N3OW/common/customizable_localization/00_body_part_custom_loc.txt
2025-02-20 17:49:25 +00:00

588 lines
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Text

Hand_ArticleTwo = {
type = character
text = {
trigger = { has_trait = maimed }
localization_key = articleblank_article
}
text = {
trigger = {
NOT = { has_trait = maimed }
}
localization_key = articletwo_two
fallback = yes
}
}
HandHands = {
type = character
text = {
trigger = { has_trait = maimed }
localization_key = handhands_hand
}
text = {
trigger = {
NOT = { has_trait = maimed }
}
localization_key = handhands_hands
fallback = yes
}
}
Fist_ArticleBlank = {
type = character
text = {
trigger = { has_trait = maimed }
localization_key = articleblank_article
}
text = {
trigger = {
NOT = { has_trait = maimed }
}
localization_key = articleblank_blank
fallback = yes
}
}
FistFists = {
type = character
text = {
trigger = { has_trait = maimed }
localization_key = fistfists_fist
}
text = {
trigger = {
NOT = { has_trait = maimed }
}
localization_key = fistfists_fists
fallback = yes
}
}
ArmArms = {
type = character
text = {
trigger = { has_trait = maimed }
localization_key = armarms_arm
}
text = {
trigger = {
NOT = { has_trait = maimed }
}
localization_key = armarms_arms
fallback = yes
}
}
FootFeet = {
type = character
text = {
trigger = { has_trait = one_legged }
localization_key = footfeet_foot
}
text = {
trigger = {
NOT = { has_trait = one_legged }
}
localization_key = footfeet_feet
fallback = yes
}
}
EyeEyes = {
type = character
text = {
trigger = { has_trait = one_eyed }
localization_key = eyeeyes_eye
}
text = {
trigger = {
NOT = { has_trait = one_eyed }
}
localization_key = eyeeyes_eyes
fallback = yes
}
# A case could be made for eyeeyes_blind, but since we don't differentiate between natural & induced blindness, it's safest/least discriminatory to assume that being blind doesn't mean you don't have eyes.
}
MaskFace = {
type = character
text = {
trigger = { has_trait = disfigured }
localization_key = maskface_mask
}
text = {
trigger = {
NOT = { has_trait = disfigured }
}
localization_key = maskface_face
fallback = yes
}
}
# E.g., for a vein bulging *behind* the mask rather than in it, or a frown twisting *behind* the mask rather than across it.
MaskFace_BehindIn = {
type = character
text = {
trigger = { has_trait = disfigured }
localization_key = maskface_behind
}
text = {
trigger = {
NOT = { has_trait = disfigured }
}
localization_key = maskface_in
fallback = yes
}
}
MaskFace_BehindAcross = {
type = character
text = {
trigger = { has_trait = disfigured }
localization_key = maskface_behind
}
text = {
trigger = {
NOT = { has_trait = disfigured }
}
localization_key = maskface_across
fallback = yes
}
}
SenseObserve_EyeTaste = {
type = character
random_valid = yes
text = {
trigger = { has_trait = blind }
localization_key = senseobserve_taste
fallback = yes
}
text = {
trigger = {
NOT = { has_trait = blind }
}
localization_key = senseobserve_eye
}
}
SenseObserve_SenseSee = {
type = character
random_valid = yes
text = {
trigger = { has_trait = blind }
localization_key = senseobserve_sense
fallback = yes
}
text = {
trigger = {
NOT = { has_trait = blind }
}
localization_key = senseobserve_see
}
}
SenseObserve_SeemLook = {
type = character
random_valid = yes
text = {
trigger = { has_trait = blind }
localization_key = senseobserve_seem
fallback = yes
}
text = {
trigger = {
NOT = { has_trait = blind }
}
localization_key = senseobserve_look
}
}
SenseObserve_SenseEye = {
type = character
random_valid = yes
text = {
trigger = { has_trait = blind }
localization_key = senseobserve_sense
fallback = yes
}
text = {
trigger = {
NOT = { has_trait = blind }
}
localization_key = senseobserve_eye
}
}
ActionTaps_ForeheadNose = {
type = character
random_valid = yes
text = {
trigger = { has_trait = disfigured }
localization_key = actiontaps_forehead
fallback = yes
}
text = {
trigger = {
NOT = { has_trait = disfigured }
}
localization_key = actiontaps_nose
}
}
PartAglow_EyesFaceBody = {
type = character
random_valid = yes
text = {
trigger = {
NOR = {
has_trait = blind
has_trait = one_eyed
}
}
localization_key = partaglow_eyes
}
text = {
trigger = {
NOT = { has_trait = blind }
has_trait = one_eyed
}
localization_key = partaglow_eye
}
text = {
trigger = {
has_trait = blind
NOT = { has_trait = disfigured }
}
localization_key = partaglow_face
fallback = yes
}
text = {
trigger = {
has_trait = blind
has_trait = disfigured
}
localization_key = partaglow_body
}
}
# "Get out of my sight" vs. "get away from me", if you're blind.
Saying_1p_SightAway = {
type = character
random_valid = yes
text = {
trigger = { has_trait = blind }
localization_key = saying_1p_away
fallback = yes
}
text = {
trigger = {
NOT = { has_trait = blind }
}
localization_key = saying_1p_sight
}
}
# "Smiles" vs. "Seems to Smile", if you're wearing a mask.
Saying_3p_SmilesSeems = {
type = character
random_valid = yes
text = {
trigger = { has_trait = disfigured }
localization_key = saying_3p_seems
fallback = yes
}
text = {
trigger = {
NOT = { has_trait = disfigured }
}
localization_key = saying_3p_smiles
}
}
# "Becomes aware" vs "catches sight", depending on blindness.
Saying_3p_AwareSight = {
type = character
random_valid = yes
text = {
trigger = { has_trait = disfigured }
localization_key = saying_3p_aware
fallback = yes
}
text = {
trigger = {
NOT = { has_trait = disfigured }
}
localization_key = saying_3p_sight
}
}
GetFrostbittenBodyPart = { #intended for travel_danger.1011, to use it elswhere you would have to declare frostbite_bodypart variable with one of these flags: head/upper_body/lower_body and frostbite_severity variable with values 0-2.
type = character
text = {
trigger = { this.var:frostbite_bodypart ?= flag:head this.var:frostbite_severity ?= 1 }
localization_key = bodypart_nose
}
text = {
trigger = { this.var:frostbite_bodypart ?= flag:head OR = { this.var:frostbite_severity ?= 0 this.var:frostbite_severity ?= 2 } }
localization_key = bodypart_ear
}
text = {
trigger = { this.var:frostbite_bodypart ?= flag:upper_limb this.var:frostbite_severity ?= 2 }
localization_key = bodypart_arm
}
text = {
trigger = { this.var:frostbite_bodypart ?= flag:upper_limb this.var:frostbite_severity ?= 1 }
localization_key = bodypart_hand
}
text = {
trigger = { this.var:frostbite_bodypart ?= flag:upper_limb this.var:frostbite_severity ?= 0 }
localization_key = bodypart_finger
fallback = yes
}
text = {
trigger = { this.var:frostbite_bodypart ?= flag:lower_limb this.var:frostbite_severity ?= 2 }
localization_key = bodypart_leg
}
text = {
trigger = { this.var:frostbite_bodypart ?= flag:lower_limb this.var:frostbite_severity ?= 1 }
localization_key = bodypart_foot
}
text = {
trigger = { this.var:frostbite_bodypart ?= flag:lower_limb this.var:frostbite_severity ?= 0 }
localization_key = bodypart_toe
}
}
GetRandomBodyPart = { #use to get a random body part
type = character
random_valid = yes
text = {
localization_key = bodypart_nose
}
text = {
localization_key = bodypart_ear
}
text = {
localization_key = bodypart_arm
fallback = yes
}
text = {
localization_key = bodypart_hand
}
text = {
localization_key = bodypart_finger
}
text = {
localization_key = bodypart_leg
}
text = {
localization_key = bodypart_foot
}
text = {
localization_key = bodypart_toe
}
}
GetGenderAlliteratingAnimal = {
type = character
text = {
trigger = { is_female = yes }
localization_key = animal_warthog
}
text = {
trigger = {
NOT = { is_male = yes }
}
localization_key = animal_monkey
fallback = yes
}
}
GetInjuredBodyPart = {
type = character
text = {
trigger = { has_trait = one_legged }
localization_key = missing_leg
}
text = {
trigger = { has_trait = one_eyed }
localization_key = eye
}
text = {
trigger = { has_trait = blind }
localization_key = eyes
}
text = {
trigger = { is_eunuch_trigger = yes }
localization_key = testacles
}
text = { # Mostly for scarred and maimed
localization_key = face
fallback = yes
}
}
PermanentInjuryAdjective = {
type = character
text = {
trigger = { has_trait = one_legged }
localization_key = one_leggedness
}
text = {
trigger = { has_trait = one_eyed }
localization_key = one_eyedness
}
text = {
trigger = { has_trait = blind }
localization_key = blindness
}
text = {
trigger = { is_eunuch_trigger = yes }
localization_key = eunuchry
}
text = {
trigger = { has_trait = maimed }
localization_key = deformity
}
text = {
localization_key = scarification
fallback = yes
}
}
GainedPermanentInjury = {
type = character
text = {
trigger = {
has_trait = one_legged
is_female = yes
}
localization_key = lost_her_leg
}
text = {
trigger = {
has_trait = one_legged
is_male = yes
}
localization_key = lost_his_leg
}
text = {
trigger = {
has_trait = one_eyed
is_female = yes
}
localization_key = lost_her_eye
}
text = {
trigger = {
has_trait = one_eyed
is_male = yes
}
localization_key = lost_his_eye
}
text = {
trigger = {
has_trait = blind
is_female = yes
}
localization_key = lost_her_sight
}
text = {
trigger = {
has_trait = blind
is_male = yes
}
localization_key = lost_his_sight
}
text = {
trigger = { is_eunuch_trigger = yes }
localization_key = became_a_eunuch
}
text = {
trigger = { has_trait = maimed }
localization_key = was_maimed
}
text = {
localization_key = gained_permanent_scars
fallback = yes
}
}