| f | { | f | { |
| "apex": { | | "apex": { |
| # strings for translation | | # strings for translation |
| # general note: do NOT remove any "%s"- these are replaced with numbers/text in code, if they're missing it'll crash. | | # general note: do NOT remove any "%s"- these are replaced with numbers/text in code, if they're missing it'll crash. |
| # You can move them around within the same string, as long as the number of them stays the same. The order cannot be changed without modifying the code. | | # You can move them around within the same string, as long as the number of them stays the same. The order cannot be changed without modifying the code. |
| | | |
| # OTHER | | # OTHER |
| | | |
| # collective defense (planet condition) | | # collective defense (planet condition) |
| "cdtooltip":"Collective Defense", | | "cdtooltip":"Collective Defense", |
| "cdl1":"stability", | | "cdl1":"stability", |
| "cdl2":"fleet size. This bonus increases the more the Collective is outnumbered by enemies.", | | "cdl2":"fleet size. This bonus increases the more the Collective is outnumbered by enemies.", |
| "cdl3":"ground defense strength. This bonus increases the more the Collective is outnumbered by enemies.", | | "cdl3":"ground defense strength. This bonus increases the more the Collective is outnumbered by enemies.", |
| | | |
| # rng names for Excession | | # rng names for Excession |
| "excn1":"CDFS Inside Context", | | "excn1":"CDFS Inside Context", |
| "excn2":"CDFS Irregular Apocalypse", | | "excn2":"CDFS Irregular Apocalypse", |
| "excn3":"CDFS Gunboat Diplomat", | | "excn3":"CDFS Gunboat Diplomat", |
| "excn4":"CDFS Big Stick", | | "excn4":"CDFS Big Stick", |
| # translation note: this is a joke name with a ~0.001% chance | | # translation note: this is a joke name with a ~0.001% chance |
| # also a reference to an identical joke in Vayra's Sector | | # also a reference to an identical joke in Vayra's Sector |
| "excn5":"CDFS Coldsteel the Hedgehog", | | "excn5":"CDFS Coldsteel the Hedgehog", |
| "excmen":"men", | | "excmen":"men", |
| "excwomen":"women", | | "excwomen":"women", |
| | | |
| # market details | | # market details |
| # apex uses a custom market plugin to ensure their hullmods are sold | | # apex uses a custom market plugin to ensure their hullmods are sold |
| # and also offers finer control over what ships/weapons show up for sale | | # and also offers finer control over what ships/weapons show up for sale |
| "markauth":"Requires: proper docking authorization (transponder on)", | | "markauth":"Requires: proper docking authorization (transponder on)", |
| | | |
| # cryocoolant effect text | | # cryocoolant effect text |
| "cryo1":"flux dissipation.", | | "cryo1":"flux dissipation.", |
| n | "cryo2":"Remaining dissipation", | n | "cryo2":"Remaining duration", |
| | | |
| # regeneration effect text | | # regeneration effect text |
| "regen1":"Applying Remote Armor Patch", | | "regen1":"Applying Remote Armor Patch", |
| "regen2":"Remaining repair strength", | | "regen2":"Remaining repair strength", |
| | | |
| # HULLMODS | | # HULLMODS |
| "hmerror1":"Incompatible with", | | "hmerror1":"Incompatible with", |
| "Details":"Details", | | "Details":"Details", |
| # Nanolaminate | | # Nanolaminate |
| "nanolam":"Incompatible with Cryocooled Armor Lattice, Heavy Armor, and other hullmods that provide significant bonuses to armor rating.", | | "nanolam":"Incompatible with Cryocooled Armor Lattice, Heavy Armor, and other hullmods that provide significant bonuses to armor rating.", |
| # nozzle hullmod text | | # nozzle hullmod text |
| "nozz1":"The number of projectiles fired by the system depends on the number of nozzles built into the hull. This hull has", | | "nozz1":"The number of projectiles fired by the system depends on the number of nozzles built into the hull. This hull has", |
| "nozz2":"nozzles, and the system fires one projectile per nozzle.", | | "nozz2":"nozzles, and the system fires one projectile per nozzle.", |
| "nozzOne":"one", | | "nozzOne":"one", |
| "nozz3":"S-mod Bonus: The deployment and maintenance cost increase is reduced to", | | "nozz3":"S-mod Bonus: The deployment and maintenance cost increase is reduced to", |
| "nozz4":"If this hullmod is built in, the deployment and maintenance cost increase will be reduced to", | | "nozz4":"If this hullmod is built in, the deployment and maintenance cost increase will be reduced to", |
| "nozz5":"Can only be installed on Apex Design Collective ships.", | | "nozz5":"Can only be installed on Apex Design Collective ships.", |
| "nozz6":"Cannot be installed on ships without projector nozzles.", | | "nozz6":"Cannot be installed on ships without projector nozzles.", |
| "nozz7":"Incompatible with other nozzle-based subsystems.", | | "nozz7":"Incompatible with other nozzle-based subsystems.", |
| "nozz8":"second", # second as in the unit of time, not first/second/etc. needs to match whatever word you use for "second" in the repper3 text | | "nozz8":"second", # second as in the unit of time, not first/second/etc. needs to match whatever word you use for "second" in the repper3 text |
| # remote repair hullmod | | # remote repair hullmod |
| "repper1":"Fires magnetically-guided blobs of molten armor material that can repair allies. ", | | "repper1":"Fires magnetically-guided blobs of molten armor material that can repair allies. ", |
| "repper2":"Has a %s cooldown and generates soft flux on use. ", # "has a ## second cooldown and generates...." | | "repper2":"Has a %s cooldown and generates soft flux on use. ", # "has a ## second cooldown and generates...." |
| n | | n | #"repper3":"second", unused |
| "repper4":"Targets the selected ally, if they are in range and can be repaired. If no allied target is selected, targets repairable allies within range.", | | "repper4":"Targets the selected ally, if they are in range and can be repaired. If no allied target is selected, targets repairable allies within range.", |
| n | "repper5":"Projectiles add %s/%s/%s/%s armor to the target's repair pool, depending on the size of the source ship.", | n | "repper5":"Projectiles repair %s/%s/%s/%s armor over %s seconds, depending on the size of the source ship.", |
| "repper6":"The repair pool is drained by %s or %s armor per second, whichever is higher, repairing the ship's armor by the same amount.", | | |
| "repper7":"Repair added to the pool above %s armor is less effective.", | | |
| "repper8":"Cannot repair above %s of initial armor strength.", | | "repper6":"Cannot repair above %s of initial armor strength.", |
| | | "repper7":"Multiple repair effects stack with diminishing returns.", |
| "repper9":"Cannot repair %s without Cryocooled Armor Lattice, as shields are used to cool the molten armor patch.", # %s is replaced with the next string | | "repper8":"Cannot repair %s without Cryocooled Armor Lattice, as shields are used to cool the molten material.", # %s is replaced with the next string |
| "repper10":"shieldless targets", | | "repper9":"shieldless targets", |
| # limited magazines | | # limited magazines |
| "cmag1":"prevents the installation of a full missile suite without compromises", | | "cmag1":"prevents the installation of a full missile suite without compromises", |
| "cmag2":"The current penalty is %s.", | | "cmag2":"The current penalty is %s.", |
| # cryocooled armor | | # cryocooled armor |
| n | "cryoarmor1":"Incompatible with Nanolaminate Plating, Heavy Armor, and other hullmods that provide significant bonuses to armor rating.", | n | "cryoarmor1":"Incomaptible with Nanolaminate Plating, Heavy Armor, and other hullmods that provide significant bonuses to armor rating.", |
| # cryocoolant projector | | # cryocoolant projector |
| "cryop1":"Fires magnetically-guided blobs of cryogenic coolant that increase flux dissipation.", | | "cryop1":"Fires magnetically-guided blobs of cryogenic coolant that increase flux dissipation.", |
| "cryop2":"Targets the selected ally, if in range. If no allied target is selected, targets allies with non-zero flux within range.", | | "cryop2":"Targets the selected ally, if in range. If no allied target is selected, targets allies with non-zero flux within range.", |
| n | "cryop3":"Projectiles add %s/%s/%s/%s flux to the target's dissipation pool, depending on the size of the source ship.", | n | "cryop3":"Projectiles increase flux dissipation by %s for %s seconds.", |
| "cryop4":"The pool is drained by %s or %s flux per second, whichever is higher, increasing the ship's dissipation by the same amount.", | | "cryop4":"Hitting an ally with multiple projectiles increases the duration of the buff, with diminishing returns.", |
| "cryop5":"Flux added to the pool beyond %s flux is less effective.", | | "cryop5":"Projectiles from smaller ships are %s less effective on larger ships.", |
| # excession armor hullmod | | # excession armor hullmod |
| "exca1":"Maximum armor damage reduction is %s.", | | "exca1":"Maximum armor damage reduction is %s.", |
| "exca2":"%s minimum armor rating.", | | "exca2":"%s minimum armor rating.", |
| "exca3":"Doubles", | | "exca3":"Doubles", |
| "exca4":"Armor takes less damage as flux level decreases, up to %s less at %s flux.", | | "exca4":"Armor takes less damage as flux level decreases, up to %s less at %s flux.", |
| "exca5":"%s with most armor modifications.", | | "exca5":"%s with most armor modifications.", |
| "exca6":"Incompatible", | | "exca6":"Incompatible", |
| "exca7":"% less armor damage taken", | | "exca7":"% less armor damage taken", |
| # excession phase coil hullmod | | # excession phase coil hullmod |
| "excc1":"Reduces the base timeflow bonus from phasing to %s.", | | "excc1":"Reduces the base timeflow bonus from phasing to %s.", |
| n | "excc2":"Reduces phase activation cost and cooldown duration by %s.", | n | "excc2":"%s less phase activation cost and cooldown duration.", |
| "excc6":"Zero-flux boost applies while phased.", | | |
| "excc3":"Phase timeflow increases with flux level, up to %s at %s flux.", | | "excc3":"Phase timeflow increases with flux level, up to %s at %s flux.", |
| "excc4":"%s by phase coil stress.", | | "excc4":"%s by phase coil stress.", |
| "excc5":"Unaffected", | | "excc5":"Unaffected", |
| # excession breach core hullmod | | # excession breach core hullmod |
| n | "excb1":"The core constantly generates a small amount of %s.", | n | "excb1":"The core %s slowly while phased.", |
| "excb2":"entropy", # the power generated by the core. this word gets reused. | | "excb2":"charges", # does chinese have verb forms of nouns? like "charges" = "gains charge" (but also "charges" = "plural of charge", because english is fucked) |
| "excb3":"Damaging targets generates %s.", | | "excb3":"Damaging targets generates %s.", |
| n | "excb4":"entropy", # unused, I think | n | "excb4":"charge", # the power generated by the core used to destroy projectiles. this word gets reused. |
| | | "excb5":"Automatically expends %s to destroy enemy projectiles and fighters, storing mass and energy. Ignores weaker projectiles unless charge level is high.", |
| "excb5":"%s discharges all stored %s.", | | "excb6":"%s dissipates stored %s and mass.", |
| "excb6":"Venting or overloading", | | "excb7":"Venting or overloading", |
| "excb7":"While phased, expends stored %s to repair %s armor per second.", | | "excb8":"While phased, expends stored mass to repair %s armor per second.", |
| "excb8":"Armor repair rate is %s.", | | "excb9":"Armor repair rate is %s.", |
| "excb9":"multiplied by timeflow increases", | | "excb10":"multiplied by timeflow increases", |
| "excb10":"Peak performance time %s.", | | "excb11":"Peak performance time %s.", |
| "excb11":"ignores timeflow changes", | | "excb12":"ignores timeflow changes", |
| | | "excb13":"Stored Repair", |
| # expanded squarons | | # expanded squarons |
| "exps1":"doubling", | | "exps1":"doubling", |
| "exps2":"reduced", | | "exps2":"reduced", |
| # flare system hullmod | | # flare system hullmod |
| "flare1":"Fires guided flares from the ship's nozzles, with a %s cooldown.", | | "flare1":"Fires guided flares from the ship's nozzles, with a %s cooldown.", |
| "flare2":"The number of projectiles fired by the system depends on the number of nozzles built into the hull. This hull has %s nozzles, and the system fires %s projectiles per nozzle.", | | "flare2":"The number of projectiles fired by the system depends on the number of nozzles built into the hull. This hull has %s nozzles, and the system fires %s projectiles per nozzle.", |
| # fleet support gantry | | # fleet support gantry |
| "supg1":"The current recovery rate bonus is %s.", | | "supg1":"The current recovery rate bonus is %s.", |
| "supg2":"Other Effects", | | "supg2":"Other Effects", |
| "supg3":"To compensate for its wide frame, the ship is equipped with secondary shield nodes that increase shield unfolding rate by %s. The bonus decreases as the shield rotates away from the front of the ship.", | | "supg3":"To compensate for its wide frame, the ship is equipped with secondary shield nodes that increase shield unfolding rate by %s. The bonus decreases as the shield rotates away from the front of the ship.", |
| "supg4":"The gantry consumes large amounts of internal space that would otherwise be reserved for nozzle systems, increasing cooldown time by %s if one is installed.", | | "supg4":"The gantry consumes large amounts of internal space that would otherwise be reserved for nozzle systems, increasing cooldown time by %s if one is installed.", |
| # network targeter | | # network targeter |
| "nett1":"Current Effects", | | "nett1":"Current Effects", |
| "nett2":"Fighter weapon range: %s", | | "nett2":"Fighter weapon range: %s", |
| "nett3":"Fighter engagement range: %s", | | "nett3":"Fighter engagement range: %s", |
| "nett4":"Small weapon base range: %s", | | "nett4":"Small weapon base range: %s", |
| "nett5":"Medium weapon base range: %s", | | "nett5":"Medium weapon base range: %s", |
| "nett6":"Ship must have fighter bays.", | | "nett6":"Ship must have fighter bays.", |
| # coherency amplifier | | # coherency amplifier |
| "coamp1":"Quark-Gluon Pulse weapons", | | "coamp1":"Quark-Gluon Pulse weapons", |
| "coamp2":"EMP damage", | | "coamp2":"EMP damage", |
| "coamp3":"Quark-Gluon PD weapons", | | "coamp3":"Quark-Gluon PD weapons", |
| "coamp4":"energy", # as in the damage type | | "coamp4":"energy", # as in the damage type |
| # range synchronizer | | # range synchronizer |
| "rngsync1":"Incompatible with hullmods that provide variable range bonuses.", | | "rngsync1":"Incompatible with hullmods that provide variable range bonuses.", |
| "rngsync2":"S-mod Bonus: The maximum range bonus that can be given by this hullmod is increased to %s.", | | "rngsync2":"S-mod Bonus: The maximum range bonus that can be given by this hullmod is increased to %s.", |
| "rngsync3":"If this hullmod is built in, the maximum range bonus that can be given by this hullmod will be increased to %s.", | | "rngsync3":"If this hullmod is built in, the maximum range bonus that can be given by this hullmod will be increased to %s.", |
| # geodesic shield | | # geodesic shield |
| "geo1":"Ship must have a shield.", | | "geo1":"Ship must have a shield.", |
| "geo2":"Shields take %s less flat damage from projectile hits. ", # a 120 damage projectile will do 120 - 20 = 100 damage | | "geo2":"Shields take %s less flat damage from projectile hits. ", # a 120 damage projectile will do 120 - 20 = 100 damage |
| "geo3":"Shields take %s less flat damage per second from beams.", # a 75 dps beam will do 75 - 20 = 55 dps | | "geo3":"Shields take %s less flat damage per second from beams.", # a 75 dps beam will do 75 - 20 = 55 dps |
| "geo4":"The flat reduction occurs before damage type and shield bonuses.", # shield efficiency/damage types have no effect on this reduction- they happen after the reduction is applied | | "geo4":"The flat reduction occurs before damage type and shield bonuses.", # shield efficiency/damage types have no effect on this reduction- they happen after the reduction is applied |
| "geo5":"Each time this prevents damage, the ship's armor takes %s damage equal to %s/%s/%s/%s of the prevented damage.", | | "geo5":"Each time this prevents damage, the ship's armor takes %s damage equal to %s/%s/%s/%s of the prevented damage.", |
| "geo6":"The damage reduction decreases proportionally with the ship's armor, becoming ineffective at %s armor.", # ie, if the ship's armor is at 50%, it only reduces damage by 50% of 20 | | "geo6":"The damage reduction decreases proportionally with the ship's armor, becoming ineffective at %s armor.", # ie, if the ship's armor is at 50%, it only reduces damage by 50% of 20 |
| "geo7":"Increases shield unfolding rate by %s.", | | "geo7":"Increases shield unfolding rate by %s.", |
| "geo8":"Prevents the shield arc from being reduced while the shield is active.", | | "geo8":"Prevents the shield arc from being reduced while the shield is active.", |
| "geo9":"Incompatible with hardened shields and other shield conversions.", | | "geo9":"Incompatible with hardened shields and other shield conversions.", |
| "geo10":"S-mod Bonus: Shield arc is increased by %s degrees", | | "geo10":"S-mod Bonus: Shield arc is increased by %s degrees", |
| "geo11":"If this hullmod is built in, it will increase shield arc by %s degrees", | | "geo11":"If this hullmod is built in, it will increase shield arc by %s degrees", |
| # hauler/tanker conversions | | # hauler/tanker conversions |
| "conv1":"Only one conversion can be installed at a time.", | | "conv1":"Only one conversion can be installed at a time.", |
| "conv2":"Can only be installed on Spectrum- and Backscatter-class carriers.", | | "conv2":"Can only be installed on Spectrum- and Backscatter-class carriers.", |
| # variable warheads | | # variable warheads |
| "vw1":"nanoacid", | | "vw1":"nanoacid", |
| "vw2":"kinetic", | | "vw2":"kinetic", |
| "vw3":"no CR penalty", | | "vw3":"no CR penalty", |
| "vw4":"tachyon", | | "vw4":"tachyon", |
| # variable LRM | | # variable LRM |
| "vlrm1":"high-explosive", | | "vlrm1":"high-explosive", |
| "vlrm2":"fragmentation", | | "vlrm2":"fragmentation", |
| | | |
| # MISSIONS | | # MISSIONS |
| # mission 1: fleet simulator | | # mission 1: fleet simulator |
| "mis1-1":"CDFS", # Collective Defense Force Ship (do acronyms get translated?) | | "mis1-1":"CDFS", # Collective Defense Force Ship (do acronyms get translated?) |
| "mis1-2":"TTS", # Tri-Tachyon Ship | | "mis1-2":"TTS", # Tri-Tachyon Ship |
| "mis1-3":"Fleet Combat Simulator", | | "mis1-3":"Fleet Combat Simulator", |
| "mis1-4":"Unfortunate Tritach Pixels", | | "mis1-4":"Unfortunate Tritach Pixels", |
| "mis1-5":"Geodesic Shield Matrix vastly improves shield performance while armor holds.", | | "mis1-5":"Geodesic Shield Matrix vastly improves shield performance while armor holds.", |
| "mis1-6":"Most Collective ships mount a utility remote-support subsystem.", | | "mis1-6":"Most Collective ships mount a utility remote-support subsystem.", |
| "mis1-7":"CDFS Blair Mountain must survive.", | | "mis1-7":"CDFS Blair Mountain must survive.", |
| "mis1-8":"CDFS Blair Mountain", | | "mis1-8":"CDFS Blair Mountain", |
| # mission 2: heavy frigate fight | | # mission 2: heavy frigate fight |
| "mis2-1":"ISS", | | "mis2-1":"ISS", |
| "mis2-2":"CDF 3rd Test Squadron", | | "mis2-2":"CDF 3rd Test Squadron", |
| "mis2-3":"Strikebreakers", | | "mis2-3":"Strikebreakers", |
| "mis2-4":"Object 181 must survive", # the "181" is generated by code, don't change it | | "mis2-4":"Object 181 must survive", # the "181" is generated by code, don't change it |
| "mis2-5":"Object", # "object" as in "test object ###" | | "mis2-5":"Object", # "object" as in "test object ###" |
| # mission 3: skirmish | | # mission 3: skirmish |
| "mis3-1":"CDF Patrol Squadron 17", | | "mis3-1":"CDF Patrol Squadron 17", |
| "mis3-2":"Tri-Tachyon HK Flotilla Scouting Party", | | "mis3-2":"Tri-Tachyon HK Flotilla Scouting Party", |
| "mis3-3":"Collective ships are slower and tougher, but will die if isolated.", | | "mis3-3":"Collective ships are slower and tougher, but will die if isolated.", |
| "mis3-4":"Mambas have a potent anti-fighter system.", | | "mis3-4":"Mambas have a potent anti-fighter system.", |
| "mis3-5":"CDFS Harlan must survive.", | | "mis3-5":"CDFS Harlan must survive.", |
| # mission 4: HK | | # mission 4: HK |
| "mis4-1":"CDF 2nd Fleet Group", | | "mis4-1":"CDF 2nd Fleet Group", |
| "mis4-2":"Tri-Tachyon HK Flotilla", | | "mis4-2":"Tri-Tachyon HK Flotilla", |
| "mis4-3":"Eidolons excel at punching down and flanking, but cannot survive a Paragon head-on.", | | "mis4-3":"Eidolons excel at punching down and flanking, but cannot survive a Paragon head-on.", |
| "mis4-4":"Make sure your ships survive long enough to take advantage of repairs from their allies.", | | "mis4-4":"Make sure your ships survive long enough to take advantage of repairs from their allies.", |
| "mis4-5":"CDFS Pinkerton's Demise must survive.", | | "mis4-5":"CDFS Pinkerton's Demise must survive.", |
| # mission 5: Black Ops | | # mission 5: Black Ops |
| "mis5-1":"ISS", # Independent Star Ship(?) | | "mis5-1":"ISS", # Independent Star Ship(?) |
| "mis5-2":"CDF Covert Squadron 3", | | "mis5-2":"CDF Covert Squadron 3", |
| "mis5-3":"Bounty Hunters", | | "mis5-3":"Bounty Hunters", |
| "mis5-4":"Collective phase ships have a shorter phase cooldown and a lower phase timeflow bonus.", | | "mis5-4":"Collective phase ships have a shorter phase cooldown and a lower phase timeflow bonus.", |
| "mis5-5":"Toroid Mortars can be used to intercept missiles in a pinch.", | | "mis5-5":"Toroid Mortars can be used to intercept missiles in a pinch.", |
| "mis5-6":"CDFS Grey Area must survive", | | "mis5-6":"CDFS Grey Area must survive", |
| "mis5-7":"CDFS Grey Area", # flagship name. | | "mis5-7":"CDFS Grey Area", # flagship name. |
| | | |
| | | |
| # SYSTEMS | | # SYSTEMS |
| "damper":"% less damage taken", | | "damper":"% less damage taken", |
| "travel1":"charging travel drive", | | "travel1":"charging travel drive", |
| "travel2":"deactivating travel drive", | | "travel2":"deactivating travel drive", |
| "travel3":"travel drive active", | | "travel3":"travel drive active", |
| "uplink":"Armor and shield performance improved", | | "uplink":"Armor and shield performance improved", |
| "excphase":"timeflow multiplier", | | "excphase":"timeflow multiplier", |
| "excsys":"Charge Generation Increased", | | "excsys":"Charge Generation Increased", |
| "moveburst":"increased engine power", | | "moveburst":"increased engine power", |
| "phase1":"time flow altered", | | "phase1":"time flow altered", |
| "phase2":"phase coils stable", | | "phase2":"phase coils stable", |
| "phase3":"top speed at 100%", | | "phase3":"top speed at 100%", |
| "phase4":"phase coil stress", | | "phase4":"phase coil stress", |
| "phase5":"top speed at", # top speed at x% | | "phase5":"top speed at", # top speed at x% |
| "rdamper":"Remote damper active", | | "rdamper":"Remote damper active", |
| "pursuitjets":"Increased engine power and weapon damage", | | "pursuitjets":"Increased engine power and weapon damage", |
| "gravityshield":"% less beam damage taken", | | "gravityshield":"% less beam damage taken", |
| "timesiphon1":"Timeflow Stolen!", | | "timesiphon1":"Timeflow Stolen!", |
| "timesiphon2":"reduced timeflow", # this will be "10% reduced timeflow" | | "timesiphon2":"reduced timeflow", # this will be "10% reduced timeflow" |
| | | |
| # SUBSYSTEMS | | # SUBSYSTEMS |
| "repair1":"No Repair Targets!", | | "repair1":"No Repair Targets!", |
| "cryosys1":"No Targets!", | | "cryosys1":"No Targets!", |
| # these next entries are rendered through openGL, not the game's normal text system | | # these next entries are rendered through openGL, not the game's normal text system |
| # I'm unsure if they'll work with non-english characters | | # I'm unsure if they'll work with non-english characters |
| # there are also some length limitations due to the UI- more characters might overlap | | # there are also some length limitations due to the UI- more characters might overlap |
| "repair2":"FIRING", | | "repair2":"FIRING", |
| "repair3":"RECHARGING", | | "repair3":"RECHARGING", |
| "repair4":"READY", | | "repair4":"READY", |
| "repair5":"REMOTE ARMOR REPAIR", | | "repair5":"REMOTE ARMOR REPAIR", |
| "cryosys2":"CRYOCOOLANT PROJECTOR", | | "cryosys2":"CRYOCOOLANT PROJECTOR", |
| "flaresys1":"FLARE LAUNCHER", | | "flaresys1":"FLARE LAUNCHER", |
| | | |
| # WEAPONS | | # WEAPONS |
| "harmonic1":"Harmonized!", # dartgun debuff text | | "harmonic1":"Harmonized!", # dartgun debuff text |
| "harmonic2":"Harmonized", | | "harmonic2":"Harmonized", |
| | | |
| # WORLD GENERATION | | # WORLD GENERATION |
| "serpens":"Serpens", | | "serpens":"Serpens", |
| "serpensStation":"Serpens Station", | | "serpensStation":"Serpens Station", |
| "commrel":"Comm Relay", | | "commrel":"Comm Relay", |
| "sapphire":"Sapphire", | | "sapphire":"Sapphire", |
| "topaz":"Topaz", | | "topaz":"Topaz", |
| "vela":"Vela", | | "vela":"Vela", |
| "glass":"Glass", | | "glass":"Glass", |
| "granite":"Granite", | | "granite":"Granite", |
| "emerald":"Emerald", | | "emerald":"Emerald", |
| "onyx":"Onyx", | | "onyx":"Onyx", |
| "onyxStation":"Onyx Station", | | "onyxStation":"Onyx Station", |
| "navrel":"Nav Relay", | | "navrel":"Nav Relay", |
| "belt":"Vela Asteroid Belt", | | "belt":"Vela Asteroid Belt", |
| "jp1":"Vela, Fringe Jump Point", | | "jp1":"Vela, Fringe Jump Point", |
| "jp2":"Vela, Inner Jump Point", | | "jp2":"Vela, Inner Jump Point", |
| | | |
| t | # EXPLORATION CONTENT | t | |
| "cache":"Relic Cache" | | |
| } | | } |
| } | | } |