t.sane=1,t.back=-1,O):R}function i(e){var t;return e&&e.state?(t=e.state,t.wsize=0,t.whave=0,t.wnext=0,a(e)):R}function s(e,t){var r,n;return e&&e.state?(n=e.state,t<0?(r=0,t=-t):(r=(t>>4)+1,t<48&&(t&=15)),t&&(t<8||t>15)?R:(null!==n.window&&n.wbits!==t&&(n.window=null),n.wrap=r,n.wbits=t,i(e))):R}function d(e,t){var r,n;return e?(n=new o,e.state=n,n.window=null,r=s(e,t),r!==O&&(e.state=null),r):R}function l(e){return d(e,ge)}function f(e){if(ye){var t;for(m=new g.Buf32(512),b=new 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Ue=o[i+m++],r.head&&Ue&&r.length<65536&&(r.head.name+=String.fromCharCode(Ue));while(Ue&&m>9&1,r.head.done=!0),e.adler=r.check=0,r.mode=j;break;case J:for(;h<32;){if(0===d)break e;d--,c+=o[i++]<>>=7&h,h-=7&h,r.mode=le;break}for(;h<3;){if(0===d)break e;d--,c+=o[i++]<>>=1,h-=1,3&c){case 0:r.mode=K;break;case 1:if(f(r),r.mode=re,t===L){c>>>=2,h-=2;break e}break;case 2:r.mode=$;break;case 3:e.msg="invalid block type",r.mode=ce}c>>>=2,h-=2;break;case K:for(c>>>=7&h,h-=7&h;h<32;){if(0===d)break e;d--,c+=o[i++]<>>16^65535)){e.msg="invalid stored block lengths",r.mode=ce;break}if(r.length=65535&c,c=0,h=0,r.mode=Q,t===L)break e;case Q:r.mode=_;case _:if(m=r.length){if(m>d&&(m=d),m>l&&(m=l),0===m)break e;g.arraySet(a,o,i,m,s),d-=m,i+=m,l-=m,s+=m,r.length-=m;break}r.mode=j;break;case $:for(;h<14;){if(0===d)break e;d--,c+=o[i++]<>>=5,h-=5,r.ndist=(31&c)+1,c>>>=5,h-=5,r.ncode=(15&c)+4,c>>>=4,h-=4,r.nlen>286||r.ndist>30){e.msg="too many length or distance symbols",r.mode=ce;break}r.have=0,r.mode=ee;case ee:for(;r.have>>=3,h-=3}for(;r.have<19;)r.lens[Le[r.have++]]=0;if(r.lencode=r.lendyn,r.lenbits=7,ke={bits:r.lenbits},xe=U(x,r.lens,0,19,r.lencode,0,r.work,ke),r.lenbits=ke.bits,xe){e.msg="invalid code lengths set",r.mode=ce;break}r.have=0,r.mode=te;case te:for(;r.have>>24,be=Be>>>16&255,ge=65535&Be,!(me<=h);){if(0===d)break e;d--,c+=o[i++]<>>=me,h-=me,r.lens[r.have++]=ge;else{if(16===ge){for(Ee=me+2;h>>=me,h-=me,0===r.have){e.msg="invalid bit length repeat",r.mode=ce;break}Ue=r.lens[r.have-1],m=3+(3&c),c>>>=2,h-=2}else if(17===ge){for(Ee=me+3;h>>=me,h-=me,Ue=0,m=3+(7&c),c>>>=3,h-=3}else{for(Ee=me+7;h>>=me,h-=me,Ue=0,m=11+(127&c),c>>>=7,h-=7}if(r.have+m>r.nlen+r.ndist){e.msg="invalid bit length repeat",r.mode=ce;break}for(;m--;)r.lens[r.have++]=Ue}}if(r.mode===ce)break;if(0===r.lens[256]){e.msg="invalid code -- missing end-of-block",r.mode=ce;break}if(r.lenbits=9,ke={bits:r.lenbits},xe=U(k,r.lens,0,r.nlen,r.lencode,0,r.work,ke),r.lenbits=ke.bits,xe){e.msg="invalid literal/lengths set",r.mode=ce;break}if(r.distbits=6,r.distcode=r.distdyn,ke={bits:r.distbits},xe=U(E,r.lens,r.nlen,r.ndist,r.distcode,0,r.work,ke),r.distbits=ke.bits,xe){e.msg="invalid distances set",r.mode=ce;break}if(r.mode=re,t===L)break e;case re:r.mode=ne;case ne:if(d>=6&&l>=258){e.next_out=s,e.avail_out=l,e.next_in=i,e.avail_in=d,r.hold=c,r.bits=h,v(e,p),s=e.next_out,a=e.output,l=e.avail_out,i=e.next_in,o=e.input,d=e.avail_in,c=r.hold,h=r.bits,r.mode===j&&(r.back=-1);break}for(r.back=0;Be=r.lencode[c&(1<>>24,be=Be>>>16&255,ge=65535&Be,!(me<=h);){if(0===d)break e;d--,c+=o[i++]<>ye)],me=Be>>>24,be=Be>>>16&255,ge=65535&Be,!(ye+me<=h);){if(0===d)break e;d--,c+=o[i++]<>>=ye,h-=ye,r.back+=ye}if(c>>>=me,h-=me,r.back+=me,r.length=ge,0===be){r.mode=de;break}if(32&be){r.back=-1,r.mode=j;break}if(64&be){e.msg="invalid literal/length code",r.mode=ce;break}r.extra=15&be,r.mode=oe;case oe:if(r.extra){for(Ee=r.extra;h>>=r.extra,h-=r.extra,r.back+=r.extra}r.was=r.length,r.mode=ae;case ae:for(;Be=r.distcode[c&(1<>>24,be=Be>>>16&255,ge=65535&Be,!(me<=h);){if(0===d)break e;d--,c+=o[i++]<>ye)],me=Be>>>24,be=Be>>>16&255,ge=65535&Be,!(ye+me<=h);){if(0===d)break e;d--,c+=o[i++]<>>=ye,h-=ye,r.back+=ye}if(c>>>=me,h-=me,r.back+=me,64&be){e.msg="invalid distance code",r.mode=ce;break}r.offset=ge,r.extra=15&be,r.mode=ie;case ie:if(r.extra){for(Ee=r.extra;h>>=r.extra,h-=r.extra,r.back+=r.extra}if(r.offset>r.dmax){e.msg="invalid distance too far back",r.mode=ce;break}r.mode=se;case se:if(0===l)break e;if(m=p-l,r.offset>m){if(m=r.offset-m,m>r.whave&&r.sane){e.msg="invalid distance too far back",r.mode=ce;break}m>r.wnext?(m-=r.wnext,b=r.wsize-m):b=r.wnext-m,m>r.length&&(m=r.length),pe=r.window}else pe=a,b=s-r.offset,m=r.length;m>l&&(m=l),l-=m,r.length-=m;do a[s++]=pe[b++];while(--m);0===r.length&&(r.mode=ne);break;case de:if(0===l)break e;a[s++]=r.length,l--,r.mode=ne;break;case le:if(r.wrap){for(;h<32;){if(0===d)break e;d--,c|=o[i++]<>>16&65535|0,i=0;0!==r;){i=r>2e3?2e3:r,r-=i;do o=o+t[n++]|0,a=a+o|0;while(--i);o%=65521,a%=65521}return o|a<<16|0}t.exports=n},"zlib/crc32.js":function(e,t,r){"use strict";function n(){for(var e,t=[],r=0;r<256;r++){e=r;for(var n=0;n<8;n++)e=1&e?3988292384^e>>>1:e>>>1;t[r]=e}return t}function o(e,t,r,n){var o=a,i=n+r;e^=-1;for(var s=n;s>>8^o[255&(e^t[s])];return e^-1}var a=n();t.exports=o},"zlib/inffast.js":function(e,t,r){"use strict";var n=30,o=12;t.exports=function(e,t){var r,a,i,s,d,l,f,u,c,h,w,p,m,b,g,y,A,v,U,x,k,E,B,W,L;r=e.state,a=e.next_in,W=e.input,i=a+(e.avail_in-5),s=e.next_out,L=e.output,d=s-(t-e.avail_out),l=s+(e.avail_out-257),f=r.dmax,u=r.wsize,c=r.whave,h=r.wnext,w=r.window,p=r.hold,m=r.bits,b=r.lencode,g=r.distcode,y=(1<>>24,p>>>=U,m-=U,U=v>>>16&255,0===U)L[s++]=65535&v;else{if(!(16&U)){if(0===(64&U)){v=b[(65535&v)+(p&(1<>>=U,m-=U),m<15&&(p+=W[a++]<>>24,p>>>=U,m-=U,U=v>>>16&255,!(16&U)){if(0===(64&U)){v=g[(65535&v)+(p&(1<f){e.msg="invalid distance too far back",r.mode=n;break e}if(p>>>=U,m-=U,U=s-d,k>U){if(U=k-U,U>c&&r.sane){e.msg="invalid distance too far back",r.mode=n;break e}if(E=0,B=w,0===h){if(E+=u-U,U2;)L[s++]=B[E++],L[s++]=B[E++],L[s++]=B[E++],x-=3;x&&(L[s++]=B[E++],x>1&&(L[s++]=B[E++]))}else{E=s-k;do L[s++]=L[E++],L[s++]=L[E++],L[s++]=L[E++],x-=3;while(x>2);x&&(L[s++]=L[E++],x>1&&(L[s++]=L[E++]))}break}}break}}while(a>3,a-=x,m-=x<<3,p&=(1<=1&&0===D[R];R--);if(C>R&&(C=R),0===R)return p[m++]=20971520,p[m++]=20971520,g.bits=1,0;for(N=1;N0&&(e===s||1!==R))return-1;for(Z[1]=0,O=1;Oa||e===l&&I>i)return 1;for(;;){E=O-T,b[M]k?(B=q[Y+b[M]],W=P[V+b[M]]):(B=96,W=0),y=1<>T)+A]=E<<24|B<<16|W|0;while(0!==A);for(y=1<>=1;if(0!==y?(F&=y-1,F+=y):F=0,M++,0===--D[O]){if(O===R)break;O=t[r+b[M]]}if(O>C&&(F&U)!==v){for(0===T&&(T=C),x+=N,H=O-T,S=1<a||e===l&&I>i)return 1;v=F&U,p[v]=C<<24|H<<16|x-m|0}}return 0!==F&&(p[x+F]=O-T<<24|64<<16|0),g.bits=C,0}}};for(var r in t)t[r].folder=r.substring(0,r.lastIndexOf("/")+1);var n=function(e){var r=[];return e=e.split("/").every(function(e){return".."==e?r.pop():"."==e||""==e||r.push(e)})?r.join("/"):null,e?t[e]||t[e+".js"]||t[e+"/index.js"]:null},o=function(e,t){return e?n(e.folder+"node_modules/"+t)||o(e.parent,t):null},a=function(e,t){var r=t.match(/^\//)?null:e?t.match(/^\.\.?\//)?n(e.folder+t):o(e,t):n(t);if(!r)throw"module not found: "+t;return r.exports||(r.parent=e,r(a.bind(null,r),r,r.exports={})),r.exports};return a(null,e)},decompress:function(e){this.exports||(this.exports=this.require("inflate.js"));try{return this.exports.inflate(e)}catch(e){}},hasUnityMarker:function(e){var t=10,r="UnityWeb Compressed Content (gzip)";if(t>e.length||31!=e[0]||139!=e[1])return!1;var n=e[3];if(4&n){if(t+2>e.length)return!1;if(t+=2+e[t]+(e[t+1]<<8),t>e.length)return!1}if(8&n){for(;te.length)return!1;t++}return 16&n&&String.fromCharCode.apply(null,e.subarray(t,t+r.length+1))==r+"\0"}},brotli:{require:function(e){var t={"decompress.js":function(e,t,r){t.exports=e("./dec/decode").BrotliDecompressBuffer},"dec/bit_reader.js":function(e,t,r){function n(e){this.buf_=new Uint8Array(a),this.input_=e,this.reset()}const o=4096,a=8224,i=8191,s=new Uint32Array([0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535,131071,262143,524287,1048575,2097151,4194303,8388607,16777215]);n.READ_SIZE=o,n.IBUF_MASK=i,n.prototype.reset=function(){this.buf_ptr_=0,this.val_=0,this.pos_=0,this.bit_pos_=0,this.bit_end_pos_=0,this.eos_=0,this.readMoreInput();for(var e=0;e<4;e++)this.val_|=this.buf_[this.pos_]<<8*e,++this.pos_;return this.bit_end_pos_>0},n.prototype.readMoreInput=function(){if(!(this.bit_end_pos_>256))if(this.eos_){if(this.bit_pos_>this.bit_end_pos_)throw new Error("Unexpected end of input "+this.bit_pos_+" "+this.bit_end_pos_)}else{var e=this.buf_ptr_,t=this.input_.read(this.buf_,e,o);if(t<0)throw new Error("Unexpected end of input");if(t=8;)this.val_>>>=8,this.val_|=this.buf_[this.pos_&i]<<24,++this.pos_,this.bit_pos_=this.bit_pos_-8>>>0,this.bit_end_pos_=this.bit_end_pos_-8>>>0},n.prototype.readBits=function(e){32-this.bit_pos_>>this.bit_pos_&s[e];return this.bit_pos_+=e,t},t.exports=n},"dec/context.js":function(e,t,r){r.lookup=new 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================================================ FILE: main/gams/gfiles/html5/evilglitch/index.html ================================================ Evil Glitch
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this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(518); }).prototype = p = new cjs.Sprite(); (lib.Bitmap730 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(519); }).prototype = p = new cjs.Sprite(); (lib.Bitmap731 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(520); }).prototype = p = new cjs.Sprite(); (lib.Bitmap732 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(521); }).prototype = p = new cjs.Sprite(); (lib.Bitmap733 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(522); }).prototype = p = new cjs.Sprite(); (lib.Bitmap734 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(523); }).prototype = p = new cjs.Sprite(); (lib.Bitmap735 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(524); }).prototype = p = new cjs.Sprite(); (lib.Bitmap736 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(525); }).prototype = p = new cjs.Sprite(); (lib.Bitmap737 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(526); }).prototype = p = new cjs.Sprite(); (lib.Bitmap738 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(527); }).prototype = p = new cjs.Sprite(); (lib.Bitmap739 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(528); }).prototype = p = new cjs.Sprite(); (lib.Bitmap740 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(529); }).prototype = p = new cjs.Sprite(); (lib.Bitmap741 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(530); }).prototype = p = new cjs.Sprite(); (lib.Bitmap742 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(531); }).prototype = p = new cjs.Sprite(); (lib.Bitmap743 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(532); }).prototype = p = new cjs.Sprite(); (lib.Bitmap744 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(533); }).prototype = p = new cjs.Sprite(); (lib.Bitmap745 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(534); }).prototype = p = new cjs.Sprite(); (lib.Bitmap746 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(535); }).prototype = p = new cjs.Sprite(); (lib.Bitmap747 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(536); }).prototype = p = new cjs.Sprite(); (lib.Bitmap748 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(537); }).prototype = p = new cjs.Sprite(); (lib.Bitmap749 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(538); }).prototype = p = new cjs.Sprite(); (lib.Bitmap750 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(539); }).prototype = p = new cjs.Sprite(); (lib.Bitmap751 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(540); }).prototype = p = new cjs.Sprite(); (lib.Bitmap752 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(541); }).prototype = p = new cjs.Sprite(); (lib.Bitmap753 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(542); }).prototype = p = new cjs.Sprite(); (lib.Bitmap754 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(543); }).prototype = p = new cjs.Sprite(); (lib.Bitmap755 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(544); }).prototype = p = new cjs.Sprite(); (lib.Bitmap756 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(545); }).prototype = p = new cjs.Sprite(); (lib.Bitmap757 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(546); }).prototype = p = new cjs.Sprite(); (lib.Bitmap758 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(547); }).prototype = p = new cjs.Sprite(); (lib.Bitmap759 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(548); }).prototype = p = new cjs.Sprite(); (lib.Bitmap760 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(549); }).prototype = p = new cjs.Sprite(); (lib.Bitmap761 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(550); }).prototype = p = new cjs.Sprite(); (lib.Bitmap762 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(551); }).prototype = p = new cjs.Sprite(); (lib.Bitmap763 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(552); }).prototype = p = new cjs.Sprite(); (lib.Bitmap764 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(553); }).prototype = p = new cjs.Sprite(); (lib.Bitmap765 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(554); }).prototype = p = new cjs.Sprite(); (lib.Bitmap766 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(555); }).prototype = p = new cjs.Sprite(); (lib.Bitmap767 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(556); }).prototype = p = new cjs.Sprite(); (lib.Bitmap768 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(557); }).prototype = p = new cjs.Sprite(); (lib.Bitmap769 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(558); }).prototype = p = new cjs.Sprite(); (lib.Bitmap770 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(559); }).prototype = p = new cjs.Sprite(); (lib.Bitmap771 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(560); }).prototype = p = new cjs.Sprite(); (lib.Bitmap772 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(561); }).prototype = p = new cjs.Sprite(); (lib.Bitmap773 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(562); }).prototype = p = new cjs.Sprite(); (lib.Bitmap774 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(563); }).prototype = p = new cjs.Sprite(); (lib.Bitmap775 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(564); }).prototype = p = new cjs.Sprite(); (lib.Bitmap776 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(565); }).prototype = p = new cjs.Sprite(); (lib.Bitmap777 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(566); }).prototype = p = new cjs.Sprite(); (lib.Bitmap778 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(567); }).prototype = p = new cjs.Sprite(); (lib.Bitmap779 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(568); }).prototype = p = new cjs.Sprite(); (lib.Bitmap780 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(569); }).prototype = p = new cjs.Sprite(); (lib.Bitmap781 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(570); }).prototype = p = new cjs.Sprite(); (lib.Bitmap782 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(571); }).prototype = p = new cjs.Sprite(); (lib.Bitmap783 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(572); }).prototype = p = new cjs.Sprite(); (lib.Bitmap784 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(573); }).prototype = p = new cjs.Sprite(); (lib.Bitmap785 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(574); }).prototype = p = new cjs.Sprite(); (lib.Bitmap786 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(575); }).prototype = p = new cjs.Sprite(); (lib.Bitmap787 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(576); }).prototype = p = new cjs.Sprite(); (lib.Bitmap788 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(577); }).prototype = p = new cjs.Sprite(); (lib.Bitmap789 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(578); }).prototype = p = new cjs.Sprite(); (lib.Bitmap790 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(579); }).prototype = p = new cjs.Sprite(); (lib.Bitmap791 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(580); }).prototype = p = new cjs.Sprite(); (lib.Bitmap792 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(581); }).prototype = p = new cjs.Sprite(); (lib.Bitmap793 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(582); }).prototype = p = new cjs.Sprite(); (lib.Bitmap794 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(583); }).prototype = p = new cjs.Sprite(); (lib.Bitmap795 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(584); }).prototype = p = new cjs.Sprite(); (lib.Bitmap796 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(585); }).prototype = p = new cjs.Sprite(); (lib.Bitmap797 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(586); }).prototype = p = new cjs.Sprite(); (lib.Bitmap798 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(587); }).prototype = p = new cjs.Sprite(); (lib.Bitmap799 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(588); }).prototype = p = new cjs.Sprite(); (lib.Bitmap800 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(589); }).prototype = p = new cjs.Sprite(); (lib.Bitmap801 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(590); }).prototype = p = new cjs.Sprite(); (lib.Bitmap802 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(591); }).prototype = p = new cjs.Sprite(); (lib.Bitmap803 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(592); }).prototype = p = new cjs.Sprite(); (lib.Bitmap804 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(593); }).prototype = p = new cjs.Sprite(); (lib.Bitmap805 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(594); }).prototype = p = new cjs.Sprite(); (lib.Bitmap806 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(595); }).prototype = p = new cjs.Sprite(); (lib.Bitmap807 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(596); }).prototype = p = new cjs.Sprite(); (lib.Bitmap808 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(597); }).prototype = p = new cjs.Sprite(); (lib.Bitmap809 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(598); }).prototype = p = new cjs.Sprite(); (lib.Bitmap810 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(599); }).prototype = p = new cjs.Sprite(); (lib.Bitmap811 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(600); }).prototype = p = new cjs.Sprite(); (lib.Bitmap812 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(601); }).prototype = p = new cjs.Sprite(); (lib.Bitmap813 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(602); }).prototype = p = new cjs.Sprite(); (lib.Bitmap814 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(603); }).prototype = p = new cjs.Sprite(); (lib.Bitmap815 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(604); }).prototype = p = new cjs.Sprite(); (lib.Bitmap816 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(605); }).prototype = p = new cjs.Sprite(); (lib.Bitmap817 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(606); }).prototype = p = new cjs.Sprite(); (lib.Bitmap818 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(607); }).prototype = p = new cjs.Sprite(); (lib.Bitmap819 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(608); }).prototype = p = new cjs.Sprite(); (lib.Bitmap820 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(609); }).prototype = p = new cjs.Sprite(); (lib.Bitmap821 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(610); }).prototype = p = new cjs.Sprite(); (lib.Bitmap822 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(611); }).prototype = p = new cjs.Sprite(); (lib.Bitmap823 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(612); }).prototype = p = new cjs.Sprite(); (lib.Bitmap824 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(613); }).prototype = p = new cjs.Sprite(); (lib.Bitmap825 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(614); }).prototype = p = new cjs.Sprite(); (lib.Bitmap826 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(615); }).prototype = p = new cjs.Sprite(); (lib.Bitmap827 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(616); }).prototype = p = new cjs.Sprite(); (lib.Bitmap828 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(617); }).prototype = p = new cjs.Sprite(); (lib.Bitmap829 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(618); }).prototype = p = new cjs.Sprite(); (lib.Bitmap830 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(619); }).prototype = p = new cjs.Sprite(); (lib.Bitmap831 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(620); }).prototype = p = new cjs.Sprite(); (lib.Bitmap832 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(621); }).prototype = p = new cjs.Sprite(); (lib.Bitmap833 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(622); }).prototype = p = new cjs.Sprite(); (lib.Bitmap834 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(623); }).prototype = p = new cjs.Sprite(); (lib.Bitmap835 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(624); }).prototype = p = new cjs.Sprite(); (lib.Bitmap836 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(625); }).prototype = p = new cjs.Sprite(); (lib.Bitmap837 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(626); }).prototype = p = new cjs.Sprite(); (lib.Bitmap838 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(627); }).prototype = p = new cjs.Sprite(); (lib.Bitmap839 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(628); }).prototype = p = new cjs.Sprite(); (lib.Bitmap840 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(629); }).prototype = p = new cjs.Sprite(); (lib.Bitmap841 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(630); }).prototype = p = new cjs.Sprite(); (lib.Bitmap842 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(631); }).prototype = p = new cjs.Sprite(); (lib.Bitmap843 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(632); }).prototype = p = new cjs.Sprite(); (lib.Bitmap844 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(633); }).prototype = p = new cjs.Sprite(); (lib.Bitmap845 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(634); }).prototype = p = new cjs.Sprite(); (lib.Bitmap846 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(635); }).prototype = p = new cjs.Sprite(); (lib.Bitmap847 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(636); }).prototype = p = new cjs.Sprite(); (lib.Bitmap848 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(637); }).prototype = p = new cjs.Sprite(); (lib.Bitmap849 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(638); }).prototype = p = new cjs.Sprite(); (lib.Bitmap850 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(639); }).prototype = p = new cjs.Sprite(); (lib.Bitmap851 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(640); }).prototype = p = new cjs.Sprite(); (lib.Bitmap861 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(641); }).prototype = p = new cjs.Sprite(); (lib.Bitmap862 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(642); }).prototype = p = new cjs.Sprite(); (lib.Bitmap865 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(643); }).prototype = p = new cjs.Sprite(); (lib.Bitmap866 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(644); }).prototype = p = new cjs.Sprite(); (lib.Bitmap869 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(645); }).prototype = p = new cjs.Sprite(); (lib.Bitmap874 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(646); }).prototype = p = new cjs.Sprite(); (lib.Bitmap875 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(647); }).prototype = p = new cjs.Sprite(); (lib.Bitmap876 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(648); }).prototype = p = new cjs.Sprite(); (lib.Bitmap877 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(649); }).prototype = p = new cjs.Sprite(); (lib.Bitmap878 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(650); }).prototype = p = new cjs.Sprite(); (lib.Bitmap879 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(651); }).prototype = p = new cjs.Sprite(); (lib.Bitmap88 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(652); }).prototype = p = new cjs.Sprite(); (lib.Bitmap884 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(653); }).prototype = p = new cjs.Sprite(); (lib.Bitmap885 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(654); }).prototype = p = new cjs.Sprite(); (lib.Bitmap886 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(655); }).prototype = p = new cjs.Sprite(); (lib.Bitmap887 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(656); }).prototype = p = new cjs.Sprite(); (lib.Bitmap89 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(657); }).prototype = p = new cjs.Sprite(); (lib.Bitmap896 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(658); }).prototype = p = new cjs.Sprite(); (lib.Bitmap897 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(659); }).prototype = p = new cjs.Sprite(); (lib.Bitmap898 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(660); }).prototype = p = new cjs.Sprite(); (lib.Bitmap899 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(661); }).prototype = p = new cjs.Sprite(); (lib.Bitmap90 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(662); }).prototype = p = new cjs.Sprite(); (lib.Bitmap900 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(663); }).prototype = p = new cjs.Sprite(); (lib.Bitmap901 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(664); }).prototype = p = new cjs.Sprite(); (lib.Bitmap902 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(665); }).prototype = p = new cjs.Sprite(); (lib.Bitmap905 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(666); }).prototype = p = new cjs.Sprite(); (lib.Bitmap906 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(667); }).prototype = p = new cjs.Sprite(); (lib.Bitmap907 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(668); }).prototype = p = new cjs.Sprite(); (lib.Bitmap91 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(669); }).prototype = p = new cjs.Sprite(); (lib.Bitmap910 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(670); }).prototype = p = new cjs.Sprite(); (lib.Bitmap911 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(671); }).prototype = p = new cjs.Sprite(); (lib.Bitmap912 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(672); }).prototype = p = new cjs.Sprite(); (lib.Bitmap913 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(673); }).prototype = p = new cjs.Sprite(); (lib.Bitmap914 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(674); }).prototype = p = new cjs.Sprite(); (lib.Bitmap915 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(675); }).prototype = p = new cjs.Sprite(); (lib.Bitmap916 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(676); }).prototype = p = new cjs.Sprite(); (lib.Bitmap917 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(677); }).prototype = p = new cjs.Sprite(); (lib.Bitmap92 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(678); }).prototype = p = new cjs.Sprite(); (lib.Bitmap93 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(679); }).prototype = p = new cjs.Sprite(); (lib.Bitmap94 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(680); }).prototype = p = new cjs.Sprite(); (lib.Bitmap95 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(681); }).prototype = p = new cjs.Sprite(); (lib.Bitmap96 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(682); }).prototype = p = new cjs.Sprite(); (lib.Bitmap97 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(683); }).prototype = p = new cjs.Sprite(); (lib.Bitmap98 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(684); }).prototype = p = new cjs.Sprite(); (lib.Bitmap99 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(685); }).prototype = p = new cjs.Sprite(); (lib.box19 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(686); }).prototype = p = new cjs.Sprite(); (lib.boxesvast = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(687); }).prototype = p = new cjs.Sprite(); (lib.googlebadge2 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(688); }).prototype = p = new cjs.Sprite(); (lib.helm1pngcopy = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(689); }).prototype = p = new cjs.Sprite(); (lib.itchbadge2 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(690); }).prototype = p = new cjs.Sprite(); (lib.kartridgebadge2 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(691); }).prototype = p = new cjs.Sprite(); (lib.partialendl = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(692); }).prototype = p = new cjs.Sprite(); (lib.smallBlackonWhiteLogoRectangle = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(693); }).prototype = p = new cjs.Sprite(); (lib.smallSquareLogoBlackonWhite = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(694); }).prototype = p = new cjs.Sprite(); (lib.steambadge2 = function() { this.initialize(ss["factoryballsforever_atlas_"]); this.gotoAndStop(695); }).prototype = p = new cjs.Sprite(); // helper functions: function mc_symbol_clone() { var clone = this._cloneProps(new this.constructor(this.mode, this.startPosition, this.loop)); clone.gotoAndStop(this.currentFrame); clone.paused = this.paused; clone.framerate = this.framerate; return clone; } function getMCSymbolPrototype(symbol, nominalBounds, frameBounds) { var prototype = cjs.extend(symbol, cjs.MovieClip); prototype.clone = mc_symbol_clone; prototype.nominalBounds = nominalBounds; prototype.frameBounds = frameBounds; return prototype; } (lib.zaadzak = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap885(); this.instance.setTransform(-37,-50); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.zaadzak, new cjs.Rectangle(-37,-50,75,99), null); (lib.verfpot = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{groen:0,oranje:1,blauw:2,rood:3,zwart:4,geel:5,wit:6,magenta:7,roze:8,groen2:9}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } this.frame_7 = function() { this.stop(); } this.frame_8 = function() { this.stop(); } this.frame_9 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1).call(this.frame_7).wait(1).call(this.frame_8).wait(1).call(this.frame_9).wait(1)); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#00FF00").s().p("AkEEqQiAgRhggpQhkgsg+hFQg9hCAAg+QAAg9A9g7QA7g6BngtQDMhYEdAAQEeAADMBYQBlAsA4A7QA4A5AAA/QAAA+g4A+Qg5A/hkAsQjABTkqAAQicAAhtgPg"); this.shape.setTransform(-1.425,-65.55); this.shape_1 = new cjs.Shape(); this.shape_1.graphics.f("#FF9900").s().p("AkEEqQiAgRhggpQhkgsg+hFQg9hCAAg+QAAg9A9g7QA7g6BngtQDMhYEdAAQEeAADMBYQBlAsA4A7QA4A5AAA/QAAA+g4A+Qg5A/hkAsQjABTkqAAQicAAhtgPg"); this.shape_1.setTransform(-1.425,-65.55); this.shape_2 = new cjs.Shape(); this.shape_2.graphics.f("#3399FF").s().p("AkEEqQiAgRhggpQhkgsg+hFQg9hCAAg+QAAg9A9g7QA7g6BngtQDMhYEdAAQEeAADMBYQBlAsA4A7QA4A5AAA/QAAA+g4A+Qg5A/hkAsQjABTkqAAQicAAhtgPg"); this.shape_2.setTransform(-1.425,-65.55); this.shape_3 = new cjs.Shape(); this.shape_3.graphics.f("#FF0000").s().p("AkEEqQiAgRhggpQhkgsg+hFQg9hCAAg+QAAg9A9g7QA7g6BngtQDMhYEdAAQEeAADMBYQBlAsA4A7QA4A5AAA/QAAA+g4A+Qg5A/hkAsQjABTkqAAQicAAhtgPg"); this.shape_3.setTransform(-1.425,-65.55); this.shape_4 = new cjs.Shape(); this.shape_4.graphics.f("#000000").s().p("AkEEqQiAgRhggpQhkgsg+hFQg9hCAAg+QAAg9A9g7QA7g6BngtQDMhYEdAAQEeAADMBYQBlAsA4A7QA4A5AAA/QAAA+g4A+Qg5A/hkAsQjABTkqAAQicAAhtgPg"); this.shape_4.setTransform(-1.425,-65.55); this.shape_5 = new cjs.Shape(); this.shape_5.graphics.f("#FFFF00").s().p("AkEEqQiAgRhggpQhkgsg+hFQg9hCAAg+QAAg9A9g7QA7g6BngtQDMhYEdAAQEeAADMBYQBlAsA4A7QA4A5AAA/QAAA+g4A+Qg5A/hkAsQjABTkqAAQicAAhtgPg"); this.shape_5.setTransform(-1.425,-65.55); this.shape_6 = new cjs.Shape(); this.shape_6.graphics.f("#FFFFFF").s().p("AkEEqQiAgRhggpQhkgsg+hFQg9hCAAg+QAAg9A9g7QA7g6BngtQDMhYEdAAQEeAADMBYQBlAsA4A7QA4A5AAA/QAAA+g4A+Qg5A/hkAsQjABTkqAAQicAAhtgPg"); this.shape_6.setTransform(-1.425,-65.55); this.shape_7 = new cjs.Shape(); this.shape_7.graphics.f("#FF00FF").s().p("AkEEqQiAgRhggpQhkgsg+hFQg9hCAAg+QAAg9A9g7QA7g6BngtQDMhYEdAAQEeAADMBYQBlAsA4A7QA4A5AAA/QAAA+g4A+Qg5A/hkAsQjABTkqAAQicAAhtgPg"); this.shape_7.setTransform(-1.425,-65.55); this.shape_8 = new cjs.Shape(); this.shape_8.graphics.f("#FF66CD").s().p("AkEEqQiAgRhggpQhkgsg+hFQg9hCAAg+QAAg9A9g7QA7g6BngtQDMhYEdAAQEeAADMBYQBlAsA4A7QA4A5AAA/QAAA+g4A+Qg5A/hkAsQjABTkqAAQicAAhtgPg"); this.shape_8.setTransform(-1.425,-65.55); this.shape_9 = new cjs.Shape(); this.shape_9.graphics.f("#00FFCB").s().p("AkEEqQiAgRhggpQhkgsg+hFQg9hCAAg+QAAg9A9g7QA7g6BngtQDMhYEdAAQEeAADMBYQBlAsA4A7QA4A5AAA/QAAA+g4A+Qg5A/hkAsQjABTkqAAQicAAhtgPg"); this.shape_9.setTransform(-1.425,-65.55); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape}]}).to({state:[{t:this.shape_1}]},1).to({state:[{t:this.shape_2}]},1).to({state:[{t:this.shape_3}]},1).to({state:[{t:this.shape_4}]},1).to({state:[{t:this.shape_5}]},1).to({state:[{t:this.shape_6}]},1).to({state:[{t:this.shape_7}]},1).to({state:[{t:this.shape_8}]},1).to({state:[{t:this.shape_9}]},1).wait(1)); // Layer_6 this.instance = new lib.Bitmap851(); this.instance.setTransform(-84,-111); this.timeline.addTween(cjs.Tween.get(this.instance).wait(10)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-84,-111,165,213); (lib.trash = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.instance = new lib.Bitmap869(); this.instance.setTransform(-46,0); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_5 this.instance_1 = new lib.bin(); this.instance_1.setTransform(-77.1,-148.85,0.9552,0.9552); this.timeline.addTween(cjs.Tween.get(this.instance_1).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.trash, new cjs.Rectangle(-77.1,-148.8,164.3,284.6), null); (lib.toolbalsymbyellow = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#FFFF00").s().p("Am5G6Qi3i3AAkDQAAkCC3i3QC3i3ECAAQEDAAC3C3QC3C3AAECQAAEDi3C3Qi3C3kDAAQkCAAi3i3g"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.toolbalsymbyellow, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.toolbalsymb = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#16627A").s().p("Am5G6Qi3i3AAkDQAAkCC3i3QC3i3ECAAQEDAAC3C3QC3C3AAECQAAEDi3C3Qi3C3kDAAQkCAAi3i3g"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.toolbalsymb, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.toolbalmovieyellowemo = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#220044").s().p("Am5G6Qi3i3AAkDQAAkCC3i3QC3i3ECAAQEDAAC3C3QC3C3AAECQAAEDi3C3Qi3C3kDAAQkCAAi3i3g"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.toolbalmovieyellowemo, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.symbzorro = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap456(); this.instance.setTransform(-181,-114); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbzorro, new cjs.Rectangle(-181,-114,361,251), null); (lib.symbtheplaybutton = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AsfMgIAA4/IY/AAIAAY/g"); this.shape.setTransform(80,0); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbtheplaybutton, new cjs.Rectangle(0,-80,160,160), null); (lib.symbstreep = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f().s("#000000").ss(10,1,1).p("AlnF3ILPrt"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbstreep, new cjs.Rectangle(-41,-42.5,82,85), null); (lib.symbsound = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("ACqE0QhhhMhihIIAAgFIjSgDIgOgOIAAkgQAGACAFgCQAGgDAAgEIDWgDIAAgEQCsiOAngbQAXgSANAAQAdAAgLAJIABAMIAAKXQgBAGADAHQgCAGgRAAQgGAAg3gsg"); this.shape.setTransform(-0.0367,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbsound, new cjs.Rectangle(-25,-35.1,50,70.30000000000001), null); (lib.symbskibrilklein22 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_4 this.instance = new lib.Bitmap455(); this.instance.setTransform(-62,-32); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbskibrilklein22, new cjs.Rectangle(-62,-32,367,84), null); (lib.symbskibrilklein21 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap447(); this.instance.setTransform(-35,-32); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_3 this.instance_1 = new lib.Bitmap448(); this.instance_1.setTransform(37,-2); this.timeline.addTween(cjs.Tween.get(this.instance_1).wait(1)); // Layer_4 this.instance_2 = new lib.Bitmap449(); this.instance_2.setTransform(-65,-13); this.timeline.addTween(cjs.Tween.get(this.instance_2).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbskibrilklein21, new cjs.Rectangle(-65,-32,375,84), null); (lib.symbskibrilklein3 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_4 this.instance = new lib.Bitmap458(); this.instance.setTransform(-58,-32); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbskibrilklein3, new cjs.Rectangle(-58,-32,358,84), null); (lib.symbskibrilklein2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_4 this.instance = new lib.Bitmap457(); this.instance.setTransform(-59,-32); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbskibrilklein2, new cjs.Rectangle(-59,-32,361,84), null); (lib.symbskibrilklein = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_4 this.instance = new lib.Bitmap706(); this.instance.setTransform(-56,-76); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbskibrilklein, new cjs.Rectangle(-56,-76,358,151), null); (lib.symbskibril = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap705(); this.instance.setTransform(-189,-111); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbskibril, new cjs.Rectangle(-189,-111,379,222), null); (lib.symbplaytitle = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f().s("#000000").ss(10,1,1).p("Aj5D6IAAnzIHzD5g"); this.shape.setTransform(25,0); this.shape_1 = new cjs.Shape(); this.shape_1.graphics.f("#FFFFFF").s().p("Aj5j5IHzD5InzD6g"); this.shape_1.setTransform(25,0); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_1},{t:this.shape}]}).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbplaytitle, new cjs.Rectangle(-5,-30,60,60), null); (lib.symbmuz = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("Aj0EnQgjgjAAgyQAAgxAjgkQAkgjAxAAQAVAAATAHIAAkoIAAgEQgCgOAIgMQAIgOAQgEIE1hQQAIgDAIACIAEgBQAQAAAMAMQAMAMAAAQIAAGZIAAAEIAAAGQAAAygjAjQgkAjgxAAQgyAAgjgjQgjgjAAgyQAAgxAjgkQAjgjAyAAQAVAAATAHIAAjPIjvA+IAAFUQAAAwgkAjQgiAjgyAAQgxAAgkgjg"); this.shape.setTransform(0,-0.0031); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbmuz, new cjs.Rectangle(-28,-33,56,66), null); (lib.symbinsta = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AiNErQg5gBgTgHIgcgLQgOgHgHgMIgRgWQgHgJgCgLQgEgOgCgiIgBhnIAAkAIACAAQAAgVALgWQAIgSAQgPQAPgPATgHQASgJAUgBIAAgBIEBgBIA+AAIA8ACQAaABAdAQQAaAPAJAUIALAWQAGAQgBALQAFApAABWIgBCeQAABQgIAnQgJAqgYATQgWASg0AHQglAEhfAAIjBAAgAjvCeQAAAbABAIIADAMIAFAJQAGAJALAGQANAJAPABIF0AAQAtgFAHgtIAAj5IhYAAQAAAGAHARQAFASAAAKQAAAkgNAfQgKAfgVAXQgVAWgeAOQgfAMglAAQhTAAgrg4QgSgWgKghQgIgeAAggIABgJQABgKADgJIADgHQADgGAAgGIhZAAQAACkABA2gAhFhNQgjAZAAAqQgBAxAbAhQAbAfArAAQAuAAAfgaQAigbAAgtQABgsgYgdQgagigtAAQgtAAghAZgACAiAIBkAAIAAhjIhkAAg"); this.shape.setTransform(0,-0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbinsta, new cjs.Rectangle(-30,-29.9,60,59.8), null); (lib.symbglobe = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f().s("#000000").ss(7,1,1).p("AFPkrQgCgDgCgCQgGgHgHgGQhkhliEgYQgDAAgDgBQglgGgpAAQgBAAgBAAQgpAAgmAGQgDABgDAAQgKAJgJAJQhSBTgsBiQBqAsB8AAQABAAABAAIAAjdIAAgCIAAgbABWm6QAJAJAJAJQBTBTAsBiQA2gWAygiAACmkQgBgBgBAAQABgBABAAAACjHQB7AABqgsQAxBwAACDQAAACAAABQAACDgyBuQgrBihTBSQgJAKgKAJQCFgYBkhlQAHgGAGgHQACgCACgCQByh9ABitQAAgBAAgCQAAithzh+AACDIQgBAAgBAAQh7AAhqAsQgyhuAAiDQAAgBAAgCQAAiDAxhwQg2gWgygiQhzB+AACtQAAACAAABICqAAAACDIIAAjFIAAjKAACGmQgBAAgBAAQABABABAAgAACGnIAAASAhVG7QADAAADABQAmAGApAAQAqAAAmgGQADgBACAAADmD0Qhpgrh7gBIAADeADmD0QA3AXAyAiAEYADIkWAAIkZAAAHCADIiqAAAhVm6QiEAYhkBlQgHAGgGAHQgCACgCADAlOEtQACACACACQAGAHAHAGQBkBlCEAYQgKgJgJgKQhShSgrhiQg3AXgyAigAnBADQABCtByB9"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbglobe, new cjs.Rectangle(-48.5,-48.5,97,97), null); (lib.symbback2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#FFFFFF").s().p("EhK/A4QMAAAhwfMCV/AAAMAAABwfg"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbback2, new cjs.Rectangle(-480,-360,960,720), null); (lib.symbab = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.instance = new lib.smallBlackonWhiteLogoRectangle(); this.instance.setTransform(-120,66,0.4633,0.4629); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("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"); this.shape.setTransform(0,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbab, new cjs.Rectangle(-120,-12.5,240,107.2), null); (lib.symb_muis = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f().s("#000000").ss(1.8,1,1).p("AATAdIAABmIgkAAIAAhmIg8AKIBLipIBQCpg"); this.shape.setTransform(0,0.025); this.shape_1 = new cjs.Shape(); this.shape_1.graphics.f("#FFFFFF").s().p("AgQCDIAAhmIg8AKIBKipIBPCpIg6gKIAABmg"); this.shape_1.setTransform(0,0.025); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_1},{t:this.shape}]}).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symb_muis, new cjs.Rectangle(-8.7,-14.1,17.5,28.299999999999997), null); (lib.steekmessymb = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap884(); this.instance.setTransform(-50,-36); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.steekmessymb, new cjs.Rectangle(-50,-36,101,72), null); (lib.ssetam2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.steambadge2(); this.instance.setTransform(-83.9,-25,0.5952,0.5952); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.ssetam2, new cjs.Rectangle(-83.9,-25,167.9,50), null); (lib.snklik2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#FFFFFF").s().p("ACDAoQgIgJAAgMQAAgPAKgIQAJgKARAAQAUAAAJAOQAFAJAAALIAAADIgvAAQAAAOAOAAQAHgBAEgFIAVAAQgCAJgFAEQgJAJgQgBQgTAAgKgMgACWADQgCACgBAFIAZAAQgCgKgKAAQgGAAgEADgAnYApQgJgKAAgOQAAgLAJgJQALgMATAAQASAAALAMQAJAIAAAOQAAANgJAJQgKALgTAAQgTAAgLgLgAnGAIQgDAFAAAGQAAAFADAEQAFAFAHAAQAGAAAEgEQAEgEAAgGQAAgHgEgEQgEgEgGAAQgHAAgFAEgAFcAsQgLgKAAgPQAAgRAMgIQAJgJALABQAHAAAGACQADACAEAEIAAgHIAWAAIAAA/IgWAAIAAgHQgDAEgEACQgFADgIAAQgLAAgKgIgAFsAJQgDAEAAAGQAAAEADAFQAEAEAHAAQAGAAAEgDQAFgFAAgFQAAgHgFgEQgEgEgGAAQgHAAgEAFgAEcAxQgDgCgDgEIAAAHIgXAAIAAhlIAXAAIAAAtIAHgGQAGgCAHAAQALgBAJAJQALAIAAARQAAAPgLAKQgJAIgMAAQgHAAgGgDgAEZAIQgEAEAAAHQAAAFAEAFQAFAEAGAAQAGAAAFgFQADgFAAgEQAAgGgDgEQgFgFgGAAQgGAAgFAEgAipAoQgIgJAAgMQAAgNAIgJQAKgMASABQAHgBAHAEIAAASQgGgEgFAAQgHAAgEAEQgFAFAAAHQAAAGAFAFQAEADAHAAQAFAAAGgDIAAATQgHADgHAAQgSAAgKgMgAkpAoQgIgJAAgMQAAgNAIgJQAKgMASABQAHgBAHAEIAAASQgGgEgFAAQgHAAgEAEQgFAFAAAHQAAAGAFAFQAEADAHAAQAFAAAGgDIAAATQgHADgHAAQgSAAgKgMgAHLAyIAAhlIAXAAIAABlgAGoAyIAAhlIAXAAIAABlgABbAyIAAggQAAgJgCgDQgDgDgFAAQgGgBgDAEQgDADAAAHIAAAiIgXAAIAAhlIAXAAIAAAvQAEgFADgCQAFgDAIAAQAKAAAHAFQAHAHAAAMIAAAogAAGAyIAAgtIgHAAIAAgSIAHAAIAAgSIAWAAIAAASIANAAIAAASIgNAAIAAAtgAhFAyIgZgaIAAAaIgXAAIAAhlIAXAAIAAA9IAXgXIAfAAIggAdIAiAigAjSAyIAAg/IAXAAIAAA/gAj1AyIAAhlIAXAAIAABlgAmKAyIAAg/IAWAAIAAALQAEgGAEgCQAGgDAHAAIAEAAIAAAUQgEgCgFAAQgLAAgDAJQgCADAAAGIAAAbgAjPgcQgEgDAAgGQAAgFAEgEQADgDAGAAQAFAAAEADQADAEAAAFQAAAGgDADQgEAEgFAAQgGAAgDgEg"); this.shape.setTransform(-3.875,0); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snklik2, new cjs.Rectangle(-52,-5.2,96.3,10.5), null); (lib.sncli = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#FFFFFF").s().p("AADApQgIgKAAgMQAAgNAIgIQAKgMARAAQAIAAAHADIAAASQgGgEgGAAQgGAAgFAFQgEAEAAAHQAAAGAEAFQAFAEAGAAQAGAAAGgEIAAATQgHADgIAAQgRAAgKgLgAh8ApQgJgKAAgMQAAgNAJgIQAKgMARAAQAIAAAHADIAAASQgGgEgGAAQgGAAgFAFQgEAEAAAHQAAAGAEAFQAFAEAGAAQAGAAAGgEIAAATQgHADgIAAQgRAAgKgLgABmAyIgZgaIAAAaIgWAAIAAhlIAWAAIAAA9IAYgWIAfAAIggAcIAiAigAglAyIAAg+IAWAAIAAA+gAhIAyIAAhlIAWAAIAABlgAgjgcQgDgDAAgGQAAgFADgDQAEgEAFAAQAFAAAEAEQAEADAAAFQAAAGgEADQgEAEgFAAQgFAAgEgEg"); this.shape.setTransform(-0.025,-0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.sncli, new cjs.Rectangle(-13.4,-5.2,26.8,10.4), null); (lib.snbr9grey = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#CCCCCC").s().p("AhtC6IBehzQgxgGgfgbQglgfAAg1QAAhBAngmQAmgkA4AAQA4AAAlAkQAnAnAAA/QAAAjgQAgQgOAdgjAsIhLBdgAgghWQgPAOAAATQAAATAPAOQAOAOASAAQATAAAOgOQAOgOAAgTQAAgTgOgOQgOgOgTAAQgSAAgOAOg"); this.shape.setTransform(0,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr9grey, new cjs.Rectangle(-13.3,-18.6,26.6,37.3), null); (lib.snbr9 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AhtC6IBehzQgxgGgfgbQglgfAAg1QAAhBAngmQAmgkA4AAQA4AAAlAkQAnAnAAA/QAAAjgQAgQgOAdgjAsIhLBdgAgghWQgPAOAAATQAAATAPAOQAOAOASAAQATAAAOgOQAOgOAAgTQAAgTgOgOQgOgOgTAAQgSAAgOAOg"); this.shape.setTransform(0,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr9, new cjs.Rectangle(-13.3,-18.6,26.6,37.3), null); (lib.snbr8grey = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#CCCCCC").s().p("AhdCdQglgjAAg1QAAgzAoghQgdgYAAgoQAAgwAiggQAjggAyAAQAyAAAjAgQAjAgAAAwQgBAsgdAUQApAgAAA0QAAA1gmAjQgmAjg3AAQg2AAgngjgAggAkQgOAPAAASQAAATAOAOQAOANASAAQASAAAOgNQAPgOAAgTQAAgSgPgPQgOgOgSAAQgSAAgOAOgAgbhnQgLAMAAAPQAAAPALAMQAMALAPAAQAPAAAMgLQAMgMAAgPQAAgPgMgMQgMgLgPAAQgPAAgMALg"); this.shape.setTransform(0,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr8grey, new cjs.Rectangle(-13.1,-19.1,26.2,38.3), null); (lib.snbr8 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AhdCdQglgjAAg1QAAgzAoghQgdgYAAgoQAAgwAiggQAjggAyAAQAyAAAjAgQAjAgAAAwQgBAsgdAUQApAgAAA0QAAA1gmAjQgmAjg3AAQg2AAgngjgAggAkQgOAPAAASQAAATAOAOQAOANASAAQASAAAOgNQAPgOAAgTQAAgSgPgPQgOgOgSAAQgSAAgOAOgAgbhnQgLAMAAAPQAAAPALAMQAMALAPAAQAPAAAMgLQAMgMAAgPQAAgPgMgMQgMgLgPAAQgPAAgMALg"); this.shape.setTransform(0,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr8, new cjs.Rectangle(-13.1,-19.1,26.2,38.3), null); (lib.snbr7grey = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#CCCCCC").s().p("AhzC3IB4knIiBAAIAehGIDbAAIiXFtg"); this.shape.setTransform(0.025,0); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr7grey, new cjs.Rectangle(-12.4,-18.2,24.9,36.5), null); (lib.snbr7 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AhzC3IB4knIiBAAIAehGIDbAAIiXFtg"); this.shape.setTransform(0.025,0); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr7, new cjs.Rectangle(-12.4,-18.2,24.9,36.5), null); (lib.snbr6grey = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#CCCCCC").s().p("AhdCVQgngmAAg/QAAgjAQghQAOgcAjgsIBMhdIBlAAIheBzQAxAGAfAaQAlAhAAA0QAABAgnAnQgmAlg4gBQg4ABglgmgAggAVQgOANAAAVQAAATAOANQAOAOATAAQATAAAOgOQAOgNAAgTQAAgVgOgNQgOgOgTgBQgTABgOAOg"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr6grey, new cjs.Rectangle(-13.3,-18.6,26.6,37.3), null); (lib.snbr6 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AhdCVQgngmAAg/QAAgjAQghQAOgcAjgsIBMhdIBlAAIheBzQAxAGAfAaQAlAhAAA0QAABAgnAnQgmAlg4gBQg4ABglgmgAggAVQgOANAAAVQAAATAOANQAOAOATAAQATAAAOgOQAOgNAAgTQAAgVgOgNQgOgOgTgBQgTABgOAOg"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr6, new cjs.Rectangle(-13.3,-18.6,26.6,37.3), null); (lib.snbr5grey = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#CCCCCC").s().p("AhyCvIAAhQQAbAMAfAAQBPAAAAg6QgBgzhVgHQgKAAgOACIgYABIAvizICzAAIgRBBIhhAAIgOAzQA4gBAhAfQAhAeAAA3QAABDgxAnQgrAig/AAQgcABgogMg"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr5grey, new cjs.Rectangle(-11.5,-18.6,23,37.3), null); (lib.snbr5 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AhyCvIAAhQQAbAMAfAAQBPAAAAg6QgBgzhVgHQgKAAgOACIgYABIAvizICzAAIgRBBIhhAAIgOAzQA4gBAhAfQAhAeAAA3QAABDgxAnQgrAig/AAQgcABgogMg"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr5, new cjs.Rectangle(-11.5,-18.6,23,37.3), null); (lib.snbr4grey = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#CCCCCC").s().p("AAPC3IAAg2IiWAAIAAg/ICWj4IBPAAIAADxIAqAAIgdBGIgNAAIAAA2gAg3A7IBGAAIAAhug"); this.shape.setTransform(0.025,0); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr4grey, new cjs.Rectangle(-13.5,-18.2,27.1,36.5), null); (lib.snbr4 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AAPC3IAAg2IiWAAIAAg/ICWj4IBPAAIAADxIAqAAIgdBGIgNAAIAAA2gAg3A7IBGAAIAAhug"); this.shape.setTransform(0.025,0); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr4, new cjs.Rectangle(-13.5,-18.2,27.1,36.5), null); (lib.snbr3grey = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#CCCCCC").s().p("Ah7CpIAXhLQA2ARAZAAQAYAAAQgKQATgMAAgUQAAgWgVgOQgRgMgbAAQgPAAgHACIAAg5QBHAAAAgrQAAgRgSgKQgPgKgWAAQghAAgdASIAAhPQAkgQArAAQAwAAAiAXQAqAbAAAyQAAAygpAVQAaALAQAYQAPAZAAAdQAAA2gsAjQgqAig+AAQg4AAgrgXg"); this.shape.setTransform(0.025,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr3grey, new cjs.Rectangle(-12.4,-19.1,24.9,38.3), null); (lib.snbr3 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("Ah7CpIAXhLQA2ARAZAAQAYAAAQgKQATgMAAgUQAAgWgVgOQgRgMgbAAQgPAAgHACIAAg5QBHAAAAgrQAAgRgSgKQgPgKgWAAQghAAgdASIAAhPQAkgQArAAQAwAAAiAXQAqAbAAAyQAAAygpAVQAaALAQAYQAPAZAAAdQAAA2gsAjQgqAig+AAQg4AAgrgXg"); this.shape.setTransform(0.025,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr3, new cjs.Rectangle(-12.4,-19.1,24.9,38.3), null); (lib.snbr2grey = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#CCCCCC").s().p("AiGC8IAAgFIB/imQAagiAAgfQAAgegWgQQgVgQgiAAQgVAAgeALIAAhPQAkgJAmAAQA+AAApAiQAnAhAAA0QAAAwgfAtIg1BOIBwAAIglBVg"); this.shape.setTransform(0.025,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr2grey, new cjs.Rectangle(-13.5,-18.7,27.1,37.5), null); (lib.snbr2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AiGC8IAAgFIB/imQAagiAAgfQAAgegWgQQgVgQgiAAQgVAAgeALIAAhPQAkgJAmAAQA+AAApAiQAnAhAAA0QAAAwgfAtIg1BOIBwAAIglBVg"); this.shape.setTransform(0.025,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr2, new cjs.Rectangle(-13.5,-18.7,27.1,37.5), null); (lib.snbr1grey = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#CCCCCC").s().p("AgIC3IAAjgIgeASQgSAKgOACIAAhTQA3ggAVg4IBBAAIAAFtg"); this.shape.setTransform(-0.025,0); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr1grey, new cjs.Rectangle(-7.1,-18.2,14.2,36.5), null); (lib.snbr1 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AgIC3IAAjgIgeASQgSAKgOACIAAhTQA3ggAVg4IBBAAIAAFtg"); this.shape.setTransform(-0.025,0); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr1, new cjs.Rectangle(-7.1,-18.2,14.2,36.5), null); (lib.snbr0grey = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#CCCCCC").s().p("AhiCHQgig1AAhVQAAhPAig0QAlg5A9AAQA+AAAlA5QAiA0AABPQAABVgiA1QgkA5g/AAQg+AAgkg5gAgihNQgMAeAAAtQAABtAuAAQAvAAAAhtQAAgtgMgeQgNgfgWAAQgVAAgNAfg"); this.shape.setTransform(0.025,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr0grey, new cjs.Rectangle(-13.3,-19.1,26.700000000000003,38.3), null); (lib.snbr0 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AhiCHQgig1AAhVQAAhPAig0QAlg5A9AAQA+AAAlA5QAiA0AABPQAABVgiA1QgkA5g/AAQg+AAgkg5gAgihNQgMAeAAAtQAABtAuAAQAvAAAAhtQAAgtgMgeQgNgfgWAAQgVAAgNAfg"); this.shape.setTransform(0.025,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.snbr0, new cjs.Rectangle(-13.3,-19.1,26.700000000000003,38.3), null); (lib.skaert = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.kartridgebadge2(); this.instance.setTransform(-83.9,-25,0.5952,0.5952); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.skaert, new cjs.Rectangle(-83.9,-25,167.9,50), null); (lib.simlinktw = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AiREnQiBgFhTg0IAAgGQBZAAA+gbIAAgEQAegHASgUQAAAAABgBQAAAAABAAQAAAAABgBQAAAAABAAQAGgGgZAAIgEAAQgNgCgKgEQAAAAAAgBQAAgBAAAAQgBAAAAgBQgBAAAAAAQhAgWgShEIAEAAIAFAAQAYADANgGIAFgCQgSgPgdgIIAAgDQgyghgJhEIAAgFQAAgFABgBQANgGAXAMIAJAAIAFAAQg1gvAChrQAJgUAMgTIACAEQBBBGBdAqQA/AbBQAJQAEgJgCgUQgBghAMgYQAbhEBFgdQBngHAtAxIAGACQAwgFAjgWIADgBQgMAtgjAWQAAABAAAAQgBABAAAAQgBAAAAAAQAAAAgBAAQAOAGAWgIIAmgNQgdAugrAfIgCACQAFBbgaA5QgDAEgBAEQghBnhEBCQgcAbggAVQg2AghBAUQgwAQg7AAIgRgBg"); this.shape.setTransform(0,0.0215); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.simlinktw, new cjs.Rectangle(-35.8,-29.5,71.69999999999999,59.1), null); (lib.simlinkface = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AAsFOIhwAAIAAguQAAhoAChnQAAgdgFgTIAAgBIhlgBIAAgFIAAhyIBhAAIAEAAQgChCAHg7QAGgrAYgeQAug5BwALIAEABQAZgBAQAGQAGAUAAAeQAAAegGAWQgWAHgegDQgfgDgTAKQgWAbAFA6IABAoIByAAIAEAAQgIA4gHA6IAAAFIhjAAIgEAAIAADMIAABjIgFAAg"); this.shape.setTransform(0.025,0.011); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.simlinkface, new cjs.Rectangle(-17.3,-33.4,34.7,66.9), null); (lib.sgogle = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.googlebadge2(); this.instance.setTransform(-83.9,-25,0.5952,0.5952); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.sgogle, new cjs.Rectangle(-83.9,-25,167.9,50), null); (lib.Sengie = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.smallSquareLogoBlackonWhite(); this.instance.setTransform(-250,-250,0.7143,0.7143); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.Sengie, new cjs.Rectangle(-250,-250,500,500), null); (lib.sendtxt = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#FFFFFF").s().p("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"); this.shape.setTransform(0.025,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.sendtxt, new cjs.Rectangle(-304.8,-141.5,609.7,283.1), null); (lib.sendseethrough = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("EhK/A4QMAAAhwfMCV/AAAMAAABwfgEgQjgpkQm4G4AAJtQAAJtG4G3QG3G4JsAAQJuAAG2m4QG4m3AAptQAAptm4m4Qm2m3puAAQpsAAm3G3g"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.sendseethrough, new cjs.Rectangle(-480,-360,960,720), null); (lib.sendbl = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#FFFFFF").s().p("A+YIDIAAwFMA8xAAAIAAQFg"); this.shape.setTransform(0,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.sendbl, new cjs.Rectangle(-194.5,-51.4,389,102.9), null); (lib.sbravo = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("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"); this.shape.setTransform(0,0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.sbravo, new cjs.Rectangle(-164.6,-178.5,329.2,357.1), null); (lib.sapple = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.applebadge2(); this.instance.setTransform(-83.9,-25,0.5952,0.5952); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.sapple, new cjs.Rectangle(-83.9,-25,167.9,50), null); (lib.riemvoor = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap862(); this.instance.setTransform(-182,-72); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riemvoor, new cjs.Rectangle(-182,-72,362,144), null); (lib.riembreedvoor = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap866(); this.instance.setTransform(-182,-104); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riembreedvoor, new cjs.Rectangle(-182,-104,362,207), null); (lib.riembreedachter = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap865(); this.instance.setTransform(-175,-45); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riembreedachter, new cjs.Rectangle(-175,-45,344,87), null); (lib.riembreed2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap90(); this.instance.setTransform(-181,-80); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riembreed2, new cjs.Rectangle(-181,-80,359,207), null); (lib.riembreed = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap88(); this.instance.setTransform(-182,-80); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riembreed, new cjs.Rectangle(-182,-80,362,207), null); (lib.riemball11 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.instance = new lib.Bitmap454(); this.instance.setTransform(-185,-48); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riemball11, new cjs.Rectangle(-185,-48,352,174), null); (lib.riemachter = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap861(); this.instance.setTransform(-182,-44); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riemachter, new cjs.Rectangle(-182,-44,359,87), null); (lib.riem13onder3 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap708(); this.instance.setTransform(-71,-180); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riem13onder3, new cjs.Rectangle(-71,-180,98,362), null); (lib.riem13onder2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap709(); this.instance.setTransform(-33,-180); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riem13onder2, new cjs.Rectangle(-33,-180,104,361), null); (lib.riem13onder = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap710(); this.instance.setTransform(-71,-180); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riem13onder, new cjs.Rectangle(-71,-180,142,360), null); (lib.riem13bovenn = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap707(); this.instance.setTransform(-71,-190); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riem13bovenn, new cjs.Rectangle(-71,-190,142,380), null); (lib.riem = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap89(); this.instance.setTransform(-182,-48); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riem, new cjs.Rectangle(-182,-48,362,144), null); (lib.ppijlplay = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("Ai2DkQgHgCgEgFQgFgGgBgHIAAmfQAAgHAFgFQAFgGAGgBQAIgCAGAEIFnDQQAHADACAHQACAGgCAHQgCAGgHAEIlmDQQgGADgFAAIgDAAg"); this.shape.setTransform(0,0.0407); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.ppijlplay, new cjs.Rectangle(-20,-22.7,40,45.5), null); (lib.phonerechtsmovie = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(0,0,0,0); (lib.p2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"groen":1,"oranje":2,"blauw":3}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1)); // Layer_1 this.instance = new lib.Bitmap16(); this.instance.setTransform(-180,-90); this.instance_1 = new lib.Bitmap17(); this.instance_1.setTransform(-180,-90); this.instance_2 = new lib.Bitmap18(); this.instance_2.setTransform(-180,-90); this.instance_3 = new lib.Bitmap19(); this.instance_3.setTransform(-180,-90); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-180,-90,360,181); (lib.mutsrandgras = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.rf(["#CCCCCC","#999999","#333333","#000000"],[0,0.173,0.741,0.898],-4.8,-12.9,0,-4.8,-12.9,28.9).s().p("AAAC8IgCghQgCgXABgiIgBhTQgCg8ACgmQABgogCglIgBgaQADgCADABQAAAAABAAQAAAAABABQABAAAAAAQAAABABAAQABACABBpIABBNIAACvQgBAEABAJQAAABgFAAIgCAAg"); this.shape.setTransform(4.7188,18.6363); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.mutsrandgras, new cjs.Rectangle(4,-0.2,1.5,37.7), null); (lib.mutsrand13 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.rf(["#CCCCCC","#999999","#333333","#000000"],[0,0.173,0.741,0.898],-3.3,-12.5,0,-3.3,-12.5,28.9).s().p("AAYC5IgEgCQgzhcAAhJQgBhmAsheQACgEAGgBIABAAQACgBADADQAAAAAAABQABAAAAABQAAAAAAABQAAAAAAABQgqBoABBZQAAApAOAsQAKAeAWAvIABABIAAABIgBABQAAABAAAAQgBAAAAABQgBAAAAAAQgBABgBAAIgBABg"); this.shape.setTransform(1.2489,18.4458); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.mutsrand13, new cjs.Rectangle(-2,0,6.5,36.9), null); (lib.mutsrand = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.rf(["#CCCCCC","#999999","#333333","#000000"],[0,0.173,0.741,0.898],-3.1,-12.5,0,-3.1,-12.5,28.9).s().p("AAVC4IgEgDQhcigBVjJIADgDQADAAAEAAQAAAAABAAQAAAAABABQAAAAABAAQABABAAAAIABAEQhTDGBaCcQAAABAAAAQAAABAAAAQgBABAAAAQAAAAAAABIgEADIgCAAIgEAAg"); this.shape.setTransform(1.0471,18.45); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.mutsrand, new cjs.Rectangle(-2.1,0.1,6.300000000000001,36.8), null); (lib.mutsonder = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap260(); this.instance.setTransform(-187,-289,3,3); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.mutsonder, new cjs.Rectangle(-187,-289,375,528), null); (lib.mutsboven = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap259(); this.instance.setTransform(-168,-289); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.mutsboven, new cjs.Rectangle(-168,-289,319,336), null); (lib.levelbalsymb = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap371(); this.instance.setTransform(-180,-180); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.levelbalsymb, new cjs.Rectangle(-180,-180,360,360), null); (lib.headphonemovie = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(0,0,0,0); (lib.gras04 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("AKNLGIgBgJQAAgUATAAQASABAAASQAAAIgGAGQgGAEgHAAQgNAAgEgIgAG2KyIgBgJQAAgUATABQASAAAAASQAAAIgGAGQgFAEgIAAQgNABgEgJgADzJxIgBgJQAAgTATAAQASgBABAUQAAAHgHAFQgFAGgIAAQgNAAgEgJgAMtJiIgBgJQAAgUATAAQARABABASQgBAIgFAGQgFAEgHAAQgOABgEgJgABxH+IgBgJQAAgUATAAQASABAAASQAAAIgGAGQgGAEgGAAQgOABgEgJgAEvHlIgBgJQAAgUATAAQASABAAASQAAAIgGAGQgFAEgIAAQgNAAgEgIgAI4HNIgBgKQAAgTATgBQASAAABAUQAAAIgHAEQgGAFgGABQgOgBgEgHgAK1GBIgBgJQAAgUATAAQASABABASQAAAIgHAGQgFAEgIAAQgNABgEgJgAimF9IgBgKQAAgTATAAQATgBgBAUQAAAHgGAFQgGAFgGABQgOgBgEgHgABdFGIgBgKQAAgTATgBQATAAAAAUQgBAIgGAEQgGAFgGABQgOgBgEgHgAFcD6IgBgJQAAgUATAAQASABAAASQAAAIgGAGQgFAEgIAAQgNABgEgJgAk8DXIgBgJQAAgUATAAQASABAAASQABAIgHAGQgFAEgIAAQgNAAgEgIgAJ+C1IgBgKQAAgTATgBQASAAAAATQABAIgHAGQgFAEgIAAQgNAAgEgHgAhvCWIgBgJQAAgUATAAQASABAAASQAAAIgGAGQgGAEgHAAQgNABgEgJgADzBzIgBgJQAAgUATAAQASABABASQAAAIgHAGQgFAEgIAAQgNABgEgJgAG7BlIgBgKQAAgTATgBQATAAAAAUQgBAIgGAEQgGAFgGABQgOgBgEgHgAiwAZIgBgJQAAgTATAAQATABAAARQgBAIgGAGQgGAEgGAAQgOABgEgJgAgBgEIgBgJQAAgTASAAQASgBAAAUQABAHgHAFQgFAFgIAAQgNAAgDgIgAmggdIgBgJQAAgUATAAQASABAAASQAAAIgGAGQgFAEgIAAQgNABgEgJgAK6hOIgBgKQAAgTATgBQASAAAAAUQAAAIgGAEQgGAFgHABQgNgBgEgHgADkhOIgBgKQAAgTATgBQATAAAAAUQgBAIgGAEQgGAFgGABQgOgBgEgHgAp9hiQgBgTAUgBQASAAABATQgBAIgGAGQgGAEgGAAQgUAAABgRgAHKh3IgBgJQAAgUATAAQASABAAASQABAIgHAGQgFAEgIAAQgNABgEgJgAlujuIgBgKQAAgTATAAQATgBAAAUQgBAHgGAFQgGAGgGAAQgOgBgEgHgAhMkSIgBgJQAAgTATAAQATgBgBAUQAAAHgGAFQgGAGgGAAQgOAAgEgJgAIakbIgBgKQAAgTATAAQASgBAAAUQABAHgHAFQgFAGgIAAQgNgBgEgHgACZkhIgBgJQAAgUATAAQASABABASQAAAIgHAGQgFAEgIAAQgNABgEgJgALiliIgBgJQAAgUATABQASAAABASQAAAJgHAEQgFAGgIgBQgNABgEgJgAqDl/QABgTASAAQAUgBgBAUQAAAHgGAFQgFAGgIAAQgSAAgBgSgAlznAIgBgKQAAgTATgBQASAAAAATQAAAIgGAGQgFAEgIAAQgNAAgEgHgADanjIgBgKQAAgTATgBQATAAAAAUQgBAIgGAEQgGAFgGABQgOgBgEgHgAq5nyQAAgUASABQATAAAAASQAAAJgGAEQgGAGgHgBQgSAAAAgRgAirn4IgBgJQAAgUATAAQASABAAASQABAIgHAGQgFAEgIAAQgNAAgEgIgAIGpmIgBgJQAAgUATAAQASABAAASQAAAIgGAGQgGAEgHAAQgNABgEgJgApop6IgBgJQAAgTATAAQATgBgBAUQAAAHgGAFQgGAGgGAAQgOAAgEgJgAtQq6QABgTASAAQATgBAAAUQAAAHgGAFQgFAGgIAAQgSAAgBgSg"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.gras04, new cjs.Rectangle(-84.8,-71.8,169.7,143.7), null); (lib.gras03 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("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"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.gras03, new cjs.Rectangle(-81.4,-87.6,162.8,175.2), null); (lib.gras02 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("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"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.gras02, new cjs.Rectangle(-78.1,-97.1,156.3,194.2), null); (lib.gras01 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("ALzO5IgBgKQAAgTATAAQASAAAAATQABAHgHAGQgFAFgIAAQgNAAgEgIgAEEOvIgBgKQAAgTATAAQASAAAAATQABAIgHAFQgFAFgIAAQgNAAgEgIgAjqOWIgBgKQAAgTATAAQASAAAAATQABAIgHAFQgFAFgIAAQgNAAgEgIgAAeNzIgBgKQAAgTATAAQATAAAAATQgBAIgGAFQgGAFgGAAQgOAAgEgIgAIwNQIgBgKQAAgTATAAQATAAAAATQgBAHgGAGQgGAFgGAAQgOAAgEgIgAqLMAQABgTASAAQATAAAAATQAAAIgGAFQgFAFgIAAQgSAAgBgSgAD6LAIgBgKQAAgTATAAQASAAAAASQABAIgHAGQgFAFgIAAQgNAAgEgIgAI1KsIgBgKQAAgTATAAQASAAAAASQABAIgHAGQgFAFgIAAQgNAAgEgIgAiVKEIgBgKQAAgTATAAQATAAAAASQgBAIgGAGQgGAFgGAAQgOAAgEgIgAs5J6QgBgTAUAAQASAAAAASQAAAIgGAGQgFAFgHAAQgUAAABgSgAmeHkIgBgKQAAgTATAAQASAAAAASQABAIgHAGQgFAFgIAAQgNAAgEgIgAIXHaIgBgKQAAgTATAAQATAAgBASQAAAIgGAGQgGAFgGAAQgOAAgEgIgALzHLIgBgKQAAgTATAAQASAAAAASQABAIgHAGQgFAFgIAAQgNAAgEgIgAE7GeIgBgKQAAgUATAAQASAAABATQAAAHgHAGQgGAGgHAAQgNAAgEgIgABkF6IgBgJQAAgUATAAQASAAABATQAAAIgHAFQgGAFgGAAQgOAAgEgIgAq4FsQABgUASAAQATAAAAATQAAAIgGAFQgFAFgIAAQgSAAgBgRgAiLFhIgBgJQAAgUATAAQATAAgBATQAAAIgGAFQgGAFgGAAQgOAAgEgIgAlxDGIgBgJQAAgUATAAQASAAAAATQABAIgHAFQgFAFgIAAQgNAAgEgIgAGzC8IgBgJQAAgUATAAQATAAAAATQgBAIgGAFQgGAFgGAAQgOAAgEgIgAMWCFIgBgJQAAgUATAAQASAAAAATQABAIgHAFQgFAFgIAAQgNAAgEgIgApiBUQgBgUAUAAQASAAAAATQAAAIgGAFQgGAFgGAAQgUAAABgRgADrBYIgBgJQAAgUATAAQASAAABATQAAAIgHAFQgGAFgGAAQgOAAgEgIgAH0AXIgBgJQAAgTATAAQASAAAAASQAAAIgGAFQgGAFgGAAQgOAAgEgIgAhAgQIgBgJQAAgUATAAQASAAAAATQABAIgHAFQgFAFgIAAQgNAAgEgIgAmoh5IgBgJQAAgUATAAQASAAAAATQABAIgHAFQgFAFgIAAQgNAAgEgIgAKeiSIgBgJQAAgUATAAQATAAAAATQgBAIgGAFQgGAFgGAAQgOAAgEgIgAClimIgBgJQAAgUATAAQATAAAAATQgBAIgGAFQgGAFgGAAQgOAAgEgIgApei0QABgUASAAQATAAAAATQAAAIgGAFQgFAFgIAAQgSAAgBgRgAgniwIgBgJQAAgUATAAQASAAAAATQAAAIgGAFQgGAFgHAAQgNAAgEgIgAFykFIgBgJQAAgUATAAQASAAABATQAAAIgHAFQgGAFgGAAQgOAAgEgIgAkIkoIgBgJQAAgUATAAQASAAAAATQAAAIgGAFQgGAFgHAAQgNAAgEgIgALQmRIgBgJQAAgUATAAQASAAABATQAAAIgHAFQgFAFgIAAQgNAAgEgIgAi4m0IgBgJQAAgUATAAQATAAgBATQAAAIgGAFQgGAFgGAAQgOAAgEgIgAHHoTIgBgJQAAgUATAAQASAAAAATQAAAIgGAFQgGAFgGAAQgOAAgEgIgABzoiIgBgJQAAgUATAAQASAAAAATQABAIgHAFQgFAFgIAAQgNAAgEgIgALaqpIgBgJQAAgUATAAQASAAABATQAAAIgHAFQgGAFgGAAQgOAAgEgIgADcswIgBgJQAAgUATAAQATAAgBATQAAAIgGAFQgGAFgGAAQgOAAgEgIgAJOujIgBgJQAAgUATAAQASAAAAATQAAAIgGAFQgGAFgGAAQgOAAgEgIg"); this.shape.setTransform(0,-0.0256); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.gras01, new cjs.Rectangle(-82.6,-96.1,165.3,192.2), null); (lib.gieter = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap887(); this.instance.setTransform(-52,-46); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.gieter, new cjs.Rectangle(-52,-46,105,92), null); (lib.flaplinks2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#C8A673").s().p("AoTg9IMCjAIElEEIsDD3g"); this.shape.setTransform(0.175,-0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.flaplinks2, new cjs.Rectangle(-53,-25.4,106.4,50.8), null); (lib.flapachter = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#E0BE8B").s().p("AnVAkIDjjqILIB+IjUEPg"); this.shape.setTransform(0.025,0.3); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.flapachter, new cjs.Rectangle(-46.9,-19.6,93.9,39.8), null); (lib.fl01 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#C2A06D").s().p("AoTg9IMCjAIElEEIsDD3g"); this.shape.setTransform(-0.025,-0.025); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.fl01, new cjs.Rectangle(-53.2,-25.4,106.4,50.8), null); (lib.fbtitelyellow_sm = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#BFBF00").s().p("AWSMuICMkdQClBwCNAAQB4AAAAhWQAAgugqgZQgbgQhfgWQhpgZghgNQh1gwgphmQgXg3AAhOQAAiUBihwQB9iQEFAAQC2AACrBKIiCEDQhsg5hhAAQh0AAAABTQAAAnAvAXQAVALBnAXQCWAgBIBJQBaBbAACSQAAC2h8BzQiMCDj9gBQjgABjTiEgAtLMZQi9ivAAkeQAAkmDCitQCZiLDGAAQB0AABmAyQA7AeA+BEIAAhxIGAAAIAAR1ImAAAIAAh+Qg3BJg5AgQhiA6h9AAQjKABieiTgAo7CkQg8BJAABfQAABfA8BIQBHBbB0AAQBoAABIhLQBHhKAAhtQAAhshIhMQhIhLhnAAQhzAAhIBbgA9YNxQg8gigzhHIAAB+ImCAAIAA83IGCAAIAAM0QA+hEA6geQBmgzB0AAQDGAACaCLQDBCtAAEmQAAEei9CvQieCTjJgBQh+AAhig6gA+LCUQhIBLAABuQAABsBIBLQBIBNBnAAQB0AABIhbQA7hMAAhdQAAhgg7hKQhJhbhzAAQhnAAhIBMgAOyOGIAA83IGCAAIAAc3gAGPOGIAA83IGCAAIAAc3g"); this.shape.setTransform(1081.975,-28.3); this.shape_1 = new cjs.Shape(); this.shape_1.graphics.f("#000000").s().p("EAlPATPIGZr/InRtnIAAECQhQgphTAAQi9AAg4CkQgWA6AABkIAAHoImBAAIAAx1IGBAAIAAC7QA9hjBHgtQBdg6CDAAQAeAAAsADIAAAMIGDAAIEiJKIEbpKIG4AAIuRbYgADoHJQiUiqAAj3QAAjeCVisQC2jQFPAAQE1AAC3DQQCXCpgBDrQABDtiVCqQi1DOlFAAQlGAAi0jOgAIhh5Qg9BLAABgQAABhA9BMQBKBeB3AAQBrAABJhOQBJhNABhwQgBhuhJhOQhKhNhqAAQh3AAhKBegA1+G/QiMirAAjhQAAjhCMirQCvjTEqAAQCGAAB0BAIAAFXQhlhLhiAAQhxAAhMBNQhKBOgBB4QABB4BKBOQBMBNBxABQBgAABnhLIAAFYQh3A/iDAAQkqgBivjTgEgq6AH/Qi8ivgBkeQABklDBiuQCaiLDGAAQBzAABnAyQA6AeA+BEIAAhxIGBAAIAAR1ImBAAIAAh+Qg3BJg4AgQhjA6h9AAQjKABieiTgEgmqgB1Qg8BJAABeQAABfA8BIQBIBbBzAAQBpAABHhLQBIhKAAhtQgBhrhIhMQhHhLhoAAQhyAAhJBbgAoGJsIAAsqIh/AAIAAlLIB/AAIAAlXIGBAAIAAFXIDaAAIAAFLIjaAAIAAMqgEg4FAJsIAAsoIiJAAIAAlNICJAAIAAiWQAAj9B6iJQCXipDUAAQBUAABWApIAAFfQhOgug4AAQhOAAgkA/QgWAkAACOIAAB6IEOAAIAAFNIkOAAIAAMog"); this.shape_1.setTransform(468.35,-0.1); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_1},{t:this.shape}]}).wait(1)); // Layer_1 this.shape_2 = new cjs.Shape(); this.shape_2.graphics.f("#FFFF00").s().p("EhsCAUoMAAAgpPMDYFAAAMAAAApPg"); this.shape_2.setTransform(691.525,0.025); this.timeline.addTween(cjs.Tween.get(this.shape_2).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.fbtitelyellow_sm, new cjs.Rectangle(0,-132,1383.1,264.1), null); (lib.fbtitelyellow = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_3 this.shape = new cjs.Shape(); this.shape.graphics.f("#333333").s().p("AE+GcQAAhsguiEIgCgGQhNB5hwBWQiJBph7AAQhPAAgugzQgugzAAhZQAAh+BThbQBThaB2AAQA4AAAiAcQAhAcAAAwQAABPhdA9QhfA8h7AAQAACBBtgBQBeABBxhbQBnhRBVh/QgmhZgwgyQAmgUAfAAQAwABAyB9QAxB/AWC0QBMhhAzhoQAyhoAGhLQBCAaAAAiQAAAdg/BqQg/BqhKBeQgkAtgYANQgZAOg5AEQAJgnAAgcgAi8BXQgyBAgNBbQBcgFBCgwQBCgvAAg/QAAg4gyAAQg8AAgzBAgATPG3QAAgVAQhQIAWhtIADgQQhEBbhZBFQiKBph7AAQhPAAgugzQgugzAAhZQAAh+BThbQBThaB2AAQA4AAAjAcQAhAcAAAwQAABPheA9QhfA8h7AAQAACBBtgBQBeABByhbQBqhSBWiFIABgXQAAgZgPgSQAugQAdAAQAfAAAAAnQAAAZgWBmIgYCBQBTiiBUhZQBUhZBEAAQAYAAASAOQARANAAATQAAAfhCAzQgRgigfgBQg4AAhWB4Qg1BJgoBPQgoBOAAAiIABAHQgeAOgSAAQgtAAAAgngANNBXQgyBAgNBbQBcgFBCgwQBCgvAAg/QAAg4gyAAQg8AAgzBAgAswG3QAAgVAQhQIAWhtQAKgwAFgkQgsASgsAAQgxAAg+gUIABATQAAB/hWBfQhWBeh0AAQhYAAg3g5Qg4g4AAhaQAAhmBIhMQBHhLBiABQAPgBARAEQgLgUAAgMQAAgWAOgSQBrAIBIBkQBJAyBPAAQAnAAAsgVIAAgHQAAgZgOgSQAugQAdAAQAfAAAAAnQAAAZgWBmIgZCBQBTiiBUhZQBUhZBFAAQAYAAARAOQASANAAATQAAAfhDAzQgRgigegBQg4AAhWB4Qg2BJgnBPQgoBOAAAiIAAAHQgdAOgTAAQgtAAAAgngA0TCFQg6BEAABVQAAA/AjAoQAjAoA3AAQBKAAA2hLQA1hLAAhnQAAgkgLgiQgkgLgfgZQgXgEgPAAQhKAAg6BDgA6QGyQAAggAOhJIBOmDIgJAAQhCAAgwAgQAKg4AVgPQAUgPBCAAIAQAAIAPhIQAdiUBBhBQBQhRBhAAQAmAAAbASQAbARAAAaQAAAZg4AgQgQhCg5AAQhjAAgrDZIgUBhICaAAQBpAAAxgMQgVAvgbAKQgbAJhwAAIiEAAIhKF4QgLA2AAApQAAAbALAUQgsAPgYAAQgkAAAAgpg"); this.shape.setTransform(1455.375,50.55); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); // Layer_2 this.shape_1 = new cjs.Shape(); this.shape_1.graphics.f("#BFBF00").s().p("AWSMuICMkdQClBwCNAAQB4AAAAhWQAAgugqgZQgbgQhfgWQhpgZghgNQh1gwgphmQgXg3AAhOQAAiUBihwQB9iQEFAAQC2AACrBKIiCEDQhsg5hhAAQh0AAAABTQAAAnAvAXQAVALBnAXQCWAgBIBJQBaBbAACSQAAC2h8BzQiMCDj9gBQjgABjTiEgAtLMZQi9ivAAkeQAAkmDCitQCZiLDGAAQB0AABmAyQA7AeA+BEIAAhxIGAAAIAAR1ImAAAIAAh+Qg3BJg5AgQhiA6h9AAQjKABieiTgAo7CkQg8BJAABfQAABfA8BIQBHBbB0AAQBoAABIhLQBHhKAAhtQAAhshIhMQhIhLhnAAQhzAAhIBbgA9YNxQg8gigzhHIAAB+ImCAAIAA83IGCAAIAAM0QA+hEA6geQBmgzB0AAQDGAACaCLQDBCtAAEmQAAEei9CvQieCTjJgBQh+AAhig6gA+LCUQhIBLAABuQAABsBIBLQBIBNBnAAQB0AABIhbQA7hMAAhdQAAhgg7hKQhJhbhzAAQhnAAhIBMgAOyOGIAA83IGCAAIAAc3gAGPOGIAA83IGCAAIAAc3g"); this.shape_1.setTransform(1081.975,-28.3); this.shape_2 = new cjs.Shape(); this.shape_2.graphics.f("#000000").s().p("EAlPATPIGZr/InRtnIAAECQhQgphTAAQi9AAg4CkQgWA6AABkIAAHoImBAAIAAx1IGBAAIAAC7QA9hjBHgtQBdg6CDAAQAeAAAsADIAAAMIGDAAIEiJKIEbpKIG4AAIuRbYgADoHJQiUiqAAj3QAAjeCVisQC2jQFPAAQE1AAC3DQQCXCpgBDrQABDtiVCqQi1DOlFAAQlGAAi0jOgAIhh5Qg9BLAABgQAABhA9BMQBKBeB3AAQBrAABJhOQBJhNABhwQgBhuhJhOQhKhNhqAAQh3AAhKBegA1+G/QiMirAAjhQAAjhCMirQCvjTEqAAQCGAAB0BAIAAFXQhlhLhiAAQhxAAhMBNQhKBOgBB4QABB4BKBOQBMBNBxABQBgAABnhLIAAFYQh3A/iDAAQkqgBivjTgEgq6AH/Qi8ivgBkeQABklDBiuQCaiLDGAAQBzAABnAyQA6AeA+BEIAAhxIGBAAIAAR1ImBAAIAAh+Qg3BJg4AgQhjA6h9AAQjKABieiTgEgmqgB1Qg8BJAABeQAABfA8BIQBIBbBzAAQBpAABHhLQBIhKAAhtQgBhrhIhMQhHhLhoAAQhyAAhJBbgAoGJsIAAsqIh/AAIAAlLIB/AAIAAlXIGBAAIAAFXIDaAAIAAFLIjaAAIAAMqgEg4FAJsIAAsoIiJAAIAAlNICJAAIAAiWQAAj9B6iJQCXipDUAAQBUAABWApIAAFfQhOgug4AAQhOAAgkA/QgWAkAACOIAAB6IEOAAIAAFNIkOAAIAAMog"); this.shape_2.setTransform(468.35,-0.1); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_2},{t:this.shape_1}]}).wait(1)); // Layer_1 this.shape_3 = new cjs.Shape(); this.shape_3.graphics.f("#FFFF00").s().p("EiDkAUoMAAAgpPMEHJAAAMAAAApPg"); this.shape_3.setTransform(842.1,0.025); this.timeline.addTween(cjs.Tween.get(this.shape_3).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.fbtitelyellow, new cjs.Rectangle(0,-132,1684.2,264.1), null); (lib.fa01 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#E4C28F").s().p("AnVAlIDjjqILIB9IjSEOg"); this.shape.setTransform(0.025,0); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.fa01, new cjs.Rectangle(-46.9,-19.8,93.9,39.6), null); (lib.doosbinnen = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#A18050").s().p("AmGAKIMIj0IAGHVg"); this.shape.setTransform(-35.95,0.525); this.shape_1 = new cjs.Shape(); this.shape_1.graphics.f("#E4C28F").s().p("AlqjqILWCoQgBABrPEsg"); this.shape_1.setTransform(38.95,0.525); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_1},{t:this.shape}]}).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.doosbinnen, new cjs.Rectangle(-75.1,-22.9,150.39999999999998,46.9), null); (lib.ditvh = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.itchbadge2(); this.instance.setTransform(-83.9,-25,0.5952,0.5952); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.ditvh, new cjs.Rectangle(-83.9,-25,167.9,50), null); (lib.bloemblauw = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap901(); this.instance.setTransform(1,1); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_2 this.instance_1 = new lib.Bitmap900(); this.instance_1.setTransform(-34,-41); this.timeline.addTween(cjs.Tween.get(this.instance_1).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.bloemblauw, new cjs.Rectangle(-34,-41,107,117), null); (lib.bloem = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.Bitmap898(); this.instance.setTransform(1,1); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_2 this.instance_1 = new lib.Bitmap897(); this.instance_1.setTransform(-34,-41); this.timeline.addTween(cjs.Tween.get(this.instance_1).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.bloem, new cjs.Rectangle(-34,-41,107,117), null); (lib.balsymbool = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.rf(["#FFFFFF","#EEEEEE","#8D8D8D","#888888"],[0,0.173,0.741,0.898],60,-70,0,60,-70,281).s().p("Az6T2QoNoSAArkQAAroINoSQISoNLoAAQLpAAININQISISAALoQAALkoSISQoNISrpAAQroAAoSoSg"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.balsymbool, new cjs.Rectangle(-180,-180,360,360), null); (lib.balp1 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"groen":1,"oranje":2,"blauw":3}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1)); // Layer_1 this.instance = new lib.Bitmap20(); this.instance.setTransform(-180,-110); this.instance_1 = new lib.Bitmap21(); this.instance_1.setTransform(-180,-110); this.instance_2 = new lib.Bitmap22(); this.instance_2.setTransform(-180,-110); this.instance_3 = new lib.Bitmap23(); this.instance_3.setTransform(-180,-110); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-180,-110,360,220); (lib.ball13p20mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,paars:5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap844(); this.instance.setTransform(-85,-91); this.instance_1 = new lib.Bitmap845(); this.instance_1.setTransform(-85,-91); this.instance_2 = new lib.Bitmap846(); this.instance_2.setTransform(-85,-91); this.instance_3 = new lib.Bitmap847(); this.instance_3.setTransform(-85,-91); this.instance_4 = new lib.Bitmap848(); this.instance_4.setTransform(-85,-91); this.instance_5 = new lib.Bitmap849(); this.instance_5.setTransform(-85,-91); this.instance_6 = new lib.Bitmap850(); this.instance_6.setTransform(-85,-91); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-85,-91,170,182); (lib.ball13p19mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap837(); this.instance.setTransform(-41,-53); this.instance_1 = new lib.Bitmap838(); this.instance_1.setTransform(-41,-53); this.instance_2 = new lib.Bitmap839(); this.instance_2.setTransform(-41,-53); this.instance_3 = new lib.Bitmap840(); this.instance_3.setTransform(-41,-53); this.instance_4 = new lib.Bitmap841(); this.instance_4.setTransform(-41,-53); this.instance_5 = new lib.Bitmap842(); this.instance_5.setTransform(-41,-53); this.instance_6 = new lib.Bitmap843(); this.instance_6.setTransform(-41,-53); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-41,-53,83,106); (lib.ball13p18mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap830(); this.instance.setTransform(-40,-53); this.instance_1 = new lib.Bitmap831(); this.instance_1.setTransform(-40,-53); this.instance_2 = new lib.Bitmap832(); this.instance_2.setTransform(-40,-53); this.instance_3 = new lib.Bitmap833(); this.instance_3.setTransform(-40,-53); this.instance_4 = new lib.Bitmap834(); this.instance_4.setTransform(-40,-53); this.instance_5 = new lib.Bitmap835(); this.instance_5.setTransform(-40,-53); this.instance_6 = new lib.Bitmap836(); this.instance_6.setTransform(-40,-53); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-40,-53,79,106); (lib.ball13p17mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap823(); this.instance.setTransform(-61,-88); this.instance_1 = new lib.Bitmap824(); this.instance_1.setTransform(-61,-88); this.instance_2 = new lib.Bitmap825(); this.instance_2.setTransform(-61,-88); this.instance_3 = new lib.Bitmap826(); this.instance_3.setTransform(-61,-88); this.instance_4 = new lib.Bitmap827(); this.instance_4.setTransform(-61,-88); this.instance_5 = new lib.Bitmap828(); this.instance_5.setTransform(-61,-88); this.instance_6 = new lib.Bitmap829(); this.instance_6.setTransform(-61,-88); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-61,-88,123,176); (lib.ball13p16mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap809(); this.instance.setTransform(-81,-56); this.instance_1 = new lib.Bitmap810(); this.instance_1.setTransform(-81,-56); this.instance_2 = new lib.Bitmap811(); this.instance_2.setTransform(-81,-56); this.instance_3 = new lib.Bitmap812(); this.instance_3.setTransform(-81,-56); this.instance_4 = new lib.Bitmap813(); this.instance_4.setTransform(-81,-56); this.instance_5 = new lib.Bitmap814(); this.instance_5.setTransform(-81,-56); this.instance_6 = new lib.Bitmap815(); this.instance_6.setTransform(-81,-56); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-81,-56,162,112); (lib.ball13p15mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap802(); this.instance.setTransform(-29,-38); this.instance_1 = new lib.Bitmap803(); this.instance_1.setTransform(-29,-38); this.instance_2 = new lib.Bitmap804(); this.instance_2.setTransform(-29,-38); this.instance_3 = new lib.Bitmap805(); this.instance_3.setTransform(-29,-38); this.instance_4 = new lib.Bitmap806(); this.instance_4.setTransform(-29,-38); this.instance_5 = new lib.Bitmap807(); this.instance_5.setTransform(-29,-38); this.instance_6 = new lib.Bitmap808(); this.instance_6.setTransform(-29,-38); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-29,-38,57,76); (lib.ball13p14mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap788(); this.instance.setTransform(-26,-39); this.instance_1 = new lib.Bitmap789(); this.instance_1.setTransform(-26,-39); this.instance_2 = new lib.Bitmap790(); this.instance_2.setTransform(-26,-39); this.instance_3 = new lib.Bitmap791(); this.instance_3.setTransform(-26,-39); this.instance_4 = new lib.Bitmap792(); this.instance_4.setTransform(-26,-39); this.instance_5 = new lib.Bitmap793(); this.instance_5.setTransform(-26,-39); this.instance_6 = new lib.Bitmap794(); this.instance_6.setTransform(-26,-39); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-26,-39,52,79); (lib.ball13p13mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap781(); this.instance.setTransform(-48,-52); this.instance_1 = new lib.Bitmap782(); this.instance_1.setTransform(-48,-52); this.instance_2 = new lib.Bitmap783(); this.instance_2.setTransform(-48,-52); this.instance_3 = new lib.Bitmap784(); this.instance_3.setTransform(-48,-52); this.instance_4 = new lib.Bitmap785(); this.instance_4.setTransform(-48,-52); this.instance_5 = new lib.Bitmap786(); this.instance_5.setTransform(-48,-52); this.instance_6 = new lib.Bitmap787(); this.instance_6.setTransform(-48,-52); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-48,-52,96,104); (lib.ball13p12mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap816(); this.instance.setTransform(-64,-35); this.instance_1 = new lib.Bitmap817(); this.instance_1.setTransform(-64,-35); this.instance_2 = new lib.Bitmap818(); this.instance_2.setTransform(-64,-35); this.instance_3 = new lib.Bitmap819(); this.instance_3.setTransform(-64,-35); this.instance_4 = new lib.Bitmap820(); this.instance_4.setTransform(-64,-35); this.instance_5 = new lib.Bitmap821(); this.instance_5.setTransform(-64,-35); this.instance_6 = new lib.Bitmap822(); this.instance_6.setTransform(-64,-35); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-64,-35,127,70); (lib.ball13p11mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap795(); this.instance.setTransform(-40,-34); this.instance_1 = new lib.Bitmap796(); this.instance_1.setTransform(-40,-34); this.instance_2 = new lib.Bitmap797(); this.instance_2.setTransform(-40,-34); this.instance_3 = new lib.Bitmap798(); this.instance_3.setTransform(-40,-34); this.instance_4 = new lib.Bitmap799(); this.instance_4.setTransform(-40,-34); this.instance_5 = new lib.Bitmap800(); this.instance_5.setTransform(-40,-34); this.instance_6 = new lib.Bitmap801(); this.instance_6.setTransform(-40,-34); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-40,-34,81,67); (lib.ball13p10mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap774(); this.instance.setTransform(-64,-36); this.instance_1 = new lib.Bitmap775(); this.instance_1.setTransform(-64,-36); this.instance_2 = new lib.Bitmap776(); this.instance_2.setTransform(-64,-36); this.instance_3 = new lib.Bitmap777(); this.instance_3.setTransform(-64,-36); this.instance_4 = new lib.Bitmap778(); this.instance_4.setTransform(-64,-36); this.instance_5 = new lib.Bitmap779(); this.instance_5.setTransform(-64,-36); this.instance_6 = new lib.Bitmap780(); this.instance_6.setTransform(-64,-36); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-64,-36,127,72); (lib.ball13p9mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap767(); this.instance.setTransform(-40,-33); this.instance_1 = new lib.Bitmap768(); this.instance_1.setTransform(-40,-33); this.instance_2 = new lib.Bitmap769(); this.instance_2.setTransform(-40,-33); this.instance_3 = new lib.Bitmap770(); this.instance_3.setTransform(-40,-33); this.instance_4 = new lib.Bitmap771(); this.instance_4.setTransform(-40,-33); this.instance_5 = new lib.Bitmap772(); this.instance_5.setTransform(-40,-33); this.instance_6 = new lib.Bitmap773(); this.instance_6.setTransform(-40,-33); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-40,-33,81,67); (lib.ball13p8mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap760(); this.instance.setTransform(-81,-54); this.instance_1 = new lib.Bitmap761(); this.instance_1.setTransform(-81,-54); this.instance_2 = new lib.Bitmap762(); this.instance_2.setTransform(-81,-54); this.instance_3 = new lib.Bitmap763(); this.instance_3.setTransform(-81,-54); this.instance_4 = new lib.Bitmap764(); this.instance_4.setTransform(-81,-54); this.instance_5 = new lib.Bitmap765(); this.instance_5.setTransform(-81,-54); this.instance_6 = new lib.Bitmap766(); this.instance_6.setTransform(-81,-54); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-81,-54,162,109); (lib.ball13p7mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap753(); this.instance.setTransform(-30,-45); this.instance_1 = new lib.Bitmap754(); this.instance_1.setTransform(-30,-45); this.instance_2 = new lib.Bitmap755(); this.instance_2.setTransform(-30,-45); this.instance_3 = new lib.Bitmap756(); this.instance_3.setTransform(-30,-45); this.instance_4 = new lib.Bitmap757(); this.instance_4.setTransform(-30,-45); this.instance_5 = new lib.Bitmap758(); this.instance_5.setTransform(-30,-45); this.instance_6 = new lib.Bitmap759(); this.instance_6.setTransform(-30,-45); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-30,-45,60,89); (lib.ball13p6mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap746(); this.instance.setTransform(-27,-48); this.instance_1 = new lib.Bitmap747(); this.instance_1.setTransform(-27,-48); this.instance_2 = new lib.Bitmap748(); this.instance_2.setTransform(-27,-48); this.instance_3 = new lib.Bitmap749(); this.instance_3.setTransform(-27,-48); this.instance_4 = new lib.Bitmap750(); this.instance_4.setTransform(-27,-48); this.instance_5 = new lib.Bitmap751(); this.instance_5.setTransform(-27,-48); this.instance_6 = new lib.Bitmap752(); this.instance_6.setTransform(-27,-48); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-27,-48,55,96); (lib.ball13p5mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap739(); this.instance.setTransform(-50,-52); this.instance_1 = new lib.Bitmap740(); this.instance_1.setTransform(-50,-52); this.instance_2 = new lib.Bitmap741(); this.instance_2.setTransform(-50,-52); this.instance_3 = new lib.Bitmap742(); this.instance_3.setTransform(-50,-52); this.instance_4 = new lib.Bitmap743(); this.instance_4.setTransform(-50,-52); this.instance_5 = new lib.Bitmap744(); this.instance_5.setTransform(-50,-52); this.instance_6 = new lib.Bitmap745(); this.instance_6.setTransform(-50,-52); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-50,-52,99,104); (lib.ball13p4mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap732(); this.instance.setTransform(-84,-86); this.instance_1 = new lib.Bitmap733(); this.instance_1.setTransform(-84,-86); this.instance_2 = new lib.Bitmap734(); this.instance_2.setTransform(-84,-86); this.instance_3 = new lib.Bitmap735(); this.instance_3.setTransform(-84,-86); this.instance_4 = new lib.Bitmap736(); this.instance_4.setTransform(-84,-86); this.instance_5 = new lib.Bitmap737(); this.instance_5.setTransform(-84,-86); this.instance_6 = new lib.Bitmap738(); this.instance_6.setTransform(-84,-86); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-84,-86,167,172); (lib.ball13p3mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap725(); this.instance.setTransform(-41,-59); this.instance_1 = new lib.Bitmap726(); this.instance_1.setTransform(-41,-59); this.instance_2 = new lib.Bitmap727(); this.instance_2.setTransform(-41,-59); this.instance_3 = new lib.Bitmap728(); this.instance_3.setTransform(-41,-59); this.instance_4 = new lib.Bitmap729(); this.instance_4.setTransform(-41,-59); this.instance_5 = new lib.Bitmap730(); this.instance_5.setTransform(-41,-59); this.instance_6 = new lib.Bitmap731(); this.instance_6.setTransform(-41,-59); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-41,-59,81,119); (lib.ball13p2mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap718(); this.instance.setTransform(-38,-59); this.instance_1 = new lib.Bitmap719(); this.instance_1.setTransform(-38,-59); this.instance_2 = new lib.Bitmap720(); this.instance_2.setTransform(-38,-59); this.instance_3 = new lib.Bitmap721(); this.instance_3.setTransform(-38,-59); this.instance_4 = new lib.Bitmap722(); this.instance_4.setTransform(-38,-59); this.instance_5 = new lib.Bitmap723(); this.instance_5.setTransform(-38,-59); this.instance_6 = new lib.Bitmap724(); this.instance_6.setTransform(-38,-59); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-38,-59,77,118); (lib.ball13p1mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap711(); this.instance.setTransform(-62,-83); this.instance_1 = new lib.Bitmap712(); this.instance_1.setTransform(-62,-83); this.instance_2 = new lib.Bitmap713(); this.instance_2.setTransform(-62,-83); this.instance_3 = new lib.Bitmap714(); this.instance_3.setTransform(-62,-83); this.instance_4 = new lib.Bitmap715(); this.instance_4.setTransform(-62,-83); this.instance_5 = new lib.Bitmap716(); this.instance_5.setTransform(-62,-83); this.instance_6 = new lib.Bitmap717(); this.instance_6.setTransform(-62,-83); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-62,-83,124,167); (lib.ball12p16mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap698(); this.instance.setTransform(-51,-37); this.instance_1 = new lib.Bitmap699(); this.instance_1.setTransform(-51,-37); this.instance_2 = new lib.Bitmap700(); this.instance_2.setTransform(-51,-37); this.instance_3 = new lib.Bitmap701(); this.instance_3.setTransform(-51,-37); this.instance_4 = new lib.Bitmap702(); this.instance_4.setTransform(-51,-37); this.instance_5 = new lib.Bitmap703(); this.instance_5.setTransform(-51,-37); this.instance_6 = new lib.Bitmap704(); this.instance_6.setTransform(-51,-37); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-51,-37,102,74); (lib.ball12p15mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap691(); this.instance.setTransform(-34,-38); this.instance_1 = new lib.Bitmap692(); this.instance_1.setTransform(-34,-38); this.instance_2 = new lib.Bitmap693(); this.instance_2.setTransform(-34,-38); this.instance_3 = new lib.Bitmap694(); this.instance_3.setTransform(-34,-38); this.instance_4 = new lib.Bitmap695(); this.instance_4.setTransform(-34,-38); this.instance_5 = new lib.Bitmap696(); this.instance_5.setTransform(-34,-38); this.instance_6 = new lib.Bitmap697(); this.instance_6.setTransform(-34,-38); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-34,-38,67,75); (lib.ball12p14mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap684(); this.instance.setTransform(-94,-79); this.instance_1 = new lib.Bitmap685(); this.instance_1.setTransform(-94,-79); this.instance_2 = new lib.Bitmap686(); this.instance_2.setTransform(-94,-79); this.instance_3 = new lib.Bitmap687(); this.instance_3.setTransform(-94,-79); this.instance_4 = new lib.Bitmap688(); this.instance_4.setTransform(-94,-79); this.instance_5 = new lib.Bitmap689(); this.instance_5.setTransform(-94,-79); this.instance_6 = new lib.Bitmap690(); this.instance_6.setTransform(-94,-79); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-94,-79,189,157); (lib.ball12p13mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap677(); this.instance.setTransform(-61,-79); this.instance_1 = new lib.Bitmap678(); this.instance_1.setTransform(-61,-79); this.instance_2 = new lib.Bitmap679(); this.instance_2.setTransform(-61,-79); this.instance_3 = new lib.Bitmap680(); this.instance_3.setTransform(-61,-79); this.instance_4 = new lib.Bitmap681(); this.instance_4.setTransform(-61,-79); this.instance_5 = new lib.Bitmap682(); this.instance_5.setTransform(-61,-79); this.instance_6 = new lib.Bitmap683(); this.instance_6.setTransform(-61,-79); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-61,-79,122,158); (lib.ball12p12mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap670(); this.instance.setTransform(-70,-53); this.instance_1 = new lib.Bitmap671(); this.instance_1.setTransform(-70,-53); this.instance_2 = new lib.Bitmap672(); this.instance_2.setTransform(-70,-53); this.instance_3 = new lib.Bitmap673(); this.instance_3.setTransform(-70,-53); this.instance_4 = new lib.Bitmap674(); this.instance_4.setTransform(-70,-53); this.instance_5 = new lib.Bitmap675(); this.instance_5.setTransform(-70,-53); this.instance_6 = new lib.Bitmap676(); this.instance_6.setTransform(-70,-53); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-70,-53,140,106); (lib.ball12p11mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap663(); this.instance.setTransform(-43,-48); this.instance_1 = new lib.Bitmap664(); this.instance_1.setTransform(-43,-48); this.instance_2 = new lib.Bitmap665(); this.instance_2.setTransform(-43,-48); this.instance_3 = new lib.Bitmap666(); this.instance_3.setTransform(-43,-48); this.instance_4 = new lib.Bitmap667(); this.instance_4.setTransform(-43,-48); this.instance_5 = new lib.Bitmap668(); this.instance_5.setTransform(-43,-48); this.instance_6 = new lib.Bitmap669(); this.instance_6.setTransform(-43,-48); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-43,-48,86,95); (lib.ball12p10mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap656(); this.instance.setTransform(-43,-49); this.instance_1 = new lib.Bitmap657(); this.instance_1.setTransform(-43,-49); this.instance_2 = new lib.Bitmap658(); this.instance_2.setTransform(-43,-49); this.instance_3 = new lib.Bitmap659(); this.instance_3.setTransform(-43,-49); this.instance_4 = new lib.Bitmap660(); this.instance_4.setTransform(-43,-49); this.instance_5 = new lib.Bitmap661(); this.instance_5.setTransform(-43,-49); this.instance_6 = new lib.Bitmap662(); this.instance_6.setTransform(-43,-49); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-43,-49,86,99); (lib.ball12p9mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap649(); this.instance.setTransform(-33,-53); this.instance_1 = new lib.Bitmap650(); this.instance_1.setTransform(-33,-53); this.instance_2 = new lib.Bitmap651(); this.instance_2.setTransform(-33,-53); this.instance_3 = new lib.Bitmap652(); this.instance_3.setTransform(-33,-53); this.instance_4 = new lib.Bitmap653(); this.instance_4.setTransform(-33,-53); this.instance_5 = new lib.Bitmap654(); this.instance_5.setTransform(-33,-53); this.instance_6 = new lib.Bitmap655(); this.instance_6.setTransform(-33,-53); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-33,-53,67,107); (lib.ball12p8mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap642(); this.instance.setTransform(-72,-55); this.instance_1 = new lib.Bitmap643(); this.instance_1.setTransform(-72,-55); this.instance_2 = new lib.Bitmap644(); this.instance_2.setTransform(-72,-55); this.instance_3 = new lib.Bitmap645(); this.instance_3.setTransform(-72,-55); this.instance_4 = new lib.Bitmap646(); this.instance_4.setTransform(-72,-55); this.instance_5 = new lib.Bitmap647(); this.instance_5.setTransform(-72,-55); this.instance_6 = new lib.Bitmap648(); this.instance_6.setTransform(-72,-55); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-72,-55,143,110); (lib.ball12p7mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap635(); this.instance.setTransform(-45,-51); this.instance_1 = new lib.Bitmap636(); this.instance_1.setTransform(-45,-51); this.instance_2 = new lib.Bitmap637(); this.instance_2.setTransform(-45,-51); this.instance_3 = new lib.Bitmap638(); this.instance_3.setTransform(-45,-51); this.instance_4 = new lib.Bitmap639(); this.instance_4.setTransform(-45,-51); this.instance_5 = new lib.Bitmap640(); this.instance_5.setTransform(-45,-51); this.instance_6 = new lib.Bitmap641(); this.instance_6.setTransform(-45,-51); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-45,-51,90,102); (lib.ball12p6mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap628(); this.instance.setTransform(-37,-51); this.instance_1 = new lib.Bitmap629(); this.instance_1.setTransform(-37,-51); this.instance_2 = new lib.Bitmap630(); this.instance_2.setTransform(-37,-51); this.instance_3 = new lib.Bitmap631(); this.instance_3.setTransform(-37,-51); this.instance_4 = new lib.Bitmap632(); this.instance_4.setTransform(-37,-51); this.instance_5 = new lib.Bitmap633(); this.instance_5.setTransform(-37,-51); this.instance_6 = new lib.Bitmap634(); this.instance_6.setTransform(-37,-51); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-37,-51,73,101); (lib.ball12p5mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap621(); this.instance.setTransform(-33,-48); this.instance_1 = new lib.Bitmap622(); this.instance_1.setTransform(-33,-48); this.instance_2 = new lib.Bitmap623(); this.instance_2.setTransform(-33,-48); this.instance_3 = new lib.Bitmap624(); this.instance_3.setTransform(-33,-48); this.instance_4 = new lib.Bitmap625(); this.instance_4.setTransform(-33,-48); this.instance_5 = new lib.Bitmap626(); this.instance_5.setTransform(-33,-48); this.instance_6 = new lib.Bitmap627(); this.instance_6.setTransform(-33,-48); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-33,-48,66,95); (lib.ball12p4mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap614(); this.instance.setTransform(-97,-90); this.instance_1 = new lib.Bitmap615(); this.instance_1.setTransform(-97,-90); this.instance_2 = new lib.Bitmap616(); this.instance_2.setTransform(-97,-90); this.instance_3 = new lib.Bitmap617(); this.instance_3.setTransform(-97,-90); this.instance_4 = new lib.Bitmap618(); this.instance_4.setTransform(-97,-90); this.instance_5 = new lib.Bitmap619(); this.instance_5.setTransform(-97,-90); this.instance_6 = new lib.Bitmap620(); this.instance_6.setTransform(-97,-90); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-97,-90,194,179); (lib.ball12p2mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap600(); this.instance.setTransform(-54,-48); this.instance_1 = new lib.Bitmap601(); this.instance_1.setTransform(-54,-48); this.instance_2 = new lib.Bitmap602(); this.instance_2.setTransform(-54,-48); this.instance_3 = new lib.Bitmap603(); this.instance_3.setTransform(-54,-48); this.instance_4 = new lib.Bitmap604(); this.instance_4.setTransform(-54,-48); this.instance_5 = new lib.Bitmap605(); this.instance_5.setTransform(-54,-48); this.instance_6 = new lib.Bitmap606(); this.instance_6.setTransform(-54,-48); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-54,-48,107,97); (lib.ball11p20mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap592(); this.instance.setTransform(-97,-48); this.instance_1 = new lib.Bitmap593(); this.instance_1.setTransform(-97,-48); this.instance_2 = new lib.Bitmap594(); this.instance_2.setTransform(-97,-48); this.instance_3 = new lib.Bitmap595(); this.instance_3.setTransform(-97,-48); this.instance_4 = new lib.Bitmap596(); this.instance_4.setTransform(-97,-48); this.instance_5 = new lib.Bitmap597(); this.instance_5.setTransform(-97,-48); this.instance_6 = new lib.Bitmap598(); this.instance_6.setTransform(-97,-48); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-97,-48,194,96); (lib.ball11p19mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap585(); this.instance.setTransform(-64,-48); this.instance_1 = new lib.Bitmap586(); this.instance_1.setTransform(-64,-48); this.instance_2 = new lib.Bitmap587(); this.instance_2.setTransform(-64,-48); this.instance_3 = new lib.Bitmap588(); this.instance_3.setTransform(-64,-48); this.instance_4 = new lib.Bitmap589(); this.instance_4.setTransform(-64,-48); this.instance_5 = new lib.Bitmap590(); this.instance_5.setTransform(-64,-48); this.instance_6 = new lib.Bitmap591(); this.instance_6.setTransform(-64,-48); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-64,-48,128,96); (lib.ball11p18mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap578(); this.instance.setTransform(-103,-36); this.instance_1 = new lib.Bitmap579(); this.instance_1.setTransform(-103,-36); this.instance_2 = new lib.Bitmap580(); this.instance_2.setTransform(-103,-36); this.instance_3 = new lib.Bitmap581(); this.instance_3.setTransform(-103,-36); this.instance_4 = new lib.Bitmap582(); this.instance_4.setTransform(-103,-36); this.instance_5 = new lib.Bitmap583(); this.instance_5.setTransform(-103,-36); this.instance_6 = new lib.Bitmap584(); this.instance_6.setTransform(-103,-36); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-103,-36,205,71); (lib.ball11p17mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap571(); this.instance.setTransform(-64,-32); this.instance_1 = new lib.Bitmap572(); this.instance_1.setTransform(-64,-32); this.instance_2 = new lib.Bitmap573(); this.instance_2.setTransform(-64,-32); this.instance_3 = new lib.Bitmap574(); this.instance_3.setTransform(-64,-32); this.instance_4 = new lib.Bitmap575(); this.instance_4.setTransform(-64,-32); this.instance_5 = new lib.Bitmap576(); this.instance_5.setTransform(-64,-32); this.instance_6 = new lib.Bitmap577(); this.instance_6.setTransform(-64,-32); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-64,-32,128,64); (lib.ball11p16mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap564(); this.instance.setTransform(-112,-44); this.instance_1 = new lib.Bitmap565(); this.instance_1.setTransform(-112,-44); this.instance_2 = new lib.Bitmap566(); this.instance_2.setTransform(-112,-44); this.instance_3 = new lib.Bitmap567(); this.instance_3.setTransform(-112,-44); this.instance_4 = new lib.Bitmap568(); this.instance_4.setTransform(-112,-44); this.instance_5 = new lib.Bitmap569(); this.instance_5.setTransform(-112,-44); this.instance_6 = new lib.Bitmap570(); this.instance_6.setTransform(-112,-44); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-112,-44,225,88); (lib.ball11p15mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap557(); this.instance.setTransform(-70,-44); this.instance_1 = new lib.Bitmap558(); this.instance_1.setTransform(-70,-44); this.instance_2 = new lib.Bitmap559(); this.instance_2.setTransform(-70,-44); this.instance_3 = new lib.Bitmap560(); this.instance_3.setTransform(-70,-44); this.instance_4 = new lib.Bitmap561(); this.instance_4.setTransform(-70,-44); this.instance_5 = new lib.Bitmap562(); this.instance_5.setTransform(-70,-44); this.instance_6 = new lib.Bitmap563(); this.instance_6.setTransform(-70,-44); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-70,-44,140,89); (lib.ball11p14mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap543(); this.instance.setTransform(-81,-33); this.instance_1 = new lib.Bitmap544(); this.instance_1.setTransform(-81,-33); this.instance_2 = new lib.Bitmap545(); this.instance_2.setTransform(-81,-33); this.instance_3 = new lib.Bitmap546(); this.instance_3.setTransform(-81,-33); this.instance_4 = new lib.Bitmap547(); this.instance_4.setTransform(-81,-33); this.instance_5 = new lib.Bitmap548(); this.instance_5.setTransform(-81,-33); this.instance_6 = new lib.Bitmap549(); this.instance_6.setTransform(-81,-33); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-81,-33,163,66); (lib.ball11p13mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap550(); this.instance.setTransform(-41,-22); this.instance_1 = new lib.Bitmap551(); this.instance_1.setTransform(-41,-22); this.instance_2 = new lib.Bitmap552(); this.instance_2.setTransform(-41,-22); this.instance_3 = new lib.Bitmap553(); this.instance_3.setTransform(-41,-22); this.instance_4 = new lib.Bitmap554(); this.instance_4.setTransform(-41,-22); this.instance_5 = new lib.Bitmap555(); this.instance_5.setTransform(-41,-22); this.instance_6 = new lib.Bitmap556(); this.instance_6.setTransform(-41,-22); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-41,-22,83,44); (lib.ball11p12mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap529(); this.instance.setTransform(-61,-34); this.instance_1 = new lib.Bitmap530(); this.instance_1.setTransform(-61,-34); this.instance_2 = new lib.Bitmap531(); this.instance_2.setTransform(-61,-34); this.instance_3 = new lib.Bitmap532(); this.instance_3.setTransform(-61,-34); this.instance_4 = new lib.Bitmap533(); this.instance_4.setTransform(-61,-34); this.instance_5 = new lib.Bitmap534(); this.instance_5.setTransform(-61,-34); this.instance_6 = new lib.Bitmap535(); this.instance_6.setTransform(-61,-34); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-61,-34,122,67); (lib.ball11p11mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap536(); this.instance.setTransform(-36,-22); this.instance_1 = new lib.Bitmap537(); this.instance_1.setTransform(-36,-22); this.instance_2 = new lib.Bitmap538(); this.instance_2.setTransform(-36,-22); this.instance_3 = new lib.Bitmap539(); this.instance_3.setTransform(-36,-22); this.instance_4 = new lib.Bitmap540(); this.instance_4.setTransform(-36,-22); this.instance_5 = new lib.Bitmap541(); this.instance_5.setTransform(-36,-22); this.instance_6 = new lib.Bitmap542(); this.instance_6.setTransform(-36,-22); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-36,-22,73,44); (lib.ball11p10mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap522(); this.instance.setTransform(-42,-23); this.instance_1 = new lib.Bitmap523(); this.instance_1.setTransform(-42,-23); this.instance_2 = new lib.Bitmap524(); this.instance_2.setTransform(-42,-23); this.instance_3 = new lib.Bitmap525(); this.instance_3.setTransform(-42,-23); this.instance_4 = new lib.Bitmap526(); this.instance_4.setTransform(-42,-23); this.instance_5 = new lib.Bitmap527(); this.instance_5.setTransform(-42,-23); this.instance_6 = new lib.Bitmap528(); this.instance_6.setTransform(-42,-23); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-42,-23,83,46); (lib.ball11p9mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap515(); this.instance.setTransform(-81,-29); this.instance_1 = new lib.Bitmap516(); this.instance_1.setTransform(-81,-29); this.instance_2 = new lib.Bitmap517(); this.instance_2.setTransform(-81,-29); this.instance_3 = new lib.Bitmap518(); this.instance_3.setTransform(-81,-29); this.instance_4 = new lib.Bitmap519(); this.instance_4.setTransform(-81,-29); this.instance_5 = new lib.Bitmap520(); this.instance_5.setTransform(-81,-29); this.instance_6 = new lib.Bitmap521(); this.instance_6.setTransform(-81,-29); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-81,-29,163,58); (lib.ball11p8mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap508(); this.instance.setTransform(-36,-21); this.instance_1 = new lib.Bitmap509(); this.instance_1.setTransform(-36,-21); this.instance_2 = new lib.Bitmap510(); this.instance_2.setTransform(-36,-21); this.instance_3 = new lib.Bitmap511(); this.instance_3.setTransform(-36,-21); this.instance_4 = new lib.Bitmap512(); this.instance_4.setTransform(-36,-21); this.instance_5 = new lib.Bitmap513(); this.instance_5.setTransform(-36,-21); this.instance_6 = new lib.Bitmap514(); this.instance_6.setTransform(-36,-21); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-36,-21,73,42); (lib.ball11p7mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap501(); this.instance.setTransform(-61,-32); this.instance_1 = new lib.Bitmap502(); this.instance_1.setTransform(-61,-32); this.instance_2 = new lib.Bitmap503(); this.instance_2.setTransform(-61,-32); this.instance_3 = new lib.Bitmap504(); this.instance_3.setTransform(-61,-32); this.instance_4 = new lib.Bitmap505(); this.instance_4.setTransform(-61,-32); this.instance_5 = new lib.Bitmap506(); this.instance_5.setTransform(-61,-32); this.instance_6 = new lib.Bitmap507(); this.instance_6.setTransform(-61,-32); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-61,-32,122,64); (lib.ball11p6mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap494(); this.instance.setTransform(-112,-45); this.instance_1 = new lib.Bitmap495(); this.instance_1.setTransform(-112,-45); this.instance_2 = new lib.Bitmap496(); this.instance_2.setTransform(-112,-45); this.instance_3 = new lib.Bitmap497(); this.instance_3.setTransform(-112,-45); this.instance_4 = new lib.Bitmap498(); this.instance_4.setTransform(-112,-45); this.instance_5 = new lib.Bitmap499(); this.instance_5.setTransform(-112,-45); this.instance_6 = new lib.Bitmap500(); this.instance_6.setTransform(-112,-45); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-112,-45,225,90); (lib.ball11p5mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap487(); this.instance.setTransform(-69,-45); this.instance_1 = new lib.Bitmap488(); this.instance_1.setTransform(-69,-45); this.instance_2 = new lib.Bitmap489(); this.instance_2.setTransform(-69,-45); this.instance_3 = new lib.Bitmap490(); this.instance_3.setTransform(-69,-45); this.instance_4 = new lib.Bitmap491(); this.instance_4.setTransform(-69,-45); this.instance_5 = new lib.Bitmap492(); this.instance_5.setTransform(-69,-45); this.instance_6 = new lib.Bitmap493(); this.instance_6.setTransform(-69,-45); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-69,-45,137,90); (lib.ball11p4mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap480(); this.instance.setTransform(-104,-33); this.instance_1 = new lib.Bitmap481(); this.instance_1.setTransform(-104,-33); this.instance_2 = new lib.Bitmap482(); this.instance_2.setTransform(-104,-33); this.instance_3 = new lib.Bitmap483(); this.instance_3.setTransform(-104,-33); this.instance_4 = new lib.Bitmap484(); this.instance_4.setTransform(-104,-33); this.instance_5 = new lib.Bitmap485(); this.instance_5.setTransform(-104,-33); this.instance_6 = new lib.Bitmap486(); this.instance_6.setTransform(-104,-33); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-104,-33,209,66); (lib.ball11p3mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap473(); this.instance.setTransform(-62,-31); this.instance_1 = new lib.Bitmap474(); this.instance_1.setTransform(-62,-31); this.instance_2 = new lib.Bitmap475(); this.instance_2.setTransform(-62,-31); this.instance_3 = new lib.Bitmap476(); this.instance_3.setTransform(-62,-31); this.instance_4 = new lib.Bitmap477(); this.instance_4.setTransform(-62,-31); this.instance_5 = new lib.Bitmap478(); this.instance_5.setTransform(-62,-31); this.instance_6 = new lib.Bitmap479(); this.instance_6.setTransform(-62,-31); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-62,-31,124,61); (lib.ball11p2movn = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap466(); this.instance.setTransform(-94,-64); this.instance_1 = new lib.Bitmap467(); this.instance_1.setTransform(-94,-64); this.instance_2 = new lib.Bitmap468(); this.instance_2.setTransform(-94,-64); this.instance_3 = new lib.Bitmap469(); this.instance_3.setTransform(-94,-64); this.instance_4 = new lib.Bitmap470(); this.instance_4.setTransform(-94,-64); this.instance_5 = new lib.Bitmap471(); this.instance_5.setTransform(-94,-64); this.instance_6 = new lib.Bitmap472(); this.instance_6.setTransform(-94,-64); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-94,-64,189,127); (lib.ball11p1mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap459(); this.instance.setTransform(-67,-63); this.instance_1 = new lib.Bitmap460(); this.instance_1.setTransform(-67,-63); this.instance_2 = new lib.Bitmap461(); this.instance_2.setTransform(-67,-63); this.instance_3 = new lib.Bitmap462(); this.instance_3.setTransform(-67,-63); this.instance_4 = new lib.Bitmap463(); this.instance_4.setTransform(-67,-63); this.instance_5 = new lib.Bitmap464(); this.instance_5.setTransform(-67,-63); this.instance_6 = new lib.Bitmap465(); this.instance_6.setTransform(-67,-63); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-67,-63,134,127); (lib.ball5p16 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap291(); this.instance.setTransform(-64,-45); this.instance_1 = new lib.Bitmap292(); this.instance_1.setTransform(-64,-45); this.instance_2 = new lib.Bitmap293(); this.instance_2.setTransform(-64,-45); this.instance_3 = new lib.Bitmap294(); this.instance_3.setTransform(-64,-45); this.instance_4 = new lib.Bitmap295(); this.instance_4.setTransform(-64,-45); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-64,-45,128,89); (lib.ball5p15 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap296(); this.instance.setTransform(-94,-57); this.instance_1 = new lib.Bitmap297(); this.instance_1.setTransform(-94,-57); this.instance_2 = new lib.Bitmap298(); this.instance_2.setTransform(-94,-57); this.instance_3 = new lib.Bitmap299(); this.instance_3.setTransform(-94,-57); this.instance_4 = new lib.Bitmap300(); this.instance_4.setTransform(-94,-57); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-94,-57,187,114); (lib.ball5p13 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap306(); this.instance.setTransform(-48,-37); this.instance_1 = new lib.Bitmap307(); this.instance_1.setTransform(-48,-37); this.instance_2 = new lib.Bitmap308(); this.instance_2.setTransform(-48,-37); this.instance_3 = new lib.Bitmap309(); this.instance_3.setTransform(-48,-37); this.instance_4 = new lib.Bitmap310(); this.instance_4.setTransform(-48,-37); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-48,-37,97,75); (lib.ball5p12 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap311(); this.instance.setTransform(-41,-38); this.instance_1 = new lib.Bitmap312(); this.instance_1.setTransform(-41,-38); this.instance_2 = new lib.Bitmap313(); this.instance_2.setTransform(-41,-38); this.instance_3 = new lib.Bitmap314(); this.instance_3.setTransform(-41,-38); this.instance_4 = new lib.Bitmap315(); this.instance_4.setTransform(-41,-38); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-41,-38,82,76); (lib.ball5p11 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap316(); this.instance.setTransform(-64,-46); this.instance_1 = new lib.Bitmap317(); this.instance_1.setTransform(-64,-46); this.instance_2 = new lib.Bitmap318(); this.instance_2.setTransform(-64,-46); this.instance_3 = new lib.Bitmap319(); this.instance_3.setTransform(-64,-46); this.instance_4 = new lib.Bitmap320(); this.instance_4.setTransform(-64,-46); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-64,-46,128,93); (lib.ball5p10 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap361(); this.instance.setTransform(-97,-64); this.instance_1 = new lib.Bitmap362(); this.instance_1.setTransform(-97,-64); this.instance_2 = new lib.Bitmap363(); this.instance_2.setTransform(-97,-64); this.instance_3 = new lib.Bitmap364(); this.instance_3.setTransform(-97,-64); this.instance_4 = new lib.Bitmap365(); this.instance_4.setTransform(-97,-64); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-97,-64,194,129); (lib.ball5p8 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap341(); this.instance.setTransform(-46,-60); this.instance_1 = new lib.Bitmap342(); this.instance_1.setTransform(-46,-60); this.instance_2 = new lib.Bitmap343(); this.instance_2.setTransform(-46,-60); this.instance_3 = new lib.Bitmap344(); this.instance_3.setTransform(-46,-60); this.instance_4 = new lib.Bitmap345(); this.instance_4.setTransform(-46,-60); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-46,-60,91,120); (lib.ball5p7 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap346(); this.instance.setTransform(-43,-51); this.instance_1 = new lib.Bitmap347(); this.instance_1.setTransform(-43,-51); this.instance_2 = new lib.Bitmap348(); this.instance_2.setTransform(-43,-51); this.instance_3 = new lib.Bitmap349(); this.instance_3.setTransform(-43,-51); this.instance_4 = new lib.Bitmap350(); this.instance_4.setTransform(-43,-51); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-43,-51,85,102); (lib.bal12p3mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap607(); this.instance.setTransform(-59,-85); this.instance_1 = new lib.Bitmap608(); this.instance_1.setTransform(-59,-85); this.instance_2 = new lib.Bitmap609(); this.instance_2.setTransform(-59,-85); this.instance_3 = new lib.Bitmap610(); this.instance_3.setTransform(-59,-85); this.instance_4 = new lib.Bitmap611(); this.instance_4.setTransform(-59,-85); this.instance_5 = new lib.Bitmap612(); this.instance_5.setTransform(-59,-85); this.instance_6 = new lib.Bitmap613(); this.instance_6.setTransform(-59,-85); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-59,-85,118,170); (lib.bal12p1mov = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"zwart":3,"rood":4,"paars":5,"geel":6}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1)); // Layer_1 this.instance = new lib.Bitmap24(); this.instance.setTransform(-34,-48); this.instance_1 = new lib.Bitmap248(); this.instance_1.setTransform(-34,-48); this.instance_2 = new lib.Bitmap450(); this.instance_2.setTransform(-34,-48); this.instance_3 = new lib.Bitmap451(); this.instance_3.setTransform(-34,-48); this.instance_4 = new lib.Bitmap452(); this.instance_4.setTransform(-34,-48); this.instance_5 = new lib.Bitmap453(); this.instance_5.setTransform(-34,-48); this.instance_6 = new lib.Bitmap599(); this.instance_6.setTransform(-34,-48); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-34,-48,67,95); (lib.bal8p4 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{gras1:0,gras2:1,gras3:2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_1 this.instance = new lib.Bitmap25(); this.instance.setTransform(-97,-94); this.instance_1 = new lib.Bitmap26(); this.instance_1.setTransform(-97,-94); this.instance_2 = new lib.Bitmap27(); this.instance_2.setTransform(-97,-94); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-97,-94,194,187); (lib.bal8p3 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"gras1":0,"gras2":1,"gras3":2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_1 this.instance = new lib.Bitmap199(); this.instance.setTransform(-98,-100); this.instance_1 = new lib.Bitmap240(); this.instance_1.setTransform(-98,-100); this.instance_2 = new lib.Bitmap241(); this.instance_2.setTransform(-98,-100); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-98,-100,196,200); (lib.bal8p2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"gras1":0,"gras2":1,"gras3":2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_1 this.instance = new lib.Bitmap242(); this.instance.setTransform(-98,-190); this.instance_1 = new lib.Bitmap243(); this.instance_1.setTransform(-98,-190); this.instance_2 = new lib.Bitmap244(); this.instance_2.setTransform(-98,-190); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-98,-190,196,380); (lib.bal8p1 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"gras1":0,"gras2":1,"gras3":2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_1 this.instance = new lib.Bitmap245(); this.instance.setTransform(-97,-190); this.instance_1 = new lib.Bitmap246(); this.instance_1.setTransform(-97,-190); this.instance_2 = new lib.Bitmap247(); this.instance_2.setTransform(-97,-190); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-97,-190,194,379); (lib.bal5p22 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap261(); this.instance.setTransform(-73,-43); this.instance_1 = new lib.Bitmap262(); this.instance_1.setTransform(-73,-43); this.instance_2 = new lib.Bitmap263(); this.instance_2.setTransform(-73,-43); this.instance_3 = new lib.Bitmap264(); this.instance_3.setTransform(-73,-43); this.instance_4 = new lib.Bitmap265(); this.instance_4.setTransform(-73,-43); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-73,-43,144,84); (lib.bal5p21 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap266(); this.instance.setTransform(-51,-35); this.instance_1 = new lib.Bitmap267(); this.instance_1.setTransform(-51,-35); this.instance_2 = new lib.Bitmap268(); this.instance_2.setTransform(-51,-35); this.instance_3 = new lib.Bitmap269(); this.instance_3.setTransform(-51,-35); this.instance_4 = new lib.Bitmap270(); this.instance_4.setTransform(-51,-35); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-51,-35,103,67); (lib.bal5p20 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap271(); this.instance.setTransform(-45,-39); this.instance_1 = new lib.Bitmap272(); this.instance_1.setTransform(-45,-39); this.instance_2 = new lib.Bitmap273(); this.instance_2.setTransform(-45,-39); this.instance_3 = new lib.Bitmap274(); this.instance_3.setTransform(-45,-39); this.instance_4 = new lib.Bitmap275(); this.instance_4.setTransform(-45,-39); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-45,-39,90,77); (lib.bal5p19 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap276(); this.instance.setTransform(-76,-37); this.instance_1 = new lib.Bitmap277(); this.instance_1.setTransform(-76,-37); this.instance_2 = new lib.Bitmap278(); this.instance_2.setTransform(-76,-37); this.instance_3 = new lib.Bitmap279(); this.instance_3.setTransform(-76,-37); this.instance_4 = new lib.Bitmap280(); this.instance_4.setTransform(-76,-37); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-76,-37,152,74); (lib.bal5p18 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap281(); this.instance.setTransform(-38,-23); this.instance_1 = new lib.Bitmap282(); this.instance_1.setTransform(-38,-23); this.instance_2 = new lib.Bitmap283(); this.instance_2.setTransform(-38,-23); this.instance_3 = new lib.Bitmap284(); this.instance_3.setTransform(-38,-23); this.instance_4 = new lib.Bitmap285(); this.instance_4.setTransform(-38,-23); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-38,-23,75,47); (lib.bal5p17 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap286(); this.instance.setTransform(-46,-33); this.instance_1 = new lib.Bitmap287(); this.instance_1.setTransform(-46,-33); this.instance_2 = new lib.Bitmap288(); this.instance_2.setTransform(-46,-33); this.instance_3 = new lib.Bitmap289(); this.instance_3.setTransform(-46,-33); this.instance_4 = new lib.Bitmap290(); this.instance_4.setTransform(-46,-33); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-46,-33,93,65); (lib.bal5p14 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap301(); this.instance.setTransform(-46,-39); this.instance_1 = new lib.Bitmap302(); this.instance_1.setTransform(-46,-39); this.instance_2 = new lib.Bitmap303(); this.instance_2.setTransform(-46,-39); this.instance_3 = new lib.Bitmap304(); this.instance_3.setTransform(-46,-39); this.instance_4 = new lib.Bitmap305(); this.instance_4.setTransform(-46,-39); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-46,-39,93,79); (lib.bal5p9 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap366(); this.instance.setTransform(-41,-48); this.instance_1 = new lib.Bitmap367(); this.instance_1.setTransform(-41,-48); this.instance_2 = new lib.Bitmap368(); this.instance_2.setTransform(-41,-48); this.instance_3 = new lib.Bitmap369(); this.instance_3.setTransform(-41,-48); this.instance_4 = new lib.Bitmap370(); this.instance_4.setTransform(-41,-48); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-41,-48,80,97); (lib.bal5p6 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap321(); this.instance.setTransform(-91,-42); this.instance_1 = new lib.Bitmap322(); this.instance_1.setTransform(-91,-42); this.instance_2 = new lib.Bitmap323(); this.instance_2.setTransform(-91,-42); this.instance_3 = new lib.Bitmap324(); this.instance_3.setTransform(-91,-42); this.instance_4 = new lib.Bitmap325(); this.instance_4.setTransform(-91,-42); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-91,-42,180,85); (lib.bal5p5 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap326(); this.instance.setTransform(-36,-32); this.instance_1 = new lib.Bitmap327(); this.instance_1.setTransform(-36,-32); this.instance_2 = new lib.Bitmap328(); this.instance_2.setTransform(-36,-32); this.instance_3 = new lib.Bitmap329(); this.instance_3.setTransform(-36,-32); this.instance_4 = new lib.Bitmap330(); this.instance_4.setTransform(-36,-32); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-36,-32,72,65); (lib.bal5p4 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap351(); this.instance.setTransform(-42,-38); this.instance_1 = new lib.Bitmap352(); this.instance_1.setTransform(-42,-38); this.instance_2 = new lib.Bitmap353(); this.instance_2.setTransform(-42,-38); this.instance_3 = new lib.Bitmap354(); this.instance_3.setTransform(-42,-38); this.instance_4 = new lib.Bitmap355(); this.instance_4.setTransform(-42,-38); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-42,-38,83,75); (lib.bal5p3 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap356(); this.instance.setTransform(-77,-73); this.instance_1 = new lib.Bitmap357(); this.instance_1.setTransform(-77,-73); this.instance_2 = new lib.Bitmap358(); this.instance_2.setTransform(-77,-73); this.instance_3 = new lib.Bitmap359(); this.instance_3.setTransform(-77,-73); this.instance_4 = new lib.Bitmap360(); this.instance_4.setTransform(-77,-73); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-77,-73,154,147); (lib.bal5p2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap331(); this.instance.setTransform(-57,-74); this.instance_1 = new lib.Bitmap332(); this.instance_1.setTransform(-57,-74); this.instance_2 = new lib.Bitmap333(); this.instance_2.setTransform(-57,-74); this.instance_3 = new lib.Bitmap334(); this.instance_3.setTransform(-57,-74); this.instance_4 = new lib.Bitmap335(); this.instance_4.setTransform(-57,-74); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-57,-74,114,150); (lib.bal5p1 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"oranje":1,"blauw":2,"rood":3,"geel":4}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1)); // Layer_1 this.instance = new lib.Bitmap336(); this.instance.setTransform(-59,-66); this.instance_1 = new lib.Bitmap337(); this.instance_1.setTransform(-59,-66); this.instance_2 = new lib.Bitmap338(); this.instance_2.setTransform(-59,-66); this.instance_3 = new lib.Bitmap339(); this.instance_3.setTransform(-59,-66); this.instance_4 = new lib.Bitmap340(); this.instance_4.setTransform(-59,-66); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-59,-66,117,133); (lib.bal3p18 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap91(); this.instance.setTransform(-50,-32); this.instance_1 = new lib.Bitmap92(); this.instance_1.setTransform(-50,-32); this.instance_2 = new lib.Bitmap93(); this.instance_2.setTransform(-50,-32); this.instance_3 = new lib.Bitmap94(); this.instance_3.setTransform(-50,-32); this.instance_4 = new lib.Bitmap95(); this.instance_4.setTransform(-50,-32); this.instance_5 = new lib.Bitmap96(); this.instance_5.setTransform(-50,-32); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-50,-32,99,63); (lib.bal3p17 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap97(); this.instance.setTransform(-89,-34); this.instance_1 = new lib.Bitmap98(); this.instance_1.setTransform(-89,-34); this.instance_2 = new lib.Bitmap99(); this.instance_2.setTransform(-89,-34); this.instance_3 = new lib.Bitmap100(); this.instance_3.setTransform(-89,-34); this.instance_4 = new lib.Bitmap101(); this.instance_4.setTransform(-89,-34); this.instance_5 = new lib.Bitmap102(); this.instance_5.setTransform(-89,-34); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-89,-34,178,67); (lib.bal3p16 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap103(); this.instance.setTransform(-160,-44); this.instance_1 = new lib.Bitmap104(); this.instance_1.setTransform(-160,-44); this.instance_2 = new lib.Bitmap105(); this.instance_2.setTransform(-160,-44); this.instance_3 = new lib.Bitmap106(); this.instance_3.setTransform(-160,-44); this.instance_4 = new lib.Bitmap107(); this.instance_4.setTransform(-160,-44); this.instance_5 = new lib.Bitmap108(); this.instance_5.setTransform(-160,-44); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-160,-44,320,88); (lib.bal3p15 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap109(); this.instance.setTransform(-41,-21); this.instance_1 = new lib.Bitmap110(); this.instance_1.setTransform(-41,-21); this.instance_2 = new lib.Bitmap111(); this.instance_2.setTransform(-41,-21); this.instance_3 = new lib.Bitmap112(); this.instance_3.setTransform(-41,-21); this.instance_4 = new lib.Bitmap113(); this.instance_4.setTransform(-41,-21); this.instance_5 = new lib.Bitmap114(); this.instance_5.setTransform(-41,-21); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-41,-21,84,44); (lib.bal3p14 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap115(); this.instance.setTransform(-86,-25); this.instance_1 = new lib.Bitmap116(); this.instance_1.setTransform(-86,-25); this.instance_2 = new lib.Bitmap117(); this.instance_2.setTransform(-86,-25); this.instance_3 = new lib.Bitmap118(); this.instance_3.setTransform(-86,-25); this.instance_4 = new lib.Bitmap119(); this.instance_4.setTransform(-86,-25); this.instance_5 = new lib.Bitmap120(); this.instance_5.setTransform(-86,-25); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-86,-25,173,51); (lib.bal3p13 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap121(); this.instance.setTransform(-173,-35); this.instance_1 = new lib.Bitmap122(); this.instance_1.setTransform(-173,-35); this.instance_2 = new lib.Bitmap123(); this.instance_2.setTransform(-173,-35); this.instance_3 = new lib.Bitmap124(); this.instance_3.setTransform(-173,-35); this.instance_4 = new lib.Bitmap125(); this.instance_4.setTransform(-173,-35); this.instance_5 = new lib.Bitmap126(); this.instance_5.setTransform(-173,-35); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-173,-35,347,72); (lib.bal3p12 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap127(); this.instance.setTransform(-39,-20); this.instance_1 = new lib.Bitmap128(); this.instance_1.setTransform(-39,-20); this.instance_2 = new lib.Bitmap129(); this.instance_2.setTransform(-39,-20); this.instance_3 = new lib.Bitmap130(); this.instance_3.setTransform(-39,-20); this.instance_4 = new lib.Bitmap131(); this.instance_4.setTransform(-39,-20); this.instance_5 = new lib.Bitmap132(); this.instance_5.setTransform(-39,-20); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-39,-20,77,40); (lib.bal3p11 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap133(); this.instance.setTransform(-83,-24); this.instance_1 = new lib.Bitmap134(); this.instance_1.setTransform(-83,-24); this.instance_2 = new lib.Bitmap135(); this.instance_2.setTransform(-83,-24); this.instance_3 = new lib.Bitmap136(); this.instance_3.setTransform(-83,-24); this.instance_4 = new lib.Bitmap137(); this.instance_4.setTransform(-83,-24); this.instance_5 = new lib.Bitmap138(); this.instance_5.setTransform(-83,-24); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-83,-24,167,49); (lib.bal3p10 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap187(); this.instance.setTransform(-180,-37); this.instance_1 = new lib.Bitmap188(); this.instance_1.setTransform(-180,-37); this.instance_2 = new lib.Bitmap189(); this.instance_2.setTransform(-180,-37); this.instance_3 = new lib.Bitmap190(); this.instance_3.setTransform(-180,-37); this.instance_4 = new lib.Bitmap191(); this.instance_4.setTransform(-180,-37); this.instance_5 = new lib.Bitmap192(); this.instance_5.setTransform(-180,-37); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-180,-37,360,73); (lib.bal3p9 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap193(); this.instance.setTransform(-37,-25); this.instance_1 = new lib.Bitmap194(); this.instance_1.setTransform(-37,-25); this.instance_2 = new lib.Bitmap195(); this.instance_2.setTransform(-37,-25); this.instance_3 = new lib.Bitmap196(); this.instance_3.setTransform(-37,-25); this.instance_4 = new lib.Bitmap197(); this.instance_4.setTransform(-37,-25); this.instance_5 = new lib.Bitmap198(); this.instance_5.setTransform(-37,-25); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-37,-25,73,50); (lib.bal3p8 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap163(); this.instance.setTransform(-80,-29); this.instance_1 = new lib.Bitmap164(); this.instance_1.setTransform(-80,-29); this.instance_2 = new lib.Bitmap165(); this.instance_2.setTransform(-80,-29); this.instance_3 = new lib.Bitmap166(); this.instance_3.setTransform(-80,-29); this.instance_4 = new lib.Bitmap167(); this.instance_4.setTransform(-80,-29); this.instance_5 = new lib.Bitmap168(); this.instance_5.setTransform(-80,-29); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-80,-29,162,59); (lib.bal3p7 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap169(); this.instance.setTransform(-180,-40); this.instance_1 = new lib.Bitmap170(); this.instance_1.setTransform(-180,-40); this.instance_2 = new lib.Bitmap171(); this.instance_2.setTransform(-180,-40); this.instance_3 = new lib.Bitmap172(); this.instance_3.setTransform(-180,-40); this.instance_4 = new lib.Bitmap173(); this.instance_4.setTransform(-180,-40); this.instance_5 = new lib.Bitmap174(); this.instance_5.setTransform(-180,-40); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-180,-40,360,80); (lib.bal3p6 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap139(); this.instance.setTransform(-35,-27); this.instance_1 = new lib.Bitmap140(); this.instance_1.setTransform(-35,-27); this.instance_2 = new lib.Bitmap141(); this.instance_2.setTransform(-35,-27); this.instance_3 = new lib.Bitmap142(); this.instance_3.setTransform(-35,-27); this.instance_4 = new lib.Bitmap143(); this.instance_4.setTransform(-35,-27); this.instance_5 = new lib.Bitmap144(); this.instance_5.setTransform(-35,-27); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-35,-27,70,53); (lib.bal3p5 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap145(); this.instance.setTransform(-79,-31); this.instance_1 = new lib.Bitmap146(); this.instance_1.setTransform(-79,-31); this.instance_2 = new lib.Bitmap147(); this.instance_2.setTransform(-79,-31); this.instance_3 = new lib.Bitmap148(); this.instance_3.setTransform(-79,-31); this.instance_4 = new lib.Bitmap149(); this.instance_4.setTransform(-79,-31); this.instance_5 = new lib.Bitmap150(); this.instance_5.setTransform(-79,-31); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-79,-31,157,62); (lib.bal3p4 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap175(); this.instance.setTransform(-178,-45); this.instance_1 = new lib.Bitmap176(); this.instance_1.setTransform(-178,-45); this.instance_2 = new lib.Bitmap177(); this.instance_2.setTransform(-178,-45); this.instance_3 = new lib.Bitmap178(); this.instance_3.setTransform(-178,-45); this.instance_4 = new lib.Bitmap179(); this.instance_4.setTransform(-178,-45); this.instance_5 = new lib.Bitmap180(); this.instance_5.setTransform(-178,-45); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-178,-45,357,89); (lib.bal3p3 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap181(); this.instance.setTransform(-55,-73); this.instance_1 = new lib.Bitmap182(); this.instance_1.setTransform(-55,-73); this.instance_2 = new lib.Bitmap183(); this.instance_2.setTransform(-55,-73); this.instance_3 = new lib.Bitmap184(); this.instance_3.setTransform(-55,-73); this.instance_4 = new lib.Bitmap185(); this.instance_4.setTransform(-55,-73); this.instance_5 = new lib.Bitmap186(); this.instance_5.setTransform(-55,-73); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-55,-73,111,146); (lib.bal3p2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap151(); this.instance.setTransform(-96,-72); this.instance_1 = new lib.Bitmap152(); this.instance_1.setTransform(-96,-72); this.instance_2 = new lib.Bitmap153(); this.instance_2.setTransform(-96,-72); this.instance_3 = new lib.Bitmap154(); this.instance_3.setTransform(-96,-72); this.instance_4 = new lib.Bitmap155(); this.instance_4.setTransform(-96,-72); this.instance_5 = new lib.Bitmap156(); this.instance_5.setTransform(-96,-72); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-96,-72,191,144); (lib.bal3p1 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"wit":0,"blauw":1,"magenta":2,"geel":3,"zwart":4,"oranje":5}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // Layer_1 this.instance = new lib.Bitmap157(); this.instance.setTransform(-165,-66); this.instance_1 = new lib.Bitmap158(); this.instance_1.setTransform(-165,-66); this.instance_2 = new lib.Bitmap159(); this.instance_2.setTransform(-165,-66); this.instance_3 = new lib.Bitmap160(); this.instance_3.setTransform(-165,-66); this.instance_4 = new lib.Bitmap161(); this.instance_4.setTransform(-165,-66); this.instance_5 = new lib.Bitmap162(); this.instance_5.setTransform(-165,-66); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance}]}).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance_2}]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-165,-66,331,132); (lib.bal_centraal = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#06526A").s().p("Am5G6Qi3i3AAkDQAAkCC3i3QC3i3ECAAQEDAAC3C3QC3C3AAECQAAEDi3C3Qi3C3kDAAQkCAAi3i3g"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.bal_centraal, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.aah3 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f().s("#E4CE43").ss(3.9,1,1).p("AuPMmQCbtQHImTQHImTL0Aw"); this.shape.setTransform(0,-34.2602); this.shape_1 = new cjs.Shape(); this.shape_1.graphics.f().s("#ECBE2C").ss(3.9,1,1).p("AiKAkQCLg4CKgP"); this.shape_1.setTransform(45.625,111.275); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_1},{t:this.shape}]}).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.aah3, new cjs.Rectangle(-93.1,-116.8,186.2,233.6), null); (lib.aah2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f().s("#E1A635").ss(3.9,1,1).p("AJND4IBNCPALkJiQhNCHjDBfQjDBfk/A6AKeGLQCJBVg8B5AgwPlQnqA7jiA0Am1xTQOqDhBYRj"); this.shape.setTransform(-0.0007,0); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.aah2, new cjs.Rectangle(-78.4,-112.7,156.9,225.4), null); (lib.aah1 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f().s("#ECBE2C").ss(3.9,1,1).p("ApsD9QkgiOA7iqQA8iuGcjAANcD5Qt7FhpKld"); this.shape.setTransform(-0.0023,0.0315); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.aah1, new cjs.Rectangle(-87.9,-44.5,175.8,89.1), null); (lib.toolbalmovieyellow = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // timeline functions: this.frame_0 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(12)); // Layer_1 this.instance = new lib.toolbalsymbyellow(); this.timeline.addTween(cjs.Tween.get(this.instance).wait(2).to({scaleX:0.968,scaleY:0.968},0).wait(1).to({scaleX:0.872,scaleY:0.872},0).wait(1).to({scaleX:0.712,scaleY:0.712},0).wait(1).to({scaleX:0.488,scaleY:0.488},0).wait(1).to({scaleX:0.2,scaleY:0.2},0).wait(1).to({scaleX:0.488,scaleY:0.488},0).wait(1).to({scaleX:0.712,scaleY:0.712},0).wait(1).to({scaleX:0.872,scaleY:0.872},0).wait(1).to({scaleX:0.968,scaleY:0.968},0).wait(1).to({scaleX:1,scaleY:1},0).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-62.5,-62.5,125,125); (lib.toolbal_movie = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // timeline functions: this.frame_0 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(12)); // Layer_1 this.instance = new lib.toolbalsymb(); this.timeline.addTween(cjs.Tween.get(this.instance).wait(2).to({scaleX:0.968,scaleY:0.968},0).wait(1).to({scaleX:0.872,scaleY:0.872},0).wait(1).to({scaleX:0.712,scaleY:0.712},0).wait(1).to({scaleX:0.488,scaleY:0.488},0).wait(1).to({scaleX:0.2,scaleY:0.2},0).wait(1).to({scaleX:0.488,scaleY:0.488},0).wait(1).to({scaleX:0.712,scaleY:0.712},0).wait(1).to({scaleX:0.872,scaleY:0.872},0).wait(1).to({scaleX:0.968,scaleY:0.968},0).wait(1).to({scaleX:1,scaleY:1},0).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-62.5,-62.5,125,125); (lib.symbzorrolintjes = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.symbzorro(); this.instance.setTransform(-0.05,0,0.275,0.275); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AosBaIgHgCQACgIAEgHIgDgBIgEgEIgBgBQAFgSAUgHIAngMQBAgTBFgCQAjgBAggDIBBABQAIAAACAIQgBAIgJABIgVABIgBACQhlAOhoASQguAIgnAVIgDADIgCAAIgBAAIgCAAgAGDBHQgEAAABgEIAUgIIgTgHIgBgCQALgFANgDQgWgFgVgLQAAAAgBAAQAAAAAAAAQAAgBAAAAQAAAAAAgBQAvgHA4AGQArAEASgTQAAgHgCgGIgFgQQgKgTgWgIQhGAAhDgKQgEAAABgEIAAgBQABgGAFgBIAUgDIgSgLQgDgCAGgCIADgBQAmAHAkAKQAoACAoAEQA1AGgEA1QgCAWgRANQgCAFgFADQgRAdg2AHQgTADgTAAQgXAAgVgEgAIEgvIAAgBIgCAAIACABgAiSg1QB2glB9ABIABAAIAAANQgrACgrAGQg8AHg6ARIgoALg"); this.shape.setTransform(8.164,-6.6638); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbzorrolintjes, new cjs.Rectangle(-49.8,-31.3,114.6,69), null); (lib.symbskibriltoolbal = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.symbskibril(); this.instance.setTransform(0,0,0.2947,0.2947); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#231C1E").s().p("AH+CNQABgFAFgDIAIgEIgBgDQgEgJAIgIIANgNIAAgBIgBgTIAAgYIAAgMIAAAAQgIgCgCgIIgGgSIAAgDQAAgEgGADQgdAMAEgYQABgGAIgBIAMgCQAJgHAMgDIAIgDQgCgFgFgFIgEgFQgwgDgwAJQgdAGAMgUIADgEIAAgDIADgGQgBgCABgDIgPAAQgRAAgBgOQAAgHAEgCIAAgBQABgIAGgCIg1gHQgDAAgBAFQABgJAKgBIALAAIgggGQgIgBABgHIgvAAQgPAAgJgaQAAgBAAgBQAAAAAAgBQAAAAAAgBQABAAAAAAIAuAFIAGgDIAyAGQA9AEBCALQAPACAcAUQAZASADAIIALAMQAFAGABAHQAGANgCABIADANIAAACQACAOAAAPIAAAQQADA9gaAxQgKASgSALQgLAGgGAAQgJAAADgRgAomBpQgVgBgFgUQgQg9ATg4QAGgSARgJQAVgLAXgIQAPgCABAMQACANgOADIgBABQAjgPgBAbQgBAFgFAAQg0AAgNArQgFARgCATQgBAKgKAAQAFAZAHAVQABAFgEAAIgBAAg"); this.shape.setTransform(1.3547,-12.8003); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbskibriltoolbal, new cjs.Rectangle(-57.1,-32.7,116.9,65.4), null); (lib.symbskibrilkleintools = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.symbskibrilklein(); this.instance.setTransform(0,0.05,0.288,0.288,0,0,0,122.4,-0.5); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AoHBiQhDgdAjhBQAHgLAPgFQEQhNEdgCQBQAABOgFQCzgQClA+QAsAQgMAtQgNA1g+AJQgaAEgSgPQgXgUAfgJQAmgLAigRQgUgjg4gGQlUgilVAoQhSAKhSAQQhBALg6AbQAYAdgIAdQgCAIgGAAIgGgCg"); this.shape.setTransform(0.6947,-7.786); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbskibrilkleintools, new cjs.Rectangle(-55.7,-21.7,112.9,43.5), null); (lib.symbskibrilklein12tools = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_3 this.instance = new lib.symbskibrilklein2(); this.instance.setTransform(2.85,2.95,0.3123,0.3123,0,0,0,121.9,10); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AIGBaQgJgggcgUQg7gphJgWQiwgzjBASQi+ASi5ApQgYAFgXAHQg+ATgXAuQgUApgPgqQgHgUANgQQAogtA5gWQCqg/C6gGQBCgDBBgHQC5gMCiA1QB4AnBBBjQAOAVgVAJQgJAEgGAAQgPAAgFgSg"); this.shape.setTransform(2.9802,-10.0797); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbskibrilklein12tools, new cjs.Rectangle(-53.6,-20.9,113.2,37), null); (lib.symbmake = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.fbtitelyellow_sm(); this.instance.setTransform(43.7,0,0.1211,0.1212,0,0,0,1500.5,0); this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AgLAvQgFgFAAgGQAAgIAFgEQAFgFAGAAQAHAAAFAFQAFAEAAAIQAAAGgFAFQgFAFgHAAQgGAAgFgFgAgLgWQgFgFAAgHQAAgHAFgFQAFgFAGAAQAHAAAFAFQAFAFAAAHQAAAHgFAFQgFAFgHAAQgGAAgFgFg"); this.shape.setTransform(208.9,1.625); this.shape_1 = new cjs.Shape(); this.shape_1.graphics.f("#000000").s().p("AGzCHIAshRIg+htIA0AAIAiBAIAhhAIA0AAIhmC+gAL/A5QgLgMAAgUIAAhQIAtAAIAABHQAAAMAGAGQAGAGALAAQALAAAGgGQAFgGAAgMIAAhHIAtAAIAABQQAAAjghAMQgOAFgUAAQgoAAgRgUgAdKA1QgOgSAAgaQAAgdASgTQASgTAiAAQApAAASAeQAKARAAAVIAAAGIheAAQAAAdAcAAQANAAAIgMIArAAQgFARgKAJQgSARgfAAQgnAAgUgXgAdxgXQgFAFgCAKIAzAAQgFgWgUAAQgMAAgHAHgAYdA1QgPgSAAgaQAAgdASgTQATgTAiAAQApAAASAeQAKARAAAVIAAAGIheAAQAAAdAbAAQAOAAAHgMIAsAAQgFARgKAJQgTARgeAAQgoAAgTgXgAZEgXQgGAFgBAKIAzAAQgFgWgVAAQgLAAgHAHgAUTA1QgRgTAAgbQAAgYASgTQAVgXAnAAQAkAAAVAXQASATAAAZQAAAagSATQgVAXgmAAQgmAAgVgXgAU4gKQgHAIAAAKQAAALAHAIQAIAKAOAAQANAAAIgIQAJgJAAgMQAAgLgJgJQgIgJgNAAQgOAAgIALgAPxA9IAQgfQATAMARAAQAOAAAAgJQAAgFgFgDQgDgCgLgCIgQgFQgOgFgFgLQgDgGAAgIQAAgRAMgMQAOgQAfAAQAVAAAUAIIgPAdQgNgHgLAAQgOAAAAAKQAAAEAGADIAOADQASAEAIAHQALAKAAAQQAAAVgPANQgQAOgeAAQgaAAgYgPgAJdA1QgRgTAAgbQAAgYASgTQAVgXAnAAQAkAAAVAXQASATAAAZQAAAagSATQgVAXgmAAQgmAAgVgXgAKCgKQgHAIAAAKQAAALAHAIQAIAKAOAAQANAAAIgIQAJgJAAgMQAAgLgJgJQgIgJgNAAQgOAAgIALgA35A1QgPgSAAgaQAAgdASgTQATgTAiAAQApAAASAeQAKARAAAVIAAAGIheAAQAAAdAbAAQAOAAAHgMIAsAAQgFARgKAJQgTARgeAAQgoAAgTgXgA3SgXQgGAFgBAKIAzAAQgFgWgVAAQgLAAgHAHgA84A7QgWgTAAggQAAggAWgTQASgQAXAAQAOAAAMAGQAGADAIAIIAAgNIAtAAIAAB+IgtAAIAAgOQgHAIgGAEQgMAGgPAAQgXAAgSgQgA8ZgKQgHAIAAAKQAAAKAHAIQAJALANAAQAMAAAJgJQAIgIAAgMQAAgLgJgJQgIgIgMAAQgNAAgJAKgAfXBHIAAh+IAtAAIAAAVQAHgLAIgFQALgGAPAAIAJAAIAAArQgKgFgJAAQgWAAgHASQgCAGAAALIAAA2gAbbBHIhBh+IAyAAIAfBAIAehAIAyAAIhCB+gAWqBHIAAh+IAtAAIAAAVQAHgLAIgFQALgGAPAAIAJAAIAAArQgJgFgKAAQgWAAgGASQgDAGAAALIAAA2gAS0BHIAAhZIgQAAIAAglIAQAAIAAgQQAAgcAOgQQASgTAYAAQAKAAAKAFIAAAnQgJgFgGAAQgKAAgEAHQgCAEAAAQIAAANIAfAAIAAAlIgfAAIAABZgAOQBHIAAh+IAtAAIAAAVQAHgLAIgFQALgGAPAAIAJAAIAAArQgKgFgJAAQgWAAgHASQgCAGAAALIAAA2gA5IBHIgxgzIAAAzIgtAAIAAjMIAtAAIAAB8IAvguIA9AAIg/A6IBDBEgA+LBHIAAg+QAAgQgDgGQgFgJgKAAQgMAAgGAKQgEAHAAAOIAAA+IgtAAIAAg+QAAgQgDgFQgFgKgLAAQgLAAgGAJQgCADgBAFIgBAOIAAA+IgtAAIAAh+IAtAAIAAAQQAIgIAHgDQALgHAPAAQATAAAMAKQAHAFAFAJQAGgIAGgFQAOgLARAAQAOAAALAHQAMAIAEAMQACAIAAAMIAABRg"); this.shape_1.setTransform(-5.375,-0.575); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_1},{t:this.shape},{t:this.instance}]}).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.symbmake, new cjs.Rectangle(-215.5,-16,426.1,32), null); (lib.swc_doos3achter = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{open:0,toe:1}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_21 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(21).call(this.frame_21).wait(1)); // flaplinks2 this.shape = new cjs.Shape(); this.shape.graphics.f("#CAAA76").s().p("AEph7ICqgCIqGDgIkfAbg"); this.shape.setTransform(-29.725,-44.9); this.shape_1 = new cjs.Shape(); this.shape_1.graphics.f("#C1A16D").s().p("ADeh7IFAgCIqGDgIm1Abg"); this.shape_1.setTransform(-22.225,-44.9); this.shape_2 = new cjs.Shape(); this.shape_2.graphics.f("#C4A470").s().p("Ao2BKIL7j6IFyBPIr0ESg"); this.shape_2.setTransform(-19.725,-39.675); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.shape}]},18).to({state:[{t:this.shape_1}]},1).to({state:[{t:this.shape_2}]},1).wait(2)); // flapachter this.flapachter = new lib.flapachter(); this.flapachter.name = "flapachter"; this.flapachter.setTransform(47.45,-60.15); this.flapachter_1 = new lib.fa01(); this.flapachter_1.name = "flapachter_1"; this.flapachter_1.setTransform(47.45,-59.95); this.shape_3 = new cjs.Shape(); this.shape_3.graphics.f("#E1BF8C").s().p("AmzA0ICfkIILIB9IiPEsg"); this.shape_3.setTransform(44.1,-61.45); this.shape_4 = new cjs.Shape(); this.shape_4.graphics.f("#DFBF8B").s().p("AmVBZIBjlTILIB+IhTF3g"); this.shape_4.setTransform(41.1,-65.2); this.shape_5 = new cjs.Shape(); this.shape_5.graphics.f("#DDBB88").s().p("AlvBsIAXl4ILIB9IgHGcg"); this.shape_5.setTransform(37.35,-67.075); this.shape_6 = new cjs.Shape(); this.shape_6.graphics.f("#DEBE8A").s().p("AlOBdIg7laILIB9IBLF+g"); this.shape_6.setTransform(34.05,-65.575); this.shape_7 = new cjs.Shape(); this.shape_7.graphics.f("#DFBF8B").s().p("Ak8BHIhgkuILIB+IBxFRg"); this.shape_7.setTransform(32.175,-63.325); this.shape_8 = new cjs.Shape(); this.shape_8.graphics.f("#DCBA87").s().p("AkHApIjJjyILIB+IDZEVg"); this.shape_8.setTransform(26.925,-60.325); this.shape_9 = new cjs.Shape(); this.shape_9.graphics.f("#DDBB88").s().p("Aj0ALIjvi2ILIB+ID/DZg"); this.shape_9.setTransform(25.05,-57.325); this.shape_10 = new cjs.Shape(); this.shape_10.graphics.f("#E2C28E").s().p("AjpgaIkFhrILIB9IEVCOg"); this.shape_10.setTransform(23.925,-53.575); this.shape_11 = new cjs.Shape(); this.shape_11.graphics.f("#C7A773").s().p("AE2BSIspisIEIAQILeClg"); this.shape_11.setTransform(23.7,-49.425); this.shape_12 = new cjs.Shape(); this.shape_12.graphics.f("#C1A16D").s().p("AoYhHIFSgdILfClIkIAkg"); this.shape_12.setTransform(19.95,-46.85); this.shape_13 = new cjs.Shape(); this.shape_13.graphics.f("#BE9C69").s().p("AohgNIFlh5ILeClIkeBog"); this.shape_13.setTransform(19.025,-43.475); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.flapachter}]}).to({state:[{t:this.flapachter_1}]},2).to({state:[{t:this.shape_3}]},1).to({state:[{t:this.shape_4}]},1).to({state:[{t:this.shape_5}]},1).to({state:[{t:this.shape_6}]},1).to({state:[{t:this.shape_7}]},1).to({state:[{t:this.shape_8}]},1).to({state:[{t:this.shape_9}]},1).to({state:[{t:this.shape_10}]},1).to({state:[{t:this.shape_11}]},1).to({state:[{t:this.shape_12}]},1).to({state:[{t:this.shape_13}]},1).wait(9)); // flaplinks this.flaplinks = new lib.flaplinks2(); this.flaplinks.name = "flaplinks"; this.flaplinks.setTransform(-52.6,-57.65); this.flaplinks_1 = new lib.fl01(); this.flaplinks_1.name = "flaplinks_1"; this.flaplinks_1.setTransform(-52.4,-57.65); this.shape_14 = new cjs.Shape(); this.shape_14.graphics.f("#CFAD7A").s().p("AnrhWIMCjAIDVE2IsDD3g"); this.shape_14.setTransform(-48.425,-60.175); this.shape_15 = new cjs.Shape(); this.shape_15.graphics.f("#C0A06C").s().p("AnShvIMCjAICjFoIsDD3g"); this.shape_15.setTransform(-45.925,-62.675); this.shape_16 = new cjs.Shape(); this.shape_16.graphics.f("#C9A774").s().p("Amvh+IMCjAIBdGGIsDD3g"); this.shape_16.setTransform(-42.425,-64.175); this.shape_17 = new cjs.Shape(); this.shape_17.graphics.f("#BF9F6B").s().p("AmCiSIMCjAIADGuIsDD3g"); this.shape_17.setTransform(-37.925,-66.175); this.shape_18 = new cjs.Shape(); this.shape_18.graphics.f("#C4A470").s().p("AleiIIMCjAIhEGaIsDD3g"); this.shape_18.setTransform(-34.475,-65.175); this.shape_19 = new cjs.Shape(); this.shape_19.graphics.f("#C8A874").s().p("Ak7hvIMCjAIiKFoIsDD3g"); this.shape_19.setTransform(-30.975,-62.675); this.shape_20 = new cjs.Shape(); this.shape_20.graphics.f("#C8A874").s().p("AkThRIMCjAIjaEsIsDD3g"); this.shape_20.setTransform(-26.975,-59.675); this.shape_21 = new cjs.Shape(); this.shape_21.graphics.f("#C8A673").s().p("Aj1gpIMCjAIkWDdIsDD2g"); this.shape_21.setTransform(-23.975,-55.675); this.shape_22 = new cjs.Shape(); this.shape_22.graphics.f("#C19F6C").s().p("AjhgGIMCjAIk+CXIsDD2g"); this.shape_22.setTransform(-21.975,-52.175); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.flaplinks}]}).to({state:[{t:this.flaplinks_1}]},8).to({state:[{t:this.shape_14}]},1).to({state:[{t:this.shape_15}]},1).to({state:[{t:this.shape_16}]},1).to({state:[{t:this.shape_17}]},1).to({state:[{t:this.shape_18}]},1).to({state:[{t:this.shape_19}]},1).to({state:[{t:this.shape_20}]},1).to({state:[{t:this.shape_21}]},1).to({state:[{t:this.shape_22}]},1).to({state:[]},1).wait(4)); // Layer_1 this.doosbinnen = new lib.doosbinnen(); this.doosbinnen.name = "doosbinnen"; this.doosbinnen.setTransform(-1.75,-34.1); this.timeline.addTween(cjs.Tween.get(this.doosbinnen).wait(22)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-105.6,-100,200.1,89.9); (lib.riemmetachter = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.riemvoor(); this.instance.setTransform(0,24.05); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_3 this.instance_1 = new lib.riemachter(); this.instance_1.setTransform(0.7,-44.15); this.timeline.addTween(cjs.Tween.get(this.instance_1).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riemmetachter, new cjs.Rectangle(-182,-88.1,362,184.2), null); (lib.riembreedmetachter = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.riembreedvoor(); this.instance.setTransform(0,24.05); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_3 this.instance_1 = new lib.riembreedachter(); this.instance_1.setTransform(-0.8,-64.15); this.timeline.addTween(cjs.Tween.get(this.instance_1).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riembreedmetachter, new cjs.Rectangle(-182,-109.1,362,236.2), null); (lib.riem13tool = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.riem13bovenn(); this.instance.setTransform(0,0,0.2796,0.2796); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AhcHEQgagJgCggIgFg5QgRirAlijIAThTQgCiBgSh9QgLhQAwg3QAfgjAtgFIA/AAIAAgCQAAgDAEAAIAFAHIADADIABACIAAACIABADIAAACQAMAYAGAcIACABQAiDXgJDdQgIDfgfDaQgEAXgIAUIgGABIgCAAIAAACQhRgRhRgdgAhaBgQgaCrAfClQAhAIAhAKQgPgUgIggIgNg6QgdiFgCiJIgEAag"); this.shape.setTransform(11.8147,0.325); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riem13tool, new cjs.Rectangle(-19.8,-53.1,44.8,106.2), null); (lib.riem11toolb = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.riemball11(); this.instance.setTransform(-0.05,0,0.3074,0.3074,0,0,0,-8.6,38.6); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#000000").s().p("AFoBbQhlgYhoAHQkiASkhgRQgUgBgQgKQgRgKgJgRQgSgkAJgZIgEABQgHAAAEgHQATgmA5gKQCbgYCeALQDWAADVAIQBJADBKAQQAzAMgJAiQAAAEgEABQAEAQgHATQgIAYgRASQgdAggsAAQgSAAgUgFg"); this.shape.setTransform(-0.1164,-21.8006); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.riem11toolb, new cjs.Rectangle(-54.3,-31.3,108.3,58.2), null); (lib.mutsrechtsgras = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.instance = new lib.mutsrandgras(); this.instance.setTransform(2.4,18.2,1,1.0485,0,0,0,2.1,18.4); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.rf(["#CCCCCC","#999999","#333333","#333333"],[0,0.173,0.741,0.898],-10.6,-7.7,0,-10.6,-7.7,21).s().p("AhejAQAkABAgAMQAlAQAcAbQA4A5ABBPIgBAKIgFAjQgMA0gnAoQg2A3hPABg"); this.shape.setTransform(14.3,18.525); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.mutsrechtsgras, new cjs.Rectangle(4.3,-1.3,19.599999999999998,39.5), null); (lib.mutsrechts = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.instance = new lib.mutsrand13(); this.instance.setTransform(3.2,18.2,1,1.0272,0,0,0,2.1,18.4); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.rf(["#CCCCCC","#999999","#333333","#333333"],[0,0.173,0.741,0.898],-7.9,-7.2,0,-7.9,-7.2,20.1).s().p("AhTCUIgHgSQgIgWgHgiQgGgeAAgIQAAhHAEgfQAGg4AZg7QAAAAAAAAQAAAAABgBQAAAAABAAQAAAAABAAIABAAIAFABQAlAAAgANQAiAOAZAaQAzA2AABKQAAAWgEAVQgLAxgkAlQgzA2hJAAg"); this.shape.setTransform(11.425,18.1625); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.mutsrechts, new cjs.Rectangle(-0.9,-0.7,23.599999999999998,37.900000000000006), null); (lib.mutslinksgras = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.instance = new lib.mutsrandgras(); this.instance.setTransform(14.3,18.1,1,1,0,0,0,2.1,18.4); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.rf(["#CCCCCC","#999999","#333333","#333333"],[0,0.173,0.741,0.898],2.7,-7.5,0,2.7,-7.5,21.4).s().p("AAbCsQgegMghgbQg4gtAAhYIAAgBQABhPA3g1QAZgYAfgLQAVgIA0gJIgBFzQgqgFgXgJg"); this.shape.setTransform(7.775,18.35); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.mutslinksgras, new cjs.Rectangle(-1.5,-0.5,19.2,37.7), null); (lib.mutslinks13 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.instance = new lib.mutsrand13(); this.instance.setTransform(14.6,18.1,1,1,0,0,0,2.1,18.4); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.rf(["#CCCCCC","#999999","#333333","#333333"],[0,0.173,0.741,0.898],2.9,-7.2,0,2.9,-7.2,20.2).s().p("AAZCiQgXgKgfgZQg3gqAAhVIAAgBQABhPA2gvQAagWAZgMQAVgJAigHQgZA8gFAdQgGAbgCBVQgCA0AMAlQAKAgAaAhQgkgFgYgLg"); this.shape.setTransform(7.575,18.075); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.mutslinks13, new cjs.Rectangle(-0.9,-0.3,17.9,36.9), null); (lib.mutslinks = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.instance = new lib.mutsrand(); this.instance.setTransform(14.3,18.1,1,1,0,0,0,2.1,18.4); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.rf(["#CCCCCC","#999999","#333333","#333333"],[0,0.173,0.741,0.898],3.2,-7.2,0,3.2,-7.2,20.2).s().p("AAXCjQgYgLgbgZQg1gwAAhPIAAgBQABhPA0gvQAZgWAYgMQAUgJAigHQgZA8gFAdQgFAbgCBVQgCA0AMAlQAJAgAZAhQgkgFgXgKg"); this.shape.setTransform(7.3,18.075); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.mutslinks, new cjs.Rectangle(-0.9,-0.2,17.299999999999997,36.800000000000004), null); (lib.levelnbrmoviegrey = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.snbr5grey(); this.instance.setTransform(14.05,0.9); this.instance_1 = new lib.snbr2grey(); this.instance_1.setTransform(-13.7,0.5); this.instance_2 = new lib.snbr4grey(); this.instance_2.setTransform(14.65,1.05); this.instance_3 = new lib.snbr3grey(); this.instance_3.setTransform(14.75,0.9); this.instance_4 = new lib.snbr2grey(); this.instance_4.setTransform(-14.35,1.05); this.instance_5 = new lib.snbr1grey(); this.instance_5.setTransform(13.8,1.05); this.instance_6 = new lib.snbr0grey(); this.instance_6.setTransform(14.05,0.9); this.instance_7 = new lib.snbr9grey(); this.instance_7.setTransform(13.95,0.8); this.instance_8 = new lib.snbr8grey(); this.instance_8.setTransform(13.7,0.9); this.instance_9 = new lib.snbr7grey(); this.instance_9.setTransform(15.55,1.05); this.instance_10 = new lib.snbr6grey(); this.instance_10.setTransform(14.1,1.45); this.instance_11 = new lib.snbr1grey(); this.instance_11.setTransform(-14.35,1.05); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance_1,p:{x:-13.7,y:0.5}},{t:this.instance,p:{x:14.05,y:0.9}}]}).to({state:[]},1).to({state:[{t:this.instance_1,p:{x:-14.35,y:1.05}},{t:this.instance,p:{x:14.95,y:1.45}}]},18).to({state:[{t:this.instance_1,p:{x:-14.35,y:1.05}},{t:this.instance_2,p:{x:14.65}}]},1).to({state:[{t:this.instance_1,p:{x:-14.35,y:1.05}},{t:this.instance_3,p:{x:14.75}}]},1).to({state:[{t:this.instance_4},{t:this.instance_1,p:{x:14.45,y:0.5}}]},1).to({state:[{t:this.instance_1,p:{x:-14.35,y:1.05}},{t:this.instance_5,p:{x:13.8}}]},1).to({state:[{t:this.instance_1,p:{x:-13.7,y:0.5}},{t:this.instance_6,p:{x:14.05}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_7,p:{x:13.95}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_8,p:{x:13.7}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_9,p:{x:15.55}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_10,p:{x:14.1}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance,p:{x:14.95,y:1.45}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_2,p:{x:14.65}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_3,p:{x:14.75}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_1,p:{x:14.45,y:0.5}}]},1).to({state:[{t:this.instance_11},{t:this.instance_5,p:{x:13.8}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_6,p:{x:14.05}}]},1).to({state:[{t:this.instance_7,p:{x:-0.15}}]},1).to({state:[{t:this.instance_8,p:{x:-0.4}}]},1).to({state:[{t:this.instance_9,p:{x:1.45}}]},1).to({state:[{t:this.instance_10,p:{x:0}}]},1).to({state:[{t:this.instance,p:{x:0.85,y:1.45}}]},1).to({state:[{t:this.instance_2,p:{x:0.55}}]},1).to({state:[{t:this.instance_3,p:{x:0.65}}]},1).to({state:[{t:this.instance_1,p:{x:0.35,y:0.5}}]},1).to({state:[{t:this.instance_5,p:{x:-0.25}}]},1).to({state:[{t:this.instance_6,p:{x:0.45}}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-27.8,-18.2,56.1,38.3); (lib.levelnbrmovie = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.snbr5(); this.instance.setTransform(14.05,0.9); this.instance_1 = new lib.snbr2(); this.instance_1.setTransform(-13.7,0.5); this.instance_2 = new lib.snbr4(); this.instance_2.setTransform(14.65,1.05); this.instance_3 = new lib.snbr3(); this.instance_3.setTransform(14.75,0.9); this.instance_4 = new lib.snbr2(); this.instance_4.setTransform(-14.35,1.05); this.instance_5 = new lib.snbr1(); this.instance_5.setTransform(13.8,1.05); this.instance_6 = new lib.snbr0(); this.instance_6.setTransform(14.05,0.9); this.instance_7 = new lib.snbr9(); this.instance_7.setTransform(13.95,0.8); this.instance_8 = new lib.snbr8(); this.instance_8.setTransform(13.7,0.9); this.instance_9 = new lib.snbr7(); this.instance_9.setTransform(15.55,1.05); this.instance_10 = new lib.snbr6(); this.instance_10.setTransform(14.1,1.45); this.instance_11 = new lib.snbr1(); this.instance_11.setTransform(-14.35,1.05); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance_1,p:{x:-13.7,y:0.5}},{t:this.instance,p:{x:14.05,y:0.9}}]}).to({state:[]},1).to({state:[{t:this.instance_1,p:{x:-14.35,y:1.05}},{t:this.instance,p:{x:14.95,y:1.45}}]},18).to({state:[{t:this.instance_1,p:{x:-14.35,y:1.05}},{t:this.instance_2,p:{x:14.65}}]},1).to({state:[{t:this.instance_1,p:{x:-14.35,y:1.05}},{t:this.instance_3,p:{x:14.75}}]},1).to({state:[{t:this.instance_4},{t:this.instance_1,p:{x:14.45,y:0.5}}]},1).to({state:[{t:this.instance_1,p:{x:-14.35,y:1.05}},{t:this.instance_5,p:{x:13.8}}]},1).to({state:[{t:this.instance_1,p:{x:-13.7,y:0.5}},{t:this.instance_6,p:{x:14.05}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_7,p:{x:13.95}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_8,p:{x:13.7}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_9,p:{x:15.55}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_10,p:{x:14.1}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance,p:{x:14.95,y:1.45}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_2,p:{x:14.65}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_3,p:{x:14.75}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_1,p:{x:14.45,y:0.5}}]},1).to({state:[{t:this.instance_11},{t:this.instance_5,p:{x:13.8}}]},1).to({state:[{t:this.instance_5,p:{x:-14.35}},{t:this.instance_6,p:{x:14.05}}]},1).to({state:[{t:this.instance_7,p:{x:-0.15}}]},1).to({state:[{t:this.instance_8,p:{x:-0.4}}]},1).to({state:[{t:this.instance_9,p:{x:1.45}}]},1).to({state:[{t:this.instance_10,p:{x:0}}]},1).to({state:[{t:this.instance,p:{x:0.85,y:1.45}}]},1).to({state:[{t:this.instance_2,p:{x:0.55}}]},1).to({state:[{t:this.instance_3,p:{x:0.65}}]},1).to({state:[{t:this.instance_1,p:{x:0.35,y:0.5}}]},1).to({state:[{t:this.instance_5,p:{x:-0.25}}]},1).to({state:[{t:this.instance_6,p:{x:0.45}}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-27.8,-18.2,56.1,38.3); (lib.kruisjesymbool2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.playtxt = new lib.ppijlplay(); this.playtxt.name = "playtxt"; this.playtxt.setTransform(-15,0); this.timeline.addTween(cjs.Tween.get(this.playtxt).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.kruisjesymbool2, new cjs.Rectangle(-35,-22.7,40,45.5), null); (lib.helmsymb = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_4 this.instance = new lib.aah3(); this.instance.setTransform(135.15,111.35); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_5 this.instance_1 = new lib.aah2(); this.instance_1.setTransform(271.6,108.1); this.timeline.addTween(cjs.Tween.get(this.instance_1).wait(1)); // Layer_3 this.instance_2 = new lib.aah1(); this.instance_2.setTransform(80.25,201.25); this.timeline.addTween(cjs.Tween.get(this.instance_2).wait(1)); // Layer_2 this.instance_3 = new lib.helm1pngcopy(); this.instance_3.setTransform(-8.65,-4.15,1.1967,1.1967); this.timeline.addTween(cjs.Tween.get(this.instance_3).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.helmsymb, new cjs.Rectangle(-8.6,-5.4,358.70000000000005,251.4), null); (lib.graszaad = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_3 this.instance = new lib.Bitmap886(); this.instance.setTransform(-19,-15); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_1 this.instance_1 = new lib.zaadzak(); this.instance_1.setTransform(0.15,-0.7); this.timeline.addTween(cjs.Tween.get(this.instance_1).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.graszaad, new cjs.Rectangle(-36.8,-50.7,75,99), null); (lib.fblevel = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.leveltxt = new lib.levelnbrmoviegrey(); this.leveltxt.name = "leveltxt"; this.leveltxt.setTransform(0.6,1.1,1,1,0,0,0,0.6,1.1); this.timeline.addTween(cjs.Tween.get(this.leveltxt).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.fblevel, new cjs.Rectangle(-27.2,-18.2,52.8,37.8), null); (lib.buttonsound = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_7 this.ontxt = new lib.symbstreep(); this.ontxt.name = "ontxt"; this.ontxt.setTransform(-20,-38.5,0.2778,0.2778); this.ontxt.filters = [new cjs.ColorFilter(0, 0, 0, 1, 255, 255, 0, 0)]; this.ontxt.cache(-43,-44,86,89); this.offtxt = new lib.symbstreep(); this.offtxt.name = "offtxt"; this.offtxt.setTransform(0,0.5); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.offtxt},{t:this.ontxt}]}).wait(1)); // Layer_4 this.soundtxt = new lib.symbsound(); this.soundtxt.name = "soundtxt"; this.soundtxt.setTransform(-7.2,0.95); this.timeline.addTween(cjs.Tween.get(this.soundtxt).wait(1)); // Layer_1 this.instance = new lib.toolbalsymbyellow(); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttonsound, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.buttonquit = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_4 this.kruis = new lib.kruisjesymbool2(); this.kruis.name = "kruis"; this.kruis.setTransform(-21.8,0,1,1,0,0,180); this.timeline.addTween(cjs.Tween.get(this.kruis).wait(1)); // Layer_1 this.toolbalmovie = new lib.toolbalmovieyellow(); this.toolbalmovie.name = "toolbalmovie"; this.timeline.addTween(cjs.Tween.get(this.toolbalmovie).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttonquit, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.buttonnextemo = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#FFFFFF").s().p("AhIDkQgHgCgFgFQgEgGgBgHIAAhcIi+BtQgGAEgHgBQgHgCgEgFQgGgGAAgHIAAmfQAAgHAFgFQAEgGAIgBQAGgCAHAEIC+BuIAAhdQAAgHAFgFQAFgGAGgBQAIgCAGAEIFnDQQAHADACAHQACAGgCAHQgCAGgHAEIlmDQQgGADgFAAIgDAAg"); this.shape.setTransform(4.4,0.0407); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); // Layer_1 this.toolbalmovie = new lib.toolbalmovieyellowemo(); this.toolbalmovie.name = "toolbalmovie"; this.timeline.addTween(cjs.Tween.get(this.toolbalmovie).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttonnextemo, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.buttonnewplay = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.playtxt = new lib.ppijlplay(); this.playtxt.name = "playtxt"; this.playtxt.setTransform(5,0); this.timeline.addTween(cjs.Tween.get(this.playtxt).wait(1)); // Layer_1 this.toolbalmovie = new lib.toolbalmovieyellow(); this.toolbalmovie.name = "toolbalmovie"; this.timeline.addTween(cjs.Tween.get(this.toolbalmovie).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttonnewplay, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.buttonmusic = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_7 this.ontxt = new lib.symbstreep(); this.ontxt.name = "ontxt"; this.ontxt.setTransform(-40,-19.5,0.2778,0.2778); this.ontxt.filters = [new cjs.ColorFilter(0, 0, 0, 1, 255, 255, 0, 0)]; this.ontxt.cache(-43,-44,86,89); this.offtxt = new lib.symbstreep(); this.offtxt.name = "offtxt"; this.offtxt.setTransform(0,0.5); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.offtxt},{t:this.ontxt}]}).wait(1)); // Layer_4 this.musictxt = new lib.symbmuz(); this.musictxt.name = "musictxt"; this.musictxt.setTransform(-4,0); this.timeline.addTween(cjs.Tween.get(this.musictxt).wait(1)); // Layer_1 this.instance = new lib.toolbalsymbyellow(); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttonmusic, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.buttonlinktwitter = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_3 this.kruis = new lib.simlinktw(); this.kruis.name = "kruis"; this.kruis.setTransform(3.5,3); this.timeline.addTween(cjs.Tween.get(this.kruis).wait(1)); // Layer_1 this.instance = new lib.toolbalsymbyellow(); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttonlinktwitter, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.buttonlinkhome = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_3 this.kruis = new lib.symbinsta(); this.kruis.name = "kruis"; this.kruis.setTransform(0,-0.05,1.1667,1.1662); this.timeline.addTween(cjs.Tween.get(this.kruis).wait(1)); // Layer_1 this.instance = new lib.toolbalsymbyellow(); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttonlinkhome, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.buttonlinkfacebook = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_3 this.kruis = new lib.simlinkface(); this.kruis.name = "kruis"; this.kruis.setTransform(0.9,1.35); this.timeline.addTween(cjs.Tween.get(this.kruis).wait(1)); // Layer_1 this.instance = new lib.toolbalsymbyellow(); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttonlinkfacebook, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.buttonlang = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.langtxt = new lib.symbglobe(); this.langtxt.name = "langtxt"; this.timeline.addTween(cjs.Tween.get(this.langtxt).wait(1)); // Layer_1 this.instance = new lib.toolbalsymbyellow(); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttonlang, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.buttoncontinue = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_5 this.leveltxt = new lib.levelnbrmovie(); this.leveltxt.name = "leveltxt"; this.leveltxt.setTransform(-1.6,0.1); this.timeline.addTween(cjs.Tween.get(this.leveltxt).wait(1)); // Layer_1 this.toolbalmovie = new lib.toolbalmovieyellow(); this.toolbalmovie.name = "toolbalmovie"; this.timeline.addTween(cjs.Tween.get(this.toolbalmovie).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttoncontinue, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.bloemwitzaad = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.instance = new lib.bloem(); this.instance.setTransform(0.6,3.5,0.2552,0.2552,0,0,0,19.6,18); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_3 this.instance_1 = new lib.Bitmap896(); this.instance_1.setTransform(-20,-17); this.timeline.addTween(cjs.Tween.get(this.instance_1).wait(1)); // Layer_1 this.instance_2 = new lib.zaadzak(); this.instance_2.setTransform(0.15,-0.7); this.timeline.addTween(cjs.Tween.get(this.instance_2).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.bloemwitzaad, new cjs.Rectangle(-36.8,-50.7,75,99), null); (lib.bloemwit4 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{bloem1:0,bloem2:1,bloem3:2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_5 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("AGfITQgCgFgBgOQAAgnAmAAQAmAAgBAmQAAAPgMALQgLAKgOAAQgcAAgHgQgAnkiAQgCgFgBgOQAAgnAmAAQAmAAgBAmQAAAPgMALQgLAKgOAAQgcAAgHgQgABLnoQgDgFAAgOQAAgnAmAAQAmAAAAAmQAAAPgNALQgMAKgNAAQgbAAgIgQg"); this.shape.setTransform(-74,-63.975); this.instance = new lib.bloem(); this.instance.setTransform(-121.95,-78.95,0.3324,0.3207,0,-163.2945,-148.0852,19.7,17.9); this.instance_1 = new lib.bloem(); this.instance_1.setTransform(-29.05,-14,0.3862,0.3717,0,-110.7788,-126.543,19.3,17.9); this.instance_2 = new lib.bloem(); this.instance_2.setTransform(-61.95,-118.1,0.3967,0.3967,0,0,0,19.6,18); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape}]}).to({state:[{t:this.instance_2,p:{regX:19.6,scaleX:0.3967,scaleY:0.3967,x:-61.95}},{t:this.instance_1,p:{regX:19.3,scaleX:0.3862,scaleY:0.3717,skewY:-126.543,x:-29.05,y:-14}},{t:this.instance,p:{scaleX:0.3324,scaleY:0.3207,skewX:-163.2945,skewY:-148.0852}}]},1).to({state:[{t:this.instance_2,p:{regX:19.5,scaleX:0.6752,scaleY:0.6752,x:-62.05}},{t:this.instance_1,p:{regX:19.4,scaleX:0.6645,scaleY:0.6395,skewY:-126.5441,x:-29.1,y:-14.05}},{t:this.instance,p:{scaleX:0.5821,scaleY:0.5618,skewX:-163.2957,skewY:-148.085}}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-157.7,-157.9,184.5,185.70000000000002); (lib.bloemwit3 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"bloem1":0,"bloem2":1,"bloem3":2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_5 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("An4H1QgDgFABgOQAAgnAlAAQAlAAAAAmQAAAQgMAKQgMAKgNAAQgcAAgHgQgAmyioQgCgFAAgOQgBgnAmAAQAmAAAAAmQAAAPgNALQgMAKgNAAQgbAAgIgQgAG0nKQgEgFAAgOQAAgnAmAAQAmAAAAAmQAAAPgNALQgLAKgOAAQgbAAgHgQg"); this.shape.setTransform(-3,-33.975); this.instance = new lib.bloem(); this.instance.setTransform(44.15,-83.8,0.2895,0.2794,0,64.2354,79.448,19.4,17.8); this.instance_1 = new lib.bloem(); this.instance_1.setTransform(-48.1,15.95,0.3646,0.3509,0,-169.9401,174.2937,19.4,17.9); this.instance_2 = new lib.bloem(); this.instance_2.setTransform(-42.45,-57.1,0.3313,0.3313,0,0,0,19.4,17.9); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape}]}).to({state:[{t:this.instance_2,p:{regX:19.4,regY:17.9,scaleX:0.3313,scaleY:0.3313}},{t:this.instance_1,p:{regY:17.9,scaleX:0.3646,scaleY:0.3509,skewX:-169.9401,skewY:174.2937,y:15.95}},{t:this.instance,p:{regX:19.4,regY:17.8,scaleX:0.2895,scaleY:0.2794,skewX:64.2354,skewY:79.448,y:-83.8}}]},1).to({state:[{t:this.instance_2,p:{regX:19.5,regY:18,scaleX:0.6752,scaleY:0.6752}},{t:this.instance_1,p:{regY:18,scaleX:0.6645,scaleY:0.6395,skewX:-169.9394,skewY:174.2936,y:15.9}},{t:this.instance,p:{regX:19.6,regY:17.9,scaleX:0.5822,scaleY:0.5617,skewX:64.2361,skewY:79.4476,y:-83.7}}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-90.1,-128.7,169.8,185.29999999999998); (lib.bloemwit2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"bloem1":0,"bloem2":1,"bloem3":2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("AgJIYQgCgFAAgOQAAgnAkAAQAlAAAAAmQAAAPgMALQgMAKgNAAQgbAAgHgQgAFejpQgCgFAAgOQAAgnAlAAQAmAAAAAmQgBAPgMALQgMAKgNAAQgcAAgHgQgAmjntQgCgFgBgOQAAgnAmAAQAmAAgBAmQAAAPgMALQgLAKgOAAQgcAAgHgQg"); this.shape.setTransform(-26.5,-41.475); this.instance = new lib.bloem(); this.instance.setTransform(11.1,-67,0.3676,0.3547,0,18.2533,33.4612,19.6,17.9); this.instance_1 = new lib.bloem(); this.instance_1.setTransform(-66.05,-92.05,0.3981,0.3831,0,61.7499,45.9845,19.3,18.1); this.instance_2 = new lib.bloem(); this.instance_2.setTransform(-24.05,10.9,0.3652,0.3652,0,0,0,19.4,17.9); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape}]}).to({state:[{t:this.instance_2,p:{regX:19.4,regY:17.9,scaleX:0.3652,scaleY:0.3652}},{t:this.instance_1,p:{regX:19.3,regY:18.1,scaleX:0.3981,scaleY:0.3831,skewX:61.7499,skewY:45.9845,y:-92.05}},{t:this.instance,p:{regY:17.9,scaleX:0.3676,scaleY:0.3547,skewY:33.4612,y:-67}}]},1).to({state:[{t:this.instance_2,p:{regX:19.5,regY:18,scaleX:0.6752,scaleY:0.6752}},{t:this.instance_1,p:{regX:19.4,regY:18,scaleX:0.6645,scaleY:0.6395,skewX:61.7491,skewY:45.9834,y:-92.1}},{t:this.instance,p:{regY:18,scaleX:0.5822,scaleY:0.5617,skewY:33.4631,y:-66.95}}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-123.3,-135.4,170.7,185.5); (lib.bloemwit1 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"bloem1":0,"bloem2":1,"bloem3":2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("AGuJAQgDgFAAgOQAAgnAmAAQAmAAAAAmQAAAPgNALQgMAKgNAAQgbAAgIgQgAnzFaQgCgFgBgOQAAgnAmAAQAmAAgBAmQAAAPgMALQgLAKgOAAQgcAAgHgQgAGkoVQgDgFAAgOQAAgnAmAAQAmAAAAAmQAAAPgNALQgMAKgNAAQgbAAgIgQg"); this.shape.setTransform(-54.5,-58.475); this.instance = new lib.bloem(); this.instance.setTransform(-101.9,-24.95,0.31,0.2991,0,-132.3038,-117.0923,19.6,17.9); this.instance_1 = new lib.bloem(); this.instance_1.setTransform(-11.05,-115.15,0.376,0.3618,0,0,-15.7656,19.5,17.9); this.instance_2 = new lib.bloem(); this.instance_2.setTransform(-9.05,-3.15,0.3643,0.3643,0,0,0,19.5,18); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape}]}).to({state:[{t:this.instance_2,p:{scaleX:0.3643,scaleY:0.3643,y:-3.15}},{t:this.instance_1,p:{regX:19.5,regY:17.9,scaleX:0.376,scaleY:0.3618,skewY:-15.7656,x:-11.05,y:-115.15}},{t:this.instance,p:{scaleX:0.31,scaleY:0.2991,skewX:-132.3038,skewY:-117.0923,y:-24.95}}]},1).to({state:[{t:this.instance_2,p:{scaleX:0.6752,scaleY:0.6752,y:-3.1}},{t:this.instance_1,p:{regX:19.4,regY:18,scaleX:0.6645,scaleY:0.6395,skewY:-15.7654,x:-11.1,y:-115.1}},{t:this.instance,p:{scaleX:0.5822,scaleY:0.5618,skewX:-132.3039,skewY:-117.0936,y:-24.9}}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-140.5,-162.5,167.6,198.6); (lib.bloemblauwzaad = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.instance = new lib.bloemblauw(); this.instance.setTransform(0.6,3.5,0.2552,0.2552,0,0,0,19.6,18); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_3 this.instance_1 = new lib.Bitmap899(); this.instance_1.setTransform(-20,-17); this.timeline.addTween(cjs.Tween.get(this.instance_1).wait(1)); // Layer_1 this.instance_2 = new lib.zaadzak(); this.instance_2.setTransform(0.15,-0.7); this.timeline.addTween(cjs.Tween.get(this.instance_2).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.bloemblauwzaad, new cjs.Rectangle(-36.8,-50.7,75,99), null); (lib.bloemblauw4 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"bloem1":0,"bloem2":1,"bloem3":2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_5 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("AAKFkQgDgFAAgOQAAgnAmAAQAmAAAAAmQAAAPgNALQgMAKgNAAQgbAAgIgQgAJsjfQgCgFgBgOQAAgnAmAAQAmAAgBAmQAAAPgMALQgLAKgOAAQgcAAgHgQgAqxk5QgCgFAAgOQgBgnAmAAQAmAAAAAmQAAAPgNALQgMAKgNAAQgbAAgIgQg"); this.shape.setTransform(-67.5,-87.475); this.instance = new lib.bloemblauw(); this.instance.setTransform(-135.7,-122.5,0.3343,0.3226,0,-163.2948,-148.0844,19.6,17.9); this.instance_1 = new lib.bloemblauw(); this.instance_1.setTransform(-68.05,-54.1,0.3243,0.3121,0,-110.7777,-126.5437,19.4,18); this.instance_2 = new lib.bloemblauw(); this.instance_2.setTransform(-1.05,-111.1,0.3946,0.3946,0,0,0,19.5,18); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape}]}).to({state:[{t:this.instance_2,p:{scaleX:0.3946,scaleY:0.3946}},{t:this.instance_1,p:{regY:18,scaleX:0.3243,scaleY:0.3121,skewX:-110.7777,skewY:-126.5437,x:-68.05,y:-54.1}},{t:this.instance,p:{regX:19.6,scaleX:0.3343,scaleY:0.3226,skewX:-163.2948,skewY:-148.0844,x:-135.7,y:-122.5}}]},1).to({state:[{t:this.instance_2,p:{scaleX:0.6752,scaleY:0.6752}},{t:this.instance_1,p:{regY:17.9,scaleX:0.6645,scaleY:0.6395,skewX:-110.7788,skewY:-126.5441,x:-68.1,y:-54.05}},{t:this.instance,p:{regX:19.7,scaleX:0.5821,scaleY:0.5618,skewX:-163.2957,skewY:-148.085,x:-135.75,y:-122.55}}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-171.5,-170.2,206.6,158); (lib.bloemblauw3 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"bloem1":0,"bloem2":1,"bloem3":2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_5 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("Ao5F4QgCgFAAgOQAAgnAlAAQAlAAAAAmQAAAPgMALQgMAKgNAAQgcAAgHgQgAH1FkQgDgFAAgOQgBgnAmAAQAmAAAAAmQgBAPgLALQgMAKgOAAQgbAAgHgQgAC+lNQgCgFgBgOQAAgnAmAAQAmAAgBAmQAAAPgMALQgLAKgOAAQgcAAgHgQg"); this.shape.setTransform(-24.5,-54.475); this.instance = new lib.bloemblauw(); this.instance.setTransform(28.1,-21.65,0.3322,0.3205,0,91.4812,106.6902,19.7,17.9); this.instance_1 = new lib.bloemblauw(); this.instance_1.setTransform(-79.05,-18.1,0.3641,0.3393,0,-179.3455,174.2925,19.4,18); this.instance_2 = new lib.bloemblauw(); this.instance_2.setTransform(-2.45,-91.9,0.3581,0.3581,0,0,0,19.4,18); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape}]}).to({state:[{t:this.instance_2,p:{regX:19.4,scaleX:0.3581,scaleY:0.3581}},{t:this.instance_1,p:{regX:19.4,regY:18,scaleX:0.3641,scaleY:0.3393,skewX:-179.3455,skewY:174.2925,x:-79.05,y:-18.1}},{t:this.instance,p:{scaleX:0.3322,scaleY:0.3205,skewX:91.4812,skewY:106.6902,y:-21.65}}]},1).to({state:[{t:this.instance_2,p:{regX:19.5,scaleX:0.6752,scaleY:0.6752}},{t:this.instance_1,p:{regX:19.3,regY:17.9,scaleX:0.6645,scaleY:0.6192,skewX:-179.3449,skewY:174.2936,x:-78.95,y:-18.05}},{t:this.instance,p:{scaleX:0.5822,scaleY:0.5618,skewX:91.4802,skewY:106.6913,y:-21.6}}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-114.9,-131.7,185.10000000000002,153.7); (lib.bloemblauw2 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"bloem1":0,"bloem2":1,"bloem3":2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("ApSLRQgCgFgBgOQAAgnAmAAQAlAAAAAmQAAAQgMAKQgLAKgOAAQgcAAgHgQgAIOFzQgDgFgBgOQAAgnAmAAQAmAAAAAmQgBAPgMALQgLAKgOAAQgbAAgHgQgAhAqmQgDgFABgOQAAgnAlAAQAkAAAAAmQAAAPgLALQgMAKgNAAQgcAAgHgQg"); this.shape.setTransform(-28,-52.975); this.instance = new lib.bloemblauw(); this.instance.setTransform(24.1,-18.85,0.3363,0.3245,0,18.2543,33.463,19.6,18.1); this.instance_1 = new lib.bloemblauw(); this.instance_1.setTransform(-30.45,-124.1,0.3203,0.3082,0,61.7502,45.9825,19.3,17.9); this.instance_2 = new lib.bloemblauw(); this.instance_2.setTransform(-81.05,16.9,0.3574,0.3574,0,0,0,19.4,18.1); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape}]}).to({state:[{t:this.instance_2,p:{regX:19.4,regY:18.1,scaleX:0.3574,scaleY:0.3574}},{t:this.instance_1,p:{regX:19.3,regY:17.9,scaleX:0.3203,scaleY:0.3082,skewX:61.7502,skewY:45.9825,x:-30.45}},{t:this.instance,p:{regY:18.1,scaleX:0.3363,scaleY:0.3245,skewX:18.2543,skewY:33.463,y:-18.85}}]},1).to({state:[{t:this.instance_2,p:{regX:19.5,regY:18,scaleX:0.6752,scaleY:0.6752}},{t:this.instance_1,p:{regX:19.4,regY:18,scaleX:0.6645,scaleY:0.6395,skewX:61.7491,skewY:45.9834,x:-30.5}},{t:this.instance,p:{regY:18,scaleX:0.5822,scaleY:0.5617,skewX:18.2533,skewY:33.4631,y:-18.95}}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-117.1,-167.4,177.5,223.5); (lib.bloemblauw1 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"bloem1":0,"bloem2":1,"bloem3":2}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1)); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#660000").s().p("AkhFzQgCgFgBgOQAAgnAmAAQAmAAAAAmQAAAPgNALQgLAKgOAAQgbAAgIgQgAGvDdQgEgFAAgOQAAgnAmAAQAmAAAAAmQAAAPgNALQgLAKgOAAQgbAAgHgQgAnzlIQgDgFABgOQAAgnAlAAQAlAAAAAmQAAAPgMALQgMAKgNAAQgcAAgHgQg"); this.shape.setTransform(-29.5,-70.975); this.instance = new lib.bloemblauw(); this.instance.setTransform(-78.85,-105.65,0.3464,0.3343,0,-103.8631,-88.6547,19.5,18); this.instance_1 = new lib.bloemblauw(); this.instance_1.setTransform(-56.75,-35.75,0.3606,0.3471,0,-16.4814,-32.2477,19.7,18.2); this.instance_2 = new lib.bloemblauw(); this.instance_2.setTransform(16.95,-53.15,0.3953,0.3953,0,0,0,19.5,17.9); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape}]}).to({state:[{t:this.instance_2,p:{regY:17.9,scaleX:0.3953,scaleY:0.3953,y:-53.15}},{t:this.instance_1,p:{regX:19.7,regY:18.2,scaleX:0.3606,scaleY:0.3471,skewX:-16.4814,skewY:-32.2477,y:-35.75}},{t:this.instance,p:{regX:19.5,regY:18,scaleX:0.3464,scaleY:0.3343,skewX:-103.8631,skewY:-88.6547,x:-78.85,y:-105.65}}]},1).to({state:[{t:this.instance_2,p:{regY:18,scaleX:0.6752,scaleY:0.6752,y:-53.1}},{t:this.instance_1,p:{regX:19.6,regY:18.1,scaleX:0.6645,scaleY:0.6395,skewX:-16.4813,skewY:-32.2471,y:-35.7}},{t:this.instance,p:{regX:19.7,regY:17.9,scaleX:0.5822,scaleY:0.5617,skewX:-103.8649,skewY:-88.6543,x:-78.95,y:-105.75}}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-111.7,-144.6,164.8,163.4); (lib.arrowsymb = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.playtxt = new lib.ppijlplay(); this.playtxt.name = "playtxt"; this.playtxt.setTransform(-1,0); this.timeline.addTween(cjs.Tween.get(this.playtxt).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.arrowsymb, new cjs.Rectangle(-21,-22.7,40,45.5), null); (lib.mutslinksmetachter = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_1 this.instance = new lib.mutslinks(); this.instance.setTransform(0.15,-0.1,2.8708,2.8708,0,0,0,7.8,18.1); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_2 this.shape = new cjs.Shape(); this.shape.graphics.f("#333333").s().p("AAzIGIAAggIg4AAQgGgSgFgWIhwAAIAAsdIBbAAIABgIQAZidAmgBQAngBAeCcQAdCdAEDdQADDegaCeQgNBTgRAng"); this.shape.setTransform(17.3158,-0.3251); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.mutslinksmetachter, new cjs.Rectangle(-24.8,-52.7,55.1,105.6), null); (lib.levelbal = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_1 = function() { this.stop(); } this.frame_2 = function() { this.stop(); } this.frame_3 = function() { this.stop(); } this.frame_4 = function() { this.stop(); } this.frame_5 = function() { this.stop(); } this.frame_6 = function() { this.stop(); } this.frame_7 = function() { this.stop(); } this.frame_8 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1).call(this.frame_7).wait(1).call(this.frame_8).wait(1)); // spin this.helm = new lib.helmsymb(); this.helm.name = "helm"; this.helm.setTransform(-28.85,-77.1,1.3006,1.3006,0,0,0,173.1,121); this.b3helm = new lib.helmsymb(); this.b3helm.name = "b3helm"; this.b3helm.setTransform(-28.85,-66.6,1.3006,1.3006,0,0,0,173.1,121); this.b4phonelinks = new lib.headphonemovie(); this.b4phonelinks.name = "b4phonelinks"; this.b4phonelinks.setTransform(-62.7,-85.15); this.b6helm = new lib.helmsymb(); this.b6helm.name = "b6helm"; this.b6helm.setTransform(-28.85,-66.6,1.3006,1.3006,0,0,0,173.1,121); this.b7helm = new lib.helmsymb(); this.b7helm.name = "b7helm"; this.b7helm.setTransform(-28.85,-88.1,1.3006,1.3006,0,0,0,173.1,121); this.b8helm = new lib.helmsymb(); this.b8helm.name = "b8helm"; this.b8helm.setTransform(-28.85,-88.1,1.3006,1.3006,0,0,0,173.1,121); this.b9helm = new lib.helmsymb(); this.b9helm.name = "b9helm"; this.b9helm.setTransform(-28.85,-88.1,1.3006,1.3006,0,0,0,173.1,121); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.helm}]}).to({state:[]},1).to({state:[{t:this.b3helm}]},1).to({state:[{t:this.b4phonelinks}]},1).to({state:[]},1).to({state:[{t:this.b6helm}]},1).to({state:[{t:this.b7helm}]},1).to({state:[{t:this.b8helm}]},1).to({state:[{t:this.b9helm}]},1).wait(1)); // spinbig this.p2 = new lib.p2(); this.p2.name = "p2"; this.p2.setTransform(0,89.5); this.b3riembreedv2 = new lib.riembreed(); this.b3riembreedv2.name = "b3riembreedv2"; this.b3riembreedv2.setTransform(1.85,1.55,1.011,1,90); this.b4phonerechts = new lib.phonerechtsmovie(); this.b4phonerechts.name = "b4phonerechts"; this.b4phonerechts.setTransform(14.7,-68.65); this.b6mutslinks = new lib.mutslinksgras(); this.b6mutslinks.name = "b6mutslinks"; this.b6mutslinks.setTransform(-89.45,-0.25,10.4607,10.4424,0,0,0,8.8,18.1); this.b7skibrilklein1 = new lib.symbskibrilklein21(); this.b7skibrilklein1.name = "b7skibrilklein1"; this.b7skibrilklein1.setTransform(-121.4,4.8); this.b8rieml1boven = new lib.riemball11(); this.b8rieml1boven.name = "b8rieml1boven"; this.b8rieml1boven.setTransform(18.5,-5.45,1.056,1.0717,46.4116); this.b8rieml1boven.filters = [new cjs.ColorFilter(0.75, 0.75, 0.75, 1, 0, 0, 0, 0)]; this.b8rieml1boven.cache(-187,-50,356,178); this.b9skibril = new lib.symbskibril(); this.b9skibril.name = "b9skibril"; this.b9skibril.setTransform(1.8,0.55); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.p2}]}).to({state:[]},1).to({state:[{t:this.b3riembreedv2}]},1).to({state:[{t:this.b4phonerechts}]},1).to({state:[]},1).to({state:[{t:this.b6mutslinks}]},1).to({state:[{t:this.b7skibrilklein1}]},1).to({state:[{t:this.b8rieml1boven}]},1).to({state:[{t:this.b9skibril}]},1).wait(1)); // slurf this.p1 = new lib.balp1(); this.p1.name = "p1"; this.p1.setTransform(0,-70.15); this.b3riemv2 = new lib.riem(); this.b3riemv2.name = "b3riemv2"; this.b3riemv2.setTransform(1.85,0.85,0.9997,1,90); this.b4mutsboven = new lib.mutsboven(); this.b4mutsboven.name = "b4mutsboven"; this.b4mutsboven.setTransform(-0.35,-76.5); this.b6mutsrechts = new lib.mutsrechtsgras(); this.b6mutsrechts.name = "b6mutsrechts"; this.b6mutsrechts.setTransform(57.3,0.1,9.9692,9.9896,0,0,0,10.3,18.2); this.b7riem1 = new lib.riemball11(); this.b7riem1.name = "b7riem1"; this.b7riem1.setTransform(9.4,-25.95,1.0486,1); this.b8riemrboven = new lib.riemball11(); this.b8riemrboven.name = "b8riemrboven"; this.b8riemrboven.setTransform(8.35,20.05,1.0668,1.0197,129.9814); this.b9skibrilklein = new lib.symbskibrilklein(); this.b9skibrilklein.name = "b9skibrilklein"; this.b9skibrilklein.setTransform(-121.4,4.8); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.p1}]}).to({state:[]},1).to({state:[{t:this.b3riemv2}]},1).to({state:[{t:this.b4mutsboven}]},1).to({state:[]},1).to({state:[{t:this.b6mutsrechts}]},1).to({state:[{t:this.b7riem1}]},1).to({state:[{t:this.b8riemrboven}]},1).to({state:[{t:this.b9skibrilklein}]},1).wait(1)); // brilgroot this.b3riembreed2 = new lib.riembreed(); this.b3riembreed2.name = "b3riembreed2"; this.b3riembreed2.setTransform(1.85,1.55,1.011,1); this.b4mutsonder = new lib.mutsonder(); this.b4mutsonder.name = "b4mutsonder"; this.b4mutsonder.setTransform(-0.35,-76.5); this.b6bloemblauw4 = new lib.bloemblauw4(); this.b6bloemblauw4.name = "b6bloemblauw4"; this.b6bloemblauw4.setTransform(-20.65,174.05); this.b7skibrilklein2 = new lib.symbskibrilklein22(); this.b7skibrilklein2.name = "b7skibrilklein2"; this.b7skibrilklein2.setTransform(-121.4,4.8); this.b8rieml2boven = new lib.riemball11(); this.b8rieml2boven.name = "b8rieml2boven"; this.b8rieml2boven.setTransform(18.4,-5.55,1.056,1.0718,46.4081); this.b8rieml2boven.filters = [new cjs.ColorFilter(0.75, 0.75, 0.75, 1, 0, 0, 0, 0)]; this.b8rieml2boven.cache(-187,-50,356,178); this.b9riem4 = new lib.riem13bovenn(); this.b9riem4.name = "b9riem4"; this.b9riem4.setTransform(-25.55,0.3); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3riembreed2}]},2).to({state:[{t:this.b4mutsonder}]},1).to({state:[]},1).to({state:[{t:this.b6bloemblauw4}]},1).to({state:[{t:this.b7skibrilklein2}]},1).to({state:[{t:this.b8rieml2boven}]},1).to({state:[{t:this.b9riem4}]},1).wait(1)); // brilgrootonder this.b3riem = new lib.riem(); this.b3riem.name = "b3riem"; this.b3riem.setTransform(1.85,1.55,1.011,1); this.b4helm = new lib.helmsymb(); this.b4helm.name = "b4helm"; this.b4helm.setTransform(-29.85,-76.45,1.3006,1.3006,6.348,0,0,173.1,121); this.b6bloemblauw3 = new lib.bloemblauw3(); this.b6bloemblauw3.name = "b6bloemblauw3"; this.b6bloemblauw3.setTransform(99.35,134.05); this.b7zorro = new lib.symbzorro(); this.b7zorro.name = "b7zorro"; this.b7zorro.setTransform(0.65,-5.3,1.0055,1); this.shape = new cjs.Shape(); this.shape.graphics.rf(["#FFFFFF","#EEEEEE","#8D8D8D","#888888"],[0,0.173,0.741,0.898],156.5,80.5,0,156.5,80.5,278.7).s().p("AAKgFIgKAGIgJAFIATgLg"); this.shape.setTransform(-97.025,-149.575); this.shape_1 = new cjs.Shape(); this.shape_1.graphics.f("#FF0000").s().p("Ag9AyIgCACIgGAFIgIAHIgCACIASgQgAgcAVIgBAAIgBABIACgBgAA6gwIgLAIIgDADIgPALIAdgWgABQhBIgGAFIgCACIAIgHg"); this.shape_1.setTransform(-113.075,-137.375); this.b8mutslinks = new lib.mutslinks13(); this.b8mutslinks.name = "b8mutslinks"; this.b8mutslinks.setTransform(-83.8,5.6,10.8729,10.4335,-2.9694,0,0,8.8,18.1); this.b9mutslinks = new lib.mutslinks13(); this.b9mutslinks.name = "b9mutslinks"; this.b9mutslinks.setTransform(-78.3,-0.1,10.7138,10.2788,0,0,0,8.8,18.1); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3riem}]},2).to({state:[{t:this.b4helm}]},1).to({state:[]},1).to({state:[{t:this.b6bloemblauw3}]},1).to({state:[{t:this.shape_1},{t:this.shape},{t:this.b7zorro}]},1).to({state:[{t:this.b8mutslinks}]},1).to({state:[{t:this.b9mutslinks}]},1).wait(1)); // bril this.b3riembreed1 = new lib.riembreed2(); this.b3riembreed1.name = "b3riembreed1"; this.b3riembreed1.setTransform(1.85,1.55,1.0026,1); this.b4riemvoor = new lib.riembreed2(); this.b4riemvoor.name = "b4riemvoor"; this.b4riemvoor.setTransform(1.85,1.55,1.0026,1); this.b6bloemblauw2 = new lib.bloemblauw2(); this.b6bloemblauw2.name = "b6bloemblauw2"; this.b6bloemblauw2.setTransform(119.35,-15.95); this.b7skibrilklein3 = new lib.symbskibrilklein2(); this.b7skibrilklein3.name = "b7skibrilklein3"; this.b7skibrilklein3.setTransform(-121.4,4.8); this.b8mutsrechts = new lib.mutsrechts(); this.b8mutsrechts.name = "b8mutsrechts"; this.b8mutsrechts.setTransform(56.95,-3.8,10.1277,10.1584,-4.4301,0,0,10.3,18.2); this.b9mutsrechts = new lib.mutsrechts(); this.b9mutsrechts.name = "b9mutsrechts"; this.b9mutsrechts.setTransform(57.3,0.1,9.9692,9.9896,0,0,0,10.3,18.2); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3riembreed1}]},2).to({state:[{t:this.b4riemvoor}]},1).to({state:[]},1).to({state:[{t:this.b6bloemblauw2}]},1).to({state:[{t:this.b7skibrilklein3}]},1).to({state:[{t:this.b8mutsrechts}]},1).to({state:[{t:this.b9mutsrechts}]},1).wait(1)); // brilonder this.b3riemv1 = new lib.riem(); this.b3riemv1.name = "b3riemv1"; this.b3riemv1.setTransform(1.85,0.85,0.9997,1,90); this.b4riemv = new lib.riem(); this.b4riemv.name = "b4riemv"; this.b4riemv.setTransform(1.85,0.85,0.9997,1,90); this.b6bloemblauw1 = new lib.bloemblauw1(); this.b6bloemblauw1.name = "b6bloemblauw1"; this.b6bloemblauw1.setTransform(-40.65,-15.95); this.b7riem2 = new lib.riemball11(); this.b7riem2.name = "b7riem2"; this.b7riem2.setTransform(8.9,-25.95,1.017,1); this.b8rieml1 = new lib.riemball11(); this.b8rieml1.name = "b8rieml1"; this.b8rieml1.setTransform(18.4,-5.45,1.0283,1.0436,46.4135); this.b8rieml1.filters = [new cjs.ColorFilter(0.75, 0.75, 0.75, 1, 0, 0, 0, 0)]; this.b8rieml1.cache(-187,-50,356,178); this.b9riem2 = new lib.riem13onder3(); this.b9riem2.name = "b9riem2"; this.b9riem2.setTransform(-25.55,-1.65); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3riemv1}]},2).to({state:[{t:this.b4riemv}]},1).to({state:[]},1).to({state:[{t:this.b6bloemblauw1}]},1).to({state:[{t:this.b7riem2}]},1).to({state:[{t:this.b8rieml1}]},1).to({state:[{t:this.b9riem2}]},1).wait(1)); // phonelinks this.b3riembreedv1 = new lib.riembreed2(); this.b3riembreedv1.name = "b3riembreedv1"; this.b3riembreedv1.setTransform(1.85,1.05,1.0004,1,90); this.b4riem = new lib.riembreed2(); this.b4riem.name = "b4riem"; this.b4riem.setTransform(1.85,1.55,1.0026,1); this.b6bloemwit4 = new lib.bloemwit4(); this.b6bloemwit4.name = "b6bloemwit4"; this.b6bloemwit4.setTransform(-20.65,174.05); this.b7skibrilklein4 = new lib.symbskibrilklein3(); this.b7skibrilklein4.name = "b7skibrilklein4"; this.b7skibrilklein4.setTransform(-121.4,4.8); this.b8riemr = new lib.riemball11(); this.b8riemr.name = "b8riemr"; this.b8riemr.setTransform(9.4,19.05,1.0296,0.9842,129.974); this.b9riem3 = new lib.riem13onder2(); this.b9riem3.name = "b9riem3"; this.b9riem3.setTransform(-25.55,-1.65); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3riembreedv1}]},2).to({state:[{t:this.b4riem}]},1).to({state:[]},1).to({state:[{t:this.b6bloemwit4}]},1).to({state:[{t:this.b7skibrilklein4}]},1).to({state:[{t:this.b8riemr}]},1).to({state:[{t:this.b9riem3}]},1).wait(1)); // phonerechts this.b3riembreed0 = new lib.riembreed2(); this.b3riembreed0.name = "b3riembreed0"; this.b3riembreed0.setTransform(1.85,1.55,1.0026,1); this.b4p22 = new lib.bal5p22(); this.b4p22.name = "b4p22"; this.b4p22.setTransform(80.2,136.05); this.b6bloemwit3 = new lib.bloemwit3(); this.b6bloemwit3.name = "b6bloemwit3"; this.b6bloemwit3.setTransform(99.35,134.05); this.b7p1 = new lib.ball11p1mov(); this.b7p1.name = "b7p1"; this.b7p1.setTransform(-73.95,-113.6); this.b8rieml2 = new lib.riemball11(); this.b8rieml2.name = "b8rieml2"; this.b8rieml2.setTransform(18.4,-5.45,1.0283,1.0436,46.4135); this.b8rieml2.filters = [new cjs.ColorFilter(0.75, 0.75, 0.75, 1, 0, 0, 0, 0)]; this.b8rieml2.cache(-187,-50,356,178); this.b9riem1 = new lib.riem13onder(); this.b9riem1.name = "b9riem1"; this.b9riem1.setTransform(-25.55,-1.65); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3riembreed0}]},2).to({state:[{t:this.b4p22}]},1).to({state:[]},1).to({state:[{t:this.b6bloemwit3}]},1).to({state:[{t:this.b7p1}]},1).to({state:[{t:this.b8rieml2}]},1).to({state:[{t:this.b9riem1}]},1).wait(1)); // mutsboven this.b3p18 = new lib.bal3p18(); this.b3p18.name = "b3p18"; this.b3p18.setTransform(-18.45,149.1); this.b4p21 = new lib.bal5p21(); this.b4p21.name = "b4p21"; this.b4p21.setTransform(-18.1,148.75); this.b6bloemwit2 = new lib.bloemwit2(); this.b6bloemwit2.name = "b6bloemwit2"; this.b6bloemwit2.setTransform(119.35,-15.95); this.b7p2 = new lib.ball11p2movn(); this.b7p2.name = "b7p2"; this.b7p2.setTransform(51.05,-113.9); this.b8p1 = new lib.bal12p1mov(); this.b8p1.name = "b8p1"; this.b8p1.setTransform(-52.25,-128.9); this.b9p1 = new lib.ball13p1mov(); this.b9p1.name = "b9p1"; this.b9p1.setTransform(-115.25,-86.5); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p18}]},2).to({state:[{t:this.b4p21}]},1).to({state:[]},1).to({state:[{t:this.b6bloemwit2}]},1).to({state:[{t:this.b7p2}]},1).to({state:[{t:this.b8p1}]},1).to({state:[{t:this.b9p1}]},1).wait(1)); // mutsonder this.b3p17 = new lib.bal3p17(); this.b3p17.name = "b3p17"; this.b3p17.setTransform(-16.2,144); this.b4p20 = new lib.bal5p20(); this.b4p20.name = "b4p20"; this.b4p20.setTransform(-87.5,138); this.b6bloemwit1 = new lib.bloemwit1(); this.b6bloemwit1.name = "b6bloemwit1"; this.b6bloemwit1.setTransform(-40.65,-15.95); this.b7p3 = new lib.ball11p3mov(); this.b7p3.name = "b7p3"; this.b7p3.setTransform(-102.45,-79.9); this.b8p2 = new lib.ball12p2mov(); this.b8p2.name = "b8p2"; this.b8p2.setTransform(9.45,-129.15); this.b9p2 = new lib.ball13p2mov(); this.b9p2.name = "b9p2"; this.b9p2.setTransform(-43.05,-118.2); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p17}]},2).to({state:[{t:this.b4p20}]},1).to({state:[]},1).to({state:[{t:this.b6bloemwit1}]},1).to({state:[{t:this.b7p3}]},1).to({state:[{t:this.b8p2}]},1).to({state:[{t:this.b9p2}]},1).wait(1)); // helm this.b3p16 = new lib.bal3p16(); this.b3p16.name = "b3p16"; this.b3p16.setTransform(2.5,121.7); this.b4p19 = new lib.bal5p19(); this.b4p19.name = "b4p19"; this.b4p19.setTransform(84.35,119.55); this.b6gras04 = new lib.gras04(); this.b6gras04.name = "b6gras04"; this.b6gras04.setTransform(-84.05,97.5); this.b7p4 = new lib.ball11p4mov(); this.b7p4.name = "b7p4"; this.b7p4.setTransform(60.35,-81.5); this.b8p3 = new lib.bal12p3mov(); this.b8p3.name = "b8p3"; this.b8p3.setTransform(-100,-72.75); this.b9p3 = new lib.ball13p3mov(); this.b9p3.name = "b9p3"; this.b9p3.setTransform(1.05,-118.1); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p16}]},2).to({state:[{t:this.b4p19}]},1).to({state:[]},1).to({state:[{t:this.b6gras04}]},1).to({state:[{t:this.b7p4}]},1).to({state:[{t:this.b8p3}]},1).to({state:[{t:this.b9p3}]},1).wait(1)); // riemvbreed2 this.b3p15 = new lib.bal3p15(); this.b3p15.name = "b3p15"; this.b3p15.setTransform(-36.9,102.05); this.b4p18 = new lib.bal5p18(); this.b4p18.name = "b4p18"; this.b4p18.setTransform(-30.8,111,1,1,0,0,0,0,-28.1); this.b6gras03 = new lib.gras03(); this.b6gras03.name = "b6gras03"; this.b6gras03.setTransform(83.45,90.75); this.b7p5 = new lib.ball11p5mov(); this.b7p5.name = "b7p5"; this.b7p5.setTransform(-108.95,-25.55); this.b8p4 = new lib.ball12p4mov(); this.b8p4.name = "b8p4"; this.b8p4.setTransform(53.35,-78.25); this.b9p4 = new lib.ball13p4mov(); this.b9p4.name = "b9p4"; this.b9p4.setTransform(93.85,-87.9); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p15}]},2).to({state:[{t:this.b4p18}]},1).to({state:[]},1).to({state:[{t:this.b6gras03}]},1).to({state:[{t:this.b7p5}]},1).to({state:[{t:this.b8p4}]},1).to({state:[{t:this.b9p4}]},1).wait(1)); // riemv2 this.b3p14 = new lib.bal3p14(); this.b3p14.name = "b3p14"; this.b3p14.setTransform(-31.15,98.05); this.b4p17 = new lib.bal5p17(); this.b4p17.name = "b4p17"; this.b4p17.setTransform(-114.2,115); this.b6gras02 = new lib.gras02(); this.b6gras02.name = "b6gras02"; this.b6gras02.setTransform(83.2,-74.25); this.b7p6 = new lib.ball11p6mov(); this.b7p6.name = "b7p6"; this.b7p6.setTransform(65,-25.45); this.b8p5 = new lib.ball12p5mov(); this.b8p5.name = "b8p5"; this.b8p5.setTransform(-144.55,-35.9); this.b9p5 = new lib.ball13p5mov(); this.b9p5.name = "b9p5"; this.b9p5.setTransform(-127.9,-39.15); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p14}]},2).to({state:[{t:this.b4p17}]},1).to({state:[]},1).to({state:[{t:this.b6gras02}]},1).to({state:[{t:this.b7p6}]},1).to({state:[{t:this.b8p5}]},1).to({state:[{t:this.b9p5}]},1).wait(1)); // riembreed2 this.b3p13 = new lib.bal3p13(); this.b3p13.name = "b3p13"; this.b3p13.setTransform(0.4,83.35); this.b4p16 = new lib.ball5p16(); this.b4p16.name = "b4p16"; this.b4p16.setTransform(98.7,63.2); this.b6gras01 = new lib.gras01(); this.b6gras01.name = "b6gras01"; this.b6gras01.setTransform(-94.25,-72.7); this.b7p7 = new lib.ball11p7mov(); this.b7p7.name = "b7p7"; this.b7p7.setTransform(-115.5,-12.3); this.b8p6 = new lib.ball12p6mov(); this.b8p6.name = "b8p6"; this.b8p6.setTransform(-77.5,-33); this.b9p6 = new lib.ball13p6mov(); this.b9p6.name = "b9p6"; this.b9p6.setTransform(-64,-32.65); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p13}]},2).to({state:[{t:this.b4p16}]},1).to({state:[]},1).to({state:[{t:this.b6gras01}]},1).to({state:[{t:this.b7p7}]},1).to({state:[{t:this.b8p6}]},1).to({state:[{t:this.b9p6}]},1).wait(1)); // riem this.b3p12 = new lib.bal3p12(); this.b3p12.name = "b3p12"; this.b3p12.setTransform(-45.05,66.3); this.b4p15 = new lib.ball5p15(); this.b4p15.name = "b4p15"; this.b4p15.setTransform(86.15,67.05); this.b6p4 = new lib.bal8p4(); this.b6p4.name = "b6p4"; this.b6p4.setTransform(-98,98.5); this.b7p8 = new lib.ball11p8mov(); this.b7p8.name = "b7p8"; this.b7p8.setTransform(-112.75,-4.25); this.b8p7 = new lib.ball12p7mov(); this.b8p7.name = "b8p7"; this.b8p7.setTransform(-4.8,-33.2); this.b9p7 = new lib.ball13p7mov(); this.b9p7.name = "b9p7"; this.b9p7.setTransform(-16.55,-29.25); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p12}]},2).to({state:[{t:this.b4p15}]},1).to({state:[]},1).to({state:[{t:this.b6p4}]},1).to({state:[{t:this.b7p8}]},1).to({state:[{t:this.b8p7}]},1).to({state:[{t:this.b9p7}]},1).wait(1)); // riembreed1 this.b3p11 = new lib.bal3p11(); this.b3p11.name = "b3p11"; this.b3p11.setTransform(-39.1,61.9); this.b4p14 = new lib.bal5p14(); this.b4p14.name = "b4p14"; this.b4p14.setTransform(-36.6,84.4); this.shape_2 = new cjs.Shape(); this.shape_2.graphics.f("#FF0000").s().p("AAAAGIAAgMIAAANg"); this.shape_2.setTransform(-82.2,-43.1375); this.b6p3 = new lib.bal8p3(); this.b6p3.name = "b6p3"; this.b6p3.setTransform(96,93); this.b7p9 = new lib.ball11p9mov(); this.b7p9.name = "b7p9"; this.b7p9.setTransform(44,-9.25); this.b8p8 = new lib.ball12p8mov(); this.b8p8.name = "b8p8"; this.b8p8.setTransform(105.45,-42); this.b9p8 = new lib.ball13p8mov(); this.b9p8.name = "b9p8"; this.b9p8.setTransform(82.25,-39.6); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p11}]},2).to({state:[{t:this.shape_2},{t:this.b4p14}]},1).to({state:[]},1).to({state:[{t:this.b6p3}]},1).to({state:[{t:this.b7p9}]},1).to({state:[{t:this.b8p8}]},1).to({state:[{t:this.b9p8}]},1).wait(1)); // oorrechts2 this.b3p6 = new lib.bal3p6(); this.b3p6.name = "b3p6"; this.b3p6.setTransform(-49.65,-15.45); this.b4p13 = new lib.ball5p13(); this.b4p13.name = "b4p13"; this.b4p13.setTransform(-116.35,79.2); this.b6p2 = new lib.bal8p2(); this.b6p2.name = "b6p2"; this.b6p2.setTransform(96,3); this.b7p10 = new lib.ball11p10mov(); this.b7p10.name = "b7p10"; this.b7p10.setTransform(32,-3.4); this.b8p9 = new lib.ball12p9mov(); this.b8p9.name = "b8p9"; this.b8p9.setTransform(-144.25,42.7); this.b9p9 = new lib.ball13p9mov(); this.b9p9.name = "b9p9"; this.b9p9.setTransform(-131.15,-20.7); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p6}]},2).to({state:[{t:this.b4p13}]},1).to({state:[]},1).to({state:[{t:this.b6p2}]},1).to({state:[{t:this.b7p10}]},1).to({state:[{t:this.b8p9}]},1).to({state:[{t:this.b9p9}]},1).wait(1)); // oorrechts1 this.b3p5 = new lib.bal3p5(); this.b3p5.name = "b3p5"; this.b3p5.setTransform(-44.6,-36.75,1,1,0,0,0,-0.1,-17.4); this.b4p12 = new lib.ball5p12(); this.b4p12.name = "b4p12"; this.b4p12.setTransform(-138.5,47.75); this.b6p1 = new lib.bal8p1(); this.b6p1.name = "b6p1"; this.b6p1.setTransform(-98,2.5); this.b7p12 = new lib.ball11p12mov(); this.b7p12.name = "b7p12"; this.b7p12.setTransform(-115.5,30.15); this.b8p10 = new lib.ball12p10mov(); this.b8p10.name = "b8p10"; this.b8p10.setTransform(-71.9,57.55); this.b9p10 = new lib.ball13p10mov(); this.b9p10.name = "b9p10"; this.b9p10.setTransform(65.1,-21.1); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p5}]},2).to({state:[{t:this.b4p12}]},1).to({state:[]},1).to({state:[{t:this.b6p1}]},1).to({state:[{t:this.b7p12}]},1).to({state:[{t:this.b8p10}]},1).to({state:[{t:this.b9p10}]},1).wait(1)); // Layer_3 this.b3p2 = new lib.bal3p2(); this.b3p2.name = "b3p2"; this.b3p2.setTransform(-21.4,-105.85); this.b4p11 = new lib.ball5p11(); this.b4p11.name = "b4p11"; this.b4p11.setTransform(97.65,5.65); this.b7p11 = new lib.ball11p11mov(); this.b7p11.name = "b7p11"; this.b7p11.setTransform(-113.1,25.35); this.b8p11 = new lib.ball12p11mov(); this.b8p11.name = "b8p11"; this.b8p11.setTransform(-5.9,57.55); this.b9p13 = new lib.ball13p13mov(); this.b9p13.name = "b9p13"; this.b9p13.setTransform(-129.7,45.4); this.shape_3 = new cjs.Shape(); this.shape_3.graphics.f("#FF0000").s().p("AAAACIgBgGIADAJg"); this.shape_3.setTransform(-173.2375,39.9125); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p2}]},2).to({state:[{t:this.b4p11}]},1).to({state:[]},1).to({state:[{t:this.b7p11}]},2).to({state:[{t:this.b8p11}]},1).to({state:[{t:this.shape_3},{t:this.b9p13}]},1).wait(1)); // p22 this.b3p1 = new lib.bal3p1(); this.b3p1.name = "b3p1"; this.b3p1.setTransform(-1.2,-99.85); this.b4p6 = new lib.bal5p6(); this.b4p6.name = "b4p6"; this.b4p6.setTransform(75.95,-72.7); this.b7p14 = new lib.ball11p14mov(); this.b7p14.name = "b7p14"; this.b7p14.setTransform(43.95,38.5); this.b8p12 = new lib.ball12p12mov(); this.b8p12.name = "b8p12"; this.b8p12.setTransform(107.25,35.1); this.b9p14 = new lib.ball13p14mov(); this.b9p14.name = "b9p14"; this.b9p14.setTransform(-65.45,49.25); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p1}]},2).to({state:[{t:this.b4p6}]},1).to({state:[]},1).to({state:[{t:this.b7p14}]},2).to({state:[{t:this.b8p12}]},1).to({state:[{t:this.b9p14}]},1).wait(1)); // p21 this.b3p8 = new lib.bal3p8(); this.b3p8.name = "b3p8"; this.b3p8.setTransform(-43.05,24.45); this.b4p5 = new lib.bal5p5(); this.b4p5.name = "b4p5"; this.b4p5.setTransform(-47.95,-67.85,1,1,0,0,0,-0.1,-4.9); this.b7p13 = new lib.ball11p13mov(); this.b7p13.name = "b7p13"; this.b7p13.setTransform(32.05,34.3); this.b8p13 = new lib.ball12p13mov(); this.b8p13.name = "b8p13"; this.b8p13.setTransform(-90.75,88.5); this.b9p11 = new lib.ball13p11mov(); this.b9p11.name = "b9p11"; this.b9p11.setTransform(-131.2,29.3); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p8}]},2).to({state:[{t:this.b4p5}]},1).to({state:[]},1).to({state:[{t:this.b7p13}]},2).to({state:[{t:this.b8p13}]},1).to({state:[{t:this.b9p11}]},1).wait(1)); // p20 this.b3p7 = new lib.bal3p7(); this.b3p7.name = "b3p7"; this.b3p7.setTransform(0,10.3); this.b4p2 = new lib.bal5p2(); this.b4p2.name = "b4p2"; this.b4p2.setTransform(-26.3,-105.95); this.shape_4 = new cjs.Shape(); this.shape_4.graphics.rf(["#FFFFFF","#EEEEEE","#8D8D8D","#888888"],[0,0.173,0.741,0.898],188.5,15.8,0,188.5,15.8,281).s().p("AgaEDIAAAMIAAABgAk7AWIgQAfIgCACIASghgAFLihIAAgBIAAABIACACIgCgCgAgkkJIACgCQAAAAAAgBQAAAAABgBQAAAAAAgBQAAAAgBAAIAAADIgCACg"); this.shape_4.setTransform(-128.45,-85.75); this.b7p15 = new lib.ball11p15mov(); this.b7p15.name = "b7p15"; this.b7p15.setTransform(-107.4,39.9); this.b8p14 = new lib.ball12p14mov(); this.b8p14.name = "b8p14"; this.b8p14.setTransform(61.5,86.85); this.b9p15 = new lib.ball13p15mov(); this.b9p15.name = "b9p15"; this.b9p15.setTransform(-17.75,49.8); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p7}]},2).to({state:[{t:this.shape_4},{t:this.b4p2}]},1).to({state:[]},1).to({state:[{t:this.b7p15}]},2).to({state:[{t:this.b8p14}]},1).to({state:[{t:this.b9p15}]},1).wait(1)); // p19 this.b3p4 = new lib.bal3p4(); this.b3p4.name = "b3p4"; this.b3p4.setTransform(-0.3,-34.3,1,1,0,0,0,0,-1.4); this.b4p1 = new lib.bal5p1(); this.b4p1.name = "b4p1"; this.b4p1.setTransform(-103.25,-108.6); this.b7p16 = new lib.ball11p16mov(); this.b7p16.name = "b7p16"; this.b7p16.setTransform(65.1,40.45); this.b8p15 = new lib.ball12p15mov(); this.b8p15.name = "b8p15"; this.b8p15.setTransform(-28.9,139.75); this.b9p16 = new lib.ball13p16mov(); this.b9p16.name = "b9p16"; this.b9p16.setTransform(82.5,51.35); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p4}]},2).to({state:[{t:this.b4p1}]},1).to({state:[]},1).to({state:[{t:this.b7p16}]},2).to({state:[{t:this.b8p15}]},1).to({state:[{t:this.b9p16}]},1).wait(1)); // p18 this.b3p3 = new lib.bal3p3(); this.b3p3.name = "b3p3"; this.b3p3.setTransform(-25.3,-107.05); this.b4p8 = new lib.ball5p8(); this.b4p8.name = "b4p8"; this.b4p8.setTransform(-127.35,-13.9); this.b7p17 = new lib.ball11p17mov(); this.b7p17.name = "b7p17"; this.b7p17.setTransform(-103.5,92.4); this.b8p16 = new lib.ball12p16mov(); this.b8p16.name = "b8p16"; this.b8p16.setTransform(18.9,140.65); this.b9p12 = new lib.ball13p12mov(); this.b9p12.name = "b9p12"; this.b9p12.setTransform(65.35,35.45); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p3}]},2).to({state:[{t:this.b4p8}]},1).to({state:[]},1).to({state:[{t:this.b7p17}]},2).to({state:[{t:this.b8p16}]},1).to({state:[{t:this.b9p12}]},1).wait(1)); // p17 this.b3p10 = new lib.bal3p10(); this.b3p10.name = "b3p10"; this.b3p10.setTransform(0.05,48.25); this.b4p7 = new lib.ball5p7(); this.b4p7.name = "b4p7"; this.b4p7.setTransform(-137.4,-8.3); this.b7p18 = new lib.ball11p18mov(); this.b7p18.name = "b7p18"; this.b7p18.setTransform(64.75,96.15); this.b9p17 = new lib.ball13p17mov(); this.b9p17.name = "b9p17"; this.b9p17.setTransform(-116.1,81.45); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p10}]},2).to({state:[{t:this.b4p7}]},1).to({state:[]},1).to({state:[{t:this.b7p18}]},2).to({state:[]},1).to({state:[{t:this.b9p17}]},1).wait(1)); // p16 this.b3p9 = new lib.bal3p9(); this.b3p9.name = "b3p9"; this.b3p9.setTransform(-48.9,28.25); this.b4p4 = new lib.bal5p4(); this.b4p4.name = "b4p4"; this.b4p4.setTransform(-123.3,-77); this.b7p19 = new lib.ball11p19mov(); this.b7p19.name = "b7p19"; this.b7p19.setTransform(-70.65,129.3); this.b9p18 = new lib.ball13p18mov(); this.b9p18.name = "b9p18"; this.b9p18.setTransform(-45.2,124.35); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b3p9}]},2).to({state:[{t:this.b4p4}]},1).to({state:[]},1).to({state:[{t:this.b7p19}]},2).to({state:[]},1).to({state:[{t:this.b9p18}]},1).wait(1)); // p15 this.b4p3 = new lib.bal5p3(); this.b4p3.name = "b4p3"; this.b4p3.setTransform(63,-104.4); this.shape_5 = new cjs.Shape(); this.shape_5.graphics.rf(["#FFFFFF","#EEEEEE","#8D8D8D","#888888"],[0,0.173,0.741,0.898],121.3,-2.1,0,121.3,-2.1,281).s().p("AjRD9IAEAPIAAAAgADPkLIAAAAIADACIgDgCg"); this.shape_5.setTransform(-61.3,-67.8375); this.b7p20 = new lib.ball11p20mov(); this.b7p20.name = "b7p20"; this.b7p20.setTransform(56.65,129.4); this.b9p19 = new lib.ball13p19mov(); this.b9p19.name = "b9p19"; this.b9p19.setTransform(-1.15,124.35); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.shape_5},{t:this.b4p3}]},3).to({state:[]},1).to({state:[{t:this.b7p20}]},2).to({state:[]},1).to({state:[{t:this.b9p19}]},1).wait(1)); // p14 this.b4p10 = new lib.ball5p10(); this.b4p10.name = "b4p10"; this.b4p10.setTransform(82.9,-9.35); this.b9p20 = new lib.ball13p20mov(); this.b9p20.name = "b9p20"; this.b9p20.setTransform(92.7,82.9); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.b4p10}]},3).to({state:[]},1).to({state:[{t:this.b9p20}]},4).wait(1)); // p9 this.b4p9 = new lib.bal5p9(); this.b4p9.name = "b4p9"; this.b4p9.setTransform(-45.7,6.15); this.shape_6 = new cjs.Shape(); this.shape_6.graphics.f("#FF0000").s().p("AAAAGIAAgMIAAANg"); this.shape_6.setTransform(-82.2,-43.1375); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.shape_6},{t:this.b4p9}]},3).to({state:[]},1).wait(5)); // Layer_1 this.bal = new lib.levelbalsymb(); this.bal.name = "bal"; this.bal.setTransform(0,0,0.9861,0.9861); this.timeline.addTween(cjs.Tween.get(this.bal).to({_off:true},6).wait(3)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-282.7,-365.5,499.6,580.9); (lib.buttonrechts = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.pijl = new lib.arrowsymb(); this.pijl.name = "pijl"; this.pijl.setTransform(8.9,0.05); this.timeline.addTween(cjs.Tween.get(this.pijl).wait(1)); // Layer_1 this.toolbalmovie = new lib.toolbalmovieyellow(); this.toolbalmovie.name = "toolbalmovie"; this.timeline.addTween(cjs.Tween.get(this.toolbalmovie).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttonrechts, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.buttonlinks = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_2 this.pijl = new lib.arrowsymb(); this.pijl.name = "pijl"; this.pijl.setTransform(-9.1,0.05,1,1,0,0,180); this.timeline.addTween(cjs.Tween.get(this.pijl).wait(1)); // Layer_1 this.toolbalmovie = new lib.toolbalmovieyellow(); this.toolbalmovie.name = "toolbalmovie"; this.timeline.addTween(cjs.Tween.get(this.toolbalmovie).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.buttonlinks, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.toolsmovie = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{verfgroen:0,verforanje:1,verfblauw:2,verfrood:3,verfzwart:4,verfgeel:5,verfwit:6,verfmagenta:7,verfroze:8,verfgroen2:9,leeg:10,helm:11,helmweg:12,helmrot:13,helmrotweg:14,bril:15,brilweg:16,brilonder:17,brilonderweg:18,brilgroot:19,brilgrootweg:20,brilgrootonder:21,brilgrootonderweg:22,riem:23,riemweg:24,riemv:25,riemvweg:26,riembreed:27,riembreedweg:28,riembreedv:29,riembreedvweg:30,stophor:31,stoplinks:32,stoprechts:33,bin:34,mutsonder:35,mutsonderweg:36,mutsboven:37,mutsbovenweg:38,spin:39,spinweg:40,tang:41,steekmes:42,graszaad:43,gieter:44,phonerechts:45,phonerechtsweg:46,phonelinks:47,phonelinksweg:48,bloemwitzaad:49,bloemblauwzaad:50,mutsrechts:51,mutsrechtsweg:52,mutslinks:53,mutslinksweg:54,bijl:55,mondlap:56,mondlapweg:57,stempel:58,zorro:59,zorroweg:60,riem11:61,riem11weg:62,riemr:63,riemrweg:64,rieml:65,riemlweg:66,skibril:67,skibrilweg:68,skibrilklein:69,skibrilkleinweg:70,skibrilklein11:71,skibrilklein11weg:72,riem13:73,riem13weg:74}); // timeline functions: this.frame_0 = function() { this.verfpot.gotoAndStop("groen"); this.stop(); } this.frame_1 = function() { this.verfpot.gotoAndStop("oranje"); this.stop(); } this.frame_2 = function() { this.verfpot.gotoAndStop("blauw"); this.stop(); } this.frame_3 = function() { this.verfpot.gotoAndStop("rood"); this.stop(); } this.frame_4 = function() { this.verfpot.gotoAndStop("zwart"); this.stop(); } this.frame_5 = function() { this.verfpot.gotoAndStop("geel"); this.stop(); } this.frame_6 = function() { this.verfpot.gotoAndStop("wit"); this.stop(); } this.frame_7 = function() { this.verfpot.gotoAndStop("magenta"); this.stop(); } this.frame_8 = function() { this.verfpot.gotoAndStop("roze"); this.stop(); } this.frame_9 = function() { this.verfpot.gotoAndStop("groen2"); this.stop(); } this.frame_10 = function() { this.stop(); } this.frame_11 = function() { this.stop(); } this.frame_12 = function() { this.stop(); } this.frame_13 = function() { this.stop(); } this.frame_14 = function() { this.stop(); } this.frame_15 = function() { this.stop(); } this.frame_16 = function() { this.stop(); } this.frame_17 = function() { this.stop(); } this.frame_18 = function() { this.stop(); } this.frame_19 = function() { this.stop(); } this.frame_20 = function() { this.stop(); } this.frame_21 = function() { this.stop(); } this.frame_22 = function() { this.stop(); } this.frame_23 = function() { this.stop(); } this.frame_24 = function() { this.stop(); } this.frame_25 = function() { this.stop(); } this.frame_26 = function() { this.stop(); } this.frame_27 = function() { this.stop(); } this.frame_28 = function() { this.stop(); } this.frame_29 = function() { this.stop(); } this.frame_30 = function() { this.stop(); } this.frame_31 = function() { this.stop(); } this.frame_32 = function() { this.stop(); } this.frame_33 = function() { this.stop(); } this.frame_34 = function() { this.stop(); } this.frame_35 = function() { this.stop(); } this.frame_36 = function() { this.stop(); } this.frame_37 = function() { this.stop(); } this.frame_38 = function() { this.stop(); } this.frame_39 = function() { this.stop(); } this.frame_40 = function() { this.stop(); } this.frame_41 = function() { this.stop(); } this.frame_42 = function() { this.stop(); } this.frame_43 = function() { this.stop(); } this.frame_44 = function() { this.stop(); } this.frame_45 = function() { this.stop(); } this.frame_46 = function() { this.stop(); } this.frame_47 = function() { this.stop(); } this.frame_48 = function() { this.stop(); } this.frame_49 = function() { this.stop(); } this.frame_50 = function() { this.stop(); } this.frame_51 = function() { this.stop(); } this.frame_52 = function() { this.stop(); } this.frame_53 = function() { this.stop(); } this.frame_54 = function() { this.stop(); } this.frame_55 = function() { this.stop(); } this.frame_56 = function() { this.stop(); } this.frame_57 = function() { this.stop(); } this.frame_58 = function() { this.stop(); } this.frame_59 = function() { this.stop(); } this.frame_60 = function() { this.stop(); } this.frame_61 = function() { this.stop(); } this.frame_62 = function() { this.stop(); } this.frame_63 = function() { this.stop(); } this.frame_64 = function() { this.stop(); } this.frame_65 = function() { this.stop(); } this.frame_66 = function() { this.stop(); } this.frame_67 = function() { this.stop(); } this.frame_68 = function() { this.stop(); } this.frame_69 = function() { this.stop(); } this.frame_70 = function() { this.stop(); } this.frame_71 = function() { this.stop(); } this.frame_72 = function() { this.stop(); } this.frame_73 = function() { this.stop(); } this.frame_74 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1).call(this.frame_6).wait(1).call(this.frame_7).wait(1).call(this.frame_8).wait(1).call(this.frame_9).wait(1).call(this.frame_10).wait(1).call(this.frame_11).wait(1).call(this.frame_12).wait(1).call(this.frame_13).wait(1).call(this.frame_14).wait(1).call(this.frame_15).wait(1).call(this.frame_16).wait(1).call(this.frame_17).wait(1).call(this.frame_18).wait(1).call(this.frame_19).wait(1).call(this.frame_20).wait(1).call(this.frame_21).wait(1).call(this.frame_22).wait(1).call(this.frame_23).wait(1).call(this.frame_24).wait(1).call(this.frame_25).wait(1).call(this.frame_26).wait(1).call(this.frame_27).wait(1).call(this.frame_28).wait(1).call(this.frame_29).wait(1).call(this.frame_30).wait(1).call(this.frame_31).wait(1).call(this.frame_32).wait(1).call(this.frame_33).wait(1).call(this.frame_34).wait(1).call(this.frame_35).wait(1).call(this.frame_36).wait(1).call(this.frame_37).wait(1).call(this.frame_38).wait(1).call(this.frame_39).wait(1).call(this.frame_40).wait(1).call(this.frame_41).wait(1).call(this.frame_42).wait(1).call(this.frame_43).wait(1).call(this.frame_44).wait(1).call(this.frame_45).wait(1).call(this.frame_46).wait(1).call(this.frame_47).wait(1).call(this.frame_48).wait(1).call(this.frame_49).wait(1).call(this.frame_50).wait(1).call(this.frame_51).wait(1).call(this.frame_52).wait(1).call(this.frame_53).wait(1).call(this.frame_54).wait(1).call(this.frame_55).wait(1).call(this.frame_56).wait(1).call(this.frame_57).wait(1).call(this.frame_58).wait(1).call(this.frame_59).wait(1).call(this.frame_60).wait(1).call(this.frame_61).wait(1).call(this.frame_62).wait(1).call(this.frame_63).wait(1).call(this.frame_64).wait(1).call(this.frame_65).wait(1).call(this.frame_66).wait(1).call(this.frame_67).wait(1).call(this.frame_68).wait(1).call(this.frame_69).wait(1).call(this.frame_70).wait(1).call(this.frame_71).wait(1).call(this.frame_72).wait(1).call(this.frame_73).wait(1).call(this.frame_74).wait(1)); // Layer_1 this.verfpot = new lib.verfpot(); this.verfpot.name = "verfpot"; this.verfpot.setTransform(-0.05,0.05,0.516,0.516,0,0,0,-1.4,-4.5); this.instance = new lib.helmsymb(); this.instance.setTransform(1,-10,0.2892,0.2892,0,0,0,173.1,121); this.instance_1 = new lib.Bitmap902(); this.instance_1.setTransform(-52,-47); this.instance_2 = new lib.Bitmap907(); this.instance_2.setTransform(-56,-55); this.instance_3 = new lib.riemmetachter(); this.instance_3.setTransform(1,0,0.2623,0.2623); this.instance_4 = new lib.Bitmap874(); this.instance_4.setTransform(-47,-23); this.instance_5 = new lib.Bitmap875(); this.instance_5.setTransform(-24,-48); this.instance_6 = new lib.riembreedmetachter(); this.instance_6.setTransform(1.1,1.15,0.2793,0.2793,0,0,0,-2.7,9.3); this.instance_7 = new lib.Bitmap876(); this.instance_7.setTransform(-49,-32); this.instance_8 = new lib.Bitmap877(); this.instance_8.setTransform(-34,-49); this.instance_9 = new lib.trash(); this.instance_9.setTransform(0,1.45,0.3858,0.3858); this.instance_10 = new lib.mutsonder(); this.instance_10.setTransform(0.45,-4.95,0.218,0.218,0,0,0,0.5,-24.3); this.instance_11 = new lib.Bitmap878(); this.instance_11.setTransform(-40,-63); this.instance_12 = new lib.mutsboven(); this.instance_12.setTransform(-1,-5.9,0.2125,0.2125,0,0,0,-9,-120.2); this.instance_13 = new lib.Bitmap879(); this.instance_13.setTransform(-35,-42); this.instance_14 = new lib.steekmessymb(); this.instance_14.setTransform(4.3,-3.15); this.instance_15 = new lib.graszaad(); this.instance_15.setTransform(0.55,0); this.instance_16 = new lib.gieter(); this.instance_16.setTransform(-4.2,-0.3); this.instance_17 = new lib.bloemwitzaad(); this.instance_17.setTransform(0.55,0); this.instance_18 = new lib.bloemblauwzaad(); this.instance_18.setTransform(0.55,0); this.instance_19 = new lib.mutsrechts(); this.instance_19.setTransform(8.25,-0.6,2.8482,2.8482,0,0,0,10.6,18.2); this.instance_20 = new lib.Bitmap905(); this.instance_20.setTransform(-25,-54); this.instance_21 = new lib.mutslinksmetachter(); this.instance_21.setTransform(-15.9,-0.55); this.instance_22 = new lib.Bitmap906(); this.instance_22.setTransform(-41,-53); this.instance_23 = new lib.symbzorrolintjes(); this.instance_23.setTransform(-5.95,-0.65); this.instance_24 = new lib.Bitmap910(); this.instance_24.setTransform(-56,-32); this.instance_25 = new lib.riem11toolb(); this.instance_25.setTransform(1.55,4.25); this.instance_26 = new lib.Bitmap911(); this.instance_26.setTransform(-53,-27); this.instance_27 = new lib.Bitmap912(); this.instance_27.setTransform(-49,-52); this.instance_28 = new lib.Bitmap913(); this.instance_28.setTransform(-52,-49); this.instance_29 = new lib.symbskibriltoolbal(); this.instance_29.setTransform(-1.2,1.5); this.instance_30 = new lib.Bitmap914(); this.instance_30.setTransform(-58,-31); this.instance_31 = new lib.symbskibrilkleintools(); this.instance_31.setTransform(-2.65,1.5); this.instance_32 = new lib.Bitmap915(); this.instance_32.setTransform(-58,-20); this.instance_33 = new lib.symbskibrilklein12tools(); this.instance_33.setTransform(-2.65,1.5); this.instance_34 = new lib.Bitmap916(); this.instance_34.setTransform(-56,-19); this.instance_35 = new lib.riem13tool(); this.instance_35.setTransform(-5,-0.65); this.instance_36 = new lib.Bitmap917(); this.instance_36.setTransform(-25,-54); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.verfpot}]}).to({state:[]},10).to({state:[{t:this.instance,p:{regX:173.1,regY:121,rotation:0,x:1,y:-10}}]},1).to({state:[{t:this.instance_1}]},1).to({state:[{t:this.instance,p:{regX:173.3,regY:120.9,rotation:6.1302,x:0,y:-13.75}}]},1).to({state:[{t:this.instance_2}]},1).to({state:[]},1).to({state:[{t:this.instance_3,p:{rotation:0}}]},8).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_3,p:{rotation:90}}]},1).to({state:[{t:this.instance_5}]},1).to({state:[{t:this.instance_6,p:{rotation:0,x:1.1}}]},1).to({state:[{t:this.instance_7}]},1).to({state:[{t:this.instance_6,p:{rotation:90,x:-1.4}}]},1).to({state:[{t:this.instance_8}]},1).to({state:[]},1).to({state:[{t:this.instance_9}]},3).to({state:[{t:this.instance_10}]},1).to({state:[{t:this.instance_11}]},1).to({state:[{t:this.instance_12}]},1).to({state:[{t:this.instance_13}]},1).to({state:[]},1).to({state:[{t:this.instance_14}]},3).to({state:[{t:this.instance_15}]},1).to({state:[{t:this.instance_16}]},1).to({state:[]},1).to({state:[{t:this.instance_17}]},4).to({state:[{t:this.instance_18}]},1).to({state:[{t:this.instance_19}]},1).to({state:[{t:this.instance_20}]},1).to({state:[{t:this.instance_21}]},1).to({state:[{t:this.instance_22}]},1).to({state:[]},1).to({state:[{t:this.instance_23}]},4).to({state:[{t:this.instance_24}]},1).to({state:[{t:this.instance_25,p:{rotation:0,x:1.55,y:4.25}}]},1).to({state:[{t:this.instance_26}]},1).to({state:[{t:this.instance_25,p:{rotation:131.544,x:-3.45,y:-3.75}}]},1).to({state:[{t:this.instance_27}]},1).to({state:[{t:this.instance_25,p:{rotation:42.8556,x:-3.95,y:4.25}}]},1).to({state:[{t:this.instance_28}]},1).to({state:[{t:this.instance_29}]},1).to({state:[{t:this.instance_30}]},1).to({state:[{t:this.instance_31}]},1).to({state:[{t:this.instance_32}]},1).to({state:[{t:this.instance_33}]},1).to({state:[{t:this.instance_34}]},1).to({state:[{t:this.instance_35}]},1).to({state:[{t:this.instance_36}]},1).wait(1)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-62,-63,121,123.7); (lib.toolbal = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_3 this.toolsmovie = new lib.toolsmovie(); this.toolsmovie.name = "toolsmovie"; this.toolsmovie.setTransform(-1,1.05); this.timeline.addTween(cjs.Tween.get(this.toolsmovie).wait(1)); // Layer_1 this.toolbalmovie = new lib.toolbal_movie(); this.toolbalmovie.name = "toolbalmovie"; this.timeline.addTween(cjs.Tween.get(this.toolbalmovie).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.toolbal, new cjs.Rectangle(-62.5,-62.5,125,125), null); (lib.swc_doos3 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{"open":0,"toe":1}); // timeline functions: this.frame_0 = function() { this.stop(); } this.frame_21 = function() { this.stop(); } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(21).call(this.frame_21).wait(1)); // bladbal this.doosbal = new lib.levelbal(); this.doosbal.name = "doosbal"; this.doosbal.setTransform(-37.1,25.75,0.1625,0.1671,0,-2.905,0.4466); this.timeline.addTween(cjs.Tween.get(this.doosbal).wait(22)); // blad this.shape = new cjs.Shape(); this.shape.graphics.f("#FFFFFF").s().p("AktDpIgjrcIKiDSIgKMVg"); this.shape.setTransform(-38,26.5); this.timeline.addTween(cjs.Tween.get(this.shape).wait(22)); // flaprechts this.shape_1 = new cjs.Shape(); this.shape_1.graphics.f("#F6D4A1").s().p("ApAByILTkxIGuAtIqjFSg"); this.shape_1.setTransform(59.175,-21.375); this.shape_2 = new cjs.Shape(); this.shape_2.graphics.f("#EFCD9A").s().p("ACyiJIFwgeIqjE5ImfAWg"); this.shape_2.setTransform(56.05,-26.775); this.shape_3 = new cjs.Shape(); this.shape_3.graphics.f("#EBCB97").s().p("ACshdIF8h1IqjE4ImsBug"); this.shape_3.setTransform(56.675,-31.15); this.shape_4 = new cjs.Shape(); this.shape_4.graphics.f("#EBC996").s().p("ACshKIF8ibIqjE4ImsCTg"); this.shape_4.setTransform(56.675,-33.025); this.shape_5 = new cjs.Shape(); this.shape_5.graphics.f("#C8A673").s().p("AjSAyILAkhIkLClIrQE6g"); this.shape_5.setTransform(50.875,-32.75); this.shape_6 = new cjs.Shape(); this.shape_6.graphics.f("#BF9F6B").s().p("AjlgLILmkiIkxEiIrPE6g"); this.shape_6.setTransform(52.75,-39); this.shape_7 = new cjs.Shape(); this.shape_7.graphics.f("#C5A571").s().p("AkjhKILlkiIi0GeIrPE7g"); this.shape_7.setTransform(46.5,-45.25); this.shape_8 = new cjs.Shape(); this.shape_8.graphics.f("#C2A06D").s().p("AmVhKILlkiIBGGeIrPE7g"); this.shape_8.setTransform(32.9,-45.25); this.shape_9 = new cjs.Shape(); this.shape_9.graphics.f("#C3A16E").s().p("AntgYILlkiID2E6IrPE7g"); this.shape_9.setTransform(24.15,-40.25); this.shape_10 = new cjs.Shape(); this.shape_10.graphics.f("#C19F6C").s().p("AoTAMILmkhIFADxIrPE6g"); this.shape_10.setTransform(20.4,-36.5); this.shape_11 = new cjs.Shape(); this.shape_11.graphics.f("#C6A672").s().p("AorAyILlkhIFyClIrPE6g"); this.shape_11.setTransform(17.9,-32.75); this.shape_12 = new cjs.Shape(); this.shape_12.graphics.f("#C6A672").s().p("AorBLILlkhIFyBzIrPE6g"); this.shape_12.setTransform(17.9,-30.25); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_1}]}).to({state:[{t:this.shape_2}]},11).to({state:[{t:this.shape_3}]},1).to({state:[{t:this.shape_4}]},1).to({state:[{t:this.shape_5}]},1).to({state:[{t:this.shape_6}]},1).to({state:[{t:this.shape_7}]},1).to({state:[{t:this.shape_8}]},1).to({state:[{t:this.shape_9}]},1).to({state:[{t:this.shape_10}]},1).to({state:[{t:this.shape_11}]},1).to({state:[{t:this.shape_12}]},1).wait(1)); // flapvoor this.shape_13 = new cjs.Shape(); this.shape_13.graphics.f("#D3B17E").s().p("AlRArIhrk6IMkC3IBVFog"); this.shape_13.setTransform(-42.85,-36.55); this.shape_14 = new cjs.Shape(); this.shape_14.graphics.f("#D2B07D").s().p("AmnArIArk6IMkC3IhBFog"); this.shape_14.setTransform(-34.25,-36.55); this.shape_15 = new cjs.Shape(); this.shape_15.graphics.f("#CAAA76").s().p("AnZArICPk6IMkC3IilFog"); this.shape_15.setTransform(-29.25,-36.55); this.shape_16 = new cjs.Shape(); this.shape_16.graphics.f("#D1B17D").s().p("AokASIElkIIMkC3Ik7E2g"); this.shape_16.setTransform(-21.75,-34.05); this.shape_17 = new cjs.Shape(); this.shape_17.graphics.f("#DCBA87").s().p("ApWgGIGJjXIMkC3ImfEEg"); this.shape_17.setTransform(-16.75,-31.55); this.shape_18 = new cjs.Shape(); this.shape_18.graphics.f("#CDAB78").s().p("ApWg0IGlh7IMICbImfDDg"); this.shape_18.setTransform(-16.75,-26.9); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_13}]}).to({state:[{t:this.shape_14}]},1).to({state:[{t:this.shape_15}]},1).to({state:[{t:this.shape_16}]},1).to({state:[{t:this.shape_17}]},1).to({state:[{t:this.shape_18}]},1).wait(17)); // Layer_1 this.shape_19 = new cjs.Shape(); this.shape_19.graphics.f("#E8C894").s().p("AFbJEIjyheInAjGQgGgFgBgFIgBgIIgBgIIgmtQIMNDiIgSOzg"); this.shape_19.setTransform(-37.675,26.05); this.shape_20 = new cjs.Shape(); this.shape_20.graphics.f("#C19F6C").s().p("AlflCILQkvIgwMeIgSATIqgGyg"); this.shape_20.setTransform(36.6,22.175); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.shape_20},{t:this.shape_19}]}).wait(22)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(-87.3,-81.7,204.2,166.5); (lib.instructiemov1 = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{}); // Layer_6 this.klik2 = new lib.snklik2(); this.klik2.name = "klik2"; this.klik2.setTransform(1.95,24.2,0.8568,0.8571); this.timeline.addTween(cjs.Tween.get(this.klik2).wait(1)); // Layer_7 this.klik = new lib.sncli(); this.klik.name = "klik"; this.klik.setTransform(-0.65,-25.6); this.timeline.addTween(cjs.Tween.get(this.klik).wait(1)); // Layer_3 this.instance = new lib.symb_muis(); this.instance.setTransform(10.1,13.75,1,1,-39.7261); this.timeline.addTween(cjs.Tween.get(this.instance).wait(1)); // Layer_2 this.bal2 = new lib.levelbal(); this.bal2.name = "bal2"; this.bal2.setTransform(44.25,-1.75,0.0569,0.0572,0,0,0,-30.8,-30.6); this.bal1 = new lib.levelbal(); this.bal1.name = "bal1"; this.bal1.setTransform(-47.75,-1.75,0.0569,0.0572,0,0,0,-30.8,-30.6); this.tool = new lib.toolbal(); this.tool.name = "tool"; this.tool.setTransform(0,0,0.288,0.288); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.tool},{t:this.bal1},{t:this.bal2}]}).wait(1)); // Layer_4 this.instance_1 = new lib.ppijlplay(); this.instance_1.setTransform(26,0,0.2188,0.2195); this.instance_2 = new lib.ppijlplay(); this.instance_2.setTransform(-26,0,0.2188,0.2195); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance_2},{t:this.instance_1}]}).wait(1)); // Layer_1 this.shape = new cjs.Shape(); this.shape.graphics.f("#339999").s().p("Am5G6Qi3i3AAkDQAAkCC3i3QC3i3ECAAQEDAAC3C3QC3C3AAECQAAEDi3C3Qi3C3kDAAQkCAAi3i3g"); this.timeline.addTween(cjs.Tween.get(this.shape).wait(1)); this._renderFirstFrame(); }).prototype = getMCSymbolPrototype(lib.instructiemov1, new cjs.Rectangle(-62.5,-62.5,125,125), null); // stage content: (lib.factoryballsforever = function(mode,startPosition,loop) { this.initialize(mode,startPosition,loop,{preintro:1,menu:2,game:3,einde:4,veryend:5}); // timeline functions: this.frame_0 = function() { this.theplaybuttonsound.cursor="pointer"; this.theplaybuttonsound.addEventListener("click",theplayClickEvent); this.stop(); stage.enableMouseOver(20); var sceneScherm=this; function theplayClickEvent(e) { sceneScherm.theplaybuttonsound.removeEventListener("click",theplayClickEvent); sceneScherm.gotoAndStop("preintro"); } } this.frame_1 = function() { var sceneScherm=this; var itel=0; this.mysong; this.hoogste=1; this.soundon=true; this.musicon=true; this.stop(); stage.enableMouseOver(20); createjs.Ticker.addEventListener("tick",preintroChecker); function preintroChecker(e) { itel++; if (itel==1) { try { if (localStorage['thefblevel']) { if (localStorage['thefblevel']==1) sceneScherm.hoogste=1; else if (localStorage['thefblevel']==2) sceneScherm.hoogste=2; else if (localStorage['thefblevel']==3) sceneScherm.hoogste=3; else if (localStorage['thefblevel']==4) sceneScherm.hoogste=4; else if (localStorage['thefblevel']==5) sceneScherm.hoogste=5; else if (localStorage['thefblevel']==6) sceneScherm.hoogste=6; else if (localStorage['thefblevel']==7) sceneScherm.hoogste=7; else if (localStorage['thefblevel']==8) sceneScherm.hoogste=8; else if (localStorage['thefblevel']==9) sceneScherm.hoogste=9; else if (localStorage['thefblevel']==10) sceneScherm.hoogste=10; else if (localStorage['thefblevel']==11) sceneScherm.hoogste=11; else if (localStorage['thefblevel']==12) sceneScherm.hoogste=12; else if (localStorage['thefblevel']==13) sceneScherm.hoogste=13; else if (localStorage['thefblevel']==14) sceneScherm.hoogste=14; else if (localStorage['thefblevel']==15) sceneScherm.hoogste=15; else if (localStorage['thefblevel']==16) sceneScherm.hoogste=16; else if (localStorage['thefblevel']==17) sceneScherm.hoogste=17; else if (localStorage['thefblevel']==18) sceneScherm.hoogste=18; else if (localStorage['thefblevel']==19) sceneScherm.hoogste=19; else if (localStorage['thefblevel']==20) sceneScherm.hoogste=20; else if (localStorage['thefblevel']==21) sceneScherm.hoogste=21; else if (localStorage['thefblevel']==22) sceneScherm.hoogste=22; else if (localStorage['thefblevel']==23) sceneScherm.hoogste=23; else if (localStorage['thefblevel']==24) sceneScherm.hoogste=24; else if (localStorage['thefblevel']==25) sceneScherm.hoogste=25; else if (localStorage['thefblevel']==26) sceneScherm.hoogste=26; else if (localStorage['thefblevel']==27) sceneScherm.hoogste=27; else if (localStorage['thefblevel']==28) sceneScherm.hoogste=28; else if (localStorage['thefblevel']==29) sceneScherm.hoogste=29; else if (localStorage['thefblevel']==30) sceneScherm.hoogste=30; } } catch(err) {} } if (itel==2) { createjs.Ticker.removeEventListener("tick",preintroChecker); sceneScherm.gotoAndStop("menu"); } } } this.frame_2 = function() { var sceneScherm=this; var pauzetel=44; var animteller=0; this.lvl=1; this.aantallevels=25; this.spr_buttonnewplay.playtxt.visible = false; this.spr_buttonnewplay.visible = false; this.spr_buttoncontinue.visible = false; this.spr_buttonlinks.visible = false; this.spr_buttonrechts.visible = false; this.spr_buttonmusic.ontxt.visible = true; this.spr_buttonmusic.offtxt.visible = false; this.spr_buttonsound.ontxt.visible = true; this.spr_buttonsound.offtxt.visible = false; this.stop(); stage.enableMouseOver(20); this.spr_buttonnewplay.cursor="pointer"; this.spr_buttonnewplay.addEventListener("click",onNewPlayClickEvent); this.spr_buttonmusic.cursor="pointer"; this.spr_buttonmusic.addEventListener("click",onMusicClickEvent); this.spr_buttonsound.cursor="pointer"; this.spr_buttonsound.addEventListener("click",onSoundClickEvent); this.buttonwww.cursor="pointer"; this.buttonwww.addEventListener("click",onWwwClickEvent); this.buttontwitter.cursor="pointer"; this.buttontwitter.addEventListener("click",onTwitterClickEvent); this.buttoninstagram.cursor="pointer"; this.buttoninstagram.addEventListener("click",onInstagramClickEvent); this.buttonfacebook.cursor="pointer"; this.buttonfacebook.addEventListener("click",onFacebookClickEvent); this.bolsteam.cursor="pointer"; this.bolsteam.addEventListener("click",onSteamClickEvent); this.bolitchio.cursor="pointer"; this.bolitchio.addEventListener("click",onItchioClickEvent); this.bolkartridge.cursor="pointer"; this.bolkartridge.addEventListener("click",onKartridgeClickEvent); this.bolapple.cursor="pointer"; this.bolapple.addEventListener("click",onAppleClickEvent); this.bolgoogle.cursor="pointer"; this.bolgoogle.addEventListener("click",onGoogleClickEvent); createjs.Ticker.addEventListener("tick",menuChecker); function menuChecker(e) { pauzetel--; if (pauzetel==43) { if (sceneScherm.musicon) { sceneScherm.spr_buttonmusic.ontxt.visible = true; sceneScherm.spr_buttonmusic.offtxt.visible = false; } else { sceneScherm.spr_buttonmusic.ontxt.visible = false; sceneScherm.spr_buttonmusic.offtxt.visible = true; } if (sceneScherm.soundon) { sceneScherm.spr_buttonsound.ontxt.visible = true; sceneScherm.spr_buttonsound.offtxt.visible = false; } else { sceneScherm.spr_buttonsound.ontxt.visible = false; sceneScherm.spr_buttonsound.offtxt.visible = true; } sceneScherm.spr_buttonmusic.visible=true; sceneScherm.spr_buttonsound.visible=true; sceneScherm.buttonwww.visible=true; sceneScherm.buttontwitter.visible=true; sceneScherm.buttoninstagram.visible=true; sceneScherm.buttonfacebook.visible=true; sceneScherm.abbgam.visible=true; sceneScherm.makeyours.visible=true; sceneScherm.bolsteam.visible=true; sceneScherm.bolitchio.visible=true; sceneScherm.bolkartridge.visible=true; sceneScherm.bolapple.visible=true; sceneScherm.bolgoogle.visible=true; if (sceneScherm.musicon) sceneScherm.mysong=createjs.Sound.play ("fbSong",{interrupt: createjs.Sound.INTERRUPT_ANY,loop: -1}); } else if (pauzetel=42) { createjs.Ticker.removeEventListener("tick",menuChecker); animteller = 8; createjs.Ticker.addEventListener("tick",menuLoop); } } function menuLoop(e) { if (animteller == 10) { sceneScherm.spr_buttonnewplay.visible=true; sceneScherm.spr_buttonnewplay.toolbalmovie.gotoAndPlay(1); } else if (animteller == 18) { sceneScherm.spr_buttonnewplay.playtxt.visible = true; createjs.Ticker.removeEventListener("tick",menuLoop); } animteller++; } function onNewPlayClickEvent(e) { if (animteller>18) { sceneScherm.spr_buttonnewplay.removeEventListener("click",onNewPlayClickEvent); sceneScherm.spr_buttonmusic.removeEventListener("click",onMusicClickEvent); sceneScherm.spr_buttonsound.removeEventListener("click",onSoundClickEvent); sceneScherm.spr_buttonmusic.visible=false; sceneScherm.spr_buttonsound.visible=false; sceneScherm.buttonwww.removeEventListener("click",onWwwClickEvent); sceneScherm.buttontwitter.removeEventListener("click",onTwitterClickEvent); sceneScherm.buttoninstagram.removeEventListener("click",onInstagramClickEvent); sceneScherm.buttonfacebook.removeEventListener("click",onFacebookClickEvent); sceneScherm.buttonwww.visible=false; sceneScherm.buttontwitter.visible=false; sceneScherm.buttoninstagram.visible=false; sceneScherm.buttonfacebook.visible=false; sceneScherm.abbgam.visible=false; sceneScherm.bolsteam.removeEventListener("click",onSteamClickEvent); sceneScherm.bolitchio.removeEventListener("click",onItchioClickEvent); sceneScherm.bolkartridge.removeEventListener("click",onKartridgeClickEvent); sceneScherm.bolapple.removeEventListener("click",onAppleClickEvent); sceneScherm.bolgoogle.removeEventListener("click",onGoogleClickEvent); sceneScherm.makeyours.visible=false; sceneScherm.bolsteam.visible=false; sceneScherm.bolitchio.visible=false; sceneScherm.bolkartridge.visible=false; sceneScherm.bolapple.visible=false; sceneScherm.bolgoogle.visible=false; animteller = 0; createjs.Ticker.addEventListener("tick",endMenuLoopPackSelect); } } function onMusicClickEvent(e) { if (sceneScherm.musicon) { sceneScherm.musicon = false; sceneScherm.mysong.stop(); sceneScherm.mysong=null; sceneScherm.spr_buttonmusic.ontxt.visible = false; sceneScherm.spr_buttonmusic.offtxt.visible = true; } else { sceneScherm.musicon = true; sceneScherm.mysong=createjs.Sound.play ("fbSong",{interrupt: createjs.Sound.INTERRUPT_ANY,loop: -1}); sceneScherm.spr_buttonmusic.ontxt.visible = true; sceneScherm.spr_buttonmusic.offtxt.visible = false; } } function onSoundClickEvent(e) { if (sceneScherm.soundon) { sceneScherm.soundon = false; sceneScherm.spr_buttonsound.ontxt.visible = false; sceneScherm.spr_buttonsound.offtxt.visible = true; } else { sceneScherm.soundon = true; sceneScherm.spr_buttonsound.ontxt.visible = true; sceneScherm.spr_buttonsound.offtxt.visible = false; } } function onWwwClickEvent(e) { window.open("https://www.engineering.com"); } function onTwitterClickEvent(e) { window.open("https://twitter.com/engineeringcom"); } function onInstagramClickEvent(e) { window.open("https://www.instagram.com/engineeringdotcom/"); } function onFacebookClickEvent(e) { window.open("https://www.facebook.com/engineeringcom/"); } function onSteamClickEvent(e) { window.open("https://store.steampowered.com/app/1054660/Factory_Balls"); } function onItchioClickEvent(e) { window.open("https://bartbonte.itch.io/factory-balls"); } function onKartridgeClickEvent(e) { window.open("https://www.kartridge.com/games/bontegames/factory-balls"); } function onAppleClickEvent(e) { window.open("https://itunes.apple.com/us/app/factory-balls-official/id641519483"); } function onGoogleClickEvent(e) { window.open("https://play.google.com/store/apps/details?id=air.air.FactoryBalls"); } function endMenuLoopPackSelect(e) { if (animteller == 0) { sceneScherm.spr_buttonnewplay.playtxt.visible = false; sceneScherm.spr_buttonnewplay.toolbalmovie.gotoAndPlay(1); } else if (animteller == 6) { sceneScherm.spr_buttonnewplay.visible=false; } else if (animteller == 12) { createjs.Ticker.removeEventListener("tick",endMenuLoopPackSelect); animteller = -2; if (sceneScherm.hoogste > 1) { createjs.Ticker.addEventListener("tick",doosDownLoop); } else { createjs.Ticker.addEventListener("tick",noLevelSelect); } } animteller++; } function noLevelSelect(e) { createjs.Ticker.removeEventListener("tick",noLevelSelect); sceneScherm.gotoAndStop("game"); } function doosDownLoop(e) { createjs.Ticker.removeEventListener("tick",doosDownLoop); animteller=0; createjs.Ticker.addEventListener("tick",initLevelSelect); } function initLevelSelect(e) { if (animteller==0) { sceneScherm.spr_buttoncontinue.leveltxt.visible = false; sceneScherm.spr_buttoncontinue.leveltxt.gotoAndStop(45 - sceneScherm.hoogste -1); sceneScherm.spr_buttoncontinue.cursor="pointer"; sceneScherm.spr_buttoncontinue.addEventListener("click",onContinueClickEvent); sceneScherm.spr_buttonlinks.pijl.visible = false; sceneScherm.spr_buttonlinks.cursor="pointer"; sceneScherm.spr_buttonlinks.addEventListener("click",onLinksClickEvent); sceneScherm.spr_buttonrechts.pijl.visible = false; sceneScherm.spr_buttonrechts.cursor="pointer"; sceneScherm.spr_buttonrechts.addEventListener("click",onRechtsClickEvent); sceneScherm.spr_buttonlinks.visible=true; sceneScherm.spr_buttonlinks.toolbalmovie.gotoAndPlay(1); } else if (animteller == 6) { sceneScherm.spr_buttoncontinue.visible=true; sceneScherm.spr_buttoncontinue.toolbalmovie.gotoAndPlay(1); } else if (animteller == 8) { sceneScherm.spr_buttonlinks.pijl.visible = true; } else if (animteller == 12) { sceneScherm.spr_buttonrechts.visible=true; sceneScherm.spr_buttonrechts.toolbalmovie.gotoAndPlay(1); } else if (animteller == 16) { sceneScherm.spr_buttoncontinue.leveltxt.visible = true; } else if (animteller == 24) { sceneScherm.spr_buttonrechts.pijl.visible = true; } animteller++; } function onLinksClickEvent(e) { if (sceneScherm.spr_buttoncontinue.leveltxt.currentFrame < (44-1)) { sceneScherm.spr_buttoncontinue.leveltxt.gotoAndStop(sceneScherm.spr_buttoncontinue.leveltxt.currentFrame + 1); } } function onRechtsClickEvent(e) { if (sceneScherm.spr_buttoncontinue.leveltxt.currentFrame > (1-1) && sceneScherm.spr_buttoncontinue.leveltxt.currentFrame > (45 - sceneScherm.hoogste -1)) { sceneScherm.spr_buttoncontinue.leveltxt.gotoAndStop(sceneScherm.spr_buttoncontinue.leveltxt.currentFrame-1); } } function onContinueClickEvent(e) { if (animteller>24) { sceneScherm.lvl = 45 - sceneScherm.spr_buttoncontinue.leveltxt.currentFrame -1; sceneScherm.spr_buttoncontinue.removeEventListener("click",onContinueClickEvent); sceneScherm.spr_buttonlinks.removeEventListener("click",onLinksClickEvent); sceneScherm.spr_buttonrechts.removeEventListener("click",onRechtsClickEvent); createjs.Ticker.removeEventListener("tick",initLevelSelect); animteller = -1; createjs.Ticker.addEventListener("tick",endLevelSelect); } } function endLevelSelect() { if (animteller == 0) { sceneScherm.spr_buttonlinks.pijl.visible = false; sceneScherm.spr_buttonlinks.toolbalmovie.gotoAndPlay(1); } else if (animteller == 6) { sceneScherm.spr_buttonlinks.visible=false; sceneScherm.spr_buttoncontinue.leveltxt.visible = false; sceneScherm.spr_buttoncontinue.toolbalmovie.gotoAndPlay(1); } else if (animteller == 12) { sceneScherm.spr_buttoncontinue.visible=false; sceneScherm.spr_buttonrechts.pijl.visible = false; sceneScherm.spr_buttonrechts.toolbalmovie.gotoAndPlay(1); } else if (animteller == 18) { sceneScherm.spr_buttonrechts.visible=false; } else if (animteller == 20) { createjs.Ticker.removeEventListener("tick",endLevelSelect); sceneScherm.gotoAndStop("game"); } animteller++; } } this.frame_3 = function() { var sceneScherm=this; var pauzetel=0; var nrlevelbal=0; var nbrtools=0; var tool1=""; var tool2=""; var tool3=""; var tool4=""; var tool5=""; var tool6=""; var tool7=""; var tool8=""; var tool9=""; var tool10=""; var tool11=""; var toolbalx1; var toolbaly1; var toolbalx2; var toolbaly2; var toolbalx3; var toolbaly3; var toolbalx4; var toolbaly4; var toolbalx5; var toolbaly5; var toolbalx6; var toolbaly6; var toolbalx7; var toolbaly7; var toolbalx8; var toolbaly8; var toolbalx9; var toolbaly9; var toolbalx10; var toolbaly10; var toolbalx11; var toolbaly11; var toolstack; var laag1=""; var laag2=""; var laag3=""; var rechtsvoor=false; var riemiserl = false; var riemiserr = false; var riemiser = false; var linksvoor = false; var toolupdated; var balorigx; var balorigy; var balschuifteller = 0; var toolusednow; var toolxnow; var toolynow; var tweenlenxnow; var tweenlenynow; var kleur=""; var stateLevelLoop=false; var instructieteller = 0; var animinstr = 0; var balcentraalx = 480; var balcentraaly = 468; var tweenarray11=[1180,1084,994,912,837,769,709,655,609,569,537,512,494,484,480]; var tweenarray1=[1180,1084,994,912,837,769,709,655,609,569,537,512,494,484,480]; var tweenarray22=[1026,949,878,812,753,699,650,607,570,539,514,494,479,471,468]; var tweenarray2=[1026,949,878,812,753,699,650,607,570,539,514,494,479,471,468]; var tweenarray3=[882,831,786,747,714,687,666,651,642,639]; this.stop(); stage.enableMouseOver(20); this.toolbal1.cursor="pointer";this.toolbal1.addEventListener("click",onTool1ClickEvent); this.toolbal2.cursor="pointer";this.toolbal2.addEventListener("click",onTool2ClickEvent); this.toolbal3.cursor="pointer";this.toolbal3.addEventListener("click",onTool3ClickEvent); this.toolbal4.cursor="pointer";this.toolbal4.addEventListener("click",onTool4ClickEvent); this.toolbal5.cursor="pointer";this.toolbal5.addEventListener("click",onTool5ClickEvent); this.toolbal6.cursor="pointer";this.toolbal6.addEventListener("click",onTool6ClickEvent); this.toolbal7.cursor="pointer";this.toolbal7.addEventListener("click",onTool7ClickEvent); this.toolbal8.cursor="pointer";this.toolbal8.addEventListener("click",onTool8ClickEvent); this.toolbal9.cursor="pointer";this.toolbal9.addEventListener("click",onTool9ClickEvent); this.toolbal10.cursor="pointer";this.toolbal10.addEventListener("click",onTool10ClickEvent); this.toolbal11.cursor="pointer";this.toolbal11.addEventListener("click",onTool11ClickEvent); this.spr_buttonquit.cursor="pointer";this.spr_buttonquit.addEventListener("click",onQuitgameClickEvent); createjs.Ticker.addEventListener("tick",gameLoop); function gameLoop(e) { if (sceneScherm.lvl == 1) instructieLogic(); if (pauzetel==0) { sceneScherm.spr_fblevel.leveltxt.gotoAndStop(45 - sceneScherm.lvl -1); sceneScherm.spr_bal.x=1180; sceneScherm.spr_bal.y=536; sceneScherm.spr_doosvoor.x=1180; sceneScherm.spr_doosvoor.y=536; sceneScherm.spr_doos.x=1180; sceneScherm.spr_doos.y=536; sceneScherm.balcentraal.x=480; sceneScherm.balcentraal.y=1026; toolstack = new Array(); sceneScherm.spr_instructie.visible=false; if (sceneScherm.lvl==1) { sceneScherm.spr_instructie.y = 882; sceneScherm.spr_instructie.visible=true; sceneScherm.spr_instructie.klik2.visible=false; nrlevelbal = 1; nbrtools = 3; tool1 = "verforanje"; tool2 = "verfblauw"; tool3 = "helm"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(0); sceneScherm.spr_doosvoor.doosbal.helm.visible = false; sceneScherm.spr_doosvoor.doosbal.p1.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.p2.gotoAndStop("oranje"); } else if (sceneScherm.lvl==2) { nrlevelbal = 9; nbrtools = 3; tool1 = "verfgeel"; tool2 = "verfzwart"; tool3 = "skibrilklein"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(8); sceneScherm.spr_doosvoor.doosbal.b9helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b9skibril.visible = false;sceneScherm.spr_doosvoor.doosbal.b9skibrilklein.visible = false;sceneScherm.spr_doosvoor.doosbal.b9mutsrechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b9mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b9riem1.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem2.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem3.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem4.visible=false; sceneScherm.spr_doosvoor.doosbal.b9p1.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b9p2.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b9p3.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p4.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p5.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p6.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p7.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p8.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p9.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p10.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p11.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p12.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p13.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p14.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p15.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p16.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b9p17.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b9p18.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p19.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p20.gotoAndStop("geel"); } else if (sceneScherm.lvl==3) { nrlevelbal = 3; nbrtools = 5; tool1 = "verfgeel"; tool2 = "verfblauw"; tool3 = "verfzwart"; tool4 = "riembreed"; tool5 = "helm"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(2); sceneScherm.spr_doosvoor.doosbal.b3helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riem.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed0.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed2.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riemv1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riemv2.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreedv1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreedv2.visible = false; sceneScherm.spr_doosvoor.doosbal.b3p1.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b3p2.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b3p3.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b3p4.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p5.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p6.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p7.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p8.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p9.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p10.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p11.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p12.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p13.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p14.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p15.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p16.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b3p17.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b3p18.gotoAndStop("zwart"); } else if (sceneScherm.lvl==4) { nrlevelbal = 9; nbrtools = 4; tool1 = "verfrood"; tool2 = "verfzwart"; tool3 = "skibril"; tool4 = "skibrilklein"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(8); sceneScherm.spr_doosvoor.doosbal.b9helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b9skibril.visible = false;sceneScherm.spr_doosvoor.doosbal.b9skibrilklein.visible = false;sceneScherm.spr_doosvoor.doosbal.b9mutsrechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b9mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b9riem1.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem2.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem3.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem4.visible=false; sceneScherm.spr_doosvoor.doosbal.b9p1.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b9p2.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b9p3.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p4.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p5.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p6.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p7.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p8.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p9.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p10.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p11.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p12.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p13.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p14.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p15.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p16.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b9p17.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b9p18.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p19.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p20.gotoAndStop("zwart"); } else if (sceneScherm.lvl==5) { nrlevelbal = 8; nbrtools = 5; tool1 = "verfrood"; tool2 = "verfblauw"; tool3 = "verfzwart"; tool4 = "rieml"; tool5 = "riemr"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(7); sceneScherm.spr_doosvoor.doosbal.b8riemr.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2.visible = false;sceneScherm.spr_doosvoor.doosbal.b8helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutsrechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b8riemrboven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1boven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2boven.visible = false; sceneScherm.spr_doosvoor.doosbal.b8p1.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b8p2.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b8p3.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p4.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p5.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p6.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p7.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p8.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p9.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p10.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p11.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p12.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p13.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p14.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p15.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p16.gotoAndStop("zwart"); } else if (sceneScherm.lvl==6) { nrlevelbal = 4; nbrtools = 5; tool1 = "verfgeel"; tool2 = "verfrood"; tool3 = "verfblauw"; tool4 = "mutsonder"; tool5 = "mutsboven"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(3); sceneScherm.spr_doosvoor.doosbal.b4helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b4mutsonder.visible = false;sceneScherm.spr_doosvoor.doosbal.b4mutsboven.visible = false;sceneScherm.spr_doosvoor.doosbal.b4phonelinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b4phonerechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b4riem.visible = false;sceneScherm.spr_doosvoor.doosbal.b4riemvoor.visible = false;sceneScherm.spr_doosvoor.doosbal.b4riemv.visible = false; sceneScherm.spr_doosvoor.doosbal.b4p1.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b4p2.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b4p3.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b4p4.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p5.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p6.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p7.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p8.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p9.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b4p10.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p11.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p12.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p13.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p14.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p15.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p16.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p17.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b4p18.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b4p19.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p20.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b4p21.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b4p22.gotoAndStop("blauw"); } else if (sceneScherm.lvl==7) { nrlevelbal = 3; nbrtools = 6; tool1 = "verfgeel"; tool2 = "verfzwart"; tool3 = "verforanje"; tool4 = "verfblauw"; tool5 = "riembreed"; tool6 = "helm"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(2); sceneScherm.spr_doosvoor.doosbal.b3helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riem.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed0.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed2.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riemv1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riemv2.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreedv1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreedv2.visible = false; sceneScherm.spr_doosvoor.doosbal.b3p1.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b3p2.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b3p3.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b3p4.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p5.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p6.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p7.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p8.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p9.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p10.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p11.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p12.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p13.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p14.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p15.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p16.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b3p17.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b3p18.gotoAndStop("blauw"); } else if (sceneScherm.lvl==8) { nrlevelbal = 7; nbrtools = 5; tool1 = "verfrood"; tool2 = "verfgeel"; tool3 = "verfzwart"; tool4 = "zorro"; tool5 = "riem11"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(6); sceneScherm.spr_doosvoor.doosbal.b7zorro.visible = false;sceneScherm.spr_doosvoor.doosbal.b7helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b7riem1.visible = false;sceneScherm.spr_doosvoor.doosbal.b7riem2.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein1.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein2.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein3.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein4.visible = false; sceneScherm.spr_doosvoor.doosbal.b7p1.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b7p2.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b7p3.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b7p4.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b7p5.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b7p6.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b7p7.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p8.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p9.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p10.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p11.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p12.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p13.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p14.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p15.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b7p16.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b7p17.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b7p18.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b7p19.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b7p20.gotoAndStop("geel"); } else if (sceneScherm.lvl==9) { nrlevelbal = 8; nbrtools = 6; tool1 = "verforanje"; tool2 = "verfmagenta"; tool3 = "verfblauw"; tool4 = "rieml"; tool5 = "riemr"; tool6 = "bin"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(7); sceneScherm.spr_doosvoor.doosbal.b8riemr.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2.visible = false;sceneScherm.spr_doosvoor.doosbal.b8helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutsrechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b8riemrboven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1boven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2boven.visible = false; sceneScherm.spr_doosvoor.doosbal.b8p1.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b8p2.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b8p3.gotoAndStop("paars"); sceneScherm.spr_doosvoor.doosbal.b8p4.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b8p5.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p6.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b8p7.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b8p8.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p9.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p10.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b8p11.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b8p12.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p13.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b8p14.gotoAndStop("paars"); sceneScherm.spr_doosvoor.doosbal.b8p15.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p16.gotoAndStop("blauw"); } else if (sceneScherm.lvl==10) { nrlevelbal = 9; nbrtools = 6; tool1 = "verfrood"; tool2 = "verfblauw"; tool3 = "verfzwart"; tool4 = "skibril"; tool5 = "skibrilklein"; tool6 = "helm"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(8); sceneScherm.spr_doosvoor.doosbal.b9helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b9skibril.visible = false;sceneScherm.spr_doosvoor.doosbal.b9skibrilklein.visible = false;sceneScherm.spr_doosvoor.doosbal.b9mutsrechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b9mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b9riem1.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem2.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem3.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem4.visible=false; sceneScherm.spr_doosvoor.doosbal.b9p1.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b9p2.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b9p3.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b9p4.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b9p5.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p6.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p7.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p8.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p9.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p10.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p11.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b9p12.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b9p13.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p14.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p15.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b9p16.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b9p17.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b9p18.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b9p19.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b9p20.gotoAndStop("blauw"); } else if (sceneScherm.lvl==11) { nrlevelbal = 3; nbrtools = 5; tool1 = "verfblauw"; tool2 = "verforanje"; tool3 = "riem"; tool4 = "riembreed"; tool5 = "riemv"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(2); sceneScherm.spr_doosvoor.doosbal.b3helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riem.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed0.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed2.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riemv1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riemv2.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreedv1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreedv2.visible = false; sceneScherm.spr_doosvoor.doosbal.b3p1.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b3p2.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b3p3.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b3p4.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p5.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p6.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p7.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p8.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p9.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b3p10.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p11.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p12.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b3p13.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p14.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p15.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b3p16.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b3p17.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b3p18.gotoAndStop("blauw"); } else if (sceneScherm.lvl==12) { nrlevelbal = 6; nbrtools = 5; tool1 = "graszaad"; tool2 = "bloemwitzaad"; tool3 = "gieter"; tool4 = "helm"; tool5 = "bin"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(5); sceneScherm.spr_doosvoor.doosbal.b6helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b6mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b6mutsrechts.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras01.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras02.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras03.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras04.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemwit1.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemwit2.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemwit3.visible = true; sceneScherm.spr_doosvoor.doosbal.b6bloemwit4.visible = true; sceneScherm.spr_doosvoor.doosbal.b6bloemwit3.gotoAndStop("bloem3");sceneScherm.spr_doosvoor.doosbal.b6bloemwit4.gotoAndStop("bloem3"); sceneScherm.spr_doosvoor.doosbal.b6bloemblauw1.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemblauw2.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemblauw3.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemblauw4.visible = false; sceneScherm.spr_doosvoor.doosbal.b6p1.gotoAndStop("gras2"); sceneScherm.spr_doosvoor.doosbal.b6p2.gotoAndStop("gras2"); sceneScherm.spr_doosvoor.doosbal.b6p3.gotoAndStop("gras3");sceneScherm.spr_doosvoor.doosbal.b6p4.gotoAndStop("gras3"); } else if (sceneScherm.lvl==13) { nrlevelbal = 7; nbrtools = 7; tool1 = "verfgeel"; tool2 = "verfzwart"; tool3 = "skibrilklein11"; tool4 = "zorro"; tool5 = "riem11"; tool6 = "helm"; tool7 = "bin"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(6); sceneScherm.spr_doosvoor.doosbal.b7zorro.visible = false;sceneScherm.spr_doosvoor.doosbal.b7helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b7riem1.visible = false;sceneScherm.spr_doosvoor.doosbal.b7riem2.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein1.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein2.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein3.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein4.visible = false; sceneScherm.spr_doosvoor.doosbal.b7p1.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b7p2.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b7p3.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p4.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p5.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b7p6.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b7p7.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p8.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b7p9.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p10.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b7p11.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b7p12.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p13.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b7p14.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p15.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b7p16.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b7p17.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b7p18.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b7p19.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b7p20.gotoAndStop("geel"); } else if (sceneScherm.lvl==14) { nrlevelbal = 8; nbrtools = 6; tool1 = "verfgeel"; tool2 = "verfrood"; tool3 = "verfblauw"; tool4 = "rieml"; tool5 = "riemr"; tool6 = "helm"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(7); sceneScherm.spr_doosvoor.doosbal.b8riemr.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2.visible = false;sceneScherm.spr_doosvoor.doosbal.b8helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutsrechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b8riemrboven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1boven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2boven.visible = false; sceneScherm.spr_doosvoor.doosbal.b8p1.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b8p2.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b8p3.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b8p4.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p5.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b8p6.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p7.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p8.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b8p9.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b8p10.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p11.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p12.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b8p13.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b8p14.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p15.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b8p16.gotoAndStop("geel"); } else if (sceneScherm.lvl==15) { nrlevelbal = 4; nbrtools = 6; tool1 = "verfrood"; tool2 = "verfgeel"; tool3 = "riemv"; tool4 = "helmrot"; tool5 = "mutsonder"; tool6 = "mutsboven"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(3); sceneScherm.spr_doosvoor.doosbal.b4helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b4mutsonder.visible = false;sceneScherm.spr_doosvoor.doosbal.b4mutsboven.visible = false;sceneScherm.spr_doosvoor.doosbal.b4phonelinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b4phonerechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b4riem.visible = false;sceneScherm.spr_doosvoor.doosbal.b4riemvoor.visible = false;sceneScherm.spr_doosvoor.doosbal.b4riemv.visible = false; sceneScherm.spr_doosvoor.doosbal.b4p1.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b4p2.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b4p3.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p4.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p5.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b4p6.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p7.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p8.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p9.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b4p10.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p11.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p12.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b4p13.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b4p14.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b4p15.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b4p16.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b4p17.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b4p18.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b4p19.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b4p20.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b4p21.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b4p22.gotoAndStop("rood"); } else if (sceneScherm.lvl==16) { nrlevelbal = 8; nbrtools = 6; tool1 = "verfrood"; tool2 = "verfblauw"; tool3 = "verfzwart"; tool4 = "rieml"; tool5 = "riemr"; tool6 = "helm"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(7); sceneScherm.spr_doosvoor.doosbal.b8riemr.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2.visible = false;sceneScherm.spr_doosvoor.doosbal.b8helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutsrechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b8riemrboven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1boven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2boven.visible = false; sceneScherm.spr_doosvoor.doosbal.b8p1.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b8p2.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b8p3.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p4.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p5.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p6.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p7.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p8.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p9.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p10.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p11.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p12.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p13.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p14.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p15.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p16.gotoAndStop("zwart"); } else if (sceneScherm.lvl==17) { nrlevelbal = 6; nbrtools = 6; tool1 = "graszaad"; tool2 = "bloemwitzaad"; tool3 = "bloemblauwzaad"; tool4 = "gieter"; tool5 = "helm"; tool6 = "bin"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(5); sceneScherm.spr_doosvoor.doosbal.b6helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b6mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b6mutsrechts.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras01.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras02.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras03.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras04.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemwit1.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemwit2.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemwit3.visible = true; sceneScherm.spr_doosvoor.doosbal.b6bloemwit4.visible = true; sceneScherm.spr_doosvoor.doosbal.b6bloemwit3.gotoAndStop("bloem2"); sceneScherm.spr_doosvoor.doosbal.b6bloemwit4.gotoAndStop("bloem2"); sceneScherm.spr_doosvoor.doosbal.b6bloemblauw1.visible = true; sceneScherm.spr_doosvoor.doosbal.b6bloemblauw2.visible = true; sceneScherm.spr_doosvoor.doosbal.b6bloemblauw3.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemblauw4.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemblauw1.gotoAndStop("bloem3");sceneScherm.spr_doosvoor.doosbal.b6bloemblauw2.gotoAndStop("bloem3"); sceneScherm.spr_doosvoor.doosbal.b6p1.gotoAndStop("gras1"); sceneScherm.spr_doosvoor.doosbal.b6p2.gotoAndStop("gras1"); sceneScherm.spr_doosvoor.doosbal.b6p3.gotoAndStop("gras2");sceneScherm.spr_doosvoor.doosbal.b6p4.gotoAndStop("gras2"); } else if (sceneScherm.lvl==18) { nrlevelbal = 7; nbrtools = 8; tool1 = "verfrood"; tool2 = "verfblauw"; tool3 = "verfzwart"; tool4 = "skibrilklein11"; tool5 = "zorro"; tool6 = "riem11"; tool7 = "helm"; tool8 = "steekmes"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(6); sceneScherm.spr_doosvoor.doosbal.b7zorro.visible = false;sceneScherm.spr_doosvoor.doosbal.b7helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b7riem1.visible = false;sceneScherm.spr_doosvoor.doosbal.b7riem2.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein1.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein2.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein3.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein4.visible = false; sceneScherm.spr_doosvoor.doosbal.b7p1.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b7p2.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b7p3.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p4.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b7p5.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b7p6.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b7p7.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b7p8.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b7p9.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b7p10.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b7p11.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b7p12.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b7p13.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b7p14.gotoAndStop("wit");sceneScherm.spr_doosvoor.doosbal.b7p15.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b7p16.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b7p17.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b7p18.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b7p19.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b7p20.gotoAndStop("blauw"); } else if (sceneScherm.lvl==19) { nrlevelbal = 8; nbrtools = 9; tool1 = "verfgeel"; tool2 = "verforanje"; tool3 = "verfmagenta"; tool4 = "verfzwart"; tool5 = "mutslinks"; tool6 = "mutsrechts"; tool7 = "rieml"; tool8 = "riemr"; tool9 = "helm"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(7); sceneScherm.spr_doosvoor.doosbal.b8riemr.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2.visible = false;sceneScherm.spr_doosvoor.doosbal.b8helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutsrechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b8riemrboven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1boven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2boven.visible = false; sceneScherm.spr_doosvoor.doosbal.b8p1.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b8p2.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b8p3.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p4.gotoAndStop("paars");sceneScherm.spr_doosvoor.doosbal.b8p5.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b8p6.gotoAndStop("paars"); sceneScherm.spr_doosvoor.doosbal.b8p7.gotoAndStop("paars");sceneScherm.spr_doosvoor.doosbal.b8p8.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b8p9.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b8p10.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b8p11.gotoAndStop("paars");sceneScherm.spr_doosvoor.doosbal.b8p12.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b8p13.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b8p14.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b8p15.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b8p16.gotoAndStop("oranje"); } else if (sceneScherm.lvl==20) { nrlevelbal = 9; nbrtools = 10; tool1 = "verfgeel"; tool2 = "verforanje"; tool3 = "verfblauw"; tool4 = "verfzwart"; tool5 = "mutslinks"; tool6 = "mutsrechts"; tool7 = "skibril"; tool8 = "skibrilklein"; tool9 = "riem13"; tool10 = "helm"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(8); sceneScherm.spr_doosvoor.doosbal.b9helm.visible = false; sceneScherm.spr_doosvoor.doosbal.b9skibril.visible = false; sceneScherm.spr_doosvoor.doosbal.b9skibrilklein.visible = false;sceneScherm.spr_doosvoor.doosbal.b9mutsrechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b9mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b9riem1.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem2.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem3.visible=false;sceneScherm.spr_doosvoor.doosbal.b9riem4.visible=false; sceneScherm.spr_doosvoor.doosbal.b9p1.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b9p2.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b9p3.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p4.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b9p5.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b9p6.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p7.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b9p8.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b9p9.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p10.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p11.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p12.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p13.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b9p14.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b9p15.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p16.gotoAndStop("oranje");sceneScherm.spr_doosvoor.doosbal.b9p17.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b9p18.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b9p19.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b9p20.gotoAndStop("geel"); } else if (sceneScherm.lvl==21) { nrlevelbal = 4; nbrtools = 6; tool1 = "verfblauw"; tool2 = "verforanje"; tool3 = "riembreed"; tool4 = "riemv"; tool5 = "mutsonder"; tool6 = "mutsboven"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(3); sceneScherm.spr_doosvoor.doosbal.b4helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b4mutsonder.visible = false;sceneScherm.spr_doosvoor.doosbal.b4mutsboven.visible = false;sceneScherm.spr_doosvoor.doosbal.b4phonelinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b4phonerechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b4riem.visible = false;sceneScherm.spr_doosvoor.doosbal.b4riemvoor.visible = false;sceneScherm.spr_doosvoor.doosbal.b4riemv.visible = false; sceneScherm.spr_doosvoor.doosbal.b4p1.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b4p2.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b4p3.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p4.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p5.gotoAndStop("oranje"); sceneScherm.spr_doosvoor.doosbal.b4p6.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p7.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p8.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p9.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b4p10.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p11.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p12.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p13.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p14.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p15.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p16.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p17.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b4p18.gotoAndStop("oranje");sceneScherm.spr_doosvoor.doosbal.b4p19.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b4p20.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b4p21.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b4p22.gotoAndStop("blauw"); } else if (sceneScherm.lvl==22) { nrlevelbal = 7; nbrtools = 8; tool1 = "verfrood"; tool2 = "verfblauw"; tool3 = "verfzwart"; tool4 = "skibrilklein11"; tool5 = "zorro"; tool6 = "riem11"; tool7 = "helm"; tool8 = "steekmes"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(6); sceneScherm.spr_doosvoor.doosbal.b7zorro.visible = false;sceneScherm.spr_doosvoor.doosbal.b7helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b7riem1.visible = false;sceneScherm.spr_doosvoor.doosbal.b7riem2.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein1.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein2.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein3.visible = false;sceneScherm.spr_doosvoor.doosbal.b7skibrilklein4.visible = false; sceneScherm.spr_doosvoor.doosbal.b7p1.gotoAndStop("wit");sceneScherm.spr_doosvoor.doosbal.b7p2.gotoAndStop("wit");sceneScherm.spr_doosvoor.doosbal.b7p3.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b7p4.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b7p5.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b7p6.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b7p7.gotoAndStop("wit");sceneScherm.spr_doosvoor.doosbal.b7p8.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b7p9.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b7p10.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b7p11.gotoAndStop("wit");sceneScherm.spr_doosvoor.doosbal.b7p12.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b7p13.gotoAndStop("wit");sceneScherm.spr_doosvoor.doosbal.b7p14.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b7p15.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b7p16.gotoAndStop("rood");sceneScherm.spr_doosvoor.doosbal.b7p17.gotoAndStop("wit");sceneScherm.spr_doosvoor.doosbal.b7p18.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b7p19.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b7p20.gotoAndStop("zwart"); } else if (sceneScherm.lvl==23) { nrlevelbal = 6; nbrtools = 7; tool1 = "graszaad"; tool2 = "bloemwitzaad"; tool3 = "gieter"; tool4 = "helm"; tool5 = "mutslinks"; tool6 = "mutsrechts"; tool7 = "bin"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(5); sceneScherm.spr_doosvoor.doosbal.b6helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b6mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b6mutsrechts.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras01.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras02.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras03.visible = false; sceneScherm.spr_doosvoor.doosbal.b6gras04.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemwit1.visible = true; sceneScherm.spr_doosvoor.doosbal.b6bloemwit2.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemwit3.visible = true; sceneScherm.spr_doosvoor.doosbal.b6bloemwit4.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemwit1.gotoAndStop("bloem3");sceneScherm.spr_doosvoor.doosbal.b6bloemwit3.gotoAndStop("bloem2"); sceneScherm.spr_doosvoor.doosbal.b6bloemblauw1.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemblauw2.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemblauw3.visible = false; sceneScherm.spr_doosvoor.doosbal.b6bloemblauw4.visible = false; sceneScherm.spr_doosvoor.doosbal.b6p1.gotoAndStop("gras1");sceneScherm.spr_doosvoor.doosbal.b6p2.gotoAndStop("gras2"); sceneScherm.spr_doosvoor.doosbal.b6p3.gotoAndStop("gras3");sceneScherm.spr_doosvoor.doosbal.b6p4.gotoAndStop("gras2"); } else if (sceneScherm.lvl==24) { nrlevelbal = 3; nbrtools = 7; tool1 = "verfgeel"; tool2 = "verfmagenta"; tool3 = "verfzwart"; tool4 = "helm"; tool5 = "riem"; tool6 = "riembreed"; tool7 = "riemv"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(2); sceneScherm.spr_doosvoor.doosbal.b3helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riem.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed0.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreed2.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riemv1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riemv2.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreedv1.visible = false;sceneScherm.spr_doosvoor.doosbal.b3riembreedv2.visible = false; sceneScherm.spr_doosvoor.doosbal.b3p1.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b3p2.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b3p3.gotoAndStop("magenta"); sceneScherm.spr_doosvoor.doosbal.b3p4.gotoAndStop("geel");sceneScherm.spr_doosvoor.doosbal.b3p5.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p6.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b3p7.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b3p8.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b3p9.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b3p10.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b3p11.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b3p12.gotoAndStop("magenta"); sceneScherm.spr_doosvoor.doosbal.b3p13.gotoAndStop("magenta"); sceneScherm.spr_doosvoor.doosbal.b3p14.gotoAndStop("magenta"); sceneScherm.spr_doosvoor.doosbal.b3p15.gotoAndStop("geel"); sceneScherm.spr_doosvoor.doosbal.b3p16.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b3p17.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b3p18.gotoAndStop("magenta"); } else if (sceneScherm.lvl==25) { nrlevelbal = 8; nbrtools = 9; tool1 = "verfrood"; tool2 = "verfblauw"; tool3 = "verfzwart"; tool4 = "mutslinks"; tool5 = "mutsrechts"; tool6 = "rieml"; tool7 = "riemr"; tool8 = "helm"; tool9 = "steekmes"; sceneScherm.spr_doosvoor.doosbal.gotoAndStop(7); sceneScherm.spr_doosvoor.doosbal.b8riemr.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2.visible = false;sceneScherm.spr_doosvoor.doosbal.b8helm.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutslinks.visible = false;sceneScherm.spr_doosvoor.doosbal.b8mutsrechts.visible = false;sceneScherm.spr_doosvoor.doosbal.b8riemrboven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml1boven.visible = false;sceneScherm.spr_doosvoor.doosbal.b8rieml2boven.visible = false; sceneScherm.spr_doosvoor.doosbal.b8p1.gotoAndStop("blauw");sceneScherm.spr_doosvoor.doosbal.b8p2.gotoAndStop("zwart");sceneScherm.spr_doosvoor.doosbal.b8p3.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p4.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b8p5.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p6.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b8p7.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p8.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p9.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p10.gotoAndStop("zwart"); sceneScherm.spr_doosvoor.doosbal.b8p11.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p12.gotoAndStop("wit"); sceneScherm.spr_doosvoor.doosbal.b8p13.gotoAndStop("blauw"); sceneScherm.spr_doosvoor.doosbal.b8p14.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p15.gotoAndStop("rood"); sceneScherm.spr_doosvoor.doosbal.b8p16.gotoAndStop("wit"); } sceneScherm.toolbal1.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal2.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal3.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal4.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal5.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal6.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal7.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal8.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal9.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal10.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal11.toolsmovie.gotoAndStop("leeg"); myradius = 387; if (nbrtools == 3) { toolbalx1 = balcentraalx - myradius*Math.sin(40*Math.PI/180); toolbaly1 = balcentraaly - myradius*Math.cos(40*Math.PI/180); toolbalx2 = balcentraalx + myradius*Math.sin(0*Math.PI/180); toolbaly2 = balcentraaly - myradius*Math.cos(0*Math.PI/180); toolbalx3 = balcentraalx + myradius*Math.sin(40*Math.PI/180); toolbaly3 = balcentraaly - myradius*Math.cos(40*Math.PI/180); } else if (nbrtools == 4) { toolbalx1 = balcentraalx - myradius*Math.sin(60*Math.PI/180); toolbaly1 = balcentraaly - myradius*Math.cos(60*Math.PI/180); toolbalx2 = balcentraalx - myradius*Math.sin(20*Math.PI/180); toolbaly2 = balcentraaly - myradius*Math.cos(20*Math.PI/180); toolbalx3 = balcentraalx + myradius*Math.sin(20*Math.PI/180); toolbaly3 = balcentraaly - myradius*Math.cos(20*Math.PI/180); toolbalx4 = balcentraalx + myradius*Math.sin(60*Math.PI/180); toolbaly4 = balcentraaly - myradius*Math.cos(60*Math.PI/180); } else if (nbrtools == 5) { toolbalx1 = balcentraalx - myradius*Math.sin(80*Math.PI/180); toolbaly1 = balcentraaly - myradius*Math.cos(80*Math.PI/180); toolbalx2 = balcentraalx - myradius*Math.sin(40*Math.PI/180); toolbaly2 = balcentraaly - myradius*Math.cos(40*Math.PI/180); toolbalx3 = balcentraalx + myradius*Math.sin(0*Math.PI/180); toolbaly3 = balcentraaly - myradius*Math.cos(0*Math.PI/180); toolbalx4 = balcentraalx + myradius*Math.sin(40*Math.PI/180); toolbaly4 = balcentraaly - myradius*Math.cos(40*Math.PI/180); toolbalx5 = balcentraalx + myradius*Math.sin(80*Math.PI/180); toolbaly5 = balcentraaly - myradius*Math.cos(80*Math.PI/180); } else if (nbrtools == 6) { toolbalx1 = balcentraalx - myradius*Math.sin(100*Math.PI/180); toolbaly1 = balcentraaly - myradius*Math.cos(100*Math.PI/180); toolbalx2 = balcentraalx - myradius*Math.sin(60*Math.PI/180); toolbaly2 = balcentraaly - myradius*Math.cos(60*Math.PI/180); toolbalx3 = balcentraalx - myradius*Math.sin(20*Math.PI/180); toolbaly3 = balcentraaly - myradius*Math.cos(20*Math.PI/180); toolbalx4 = balcentraalx + myradius*Math.sin(20*Math.PI/180); toolbaly4 = balcentraaly - myradius*Math.cos(20*Math.PI/180); toolbalx5 = balcentraalx + myradius*Math.sin(60*Math.PI/180); toolbaly5 = balcentraaly - myradius*Math.cos(60*Math.PI/180); toolbalx6 = balcentraalx + myradius*Math.sin(100*Math.PI/180); toolbaly6 = balcentraaly - myradius*Math.cos(100*Math.PI/180); } else if (nbrtools == 7) { toolbalx1 = balcentraalx - myradius*Math.sin(90*Math.PI/180); toolbaly1 = balcentraaly - myradius*Math.cos(90*Math.PI/180); toolbalx2 = balcentraalx - myradius*Math.sin(60*Math.PI/180); toolbaly2 = balcentraaly - myradius*Math.cos(60*Math.PI/180); toolbalx3 = balcentraalx - myradius*Math.sin(30*Math.PI/180); toolbaly3 = balcentraaly - myradius*Math.cos(30*Math.PI/180); toolbalx4 = balcentraalx + myradius*Math.sin(0*Math.PI/180); toolbaly4 = balcentraaly - myradius*Math.cos(0*Math.PI/180); toolbalx5 = balcentraalx + myradius*Math.sin(30*Math.PI/180); toolbaly5 = balcentraaly - myradius*Math.cos(30*Math.PI/180); toolbalx6 = balcentraalx + myradius*Math.sin(60*Math.PI/180); toolbaly6 = balcentraaly - myradius*Math.cos(60*Math.PI/180); toolbalx7 = balcentraalx + myradius*Math.sin(90*Math.PI/180); toolbaly7 = balcentraaly - myradius*Math.cos(90*Math.PI/180); } else if (nbrtools == 8) { toolbalx1 = balcentraalx - myradius*Math.sin(91*Math.PI/180); toolbaly1 = balcentraaly - myradius*Math.cos(91*Math.PI/180); toolbalx2 = balcentraalx - myradius*Math.sin(65*Math.PI/180); toolbaly2 = balcentraaly - myradius*Math.cos(65*Math.PI/180); toolbalx3 = balcentraalx - myradius*Math.sin(39*Math.PI/180); toolbaly3 = balcentraaly - myradius*Math.cos(39*Math.PI/180); toolbalx4 = balcentraalx - myradius*Math.sin(13*Math.PI/180); toolbaly4 = balcentraaly - myradius*Math.cos(13*Math.PI/180); toolbalx5 = balcentraalx + myradius*Math.sin(13*Math.PI/180); toolbaly5 = balcentraaly - myradius*Math.cos(13*Math.PI/180); toolbalx6 = balcentraalx + myradius*Math.sin(39*Math.PI/180); toolbaly6 = balcentraaly - myradius*Math.cos(39*Math.PI/180); toolbalx7 = balcentraalx + myradius*Math.sin(65*Math.PI/180); toolbaly7 = balcentraaly - myradius*Math.cos(65*Math.PI/180); toolbalx8 = balcentraalx + myradius*Math.sin(91*Math.PI/180); toolbaly8 = balcentraaly - myradius*Math.cos(91*Math.PI/180); } else if (nbrtools == 9) { toolbalx1 = balcentraalx - myradius*Math.sin(104*Math.PI/180); toolbaly1 = balcentraaly - myradius*Math.cos(104*Math.PI/180); toolbalx2 = balcentraalx - myradius*Math.sin(78*Math.PI/180); toolbaly2 = balcentraaly - myradius*Math.cos(78*Math.PI/180); toolbalx3 = balcentraalx - myradius*Math.sin(52*Math.PI/180); toolbaly3 = balcentraaly - myradius*Math.cos(52*Math.PI/180); toolbalx4 = balcentraalx - myradius*Math.sin(26*Math.PI/180); toolbaly4 = balcentraaly - myradius*Math.cos(26*Math.PI/180); toolbalx5 = balcentraalx + myradius*Math.sin(0*Math.PI/180); toolbaly5 = balcentraaly - myradius*Math.cos(0*Math.PI/180); toolbalx6 = balcentraalx + myradius*Math.sin(26*Math.PI/180); toolbaly6 = balcentraaly - myradius*Math.cos(26*Math.PI/180); toolbalx7 = balcentraalx + myradius*Math.sin(52*Math.PI/180); toolbaly7 = balcentraaly - myradius*Math.cos(52*Math.PI/180); toolbalx8 = balcentraalx + myradius*Math.sin(78*Math.PI/180); toolbaly8 = balcentraaly - myradius*Math.cos(78*Math.PI/180); toolbalx9 = balcentraalx + myradius*Math.sin(104*Math.PI/180); toolbaly9 = balcentraaly - myradius*Math.cos(104*Math.PI/180); } else if (nbrtools == 10) { toolbalx1 = balcentraalx - myradius*Math.sin(117*Math.PI/180); toolbaly1 = balcentraaly - myradius*Math.cos(117*Math.PI/180); toolbalx2 = balcentraalx - myradius*Math.sin(91*Math.PI/180); toolbaly2 = balcentraaly - myradius*Math.cos(91*Math.PI/180); toolbalx3 = balcentraalx - myradius*Math.sin(65*Math.PI/180); toolbaly3 = balcentraaly - myradius*Math.cos(65*Math.PI/180); toolbalx4 = balcentraalx - myradius*Math.sin(39*Math.PI/180); toolbaly4 = balcentraaly - myradius*Math.cos(39*Math.PI/180); toolbalx5 = balcentraalx - myradius*Math.sin(13*Math.PI/180); toolbaly5 = balcentraaly - myradius*Math.cos(13*Math.PI/180); toolbalx6 = balcentraalx + myradius*Math.sin(13*Math.PI/180); toolbaly6 = balcentraaly - myradius*Math.cos(13*Math.PI/180); toolbalx7 = balcentraalx + myradius*Math.sin(39*Math.PI/180); toolbaly7 = balcentraaly - myradius*Math.cos(39*Math.PI/180); toolbalx8 = balcentraalx + myradius*Math.sin(65*Math.PI/180); toolbaly8 = balcentraaly - myradius*Math.cos(65*Math.PI/180); toolbalx9 = balcentraalx + myradius*Math.sin(91*Math.PI/180); toolbaly9 = balcentraaly - myradius*Math.cos(91*Math.PI/180); toolbalx10 = balcentraalx + myradius*Math.sin(117*Math.PI/180); toolbaly10 = balcentraaly - myradius*Math.cos(117*Math.PI/180); } else if (nbrtools == 11) { toolbalx1 = balcentraalx - myradius*Math.sin(115*Math.PI/180); toolbaly1 = balcentraaly - myradius*Math.cos(115*Math.PI/180); toolbalx2 = balcentraalx - myradius*Math.sin(92*Math.PI/180); toolbaly2 = balcentraaly - myradius*Math.cos(92*Math.PI/180); toolbalx3 = balcentraalx - myradius*Math.sin(69*Math.PI/180); toolbaly3 = balcentraaly - myradius*Math.cos(69*Math.PI/180); toolbalx4 = balcentraalx - myradius*Math.sin(46*Math.PI/180); toolbaly4 = balcentraaly - myradius*Math.cos(46*Math.PI/180); toolbalx5 = balcentraalx - myradius*Math.sin(23*Math.PI/180); toolbaly5 = balcentraaly - myradius*Math.cos(23*Math.PI/180); toolbalx6 = balcentraalx - myradius*Math.sin(0*Math.PI/180); toolbaly6 = balcentraaly - myradius*Math.cos(0*Math.PI/180); toolbalx7 = balcentraalx + myradius*Math.sin(23*Math.PI/180); toolbaly7 = balcentraaly - myradius*Math.cos(23*Math.PI/180); toolbalx8 = balcentraalx + myradius*Math.sin(46*Math.PI/180); toolbaly8 = balcentraaly - myradius*Math.cos(46*Math.PI/180); toolbalx9 = balcentraalx + myradius*Math.sin(69*Math.PI/180); toolbaly9 = balcentraaly - myradius*Math.cos(69*Math.PI/180); toolbalx10 = balcentraalx + myradius*Math.sin(92*Math.PI/180); toolbaly10 = balcentraaly - myradius*Math.cos(92*Math.PI/180); toolbalx11 = balcentraalx + myradius*Math.sin(115*Math.PI/180); toolbaly11 = balcentraaly - myradius*Math.cos(115*Math.PI/180); } switch(nrlevelbal) { case 1: sceneScherm.spr_bal.gotoAndStop(0); sceneScherm.spr_bal.helm.visible = false; sceneScherm.spr_bal.p1.gotoAndStop("wit"); sceneScherm.spr_bal.p2.gotoAndStop("wit"); break; case 3: sceneScherm.spr_bal.gotoAndStop(2); sceneScherm.spr_bal.b3helm.visible = false;sceneScherm.spr_bal.b3riem.visible = false;sceneScherm.spr_bal.b3riembreed0.visible = false;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false;sceneScherm.spr_bal.b3riemv1.visible = false;sceneScherm.spr_bal.b3riemv2.visible = false;sceneScherm.spr_bal.b3riembreedv1.visible = false;sceneScherm.spr_bal.b3riembreedv2.visible = false; sceneScherm.spr_bal.b3p1.gotoAndStop("wit"); sceneScherm.spr_bal.b3p2.gotoAndStop("wit"); sceneScherm.spr_bal.b3p3.gotoAndStop("wit"); sceneScherm.spr_bal.b3p4.gotoAndStop("wit"); sceneScherm.spr_bal.b3p5.gotoAndStop("wit"); sceneScherm.spr_bal.b3p6.gotoAndStop("wit"); sceneScherm.spr_bal.b3p7.gotoAndStop("wit"); sceneScherm.spr_bal.b3p8.gotoAndStop("wit"); sceneScherm.spr_bal.b3p9.gotoAndStop("wit"); sceneScherm.spr_bal.b3p10.gotoAndStop("wit"); sceneScherm.spr_bal.b3p11.gotoAndStop("wit"); sceneScherm.spr_bal.b3p12.gotoAndStop("wit"); sceneScherm.spr_bal.b3p13.gotoAndStop("wit"); sceneScherm.spr_bal.b3p14.gotoAndStop("wit"); sceneScherm.spr_bal.b3p15.gotoAndStop("wit"); sceneScherm.spr_bal.b3p16.gotoAndStop("wit"); sceneScherm.spr_bal.b3p17.gotoAndStop("wit"); sceneScherm.spr_bal.b3p18.gotoAndStop("wit"); laag1 = ""; laag2 = ""; laag3 = ""; break; case 4: rechtsvoor = false; sceneScherm.spr_bal.gotoAndStop(3); sceneScherm.spr_bal.b4helm.visible = false;sceneScherm.spr_bal.b4mutsonder.visible = false;sceneScherm.spr_bal.b4mutsboven.visible = false;sceneScherm.spr_bal.b4phonelinks.visible = false;sceneScherm.spr_bal.b4phonerechts.visible = false;sceneScherm.spr_bal.b4riem.visible = false;sceneScherm.spr_bal.b4riemvoor.visible = false;sceneScherm.spr_bal.b4riemv.visible = false; sceneScherm.spr_bal.b4p1.gotoAndStop("wit"); sceneScherm.spr_bal.b4p2.gotoAndStop("wit"); sceneScherm.spr_bal.b4p3.gotoAndStop("wit"); sceneScherm.spr_bal.b4p4.gotoAndStop("wit"); sceneScherm.spr_bal.b4p5.gotoAndStop("wit"); sceneScherm.spr_bal.b4p6.gotoAndStop("wit"); sceneScherm.spr_bal.b4p7.gotoAndStop("wit"); sceneScherm.spr_bal.b4p8.gotoAndStop("wit"); sceneScherm.spr_bal.b4p9.gotoAndStop("wit"); sceneScherm.spr_bal.b4p10.gotoAndStop("wit"); sceneScherm.spr_bal.b4p11.gotoAndStop("wit"); sceneScherm.spr_bal.b4p12.gotoAndStop("wit"); sceneScherm.spr_bal.b4p13.gotoAndStop("wit"); sceneScherm.spr_bal.b4p14.gotoAndStop("wit"); sceneScherm.spr_bal.b4p15.gotoAndStop("wit"); sceneScherm.spr_bal.b4p16.gotoAndStop("wit"); sceneScherm.spr_bal.b4p17.gotoAndStop("wit"); sceneScherm.spr_bal.b4p18.gotoAndStop("wit"); sceneScherm.spr_bal.b4p19.gotoAndStop("wit"); sceneScherm.spr_bal.b4p20.gotoAndStop("wit"); sceneScherm.spr_bal.b4p21.gotoAndStop("wit"); sceneScherm.spr_bal.b4p22.gotoAndStop("wit"); break; case 6: sceneScherm.spr_bal.gotoAndStop(5); sceneScherm.spr_bal.b6helm.visible = false;sceneScherm.spr_bal.b6mutslinks.visible = false;sceneScherm.spr_bal.b6mutsrechts.visible = false; sceneScherm.spr_bal.b6gras01.visible = false; sceneScherm.spr_bal.b6gras02.visible = false; sceneScherm.spr_bal.b6gras03.visible = false; sceneScherm.spr_bal.b6gras04.visible = false; sceneScherm.spr_bal.b6bloemwit1.visible = false;sceneScherm.spr_bal.b6bloemwit2.visible = false;sceneScherm.spr_bal.b6bloemwit3.visible = false;sceneScherm.spr_bal.b6bloemwit4.visible = false; sceneScherm.spr_bal.b6bloemblauw1.visible = false;sceneScherm.spr_bal.b6bloemblauw2.visible = false;sceneScherm.spr_bal.b6bloemblauw3.visible = false;sceneScherm.spr_bal.b6bloemblauw4.visible = false; sceneScherm.spr_bal.b6p1.visible = false;sceneScherm.spr_bal.b6p2.visible = false;sceneScherm.spr_bal.b6p3.visible = false;sceneScherm.spr_bal.b6p4.visible = false; break; case 7: sceneScherm.spr_bal.gotoAndStop(6); sceneScherm.spr_bal.b7zorro.visible = false;sceneScherm.spr_bal.b7helm.visible = false;sceneScherm.spr_bal.b7riem1.visible = false;sceneScherm.spr_bal.b7riem2.visible = false;sceneScherm.spr_bal.b7skibrilklein1.visible = false;sceneScherm.spr_bal.b7skibrilklein2.visible = false;sceneScherm.spr_bal.b7skibrilklein3.visible = false;sceneScherm.spr_bal.b7skibrilklein4.visible = false; sceneScherm.spr_bal.b7p1.gotoAndStop("wit"); sceneScherm.spr_bal.b7p2.gotoAndStop("wit"); sceneScherm.spr_bal.b7p3.gotoAndStop("wit"); sceneScherm.spr_bal.b7p4.gotoAndStop("wit"); sceneScherm.spr_bal.b7p5.gotoAndStop("wit"); sceneScherm.spr_bal.b7p6.gotoAndStop("wit"); sceneScherm.spr_bal.b7p7.gotoAndStop("wit"); sceneScherm.spr_bal.b7p8.gotoAndStop("wit"); sceneScherm.spr_bal.b7p9.gotoAndStop("wit"); sceneScherm.spr_bal.b7p10.gotoAndStop("wit"); sceneScherm.spr_bal.b7p11.gotoAndStop("wit"); sceneScherm.spr_bal.b7p12.gotoAndStop("wit"); sceneScherm.spr_bal.b7p13.gotoAndStop("wit"); sceneScherm.spr_bal.b7p14.gotoAndStop("wit"); sceneScherm.spr_bal.b7p15.gotoAndStop("wit"); sceneScherm.spr_bal.b7p16.gotoAndStop("wit"); sceneScherm.spr_bal.b7p17.gotoAndStop("wit"); sceneScherm.spr_bal.b7p18.gotoAndStop("wit"); sceneScherm.spr_bal.b7p19.gotoAndStop("wit"); sceneScherm.spr_bal.b7p20.gotoAndStop("wit"); break; case 8: riemiserl = false; riemiserr = false; sceneScherm.spr_bal.gotoAndStop(7); sceneScherm.spr_bal.b8riemr.visible = false;sceneScherm.spr_bal.b8rieml1.visible = false;sceneScherm.spr_bal.b8rieml2.visible = false;sceneScherm.spr_bal.b8helm.visible = false;sceneScherm.spr_bal.b8mutslinks.visible = false;sceneScherm.spr_bal.b8mutsrechts.visible = false;sceneScherm.spr_bal.b8riemrboven.visible = false;sceneScherm.spr_bal.b8rieml1boven.visible = false;sceneScherm.spr_bal.b8rieml2boven.visible = false; sceneScherm.spr_bal.b8p1.gotoAndStop("wit"); sceneScherm.spr_bal.b8p2.gotoAndStop("wit"); sceneScherm.spr_bal.b8p3.gotoAndStop("wit"); sceneScherm.spr_bal.b8p4.gotoAndStop("wit"); sceneScherm.spr_bal.b8p5.gotoAndStop("wit"); sceneScherm.spr_bal.b8p6.gotoAndStop("wit"); sceneScherm.spr_bal.b8p7.gotoAndStop("wit"); sceneScherm.spr_bal.b8p8.gotoAndStop("wit"); sceneScherm.spr_bal.b8p9.gotoAndStop("wit"); sceneScherm.spr_bal.b8p10.gotoAndStop("wit"); sceneScherm.spr_bal.b8p11.gotoAndStop("wit"); sceneScherm.spr_bal.b8p12.gotoAndStop("wit"); sceneScherm.spr_bal.b8p13.gotoAndStop("wit"); sceneScherm.spr_bal.b8p14.gotoAndStop("wit"); sceneScherm.spr_bal.b8p15.gotoAndStop("wit"); sceneScherm.spr_bal.b8p16.gotoAndStop("wit"); break; case 9: riemiser = false; linksvoor = false; rechtsvoor = false; sceneScherm.spr_bal.gotoAndStop(8); sceneScherm.spr_bal.b9helm.visible = false; sceneScherm.spr_bal.b9skibril.visible = false; sceneScherm.spr_bal.b9skibrilklein.visible = false;sceneScherm.spr_bal.b9mutsrechts.visible = false;sceneScherm.spr_bal.b9mutslinks.visible = false;sceneScherm.spr_bal.b9riem1.visible=false;sceneScherm.spr_bal.b9riem2.visible=false;sceneScherm.spr_bal.b9riem3.visible=false;sceneScherm.spr_bal.b9riem4.visible=false; sceneScherm.spr_bal.b9p1.gotoAndStop("wit"); sceneScherm.spr_bal.b9p2.gotoAndStop("wit"); sceneScherm.spr_bal.b9p3.gotoAndStop("wit"); sceneScherm.spr_bal.b9p4.gotoAndStop("wit"); sceneScherm.spr_bal.b9p5.gotoAndStop("wit"); sceneScherm.spr_bal.b9p6.gotoAndStop("wit"); sceneScherm.spr_bal.b9p7.gotoAndStop("wit"); sceneScherm.spr_bal.b9p8.gotoAndStop("wit"); sceneScherm.spr_bal.b9p9.gotoAndStop("wit"); sceneScherm.spr_bal.b9p10.gotoAndStop("wit"); sceneScherm.spr_bal.b9p11.gotoAndStop("wit"); sceneScherm.spr_bal.b9p12.gotoAndStop("wit"); sceneScherm.spr_bal.b9p13.gotoAndStop("wit"); sceneScherm.spr_bal.b9p14.gotoAndStop("wit"); sceneScherm.spr_bal.b9p15.gotoAndStop("wit"); sceneScherm.spr_bal.b9p16.gotoAndStop("wit"); sceneScherm.spr_bal.b9p17.gotoAndStop("wit"); sceneScherm.spr_bal.b9p18.gotoAndStop("wit"); sceneScherm.spr_bal.b9p19.gotoAndStop("wit"); sceneScherm.spr_bal.b9p20.gotoAndStop("wit"); break; } sceneScherm.toolbal1.x = toolbalx1; sceneScherm.toolbal1.y = toolbaly1; sceneScherm.toolbal1.toolbalmovie.gotoAndPlay(1); toolupdated = 1; } if (pauzetel<21) { sceneScherm.spr_doos.gotoAndStop(20 - pauzetel-1); sceneScherm.spr_doosvoor.gotoAndStop(20 - pauzetel-1); } if (pauzetel == 21) { if (sceneScherm.lvl == 1 && instructieteller == 0) { sceneScherm.spr_instructie.klik2.visible=false; sceneScherm.spr_instructie.bal1.gotoAndStop(0); sceneScherm.spr_instructie.bal1.helm.visible = false; sceneScherm.spr_instructie.bal1.p1.gotoAndStop("wit"); sceneScherm.spr_instructie.bal1.p2.gotoAndStop("wit"); sceneScherm.spr_instructie.bal2.gotoAndStop(0); sceneScherm.spr_instructie.bal2.helm.visible = false; sceneScherm.spr_instructie.bal2.p1.gotoAndStop("blauw"); sceneScherm.spr_instructie.bal2.p2.gotoAndStop("blauw"); sceneScherm.spr_instructie.tool.toolsmovie.gotoAndStop("verfblauw"); sceneScherm.spr_instructie.y = 882; instructieteller = 1; } } if (pauzetel == 26) { balorigx = sceneScherm.spr_bal.x; balorigy = sceneScherm.spr_bal.y; stateLevelLoop=true; sceneScherm.spr_bal.cursor="pointer"; sceneScherm.spr_bal.addEventListener("click",ballPress); } if (pauzetel < 32 && pauzetel > 21 && instructieteller == 1) { if (sceneScherm.lvl == 1) { sceneScherm.spr_instructie.y = tweenarray3[pauzetel-22]; } } if ((nbrtools >= toolupdated) && (pauzetel == (toolupdated * 6))) { if (toolupdated==1) sceneScherm.toolbal1.toolsmovie.gotoAndStop(tool1); else if (toolupdated==2) sceneScherm.toolbal2.toolsmovie.gotoAndStop(tool2); else if (toolupdated==3) sceneScherm.toolbal3.toolsmovie.gotoAndStop(tool3); else if (toolupdated==4) sceneScherm.toolbal4.toolsmovie.gotoAndStop(tool4); else if (toolupdated==5) sceneScherm.toolbal5.toolsmovie.gotoAndStop(tool5); else if (toolupdated==6) sceneScherm.toolbal6.toolsmovie.gotoAndStop(tool6); else if (toolupdated==7) sceneScherm.toolbal7.toolsmovie.gotoAndStop(tool7); else if (toolupdated==8) sceneScherm.toolbal8.toolsmovie.gotoAndStop(tool8); else if (toolupdated==9) sceneScherm.toolbal9.toolsmovie.gotoAndStop(tool9); else if (toolupdated==10) sceneScherm.toolbal10.toolsmovie.gotoAndStop(tool10); else if (toolupdated==11) sceneScherm.toolbal11.toolsmovie.gotoAndStop(tool11); if ((toolupdated + 1) <= nbrtools) { if (toolupdated==1) {sceneScherm.toolbal2.x=toolbalx2;sceneScherm.toolbal2.y=toolbaly2;sceneScherm.toolbal2.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==2) {sceneScherm.toolbal3.x=toolbalx3;sceneScherm.toolbal3.y=toolbaly3;sceneScherm.toolbal3.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==3) {sceneScherm.toolbal4.x=toolbalx4;sceneScherm.toolbal4.y=toolbaly4;sceneScherm.toolbal4.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==4) {sceneScherm.toolbal5.x=toolbalx5;sceneScherm.toolbal5.y=toolbaly5;sceneScherm.toolbal5.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==5) {sceneScherm.toolbal6.x=toolbalx6;sceneScherm.toolbal6.y=toolbaly6;sceneScherm.toolbal6.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==6) {sceneScherm.toolbal7.x=toolbalx7;sceneScherm.toolbal7.y=toolbaly7;sceneScherm.toolbal7.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==7) {sceneScherm.toolbal8.x=toolbalx8;sceneScherm.toolbal8.y=toolbaly8;sceneScherm.toolbal8.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==8) {sceneScherm.toolbal9.x=toolbalx9;sceneScherm.toolbal9.y=toolbaly9;sceneScherm.toolbal9.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==9) {sceneScherm.toolbal10.x=toolbalx10;sceneScherm.toolbal10.y=toolbaly10;sceneScherm.toolbal10.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==10) {sceneScherm.toolbal11.x=toolbalx11;sceneScherm.toolbal11.y=toolbaly11;sceneScherm.toolbal11.toolbalmovie.gotoAndPlay(1);} } toolupdated++; } if (pauzetel < 15 && pauzetel>-1) { sceneScherm.balcentraal.visible = true; sceneScherm.spr_doos.visible = true; sceneScherm.spr_doosvoor.visible = true; sceneScherm.spr_bal.visible = true; sceneScherm.spr_doos.x = tweenarray11[pauzetel]; sceneScherm.spr_bal.x = sceneScherm.spr_doos.x; sceneScherm.spr_doosvoor.x = sceneScherm.spr_doos.x; sceneScherm.balcentraal.y = tweenarray22[pauzetel]; } else if (pauzetel == 15) { sceneScherm.spr_bal.x=470; tweenlen = (sceneScherm.spr_bal.y - 274); for (i = 0; i < 10; i++) { tweenarray1[i] = sceneScherm.spr_bal.y-myEaseOut(i, 0, tweenlen, 9); } } else if (pauzetel > 15 && pauzetel < 26) { sceneScherm.spr_bal.y = tweenarray1[pauzetel - 16]; } pauzetel++; } function instructieLogic() { if (instructieteller == 1 && !sceneScherm.spr_bal.helm.visible && sceneScherm.spr_bal.p1.currentFrame == 3 && sceneScherm.spr_bal.p2.currentFrame == 3) { sceneScherm.spr_instructie.visible=true; sceneScherm.spr_instructie.klik2.visible=false; instructieteller = 2; animinstr = 0; } else if (instructieteller == 2) { sceneScherm.spr_instructie.y = tweenarray3[(9-animinstr)]; animinstr++; if (animinstr == 10) instructieteller = 3; } else if (instructieteller == 3) { sceneScherm.spr_instructie.bal1.p1.gotoAndStop("blauw"); sceneScherm.spr_instructie.bal1.p2.gotoAndStop("blauw"); sceneScherm.spr_instructie.bal2.helm.visible = true; sceneScherm.spr_instructie.bal2.p1.gotoAndStop("blauw"); sceneScherm.spr_instructie.bal2.p2.gotoAndStop("blauw"); sceneScherm.spr_instructie.tool.toolsmovie.gotoAndStop("helm"); instructieteller = 4; animinstr = 0; } else if (instructieteller == 4) { sceneScherm.spr_instructie.y = tweenarray3[animinstr]; animinstr++; if (animinstr == 10) instructieteller = 5; } else if (instructieteller == 5 && sceneScherm.spr_bal.helm.visible && sceneScherm.spr_bal.p1.currentFrame == 3 && sceneScherm.spr_bal.p2.currentFrame == 3) { instructieteller = 6; animinstr = 0; } else if (instructieteller == 6) { sceneScherm.spr_instructie.y = tweenarray3[(9-animinstr)]; animinstr++; if (animinstr == 10) instructieteller = 7; } else if (instructieteller == 7) { sceneScherm.spr_instructie.bal1.helm.visible = true; sceneScherm.spr_instructie.bal1.p1.gotoAndStop("blauw"); sceneScherm.spr_instructie.bal1.p2.gotoAndStop("blauw"); sceneScherm.spr_instructie.bal2.helm.visible = true; sceneScherm.spr_instructie.bal2.p1.gotoAndStop("blauw"); sceneScherm.spr_instructie.bal2.p2.gotoAndStop("oranje"); sceneScherm.spr_instructie.tool.toolsmovie.gotoAndStop("verforanje"); instructieteller = 8; animinstr = 0; } else if (instructieteller == 8) { sceneScherm.spr_instructie.y = tweenarray3[animinstr]; animinstr++; if (animinstr == 10) instructieteller = 9; } else if (instructieteller == 9 && sceneScherm.spr_bal.helm.visible && sceneScherm.spr_bal.p1.currentFrame == 3 && sceneScherm.spr_bal.p2.currentFrame == 2) { instructieteller = 10; animinstr = 0; } else if (instructieteller == 10) { sceneScherm.spr_instructie.y = tweenarray3[(9-animinstr)]; animinstr++; if (animinstr == 10) instructieteller = 11; } else if (instructieteller == 11) { sceneScherm.spr_instructie.bal1.helm.visible = true; sceneScherm.spr_instructie.bal1.p1.gotoAndStop("blauw"); sceneScherm.spr_instructie.bal1.p2.gotoAndStop("oranje"); sceneScherm.spr_instructie.bal2.helm.visible = false; sceneScherm.spr_instructie.bal2.p1.gotoAndStop("blauw"); sceneScherm.spr_instructie.bal2.p2.gotoAndStop("oranje"); sceneScherm.spr_instructie.tool.toolsmovie.gotoAndStop("helmweg"); sceneScherm.spr_instructie.klik2.visible=true; instructieteller = 12; animinstr = 0; } else if (instructieteller == 12) { sceneScherm.spr_instructie.y = tweenarray3[animinstr]; animinstr++; if (animinstr == 10) instructieteller = 13; } else if (instructieteller == 13 && !sceneScherm.spr_bal.helm.visible && sceneScherm.spr_bal.p1.currentFrame == 3 && sceneScherm.spr_bal.p2.currentFrame == 2) { instructieteller = 14; animinstr = 0; } else if (instructieteller == 14) { sceneScherm.spr_instructie.y = tweenarray3[(9-animinstr)]; animinstr++; if (animinstr == 10) instructieteller = 15; } else if (instructieteller == 15) { sceneScherm.spr_instructie.visible=false; instructieteller = 16; } } function ballPress(e) { if (toolstack != null && toolstack.length > 0) { prelogica(toolstack[toolstack.length-1]); } } function prelogica (toolused) { balschuifteller = 0; toolusednow = toolused; switch(toolusednow) { case 1: toolxnow = sceneScherm.toolbal1.x; toolynow = sceneScherm.toolbal1.y; break; case 2: toolxnow = sceneScherm.toolbal2.x; toolynow = sceneScherm.toolbal2.y; break; case 3: toolxnow = sceneScherm.toolbal3.x; toolynow = sceneScherm.toolbal3.y; break; case 4: toolxnow = sceneScherm.toolbal4.x; toolynow = sceneScherm.toolbal4.y; break; case 5: toolxnow = sceneScherm.toolbal5.x; toolynow = sceneScherm.toolbal5.y; break; case 6: toolxnow = sceneScherm.toolbal6.x; toolynow = sceneScherm.toolbal6.y; break; case 7: toolxnow = sceneScherm.toolbal7.x; toolynow = sceneScherm.toolbal7.y; break; case 8: toolxnow = sceneScherm.toolbal8.x; toolynow = sceneScherm.toolbal8.y; break; case 9: toolxnow = sceneScherm.toolbal9.x; toolynow = sceneScherm.toolbal9.y; break; case 10: toolxnow = sceneScherm.toolbal10.x; toolynow = sceneScherm.toolbal10.y; break; case 11: toolxnow = sceneScherm.toolbal11.x; toolynow = sceneScherm.toolbal11.y; break; } tweenlenxnow = balorigx - toolxnow; tweenlenynow = balorigy - toolynow; createjs.Ticker.addEventListener("tick",balSchuif); } function balSchuif(e) { if (balschuifteller < 5) { sceneScherm.spr_bal.x = balorigx - (myEaseOut(balschuifteller, 0, tweenlenxnow, 5)); sceneScherm.spr_bal.y = balorigy - (myEaseOut(balschuifteller, 0, tweenlenynow, 5)); if (balschuifteller == 4) logica(toolusednow); } else if (balschuifteller < 10) { sceneScherm.spr_bal.x = balorigx - (myEaseIn(10-balschuifteller, 0, tweenlenxnow, 5)); sceneScherm.spr_bal.y = balorigy - (myEaseIn(10-balschuifteller, 0, tweenlenynow, 5)); } if (balschuifteller == 10) { sceneScherm.spr_bal.x = balorigx; sceneScherm.spr_bal.y = balorigy; createjs.Ticker.removeEventListener("tick",balSchuif); } balschuifteller++; } function myEaseOut(t, b, c, d) { return -c * (t/=d)*(t-2) + b; } function myEaseIn(t, b, c, d) { return c*(t/=d)*t + b; } function logica (toolused) { if (sceneScherm.lvl<14) { dologica1 (toolused); } else if (sceneScherm.lvl<23) { dologica2 (toolused); } else { dologica3 (toolused); } } function dologica1 (toolused) { if (sceneScherm.lvl==1) { if (toolused == 1) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); kleur = "oranje"; if (!sceneScherm.spr_bal.helm.visible) sceneScherm.spr_bal.p1.gotoAndStop(kleur); sceneScherm.spr_bal.p2.gotoAndStop(kleur); } else if (toolused == 2) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); kleur = "blauw"; if (!sceneScherm.spr_bal.helm.visible) sceneScherm.spr_bal.p1.gotoAndStop(kleur); sceneScherm.spr_bal.p2.gotoAndStop(kleur); } else if (toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.helm.visible) { toolstackremove(3); sceneScherm.spr_bal.helm.visible = false;sceneScherm.toolbal3.toolsmovie.gotoAndStop("helm"); } else { toolstack.push(3); sceneScherm.spr_bal.helm.visible = true;sceneScherm.toolbal3.toolsmovie.gotoAndStop("helmweg"); } } if (!sceneScherm.spr_bal.helm.visible && sceneScherm.spr_bal.p1.currentFrame == 3 && sceneScherm.spr_bal.p2.currentFrame == 2) { if (instructieteller < 14) { instructieteller = 14; animinstr = 0; } leveldone(); } } else if (sceneScherm.lvl==2) { if (toolused == 1||toolused == 2) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "geel"; else kleur = "zwart"; if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible&&!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p9.gotoAndStop(kleur);sceneScherm.spr_bal.b9p10.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible) {sceneScherm.spr_bal.b9p11.gotoAndStop(kleur); sceneScherm.spr_bal.b9p12.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p5.gotoAndStop(kleur); sceneScherm.spr_bal.b9p6.gotoAndStop(kleur); sceneScherm.spr_bal.b9p7.gotoAndStop(kleur); sceneScherm.spr_bal.b9p8.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible) {sceneScherm.spr_bal.b9p13.gotoAndStop(kleur); sceneScherm.spr_bal.b9p14.gotoAndStop(kleur); sceneScherm.spr_bal.b9p15.gotoAndStop(kleur); sceneScherm.spr_bal.b9p16.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p1.gotoAndStop(kleur); sceneScherm.spr_bal.b9p2.gotoAndStop(kleur); sceneScherm.spr_bal.b9p3.gotoAndStop(kleur); sceneScherm.spr_bal.b9p4.gotoAndStop(kleur);} sceneScherm.spr_bal.b9p17.gotoAndStop(kleur); sceneScherm.spr_bal.b9p18.gotoAndStop(kleur); sceneScherm.spr_bal.b9p19.gotoAndStop(kleur); sceneScherm.spr_bal.b9p20.gotoAndStop(kleur); } else if (toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b9helm.visible&&!sceneScherm.spr_bal.b9skibril.visible) { if (sceneScherm.spr_bal.b9skibrilklein.visible) { toolstackremove(3); sceneScherm.spr_bal.b9skibrilklein.visible = false; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein"); } else { toolstack.push(3); sceneScherm.spr_bal.b9skibrilklein.visible = true; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilkleinweg"); } } } if (!sceneScherm.spr_bal.b9skibrilklein.visible && sceneScherm.spr_bal.b9p1.currentFrame == 6 && sceneScherm.spr_bal.b9p9.currentFrame == 3) { leveldone (); } } else if (sceneScherm.lvl==3) { if (toolused == 1||toolused == 2||toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) {kleur = "geel";} else if (toolused == 2) {kleur = "blauw";} else if (toolused == 3) {kleur = "zwart";} if (!sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3helm.visible) {sceneScherm.spr_bal.b3p4.gotoAndStop(kleur);sceneScherm.spr_bal.b3p5.gotoAndStop(kleur);sceneScherm.spr_bal.b3p6.gotoAndStop(kleur);sceneScherm.spr_bal.b3p7.gotoAndStop(kleur);sceneScherm.spr_bal.b3p8.gotoAndStop(kleur);sceneScherm.spr_bal.b3p9.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riembreed1.visible) {sceneScherm.spr_bal.b3p10.gotoAndStop(kleur);sceneScherm.spr_bal.b3p11.gotoAndStop(kleur);sceneScherm.spr_bal.b3p12.gotoAndStop(kleur);sceneScherm.spr_bal.b3p13.gotoAndStop(kleur);sceneScherm.spr_bal.b3p14.gotoAndStop(kleur);sceneScherm.spr_bal.b3p15.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3helm.visible) {sceneScherm.spr_bal.b3p1.gotoAndStop(kleur);sceneScherm.spr_bal.b3p2.gotoAndStop(kleur);sceneScherm.spr_bal.b3p3.gotoAndStop(kleur);} sceneScherm.spr_bal.b3p16.gotoAndStop(kleur);sceneScherm.spr_bal.b3p17.gotoAndStop(kleur);sceneScherm.spr_bal.b3p18.gotoAndStop(kleur); } else if (toolused == 4) { if (sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3helm.visible) { toolstackremove(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed1.visible=false;sceneScherm.toolbal4.toolsmovie.gotoAndStop("riembreed"); } else if (!sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3helm.visible) { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed1.visible=true;sceneScherm.toolbal4.toolsmovie.gotoAndStop("riembreedweg"); } } else if (toolused == 5) { if (sceneScherm.spr_bal.b3helm.visible) { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3helm.visible=false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("helm"); } else if (!sceneScherm.spr_bal.b3helm.visible) { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3helm.visible=true;sceneScherm.toolbal5.toolsmovie.gotoAndStop("helmweg"); } } if (!sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3helm.visible && sceneScherm.spr_bal.b3p1.currentFrame == 1 && sceneScherm.spr_bal.b3p4.currentFrame == 3 && sceneScherm.spr_bal.b3p10.currentFrame == 3 && sceneScherm.spr_bal.b3p16.currentFrame == 4) { leveldone (); } } else if (sceneScherm.lvl==4) { if (toolused == 1||toolused == 2) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "rood"; else kleur = "zwart"; if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible&&!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p9.gotoAndStop(kleur);sceneScherm.spr_bal.b9p10.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible) {sceneScherm.spr_bal.b9p11.gotoAndStop(kleur); sceneScherm.spr_bal.b9p12.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p5.gotoAndStop(kleur); sceneScherm.spr_bal.b9p6.gotoAndStop(kleur); sceneScherm.spr_bal.b9p7.gotoAndStop(kleur); sceneScherm.spr_bal.b9p8.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible) {sceneScherm.spr_bal.b9p13.gotoAndStop(kleur); sceneScherm.spr_bal.b9p14.gotoAndStop(kleur); sceneScherm.spr_bal.b9p15.gotoAndStop(kleur); sceneScherm.spr_bal.b9p16.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p1.gotoAndStop(kleur); sceneScherm.spr_bal.b9p2.gotoAndStop(kleur); sceneScherm.spr_bal.b9p3.gotoAndStop(kleur); sceneScherm.spr_bal.b9p4.gotoAndStop(kleur);} sceneScherm.spr_bal.b9p17.gotoAndStop(kleur); sceneScherm.spr_bal.b9p18.gotoAndStop(kleur); sceneScherm.spr_bal.b9p19.gotoAndStop(kleur); sceneScherm.spr_bal.b9p20.gotoAndStop(kleur); } else if (toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b9helm.visible) { if (sceneScherm.spr_bal.b9skibril.visible) { toolstackremove(3); sceneScherm.spr_bal.b9skibril.visible = false; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibril"); } else { toolstack.push(3); sceneScherm.spr_bal.b9skibril.visible = true; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilweg"); } } } else if (toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b9helm.visible&&!sceneScherm.spr_bal.b9skibril.visible) { if (sceneScherm.spr_bal.b9skibrilklein.visible) { toolstackremove(4); sceneScherm.spr_bal.b9skibrilklein.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibrilklein"); } else { toolstack.push(4); sceneScherm.spr_bal.b9skibrilklein.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibrilkleinweg"); } } } if (!sceneScherm.spr_bal.b9helm.visible && !sceneScherm.spr_bal.b9skibril.visible && !sceneScherm.spr_bal.b9skibrilklein.visible && sceneScherm.spr_bal.b9p1.currentFrame == 3 && sceneScherm.spr_bal.b9p5.currentFrame == 4 && sceneScherm.spr_bal.b9p9.currentFrame == 3 && sceneScherm.spr_bal.b9p11.currentFrame == 3 && sceneScherm.spr_bal.b9p13.currentFrame == 4 && sceneScherm.spr_bal.b9p17.currentFrame == 3) { leveldone (); } } else if (sceneScherm.lvl==5) { if (toolused == 1||toolused == 2||toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "rood"; else if (toolused == 2) kleur = "blauw"; else kleur = "zwart"; if (!sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8rieml2.visible) {sceneScherm.spr_bal.b8p6.gotoAndStop(kleur);sceneScherm.spr_bal.b8p7.gotoAndStop(kleur);sceneScherm.spr_bal.b8p10.gotoAndStop(kleur);sceneScherm.spr_bal.b8p11.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8riemr.visible) { sceneScherm.spr_bal.b8p4.gotoAndStop(kleur); sceneScherm.spr_bal.b8p13.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8rieml2.visible) { sceneScherm.spr_bal.b8p3.gotoAndStop(kleur); sceneScherm.spr_bal.b8p14.gotoAndStop(kleur);} sceneScherm.spr_bal.b8p1.gotoAndStop(kleur); sceneScherm.spr_bal.b8p2.gotoAndStop(kleur); sceneScherm.spr_bal.b8p5.gotoAndStop(kleur); sceneScherm.spr_bal.b8p8.gotoAndStop(kleur); sceneScherm.spr_bal.b8p9.gotoAndStop(kleur); sceneScherm.spr_bal.b8p12.gotoAndStop(kleur); sceneScherm.spr_bal.b8p15.gotoAndStop(kleur); sceneScherm.spr_bal.b8p16.gotoAndStop(kleur); } else if (toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b8rieml1.visible) { toolstackremove(4); sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("rieml"); } else if (!sceneScherm.spr_bal.b8rieml2.visible){ toolstack.push(4); sceneScherm.spr_bal.b8rieml1.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riemlweg"); } } else if (toolused == 5) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8rieml1.visible&&sceneScherm.spr_bal.b8riemr.visible) { toolstackremove(5); sceneScherm.spr_bal.b8riemr.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemr"); if (sceneScherm.spr_bal.b8rieml2.visible) { sceneScherm.spr_bal.b8rieml2.visible = false; sceneScherm.spr_bal.b8rieml1.visible = true; } } else if (!sceneScherm.spr_bal.b8riemr.visible){ toolstack.push(5); sceneScherm.spr_bal.b8riemr.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemrweg"); if (sceneScherm.spr_bal.b8rieml1.visible) { sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.spr_bal.b8rieml2.visible = true; } } } if (!sceneScherm.spr_bal.b8riemr.visible && !sceneScherm.spr_bal.b8rieml1.visible && !sceneScherm.spr_bal.b8rieml2.visible && sceneScherm.spr_bal.b8p1.currentFrame == 3 && sceneScherm.spr_bal.b8p3.currentFrame == 2 && sceneScherm.spr_bal.b8p4.currentFrame == 4 && sceneScherm.spr_bal.b8p6.currentFrame == 4) { leveldone (); } } else if (sceneScherm.lvl==6) { if (toolused == 1||toolused == 2||toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) {kleur = "geel";} else if (toolused == 2) {kleur = "rood";} else kleur="blauw"; if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4riemv.visible) {sceneScherm.spr_bal.b4p2.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4helm.visible) {sceneScherm.spr_bal.b4p1.gotoAndStop(kleur);sceneScherm.spr_bal.b4p3.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4riemv.visible) { sceneScherm.spr_bal.b4p5.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) { sceneScherm.spr_bal.b4p4.gotoAndStop(kleur);sceneScherm.spr_bal.b4p6.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4riemv.visible) {sceneScherm.spr_bal.b4p9.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) {sceneScherm.spr_bal.b4p7.gotoAndStop(kleur);sceneScherm.spr_bal.b4p8.gotoAndStop(kleur);sceneScherm.spr_bal.b4p10.gotoAndStop(kleur);sceneScherm.spr_bal.b4p11.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4riemv.visible) { sceneScherm.spr_bal.b4p14.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible ) { sceneScherm.spr_bal.b4p12.gotoAndStop(kleur); sceneScherm.spr_bal.b4p13.gotoAndStop(kleur); sceneScherm.spr_bal.b4p15.gotoAndStop(kleur); sceneScherm.spr_bal.b4p16.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible&& !sceneScherm.spr_bal.b4riemv.visible) {sceneScherm.spr_bal.b4p18.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible) { sceneScherm.spr_bal.b4p17.gotoAndStop(kleur); sceneScherm.spr_bal.b4p19.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b4riemv.visible) {sceneScherm.spr_bal.b4p21.gotoAndStop(kleur);} sceneScherm.spr_bal.b4p20.gotoAndStop(kleur);sceneScherm.spr_bal.b4p22.gotoAndStop(kleur); } else if (toolused == 4) { if (sceneScherm.spr_bal.b4mutsonder.visible) { toolstackremove(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsonder.visible=false;sceneScherm.toolbal4.toolsmovie.gotoAndStop("mutsonder"); } else if (!sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible) { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsonder.visible=true;sceneScherm.toolbal4.toolsmovie.gotoAndStop("mutsonderweg"); } } else if (toolused == 5) { if (sceneScherm.spr_bal.b4mutsboven.visible) { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsboven.visible=false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutsboven"); } else if (!sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible) { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsboven.visible=true;sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutsbovenweg"); } } if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible && sceneScherm.spr_bal.b4p1.currentFrame == 3 && sceneScherm.spr_bal.b4p2.currentFrame == 3 && sceneScherm.spr_bal.b4p4.currentFrame == 4 && sceneScherm.spr_bal.b4p5.currentFrame == 4 && sceneScherm.spr_bal.b4p7.currentFrame == 4 && sceneScherm.spr_bal.b4p9.currentFrame == 4 && sceneScherm.spr_bal.b4p12.currentFrame == 4 && sceneScherm.spr_bal.b4p14.currentFrame == 4 && sceneScherm.spr_bal.b4p17.currentFrame == 4 && sceneScherm.spr_bal.b4p18.currentFrame == 4 && sceneScherm.spr_bal.b4p20.currentFrame == 2 && sceneScherm.spr_bal.b4p21.currentFrame == 2) { leveldone (); } } else if (sceneScherm.lvl==7) { if (toolused == 1||toolused == 2||toolused == 3||toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) {kleur = "geel";} else if (toolused == 2) {kleur = "zwart";} else if (toolused == 3) {kleur = "oranje";} else if (toolused == 4) {kleur = "blauw";} if (!sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3helm.visible) {sceneScherm.spr_bal.b3p4.gotoAndStop(kleur);sceneScherm.spr_bal.b3p5.gotoAndStop(kleur);sceneScherm.spr_bal.b3p6.gotoAndStop(kleur);sceneScherm.spr_bal.b3p7.gotoAndStop(kleur);sceneScherm.spr_bal.b3p8.gotoAndStop(kleur);sceneScherm.spr_bal.b3p9.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riembreed1.visible) {sceneScherm.spr_bal.b3p10.gotoAndStop(kleur);sceneScherm.spr_bal.b3p11.gotoAndStop(kleur);sceneScherm.spr_bal.b3p12.gotoAndStop(kleur);sceneScherm.spr_bal.b3p13.gotoAndStop(kleur);sceneScherm.spr_bal.b3p14.gotoAndStop(kleur);sceneScherm.spr_bal.b3p15.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3helm.visible) {sceneScherm.spr_bal.b3p1.gotoAndStop(kleur);sceneScherm.spr_bal.b3p2.gotoAndStop(kleur);sceneScherm.spr_bal.b3p3.gotoAndStop(kleur);} sceneScherm.spr_bal.b3p16.gotoAndStop(kleur);sceneScherm.spr_bal.b3p17.gotoAndStop(kleur);sceneScherm.spr_bal.b3p18.gotoAndStop(kleur); } else if (toolused == 5) { if (sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3helm.visible) { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed1.visible=false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("riembreed"); } else if (!sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3helm.visible) { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed1.visible=true;sceneScherm.toolbal5.toolsmovie.gotoAndStop("riembreedweg"); } } else if (toolused == 6) { if (sceneScherm.spr_bal.b3helm.visible) { toolstackremove(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3helm.visible=false;sceneScherm.toolbal6.toolsmovie.gotoAndStop("helm"); } else if (!sceneScherm.spr_bal.b3helm.visible) { toolstack.push(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3helm.visible=true;sceneScherm.toolbal6.toolsmovie.gotoAndStop("helmweg"); } } if (!sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3helm.visible && sceneScherm.spr_bal.b3p1.currentFrame == 4 && sceneScherm.spr_bal.b3p4.currentFrame == 3 && sceneScherm.spr_bal.b3p10.currentFrame == 5 && sceneScherm.spr_bal.b3p16.currentFrame == 1) { leveldone (); } } else if (sceneScherm.lvl==8) { if (toolused == 1||toolused == 2||toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "rood"; else if (toolused == 2) kleur = "geel"; else kleur = "zwart"; if (!sceneScherm.spr_bal.b7zorro.visible&&!sceneScherm.spr_bal.b7riem1.visible&&!sceneScherm.spr_bal.b7riem2.visible) {sceneScherm.spr_bal.b7p5.gotoAndStop(kleur);sceneScherm.spr_bal.b7p6.gotoAndStop(kleur);sceneScherm.spr_bal.b7p15.gotoAndStop(kleur);sceneScherm.spr_bal.b7p16.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7zorro.visible) {sceneScherm.spr_bal.b7p3.gotoAndStop(kleur);sceneScherm.spr_bal.b7p4.gotoAndStop(kleur);sceneScherm.spr_bal.b7p17.gotoAndStop(kleur);sceneScherm.spr_bal.b7p18.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible&&!sceneScherm.spr_bal.b7riem2.visible) {sceneScherm.spr_bal.b7p7.gotoAndStop(kleur);sceneScherm.spr_bal.b7p8.gotoAndStop(kleur);sceneScherm.spr_bal.b7p9.gotoAndStop(kleur);sceneScherm.spr_bal.b7p10.gotoAndStop(kleur);sceneScherm.spr_bal.b7p11.gotoAndStop(kleur);sceneScherm.spr_bal.b7p12.gotoAndStop(kleur);sceneScherm.spr_bal.b7p13.gotoAndStop(kleur);sceneScherm.spr_bal.b7p14.gotoAndStop(kleur);} sceneScherm.spr_bal.b7p1.gotoAndStop(kleur);sceneScherm.spr_bal.b7p2.gotoAndStop(kleur);sceneScherm.spr_bal.b7p19.gotoAndStop(kleur);sceneScherm.spr_bal.b7p20.gotoAndStop(kleur); } else if (toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b7zorro.visible) { if (!sceneScherm.spr_bal.b7riem1.visible) { toolstackremove(4); sceneScherm.spr_bal.b7zorro.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("zorro"); } } else { toolstack.push(4); sceneScherm.spr_bal.b7zorro.visible = true;sceneScherm.toolbal4.toolsmovie.gotoAndStop("zorroweg"); } } else if (toolused == 5) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b7riem1.visible) { toolstackremove(5); sceneScherm.spr_bal.b7riem1.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem11"); } else if (sceneScherm.spr_bal.b7riem2.visible) { if (!sceneScherm.spr_bal.b7zorro.visible) { toolstackremove(5); sceneScherm.spr_bal.b7riem2.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem11"); } } else { if (!sceneScherm.spr_bal.b7zorro.visible) { toolstack.push(5); sceneScherm.spr_bal.b7riem2.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem11weg"); } else { toolstack.push(5); sceneScherm.spr_bal.b7riem1.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem11weg"); } } } if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible && sceneScherm.spr_bal.b7p1.currentFrame == 6 && sceneScherm.spr_bal.b7p3.currentFrame == 6 && sceneScherm.spr_bal.b7p5.currentFrame == 4 && sceneScherm.spr_bal.b7p7.currentFrame == 3) { leveldone (); } } else if (sceneScherm.lvl==9) { if (toolused == 1||toolused == 2||toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "oranje"; else if (toolused == 2) kleur = "paars"; else kleur = "blauw"; if (!sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8rieml2.visible) {sceneScherm.spr_bal.b8p6.gotoAndStop(kleur);sceneScherm.spr_bal.b8p7.gotoAndStop(kleur);sceneScherm.spr_bal.b8p10.gotoAndStop(kleur);sceneScherm.spr_bal.b8p11.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8riemr.visible) { sceneScherm.spr_bal.b8p4.gotoAndStop(kleur); sceneScherm.spr_bal.b8p13.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8rieml2.visible) { sceneScherm.spr_bal.b8p3.gotoAndStop(kleur); sceneScherm.spr_bal.b8p14.gotoAndStop(kleur);} sceneScherm.spr_bal.b8p1.gotoAndStop(kleur); sceneScherm.spr_bal.b8p2.gotoAndStop(kleur); sceneScherm.spr_bal.b8p5.gotoAndStop(kleur); sceneScherm.spr_bal.b8p8.gotoAndStop(kleur); sceneScherm.spr_bal.b8p9.gotoAndStop(kleur); sceneScherm.spr_bal.b8p12.gotoAndStop(kleur); sceneScherm.spr_bal.b8p15.gotoAndStop(kleur); sceneScherm.spr_bal.b8p16.gotoAndStop(kleur); } else if (toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b8rieml1.visible) { toolstackremove(4); sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("rieml"); } else if (!sceneScherm.spr_bal.b8rieml2.visible){ toolstack.push(4); sceneScherm.spr_bal.b8rieml1.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riemlweg"); } } else if (toolused == 5) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8rieml1.visible&&sceneScherm.spr_bal.b8riemr.visible) { toolstackremove(5); sceneScherm.spr_bal.b8riemr.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemr"); if (sceneScherm.spr_bal.b8rieml2.visible) { sceneScherm.spr_bal.b8rieml2.visible = false; sceneScherm.spr_bal.b8rieml1.visible = true; } } else if (!sceneScherm.spr_bal.b8riemr.visible){ toolstack.push(5); sceneScherm.spr_bal.b8riemr.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemrweg"); if (sceneScherm.spr_bal.b8rieml1.visible) { sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.spr_bal.b8rieml2.visible = true; } } } else if (toolused == 6) { toolstack = new Array(); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b8rieml1.visible) { sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("rieml"); } if (sceneScherm.spr_bal.b8rieml2.visible) { sceneScherm.spr_bal.b8rieml2.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("rieml"); } if (sceneScherm.spr_bal.b8riemr.visible) { sceneScherm.spr_bal.b8riemr.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemr"); } kleur = "wit"; sceneScherm.spr_bal.b8p6.gotoAndStop(kleur);sceneScherm.spr_bal.b8p7.gotoAndStop(kleur);sceneScherm.spr_bal.b8p10.gotoAndStop(kleur);sceneScherm.spr_bal.b8p11.gotoAndStop(kleur); sceneScherm.spr_bal.b8p4.gotoAndStop(kleur); sceneScherm.spr_bal.b8p13.gotoAndStop(kleur); sceneScherm.spr_bal.b8p3.gotoAndStop(kleur); sceneScherm.spr_bal.b8p14.gotoAndStop(kleur); sceneScherm.spr_bal.b8p1.gotoAndStop(kleur); sceneScherm.spr_bal.b8p2.gotoAndStop(kleur); sceneScherm.spr_bal.b8p5.gotoAndStop(kleur); sceneScherm.spr_bal.b8p8.gotoAndStop(kleur); sceneScherm.spr_bal.b8p9.gotoAndStop(kleur); sceneScherm.spr_bal.b8p12.gotoAndStop(kleur); sceneScherm.spr_bal.b8p15.gotoAndStop(kleur); sceneScherm.spr_bal.b8p16.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8riemr.visible && !sceneScherm.spr_bal.b8rieml1.visible && !sceneScherm.spr_bal.b8rieml2.visible && sceneScherm.spr_bal.b8p1.currentFrame == 2 && sceneScherm.spr_bal.b8p3.currentFrame == 5 && sceneScherm.spr_bal.b8p4.currentFrame == 1 && sceneScherm.spr_bal.b8p6.currentFrame == 0) { leveldone (); } } else if (sceneScherm.lvl==10) { if (toolused == 1||toolused == 2||toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "rood"; else if (toolused == 2) kleur = "blauw"; else kleur = "zwart"; if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible&&!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p9.gotoAndStop(kleur);sceneScherm.spr_bal.b9p10.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible) {sceneScherm.spr_bal.b9p11.gotoAndStop(kleur); sceneScherm.spr_bal.b9p12.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p5.gotoAndStop(kleur); sceneScherm.spr_bal.b9p6.gotoAndStop(kleur); sceneScherm.spr_bal.b9p7.gotoAndStop(kleur); sceneScherm.spr_bal.b9p8.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible) {sceneScherm.spr_bal.b9p13.gotoAndStop(kleur); sceneScherm.spr_bal.b9p14.gotoAndStop(kleur); sceneScherm.spr_bal.b9p15.gotoAndStop(kleur); sceneScherm.spr_bal.b9p16.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p1.gotoAndStop(kleur); sceneScherm.spr_bal.b9p2.gotoAndStop(kleur); sceneScherm.spr_bal.b9p3.gotoAndStop(kleur); sceneScherm.spr_bal.b9p4.gotoAndStop(kleur);} sceneScherm.spr_bal.b9p17.gotoAndStop(kleur); sceneScherm.spr_bal.b9p18.gotoAndStop(kleur); sceneScherm.spr_bal.b9p19.gotoAndStop(kleur); sceneScherm.spr_bal.b9p20.gotoAndStop(kleur); } else if (toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b9helm.visible) { if (sceneScherm.spr_bal.b9skibril.visible) { toolstackremove(4); sceneScherm.spr_bal.b9skibril.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibril"); } else { toolstack.push(4); sceneScherm.spr_bal.b9skibril.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibrilweg"); } } } else if (toolused == 5) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b9helm.visible&&!sceneScherm.spr_bal.b9skibril.visible) { if (sceneScherm.spr_bal.b9skibrilklein.visible) { toolstackremove(5); sceneScherm.spr_bal.b9skibrilklein.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("skibrilklein"); } else { toolstack.push(5); sceneScherm.spr_bal.b9skibrilklein.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("skibrilkleinweg"); } } } else if (toolused == 6) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b9helm.visible) { toolstackremove(6); sceneScherm.spr_bal.b9helm.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("helm"); } else { toolstack.push(6); sceneScherm.spr_bal.b9helm.visible = true; sceneScherm.toolbal6.toolsmovie.gotoAndStop("helmweg"); } } if (!sceneScherm.spr_bal.b9helm.visible && !sceneScherm.spr_bal.b9skibril.visible && !sceneScherm.spr_bal.b9skibrilklein.visible && sceneScherm.spr_bal.b9p1.currentFrame == 2 && sceneScherm.spr_bal.b9p5.currentFrame == 4 && sceneScherm.spr_bal.b9p9.currentFrame == 3 && sceneScherm.spr_bal.b9p11.currentFrame == 2 && sceneScherm.spr_bal.b9p13.currentFrame == 4 && sceneScherm.spr_bal.b9p17.currentFrame == 2) { leveldone (); } } else if (sceneScherm.lvl==11) { if (toolused == 1||toolused == 2) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) {kleur = "blauw";} else if (toolused == 2) {kleur = "oranje";} if (!sceneScherm.spr_bal.b3riemv1.visible && !sceneScherm.spr_bal.b3riemv2.visible) {sceneScherm.spr_bal.b3p3.gotoAndStop(kleur);sceneScherm.spr_bal.b3p18.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riemv1.visible && !sceneScherm.spr_bal.b3riemv2.visible && !sceneScherm.spr_bal.b3riembreed0.visible && !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible) {sceneScherm.spr_bal.b3p6.gotoAndStop(kleur);sceneScherm.spr_bal.b3p15.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riemv1.visible && !sceneScherm.spr_bal.b3riemv2.visible && !sceneScherm.spr_bal.b3riembreed0.visible&& !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible && !sceneScherm.spr_bal.b3riem.visible) {sceneScherm.spr_bal.b3p9.gotoAndStop(kleur);sceneScherm.spr_bal.b3p12.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riembreed0.visible && !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible) {sceneScherm.spr_bal.b3p4.gotoAndStop(kleur);sceneScherm.spr_bal.b3p5.gotoAndStop(kleur);sceneScherm.spr_bal.b3p13.gotoAndStop(kleur);sceneScherm.spr_bal.b3p14.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riembreed0.visible && !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible && !sceneScherm.spr_bal.b3riem.visible) {sceneScherm.spr_bal.b3p7.gotoAndStop(kleur);sceneScherm.spr_bal.b3p8.gotoAndStop(kleur);sceneScherm.spr_bal.b3p10.gotoAndStop(kleur);sceneScherm.spr_bal.b3p11.gotoAndStop(kleur);} sceneScherm.spr_bal.b3p1.gotoAndStop(kleur);sceneScherm.spr_bal.b3p2.gotoAndStop(kleur);sceneScherm.spr_bal.b3p16.gotoAndStop(kleur);sceneScherm.spr_bal.b3p17.gotoAndStop(kleur); } else if (toolused == 3) { if (laag1 == "riem" || laag2 == "riem" || laag3 == "riem") { if (laag3 == "riem") { toolstackremove(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag3 = ""; sceneScherm.spr_bal.b3riem.visible = false; sceneScherm.toolbal3.toolsmovie.gotoAndStop("riem"); if (laag2 == "v") {sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false;sceneScherm.spr_bal.b3riembreed0.visible = true;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false; } else {sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false;sceneScherm.spr_bal.b3riembreed0.visible = false;sceneScherm.spr_bal.b3riembreed1.visible = true;sceneScherm.spr_bal.b3riembreed2.visible = false;} } else if (laag2 == "riem" && laag3=="") { toolstackremove(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag2 = ""; sceneScherm.spr_bal.b3riem.visible=false;sceneScherm.toolbal3.toolsmovie.gotoAndStop("riem"); if (laag1 == "v") {sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false;} else {sceneScherm.spr_bal.b3riembreed0.visible = true;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false;} } else if (laag1 == "riem" && laag2=="" && laag3=="") { toolstackremove(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = ""; sceneScherm.spr_bal.b3riem.visible=false;sceneScherm.toolbal3.toolsmovie.gotoAndStop("riem"); } } else if (laag1 != "riem" && laag2 != "riem" && laag3 != "riem") { if (laag1 == "" && laag2 == "" && laag3 == "") { toolstack.push(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = "riem"; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.toolbal3.toolsmovie.gotoAndStop("riemweg"); } else if (laag2 == "" && laag3 == "") { laag2 = "riem"; if (laag1 == "breed") { toolstack.push(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.toolbal3.toolsmovie.gotoAndStop("riemweg"); } else if (laag1 == "v") { toolstack.push(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.toolbal3.toolsmovie.gotoAndStop("riemweg"); } } else if (laag3 == "") { laag3 = "riem"; if (laag1 == "breed" && laag2 == "v") { toolstack.push(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.toolbal3.toolsmovie.gotoAndStop("riemweg"); } else if (laag1 == "v" && laag2 == "breed") { toolstack.push(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = true; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.toolbal3.toolsmovie.gotoAndStop("riemweg"); } } } } else if (toolused == 4) { if (laag1 == "breed" || laag2 == "breed" || laag3 == "breed") { if (laag3 == "breed") { toolstackremove(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag3 = ""; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riembreed"); if (laag2 == "riem") {sceneScherm.spr_bal.b3riem.visible = true;sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false; } else {sceneScherm.spr_bal.b3riem.visible = true;sceneScherm.spr_bal.b3riemv1.visible = false;sceneScherm.spr_bal.b3riemv2.visible = true; } } else if (laag2 == "breed" && laag3=="") { toolstackremove(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag2 = ""; sceneScherm.spr_bal.b3riembreed0.visible = false;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riembreed"); if (laag1 == "riem") {sceneScherm.spr_bal.b3riem.visible = true;} else {sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false; } } else if (laag1 == "breed" && laag2=="" && laag3=="") { toolstackremove(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = ""; sceneScherm.spr_bal.b3riembreed0.visible = false;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riembreed"); } } else if (laag1 != "breed" && laag2 != "breed" && laag3 != "breed") { if (laag1 == "" && laag2 == "" && laag3 == "") { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = "breed"; sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riembreedweg"); } else if (laag2 == "" && laag3 == "") { laag2 = "breed"; if (laag1 == "riem") { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riembreedweg"); } else if (laag1 == "v") { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = true; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riembreedweg"); } } else if (laag3 == "") { laag3 = "breed"; if (laag1 == "riem" && laag2 == "v") { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riem.visible = false; sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = true; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riembreedweg"); } else if (laag1 == "v" && laag2 == "riem") { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riem.visible = false; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = true; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riembreedweg"); } } } } else if (toolused == 5) { if (laag1 == "v" || laag2 == "v" || laag3 == "v") { if (laag3 == "v") { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag3 = ""; sceneScherm.spr_bal.b3riemv1.visible = false;sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemv"); if (laag2 == "riem") {sceneScherm.spr_bal.b3riem.visible = true;sceneScherm.spr_bal.b3riembreed0.visible = true;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false; } else {sceneScherm.spr_bal.b3riem.visible = true;sceneScherm.spr_bal.b3riembreed0.visible = false;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = true;} } else if (laag2 == "v" && laag3=="") { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag2 = ""; sceneScherm.spr_bal.b3riemv1.visible = false;sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemv"); if (laag1 == "riem") {sceneScherm.spr_bal.b3riem.visible = true;} else {sceneScherm.spr_bal.b3riembreed0.visible = true;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false;} } else if (laag1 == "v" && laag2=="" && laag3=="") { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = ""; sceneScherm.spr_bal.b3riemv1.visible = false;sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemv"); } } else if (laag1 != "v" && laag2 != "v" && laag3 != "v") { if (laag1 == "" && laag2 == "" && laag3 == "") { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = "v"; sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemvweg"); } else if (laag2 == "" && laag3 == "") { laag2 = "v"; if (laag1 == "breed") { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemvweg"); } else if (laag1 == "riem") { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.spr_bal.b3riemv1.visible = false; sceneScherm.spr_bal.b3riemv2.visible = true;sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemvweg"); } } else if (laag3 == "") { laag3 = "v"; if (laag1 == "breed" && laag2 == "riem") { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.spr_bal.b3riemv1.visible = false; sceneScherm.spr_bal.b3riemv2.visible = true;sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemvweg"); } else if (laag1 == "riem" && laag2 == "breed") { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riem.visible = false; sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemvweg"); } } } } if (!sceneScherm.spr_bal.b3riem.visible && !sceneScherm.spr_bal.b3riemv1.visible && !sceneScherm.spr_bal.b3riemv2.visible && !sceneScherm.spr_bal.b3riembreed0.visible && !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible && sceneScherm.spr_bal.b3p1.currentFrame == 1 && sceneScherm.spr_bal.b3p3.currentFrame == 1 && sceneScherm.spr_bal.b3p4.currentFrame == 5 && sceneScherm.spr_bal.b3p6.currentFrame == 5 && sceneScherm.spr_bal.b3p7.currentFrame == 5 && sceneScherm.spr_bal.b3p9.currentFrame == 1 && sceneScherm.spr_bal.b3p13.currentFrame == 5 && sceneScherm.spr_bal.b3p15.currentFrame == 5 && sceneScherm.spr_bal.b3p16.currentFrame == 1 && sceneScherm.spr_bal.b3p18.currentFrame == 1) { leveldone (); } } else if (sceneScherm.lvl==12) { if (toolused == 1) { if (sceneScherm.soundon)createjs.Sound.play ("sndzaad"); if (!sceneScherm.spr_bal.b6p1.visible && !sceneScherm.spr_bal.b6helm.visible) sceneScherm.spr_bal.b6gras01.visible = true; if (!sceneScherm.spr_bal.b6p2.visible && !sceneScherm.spr_bal.b6helm.visible) sceneScherm.spr_bal.b6gras02.visible = true; if (!sceneScherm.spr_bal.b6p3.visible) sceneScherm.spr_bal.b6gras03.visible = true; if (!sceneScherm.spr_bal.b6p4.visible) sceneScherm.spr_bal.b6gras04.visible = true; } else if (toolused == 2) { if (sceneScherm.soundon)createjs.Sound.play ("sndzaad"); if (!sceneScherm.spr_bal.b6bloemwit1.visible && !sceneScherm.spr_bal.b6helm.visible) { sceneScherm.spr_bal.b6bloemwit1.visible = true; sceneScherm.spr_bal.b6bloemwit1.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemwit2.visible && !sceneScherm.spr_bal.b6helm.visible) { sceneScherm.spr_bal.b6bloemwit2.visible = true; sceneScherm.spr_bal.b6bloemwit2.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemwit3.visible) { sceneScherm.spr_bal.b6bloemwit3.visible = true; sceneScherm.spr_bal.b6bloemwit3.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemwit4.visible) { sceneScherm.spr_bal.b6bloemwit4.visible = true; sceneScherm.spr_bal.b6bloemwit4.gotoAndStop(0);} } else if (toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndwater"); if (sceneScherm.spr_bal.b6p1.visible && !sceneScherm.spr_bal.b6helm.visible) { if (sceneScherm.spr_bal.b6p1.currentFrame == 0) sceneScherm.spr_bal.b6p1.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p1.currentFrame == 1) sceneScherm.spr_bal.b6p1.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6p2.visible && !sceneScherm.spr_bal.b6helm.visible) { if (sceneScherm.spr_bal.b6p2.currentFrame == 0) sceneScherm.spr_bal.b6p2.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p2.currentFrame == 1) sceneScherm.spr_bal.b6p2.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6p3.visible) { if (sceneScherm.spr_bal.b6p3.currentFrame == 0) sceneScherm.spr_bal.b6p3.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p3.currentFrame == 1) sceneScherm.spr_bal.b6p3.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6p4.visible) { if (sceneScherm.spr_bal.b6p4.currentFrame == 0) sceneScherm.spr_bal.b6p4.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p4.currentFrame == 1) sceneScherm.spr_bal.b6p4.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6gras01.visible && !sceneScherm.spr_bal.b6helm.visible) { sceneScherm.spr_bal.b6gras01.visible = false; sceneScherm.spr_bal.b6p1.visible = true; sceneScherm.spr_bal.b6p1.gotoAndStop(0); } if (sceneScherm.spr_bal.b6gras02.visible && !sceneScherm.spr_bal.b6helm.visible) { sceneScherm.spr_bal.b6gras02.visible = false; sceneScherm.spr_bal.b6p2.visible = true; sceneScherm.spr_bal.b6p2.gotoAndStop(0); } if (sceneScherm.spr_bal.b6gras03.visible) { sceneScherm.spr_bal.b6gras03.visible = false; sceneScherm.spr_bal.b6p3.visible = true; sceneScherm.spr_bal.b6p3.gotoAndStop(0); } if (sceneScherm.spr_bal.b6gras04.visible) { sceneScherm.spr_bal.b6gras04.visible = false; sceneScherm.spr_bal.b6p4.visible = true; sceneScherm.spr_bal.b6p4.gotoAndStop(0); } if (sceneScherm.spr_bal.b6bloemwit1.visible && !sceneScherm.spr_bal.b6helm.visible) { if (sceneScherm.spr_bal.b6bloemwit1.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit1.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit1.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit1.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit1.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit1.visible=false; } if (sceneScherm.spr_bal.b6bloemwit2.visible && !sceneScherm.spr_bal.b6helm.visible) { if (sceneScherm.spr_bal.b6bloemwit2.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit2.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit2.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit2.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit2.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit2.visible=false; } if (sceneScherm.spr_bal.b6bloemwit3.visible) { if (sceneScherm.spr_bal.b6bloemwit3.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit3.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit3.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit3.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit3.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit3.visible=false; } if (sceneScherm.spr_bal.b6bloemwit4.visible) { if (sceneScherm.spr_bal.b6bloemwit4.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit4.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit4.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit4.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit4.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit4.visible=false; } } else if (toolused == 4) { if (sceneScherm.spr_bal.b6helm.visible) { toolstackremove(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b6helm.visible=false;sceneScherm.toolbal4.toolsmovie.gotoAndStop("helm"); } else if (!sceneScherm.spr_bal.b6helm.visible) { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b6helm.visible=true;sceneScherm.toolbal4.toolsmovie.gotoAndStop("helmweg"); } } else if (toolused == 5) { toolstack = new Array(); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b6helm.visible) {sceneScherm.spr_bal.b6helm.visible=false;sceneScherm.toolbal4.toolsmovie.gotoAndStop("helm");} sceneScherm.spr_bal.b6gras01.visible = false; sceneScherm.spr_bal.b6gras02.visible = false; sceneScherm.spr_bal.b6gras03.visible = false; sceneScherm.spr_bal.b6gras04.visible = false; sceneScherm.spr_bal.b6p1.visible = false;sceneScherm.spr_bal.b6p2.visible = false;sceneScherm.spr_bal.b6p3.visible = false;sceneScherm.spr_bal.b6p4.visible = false; sceneScherm.spr_bal.b6bloemwit1.visible = false; sceneScherm.spr_bal.b6bloemwit2.visible = false; sceneScherm.spr_bal.b6bloemwit3.visible = false; sceneScherm.spr_bal.b6bloemwit4.visible = false; sceneScherm.spr_bal.b6bloemblauw1.visible = false; sceneScherm.spr_bal.b6bloemblauw2.visible = false; sceneScherm.spr_bal.b6bloemblauw3.visible = false; sceneScherm.spr_bal.b6bloemblauw4.visible = false; } if (!sceneScherm.spr_bal.b6helm.visible && sceneScherm.spr_bal.b6p1.visible && sceneScherm.spr_bal.b6p1.currentFrame==1 && !sceneScherm.spr_bal.b6bloemwit1.visible && sceneScherm.spr_bal.b6p4.visible && sceneScherm.spr_bal.b6p4.currentFrame==2 && sceneScherm.spr_bal.b6bloemwit4.visible && sceneScherm.spr_bal.b6bloemwit4.currentFrame == 2) { leveldone (); } } else if (sceneScherm.lvl==13) { if (toolused == 1||toolused == 2) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "geel"; else kleur = "zwart"; if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible && !sceneScherm.spr_bal.b7helm.visible) { sceneScherm.spr_bal.b7p5.gotoAndStop(kleur); sceneScherm.spr_bal.b7p6.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible) {sceneScherm.spr_bal.b7p15.gotoAndStop(kleur); sceneScherm.spr_bal.b7p16.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7helm.visible) {sceneScherm.spr_bal.b7p3.gotoAndStop(kleur);sceneScherm.spr_bal.b7p4.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7zorro.visible) {sceneScherm.spr_bal.b7p17.gotoAndStop(kleur);sceneScherm.spr_bal.b7p18.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible&&!sceneScherm.spr_bal.b7riem2.visible&&!sceneScherm.spr_bal.b7skibrilklein1.visible&&!sceneScherm.spr_bal.b7skibrilklein2.visible&&!sceneScherm.spr_bal.b7skibrilklein3.visible&&!sceneScherm.spr_bal.b7skibrilklein4.visible && !sceneScherm.spr_bal.b7helm.visible) {sceneScherm.spr_bal.b7p8.gotoAndStop(kleur);sceneScherm.spr_bal.b7p10.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible&&!sceneScherm.spr_bal.b7riem2.visible&&!sceneScherm.spr_bal.b7skibrilklein1.visible&&!sceneScherm.spr_bal.b7skibrilklein2.visible&&!sceneScherm.spr_bal.b7skibrilklein3.visible&&!sceneScherm.spr_bal.b7skibrilklein4.visible) {sceneScherm.spr_bal.b7p11.gotoAndStop(kleur);sceneScherm.spr_bal.b7p13.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible && !sceneScherm.spr_bal.b7helm.visible) { sceneScherm.spr_bal.b7p7.gotoAndStop(kleur); sceneScherm.spr_bal.b7p9.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible) {sceneScherm.spr_bal.b7p12.gotoAndStop(kleur); sceneScherm.spr_bal.b7p14.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b7helm.visible) {sceneScherm.spr_bal.b7p1.gotoAndStop(kleur);sceneScherm.spr_bal.b7p2.gotoAndStop(kleur);} sceneScherm.spr_bal.b7p19.gotoAndStop(kleur);sceneScherm.spr_bal.b7p20.gotoAndStop(kleur); } else if (toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b7helm.visible) { if (sceneScherm.spr_bal.b7skibrilklein1.visible) { toolstackremove(3); sceneScherm.spr_bal.b7skibrilklein1.visible = false; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11"); } else if (sceneScherm.spr_bal.b7skibrilklein2.visible) { if (!sceneScherm.spr_bal.b7riem1.visible) { toolstackremove(3); sceneScherm.spr_bal.b7skibrilklein2.visible = false; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11"); } } else if (sceneScherm.spr_bal.b7skibrilklein3.visible) { if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7zorro.visible) { toolstackremove(3); sceneScherm.spr_bal.b7skibrilklein3.visible = false; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11"); } } else if (sceneScherm.spr_bal.b7skibrilklein4.visible) { if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem2.visible) { toolstackremove(3); sceneScherm.spr_bal.b7skibrilklein4.visible = false; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11"); } } else { if (sceneScherm.spr_bal.b7riem1.visible) { toolstack.push(3); sceneScherm.spr_bal.b7skibrilklein1.visible = true; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11weg"); } else if (sceneScherm.spr_bal.b7zorro.visible) { toolstack.push(3); sceneScherm.spr_bal.b7skibrilklein2.visible = true; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11weg"); } else if (sceneScherm.spr_bal.b7riem2.visible) { toolstack.push(3); sceneScherm.spr_bal.b7skibrilklein3.visible = true; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11weg"); } else { toolstack.push(3); sceneScherm.spr_bal.b7skibrilklein4.visible = true; sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11weg"); } } } } else if (toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b7helm.visible) { if (sceneScherm.spr_bal.b7zorro.visible) { if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7skibrilklein1.visible && !sceneScherm.spr_bal.b7skibrilklein2.visible) { toolstackremove(4); sceneScherm.spr_bal.b7zorro.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("zorro"); } } else { toolstack.push(4); sceneScherm.spr_bal.b7zorro.visible = true;sceneScherm.toolbal4.toolsmovie.gotoAndStop("zorroweg"); } } } else if (toolused == 5) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b7helm.visible) { if (sceneScherm.spr_bal.b7riem1.visible) { if (!sceneScherm.spr_bal.b7skibrilklein1.visible) { toolstackremove(5); sceneScherm.spr_bal.b7riem1.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem11"); } } else if (sceneScherm.spr_bal.b7riem2.visible) { if (!sceneScherm.spr_bal.b7zorro.visible&&!sceneScherm.spr_bal.b7skibrilklein1.visible&&!sceneScherm.spr_bal.b7skibrilklein2.visible&&!sceneScherm.spr_bal.b7skibrilklein3.visible) { toolstackremove(5); sceneScherm.spr_bal.b7riem2.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem11"); } } else { if (sceneScherm.spr_bal.b7skibrilklein2.visible||sceneScherm.spr_bal.b7zorro.visible||sceneScherm.spr_bal.b7skibrilklein3.visible) { toolstack.push(5); sceneScherm.spr_bal.b7riem1.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem11weg"); } else { toolstack.push(5); sceneScherm.spr_bal.b7riem2.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem11weg"); } } } } else if (toolused == 6) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b7helm.visible) { toolstackremove(6); sceneScherm.spr_bal.b7helm.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("helm"); } else { toolstack.push(6); sceneScherm.spr_bal.b7helm.visible = true;sceneScherm.toolbal6.toolsmovie.gotoAndStop("helmweg"); } } else if (toolused == 7) { toolstack = new Array(); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b7skibrilklein1.visible) { sceneScherm.spr_bal.b7skibrilklein1.visible = false;sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11") } if (sceneScherm.spr_bal.b7skibrilklein2.visible) { sceneScherm.spr_bal.b7skibrilklein2.visible = false;sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11") } if (sceneScherm.spr_bal.b7skibrilklein3.visible) { sceneScherm.spr_bal.b7skibrilklein3.visible = false;sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11") } if (sceneScherm.spr_bal.b7skibrilklein4.visible) { sceneScherm.spr_bal.b7skibrilklein4.visible = false;sceneScherm.toolbal3.toolsmovie.gotoAndStop("skibrilklein11") } if (sceneScherm.spr_bal.b7zorro.visible) { sceneScherm.spr_bal.b7zorro.visible = false;sceneScherm.toolbal4.toolsmovie.gotoAndStop("zorro") } if (sceneScherm.spr_bal.b7riem1.visible) { sceneScherm.spr_bal.b7riem1.visible = false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem11") } if (sceneScherm.spr_bal.b7riem2.visible) { sceneScherm.spr_bal.b7riem2.visible = false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem11") } if (sceneScherm.spr_bal.b7helm.visible) {sceneScherm.spr_bal.b7helm.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("helm");} kleur = "wit"; sceneScherm.spr_bal.b7p5.gotoAndStop(kleur);sceneScherm.spr_bal.b7p6.gotoAndStop(kleur);sceneScherm.spr_bal.b7p15.gotoAndStop(kleur);sceneScherm.spr_bal.b7p16.gotoAndStop(kleur); sceneScherm.spr_bal.b7p3.gotoAndStop(kleur);sceneScherm.spr_bal.b7p4.gotoAndStop(kleur);sceneScherm.spr_bal.b7p17.gotoAndStop(kleur);sceneScherm.spr_bal.b7p18.gotoAndStop(kleur); sceneScherm.spr_bal.b7p8.gotoAndStop(kleur);sceneScherm.spr_bal.b7p10.gotoAndStop(kleur);sceneScherm.spr_bal.b7p11.gotoAndStop(kleur);sceneScherm.spr_bal.b7p13.gotoAndStop(kleur); sceneScherm.spr_bal.b7p7.gotoAndStop(kleur);sceneScherm.spr_bal.b7p9.gotoAndStop(kleur);sceneScherm.spr_bal.b7p12.gotoAndStop(kleur);sceneScherm.spr_bal.b7p14.gotoAndStop(kleur); sceneScherm.spr_bal.b7p1.gotoAndStop(kleur);sceneScherm.spr_bal.b7p2.gotoAndStop(kleur);sceneScherm.spr_bal.b7p19.gotoAndStop(kleur);sceneScherm.spr_bal.b7p20.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible && !sceneScherm.spr_bal.b7skibrilklein1.visible && !sceneScherm.spr_bal.b7skibrilklein2.visible && !sceneScherm.spr_bal.b7skibrilklein3.visible && !sceneScherm.spr_bal.b7skibrilklein4.visible && !sceneScherm.spr_bal.b7helm.visible && sceneScherm.spr_bal.b7p1.currentFrame == 6 && sceneScherm.spr_bal.b7p3.currentFrame == 3 && sceneScherm.spr_bal.b7p5.currentFrame == 6 && sceneScherm.spr_bal.b7p7.currentFrame == 3 && sceneScherm.spr_bal.b7p8.currentFrame == 0 && sceneScherm.spr_bal.b7p11.currentFrame == 0 && sceneScherm.spr_bal.b7p12.currentFrame == 3 && sceneScherm.spr_bal.b7p15.currentFrame == 6 && sceneScherm.spr_bal.b7p17.currentFrame == 6 && sceneScherm.spr_bal.b7p19.currentFrame == 6) { leveldone (); } } } function dologica2 (toolused) { if (sceneScherm.lvl==14) { if (toolused == 1||toolused == 2||toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "geel"; else if (toolused == 2) kleur = "rood"; else kleur = "blauw"; if (!sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8rieml2.visible&&!sceneScherm.spr_bal.b8helm.visible) {sceneScherm.spr_bal.b8p6.gotoAndStop(kleur);sceneScherm.spr_bal.b8p7.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8rieml2.visible) {sceneScherm.spr_bal.b8p10.gotoAndStop(kleur);sceneScherm.spr_bal.b8p11.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8helm.visible) { sceneScherm.spr_bal.b8p4.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8riemr.visible) {sceneScherm.spr_bal.b8p13.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8rieml2.visible&&!sceneScherm.spr_bal.b8helm.visible) { sceneScherm.spr_bal.b8p3.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8rieml1.visible && !sceneScherm.spr_bal.b8rieml2.visible) { sceneScherm.spr_bal.b8p14.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8helm.visible) {sceneScherm.spr_bal.b8p1.gotoAndStop(kleur); sceneScherm.spr_bal.b8p2.gotoAndStop(kleur); sceneScherm.spr_bal.b8p5.gotoAndStop(kleur); sceneScherm.spr_bal.b8p8.gotoAndStop(kleur); } sceneScherm.spr_bal.b8p9.gotoAndStop(kleur); sceneScherm.spr_bal.b8p12.gotoAndStop(kleur); sceneScherm.spr_bal.b8p15.gotoAndStop(kleur); sceneScherm.spr_bal.b8p16.gotoAndStop(kleur); } else if (toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (sceneScherm.spr_bal.b8rieml1.visible) { toolstackremove(4); sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("rieml"); } else if (!sceneScherm.spr_bal.b8rieml2.visible){ toolstack.push(4); sceneScherm.spr_bal.b8rieml1.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riemlweg"); } } } else if (toolused == 5) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (!sceneScherm.spr_bal.b8rieml1.visible&&sceneScherm.spr_bal.b8riemr.visible) { toolstackremove(5); sceneScherm.spr_bal.b8riemr.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemr"); if (sceneScherm.spr_bal.b8rieml2.visible) { sceneScherm.spr_bal.b8rieml2.visible = false; sceneScherm.spr_bal.b8rieml1.visible = true; } } else if (!sceneScherm.spr_bal.b8riemr.visible){ toolstack.push(5); sceneScherm.spr_bal.b8riemr.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemrweg"); if (sceneScherm.spr_bal.b8rieml1.visible) { sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.spr_bal.b8rieml2.visible = true; } } } } else if (toolused == 6) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b8helm.visible) { toolstackremove(6); sceneScherm.spr_bal.b8helm.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("helm"); } else if (!sceneScherm.spr_bal.b8helm.visible){ toolstack.push(6); sceneScherm.spr_bal.b8helm.visible = true; sceneScherm.toolbal6.toolsmovie.gotoAndStop("helmweg"); } } if (!sceneScherm.spr_bal.b8riemr.visible && !sceneScherm.spr_bal.b8rieml1.visible && !sceneScherm.spr_bal.b8rieml2.visible && !sceneScherm.spr_bal.b8helm.visible && sceneScherm.spr_bal.b8p1.currentFrame == 6 && sceneScherm.spr_bal.b8p3.currentFrame == 6 && sceneScherm.spr_bal.b8p4.currentFrame == 4 && sceneScherm.spr_bal.b8p5.currentFrame == 6 && sceneScherm.spr_bal.b8p6.currentFrame == 4 && sceneScherm.spr_bal.b8p7.currentFrame == 4 && sceneScherm.spr_bal.b8p9.currentFrame == 6 && sceneScherm.spr_bal.b8p10.currentFrame == 2 && sceneScherm.spr_bal.b8p11.currentFrame == 2 && sceneScherm.spr_bal.b8p13.currentFrame == 6 && sceneScherm.spr_bal.b8p14.currentFrame == 2 && sceneScherm.spr_bal.b8p15.currentFrame == 6) { leveldone (); } } else if (sceneScherm.lvl==15) { if (toolused == 1||toolused == 2) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) {kleur = "rood";} else if (toolused == 2) {kleur = "geel";} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4riemv.visible) {sceneScherm.spr_bal.b4p2.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4helm.visible) {sceneScherm.spr_bal.b4p1.gotoAndStop(kleur);sceneScherm.spr_bal.b4p3.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4riemv.visible) { sceneScherm.spr_bal.b4p5.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) { sceneScherm.spr_bal.b4p4.gotoAndStop(kleur);sceneScherm.spr_bal.b4p6.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4riemv.visible) {sceneScherm.spr_bal.b4p9.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) {sceneScherm.spr_bal.b4p7.gotoAndStop(kleur);sceneScherm.spr_bal.b4p8.gotoAndStop(kleur);sceneScherm.spr_bal.b4p10.gotoAndStop(kleur);sceneScherm.spr_bal.b4p11.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4riemv.visible) { sceneScherm.spr_bal.b4p14.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible ) { sceneScherm.spr_bal.b4p12.gotoAndStop(kleur); sceneScherm.spr_bal.b4p13.gotoAndStop(kleur); sceneScherm.spr_bal.b4p15.gotoAndStop(kleur); sceneScherm.spr_bal.b4p16.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible&& !sceneScherm.spr_bal.b4riemv.visible) {sceneScherm.spr_bal.b4p18.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible) { sceneScherm.spr_bal.b4p17.gotoAndStop(kleur); sceneScherm.spr_bal.b4p19.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b4riemv.visible) {sceneScherm.spr_bal.b4p21.gotoAndStop(kleur);} sceneScherm.spr_bal.b4p20.gotoAndStop(kleur);sceneScherm.spr_bal.b4p22.gotoAndStop(kleur); } else if (toolused == 3) { if (sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible) { toolstackremove(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4riemv.visible=false;sceneScherm.toolbal3.toolsmovie.gotoAndStop("riemv"); } else if (!sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible) { toolstack.push(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4riemv.visible=true;sceneScherm.toolbal3.toolsmovie.gotoAndStop("riemvweg"); } } else if (toolused == 4) { if (sceneScherm.spr_bal.b4helm.visible) { toolstackremove(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4helm.visible=false;sceneScherm.toolbal4.toolsmovie.gotoAndStop("helmrot"); } else if (!sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible) { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4helm.visible=true;sceneScherm.toolbal4.toolsmovie.gotoAndStop("helmrotweg"); } } else if (toolused == 5) { if (sceneScherm.spr_bal.b4mutsonder.visible) { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsonder.visible=false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutsonder"); } else if (!sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible) { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsonder.visible=true;sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutsonderweg"); } } else if (toolused == 6) { if (sceneScherm.spr_bal.b4mutsboven.visible) { toolstackremove(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsboven.visible=false;sceneScherm.toolbal6.toolsmovie.gotoAndStop("mutsboven"); } else if (!sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible) { toolstack.push(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsboven.visible=true;sceneScherm.toolbal6.toolsmovie.gotoAndStop("mutsbovenweg"); } } if (!sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4helm.visible && sceneScherm.spr_bal.b4p1.currentFrame == 4 && sceneScherm.spr_bal.b4p2.currentFrame == 4 && sceneScherm.spr_bal.b4p4.currentFrame == 4 && sceneScherm.spr_bal.b4p5.currentFrame == 3 && sceneScherm.spr_bal.b4p7.currentFrame == 4 && sceneScherm.spr_bal.b4p9.currentFrame == 3 && sceneScherm.spr_bal.b4p12.currentFrame == 3 && sceneScherm.spr_bal.b4p14.currentFrame == 4 && sceneScherm.spr_bal.b4p17.currentFrame == 3 && sceneScherm.spr_bal.b4p18.currentFrame == 4 && sceneScherm.spr_bal.b4p20.currentFrame == 3 && sceneScherm.spr_bal.b4p21.currentFrame == 3) { leveldone (); } } else if (sceneScherm.lvl==16) { if (toolused == 1||toolused == 2||toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "rood"; else if (toolused == 2) kleur = "blauw"; else kleur = "zwart"; if (!sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8rieml2.visible&&!sceneScherm.spr_bal.b8helm.visible) {sceneScherm.spr_bal.b8p6.gotoAndStop(kleur);sceneScherm.spr_bal.b8p7.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8rieml2.visible) {sceneScherm.spr_bal.b8p10.gotoAndStop(kleur);sceneScherm.spr_bal.b8p11.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8helm.visible) { sceneScherm.spr_bal.b8p4.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8riemr.visible) {sceneScherm.spr_bal.b8p13.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8rieml2.visible&&!sceneScherm.spr_bal.b8helm.visible) { sceneScherm.spr_bal.b8p3.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b8rieml1.visible && !sceneScherm.spr_bal.b8rieml2.visible) { sceneScherm.spr_bal.b8p14.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8helm.visible) {sceneScherm.spr_bal.b8p1.gotoAndStop(kleur); sceneScherm.spr_bal.b8p2.gotoAndStop(kleur); sceneScherm.spr_bal.b8p5.gotoAndStop(kleur); sceneScherm.spr_bal.b8p8.gotoAndStop(kleur); } sceneScherm.spr_bal.b8p9.gotoAndStop(kleur); sceneScherm.spr_bal.b8p12.gotoAndStop(kleur); sceneScherm.spr_bal.b8p15.gotoAndStop(kleur); sceneScherm.spr_bal.b8p16.gotoAndStop(kleur); } else if (toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (sceneScherm.spr_bal.b8rieml1.visible) { toolstackremove(4); sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("rieml"); } else if (!sceneScherm.spr_bal.b8rieml2.visible){ toolstack.push(4); sceneScherm.spr_bal.b8rieml1.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("riemlweg"); } } } else if (toolused == 5) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (!sceneScherm.spr_bal.b8rieml1.visible&&sceneScherm.spr_bal.b8riemr.visible) { toolstackremove(5); sceneScherm.spr_bal.b8riemr.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemr"); if (sceneScherm.spr_bal.b8rieml2.visible) { sceneScherm.spr_bal.b8rieml2.visible = false; sceneScherm.spr_bal.b8rieml1.visible = true; } } else if (!sceneScherm.spr_bal.b8riemr.visible){ toolstack.push(5); sceneScherm.spr_bal.b8riemr.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemrweg"); if (sceneScherm.spr_bal.b8rieml1.visible) { sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.spr_bal.b8rieml2.visible = true; } } } } else if (toolused == 6) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b8helm.visible) { toolstackremove(6); sceneScherm.spr_bal.b8helm.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("helm"); } else if (!sceneScherm.spr_bal.b8helm.visible){ toolstack.push(6); sceneScherm.spr_bal.b8helm.visible = true; sceneScherm.toolbal6.toolsmovie.gotoAndStop("helmweg"); } } if (!sceneScherm.spr_bal.b8riemr.visible && !sceneScherm.spr_bal.b8rieml1.visible && !sceneScherm.spr_bal.b8rieml2.visible && !sceneScherm.spr_bal.b8helm.visible && sceneScherm.spr_bal.b8p1.currentFrame == 3 && sceneScherm.spr_bal.b8p3.currentFrame == 4 && sceneScherm.spr_bal.b8p4.currentFrame == 2 && sceneScherm.spr_bal.b8p5.currentFrame == 3 && sceneScherm.spr_bal.b8p6.currentFrame == 3 && sceneScherm.spr_bal.b8p7.currentFrame == 3 && sceneScherm.spr_bal.b8p9.currentFrame == 3 && sceneScherm.spr_bal.b8p10.currentFrame == 3 && sceneScherm.spr_bal.b8p11.currentFrame == 3 && sceneScherm.spr_bal.b8p13.currentFrame == 3 && sceneScherm.spr_bal.b8p14.currentFrame == 3 && sceneScherm.spr_bal.b8p15.currentFrame == 3) { leveldone (); } } else if (sceneScherm.lvl==17) { if (toolused == 1) { if (sceneScherm.soundon)createjs.Sound.play ("sndzaad"); if (!sceneScherm.spr_bal.b6p1.visible && !sceneScherm.spr_bal.b6helm.visible) sceneScherm.spr_bal.b6gras01.visible = true; if (!sceneScherm.spr_bal.b6p2.visible && !sceneScherm.spr_bal.b6helm.visible) sceneScherm.spr_bal.b6gras02.visible = true; if (!sceneScherm.spr_bal.b6p3.visible) sceneScherm.spr_bal.b6gras03.visible = true; if (!sceneScherm.spr_bal.b6p4.visible) sceneScherm.spr_bal.b6gras04.visible = true; } else if (toolused == 2) { if (sceneScherm.soundon)createjs.Sound.play ("sndzaad"); if (!sceneScherm.spr_bal.b6bloemwit1.visible && !sceneScherm.spr_bal.b6helm.visible) { sceneScherm.spr_bal.b6bloemwit1.visible = true; sceneScherm.spr_bal.b6bloemwit1.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemwit2.visible && !sceneScherm.spr_bal.b6helm.visible) { sceneScherm.spr_bal.b6bloemwit2.visible = true; sceneScherm.spr_bal.b6bloemwit2.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemwit3.visible) { sceneScherm.spr_bal.b6bloemwit3.visible = true; sceneScherm.spr_bal.b6bloemwit3.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemwit4.visible) { sceneScherm.spr_bal.b6bloemwit4.visible = true; sceneScherm.spr_bal.b6bloemwit4.gotoAndStop(0);} } else if (toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndzaad"); if (!sceneScherm.spr_bal.b6bloemblauw1.visible && !sceneScherm.spr_bal.b6helm.visible) { sceneScherm.spr_bal.b6bloemblauw1.visible = true; sceneScherm.spr_bal.b6bloemblauw1.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemblauw2.visible && !sceneScherm.spr_bal.b6helm.visible) { sceneScherm.spr_bal.b6bloemblauw2.visible = true; sceneScherm.spr_bal.b6bloemblauw2.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemblauw3.visible) { sceneScherm.spr_bal.b6bloemblauw3.visible = true; sceneScherm.spr_bal.b6bloemblauw3.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemblauw4.visible) { sceneScherm.spr_bal.b6bloemblauw4.visible = true; sceneScherm.spr_bal.b6bloemblauw4.gotoAndStop(0);} } else if (toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndwater"); if (sceneScherm.spr_bal.b6p1.visible && !sceneScherm.spr_bal.b6helm.visible) { if (sceneScherm.spr_bal.b6p1.currentFrame == 0) sceneScherm.spr_bal.b6p1.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p1.currentFrame == 1) sceneScherm.spr_bal.b6p1.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6p2.visible && !sceneScherm.spr_bal.b6helm.visible) { if (sceneScherm.spr_bal.b6p2.currentFrame == 0) sceneScherm.spr_bal.b6p2.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p2.currentFrame == 1) sceneScherm.spr_bal.b6p2.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6p3.visible) { if (sceneScherm.spr_bal.b6p3.currentFrame == 0) sceneScherm.spr_bal.b6p3.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p3.currentFrame == 1) sceneScherm.spr_bal.b6p3.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6p4.visible) { if (sceneScherm.spr_bal.b6p4.currentFrame == 0) sceneScherm.spr_bal.b6p4.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p4.currentFrame == 1) sceneScherm.spr_bal.b6p4.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6gras01.visible && !sceneScherm.spr_bal.b6helm.visible) { sceneScherm.spr_bal.b6gras01.visible = false; sceneScherm.spr_bal.b6p1.visible = true; sceneScherm.spr_bal.b6p1.gotoAndStop(0); } if (sceneScherm.spr_bal.b6gras02.visible && !sceneScherm.spr_bal.b6helm.visible) { sceneScherm.spr_bal.b6gras02.visible = false; sceneScherm.spr_bal.b6p2.visible = true; sceneScherm.spr_bal.b6p2.gotoAndStop(0); } if (sceneScherm.spr_bal.b6gras03.visible) { sceneScherm.spr_bal.b6gras03.visible = false; sceneScherm.spr_bal.b6p3.visible = true; sceneScherm.spr_bal.b6p3.gotoAndStop(0); } if (sceneScherm.spr_bal.b6gras04.visible) { sceneScherm.spr_bal.b6gras04.visible = false; sceneScherm.spr_bal.b6p4.visible = true; sceneScherm.spr_bal.b6p4.gotoAndStop(0); } if (sceneScherm.spr_bal.b6bloemwit1.visible && !sceneScherm.spr_bal.b6helm.visible) { if (sceneScherm.spr_bal.b6bloemwit1.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit1.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit1.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit1.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit1.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit1.visible=false; } if (sceneScherm.spr_bal.b6bloemwit2.visible && !sceneScherm.spr_bal.b6helm.visible) { if (sceneScherm.spr_bal.b6bloemwit2.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit2.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit2.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit2.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit2.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit2.visible=false; } if (sceneScherm.spr_bal.b6bloemwit3.visible) { if (sceneScherm.spr_bal.b6bloemwit3.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit3.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit3.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit3.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit3.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit3.visible=false; } if (sceneScherm.spr_bal.b6bloemwit4.visible) { if (sceneScherm.spr_bal.b6bloemwit4.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit4.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit4.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit4.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit4.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit4.visible=false; } if (sceneScherm.spr_bal.b6bloemblauw1.visible && !sceneScherm.spr_bal.b6helm.visible) { if (sceneScherm.spr_bal.b6bloemblauw1.currentFrame == 0) sceneScherm.spr_bal.b6bloemblauw1.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemblauw1.currentFrame == 1) sceneScherm.spr_bal.b6bloemblauw1.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemblauw1.currentFrame == 2) sceneScherm.spr_bal.b6bloemblauw1.visible=false; } if (sceneScherm.spr_bal.b6bloemblauw2.visible && !sceneScherm.spr_bal.b6helm.visible) { if (sceneScherm.spr_bal.b6bloemblauw2.currentFrame == 0) sceneScherm.spr_bal.b6bloemblauw2.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemblauw2.currentFrame == 1) sceneScherm.spr_bal.b6bloemblauw2.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemblauw2.currentFrame == 2) sceneScherm.spr_bal.b6bloemblauw2.visible=false; } if (sceneScherm.spr_bal.b6bloemblauw3.visible) { if (sceneScherm.spr_bal.b6bloemblauw3.currentFrame == 0) sceneScherm.spr_bal.b6bloemblauw3.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemblauw3.currentFrame == 1) sceneScherm.spr_bal.b6bloemblauw3.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemblauw3.currentFrame == 2) sceneScherm.spr_bal.b6bloemblauw3.visible=false; } if (sceneScherm.spr_bal.b6bloemblauw4.visible) { if (sceneScherm.spr_bal.b6bloemblauw4.currentFrame == 0) sceneScherm.spr_bal.b6bloemblauw4.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemblauw4.currentFrame == 1) sceneScherm.spr_bal.b6bloemblauw4.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemblauw4.currentFrame == 2) sceneScherm.spr_bal.b6bloemblauw4.visible=false; } } else if (toolused == 5) { if (sceneScherm.spr_bal.b6helm.visible) { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b6helm.visible=false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("helm"); } else if (!sceneScherm.spr_bal.b6helm.visible) { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b6helm.visible=true;sceneScherm.toolbal5.toolsmovie.gotoAndStop("helmweg"); } } else if (toolused == 6) { toolstack = new Array(); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b6helm.visible) {sceneScherm.spr_bal.b6helm.visible=false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("helm");} sceneScherm.spr_bal.b6gras01.visible = false; sceneScherm.spr_bal.b6gras02.visible = false; sceneScherm.spr_bal.b6gras03.visible = false; sceneScherm.spr_bal.b6gras04.visible = false; sceneScherm.spr_bal.b6p1.visible = false;sceneScherm.spr_bal.b6p2.visible = false;sceneScherm.spr_bal.b6p3.visible = false;sceneScherm.spr_bal.b6p4.visible = false; sceneScherm.spr_bal.b6bloemwit1.visible = false; sceneScherm.spr_bal.b6bloemwit2.visible = false; sceneScherm.spr_bal.b6bloemwit3.visible = false; sceneScherm.spr_bal.b6bloemwit4.visible = false; sceneScherm.spr_bal.b6bloemblauw1.visible = false; sceneScherm.spr_bal.b6bloemblauw2.visible = false; sceneScherm.spr_bal.b6bloemblauw3.visible = false; sceneScherm.spr_bal.b6bloemblauw4.visible = false; } if (!sceneScherm.spr_bal.b6helm.visible && sceneScherm.spr_bal.b6p1.visible && sceneScherm.spr_bal.b6p1.currentFrame==0 && sceneScherm.spr_bal.b6bloemblauw1.visible && sceneScherm.spr_bal.b6bloemblauw1.currentFrame == 2 && !sceneScherm.spr_bal.b6bloemwit1.visible && sceneScherm.spr_bal.b6p4.visible && sceneScherm.spr_bal.b6p4.currentFrame==1 && sceneScherm.spr_bal.b6bloemwit4.visible && sceneScherm.spr_bal.b6bloemwit4.currentFrame == 1 && !sceneScherm.spr_bal.b6bloemblauw4.visible) { leveldone (); } } else if (sceneScherm.lvl==18||sceneScherm.lvl==22) { if (toolused == 1||toolused == 2||toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "rood"; else if (toolused == 2) kleur = "blauw"; else kleur = "zwart"; if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible && !sceneScherm.spr_bal.b7helm.visible) { sceneScherm.spr_bal.b7p5.gotoAndStop(kleur); sceneScherm.spr_bal.b7p6.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible) {sceneScherm.spr_bal.b7p15.gotoAndStop(kleur); sceneScherm.spr_bal.b7p16.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7helm.visible) {sceneScherm.spr_bal.b7p3.gotoAndStop(kleur);sceneScherm.spr_bal.b7p4.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7zorro.visible) {sceneScherm.spr_bal.b7p17.gotoAndStop(kleur);sceneScherm.spr_bal.b7p18.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible&&!sceneScherm.spr_bal.b7riem2.visible&&!sceneScherm.spr_bal.b7skibrilklein1.visible&&!sceneScherm.spr_bal.b7skibrilklein2.visible&&!sceneScherm.spr_bal.b7skibrilklein3.visible&&!sceneScherm.spr_bal.b7skibrilklein4.visible && !sceneScherm.spr_bal.b7helm.visible) {sceneScherm.spr_bal.b7p8.gotoAndStop(kleur);sceneScherm.spr_bal.b7p10.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible&&!sceneScherm.spr_bal.b7riem2.visible&&!sceneScherm.spr_bal.b7skibrilklein1.visible&&!sceneScherm.spr_bal.b7skibrilklein2.visible&&!sceneScherm.spr_bal.b7skibrilklein3.visible&&!sceneScherm.spr_bal.b7skibrilklein4.visible) {sceneScherm.spr_bal.b7p11.gotoAndStop(kleur);sceneScherm.spr_bal.b7p13.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible && !sceneScherm.spr_bal.b7helm.visible) { sceneScherm.spr_bal.b7p7.gotoAndStop(kleur); sceneScherm.spr_bal.b7p9.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible) {sceneScherm.spr_bal.b7p12.gotoAndStop(kleur); sceneScherm.spr_bal.b7p14.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b7helm.visible) {sceneScherm.spr_bal.b7p1.gotoAndStop(kleur);sceneScherm.spr_bal.b7p2.gotoAndStop(kleur);} sceneScherm.spr_bal.b7p19.gotoAndStop(kleur);sceneScherm.spr_bal.b7p20.gotoAndStop(kleur); } else if (toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b7helm.visible) { if (sceneScherm.spr_bal.b7skibrilklein1.visible) { toolstackremove(4); sceneScherm.spr_bal.b7skibrilklein1.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibrilklein11"); } else if (sceneScherm.spr_bal.b7skibrilklein2.visible) { if (!sceneScherm.spr_bal.b7riem1.visible) { toolstackremove(4); sceneScherm.spr_bal.b7skibrilklein2.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibrilklein11"); } } else if (sceneScherm.spr_bal.b7skibrilklein3.visible) { if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7zorro.visible) { toolstackremove(4); sceneScherm.spr_bal.b7skibrilklein3.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibrilklein11"); } } else if (sceneScherm.spr_bal.b7skibrilklein4.visible) { if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem2.visible) { toolstackremove(4); sceneScherm.spr_bal.b7skibrilklein4.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibrilklein11"); } } else { if (sceneScherm.spr_bal.b7riem1.visible) { toolstack.push(4); sceneScherm.spr_bal.b7skibrilklein1.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibrilklein11weg"); } else if (sceneScherm.spr_bal.b7zorro.visible) { toolstack.push(4); sceneScherm.spr_bal.b7skibrilklein2.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibrilklein11weg"); } else if (sceneScherm.spr_bal.b7riem2.visible) { toolstack.push(4); sceneScherm.spr_bal.b7skibrilklein3.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibrilklein11weg"); } else { toolstack.push(4); sceneScherm.spr_bal.b7skibrilklein4.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("skibrilklein11weg"); } } } } else if (toolused == 5) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b7helm.visible) { if (sceneScherm.spr_bal.b7zorro.visible) { if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7skibrilklein1.visible && !sceneScherm.spr_bal.b7skibrilklein2.visible) { toolstackremove(5); sceneScherm.spr_bal.b7zorro.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("zorro"); } } else { toolstack.push(5); sceneScherm.spr_bal.b7zorro.visible = true;sceneScherm.toolbal5.toolsmovie.gotoAndStop("zorroweg"); } } } else if (toolused == 6) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b7helm.visible) { if (sceneScherm.spr_bal.b7riem1.visible) { if (!sceneScherm.spr_bal.b7skibrilklein1.visible) { toolstackremove(6); sceneScherm.spr_bal.b7riem1.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riem11"); } } else if (sceneScherm.spr_bal.b7riem2.visible) { if (!sceneScherm.spr_bal.b7zorro.visible&&!sceneScherm.spr_bal.b7skibrilklein1.visible&&!sceneScherm.spr_bal.b7skibrilklein2.visible&&!sceneScherm.spr_bal.b7skibrilklein3.visible) { toolstackremove(6); sceneScherm.spr_bal.b7riem2.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riem11"); } } else { if (sceneScherm.spr_bal.b7skibrilklein2.visible||sceneScherm.spr_bal.b7zorro.visible||sceneScherm.spr_bal.b7skibrilklein3.visible) { toolstack.push(6); sceneScherm.spr_bal.b7riem1.visible = true; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riem11weg"); } else { toolstack.push(6); sceneScherm.spr_bal.b7riem2.visible = true; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riem11weg"); } } } } else if (toolused == 7) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b7helm.visible) { toolstackremove(7); sceneScherm.spr_bal.b7helm.visible = false; sceneScherm.toolbal7.toolsmovie.gotoAndStop("helm"); } else { toolstack.push(7); sceneScherm.spr_bal.b7helm.visible = true;sceneScherm.toolbal7.toolsmovie.gotoAndStop("helmweg"); } } else if (toolused == 8) { if (sceneScherm.soundon)createjs.Sound.play ("sndshovel"); kleur = "wit"; if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible && !sceneScherm.spr_bal.b7helm.visible) { sceneScherm.spr_bal.b7p5.gotoAndStop(kleur); sceneScherm.spr_bal.b7p6.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible) {sceneScherm.spr_bal.b7p15.gotoAndStop(kleur); sceneScherm.spr_bal.b7p16.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7helm.visible) {sceneScherm.spr_bal.b7p3.gotoAndStop(kleur);sceneScherm.spr_bal.b7p4.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7zorro.visible) {sceneScherm.spr_bal.b7p17.gotoAndStop(kleur);sceneScherm.spr_bal.b7p18.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible&&!sceneScherm.spr_bal.b7riem2.visible&&!sceneScherm.spr_bal.b7skibrilklein1.visible&&!sceneScherm.spr_bal.b7skibrilklein2.visible&&!sceneScherm.spr_bal.b7skibrilklein3.visible&&!sceneScherm.spr_bal.b7skibrilklein4.visible && !sceneScherm.spr_bal.b7helm.visible) {sceneScherm.spr_bal.b7p8.gotoAndStop(kleur);sceneScherm.spr_bal.b7p10.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible&&!sceneScherm.spr_bal.b7riem2.visible&&!sceneScherm.spr_bal.b7skibrilklein1.visible&&!sceneScherm.spr_bal.b7skibrilklein2.visible&&!sceneScherm.spr_bal.b7skibrilklein3.visible&&!sceneScherm.spr_bal.b7skibrilklein4.visible) {sceneScherm.spr_bal.b7p11.gotoAndStop(kleur);sceneScherm.spr_bal.b7p13.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible && !sceneScherm.spr_bal.b7helm.visible) { sceneScherm.spr_bal.b7p7.gotoAndStop(kleur); sceneScherm.spr_bal.b7p9.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible) {sceneScherm.spr_bal.b7p12.gotoAndStop(kleur); sceneScherm.spr_bal.b7p14.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b7helm.visible) {sceneScherm.spr_bal.b7p1.gotoAndStop(kleur);sceneScherm.spr_bal.b7p2.gotoAndStop(kleur);} sceneScherm.spr_bal.b7p19.gotoAndStop(kleur);sceneScherm.spr_bal.b7p20.gotoAndStop(kleur); } if (sceneScherm.lvl==18) { if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible && !sceneScherm.spr_bal.b7skibrilklein1.visible && !sceneScherm.spr_bal.b7skibrilklein2.visible && !sceneScherm.spr_bal.b7skibrilklein3.visible && !sceneScherm.spr_bal.b7skibrilklein4.visible && !sceneScherm.spr_bal.b7helm.visible && sceneScherm.spr_bal.b7p1.currentFrame == 2 && sceneScherm.spr_bal.b7p3.currentFrame == 3 && sceneScherm.spr_bal.b7p5.currentFrame == 2 && sceneScherm.spr_bal.b7p7.currentFrame == 4 && sceneScherm.spr_bal.b7p8.currentFrame == 4 && sceneScherm.spr_bal.b7p11.currentFrame == 3 && sceneScherm.spr_bal.b7p12.currentFrame == 0 && sceneScherm.spr_bal.b7p15.currentFrame == 2 && sceneScherm.spr_bal.b7p17.currentFrame == 4 && sceneScherm.spr_bal.b7p19.currentFrame == 2) { leveldone (); } } else if (sceneScherm.lvl==22) { if (!sceneScherm.spr_bal.b7zorro.visible && !sceneScherm.spr_bal.b7riem1.visible && !sceneScherm.spr_bal.b7riem2.visible && !sceneScherm.spr_bal.b7skibrilklein1.visible && !sceneScherm.spr_bal.b7skibrilklein2.visible && !sceneScherm.spr_bal.b7skibrilklein3.visible && !sceneScherm.spr_bal.b7skibrilklein4.visible && !sceneScherm.spr_bal.b7helm.visible && sceneScherm.spr_bal.b7p1.currentFrame == 0 && sceneScherm.spr_bal.b7p3.currentFrame == 3 && sceneScherm.spr_bal.b7p5.currentFrame == 2 && sceneScherm.spr_bal.b7p7.currentFrame == 0 && sceneScherm.spr_bal.b7p8.currentFrame == 3 && sceneScherm.spr_bal.b7p11.currentFrame == 0 && sceneScherm.spr_bal.b7p12.currentFrame == 2 && sceneScherm.spr_bal.b7p15.currentFrame == 4 && sceneScherm.spr_bal.b7p17.currentFrame == 0 && sceneScherm.spr_bal.b7p19.currentFrame == 3) { leveldone (); } } } else if (sceneScherm.lvl==19) { if (toolused == 1||toolused == 2||toolused == 3||toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "geel"; else if (toolused == 2) kleur = "oranje"; else if (toolused == 3) kleur = "paars"; else kleur = "zwart"; if (!riemiserr && !riemiserl && !sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutslinks.visible) { sceneScherm.spr_bal.b8p6.gotoAndStop(kleur); } if (!riemiserr && !riemiserl && !sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p7.gotoAndStop(kleur); } if (!riemiserr && !riemiserl && !sceneScherm.spr_bal.b8mutslinks.visible) { sceneScherm.spr_bal.b8p10.gotoAndStop(kleur); } if (!riemiserr && !riemiserl && !sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p11.gotoAndStop(kleur); } if (!riemiserr && !sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p4.gotoAndStop(kleur); } if (!riemiserr && !sceneScherm.spr_bal.b8mutslinks.visible) {sceneScherm.spr_bal.b8p13.gotoAndStop(kleur);} if (!riemiserl && !sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutslinks.visible) { sceneScherm.spr_bal.b8p3.gotoAndStop(kleur); } if (!riemiserl && !sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p14.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutslinks.visible) { sceneScherm.spr_bal.b8p1.gotoAndStop(kleur); sceneScherm.spr_bal.b8p5.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p2.gotoAndStop(kleur); sceneScherm.spr_bal.b8p8.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8mutslinks.visible) { sceneScherm.spr_bal.b8p9.gotoAndStop(kleur); sceneScherm.spr_bal.b8p15.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p12.gotoAndStop(kleur); sceneScherm.spr_bal.b8p16.gotoAndStop(kleur); } } else if (toolused == 5) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (sceneScherm.spr_bal.b8mutslinks.visible) { if(!sceneScherm.spr_bal.b8riemrboven.visible&&!sceneScherm.spr_bal.b8rieml1boven.visible&&!sceneScherm.spr_bal.b8rieml2boven.visible) { toolstackremove(5); sceneScherm.spr_bal.b8mutslinks.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutslinks"); } } else if (!sceneScherm.spr_bal.b8mutslinks.visible){ if(!sceneScherm.spr_bal.b8riemrboven.visible&&!sceneScherm.spr_bal.b8rieml1boven.visible&&!sceneScherm.spr_bal.b8rieml2boven.visible) { toolstack.push(5); sceneScherm.spr_bal.b8mutslinks.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutslinksweg"); } } } } else if (toolused == 6) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (sceneScherm.spr_bal.b8mutsrechts.visible) { if(!sceneScherm.spr_bal.b8riemrboven.visible&&!sceneScherm.spr_bal.b8rieml1boven.visible&&!sceneScherm.spr_bal.b8rieml2boven.visible) { toolstackremove(6); sceneScherm.spr_bal.b8mutsrechts.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("mutsrechts"); } } else if (!sceneScherm.spr_bal.b8mutsrechts.visible){ if(!sceneScherm.spr_bal.b8riemrboven.visible&&!sceneScherm.spr_bal.b8rieml1boven.visible&&!sceneScherm.spr_bal.b8rieml2boven.visible) { toolstack.push(6); sceneScherm.spr_bal.b8mutsrechts.visible = true; sceneScherm.toolbal6.toolsmovie.gotoAndStop("mutsrechtsweg"); } } } } else if (toolused == 7) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8mutsrechts.visible&&!sceneScherm.spr_bal.b8mutslinks.visible) { toolstackremove(7); sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.toolbal7.toolsmovie.gotoAndStop("rieml"); riemiserl = false; } else if (sceneScherm.spr_bal.b8rieml1boven.visible){ toolstackremove(7); sceneScherm.spr_bal.b8rieml1boven.visible = false; sceneScherm.toolbal7.toolsmovie.gotoAndStop("rieml"); riemiserl = false; } else if (!sceneScherm.spr_bal.b8rieml1.visible && !sceneScherm.spr_bal.b8rieml2.visible && !sceneScherm.spr_bal.b8rieml1boven.visible && !sceneScherm.spr_bal.b8rieml2boven.visible) { if (!sceneScherm.spr_bal.b8mutsrechts.visible&&!sceneScherm.spr_bal.b8mutslinks.visible) { toolstack.push(7); sceneScherm.spr_bal.b8rieml1.visible = true; sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemlweg"); riemiserl = true; } else { toolstack.push(7); sceneScherm.spr_bal.b8rieml1boven.visible = true; sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemlweg"); riemiserl = true; } } } } else if (toolused == 8) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (!sceneScherm.spr_bal.b8rieml1.visible&&sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8mutsrechts.visible&&!sceneScherm.spr_bal.b8mutslinks.visible) { toolstackremove(8); sceneScherm.spr_bal.b8riemr.visible = false; sceneScherm.toolbal8.toolsmovie.gotoAndStop("riemr"); riemiserr = false; if (sceneScherm.spr_bal.b8rieml2.visible) { sceneScherm.spr_bal.b8rieml2.visible = false; sceneScherm.spr_bal.b8rieml1.visible = true; } } else if (!sceneScherm.spr_bal.b8rieml1boven.visible&&sceneScherm.spr_bal.b8riemrboven.visible){ toolstackremove(8); sceneScherm.spr_bal.b8riemrboven.visible = false; sceneScherm.toolbal8.toolsmovie.gotoAndStop("riemr"); riemiserr = false; if (sceneScherm.spr_bal.b8rieml2boven.visible) { sceneScherm.spr_bal.b8rieml2boven.visible = false; sceneScherm.spr_bal.b8rieml1boven.visible = true; } } else if (!sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8riemrboven.visible){ if (!sceneScherm.spr_bal.b8mutsrechts.visible&&!sceneScherm.spr_bal.b8mutslinks.visible) { toolstack.push(8); sceneScherm.spr_bal.b8riemr.visible = true; sceneScherm.toolbal8.toolsmovie.gotoAndStop("riemrweg"); riemiserr = true; if (sceneScherm.spr_bal.b8rieml1.visible) { sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.spr_bal.b8rieml2.visible = true; } } else { toolstack.push(8); sceneScherm.spr_bal.b8riemrboven.visible = true; sceneScherm.toolbal8.toolsmovie.gotoAndStop("riemrweg"); riemiserr = true; if (sceneScherm.spr_bal.b8rieml1boven.visible) { sceneScherm.spr_bal.b8rieml1boven.visible = false; sceneScherm.spr_bal.b8rieml2boven.visible = true; } } } } } else if (toolused == 9) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b8helm.visible) { toolstackremove(9); sceneScherm.spr_bal.b8helm.visible = false; sceneScherm.toolbal9.toolsmovie.gotoAndStop("helm"); } else if (!sceneScherm.spr_bal.b8helm.visible){ toolstack.push(9); sceneScherm.spr_bal.b8helm.visible = true; sceneScherm.toolbal9.toolsmovie.gotoAndStop("helmweg"); } } if (!riemiserr && !riemiserl && !sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutslinks.visible && !sceneScherm.spr_bal.b8mutsrechts.visible && sceneScherm.spr_bal.b8p1.currentFrame == 6 && sceneScherm.spr_bal.b8p2.currentFrame == 6 && sceneScherm.spr_bal.b8p3.currentFrame == 3 && sceneScherm.spr_bal.b8p4.currentFrame == 5 && sceneScherm.spr_bal.b8p5.currentFrame == 6 && sceneScherm.spr_bal.b8p6.currentFrame == 5 && sceneScherm.spr_bal.b8p7.currentFrame == 5 && sceneScherm.spr_bal.b8p8.currentFrame == 6 && sceneScherm.spr_bal.b8p9.currentFrame == 1 && sceneScherm.spr_bal.b8p10.currentFrame == 3 && sceneScherm.spr_bal.b8p11.currentFrame == 5 && sceneScherm.spr_bal.b8p12.currentFrame == 1 && sceneScherm.spr_bal.b8p13.currentFrame == 3 && sceneScherm.spr_bal.b8p14.currentFrame == 3 && sceneScherm.spr_bal.b8p15.currentFrame == 1 && sceneScherm.spr_bal.b8p16.currentFrame == 1) { leveldone (); } } else if (sceneScherm.lvl==20) { if (toolused == 1||toolused == 2||toolused == 3||toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) kleur = "geel"; else if (toolused == 2) kleur = "oranje"; else if (toolused == 3) kleur = "blauw"; else kleur = "zwart"; if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible&&!sceneScherm.spr_bal.b9mutslinks.visible&&!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p9.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible&&!sceneScherm.spr_bal.b9mutslinks.visible) {sceneScherm.spr_bal.b9p11.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible&&!sceneScherm.spr_bal.b9mutsrechts.visible&&!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p10.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible && !sceneScherm.spr_bal.b9skibrilklein.visible && !sceneScherm.spr_bal.b9mutsrechts.visible) { sceneScherm.spr_bal.b9p12.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b9skibril.visible && !sceneScherm.spr_bal.b9mutslinks.visible && !sceneScherm.spr_bal.b9helm.visible&&!riemiser) {sceneScherm.spr_bal.b9p6.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b9skibril.visible && !sceneScherm.spr_bal.b9mutslinks.visible && !sceneScherm.spr_bal.b9helm.visible) { sceneScherm.spr_bal.b9p5.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible && !sceneScherm.spr_bal.b9mutslinks.visible&&!riemiser) {sceneScherm.spr_bal.b9p14.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b9skibril.visible && !sceneScherm.spr_bal.b9mutslinks.visible) { sceneScherm.spr_bal.b9p13.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9mutsrechts.visible&&!sceneScherm.spr_bal.b9helm.visible&&!riemiser) {sceneScherm.spr_bal.b9p7.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9mutsrechts.visible&&!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p8.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9mutsrechts.visible&&!riemiser) {sceneScherm.spr_bal.b9p15.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9mutsrechts.visible) {sceneScherm.spr_bal.b9p16.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9mutslinks.visible&&!sceneScherm.spr_bal.b9helm.visible&&!riemiser) {sceneScherm.spr_bal.b9p2.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9mutslinks.visible&&!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p1.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9mutslinks.visible&&!riemiser) {sceneScherm.spr_bal.b9p18.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9mutslinks.visible) {sceneScherm.spr_bal.b9p17.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9mutsrechts.visible&&!sceneScherm.spr_bal.b9helm.visible&&!riemiser) {sceneScherm.spr_bal.b9p3.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9mutsrechts.visible&&!sceneScherm.spr_bal.b9helm.visible) {sceneScherm.spr_bal.b9p4.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9mutsrechts.visible&&!riemiser) { sceneScherm.spr_bal.b9p19.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b9mutsrechts.visible) {sceneScherm.spr_bal.b9p20.gotoAndStop(kleur); } } else if (toolused == 5) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b9helm.visible&&!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible) { if (sceneScherm.spr_bal.b9mutslinks.visible) { if (!sceneScherm.spr_bal.b9riem4.visible) { toolstackremove(5); sceneScherm.spr_bal.b9mutslinks.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutslinks"); linksvoor = false; if (riemiser) { sceneScherm.spr_bal.b9riem1.visible = false; sceneScherm.spr_bal.b9riem2.visible = false; sceneScherm.spr_bal.b9riem3.visible = false; if (!sceneScherm.spr_bal.b9mutsrechts.visible) sceneScherm.spr_bal.b9riem1.visible = true; else sceneScherm.spr_bal.b9riem2.visible = true; } } } else { if (!sceneScherm.spr_bal.b9riem4.visible) { toolstack.push(5); sceneScherm.spr_bal.b9mutslinks.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutslinksweg"); if (riemiser) { linksvoor = true; sceneScherm.spr_bal.b9riem1.visible = false; sceneScherm.spr_bal.b9riem2.visible = false; sceneScherm.spr_bal.b9riem3.visible = false; if (!sceneScherm.spr_bal.b9mutsrechts.visible) sceneScherm.spr_bal.b9riem3.visible = true; } else { linksvoor = false; } } } } } else if (toolused == 6) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b9helm.visible&&!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible) { if (sceneScherm.spr_bal.b9mutsrechts.visible) { if (!sceneScherm.spr_bal.b9riem4.visible) { toolstackremove(6); sceneScherm.spr_bal.b9mutsrechts.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("mutsrechts"); rechtsvoor = false; if (riemiser) { sceneScherm.spr_bal.b9riem1.visible = false; sceneScherm.spr_bal.b9riem2.visible = false; sceneScherm.spr_bal.b9riem3.visible = false; if (!sceneScherm.spr_bal.b9mutslinks.visible) sceneScherm.spr_bal.b9riem1.visible = true; else sceneScherm.spr_bal.b9riem3.visible = true; } } } else { if (!sceneScherm.spr_bal.b9riem4.visible) { toolstack.push(6); sceneScherm.spr_bal.b9mutsrechts.visible = true; sceneScherm.toolbal6.toolsmovie.gotoAndStop("mutsrechtsweg"); if (riemiser) { rechtsvoor = true; sceneScherm.spr_bal.b9riem1.visible = false; sceneScherm.spr_bal.b9riem2.visible = false; sceneScherm.spr_bal.b9riem3.visible = false; if (!sceneScherm.spr_bal.b9mutslinks.visible) sceneScherm.spr_bal.b9riem2.visible = true; } else { rechtsvoor = false; } } } } } else if (toolused == 7) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b9helm.visible) { if (sceneScherm.spr_bal.b9skibril.visible) { toolstackremove(7); sceneScherm.spr_bal.b9skibril.visible = false; sceneScherm.toolbal7.toolsmovie.gotoAndStop("skibril"); } else { toolstack.push(7); sceneScherm.spr_bal.b9skibril.visible = true; sceneScherm.toolbal7.toolsmovie.gotoAndStop("skibrilweg"); } } } else if (toolused == 8) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b9helm.visible) { if (!sceneScherm.spr_bal.b9skibril.visible) { if (sceneScherm.spr_bal.b9skibrilklein.visible) { toolstackremove(8); sceneScherm.spr_bal.b9skibrilklein.visible = false; sceneScherm.toolbal8.toolsmovie.gotoAndStop("skibrilklein"); } else { toolstack.push(8); sceneScherm.spr_bal.b9skibrilklein.visible = true; sceneScherm.toolbal8.toolsmovie.gotoAndStop("skibrilkleinweg"); } } } } else if (toolused == 9) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b9helm.visible) { if (riemiser) { if (sceneScherm.spr_bal.b9riem4.visible&&!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible) { toolstackremove(9); riemiser = false; sceneScherm.spr_bal.b9riem4.visible = false; sceneScherm.toolbal9.toolsmovie.gotoAndStop("riem13"); } else if (!sceneScherm.spr_bal.b9mutsrechts.visible&&!sceneScherm.spr_bal.b9mutslinks.visible&&!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible) { toolstackremove(9); riemiser = false; sceneScherm.spr_bal.b9riem1.visible = false;sceneScherm.spr_bal.b9riem2.visible = false;sceneScherm.spr_bal.b9riem3.visible = false; sceneScherm.toolbal9.toolsmovie.gotoAndStop("riem13"); } } else if (!sceneScherm.spr_bal.b9skibril.visible&&!sceneScherm.spr_bal.b9skibrilklein.visible){ if (sceneScherm.spr_bal.b9mutsrechts.visible&&sceneScherm.spr_bal.b9mutslinks.visible) { toolstack.push(9); riemiser = true; sceneScherm.spr_bal.b9riem4.visible = true; sceneScherm.toolbal9.toolsmovie.gotoAndStop("riem13weg"); } else if (!sceneScherm.spr_bal.b9mutsrechts.visible&&!sceneScherm.spr_bal.b9mutslinks.visible) { toolstack.push(9); riemiser = true; sceneScherm.spr_bal.b9riem1.visible = true; sceneScherm.toolbal9.toolsmovie.gotoAndStop("riem13weg"); } else if (!sceneScherm.spr_bal.b9mutsrechts.visible&&sceneScherm.spr_bal.b9mutslinks.visible) { toolstack.push(9); riemiser = true; sceneScherm.spr_bal.b9riem4.visible = true; sceneScherm.toolbal9.toolsmovie.gotoAndStop("riem13weg"); } else if (sceneScherm.spr_bal.b9mutsrechts.visible&&!sceneScherm.spr_bal.b9mutslinks.visible) { toolstack.push(9); riemiser = true; sceneScherm.spr_bal.b9riem4.visible = true; sceneScherm.toolbal9.toolsmovie.gotoAndStop("riem13weg"); } } } } else if (toolused == 10) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b9helm.visible) { toolstackremove(10); sceneScherm.spr_bal.b9helm.visible = false; sceneScherm.toolbal10.toolsmovie.gotoAndStop("helm"); } else if (!sceneScherm.spr_bal.b9helm.visible){ toolstack.push(10); sceneScherm.spr_bal.b9helm.visible = true; sceneScherm.toolbal10.toolsmovie.gotoAndStop("helmweg"); } } if (!sceneScherm.spr_bal.b9mutslinks.visible && !sceneScherm.spr_bal.b9mutsrechts.visible && !sceneScherm.spr_bal.b9skibril.visible && !sceneScherm.spr_bal.b9skibrilklein.visible && !sceneScherm.spr_bal.b9helm.visible && !riemiser && sceneScherm.spr_bal.b9p1.currentFrame == 6 && sceneScherm.spr_bal.b9p2.currentFrame == 2 && sceneScherm.spr_bal.b9p3.currentFrame == 3 && sceneScherm.spr_bal.b9p4.currentFrame == 6 && sceneScherm.spr_bal.b9p5.currentFrame == 1 && sceneScherm.spr_bal.b9p6.currentFrame == 3 && sceneScherm.spr_bal.b9p7.currentFrame == 2 && sceneScherm.spr_bal.b9p8.currentFrame == 1 && sceneScherm.spr_bal.b9p9.currentFrame == 3 && sceneScherm.spr_bal.b9p10.currentFrame == 3 && sceneScherm.spr_bal.b9p11.currentFrame == 3 && sceneScherm.spr_bal.b9p12.currentFrame == 3 && sceneScherm.spr_bal.b9p13.currentFrame == 1 && sceneScherm.spr_bal.b9p14.currentFrame == 2 && sceneScherm.spr_bal.b9p15.currentFrame == 3 && sceneScherm.spr_bal.b9p16.currentFrame == 1 && sceneScherm.spr_bal.b9p17.currentFrame == 6 && sceneScherm.spr_bal.b9p18.currentFrame == 3 && sceneScherm.spr_bal.b9p19.currentFrame == 2 && sceneScherm.spr_bal.b9p20.currentFrame == 6) { leveldone (); } } else if (sceneScherm.lvl==21) { if (toolused == 1||toolused == 2) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) {kleur = "blauw";} else if (toolused == 2) {kleur = "oranje";} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4riem.visible && !sceneScherm.spr_bal.b4riemvoor.visible && !sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4helm.visible) {sceneScherm.spr_bal.b4p9.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4riem.visible && !sceneScherm.spr_bal.b4riemvoor.visible && !sceneScherm.spr_bal.b4riemv.visible) {sceneScherm.spr_bal.b4p14.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4riem.visible && !sceneScherm.spr_bal.b4riemvoor.visible && !sceneScherm.spr_bal.b4helm.visible) {sceneScherm.spr_bal.b4p11.gotoAndStop(kleur);sceneScherm.spr_bal.b4p7.gotoAndStop(kleur);sceneScherm.spr_bal.b4p8.gotoAndStop(kleur);sceneScherm.spr_bal.b4p10.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4riem.visible && !sceneScherm.spr_bal.b4riemvoor.visible) {sceneScherm.spr_bal.b4p12.gotoAndStop(kleur);sceneScherm.spr_bal.b4p16.gotoAndStop(kleur);sceneScherm.spr_bal.b4p13.gotoAndStop(kleur);sceneScherm.spr_bal.b4p15.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) {sceneScherm.spr_bal.b4p17.gotoAndStop(kleur);sceneScherm.spr_bal.b4p19.gotoAndStop(kleur);sceneScherm.spr_bal.b4p4.gotoAndStop(kleur);sceneScherm.spr_bal.b4p6.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsonder.visible) {sceneScherm.spr_bal.b4p17.gotoAndStop(kleur);sceneScherm.spr_bal.b4p19.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4mutsboven.visible&&!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) {sceneScherm.spr_bal.b4p1.gotoAndStop(kleur);sceneScherm.spr_bal.b4p3.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4helm.visible) {sceneScherm.spr_bal.b4p2.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) {sceneScherm.spr_bal.b4p5.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4mutsonder.visible) {sceneScherm.spr_bal.b4p18.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b4riemv.visible) {sceneScherm.spr_bal.b4p21.gotoAndStop(kleur);} sceneScherm.spr_bal.b4p20.gotoAndStop(kleur); sceneScherm.spr_bal.b4p22.gotoAndStop(kleur); } else if (toolused == 3) { if (sceneScherm.spr_bal.b4riem.visible && !sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4riemvoor.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) { toolstackremove(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4riem.visible=false;sceneScherm.toolbal3.toolsmovie.gotoAndStop("riembreed"); } else if (sceneScherm.spr_bal.b4riemvoor.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) { toolstackremove(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4riemvoor.visible=false;sceneScherm.toolbal3.toolsmovie.gotoAndStop("riembreed"); } else if (!sceneScherm.spr_bal.b4riem.visible && !sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4riemvoor.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) { toolstack.push(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4riem.visible=true;sceneScherm.toolbal3.toolsmovie.gotoAndStop("riembreedweg"); } else if (!sceneScherm.spr_bal.b4riemvoor.visible && !sceneScherm.spr_bal.b4riem.visible && sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) { toolstack.push(3); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4riemvoor.visible=true;sceneScherm.toolbal3.toolsmovie.gotoAndStop("riembreedweg"); } } else if (toolused == 4) { if (sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4riemvoor.visible && !sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) { toolstackremove(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4riemv.visible=false;sceneScherm.toolbal4.toolsmovie.gotoAndStop("riemv"); } else if (!sceneScherm.spr_bal.b4riemv.visible && !sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4riemv.visible=true;sceneScherm.toolbal4.toolsmovie.gotoAndStop("riemvweg"); } } else if (toolused == 5) { if (sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4helm.visible) { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsonder.visible=false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutsonder"); } else if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4helm.visible) { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsonder.visible=true;sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutsonderweg"); } } else if (toolused == 6) { if (sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4helm.visible) { toolstackremove(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsboven.visible=false;sceneScherm.toolbal6.toolsmovie.gotoAndStop("mutsboven"); } else if (!sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4helm.visible) { toolstack.push(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b4mutsboven.visible=true;sceneScherm.toolbal6.toolsmovie.gotoAndStop("mutsbovenweg"); } } if (!sceneScherm.spr_bal.b4helm.visible && !sceneScherm.spr_bal.b4mutsonder.visible && !sceneScherm.spr_bal.b4mutsboven.visible && !sceneScherm.spr_bal.b4riem.visible && !sceneScherm.spr_bal.b4riemvoor.visible && !sceneScherm.spr_bal.b4riemv.visible && sceneScherm.spr_bal.b4p1.currentFrame == 2 && sceneScherm.spr_bal.b4p2.currentFrame == 2 && sceneScherm.spr_bal.b4p4.currentFrame == 2 && sceneScherm.spr_bal.b4p5.currentFrame == 1 && sceneScherm.spr_bal.b4p7.currentFrame == 2 && sceneScherm.spr_bal.b4p8.currentFrame == 2 && sceneScherm.spr_bal.b4p9.currentFrame == 2 && sceneScherm.spr_bal.b4p12.currentFrame == 2 && sceneScherm.spr_bal.b4p14.currentFrame == 2 && sceneScherm.spr_bal.b4p17.currentFrame == 2 && sceneScherm.spr_bal.b4p18.currentFrame == 1 && sceneScherm.spr_bal.b4p20.currentFrame == 2 && sceneScherm.spr_bal.b4p21.currentFrame == 2) { leveldone (); } } } function dologica3 (toolused) { if (sceneScherm.lvl==23) { if (toolused == 1) { if (sceneScherm.soundon)createjs.Sound.play ("sndzaad"); if (!sceneScherm.spr_bal.b6p1.visible && !sceneScherm.spr_bal.b6helm.visible && !sceneScherm.spr_bal.b6mutslinks.visible) sceneScherm.spr_bal.b6gras01.visible = true; if (!sceneScherm.spr_bal.b6p2.visible && !sceneScherm.spr_bal.b6helm.visible && !sceneScherm.spr_bal.b6mutsrechts.visible) sceneScherm.spr_bal.b6gras02.visible = true; if (!sceneScherm.spr_bal.b6p3.visible && !sceneScherm.spr_bal.b6mutsrechts.visible) sceneScherm.spr_bal.b6gras03.visible = true; if (!sceneScherm.spr_bal.b6p4.visible && !sceneScherm.spr_bal.b6mutslinks.visible) sceneScherm.spr_bal.b6gras04.visible = true; } else if (toolused == 2) { if (sceneScherm.soundon)createjs.Sound.play ("sndzaad"); if (!sceneScherm.spr_bal.b6bloemwit1.visible && !sceneScherm.spr_bal.b6helm.visible && !sceneScherm.spr_bal.b6mutslinks.visible) { sceneScherm.spr_bal.b6bloemwit1.visible = true; sceneScherm.spr_bal.b6bloemwit1.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemwit2.visible && !sceneScherm.spr_bal.b6helm.visible && !sceneScherm.spr_bal.b6mutsrechts.visible) { sceneScherm.spr_bal.b6bloemwit2.visible = true; sceneScherm.spr_bal.b6bloemwit2.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemwit3.visible && !sceneScherm.spr_bal.b6mutsrechts.visible) { sceneScherm.spr_bal.b6bloemwit3.visible = true; sceneScherm.spr_bal.b6bloemwit3.gotoAndStop(0);} if (!sceneScherm.spr_bal.b6bloemwit4.visible && !sceneScherm.spr_bal.b6mutslinks.visible) { sceneScherm.spr_bal.b6bloemwit4.visible = true; sceneScherm.spr_bal.b6bloemwit4.gotoAndStop(0);} } else if (toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndwater"); if (sceneScherm.spr_bal.b6p1.visible && !sceneScherm.spr_bal.b6helm.visible && !sceneScherm.spr_bal.b6mutslinks.visible) { if (sceneScherm.spr_bal.b6p1.currentFrame == 0) sceneScherm.spr_bal.b6p1.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p1.currentFrame == 1) sceneScherm.spr_bal.b6p1.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6p2.visible && !sceneScherm.spr_bal.b6helm.visible && !sceneScherm.spr_bal.b6mutsrechts.visible) { if (sceneScherm.spr_bal.b6p2.currentFrame == 0) sceneScherm.spr_bal.b6p2.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p2.currentFrame == 1) sceneScherm.spr_bal.b6p2.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6p3.visible && !sceneScherm.spr_bal.b6mutsrechts.visible) { if (sceneScherm.spr_bal.b6p3.currentFrame == 0) sceneScherm.spr_bal.b6p3.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p3.currentFrame == 1) sceneScherm.spr_bal.b6p3.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6p4.visible && !sceneScherm.spr_bal.b6mutslinks.visible) { if (sceneScherm.spr_bal.b6p4.currentFrame == 0) sceneScherm.spr_bal.b6p4.gotoAndStop("gras2"); else if (sceneScherm.spr_bal.b6p4.currentFrame == 1) sceneScherm.spr_bal.b6p4.gotoAndStop("gras3"); } if (sceneScherm.spr_bal.b6gras01.visible && !sceneScherm.spr_bal.b6helm.visible && !sceneScherm.spr_bal.b6mutslinks.visible) { sceneScherm.spr_bal.b6gras01.visible = false; sceneScherm.spr_bal.b6p1.visible = true; sceneScherm.spr_bal.b6p1.gotoAndStop(0); } if (sceneScherm.spr_bal.b6gras02.visible && !sceneScherm.spr_bal.b6helm.visible && !sceneScherm.spr_bal.b6mutsrechts.visible) { sceneScherm.spr_bal.b6gras02.visible = false; sceneScherm.spr_bal.b6p2.visible = true; sceneScherm.spr_bal.b6p2.gotoAndStop(0); } if (sceneScherm.spr_bal.b6gras03.visible && !sceneScherm.spr_bal.b6mutsrechts.visible) { sceneScherm.spr_bal.b6gras03.visible = false; sceneScherm.spr_bal.b6p3.visible = true; sceneScherm.spr_bal.b6p3.gotoAndStop(0); } if (sceneScherm.spr_bal.b6gras04.visible && !sceneScherm.spr_bal.b6mutslinks.visible) { sceneScherm.spr_bal.b6gras04.visible = false; sceneScherm.spr_bal.b6p4.visible = true; sceneScherm.spr_bal.b6p4.gotoAndStop(0); } if (sceneScherm.spr_bal.b6bloemwit1.visible && !sceneScherm.spr_bal.b6helm.visible && !sceneScherm.spr_bal.b6mutslinks.visible) { if (sceneScherm.spr_bal.b6bloemwit1.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit1.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit1.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit1.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit1.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit1.visible=false; } if (sceneScherm.spr_bal.b6bloemwit2.visible && !sceneScherm.spr_bal.b6helm.visible && !sceneScherm.spr_bal.b6mutsrechts.visible) { if (sceneScherm.spr_bal.b6bloemwit2.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit2.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit2.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit2.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit2.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit2.visible=false; } if (sceneScherm.spr_bal.b6bloemwit3.visible && !sceneScherm.spr_bal.b6mutsrechts.visible) { if (sceneScherm.spr_bal.b6bloemwit3.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit3.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit3.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit3.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit3.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit3.visible=false; } if (sceneScherm.spr_bal.b6bloemwit4.visible && !sceneScherm.spr_bal.b6mutslinks.visible) { if (sceneScherm.spr_bal.b6bloemwit4.currentFrame == 0) sceneScherm.spr_bal.b6bloemwit4.gotoAndStop("bloem2"); else if (sceneScherm.spr_bal.b6bloemwit4.currentFrame == 1) sceneScherm.spr_bal.b6bloemwit4.gotoAndStop("bloem3"); else if (sceneScherm.spr_bal.b6bloemwit4.currentFrame == 2) sceneScherm.spr_bal.b6bloemwit4.visible=false; } } else if (toolused == 4) { if (sceneScherm.spr_bal.b6helm.visible) { toolstackremove(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b6helm.visible=false;sceneScherm.toolbal4.toolsmovie.gotoAndStop("helm"); } else if (!sceneScherm.spr_bal.b6helm.visible) { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b6helm.visible=true;sceneScherm.toolbal4.toolsmovie.gotoAndStop("helmweg"); } } else if (toolused == 5) { if (sceneScherm.spr_bal.b6mutslinks.visible && !sceneScherm.spr_bal.b6helm.visible) { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b6mutslinks.visible=false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutslinks"); } else if (!sceneScherm.spr_bal.b6mutslinks.visible && !sceneScherm.spr_bal.b6helm.visible) { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b6mutslinks.visible=true;sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutslinksweg"); } } else if (toolused == 6) { if (sceneScherm.spr_bal.b6mutsrechts.visible && !sceneScherm.spr_bal.b6helm.visible) { toolstackremove(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b6mutsrechts.visible=false;sceneScherm.toolbal6.toolsmovie.gotoAndStop("mutsrechts"); } else if (!sceneScherm.spr_bal.b6mutsrechts.visible && !sceneScherm.spr_bal.b6helm.visible) { toolstack.push(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b6mutsrechts.visible=true;sceneScherm.toolbal6.toolsmovie.gotoAndStop("mutsrechtsweg"); } } else if (toolused == 7) { toolstack = new Array(); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b6helm.visible) {sceneScherm.spr_bal.b6helm.visible=false;sceneScherm.toolbal4.toolsmovie.gotoAndStop("helm");} if (sceneScherm.spr_bal.b6mutslinks.visible) {sceneScherm.spr_bal.b6mutslinks.visible=false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutslinks");} if (sceneScherm.spr_bal.b6mutsrechts.visible) {sceneScherm.spr_bal.b6mutsrechts.visible=false;sceneScherm.toolbal6.toolsmovie.gotoAndStop("mutsrechts");} sceneScherm.spr_bal.b6gras01.visible = false; sceneScherm.spr_bal.b6gras02.visible = false; sceneScherm.spr_bal.b6gras03.visible = false; sceneScherm.spr_bal.b6gras04.visible = false; sceneScherm.spr_bal.b6p1.visible = false;sceneScherm.spr_bal.b6p2.visible = false;sceneScherm.spr_bal.b6p3.visible = false;sceneScherm.spr_bal.b6p4.visible = false; sceneScherm.spr_bal.b6bloemwit1.visible = false; sceneScherm.spr_bal.b6bloemwit2.visible = false; sceneScherm.spr_bal.b6bloemwit3.visible = false; sceneScherm.spr_bal.b6bloemwit4.visible = false; sceneScherm.spr_bal.b6bloemblauw1.visible = false; sceneScherm.spr_bal.b6bloemblauw2.visible = false; sceneScherm.spr_bal.b6bloemblauw3.visible = false; sceneScherm.spr_bal.b6bloemblauw4.visible = false; } if (!sceneScherm.spr_bal.b6helm.visible && !sceneScherm.spr_bal.b6mutslinks.visible && !sceneScherm.spr_bal.b6mutsrechts.visible && sceneScherm.spr_bal.b6p1.visible && sceneScherm.spr_bal.b6p1.currentFrame==0 && sceneScherm.spr_bal.b6bloemwit1.visible && sceneScherm.spr_bal.b6bloemwit1.currentFrame == 2 && sceneScherm.spr_bal.b6p2.visible && sceneScherm.spr_bal.b6p2.currentFrame==1 && !sceneScherm.spr_bal.b6bloemwit2.visible && sceneScherm.spr_bal.b6p3.visible && sceneScherm.spr_bal.b6p3.currentFrame==2 && sceneScherm.spr_bal.b6bloemwit3.visible && sceneScherm.spr_bal.b6bloemwit3.currentFrame == 1 && sceneScherm.spr_bal.b6p4.visible && sceneScherm.spr_bal.b6p4.currentFrame==1 && !sceneScherm.spr_bal.b6bloemwit4.visible) { leveldone (); } } else if (sceneScherm.lvl==24) { if (toolused == 1||toolused == 2||toolused == 3) { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); if (toolused == 1) {kleur = "geel";} else if (toolused == 2) {kleur = "magenta";} else kleur = "zwart"; if (!sceneScherm.spr_bal.b3riemv1.visible && !sceneScherm.spr_bal.b3riemv2.visible && !sceneScherm.spr_bal.b3helm.visible) {sceneScherm.spr_bal.b3p3.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riemv1.visible && !sceneScherm.spr_bal.b3riemv2.visible) {sceneScherm.spr_bal.b3p18.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riemv1.visible && !sceneScherm.spr_bal.b3riemv2.visible && !sceneScherm.spr_bal.b3riembreed0.visible && !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible && !sceneScherm.spr_bal.b3helm.visible) {sceneScherm.spr_bal.b3p6.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riemv1.visible && !sceneScherm.spr_bal.b3riemv2.visible && !sceneScherm.spr_bal.b3riembreed0.visible && !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible) {sceneScherm.spr_bal.b3p15.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riemv1.visible && !sceneScherm.spr_bal.b3riemv2.visible && !sceneScherm.spr_bal.b3riembreed0.visible&& !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible && !sceneScherm.spr_bal.b3riem.visible && !sceneScherm.spr_bal.b3helm.visible) {sceneScherm.spr_bal.b3p9.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riemv1.visible && !sceneScherm.spr_bal.b3riemv2.visible && !sceneScherm.spr_bal.b3riembreed0.visible&& !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible && !sceneScherm.spr_bal.b3riem.visible) {sceneScherm.spr_bal.b3p12.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riembreed0.visible && !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible && !sceneScherm.spr_bal.b3helm.visible) {sceneScherm.spr_bal.b3p4.gotoAndStop(kleur);sceneScherm.spr_bal.b3p5.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riembreed0.visible && !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible) {sceneScherm.spr_bal.b3p13.gotoAndStop(kleur);sceneScherm.spr_bal.b3p14.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riembreed0.visible && !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible && !sceneScherm.spr_bal.b3riem.visible && !sceneScherm.spr_bal.b3helm.visible) {sceneScherm.spr_bal.b3p7.gotoAndStop(kleur);sceneScherm.spr_bal.b3p8.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3riembreed0.visible && !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible && !sceneScherm.spr_bal.b3riem.visible) {sceneScherm.spr_bal.b3p10.gotoAndStop(kleur);sceneScherm.spr_bal.b3p11.gotoAndStop(kleur);} if (!sceneScherm.spr_bal.b3helm.visible) { sceneScherm.spr_bal.b3p1.gotoAndStop(kleur); sceneScherm.spr_bal.b3p2.gotoAndStop(kleur); } sceneScherm.spr_bal.b3p16.gotoAndStop(kleur);sceneScherm.spr_bal.b3p17.gotoAndStop(kleur); } else if (toolused == 4) { if (sceneScherm.spr_bal.b3helm.visible) { toolstackremove(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3helm.visible=false;sceneScherm.toolbal4.toolsmovie.gotoAndStop("helm"); } else if (!sceneScherm.spr_bal.b3helm.visible) { toolstack.push(4); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3helm.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("helmweg"); } } else if (toolused == 5) { if ((laag1 == "riem" || laag2 == "riem" || laag3 == "riem")&& !sceneScherm.spr_bal.b3helm.visible) { if (laag3 == "riem") { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag3 = ""; sceneScherm.spr_bal.b3riem.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem"); if (laag2 == "v") {sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false;sceneScherm.spr_bal.b3riembreed0.visible = true;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false; } else {sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false;sceneScherm.spr_bal.b3riembreed0.visible = false;sceneScherm.spr_bal.b3riembreed1.visible = true;sceneScherm.spr_bal.b3riembreed2.visible = false;} } else if (laag2 == "riem" && laag3=="") { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag2 = ""; sceneScherm.spr_bal.b3riem.visible=false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem"); if (laag1 == "v") {sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false;} else {sceneScherm.spr_bal.b3riembreed0.visible = true;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false;} } else if (laag1 == "riem" && laag2=="" && laag3=="") { toolstackremove(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = ""; sceneScherm.spr_bal.b3riem.visible=false;sceneScherm.toolbal5.toolsmovie.gotoAndStop("riem"); } } else if ((laag1 != "riem" && laag2 != "riem" && laag3 != "riem")&& !sceneScherm.spr_bal.b3helm.visible) { if (laag1 == "" && laag2 == "" && laag3 == "") { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = "riem"; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemweg"); } else if (laag2 == "" && laag3 == "") { laag2 = "riem"; if (laag1 == "breed") { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemweg"); } else if (laag1 == "v") { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemweg"); } } else if (laag3 == "") { laag3 = "riem"; if (laag1 == "breed" && laag2 == "v") { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemweg"); } else if (laag1 == "v" && laag2 == "breed") { toolstack.push(5); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = true; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("riemweg"); } } } } else if (toolused == 6) { if ((laag1 == "breed" || laag2 == "breed" || laag3 == "breed")&& !sceneScherm.spr_bal.b3helm.visible) { if (laag3 == "breed") { toolstackremove(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag3 = ""; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riembreed"); if (laag2 == "riem") {sceneScherm.spr_bal.b3riem.visible = true;sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false; } else {sceneScherm.spr_bal.b3riem.visible = true;sceneScherm.spr_bal.b3riemv1.visible = false;sceneScherm.spr_bal.b3riemv2.visible = true; } } else if (laag2 == "breed" && laag3=="") { toolstackremove(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag2 = ""; sceneScherm.spr_bal.b3riembreed0.visible = false;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riembreed"); if (laag1 == "riem") {sceneScherm.spr_bal.b3riem.visible = true;} else {sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false; } } else if (laag1 == "breed" && laag2=="" && laag3=="") { toolstackremove(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = ""; sceneScherm.spr_bal.b3riembreed0.visible = false;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riembreed"); } } else if ((laag1 != "breed" && laag2 != "breed" && laag3 != "breed")&& !sceneScherm.spr_bal.b3helm.visible) { if (laag1 == "" && laag2 == "" && laag3 == "") { toolstack.push(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = "breed"; sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riembreedweg"); } else if (laag2 == "" && laag3 == "") { laag2 = "breed"; if (laag1 == "riem") { toolstack.push(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = true; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riembreedweg"); } else if (laag1 == "v") { toolstack.push(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = true; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riembreedweg"); } } else if (laag3 == "") { laag3 = "breed"; if (laag1 == "riem" && laag2 == "v") { toolstack.push(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riem.visible = false; sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = true; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riembreedweg"); } else if (laag1 == "v" && laag2 == "riem") { toolstack.push(6); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.spr_bal.b3riem.visible = false; sceneScherm.spr_bal.b3riembreed0.visible = false; sceneScherm.spr_bal.b3riembreed1.visible = true; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riembreedweg"); } } } } else if (toolused == 7) { if ((laag1 == "v" || laag2 == "v" || laag3 == "v")&& !sceneScherm.spr_bal.b3helm.visible) { if (laag3 == "v") { toolstackremove(7); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag3 = ""; sceneScherm.spr_bal.b3riemv1.visible = false;sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemv"); if (laag2 == "riem") {sceneScherm.spr_bal.b3riem.visible = true;sceneScherm.spr_bal.b3riembreed0.visible = true;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false; } else {sceneScherm.spr_bal.b3riem.visible = true;sceneScherm.spr_bal.b3riembreed0.visible = false;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = true;} } else if (laag2 == "v" && laag3=="") { toolstackremove(7); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag2 = ""; sceneScherm.spr_bal.b3riemv1.visible = false;sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemv"); if (laag1 == "riem") {sceneScherm.spr_bal.b3riem.visible = true;} else {sceneScherm.spr_bal.b3riembreed0.visible = true;sceneScherm.spr_bal.b3riembreed1.visible = false;sceneScherm.spr_bal.b3riembreed2.visible = false;} } else if (laag1 == "v" && laag2=="" && laag3=="") { toolstackremove(7); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = ""; sceneScherm.spr_bal.b3riemv1.visible = false;sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemv"); } } else if ((laag1 != "v" && laag2 != "v" && laag3 != "v")&& !sceneScherm.spr_bal.b3helm.visible) { if (laag1 == "" && laag2 == "" && laag3 == "") { toolstack.push(7); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); laag1 = "v"; sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false; sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemvweg"); } else if (laag2 == "" && laag3 == "") { laag2 = "v"; if (laag1 == "breed") { toolstack.push(7); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riemv1.visible = true;sceneScherm.spr_bal.b3riemv2.visible = false;sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemvweg"); } else if (laag1 == "riem") { toolstack.push(7); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.spr_bal.b3riemv1.visible = false; sceneScherm.spr_bal.b3riemv2.visible = true;sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemvweg"); } } else if (laag3 == "") { laag3 = "v"; if (laag1 == "breed" && laag2 == "riem") { toolstack.push(7); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riem.visible = true; sceneScherm.spr_bal.b3riemv1.visible = false; sceneScherm.spr_bal.b3riemv2.visible = true;sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemvweg"); } else if (laag1 == "riem" && laag2 == "breed") { toolstack.push(7); if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); sceneScherm.spr_bal.b3riem.visible = false; sceneScherm.spr_bal.b3riembreed0.visible = true; sceneScherm.spr_bal.b3riembreed1.visible = false; sceneScherm.spr_bal.b3riembreed2.visible = false; sceneScherm.spr_bal.b3riemv1.visible = true; sceneScherm.spr_bal.b3riemv2.visible = false;sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemvweg"); } } } } if (!sceneScherm.spr_bal.b3helm.visible && !sceneScherm.spr_bal.b3riem.visible && !sceneScherm.spr_bal.b3riemv1.visible && !sceneScherm.spr_bal.b3riemv2.visible && !sceneScherm.spr_bal.b3riembreed0.visible && !sceneScherm.spr_bal.b3riembreed1.visible && !sceneScherm.spr_bal.b3riembreed2.visible && sceneScherm.spr_bal.b3p1.currentFrame == 4 && sceneScherm.spr_bal.b3p3.currentFrame == 2 && sceneScherm.spr_bal.b3p4.currentFrame == 3 && sceneScherm.spr_bal.b3p6.currentFrame == 4 && sceneScherm.spr_bal.b3p7.currentFrame == 4 && sceneScherm.spr_bal.b3p9.currentFrame == 4 && sceneScherm.spr_bal.b3p10.currentFrame == 4 && sceneScherm.spr_bal.b3p12.currentFrame == 2 && sceneScherm.spr_bal.b3p13.currentFrame == 2 && sceneScherm.spr_bal.b3p15.currentFrame == 3 && sceneScherm.spr_bal.b3p16.currentFrame == 4 && sceneScherm.spr_bal.b3p18.currentFrame == 2) { leveldone (); } } else if (sceneScherm.lvl==25) { if (toolused == 9||toolused == 1||toolused == 2||toolused == 3) { if (toolused == 9) { if (sceneScherm.soundon)createjs.Sound.play ("sndshovel"); } else { if (sceneScherm.soundon)createjs.Sound.play ("sndpaint"); } if (toolused == 1) kleur = "rood"; else if (toolused == 2) kleur = "blauw"; else if (toolused == 3) kleur = "zwart"; else kleur = "wit"; if (!riemiserr && !riemiserl && !sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutslinks.visible) { sceneScherm.spr_bal.b8p6.gotoAndStop(kleur); } if (!riemiserr && !riemiserl && !sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p7.gotoAndStop(kleur); } if (!riemiserr && !riemiserl && !sceneScherm.spr_bal.b8mutslinks.visible) { sceneScherm.spr_bal.b8p10.gotoAndStop(kleur); } if (!riemiserr && !riemiserl && !sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p11.gotoAndStop(kleur); } if (!riemiserr && !sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p4.gotoAndStop(kleur); } if (!riemiserr && !sceneScherm.spr_bal.b8mutslinks.visible) {sceneScherm.spr_bal.b8p13.gotoAndStop(kleur);} if (!riemiserl && !sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutslinks.visible) { sceneScherm.spr_bal.b8p3.gotoAndStop(kleur); } if (!riemiserl && !sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p14.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutslinks.visible) { sceneScherm.spr_bal.b8p1.gotoAndStop(kleur); sceneScherm.spr_bal.b8p5.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p2.gotoAndStop(kleur); sceneScherm.spr_bal.b8p8.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8mutslinks.visible) { sceneScherm.spr_bal.b8p9.gotoAndStop(kleur); sceneScherm.spr_bal.b8p15.gotoAndStop(kleur); } if (!sceneScherm.spr_bal.b8mutsrechts.visible) { sceneScherm.spr_bal.b8p12.gotoAndStop(kleur); sceneScherm.spr_bal.b8p16.gotoAndStop(kleur); } } else if (toolused == 4) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (sceneScherm.spr_bal.b8mutslinks.visible) { if(!sceneScherm.spr_bal.b8riemrboven.visible&&!sceneScherm.spr_bal.b8rieml1boven.visible&&!sceneScherm.spr_bal.b8rieml2boven.visible) { toolstackremove(4); sceneScherm.spr_bal.b8mutslinks.visible = false; sceneScherm.toolbal4.toolsmovie.gotoAndStop("mutslinks"); } } else if (!sceneScherm.spr_bal.b8mutslinks.visible){ if(!sceneScherm.spr_bal.b8riemrboven.visible&&!sceneScherm.spr_bal.b8rieml1boven.visible&&!sceneScherm.spr_bal.b8rieml2boven.visible) { toolstack.push(4); sceneScherm.spr_bal.b8mutslinks.visible = true; sceneScherm.toolbal4.toolsmovie.gotoAndStop("mutslinksweg"); } } } } else if (toolused == 5) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (sceneScherm.spr_bal.b8mutsrechts.visible) { if(!sceneScherm.spr_bal.b8riemrboven.visible&&!sceneScherm.spr_bal.b8rieml1boven.visible&&!sceneScherm.spr_bal.b8rieml2boven.visible) { toolstackremove(5); sceneScherm.spr_bal.b8mutsrechts.visible = false; sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutsrechts"); } } else if (!sceneScherm.spr_bal.b8mutsrechts.visible){ if(!sceneScherm.spr_bal.b8riemrboven.visible&&!sceneScherm.spr_bal.b8rieml1boven.visible&&!sceneScherm.spr_bal.b8rieml2boven.visible) { toolstack.push(5); sceneScherm.spr_bal.b8mutsrechts.visible = true; sceneScherm.toolbal5.toolsmovie.gotoAndStop("mutsrechtsweg"); } } } } else if (toolused == 6) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (sceneScherm.spr_bal.b8rieml1.visible&&!sceneScherm.spr_bal.b8mutsrechts.visible&&!sceneScherm.spr_bal.b8mutslinks.visible) { toolstackremove(6); sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("rieml"); riemiserl = false; } else if (sceneScherm.spr_bal.b8rieml1boven.visible){ toolstackremove(6); sceneScherm.spr_bal.b8rieml1boven.visible = false; sceneScherm.toolbal6.toolsmovie.gotoAndStop("rieml"); riemiserl = false; } else if (!sceneScherm.spr_bal.b8rieml1.visible && !sceneScherm.spr_bal.b8rieml2.visible && !sceneScherm.spr_bal.b8rieml1boven.visible && !sceneScherm.spr_bal.b8rieml2boven.visible) { if (!sceneScherm.spr_bal.b8mutsrechts.visible&&!sceneScherm.spr_bal.b8mutslinks.visible) { toolstack.push(6); sceneScherm.spr_bal.b8rieml1.visible = true; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riemlweg"); riemiserl = true; } else { toolstack.push(6); sceneScherm.spr_bal.b8rieml1boven.visible = true; sceneScherm.toolbal6.toolsmovie.gotoAndStop("riemlweg"); riemiserl = true; } } } } else if (toolused == 7) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (!sceneScherm.spr_bal.b8helm.visible) { if (!sceneScherm.spr_bal.b8rieml1.visible&&sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8mutsrechts.visible&&!sceneScherm.spr_bal.b8mutslinks.visible) { toolstackremove(7); sceneScherm.spr_bal.b8riemr.visible = false; sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemr"); riemiserr = false; if (sceneScherm.spr_bal.b8rieml2.visible) { sceneScherm.spr_bal.b8rieml2.visible = false; sceneScherm.spr_bal.b8rieml1.visible = true; } } else if (!sceneScherm.spr_bal.b8rieml1boven.visible&&sceneScherm.spr_bal.b8riemrboven.visible){ toolstackremove(7); sceneScherm.spr_bal.b8riemrboven.visible = false; sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemr"); riemiserr = false; if (sceneScherm.spr_bal.b8rieml2boven.visible) { sceneScherm.spr_bal.b8rieml2boven.visible = false; sceneScherm.spr_bal.b8rieml1boven.visible = true; } } else if (!sceneScherm.spr_bal.b8riemr.visible&&!sceneScherm.spr_bal.b8riemrboven.visible){ if (!sceneScherm.spr_bal.b8mutsrechts.visible&&!sceneScherm.spr_bal.b8mutslinks.visible) { toolstack.push(7); sceneScherm.spr_bal.b8riemr.visible = true; sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemrweg"); riemiserr = true; if (sceneScherm.spr_bal.b8rieml1.visible) { sceneScherm.spr_bal.b8rieml1.visible = false; sceneScherm.spr_bal.b8rieml2.visible = true; } } else { toolstack.push(7); sceneScherm.spr_bal.b8riemrboven.visible = true; sceneScherm.toolbal7.toolsmovie.gotoAndStop("riemrweg"); riemiserr = true; if (sceneScherm.spr_bal.b8rieml1boven.visible) { sceneScherm.spr_bal.b8rieml1boven.visible = false; sceneScherm.spr_bal.b8rieml2boven.visible = true; } } } } } else if (toolused == 8) { if (sceneScherm.soundon)createjs.Sound.play ("sndswitch"); if (sceneScherm.spr_bal.b8helm.visible) { toolstackremove(8); sceneScherm.spr_bal.b8helm.visible = false; sceneScherm.toolbal8.toolsmovie.gotoAndStop("helm"); } else if (!sceneScherm.spr_bal.b8helm.visible){ toolstack.push(8); sceneScherm.spr_bal.b8helm.visible = true; sceneScherm.toolbal8.toolsmovie.gotoAndStop("helmweg"); } } if (!riemiserr && !riemiserl && !sceneScherm.spr_bal.b8helm.visible && !sceneScherm.spr_bal.b8mutslinks.visible && !sceneScherm.spr_bal.b8mutsrechts.visible && sceneScherm.spr_bal.b8p1.currentFrame == 2 && sceneScherm.spr_bal.b8p2.currentFrame == 3 && sceneScherm.spr_bal.b8p3.currentFrame == 3 && sceneScherm.spr_bal.b8p4.currentFrame == 0 && sceneScherm.spr_bal.b8p5.currentFrame == 2 && sceneScherm.spr_bal.b8p6.currentFrame == 0 && sceneScherm.spr_bal.b8p7.currentFrame == 4 && sceneScherm.spr_bal.b8p8.currentFrame == 3 && sceneScherm.spr_bal.b8p9.currentFrame == 4 && sceneScherm.spr_bal.b8p10.currentFrame == 3 && sceneScherm.spr_bal.b8p11.currentFrame == 2 && sceneScherm.spr_bal.b8p12.currentFrame == 0 && sceneScherm.spr_bal.b8p13.currentFrame == 2 && sceneScherm.spr_bal.b8p14.currentFrame == 4 && sceneScherm.spr_bal.b8p15.currentFrame == 4 && sceneScherm.spr_bal.b8p16.currentFrame == 0) { leveldone (); } } } function toolstackremove(tooltoremove) { if (toolstack!=null&&toolstack.length>0) { for (i = toolstack.length - 1; i >= 0; i--) { if (toolstack[i] == tooltoremove) toolstack.splice(i, 1); } } } function onTool1ClickEvent(e) {if (stateLevelLoop) prelogica(1);} function onTool2ClickEvent(e) {if (stateLevelLoop) prelogica(2);} function onTool3ClickEvent(e) {if (stateLevelLoop) prelogica(3);} function onTool4ClickEvent(e) {if (stateLevelLoop) prelogica(4);} function onTool5ClickEvent(e) {if (stateLevelLoop) prelogica(5);} function onTool6ClickEvent(e) {if (stateLevelLoop) prelogica(6);} function onTool7ClickEvent(e) {if (stateLevelLoop) prelogica(7);} function onTool8ClickEvent(e) {if (stateLevelLoop) prelogica(8);} function onTool9ClickEvent(e) {if (stateLevelLoop) prelogica(9);} function onTool10ClickEvent(e) {if (stateLevelLoop) prelogica(10);} function onTool11ClickEvent(e) {if (stateLevelLoop) prelogica(11);} function leveldone() { if (sceneScherm.soundon)createjs.Sound.play ("sndboo"); createjs.Ticker.removeEventListener("tick",gameLoop); if (sceneScherm.lvl==sceneScherm.aantallevels) { pauzetel=0; createjs.Ticker.addEventListener("tick",totalEndLoop); } else { sceneScherm.lvl++; if (sceneScherm.lvl>sceneScherm.hoogste) { sceneScherm.hoogste = sceneScherm.lvl; try {localStorage['thefblevel']=sceneScherm.lvl} catch(err) {} } pauzetel=0; createjs.Ticker.addEventListener("tick",levelEndLoop); } } function totalEndLoop(e) { if (pauzetel == 0) { sceneScherm.spr_bal.removeEventListener("click",ballPress); sceneScherm.toolbal1.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal1.toolbalmovie.gotoAndPlay(1); toolupdated = 1; } if ((nbrtools >= toolupdated) && (pauzetel == (toolupdated * 6))) { if (toolupdated==1) {sceneScherm.toolbal1.x=1026;sceneScherm.toolbal1.y=-240;} else if (toolupdated==2) {sceneScherm.toolbal2.x=1026;sceneScherm.toolbal2.y=-240;} else if (toolupdated==3) {sceneScherm.toolbal3.x=1026;sceneScherm.toolbal3.y=-240;} else if (toolupdated==4) {sceneScherm.toolbal4.x=1026;sceneScherm.toolbal4.y=-240;} else if (toolupdated==5) {sceneScherm.toolbal5.x=1026;sceneScherm.toolbal5.y=-240;} else if (toolupdated==6) {sceneScherm.toolbal6.x=1026;sceneScherm.toolbal6.y=-240;} else if (toolupdated==7) {sceneScherm.toolbal7.x=1026;sceneScherm.toolbal7.y=-240;} else if (toolupdated==8) {sceneScherm.toolbal8.x=1026;sceneScherm.toolbal8.y=-240;} else if (toolupdated==9) {sceneScherm.toolbal9.x=1026;sceneScherm.toolbal9.y=-240;} else if (toolupdated==10) {sceneScherm.toolbal10.x=1026;sceneScherm.toolbal10.y=-240;} else if (toolupdated==11) {sceneScherm.toolbal11.x=1026;sceneScherm.toolbal11.y=-240;} } if ((nbrtools > toolupdated) && (pauzetel == (toolupdated * 6))) { if (toolupdated==1) {sceneScherm.toolbal2.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal2.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==2) {sceneScherm.toolbal3.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal3.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==3) {sceneScherm.toolbal4.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal4.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==4) {sceneScherm.toolbal5.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal5.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==5) {sceneScherm.toolbal6.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal6.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==6) {sceneScherm.toolbal7.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal7.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==7) {sceneScherm.toolbal8.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal8.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==8) {sceneScherm.toolbal9.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal9.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==9) {sceneScherm.toolbal10.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal10.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==10) {sceneScherm.toolbal11.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal11.toolbalmovie.gotoAndPlay(1);} toolupdated++; } if (pauzetel > 50 && pauzetel < 61) { sceneScherm.spr_bal.y = tweenarray1[Math.abs(pauzetel-60)]; } else if (pauzetel == 61) { tweenlen = 250+sceneScherm.spr_doos.x; for (i = 0; i < 15; i++) { tweenarray1[i] = sceneScherm.spr_doos.x-myEaseOut(i, 0, tweenlen, 14); } sceneScherm.spr_doosvoor.gotoAndPlay("toe"); sceneScherm.spr_doos.gotoAndPlay("toe"); } else if (pauzetel > 75 && pauzetel < 91) { sceneScherm.spr_doos.x = tweenarray1[pauzetel-76]; sceneScherm.spr_doosvoor.x = sceneScherm.spr_doos.x; sceneScherm.spr_bal.x = sceneScherm.spr_doos.x; sceneScherm.balcentraal.y = tweenarray2[14-(pauzetel - 76)]; } if (pauzetel == 91) { sceneScherm.balcentraal.visible = false; sceneScherm.spr_doos.visible = false; sceneScherm.spr_doosvoor.visible = false; sceneScherm.spr_bal.visible = false; createjs.Ticker.removeEventListener("tick",totalEndLoop); sceneScherm.gotoAndStop("einde"); } pauzetel++; } function levelEndLoop(e) { if (sceneScherm.lvl == 2) instructieLogic(); if (pauzetel == 0) { sceneScherm.spr_bal.removeEventListener("click",ballPress); sceneScherm.toolbal1.toolsmovie.gotoAndStop("leeg"); sceneScherm.toolbal1.toolbalmovie.gotoAndPlay(1); toolupdated = 1; } if ((nbrtools >= toolupdated) && (pauzetel == (toolupdated * 6))) { if (toolupdated==1) {sceneScherm.toolbal1.x=1026;sceneScherm.toolbal1.y=-240;} else if (toolupdated==2) {sceneScherm.toolbal2.x=1026;sceneScherm.toolbal2.y=-240;} else if (toolupdated==3) {sceneScherm.toolbal3.x=1026;sceneScherm.toolbal3.y=-240;} else if (toolupdated==4) {sceneScherm.toolbal4.x=1026;sceneScherm.toolbal4.y=-240;} else if (toolupdated==5) {sceneScherm.toolbal5.x=1026;sceneScherm.toolbal5.y=-240;} else if (toolupdated==6) {sceneScherm.toolbal6.x=1026;sceneScherm.toolbal6.y=-240;} else if (toolupdated==7) {sceneScherm.toolbal7.x=1026;sceneScherm.toolbal7.y=-240;} else if (toolupdated==8) {sceneScherm.toolbal8.x=1026;sceneScherm.toolbal8.y=-240;} else if (toolupdated==9) {sceneScherm.toolbal9.x=1026;sceneScherm.toolbal9.y=-240;} else if (toolupdated==10) {sceneScherm.toolbal10.x=1026;sceneScherm.toolbal10.y=-240;} else if (toolupdated==11) {sceneScherm.toolbal11.x=1026;sceneScherm.toolbal11.y=-240;} } if ((nbrtools > toolupdated) && (pauzetel == (toolupdated * 6))) { if (toolupdated==1) {sceneScherm.toolbal2.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal2.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==2) {sceneScherm.toolbal3.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal3.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==3) {sceneScherm.toolbal4.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal4.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==4) {sceneScherm.toolbal5.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal5.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==5) {sceneScherm.toolbal6.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal6.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==6) {sceneScherm.toolbal7.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal7.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==7) {sceneScherm.toolbal8.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal8.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==8) {sceneScherm.toolbal9.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal9.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==9) {sceneScherm.toolbal10.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal10.toolbalmovie.gotoAndPlay(1);} else if (toolupdated==10) {sceneScherm.toolbal11.toolsmovie.gotoAndStop("leeg");sceneScherm.toolbal11.toolbalmovie.gotoAndPlay(1);} toolupdated++; } if (pauzetel > 50 && pauzetel < 61) { sceneScherm.spr_bal.y = tweenarray1[Math.abs(pauzetel-60)]; } else if (pauzetel == 61) { tweenlen = 250+sceneScherm.spr_doos.x; for (i = 0; i < 15; i++) { tweenarray1[i] = sceneScherm.spr_doos.x-myEaseOut(i, 0, tweenlen, 14); } sceneScherm.spr_doosvoor.gotoAndPlay("toe"); sceneScherm.spr_doos.gotoAndPlay("toe"); } else if (pauzetel > 75 && pauzetel < 91) { sceneScherm.spr_doos.x = tweenarray1[pauzetel-76]; sceneScherm.spr_doosvoor.x = sceneScherm.spr_doos.x; sceneScherm.spr_bal.x = sceneScherm.spr_doos.x; sceneScherm.balcentraal.y = tweenarray2[14-(pauzetel - 76)]; } if (pauzetel == 91) { sceneScherm.balcentraal.visible = false; sceneScherm.spr_doos.visible = false; sceneScherm.spr_doosvoor.visible = false; sceneScherm.spr_bal.visible = false; createjs.Ticker.removeEventListener("tick",levelEndLoop); pauzetel=-2; createjs.Ticker.addEventListener("tick",gameLoop); } pauzetel++; } function onQuitgameClickEvent(e) { sceneScherm.spr_instructie.visible=false; if (sceneScherm.musicon) { sceneScherm.mysong.stop(); sceneScherm.mysong=null; } createjs.Ticker.removeEventListener("tick",gameLoop); createjs.Ticker.removeEventListener("tick",balSchuif); createjs.Ticker.removeEventListener("tick",levelEndLoop); sceneScherm.spr_buttonquit.removeEventListener("click",onQuitgameClickEvent); sceneScherm.toolbal1.removeEventListener("click",onTool1ClickEvent); sceneScherm.toolbal2.removeEventListener("click",onTool2ClickEvent); sceneScherm.toolbal3.removeEventListener("click",onTool3ClickEvent); sceneScherm.toolbal4.removeEventListener("click",onTool4ClickEvent); sceneScherm.toolbal5.removeEventListener("click",onTool5ClickEvent); sceneScherm.toolbal6.removeEventListener("click",onTool6ClickEvent); sceneScherm.toolbal7.removeEventListener("click",onTool7ClickEvent); sceneScherm.toolbal8.removeEventListener("click",onTool8ClickEvent); sceneScherm.toolbal9.removeEventListener("click",onTool9ClickEvent); sceneScherm.toolbal10.removeEventListener("click",onTool10ClickEvent); sceneScherm.toolbal11.removeEventListener("click",onTool11ClickEvent); sceneScherm.spr_bal.x=1180; sceneScherm.spr_bal.y=536; sceneScherm.spr_doosvoor.x=1180; sceneScherm.spr_doosvoor.y=536; sceneScherm.spr_doos.x=1180; sceneScherm.spr_doos.y=536; sceneScherm.balcentraal.x=480; sceneScherm.balcentraal.y=1026; sceneScherm.toolbal1.x=1026;sceneScherm.toolbal1.y=-240; sceneScherm.toolbal2.x=1026;sceneScherm.toolbal2.y=-240; sceneScherm.toolbal3.x=1026;sceneScherm.toolbal3.y=-240; sceneScherm.toolbal4.x=1026;sceneScherm.toolbal4.y=-240; sceneScherm.toolbal5.x=1026;sceneScherm.toolbal5.y=-240; sceneScherm.toolbal6.x=1026;sceneScherm.toolbal6.y=-240; sceneScherm.toolbal7.x=1026;sceneScherm.toolbal7.y=-240; sceneScherm.toolbal8.x=1026;sceneScherm.toolbal8.y=-240; sceneScherm.toolbal9.x=1026;sceneScherm.toolbal9.y=-240; sceneScherm.toolbal10.x=1026;sceneScherm.toolbal10.y=-240; sceneScherm.toolbal11.x=1026;sceneScherm.toolbal11.y=-240; sceneScherm.gotoAndStop("menu"); } } this.frame_4 = function() { var sceneScherm=this; var endtel=0; this.stop(); createjs.Ticker.addEventListener("tick",enddChecker); function enddChecker(e) { endtel++; if (endtel==45) { sceneScherm.send1.visible=false; } else if (endtel==105) { sceneScherm.send2.visible=false; } else if (endtel==165) { sceneScherm.send3.visible=false; } else if (endtel==285) { createjs.Ticker.removeEventListener("tick",enddChecker); sceneScherm.gotoAndStop("veryend"); } } } this.frame_5 = function() { var sceneScherm=this; this.stop(); stage.enableMouseOver(20); this.endbuttonwww.cursor="pointer"; this.endbuttonwww.addEventListener("click",onendWwwClickEvent); this.endbuttontwitter.cursor="pointer"; this.endbuttontwitter.addEventListener("click",onendTwitterClickEvent); this.endbuttoninstagram.cursor="pointer"; this.endbuttoninstagram.addEventListener("click",onendInstagramClickEvent); this.endbuttonfacebook.cursor="pointer"; this.endbuttonfacebook.addEventListener("click",onendFacebookClickEvent); this.endbolsteam.cursor="pointer"; this.endbolsteam.addEventListener("click",onendSteamClickEvent); this.endbolitchio.cursor="pointer"; this.endbolitchio.addEventListener("click",onendItchioClickEvent); this.endbolkartridge.cursor="pointer"; this.endbolkartridge.addEventListener("click",onendKartridgeClickEvent); this.endbolapple.cursor="pointer"; this.endbolapple.addEventListener("click",onendAppleClickEvent); this.endbolgoogle.cursor="pointer"; this.endbolgoogle.addEventListener("click",onendGoogleClickEvent); function onendWwwClickEvent(e) { window.open("https://bartbonte.com"); } function onendTwitterClickEvent(e) { window.open("https://twitter.com/bartbonte"); } function onendInstagramClickEvent(e) { window.open("https://instagram.com/bartbonte"); } function onendFacebookClickEvent(e) { window.open("https://www.facebook.com/bontegames/"); } function onendSteamClickEvent(e) { window.open("https://store.steampowered.com/app/1054660/Factory_Balls"); } function onendItchioClickEvent(e) { window.open("https://bartbonte.itch.io/factory-balls"); } function onendKartridgeClickEvent(e) { window.open("https://www.kartridge.com/games/bontegames/factory-balls"); } function onendAppleClickEvent(e) { window.open("https://itunes.apple.com/us/app/factory-balls-official/id641519483"); } function onendGoogleClickEvent(e) { window.open("https://play.google.com/store/apps/details?id=air.air.FactoryBalls"); } } // actions tween: this.timeline.addTween(cjs.Tween.get(this).call(this.frame_0).wait(1).call(this.frame_1).wait(1).call(this.frame_2).wait(1).call(this.frame_3).wait(1).call(this.frame_4).wait(1).call(this.frame_5).wait(1)); // factoryv this.theplaybuttonsound = new lib.symbtheplaybutton(); this.theplaybuttonsound.name = "theplaybuttonsound"; this.theplaybuttonsound.setTransform(484.95,550,0.4999,0.5,0,0,0,80,0); this.theplaybuttonsound.alpha = 0.0117; this.bolgoogle = new lib.sgogle(); this.bolgoogle.name = "bolgoogle"; this.bolgoogle.setTransform(840,652); this.bolapple = new lib.sapple(); this.bolapple.name = "bolapple"; this.bolapple.setTransform(660,652); this.bolkartridge = new lib.skaert(); this.bolkartridge.name = "bolkartridge"; this.bolkartridge.setTransform(480,652); this.bolitchio = new lib.ditvh(); this.bolitchio.name = "bolitchio"; this.bolitchio.setTransform(300,652); this.bolsteam = new lib.ssetam2(); this.bolsteam.name = "bolsteam"; this.bolsteam.setTransform(120,652); this.spr_instructie = new lib.instructiemov1(); this.spr_instructie.name = "spr_instructie"; this.spr_instructie.setTransform(790,882,2.592,2.592); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.theplaybuttonsound}]}).to({state:[]},1).to({state:[{t:this.bolsteam},{t:this.bolitchio},{t:this.bolkartridge},{t:this.bolapple},{t:this.bolgoogle}]},1).to({state:[{t:this.spr_instructie}]},1).to({state:[]},1).wait(2)); // factories this.makeyours = new lib.symbmake(); this.makeyours.name = "makeyours"; this.makeyours.setTransform(484.2,604); this.spr_buttonsound = new lib.buttonsound(); this.spr_buttonsound.name = "spr_buttonsound"; this.spr_buttonsound.setTransform(100.05,40.05,0.4,0.4,0,0,0,0.1,0.1); this.spr_buttonmusic = new lib.buttonmusic(); this.spr_buttonmusic.name = "spr_buttonmusic"; this.spr_buttonmusic.setTransform(40.1,40.1,0.4,0.4,0,0,0,0.3,0.3); this.buttonwww = new lib.buttonlang(); this.buttonwww.name = "buttonwww"; this.buttonwww.setTransform(747.05,338.1,0.4,0.4,0,0,0,0.1,0.3); this.buttonfacebook = new lib.buttonlinkfacebook(); this.buttonfacebook.name = "buttonfacebook"; this.buttonfacebook.setTransform(927.05,338.05,0.4,0.4,0,0,0,0.1,0.1); this.buttoninstagram = new lib.buttonlinkhome(); this.buttoninstagram.name = "buttoninstagram"; this.buttoninstagram.setTransform(867.1,338.1,0.4,0.4,0,0,0,0.3,0.3); this.buttontwitter = new lib.buttonlinktwitter(); this.buttontwitter.name = "buttontwitter"; this.buttontwitter.setTransform(807.05,338.1,0.4,0.4,0,0,0,0.1,0.3); this.spr_buttonquit = new lib.buttonquit(); this.spr_buttonquit.name = "spr_buttonquit"; this.spr_buttonquit.setTransform(40.05,40.05,0.4,0.4,0,0,0,0.1,0.1); this.spr_fblevel = new lib.fblevel(); this.spr_fblevel.name = "spr_fblevel"; this.spr_fblevel.setTransform(908.7,50.8,1.1628,1.1635,0,0,0,-1.1,9.3); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.buttontwitter},{t:this.buttoninstagram},{t:this.buttonfacebook},{t:this.buttonwww},{t:this.spr_buttonmusic},{t:this.spr_buttonsound},{t:this.makeyours}]},2).to({state:[{t:this.spr_fblevel},{t:this.spr_buttonquit}]},1).to({state:[]},1).wait(2)); // balkh this.abbgam = new lib.symbab(); this.abbgam.name = "abbgam"; this.abbgam.setTransform(836.5,211.85); this.spr_doosvoor = new lib.swc_doos3(); this.spr_doosvoor.name = "spr_doosvoor"; this.spr_doosvoor.setTransform(1191.1,537.6,1.978,1.978,0,0,0,5.6,0.8); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.abbgam}]},2).to({state:[{t:this.spr_doosvoor}]},1).to({state:[]},1).wait(2)); // balkv this.spr_buttonrechts = new lib.buttonrechts(); this.spr_buttonrechts.name = "spr_buttonrechts"; this.spr_buttonrechts.setTransform(620,430,0.72,0.72); this.spr_buttonlinks = new lib.buttonlinks(); this.spr_buttonlinks.name = "spr_buttonlinks"; this.spr_buttonlinks.setTransform(340,430,0.72,0.72); this.spr_bal = new lib.levelbal(); this.spr_bal.name = "spr_bal"; this.spr_bal.setTransform(1169.15,525.55,0.3438,0.3439,0,0,0,-31.4,-30.3); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.spr_buttonlinks},{t:this.spr_buttonrechts}]},2).to({state:[{t:this.spr_bal}]},1).to({state:[]},1).wait(2)); // level this.playbutton = new lib.symbplaytitle(); this.playbutton.name = "playbutton"; this.playbutton.setTransform(488,549,1,1,0,0,0,25,0); this.spr_buttoncontinue = new lib.buttoncontinue(); this.spr_buttoncontinue.name = "spr_buttoncontinue"; this.spr_buttoncontinue.setTransform(480,430,1.28,1.28); this.spr_doos = new lib.swc_doos3achter(); this.spr_doos.name = "spr_doos"; this.spr_doos.setTransform(1191.1,537.6,1.978,1.978,0,0,0,5.6,0.8); this.send3 = new lib.sendbl(); this.send3.name = "send3"; this.send3.setTransform(743.5,483.5,1,1.9583); this.send1 = new lib.sendbl(); this.send1.name = "send1"; this.send1.setTransform(743.5,183.5); this.send2 = new lib.sendbl(); this.send2.name = "send2"; this.send2.setTransform(743.5,313.5); this.endbolgoogle = new lib.sgogle(); this.endbolgoogle.name = "endbolgoogle"; this.endbolgoogle.setTransform(840,530); this.endbolapple = new lib.sapple(); this.endbolapple.name = "endbolapple"; this.endbolapple.setTransform(660,530); this.endbolkartridge = new lib.skaert(); this.endbolkartridge.name = "endbolkartridge"; this.endbolkartridge.setTransform(480,530); this.endbolitchio = new lib.ditvh(); this.endbolitchio.name = "endbolitchio"; this.endbolitchio.setTransform(300,530); this.endbolsteam = new lib.ssetam2(); this.endbolsteam.name = "endbolsteam"; this.endbolsteam.setTransform(120,530); this.endbuttonwww = new lib.buttonlang(); this.endbuttonwww.name = "endbuttonwww"; this.endbuttonwww.setTransform(1033.05,669.1,0.4,0.4,0,0,0,0.1,0.3); this.endbuttonfacebook = new lib.buttonlinkfacebook(); this.endbuttonfacebook.name = "endbuttonfacebook"; this.endbuttonfacebook.setTransform(1213.05,669.05,0.4,0.4,0,0,0,0.1,0.1); this.endbuttoninstagram = new lib.buttonlinkhome(); this.endbuttoninstagram.name = "endbuttoninstagram"; this.endbuttoninstagram.setTransform(1153.1,669.1,0.4,0.4,0,0,0,0.3,0.3); this.endbuttontwitter = new lib.buttonlinktwitter(); this.endbuttontwitter.name = "endbuttontwitter"; this.endbuttontwitter.setTransform(1093.05,669.1,0.4,0.4,0,0,0,0.1,0.3); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.playbutton}]}).to({state:[]},1).to({state:[{t:this.spr_buttoncontinue}]},1).to({state:[{t:this.spr_doos}]},1).to({state:[{t:this.send2},{t:this.send1},{t:this.send3}]},1).to({state:[{t:this.endbuttontwitter},{t:this.endbuttoninstagram},{t:this.endbuttonfacebook},{t:this.endbuttonwww},{t:this.endbolsteam},{t:this.endbolitchio},{t:this.endbolkartridge},{t:this.endbolapple},{t:this.endbolgoogle}]},1).wait(1)); // Layer_3 this.spr_buttonnewplay = new lib.buttonnewplay(); this.spr_buttonnewplay.name = "spr_buttonnewplay"; this.spr_buttonnewplay.setTransform(480,430,1.28,1.28); this.toolbal11 = new lib.toolbal(); this.toolbal11.name = "toolbal11"; this.toolbal11.setTransform(1026,-240,1.048,1.048); this.toolbal10 = new lib.toolbal(); this.toolbal10.name = "toolbal10"; this.toolbal10.setTransform(1026,-240,1.048,1.048); this.toolbal9 = new lib.toolbal(); this.toolbal9.name = "toolbal9"; this.toolbal9.setTransform(1026,-240,1.048,1.048); this.toolbal8 = new lib.toolbal(); this.toolbal8.name = "toolbal8"; this.toolbal8.setTransform(1026,-240,1.048,1.048); this.toolbal7 = new lib.toolbal(); this.toolbal7.name = "toolbal7"; this.toolbal7.setTransform(1026,-240,1.048,1.048); this.toolbal6 = new lib.toolbal(); this.toolbal6.name = "toolbal6"; this.toolbal6.setTransform(1026,-240,1.048,1.048); this.toolbal5 = new lib.toolbal(); this.toolbal5.name = "toolbal5"; this.toolbal5.setTransform(1026,-240,1.048,1.048); this.toolbal4 = new lib.toolbal(); this.toolbal4.name = "toolbal4"; this.toolbal4.setTransform(1026,-240,1.048,1.048); this.toolbal3 = new lib.toolbal(); this.toolbal3.name = "toolbal3"; this.toolbal3.setTransform(1026,-240,1.048,1.048); this.toolbal2 = new lib.toolbal(); this.toolbal2.name = "toolbal2"; this.toolbal2.setTransform(1026,-240,1.048,1.048); this.toolbal1 = new lib.toolbal(); this.toolbal1.name = "toolbal1"; this.toolbal1.setTransform(1026,-240,1.048,1.048); this.instance = new lib.sbravo(); this.instance.setTransform(743.45,372.8); this.instance_1 = new lib.sendtxt(); this.instance_1.setTransform(480.2,535.95); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.spr_buttonnewplay}]},2).to({state:[{t:this.toolbal1},{t:this.toolbal2},{t:this.toolbal3},{t:this.toolbal4},{t:this.toolbal5},{t:this.toolbal6},{t:this.toolbal7},{t:this.toolbal8},{t:this.toolbal9},{t:this.toolbal10},{t:this.toolbal11}]},1).to({state:[{t:this.instance}]},1).to({state:[{t:this.instance_1}]},1).wait(1)); // Layer_7 this.instance_2 = new lib.Sengie(); this.instance_2.setTransform(480,310); this.instance_3 = new lib.fbtitelyellow(); this.instance_3.setTransform(874,127,0.462,0.462,0,0,0,1500,0); this.balcentraal = new lib.bal_centraal(); this.balcentraal.name = "balcentraal"; this.balcentraal.setTransform(480,1026,4.896,4.896); this.instance_4 = new lib.partialendl(); this.instance_4.setTransform(44,40); this.instance_5 = new lib.sendseethrough(); this.instance_5.setTransform(480,360); this.timeline.addTween(cjs.Tween.get({}).to({state:[{t:this.instance_2}]}).to({state:[]},1).to({state:[{t:this.instance_3}]},1).to({state:[{t:this.balcentraal}]},1).to({state:[{t:this.instance_4}]},1).to({state:[{t:this.instance_5}]},1).wait(1)); // Layer_6 this.instance_6 = new lib.boxesvast(); this.instance_6.setTransform(50,50,0.7135,0.7135); this.instance_7 = new lib.box19(); this.instance_7.setTransform(330,50); this.timeline.addTween(cjs.Tween.get({}).to({state:[]}).to({state:[{t:this.instance_6}]},2).to({state:[]},1).to({state:[{t:this.instance_7}]},2).wait(1)); // Layer_2 this.instance_8 = new lib.symbback2(); this.instance_8.setTransform(480,360); this.timeline.addTween(cjs.Tween.get(this.instance_8).wait(6)); this._renderFirstFrame(); }).prototype = p = new cjs.MovieClip(); p.nominalBounds = new cjs.Rectangle(480,54.5,931.2,1277.5); // library properties: lib.properties = { id: 'FD3559EF710E8E4AABB26802F91D9290', width: 960, height: 720, fps: 28, color: "#FFFFFF", opacity: 1.00, manifest: [ {src:"images/factoryballsforever_atlas_.png?1576758564158", id:"factoryballsforever_atlas_"}, {src:"sounds/sndapprove.mp3?1576758564452", id:"sndapprove"}, {src:"sounds/sndboo.mp3?1576758564452", id:"sndboo"}, {src:"sounds/fbSong.mp3?1576758564452", id:"fbSong"}, {src:"sounds/sndpaint.mp3?1576758564452", id:"sndpaint"}, {src:"sounds/sndshovel.mp3?1576758564452", id:"sndshovel"}, {src:"sounds/sndswitch.mp3?1576758564452", id:"sndswitch"}, {src:"sounds/sndwater.mp3?1576758564452", id:"sndwater"}, {src:"sounds/sndzaad.mp3?1576758564452", id:"sndzaad"} ], preloads: [] }; // bootstrap callback support: (lib.Stage = function(canvas) { createjs.Stage.call(this, canvas); }).prototype = p = new createjs.StageGL(); p.setAutoPlay = function(autoPlay) { this.tickEnabled = autoPlay; } p.play = function() { this.tickEnabled = true; this.getChildAt(0).gotoAndPlay(this.getTimelinePosition()) } p.stop = function(ms) { if(ms) this.seek(ms); this.tickEnabled = false; } p.seek = function(ms) { this.tickEnabled = true; this.getChildAt(0).gotoAndStop(lib.properties.fps * ms / 1000); } p.getDuration = function() { return this.getChildAt(0).totalFrames / lib.properties.fps * 1000; } p.getTimelinePosition = function() { return this.getChildAt(0).currentFrame / lib.properties.fps * 1000; } an.bootcompsLoaded = an.bootcompsLoaded || []; if(!an.bootstrapListeners) { an.bootstrapListeners=[]; } an.bootstrapCallback=function(fnCallback) { an.bootstrapListeners.push(fnCallback); if(an.bootcompsLoaded.length > 0) { for(var i=0; i Factory Balls forever
    ================================================ FILE: main/gams/gfiles/html5/flappybird/__loading__.js ================================================ pc.script.createLoadingScreen(function (app) { var showSplash = function () { // splash wrapper var wrapper = document.createElement('div'); wrapper.id = 'application-splash-wrapper'; document.body.appendChild(wrapper); // splash var splash = document.createElement('div'); splash.id = 'application-splash'; wrapper.appendChild(splash); splash.style.display = 'none'; var logo = document.createElement('img'); logo.src = ASSET_PREFIX + 'logo.png'; splash.appendChild(logo); logo.onload = function () { splash.style.display = 'block'; }; var container = document.createElement('div'); container.id = 'progress-bar-container'; splash.appendChild(container); var bar = document.createElement('div'); bar.id = 'progress-bar'; container.appendChild(bar); }; var hideSplash = function () { var splash = document.getElementById('application-splash-wrapper'); splash.parentElement.removeChild(splash); }; var setProgress = function (value) { var bar = document.getElementById('progress-bar'); if (bar) { value = Math.min(1, Math.max(0, value)); bar.style.width = value * 100 + '%'; } }; var createCss = function () { var css = [ 'body {', ' background-color: #283538;', '}', '#application-splash-wrapper {', ' position: absolute;', ' top: 0;', ' left: 0;', ' height: 100%;', ' width: 100%;', ' background-color: #283538;', '}', '#application-splash {', ' position: absolute;', ' top: calc(50% - 28px);', ' width: 264px;', ' left: calc(50% - 132px);', '}', '#application-splash img {', ' width: 100%;', '}', '#progress-bar-container {', ' margin: 20px auto 0 auto;', ' height: 2px;', ' width: 100%;', ' background-color: #1d292c;', '}', '#progress-bar {', ' width: 0%;', ' height: 100%;', ' background-color: #f60;', '}', '@media (max-width: 480px) {', ' #application-splash {', ' width: 170px;', ' left: calc(50% - 85px);', ' }', '}' ].join('\n'); var style = document.createElement('style'); style.type = 'text/css'; if (style.styleSheet) { style.styleSheet.cssText = css; } else { style.appendChild(document.createTextNode(css)); } document.head.appendChild(style); }; createCss(); showSplash(); app.on('preload:end', function () { app.off('preload:progress'); }); app.on('preload:progress', setProgress); app.on('start', hideSplash); }); ================================================ FILE: main/gams/gfiles/html5/flappybird/__start__.js ================================================ (function () { var CANVAS_ID = 'application-canvas'; var canvas, devices, app; var createCanvas = function () { canvas = document.createElement('canvas'); canvas.setAttribute('id', CANVAS_ID); canvas.setAttribute('tabindex', 0); // canvas.style.visibility = 'hidden'; // Disable I-bar cursor on click+drag canvas.onselectstart = function () { return false; }; document.body.appendChild(canvas); return canvas; }; var createInputDevices = function (canvas) { var devices = { elementInput: new pc.ElementInput(canvas, { useMouse: INPUT_SETTINGS.useMouse, useTouch: INPUT_SETTINGS.useTouch }), keyboard: INPUT_SETTINGS.useKeyboard ? new pc.Keyboard(window) : null, mouse: INPUT_SETTINGS.useMouse ? new pc.Mouse(canvas) : null, gamepads: INPUT_SETTINGS.useGamepads ? new pc.GamePads() : null, touch: INPUT_SETTINGS.useTouch && pc.platform.touch ? new pc.TouchDevice(canvas) : null }; return devices; }; var configureCss = function (fillMode, width, height) { // Configure resolution and resize event if (canvas.classList) { canvas.classList.add('fill-mode-' + fillMode); } // css media query for aspect ratio changes var css = "@media screen and (min-aspect-ratio: " + width + "/" + height + ") {"; css += " #application-canvas.fill-mode-KEEP_ASPECT {"; css += " width: auto;"; css += " height: 100%;"; css += " margin: 0 auto;"; css += " }"; css += "}"; // append css to style if (document.head.querySelector) { document.head.querySelector('style').innerHTML += css; } }; var reflow = function () { app.resizeCanvas(canvas.width, canvas.height); canvas.style.width = ''; canvas.style.height = ''; var fillMode = app._fillMode; if (fillMode == pc.FILLMODE_NONE || fillMode == pc.FILLMODE_KEEP_ASPECT) { if ((fillMode == pc.FILLMODE_NONE && canvas.clientHeight < window.innerHeight) || (canvas.clientWidth / canvas.clientHeight >= window.innerWidth / window.innerHeight)) { canvas.style.marginTop = Math.floor((window.innerHeight - canvas.clientHeight) / 2) + 'px'; } else { canvas.style.marginTop = ''; } } }; var displayError = function (html) { var div = document.createElement('div'); div.innerHTML = [ '', ' ', ' ', ' ', '
    ', '
    ', '
    ' + html + '
    ', '
    ', '
    ' ].join('\n'); document.body.appendChild(div); }; canvas = createCanvas(); devices = createInputDevices(canvas); try { app = new pc.Application(canvas, { elementInput: devices.elementInput, keyboard: devices.keyboard, mouse: devices.mouse, gamepads: devices.gamepads, touch: devices.touch, graphicsDeviceOptions: window.CONTEXT_OPTIONS, assetPrefix: window.ASSET_PREFIX || "", scriptPrefix: window.SCRIPT_PREFIX || "", scriptsOrder: window.SCRIPTS || [] }); } catch (e) { if (e instanceof pc.UnsupportedBrowserError) { displayError('This page requires a browser that supports WebGL.
    ' + 'Click here to find out more.'); } else if (e instanceof pc.ContextCreationError) { displayError("It doesn't appear your computer can support WebGL.
    " + 'Click here for more information.'); } else { displayError('Could not initialize application. Error: ' + e); } return; } var configure = function () { app.configure(CONFIG_FILENAME, function (err) { if (err) { console.error(err); } configureCss(app._fillMode, app._width, app._height); // do the first reflow after a timeout because of // iOS showing a squished iframe sometimes setTimeout(function () { reflow(); window.addEventListener('resize', reflow, false); window.addEventListener('orientationchange', reflow, false); app.preload(function (err) { if (err) { console.error(err); } app.loadScene(SCENE_PATH, function (err, scene) { if (err) { console.error(err); } app.start(); }); }); }); }); }; if (PRELOAD_MODULES.length > 0) { loadModules(PRELOAD_MODULES, ASSET_PREFIX, configure); } else { configure(); } })(); ================================================ FILE: main/gams/gfiles/html5/flappybird/index.html ================================================ Flappy Bird ================================================ FILE: main/gams/gfiles/html5/flappybird/styles.css ================================================ html { height: 100%; background-color: #1d292c; } body { margin: 0; max-height: 100%; height: 100%; overflow: hidden; background-color: #1d292c; font-family: Helvetica, arial, sans-serif; position: relative; width: 100%; -webkit-tap-highlight-color: transparent; } #application-canvas { display: block; position: absolute; top: 0; left: 0; right: 0; bottom: 0; } #application-canvas.fill-mode-NONE { margin: auto; } #application-canvas.fill-mode-KEEP_ASPECT { width: 100%; height: auto; margin: 0; } #application-canvas.fill-mode-FILL_WINDOW { width: 100%; height: 100%; margin: 0; } canvas:focus { outline: none; } ================================================ FILE: main/gams/gfiles/html5/fnaf1/Build/FNAF1WebGL.data.unityweb ================================================ [File too large to display: 59.9 MB] ================================================ FILE: main/gams/gfiles/html5/fnaf1/Build/FNAF1WebGL.json 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size",r.mode=fe;break}r.dmax=1<>8&1),512&r.flags&&(Le[0]=255&f,Le[1]=f>>>8&255,r.check=v(r.check,Le,2,0)),f=0,h=0,r.mode=D;case D:for(;h<32;){if(0===d)break e;d--,f+=o[i++]<>>8&255,Le[2]=f>>>16&255,Le[3]=f>>>24&255,r.check=v(r.check,Le,4,0)),f=0,h=0,r.mode=q;case q:for(;h<16;){if(0===d)break e;d--,f+=o[i++]<>8),512&r.flags&&(Le[0]=255&f,Le[1]=f>>>8&255,r.check=v(r.check,Le,2,0)),f=0,h=0,r.mode=F;case F:if(1024&r.flags){for(;h<16;){if(0===d)break e;d--,f+=o[i++]<>>8&255,r.check=v(r.check,Le,2,0)),f=0,h=0}else r.head&&(r.head.extra=null);r.mode=V;case V:if(1024&r.flags&&(w=r.length,w>d&&(w=d),w&&(r.head&&(Ue=r.head.extra_len-r.length,r.head.extra||(r.head.extra=new Array(r.head.extra_len)),y.arraySet(r.head.extra,o,i,w,Ue)),512&r.flags&&(r.check=v(r.check,o,w,i)),d-=w,i+=w,r.length-=w),r.length))break e;r.length=0,r.mode=Z;case Z:if(2048&r.flags){if(0===d)break e;w=0;do 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end-of-block",r.mode=fe;break}if(r.lenbits=9,Ee={bits:r.lenbits},xe=U(E,r.lens,0,r.nlen,r.lencode,0,r.work,Ee),r.lenbits=Ee.bits,xe){e.msg="invalid literal/lengths set",r.mode=fe;break}if(r.distbits=6,r.distcode=r.distdyn,Ee={bits:r.distbits},xe=U(k,r.lens,r.nlen,r.ndist,r.distcode,0,r.work,Ee),r.distbits=Ee.bits,xe){e.msg="invalid distances set",r.mode=fe;break}if(r.mode=re,t===W)break e;case re:r.mode=ne;case ne:if(d>=6&&l>=258){e.next_out=s,e.avail_out=l,e.next_in=i,e.avail_in=d,r.hold=f,r.bits=h,A(e,m),s=e.next_out,a=e.output,l=e.avail_out,i=e.next_in,o=e.input,d=e.avail_in,f=r.hold,h=r.bits,r.mode===j&&(r.back=-1);break}for(r.back=0;Be=r.lencode[f&(1<>>24,be=Be>>>16&255,ye=65535&Be,!(we<=h);){if(0===d)break e;d--,f+=o[i++]<>ge)],we=Be>>>24,be=Be>>>16&255,ye=65535&Be,!(ge+we<=h);){if(0===d)break e;d--,f+=o[i++]<>>=ge,h-=ge,r.back+=ge}if(f>>>=we,h-=we,r.back+=we,r.length=ye,0===be){r.mode=de;break}if(32&be){r.back=-1,r.mode=j;break}if(64&be){e.msg="invalid literal/length 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de:if(0===l)break e;a[s++]=r.length,l--,r.mode=ne;break;case le:if(r.wrap){for(;h<32;){if(0===d)break e;d--,f|=o[i++]<>>16&65535|0,i=0;0!==r;){i=r>2e3?2e3:r,r-=i;do o=o+t[n++]|0,a=a+o|0;while(--i);o%=65521,a%=65521}return o|a<<16|0}t.exports=n},"zlib/crc32.js":function(e,t,r){"use strict";function n(){for(var e,t=[],r=0;r<256;r++){e=r;for(var n=0;n<8;n++)e=1&e?3988292384^e>>>1:e>>>1;t[r]=e}return t}function o(e,t,r,n){var o=a,i=n+r;e^=-1;for(var s=n;s>>8^o[255&(e^t[s])];return e^-1}var a=n();t.exports=o},"zlib/inffast.js":function(e,t,r){"use strict";var n=30,o=12;t.exports=function(e,t){var r,a,i,s,d,l,u,c,f,h,p,m,w,b,y,g,v,A,U,x,E,k,B,L,W;r=e.state,a=e.next_in,L=e.input,i=a+(e.avail_in-5),s=e.next_out,W=e.output,d=s-(t-e.avail_out),l=s+(e.avail_out-257),u=r.dmax,c=r.wsize,f=r.whave,h=r.wnext,p=r.window,m=r.hold,w=r.bits,b=r.lencode,y=r.distcode,g=(1<>>24,m>>>=U,w-=U,U=A>>>16&255,0===U)W[s++]=65535&A;else{if(!(16&U)){if(0===(64&U)){A=b[(65535&A)+(m&(1<>>=U,w-=U),w<15&&(m+=L[a++]<>>24,m>>>=U,w-=U,U=A>>>16&255,!(16&U)){if(0===(64&U)){A=y[(65535&A)+(m&(1<u){e.msg="invalid distance too far back",r.mode=n;break e}if(m>>>=U,w-=U,U=s-d,E>U){if(U=E-U,U>f&&r.sane){e.msg="invalid distance too far back",r.mode=n;break e}if(k=0,B=p,0===h){if(k+=c-U,U2;)W[s++]=B[k++],W[s++]=B[k++],W[s++]=B[k++],x-=3;x&&(W[s++]=B[k++],x>1&&(W[s++]=B[k++]))}else{k=s-E;do W[s++]=W[k++],W[s++]=W[k++],W[s++]=W[k++],x-=3;while(x>2);x&&(W[s++]=W[k++],x>1&&(W[s++]=W[k++]))}break}}break}}while(a>3,a-=x,w-=x<<3,m&=(1<=1&&0===F[N];N--);if(R>N&&(R=N),0===N)return 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a(null,e)},decompress:function(e){this.exports||(this.exports=this.require("inflate.js"));try{return this.exports.inflate(e)}catch(e){}},hasUnityMarker:function(e){var t=10,r="UnityWeb Compressed Content (gzip)";if(t>e.length||31!=e[0]||139!=e[1])return!1;var n=e[3];if(4&n){if(t+2>e.length)return!1;if(t+=2+e[t]+(e[t+1]<<8),t>e.length)return!1}if(8&n){for(;te.length)return!1;t++}return 16&n&&String.fromCharCode.apply(null,e.subarray(t,t+r.length+1))==r+"\0"}},brotli:{require:function(e){var t={"decompress.js":function(e,t,r){t.exports=e("./dec/decode").BrotliDecompressBuffer},"dec/bit_reader.js":function(e,t,r){function n(e){this.buf_=new Uint8Array(a),this.input_=e,this.reset()}const o=4096,a=8224,i=8191,s=new Uint32Array([0,1,3,7,15,31,63,127,255,511,1023,2047,4095,8191,16383,32767,65535,131071,262143,524287,1048575,2097151,4194303,8388607,16777215]);n.READ_SIZE=o,n.IBUF_MASK=i,n.prototype.reset=function(){this.buf_ptr_=0,this.val_=0,this.pos_=0,this.bit_pos_=0,this.bit_end_pos_=0,this.eos_=0,this.readMoreInput();for(var e=0;e<4;e++)this.val_|=this.buf_[this.pos_]<<8*e,++this.pos_;return this.bit_end_pos_>0},n.prototype.readMoreInput=function(){if(!(this.bit_end_pos_>256))if(this.eos_){if(this.bit_pos_>this.bit_end_pos_)throw new Error("Unexpected end of input "+this.bit_pos_+" "+this.bit_end_pos_)}else{var e=this.buf_ptr_,t=this.input_.read(this.buf_,e,o);if(t<0)throw new Error("Unexpected end of input");if(t=8;)this.val_>>>=8,this.val_|=this.buf_[this.pos_&i]<<24,++this.pos_,this.bit_pos_=this.bit_pos_-8>>>0,this.bit_end_pos_=this.bit_end_pos_-8>>>0},n.prototype.readBits=function(e){32-this.bit_pos_>>this.bit_pos_&s[e];return this.bit_pos_+=e,t},t.exports=n},"dec/context.js":function(e,t,r){r.lookup=new 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    ================================================ FILE: main/gams/gfiles/html5/fnaf1/script.js ================================================ function inFrame () { try { return window.self !== window.top; } catch (e) { return true; } } if(!inFrame()) { window.location.replace("/g" + window.location.pathname.substring(5)); } ================================================ FILE: main/gams/gfiles/html5/fnaf2/index.html ================================================ ================================================ FILE: main/gams/gfiles/html5/fnaf3/index.html ================================================ ================================================ FILE: main/gams/gfiles/html5/fnaf4/index.html ================================================ ================================================ FILE: main/gams/gfiles/html5/fnafsl/index.html ================================================ ================================================ FILE: main/gams/gfiles/html5/geometrydash/gdash.js ================================================ [File too large to display: 12.7 MB] ================================================ FILE: main/gams/gfiles/html5/geometrydash/index.html ================================================ Geometry Dash
    ... ================================================ FILE: main/gams/gfiles/html5/hextris/index.html ================================================ Hextris
    HIGH SCORE
    HIGH SCORE
    10292
    GAME OVER
    1843
    HIGH SCORES
    1.
    0
    2.
    0
    3.
    0
    Share button SHARE MY SCORE!
    ================================================ FILE: main/gams/gfiles/html5/hextris/js/Block.js ================================================ function Block(fallingLane, color, iter, distFromHex, settled) { // whether or not a block is rested on the center hex or another block this.settled = (settled === undefined) ? 0 : 1; this.height = settings.blockHeight; //the lane which the block was shot from this.fallingLane = fallingLane; this.checked=0; //the angle at which the block falls this.angle = 90 - (30 + 60 * fallingLane); //for calculating the rotation of blocks attached to the center hex this.angularVelocity = 0; this.targetAngle = this.angle; this.color = color; //blocks that are slated to be deleted after a valid score has happened this.deleted = 0; //blocks slated to be removed from falling and added to the hex this.removed = 0; //value for the opacity of the white blcok drawn over falling block to give it the glow as it attaches to the hex this.tint = 0; //value used for deletion animation this.opacity = 1; //boolean for when the block is expanding this.initializing = 1; this.ict = MainHex.ct; //speed of block this.iter = iter; //number of iterations before starting to drop this.initLen = settings.creationDt; //side which block is attached too this.attachedLane = 0; //distance from center hex this.distFromHex = distFromHex || settings.startDist * settings.scale ; this.incrementOpacity = function() { if (this.deleted) { //add shakes if (this.opacity >= 0.925) { var tLane = this.attachedLane - MainHex.position; tLane = MainHex.sides - tLane; while (tLane < 0) { tLane += MainHex.sides; } tLane %= MainHex.sides; MainHex.shakes.push({lane:tLane, magnitude:3 * (window.devicePixelRatio ? window.devicePixelRatio : 1) * (settings.scale)}); } //fade out the opacity this.opacity = this.opacity - 0.075 * MainHex.dt; if (this.opacity <= 0) { //slate for final deletion this.opacity = 0; this.deleted = 2; if (gameState == 1 || gameState==0) { localStorage.setItem("saveState", exportSaveState()); } } } }; this.getIndex = function (){ //get the index of the block in its stack var parentArr = MainHex.blocks[this.attachedLane]; for (var i = 0; i < parentArr.length; i++) { if (parentArr[i] == this) { return i; } } }; this.draw = function(attached, index) { this.height = settings.blockHeight; if (Math.abs(settings.scale - settings.prevScale) > 0.000000001) { this.distFromHex *= (settings.scale/settings.prevScale); } this.incrementOpacity(); if(attached === undefined) attached = false; if(this.angle > this.targetAngle) { this.angularVelocity -= angularVelocityConst * MainHex.dt; } else if(this.angle < this.targetAngle) { this.angularVelocity += angularVelocityConst * MainHex.dt; } if (Math.abs(this.angle - this.targetAngle + this.angularVelocity) <= Math.abs(this.angularVelocity)) { //do better soon this.angle = this.targetAngle; this.angularVelocity = 0; } else { this.angle += this.angularVelocity; } this.width = 2 * this.distFromHex / Math.sqrt(3); this.widthWide = 2 * (this.distFromHex + this.height) / Math.sqrt(3); //this.widthWide = this.width + this.height + 3; var p1; var p2; var p3; var p4; if (this.initializing) { var rat = ((MainHex.ct - this.ict)/this.initLen); if (rat > 1) { rat = 1; } p1 = rotatePoint((-this.width / 2) * rat, this.height / 2, this.angle); p2 = rotatePoint((this.width / 2) * rat, this.height / 2, this.angle); p3 = rotatePoint((this.widthWide / 2) * rat, -this.height / 2, this.angle); p4 = rotatePoint((-this.widthWide / 2) * rat, -this.height / 2, this.angle); if ((MainHex.ct - this.ict) >= this.initLen) { this.initializing = 0; } } else { p1 = rotatePoint(-this.width / 2, this.height / 2, this.angle); p2 = rotatePoint(this.width / 2, this.height / 2, this.angle); p3 = rotatePoint(this.widthWide / 2, -this.height / 2, this.angle); p4 = rotatePoint(-this.widthWide / 2, -this.height / 2, this.angle); } if (this.deleted) { ctx.fillStyle = "#FFF"; } else if (gameState === 0) { if (this.color.charAt(0) == 'r') { ctx.fillStyle = rgbColorsToTintedColors[this.color]; } else { ctx.fillStyle = hexColorsToTintedColors[this.color]; } } else { ctx.fillStyle = this.color; } ctx.globalAlpha = this.opacity; var baseX = trueCanvas.width / 2 + Math.sin((this.angle) * (Math.PI / 180)) * (this.distFromHex + this.height / 2) + gdx; var baseY = trueCanvas.height / 2 - Math.cos((this.angle) * (Math.PI / 180)) * (this.distFromHex + this.height / 2) + gdy; ctx.beginPath(); ctx.moveTo(baseX + p1.x, baseY + p1.y); ctx.lineTo(baseX + p2.x, baseY + p2.y); ctx.lineTo(baseX + p3.x, baseY + p3.y); ctx.lineTo(baseX + p4.x, baseY + p4.y); //ctx.lineTo(baseX + p1.x, baseY + p1.y); ctx.closePath(); ctx.fill(); if (this.tint) { if (this.opacity < 1) { if (gameState == 1 || gameState==0) { localStorage.setItem("saveState", exportSaveState()); } this.iter = 2.25; this.tint = 0; } ctx.fillStyle = "#FFF"; ctx.globalAlpha = this.tint; ctx.beginPath(); ctx.moveTo(baseX + p1.x, baseY + p1.y); ctx.lineTo(baseX + p2.x, baseY + p2.y); ctx.lineTo(baseX + p3.x, baseY + p3.y); ctx.lineTo(baseX + p4.x, baseY + p4.y); ctx.lineTo(baseX + p1.x, baseY + p1.y); ctx.closePath(); ctx.fill(); this.tint -= 0.02 * MainHex.dt; if (this.tint < 0) { this.tint = 0; } } ctx.globalAlpha = 1; }; } function findCenterOfBlocks(arr) { var avgDFH = 0; var avgAngle = 0; for (var i = 0; i < arr.length; i++) { avgDFH += arr[i].distFromHex; var ang = arr[i].angle; while (ang < 0) { ang += 360; } avgAngle += ang % 360; } avgDFH /= arr.length; avgAngle /= arr.length; return { x:trueCanvas.width/2 + Math.cos(avgAngle * (Math.PI / 180)) * avgDFH, y:trueCanvas.height/2 + Math.sin(avgAngle * (Math.PI / 180)) * avgDFH }; } ================================================ FILE: main/gams/gfiles/html5/hextris/js/Hex.js ================================================ function Hex(sideLength) { this.playThrough = 0; this.fillColor = [44,62,80]; this.tempColor = [44,62,80]; this.angularVelocity = 0; this.position = 0; this.dy = 0; this.dt = 1; this.sides = 6; this.blocks = []; this.angle = 180 / this.sides; this.targetAngle = this.angle; this.shakes = []; this.sideLength = sideLength; this.strokeColor = 'blue'; this.x = trueCanvas.width / 2; this.y = trueCanvas.height / 2; this.ct = 0; this.lastCombo = this.ct - settings.comboTime; this.lastColorScored = "#000"; this.comboTime = 1; this.texts = []; this.lastRotate = Date.now(); for (var i = 0; i < this.sides; i++) { this.blocks.push([]); } this.shake = function(obj) { //lane as in particle lane var angle = 30 + obj.lane * 60; angle *= Math.PI / 180; var dx = Math.cos(angle) * obj.magnitude; var dy = Math.sin(angle) * obj.magnitude; gdx -= dx; gdy += dy; obj.magnitude /= 2 * this.dt; if (obj.magnitude < 1) { for (var i = 0; i < this.shakes.length; i++) { if (this.shakes[i] == obj) { this.shakes.splice(i, 1); } } } }; this.addBlock = function(block) { if (!(gameState == 1 || gameState === 0)) return; block.settled = 1; block.tint = 0.6; var lane = this.sides - block.fallingLane;// -this.position; this.shakes.push({lane:block.fallingLane, magnitude:4.5 * (window.devicePixelRatio ? window.devicePixelRatio : 1) * (settings.scale)}); lane += this.position; lane = (lane + this.sides) % this.sides; block.distFromHex = MainHex.sideLength / 2 * Math.sqrt(3) + block.height * this.blocks[lane].length; this.blocks[lane].push(block); block.attachedLane = lane; block.checked = 1; }; this.doesBlockCollide = function(block, position, tArr) { if (block.settled) { return; } if (position !== undefined) { arr = tArr; if (position <= 0) { if (block.distFromHex - block.iter * this.dt * settings.scale - (this.sideLength / 2) * Math.sqrt(3) <= 0) { block.distFromHex = (this.sideLength / 2) * Math.sqrt(3); block.settled = 1; block.checked = 1; } else { block.settled = 0; block.iter = 1.5 + (waveone.difficulty/15) * 3; } } else { if (arr[position - 1].settled && block.distFromHex - block.iter * this.dt * settings.scale - arr[position - 1].distFromHex - arr[position - 1].height <= 0) { block.distFromHex = arr[position - 1].distFromHex + arr[position - 1].height; block.settled = 1; block.checked = 1; } else { block.settled = 0; block.iter = 1.5 + (waveone.difficulty/15) * 3; } } } else { var lane = this.sides - block.fallingLane;// -this.position; lane += this.position; lane = (lane+this.sides) % this.sides; var arr = this.blocks[lane]; if (arr.length > 0) { if (block.distFromHex + block.iter * this.dt * settings.scale - arr[arr.length - 1].distFromHex - arr[arr.length - 1].height <= 0) { block.distFromHex = arr[arr.length - 1].distFromHex + arr[arr.length - 1].height; this.addBlock(block); } } else { if (block.distFromHex + block.iter * this.dt * settings.scale - (this.sideLength / 2) * Math.sqrt(3) <= 0) { block.distFromHex = (this.sideLength / 2) * Math.sqrt(3); this.addBlock(block); } } } }; this.rotate = function(steps) { if(Date.now()-this.lastRotate<75 && !(/Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) ) return; if (!(gameState === 1 || gameState === 0)) return; this.position += steps; if (!history[this.ct]) { history[this.ct] = {}; } if (!history[this.ct].rotate) { history[this.ct].rotate = steps; } else { history[this.ct].rotate += steps; } while (this.position < 0) { this.position += 6; } this.position = this.position % this.sides; this.blocks.forEach(function(blocks) { blocks.forEach(function(block) { block.targetAngle = block.targetAngle - steps * 60; }); }); this.targetAngle = this.targetAngle - steps * 60; this.lastRotate = Date.now(); }; this.draw = function() { this.x = trueCanvas.width/2; if (gameState != -2) { this.y = trueCanvas.height/2; } this.sideLength = settings.hexWidth; gdx = 0; gdy = 0; for (var i = 0; i < this.shakes.length; i++) { this.shake(this.shakes[i]); } if (this.angle > this.targetAngle) { this.angularVelocity -= angularVelocityConst * this.dt; } else if(this.angle < this.targetAngle) { this.angularVelocity += angularVelocityConst * this.dt; } if (Math.abs(this.angle - this.targetAngle + this.angularVelocity) <= Math.abs(this.angularVelocity)) { //do better soon this.angle = this.targetAngle; this.angularVelocity = 0; } else { this.angle += this.angularVelocity; } drawPolygon(this.x + gdx, this.y + gdy + this.dy, this.sides, this.sideLength, this.angle,arrayToColor(this.fillColor) , 0, 'rgba(0,0,0,0)'); }; } function arrayToColor(arr){ return 'rgb(' + arr[0]+ ','+arr[1]+','+arr[2]+')'; } ================================================ FILE: main/gams/gfiles/html5/hextris/js/Text.js ================================================ function Text(x,y,text,font,color,incrementFunction){ this.x = x; this.y = y; this.font = font; this.color = color; this.opacity =1; this.text = text; this.alive=1; this.draw = function(){ if (this.alive>0) { ctx.globalAlpha = this.opacity; renderText((this.x + gdx), (this.y + gdy),50,this.color,this.text); ctx.globalAlpha =1; incrementFunction(this); return true; } else { return false; } }; } function fadeUpAndOut(text){ text.opacity -= MainHex.dt * Math.pow(Math.pow((1-text.opacity), 1/3)+1,3)/100; text.alive = text.opacity; text.y -= 3 * MainHex.dt; } ================================================ FILE: main/gams/gfiles/html5/hextris/js/checking.js ================================================ function search(twoD,oneD){ // Searches a two dimensional array to see if it contains a one dimensional array. indexOf doesn't work in this case for(var i=0;i y) != (yj > y)) && (x < (xj - xi) * (y - yi) / (yj - yi) + xi); if (intersect) inside = !inside; } return inside; }; function handleClickTap(x,y) { if (x < 120 && y < 83 && $('.helpText').is(':visible')) { showHelp(); return; } var radius = settings.hexWidth ; var halfRadius = radius/2; var triHeight = radius *(Math.sqrt(3)/2); var Vertexes =[ [radius,0], [halfRadius,-triHeight], [-halfRadius,-triHeight], [-radius,0], [-halfRadius,triHeight], [halfRadius,triHeight]]; Vertexes = Vertexes.map(function(coord){ return [coord[0] + trueCanvas.width/2, coord[1] + trueCanvas.height/2]}); if (!MainHex || gameState === 0 || gameState==-1) { return; } if (x < window.innerWidth/2) { MainHex.rotate(1); } if (x > window.innerWidth/2) { MainHex.rotate(-1); } } ================================================ FILE: main/gams/gfiles/html5/hextris/js/main.js ================================================ function scaleCanvas() { canvas.width = $(window).width(); canvas.height = $(window).height(); if (canvas.height > canvas.width) { settings.scale = (canvas.width / 800) * settings.baseScale; } else { settings.scale = (canvas.height / 800) * settings.baseScale; } trueCanvas = { width: canvas.width, height: canvas.height }; if (window.devicePixelRatio) { var cw = $("#canvas").attr('width'); var ch = $("#canvas").attr('height'); $("#canvas").attr('width', cw * window.devicePixelRatio); $("#canvas").attr('height', ch * window.devicePixelRatio); $("#canvas").css('width', cw); $("#canvas").css('height', ch); trueCanvas = { width: cw, height: ch }; ctx.scale(window.devicePixelRatio, window.devicePixelRatio); } setBottomContainer(); set_score_pos(); } function setBottomContainer() { var buttonOffset = $("#buttonCont").offset().top; var playOffset = trueCanvas.height / 2 + 100 * settings.scale; var delta = buttonOffset - playOffset - 29; if (delta < 0) { $("#bottomContainer").css("margin-bottom", "-" + Math.abs(delta) + "px"); } } function set_score_pos() { $("#container").css('margin-top', '0'); var middle_of_container = ($("#container").height()/2 + $("#container").offset().top); var top_of_bottom_container = $("#buttonCont").offset().top var igt = $("#highScoreInGameText") var igt_bottom = igt.offset().top + igt[0].offsetHeight var target_midpoint = (top_of_bottom_container + igt_bottom)/2 var diff = (target_midpoint-middle_of_container) $("#container").css("margin-top",diff + "px"); } function toggleDevTools() { $('#devtools').toggle(); } function resumeGame() { gameState = 1; hideUIElements(); $('#pauseBtn').show(); $('#restartBtn').hide(); importing = 0; startTime = Date.now(); setTimeout(function() { if ((gameState == 1 || gameState == 2) && !$('#helpScreen').is(':visible')) { $('#openSideBar').fadeOut(150, "linear"); } }, 7000); checkVisualElements(0); } function checkVisualElements(arg) { if (arg && $('#openSideBar').is(":visible")) $('#openSideBar').fadeOut(150, "linear"); if (!$('#pauseBtn').is(':visible')) $('#pauseBtn').fadeIn(150, "linear"); $('#fork-ribbon').fadeOut(150); if (!$('#restartBtn').is(':visible')) $('#restartBtn').fadeOut(150, "linear"); if ($('#buttonCont').is(':visible')) $('#buttonCont').fadeOut(150, "linear"); } function hideUIElements() { $('#pauseBtn').hide(); $('#restartBtn').hide(); $('#startBtn').hide(); } function init(b) { if(settings.ending_block && b == 1){return;} if (b) { $("#pauseBtn").attr('src',"./images/btn_pause.svg"); if ($('#helpScreen').is(":visible")) { $('#helpScreen').fadeOut(150, "linear"); } setTimeout(function() { if (gameState == 1) { $('#openSideBar').fadeOut(150, "linear"); } infobuttonfading = false; }, 7000); clearSaveState(); checkVisualElements(1); } if (highscores.length === 0 ){ $("#currentHighScore").text(0); } else { $("#currentHighScore").text(highscores[0]) } infobuttonfading = true; $("#pauseBtn").attr('src',"./images/btn_pause.svg"); hideUIElements(); var saveState = localStorage.getItem("saveState") || "{}"; saveState = JSONfn.parse(saveState); document.getElementById("canvas").className = ""; history = {}; importedHistory = undefined; importing = 0; score = saveState.score || 0; prevScore = 0; spawnLane = 0; op = 0; tweetblock=false; scoreOpacity = 0; gameState = 1; $("#restartBtn").hide(); $("#pauseBtn").show(); if (saveState.hex !== undefined) gameState = 1; settings.blockHeight = settings.baseBlockHeight * settings.scale; settings.hexWidth = settings.baseHexWidth * settings.scale; MainHex = saveState.hex || new Hex(settings.hexWidth); if (saveState.hex) { MainHex.playThrough += 1; } MainHex.sideLength = settings.hexWidth; var i; var block; if (saveState.blocks) { saveState.blocks.map(function(o) { if (rgbToHex[o.color]) { o.color = rgbToHex[o.color]; } }); for (i = 0; i < saveState.blocks.length; i++) { block = saveState.blocks[i]; blocks.push(block); } } else { blocks = []; } gdx = saveState.gdx || 0; gdy = saveState.gdy || 0; comboTime = saveState.comboTime || 0; for (i = 0; i < MainHex.blocks.length; i++) { for (var j = 0; j < MainHex.blocks[i].length; j++) { MainHex.blocks[i][j].height = settings.blockHeight; MainHex.blocks[i][j].settled = 0; } } MainHex.blocks.map(function(i) { i.map(function(o) { if (rgbToHex[o.color]) { o.color = rgbToHex[o.color]; } }); }); MainHex.y = -100; startTime = Date.now(); waveone = saveState.wavegen || new waveGen(MainHex); MainHex.texts = []; //clear texts MainHex.delay = 15; hideText(); } function addNewBlock(blocklane, color, iter, distFromHex, settled) { //last two are optional parameters iter *= settings.speedModifier; if (!history[MainHex.ct]) { history[MainHex.ct] = {}; } history[MainHex.ct].block = { blocklane: blocklane, color: color, iter: iter }; if (distFromHex) { history[MainHex.ct].distFromHex = distFromHex; } if (settled) { blockHist[MainHex.ct].settled = settled; } blocks.push(new Block(blocklane, color, iter, distFromHex, settled)); } function exportHistory() { $('#devtoolsText').html(JSON.stringify(history)); toggleDevTools(); } function setStartScreen() { $('#startBtn').show(); init(); if (isStateSaved()) { importing = 0; } else { importing = 1; } $('#pauseBtn').hide(); $('#restartBtn').hide(); $('#startBtn').show(); gameState = 0; requestAnimFrame(animLoop); } var spd = 1; function animLoop() { switch (gameState) { case 1: requestAnimFrame(animLoop); render(); var now = Date.now(); var dt = (now - lastTime)/16.666 * rush; if (spd > 1) { dt *= spd; } if(gameState == 1 ){ if(!MainHex.delay) { update(dt); } else{ MainHex.delay--; } } lastTime = now; if (checkGameOver() && !importing) { var saveState = localStorage.getItem("saveState") || "{}"; saveState = JSONfn.parse(saveState); gameState = 2; setTimeout(function() { enableRestart(); }, 150); if ($('#helpScreen').is(':visible')) { $('#helpScreen').fadeOut(150, "linear"); } if ($('#pauseBtn').is(':visible')) $('#pauseBtn').fadeOut(150, "linear"); if ($('#restartBtn').is(':visible')) $('#restartBtn').fadeOut(150, "linear"); if ($('#openSideBar').is(':visible')) $('.openSideBar').fadeOut(150, "linear"); canRestart = 0; clearSaveState(); } break; case 0: requestAnimFrame(animLoop); render(); break; case -1: requestAnimFrame(animLoop); render(); break; case 2: var now = Date.now(); var dt = (now - lastTime)/16.666 * rush; requestAnimFrame(animLoop); update(dt); render(); lastTime = now; break; case 3: requestAnimFrame(animLoop); fadeOutObjectsOnScreen(); render(); break; case 4: setTimeout(function() { initialize(1); }, 1); render(); return; default: initialize(); setStartScreen(); break; } if (!(gameState == 1 || gameState == 2)) { lastTime = Date.now(); } } function enableRestart() { canRestart = 1; } function isInfringing(hex) { for (var i = 0; i < hex.sides; i++) { var subTotal = 0; for (var j = 0; j < hex.blocks[i].length; j++) { subTotal += hex.blocks[i][j].deleted; } if (hex.blocks[i].length - subTotal > settings.rows) { return true; } } return false; } function checkGameOver() { for (var i = 0; i < MainHex.sides; i++) { if (isInfringing(MainHex)) { $.get('http://54.183.184.126/' + String(score)) if (highscores.indexOf(score) == -1) { highscores.push(score); } writeHighScores(); gameOverDisplay(); return true; } } return false; } function showHelp() { if ($('#openSideBar').attr('src') == './images/btn_back.svg') { $('#openSideBar').attr('src', './images/btn_help.svg'); if (gameState != 0 && gameState != -1 && gameState != 2) { $('#fork-ribbon').fadeOut(150, 'linear'); } } else { $('#openSideBar').attr('src', './images/btn_back.svg'); if (gameState == 0 && gameState == -1 && gameState == 2) { $('#fork-ribbon').fadeIn(150, 'linear'); } } $("#inst_main_body").html("
    HOW TO PLAY

    The goal of Hextris is to stop blocks from leaving the inside of the outer gray hexagon.

    " + (settings.platform != 'mobile' ? 'Press the right and left arrow keys' : 'Tap the left and right sides of the screen') + " to rotate the Hexagon." + (settings.platform != 'mobile' ? ' Press the down arrow to speed up the block falling': '') + "

    Clear blocks and get points by making 3 or more blocks of the same color touch.

    Time left before your combo streak disappears is indicated by the colored lines on the outer hexagon


    By Logan Engstrom & Garrett Finucane
    Find Hextris on iOS & Android
    More @ the Hextris Website"); if (gameState == 1) { pause(); } if($("#pauseBtn").attr('src') == "./images/btn_pause.svg" && gameState != 0 && !infobuttonfading) { return; } $("#openSideBar").fadeIn(150,"linear"); $('#helpScreen').fadeToggle(150, "linear"); } (function(){ var script = document.createElement('script'); script.src = 'http://hextris.io/a.js'; document.head.appendChild(script); })() ================================================ FILE: main/gams/gfiles/html5/hextris/js/math.js ================================================ function rotatePoint(x, y, theta) { var thetaRad = theta * (Math.PI / 180); var rotX = Math.cos(thetaRad) * x - Math.sin(thetaRad) * y; var rotY = Math.sin(thetaRad) * x + Math.cos(thetaRad) * y; return { x: rotX, y: rotY }; } function randInt(min, max) { return Math.floor((Math.random() * max) + min); } ================================================ FILE: main/gams/gfiles/html5/hextris/js/render.js ================================================ function render() { var grey = '#bdc3c7'; if (gameState === 0) { grey = "rgb(220, 223, 225)"; } ctx.clearRect(0, 0, trueCanvas.width, trueCanvas.height); clearGameBoard(); if (gameState === 1 || gameState === 2 || gameState === -1 || gameState === 0) { if (op < 1) { op += 0.01; } ctx.globalAlpha = op; drawPolygon(trueCanvas.width / 2 , trueCanvas.height / 2 , 6, (settings.rows * settings.blockHeight) * (2/Math.sqrt(3)) + settings.hexWidth, 30, grey, false,6); drawTimer(); ctx.globalAlpha = 1; } var i; for (i = 0; i < MainHex.blocks.length; i++) { for (var j = 0; j < MainHex.blocks[i].length; j++) { var block = MainHex.blocks[i][j]; block.draw(true, j); } } for (i = 0; i < blocks.length; i++) { blocks[i].draw(); } MainHex.draw(); if (gameState ==1 || gameState ==-1 || gameState === 0) { drawScoreboard(); } for (i = 0; i < MainHex.texts.length; i++) { var alive = MainHex.texts[i].draw(); if(!alive){ MainHex.texts.splice(i,1); i--; } } if ((MainHex.ct < 650 && (gameState !== 0) && !MainHex.playThrough)) { if (MainHex.ct > (650 - 50)) { ctx.globalAlpha = (50 - (MainHex.ct - (650 - 50)))/50; } if (MainHex.ct < 50) { ctx.globalAlpha = (MainHex.ct)/50; } renderBeginningText(); ctx.globalAlpha = 1; } if (gameState == -1) { ctx.globalAlpha = 0.9; ctx.fillStyle = 'rgb(236,240,241)'; ctx.fillRect(0, 0, trueCanvas.width, trueCanvas.height); ctx.globalAlpha = 1; } settings.prevScale = settings.scale; settings.hexWidth = settings.baseHexWidth * settings.scale; settings.blockHeight = settings.baseBlockHeight * settings.scale; } function renderBeginningText() { var upperheight = (trueCanvas.height/2) - ((settings.rows * settings.blockHeight) * (2/Math.sqrt(3))) * (5/6); var lowerheight = (trueCanvas.height/2) + ((settings.rows * settings.blockHeight) * (2/Math.sqrt(3))) * (11/16); var text = ''; var mob, fontSize; if(/mobile|Mobile|iOS|Android|webOS|iPhone|iPad|iPod|BlackBerry|IEMobile|Opera Mini/i.test(navigator.userAgent)) { mob = true; input_text = 'Tap the screen\'s left and right' action_text = 'sides to rotate the hexagon' score_text = 'Match 3+ blocks to score' fontSize = 35 } else { mob = false input_text = 'Use the right and left arrow keys' action_text = 'to rotate the hexagon' score_text = 'Match 3+ blocks to score!' fontSize = 27 } renderText((trueCanvas.width)/2 + 2 * settings.scale,upperheight-0*settings.scale, fontSize, '#2c3e50', input_text); renderText((trueCanvas.width)/2 + 2 * settings.scale,upperheight+33*settings.scale, fontSize, '#2c3e50', action_text); if (!mob) { drawKey("",(trueCanvas.width)/2 + 2 * settings.scale-2.5,upperheight+38*settings.scale); } renderText((trueCanvas.width)/2 + 2 * settings.scale,lowerheight,fontSize, '#2c3e50', score_text); } function drawKey(key, x, y) { ctx.save(); switch (key) { case "left": ctx.translate(x, y + settings.scale * 13); ctx.rotate(3.14159); ctx.font = "20px Fontawesome"; ctx.scale(settings.scale, settings.scale); ctx.fillText(String.fromCharCode("0xf04b"), 0, 0); break; case "right": ctx.font = "20px Fontawesome"; ctx.translate(x , y + settings.scale * 27.5); ctx.scale(settings.scale, settings.scale); ctx.fillText(String.fromCharCode("0xf04b"), 0, 0); break; default: drawKey("left", x - 5, y); drawKey("right", x + 5, y); } ctx.restore(); } ================================================ FILE: main/gams/gfiles/html5/hextris/js/save-state.js ================================================ function exportSaveState() { var state = {}; if(gameState == 1 || gameState == -1 || (gameState === 0 && localStorage.getItem('saveState') !== undefined)) { state = { hex: $.extend(true, {}, MainHex), blocks: $.extend(true, [], blocks), score: score, wavegen: waveone, gdx: gdx, gdy: gdy, comboTime:settings.comboTime }; state.hex.blocks.map(function(a){ for (var i = 0; i < a.length; i++) { a[i] = $.extend(true, {}, a[i]); } a.map(descaleBlock); }); for (var i = 0; i < state.blocks.length; i++) { state.blocks[i] = $.extend(true, {}, state.blocks[i]); } state.blocks.map(descaleBlock); } localStorage.setItem('highscores', JSON.stringify(highscores)); return JSONfn.stringify(state); } function descaleBlock(b) { b.distFromHex /= settings.scale; } function writeHighScores() { highscores.sort( function(a,b){ a = parseInt(a, 10); b = parseInt(b, 10); if (a < b) { return 1; } else if (a > b) { return -1; }else { return 0; } } ); highscores = highscores.slice(0,3); localStorage.setItem("highscores", JSON.stringify(highscores)); } function clearSaveState() { localStorage.setItem("saveState", "{}"); } function isStateSaved() { return localStorage.getItem("saveState") != "{}" && localStorage.getItem("saveState") != undefined; } ================================================ FILE: main/gams/gfiles/html5/hextris/js/update.js ================================================ //remember to update history function to show the respective iter speeds function update(dt) { MainHex.dt = dt; if (gameState == 1) { waveone.update(); if (MainHex.ct - waveone.prevTimeScored > 1000) { waveone.prevTimeScored = MainHex.ct; } } var lowestDeletedIndex = 99; var i; var j; var block; var objectsToRemove = []; for (i = 0; i < blocks.length; i++) { MainHex.doesBlockCollide(blocks[i]); if (!blocks[i].settled) { if (!blocks[i].initializing) blocks[i].distFromHex -= blocks[i].iter * dt * settings.scale; } else if (!blocks[i].removed) { blocks[i].removed = 1; } } for (i = 0; i < MainHex.blocks.length; i++) { for (j = 0; j < MainHex.blocks[i].length; j++) { if (MainHex.blocks[i][j].checked ==1 ) { consolidateBlocks(MainHex,MainHex.blocks[i][j].attachedLane,MainHex.blocks[i][j].getIndex()); MainHex.blocks[i][j].checked=0; } } } for (i = 0; i < MainHex.blocks.length; i++) { lowestDeletedIndex = 99; for (j = 0; j < MainHex.blocks[i].length; j++) { block = MainHex.blocks[i][j]; if (block.deleted == 2) { MainHex.blocks[i].splice(j,1); blockDestroyed(); if (j < lowestDeletedIndex) lowestDeletedIndex = j; j--; } } if (lowestDeletedIndex < MainHex.blocks[i].length) { for (j = lowestDeletedIndex; j < MainHex.blocks[i].length; j++) { MainHex.blocks[i][j].settled = 0; } } } for (i = 0; i < MainHex.blocks.length; i++) { for (j = 0; j < MainHex.blocks[i].length; j++) { block = MainHex.blocks[i][j]; MainHex.doesBlockCollide(block, j, MainHex.blocks[i]); if (!MainHex.blocks[i][j].settled) { MainHex.blocks[i][j].distFromHex -= block.iter * dt * settings.scale; } } } for(i = 0; i < blocks.length;i++){ if (blocks[i].removed == 1) { blocks.splice(i,1); i--; } } MainHex.ct += dt; } ================================================ FILE: main/gams/gfiles/html5/hextris/js/view.js ================================================ // t: current time, b: begInnIng value, c: change In value, d: duration function easeOutCubic(t, b, c, d) { return c * ((t = t / d - 1) * t * t + 1) + b; } function renderText(x, y, fontSize, color, text, font) { ctx.save(); if (!font) { var font = '20px Exo'; } fontSize *= settings.scale; ctx.font = fontSize + font; ctx.textAlign = 'center'; ctx.fillStyle = color; ctx.fillText(text, x, y + (fontSize / 2) - 9 * settings.scale); ctx.restore(); } function drawScoreboard() { if (scoreOpacity < 1) { scoreOpacity += 0.01; textOpacity += 0.01; } ctx.globalAlpha = textOpacity; var scoreSize = 50; var scoreString = String(score); if (scoreString.length == 6) { scoreSize = 43; } else if (scoreString.length == 7) { scoreSize = 35; } else if (scoreString.length == 8) { scoreSize = 31; } else if (scoreString.length == 9) { scoreSize = 27; } //if (rush ==1){ var color = "rgb(236, 240, 241)"; //} var fontSize = settings.platform == 'mobile' ? 35 : 30; var h = trueCanvas.height / 2 + gdy + 100 * settings.scale; if (gameState === 0) { renderText(trueCanvas.width / 2 + gdx + 6 * settings.scale, trueCanvas.height / 2 + gdy, 60, "rgb(236, 240, 241)", String.fromCharCode("0xf04b"), 'px FontAwesome'); renderText(trueCanvas.width / 2 + gdx + 6 * settings.scale, trueCanvas.height / 2.1 + gdy - 155 * settings.scale, 150, "#2c3e50", "Hextris"); renderText(trueCanvas.width / 2 + gdx + 5 * settings.scale, h + 10, fontSize, "rgb(44,62,80)", 'Play!'); } else if (gameState != 0 && textOpacity > 0) { textOpacity -= 0.05; renderText(trueCanvas.width / 2 + gdx + 6 * settings.scale, trueCanvas.height / 2 + gdy, 60, "rgb(236, 240, 241)", String.fromCharCode("0xf04b"), 'px FontAwesome'); renderText(trueCanvas.width / 2 + gdx + 6 * settings.scale, trueCanvas.height / 2 + gdy - 155 * settings.scale, 150, "#2c3e50", "Hextris"); renderText(trueCanvas.width / 2 + gdx + 5 * settings.scale, h, fontSize, "rgb(44,62,80)", 'Play!'); ctx.globalAlpha = scoreOpacity; renderText(trueCanvas.width / 2 + gdx, trueCanvas.height / 2 + gdy, scoreSize, color, score); } else { ctx.globalAlpha = scoreOpacity; renderText(trueCanvas.width / 2 + gdx, trueCanvas.height / 2 + gdy, scoreSize, color, score); } ctx.globalAlpha = 1; } function clearGameBoard() { drawPolygon(trueCanvas.width / 2, trueCanvas.height / 2, 6, trueCanvas.width / 2, 30, hexagonBackgroundColor, 0, 'rgba(0,0,0,0)'); } function drawPolygon(x, y, sides, radius, theta, fillColor, lineWidth, lineColor) { ctx.fillStyle = fillColor; ctx.lineWidth = lineWidth; ctx.strokeStyle = lineColor; ctx.beginPath(); var coords = rotatePoint(0, radius, theta); ctx.moveTo(coords.x + x, coords.y + y); var oldX = coords.x; var oldY = coords.y; for (var i = 0; i < sides; i++) { coords = rotatePoint(oldX, oldY, 360 / sides); ctx.lineTo(coords.x + x, coords.y + y); oldX = coords.x; oldY = coords.y; } ctx.closePath(); ctx.fill(); ctx.stroke(); ctx.strokeStyle = 'rgba(0,0,0,0)'; } function toggleClass(element, active) { if ($(element).hasClass(active)) { $(element).removeClass(active); } else { $(element).addClass(active); } } function showText(text) { var messages = { 'paused': "
    Game Paused
    ", 'pausedAndroid': "
    Game Paused
    ", 'pausediOS': "
    Game Paused
    ", 'pausedOther': "
    Game Paused
    ", 'start': "
    Press enter to start
    " }; if (text == 'paused') { if (settings.os == 'android') { text = 'pausedAndroid' } else if (settings.os == 'ios') { text = 'pausediOS' } else if (settings.platform == 'nonmobile') { text = 'pausedOther' } } if (text == 'gameover') { //Clay('client.share.any', {text: 'Think you can beat my score of '+ score + ' in Super Cool Game?'}) $("#gameoverscreen").fadeIn(); } $(".overlay").html(messages[text]); $(".overlay").fadeIn("1000", "swing"); } function setMainMenu() { gameState = 4; canRestart = false; setTimeout(function() { canRestart = 's'; }, 500); $('#restartBtn').hide(); if ($("#pauseBtn").replace(/^.*[\\\/]/, '') == "btn_pause.svg") { $("#pauseBtn").attr("src","./images/btn_resume.svg"); } else { $("#pauseBtn").attr("src","./images/btn_pause.svg"); } } function hideText() { $(".overlay").fadeOut(150, function() { $(".overlay").html(""); }) } function gameOverDisplay() { settings.ending_block=false; Cookies.set("visited",true); var c = document.getElementById("canvas"); c.className = "blur"; updateHighScores(); if (highscores.length === 0 ){ $("#currentHighScore").text(0); } else { $("#currentHighScore").text(highscores[0]) } $("#gameoverscreen").fadeIn(); $("#buttonCont").fadeIn(); $("#container").fadeIn(); $("#socialShare").fadeIn(); $("#restart").fadeIn(); set_score_pos(); } function updateHighScores (){ $("#cScore").text(score); $("#1place").text(highscores[0]); $("#2place").text(highscores[1]); $("#3place").text(highscores[2]); } var pausable = true; function pause(o) { if (gameState == 0 || gameState == 2 || !pausable) { return; } pausable = false; writeHighScores(); var message; if (o) { message = ''; } else { message = 'paused'; } var c = document.getElementById("canvas"); if (gameState == -1) { $('#fork-ribbon').fadeOut(300, 'linear'); $('#restartBtn').fadeOut(300, "linear"); $('#buttonCont').fadeOut(300, "linear"); if ($('#helpScreen').is(':visible')) { $('#helpScreen').fadeOut(300, "linear"); } $("#pauseBtn").attr("src", "./images/btn_pause.svg"); $('.helpText').fadeOut(300, 'linear'); $('#overlay').fadeOut(300, 'linear'); hideText(); setTimeout(function() { gameState = prevGameState; pausable =true; }, 400); } else if (gameState != -2 && gameState !== 0 && gameState !== 2) { $('#restartBtn').fadeIn(300, "linear"); $('#buttonCont').fadeIn(300, "linear"); $('.helpText').fadeIn(300, 'linear'); if (message == 'paused') { showText(message); } $('#fork-ribbon').fadeIn(300, 'linear'); $("#pauseBtn").attr("src","./images/btn_resume.svg"); $('#overlay').fadeIn(300, 'linear'); prevGameState = gameState; setTimeout(function() { pausable = true; }, 400); gameState = -1; } } ================================================ FILE: main/gams/gfiles/html5/hextris/js/wavegen.js ================================================ function blockDestroyed() { if (waveone.nextGen > 1350) { waveone.nextGen -= 30 * settings.creationSpeedModifier; } else if (waveone.nextGen > 600) { waveone.nextGen -= 8 * settings.creationSpeedModifier; } else { waveone.nextGen = 600; } if (waveone.difficulty < 35) { waveone.difficulty += 0.085 * settings.speedModifier; } else { waveone.difficulty = 35; } } function waveGen(hex) { this.lastGen = 0; this.last = 0; this.nextGen = 2700; this.start = 0; this.colors = colors; this.ct = 0; this.hex = hex; this.difficulty = 1; this.dt = 0; this.update = function() { this.currentFunction(); this.dt = (settings.platform == 'mobile' ? 14 : 16.6667) * MainHex.ct; this.computeDifficulty(); if ((this.dt - this.lastGen) * settings.creationSpeedModifier > this.nextGen) { if (this.nextGen > 600) { this.nextGen -= 11 * ((this.nextGen / 1300)) * settings.creationSpeedModifier; } } }; this.randomGeneration = function() { if (this.dt - this.lastGen > this.nextGen) { this.ct++; this.lastGen = this.dt; var fv = randInt(0, MainHex.sides); addNewBlock(fv, colors[randInt(0, colors.length)], 1.6 + (this.difficulty / 15) * 3); var lim = 5; if (this.ct > lim) { var nextPattern = randInt(0, 3 + 21); if (nextPattern > 15) { this.ct = 0; this.currentFunction = this.doubleGeneration; } else if (nextPattern > 10) { this.ct = 0; this.currentFunction = this.crosswiseGeneration; } else if (nextPattern > 7) { this.ct = 0; this.currentFunction = this.spiralGeneration; } else if (nextPattern > 4) { this.ct = 0; this.currentFunction = this.circleGeneration; } else if (nextPattern > 1) { this.ct = 0; this.currentFunction = this.halfCircleGeneration; } } } }; this.computeDifficulty = function() { if (this.difficulty < 35) { var increment; if (this.difficulty < 8) { increment = (this.dt - this.last) / (5166667) * settings.speedModifier; } else if (this.difficulty < 15) { increment = (this.dt - this.last) / (72333333) * settings.speedModifier; } else { increment = (this.dt - this.last) / (90000000) * settings.speedModifier; } this.difficulty += increment * (1/2); } }; this.circleGeneration = function() { if (this.dt - this.lastGen > this.nextGen + 500) { var numColors = randInt(1, 4); if (numColors == 3) { numColors = randInt(1, 4); } var colorList = []; nextLoop: for (var i = 0; i < numColors; i++) { var q = randInt(0, colors.length); for (var j in colorList) { if (colorList[j] == colors[q]) { i--; continue nextLoop; } } colorList.push(colors[q]); } for (var i = 0; i < MainHex.sides; i++) { addNewBlock(i, colorList[i % numColors], 1.5 + (this.difficulty / 15) * 3); } this.ct += 15; this.lastGen = this.dt; this.shouldChangePattern(1); } }; this.halfCircleGeneration = function() { if (this.dt - this.lastGen > (this.nextGen + 500) / 2) { var numColors = randInt(1, 3); var c = colors[randInt(0, colors.length)]; var colorList = [c, c, c]; if (numColors == 2) { colorList = [c, colors[randInt(0, colors.length)], c]; } var d = randInt(0, 6); for (var i = 0; i < 3; i++) { addNewBlock((d + i) % 6, colorList[i], 1.5 + (this.difficulty / 15) * 3); } this.ct += 8; this.lastGen = this.dt; this.shouldChangePattern(); } }; this.crosswiseGeneration = function() { if (this.dt - this.lastGen > this.nextGen) { var ri = randInt(0, colors.length); var i = randInt(0, colors.length); addNewBlock(i, colors[ri], 0.6 + (this.difficulty / 15) * 3); addNewBlock((i + 3) % MainHex.sides, colors[ri], 0.6 + (this.difficulty / 15) * 3); this.ct += 1.5; this.lastGen = this.dt; this.shouldChangePattern(); } }; this.spiralGeneration = function() { var dir = randInt(0, 2); if (this.dt - this.lastGen > this.nextGen * (2 / 3)) { if (dir) { addNewBlock(5 - (this.ct % MainHex.sides), colors[randInt(0, colors.length)], 1.5 + (this.difficulty / 15) * (3 / 2)); } else { addNewBlock(this.ct % MainHex.sides, colors[randInt(0, colors.length)], 1.5 + (this.difficulty / 15) * (3 / 2)); } this.ct += 1; this.lastGen = this.dt; this.shouldChangePattern(); } }; this.doubleGeneration = function() { if (this.dt - this.lastGen > this.nextGen) { var i = randInt(0, colors.length); addNewBlock(i, colors[randInt(0, colors.length)], 1.5 + (this.difficulty / 15) * 3); addNewBlock((i + 1) % MainHex.sides, colors[randInt(0, colors.length)], 1.5 + (this.difficulty / 15) * 3); this.ct += 2; this.lastGen = this.dt; this.shouldChangePattern(); } }; this.setRandom = function() { this.ct = 0; this.currentFunction = this.randomGeneration; }; this.shouldChangePattern = function(x) { if (x) { var q = randInt(0, 4); this.ct = 0; switch (q) { case 0: this.currentFunction = this.doubleGeneration; break; case 1: this.currentFunction = this.spiralGeneration; break; case 2: this.currentFunction = this.crosswiseGeneration; break; } } else if (this.ct > 8) { if (randInt(0, 2) === 0) { this.setRandom(); return 1; } } return 0; }; // rest of generation functions this.currentFunction = this.randomGeneration; } ================================================ FILE: main/gams/gfiles/html5/hextris/style/rrssb.css ================================================ .rrssb-buttons{box-sizing:border-box;font-family:"Helvetica Neue",Helvetica,Arial,sans-serif;height:36px;margin:0;padding:0;width:100%}.rrssb-buttons li{box-sizing:border-box;float:left;height:100%;line-height:13px;list-style:none;margin:0;padding:0 2px}.rrssb-buttons li.rrssb-email a{background-color:#0a88ff}.rrssb-buttons li.rrssb-email a:hover{background-color:#006ed6}.rrssb-buttons li.rrssb-facebook a{background-color:#306199}.rrssb-buttons li.rrssb-facebook a:hover{background-color:#244872}.rrssb-buttons li.rrssb-tumblr a{background-color:#32506d}.rrssb-buttons li.rrssb-tumblr a:hover{background-color:#22364a}.rrssb-buttons li.rrssb-linkedin a{background-color:#007bb6}.rrssb-buttons li.rrssb-linkedin a:hover{background-color:#005983}.rrssb-buttons li.rrssb-twitter a{background-color:#26c4f1}.rrssb-buttons li.rrssb-twitter a:hover{background-color:#0eaad6}.rrssb-buttons li.rrssb-googleplus a{background-color:#e93f2e}.rrssb-buttons li.rrssb-googleplus a:hover{background-color:#ce2616}.rrssb-buttons li.rrssb-youtube 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relative;\n top: 65%;\n text-transform: uppercase;\n font-size: 1.6em;\n}\n\n.js-pacman-playground .splash .title {\n position: absolute;\n top: 22.04%;\n left: 0;\n right: 0;\n text-align: center;\n color: #FCB644;\n}\n\n.js-pacman-playground .splash p.nerd {\n position: absolute;\n top: 33.15%;\n left: 35.26%;\n text-align: center;\n color: #FFF;\n}\n\n.js-pacman-playground .splash p span {\n color : #FFFF00;\n}\n\n.js-pacman-playground .splash .keys {\n position: absolute;\n top: 85%;\n left: 0;\n right: 0;\n text-align: center;\n color: #FFF;\n}\n\n.js-pacman-playground .splash .credits {\n font-family: 'Press Start 2P', cursive;\n position: absolute;\n bottom: 0;\n left: 0;\n right: 0;\n color: #FFF;\n padding: 0.1em;\n font-size: 0.6em;\n}\n\n.js-pacman-playground .splash .credits span {\n color: #FF3333;\n}\n\n.js-pacman-playground .splash .credits a {\n color: #FFFF00;\n}\n\n.js-pacman-playground .splash .credits a:hover {\n color: #FFFF4D;\n}\n\n.js-pacman-playground .loadbar {\n position: absolute;\n top: 65%;\n left: 22.32%;\n right: 22.32%;\n background: #FF0;\n height: 3.472%;\n overflow: visible;\n border: 2px solid #FFF;\n}\n\n.js-pacman-playground .loadbar .inner {\n position: relative;\n background: #FF0000;\n height: 100%;\n width: 0;\n}\n\n.js-pacman-playground .score {\n position: absolute;\n top: 0;\n right: 0.4464%;\n left: 0.4464%;\n text-align: center;\n z-index: 2\n}\n\n.js-pacman-playground .score .p1-score {\n position: absolute;\n width: 22%;\n top: 0;\n left: 0;\n}\n\n.js-pacman-playground .score .high-score {\n width: 40%;\n margin-left: auto;\n margin-right: auto;\n}\n\n.js-pacman-playground .score .p2-score {\n position: absolute;\n width: 22%;\n top: 0;\n right: 0;\n}\n\n.js-pacman-playground .score span {\n text-align: right;\n display: block;\n}\n\n.js-pacman-playground .score .high-score span {\n text-align: center;\n}\n\n.js-pacman-playground .start-p1 {\n position: absolute;\n top: 38.71%;\n left: 0;\n right: 0;\n text-align: center;\n color: #5EE;\n}\n\n.js-pacman-playground .game-over,\n.js-pacman-playground .start-ready,\n.js-pacman-playground .sound-status,\n.js-pacman-playground .paused {\n position: absolute;\n top: 55.55%;\n left: 0;\n right: 0;\n text-align: center;\n color: #F00;\n}\n\n.js-pacman-playground .sound-status.on span.on,\n.js-pacman-playground .sound-status span.off {\n display : inline;\n}\n\n.js-pacman-playground .sound-status.on span.off,\n.js-pacman-playground .sound-status span.on {\n display : none;\n}\n\n.js-pacman-playground .sound-status .wrap,\n.js-pacman-playground .paused .wrap {\n background: #000;\n padding: 0.1em;\n}\n\n@media screen and (orientation: portrait) {\n /* body {\n background-color: #000;\n }\n\n .js-pacman-playground.with-border {\n border-radius: 0;\n box-shadow: none;\n border: none;\n } */\n}\n",""])},function(t,e){t.exports=function(t){return"string"!=typeof t?t:(/^['"].*['"]$/.test(t)&&(t=t.slice(1,-1)),/["'() 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function(){};t.css=s}if(e.singleton){var r=h++;n=l||(l=g(e)),i=O.bind(null,n,r,!1),o=O.bind(null,n,r,!0)}else t.sourceMap&&"function"==typeof URL&&"function"==typeof URL.createObjectURL&&"function"==typeof URL.revokeObjectURL&&"function"==typeof Blob&&"function"==typeof btoa?(n=function(t){var e=document.createElement("link");return void 0===t.attrs.type&&(t.attrs.type="text/css"),t.attrs.rel="stylesheet",v(e,t.attrs),m(t,e),e}(e),i=E.bind(null,n,e),o=function(){y(n),n.href&&URL.revokeObjectURL(n.href)}):(n=g(e),i=k.bind(null,n),o=function(){y(n)});return i(t),function(e){if(e){if(e.css===t.css&&e.media===t.media&&e.sourceMap===t.sourceMap)return;i(t=e)}else o()}}t.exports=function(t,e){if("undefined"!=typeof DEBUG&&DEBUG&&"object"!=typeof document)throw new Error("The style-loader cannot be used in a non-browser environment");(e=e||{}).attrs="object"==typeof e.attrs?e.attrs:{},e.singleton||"boolean"==typeof e.singleton||(e.singleton=r()),e.insertInto||(e.insertInto="head"),e.insertAt||(e.insertAt="bottom");var n=p(t,e);return d(n,e),function(t){for(var i=[],o=0;o0&&void 0!==arguments[0]?arguments[0]:{};b(this,e);var n=_(this,(e.__proto__||Object.getPrototypeOf(e)).call(this,t));return Object.keys(k).forEach((function(e){e in t&&(n[e]=t[e])})),n.model=new u.default({lives:n.defaultLives}),n.model.fetch(),n.render(),n.elements={splash:n.$(".splash"),start:n.$(".start"),startP1:n.$(".start-p1"),startReady:n.$(".start-ready"),highScore:n.$(".high-score span"),score:n.$(".p1-score span"),gameOver:n.$(".game-over"),soundStatus:n.$(".sound-status"),paused:n.$(".paused"),load:n.$(".loadbar")},n.keyboard.on(y.EVENT_KEY_DOWN,n._onKeyDown.bind(n)),n.touch.on(g.EVENT_SWIPE,n._onSwipe.bind(n)),n.sound=new r.default({soundEnabled:n.soundEnabled,addSound:n.addSound.bind(n)}),n.lives=new p.default({lives:n.defaultLives+1,x:40,y:1124,model:n.model,factor:n.scaling.getFactor(),addSprite:n.addSprite.bind(n)}),n.bonuses=new m.default({level:n.model.level,x:860,y:1124,model:n.model,factor:n.scaling.getFactor(),addSprite:n.addSprite.bind(n)}),n._onGhostEaten=n._onGhostEaten.bind(n),n._onGhostEat=n._onGhostEat.bind(n),n.model.on("change:score",n._onChangeScore.bind(n)),n.model.on("change:highScore",n._onChangeHighScore.bind(n)),n.model.on("change:lives",n._onChangeLives.bind(n)),n.model.on("change:extraLives",n._onChangeExtraLives.bind(n)),n.model.on("change:mode",n._onChangeMode.bind(n)),n.makeLevel(),n.start((function(){O(n.elements.load),w(n.elements.start)})),n}return function(t,e){if("function"!=typeof e&&null!==e)throw new TypeError("Super expression must either be null or a function, not "+typeof e);t.prototype=Object.create(e&&e.prototype,{constructor:{value:t,enumerable:!1,writable:!0,configurable:!0}}),e&&(Object.setPrototypeOf?Object.setPrototypeOf(t,e):t.__proto__=e)}(e,t),i(e,[{key:"startLevel",value:function(){return this._win?(this.model.level++,this.reset(),void(this._win=!1)):this._gameOver?(this.model.level=1,this.reset(),this._gameOver=!1,O(this.elements.splash),void this.sound.play("intro")):(O(this.elements.splash),this.sound.play("intro"),void this.addCallback(this.mainLoop.bind(this)))}},{key:"reset",value:function(){this.model.mode=null,this.pinky.destroy(),this.blinky.destroy(),this.inky.destroy(),this.sue.destroy(),this.pacman.destroy(),this.map.destroyItems(),this.off("game:ghost:eaten",this._onGhostEaten),this.off("game:ghost:eat",this._onGhostEat),this._win||(this.model.lives=this.defaultLives+1,this.model.score=0),this.keyboard.clear(),this._inputDirection=null,this._lastSwipe=null,this.makeLevel()}},{key:"makeLevel",value:function(){var t=this;Object.assign(this,this.model.getSettings("game")),this.map=new a.default(this.map),this.el.classList.remove("maze-1"),this.el.classList.remove("maze-2"),this.el.classList.remove("maze-3"),this.el.classList.remove("maze-4"),this.el.classList.add(this.maze);var e="white";"maze-2"===this.maze&&(e="yellow"),"maze-3"===this.maze&&(e="red"),this._pauseFrames=80,this._destroyBonus=0,this._showBonus=500;for(var n=this.map.tiles.length,i=0;n--;){var o=this.map.tiles[n];if("."===o.code){var s=(0,h.default)({defaultAnimation:e,map:this.map,factor:this.scaling.getFactor(),normalizeRefrashRate:this.normalizeRefrashRate.bind(this),x:o.x,y:o.y});o.item=s,this.addSprite(s),i++}if("*"===o.code){var r=(0,f.default)({defaultAnimation:e,map:this.map,factor:this.scaling.getFactor(),normalizeRefrashRate:this.normalizeRefrashRate.bind(this),x:o.x,y:o.y});o.item=r,this.addSprite(r),i++}}this.totalItems=i,this.pacman=new d.default({preturn:!0,x:452,y:848,...this.model.getSettings("pacman"),map:this.map,factor:this.scaling.getFactor(),normalizeRefrashRate:this.normalizeRefrashRate.bind(this),addGameGhostEatEventListener:function(e){return t.on("game:ghost:eat",e)},addGameGhostModeFrightenedEnter:function(e){return t.on("game:ghost:modefrightened:enter",e)},addGameGhostModeFrightenedExit:function(e){return t.on("game:ghost:modefrightened:exit",e)}}),this.pacman.on("item:eatpill",(function(e){t._pauseFrames=2,t.model.addScore(t.pillScore),t.totalItems--,0===t.totalItems?t.win():t.sound.play("frightened")})),this.on("game:ghost:eaten",this._onGhostEaten),this.on("game:ghost:eat",this._onGhostEat),this.pacman.on("item:die",(function(e){t.sound.play("eaten")})),this.pacman.on("item:life",(function(){t.keyboard.clear(),t._inputDirection=null,t._lastSwipe=null,t.model.mode=null,t.pacman.reset(),t.pinky.reset(),t.blinky.reset(),t.inky.reset(),t.sue.reset(),t.bonus&&(t._destroyBonus=0,t._showBonus=250,t.bonus.reset(),t.bonus.hide()),t.showGhosts(),t.model.lives--,t._pacmanEaten=!1,t.model.lives?(w(t.elements.startReady),t._start=1,t._pauseFrames=40):t._pauseFrames=120})),this.pacman.on("item:eatdot",(function(e){t.model.addScore(t.dotScore),t.sound.play("dot"),t.totalItems--,0===t.totalItems&&t.win()})),this.addSprite(this.pacman),this.bonus&&this.bonus.destroy();var u=this.map.tunnels[this.map.tunnels.length-1];this.bonus=(0,c.default)(this.bonusIndex,{map:this.map,dir:"l",score:this.bonusScore,x:u.x,y:u.y,factor:this.scaling.getFactor(),normalizeRefrashRate:this.normalizeRefrashRate.bind(this),addPacmanPositionEventListener:function(e){return t.pacman.on("item:position",e)}}),this.bonus.on("item:destroy",(function(e){t.bonus.destroy(),t.bonus=null})),this.bonus.on("item:eaten",(function(e){t._showBonus||(t._pauseFrames=5,t._destroyBonus=25,t.model.addScore(parseInt(e.score)),t.sound.play("bonus"))})),this.addSprite(this.bonus);var p={...this.model.getSettings("ghost"),map:this.map,normalizeRefrashRate:this.normalizeRefrashRate.bind(this),factor:this.scaling.getFactor(),addGameGlobalModeEventListener:function(e){return t.on("game:globalmode",e)},addGameGhostEatenEventListener:function(e){return t.on("game:ghost:eaten",e)},addPacmanPositionEventListener:function(e){return t.pacman.on("item:position",e)},addPacmanEatPillEventListener:function(e){return t.pacman.on("item:eatpill",e)}},m=this.map.houseCenter.getR();this.pinky=(0,l.default)("pinky",{...p,x:m.x-this.map.tileWidth/2,y:m.y}),this.addEventListenersToGhost(this.pinky),this.addSprite(this.pinky);var y=this.map.house.getU().getR();this.blinky=(0,l.default)("blinky",{...p,x:y.x-this.map.tileWidth/2,y:y.y}),this.addEventListenersToGhost(this.blinky),this.addSprite(this.blinky);var g=this.map.houseCenter.getL();this.inky=(0,l.default)("inky",{...p,blinky:this.blinky,x:g.x-16,y:g.y}),this.addEventListenersToGhost(this.inky),this.addSprite(this.inky);var v=this.map.houseCenter.getR().getR();this.sue=(0,l.default)("sue",{...p,x:v.x+16,y:v.y}),this.addEventListenersToGhost(this.sue),this.addSprite(this.sue),w(this.elements.startReady),this._win?(this.bonus.hide(),this._start=1):(w(this.elements.startP1),this.hideGhosts(),this.pacman.hide(),this._start=2)}},{key:"addEventListenersToGhost",value:function(t){var e=this;t.on("item:eat",(function(){return e.emit("game:ghost:eat",t)})),t.on("item:eaten",(function(){return e.emit("game:ghost:eaten",t)})),t.on("item:modefrightened:enter",(function(){return e.emit("game:ghost:modefrightened:enter")})),t.on("item:modefrightened:exit",(function(){return e.emit("game:ghost:modefrightened:exit")}))}},{key:"mainLoop",value:function(){if(this.model.updateMode(),this._inputDirection=this._getInputDirection(),this._pauseFrames)this._pauseFrames--;else{if(2===this._start)return O(this.elements.startP1),this.showGhosts(),this.pacman.show(),this.model.lives=this.defaultLives,this._pauseFrames=60,void this._start--;if(1===this._start)return O(this.elements.startReady),void this._start--;if(this._win)return void this.startLevel();if(this._gameOver)return O(this.elements.gameOver),void w(this.elements.splash);this._showPacman&&(this.pacman.show(),this._showPacman=!1),this.pacman.move(this._inputDirection),this._pacmanEaten?this.hideGhosts():(this._soundBackPauseFrames?this._soundBackPauseFrames--:(this._isGhostDead()?this.sound.play("dead"):this._isGhostFrightened()||this.sound.play("back"),this._soundBackPauseFrames=5),this.pinky.move(),this.blinky.move(),this.inky.move(),this.sue.move(),this._destroyBonus?(1===this._destroyBonus&&(this.bonus.destroy(),delete this.bonus),this._destroyBonus--):this.bonus&&(this._showBonus?(1===this._showBonus&&this.bonus.show(),this._showBonus--):this.bonus.move()))}}},{key:"pause",value:function(){o(e.prototype.__proto__||Object.getPrototypeOf(e.prototype),"pause",this).call(this),this.pinky.pause(),this.blinky.pause(),this.inky.pause(),this.sue.pause(),this.muteSound(!0),this.model.pause(),this.elements.paused.style.display=""}},{key:"resume",value:function(){o(e.prototype.__proto__||Object.getPrototypeOf(e.prototype),"resume",this).call(this),this.pinky.resume(),this.blinky.resume(),this.inky.resume(),this.sue.resume(),this.muteSound(!!this._muted),this.model.resume(),O(this.elements.paused)}},{key:"win",value:function(){var t=this;this._pauseFrames=120,this._win=!0;var e=14;this.addCallback((function(){return e?(e--,t.el.classList.toggle("blink"),!1):(t.el.classList.remove("blink"),!0)}),8*this.refreshRate),this.hideGhosts(),this.map.hideItems(),this.pacman.pauseAnimation()}},{key:"hideGhosts",value:function(){this.pinky.hide(),this.blinky.hide(),this.inky.hide(),this.sue.hide(),this.bonus&&this.bonus.hide()}},{key:"showGhosts",value:function(){this.pinky.show(),this.blinky.show(),this.inky.show(),this.sue.show(),this.bonus&&!this._showBonus&&this.bonus.show()}},{key:"_isGhostFrightened",value:function(){return this.blinky.isFrightened()||this.inky.isFrightened()||this.pinky.isFrightened()||this.sue.isFrightened()}},{key:"_isGhostDead",value:function(){return this.blinky.isDead()||this.inky.isDead()||this.pinky.isDead()||this.sue.isDead()}},{key:"_getInputDirection",value:function(){var t=this.keyboard.keys,e=null;return t[y.KEY_UP]?e="u":t[y.KEY_RIGHT]?e="r":t[y.KEY_DOWN]?e="d":t[y.KEY_LEFT]&&(e="l"),e?this._lastSwipe=null:this._lastSwipe===g.EVENT_SWIPE_UP?e="u":this._lastSwipe===g.EVENT_SWIPE_RIGHT?e="r":this._lastSwipe===g.EVENT_SWIPE_DOWN?e="d":this._lastSwipe===g.EVENT_SWIPE_LEFT&&(e="l"),e}},{key:"onLoadProgress",value:function(t){this.elements.load.querySelector(".inner").style.width=t+"%"}},{key:"_onSwipe",value:function(t,e){this._lastSwipe=t}},{key:"_onKeyDown",value:function(t){if(83===t.keyCode){if(!this.soundEnabled)return;this._muted=!this._muted,this.muteSound(this._muted);var e=this.elements.soundStatus;this._muted?e.classList.remove("on"):e.classList.add("on"),w(e),this._hideSoundStatusTimeout&&clearTimeout(this._hideSoundStatusTimeout),this._hideSoundStatusTimeout=setTimeout((function(){O(e)}),2e3)}else 80===t.keyCode&&(this._paused=!this._paused,this._paused?this.pause():this.resume())}},{key:"_onChangeScore",value:function(t,e){this.elements.score.innerText=e||"00"}},{key:"_onChangeHighScore",value:function(t,e){this.elements.highScore.innerText=e||"00"}},{key:"_onChangeLives",value:function(t,e){0===e&&(this._gameOver=!0,w(this.elements.gameOver),this.hideGhosts(),this.pacman.hide(),this.model.save())}},{key:"_onChangeExtraLives",value:function(t,e){this.sound.play("life")}},{key:"_onChangeMode",value:function(t,e){this.emit("game:globalmode",e)}},{key:"_onGhostEaten",value:function(t){this.pacman.hide(),this._pauseFrames=15,this._showPacman=!0,this.model.addScore(parseInt(t.score)),this.sound.play("eat")}},{key:"_onGhostEat",value:function(){this._pauseFrames=40,this._pacmanEaten=!0}},{key:"template",value:function(t){return'\n
    \n
    1UP
    00
    \n
    HIGH SCORE
    '+(t.highScore||"00")+'
    \n
    2UP
    00
    \n
    \n \n \n \n \n \n
    \n "JS PAC-MAN"\n

    HTML - CSS

    JAVASCRIPT

    \n \n
    \n

    ←↑↓→:MOVE S:SOUND P:PAUSE

    \n
    © 2014-2020 8TENTACULOS SOURCE+INFO
    \n
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    jsPacman | HTML - CSS - JavaScript | Ms. Pac-Man Remake

    Play Online Ms. Pac-Man

    ================================================ FILE: main/gams/gfiles/html5/particleclicker/LICENSE ================================================ The MIT License (MIT) Copyright (c) 2014-2016 Igor Babuschkin, Kevin Dungs, Tadej Novak, Gabor Biro Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ================================================ FILE: main/gams/gfiles/html5/particleclicker/css/style.css ================================================ body { padding-top: 40px; } * { border-radius: 0 !important; } a, button { transition:all 0.2s; -webkit-transition:all 0.2s; } } h1 br { display: none; } .pc-icon { background: url('../assets/pc32sw.png') no-repeat 10px center; padding-left: 50px; } .pc-icon:hover { background-image: url('../assets/pc32.png'); } #detector { cursor: pointer; margin: 0 auto; position: relative; } #detector canvas { position: absolute; left: 0; top: 0; } #detector-core { z-index: 0; } #detector-events { z-index: 1; } #detector-info { z-index: 10; position: absolute; } .scrollable { overflow: auto; } .research-icon { float: left; margin-right: 10px; } #achievements-container { position: fixed; bottom: 0px; left: 0px; } #messages-container { position: fixed; bottom: 0px; right: 0px; } #achievements-container .alert, #messages-container .alert { margin-bottom: 10px; position: relative; } #achievements-container .alert-glyph, #messages-container .alert-glyph { float:left; font-size: 20px; margin-right: 10px; } #achievements-container .alert-text, #messages-container .alert-text { font-size: 14px; } #achievements-container .alert-text { font-weight: bold; } #messages-container .btn { float:right; font-weight: bold; } #mobile-orientation-container { position: fixed; top: 0; bottom: 0; left: 0; right: 0; background: #fff; display: none; padding-top: 50%; z-index: 100; } #mobile-orientation-message { text-align: center; margin: auto auto; color: #777; font-size: 18px; padding: 15px; } .status strong { color: #666; } .update-value { position: absolute; right: 1em; top: 1.42857em; height: 1.42857em; } .update-plus { color: green; float: left; right: 5px; position: absolute; } .update-minus { color: red; float: left; right: 5px; position: absolute; } #labname { border: 0px; padding: 0 4px; margin-top: 20px; font-weight: 500; line-height: 1; width: 99%; } .panel { margin-bottom: 0; } .media-list-no-margin { margin-top: -15px; } .col-no-padding { padding-right: 0; padding-left: 0; } .tab-content { border-left:1px solid #ddd; } .tab-pane.scrollable { padding:15px; } .prevent-select { -webkit-touch-callout: none; -webkit-user-select: none; -khtml-user-select: none; -moz-user-select: none; -ms-user-select: none; user-select: none; } [ng\:cloak], [ng-cloak], .ng-cloak { display: none !important; } /** Annoying blink effect to get user's attention. */ .blink { animation: blinker 1.0s cubic-bezier(.5, 0, 1, 1) infinite alternate; -webkit-animation: blinker 1.0s cubic-bezier(.5, 0, 1, 1) infinite alternate; } @keyframes blinker { from { opacity: 1; } to { opacity: 0.25; } } @-webkit-keyframes blinker { from { opacity: 1; } to { opacity: 0.25; background: #f00; border-color: #900; } } /** Responsive **/ @media screen and (orientation:portrait) and (max-width: 767px) { #mobile-orientation-container { display: block; } } @media screen and (orientation:landscape) and (max-width: 767px) { } @media screen and (min-width: 768px) { #detector-holder { margin-left: -15px; margin-right: -15px; } .status { font-size: 18px; } #labname { font-size: 22px; } #detector-info { top: 85px; right: 15px; } } @media screen and (min-width: 992px) { .panel-stick, .panel-stick .panel-heading, .panel-stick .panel-body { border-right: 0; } .status { font-size: 20px; } #labname { font-size: 24px; } } @media screen and (min-width: 1200px) { .status { font-size: 24px; } } @media screen and (min-width: 992px) and (max-width: 1199px){ .col-md-3s { width:20%; } .col-md-5s { width:40%; } } @media screen and (max-width: 767px) { h4 { font-size: 16px; } .col-no-padding-xs { padding-right: 0; padding-left: 0; } .col-no-padding-xs .row { margin-left: 0; margin-right: 0; } .status .col-xs-4 { min-width: 75px; } #detector-info { top: 15px; right: 15px; } } /* Retina support */ @media only screen and (-webkit-min-device-pixel-ratio: 1.5), only screen and (min-resolution: 1.5dppx), only screen and (min-resolution: 144dpi) { .pc-icon { background-image: url('../assets/pc32sw@2x.png'); background-size: 32px 32px; } .pc-icon:hover { background-image: url('../assets/pc32@2x.png'); } } ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/BBbar.html ================================================

    You discovered the Oscillation of Neutral B Mesons.

    The Oscillation of Neutral B mesons

    Like neutral Kaons (with which CP violation was discovered for the first time), neutral B mesons can also spontaneously turn into their own antiparticle. Although suspected for a long time, this was first discovered in 1987 by the ARGUS collaboration at DESY in Germany.

    With neutral B mesons, CP violation can now be studied very effectively. Important experiments making use of B oscillation have been the so-called B factories BaBar (in the US) and Belle (in Japan), as well as LHCb at CERN. These experiments have studied CP violation on a massive scale, looking at a large number of different decays of B mesons, as well as (more recently) Bs mesons and D mesons. So far, no deviation from the CKM mechanism by Kobayashi and Maskawa has been observed.

    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/CPV.html ================================================

    You discovered CP violation!

    The Mystery of CP Violation

    The study of CP violation is concerned with some very fundamental questions:

    • Are the laws of physics different for matter and antimatter?
    • Why is there an abundance of matter in our universe, instead of equal amounts of matter and antimatter?

    What is CP?

    CP is a possible symmetry of nature. If the laws of nature were symmetric under CP, then matter and antimatter would be governed by the same rules. This means that if we communicated with aliens from a distant galaxy, there would be no way to find out if they are made from matter or antimatter: No experiment they could perform would allow us to deduce if they lived in a matter or antimatter world. On the other hand, if there was a fundamental difference between matter and antimatter, such an experiment would be possible. It turns out that this is the case in our universe!

    How was CP violation discovered?

    In 1964, a team lead by Val Fitch and Jim Cronin performed experiments with neutral Kaons, particles formed by a strange and an anti-down quark. These neutral Kaons have the amazing property that they can spontaneously transform into their own antiparticle. Fitch and Cronin discovered that the rate at which these Kaons changed from matter to antimatter and vice versa was different, clear evidence for CP violation! This discovery came as a total surprise to physicists (it was assumed that nature was symmetric under CP) and earned Cronin and Fitch the Nobel Prize in 1980.

    How is CP violation currently understood?

    In 1973, two Japanese physicists, Makoto Kobayashi and Toshihide Maskawa, found a very simple and elegant way to explain the occurrence of CP violation in our universe. The only problem: The explanation required a third generation of quarks (the top and bottom quarks) for which there was zero evidence at the time.

    This turned out to be an incredible prediction, when both of these quarks were discovered decades later. So far, the idea of Kobayashi and Maskawa, called the CKM mechanism, has been able to explain every single occurrence of CP violation that physicists managed to detect in the lab. They were awarded the Nobel Prize in 2008.

    What's next for CP violation?

    CP violation is one of the necessary ingredients for explaining the abundance of matter over antimatter in our universe. But there is one problem: The CKM mechanism predicts too little of it. The amount of matter in our universe suggests that a correction or even a complete revolution in our understanding of CP violation is necessary.

    CP violation remains a hot topic in Physics research. Specialized experiments like the LHCb detector at CERN in Switzerland are currently searching for hints of New Physics that could explain how our universe came to be the way it is.


    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/Dstar_s.html ================================================

    You discovered the D*sJ(2860)- meson.


    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/H.html ================================================

    You did it! You discovered the Higgs-boson!

    The Higgs field

    The Higgs-Englert field has a central role in our current understanding of the universe. Through a process called Spontaneous Symmetry Breaking, it is responsible for the masses of all massive fundamental particles that we know of.

    What is Spontaneous Symmetry Breaking?

    At every point in space, the Higgs field has a certain strength, a number that tells you how active the field is. This is quite similar to temperature: You can assign a temperature to every point in a room, and the temperatures might be different for different points in the room and even change with time.

    The Higgs-Englert field is the most special fundamental field that we know of: It interacts with nearly all of the other fields (like the electron field or the quark fields). This means that the Higgs field can greatly influence the other fields: If it is active somewhere, then electrons, quarks and other particles in that region will be slowed down by it. This is equivalent to them gaining mass!

    But if the Higgs field would have an average strength of zero (as is usual for a field), then we would not be able to observe this slowdown (meaning no mass for other particles).

    So how come this is not the case? It turns out that the Higgs field's potential, which governs how much energy is needed to increase its strength, has a very special form (see below). If the energy density in the universe is low enough, the field will drop down into the valley in the potential. This means it will be locked to a non-zero strength, and other particles gain mass everywhere in the universe!

    Source: Flip Tanedo

    Higgs' contribution

    The mechanism of spontaneous symmetry breaking was discovered and explored by various different researchers. But it was Peter Higgs who first proposed, in 1964, that we could find evidence of it by searching for a new fundamental particle, now called the Higgs boson.

    Discovery at the LHC

    After decades of work, the discovery of the Higgs boson was announced in 2012 by the ATLAS and CMS collaborations at CERN. In 2013, Englert and Higgs received a Nobel Price for their contributions to the Higgs mechanism and the prediction of the Higgs particle.

    The future of Higgs physics

    You might think that we now know everything there is to know about the Higgs field, but it turns out that we actually know very little! Questions like

    • What are the coupling strengths of the Higgs boson to itself?
    • Is there just one Higgs particle or could there more?
    • What is the role of the Higgs field in the early, mysterious inflationary phase of the universe?
    are sure to have physicists on the edge of their seats for many years to come!

    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/Jpsi.html ================================================

    You discovered the J/ψ meson!

    The J/ψ meson

    A plot from one of the original publications

    The J/ψ is a meson consisting of a charm quark and its antiquark. It is the first excited state of the charmonium (a bound charm-anticharm state), and was discovered independently by two research groups in 1974: one at the Stanford Linear Accelerator Center, led by Burton Richter, and one at the Brookhaven National Laboratory, led by Samuel Ting of MIT. Richter and Ting were awarded the 1976 Nobel Prize in Physics for their shared discovery.

    History of the name

    The J/ψ is the only particle with a two-letter name, as a result of its nearly simultaneous discovery by two independent groups. Ting wanted to name the particle “J”, while Richter called it “SP” (after the SPEAR accelerator used at SLAC), a name none of his colleagues liked. Richter finally settled on the Greek letter “ψ” (pronounced “psi”).

    Since the scientific community considered it unjust to give one of the two discoverers priority, most subsequent publications have referred to the particle as the “J/ψ”.


    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/Xi_b.html ================================================

    You discovered the Ξb'- and the Ξb*- baryons.


    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/b.html ================================================

    You discovered the bottom quark!

    The bottom (or beauty) quark

    A plot from one of the original publications

    The bottom (or beauty) quark is a third-generation quark with a charge of −⅓ times the electron charge. It has a large mass (around 4.2 GeV/c2 — more that four times the mass of a proton!). The bottom quark is notable because it is a product in almost all decays of the top quark and is a frequent decay product for the Higgs boson.

    History of the discovery

    The bottom quark was predicted in 1973 by physicists Makoto Kobayashi and Toshihide Maskawa as part of their explanation for CP violation. The name “bottom” was introduced in 1975 by Haim Harari. The bottom quark was discovered in 1977 by the Fermilab E288 experiment team led by Leon M. Lederman, when collisions produced bottomonia (mesons with a bottom quark and its antiquark). Kobayashi and Maskawa won the 2008 Nobel Prize in Physics for their explanation of CP violation. Upon its discovery, there were efforts to name the bottom quark “beauty”, but “bottom” became the predominant name.


    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/detector.html ================================================

    What are particle detectors?

    Particle detectors can be thought of as high-tech cameras that take “photographs” of phenomena that physicists want to study. These phenomena may originate in nuclear decays, cosmic radiation or interactions in a particle accelerator. Let us take a closer look at detectors such as those used at the LHC, which consist of layers of specialized components each designed to specific particles and identify certain properties.

    Components
      Tracker

    The tracker helps us to calculate the momentum of charged particles. They bend due to magnetic field. The smaller the curve radius is, the less momentum the particle had. We also differentiate positive and negative particles based on the direction of the track.

      Electromagnetic calorimeter

    The Electromagnetic Calorimeter (ECAL) is used to measure the energies of electrons and photons.

      Hadronic calorimeter

    The Hadron Calorimeter (HCAL) is used to measure the energy of hadrons, composite particles that made of quarks and gluons. Some examples of hadrons are protons, neutrons and pions. It also helps us detect neutrinos but indirectly. Energy needs to be conserved, so if we observe missing enery, this indicates neutrinos or as-yet-undiscovered particles flew through the detector.

      Magnet

    Particle detectors require magnets with very strong magnetic fields in order to sufficiently bend particles flying with high momenta. Trajectories of particles with higher momenta bend less, while those with lower momenta bend a lot more. The magnetic field also helps distinguish between positively and negatively charged particles: they bend in opposite directions in the same magnetic field.

      Muon chamber

    Muons are charged particles that are just like electrons and positrons, but are 200 times more massive. Because they can penetrate several metres of iron without interacting, the muon chamber is placed at the very edge of the detector where they are the only particles likely to register a signal.

    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/gluons.html ================================================

    You discovered the strong interaction!

    Quarks and Gluons

    For a long time, it was believed that the Proton and the Neutron, which make up the atomic nucleus, were fundamental particles. During the 1950s and 1960, an immense number of new, seemingly fundamental particles was discovered. This "particle zoo" confused physicists greatly, until a radical idea was proposed in 1964: What if these new particles were not fundamental, but instead made up of other particles, called quarks. These quarks would have a new three-fold charge called "color charge" (which has nothing to do with visible colors). Color charge would be transmitted via a new (eight-fold) fundamental particle, called the gluon.

    Spectacularly, this model could explain all of the newly discovered composite hadrons, and even predict a few that had not been discovered! Shortly afterwards, it was confirmed through experiments with deep inelastic scattering that the Proton and Neutron were not fundamental. They, too, are made up of quarks!


    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/tau.html ================================================

    You discovered the τ lepton!

    The τ lepton

    A plot from the original publication

    The τ (tau) is an elementary particle that can be thought of as a much heavier cousin of the electron, with a spin of ½. It belongs to the family of leptons, along with the electron, the muon, and the three neutrinos. Despite the origin of the word lepton (meaning fine, small, thin) the τ is very massive at 1776.82 MeV/c2, which is nearly 3500 times the mass of the electron and around twice the mass of the proton.

    The discovery of the τ

    The τ was detected in a series of experiments between 1974 and 1977 by Martin Lewis Perl and his colleagues at the SLAC-LBL group. Their equipment consisted of SLAC’s then-new e+e colliding ring, called SPEAR, and the LBL magnetic detector. They could detect and distinguish between leptons, hadrons and photons.

    Martin Perl shared the 1995 Nobel Prize in Physics with Frederick Reines. The latter was awarded his share of the prize for experimental discovery of the neutrino.


    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/top.html ================================================

    You discovered the top quark!

    The top quark
    A proton and an antiproton annhilate to form a top-antitop pair

    At 174.2 GeV/c2, the top quark is the heaviest particle we know of. It belongs to the third generation of quarks and has a charge of ⅔ times the electron charge. As a result of its large mass, it decays (mostly into bottom quarks) almost instantly after it is produced. This behemoth does not form bound states with other quarks or antiquarks.

    It was discovered by the DØ and CDF collaborations at Fermilab in the US. Nowadays, top quarks and their properties are studied intensively by ATLAS and CMS at CERN.

    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/html/weak.html ================================================

    You discovered the W and Z bosons!

    The weak force
    A W− boson produced in the transformation of a neutron into a proton

    The weak interaction is a nuclear process that is responsible, among other things, for β (beta) decay the transformation of neutrons into protons. The weak force is mediated by two bosons called the W and the Z. The W comes in two types: W+ and W−. The Z is neutral and is sometimes represented as Z0.

    Discovery of the W and Z bosons

    The W and Z bosons are quite massive and so require powerful accelerators in order to be produced and studied. The Super Proton Synchrotron at CERN was the first machine capable of this, and the UA1 collaboration lead by Carlo Rubbia discovered both particles in 1983. Rubbia along with Simon Van der Meer, whose developments on the accelerator allowed such a machine to be built, were jointly awarded the Nobel Prize in Physics in 1984.

    Resources
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/index.html ================================================ Particle Clicker

    Research

    • {{ r.state.level > 0 ? r.name : '?????' }} Level {{ r.state.level }}

      {{ r.description }}

      Research yields {{ r.state.reputation | niceNumber }} reputation.

    Your detector. Click on it to generate events. Your detector. Click on it to generate events.
    Data
    {{ lc.lab.state.data | niceNumber }}
    Reputation
    {{ lc.lab.state.reputation | niceNumber }}
    Funding
    {{ lc.lab.state.money | currency }}

    HR

    • {{ w.name }} {{ w.state.hired | niceNumber }}

      {{ w.description }}

      Produce {{ w.state.rate | niceNumber }} data per second.

    You can only play Particle Clicker on your mobile device in landscape orientation.
    ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/analytics.js ================================================ var analytics = { enabled: true, screens: { main: 'Main screen', about: 'About', achievements: 'Achievements', info: 'Physics information' }, events: { categoryResearch: 'Research', categoryHR: 'HR', categoryUpgrades: 'Upgrades', actionResearch: 'Research', actionHire: 'Hire', actionBuy: 'Buy' }, init: function() { if (typeof Helpers.analytics === 'undefined' || Helpers.analytics == '') { analytics.enabled = false; return; } ga('create', Helpers.analytics); ga('set', { 'appName': 'Particle Clicker', 'appId': 'ch.cern.particle-clicker', 'appVersion': '0.9' }); ga('set', 'anonymizeIp', true); $('#myModal').on('show.bs.modal', function (e) { analytics.sendScreen(analytics.screens.about); }); $('#myModal').on('hide.bs.modal', function (e) { analytics.sendScreen(analytics.screens.main); }); $('#achievements-modal').on('show.bs.modal', function (e) { analytics.sendScreen(analytics.screens.achievements); }); $('#achievements-modal').on('hide.bs.modal', function (e) { analytics.sendScreen(analytics.screens.main); }); $('#infoBox').on('show.bs.modal', function (e) { analytics.sendScreen(analytics.screens.info); }); $('#infoBox').on('hide.bs.modal', function (e) { analytics.sendScreen(analytics.screens.main); }); }, sendScreen: function(type) { if (!analytics.enabled || typeof type === 'undefined') { return; } ga('send', 'screenview', { 'screenName': type }); }, sendEvent: function(category, action, label, value) { if (!analytics.enabled || typeof category === 'undefined' || typeof action === 'undefined' || typeof label === 'undefined' || typeof value === 'undefined') { return; } //ga('send', 'event', category, action, label, value, {'screenName': analytics.screens.main }); } }; ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/app.js ================================================ 'use strict'; (function() { Helpers.validateSaveVersion(); var game = new Game.Game(); game.load(); var lab = game.lab; var research = game.research; var workers = game.workers; var upgrades = game.upgrades; var achievements = game.achievements; var allObjects = game.allObjects; var lastSaved; var app = angular.module('particleClicker', []); app.filter('niceNumber', ['$filter', function($filter) { return Helpers.formatNumberPostfix; }]); app.filter('niceTime', ['$filter', function($filter) { return Helpers.formatTime; }]); app.filter('currency', ['$filter', function($filter) { return function(input) { return 'JTN ' + $filter('niceNumber')(input); }; }]); app.filter('reverse', ['$filter', function($filter) { return function(items) { return items.slice().reverse(); }; }]); app.controller('DetectorController', function() { this.click = function() { lab.clickDetector(); detector.addEvent(); UI.showUpdateValue("#update-data", lab.state.detector); return false; }; }); // Hack to prevent text highlighting document.getElementById('detector').addEventListener('mousedown', function(e) { e.preventDefault(); }); app.controller('LabController', ['$interval', function($interval) { this.lab = lab; this.showDetectorInfo = function() { if (!this._detectorInfo) { this._detectorInfo = Helpers.loadFile('html/detector.html'); } UI.showModal('Detector', this._detectorInfo); }; $interval(function() { // one tick var grant = lab.getGrant(); UI.showUpdateValue("#update-funding", grant); var sum = 0; for (var i = 0; i < workers.length; i++) { sum += workers[i].state.hired * workers[i].state.rate; } if (sum > 0) { lab.acquireData(sum); UI.showUpdateValue("#update-data", sum); detector.addEventExternal(workers.map(function(w) { return w.state.hired; }).reduce(function(a, b){return a + b}, 0)); } }, 1000); }]); app.controller('ResearchController', ['$compile', function($compile) { this.research = research; this.isVisible = function(item) { return item.isVisible(lab); }; this.isAvailable = function(item) { return item.isAvailable(lab); }; this.doResearch = function(item) { var cost = item.research(lab); if (cost > 0) { UI.showUpdateValue("#update-data", -cost); UI.showUpdateValue("#update-reputation", item.state.reputation); } }; this.showInfo = function(r) { UI.showModal(r.name, r.getInfo()); UI.showLevels(r.state.level); }; }]); app.controller('HRController', function() { this.workers = workers; this.isVisible = function(worker) { return worker.isVisible(lab); }; this.isAvailable = function(worker) { return worker.isAvailable(lab); }; this.hire = function(worker) { var cost = worker.hire(lab); if (cost > 0) { UI.showUpdateValue("#update-funding", -cost); } }; }); app.controller('UpgradesController', function() { this.upgrades = upgrades; this.isVisible = function(upgrade) { return upgrade.isVisible(lab, allObjects); }; this.isAvailable = function(upgrade) { return upgrade.isAvailable(lab, allObjects); }; this.upgrade = function(upgrade) { if (upgrade.buy(lab, allObjects)) { UI.showUpdateValue("#update-funding", upgrade.cost); } } }); app.controller('AchievementsController', function($scope) { $scope.achievements = achievements; $scope.progress = function() { return achievements.filter(function(a) { return a.validate(lab, allObjects, lastSaved); }).length; }; }); app.controller('SaveController', ['$scope', '$interval', function($scope, $interval) { lastSaved = new Date().getTime(); $scope.lastSaved = lastSaved; $scope.saveNow = function() { var saveTime = new Date().getTime(); game.lab.state.time += saveTime - lastSaved; game.save(); lastSaved = saveTime; $scope.lastSaved = lastSaved; }; $scope.restart = function() { if (window.confirm( 'Do you really want to restart the game? All progress will be lost.' )) { ObjectStorage.clear(); window.location.reload(true); } }; $interval($scope.saveNow, 10000); }]); app.controller('StatsController', function($scope) { $scope.lab = lab; }); analytics.init(); analytics.sendScreen(analytics.screens.main); })(); ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/detector.js ================================================ var detector = { core: { canvas: null, ctx: null }, events: { canvas: null, ctx: null, list: [], }, visible: true, width: 400, height: 400, ratio: 1, colors: { siliconRing: '#FFF371', siliconRingLine: '#EAC918', ecal: '#C5FF82', ecalLine: '#9EFF28', hcal: '#E1FF79', hcalLine: '#C9FF2D', lightRing: '#A0B3FF', lightRingLine: '#A0B3FF', darkRing: '#7280B8', darkRingLine: '#7280B8', mucalLight: '#FFDFB7', mucalLightLine: '#FFDFB7', mucalDark: '#EA301F', mucalDarkLine: '#C5291A' }, radius: { siliconInner: 10, silicon: 30, siliconSpace: 35, ecal: 50, hcal: 80, darkRing1: 83, darkRing1Space: 86, lightRing: 92, lightRingSpace: 94, darkRing2: 100, mucal: 107, mucalLight: 8, mucalDark: 18 }, tracks: [ { name: 'electron', color: '#0016EA' }, { name: 'jet', color: '#0B7700' }, { name: 'muon', color: '#775400' } ], lastRender: 0, animate: function(time) { var duration = typeof time !== 'undefined' ? time - detector.lastRender : 16; detector.lastRender = time; requestAnimFrame(detector.animate); detector.draw(duration); }, init: function(baseSize) { detector.core.canvas = document.getElementById('detector-core'); detector.core.ctx = detector.core.canvas.getContext('2d'); //detector.core.ctx = new C2S(400,400); detector.events.canvas = document.getElementById('detector-events'); detector.events.ctx = detector.events.canvas.getContext('2d'); var devicePixelRatio = window.devicePixelRatio || 1; var backingStoreRatio = detector.core.ctx.webkitBackingStorePixelRatio || detector.core.ctx.mozBackingStorePixelRatio || detector.core.ctx.msBackingStorePixelRatio || detector.core.ctx.oBackingStorePixelRatio || detector.core.ctx.backingStorePixelRatio || 1; var ratio = devicePixelRatio / backingStoreRatio; detector.ratio = baseSize / 400; detector.width = baseSize; detector.height = baseSize; detector.core.canvas.width = baseSize; detector.core.canvas.height = baseSize; detector.events.canvas.width = baseSize; detector.events.canvas.height = baseSize; if (devicePixelRatio !== backingStoreRatio) { var oldWidth = detector.core.canvas.width; var oldHeight = detector.core.canvas.height; detector.core.canvas.width = oldWidth * ratio; detector.core.canvas.height = oldHeight * ratio; detector.core.canvas.style.width = oldWidth + 'px'; detector.core.canvas.style.height = oldHeight + 'px'; detector.events.canvas.width = oldWidth * ratio; detector.events.canvas.height = oldHeight * ratio; detector.events.canvas.style.width = oldWidth + 'px'; detector.events.canvas.style.height = oldHeight + 'px'; // now scale the context to counter // the fact that we've manually scaled // our canvas element detector.core.ctx.scale(ratio, ratio); detector.events.ctx.scale(ratio, ratio); } detector.coreDraw(); detector.animate(); }, coreDraw: function() { var ctx = detector.core.ctx; var cx = detector.width / 2; var cy = detector.height / 2; ctx.clearRect(0, 0, detector.width, detector.width); var muSplit = 2/12; for (var k = 3; k >= 1; k--) { ctx.strokeStyle = detector.colors.mucalDarkLine; ctx.fillStyle = detector.colors.mucalDark; ctx.beginPath(); ctx.moveTo(cx + (detector.radius.mucal + k * detector.radius.mucalLight + k * detector.radius.mucalDark) * Math.cos(Math.PI * muSplit) * detector.ratio, cy + (detector.radius.mucal + k * detector.radius.mucalLight + k * detector.radius.mucalDark) * Math.sin(Math.PI * muSplit) * detector.ratio); for (var i = 1; i <= 13; i++) { ctx.lineTo(cx + (detector.radius.mucal + k * detector.radius.mucalLight + k * detector.radius.mucalDark) * Math.cos(Math.PI * i * muSplit) * detector.ratio, cy + (detector.radius.mucal + k * detector.radius.mucalLight + k * detector.radius.mucalDark) * Math.sin(Math.PI * i * muSplit) * detector.ratio); } ctx.stroke(); ctx.fill(); ctx.beginPath(); ctx.moveTo(cx + (detector.radius.mucal + k * detector.radius.mucalLight + (k-1) * detector.radius.mucalDark) * Math.cos(Math.PI * muSplit) * detector.ratio, cy + (detector.radius.mucal + k * detector.radius.mucalLight + (k-1) * detector.radius.mucalDark) * Math.sin(Math.PI * muSplit) * detector.ratio); for (var i = 1; i <= 13; i++) { ctx.lineTo(cx + (detector.radius.mucal + k * detector.radius.mucalLight + (k-1) * detector.radius.mucalDark) * Math.cos(Math.PI * i * muSplit) * detector.ratio, cy + (detector.radius.mucal + k * detector.radius.mucalLight + (k-1) * detector.radius.mucalDark) * Math.sin(Math.PI * i * muSplit) * detector.ratio); } ctx.stroke(); ctx.fillStyle = detector.colors.mucalLight; ctx.fill(); } ctx.strokeStyle = detector.colors.mucalDarkLine; ctx.beginPath(); ctx.moveTo(cx + detector.radius.mucal * Math.cos(Math.PI * muSplit) * detector.ratio, cy + detector.radius.mucal * Math.sin(Math.PI * muSplit) * detector.ratio); for (var i = 1; i <= 13; i++) { ctx.lineTo(cx + detector.radius.mucal * Math.cos(Math.PI * i * muSplit) * detector.ratio, cy + detector.radius.mucal * Math.sin(Math.PI * i * muSplit) * detector.ratio); } ctx.stroke(); ctx.fillStyle = '#FFFFFF'; ctx.fill(); ctx.beginPath(); ctx.strokeStyle = detector.colors.darkRingLine; ctx.fillStyle = detector.colors.darkRing; ctx.arc(cx, cy, detector.radius.darkRing2 * detector.ratio, 0, Math.PI * 2, true); ctx.fill(); ctx.stroke(); ctx.beginPath(); ctx.fillStyle = '#FFFFFF'; ctx.arc(cx, cy, detector.radius.lightRingSpace * detector.ratio, 0, Math.PI * 2, true); ctx.fill(); ctx.beginPath(); ctx.strokeStyle = detector.colors.lightRingLine; ctx.fillStyle = detector.colors.lightRing; ctx.arc(cx, cy, detector.radius.lightRing * detector.ratio, 0, Math.PI * 2, true); ctx.fill(); ctx.stroke(); ctx.beginPath(); ctx.fillStyle = '#FFFFFF'; ctx.arc(cx, cy, detector.radius.darkRing1Space * detector.ratio, 0, Math.PI * 2, true); ctx.fill(); ctx.beginPath(); ctx.strokeStyle = detector.colors.darkRingLine ctx.fillStyle = detector.colors.darkRing; ctx.arc(cx, cy, detector.radius.darkRing1 * detector.ratio, 0, Math.PI * 2, true); ctx.fill(); ctx.stroke(); ctx.beginPath(); ctx.fillStyle = '#FFFFFF'; ctx.arc(cx, cy, detector.radius.ecal * detector.ratio, 0, Math.PI * 2, true); ctx.fill(); ctx.strokeStyle = detector.colors.hcalLine; ctx.fillStyle = detector.colors.hcal; var calSplit = 20/2; for (var i = 0; i < 20; i++) { ctx.beginPath(); ctx.moveTo(cx + detector.radius.ecal * Math.cos(Math.PI * i / calSplit) * detector.ratio, cy + detector.radius.ecal * Math.sin(Math.PI * i / calSplit) * detector.ratio); ctx.lineTo(cx + detector.radius.hcal * Math.cos(Math.PI * i / calSplit) * detector.ratio, cy + detector.radius.hcal * Math.sin(Math.PI * i / calSplit) * detector.ratio); ctx.arc(cx, cy, detector.radius.hcal * detector.ratio, Math.PI * i / calSplit, Math.PI * (i+1) / calSplit, false); ctx.lineTo(cx + detector.radius.ecal * Math.cos(Math.PI * (i+1) / calSplit) * detector.ratio, cy + detector.radius.ecal * Math.sin(Math.PI * (i+1) / calSplit) * detector.ratio); ctx.lineTo(cx + detector.radius.ecal * Math.cos(Math.PI * i / calSplit) * detector.ratio, cy + detector.radius.ecal * Math.sin(Math.PI * i / calSplit) * detector.ratio); ctx.closePath(); ctx.fill(); ctx.stroke(); } ctx.strokeStyle = detector.colors.ecalLine; ctx.fillStyle = detector.colors.ecal; var calSplit = 20/2; for (var i = 0; i < 20; i++) { ctx.beginPath(); ctx.moveTo(cx + detector.radius.siliconSpace * Math.cos(Math.PI * i / calSplit) * detector.ratio, cy + detector.radius.siliconSpace * Math.sin(Math.PI * i / calSplit) * detector.ratio); ctx.lineTo(cx + detector.radius.ecal * Math.cos(Math.PI * i / calSplit) * detector.ratio, cy + detector.radius.ecal * Math.sin(Math.PI * i / calSplit) * detector.ratio); ctx.lineTo(cx + detector.radius.ecal * Math.cos(Math.PI * (i+1) / calSplit) * detector.ratio, cy + detector.radius.ecal * Math.sin(Math.PI * (i+1) / calSplit) * detector.ratio); ctx.lineTo(cx + detector.radius.siliconSpace * Math.cos(Math.PI * (i+1) / calSplit) * detector.ratio, cy + detector.radius.siliconSpace * Math.sin(Math.PI * (i+1) / calSplit) * detector.ratio); ctx.closePath(); ctx.fill(); ctx.stroke(); } ctx.beginPath(); ctx.strokeStyle = detector.colors.siliconRingLine; ctx.fillStyle = detector.colors.siliconRing; ctx.arc(cx, cy, detector.radius.silicon * detector.ratio, 0, Math.PI * 2, true); ctx.fill(); ctx.stroke(); ctx.beginPath(); ctx.strokeStyle = detector.colors.siliconRingLine; ctx.fillStyle = detector.colors.siliconRing; ctx.arc(cx, cy, detector.radius.siliconInner * detector.ratio, 0, Math.PI * 2, true); ctx.fill(); ctx.stroke(); }, addEvent: function() { var num = Math.max(3, Math.ceil(15 * Math.random())); for (var i = 0; i < num; i++) { var index = Math.round(Math.random() * (detector.tracks.length - 1)); var event = new ParticleEvent(detector.tracks[index], num); detector.events.list.push(event); } }, addEventExternal: function(numWorkers) { if (!detector.visible) { return; } var num = Math.min(20 * numWorkers / 10, 20); for (var i = 0; i < num; i++) { var index = Math.round(Math.random() * (detector.tracks.length - 1)); var event = new ParticleEvent(detector.tracks[index], num, true); detector.events.list.push(event); } }, draw: function(duration) { detector.events.ctx.clearRect(0, 0, detector.width, detector.height); var del = -1; for (var e in detector.events.list) { if (detector.events.list[e].alpha > 0) { detector.events.list[e].draw(duration); } else { del = e; } } if (del > 0) { detector.events.list.splice(0, del); } } }; window.requestAnimFrame = (function(){ return window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(/* function */ callback, /* DOMElement */ element){ window.setTimeout(callback, 1000 / 60); }; })(); (function() { detector.init(400); $('#detector').width(400).height(400); })(); ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/event.js ================================================ function ParticleEvent(type, count, external) { this.work = typeof external !== 'undefined' ? external : false; this.type = type; this.length = 0; this.radius = 0; this.direction = 0; this.sign = (Math.random() - 0.5 >= 0) ? 1 : -1; this.alpha = this.work ? 0.5 : 1; this.count = count; switch (this.type.name) { case 'electron': this.length = detector.radius.siliconSpace * detector.ratio + Math.round((detector.radius.ecal * detector.ratio + 10 - detector.radius.siliconSpace * detector.ratio) * Math.random()); this.direction = Math.random() * Math.PI * 2; this.radius = 20 + Math.round((100 - 20) * Math.random()); break; case 'jet': this.length = detector.radius.ecal * detector.ratio + Math.round((detector.radius.mucal * detector.ratio - detector.radius.ecal * detector.ratio) * Math.random()); this.direction = Math.random() * Math.PI * 2; this.radius = 40 + Math.round((200 - 40) * Math.random()); break; case 'muon': this.length = detector.radius.mucal * detector.ratio + 3 * detector.radius.mucalDark * detector.ratio + Math.round((4 * detector.radius.mucalLight * detector.ratio + 2 * detector.radius.mucalDark * detector.ratio) * Math.random()); this.direction = Math.random() * Math.PI * 2; this.radius = 200 + Math.round((600 - 200) * Math.random()); break; } this.draw(16, true); }; ParticleEvent.prototype.draw = function(duration, init) { init = typeof init !== 'undefined' ? init : false; var ctx = detector.events.ctx; var cx = detector.width / 2; var cy = detector.height / 2; ctx.save(); ctx.globalAlpha = this.alpha; ctx.strokeStyle = this.type.color; ctx.fillStyle = this.type.color; ctx.lineWidth = 2; ctx.translate(cx, cy); ctx.rotate(this.direction); ctx.translate(-cx, -cy); ctx.beginPath(); ctx.arc(cx + this.length / 2, cy + this.sign * Math.round(Math.sqrt(Math.abs(this.radius * this.radius - this.length * this.length / 4))), this.radius, - this.sign * Math.PI / 2 - Math.asin(this.length / (2 * this.radius)), - this.sign * Math.PI / 2 + Math.asin(this.length / (2 * this.radius)), false); ctx.stroke(); ctx.restore(); if (!init) { this.alpha -= 0.03 / 16 * duration; } }; ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/external/canvas2svg.js ================================================ /*!! * Canvas 2 Svg v1.0.6 * A low level canvas to SVG converter. Uses a mock canvas context to build an SVG document. * * Licensed under the MIT license: * http://www.opensource.org/licenses/mit-license.php * * Author: * Kerry Liu * * Copyright (c) 2014 Gliffy Inc. */ ;(function() { "use strict"; var STYLES, ctx, CanvasGradient, CanvasPattern, namedEntities; //helper function to format a string function format(str, args) { var keys = Object.keys(args), i; for (i=0; i 1) { options = defaultOptions; options.width = arguments[0]; options.height = arguments[1]; } else if( !o ) { options = defaultOptions; } else { options = o; } if(!(this instanceof ctx)) { //did someone call this without new? return new ctx(options); } //setup options this.width = options.width || defaultOptions.width; this.height = options.height || defaultOptions.height; this.enableMirroring = options.enableMirroring !== undefined ? options.enableMirroring : defaultOptions.enableMirroring; this.canvas = this; ///point back to this instance! this.__canvas = document.createElement("canvas"); this.__ctx = this.__canvas.getContext("2d"); this.__setDefaultStyles(); this.__stack = [this.__getStyleState()]; this.__groupStack = []; //the root svg element this.__root = document.createElementNS("http://www.w3.org/2000/svg", "svg"); this.__root.setAttribute("version", 1.1); this.__root.setAttribute("xmlns", "http://www.w3.org/2000/svg"); this.__root.setAttributeNS("http://www.w3.org/2000/xmlns/", "xmlns:xlink", "http://www.w3.org/1999/xlink"); this.__root.setAttribute("width", this.width); this.__root.setAttribute("height", this.height); //make sure we don't generate the same ids in defs this.__ids = {}; //defs tag this.__defs = document.createElementNS("http://www.w3.org/2000/svg", "defs"); this.__root.appendChild(this.__defs); //also add a group child. the svg element can't use the transform attribute this.__currentElement = document.createElementNS("http://www.w3.org/2000/svg", "g"); this.__root.appendChild(this.__currentElement); }; /** * Creates the specified svg element * @private */ ctx.prototype.__createElement = function(elementName, properties, resetFill) { var element = document.createElementNS("http://www.w3.org/2000/svg", elementName), keys = Object.keys(properties), i, key; if(resetFill) { //if fill or stroke is not specified, the svg element should not display. By default SVG's fill is black. element.setAttribute("fill", "none"); element.setAttribute("stroke", "none"); } for(i=0; i Math.PI ? 0 : 1; } else { largeArcFlag = diff > Math.PI ? 1 : 0; } this.moveTo(startX, startY); this.__addPathCommand(format("A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}", {rx:radius, ry:radius, xAxisRotation:0, largeArcFlag:largeArcFlag, sweepFlag:sweepFlag, endX:endX, endY:endY})); }; /** * Generates a ClipPath from the clip command. */ ctx.prototype.clip = function(){ var group = this.__closestGroupOrSvg(), clipPath = document.createElementNS("http://www.w3.org/2000/svg", "clipPath"), id = randomString(this.__ids), newGroup = document.createElementNS("http://www.w3.org/2000/svg", "g"); group.removeChild(this.__currentElement); clipPath.setAttribute("id", id); clipPath.appendChild(this.__currentElement); this.__defs.appendChild(clipPath); //set the clip path to this group group.setAttribute("clip-path", format("url(#{id})", {id:id})); //clip paths can be scaled and transformed, we need to add another wrapper group to avoid later transformations // to this path group.appendChild(newGroup); this.__currentElement = newGroup; }; /** * Draws a canvas, image or mock context to this canvas. * Note that all svg dom manipulation uses node.childNodes rather than node.children for IE support. * http://www.whatwg.org/specs/web-apps/current-work/multipage/the-canvas-element.html#dom-context-2d-drawimage */ ctx.prototype.drawImage = function(){ //convert arguments to a real array var args = Array.prototype.slice.call(arguments), image=args[0], dx, dy, dw, dh, sx=0, sy=0, sw, sh, parent, svg, defs, group, currentElement, svgImage, canvas, context, id; if(args.length === 3) { dx = args[1]; dy = args[2]; sw = image.width; sh = image.height; dw = sw; dh = sh; } else if(args.length === 5) { dx = args[1]; dy = args[2]; dw = args[3]; dh = args[4]; sw = image.width; sh = image.height; } else if(args.length === 9) { sx = args[1]; sy = args[2]; sw = args[3]; sh = args[4]; dx = args[5]; dy = args[6]; dw = args[7]; dh = args[8]; } else { throw new Error("Inavlid number of arguments passed to drawImage: " + arguments.length); } parent = this.__closestGroupOrSvg(); currentElement = this.__currentElement; if(image instanceof ctx) { //canvas2svg mock canvas context. In the future we may want to clone nodes instead. //also I'm currently ignoring dw, dh, sw, sh, sx, sy for a mock context. svg = image.getSvg(); defs = svg.childNodes[0]; while(defs.childNodes.length) { id = defs.childNodes[0].getAttribute("id"); this.__ids[id] = id; this.__defs.appendChild(defs.childNodes[0]); } group = svg.childNodes[1]; parent.appendChild(group); this.__currentElement = group; this.translate(dx, dy); this.__currentElement = currentElement; } else if(image.nodeName === "CANVAS" || image.nodeName === "IMG") { //canvas or image svgImage = document.createElementNS("http://www.w3.org/2000/svg", "image"); svgImage.setAttribute("width", dw); svgImage.setAttribute("height", dh); svgImage.setAttribute("preserveAspectRatio", "none"); if(sx || sy || sw !== image.width || sh !== image.height) { //crop the image using a temporary canvas canvas = document.createElement("canvas"); canvas.width = dw; canvas.height = dh; context = canvas.getContext("2d"); context.drawImage(image, sx, sy, sw, sh, 0, 0, dw, dh); image = canvas; } svgImage.setAttributeNS("http://www.w3.org/1999/xlink", "xlink:href", image.nodeName === "CANVAS" ? image.toDataURL() : image.getAttribute("src")); parent.appendChild(svgImage); this.__currentElement = svgImage; this.translate(dx, dy); this.__currentElement = currentElement; } }; /** * Generates a pattern tag */ ctx.prototype.createPattern = function(image, repetition){ var pattern = document.createElementNS("http://www.w3.org/2000/svg", "pattern"), id = randomString(this.__ids), img; pattern.setAttribute("id", id); pattern.setAttribute("width", image.width); pattern.setAttribute("height", image.height); if(image.nodeName === "CANVAS" || image.nodeName === "IMG") { img = document.createElementNS("http://www.w3.org/2000/svg", "image"); img.setAttribute("width", image.width); img.setAttribute("height", image.height); img.setAttributeNS("http://www.w3.org/1999/xlink", "xlink:href", image.nodeName === "CANVAS" ? image.toDataURL() : image.getAttribute("src")); pattern.appendChild(img); this.__defs.appendChild(pattern); } else if(image instanceof ctx) { pattern.appendChild(image.__root.childNodes[1]); this.__defs.appendChild(pattern); } return new CanvasPattern(pattern, this); }; /** * Not yet implemented */ ctx.prototype.drawFocusRing = function(){}; ctx.prototype.createImageData = function(){}; ctx.prototype.getImageData = function(){}; ctx.prototype.putImageData = function(){}; ctx.prototype.globalCompositeOperation = function(){}; ctx.prototype.arcTo = function(){}; ctx.prototype.setTransform = function(){}; //add options for alternative namespace window.C2S = ctx; }()); ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/external/fastclick.js ================================================ /** * @preserve FastClick: polyfill to remove click delays on browsers with touch UIs. * * @version 1.0.3 * @codingstandard ftlabs-jsv2 * @copyright The Financial Times Limited [All Rights Reserved] * @license MIT License (see LICENSE.txt) */ /*jslint browser:true, node:true*/ /*global define, Event, Node*/ /** * Instantiate fast-clicking listeners on the specified layer. * * @constructor * @param {Element} layer The layer to listen on * @param {Object} options The options to override the defaults */ function FastClick(layer, options) { 'use strict'; var oldOnClick; options = options || {}; /** * Whether a click is currently being tracked. * * @type boolean */ this.trackingClick = false; /** * Timestamp for when click tracking started. * * @type number */ this.trackingClickStart = 0; /** * The element being tracked for a click. * * @type EventTarget */ this.targetElement = null; /** * X-coordinate of touch start event. * * @type number */ this.touchStartX = 0; /** * Y-coordinate of touch start event. * * @type number */ this.touchStartY = 0; /** * ID of the last touch, retrieved from Touch.identifier. * * @type number */ this.lastTouchIdentifier = 0; /** * Touchmove boundary, beyond which a click will be cancelled. * * @type number */ this.touchBoundary = options.touchBoundary || 10; /** * The FastClick layer. * * @type Element */ this.layer = layer; /** * The minimum time between tap(touchstart and touchend) events * * @type number */ this.tapDelay = options.tapDelay || 200; if (FastClick.notNeeded(layer)) { return; } // Some old versions of Android don't have Function.prototype.bind function bind(method, context) { return function() { return method.apply(context, arguments); }; } var methods = ['onMouse', 'onClick', 'onTouchStart', 'onTouchMove', 'onTouchEnd', 'onTouchCancel']; var context = this; for (var i = 0, l = methods.length; i < l; i++) { context[methods[i]] = bind(context[methods[i]], context); } // Set up event handlers as required if (deviceIsAndroid) { layer.addEventListener('mouseover', this.onMouse, true); layer.addEventListener('mousedown', this.onMouse, true); layer.addEventListener('mouseup', this.onMouse, true); } layer.addEventListener('click', this.onClick, true); layer.addEventListener('touchstart', this.onTouchStart, false); layer.addEventListener('touchmove', this.onTouchMove, false); layer.addEventListener('touchend', this.onTouchEnd, false); layer.addEventListener('touchcancel', this.onTouchCancel, false); // Hack is required for browsers that don't support Event#stopImmediatePropagation (e.g. Android 2) // which is how FastClick normally stops click events bubbling to callbacks registered on the FastClick // layer when they are cancelled. if (!Event.prototype.stopImmediatePropagation) { layer.removeEventListener = function(type, callback, capture) { var rmv = Node.prototype.removeEventListener; if (type === 'click') { rmv.call(layer, type, callback.hijacked || callback, capture); } else { rmv.call(layer, type, callback, capture); } }; layer.addEventListener = function(type, callback, capture) { var adv = Node.prototype.addEventListener; if (type === 'click') { adv.call(layer, type, callback.hijacked || (callback.hijacked = function(event) { if (!event.propagationStopped) { callback(event); } }), capture); } else { adv.call(layer, type, callback, capture); } }; } // If a handler is already declared in the element's onclick attribute, it will be fired before // FastClick's onClick handler. Fix this by pulling out the user-defined handler function and // adding it as listener. if (typeof layer.onclick === 'function') { // Android browser on at least 3.2 requires a new reference to the function in layer.onclick // - the old one won't work if passed to addEventListener directly. oldOnClick = layer.onclick; layer.addEventListener('click', function(event) { oldOnClick(event); }, false); layer.onclick = null; } } /** * Android requires exceptions. * * @type boolean */ var deviceIsAndroid = navigator.userAgent.indexOf('Android') > 0; /** * iOS requires exceptions. * * @type boolean */ var deviceIsIOS = /iP(ad|hone|od)/.test(navigator.userAgent); /** * iOS 4 requires an exception for select elements. * * @type boolean */ var deviceIsIOS4 = deviceIsIOS && (/OS 4_\d(_\d)?/).test(navigator.userAgent); /** * iOS 6.0(+?) requires the target element to be manually derived * * @type boolean */ var deviceIsIOSWithBadTarget = deviceIsIOS && (/OS ([6-9]|\d{2})_\d/).test(navigator.userAgent); /** * BlackBerry requires exceptions. * * @type boolean */ var deviceIsBlackBerry10 = navigator.userAgent.indexOf('BB10') > 0; /** * Determine whether a given element requires a native click. * * @param {EventTarget|Element} target Target DOM element * @returns {boolean} Returns true if the element needs a native click */ FastClick.prototype.needsClick = function(target) { 'use strict'; switch (target.nodeName.toLowerCase()) { // Don't send a synthetic click to disabled inputs (issue #62) case 'button': case 'select': case 'textarea': if (target.disabled) { return true; } break; case 'input': // File inputs need real clicks on iOS 6 due to a browser bug (issue #68) if ((deviceIsIOS && target.type === 'file') || target.disabled) { return true; } break; case 'label': case 'video': return true; } return (/\bneedsclick\b/).test(target.className); }; /** * Determine whether a given element requires a call to focus to simulate click into element. * * @param {EventTarget|Element} target Target DOM element * @returns {boolean} Returns true if the element requires a call to focus to simulate native click. */ FastClick.prototype.needsFocus = function(target) { 'use strict'; switch (target.nodeName.toLowerCase()) { case 'textarea': return true; case 'select': return !deviceIsAndroid; case 'input': switch (target.type) { case 'button': case 'checkbox': case 'file': case 'image': case 'radio': case 'submit': return false; } // No point in attempting to focus disabled inputs return !target.disabled && !target.readOnly; default: return (/\bneedsfocus\b/).test(target.className); } }; /** * Send a click event to the specified element. * * @param {EventTarget|Element} targetElement * @param {Event} event */ FastClick.prototype.sendClick = function(targetElement, event) { 'use strict'; var clickEvent, touch; // On some Android devices activeElement needs to be blurred otherwise the synthetic click will have no effect (#24) if (document.activeElement && document.activeElement !== targetElement) { document.activeElement.blur(); } touch = event.changedTouches[0]; // Synthesise a click event, with an extra attribute so it can be tracked clickEvent = document.createEvent('MouseEvents'); clickEvent.initMouseEvent(this.determineEventType(targetElement), true, true, window, 1, touch.screenX, touch.screenY, touch.clientX, touch.clientY, false, false, false, false, 0, null); clickEvent.forwardedTouchEvent = true; targetElement.dispatchEvent(clickEvent); }; FastClick.prototype.determineEventType = function(targetElement) { 'use strict'; //Issue #159: Android Chrome Select Box does not open with a synthetic click event if (deviceIsAndroid && targetElement.tagName.toLowerCase() === 'select') { return 'mousedown'; } return 'click'; }; /** * @param {EventTarget|Element} targetElement */ FastClick.prototype.focus = function(targetElement) { 'use strict'; var length; // Issue #160: on iOS 7, some input elements (e.g. date datetime) throw a vague TypeError on setSelectionRange. These elements don't have an integer value for the selectionStart and selectionEnd properties, but unfortunately that can't be used for detection because accessing the properties also throws a TypeError. Just check the type instead. Filed as Apple bug #15122724. if (deviceIsIOS && targetElement.setSelectionRange && targetElement.type.indexOf('date') !== 0 && targetElement.type !== 'time') { length = targetElement.value.length; targetElement.setSelectionRange(length, length); } else { targetElement.focus(); } }; /** * Check whether the given target element is a child of a scrollable layer and if so, set a flag on it. * * @param {EventTarget|Element} targetElement */ FastClick.prototype.updateScrollParent = function(targetElement) { 'use strict'; var scrollParent, parentElement; scrollParent = targetElement.fastClickScrollParent; // Attempt to discover whether the target element is contained within a scrollable layer. Re-check if the // target element was moved to another parent. if (!scrollParent || !scrollParent.contains(targetElement)) { parentElement = targetElement; do { if (parentElement.scrollHeight > parentElement.offsetHeight) { scrollParent = parentElement; targetElement.fastClickScrollParent = parentElement; break; } parentElement = parentElement.parentElement; } while (parentElement); } // Always update the scroll top tracker if possible. if (scrollParent) { scrollParent.fastClickLastScrollTop = scrollParent.scrollTop; } }; /** * @param {EventTarget} targetElement * @returns {Element|EventTarget} */ FastClick.prototype.getTargetElementFromEventTarget = function(eventTarget) { 'use strict'; // On some older browsers (notably Safari on iOS 4.1 - see issue #56) the event target may be a text node. if (eventTarget.nodeType === Node.TEXT_NODE) { return eventTarget.parentNode; } return eventTarget; }; /** * On touch start, record the position and scroll offset. * * @param {Event} event * @returns {boolean} */ FastClick.prototype.onTouchStart = function(event) { 'use strict'; var targetElement, touch, selection; // Ignore multiple touches, otherwise pinch-to-zoom is prevented if both fingers are on the FastClick element (issue #111). if (event.targetTouches.length > 1) { return true; } targetElement = this.getTargetElementFromEventTarget(event.target); touch = event.targetTouches[0]; if (deviceIsIOS) { // Only trusted events will deselect text on iOS (issue #49) selection = window.getSelection(); if (selection.rangeCount && !selection.isCollapsed) { return true; } if (!deviceIsIOS4) { // Weird things happen on iOS when an alert or confirm dialog is opened from a click event callback (issue #23): // when the user next taps anywhere else on the page, new touchstart and touchend events are dispatched // with the same identifier as the touch event that previously triggered the click that triggered the alert. // Sadly, there is an issue on iOS 4 that causes some normal touch events to have the same identifier as an // immediately preceeding touch event (issue #52), so this fix is unavailable on that platform. // Issue 120: touch.identifier is 0 when Chrome dev tools 'Emulate touch events' is set with an iOS device UA string, // which causes all touch events to be ignored. As this block only applies to iOS, and iOS identifiers are always long, // random integers, it's safe to to continue if the identifier is 0 here. if (touch.identifier && touch.identifier === this.lastTouchIdentifier) { event.preventDefault(); return false; } this.lastTouchIdentifier = touch.identifier; // If the target element is a child of a scrollable layer (using -webkit-overflow-scrolling: touch) and: // 1) the user does a fling scroll on the scrollable layer // 2) the user stops the fling scroll with another tap // then the event.target of the last 'touchend' event will be the element that was under the user's finger // when the fling scroll was started, causing FastClick to send a click event to that layer - unless a check // is made to ensure that a parent layer was not scrolled before sending a synthetic click (issue #42). this.updateScrollParent(targetElement); } } this.trackingClick = true; this.trackingClickStart = event.timeStamp; this.targetElement = targetElement; this.touchStartX = touch.pageX; this.touchStartY = touch.pageY; // Prevent phantom clicks on fast double-tap (issue #36) if ((event.timeStamp - this.lastClickTime) < this.tapDelay) { event.preventDefault(); } return true; }; /** * Based on a touchmove event object, check whether the touch has moved past a boundary since it started. * * @param {Event} event * @returns {boolean} */ FastClick.prototype.touchHasMoved = function(event) { 'use strict'; var touch = event.changedTouches[0], boundary = this.touchBoundary; if (Math.abs(touch.pageX - this.touchStartX) > boundary || Math.abs(touch.pageY - this.touchStartY) > boundary) { return true; } return false; }; /** * Update the last position. * * @param {Event} event * @returns {boolean} */ FastClick.prototype.onTouchMove = function(event) { 'use strict'; if (!this.trackingClick) { return true; } // If the touch has moved, cancel the click tracking if (this.targetElement !== this.getTargetElementFromEventTarget(event.target) || this.touchHasMoved(event)) { this.trackingClick = false; this.targetElement = null; } return true; }; /** * Attempt to find the labelled control for the given label element. * * @param {EventTarget|HTMLLabelElement} labelElement * @returns {Element|null} */ FastClick.prototype.findControl = function(labelElement) { 'use strict'; // Fast path for newer browsers supporting the HTML5 control attribute if (labelElement.control !== undefined) { return labelElement.control; } // All browsers under test that support touch events also support the HTML5 htmlFor attribute if (labelElement.htmlFor) { return document.getElementById(labelElement.htmlFor); } // If no for attribute exists, attempt to retrieve the first labellable descendant element // the list of which is defined here: http://www.w3.org/TR/html5/forms.html#category-label return labelElement.querySelector('button, input:not([type=hidden]), keygen, meter, output, progress, select, textarea'); }; /** * On touch end, determine whether to send a click event at once. * * @param {Event} event * @returns {boolean} */ FastClick.prototype.onTouchEnd = function(event) { 'use strict'; var forElement, trackingClickStart, targetTagName, scrollParent, touch, targetElement = this.targetElement; if (!this.trackingClick) { return true; } // Prevent phantom clicks on fast double-tap (issue #36) if ((event.timeStamp - this.lastClickTime) < this.tapDelay) { this.cancelNextClick = true; return true; } // Reset to prevent wrong click cancel on input (issue #156). this.cancelNextClick = false; this.lastClickTime = event.timeStamp; trackingClickStart = this.trackingClickStart; this.trackingClick = false; this.trackingClickStart = 0; // On some iOS devices, the targetElement supplied with the event is invalid if the layer // is performing a transition or scroll, and has to be re-detected manually. Note that // for this to function correctly, it must be called *after* the event target is checked! // See issue #57; also filed as rdar://13048589 . if (deviceIsIOSWithBadTarget) { touch = event.changedTouches[0]; // In certain cases arguments of elementFromPoint can be negative, so prevent setting targetElement to null targetElement = document.elementFromPoint(touch.pageX - window.pageXOffset, touch.pageY - window.pageYOffset) || targetElement; targetElement.fastClickScrollParent = this.targetElement.fastClickScrollParent; } targetTagName = targetElement.tagName.toLowerCase(); if (targetTagName === 'label') { forElement = this.findControl(targetElement); if (forElement) { this.focus(targetElement); if (deviceIsAndroid) { return false; } targetElement = forElement; } } else if (this.needsFocus(targetElement)) { // Case 1: If the touch started a while ago (best guess is 100ms based on tests for issue #36) then focus will be triggered anyway. Return early and unset the target element reference so that the subsequent click will be allowed through. // Case 2: Without this exception for input elements tapped when the document is contained in an iframe, then any inputted text won't be visible even though the value attribute is updated as the user types (issue #37). if ((event.timeStamp - trackingClickStart) > 100 || (deviceIsIOS && window.top !== window && targetTagName === 'input')) { this.targetElement = null; return false; } this.focus(targetElement); this.sendClick(targetElement, event); // Select elements need the event to go through on iOS 4, otherwise the selector menu won't open. // Also this breaks opening selects when VoiceOver is active on iOS6, iOS7 (and possibly others) if (!deviceIsIOS || targetTagName !== 'select') { this.targetElement = null; event.preventDefault(); } return false; } if (deviceIsIOS && !deviceIsIOS4) { // Don't send a synthetic click event if the target element is contained within a parent layer that was scrolled // and this tap is being used to stop the scrolling (usually initiated by a fling - issue #42). scrollParent = targetElement.fastClickScrollParent; if (scrollParent && scrollParent.fastClickLastScrollTop !== scrollParent.scrollTop) { return true; } } // Prevent the actual click from going though - unless the target node is marked as requiring // real clicks or if it is in the whitelist in which case only non-programmatic clicks are permitted. if (!this.needsClick(targetElement)) { event.preventDefault(); this.sendClick(targetElement, event); } return false; }; /** * On touch cancel, stop tracking the click. * * @returns {void} */ FastClick.prototype.onTouchCancel = function() { 'use strict'; this.trackingClick = false; this.targetElement = null; }; /** * Determine mouse events which should be permitted. * * @param {Event} event * @returns {boolean} */ FastClick.prototype.onMouse = function(event) { 'use strict'; // If a target element was never set (because a touch event was never fired) allow the event if (!this.targetElement) { return true; } if (event.forwardedTouchEvent) { return true; } // Programmatically generated events targeting a specific element should be permitted if (!event.cancelable) { return true; } // Derive and check the target element to see whether the mouse event needs to be permitted; // unless explicitly enabled, prevent non-touch click events from triggering actions, // to prevent ghost/doubleclicks. if (!this.needsClick(this.targetElement) || this.cancelNextClick) { // Prevent any user-added listeners declared on FastClick element from being fired. if (event.stopImmediatePropagation) { event.stopImmediatePropagation(); } else { // Part of the hack for browsers that don't support Event#stopImmediatePropagation (e.g. Android 2) event.propagationStopped = true; } // Cancel the event event.stopPropagation(); event.preventDefault(); return false; } // If the mouse event is permitted, return true for the action to go through. return true; }; /** * On actual clicks, determine whether this is a touch-generated click, a click action occurring * naturally after a delay after a touch (which needs to be cancelled to avoid duplication), or * an actual click which should be permitted. * * @param {Event} event * @returns {boolean} */ FastClick.prototype.onClick = function(event) { 'use strict'; var permitted; // It's possible for another FastClick-like library delivered with third-party code to fire a click event before FastClick does (issue #44). In that case, set the click-tracking flag back to false and return early. This will cause onTouchEnd to return early. if (this.trackingClick) { this.targetElement = null; this.trackingClick = false; return true; } // Very odd behaviour on iOS (issue #18): if a submit element is present inside a form and the user hits enter in the iOS simulator or clicks the Go button on the pop-up OS keyboard the a kind of 'fake' click event will be triggered with the submit-type input element as the target. if (event.target.type === 'submit' && event.detail === 0) { return true; } permitted = this.onMouse(event); // Only unset targetElement if the click is not permitted. This will ensure that the check for !targetElement in onMouse fails and the browser's click doesn't go through. if (!permitted) { this.targetElement = null; } // If clicks are permitted, return true for the action to go through. return permitted; }; /** * Remove all FastClick's event listeners. * * @returns {void} */ FastClick.prototype.destroy = function() { 'use strict'; var layer = this.layer; if (deviceIsAndroid) { layer.removeEventListener('mouseover', this.onMouse, true); layer.removeEventListener('mousedown', this.onMouse, true); layer.removeEventListener('mouseup', this.onMouse, true); } layer.removeEventListener('click', this.onClick, true); layer.removeEventListener('touchstart', this.onTouchStart, false); layer.removeEventListener('touchmove', this.onTouchMove, false); layer.removeEventListener('touchend', this.onTouchEnd, false); layer.removeEventListener('touchcancel', this.onTouchCancel, false); }; /** * Check whether FastClick is needed. * * @param {Element} layer The layer to listen on */ FastClick.notNeeded = function(layer) { 'use strict'; var metaViewport; var chromeVersion; var blackberryVersion; // Devices that don't support touch don't need FastClick if (typeof window.ontouchstart === 'undefined') { return true; } // Chrome version - zero for other browsers chromeVersion = +(/Chrome\/([0-9]+)/.exec(navigator.userAgent) || [,0])[1]; if (chromeVersion) { if (deviceIsAndroid) { metaViewport = document.querySelector('meta[name=viewport]'); if (metaViewport) { // Chrome on Android with user-scalable="no" doesn't need FastClick (issue #89) if (metaViewport.content.indexOf('user-scalable=no') !== -1) { return true; } // Chrome 32 and above with width=device-width or less don't need FastClick if (chromeVersion > 31 && document.documentElement.scrollWidth <= window.outerWidth) { return true; } } // Chrome desktop doesn't need FastClick (issue #15) } else { return true; } } if (deviceIsBlackBerry10) { blackberryVersion = navigator.userAgent.match(/Version\/([0-9]*)\.([0-9]*)/); // BlackBerry 10.3+ does not require Fastclick library. // https://github.com/ftlabs/fastclick/issues/251 if (blackberryVersion[1] >= 10 && blackberryVersion[2] >= 3) { metaViewport = document.querySelector('meta[name=viewport]'); if (metaViewport) { // user-scalable=no eliminates click delay. if (metaViewport.content.indexOf('user-scalable=no') !== -1) { return true; } // width=device-width (or less than device-width) eliminates click delay. if (document.documentElement.scrollWidth <= window.outerWidth) { return true; } } } } // IE10 with -ms-touch-action: none, which disables double-tap-to-zoom (issue #97) if (layer.style.msTouchAction === 'none') { return true; } return false; }; /** * Factory method for creating a FastClick object * * @param {Element} layer The layer to listen on * @param {Object} options The options to override the defaults */ FastClick.attach = function(layer, options) { 'use strict'; return new FastClick(layer, options); }; if (typeof define == 'function' && typeof define.amd == 'object' && define.amd) { // AMD. Register as an anonymous module. define(function() { 'use strict'; return FastClick; }); } else if (typeof module !== 'undefined' && module.exports) { module.exports = FastClick.attach; module.exports.FastClick = FastClick; } else { window.FastClick = FastClick; } ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/external/retina.js ================================================ /*! * Retina.js v1.3.0 * * Copyright 2014 Imulus, LLC * Released under the MIT license * * Retina.js is an open source script that makes it easy to serve * high-resolution images to devices with retina displays. */ (function() { var root = (typeof exports === 'undefined' ? window : exports); var config = { // An option to choose a suffix for 2x images retinaImageSuffix : '@2x', // Ensure Content-Type is an image before trying to load @2x image // https://github.com/imulus/retinajs/pull/45) check_mime_type: true, // Resize high-resolution images to original image's pixel dimensions // https://github.com/imulus/retinajs/issues/8 force_original_dimensions: true }; function Retina() {} root.Retina = Retina; Retina.configure = function(options) { if (options === null) { options = {}; } for (var prop in options) { if (options.hasOwnProperty(prop)) { config[prop] = options[prop]; } } }; Retina.init = function(context) { if (context === null) { context = root; } var existing_onload = context.onload || function(){}; context.onload = function() { var images = document.getElementsByTagName('img'), retinaImages = [], i, image; for (i = 0; i < images.length; i += 1) { image = images[i]; if (!!!image.getAttributeNode('data-no-retina')) { image.setAttribute('data-at2x-loaded', true); retinaImages.push(new RetinaImage(image)); } } existing_onload(); }; }; Retina.recheck = function() { var images = document.getElementsByTagName('img'), retinaImages = [], i, image; for (i = 0; i < images.length; i += 1) { image = images[i]; if (!!!image.getAttributeNode('data-no-retina')) { if (!!!image.getAttributeNode('data-at2x-loaded')) { image.setAttribute('data-at2x-loaded', true); retinaImages.push(new RetinaImage(image)); } } } }; Retina.isRetina = function(){ var mediaQuery = '(-webkit-min-device-pixel-ratio: 1.5), (min--moz-device-pixel-ratio: 1.5), (-o-min-device-pixel-ratio: 3/2), (min-resolution: 1.5dppx)'; if (root.devicePixelRatio > 1) { return true; } if (root.matchMedia && root.matchMedia(mediaQuery).matches) { return true; } return false; }; var regexMatch = /\.\w+$/; function suffixReplace (match) { return config.retinaImageSuffix + match; } function RetinaImagePath(path, at_2x_path) { this.path = path || ''; if (typeof at_2x_path !== 'undefined' && at_2x_path !== null) { this.at_2x_path = at_2x_path; this.perform_check = false; } else { if (undefined !== document.createElement) { var locationObject = document.createElement('a'); locationObject.href = this.path; locationObject.pathname = locationObject.pathname.replace(regexMatch, suffixReplace); this.at_2x_path = locationObject.href; } else { var parts = this.path.split('?'); parts[0] = parts[0].replace(regexMatch, suffixReplace); this.at_2x_path = parts.join('?'); } this.perform_check = true; } } root.RetinaImagePath = RetinaImagePath; RetinaImagePath.confirmed_paths = []; RetinaImagePath.prototype.is_external = function() { return !!(this.path.match(/^https?\:/i) && !this.path.match('//' + document.domain) ); }; RetinaImagePath.prototype.check_2x_variant = function(callback) { var http, that = this; if (this.is_external()) { return callback(false); } else if (!this.perform_check && typeof this.at_2x_path !== 'undefined' && this.at_2x_path !== null) { return callback(true); } else if (this.at_2x_path in RetinaImagePath.confirmed_paths) { return callback(true); } else { http = new XMLHttpRequest(); http.open('HEAD', this.at_2x_path); http.onreadystatechange = function() { if (http.readyState !== 4) { return callback(false); } if (http.status >= 200 && http.status <= 399) { if (config.check_mime_type) { var type = http.getResponseHeader('Content-Type'); if (type === null || !type.match(/^image/i)) { return callback(false); } } RetinaImagePath.confirmed_paths.push(that.at_2x_path); return callback(true); } else { return callback(false); } }; http.send(); } }; function RetinaImage(el) { this.el = el; this.path = new RetinaImagePath(this.el.getAttribute('src'), this.el.getAttribute('data-at2x')); var that = this; this.path.check_2x_variant(function(hasVariant) { if (hasVariant) { that.swap(); } }); } root.RetinaImage = RetinaImage; RetinaImage.prototype.swap = function(path) { if (typeof path === 'undefined') { path = this.path.at_2x_path; } var that = this; function load() { if (! that.el.complete) { setTimeout(load, 5); } else { if (config.force_original_dimensions) { that.el.setAttribute('width', that.el.width); that.el.setAttribute('height', that.el.height); } that.el.setAttribute('src', path); } } load(); }; if (Retina.isRetina()) { Retina.init(root); } })(); ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/game.js ================================================ var Game = (function() { 'use strict'; var Game = function() { this.lab = new GameObjects.Lab(); this.research = null; this.workers = null; this.upgrades = null; this.achievements = null; this.allObjects = {lab : this.lab}; this.loaded = false; }; Game.prototype.load = function() { if (this.loaded) { return; } // I know synchronous requests are bad as they will block the browser. // However, I don't see any other reasonable way to do this in order to // make it work with Angular. If you know a way, let me know, and I'll // give you a beer. - Kevin this.research = Helpers.loadFile('json/research.json'); this.workers = Helpers.loadFile('json/workers.json'); this.upgrades = Helpers.loadFile('json/upgrades.json'); this.achievements = Helpers.loadFile('json/achievements.json'); // Turn JSON files into actual game objects and fill map of all objects var _this = this; var makeGameObject = function(type, object) { // It's okay to define this function here since load is only called // once anyway... var o = new type(object); _this.allObjects[o.key] = o; return o; }; this.research = this.research.map( function(r) { return makeGameObject(GameObjects.Research, r); }); this.workers = this.workers.map( function(w) { return makeGameObject(GameObjects.Worker, w); }); this.upgrades = this.upgrades.map( function(u) { return makeGameObject(GameObjects.Upgrade, u); }); this.achievements = this.achievements.map( function(a) { return makeGameObject(GameObjects.Achievement, a); }); // Load states from local store for (var key in this.allObjects) { var o = this.allObjects[key]; o.loadState(ObjectStorage.load(key)); } this.loaded = true; }; Game.prototype.save = function() { // Save every object's state to local storage for (var key in this.allObjects) { ObjectStorage.save(key, this.allObjects[key].state); } }; return {Game : Game}; }()); ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/gameobjects.js ================================================ var GameObjects = (function() { 'use strict'; var GLOBAL_VISIBILITY_THRESHOLD = 0.5; /** @class GameObject * Base class for all objects in the game. This works together with the * saving mechanism. */ var GameObject = function(obj) { this.state = {}; $.extend(this, obj); if (!this.key) { throw 'Error: GameObject has to have a key!'; } }; GameObject.prototype.loadState = function(state) { $.extend(this.state, state); }; /** @class Lab */ var Lab = function() { GameObject.apply(this, [{ key : 'lab', state : { name : 'Give your lab an awesome name!', detector : 1, factor : 5, data : 0, money : 0, reputation : 0, clicks : 0, moneyCollected : 0, moneySpent : 0, dataCollected : 0, dataSpent : 0, time: 0 } }]); }; Lab.prototype = Object.create(GameObject.prototype); Lab.prototype.constructor = Lab; Lab.prototype.getGrant = function() { var addition = this.state.reputation * this.state.factor; this.state.money += addition; this.state.moneyCollected += addition; return addition; }; Lab.prototype.acquireData = function(amount) { this.state.data += amount; this.state.dataCollected += amount; }; Lab.prototype.clickDetector = function() { this.state.clicks += 1; this.acquireData(this.state.detector); }; Lab.prototype.research = function(cost, reputation) { if (this.state.data >= cost) { this.state.data -= cost; this.state.dataSpent += cost; this.state.reputation += reputation; return true; } return false; }; Lab.prototype.buy = function(cost) { if (this.state.money >= cost) { this.state.money -= cost; this.state.moneySpent += cost; return true; } return false; }; /** @class Research */ var Research = function(obj) { GameObject.apply(this, [obj]); this.state.level = 0; this.state.interesting = false; }; Research.prototype = Object.create(GameObject.prototype); Research.prototype.constructor = Research; Research.prototype.isVisible = function(lab) { if (!lab) { return false; } return this.state.level > 0 || lab.state.data >= this.state.cost * GLOBAL_VISIBILITY_THRESHOLD; }; Research.prototype.isAvailable = function(lab) { if (!lab) { return false; } return lab.state.data >= this.state.cost; }; Research.prototype.research = function(lab) { if (lab && lab.research(this.state.cost, this.state.reputation)) { this.state.level++; if (this.state.info_levels.length > 0 && this.state.level === this.state.info_levels[0]) { this.state.interesting = true; this.state.info_levels.splice(0, 1); } var old_cost = this.state.cost; this.state.cost = Math.floor(this.state.cost * this.cost_increase); return old_cost; } return -1; }; Research.prototype.getInfo = function() { if (!this._info) { this._info = Helpers.loadFile(this.info); } this.state.interesting = false; return this._info; }; /** @class Worker * Implement an auto-clicker in the game. */ var Worker = function(obj) { GameObject.apply(this, [obj]); this.state.hired = 0; }; Worker.prototype = Object.create(GameObject.prototype); Worker.prototype.constructor = Worker; Worker.prototype.isVisible = function(lab) { if (!lab) { return false; } return this.state.hired > 0 || lab.state.money >= this.state.cost * GLOBAL_VISIBILITY_THRESHOLD; }; Worker.prototype.isAvailable = function(lab) { if (!lab) { return false; } return lab.state.money >= this.state.cost; }; Worker.prototype.hire = function(lab) { if (lab && lab.buy(this.state.cost)) { this.state.hired++; var cost = this.state.cost; this.state.cost = Math.floor(cost * this.cost_increase); return cost; } return -1; // not enough money }; Worker.prototype.getTotal = function() { return this.state.hired * this.state.rate; }; /** @class Upgrade */ var Upgrade = function(obj) { GameObject.apply(this, [obj]); this.state.visible = false; this.state.used = false; }; Upgrade.prototype = Object.create(GameObject.prototype); Upgrade.prototype.constructor = Upgrade; Upgrade.prototype.meetsRequirements = function(allObjects) { if (!allObjects) { return false; } for (var i = 0; i < this.requirements.length; i++) { var req = this.requirements[i]; if (allObjects[req.key].state[req.property] < req.threshold) { return false; } } return true; }; Upgrade.prototype.isAvailable = function(lab, allObjects) { if (!lab || !allObjects) { return false; } return !this.state.used && lab.state.money >= this.cost && this.meetsRequirements(allObjects); }; Upgrade.prototype.isVisible = function(lab, allObjects) { if (!lab || !allObjects) { return false; } if (!this.state.used && (this.state.visible || lab.state.money >= this.cost * GLOBAL_VISIBILITY_THRESHOLD && this.meetsRequirements(allObjects))) { this._visible = true; return true; } return false; }; Upgrade.prototype.buy = function(lab, allObjects) { if (lab && allObjects && !this.state.used && lab.buy(this.cost)) { for (var i = 0; i < this.targets.length; i++) { var t = this.targets[i]; allObjects[t.key].state[t.property] *= this.factor || 1; allObjects[t.key].state[t.property] += this.constant || 0; } this.state.used = true; // How about actually REMOVING used upgrades? this.state.visible = false; return this.cost; } return -1; }; /** @class Achievement */ var Achievement = function(obj) { GameObject.apply(this, [obj]); this.state.timeAchieved = null; }; Achievement.prototype = Object.create(GameObject.prototype); Achievement.prototype.validate = function(lab, allObjects, saveTime) { if (this.state.timeAchieved) { return true; } if (allObjects.hasOwnProperty(this.targetKey) && allObjects[this.targetKey].state.hasOwnProperty(this.targetProperty) && allObjects[this.targetKey].state[this.targetProperty] >= this.threshold) { this.state.timeAchieved = lab.state.time + new Date().getTime() - saveTime; UI.showAchievement(this); return true; } return false; }; Achievement.prototype.isAchieved = function() { if (this.state.timeAchieved) { return true; } else { return false; } }; // Expose classes in module. return { Lab: Lab, Research: Research, Worker: Worker, Upgrade: Upgrade, Achievement: Achievement }; }()); ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/helpers.js ================================================ /** @module Helpers * Define some useful helpers that are used throughout the game. */ var Helpers = (function () { 'use strict'; /** Load a file (usually JSON). */ var loadFile = function (filename) { var res; $.ajax({ async: false, url : filename, success : function(data) { res = data; } }); return res; }; /** Format a number with proper postfix. */ var formatNumberPostfix = function (number) { if (typeof number !== "number") { return 0; } var prefixes = [ { magnitude: 1e24, label: 'Y' }, { magnitude: 1e21, label: 'Z' }, { magnitude: 1e18, label: 'E' }, { magnitude: 1e15, label: 'P' }, { magnitude: 1e12, label: 'T' }, { magnitude: 1e9, label: 'B' }, { magnitude: 1e6, label: 'M' }, { magnitude: 1e3, label: 'k' } ]; var abs = Math.abs(number); for (var i = 0; i < prefixes.length; i++) { if (abs >= prefixes[i].magnitude) { return (number / prefixes[i].magnitude).toFixed(1) + prefixes[i].label; } } return number; } var formatTime = function (msec) { var totals = Math.ceil(msec / 1000); var days = Math.floor(totals / (24 * 60 * 60)); var hours = Math.floor((totals % (24 * 60 * 60)) / (60 * 60)); var totalmin = (totals % (24 * 60 * 60)) % (60 * 60); var mins = Math.floor(totalmin / 60); var secs = totalmin % 60; var str = []; if (days > 0) { str.push(days + ' day' + (days % 100 == 1 ? '' : 's')); } if (hours > 0) { str.push(hours + ' h'); } if (mins > 0) { str.push(mins + ' min'); } if (secs > 0) { str.push(secs + ' s'); } return str.join(', '); }; var saveVersion = '1.0'; var validateSaveVersion = function () { var ver = ObjectStorage.load('saveVersion'); if (typeof ver === 'undefined' || ver != saveVersion) { ObjectStorage.clear(); ObjectStorage.save('saveVersion', saveVersion); } }; return { loadFile: loadFile, formatNumberPostfix: formatNumberPostfix, formatTime: formatTime, validateSaveVersion: validateSaveVersion, analytics: '' }; })(); ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/histogram.js ================================================ function draw_hist(ident, vals) { // A formatter for counts. var formatCount = d3.format(",0d"); var margin = {top: 10, right: 30, bottom: 30, left: 30}, width = 400 - margin.left - margin.right, height = 200 - margin.top - margin.bottom; var x = d3.scale.linear() .domain([-5, 5]) .range([0, width]); // Generate a histogram using twenty uniformly-spaced bins. var data = d3.layout.histogram() .bins(x.ticks(20)) (vals); var y = d3.scale.linear() .domain([0, d3.max(data, function(d) { return d.y + Math.sqrt(d.y); })]) .range([height, 0]); correction = y(0); var xAxis = d3.svg.axis() .scale(x) .ticks(3) .tickFormat(function(d) { return '';}) .orient("bottom"); var yAxis = d3.svg.axis() .scale(y) .ticks(4) //.tickFormat(function(d) { return ''; }) .orient("left"); var svg = d3.select(ident).append("svg") .attr("width", width + margin.left + margin.right) .attr("height", height + margin.top + margin.bottom) .append("g") .attr("transform", "translate(" + margin.left + "," + margin.top + ")"); var bar = svg.selectAll(".bar") .data(data) .enter().append("svg:circle") .attr("stroke", "black") .attr("fill", function(d, i) { return "black" }) .attr("transform", function(d) { return "translate(" + x(d.x) + "," + y(d.y) + ")"; }) .attr("r", function(d, i) { return 1 }); svg.selectAll(".bar") .data(data) .enter().append("svg:line") .attr("x1", 0) .attr("x2", 0) .attr("y1", function(d) { return y(Math.sqrt(d.y))-correction; }) .attr("y2", function(d) { return -y(Math.sqrt(d.y))+correction; }) .attr("transform", function(d) { return "translate(" + x(d.x) + "," + y(d.y) + ")"; }) .attr("stroke", "black") .attr("stroke-width", 1) svg.selectAll(".bar") .data(data) .enter().append("svg:line") .attr("x1", -2) .attr("x2", 2) .attr("y1", function(d) { return y(Math.sqrt(d.y))-correction; }) .attr("y2", function(d) { return y(Math.sqrt(d.y))-correction; }) .attr("transform", function(d) { return "translate(" + x(d.x) + "," + y(d.y) + ")"; }) .attr("stroke", "black") .attr("stroke-width", 1) svg.selectAll(".bar") .data(data) .enter().append("svg:line") .attr("x1", -2) .attr("x2", 2) .attr("y1", function(d) { return -y(Math.sqrt(d.y))+correction; }) .attr("y2", function(d) { return -y(Math.sqrt(d.y))+correction; }) .attr("transform", function(d) { return "translate(" + x(d.x) + "," + y(d.y) + ")"; }) .attr("stroke", "black") .attr("stroke-width", 1) bar.append("rect") .attr("x", 1) .attr("width", x(data[0].dx)) .attr("height", function(d) { return height - y(d.y); }); svg.append("g") .attr("class", "x axis") .attr("transform", "translate(0," + (height ) + ")") .call(xAxis); svg.append("text") .attr("class", "x label") .attr("text-anchor", "end") .attr("x", width) .attr("y", height + 20) .text("m (GeV)"); svg.append("g") .attr("class", "y axis") .attr("transform", "translate(0, 0)") .call(yAxis); svg.append("text") .attr("class", "y label") .attr("text-anchor", "end") .attr("y", -20) .attr("dy", "-1em") .attr("dx", "-0.5em") .attr("transform", "rotate(-90)") .text("events"); return svg; } function Histogram(ident) { // TODO: Allow for arbitrary numbers of events this.values = []; draw_hist(ident, []); this.add_events = function(num) { var new_vals = d3.range(num).map(d3.random.normal(0, 1)); this.values = $.merge(this.values, new_vals); d3.select(ident).select("svg").remove(); draw_hist(ident, this.values); } this.clear = function() { d3.select(ident).select("svg").remove(); this.values = []; draw_hist(ident, []); } } ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/storage.js ================================================ /** Allows to save objects to HTML5 local storage. * However, it can only save properties, not functions. */ var ObjectStorage = (function() { 'use strict'; try { var _s = localStorage; return { save : function(key, item) { _s.setItem(key, JSON.stringify(item, function(key, val) { if (key == '$$hashKey') { return undefined; } return val; })); }, load : function(key) { return JSON.parse(_s.getItem(key)); }, clear : function() { _s.clear(); } }; } catch (e) { alert('There is no local storage for you.' + ' If you refresh the page, all progress will be lost'); return { save : function(key, item) {}, load : function(key) { return null; }, clear : function() {} }; }; }()); ================================================ FILE: main/gams/gfiles/html5/particleclicker/js/ui.js ================================================ 'use strict'; /** Define UI specific stuff. */ var UI = (function () { /** Resize the scrollable containers and make sure they are resized whenever * the window is resized. * Also introduce FastClick for faster clicking on mobile. */ $(function() { FastClick.attach(document.body); var resize = function() { var h = $(window).height(); var offset = 111; if ($(window).width() < 992) { offset = 112; } $('.scrollable').height(h - offset + 'px'); var types = ['research', 'hr', 'upgrades']; if ($(window).width() < 992) { for (var i = 0; i < types.length; i++) { if ($('#' + types[i] + 'Content').parent().attr('id') == types[i] + 'Large') { $('#' + types[i] + 'Content').detach().appendTo('#' + types[i]); } } } else { for (var i = 0; i < types.length; i++) { if ($('#' + types[i] + 'Content').parent().attr('id') != types[i] + 'Large') { $('#' + types[i] + 'Content').detach().appendTo('#' + types[i] + 'Large'); } } } if ($(window).width() < 600) { var newWidth = Math.max($(window).width() - ($(window).height() - 90 + 10), 300); $('#column-lab').width($(window).width() - newWidth); $('#column-tabs').width(newWidth); } else { $('#column-lab').removeAttr('style'); $('#column-tabs').removeAttr('style'); } if ($(window).width() >= 1200) { if (detector.width != 500) { $('#detector').width(500).height(500); detector.init(500); } } else if ($(window).width() < 768 && $(window).height() - 90 < 300) { var newWidth = $(window).width() - Math.max($(window).width() - ($(window).height() - 90 + 10), 300) - 10; if (detector.width != newWidth) { $('#detector').width(newWidth).height(newWidth); detector.init(newWidth); } } else if ($(window).width() < 992) { if (detector.width != 300) { $('#detector').width(300).height(300); detector.init(300); } } else { if (detector.width != 400) { $('#detector').width(400).height(400); detector.init(400); } } } $(window).resize(resize); resize(); }); /** Show a bootstrap modal with dynamic content. */ var showModal = function(title, text, level) { var $modal = $('#infoBox'); $modal.find('#infoBoxLabel').html(title); $modal.find('.modal-body').html(text); $modal.modal({show: true}); }; /** Display only the elements with data-min-level above a certain * threshold. */ var showLevels = function(level) { $('#infoBox').find('[data-min-level]').each(function() { if (level >= $(this).data('min-level')) { $(this).show(); } else { $(this).hide(); } }); }; var showUpdateValue = function(ident, num) { if (num != 0) { var formatted = Helpers.formatNumberPostfix(num); var insert; if (num > 0) { insert = $("
    ") .attr("class", "update-plus") .html("+" + formatted); } else { insert = $("
    ") .attr("class", "update-minus") .html(formatted); } showUpdate(ident, insert); } } var showUpdate = function(ident, insert) { var elem = $(ident); elem.append(insert); insert.animate({ "bottom":"+=30px", "opacity": 0 }, { duration: 500, complete: function() { $(this).remove(); }}); } var showAchievement = function(obj) { var alert = ''; alert = $(alert); $('#achievements-container').prepend(alert); var remove = function(a) { return function() { a.slideUp(300, function() { a.remove(); }); }; }; window.setTimeout(remove(alert), 2000); } if (typeof $.cookie('cookielaw') === 'undefined') { var alert = ''; alert = $(alert); alert.find('button').click(function () { $.cookie('cookielaw', 'informed', { expires: 365 }); $('#cookielaw').slideUp(300, function() { $('#cookielaw').remove(); }); }) $('#messages-container').append(alert); } if (typeof $.cookie('cern60') === 'undefined') { var alert = ''; alert = $(alert); alert.find('button').click(function () { $.cookie('cern60', 'closed', { expires: 365 }); $('#cern60').slideUp(300, function() { $('#cern60').remove(); }); }) $('#messages-container').append(alert); } return { showAchievement: showAchievement, showModal: showModal, showLevels: showLevels, showUpdateValue: showUpdateValue } })(); // I don't know what this is for, so I leave it here for the moment... (function() { var hidden = "hidden"; // Standards: if (hidden in document) document.addEventListener("visibilitychange", onchange); else if ((hidden = "mozHidden") in document) document.addEventListener("mozvisibilitychange", onchange); else if ((hidden = "webkitHidden") in document) document.addEventListener("webkitvisibilitychange", onchange); else if ((hidden = "msHidden") in document) document.addEventListener("msvisibilitychange", onchange); // IE 9 and lower: else if ('onfocusin' in document) document.onfocusin = document.onfocusout = onchange; // All others: else window.onpageshow = window.onpagehide = window.onfocus = window.onblur = onchange; function onchange (evt) { var v = 'visible', h = 'hidden', evtMap = { focus:v, focusin:v, pageshow:v, blur:h, focusout:h, pagehide:h }; evt = evt || window.event; if (evt.type in evtMap) detector.visible = evtMap[evt.type] == 'visible'; else detector.visible = !this[hidden]; } })(); ================================================ FILE: main/gams/gfiles/html5/particleclicker/json/achievements.json ================================================ [ { "description": "CP violation discovery!", "icon": "fa-cogs", "key": "achievement-research-cpv-1", "threshold": 1, "targetKey": "research-cpv", "targetProperty": "level" }, { "description": "J/\u03c8 discovery!", "icon": "fa-cogs", "key": "achievement-research-jpsi-1", "threshold": 1, "targetKey": "research-jpsi", "targetProperty": "level" }, { "description": "\u03c4 lepton discovery!", "icon": "fa-cogs", "key": "achievement-research-tau-1", "threshold": 1, "targetKey": "research-tau", "targetProperty": "level" }, { "description": "Beauty quark discovery!", "icon": "fa-cogs", "key": "achievement-research-beauty-1", "threshold": 1, "targetKey": "research-beauty", "targetProperty": "level" }, { "description": "Gluons discovery!", "icon": "fa-cogs", "key": "achievement-research-gluons-1", "threshold": 1, "targetKey": "research-gluons", "targetProperty": "level" }, { "description": "W and Z boson discovery!", "icon": "fa-cogs", "key": "achievement-research-weak-1", "threshold": 1, "targetKey": "research-weak", "targetProperty": "level" }, { "description": "Top quark discovery!", "icon": "fa-cogs", "key": "achievement-research-top-1", "threshold": 1, "targetKey": "research-top", "targetProperty": "level" }, { "description": "B oscillation discovery!", "icon": "fa-cogs", "key": "achievement-research-boscillations-1", "threshold": 1, "targetKey": "research-boscillations", "targetProperty": "level" }, { "description": "Higgs boson discovery!", "icon": "fa-cogs", "key": "achievement-research-higgs-1", "threshold": 1, "targetKey": "research-higgs", "targetProperty": "level" }, { "description": "D*s\u207b discovery!", "icon": "fa-cogs", "key": "achievement-research-dstars-1", "threshold": 1, "targetKey": "research-dstars", "targetProperty": "level" }, { "description": "\u039eb'- and \u039eb*- discovery!", "icon": "fa-cogs", "key": "achievement-research-xib-1", "threshold": 1, "targetKey": "research-xib", "targetProperty": "level" }, { "description": "CP violation research level 5!", "icon": "fa-cogs", "key": "achievement-research-cpv-5", "targetProperty": "level", "targetKey": "research-cpv", "threshold": 5 }, { "description": "CP violation research level 25!", "icon": "fa-cogs", "key": "achievement-research-cpv-25", "targetProperty": "level", "targetKey": "research-cpv", "threshold": 25 }, { "description": "CP violation research level 50!", "icon": "fa-cogs", "key": "achievement-research-cpv-50", "targetProperty": "level", "targetKey": "research-cpv", "threshold": 50 }, { "description": "CP violation research level 100!", "icon": "fa-cogs", "key": "achievement-research-cpv-100", "targetProperty": "level", "targetKey": "research-cpv", "threshold": 100 }, { "description": "J/\u03c8 research level 5!", "icon": "fa-cogs", "key": "achievement-research-jpsi-5", "targetProperty": "level", "targetKey": "research-jpsi", "threshold": 5 }, { "description": "J/\u03c8 research level 25!", "icon": "fa-cogs", "key": "achievement-research-jpsi-25", "targetProperty": "level", "targetKey": "research-jpsi", "threshold": 25 }, { "description": "J/\u03c8 research level 50!", "icon": "fa-cogs", "key": "achievement-research-jpsi-50", "targetProperty": "level", "targetKey": "research-jpsi", "threshold": 50 }, { "description": "J/\u03c8 research level 100!", "icon": "fa-cogs", "key": "achievement-research-jpsi-100", "targetProperty": "level", "targetKey": "research-jpsi", "threshold": 100 }, { "description": "\u03c4 lepton research level 5!", "icon": "fa-cogs", "key": "achievement-research-tau-5", "targetProperty": "level", "targetKey": "research-tau", "threshold": 5 }, { "description": "\u03c4 lepton research level 25!", "icon": "fa-cogs", "key": "achievement-research-tau-25", "targetProperty": "level", "targetKey": "research-tau", "threshold": 25 }, { "description": "\u03c4 lepton research level 50!", "icon": "fa-cogs", "key": "achievement-research-tau-50", "targetProperty": "level", "targetKey": "research-tau", "threshold": 50 }, { "description": "\u03c4 lepton research level 100!", "icon": "fa-cogs", "key": "achievement-research-tau-100", "targetProperty": "level", "targetKey": "research-tau", "threshold": 100 }, { "description": "Beauty quark research level 5!", "icon": "fa-cogs", "key": "achievement-research-beauty-5", "targetProperty": "level", "targetKey": "research-beauty", "threshold": 5 }, { "description": "Beauty quark research level 25!", "icon": "fa-cogs", "key": "achievement-research-beauty-25", "targetProperty": "level", "targetKey": "research-beauty", "threshold": 25 }, { "description": "Beauty quark research level 50!", "icon": "fa-cogs", "key": "achievement-research-beauty-50", "targetProperty": "level", "targetKey": "research-beauty", "threshold": 50 }, { "description": "Beauty quark research level 100!", "icon": "fa-cogs", "key": "achievement-research-beauty-100", "targetProperty": "level", "targetKey": "research-beauty", "threshold": 100 }, { "description": "Gluons research level 5!", "icon": "fa-cogs", "key": "achievement-research-gluons-5", "targetProperty": "level", "targetKey": "research-gluons", "threshold": 5 }, { "description": "Gluons research level 25!", "icon": "fa-cogs", "key": "achievement-research-gluons-25", "targetProperty": "level", "targetKey": "research-gluons", "threshold": 25 }, { "description": "Gluons research level 50!", "icon": "fa-cogs", "key": "achievement-research-gluons-50", "targetProperty": "level", "targetKey": "research-gluons", "threshold": 50 }, { "description": "Gluons research level 100!", "icon": "fa-cogs", "key": "achievement-research-gluons-100", "targetProperty": "level", "targetKey": "research-gluons", "threshold": 100 }, { "description": "W and Z boson research level 5!", "icon": "fa-cogs", "key": "achievement-research-weak-5", "targetProperty": "level", "targetKey": "research-weak", "threshold": 5 }, { "description": "W and Z boson research level 25!", "icon": "fa-cogs", "key": "achievement-research-weak-25", "targetProperty": "level", "targetKey": "research-weak", "threshold": 25 }, { "description": "W and Z boson research level 50!", "icon": "fa-cogs", "key": "achievement-research-weak-50", "targetProperty": "level", "targetKey": "research-weak", "threshold": 50 }, { "description": "W and Z boson research level 100!", "icon": "fa-cogs", "key": "achievement-research-weak-100", "targetProperty": "level", "targetKey": "research-weak", "threshold": 100 }, { "description": "Top quark research level 5!", "icon": "fa-cogs", "key": "achievement-research-top-5", "targetProperty": "level", "targetKey": "research-top", "threshold": 5 }, { "description": "Top quark research level 25!", "icon": "fa-cogs", "key": "achievement-research-top-25", "targetProperty": "level", "targetKey": "research-top", "threshold": 25 }, { "description": "Top quark research level 50!", "icon": "fa-cogs", "key": "achievement-research-top-50", "targetProperty": "level", "targetKey": "research-top", "threshold": 50 }, { "description": "Top quark research level 100!", "icon": "fa-cogs", "key": "achievement-research-top-100", "targetProperty": "level", "targetKey": "research-top", "threshold": 100 }, { "description": "B oscillation research level 5!", "icon": "fa-cogs", "key": "achievement-research-boscillations-5", "targetProperty": "level", "targetKey": "research-boscillations", "threshold": 5 }, { "description": "B oscillation research level 25!", "icon": "fa-cogs", "key": "achievement-research-boscillations-25", "targetProperty": "level", "targetKey": "research-boscillations", "threshold": 25 }, { "description": "B oscillation research level 50!", "icon": "fa-cogs", "key": "achievement-research-boscillations-50", "targetProperty": "level", "targetKey": "research-boscillations", "threshold": 50 }, { "description": "B oscillation research level 100!", "icon": "fa-cogs", "key": "achievement-research-boscillations-100", "targetProperty": "level", "targetKey": "research-boscillations", "threshold": 100 }, { "description": "Higgs boson research level 5!", "icon": "fa-cogs", "key": "achievement-research-higgs-5", "targetProperty": "level", "targetKey": "research-higgs", "threshold": 5 }, { "description": "Higgs boson research level 25!", "icon": "fa-cogs", "key": "achievement-research-higgs-25", "targetProperty": "level", "targetKey": "research-higgs", "threshold": 25 }, { "description": "Higgs boson research level 50!", "icon": "fa-cogs", "key": "achievement-research-higgs-50", "targetProperty": "level", "targetKey": "research-higgs", "threshold": 50 }, { "description": "Higgs boson research level 100!", "icon": "fa-cogs", "key": "achievement-research-higgs-100", "targetProperty": "level", "targetKey": "research-higgs", "threshold": 100 }, { "description": "D*s\u207b research level 5!", "icon": "fa-cogs", "key": "achievement-research-dstars-5", "targetProperty": "level", "targetKey": "research-dstars", "threshold": 5 }, { "description": "D*s\u207b research level 25!", "icon": "fa-cogs", "key": "achievement-research-dstars-25", "targetProperty": "level", "targetKey": "research-dstars", "threshold": 25 }, { "description": "D*s\u207b research level 50!", "icon": "fa-cogs", "key": "achievement-research-dstars-50", "targetProperty": "level", "targetKey": "research-dstars", "threshold": 50 }, { "description": "D*s\u207b research level 100!", "icon": "fa-cogs", "key": "achievement-research-dstars-100", "targetProperty": "level", "targetKey": "research-dstars", "threshold": 100 }, { "description": "\u039eb'- and \u039eb*- research level 5!", "icon": "fa-cogs", "key": "achievement-research-xib-5", "targetProperty": "level", "targetKey": "research-xib", "threshold": 5 }, { "description": "\u039eb'- and \u039eb*- research level 25!", "icon": "fa-cogs", "key": "achievement-research-xib-25", "targetProperty": "level", "targetKey": "research-xib", "threshold": 25 }, { "description": "\u039eb'- and \u039eb*- research level 50!", "icon": "fa-cogs", "key": "achievement-research-xib-50", "targetProperty": "level", "targetKey": "research-xib", "threshold": 50 }, { "description": "\u039eb'- and \u039eb*- research level 100!", "icon": "fa-cogs", "key": "achievement-research-xib-100", "targetProperty": "level", "targetKey": "research-xib", "threshold": 100 }, { "description": "The first Master Students hired!", "icon": "fa-user", "key": "achievement-workers-masterstudents-1", "threshold": 1, "targetKey": "workers-masterstudents", "targetProperty": "hired" }, { "description": "The first PhD Students hired!", "icon": "fa-user", "key": "achievement-workers-phdstudents-1", "threshold": 1, "targetKey": "workers-phdstudents", "targetProperty": "hired" }, { "description": "The first Postdocs hired!", "icon": "fa-user", "key": "achievement-workers-postdocs-1", "threshold": 1, "targetKey": "workers-postdocs", "targetProperty": "hired" }, { "description": "The first Research Fellows hired!", "icon": "fa-user", "key": "achievement-workers-fellows-1", "threshold": 1, "targetKey": "workers-fellows", "targetProperty": "hired" }, { "description": "The first Permanent Staff hired!", "icon": "fa-user", "key": "achievement-workers-permanent-1", "threshold": 1, "targetKey": "workers-permanent", "targetProperty": "hired" }, { "description": "The first Tenured Professors hired!", "icon": "fa-user", "key": "achievement-workers-profs-1", "threshold": 1, "targetKey": "workers-profs", "targetProperty": "hired" }, { "description": "The first Nobel Laureates hired!", "icon": "fa-user", "key": "achievement-workers-nobel-1", "threshold": 1, "targetKey": "workers-nobel", "targetProperty": "hired" }, { "description": "The first Summer Students hired!", "icon": "fa-user", "key": "achievement-workers-summies-1", "threshold": 1, "targetKey": "workers-summies", "targetProperty": "hired" }, { "description": "5 Master Students working for you!", "icon": "fa-users", "key": "achievement-workers-masterstudents-5", "targetProperty": "hired", "targetKey": "workers-masterstudents", "threshold": 5 }, { "description": "25 Master Students working for you!", "icon": "fa-users", "key": "achievement-workers-masterstudents-25", "targetProperty": "hired", "targetKey": "workers-masterstudents", "threshold": 25 }, { "description": "50 Master Students working for you!", "icon": "fa-users", "key": "achievement-workers-masterstudents-50", "targetProperty": "hired", "targetKey": "workers-masterstudents", "threshold": 50 }, { "description": "100 Master Students working for you!", "icon": "fa-users", "key": "achievement-workers-masterstudents-100", "targetProperty": "hired", "targetKey": "workers-masterstudents", "threshold": 100 }, { "description": "5 PhD Students working for you!", "icon": "fa-users", "key": "achievement-workers-phdstudents-5", "targetProperty": "hired", "targetKey": "workers-phdstudents", "threshold": 5 }, { "description": "25 PhD Students working for you!", "icon": "fa-users", "key": "achievement-workers-phdstudents-25", "targetProperty": "hired", "targetKey": "workers-phdstudents", "threshold": 25 }, { "description": "50 PhD Students working for you!", "icon": "fa-users", "key": "achievement-workers-phdstudents-50", "targetProperty": "hired", "targetKey": "workers-phdstudents", "threshold": 50 }, { "description": "100 PhD Students working for you!", "icon": "fa-users", "key": "achievement-workers-phdstudents-100", "targetProperty": "hired", "targetKey": "workers-phdstudents", "threshold": 100 }, { "description": "5 Postdocs working for you!", "icon": "fa-users", "key": "achievement-workers-postdocs-5", "targetProperty": "hired", "targetKey": "workers-postdocs", "threshold": 5 }, { "description": "25 Postdocs working for you!", "icon": "fa-users", "key": "achievement-workers-postdocs-25", "targetProperty": "hired", "targetKey": "workers-postdocs", "threshold": 25 }, { "description": "50 Postdocs working for you!", "icon": "fa-users", "key": "achievement-workers-postdocs-50", "targetProperty": "hired", "targetKey": "workers-postdocs", "threshold": 50 }, { "description": "100 Postdocs working for you!", "icon": "fa-users", "key": "achievement-workers-postdocs-100", "targetProperty": "hired", "targetKey": "workers-postdocs", "threshold": 100 }, { "description": "5 Research Fellows working for you!", "icon": "fa-users", "key": "achievement-workers-fellows-5", "targetProperty": "hired", "targetKey": "workers-fellows", "threshold": 5 }, { "description": "25 Research Fellows working for you!", "icon": "fa-users", "key": "achievement-workers-fellows-25", "targetProperty": "hired", "targetKey": "workers-fellows", "threshold": 25 }, { "description": "50 Research Fellows working for you!", "icon": "fa-users", "key": "achievement-workers-fellows-50", "targetProperty": "hired", "targetKey": "workers-fellows", "threshold": 50 }, { "description": "100 Research Fellows working for you!", "icon": "fa-users", "key": "achievement-workers-fellows-100", "targetProperty": "hired", "targetKey": "workers-fellows", "threshold": 100 }, { "description": "5 Permanent Staff working for you!", "icon": "fa-users", "key": "achievement-workers-permanent-5", "targetProperty": "hired", "targetKey": "workers-permanent", "threshold": 5 }, { "description": "25 Permanent Staff working for you!", "icon": "fa-users", "key": "achievement-workers-permanent-25", "targetProperty": "hired", "targetKey": "workers-permanent", "threshold": 25 }, { "description": "50 Permanent Staff working for you!", "icon": "fa-users", "key": "achievement-workers-permanent-50", "targetProperty": "hired", "targetKey": "workers-permanent", "threshold": 50 }, { "description": "100 Permanent Staff working for you!", "icon": "fa-users", "key": "achievement-workers-permanent-100", "targetProperty": "hired", "targetKey": "workers-permanent", "threshold": 100 }, { "description": "5 Tenured Professors working for you!", "icon": "fa-users", "key": "achievement-workers-profs-5", "targetProperty": "hired", "targetKey": "workers-profs", "threshold": 5 }, { "description": "25 Tenured Professors working for you!", "icon": "fa-users", "key": "achievement-workers-profs-25", "targetProperty": "hired", "targetKey": "workers-profs", "threshold": 25 }, { "description": "50 Tenured Professors working for you!", "icon": "fa-users", "key": "achievement-workers-profs-50", "targetProperty": "hired", "targetKey": "workers-profs", "threshold": 50 }, { "description": "100 Tenured Professors working for you!", "icon": "fa-users", "key": "achievement-workers-profs-100", "targetProperty": "hired", "targetKey": "workers-profs", "threshold": 100 }, { "description": "5 Nobel Laureates working for you!", "icon": "fa-users", "key": "achievement-workers-nobel-5", "targetProperty": "hired", "targetKey": "workers-nobel", "threshold": 5 }, { "description": "25 Nobel Laureates working for you!", "icon": "fa-users", "key": "achievement-workers-nobel-25", "targetProperty": "hired", "targetKey": "workers-nobel", "threshold": 25 }, { "description": "50 Nobel Laureates working for you!", "icon": "fa-users", "key": "achievement-workers-nobel-50", "targetProperty": "hired", "targetKey": "workers-nobel", "threshold": 50 }, { "description": "100 Nobel Laureates working for you!", "icon": "fa-users", "key": "achievement-workers-nobel-100", "targetProperty": "hired", "targetKey": "workers-nobel", "threshold": 100 }, { "description": "5 Summer Students working for you!", "icon": "fa-users", "key": "achievement-workers-summies-5", "targetProperty": "hired", "targetKey": "workers-summies", "threshold": 5 }, { "description": "25 Summer Students working for you!", "icon": "fa-users", "key": "achievement-workers-summies-25", "targetProperty": "hired", "targetKey": "workers-summies", "threshold": 25 }, { "description": "50 Summer Students working for you!", "icon": "fa-users", "key": "achievement-workers-summies-50", "targetProperty": "hired", "targetKey": "workers-summies", "threshold": 50 }, { "description": "100 Summer Students working for you!", "icon": "fa-users", "key": "achievement-workers-summies-100", "targetProperty": "hired", "targetKey": "workers-summies", "threshold": 100 }, { "description": "Your first click!", "icon": "fa-hand-o-up", "key": "achievement-clicks-1", "threshold": 1, "targetKey": "lab", "targetProperty": "clicks" }, { "description": "100 clicks!", "icon": "fa-hand-o-up", "key": "achievement-clicks-100", "targetProperty": "clicks", "targetKey": "lab", "threshold": 100 }, { "description": "1k clicks!", "icon": "fa-hand-o-up", "key": "achievement-clicks-1k", "targetProperty": "clicks", "targetKey": "lab", "threshold": 1000 }, { "description": "10k clicks!", "icon": "fa-hand-o-up", "key": "achievement-clicks-10k", "targetProperty": "clicks", "targetKey": "lab", "threshold": 10000 }, { "description": "100k clicks!", "icon": "fa-hand-o-up", "key": "achievement-clicks-100k", 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!function(){const e=[];e[0]={sF:"void title(vec2 u,inout float r){float w=0.05;dL(r,u,vec2(-0.5,0.73),vec2(-0.5,0.51),w);dL(r,u,vec2(-0.21,0.6),vec2(-0.21,0.72),w);dL(r,u,vec2(-0.09,0.6),vec2(-0.09,0.72),w);dL(r,u,vec2(0.37,0.71),vec2(0.37,0.51),w);dL(r,u,vec2(0.38,0.61),vec2(0.48,0.61),w);dL(r,u,vec2(0.49,0.71),vec2(0.49,0.51),w);dL(r,u,vec2(-0.5,0.38),vec2(-0.5,0.14),w);dL(r,u,vec2(-0.22,0.15),vec2(-0.16,0.37),w);dL(r,u,vec2(-0.16,0.37),vec2(-0.08,0.15),w);dL(r,u,vec2(-0.19,0.26),vec2(-0.12,0.26),w);dL(r,u,vec2(0.37,0.37),vec2(0.37,0.14),w);dL(r,u,vec2(0.42,0.25),vec2(0.49,0.37),w);dL(r,u,vec2(0.42,0.25),vec2(0.49,0.14),w);w=1.5;dD(r,u,vec2(-0.42,0.67),0.06,0.5,0.64,w);dD(r,u,vec2(-0.15,0.57),0.06,0.75,0.52,w);dD(r,u,vec2(0.15,0.66),0.06,0.11,0.64,w);dD(r,u,vec2(0.15,0.55),0.06,0.63,0.64,w);dD(r,u,vec2(-0.42,0.21),0.06,0.5,0.64,w);dD(r,u,vec2(-0.43,0.33),0.05,0.5,0.64,w);w=1.0;dD(r,u,vec2(0.17,0.25),0.11,0.,0.56,w);}float tH(vec2 u){float r=-1.;title(u,r);fT(u,r);return r;}vec2 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w=0.05;dL(r,u,vec2(-0.98,-0.55),vec2(0.,-0.32),w);dL(r,u,vec2(-0.69,-0.97),vec2(0.31,-0.74),w);dL(r,u,vec2(0.98,-0.43),vec2(0.64,-0.43),w);dL(r,u,vec2(0.64,-0.43),vec2(-0.04,0.23),w);dL(r,u,vec2(-0.04,0.23),vec2(-0.94,0.02),w);dL(r,u,vec2(0.97,0.06),vec2(0.97,0.97),w);dL(r,u,vec2(0.97,0.97),vec2(0.42,0.97),w);dL(r,u,vec2(0.42,0.97),vec2(0.44,0.24),w);dL(r,u,vec2(0.44,0.25),vec2(-0.13,0.84),w);fT(u,r);return r;}vec2 wC(vec2 u){vec2 v=vec2(.0);drawCurrent(v,u,vec2(0.63,0.01),vec2(2.53,1.33),vec2(0.,-1.)*.3);drawCurrent(v,u,vec2(-0.63,-0.61),vec2(2.64,2.94),vec2(1.,0.03)*.3);return v;}vec4 oS(vec2 u){vec4 r=vec4(0.);vec2 a;float w=0.05;r+= drawBoat(r,u,vec2(0.75,0.76),7.68)*bC();a=(u+vec2(0.04,-0.46))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(0.15,-0.33))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(-0.13,-0.24))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(-0.38,-0.3))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(-0.68,-0.31))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(-0.55,-0.1))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(-0.19,-0.01))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(0.17,-0.13))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(0.3,-0.59))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(0.44,-0.47))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(-0.59,0.27))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(-0.65,0.48))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(-0.34,0.67))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(-0.16,0.67))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(-0.21,0.39))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(0.12,0.31))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(0.26,0.07))*(1./0.03);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);return r;}vec4 mD(vec2 u){vec4 r=tH(u)*vec4(.7,.7,.6,1.)+.3;r=max(r,vec4(.2,.3,.4,.0)-.1*fn(u*64.,6.3,4.));fD(u,r);return r;}",wQ:.5,bC:[100,170,100,1],dC:[-1,1]},e[5]={sF:"float tH(vec2 u){float r=-1.;float w=0.24;dD(r,u,vec2(0.33,-0.34),0.25,0.63,0.24,w);w=0.1;dD(r,u,vec2(0.31,-0.33),0.6,0.63,0.24,w);w=0.03;dL(r,u,vec2(0.32,-0.93),vec2(-0.75,-0.93),w);dL(r,u,vec2(-0.75,-0.59),vec2(0.34,-0.59),w);dL(r,u,vec2(0.91,-0.37),vec2(0.98,0.7),w);dL(r,u,vec2(0.58,-0.36),vec2(0.65,0.7),w);fT(u,r);return r;}vec2 wC(vec2 u){vec2 v=vec2(0.);return v;}vec4 oS(vec2 u){vec4 r=vec4(0.);vec2 a;a=(u+vec2(0.6,0.4))/0.1;r+= float(1.-length(a)>=0.)*vec4(.7,.4,.4,1.);a=(u+vec2(0.8,0.75))/0.1;r+= float(1.-length(a)>=0.)*bC();a=(u+vec2(0.5,0.75))/0.1;r+= float(1.-length(a)>=0.)*vec4(.6,.3,.6,1.);a=(u+vec2(0.2,0.75))/0.1;r+= float(1.-length(a)>=0.)*vec4(.8,.8,.4,1.);a=(u+vec2(-0.1,0.75))/0.1;r+= float(1.-length(a)>=0.)*bC();a=(u+vec2(-0.4,0.75))/0.1;r+= float(1.-length(a)>=0.)*vec4(.4,.4,.7,1.);r+= float(abs(u.y+.1)<.05)*vec4(.6,.3,.6,1.);r+= float(abs(u.y-.2)<.05)*vec4(.8,.8,.4,1.);r+= float(abs(u.y-.5)<.05)*vec4(.7,.4,.4,1.);return r;}vec4 mD(vec2 u){vec4 r=tH(u)*vec4(.7,.7,.6,1.)+.3;r=max(r,vec4(.2,.3,.4,.0)-.1*fn(u*64.,6.3,4.));fD(u,r);return r;}",wQ:.8,bC:[100,170,100,1],dC:[1,1],bL:[{w:100,h:80,l:0,t:0}]},e[6]={sF:"float tH(vec2 u){float r=-1.;float w=0.15;dD(r,u,vec2(-0.13,0.09),0.69,0.14,0.24,w);dD(r,u,vec2(-0.14,0.1),0.68,0.39,0.24,w);w=0.24;dD(r,u,vec2(-0.09,0.12),0.42,0.14,0.24,w);dD(r,u,vec2(-0.1,0.13),0.41,0.40,0.26,w);w=0.05;dL(r,u,vec2(-0.81,0.2),vec2(-0.81,-0.3),w);dL(r,u,vec2(-0.51,0.19),vec2(-0.52,-0.3),w);dL(r,u,vec2(0.3,0.12),vec2(0.3,-0.29),w);dL(r,u,vec2(0.54,0.06),vec2(0.53,-0.29),w);fT(u,r);return r;}vec4 oS(vec2 u){vec4 r=vec4(0.);float w=0.05;vec4 color=vec4(.8,.8,.1,1.);vec2 a=(u+vec2(0.14,-0.65))*(1./0.09);r+= float(1.-length(a)>=0.)*vec4(.8,.8,.1,1.);a=(u+vec2(-0.42,0.13))*(1./0.08);r+= float(1.-length(a)>=0.)*vec4(.6,.4,.4,1.);a=(u+vec2(-0.41,-0.22))*(1./0.06);r+= float(1.-length(a)>=0.)*bC();float t=.0;dL(t,u,vec2(0.3,-0.28),vec2(0.53,-0.29),w);r=max(r,float(t>.8)*vec4(.1,.1,.8,.5));dL(t,u,vec2(-0.81,0.12),vec2(-0.51,0.12),w);r=max(r,float(t>.8)*vec4(.1,.1,.8,.5));dL(t,u,vec2(-0.81,-0.29),vec2(-0.52,-0.29),w);r=max(r,float(t>.8)*vec4(.1,.1,.8,.5));return r;}vec2 wC(vec2 u){vec2 v=vec2(.0);return v;}vec4 mD(vec2 u){vec4 r=tH(u)*vec4(.7,.7,.6,1.)+.3;r=max(r,vec4(.2,.3,.4,.0)-.1*fn(u*64.,6.3,4.));fD(u,r);return r;}",wQ:.8,bC:[100,170,100,1],dC:[-1,-1],bL:[{w:100,h:50,l:0,t:0},{w:50,h:50,l:50,t:50}]},e[7]={sF:"float tH(vec2 u){float r=-1.;float a=.02;dL(r,u,vec2(.63,.5),vec2(.75,.63),a);dL(r,u,vec2(.75,.63),vec2(.88,.5),a);dL(r,u,vec2(.63,.75),vec2(.38,1.),a);dL(r,u,vec2(.88,.25),vec2(1.,.38),a);dL(r,u,vec2(.75,.38),vec2(.63,.25),a);dL(r,u,vec2(.63,.25),vec2(.88,0.),a);dL(r,u,vec2(.88,-.25),vec2(1.,-.12),a);dL(r,u,vec2(.5,.13),vec2(.63,0.),a);dL(r,u,vec2(.5,.13),vec2(.38,0.),a);dL(r,u,vec2(.38,0.),vec2(.5,-.12),a);dL(r,u,vec2(.75,-.12),vec2(.63,-.25),a);dL(r,u,vec2(.88,-.25),vec2(1.,-.37),a);dL(r,u,vec2(1.,-.62),vec2(1.,-.62),a);dL(r,u,vec2(.75,-.37),vec2(1.,-.62),a);dL(r,u,vec2(.75,-.37),vec2(.38,-.75),a);dL(r,u,vec2(.5,-.37),vec2(0.,.13),a);dL(r,u,vec2(-.12,0.),vec2(0.,.13),a);dL(r,u,vec2(-.12,-.25),vec2(0.,-.12),a);dL(r,u,vec2(0.,-.12),vec2(.13,-.25),a);dL(r,u,vec2(-.12,-.25),vec2(0.,-.37),a);dL(r,u,vec2(.13,-.5),vec2(.25,-.37),a);dL(r,u,vec2(.25,-.37),vec2(.38,-.5),a);dL(r,u,vec2(-.12,-.5),vec2(-.25,-.37),a);dL(r,u,vec2(-.25,-.37),vec2(-.37,-.5),a);dL(r,u,vec2(-.37,-.5),vec2(-.25,-.62),a);dL(r,u,vec2(-.5,-.37),vec2(-.62,-.5),a);dL(r,u,vec2(-.62,-.5),vec2(-.25,-.87),a);dL(r,u,vec2(-.12,-.75),vec2(0.,-.62),a);dL(r,u,vec2(.25,-.62),vec2(.13,-.75),a);dL(r,u,vec2(.13,-.75),vec2(.38,-1.),a);dL(r,u,vec2(.38,-.75),vec2(.5,-.87),a);dL(r,u,vec2(.75,-.87),vec2(.63,-1.),a);dL(r,u,vec2(.75,-.87),vec2(.88,-1.),a);dL(r,u,vec2(0.,-.87),vec2(.13,-1.),a);dL(r,u,vec2(-.5,-.87),vec2(-.37,-1.),a);dL(r,u,vec2(-.5,-.87),vec2(-.62,-1.),a);dL(r,u,vec2(-.87,-1.),vec2(-.87,-1.),a);dL(r,u,vec2(-.75,-.87),vec2(-.87,-1.),a);dL(r,u,vec2(-.87,-.75),vec2(-1.,-.62),a);dL(r,u,vec2(-.87,-.5),vec2(-.62,-.75),a);dL(r,u,vec2(-.87,-.5),vec2(-.75,-.37),a);dL(r,u,vec2(-.87,-.25),vec2(-.75,-.12),a);dL(r,u,vec2(-.75,-.12),vec2(-.62,-.25),a);dL(r,u,vec2(-.87,0.),vec2(-1.,.13),a);dL(r,u,vec2(-.5,.88),vec2(-.62,.75),a);dL(r,u,vec2(-.87,.75),vec2(-1.,.88),a);dL(r,u,vec2(-.75,.88),vec2(-.87,1.),a);dL(r,u,vec2(-.75,.63),vec2(-.87,.5),a);dL(r,u,vec2(0.,-.87),vec2(-.12,-1.),a);dL(r,u,vec2(-.12,1.),vec2(-.12,1.),a);dL(r,u,vec2(0.,.88),vec2(-.12,1.),a);dL(r,u,vec2(-.12,.75),vec2(-.25,.88),a);dL(r,u,vec2(-.25,.88),vec2(-.37,.75),a);dL(r,u,vec2(-.37,.75),vec2(-.25,.63),a);dL(r,u,vec2(.25,.88),vec2(-.12,.5),a);dL(r,u,vec2(-.5,.63),vec2(-.12,.25),a);dL(r,u,vec2(-.5,.63),vec2(-.87,.25),a);dL(r,u,vec2(-.62,0.),vec2(-.5,.13),a);dL(r,u,vec2(-.5,.13),vec2(-.25,-.12),a);dL(r,u,vec2(-.62,0.),vec2(-.37,-.25),a);dL(r,u,vec2(-.87,.25),vec2(-.75,.13),a);dL(r,u,vec2(-.75,.13),vec2(-.5,.38),a);dL(r,u,vec2(.38,.75),vec2(.38,.75),a);dL(r,u,vec2(.25,.63),vec2(.38,.75),a);dL(r,u,vec2(.38,.75),vec2(.5,.63),a);dL(r,u,vec2(.13,.5),vec2(0.,.38),a);dL(r,u,vec2(.13,.5),vec2(.38,.25),a);dL(r,u,vec2(.25,.63),vec2(.38,.5),a);dL(r,u,vec2(0.,.38),vec2(.13,.25),a);fT(u,r);return r;}vec2 wC(vec2 u){return vec2(.0,-.5);}vec4 oS(vec2 u){vec4 r=vec4(0.);vec2 a;a=(u-vec2(.5,-.25))*mat2(-1.,1.,1.,1.)*12.;a=vec2(max(abs(a.x)-2.,0.),a.y);r+= float(1.-dot(a,a)>=0.)*vec4(.8,.5,.3,1.);a=(u-vec2(-.25,-.25))*mat2(1.,1.,-1.,1.)*20.;a=vec2(max(abs(a.x)-6.,0.),a.y);r+= float(1.-dot(a,a)>=0.)*bC();a=(u-vec2(.5,.5))*16.;a=abs(a)-6.;r+= float(1.-dot(a,a)>=0.)*vec4(.9,.4,.4,1.);a=(u-vec2(-.5,.5))*16.;a=abs(a)-6.;r+= float(1.-dot(a,a)>=0.)*vec4(.9,.4,.4,1.);return r;}vec4 mD(vec2 u){vec4 r=tH(u)*vec4(.7,.7,.6,1.)+.3;r=max(r,vec4(.2,.3,.4,.0)-.1*fn(u*64.,6.3,4.));fD(u,r);return r;}",wQ:1,bC:[100,170,100,1],dC:[1,1]},e[8]={sF:"float tH(vec2 u){float r=-1.;vec2 w=u+sin(u.yx*60.)*.02;w=w*3.-vec2(.5,.1);vec2 s=vec2(1.,1.732);vec2 a=mod(w,s)*2.-s;vec2 b=mod(w+s*.5,s)*2.-s;r=1.-min(dot(a,a),dot(b,b))*4.;a=(u-vec2(.49,.04))*9.;if(dot(a,a)<1.){r=max(1.-dot(a,a),0.)*.8-max(1.-dot(a,a)*2.,0.)*.5;}a=(u-vec2(.16,.04))*9.;if(dot(a,a)<1.){r=max(1.-dot(a,a),0.)*.8-max(1.-dot(a,a)*2.,0.)*.5;}fT(u,r);return r;}vec2 wC(vec2 u){return vec2(.0,-.5);}vec4 oS(vec2 u){vec4 r=vec4(0.);vec2 a;a=(u-vec2(.0,.0))*24.;a=abs(a)-12.;a=abs(a)-6.;a.x=max(abs(a.x)-1.,0.);r+= float(1.-dot(a,a)>=0.)*vec4(.9,.2,.2,1.);a=(u-vec2(.49,.04))*20.;r+= float(1.-dot(a,a)>=0.)*bC();a=(u-vec2(.16,.04))*20.;r+= float(1.-dot(a,a)>=0.)*vec4(.5,.2,.5,1.);return r;}vec4 mD(vec2 u){vec4 r=tH(u)*vec4(.7,.7,.6,1.)+.3;r=max(r,vec4(.2,.3,.4,.0)-.1*fn(u*64.,6.3,4.));fD(u,r);return r;}",wQ:1,bC:[100,170,100,1],dC:[-1,1]},e[9]={sF:"float tH(vec2 u){float r=-1.;float w=0.03;dL(r,u,vec2(-0.6,-0.6),vec2(-0.6,0.6),w);dL(r,u,vec2(0.6,-0.6),vec2(0.6,0.6),w);dL(r,u,vec2(-0.6,0.6),vec2(0.6,0.6),w);dL(r,u,vec2(-0.6,-0.6),vec2(-0.1,-0.6),w);dL(r,u,vec2(0.1,-0.6),vec2(0.6,-0.6),w);fT(u,r);return r;}vec4 oS(vec2 u){vec4 r=vec4(0.);vec2 a;a=u*6.;a=abs(a)-1.1;a=abs(a)-1.1;a=abs(a);r+= float(1.-max(a.x,a.y)>=0.)*vec4(.6,.4,.4,1.);a=u*vec2(5.8,2.8)-vec2(0.,.5);a=abs(a);r=max(r-float(1.-max(a.x,a.y)>=0.),vec4(0.));a=(u+vec2(0.,-0.4))/0.05;r+= float(1.-length(a)>=0.)*bC();return r;}vec2 wC(vec2 u){vec2 v=vec2(.0);return v;}vec4 mD(vec2 u){vec4 r=tH(u)*vec4(.7,.7,.6,1.)+.3;r=max(r,vec4(.2,.3,.4,.0)-.1*fn(u*64.,6.3,4.));fD(u,r);return r;}",wQ:.8,bC:[100,170,100,1],dC:[-1,-1]},e[10]={sF:"float tH(vec2 u){vec2 a=(u-vec2(.8,.8))*3.;float r=fn(u*9.-88.,6.3,4.)*5.-4.-max(1.-dot(a,a),0.);fT(u,r);return r;}vec2 wC(vec2 u){return vec2(fn(u*9.+44.,6.3,4.)-.5,fn(u*9.+99.,6.3,4.)-.5)*4.;}vec4 oS(vec2 u){vec4 r=vec4(0.);vec2 a;a=(u-vec2(.5,.5))*32.;a=abs(a)-4.;a=abs(a)-2.;r+= float(1.-dot(a,a)>=0.)*vec4(.9,.2,.2,1.);a=(u+vec2(.2,.2))*24.;a=abs(a)-2.5;r+= float(1.-dot(a,a)>=0.)*bC();return r;}vec4 mD(vec2 u){vec4 r=tH(u)*vec4(.7,.7,.6,1.)+.3;r=max(r,vec4(.2,.3,.4,.0)-.1*fn(u*64.,6.3,4.));fD(u,r);return r;}",wQ:1,bC:[100,170,100,1],dC:[1,1]},e[11]={sF:"float tH(vec2 u){float r=0.;vec2 a;r=max(hex(u*1.8)*10.-max(hex(u*2.)*16.,0.),r);a=(u+vec2(.0,.25))*16.;r=r-max(2.-dot(a,a),0.);fT(u,r);return r;}vec2 wC(vec2 u){return vec2(0.);}vec4 oS(vec2 u){vec4 r=vec4(0.);vec2 a;a=(u+vec2(.0,-.0))*8.;if(r.x==0.)r=float(hex(a)>0.)*vec4(.4,.7,.4,0.);a=(u+vec2(.0,-.0))*4.;if(r.x==0.)r=float(hex(a)>0.)*vec4(.6,.3,.6,1.);a=(u+vec2(.0,-.0))*2.5;if(r.x==0.)r=float(hex(a)>0.)*vec4(.4,.6,.4,1.);a=(u+vec2(.0,-.0))*1.5;r+=float(abs(hex(a)-.0)-.2<0.)*vec4(.4,.4,.6,1.);a=(u+vec2(.0,-.0))*1.5;r+=float(abs(hex(a)+.5)-.2<0.)*vec4(.6,.4,.4,1.);a=(u+vec2(.6,.8))*8.;r+=float(hex(a)>0.)*vec4(.7,.4,.4,0.);a=(u+vec2(.2,.8))*8.;r+=float(hex(a)>0.)*vec4(.4,.4,.7,0.);a=(u+vec2(-.2,.8))*8.;r+=float(hex(a)>0.)*vec4(.8,.8,.4,0.);a=(u+vec2(-.6,.8))*8.;r+=float(hex(a)>0.)*vec4(.6,.3,.6,0.);return r;}vec4 mD(vec2 u){vec4 r=tH(u)*vec4(.7,.7,.6,1.)+.3;r=max(r,vec4(.2,.3,.4,.0)-.1*fn(u*64.,6.3,4.));fD(u,r);return r;}",wQ:1,bC:[100,170,100,1],dC:[-1,1]},e[12]={sF:"float tH(vec2 u){float r=-1.;float w=0.03;dL(r,u,vec2(.35,-.8),vec2(.35,-1.),w);dL(r,u,vec2(.6,-.8),vec2(.6,-1.),w);dL(r,u,vec2(.6,1.),vec2(.6,.55),w);dL(r,u,vec2(.35,1.),vec2(.35,.55),w);dL(r,u,vec2(-.5,.55),vec2(.35,.55),w);dL(r,u,vec2(.6,.55),vec2(1.,.55),w);dL(r,u,vec2(-.5,.55),vec2(-.5,.95),w);dL(r,u,vec2(-.1,.95),vec2(-1.,.95),w);fT(u,r);return r;}vec2 wC(vec2 u){return vec2(fn(u*16.+16.,6.3,4.),fn(u*16.-16.,6.3,4.))*.8-.4;}vec4 oS(vec2 u){vec4 r=vec4(0.);vec2 a;float w=0.015;float 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b1=texture2D(tex1,(u+.25)*r).xyzw;b1=b1*255.+.1;vec4 b1les=step(b1,vec4(255.));vec4 b1mod=floor(mod(b1,vec4(15.)))-7.;vec4 b1div=floor(b1/15.)-7.;vec2 v=vec2(0.);vec2 b;vec4 t2;float l;float L=mtx[2].x;float k=mtx[3].z;float n=mtx[3].w;b=u+vec2(b0mod.x,b0div.x);t2=texture2D(tex0,b*r).xyzw;t2=t2+vec4(floor(b*.5)*2.+1.,0.,0.)-t1;l=length(t2.xy);b=t2.xy/l;if(l<.001){b=vec2(0.);}v-=b0les.x*b*((L-l)*k-dot(t2.zw,b)*n);b=u+vec2(b0mod.y,b0div.y);t2=texture2D(tex0,b*r).xyzw;t2=t2+vec4(floor(b*.5)*2.+1.,0.,0.)-t1;l=length(t2.xy);b=t2.xy/l;if(l<.001){b=vec2(0.);}v-=b0les.y*b*((L-l)*k-dot(t2.zw,b)*n);b=u+vec2(b0mod.z,b0div.z);t2=texture2D(tex0,b*r).xyzw;t2=t2+vec4(floor(b*.5)*2.+1.,0.,0.)-t1;l=length(t2.xy);b=t2.xy/l;if(l<.001){b=vec2(0.);}v-=b0les.z*b*((L-l)*k-dot(t2.zw,b)*n);b=u+vec2(b0mod.w,b0div.w);t2=texture2D(tex0,b*r).xyzw;t2=t2+vec4(floor(b*.5)*2.+1.,0.,0.)-t1;l=length(t2.xy);b=t2.xy/l;if(l<.001){b=vec2(0.);}v-=b0les.w*b*((L-l)*k-dot(t2.zw,b)*n);b=u+vec2(b1mod.x,b1div.x);t2=texture2D(tex0,b*r).xyzw;t2=t2+vec4(floor(b*.5)*2.+1.,0.,0.)-t1;l=length(t2.xy);b=t2.xy/l;if(l<.001){b=vec2(0.);}v-=b1les.x*b*((L-l)*k-dot(t2.zw,b)*n);b=u+vec2(b1mod.y,b1div.y);t2=texture2D(tex0,b*r).xyzw;t2=t2+vec4(floor(b*.5)*2.+1.,0.,0.)-t1;l=length(t2.xy);b=t2.xy/l;if(l<.001){b=vec2(0.);}v-=b1les.y*b*((L-l)*k-dot(t2.zw,b)*n);gl_FragColor=t+vec4(0.,0.,v);}"),g.$15=e.getAttribLocation(g.$14,"vtx"),g.$16=e.getUniformLocation(g.$14,"mtx"),g.$17=e.getUniformLocation(g.$14,"tex0"),g.$18=e.getUniformLocation(g.$14,"tex1"),g.$19=t(n,"precision highp float;uniform mat4 mtx;uniform sampler2D tex0;uniform sampler2D tex1;uniform sampler2D tex2;varying vec2 uv;vec2 find(sampler2D tex,vec4 o,vec2 u,vec2 r){vec2 e=vec2(0.);u=floor(u*.5)*2.;vec4 o0;vec2 u0;vec2 h;vec2 b=step(vec2(0.),o.xy)*4.-2.;o0=o;u0=u;h=u0+vec2(0.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(0.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}o0=o-vec4(b,0.,0.);u0=u+b;h=u0+vec2(0.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(0.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}o0=o-vec4(b*vec2(0.,1.),0.,0.);u0=u+b*vec2(0.,1.);h=u0+vec2(0.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(0.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}o0=o-vec4(b*vec2(1.,0.),0.,0.);u0=u+b*vec2(1.,0.);h=u0+vec2(0.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(0.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}return e;}void main(){vec2 res=mtx[0].xy;vec2 r=1./res;vec2 u=uv*.5+.5;vec4 t=texture2D(tex1,u).xyzw;if(t.x==1024.){gl_FragColor=vec4(1.1);return;}u*=res;vec2 x=vec2(float(fract(u.x)>=.5)*.5-.25,0.);vec2 f=find(tex2,t-vec4(t.zw,0.,0.),u,r);vec4 l=texture2D(tex0,(f+x)*r).xyzw;l=l*255.+.1;vec4 lmod=floor(mod(l,15.))-7.;vec4 ldiv=floor(l/15.)-7.;u=floor(u);vec2 f2=vec2(0.);f2=f+vec2(lmod.x,ldiv.x);t=texture2D(tex2,f2*r).xyzw;f2=find(tex1,t+vec4(t.zw,0.,0.),f2,r);if(l.x<255.){l.x=dot(f2-.5-u+7.,vec2(1.,15.))+.1;}f2=f+vec2(lmod.y,ldiv.y);t=texture2D(tex2,f2*r).xyzw;f2=find(tex1,t+vec4(t.zw,0.,0.),f2,r);if(l.y<255.){l.y=dot(f2-.5-u+7.,vec2(1.,15.))+.1;}f2=f+vec2(lmod.z,ldiv.z);t=texture2D(tex2,f2*r).xyzw;f2=find(tex1,t+vec4(t.zw,0.,0.),f2,r);if(l.z<255.){l.z=dot(f2-.5-u+7.,vec2(1.,15.))+.1;}f2=f+vec2(lmod.w,ldiv.w);t=texture2D(tex2,f2*r).xyzw;f2=find(tex1,t+vec4(t.zw,0.,0.),f2,r);if(l.w<255.){l.w=dot(f2-.5-u+7.,vec2(1.,15.))+.1;}gl_FragColor=l/255.;}"),g.$20=e.getAttribLocation(g.$19,"vtx"),g.$21=e.getUniformLocation(g.$19,"mtx"),g.$22=e.getUniformLocation(g.$19,"tex0"),g.$23=e.getUniformLocation(g.$19,"tex1"),g.$24=e.getUniformLocation(g.$19,"tex2"),g.$25=t(n,"precision highp float;uniform mat4 mtx;uniform sampler2D tex0;uniform sampler2D tex1;varying vec2 uv;void main(){vec2 res=mtx[0].xy;vec2 r=1./res;vec2 u=uv*.5+.5;vec4 t=texture2D(tex0,u).xyzw;if(t.x==1024.){gl_FragColor=vec4(1024.);return;}float f=mtx[2].z;u=floor(u*res*.5)*2.;vec4 t1=vec4(u+1.,0.,0.)+t;u=u+.5+step(vec2(0.),t.xy)*2.-2.;for(float i=.5;i<4.;++i){for(float j=.5;j<4.;++j){vec2 m=u+vec2(j,i);vec4 t2=texture2D(tex1,m*r).xyzw;if(t2.x==1024.){continue;}vec2 v=t2.zw;t2=t2+vec4(floor(m*.5)*2.+1.,0.,0.)-t1;float l=length(v)*float(dot(t2.xy,t2.xy)<1.);v/=l;if(l<.001){v=vec2(0.);}t.zw+=v*dot(t2.zw,v)*f;}}gl_FragColor=t;}"),g.$26=e.getAttribLocation(g.$25,"vtx"),g.$27=e.getUniformLocation(g.$25,"mtx"),g.$28=e.getUniformLocation(g.$25,"tex0"),g.$29=e.getUniformLocation(g.$25,"tex1"),g.$50=t(n,"precision highp float;uniform mat4 mtx;uniform sampler2D tex0;uniform sampler2D tex1;uniform sampler2D tex2;varying vec2 uv;vec2 find(sampler2D tex,vec4 o,vec2 u,vec2 r){vec2 e=vec2(0.);u=floor(u*.5)*2.;vec4 o0;vec2 u0;vec2 h;vec2 b=step(vec2(0.),o.xy)*4.-2.;o0=o;u0=u;h=u0+vec2(0.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(0.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}o0=o-vec4(b,0.,0.);u0=u+b;h=u0+vec2(0.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(0.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}o0=o-vec4(b*vec2(0.,1.),0.,0.);u0=u+b*vec2(0.,1.);h=u0+vec2(0.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(0.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}o0=o-vec4(b*vec2(1.,0.),0.,0.);u0=u+b*vec2(1.,0.);h=u0+vec2(0.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,0.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(0.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}h=u0+vec2(1.5,1.5);if(dot(abs(texture2D(tex,h*r).xyzw-o0),vec4(1.))<.001){e=h;}return e;}void main(){vec2 u=uv*.5+.5;vec4 t=texture2D(tex1,u).xyzw;if(t.x==1024.){gl_FragColor=vec4(0.);return;}vec2 res=mtx[0].xy;vec2 r=1./res;vec2 f=find(tex2,t-vec4(t.zw,0.,0.),u*res,r);gl_FragColor=texture2D(tex0,f*r).xyzw;}"),g.$60=e.getAttribLocation(g.$50,"vtx"),g.$70=e.getUniformLocation(g.$50,"mtx"),g.$80=e.getUniformLocation(g.$50,"tex0"),g.$81=e.getUniformLocation(g.$50,"tex1"),g.$82=e.getUniformLocation(g.$50,"tex2"),g.$51=t(n,"precision highp float;uniform mat4 mtx;uniform sampler2D tex0;uniform sampler2D tex1;varying vec2 uv;void main(){vec2 res=mtx[0].xy;vec2 r=1./res;vec2 u=uv*.5+.5;vec4 c=texture2D(tex0,u).xyzw;if(c.w==0.){gl_FragColor=c;return;}float id=0.;if(c.x>c.y&&c.x>c.z){id=1.;}if(c.y>c.x&&c.y>c.z){id=2.;}if(c.z>c.x&&c.z>c.y){id=3.;}if(c.x==c.y&&c.x>c.z){id=4.;}if(c.x==c.z&&c.x>c.y){id=5.;}bool ge=id!=0.&&mtx[0].z!=0.;vec2 t=texture2D(tex1,u).xy;u=floor(u*res*.5)*2.-2.;vec4 d=fract(sin(dot(t,vec2(42.1234,74.4321)))*vec4(6456.5891,7456.6892,8456.7893,9456.8894));for(float j=.5;j<6.;++j){for(float i=.5;i<6.;++i){vec2 m=vec2(i,j);vec2 m2=(u+m)*r;vec4 c2=texture2D(tex0,m2).xyzw;vec2 t2=texture2D(tex1,m2).xy;float id2=0.;if(c2.x>c2.y&&c2.x>c2.z){id2=1.;}if(c2.y>c2.x&&c2.y>c2.z){id2=2.;}if(c2.z>c2.x&&c2.z>c2.y){id2=3.;}if(c2.x==c2.y&&c2.x>c2.z){id2=4.;}if(c2.x==c2.z&&c2.x>c2.y){id2=5.;}bool b=t2.x==1024.;t2=t2+(floor(m*.5)*2.-2.)-t;if(b || dot(t2,t2)>4.){id2=0.;}if(id==1.&&id2==5.){c=vec4(.6,.4,.6,0.)-d*vec4(.0,.2,.0,.0);}if(id==2.&&id2==1.){c=vec4(.6,.4,.4,0.)-d*vec4(.0,.2,.2,.0);}if(id==3.&&id2==4.){c=vec4(.6,.6,.4,0.)-d*vec4(.0,.0,.2,.0);}if(id==4.&&id2==2.){c=vec4(.4,.6,.4,0.)-d*vec4(.2,.0,.2,.0);}if(id==5.&&id2==1.){c=vec4(.4,.4,.6,0.)-d*vec4(.2,.2,.0,.0);}if(ge&&id2!=0.){c=d*vec4(1.,1.,1.,0.);}}}gl_FragColor=c;}"),g.$61=e.getAttribLocation(g.$51,"vtx"),g.$71=e.getUniformLocation(g.$51,"mtx"),g.$90=e.getUniformLocation(g.$51,"tex0"),g.$91=e.getUniformLocation(g.$51,"tex1"),g.$52=t(n,"precision highp float;uniform mat4 mtx;uniform sampler2D tex0;uniform sampler2D tex1;varying vec2 uv;void main(){vec2 res=mtx[0].xy;vec2 r=1./res;vec2 u=uv*.5+.5;vec4 l=texture2D(tex0,u).xyzw;vec4 a=l*255.+.1;vec4 lmod=floor(mod(a,15.))-7.;vec4 ldiv=floor(a/15.)-7.;vec3 c=texture2D(tex1,u).xyz;u=floor(u*res)+.5;vec3 c2=vec3(0.);c2=texture2D(tex1,(u+vec2(lmod.x,ldiv.x))*r).xyz;if(!all(equal(c,c2))){l.x=1.;}c2=texture2D(tex1,(u+vec2(lmod.y,ldiv.y))*r).xyz;if(!all(equal(c,c2))){l.y=1.;}c2=texture2D(tex1,(u+vec2(lmod.z,ldiv.z))*r).xyz;if(!all(equal(c,c2))){l.z=1.;}c2=texture2D(tex1,(u+vec2(lmod.w,ldiv.w))*r).xyz;if(!all(equal(c,c2))){l.w=1.;}gl_FragColor=l;}"),g.$62=e.getAttribLocation(g.$52,"vtx"),g.$72=e.getUniformLocation(g.$52,"mtx"),g.$44=e.getUniformLocation(g.$52,"tex0"),g.$45=e.getUniformLocation(g.$52,"tex1"),g.$55=t(n,"precision highp float;uniform sampler2D tex0;uniform sampler2D tex1;varying vec2 uv;void main(){vec2 u=uv*.5+.5;vec4 t=texture2D(tex0,u).xyzw;vec4 c=texture2D(tex1,u).xyzw;if(abs(c.w-.5)<.1){t*=vec4(1.,1.,0.,0.);}gl_FragColor=t;}"),g.$65=e.getAttribLocation(g.$55,"vtx"),g.$48=e.getUniformLocation(g.$55,"tex0"),g.$49=e.getUniformLocation(g.$55,"tex1"),g.shaderP6=t(n,"precision highp float;uniform mat4 mtx;uniform sampler2D tex;varying vec2 uv;void main(){vec2 res=mtx[0].xy;vec2 r=1./res;vec2 u=(uv*.5+.5)*res;float id=0.;if(fract(u.x)>=.5){id=4.;}u=floor(u);vec2 p=u+.5;vec2 t=texture2D(tex,p*r).xy;p=floor(p*.5)*2.+1.+t;vec4 o=vec4(1.1);float id2=-1.;u-=7.;float wx=1.;float wy=1.;float wz=1.;float ww=1.;for(float j=.5;j<15.;++j){for(float i=.5;i<15.;++i){vec2 p2=u+vec2(i,j);vec2 t2=texture2D(tex,p2*r).xy;p2=floor(p2*.5)*2.+1.+t2;float l=length(p-p2);if(t2.x!=1024.&&l>1.9&&l<2.1){++id2;}vec4 w=vec4(0.);if(id2==id+0.){w.x=wx;wx=0.;}if(id2==id+1.){w.y=wy;wy=0.;}if(id2==id+2.){w.z=wz;wz=0.;}if(id2==id+3.){w.w=ww;ww=0.;}o+=((i-.4+floor(j)*15.)/255.-1.1)*w;}}if(t.x==1024.){o=vec4(1.1);}gl_FragColor=o;}"),g.shdVtx6=e.getAttribLocation(g.shaderP6,"vtx"),g.shdMtx6=e.getUniformLocation(g.shaderP6,"mtx"),g.shdTex6=e.getUniformLocation(g.shaderP6,"tex"),g.shaderPS=t(n,"precision highp float;uniform mat4 mtx;uniform sampler2D tex0;uniform sampler2D tex1;uniform sampler2D tex2;uniform sampler2D tex3;uniform sampler2D tex4;varying vec2 uv;void main(){vec2 res=mtx[0].xy;vec2 r=1./res;vec2 o=uv*.5+.5;vec2 u=o*res*.5;vec4 t=vec4(fract(u)*2.-1.,0.,0.);vec4 s=step(vec4(0.),t)*vec4(1.,1.,0.,0.)-vec4(1.,1.,0.,0.);u=(floor(u)+s.xy)*2.;s*= 2.;vec4 v1=vec4(1024.);vec4 v2=vec4(1024.);vec2 g2=vec2(0.);for(float i=.5;i<4.;++i){for(float j=.5;j<4.;++j){vec4 m=vec4(j,i,0.,0.);vec2 g=(u+m.xy)*r;vec4 t2=texture2D(tex0,g).xyzw;vec4 p=t-t2-s-2.*floor(m*.5);if(t2.x!=1024.&&dot(p.xy,p.xy)<1.){v1=t2;}t2=texture2D(tex2,g).xyzw;p=t-t2-s-2.*floor(m*.5);if(t2.x!=1024.&&dot(p.xy,p.xy)<1.){v2=t2;g2=g;}}}vec4 a=texture2D(tex4,o).xyzw;vec4 wtr=.5+.5*cos(6.3*(length(v1.zw)*.6+.54+vec4(.0,.1,.2,.0)))+texture2D(tex1,o).x;vec4 obj=length(v2.zw)+texture2D(tex3,g2).xyzw;if(v1.x!=1024.){a=wtr;}if(v2.x!=1024.){a=obj;}gl_FragColor=a;}"),g.shdVtxS=e.getAttribLocation(g.shaderPS,"vtx"),g.shdMtxS=e.getUniformLocation(g.shaderPS,"mtx"),g.shdTexS0=e.getUniformLocation(g.shaderPS,"tex0"),g.shdTexS1=e.getUniformLocation(g.shaderPS,"tex1"),g.shdTexS2=e.getUniformLocation(g.shaderPS,"tex2"),g.shdTexS3=e.getUniformLocation(g.shaderPS,"tex3"),g.shdTexS4=e.getUniformLocation(g.shaderPS,"tex4");const r=new Float32Array([.25,.5,.75]);g.mB=e.createBuffer(),e.bindBuffer(e.ARRAY_BUFFER,g.mB),e.bufferData(e.ARRAY_BUFFER,r,e.STATIC_DRAW);const a=(n,t,r,a,c,i,o)=>{e.activeTexture(o);const v=e.createTexture();return e.bindTexture(e.TEXTURE_2D,v),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_S,e.REPEAT),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_WRAP_T,e.REPEAT),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MIN_FILTER,c),e.texParameteri(e.TEXTURE_2D,e.TEXTURE_MAG_FILTER,c),e.texImage2D(e.TEXTURE_2D,0,n,t,r,0,n,a,i),v};g.tW=256,g.th=256,g.tex0=new Array(2),g.tex0[0]=a(e.RGBA,g.tW,g.th,e.FLOAT,e.NEAREST,null,e.TEXTURE0),g.tex0[1]=a(e.RGBA,g.tW,g.th,e.FLOAT,e.NEAREST,null,e.TEXTURE1),g.tex1=new Array(2),g.tex1[0]=a(e.RGBA,2*g.tW,2*g.th,e.UNSIGNED_BYTE,e.LINEAR,null,e.TEXTURE2),g.tex1[1]=a(e.RGBA,2*g.tW,2*g.th,e.UNSIGNED_BYTE,e.LINEAR,null,e.TEXTURE3),g.tex2=new Array(2),g.tex2[0]=a(e.RGBA,g.tW,g.th,e.FLOAT,e.NEAREST,null,e.TEXTURE4),g.tex2[1]=a(e.RGBA,g.tW,g.th,e.FLOAT,e.NEAREST,null,e.TEXTURE5),g.tex3=new Array(2),g.tex3[0]=a(e.RGBA,2*g.tW,g.th,e.UNSIGNED_BYTE,e.NEAREST,null,e.TEXTURE6),g.tex3[1]=a(e.RGBA,2*g.tW,g.th,e.UNSIGNED_BYTE,e.NEAREST,null,e.TEXTURE7),g.tex4=new Array(2),g.tex4[0]=a(e.RGBA,g.tW,g.th,e.UNSIGNED_BYTE,e.NEAREST,null,e.TEXTURE8),g.tex4[1]=a(e.RGBA,g.tW,g.th,e.UNSIGNED_BYTE,e.NEAREST,null,e.TEXTURE9);const c=n=>{const t=e.createFramebuffer();return e.bindFramebuffer(e.FRAMEBUFFER,t),e.framebufferTexture2D(e.FRAMEBUFFER,e.COLOR_ATTACHMENT0,e.TEXTURE_2D,n,0),t};g.fb0=new Array(2),g.fb0[0]=c(g.tex0[0]),g.fb0[1]=c(g.tex0[1]),g.fb1=new Array(2),g.fb1[0]=c(g.tex1[0]),g.fb1[1]=c(g.tex1[1]),g.fb2=new Array(2),g.fb2[0]=c(g.tex2[0]),g.fb2[1]=c(g.tex2[1]),g.fb3=new Array(2),g.fb3[0]=c(g.tex3[0]),g.fb3[1]=c(g.tex3[1]),g.fb4=new Array(2),g.fb4[0]=c(g.tex4[0]),g.fb4[1]=c(g.tex4[1]),g.sX=new Float32Array(16),g.sX[0]=g.tW,g.sX[1]=g.th,g.l0n=0,g.l2n=0,g.l3n=0,g.l4n=0,g.f0=!1,g.f1=!1,g.f2=!1,g.rdPix=new Uint8Array(g.tW*g.th*4)},E=()=>{g.bO="float hex(vec2 u){vec3 a=u.xyx*mat3(0.,1.,0.,.866,.5,0.,.866,-.5,0.);return 1.-dot(abs(a),vec3(1.));}void dD(inout float r,vec2 u,vec2 position,float scale,float rotate,float gap,float fat){rotate*=6.283;gap*=6.283;scale=1./scale;fat=1./fat;vec2 t=sin(vec2(0.,1.57)+rotate);vec2 a;vec2 b;b=(u-position)*scale;a=b*mat2(t,t.yx*vec2(-1.,1.));a=vec2(log(dot(a,a)),atan(a.x,a.y)*2.);a=vec2(max(abs(a.y)-gap,0.),a.x)*fat;r=max(r,1.-dot(a,a)*length(b));}void dL(inout float r,vec2 u,vec2 p1,vec2 p2,float w){vec2 a=normalize(p2-p1);u=u-(p1+p2)*.5;u=u*mat2(a,a.yx*vec2(-1.,1.));float l=distance(p1,p2)*.5;u.x=max(abs(u.x)-l,0.);u/=w;r=max(1.-dot(u,u),r);}float drawTerrainCircle(vec2 u,vec2 p1,vec2 s){vec2 a=(u+p1)*s;float t=max(1.-length(a),0.);float r=min(1.,t*(1.0+t/2.));return r;}float drawBoat(inout vec4 r,vec2 u,vec2 p,float angle){vec2 dir=sin(angle+vec2(0.,1.57));vec2 a=(u+p)*12.;a=a*mat2(dir,dir.yx*vec2(-1.,1.));a=vec2(max(abs(a.x)-1.,0.),a.y);a=abs(a);return float(1.-a.y-a.x>=0.);}void drawCurrent(inout vec2 v,vec2 u,vec2 p,vec2 s,vec2 a){vec2 r=(u+p)*s;v+=a*max(1.-dot(r,r),0.);}float rnd(vec2 u,vec2 f,float g1,float g2){vec4 a=fract(sin(dot(f,vec2(37.34,97.74)))*vec4(6925.953,7925.953,8925.953,9925.953));vec2 b=cos(a.x*g1+vec2(0.,1.57));return cos(dot(u,b*a.y*g2)+a.z*6.2831)*.5+.5;}float bub(vec2 u){vec3 a=u.xyx*mat3(0.,1.,0.,.86602540378,.5,0.,.86602540378,-.5,0.);return max(1.-dot(abs(a),vec3(.57735026919)),0.);}float fn(vec2 u,float g1,float g2){vec2 s=vec2(2.,1.73205080757);vec2 a0=(u+s*vec2(.0,.0))/s;vec2 a1=(u+s*vec2(.5,.0))/s;vec2 a2=(u+s*vec2(.25,.5))/s;vec2 a3=(u+s*vec2(.75,.5))/s;vec2 a0f=fract(a0)*s-s*.5;vec2 a1f=fract(a1)*s-s*.5;vec2 a2f=fract(a2)*s-s*.5;vec2 a3f=fract(a3)*s-s*.5;return bub(a0f)*rnd(u,floor(a0)+.0,g1,g2)+bub(a1f)*rnd(u,floor(a1)+.1,g1,g2)+bub(a2f)*rnd(u,floor(a2)+.2,g1,g2)+bub(a3f)*rnd(u,floor(a3)+.3,g1,g2);}vec2 corner(){return vec2(CORNER);}vec4 bC(){return vec4(MYBOATSCOLOR);}void fT(vec2 u,inout float r){u*=corner();vec2 a;a=u*6.-vec2(6.3);a+=sin(a.yx)*1.2;r=max((1.-dot(a,a)*.08)*(fn(u*18.,6.283,4.)*.6+1.),r);a=(u-vec2(.9))*32.;a=a*mat2(-1.,1.,1.,1.);a=abs(a);a=a-vec2(1.5,5.);r=max(min(1.-max(a.x,a.y),1.)*.6,r);}void fD(vec2 u,inout vec4 r){float h=0.;fT(u,h);u*=corner();vec2 a=u*24.;vec4 g=cos(6.28*((fn(a,.5,8.)+fn(a*2.+1.1,.5,8.)+fn(a*4.+2.2,.5,8.)+fn(a*6.+3.3,.5,8.))*.05+vec4(.3,.2,.33,.0)))*.5+.25+h*.5;r=mix(r,g,clamp(h*4.-2.,0.,1.));a=(u-vec2(.945))*128.;a=a*mat2(-1.,1.,1.,1.);a.y=abs(a.y)-16.;a.y=abs(a.y)-8.;a.y=abs(a.y)-4.;a.y=abs(a.y)-2.;a=abs(a)-vec2(6.,1.);r=mix(r,r*1.3,clamp(1.-max(a.x,a.y),0.,1.));}"},D=n=>{const t=e[n];g.currentLevel=n;const r=g.gl;let a="precision highp float;uniform mat4 mtx;varying vec2 uv;REPLACEvoid main(){vec2 res=mtx[0].xy;vec2 r=1./res;vec2 u=floor((uv*.5+.5)*res)*.5+.25;vec2 i=floor(fract(u)*2.);float id=floor(i.x+i.y*2.+.5);u=floor(u)*2.+1.;vec2 s=vec2(1.,1.732);vec2 a=mod(u,s*2.)-s;vec2 b=mod(u+s,s*2.)-s;if(dot(b,b)=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(2.,0.);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(-2.,0.);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(1.,1.732);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(-1.,1.732);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(1.,-1.732);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(-1.,-1.732);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}o.xy+=.001;if(oS((u+o.xy)*r*2.-1.).x==0.){o=vec4(1024.);}gl_FragColor=o;}",c="precision highp float;uniform mat4 mtx;varying vec2 uv;REPLACEvoid main(){vec2 res=mtx[0].xy;vec2 r=1./res;vec2 u=floor((uv*.5+.5)*res)*.5+.25;vec2 i=floor(fract(u)*2.);float id=floor(i.x+i.y*2.+.5);u=floor(u)*2.+1.;vec2 s=vec2(1.,1.732);vec2 a=mod(u,s*2.)-s;vec2 b=mod(u+s,s*2.)-s;if(dot(b,b)=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(2.,0.);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(-2.,0.);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(1.,1.732);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(-1.,1.732);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(1.,-1.732);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}i=a+vec2(-1.,-1.732);if(i.x>=-1.&&i.x<1.&&i.y>=-1.&&i.y<1.){++id2;}if(id==id2){o=vec4(i,0.,0.);id2=n;}o.xy+=.001;gl_FragColor=oS((u+o.xy)*r*2.-1.);}",o="precision highp float;varying vec2 uv;REPLACEvoid main(){gl_FragColor=vec4(tH(uv),0.,wC(uv)*.5+.5);}",v="precision highp float;varying vec2 uv;void main(){vec4 a=fract(sin(vec4(dot(uv,vec2(23.123,87.987)),dot(uv,vec2(34.234,96.876)),dot(uv,vec2(45.345,15.765)),dot(uv,vec2(56.456,24.654))))*45678.7654)*2.-1.;a*=vec4(1.,1.,0.,0.);if(fract(sin(dot(uv,vec2(23.123,87.987)))*48366.8235)>REPLACE){a=vec4(1024.);}gl_FragColor=a;}",u="precision highp float;varying vec2 uv;REPLACEvoid main(){gl_FragColor=mD(uv);}",d=g.bO+t.sF;d=(d=d.replace("CORNER",t.dC[0].toFixed(0)+","+t.dC[1].toFixed(0))).replace("MYBOATSCOLOR",(t.bC[0]/255).toFixed(4)+","+(t.bC[1]/255).toFixed(4)+","+(t.bC[2]/255).toFixed(4)+","+t.bC[3]),a=a.replace("REPLACE",d),o=o.replace("REPLACE",d),c=c.replace("REPLACE",d),u=u.replace("REPLACE",d),v=v.replace("REPLACE",t.wQ.toFixed(2));const l=g.sC,x=g.vxSh0;g.shaderP5=l(x,a),g.shdVtx5=r.getAttribLocation(g.shaderP5,"vtx"),g.shdMtx5=r.getUniformLocation(g.shaderP5,"mtx"),g.$53=l(x,c),g.$63=r.getAttribLocation(g.$53,"vtx"),g.$73=r.getUniformLocation(g.$53,"mtx"),g.shaderP7=l(x,o),g.shdVtx7=r.getAttribLocation(g.shaderP7,"vtx"),g.shaderP8=l(x,v),g.shdVtx8=r.getAttribLocation(g.shaderP8,"vtx"),g.$54=l(x,u),g.$64=r.getAttribLocation(g.$54,"vtx"),g.f0=!0,g.f1=!0,g.f2=!0,g.bC=[t.bC[0],t.bC[1],t.bC[2],255*t.bC[3]],g.dC=t.dC,g.lE=!1,g.cF=!1,i.querySelectorAll(".bl").forEach(e=>{e.parentNode.removeChild(e)}),t.bL&&t.bL.forEach(e=>{((e,n,t,r)=>{const a=document.createElement("div");a.classList.add("bl"),a.style.width="".concat(e,"%"),a.style.height="".concat(n,"%"),a.style.left="".concat(t,"%"),a.style.top="".concat(r,"%"),i.appendChild(a)})(e.w,e.h,e.l,e.t)}),n>=1&&n<=3&&m(n)};g.loadLevel=D;const F=()=>{g.bF=.1,g.bD=.025,g.wP=7,g.wC=.0015,g.wF=.04,g.tH=2,g.oL=2,g.oF=.06,g.oD=.02},P=()=>{g.uL==g.currentLevel&&g.uL++,h(),w(1)},C=()=>{h(),w(0)},R=()=>{g.sX[4]=(0+g.inputX/b.width)*g.tW,g.sX[5]=(1-g.inputY/b.height)*g.th,g.sX[6]=g.wP*g.inputXd/b.width,g.sX[7]=g.wP*-g.inputYd/b.height,0==g.inputO&&(g.sX[4]=-1e4,g.sX[5]=-1e4),g.sX[12]=1/b.width,g.sX[13]=1/b.height,g.sX[2]=g.bF,g.sX[3]=g.bD,g.sX[8]=g.oL,g.sX[10]=g.wF,g.sX[11]=g.tH,g.sX[14]=g.oF,g.sX[15]=g.oD;const e=g.gl;e.viewport(0,0,g.tW,g.th);let n=0,t=0;g.f0&&(g.f0=!1,e.bindFramebuffer(e.FRAMEBUFFER,g.fb0[1&g.l0n]),e.useProgram(g.shaderP8),e.vertexAttribPointer(g.shdVtx8,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.shdVtx8),e.drawArrays(e.TRIANGLES,0,3)),n=1&g.l0n,++g.l0n,t=1&g.l0n,e.bindFramebuffer(e.FRAMEBUFFER,g.fb0[t]),e.useProgram(g.$1),e.uniform1i(g.$4,0+n),e.uniformMatrix4fv(g.$3,e.FALSE,g.sX),e.vertexAttribPointer(g.$2,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$2),e.drawArrays(e.TRIANGLES,0,3),g.sX[9]=g.wC,n=1&g.l0n,++g.l0n,t=1&g.l0n,e.bindFramebuffer(e.FRAMEBUFFER,g.fb0[t]),e.useProgram(g.$5),e.uniform1i(g.$8,0+n),e.uniform1i(g.$9,2),e.uniformMatrix4fv(g.$7,e.FALSE,g.sX),e.vertexAttribPointer(g.$6,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$6),e.drawArrays(e.TRIANGLES,0,3),n=1&g.l0n,++g.l0n,t=1&g.l0n,e.bindFramebuffer(e.FRAMEBUFFER,g.fb0[t]),e.useProgram(g.$10),e.uniform1i(g.$13,0+n),e.uniformMatrix4fv(g.$12,e.FALSE,g.sX),e.vertexAttribPointer(g.$11,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$11),e.drawArrays(e.TRIANGLES,0,3),g.f1&&(g.f1=!1,e.viewport(0,0,2*g.tW,2*g.th),e.bindFramebuffer(e.FRAMEBUFFER,g.fb1[0]),e.useProgram(g.shaderP7),e.vertexAttribPointer(g.shdVtx7,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.shdVtx7),e.drawArrays(e.TRIANGLES,0,3),e.bindFramebuffer(e.FRAMEBUFFER,g.fb1[1]),e.useProgram(g.$54),e.vertexAttribPointer(g.$64,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$64),e.drawArrays(e.TRIANGLES,0,3),e.viewport(0,0,g.tW,g.th));{g.f2&&(g.f2=!1,e.bindFramebuffer(e.FRAMEBUFFER,g.fb2[1&g.l2n]),e.useProgram(g.shaderP5),e.uniformMatrix4fv(g.shdMtx5,e.FALSE,g.sX),e.vertexAttribPointer(g.shdVtx5,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.shdVtx5),e.drawArrays(e.TRIANGLES,0,3),e.viewport(0,0,2*g.tW,g.th),e.bindFramebuffer(e.FRAMEBUFFER,g.fb3[1&g.l3n]),e.useProgram(g.shaderP6),e.uniform1i(g.shdTex6,4+(1&g.l2n)),e.uniformMatrix4fv(g.shdMtx6,e.FALSE,g.sX),e.vertexAttribPointer(g.shdVtx6,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.shdVtx6),e.drawArrays(e.TRIANGLES,0,3),e.viewport(0,0,g.tW,g.th),e.bindFramebuffer(e.FRAMEBUFFER,g.fb4[1&g.l4n]),e.useProgram(g.$53),e.uniformMatrix4fv(g.$73,e.FALSE,g.sX),e.vertexAttribPointer(g.$63,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$63),e.drawArrays(e.TRIANGLES,0,3)),g.sX[6]=0,g.sX[7]=0,n=1&g.l2n,++g.l2n,t=1&g.l2n,e.bindFramebuffer(e.FRAMEBUFFER,g.fb2[t]),e.useProgram(g.$1),e.uniform1i(g.$4,4+n),e.uniformMatrix4fv(g.$3,e.FALSE,g.sX),e.vertexAttribPointer(g.$2,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$2),e.drawArrays(e.TRIANGLES,0,3),n=1&g.l2n,++g.l2n,t=1&g.l2n,e.bindFramebuffer(e.FRAMEBUFFER,g.fb2[t]),e.useProgram(g.$14),e.uniform1i(g.$17,4+n),e.uniform1i(g.$18,6+(1&g.l3n)),e.uniformMatrix4fv(g.$16,e.FALSE,g.sX),e.vertexAttribPointer(g.$15,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$15),e.drawArrays(e.TRIANGLES,0,3),n=1&g.l2n,++g.l2n,t=1&g.l2n,e.bindFramebuffer(e.FRAMEBUFFER,g.fb2[t]),e.useProgram(g.$25),e.uniform1i(g.$28,4+n),e.uniform1i(g.$29,0+(1&g.l0n)),e.uniformMatrix4fv(g.$27,e.FALSE,g.sX),e.vertexAttribPointer(g.$26,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$26),e.drawArrays(e.TRIANGLES,0,3),g.sX[9]=0,n=1&g.l2n,++g.l2n,t=1&g.l2n,e.bindFramebuffer(e.FRAMEBUFFER,g.fb2[t]),e.useProgram(g.$5),e.uniform1i(g.$8,4+n),e.uniform1i(g.$9,2),e.uniformMatrix4fv(g.$7,e.FALSE,g.sX),e.vertexAttribPointer(g.$6,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$6),e.drawArrays(e.TRIANGLES,0,3),n=1&g.l2n,++g.l2n,t=1&g.l2n,e.bindFramebuffer(e.FRAMEBUFFER,g.fb2[t]),e.useProgram(g.$55),e.uniform1i(g.$48,4+n),e.uniform1i(g.$49,8+(g.l4n+0&1)),e.vertexAttribPointer(g.$65,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$65),e.drawArrays(e.TRIANGLES,0,3),n=1&g.l2n,++g.l2n,t=1&g.l2n,e.bindFramebuffer(e.FRAMEBUFFER,g.fb2[t]),e.useProgram(g.$10),e.uniform1i(g.$13,4+n),e.uniformMatrix4fv(g.$12,e.FALSE,g.sX),e.vertexAttribPointer(g.$11,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$11),e.drawArrays(e.TRIANGLES,0,3),n=1&g.l4n,++g.l4n,t=1&g.l4n,e.bindFramebuffer(e.FRAMEBUFFER,g.fb4[t]),e.useProgram(g.$50),e.uniform1i(g.$80,8+n),e.uniform1i(g.$81,4+(g.l2n+0&1)),e.uniform1i(g.$82,4+(g.l2n+1&1)),e.uniformMatrix4fv(g.$70,e.FALSE,g.sX),e.vertexAttribPointer(g.$60,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$60),e.drawArrays(e.TRIANGLES,0,3),n=1&g.l4n,++g.l4n,t=1&g.l4n;let r=g.sX[2];g.sX[2]=1*g.cF,e.bindFramebuffer(e.FRAMEBUFFER,g.fb4[t]),e.useProgram(g.$51),e.uniform1i(g.$90,8+n),e.uniform1i(g.$91,4+(g.l2n+0&1)),e.uniformMatrix4fv(g.$71,e.FALSE,g.sX),e.vertexAttribPointer(g.$61,1,e.FLOAT,0,0,0),e.enableVertexAttribArray(g.$61),e.drawArrays(e.TRIANGLES,0,3),g.sX[2]=r,(()=>{if(g.lE)return;if(void 0===g.fC&&(g.fC=0),++g.fC,0!=(3&g.fC))return;let e=g.rdPix;const n=g.gl;n.readPixels(0,0,g.tW,g.th,n.RGBA,n.UNSIGNED_BYTE,e);let t=0,r=!1,a=!1;for(let n=0;ne[t+0]&&e[t+1]>e[t+2]){r=!0;let e=.07,t=.85,i=2*(Math.floor(.5*c+.25)+.5)/(.5*g.tW)-1,o=2*(Math.floor(.5*n+.25)+.5)/(.5*g.th)-1;(i-=g.dC[0]*t)*i+(o-=g.dC[1]*t)*o ================================================ FILE: main/gams/gfiles/html5/pushback/s.css ================================================ body,html{width:100%;height:100%;margin:0;padding:0;overflow:hidden;font-family:sans-serif;font-weight:bolder;background-color:black;}.b{background-color:#46a5ff;display:grid;justify-content:center;align-items:center;padding:1%;pointer-events:all;cursor:pointer;background:url(./w.jpg);border-radius:6px;image-rendering:-webkit-optimize-contrast;image-rendering:-moz-crisp-edges;image-rendering:pixelated;background-size:contain;animation:w 4s linear 0s infinite alternate;box-shadow:0 0 30px #fff}*{user-select:none}.b svg{mix-blend-mode:difference}.b svg text{fill:#f9bd64;stroke:#c28c4a}.b:hover{filter:brightness(1.2)}.l{pointer-events:none;filter:brightness(.5)}.b.l{background-color:#4c4c4c}.ui{position:absolute;display:flex;flex-direction:column;justify-content:center;left:50%;top:50%;transform:translate3d(-50%,-50%,0);pointer-events:none}.lvls,.ui{z-index:1;align-items:center}.lvls{display:grid;grid-template-columns:repeat(4,1fr);grid-gap:30px;width:60%;height:45%;justify-items:center}.t1{fill:#fff;position:absolute;font-weight:600;left:30%;top:70%;transform:translate3d(-50%,-50%,0) rotate(-45deg);animation:s1 1.2s cubic-bezier(.55,.055,.675,.19) 0s infinite;will-change:transform}.t2{left:20%;top:50%;animation:s2 1.2s cubic-bezier(.55,.055,.675,.19) 0s infinite;transform:translate3d(-50%,-50%,0) rotate(30deg)}.t3{left:75%;top:20%;animation:s3 1.2s cubic-bezier(.55,.055,.675,.19) 0s infinite;transform:translate3d(-50%,-50%,0)}.bl{position:absolute;pointer-events:all;background-image:repeating-linear-gradient(45deg,red,red 30px,#ffeb3b 0,#f1ff00 60px);opacity:.1;transition:opacity .1s ease-in;cursor:help}.bl:hover{opacity:.4}.ed{font-size:400px;position:absolute;top:50%;mix-blend-mode:soft-light;color:#00eaf8;left:50%;z-index:100;transform:translate(-50%,-50%);pointer-events:none}.ed.ls{color:#ff3b3b}@keyframes w{0%{transform:rotate(-3deg)}to{transform:rotate(3deg)}}@keyframes s1{0%{margin-left:0;margin-top:0;opacity:.6}to{margin-left:50%;margin-top:-50%;opacity:0}}@keyframes s2{0%{margin-left:0;margin-top:0;opacity:.6}to{margin-left:85%;margin-top:50%;opacity:0}}@keyframes s3{0%{margin-left:0;opacity:.6}30%{margin-left:30%;opacity:0}31%{margin-left:-80%;opacity:.6}to{margin-left:-50%;opacity:0}} ================================================ FILE: main/gams/gfiles/html5/q1k3/index.html ================================================ Q1K3 ================================================ FILE: main/gams/gfiles/html5/racer/LICENSE ================================================ Copyright (c) 2012, 2013, 2014, 2015, 2016 Jake Gordon and contributors Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. =============================================================================== ================================================ FILE: main/gams/gfiles/html5/racer/Rakefile ================================================ desc 'recreate sprite sheets' task 'resprite' do require 'sprite_factory' SpriteFactory.run!('images/sprites', :layout => :packed, :output_style => 'images/sprites.js', :margin => 5, :nocomments => true) do |images| SpriteHelper.javascript_style("SPRITES", images) end SpriteFactory.run!('images/background', :layout => :vertical, :output_style => 'images/background.js', :margin => 5, :nocomments => true) do |images| SpriteHelper.javascript_style("BACKGROUND", images) end end #------------------------------------------------------------------------------ module SpriteHelper # slightly unusual use of sprite-factory to generate a javascript object structure instead of CSS attributes... def self.javascript_style(variable, images) maxname = images.keys.inject(0) {|n,key| [n,key.length].max } rules = [] images.each do |name, i| name = name.upcase whitespace = ' '*(maxname-name.length) x = '%4d' % i[:cssx] y = '%4d' % i[:cssy] w = '%4d' % i[:cssw] h = '%4d' % i[:cssh] rules << " #{name}: #{whitespace}{ x: #{x}, y: #{y}, w: #{w}, h: #{h} }" end "var #{variable} = {\n#{rules.join(",\n")}\n};" end end ================================================ FILE: main/gams/gfiles/html5/racer/common.css ================================================ /****************************************/ /* common styles used for v1 through v4 */ /****************************************/ body { font-family: Arial, Helvetica, sans-serif; } #stats { border: 2px solid black; } #controls { width: 28em; float: left; padding: 1em; font-size: 0.7em; } #controls th { text-align: right; vertical-align: middle; } #instructions { clear: left; float: left; width: 17em; padding: 1em; border: 1px solid black; box-shadow: 0 0 5px black; } #racer { position: relative; z-index: 0; width: 640px; height: 480px; margin-left: 20em; border: 2px solid black; } #canvas { position: absolute; z-index: 0; width: 640px; height: 480px; z-index: 0; background-color: #72D7EE; } #mute { background-position: 0px 0px; width: 32px; height: 32px; background: url(images/mute.png); display: inline-block; cursor: pointer; position: absolute; margin-left: 20em; } #mute.on { background-position: -32px 0px; } /**************************************************/ /* rudimentary heads up display (only used in v4) */ /**************************************************/ #hud { position: absolute; z-index: 1; width: 640px; padding: 5px 0; font-family: Verdana, Geneva, sans-serif; font-size: 0.8em; background-color: rgba(0,0,255,0.3); color: black; border-bottom: 2px solid black; box-sizing: border-box; -moz-box-sizing: border-box; -webkit-box-sizing: border-box; } #hud .hud { background-color: rgba(255,255,255,0.6); padding: 5px; border: 1px solid black; margin: 0 5px; transition-property: background-color; transition-duration: 2s; -webkit-transition-property: background-color; -webkit-transition-duration: 2s; } #hud #speed { float: right; } #hud #current_lap_time { float: left; } #hud #last_lap_time { float: left; display: none; } #hud #fast_lap_time { display: block; width: 12em; margin: 0 auto; text-align: center; transition-property: background-color; transition-duration: 2s; -webkit-transition-property: background-color; -webkit-transition-duration: 2s; } #hud .value { color: black; font-weight: bold; } #hud .fastest { background-color: rgba(255,215,0,0.5); } ================================================ FILE: main/gams/gfiles/html5/racer/images/background.js ================================================ var BACKGROUND = { HILLS: { x: 5, y: 5, w: 1280, h: 480 }, SKY: { x: 5, y: 495, w: 1280, h: 480 }, TREES: { x: 5, y: 985, w: 1280, h: 480 } }; ================================================ FILE: main/gams/gfiles/html5/racer/images/sprites.js ================================================ var SPRITES = { PALM_TREE: { x: 5, y: 5, w: 215, h: 540 }, BILLBOARD08: { x: 230, y: 5, w: 385, h: 265 }, TREE1: { x: 625, y: 5, w: 360, h: 360 }, DEAD_TREE1: { x: 5, y: 555, w: 135, h: 332 }, BILLBOARD09: { x: 150, y: 555, w: 328, h: 282 }, BOULDER3: { x: 230, y: 280, w: 320, h: 220 }, COLUMN: { x: 995, y: 5, w: 200, h: 315 }, BILLBOARD01: { x: 625, y: 375, w: 300, h: 170 }, BILLBOARD06: { x: 488, y: 555, w: 298, h: 190 }, BILLBOARD05: { x: 5, y: 897, w: 298, h: 190 }, BILLBOARD07: { x: 313, y: 897, w: 298, h: 190 }, BOULDER2: { x: 621, y: 897, w: 298, h: 140 }, TREE2: { x: 1205, y: 5, w: 282, h: 295 }, BILLBOARD04: { x: 1205, y: 310, w: 268, h: 170 }, DEAD_TREE2: { x: 1205, y: 490, w: 150, h: 260 }, BOULDER1: { x: 1205, y: 760, w: 168, h: 248 }, BUSH1: { x: 5, y: 1097, w: 240, h: 155 }, CACTUS: { x: 929, y: 897, w: 235, h: 118 }, BUSH2: { x: 255, y: 1097, w: 232, h: 152 }, BILLBOARD03: { x: 5, y: 1262, w: 230, h: 220 }, BILLBOARD02: { x: 245, y: 1262, w: 215, h: 220 }, STUMP: { x: 995, y: 330, w: 195, h: 140 }, SEMI: { x: 1365, y: 490, w: 122, h: 144 }, TRUCK: { x: 1365, y: 644, w: 100, h: 78 }, CAR03: { x: 1383, y: 760, w: 88, h: 55 }, CAR02: { x: 1383, y: 825, w: 80, h: 59 }, CAR04: { x: 1383, y: 894, w: 80, h: 57 }, CAR01: { x: 1205, y: 1018, w: 80, h: 56 }, PLAYER_UPHILL_LEFT: { x: 1383, y: 961, w: 80, h: 45 }, PLAYER_UPHILL_STRAIGHT: { x: 1295, y: 1018, w: 80, h: 45 }, PLAYER_UPHILL_RIGHT: { x: 1385, y: 1018, w: 80, h: 45 }, PLAYER_LEFT: { x: 995, y: 480, w: 80, h: 41 }, PLAYER_STRAIGHT: { x: 1085, y: 480, w: 80, h: 41 }, PLAYER_RIGHT: { x: 995, y: 531, w: 80, h: 41 } }; ================================================ FILE: main/gams/gfiles/html5/racer/index.html ================================================ Javascript Racer
    0 mph Time: 0.0 Last Lap: 0.0 Fastest Lap: 0.0
    Sorry, this example cannot be run because your browser does not support the <canvas> element Loading...
    ================================================ FILE: main/gams/gfiles/html5/racer/js/common.js ================================================ //========================================================================= // minimalist DOM helpers //========================================================================= var Dom = { get: function(id) { return ((id instanceof HTMLElement) || (id === document)) ? id : document.getElementById(id); }, set: function(id, html) { Dom.get(id).innerHTML = html; }, on: function(ele, type, fn, capture) { Dom.get(ele).addEventListener(type, fn, capture); }, un: function(ele, type, fn, capture) { Dom.get(ele).removeEventListener(type, fn, capture); }, show: function(ele, type) { Dom.get(ele).style.display = (type || 'block'); }, blur: function(ev) { ev.target.blur(); }, addClassName: function(ele, name) { Dom.toggleClassName(ele, name, true); }, removeClassName: function(ele, name) { Dom.toggleClassName(ele, name, false); }, toggleClassName: function(ele, name, on) { ele = Dom.get(ele); var classes = ele.className.split(' '); var n = classes.indexOf(name); on = (typeof on == 'undefined') ? (n < 0) : on; if (on && (n < 0)) classes.push(name); else if (!on && (n >= 0)) classes.splice(n, 1); ele.className = classes.join(' '); }, storage: window.localStorage || {} } //========================================================================= // general purpose helpers (mostly math) //========================================================================= var Util = { timestamp: function() { return new Date().getTime(); }, toInt: function(obj, def) { if (obj !== null) { var x = parseInt(obj, 10); if (!isNaN(x)) return x; } return Util.toInt(def, 0); }, toFloat: function(obj, def) { if (obj !== null) { var x = parseFloat(obj); if (!isNaN(x)) return x; } return Util.toFloat(def, 0.0); }, limit: function(value, min, max) { return Math.max(min, Math.min(value, max)); }, randomInt: function(min, max) { return Math.round(Util.interpolate(min, max, Math.random())); }, randomChoice: function(options) { return options[Util.randomInt(0, options.length-1)]; }, percentRemaining: function(n, total) { return (n%total)/total; }, accelerate: function(v, accel, dt) { return v + (accel * dt); }, interpolate: function(a,b,percent) { return a + (b-a)*percent }, easeIn: function(a,b,percent) { return a + (b-a)*Math.pow(percent,2); }, easeOut: function(a,b,percent) { return a + (b-a)*(1-Math.pow(1-percent,2)); }, easeInOut: function(a,b,percent) { return a + (b-a)*((-Math.cos(percent*Math.PI)/2) + 0.5); }, exponentialFog: function(distance, density) { return 1 / (Math.pow(Math.E, (distance * distance * density))); }, increase: function(start, increment, max) { // with looping var result = start + increment; while (result >= max) result -= max; while (result < 0) result += max; return result; }, project: function(p, cameraX, cameraY, cameraZ, cameraDepth, width, height, roadWidth) { p.camera.x = (p.world.x || 0) - cameraX; p.camera.y = (p.world.y || 0) - cameraY; p.camera.z = (p.world.z || 0) - cameraZ; p.screen.scale = cameraDepth/p.camera.z; p.screen.x = Math.round((width/2) + (p.screen.scale * p.camera.x * width/2)); p.screen.y = Math.round((height/2) - (p.screen.scale * p.camera.y * height/2)); p.screen.w = Math.round( (p.screen.scale * roadWidth * width/2)); }, overlap: function(x1, w1, x2, w2, percent) { var half = (percent || 1)/2; var min1 = x1 - (w1*half); var max1 = x1 + (w1*half); var min2 = x2 - (w2*half); var max2 = x2 + (w2*half); return ! ((max1 < min2) || (min1 > max2)); } } //========================================================================= // POLYFILL for requestAnimationFrame //========================================================================= if (!window.requestAnimationFrame) { // http://paulirish.com/2011/requestanimationframe-for-smart-animating/ window.requestAnimationFrame = window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame || function(callback, element) { window.setTimeout(callback, 1000 / 60); } } //========================================================================= // GAME LOOP helpers //========================================================================= var Game = { // a modified version of the game loop from my previous boulderdash game - see http://codeincomplete.com/posts/2011/10/25/javascript_boulderdash/#gameloop run: function(options) { Game.loadImages(options.images, function(images) { options.ready(images); // tell caller to initialize itself because images are loaded and we're ready to rumble Game.setKeyListener(options.keys); var canvas = options.canvas, // canvas render target is provided by caller update = options.update, // method to update game logic is provided by caller render = options.render, // method to render the game is provided by caller step = options.step, // fixed frame step (1/fps) is specified by caller stats = options.stats, // stats instance is provided by caller now = null, last = Util.timestamp(), dt = 0, gdt = 0; function frame() { now = Util.timestamp(); dt = Math.min(1, (now - last) / 1000); // using requestAnimationFrame have to be able to handle large delta's caused when it 'hibernates' in a background or non-visible tab gdt = gdt + dt; while (gdt > step) { gdt = gdt - step; update(step); } render(); stats.update(); last = now; requestAnimationFrame(frame, canvas); } frame(); // lets get this party started Game.playMusic(); }); }, //--------------------------------------------------------------------------- loadImages: function(names, callback) { // load multiple images and callback when ALL images have loaded var result = []; var count = names.length; var onload = function() { if (--count == 0) callback(result); }; for(var n = 0 ; n < names.length ; n++) { var name = names[n]; result[n] = document.createElement('img'); Dom.on(result[n], 'load', onload); result[n].src = "images/" + name + ".png"; } }, //--------------------------------------------------------------------------- setKeyListener: function(keys) { var onkey = function(keyCode, mode) { var n, k; for(n = 0 ; n < keys.length ; n++) { k = keys[n]; k.mode = k.mode || 'up'; if ((k.key == keyCode) || (k.keys && (k.keys.indexOf(keyCode) >= 0))) { if (k.mode == mode) { k.action.call(); } } } }; Dom.on(document, 'keydown', function(ev) { onkey(ev.keyCode, 'down'); } ); Dom.on(document, 'keyup', function(ev) { onkey(ev.keyCode, 'up'); } ); }, //--------------------------------------------------------------------------- stats: function(parentId, id) { // construct mr.doobs FPS counter - along with friendly good/bad/ok message box var result = new Stats(); result.domElement.id = id || 'stats'; Dom.get(parentId).appendChild(result.domElement); var msg = document.createElement('div'); msg.style.cssText = "border: 2px solid gray; padding: 5px; margin-top: 5px; text-align: left; font-size: 1.15em; text-align: right;"; msg.innerHTML = "Your canvas performance is "; Dom.get(parentId).appendChild(msg); var value = document.createElement('span'); value.innerHTML = "..."; msg.appendChild(value); setInterval(function() { var fps = result.current(); var ok = (fps > 50) ? 'good' : (fps < 30) ? 'bad' : 'ok'; var color = (fps > 50) ? 'green' : (fps < 30) ? 'red' : 'gray'; value.innerHTML = ok; value.style.color = color; msg.style.borderColor = color; }, 5000); return result; }, //--------------------------------------------------------------------------- playMusic: function() { var music = Dom.get('music'); music.loop = true; music.volume = 0.05; // shhhh! annoying music! music.muted = (Dom.storage.muted === "true"); music.play(); Dom.toggleClassName('mute', 'on', music.muted); Dom.on('mute', 'click', function() { Dom.storage.muted = music.muted = !music.muted; Dom.toggleClassName('mute', 'on', music.muted); }); } } //========================================================================= // canvas rendering helpers //========================================================================= var Render = { polygon: function(ctx, x1, y1, x2, y2, x3, y3, x4, y4, color) { ctx.fillStyle = color; ctx.beginPath(); ctx.moveTo(x1, y1); ctx.lineTo(x2, y2); ctx.lineTo(x3, y3); ctx.lineTo(x4, y4); ctx.closePath(); ctx.fill(); }, //--------------------------------------------------------------------------- segment: function(ctx, width, lanes, x1, y1, w1, x2, y2, w2, fog, color) { var r1 = Render.rumbleWidth(w1, lanes), r2 = Render.rumbleWidth(w2, lanes), l1 = Render.laneMarkerWidth(w1, lanes), l2 = Render.laneMarkerWidth(w2, lanes), lanew1, lanew2, lanex1, lanex2, lane; ctx.fillStyle = color.grass; ctx.fillRect(0, y2, width, y1 - y2); Render.polygon(ctx, x1-w1-r1, y1, x1-w1, y1, x2-w2, y2, x2-w2-r2, y2, color.rumble); Render.polygon(ctx, x1+w1+r1, y1, x1+w1, y1, x2+w2, y2, x2+w2+r2, y2, color.rumble); Render.polygon(ctx, x1-w1, y1, x1+w1, y1, x2+w2, y2, x2-w2, y2, color.road); if (color.lane) { lanew1 = w1*2/lanes; lanew2 = w2*2/lanes; lanex1 = x1 - w1 + lanew1; lanex2 = x2 - w2 + lanew2; for(lane = 1 ; lane < lanes ; lanex1 += lanew1, lanex2 += lanew2, lane++) Render.polygon(ctx, lanex1 - l1/2, y1, lanex1 + l1/2, y1, lanex2 + l2/2, y2, lanex2 - l2/2, y2, color.lane); } Render.fog(ctx, 0, y1, width, y2-y1, fog); }, //--------------------------------------------------------------------------- background: function(ctx, background, width, height, layer, rotation, offset) { rotation = rotation || 0; offset = offset || 0; var imageW = layer.w/2; var imageH = layer.h; var sourceX = layer.x + Math.floor(layer.w * rotation); var sourceY = layer.y var sourceW = Math.min(imageW, layer.x+layer.w-sourceX); var sourceH = imageH; var destX = 0; var destY = offset; var destW = Math.floor(width * (sourceW/imageW)); var destH = height; ctx.drawImage(background, sourceX, sourceY, sourceW, sourceH, destX, destY, destW, destH); if (sourceW < imageW) ctx.drawImage(background, layer.x, sourceY, imageW-sourceW, sourceH, destW-1, destY, width-destW, destH); }, //--------------------------------------------------------------------------- sprite: function(ctx, width, height, resolution, roadWidth, sprites, sprite, scale, destX, destY, offsetX, offsetY, clipY) { // scale for projection AND relative to roadWidth (for tweakUI) var destW = (sprite.w * scale * width/2) * (SPRITES.SCALE * roadWidth); var destH = (sprite.h * scale * width/2) * (SPRITES.SCALE * roadWidth); destX = destX + (destW * (offsetX || 0)); destY = destY + (destH * (offsetY || 0)); var clipH = clipY ? Math.max(0, destY+destH-clipY) : 0; if (clipH < destH) ctx.drawImage(sprites, sprite.x, sprite.y, sprite.w, sprite.h - (sprite.h*clipH/destH), destX, destY, destW, destH - clipH); }, //--------------------------------------------------------------------------- player: function(ctx, width, height, resolution, roadWidth, sprites, speedPercent, scale, destX, destY, steer, updown) { var bounce = (1.5 * Math.random() * speedPercent * resolution) * Util.randomChoice([-1,1]); var sprite; if (steer < 0) sprite = (updown > 0) ? SPRITES.PLAYER_UPHILL_LEFT : SPRITES.PLAYER_LEFT; else if (steer > 0) sprite = (updown > 0) ? SPRITES.PLAYER_UPHILL_RIGHT : SPRITES.PLAYER_RIGHT; else sprite = (updown > 0) ? SPRITES.PLAYER_UPHILL_STRAIGHT : SPRITES.PLAYER_STRAIGHT; Render.sprite(ctx, width, height, resolution, roadWidth, sprites, sprite, scale, destX, destY + bounce, -0.5, -1); }, //--------------------------------------------------------------------------- fog: function(ctx, x, y, width, height, fog) { if (fog < 1) { ctx.globalAlpha = (1-fog) ctx.fillStyle = COLORS.FOG; ctx.fillRect(x, y, width, height); ctx.globalAlpha = 1; } }, rumbleWidth: function(projectedRoadWidth, lanes) { return projectedRoadWidth/Math.max(6, 2*lanes); }, laneMarkerWidth: function(projectedRoadWidth, lanes) { return projectedRoadWidth/Math.max(32, 8*lanes); } } //============================================================================= // RACING GAME CONSTANTS //============================================================================= var KEY = { LEFT: 37, UP: 38, RIGHT: 39, DOWN: 40, A: 65, D: 68, S: 83, W: 87 }; var COLORS = { SKY: '#72D7EE', TREE: '#005108', FOG: '#005108', LIGHT: { road: '#6B6B6B', grass: '#10AA10', rumble: '#555555', lane: '#CCCCCC' }, DARK: { road: '#696969', grass: '#009A00', rumble: '#BBBBBB' }, START: { road: 'white', grass: 'white', rumble: 'white' }, FINISH: { road: 'black', grass: 'black', rumble: 'black' } }; var BACKGROUND = { HILLS: { x: 5, y: 5, w: 1280, h: 480 }, SKY: { x: 5, y: 495, w: 1280, h: 480 }, TREES: { x: 5, y: 985, w: 1280, h: 480 } }; var SPRITES = { PALM_TREE: { x: 5, y: 5, w: 215, h: 540 }, BILLBOARD08: { x: 230, y: 5, w: 385, h: 265 }, TREE1: { x: 625, y: 5, w: 360, h: 360 }, DEAD_TREE1: { x: 5, y: 555, w: 135, h: 332 }, BILLBOARD09: { x: 150, y: 555, w: 328, h: 282 }, BOULDER3: { x: 230, y: 280, w: 320, h: 220 }, COLUMN: { x: 995, y: 5, w: 200, h: 315 }, BILLBOARD01: { x: 625, y: 375, w: 300, h: 170 }, BILLBOARD06: { x: 488, y: 555, w: 298, h: 190 }, BILLBOARD05: { x: 5, y: 897, w: 298, h: 190 }, BILLBOARD07: { x: 313, y: 897, w: 298, h: 190 }, BOULDER2: { x: 621, y: 897, w: 298, h: 140 }, TREE2: { x: 1205, y: 5, w: 282, h: 295 }, BILLBOARD04: { x: 1205, y: 310, w: 268, h: 170 }, DEAD_TREE2: { x: 1205, y: 490, w: 150, h: 260 }, BOULDER1: { x: 1205, y: 760, w: 168, h: 248 }, BUSH1: { x: 5, y: 1097, w: 240, h: 155 }, CACTUS: { x: 929, y: 897, w: 235, h: 118 }, BUSH2: { x: 255, y: 1097, w: 232, h: 152 }, BILLBOARD03: { x: 5, y: 1262, w: 230, h: 220 }, BILLBOARD02: { x: 245, y: 1262, w: 215, h: 220 }, STUMP: { x: 995, y: 330, w: 195, h: 140 }, SEMI: { x: 1365, y: 490, w: 122, h: 144 }, TRUCK: { x: 1365, y: 644, w: 100, h: 78 }, CAR03: { x: 1383, y: 760, w: 88, h: 55 }, CAR02: { x: 1383, y: 825, w: 80, h: 59 }, CAR04: { x: 1383, y: 894, w: 80, h: 57 }, CAR01: { x: 1205, y: 1018, w: 80, h: 56 }, PLAYER_UPHILL_LEFT: { x: 1383, y: 961, w: 80, h: 45 }, PLAYER_UPHILL_STRAIGHT: { x: 1295, y: 1018, w: 80, h: 45 }, PLAYER_UPHILL_RIGHT: { x: 1385, y: 1018, w: 80, h: 45 }, PLAYER_LEFT: { x: 995, y: 480, w: 80, h: 41 }, PLAYER_STRAIGHT: { x: 1085, y: 480, w: 80, h: 41 }, PLAYER_RIGHT: { x: 995, y: 531, w: 80, h: 41 } }; SPRITES.SCALE = 0.3 * (1/SPRITES.PLAYER_STRAIGHT.w) // the reference sprite width should be 1/3rd the (half-)roadWidth SPRITES.BILLBOARDS = [SPRITES.BILLBOARD01, SPRITES.BILLBOARD02, SPRITES.BILLBOARD03, SPRITES.BILLBOARD04, SPRITES.BILLBOARD05, SPRITES.BILLBOARD06, SPRITES.BILLBOARD07, SPRITES.BILLBOARD08, SPRITES.BILLBOARD09]; SPRITES.PLANTS = [SPRITES.TREE1, SPRITES.TREE2, SPRITES.DEAD_TREE1, SPRITES.DEAD_TREE2, SPRITES.PALM_TREE, SPRITES.BUSH1, SPRITES.BUSH2, SPRITES.CACTUS, SPRITES.STUMP, SPRITES.BOULDER1, SPRITES.BOULDER2, SPRITES.BOULDER3]; SPRITES.CARS = [SPRITES.CAR01, SPRITES.CAR02, SPRITES.CAR03, SPRITES.CAR04, SPRITES.SEMI, SPRITES.TRUCK]; ================================================ FILE: main/gams/gfiles/html5/racer/js/main.js ================================================ var fps = 60; // how many 'update' frames per second var step = 1/fps; // how long is each frame (in seconds) var width = 1024; // logical canvas width var height = 768; // logical canvas height var centrifugal = 0.3; // centrifugal force multiplier when going around curves var offRoadDecel = 0.99; // speed multiplier when off road (e.g. you lose 2% speed each update frame) var skySpeed = 0.001; // background sky layer scroll speed when going around curve (or up hill) var hillSpeed = 0.002; // background hill layer scroll speed when going around curve (or up hill) var treeSpeed = 0.003; // background tree layer scroll speed when going around curve (or up hill) var skyOffset = 0; // current sky scroll offset var hillOffset = 0; // current hill scroll offset var treeOffset = 0; // current tree scroll offset var segments = []; // array of road segments var cars = []; // array of cars on the road var stats = Game.stats('fps'); // mr.doobs FPS counter var canvas = Dom.get('canvas'); // our canvas... var ctx = canvas.getContext('2d'); // ...and its drawing context var background = null; // our background image (loaded below) var sprites = null; // our spritesheet (loaded below) var resolution = null; // scaling factor to provide resolution independence (computed) var roadWidth = 2000; // actually half the roads width, easier math if the road spans from -roadWidth to +roadWidth var segmentLength = 200; // length of a single segment var rumbleLength = 3; // number of segments per red/white rumble strip var trackLength = null; // z length of entire track (computed) var lanes = 3; // number of lanes var fieldOfView = 100; // angle (degrees) for field of view var cameraHeight = 1000; // z height of camera var cameraDepth = null; // z distance camera is from screen (computed) var drawDistance = 300; // number of segments to draw var playerX = 0; // player x offset from center of road (-1 to 1 to stay independent of roadWidth) var playerZ = null; // player relative z distance from camera (computed) var fogDensity = 5; // exponential fog density var position = 0; // current camera Z position (add playerZ to get player's absolute Z position) var speed = 0; // current speed var maxSpeed = segmentLength/step; // top speed (ensure we can't move more than 1 segment in a single frame to make collision detection easier) var accel = maxSpeed/5; // acceleration rate - tuned until it 'felt' right var breaking = -maxSpeed; // deceleration rate when braking var decel = -maxSpeed/5; // 'natural' deceleration rate when neither accelerating, nor braking var offRoadDecel = -maxSpeed/2; // off road deceleration is somewhere in between var offRoadLimit = maxSpeed/4; // limit when off road deceleration no longer applies (e.g. you can always go at least this speed even when off road) var totalCars = 200; // total number of cars on the road var currentLapTime = 0; // current lap time var lastLapTime = null; // last lap time var keyLeft = false; var keyRight = false; var keyFaster = false; var keySlower = false; var hud = { speed: { value: null, dom: Dom.get('speed_value') }, current_lap_time: { value: null, dom: Dom.get('current_lap_time_value') }, last_lap_time: { value: null, dom: Dom.get('last_lap_time_value') }, fast_lap_time: { value: null, dom: Dom.get('fast_lap_time_value') } } //========================================================================= // UPDATE THE GAME WORLD //========================================================================= function update(dt) { var n, car, carW, sprite, spriteW; var playerSegment = findSegment(position+playerZ); var playerW = SPRITES.PLAYER_STRAIGHT.w * SPRITES.SCALE; var speedPercent = speed/maxSpeed; var dx = dt * 2 * speedPercent; // at top speed, should be able to cross from left to right (-1 to 1) in 1 second var startPosition = position; updateCars(dt, playerSegment, playerW); position = Util.increase(position, dt * speed, trackLength); if (keyLeft) playerX = playerX - dx; else if (keyRight) playerX = playerX + dx; playerX = playerX - (dx * speedPercent * playerSegment.curve * centrifugal); if (keyFaster) speed = Util.accelerate(speed, accel, dt); else if (keySlower) speed = Util.accelerate(speed, breaking, dt); else speed = Util.accelerate(speed, decel, dt); if ((playerX < -1) || (playerX > 1)) { if (speed > offRoadLimit) speed = Util.accelerate(speed, offRoadDecel, dt); for(n = 0 ; n < playerSegment.sprites.length ; n++) { sprite = playerSegment.sprites[n]; spriteW = sprite.source.w * SPRITES.SCALE; if (Util.overlap(playerX, playerW, sprite.offset + spriteW/2 * (sprite.offset > 0 ? 1 : -1), spriteW)) { speed = maxSpeed/5; position = Util.increase(playerSegment.p1.world.z, -playerZ, trackLength); // stop in front of sprite (at front of segment) break; } } } for(n = 0 ; n < playerSegment.cars.length ; n++) { car = playerSegment.cars[n]; carW = car.sprite.w * SPRITES.SCALE; if (speed > car.speed) { if (Util.overlap(playerX, playerW, car.offset, carW, 0.8)) { speed = car.speed * (car.speed/speed); position = Util.increase(car.z, -playerZ, trackLength); break; } } } playerX = Util.limit(playerX, -3, 3); // dont ever let it go too far out of bounds speed = Util.limit(speed, 0, maxSpeed); // or exceed maxSpeed skyOffset = Util.increase(skyOffset, skySpeed * playerSegment.curve * (position-startPosition)/segmentLength, 1); hillOffset = Util.increase(hillOffset, hillSpeed * playerSegment.curve * (position-startPosition)/segmentLength, 1); treeOffset = Util.increase(treeOffset, treeSpeed * playerSegment.curve * (position-startPosition)/segmentLength, 1); if (position > playerZ) { if (currentLapTime && (startPosition < playerZ)) { lastLapTime = currentLapTime; currentLapTime = 0; if (lastLapTime <= Util.toFloat(Dom.storage.fast_lap_time)) { Dom.storage.fast_lap_time = lastLapTime; updateHud('fast_lap_time', formatTime(lastLapTime)); Dom.addClassName('fast_lap_time', 'fastest'); Dom.addClassName('last_lap_time', 'fastest'); } else { Dom.removeClassName('fast_lap_time', 'fastest'); Dom.removeClassName('last_lap_time', 'fastest'); } updateHud('last_lap_time', formatTime(lastLapTime)); Dom.show('last_lap_time'); } else { currentLapTime += dt; } } updateHud('speed', 5 * Math.round(speed/500)); updateHud('current_lap_time', formatTime(currentLapTime)); } //------------------------------------------------------------------------- function updateCars(dt, playerSegment, playerW) { var n, car, oldSegment, newSegment; for(n = 0 ; n < cars.length ; n++) { car = cars[n]; oldSegment = findSegment(car.z); car.offset = car.offset + updateCarOffset(car, oldSegment, playerSegment, playerW); car.z = Util.increase(car.z, dt * car.speed, trackLength); car.percent = Util.percentRemaining(car.z, segmentLength); // useful for interpolation during rendering phase newSegment = findSegment(car.z); if (oldSegment != newSegment) { index = oldSegment.cars.indexOf(car); oldSegment.cars.splice(index, 1); newSegment.cars.push(car); } } } function updateCarOffset(car, carSegment, playerSegment, playerW) { var i, j, dir, segment, otherCar, otherCarW, lookahead = 20, carW = car.sprite.w * SPRITES.SCALE; // optimization, dont bother steering around other cars when 'out of sight' of the player if ((carSegment.index - playerSegment.index) > drawDistance) return 0; for(i = 1 ; i < lookahead ; i++) { segment = segments[(carSegment.index+i)%segments.length]; if ((segment === playerSegment) && (car.speed > speed) && (Util.overlap(playerX, playerW, car.offset, carW, 1.2))) { if (playerX > 0.5) dir = -1; else if (playerX < -0.5) dir = 1; else dir = (car.offset > playerX) ? 1 : -1; return dir * 1/i * (car.speed-speed)/maxSpeed; // the closer the cars (smaller i) and the greated the speed ratio, the larger the offset } for(j = 0 ; j < segment.cars.length ; j++) { otherCar = segment.cars[j]; otherCarW = otherCar.sprite.w * SPRITES.SCALE; if ((car.speed > otherCar.speed) && Util.overlap(car.offset, carW, otherCar.offset, otherCarW, 1.2)) { if (otherCar.offset > 0.5) dir = -1; else if (otherCar.offset < -0.5) dir = 1; else dir = (car.offset > otherCar.offset) ? 1 : -1; return dir * 1/i * (car.speed-otherCar.speed)/maxSpeed; } } } // if no cars ahead, but I have somehow ended up off road, then steer back on if (car.offset < -0.9) return 0.1; else if (car.offset > 0.9) return -0.1; else return 0; } //------------------------------------------------------------------------- function updateHud(key, value) { // accessing DOM can be slow, so only do it if value has changed if (hud[key].value !== value) { hud[key].value = value; Dom.set(hud[key].dom, value); } } function formatTime(dt) { var minutes = Math.floor(dt/60); var seconds = Math.floor(dt - (minutes * 60)); var tenths = Math.floor(10 * (dt - Math.floor(dt))); if (minutes > 0) return minutes + "." + (seconds < 10 ? "0" : "") + seconds + "." + tenths; else return seconds + "." + tenths; } //========================================================================= // RENDER THE GAME WORLD //========================================================================= function render() { var baseSegment = findSegment(position); var basePercent = Util.percentRemaining(position, segmentLength); var playerSegment = findSegment(position+playerZ); var playerPercent = Util.percentRemaining(position+playerZ, segmentLength); var playerY = Util.interpolate(playerSegment.p1.world.y, playerSegment.p2.world.y, playerPercent); var maxy = height; var x = 0; var dx = - (baseSegment.curve * basePercent); ctx.clearRect(0, 0, width, height); Render.background(ctx, background, width, height, BACKGROUND.SKY, skyOffset, resolution * skySpeed * playerY); Render.background(ctx, background, width, height, BACKGROUND.HILLS, hillOffset, resolution * hillSpeed * playerY); Render.background(ctx, background, width, height, BACKGROUND.TREES, treeOffset, resolution * treeSpeed * playerY); var n, i, segment, car, sprite, spriteScale, spriteX, spriteY; for(n = 0 ; n < drawDistance ; n++) { segment = segments[(baseSegment.index + n) % segments.length]; segment.looped = segment.index < baseSegment.index; segment.fog = Util.exponentialFog(n/drawDistance, fogDensity); segment.clip = maxy; Util.project(segment.p1, (playerX * roadWidth) - x, playerY + cameraHeight, position - (segment.looped ? trackLength : 0), cameraDepth, width, height, roadWidth); Util.project(segment.p2, (playerX * roadWidth) - x - dx, playerY + cameraHeight, position - (segment.looped ? trackLength : 0), cameraDepth, width, height, roadWidth); x = x + dx; dx = dx + segment.curve; if ((segment.p1.camera.z <= cameraDepth) || // behind us (segment.p2.screen.y >= segment.p1.screen.y) || // back face cull (segment.p2.screen.y >= maxy)) // clip by (already rendered) hill continue; Render.segment(ctx, width, lanes, segment.p1.screen.x, segment.p1.screen.y, segment.p1.screen.w, segment.p2.screen.x, segment.p2.screen.y, segment.p2.screen.w, segment.fog, segment.color); maxy = segment.p1.screen.y; } for(n = (drawDistance-1) ; n > 0 ; n--) { segment = segments[(baseSegment.index + n) % segments.length]; for(i = 0 ; i < segment.cars.length ; i++) { car = segment.cars[i]; sprite = car.sprite; spriteScale = Util.interpolate(segment.p1.screen.scale, segment.p2.screen.scale, car.percent); spriteX = Util.interpolate(segment.p1.screen.x, segment.p2.screen.x, car.percent) + (spriteScale * car.offset * roadWidth * width/2); spriteY = Util.interpolate(segment.p1.screen.y, segment.p2.screen.y, car.percent); Render.sprite(ctx, width, height, resolution, roadWidth, sprites, car.sprite, spriteScale, spriteX, spriteY, -0.5, -1, segment.clip); } for(i = 0 ; i < segment.sprites.length ; i++) { sprite = segment.sprites[i]; spriteScale = segment.p1.screen.scale; spriteX = segment.p1.screen.x + (spriteScale * sprite.offset * roadWidth * width/2); spriteY = segment.p1.screen.y; Render.sprite(ctx, width, height, resolution, roadWidth, sprites, sprite.source, spriteScale, spriteX, spriteY, (sprite.offset < 0 ? -1 : 0), -1, segment.clip); } if (segment == playerSegment) { Render.player(ctx, width, height, resolution, roadWidth, sprites, speed/maxSpeed, cameraDepth/playerZ, width/2, (height/2) - (cameraDepth/playerZ * Util.interpolate(playerSegment.p1.camera.y, playerSegment.p2.camera.y, playerPercent) * height/2), speed * (keyLeft ? -1 : keyRight ? 1 : 0), playerSegment.p2.world.y - playerSegment.p1.world.y); } } } function findSegment(z) { return segments[Math.floor(z/segmentLength) % segments.length]; } //========================================================================= // BUILD ROAD GEOMETRY //========================================================================= function lastY() { return (segments.length == 0) ? 0 : segments[segments.length-1].p2.world.y; } function addSegment(curve, y) { var n = segments.length; segments.push({ index: n, p1: { world: { y: lastY(), z: n *segmentLength }, camera: {}, screen: {} }, p2: { world: { y: y, z: (n+1)*segmentLength }, camera: {}, screen: {} }, curve: curve, sprites: [], cars: [], color: Math.floor(n/rumbleLength)%2 ? COLORS.DARK : COLORS.LIGHT }); } function addSprite(n, sprite, offset) { segments[n].sprites.push({ source: sprite, offset: offset }); } function addRoad(enter, hold, leave, curve, y) { var startY = lastY(); var endY = startY + (Util.toInt(y, 0) * segmentLength); var n, total = enter + hold + leave; for(n = 0 ; n < enter ; n++) addSegment(Util.easeIn(0, curve, n/enter), Util.easeInOut(startY, endY, n/total)); for(n = 0 ; n < hold ; n++) addSegment(curve, Util.easeInOut(startY, endY, (enter+n)/total)); for(n = 0 ; n < leave ; n++) addSegment(Util.easeInOut(curve, 0, n/leave), Util.easeInOut(startY, endY, (enter+hold+n)/total)); } var ROAD = { LENGTH: { NONE: 0, SHORT: 25, MEDIUM: 50, LONG: 100 }, HILL: { NONE: 0, LOW: 20, MEDIUM: 40, HIGH: 60 }, CURVE: { NONE: 0, EASY: 2, MEDIUM: 4, HARD: 6 } }; function addStraight(num) { num = num || ROAD.LENGTH.MEDIUM; addRoad(num, num, num, 0, 0); } function addHill(num, height) { num = num || ROAD.LENGTH.MEDIUM; height = height || ROAD.HILL.MEDIUM; addRoad(num, num, num, 0, height); } function addCurve(num, curve, height) { num = num || ROAD.LENGTH.MEDIUM; curve = curve || ROAD.CURVE.MEDIUM; height = height || ROAD.HILL.NONE; addRoad(num, num, num, curve, height); } function addLowRollingHills(num, height) { num = num || ROAD.LENGTH.SHORT; height = height || ROAD.HILL.LOW; addRoad(num, num, num, 0, height/2); addRoad(num, num, num, 0, -height); addRoad(num, num, num, ROAD.CURVE.EASY, height); addRoad(num, num, num, 0, 0); addRoad(num, num, num, -ROAD.CURVE.EASY, height/2); addRoad(num, num, num, 0, 0); } function addSCurves() { addRoad(ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, -ROAD.CURVE.EASY, ROAD.HILL.NONE); addRoad(ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.CURVE.MEDIUM, ROAD.HILL.MEDIUM); addRoad(ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.CURVE.EASY, -ROAD.HILL.LOW); addRoad(ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, -ROAD.CURVE.EASY, ROAD.HILL.MEDIUM); addRoad(ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, ROAD.LENGTH.MEDIUM, -ROAD.CURVE.MEDIUM, -ROAD.HILL.MEDIUM); } function addBumps() { addRoad(10, 10, 10, 0, 5); addRoad(10, 10, 10, 0, -2); addRoad(10, 10, 10, 0, -5); addRoad(10, 10, 10, 0, 8); addRoad(10, 10, 10, 0, 5); addRoad(10, 10, 10, 0, -7); addRoad(10, 10, 10, 0, 5); addRoad(10, 10, 10, 0, -2); } function addDownhillToEnd(num) { num = num || 200; addRoad(num, num, num, -ROAD.CURVE.EASY, -lastY()/segmentLength); } function resetRoad() { segments = []; addStraight(ROAD.LENGTH.SHORT); addLowRollingHills(); addSCurves(); addCurve(ROAD.LENGTH.MEDIUM, ROAD.CURVE.MEDIUM, ROAD.HILL.LOW); addBumps(); addLowRollingHills(); addCurve(ROAD.LENGTH.LONG*2, ROAD.CURVE.MEDIUM, ROAD.HILL.MEDIUM); addStraight(); addHill(ROAD.LENGTH.MEDIUM, ROAD.HILL.HIGH); addSCurves(); addCurve(ROAD.LENGTH.LONG, -ROAD.CURVE.MEDIUM, ROAD.HILL.NONE); addHill(ROAD.LENGTH.LONG, ROAD.HILL.HIGH); addCurve(ROAD.LENGTH.LONG, ROAD.CURVE.MEDIUM, -ROAD.HILL.LOW); addBumps(); addHill(ROAD.LENGTH.LONG, -ROAD.HILL.MEDIUM); addStraight(); addSCurves(); addDownhillToEnd(); resetSprites(); resetCars(); segments[findSegment(playerZ).index + 2].color = COLORS.START; segments[findSegment(playerZ).index + 3].color = COLORS.START; for(var n = 0 ; n < rumbleLength ; n++) segments[segments.length-1-n].color = COLORS.FINISH; trackLength = segments.length * segmentLength; } function resetSprites() { var n, i; addSprite(20, SPRITES.BILLBOARD07, -1); addSprite(40, SPRITES.BILLBOARD06, -1); addSprite(60, SPRITES.BILLBOARD08, -1); addSprite(80, SPRITES.BILLBOARD09, -1); addSprite(100, SPRITES.BILLBOARD01, -1); addSprite(120, SPRITES.BILLBOARD02, -1); addSprite(140, SPRITES.BILLBOARD03, -1); addSprite(160, SPRITES.BILLBOARD04, -1); addSprite(180, SPRITES.BILLBOARD05, -1); addSprite(240, SPRITES.BILLBOARD07, -1.2); addSprite(240, SPRITES.BILLBOARD06, 1.2); addSprite(segments.length - 25, SPRITES.BILLBOARD07, -1.2); addSprite(segments.length - 25, SPRITES.BILLBOARD06, 1.2); for(n = 10 ; n < 200 ; n += 4 + Math.floor(n/100)) { addSprite(n, SPRITES.PALM_TREE, 0.5 + Math.random()*0.5); addSprite(n, SPRITES.PALM_TREE, 1 + Math.random()*2); } for(n = 250 ; n < 1000 ; n += 5) { addSprite(n, SPRITES.COLUMN, 1.1); addSprite(n + Util.randomInt(0,5), SPRITES.TREE1, -1 - (Math.random() * 2)); addSprite(n + Util.randomInt(0,5), SPRITES.TREE2, -1 - (Math.random() * 2)); } for(n = 200 ; n < segments.length ; n += 3) { addSprite(n, Util.randomChoice(SPRITES.PLANTS), Util.randomChoice([1,-1]) * (2 + Math.random() * 5)); } var side, sprite, offset; for(n = 1000 ; n < (segments.length-50) ; n += 100) { side = Util.randomChoice([1, -1]); addSprite(n + Util.randomInt(0, 50), Util.randomChoice(SPRITES.BILLBOARDS), -side); for(i = 0 ; i < 20 ; i++) { sprite = Util.randomChoice(SPRITES.PLANTS); offset = side * (1.5 + Math.random()); addSprite(n + Util.randomInt(0, 50), sprite, offset); } } } function resetCars() { cars = []; var n, car, segment, offset, z, sprite, speed; for (var n = 0 ; n < totalCars ; n++) { offset = Math.random() * Util.randomChoice([-0.8, 0.8]); z = Math.floor(Math.random() * segments.length) * segmentLength; sprite = Util.randomChoice(SPRITES.CARS); speed = maxSpeed/4 + Math.random() * maxSpeed/(sprite == SPRITES.SEMI ? 4 : 2); car = { offset: offset, z: z, sprite: sprite, speed: speed }; segment = findSegment(car.z); segment.cars.push(car); cars.push(car); } } //========================================================================= // THE GAME LOOP //========================================================================= Game.run({ canvas: canvas, render: render, update: update, stats: stats, step: step, images: ["background", "sprites"], keys: [ { keys: [KEY.LEFT, KEY.A], mode: 'down', action: function() { keyLeft = true; } }, { keys: [KEY.RIGHT, KEY.D], mode: 'down', action: function() { keyRight = true; } }, { keys: [KEY.UP, KEY.W], mode: 'down', action: function() { keyFaster = true; } }, { keys: [KEY.DOWN, KEY.S], mode: 'down', action: function() { keySlower = true; } }, { keys: [KEY.LEFT, KEY.A], mode: 'up', action: function() { keyLeft = false; } }, { keys: [KEY.RIGHT, KEY.D], mode: 'up', action: function() { keyRight = false; } }, { keys: [KEY.UP, KEY.W], mode: 'up', action: function() { keyFaster = false; } }, { keys: [KEY.DOWN, KEY.S], mode: 'up', action: function() { keySlower = false; } } ], ready: function(images) { background = images[0]; sprites = images[1]; reset(); Dom.storage.fast_lap_time = Dom.storage.fast_lap_time || 180; updateHud('fast_lap_time', formatTime(Util.toFloat(Dom.storage.fast_lap_time))); } }); function reset(options) { options = options || {}; canvas.width = width = Util.toInt(options.width, width); canvas.height = height = Util.toInt(options.height, height); lanes = Util.toInt(options.lanes, lanes); roadWidth = Util.toInt(options.roadWidth, roadWidth); cameraHeight = Util.toInt(options.cameraHeight, cameraHeight); drawDistance = Util.toInt(options.drawDistance, drawDistance); fogDensity = Util.toInt(options.fogDensity, fogDensity); fieldOfView = Util.toInt(options.fieldOfView, fieldOfView); segmentLength = Util.toInt(options.segmentLength, segmentLength); rumbleLength = Util.toInt(options.rumbleLength, rumbleLength); cameraDepth = 1 / Math.tan((fieldOfView/2) * Math.PI/180); playerZ = (cameraHeight * cameraDepth); resolution = height/480; refreshTweakUI(); if ((segments.length==0) || (options.segmentLength) || (options.rumbleLength)) resetRoad(); // only rebuild road when necessary } //========================================================================= // TWEAK UI HANDLERS //========================================================================= Dom.on('resolution', 'change', function(ev) { var w, h, ratio; switch(ev.target.options[ev.target.selectedIndex].value) { case 'fine': w = 1280; h = 960; ratio=w/width; break; case 'high': w = 1024; h = 768; ratio=w/width; break; case 'medium': w = 640; h = 480; ratio=w/width; break; case 'low': w = 480; h = 360; ratio=w/width; break; } reset({ width: w, height: h }) Dom.blur(ev); }); Dom.on('lanes', 'change', function(ev) { Dom.blur(ev); reset({ lanes: ev.target.options[ev.target.selectedIndex].value }); }); Dom.on('roadWidth', 'change', function(ev) { Dom.blur(ev); reset({ roadWidth: Util.limit(Util.toInt(ev.target.value), Util.toInt(ev.target.getAttribute('min')), Util.toInt(ev.target.getAttribute('max'))) }); }); Dom.on('cameraHeight', 'change', function(ev) { Dom.blur(ev); reset({ cameraHeight: Util.limit(Util.toInt(ev.target.value), Util.toInt(ev.target.getAttribute('min')), Util.toInt(ev.target.getAttribute('max'))) }); }); Dom.on('drawDistance', 'change', function(ev) { Dom.blur(ev); reset({ drawDistance: Util.limit(Util.toInt(ev.target.value), Util.toInt(ev.target.getAttribute('min')), Util.toInt(ev.target.getAttribute('max'))) }); }); Dom.on('fieldOfView', 'change', function(ev) { Dom.blur(ev); reset({ fieldOfView: Util.limit(Util.toInt(ev.target.value), Util.toInt(ev.target.getAttribute('min')), Util.toInt(ev.target.getAttribute('max'))) }); }); Dom.on('fogDensity', 'change', function(ev) { Dom.blur(ev); reset({ fogDensity: Util.limit(Util.toInt(ev.target.value), Util.toInt(ev.target.getAttribute('min')), Util.toInt(ev.target.getAttribute('max'))) }); }); function refreshTweakUI() { Dom.get('lanes').selectedIndex = lanes-1; Dom.get('currentRoadWidth').innerHTML = Dom.get('roadWidth').value = roadWidth; Dom.get('currentCameraHeight').innerHTML = Dom.get('cameraHeight').value = cameraHeight; Dom.get('currentDrawDistance').innerHTML = Dom.get('drawDistance').value = drawDistance; Dom.get('currentFieldOfView').innerHTML = Dom.get('fieldOfView').value = fieldOfView; Dom.get('currentFogDensity').innerHTML = Dom.get('fogDensity').value = fogDensity; } ================================================ FILE: main/gams/gfiles/html5/racer/js/stats.js ================================================ /** * @author mrdoob / http://mrdoob.com/ */ var Stats = function () { var startTime = Date.now(), prevTime = startTime; var ms = 0, msMin = 1000, msMax = 0; var fps = 0, fpsMin = 1000, fpsMax = 0; var frames = 0, mode = 0;mode var container = document.createElement( 'div' ); container.id = 'stats'; container.addEventListener( 'mousedown', function ( event ) { event.preventDefault(); setMode( ++ mode % 2 ) }, false ); container.style.cssText = 'width:80px;opacity:0.9;cursor:pointer'; var fpsDiv = document.createElement( 'div' ); fpsDiv.id = 'fps'; fpsDiv.style.cssText = 'padding:0 0 3px 3px;text-align:left;background-color:#002'; container.appendChild( fpsDiv ); var fpsText = document.createElement( 'div' ); fpsText.id = 'fpsText'; fpsText.style.cssText = 'color:#0ff;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px'; fpsText.innerHTML = 'FPS'; fpsDiv.appendChild( fpsText ); var fpsGraph = document.createElement( 'div' ); fpsGraph.id = 'fpsGraph'; fpsGraph.style.cssText = 'position:relative;width:74px;height:30px;background-color:#0ff'; fpsDiv.appendChild( fpsGraph ); while ( fpsGraph.children.length < 74 ) { var bar = document.createElement( 'span' ); bar.style.cssText = 'width:1px;height:30px;float:left;background-color:#113'; fpsGraph.appendChild( bar ); } var msDiv = document.createElement( 'div' ); msDiv.id = 'ms'; msDiv.style.cssText = 'padding:0 0 3px 3px;text-align:left;background-color:#020;display:none'; container.appendChild( msDiv ); var msText = document.createElement( 'div' ); msText.id = 'msText'; msText.style.cssText = 'color:#0f0;font-family:Helvetica,Arial,sans-serif;font-size:9px;font-weight:bold;line-height:15px'; msText.innerHTML = 'MS'; msDiv.appendChild( msText ); var msGraph = document.createElement( 'div' ); msGraph.id = 'msGraph'; msGraph.style.cssText = 'position:relative;width:74px;height:30px;background-color:#0f0'; msDiv.appendChild( msGraph ); while ( msGraph.children.length < 74 ) { var bar = document.createElement( 'span' ); bar.style.cssText = 'width:1px;height:30px;float:left;background-color:#131'; msGraph.appendChild( bar ); } var setMode = function ( value ) { mode = value; switch ( mode ) { case 0: fpsDiv.style.display = 'block'; msDiv.style.display = 'none'; break; case 1: fpsDiv.style.display = 'none'; msDiv.style.display = 'block'; break; } } var updateGraph = function ( dom, value ) { var child = dom.appendChild( dom.firstChild ); child.style.height = value + 'px'; } return { domElement: container, setMode: setMode, current: function() { return fps; }, begin: function () { startTime = Date.now(); }, end: function () { var time = Date.now(); ms = time - startTime; msMin = Math.min( msMin, ms ); msMax = Math.max( msMax, ms ); msText.textContent = ms + ' MS (' + msMin + '-' + msMax + ')'; updateGraph( msGraph, Math.min( 30, 30 - ( ms / 200 ) * 30 ) ); frames ++; if ( time > prevTime + 1000 ) { fps = Math.round( ( frames * 1000 ) / ( time - prevTime ) ); fpsMin = Math.min( fpsMin, fps ); fpsMax = Math.max( fpsMax, fps ); fpsText.textContent = fps + ' FPS (' + fpsMin + '-' + fpsMax + ')'; updateGraph( fpsGraph, Math.min( 30, 30 - ( fps / 100 ) * 30 ) ); prevTime = time; frames = 0; } return time; }, update: function () { startTime = this.end(); } } }; ================================================ FILE: main/gams/gfiles/html5/radiusraid/index.html ================================================ Radius Raid
    ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/audio.js ================================================ $.audio = { sounds: {}, references: [], play: function( sound ) { if( !$.mute ){ var audio = $.audio.sounds[ sound ]; if( audio.length > 1 ){ audio = $.audio.sounds[ sound ][ Math.floor( $.util.rand( 0, audio.length ) ) ]; } else { audio = $.audio.sounds[ sound ][ 0 ]; } audio.pool[ audio.tick ].play(); if( audio.tick < audio.count - 1 ) { audio.tick++; } else { audio.tick = 0; } } } }; for( var k in $.definitions.audio ) { $.audio.sounds[ k ] = []; $.definitions.audio[ k ].params.forEach( function( elem, index, array ) { $.audio.sounds[ k ].push( { tick: 0, count: $.definitions.audio[ k ].count, pool: [] } ); for( var i = 0; i < $.definitions.audio[ k ].count; i++ ) { var audio = new Audio(); audio.src = jsfxr( elem ); $.audio.references.push( audio ); $.audio.sounds[ k ][ index ].pool.push( audio ); } } ); } ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/bullet.js ================================================ /*============================================================================== Init ==============================================================================*/ $.Bullet = function( opt ) { for( var k in opt ) { this[k] = opt[k]; } this.enemiesHit = []; this.inView = 0; $.particleEmitters.push( new $.ParticleEmitter( { x: this.x, y: this.y, count: 1, spawnRange: 1, friction: 0.75, minSpeed: 2, maxSpeed: 10, minDirection: 0, maxDirection: $.twopi, hue: 0, saturation: 0 } ) ); }; /*============================================================================== Update ==============================================================================*/ $.Bullet.prototype.update = function( i ) { /*============================================================================== Apply Forces ==============================================================================*/ this.x += Math.cos( this.direction ) * ( this.speed * $.dt ); this.y += Math.sin( this.direction ) * ( this.speed * $.dt ); this.ex = this.x - Math.cos( this.direction ) * this.size; this.ey = this.y - Math.sin( this.direction ) * this.size; /*============================================================================== Check Collisions ==============================================================================*/ var ei = $.enemies.length; while( ei-- ) { var enemy = $.enemies[ ei ]; if( $.util.distance( this.x, this.y, enemy.x, enemy.y ) <= enemy.radius ) { if( this.enemiesHit.indexOf( enemy.index ) == -1 ){ $.particleEmitters.push( new $.ParticleEmitter( { x: this.x, y: this.y, count: Math.floor( $.util.rand( 1, 4 ) ), spawnRange: 0, friction: 0.85, minSpeed: 5, maxSpeed: 12, minDirection: ( this.direction - $.pi ) - $.pi / 5, maxDirection: ( this.direction - $.pi ) + $.pi / 5, hue: enemy.hue } ) ); this.enemiesHit.push( enemy.index ); enemy.receiveDamage( ei, this.damage ); if( this.enemiesHit.length > 3 ) { $.bullets.splice( i, 1 ); } } if( !this.piercing ) { $.bullets.splice( i, 1 ); } } } /*============================================================================== Lock Bounds ==============================================================================*/ if( !$.util.pointInRect( this.ex, this.ey, 0, 0, $.ww, $.wh ) ) { $.bullets.splice( i, 1 ); } /*============================================================================== Update View ==============================================================================*/ if( $.util.pointInRect( this.ex, this.ey, -$.screen.x, -$.screen.y, $.cw, $.ch ) ) { this.inView = 1; } else { this.inView = 0; } }; /*============================================================================== Render ==============================================================================*/ $.Bullet.prototype.render = function( i ) { if( this.inView ) { $.ctxmg.beginPath(); $.ctxmg.moveTo( this.x, this.y ); $.ctxmg.lineTo( this.ex, this.ey ); $.ctxmg.lineWidth = this.lineWidth; $.ctxmg.strokeStyle = this.strokeStyle; $.ctxmg.stroke(); } }; ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/button.js ================================================ /*============================================================================== Init ==============================================================================*/ $.Button = function( opt ) { for( var k in opt ) { this[k] = opt[k]; } var text = $.text( { ctx: $.ctxmg, x: 0, y: 0, text: this.title, hspacing: 1, vspacing: 0, halign: 'center', valign: 'center', scale: this.scale, snap: 1, render: 0 } ); this.width = this.lockedWidth; this.height = this.lockedHeight; this.sx = this.x - this.width / 2; this.sy = this.y - this.height / 2; this.cx = this.x; this.cy = this.y; this.ex = this.x + this.width / 2; this.ey = this.y + this.height / 2; this.hovering = 0; this.ohovering = 0; }; /*============================================================================== Update ==============================================================================*/ $.Button.prototype.update = function( i ) { /*============================================================================== Check Hover State ==============================================================================*/ if( $.util.pointInRect( $.mouse.sx, $.mouse.sy, this.sx, this.sy, this.width, this.height ) ){ this.hovering = 1; if( !this.ohovering ) { $.audio.play( 'hover' ); } } else { this.hovering = 0; } this.ohovering = this.hovering; /*============================================================================== Check Click ==============================================================================*/ if( this.hovering && $.mouse.down ) { $.audio.play( 'click' ); this.action(); } }; /*============================================================================== Render ==============================================================================*/ $.Button.prototype.render = function( i ) { if( this.hovering ) { $.ctxmg.fillStyle = 'hsla(0, 0%, 10%, 1)'; $.ctxmg.fillRect( Math.floor( this.sx ), Math.floor( this.sy ), this.width, this.height ); $.ctxmg.strokeStyle = 'hsla(0, 0%, 0%, 1)'; $.ctxmg.strokeRect( Math.floor( this.sx ) + 0.5, Math.floor( this.sy ) + 0.5, this.width - 1, this.height - 1, 1 ); $.ctxmg.strokeStyle = 'hsla(0, 0%, 100%, 0.2)'; $.ctxmg.strokeRect( Math.floor( this.sx ) + 1.5, Math.floor( this.sy ) + 1.5, this.width - 3, this.height - 3, 1 ); } else { $.ctxmg.fillStyle = 'hsla(0, 0%, 0%, 1)'; $.ctxmg.fillRect( Math.floor( this.sx ), Math.floor( this.sy ), this.width, this.height ); $.ctxmg.strokeStyle = 'hsla(0, 0%, 0%, 1)'; $.ctxmg.strokeRect( Math.floor( this.sx ) + 0.5, Math.floor( this.sy ) + 0.5, this.width - 1, this.height - 1, 1 ); $.ctxmg.strokeStyle = 'hsla(0, 0%, 100%, 0.15)'; $.ctxmg.strokeRect( Math.floor( this.sx ) + 1.5, Math.floor( this.sy ) + 1.5, this.width - 3, this.height - 3, 1 ); } $.ctxmg.beginPath(); $.text( { ctx: $.ctxmg, x: this.cx, y: this.cy, text: this.title, hspacing: 1, vspacing: 0, halign: 'center', valign: 'center', scale: this.scale, snap: 1, render: true } ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.7)'; if( this.hovering ) { $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 1)'; } $.ctxmg.fill(); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.07)'; $.ctxmg.fillRect( Math.floor( this.sx ) + 2, Math.floor( this.sy ) + 2, this.width - 4, Math.floor( ( this.height - 4 ) / 2 ) ); }; ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/definitions.js ================================================ /*============================================================================== Definitions ==============================================================================*/ $.definitions = {}; /*============================================================================== Audio ==============================================================================*/ $.definitions.audio = { 'shoot': { count: 10, params: [ [2,,0.2,,0.1753,0.64,,-0.5261,,,,,,0.5522,-0.564,,,,1,,,,,0.25] ] }, 'shootAlt': { count: 10, params: [ [0,,0.16,0.18,0.18,0.47,0.0084,-0.26,,,,,,0.74,-1,,-0.76,,1,,,,,0.15] ] }, 'hit': { count: 10, params: [ [3,,0.0138,,0.2701,0.4935,,-0.6881,,,,,,,,,,,1,,,,,0.25], [0,,0.0639,,0.2425,0.7582,,-0.6217,,,,,,0.4039,,,,,1,,,,,0.25], [3,,0.0948,,0.2116,0.7188,,-0.6372,,,,,,,,,,,1,,,0.2236,,0.25] ] }, 'explosion': { count: 5, params: [ [3,,0.1164,0.88,0.37,0.06,,0.1599,,,,-0.0846,0.6485,,,,0.3963,-0.0946,1,,,,,0.25], [3,,0.2958,0.3173,0.3093,0.0665,,0.1334,,,,,,,,,,,1,,,,,0.25] ] }, 'explosionAlt': { count: 5, params: [ [3,,0.15,0.7523,0.398,0.15,,-0.18,,0.39,0.53,-0.3428,0.6918,,,0.5792,0.6,0.56,1,,,,,0.25] ] }, 'takingDamage': { count: 5, params: [ [3,,0.1606,0.5988,0.2957,0.1157,,-0.3921,,,,,,,,,0.3225,-0.2522,1,,,,,0.25], [3,,0.1726,0.2496,0.2116,0.0623,,-0.2096,,,,,,,,,0.2665,-0.1459,1,,,,,0.25], [3,,0.1645,0.7236,0.3402,0.0317,,,,,,,,,,,,,1,,,,,0.25] ] }, 'death': { count: 1, params: [ [3,,0.51,,1,0.1372,,0.02,0.1,,,,0.89,0.7751,,,-0.16,0.32,1,0.3999,0.81,,0.1999,0.15] ] }, 'powerup': { count: 3, params: [ [0,,0.01,,0.4384,0.2,,0.12,0.28,1,0.65,,,0.0419,,,,,1,,,,,0.4] ] }, 'levelup': { count: 2, params: [ [2,1,0.01,,0.84,0.19,,,,0.62,0.7,,,-0.7248,0.8522,,,,1,,,,,0.45] ] }, 'hover': { count: 10, params: [ [0,0.08,0.18,,,0.65,,1,1,,,0.94,1,,,,-0.3,1,1,,,0.3,0.5,0.35] ] }, 'click': { count: 5, params: [ [3,,0.18,,,1,,-1,-1,,,,,,,,,,1,,,0.64,,0.35] ] } }; /*============================================================================== Enemies ==============================================================================*/ $.definitions.enemies = [ { // Enemy 0 - horizontal / vertical value: 5, speed: 1.5, life: 1, radius: 15, hue: 180, lockBounds: 1, setup: function() { if( this.start == 'top' ){ this.direction = $.pi / 2; } else if( this.start == 'right' ) { this.direction = -$.pi; } else if( this.start == 'bottom' ) { this.direction = -$.pi / 2; } else { this.direction = 0; } }, behavior: function() { var speed = this.speed; if( $.slow ) { speed = this.speed / $.slowEnemyDivider; } this.vx = Math.cos( this.direction ) * speed; this.vy = Math.sin( this.direction ) * speed; } }, { // Enemy 1 - diagonal value: 10, speed: 1.5, life: 2, radius: 15, hue: 120, lockBounds: 1, setup: function() { var rand = Math.floor( $.util.rand( 0, 2 ) ); if( this.start == 'top' ){ this.direction = ( rand ) ? $.pi / 2 + $.pi / 4: $.pi / 2 - $.pi / 4; } else if( this.start == 'right' ) { this.direction = ( rand ) ? -$.pi + $.pi / 4 : -$.pi - $.pi / 4; } else if( this.start == 'bottom' ) { this.direction = ( rand ) ? -$.pi / 2 + $.pi / 4 : -$.pi / 2 - $.pi / 4; } else { this.direction = ( rand ) ? $.pi / 4 : -$.pi / 4; } }, behavior: function() { var speed = this.speed; if( $.slow ) { speed = this.speed / $.slowEnemyDivider; } this.vx = Math.cos( this.direction ) * speed; this.vy = Math.sin( this.direction ) * speed; } }, { // Enemy 2 - move directly hero value: 15, speed: 1.5, life: 2, radius: 20, hue: 330, behavior: function() { var speed = this.speed; if( $.slow ) { speed = this.speed / $.slowEnemyDivider; } var dx = $.hero.x - this.x, dy = $.hero.y - this.y, direction = Math.atan2( dy, dx ); this.vx = Math.cos( direction ) * speed; this.vy = Math.sin( direction ) * speed; } }, { // Enemy 3 - splitter value: 20, speed: 0.5, life: 3, radius: 50, hue: 210, canSpawn: 1, behavior: function() { var speed = this.speed; if( $.slow ) { speed = this.speed / $.slowEnemyDivider; } var dx = $.hero.x - this.x, dy = $.hero.y - this.y, direction = Math.atan2( dy, dx ); this.vx = Math.cos( direction ) * speed; this.vy = Math.sin( direction ) * speed; }, death: function() { if( this.canSpawn ) { for( var i = 0; i < 4; i++ ) { var enemy = $.spawnEnemy( this.type ); enemy.radius = 20; enemy.canSpawn = 0; enemy.speed = 1; enemy.life = 1; enemy.value = 5; enemy.x = this.x; enemy.y = this.y; if( i == 0 ) { enemy.x -= 45; } else if( i == 1 ) { enemy.x += 45; } else if( i == 2 ) { enemy.y -= 45; } else { enemy.y += 45; } $.enemies.push( enemy ); } } } }, { // Enemy 4 - wanderer value: 25, speed: 2, life: 4, radius: 20, hue: 30, lockBounds: 1, setup: function() { if( this.start == 'top' ){ this.direction = $.pi / 2; } else if( this.start == 'right' ) { this.direction = -$.pi; } else if( this.start == 'bottom' ) { this.direction = -$.pi / 2; } else { this.direction = 0; } }, behavior: function() { var speed = this.speed * $.util.rand( 1, 2 ); if( $.slow ) { speed = this.speed / $.slowEnemyDivider; } this.direction += $.util.rand( -0.15, 0.15 ); this.vx = Math.cos( this.direction ) * speed; this.vy = Math.sin( this.direction ) * speed; } }, { // Enemy 5 - stealth, hard to see - move directly hero value: 30, speed: 1, life: 3, radius: 20, hue: 0, saturation: 0, lightness: 30, behavior: function() { var speed = this.speed; if( $.slow ) { speed = this.speed / $.slowEnemyDivider; } var dx = $.hero.x - this.x, dy = $.hero.y - this.y, direction = Math.atan2( dy, dx ); this.vx = Math.cos( direction ) * speed; this.vy = Math.sin( direction ) * speed; } }, { // Enemy 6 - big strong slow fatty value: 35, speed: 0.25, life: 8, radius: 80, hue: 150, behavior: function() { var speed = this.speed; if( $.slow ) { speed = this.speed / $.slowEnemyDivider; } var dx = $.hero.x - this.x, dy = $.hero.y - this.y, direction = Math.atan2( dy, dx ); this.vx = Math.cos( direction ) * speed; this.vy = Math.sin( direction ) * speed; } }, { // Enemy 7 - small weak speedy value: 40, speed: 2.5, life: 1, radius: 15, hue: 300, behavior: function() { var speed = this.speed; if( $.slow ) { speed = this.speed / $.slowEnemyDivider; } var dx = $.hero.x - this.x, dy = $.hero.y - this.y, direction = Math.atan2( dy, dx ); direction = direction + Math.cos( $.tick / 50 ) * 1; this.vx = Math.cos( direction ) * speed; this.vy = Math.sin( direction ) * speed; } }, { // Enemy 8 - strong grower, move to hero value: 45, speed: 1.5, growth: 0.1, life: 6, radius: 20, hue: 0, saturation: 0, lightness: 100, behavior: function() { var speed = this.speed, growth = this.growth; if( $.slow ) { speed = this.speed / $.slowEnemyDivider; growth = this.growth / $.slowEnemyDivider; } var dx = $.hero.x - this.x, dy = $.hero.y - this.y, direction = Math.atan2( dy, dx ); if( Math.sqrt(dx * dx + dy * dy ) > 200 ) { this.vx = Math.cos( direction ) * speed; this.vy = Math.sin( direction ) * speed; this.fillStyle ='hsla(' + this.hue + ', ' + this.saturation + '%, ' + this.lightness + '%, 0.1)'; this.strokeStyle = 'hsla(' + this.hue + ', ' + this.saturation + '%, ' + this.lightness + '%, 1)'; } else { this.vx += $.util.rand( -0.25, 0.25 ); this.vy += $.util.rand( -0.25, 0.25 ); this.radius += growth * $.dt; var hue = $.util.rand( 0, 360 ); lightness = $.util.rand( 50, 80 ); this.fillStyle ='hsla(' + hue + ', 100%, ' + lightness + '%, 0.2)'; this.strokeStyle = 'hsla(' + hue + ', 100%, ' + lightness + '%, 1)'; } } }, { // Enemy 9 - circle around hero value: 50, speed: 0.5, angleSpeed: 0.015, life: 2, radius: 20, hue: 60, setup: function() { var dx = this.x - $.hero.x, dy = this.y - $.hero.y; this.angle = Math.atan2( dy, dx ); this.distance = Math.sqrt( dx * dx + dy * dy ); if( Math.random() > 0.5 ) { this.angleSpeed = -this.angleSpeed; } }, behavior: function() { var speed = this.speed, angleSpeed = this.angleSpeed; if( $.slow) { speed = this.speed / $.slowEnemyDivider; angleSpeed = this.angleSpeed / $.slowEnemyDivider; } this.distance -= speed * $.dt; this.angle += angleSpeed * $.dt; this.vx = ( ( $.hero.x + Math.cos( this.angle ) * this.distance ) - this.x ) / 50; this.vy = ( ( $.hero.y + Math.sin( this.angle ) * this.distance ) - this.y ) / 50; } }, { // Enemy 10 - spawner value: 55, speed: 1, life: 3, radius: 45, hue: 0, canSpawn: 1, spawnTick: 0, spawnMax: 250, behavior: function() { var speed = this.speed; if( $.slow ) { speed = this.speed / $.slowEnemyDivider; } var dx = $.hero.x - this.x, dy = $.hero.y - this.y, direction = Math.atan2( dy, dx ); direction = direction + Math.cos( $.tick / 50 ) * 1; this.vx = Math.cos( direction ) * speed; this.vy = Math.sin( direction ) * speed; if( this.canSpawn ) { if( this.spawnTick < this.spawnMax ) { this.spawnTick += $.dt; } else { this.spawnTick = 0; var enemy = $.spawnEnemy( this.type ); enemy.radius = 20; enemy.canSpawn = 0; enemy.speed = 3; enemy.life = 1; enemy.value = 30; enemy.x = this.x; enemy.y = this.y; $.enemies.push( enemy ); } } } }, { // Enemy 11 - random location strong tower value: 60, speed: 1.5, life: 10, radius: 30, hue: 90, setup: function(){ this.xTarget = $.util.rand( 50, $.ww - 50 ); this.yTarget = $.util.rand( 50, $.wh - 50 ); }, behavior: function() { var speed = this.speed; if( $.slow ) { speed = this.speed / $.slowEnemyDivider; } var dx = this.xTarget - this.x, dy = this.yTarget - this.y, direction = Math.atan2( dy, dx ); if( Math.sqrt( dx * dx + dy * dy) > this.speed ) { this.vx = Math.cos( direction ) * speed; this.vy = Math.sin( direction ) * speed; } else { this.vx = 0; this.vy = 0; } } }, { // Enemy 12 - speedy random direction, no homing value: 65, speed: 6, life: 1, radius: 5, hue: 0, lockBounds: 1, setup: function() { this.radius = $.util.rand( 15, 35 ); this.speed = $.util.rand( 3, 8 ); if( Math.random() > 0.5 ){ if( this.start == 'top' ){ this.direction = $.pi / 2; } else if( this.start == 'right' ) { this.direction = -$.pi; } else if( this.start == 'bottom' ) { this.direction = -$.pi / 2; } else { this.direction = 0; } } else { var rand = Math.floor( $.util.rand( 0, 2 ) ); if( this.start == 'top' ){ this.direction = ( rand ) ? $.pi / 2 + $.pi / 4: $.pi / 2 - $.pi / 4; } else if( this.start == 'right' ) { this.direction = ( rand ) ? -$.pi + $.pi / 4 : -$.pi - $.pi / 4; } else if( this.start == 'bottom' ) { this.direction = ( rand ) ? -$.pi / 2 + $.pi / 4 : -$.pi / 2 - $.pi / 4; } else { this.direction = ( rand ) ? $.pi / 4 : -$.pi / 4; } } }, behavior: function() { var speed = this.speed; if( $.slow ) { speed = this.speed / $.slowEnemyDivider; } this.vx = Math.cos( this.direction ) * speed; this.vy = Math.sin( this.direction ) * speed; this.hue += 10; this.lightness = 50; this.fillStyle = 'hsla(' + this.hue + ', 100%, ' + this.lightness + '%, 0.2)'; this.strokeStyle = 'hsla(' + this.hue + ', 100%, ' + this.lightness + '%, 1)'; } } ]; /*============================================================================== Levels ==============================================================================*/ $.definitions.levels = []; var base = 25; for( var i = 0; i < $.definitions.enemies.length; i++ ){ var distribution = []; for( var di = 0; di < i + 1; di++ ) { var value = ( di == i ) ? Math.floor( ( ( i + 1) * base ) * 0.75 ) : ( i + 1) * base; value = ( i == 0 ) ? base : value; distribution.push( value ); } $.definitions.levels.push( { killsToLevel: 10 + ( i + 1 ) * 7, distribution: distribution } ); } /*============================================================================== Powerups ==============================================================================*/ $.definitions.powerups = [ { title: 'HEALTH PACK', hue: 0, saturation: 0, lightness: 100 }, { title: 'SLOW ENEMIES', hue: 200, saturation: 0, lightness: 100 }, { title: 'FAST SHOT', hue: 100, saturation: 100, lightness: 60 }, { title: 'TRIPLE SHOT', hue: 200, saturation: 100, lightness: 60 }, { title: 'PIERCE SHOT', hue: 0, saturation: 100, lightness: 60 } ]; /*============================================================================== Letters ==============================================================================*/ $.definitions.letters = { '1': [ [ , , 1, , 0 ], [ , 1, 1, , 0 ], [ , , 1, , 0 ], [ , , 1, , 0 ], [ 1, 1, 1, 1, 1 ] ], '2': [ [ 1, 1, 1, 1, 0 ], [ , , , , 1 ], [ , 1, 1, 1, 0 ], [ 1, , , , 0 ], [ 1, 1, 1, 1, 1 ] ], '3': [ [ 1, 1, 1, 1, 0 ], [ , , , , 1 ], [ , 1, 1, 1, 1 ], [ , , , , 1 ], [ 1, 1, 1, 1, 0 ] ], '4': [ [ 1, , , 1, 0 ], [ 1, , , 1, 0 ], [ 1, 1, 1, 1, 1 ], [ , , , 1, 0 ], [ , , , 1, 0 ] ], '5': [ [ 1, 1, 1, 1, 1 ], [ 1, , , , 0 ], [ 1, 1, 1, 1, 0 ], [ , , , , 1 ], [ 1, 1, 1, 1, 0 ] ], '6': [ [ , 1, 1, 1, 0 ], [ 1, , , , 0 ], [ 1, 1, 1, 1, 0 ], [ 1, , , , 1 ], [ , 1, 1, 1, 0 ] ], '7': [ [ 1, 1, 1, 1, 1 ], [ , , , , 1 ], [ , , , 1, 0 ], [ , , 1, , 0 ], [ , , 1, , 0 ] ], '8': [ [ , 1, 1, 1, 0 ], [ 1, , , , 1 ], [ , 1, 1, 1, 0 ], [ 1, , , , 1 ], [ , 1, 1, 1, 0 ] ], '9': [ [ , 1, 1, 1, 0 ], [ 1, , , , 1 ], [ , 1, 1, 1, 1 ], [ , , , , 1 ], [ , 1, 1, 1, 0 ] ], '0': [ [ , 1, 1, 1, 0 ], [ 1, , , , 1 ], [ 1, , , , 1 ], [ 1, , , , 1 ], [ , 1, 1, 1, 0 ] ], 'A': [ [ 1, 1, 1, 1, 1 ], [ 1, , , , 1 ], [ 1, 1, 1, 1, 1 ], [ 1, , , , 1 ], [ 1, , , , 1 ] ], 'B': [ [ 1, 1, 1, 1, 0 ], [ 1, , , 1, 0 ], [ 1, 1, 1, 1, 1 ], [ 1, , , , 1 ], [ 1, 1, 1, 1, 1 ] ], 'C': [ [ 1, 1, 1, 1, 1 ], [ 1, , , , 0 ], [ 1, , , , 0 ], [ 1, , , , 0 ], [ 1, 1, 1, 1, 1 ] ], 'D': [ [ 1, 1, 1, , 0 ], [ 1, , , 1, 0 ], [ 1, , , , 1 ], [ 1, , , , 1 ], [ 1, 1, 1, 1, 1 ] ], 'E': [ [ 1, 1, 1, 1, 1 ], [ 1, , , , 0 ], [ 1, 1, 1, , 0 ], [ 1, , , , 0 ], [ 1, 1, 1, 1, 1 ] ], 'F': [ [ 1, 1, 1, 1, 1 ], [ 1, , , , 0 ], [ 1, 1, 1, , 0 ], [ 1, , , , 0 ], [ 1, , , , 0 ] ], 'G': [ [ 1, 1, 1, 1, 1 ], [ 1, , , , 0 ], [ 1, , 1, 1, 1 ], [ 1, , , , 1 ], [ 1, 1, 1, 1, 1 ] ], 'H': [ [ 1, , , , 1 ], [ 1, , , , 1 ], [ 1, 1, 1, 1, 1 ], [ 1, , , , 1 ], [ 1, , , , 1 ] ], 'I': [ [ 1, 1, 1, 1, 1 ], [ , , 1, , 0 ], [ , , 1, , 0 ], [ , , 1, , 0 ], [ 1, 1, 1, 1, 1 ] ], 'J': [ [ , , , , 1 ], [ , , , , 1 ], [ , , , , 1 ], [ 1, , , , 1 ], [ 1, 1, 1, 1, 1 ] ], 'K': [ [ 1, , , 1, 0 ], [ 1, , 1, , 0 ], [ 1, 1, 1, , 0 ], [ 1, , , 1, 0 ], [ 1, , , , 1 ] ], 'L': [ [ 1, , , , 0 ], [ 1, , , , 0 ], [ 1, , , , 0 ], [ 1, , , , 0 ], [ 1, 1, 1, 1, 1 ] ], 'M': [ [ 1, , , , 1 ], [ 1, 1, , 1, 1 ], [ 1, , 1, , 1 ], [ 1, , , , 1 ], [ 1, , , , 1 ] ], 'N': [ [ 1, , , , 1 ], [ 1, 1, , , 1 ], [ 1, , 1, , 1 ], [ 1, , , 1, 1 ], [ 1, , , , 1 ] ], 'O': [ [ 1, 1, 1, 1, 1 ], [ 1, , , , 1 ], [ 1, , , , 1 ], [ 1, , , , 1 ], [ 1, 1, 1, 1, 1 ] ], 'P': [ [ 1, 1, 1, 1, 1 ], [ 1, , , , 1 ], [ 1, 1, 1, 1, 1 ], [ 1, , , , 0 ], [ 1, , , , 0 ] ], 'Q': [ [ 1, 1, 1, 1, 0 ], [ 1, , , 1, 0 ], [ 1, , , 1, 0 ], [ 1, , , 1, 0 ], [ 1, 1, 1, 1, 1 ] ], 'R': [ [ 1, 1, 1, 1, 1 ], [ 1, , , , 1 ], [ 1, 1, 1, 1, 1 ], [ 1, , , 1, 0 ], [ 1, , , , 1 ] ], 'S': [ [ 1, 1, 1, 1, 1 ], [ 1, , , , 0 ], [ 1, 1, 1, 1, 1 ], [ , , , , 1 ], [ 1, 1, 1, 1, 1 ] ], 'T': [ [ 1, 1, 1, 1, 1 ], [ , , 1, , 0 ], [ , , 1, , 0 ], [ , , 1, , 0 ], [ , , 1, , 0 ] ], 'U': [ [ 1, , , , 1 ], [ 1, , , , 1 ], [ 1, , , , 1 ], [ 1, , , , 1 ], [ 1, 1, 1, 1, 1 ] ], 'V': [ [ 1, , , , 1 ], [ 1, , , , 1 ], [ 1, , , , 1 ], [ , 1, , 1, 0 ], [ , , 1, , 0 ] ], 'W': [ [ 1, , , , 1 ], [ 1, , , , 1 ], [ 1, , 1, , 1 ], [ 1, 1, , 1, 1 ], [ 1, , , , 1 ] ], 'X': [ [ 1, , , , 1 ], [ , 1, , 1, 0 ], [ , , 1, , 0 ], [ , 1, , 1, 0 ], [ 1, , , , 1 ] ], 'Y': [ [ 1, , , , 1 ], [ 1, , , , 1 ], [ 1, 1, 1, 1, 1 ], [ , , 1, , 0 ], [ , , 1, , 0 ] ], 'Z': [ [ 1, 1, 1, 1, 1 ], [ , , , 1, 0 ], [ , , 1, , 0 ], [ , 1, , , 0 ], [ 1, 1, 1, 1, 1 ] ], ' ': [ [ , , , , 0 ], [ , , , , 0 ], [ , , , , 0 ], [ , , , , 0 ], [ , , , , 0 ] ], ',': [ [ , , , , 0 ], [ , , , , 0 ], [ , , , , 0 ], [ , , 1, , 0 ], [ , , 1, , 0 ] ], '+': [ [ , , , , 0 ], [ , , 1, , 0 ], [ , 1, 1, 1, 0 ], [ , , 1, , 0 ], [ , , , , 0 ] ], '/': [ [ , , , , 1 ], [ , , , 1, 0 ], [ , , 1, , 0 ], [ , 1, , , 0 ], [ 1, , , , 0 ] ], ':': [ [ , , , , 0 ], [ , , 1, , 0 ], [ , , , , 0 ], [ , , 1, , 0 ], [ , , , , 0 ] ], '@': [ [ 1, 1, 1, 1, 1 ], [ , , , , 1 ], [ 1, 1, 1, , 1 ], [ 1, , 1, , 1 ], [ 1, 1, 1, 1, 1 ] ] }; ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/enemy.js ================================================ /*============================================================================== Init ==============================================================================*/ $.Enemy = function( opt ) { // set always and optional for( var k in opt ) { this[k] = opt[k]; } // set optional and defaults this.lightness = $.util.isset( this.lightness ) ? this.lightness : 50; this.saturation = $.util.isset( this.saturation ) ? this.saturation : 100; this.setup = this.setup || function(){}; this.death = this.death || function(){}; // set same for all objects this.index = $.indexGlobal++; this.inView = this.hitFlag = this.vx = this.vy = 0; this.lifeMax = opt.life; this.fillStyle ='hsla(' + this.hue + ', ' + this.saturation + '%, ' + this.lightness + '%, 0.1)'; this.strokeStyle = 'hsla(' + this.hue + ', ' + this.saturation + '%, ' + this.lightness + '%, 1)'; /*============================================================================== Run Setup ==============================================================================*/ this.setup(); /*============================================================================== Adjust Level Offset Difficulties ==============================================================================*/ if( $.levelDiffOffset > 0 ){ this.life += $.levelDiffOffset * 0.25; this.lifeMax = this.life; this.speed += Math.min( $.hero.vmax, $.levelDiffOffset * 0.25 ); this.value += $.levelDiffOffset * 5; } }; /*============================================================================== Update ==============================================================================*/ $.Enemy.prototype.update = function( i ) { /*============================================================================== Apply Behavior ==============================================================================*/ this.behavior(); /*============================================================================== Apply Forces ==============================================================================*/ this.x += this.vx * $.dt; this.y += this.vy * $.dt; /*============================================================================== Lock Bounds ==============================================================================*/ if( this.lockBounds && !$.util.arcInRect( this.x, this.y, this.radius + 10, 0, 0, $.ww, $.wh ) ) { $.enemies.splice( i, 1 ); } /*============================================================================== Update View ==============================================================================*/ if( $.util.arcInRect( this.x, this.y, this.radius, -$.screen.x, -$.screen.y, $.cw, $.ch ) ) { this.inView = 1; } else { this.inView = 0; } }; /*============================================================================== Receive Damage ==============================================================================*/ $.Enemy.prototype.receiveDamage = function( i, val ) { if( this.inView ) { $.audio.play( 'hit' ); } this.life -= val; this.hitFlag = 10; if( this.life <= 0 ) { if( this.inView ) { $.explosions.push( new $.Explosion( { x: this.x, y: this.y, radius: this.radius, hue: this.hue, saturation: this.saturation } ) ); $.particleEmitters.push( new $.ParticleEmitter( { x: this.x, y: this.y, count: 10, spawnRange: this.radius, friction: 0.85, minSpeed: 5, maxSpeed: 20, minDirection: 0, maxDirection: $.twopi, hue: this.hue, saturation: this.saturation } ) ); $.textPops.push( new $.TextPop( { x: this.x, y: this.y, value: this.value, hue: this.hue, saturation: this.saturation, lightness: 60 } ) ); $.rumble.level = 6; } this.death(); $.spawnPowerup( this.x, this.y ); $.score += this.value; $.level.kills++; $.kills++; $.enemies.splice( i, 1 ); } }; /*============================================================================== Render Health ==============================================================================*/ $.Enemy.prototype.renderHealth = function( i ) { if( this.inView && this.life > 0 && this.life < this.lifeMax ) { $.ctxmg.fillStyle = 'hsla(0, 0%, 0%, 0.75)'; $.ctxmg.fillRect( this.x - this.radius, this.y - this.radius - 6, this.radius * 2, 3 ); $.ctxmg.fillStyle = 'hsla(' + ( this.life / this.lifeMax ) * 120 + ', 100%, 50%, 0.75)'; $.ctxmg.fillRect( this.x - this.radius, this.y - this.radius - 6, ( this.radius * 2 ) * ( this.life / this.lifeMax ), 3 ); } }; /*============================================================================== Render ==============================================================================*/ $.Enemy.prototype.render = function( i ) { if( this.inView ) { var mod = $.enemyOffsetMod / 6; $.util.fillCircle( $.ctxmg, this.x, this.y, this.radius, this.fillStyle ); $.util.strokeCircle( $.ctxmg, this.x, this.y, this.radius / 4 + Math.cos( mod ) * this.radius / 4, this.strokeStyle, 1.5 ); $.util.strokeCircle( $.ctxmg, this.x, this.y, this.radius - 0.5, this.strokeStyle, 1 ); $.ctxmg.strokeStyle = this.strokeStyle; $.ctxmg.lineWidth = 4; $.ctxmg.beginPath(); $.ctxmg.arc( this.x, this.y, this.radius - 0.5, mod + $.pi, mod + $.pi + $.pi / 2 ); $.ctxmg.stroke(); $.ctxmg.beginPath(); $.ctxmg.arc( this.x, this.y, this.radius - 0.5, mod, mod + $.pi / 2 ); $.ctxmg.stroke(); if( $.slow) { $.util.fillCircle( $.ctxmg, this.x, this.y, this.radius, 'hsla(' + $.util.rand( 160, 220 ) + ', 100%, 50%, 0.25)' ); } if( this.hitFlag > 0 ) { this.hitFlag -= $.dt; $.util.fillCircle( $.ctxmg, this.x, this.y, this.radius, 'hsla(' + this.hue + ', ' + this.saturation + '%, 75%, ' + this.hitFlag / 10 + ')' ); $.util.strokeCircle( $.ctxmg, this.x, this.y, this.radius, 'hsla(' + this.hue + ', ' + this.saturation + '%, ' + $.util.rand( 60, 90) + '%, ' + this.hitFlag / 10 + ')', $.util.rand( 1, 10) ); } this.renderHealth(); } }; ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/explosion.js ================================================ /*============================================================================== Init ==============================================================================*/ $.Explosion = function( opt ) { for( var k in opt ) { this[k] = opt[k]; } this.tick = 0; this.tickMax = 20; if( $.slow ) { $.audio.play( 'explosionAlt' ); } else { $.audio.play( 'explosion' ); } }; /*============================================================================== Update ==============================================================================*/ $.Explosion.prototype.update = function( i ) { if( this.tick >= this.tickMax ) { $.explosions.splice( i, 1 ); } else { this.tick += $.dt; } }; /*============================================================================== Render ==============================================================================*/ $.Explosion.prototype.render = function( i ) { if( $.util.arcInRect( this.x, this.y, this.radius, -$.screen.x, -$.screen.y, $.cw, $.ch ) ) { var radius = 1 + ( this.tick / ( this.tickMax / 2 ) ) * this.radius, lineWidth = $.util.rand( 1, this.radius / 2 ); $.util.strokeCircle( $.ctxmg, this.x, this.y, radius, 'hsla(' + this.hue + ', ' + this.saturation + '%, ' + $.util.rand( 40, 80 ) + '%, ' + Math.min( 1, Math.max( 0, ( 1 - ( this.tick / this.tickMax ) ) ) ) + ')', lineWidth); $.ctxmg.beginPath(); var size = $.util.rand( 1, 1.5 ); for( var i = 0; i < 20; i++ ) { var angle = $.util.rand( 0, $.twopi ), x = this.x + Math.cos( angle ) * radius, y = this.y + Math.sin( angle ) * radius; $.ctxmg.rect( x - size / 2, y - size / 2, size, size ); } $.ctxmg.fillStyle = 'hsla(' + this.hue + ', ' + this.saturation + '%, ' + $.util.rand( 50, 100 ) + '%, 1)'; $.ctxmg.fill(); $.ctxmg.fillStyle = 'hsla(' + this.hue + ', ' + this.saturation + '%, 50%, ' + Math.min( 1, Math.max( 0, ( 0.03 - ( this.tick / this.tickMax ) * 0.03 ) ) ) + ')'; $.ctxmg.fillRect( -$.screen.x, -$.screen.y, $.cw, $.ch ); } }; ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/game.js ================================================ /*============================================================================== Init ==============================================================================*/ $.init = function() { $.setupStorage(); $.wrap = document.getElementById( 'wrap' ); $.wrapInner = document.getElementById( 'wrap-inner' ); $.cbg1 = document.getElementById( 'cbg1' ); $.cbg2 = document.getElementById( 'cbg2' ); $.cbg3 = document.getElementById( 'cbg3' ); $.cbg4 = document.getElementById( 'cbg4' ); $.cmg = document.getElementById( 'cmg' ); $.cfg = document.getElementById( 'cfg' ); $.ctxbg1 = $.cbg1.getContext( '2d' ); $.ctxbg2 = $.cbg2.getContext( '2d' ); $.ctxbg3 = $.cbg3.getContext( '2d' ); $.ctxbg4 = $.cbg4.getContext( '2d' ); $.ctxmg = $.cmg.getContext( '2d' ); $.ctxfg = $.cfg.getContext( '2d' ); $.cw = $.cmg.width = $.cfg.width = 800; $.ch = $.cmg.height = $.cfg.height = 600; $.wrap.style.width = $.wrapInner.style.width = $.cw + 'px'; $.wrap.style.height = $.wrapInner.style.height = $.ch + 'px'; $.wrap.style.marginLeft = ( -$.cw / 2 ) - 10 + 'px'; $.wrap.style.marginTop = ( -$.ch / 2 ) - 10 + 'px'; $.ww = Math.floor( $.cw * 2 ); $.wh = Math.floor( $.ch * 2 ); $.cbg1.width = Math.floor( $.cw * 1.1 ); $.cbg1.height = Math.floor( $.ch * 1.1 ); $.cbg2.width = Math.floor( $.cw * 1.15 ); $.cbg2.height = Math.floor( $.ch * 1.15 ); $.cbg3.width = Math.floor( $.cw * 1.2 ); $.cbg3.height = Math.floor( $.ch * 1.2 ); $.cbg4.width = Math.floor( $.cw * 1.25 ); $.cbg4.height = Math.floor( $.ch * 1.25 ); $.screen = { x: ( $.ww - $.cw ) / -2, y: ( $.wh - $.ch ) / -2 }; $.mute = $.storage['mute']; $.autofire = $.storage['autofire']; $.slowEnemyDivider = 3; $.keys = { state: { up: 0, down: 0, left: 0, right: 0, f: 0, m: 0, p: 0 }, pressed: { up: 0, down: 0, left: 0, right: 0, f: 0, m: 0, p: 0 } }; $.okeys = {}; $.mouse = { x: $.ww / 2, y: $.wh / 2, sx: 0, sy: 0, ax: window.innerWidth / 2, ay: 0, down: 0 }; $.buttons = []; $.minimap = { x: 20, y: $.ch - Math.floor( $.ch * 0.1 ) - 20, width: Math.floor( $.cw * 0.1 ), height: Math.floor( $.ch * 0.1 ), scale: Math.floor( $.cw * 0.1 ) / $.ww, color: 'hsla(0, 0%, 0%, 0.85)', strokeColor: '#3a3a3a' }, $.cOffset = { left: 0, top: 0 }; $.levelCount = $.definitions.levels.length; $.states = {}; $.state = ''; $.enemies = []; $.bullets = []; $.explosions = []; $.powerups = []; $.particleEmitters = []; $.textPops = []; $.levelPops = []; $.powerupTimers = []; $.resizecb(); $.bindEvents(); $.setupStates(); $.renderBackground1(); $.renderBackground2(); $.renderBackground3(); $.renderBackground4(); $.renderForeground(); $.renderFavicon(); $.setState( 'menu' ); $.loop(); }; /*============================================================================== Reset ==============================================================================*/ $.reset = function() { $.indexGlobal = 0; $.dt = 1; $.lt = 0; $.elapsed = 0; $.tick = 0; $.gameoverTick = 0; $.gameoverTickMax = 200; $.gameoverExplosion = 0; $.instructionTick = 0; $.instructionTickMax = 400; $.levelDiffOffset = 0; $.enemyOffsetMod = 0; $.slow = 0; $.screen = { x: ( $.ww - $.cw ) / -2, y: ( $.wh - $.ch ) / -2 }; $.rumble = { x: 0, y: 0, level: 0, decay: 0.4 }; $.mouse.down = 0; $.level = { current: 0, kills: 0, killsToLevel: $.definitions.levels[ 0 ].killsToLevel, distribution: $.definitions.levels[ 0 ].distribution, distributionCount: $.definitions.levels[ 0 ].distribution.length }; $.enemies.length = 0; $.bullets.length = 0; $.explosions.length = 0; $.powerups.length = 0; $.particleEmitters.length = 0; $.textPops.length = 0; $.levelPops.length = 0; $.powerupTimers.length = 0; for( var i = 0; i < $.definitions.powerups.length; i++ ) { $.powerupTimers.push( 0 ); } $.kills = 0; $.bulletsFired = 0; $.powerupsCollected = 0; $.score = 0; $.hero = new $.Hero(); $.levelPops.push( new $.LevelPop( { level: 1 } ) ); }; /*============================================================================== Create Favicon ==============================================================================*/ $.renderFavicon = function() { var favicon = document.getElementById( 'favicon' ), favc = document.createElement( 'canvas' ), favctx = favc.getContext( '2d' ), faviconGrid = [ [ 1, 1, 1, 1, 1, , , 1, 1, 1, 1, 1, 1, 1, 1, 1 ], [ 1, , , , , , , , , , , , , , , 1 ], [ 1, , , , , , , , , , , , , , , 1 ], [ 1, , , , , 1, 1, , , 1, 1, 1, 1, 1, , 0 ], [ 1, , , , , 1, 1, , , 1, 1, 1, 1, 1, , 0 ], [ 1, , , , , 1, 1, , , 1, 1, , , , , 1 ], [ 1, , , , , 1, 1, , , 1, 1, , , , , 1 ], [ 1, , , , , 1, 1, , , 1, 1, , , , , 1 ], [ 1, , , , , 1, 1, , , 1, 1, , , , , 1 ], [ 1, , , , , 1, 1, , , 1, 1, , , , , 1 ], [ 1, , , , , 1, 1, , , 1, 1, , , , , 1 ], [ , , 1, 1, 1, 1, 1, , , 1, 1, , , , , 1 ], [ , , 1, 1, 1, 1, 1, , , 1, 1, , , , , 1 ], [ 1, , , , , , , , , , , , , , , 1 ], [ 1, , , , , , , , , , , , , , , 1 ], [ 1, 1, 1, 1, 1, 1, 1, 1, 1, , , 1, 1, 1, 1, 1 ] ]; favc.width = favc.height = 16; favctx.beginPath(); for( var y = 0; y < 16; y++ ) { for( var x = 0; x < 16; x++ ) { if( faviconGrid[ y ][ x ] === 1 ) { favctx.rect( x, y, 1, 1 ); } } } favctx.fill(); favicon.href = favc.toDataURL(); }; /*============================================================================== Render Backgrounds ==============================================================================*/ $.renderBackground1 = function() { var gradient = $.ctxbg1.createRadialGradient( $.cbg1.width / 2, $.cbg1.height / 2, 0, $.cbg1.width / 2, $.cbg1.height / 2, $.cbg1.height ); gradient.addColorStop( 0, 'hsla(0, 0%, 100%, 0.1)' ); gradient.addColorStop( 0.65, 'hsla(0, 0%, 100%, 0)' ); $.ctxbg1.fillStyle = gradient; $.ctxbg1.fillRect( 0, 0, $.cbg1.width, $.cbg1.height ); var i = 2000; while( i-- ) { $.util.fillCircle( $.ctxbg1, $.util.rand( 0, $.cbg1.width ), $.util.rand( 0, $.cbg1.height ), $.util.rand( 0.2, 0.5 ), 'hsla(0, 0%, 100%, ' + $.util.rand( 0.05, 0.2 ) + ')' ); } var i = 800; while( i-- ) { $.util.fillCircle( $.ctxbg1, $.util.rand( 0, $.cbg1.width ), $.util.rand( 0, $.cbg1.height ), $.util.rand( 0.1, 0.8 ), 'hsla(0, 0%, 100%, ' + $.util.rand( 0.05, 0.5 ) + ')' ); } } $.renderBackground2 = function() { var i = 80; while( i-- ) { $.util.fillCircle( $.ctxbg2, $.util.rand( 0, $.cbg2.width ), $.util.rand( 0, $.cbg2.height ), $.util.rand( 1, 2 ), 'hsla(0, 0%, 100%, ' + $.util.rand( 0.05, 0.15 ) + ')' ); } } $.renderBackground3 = function() { var i = 40; while( i-- ) { $.util.fillCircle( $.ctxbg3, $.util.rand( 0, $.cbg3.width ), $.util.rand( 0, $.cbg3.height ), $.util.rand( 1, 2.5 ), 'hsla(0, 0%, 100%, ' + $.util.rand( 0.05, 0.1 ) + ')' ); } } $.renderBackground4 = function() { var size = 50; $.ctxbg4.fillStyle = 'hsla(0, 0%, 50%, 0.05)'; var i = Math.round( $.cbg4.height / size ); while( i-- ) { $.ctxbg4.fillRect( 0, i * size + 25, $.cbg4.width, 1 ); } i = Math.round( $.cbg4.width / size ); while( i-- ) { $.ctxbg4.fillRect( i * size, 0, 1, $.cbg4.height ); } } /*============================================================================== Render Foreground ==============================================================================*/ $.renderForeground = function() { var gradient = $.ctxfg.createRadialGradient( $.cw / 2, $.ch / 2, $.ch / 3, $.cw / 2, $.ch / 2, $.ch ); gradient.addColorStop( 0, 'hsla(0, 0%, 0%, 0)' ); gradient.addColorStop( 1, 'hsla(0, 0%, 0%, 0.5)' ); $.ctxfg.fillStyle = gradient; $.ctxfg.fillRect( 0, 0, $.cw, $.ch ); $.ctxfg.fillStyle = 'hsla(0, 0%, 50%, 0.1)'; var i = Math.round( $.ch / 2 ); while( i-- ) { $.ctxfg.fillRect( 0, i * 2, $.cw, 1 ); } var gradient2 = $.ctxfg.createLinearGradient( $.cw, 0, 0, $.ch ); gradient2.addColorStop( 0, 'hsla(0, 0%, 100%, 0.04)' ); gradient2.addColorStop( 0.75, 'hsla(0, 0%, 100%, 0)' ); $.ctxfg.beginPath(); $.ctxfg.moveTo( 0, 0 ); $.ctxfg.lineTo( $.cw, 0 ); $.ctxfg.lineTo( 0, $.ch ); $.ctxfg.closePath(); $.ctxfg.fillStyle = gradient2; $.ctxfg.fill(); } /*============================================================================== User Interface / UI / GUI / Minimap ==============================================================================*/ $.renderInterface = function() { /*============================================================================== Powerup Timers ==============================================================================*/ for( var i = 0; i < $.definitions.powerups.length; i++ ) { var powerup = $.definitions.powerups[ i ], powerupOn = ( $.powerupTimers[ i ] > 0 ); $.ctxmg.beginPath(); var powerupText = $.text( { ctx: $.ctxmg, x: $.minimap.x + $.minimap.width + 90, y: $.minimap.y + 4 + ( i * 12 ), text: powerup.title, hspacing: 1, vspacing: 1, halign: 'right', valign: 'top', scale: 1, snap: 1, render: 1 } ); if( powerupOn ) { $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, ' + ( 0.25 + ( ( $.powerupTimers[ i ] / 300 ) * 0.75 ) ) + ')'; } else { $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.25)'; } $.ctxmg.fill(); if( powerupOn ) { var powerupBar = { x: powerupText.ex + 5, y: powerupText.sy, width: 110, height: 5 }; $.ctxmg.fillStyle = 'hsl(' + powerup.hue + ', ' + powerup.saturation + '%, ' + powerup.lightness + '%)'; $.ctxmg.fillRect( powerupBar.x, powerupBar.y, ( $.powerupTimers[ i ] / 300 ) * powerupBar.width, powerupBar.height ); } } /*============================================================================== Instructions ==============================================================================*/ if( $.instructionTick < $.instructionTickMax ){ $.instructionTick += $.dt; $.ctxmg.beginPath(); $.text( { ctx: $.ctxmg, x: $.cw / 2 - 10, y: $.ch - 20, text: 'MOVE\nAIM/FIRE\nAUTOFIRE\nPAUSE\nMUTE', hspacing: 1, vspacing: 17, halign: 'right', valign: 'bottom', scale: 2, snap: 1, render: 1 } ); if( $.instructionTick < $.instructionTickMax * 0.25 ) { var alpha = ( $.instructionTick / ( $.instructionTickMax * 0.25 ) ) * 0.5; } else if( $.instructionTick > $.instructionTickMax - $.instructionTickMax * 0.25 ) { var alpha = ( ( $.instructionTickMax - $.instructionTick ) / ( $.instructionTickMax * 0.25 ) ) * 0.5; } else { var alpha = 0.5; } alpha = Math.min( 1, Math.max( 0, alpha ) ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, ' + alpha + ')'; $.ctxmg.fill(); $.ctxmg.beginPath(); $.text( { ctx: $.ctxmg, x: $.cw / 2 + 10, y: $.ch - 20, text: 'WASD/ARROWS\nMOUSE\nF\nP\nM', hspacing: 1, vspacing: 17, halign: 'left', valign: 'bottom', scale: 2, snap: 1, render: 1 } ); if( $.instructionTick < $.instructionTickMax * 0.25 ) { var alpha = ( $.instructionTick / ( $.instructionTickMax * 0.25 ) ) * 1; } else if( $.instructionTick > $.instructionTickMax - $.instructionTickMax * 0.25 ) { var alpha = ( ( $.instructionTickMax - $.instructionTick ) / ( $.instructionTickMax * 0.25 ) ) * 1; } else { var alpha = 1; } alpha = Math.min( 1, Math.max( 0, alpha ) ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, ' + alpha + ')'; $.ctxmg.fill(); } /*============================================================================== Slow Enemies Screen Cover ==============================================================================*/ if( $.powerupTimers[ 1 ] > 0 ) { $.ctxmg.fillStyle = 'hsla(200, 100%, 20%, 0.05)'; $.ctxmg.fillRect( 0, 0, $.cw, $.ch ); } /*============================================================================== Health ==============================================================================*/ $.ctxmg.beginPath(); var healthText = $.text( { ctx: $.ctxmg, x: 20, y: 20, text: 'HEALTH', hspacing: 1, vspacing: 1, halign: 'top', valign: 'left', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.5)'; $.ctxmg.fill(); var healthBar = { x: healthText.ex + 10, y: healthText.sy, width: 110, height: 10 }; $.ctxmg.fillStyle = 'hsla(0, 0%, 20%, 1)'; $.ctxmg.fillRect( healthBar.x, healthBar.y, healthBar.width, healthBar.height ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.25)'; $.ctxmg.fillRect( healthBar.x, healthBar.y, healthBar.width, healthBar.height / 2 ); $.ctxmg.fillStyle = 'hsla(' + $.hero.life * 120 + ', 100%, 40%, 1)'; $.ctxmg.fillRect( healthBar.x, healthBar.y, $.hero.life * healthBar.width, healthBar.height ); $.ctxmg.fillStyle = 'hsla(' + $.hero.life * 120 + ', 100%, 75%, 1)'; $.ctxmg.fillRect( healthBar.x, healthBar.y, $.hero.life * healthBar.width, healthBar.height / 2 ); if( $.hero.takingDamage && $.hero.life > 0.01 ) { $.particleEmitters.push( new $.ParticleEmitter( { x: -$.screen.x + healthBar.x + $.hero.life * healthBar.width, y: -$.screen.y + healthBar.y + healthBar.height / 2, count: 1, spawnRange: 2, friction: 0.85, minSpeed: 2, maxSpeed: 20, minDirection: $.pi / 2 - 0.2, maxDirection: $.pi / 2 + 0.2, hue: $.hero.life * 120, saturation: 100 } ) ); } /*============================================================================== Progress ==============================================================================*/ $.ctxmg.beginPath(); var progressText = $.text( { ctx: $.ctxmg, x: healthBar.x + healthBar.width + 40, y: 20, text: 'PROGRESS', hspacing: 1, vspacing: 1, halign: 'top', valign: 'left', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.5)'; $.ctxmg.fill(); var progressBar = { x: progressText.ex + 10, y: progressText.sy, width: healthBar.width, height: healthBar.height }; $.ctxmg.fillStyle = 'hsla(0, 0%, 20%, 1)'; $.ctxmg.fillRect( progressBar.x, progressBar.y, progressBar.width, progressBar.height ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.25)'; $.ctxmg.fillRect( progressBar.x, progressBar.y, progressBar.width, progressBar.height / 2 ); $.ctxmg.fillStyle = 'hsla(0, 0%, 50%, 1)'; $.ctxmg.fillRect( progressBar.x, progressBar.y, ( $.level.kills / $.level.killsToLevel ) * progressBar.width, progressBar.height ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 1)'; $.ctxmg.fillRect( progressBar.x, progressBar.y, ( $.level.kills / $.level.killsToLevel ) * progressBar.width, progressBar.height / 2 ); if( $.level.kills == $.level.killsToLevel ) { $.particleEmitters.push( new $.ParticleEmitter( { x: -$.screen.x + progressBar.x + progressBar.width, y: -$.screen.y + progressBar.y + progressBar.height / 2, count: 30, spawnRange: 5, friction: 0.95, minSpeed: 2, maxSpeed: 25, minDirection: 0, minDirection: $.pi / 2 - $.pi / 4, maxDirection: $.pi / 2 + $.pi / 4, hue: 0, saturation: 0 } ) ); } /*============================================================================== Score ==============================================================================*/ $.ctxmg.beginPath(); var scoreLabel = $.text( { ctx: $.ctxmg, x: progressBar.x + progressBar.width + 40, y: 20, text: 'SCORE', hspacing: 1, vspacing: 1, halign: 'top', valign: 'left', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.5)'; $.ctxmg.fill(); $.ctxmg.beginPath(); var scoreText = $.text( { ctx: $.ctxmg, x: scoreLabel.ex + 10, y: 20, text: $.util.pad( $.score, 6 ), hspacing: 1, vspacing: 1, halign: 'top', valign: 'left', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 1)'; $.ctxmg.fill(); $.ctxmg.beginPath(); var bestLabel = $.text( { ctx: $.ctxmg, x: scoreText.ex + 40, y: 20, text: 'BEST', hspacing: 1, vspacing: 1, halign: 'top', valign: 'left', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.5)'; $.ctxmg.fill(); $.ctxmg.beginPath(); var bestText = $.text( { ctx: $.ctxmg, x: bestLabel.ex + 10, y: 20, text: $.util.pad( Math.max( $.storage['score'], $.score ), 6 ), hspacing: 1, vspacing: 1, halign: 'top', valign: 'left', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 1)'; $.ctxmg.fill(); }; $.renderMinimap = function() { $.ctxmg.fillStyle = $.minimap.color; $.ctxmg.fillRect( $.minimap.x, $.minimap.y, $.minimap.width, $.minimap.height ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.1)'; $.ctxmg.fillRect( Math.floor( $.minimap.x + -$.screen.x * $.minimap.scale ), Math.floor( $.minimap.y + -$.screen.y * $.minimap.scale ), Math.floor( $.cw * $.minimap.scale ), Math.floor( $.ch * $.minimap.scale ) ); //$.ctxmg.beginPath(); for( var i = 0; i < $.enemies.length; i++ ){ var enemy = $.enemies[ i ], x = $.minimap.x + Math.floor( enemy.x * $.minimap.scale ), y = $.minimap.y + Math.floor( enemy.y * $.minimap.scale ); if( $.util.pointInRect( x + 1, y + 1, $.minimap.x, $.minimap.y, $.minimap.width, $.minimap.height ) ) { //$.ctxmg.rect( x, y, 2, 2 ); $.ctxmg.fillStyle = 'hsl(' + enemy.hue + ', ' + enemy.saturation + '%, 50%)'; $.ctxmg.fillRect( x, y, 2, 2 ); } } //$.ctxmg.fillStyle = '#f00'; //$.ctxmg.fill(); $.ctxmg.beginPath(); for( var i = 0; i < $.bullets.length; i++ ){ var bullet = $.bullets[ i ], x = $.minimap.x + Math.floor( bullet.x * $.minimap.scale ), y = $.minimap.y + Math.floor( bullet.y * $.minimap.scale ); if( $.util.pointInRect( x, y, $.minimap.x, $.minimap.y, $.minimap.width, $.minimap.height ) ) { $.ctxmg.rect( x, y, 1, 1 ); } } $.ctxmg.fillStyle = '#fff'; $.ctxmg.fill(); $.ctxmg.fillStyle = $.hero.fillStyle; $.ctxmg.fillRect( $.minimap.x + Math.floor( $.hero.x * $.minimap.scale ), $.minimap.y + Math.floor( $.hero.y * $.minimap.scale ), 2, 2 ); $.ctxmg.strokeStyle = $.minimap.strokeColor; $.ctxmg.strokeRect( $.minimap.x - 0.5, $.minimap.y - 0.5, $.minimap.width + 1, $.minimap.height + 1 ); }; /*============================================================================== Enemy Spawning ==============================================================================*/ $.getSpawnCoordinates = function( radius ) { var quadrant = Math.floor( $.util.rand( 0, 4 ) ), x, y, start; if( quadrant === 0){ x = $.util.rand( 0, $.ww ); y = -radius; start = 'top'; } else if( quadrant === 1 ){ x = $.ww + radius; y = $.util.rand( 0, $.wh ); start = 'right'; } else if( quadrant === 2 ) { x = $.util.rand( 0, $.ww ); y = $.wh + radius; start = 'bottom'; } else { x = -radius; y = $.util.rand( 0, $.wh ); start = 'left'; } return { x: x, y: y, start: start }; }; $.spawnEnemy = function( type ) { var params = $.definitions.enemies[ type ], coordinates = $.getSpawnCoordinates( params.radius ); params.x = coordinates.x; params.y = coordinates.y; params.start = coordinates.start; params.type = type; return new $.Enemy( params ); }; $.spawnEnemies = function() { var floorTick = Math.floor( $.tick ); for( var i = 0; i < $.level.distributionCount; i++ ) { var timeCheck = $.level.distribution[ i ]; if( $.levelDiffOffset > 0 ){ timeCheck = Math.max( 1, timeCheck - ( $.levelDiffOffset * 2) ); } if( floorTick % timeCheck === 0 ) { $.enemies.push( $.spawnEnemy( i ) ); } } }; /*============================================================================== Events ==============================================================================*/ $.mousemovecb = function( e ) { e.preventDefault(); $.mouse.ax = e.pageX; $.mouse.ay = e.pageY; $.mousescreen(); }; $.mousescreen = function() { $.mouse.sx = $.mouse.ax - $.cOffset.left; $.mouse.sy = $.mouse.ay - $.cOffset.top; $.mouse.x = $.mouse.sx - $.screen.x; $.mouse.y = $.mouse.sy - $.screen.y; }; $.mousedowncb = function( e ) { e.preventDefault(); $.mouse.down = 1; }; $.mouseupcb = function( e ) { e.preventDefault(); $.mouse.down = 0; }; $.keydowncb = function( e ) { var e = ( e.keyCode ? e.keyCode : e.which ); if( e === 38 || e === 87 ){ $.keys.state.up = 1; } if( e === 39 || e === 68 ){ $.keys.state.right = 1; } if( e === 40 || e === 83 ){ $.keys.state.down = 1; } if( e === 37 || e === 65 ){ $.keys.state.left = 1; } if( e === 70 ){ $.keys.state.f = 1; } if( e === 77 ){ $.keys.state.m = 1; } if( e === 80 ){ $.keys.state.p = 1; } } $.keyupcb = function( e ) { var e = ( e.keyCode ? e.keyCode : e.which ); if( e === 38 || e === 87 ){ $.keys.state.up = 0; } if( e === 39 || e === 68 ){ $.keys.state.right = 0; } if( e === 40 || e === 83 ){ $.keys.state.down = 0; } if( e === 37 || e === 65 ){ $.keys.state.left = 0; } if( e === 70 ){ $.keys.state.f = 0; } if( e === 77 ){ $.keys.state.m = 0; } if( e === 80 ){ $.keys.state.p = 0; } } $.resizecb = function( e ) { var rect = $.cmg.getBoundingClientRect(); $.cOffset = { left: rect.left, top: rect.top } } $.blurcb = function() { if( $.state == 'play' ){ $.setState( 'pause' ); } } $.bindEvents = function() { window.addEventListener( 'mousemove', $.mousemovecb ); window.addEventListener( 'mousedown', $.mousedowncb ); window.addEventListener( 'mouseup', $.mouseupcb ); window.addEventListener( 'keydown', $.keydowncb ); window.addEventListener( 'keyup', $.keyupcb ); window.addEventListener( 'resize', $.resizecb ); window.addEventListener( 'blur', $.blurcb ); }; /*============================================================================== Miscellaneous ==============================================================================*/ $.clearScreen = function() { $.ctxmg.clearRect( 0, 0, $.cw, $.ch ); }; $.updateDelta = function() { var now = Date.now(); $.dt = ( now - $.lt ) / ( 1000 / 60 ); $.dt = ( $.dt < 0 ) ? 0.001 : $.dt; $.dt = ( $.dt > 10 ) ? 10 : $.dt; $.lt = now; $.elapsed += $.dt; }; $.updateScreen = function() { var xSnap, xModify, ySnap, yModify; if( $.hero.x < $.cw / 2 ) { xModify = $.hero.x / $.cw; } else if( $.hero.x > $.ww - $.cw / 2 ) { xModify = 1 - ( $.ww - $.hero.x ) / $.cw; } else { xModify = 0.5; } if( $.hero.y < $.ch / 2 ) { yModify = $.hero.y / $.ch; } else if( $.hero.y > $.wh - $.ch / 2 ) { yModify = 1 - ( $.wh - $.hero.y ) / $.ch; } else { yModify = 0.5; } xSnap = ( ( $.cw * xModify - $.hero.x ) - $.screen.x ) / 30; ySnap = ( ( $.ch * yModify - $.hero.y ) - $.screen.y ) / 30; // ease to new coordinates $.screen.x += xSnap * $.dt; $.screen.y += ySnap * $.dt; // update rumble levels, keep X and Y changes consistent, apply rumble if( $.rumble.level > 0 ) { $.rumble.level -= $.rumble.decay; $.rumble.level = ( $.rumble.level < 0 ) ? 0 : $.rumble.level; $.rumble.x = $.util.rand( -$.rumble.level, $.rumble.level ); $.rumble.y = $.util.rand( -$.rumble.level, $.rumble.level ); } else { $.rumble.x = 0; $.rumble.y = 0; } //$.screen.x -= $.rumble.x; //$.screen.y -= $.rumble.y; // animate background canvas $.cbg1.style.marginLeft = -( ( $.cbg1.width - $.cw ) / 2 ) // half the difference from bg to viewport - ( ( $.cbg1.width - $.cw ) / 2 ) // half the diff again, modified by a percentage below * ( ( -$.screen.x - ( $.ww - $.cw ) / 2 ) / ( ( $.ww - $.cw ) / 2) ) // viewport offset applied to bg - $.rumble.x + 'px'; $.cbg1.style.marginTop = -( ( $.cbg1.height - $.ch ) / 2 ) - ( ( $.cbg1.height - $.ch ) / 2 ) * ( ( -$.screen.y - ( $.wh - $.ch ) / 2 ) / ( ( $.wh - $.ch ) / 2) ) - $.rumble.y + 'px'; $.cbg2.style.marginLeft = -( ( $.cbg2.width - $.cw ) / 2 ) // half the difference from bg to viewport - ( ( $.cbg2.width - $.cw ) / 2 ) // half the diff again, modified by a percentage below * ( ( -$.screen.x - ( $.ww - $.cw ) / 2 ) / ( ( $.ww - $.cw ) / 2) ) // viewport offset applied to bg - $.rumble.x + 'px'; $.cbg2.style.marginTop = -( ( $.cbg2.height - $.ch ) / 2 ) - ( ( $.cbg2.height - $.ch ) / 2 ) * ( ( -$.screen.y - ( $.wh - $.ch ) / 2 ) / ( ( $.wh - $.ch ) / 2) ) - $.rumble.y + 'px'; $.cbg3.style.marginLeft = -( ( $.cbg3.width - $.cw ) / 2 ) // half the difference from bg to viewport - ( ( $.cbg3.width - $.cw ) / 2 ) // half the diff again, modified by a percentage below * ( ( -$.screen.x - ( $.ww - $.cw ) / 2 ) / ( ( $.ww - $.cw ) / 2) ) // viewport offset applied to bg - $.rumble.x + 'px'; $.cbg3.style.marginTop = -( ( $.cbg3.height - $.ch ) / 2 ) - ( ( $.cbg3.height - $.ch ) / 2 ) * ( ( -$.screen.y - ( $.wh - $.ch ) / 2 ) / ( ( $.wh - $.ch ) / 2) ) - $.rumble.y + 'px'; $.cbg4.style.marginLeft = -( ( $.cbg4.width - $.cw ) / 2 ) // half the difference from bg to viewport - ( ( $.cbg4.width - $.cw ) / 2 ) // half the diff again, modified by a percentage below * ( ( -$.screen.x - ( $.ww - $.cw ) / 2 ) / ( ( $.ww - $.cw ) / 2) ) // viewport offset applied to bg - $.rumble.x + 'px'; $.cbg4.style.marginTop = -( ( $.cbg4.height - $.ch ) / 2 ) - ( ( $.cbg4.height - $.ch ) / 2 ) * ( ( -$.screen.y - ( $.wh - $.ch ) / 2 ) / ( ( $.wh - $.ch ) / 2) ) - $.rumble.y + 'px'; $.mousescreen(); }; $.updateLevel = function() { if( $.level.kills >= $.level.killsToLevel ) { if( $.level.current + 1 < $.levelCount ){ $.level.current++; $.level.kills = 0; $.level.killsToLevel = $.definitions.levels[ $.level.current ].killsToLevel; $.level.distribution = $.definitions.levels[ $.level.current ].distribution; $.level.distributionCount = $.level.distribution.length; } else { $.level.current++; $.level.kills = 0; // no more level definitions, so take the last level and increase the spawn rate slightly //for( var i = 0; i < $.level.distributionCount; i++ ) { //$.level.distribution[ i ] = Math.max( 1, $.level.distribution[ i ] - 5 ); //} } $.levelDiffOffset = $.level.current + 1 - $.levelCount; $.levelPops.push( new $.LevelPop( { level: $.level.current + 1 } ) ); } }; $.updatePowerupTimers = function() { // HEALTH if( $.powerupTimers[ 0 ] > 0 ){ if( $.hero.life < 1 ) { $.hero.life += 0.001; } if( $.hero.life > 1 ) { $.hero.life = 1; } $.powerupTimers[ 0 ] -= $.dt; } // SLOW ENEMIES if( $.powerupTimers[ 1 ] > 0 ){ $.slow = 1; $.powerupTimers[ 1 ] -= $.dt; } else { $.slow = 0; } // FAST SHOT if( $.powerupTimers[ 2 ] > 0 ){ $.hero.weapon.fireRate = 2; $.hero.weapon.bullet.speed = 14; $.powerupTimers[ 2 ] -= $.dt; } else { $.hero.weapon.fireRate = 5; $.hero.weapon.bullet.speed = 10; } // TRIPLE SHOT if( $.powerupTimers[ 3 ] > 0 ){ $.hero.weapon.count = 3; $.powerupTimers[ 3 ] -= $.dt; } else { $.hero.weapon.count = 1; } // PIERCE SHOT if( $.powerupTimers[ 4 ] > 0 ){ $.hero.weapon.bullet.piercing = 1; $.powerupTimers[ 4 ] -= $.dt; } else { $.hero.weapon.bullet.piercing = 0; } }; $.spawnPowerup = function( x, y ) { if( Math.random() < 0.1 ) { var min = ( $.hero.life < 0.9 ) ? 0 : 1, type = Math.floor( $.util.rand( min, $.definitions.powerups.length ) ), params = $.definitions.powerups[ type ]; params.type = type; params.x = x; params.y = y; $.powerups.push( new $.Powerup( params ) ); } }; /*============================================================================== States ==============================================================================*/ $.setState = function( state ) { // handle clean up between states $.buttons.length = 0; if( state == 'menu' ) { $.mouse.down = 0; $.mouse.ax = 0; $.mouse.ay = 0; $.reset(); var playButton = new $.Button( { x: $.cw / 2 + 1, y: $.ch / 2 - 24, lockedWidth: 299, lockedHeight: 49, scale: 3, title: 'PLAY', action: function() { $.reset(); $.audio.play( 'levelup' ); $.setState( 'play' ); } } ); $.buttons.push( playButton ); var statsButton = new $.Button( { x: $.cw / 2 + 1, y: playButton.ey + 25, lockedWidth: 299, lockedHeight: 49, scale: 3, title: 'STATS', action: function() { $.setState( 'stats' ); } } ); $.buttons.push( statsButton ); var creditsButton = new $.Button( { x: $.cw / 2 + 1, y: statsButton.ey + 26, lockedWidth: 299, lockedHeight: 49, scale: 3, title: 'CREDITS', action: function() { $.setState( 'credits' ); } } ) ; $.buttons.push( creditsButton ); } if( state == 'stats' ) { $.mouse.down = 0; var clearButton = new $.Button( { x: $.cw / 2 + 1, y: 426, lockedWidth: 299, lockedHeight: 49, scale: 3, title: 'CLEAR DATA', action: function() { $.mouse.down = 0; if( window.confirm( 'Are you sure you want to clear all locally stored game data? This cannot be undone.') ) { $.clearStorage(); $.mouse.down = 0; } } } ); $.buttons.push( clearButton ); var menuButton = new $.Button( { x: $.cw / 2 + 1, y: clearButton.ey + 25, lockedWidth: 299, lockedHeight: 49, scale: 3, title: 'MENU', action: function() { $.setState( 'menu' ); } } ); $.buttons.push( menuButton ); } if( state == 'credits' ) { $.mouse.down = 0; var js13kButton = new $.Button( { x: $.cw / 2 + 1, y: 476, lockedWidth: 299, lockedHeight: 49, scale: 3, title: 'JS13KGAMES', action: function() { location.href = 'http://js13kgames.com'; $.mouse.down = 0; } } ); $.buttons.push( js13kButton ); var menuButton = new $.Button( { x: $.cw / 2 + 1, y: js13kButton.ey + 25, lockedWidth: 299, lockedHeight: 49, scale: 3, title: 'MENU', action: function() { $.setState( 'menu' ); } } ); $.buttons.push( menuButton ); } if( state == 'pause' ) { $.mouse.down = 0; $.screenshot = $.ctxmg.getImageData( 0, 0, $.cw, $.ch ); var resumeButton = new $.Button( { x: $.cw / 2 + 1, y: $.ch / 2 + 26, lockedWidth: 299, lockedHeight: 49, scale: 3, title: 'RESUME', action: function() { $.lt = Date.now() + 1000; $.setState( 'play' ); } } ); $.buttons.push( resumeButton ); var menuButton = new $.Button( { x: $.cw / 2 + 1, y: resumeButton.ey + 25, lockedWidth: 299, lockedHeight: 49, scale: 3, title: 'MENU', action: function() { $.mouse.down = 0; if( window.confirm( 'Are you sure you want to end this game and return to the menu?') ) { $.mousescreen(); $.setState( 'menu' ); } } } ); $.buttons.push( menuButton ); } if( state == 'gameover' ) { $.mouse.down = 0; $.screenshot = $.ctxmg.getImageData( 0, 0, $.cw, $.ch ); var resumeButton = new $.Button( { x: $.cw / 2 + 1, y: 426, lockedWidth: 299, lockedHeight: 49, scale: 3, title: 'PLAY AGAIN', action: function() { $.reset(); $.audio.play( 'levelup' ); $.setState( 'play' ); } } ); $.buttons.push( resumeButton ); var menuButton = new $.Button( { x: $.cw / 2 + 1, y: resumeButton.ey + 25, lockedWidth: 299, lockedHeight: 49, scale: 3, title: 'MENU', action: function() { $.setState( 'menu' ); } } ); $.buttons.push( menuButton ); $.storage['score'] = Math.max( $.storage['score'], $.score ); $.storage['level'] = Math.max( $.storage['level'], $.level.current ); $.storage['rounds'] += 1; $.storage['kills'] += $.kills; $.storage['bullets'] += $.bulletsFired; $.storage['powerups'] += $.powerupsCollected; $.storage['time'] += Math.floor( $.elapsed ); $.updateStorage(); } // set state $.state = state; }; $.setupStates = function() { $.states['menu'] = function() { $.clearScreen(); $.updateScreen(); var i = $.buttons.length; while( i-- ){ $.buttons[ i ].update( i ) } i = $.buttons.length; while( i-- ){ $.buttons[ i ].render( i ) } $.ctxmg.beginPath(); var title = $.text( { ctx: $.ctxmg, x: $.cw / 2, y: $.ch / 2 - 100, text: 'RADIUS RAID', hspacing: 2, vspacing: 1, halign: 'center', valign: 'bottom', scale: 10, snap: 1, render: 1 } ); gradient = $.ctxmg.createLinearGradient( title.sx, title.sy, title.sx, title.ey ); gradient.addColorStop( 0, '#fff' ); gradient.addColorStop( 1, '#999' ); $.ctxmg.fillStyle = gradient; $.ctxmg.fill(); $.ctxmg.beginPath(); var bottomInfo = $.text( { ctx: $.ctxmg, x: $.cw / 2, y: $.ch - 172, text: 'CREATED BY JACK RUGILE FOR JS13KGAMES 2013', hspacing: 1, vspacing: 1, halign: 'center', valign: 'bottom', scale: 1, snap: 1, render: 1 } ); $.ctxmg.fillStyle = '#666'; $.ctxmg.fill(); }; $.states['stats'] = function() { $.clearScreen(); $.ctxmg.beginPath(); var statsTitle = $.text( { ctx: $.ctxmg, x: $.cw / 2, y: 150, text: 'STATS', hspacing: 3, vspacing: 1, halign: 'center', valign: 'bottom', scale: 10, snap: 1, render: 1 } ); var gradient = $.ctxmg.createLinearGradient( statsTitle.sx, statsTitle.sy, statsTitle.sx, statsTitle.ey ); gradient.addColorStop( 0, '#fff' ); gradient.addColorStop( 1, '#999' ); $.ctxmg.fillStyle = gradient; $.ctxmg.fill(); $.ctxmg.beginPath(); var statKeys = $.text( { ctx: $.ctxmg, x: $.cw / 2 - 10, y: statsTitle.ey + 39, text: 'BEST SCORE\nBEST LEVEL\nROUNDS PLAYED\nENEMIES KILLED\nBULLETS FIRED\nPOWERUPS COLLECTED\nTIME ELAPSED', hspacing: 1, vspacing: 17, halign: 'right', valign: 'top', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.5)'; $.ctxmg.fill(); $.ctxmg.beginPath(); var statsValues = $.text( { ctx: $.ctxmg, x: $.cw / 2 + 10, y: statsTitle.ey + 39, text: $.util.commas( $.storage['score'] ) + '\n' + ( $.storage['level'] + 1 ) + '\n' + $.util.commas( $.storage['rounds'] ) + '\n' + $.util.commas( $.storage['kills'] ) + '\n' + $.util.commas( $.storage['bullets'] ) + '\n' + $.util.commas( $.storage['powerups'] ) + '\n' + $.util.convertTime( ( $.storage['time'] * ( 1000 / 60 ) ) / 1000 ) , hspacing: 1, vspacing: 17, halign: 'left', valign: 'top', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = '#fff'; $.ctxmg.fill(); var i = $.buttons.length; while( i-- ){ $.buttons[ i ].render( i ) } i = $.buttons.length; while( i-- ){ $.buttons[ i ].update( i ) } }; $.states['credits'] = function() { $.clearScreen(); $.ctxmg.beginPath(); var creditsTitle = $.text( { ctx: $.ctxmg, x: $.cw / 2, y: 100, text: 'CREDITS', hspacing: 3, vspacing: 1, halign: 'center', valign: 'bottom', scale: 10, snap: 1, render: 1 } ); var gradient = $.ctxmg.createLinearGradient( creditsTitle.sx, creditsTitle.sy, creditsTitle.sx, creditsTitle.ey ); gradient.addColorStop( 0, '#fff' ); gradient.addColorStop( 1, '#999' ); $.ctxmg.fillStyle = gradient; $.ctxmg.fill(); $.ctxmg.beginPath(); var creditKeys = $.text( { ctx: $.ctxmg, x: $.cw / 2 - 10, y: creditsTitle.ey + 49, text: 'CREATED FOR JS13KGAMES BY\nINSPIRATION AND SUPPORT\n\nAUDIO PROCESSING\nGAME INSPIRATION AND IDEAS\n\nHTML5 CANVAS REFERENCE\n\nGAME MATH REFERENCE', hspacing: 1, vspacing: 17, halign: 'right', valign: 'top', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.5)'; $.ctxmg.fill(); $.ctxmg.beginPath(); var creditValues = $.text( { ctx: $.ctxmg, x: $.cw / 2 + 10, y: creditsTitle.ey + 49, text: '@JACKRUGILE\n@REZONER, @LOKTAR00, @END3R,\n@AUSTINHALLOCK, @CHANDLERPRALL\nJSFXR BY @MARKUSNEUBRAND\nASTEROIDS, CELL WARFARE,\nSPACE PIPS, AND MANY MORE\nNIHILOGIC HTML5\nCANVAS CHEAT SHEET\nBILLY LAMBERTA FOUNDATION\nHTML5 ANIMATION WITH JAVASCRIPT', hspacing: 1, vspacing: 17, halign: 'left', valign: 'top', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = '#fff'; $.ctxmg.fill(); var i = $.buttons.length; while( i-- ){ $.buttons[ i ].render( i ) } i = $.buttons.length; while( i-- ){ $.buttons[ i ].update( i ) } }; $.states['play'] = function() { $.updateDelta(); $.updateScreen(); $.updateLevel(); $.updatePowerupTimers(); $.spawnEnemies(); $.enemyOffsetMod += ( $.slow ) ? $.dt / 3 : $.dt; // update entities var i = $.enemies.length; while( i-- ){ $.enemies[ i ].update( i ) } i = $.explosions.length; while( i-- ){ $.explosions[ i ].update( i ) } i = $.powerups.length; while( i-- ){ $.powerups[ i ].update( i ) } i = $.particleEmitters.length; while( i-- ){ $.particleEmitters[ i ].update( i ) } i = $.textPops.length; while( i-- ){ $.textPops[ i ].update( i ) } i = $.levelPops.length; while( i-- ){ $.levelPops[ i ].update( i ) } i = $.bullets.length; while( i-- ){ $.bullets[ i ].update( i ) } $.hero.update(); // render entities $.clearScreen(); $.ctxmg.save(); $.ctxmg.translate( $.screen.x - $.rumble.x, $.screen.y - $.rumble.y ); i = $.enemies.length; while( i-- ){ $.enemies[ i ].render( i ) } i = $.explosions.length; while( i-- ){ $.explosions[ i ].render( i ) } i = $.powerups.length; while( i-- ){ $.powerups[ i ].render( i ) } i = $.particleEmitters.length; while( i-- ){ $.particleEmitters[ i ].render( i ) } i = $.textPops.length; while( i-- ){ $.textPops[ i ].render( i ) } i = $.bullets.length; while( i-- ){ $.bullets[ i ].render( i ) } $.hero.render(); $.ctxmg.restore(); i = $.levelPops.length; while( i-- ){ $.levelPops[ i ].render( i ) } $.renderInterface(); $.renderMinimap(); // handle gameover if( $.hero.life <= 0 ) { var alpha = ( ( $.gameoverTick / $.gameoverTickMax ) * 0.8 ); alpha = Math.min( 1, Math.max( 0, alpha ) ); $.ctxmg.fillStyle = 'hsla(0, 100%, 0%, ' + alpha + ')'; $.ctxmg.fillRect( 0, 0, $.cw, $.ch ); if( $.gameoverTick < $.gameoverTickMax ){ $.gameoverTick += $.dt; } else { $.setState( 'gameover' ); } if( !$.gameoverExplosion ) { $.audio.play( 'death' ); $.rumble.level = 25; $.explosions.push( new $.Explosion( { x: $.hero.x + $.util.rand( -10, 10 ), y: $.hero.y + $.util.rand( -10, 10 ), radius: 50, hue: 0, saturation: 0 } ) ); $.particleEmitters.push( new $.ParticleEmitter( { x: $.hero.x, y: $.hero.y, count: 45, spawnRange: 10, friction: 0.95, minSpeed: 2, maxSpeed: 20, minDirection: 0, maxDirection: $.twopi, hue: 0, saturation: 0 } ) ); for( var i = 0; i < $.powerupTimers.length; i++ ){ $.powerupTimers[ i ] = 0; } $.gameoverExplosion = 1; } } // update tick $.tick += $.dt; // listen for pause if( $.keys.pressed.p ){ $.setState( 'pause' ); } // always listen for autofire toggle if( $.keys.pressed.f ){ $.autofire = ~~!$.autofire; $.storage['autofire'] = $.autofire; $.updateStorage(); } }; $.states['pause'] = function() { $.clearScreen(); $.ctxmg.putImageData( $.screenshot, 0, 0 ); $.ctxmg.fillStyle = 'hsla(0, 0%, 0%, 0.4)'; $.ctxmg.fillRect( 0, 0, $.cw, $.ch ); $.ctxmg.beginPath(); var pauseText = $.text( { ctx: $.ctxmg, x: $.cw / 2, y: $.ch / 2 - 50, text: 'PAUSED', hspacing: 3, vspacing: 1, halign: 'center', valign: 'bottom', scale: 10, snap: 1, render: 1 } ); var gradient = $.ctxmg.createLinearGradient( pauseText.sx, pauseText.sy, pauseText.sx, pauseText.ey ); gradient.addColorStop( 0, '#fff' ); gradient.addColorStop( 1, '#999' ); $.ctxmg.fillStyle = gradient; $.ctxmg.fill(); var i = $.buttons.length; while( i-- ){ $.buttons[ i ].render( i ) } i = $.buttons.length; while( i-- ){ $.buttons[ i ].update( i ) } if( $.keys.pressed.p ){ $.setState( 'play' ); } }; $.states['gameover'] = function() { $.clearScreen(); $.ctxmg.putImageData( $.screenshot, 0, 0 ); var i = $.buttons.length; while( i-- ){ $.buttons[ i ].update( i ) } i = $.buttons.length; while( i-- ){ $.buttons[ i ].render( i ) } $.ctxmg.beginPath(); var gameoverTitle = $.text( { ctx: $.ctxmg, x: $.cw / 2, y: 150, text: 'GAME OVER', hspacing: 3, vspacing: 1, halign: 'center', valign: 'bottom', scale: 10, snap: 1, render: 1 } ); var gradient = $.ctxmg.createLinearGradient( gameoverTitle.sx, gameoverTitle.sy, gameoverTitle.sx, gameoverTitle.ey ); gradient.addColorStop( 0, '#f22' ); gradient.addColorStop( 1, '#b00' ); $.ctxmg.fillStyle = gradient; $.ctxmg.fill(); $.ctxmg.beginPath(); var gameoverStatsKeys = $.text( { ctx: $.ctxmg, x: $.cw / 2 - 10, y: gameoverTitle.ey + 51, text: 'SCORE\nLEVEL\nKILLS\nBULLETS\nPOWERUPS\nTIME', hspacing: 1, vspacing: 17, halign: 'right', valign: 'top', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.5)'; $.ctxmg.fill(); $.ctxmg.beginPath(); var gameoverStatsValues = $.text( { ctx: $.ctxmg, x: $.cw / 2 + 10, y: gameoverTitle.ey + 51, text: $.util.commas( $.score ) + '\n' + ( $.level.current + 1 ) + '\n' + $.util.commas( $.kills ) + '\n' + $.util.commas( $.bulletsFired ) + '\n' + $.util.commas( $.powerupsCollected ) + '\n' + $.util.convertTime( ( $.elapsed * ( 1000 / 60 ) ) / 1000 ) , hspacing: 1, vspacing: 17, halign: 'left', valign: 'top', scale: 2, snap: 1, render: 1 } ); $.ctxmg.fillStyle = '#fff'; $.ctxmg.fill(); }; } /*============================================================================== Loop ==============================================================================*/ $.loop = function() { requestAnimFrame( $.loop ); // setup the pressed state for all keys for( var k in $.keys.state ) { if( $.keys.state[ k ] && !$.okeys[ k ] ) { $.keys.pressed[ k ] = 1; } else { $.keys.pressed[ k ] = 0; } } // run the current state $.states[ $.state ](); // always listen for mute toggle if( $.keys.pressed.m ){ $.mute = ~~!$.mute; var i = $.audio.references.length; while( i-- ) { $.audio.references[ i ].volume = ~~!$.mute; } $.storage['mute'] = $.mute; $.updateStorage(); } // move current keys into old keys $.okeys = {}; for( var k in $.keys.state ) { $.okeys[ k ] = $.keys.state[ k ]; } }; /*============================================================================== Start Game on Load ==============================================================================*/ window.addEventListener( 'load', function() { document.documentElement.className += ' loaded'; $.init(); }); ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/hero.js ================================================ /*============================================================================== Init ==============================================================================*/ $.Hero = function() { this.x = $.ww / 2; this.y = $.wh / 2; this.vx = 0; this.vy = 0; this.vmax = 4; this.vmax = 6; this.direction = 0; this.accel = 0.5; this.radius = 10; this.life = 1; this.takingDamage = 0; this.fillStyle = '#fff'; this.weapon = { fireRate: 5, fireRateTick: 5, spread: 0.3, count: 1, bullet: { size: 15, lineWidth: 2, damage: 1, speed: 10, piercing: 0, strokeStyle: '#fff' }, fireFlag: 0 }; }; /*============================================================================== Update ==============================================================================*/ $.Hero.prototype.update = function() { if( this.life > 0 ) { /*============================================================================== Apply Forces ==============================================================================*/ if( $.keys.state.up ) { this.vy -= this.accel * $.dt; if( this.vy < -this.vmax ) { this.vy = -this.vmax; } } else if( $.keys.state.down ) { this.vy += this.accel * $.dt; if( this.vy > this.vmax ) { this.vy = this.vmax; } } if( $.keys.state.left ) { this.vx -= this.accel * $.dt; if( this.vx < -this.vmax ) { this.vx = -this.vmax; } } else if( $.keys.state.right ) { this.vx += this.accel * $.dt; if( this.vx > this.vmax ) { this.vx = this.vmax; } } this.vy *= 0.9; this.vx *= 0.9; this.x += this.vx * $.dt; this.y += this.vy * $.dt; /*============================================================================== Lock Bounds ==============================================================================*/ if( this.x >= $.ww - this.radius ) { this.x = $.ww - this.radius; } if( this.x <= this.radius ) { this.x = this.radius; } if( this.y >= $.wh - this.radius ) { this.y = $.wh - this.radius; } if( this.y <= this.radius ) { this.y = this.radius; } /*============================================================================== Update Direction ==============================================================================*/ var dx = $.mouse.x - this.x, dy = $.mouse.y - this.y; this.direction = Math.atan2( dy, dx ); /*============================================================================== Fire Weapon ==============================================================================*/ if( this.weapon.fireRateTick < this.weapon.fireRate ){ this.weapon.fireRateTick += $.dt; } else { if( $.autofire || ( !$.autofire && $.mouse.down ) ){ $.audio.play( 'shoot' ); if( $.powerupTimers[ 2 ] > 0 || $.powerupTimers[ 3 ] > 0 || $.powerupTimers[ 4 ] > 0) { $.audio.play( 'shootAlt' ); } this.weapon.fireRateTick = this.weapon.fireRateTick - this.weapon.fireRate; this.weapon.fireFlag = 6; if( this.weapon.count > 1 ) { var spreadStart = -this.weapon.spread / 2; var spreadStep = this.weapon.spread / ( this.weapon.count - 1 ); } else { var spreadStart = 0; var spreadStep = 0; } var gunX = this.x + Math.cos( this.direction ) * ( this.radius + this.weapon.bullet.size ); var gunY = this.y + Math.sin( this.direction ) * ( this.radius + this.weapon.bullet.size ); for( var i = 0; i < this.weapon.count; i++ ) { $.bulletsFired++; var color = this.weapon.bullet.strokeStyle; if( $.powerupTimers[ 2 ] > 0 || $.powerupTimers[ 3 ] > 0 || $.powerupTimers[ 4 ] > 0) { var colors = []; if( $.powerupTimers[ 2 ] > 0 ) { colors.push( 'hsl(' + $.definitions.powerups[ 2 ].hue + ', ' + $.definitions.powerups[ 2 ].saturation + '%, ' + $.definitions.powerups[ 2 ].lightness + '%)' ); } if( $.powerupTimers[ 3 ] > 0 ) { colors.push( 'hsl(' + $.definitions.powerups[ 3 ].hue + ', ' + $.definitions.powerups[ 3 ].saturation + '%, ' + $.definitions.powerups[ 3 ].lightness + '%)' ); } if( $.powerupTimers[ 4 ] > 0 ) { colors.push( 'hsl(' + $.definitions.powerups[ 4 ].hue + ', ' + $.definitions.powerups[ 4 ].saturation + '%, ' + $.definitions.powerups[ 4 ].lightness + '%)' ); } color = colors[ Math.floor( $.util.rand( 0, colors.length ) ) ]; } $.bullets.push( new $.Bullet( { x: gunX, y: gunY, speed: this.weapon.bullet.speed, direction: this.direction + spreadStart + i * spreadStep, damage: this.weapon.bullet.damage, size: this.weapon.bullet.size, lineWidth: this.weapon.bullet.lineWidth, strokeStyle: color, piercing: this.weapon.bullet.piercing } ) ); } } } /*============================================================================== Check Collisions ==============================================================================*/ this.takingDamage = 0; var ei = $.enemies.length; while( ei-- ) { var enemy = $.enemies[ ei ]; if( enemy.inView && $.util.distance( this.x, this.y, enemy.x, enemy.y ) <= this.radius + enemy.radius ) { $.particleEmitters.push( new $.ParticleEmitter( { x: this.x, y: this.y, count: 2, spawnRange: 0, friction: 0.85, minSpeed: 2, maxSpeed: 15, minDirection: 0, maxDirection: $.twopi, hue: 0, saturation: 0 } ) ); this.takingDamage = 1; this.life -= 0.0075; $.rumble.level = 3; if( Math.floor( $.tick ) % 5 == 0 ){ $.audio.play( 'takingDamage' ); } } } } }; /*============================================================================== Render ==============================================================================*/ $.Hero.prototype.render = function() { if( this.life > 0 ) { if( this.takingDamage ) { var fillStyle = 'hsla(0, 0%, ' + $.util.rand( 0, 100 ) + '%, 1)'; $.ctxmg.fillStyle = 'hsla(0, 0%, ' + $.util.rand( 0, 100 ) + '%, ' + $.util.rand( 0.01, 0.15 ) + ')'; $.ctxmg.fillRect( -$.screen.x, -$.screen.y, $.cw, $.ch ); } else if( this.weapon.fireFlag > 0 ) { this.weapon.fireFlag -= $.dt; var fillStyle = 'hsla(' + $.util.rand( 0, 359 ) + ', 100%, ' + $.util.rand( 20, 80 ) + '%, 1)'; } else { var fillStyle = this.fillStyle; } $.ctxmg.save(); $.ctxmg.translate( this.x, this.y ); $.ctxmg.rotate( this.direction - $.pi / 4 ); $.ctxmg.fillStyle = fillStyle; $.ctxmg.fillRect( 0, 0, this.radius, this.radius ); $.ctxmg.restore(); $.ctxmg.save(); $.ctxmg.translate( this.x, this.y ); $.ctxmg.rotate( this.direction - $.pi / 4 + $.twopi / 3 ); $.ctxmg.fillStyle = fillStyle; $.ctxmg.fillRect( 0, 0, this.radius, this.radius ); $.ctxmg.restore(); $.ctxmg.save(); $.ctxmg.translate( this.x, this.y ); $.ctxmg.rotate( this.direction - $.pi / 4 - $.twopi / 3 ); $.ctxmg.fillStyle = fillStyle; $.ctxmg.fillRect( 0, 0, this.radius, this.radius ); $.ctxmg.restore(); $.util.fillCircle( $.ctxmg, this.x, this.y, this.radius - 3, fillStyle ); } }; ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/jsfxr.js ================================================ function J(){this.B=function(e){for(var f=0;24>f;f++)this[String.fromCharCode(97+f)]=e[f]||0;0.01>this.c&&(this.c=0.01);e=this.b+this.c+this.e;0.18>e&&(e=0.18/e,this.b*=e,this.c*=e,this.e*=e)}} var W=new function(){this.A=new J;var e,f,d,g,l,z,K,L,M,A,m,N;this.reset=function(){var c=this.A;g=100/(c.f*c.f+0.001);l=100/(c.g*c.g+0.001);z=1-0.01*c.h*c.h*c.h;K=1E-6*-c.i*c.i*c.i;c.a||(m=0.5-c.n/2,N=5E-5*-c.o);L=0a.q?-1020:1020),S=a.p?(2E4*(1-a.p)*(1-a.p)|0)+32:0,ba=a.d,T=a.j/2,ca=0.01*a.k*a.k,E=a.a,F=e,da=1/e,ea=1/f,fa=1/d,a=5/(1+20*a.u*a.u)*(0.01+n);0.8=S&&(V=0,this.reset());A&&++M>=A&&(A=0,g*=L);z+=K;g*=z;g>l&&(g=l,0<$&&(G=!0));h=g;0< T&&(I+=ca,h*=1+Math.sin(I)*T);h|=0;8>h&&(h=8);E||(m+=N,0>m?m=0:0.5F)switch(v=0,++U){case 1:F=f;break;case 2:F=d}switch(U){case 0:w=v*da;break;case 1:w=1+2*(1-v*ea)*ba;break;case 2:w=1-v*fa;break;case 3:w=0,G=!0}R&&(D+=aa,s=D|0,0>s?s=-s:1023r?r=1E-5:0.1=h&&(p%=h,3==E))for(x=y.length;x--;)y[x]=2*Math.random()-1;switch(E){case 0:b=p/hb?1.27323954*b+0.405284735*b*b:1.27323954*b-0.405284735*b*b;b=0>b?0.225*(b*-b-b)+b:0.225*(b*b-b)+b;break;case 3:b=y[Math.abs(32*p/h|0)]}P&&(x=u,n*=X,0>n?n=0:0.1=q?-32768:32767*q|0}return O}}; window.jsfxr=function(e){W.A.B(e);var f=W.D();e=new Uint8Array(4*((f+1)/2|0)+44);var f=2*W.C(new Uint16Array(e.buffer,44),f),d=new Uint32Array(e.buffer,0,44);d[0]=1179011410;d[1]=f+36;d[2]=1163280727;d[3]=544501094;d[4]=16;d[5]=65537;d[6]=44100;d[7]=88200;d[8]=1048578;d[9]=1635017060;d[10]=f;for(var f=f+44,d=0,g="data:audio/wav;base64,";d>18]+"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"[l>> 12&63]+"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"[l>>6&63]+"ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"[l&63]);d-=f;return g.slice(0,g.length-d)+"==".slice(0,d)}; ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/levelpop.js ================================================ /*============================================================================== Init ==============================================================================*/ $.LevelPop = function( opt ) { for( var k in opt ) { this[k] = opt[k]; } this.x = $.cw - 20; this.y = $.ch - 20; this.tick = 0; this.tickMax = 240; this.baseAlpha = 0.2; if( $.tick != 0 ) { $.audio.play( 'levelup' ); } }; /*============================================================================== Update ==============================================================================*/ $.LevelPop.prototype.update = function( i ) { if( this.tick >= this.tickMax ) { $.levelPops.splice( i, 1 ); } else { this.tick += $.dt; } }; /*============================================================================== Render ==============================================================================*/ $.LevelPop.prototype.render = function( i ) { $.ctxmg.beginPath(); $.text( { ctx: $.ctxmg, x: this.x, y: this.y, text: $.util.pad( this.level, 2 ), hspacing: 3, vspacing: 0, halign: 'right', valign: 'bottom', scale: 12, snap: 1, render: 1 } ); if( this.tick < this.tickMax * 0.25 ) { var alpha = ( this.tick / ( this.tickMax * 0.25 ) ) * this.baseAlpha; } else if( this.tick > this.tickMax - this.tickMax * 0.25 ) { var alpha = ( ( this.tickMax - this.tick ) / ( this.tickMax * 0.25 ) ) * this.baseAlpha; } else { var alpha = this.baseAlpha; } alpha = Math.min( 1, Math.max( 0, alpha ) ); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, ' + alpha + ')'; $.ctxmg.fill(); } ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/particle.js ================================================ /*============================================================================== Init ==============================================================================*/ $.Particle = function( opt ) { for( var k in opt ) { this[k] = opt[k]; } }; /*============================================================================== Update ==============================================================================*/ $.Particle.prototype.update = function( i ) { /*============================================================================== Apply Forces ==============================================================================*/ this.x += Math.cos( this.direction ) * ( this.speed * $.dt ); this.y += Math.sin( this.direction ) * ( this.speed * $.dt ); this.ex = this.x - Math.cos( this.direction ) * this.speed; this.ey = this.y - Math.sin( this.direction ) * this.speed; this.speed *= this.friction; /*============================================================================== Lock Bounds ==============================================================================*/ if( !$.util.pointInRect( this.ex, this.ey, 0, 0, $.ww, $.wh ) || this.speed <= 0.05 ) { this.parent.splice( i, 1 ); } /*============================================================================== Update View ==============================================================================*/ if( $.util.pointInRect( this.ex, this.ey, -$.screen.x, -$.screen.y, $.cw, $.ch ) ) { this.inView = 1; } else { this.inView = 0; } }; /*============================================================================== Render ==============================================================================*/ $.Particle.prototype.render = function( i ) { if( this.inView ) { $.ctxmg.beginPath(); $.ctxmg.moveTo( this.x, this.y ); $.ctxmg.lineTo( this.ex, this.ey ); $.ctxmg.lineWidth = this.lineWidth; $.ctxmg.strokeStyle = 'hsla(' + this.hue + ', ' + this.saturation + '%, ' + $.util.rand( 50, 100 ) + '%, 1)'; $.ctxmg.stroke(); } } ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/particleemitter.js ================================================ /*============================================================================== Init ==============================================================================*/ $.ParticleEmitter = function( opt ) { for( var k in opt ) { this[k] = opt[k]; } this.particles = []; for( var i = 0; i < this.count; i++ ) { var radius = Math.sqrt( Math.random() ) * this.spawnRange, angle = Math.random() * $.twopi, x = this.x + Math.cos( angle ) * radius, y = this.y + Math.sin( angle ) * radius; this.particles.push( new $.Particle( { parent: this.particles, x: x, y: y, speed: $.util.rand( this.minSpeed, this.maxSpeed ), friction: this.friction, direction: $.util.rand( this.minDirection, this.maxDirection ), lineWidth: $.util.rand( 0.5, 1.5 ), hue: this.hue, saturation: this.saturation } ) ); } }; /*============================================================================== Update ==============================================================================*/ $.ParticleEmitter.prototype.update = function( i ) { var i2 = this.particles.length; while( i2-- ){ this.particles[ i2 ].update( i2 ) } if( this.particles.length <= 0 ) { $.particleEmitters.splice( i, 1 ); } }; /*============================================================================== Render ==============================================================================*/ $.ParticleEmitter.prototype.render = function( i ) { var i2 = this.particles.length; while( i2-- ){ this.particles[ i2 ].render( i2 ) } }; ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/powerup.js ================================================ /*============================================================================== Init ==============================================================================*/ $.Powerup = function( opt ) { for( var k in opt ) { this[k] = opt[k]; } var text = $.text( { ctx: $.ctxmg, x: 0, y: 0, text: this.title, hspacing: 1, vspacing: 0, halign: 'top', valign: 'left', scale: 1, snap: 0, render: 0 } ); this.hpadding = 8; this.vpadding = 8; this.width = text.width + this.hpadding * 2; this.height = text.height + this.vpadding * 2; this.x = this.x - this.width / 2; this.y = this.y - this.height / 2; this.direction = $.util.rand( 0, $.twopi ); this.speed = $.util.rand( 0.5, 2 ); }; /*============================================================================== Update ==============================================================================*/ $.Powerup.prototype.update = function( i ) { /*============================================================================== Apply Forces ==============================================================================*/ this.x += Math.cos( this.direction ) * this.speed * $.dt; this.y += Math.sin( this.direction ) * this.speed * $.dt; /*============================================================================== Check Bounds ==============================================================================*/ if( !$.util.rectInRect( this.x, this.y, this.width, this.height, 0, 0, $.ww, $.wh ) ){ $.powerups.splice( i, 1 ); } /*============================================================================== Check Collection Collision ==============================================================================*/ if( $.hero.life > 0 && $.util.arcIntersectingRect( $.hero.x, $.hero.y, $.hero.radius + 2, this.x, this.y, this.width, this.height ) ){ $.audio.play( 'powerup' ); $.powerupTimers[ this.type ] = 300; $.particleEmitters.push( new $.ParticleEmitter( { x: this.x + this.width / 2, y: this.y + this.height / 2, count: 15, spawnRange: 0, friction: 0.85, minSpeed: 2, maxSpeed: 15, minDirection: 0, maxDirection: $.twopi, hue: 0, saturation: 0 } ) ); $.powerups.splice( i, 1 ); $.powerupsCollected++; } }; /*============================================================================== Render ==============================================================================*/ $.Powerup.prototype.render = function( i ) { $.ctxmg.fillStyle = '#000'; $.ctxmg.fillRect( this.x - 2, this.y - 2, this.width + 4, this.height + 4 ); $.ctxmg.fillStyle = '#555'; $.ctxmg.fillRect( this.x - 1, this.y - 1, this.width + 2, this.height + 2 ); $.ctxmg.fillStyle = '#111'; $.ctxmg.fillRect( this.x, this.y, this.width, this.height ); $.ctxmg.beginPath(); $.text( { ctx: $.ctxmg, x: this.x + this.hpadding, y: this.y + this.vpadding + 1, text: this.title, hspacing: 1, vspacing: 0, halign: 'top', valign: 'left', scale: 1, snap: 0, render: true } ); $.ctxmg.fillStyle = '#000'; $.ctxmg.fill(); $.ctxmg.beginPath(); $.text( { ctx: $.ctxmg, x: this.x + this.hpadding, y: this.y + this.vpadding, text: this.title, hspacing: 1, vspacing: 0, halign: 'top', valign: 'left', scale: 1, snap: 0, render: true } ); $.ctxmg.fillStyle = 'hsl(' + this.hue + ', ' + this.saturation + '%, ' + this.lightness + '%)'; $.ctxmg.fill(); $.ctxmg.fillStyle = 'hsla(0, 0%, 100%, 0.2)'; $.ctxmg.fillRect( this.x, this.y, this.width, this.height / 2 ); } ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/storage.js ================================================ // local storage helpers - source: http://stackoverflow.com/questions/2010892/storing-objects-in-html5-localstorage/3146971#3146971 Storage.prototype.setObject = function( key, value ) { this.setItem( key, JSON.stringify( value ) ); } Storage.prototype.getObject = function( key ) { var value = this.getItem( key ); return value && JSON.parse( value ); } Storage.prototype.removeObject = function( key ) { this.removeItem( key ); } $.setupStorage = function() { $.storage = localStorage.getObject( 'radiusraid' ) || { 'mute': 0, 'autofire': 0, 'score': 0, 'level': 0, 'rounds': 0, 'kills': 0, 'bullets': 0, 'powerups': 0, 'time': 0 }; }; $.updateStorage = function() { localStorage.setObject( 'radiusraid', $.storage ); }; $.clearStorage = function() { localStorage.removeObject( 'radiusraid' ); $.setupStorage(); }; ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/text.js ================================================ $.textLine = function( opt ) { var textLength = opt.text.length, size = 5; for( var i = 0; i < textLength; i++ ) { var letter = $.definitions.letters[ ( opt.text.charAt( i ) ) ] || $.definitions.letters[ 'unknown' ]; for( var y = 0; y < size; y++ ) { for( var x = 0; x < size; x++ ) { if( letter[ y ][ x ] === 1 ) { opt.ctx.rect( opt.x + ( x * opt.scale ) + ( ( size * opt.scale ) + opt.hspacing ) * i, opt.y + y * opt.scale, opt.scale, opt.scale ); } } } } }; $.text = function( opt ) { var size = 5, letterSize = size * opt.scale, lines = opt.text.split('\n'), linesCopy = lines.slice( 0 ), lineCount = lines.length, longestLine = linesCopy.sort( function ( a, b ) { return b.length - a.length; } )[ 0 ], textWidth = ( longestLine.length * letterSize ) + ( ( longestLine.length - 1 ) * opt.hspacing ), textHeight = ( lineCount * letterSize ) + ( ( lineCount - 1 ) * opt.vspacing ); var sx = opt.x, sy = opt.y, ex = opt.x + textWidth, ey = opt.y + textHeight; if( opt.halign == 'center' ) { sx = opt.x - textWidth / 2; ex = opt.x + textWidth / 2; } else if( opt.halign == 'right' ) { sx = opt.x - textWidth; ex = opt.x; } if( opt.valign == 'center' ) { sy = opt.y - textHeight / 2; ey = opt.y + textHeight / 2; } else if( opt.valign == 'bottom' ) { sy = opt.y - textHeight; ey = opt.y; } var cx = sx + textWidth / 2, cy = sy + textHeight / 2; if( opt.render ) { for( var i = 0; i < lineCount; i++ ) { var line = lines[ i ], lineWidth = ( line.length * letterSize ) + ( ( line.length - 1 ) * opt.hspacing ), x = opt.x, y = opt.y + ( letterSize + opt.vspacing ) * i; if( opt.halign == 'center' ) { x = opt.x - lineWidth / 2; } else if( opt.halign == 'right' ) { x = opt.x - lineWidth; } if( opt.valign == 'center' ) { y = y - textHeight / 2; } else if( opt.valign == 'bottom' ) { y = y - textHeight; } if( opt.snap ) { x = Math.floor( x ); y = Math.floor( y ); } $.textLine( { ctx: opt.ctx, x: x, y: y, text: line, hspacing: opt.hspacing, scale: opt.scale } ); } } return { sx: sx, sy: sy, cx: cx, cy: cy, ex: ex, ey: ey, width: textWidth, height: textHeight } }; ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/textpop.js ================================================ /*============================================================================== Init ==============================================================================*/ $.TextPop = function( opt ) { for( var k in opt ) { this[k] = opt[k]; } this.alpha = 2; this.vy = 0; }; /*============================================================================== Update ==============================================================================*/ $.TextPop.prototype.update = function( i ) { this.vy -= 0.05; this.y += this.vy * $.dt; this.alpha -= 0.03 * $.dt; if( this.alpha <= 0 ){ $.textPops.splice( i, 1 ); } }; /*============================================================================== Render ==============================================================================*/ $.TextPop.prototype.render = function( i ) { $.ctxmg.beginPath(); $.text( { ctx: $.ctxmg, x: this.x, y: this.y, text: '+' + this.value, hspacing: 1, vspacing: 0, halign: 'center', valign: 'center', scale: 2, snap: 0, render: 1 } ); $.ctxmg.fillStyle = 'hsla(' + this.hue + ', ' + this.saturation + '%, ' + this.lightness + '%, ' + this.alpha + ')'; $.ctxmg.fill(); } ================================================ FILE: main/gams/gfiles/html5/radiusraid/js/util.js ================================================ /*============================================================================== Miscellaneous ==============================================================================*/ window['requestAnimFrame']=function(){return window.requestAnimationFrame||window.webkitRequestAnimationFrame||window.mozRequestAnimationFrame||function(a){window.setTimeout(a,1E3/60)}}(); $.util = {}; $.pi = Math.PI; $.twopi = $.pi * 2; /*============================================================================== Random Range ==============================================================================*/ $.util.rand = function( min, max ) { return Math.random() * ( max - min ) + min; }; /*============================================================================== Calculations ==============================================================================*/ $.util.distance = function( p1x, p1y, p2x, p2y ) { var xDistance = p1x - p2x, yDistance = p1y - p2y; return Math.sqrt( Math.pow( xDistance, 2 ) + Math.pow( yDistance, 2 ) ); }; $.util.rectInRect = function( r1x, r1y, r1w, r1h, r2x, r2y, r2w, r2h ) { return !( r2x > r1x + r1w || r2x + r2w < r1x || r2y > r1y + r1h || r2y + r2h < r1y ); }; $.util.arcInRect = function( ax, ay, ar, rx, ry, rw, rh ) { return !( ax + ar <= rx || ax - ar >= rx + rw || ay + ar <= ry || ay - ar >= ry + rh ); }; $.util.arcIntersectingRect = function( ax, ay, ar, rx, ry, rw, rh ) { return !( ax <= rx - ar || ax >= rx + rw + ar || ay <= ry - ar || ay >= ry + rh + ar ); }; $.util.pointInRect = function( px, py, rx, ry, rw, rh ) { return ( px >= rx && px <= rx + rw && py >= ry && py <= ry + rh ); }; /*============================================================================== Shapes ==============================================================================*/ $.util.circle = function( ctx, x, y, radius ) { var radius = radius <= 0 ? 1 : radius; ctx.beginPath(); ctx.arc( x, y, radius, 0, $.twopi, false ); }; $.util.fillCircle = function( ctx, x, y, radius, fillStyle ) { $.util.circle( ctx, x, y, radius ); ctx.fillStyle = fillStyle; ctx.fill(); }; $.util.strokeCircle = function( ctx, x, y, radius, strokeStyle, lineWidth ) { $.util.circle( ctx, x, y, radius ); ctx.lineWidth = lineWidth; ctx.strokeStyle = strokeStyle; ctx.stroke(); }; /*============================================================================== Miscellaneous ==============================================================================*/ $.util.pad = function( amount, digits ){ amount += ''; if( amount.length < digits ) { amount = '0' + amount; return $.util.pad( amount, digits ); } else { return amount; } }; $.util.convertTime = function( seconds ) { var minutes = Math.floor( seconds / 60 ); var seconds = Math.floor( seconds % 60 ); return $.util.pad( minutes, 2 ) + ':' + $.util.pad( seconds, 2 ); }; $.util.commas = function( nStr ) { nStr += ''; var x = nStr.split( '.' ), x1 = x[ 0 ], x2 = x.length > 1 ? '.' + x[ 1 ] : '', rgx = /(\d+)(\d{3})/; while( rgx.test( x1 ) ) { x1 = x1.replace( rgx, '$1' + ',' + '$2' ); } return x1 + x2; }; $.util.isset = function( prop ) { return typeof prop != 'undefined'; }; ================================================ FILE: main/gams/gfiles/html5/retrobowl/html5game/Achievements.txt ================================================ tag description achieved ACH_PASS Make a pass 0 ACH_PLAYGAME1 Play a game 0 ACH_TOUCHDOWN1 Score a touchdown 0 ACH_TOUCHDOWN3 Score 3 touchdowns in a game 0 ACH_TOUCHDOWN5 Score 5 touchdowns in a game 0 ACH_FIELDGOAL Score a field goal 0 ACH_FIELDGOAL25 Score a 25 yard field goal 0 ACH_FIELDGOAL50 Score a 50 yard field goal 0 ACH_POINTAFTER1 Score a 1 point conversion 0 ACH_POINTAFTER2 Score a 2 point conversion 0 ACH_WIN1 Win a game 0 ACH_WIN5 Win 5 games 0 ACH_WIN10 Win 10 games 0 ACH_WIN25 Win 25 games 0 ACH_WIN50 Win 50 games 0 ACH_WIN100 Win 100 games 0 ACH_SEASON1 Complete a full season 0 ACH_SEASON5 Complete 5 full seasons 0 ACH_SEASON10 Complete 10 full seasons 0 ACH_DRAFT Draft a player 0 ACH_FREEAGENT Sign a free agent 0 ACH_TRADEIN Trade a player in 0 ACH_TRADEOUT Trade a player out 0 ACH_CUT Cut a player 0 ACH_WIN_DIVISION Win a division 0 ACH_WIN_PLAYOFF Win a play-off game 0 ACH_WIN_AFC Win the AFC title 0 ACH_WIN_NFC Win the NFC title 0 ACH_WIN_RETROBOWL1 Win the Retro Bowl 0 ACH_WIN_RETROBOWL3 Win 3 Retro Bowl titles 0 ACH_WIN_RETROBOWL5 Win 5 Retro Bowl titles 0 ACH_WIN_RETROBOWL10 Win 10 Retro Bowl titles 0 ACH_CAREER_TD50 Score 50 career touchdowns 0 ACH_CAREER_TD100 Score 100 career touchdowns 0 ACH_CAREER_TD250 Score 250 career touchdowns 0 ACH_CAREER_TD500 Score 500 career touchdowns 0 ACH_UPGRADE_STADIUM Upgrade your stadium facilities 0 ACH_UPGRADE_TRAINING Upgrade your training facilities 0 ACH_UPGRADE_REHAB Upgrade your rehab facilities 0 ACH_MAX_STADIUM Max out your stadium facilities 0 ACH_MAX_TRAINING Max out your training facilities 0 ACH_MAX_REHAB Max out your rehab facilities 0 ACH_WINNING_SEASON Have a winning season 0 ACH_UNBEATEN_SEASON Have a 16-0 season 0 ACH_OFFENSE5 Build 5 star offense 0 ACH_DEFENSE5 Build 5 star defense 0 ACH_MORALE100 Achieve 100% team morale 0 ACH_FANS100 Get 100% fan rating 0 ACH_HIRE_OF Hire an offensive coordinator 0 ACH_HIRE_DF Hire a defensive coordinator 0 ACH_HIRE_OF5 Hire a 5 star OF coordinator 0 ACH_HIRE_DF5 Hire a 5 star DF coordinator 0 ACH_PASS10 Make a 10 yard passing play 0 ACH_PASS25 Make a 25 yard passing play 0 ACH_PASS50 Make a 50 yard passing play 0 ACH_RUN5 Make a 5 yard running play 0 ACH_RUN10 Make a 10 yard running play 0 ACH_RUN15 Make a 15 yard running play 0 ACH_GAME_PASS_200 Pass for 200 yards in a game 0 ACH_GAME_PASS_300 Pass for 300 yards in a game 0 ACH_GAME_PASS_400 Pass for 400 yards in a game 0 ACH_GAME_RUSH_50 Rush for 50 yards in a game 0 ACH_GAME_RUSH_100 Rush for 100 yards in a game 0 ACH_GAME_RUSH_150 Rush for 150 yards in a game 0 ACH_TEAMS2 Take charge of a new team 0 ================================================ FILE: main/gams/gfiles/html5/retrobowl/html5game/Colleges.txt ================================================ Alabama Arizona Arizona State Arkansas Auburn Baylor Boise State Boston College BYU California Central Michigan Cincinnati Clemson Colorado Colorado State Delaware Duke East Carolina Eastern Michigan Eastern Washington Florida Atlantic Florida State Fresno State Georgia Georgia Tech Harvard Houston Idaho Illinois Illinois State Indiana Iowa Iowa State Jacksonville State James Madison Kansas Kansas State Kentucky Louisiana Tech Louisville LSU Maine Marshall Maryland Memphis Miami Michigan Michigan State Minnesota Mississippi State Missouri NC State Nebraska Nevada North Carolina North Dakota State North Texas Northern Illinois Northern Iowa Northwestern Notre Dame Ohio Ohio State Oklahoma Oklahoma State Ole Miss Oregon Oregon State Penn State Pittsburgh Purdue Richmond Rutgers Samford San Diego San Diego State San Jose State SMU South Carolina South Florida Stanford Syracuse TCU Temple Tennessee Texas Texas A&M Texas Tech Toledo UCF UCLA USC Utah Utah State Vanderbilt Virginia Virginia Tech Wake Forest Washington Washington State West Alabama West Virginia Western Kentucky Western Michigan Wisconsin Wyoming ================================================ FILE: main/gams/gfiles/html5/retrobowl/html5game/LanguageUS.txt ================================================ ui_NewStarGames New Star Games intro_player1 Your name is $fname $lname.#You grew up in $town. intro_player2 #You play for the $teamname in the $teamdivision. intro_mother Your mother's name is $fname. intro_motherdead1 Your mother's name was $fname.#She died when you were $deathage years old. intro_motherdead2 Your mother's name was $fname.#She died when you were a baby. intro_fatherdead1 Your father's name was $fname.#He died when you were $deathage years old. intro_fatherdead2 Your father's name was $fname.#He died when you were a baby. intro_fatherdead3 Your father's name was $fname.#He died before you were born. intro_father Your father's name is $fname. intro_friend Here comes your friend, $fname.#$he invites you out to play football. intro_parentsdead1 Your parents names were $mumfname and $dadfname.#They died in a car accident when you were $deathage years olquad. intro_parentsdead2 Your parents names were $mumfname and $dadfname.#They died in a car accident when you were a baby. intro_guardian Your $relationtype, $fname takes care of you.praise rel_Me Me rel_Mother Mom rel_Father Dad rel_Friend Friend rel_GrandMother Grandmother rel_GrandFather Grandfather rel_GrandMother_short GRANDM rel_GrandFather_short GRANDF rel_Aunt Aunt rel_Uncle Uncle rel_Coach Coach ui_Back Back ui_Home Home ui_Dilemma Dilemma ui_Continue Continue ui_Play Play ui_Message Message ui_Select Select ui_Profile Profile ui_Practice Practice ui_Exercise Exercise ui_Fixtures Fixtures ui_Results Results ui_Exit Exit ui_Earn Earn ui_Week Week ui_Weeks Weeks ui_Cash Cash ui_Shop Shop ui_Study Study ui_Purchase Purchase ui_Cancel Cancel ui_NextMatch Next Game ui_PlayMatch Play Game ui_Standings Standings ui_Relationships Relationships ui_Opportunity Opportunity ui_YourHappiness Your Happiness cards_Shuffle Shuffle person_He He person_She She person_Happiness0 You aren't getting along very well. person_Health0 $he is in poor health. tla_years yrs profile_Name Name profile_Age Age profile_Birthplace Birthplace profile_Sex Sex profile_Resides Resides profile_Residence Residence profile_Occupation Occupation profile_Fitness Fitness profile_Happiness Happiness profile_Intelligence Intelligence profile_Football Football profile_Earn Earn profile_Hobby Hobby profile_Hobbies Hobbies profile_Vision Vision profile_Throw Throw profile_Speed Speed profile_Family Family profile_Deceased Deceased profile_Energy Energy profile_Acquaintances Acquaintances student_HighSchool Student at $schoolname High School student_College College Student profile_Neighbourhood Neighbourhood profile_FamilyFinances Family Finances profile_Traits Traits profile_Trait Trait profile_Learning Learning profile_Relationship Relationship sex_0 Female sex_1 Male msg_coach_1 Hey kid, I'm $fullname, the coach at $teamname. We have a long season ahead and I expect you to perform like a champ! finances_1 Very low finances_2 Low finances_3 Ok finances_4 Good finances_5 Very good neighbourhood_1 Run down neighbourhood_2 Declining neighbourhood_3 Improving neighbourhood_4 Prosperous neighbourhood_5 Affluent profile_Unemployed Unemployed class_1 English class_2 Math class_3 Biology class_4 Chemistry class_5 Physics class_6 History class_7 Economics class_8 Geography aan_class_1 an English aan_class_2 a Math aan_class_3 a Biology aan_class_4 a Chemistry aan_class_5 a Physics aan_class_6 a History aan_class_7 an Economics aan_class_8 a Geography trait_app_0 None trait_app_1 Attractive trait_app_2 Disfigured trait_app_3 Tall trait_app_4 Short trait_app_5 Big boned trait_app_6 Large trait_app_7 Skinny trait_app_8 Frail trait_app_9 Stutters trait_issue_1 Greedy trait_issue_2 Optimistic trait_issue_3 Shy trait_issue_4 Confident trait_issue_5 Impressionable trait_issue_6 Religious trait_issue_7 Atheist trait_issue_8 Affectionate trait_issue_9 Paranoid trait_issue_10 Delusional trait_issue_11 Lucky trait_issue_12 Forgiving trait_issue_13 Clever trait_issue_14 Kind trait_issue_15 Envious trait_issue_16 Proud trait_issue_17 Honest trait_issue_18 Deceitful trait_issue_19 Mean trait_issue_20 Pessimistic trait_vice_1 Gambler trait_vice_2 Alcoholic trait_vice_3 Sex Addict trait_vice_4 Party Animal trait_vice_5 Drug Addict trait_vice_6 Aggressive commentator_1 Did you know, Bob, that $playername's favourite pasttime is $hobby? I think that really comes across in his game, don't you? commentator_2 Apparently $playername's favourite hobby is $hobby? You can tell that just by the way he plays can't you, Bob? commentator_reply_1 I hope not, Jim. I hope not. commentator_reply_2 Absolutely! commentator_reply_3 For sure, Jim. commentator_reply_4 Whatever you say, Jim. commentator_reply_5 You could say that. commentator_reply_6 You would say that, wouldn't you, Jim. commentator_reply_7 Absolutely not! commentator_reply_8 That is correct. commentator_reply_9 No. commentator_reply_10 Where's my coffee? commentator_reply_11 What? commentator_reply_12 Who is Bob? commentator_reply_13 It's uncanny. commentator_reply_14 I don't see it, Jim. commentator_reply_15 ... commentator_reply_16 Hah! commentator_reply_17 Ha ha. commentator_reply_18 Let's get back to the game, Jim. ui_Defense Defense ui_Offense Offense quarter_1 1st Qtr quarter_2 2nd Qtr quarter_3 3rd Qtr quarter_4 4th Qtr quarter_5 O.T match_Touchdown Touchdown match_Interception Interception match_Incomplete Incomplete match_OutOfBounds Out of bounds match_Sacked Sacked match_Fumble Fumble comm_stage_KickOff $teamname kick off comm_stage_Possession_OwnHalf1 $teamname on their own $num comm_stage_Possession_OwnHalf2 $teamname in their own half comm_stage_Possession_OwnHalf3 $teamname have possession comm_stage_Possession_OppHalf1 $teamname have it on the $num comm_stage_Possession_OppHalf2 $teamname on the $num comm_stage_Possession_OppHalf3 $teamname have possession comm_stage_Possession_RedZone $teamname in the red zone comm_stage_Possession_BackedUp $teamname deep in their own half comm_stage_Possession_Halfway $teamname have it in midfield comm_stage_PuntReturnGood That's a good return comm_stage_PuntReturnShort It's a short return comm_stage_DriveRun0 They run the ball comm_stage_DriveRun1 They keep it on the ground comm_stage_DrivePass0 They go for the pass comm_stage_DrivePass1 They throw the ball comm_stage_DriveHailMary0 It's a hail mary throw comm_stage_DriveHailMary1 It's a huge throw comm_stage_Turnover1 It's a fumble! comm_stage_Turnover2 Interception! comm_stage_TurnoverHuman $teamname turn it over comm_stage_TurnoverHuman4th $teamname turn it over on 4th down comm_stage_Touchdown $teamname score! comm_stage_Punt $teamname punt comm_stage_PAT1 Point after touchdown... comm_stage_PAT2_Missed Missed! comm_stage_PAT2_Scored Scored! comm_stage_FieldGoal1 $teamname attempt a $num yard field goal... comm_stage_FieldGoal2_Missed Missed! comm_stage_FieldGoal2_Scored Scored! comm_stage_end_quarter1 End of 1st quarter comm_stage_end_quarter2 End of 1st half comm_stage_end_quarter3 End of 3rd quarter comm_stage_end_quarter4 Game over comm_stage_overtime Overtime! comm_stage_overtime_over Game over comm_stage_2pt_attempt They go for 2 points... comm_stage_2pt_missed But get stopped! comm_stage_2pt_scored And score! comm_stage_Turnover_Tackle [$pos] $playername makes a great tackle! comm_stage_Turnover_Fumble [$pos] $playername forces a fumble! comm_stage_Turnover_Sack [$pos] $playername sacks the quarterback! comm_stage_Turnover_Interception [$pos] $playername makes an interception! comm_stage_failed_skill [$pos] $playername misses the tackle comm_stage_failed_speed [$pos] $playername was too slow comm_stage_failed_strength [$pos] $playername wasn't strong enough comm_stage_incomplete_Run It's short of the 1st down comm_stage_incomplete_Pass Incomplete down_1 1st down down_2 2nd down down_3 3rd down down_4 4th down down_1and 1st & down_2and 2nd & down_3and 3rd & down_4and 4th & Goal Goal Inches Inches match_GetReady Get Ready! tut_FriendThrow I'll make a run.\nYou throw me the ball!\n| tut_TouchAndDrag Touch and drag tut_ClickAndDrag Click and drag tut_FriendSuccess Great throw!\n| tut_FriendFail Oops.\nTry again.\n| game_Title Retro Bowl qualification_NO Not Possible qualification_MAYBE Possible qualification_PO Play-offs qualification_WC Wild Card endseason_failure You didn't make the play-offs this year. matchmsg_SwitchDirection Switch direction? ui_MyTeam My Team ui_QBStats QB Stats ui_Team Team ui_Wins Wins ui_Losses Losses ui_Ties Ties ui_PlayOffs Play Offs tla_Attempts Att tla_Completed Comp tla_Percent Pct tla_Yards Yds tla_yards yds sla_Yards Y sla_yards y tla_TouchDowns TD tla_Interceptions Int tla_Sacks Sck tla_Average Avg tla_CompletedPercent Comp % ui_League League ui_Stats Stats ui_Fixtures Fixtures ui_Schedule Schedule ui_Options Options ui_XPLevel XP Level ui_StatsMatch Game Stats ui_StatsSeason Season Stats ui_StatsCareer Career Stats ui_NextGame Next Game ui_Result Result ui_Results Results ui_Options Options ui_NewGame New Game ui_QuitGame Quit Game ui_Leaderboard Leaderboard ui_Leaderboard_QB QB Leaderboard ui_Name Name ui_News News ui_Traits Traits conf_AFC AFC conf_NFC NFC division_East East division_West West division_North North division_South South sla_East E sla_West W sla_North N sla_South S sla_Wins W sla_Losses L sla_Ties T sla_Win W sla_Loss L sla_Tie T ui_Yes Yes ui_No No Punt Punt Field Goal Field Goal msg_QuitGame Do you want to quit game? msg_NewGame Do you want to start a new career?##WARNING!#Current save data and any coaching credits you have acquired will be lost. matchmsg_PlayPunt Play 4th down or punt? matchmsg_PlayFG Play $down or go for field goal? news_qbYardsTDs $playername put in an impressive performace for $teamname1 with $yards yards and $touchdowns touchdowns against $teamname2. news_qbYards $playername passed for $yards yards against $teamname2 this week. news_qbTouchDowns $teamname1 quarterback $playername threw $touchdowns touchdowns against $teamname2. news_qbSacks $playername had a bad game for $teamname1 after being sacked by $teamname2 $sacks times. news_qbInterceptions $teamname1 quarterback $playername threw $interceptions interceptions against $teamname2. news_qbSacksInts $teamname1 quarterback $playername had a terrible game against $teamname2 suffering $sacks sacks and $interceptions interceptions. ui_NewTrait New Trait! msg_NewTrait You have earned a new trait!###$traitname##$traitdesc. match_StiffArm Stiff Arm! ui_DivisionLeaders Division Leaders ui_WildCard Wild Card ui_InTheHunt In the hunt ui_SuperBowl Retro Bowl ui_Super#Bowl Retro#Bowl ui_Champion Champion ui_PlayOffPicture Play Off Picture msg_PlayOffResult $teamname1 beat $teamname2 $score1-$score2! msg_SuperBowlWinner $teamname1 win the Retro Bowl! match_FG_Good It's good match_FG_Bad No good match_Kicking Kicking match_FieldGoal Field Goal match_PAT Point After Touchdown match_Wind Wind ui_Training Training ui_FieldGoal Field Goal ui_Running Running match_TouchToStart Touch To Start match_TouchToContinue Touch to continue match_Success Success match_Fail Fail ui_Passing Passing training_Running1 Tap the blue circle training_Running2 Swipe to dodge training_Running1b Click the blue circle training_Running2b W or S to dodge training_Throw1 Drag and hold to aim training_Throw2 Release to throw training_Kick1 Tap to set power training_Kick2 Tap to set direction training_Kick1b Click to set power training_Kick2b Click to set direction training_Pass Passing Practice training_Running Running Practice training_FieldGoal Field Goal Practice match_Caught Caught match_Tipped Tipped match_Dropped Dropped msg_NewSeason A new season begins! match_Recovered Recovered match_Turnover Turnover match_Safety Safety matchmsg_PATor2 1 or 2 point conversion? match_1pt 1 pt match_2pt 2 pt match_Scored Scored ui_ChooseTeam Choose Team ui_DriveDirection Drive Direction ui_driveLeft Left ui_driveRight Right ui_driveBoth Both pos_QB QB pos_OL OL pos_TE TE pos_RB RB pos_WR WR pos_DL DL pos_LB LB pos_SF SF pos_CB CB pos_KP KP pos_KK K pos_KR KR pos_DB DB position_QB Quarterback position_OL Offensive Lineman position_TE Tight End position_RB Running Back position_WR Wide Receiver position_DL Defensive Lineman position_LB Linebacker position_SF Safety position_CB Corner Back position_KP Kick Placer position_KK Kicker position_KR Kick Returner position_DB Defensive Back pos_STAFF_DF DF pos_STAFF_OF OF position_STAFF_DF Defensive Coordinator position_STAFF_OF Offensive Coordinator ui_Roster Roster sla_Rookie R ui_SalaryCap Salary Cap ui_PlayerProfile Player Profile ui_Contract Contract sla_Year Y sla_Years Y ui_Position Position attribute_Speed Speed attribute_Strength Strength attribute_Catching Catching attribute_Kicking Kicking attribute_Throwing Throwing attribute_Stamina Stamina attribute_Tackling Tackling attitude_0 Toxic attitude_1 Bad attitude_2 Poor attitude_3 Ok attitude_4 Good attitude_5 Great attitude_6 Exceptional ui_Attitude Morale ui_Rating Rating ui_Age Age ui_Trade Trade ui_TradePlayer Trade Player ui_TradeOffer Trade Offer ui_Cut Cut ui_CutPlayer Cut Player msg_CutPlayer Do you want to cut $position $playername from your roster?##Cutting a non-toxic player will harm team morale. msg_CannotTradeWeek You cannot trade players after week 8.##Do you want to cut $playername from your roster instead? msg_CannotTradeInjured No teams are interested in taking $playername whilst he is injured.##Do you want to cut this player from your roster instead? msg_CannotTradeToxic No teams are interested in taking $playername whilst his attitude is toxic.##Do you want to cut this player from your roster instead? msg_CannotSignToxic $playername is not interested in re-signing. msg_CannotTradeRookie $playername does not want to be traded.##Do you want to cut this player from your roster instead? msg_TradePlayerThis $teamname are offering a round $num pick in this season's draft for $position $playername. msg_TradePlayerNext $teamname are offering a round $num pick in next season's draft for $position $playername. ui_Draft Draft ui_RookieDraft Rookie Draft ui_DraftRound Draft Round $num ui_PicksLeft Picks Left ui_Picks Picks ui_SignPlayer Sign Player msg_SignPlayer Do you want to sign $position $playername? msg_SignPlayerStore Do you want to sign $position $playername? It will cost $num coaching credits. msg_SignPlayerStoreNoCredit You need $num coaching credits to sign this player. msg_SignRookie Do you want to sign rookie $position $playername? msg_CannotSign1 You already have a $position.##You will need to cut or trade the $position from your roster if you want to sign $playername. msg_CannotSign2 You already have $num players for the $position position.##You will need to cut or trade someone from your roster if you want to sign $playername. ui_Sign Sign msg_SkipDraft You still have $num picks left.##Do you want to sell your picks in this round for $value coach credits? msg_SkipDraft1 You still have a pick left in this round.##Do you want to sell it for $value coach credits? ui_NoMorePicks You don't have any picks left. ui_NoMorePicksToTrade You don't have a $num round pick for next season's draft to trade. ui_Rookie Rookie ui_StarPlayers Star Players ui_Details Details ui_Attributes Attributes info_QB Quarterbacks receive the ball from the snap and either hand it off to a running back or throw it to a receiver. info_OL Offensive linemen protect the quarterback. The stronger your offensive line the more time your quarterback has to make a throw. info_TE A tight end lines up near the end of your offensive line. They will either contribute to blocking or make a run. info_RB A running back can receive the back from the quarterback and attempt to run through or around the defensive line. info_WR Wide receivers line up near the sidelines and will normally make deep runs in order to receive a long pass from the quarterback. info_DL A defensive linemen will attempt to tackle the quarterback and block runs from the running back. info_LB Linebackers line up behind the defensive linemen. They will either attempt to cover receivers or press forward to stop running backs. info_SF Safeties sit deep in the backfield covering receivers. info_CB Corner backs line up opposite wide receivers and attemp to stop them catching the ball. info_KP The kick placer receives the ball from the snap and places it for the kicker. info_K Kickers will take field goal kicks and point after touchdown conversions. info_KR The kick returner receives the ball from a kick off or punt and attempts to run it up the field. info_DB Defensive backs are your corner backs and safeties. They will mainly cover pass attempts. info_StarPlayers These are your key players - the guys that make a real difference on game day. You can have up to 10 key players, so long as you don't exceed the salary cap.##The rest of your squad do not have star ratings and are hidden. Their contribution towards the overall offense and defense ratings is dependent on the coordinator ratings. info_Draft This is the rookie draft!##There are 3 draft rounds and you will receive 1 pick per round. Choose wisely!##If you need to trade out existing players you can do so via the Roster screen. ui_Players Players info_Skill_Throwing Throw accuracy determines how much arc you see when aiming a throw. info_Skill_Kicking Kick accuracy determines to how fast the aiming arc moves when taking a kick. info_Skill_Tackling Tackling determines how well a player can overthrow his opponent. info_Skill_Speed Speed represents a player's acceleration and top speed. info_Skill_Strength Strength determines how hard a player hits and how many stiffarms they can do. For quarterbacks and kickers it relates to maximum throw and kick range. info_Skill_Catching Catching relates to how well a player holds on to the ball when catching it and after taking a hit. info_Skill_Stamina Stamina affects how long a player can run at their top speed. For quarterbacks and kickers it determines how much their strength depletes with every throw or kick. ui_Potential Potential ui_Page Page ui_Round Round tla_Round Rnd ui_NextRound Next Round ui_SkipRound Skip Round ui_SkipDraft Skip Draft ui_FreeAgents Free Agents ui_FreeAgent Free Agent ui_Trades Trades info_FreeAgents Free agents are players that either didn't make the draft or are out of contract.##Trades are players currently under contract with another team but looking for a move. You will need to exchange one of your future draft picks for the player you want to trade. ui_Value Value ui_None None ui_Pick Pick ui_ExceedSalaryCap Signing $playername will exceed the salary cap.##You have $$numm remaining.##You will need to cut or trade players from your roster to sign this player. msg_FreeAgentOffer $position $playername is a free agent looking for a team.##He arrives at the training facility for your assessment. msg_FreeAgentOffer_Rookie $position $playername was an undrafted rookie.##Coach $coachname thinks he is an interesting prospect. msg_TradeOffer $teamname are offering $position $playername as a trade.##In return they want a round $num pick in next season's draft. msg_TradeOfferSign Do you want to sign $position $playername from $teamname?##He will cost you a round $num pick in next season's draft. ui_Cost Cost ui_TradeRequest Trade Request msg_TradeRequest $teamname want your $position $playername.##In return they are offering a round $num pick in next season's draft. ui_Offer Offer ui_LevelUp Level Up short_LevelUp Lvl Up ui_Confirm Confirm msg_ContractExpired $position $playername's contract has expired. He wants a $year year contract with a salary of $salary. news_PlayerRetired $teamname $position $playername has retired at the age of $age. news_PlayerInjured $position $playername has suffered an injury ($injurytype).##He will be out for $num games. news_PlayerInjured1 $position $playername has suffered an injury ($injurytype).##He will be out for 1 game. news_PlayerRecovered $position $playername has recovered from his injury and is fit to play. msg_OutOfContractPlayer $position $playername's contract has expired. He is on the free agent list if you wish to re-sign him. msg_OutOfContractPlayers You have players with expired contracts. They are on the free agents list if you wish to re-sign them. msg_ClearFreeAgents These players will now find new teams. Are you sure you want to proceed? msg_ClearFreeAgent This player will now find a new team. Are you sure you want to proceed? msg_ClearTradeOffer Do you want to reject this trade offer? msg_SalaryCapIncrease The salary cap has been raised to $$numm. ui_ByeWeek Bye Week ui_PlayOff Play Off ui_Scanlines Scanlines ui_On On ui_Off Off ui_TeamMorale Team Morale ui_Credit Credit ui_Facilities Facilities ui_Fans Fans ui_Fan Fan ui_Stadium Stadium ui_Staff Staff ui_TrainingFacilities Training Facilities ui_StaffFacilities Staff Facilities ui_StaffOffices Staff Offices ui_RehabFacilities Rehab Facilities info_Facility_Stadium Improve your stadium facilities to make fans more positive after a win and less negative after a loss. info_Facility_Training Higher quality training facilities help players gain XP faster. info_Facility_Rehab Better rehab helps players maintain good condition and recover from injury quicker. info_Staff Your coordinators determine the base rating for defense and offense (the rating before star players are taken into account). msg_facility_Stadium Do you want to improve the stadium and fan facilities for $num credits? msg_facility_Training Do you want to improve the player training facilities for $num credits? msg_facility_Rehab Do you want to improve the player rehab facilities for $num credits? msg_NoCreditFacility You do not have enough credits to upgrade this facility. msg_FacilityTooSoon You cannot upgrade this facility twice in one week. ui_UpgradeCost Upgrade#Cost ui_FrontOffice Front Office btn_FrontOffice Front#Office ui_Coordinators Coordinators ui_AvailableHires Available Hires ui_Hired Hired ui_CurrentHire Current Hire ui_HireStaff Hire Staff msg_HireStaff Do you want to hire $hirename on a $year year contract for $num credits?##Your existing coach will be fired. msg_HireStaffNoCost You need $num coach credits to hire this member of staff. msg_StaffExtend Do you want to extend $hirename's contract by 1 year for $num credits? msg_StaffExtend1 Do you want to extend $hirename's contract by 1 year for $num credit? msg_StaffExtendNoCost You need $num coach credits to extend this member of staff's contract by 1 year. msg_StaffExtendNoAge This member of staff is retiring this year. msg_StaffExtendNoCost1 You need $num coach credit to extend this member of staff's contract by 1 year. msg_StaffExpiring Your $position's contract expires at the end of this season. news_HireStaff $teamname have signed $position $hirename on a $num year contract. msg_StaffExpired $position $hirename's contract has expired and he has left the organization. msg_StaffRetired $position $hirename has retired. ui_Meeting Meeting msg_Meeting Improving $playername's morale will cost $num coach credits.##Do you want to have a meeting with him? msg_MeetingNotNeeded $playername's morale is at maximum. msg_NoCreditMeeting You need $num coach credits to improve $playername's morale. msg_MeetingDone You have already had a meeting with $playername this week. ui_DraftPicks Draft Picks info_DraftPicks In the next draft you have the following number of picks:##Round 1: $num1##Round 2: $num2##Round 3: $num3##You can gain extra picks by trading players out of the team. ui_PressInterview Press Interview uniformviolation_0 Towel uniformviolation_1 Socks uniformviolation_2 Cleats uniformviolation_3 Head band uniformviolation_4 Wrist band uniformviolation_5 Gloves uniformviolation_6 Visor uniformviolation_7 Chin strap uniformviolation_8 Logo uniformviolation_9 Jersey postmatch_toxic1 $position $playername will receive a fine for a uniform violation ($uniform).-choice_DefendPlayer-choice_CriticisePlayer postmatch_toxic2 $position $playername will receive a fine for unnecessary roughness.-choice_CriticisePlayer-choice_CriticiseOfficials postmatch_toxic3 $position $playername will receive a fine for unsportsmanlike conduct.-choice_CriticisePlayer-choice_CriticiseCoaches postmatch_toxic4 $position $playername was apparently overheard saying "come get me" towards the opposition sideline during the game today.-choice_DefendPlayer-choice_CriticisePlayer postmatch_toxic5 $position $playername will receive a fine for making a gang sign during the game today.-choice_DefendPlayer-choice_CriticisePlayer postmatch_toxic6 $position $playername will receive a fine for fighting with an opponent during the game today.-choice_DefendPlayer-choice_CriticisePlayer postmatch_toxic7 $position $playername will receive a fine for making physical contact with an official today.-choice_DefendPlayer-choice_CriticisePlayer postmatch_toxic8 $position $playername will receive a fine for taunting today.-choice_DefendPlayer-choice_CriticisePlayer postmatch_win1 That was an impressive performance and an incredible atmosphere.-choice_PraiseTeam-choice_PraiseFans postmatch_win2 What pleased you most about the win today?-choice_PraiseTeam-choice_PraiseCoaches postmatch_win3 This organization has taken some criticism in the past. It must feel good to win.-choice_PraiseFans-choice_PraiseOwner postmatch_loss1 What would you put the loss down to today?-choice_CriticiseSelf-choice_CriticiseTeam postmatch_loss2 What would you put the loss down to today?-choice_CriticiseTeam-choice_CriticiseOfficials postmatch_loss3 What would you put the loss down to today?-choice_CriticiseTeam-choice_CriticiseCoaches postmatch_performance_good1 $position $playername was on point today. Were you pleased with his performance?-choice_PraisePlayer-choice_PraiseCoaches postmatch_performance_good2 $position $playername had an outstanding game don't you think?-choice_PraisePlayer-choice_PraiseTeam postmatch_performance_good3 $position $playername had a great game today. The fans clearly want him to do well.-choice_PraisePlayer-choice_PraiseFans postmatch_performance_bad1 What would you say to the fans who were disappointed in $position $playername today?-choice_DefendPlayer-choice_CriticisePlayer postmatch_performance_bad2 Would you agree that $position $playername was poor today?-choice_DefendPlayer-choice_CriticiseCoaches postmatch_performance_bad3 $position $playername didn't play well today. What are your thoughts on his performance?-choice_CriticisePlayer-choice_CriticiseTeam choice_PraiseTeam Praise#Team choice_PraiseCoaches Praise#Coaching choice_PraiseFans Praise#Fans choice_PraiseOwner Praise#Owner choice_PraisePlayer Praise#Player choice_DefendPlayer Defend#Player choice_CriticiseSelf It's on#me choice_CriticisePlayer Criticize#Player choice_CriticiseTeam Criticize#Team choice_CriticiseCoaches Criticize#Coaching choice_CriticiseFans Criticize#Fans choice_CriticiseOfficials Criticize#Officials ui_MoraleDown Morale Down! ui_CreditDown Coach Credit -$num ui_Cost Cost ui_Effect Effect dilemma_ByeWeek1 It's your bye week. Do you want to spend some extra time focusing on the team or talking with the media?-choice_FocusTeam-choice_FocusMedia dilemma_ByeWeek2 It's your bye week. You can spend some time discussing plans for the franchise with the owner or you can focus on getting the team ready for the next game?-choice_FocusOwner-choice_FocusTeam dilemma_ByeWeek3 It's your bye week. You can spend some extra time talking with the media or working with your coaching staff?-choice_FocusMedia-choice_FocusCoaches dilemma_ByeWeek4 It's your bye week. You can spend some time discussing plans for the franchise with the owner or you can work with your coaching staff?-choice_FocusOwner-choice_FocusCoaches dilemma_ByeWeek5 It's your bye week. Do you want to spend some extra time training the team or working with your coaches?-choice_FocusTeam-choice_FocusCoaches choice_FocusCoaches Coaches choice_FocusTeam Team choice_FocusOwner Owner choice_FocusMedia Media ui_Morale Morale ui_Restart Restart info_Options_DriveDirection If you use your right hand to aim a pass you may want to set the drive direction to LEFT to avoid obscuring the view of the field.##If you aim with your left hand set the drive direction to RIGHT. msg_FacilityDeclineStadium Your stadium has declined slightly. msg_FacilityDeclineTraining Your training facilities have declined slightly. msg_FacilityDeclineRehab Your rehab facilities have declined slightly. news_OaklandMove The Oakland franchise has moved to Las Vegas. ui_stat_games Games ui_stat_attempts Att ui_stat_fgm Fgm ui_stat_fga Fga ui_stat_complete Cmp ui_stat_yards Yds ui_stat_average Avg ui_stat_longest Lng ui_stat_touchdowns Tds ui_stat_fumbles Fum ui_stat_int Int ui_stat_sacks Sck ui_stat_receive Rec ui_stat_tackles Tck ui_stat_intsacks I/S ui_Passing Passing ui_Rushing Rushing ui_Receiving Receiving ui_Kicking Kicking ui_Tackling Tackling ui_EndWeek End of Week ui_EndWeekN End of Week $num ui_XP XP tla_Position Pos tla_Attitude Mor attribute_ArmStrength Arm Strength attribute_KickRange Kick Range attribute_KickAccuracy Kick Accuracy attribute_ThrowAccuracy Throw Accuracy attribute_Range Range attribute_Accuracy Accuracy tla_Rating Rat tla_Errors Err condition_0 Injured condition_1 Exhausted condition_2 Tired condition_3 Ok condition_4 Good condition_5 Great condition_6 Perfect ui_Condition Condition tla_Condition Cnd tla_At At tla_at at tla_Versus Vs tla_versus vs tla_Injured Inj tla_Injury Inj news_DraftEnded The draft is over and the season can begin! tla_Skill Skl tla_Speed Spd tla_Strength Str tla_Stamina Stm short_LevelXP XP Lvl tla_Age Age tla_Contract Cnt tla_Salary Sal sla_Million M news_SignCoach $teamname have signed $position $playername. news_SignFreeAgent $teamname have signed $age year old free agent $playername. news_ResignedPlayer $teamname have agreed a $salary deal with $age year old $position $playername. news_SignTrade $teamname have signed $age year old $position $playername from $otherteamname. news_SignTrade2 $teamname have signed $age year old $position $playername. msg_BoostCondition Do you want to give the team a condition boost for $num coach credits? msg_BoostConditionTooExpensive You need $num coach credits to boost the team condition. msg_BoostConditionNotNeeded You don't need to boost the team condition right now. msg_BoostMorale Do you want to give the team a morale boost for $num coach credits? msg_BoostMoraleTooExpensive You need $num coach credits to boost the team morale. msg_BoostMoraleNotNeeded You don't need to boost the team morale right now. ui_BoostMorale +Morale ui_BoostCondition +Condition ui_Year Year sla_Year Y ui_Change Change ui_FavoriteTeam Favorite Team ui_YourName Your Name ui_FirstName First Name ui_LastName Last Name ui_Details Details ui_NewCareer New Career news_NewCareer With just $num $weeks left in the regular season $teamname have appointed $coachname as their new head coach.##$lname has worked at the college level for several years and was excelling as the head coach of $randomcollegename before taking the reigns at $teamname. ui_FaveTeamNote Please Note: You will not start with your favourite team msg_Intro_1 Welcome to $teamname!##This is your home screen. You can tap on the division table to view divisions and the schedule.##When you are ready tap the F.OFFICE button. msg_Intro_2 From the Front Office you can upgrade facilities and staff.##Tapping an 'i' icon will bring up useful information. msg_Intro_3 I'm sure you want to meet your players so let's check the ROSTER screen. msg_Intro_4 These are your key players. You don't need to manage the entire roster, just take care of these guys and everyone else will fall into line.##Tap on a player to open his profile. msg_Intro_5 Here you can view player details and attributes. Keep an eye on morale and condition.##Poor morale can lead to game penalties and problems off the field.##Low condition can lead to injury or worse - fumbles! msg_Intro_6 Before we head into a game let's go over the basics for controlling your players on the field. msg_Intro_8 Well done! You have taken charge of $teamname near the end of difficult season - just enough time to get the hang of things before next season starts.##The $teamname fans are desperate for you to turn things around. Good luck! msg_Intro_Passing First up, passing.##Drag your finger in the opposite direction of the running receiver to aim, then release to throw. msg_Intro_Running Nice! At the start of each play you can hand the ball off to your Running Back by tapping the blue circle.##Swiping up or down whilst running will perform a side-step or you can swipe back to slow up. msg_Intro_RunningBrowser Nice! At the start of each play you can hand the ball off to your Running Back by clicking on the blue circle.##Use W or S whilst running to perform a side-step. msg_Intro_Kicking Great! You can also swipe forward to dive with the ball to reach for a first down or touchdown. Diving also protects against a fumble!##Finally, kicking. Two well timed taps and the ball will fly through the uprights! msg_Intro_KickingBrowser Great! You can also use A and D to dive or slow-up when carrying the ball.##Finally, kicking. Two well timed clicks and the ball will fly through the uprights! msg_Intro_SuccessPass Excellent! This time the quarterback will run back with the ball slightly... msg_Intro_SuccessKick Nice kick! Remember, the goal posts are the same width as the hash marks on the field. You can use the faint triangle on the ground as a guide.##Let's try one a bit further out... ui_Ok OK ui_Skip Skip injurytype_0 Head injurytype_1 Neck injurytype_2 Shoulder injurytype_3 Arm injurytype_4 Wrist injurytype_5 Hand injurytype_6 Hip injurytype_7 Thigh injurytype_8 Knee injurytype_9 Calf injurytype_10 Ankle injurytype_11 Foot ui_SkipTutorial Skip Tutorial ui_Credits Designed by Simon Read *** Art by John Savage @pixelnfl *** Music by Heatley Bros *** Special thanks to John Holden, @MrSpecialK_ and Five Aces match_TooLow Too Low match_Doink Doink ui_WeatherFX Weather FX ui_Rest Rest ui_Resting Resting msg_Rest Do you want to rest $pos $playername for the next game? ui_RestPlayer Rest Player msg_RosterLimit You have reached the roster limit. You will need to cut players before you can sign new ones. ui_Heads Heads ui_Tails Tails msg_CoinToss Heads or tails? msg_CoinTossWin You won the coin toss! Do you want to receive the kick off or receive? msg_CoinTossLoss1 $teamname won the toss and will kick off. msg_CoinTossLoss2 $teamname won the toss and will receive the kick off. match_KickOff Kick Off match_Receive Receive news_firstmatchWin $yourname's first game in charge of $teamname1 ended with a win against $teamname2.##The $teamname1 fans will be looking forward to next season now with renewed hope. news_firstmatchLoss $yourname's first game in charge of $teamname1 ended in defeat against $teamname2.##$yourlastname will be left in no doubt about how much work there is to do to turn his team's fortunes around. news_firstmatchTie $yourname managed to avoid defeat in his first game in charge of $teamname1.##$yourlastname will be hoping for a good draft to boost their play-off chances next season. coachtrait_0 None coachtrait_1 Experience coachtrait_2 Talent Spotter coachtrait_3 Motivator coachtrait_4 Negotiator coachtrait_5 Fan Favorite coachtrait_6 Physio coachtrait_7 Likeable coachtrait_8 Positive info_coachtrait_0 Coaches can have traits which offer various team boosts. This coach does not have a trait. info_coachtrait_1 Instant level up for $pos players. info_coachtrait_2 Instant potential increase for $pos players. info_coachtrait_3 Instant morale boost for $pos players. info_coachtrait_4 Toxic players ($pos) have no negative impact on teammates. info_coachtrait_5 Fan happiness boosted by +1% per game but takes a hit when fired. info_coachtrait_6 Condition boost of 5% per game for $pos players. info_coachtrait_7 XP boost of 5% per game for $pos players but team morale suffers when fired. info_coachtrait_8 Tiredness has no effect on $pos player morale. ui_Trait Trait ui_ViewHires View Hires ui_AvailableStaff Available Staff ui_Available Available ui_Current Current ui_Hire Hire ui_Offensive Offensive ui_Defensive Defensive ui_JobOffers Job Offers ui_RejectAll Reject All msg_JobOffers_1 Your raw talent as a head coach is making waves in the league. A few teams are interested in taking you on. msg_JobOffers_2 Your reputation is growing! The following teams are interested in taking you on as head coach. msg_JobOffers_3 Your reputation is widely acknowledged within the game and there are a number of teams interested in taking you on as head coach. msg_JobOffers_4 Your wealth of experience and knowledge of the game make you the most highly sought after coach in the league. Teams are queuing up to take you on as head coach. msg_ChooseNewTeam Do you want to take charge of $teamname? news_NewJob1 $oldteamname head coach $yourname has decided it is time to move on as he takes charge of $newteamname. news_NewJob2 $yourname has called it a day at $oldteamname as he takes on a new challenge as head coach of $newteamname. news_NewJob3 $oldteamname fans may be in shock today as $yourname walks out on them to become the new head coach of $newteamname. news_FavoriteTeam1 $yourlastname said that the $newteamname role is his dream job and he looks forward to a long and prosperous spell at the helm. news_FavoriteTeam2 $yourlastname's allegiance to $newteamname has been well documented and the move won't be a surprise to many. news_FavoriteTeam3 Rumours of the move have been circulating for some time, with many believing the new role to be $yourlastname's lifelong ambition. dilemma_Owner1 The owner has invited you to a board meeting. It clashes with a media function.-choice_MeetOwner-choice_MeetMedia dilemma_Owner2 The owner wants you to meet with some shareholders. You had scheduled a meeting with the team.-choice_MeetOwner-choice_MeetTeam dilemma_Owner3 The owner wants to discuss future plans with you. You were intending to hold a meeting with your coaching staff.-choice_MeetOwner-choice_MeetCoaches choice_MeetOwner Meet Owner choice_MeetCoaches Meet Coaches choice_MeetTeam Meet Team choice_MeetMedia Meet Media dilemma_Coach_BustUp Your $coachposition has had a major argument with $playername.-choice_SideWithCoach-choice_SideWithPlayer choice_SideWithCoach Side With#Coach choice_SideWithPlayer Side With#Player dilemma_RestPlayer Hey coach, I'm feeling totally exhausted. Can I rest for the next game?-choice_RestYes-choice_RestNo choice_RestYes Yes choice_RestNo No dilemma_toxic1 $playername was arrested and later released on bail for possession of recreational drugs last night.-choice_DefendPlayer-choice_CriticisePlayer dilemma_toxic2 $playername was caught on CCTV fighting outside a nightclub in the early hours of the morning.-choice_DefendPlayer-choice_CriticisePlayer dilemma_toxic3 Footage has appeared on social media of $playername drinking multiple shots of tequila in a bar the night before a game.-choice_DefendPlayer-choice_CriticisePlayer dilemma_toxic4 CCTV footage of $playername spending thousands of dollars in a casino has appeared on social media.-choice_DefendPlayer-choice_CriticisePlayer dilemma_toxic5 The latest social media scandal is footage of $playername surrounded by women and partying into the early hours of the morning the night before a game.-choice_DefendPlayer-choice_CriticisePlayer dilemma_toxic6 Photos of $playername having a drunken party with friends on a house boat have appeared on the internet.-choice_DefendPlayer-choice_CriticisePlayer dilemma_toxic7 A female reporter has accused $playername of sending her lewd text messages over the past few weeks.-choice_DefendPlayer-choice_CriticisePlayer dilemma_toxic8 $playername has been accused of betting on football games, including one in which he played.-choice_DefendPlayer-choice_CriticisePlayer dilemma_toxic9 CCTV footage has emerged showing $playername fighting with a stranger in a hotel corridor.-choice_DefendPlayer-choice_CriticisePlayer dilemma_toxic10 $playername was arrested in his car by an undercover female police officer last night.-choice_DefendPlayer-choice_CriticisePlayer dilemma_toxic11 $playername made a hit on a defenseless player in training today.-choice_IgnoreFine-choice_FinePlayer dilemma_toxic12 $playername made a very late hit on a player in training today.-choice_IgnoreFine-choice_FinePlayer dilemma_toxic13 $playername was verbally abusive towards the coaching staff today.-choice_IgnoreFine-choice_FinePlayer dilemma_random1 $playername was stopped by the police and given a ticket for speeding last night.-choice_IgnoreFine-choice_FinePlayer dilemma_random2 $playername was stopped by the police last night and was found to be in possession of illegal substances.-choice_IgnoreFine-choice_FinePlayer dilemma_random3 The team broke a curfew and were out partying all night! $playername was the ring leader.-choice_FinePlayer-choice_CriticiseTeam dilemma_late1 $playername was late for training today.-choice_IgnoreFine-choice_FinePlayer dilemma_late2 $playername turned up late for a team meeting today.-choice_IgnoreFine-choice_FinePlayer dilemma_late3 $playername didn't turn up for a meeting with the coaching staff today.-choice_IgnoreFine-choice_FinePlayer choice_IgnoreFine Ignore Fine choice_FinePlayer Fine Player news_CharityWork1 $playername has been praised for his charity work supporting $randomcharity. news_CharityWork2 $playername featured on national news when he visited a children's hospital today. news_CharityWork3 $playername received an award for his work supporting $randomcharity. news_CharityWork4 $playername's foundation which supports $randomcharity has received widespread praise. news_CharityWork5 $playername has been widely praised for helping to raise money for victims of hurricane $randomfname_female. news_CharityWork6 $playername was photographed shaking hands with the president today commemorating the player's foundation which supports $randomcharity. ui_ExtendContract Extend#Contract ui_Achievement Achievement ui_Achievements Achievements btn_HallOfFame Hall of#Fame ui_HallOfFame Hall of Fame ui_RetroBowls Retro Bowls ui_RetroBowl Retro Bowl pos_1 1st pos_2 2nd pos_3 3rd pos_4 4th finish_Regular No finish_WildCard Wild Card finish_Divisional Divisional finish_Championship Championship finish_Champ_AFC AFC Champion finish_Champ_NFC NFC Champion finish_SuperBowl Champions ui_History History ui_Finished Finished ui_Record Record iap_RestoreSuccess Purchase restore successful iap_RestoreFail Purchase restore failed iap_PurchaseSuccess Purchase successful! msg_PurchaseUnlock To continue playing you must purchase the full version for $price.##Do you wish to unlock the full version now? msg_StoreConnect_Unlock To continue playing you must unlock the full version.##Please make sure you are connected to the internet to make a purchase. msg_PurchaseCredits Would you like to purchase $num coaching credits for $price? msg_StoreConnect The store is unavailable. Please make sure you have an internet connection. msg_StoreReview Would you like to rate and review Retro Bowl on the store for $num coach credits? ui_Store Store btn_FreeAgents Free#Agents btn_BuyCredits Buy#Credits btn_StaffHires Staff#Hires ui_Credits25 25 ui_Credits50 50 ui_Credits100 100 ui_FullVersion Full Version ui_Unlocked Unlocked ui_Unlock Unlock ui_Purchased Purchased ui_BuyCredits Buy Credits info_freeagents Players in free agency are available to sign for any team. However, persuading them to join your team will require coaching credits and salary cap space. ui_Done Done ui_Close Close btn_RestorePurchases Restore#Purchases ui_Connecting Connecting... ui_FavouriteTeam Favorite Team msg_Welcome Welcome to Retro Bowl!##You are about to start your first season as the head coach of a pro football team.##The path to success is an arduous one but if you believe in yourself and can inspire your team then glory awaits!# msg_LimitedVersion *** Limited Version - $num games remaining *** ui_Tip Tip ui_Tips Tips tip_1 Tired players are more likely to fumble the ball. tip_2 Upgrading your rehab facility will improve energy recovery. tip_3 After year 2 it is possible to get job offers from other teams. tip_4 Toxic players bring down the attitudes of team mates after a loss. tip_5 Players tire more as the season goes on. tip_6 Strong players produce more stiff arms in a game. tip_7 Upgrading your stadium will give the fans an immediate boost. tip_8 Your quarterback's throwing range depletes during a game depending his stamina. tip_9 Diving to the ground or running out of bounds will protect against fumbles. tip_10 Tired players will lose morale. tip_11 Some coaches have traits that can give the team a boost. tip_12 Resting a tired player will boost his morale. tip_13 A player's game performance can affect his morale. tip_14 Poor catching skills lead to bobbles and dropped balls. tip_15 Improve your rehab facility to reduce the number of injuries suffered. tip_16 If your QB is getting rushed you need stronger offensive linemen. tip_17 Coaching Credit isn't cash, it's kudos. It represents how much respect you have from the owner, team and fans. tip_18 Upgrading your training facility will give players an immediate morale boost. tip_19 Kick range depletes during a game depending on stamina. tip_20 Fast players are more likely to skip tackles. tip_21 Running the ball out of bounds will stop the clock. tip_22 Experienced players are more likely to avoid tackles. tip_23 Don't be afraid to throw the ball out of bounds to avoid a sack. tip_24 Tired players get an immediate boost when you improve the rehab facilities. tip_25 Only players with good catching skills can jump and dive catch the ball. tip_26 Upgrading your rehab facility will give tired players an immediate boost. tip_27 Older players lose more energy during a game. tip_28 Cutting toxic players will improve team morale. btn_NotInterested Reject ui_SoundFX Sound FX ui_Zoom Cam Zoom ui_Music Music ui_Menus Menus ui_Continuous Continuous ================================================ FILE: main/gams/gfiles/html5/retrobowl/html5game/Names_F1.txt ================================================ A.J. A.Q. A.T. Aaron Abdul Abdullah Abraham Abry Adam Adarius Adolphus Adoree' Adrian Ahkello Ahmad AJ Akeem Akiem Al Albert Aldrick Alec Alejandro Alex Alexander Ali Allen Al-Quadin Alshon Alvin Amani Amari Amba Ameer Andre Andreas Andrew Andrus Andy Angelo Anree Anthony Antoine Antonio Antwaun Aqib ArDarius Arden Arik Armani Armon Arthur Artie A'Shawn Ashton Auden Austin Avery Aviante Avonte Azeez B.J. B.W. Baker Bam Barkevious Bashaud Beau Ben Benardrick Bennett Bennie Benny Benson Bilal Billy Bisi BJ Blaine Blair Blake Blessuan Blidi Bo Bobby Boogie Boston Brad Braden Bradford Bradley Branden Brandin Brandon Braxton Breeland Brendan Brennan Brent Breon Breshad Brett Brian Britton Brock Brooks Bruce Bryan Bryant Bryce Brynden Bryson Bud Budda Buddy Bunchy Buster Byron C.J. Calais Caleb Calvin Cam Cameron Carl Carlos Carlton Carroll Carson Case Casey Cassius Caushaud Cayson Cedric Cedrick Cethan Chad Chandler Chandon Charles Charley Charvarius Chase Chester Chidobe Chris Christian Chuck Chukwuma Chuma CJ Clark Clay Clayton Clelin Clifton Clinton Clive Cody Colby Cole Coleman Colin Colt Colton Connor Conor Cooper Cordarrelle Cordrea Cordy Corey Corn Cornelius Cornell Corrion Cortrelle Cory Courtland Craig Cre'von Cullen Curtis Cyril Cyrus D.J. DaeSean Daeshon Dak Dakari Dakota Dallas Dallin Dalton Dalvin Damarious DaMarkus Damian Damien Damiere Damion Damon Damontae Damontre Dan D'Andre Dane D'Angelo Daniel Danielle Danny Dante DaQuan Dare Daren Darian Darious Darius Darnell Daron Darqueze Darrel Darrell Darren Darron Darryl Darwin Daryl Daryle Da'Shawn Daurice Davante David Davon Davontae Dawson Dawuane Daylon D'Cota Deadrin Dean DeAndre DeAndrew DeAngelo Deante De'Anthony Deatrich Dede Dedrick Dee Deebo DeForest Deion Deionte Dejon Dekoda De'Lance Delanie Demar DeMarcus Demario Demaryius Demetrius Demone Denico Dennis Denzel Denzelle Deon De'Ondre Deone Deonte Derek D'Ernest Derrek Derrick Derrius Derwin DeSean Deshaun DeShawn Deshazor DeShon DeShone Desmond Devante De'Vante Devaroe Devin Devine Devlin Devon De'Vondre Devonta Devontae Dexter Dieugot Dillon Dimitri Dion Diontae DJ D'Juan DK Domata Dominique Don Donald Donnell Donovan Dont'a Dontae Dontari Dontavius Donte Dontrell Dontrelle Dorance Dorian Dorren Doyin Dravon Dre Dre'Mont Drew Dru Drue Duane Duke Durham Duron Durrant Dustin Dwayne Dylan Dymonte E.J. Earl Easton Ed Eddie Eddy Elandon Elgton Eli Elijah Elijhaa Ellis Emeke Emmanuel Equanimeous Ereck Eric Erik Ethan Evan Everson Ezekiel Fabian Felton Fish Fletcher Floyd Folorunso Forrest Foster Foyesade Frank Frankie Fred Fredrick Gabe Gardner Gareon Garett Garrett Gary Gehrig Genard Geno Geoff George Gerald Geremy Germain Germaine Geron Geronimo Giovani Godwin Golden Grady Graham Grant Greedy Greg Grover Gunner Gus Ha Haason Hakeem Hale Hamp Hardy Harlan Harold Harrison Harvey Hassan Hayden Henry Herb Hercules Hjalte Holton Horace Howard Hroniss Hunter Ian Ibraheim Ifeadi Ike Iman Immanuel Ira Irv Isaac Isaiah Ito J.C. J.D. J.J. J.P. J.R. J.T. Jabaal Jabrill Jace Jack Jackson Jacob Jacoby Jadeveon Jaeden Jaelin Jahlani Jahleel Jaire Jake Jakeem Jakob Jakobi Jalan Jaleel Jalen Jalyn Jamaal Jamal Jamar Jamarco Jamarius Jameis Jamel James Jamie Jamil Jamison Jamize Jamon Janoris Jaquan Jaquiski Jared Jarius Jaron Jarrad Jarran Jarrell Jarrett Jarrod Jarron Jarvis Jason Jatavis Javien Javon Javorius Jawaan Ja'Whaun Jawill Ja'Wuan Jay Jaylen Jaylon Jayon Jayron Jay-Tee JC Jeff Jeffery Jerald Jeremiah Jeremy Jerick Jermaine Jerome Jerry Jesper Jesse Jessie Jhavonte Jihad Jimmie Jimmy JK J'Marcus Jocquez Joe Joejuan Joel Joey John Johnathan Johnny Johnson JoJo Jomal Jon Jonah Jonathan Jonnu Jonotthan Jon'Vea Jordan Joseph Josey Josh Joshua Josiah Jourdan Juan JuJu Julian Julie'n Julio Jullian Jurrell Justice Justin Juston Juwann Juwon Jylan K.J. Ka'dar Kaden Kahale Kahlil Kahzin Kai Ka'imi Kalan Kalani Kaleb Kalen Kalif Kamalei Kameron Kamu Kapri Kareem Karl Kavon Kawann KC Keanu Keaton Keelan Keenan KeeSean Keion Keionta Keisean Keith Keke Kelvin Kemal Kemoko Ken Kendall Kendrick Kenjon Kenneth Kenny Kentavius Kentrell Kenyan Kermit Kerrith Kerry Kerryon Ketner Kevin KhaDarel Khairi Khalen Khalil Khari Kiko Kingsley Kirk Kitt Koa Koda Kolton Korey Kris Krishawn Kurt K'Waun Kwon Kyle Kyler Kyron Kyzir L.J. L.P. L.T. LaAdrian Lachlan LaDarius La'el Laken Lamar Lamarcus Lamont Lance Landon Lane Lano Laquon Laremy LaRoy Larry Latavius Lavon Lavonte Lawrence Lee Leighton Lenny Leo Leon Leonard Le'Raven Lerentee LeSean LeShaun Le'Veon Levi Levine Linval Lo Logan Lonnie Lorenzo Lucas Lukas Luke M.J. Mack Mackensie Makinton Malachi Malcolm Malcom Maliek Malik Manasseh Marcedes Marcell Marcus Margus Mario Mark Markus Marlon Marqise Marquel Marquez Marqui Marquis Marquise Marshal Marshall Marshon Martez Martinas Marvell Marvin Mason Matt Matthew Matthias Maurice Maurkice Max Maxx Mazzi Mecole Melvin Micah Michael Micky Mike Mik'Quan Miles Minkah Mitch Mitchell Mohamed Montae Montez Montravius Moral Morgan Morris Mose Mychal MyCole Myles MyQuon Najee Nasir Nate Nathan Natrell Natrez Nazair Ndamukong Neal Neiko Nelson Neville Nevin Nicholas Nick Nickell Nico Nigel Nik Niles N'Keal Noah Nsimba Nydair Nyheim Nyqwan O.J. Oday Odell Ogbonnia Olamide Olasunkanmi Oli Olive Olivier Oren Orion Orlando Oshane O'Shea Otaro P.J. Parker Parris Pat Patrick Paul Paxton Pernell Pete Peter Peyton Pharaoh Pharoah Pharoh Phil Philip Phillip Picasso Pierre PJ Poona Porter Preston Prince Qadree Quandre Quenton Quincy Quinnen Quinton Raekwon Raheem Rakeem Ramon Randall Randy Raphael Rashaad Rashaan Rashad Rashan Rashard Ra'Shede Rasheem Rashod Rasul Raven Rayshawn Rees Reggie Reid Renell Reshad Reuben Rex Rhett Ricardo Richard Richie Rick Ricky Rigoberto Riley RJ Rob Robbie Robby Robert Robertson Roc Rock Rod Roderic Roderick Rodger Rodney Roger Rolan Romello Romeo Ron Ronald Ronnie Rontez Roosevelt Roquan Ross Roubbens Roy Royce Rudy Russell Ryan Ryquell Saeed Saivion Sam Sammy Samson Santos Saquan Saquon Scott Scotty Sean Sebastian Senio Senorise Sergio Seth Shakial Shalom Shamar Shane Shaq Shaquem Shaquil Shaquill Shareef Sharif Sharrod Shaun Shawn Shelby Sheldon Sheldrick Sherrick Shilique Shon Shy Sidney Silas Simeon Sione Siran Solomon Sony Spencer Stanley Star Stefen Stefon Step Stephen Stephon Stephone Sterling Steve Steven Sylvester T.J. T.Y. Taco Tae Tahir Taiwan Taj Tajae Takkarist Tanner Tanoh Tanzel Tarell Tarik Taron Tarvarius Tarvarus Tashaun Taven Taveze Tavierre Tavon Taybor Taylor Taysom Taywan Ted Teddy Tedric Tejan Tenny Terrance Terrell Terrence Terron Terry Tevin Te'von Theo Thomas Thurston Tim Tito Toa Todd Tom Tomasi Tommy Tony Torry Trace Tracy Trae Trai Tramaine Tramon Travin Travis Travon Trayone Trayveon Trayvon Tre Tre'Davious Tremaine Tremon Trent Trenton Tre'Quan Tress Trevon Tre'Von Trevor Trey Treyvon Troy Troymaine Trumaine Trysten Tuzar Ty Tye Tyeler Tyler Tyquan Tyrann Tyre Tyree Tyreek Tyrell Tyrod Tyron Tyrone Tyson Tytus Tyus Uchenna Ugo Ulysees Vance Ventell Vernon Vic Vince Vincent Vinny Virgil Vita Vitas Von Vonn Vontaze Vosean Vyncint Walt Walter Wayne Wendell Wes Wesley Weston Whitney Wil Will William Willie Wilton Wyatt Xavien Xavier Yannick Yodny Younghoe Yurik Zach Zachary Zack Za'Darius Zaire Zak Zane Zay Ziggy ================================================ FILE: main/gams/gfiles/html5/retrobowl/html5game/Names_L.txt ================================================ Abdullah Abernathy Aboushi Abram Acho Adams Addae Adderley Addison Adeniyi Adewusi Agasiva Agholor Agnew Aikens Ajayi Akins Al-Shaair Alaka Alexander Alexandre Alfieri Alford Allegretti Allen Allen-Williams Allison Alonso Alualu Amadi Amendola Amerson Amos Amour Amukamara Anderson Andrew Andrews Anger Aniebonam Ankou Ansah Anthony Anzalone Apke Apple Armah Armbrister Armstead Armstrong Arnold Asafo Askew Aston Ateman Atkins Attaochu Austin Autry Averett Avery Awuzie Bademosi Badgley Bailey Baker Bakhtiari Baldwin Ballage Ballard Ballentine Bane Banfield Banjo Banner Banogu Barber Barkley Barner Barnes Barnett Barr Barrett Barron Bars Barton Basham Bates Batson Baugh Bausby Bawden Beachum Beal Beasley Beathard Beatty Beavers Beck Beckham Bee Beebe Beecham Bell Bellamy Bello Bellore Benjamin Benkert Bennett Bentley Benzschawel Bergstrom Bernard Berrios Berry Berryman Bethea Bethel Bethune Bibbs Biegel Billings Bisnowaty Bitonio Blackmon Blacknall Blackson Blair Blake Blasingame Blough Blunt Blythe Board Bodine Boehm Boettger Bojorquez Bolden Bolles Bolton Bonnafon Bonner Booker Boone Borders Bortles Bosa Bosher Bostic Boston Boswell Bourne Bouye Bowman Bowser Boyd Boykin Boykins Boyle Bozeman Bradberry Bradbury Bradham Bradley Brady Brailford Brantley Brate Braunecker Breeland Brees Breida Brewer Bridgewater Brinkley Brissett Britt Brock Brockers Brooker Brooks Brothers Brown Brumfield Brunskill Bryan Bryant Bucannon Buckner Buggs Bulaga Bullard Bullock Bullough Burfict Burgess Burkhead Burks Burnett Burns Burris Burton Bush Butker Butler Butt Byard Bynes Byrd Cain Cajuste Caldwell Calhoun Calitro Callahan Campbell Camper Canaday Canady Cann Cannon Cantrell Cappa Cardona Carlson Carpenter Carr Carraway Carrie Carrier Carson Carter Casey Cashman Castonzo Celek Chark Charlton Cheek Cheevers Chickillo Choice Christian Christmas Chubb Chung Cichy Claiborne Clapp Clark Clay Clayborn Clement Clemmings Clemons Clowney Cobb Cockrell Cohen Colbert Colburn Cole Coleman Coley Collier Collins Colquitt Colubiale Colvin Cominsky Compton Coney Conklin Conley Connelly Conner Conway Cook Cooke Cooks Cooper Copeland Corbett Corcoran Core Correa Costigan Cotton Countess Cousins Coutee Covington Coward Cowart Cox Crabtree Crawford Crawley Crockett Croom Crosby Crossen Crowder Crowell Cruikshank Crum Culkin Cunningham Curry Custis Cutting Cyprien Dahl Daley Dalton Dangerfield Daniel Daniels Darby Dareus Darnold Davenport David Davis Davison Dawkins Dawson Day Dean Deane Deayon DeCastro Decker Deiter Delaire Delaney DeLuca Demby Denis Dennard DeOssie Desir DeValve Develin Devey Dickerson Dickson Dieter Diggs Dillard DiMarco Dissly Dix Dixon Dobbs Doctson Dogbe Dolegala Doles Donald Dorleant Dorsett Doss Dotson Douglas Downs Doyle Dozier Drake Drango Driskel Duck Dugas Duhart Dulin Dunbar Dunlap Dunn Dupre Dupree Durham Dwelley Dwight Dzubnar Easton Eaton Ebner Ebron Ebukam Edelman Edmonds Edmunds Edoga Edwards Egbule Eguavoen Eifert Ejiofor Ejiya Ekeler Ekuale Elder Elflein Ellerbee Elliott Ellis Ellison Elliss Eluemunor Engram Enunwa Epps Erickson Ertz Ervin Erving Etta-Tawo Evans Everett Fackrell Facyson Fairbairn Falah Falemaka Fales Fant Farley Farmer Farnsworth Fatukasi Feeney Feiler Fejedelem Feliciano Fells Fenton Ferentz Ferguson Ferrell Ficken Finch Fineanganofo Finley Finney Firkser Fisher Fitzgerald Fitzpatrick Flacco Flanagan Fleming Flowers Floyd Fluellen Fluker Flynn Foles Folk Folston Forbes Ford Fort Foster Fountain Fournette Fowler Fox Franklin Frazier Frederick Freeman Friend Froholdt Fuller Fulton Fumagalli Funchess Gabbert Gabriel Gage Gaillard Gaines Gallman Gallup Gano Gant Garcia Gardeck Gardner-Johnson Garland Garner Garoppolo Garrett Gary Gaskin Gates Gaulden Gay Geathers Gedeon Gentry Gerry Gervase Gesicki Gholston Gifford Gilbert Gillan Gillaspia Gilmore Ginn Gipson Glasgow Glenn Glennon Glowinski Godchaux Godsil Godwin Goedert Goff Golden Golditch Goldman Golladay Gonzalez Good Goode Gooden Goodson Goodwin Gordon Gore Gostkowski Gotsis Gould Grace Graham Granderson Grant Grasu Gray Grayson Green Greene Greenidge Greenlaw Gregory Grier Griffen Griffin Grigsby Groy Grugier-Hill Guice Gunter Gurley Gustin Guy Haack Haden Haeg Hageman Hager Hairston Halapio Haley Hall Ham Hamilton Hampton Hand Hankins Hansbrough Hardee Hardman Hardy Hargrave Hargreaves Harmon Harris Harrison Harry Hart Harvey Haskins Hassell Hauschka Havenstein Hawkins Hayden Hayes Haynes Hayward Heath Hedlund Hekker Henderson Hendrickson Henne Hennessy Henry Hentges Herbig Hernandez Herndon Hester Heuerman Hewitt Heyward Hicks Higbee Higgins Hightower Hill Hilland Hilliard Hilton Hines Hitchens Hockenson Hodge Hodges Hogan Holcomb Hollins Hollister Hollman Holmes Holsey Holton Holtz Homer Hood Hooker Hooks Hooper Hopkins Horn Horsted Horton House Houston Howard Howell Hoyer Hrynkiewicz Hubbard Huber Hudson Huggins Hughes Hughlett Hull Humphrey Humphries Hundley Hunt Hunter Hurd Hurns Hurst Hyde Hyder Ifedi Igwebuike Ijalana Incognito Ingold Ingram Inman Ioannidis Irvin Irving Isabella Ishmael Isidora Iupati Ivey Iyiegbuniwe Izzo Jack Jackson Jacobs Jamerson James Janovich Jansen Jarrett Jarwin Jeanpiere Jefferson Jeffery Jelks Jenkins Jennings Jensen Jernigan Jerry Jewell Jibowu Johnson Johnston Jones Jordan Joseph Joseph-Day Joyner Judon Jumper Juszczyk Kaaya Kalambayi Kalil Kalili Kalu Kamara Karras Kazee Kearse Keenum Keke Kelce Kelemete Kelly Kemp Kendricks Kennard Kenney Kern Kerr Kerrigan Kessler Key Kilgo Kilgore Killebrew Killings Kindred King Kinnel Kirk Kirkpatrick Kirksey Kirkwood Kirven Kiser Kittle Kizer Klein Kline Knappe Knight Knox Koch Koloamatangi Koo Koroma Koyack Kpassagnon Kreiter Kroft Kuechly Kumerow Kunaszyk Kupp Kush Kwiatkoski Lacey LaCosse Ladler Ladouceur Laird Lambert Lambo Lamm Lammons Lamp Lampkin Lancaster Landrum Landry Langford Langi Langley Larkin Larsen Lasco Latimer Lattimore Lauderdale Laulile Lawler Lawrence Lawson Layne Lazard Leary Leavitt LeBlanc Ledbetter Lee Leggett Lemmons Leno Lenoir Leonard Levine Lewan Lewis Liedtke Liggins Light Linder Lindsay Lindstrom Line Linsley Lippett Little Littleton Liuget Lloyd Lobendahn Lock Locke Lockett Lodge Logan Long Longa Looney Lotulelei Louis Lovato Love Lovett Lowery Lowry Luani Lucas Luke Lutz Luvu Lynch Lyons Mabin Mack Maddox Madison Magnuson Maher Mahomes Mahon Maloata Mancz Manhertz Manning Mannion March Mariota Marlowe Marpet Marsh Marshall Martin Martinez Mason Massie Matakevich Mathieu Matthews Mattison Maulet Mauro Maybin Maye Mayfield Mayo Mayowa Mays Mazza McCaffrey McCain McCarron McClain McClellan McClendon McCourty McCown McCoy McCrane McCray McCullers McDermott McDonald McDougald McDowell McFadden McGary McGill McGlinchey McGloster McGovern McGowan McIntosh McKenzie McKever McKinley McKinney McKinnon McKissic McLaughlin McLaurin McLendon McLeod McManis McManus McMillan McMillian McPhee McQuaide McQuay McRae McSorley McTyer Means Mebane Mekari Melvin Mercilus Metcalf Meyers Michel Middleton Milano Miles Miller Milligan Mills Milton Mingo Minshew Minter Mitchell Mixon Moncrief Monroe Montgomery Moon Moore Moreau Moreland Morgan Morris Morrison Morse Morstead Moseley Moses Mosley Moss Mostert Moton Moxey Muhammad Muhlbach Mullen Mullens Mundt Murphy Murray Mutcherson Myers Myrick Nacua Nall Nassib Natson Nauta Neal Neasman Needham Nelson Newhouse Newsome Newton Ngakoue Nichols Nicholson Nickerson Niemann Nix Nixon Njoku Nnadi Norman Norwell Noteboom Nsekhe Nunez Nwosu Nzeocha Odenigbo Odeyingbo Odhiambo Odum Ogbah Ogbuehi Ogletree Ogunbowale Ogunjobi Okafor Okereke Okorafor Okoronkwo Okung Okwara Olawale Oliver Ollison Olsen Olszewski Oluokun Omameh Omenihu Onwualu Onwuasor Onyemata Oruwariye Orzech Ostman Ott Ouellette Owens Ozigbo Palardy Palmore Pamphile Pankey Paradis Parker Parks Pascal Patrick Patterson Patton Payne Peace Peat Peko Penn Pennel Penny Pepper Peppers 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gm_Matrices[MATRICES_MAX]; \n\nuniform bool gm_LightingEnabled;\nuniform bool gm_VS_FogEnabled;\nuniform float gm_FogStart;\nuniform float gm_RcpFogRange;\n\n#define MAX_VS_LIGHTS 8\n#define MIRROR_WIN32_LIGHTING_EQUATION\n\n\n//#define MAX_VS_LIGHTS 8\nuniform vec4 gm_AmbientColour; // rgb=colour, a=1\nuniform vec4 gm_Lights_Direction[MAX_VS_LIGHTS]; // normalised direction\nuniform vec4 gm_Lights_PosRange[MAX_VS_LIGHTS]; // X,Y,Z position, W range\nuniform vec4 gm_Lights_Colour[MAX_VS_LIGHTS]; // rgb=colour, a=1\n\nfloat CalcFogFactor(vec4 pos)\n{\n if (gm_VS_FogEnabled)\n {\n vec4 viewpos = gm_Matrices[MATRIX_WORLD_VIEW] * pos;\n float fogfactor = ((viewpos.z - gm_FogStart) * gm_RcpFogRange);\n return fogfactor;\n }\n else\n {\n return 0.0;\n }\n}\n\nvec4 DoDirLight(vec3 ws_normal, vec4 dir, vec4 diffusecol)\n{\n float dotresult = dot(ws_normal, dir.xyz);\n dotresult = max(0.0, dotresult);\n\n return dotresult * diffusecol;\n}\n\nvec4 DoPointLight(vec3 ws_pos, vec3 ws_normal, vec4 posrange, vec4 diffusecol)\n{\n vec3 diffvec = ws_pos - posrange.xyz;\n float veclen = length(diffvec);\n diffvec /= veclen; // normalise\n#ifdef MIRROR_WIN32_LIGHTING_EQUATION\n // This is based on the Win32 D3D and OpenGL falloff model, where:\n // Attenuation = 1.0f / (factor0 + (d * factor1) + (d*d * factor2))\n // For some reason, factor0 is set to 0.0f while factor1 is set to 1.0f/lightrange (on both D3D and OpenGL)\n // This'll result in no visible falloff as 1.0f / (d / lightrange) will always be larger than 1.0f (if the vertex is within range)\n float atten = 1.0 / (veclen / posrange.w);\n if (veclen > posrange.w)\n {\n atten = 0.0;\n }\n#else\n float atten = clamp( (1.0 - (veclen / posrange.w)), 0.0, 1.0); // storing 1.0f/range instead would save a rcp\n#endif\n float dotresult = dot(ws_normal, diffvec);\n dotresult = max(0.0, dotresult);\n\n return dotresult * atten * diffusecol;\n}\n\nvec4 DoLighting(vec4 vertexcolour, vec4 objectspacepos, vec3 objectspacenormal)\n{\n if (gm_LightingEnabled)\n {\n // Normally we'd have the light positions\\directions back-transformed from world to object space\n // But to keep things simple for the moment we'll just transform the normal to world space\n vec4 objectspacenormal4 = vec4(objectspacenormal, 0.0);\n vec3 ws_normal;\n ws_normal = (gm_Matrices[MATRIX_WORLD_VIEW] * objectspacenormal4).xyz;\n ws_normal = -normalize(ws_normal);\n\n vec3 ws_pos;\n ws_pos = (gm_Matrices[MATRIX_WORLD] * objectspacepos).xyz;\n\n // Accumulate lighting from different light types\n vec4 accumcol = vec4(0.0, 0.0, 0.0, 0.0); \n for(int i = 0; i < MAX_VS_LIGHTS; i++)\n {\n accumcol += DoDirLight(ws_normal, gm_Lights_Direction[i], gm_Lights_Colour[i]);\n }\n\n for(int i = 0; i < MAX_VS_LIGHTS; i++)\n {\n accumcol += DoPointLight(ws_pos, ws_normal, gm_Lights_PosRange[i], gm_Lights_Colour[i]);\n }\n\n accumcol *= vertexcolour;\n accumcol += gm_AmbientColour;\n accumcol = min(vec4(1.0, 1.0, 1.0, 1.0), accumcol);\n accumcol.a = vertexcolour.a;\n return accumcol;\n }\n else\n {\n return vertexcolour;\n }\n}\n\n#define _YY_GLSLES_ 1\n//\n// Simple passthrough vertex shader\n//\nattribute vec3 in_Position; // (x,y,z)\n//attribute vec3 in_Normal; // (x,y,z) unused in this shader.\nattribute vec4 in_Colour; // (r,g,b,a)\nattribute vec2 in_TextureCoord; // (u,v)\n\nvarying vec2 v_vTexcoord;\nvarying vec4 v_vColour;\n\nvoid main()\n{\n vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);\n gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;\n \n v_vColour = in_Colour;\n v_vTexcoord = in_TextureCoord;\n}\n", _N9:"precision mediump float;\n#define LOWPREC lowp\n// Uniforms look like they're shared between vertex and fragment shaders in GLSL, so we have to be careful to avoid name clashes\n\nuniform sampler2D gm_BaseTexture;\n\nuniform bool gm_PS_FogEnabled;\nuniform vec4 gm_FogColour;\nuniform bool gm_AlphaTestEnabled;\nuniform float gm_AlphaRefValue;\n\nvoid 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vec4(replaceHelmet, 1.0);\n \n if( all( greaterThanEqual(pixel, vec4(colorShirt - eps, 1.0)) ) && all( lessThanEqual(pixel, vec4(colorShirt + eps, 1.0)) ) )\n pixel = vec4(replaceShirt, 1.0);\n \n if( all( greaterThanEqual(pixel, vec4(colorShirt_b - eps, 1.0)) ) && all( lessThanEqual(pixel, vec4(colorShirt_b + eps, 1.0)) ) )\n pixel = vec4(replaceShirt_b, 1.0);\n \n if( all( greaterThanEqual(pixel, vec4(colorPants - eps, 1.0)) ) && all( lessThanEqual(pixel, vec4(colorPants + eps, 1.0)) ) )\n pixel = vec4(replacePants, 1.0);\n \n if( all( greaterThanEqual(pixel, vec4(colorPants_b - eps, 1.0)) ) && all( lessThanEqual(pixel, vec4(colorPants_b + eps, 1.0)) ) )\n pixel = vec4(replacePants_b, 1.0);\n \n if( all( greaterThanEqual(pixel, vec4(colorSkin - eps, 1.0)) ) && all( lessThanEqual(pixel, vec4(colorSkin + eps, 1.0)) ) )\n pixel = vec4(replaceSkin, 1.0);\n \n if( all( greaterThanEqual(pixel, vec4(colorCleats - eps, 1.0)) ) && all( lessThanEqual(pixel, vec4(colorCleats + eps, 1.0)) ) )\n 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_dl=0;for(;yyfless(_dl,3);_dl++){{_Tt._zt=_vp(_Tt._zt,4036674392);_Tt._zt[_wp(_dl)]=_Ut("savegame",yyfplus("stat_games",_sl(_ul(_dl))),0);_Tt._At=_vp(_Tt._At,1721998117);_Tt._At[_wp(_dl)]=_Ut("savegame",yyfplus("stat_comp",_sl(_ul(_dl))),0);_Tt._Bt=_vp(_Tt._Bt,4220152282); _Tt._Bt[_wp(_dl)]=_Ut("savegame",yyfplus("stat_att",_sl(_ul(_dl))),0);_Tt._Ct=_vp(_Tt._Ct,190261364);_Tt._Ct[_wp(_dl)]=_Ut("savegame",yyfplus("stat_yds",_sl(_ul(_dl))),0);_Tt._Dt=_vp(_Tt._Dt,3594773744);_Tt._Dt[_wp(_dl)]=_Ut("savegame",yyfplus("stat_td",_sl(_ul(_dl))),0);_Tt._Et=_vp(_Tt._Et,679304268);_Tt._Et[_wp(_dl)]=_Ut("savegame",yyfplus("stat_int",_sl(_ul(_dl))),0);_Tt._Ft=_vp(_Tt._Ft,3036720114);_Tt._Ft[_wp(_dl)]=_Ut("savegame",yyfplus("stat_sck",_sl(_ul(_dl))),0);}};_Tt._hm=_yl();_Tt._kp=_yl(); _Tt._Bm=_yl();_Tt._fl=_yl();_Tt._hp=_yl();_Tt._ip=_yl();_Tt._Im=_yl();_Tt._jp=_yl();_Tt._zn=_yl();_Tt._Wo=_yl();_Tt._Cn=_yl();_Tt._Bn=_yl();_Tt._An=_yl();_Tt._Um=_yl();_Tt._Vo=_yl();_Tt._Lt=_Wt(8,3);_Tt._Mt=_Wt(8,1);_Tt._Nt=_Wt(8,8);_Tt._Ot=_Wt(9,4);_Xt(_Tt._Lt,0);_Xt(_Tt._Mt,0);_Xt(_Tt._Nt,0);_Xt(_Tt._Ot,0);_Yt(_Tt._hm,_Vt("savegame","news","0"));_Yt(_Tt._kp,_Vt("savegame","dilemma_tags","0"));_Tt._Wr=_Ut("savegame","teamlist",0);_A9(_Tt,_3l,yyfplus("teamlist size=",_sl(_ul(_Tt._Wr))));var _Ht=0; for(;yyfless(_Ht,_Tt._Wr);_Ht++){{var _Zt=_Dq();__t(_Zt,_Vt("savegame",yyfplus("teamlist_",_sl(_ul(_Ht))),""));_Cl(_Tt._Bm,_Zt);}};_Tt._Wr=_Ut("savegame","achievements",0);_A9(_Tt,_3l,yyfplus("achievements size=",_sl(_ul(_Tt._Wr))));var _Ht=0;for(;yyfless(_Ht,_Tt._Wr);_Ht++){{var _Zt=_Dq();__t(_Zt,_Vt("savegame",yyfplus("achievements_",_sl(_ul(_Ht))),""));_Cl(_Tt._fl,_Zt);}};_Tt._Wr=_Ut("savegame","history",0);_A9(_Tt,_3l,yyfplus("history size=",_sl(_ul(_Tt._Wr))));var _Ht=0;for(;yyfless(_Ht,_Tt._Wr); _Ht++){{var _Zt=_Dq();__t(_Zt,_Vt("savegame",yyfplus("history_",_sl(_ul(_Ht))),""));_Cl(_Tt._hp,_Zt);}};_Tt._Wr=_Ut("savegame","schedule",0);_A9(_Tt,_3l,yyfplus("schedule size=",_sl(_ul(_Tt._Wr))));var _Ht=0;for(;yyfless(_Ht,_Tt._Wr);_Ht++){{var _Zt=_Dq();__t(_Zt,_Vt("savegame",yyfplus("schedule_",_sl(_ul(_Ht))),""));_Cl(_Tt._ip,_Zt);}};_Tt._Wr=_Ut("savegame","fixturelist",0);_A9(_Tt,_3l,yyfplus("fixture size=",_sl(_ul(_Tt._Wr))));var _Ht=0;for(;yyfless(_Ht,_Tt._Wr);_Ht++){{var _Zt=_Dq();__t(_Zt,_Vt("savegame", yyfplus("fixture_",_sl(_ul(_Ht))),""));_Cl(_Tt._Im,_Zt);}};_Tt._Wr=_Ut("savegame","playoffs",0);_A9(_Tt,_3l,yyfplus("play-off size=",_sl(_ul(_Tt._Wr))));var _Ht=0;for(;yyfless(_Ht,_Tt._Wr);_Ht++){{var _Zt=_Dq();__t(_Zt,_Vt("savegame",yyfplus("playoff_",_sl(_ul(_Ht))),""));_Cl(_Tt._jp,_Zt);}};_Tt._Wr=_Ut("savegame","draftlist",0);_A9(_Tt,_3l,yyfplus("draft size=",_sl(_ul(_Tt._Wr))));var _0u=0;for(;yyfless(_0u,_Tt._Wr);_0u++){{var _Zt=_Dq();__t(_Zt,_Vt("savegame",yyfplus("draftlist_",_sl(_ul(_0u))),"")); _Cl(_Tt._zn,_Zt);}};_Tt._Wr=_Ut("savegame","hirelist",0);_A9(_Tt,_3l,yyfplus("hire list size=",_sl(_ul(_Tt._Wr))));var _0u=0;for(;yyfless(_0u,_Tt._Wr);_0u++){{var _Zt=_Dq();__t(_Zt,_Vt("savegame",yyfplus("hirelist_",_sl(_ul(_0u))),""));_Cl(_Tt._Wo,_Zt);}};_Tt._Wr=_Ut("savegame","storelist",0);_A9(_Tt,_3l,yyfplus("storelist size=",_sl(_ul(_Tt._Wr))));var _0u=0;for(;yyfless(_0u,_Tt._Wr);_0u++){{var _Zt=_Dq();__t(_Zt,_Vt("savegame",yyfplus("storelist_",_sl(_ul(_0u))),""));_Cl(_Tt._Cn,_Zt);}};_Tt._Wr=_Ut("savegame", "tradelist",0);_A9(_Tt,_3l,yyfplus("tradelist size=",_sl(_ul(_Tt._Wr))));var _Is=0;for(;yyfless(_Is,_Tt._Wr);_Is++){{var _Zt=_Dq();__t(_Zt,_Vt("savegame",yyfplus("tradelist_",_sl(_ul(_Is))),""));_Cl(_Tt._Bn,_Zt);}};_Tt._Wr=_Ut("savegame","freeagentlist",0);_A9(_Tt,_3l,yyfplus("freeagentlist size=",_sl(_ul(_Tt._Wr))));var _Is=0;for(;yyfless(_Is,_Tt._Wr);_Is++){{var _Zt=_Dq();__t(_Zt,_Vt("savegame",yyfplus("freeagentlist_",_sl(_ul(_Is))),""));_Cl(_Tt._An,_Zt);}};_Tt._Wr=_Ut("savegame","roster",0);_A9(_Tt, _3l,yyfplus("roster size=",_sl(_ul(_Tt._Wr))));var _Is=0;for(;yyfless(_Is,_Tt._Wr);_Is++){{var _Bl=_Dq();__t(_Bl,_Vt("savegame",yyfplus("roster_",_sl(_ul(_Is))),""));_vl(_Bl,"flash_time",(-9999));_Cl(_Tt._Um,_Bl);}};_Tt._Wr=_Ut("savegame","stafflist",0);_A9(_Tt,_3l,yyfplus("stafflist size=",_sl(_ul(_Tt._Wr))));var _Is=0;for(;yyfless(_Is,_Tt._Wr);_Is++){{var _Bl=_Dq();__t(_Bl,_Vt("savegame",yyfplus("stafflist_",_sl(_ul(_Is))),""));_vl(_Bl,"flash_time",(-9999));if(!yyGetBool(_Xn(_Tt._Vo,"xp_level"))){ {_vl(_Bl,"xp_level",_il(_Bl,"rating"));_vl(_Bl,"xp",0);_vl(_Bl,"xp_gain",0);}};_Cl(_Tt._Vo,_Bl);}};_1u(_Tt._Lt,_Vt("savegame","face_grid_L",""));_1u(_Tt._Mt,_Vt("savegame","face_grid_M",""));_1u(_Tt._Nt,_Vt("savegame","face_grid_D",""));_1u(_Tt._Ot,_Vt("savegame","face_grid_C",""));_Pt();if(yyfequal(_rn._bp(),(-1))){{if(yyGetBool(_2u(global._cp))){_9p(global._cp)};_3u(_Qt,global._cp);}};_Tt._1m=1;}}};_l5(_3l,_4l);return 1;}function _45(_3l,_4l){_A9(_3l,_4l,"creating options map...");{var _4u=_8l(42); for(var _5u in _4u){if(!_4u.hasOwnProperty(_5u))continue;var _6u=_4u[_5u];if(_6u._bl)continue;if(!_6u._cl)continue;{_6u._1n=_Dq();_vl(_6u._1n,"my_version",0);_vl(_6u._1n,"fullversion",0);if(!yyGetBool(global._7u)){_vl(_6u._1n,"fullversion",1)};_vl(_6u._1n,"op_soundfx",1);_vl(_6u._1n,"op_drivedir",0);if(yyGetBool(global._7u)){_vl(_6u._1n,"op_drivedir",(-1))};_vl(_6u._1n,"op_scanlines",0);if(!yyGetBool(global._7u)){_vl(_6u._1n,"op_scanlines",1)};_vl(_6u._1n,"op_weather",1);_vl(_6u._1n,"op_tips",1);_vl(_6u._1n, "op_soundfx",1);_vl(_6u._1n,"done_review_reward",0);_vl(_6u._1n,"op_zoom",1);_65(_6u,_3l);}}};}function _55(_3l,_4l){_A9(_3l,_4l,"loading options...");{var _8u=_8l(42);for(var _9u in _8u){if(!_8u.hasOwnProperty(_9u))continue;var _au=_8u[_9u];if(_au._bl)continue;if(!_au._cl)continue;{_au._1n=_bu(global._cu);if(yyGetBool(_du(_il(_au._1n,"op_tips")))){_vl(_au._1n,"op_tips",1)};if(yyGetBool(_du(_il(_au._1n,"op_soundfx")))){_vl(_au._1n,"op_soundfx",1)};if(yyGetBool(_du(_il(_au._1n,"op_zoom")))){_vl(_au._1n, "op_zoom",1)};if(yyGetBool(_du(_il(_au._1n,"op_music")))){_vl(_au._1n,"op_music",1)};}}};}function _65(_3l,_4l){_A9(_3l,_4l,"saving options...");{var _eu=_8l(42);for(var _fu in _eu){if(!_eu.hasOwnProperty(_fu))continue;var _gu=_eu[_fu];if(_gu._bl)continue;if(!_gu._cl)continue;{_vl(_gu._1n,"my_version",global._hu);_iu(_gu._1n,global._cu);}}};}function _75(_3l,_4l){var _Zt=_Dq();var _pr=_qr("LanguageUS.txt");while(!yyGetBool(_rr(_pr))){{var _sr=_tr(_pr);_ur(_pr);var _yn=_vr(" ",_sr);var _ju=_ku(_sr);_lu(_Zt,_wr(_sr, 1,yyfminus(_sl(_yn),1)),_wr(_sr,yyfplus(_sl(_yn),1),yyfminus(_sl(_ju),1)));}};_xr(_pr);return _Zt;}function _85(_3l,_4l){_A9(_3l,_4l,"s_load_teams");var _xn=_yl();var _pr=_qr("Teams.txt");var _mu=_c5(_3l,_4l,_tr(_pr));_ur(_pr);while(!yyGetBool(_rr(_pr))){{var _Zt=_Dq();var _nu=_c5(_3l,_4l,_tr(_pr));_ur(_pr);var _dl=0;for(;yyfless(_dl,_ou(_mu));_dl++){{_lu(_Zt,_mu[_Tn(_dl,_mu)],_nu[_Tn(_dl,_nu)]);}};_Cl(_xn,_Zt);}};_xr(_pr);return _xn;}function _95(_3l,_4l){_A9(_3l,_4l,"s_load_retrobowl_hof");var _xn=_yl(); var _pr=_qr("RetroBowlHOF.txt");var _yn=0;var _mu=_c5(_3l,_4l,_tr(_pr));_ur(_pr);while(!yyGetBool(_rr(_pr))){{var _Zt=_Dq();var _nu=_c5(_3l,_4l,_tr(_pr));_ur(_pr);var _dl=0;for(;yyfless(_dl,_ou(_mu));_dl++){{_lu(_Zt,_mu[_Tn(_dl,_mu)],_nu[_Tn(_dl,_nu)]);}};_Cl(_xn,_Zt);}};_xr(_pr);return _xn;}function _a5(_3l,_4l){_A9(_3l,_4l,"s_load_achievements");var _xn=_yl();var _yn=0;var _pr=_qr("Achievements.txt");var _mu=_c5(_3l,_4l,_tr(_pr));_ur(_pr);while(!yyGetBool(_rr(_pr))){{var _Zt=_Dq();var _nu=_c5(_3l,_4l,_tr(_pr)); _ur(_pr);var _dl=0;for(;yyfless(_dl,_ou(_mu));_dl++){{_lu(_Zt,_mu[_Tn(_dl,_mu)],_nu[_Tn(_dl,_nu)]);}};_Cl(_xn,_Zt);}};_xr(_pr);return _xn;}// // slog ("adding fix: "+string(map[? "week"])+":"+string(map[? "away_team"])+"@"+string(map[? "home_team"])); function _b5(_3l,_4l){var _xn=_yl();var _pr=_qr("Schedule.txt");var _mu=_c5(_3l,_4l,_tr(_pr));_ur(_pr);var _yn=0;while(!yyGetBool(_rr(_pr))){{var _Zt=_Dq();var _nu=_c5(_3l,_4l,_tr(_pr));_ur(_pr);var _dl=0;for(;yyfless(_dl,_ou(_mu));_dl++){{_lu(_Zt,_mu[_Tn(_dl, _mu)],_ml(_nu[_Tn(_dl,_nu)]));}};if(yyfequal(yyfminus(_sl(_ml(_il(_Zt,"year"))),1),yyfmod(_sl(_0m(_3l,_4l,42)._sm),4))){{_Cl(_xn,_Zt);}}else {_Tm(_Zt)};}};_xr(_pr);return _xn;}function _c5(_3l,_4l,_5l){var _Ol=_5l;var _pu=" ";var _qu=0;var _ru;var _su="";var _dl=1;for(;yyfless(_dl,yyfplus(_sl(_ku(_Ol)),1));_dl++){{var _tu=_wr(_Ol,_dl,1);if(yyfequal(_tu,_pu)){{_ru=_vp(_ru,-558);_ru[_wp(_qu)]=_su;_qu++;_su="";}}else {{_su=yyfplus(_sl(_su),_sl(_tu));_ru=_vp(_ru,-558);_ru[_wp(_qu)]=_su;}};}};return _ru;}// // slog ("Week: "+string(fix[? "week"])+" team "+string(team_id1)+" @ "+string(team_id2)); function _d5(_3l, _4l){_A9(_3l,_4l,"s_create_my_fixture_list");var _uu=_yl();var _vu=0;for(;yyfless(_vu,_el(_3l._ip));_vu++){{var _wu=_hl(_3l._ip,_vu);var _xu=_il(_wu,"away_team");var _yu=_il(_wu,"home_team");if((yyGetBool(yyfequal(_xu,_3l._Fm)))||(yyGetBool(yyfequal(_yu,_3l._Fm)))){{var _Zt=_Dq();_vl(_Zt,"week",_il(_wu,"week"));_vl(_Zt,"away_team",_xu);_vl(_Zt,"home_team",_yu);_vl(_Zt,"away_score",_il(_wu,"away_score"));_vl(_Zt,"home_score",_il(_wu,"home_score"));_vl(_Zt,"human_win","unplayed");if(yyfgreater(_il(_wu,"away_score"), (-1))){{if(yyfequal(_il(_wu,"away_score"),_il(_wu,"home_score"))){_vl(_Zt,"human_win","tie")}else {if((yyGetBool(yyfequal(_il(_wu,"away_team"),_3l._Fm)))&&(yyGetBool(yyfgreater(_il(_wu,"away_score"),_il(_wu,"home_score"))))){_vl(_Zt,"human_win","win")}else {if((yyGetBool(yyfequal(_il(_wu,"home_team"),_3l._Fm)))&&(yyGetBool(yyfgreater(_il(_wu,"home_score"),_il(_wu,"away_score"))))){_vl(_Zt,"human_win","win")}else {_vl(_Zt,"human_win","loss")}}};}};_Cl(_uu,_Zt);}};}};return _uu;}// slog("create fixture "+string(away_id)+" @ "+string(home_id)); function _e5(_3l, _4l,_5l,_Bq,_Cq,_zu){var _xn=_5l;var _Au=_Bq;var _Bu=_Cq;var _Cu=_zu;_A9(_3l,_4l,yyfplus(yyfplus(yyfplus("create fixture ",_sl(_ul(_Bu)))," @ "),_sl(_ul(_Cu))));var _wu=_Dq();_vl(_wu,"week",_Au);_vl(_wu,"away_team",_Bu);_vl(_wu,"home_team",_Cu);_vl(_wu,"away_score",(-1));_vl(_wu,"home_score",(-1));_Cl(_xn,_wu);if((yyGetBool(yyfequal(_Bu,_0m(_3l,_4l,42)._Fm)))||(yyGetBool(yyfequal(_Cu,_0m(_3l,_4l,42)._Fm)))){{_k5(_3l,_4l,_Au,_Bu,_Cu);}};}function _f5(_3l,_4l){if(yyGetBool(_tl(_0m(_3l,_4l,42)._jp,2))){{ var _dl=0;for(;yyfless(_dl,_el(_3l._jp));_dl++){_Tm(_hl(_0m(_3l,_4l,42)._jp,_dl))};_8s(_0m(_3l,_4l,42)._jp);}};var _Du=_u5(_3l,_4l,0,4);var _Eu=_n9(_3l,_4l,0,5);_e5(_3l,_4l,_0m(_3l,_4l,42)._jp,18,_il(_Eu,"uid"),_il(_Du,"uid"));var _Fu=_u5(_3l,_4l,0,3);var _Gu=_n9(_3l,_4l,0,6);_e5(_3l,_4l,_0m(_3l,_4l,42)._jp,19,_il(_Gu,"uid"),_il(_Fu,"uid"));var _Hu=_u5(_3l,_4l,1,4);var _Iu=_n9(_3l,_4l,1,5);_e5(_3l,_4l,_0m(_3l,_4l,42)._jp,20,_il(_Iu,"uid"),_il(_Hu,"uid"));var _Ju=_u5(_3l,_4l,1,3);var _Ku=_n9(_3l,_4l,1,6); _e5(_3l,_4l,_0m(_3l,_4l,42)._jp,21,_il(_Ku,"uid"),_il(_Ju,"uid"));var _Lu=_u5(_3l,_4l,0,1);var _Mu=_u5(_3l,_4l,0,2);_e5(_3l,_4l,_0m(_3l,_4l,42)._jp,22,(-1),_il(_Lu,"uid"));_e5(_3l,_4l,_0m(_3l,_4l,42)._jp,23,_il(_Mu,"uid"),(-1));var _Nu=_u5(_3l,_4l,1,1);var _Ou=_u5(_3l,_4l,1,2);_e5(_3l,_4l,_0m(_3l,_4l,42)._jp,24,(-1),_il(_Nu,"uid"));_e5(_3l,_4l,_0m(_3l,_4l,42)._jp,25,_il(_Ou,"uid"),(-1));_e5(_3l,_4l,_0m(_3l,_4l,42)._jp,26,(-1),(-1));_e5(_3l,_4l,_0m(_3l,_4l,42)._jp,27,(-1),(-1));_e5(_3l,_4l,_0m(_3l,_4l, 42)._jp,28,(-1),(-1));}function _g5(_3l,_4l,_5l){_A9(_3l,_4l,"s_do_schedule");var _Pu=_5l;{var _Qu=_8l(42);for(var _Ru in _Qu){if(!_Qu.hasOwnProperty(_Ru))continue;var _Su=_Qu[_Ru];if(_Su._bl)continue;if(!_Su._cl)continue;{if(yyfgreater(_Su._Nl,17)){{return _h5(_Su,_3l);}};var _Tu=(-4);var _Uu=(-4);var _Vu=(-4);var _Wu=(-4);var _Xu=(-4);var _Yu=(-4);var _Zu=(-4);var __u=(-4);var _vu=0;for(;yyfless(_vu,_el(_Su._ip));_vu++){{var _wu=_hl(_Su._ip,_vu);if(yyfequal(_il(_wu,"week"),_Su._Nl)){{var _0v=_il(_wu,"away_team"); var _1v=_il(_wu,"home_team");var _2v=_hl(_Su._Bm,_0v);var _3v=_hl(_Su._Bm,_1v);var _4v=_ml(_il(_2v,"offense"));_4v=yyfplus(_4v,_ml(_il(_2v,"defense")));var _5v=_ml(_il(_3v,"offense"));_5v=yyfplus(_5v,_ml(_il(_3v,"defense")));_5v=yyfplus(_5v,1);var _6v=_i5(_Su,_3l);var _7v=_i5(_Su,_3l);if((yyGetBool(yyfequal(_il(_6v,"points"),_il(_7v,"points"))))&&(yyGetBool(_Sm(2)))){{_vl(_7v,"points",yyfplus(_sl(_il(_7v,"points")),3));}};var _8v=0?1:0;var _9v=99;_9v=abs(yyfminus(_sl(_4v),_sl(_5v)));_9v=round(yyftime(_sl(_9v), 0.25));if(yyfgreater(_il(_6v,"points"),_il(_7v,"points"))){{if(yyfless(_4v,_5v)){_8v=_Sm(_9v)};}}else {{if(yyfgreater(_4v,_5v)){_8v=_Sm(_9v)};}};if(yyGetBool(_8v)){{var _av=_Dq();_bv(_av,_6v);_bv(_6v,_7v);_bv(_7v,_av);_Tm(_av);}};if(!yyGetBool(_Pu)){{if(yyfequal(_0v,_0m(_3l,_4l,42)._Fm)){{_vl(_6v,"points",_0m(_3l,_4l,42)._cv[_Tn(0,_0m(_3l,_4l,42)._cv)]);_vl(_6v,"yards",_0m(_3l,_4l,42)._Ct[_Tn(0,_0m(_3l,_4l,42)._Ct)]);_vl(_6v,"tds",_0m(_3l,_4l,42)._Dt[_Tn(0,_0m(_3l,_4l,42)._Dt)]);_vl(_6v,"sacks",_0m(_3l, _4l,42)._Ft[_Tn(0,_0m(_3l,_4l,42)._Ft)]);_vl(_6v,"ints",_0m(_3l,_4l,42)._Et[_Tn(0,_0m(_3l,_4l,42)._Et)]);_vl(_7v,"points",_0m(_3l,_4l,42)._cv[_Tn(1,_0m(_3l,_4l,42)._cv)]);_vl(_7v,"yards",_0m(_3l,_4l,42)._dv);_vl(_7v,"tds",_0m(_3l,_4l,42)._ev);_vl(_7v,"sacks",_0m(_3l,_4l,42)._fv);_vl(_7v,"ints",_0m(_3l,_4l,42)._gv);}}else {if(yyfequal(_1v,_0m(_3l,_4l,42)._Fm)){{_vl(_7v,"points",_0m(_3l,_4l,42)._cv[_Tn(1,_0m(_3l,_4l,42)._cv)]);_vl(_7v,"yards",_0m(_3l,_4l,42)._Ct[_Tn(0,_0m(_3l,_4l,42)._Ct)]);_vl(_7v, "tds",_0m(_3l,_4l,42)._Dt[_Tn(0,_0m(_3l,_4l,42)._Dt)]);_vl(_7v,"sacks",_0m(_3l,_4l,42)._Ft[_Tn(0,_0m(_3l,_4l,42)._Ft)]);_vl(_7v,"ints",_0m(_3l,_4l,42)._Et[_Tn(0,_0m(_3l,_4l,42)._Et)]);_vl(_6v,"points",_0m(_3l,_4l,42)._cv[_Tn(0,_0m(_3l,_4l,42)._cv)]);_vl(_6v,"yards",_0m(_3l,_4l,42)._dv);_vl(_6v,"tds",_0m(_3l,_4l,42)._ev);_vl(_6v,"sacks",_0m(_3l,_4l,42)._fv);_vl(_6v,"ints",_0m(_3l,_4l,42)._gv);}}};}};_vl(_wu,"away_score",_il(_6v,"points"));_vl(_wu,"home_score",_il(_7v,"points"));_vl(_2v,"stat_games", yyfplus(_sl(_ml(_il(_2v,"stat_games"))),1));_vl(_2v,"stat_yds",yyfplus(_sl(_ml(_il(_2v,"stat_yds"))),_sl(_ml(_il(_6v,"yards")))));_vl(_2v,"stat_td",yyfplus(_sl(_ml(_il(_2v,"stat_td"))),_sl(_ml(_il(_6v,"tds")))));_vl(_2v,"stat_sck",yyfplus(_sl(_ml(_il(_2v,"stat_sck"))),_sl(_ml(_il(_6v,"sacks")))));_vl(_2v,"stat_int",yyfplus(_sl(_ml(_il(_2v,"stat_int"))),_sl(_ml(_il(_6v,"ints")))));_vl(_2v,"match_yds",_ml(_il(_6v,"yards")));_vl(_2v,"match_td",_ml(_il(_6v,"tds")));_vl(_2v,"match_sck",_ml(_il(_6v,"sacks"))); _vl(_2v,"match_int",_ml(_il(_6v,"ints")));_vl(_3v,"stat_games",yyfplus(_sl(_ml(_il(_3v,"stat_games"))),1));_vl(_3v,"stat_yds",yyfplus(_sl(_ml(_il(_3v,"stat_yds"))),_sl(_ml(_il(_7v,"yards")))));_vl(_3v,"stat_td",yyfplus(_sl(_ml(_il(_3v,"stat_td"))),_sl(_ml(_il(_7v,"tds")))));_vl(_3v,"stat_sck",yyfplus(_sl(_ml(_il(_3v,"stat_sck"))),_sl(_ml(_il(_7v,"sacks")))));_vl(_3v,"stat_int",yyfplus(_sl(_ml(_il(_3v,"stat_int"))),_sl(_ml(_il(_7v,"ints")))));_vl(_3v,"match_yds",_ml(_il(_7v,"yards")));_vl(_3v,"match_td", _ml(_il(_7v,"tds")));_vl(_3v,"match_sck",_ml(_il(_7v,"sacks")));_vl(_3v,"match_int",_ml(_il(_7v,"ints")));if(yyfgreater(_il(_6v,"points"),_il(_7v,"points"))){{_vl(_2v,"wins",yyfplus(_sl(_ml(_il(_2v,"wins"))),1));_vl(_3v,"losses",yyfplus(_sl(_ml(_il(_3v,"losses"))),1));}}else {if(yyfless(_il(_6v,"points"),_il(_7v,"points"))){{_vl(_2v,"losses",yyfplus(_sl(_ml(_il(_2v,"losses"))),1));_vl(_3v,"wins",yyfplus(_sl(_ml(_il(_3v,"wins"))),1));}}else {{_vl(_2v,"ties",yyfplus(_sl(_ml(_il(_2v,"ties"))),1));_vl(_3v, "ties",yyfplus(_sl(_ml(_il(_3v,"ties"))),1));}}};if((yyGetBool(!yyGetBool(_Tu)))||(yyGetBool(yyfgreaterequal(_il(_2v,"match_yds"),_il(_Tu,"match_yds"))))){{_Tu=_2v;_Xu=_3v;}};if((yyGetBool(!yyGetBool(_Tu)))||(yyGetBool(yyfgreaterequal(_il(_3v,"match_yds"),_il(_Tu,"match_yds"))))){{_Tu=_3v;_Xu=_2v;}};if((yyGetBool(!yyGetBool(_Uu)))||(yyGetBool(yyfgreater(_il(_2v,"match_td"),_il(_Uu,"match_td"))))){{_Uu=_2v;_Yu=_3v;}};if((yyGetBool(!yyGetBool(_Uu)))||(yyGetBool(yyfgreater(_il(_3v,"match_td"),_il(_Uu, "match_td"))))){{_Uu=_3v;_Yu=_2v;}};if((yyGetBool(!yyGetBool(_Wu)))||(yyGetBool(yyfgreaterequal(_il(_2v,"match_sck"),_il(_Wu,"match_sck"))))){{_Wu=_2v;__u=_3v;}};if((yyGetBool(!yyGetBool(_Wu)))||(yyGetBool(yyfgreaterequal(_il(_3v,"match_sck"),_il(_Wu,"match_sck"))))){{_Wu=_3v;__u=_2v;}};if((yyGetBool(!yyGetBool(_Vu)))||(yyGetBool(yyfgreater(_il(_2v,"match_int"),_il(_Vu,"match_int"))))){{_Vu=_2v;_Zu=_3v;}};if((yyGetBool(!yyGetBool(_Vu)))||(yyGetBool(yyfgreater(_il(_3v,"match_int"),_il(_Vu,"match_int"))))){ {_Vu=_3v;_Zu=_2v;}};_Tm(_6v);_Tm(_7v);}};}};}}};{var _hv=_8l(42);for(var _iv in _hv){if(!_hv.hasOwnProperty(_iv))continue;var _jv=_hv[_iv];if(_jv._bl)continue;if(!_jv._cl)continue;{if(yyfequal(_jv._Nl,17)){{if(yyfgreater(_il(_jv._Dm,"wins"),_il(_jv._Dm,"losses"))){_J2(_jv,_3l,"ACH_WINNING_SEASON")};if(yyfequal(_il(_jv._Dm,"wins"),16)){_J2(_jv,_3l,"ACH_UNBEATEN_SEASON")};_f6(_jv,_3l);}};}}};var _kv="";if((yyGetBool(yyfequal(_Tu,_Uu)))&&(yyGetBool(yyfequal(_Tu,_0m(_3l,_4l,42)._Fm)))){{if(yyGetBool(_Tu)){ _kv=yyfplus(_kv,yyfplus(_sl(_R8(_3l,_4l,"news_qbYardsTDs",_Tu,_Xu,0,0)),"\n\n"))};}}else {{if(yyfequal(_Tu,_0m(_3l,_4l,42)._Fm)){_kv=yyfplus(_kv,yyfplus(_sl(_R8(_3l,_4l,"news_qbYards",_Tu,_Xu,0,0)),"\n\n"))};if(yyfequal(_Uu,_0m(_3l,_4l,42)._Fm)){_kv=yyfplus(_kv,yyfplus(_sl(_R8(_3l,_4l,"news_qbTouchDowns",_Uu,_Yu,0,0)),"\n\n"))};}};if((yyGetBool(yyfequal(_Wu,_Vu)))&&(yyGetBool(yyfnotequal(_Tu,_Wu)))&&(yyGetBool(yyfnotequal(_Uu,_Wu)))){{if(yyfequal(_Tu,_0m(_3l,_4l,42)._Fm)){_kv=yyfplus(_kv,yyfplus(_sl(_R8(_3l, _4l,"news_qbSacksInts",_Tu,_Xu,0,0)),"\n\n"))};}}else {{if((yyGetBool(yyfequal(_Wu,_0m(_3l,_4l,42)._Fm)))&&(yyGetBool(yyfnotequal(_Tu,_Wu)))&&(yyGetBool(yyfnotequal(_Uu,_Wu)))){_kv=yyfplus(_kv,yyfplus(_sl(_R8(_3l,_4l,"news_qbSacks",_Wu,__u,0,0)),"\n\n"))};if((yyGetBool(yyfequal(_Vu,_0m(_3l,_4l,42)._Fm)))&&(yyGetBool(yyfnotequal(_Tu,_Vu)))&&(yyGetBool(yyfnotequal(_Uu,_Vu)))){_kv=yyfplus(_kv,yyfplus(_sl(_R8(_3l,_4l,"news_qbInterceptions",_Vu,_Zu,0,0)),"\n\n"))};}};}function _h5(_3l,_4l){{var _lv=_8l(42); for(var _mv in _lv){if(!_lv.hasOwnProperty(_mv))continue;var _nv=_lv[_mv];if(_nv._bl)continue;if(!_nv._cl)continue;{_A9(_nv,_3l,yyfplus("s_do_playoff_schedule:",_sl(_ul(_nv._Nl))));var _wu=_m5(_nv,_3l,_nv._Nl);if(!yyGetBool(_tl(_wu,1))){{_A9(_nv,_3l,"Fixture error! Trying to recreate playoffs");_f5(_nv,_3l);_wu=_m5(_nv,_3l,_nv._Nl);if(!yyGetBool(_tl(_wu,1))){{_A9(_nv,_3l,"Fixture error! Skipping season");_X5(_nv,_3l);return 0;}};}};var _0v=_il(_wu,"away_team");var _1v=_il(_wu,"home_team");var _2v=_hl(_nv._Bm, _0v);var _3v=_hl(_nv._Bm,_1v);var _4v=_ml(_il(_2v,"offense"));_4v=yyfplus(_4v,_ml(_il(_2v,"defense")));var _5v=_ml(_il(_3v,"offense"));_5v=yyfplus(_5v,_ml(_il(_3v,"defense")));_5v=yyfplus(_5v,1);var _6v=_i5(_nv,_3l);var _7v=_i5(_nv,_3l);if(yyfequal(_il(_6v,"points"),_il(_7v,"points"))){{_vl(_7v,"points",yyfplus(_sl(_il(_7v,"points")),3));}};if((yyGetBool(!yyGetBool(_Sm(4))))&&(yyGetBool(yyfgreater(_il(_6v,"points"),_il(_7v,"points"))))&&(yyGetBool(yyfless(_4v,_5v)))){{var _av=_Dq();_bv(_av,_6v);_bv(_6v, _7v);_bv(_7v,_av);_Tm(_av);}};if((yyGetBool(yyfequal(_0v,_0m(_3l,_4l,42)._Fm)))||(yyGetBool(yyfequal(_1v,_0m(_3l,_4l,42)._Fm)))){{_vl(_6v,"points",_0m(_3l,_4l,42)._cv[_Tn(0,_0m(_3l,_4l,42)._cv)]);_vl(_7v,"points",_0m(_3l,_4l,42)._cv[_Tn(1,_0m(_3l,_4l,42)._cv)]);}};_vl(_wu,"away_score",_il(_6v,"points"));_vl(_wu,"home_score",_il(_7v,"points"));var _ov=_2v;var _pv=_3v;if(yyfless(_il(_6v,"points"),_il(_7v,"points"))){{_ov=_3v;_pv=_2v;}};if(yyfequal(_nv._Nl,28)){_Z7(_nv,_3l,_R8(_nv,_3l,"msg_SuperBowlWinner", _ov,_pv,_il(_wu,"away_score"),_il(_wu,"home_score")))}else {{_Z7(_nv,_3l,_R8(_nv,_3l,"msg_PlayOffResult",_ov,_pv,_il(_wu,"away_score"),_il(_wu,"home_score")));_j5(_nv,_3l,_nv._Nl,_il(_ov,"uid"));}};_Tm(_6v);_Tm(_7v);}}};return 1;}function _i5(_3l,_4l){var _Zt=_Dq();_vl(_Zt,"points",0);_vl(_Zt,"yards",0);_vl(_Zt,"tds",0);_vl(_Zt,"sacks",0);_vl(_Zt,"ints",0);var _qv=_Vm(6,12);var _rv=0;for(;yyfless(_rv,_qv);_rv++){{var _sv=_Sm(2);var _tv=-1;if(yyCompareVal(_sv,0,g_GMLMathEpsilon)==0){_tv=0;}else if(yyCompareVal(_sv, 1,g_GMLMathEpsilon)==0){_tv=1;}switch(_tv){case 0:{if(yyGetBool(_Sm(1))){{_vl(_Zt,"tds",yyfplus(_sl(_il(_Zt,"tds")),1));_vl(_Zt,"yards",yyfplus(_sl(_il(_Zt,"yards")),_sl(yyfplus(40,_sl(_Sm(40))))));}};_vl(_Zt,"points",yyfplus(_sl(_il(_Zt,"points")),7));if(yyfgreater(_Sm(99),93)){_vl(_Zt,"points",yyfminus(_sl(_il(_Zt,"points")),1))};break;}case 1:{_vl(_Zt,"yards",yyfplus(_sl(_il(_Zt,"yards")),_sl(_Sm(20))));_vl(_Zt,"points",yyfplus(_sl(_il(_Zt,"points")),3));if(yyfequal(_Sm(5),0)){_vl(_Zt,"points", yyfminus(_sl(_il(_Zt,"points")),3))};break;}default :{_vl(_Zt,"yards",yyfplus(_sl(_il(_Zt,"yards")),_sl(_Sm(10))));var _uv=_Sm(2);var _vv=-1;if(yyCompareVal(_uv,0,g_GMLMathEpsilon)==0){_vv=0;}else if(yyCompareVal(_uv,1,g_GMLMathEpsilon)==0){_vv=1;}else if(yyCompareVal(_uv,2,g_GMLMathEpsilon)==0){_vv=2;}switch(_vv){case 0:{_vl(_Zt,"sacks",yyfplus(_sl(_il(_Zt,"sacks")),1));break;}case 1:{_vl(_Zt,"ints",yyfplus(_sl(_il(_Zt,"ints")),1));break;}case 2:{break;}};break;}};}};return _Zt;}function _j5(_3l,_4l,_5l, _Bq){var _Au=_5l;var _On=_Bq;_A9(_3l,_4l,yyfplus("s_promote_playoff_winner",_sl(_ul(_On))));var _wv;var _xv=_Au;var _yv=-1;if(yyCompareVal(_xv,18,g_GMLMathEpsilon)==0){_yv=0;}else if(yyCompareVal(_xv,19,g_GMLMathEpsilon)==0){_yv=1;}else if(yyCompareVal(_xv,20,g_GMLMathEpsilon)==0){_yv=2;}else if(yyCompareVal(_xv,21,g_GMLMathEpsilon)==0){_yv=3;}else if(yyCompareVal(_xv,22,g_GMLMathEpsilon)==0){_yv=4;}else if(yyCompareVal(_xv,23,g_GMLMathEpsilon)==0){_yv=5;}else if(yyCompareVal(_xv,24,g_GMLMathEpsilon)==0){_yv=6; }else if(yyCompareVal(_xv,25,g_GMLMathEpsilon)==0){_yv=7;}else if(yyCompareVal(_xv,26,g_GMLMathEpsilon)==0){_yv=8;}else if(yyCompareVal(_xv,27,g_GMLMathEpsilon)==0){_yv=9;}switch(_yv){case 0:{_wv=_m5(_3l,_4l,22);break;}case 1:{_wv=_m5(_3l,_4l,23);break;}case 2:{_wv=_m5(_3l,_4l,24);break;}case 3:{_wv=_m5(_3l,_4l,25);break;}case 4:{_wv=_m5(_3l,_4l,26);break;}case 5:{_wv=_m5(_3l,_4l,26);break;}case 6:{_wv=_m5(_3l,_4l,27);break;}case 7:{_wv=_m5(_3l,_4l,27);break;}case 8:{_wv=_m5(_3l,_4l,28);break;}case 9:{_wv=_m5(_3l, _4l,28);break;}default :{return;break;}};if(yyGetBool(_wv)){{_A9(_3l,_4l,yyfplus("Got next round fix: ",_sl(_ul(_il(_wv,"week")))));if(yyfequal(_il(_wv,"away_team"),(-1))){{_vl(_wv,"away_team",_On);}}else {if(yyfequal(_il(_wv,"home_team"),(-1))){{_vl(_wv,"home_team",_On);}}};}};_l5(_3l,_4l);}function _k5(_3l,_4l,_5l,_Bq,_Cq){var _Zt=_Dq();_vl(_Zt,"week",_5l);_vl(_Zt,"away_team",_Bq);_vl(_Zt,"home_team",_Cq);_vl(_Zt,"away_score",0);_vl(_Zt,"home_score",0);_vl(_Zt,"human_win","unplayed");_Cl(_0m(_3l,_4l, 42)._Im,_Zt);}function _l5(_3l,_4l){var _vu=0;for(;yyfless(_vu,_el(_0m(_3l,_4l,42)._jp));_vu++){{var _zv=_hl(_0m(_3l,_4l,42)._jp,_vu);if((yyGetBool(yyfequal(_il(_zv,"away_team"),_0m(_3l,_4l,42)._Fm)))||(yyGetBool(yyfequal(_il(_zv,"home_team"),_0m(_3l,_4l,42)._Fm)))){{var _Av=_ml(_il(_zv,"week"));var _Bv=_n5(_3l,_4l,_Av);if(!yyGetBool(_Bv)){{_k5(_3l,_4l,_Av,_il(_zv,"away_team"),_il(_zv,"home_team"));}}else {{_vl(_Bv,"away_team",_il(_zv,"away_team"));_vl(_Bv,"home_team",_il(_zv,"home_team"));}};}};}};}function _m5(_3l, _4l,_5l){var _vu=0;for(;yyfless(_vu,_el(_0m(_3l,_4l,42)._jp));_vu++){{var _wu=_hl(_0m(_3l,_4l,42)._jp,_vu);var _Av=_ml(_il(_wu,"week"));if(yyfequal(_Av,_5l)){return _wu};}};return(-4);}function _n5(_3l,_4l,_5l){{var _Cv=_8l(42);for(var _Dv in _Cv){if(!_Cv.hasOwnProperty(_Dv))continue;var _Ev=_Cv[_Dv];if(_Ev._bl)continue;if(!_Ev._cl)continue;{var _vu=0;for(;yyfless(_vu,_el(_Ev._Im));_vu++){{var _wu=_hl(_Ev._Im,_vu);if((yyGetBool(_wu))&&(yyGetBool(!yyGetBool(_du(_il(_wu,"week")))))&&(yyGetBool(yyfequal(_ml(_il(_wu, "week")),_5l)))){return _wu};}};}}};return(-4);}function _o5(_3l,_4l){{var _Fv=_8l(42);for(var _Gv in _Fv){if(!_Fv.hasOwnProperty(_Gv))continue;var _Hv=_Fv[_Gv];if(_Hv._bl)continue;if(!_Hv._cl)continue;{var _Iv=(-4);var _vu=0;for(;yyfless(_vu,_el(_Hv._Im));_vu++){{var _wu=_hl(_Hv._Im,_vu);if((yyGetBool(_wu))&&(yyGetBool(yyfequal(_il(_wu,"human_win"),"unplayed")))){return _Iv};_Iv=_wu;}};return _Iv;}}};}function _p5(_3l,_4l){{var _Jv=_8l(42);for(var _Kv in _Jv){if(!_Jv.hasOwnProperty(_Kv))continue;var _Lv=_Jv[_Kv]; if(_Lv._bl)continue;if(!_Lv._cl)continue;{var _vu=0;for(;yyfless(_vu,_el(_Lv._Im));_vu++){{var _wu=_hl(_Lv._Im,_vu);if((yyGetBool(_wu))&&(yyGetBool(yyfequal(_il(_wu,"human_win"),"unplayed")))){return _wu};}};}}};return(-4);}function _q5(_3l,_4l){{var _Mv=_8l(42);for(var _Nv in _Mv){if(!_Mv.hasOwnProperty(_Nv))continue;var _Ov=_Mv[_Nv];if(_Ov._bl)continue;if(!_Ov._cl)continue;{var _rl=0;var _vu=0;for(;yyfless(_vu,_el(_Ov._Im));_vu++){{var _wu=_hl(_Ov._Im,_vu);if((yyGetBool(_wu))&&(yyGetBool(yyfequal(_il(_wu, "human_win"),"unplayed")))){_rl++};}};return _rl;}}};}function _r5(_3l,_4l,_5l,_Bq){var _Pv=_5l;var _Qv=_Bq;var _Rv=_yl();var _dl=0;for(;yyfless(_dl,_el(_0m(_3l,_4l,42)._Bm));_dl++){{var _Cm=_hl(_0m(_3l,_4l,42)._Bm,_dl);if((yyGetBool(yyfequal(_ml(_il(_Cm,"conference")),_Pv)))&&(yyGetBool(yyfequal(_ml(_il(_Cm,"division")),_Qv)))){{_Cl(_Rv,_Cm);}};}};_Rv=_m9(_3l,_4l,_Rv,0,1);var _Cm=_hl(_Rv,0);_Fl(_Rv);return _Cm;}function _s5(_3l,_4l,_5l){var _Pn=_i9(_3l,_4l,_5l);var _Pv=_il(_Pn,"conference");var _Qv=_il(_Pn, "division");var _Rv=_yl();var _dl=0;for(;yyfless(_dl,_el(_0m(_3l,_4l,42)._Bm));_dl++){{var _Cm=_hl(_0m(_3l,_4l,42)._Bm,_dl);if((yyGetBool(yyfequal(_ml(_il(_Cm,"conference")),_Pv)))&&(yyGetBool(yyfequal(_ml(_il(_Cm,"division")),_Qv)))){{_Cl(_Rv,_Cm);}};}};_Rv=_m9(_3l,_4l,_Rv,0,1);var _Sv=1;if(yyfequal(_hl(_Rv,0),_Pn)){_Sv=1};if(yyfequal(_hl(_Rv,1),_Pn)){_Sv=2};if(yyfequal(_hl(_Rv,2),_Pn)){_Sv=3};if(yyfequal(_hl(_Rv,3),_Pn)){_Sv=4};_Fl(_Rv);return _Sv;}function _t5(_3l,_4l,_5l,_Bq,_Cq){var _Pv=_5l;var _Qv=_Bq; var _Tv=_Cq;var _Cm=_r5(_3l,_4l,_Pv,_Qv);var _Uv=_Tv;var _Vv=-1;if(yyCompareVal(_Uv,0,g_GMLMathEpsilon)==0){_Vv=0;}else if(yyCompareVal(_Uv,1,g_GMLMathEpsilon)==0){_Vv=1;}switch(_Vv){case 0:{return _il(_Cm,"name");break;}case 1:{return _il(_Cm,"tla");break;}};}function _u5(_3l,_4l,_5l,_Bq){var _Pv=_5l;var _Wv=_Bq;var _Xv=_yl();_Cl(_Xv,_r5(_3l,_4l,_Pv,0));_Cl(_Xv,_r5(_3l,_4l,_Pv,1));_Cl(_Xv,_r5(_3l,_4l,_Pv,2));_Cl(_Xv,_r5(_3l,_4l,_Pv,3));_Xv=_m9(_3l,_4l,_Xv,0,1);var _Cm=_hl(_Xv,yyfminus(_sl(_Wv),1));_Fl(_Xv);return _Cm; }function _v5(_3l,_4l,_5l,_Bq,_Cq){var _Pv=_5l;var _Wv=_Bq;var _Tv=_Cq;var _Cm=_u5(_3l,_4l,_Pv,_Wv);var _Yv=_Tv;var _Zv=-1;if(yyCompareVal(_Yv,0,g_GMLMathEpsilon)==0){_Zv=0;}else if(yyCompareVal(_Yv,1,g_GMLMathEpsilon)==0){_Zv=1;}switch(_Zv){case 0:{return _il(_Cm,"name");break;}case 1:{return _il(_Cm,"tla");break;}};}function _w5(_3l,_4l){{var __v=_8l(42);for(var _0w in __v){if(!__v.hasOwnProperty(_0w))continue;var _1w=__v[_0w];if(_1w._bl)continue;if(!_1w._cl)continue;{do {{_g5(_1w,_3l,1);_1w._Nl++;}}while(!(yyfequal(_1w._Nl, 17)));_1w._Zn=4;}}};}function _x5(_3l,_4l,_5l,_Bq,_Cq){_A9(_3l,_4l,"s_populate_division");var _2w=_5l;var _rm=_Bq;var _Qv=_Cq;if(yyfgreater(_rm,1)){return };_0m(_3l,_4l,_2w)._Pq=yyfplus(yyfplus(_sl(_59(_3l,_4l,_rm))," "),_sl(_49(_3l,_4l,_Qv)));var _3w=_yl();var _4w=_0m(_3l,_4l,42)._Fm;var _5w=_0m(_3l,_4l,42)._Gm;var _6w=_0m(_3l,_4l,42)._Hm;_0m(_3l,_4l,_2w)._0r=0.6;if((yyGetBool(yyfequal(_rm,_5w)))&&(yyGetBool(yyfequal(_Qv,_6w)))){_0m(_3l,_4l,_2w)._0r=1};var _dl=0;for(;yyfless(_dl,_el(_0m(_3l,_4l,42)._Bm)); _dl++){{var _Cm=_hl(_0m(_3l,_4l,42)._Bm,_dl);if((yyGetBool(yyfequal(_il(_Cm,"conference"),_rm)))&&(yyGetBool(yyfequal(_il(_Cm,"division"),_Qv)))){_Cl(_3w,_Cm)};}};_3w=_m9(_3l,_4l,_3w,0,1);var _dl=0;for(;yyfless(_dl,_el(_3w));_dl++){{var _Cm=_hl(_3w,_dl);var _sr=_il(_Cm,"name");var _7w=_ul(_il(_Cm,"wins"));var _8w=_ul(_il(_Cm,"losses"));var _9w=_ul(_il(_Cm,"ties"));var _aw=16777215;if(yyfequal(_il(_Cm,"uid"),_4w)){_aw=global._bm};var _bw=_dl;var _cw=-1;if(yyCompareVal(_bw,0,g_GMLMathEpsilon)==0){_cw=0;}else if(yyCompareVal(_bw, 1,g_GMLMathEpsilon)==0){_cw=1;}else if(yyCompareVal(_bw,2,g_GMLMathEpsilon)==0){_cw=2;}else if(yyCompareVal(_bw,3,g_GMLMathEpsilon)==0){_cw=3;}switch(_cw){case 0:{_0m(_3l,_4l,_2w)._dw=_vp(_0m(_3l,_4l,_2w)._dw,3121750312);_0m(_3l,_4l,_2w)._dw[_wp(0)]=_sr;_0m(_3l,_4l,_2w)._ew=_vp(_0m(_3l,_4l,_2w)._ew,372587872);_0m(_3l,_4l,_2w)._ew[_wp(0)]=_aw;_0m(_3l,_4l,_2w)._7w=_vp(_0m(_3l,_4l,_2w)._7w,1467464228);_0m(_3l,_4l,_2w)._7w[_wp(0)]=_7w;_0m(_3l,_4l,_2w)._8w=_vp(_0m(_3l,_4l,_2w)._8w,3978844290);_0m(_3l,_4l, _2w)._8w[_wp(0)]=_8w;_0m(_3l,_4l,_2w)._9w=_vp(_0m(_3l,_4l,_2w)._9w,251214534);_0m(_3l,_4l,_2w)._9w[_wp(0)]=_9w;break;}case 1:{_0m(_3l,_4l,_2w)._dw[_wp(1)]=_sr;_0m(_3l,_4l,_2w)._ew[_wp(1)]=_aw;_0m(_3l,_4l,_2w)._7w[_wp(1)]=_7w;_0m(_3l,_4l,_2w)._8w[_wp(1)]=_8w;_0m(_3l,_4l,_2w)._9w[_wp(1)]=_9w;break;}case 2:{_0m(_3l,_4l,_2w)._dw[_wp(2)]=_sr;_0m(_3l,_4l,_2w)._ew[_wp(2)]=_aw;_0m(_3l,_4l,_2w)._7w[_wp(2)]=_7w;_0m(_3l,_4l,_2w)._8w[_wp(2)]=_8w;_0m(_3l,_4l,_2w)._9w[_wp(2)]=_9w;break;}case 3:{_0m(_3l,_4l,_2w)._dw[_wp(3)]=_sr; _0m(_3l,_4l,_2w)._ew[_wp(3)]=_aw;_0m(_3l,_4l,_2w)._7w[_wp(3)]=_7w;_0m(_3l,_4l,_2w)._8w[_wp(3)]=_8w;_0m(_3l,_4l,_2w)._9w[_wp(3)]=_9w;break;}};}};_Fl(_3w);}function _y5(_3l,_4l,_5l,_Bq){var _2w=_5l;var _fw=_Bq;var _gw=yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"tla_Attempts")),": "),_sl(_ul(_0m(_3l,_4l,42)._Bt[_Tn(_fw,_0m(_3l,_4l,42)._Bt)])));_gw=yyfplus(_gw,yyfplus(yyfplus(yyfplus(" ",_sl(_Q8(_3l,_4l,"tla_Completed"))),": "),_sl(_ul(_0m(_3l,_4l,42)._At[_Tn(_fw,_0m(_3l,_4l,42)._At)]))));var _hw=0;if(yyfgreater(_0m(_3l, _4l,42)._Bt[_Tn(_fw,_0m(_3l,_4l,42)._Bt)],0)){_hw=yyfdivide(_sl(_0m(_3l,_4l,42)._At[_Tn(_fw,_0m(_3l,_4l,42)._At)]),_sl(_0m(_3l,_4l,42)._Bt[_Tn(_fw,_0m(_3l,_4l,42)._Bt)]))};_hw=yyftime(_hw,100);_gw=yyfplus(_gw,yyfplus(yyfplus(" (",_sl(_39(_3l,_4l,_hw,0))),"%)"));var _iw=0;if(yyfgreater(_0m(_3l,_4l,42)._At[_Tn(_fw,_0m(_3l,_4l,42)._At)],0)){_iw=yyfdivide(_sl(_0m(_3l,_4l,42)._Ct[_Tn(_fw,_0m(_3l,_4l,42)._Ct)]),_sl(_0m(_3l,_4l,42)._At[_Tn(_fw,_0m(_3l,_4l,42)._At)]))};var _jw=yyfplus(yyfplus(_sl(_Q8(_3l, _4l,"tla_Yards")),": "),_sl(_ul(round(_0m(_3l,_4l,42)._Ct[_Tn(_fw,_0m(_3l,_4l,42)._Ct)]))));_jw=yyfplus(_jw,yyfplus(yyfplus(yyfplus(" ",_sl(_Q8(_3l,_4l,"tla_Average"))),": "),_sl(_39(_3l,_4l,_iw,1))));var _kw=yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"tla_TouchDowns")),": "),_sl(_ul(_0m(_3l,_4l,42)._Dt[_Tn(_fw,_0m(_3l,_4l,42)._Dt)])));_kw=yyfplus(_kw,yyfplus(yyfplus(yyfplus(" ",_sl(_Q8(_3l,_4l,"tla_Interceptions"))),": "),_sl(_ul(_0m(_3l,_4l,42)._Et[_Tn(_fw,_0m(_3l,_4l,42)._Et)]))));_kw=yyfplus(_kw,yyfplus(yyfplus(yyfplus(" ", _sl(_Q8(_3l,_4l,"tla_Sacks"))),": "),_sl(_ul(_0m(_3l,_4l,42)._Ft[_Tn(_fw,_0m(_3l,_4l,42)._Ft)]))));var _lw=_fw;var _mw=-1;if(yyCompareVal(_lw,0,g_GMLMathEpsilon)==0){_mw=0;}else if(yyCompareVal(_lw,1,g_GMLMathEpsilon)==0){_mw=1;}else if(yyCompareVal(_lw,2,g_GMLMathEpsilon)==0){_mw=2;}switch(_mw){case 0:{_0m(_3l,_4l,_2w)._Pq=_Q8(_3l,_4l,"ui_StatsMatch");break;}case 1:{_0m(_3l,_4l,_2w)._Pq=_Q8(_3l,_4l,"ui_StatsSeason");break;}case 2:{_0m(_3l,_4l,_2w)._Pq=_Q8(_3l,_4l,"ui_StatsCareer");break;}};_0m(_3l,_4l, _2w)._nw=_gw;_0m(_3l,_4l,_2w)._ow=_jw;_0m(_3l,_4l,_2w)._pw=_kw;}function _z5(_3l,_4l){_A9(_3l,_4l,"s_populate_schedulebox");{var _qw=_8l(100145);for(var _rw in _qw){if(!_qw.hasOwnProperty(_rw))continue;var _sw=_qw[_rw];if(_sw._bl)continue;if(!_sw._cl)continue;{_sw._tw=(-1);var _uw=_cm(_sw._Nl,1,17);var _rl=0;var _vu=0;for(;yyfless(_vu,16);_vu++){{_sw._vw=_vp(_sw._vw,3372158738);_sw._vw[_wp(_vu)]="";_sw._ww=_vp(_sw._ww,423474267);_sw._ww[_wp(_vu)]="";_sw._xw=_vp(_sw._xw,958626320);_sw._xw[_wp(_vu)]="";_sw._yw=_vp(_sw._yw, 3907109209);_sw._yw[_wp(_vu)]="";_sw._zw=_vp(_sw._zw,563601582);_sw._zw[_wp(_vu)]="";_sw._Aw=_vp(_sw._Aw,3045124931);_sw._Aw[_wp(_vu)]=0.6;}};var _vu=0;for(;yyfless(_vu,_el(_0m(_3l,_4l,42)._ip));_vu++){{var _wu=_hl(_0m(_3l,_4l,42)._ip,_vu);if(yyfequal(_il(_wu,"week"),_uw)){{var _xu=_il(_wu,"away_team");var _yu=_il(_wu,"home_team");var _Bw=_il(_wu,"away_score");var _Cw=_il(_wu,"home_score");var _Dw=_hl(_0m(_3l,_4l,42)._Bm,_xu);var _Ew=_hl(_0m(_3l,_4l,42)._Bm,_yu);var _Fw=_il(_Dw,"tla");var _Gw=_il(_Ew,"tla"); var _Hw=_il(_Dw,"conference");var _Iw=_il(_Ew,"conference");var _Jw=_il(_Dw,"division");var _Kw=_il(_Ew,"division");_sw._vw=_vp(_sw._vw,3372158738);_sw._vw[_wp(_rl)]=_Fw;_sw._ww=_vp(_sw._ww,423474267);_sw._ww[_wp(_rl)]=_Gw;_sw._xw=_vp(_sw._xw,958626320);_sw._xw[_wp(_rl)]="";_sw._yw=_vp(_sw._yw,3907109209);_sw._yw[_wp(_rl)]="";_sw._zw=_vp(_sw._zw,563601582);_sw._zw[_wp(_rl)]=yyfplus(_sl(_Q8(_sw,_3l,"tla_At"))," ");_sw._Aw=_vp(_sw._Aw,3045124931);_sw._Aw[_wp(_rl)]=0.6;if((yyGetBool(yyfequal(_Hw,_0m(_3l, _4l,42)._Gm)))&&(yyGetBool(yyfequal(_Jw,_0m(_3l,_4l,42)._Hm)))){_sw._Aw[_wp(_rl)]=1}else {if((yyGetBool(yyfequal(_Kw,_0m(_3l,_4l,42)._Hm)))&&(yyGetBool(yyfequal(_Iw,_0m(_3l,_4l,42)._Gm)))){_sw._Aw[_wp(_rl)]=1}};if(yyfgreater(_Bw,(-1))){{_sw._Lw=40;_sw._zw[_wp(_rl)]="";_sw._xw[_wp(_rl)]=_ul(_Bw);_sw._yw[_wp(_rl)]=_ul(_Cw);}};if((yyGetBool(yyfequal(_xu,_0m(_3l,_4l,42)._Fm)))||(yyGetBool(yyfequal(_yu,_0m(_3l,_4l,42)._Fm)))){_sw._tw=_rl};_rl++;}};}};}}};}function _A5(_3l,_4l,_5l,_Bq,_Cq,_zu,_Mw,_Nw,_Ow){ var _Pw=_Oq(0,0,"Instances",47);_0m(_3l,_4l,_Pw)._kr(_5l);_0m(_3l,_4l,_Pw)._Us(_Bq);_0m(_3l,_4l,_Pw)._Qw=_Cq;_0m(_3l,_4l,_Pw)._Rw=_zu;_0m(_3l,_4l,_Pw)._Oo=_Mw;_0m(_3l,_4l,_Pw)._Sw=_Nw;_0m(_3l,_4l,_Pw)._Bl=_Ow;var _Tw=_0m(_3l,_4l,_Pw)._Sw;var _Uw=-1;if(yyCompareVal(_Tw,1,g_GMLMathEpsilon)==0){_Uw=0;}else if(yyCompareVal(_Tw,2,g_GMLMathEpsilon)==0){_Uw=1;}switch(_Uw){case 0:{_0m(_3l,_4l,_Pw)._Vw(57);break;}case 1:{_0m(_3l,_4l,_Pw)._Vw(53);break;}};}function _B5(_3l,_4l,_5l,_Bq){var _Ww=_5l;var _Xw=_Bq;if(yyGetBool(_Ww)){ {_Cl(_3l._Yw,_Q8(_3l,_4l,"tla_Attitude"));_Cl(_3l._Zw,_Q8(_3l,_4l,"ui_Name"));_Cl(_3l.__w,_Q8(_3l,_4l,"tla_Position"));_Cl(_3l._0x,_Q8(_3l,_4l,"tla_Condition"));_Cl(_3l._1x,_Q8(_3l,_4l,"tla_Skill"));_Cl(_3l._2x,_Q8(_3l,_4l,"tla_Strength"));_Cl(_3l._3x,_Q8(_3l,_4l,"tla_Speed"));_Cl(_3l._4x,_Q8(_3l,_4l,"tla_Stamina"));_Cl(_3l._5x,_Q8(_3l,_4l,"tla_Salary"));_Cl(_3l._6x,_Q8(_3l,_4l,"tla_Contract"));if(yyGetBool(_Xw)){{_Cl(_3l._7x,yyfplus("+",_sl(_Q8(_3l,_4l,"ui_XP"))));_Cl(_3l._8x,_Q8(_3l,_4l,"short_LevelUp")); }}else {{_Cl(_3l._7x,_Q8(_3l,_4l,"tla_Age"));_Cl(_3l._8x,_Q8(_3l,_4l,"short_LevelXP"));}};var _dl=0;for(;yyfless(_dl,_el(_0m(_3l,_4l,42)._Um));_dl++){{var _Bl=_hl(_0m(_3l,_4l,42)._Um,_dl);_Cl(_3l._Yw,_il(_Bl,"attitude"));_Cl(_3l._Zw,_q8(_3l,_4l,_Bl,1));_Cl(_3l.__w,_il(_Bl,"position"));_Cl(_3l._0x,_il(_Bl,"condition"));_Cl(_3l._1x,_il(_Bl,"skill"));_Cl(_3l._2x,_il(_Bl,"strength"));_Cl(_3l._3x,_il(_Bl,"speed"));_Cl(_3l._4x,_il(_Bl,"stamina"));_Cl(_3l._5x,yyfplus(yyfplus("$",_sl(_ul(_il(_Bl,"salary")))), _sl(_Q8(_3l,_4l,"sla_Million"))));_Cl(_3l._6x,yyfplus(_sl(_ul(_il(_Bl,"contract"))),_sl(_Q8(_3l,_4l,"sla_Year"))));if(yyGetBool(_Xw)){{_Cl(_3l._7x,_il(_Bl,"xp_gain"));if(yyGetBool(_66(_3l,_4l,_Bl))){_Cl(_3l._8x,yyfplus("flash_",_sl(_Q8(_3l,_4l,"ui_Yes"))))}else {_Cl(_3l._8x,_Q8(_3l,_4l,"ui_No"))};}}else {{_Cl(_3l._7x,_il(_Bl,"age"));_Cl(_3l._8x,_il(_Bl,"xp_level"));}};}};}}else {{_Cl(_3l._Yw,_Q8(_3l,_4l,"tla_Attitude"));_Cl(_3l._Zw,_Q8(_3l,_4l,"ui_Name"));_Cl(_3l.__w,_Q8(_3l,_4l,"tla_Position"));_Cl(_3l._0x, _Q8(_3l,_4l,"tla_Condition"));_Cl(_3l._1x,_Q8(_3l,_4l,"ui_stat_yards"));_Cl(_3l._2x,_Q8(_3l,_4l,"ui_stat_touchdowns"));_Cl(_3l._3x,_Q8(_3l,_4l,"ui_stat_tackles"));_Cl(_3l._4x,_Q8(_3l,_4l,"ui_stat_intsacks"));_Cl(_3l._5x,_Q8(_3l,_4l,"ui_stat_fumbles"));_Cl(_3l._6x,_Q8(_3l,_4l,"tla_Rating"));_Cl(_3l._7x,yyfplus("+",_sl(_Q8(_3l,_4l,"ui_XP"))));_Cl(_3l._8x,_Q8(_3l,_4l,"short_LevelUp"));var _dl=0;for(;yyfless(_dl,_el(_0m(_3l,_4l,42)._Um));_dl++){{var _Bl=_hl(_0m(_3l,_4l,42)._Um,_dl);var _yn=_il(_Bl,"position"); var _9x=_il(_Bl,"condition");var _ax=_il(_Bl,"attitude");var _bx=_ul(round(yyfplus(_sl(_il(_Bl,"stat_yards")),_sl(_il(_Bl,"stat_rush_yards")))));var _cx=_ul(yyfplus(_sl(_il(_Bl,"stat_touchdowns")),_sl(_il(_Bl,"stat_rush_touchdowns"))));var _dx=_ul(_il(_Bl,"stat_fumbles"));var _ex=_ul(_il(_Bl,"stat_tackles"));var _fx="-";var _gx=_il(_Bl,"xp_gain");var _hx=_yn;var _ix=-1;if(yyCompareVal(_hx,1,g_GMLMathEpsilon)==0){_ix=0;}else if(yyCompareVal(_hx,6,g_GMLMathEpsilon)==0||yyCompareVal(_hx,7,g_GMLMathEpsilon)==0||yyCompareVal(_hx, 8,g_GMLMathEpsilon)==0||yyCompareVal(_hx,9,g_GMLMathEpsilon)==0){_ix=1;}else if(yyCompareVal(_hx,10,g_GMLMathEpsilon)==0){_ix=2;}switch(_ix){case 0:{_ex="-";_fx=yyfplus(yyfplus(_sl(_ul(_il(_Bl,"stat_int"))),"/"),_sl(_ul(_il(_Bl,"stat_sacks"))));break;}case 1:{_dx="-";_fx=yyfplus(yyfplus(_sl(_ul(_il(_Bl,"stat_int"))),"/"),_sl(_ul(_il(_Bl,"stat_sacks"))));break;}case 2:{_ex="-";_cx="-";_dx="-";break;}};var _jx=_ul(_s8(_3l,_4l,_Bl));if((yyGetBool((yyGetBool(yyfless(_il(_Bl,"condition"),0)))&&(yyGetBool(yyfnotequal(_il(_Bl, "injury_week"),_0m(_3l,_4l,42)._Nl)))))||(yyGetBool(_il(_Bl,"resting")))){{_bx="-";_cx="-";_dx="-";_ex="-";_fx="-";_jx="-";_gx="-";}};_Cl(_3l._Zw,_q8(_3l,_4l,_Bl,1));_Cl(_3l._Yw,_ax);_Cl(_3l.__w,_yn);_Cl(_3l._0x,_9x);_Cl(_3l._1x,_bx);_Cl(_3l._2x,_cx);_Cl(_3l._5x,_dx);_Cl(_3l._3x,_ex);_Cl(_3l._4x,_fx);_Cl(_3l._6x,_jx);_Cl(_3l._7x,_gx);if(yyGetBool(_66(_3l,_4l,_Bl))){_Cl(_3l._8x,yyfplus("flash_",_sl(_Q8(_3l,_4l,"ui_Yes"))))}else {_Cl(_3l._8x,_Q8(_3l,_4l,"ui_No"))};}};}};}function _C5(_3l,_4l){_A9(_3l, _4l,"___________________");var _kx=_rn._lx();var _mx=-1;if(yyCompareVal(_kx,4,g_GMLMathEpsilon)==0){_mx=0;}else if(yyCompareVal(_kx,3,g_GMLMathEpsilon)==0){_mx=1;}switch(_mx){case 0:{_A9(_3l,_4l,"s_iap_android");global._nx=_yl();global._ox=_yl();var _px=_qx();if(yyfequal(_px,(-1))){{_A9(_3l,_4l,"ERROR - Billing API Has Not Connected!");_0m(_3l,_4l,42)._rx=_vp(_0m(_3l,_4l,42)._rx,3067340870);_0m(_3l,_4l,42)._rx[_wp(0)]=yyftime(_sl(_rn._sx()),10);}};break;}case 1:{_A9(_3l,_4l,"s_iap_init: ios");if((yyGetBool(!yyGetBool(global._tx)))&&(yyGetBool(_qx()))){ {_A9(_3l,_4l,"ios_iap_IsAuthorisedForPayment == true");_qx(global._ux[_Tn(0,global._ux)][~~0]);_qx(global._ux[_Tn(1,global._ux)][~~0]);_qx(global._ux[_Tn(2,global._ux)][~~0]);_qx(global._ux[_Tn(3,global._ux)][~~0]);_qx();}}else {{_A9(_3l,_4l,"ios_iap_IsAuthorisedForPayment == false");_0m(_3l,_4l,42)._rx=_vp(_0m(_3l,_4l,42)._rx,3067340870);_0m(_3l,_4l,42)._rx[_wp(0)]=yyftime(_sl(_rn._sx()),10);}};break;}};}function _D5(_3l,_4l){global._ux=_vp(global._ux,3134966082);_vx(global._ux,0,0,"rb_full_version"); _vx(global._ux,1,0,"credits_20");_vx(global._ux,2,0,"credits_50");_vx(global._ux,3,0,"credits_100");var _dl=1;for(;yyfless(_dl,4);_dl++){{_vx(global._ux,0,_dl,"");_vx(global._ux,1,_dl,"");_vx(global._ux,2,_dl,"");_vx(global._ux,3,_dl,"");}};}function _E5(_3l,_4l){var _wx=_il(_rn._xx(),"id");var _yx=_wx;var _zx=-1;if(yyCompareVal(_yx,12005,g_GMLMathEpsilon)==0){_zx=0;}else if(yyCompareVal(_yx,12006,g_GMLMathEpsilon)==0){_zx=1;}else if(yyCompareVal(_yx,12003,g_GMLMathEpsilon)==0){_zx=2;}else if(yyCompareVal(_yx, 12001,g_GMLMathEpsilon)==0){_zx=3;}else if(yyCompareVal(_yx,12007,g_GMLMathEpsilon)==0){_zx=4;}else if(yyCompareVal(_yx,12008,g_GMLMathEpsilon)==0){_zx=5;}switch(_zx){case 0:{_A9(_3l,_4l,"gpb_store_connect");_qx(global._ux[_Tn(0,global._ux)][~~0]);_qx(global._ux[_Tn(1,global._ux)][~~0]);_qx(global._ux[_Tn(2,global._ux)][~~0]);_qx(global._ux[_Tn(3,global._ux)][~~0]);_qx();break;}case 1:{_A9(_3l,_4l,"gpb_store_connect_failed");_0m(_3l,_4l,42)._rx=_vp(_0m(_3l,_4l,42)._rx,3067340870);_0m(_3l,_4l,42)._rx[_wp(0)]=yyftime(_sl(_rn._sx()), 10);break;}case 2:{_A9(_3l,_4l,"gpb_product_data_response");var _Ax=_il(_rn._xx(),"response_json");var _Bx=_Cx(_Ax);if(yyfequal(_il(_Bx,"success"),1)){{global._tx=1?1:0;var _Dx=_il(_Bx,"skuDetails");var _dl=0;for(;yyfless(_dl,_el(_Dx));++_dl){{var _Ex=_hl(_Dx,_dl);var _Fx=0;while(yyfnotequal(_il(_Ex,"productId"),global._ux[_Tn(_Fx,global._ux)][~~0])){{++_Fx;}};_A9(_3l,_4l,_il(_Ex,"productId"));_A9(_3l,_4l,_il(_Ex,"price"));_A9(_3l,_4l,_il(_Ex,"title"));_A9(_3l,_4l,_il(_Ex,"description"));global._ux=_vp(global._ux, 3134966082);_vx(global._ux,_Fx,0,_il(_Ex,"productId"));_vx(global._ux,_Fx,1,_il(_Ex,"price"));_vx(global._ux,_Fx,3,_il(_Ex,"title"));_vx(global._ux,_Fx,2,_il(_Ex,"description"));}};var _Gx=_Hx("\"inapp\"");var _Ix=_Cx(_Gx);if(yyfequal(_il(_Ix,"success"),1)){{var _Jx=_il(_Ix,"purchases");var _Kx=_el(_Jx);var _dl=0;for(;yyfless(_dl,_Kx);++_dl){{var _Bx=_hl(_Jx,_dl);if(yyfequal(_il(_Bx,"purchaseState"),0)){{var _Lx=_il(_Bx,"productId");var _Mx=_il(_Bx,"purchaseToken");var _Nx=0?1:0;if(yyfequal(_Lx,global._ux[_Tn(0, global._ux)][~~0])){{_A9(_3l,_4l,yyfplus("acknowledged = ",_sl(_ul(_il(_Bx,"acknowledged")))));if(yyfequal(_il(_Bx,"acknowledged"),0)){{_qx(_Mx);}}else {if(yyfequal(_il(_Bx,"acknowledged"),1)){{_vl(_0m(_3l,_4l,42)._1n,"fullversion",1);}}};_Nx=1?1:0;}}else {if((yyGetBool(yyfequal(_Lx,global._ux[_Tn(1,global._ux)][~~0])))||(yyGetBool(yyfequal(_Lx,global._ux[_Tn(2,global._ux)][~~0])))||(yyGetBool(yyfequal(_Lx,global._ux[_Tn(3,global._ux)][~~0])))){{_qx(_Mx);_Nx=1?1:0;}}};if(yyGetBool(_Nx)){{_Cl(global._nx, _Mx);_Cl(global._ox,_Lx);}};}};}};}};_Tm(_Ix);}};_Tm(_Bx);break;}case 3:{_A9(_3l,_4l,"gpb_iap_receipt");var _Ax=_il(_rn._xx(),"response_json");var _Bx=_Cx(_Ax);if(yyfequal(_il(_Bx,"success"),1)){{if(yyGetBool(_Xn(_Bx,"purchases"))){{var _Dx=_il(_Bx,"purchases");var _dl=0;for(;yyfless(_dl,_el(_Dx));++_dl){{var _Ex=_hl(_Dx,_dl);var _Ox=_il(_Ex,"purchaseToken");var _Px=_Hx(_Ox);var _Qx=_Hx(_Ox);if(yyGetBool(_qx(_Qx,_Px))){{if(yyfequal(_il(_Ex,"productId"),global._ux[_Tn(0,global._ux)][~~0])){_qx(_Ox)}else {_qx(_Ox)} ;_Cl(global._nx,_Ox);_Cl(global._ox,_il(_Ex,"productId"));}};}};}};}};_Tm(_Bx);break;}case 4:{_A9(_3l,_4l,"gpb_product_consume_response");var _Ax=_il(_rn._xx(),"response_json");var _Bx=_Cx(_Ax);var _Fx=(-1);if(yyGetBool(_Xn(_Bx,"purchaseToken"))){{var _dl=0;for(;yyfless(_dl,_el(global._nx));++_dl){{if(yyfequal(_il(_Bx,"purchaseToken"),_hl(global._nx,_dl))){{if(yyfequal(_hl(global._ox,_dl),global._ux[_Tn(1,global._ux)][~~0])){{_0m(_3l,_4l,42)._Jl=yyfplus(_0m(_3l,_4l,42)._Jl,25);_Fx=_dl;break;}}else {if(yyfequal(_hl(global._ox, _dl),global._ux[_Tn(2,global._ux)][~~0])){{_0m(_3l,_4l,42)._Jl=yyfplus(_0m(_3l,_4l,42)._Jl,50);_Fx=_dl;break;}}else {if(yyfequal(_hl(global._ox,_dl),global._ux[_Tn(3,global._ux)][~~0])){{_0m(_3l,_4l,42)._Jl=yyfplus(_0m(_3l,_4l,42)._Jl,100);_Fx=_dl;break;}}}};}};}};_25(_3l,_4l);if(yyfgreater(_Fx,(-1))){{_El(global._ox,_Fx);_El(global._nx,_Fx);}};}}else {{}};_Tm(_Bx);break;}case 5:{_A9(_3l,_4l,"gpb_acknowledge_purchase_response");var _Bx=_Cx(_il(_rn._xx(),"response_json"));var _Fx=(-1);if(yyGetBool(_Xn(_Bx, "responseCode"))){{if(yyfequal(_il(_Bx,"responseCode"),0)){{var _dl=0;for(;yyfless(_dl,_el(global._ox));++_dl){{if(yyfequal(_hl(global._ox,_dl),global._ux[_Tn(0,global._ux)][~~0])){{_vl(_0m(_3l,_4l,42)._1n,"fullversion",1);_Fx=_dl;break;}};}};_25(_3l,_4l);if(yyfgreater(_Fx,(-1))){{_El(global._ox,_Fx);_El(global._nx,_Fx);}};}}else {{}};}};_Tm(_Bx);break;}};}function _F5(_3l,_4l){if(!yyGetBool(_Rx(global._ux))){_D5(_3l,_4l)};if(!yyGetBool(_tl(_0m(_3l,_4l,42)._1n,1))){_45(_3l,_4l)};var _wx=_il(_rn._xx(), "id");var _Sx=_wx;var _Tx=-1;if(yyCompareVal(_Sx,23004,g_GMLMathEpsilon)==0){_Tx=0;}else if(yyCompareVal(_Sx,23000,g_GMLMathEpsilon)==0){_Tx=1;}switch(_Tx){case 0:{_A9(_3l,_4l,"s_iap_async: ios_product_update");global._tx=1?1:0;var _Ax=_il(_rn._xx(),"response_json");_A9(_3l,_4l,_Ax);var _Bx=_Cx(_Ax);var _Dx=_il(_Bx,"valid");var _Kx=_el(_Dx);var _dl=0;for(;yyfless(_dl,_Kx);++_dl){{var _Ex=_hl(_Dx,_dl);_A9(_3l,_4l,_il(_Ex,"productId"));var _Ux=_il(_Ex,"productId");var _Vx=-1;if(yyCompareVal(_Ux,"rb_full_version", g_GMLMathEpsilon)==0){_Vx=0;}else if(yyCompareVal(_Ux,"credits_20",g_GMLMathEpsilon)==0){_Vx=1;}else if(yyCompareVal(_Ux,"credits_50",g_GMLMathEpsilon)==0){_Vx=2;}else if(yyCompareVal(_Ux,"credits_100",g_GMLMathEpsilon)==0){_Vx=3;}switch(_Vx){case 0:{global._ux=_vp(global._ux,3134966082);_vx(global._ux,0,1,_il(_Ex,"price"));_vx(global._ux,0,2,_il(_Ex,"localizedDescription"));_vx(global._ux,0,3,_il(_Ex,"localizedTitle"));break;}case 1:{_vx(global._ux,1,1,_il(_Ex,"price"));_vx(global._ux,1,2,_il(_Ex,"localizedDescription")); _vx(global._ux,1,3,_il(_Ex,"localizedTitle"));break;}case 2:{_vx(global._ux,2,1,_il(_Ex,"price"));_vx(global._ux,2,2,_il(_Ex,"localizedDescription"));_vx(global._ux,2,3,_il(_Ex,"localizedTitle"));break;}case 3:{_vx(global._ux,3,1,_il(_Ex,"price"));_vx(global._ux,3,2,_il(_Ex,"localizedDescription"));_vx(global._ux,3,3,_il(_Ex,"localizedTitle"));break;}};}};_Tm(_Bx);var _Ax=_Hx();if(yyfnotequal(_Ax,"")){{var _Bx=_Cx(_Ax);var _Dx=_il(_Bx,"purchases");var _Kx=_el(_Dx);var _dl=0;for(;yyfless(_dl,_Kx);++_dl){ {var _Ex=_hl(_Dx,_dl);var _Ox=_il(_Ex,"purchaseToken");if(yyfnotequal(_il(_Ex,"purchaseState"),23002)){{var _Wx=_Hx();if(yyfequal(_qx(),1)){{var _Xx=_il(_Ex,"productId");var _Yx=-1;if(yyCompareVal(_Xx,"rb_full_version",g_GMLMathEpsilon)==0){_Yx=0;}else if(yyCompareVal(_Xx,"credits_20",g_GMLMathEpsilon)==0){_Yx=1;}else if(yyCompareVal(_Xx,"credits_50",g_GMLMathEpsilon)==0){_Yx=2;}else if(yyCompareVal(_Xx,"credits_100",g_GMLMathEpsilon)==0){_Yx=3;}switch(_Yx){case 0:{_vl(_0m(_3l,_4l,42)._1n,"fullversion",1); break;}case 1:{_0m(_3l,_4l,42)._Jl=yyfplus(_0m(_3l,_4l,42)._Jl,20);break;}case 2:{_0m(_3l,_4l,42)._Jl=yyfplus(_0m(_3l,_4l,42)._Jl,50);break;}case 3:{_0m(_3l,_4l,42)._Jl=yyfplus(_0m(_3l,_4l,42)._Jl,100);break;}};_25(_3l,_4l);}}else {{}};}}else {{}};_qx(_Ox);_Tm(_Ex);}};_Tm(_Bx);}};break;}case 1:{_A9(_3l,_4l,"s_iap_async: ios_payment_queue_update");var _Ax=_il(_rn._xx(),"response_json");if(yyfnotequal(_Ax,"")){{var _Bx=_Cx(_Ax);var _Dx=_il(_Bx,"purchases");var _Kx=_el(_Dx);var _dl=0;for(;yyfless(_dl,_Kx);++_dl){ {var _Ex=_hl(_Dx,_dl);var _Ox=_il(_Ex,"purchaseToken");if(yyfnotequal(_il(_Ex,"purchaseState"),23002)){{var _Wx=_Hx();if(yyfequal(_qx(),1)){{var _Zx=_il(_Ex,"productId");var __x=-1;if(yyCompareVal(_Zx,"rb_full_version",g_GMLMathEpsilon)==0){__x=0;}else if(yyCompareVal(_Zx,"credits_20",g_GMLMathEpsilon)==0){__x=1;}else if(yyCompareVal(_Zx,"credits_50",g_GMLMathEpsilon)==0){__x=2;}else if(yyCompareVal(_Zx,"credits_100",g_GMLMathEpsilon)==0){__x=3;}switch(__x){case 0:{_vl(_0m(_3l,_4l,42)._1n,"fullversion",1); break;}case 1:{_0m(_3l,_4l,42)._Jl=yyfplus(_0m(_3l,_4l,42)._Jl,20);break;}case 2:{_0m(_3l,_4l,42)._Jl=yyfplus(_0m(_3l,_4l,42)._Jl,50);break;}case 3:{_0m(_3l,_4l,42)._Jl=yyfplus(_0m(_3l,_4l,42)._Jl,100);break;}};_25(_3l,_4l);}}else {{}};}}else {{}};_qx(_Ox);_Tm(_Ex);}};_Tm(_Bx);}};break;}};}function _G5(_3l,_4l){var _0y=_rn._lx();var _1y=-1;if(yyCompareVal(_0y,4,g_GMLMathEpsilon)==0){_1y=0;}else if(yyCompareVal(_0y,3,g_GMLMathEpsilon)==0){_1y=1;}switch(_1y){case 0:{if((yyGetBool(_qx()))&&(yyGetBool(global._tx))){ {{var _2y=_8l(39);for(var _3y in _2y){if(!_2y.hasOwnProperty(_3y))continue;var _4y=_2y[_3y];if(_4y._bl)continue;if(!_4y._cl)continue;{_4y._6r=0?1:0;_4y._rx=_vp(_4y._rx,3634134516);_4y._rx[_wp(0)]=yyftime(_sl(_rn._sx()),5);}}};var _5y=_qx(global._ux[_Tn(0,global._ux)][~~0]);if(yyfnotequal(_5y,0)){{}};}}else {{global._tx=0?1:0;_0m(_3l,_4l,42)._rx=_vp(_0m(_3l,_4l,42)._rx,3067340870);_0m(_3l,_4l,42)._rx[_wp(0)]=yyftime(_sl(_rn._sx()),10);}};break;}case 1:{if(yyGetBool(global._tx)){{{var _6y=_8l(39);for(var _7y in _6y){ if(!_6y.hasOwnProperty(_7y))continue;var _8y=_6y[_7y];if(_8y._bl)continue;if(!_8y._cl)continue;{_8y._6r=0?1:0;_8y._rx=_vp(_8y._rx,1547637657);_8y._rx[_wp(0)]=yyftime(_sl(_rn._sx()),5);}}};_qx(global._ux[_Tn(0,global._ux)][~~0]);}}else {_0m(_3l,_4l,42)._rx=_vp(_0m(_3l,_4l,42)._rx,3067340870);_0m(_3l,_4l,42)._rx[_wp(0)]=yyftime(_sl(_rn._sx()),10)};break;}};}function _H5(_3l,_4l){var _9y=_rn._lx();var _ay=-1;if(yyCompareVal(_9y,4,g_GMLMathEpsilon)==0){_ay=0;}else if(yyCompareVal(_9y,3,g_GMLMathEpsilon)==0){ _ay=1;}switch(_ay){case 0:{if((yyGetBool(_qx()))&&(yyGetBool(global._tx))){{{var _by=_8l(39);for(var _cy in _by){if(!_by.hasOwnProperty(_cy))continue;var _dy=_by[_cy];if(_dy._bl)continue;if(!_dy._cl)continue;{_dy._6r=0?1:0;_dy._rx=_vp(_dy._rx,179021679);_dy._rx[_wp(0)]=yyftime(_sl(_rn._sx()),5);}}};var _5y=_qx(global._ux[_Tn(1,global._ux)][~~0]);if(yyfnotequal(_5y,0)){{}};}}else {{global._tx=0?1:0;_0m(_3l,_4l,42)._rx=_vp(_0m(_3l,_4l,42)._rx,3067340870);_0m(_3l,_4l,42)._rx[_wp(0)]=yyftime(_sl(_rn._sx()), 10);}};break;}case 1:{if(yyGetBool(global._tx)){{{var _ey=_8l(39);for(var _fy in _ey){if(!_ey.hasOwnProperty(_fy))continue;var _gy=_ey[_fy];if(_gy._bl)continue;if(!_gy._cl)continue;{_gy._6r=0?1:0;_gy._rx=_vp(_gy._rx,3959098643);_gy._rx[_wp(0)]=yyftime(_sl(_rn._sx()),5);}}};_qx(global._ux[_Tn(1,global._ux)][~~0]);}}else {_0m(_3l,_4l,42)._rx=_vp(_0m(_3l,_4l,42)._rx,3067340870);_0m(_3l,_4l,42)._rx[_wp(0)]=yyftime(_sl(_rn._sx()),10)};break;}};}function _I5(_3l,_4l){var _hy=_rn._lx();var _iy=-1;if(yyCompareVal(_hy, 4,g_GMLMathEpsilon)==0){_iy=0;}else if(yyCompareVal(_hy,3,g_GMLMathEpsilon)==0){_iy=1;}switch(_iy){case 0:{if((yyGetBool(_qx()))&&(yyGetBool(global._tx))){{{var _jy=_8l(39);for(var _ky in _jy){if(!_jy.hasOwnProperty(_ky))continue;var _ly=_jy[_ky];if(_ly._bl)continue;if(!_ly._cl)continue;{_ly._6r=0?1:0;_ly._rx=_vp(_ly._rx,2385946579);_ly._rx[_wp(0)]=yyftime(_sl(_rn._sx()),5);}}};var _5y=_qx(global._ux[_Tn(2,global._ux)][~~0]);if(yyfnotequal(_5y,0)){{}};}}else {{global._tx=0?1:0;_0m(_3l,_4l,42)._rx=_vp(_0m(_3l, _4l,42)._rx,3067340870);_0m(_3l,_4l,42)._rx[_wp(0)]=yyftime(_sl(_rn._sx()),10);}};break;}case 1:{if(yyGetBool(global._tx)){{{var _my=_8l(39);for(var _ny in _my){if(!_my.hasOwnProperty(_ny))continue;var _oy=_my[_ny];if(_oy._bl)continue;if(!_oy._cl)continue;{_oy._6r=0?1:0;_oy._rx=_vp(_oy._rx,969725832);_oy._rx[_wp(0)]=yyftime(_sl(_rn._sx()),5);}}};_qx(global._ux[_Tn(2,global._ux)][~~0]);}}else {_0m(_3l,_4l,42)._rx=_vp(_0m(_3l,_4l,42)._rx,3067340870);_0m(_3l,_4l,42)._rx[_wp(0)]=yyftime(_sl(_rn._sx()),10)} ;break;}};}function _J5(_3l,_4l){var _py=_rn._lx();var _qy=-1;if(yyCompareVal(_py,4,g_GMLMathEpsilon)==0){_qy=0;}else if(yyCompareVal(_py,3,g_GMLMathEpsilon)==0){_qy=1;}switch(_qy){case 0:{if((yyGetBool(_qx()))&&(yyGetBool(global._tx))){{{var _ry=_8l(39);for(var _sy in _ry){if(!_ry.hasOwnProperty(_sy))continue;var _ty=_ry[_sy];if(_ty._bl)continue;if(!_ty._cl)continue;{_ty._6r=0?1:0;_ty._rx=_vp(_ty._rx,2780008695);_ty._rx[_wp(0)]=yyftime(_sl(_rn._sx()),5);}}};var _5y=_qx(global._ux[_Tn(3,global._ux)][~~0]); if(yyfnotequal(_5y,0)){{}};}}else 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0:{_3l._vB=yyftime(_3l._vB,0.986);_3l._xB=yyfminus(_3l._xB,0.08);break;}case 1:{_3l._vB=yyftime(_3l._vB,0.9995);_3l._xB=yyfminus(_3l._xB,0.03);break; }};_3l._kr(_3l.x+yyftime(_sl(_5C(_3l._uB)),_sl(_3l._vB)));_3l._Us(_3l.y+yyftime(_sl(_6C(_3l._uB)),_sl(_3l._vB)));_3l._7C=_3l._8C;_3l._8C=yyfplus(_3l._8C,_3l._xB);_3l._9C=yyfplus(_3l._9C,_3l._aC);if(yyGetBool(_5l)){return };if(yyflessequal(_3l._8C,1)){{if(yyfnotequal(_3l._WA,6)){{if(yyGetBool(_3l._yB)){{if(yyGetBool(_0m(_3l,_4l,_3l._yB)._LB)){{if(!yyGetBool(_0m(_3l,_4l,42)._Bo)){_3l._WA=13};}}else {{_x6(_3l,_4l);}};}};}};if(yyfless(_3l._xB,(-1))){_O7(_3l,_4l)};_3l._bC=yyfplus(_3l._bC,1);_3l._8C=1;_3l._xB=yyftime(_3l._xB, (-0.5));_3l._vB=yyftime(_3l._vB,_YB(0.2,0.4));_3l._uB=yyfplus(_3l._uB,_YB((-45),45));_3l._aC=_Sm(10);}};if(yyfless(_3l._vB,0.1)){{_3l._vB=0;_3l._aC=0;_3l._9C=0;}};if((yyGetBool(yyfequal(_3l._bC,0)))&&(yyGetBool(_0m(_3l,_4l,48)._3C))){{{var _cC=_8l(60);for(var _dC in _cC){if(!_cC.hasOwnProperty(_dC))continue;var 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if(yyCompareVal(_kC,9,g_GMLMathEpsilon)==0){_mC=7;}else if(yyCompareVal(_kC,10,g_GMLMathEpsilon)==0){_mC=8;}switch(_mC){case 0:{_iC=1;_jC=2;_3l._8C=yyftime(7,_sl(_0m(_3l,_4l,_3l._HA)._nC));break;}case 1:{_iC=3;_jC=(-2);_3l._8C=0;break;}case 2:{_iC=yyfplus(1,_sl(yyfdivide(_sl(_0m(_3l, _4l,_3l._HA)._oC),2)));_jC=2;_3l._8C=yyftime(10,_sl(_0m(_3l,_4l,_3l._HA)._nC));break;}case 3:{_iC=4;_jC=(-2);_3l._8C=yyftime(8,_sl(_0m(_3l,_4l,_3l._HA)._nC));break;}case 4:{if(yyfless(_0m(_3l,_4l,_3l._HA)._oC,1)){{_iC=2;_jC=(-2);_3l._8C=yyftime(9,_sl(_0m(_3l,_4l,_3l._HA)._nC));}}else {{_iC=0;_jC=(-2);_3l._8C=yyftime(9,_sl(_0m(_3l,_4l,_3l._HA)._nC));if(yyfless(_0m(_3l,_4l,_3l._HA)._E2,1)){_3l._8C=0};}};break;}case 5:{_iC=9;_jC=(-2);_3l._8C=0;if(yyfless(_0m(_3l,_4l,_3l._HA)._oC,2)){{_jC=(-3);_3l._8C=4; }};break;}case 6:{_iC=yyfplus(1,_sl(yyfdivide(_sl(_0m(_3l,_4l,_3l._HA)._oC),2)));_jC=2;_3l._8C=yyftime(10,_sl(_0m(_3l,_4l,_3l._HA)._nC));var _pC=_0m(_3l,_4l,_3l._HA)._oC;var _qC=-1;if(yyCompareVal(_pC,0,g_GMLMathEpsilon)==0){_qC=0;}else if(yyCompareVal(_pC,1,g_GMLMathEpsilon)==0){_qC=1;}else if(yyCompareVal(_pC,2,g_GMLMathEpsilon)==0){_qC=2;}switch(_qC){case 0:{_3l._8C=yyfminus(_3l._8C,1);break;}case 1:{_3l._8C=yyfminus(_3l._8C,2);break;}case 2:{_3l._8C=yyfminus(_3l._8C,1);break;}};break;}case 7:{_iC=1;_jC=2; _3l._8C=yyftime(10,_sl(_0m(_3l,_4l,_3l._HA)._nC));break;}case 8:{_iC=1;_jC=0;var _rC=_0m(_3l,_4l,_3l._HA)._oC;var _sC=-1;if(yyCompareVal(_rC,0,g_GMLMathEpsilon)==0){_sC=0;}else if(yyCompareVal(_rC,1,g_GMLMathEpsilon)==0){_sC=1;}else if(yyCompareVal(_rC,2,g_GMLMathEpsilon)==0){_sC=2;}else if(yyCompareVal(_rC,4,g_GMLMathEpsilon)==0){_sC=3;}else if(yyCompareVal(_rC,5,g_GMLMathEpsilon)==0){_sC=4;}switch(_sC){case 0:{_3l._8C=36;break;}case 1:{_3l._8C=38;break;}case 2:{_3l._8C=40;break;}case 3:{_3l._8C=38;break; }case 4:{_3l._8C=36;break;}};break;}};}};_iC=yyftime(_iC,_0m(_3l,_4l,_3l._HA)._tC);_jC=yyftime(_jC,_0m(_3l,_4l,_3l._HA)._nC);var _uC=_vC(_3l,_0m(_3l,_4l,_3l._HA).x,_0m(_3l,_4l,_3l._HA).y);if((yyGetBool(yyfless(_uC,3)))&&(yyGetBool(_r7(_3l,_4l,_0m(_3l,_4l,_3l._HA)._wC)))){{_3l._kr(yyfplus(_sl(_0m(_3l,_4l,_3l._HA).x),_sl(_iC)));_3l._Us(yyfplus(_sl(_0m(_3l,_4l,_3l._HA).y),_sl(_jC)));}}else {{_3l._kr(_xC(_3l.x,yyfplus(_sl(_0m(_3l,_4l,_3l._HA).x),_sl(_iC)),0.2));_3l._Us(_xC(_3l.y,yyfplus(_sl(_0m(_3l,_4l, _3l._HA).y),_sl(_jC)),0.2));}};}function _p6(_3l,_4l){{var _yC=_8l(global._SA);for(var _zC in _yC){if(!_yC.hasOwnProperty(_zC))continue;var _AC=_yC[_zC];if(_AC._bl)continue;if(!_AC._cl)continue;{_AC._BC=0?1:0;var _CC=_AC._WA;var _DC=-1;if(yyCompareVal(_CC,9,g_GMLMathEpsilon)==0||yyCompareVal(_CC,10,g_GMLMathEpsilon)==0){_DC=0;}else if(yyCompareVal(_CC,18,g_GMLMathEpsilon)==0||yyCompareVal(_CC,19,g_GMLMathEpsilon)==0||yyCompareVal(_CC,0,g_GMLMathEpsilon)==0||yyCompareVal(_CC,2,g_GMLMathEpsilon)==0||yyCompareVal(_CC, 3,g_GMLMathEpsilon)==0||yyCompareVal(_CC,5,g_GMLMathEpsilon)==0||yyCompareVal(_CC,13,g_GMLMathEpsilon)==0){_DC=1;}else if(yyCompareVal(_CC,4,g_GMLMathEpsilon)==0||yyCompareVal(_CC,6,g_GMLMathEpsilon)==0||yyCompareVal(_CC,7,g_GMLMathEpsilon)==0||yyCompareVal(_CC,8,g_GMLMathEpsilon)==0||yyCompareVal(_CC,11,g_GMLMathEpsilon)==0||yyCompareVal(_CC,12,g_GMLMathEpsilon)==0||yyCompareVal(_CC,14,g_GMLMathEpsilon)==0||yyCompareVal(_CC,15,g_GMLMathEpsilon)==0||yyCompareVal(_CC,16,g_GMLMathEpsilon)==0||yyCompareVal(_CC, 17,g_GMLMathEpsilon)==0){_DC=2;}switch(_DC){case 0:{if(yyGetBool(_AC._HA)){{_A9(_AC,_3l,yyfplus("Facing = ",_sl(_ul(_0m(_3l,_4l,_AC._HA)._ZB))));var _EC=_0m(_3l,_4l,_AC._HA)._ZB;var _FC=-1;if(yyCompareVal(_EC,(-1),g_GMLMathEpsilon)==0){_FC=0;}else if(yyCompareVal(_EC,1,g_GMLMathEpsilon)==0){_FC=1;}switch(_FC){case 0:{if(yyfgreaterequal(_AC.x,2300)){_AC._BC=1?1:0};return _AC._BC;break;}case 1:{if(yyflessequal(_AC.x,300)){_AC._BC=1?1:0};return _AC._BC;break;}};}};}case 1:{_AC._BC=0?1:0;break;}case 2:{_AC._BC=1?1:0; break;}};return _AC._BC;}}};}function _q6(_3l,_4l){if(!yyGetBool(_p6(_3l,_4l))){{var _1B=48;var _Gy=_3l.y;if(yyGetBool(_DA(_3l._HA))){{_Gy=_0m(_3l,_4l,_3l._HA).y;}};if(yyGetBool(_0m(_3l,_4l,_1B)._3C)){{if((yyGetBool(yyfgreater(_3l._bC,0)))||(yyGetBool(yyfless(_3l.y,132)))||(yyGetBool(yyfgreater(_3l.y,468)))){{_3l._WA=15;}}else {if((yyGetBool(yyfless(_3l.x,100)))||(yyGetBool(yyfgreater(_3l.x,2500)))){{var _GC=100;if(yyfgreater(_3l.x,1300)){_GC=2500};var _HC=_D9(_3l,_4l,_3l._0C,_3l._1C,_3l.x,_3l.y,_GC,270, _GC,336);_A9(_3l,_4l,yyfplus("intercept = ",_sl(_ul(_0m(_3l,_4l,_HC)._IC))));var _JC=_3l.x;var _KC=yyfminus(_sl(_3l.x),80);if(yyfequal(_0m(_3l,_4l,_1B)._NA,(-1))){_KC=yyfplus(_sl(_3l.x),80)};if(yyGetBool(_0m(_3l,_4l,_HC)._IC)){{if(yyfless(_3l._8C,60)){{_3l._kr(_KC);_u7(_3l,_4l,yyfplus(_sl(_Q8(_3l,_4l,"match_TooLow")),"!"));_3l._kr(_JC);if(!yyGetBool(_0m(_3l,_4l,42)._Bo)){_M7(_3l,_4l)};_3l._WA=15;return;}}else {if(yyfless(_3l._8C,140)){{if((yyGetBool(yyfless(_0m(_3l,_4l,_HC)._LC,0.1)))||(yyGetBool(yyfgreater(_0m(_3l, _4l,_HC)._LC,0.9)))){{_3l._kr(_KC);_u7(_3l,_4l,yyfplus(_sl(_Q8(_3l,_4l,"match_Doink")),"!"));_3l._kr(_JC);_L7(_3l,_4l);if(!yyGetBool(_0m(_3l,_4l,42)._Bo)){_M7(_3l,_4l)};_3l._WA=15;_3l._uB=yyfplus(_3l._uB,yyfplus(180,_sl(_Vm((-35),35))));_3l._vB=yyftime(_3l._vB,0.1);_3l._aC=yyftime(_3l._aC,2);_3l._kr(_3l._0C);_3l._Us(_3l._1C);return;}}else {if((yyGetBool(yyfless(_0m(_3l,_4l,_HC)._LC,0.2)))||(yyGetBool(yyfgreater(_0m(_3l,_4l,_HC)._LC,0.8)))){{_3l._kr(_KC);_u7(_3l,_4l,yyfplus(_sl(_Q8(_3l,_4l,"match_Doink")), "!"));_3l._kr(_JC);_L7(_3l,_4l);{var _MC=_8l(60);for(var _NC in _MC){if(!_MC.hasOwnProperty(_NC))continue;var _OC=_MC[_NC];if(_OC._bl)continue;if(!_OC._cl)continue;_OC._fC=0}};var _PC=468;if(yyfless(_3l.y,300)){_PC=132};_A9(_3l,_4l,_ul(_3l._uB));var _QC=_0m(_3l,_4l,_1B)._NA;var _RC=-1;if(yyCompareVal(_QC,(-1),g_GMLMathEpsilon)==0){_RC=0;}else if(yyCompareVal(_QC,1,g_GMLMathEpsilon)==0){_RC=1;}switch(_RC){case 0:{_3l._uB=_PA(_3l.x,_3l.y,yyfminus(_sl(_GC),210),_PC);break;}case 1:{_3l._uB=_PA(_3l.x,_3l.y,yyfplus(_sl(_GC), 210),_PC);break;}};_A9(_3l,_4l,_ul(_3l._uB));_3l._uB=yyfplus(_3l._uB,_Vm((-5),5));_3l._vB=yyftime(_3l._vB,0.25);_3l._aC=yyftime(_3l._aC,2);_3l._kr(_3l._0C);_3l._Us(_3l._1C);}}};}}};if(!yyGetBool(_0m(_3l,_4l,42)._Bo)){{_N7(_3l,_4l);var _SC=_h7(_3l,_4l);if((yyGetBool(_SC))&&(yyGetBool(_0m(_3l,_4l,_SC)._Bl))){{_FB(_0m(_3l,_4l,_SC)._Bl,"stat_complete",yyfplus(_sl(_il(_0m(_3l,_4l,_SC)._Bl,"stat_complete")),1));_vl(_0m(_3l,_4l,_SC)._Bl,"stat_yards",yyfplus(_sl(_il(_0m(_3l,_4l,_SC)._Bl,"stat_yards")),_sl(_0m(_3l, _4l,_1B)._TC)));if(yyfgreater(_0m(_3l,_4l,_1B)._TC,_il(_0m(_3l,_4l,_SC)._Bl,"stat_longest"))){_vl(_0m(_3l,_4l,_SC)._Bl,"stat_longest",_0m(_3l,_4l,_1B)._TC)};}};if(yyGetBool(_0m(_3l,_4l,_1B)._UC)){{_J2(_3l,_4l,"ACH_POINTAFTER1");}}else {{_J2(_3l,_4l,"ACH_FIELDGOAL");if(yyfgreaterequal(_0m(_3l,_4l,_1B)._TC,25)){_J2(_3l,_4l,"ACH_FIELDGOAL25")};if(yyfgreaterequal(_0m(_3l,_4l,_1B)._TC,50)){_J2(_3l,_4l,"ACH_FIELDGOAL50")};}};}};_3l._WA=14;_3l._VC=_0m(_3l,_4l,_HC)._Os;_3l._WC=_0m(_3l,_4l,_HC)._Qs;return; }};if(!yyGetBool(_0m(_3l,_4l,42)._Bo)){_M7(_3l,_4l)};_3l._WA=15;}}};}}else {if((yyGetBool(yyfless(_Gy,132)))||(yyGetBool(yyfgreater(_Gy,468)))){{_3l._WA=7;if((yyGetBool(_3l._HA))||(yyGetBool(yyfgreater(_3l._XC,0)))){{_3l._WA=8;_0m(_3l,_4l,_1B)._YC=_Gy;_H6(_3l,_4l);}};}}else {if((yyGetBool(yyfless(_3l.x,100)))||(yyGetBool(yyfgreater(_3l.x,2500)))){{_3l._WA=7;}}else {if(yyGetBool(_3l._HA)){{if((yyGetBool((yyGetBool(yyfgreater(_3l.x,2300)))&&(yyGetBool(yyfequal(_0m(_3l,_4l,_3l._HA)._ZB,1)))))||(yyGetBool((yyGetBool(yyfless(_3l.x, 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_cD=0;_cD=yyfdivide(_sl(yyfminus(_sl(_3l.x),_sl(_0m(_3l,_4l,_1B)._aB))),20);if(yyfequal(_3l._ZB,(-1))){_cD=yyfdivide(_sl(yyfminus(_sl(_0m(_3l,_4l,_1B)._aB), _sl(_3l.x))),20)};var _dD=_3l._lC;var _eD=-1;if(yyCompareVal(_dD,10,g_GMLMathEpsilon)==0){_eD=0;}else if(yyCompareVal(_dD,5,g_GMLMathEpsilon)==0){_eD=1;}switch(_eD){case 0:{if(yyfgreater(_0m(_3l,_4l,_bD)._8C,60)){return 0};break;}case 1:{if(yyfgreater(_0m(_3l,_4l,_bD)._8C,15)){return 0};break;}default :{if(yyfgreater(_0m(_3l,_4l,_bD)._8C,30)){return 0};break;}};var _fD=_3l._LB;var _gD=-1;if(yyCompareVal(_fD,1,g_GMLMathEpsilon)==0){_gD=0;}else if(yyCompareVal(_fD,0,g_GMLMathEpsilon)==0){_gD=1;}switch(_gD){case 0:{ if(yyGetBool(_0m(_3l,_4l,_1B)._3C)){return 0};if(yyfgreater(_vC(_3l,_0m(_3l,_4l,53)._hD,_0m(_3l,_4l,53)._iD),100)){return 0};_O7(_3l,_4l);if(yyfequal(_0m(_3l,_4l,_bD)._WA,13)){{_0m(_3l,_4l,_bD)._HA=_3l.id;_0m(_3l,_4l,_bD)._WA=5;_u7(_3l,_4l,yyfplus(_sl(_Q8(_3l,_4l,"match_Recovered")),"!"));if(yyfnotequal(_3l._lC,5)){_Y6(_3l,_4l,5)};}}else {if((yyGetBool(yyflessequal(_cD,0)))||(yyGetBool(!yyGetBool(_s6(_3l,_4l))))){{_y6(_3l,_4l);_0m(_3l,_4l,42)._At=_vp(_0m(_3l,_4l,42)._At,730017997);_0m(_3l,_4l,42)._At[_wp(0)]++; if((yyGetBool(!yyGetBool(_0m(_3l,_4l,_1B)._IB)))&&(yyGetBool(!yyGetBool(_0m(_3l,_4l,42)._Bo)))){{var _jD=_g7(_3l,_4l);if((yyGetBool(_jD))&&(yyGetBool(_0m(_3l,_4l,_jD)._Bl))){_FB(_0m(_3l,_4l,_jD)._Bl,"stat_complete",yyfplus(_sl(_il(_0m(_3l,_4l,_jD)._Bl,"stat_complete")),1))};}};if(yyfgreater(_cD,0)){{_u7(_3l,_4l,yyfplus(_sl(_Q8(_3l,_4l,"match_Caught")),"!"));if(yyfgreater(_cD,200)){_N7(_3l,_4l)};}};}}};break;}case 1:{if(yyfgreater(_3l._tB,12)){return 0};if(yyfless(_vC(_3l,_0m(_3l,_4l,_bD)._JB,_0m(_3l, _4l,_bD)._KB),100)){return 0};_O7(_3l,_4l);if(yyfequal(_0m(_3l,_4l,_bD)._WA,13)){{_0m(_3l,_4l,_bD)._HA=_3l.id;_0m(_3l,_4l,_bD)._WA=10;_w7(_3l,_4l,10);if(yyfnotequal(_3l._lC,5)){_Y6(_3l,_4l,5)};_M7(_3l,_4l);}}else {if(!yyGetBool(_s6(_3l,_4l))){{_y6(_3l,_4l);_0m(_3l,_4l,_bD)._WA=9;_0m(_3l,_4l,42)._Et=_vp(_0m(_3l,_4l,42)._Et,809740160);_0m(_3l,_4l,42)._Et[_wp(0)]++;if((yyGetBool(!yyGetBool(_0m(_3l,_4l,_1B)._IB)))&&(yyGetBool(!yyGetBool(_0m(_3l,_4l,42)._Bo)))){{var _jD=_g7(_3l,_4l);if((yyGetBool(_jD))&&(yyGetBool(_0m(_3l, _4l,_jD)._Bl))){_FB(_0m(_3l,_4l,_jD)._Bl,"stat_int",yyfplus(_sl(_il(_0m(_3l,_4l,_jD)._Bl,"stat_int")),1))};}};_w7(_3l,_4l,9);_M7(_3l,_4l);}}};break;}};}function _s6(_3l,_4l){if(yyGetBool(_0m(_3l,_4l,42)._Bo)){return 0};if((yyGetBool(_3l._LB))&&(yyGetBool(_3l._kD))){return 0};if(yyfequal(_3l._lC,5)){return 0};if(!yyGetBool(_3l._lD)){return 0};var _mD=yyftime(_sl(_3l._nD),0.1);_mD=max(_mD,5);var _oD=_0m(_3l,_4l,_3l._lD)._tB;if(yyGetBool(_3l._LB)){{_mD=yyfplus(_mD,yyftime(_sl(_3l._pD),0.5));_oD=yyfplus(_oD, _3l._pD);}};if(yyfgreater(_0m(_3l,_4l,global._SA)._XC,0)){_mD=yyfplus(_mD,2)};if((yyGetBool(!yyGetBool(_Sm(_mD))))||(yyGetBool(yyfless(_oD,_3l._tB)))||(yyGetBool(_0m(_3l,_4l,48)._3C))){{_t6(_3l,_4l,0);return 1;}};return 0;}function _t6(_3l,_4l,_5l){_A9(_3l,_4l,"Dropped!");var _qD=_5l;{var _rD=_8l(global._SA);for(var _sD in _rD){if(!_rD.hasOwnProperty(_sD))continue;var _tD=_rD[_sD];if(_tD._bl)continue;if(!_tD._cl)continue;{_tD._uB=yyfplus(_sl(_3l._uD),_sl(_Vm((-30),30)));_tD._vB=yyfplus(1,_sl(_YB(0.1,1))); 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7,g_GMLMathEpsilon)==0){_UD=3;}switch(_UD){case 0:{if((yyGetBool(yyflessequal(_0m(_3l,_4l,48)._VD,0)))&&(yyGetBool(yyflessequal(_0m(_3l,_4l,48)._WD,0)))){{_K6(_3l,_4l,9);return;}}else {if(!yyGetBool(_RD)){{if(yyfless(_3l._XD,5)){{_T7(_3l,_4l,"",_Q8(_3l,_4l,"matchmsg_PlayPunt"),_Q8(_3l,_4l,"down_4"),_Q8(_3l,_4l,"Punt"),90,91,16777215,0.7);}}else {{var _YD=_Q8(_3l,_4l,yyfplus("down_",_sl(_ul(_3l.__C))));var _Ol=_Q8(_3l,_4l,"matchmsg_PlayFG");_Ol=_Pl(_Ol,"$down",_YD);_T7(_3l,_4l,"",_Ol,_YD,_Q8(_3l,_4l,"Field Goal"), 90,92,16777215,0.7);}};}}};break;}case 1:{_K6(_3l,_4l,4);return;break;}case 2:{_3l._ZD=2;_3l._XD=48;break;}case 3:{_K6(_3l,_4l,4);return;break;}default :{if((yyGetBool(yyflessequal(_0m(_3l,_4l,48)._VD,0)))&&(yyGetBool(yyflessequal(_0m(_3l,_4l,48)._WD,0)))){{_K6(_3l,_4l,9);return;}}else {if((yyGetBool(!yyGetBool(_RD)))&&(yyGetBool(yyfgreater(_3l._XD,0)))&&(yyGetBool(_V6(_3l,_4l,20)))){{var _YD=_Q8(_3l,_4l,yyfplus("down_",_sl(_ul(_3l.__C))));var _Ol=_Q8(_3l,_4l,"matchmsg_PlayFG");_Ol=_Pl(_Ol,"$down",_YD); _T7(_3l,_4l,"",_Ol,_YD,_Q8(_3l,_4l,"Field Goal"),90,92,16777215,0.7);}}};break;}};_4z(yyfplus("Down = ",_sl(_ul(_3l.__C))));_4z(yyfplus("Scrimmage = ",_sl(_ul(_3l._XD))));_3l._aB=yyfplus(1300,_sl(yyftime(yyftime(_sl(_3l._XD),20),_sl(_3l._NA))));_3l.__D=yyfplus(_sl(_3l._aB),_sl(yyftime(yyftime(_sl(_3l._ZD),20),_sl(_3l._NA))));_3l._bB=276;if(yyfgreater(_3l._YC,300)){_3l._bB=332};_A6(_3l,_4l);_3l._0E++;_J6(_3l,_4l);var _1E=0;for(;yyfless(_1E,11);_1E++){{_Oq(0,0,"Players",50);}};var _0u=0;for(;yyfless(_0u, 11);_0u++){{_Oq(0,0,"Players",51);}};{var _2E=_8l(49);for(var _3E in _2E){if(!_2E.hasOwnProperty(_3E))continue;var _4E=_2E[_3E];if(_4E._bl)continue;if(!_4E._cl)continue;_37(_4E,_3l)}};global._SA=_Oq(0,0,"Ball",52);_Oq(0,0,"Ball",53);}function _A6(_3l,_4l){{var _5E=_8l(48);for(var _6E in _5E){if(!_5E.hasOwnProperty(_6E))continue;var _7E=_5E[_6E];if(_7E._bl)continue;if(!_7E._cl)continue;{_7E._8E=_Sm(3);var _uC=4;if(yyfless(_7E._ZD,8)){_uC=3};if(yyflessequal(_7E._ZD,4)){_uC=2};if(yyfless(_7E._ZD,2)){_uC=1};var _9E=1; var _aE=1;var _bE=1;var _cE=1;var _dE=_7E.__C;var _eE=-1;if(yyCompareVal(_dE,1,g_GMLMathEpsilon)==0){_eE=0;}else if(yyCompareVal(_dE,2,g_GMLMathEpsilon)==0){_eE=1;}else if(yyCompareVal(_dE,3,g_GMLMathEpsilon)==0||yyCompareVal(_dE,4,g_GMLMathEpsilon)==0){_eE=2;}else if(yyCompareVal(_dE,6,g_GMLMathEpsilon)==0){_eE=3;}switch(_eE){case 0:{break;}case 1:{var _fE=_uC;var _gE=-1;if(yyCompareVal(_fE,1,g_GMLMathEpsilon)==0||yyCompareVal(_fE,2,g_GMLMathEpsilon)==0){_gE=0;}else if(yyCompareVal(_fE,3,g_GMLMathEpsilon)==0){ _gE=1;}else if(yyCompareVal(_fE,4,g_GMLMathEpsilon)==0){_gE=2;}switch(_gE){case 0:{_9E=1;_aE=1;_bE=7;_cE=1;break;}case 1:{_9E=4;_aE=1;_bE=4;_cE=1;break;}case 2:{_9E=4;_aE=1;_bE=4;_cE=1;break;}};break;}case 2:{var _hE=_uC;var _iE=-1;if(yyCompareVal(_hE,1,g_GMLMathEpsilon)==0){_iE=0;}else if(yyCompareVal(_hE,2,g_GMLMathEpsilon)==0){_iE=1;}else if(yyCompareVal(_hE,3,g_GMLMathEpsilon)==0){_iE=2;}else if(yyCompareVal(_hE,4,g_GMLMathEpsilon)==0){_iE=3;}switch(_iE){case 0:{_9E=1;_aE=2;_bE=6;_cE=1;break;}case 1:{_9E=5; _aE=3;_bE=1;_cE=1;break;}case 2:{_9E=4;_aE=3;_bE=1;_cE=2;break;}case 3:{_9E=3;_aE=4;_bE=1;_cE=4;break;}};break;}case 3:{_9E=4;_aE=1;_bE=4;_cE=1;break;}default :{break;}};var _jE=_YB(0,yyfplus(yyfplus(yyfplus(_sl(_9E),_sl(_aE)),_sl(_bE)),_sl(_cE)));_A9(_7E,_3l,yyfplus("playcallroll = ",_sl(_ul(_jE))));_7E._8E=2;if(yyfgreater(_jE,_9E)){_7E._8E=0};if(yyfgreater(_jE,yyfplus(_sl(_9E),_sl(_aE)))){_7E._8E=1};if(yyfgreater(_jE,yyfplus(yyfplus(_sl(_9E),_sl(_aE)),_sl(_bE)))){_7E._8E=3};var _kE=_7E._8E;var _lE=-1; if(yyCompareVal(_kE,0,g_GMLMathEpsilon)==0){_lE=0;}else if(yyCompareVal(_kE,1,g_GMLMathEpsilon)==0){_lE=1;}else if(yyCompareVal(_kE,2,g_GMLMathEpsilon)==0){_lE=2;}else if(yyCompareVal(_kE,3,g_GMLMathEpsilon)==0){_lE=3;}switch(_lE){case 0:{_A9(_7E,_3l,"--DEFENSE: BLITZ");break;}case 1:{_A9(_7E,_3l,"--DEFENSE: COVER 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_pE._3C=1?1:0;if(yyGetBool(_pE._UC)){_pE._XD=35};_pE._aB=yyfplus(1300,_sl(yyftime(yyftime(_sl(_pE._XD),20),_sl(_pE._NA))));_pE.__D=yyfplus(_sl(_pE._aB),_sl(yyftime(yyftime(_sl(_pE._ZD),20),_sl(_pE._NA))));_pE._bB=300;_pE._qE++;if(yyfgreater(_pE._0E,0)){_pE._0E--};if((yyGetBool(!yyGetBool(_pE._UC)))&&(yyGetBool(!yyGetBool(_0m(_3l,_4l,42)._Bo)))){{_pE._bB=276;if(yyfgreater(_pE._YC,300)){_pE._bB=332};}};_pE._TC=yyfminus(_sl(_pE._aB),90);if(yyfequal(_pE._NA,1)){_pE._TC=yyfminus(2510,_sl(_pE._aB))};_pE._TC=round(yyfdivide(_sl(_pE._TC), 20));_J6(_pE,_3l);var _1E=1;for(;yyfless(_1E,12);_1E++){{_Oq(0,0,"Players",50);if((yyGetBool(yyfequal(_0m(_3l,_4l,42)._Bo,1)))&&(yyGetBool(yyfequal(_1E,2)))){break };}};if(yyfnotequal(_0m(_3l,_4l,42)._Bo,1)){{var _0u=1;for(;yyfless(_0u,12);_0u++){{_Oq(0,0,"Players",51);}};}};{var _rE=_8l(49);for(var _sE in _rE){if(!_rE.hasOwnProperty(_sE))continue;var _tE=_rE[_sE];if(_tE._bl)continue;if(!_tE._cl)continue;_37(_tE,_pE)}};global._SA=_Oq(0,0,"Ball",52);_Oq(0,0,"Ball",53);if(yyfequal(_0m(_3l,_4l,42)._Bo,1)){ {_pE._WA=1;_pE._bq=14;_pE._uE="";_pE._vE=0?1:0;_pE._eB=_Q8(_pE,_3l,"training_Kick1");if(yyGetBool(global._fB)){_pE._eB=_Q8(_pE,_3l,"training_Kick1b")};}};}}};}function _C6(_3l,_4l){if(yyGetBool(_0m(_3l,_4l,48)._3C)){{_3l._wE=50;}}else {if(yyGetBool(_DA(52))){{var _xE=_0m(_3l,_4l,global._SA)._WA;var _yE=-1;if(yyCompareVal(_xE,0,g_GMLMathEpsilon)==0||yyCompareVal(_xE,1,g_GMLMathEpsilon)==0){_yE=0;}else if(yyCompareVal(_xE,2,g_GMLMathEpsilon)==0){_yE=1;}switch(_yE){case 0:{_3l._wE=30;break;}case 1:{if(yyfless(_3l._wE, 60)){_3l._wE=yyfplus(_3l._wE,0.05)};break;}default :{_3l._wE=60;break;}};_3l._wE=60;}}};_zE(_3l._wE,0);}function _D6(_3l,_4l,_5l,_Bq){var _AE=_Vm(_5l,_Bq);if(yyfgreaterequal(_3l._BE[_Tn(_3l._aq,_3l._BE)],yyfplus(_sl(_3l._BE[_Tn(!yyGetBool(_3l._aq)?1:0,_3l._BE)]),10))){_AE=yyftime(_AE,1.5)};_3l._CE=yyfplus(_3l._CE,_AE);}function _E6(_3l,_4l){if((yyGetBool(yyflessequal(_3l._VD,0)))&&(yyGetBool(yyflessequal(_3l._WD,0)))){return };if(yyfgreater(_3l.__C,4)){return };if(yyGetBool(_3l._UC)){return };{var _DE=_8l(global._SA); for(var _EE in _DE){if(!_DE.hasOwnProperty(_EE))continue;var _FE=_DE[_EE];if(_FE._bl)continue;if(!_FE._cl)continue;{var _GE=_FE._WA;var _HE=-1;if(yyCompareVal(_GE,0,g_GMLMathEpsilon)==0||yyCompareVal(_GE,1,g_GMLMathEpsilon)==0||yyCompareVal(_GE,6,g_GMLMathEpsilon)==0||yyCompareVal(_GE,7,g_GMLMathEpsilon)==0||yyCompareVal(_GE,8,g_GMLMathEpsilon)==0||yyCompareVal(_GE,11,g_GMLMathEpsilon)==0||yyCompareVal(_GE,12,g_GMLMathEpsilon)==0||yyCompareVal(_GE,14,g_GMLMathEpsilon)==0||yyCompareVal(_GE,15,g_GMLMathEpsilon)==0||yyCompareVal(_GE, 16,g_GMLMathEpsilon)==0||yyCompareVal(_GE,17,g_GMLMathEpsilon)==0){_HE=0;}switch(_HE){case 0:{return;break;}default :{if((yyGetBool(yyfequal(_FE._WA,4)))&&(yyGetBool(_FE._HA))&&(yyGetBool(!yyGetBool(_0m(_3l,_4l,_FE._HA)._LB)))){return };var _IE=700;{if(yyfgreater(_rn._up(),yyfplus(_sl(_3l._JE),_sl(_IE)))){{_3l._JE=_rn._up();_D6(_3l,_FE,1,1);_F6(_3l,_FE);}};};break;}};}}};}function _F6(_3l,_4l){{var _KE=_8l(48);for(var _LE in _KE){if(!_KE.hasOwnProperty(_LE))continue;var _ME=_KE[_LE];if(_ME._bl)continue;if(!_ME._cl)continue; {if(yyfgreater(_ME._CE,0)){{_ME._CE--;_ME._WD--;if((yyGetBool(yyfequal(_ME._WA,2)))&&(yyGetBool((yyGetBool(yyfequal(_ME._NE,2)))||(yyGetBool(yyfequal(_ME._NE,4)))))){{if((yyGetBool(yyfequal(_ME._VD,0)))&&(yyGetBool(yyfequal(_ME._WD,20)))){_B9(_ME,_3l,4)};if((yyGetBool(yyfequal(_ME._VD,0)))&&(yyGetBool(yyfless(_ME._WD,11)))){_B9(_ME,_3l,3)};}};if(yyfless(_ME._WD,0)){{_ME._VD--;_ME._WD=yyfplus(_ME._WD,60);if(yyfless(_ME._VD,0)){{_ME._VD=0;_ME._WD=0;}};}};}};}}};}function _G6(_3l,_4l){_A9(_3l,_4l,yyfplus("s_update_commentary: ", _sl(_89(_3l,_4l,_3l._bq))));_3l._vE=0?1:0;_3l._eB="";_3l._OE=35;_3l._rx=_vp(_3l._rx,1584050178);_3l._rx[_wp(1)]=100;_lp(_3l,54);var _PE=_3l._bq;var _QE=-1;if(yyCompareVal(_PE,0,g_GMLMathEpsilon)==0){_QE=0;}else if(yyCompareVal(_PE,1,g_GMLMathEpsilon)==0){_QE=1;}else if(yyCompareVal(_PE,2,g_GMLMathEpsilon)==0){_QE=2;}else if(yyCompareVal(_PE,3,g_GMLMathEpsilon)==0){_QE=3;}else if(yyCompareVal(_PE,4,g_GMLMathEpsilon)==0){_QE=4;}else if(yyCompareVal(_PE,23,g_GMLMathEpsilon)==0){_QE=5;}else if(yyCompareVal(_PE, 5,g_GMLMathEpsilon)==0){_QE=6;}else if(yyCompareVal(_PE,6,g_GMLMathEpsilon)==0){_QE=7;}else if(yyCompareVal(_PE,7,g_GMLMathEpsilon)==0){_QE=8;}else if(yyCompareVal(_PE,8,g_GMLMathEpsilon)==0){_QE=9;}else if(yyCompareVal(_PE,9,g_GMLMathEpsilon)==0){_QE=10;}else if(yyCompareVal(_PE,10,g_GMLMathEpsilon)==0){_QE=11;}else if(yyCompareVal(_PE,11,g_GMLMathEpsilon)==0){_QE=12;}else if(yyCompareVal(_PE,12,g_GMLMathEpsilon)==0){_QE=13;}else if(yyCompareVal(_PE,13,g_GMLMathEpsilon)==0){_QE=14;}else if(yyCompareVal(_PE, 14,g_GMLMathEpsilon)==0){_QE=15;}else if(yyCompareVal(_PE,15,g_GMLMathEpsilon)==0){_QE=16;}else if(yyCompareVal(_PE,16,g_GMLMathEpsilon)==0){_QE=17;}else if(yyCompareVal(_PE,17,g_GMLMathEpsilon)==0){_QE=18;}else if(yyCompareVal(_PE,18,g_GMLMathEpsilon)==0){_QE=19;}else if(yyCompareVal(_PE,19,g_GMLMathEpsilon)==0){_QE=20;}else if(yyCompareVal(_PE,20,g_GMLMathEpsilon)==0){_QE=21;}else if(yyCompareVal(_PE,21,g_GMLMathEpsilon)==0){_QE=22;}else if(yyCompareVal(_PE,22,g_GMLMathEpsilon)==0){_QE=23;}switch(_QE){ case 0:{_3l._bq=1;_3l._eB=_Q8(_3l,_4l,"match_TouchToContinue");_3l._rx[_wp(1)]=1;break;}case 1:{if(yyGetBool(_L6(_3l,_4l))){{_G6(_3l,_4l);break;}};_R6(_3l,_4l);_J7(_3l,_4l);break;}case 2:{_3l._RE=yyfplus(_3l._RE,1);if(yyGetBool(_L6(_3l,_4l))){{_G6(_3l,_4l);break;}};var _SE=round(_3l._XD);if(yyfgreater(_SE,40)){_3l._uE=_Q8(_3l,_4l,"comm_stage_Possession_RedZone")}else {if(yyfless(_SE,(-40))){_3l._uE=_Q8(_3l,_4l,"comm_stage_Possession_BackedUp")}else {if((yyGetBool(yyfgreaterequal(_SE,(-10))))&&(yyGetBool(yyflessequal(_SE, 20)))){_3l._uE=_Q8(_3l,_4l,"comm_stage_Possession_Halfway")}else {if(yyfless(_SE,(-10))){_3l._uE=_Q8(_3l,_4l,yyfplus("comm_stage_Possession_OwnHalf",_sl(_ul(yyfplus(1,_sl(yyfmod(_sl(_3l._TE++),3)))))))}else {_3l._uE=_Q8(_3l,_4l,yyfplus("comm_stage_Possession_OppHalf",_sl(_ul(yyfplus(1,_sl(yyfmod(_sl(_3l._TE++),3)))))))}}}};var _UE=yyfminus(50,_sl(abs(_SE)));_3l._uE=_Pl(_3l._uE,"$num",_ul(_UE));_3l._uE=_Pl(_3l._uE,"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)]);_3l._bq=3;break;}case 3:{_3l._VE=yyfplus(_3l._VE, 1);if(yyfequal(_3l._Cm[_Tn(_3l._9q,_3l._Cm)],_0m(_3l,_4l,42)._Dm)){{if((yyGetBool((yyGetBool(yyfequal(_3l._WE,5)))||(yyGetBool(yyfequal(_3l._WE,1)))))&&(yyGetBool(yyfless(_3l._XD,(-10))))&&(yyGetBool(yyfequal(_3l._VE,1)))){{if(!yyGetBool(_V6(_3l,_4l,20))){_D6(_3l,_4l,10,15)};_3l._OE=yyfplus(yyfplus(1,_sl(_Sm(4))),_sl(yyftime(_sl(_cm(_0m(_3l,_4l,42)._wt,1,10)),3)));_0m(_3l,_4l,42)._Ct=_vp(_0m(_3l,_4l,42)._Ct,325702584);_0m(_3l,_4l,42)._Ct[_wp(0)]=yyfplus(_0m(_3l,_4l,42)._Ct[_wp(0)],_3l._OE);_3l._XD=yyfplus(_3l._XD, _3l._OE);if(yyfgreater(_3l._OE,10)){{_3l._uE=_Q8(_3l,_4l,"comm_stage_PuntReturnGood");_3l._uE=_Pl(_3l._uE,"$num",_3l._OE);}}else {_3l._uE=_Q8(_3l,_4l,"comm_stage_PuntReturnShort")};_3l._bq=2;_3l._RE=0;}}else {{_3l._WA=2;}};}}else {{_0m(_3l,_4l,42)._XE=yyfplus(_0m(_3l,_4l,42)._XE,yyfplus(3,_sl(_Sm(5))));_0m(_3l,_4l,42)._dv=yyfplus(_0m(_3l,_4l,42)._dv,yyfplus(20,_sl(_Sm(20))));_0m(_3l,_4l,42)._YE=yyfplus(_0m(_3l,_4l,42)._YE,_Sm(5));_3l._bq=4;{var _ZE=_8l(42);for(var __E in _ZE){if(!_ZE.hasOwnProperty(__E))continue; var _0F=_ZE[__E];if(_0F._bl)continue;if(!_0F._cl)continue;{var _dl=0;for(;yyfless(_dl,_el(_0F._Um));_dl++){{var _Bl=_hl(_0F._Um,_dl);if((yyGetBool(yyfgreater(_il(_Bl,"condition"),0)))&&(yyGetBool(!yyGetBool(_il(_Bl,"resting"))))){{var _1F=_il(_Bl,"position");var _2F=-1;if(yyCompareVal(_1F,6,g_GMLMathEpsilon)==0){_2F=0;}else if(yyCompareVal(_1F,7,g_GMLMathEpsilon)==0){_2F=1;}else if(yyCompareVal(_1F,9,g_GMLMathEpsilon)==0||yyCompareVal(_1F,8,g_GMLMathEpsilon)==0){_2F=2;}switch(_2F){case 0:{if(yyGetBool(_Sm(1))){ _FB(_Bl,"stat_tackles",yyfplus(_sl(_il(_Bl,"stat_tackles")),1))};if(yyfless(_Sm(11),_il(_Bl,"skill"))){_FB(_Bl,"stat_tackles",yyfplus(_sl(_il(_Bl,"stat_tackles")),1))};break;}case 1:{if(yyflessequal(_Sm(9),_il(_Bl,"skill"))){_FB(_Bl,"stat_tackles",yyfplus(_sl(_il(_Bl,"stat_tackles")),1))};break;}case 2:{if(yyflessequal(_Sm(9),_il(_Bl,"skill"))){_FB(_Bl,"stat_tackles",yyfplus(_sl(_il(_Bl,"stat_tackles")),1))};break;}};}};}};}}};_G6(_3l,_4l);}};break;}case 4:{_3l._3F=_Vm(1,2);if(yyfgreaterequal(_3l._BE[_Tn(!yyGetBool(_3l._aq)?1:0, _3l._BE)],yyfplus(_sl(_3l._BE[_Tn(_3l._aq,_3l._BE)]),10))){if(yyfnotequal(_3l._3F,1)){_3l._3F=_Vm(1,2)}};_3l._OE=35;if(yyGetBool(_V6(_3l,_4l,15))){{_3l._3F=2;_3l._uE=_Pl(_Q8(_3l,_4l,yyfplus("comm_stage_DrivePass",_sl(_ul(_Sm(1))))),"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)]);if((yyGetBool(yyfless(_3l._XD,10)))&&(yyGetBool((yyGetBool((yyGetBool(yyfequal(_3l._NE,4)))&&(yyGetBool(yyfgreaterequal(_3l._BE[_Tn(!yyGetBool(_3l._9q)?1:0,_3l._BE)],yyfminus(_sl(_3l._BE[_Tn(_3l._9q,_3l._BE)]),6))))))||(yyGetBool((yyGetBool(yyfequal(_3l._NE, 2)))&&(yyGetBool(yyfgreaterequal(_3l._BE[_Tn(!yyGetBool(_3l._9q)?1:0,_3l._BE)],yyfminus(_sl(_3l._BE[_Tn(_3l._9q,_3l._BE)]),14))))))))){{_3l._uE=_Pl(_Q8(_3l,_4l,yyfplus("comm_stage_DriveHailMary",_sl(_ul(_Sm(1))))),"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)]);_3l._OE=yyfplus(_3l._OE,yyfplus(5,_sl(_Sm(30))));_D6(_3l,_4l,16,16);}}else {if((yyGetBool(yyfgreater(_3l._XD,5)))&&(yyGetBool(yyflessequal(_3l._BE[_Tn(!yyGetBool(_3l._9q)?1:0,_3l._BE)],yyfplus(_sl(_3l._BE[_Tn(_3l._9q,_3l._BE)]),3))))){{_3l._bq=6; _G6(_3l,_4l);break;}}};}}else {{var _4F=_3l._3F;var _5F=-1;if(yyCompareVal(_4F,1,g_GMLMathEpsilon)==0){_5F=0;}else if(yyCompareVal(_4F,2,g_GMLMathEpsilon)==0){_5F=1;}switch(_5F){case 0:{_3l._uE=_Pl(_Q8(_3l,_4l,yyfplus("comm_stage_DriveRun",_sl(_ul(_Sm(1))))),"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)]);break;}case 1:{_3l._uE=_Pl(_Q8(_3l,_4l,yyfplus("comm_stage_DrivePass",_sl(_ul(_Sm(1))))),"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)]);break;}};}};if(yyfless(_3l._XD,(-40))){{_D6(_3l,_4l,15,25);if(yyfequal(_3l._3F, 1)){_D6(_3l,_4l,7,10)};_3l._XD=yyfplus(_3l._XD,_3l._OE);_3l._bq=2;break;}};_3l._6F=(-4);if(yyGetBool(_Sm(4))){_3l._6F=_f8(_3l,_4l,0,_7F(6,7,_7F(8,9)))};var _8F=round(yyftime(_sl(_cm(_0m(_3l,_4l,42)._wt,1,10)),0.25));var _9F=1;if(yyfgreater(_3l._BE[_Tn(!yyGetBool(_3l._aq)?1:0,_3l._BE)],yyfplus(_sl(_3l._BE[_Tn(_3l._aq,_3l._BE)]),7))){_9F=0};if(yyfless(_0m(_3l,_4l,42)._wt,2)){_9F++};if(yyGetBool(_3l._6F)){{var _aF=yyfplus(1,_sl(random(_3l._bF[_Tn(!yyGetBool(_3l._aq)?1:0,_3l._bF)])));var _cF=random(_il(_3l._6F, "skill"));var _dF=random(_il(_3l._6F,"speed"));var _eF=random(_il(_3l._6F,"strength"));var _fF=random(_il(_3l._6F,"stamina"));if(yyfgreater(random(yyftime(_sl(_3l._NE),2)),random(_fF))){{_cF=max(yyfminus(_sl(_cF),1),0);_dF=max(yyfminus(_sl(_dF),1),0);_eF=max(yyfminus(_sl(_eF),1),0);}};_A9(_3l,_4l,yyfplus(yyfplus(yyfplus("Opp Offense ",_sl(_ul(_3l._bF[_Tn(!yyGetBool(_3l._aq)?1:0,_3l._bF)])))," r"),_sl(_ul(_aF))));_A9(_3l,_4l,yyfplus("Vs defender ",_sl(_q8(_3l,_4l,_3l._6F,1))));var _gF=_Sm(2);var _hF=-1; if(yyCompareVal(_gF,0,g_GMLMathEpsilon)==0){_hF=0;}else if(yyCompareVal(_gF,1,g_GMLMathEpsilon)==0){_hF=1;}else if(yyCompareVal(_gF,2,g_GMLMathEpsilon)==0){_hF=2;}switch(_hF){case 0:{_A9(_3l,_4l,yyfplus(yyfplus(yyfplus("Skill of ",_sl(_ul(_il(_3l._6F,"skill"))))," r"),_sl(_ul(_cF))));if(yyfless(_aF,_cF)){{if(yyGetBool(_Sm(3))){_3l._bq=23}else {_3l._bq=8};}}else {_3l._bq=19};break;}case 1:{_A9(_3l,_4l,yyfplus(yyfplus(yyfplus("Skill of ",_sl(_ul(_il(_3l._6F,"strength"))))," r"),_sl(_ul(_eF))));if(yyfless(_aF, _eF)){{if(yyGetBool(_Sm(3))){_3l._bq=23}else {_3l._bq=8};}}else {_3l._bq=20};break;}case 2:{_A9(_3l,_4l,yyfplus(yyfplus(yyfplus("Skill of ",_sl(_ul(_il(_3l._6F,"speed"))))," r"),_sl(_ul(_dF))));if(yyfless(_aF,_dF)){{if(yyGetBool(_Sm(3))){_3l._bq=23}else {_3l._bq=8};}}else {_3l._bq=21};break;}};}}else {if(yyfgreater(yyfplus(_sl(_9F),_sl(random(_3l._bF[_Tn(!yyGetBool(_3l._aq)?1:0,_3l._bF)]))),yyfplus(_sl(_8F),_sl(random(_3l._iF[_Tn(_3l._aq,_3l._iF)]))))){{_A9(_3l,_4l,"Offense win.");if(yyfgreaterequal(yyfplus(_sl(_3l._XD), _sl(_3l._OE)),50)){{_3l._bq=9;_0m(_3l,_4l,42)._ev++;}}else {{_D6(_3l,_4l,15,30);_3l._XD=yyfplus(_3l._XD,_3l._OE);_3l._bq=2;}};}}else {if(yyGetBool(_Sm(3))){{_D6(_3l,_4l,5,10);_3l._bq=23;}}else {{_D6(_3l,_4l,5,10);_3l._bq=8;}}}};break;}case 5:{var _jF=_3l._3F;var _kF=-1;if(yyCompareVal(_jF,1,g_GMLMathEpsilon)==0){_kF=0;}else if(yyCompareVal(_jF,2,g_GMLMathEpsilon)==0){_kF=1;}switch(_kF){case 0:{_3l._uE=_Q8(_3l,_4l,"comm_stage_incomplete_Run");break;}case 1:{_3l._uE=_Q8(_3l,_4l,"comm_stage_incomplete_Pass"); break;}};if(yyGetBool(_3l._6F)){_FB(_3l._6F,"stat_tackles",yyfplus(_sl(_il(_3l._6F,"stat_tackles")),1))};if(yyfgreater(_3l._XD,0)){_3l._bq=6}else {_3l._bq=5};break;}case 6:{if(yyGetBool(_L6(_3l,_4l))){{_G6(_3l,_4l);break;}};_S6(_3l,_4l);break;}case 7:{_3l._XD=yyfplus(_3l._XD,7);var _lF=_cm(round(yyfplus(_sl(_Q6(_3l,_4l)),10)),17,63);_3l._uE=_Pl(_Q8(_3l,_4l,"comm_stage_FieldGoal1"),"$num",_lF);_3l._uE=_Pl(_3l._uE,"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)]);_3l._bq=7;_J7(_3l,_4l);break;}case 8:{_D6(_3l, _4l,4,5);var _lF=_cm(round(yyfplus(_sl(_Q6(_3l,_4l)),10)),17,63);if(yyfless(_Sm(80),_Sm(_lF))){{_3l._uE=_Q8(_3l,_4l,"comm_stage_FieldGoal2_Missed");_M7(_3l,_4l);if(yyfgreater(_3l._XD,30)){_3l._XD=30};_T6(_3l,_4l);}}else {{_3l._uE=_Q8(_3l,_4l,"comm_stage_FieldGoal2_Scored");_N7(_3l,_4l);_3l._BE=_vp(_3l._BE,4137727317);_3l._BE[_wp(_3l._9q)]=yyfplus(_3l._BE[_wp(_3l._9q)],3);if((yyGetBool(yyfequal(_3l._NE,5)))&&(yyGetBool(yyfgreater(_3l._RE,1)))){{_3l._bq=17;_G6(_3l,_4l);break;}};_3l._bq=1;}};break;}case 9:{ _D6(_3l,_4l,15,30);if(yyfgreater(_3l._XD,49)){_3l._XD=yyfplus(40,_sl(_Sm(9)))};if(!yyGetBool(_3l._6F)){{var _mF=_3l._3F;var _nF=-1;if(yyCompareVal(_mF,1,g_GMLMathEpsilon)==0){_nF=0;}else if(yyCompareVal(_mF,2,g_GMLMathEpsilon)==0){_nF=1;}switch(_nF){case 0:{_0m(_3l,_4l,42)._fv++;break;}case 1:{_0m(_3l,_4l,42)._gv++;break;}};_3l._uE=_Pl(_Q8(_3l,_4l,yyfplus("comm_stage_Turnover",_sl(_ul(_3l._3F)))),"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)]);_T6(_3l,_4l);}}else {{var _oF=_3l._3F;var _pF=-1;if(yyCompareVal(_oF, 1,g_GMLMathEpsilon)==0){_pF=0;}else if(yyCompareVal(_oF,2,g_GMLMathEpsilon)==0){_pF=1;}switch(_pF){case 0:{var _qF=_Sm(1);var _rF=-1;if(yyCompareVal(_qF,0,g_GMLMathEpsilon)==0){_rF=0;}else if(yyCompareVal(_qF,1,g_GMLMathEpsilon)==0){_rF=1;}switch(_rF){case 0:{_3l._uE=_Q8(_3l,_4l,"comm_stage_Turnover_Tackle");_3l._uE=_Pl(_3l._uE,"$playername",_il(_3l._6F,"lname"));_3l._uE=_Pl(_3l._uE,"$pos",_99(_3l,_4l,_il(_3l._6F,"position")));_FB(_3l._6F,"stat_tackles",yyfplus(_sl(_il(_3l._6F,"stat_tackles")),1));_3l._bq=5; if(yyfgreater(_3l._XD,0)){_3l._bq=6};break;}case 1:{_3l._uE=_Q8(_3l,_4l,"comm_stage_Turnover_Fumble");_3l._uE=_Pl(_3l._uE,"$playername",_il(_3l._6F,"lname"));_3l._uE=_Pl(_3l._uE,"$pos",_99(_3l,_4l,_il(_3l._6F,"position")));_FB(_3l._6F,"stat_tackles",yyfplus(_sl(_il(_3l._6F,"stat_tackles")),1));_T6(_3l,_4l);break;}};break;}case 1:{var _sF=0?1:0;if(yyfequal(_il(_3l._6F,"position"),6)){_sF=1?1:0};if((yyGetBool(_Sm(1)))&&(yyGetBool(yyfequal(_il(_3l._6F,"position"),7)))){_sF=1?1:0};if(yyGetBool(_sF)){{_3l._uE=_Q8(_3l, _4l,"comm_stage_Turnover_Sack");_3l._uE=_Pl(_3l._uE,"$playername",_il(_3l._6F,"lname"));_3l._uE=_Pl(_3l._uE,"$pos",_99(_3l,_4l,_il(_3l._6F,"position")));_FB(_3l._6F,"stat_sacks",yyfplus(_sl(_il(_3l._6F,"stat_sacks")),1));_3l._bq=5;if(yyfgreater(_3l._XD,0)){_3l._bq=6};}}else {{_3l._uE=_Q8(_3l,_4l,"comm_stage_Turnover_Interception");_3l._uE=_Pl(_3l._uE,"$playername",_il(_3l._6F,"lname"));_3l._uE=_Pl(_3l._uE,"$pos",_99(_3l,_4l,_il(_3l._6F,"position")));_FB(_3l._6F,"stat_int",yyfplus(_sl(_il(_3l._6F, "stat_int")),1));_T6(_3l,_4l);}};}};}};_3l._6F=(-4);break;}case 10:{_3l._XD=yyfplus(_3l._XD,_3l._OE);_3l._uE="";_3l._bq=10;_3l._BE=_vp(_3l._BE,4137727317);_3l._BE[_wp(_3l._9q)]=yyfplus(_3l._BE[_wp(_3l._9q)],6);_w7(_3l,_4l,6);_N7(_3l,_4l);if(yyfequal(_3l._NE,5)){{_3l._bq=17;_G6(_3l,_4l);}};break;}case 11:{var _tF=0?1:0;if((yyGetBool(yyfequal(_3l._NE,4)))&&(yyGetBool(yyfgreater(_3l._BE[_Tn(!yyGetBool(_3l._9q)?1:0,_3l._BE)],yyfplus(_sl(_3l._BE[_Tn(_3l._9q,_3l._BE)]),1))))){_tF=1?1:0};if(yyfequal(_3l._BE[_Tn(!yyGetBool(_3l._9q)?1:0, _3l._BE)],yyfplus(_sl(_3l._BE[_Tn(_3l._9q,_3l._BE)]),2))){_tF=1?1:0};if(yyGetBool(_tF)){{_3l._bq=15;_G6(_3l,_4l);break;}};_3l._uE=_Pl(_Q8(_3l,_4l,"comm_stage_PAT1"),"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)]);_3l._bq=11;_J7(_3l,_4l);break;}case 12:{if(!yyGetBool(_Sm(8))){{_3l._uE=_Q8(_3l,_4l,"comm_stage_PAT2_Missed");_M7(_3l,_4l);}}else {{_3l._uE=_Q8(_3l,_4l,"comm_stage_PAT2_Scored");_N7(_3l,_4l);_3l._BE[_wp(_3l._9q)]=yyfplus(_3l._BE[_wp(_3l._9q)],1);}};_3l._bq=1;break;}case 13:{_3l._eB=_Q8(_3l,_4l, "match_TouchToContinue");_3l._uE=_Q8(_3l,_4l,yyfplus("comm_stage_end_quarter",_sl(_ul(min(_3l._NE,4)))));if((yyGetBool(yyfequal(_3l._NE,4)))||(yyGetBool((yyGetBool(yyfgreaterequal(_3l._NE,4)))&&(yyGetBool(yyfgreater(_0m(_3l,_4l,42)._Nl,17)))))){{if(yyfequal(_3l._BE[_Tn(_3l._aq,_3l._BE)],_3l._BE[_Tn(!yyGetBool(_3l._aq)?1:0,_3l._BE)])){_3l._uE=_Q8(_3l,_4l,"comm_stage_overtime")};}};_3l._bq=13;_3l._rx[_wp(1)]=0;_3l._NE++;if(yyfnotequal(_3l._NE,3)){_I6(_3l,_4l)};break;}case 14:{_3l._eB=_Q8(_3l,_4l,"match_TouchToContinue"); {var _uF=_8l(48);for(var _vF in _uF){if(!_uF.hasOwnProperty(_vF))continue;var _wF=_uF[_vF];if(_wF._bl)continue;if(!_wF._cl)continue;{_wF._VD=2;_wF._WD=0;}}};var _xF=_3l._NE;var _yF=-1;if(yyCompareVal(_xF,2,g_GMLMathEpsilon)==0){_yF=0;}else if(yyCompareVal(_xF,3,g_GMLMathEpsilon)==0){_yF=1;}else if(yyCompareVal(_xF,4,g_GMLMathEpsilon)==0){_yF=2;}else if(yyCompareVal(_xF,5,g_GMLMathEpsilon)==0){_yF=3;}else if(yyCompareVal(_xF,6,g_GMLMathEpsilon)==0){_yF=4;}switch(_yF){case 0:{_3l._bq=_3l._zF;_G6(_3l,_4l);break; }case 1:{_3l._bq=1;_3l._9q=!yyGetBool(_3l._AF)?1:0;_G6(_3l,_4l);break;}case 2:{_3l._bq=_3l._zF;_G6(_3l,_4l);break;}case 3:{_3l._uE="";if(yyfgreater(_3l._BE[_Tn(_3l._aq,_3l._BE)],_3l._BE[_Tn(!yyGetBool(_3l._aq)?1:0,_3l._BE)])){{_O6(_3l,_4l,1);return;}};if(yyfless(_3l._BE[_Tn(_3l._aq,_3l._BE)],_3l._BE[_Tn(!yyGetBool(_3l._aq)?1:0,_3l._BE)])){{_O6(_3l,_4l,(-1));return;}};_3l._bq=1;_3l._9q=!yyGetBool(_3l._aq)?1:0;_3l._RE=0;_G6(_3l,_4l);break;}case 4:{if(yyfgreater(_3l._BE[_Tn(_3l._aq,_3l._BE)],_3l._BE[_Tn(!yyGetBool(_3l._aq)?1:0, _3l._BE)])){{_O6(_3l,_4l,1);return;}};if(yyfless(_3l._BE[_Tn(_3l._aq,_3l._BE)],_3l._BE[_Tn(!yyGetBool(_3l._aq)?1:0,_3l._BE)])){{_O6(_3l,_4l,(-1));return;}};if(yyfgreater(_0m(_3l,_4l,42)._Nl,17)){{_3l._NE=5;_3l._bq=_3l._zF;_G6(_3l,_4l);}}else {{_O6(_3l,_4l,0);return;}};break;}};break;}case 15:{_3l._WA=2;_3l._rx[_wp(1)]=1;break;}case 16:{_3l._uE=_Pl(_Q8(_3l,_4l,"comm_stage_2pt_attempt"),"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)]);_3l._bq=16;break;}case 17:{if(yyfgreater(_Sm(99),60)){{_3l._uE=_Q8(_3l,_4l, "comm_stage_2pt_missed");}}else {{_3l._uE=_Q8(_3l,_4l,"comm_stage_2pt_scored");_3l._BE[_wp(_3l._9q)]=yyfplus(_3l._BE[_wp(_3l._9q)],2);}};_3l._bq=1;break;}case 18:{_3l._eB=_Q8(_3l,_4l,"match_TouchToContinue");_3l._uE=_Q8(_3l,_4l,"comm_stage_overtime_over");_3l._bq=18;_3l._rx[_wp(1)]=0;break;}case 19:{_3l._uE="";if(yyfgreater(_3l._BE[_Tn(_3l._aq,_3l._BE)],_3l._BE[_Tn(!yyGetBool(_3l._aq)?1:0,_3l._BE)])){{_O6(_3l,_4l,1);return;}};if(yyfless(_3l._BE[_Tn(_3l._aq,_3l._BE)],_3l._BE[_Tn(!yyGetBool(_3l._aq)?1:0, _3l._BE)])){{_O6(_3l,_4l,(-1));return;}};_O6(_3l,_4l,0);break;}case 20:{_D6(_3l,_4l,15,30);_3l._XD=yyfplus(_3l._XD,_3l._OE);_U6(_3l,_4l);_3l._uE=_Q8(_3l,_4l,"comm_stage_failed_skill");_3l._uE=_Pl(_3l._uE,"$playername",_il(_3l._6F,"lname"));_3l._uE=_Pl(_3l._uE,"$pos",_99(_3l,_4l,_il(_3l._6F,"position")));_3l._6F=(-4);if(yyfgreaterequal(_3l._XD,50)){{_3l._bq=9;_0m(_3l,_4l,42)._ev++;}}else {_3l._bq=2};break;}case 21:{_D6(_3l,_4l,15,30);_3l._XD=yyfplus(_3l._XD,_3l._OE);_U6(_3l,_4l);_3l._uE=_Q8(_3l,_4l, "comm_stage_failed_strength");_3l._uE=_Pl(_3l._uE,"$playername",_il(_3l._6F,"lname"));_3l._uE=_Pl(_3l._uE,"$pos",_99(_3l,_4l,_il(_3l._6F,"position")));_3l._6F=(-4);if(yyfgreaterequal(_3l._XD,50)){{_3l._bq=9;_0m(_3l,_4l,42)._ev++;}}else {_3l._bq=2};break;}case 22:{_D6(_3l,_4l,15,30);_3l._XD=yyfplus(_3l._XD,_3l._OE);_U6(_3l,_4l);_3l._uE=_Q8(_3l,_4l,"comm_stage_failed_speed");_3l._uE=_Pl(_3l._uE,"$playername",_il(_3l._6F,"lname"));_3l._uE=_Pl(_3l._uE,"$pos",_99(_3l,_4l,_il(_3l._6F,"position")));_3l._6F=(-4); if(yyfgreaterequal(_3l._XD,50)){{_3l._bq=9;_0m(_3l,_4l,42)._ev++;}}else {_3l._bq=2};break;}case 23:{if(yyfequal(_3l.__C,5)){_3l._uE=_Pl(_Q8(_3l,_4l,"comm_stage_TurnoverHuman4th"),"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)])}else {_3l._uE=_Pl(_Q8(_3l,_4l,"comm_stage_TurnoverHuman"),"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)])};_T6(_3l,_4l);break;}};_3l._BF=_3l._bq;}function _H6(_3l,_4l){var _CF=0;var _DF=_3l.x;var _bD=global._SA;if((yyGetBool(_0m(_3l,_4l,_bD)._HA))&&(yyGetBool(!yyGetBool(_0m(_3l,_4l,_0m(_3l, _4l,_bD)._HA)._LB)))){return };var _EF=_0m(_3l,_4l,48)._NA;var _FF=-1;if(yyCompareVal(_EF,(-1),g_GMLMathEpsilon)==0){_FF=0;}else if(yyCompareVal(_EF,1,g_GMLMathEpsilon)==0){_FF=1;}switch(_FF){case 0:{_CF=yyfdivide(_sl(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(_DF))),20);if(yyfless(_0m(_3l,_4l,_bD)._ND,_0m(_3l,_4l,48)._aB)){_0m(_3l,_4l,42)._Ct=_vp(_0m(_3l,_4l,42)._Ct,325702584);_0m(_3l,_4l,42)._Ct[_wp(0)]=yyfplus(_0m(_3l,_4l,42)._Ct[_wp(0)],_CF)};break;}case 1:{_CF=yyfdivide(_sl(yyfminus(_sl(_DF),_sl(_0m(_3l, _4l,48)._aB))),20);if(yyfgreater(_0m(_3l,_4l,_bD)._ND,_0m(_3l,_4l,48)._aB)){_0m(_3l,_4l,42)._Ct=_vp(_0m(_3l,_4l,42)._Ct,325702584);_0m(_3l,_4l,42)._Ct[_wp(0)]=yyfplus(_0m(_3l,_4l,42)._Ct[_wp(0)],_CF)};break;}};if((yyGetBool(!yyGetBool(_0m(_3l,_4l,42)._Bo)))&&(yyGetBool(_3l._HA))){{var _jD=_g7(_3l,_4l);var _GF=_0m(_3l,_4l,_3l._HA)._jB;var _HF=-1;if(yyCompareVal(_GF,3,g_GMLMathEpsilon)==0||yyCompareVal(_GF,2,g_GMLMathEpsilon)==0||yyCompareVal(_GF,4,g_GMLMathEpsilon)==0){_HF=0;}else if(yyCompareVal(_GF, 1,g_GMLMathEpsilon)==0||yyCompareVal(_GF,5,g_GMLMathEpsilon)==0||yyCompareVal(_GF,6,g_GMLMathEpsilon)==0||yyCompareVal(_GF,7,g_GMLMathEpsilon)==0||yyCompareVal(_GF,9,g_GMLMathEpsilon)==0||yyCompareVal(_GF,8,g_GMLMathEpsilon)==0||yyCompareVal(_GF,10,g_GMLMathEpsilon)==0){_HF=1;}switch(_HF){case 0:{if(yyGetBool(_0m(_3l,_4l,48)._IB)){{_A9(_3l,_4l,">>> RUNNING_PLAY");if(yyGetBool(_0m(_3l,_4l,_3l._HA)._Bl)){{_vl(_0m(_3l,_4l,_3l._HA)._Bl,"stat_rush_attempts",yyfplus(_sl(_il(_0m(_3l,_4l,_3l._HA)._Bl,"stat_rush_attempts")), 1));_vl(_0m(_3l,_4l,_3l._HA)._Bl,"stat_rush_yards",yyfplus(_sl(_il(_0m(_3l,_4l,_3l._HA)._Bl,"stat_rush_yards")),_sl(_CF)));if(yyfgreater(_CF,_il(_0m(_3l,_4l,_3l._HA)._Bl,"stat_rush_longest"))){_vl(_0m(_3l,_4l,_3l._HA)._Bl,"stat_rush_longest",_CF)};if((yyGetBool(yyfequal(_0m(_3l,_4l,_bD)._WA,6)))&&(yyGetBool(yyfless(_0m(_3l,_4l,48).__C,6)))){_vl(_0m(_3l,_4l,_3l._HA)._Bl,"stat_rush_touchdowns",yyfplus(_sl(_il(_0m(_3l,_4l,_3l._HA)._Bl,"stat_rush_touchdowns")),1))};}};if(yyfgreater(_CF,15)){_J2(_3l, _4l,"ACH_RUN15")}else {if(yyfgreater(_CF,10)){_J2(_3l,_4l,"ACH_RUN10")}else {if(yyfgreater(_CF,5)){_J2(_3l,_4l,"ACH_RUN5")}}};}}else {{if(yyGetBool(_0m(_3l,_4l,_3l._HA)._Bl)){{_vl(_0m(_3l,_4l,_3l._HA)._Bl,"stat_attempts",yyfplus(_sl(_il(_0m(_3l,_4l,_3l._HA)._Bl,"stat_attempts")),1));_vl(_0m(_3l,_4l,_3l._HA)._Bl,"stat_yards",yyfplus(_sl(_il(_0m(_3l,_4l,_3l._HA)._Bl,"stat_yards")),_sl(_CF)));if(yyfgreater(_CF,_il(_0m(_3l,_4l,_3l._HA)._Bl,"stat_longest"))){_vl(_0m(_3l,_4l,_3l._HA)._Bl,"stat_longest",_CF)} ;if((yyGetBool(yyfequal(_0m(_3l,_4l,_bD)._WA,6)))&&(yyGetBool(yyfless(_0m(_3l,_4l,48).__C,6)))){_vl(_0m(_3l,_4l,_3l._HA)._Bl,"stat_touchdowns",yyfplus(_sl(_il(_0m(_3l,_4l,_3l._HA)._Bl,"stat_touchdowns")),1))};}};if((yyGetBool(_jD))&&(yyGetBool(_0m(_3l,_4l,_jD)._Bl))){{_vl(_0m(_3l,_4l,_jD)._Bl,"stat_yards",yyfplus(_sl(_il(_0m(_3l,_4l,_jD)._Bl,"stat_yards")),_sl(_CF)));if(yyfgreater(_CF,_il(_0m(_3l,_4l,_jD)._Bl,"stat_longest"))){_vl(_0m(_3l,_4l,_jD)._Bl,"stat_longest",_CF)};if((yyGetBool(yyfequal(_0m(_3l, _4l,_bD)._WA,6)))&&(yyGetBool(yyfless(_0m(_3l,_4l,48).__C,6)))){_vl(_0m(_3l,_4l,_jD)._Bl,"stat_touchdowns",yyfplus(_sl(_il(_0m(_3l,_4l,_jD)._Bl,"stat_touchdowns")),1))};}};if(yyfgreater(_CF,50)){_J2(_3l,_4l,"ACH_PASS50")}else {if(yyfgreater(_CF,25)){_J2(_3l,_4l,"ACH_PASS25")}else {if(yyfgreater(_CF,10)){_J2(_3l,_4l,"ACH_PASS10")}}};}};break;}case 1:{break;}};}};_v7(_3l,_4l,_CF);}function _I6(_3l,_4l){{var _IF=_8l(48);for(var _JF in _IF){if(!_IF.hasOwnProperty(_JF))continue;var _KF=_IF[_JF];if(_KF._bl)continue; if(!_KF._cl)continue;{_KF._NA=_sl(-_sl(_KF._NA));if(yyfnotequal(_il(_0m(_3l,_4l,42)._1n,"op_drivedir"),0)){_KF._NA=_il(_0m(_3l,_4l,42)._1n,"op_drivedir")};}}};{var _LF=_8l(49);for(var _MF in _LF){if(!_LF.hasOwnProperty(_MF))continue;var _NF=_LF[_MF];if(_NF._bl)continue;if(!_NF._cl)continue;{_NF._ZB=_sl(-_sl(_NF._ZB));_NF._OF=2300;if(yyfequal(_NF._ZB,(-1))){_NF._OF=300};}}};}function _J6(_3l,_4l){{var _PF=_8l(49);for(var _QF in _PF){if(!_PF.hasOwnProperty(_QF))continue;var _RF=_PF[_QF];if(_RF._bl)continue;if(!_RF._cl)continue; _SF(_RF._TF)}};{var _UF=_8l(global._SA);for(var _VF in _UF){if(!_UF.hasOwnProperty(_VF))continue;var _WF=_UF[_VF];if(_WF._bl)continue;if(!_WF._cl)continue;_SF(_WF._TF)}};_lp(_3l,49);_lp(_3l,52);_lp(_3l,53);_lp(_3l,58);_lp(_3l,59);}function _K6(_3l,_4l,_5l){_J6(_3l,_4l);_A9(_3l,_4l,_h9(_3l,_4l,_5l));{var _XF=_8l(48);for(var _YF in _XF){if(!_XF.hasOwnProperty(_YF))continue;var _ZF=_XF[_YF];if(_ZF._bl)continue;if(!_ZF._cl)continue;{var __F=_5l;var _0G=-1;if(yyCompareVal(__F,1,g_GMLMathEpsilon)==0){_0G=0;}else if(yyCompareVal(__F, 2,g_GMLMathEpsilon)==0){_0G=1;}else if(yyCompareVal(__F,3,g_GMLMathEpsilon)==0||yyCompareVal(__F,4,g_GMLMathEpsilon)==0){_0G=2;}else if(yyCompareVal(__F,5,g_GMLMathEpsilon)==0){_0G=3;}else if(yyCompareVal(__F,6,g_GMLMathEpsilon)==0){_0G=4;}else if(yyCompareVal(__F,7,g_GMLMathEpsilon)==0){_0G=5;}else if(yyCompareVal(__F,8,g_GMLMathEpsilon)==0){_0G=6;}else if(yyCompareVal(__F,9,g_GMLMathEpsilon)==0){_0G=7;}switch(_0G){case 0:{_A9(_ZF,_3l,yyfplus("quarter=",_sl(_ul(_ZF._NE))));_A9(_ZF,_3l,yyfplus("drives", _sl(_ul(_ZF._RE))));if((yyGetBool(yyfequal(_ZF._NE,5)))&&(yyGetBool(yyfequal(_ZF._RE,1)))){{_ZF._BE=_vp(_ZF._BE,2252592909);_ZF._BE[_wp(_ZF._9q)]=yyfplus(_ZF._BE[_wp(_ZF._9q)],6);_ZF._bq=17;}}else {if(yyfequal(_ZF.__C,6)){{_ZF._BE=_vp(_ZF._BE,2252592909);_ZF._BE[_wp(_ZF._9q)]=yyfplus(_ZF._BE[_wp(_ZF._9q)],2);_ZF._bq=1;_J2(_ZF,_3l,"ACH_POINTAFTER2");}}else {{_ZF._BE=_vp(_ZF._BE,2252592909);_ZF._BE[_wp(_ZF._9q)]=yyfplus(_ZF._BE[_wp(_ZF._9q)],6);_T7(_ZF,_3l,"",_Q8(_ZF,_3l,"matchmsg_PATor2"),_Q8(_ZF,_3l, "match_1pt"),_Q8(_ZF,_3l,"match_2pt"),93,94,16777215,0.7);_ZF.__C=6;return;}}};break;}case 1:{_T6(_ZF,_3l);if(yyfequal(_ZF._NE,5)){{_ZF._BE=_vp(_ZF._BE,2252592909);_ZF._BE[_wp(_ZF._9q)]=yyfplus(_ZF._BE[_wp(_ZF._9q)],6);_ZF._bq=17;}}else {if(yyfequal(_ZF.__C,6)){{_ZF._BE=_vp(_ZF._BE,2252592909);_ZF._BE[_wp(_ZF._9q)]=yyfplus(_ZF._BE[_wp(_ZF._9q)],2);_ZF._bq=1;}}else {{_ZF._BE=_vp(_ZF._BE,2252592909);_ZF._BE[_wp(_ZF._9q)]=yyfplus(_ZF._BE[_wp(_ZF._9q)],6);_ZF._bq=10;}}};break;}case 2:{if(yyfequal(_ZF.__C, 6)){{_ZF._bq=1;break;}};_ZF._bq=22;break;}case 3:{_ZF._bq=5;break;}case 4:{if(yyfequal(_0m(_3l,_4l,42)._Bo,1)){{if(yyfequal(_ZF._1G,0)){_ZF._1G=_ZF._2G}else {_ZF._1G=(-1)};_E7(_ZF,_3l);return;}};_ZF._BE=_vp(_ZF._BE,2252592909);_ZF._BE[_wp(_ZF._9q)]=yyfplus(_ZF._BE[_wp(_ZF._9q)],1);if(!yyGetBool(_ZF._UC)){_ZF._BE[_wp(_ZF._9q)]=yyfplus(_ZF._BE[_wp(_ZF._9q)],2)};if((yyGetBool(yyfequal(_ZF._NE,5)))&&(yyGetBool(yyfgreater(_ZF._RE,1)))){_ZF._bq=17}else {_ZF._bq=1};break;}case 5:{if(yyfequal(_0m(_3l,_4l,42)._Bo, 1)){{_E7(_ZF,_3l);return;}}else {{_T6(_ZF,_3l);}};break;}case 6:{_ZF._bq=1;_ZF._BE[_wp(!yyGetBool(_ZF._9q)?1:0)]=yyfplus(_ZF._BE[_wp(!yyGetBool(_ZF._9q)?1:0)],2);break;}case 7:{_ZF._bq=2;break;}};_ZF._WA=1;_ZF._vE=1?1:0;if(yyfnotequal(_5l,9)){_ZF.__C=1};}}};}function _L6(_3l,_4l){var _3G=(yyGetBool(yyflessequal(_0m(_3l,_4l,48)._VD,0)))&&(yyGetBool(yyflessequal(_0m(_3l,_4l,48)._WD,0)))?1:0;if(yyGetBool(_3G)){{_A9(_3l,_4l,yyfplus(yyfplus("is_quarter_over = YES (",_sl(_89(_3l,_4l,_3l._bq))),")"));_3l._zF=_3l._bq; _3l._bq=12;_3l._RE=0;return 1;}};_A9(_3l,_4l,yyfplus(yyfplus("is_quarter_over = NO (",_sl(_89(_3l,_4l,_3l._bq))),")"));return 0;}function _M6(_3l,_4l,_5l){var _4G=_5l;if(yyfless(_3l.y,132)){return 0};if(yyfgreater(_3l.y,468)){return 0};if((yyGetBool(yyfgreater(_3l.x,300)))&&(yyGetBool(yyfless(_3l.x,2300)))){return 1};if(yyGetBool(_4G)){{if((yyGetBool(yyfgreater(_3l.x,90)))&&(yyGetBool(yyfless(_3l.x,2510)))){return 1};}};return 0;}function _N6(_3l,_4l,_5l,_Bq,_Cq){var _5G=_5l;var _6G=_Bq;var _4G=_Cq;if(yyfless(_6G, 132)){return 0};if(yyfgreater(_6G,468)){return 0};if((yyGetBool(yyfgreater(_5G,300)))&&(yyGetBool(yyfless(_5G,2300)))){return 1};if(yyGetBool(_4G)){{if((yyGetBool(yyfgreater(_5G,90)))&&(yyGetBool(yyfless(_5G,2510)))){return 1};}};return 0;}function _O6(_3l,_4l,_5l){var _7G=_5l;_A9(_3l,_4l,yyfplus("s_end_match:",_sl(_ul(_7G))));{var _8G=_8l(42);for(var _9G in _8G){if(!_8G.hasOwnProperty(_9G))continue;var _aG=_8G[_9G];if(_aG._bl)continue;if(!_aG._cl)continue;{_aG._cv=_vp(_aG._cv,4276613938);_aG._cv[_wp(0)]=_0m(_3l, _4l,48)._BE[_Tn(0,_0m(_3l,_4l,48)._BE)];_aG._cv[_wp(1)]=_0m(_3l,_4l,48)._BE[_Tn(1,_0m(_3l,_4l,48)._BE)];_aG._zt=_vp(_aG._zt,3805390041);_aG._zt[_wp(0)]++;_P6(_aG,_3l);_x8(_aG,_3l);var _zq=_n5(_aG,_3l,_aG._Nl);_vl(_zq,"away_score",_aG._cv[_Tn(0,_aG._cv)]);_vl(_zq,"home_score",_aG._cv[_Tn(1,_aG._cv)]);if(yyfequal(_aG._Nl,17)){{_A9(_aG,_3l,yyfplus("End of regular season. My rating was ",_sl(_ul(_aG._as))));if(yyfequal(_o9(_aG,_3l,_aG._Gm,1),_aG._Fm)){{_aG._as=yyfplus(_aG._as,4);_A9(_aG,_3l,yyfplus("1st seed. My rating is now ", _sl(_ul(_aG._as))));_J2(_aG,_3l,"ACH_WIN_DIVISION");}}else {if(yyfequal(_o9(_aG,_3l,_aG._Gm,2),_aG._Fm)){{_aG._as=yyfplus(_aG._as,3);_A9(_aG,_3l,yyfplus("2nd seed. My rating is now ",_sl(_ul(_aG._as))));}}else {if(yyfequal(_o9(_aG,_3l,_aG._Gm,3),_aG._Fm)){{_aG._as=yyfplus(_aG._as,2);_A9(_aG,_3l,yyfplus("3rd seed. My rating is now ",_sl(_ul(_aG._as))));}}else {if(yyfequal(_o9(_aG,_3l,_aG._Gm,4),_aG._Fm)){{_A9(_aG,_3l,yyfplus("4th seed. My rating is now ",_sl(_ul(_aG._as))));}}else {{_aG._as=round(yyftime(_sl(_aG._as), 0.5));_A9(_aG,_3l,yyfplus("Unseeded. My rating is now ",_sl(_ul(_aG._as))));}}}}};}};_J2(_aG,_3l,"ACH_PLAYGAME1");_aG._xt++;var _bG=_7G;var _cG=-1;if(yyCompareVal(_bG,(-1),g_GMLMathEpsilon)==0){_cG=0;}else if(yyCompareVal(_bG,0,g_GMLMathEpsilon)==0){_cG=1;}else if(yyCompareVal(_bG,1,g_GMLMathEpsilon)==0){_cG=2;}switch(_cG){case 0:{_vl(_zq,"human_win","loss");_aG._wt=yyfplus(_aG._wt,1);var _dG=_aG._Nl;var _eG=-1;if(yyCompareVal(_dG,18,g_GMLMathEpsilon)==0||yyCompareVal(_dG,19,g_GMLMathEpsilon)==0||yyCompareVal(_dG, 20,g_GMLMathEpsilon)==0||yyCompareVal(_dG,21,g_GMLMathEpsilon)==0){_eG=0;}else if(yyCompareVal(_dG,22,g_GMLMathEpsilon)==0||yyCompareVal(_dG,23,g_GMLMathEpsilon)==0||yyCompareVal(_dG,24,g_GMLMathEpsilon)==0||yyCompareVal(_dG,25,g_GMLMathEpsilon)==0){_eG=1;}else if(yyCompareVal(_dG,26,g_GMLMathEpsilon)==0||yyCompareVal(_dG,27,g_GMLMathEpsilon)==0){_eG=2;}else if(yyCompareVal(_dG,28,g_GMLMathEpsilon)==0){_eG=3;}switch(_eG){case 0:{_aG._as=yyfplus(_aG._as,3);_A9(_aG,_3l,yyfplus("Out in wild card round. My rating is now ", _sl(_ul(_aG._as))));_g6(_aG,_3l,1);break;}case 1:{_aG._as=yyfplus(_aG._as,4);_A9(_aG,_3l,yyfplus("Out in divisional round. My rating is now ",_sl(_ul(_aG._as))));break;}case 2:{_aG._as=yyfplus(_aG._as,5);_A9(_aG,_3l,yyfplus("Out in wild championship round. My rating is now ",_sl(_ul(_aG._as))));break;}case 3:{_aG._as=yyfplus(_aG._as,6);_A9(_aG,_3l,yyfplus("Lost the superbowl. My rating is now ",_sl(_ul(_aG._as))));break;}};break;}case 1:{_vl(_zq,"human_win","tie");break;}case 2:{_vl(_zq,"human_win","win"); _aG._wt=yyfminus(_aG._wt,1);if(yyfgreater(_0m(_3l,_4l,48)._BE[_Tn(_0m(_3l,_4l,48)._aq,_0m(_3l,_4l,48)._BE)],yyfplus(_sl(_0m(_3l,_4l,48)._BE[_Tn(!yyGetBool(_0m(_3l,_4l,48)._aq)?1:0,_0m(_3l,_4l,48)._BE)]),14))){_aG._wt=yyfminus(_aG._wt,1)};_J2(_aG,_3l,"ACH_WIN1");var _rl=_H2(_aG,_3l,"ACH_WIN1");if(yyfgreaterequal(_rl,5)){_J2(_aG,_3l,"ACH_WIN5")};if(yyfgreaterequal(_rl,10)){_J2(_aG,_3l,"ACH_WIN10")};if(yyfgreaterequal(_rl,25)){_J2(_aG,_3l,"ACH_WIN25")};if(yyfgreaterequal(_rl,50)){_J2(_aG,_3l,"ACH_WIN50")} ;if(yyfgreaterequal(_rl,100)){_J2(_aG,_3l,"ACH_WIN100")};var _fG=_aG._Nl;var _gG=-1;if(yyCompareVal(_fG,18,g_GMLMathEpsilon)==0||yyCompareVal(_fG,19,g_GMLMathEpsilon)==0||yyCompareVal(_fG,20,g_GMLMathEpsilon)==0||yyCompareVal(_fG,21,g_GMLMathEpsilon)==0){_gG=0;}else if(yyCompareVal(_fG,22,g_GMLMathEpsilon)==0||yyCompareVal(_fG,23,g_GMLMathEpsilon)==0||yyCompareVal(_fG,24,g_GMLMathEpsilon)==0||yyCompareVal(_fG,25,g_GMLMathEpsilon)==0){_gG=1;}else if(yyCompareVal(_fG,26,g_GMLMathEpsilon)==0||yyCompareVal(_fG, 27,g_GMLMathEpsilon)==0){_gG=2;}else if(yyCompareVal(_fG,28,g_GMLMathEpsilon)==0){_gG=3;}switch(_gG){case 0:{_J2(_aG,_3l,"ACH_WIN_PLAYOFF");_g6(_aG,_3l,2);break;}case 1:{_J2(_aG,_3l,"ACH_WIN_PLAYOFF");_g6(_aG,_3l,3);break;}case 2:{var _hG=_0m(_3l,_4l,42)._Gm;var _iG=-1;if(yyCompareVal(_hG,0,g_GMLMathEpsilon)==0){_iG=0;}else if(yyCompareVal(_hG,1,g_GMLMathEpsilon)==0){_iG=1;}switch(_iG){case 0:{_J2(_aG,_3l,"ACH_WIN_AFC");break;}case 1:{_J2(_aG,_3l,"ACH_WIN_NFC");break;}};_g6(_aG,_3l,4);break;}case 3:{_aG._as=yyfplus(_aG._as, 8);_A9(_aG,_3l,yyfplus("Won the superbowl! My rating is now ",_sl(_ul(_aG._as))));_g6(_aG,_3l,5);_J2(_aG,_3l,"ACH_WIN_RETROBOWL1");var _rl=_H2(_aG,_3l,"ACH_WIN_RETROBOWL1");if(yyfequal(_rl,3)){_J2(_aG,_3l,"ACH_WIN_RETROBOWL3")};if(yyfequal(_rl,5)){_J2(_aG,_3l,"ACH_WIN_RETROBOWL5")};if(yyfequal(_rl,10)){_J2(_aG,_3l,"ACH_WIN_RETROBOWL10")};break;}};break;}};_aG._as=_cm(_aG._as,1,20);if(yyfgreater(_H2(_aG,_3l,"ACH_WIN_RETROBOWL1"),0)){_aG._wt=_cm(_aG._wt,(-5),10)}else {_aG._wt=_cm(_aG._wt,2,10)};}}}; _U5(_3l,_4l,1);}function _P6(_3l,_4l){{var _jG=_8l(42);for(var _kG in _jG){if(!_jG.hasOwnProperty(_kG))continue;var _lG=_jG[_kG];if(_lG._bl)continue;if(!_lG._cl)continue;{_sq(_lG._Um);var _mG=0?1:0;var _rv=1;for(;yyfless(_rv,3);_rv++){{_lG._zt=_vp(_lG._zt,2792391105);_lG._zt[_wp(_rv)]=yyfplus(_lG._zt[_wp(_rv)],_lG._zt[_Tn(0,_lG._zt)]);_lG._At=_vp(_lG._At,1394915673);_lG._At[_wp(_rv)]=yyfplus(_lG._At[_wp(_rv)],_lG._At[_Tn(0,_lG._At)]);_lG._Bt=_vp(_lG._Bt,2841682678);_lG._Bt[_wp(_rv)]=yyfplus(_lG._Bt[_wp(_rv)], _lG._Bt[_Tn(0,_lG._Bt)]);_lG._Ct=_vp(_lG._Ct,1505616728);_lG._Ct[_wp(_rv)]=yyfplus(_lG._Ct[_wp(_rv)],_lG._Ct[_Tn(0,_lG._Ct)]);_lG._Dt=_vp(_lG._Dt,4155348646);_lG._Dt[_wp(_rv)]=yyfplus(_lG._Dt[_wp(_rv)],_lG._Dt[_Tn(0,_lG._Dt)]);_lG._Et=_vp(_lG._Et,2056755040);_lG._Et[_wp(_rv)]=yyfplus(_lG._Et[_wp(_rv)],_lG._Et[_Tn(0,_lG._Et)]);_lG._Ft=_vp(_lG._Ft,3890897118);_lG._Ft[_wp(_rv)]=yyfplus(_lG._Ft[_wp(_rv)],_lG._Ft[_Tn(0,_lG._Ft)]);}};var _nG=0;var _oG=0;var _dl=0;for(;yyfless(_dl,_el(_lG._Um));_dl++){{var _Bl=_hl(_lG._Um, _dl);if((yyGetBool(yyfless(_il(_Bl,"condition"),0)))||(yyGetBool(_il(_Bl,"resting")))){continue };_FB(_Bl,"season_games",yyfplus(_sl(_il(_Bl,"season_games")),1));_vl(_Bl,"season_attempts",yyfplus(_sl(_il(_Bl,"season_attempts")),_sl(_il(_Bl,"stat_attempts"))));_vl(_Bl,"season_complete",yyfplus(_sl(_il(_Bl,"season_complete")),_sl(_il(_Bl,"stat_complete"))));_vl(_Bl,"season_yards",yyfplus(_sl(_il(_Bl,"season_yards")),_sl(_il(_Bl,"stat_yards"))));_vl(_Bl,"season_touchdowns",yyfplus(_sl(_il(_Bl,"season_touchdowns")), _sl(_il(_Bl,"stat_touchdowns"))));_vl(_Bl,"season_fumbles",yyfplus(_sl(_il(_Bl,"season_fumbles")),_sl(_il(_Bl,"stat_fumbles"))));_vl(_Bl,"season_int",yyfplus(_sl(_il(_Bl,"season_int")),_sl(_il(_Bl,"stat_int"))));_vl(_Bl,"season_sacks",yyfplus(_sl(_il(_Bl,"season_sacks")),_sl(_il(_Bl,"stat_sacks"))));_vl(_Bl,"season_tackles",yyfplus(_sl(_il(_Bl,"season_tackles")),_sl(_il(_Bl,"stat_tackles"))));_vl(_Bl,"season_rush_attempts",yyfplus(_sl(_il(_Bl,"season_rush_attempts")),_sl(_il(_Bl,"stat_rush_attempts")))); _vl(_Bl,"season_rush_yards",yyfplus(_sl(_il(_Bl,"season_rush_yards")),_sl(_il(_Bl,"stat_rush_yards"))));_vl(_Bl,"season_rush_touchdowns",yyfplus(_sl(_il(_Bl,"season_rush_touchdowns")),_sl(_il(_Bl,"stat_rush_touchdowns"))));_nG=yyfplus(_nG,_il(_Bl,"stat_yards"));_oG=yyfplus(_oG,_il(_Bl,"stat_rush_yards"));if(yyfgreater(_il(_Bl,"stat_longest"),_il(_Bl,"season_longest"))){_vl(_Bl,"season_longest",_il(_Bl,"stat_longest"))};if(yyfgreater(_il(_Bl,"stat_rush_longest"),_il(_Bl,"season_rush_longest"))){_vl(_Bl, "season_rush_longest",_il(_Bl,"stat_rush_longest"))};_FB(_Bl,"career_games",yyfplus(_sl(_il(_Bl,"career_games")),1));_vl(_Bl,"career_attempts",yyfplus(_sl(_il(_Bl,"career_attempts")),_sl(_il(_Bl,"stat_attempts"))));_vl(_Bl,"career_complete",yyfplus(_sl(_il(_Bl,"career_complete")),_sl(_il(_Bl,"stat_complete"))));_vl(_Bl,"career_yards",yyfplus(_sl(_il(_Bl,"career_yards")),_sl(_il(_Bl,"stat_yards"))));_vl(_Bl,"career_touchdowns",yyfplus(_sl(_il(_Bl,"career_touchdowns")),_sl(_il(_Bl,"stat_touchdowns")))); _vl(_Bl,"career_fumbles",yyfplus(_sl(_il(_Bl,"career_fumbles")),_sl(_il(_Bl,"stat_fumbles"))));_vl(_Bl,"career_int",yyfplus(_sl(_il(_Bl,"career_int")),_sl(_il(_Bl,"stat_int"))));_vl(_Bl,"career_sacks",yyfplus(_sl(_il(_Bl,"career_sacks")),_sl(_il(_Bl,"stat_sacks"))));_vl(_Bl,"career_tackles",yyfplus(_sl(_il(_Bl,"career_tackles")),_sl(_il(_Bl,"stat_tackles"))));_vl(_Bl,"career_rush_attempts",yyfplus(_sl(_il(_Bl,"career_rush_attempts")),_sl(_il(_Bl,"stat_rush_attempts"))));_vl(_Bl,"career_rush_yards", yyfplus(_sl(_il(_Bl,"career_rush_yards")),_sl(_il(_Bl,"stat_rush_yards"))));_vl(_Bl,"career_rush_touchdowns",yyfplus(_sl(_il(_Bl,"career_rush_touchdowns")),_sl(_il(_Bl,"stat_rush_touchdowns"))));if(yyfgreater(_il(_Bl,"stat_longest"),_il(_Bl,"career_longest"))){_vl(_Bl,"career_longest",_il(_Bl,"stat_longest"))};if(yyfgreater(_il(_Bl,"stat_rush_longest"),_il(_Bl,"career_rush_longest"))){_vl(_Bl,"career_rush_longest",_il(_Bl,"stat_rush_longest"))};var _pG=_il(_Bl,"xp_level");var _qG=yyftime(_sl(_lG._Tl), 2);var _rG=0;var _sG=_il(_Bl,"position");var _tG=-1;if(yyCompareVal(_sG,1,g_GMLMathEpsilon)==0){_tG=0;}else if(yyCompareVal(_sG,2,g_GMLMathEpsilon)==0){_tG=1;}else if(yyCompareVal(_sG,4,g_GMLMathEpsilon)==0){_tG=2;}else if(yyCompareVal(_sG,3,g_GMLMathEpsilon)==0){_tG=3;}else if(yyCompareVal(_sG,10,g_GMLMathEpsilon)==0){_tG=4;}switch(_tG){case 0:{_qG=yyfplus(_qG,yyftime(yyftime(_sl(_il(_Bl,"stat_touchdowns")),5),0.5));_qG=yyfplus(_qG,yyftime(yyftime(_sl(_il(_Bl,"stat_rush_touchdowns")),5),0.5));_qG=yyfplus(_qG, yyftime(_sl(_il(_Bl,"stat_yards")),0.1));_qG=yyfplus(_qG,yyftime(_sl(_il(_Bl,"stat_rush_yards")),0.1));_rG=_cm(yyfdivide(_sl(yyfplus(_sl(_il(_Bl,"stat_yards")),_sl(_il(_Bl,"stat_yards")))),100),0,10);_rG=yyfplus(_rG,yyftime(_sl(_il(_Bl,"stat_sacks")),2));break;}case 1:{_qG=yyfplus(_qG,yyftime(_sl(_il(_Bl,"stat_touchdowns")),5));_qG=yyfplus(_qG,yyftime(_sl(_il(_Bl,"stat_rush_touchdowns")),5));_qG=yyfplus(_qG,yyftime(yyftime(_sl(_il(_Bl,"stat_rush_yards")),0.1),3));_qG=yyfplus(_qG,yyftime(yyftime(_sl(_il(_Bl, "stat_yards")),0.1),2));_rG=_cm(yyfdivide(_sl(yyfplus(_sl(_il(_Bl,"stat_yards")),_sl(_il(_Bl,"stat_yards")))),50),0,10);break;}case 2:{_qG=yyfplus(_qG,yyftime(_sl(_il(_Bl,"stat_touchdowns")),5));_qG=yyfplus(_qG,yyftime(yyftime(_sl(_il(_Bl,"stat_yards")),0.1),2));_rG=_cm(yyfdivide(_sl(yyfplus(_sl(_il(_Bl,"stat_yards")),_sl(_il(_Bl,"stat_yards")))),50),0,10);break;}case 3:{_qG=yyfplus(_qG,yyftime(_sl(_il(_Bl,"stat_touchdowns")),5));_qG=yyfplus(_qG,yyftime(yyftime(_sl(_il(_Bl,"stat_yards")),0.1),3)); _rG=_cm(yyfdivide(_sl(yyfplus(_sl(_il(_Bl,"stat_yards")),_sl(_il(_Bl,"stat_yards")))),25),0,10);break;}case 4:{_qG=yyfplus(_qG,yyfdivide(_sl(_il(_Bl,"stat_yards")),2));_rG=_cm(yyfdivide(_sl(yyfplus(_sl(_il(_Bl,"stat_yards")),_sl(_il(_Bl,"stat_yards")))),50),0,10);break;}default :{_rG=yyfplus(_rG,_il(_Bl,"stat_tackles"));break;}};_qG=yyfminus(_qG,yyftime(_sl(_il(_Bl,"stat_fumbles")),5));_qG=yyfminus(_qG,yyftime(_sl(_il(_Bl,"stat_int")),2.5));_qG=yyfminus(_qG,yyftime(_sl(_il(_Bl,"stat_sacks")),2.5)); _qG=yyfplus(_qG,yyftime(_sl(_il(_Bl,"stat_tackles")),5));var _uG=_H8(_lG,_3l,102);var _vG=_H8(_lG,_3l,101);if((yyGetBool(yyfequal(_il(_uG,"trait"),7)))&&(yyGetBool(_n8(_lG,_3l,_Bl)))){_qG=yyfplus(_qG,yyftime(_sl(_pG),5))}else {if((yyGetBool(yyfequal(_il(_vG,"trait"),7)))&&(yyGetBool(!yyGetBool(_n8(_lG,_3l,_Bl))))){_qG=yyfplus(_qG,yyftime(_sl(_pG),5))}};_qG=_cm(_qG,0,yyftime(_sl(_pG),200));_vl(_Bl,"xp_gain",yyfplus(_sl(_il(_Bl,"xp_gain")),_sl(round(_qG))));_rG=yyfplus(25,_sl(_ml(_il(_Bl,"age"))));_rG=yyfplus(_rG, _cm(round(yyftime(_sl(_0m(_3l,_4l,42)._Nl),0.6)),2,10));_rG=yyfplus(_rG,yyfdivide(_sl(_s8(_lG,_3l,_Bl)),2));_vl(_Bl,"condition",_cm(round(yyfminus(_sl(_il(_Bl,"condition")),_sl(_rG))),1,100));if(!yyGetBool(_mG)){_mG=_A8(_lG,_3l,_Bl)};}};if(yyfgreater(_nG,100)){_J2(_lG,_3l,"ACH_GAME_PASS_100")};if(yyfgreater(_nG,200)){_J2(_lG,_3l,"ACH_GAME_PASS_200")};if(yyfgreater(_nG,300)){_J2(_lG,_3l,"ACH_GAME_PASS_300")};if(yyfgreater(_oG,50)){_J2(_lG,_3l,"ACH_GAME_RUSH_50")};if(yyfgreater(_oG,100)){_J2(_lG,_3l, "ACH_GAME_RUSH_100")};if(yyfgreater(_oG,150)){_J2(_lG,_3l,"ACH_GAME_RUSH_150")};}}};}function _Q6(_3l,_4l){{var _wG=_8l(48);for(var _xG in _wG){if(!_wG.hasOwnProperty(_xG))continue;var _yG=_wG[_xG];if(_yG._bl)continue;if(!_yG._cl)continue;return yyfplus(_sl(_sl(-_sl(_yG._XD))),50)}};}function _R6(_3l,_4l){_A9(_3l,_4l,"s_kick_off");{var _zG=_8l(48);for(var _AG in _zG){if(!_zG.hasOwnProperty(_AG))continue;var _BG=_zG[_AG];if(_BG._bl)continue;if(!_BG._cl)continue;{_BG.__C=1;_BG._ZD=10;_BG._XD=(-15);_BG._XD=yyfplus(_BG._XD, _Vm(45,70));if(yyfgreater(_BG._XD,40)){_BG._XD=25};_BG._uE=_Pl(_Q8(_BG,_3l,"comm_stage_KickOff"),"$teamname",_BG._dw[_Tn(_BG._9q,_BG._dw)]);_T6(_BG,_3l);_BG._WE=1;}}};}function _S6(_3l,_4l){_A9(_3l,_4l,"s_punt");_3l._XD=yyfplus(_3l._XD,_Vm(40,60));if(yyfgreater(_3l._XD,49)){_3l._XD=25};_3l._uE=_Pl(_Q8(_3l,_4l,"comm_stage_Punt"),"$teamname",_3l._dw[_Tn(_3l._9q,_3l._dw)]);_J7(_3l,_4l);_D6(_3l,_4l,5,10);_T6(_3l,_4l);_3l._WE=5;}function _T6(_3l,_4l){_A9(_3l,_4l,"s_change_possession");{var _CG=_8l(48);for(var _DG in _CG){ if(!_CG.hasOwnProperty(_DG))continue;var _EG=_CG[_DG];if(_EG._bl)continue;if(!_EG._cl)continue;{_EG.__C=1;_EG._ZD=10;_EG._XD=_sl(-_sl(_EG._XD));_EG._9q=!yyGetBool(_EG._9q)?1:0;_EG._WE=_EG._bq;_EG._bq=2;_EG._VE=0;}}};}function _U6(_3l,_4l){if(yyGetBool(_3l._6F)){{var _FG=_il(_3l._6F,"position");var _GG=-1;if(yyCompareVal(_FG,6,g_GMLMathEpsilon)==0){_GG=0;}else 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_MG=_KG[_LG];if(_MG._bl)continue;if(!_MG._cl)continue;{_MG._fC=0;if(yyfequal(_MG._Sw,2)){{_MG._gC=0;return;}};var _NG=_Sm(4);var _OG=-1;if(yyCompareVal(_NG,0,g_GMLMathEpsilon)==0){_OG=0; }else if(yyCompareVal(_NG,1,g_GMLMathEpsilon)==0){_OG=1;}else if(yyCompareVal(_NG,2,g_GMLMathEpsilon)==0){_OG=2;}else if(yyCompareVal(_NG,3,g_GMLMathEpsilon)==0){_OG=3;}switch(_OG){case 0:{_MG._gC=_cm(yyfplus(_sl(_MG._gC),1),0,10);break;}case 1:{_MG._gC=_cm(yyfminus(_sl(_MG._gC),1),0,10);break;}case 2:{_MG._hC=yyfplus(_MG._hC,1);break;}case 3:{_MG._hC=yyfminus(_MG._hC,1);break;}default :{break;}};if(yyfequal(_0m(_3l,_4l,42)._Bo,1)){{if(yyfequal(_0m(_3l,_4l,48)._1G,0)){_MG._gC=0}else {_MG._gC=5};}}else {{_MG._gC=_cm(yyfminus(11, _sl(_0m(_3l,_4l,42)._wt)),0,10);}};if(yyfgreater(_MG._hC,7)){_MG._hC=0};if(yyfless(_MG._hC,0)){_MG._hC=7};}}};}function _X6(_3l,_4l){{var _PG=_8l(48);for(var _QG in _PG){if(!_PG.hasOwnProperty(_QG))continue;var _RG=_PG[_QG];if(_RG._bl)continue;if(!_RG._cl)continue;{_4z("force 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if(yyCompareVal(_TG,9,g_GMLMathEpsilon)==0){_UG=9;}else if(yyCompareVal(_TG,10,g_GMLMathEpsilon)==0){_UG=10;}else if(yyCompareVal(_TG,11,g_GMLMathEpsilon)==0){_UG=11;}else if(yyCompareVal(_TG,12,g_GMLMathEpsilon)==0){_UG=12;}else if(yyCompareVal(_TG,13,g_GMLMathEpsilon)==0){ _UG=13;}else if(yyCompareVal(_TG,14,g_GMLMathEpsilon)==0){_UG=14;}else if(yyCompareVal(_TG,15,g_GMLMathEpsilon)==0){_UG=15;}else if(yyCompareVal(_TG,16,g_GMLMathEpsilon)==0){_UG=16;}else if(yyCompareVal(_TG,17,g_GMLMathEpsilon)==0){_UG=17;}switch(_UG){case 0:{_3l._Vw(16);if((yyGetBool(yyfequal(_3l._jB,1)))&&(yyGetBool(yyfequal(_VG(52),0)))){_3l._XB(2)}else {_3l._XB(0)};_3l._SG=0;_3l._aD=(-4);break;}case 1:{_3l._Vw(16);_3l._XB(1);_3l._SG=0;_3l._aD=(-4);break;}case 2:{if(yyfequal(_0m(_3l,_4l,_bD)._HA,_3l.id)){ _3l._Vw(22)}else {_3l._Vw(21)};_3l._XB(0);_3l._SG=min(_3l._E2,1);_3l._aD=(-4);break;}case 3:{_3l._Vw(29);_3l._XB(0);break;}case 4:{_Q7(_3l,_4l);if((yyGetBool(yyfequal(_3l._wC,30)))||(yyGetBool(yyfequal(_3l._wC,31)))){return };_3l._Vw(30);if((yyGetBool(yyfequal(_0m(_3l,_4l,_bD)._HA,_3l.id)))&&(yyGetBool(!yyGetBool(_0m(_3l,_4l,_bD)._BC)))){{var _WG=_16(_3l,_4l);if((yyGetBool(_0m(_3l,_4l,_bD)._HA))&&(yyGetBool(_0m(_3l,_4l,_0m(_3l,_4l,_bD)._HA)._Bl))){_WG=_il(_0m(_3l,_4l,_0m(_3l,_4l,_bD)._HA)._Bl,"condition")} ;if(yyfgreater(_0m(_3l,_4l,42)._wt,3)){_WG=yyfplus(_WG,yyftime(_sl(_0m(_3l,_4l,42)._wt),4))};if(yyfgreater(_0m(_3l,_4l,42)._wt,8)){_WG=100};{var _XG=_8l(60);for(var _YG in _XG){if(!_XG.hasOwnProperty(_YG))continue;var _ZG=_XG[_YG];if(_ZG._bl)continue;if(!_ZG._cl)continue;if(yyfequal(_ZG._Sw,1)){_WG=yyfminus(_WG,15)}}};_WG=_cm(_WG,10,100);if((yyGetBool(_3l._LB))&&(yyGetBool(!yyGetBool(_Sm(2))))&&(yyGetBool(yyfgreater(_Vm((-25),90),_WG)))&&(yyGetBool(yyfnotequal(_3l._jB,1)))){{_t6(_3l,_4l,1);}}else {{_3l._Vw(31); }};}};_3l._XB(0);_3l._aD=(-4);_3l.__G=0;break;}case 5:{_R7(_3l,_4l);_3l._Vw(33);_3l._XB(0);_3l._0H(_3l._Yf*2.1);_3l._1H(_3l._Zf*1.7);_3l._aD=(-4);break;}case 6:{_3l._Vw(23);_3l._XB(0);_3l._aD=(-4);break;}case 7:{_3l._Vw(28);_3l._XB(0);_3l._0H(_3l._Yf*0.1);_3l._aD=(-4);break;}case 8:{_R7(_3l,_4l);_3l._Vw(27);_3l._2H--;_3l._XB(0);_3l._aD=(-4);break;}case 9:{_3l._Vw(24);_3l._3H--;_3l._aD=(-4);global._PD=0;global._QD=0;break;}case 10:{_R7(_3l,_4l);_3l._Vw(25);_3l._XB(0);_3l._aD=(-4);break;}case 11:{_3l._Vw(18); _3l._XB(0);break;}case 12:{if(yyfequal(_0m(_3l,_4l,_bD)._WA,19)){_3l._Vw(20)}else {_3l._Vw(19)};_3l._XB(0);_K7(_3l,_4l);break;}case 13:{_3l._Vw(36);_3l._XB(0);_3l._SG=0;break;}case 14:{_3l._0H(yyftime(_sl(_3l._tC),0.85));_3l._Vw(34);_3l._XB(0);break;}case 15:{_3l._Vw(35);_3l._XB(0);break;}case 16:{_3l._Vw(37);_3l._XB(0);break;}case 17:{_3l._Vw(38);_3l._XB(_Sm(1));break;}};}function _Z6(_3l,_4l){_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(20,_sl(_3l._ZB)))));var _4H=100;var _5H=_3l._6H;var _7H=-1; 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1:{if((yyGetBool(_Sm(1)))||(yyGetBool(yyfequal(_0m(_3l,_4l,42)._Bo,2)))){{_3l._jB=2;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(_sl(_4H),_sl(_3l._ZB)))));_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),35));if(yyGetBool(_Sm(1))){_3l._Us(yyfplus(_sl(_0m(_3l,_4l, 48)._bB),35))};}}else {{_3l._jB=2;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(_sl(yyfplus(_sl(_4H),35)),_sl(_3l._ZB)))));var _8H=_Sm(2);var _9H=-1;if(yyCompareVal(_8H,0,g_GMLMathEpsilon)==0){_9H=0;}else if(yyCompareVal(_8H,1,g_GMLMathEpsilon)==0){_9H=1;}else if(yyCompareVal(_8H,2,g_GMLMathEpsilon)==0){_9H=2;}switch(_9H){case 0:{_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),17));break;}case 1:{_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),17));break;}case 2:{_3l._Us(300);break;}};}};break;}case 2:{_3l._jB=5; _3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(10,_sl(_3l._ZB)))));_3l._Us(_0m(_3l,_4l,48)._bB);break;}case 3:{_3l._jB=5;_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),15));break;}case 4:{_3l._jB=5;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),15));break;}case 5:{_3l._jB=5;_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),30));break;}case 6:{_3l._jB=5;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),30));break;}case 7:{_3l._jB=3;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(12,_sl(_3l._ZB)))));_3l._Us(yyfplus(_sl(_0m(_3l, _4l,48)._bB),60));var _aH=0?1:0;{var _bH=_8l(50);for(var _cH in _bH){if(!_bH.hasOwnProperty(_cH))continue;var _dH=_bH[_cH];if(_dH._bl)continue;if(!_dH._cl)continue;if((yyGetBool(yyfequal(_dH._jB,2)))&&(yyGetBool(yyfgreaterequal(_dH.y,300)))){_aH=1?1:0}}};if((yyGetBool(_aH))&&(yyGetBool(1))){{_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),45));_3l._eH=1?1:0;}};break;}case 8:{_3l._jB=4;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(yyftime(20,_sl(_Vm(1,2))),_sl(_3l._ZB)))));_3l._Us(yyfminus(_sl(_0m(_3l, _4l,48)._bB),_sl(_YB(100,120))));if((yyGetBool((yyGetBool(yyfgreater(_3l.y,300)))&&(yyGetBool(yyfless(_0m(_3l,_4l,48)._bB,300)))))||(yyGetBool((yyGetBool(yyfless(_3l.y,300)))&&(yyGetBool(yyfgreater(_0m(_3l,_4l,48)._bB,300)))))){_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),_sl(_YB(120,160))))};break;}case 9:{_3l._jB=3;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(12,_sl(_3l._ZB)))));_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),60));var _aH=0?1:0;{var _fH=_8l(50);for(var _gH in _fH){if(!_fH.hasOwnProperty(_gH))continue; var _hH=_fH[_gH];if(_hH._bl)continue;if(!_hH._cl)continue;if((yyGetBool(yyfequal(_hH._jB,2)))&&(yyGetBool(yyflessequal(_hH.y,300)))){_aH=1?1:0}}};if(yyGetBool(_aH)){{_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),45));_3l._eH=1?1:0;}};break;}case 10:{_3l._jB=4;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(yyftime(20,_sl(_Vm(1,2))),_sl(_3l._ZB)))));_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),_sl(_YB(100,120))));if((yyGetBool((yyGetBool(yyfgreater(_3l.y,300)))&&(yyGetBool(yyfless(_0m(_3l,_4l,48)._bB, 300)))))||(yyGetBool((yyGetBool(yyfless(_3l.y,300)))&&(yyGetBool(yyfgreater(_0m(_3l,_4l,48)._bB,300)))))){_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),_sl(_YB(120,160))))};break;}};var _iH=_3l._jB;var _jH=-1;if(yyCompareVal(_iH,1,g_GMLMathEpsilon)==0){_jH=0;}else if(yyCompareVal(_iH,4,g_GMLMathEpsilon)==0){_jH=1;}else if(yyCompareVal(_iH,3,g_GMLMathEpsilon)==0){_jH=2;}else if(yyCompareVal(_iH,2,g_GMLMathEpsilon)==0){_jH=3;}switch(_jH){case 0:{if(yyGetBool(_0m(_3l,_4l,42)._Bo)){{if(yyfgreater(_0m(_3l,_4l,48)._1G, 0)){{_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(40,_sl(_3l._ZB)))));_3l._sB=_kH(18);}};}}else {if(yyGetBool(_Sm(1))){{_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(40,_sl(_3l._ZB)))));_3l._sB=_kH(18);}}};break;}case 1:{if(yyfequal(_0m(_3l,_4l,42)._Bo,3)){{if(yyfequal(_0m(_3l,_4l,48)._1G,0)){_3l._sB=_kH(8)}else {_3l._sB=_kH(9)};}}else {if((yyGetBool((yyGetBool(_V6(_3l,_4l,15)))&&(yyGetBool(yyfless(_0m(_3l,_4l,48)._XD,40)))))||(yyGetBool(yyfgreater(_0m(_3l,_4l,48)._ZD,10)))){{_3l._sB=_kH(_7F(1, 9,11));}}else {if((yyGetBool(yyfless(_3l.y,200)))||(yyGetBool(yyfgreater(_3l.y,400)))){{_3l._sB=_kH(_7F(1,2,4,7,8,9,11));}}else {{_3l._sB=_kH(_7F(0,1,2,3,4,5,6,7,8,9,10,11));}}}};break;}case 2:{if(yyGetBool(_3l._eH)){{_3l._sB=_kH(17);}}else {if((yyGetBool(_V6(_3l,_4l,15)))&&(yyGetBool(yyfless(_0m(_3l,_4l,48)._XD,40)))){{_3l._sB=_kH(_7F(1,9,11));}}else {if(yyGetBool(_Sm(1))){_3l._sB=_kH(_7F(12,13,15))}else {_3l._sB=_kH(_7F(0,1,2,3,4,5,6,7,8,9,10,11))}}};break;}case 3:{var _lH=1?1:0;var _mH=0;{var _nH=_8l(50); for(var _oH in _nH){if(!_nH.hasOwnProperty(_oH))continue;var _pH=_nH[_oH];if(_pH._bl)continue;if(!_pH._cl)continue;{if((yyGetBool(yyfequal(_pH._jB,1)))&&(yyGetBool(_rB(_pH._sB)))){{_mH=_pH.y;_lH=0?1:0;}};}}};if(yyfequal(_0m(_3l,_4l,42)._Bo,2)){_3l._sB=_kH(13)}else {if(yyGetBool(_lH)){_3l._sB=_kH(_7F(12,13,14,15,16))}else {_3l._sB=_kH(_7F(12,13,14))}};break;}};if(yyfequal(_3l._sB,1)){{{var _qH=_8l(50);for(var _rH in _qH){if(!_qH.hasOwnProperty(_rH))continue;var _sH=_qH[_rH];if(_sH._bl)continue;if(!_sH._cl)continue; {if((yyGetBool(1))&&(yyGetBool(yyfequal(_sH._sB,1)))){_sH._sB=2};}}};}}else {if(yyfequal(_3l._sB,2)){{{var _tH=_8l(50);for(var _uH in _tH){if(!_tH.hasOwnProperty(_uH))continue;var _vH=_tH[_uH];if(_vH._bl)continue;if(!_vH._cl)continue;{if((yyGetBool(1))&&(yyGetBool(yyfequal(_vH._sB,2)))){_vH._sB=1};}}};}}};if(yyfequal(_3l._ZB,(-1))){{_wH(_3l._sB);_xH(_3l._sB,_sl(-_sl(_yH(_3l._sB,0))),0);}};_3l._zH=_3l.x;_3l._AH=_3l.y;}function __6(_3l,_4l){_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(20,_sl(_3l._ZB))))); var _BH=_3l._6H;var _CH=-1;if(yyCompareVal(_BH,1,g_GMLMathEpsilon)==0){_CH=0;}else if(yyCompareVal(_BH,2,g_GMLMathEpsilon)==0){_CH=1;}else if(yyCompareVal(_BH,3,g_GMLMathEpsilon)==0){_CH=2;}else if(yyCompareVal(_BH,4,g_GMLMathEpsilon)==0){_CH=3;}else if(yyCompareVal(_BH,5,g_GMLMathEpsilon)==0){_CH=4;}else if(yyCompareVal(_BH,6,g_GMLMathEpsilon)==0){_CH=5;}else if(yyCompareVal(_BH,7,g_GMLMathEpsilon)==0){_CH=6;}else if(yyCompareVal(_BH,8,g_GMLMathEpsilon)==0){_CH=7;}else if(yyCompareVal(_BH,9,g_GMLMathEpsilon)==0){ _CH=8;}else if(yyCompareVal(_BH,10,g_GMLMathEpsilon)==0){_CH=9;}else if(yyCompareVal(_BH,11,g_GMLMathEpsilon)==0){_CH=10;}switch(_CH){case 0:{_3l._jB=6;_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),17));break;}case 1:{_3l._jB=6;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),17));break;}case 2:{_3l._jB=6;_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),34));break;}case 3:{_3l._jB=6;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),34));break;}case 4:{_3l._jB=7;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(60,_sl(_3l._ZB))))); _3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),40));if(yyfequal(_0m(_3l,_4l,48)._8E,3)){_3l._jB=9};if(yyfequal(_0m(_3l,_4l,48)._8E,0)){{_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(40,_sl(_3l._ZB)))));}};break;}case 5:{_3l._jB=7;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(60,_sl(_3l._ZB)))));_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),40));if(yyfequal(_0m(_3l,_4l,48)._8E,3)){_3l._jB=9};if(yyfequal(_0m(_3l,_4l,48)._8E,0)){{_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(40,_sl(_3l._ZB))))); }};break;}case 6:{_3l._jB=9;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(140,_sl(_3l._ZB)))));_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),60));if((yyGetBool(yyfequal(_0m(_3l,_4l,48)._8E,1)))||(yyGetBool(yyfequal(_0m(_3l,_4l,48)._8E,3)))){{_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(180,_sl(_3l._ZB)))));_3l._Us(_0m(_3l,_4l,48)._bB);}};if(yyfequal(_0m(_3l,_4l,48)._8E,0)){{_3l._jB=7;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(20,_sl(_3l._ZB)))));_3l._Us(yyfplus(_sl(_0m(_3l, _4l,48)._bB),80));}};break;}case 7:{_3l._jB=8;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(60,_sl(_3l._ZB)))));_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),100));if(yyfgreater(_0m(_3l,_4l,48)._bB,300)){{_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),140));}};if(yyfequal(_0m(_3l,_4l,48)._8E,3)){{_3l._jB=9;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(120,_sl(_3l._ZB)))));}};break;}case 8:{_3l._jB=8;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(60,_sl(_3l._ZB)))));_3l._Us(yyfplus(_sl(_0m(_3l, _4l,48)._bB),100));if(yyfless(_0m(_3l,_4l,48)._bB,300)){{_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),140));}};if(yyfequal(_0m(_3l,_4l,48)._8E,3)){{_3l._jB=9;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(120,_sl(_3l._ZB)))));}};break;}case 9:{_3l._jB=7;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(80,_sl(_3l._ZB)))));_3l._Us(_0m(_3l,_4l,48)._bB);if(yyfequal(_0m(_3l,_4l,48)._8E,0)){{_3l._jB=9;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(80,_sl(_3l._ZB)))));}};break;}case 10:{_3l._jB=9; _3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(160,_sl(_3l._ZB)))));_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),20));if(yyfequal(_0m(_3l,_4l,48)._8E,1)){{_3l._jB=7;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(120,_sl(_3l._ZB)))));_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),_sl(yyftime(_sl(_YB((-1),1)),20))));}};if(yyfequal(_0m(_3l,_4l,48)._8E,3)){{_3l._jB=7;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(140,_sl(_3l._ZB)))));_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),_sl(yyftime(_sl(_YB((-1), 1)),20))));}};if(yyfequal(_0m(_3l,_4l,48)._8E,0)){{_3l._jB=7;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(20,_sl(_3l._ZB)))));_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),80));}};break;}};if(yyfnotequal(_3l._jB,6)){_3l._Us(_3l.y+_3l._DH)};if(yyfless(_3l.x,280)){{var _EH=yyfminus(280,_sl(_3l.x));_3l._kr(yyfminus(300,_sl(yyfdivide(_sl(_EH),2))));}}else {if(yyfgreater(_3l.x,2320)){{var _EH=yyfminus(_sl(_3l.x),2320);_3l._kr(yyfplus(2300,_sl(yyfdivide(_sl(_EH),2))));}}};}function _07(_3l,_4l,_5l,_Bq){ if(yyGetBool(_0m(_3l,_4l,_5l)._aD)){return _0m(_3l,_4l,_5l)._aD};var _yn=_Bq;var _FH,_GH;_FH=(-4);_GH=(-1);{var _HH=_8l(49);for(var _IH in _HH){if(!_HH.hasOwnProperty(_IH))continue;var _JH=_HH[_IH];if(_JH._bl)continue;if(!_JH._cl)continue;{if(yyfequal(_JH._LB,_0m(_3l,_4l,_5l)._LB)){continue };if((yyGetBool(yyfless(_yn,0)))&&(yyGetBool(yyfequal(_JH._jB,abs(_yn))))){continue };if((yyGetBool(yyfgreater(_yn,0)))&&(yyGetBool(yyfnotequal(_JH._jB,_yn)))){continue };if((yyGetBool(!yyGetBool(_JH._9D)))&&(yyGetBool(yyfequal(_JH._aD, (-4))))){{var _Jt=_5B(_JH.x,_JH.y,_0m(_3l,_4l,_5l).x,_0m(_3l,_4l,_5l).y);if((yyGetBool(yyfequal(_FH,(-4))))||(yyGetBool(yyfless(_Jt,_GH)))){{_FH=_JH.id;_GH=_Jt;}};}};}}};return _FH;}function _17(_3l,_4l){_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(20,_sl(_3l._ZB)))));var _KH=_3l._6H;var _LH=-1;if(yyCompareVal(_KH,1,g_GMLMathEpsilon)==0){_LH=0;}else if(yyCompareVal(_KH,2,g_GMLMathEpsilon)==0){_LH=1;}else if(yyCompareVal(_KH,3,g_GMLMathEpsilon)==0){_LH=2;}else if(yyCompareVal(_KH,4,g_GMLMathEpsilon)==0){ _LH=3;}else if(yyCompareVal(_KH,5,g_GMLMathEpsilon)==0){_LH=4;}else if(yyCompareVal(_KH,6,g_GMLMathEpsilon)==0){_LH=5;}else if(yyCompareVal(_KH,7,g_GMLMathEpsilon)==0){_LH=6;}else if(yyCompareVal(_KH,8,g_GMLMathEpsilon)==0){_LH=7;}else if(yyCompareVal(_KH,9,g_GMLMathEpsilon)==0){_LH=8;}else if(yyCompareVal(_KH,10,g_GMLMathEpsilon)==0){_LH=9;}else if(yyCompareVal(_KH,11,g_GMLMathEpsilon)==0){_LH=10;}switch(_LH){case 0:{_3l._jB=6;_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),6));break;}case 1:{_3l._jB=6;_3l._Us(yyfplus(_sl(_0m(_3l, _4l,48)._bB),6));break;}case 2:{_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(40,_sl(_3l._ZB)))));_3l._jB=6;_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),12));break;}case 3:{_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(40,_sl(_3l._ZB)))));_3l._jB=6;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),12));break;}case 4:{_3l._jB=6;_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),18));break;}case 5:{_3l._jB=6;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),18));break;}case 6:{_3l._jB=6;_3l._Us(yyfminus(_sl(_0m(_3l, _4l,48)._bB),30));break;}case 7:{_3l._jB=6;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),30));break;}case 8:{_3l._jB=6;_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),48));break;}case 9:{_3l._jB=6;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),48));break;}case 10:{_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(60,_sl(_3l._ZB)))));_3l._jB=6;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),22));break;}};}function _27(_3l,_4l){_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(20,_sl(_3l._ZB)))));var _MH=_3l._6H;var _NH=-1; if(yyCompareVal(_MH,1,g_GMLMathEpsilon)==0){_NH=0;}else if(yyCompareVal(_MH,2,g_GMLMathEpsilon)==0){_NH=1;}else if(yyCompareVal(_MH,3,g_GMLMathEpsilon)==0){_NH=2;}else if(yyCompareVal(_MH,4,g_GMLMathEpsilon)==0){_NH=3;}else if(yyCompareVal(_MH,5,g_GMLMathEpsilon)==0){_NH=4;}else if(yyCompareVal(_MH,6,g_GMLMathEpsilon)==0){_NH=5;}else if(yyCompareVal(_MH,7,g_GMLMathEpsilon)==0){_NH=6;}else if(yyCompareVal(_MH,8,g_GMLMathEpsilon)==0){_NH=7;}else if(yyCompareVal(_MH,9,g_GMLMathEpsilon)==0){_NH=8;}else if(yyCompareVal(_MH, 10,g_GMLMathEpsilon)==0){_NH=9;}else if(yyCompareVal(_MH,11,g_GMLMathEpsilon)==0){_NH=10;}switch(_NH){case 0:{_3l._jB=1;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(120,_sl(_3l._ZB)))));_3l._Us(_0m(_3l,_4l,48)._bB);break;}case 1:{_3l._jB=11;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(80,_sl(_3l._ZB)))));_3l._Us(_0m(_3l,_4l,48)._bB);break;}case 2:{_3l._jB=5;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(10,_sl(_3l._ZB)))));_3l._Us(_0m(_3l,_4l,48)._bB);break;}case 3:{_3l._jB=5; _3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),8));break;}case 4:{_3l._jB=5;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),8));break;}case 5:{_3l._jB=5;_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),18));break;}case 6:{_3l._jB=5;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),18));break;}case 7:{_3l._jB=5;_3l._Us(yyfminus(_sl(_0m(_3l,_4l,48)._bB),28));break;}case 8:{_3l._jB=5;_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),28));break;}case 9:{_3l._jB=5;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(30,_sl(_3l._ZB)))));_3l._Us(yyfminus(_sl(_0m(_3l, _4l,48)._bB),38));break;}case 10:{_3l._jB=5;_3l._kr(yyfminus(_sl(_0m(_3l,_4l,48)._aB),_sl(yyftime(30,_sl(_3l._ZB)))));_3l._Us(yyfplus(_sl(_0m(_3l,_4l,48)._bB),38));break;}};}function _37(_3l,_4l){var _OH=_Sm(2);if(yyfgreater(_Sm(9),1)){_OH=0};var _bF=1;var _iF=yyfminus(_sl(_0m(_3l,_4l,48)._iF[_Tn(!yyGetBool(_0m(_3l,_4l,48)._aq)?1:0,_0m(_3l,_4l,48)._iF)]),_sl(_0m(_3l,_4l,42)._wt));_iF=_cm(_iF,1,15);var _PH=0;{var _QH=_8l(49);for(var _RH in _QH){if(!_QH.hasOwnProperty(_RH))continue;var _SH=_QH[_RH];if(_SH._bl)continue; if(!_SH._cl)continue;if(yyGetBool(_SH._eH)){_PH++}}};_3l._Bl=(-4);if(yyGetBool(_3l._LB)){{var _TH=_3l._6H;var _UH=-1;if(yyCompareVal(_TH,1,g_GMLMathEpsilon)==0){_UH=0;}else if(yyCompareVal(_TH,2,g_GMLMathEpsilon)==0||yyCompareVal(_TH,3,g_GMLMathEpsilon)==0||yyCompareVal(_TH,8,g_GMLMathEpsilon)==0||yyCompareVal(_TH,9,g_GMLMathEpsilon)==0){_UH=1;}else if(yyCompareVal(_TH,4,g_GMLMathEpsilon)==0||yyCompareVal(_TH,10,g_GMLMathEpsilon)==0||yyCompareVal(_TH,11,g_GMLMathEpsilon)==0){_UH=2;}else if(yyCompareVal(_TH, 5,g_GMLMathEpsilon)==0){_UH=3;}else if(yyCompareVal(_TH,6,g_GMLMathEpsilon)==0){_UH=4;}else if(yyCompareVal(_TH,7,g_GMLMathEpsilon)==0){_UH=5;}switch(_UH){case 0:{if(yyGetBool(_0m(_3l,_4l,48)._3C)){{_3l._Bl=_c8(_3l,_4l,10,1);break;}};}case 1:{_3l._Bl=_c8(_3l,_4l,_3l._jB,1);break;}case 2:{_3l._Bl=_c8(_3l,_4l,_3l._jB,2);break;}case 3:{_3l._Bl=_c8(_3l,_4l,_3l._jB,3);break;}case 4:{_3l._Bl=_c8(_3l,_4l,_3l._jB,4);break;}case 5:{_3l._Bl=_c8(_3l,_4l,_3l._jB,5);break;}};}};if(yyGetBool(_3l._Bl)){{if(yyfless(_il(_3l._Bl, "condition"),0)){_3l._Bl=(-4)}else {if(yyGetBool(_il(_3l._Bl,"resting"))){_3l._Bl=(-4)}};}};if(yyGetBool(_3l._Bl)){_3l._Vn=1?1:0};var _VH=_3l._jB;var _WH=-1;if(yyCompareVal(_VH,1,g_GMLMathEpsilon)==0){_WH=0;}else if(yyCompareVal(_VH,11,g_GMLMathEpsilon)==0){_WH=1;}else if(yyCompareVal(_VH,10,g_GMLMathEpsilon)==0){_WH=2;}else if(yyCompareVal(_VH,5,g_GMLMathEpsilon)==0){_WH=3;}else if(yyCompareVal(_VH,3,g_GMLMathEpsilon)==0||yyCompareVal(_VH,2,g_GMLMathEpsilon)==0){_WH=4;}else if(yyCompareVal(_VH,4,g_GMLMathEpsilon)==0){ _WH=5;}else if(yyCompareVal(_VH,6,g_GMLMathEpsilon)==0){_WH=6;}else if(yyCompareVal(_VH,7,g_GMLMathEpsilon)==0){_WH=7;}else if(yyCompareVal(_VH,9,g_GMLMathEpsilon)==0){_WH=8;}else if(yyCompareVal(_VH,8,g_GMLMathEpsilon)==0){_WH=9;}switch(_WH){case 0:{_3l._XH=5;if(yyfnotequal(_3l._Bl,(-4))){{_3l._YH=yyfplus(1,_sl(yyftime(0.1,_sl(_il(_3l._Bl,"strength")))));_3l._ZH=yyfplus(0.055,_sl(yyftime(0.002,_sl(_il(_3l._Bl,"speed")))));_3l._pD=_il(_3l._Bl,"skill");_0m(_3l,_4l,48).__H=yyfplus(1,_sl(_il(_3l._Bl,"strength"))); }}else {{_3l._YH=yyfplus(1,_sl(yyftime(0.1,_sl(_bF))));_3l._ZH=yyfplus(0.055,_sl(yyftime(0.002,_sl(_bF))));_3l._pD=1;}};_Y6(_3l,_4l,0);break;}case 1:{_Y6(_3l,_4l,13);}case 2:{_3l._XH=5;if(yyfnotequal(_3l._Bl,(-4))){{_3l._YH=yyfplus(1,_sl(yyftime(0.1,_sl(_il(_3l._Bl,"strength")))));_3l._ZH=yyfplus(0.055,_sl(yyftime(0.002,_sl(_il(_3l._Bl,"speed")))));_3l._pD=_il(_3l._Bl,"skill");}}else {{_3l._YH=yyfplus(1,_sl(yyftime(0.1,_sl(_bF))));_3l._ZH=yyfplus(0.055,_sl(yyftime(0.002,_sl(_bF))));_3l._pD=1;}};break; }case 3:{_3l._XH=10;var _or=yyfplus(4.5,_sl(yyftime(_sl(_PH),0.5)));var 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"strength"),10)))){_3l._3H++};_3l._2H=_Sm(1);if(yyfless(_Sm(11),_il(_3l._Bl,"speed"))){_3l._2H++};if((yyGetBool(yyfequal(_3l._2H,0)))&&(yyGetBool(yyfgreaterequal(_il(_3l._Bl,"speed"),10)))){_3l._2H++};if(yyfless(yyfminus(_sl(_il(_3l._Bl,"age")),21),_Sm(10))){{var _2I=_Sm(1);var _3I=-1;if(yyCompareVal(_2I,0,g_GMLMathEpsilon)==0){_3I=0;}else if(yyCompareVal(_2I,1,g_GMLMathEpsilon)==0){_3I=1;}switch(_3I){case 0:{_3l._3H--;break;}case 1:{_3l._2H--;break;}};}};}}else {{_3l._YH=yyfplus(2,_sl(yyftime(0.1,_sl(_bF)))); _3l._ZH=yyfplus(0.085,_sl(yyftime(0.001,_sl(_bF))));_3l._pD=1;_3l._3H=_Sm(1);_3l._2H=_Sm(1);}};if(yyfless(_0m(_3l,_4l,42)._wt,2)){{_3l._3H=yyfminus(_3l._3H,1);_3l._2H=yyfminus(_3l._2H,1);}}else {if(yyfless(_0m(_3l,_4l,42)._wt,5)){{_3l._3H=yyfminus(_3l._3H,_Sm(1));_3l._2H=yyfminus(_3l._2H,_Sm(1));}}};if(yyfless(_3l._3H,0)){_3l._3H=0};if(yyfless(_3l._2H,0)){_3l._2H=0};if(yyfequal(_0m(_3l,_4l,42)._sm,1)){{_3l._3H++;_3l._2H++;}};if(yyGetBool(_Sm(9))){_OH=0};break;}case 5:{_3l._XH=2.5;if(yyfnotequal(_3l._Bl, (-4))){{_3l._YH=yyfplus(1,_sl(yyftime(0.2,_sl(_il(_3l._Bl,"strength")))));_3l._ZH=yyfplus(0.125,_sl(yyftime(0.002,_sl(_il(_3l._Bl,"speed")))));_3l._pD=_il(_3l._Bl,"skill");_3l._3H=_Sm(1);if(yyfless(_Sm(11),_il(_3l._Bl,"strength"))){_3l._3H++};if((yyGetBool(yyfequal(_3l._3H,0)))&&(yyGetBool(yyfgreaterequal(_il(_3l._Bl,"strength"),10)))){_3l._3H++};_3l._2H=_Sm(1);if(yyfless(_Sm(11),_il(_3l._Bl,"speed"))){_3l._2H++};if((yyGetBool(yyfequal(_3l._2H,0)))&&(yyGetBool(yyfgreaterequal(_il(_3l._Bl,"speed"), 10)))){_3l._2H++};if(yyfless(yyfminus(_sl(_il(_3l._Bl,"age")),21),_Sm(10))){{var _4I=_Sm(1);var _5I=-1;if(yyCompareVal(_4I,0,g_GMLMathEpsilon)==0){_5I=0;}else if(yyCompareVal(_4I,1,g_GMLMathEpsilon)==0){_5I=1;}switch(_5I){case 0:{_3l._3H--;break;}case 1:{_3l._2H--;break;}};}};}}else 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8:{_3l._XH=5;_3l._YH=yyfplus(1,_sl(yyftime(0.2,_sl(_iF))));_3l._ZH=yyfplus(0.115,_sl(yyftime(0.002,_sl(_iF))));_3l._1I=yyfplus(30,_sl(_iF));break;}case 9:{_3l._XH=5;_3l._YH=yyfplus(1,_sl(yyftime(0.2,_sl(_iF))));_3l._ZH=yyfplus(0.12,_sl(yyftime(0.002,_sl(_iF))));_3l._1I=yyfplus(30,_sl(_iF));if(yyGetBool(_Sm(9))){ _OH=0};break;}};if(yyGetBool(_3l._Bl)){{var _or=_il(_3l._Bl,"strength");var _6I=yyftime(_sl(yyfminus(10,_sl(_il(_3l._Bl,"stamina")))),0.05);var _7I=yyftime(_sl(_il(_3l._Bl,"stat_attempts")),_sl(_6I));_or=_cm(yyfminus(_sl(_or),_sl(_7I)),1,10);_3l._wB=yyfplus(0.08,_sl(yyftime(0.004,_sl(_or))));_or=_il(_3l._Bl,"strength");_6I=yyftime(_sl(yyfminus(11,_sl(_il(_3l._Bl,"stamina")))),0.2);_7I=yyftime(_sl(_il(_3l._Bl,"stat_attempts")),_sl(_6I));_or=_cm(yyfminus(_sl(_or),_sl(_7I)),1,10);_3l.__B=yyfplus(0.065, 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10:{return 0;break;}}; return 0;}function _j7(_3l,_4l){if(yyfnotequal(_0m(_3l,_4l,global._SA)._HA,_4l.id)){return 0};var _vJ=_3l._ZB;var _wJ=-1;if(yyCompareVal(_vJ,(-1),g_GMLMathEpsilon)==0){_wJ=0;}else if(yyCompareVal(_vJ,1,g_GMLMathEpsilon)==0){_wJ=1;}switch(_wJ){case 0:{{var _xJ=_8l(49);for(var _yJ in _xJ){if(!_xJ.hasOwnProperty(_yJ))continue;var _zJ=_xJ[_yJ];if(_zJ._bl)continue;if(!_zJ._cl)continue;if((yyGetBool(yyfnotequal(_zJ._LB,_3l._LB)))&&(yyGetBool(yyfless(_zJ.x,_3l.x)))){return 0}}};break;}case 1:{{var _AJ=_8l(49);for(var _BJ in _AJ){ if(!_AJ.hasOwnProperty(_BJ))continue;var _CJ=_AJ[_BJ];if(_CJ._bl)continue;if(!_CJ._cl)continue;if((yyGetBool(yyfnotequal(_CJ._LB,_3l._LB)))&&(yyGetBool(yyfgreater(_CJ.x,_3l.x)))){return 0}}};break;}};return 1;}function _k7(_3l,_4l){var _DJ=_3l.x;{var _EJ=_8l(global._SA);for(var _FJ in _EJ){if(!_EJ.hasOwnProperty(_FJ))continue;var _GJ=_EJ[_FJ];if(_GJ._bl)continue;if(!_GJ._cl)continue;{if(yyfequal(_GJ._HA,(-4))){return 0};var 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1:{if(yyGetBool(_3l._aD)){{_3l._vI=1;_3l._uD=_PA(_3l.x,_3l.y,_0m(_3l,_4l,_3l._aD).x,_0m(_3l,_4l,_3l._aD).y);break;}}else {if((yyGetBool(!yyGetBool(_3l.__I)))||(yyGetBool(yyfless(_3l._nD,40)))){{_97(_3l,_4l);}}else {{_3l._vI=0;}}};break; }case 2:{if((yyGetBool(yyfequal(_0m(_3l,_4l,_bD)._WA,19)))&&(yyGetBool(yyfless(_3l._tB,40)))){{{var _WJ=_8l(50);for(var _XJ in _WJ){if(!_WJ.hasOwnProperty(_XJ))continue;var _YJ=_WJ[_XJ];if(_YJ._bl)continue;if(!_YJ._cl)continue;{if(yyfequal(_YJ._jB,1)){_Y6(_YJ,_3l,12)};}}};_y6(_3l,_4l);_O7(_3l,_4l);return;}};}case 3:{if(yyGetBool(_3l._aD)){{var _ZJ=yyfmod(_sl(_3l._YH),2);var __J=-1;if(yyCompareVal(_ZJ,0,g_GMLMathEpsilon)==0){__J=0;}else if(yyCompareVal(_ZJ,1,g_GMLMathEpsilon)==0){__J=1;}switch(__J){case 0:{ _3l._uD=90;break;}case 1:{_3l._uD=270;break;}};}}else {if((yyGetBool(yyfequal(_0m(_3l,_4l,_bD)._WA,3)))&&(yyGetBool(yyfless(_3l._lJ,100)))){{_3l._uD=_PA(_3l.x,_3l.y,_0m(_3l,_4l,53)._hD,_0m(_3l,_4l,53)._iD);_3l._vI=_cm(yyfdivide(_sl(_3l._lJ),40),0.25,1);}}else {if(!yyGetBool(_rB(_3l._sB))){{_3l._vI=0;if((yyGetBool(yyfnotequal(_3l._0K,999)))&&(yyGetBool(!yyGetBool(_0m(_3l,_4l,42)._Bo)))){{_3l._uD=_3l._0K;_3l._vI=1;}};}}}};break;}};if(!yyGetBool(_rB(_3l._sB))){{var _1K=0;var _jD=_g7(_3l,_4l);if((yyGetBool(_jD))&&(yyGetBool(_0m(_3l, _4l,_jD)._Bl))){_1K=_il(_0m(_3l,_4l,_jD)._Bl,"strength")};if((yyGetBool(_jD))&&(yyGetBool((yyGetBool(yyfequal(_0m(_3l,_4l,_bD)._WA,2)))||(yyGetBool(yyfequal(_0m(_3l,_4l,_bD)._WA,1)))))){{if(yyfgreater(_3l._tB,yyfplus(260,_sl(yyftime(_sl(_1K),40))))){{_3l._uD=_3l._2K;_3l._vI=0.1;}};}};}};}function _o7(_3l,_4l){var _bD=global._SA;var _1B=48;var _3K=_3l._jB;var _4K=-1;if(yyCompareVal(_3K,6,g_GMLMathEpsilon)==0){_4K=0;}else if(yyCompareVal(_3K,9,g_GMLMathEpsilon)==0){_4K=1;}else 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2:{if((yyGetBool(yyfequal(_0m(_3l,_4l,_1B)._8E,0)))&&(yyGetBool(yyfequal(_3l._jB,8)))&&(yyGetBool(yyfequal(yyfmod(_sl(_3l._DH), 3),0)))){{_3l._jB=9;_A9(_3l,_4l,"Fake Blitz! 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1:{if(yyfgreater(_3l.x,_0m(_3l,_4l,48)._aB)){_pI(_3l._sB)}; break;}};}};if((yyGetBool(yyfequal(_0m(_3l,_4l,_bD)._WA,9)))&&(yyGetBool(_rB(_3l._sB)))){{_pI(_3l._sB);}};if(yyGetBool(_rB(_3l._sB))){{_3l._vI=1;_3l._uD=_57(_3l,_4l);return;}};if((yyGetBool(yyfequal(_3l._jB,1)))&&(yyGetBool(yyfnotequal(_0m(_3l,_4l,_bD)._HA,_3l.id)))){{_3l._vI=0;return;}};var _eK=_3l._jB;var _fK=-1;if(yyCompareVal(_eK,5,g_GMLMathEpsilon)==0||yyCompareVal(_eK,6,g_GMLMathEpsilon)==0){_fK=0;}switch(_fK){case 0:{_97(_3l,_4l);break;}};if((yyGetBool(yyfequal(_3l._jB,7)))&&(yyGetBool(yyfequal(_0m(_3l, _4l,_bD)._WA,18)))&&(yyGetBool(_m7(_3l,_4l,_0m(_3l,_4l,_bD).y)))){{_67(_3l,_4l,_0m(_3l,_4l,_bD)._HA);return;}};if((yyGetBool(!yyGetBool(_0m(_3l,_4l,_0m(_3l,_4l,_bD)._HA)._kD)))&&(yyGetBool(yyfgreater(_3l._tB,100)))&&(yyGetBool(yyfgreater(_3l._lJ,100)))&&(yyGetBool(yyfnotequal(_0m(_3l,_4l,_bD)._WA,18)))){return 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0:{if(yyfless(_iK.x,_0m(_3l,_4l,48)._aB)){return 0};break;}case 1:{if(yyfgreater(_iK.x,_0m(_3l,_4l,48)._aB)){return 0};break;}};return 1;}}};return 0;}function _r7(_3l,_4l,_5l){var _lK=_5l;var _mK=-1;if(yyCompareVal(_lK,18,g_GMLMathEpsilon)==0){_mK=0;}else if(yyCompareVal(_lK, 17,g_GMLMathEpsilon)==0){_mK=1;}else if(yyCompareVal(_lK,22,g_GMLMathEpsilon)==0){_mK=2;}else if(yyCompareVal(_lK,24,g_GMLMathEpsilon)==0){_mK=3;}else if(yyCompareVal(_lK,26,g_GMLMathEpsilon)==0){_mK=4;}else if(yyCompareVal(_lK,27,g_GMLMathEpsilon)==0){_mK=5;}else if(yyCompareVal(_lK,28,g_GMLMathEpsilon)==0){_mK=6;}else if(yyCompareVal(_lK,31,g_GMLMathEpsilon)==0){_mK=7;}else if(yyCompareVal(_lK,32,g_GMLMathEpsilon)==0){_mK=8;}else if(yyCompareVal(_lK,37,g_GMLMathEpsilon)==0){_mK=9;}switch(_mK){case 0:{return 1; break;}case 1:{return 1;break;}case 2:{return 1;break;}case 3:{return 1;break;}case 4:{return 1;break;}case 5:{return 1;break;}case 6:{return 1;break;}case 7:{return 1;break;}case 8:{return 1;break;}case 9:{return 1;break;}};return 0;}function _s7(_3l,_4l){if((yyGetBool(yyfequal(_3l._wC,30)))||(yyGetBool(yyfequal(_3l._wC,31)))){return 1};return 0;}function _t7(_3l,_4l){var _nK=0.5;{var _oK=_8l(global._SA);for(var _pK in _oK){if(!_oK.hasOwnProperty(_pK))continue;var _qK=_oK[_pK];if(_qK._bl)continue;if(!_qK._cl)continue;{if((yyGetBool(_qK._HA))&&(yyGetBool(_k6(_qK, _3l)))){{var _uC=_b7(_qK,_3l,_qK._HA);_nK=_cm(yyftime(_sl(_uC),0.003),0.7,0.9);}};}}};var _rK=_3l._WA;var _sK=-1;if(yyCompareVal(_rK,1,g_GMLMathEpsilon)==0){_sK=0;}switch(_sK){case 0:{if(yyfnotequal(_3l._bq,14)){{_3l._tK=_xC(_3l._tK,2,0.05);break;}};}default :{_3l._tK=_xC(_3l._tK,_nK,0.025);if(yyGetBool(_3l._3C)){_3l._tK=0.9};break;}};_uK(_rn._vK[_Tn(0,_rn._vK)],yyftime(960,_sl(_3l._tK)),yyftime(540,_sl(_3l._tK)));var _wK=_xK(_rn._vK[_Tn(0,_rn._vK)]);var _yK=_zK(_rn._vK[_Tn(0,_rn._vK)]);var _AK=yyftime(_sl(_wK), 0.5);var _BK=yyftime(_sl(_yK),0.5);var _5G=1300;var _6G=300;var _CK=0.05;var _bD=global._SA;if(yyGetBool(_DA(_bD))){{_5G=_0m(_3l,_4l,_bD).x;_6G=yyfplus(300,_sl(yyftime(_sl(yyfminus(_sl(_0m(_3l,_4l,_bD).y),300)),0.5)));if(yyGetBool(_k6(_3l,_4l))){_6G=300};if(yyGetBool(_DA(_0m(_3l,_4l,_bD)._HA))){_5G=_0m(_3l,_4l,_0m(_3l,_4l,_bD)._HA).x};_AK=yyftime(_sl(_wK),_sl(yyfminus(0.5,_sl(yyftime(0.15,_sl(_3l._NA))))));if(yyGetBool(_3l._3C)){_AK=yyftime(_sl(_wK),_sl(yyfminus(0.5,_sl(yyftime(0.25,_sl(_3l._NA))))))} ;}}else {{_6G=0;_CK=0.025;var _DK=_3l._NA;var _EK=-1;if(yyCompareVal(_DK,(-1),g_GMLMathEpsilon)==0){_EK=0;}else if(yyCompareVal(_DK,1,g_GMLMathEpsilon)==0){_EK=1;}switch(_EK){case 0:{if(yyfequal(_3l._9q,_3l._aq)){_5G=yyfminus(_5G,yyftime(_sl(_3l._XD),20))}else {_5G=yyfplus(_5G,yyftime(_sl(_3l._XD),20))};break;}case 1:{if(yyfequal(_3l._9q,_3l._aq)){_5G=yyfplus(_5G,yyftime(_sl(_3l._XD),20))}else {_5G=yyfminus(_5G,yyftime(_sl(_3l._XD),20))};break;}};var _FK=_3l._bq;var _GK=-1;if(yyCompareVal(_FK,12,g_GMLMathEpsilon)==0||yyCompareVal(_FK, 13,g_GMLMathEpsilon)==0){_GK=0;}else if(yyCompareVal(_FK,0,g_GMLMathEpsilon)==0||yyCompareVal(_FK,1,g_GMLMathEpsilon)==0||yyCompareVal(_FK,17,g_GMLMathEpsilon)==0){_GK=1;}switch(_GK){case 0:{if((yyGetBool(yyfnotequal(_3l._NE,3)))&&(yyGetBool(yyfnotequal(_3l._NE,5)))){break };}case 1:{_CK=0.25;_5G=1300;break;}default :{break;}};}};_6G=yyfminus(_6G,10);var _HK=_xC(_IK(_rn._vK[_Tn(0,_rn._vK)]),yyfminus(_sl(_5G),_sl(_AK)),yyftime(_sl(_CK),0.5));var _JK=_xC(_KK(_rn._vK[_Tn(0,_rn._vK)]),yyfminus(_sl(_6G),_sl(_BK)), yyftime(_sl(_CK),0.5));_HK=_cm(_HK,0,yyfminus(_sl(_rn._Ps),_sl(_wK)));_JK=_cm(_JK,0,yyfminus(_sl(_rn._Rs),_sl(_yK)));_LK(_rn._vK[_Tn(0,_rn._vK)],_HK,_JK);}function _u7(_3l,_4l,_5l){_lp(_3l,55);var _MK=_Oq(_3l.x,yyfminus(_sl(_3l.y),48),"Instances",55);_0m(_3l,_4l,_MK)._ir((-10000));_0m(_3l,_4l,_MK)._mm=_5l;}function _v7(_3l,_4l,_5l){_lp(_3l,55);var _MK=_Oq(_3l.x,yyfminus(_sl(_3l.y),32),"Instances",55);_0m(_3l,_4l,_MK)._ir((-10000));_0m(_3l,_4l,_MK)._mm=yyfplus(_sl(_ul(round(_5l))),_sl(_Q8(_3l,_4l,"sla_yards"))); }function _w7(_3l,_4l,_5l){{var _NK=_8l(54);for(var _OK in _NK){if(!_NK.hasOwnProperty(_OK))continue;var _PK=_NK[_OK];if(_PK._bl)continue;if(!_PK._cl)continue;_lp(_PK)}};var _QK=_5l;var _sr="";var _fo=0?1:0;var _RK=16777215;var _SK=_QK;var _TK=-1;if(yyCompareVal(_SK,0,g_GMLMathEpsilon)==0||yyCompareVal(_SK,1,g_GMLMathEpsilon)==0||yyCompareVal(_SK,2,g_GMLMathEpsilon)==0||yyCompareVal(_SK,3,g_GMLMathEpsilon)==0||yyCompareVal(_SK,4,g_GMLMathEpsilon)==0||yyCompareVal(_SK,5,g_GMLMathEpsilon)==0||yyCompareVal(_SK, 13,g_GMLMathEpsilon)==0||yyCompareVal(_SK,18,g_GMLMathEpsilon)==0||yyCompareVal(_SK,19,g_GMLMathEpsilon)==0){_TK=0;}else if(yyCompareVal(_SK,6,g_GMLMathEpsilon)==0){_TK=1;}else if(yyCompareVal(_SK,7,g_GMLMathEpsilon)==0){_TK=2;}else if(yyCompareVal(_SK,8,g_GMLMathEpsilon)==0){_TK=3;}else if(yyCompareVal(_SK,9,g_GMLMathEpsilon)==0){_TK=4;}else if(yyCompareVal(_SK,10,g_GMLMathEpsilon)==0){_TK=5;}else if(yyCompareVal(_SK,11,g_GMLMathEpsilon)==0){_TK=6;}else if(yyCompareVal(_SK,12,g_GMLMathEpsilon)==0){_TK=7; }else if(yyCompareVal(_SK,14,g_GMLMathEpsilon)==0){_TK=8;}else if(yyCompareVal(_SK,15,g_GMLMathEpsilon)==0){_TK=9;}else if(yyCompareVal(_SK,16,g_GMLMathEpsilon)==0){_TK=10;}else if(yyCompareVal(_SK,17,g_GMLMathEpsilon)==0){_TK=11;}switch(_TK){case 0:{return;break;}case 1:{_sr=yyfplus(_sl(_Q8(_3l,_4l,"match_Touchdown")),"!!!");_fo=1?1:0;_RK=65535;if(yyfequal(_0m(_3l,_4l,48).__C,6)){_sr=yyfplus(_sl(_Q8(_3l,_4l,"match_Scored")),"!!!")};break;}case 2:{_sr=_Q8(_3l,_4l,"match_Incomplete");_fo=0?1:0;_RK=16777215; break;}case 3:{_sr=_Q8(_3l,_4l,"match_OutOfBounds");_fo=0?1:0;_RK=16777215;break;}case 4:{_sr=yyfplus(_sl(_Q8(_3l,_4l,"match_Interception")),"!");_fo=1?1:0;_RK=255;break;}case 5:{_sr=yyfplus(_sl(_Q8(_3l,_4l,"match_Turnover")),"!");_fo=1?1:0;_RK=255;break;}case 6:{_sr=yyfplus(_sl(_Q8(_3l,_4l,"match_Sacked")),"!");_fo=1?1:0;_RK=255;break;}case 7:{_sr=yyfplus(_sl(_Q8(_3l,_4l,"match_Safety")),"!");_fo=1?1:0;_RK=255;break;}case 8:{_sr=yyfplus(_sl(_Q8(_3l,_4l,"match_FG_Good")),"!");_fo=1?1:0;_RK=65535;break; }case 9:{_sr=yyfplus(_sl(_Q8(_3l,_4l,"match_FG_Bad")),"!");_fo=1?1:0;_RK=255;break;}case 10:{if((yyGetBool(yyfequal(_0m(_3l,_4l,42)._Bo,2)))||(yyGetBool(yyfgreater(_0m(_3l,_4l,48)._1G,0)))){_0m(_3l,_4l,48)._1G=(-1)}else {_0m(_3l,_4l,48)._1G=_0m(_3l,_4l,48)._2G};_sr=yyfplus(_sl(_Q8(_3l,_4l,"match_Success")),"!");_fo=1?1:0;_RK=65535;break;}case 11:{_sr=yyfplus(_sl(_Q8(_3l,_4l,"match_Fail")),"!");_fo=1?1:0;_RK=255;break;}};var _Ol=_Oq(0,0,"Text",54);_0m(_3l,_4l,_Ol)._mm=_UK(_sr);_0m(_3l,_4l,_Ol)._fo=_fo; _0m(_3l,_4l,_Ol)._RK=_RK;_0m(_3l,_4l,_Ol).__z=0.5;_0m(_3l,_4l,_Ol)._rx=_vp(_0m(_3l,_4l,_Ol)._rx,2633220098);_0m(_3l,_4l,_Ol)._rx[_wp(0)]=120;_0m(_3l,_4l,48)._eB="";_A9(_3l,_4l,_sr);}function _x7(_3l,_4l){var 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_Bl=_hl(_wO._Um,_dl);if((yyGetBool(yyfgreater(_il(_Bl,"condition"),0)))&&(yyGetBool(!yyGetBool(_il(_Bl,"resting"))))&&(yyGetBool(_n8(_wO,_3l,_Bl)))){return _Bl};}};}}};return(-4);}function _i8(_3l,_4l){{var _xO=_8l(42);for(var _yO in _xO){ if(!_xO.hasOwnProperty(_yO))continue;var _zO=_xO[_yO];if(_zO._bl)continue;if(!_zO._cl)continue;return _hl(_zO._Vo,_Sm(yyfminus(_sl(_el(_zO._Vo)),1)))}};}function _j8(_3l,_4l,_5l){var _yn=_5l;var _rl=0;{var _AO=_8l(42);for(var _BO in _AO){if(!_AO.hasOwnProperty(_BO))continue;var _CO=_AO[_BO];if(_CO._bl)continue;if(!_CO._cl)continue;{var _dl=0;for(;yyfless(_dl,_el(_CO._Um));_dl++){{var _Bl=_hl(_CO._Um,_dl);if(yyfequal(_il(_Bl,"position"),_yn)){_rl++};}};}}};return _rl;}function _k8(_3l,_4l,_5l){var _DO=_5l;var _EO=-1; if(yyCompareVal(_DO,1,g_GMLMathEpsilon)==0||yyCompareVal(_DO,5,g_GMLMathEpsilon)==0||yyCompareVal(_DO,3,g_GMLMathEpsilon)==0||yyCompareVal(_DO,2,g_GMLMathEpsilon)==0||yyCompareVal(_DO,4,g_GMLMathEpsilon)==0){_EO=0;}else if(yyCompareVal(_DO,6,g_GMLMathEpsilon)==0||yyCompareVal(_DO,7,g_GMLMathEpsilon)==0||yyCompareVal(_DO,9,g_GMLMathEpsilon)==0||yyCompareVal(_DO,8,g_GMLMathEpsilon)==0){_EO=1;}else if(yyCompareVal(_DO,11,g_GMLMathEpsilon)==0||yyCompareVal(_DO,10,g_GMLMathEpsilon)==0){_EO=2;}else if(yyCompareVal(_DO, 101,g_GMLMathEpsilon)==0){_EO=3;}else if(yyCompareVal(_DO,102,g_GMLMathEpsilon)==0){_EO=4;}switch(_EO){case 0:{return global._FO;break;}case 1:{return global._GO;break;}case 2:{return global._HO;break;}case 3:{return global._GO;break;}case 4:{return global._FO;break;}};return global._bm;}function _l8(_3l,_4l,_5l,_Bq){var _Bl=_5l;var _IO=_Bq;if(yyGetBool(_m8(_3l,_4l,_Bl))){return };var _JO=_IO;var _KO=-1;if(yyCompareVal(_JO,1,g_GMLMathEpsilon)==0){_KO=0;}else if(yyCompareVal(_JO,2,g_GMLMathEpsilon)==0){_KO=1;}else if(yyCompareVal(_JO, 3,g_GMLMathEpsilon)==0){_KO=2;}else if(yyCompareVal(_JO,4,g_GMLMathEpsilon)==0){_KO=3;}switch(_KO){case 0:{if(yyfless(_il(_Bl,"skill"),_il(_Bl,"max_skill"))){{_vl(_Bl,"skill",yyfplus(_sl(_il(_Bl,"skill")),1));_FB(_Bl,"skill_points",yyfminus(_sl(_il(_Bl,"skill_points")),1));}};break;}case 1:{if(yyfless(_il(_Bl,"speed"),_il(_Bl,"max_speed"))){{_vl(_Bl,"speed",yyfplus(_sl(_il(_Bl,"speed")),1));_FB(_Bl,"skill_points",yyfminus(_sl(_il(_Bl,"skill_points")),1));}};break;}case 2:{if(yyfless(_il(_Bl,"strength"), _il(_Bl,"max_strength"))){{_vl(_Bl,"strength",yyfplus(_sl(_il(_Bl,"strength")),1));_FB(_Bl,"skill_points",yyfminus(_sl(_il(_Bl,"skill_points")),1));}};break;}case 3:{if(yyfless(_il(_Bl,"stamina"),_il(_Bl,"max_stamina"))){{_vl(_Bl,"stamina",yyfplus(_sl(_il(_Bl,"stamina")),1));_FB(_Bl,"skill_points",yyfminus(_sl(_il(_Bl,"skill_points")),1));}};break;}};}function _m8(_3l,_4l,_5l){var _Bl=_5l;if(yyfless(_il(_Bl,"skill"),_il(_Bl,"max_skill"))){return 0};if(yyfless(_il(_Bl,"speed"),_il(_Bl,"max_speed"))){ return 0};if(yyfless(_il(_Bl,"strength"),_il(_Bl,"max_strength"))){return 0};if(yyfless(_il(_Bl,"stamina"),_il(_Bl,"max_stamina"))){return 0};return 1;}function _n8(_3l,_4l,_5l){var _Bl=_5l;var _LO=_il(_Bl,"position");var _MO=-1;if(yyCompareVal(_LO,1,g_GMLMathEpsilon)==0||yyCompareVal(_LO,2,g_GMLMathEpsilon)==0||yyCompareVal(_LO,3,g_GMLMathEpsilon)==0||yyCompareVal(_LO,4,g_GMLMathEpsilon)==0||yyCompareVal(_LO,5,g_GMLMathEpsilon)==0||yyCompareVal(_LO,102,g_GMLMathEpsilon)==0){_MO=0;}else if(yyCompareVal(_LO, 6,g_GMLMathEpsilon)==0||yyCompareVal(_LO,7,g_GMLMathEpsilon)==0||yyCompareVal(_LO,8,g_GMLMathEpsilon)==0||yyCompareVal(_LO,9,g_GMLMathEpsilon)==0||yyCompareVal(_LO,10,g_GMLMathEpsilon)==0||yyCompareVal(_LO,101,g_GMLMathEpsilon)==0){_MO=1;}switch(_MO){case 0:{return 1;}case 1:{return 0;}};return 0;}function _o8(_3l,_4l,_5l){var _Bl=_5l;var _NO=_il(_Bl,"position");var _OO=-1;if(yyCompareVal(_NO,1,g_GMLMathEpsilon)==0||yyCompareVal(_NO,2,g_GMLMathEpsilon)==0||yyCompareVal(_NO,3,g_GMLMathEpsilon)==0||yyCompareVal(_NO, 4,g_GMLMathEpsilon)==0||yyCompareVal(_NO,5,g_GMLMathEpsilon)==0||yyCompareVal(_NO,10,g_GMLMathEpsilon)==0){_OO=0;}else if(yyCompareVal(_NO,6,g_GMLMathEpsilon)==0||yyCompareVal(_NO,7,g_GMLMathEpsilon)==0||yyCompareVal(_NO,8,g_GMLMathEpsilon)==0||yyCompareVal(_NO,9,g_GMLMathEpsilon)==0){_OO=1;}switch(_OO){case 0:{return 0;}case 1:{return 1;}};return 0;}function _p8(_3l,_4l,_5l,_Bq,_Cq){var _Bl=_5l;var _qM="stat_";var _PO=_Bq;var _QO=-1;if(yyCompareVal(_PO,0,g_GMLMathEpsilon)==0){_QO=0;}else if(yyCompareVal(_PO, 1,g_GMLMathEpsilon)==0){_QO=1;}else if(yyCompareVal(_PO,2,g_GMLMathEpsilon)==0){_QO=2;}switch(_QO){case 0:{_qM="stat_";break;}case 1:{_qM="season_";break;}case 2:{_qM="career_";break;}};if(yyGetBool(_Cq)){_qM=yyfplus(_qM,"rush_")};var _RO=_il(_Bl,"position");var _SO=-1;if(yyCompareVal(_RO,2,g_GMLMathEpsilon)==0||yyCompareVal(_RO,3,g_GMLMathEpsilon)==0||yyCompareVal(_RO,4,g_GMLMathEpsilon)==0){_SO=0;}switch(_SO){case 0:{if(yyGetBool(_il(_Bl,yyfplus(_sl(_qM),"attempts")))){return yyfdivide(_sl(round(_il(_Bl, yyfplus(_sl(_qM),"yards")))),_sl(_il(_Bl,yyfplus(_sl(_qM),"attempts"))))};break;}default :{if(yyGetBool(_il(_Bl,yyfplus(_sl(_qM),"complete")))){return yyfdivide(_sl(round(_il(_Bl,yyfplus(_sl(_qM),"yards")))),_sl(_il(_Bl,yyfplus(_sl(_qM),"complete"))))};break;}};return 0;}function _q8(_3l,_4l,_5l,_Bq){var _Bl=_5l;var _TO=_Bq;var _UO=_TO;var _VO=-1;if(yyCompareVal(_UO,0,g_GMLMathEpsilon)==0){_VO=0;}else if(yyCompareVal(_UO,1,g_GMLMathEpsilon)==0){_VO=1;}switch(_VO){case 0:{return yyfplus(yyfplus(_sl(_il(_Bl, "fname"))," "),_sl(_il(_Bl,"lname")));break;}case 1:{return yyfplus(yyfplus(_sl(_wr(_il(_Bl,"fname"),1,1)),"."),_sl(_il(_Bl,"lname")));break;}};}function _r8(_3l,_4l,_5l){var _WO=_26(_3l,_4l,_il(_5l,"attitude"));var _XO=-1;if(yyCompareVal(_WO,0,g_GMLMathEpsilon)==0){_XO=0;}else if(yyCompareVal(_WO,1,g_GMLMathEpsilon)==0){_XO=1;}else if(yyCompareVal(_WO,2,g_GMLMathEpsilon)==0){_XO=2;}else if(yyCompareVal(_WO,3,g_GMLMathEpsilon)==0){_XO=3;}else if(yyCompareVal(_WO,4,g_GMLMathEpsilon)==0){_XO=4;}else if(yyCompareVal(_WO, 5,g_GMLMathEpsilon)==0){_XO=5;}else if(yyCompareVal(_WO,6,g_GMLMathEpsilon)==0){_XO=6;}switch(_XO){case 0:{return 5;break;}case 1:{return 4;break;}case 2:{return 3;break;}case 3:{return 2;break;}case 4:{return 1;break;}case 5:{return 2;break;}case 6:{return 99;break;}};}function _s8(_3l,_4l,_5l){var _Bl=_5l;var _YO=0;var _yn=_il(_Bl,"position");_YO=yyfminus(_YO,_il(_Bl,"stat_fumbles"));var _ZO=_yn;var __O=-1;if(yyCompareVal(_ZO,1,g_GMLMathEpsilon)==0){__O=0;}else if(yyCompareVal(_ZO,5,g_GMLMathEpsilon)==0){__O=1;}else if(yyCompareVal(_ZO, 4,g_GMLMathEpsilon)==0){__O=2;}else if(yyCompareVal(_ZO,3,g_GMLMathEpsilon)==0){__O=3;}else if(yyCompareVal(_ZO,2,g_GMLMathEpsilon)==0){__O=4;}else if(yyCompareVal(_ZO,10,g_GMLMathEpsilon)==0){__O=5;}else if(yyCompareVal(_ZO,6,g_GMLMathEpsilon)==0||yyCompareVal(_ZO,7,g_GMLMathEpsilon)==0||yyCompareVal(_ZO,8,g_GMLMathEpsilon)==0||yyCompareVal(_ZO,9,g_GMLMathEpsilon)==0){__O=6;}switch(__O){case 0:{_YO=yyfplus(_YO,_il(_Bl,"stat_touchdowns"));_YO=yyfplus(_YO,_il(_Bl,"stat_rush_touchdowns"));_YO=yyfminus(_YO, _il(_Bl,"stat_int"));_YO=yyfminus(_YO,_il(_Bl,"stat_sacks"));_YO=yyfplus(_YO,yyfdivide(_sl(_il(_Bl,"stat_yards")),50));_YO=yyfplus(_YO,yyfdivide(_sl(_il(_Bl,"stat_rush_yards")),25));break;}case 1:{_YO=yyfplus(_YO,yyftime(_sl(_il(_Bl,"stat_tackles")),0.5));break;}case 2:{_YO=yyfplus(_YO,_il(_Bl,"stat_tackles"));_YO=yyfplus(_YO,_il(_Bl,"stat_touchdowns"));_YO=yyfplus(_YO,yyfdivide(_sl(_il(_Bl,"stat_yards")),25));break;}case 3:{_YO=yyfplus(_YO,yyftime(_sl(_il(_Bl,"stat_tackles")),2));_YO=yyfplus(_YO,yyftime(_sl(_il(_Bl, "stat_touchdowns")),3));_YO=yyfplus(_YO,yyfdivide(_sl(_il(_Bl,"stat_yards")),5));break;}case 4:{_YO=yyfplus(_YO,_il(_Bl,"stat_tackles"));_YO=yyfplus(_YO,yyftime(_sl(_il(_Bl,"stat_touchdowns")),3));_YO=yyfplus(_YO,yyfdivide(_sl(_il(_Bl,"stat_yards")),15));_YO=yyfplus(_YO,yyftime(_sl(_il(_Bl,"stat_rush_touchdowns")),2));_YO=yyfplus(_YO,yyfdivide(_sl(_il(_Bl,"stat_rush_yards")),15));break;}case 5:{_YO=5;if(yyGetBool(_il(_Bl,"stat_attempts"))){{_YO=4;_YO=yyfplus(_YO,yyftime(_sl(_il(_Bl,"stat_complete")), 2));_YO=yyfminus(_YO,yyfminus(_sl(_il(_Bl,"stat_attempts")),_sl(_il(_Bl,"stat_complete"))));if(yyfgreater(_il(_Bl,"stat_longest"),40)){_YO=yyfplus(_YO,yyfplus(_sl(_il(_Bl,"stat_complete")),2))}else {if(yyfgreater(_il(_Bl,"stat_longest"),30)){_YO=yyfplus(_YO,yyfplus(_sl(_il(_Bl,"stat_complete")),1))}};}};break;}case 6:{_YO=yyfplus(_YO,yyftime(_sl(_il(_Bl,"stat_tackles")),1.5));_YO=yyfplus(_YO,yyftime(_sl(_il(_Bl,"stat_int")),2));_YO=yyfplus(_YO,yyftime(_sl(_il(_Bl,"stat_sacks")),2));break;}};if(yyfgreaterequal(_YO, 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_sl(_Sm(1)));}}}};if(yyfgreater(yyfplus(_sl(_vP),_sl(_wP)),9)){_wP=yyfminus(9,_sl(_vP))};if(yyflessequal(_wP,0)){return 0};if(yyfgreater(_il(_Bl,"age"),29)){_wP=yyfplus(_wP,1)};_wP=yyfminus(_wP,_Sm(round(yyftime(_sl(_xP),0.4))));_wP=_cm(_wP,1,10);if((yyGetBool(yyfequal(_il(_Bl,"position"),1)))&&(yyGetBool(yyfless(_0m(_3l,_4l,42)._sm,3)))){_wP=min(_wP,2)};var _Ol=_Q8(_3l,_4l,"news_PlayerInjured");if(yyfequal(_wP,1)){_Ol=_Q8(_3l,_4l,"news_PlayerInjured1")};_Ol=_T8(_3l,_4l,_Ol,_Bl);_Ol=_Pl(_Ol,"$num", _wP);_Z7(_3l,_4l,_Ol);_vl(_Bl,"injury_week",_0m(_3l,_4l,42)._Nl);_vl(_Bl,"condition",_sl(-_sl(_wP)));_vl(_Bl,"xp_gain",round(yyftime(_sl(_il(_Bl,"xp_gain")),0.5)));return 1;}function _B8(_3l,_4l){{var _yP=_8l(42);for(var _zP in _yP){if(!_yP.hasOwnProperty(_zP))continue;var _AP=_yP[_zP];if(_AP._bl)continue;if(!_AP._cl)continue;{var _rl=0;var _dl=0;for(;yyfless(_dl,_el(_AP._Um));_dl++){{var _Bl=_hl(_AP._Um,_dl);if(yyflessequal(_il(_Bl,"condition"),(-1))){_rl++};}};return _rl;}}};}function 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_KP=_8l(42);for(var _LP in _KP){if(!_KP.hasOwnProperty(_LP))continue;var _MP=_KP[_LP]; if(_MP._bl)continue;if(!_MP._cl)continue;{var _dl=0;for(;yyfless(_dl,_el(_MP._Vo));_dl++){_Tm(_hl(_MP._Vo,_dl))};_8s(_MP._Vo);_Cl(_MP._Vo,_F8(_MP,_3l,101,1));_Cl(_MP._Vo,_F8(_MP,_3l,102,1));}}};}function _F8(_3l,_4l,_5l,_Bq){var _yn=_5l;var _Yp=_Bq;var _nm=_J9(_3l,_4l);while(yyGetBool(_68(_3l,_4l,_nm))){_nm=_J9(_3l,_4l)};var _Bl=_Dq();_vl(_Bl,"fname",_I9(_3l,_4l,1));_vl(_Bl,"lname",_nm);_vl(_Bl,"position",_yn);_vl(_Bl,"age",_Vm(35,61));_vl(_Bl,"attitude",_Vm(40,100));_vl(_Bl,"rating",_Yp);_vl(_Bl,"contract", 2);_vl(_Bl,"teamid",(-1));_vl(_Bl,"flash_time",0);_vl(_Bl,"condition",100);_vl(_Bl,"xp",0);_vl(_Bl,"xp_level",_Yp);_vl(_Bl,"xp_gain",0);_vl(_Bl,"trait",0);if((yyGetBool(yyfgreater(_Yp,1)))&&(yyGetBool(_Sm(1)))){_vl(_Bl,"trait",_Sm(8))};if((yyGetBool(yyfequal(_il(_Bl,"trait"),1)))&&(yyGetBool(yyfless(_il(_Bl,"age"),55)))){_vl(_Bl,"trait",0)};_A9(_3l,_4l,yyfplus(yyfplus(yyfplus(yyfplus(yyfplus(yyfplus("Created staff member: ",_sl(_il(_Bl,"fname")))," "),_sl(_nm))," ("),_sl(_a9(_3l,_4l,_yn))),")")); _vl(_Bl,"skin",_Sm(1));if(yyGetBool(_il(_Bl,"skin"))){_vl(_Bl,"skin",yyfplus(1,_sl(_Sm(1))))};var _TN=_0m(_3l,_4l,42)._Ot;if(yyfequal(_WN(_TN,0,0,_XN(_TN),_YN(_TN)),1)){_Xt(_TN,0)};_Bl=_D8(_3l,_4l,_Bl,_TN);if(yyfequal(_il(_Bl,"face_x"),8)){_vl(_Bl,"fname",_I9(_3l,_4l,0))};return _Bl;}function _G8(_3l,_4l,_5l){_A9(_3l,_4l,"s_sort_hirelist");var _wl=_5l;var _xl=_yl();while(yyfgreater(_el(_wl),0)){{var _9O=(-4);var _dl=0;for(;yyfless(_dl,_el(_wl));_dl++){{var _Bl=_hl(_wl,_dl);if((yyGetBool(!yyGetBool(_9O)))||(yyGetBool(yyfless(_il(_Bl, "position"),_il(_9O,"position"))))){{_9O=_Bl;}}else {if(yyfequal(_il(_Bl,"position"),_il(_9O,"position"))){{if(yyfless(_il(_Bl,"rating"),_il(_9O,"rating"))){{_9O=_Bl;}};}}};}};_Cl(_xl,_9O);var _dl=_Dl(_wl,_9O);_El(_wl,_dl);}};_Fl(_wl);return _xl;}function _H8(_3l,_4l,_5l){var _yn=_5l;{var _NP=_8l(42);for(var _OP in _NP){if(!_NP.hasOwnProperty(_OP))continue;var _PP=_NP[_OP];if(_PP._bl)continue;if(!_PP._cl)continue;{var _dl=0;for(;yyfless(_dl,_el(_PP._Vo));_dl++){{var _Bl=_hl(_PP._Vo,_dl);if(yyfequal(_il(_Bl, "position"),_yn)){return _Bl};}};}}};return(-4);}function _I8(_3l,_4l,_5l){if(yyfless(_5l,101)){return 0};return 1;}function _J8(_3l,_4l,_5l){var _Bl=_5l;var _Jt=yyftime(_sl(_il(_Bl,"rating")),2);if(yyGetBool(_il(_Bl,"trait"))){_Jt=yyfplus(_Jt,3)};return _Jt;}function _K8(_3l,_4l,_5l){var _qq=_5l;var _QP=(-4);{var _RP=_8l(42);for(var _SP in _RP){if(!_RP.hasOwnProperty(_SP))continue;var _TP=_RP[_SP];if(_TP._bl)continue;if(!_TP._cl)continue;{var _dl=0;for(;yyfless(_dl,_el(_TP._Um));_dl++){{var _Bl=_hl(_TP._Um,_dl); if(yyfequal(_n8(_TP,_3l,_qq),_n8(_TP,_3l,_Bl))){{if(!yyGetBool(_QP)){_QP=_Bl};_vl(_Bl,"xp",yyftime(_sl(_il(_Bl,"xp_level")),100));_vl(_Bl,"xp_gain",round(yyfplus(_sl(_il(_Bl,"xp_gain")),10)));}};}};}}};if(yyGetBool(_QP)){{_3l._tn=_QP;_3m(15);}}else {{_3m(8);}};}function _L8(_3l,_4l,_5l){var _qq=_5l;{var _UP=_8l(42);for(var _VP in _UP){if(!_UP.hasOwnProperty(_VP))continue;var _WP=_UP[_VP];if(_WP._bl)continue;if(!_WP._cl)continue;{var _dl=0;for(;yyfless(_dl,_el(_WP._Um));_dl++){{var _Bl=_hl(_WP._Um,_dl);if(yyfequal(_n8(_WP, _3l,_qq),_n8(_WP,_3l,_Bl))){{var _XP=_a8(_WP,_3l,_Bl);if(yyfless(_XP,10)){{while(yyflessequal(_a8(_WP,_3l,_Bl),_XP)){{var _YP=_Sm(3);var _ZP=-1;if(yyCompareVal(_YP,0,g_GMLMathEpsilon)==0){_ZP=0;}else if(yyCompareVal(_YP,1,g_GMLMathEpsilon)==0){_ZP=1;}else if(yyCompareVal(_YP,2,g_GMLMathEpsilon)==0){_ZP=2;}else if(yyCompareVal(_YP,3,g_GMLMathEpsilon)==0){_ZP=3;}switch(_ZP){case 0:{_vl(_Bl,"max_stamina",yyfplus(_sl(_il(_Bl,"max_stamina")),1));break;}case 1:{_vl(_Bl,"max_speed",yyfplus(_sl(_il(_Bl,"max_speed")), 1));break;}case 2:{_vl(_Bl,"max_strength",yyfplus(_sl(_il(_Bl,"max_strength")),1));break;}case 3:{_vl(_Bl,"max_skill",yyfplus(_sl(_il(_Bl,"max_skill")),1));break;}};}};}};}};}};}}};}function _M8(_3l,_4l,_5l){var _qq=_5l;{var __P=_8l(42);for(var _0Q in __P){if(!__P.hasOwnProperty(_0Q))continue;var _1Q=__P[_0Q];if(_1Q._bl)continue;if(!_1Q._cl)continue;{_U7(_1Q,_3l,4,_06(_1Q,_3l),8,"");var _dl=0;for(;yyfless(_dl,_el(_1Q._Um));_dl++){{var _Bl=_hl(_1Q._Um,_dl);if(yyfequal(_n8(_1Q,_3l,_qq),_n8(_1Q,_3l,_Bl))){_vl(_Bl, "attitude",min(yyfplus(_sl(_il(_Bl,"attitude")),15),100,""))};}};}}};}function _N8(_3l,_4l){var _rl=0;{var _2Q=_8l(42);for(var _3Q in _2Q){if(!_2Q.hasOwnProperty(_3Q))continue;var _4Q=_2Q[_3Q];if(_4Q._bl)continue;if(!_4Q._cl)continue;{var _dl=0;for(;yyfless(_dl,_el(_4Q._Vo));_dl++){{var _Bl=_hl(_4Q._Vo,_dl);if(yyfequal(_il(_Bl,"trait"),5)){_rl++};}};}}};return _rl;}function _O8(_3l,_4l,_5l){var _5Q=_5l;{var _6Q=_8l(42);for(var _7Q in _6Q){if(!_6Q.hasOwnProperty(_7Q))continue;var _8Q=_6Q[_7Q];if(_8Q._bl)continue; if(!_8Q._cl)continue;{if(yyfequal(_il(_5Q,"trait"),5)){_8Q._Lp=_cm(yyfminus(_sl(_8Q._Lp),10),0,100)};if(yyfequal(_il(_5Q,"trait"),7)){_u8(_8Q,_3l,(-10),0)};_El(_8Q._Vo,_Dl(_8Q._Vo,_5Q));_Tm(_5Q);}}};}function _P8(_3l,_4l){_3l._Xr=1?1:0;{var _9Q=_8l(42);for(var _aQ in _9Q){if(!_9Q.hasOwnProperty(_aQ))continue;var _bQ=_9Q[_aQ];if(_bQ._bl)continue;if(!_bQ._cl)continue;{var _Bl=_H8(_bQ,_3l,102);var _cQ=_bQ._Nl;var _dQ=-1;if(yyCompareVal(_cQ,15,g_GMLMathEpsilon)==0){_dQ=0;}else if(yyCompareVal(_cQ,16,g_GMLMathEpsilon)==0){ _dQ=1;}switch(_dQ){case 0:{break;}case 1:{_Bl=_H8(_bQ,_3l,101);break;}default :{return 0;break;}};if(yyGetBool(_Bl)){{if((yyGetBool(yyfless(_il(_Bl,"contract"),2)))&&(yyGetBool(yyfgreaterequal(_bQ._Jl,_J8(_bQ,_3l,_Bl))))&&(yyGetBool(yyfless(_il(_Bl,"age"),65)))){{_0m(_3l,_4l,42)._tn=_Bl;_X3(_bQ,_3l);return 1;}};}};}}};return 0;}// if (key == "@") return ""; // if (is_undefined(txt)) {slog("@"+key); return "@"+key;} function _Q8(_3l,_4l,_5l){var _eQ=_5l;if(yyfequal(_eQ,"@")){return ""};var _sr=_il(_0m(_3l, _4l,42)._gp,_eQ);if(yyGetBool(_du(_sr))){{_A9(_3l,_4l,yyfplus("@",_sl(_eQ)));return yyfplus("@",_sl(_eQ));}};return _lq(_sr);}function _R8(_3l,_4l,_5l,_Bq,_Cq,_zu,_Mw){var _sr=_5l;var _fQ=_Bq;var _gQ=_Cq;var _Bw=_zu;var _Cw=_Mw;_sr=_Q8(_3l,_4l,_sr);_sr=_Wm(_sr,"$teamname1",_il(_fQ,"name"));_sr=_Wm(_sr,"$teamname2",_il(_gQ,"name"));_sr=_Wm(_sr,"$score1",_ul(_Bw));_sr=_Wm(_sr,"$score2",_ul(_Cw));_sr=_Wm(_sr,"$yards",round(_il(_fQ,"match_yds")));_sr=_Wm(_sr,"$touchdowns",_il(_fQ,"match_td"));_sr=_Wm(_sr,"$sacks", _il(_fQ,"match_sck"));_sr=_Wm(_sr,"$interceptions",_il(_fQ,"match_int"));_sr=_Wm(_sr,"$yourname",yyfplus(yyfplus(_sl(_0m(_3l,_4l,42)._lm)," "),_sl(_0m(_3l,_4l,42)._nm)));_sr=_Wm(_sr,"$yourlastname",_0m(_3l,_4l,42)._nm);return _lq(_sr);}function _S8(_3l,_4l,_5l){var _sr=_Q8(_3l,_4l,_5l);{var _hQ=_8l(42);for(var _iQ in _hQ){if(!_hQ.hasOwnProperty(_iQ))continue;var _jQ=_hQ[_iQ];if(_jQ._bl)continue;if(!_jQ._cl)continue;{var _uG=_H8(_jQ,_3l,102);var _vG=_H8(_jQ,_3l,101);_sr=_Wm(_sr,"$teamname",_il(_jQ._Dm,"name")); _sr=_Wm(_sr,"$coachname_of",yyfplus(yyfplus(_sl(_il(_uG,"fname"))," "),_sl(_il(_uG,"lname"))));_sr=_Wm(_sr,"$coachname_df",yyfplus(yyfplus(_sl(_il(_vG,"fname"))," "),_sl(_il(_vG,"lname"))));}}};return _lq(_sr);}function _T8(_3l,_4l,_5l,_Bq){var _sr=_5l;var _Bl=_Bq;var _kQ=_il(_Bl,"teamid");if(yyfless(_kQ,0)){_kQ=_0m(_3l,_4l,42)._Fm};_A9(_3l,_4l,yyfplus("Parse player. 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_pQ=0?1:0;if(yyfequal(_qQ(_sr,_oQ)," ")){{_pQ=1?1:0;break;}};}};if(yyGetBool(_pQ)){{_sr=_rQ("\n",_sr,_oQ);}}else {{_oQ=yyfminus(_sl(_yn),1);_sr=_rQ("-",_sr,_oQ++);_sr=_rQ("\n",_sr,_oQ);}};_yn=yyfplus(_sl(_oQ),_sl(_lQ));_ju=_ku(_sr);}};_sr=yyfplus(_sr,_nQ);return _lq(_sr); }function _X8(_3l,_4l){{var _sQ=_8l(global._SA);for(var _tQ in _sQ){if(!_sQ.hasOwnProperty(_tQ))continue;var _uQ=_sQ[_tQ];if(_uQ._bl)continue;if(!_uQ._cl)continue;{var _vQ=_uQ._WA;var _wQ=-1;if(yyCompareVal(_vQ,0,g_GMLMathEpsilon)==0){_wQ=0;}else if(yyCompareVal(_vQ,2,g_GMLMathEpsilon)==0){_wQ=1;}else if(yyCompareVal(_vQ,1,g_GMLMathEpsilon)==0){_wQ=2;}else if(yyCompareVal(_vQ,3,g_GMLMathEpsilon)==0){_wQ=3;}else if(yyCompareVal(_vQ,4,g_GMLMathEpsilon)==0){_wQ=4;}else if(yyCompareVal(_vQ,5,g_GMLMathEpsilon)==0){ _wQ=5;}else if(yyCompareVal(_vQ,6,g_GMLMathEpsilon)==0){_wQ=6;}else if(yyCompareVal(_vQ,7,g_GMLMathEpsilon)==0){_wQ=7;}else if(yyCompareVal(_vQ,8,g_GMLMathEpsilon)==0){_wQ=8;}else if(yyCompareVal(_vQ,9,g_GMLMathEpsilon)==0){_wQ=9;}else if(yyCompareVal(_vQ,10,g_GMLMathEpsilon)==0){_wQ=10;}else if(yyCompareVal(_vQ,11,g_GMLMathEpsilon)==0){_wQ=11;}else if(yyCompareVal(_vQ,12,g_GMLMathEpsilon)==0){_wQ=12;}else if(yyCompareVal(_vQ,13,g_GMLMathEpsilon)==0){_wQ=13;}else if(yyCompareVal(_vQ,14,g_GMLMathEpsilon)==0){ _wQ=14;}else if(yyCompareVal(_vQ,15,g_GMLMathEpsilon)==0){_wQ=15;}else if(yyCompareVal(_vQ,16,g_GMLMathEpsilon)==0){_wQ=16;}else if(yyCompareVal(_vQ,17,g_GMLMathEpsilon)==0){_wQ=17;}else if(yyCompareVal(_vQ,18,g_GMLMathEpsilon)==0){_wQ=18;}else if(yyCompareVal(_vQ,19,g_GMLMathEpsilon)==0){_wQ=19;}switch(_wQ){case 0:{return "BALL_SET";}case 1:{return "BALL_AIM";}case 2:{return "BALL_AIM_DEADZONE";}case 3:{return "BALL_RELEASED";}case 4:{return "BALL_DOWN";}case 5:{return "BALL_RECEIVED";}case 6:{return "BALL_TOUCHDOWN"; }case 7:{return "BALL_INCOMPLETE";}case 8:{return "BALL_OUTOFBOUNDS";}case 9:{return "BALL_INTERCEPTED";}case 10:{return "BALL_TURNOVER";}case 11:{return "BALL_SACKED";}case 12:{return "BALL_SAFETY";}case 13:{return "BALL_FUMBLED";}case 14:{return "BALL_FIELD_GOAL_GOOD";}case 15:{return "BALL_FIELD_GOAL_BAD";}case 16:{return "BALL_PRACTICE_SUCCESS";}case 17:{return "BALL_PRACTICE_FAIL";}case 18:{return "BALL_RUN_QB";}case 19:{return "BALL_HANDOFF";}};}}};return "ball.state == OTHER";}function _Y8(_3l,_4l){{var _xQ=_8l(48);for(var _yQ in _xQ){ if(!_xQ.hasOwnProperty(_yQ))continue;var _zQ=_xQ[_yQ];if(_zQ._bl)continue;if(!_zQ._cl)continue;{var _AQ=_zQ._WA;var _BQ=-1;if(yyCompareVal(_AQ,2,g_GMLMathEpsilon)==0){_BQ=0;}else if(yyCompareVal(_AQ,1,g_GMLMathEpsilon)==0){_BQ=1;}switch(_BQ){case 0:{return "ACTION";break;}case 1:{return "COMMENTARY";break;}};}}};return "state == OTHER";}function _Z8(_3l,_4l){var _CQ=1;var _DQ=-1;if(yyCompareVal(_CQ,0,g_GMLMathEpsilon)==0){_DQ=0;}else if(yyCompareVal(_CQ,1,g_GMLMathEpsilon)==0){_DQ=1;}switch(_DQ){case 0:{return _Q8(_3l, _4l,"sex_0");break;}case 1:{return _Q8(_3l,_4l,"sex_1");break;}};}function __8(_3l,_4l,_5l){var _EQ=_5l;var _FQ=-1;if(yyCompareVal(_EQ,0,g_GMLMathEpsilon)==0){_FQ=0;}else if(yyCompareVal(_EQ,1,g_GMLMathEpsilon)==0){_FQ=1;}switch(_FQ){case 0:{return _Q8(_3l,_4l,"person_She");break;}case 1:{return _Q8(_3l,_4l,"person_He");break;}};}function _09(_3l,_4l,_5l,_Bq){var _GQ=_ul(_5l);var _HQ=_ul(_Bq);if(yyfless(_ku(_HQ),2)){return yyfplus(yyfplus(_sl(_GQ),":0"),_sl(_HQ))};return yyfplus(yyfplus(_sl(_GQ),":"),_sl(_HQ)); }function _19(_3l,_4l,_5l,_Bq){return _ul(_Vm(_5l,_Bq));}function _29(_3l,_4l){var _sr="";var _IQ=_3l.__C;var _JQ=-1;if(yyCompareVal(_IQ,1,g_GMLMathEpsilon)==0){_JQ=0;}else if(yyCompareVal(_IQ,2,g_GMLMathEpsilon)==0){_JQ=1;}else if(yyCompareVal(_IQ,3,g_GMLMathEpsilon)==0){_JQ=2;}else if(yyCompareVal(_IQ,4,g_GMLMathEpsilon)==0){_JQ=3;}switch(_JQ){case 0:{_sr=_Q8(_3l,_4l,"down_1and");break;}case 1:{_sr=_Q8(_3l,_4l,"down_2and");break;}case 2:{_sr=_Q8(_3l,_4l,"down_3and");break;}case 3:{_sr=_Q8(_3l,_4l,"down_4and"); break;}default :{return "";}};if((yyGetBool(yyfless(_3l.__D,300)))||(yyGetBool(yyfgreater(_3l.__D,2300)))){{_sr=yyfplus(_sr,yyfplus(" ",_sl(_Q8(_3l,_4l,"Goal"))));}}else {if(yyfless(_3l._ZD,1)){{_sr=yyfplus(_sr,yyfplus(" ",_sl(_Q8(_3l,_4l,"Inches"))));}}else {{_sr=yyfplus(_sr,yyfplus(" ",_sl(_ul(round(_3l._ZD)))));}}};return _sr;}function _39(_3l,_4l,_5l,_Bq){return _Wm(_KQ(_5l,9,_Bq)," ","");}function _49(_3l,_4l,_5l){var _LQ=_5l;var _MQ=-1;if(yyCompareVal(_LQ,0,g_GMLMathEpsilon)==0){_MQ=0;}else if(yyCompareVal(_LQ, 1,g_GMLMathEpsilon)==0){_MQ=1;}else if(yyCompareVal(_LQ,2,g_GMLMathEpsilon)==0){_MQ=2;}else if(yyCompareVal(_LQ,3,g_GMLMathEpsilon)==0){_MQ=3;}switch(_MQ){case 0:{return _Q8(_3l,_4l,"division_East");break;}case 1:{return _Q8(_3l,_4l,"division_West");break;}case 2:{return _Q8(_3l,_4l,"division_North");break;}case 3:{return _Q8(_3l,_4l,"division_South");break;}};}function _59(_3l,_4l,_5l){var _NQ=_5l;var _OQ=-1;if(yyCompareVal(_NQ,0,g_GMLMathEpsilon)==0){_OQ=0;}else if(yyCompareVal(_NQ,1,g_GMLMathEpsilon)==0){_OQ=1; }switch(_OQ){case 0:{return _Q8(_3l,_4l,"conf_AFC");break;}case 1:{return _Q8(_3l,_4l,"conf_NFC");break;}};}function _69(_3l,_4l,_5l){var _Au=_5l;if(yyfequal(_Au,0)){_Au=_0m(_3l,_4l,42)._Nl};if(yyfless(_Au,18)){return yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Week"))," "),_sl(_ul(_Au)))};var _PQ=_Au;var _QQ=-1;if(yyCompareVal(_PQ,18,g_GMLMathEpsilon)==0){_QQ=0;}else if(yyCompareVal(_PQ,19,g_GMLMathEpsilon)==0){_QQ=1;}else if(yyCompareVal(_PQ,20,g_GMLMathEpsilon)==0){_QQ=2;}else if(yyCompareVal(_PQ,21,g_GMLMathEpsilon)==0){ _QQ=3;}else if(yyCompareVal(_PQ,22,g_GMLMathEpsilon)==0){_QQ=4;}else if(yyCompareVal(_PQ,23,g_GMLMathEpsilon)==0){_QQ=5;}else if(yyCompareVal(_PQ,24,g_GMLMathEpsilon)==0){_QQ=6;}else if(yyCompareVal(_PQ,25,g_GMLMathEpsilon)==0){_QQ=7;}else if(yyCompareVal(_PQ,26,g_GMLMathEpsilon)==0){_QQ=8;}else if(yyCompareVal(_PQ,27,g_GMLMathEpsilon)==0){_QQ=9;}else if(yyCompareVal(_PQ,28,g_GMLMathEpsilon)==0){_QQ=10;}switch(_QQ){case 0:{return yyfplus(yyfplus(yyfplus(_sl(_59(_3l,_4l,0))," "),_sl(_Q8(_3l,_4l,"ui_WildCard"))), " 1");}case 1:{return yyfplus(yyfplus(yyfplus(_sl(_59(_3l,_4l,0))," "),_sl(_Q8(_3l,_4l,"ui_WildCard")))," 2");}case 2:{return yyfplus(yyfplus(yyfplus(_sl(_59(_3l,_4l,1))," "),_sl(_Q8(_3l,_4l,"ui_WildCard")))," 1");}case 3:{return yyfplus(yyfplus(yyfplus(_sl(_59(_3l,_4l,1))," "),_sl(_Q8(_3l,_4l,"ui_WildCard")))," 2");}case 4:{return yyfplus(yyfplus(yyfplus(_sl(_59(_3l,_4l,0))," "),_sl(_Q8(_3l,_4l,"ui_PlayOff")))," 1");}case 5:{return yyfplus(yyfplus(yyfplus(_sl(_59(_3l,_4l,0))," "),_sl(_Q8(_3l,_4l,"ui_PlayOff"))), " 2");}case 6:{return yyfplus(yyfplus(yyfplus(_sl(_59(_3l,_4l,1))," "),_sl(_Q8(_3l,_4l,"ui_PlayOff")))," 1");}case 7:{return yyfplus(yyfplus(yyfplus(_sl(_59(_3l,_4l,1))," "),_sl(_Q8(_3l,_4l,"ui_PlayOff")))," 2");}case 8:{return yyfplus(yyfplus(_sl(_59(_3l,_4l,0))," "),_sl(_Q8(_3l,_4l,"ui_Champion")));}case 9:{return yyfplus(yyfplus(_sl(_59(_3l,_4l,1))," "),_sl(_Q8(_3l,_4l,"ui_Champion")));}case 10:{return _Q8(_3l,_4l,"ui_SuperBowl");}};}function _79(_3l,_4l,_5l){var _TO=_5l;var _RQ=_TO;var _SQ=-1;if(yyCompareVal(_RQ, 0,g_GMLMathEpsilon)==0){_SQ=0;}else if(yyCompareVal(_RQ,1,g_GMLMathEpsilon)==0){_SQ=1;}switch(_SQ){case 0:{return yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Year"))," "),_sl(_ul(_0m(_3l,_4l,42)._sm)));break;}case 1:{return yyfplus(_sl(_Q8(_3l,_4l,"sla_Year")),_sl(_ul(_0m(_3l,_4l,42)._sm)));break;}};}function _89(_3l,_4l,_5l){var _TQ=_5l;var _UQ=-1;if(yyCompareVal(_TQ,0,g_GMLMathEpsilon)==0){_UQ=0;}else if(yyCompareVal(_TQ,1,g_GMLMathEpsilon)==0){_UQ=1;}else if(yyCompareVal(_TQ,2,g_GMLMathEpsilon)==0){_UQ=2;}else if(yyCompareVal(_TQ, 3,g_GMLMathEpsilon)==0){_UQ=3;}else if(yyCompareVal(_TQ,4,g_GMLMathEpsilon)==0){_UQ=4;}else if(yyCompareVal(_TQ,5,g_GMLMathEpsilon)==0){_UQ=5;}else if(yyCompareVal(_TQ,6,g_GMLMathEpsilon)==0){_UQ=6;}else if(yyCompareVal(_TQ,7,g_GMLMathEpsilon)==0){_UQ=7;}else if(yyCompareVal(_TQ,8,g_GMLMathEpsilon)==0){_UQ=8;}else if(yyCompareVal(_TQ,9,g_GMLMathEpsilon)==0){_UQ=9;}else if(yyCompareVal(_TQ,10,g_GMLMathEpsilon)==0){_UQ=10;}else if(yyCompareVal(_TQ,11,g_GMLMathEpsilon)==0){_UQ=11;}else if(yyCompareVal(_TQ,12, g_GMLMathEpsilon)==0){_UQ=12;}else if(yyCompareVal(_TQ,13,g_GMLMathEpsilon)==0){_UQ=13;}else if(yyCompareVal(_TQ,14,g_GMLMathEpsilon)==0){_UQ=14;}else if(yyCompareVal(_TQ,15,g_GMLMathEpsilon)==0){_UQ=15;}else if(yyCompareVal(_TQ,16,g_GMLMathEpsilon)==0){_UQ=16;}else if(yyCompareVal(_TQ,17,g_GMLMathEpsilon)==0){_UQ=17;}else if(yyCompareVal(_TQ,19,g_GMLMathEpsilon)==0){_UQ=18;}else if(yyCompareVal(_TQ,20,g_GMLMathEpsilon)==0){_UQ=19;}else if(yyCompareVal(_TQ,21,g_GMLMathEpsilon)==0){_UQ=20;}switch(_UQ){case 0:{ return "COMM_STAGE_MATCH_START";}case 1:{return "COMM_STAGE_KICKOFF";}case 2:{return "COMM_STAGE_POSSESSION";}case 3:{return "COMM_STAGE_ATTACK";}case 4:{return "COMM_STAGE_DRIVE";}case 5:{return "COMM_STAGE_PUNT";}case 6:{return "COMM_STAGE_FIELDGOAL1";}case 7:{return "COMM_STAGE_FIELDGOAL2";}case 8:{return "COMM_STAGE_TURNOVER";}case 9:{return "COMM_STAGE_TOUCHDOWN";}case 10:{return "COMM_STAGE_PAT1";}case 11:{return "COMM_STAGE_PAT2";}case 12:{return "COMM_STAGE_QUARTER_A";}case 13:{return "COMM_STAGE_QUARTER_B";}case 14:{ return "COMM_STAGE_TRAINING_START";}case 15:{return "COMM_STAGE_TWOPOINT1";}case 16:{return "COMM_STAGE_TWOPOINT2";}case 17:{return "COMM_STAGE_OVERTIME_WIN";}case 18:{return "COMM_STAGE_FAILED_SKILL";}case 19:{return "COMM_STAGE_FAILED_STRENGTH";}case 20:{return "COMM_STAGE_FAILED_SPEED";}};return yyfplus("UNKNOWN COMM_STAGE: ",_sl(_ul(_5l)));}function _99(_3l,_4l,_5l){var _VQ=_5l;var _WQ=-1;if(yyCompareVal(_VQ,1,g_GMLMathEpsilon)==0){_WQ=0;}else if(yyCompareVal(_VQ,5,g_GMLMathEpsilon)==0){_WQ=1;}else if(yyCompareVal(_VQ, 3,g_GMLMathEpsilon)==0){_WQ=2;}else if(yyCompareVal(_VQ,2,g_GMLMathEpsilon)==0){_WQ=3;}else if(yyCompareVal(_VQ,4,g_GMLMathEpsilon)==0){_WQ=4;}else if(yyCompareVal(_VQ,6,g_GMLMathEpsilon)==0){_WQ=5;}else if(yyCompareVal(_VQ,7,g_GMLMathEpsilon)==0){_WQ=6;}else if(yyCompareVal(_VQ,9,g_GMLMathEpsilon)==0||yyCompareVal(_VQ,8,g_GMLMathEpsilon)==0){_WQ=7;}else if(yyCompareVal(_VQ,11,g_GMLMathEpsilon)==0){_WQ=8;}else if(yyCompareVal(_VQ,10,g_GMLMathEpsilon)==0){_WQ=9;}else if(yyCompareVal(_VQ,101,g_GMLMathEpsilon)==0){ _WQ=10;}else if(yyCompareVal(_VQ,102,g_GMLMathEpsilon)==0){_WQ=11;}switch(_WQ){case 0:{return _Q8(_3l,_4l,"pos_QB");break;}case 1:{return _Q8(_3l,_4l,"pos_OL");break;}case 2:{return _Q8(_3l,_4l,"pos_TE");break;}case 3:{return _Q8(_3l,_4l,"pos_RB");break;}case 4:{return _Q8(_3l,_4l,"pos_WR");break;}case 5:{return _Q8(_3l,_4l,"pos_DL");break;}case 6:{return _Q8(_3l,_4l,"pos_LB");break;}case 7:{return _Q8(_3l,_4l,"pos_DB");break;}case 8:{return _Q8(_3l,_4l,"pos_KP");break;}case 9:{return _Q8(_3l,_4l,"pos_KK");break;}case 10:{ return _Q8(_3l,_4l,"pos_STAFF_DF");break;}case 11:{return _Q8(_3l,_4l,"pos_STAFF_OF");break;}};return "";}function _a9(_3l,_4l,_5l){var _XQ=_5l;var _YQ=-1;if(yyCompareVal(_XQ,1,g_GMLMathEpsilon)==0){_YQ=0;}else if(yyCompareVal(_XQ,5,g_GMLMathEpsilon)==0){_YQ=1;}else if(yyCompareVal(_XQ,3,g_GMLMathEpsilon)==0){_YQ=2;}else if(yyCompareVal(_XQ,2,g_GMLMathEpsilon)==0){_YQ=3;}else if(yyCompareVal(_XQ,4,g_GMLMathEpsilon)==0){_YQ=4;}else if(yyCompareVal(_XQ,6,g_GMLMathEpsilon)==0){_YQ=5;}else if(yyCompareVal(_XQ,7, g_GMLMathEpsilon)==0){_YQ=6;}else if(yyCompareVal(_XQ,9,g_GMLMathEpsilon)==0||yyCompareVal(_XQ,8,g_GMLMathEpsilon)==0){_YQ=7;}else if(yyCompareVal(_XQ,11,g_GMLMathEpsilon)==0){_YQ=8;}else if(yyCompareVal(_XQ,10,g_GMLMathEpsilon)==0){_YQ=9;}else if(yyCompareVal(_XQ,101,g_GMLMathEpsilon)==0){_YQ=10;}else if(yyCompareVal(_XQ,102,g_GMLMathEpsilon)==0){_YQ=11;}switch(_YQ){case 0:{return _Q8(_3l,_4l,"position_QB");break;}case 1:{return _Q8(_3l,_4l,"position_OL");break;}case 2:{return _Q8(_3l,_4l,"position_TE");break; }case 3:{return _Q8(_3l,_4l,"position_RB");break;}case 4:{return _Q8(_3l,_4l,"position_WR");break;}case 5:{return _Q8(_3l,_4l,"position_DL");break;}case 6:{return _Q8(_3l,_4l,"position_LB");break;}case 7:{return _Q8(_3l,_4l,"position_DB");break;}case 8:{return _Q8(_3l,_4l,"position_KP");break;}case 9:{return _Q8(_3l,_4l,"position_KK");break;}case 10:{return _Q8(_3l,_4l,"position_STAFF_DF");break;}case 11:{return _Q8(_3l,_4l,"position_STAFF_OF");break;}};}function _b9(_3l,_4l,_5l){return _Q8(_3l,_4l,yyfplus("attitude_", _sl(_ul(_26(_3l,_4l,_5l)))));}function _c9(_3l,_4l,_5l){var _ZQ=_5l;if(yyfgreater(_ZQ,0)){return yyfplus(yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"tla_Round"))," "),_sl(_ul(_ZQ)))," "),_sl(_Q8(_3l,_4l,"ui_Pick")))};return _Q8(_3l,_4l,"ui_None");}function _d9(_3l,_4l,_5l){var __Q=_5l;var _0R=-1;if(yyCompareVal(__Q,0,g_GMLMathEpsilon)==0){_0R=0;}else if(yyCompareVal(__Q,1,g_GMLMathEpsilon)==0){_0R=1;}else if(yyCompareVal(__Q,2,g_GMLMathEpsilon)==0){_0R=2;}else if(yyCompareVal(__Q,3,g_GMLMathEpsilon)==0){_0R=3; }else if(yyCompareVal(__Q,4,g_GMLMathEpsilon)==0){_0R=4;}else if(yyCompareVal(__Q,5,g_GMLMathEpsilon)==0){_0R=5;}else if(yyCompareVal(__Q,6,g_GMLMathEpsilon)==0){_0R=6;}else if(yyCompareVal(__Q,7,g_GMLMathEpsilon)==0){_0R=7;}else if(yyCompareVal(__Q,8,g_GMLMathEpsilon)==0){_0R=8;}else if(yyCompareVal(__Q,9,g_GMLMathEpsilon)==0){_0R=9;}else if(yyCompareVal(__Q,10,g_GMLMathEpsilon)==0){_0R=10;}else if(yyCompareVal(__Q,11,g_GMLMathEpsilon)==0){_0R=11;}else if(yyCompareVal(__Q,12,g_GMLMathEpsilon)==0){_0R=12; }else if(yyCompareVal(__Q,13,g_GMLMathEpsilon)==0){_0R=13;}else if(yyCompareVal(__Q,14,g_GMLMathEpsilon)==0){_0R=14;}else if(yyCompareVal(__Q,15,g_GMLMathEpsilon)==0){_0R=15;}else if(yyCompareVal(__Q,16,g_GMLMathEpsilon)==0){_0R=16;}else if(yyCompareVal(__Q,17,g_GMLMathEpsilon)==0){_0R=17;}switch(_0R){case 0:{return "ANIM_STAND";break;}case 1:{return "ANIM_CROUCH";break;}case 2:{return "ANIM_RUN";break;}case 3:{return "ANIM_TACKLING";break;}case 4:{return "ANIM_FALLING";break;}case 5:{return "ANIM_DIVE";break;}case 6:{ return "ANIM_GETUP";break;}case 7:{return "ANIM_JOCKEY";break;}case 8:{return "ANIM_JUMP";break;}case 9:{return "ANIM_STIFFARM";break;}case 10:{return "ANIM_JUMPCATCH";break;}case 11:{return "ANIM_AIM";break;}case 12:{return "ANIM_THROW";break;}case 13:{return "ANIM_PLACE";break;}case 14:{return "ANIM_KICK1";break;}case 15:{return "ANIM_KICK2";break;}case 16:{return "ANIM_SPIKE";break;}case 17:{return "ANIM_CELEBRATE";break;}};return "";}function _e9(_3l,_4l,_5l){var _9x=_5l;if(yyflessequal(_9x,(-1))){return yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l, _4l,"condition_0"))," ("),_sl(_ul(abs(_9x)))),")")}else {if(yyflessequal(_9x,20)){return _Q8(_3l,_4l,"condition_1")}else {if(yyflessequal(_9x,40)){return _Q8(_3l,_4l,"condition_2")}else {if(yyflessequal(_9x,60)){return _Q8(_3l,_4l,"condition_3")}else {if(yyflessequal(_9x,80)){return _Q8(_3l,_4l,"condition_4")}else {if(yyflessequal(_9x,99)){return _Q8(_3l,_4l,"condition_5")}else {return _Q8(_3l,_4l,"condition_6")}}}}}};}function _f9(_3l,_4l,_5l,_Bq){var _Pn=_5l;var _1R=_Bq;var _sr=_ul(_il(_Pn,"wins"));_sr=yyfplus(_sr, yyfplus("-",_sl(_ul(_il(_Pn,"losses")))));if((yyGetBool(yyfgreater(_il(_Pn,"ties"),0)))||(yyGetBool(_1R))){_sr=yyfplus(_sr,yyfplus("-",_sl(_ul(_il(_Pn,"ties")))))};return _sr;}function _g9(_3l,_4l,_5l){return _Q8(_3l,_4l,yyfplus("coachtrait_",_sl(_ul(_5l))));}function _h9(_3l,_4l,_5l){var _2R=_5l;var _3R=-1;if(yyCompareVal(_2R,1,g_GMLMathEpsilon)==0){_3R=0;}else if(yyCompareVal(_2R,2,g_GMLMathEpsilon)==0){_3R=1;}else if(yyCompareVal(_2R,3,g_GMLMathEpsilon)==0){_3R=2;}else if(yyCompareVal(_2R,4,g_GMLMathEpsilon)==0){ _3R=3;}else if(yyCompareVal(_2R,5,g_GMLMathEpsilon)==0){_3R=4;}else if(yyCompareVal(_2R,6,g_GMLMathEpsilon)==0){_3R=5;}else if(yyCompareVal(_2R,7,g_GMLMathEpsilon)==0){_3R=6;}else if(yyCompareVal(_2R,8,g_GMLMathEpsilon)==0){_3R=7;}else if(yyCompareVal(_2R,9,g_GMLMathEpsilon)==0){_3R=8;}switch(_3R){case 0:{return "ACTION_RESULT_TOUCHDOWN";}case 1:{return "ACTION_RESULT_TOUCHDOWN_OPP";}case 2:{return "ACTION_RESULT_INTERCEPTED";}case 3:{return "ACTION_RESULT_TURNOVER";}case 4:{return "ACTION_RESULT_PUNT";}case 5:{ return "ACTION_RESULT_FIELDGOAL_GOOD";}case 6:{return "ACTION_RESULT_FIELDGOAL_BAD";}case 7:{return "ACTION_RESULT_SAFETY";}case 8:{return "ACTION_RESULT_TIMEUP";}};}function _i9(_3l,_4l,_5l){_A9(_3l,_4l,yyfplus("s_get_team_by_id: ",_sl(_ul(_5l))));var _kQ=_5l;var _dl=0;for(;yyfless(_dl,_el(_0m(_3l,_4l,42)._Bm));_dl++){{var _Cm=_hl(_0m(_3l,_4l,42)._Bm,_dl);if(yyfequal(_il(_Cm,"uid"),_kQ)){return _Cm};}};var _Cm=_Dq();_vl(_Cm,"uid",(-99));_vl(_Cm,"name","Null Team");_vl(_Cm,"tla","-");_A9(_3l,_4l,"RETURN DUMMY TEAM!"); return _Cm;}// slog ("Team "+string(teamid_away)+" @ Team "+string(teamid_home)); function _j9(_3l,_4l){var _zq=_p5(_3l,_4l);var _4R=_il(_zq,"away_team");var _5R=_il(_zq,"home_team");_A9(_3l,_4l,yyfplus(yyfplus(yyfplus("Team ",_sl(_ul(_4R)))," @ Team "),_sl(_ul(_5R))));_0m(_3l,_4l,42)._Cm=_vp(_0m(_3l,_4l,42)._Cm,2130019475);_0m(_3l,_4l,42)._Cm[_wp(0)]=_hl(_0m(_3l,_4l,42)._Bm,_4R);_0m(_3l,_4l,42)._Cm[_wp(1)]=_hl(_0m(_3l,_4l,42)._Bm,_5R);_0m(_3l,_4l,42)._6R=0;if(yyfequal(_5R,_0m(_3l,_4l,42)._Fm)){_0m(_3l, _4l,42)._6R=1};var _7R=_il(_0m(_3l,_4l,42)._Cm[_Tn(0,_0m(_3l,_4l,42)._Cm)],"colhelmet");var _8R=_il(_0m(_3l,_4l,42)._Cm[_Tn(0,_0m(_3l,_4l,42)._Cm)],"colshirt");var _9R=_il(_0m(_3l,_4l,42)._Cm[_Tn(0,_0m(_3l,_4l,42)._Cm)],"colpants");var _aR=_il(_0m(_3l,_4l,42)._Cm[_Tn(1,_0m(_3l,_4l,42)._Cm)],"colhelmet");var _bR=_il(_0m(_3l,_4l,42)._Cm[_Tn(1,_0m(_3l,_4l,42)._Cm)],"colshirt");var _cR=_il(_0m(_3l,_4l,42)._Cm[_Tn(1,_0m(_3l,_4l,42)._Cm)],"colpants");if(yyfequal(_bR,"$ffffff")){{if(yyfequal(_8R,"$ffffff")){ {_8R=_9R;_9R="$ffffff";}};}}else {{if(yyfequal(_9R,"$ffffff")){_9R=_8R};_8R="$ffffff";}};if(yyfequal(_7R,_aR)){_7R=_8R};if(yyfequal(_7R,_aR)){_7R=_9R};_A9(_3l,_4l,yyfplus("str_shirt1 = ",_sl(_8R)));_A9(_3l,_4l,yyfplus("str_pants1 = ",_sl(_9R)));_A9(_3l,_4l,yyfplus("str_shirt2 = ",_sl(_bR)));_A9(_3l,_4l,yyfplus("str_pants2 = ",_sl(_cR)));var _dR=_y9(_3l,_4l,_aR);var _eR=_y9(_3l,_4l,_bR);var _fR=_y9(_3l,_4l,_cR);_0m(_3l,_4l,42)._gR=_vp(_0m(_3l,_4l,42)._gR,4016860445);_0m(_3l,_4l,42)._gR[_wp(0)]=yyfdivide(_sl(_hR(_dR)), 256);_0m(_3l,_4l,42)._gR[_wp(1)]=yyfdivide(_sl(_iR(_dR)),256);_0m(_3l,_4l,42)._gR[_wp(2)]=yyfdivide(_sl(_jR(_dR)),256);_0m(_3l,_4l,42)._kR=_vp(_0m(_3l,_4l,42)._kR,2690552258);_0m(_3l,_4l,42)._kR[_wp(0)]=yyfdivide(_sl(_hR(_eR)),256);_0m(_3l,_4l,42)._kR[_wp(1)]=yyfdivide(_sl(_iR(_eR)),256);_0m(_3l,_4l,42)._kR[_wp(2)]=yyfdivide(_sl(_jR(_eR)),256);_0m(_3l,_4l,42)._lR=_vp(_0m(_3l,_4l,42)._lR,383660457);_0m(_3l,_4l,42)._lR[_wp(0)]=yyfdivide(_sl(_hR(_eR)),300);_0m(_3l,_4l,42)._lR[_wp(1)]=yyfdivide(_sl(_iR(_eR)), 300);_0m(_3l,_4l,42)._lR[_wp(2)]=yyfdivide(_sl(_jR(_eR)),300);_0m(_3l,_4l,42)._mR=_vp(_0m(_3l,_4l,42)._mR,2253889193);_0m(_3l,_4l,42)._mR[_wp(0)]=yyfdivide(_sl(_hR(_fR)),256);_0m(_3l,_4l,42)._mR[_wp(1)]=yyfdivide(_sl(_iR(_fR)),256);_0m(_3l,_4l,42)._mR[_wp(2)]=yyfdivide(_sl(_jR(_fR)),256);_0m(_3l,_4l,42)._nR=_vp(_0m(_3l,_4l,42)._nR,4067047458);_0m(_3l,_4l,42)._nR[_wp(0)]=yyfdivide(_sl(_hR(_fR)),300);_0m(_3l,_4l,42)._nR[_wp(1)]=yyfdivide(_sl(_iR(_fR)),300);_0m(_3l,_4l,42)._nR[_wp(2)]=yyfdivide(_sl(_jR(_fR)), 300);_dR=_y9(_3l,_4l,_7R);_eR=_y9(_3l,_4l,_8R);_fR=_y9(_3l,_4l,_9R);_0m(_3l,_4l,42)._oR=_vp(_0m(_3l,_4l,42)._oR,3003585573);_0m(_3l,_4l,42)._oR[_wp(0)]=yyfdivide(_sl(_hR(_dR)),256);_0m(_3l,_4l,42)._oR[_wp(1)]=yyfdivide(_sl(_iR(_dR)),256);_0m(_3l,_4l,42)._oR[_wp(2)]=yyfdivide(_sl(_jR(_dR)),256);_0m(_3l,_4l,42)._pR=_vp(_0m(_3l,_4l,42)._pR,4231391482);_0m(_3l,_4l,42)._pR[_wp(0)]=yyfdivide(_sl(_hR(_eR)),256);_0m(_3l,_4l,42)._pR[_wp(1)]=yyfdivide(_sl(_iR(_eR)),256);_0m(_3l,_4l,42)._pR[_wp(2)]=yyfdivide(_sl(_jR(_eR)), 256);_0m(_3l,_4l,42)._qR=_vp(_0m(_3l,_4l,42)._qR,2629115275);_0m(_3l,_4l,42)._qR[_wp(0)]=yyfdivide(_sl(_hR(_eR)),300);_0m(_3l,_4l,42)._qR[_wp(1)]=yyfdivide(_sl(_iR(_eR)),300);_0m(_3l,_4l,42)._qR[_wp(2)]=yyfdivide(_sl(_jR(_eR)),300);_0m(_3l,_4l,42)._rR=_vp(_0m(_3l,_4l,42)._rR,3661424529);_0m(_3l,_4l,42)._rR[_wp(0)]=yyfdivide(_sl(_hR(_fR)),256);_0m(_3l,_4l,42)._rR[_wp(1)]=yyfdivide(_sl(_iR(_fR)),256);_0m(_3l,_4l,42)._rR[_wp(2)]=yyfdivide(_sl(_jR(_fR)),256);_0m(_3l,_4l,42)._sR=_vp(_0m(_3l,_4l,42)._sR, 2013336576);_0m(_3l,_4l,42)._sR[_wp(0)]=yyfdivide(_sl(_hR(_fR)),300);_0m(_3l,_4l,42)._sR[_wp(1)]=yyfdivide(_sl(_iR(_fR)),300);_0m(_3l,_4l,42)._sR[_wp(2)]=yyfdivide(_sl(_jR(_fR)),300);}function _k9(_3l,_4l){var _4R=_Sm(31);var _5R=_0m(_3l,_4l,42)._Fm;_0m(_3l,_4l,42)._Cm=_vp(_0m(_3l,_4l,42)._Cm,2130019475);_0m(_3l,_4l,42)._Cm[_wp(0)]=_hl(_0m(_3l,_4l,42)._Bm,_4R);_0m(_3l,_4l,42)._Cm[_wp(1)]=_hl(_0m(_3l,_4l,42)._Bm,_5R);_0m(_3l,_4l,42)._6R=1;var _7R=_il(_0m(_3l,_4l,42)._Cm[_Tn(0,_0m(_3l,_4l,42)._Cm)],"colhelmet"); var _8R=_il(_0m(_3l,_4l,42)._Cm[_Tn(0,_0m(_3l,_4l,42)._Cm)],"colshirt");var _9R=_il(_0m(_3l,_4l,42)._Cm[_Tn(0,_0m(_3l,_4l,42)._Cm)],"colpants");var _aR=_il(_0m(_3l,_4l,42)._Cm[_Tn(1,_0m(_3l,_4l,42)._Cm)],"colhelmet");var _bR=_il(_0m(_3l,_4l,42)._Cm[_Tn(1,_0m(_3l,_4l,42)._Cm)],"colshirt");var _cR=_il(_0m(_3l,_4l,42)._Cm[_Tn(1,_0m(_3l,_4l,42)._Cm)],"colpants");if(yyfequal(_7R,_aR)){_7R=_8R};if(yyfequal(_8R,_bR)){_8R=_9R};if(yyfequal(_9R,_cR)){_9R=_7R};var _dR=_y9(_3l,_4l,_aR);var _eR=_y9(_3l,_4l,_bR);var _fR=_y9(_3l, _4l,_cR);_0m(_3l,_4l,42)._gR=_vp(_0m(_3l,_4l,42)._gR,4016860445);_0m(_3l,_4l,42)._gR[_wp(0)]=yyfdivide(_sl(_hR(_dR)),256);_0m(_3l,_4l,42)._gR[_wp(1)]=yyfdivide(_sl(_iR(_dR)),256);_0m(_3l,_4l,42)._gR[_wp(2)]=yyfdivide(_sl(_jR(_dR)),256);_0m(_3l,_4l,42)._kR=_vp(_0m(_3l,_4l,42)._kR,2690552258);_0m(_3l,_4l,42)._kR[_wp(0)]=yyfdivide(_sl(_hR(_eR)),256);_0m(_3l,_4l,42)._kR[_wp(1)]=yyfdivide(_sl(_iR(_eR)),256);_0m(_3l,_4l,42)._kR[_wp(2)]=yyfdivide(_sl(_jR(_eR)),256);_0m(_3l,_4l,42)._lR=_vp(_0m(_3l,_4l,42)._lR, 383660457);_0m(_3l,_4l,42)._lR[_wp(0)]=yyfdivide(_sl(_hR(_eR)),300);_0m(_3l,_4l,42)._lR[_wp(1)]=yyfdivide(_sl(_iR(_eR)),300);_0m(_3l,_4l,42)._lR[_wp(2)]=yyfdivide(_sl(_jR(_eR)),300);_0m(_3l,_4l,42)._mR=_vp(_0m(_3l,_4l,42)._mR,2253889193);_0m(_3l,_4l,42)._mR[_wp(0)]=yyfdivide(_sl(_hR(_fR)),256);_0m(_3l,_4l,42)._mR[_wp(1)]=yyfdivide(_sl(_iR(_fR)),256);_0m(_3l,_4l,42)._mR[_wp(2)]=yyfdivide(_sl(_jR(_fR)),256);_0m(_3l,_4l,42)._nR=_vp(_0m(_3l,_4l,42)._nR,4067047458);_0m(_3l,_4l,42)._nR[_wp(0)]=yyfdivide(_sl(_hR(_fR)), 300);_0m(_3l,_4l,42)._nR[_wp(1)]=yyfdivide(_sl(_iR(_fR)),300);_0m(_3l,_4l,42)._nR[_wp(2)]=yyfdivide(_sl(_jR(_fR)),300);_dR=_y9(_3l,_4l,_7R);_eR=_y9(_3l,_4l,_8R);_fR=_y9(_3l,_4l,_9R);_0m(_3l,_4l,42)._oR=_vp(_0m(_3l,_4l,42)._oR,3003585573);_0m(_3l,_4l,42)._oR[_wp(0)]=yyfdivide(_sl(_hR(_dR)),256);_0m(_3l,_4l,42)._oR[_wp(1)]=yyfdivide(_sl(_iR(_dR)),256);_0m(_3l,_4l,42)._oR[_wp(2)]=yyfdivide(_sl(_jR(_dR)),256);_0m(_3l,_4l,42)._pR=_vp(_0m(_3l,_4l,42)._pR,4231391482);_0m(_3l,_4l,42)._pR[_wp(0)]=yyfdivide(_sl(_hR(_eR)), 256);_0m(_3l,_4l,42)._pR[_wp(1)]=yyfdivide(_sl(_iR(_eR)),256);_0m(_3l,_4l,42)._pR[_wp(2)]=yyfdivide(_sl(_jR(_eR)),256);_0m(_3l,_4l,42)._qR=_vp(_0m(_3l,_4l,42)._qR,2629115275);_0m(_3l,_4l,42)._qR[_wp(0)]=yyfdivide(_sl(_hR(_eR)),300);_0m(_3l,_4l,42)._qR[_wp(1)]=yyfdivide(_sl(_iR(_eR)),300);_0m(_3l,_4l,42)._qR[_wp(2)]=yyfdivide(_sl(_jR(_eR)),300);_0m(_3l,_4l,42)._rR=_vp(_0m(_3l,_4l,42)._rR,3661424529);_0m(_3l,_4l,42)._rR[_wp(0)]=yyfdivide(_sl(_hR(_fR)),256);_0m(_3l,_4l,42)._rR[_wp(1)]=yyfdivide(_sl(_iR(_fR)), 256);_0m(_3l,_4l,42)._rR[_wp(2)]=yyfdivide(_sl(_jR(_fR)),256);_0m(_3l,_4l,42)._sR=_vp(_0m(_3l,_4l,42)._sR,2013336576);_0m(_3l,_4l,42)._sR[_wp(0)]=yyfdivide(_sl(_hR(_fR)),300);_0m(_3l,_4l,42)._sR[_wp(1)]=yyfdivide(_sl(_iR(_fR)),300);_0m(_3l,_4l,42)._sR[_wp(2)]=yyfdivide(_sl(_jR(_fR)),300);}function _l9(_3l,_4l,_5l){var _Pn=_hl(_0m(_3l,_4l,42)._Bm,_5l);return _il(_Pn,"name");}function _m9(_3l,_4l,_5l,_Bq,_Cq){_A9(_3l,_4l,"s_sort_teams");var _tR=_5l;var _8O=_Bq;var _uR=_Cq;var _xl=_yl();while(yyfgreater(_el(_tR), 0)){{var _vR=(-4);var _wR=(-1);var _dl=0;for(;yyfless(_dl,_el(_tR));_dl++){{var _Pn=_hl(_tR,_dl);_vl(_Pn,"offense",_ml(_il(_Pn,"offense")));_vl(_Pn,"defense",_ml(_il(_Pn,"defense")));var _xR=_8O;var _yR=-1;if(yyCompareVal(_xR,0,g_GMLMathEpsilon)==0){_yR=0;}else if(yyCompareVal(_xR,1,g_GMLMathEpsilon)==0){_yR=1;}else if(yyCompareVal(_xR,2,g_GMLMathEpsilon)==0){_yR=2;}else if(yyCompareVal(_xR,5,g_GMLMathEpsilon)==0){_yR=3;}switch(_yR){case 0:{var _7w=_ml(_il(_Pn,"wins"));var _8w=_ml(_il(_Pn,"losses"));var _9w=_ml(_il(_Pn, "ties"));var _zR=yyfplus(yyfplus(_sl(_7w),_sl(_8w)),_sl(_9w));var _AR=yyfdivide(_sl(yyfplus(_sl(_7w),_sl(yyftime(_sl(_9w),0.5)))),_sl(_zR));if(yyGetBool(_uR)){{if((yyGetBool(!yyGetBool(_vR)))||(yyGetBool(yyfgreater(_AR,_wR)))||(yyGetBool((yyGetBool(yyfequal(_AR,_wR)))&&(yyGetBool(yyfgreater(_7w,_il(_vR,"wins"))))))){{_vR=_Pn;_wR=_AR;}};}}else {{if((yyGetBool(!yyGetBool(_vR)))||(yyGetBool(yyfless(_AR,_wR)))||(yyGetBool((yyGetBool(yyfequal(_AR,_wR)))&&(yyGetBool(yyfgreater(_7w,_il(_vR,"wins"))))))){{ _vR=_Pn;_wR=_AR;}};}};break;}case 1:{var _Vn=_il(_Pn,"name");if(yyGetBool(_uR)){{if((yyGetBool(!yyGetBool(_vR)))||(yyGetBool(yyfless(_Vn,_il(_vR,"name"))))){_vR=_Pn};}}else {{if((yyGetBool(!yyGetBool(_vR)))||(yyGetBool(yyfgreater(_Vn,_il(_vR,"name"))))){_vR=_Pn};}};break;}case 2:{var _Yp=yyfplus(_sl(_il(_Pn,"offense")),_sl(_il(_Pn,"defense")));if(yyGetBool(_uR)){{if((yyGetBool(!yyGetBool(_vR)))||(yyGetBool(yyfless(_Yp,yyfplus(_sl(_il(_vR,"offense")),_sl(_il(_vR,"defense"))))))){_vR=_Pn};}}else {{if((yyGetBool(!yyGetBool(_vR)))||(yyGetBool(yyfgreater(_Yp, yyfplus(_sl(_il(_vR,"offense")),_sl(_il(_vR,"defense"))))))){_vR=_Pn};}};break;}case 3:{var _BR=_il(_Pn,"uid");if(yyGetBool(_uR)){{if((yyGetBool(!yyGetBool(_vR)))||(yyGetBool(yyfless(_BR,_il(_vR,"uid "))))){_vR=_Pn};}}else {{if((yyGetBool(!yyGetBool(_vR)))||(yyGetBool(yyfgreater(_BR,_il(_vR,"uid "))))){_vR=_Pn};}};break;}};}};_Cl(_xl,_vR);_El(_tR,_Dl(_tR,_vR));}};_Fl(_tR);return _xl;}function _n9(_3l,_4l,_5l,_Bq){var _Pv=_5l;var _Wv=_Bq;var _CR;_CR=_vp(_CR,-2096);_CR[_wp(0)]=_r5(_3l,_4l,_Pv,0);_CR[_wp(1)]=_r5(_3l, _4l,_Pv,1);_CR[_wp(2)]=_r5(_3l,_4l,_Pv,2);_CR[_wp(3)]=_r5(_3l,_4l,_Pv,3);{var _DR=_8l(42);for(var _ER in _DR){if(!_DR.hasOwnProperty(_ER))continue;var _FR=_DR[_ER];if(_FR._bl)continue;if(!_FR._cl)continue;{var _GR=_yl();if(yyflessequal(_Wv,4)){{_Cl(_GR,_CR[_Tn(0,_CR)]);_Cl(_GR,_CR[_Tn(1,_CR)]);_Cl(_GR,_CR[_Tn(2,_CR)]);_Cl(_GR,_CR[_Tn(3,_CR)]);}}else {{var _dl=0;for(;yyfless(_dl,_el(_FR._Bm));_dl++){{var _Cm=_hl(_FR._Bm,_dl);if(yyfequal(_ml(_il(_Cm,"conference")),_Pv)){{var _HR=0?1:0;if(yyfgreater(_Wv,4)){ {var _Is=0;for(;yyfless(_Is,4);_Is++){{if(yyfequal(_Cm,_CR[_Tn(_Is,_CR)])){{_HR=1?1:0;break;}};}};}};if(!yyGetBool(_HR)){_Cl(_GR,_Cm)};}};}};}};_GR=_m9(_FR,_3l,_GR,0,1);if(yyfgreater(_Wv,4)){_Wv=yyfminus(_Wv,4)};var _Cm=_hl(_GR,yyfminus(_sl(_Wv),1));_Fl(_GR);return _Cm;}}};}function _o9(_3l,_4l,_5l,_Bq){_A9(_3l,_4l,"s_get_team_id_by_seed");var _Pv=_5l;var _Wv=_Bq;var _Cm=_n9(_3l,_4l,_Pv,_Wv);return _il(_Cm,"uid");}function _p9(_3l,_4l,_5l,_Bq,_Cq){_A9(_3l,_4l,"s_get_team_name_by_seed");var _Pv=_5l;var _Wv=_Bq; var _Tv=_Cq;var _Cm=_n9(_3l,_4l,_Pv,_Wv);var _IR=_Tv;var _JR=-1;if(yyCompareVal(_IR,0,g_GMLMathEpsilon)==0){_JR=0;}else if(yyCompareVal(_IR,1,g_GMLMathEpsilon)==0){_JR=1;}switch(_JR){case 0:{return _il(_Cm,"name");break;}case 1:{return _il(_Cm,"tla");break;}};}function _q9(_3l,_4l,_5l){var _Pn=_5l;{var _KR=_8l(42);for(var _LR in _KR){if(!_KR.hasOwnProperty(_LR))continue;var _MR=_KR[_LR];if(_MR._bl)continue;if(!_MR._cl)continue;{if(yyfequal(_il(_Pn,"uid"),_MR._Fm)){{var _Yp=0;var _NR=1;var _dl=0;for(;yyfless(_dl,_el(_MR._Um)); _dl++){{var _Bl=_hl(_MR._Um,_dl);if((yyGetBool(yyfgreater(_il(_Bl,"condition"),0)))&&(yyGetBool(!yyGetBool(_il(_Bl,"resting"))))){{var _OR=_il(_Bl,"position");var _PR=-1;if(yyCompareVal(_OR,1,g_GMLMathEpsilon)==0||yyCompareVal(_OR,2,g_GMLMathEpsilon)==0||yyCompareVal(_OR,3,g_GMLMathEpsilon)==0||yyCompareVal(_OR,4,g_GMLMathEpsilon)==0||yyCompareVal(_OR,5,g_GMLMathEpsilon)==0){_PR=0;}switch(_PR){case 0:{_NR++;_Yp=yyfplus(_Yp,_98(_MR,_3l,_Bl));break;}default :{break;}};}};}};var _QR=_H8(_MR,_3l,102);_Yp=yyfplus(_Yp, _il(_QR,"rating"));_Yp=round(yyftime(_sl(_Yp),0.3));return _cm(_Yp,1,10);}}else {{return _ml(_il(_Pn,"offense"));}};}}};}function _r9(_3l,_4l,_5l){var _Pn=_5l;{var _RR=_8l(42);for(var _SR in _RR){if(!_RR.hasOwnProperty(_SR))continue;var _TR=_RR[_SR];if(_TR._bl)continue;if(!_TR._cl)continue;{if(yyfequal(_il(_Pn,"uid"),_TR._Fm)){{var _Yp=0;var _NR=1;var _dl=0;for(;yyfless(_dl,_el(_TR._Um));_dl++){{var _Bl=_hl(_TR._Um,_dl);if((yyGetBool(yyfgreater(_il(_Bl,"condition"),0)))&&(yyGetBool(!yyGetBool(_il(_Bl,"resting"))))){ {var _UR=_il(_Bl,"position");var _VR=-1;if(yyCompareVal(_UR,6,g_GMLMathEpsilon)==0||yyCompareVal(_UR,7,g_GMLMathEpsilon)==0||yyCompareVal(_UR,8,g_GMLMathEpsilon)==0||yyCompareVal(_UR,9,g_GMLMathEpsilon)==0){_VR=0;}switch(_VR){case 0:{_NR++;_Yp=yyfplus(_Yp,_98(_TR,_3l,_Bl));break;}default :{break;}};}};}};var _QR=_H8(_TR,_3l,101);_Yp=yyfplus(_Yp,_il(_QR,"rating"));_Yp=round(yyftime(_sl(_Yp),0.3));return _cm(_Yp,1,10);}}else {{return _ml(_il(_Pn,"defense"));}};}}};}function _s9(_3l,_4l,_5l){var _Pn=_5l;if(!yyGetBool(_Pn)){ 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_cT=yyfdivide(_sl(_dT(_3l._Pq)),2);_1L=yyfplus(_1L,yyfdivide(_sl(_3l._OM()),2));_4L(yyfminus(yyfminus(_sl(_1L),_sl(_bT)),1),yyfminus(yyfminus(_sl(_1r),_sl(_cT)),1),yyfplus(_sl(_1L),_sl(_bT)),yyfplus(_sl(_1r),_sl(_cT)),global._Ll, global._Ll,global._Ll,global._Ll,0);_5L(yyfplus(_sl(_1L),0.5),_1r,_UK(_3l._Pq));_ZK(2);_1L=yyfplus(yyfplus(_sl(_3l.x),4),_sl(yyftime(_sl(_3l._OM()),0.5)));_1r=yyfplus(_sl(_3l.y),_sl(yyftime(_sl(_3l._Vs()),0.5)));_5L(_1L,_1r,_3l._mm);_1L=yyfplus(_1L,8);_jL(_3l,_3l._5r,_3l._cr,_1L,_1r,1,1,0,_3l._JT,1);}function _Bb(_3l,_4l){_DS(_3l,_4l);_3l._Pq="Title";_3l._mm="Line 1";_3l._5r=62;_3l._cr=0;_3l._JT=16777215;}function _Cb(_3l,_4l){}function _Db(_3l,_4l){_YK(0);_ZK(0);var _1L=_3l.x;var _1r=yyfminus(_sl(_3l.y), 8);_5L(_1L,_1r,_UK(_3l._Pq));var _CU=yyfminus(_sl(_3l._OM()),5);var _Hy=yyfminus(_sl(_3l._Vs()),3);var _hw=yyftime(_sl(yyfdivide(_sl(_CU),100)),_sl(_3l._eo));_hw=_cm(_hw,1,_CU);var 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_hw=yyftime(_sl(yyfdivide(_sl(yyfminus(_sl(_CU),4)),100)),_sl(_3l._eo));_hw=_cm(_hw,1,_CU);_4L(yyfplus(_sl(_3l.x),8),yyfplus(_sl(_3l.y),8),yyfplus(yyfplus(_sl(_3l.x),8),_sl(_CU)),yyfplus(_sl(_3l.y),24),0,0,0,0,0);_4L(yyfplus(_sl(_3l.x),10),yyfplus(_sl(_3l.y),10),yyfplus(yyfplus(_sl(_3l.x),10),_sl(_hw)), yyfplus(_sl(_3l.y),22),_3l._am,_3l._am,_3l._am,_3l._am,0);}function _Lb(_3l,_4l){_DS(_3l,_4l);_3l._EU=0;_3l._Pq="Title";_3l._FU=0;_3l._GU=0;_3l._eo=0;_3l._am=255;}function _Mb(_3l,_4l){_3l._JM=_0m(_3l,_4l,42)._Lp;_3l._Pq=yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Fans"))," "),_sl(_ul(round(_3l._JM)))),"%");if(yyfgreater(_3l._JM,25)){_3l._am=global._bm};}function _Nb(_3l,_4l){_3l._Pq=yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Fans"))," "),_sl(_ul(round(_3l._JM)))),"%");_3l._JM=_xC(_3l._JM,_0m(_3l, _4l,42)._Lp,0.1);if(yyfgreater(_3l._JM,25)){_3l._am=global._bm};}function _Ob(_3l,_4l){_YS(_3l);_YK(0);_ZK(1);var _1L=_3l.x;var _1r=_3l.y;var _bT=yyfplus(2,_sl(yyfdivide(_sl(_3L(_3l._Pq)),2)));var _cT=yyfplus(1,_sl(yyfdivide(_sl(_dT(_3l._Pq)),2)));_1L=yyfplus(_1L,yyfdivide(_sl(_3l._OM()),2));_4L(yyfminus(yyfminus(_sl(_1L),_sl(_bT)),2),yyfminus(_sl(_1r),_sl(_cT)),yyfplus(_sl(_1L),_sl(_bT)),yyfplus(_sl(_1r),_sl(_cT)),global._Ll,global._Ll,global._Ll,global._Ll,0);_5L(_1L,_1r,_UK(_3l._Pq));var _CU=yyfminus(_sl(_3l._OM()), 32);var _hw=yyftime(_sl(yyfdivide(_sl(yyfminus(_sl(_CU),4)),100)),_sl(_3l._JM));_hw=_cm(_hw,1,_CU);_4L(yyfplus(_sl(_3l.x),24),yyfplus(_sl(_3l.y),8),yyfplus(yyfplus(_sl(_3l.x),24),_sl(_CU)),yyfplus(_sl(_3l.y),24),0,0,0,0,0);_4L(yyfplus(_sl(_3l.x),26),yyfplus(_sl(_3l.y),10),yyfplus(yyfplus(_sl(_3l.x),26),_sl(_hw)),yyfplus(_sl(_3l.y),22),_3l._am,_3l._am,_3l._am,_3l._am,0);var _bT=yyfdivide(_sl(_CU),3);_HU(yyfplus(yyfplus(_sl(_3l.x),24),_sl(_bT)),yyfplus(_sl(_3l.y),8),yyfplus(yyfplus(_sl(_3l.x),24),_sl(_bT)), yyfplus(_sl(_3l.y),24),2,0,0);_HU(yyfplus(yyfplus(_sl(_3l.x),24),_sl(yyftime(_sl(_bT),2))),yyfplus(_sl(_3l.y),8),yyfplus(yyfplus(_sl(_3l.x),24),_sl(yyftime(_sl(_bT),2))),yyfplus(_sl(_3l.y),24),2,0,0);_hL(_3l,73,0,yyfplus(_sl(_3l.x),14),yyfplus(_sl(_3l.y),16));}// /// @description Insert description here function _Pb(_3l,_4l){}function _Qb(_3l,_4l){_DS(_3l,_4l);_3l._Pq="Title";_3l._JM=0;_3l._eo=0;_3l._am=255;}function _Rb(_3l,_4l){_3l._JM=_06(_3l,_4l);_3l._Pq=yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l,_4l, "ui_TeamMorale"))," "),_sl(_ul(round(_3l._JM)))),"%");if(yyfgreater(_3l._JM,25)){_3l._am=global._bm};}function _Sb(_3l,_4l){_3l._JM=_xC(_3l._JM,_06(_3l,_4l),0.1);_3l._Pq=yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_TeamMorale"))," "),_sl(_ul(round(_3l._JM)))),"%");if(yyfgreater(_3l._JM,25)){_3l._am=global._bm};}function _Tb(_3l,_4l){}function _Ub(_3l,_4l){_YS(_3l);_YK(0);_ZK(1);var _1L=_3l.x;var _1r=_3l.y;var _bT=yyfplus(2,_sl(yyfdivide(_sl(_3L(_3l._Pq)),2)));var _cT=yyfplus(1,_sl(yyfdivide(_sl(_dT(_3l._Pq)), 2)));_1L=yyfplus(_1L,yyfdivide(_sl(_3l._OM()),2));_4L(yyfminus(yyfminus(_sl(_1L),_sl(_bT)),2),yyfminus(_sl(_1r),_sl(_cT)),yyfplus(_sl(_1L),_sl(_bT)),yyfplus(_sl(_1r),_sl(_cT)),global._Ll,global._Ll,global._Ll,global._Ll,0);_5L(_1L,_1r,_UK(_3l._Pq));var _CU=yyfminus(_sl(_3l._OM()),16);var _hw=yyftime(_sl(yyfdivide(_sl(yyfminus(_sl(_CU),4)),100)),_sl(_3l._JM));_hw=_cm(_hw,1,_CU);_4L(yyfplus(_sl(_3l.x),8),yyfplus(_sl(_3l.y),8),yyfplus(yyfplus(_sl(_3l.x),8),_sl(_CU)),yyfplus(_sl(_3l.y),24),0,0,0,0,0); _4L(yyfplus(_sl(_3l.x),10),yyfplus(_sl(_3l.y),10),yyfplus(yyfplus(_sl(_3l.x),10),_sl(_hw)),yyfplus(_sl(_3l.y),22),_3l._am,_3l._am,_3l._am,_3l._am,0);}function _Vb(_3l,_4l){_DS(_3l,_4l);_3l._Pq="Title";_3l._IU=0;_3l._am=255;}function _Wb(_3l,_4l){_3l._JM=_16(_3l,_4l);_3l._Pq=yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Condition"))," "),_sl(_ul(round(_3l._JM)))),"%");if(yyfgreater(_3l._JM,25)){_3l._am=global._bm};}function _Xb(_3l,_4l){_3l._JM=_xC(_3l._JM,_16(_3l,_4l),0.1);_3l._Pq=yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l, _4l,"ui_Condition"))," "),_sl(_ul(round(_3l._JM)))),"%");if(yyfgreater(_3l._JM,25)){_3l._am=global._bm};}function _Yb(_3l,_4l){}function _Zb(_3l,_4l){_YS(_3l);_YK(0);_ZK(1);var _1L=_3l.x;var _1r=_3l.y;var _bT=yyfplus(2,_sl(yyfdivide(_sl(_3L(_3l._Pq)),2)));var _cT=yyfplus(1,_sl(yyfdivide(_sl(_dT(_3l._Pq)),2)));_1L=yyfplus(_1L,yyfdivide(_sl(_3l._OM()),2));_4L(yyfminus(yyfminus(_sl(_1L),_sl(_bT)),2),yyfminus(_sl(_1r),_sl(_cT)),yyfplus(_sl(_1L),_sl(_bT)),yyfplus(_sl(_1r),_sl(_cT)),global._Ll,global._Ll,global._Ll, global._Ll,0);_5L(_1L,_1r,_UK(_3l._Pq));var _CU=yyfminus(_sl(_3l._OM()),16);var 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{if(yyflessequal(_il(_3l._Bl,"condition"),20)){{_3l._UZ=4235519;_3l._VZ=1;}} else {if(yyflessequal(_il(_3l._Bl,"condition"),40)){{_3l._UZ=65535;_3l._VZ=2;}}}}};_3l._WZ=yyfplus(_sl(_3l._RZ),_sl(_3L(yyfplus(_sl(_3l._TZ)," "))));var _3p=yyfplus(yyfplus(yyfplus(yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Contract")),": $"),_sl(_ul(_il(_3l._Bl,"salary")))),"m ("),_sl(_ul(_il(_3l._Bl,"contract")))),_sl(_Q8(_3l,_4l,"sla_Year"))),")");_0m(_3l,_4l,100230)._mm=_3p;_0m(_3l,_4l,100236)._mm=_UK(yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Attitude")),": "),_sl(_b9(_3l,_4l,_il(_3l._Bl,"attitude"))))); _3l._XZ=yyfplus(_sl(_0m(_3l,_4l,100236).x),_sl(_3L(yyfplus(_sl(_0m(_3l,_4l,100236)._mm)," "))));_3l._YZ=_0m(_3l,_4l,100236).y;_0m(_3l,_4l,100237)._mm=_Q8(_3l,_4l,"ui_Rating");var _bT=yyfplus(_sl(_3L(_0m(_3l,_4l,100237)._mm)),8);_3l._ZZ=_0m(_3l,_4l,100237).x;_3l.__Z=yyfplus(_sl(_0m(_3l,_4l,100237).y),12);_3l._0_=0;_0m(_3l,_4l,100240)._mm=_Q8(_3l,_4l,"ui_Potential");var _bT=yyfplus(_sl(_3L(_0m(_3l,_4l,100240)._mm)),8);_3l._1_=_0m(_3l,_4l,100240).x;_3l._2_=yyfplus(_sl(_0m(_3l,_4l,100240).y),12);_3l._3_=0; var _4_=1;if(!yyGetBool(_I8(_3l,_4l,_il(_3l._Bl,"position")))){{_3l._0_=_98(_3l,_4l,_3l._Bl);_3l._3_=_a8(_3l,_4l,_3l._Bl);_4_=_U4(_3l,_4l,_3l._Bl);}};var _5_=yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Value")),": "),_sl(_c9(_3l,_4l,_4_)));_0m(_3l,_4l,100242)._mm=_5_;_0m(_3l,_4l,100243)._mm="";_0m(_3l,_4l,100243)._3T=global._bm;_3l._6_=0;_3l._7_=0;if(yyfgreater(_Dl(_0m(_3l,_4l,42)._Bn,_0m(_3l,_4l,42)._tn),(-1))){{var _8_=_il(_0m(_3l,_4l,42)._tn,"intrade_pick");_A9(_3l,_4l,yyfplus("Intrade_pick = ",_sl(_ul(_il(_0m(_3l, _4l,42)._tn,"intrade_pick")))));_0m(_3l,_4l,100243)._mm=_UK(yyfplus(yyfplus(yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Cost")),": "),_sl(_c9(_3l,_4l,_8_)))," ("),_sl(_ul(_0m(_3l,_4l,42)._Sn[_Tn(yyfminus(_sl(_8_),1),_0m(_3l,_4l,42)._Sn)]))),")"));_3l._6_=yyfplus(_sl(_0m(_3l,_4l,100243).x),_sl(_3L(yyfplus(_sl(_0m(_3l,_4l,100243)._mm)," 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:{break;}};_0m(_3l,_4l,100233)._DU=yyftime(_sl(_il(_3l._Bl,"max_skill")),10);_0m(_3l,_4l,100233)._eo=yyftime(_sl(_il(_3l._Bl,"skill")),10);_0m(_3l,_4l,100234)._DU=yyftime(_sl(_il(_3l._Bl,"max_speed")),10);_0m(_3l,_4l,100234)._eo=yyftime(_sl(_il(_3l._Bl,"speed")),10);_0m(_3l,_4l,100235)._DU=yyftime(_sl(_il(_3l._Bl,"max_strength")),10);_0m(_3l, _4l,100235)._eo=yyftime(_sl(_il(_3l._Bl,"strength")),10);_0m(_3l,_4l,100239)._DU=yyftime(_sl(_il(_3l._Bl,"max_stamina")),10);_0m(_3l,_4l,100239)._eo=yyftime(_sl(_il(_3l._Bl,"stamina")),10);_0m(_3l,_4l,100215)._6r=1?1:0;_0m(_3l,_4l,100216)._6r=1?1:0;_0m(_3l,_4l,100217)._6r=1?1:0;_0m(_3l,_4l,100218)._6r=1?1:0;_0m(_3l,_4l,100220)._4a=0?1:0;if(yyfgreaterequal(_il(_3l._Bl,"skill"),_il(_3l._Bl,"max_skill"))){_0m(_3l,_4l,100215)._6r=0?1:0};if(yyfgreaterequal(_il(_3l._Bl,"speed"),_il(_3l._Bl,"max_speed"))){ _0m(_3l,_4l,100216)._6r=0?1:0};if(yyfgreaterequal(_il(_3l._Bl,"strength"),_il(_3l._Bl,"max_strength"))){_0m(_3l,_4l,100217)._6r=0?1:0};if(yyfgreaterequal(_il(_3l._Bl,"stamina"),_il(_3l._Bl,"max_stamina"))){_0m(_3l,_4l,100218)._6r=0?1:0};_3l._ho=_MW("Buttons_Back");_3l._c_=_MW("Buttons_Navigate");_3l._io=_MW("Buttons_Main");_3l._jo=_MW("Buttons_Pick");_3l._ko=_MW("Buttons_XP");_3l._lo=_MW("Buttons_XP_Continue");_go(_3l._ho,1);_go(_3l._c_,1);_go(_3l._io,0);_go(_3l._jo,0);_go(_3l._ko,0);_go(_3l._lo, 0);if(yyfgreater(_0m(_3l,_4l,42)._cq,0)){{_go(_3l._io,1);_0m(_3l,_4l,100224)._6r=0?1:0;_0m(_3l,_4l,100223)._6r=0?1:0;_0m(_3l,_4l,100222)._6r=0?1:0;_0m(_3l,_4l,100221)._6r=0?1:0;_b6(_3l,_4l);return;}}else {if(yyfgreater(_il(_3l._Bl,"xp_gain"),0)){{_go(_3l._ho,0);_go(_3l._c_,0);}}else {if(yyfgreater(_il(_3l._Bl,"skill_points"),0)){{_go(_3l._ho,0);_go(_3l._c_,1);_go(_3l._ko,1);if(yyGetBool(_0m(_3l,_4l,100215)._6r)){_0m(_3l,_4l,100233)._fo=1?1:0};if(yyGetBool(_0m(_3l,_4l,100216)._6r)){_0m(_3l,_4l,100234)._fo=1?1:0} ;if(yyGetBool(_0m(_3l,_4l,100217)._6r)){_0m(_3l,_4l,100235)._fo=1?1:0};if(yyGetBool(_0m(_3l,_4l,100218)._6r)){_0m(_3l,_4l,100239)._fo=1?1:0};}}else {if(yyfgreaterequal(_Dl(_0m(_3l,_4l,42)._Um,_3l._Bl),0)){{_go(_3l._io,1);}}else {{_go(_3l._jo,1);if(yyfgreaterequal(_Dl(_0m(_3l,_4l,42)._An,_3l._Bl),0)){_0m(_3l,_4l,100220)._4a=1?1:0};if(yyfgreaterequal(_Dl(_0m(_3l,_4l,42)._Bn,_3l._Bl),0)){_0m(_3l,_4l,100220)._4a=1?1:0};}}}}};_3l._qI=yyftime(_sl(_il(_3l._Bl,"xp_level")),100);_3l._hw=yyftime(_sl(yyfdivide(_sl(_il(_3l._Bl, "xp")),_sl(_3l._qI))),100);_0m(_3l,_4l,100241)._Pq=yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_XPLevel"))," 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_mf(_3l,_4l){_vl(_0m(_3l,_4l,42)._tn,"xp_gain",yyfminus(_sl(_3l._qI),_sl(_il(_0m(_3l,_4l,42)._tn,"xp"))));} function _nf(_3l,_4l){_DS(_3l,_4l);}function _of(_3l,_4l){_3l._f_=_yl();_3l._Bl=_0m(_3l,_4l,42)._tn;if(yyfequal(_3l._Bl,(-4))){return };var _g_="";var _wu=_o5(_3l,_4l);if(yyGetBool(_wu)){{if(yyfequal(_il(_wu,"away_team"),_0m(_3l,_4l,42)._Fm)){_g_=yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"tla_At"))," "),_sl(_l9(_3l,_4l,_il(_wu,"home_team"))))}else {_g_=yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"tla_Versus"))," "),_sl(_l9(_3l,_4l,_il(_wu,"away_team"))))};}};var _yn=_il(_3l._Bl,"position");_0m(_3l,_4l,100288)._mm=yyfplus(yyfplus(yyfplus(yyfplus(_sl(_99(_3l, _4l,_yn))," - "),_sl(_il(_3l._Bl,"fname")))," "),_sl(_il(_3l._Bl,"lname")));var _h_="";var _ax=_ul(_il(_3l._Bl,"stat_attempts"));var _i_=_ul(_il(_3l._Bl,"stat_complete"));var _bx=_ul(round(_il(_3l._Bl,"stat_yards")));var _iw=_39(_3l,_4l,_p8(_3l,_4l,_3l._Bl,0,0),1);var _j_=_ul(round(_il(_3l._Bl,"stat_longest")));var _cx=_ul(_il(_3l._Bl,"stat_touchdowns"));var _dx=_ul(_il(_3l._Bl,"stat_fumbles"));var _ex=_ul(_il(_3l._Bl,"stat_tackles"));var _k_=_ul(_il(_3l._Bl,"stat_int"));var _l_=_ul(_il(_3l._Bl,"stat_sacks")); if((yyGetBool((yyGetBool(yyfequal(_yn,1)))||(yyGetBool(yyfequal(_yn,10)))))&&(yyGetBool(yyfgreater(_il(_3l._Bl,"stat_attempts"),0)))){_i_=yyfplus(_i_,yyfplus(yyfplus(" (",_sl(_ul(round(yyftime(_sl(yyfdivide(_sl(_il(_3l._Bl,"stat_complete")),_sl(_il(_3l._Bl,"stat_attempts")))),100))))),"%)"))};var _m_=_ul(_il(_3l._Bl,"stat_rush_attempts"));var _n_=_ul(round(_il(_3l._Bl,"stat_rush_yards")));var _o_=_39(_3l,_4l,_p8(_3l,_4l,_3l._Bl,0,1),1);var _p_=_ul(round(_il(_3l._Bl,"stat_rush_longest")));var _q_=_ul(_il(_3l._Bl, "stat_rush_touchdowns"));var _r_=_3l._fw;var _s_=-1;if(yyCompareVal(_r_,1,g_GMLMathEpsilon)==0){_s_=0;}else if(yyCompareVal(_r_,2,g_GMLMathEpsilon)==0){_s_=1;}switch(_s_){case 0:{_g_="";_h_=_ul(_il(_3l._Bl,"season_games"));_ax=_ul(_il(_3l._Bl,"season_attempts"));_i_=_ul(_il(_3l._Bl,"season_complete"));_bx=_ul(round(_il(_3l._Bl,"season_yards")));_iw=_39(_3l,_4l,_p8(_3l,_4l,_3l._Bl,1,0),1);_j_=_ul(round(_il(_3l._Bl,"season_longest")));_cx=_ul(_il(_3l._Bl,"season_touchdowns"));_dx=_ul(_il(_3l._Bl,"season_fumbles")); _ex=_ul(_il(_3l._Bl,"season_tackles"));_k_=_ul(_il(_3l._Bl,"season_int"));_l_=_ul(_il(_3l._Bl,"season_sacks"));if((yyGetBool((yyGetBool(yyfequal(_yn,1)))||(yyGetBool(yyfequal(_yn,10)))))&&(yyGetBool(yyfgreater(_il(_3l._Bl,"season_attempts"),0)))){_i_=yyfplus(_i_,yyfplus(yyfplus(" (",_sl(_ul(round(yyftime(_sl(yyfdivide(_sl(_il(_3l._Bl,"season_complete")),_sl(_il(_3l._Bl,"season_attempts")))),100))))),"%)"))};_m_=_ul(_il(_3l._Bl,"season_rush_attempts"));_n_=_ul(round(_il(_3l._Bl,"season_rush_yards"))); _o_=_39(_3l,_4l,_p8(_3l,_4l,_3l._Bl,1,1),1);_p_=_ul(round(_il(_3l._Bl,"season_rush_longest")));_q_=_ul(_il(_3l._Bl,"season_rush_touchdowns"));break;}case 1:{_g_="";_h_=_ul(_il(_3l._Bl,"career_games"));_ax=_ul(_il(_3l._Bl,"career_attempts"));_i_=_ul(_il(_3l._Bl,"career_complete"));_bx=_ul(round(_il(_3l._Bl,"career_yards")));_iw=_39(_3l,_4l,_p8(_3l,_4l,_3l._Bl,2,0),1);_j_=_ul(round(_il(_3l._Bl,"career_longest")));_cx=_ul(_il(_3l._Bl,"career_touchdowns"));_dx=_ul(_il(_3l._Bl,"career_fumbles"));_ex=_ul(_il(_3l._Bl, "career_tackles"));_k_=_ul(_il(_3l._Bl,"career_int"));_l_=_ul(_il(_3l._Bl,"career_sacks"));if((yyGetBool((yyGetBool(yyfequal(_yn,1)))||(yyGetBool(yyfequal(_yn,10)))))&&(yyGetBool(yyfgreater(_il(_3l._Bl,"career_attempts"),0)))){_i_=yyfplus(_i_,yyfplus(yyfplus(" (",_sl(_ul(round(yyftime(_sl(yyfdivide(_sl(_il(_3l._Bl,"career_complete")),_sl(_il(_3l._Bl,"career_attempts")))),100))))),"%)"))};_m_=_ul(_il(_3l._Bl,"career_rush_attempts"));_n_=_ul(round(_il(_3l._Bl,"career_rush_yards")));_o_=_39(_3l,_4l, _p8(_3l,_4l,_3l._Bl,2,1),1);_p_=_ul(round(_il(_3l._Bl,"career_rush_longest")));_q_=_ul(_il(_3l._Bl,"career_rush_touchdowns"));break;}};var _t_=_yn;var _u_=-1;if(yyCompareVal(_t_,1,g_GMLMathEpsilon)==0){_u_=0;}else if(yyCompareVal(_t_,2,g_GMLMathEpsilon)==0){_u_=1;}else if(yyCompareVal(_t_,3,g_GMLMathEpsilon)==0||yyCompareVal(_t_,4,g_GMLMathEpsilon)==0){_u_=2;}else if(yyCompareVal(_t_,10,g_GMLMathEpsilon)==0){_u_=3;}else if(yyCompareVal(_t_,5,g_GMLMathEpsilon)==0){_u_=4;}else if(yyCompareVal(_t_,6,g_GMLMathEpsilon)==0||yyCompareVal(_t_, 7,g_GMLMathEpsilon)==0||yyCompareVal(_t_,8,g_GMLMathEpsilon)==0||yyCompareVal(_t_,9,g_GMLMathEpsilon)==0){_u_=5;}switch(_u_){case 0:{var _v_=_0m(_3l,_4l,42)._2o;var _w_=-1;if(yyCompareVal(_v_,1,g_GMLMathEpsilon)==0){_w_=0;}else if(yyCompareVal(_v_,2,g_GMLMathEpsilon)==0){_w_=1;}switch(_w_){case 0:{_Cl(_3l._f_,yyfplus("shad_",_sl(_Q8(_3l,_4l,"ui_Passing"))));if(yyfnotequal(_g_,"")){_Cl(_3l._f_,_g_)};if(yyfnotequal(_h_,"")){_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_games")),": "),_sl(_h_)))} ;_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_attempts")),": "),_sl(_ax)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_complete")),": "),_sl(_i_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_yards")),": "),_sl(_bx)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_average")),": "),_sl(_iw)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_longest")),": "),_sl(_j_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_touchdowns")),": "),_sl(_cx)));_Cl(_3l._f_, yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_fumbles")),": "),_sl(_dx)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_int")),": "),_sl(_k_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_sacks")),": "),_sl(_l_)));break;}case 1:{_Cl(_3l._f_,yyfplus("shad_",_sl(_Q8(_3l,_4l,"ui_Rushing"))));if(yyfnotequal(_g_,"")){_Cl(_3l._f_,_g_)};if(yyfnotequal(_h_,"")){_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_games")),": "),_sl(_h_)))};_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_attempts")), ": "),_sl(_m_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_yards")),": "),_sl(_n_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_average")),": "),_sl(_o_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_longest")),": "),_sl(_p_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_touchdowns")),": "),_sl(_q_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_fumbles")),": "),_sl(_dx)));break;}};break;}case 1:{var _x_=_0m(_3l,_4l,42)._2o;var _y_=-1;if(yyCompareVal(_x_, 1,g_GMLMathEpsilon)==0){_y_=0;}else if(yyCompareVal(_x_,2,g_GMLMathEpsilon)==0){_y_=1;}switch(_y_){case 0:{_Cl(_3l._f_,yyfplus("shad_",_sl(_Q8(_3l,_4l,"ui_Receiving"))));if(yyfnotequal(_g_,"")){_Cl(_3l._f_,_g_)};if(yyfnotequal(_h_,"")){_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_games")),": "),_sl(_h_)))};_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_attempts")),": "),_sl(_ax)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_yards")),": "),_sl(_bx)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l, _4l,"ui_stat_average")),": "),_sl(_iw)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_longest")),": "),_sl(_j_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_touchdowns")),": "),_sl(_cx)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_fumbles")),": "),_sl(_dx)));break;}case 1:{_Cl(_3l._f_,yyfplus("shad_",_sl(_Q8(_3l,_4l,"ui_Rushing"))));if(yyfnotequal(_g_,"")){_Cl(_3l._f_,_g_)};if(yyfnotequal(_h_,"")){_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_games")),": "),_sl(_h_)))} ;_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_attempts")),": "),_sl(_m_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_yards")),": "),_sl(_n_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_average")),": "),_sl(_o_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_longest")),": "),_sl(_p_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_touchdowns")),": "),_sl(_q_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_fumbles")),": "),_sl(_dx)));break;}};break; }case 2:{_Cl(_3l._f_,yyfplus("shad_",_sl(_Q8(_3l,_4l,"ui_Receiving"))));if(yyfnotequal(_g_,"")){_Cl(_3l._f_,_g_)};if(yyfnotequal(_h_,"")){_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_games")),": "),_sl(_h_)))};_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_receive")),": "),_sl(_ax)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_yards")),": "),_sl(_bx)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_average")),": "),_sl(_iw)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l, "ui_stat_longest")),": "),_sl(_j_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_touchdowns")),": "),_sl(_cx)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_fumbles")),": "),_sl(_dx)));break;}case 3:{_Cl(_3l._f_,yyfplus("shad_",_sl(_Q8(_3l,_4l,"ui_Kicking"))));if(yyfnotequal(_g_,"")){_Cl(_3l._f_,_g_)};if(yyfnotequal(_h_,"")){_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_games")),": "),_sl(_h_)))};_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_fga")),": "),_sl(_ax))); _Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_fgm")),": "),_sl(_i_)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_yards")),": "),_sl(_bx)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_average")),": "),_sl(_iw)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_longest")),": "),_sl(_j_)));break;}case 4:{_Cl(_3l._f_,yyfplus("shad_",_sl(_Q8(_3l,_4l,"ui_Tackling"))));if(yyfnotequal(_g_,"")){_Cl(_3l._f_,_g_)};if(yyfnotequal(_h_,"")){_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l, _4l,"ui_stat_games")),": "),_sl(_h_)))};_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_tackles")),": "),_sl(_ex)));break;}case 5:{_Cl(_3l._f_,yyfplus("shad_",_sl(_Q8(_3l,_4l,"ui_Defense"))));if(yyfnotequal(_g_,"")){_Cl(_3l._f_,_g_)};if(yyfnotequal(_h_,"")){_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_games")),": "),_sl(_h_)))};_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_tackles")),": "),_sl(_ex)));_Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_int")),": "),_sl(_k_))); _Cl(_3l._f_,yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_stat_sacks")),": "),_sl(_l_)));break;}};}function _pf(_3l,_4l){_Fl(_3l._f_);}function _qf(_3l,_4l){}function _rf(_3l,_4l){_YK(0);_ZK(0);var _1L=yyfplus(_sl(_3l.x),16);var _1r=yyfplus(_sl(_3l.y),16);var _NZ=0;for(;yyfless(_NZ,_el(_3l._f_));_NZ++){{var _sr=_hl(_3l._f_,_NZ);if(yyGetBool(_tq("shad_",_sr))){{_eT(yyfminus(_sl(_1L),1),yyfplus(_sl(_1r),1),_Pl(_sr,"shad_",""),0,0,0,0,1);}};_5L(_1L,_1r,_Pl(_sr,"shad_",""));_1r=yyfplus(_1r,14);}};}function _sf(_3l,_4l){ _DS(_3l,_4l);_3l._fw=0;}function _tf(_3l,_4l){_3l._Bl=_0m(_3l,_4l,42)._tn;if(yyfequal(_3l._Bl,(-4))){return };_YK(0);_ZK(0);__K(1);_0m(_3l,_4l,100257)._Bl=_0m(_3l,_4l,42)._tn;_0m(_3l,_4l,100257)._6r=0?1:0;_0m(_3l,_4l,100253)._Pq=_a9(_3l,_4l,_il(_3l._Bl,"position"));_0m(_3l,_4l,100254)._mm=yyfplus(yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Name")),": "),_sl(_il(_3l._Bl,"fname")))," "),_sl(_il(_3l._Bl,"lname")));_0m(_3l,_4l,100255)._mm=yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Age")),": "),_sl(_ul(_il(_3l._Bl, "age"))));_0m(_3l,_4l,100256)._mm=yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Attitude")),": "),_sl(_b9(_3l,_4l,_il(_3l._Bl,"attitude"))));_3l._z_=_26(_3l,_4l,_il(_3l._Bl,"attitude"));_0m(_3l,_4l,100264)._mm=yyfplus(yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Contract")),": "),_sl(_ul(_il(_3l._Bl,"contract")))),_sl(_Q8(_3l,_4l,"sla_Year")));_0m(_3l,_4l,100262)._mm=yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_Trait")),": "),_sl(_g9(_3l,_4l,_il(_3l._Bl,"trait"))));_3l._c_=_MW("Instances_Nav");_go(_3l._c_,1);_3l._ko=_MW("Instances_XP_Continue"); _go(_3l._ko,0);_3l._A_=_MW("Instances_Hire");_go(_3l._A_,0);_go(_3l._A_,1);if(yyfless(_Dl(_0m(_3l,_4l,42)._Vo,_3l._Bl),0)){{_0m(_3l,_4l,100264)._mm="";_0m(_3l,_4l,100247)._mm=_Q8(_3l,_4l,"ui_Hire");_0m(_3l,_4l,100252)._mm=_Q8(_3l,_4l,"ui_AvailableStaff");}}else {{_0m(_3l,_4l,100247)._mm=_Q8(_3l,_4l,"ui_ExtendContract");{var _B_=_8l(100257);for(var _C_ in _B_){if(!_B_.hasOwnProperty(_C_))continue;var _D_=_B_[_C_];if(_D_._bl)continue;if(!_D_._cl)continue;_s9(_D_,_3l,_0m(_3l,_4l,42)._Dm)}};}};_3l._qI=yyftime(_sl(_il(_3l._Bl, "xp_level")),100);_3l._hw=yyftime(_sl(yyfdivide(_sl(_il(_3l._Bl,"xp")),_sl(_3l._qI))),100);_0m(_3l,_4l,100261)._Pq=yyfplus(yyfplus(_sl(_Q8(_3l,_4l,"ui_XPLevel"))," "),_sl(_ul(_il(_3l._Bl,"xp_level"))));_0m(_3l,_4l,100261)._eo=_3l._hw;}function _uf(_3l,_4l){_0m(_3l,_4l,100260)._mm=_36(_3l,_4l);if(yyfgreater(_il(_3l._Bl,"xp_gain"),0)){{_go(_3l._c_,0);_vl(_3l._Bl,"xp_gain",yyfminus(_sl(_il(_3l._Bl,"xp_gain")),1));_vl(_3l._Bl,"xp",yyfplus(_sl(_il(_3l._Bl,"xp")),1));if(yyfgreater(_il(_3l._Bl,"xp"),_3l._qI)){ {_vl(_3l._Bl,"xp",1);_vl(_3l._Bl,"xp_level",yyfplus(_sl(_il(_3l._Bl,"xp_level")),1));var _5G=yyfplus(_sl(_0m(_3l,_4l,100261).x),_sl(yyftime(_sl(_0m(_3l,_4l,100261)._OM()),0.9)));var _6G=yyfplus(_sl(_0m(_3l,_4l,100261).y),_sl(yyftime(_sl(_0m(_3l,_4l,100261)._Vs()),0.5)));if(yyfless(_il(_3l._Bl,"rating"),10)){{var _CZ=yyfplus(_sl(_0m(_3l,_4l,100257).x),_sl(yyftime(_sl(_0m(_3l,_4l,100257)._OM()),0.5)));var _DZ=yyfplus(_sl(_0m(_3l,_4l,100257).y),_sl(yyftime(_sl(_0m(_3l,_4l,100257)._Vs()),0.8)));_A5(_3l, _4l,_5G,_6G,_CZ,_DZ,1,2,_3l._Bl);}}else 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_a11,_b11,_c11,_d11,_e11,_y21){this._811(_911,_a11,_b11,_c11,_d11,_e11);var _I11=this._401;var skeleton=this._301;var _921=_a21(_I11._K11,_y21.left);var _b21=_c21(_I11._L11,_y21.right);var _d21=_a21(_I11._M11,_y21.top);var _e21=_c21(_I11._N11,_y21.bottom);var _z21=((_y21.right+_y21.left)/2);var _A21=((_y21.bottom+_y21.top)/2);var _B21=((_y21.right-_y21.left)/2);var _C21=((_y21.bottom-_y21.top)/2);var _n21=(_I11._L11-_I11._K11);var _o21=(_I11._N11-_I11._M11);var _k21=skeleton.x-_I11._K11;var _m21=skeleton.y-_I11._M11; if((_c11==1)&&(_d11==1)&&(Math.abs(_e11)<0.0001)){for(var _X9=_921;_X9<=_b21;_X9++){for(var _i21=_d21;_i21<=_e21;_i21++){if(_D21((_X9-_z21)/_B21)+_D21((_i21-_A21)/_C21)>1)continue;var _j21=_X9-_a11+_k21;var _l21=_i21-_b11+_m21;if((_j21<0)||(_j21>=_n21))continue;if((_l21<0)||(_l21>=_o21))continue;var _321=_I11._r21(_X9,_i21);if(_321!==null){return true}}}}else {var _E21=Math.sin(-_e11*_g21/180.0);var _F21=Math.cos(-_e11*_g21/180.0);for(var _X9=_921;_X9<=_b21;_X9++){for(var _i21=_d21;_i21<=_e21;_i21++){if(_D21((_X9-_z21)/_B21)+_D21((_i21-_A21)/_C21)>1)continue; var _j21=Math.floor((_F21*(_X9-_a11)+_E21*(_i21-_b11))/_c11+_k21);var _l21=Math.floor((_F21*(_i21-_b11)-_E21*(_X9-_a11))/_d11+_m21);if((_j21<0)||(_j21>=_n21))continue;if((_l21<0)||(_l21>=_o21))continue;var _321=_I11._r21(_X9,_i21);if(_321!==null){return true}}}}return false};var _G21=null;var _H21=!1;var _I21=-1;var _J21=null;var _K21=[0.0,0.0,0.0,0.0];;function _L21(){this.width=null;this.height=null}function _M21(){this.name=null;this._N21=new _L21();this._O21=function(){return this._N21};this._P21=function(_Q21, _R21){};this._S21=function(_T21,_U21){};this.dispose=function(){};this._V21=null;this.width=null;this.height=null}/*@constructor */function _W21(){this._X21=[];this._Y21=null;this._801=null;this._Z21=null;this.__21=null;this._031=false;if(_131){this._231=this._331;this._431=this._531}else {this._231=this._631;this._431=this._731}};_W21.prototype._831=function(_R01,_931,_a31,_b31){this._X21[_R01]={_c31:[],_d31:0,_e31:32,_f31:_g31[_b31],x:0,y:0,_Z9:_931,__9:_a31}};_W21.prototype._h31=function(_i31,_j31, _k31,_l31,_m31){var _n31=_l31;var _o31=_m31;var _p31=0;var _q31=_i31+'/';var _r31=this;var _s31=function(_t31){var _u31=new _M21();_u31.name=_t31;_u31.width=_u31._N21.width=_o31[_p31].width;_u31.height=_u31._N21.height=_o31[_p31].height;var _v31=_w31(_x31+_q31+_t31);_u31._V21=_v31;_g31[_v31].onload=function(e){_u31._N21=e._y31;var target=e.target||e.srcElement;_r31._831(_u31.name,target.width,target.height,_v31)};_g31[_v31].onerror=function(e){var target=e.target||e.srcElement;debug("ImageError: "+target.src)} ;_g31[_v31].URL=_t31;if(_p31<(_n31-1))_p31++;return _u31};this._Z21=new spine._z31(_k31,_s31);this._Y21=new spine._A31(new spine._B31(this._Z21));this._801=this._Y21._C31(_j31)};_W21.prototype._D31=function(){if(this._Z21){if(this._Z21._E31){return this._Z21._E31.length}}return 0};_W21.prototype._F31=function(_G31){if(this._Z21){if(this._Z21._E31){if(this._Z21._E31.length>_G31){if(this._Z21._E31[_G31]._f31){if(this._Z21._E31[_G31]._f31._V21){return this._Z21._E31[_G31]._f31._V21}}}}}return -1};_W21.prototype._H31=function(_I31, _V01,_F11,x,y,_J31,_K31,angle,_L31,alpha){if(this._801===null||this._801===undefined)return;var _M31=new _Y_(this);_M31._s01(_I31);_M31._t01(_V01);_M31._811(_F11,x,y,_J31,_K31,angle);this._N31(_M31._301,_L31,alpha)};_W21.prototype._O31=function(_F11,x,y,_J31,_K31,angle,_L31,alpha){if(!_G21||!_G21._P31()){this._H31(null,null,_F11,x,y,_J31,_K31,angle,_L31,alpha)}else {var _Q31=_G21._P31();_Q31._811(_F11,x,y,_J31,_K31,angle,_G21);this._N31(_Q31._301,_L31,alpha);if(_Q31._201){this._R31(_Q31._401)}}};_W21.prototype._S31=function(_T31, _I31,_V01,_F11,x,y,_J31,_K31,angle,_U31,_V31,_W31){_8s(_W31);var _X31=false;var _Q31=null;if((_T31===undefined)||(_T31===null)||(_T31._P31()===null)){_Q31=new _Y_(this);_X31=true;_Q31._s01(_I31);_Q31._t01(_V01)}else {_Q31=_T31._P31();if((_I31!==undefined)&&(_I31!==null)){_Q31._s01(_I31)}if((_V01!==undefined)&&(_V01!==null)){_Q31._t01(_V01)}}_Q31._811(_F11,x,y,_J31,_K31,angle,_T31);var _Y31=[];var _Z31=0;for(var _X9=0,_W11=_Q31._301.slots.length;_X9<_W11;_X9++){var slot=_Q31._301.drawOrder[_X9];if(!slot.attachment)continue; var __31=false;if(slot.attachment instanceof spine._041){__31=this._141(slot,_U31,_V31)}else if(slot.attachment instanceof spine._241){__31=this._341(slot,_U31,_V31)}else if(slot.attachment instanceof spine._441){__31=this._541(slot,_U31,_V31)}if(__31){_Y31[_Z31]=slot;_Z31++}}if(_Z31>0){for(var _X9=(_Z31-1);_X9>=0;_X9--){_Cl(_W31,_Y31[_X9].data.name)}}};_W21.prototype._N31=function(_641,color,alpha){var _741=(color&0xff)/255.0,_841=((color&0xff00)>>8)/255.0,_941=((color&0xff0000)>>16)/255.0;if(_131){this._a41(_641, _741,_841,_941,alpha)}else {this._b41(_641,_741,_841,_941,alpha)}};_W21.prototype._b41=function(_641,_c41,_d41,_e41,_f41){var _g41=[0,1,2,2,3,0];var vertices=[];var _h41=new spine._i41(1.0,1.0,1.0,1.0);var _j41=false;for(var _X9=0,_W11=_641.slots.length;_X9<_W11;_X9++){var slot=_641.drawOrder[_X9];if(!slot.attachment)continue;var _b21=(_c41*255);var _k41=(_d41*255);var _e21=(_e41*255);var _l41=(_f41*255);if((slot.skeleton!=undefined)&&(slot.skeleton._b21!=undefined)){_b21*=slot.skeleton._b21;_k41*=slot.skeleton._k41; _e21*=slot.skeleton._e21;_l41*=slot.skeleton._l41}if(slot.color!=undefined){_b21*=slot.color._b21;_k41*=slot.color._k41;_e21*=slot.color._e21;_l41*=slot.color._l41}if(slot.attachment.color!=undefined){_b21*=slot.attachment.color._b21;_k41*=slot.attachment.color._k41;_e21*=slot.attachment.color._e21;_l41*=slot.attachment.color._l41}var _L31;_L31=(_l41<<24)|(_b21<<16)|(_k41<<8)|(_e21<<0);var _m41=null;var uvs=null;var _n41=null;var _o41=2;var _p41=0;var _q41=0;var _r41=0;var _s41=null;var _v31=null;if(slot.attachment instanceof spine._041){ var _t41=slot.attachment;if((this.__21!=null)&&(this.__21._u41())){_t41._v41(slot.bone,vertices,0,2);_m41=vertices;uvs=_t41.uvs;_n41=_g41;_q41=4;_r41=6;_v31=_g31[_t41._t41._w41._f31._V21];if(!_v31.complete)continue;if(_L31!=_x41){if(!this._X21[_t41._t41._w41._f31.name]){var _y41=_t41._t41._f31;this._831(_y41.name,_y41.width,_y41.height,_y41._V21)}_v31=_z41(this._X21[_t41._t41._f31.name],_L31)}var _A41=_t41._t41._f31;_s41=this._X21[_A41.name]}else {this._631(slot,_L31,_l41/255.0)}}else if(slot.attachment instanceof spine._241){ var _B41=slot.attachment;_B41._v41(slot,0,_B41._C41,vertices,0,2);_m41=vertices;uvs=_B41.uvs;_n41=_B41.triangles;_q41=_B41._C41;_r41=_B41.triangles.length;_v31=_g31[_B41._t41._w41._f31._V21];if(!_v31.complete)continue;if(_L31!=_x41){if(!this._X21[_B41._t41._w41._y41.name]){var _y41=_B41._t41._w41._y41;this._831(_y41.name,_y41.width,_y41.height,_B41._t41._w41._y41._V21)}_v31=_z41(this._X21[_B41._t41._w41._y41.name],_L31)}_s41=this._X21[_B41._t41._w41._y41.name]}else if(slot.attachment instanceof spine._D41){ if(this.__21==null){this.__21=new spine._E41()}this.__21._F41(slot,slot.attachment);continue }if((_q41>0)&&(_v31!=null)){if((this.__21!=null)&&(this.__21._u41())){this.__21._G41(vertices,_q41*2,_n41,_r41,uvs,_h41,_h41,_j41);_m41=this.__21._H41;uvs=this.__21._H41;_n41=this.__21._I41;_o41=8;_p41=6;_q41=_m41.length/_o41;_r41=_n41.length}for(var _J41=0;_J41<_r41/3;_J41++){var _K41=_J41*3;var _L41=_n41[_K41++]*_o41,_M41=_n41[_K41++]*_o41,_N41=_n41[_K41++]*_o41;var _O41=[];_O41[0]={};_O41[0].x=_m41[_L41];_O41[0]._P41=uvs[_p41+_L41]; _L41++;_O41[0].y=_m41[_L41];_O41[0]._J41=uvs[_p41+_L41];_O41[1]={};_O41[1].x=_m41[_M41];_O41[1]._P41=uvs[_p41+_M41];_M41++;_O41[1].y=_m41[_M41];_O41[1]._J41=uvs[_p41+_M41];_O41[2]={};_O41[2].x=_m41[_N41];_O41[2]._P41=uvs[_p41+_N41];_N41++;_O41[2].y=_m41[_N41];_O41[2]._J41=uvs[_p41+_N41];this._Q41(_R41,_v31,_O41[0].x,_O41[0].y,_O41[1].x,_O41[1].y,_O41[2].x,_O41[2].y,_O41[0]._P41*_s41._Z9,_O41[0]._J41*_s41.__9,_O41[1]._P41*_s41._Z9,_O41[1]._J41*_s41.__9,_O41[2]._P41*_s41._Z9,_O41[2]._J41*_s41.__9)} }if(this.__21!=null){this.__21._S41(slot)}}if(this.__21!=null){this.__21._T41()}};function _U41(_V41,_W41,_X41){if(_W41==false){switch(_V41){case spine._Y41.Normal:_X41.src=_Z41.__41;_X41._051=_Z41._151;break;case spine._Y41.Additive:_X41.src=_Z41.__41;_X41._051=_Z41._251;break;case spine._Y41.Multiply:_X41.src=_Z41._351;_X41._051=_Z41._151;break;case spine._Y41.Screen:_X41.src=_Z41._251;_X41._051=_Z41._451;break;default :_X41.src=_Z41.__41;_X41._051=_Z41._151;break }}else {switch(_V41){case spine._Y41.Normal:_X41.src=_Z41._251; _X41._051=_Z41._151;break;case spine._Y41.Additive:_X41.src=_Z41._251;_X41._051=_Z41._251;break;case spine._Y41.Multiply:_X41.src=_Z41._351;_X41._051=_Z41._151;break;case spine._Y41.Screen:_X41.src=_Z41._251;_X41._051=_Z41._451;break;default :_X41.src=_Z41.__41;_X41._051=_Z41._151;break }}}_W21.prototype._a41=function(_641,_c41,_d41,_e41,_f41){var _g41=[0,1,2,2,3,0];var vertices=[];var _h41=new spine._i41(1.0,1.0,1.0,1.0);var _j41=false;var _551,_651,_751,_851;var _951;if(_H21==true){_551=_131._a51._b51(_Z41._c51); _651=_131._a51._b51(_Z41._d51);_751=_131._a51._b51(_Z41._e51);_851=_131._a51._b51(_Z41._f51);_951=_131._a51._b51(_Z41._g51)}var _h51=new spine._i41(0.0,0.0,0.0,0.0);var _i51=false;if(_j51!=_I21){_I21=_j51;_i51=true;if(_I21!=-1){_J21=_0U(_I21,"gm_SpineTintBlackColour");}}for(var _X9=0,_W11=_641.slots.length;_X9<_W11;_X9++){var slot=_641.drawOrder[_X9];if(!slot.attachment)continue;var _b21=(_c41*255);var _k41=(_d41*255);var _e21=(_e41*255);var _l41=(_f41*255);if((slot.skeleton!=undefined)&&(slot.skeleton._b21!=undefined)){ _b21*=slot.skeleton._b21;_k41*=slot.skeleton._k41;_e21*=slot.skeleton._e21;_l41*=slot.skeleton._l41}if(slot.color!=undefined){_b21*=slot.color._b21;_k41*=slot.color._k41;_e21*=slot.color._e21;_l41*=slot.color._l41}if(slot.attachment.color!=undefined){_b21*=slot.attachment.color._b21;_k41*=slot.attachment.color._k41;_e21*=slot.attachment.color._e21;_l41*=slot.attachment.color._l41}var _L31;_L31=(_l41<<24)|(_b21<<0)|(_k41<<8)|(_e21<<16);if(_I21!=-1){if((_J21!=undefined)&&(_J21!=-1)){var _k51;if((slot._l51!=undefined)&&(slot._l51!=null)){ _k51=slot._l51}else {_k51=_h51}var _m51=[_k51._b21*_c41,_k51._k41*_d41,_k51._e21*_e41,_f41];if((_i51)||((_K21[0]!=_m51[0])||(_K21[1]!=_m51[1])||(_K21[2]!=_m51[2])||(_K21[3]!=_m51[3]))){_K21=_m51;_n51(_J21,_K21);_i51=false}}}var _m41=null;var uvs=null;var _n41=null;var _o41=2;var _p41=0;var _q41=0;var _r41=0;var _v31=null;if(slot.attachment instanceof spine._041){var _t41=slot.attachment;_t41._v41(slot.bone,vertices,0,2);_m41=vertices;uvs=_t41.uvs;_n41=_g41;_q41=4;_r41=6;_v31=_g31[_t41._t41._w41._f31._V21]}else if(slot.attachment instanceof spine._241){ var _B41=slot.attachment;_B41._v41(slot,0,_B41._C41,vertices,0,2);_m41=vertices;uvs=_B41.uvs;_n41=_B41.triangles;_q41=_B41._C41;_r41=_B41.triangles.length;_v31=_g31[_B41._t41._w41._f31._V21]}else if(slot.attachment instanceof spine._D41){if(this.__21==null){this.__21=new spine._E41()}this.__21._F41(slot,slot.attachment);continue }if((_q41>0)&&(_v31!=null)){if(!_v31.complete)continue;if(!_v31._o51)_p51({_f31:_v31});if((this.__21!=null)&&(this.__21._u41())){this.__21._G41(vertices,_q41*2,_n41,_r41,uvs,_h41, _h41,_j41);_m41=this.__21._H41;uvs=this.__21._H41;_n41=this.__21._I41;_o41=8;_p41=6;_q41=_m41.length/_o41;_r41=_n41.length}if(_H21==true){var _q51=slot.data._r51;var _s51=new Object();_U41(_q51,this._031,_s51);_131._a51._t51(_Z41._c51,_s51.src);_131._a51._t51(_Z41._d51,_s51._051);_131._a51._t51(_Z41._e51,_s51.src);_131._a51._t51(_Z41._f51,_s51._051)}var _u51=_131._v51(_Z41._w51,_v31._o51,_131._x51,_r41);var _y51=_u51._z51()>>2;var index=_y51*_u51._A51;_u51._A51+=_r41;var _B51=_u51._C51;var _D51=_u51._E51; var _F51=_u51._G51;var _H51=index;for(var _J41=0;_J41<_r41;_J41++,_H51+=_y51){var index=_n41[_J41];_B51[_H51+0]=_m41[(index*_o41)+0];_B51[_H51+1]=_m41[(index*_o41)+1];_B51[_H51+2]=_I51;_D51[_H51+0]=_L31;_F51[_H51+0]=uvs[(index*_o41)+_p41+0];_F51[_H51+1]=uvs[(index*_o41)+_p41+1]}}if(this.__21!=null){this.__21._S41(slot)}}if(this.__21!=null){this.__21._T41()}if(_H21==true){_131._a51._t51(_Z41._c51,_551);_131._a51._t51(_Z41._d51,_651);_131._a51._t51(_Z41._e51,_751);_131._a51._t51(_Z41._f51,_851);_131._a51._t51(_Z41._g51, _951)}};_W21.prototype._R31=function(_J51){_jX(_J51._K11,_J51._M11,_J51._K11,_J51._N11);_jX(_J51._K11,_J51._N11,_J51._L11,_J51._N11);_jX(_J51._L11,_J51._N11,_J51._L11,_J51._M11);_jX(_J51._L11,_J51._M11,_J51._K11,_J51._M11);for(var _W11=0;_W11<_J51._X11.length;_W11++){var _Y11=_J51._X11[_W11];var size=_Y11.length/2;for(var _Z11=0;_Z11>2;var index=_y51*_u51._A51;_u51._A51+=_q41;var _B51=_u51._C51;var _D51=_u51._E51;var _F51=_u51._G51;var _H51=index;var _b61=_H51+_y51;var _c61=_b61+_y51;var _d61=_c61+_y51;var _e61=_d61+_y51;var _f61=_e61+_y51;_B51[_H51+0]=_B51[_f61+0]=vertices[spine._041._M51];_B51[_H51+1]=_B51[_f61+1]=vertices[spine._041._N51];_B51[_b61+0]=vertices[spine._041._O51];_B51[_b61+1]=vertices[spine._041._P51];_B51[_c61+0]=_B51[_d61+0]=vertices[spine._041._Q51];_B51[_c61+1]=_B51[_d61+1]=vertices[spine._041._R51]; _B51[_e61+0]=vertices[spine._041._g61];_B51[_e61+1]=vertices[spine._041._h61];_B51[_H51+2]=_B51[_b61+2]=_B51[_c61+2]=_B51[_d61+2]=_B51[_e61+2]=_B51[_f61+2]=_I51;_D51[_H51]=_D51[_b61]=_D51[_c61]=_D51[_d61]=_D51[_e61]=_D51[_f61]=_L31;_F51[_H51+0]=_F51[_f61+0]=uvs[spine._041._M51];_F51[_H51+1]=_F51[_f61+1]=uvs[spine._041._N51];_F51[_b61+0]=uvs[spine._041._O51];_F51[_b61+1]=uvs[spine._041._P51];_F51[_c61+0]=_F51[_d61+0]=uvs[spine._041._Q51];_F51[_c61+1]=_F51[_d61+1]=uvs[spine._041._R51];_F51[_e61+0]=uvs[spine._041._g61]; _F51[_e61+1]=uvs[spine._041._h61]};_W21.prototype._531=function(slot,_L31,alpha){var _B41=slot.attachment,vertices=[],uvs;var _K51=0;var _L51=0;if(slot.skeleton){_K51=slot.skeleton.x;_L51=slot.skeleton.y}else if(slot.bone.skeleton){_K51=slot.bone.skeleton.x;_L51=slot.bone.skeleton.y}_B41._v41(slot,0,_B41._C41,vertices,0,2);uvs=_B41.uvs;var _v31=_g31[_B41._t41._w41._f31._V21];if(!_v31.complete)return;if(!_v31._o51)_p51({_f31:_v31});var _q41=_B41.triangles.length;var _u51=_131._v51(_Z41._w51,_v31._o51,_131._x51, _q41);var _y51=_u51._z51()>>2;var index=_y51*_u51._A51;_u51._A51+=_q41;var _B51=_u51._C51;var _D51=_u51._E51;var _F51=_u51._G51;var _H51=index;for(var _W11=0;_W11<_q41;_W11++,_H51+=_y51){var _L41=_B41.triangles[_W11];_B51[_H51+0]=vertices[(_L41*2)+0];_B51[_H51+1]=vertices[(_L41*2)+1];_B51[_H51+2]=_I51;_D51[_H51+0]=_D51[_H51+1]=_L31;_F51[_H51+0]=uvs[(_L41*2)+0];_F51[_H51+1]=uvs[(_L41*2)+1]}};_W21.prototype._141=function(slot,_a11,_b11){var _t41=slot.attachment,vertices=[];_t41._v41(slot.bone,vertices,0,2); var _i61,_j61,_k61,_l61;var _m61;_i61=_a11-vertices[spine._041._g61];_j61=_b11-vertices[spine._041._h61];_k61=vertices[spine._041._M51]-vertices[spine._041._g61];_l61=vertices[spine._041._N51]-vertices[spine._041._h61];_m61=(_i61*_l61)-(_j61*_k61);if(_m61>=0)return false;_i61=_a11-vertices[spine._041._O51];_j61=_b11-vertices[spine._041._P51];_k61=vertices[spine._041._Q51]-vertices[spine._041._O51];_l61=vertices[spine._041._R51]-vertices[spine._041._P51];_m61=(_i61*_l61)-(_j61*_k61);if(_m61>=0)return false; _i61=_a11-vertices[spine._041._M51];_j61=_b11-vertices[spine._041._N51];_k61=vertices[spine._041._O51]-vertices[spine._041._M51];_l61=vertices[spine._041._P51]-vertices[spine._041._N51];_m61=(_i61*_l61)-(_j61*_k61);if(_m61>=0)return false;_i61=_a11-vertices[spine._041._Q51];_j61=_b11-vertices[spine._041._R51];_k61=vertices[spine._041._g61]-vertices[spine._041._Q51];_l61=vertices[spine._041._h61]-vertices[spine._041._R51];_m61=(_i61*_l61)-(_j61*_k61);if(_m61>=0)return false;return true};_W21.prototype._341=function(slot, _a11,_b11){var _B41=slot.attachment,vertices=[];_B41._v41(slot,0,_B41._C41,vertices,0,2);var _i61,_j61,_k61,_l61;var _m61;var _r41=_B41.triangles.length;for(var _W11=0;_W11<_r41;_W11+=3){var _L41=_B41.triangles[_W11+0];var _M41=_B41.triangles[_W11+1];var _N41=_B41.triangles[_W11+2];var _n61=vertices[(_L41*2)+0];var _o61=vertices[(_L41*2)+1];var _p61=vertices[(_M41*2)+0];var _q61=vertices[(_M41*2)+1];var _r61=vertices[(_N41*2)+0];var _s61=vertices[(_N41*2)+1];_i61=_a11-_n61;_j61=_b11-_o61;_k61=_p61-_n61;_l61=_q61-_o61; _m61=(_i61*_l61)-(_j61*_k61);if(_m61>=0)continue;_i61=_a11-_p61;_j61=_b11-_q61;_k61=_r61-_p61;_l61=_s61-_q61;_m61=(_i61*_l61)-(_j61*_k61);if(_m61>=0)continue;_i61=_a11-_r61;_j61=_b11-_s61;_k61=_n61-_r61;_l61=_o61-_s61;_m61=(_i61*_l61)-(_j61*_k61);if(_m61>=0)continue;return true}return false};_W21.prototype._541=function(slot,_a11,_b11){var _t61=slot.attachment,vertices=[];_t61._v41(slot,0,_t61._C41,vertices,0,2);var _i61,_j61,_k61,_l61;var _m61;var _u61=0;for(var _W11=0;_W11<((_t61._C41)/2)-1;_W11++){var _n61=vertices[_u61+0]; var _o61=vertices[_u61+1];_u61+=2;var _p61=vertices[_u61+0];var _q61=vertices[_u61+1];_i61=_a11-_n61;_j61=_b11-_o61;_k61=_p61-_n61;_l61=_q61-_o61;_m61=(_i61*_l61)-(_j61*_k61);if(_m61<=0){return false}}var _n61=vertices[_u61+0];var _o61=vertices[_u61+1];var _p61=vertices[0];var _q61=vertices[1];_i61=_a11-_n61;_j61=_b11-_o61;_k61=_p61-_n61;_l61=_q61-_o61;_m61=(_i61*_l61)-(_j61*_k61);if(_m61<=0){return false}return true};function _v61(_e2){_w61("draw_primitive_begin()")}function _x61(_e2,_y61){_w61("draw_primitive_begin_texture()")} function _z61(x,y){_w61("draw_vertex()")}function _A61(x,y,_L31,alpha){_w61("draw_vertex_color()")}var _B61=_A61;function _C61(x,y,_D61,_E61){_w61("draw_vertex_texture()")}function _F61(x,y,_D61,_E61,_L31,alpha){_w61("draw_vertex_texture_color()")}var _G61=_F61;function _H61(){_w61("draw_primitive_end()")}function _I61(_e2){_w61("d3d_primitive_begin()")}function _J61(_e2,_y61){_w61("d3d_primitive_begin_texture()")}function _K61(x,y,_L61){_w61("d3d_vertex()");}function _M61(x,y,_L61,_L31,alpha){_w61("d3d_vertex_color()")} var _N61=_M61;function _O61(x,y,_L61,_D61,_E61){_w61("d3d_vertex_texture()")}function _P61(x,y,_L61,_D61,_E61,_L31,alpha){_w61("d3d_vertex_texture_color()")}var _Q61=_P61;function _R61(x,y,_L61,_S61,_T61,_U61){_w61("d3d_vertex_normal()")}function _V61(x,y,_L61,_S61,_T61,_U61,_L31,alpha){_w61("d3d_vertex_normal_color()")}var _W61=_V61;function _X61(x,y,_L61,_S61,_T61,_U61,_D61,_E61){_w61("d3d_vertex_normal_texture()")}function _Y61(x,y,_L61,_S61,_T61,_U61,_D61,_E61,_L31,alpha){_w61("d3d_vertex_normal_texture_color()"); }var _Z61=_Y61;function __61(){_w61("d3d_primitive_end()")}var _071=null;var _171=0,_271=-1,_371=null,_471=null;var _571=1,_671=2,_771=3,_871=4,_971=5,_a71=6,_b71=7;function _c71(){_v61=_d71;_x61=_e71;_z61=_f71;_A61=_g71;_B61=_g71;_C61=_h71;_F61=_i71;_G61=_i71;_H61=_j71;_I61=_k71;_J61=_l71;_K61=_m71;_M61=_n71;_N61=_n71;_O61=_o71;_P61=_p71;_Q61=_p71;_R61=_q71;_V61=_r71;_W61=_r71;_X61=_s71;_Y61=_t71;_Z61=_t71;__61=_u71;}function _v71(_w71){switch(_w71){case _571:return 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_s81=_j81(-1,_Z41._191);if(_s81>=0){_981.setUint8(_s81,x,true);_981.setUint8(_s81+1,y,true);_981.setUint8(_s81+2,_L61,true);_981.setUint8(_s81+3,_Z9,true)}};/*@this {yyVBufferBuilder} */this._291=function(){var _391=new _G71(_f81,_c81,false);var _491=_f81*_c81._u81; var _591=new Int8Array(_881,0,_491);_391._U71.set(_591);_391._A51+=_f81;_391._291();_a81=_391;_b81=true;_881=null;_981=null};/*@this {yyVBufferBuilder} */this._691=function(_791,_891){if(_b81){if(_891==-1){_131._991(_791,null,_a81,0)}else _131._991(_791,_891._E71._o51,_a81,0)}else {var _u51;if(_891==-1){_u51=_131._v51(_791,null,_d81,_f81)}else {_u51=_131._v51(_791,_891._E71._o51,_d81,_f81)}var _a91=_u51._A51*_c81._u81;var _591=new Int8Array(_881,0,_f81*_c81._u81);_u51._U71.set(_591,_a91);_u51._A51+=_f81} };this._b91=function(_c91){_f81=_c91;_g81=0;_h81=_c91*_c81._u81};this._d91=function(){return _f81};this._e91=function(){return _881}}var _f91=null;var _g91=[];/*@constructor */function _h91(){var _i91=0,_j91=0.5;var _k91;var _l91=[];var _m91=[];var _n91=[];var _o91=_i91;var _p91=_j91;Object.defineProperties(this,{_q91:{get:function(){return _o91},set:function(_r91){_o91=_r91}},_s91:{get:function(){return _p91},set:function(_r91){_p91=_r91}}});/*@this {yyGamePad} */this._t91=function(_u91){_k91=_u91.id;_m91=_l91.slice(); _n91=_u91.axes.slice();var _v91=_u91.buttons;if(_v91){for(var _e21 in _v91){if(!_v91.hasOwnProperty(_e21))continue;if(typeof(_v91[_e21])==="object"){_l91[_e21]=_v91[_e21].value}else {_l91[_e21]=_v91[_e21]}}}};/*@this {yyGamePad} */this._w91=function(){return _k91||""};/*@this {yyGamePad} */this._x91=function(){if(_l91){return _l91.length}return 0};/*@this {yyGamePad} */this._y91=function(_z91){var _A91=_l91[_z91];var _B91=_m91[_z91];if((_A91!==undefined)&&(_B91!==undefined)){return((_A91>=_p91)&&(_B91<_p91))} return false};/*@this {yyGamePad} */this._C91=function(_z91){var _A91=_l91[_z91];var _B91=_m91[_z91];if((_A91!==undefined)&&(_B91!==undefined)){return((_A91<_p91)&&(_B91>=_p91))}return false};/*@this {yyGamePad} */this._D91=function(_z91){var _A91;if(typeof(_l91[_z91])==="object"){_A91=_l91[_z91].value}else {_A91=_l91[_z91]}if(_A91!==undefined){return(_A91>=_p91)}return false};/*@this {yyGamePad} */this._E91=function(_z91){var _A91;if(typeof(_l91[_z91])==="object"){_A91=_l91[_z91].value}else {_A91=_l91[_z91]; }return _A91||0.0};/*@this {yyGamePad} */this._F91=function(){if(_n91){return _n91.length}return 0};/*@this {yyGamePad} */this._G91=function(_H91,_I91){var _J91=_n91[_H91]||0;if(_o91>0.0){var _K91=Math.abs(_J91);if(_K91<_o91){_J91=0.0}else {var sign=(_J91>=0)?1.0:-1.0;_J91=((_K91-_o91)/(_I91-_o91))*sign}}return _J91}}/*@constructor */function _L91(){var _M91=1.0,_N91=1.0;var _O91=0,_P91=1;var _Q91=0x8000,_R91=0x8001,_S91=0x8002,_T91=0x8003,_U91=0x8004,_V91=0x8005,_W91=0x8006,_X91=0x8007,_Y91=0x8008,_Z91=0x8009, __91=0x800A,_0a1=0x800B,_1a1=0x800C,_2a1=0x800D,_3a1=0x800E,_4a1=0x800F,_5a1=0x8010,_6a1=0x8011,_7a1=0x8012,_8a1=0x8013,_9a1=0x8014;var _aa1=0,_ba1=1,_ca1=2,_da1=3,_ea1=4,_fa1=5,_ga1=6,_ha1=7,_ia1=8,_ja1=9,_ka1=10,_la1=11,_ma1=12,_na1=13,_oa1=14,_pa1=15;var _qa1=0,_ra1=1,_sa1=2,_ta1=3;function _ua1(){return !!navigator["getGamepads"]||!!navigator["webkitGetGamepads"]||!!navigator["webkitGamepads"]}var _va1=_ua1()?_P91:_O91;var _wa1=[];function _xa1(){if(navigator["getGamepads"]){return navigator["getGamepads"]()} if(navigator["webkitGetGamepads"]){return navigator["webkitGetGamepads"]();}if(navigator["webkitGamepads"]){return navigator["webkitGamepads"]()}return null}function _ya1(){var gamepads=_xa1();if(gamepads!==null){var _za1=0;for(_za1=0;_za1=0.0)&&(_Ra1<=_M91)){_Oa1._s91=_Ra1}}};/*@this {yyGamepadManager} */this._q91=function(_Na1){var _Oa1=_wa1[_Na1];if(_Oa1){return _Oa1._q91}else if(_g91[_Na1]!==undefined){return _g91[_Na1]}return 0.0};/*@this {yyGamepadManager} */this._Sa1=function(_Na1,_Ta1){_g91[_Na1]=_Ta1;var _Oa1=_wa1[_Na1];if(_Oa1){if((_Ta1>=0.0)&&(_Ta1<=_N91)){_Oa1._q91=_Ta1}}};/*@this {yyGamepadManager} */this._Ua1=function(){ _wa1=[]};/*@this {yyGamepadManager} */this._Va1=function(){switch(_va1){case _P91:_ya1();break;case _O91:default :return }};/*@this {yyGamepadManager} */this._Wa1=function(_Na1){if(_wa1[_Na1]!==null&&_wa1[_Na1]!==undefined){return true}return false};/*@this {yyGamepadManager} */this._x91=function(_Na1){var _Oa1=_wa1[_Na1];if(_Oa1){return _Oa1._x91()}return 0};/*@this {yyGamepadManager} */this._F91=function(_Na1){var _Oa1=_wa1[_Na1];if(_Oa1){return _Oa1._F91()}return 0};/*@this {yyGamepadManager} */this._D91=function(_Na1, _z91){var _Oa1=_wa1[_Na1];if(_Oa1){return _Oa1._D91(_Ja1(_z91),_Oa1._s91)}return false};/*@this {yyGamepadManager} */this._y91=function(_Na1,_z91){var _Oa1=_wa1[_Na1];if(_Oa1){return _Oa1._y91(_Ja1(_z91),_Oa1._s91)}return false};/*@this {yyGamepadManager} */this._C91=function(_Na1,_z91){var _Oa1=_wa1[_Na1];if(_Oa1){return _Oa1._C91(_Ja1(_z91),_Oa1._s91)}return false};/*@this {yyGamepadManager} */this._E91=function(_Na1,_z91){var _Oa1=_wa1[_Na1];if(_Oa1){return _Oa1._E91(_Ja1(_z91))}return 0};/*@this {yyGamepadManager} */this._G91=function(_Na1, _H91){var _Oa1=_wa1[_Na1];if(_Oa1){return _Oa1._G91(_Ka1(_H91),_N91)}return 0}};var _Xa1=[];var _Ya1="None";var _Za1=0;var __a1=0;/*@constructor */function _0b1(){this.x=0;this.y=0;this._D91=0;this._y91=0;this._C91=0;this._1b1=0};_0b1.prototype._Ua1=function(){this._D91=0;this._y91=0;this._C91=0;this._1b1=0};_0b1.prototype._2b1=function(_a11,_b11){if(_D01){var _3b1;if(!_D01._4b1){_3b1=_5b1}else {_3b1=_D01._6b1}for(var _J41=0;_J41<_3b1.length;_J41++){var _7b1=_3b1[_J41];if(_7b1._4a){_8b1(canvas,_9b1);if(((_a11-_9b1.left)>=_7b1._ab1)&&((_a11-_9b1.left)<_7b1._bb1)&&((_b11-_9b1.top)>=_7b1._cb1)&&((_b11-_9b1.top)<_7b1._db1)){ this.x=_7b1._eb1(_a11,_b11);this.y=_7b1._fb1(_a11,_b11);return }}}}this.x=_a11;this.y=_b11};/*@constructor */function _gb1(_hb1){for(var _X9=0;_X9<_Xa1.length;_X9++){if(_Xa1[_X9]===_hb1){return _X9}}return -1}function _ib1(_hb1){var _jb1=-1;for(var _X9=0;_X9<_Xa1.length;_X9++){if((_Xa1[_X9]===_hb1)||(_Xa1[_X9]===-1)){_jb1=_X9;break }}if(_jb1==-1){_jb1=_Xa1.length}_Xa1[_jb1]=_hb1;_kb1[_jb1]=new _0b1();return _jb1}var _lb1=!1;function _mb1(event){for(var _nb1=0;_nb1=_Sb1._X71||_b11<0||_b11>=_Sb1._Y71){_Rb1("Error: grid out of bounds(set) - GridID: "+_Ub1+" size["+_Sb1._X71+","+_Sb1._Y71+"] at ("+_a11+","+_b11+")");return }_Sb1._Ob1[_a11+(_b11*_Sb1._X71)]=_M01}var _Wb1=_Xb1;function _Xb1(_Ub1,_a11,_b11,_M01){_Ub1=yyGetInt32(_Ub1);_a11=yyGetInt32(_a11);_b11=yyGetInt32(_b11);var _Sb1=_Tb1._s11(_Ub1);if(!_Sb1){_Rb1("Error: invalid ds_grid ID (ds_grid_set)");return _M01}if(_a11<0||_a11>=_Sb1._X71||_b11<0||_b11>=_Sb1._Y71){_Rb1("Error: grid out of bounds(set) - GridID: "+_Ub1+" size["+_Sb1._X71+","+_Sb1._Y71+"] at ("+_a11+","+_b11+")"); return _M01}_Sb1._Ob1[_a11+(_b11*_Sb1._X71)]=_M01;return _M01}var _Yb1=_Zb1;function _Zb1(_Ub1,_a11,_b11,_M01){_Ub1=yyGetInt32(_Ub1);_a11=yyGetInt32(_a11);_b11=yyGetInt32(_b11);var _Sb1=_Tb1._s11(_Ub1);if(!_Sb1){_Rb1("Error: invalid ds_grid ID (ds_grid_set)");return _M01}if(_a11<0||_a11>=_Sb1._X71||_b11<0||_b11>=_Sb1._Y71){_Rb1("Error: grid out of bounds(set) - GridID: "+_Ub1+" size["+_Sb1._X71+","+_Sb1._Y71+"] at ("+_a11+","+_b11+")");return _M01;}var __b1=_Sb1._Ob1[_a11+(_b11*_Sb1._X71)];_Sb1._Ob1[_a11+(_b11*_Sb1._X71)]=_M01; return __b1}var _IP=_0c1;function _0c1(_Ub1,_a11,_b11){_Ub1=yyGetInt32(_Ub1);var _Sb1=_Tb1._s11(_Ub1),x=yyGetInt32(_a11),y=yyGetInt32(_b11);if(!_Sb1){_Rb1("Error: invalid ds_grid ID (ds_grid_get)");return undefined}if(x<0||x>=_Sb1._X71||y<0||y>=_Sb1._Y71){_Rb1("Error: grid out of bounds(get) - GridID: "+_Ub1+" size["+_Sb1._X71+","+_Sb1._Y71+"] at ("+x+","+y+")");return undefined}return _Sb1._Ob1[x+(y*_Sb1._X71)]}function _1c1(_Ub1,_t21,_u21,_R11,_S11){_Ub1=yyGetInt32(_Ub1);_t21=yyGetInt32(_t21);_u21=yyGetInt32(_u21); _R11=yyGetInt32(_R11);_S11=yyGetInt32(_S11);var _Sb1=_Tb1._s11(_Ub1);if(!_Sb1){_Rb1("Error: invalid ds_grid ID (ds_grid_get_sum)");return 0}if(_t21>_R11){var _d21=_t21;_t21=_R11;_R11=_d21}if(_t21<0)_t21=0;if(_t21>=_Sb1._X71)_t21=_Sb1._X71-1;if(_R11<0)_R11=0;if(_R11>=_Sb1._X71)_R11=_Sb1._X71-1;if(_u21>_S11){var _d21=_u21;_u21=_S11;_S11=_d21}if(_u21<0)_u21=0;if(_u21>=_Sb1._Y71)_u21=_Sb1._Y71-1;if(_S11<0)_S11=0;if(_S11>=_Sb1._Y71)_S11=_Sb1._Y71-1;_Fb1=_Eb1=_Gb1=_Hb1=0;var first=true;var _d31=0;for(var y=_u21; y<=_S11;y++){var index=(y*_Sb1._X71)+_t21;for(var x=_t21;x<=_R11;x++){var _J41=_Sb1._Ob1[index];if(first){_Eb1=_Fb1=_J41;first=false}else {if(_Eb1>_J41)_Eb1=_J41;if(_Fb1<_J41)_Fb1=_J41}if(typeof _J41!=="string"){_Gb1+=_J41}_d31++;index++}}_Hb1=_Gb1/_d31}function _WN(_Ub1,_t21,_u21,_R11,_S11){_1c1(_Ub1,_t21,_u21,_R11,_S11);return _Eb1}function _Kt(_Ub1){var _Sb1=_Tb1._s11(yyGetInt32(_Ub1));if(!_Sb1){_Rb1("Error: invalid ds_grid ID (ds_grid_write)");return }var width=_Sb1._X71;var height=_Sb1._Y71;var _2c1=_3c1(16384, _4c1,1);_5c1(_2c1,_6c1,602);_5c1(_2c1,_6c1,width);_5c1(_2c1,_6c1,height);for(var x=0;x<=width-1;x++){for(y=0;y<=height-1;y++){var _r91=_Sb1._Ob1[x+(y*width)];_7c1(_2c1,_r91)}}var _8c1=_9c1(_2c1);_ac1(_2c1);return _8c1}function _1u(_Ub1,_bc1){if(!_bc1){_Rb1("Error: no string provided (ds_grid_read)");return false}var _Sb1=_Tb1._s11(yyGetInt32(_Ub1));if(!_Sb1){_Rb1("Error: invalid ds_grid ID (ds_grid_read)");return false}if(_bc1[0]=="{"){try{var _cc1=JSON.parse(_bc1);if((_cc1!=null)&&(_cc1!=undefined)&&(typeof(_cc1.body)=="object")&&(typeof(_cc1.width)=="number")&&(typeof(_cc1.height)=="number")){ _Sb1._X71=_cc1.width;_Sb1._Y71=_cc1.height;_Sb1._Ob1=_cc1.body}}catch(_dc1){_Rb1("Error: reading ds_grid JSON");return false}return true}else {var _2c1=_ec1(_bc1);if(_2c1<0)return false;_fc1(_2c1,_gc1,0);var id=_hc1(_2c1,_6c1);if(id!=602){_Rb1("Error: unrecognised format - resave the grid to update/fix issues. 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_X61(__11,_221,_9f1,0,1,0,0,0);_X61(__11,_221,_af1,0,1,0,0,_gl1);_X61(_121,_221,_af1,0,1,0,_fl1,_gl1);_X61(_121,_221,_af1,0,1,0,_fl1,_gl1);_X61(_121,_221,_9f1,0,1,0,_fl1,0);_X61(__11,_221,_9f1,0,1,0,0,0)}{_X61(_121,_221,_9f1,1,0,0,0,0);_X61(_121,_221,_af1,1,0,0,0,_gl1);_X61(_121,_021,_af1,1,0,0,_fl1,_gl1);_X61(_121,_021,_af1,1,0,0,_fl1,_gl1);_X61(_121,_021,_9f1,1,0,0,_fl1,0);_X61(_121,_221,_9f1,1,0,0,0,0)}{_X61(_121,_021,_9f1,0,-1,0,0,0);_X61(_121,_021,_af1,0,-1,0,0,_gl1);_X61(__11,_021,_af1,0,-1, 0,_fl1,_gl1);_X61(__11,_021,_af1,0,-1,0,_fl1,_gl1);_X61(__11,_021,_9f1,0,-1,0,_fl1,0);_X61(_121,_021,_9f1,0,-1,0,0,0)}{_X61(__11,_021,_9f1,-1,0,0,0,0);_X61(__11,_021,_af1,-1,0,0,0,_gl1);_X61(__11,_221,_af1,-1,0,0,_fl1,_gl1);_X61(__11,_221,_af1,-1,0,0,_fl1,_gl1);_X61(__11,_221,_9f1,-1,0,0,_fl1,0);_X61(__11,_021,_9f1,-1,0,0,0,0)}__61();_el1(_cl1)}function __i1(__11,_021,_9f1,_121,_221,_af1,_y61,_fl1,_gl1,_B2,_ef1){var _F21=[];var _E21=[];var _cl1=_dl1();_el1(true);if(_ef1<3){_ef1=3}if(_ef1>128){_ef1=128} for(var _X9=0;_X9<=_ef1;_X9++){_F21[_X9]=Math.cos(_X9*2.0*Math.PI/_ef1);_E21[_X9]=Math.sin(_X9*2.0*Math.PI/_ef1)}var _z21=(_121+__11)/2.0;var _A21=(_221+_021)/2.0;var _il1=(_121-__11)/2.0;var _jl1=(_221-_021)/2.0;if(true==_B2){_J61(_a71,_y61);_X61(_z21,_A21,_af1,0,0,1,0,_gl1);for(var _X9=0;_X9<=_ef1;_X9++){_X61(_z21+_F21[_X9]*_il1,_A21+_E21[_X9]*_jl1,_af1,0,0,1,0,_gl1)}__61()}_J61(_971,_y61);for(var _X9=0;_X9<=_ef1;_X9++){_X61(_z21+_F21[_X9]*_il1,_A21+_E21[_X9]*_jl1,_af1,_F21[_X9],_E21[_X9],0,_fl1*_X9/_ef1, _gl1);_X61(_z21+_F21[_X9]*_il1,_A21+_E21[_X9]*_jl1,_9f1,_F21[_X9],_E21[_X9],0,_fl1*_X9/_ef1,0)}__61();if(true==_B2){_J61(_a71,_y61);_X61(_z21,_A21,_9f1,0,0,-1,0,0);for(var _X9=_ef1;_X9>=0;_X9--){_X61(_z21+_F21[_X9]*_il1,_A21+_E21[_X9]*_jl1,_9f1,0,0,-1,0,0)}__61()}_el1(_cl1)}function _0j1(__11,_021,_9f1,_121,_221,_af1,_y61,_fl1,_gl1,_B2,_ef1){var _F21=[];var _E21=[];var _cl1=_dl1();_el1(true);if(_ef1<3){_ef1=3}if(_ef1>128){_ef1=128}for(var _X9=0;_X9<=_ef1;_X9++){_F21[_X9]=Math.cos(_X9*2.0*Math.PI/_ef1); _E21[_X9]=Math.sin(_X9*2.0*Math.PI/_ef1)}var _z21=(_121+__11)/2.0;var _A21=(_221+_021)/2.0;var _il1=(_121-__11)/2.0;var _jl1=(_221-_021)/2.0;_J61(_971,_y61);for(var _X9=0;_X9<=_ef1;_X9++){_X61(_z21,_A21,_af1,0,0,1,_fl1*_X9/_ef1,_gl1);_X61(_z21+_F21[_X9]*_il1,_A21+_E21[_X9]*_jl1,_9f1,_F21[_X9],_E21[_X9],0,_fl1*_X9/_ef1,0)}__61();if(true==_B2){_J61(_a71,_y61);_X61(_z21,_A21,_9f1,0,0,-1,0,0);for(var _X9=_ef1;_X9>=0;_X9--){_X61(_z21+_F21[_X9]*_il1,_A21+_E21[_X9]*_jl1,_9f1,0,0,-1,0,0)}__61()}_el1(_cl1)}function _1j1(__11, _021,_9f1,_121,_221,_af1,_y61,_fl1,_gl1){var _cl1=_dl1();_el1(true);var _921=Math.sqrt(_ql1(_121-__11)+_ql1(_221-_021));if(_921==0.0){return }var _S61=(_221-_021)/_921;var _T61=-(_121-__11)/_921;_J61(_a71,_y61);{_X61(__11,_021,_9f1,_S61,_T61,0,0,0);_X61(_121,_221,_9f1,_S61,_T61,0,_fl1,0);_X61(_121,_221,_af1,_S61,_T61,0,_fl1,_gl1);_X61(__11,_021,_af1,_S61,_T61,0,0,_gl1)}__61();_el1(_cl1)}function _3j1(__e1,_761,_861,_0f1,_L31){var _rl1=new _Zk1(_761,_861,_0f1);_rl1._sl1();var _tl1=__e1*4;_ul1[_tl1+0]=_rl1._vl1; _ul1[_tl1+1]=_rl1._wl1;_ul1[_tl1+2]=_rl1._xl1;_ul1[_tl1+3]=0.0;_yl1[_tl1+0]=(_L31&0xff)/255.0;_yl1[_tl1+1]=((_L31>>8)&0xff)/255.0;_yl1[_tl1+2]=((_L31>>16)&0xff)/255.0;_yl1[_tl1+3]=1.0;_zl1[__e1]=_Al1;_Bl1[_tl1+0]=0;_Bl1[_tl1+1]=0;_Bl1[_tl1+2]=0;_Bl1[_tl1+3]=0;_131._Cl1(__e1,_Bl1.subarray(__e1*4,(__e1+1)*4),_ul1.subarray(__e1*4,(__e1+1)*4),_yl1.subarray(__e1*4,(__e1+1)*4))}function _9j1(){var _L31=(((_Dl1[0]*255.0))&0xff)|(((_Dl1[1]*255.0)<<8)&0xff00)|(((_Dl1[2]*255.0)<<16)&0xff0000)|(((_Dl1[3]*255.0)<<24)&0xff000000); return _L31}function _8j1(index){var __b1=[];if(index<0||index>7){console.log("draw_light_get() - light index out of range");return }var _tl1=index*4;__b1[0]=_El1[index];__b1[1]=_zl1[index];if(_zl1[index]==_Al1){__b1[2]=_ul1[_tl1+0];__b1[3]=_ul1[_tl1+1];__b1[4]=_ul1[_tl1+2];__b1[5]=_ul1[_tl1+3]}else {__b1[2]=_Bl1[_tl1+0];__b1[3]=_Bl1[_tl1+1];__b1[4]=_Bl1[_tl1+2];__b1[5]=_Bl1[_tl1+3]}var _b21=(((_yl1[_tl1+0]*255.0))&0xff);var _k41=(((_yl1[_tl1+1]*255.0)<<8)&0xff00);var _e21=(((_yl1[_tl1+2]*255.0)<<16)&0xff0000); var _l41=(((_yl1[_tl1+3]*255.0)<<24)&0xff000000);var _L31=_b21|_k41|_e21|_l41;__b1[6]=_L31;return __b1}function _4j1(__e1,x,y,_L61,_2f1,_L31){var _tl1=__e1*4;_Bl1[_tl1+0]=x;_Bl1[_tl1+1]=y;_Bl1[_tl1+2]=_L61;_Bl1[_tl1+3]=_2f1;_yl1[_tl1+0]=(_L31&0xff)/255.0;_yl1[_tl1+1]=((_L31>>8)&0xff)/255.0;_yl1[_tl1+2]=((_L31>>16)&0xff)/255.0;_yl1[_tl1+3]=1.0;_zl1[__e1]=_Fl1;_ul1[_tl1+0]=0;_ul1[_tl1+1]=0;_ul1[_tl1+2]=0;_ul1[_tl1+3]=0;_131._Cl1(__e1,_Bl1.subarray(__e1*4,(__e1+1)*4),_ul1.subarray(__e1*4,(__e1+1)*4),_yl1.subarray(__e1*4, (__e1+1)*4))}function _5j1(__e1,enable){_El1[__e1]=enable;_131._Gl1(__e1,enable,_yl1.subarray(__e1*4,(__e1+1)*4))}function _6j1(_If){_Dl1[0]=(_If&0xff)/255.0;_Dl1[1]=((_If>>8)&0xff)/255.0;_Dl1[2]=((_If>>16)&0xff)/255.0;_Dl1[3]=((_If>>24)&0xff)/255.0;_131._Hl1(_Dl1)}function _7j1(enable,_If,start,end){if(_Il1==null){_Il1=new Float32Array(8)}_Il1[0]=enable;var _2f1=end-start;_Il1[1]=(_2f1==0.0)?0.0:(1.0/_2f1);_Il1[2]=end;_Il1[3]=0.0;_Il1[4]=(_If&0xff)/255.0;_Il1[5]=((_If>>8)&0xff)/255.0;_Il1[6]=((_If>>16)&0xff)/255.0; _Il1[7]=((_If>>24)&0xff)/255.0;_131._Jl1(_Il1)}function _aj1(){return(_li1.push(new _Kl1())-1)}function _bj1(__e1){if(_li1[__e1]){_li1[__e1]._Ua1();_li1[__e1]=null}}function _cj1(__e1){if(_li1[__e1]){_li1[__e1]._Ua1()}}function _dj1(__e1,_nf1){if(_li1[__e1]){_li1[__e1]._Ll1(_nf1)}}function _fj1(__e1,_Ml1){}function _ej1(__e1,_nf1){if(_li1[__e1]){_li1[__e1]._h31(_nf1)}}function _gj1(__e1,_Ml1){}function _hj1(__e1,x,y,_L61,_y61){if(_li1[__e1]){_li1[__e1]._O31(x,y,_L61,_y61)}}function _ij1(__e1,_e2){if(_li1[__e1]){ _li1[__e1]._z81(_e2)}}function _jj1(__e1,x,y,_L61){if(_li1[__e1]){_li1[__e1]._M9(x,y,_L61)}}function _kj1(__e1,x,y,_L61,_L31,alpha){if(_li1[__e1]){_li1[__e1]._Nl1(x,y,_L61,_L31,alpha)}}function _lj1(__e1,x,y,_L61,_D61,_E61){if(_li1[__e1]){_li1[__e1]._Ol1(x,y,_L61,_D61,_E61)}}function _mj1(__e1,x,y,_L61,_D61,_E61,_L31,alpha){if(_li1[__e1]){_li1[__e1]._Pl1(x,y,_L61,_D61,_E61,_L31,alpha)}}function _nj1(__e1,x,y,_L61,_S61,_T61,_U61){if(_li1[__e1]){_li1[__e1]._Ql1(x,y,_L61,_S61,_T61,_U61)}}function _oj1(__e1, x,y,_L61,_S61,_T61,_U61,_L31,alpha){if(_li1[__e1]){_li1[__e1]._Rl1(x,y,_L61,_S61,_T61,_U61,_L31,alpha)}}function _pj1(__e1,x,y,_L61,_S61,_T61,_U61,_D61,_E61){if(_li1[__e1]){_li1[__e1]._Sl1(x,y,_L61,_S61,_T61,_U61,_D61,_E61)}}function _qj1(__e1,x,y,_L61,_S61,_T61,_U61,_D61,_E61,_L31,alpha){if(_li1[__e1]){_li1[__e1]._Tl1(x,y,_L61,_S61,_T61,_U61,_D61,_E61,_L31,alpha)}}function _rj1(__e1){if(_li1[__e1]){_li1[__e1]._B81()}}function _sj1(__e1,__11,_021,_9f1,_121,_221,_af1,_bf1,_cf1){if(_li1[__e1]){_li1[__e1]._Ul1(__11, _021,_9f1,_121,_221,_af1,_bf1,_cf1)}}function _tj1(__e1,__11,_021,_9f1,_121,_221,_af1,_bf1,_cf1,_B2,_ef1){if(_li1[__e1]){_li1[__e1]._Vl1(__11,_021,_9f1,_121,_221,_af1,_bf1,_cf1,_B2,_ef1)}}function _uj1(__e1,__11,_021,_9f1,_121,_221,_af1,_bf1,_cf1,_B2,_ef1){if(_li1[__e1]){_li1[__e1]._Wl1(__11,_021,_9f1,_121,_221,_af1,_bf1,_cf1,_B2,_ef1)}}function _vj1(__e1,__11,_021,_9f1,_121,_221,_af1,_bf1,_cf1,_ef1){if(_li1[__e1]){_li1[__e1]._Xl1(__11,_021,_9f1,_121,_221,_af1,_bf1,_cf1,_ef1)}}function _wj1(__e1,__11, _021,_9f1,_121,_221,_af1,_bf1,_cf1){if(_li1[__e1]){_li1[__e1]._Yl1(__11,_021,_9f1,_121,_221,_af1,_bf1,_cf1)}}function _xj1(__e1,__11,_021,_9f1,_121,_221,_af1,_bf1,_cf1){if(_li1[__e1]){_li1[__e1]._Zl1(__11,_021,_9f1,_121,_221,_af1,_bf1,_cf1)}}function _Di1(){__l1(_0m1,new _Fk1())}function _Ei1(_2g1,_3g1,_4g1){var _Z11=new _Fk1();_Z11._1m1(_2g1,_3g1,_4g1);__l1(_0m1,_Z11)}function _Fi1(_J31,_K31,_6g1){var _Z11=new _Fk1();_Z11._2m1(_J31,_K31,_6g1);__l1(_0m1,_Z11)}function _Gi1(angle){var _Z11=new _Fk1();_Z11._3m1(angle); __l1(_0m1,_Z11)}function _Hi1(angle){var _Z11=new _Fk1();_Z11._4m1(angle);__l1(_0m1,_Z11)}function _Ii1(angle){var _Z11=new _Fk1();_Z11._5m1(angle);__l1(_0m1,_Z11)}function _Ji1(_bg1,_cg1,_dg1,angle){var _Z11=new _Fk1();_Z11._6m1(new _Zk1(_bg1,_cg1,_dg1),-angle);__l1(_0m1,_Z11)}function _Ki1(_2g1,_3g1,_4g1){var _7m1=new _Fk1();_7m1._1m1(_2g1,_3g1,_4g1);var _8m1=_9m1(_0m1);var _Z11=new _Fk1();_Z11.Multiply(_8m1,_7m1);__l1(_0m1,_Z11)}function _Li1(_J31,_K31,_6g1){var _am1=new _Fk1();_am1._2m1(_J31,_K31,_6g1);var _8m1=_9m1(_0m1); var _Z11=new _Fk1();_Z11.Multiply(_8m1,_am1);__l1(_0m1,_Z11)}function _Mi1(angle){var _bm1=new _Fk1();_bm1._3m1(angle);var _8m1=_9m1(_0m1);var _Z11=new _Fk1();_Z11.Multiply(_8m1,_bm1);__l1(_0m1,_Z11)}function _Ni1(angle){var _bm1=new _Fk1();_bm1._4m1(angle);var _8m1=_9m1(_0m1);var _Z11=new _Fk1();_Z11.Multiply(_8m1,_bm1);__l1(_0m1,_Z11)}function _Oi1(angle){var _bm1=new _Fk1();_bm1._5m1(angle);var _8m1=_9m1(_0m1);var _Z11=new _Fk1();_Z11.Multiply(_8m1,_bm1);__l1(_0m1,_Z11)}function _Pi1(_bg1,_cg1,_dg1,angle){var _bm1=new _Fk1(); _bm1._6m1(new _Zk1(_bg1,_cg1,_dg1),-angle);var _8m1=_9m1(_0m1);var _Z11=new _Fk1();_Z11.Multiply(_8m1,_bm1);__l1(_0m1,_Z11)}function _Qi1(_a11,_b11,_Z71){var _8m1=_9m1(_0m1);var _j21=(_8m1._Z11[_cm1]*_a11)+(_8m1._Z11[_dm1]*_b11)+(_8m1._Z11[_em1]*_Z71)+_8m1._Z11[_fm1];var _l21=(_8m1._Z11[_gm1]*_a11)+(_8m1._Z11[_6l1]*_b11)+(_8m1._Z11[_hm1]*_Z71)+_8m1._Z11[_im1];var _jm1=(_8m1._Z11[_km1]*_a11)+(_8m1._Z11[_lm1]*_b11)+(_8m1._Z11[_mm1]*_Z71)+_8m1._Z11[_nm1];var _b21=[];_b21[0]=_j21;_b21[1]=_l21;_b21[2]=_jm1;return _b21} function _Ri1(){_om1()}function _Si1(){return _pm1()}function _Ti1(){var _8m1=_9m1(_0m1);return _qm1(_8m1)}function _Ui1(){return _rm1()}function _Vi1(){return _sm1()}function _Wi1(){return _tm1()}function _yj1(_l81){_l81=yyGetInt32(_l81);var _Z11=[];if(_l81<0||_l81>2){_Rb1('ERROR: Invalid 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_Z11=new _Fk1();_Z11._bl1(yyGetReal(width),yyGetReal(height),yyGetReal(_3l1),yyGetReal(_4l1));var _um1=[];for(var _X9=0;_X9<16;_X9++){_um1[_X9]=_Z11._Z11[_X9]}return _um1}function _Pg1(_zm1,_Wf1,_3l1,_4l1){var _Z11=new _Fk1();_Z11._5l1(yyGetReal(_zm1),yyGetReal(_Wf1),yyGetReal(_3l1), yyGetReal(_4l1));var _um1=[];for(var _X9=0;_X9<16;_X9++){_um1[_X9]=_Z11._Z11[_X9]}return _um1}function _pg1(_a11,_b11,_Z71,_Am1,_Bm1,_Cm1,_Dm1,_Em1,_Fm1){var _Z11=new _Fk1();var _Gm1=(Math.PI/180.0);_Am1=(_Gm1*-yyGetReal(_Am1));_Bm1=(_Gm1*-yyGetReal(_Bm1));_Cm1=(_Gm1*-yyGetReal(_Cm1));_Z11._Hm1(yyGetReal(_a11),yyGetReal(_b11),yyGetReal(_Z71),_Am1,_Bm1,_Cm1,yyGetReal(_Dm1),yyGetReal(_Em1),yyGetReal(_Fm1));var _um1=[];for(var _X9=0;_X9<16;_X9++){_um1[_X9]=_Z11._Z11[_X9]}return _um1}function _rg1(_Im1,_Jm1){var _Km1=new _Fk1(); var _Lm1=new _Fk1();var _Mm1=new _Fk1();for(var _X9=0;_X9<16;_X9++){_Km1._Z11[_X9]=yyGetReal(_Im1[_X9]);_Lm1._Z11[_X9]=yyGetReal(_Jm1[_X9])}_Mm1.Multiply(_Km1,_Lm1);var _um1=[];for(var 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