# Released under the MIT License. See LICENSE for details.
#
# Auto-generated; do not edit by hand.
"""Asset-package wrapper for ``a-0.baclassicassets.260730b`` (bascenev1).
All assets for classic bombsquad.
"""
from __future__ import annotations # Docs-generation hack.
# ba_meta require api 9
# ba_meta require asset-package a-0.baclassicassets.260730b
# pylint: disable=useless-suppression
# pylint: disable=too-many-lines
# pylint: disable=too-few-public-methods, disallowed-name
__asset_package__ = 'a-0.baclassicassets.260730b'
from typing import TYPE_CHECKING
from bascenev1._assetref import AssetGroup
from babase import LangStrDir
TYPE_CHECKING = True # Docs-generation hack
if TYPE_CHECKING:
from bascenev1._assetref import (
CollisionMeshVerifiedSpec,
MeshVerifiedSpec,
SoundVerifiedSpec,
TextureVerifiedSpec,
)
from babase import LangStr
[docs]
class AudioGroup:
"""
::
All standard game sounds (everything non-bootstrap).
See source for the full asset list.
"""
achievement: SoundVerifiedSpec
action_hero1: SoundVerifiedSpec
action_hero2: SoundVerifiedSpec
action_hero3: SoundVerifiedSpec
action_hero4: SoundVerifiedSpec
action_hero_death: SoundVerifiedSpec
action_hero_fall: SoundVerifiedSpec
action_hero_hit1: SoundVerifiedSpec
action_hero_hit2: SoundVerifiedSpec
activate_beep: SoundVerifiedSpec
agent1: SoundVerifiedSpec
agent2: SoundVerifiedSpec
agent3: SoundVerifiedSpec
agent4: SoundVerifiedSpec
agent_death: SoundVerifiedSpec
agent_fall: SoundVerifiedSpec
agent_hit1: SoundVerifiedSpec
agent_hit2: SoundVerifiedSpec
alarm: SoundVerifiedSpec
ali1: SoundVerifiedSpec
ali2: SoundVerifiedSpec
ali3: SoundVerifiedSpec
ali4: SoundVerifiedSpec
ali_death: SoundVerifiedSpec
ali_fall: SoundVerifiedSpec
ali_hit1: SoundVerifiedSpec
ali_hit2: SoundVerifiedSpec
alien1: SoundVerifiedSpec
alien2: SoundVerifiedSpec
alien3: SoundVerifiedSpec
alien4: SoundVerifiedSpec
alien_death: SoundVerifiedSpec
alien_fall: SoundVerifiedSpec
alien_hit1: SoundVerifiedSpec
alien_hit2: SoundVerifiedSpec
announce_eight: SoundVerifiedSpec
announce_five: SoundVerifiedSpec
announce_four: SoundVerifiedSpec
announce_nine: SoundVerifiedSpec
announce_one: SoundVerifiedSpec
announce_seven: SoundVerifiedSpec
announce_six: SoundVerifiedSpec
announce_ten: SoundVerifiedSpec
announce_three: SoundVerifiedSpec
announce_two: SoundVerifiedSpec
assassin1: SoundVerifiedSpec
assassin2: SoundVerifiedSpec
assassin3: SoundVerifiedSpec
assassin4: SoundVerifiedSpec
assassin_death: SoundVerifiedSpec
assassin_fall: SoundVerifiedSpec
assassin_hit1: SoundVerifiedSpec
assassin_hit2: SoundVerifiedSpec
aww: SoundVerifiedSpec
bear1: SoundVerifiedSpec
bear2: SoundVerifiedSpec
bear3: SoundVerifiedSpec
bear4: SoundVerifiedSpec
bear_death: SoundVerifiedSpec
bear_fall: SoundVerifiedSpec
bear_hit1: SoundVerifiedSpec
bear_hit2: SoundVerifiedSpec
bell_high: SoundVerifiedSpec
bell_low: SoundVerifiedSpec
bell_med: SoundVerifiedSpec
big_impact: SoundVerifiedSpec
big_impact2: SoundVerifiedSpec
block: SoundVerifiedSpec
bomb_drop01: SoundVerifiedSpec
bomb_drop02: SoundVerifiedSpec
bomb_roll01: SoundVerifiedSpec
bones1: SoundVerifiedSpec
bones2: SoundVerifiedSpec
bones3: SoundVerifiedSpec
bones_death: SoundVerifiedSpec
bones_fall: SoundVerifiedSpec
boo: SoundVerifiedSpec
box_drop: SoundVerifiedSpec
boxing_bell: SoundVerifiedSpec
bunny1: SoundVerifiedSpec
bunny2: SoundVerifiedSpec
bunny3: SoundVerifiedSpec
bunny4: SoundVerifiedSpec
bunny_death: SoundVerifiedSpec
bunny_fall: SoundVerifiedSpec
bunny_hit1: SoundVerifiedSpec
bunny_hit2: SoundVerifiedSpec
bunny_jump: SoundVerifiedSpec
cash_register2: SoundVerifiedSpec
char_select_music: SoundVerifiedSpec
cheer: SoundVerifiedSpec
cork_pop2: SoundVerifiedSpec
cowboy1: SoundVerifiedSpec
cowboy2: SoundVerifiedSpec
cowboy3: SoundVerifiedSpec
cowboy4: SoundVerifiedSpec
cowboy_death: SoundVerifiedSpec
cowboy_fall: SoundVerifiedSpec
cowboy_hit1: SoundVerifiedSpec
cowboy_hit2: SoundVerifiedSpec
crowd_chant: SoundVerifiedSpec
cyborg1: SoundVerifiedSpec
cyborg2: SoundVerifiedSpec
cyborg3: SoundVerifiedSpec
cyborg4: SoundVerifiedSpec
cyborg_death: SoundVerifiedSpec
cyborg_fall: SoundVerifiedSpec
cyborg_hit1: SoundVerifiedSpec
cyborg_hit2: SoundVerifiedSpec
cymbal: SoundVerifiedSpec
debris_fall: SoundVerifiedSpec
deek2: SoundVerifiedSpec
ding_small: SoundVerifiedSpec
ding_small_high: SoundVerifiedSpec
dripity: SoundVerifiedSpec
drum_roll: SoundVerifiedSpec
drum_roll_short: SoundVerifiedSpec
explosion01: SoundVerifiedSpec
explosion02: SoundVerifiedSpec
explosion03: SoundVerifiedSpec
explosion04: SoundVerifiedSpec
explosion05: SoundVerifiedSpec
fanfare: SoundVerifiedSpec
flag_catcher_music: SoundVerifiedSpec
flying_music: SoundVerifiedSpec
foghorn: SoundVerifiedSpec
foot_impact01: SoundVerifiedSpec
foot_impact02: SoundVerifiedSpec
foot_impact03: SoundVerifiedSpec
forward_march_music: SoundVerifiedSpec
freeze: SoundVerifiedSpec
frosty01: SoundVerifiedSpec
frosty02: SoundVerifiedSpec
frosty03: SoundVerifiedSpec
frosty04: SoundVerifiedSpec
frosty05: SoundVerifiedSpec
frosty_death: SoundVerifiedSpec
frosty_fall: SoundVerifiedSpec
frosty_hit01: SoundVerifiedSpec
frosty_hit02: SoundVerifiedSpec
frosty_hit03: SoundVerifiedSpec
fuse01: SoundVerifiedSpec
gasp: SoundVerifiedSpec
gladiator1: SoundVerifiedSpec
gladiator2: SoundVerifiedSpec
gladiator3: SoundVerifiedSpec
gladiator4: SoundVerifiedSpec
gladiator_death: SoundVerifiedSpec
gladiator_fall: SoundVerifiedSpec
gladiator_hit1: SoundVerifiedSpec
gladiator_hit2: SoundVerifiedSpec
gong: SoundVerifiedSpec
grand_romp_music: SoundVerifiedSpec
gravel_skid: SoundVerifiedSpec
health_powerup: SoundVerifiedSpec
hiss: SoundVerifiedSpec
impact_hard: SoundVerifiedSpec
impact_hard2: SoundVerifiedSpec
impact_hard3: SoundVerifiedSpec
impact_medium: SoundVerifiedSpec
impact_medium2: SoundVerifiedSpec
jack01: SoundVerifiedSpec
jack02: SoundVerifiedSpec
jack03: SoundVerifiedSpec
jack04: SoundVerifiedSpec
jack05: SoundVerifiedSpec
jack06: SoundVerifiedSpec
jack_death01: SoundVerifiedSpec
jack_fall01: SoundVerifiedSpec
jack_hit01: SoundVerifiedSpec
jack_hit02: SoundVerifiedSpec
jack_hit03: SoundVerifiedSpec
jack_hit04: SoundVerifiedSpec
jack_hit05: SoundVerifiedSpec
jack_hit06: SoundVerifiedSpec
jack_hit07: SoundVerifiedSpec
jumpsuit1: SoundVerifiedSpec
jumpsuit2: SoundVerifiedSpec
jumpsuit3: SoundVerifiedSpec
jumpsuit4: SoundVerifiedSpec
jumpsuit_death: SoundVerifiedSpec
jumpsuit_fall: SoundVerifiedSpec
jumpsuit_hit1: SoundVerifiedSpec
jumpsuit_hit2: SoundVerifiedSpec
kronk1: SoundVerifiedSpec
kronk10: SoundVerifiedSpec
kronk2: SoundVerifiedSpec
kronk3: SoundVerifiedSpec
kronk4: SoundVerifiedSpec
kronk5: SoundVerifiedSpec
kronk6: SoundVerifiedSpec
kronk7: SoundVerifiedSpec
kronk8: SoundVerifiedSpec
kronk9: SoundVerifiedSpec
kronk_death: SoundVerifiedSpec
kronk_fall: SoundVerifiedSpec
laser: SoundVerifiedSpec
laser_reverse: SoundVerifiedSpec
mel01: SoundVerifiedSpec
mel02: SoundVerifiedSpec
mel03: SoundVerifiedSpec
mel04: SoundVerifiedSpec
mel05: SoundVerifiedSpec
mel06: SoundVerifiedSpec
mel07: SoundVerifiedSpec
mel08: SoundVerifiedSpec
mel09: SoundVerifiedSpec
mel10: SoundVerifiedSpec
mel_death01: SoundVerifiedSpec
mel_fall01: SoundVerifiedSpec
menu_music: SoundVerifiedSpec
metal_hit: SoundVerifiedSpec
metal_skid: SoundVerifiedSpec
nice: SoundVerifiedSpec
ninja_attack1: SoundVerifiedSpec
ninja_attack2: SoundVerifiedSpec
ninja_attack3: SoundVerifiedSpec
ninja_attack4: SoundVerifiedSpec
ninja_attack5: SoundVerifiedSpec
ninja_attack6: SoundVerifiedSpec
ninja_attack7: SoundVerifiedSpec
ninja_death1: SoundVerifiedSpec
ninja_fall1: SoundVerifiedSpec
ninja_hit1: SoundVerifiedSpec
ninja_hit2: SoundVerifiedSpec
ninja_hit3: SoundVerifiedSpec
ninja_hit4: SoundVerifiedSpec
ninja_hit5: SoundVerifiedSpec
ninja_hit6: SoundVerifiedSpec
ninja_hit7: SoundVerifiedSpec
ninja_hit8: SoundVerifiedSpec
old_lady1: SoundVerifiedSpec
old_lady2: SoundVerifiedSpec
old_lady3: SoundVerifiedSpec
old_lady4: SoundVerifiedSpec
old_lady_death: SoundVerifiedSpec
old_lady_fall: SoundVerifiedSpec
old_lady_hit1: SoundVerifiedSpec
old_lady_hit2: SoundVerifiedSpec
ooh: SoundVerifiedSpec
opera_singer1: SoundVerifiedSpec
opera_singer2: SoundVerifiedSpec
opera_singer3: SoundVerifiedSpec
opera_singer4: SoundVerifiedSpec
opera_singer_death: SoundVerifiedSpec
opera_singer_fall: SoundVerifiedSpec
opera_singer_hit1: SoundVerifiedSpec
opera_singer_hit2: SoundVerifiedSpec
orchestra_hit: SoundVerifiedSpec
orchestra_hit2: SoundVerifiedSpec
orchestra_hit3: SoundVerifiedSpec
orchestra_hit4: SoundVerifiedSpec
orchestra_hit_big1: SoundVerifiedSpec
orchestra_hit_big2: SoundVerifiedSpec
penguin1: SoundVerifiedSpec
penguin2: SoundVerifiedSpec
penguin3: SoundVerifiedSpec
penguin4: SoundVerifiedSpec
penguin_death: SoundVerifiedSpec
penguin_fall: SoundVerifiedSpec
penguin_hit1: SoundVerifiedSpec
penguin_hit2: SoundVerifiedSpec
pixie1: SoundVerifiedSpec
pixie2: SoundVerifiedSpec
pixie3: SoundVerifiedSpec
pixie4: SoundVerifiedSpec
pixie_death: SoundVerifiedSpec
pixie_fall: SoundVerifiedSpec
pixie_hit1: SoundVerifiedSpec
pixie_hit2: SoundVerifiedSpec
player_death: SoundVerifiedSpec
player_left: SoundVerifiedSpec
pop01: SoundVerifiedSpec
powerup01: SoundVerifiedSpec
punch_strong01: SoundVerifiedSpec
punch_strong02: SoundVerifiedSpec
punch_swish: SoundVerifiedSpec
punch_weak01: SoundVerifiedSpec
race_beep1: SoundVerifiedSpec
race_beep2: SoundVerifiedSpec
ref_whistle: SoundVerifiedSpec
rev_up: SoundVerifiedSpec
robot1: SoundVerifiedSpec
robot2: SoundVerifiedSpec
robot3: SoundVerifiedSpec
robot4: SoundVerifiedSpec
robot_death: SoundVerifiedSpec
robot_fall: SoundVerifiedSpec
robot_hit1: SoundVerifiedSpec
robot_hit2: SoundVerifiedSpec
run_away_music: SoundVerifiedSpec
santa01: SoundVerifiedSpec
santa02: SoundVerifiedSpec
santa03: SoundVerifiedSpec
santa04: SoundVerifiedSpec
santa05: SoundVerifiedSpec
santa_death: SoundVerifiedSpec
santa_fall: SoundVerifiedSpec
santa_hit01: SoundVerifiedSpec
santa_hit02: SoundVerifiedSpec
santa_hit03: SoundVerifiedSpec
santa_hit04: SoundVerifiedSpec
scamper01: SoundVerifiedSpec
scary_music: SoundVerifiedSpec
score: SoundVerifiedSpec
score_hit01: SoundVerifiedSpec
score_hit02: SoundVerifiedSpec
scores_epic_music: SoundVerifiedSpec
shatter: SoundVerifiedSpec
shield_down: SoundVerifiedSpec
shield_hit: SoundVerifiedSpec
shield_up: SoundVerifiedSpec
skid01: SoundVerifiedSpec
slow_epic_music: SoundVerifiedSpec
spawn: SoundVerifiedSpec
spaz_attack01: SoundVerifiedSpec
spaz_attack02: SoundVerifiedSpec
spaz_attack03: SoundVerifiedSpec
spaz_attack04: SoundVerifiedSpec
spaz_death01: SoundVerifiedSpec
spaz_eff: SoundVerifiedSpec
spaz_fall01: SoundVerifiedSpec
spaz_impact01: SoundVerifiedSpec
spaz_impact02: SoundVerifiedSpec
spaz_impact03: SoundVerifiedSpec
spaz_impact04: SoundVerifiedSpec
spaz_jump01: SoundVerifiedSpec
spaz_jump02: SoundVerifiedSpec
spaz_jump03: SoundVerifiedSpec
spaz_jump04: SoundVerifiedSpec
spaz_ow: SoundVerifiedSpec
spaz_pickup01: SoundVerifiedSpec
spaz_scream01: SoundVerifiedSpec
splatter: SoundVerifiedSpec
sports_music: SoundVerifiedSpec
sticky_impact: SoundVerifiedSpec
super_punch: SoundVerifiedSpec
superhero1: SoundVerifiedSpec
superhero2: SoundVerifiedSpec
superhero3: SoundVerifiedSpec
superhero4: SoundVerifiedSpec
superhero_death: SoundVerifiedSpec
superhero_fall: SoundVerifiedSpec
superhero_hit1: SoundVerifiedSpec
superhero_hit2: SoundVerifiedSpec
survival_music: SoundVerifiedSpec
swip: SoundVerifiedSpec
swip2: SoundVerifiedSpec
techno_hit01: SoundVerifiedSpec
tick: SoundVerifiedSpec
ticking: SoundVerifiedSpec
to_the_death_music: SoundVerifiedSpec
trash_rummage: SoundVerifiedSpec
victory_music: SoundVerifiedSpec
warn_beep: SoundVerifiedSpec
warn_beeps: SoundVerifiedSpec
warrior1: SoundVerifiedSpec
warrior2: SoundVerifiedSpec
warrior3: SoundVerifiedSpec
warrior4: SoundVerifiedSpec
warrior_death: SoundVerifiedSpec
warrior_fall: SoundVerifiedSpec
warrior_hit1: SoundVerifiedSpec
warrior_hit2: SoundVerifiedSpec
when_johnny_comes_marching_home_music: SoundVerifiedSpec
witch1: SoundVerifiedSpec
witch2: SoundVerifiedSpec
witch3: SoundVerifiedSpec
witch4: SoundVerifiedSpec
witch_death: SoundVerifiedSpec
witch_fall: SoundVerifiedSpec
witch_hit1: SoundVerifiedSpec
witch_hit2: SoundVerifiedSpec
wizard1: SoundVerifiedSpec
wizard2: SoundVerifiedSpec
wizard3: SoundVerifiedSpec
wizard4: SoundVerifiedSpec
wizard_death: SoundVerifiedSpec
wizard_fall: SoundVerifiedSpec
wizard_hit1: SoundVerifiedSpec
wizard_hit2: SoundVerifiedSpec
woo: SoundVerifiedSpec
woo2: SoundVerifiedSpec
woo3: SoundVerifiedSpec
wood_debris_fall: SoundVerifiedSpec
wow: SoundVerifiedSpec
wrestler1: SoundVerifiedSpec
wrestler2: SoundVerifiedSpec
wrestler3: SoundVerifiedSpec
wrestler4: SoundVerifiedSpec
wrestler_death: SoundVerifiedSpec
wrestler_fall: SoundVerifiedSpec
wrestler_hit1: SoundVerifiedSpec
wrestler_hit2: SoundVerifiedSpec
yeah: SoundVerifiedSpec
zoe_attack01: SoundVerifiedSpec
zoe_attack02: SoundVerifiedSpec
zoe_attack03: SoundVerifiedSpec
zoe_attack04: SoundVerifiedSpec
zoe_death01: SoundVerifiedSpec
zoe_eff: SoundVerifiedSpec
zoe_fall01: SoundVerifiedSpec
zoe_impact01: SoundVerifiedSpec
zoe_impact02: SoundVerifiedSpec
zoe_impact03: SoundVerifiedSpec
zoe_impact04: SoundVerifiedSpec
zoe_jump01: SoundVerifiedSpec
zoe_jump02: SoundVerifiedSpec
zoe_jump03: SoundVerifiedSpec
zoe_ow: SoundVerifiedSpec
zoe_pickup01: SoundVerifiedSpec
zoe_scream01: SoundVerifiedSpec
[docs]
class MeshesGroup:
"""
::
All standard game meshes (everything non-bootstrap).
See source for the full asset list.
"""
achievement_outline: MeshVerifiedSpec
action_hero_fore_arm: MeshVerifiedSpec
action_hero_hand: MeshVerifiedSpec
action_hero_head: MeshVerifiedSpec
action_hero_lower_leg: MeshVerifiedSpec
action_hero_pelvis: MeshVerifiedSpec
action_hero_toes: MeshVerifiedSpec
action_hero_torso: MeshVerifiedSpec
action_hero_upper_arm: MeshVerifiedSpec
action_hero_upper_leg: MeshVerifiedSpec
agent_fore_arm: MeshVerifiedSpec
agent_hand: MeshVerifiedSpec
agent_head: MeshVerifiedSpec
agent_lower_leg: MeshVerifiedSpec
agent_pelvis: MeshVerifiedSpec
agent_toes: MeshVerifiedSpec
agent_torso: MeshVerifiedSpec
agent_upper_arm: MeshVerifiedSpec
agent_upper_leg: MeshVerifiedSpec
ali_fore_arm: MeshVerifiedSpec
ali_hand: MeshVerifiedSpec
ali_head: MeshVerifiedSpec
ali_lower_leg: MeshVerifiedSpec
ali_pelvis: MeshVerifiedSpec
ali_toes: MeshVerifiedSpec
ali_torso: MeshVerifiedSpec
ali_upper_arm: MeshVerifiedSpec
ali_upper_leg: MeshVerifiedSpec
alien_fore_arm: MeshVerifiedSpec
alien_hand: MeshVerifiedSpec
alien_head: MeshVerifiedSpec
alien_lower_leg: MeshVerifiedSpec
alien_pelvis: MeshVerifiedSpec
alien_toes: MeshVerifiedSpec
alien_torso: MeshVerifiedSpec
alien_upper_arm: MeshVerifiedSpec
alien_upper_leg: MeshVerifiedSpec
always_land_bg: MeshVerifiedSpec
always_land_level: MeshVerifiedSpec
always_land_level_bottom: MeshVerifiedSpec
always_land_level_collide: CollisionMeshVerifiedSpec
always_land_vrfill_mound: MeshVerifiedSpec
angry_computer_transparent: MeshVerifiedSpec
assassin_fore_arm: MeshVerifiedSpec
assassin_hand: MeshVerifiedSpec
assassin_head: MeshVerifiedSpec
assassin_lower_leg: MeshVerifiedSpec
assassin_pelvis: MeshVerifiedSpec
assassin_toes: MeshVerifiedSpec
assassin_torso: MeshVerifiedSpec
assassin_upper_arm: MeshVerifiedSpec
assassin_upper_leg: MeshVerifiedSpec
bear_fore_arm: MeshVerifiedSpec
bear_hand: MeshVerifiedSpec
bear_head: MeshVerifiedSpec
bear_lower_leg: MeshVerifiedSpec
bear_pelvis: MeshVerifiedSpec
bear_toes: MeshVerifiedSpec
bear_torso: MeshVerifiedSpec
bear_upper_arm: MeshVerifiedSpec
bear_upper_leg: MeshVerifiedSpec
big_g: MeshVerifiedSpec
big_gbottom: MeshVerifiedSpec
big_gbumper: CollisionMeshVerifiedSpec
big_gcollide: CollisionMeshVerifiedSpec
bomb: MeshVerifiedSpec
bomb_sticky: MeshVerifiedSpec
bones_fore_arm: MeshVerifiedSpec
bones_hand: MeshVerifiedSpec
bones_head: MeshVerifiedSpec
bones_lower_leg: MeshVerifiedSpec
bones_pelvis: MeshVerifiedSpec
bones_toes: MeshVerifiedSpec
bones_torso: MeshVerifiedSpec
bones_upper_arm: MeshVerifiedSpec
bones_upper_leg: MeshVerifiedSpec
bridgit_level_bottom: MeshVerifiedSpec
bridgit_level_collide: CollisionMeshVerifiedSpec
bridgit_level_railing_collide: CollisionMeshVerifiedSpec
bridgit_level_top: MeshVerifiedSpec
bunny_fore_arm: MeshVerifiedSpec
bunny_hand: MeshVerifiedSpec
bunny_head: MeshVerifiedSpec
bunny_lower_leg: MeshVerifiedSpec
bunny_pelvis: MeshVerifiedSpec
bunny_toes: MeshVerifiedSpec
bunny_torso: MeshVerifiedSpec
bunny_upper_arm: MeshVerifiedSpec
bunny_upper_leg: MeshVerifiedSpec
button_null: MeshVerifiedSpec
courtyard_level: MeshVerifiedSpec
courtyard_level_bottom: MeshVerifiedSpec
courtyard_level_collide: CollisionMeshVerifiedSpec
courtyard_player_wall: CollisionMeshVerifiedSpec
cowboy_fore_arm: MeshVerifiedSpec
cowboy_hand: MeshVerifiedSpec
cowboy_head: MeshVerifiedSpec
cowboy_lower_leg: MeshVerifiedSpec
cowboy_pelvis: MeshVerifiedSpec
cowboy_toes: MeshVerifiedSpec
cowboy_torso: MeshVerifiedSpec
cowboy_upper_arm: MeshVerifiedSpec
cowboy_upper_leg: MeshVerifiedSpec
crag_castle_level: MeshVerifiedSpec
crag_castle_level_bottom: MeshVerifiedSpec
crag_castle_level_bumper: CollisionMeshVerifiedSpec
crag_castle_level_collide: CollisionMeshVerifiedSpec
crag_castle_vrfill_mound: MeshVerifiedSpec
currency_meter: MeshVerifiedSpec
currency_plus_button: MeshVerifiedSpec
cyborg_fore_arm: MeshVerifiedSpec
cyborg_hand: MeshVerifiedSpec
cyborg_head: MeshVerifiedSpec
cyborg_lower_leg: MeshVerifiedSpec
cyborg_pelvis: MeshVerifiedSpec
cyborg_toes: MeshVerifiedSpec
cyborg_torso: MeshVerifiedSpec
cyborg_upper_arm: MeshVerifiedSpec
cyborg_upper_leg: MeshVerifiedSpec
doom_shroom_bg: MeshVerifiedSpec
doom_shroom_level: MeshVerifiedSpec
doom_shroom_level_collide: CollisionMeshVerifiedSpec
doom_shroom_stem: MeshVerifiedSpec
doom_shroom_stem_collide: CollisionMeshVerifiedSpec
doom_shroom_vrfill: MeshVerifiedSpec
egg: MeshVerifiedSpec
football_stadium: MeshVerifiedSpec
football_stadium_collide: CollisionMeshVerifiedSpec
football_stadium_vrfill: MeshVerifiedSpec
frame_inset: MeshVerifiedSpec
frosty_fore_arm: MeshVerifiedSpec
frosty_hand: MeshVerifiedSpec
frosty_head: MeshVerifiedSpec
frosty_lower_leg: MeshVerifiedSpec
frosty_pelvis: MeshVerifiedSpec
frosty_toes: MeshVerifiedSpec
frosty_torso: MeshVerifiedSpec
frosty_upper_arm: MeshVerifiedSpec
frosty_upper_leg: MeshVerifiedSpec
gladiator_fore_arm: MeshVerifiedSpec
gladiator_hand: MeshVerifiedSpec
gladiator_head: MeshVerifiedSpec
gladiator_lower_leg: MeshVerifiedSpec
gladiator_pelvis: MeshVerifiedSpec
gladiator_toes: MeshVerifiedSpec
gladiator_torso: MeshVerifiedSpec
gladiator_upper_arm: MeshVerifiedSpec
gladiator_upper_leg: MeshVerifiedSpec
heart_opaque: MeshVerifiedSpec
heart_transparent: MeshVerifiedSpec
hockey_stadium_collide: CollisionMeshVerifiedSpec
hockey_stadium_inner: MeshVerifiedSpec
hockey_stadium_outer: MeshVerifiedSpec
hockey_stadium_stands: MeshVerifiedSpec
image2x1_vertical: MeshVerifiedSpec
impact_bomb: MeshVerifiedSpec
jack_fore_arm: MeshVerifiedSpec
jack_hand: MeshVerifiedSpec
jack_head: MeshVerifiedSpec
jack_lower_leg: MeshVerifiedSpec
jack_toes: MeshVerifiedSpec
jack_torso: MeshVerifiedSpec
jack_upper_arm: MeshVerifiedSpec
jack_upper_leg: MeshVerifiedSpec
jumpsuit_fore_arm: MeshVerifiedSpec
jumpsuit_hand: MeshVerifiedSpec
jumpsuit_head: MeshVerifiedSpec
jumpsuit_lower_leg: MeshVerifiedSpec
jumpsuit_pelvis: MeshVerifiedSpec
jumpsuit_toes: MeshVerifiedSpec
jumpsuit_torso: MeshVerifiedSpec
jumpsuit_upper_arm: MeshVerifiedSpec
jumpsuit_upper_leg: MeshVerifiedSpec
kronk_fore_arm: MeshVerifiedSpec
kronk_hand: MeshVerifiedSpec
kronk_head: MeshVerifiedSpec
kronk_lower_leg: MeshVerifiedSpec
kronk_pelvis: MeshVerifiedSpec
kronk_toes: MeshVerifiedSpec
kronk_torso: MeshVerifiedSpec
kronk_upper_arm: MeshVerifiedSpec
kronk_upper_leg: MeshVerifiedSpec
lake_frigid: MeshVerifiedSpec
lake_frigid_collide: CollisionMeshVerifiedSpec
lake_frigid_reflections: MeshVerifiedSpec
lake_frigid_top: MeshVerifiedSpec
lake_frigid_vrfill: MeshVerifiedSpec
land_mine: MeshVerifiedSpec
level_select_button_opaque: MeshVerifiedSpec
level_select_button_transparent: MeshVerifiedSpec
logo: MeshVerifiedSpec
logo_transparent: MeshVerifiedSpec
mel_fore_arm: MeshVerifiedSpec
mel_hand: MeshVerifiedSpec
mel_head: MeshVerifiedSpec
mel_lower_leg: MeshVerifiedSpec
mel_toes: MeshVerifiedSpec
mel_torso: MeshVerifiedSpec
mel_upper_arm: MeshVerifiedSpec
mel_upper_leg: MeshVerifiedSpec
meter_transparent: MeshVerifiedSpec
monkey_face_level: MeshVerifiedSpec
monkey_face_level_bottom: MeshVerifiedSpec
monkey_face_level_bumper: CollisionMeshVerifiedSpec
monkey_face_level_collide: CollisionMeshVerifiedSpec
nature_background: MeshVerifiedSpec
nature_background_collide: CollisionMeshVerifiedSpec
nature_background_vrfill: MeshVerifiedSpec
neo_spaz_fore_arm: MeshVerifiedSpec
neo_spaz_hand: MeshVerifiedSpec
neo_spaz_head: MeshVerifiedSpec
neo_spaz_lower_leg: MeshVerifiedSpec
neo_spaz_pelvis: MeshVerifiedSpec
neo_spaz_toes: MeshVerifiedSpec
neo_spaz_torso: MeshVerifiedSpec
neo_spaz_upper_arm: MeshVerifiedSpec
neo_spaz_upper_leg: MeshVerifiedSpec
ninja_fore_arm: MeshVerifiedSpec
ninja_hand: MeshVerifiedSpec
ninja_head: MeshVerifiedSpec
ninja_lower_leg: MeshVerifiedSpec
ninja_pelvis: MeshVerifiedSpec
ninja_toes: MeshVerifiedSpec
ninja_torso: MeshVerifiedSpec
ninja_upper_arm: MeshVerifiedSpec
ninja_upper_leg: MeshVerifiedSpec
old_lady_fore_arm: MeshVerifiedSpec
old_lady_hand: MeshVerifiedSpec
old_lady_head: MeshVerifiedSpec
old_lady_lower_leg: MeshVerifiedSpec
old_lady_pelvis: MeshVerifiedSpec
old_lady_toes: MeshVerifiedSpec
old_lady_torso: MeshVerifiedSpec
old_lady_upper_arm: MeshVerifiedSpec
old_lady_upper_leg: MeshVerifiedSpec
opera_singer_fore_arm: MeshVerifiedSpec
opera_singer_hand: MeshVerifiedSpec
opera_singer_head: MeshVerifiedSpec
opera_singer_lower_leg: MeshVerifiedSpec
opera_singer_pelvis: MeshVerifiedSpec
opera_singer_toes: MeshVerifiedSpec
opera_singer_torso: MeshVerifiedSpec
opera_singer_upper_arm: MeshVerifiedSpec
opera_singer_upper_leg: MeshVerifiedSpec
penguin_fore_arm: MeshVerifiedSpec
penguin_hand: MeshVerifiedSpec
penguin_head: MeshVerifiedSpec
penguin_lower_leg: MeshVerifiedSpec
penguin_pelvis: MeshVerifiedSpec
penguin_toes: MeshVerifiedSpec
penguin_torso: MeshVerifiedSpec
penguin_upper_arm: MeshVerifiedSpec
penguin_upper_leg: MeshVerifiedSpec
pixie_fore_arm: MeshVerifiedSpec
pixie_hand: MeshVerifiedSpec
pixie_head: MeshVerifiedSpec
pixie_lower_leg: MeshVerifiedSpec
pixie_pelvis: MeshVerifiedSpec
pixie_toes: MeshVerifiedSpec
pixie_torso: MeshVerifiedSpec
pixie_upper_arm: MeshVerifiedSpec
pixie_upper_leg: MeshVerifiedSpec
plastic_eyes_transparent: MeshVerifiedSpec
player_lineup1_transparent: MeshVerifiedSpec
player_lineup2_transparent: MeshVerifiedSpec
player_lineup3_transparent: MeshVerifiedSpec
player_lineup4_transparent: MeshVerifiedSpec
powerup: MeshVerifiedSpec
powerup_simple: MeshVerifiedSpec
puck: MeshVerifiedSpec
rampage_bg: MeshVerifiedSpec
rampage_bg2: MeshVerifiedSpec
rampage_bumper: CollisionMeshVerifiedSpec
rampage_level: MeshVerifiedSpec
rampage_level_bottom: MeshVerifiedSpec
rampage_level_collide: CollisionMeshVerifiedSpec
rampage_vrfill: MeshVerifiedSpec
robot_fore_arm: MeshVerifiedSpec
robot_hand: MeshVerifiedSpec
robot_head: MeshVerifiedSpec
robot_lower_leg: MeshVerifiedSpec
robot_pelvis: MeshVerifiedSpec
robot_toes: MeshVerifiedSpec
robot_torso: MeshVerifiedSpec
robot_upper_arm: MeshVerifiedSpec
robot_upper_leg: MeshVerifiedSpec
roundabout_level: MeshVerifiedSpec
roundabout_level_bottom: MeshVerifiedSpec
roundabout_level_bumper: CollisionMeshVerifiedSpec
roundabout_level_collide: CollisionMeshVerifiedSpec
running_shoes: MeshVerifiedSpec
santa_fore_arm: MeshVerifiedSpec
santa_hand: MeshVerifiedSpec
santa_head: MeshVerifiedSpec
santa_lower_leg: MeshVerifiedSpec
santa_toes: MeshVerifiedSpec
santa_torso: MeshVerifiedSpec
santa_upper_arm: MeshVerifiedSpec
santa_upper_leg: MeshVerifiedSpec
scroll_widget_short: MeshVerifiedSpec
step_right_up_level: MeshVerifiedSpec
step_right_up_level_bottom: MeshVerifiedSpec
step_right_up_level_collide: CollisionMeshVerifiedSpec
step_right_up_vrfill_mound: MeshVerifiedSpec
superhero_fore_arm: MeshVerifiedSpec
superhero_hand: MeshVerifiedSpec
superhero_head: MeshVerifiedSpec
superhero_lower_leg: MeshVerifiedSpec
superhero_pelvis: MeshVerifiedSpec
superhero_toes: MeshVerifiedSpec
superhero_torso: MeshVerifiedSpec
superhero_upper_arm: MeshVerifiedSpec
superhero_upper_leg: MeshVerifiedSpec
the_pad_bg: MeshVerifiedSpec
the_pad_bgsmall: MeshVerifiedSpec
the_pad_level: MeshVerifiedSpec
the_pad_level_bottom: MeshVerifiedSpec
the_pad_level_bumper: CollisionMeshVerifiedSpec
the_pad_level_collide: CollisionMeshVerifiedSpec
the_pad_vrfill_bottom: MeshVerifiedSpec
the_pad_vrfill_mound: MeshVerifiedSpec
the_pad_vrfill_top: MeshVerifiedSpec
tip_top_bg: MeshVerifiedSpec
tip_top_level: MeshVerifiedSpec
tip_top_level_bottom: MeshVerifiedSpec
tip_top_level_bumper: CollisionMeshVerifiedSpec
tip_top_level_collide: CollisionMeshVerifiedSpec
tnt: MeshVerifiedSpec
toolbar_backing: MeshVerifiedSpec
toolbar_backing_bottom: MeshVerifiedSpec
toolbar_backing_bottom2: MeshVerifiedSpec
toolbar_backing_opaque: MeshVerifiedSpec
toolbar_backing_top: MeshVerifiedSpec
toolbar_backing_top2: MeshVerifiedSpec
toolbar_backing_transparent: MeshVerifiedSpec
tower_dlevel: MeshVerifiedSpec
tower_dlevel_bottom: MeshVerifiedSpec
tower_dlevel_collide: CollisionMeshVerifiedSpec
tower_dplayer_wall: CollisionMeshVerifiedSpec
trees: MeshVerifiedSpec
warrior_fore_arm: MeshVerifiedSpec
warrior_hand: MeshVerifiedSpec
warrior_head: MeshVerifiedSpec
warrior_lower_leg: MeshVerifiedSpec
warrior_pelvis: MeshVerifiedSpec
warrior_toes: MeshVerifiedSpec
warrior_torso: MeshVerifiedSpec
warrior_upper_arm: MeshVerifiedSpec
warrior_upper_leg: MeshVerifiedSpec
window_bgblotch: MeshVerifiedSpec
witch_fore_arm: MeshVerifiedSpec
witch_hand: MeshVerifiedSpec
witch_head: MeshVerifiedSpec
witch_lower_leg: MeshVerifiedSpec
witch_pelvis: MeshVerifiedSpec
witch_toes: MeshVerifiedSpec
witch_torso: MeshVerifiedSpec
witch_upper_arm: MeshVerifiedSpec
witch_upper_leg: MeshVerifiedSpec
wizard_fore_arm: MeshVerifiedSpec
wizard_hand: MeshVerifiedSpec
wizard_head: MeshVerifiedSpec
wizard_lower_leg: MeshVerifiedSpec
wizard_pelvis: MeshVerifiedSpec
wizard_toes: MeshVerifiedSpec
wizard_torso: MeshVerifiedSpec
wizard_upper_arm: MeshVerifiedSpec
wizard_upper_leg: MeshVerifiedSpec
wrestler_fore_arm: MeshVerifiedSpec
wrestler_hand: MeshVerifiedSpec
wrestler_head: MeshVerifiedSpec
wrestler_lower_leg: MeshVerifiedSpec
wrestler_pelvis: MeshVerifiedSpec
wrestler_toes: MeshVerifiedSpec
wrestler_torso: MeshVerifiedSpec
wrestler_upper_arm: MeshVerifiedSpec
wrestler_upper_leg: MeshVerifiedSpec
zig_zag_level: MeshVerifiedSpec
zig_zag_level_bottom: MeshVerifiedSpec
zig_zag_level_bumper: CollisionMeshVerifiedSpec
zig_zag_level_collide: CollisionMeshVerifiedSpec
zoe_fore_arm: MeshVerifiedSpec
zoe_hand: MeshVerifiedSpec
zoe_head: MeshVerifiedSpec
zoe_lower_leg: MeshVerifiedSpec
zoe_pelvis: MeshVerifiedSpec
zoe_toes: MeshVerifiedSpec
zoe_torso: MeshVerifiedSpec
zoe_upper_arm: MeshVerifiedSpec
zoe_upper_leg: MeshVerifiedSpec
[docs]
class StringsAccountGroup:
"""
::
Account-management UI: sign-in/out, account creation/linking,
progress display, and the player-info viewer.
See source for the full asset list.
"""
#: ::
#:
#: Heading for a list of linked accounts.
#:
#: English: "Accounts"
accounts: LangStr
[docs]
def achievement_progress(
self, *, complete: str | LangStr, total: str | LangStr
) -> LangStr:
"""
::
Display of achievement completion (N out of M).
English: "Achievements: {complete} of {total}"
"""
#: ::
#:
#: Button to ban the viewed player (admin/host action).
#:
#: English: "Ban This Player"
ban_this_player: LangStr
[docs]
def campaign_progress(self, *, progress: str | LangStr) -> LangStr:
"""
::
Display of hard-mode campaign completion percentage.
English: "Campaign (Hard): {progress}"
"""
#: ::
#:
#: Button to create a new account.
#:
#: English: "Create an Account"
create_an_account: LangStr
#: ::
#:
#: Button to delete the account.
#:
#: English: "Delete Account"
delete_account: LangStr
#: ::
#:
#: Instructions for switching Google accounts.
#:
#: English: "If you want to use a different Google account, use the
#: Google Play Games app to switch."
google_play_games_account_switch: LangStr
#: ::
#:
#: Button to manage account settings on the web.
#:
#: English: "Manage Account"
manage_account: LangStr
#: ::
#:
#: Error shown when an action requires sign-in.
#:
#: English: "You must sign in to do this."
not_signed_in: LangStr
#: ::
#:
#: Title of the player-info viewer popup.
#:
#: English: "Player Info"
player_info: LangStr
#: ::
#:
#: Button to report the viewed player.
#:
#: English: "Report This Player"
report_this_player: LangStr
#: ::
#:
#: Sign-in button label.
#:
#: English: "Sign In"
sign_in: LangStr
#: ::
#:
#: Notice that codes require being signed in.
#:
#: English: "You must sign in to an account for codes to take
#: effect."
sign_in_for_codes: LangStr
#: ::
#:
#: Blurb explaining the benefits of signing in.
#:
#: English: "Sign in to collect Tickets, compete online, and share
#: progress across devices."
sign_in_info: LangStr
#: ::
#:
#: Error when sign-in fails, likely due to no internet.
#:
#: English: "Unable to sign in. (no internet connection?)"
sign_in_no_connection: LangStr
[docs]
def sign_in_with(self, *, service: str | LangStr) -> LangStr:
"""
::
Sign-in button label naming a specific service.
English: "Sign In with {service}"
"""
#: ::
#:
#: Button to sign in with the automatic device-local account.
#:
#: English: "Sign In with Device Account"
sign_in_with_device: LangStr
#: ::
#:
#: Explanation under the device-account sign-in button.
#:
#: English: "(an automatic account only available from this device)"
sign_in_with_device_info: LangStr
#: ::
#:
#: Button to sign in via an email address.
#:
#: English: "Sign In with an Email Address"
sign_in_with_email: LangStr
#: ::
#:
#: Sign-out button label.
#:
#: English: "Sign Out"
sign_out: LangStr
#: ::
#:
#: Status shown while signing in.
#:
#: English: "Signing in..."
signing_in: LangStr
#: ::
#:
#: Status shown while signing out.
#:
#: English: "Signing out..."
signing_out: LangStr
#: ::
#:
#: Status message while a code is being submitted.
#:
#: English: "Submitting Code..."
submitting_code: LangStr
[docs]
def tickets(self, *, count: str | LangStr) -> LangStr:
"""
::
Display of the ticket balance.
English: "Tickets: {count}"
"""
#: ::
#:
#: Title of the account section/window; also labels account buttons.
#:
#: English: "Account"
title: LangStr
#: ::
#:
#: Heading for trophies earned this season.
#:
#: English: "Trophies This Season"
trophies_this_season: LangStr
#: ::
#:
#: Instruction shown with a web link for creating or signing in to
#: an account.
#:
#: English: "Use this link to create an account or sign in."
v2_link_instructions: LangStr
#: ::
#:
#: Label above the signed-in account name.
#:
#: English: "You are signed in as:"
you_are_signed_in_as: LangStr
[docs]
class StringsAchievementsBoomGoesTheDynamiteGroup:
"""
::
Strings for the "Boom Goes the Dynamite" achievement: its name and
its descriptions (short/full, unearned/earned). It is earned on the
campaign level "Pro Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Kill 3 bad guys with TNT"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Killed 3 bad guys with TNT"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete all objectives on {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level}"
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Boom Goes the Dynamite"
name: LangStr
[docs]
class StringsAchievementsBoxerGroup:
"""
::
Strings for the "Boxer" achievement: its name and its descriptions
(short/full, unearned/earned). It is earned on the campaign level
"Onslaught Training".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Win without using any bombs"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Won without using any bombs"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete {level} without using any bombs."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level} without using any bombs"
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Boxer"
name: LangStr
[docs]
class StringsAchievementsDualWieldingGroup:
"""
::
Strings for the "Dual Wielding" achievement: its name and its
descriptions (short/full, unearned/earned).
See source for the full asset list.
"""
#: ::
#:
#: Full description of what an achievement requires, naming the
#: campaign level it applies to.
#:
#: English: "Connect 2 controllers (hardware or app)"
description_full: LangStr
#: ::
#:
#: Full description of an achievement the player has already earned,
#: naming the campaign level (past tense).
#:
#: English: "Connected 2 controllers (hardware or app)"
description_full_complete: LangStr
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Dual Wielding"
name: LangStr
[docs]
class StringsAchievementsFlawlessVictoryGroup:
"""
::
Strings for the "Flawless Victory" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Rookie Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Win without getting hit"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Won without getting hit"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Win {level} without getting hit."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Won {level} without getting hit."
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Flawless Victory"
name: LangStr
[docs]
class StringsAchievementsFreeLoaderGroup:
"""
::
Strings for the "Free Loader" achievement: its name and its
descriptions (short/full, unearned/earned).
See source for the full asset list.
"""
#: ::
#:
#: Full description of what an achievement requires, naming the
#: campaign level it applies to.
#:
#: English: "Start a Free-For-All game with 2+ players"
description_full: LangStr
#: ::
#:
#: Full description of an achievement the player has already earned,
#: naming the campaign level (past tense).
#:
#: English: "Started a Free-For-All game with 2+ players"
description_full_complete: LangStr
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Free Loader"
name: LangStr
[docs]
class StringsAchievementsGoldMinerGroup:
"""
::
Strings for the "Gold Miner" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Uber Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Kill 6 bad guys with land-mines"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Killed 6 bad guys with land-mines"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Kill 6 enemies with landmines on {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Killed 6 bad guys with land-mines on {level}"
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Gold Miner"
name: LangStr
[docs]
class StringsAchievementsGotTheMovesGroup:
"""
::
Strings for the "Got the Moves" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Uber Football".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Win without using punches or bombs"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Won without using punches or bombs"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Win {level} without any punches or bombs."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Won {level} without any punches or bombs"
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Got the Moves"
name: LangStr
[docs]
class StringsAchievementsInControlGroup:
"""
::
Strings for the "In Control" achievement: its name and its
descriptions (short/full, unearned/earned).
See source for the full asset list.
"""
#: ::
#:
#: Full description of what an achievement requires, naming the
#: campaign level it applies to.
#:
#: English: "Connect a controller (hardware or app)"
description_full: LangStr
#: ::
#:
#: Full description of an achievement the player has already earned,
#: naming the campaign level (past tense).
#:
#: English: "Connected a controller. (hardware or app)"
description_full_complete: LangStr
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "In Control"
name: LangStr
[docs]
class StringsAchievementsLastStandGodGroup:
"""
::
Strings for the "Last Stand God" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "The Last Stand".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Score 1000 points"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Scored 1000 points"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete the mission on {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level}."
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} God"
"""
[docs]
class StringsAchievementsLastStandMasterGroup:
"""
::
Strings for the "Last Stand Master" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "The Last Stand".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Score 250 points"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Scored 250 points"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete all objectives on {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level}."
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} Master"
"""
[docs]
class StringsAchievementsLastStandWizardGroup:
"""
::
Strings for the "Last Stand Wizard" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "The Last Stand".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Score 500 points"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Scored 500 points"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete {level} to unlock this achievement."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level}."
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} Champion"
"""
[docs]
class StringsAchievementsMineGamesGroup:
"""
::
Strings for the "Mine Games" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Rookie Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Kill 3 bad guys with land-mines"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Killed 3 bad guys with land-mines"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Kill 3 bad guys with land-mines on {level}"
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed all objectives on {level}."
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Mine Games"
name: LangStr
[docs]
class StringsAchievementsOffYouGoThenGroup:
"""
::
Strings for the "Off You Go Then" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Onslaught Training".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Toss 3 bad guys off the map"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Tossed 3 bad guys off the map"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete all objectives in {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Tossed 3 bad guys off the map in {level}"
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Off You Go Then"
name: LangStr
[docs]
class StringsAchievementsOnslaughtGodGroup:
"""
::
Strings for the "Onslaught God" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Infinite Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Score 5000 points"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Scored 5000 points"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete all objectives on {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level}"
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} God"
"""
[docs]
class StringsAchievementsOnslaughtMasterGroup:
"""
::
Strings for the "Onslaught Master" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Infinite Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Score 500 points"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Scored 500 points"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete all objectives on {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level}"
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} Master"
"""
[docs]
class StringsAchievementsOnslaughtTrainingVictoryGroup:
"""
::
Strings for the "Onslaught Training Victory" achievement: its name
and its descriptions (short/full, unearned/earned). It is earned on
the campaign level "Onslaught Training".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Defeat all waves"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Defeated all waves"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Defeat all waves in {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Defeated all waves in {level}."
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} Victory"
"""
[docs]
class StringsAchievementsOnslaughtWizardGroup:
"""
::
Strings for the "Onslaught Wizard" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Infinite Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Score 1000 points"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Scored 1000 points"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete all objectives in {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level}."
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} Master"
"""
[docs]
class StringsAchievementsPrecisionBombingGroup:
"""
::
Strings for the "Precision Bombing" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Pro Runaround".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Win without any powerups"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Won without any powerups"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Win {level} without using any power-ups."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Won {level} without any power-ups."
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Precision Bombing"
name: LangStr
[docs]
class StringsAchievementsProBoxerGroup:
"""
::
Strings for the "Pro Boxer" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Pro Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Win without using any bombs"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Won without using any bombs"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete {level} without using any bombs."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level} without using any bombs"
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Pro Boxer"
name: LangStr
[docs]
class StringsAchievementsProOnslaughtVictoryGroup:
"""
::
Strings for the "Pro Onslaught Victory" achievement: its name and
its descriptions (short/full, unearned/earned). It is earned on the
campaign level "Pro Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Defeat all waves"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Defeated all waves"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Defeat all waves of {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Defeated all waves of {level}"
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} Victory"
"""
[docs]
class StringsAchievementsProRunaroundVictoryGroup:
"""
::
Strings for the "Pro Runaround Victory" achievement: its name and
its descriptions (short/full, unearned/earned). It is earned on the
campaign level "Pro Runaround".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Complete all waves"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Completed all waves"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete all waves on {level}"
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed all waves on {level}"
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} Victory"
"""
[docs]
class StringsAchievementsRookieOnslaughtVictoryGroup:
"""
::
Strings for the "Rookie Onslaught Victory" achievement: its name and
its descriptions (short/full, unearned/earned). It is earned on the
campaign level "Rookie Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Defeat all waves"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Defeated all waves"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Defeat all waves in {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Defeated all waves in {level}."
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} Victory"
"""
[docs]
class StringsAchievementsRunaroundGodGroup:
"""
::
Strings for the "Runaround God" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Infinite Runaround".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Score 2000 points"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Scored 2000 points"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete all objectives on {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level}"
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} God"
"""
[docs]
class StringsAchievementsRunaroundMasterGroup:
"""
::
Strings for the "Runaround Master" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Infinite Runaround".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Score 500 points"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Scored 500 points"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete all objectives in {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level}"
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} Master"
"""
[docs]
class StringsAchievementsRunaroundWizardGroup:
"""
::
Strings for the "Runaround Wizard" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Infinite Runaround".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Score 1000 points"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Scored 1000 points"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete the objective on {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Scored 1000 points on {level}"
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "Champion of {level}"
"""
[docs]
class StringsAchievementsSharingIsCaringGroup:
"""
::
Strings for the "Sharing is Caring" achievement: its name and its
descriptions (short/full, unearned/earned).
See source for the full asset list.
"""
#: ::
#:
#: Full description of what an achievement requires, naming the
#: campaign level it applies to.
#:
#: English: "Successfully share the game with a friend"
description_full: LangStr
#: ::
#:
#: Full description of an achievement the player has already earned,
#: naming the campaign level (past tense).
#:
#: English: "Successfully shared the game with a friend"
description_full_complete: LangStr
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Sharing is Caring"
name: LangStr
[docs]
class StringsAchievementsStayinAliveGroup:
"""
::
Strings for the "Stayin' Alive" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Uber Runaround".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Win without dying"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Won without dying"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Win {level} without dying."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Won {level} without dying"
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Stayin' Alive"
name: LangStr
[docs]
class StringsAchievementsSuperMegaPunchGroup:
"""
::
Strings for the "Super Mega Punch" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Pro Football".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Inflict 100% damage with one punch"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Inflicted 100% damage with one punch"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Inflict 100% damage with one punch in {level}"
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed {level}"
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Super Mega Punch"
name: LangStr
[docs]
class StringsAchievementsSuperPunchGroup:
"""
::
Strings for the "Super Punch" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Rookie Football".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Inflict 50% damage with one punch"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Inflicted 50% damage with one punch"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete {level} without taking any damage."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Inflicted 50% damage with one punch on {level}"
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Super Punch"
name: LangStr
[docs]
class StringsAchievementsTeamPlayerGroup:
"""
::
Strings for the "Team Player" achievement: its name and its
descriptions (short/full, unearned/earned).
See source for the full asset list.
"""
#: ::
#:
#: Full description of what an achievement requires, naming the
#: campaign level it applies to.
#:
#: English: "Start a Teams game with 4+ players"
description_full: LangStr
#: ::
#:
#: Full description of an achievement the player has already earned,
#: naming the campaign level (past tense).
#:
#: English: "Started a Teams game with 4+ players"
description_full_complete: LangStr
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "Team Player"
name: LangStr
[docs]
class StringsAchievementsTheGreatWallGroup:
"""
::
Strings for the "The Great Wall" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Uber Runaround".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Stop every single bad guy"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Stopped every single bad guy"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete all objectives in {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Stopped every single bad guy on {level}."
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "The Great Wall"
name: LangStr
[docs]
class StringsAchievementsTheWallGroup:
"""
::
Strings for the "The Wall" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Pro Runaround".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Stop every single bad guy"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Stopped every single bad guy"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Stop every single bad guy on {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Stopped every single bad guy on {level}"
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "The Wall"
name: LangStr
[docs]
class StringsAchievementsTntTerrorGroup:
"""
::
Strings for the "TNT Terror" achievement: its name and its
descriptions (short/full, unearned/earned). It is earned on the
campaign level "Uber Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Kill 6 bad guys with TNT"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Killed 6 bad guys with TNT"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Kill 6 enemies with TNT on {level}."
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Killed 6 bad guys with TNT on {level}"
"""
#: ::
#:
#: Name of an achievement the player can earn.
#:
#: English: "TNT Terror"
name: LangStr
[docs]
class StringsAchievementsUberOnslaughtVictoryGroup:
"""
::
Strings for the "Uber Onslaught Victory" achievement: its name and
its descriptions (short/full, unearned/earned). It is earned on the
campaign level "Uber Onslaught".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Defeat all waves"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Defeated all waves"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Defeat all waves in {level}"
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Defeated all waves in {level}"
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} Victory"
"""
[docs]
class StringsAchievementsUberRunaroundVictoryGroup:
"""
::
Strings for the "Uber Runaround Victory" achievement: its name and
its descriptions (short/full, unearned/earned). It is earned on the
campaign level "Uber Runaround".
See source for the full asset list.
"""
#: ::
#:
#: Short description of what an achievement requires, shown before
#: it is earned.
#:
#: English: "Complete all waves"
description: LangStr
#: ::
#:
#: Short description of an achievement the player has already earned
#: (past tense).
#:
#: English: "Completed all waves"
description_complete: LangStr
[docs]
def description_full(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of what an achievement requires, naming the
campaign level it applies to.
English: "Complete all waves on {level}"
"""
[docs]
def description_full_complete(self, *, level: str | LangStr) -> LangStr:
"""
::
Full description of an achievement the player has already
earned, naming the campaign level (past tense).
English: "Completed all waves on {level}"
"""
[docs]
def name(self, *, level: str | LangStr) -> LangStr:
"""
::
Name of an achievement the player can earn.
English: "{level} Victory"
"""
[docs]
class StringsAchievementsGroup:
"""
::
Achievement strings: the name of each co-op campaign achievement
plus its short and full descriptions, in both unearned and earned
(past-tense) forms.
See source for the full asset list.
"""
boom_goes_the_dynamite: StringsAchievementsBoomGoesTheDynamiteGroup
boxer: StringsAchievementsBoxerGroup
dual_wielding: StringsAchievementsDualWieldingGroup
flawless_victory: StringsAchievementsFlawlessVictoryGroup
free_loader: StringsAchievementsFreeLoaderGroup
gold_miner: StringsAchievementsGoldMinerGroup
got_the_moves: StringsAchievementsGotTheMovesGroup
in_control: StringsAchievementsInControlGroup
last_stand_god: StringsAchievementsLastStandGodGroup
last_stand_master: StringsAchievementsLastStandMasterGroup
last_stand_wizard: StringsAchievementsLastStandWizardGroup
mine_games: StringsAchievementsMineGamesGroup
off_you_go_then: StringsAchievementsOffYouGoThenGroup
onslaught_god: StringsAchievementsOnslaughtGodGroup
onslaught_master: StringsAchievementsOnslaughtMasterGroup
onslaught_training_victory: (
StringsAchievementsOnslaughtTrainingVictoryGroup
)
onslaught_wizard: StringsAchievementsOnslaughtWizardGroup
precision_bombing: StringsAchievementsPrecisionBombingGroup
pro_boxer: StringsAchievementsProBoxerGroup
pro_football_shutout: StringsAchievementsProFootballShutoutGroup
pro_football_victory: StringsAchievementsProFootballVictoryGroup
pro_onslaught_victory: StringsAchievementsProOnslaughtVictoryGroup
pro_runaround_victory: StringsAchievementsProRunaroundVictoryGroup
rookie_football_shutout: StringsAchievementsRookieFootballShutoutGroup
rookie_football_victory: StringsAchievementsRookieFootballVictoryGroup
rookie_onslaught_victory: StringsAchievementsRookieOnslaughtVictoryGroup
runaround_god: StringsAchievementsRunaroundGodGroup
runaround_master: StringsAchievementsRunaroundMasterGroup
runaround_wizard: StringsAchievementsRunaroundWizardGroup
sharing_is_caring: StringsAchievementsSharingIsCaringGroup
stayin_alive: StringsAchievementsStayinAliveGroup
super_mega_punch: StringsAchievementsSuperMegaPunchGroup
super_punch: StringsAchievementsSuperPunchGroup
team_player: StringsAchievementsTeamPlayerGroup
the_great_wall: StringsAchievementsTheGreatWallGroup
the_wall: StringsAchievementsTheWallGroup
tnt_terror: StringsAchievementsTntTerrorGroup
uber_football_shutout: StringsAchievementsUberFootballShutoutGroup
uber_football_victory: StringsAchievementsUberFootballVictoryGroup
uber_onslaught_victory: StringsAchievementsUberOnslaughtVictoryGroup
uber_runaround_victory: StringsAchievementsUberRunaroundVictoryGroup
[docs]
class StringsAppInviteGroup:
"""
::
Friend-invite / promo-code sharing flow.
See source for the full asset list.
"""
#: ::
#:
#: Button to email an invite code.
#:
#: English: "Email It"
email_it: LangStr
#: ::
#:
#: Cheerful "Enjoy!" message.
#:
#: English: "ENJOY!"
enjoy: LangStr
#: ::
#:
#: Status while requesting a promo code.
#:
#: English: "Requesting a code..."
requesting_code: LangStr
#: ::
#:
#: Instruction to share a promo code.
#:
#: English: "Share this code with friends:"
share_code: LangStr
#: ::
#:
#: Parenthetical pointer to where a promo code is entered.
#:
#: English: "(in "Settings->Advanced->Send Info")"
where_to_enter: LangStr
[docs]
class StringsCharactersGroup:
"""
::
Playable character display names. Mods can register their own
characters; those names are shown untranslated.
See source for the full asset list.
"""
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Translate the "Agent" title;
#: keep/transliterate "Johnson".
#:
#: English: "Agent Johnson"
agent_johnson: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Robot designation: keep as "B-9000"
#: (transliterate letters/digits only where the script requires).
#:
#: English: "B-9000"
b9000: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Invented proper name: keep verbatim in
#: Latin-script locales; transliterate phonetically in non-Latin
#: scripts. Established legacy renames in some locales are
#: intentional and were seeded.
#:
#: English: "Bernard"
bernard: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. A warm, familiar granny-ish given name:
#: keep/adapt "Betty" or use an equivalent common local name.
#:
#: English: "Betty"
betty: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Meaningful nickname: playful
#: diminutive/pet-name forms for "bones/skeleton" work well.
#:
#: English: "Bones"
bones: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. playful given name; transliterate
#: phonetically in non-Latin scripts, or keep an established
#: cowboy-flavored rename.
#:
#: English: "Butch"
butch: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Use each culture's standard
#: Easter-bunny term.
#:
#: English: "Easter Bunny"
easter_bunny: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Meaningful name: a frosty/snowy
#: name-like form (playful beats a generic "snowman" where a natural
#: option exists).
#:
#: English: "Frosty"
frosty: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. invented proper name; transliterate
#: phonetically in non-Latin scripts.
#:
#: English: "Gretel"
gretel: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Invented wizardly pun name: "grumble" +
#: a Gandalf/Dumbledore-style suffix. A local grumble-pun in the
#: same shape is ideal; otherwise transliterate. Never a generic
#: "wizard" word alone, and never an actual name from other fiction.
#:
#: English: "Grumbledorf"
grumbledorf: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Invented proper name: keep verbatim in
#: Latin-script locales; transliterate phonetically in non-Latin
#: scripts. Established legacy renames in some locales are
#: intentional and were seeded. Use local name order conventions.
#:
#: English: "Jack Morgan"
jack_morgan: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Invented proper name: keep verbatim in
#: Latin-script locales; transliterate phonetically in non-Latin
#: scripts. Established legacy renames in some locales are
#: intentional and were seeded.
#:
#: English: "Kronk"
kronk: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. short proper name; transliterate
#: phonetically in non-Latin scripts.
#:
#: English: "Lee"
lee: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Meaningful name ("fortunate"):
#: translate the meaning as a name-like form.
#:
#: English: "Lucky"
lucky: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Invented proper name: keep verbatim in
#: Latin-script locales; transliterate phonetically in non-Latin
#: scripts. Established legacy renames in some locales are
#: intentional and were seeded.
#:
#: English: "Mel"
mel: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. a compound nickname meaning a neutral
#: intermediary; a fitting localized equivalent works well.
#:
#: English: "Middle-Man"
middle_man: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Invented proper name: keep verbatim in
#: Latin-script locales; transliterate phonetically in non-Latin
#: scripts. Established legacy renames in some locales are
#: intentional and were seeded.
#:
#: English: "Pascal"
pascal: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. English puns pixel/pixie. Either keep
#: "Pixel" (transliterated as needed) or use a fairy/sprite word
#: that lands a similar double meaning.
#:
#: English: "Pixel"
pixel: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Use each culture's traditional
#: gift-bringer name.
#:
#: English: "Santa Claus"
santa_claus: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Descriptive name: translate the meaning
#: (snake + shadow, ninja-flavored).
#:
#: English: "Snake Shadow"
snake_shadow: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. the default character and series
#: mascot; transliterate phonetically, or keep an established
#: playful rename.
#:
#: English: "Spaz"
spaz: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Chinese locales use the official mascot
#: name 淘公仔; others translate "Taobao Mascot" ("Taobao" stays as the
#: brand).
#:
#: English: "Taobao Mascot"
taobao_mascot: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. invented proper name; transliterate
#: phonetically in non-Latin scripts.
#:
#: English: "Todd McBurton"
todd_mcburton: LangStr
#: ::
#:
#: Character display name shown in the store, inventory, character
#: picker, and gameplay UIs. Invented proper name: keep verbatim in
#: Latin-script locales; transliterate phonetically in non-Latin
#: scripts. Established legacy renames in some locales are
#: intentional and were seeded.
#:
#: English: "Zoe"
zoe: LangStr
[docs]
class StringsChestGroup:
"""
::
Chest window: open/reduce-wait controls, slot descriptions, and
prize odds.
See source for the full asset list.
"""
#: ::
#:
#: Button to open a chest.
#:
#: English: "Open"
open: LangStr
#: ::
#:
#: Playful prompt on an openable chest.
#:
#: English: "OPEN ME!"
open_me: LangStr
#: ::
#:
#: Button to open a chest immediately.
#:
#: English: "Open Now"
open_now: LangStr
#: ::
#:
#: Note that the player can open a chest early.
#:
#: English: "You have enough Tokens to open this now - you don't
#: need to wait."
open_now_description: LangStr
#: ::
#:
#: Heading for the prize-odds view.
#:
#: English: "Prize Odds"
prize_odds: LangStr
#: ::
#:
#: Button to reduce the wait time.
#:
#: English: "Reduce Wait"
reduce_wait: LangStr
#: ::
#:
#: Explanation of what a chest slot holds.
#:
#: English: "This slot can hold a chest. Earn chests by playing
#: campaign levels, placing in tournaments, and completing
#: achievements."
slot_description: LangStr
[docs]
def slot_number(self, *, num: str | LangStr) -> LangStr:
"""
::
Label naming a numbered chest slot.
English: "Chest Slot {num}"
"""
#: ::
#:
#: Button to stop open-chest reminders.
#:
#: English: "Stop Reminding Me"
stop_reminding_me: LangStr
#: ::
#:
#: Label for the time until a chest unlocks.
#:
#: English: "Unlocks In"
unlocks_in: LangStr
[docs]
class StringsControlsGroup:
"""
::
On-screen control guidance shown during play: button hints and
input-hardware suggestions.
See source for the full asset list.
"""
[docs]
def fire_tv_remote_warning(
self, *, remote_app_name: str | LangStr
) -> LangStr:
"""
::
Suggestion to use a controller or the remote app.
English: "For a better experience, use a controller or install
{remote_app_name} on your phone or tablet."
"""
#: ::
#:
#: Label for the movement control in the controls guide.
#:
#: English: "Move"
move: LangStr
#: ::
#:
#: Label for the run control in the controls guide.
#:
#: English: "Run"
run: LangStr
[docs]
class StringsCoopGroup:
"""
::
Co-op play UI: campaign/custom/tournament tabs, difficulty markers,
tournament info/status, and level-lock notices.
See source for the full asset list.
"""
#: ::
#:
#: Heading label shown before an achievement name.
#:
#: English: "Achievement:"
achievement_label: LangStr
#: ::
#:
#: Heading over the list of achievements left to earn.
#:
#: English: "Achievements Remaining:"
achievements_remaining: LangStr
#: ::
#:
#: Label for the campaign tab/section.
#:
#: English: "Campaign"
campaign: LangStr
#: ::
#:
#: Warning that all chest slots are full so earned chests will be
#: lost.
#:
#: English: "WARNING: All your chest slots are full. Any chests you
#: earn this game will be lost."
chest_slots_full_warning: LangStr
#: ::
#:
#: Label for the player's best score.
#:
#: English: "Current Best"
current_best: LangStr
#: ::
#:
#: Label for the custom-games tab.
#:
#: English: "Custom"
custom: LangStr
#: ::
#:
#: Marker that a level is available only in hard mode.
#:
#: English: "Hard Mode Only"
difficulty_hard_only: LangStr
#: ::
#:
#: Confirmation prompt that a level unlocks only in hard mode.
#:
#: English: "This level can only be unlocked in hard mode. Do you
#: think you have what it takes!?!?!"
difficulty_hard_unlock_only: LangStr
#: ::
#:
#: Label for a tournament entry fee.
#:
#: English: "Entry"
entry_fee: LangStr
[docs]
def level_is_locked(self, *, level: str | LangStr) -> LangStr:
"""
::
Notice that a named level is locked.
English: "{level} is locked."
"""
[docs]
def level_must_be_completed_first(
self, *, level: str | LangStr
) -> LangStr:
"""
::
Notice that a named level must be completed first.
English: "{level} must be completed first."
"""
#: ::
#:
#: Placeholder when no achievements remain.
#:
#: English: "- none"
no_achievements_remaining: LangStr
#: ::
#:
#: Warning that tournament scores are ignored on test builds.
#:
#: English: "WARNING: Tournament scores from this test build will be
#: ignored."
no_tournaments_in_test_build: LangStr
[docs]
def of_total(self, *, total: str | LangStr) -> LangStr:
"""
::
Suffix showing a value out of a total time.
English: "of {total}"
"""
[docs]
def player_count_abbreviated(self, *, count: str | LangStr) -> LangStr:
"""
::
Abbreviated player-count badge (number + "p" for players).
English: "{count}p"
"""
[docs]
def power_ranking_points(self, *, number: str | LangStr) -> LangStr:
"""
::
Compact points label for power-ranking scores.
English: "{number} pts"
"""
#: ::
#:
#: Label for tournament prizes.
#:
#: English: "Prizes"
prizes: LangStr
#: ::
#:
#: Label for tournament time remaining.
#:
#: English: "Time Remaining"
time_remaining: LangStr
#: ::
#:
#: Singular "Tournament" label.
#:
#: English: "Tournament"
tournament: LangStr
#: ::
#:
#: Status while loading tournament state.
#:
#: English: "Checking tournament state; please wait..."
tournament_checking_state: LangStr
#: ::
#:
#: Notice that the current tournament has ended.
#:
#: English: "This tournament has ended. A new one will start soon."
tournament_ended: LangStr
#: ::
#:
#: Explanation of how tournaments work.
#:
#: English: "Compete for high scores with other players in your
#: league. Prizes are awarded to the top scoring players when
#: tournament time expires."
tournament_info: LangStr
#: ::
#:
#: Plural "Tournaments" tab label.
#:
#: English: "Tournaments"
tournaments: LangStr
#: ::
#:
#: Notice that tournaments are off while a workspace is active.
#:
#: English: "Tournaments are disabled when workspaces are active. To
#: re-enable tournaments, disable your workspace and restart."
tournaments_disabled_workspace: LangStr
[docs]
class StringsCoopLevelsGroup:
"""
::
Names of the single-player and co-op campaign levels, including the
parameterized difficulty variants.
See source for the full asset list.
"""
#: ::
#:
#: Name of the Infinite Onslaught co-op level.
#:
#: English: "Infinite Onslaught"
infinite_onslaught: LangStr
#: ::
#:
#: Name of the Infinite Runaround co-op level.
#:
#: English: "Infinite Runaround"
infinite_runaround: LangStr
#: ::
#:
#: Name of the Onslaught Training co-op level.
#:
#: English: "Onslaught Training"
onslaught_training: LangStr
#: ::
#:
#: Name of the Pro Football co-op level.
#:
#: English: "Pro Football"
pro_football: LangStr
#: ::
#:
#: Name of the Pro Onslaught co-op level.
#:
#: English: "Pro Onslaught"
pro_onslaught: LangStr
#: ::
#:
#: Name of the Pro Runaround co-op level.
#:
#: English: "Pro Runaround"
pro_runaround: LangStr
[docs]
def pro_variant(self, *, game: str | LangStr) -> LangStr:
"""
::
Name of the Pro difficulty variant of a level.
English: "Pro {game}"
"""
#: ::
#:
#: Name of the Rookie Football co-op level.
#:
#: English: "Rookie Football"
rookie_football: LangStr
#: ::
#:
#: Name of the Rookie Onslaught co-op level.
#:
#: English: "Rookie Onslaught"
rookie_onslaught: LangStr
#: ::
#:
#: Name of the The Last Stand co-op level.
#:
#: English: "The Last Stand"
the_last_stand: LangStr
#: ::
#:
#: Name of the Uber Football co-op level.
#:
#: English: "Uber Football"
uber_football: LangStr
#: ::
#:
#: Name of the Uber Onslaught co-op level.
#:
#: English: "Uber Onslaught"
uber_onslaught: LangStr
#: ::
#:
#: Name of the Uber Runaround co-op level.
#:
#: English: "Uber Runaround"
uber_runaround: LangStr
[docs]
def uber_variant(self, *, game: str | LangStr) -> LangStr:
"""
::
Name of the Uber difficulty variant of a level.
English: "Uber {game}"
"""
[docs]
class StringsCoopScoreGroup:
"""
::
Co-op score/results screen: unavailable-scores notices, the
best-scores/best-times section headings, and level/tournament
proceed messages.
See source for the full asset list.
"""
[docs]
def best_rating(self, *, rating: str | LangStr) -> LangStr:
"""
::
The player's best rating on this co-op level.
English: "Your best rating is {rating}"
"""
#: ::
#:
#: Notice that the level must be completed to proceed.
#:
#: English: "You must complete this level to proceed!"
complete_level_to_proceed: LangStr
[docs]
def current_standing(self, *, rank: str | LangStr) -> LangStr:
"""
::
The player's current rank on this co-op level.
English: "Your current standing is #{rank}"
"""
#: ::
#:
#: Label for the finishing time on the co-op results screen.
#:
#: English: "Final Time"
final_time: LangStr
#: ::
#:
#: Notice that friend scores could not be loaded.
#:
#: English: "Friend scores unavailable."
friend_scores_unavailable: LangStr
[docs]
def last_games(self, *, count: str | LangStr) -> LangStr:
"""
::
Note that a rating covers only recent games.
English: "(last {count} games)"
"""
#: ::
#:
#: Announcement that a new co-op level became available.
#:
#: English: "Level Unlocked!"
level_unlocked: LangStr
[docs]
def multi_player_count(self, *, count: str | LangStr) -> LangStr:
"""
::
Player count for a multi-player co-op score entry.
English: "{count} players"
"""
#: ::
#:
#: Celebration for beating your own previous best.
#:
#: English: "New personal best!"
new_personal_best: LangStr
#: ::
#:
#: Label for the level that follows this one.
#:
#: English: "Next Level"
next_level: LangStr
#: ::
#:
#: Notice that too few players remain to continue.
#:
#: English: "Not enough players remaining; exit and start a new
#: game."
not_enough_players_remaining: LangStr
[docs]
def out_of(self, *, rank: str | LangStr, all: str | LangStr) -> LangStr:
"""
::
The player's rank among all ranked players.
English: "(#{rank} out of {all})"
"""
#: ::
#:
#: Label for the score rating on the co-op results screen.
#:
#: English: "Rating"
rating: LangStr
#: ::
#:
#: Notice that the score list could not be loaded.
#:
#: English: "Score list unavailable."
score_list_unavailable: LangStr
[docs]
def score_was(self, *, count: str | LangStr) -> LangStr:
"""
::
The previous best score, shown when it is beaten.
English: "(was {count})"
"""
#: ::
#:
#: Player count for a single-player co-op score entry.
#:
#: English: "1 player"
single_player_count: LangStr
#: ::
#:
#: Heading/button label for the tournament standings.
#:
#: English: "Tournament Standings"
tournament_standings: LangStr
#: ::
#:
#: Notice that world scores could not be loaded.
#:
#: English: "World scores unavailable."
world_scores_unavailable: LangStr
#: ::
#:
#: Heading for the world-best scores list.
#:
#: English: "World's Best Scores"
worlds_best_scores: LangStr
#: ::
#:
#: Heading for the world-best times list.
#:
#: English: "World's Best Times"
worlds_best_times: LangStr
#: ::
#:
#: Heading for the player's own best scores.
#:
#: English: "Your Best Scores"
your_best_scores: LangStr
#: ::
#:
#: Heading for the player's own best times.
#:
#: English: "Your Best Times"
your_best_times: LangStr
[docs]
class StringsCreditsGroup:
"""
::
Credits-window text: section headings and contributor credit lines.
See source for the full asset list.
"""
[docs]
def additional_audio_art_ideas(self, *, name: str | LangStr) -> LangStr:
"""
::
Credit line for additional contributors.
English: "Additional Audio, Early Artwork, and Ideas by {name}"
"""
[docs]
def additional_music_from(self, *, name: str | LangStr) -> LangStr:
"""
::
Credit line for additional music.
English: "Additional music from {name}"
"""
#: ::
#:
#: Credit line thanking friends and family playtesters.
#:
#: English: "All of my friends and family who helped play test"
all_my_family: LangStr
[docs]
def coding_graphics_audio(self, *, name: str | LangStr) -> LangStr:
"""
::
Credit line for the main developer.
English: "Coding, Graphics, and Audio by {name}"
"""
#: ::
#:
#: Section heading for translation credits.
#:
#: English: "Language Translations:"
language_translations: LangStr
#: ::
#:
#: Section heading for legal text.
#:
#: English: "Legal:"
legal: LangStr
[docs]
def public_domain_music_via(self, *, name: str | LangStr) -> LangStr:
"""
::
Credit line for public-domain music.
English: "Public-domain music via {name}"
"""
[docs]
def software_based_on(self, *, name: str | LangStr) -> LangStr:
"""
::
Credit line for third-party software.
English: "This software is based in part on the work of {name}."
"""
#: ::
#:
#: Section heading for sound/music credits.
#:
#: English: "Sound & Music:"
sound_and_music: LangStr
[docs]
def sounds_source(self, *, source: str | LangStr) -> LangStr:
"""
::
Credit heading naming a sound source.
English: "Sounds ({source}):"
"""
#: ::
#:
#: Section heading for special thanks.
#:
#: English: "Special Thanks:"
special_thanks: LangStr
[docs]
def thanks_especially_to(self, *, name: str | LangStr) -> LangStr:
"""
::
Special-thanks credit line.
English: "Special thanks to {name}"
"""
[docs]
def title(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Title of the credits window.
English: "{app_name} Credits"
"""
#: ::
#:
#: Humorous credit line thanking coffee.
#:
#: English: "Whoever invented coffee"
whoever_invented_coffee: LangStr
[docs]
class StringsEconomyGroup:
"""
::
Screen-messages about currency: grants and related notices.
See source for the full asset list.
"""
[docs]
def received_tickets(self, *, count: int) -> LangStr:
"""
::
Confirmation of how many tickets were received.
English: (one) "Received # Ticket!" / (other) "Received #
Tickets!"
"""
[docs]
def you_got_tokens(self, *, tokens: int) -> LangStr:
"""
::
Confirmation effect sent to game clients when tokens are
credited (store purchases, promo codes, and other grant flows).
English: (one) "You got # Token!" / (other) "You got # Tokens!"
"""
[docs]
class StringsFileSelectorGroup:
"""
::
File/folder selector window titles and buttons.
See source for the full asset list.
"""
#: ::
#:
#: Title when selecting a file.
#:
#: English: "Select a File"
select_file: LangStr
#: ::
#:
#: Title when selecting a file or folder.
#:
#: English: "Select a File or Folder"
select_file_or_folder: LangStr
#: ::
#:
#: Title when selecting a folder.
#:
#: English: "Select a Folder"
select_folder: LangStr
#: ::
#:
#: Button to confirm the current folder.
#:
#: English: "Use This Folder"
use_this_folder: LangStr
[docs]
class StringsGameGroup:
"""
::
Generic in-game scoreboard and result vocabulary shared across the
various gameplay activities (scores, victory/draw banners, wave
progress, bonus labels).
See source for the full asset list.
"""
#: ::
#:
#: Label for a level-completion score bonus.
#:
#: English: "Completion Bonus"
completion_bonus: LangStr
[docs]
def disqualified_player_left(
self, *, team: str | LangStr, player: str | LangStr
) -> LangStr:
"""
::
Notice that a team was disqualified when a player left.
English: "Team {team} has been disqualified because {player}
left the game."
"""
#: ::
#:
#: Celebratory banner for two kills in quick succession.
#:
#: English: "DOUBLE KILL!"
double_kill: LangStr
#: ::
#:
#: Banner shown when a game ends in a tie.
#:
#: English: "Draw"
draw: LangStr
[docs]
def epic_description_filter(
self, *, description: str | LangStr
) -> LangStr:
"""
::
Epic-mode wrapper appended to a game description.
English: "{description} In epic slow motion."
"""
[docs]
def epic_name_filter(self, *, name: str | LangStr) -> LangStr:
"""
::
Name of the slow-motion variant of a minigame.
English: "Epic {name}"
"""
#: ::
#:
#: Banner shown when the player fails a level.
#:
#: English: "Fail"
fail: LangStr
#: ::
#:
#: Heading over the final score table.
#:
#: English: "Final Scores"
final_scores: LangStr
#: ::
#:
#: Celebratory banner for five kills in quick succession.
#:
#: English: "FIVE KILL!!!"
five_kill: LangStr
#: ::
#:
#: Celebratory banner for clearing a wave flawlessly.
#:
#: English: "Flawless Wave!"
flawless_wave: LangStr
[docs]
def game_on_map(
self, *, name: str | LangStr, mapname: str | LangStr
) -> LangStr:
"""
::
Pure-formatting template pairing a game with its map;
substitution-only.
English: "{name} @ {mapname}"
"""
[docs]
def killing_track_skipper(self, *, name: str | LangStr) -> LangStr:
"""
::
Notice that a racer is killed for cutting the course.
English: "Killing {name} for skipping part of the track!"
"""
[docs]
def lap_number(
self, *, current: str | LangStr, total: str | LangStr
) -> LangStr:
"""
::
Progress label for the current lap of a race.
English: "Lap {current}/{total}"
"""
#: ::
#:
#: Label for the remaining-lives bonus in a co-op score tally.
#:
#: English: "Lives Bonus"
lives_bonus: LangStr
[docs]
def multi_kill(self, *, count: int) -> LangStr:
"""
::
Celebratory banner for a kill streak of a given count (six or
more).
English: (one) "#-KILL!!!" / (other) "#-KILLS!!!"
"""
[docs]
def name_betrayed(
self, *, name: str | LangStr, victim: str | LangStr
) -> LangStr:
"""
::
Death announcement: a player killed a teammate.
English: "{name} betrayed {victim}."
"""
[docs]
def name_died(self, *, name: str | LangStr) -> LangStr:
"""
::
Death announcement: a player died.
English: "{name} died."
"""
[docs]
def name_killed(
self, *, name: str | LangStr, victim: str | LangStr
) -> LangStr:
"""
::
Death announcement: a player killed an opponent.
English: "{name} killed {victim}."
"""
[docs]
def name_scores(self, *, name: str | LangStr) -> LangStr:
"""
::
Announcement that a named player scores.
English: "{name} Scores!"
"""
[docs]
def name_suicide(self, *, name: str | LangStr) -> LangStr:
"""
::
Death announcement: a player killed themselves.
English: "{name} committed suicide."
"""
#: ::
#:
#: Error message when no valid maps exist for a game type.
#:
#: English: "No valid maps found for this game type."
no_valid_maps_error: LangStr
[docs]
def onslaught_respawn(
self, *, player: str | LangStr, wave: str | LangStr
) -> LangStr:
"""
::
Notice of which wave a defeated player returns on.
English: "{player} will respawn in wave {wave}"
"""
#: ::
#:
#: Warning that your own flag must be at your base to score.
#:
#: English: "Your own flag must be at your base to score!"
own_flag_at_base_warning: LangStr
#: ::
#:
#: Notice that the host has paused the game.
#:
#: English: "(paused by host)"
paused_by_host: LangStr
#: ::
#:
#: Celebration shown for completing a wave without damage.
#:
#: English: "Perfect Wave!"
perfect_wave: LangStr
[docs]
def points_gained(self, *, points: str | LangStr) -> LangStr:
"""
::
Pure-formatting popup showing points just gained;
substitution-only.
English: "+{points}"
"""
[docs]
def points_gained_titled(
self, *, points: str | LangStr, title: str | LangStr
) -> LangStr:
"""
::
Pure-formatting popup pairing gained points with an award title;
substitution-only.
English: "+{points} {title}"
"""
#: ::
#:
#: Prompt to press any button to continue.
#:
#: English: "Press any button to continue..."
press_any_button_continue: LangStr
#: ::
#:
#: Prompt to press a button to play again.
#:
#: English: "Press any button to play again..."
press_any_button_play_again: LangStr
#: ::
#:
#: Prompt to press any key or button to continue.
#:
#: English: "Press any key/button to continue..."
press_any_key_button_continue: LangStr
#: ::
#:
#: Prompt to press a key or button to play again.
#:
#: English: "Press any key/button to play again..."
press_any_key_button_play_again: LangStr
#: ::
#:
#: Flying-map tip: press jump repeatedly to fly.
#:
#: English: "** Press jump repeatedly to fly **"
press_jump_to_fly: LangStr
#: ::
#:
#: Celebratory banner for four kills in quick succession.
#:
#: English: "QUAD KILL!!!"
quad_kill: LangStr
#: ::
#:
#: Notice that you must reach wave 2 to rank.
#:
#: English: "Reach wave 2 to rank."
reach_wave_2: LangStr
#: ::
#:
#: Label for a score value on the in-game scoreboard.
#:
#: English: "Score"
score: LangStr
[docs]
def solo_name_filter(self, *, name: str | LangStr) -> LangStr:
"""
::
Name of the solo variant of a minigame.
English: "Solo {name}"
"""
#: ::
#:
#: Label for the time-based bonus in a co-op score tally.
#:
#: English: "Time Bonus"
time_bonus: LangStr
[docs]
def time_bonus_amount(self, *, amount: str | LangStr) -> LangStr:
"""
::
Time-bonus label with its current amount, shown on the co-op
HUD.
English: "Time Bonus: {amount}"
"""
#: ::
#:
#: Banner shown when the game time limit runs out.
#:
#: English: "Time Expired"
time_expired: LangStr
#: ::
#:
#: Heading label shown before a gameplay tip.
#:
#: English: "Tip:"
tip_title: LangStr
#: ::
#:
#: Banner shown when the tournament time limit runs out.
#:
#: English: "Tournament Time Expired"
tournament_time_expired: LangStr
#: ::
#:
#: Celebratory banner for three kills in quick succession.
#:
#: English: "TRIPLE KILL!!"
triple_kill: LangStr
[docs]
def turbo_warning(self, *, name: str | LangStr) -> LangStr:
"""
::
Warning that button-spamming will knock a player out.
English: "Warning {name}: Button-spamming (turbo) will knock you
out!"
"""
#: ::
#:
#: Celebratory banner shown when a game is won.
#:
#: English: "Victory!"
victory: LangStr
#: ::
#:
#: Small "versus" label shown between two opponents.
#:
#: English: "vs."
vs: LangStr
[docs]
def waiting_for_host(self, *, host: str | LangStr) -> LangStr:
"""
::
Notice that the host must continue the game.
English: "(Waiting for {host} to continue)"
"""
#: ::
#:
#: Label for the current wave number in wave-based games.
#:
#: English: "Wave"
wave: LangStr
[docs]
def wave_number(self, *, number: str | LangStr) -> LangStr:
"""
::
Label for the current wave with its number, shown on the co-op
HUD.
English: "Wave {number}"
"""
[docs]
class StringsGameDescriptionsGroup:
"""
::
Minigame objective descriptions shown at match start and on game
lists. Mods define their own; those show untranslated.
See source for the full asset list.
"""
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Be the chosen one for a length of time to win. Kill the
#: chosen one to become it."
be_the_chosen_one_for_a: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Bomb as many targets as you can."
bomb_as_many_targets_as_you: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Carry the flag for a set length of time."
carry_the_flag_for_a_set: LangStr
[docs]
def carry_the_flag_for_seconds(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Carry the flag for {arg1} seconds."
"""
[docs]
def carry_the_flag_for_seconds_2(
self, *, arg1: str | LangStr
) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Carry the flag for {arg1} seconds"
"""
[docs]
def crush_of_your_enemies(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Crush {arg1} of your enemies."
"""
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Defeat all enemies."
defeat_all_enemies: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Dodge the falling bombs."
dodge_the_falling_bombs: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Final glorious epic slow motion battle to the death."
final_glorious_epic_slow_motion_battle: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Gather eggs!"
gather_eggs: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Get the flag to the enemy end zone."
get_the_flag_to_the_enemy: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "How fast can you defeat the ninjas?"
how_fast_can_you_defeat_the: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Kill a set number of enemies to win."
kill_a_set_number_of_enemies: LangStr
[docs]
def kill_enemies(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Defeat {arg1} enemies"
"""
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Last one standing wins."
last_one_standing_wins: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "last one standing wins"
last_one_standing_wins_2: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Last remaining alive wins."
last_remaining_alive_wins: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Last team standing wins."
last_team_standing_wins: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "last team standing wins"
last_team_standing_wins_2: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Prevent enemies from reaching the exit."
prevent_enemies_from_reaching_the_exit: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Reach the enemy flag to score."
reach_the_enemy_flag_to_score: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "return 1 flag"
return_1_flag: LangStr
[docs]
def return_flags(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Return {arg1} flags"
"""
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Return the enemy flag to score."
return_the_enemy_flag_to_score: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Run 1 lap."
run_1_lap: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "run 1 lap"
run_1_lap_2: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Run 1 lap. Your entire team has to finish."
run_1_lap_your_entire_team: LangStr
[docs]
def run_laps(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Run {arg1} laps."
"""
[docs]
def run_laps_2(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Run {arg1} laps"
"""
[docs]
def run_laps_your_entire_team_has(
self, *, arg1: str | LangStr
) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Run {arg1} laps. Your entire team has to finish."
"""
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Run real fast!"
run_real_fast: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Score a goal."
score_a_goal: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "score a goal"
score_a_goal_2: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Score a touchdown."
score_a_touchdown: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "score a touchdown"
score_a_touchdown_2: LangStr
[docs]
def score_goals(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Score {arg1} goals."
"""
[docs]
def score_goals_2(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Score {arg1} goals"
"""
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Score some goals."
score_some_goals: LangStr
[docs]
def score_touchdowns(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Score {arg1} touchdowns."
"""
[docs]
def score_touchdowns_2(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "score {arg1} touchdowns"
"""
[docs]
def secure_all_flags(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Secure all {arg1} flags."
"""
[docs]
def secure_all_flags_2(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Secure all {arg1} flags"
"""
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Secure all flags on the map to win."
secure_all_flags_on_the_map: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Secure the flag for a set length of time."
secure_the_flag_for_a_set: LangStr
[docs]
def secure_the_flag_for_seconds(
self, *, arg1: str | LangStr
) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Secure the flag for {arg1} seconds."
"""
[docs]
def secure_the_flag_for_seconds_2(
self, *, arg1: str | LangStr
) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Secure the flag for {arg1} seconds"
"""
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Steal the enemy flag."
steal_the_enemy_flag: LangStr
[docs]
def steal_the_enemy_flag_times(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Steal the enemy flag {arg1} times."
"""
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "There can be only one."
there_can_be_only_one: LangStr
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "touch 1 flag"
touch_1_flag: LangStr
[docs]
def touch_flags(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Touch {arg1} flags"
"""
#: ::
#:
#: Minigame objective description (start-of-match / game lists).
#:
#: English: "Touch the enemy flag."
touch_the_enemy_flag: LangStr
[docs]
def touch_the_enemy_flag_times(self, *, arg1: str | LangStr) -> LangStr:
"""
::
Minigame objective description (start-of-match / game lists).
English: "Touch the enemy flag {arg1} times."
"""
[docs]
class StringsGameNamesGroup:
"""
::
Names of the competitive multiplayer minigames. Mods can add their
own games; those names are shown untranslated.
See source for the full asset list.
"""
#: ::
#:
#: Name of the Assault minigame.
#:
#: English: "Assault"
assault: LangStr
#: ::
#:
#: Name of the Capture the Flag minigame.
#:
#: English: "Capture the Flag"
capture_the_flag: LangStr
#: ::
#:
#: Name of the Chosen One minigame.
#:
#: English: "Chosen One"
chosen_one: LangStr
#: ::
#:
#: Name of the Conquest minigame.
#:
#: English: "Conquest"
conquest: LangStr
#: ::
#:
#: Name of the Death Match minigame.
#:
#: English: "Death Match"
death_match: LangStr
#: ::
#:
#: Name of the Easter Egg Hunt minigame.
#:
#: English: "Easter Egg Hunt"
easter_egg_hunt: LangStr
#: ::
#:
#: Name of the Elimination minigame.
#:
#: English: "Elimination"
elimination: LangStr
#: ::
#:
#: Name of the Football minigame.
#:
#: English: "Football"
football: LangStr
#: ::
#:
#: Name of the Hockey minigame.
#:
#: English: "Hockey"
hockey: LangStr
#: ::
#:
#: Name of the Keep Away minigame.
#:
#: English: "Keep Away"
keep_away: LangStr
#: ::
#:
#: Name of the King of the Hill minigame.
#:
#: English: "King of the Hill"
king_of_the_hill: LangStr
#: ::
#:
#: Name of the Meteor Shower minigame.
#:
#: English: "Meteor Shower"
meteor_shower: LangStr
#: ::
#:
#: Name of the Ninja Fight minigame.
#:
#: English: "Ninja Fight"
ninja_fight: LangStr
#: ::
#:
#: Name of the Onslaught minigame.
#:
#: English: "Onslaught"
onslaught: LangStr
#: ::
#:
#: Name of the Race minigame.
#:
#: English: "Race"
race: LangStr
#: ::
#:
#: Name of the Runaround minigame.
#:
#: English: "Runaround"
runaround: LangStr
#: ::
#:
#: Name of the Target Practice minigame.
#:
#: English: "Target Practice"
target_practice: LangStr
#: ::
#:
#: Name of the The Last Stand minigame.
#:
#: English: "The Last Stand"
the_last_stand: LangStr
[docs]
class StringsGatherGroup:
"""
::
Party/gather UI strings: hosting-form labels, pre-join prompts, and
related networking-flow messages.
See source for the full asset list.
"""
#: ::
#:
#: Label for the About tab of the gather window.
#:
#: English: "About"
about: LangStr
[docs]
def added_to_favorites(self, *, name: str | LangStr) -> LangStr:
"""
::
Confirmation after saving a favorite party.
English: "Added '{name}' to Favorites."
"""
#: ::
#:
#: Placeholder shown when addresses cannot be fetched.
#:
#: English: "<error fetching addresses>"
address_fetch_error: LangStr
#: ::
#:
#: Status shown while checking something.
#:
#: English: "checking..."
checking: LangStr
#: ::
#:
#: Button to connect to a party.
#:
#: English: "Connect"
connect: LangStr
#: ::
#:
#: Button to copy the party code.
#:
#: English: "Copy Code"
copy_code: LangStr
#: ::
#:
#: Confirmation after copying a party code.
#:
#: English: "Code copied to clipboard."
copy_code_confirm: LangStr
#: ::
#:
#: Tip about setting up a dedicated server.
#:
#: English: "For best results, set up a dedicated server. See
#: bombsquadgame.com/server to learn how."
dedicated_server_info: LangStr
[docs]
def delete_confirm_list(self, *, list: str | LangStr) -> LangStr:
"""
::
Confirmation before deleting a named list.
English: "Delete "{list}"?"
"""
#: ::
#:
#: Short hint pointing to the gather window.
#:
#: English: "Use the gather window to assemble a party."
description_short: LangStr
[docs]
def disconnect_clients(self, *, count: int) -> LangStr:
"""
::
Confirmation before an action disconnects party players.
English: (one) "This will disconnect the # player in your party.
Are you sure?" / (other) "This will disconnect the # players in
your party. Are you sure?"
"""
#: ::
#:
#: Blurb inviting players to the Discord.
#:
#: English: "Want to look for new people to play with? Join our
#: Discord and find new friends!"
discord_friends: LangStr
#: ::
#:
#: Button to open the Discord invite.
#:
#: English: "Join the Discord"
discord_join: LangStr
#: ::
#:
#: Label for the favorites list of saved parties.
#:
#: English: "Favorites"
favorites: LangStr
#: ::
#:
#: Button to save a party as a favorite.
#:
#: English: "Save As Favorite"
favorites_save: LangStr
#: ::
#:
#: Notice that a free cloud server is available.
#:
#: English: "FREE CLOUD SERVER AVAILABLE!"
free_cloud_server_available: LangStr
[docs]
def free_cloud_server_available_minutes(
self, *, minutes: str | LangStr
) -> LangStr:
"""
::
Countdown to the next free cloud server.
English: "Next free cloud server available in {minutes}
minutes."
"""
#: ::
#:
#: Notice that no free cloud servers are free right now.
#:
#: English: "No free cloud servers available."
free_cloud_server_not_available: LangStr
#: ::
#:
#: Button to get a friend invite code.
#:
#: English: "Get Friend Invite Code"
get_friend_invite_code: LangStr
#: ::
#:
#: Heading for the host-public-party view.
#:
#: English: "Host a Public Party"
host_public_party: LangStr
#: ::
#:
#: Notice that hosting is unavailable.
#:
#: English: "Hosting Unavailable"
hosting_unavailable: LangStr
#: ::
#:
#: Error for an invalid server address.
#:
#: English: "Error: invalid address."
invalid_address_error: LangStr
#: ::
#:
#: Error for an invalid party name.
#:
#: English: "Error: invalid name."
invalid_name_error: LangStr
#: ::
#:
#: Error for an invalid server port.
#:
#: English: "Error: invalid port."
invalid_port_error: LangStr
[docs]
def invite_a_friend(self, *, count: str | LangStr) -> LangStr:
"""
::
Blurb about inviting friends for a ticket reward.
English: "Friends don't have the game? Invite them to try it and
they'll receive {count} free Tickets."
"""
#: ::
#:
#: Button to invite friends.
#:
#: English: "Invite Friends"
invite_friends: LangStr
#: ::
#:
#: Heading for the join-public-party view.
#:
#: English: "Join a Public Party"
join_public_party: LangStr
#: ::
#:
#: Question label about internet joinability.
#:
#: English: "Are you joinable from the internet?:"
joinable_from_internet: LangStr
#: ::
#:
#: Negative joinability status with a caveat marker.
#:
#: English: "NO*"
joinable_no: LangStr
#: ::
#:
#: Affirmative joinability status.
#:
#: English: "YES"
joinable_yes: LangStr
#: ::
#:
#: Subtitle for the nearby-party tab.
#:
#: English: "Join a Nearby Party (LAN, Bluetooth, etc.)"
local_network_description: LangStr
#: ::
#:
#: Button to make the party private.
#:
#: English: "Make My Party Private"
make_party_private: LangStr
#: ::
#:
#: Button to make the party public.
#:
#: English: "Make My Party Public"
make_party_public: LangStr
#: ::
#:
#: Label for the Manual (join-by-address) tab.
#:
#: English: "Manual"
manual: LangStr
#: ::
#:
#: Label for the server address input field.
#:
#: English: "Address"
manual_address: LangStr
#: ::
#:
#: Subtitle for the manual-connect tab.
#:
#: English: "Join a party by address:"
manual_description: LangStr
#: ::
#:
#: Heading for the join-by-address section.
#:
#: English: "Join By Address"
manual_join_section: LangStr
#: ::
#:
#: Label for the max-connections setting.
#:
#: English: "Max Connections"
max_connections: LangStr
#: ::
#:
#: Label for the max-party-size setting.
#:
#: English: "Max Party Size"
max_party_size: LangStr
#: ::
#:
#: Label for the Nearby (local network) tab.
#:
#: English: "Nearby"
nearby: LangStr
#: ::
#:
#: Placeholder shown when there is no connection.
#:
#: English: "<no connection>"
no_connection: LangStr
#: ::
#:
#: Placeholder when no favorite parties are saved.
#:
#: English: "No Parties Added"
no_parties_added: LangStr
#: ::
#:
#: Placeholder when no public servers are found.
#:
#: English: "No servers found."
no_servers_found: LangStr
#: ::
#:
#: Label for the party join code.
#:
#: English: "Party Code"
party_code: LangStr
#: ::
#:
#: Label for the party name field.
#:
#: English: "Party Name"
party_name: LangStr
#: ::
#:
#: Description line in the pre-join password prompt dialog, shown
#: above the password entry field when joining a password-protected
#: party.
#:
#: English: "This party requires a password."
party_requires_password: LangStr
#: ::
#:
#: Status that the party server is running.
#:
#: English: "Your party server is running."
party_server_running: LangStr
#: ::
#:
#: Lowercase column label for party size.
#:
#: English: "party size"
party_size: LangStr
#: ::
#:
#: Status shown while checking party status.
#:
#: English: "checking status..."
party_status_checking: LangStr
#: ::
#:
#: Status that the party is joinable.
#:
#: English: "your party is now joinable from the internet"
party_status_joinable: LangStr
#: ::
#:
#: Status that the server is unreachable.
#:
#: English: "unable to connect to server"
party_status_no_connection: LangStr
#: ::
#:
#: Status that the hosted party is not public.
#:
#: English: "your party is not public"
party_status_not_public: LangStr
#: ::
#:
#: Label for the optional party-password entry field in the gather
#: window's public-hosting form.
#:
#: English: "Password (optional)"
password_optional: LangStr
#: ::
#:
#: Lowercase column label for network ping.
#:
#: English: "ping"
ping: LangStr
#: ::
#:
#: Label for the server port input field.
#:
#: English: "Port"
port: LangStr
#: ::
#:
#: Label for the Private (cloud) party tab.
#:
#: English: "Private"
private: LangStr
#: ::
#:
#: Explanation of private cloud parties.
#:
#: English: "Private parties run on dedicated cloud servers; no
#: router configuration required."
private_party_cloud_description: LangStr
#: ::
#:
#: Button to host a private party.
#:
#: English: "Host a Private Party"
private_party_host: LangStr
#: ::
#:
#: Button to join a private party.
#:
#: English: "Join a Private Party"
private_party_join: LangStr
#: ::
#:
#: Label for the Public party tab.
#:
#: English: "Public"
public: LangStr
#: ::
#:
#: Warning about router config for public hosting.
#:
#: English: "This may require configuring port-forwarding on your
#: router. For an easier option, host a private party."
public_host_router_config: LangStr
[docs]
def router_forwarding(self, *, port: str | LangStr) -> LangStr:
"""
::
Tip to forward a UDP port on the router.
English: "*To fix this, forward UDP port {port} to your local
address on your router."
"""
#: ::
#:
#: Button to show the local machine address.
#:
#: English: "Show My Address"
show_my_address: LangStr
#: ::
#:
#: Button to start hosting.
#:
#: English: "Host"
start_hosting: LangStr
[docs]
def start_hosting_paid(self, *, cost: str | LangStr) -> LangStr:
"""
::
Button to start paid hosting for a cost.
English: "Host Now For {cost}"
"""
[docs]
def start_stop_hosting_minutes(self, *, minutes: int) -> LangStr:
"""
::
Notice of the free start/stop-hosting window in minutes.
English: (one) "You can start and stop hosting for free for the
next # minute." / (other) "You can start and stop hosting for
free for the next # minutes."
"""
#: ::
#:
#: Button to stop hosting.
#:
#: English: "Stop Hosting"
stop_hosting: LangStr
#: ::
#:
#: Title of the Gather section, where players meet up and play with
#: others; also labels the main-menu button leading there and
#: gather-related join-screen hints.
#:
#: English: "Gather"
title: LangStr
#: ::
#:
#: Error when the host address cannot resolve.
#:
#: English: "Error: unable to resolve host."
unable_to_resolve_host: LangStr
#: ::
#:
#: Notice that a V2 account is required.
#:
#: English: "This requires a V2 account. Upgrade your account and
#: try again."
v2_account_required: LangStr
#: ::
#:
#: Label for the internet-facing address.
#:
#: English: "Your address from the internet:"
your_address_from_internet: LangStr
#: ::
#:
#: Label for the local network address.
#:
#: English: "Your local address:"
your_local_address: LangStr
[docs]
class StringsGetRemoteGroup:
"""
::
Get-remote-app window: controller/remote-app info blurb.
See source for the full asset list.
"""
[docs]
def info_short(
self, *, app_name: str | LangStr, remote_app_name: str | LangStr
) -> LangStr:
"""
::
Blurb about using controllers or the remote app.
English: "{app_name} is most fun when played with family &
friends. Connect one or more hardware controllers or install the
{remote_app_name} app on phones or tablets to use them as
controllers."
"""
[docs]
class StringsGetTokensGroup:
"""
::
Get-tokens / Gold Pass store window strings.
See source for the full asset list.
"""
#: ::
#:
#: The "Gold Pass" product name.
#:
#: English: "Gold Pass"
gold_pass: LangStr
#: ::
#:
#: Gold Pass benefit: infinite tokens.
#:
#: English: "Infinite Tokens."
gold_pass_desc1: LangStr
#: ::
#:
#: Gold Pass benefit: no ads.
#:
#: English: "No ads."
gold_pass_desc2: LangStr
#: ::
#:
#: Gold Pass benefit: forever.
#:
#: English: "Forever."
gold_pass_desc3: LangStr
#: ::
#:
#: Error when the player lacks enough tokens.
#:
#: English: "Not enough tokens!"
not_enough_tokens: LangStr
[docs]
def num_tokens(self, *, count: int) -> LangStr:
"""
::
A number of tokens.
English: (one) "# Token" / (other) "# Tokens"
"""
#: ::
#:
#: Notice that purchases are unavailable here.
#:
#: English: "Sorry, purchases are not available on this build. Try
#: signing into your account on another platform and making
#: purchases from there."
purchase_never_available: LangStr
#: ::
#:
#: Notice that a purchase is unavailable.
#:
#: English: "This purchase is not available."
purchase_not_available: LangStr
#: ::
#:
#: Limited-time offer to remove ads via a token pack.
#:
#: English: "LIMITED TIME OFFER: PURCHASE ANY TOKEN PACK TO REMOVE
#: IN-GAME ADS."
remove_ads_offer: LangStr
#: ::
#:
#: Tagline describing tokens as the new currency.
#:
#: English: "BombSquad's shiny new currency."
shiny_new_currency: LangStr
#: ::
#:
#: Notice that the player owns a Gold Pass.
#:
#: English: "You have a Gold Pass. All token purchases are free.
#: Enjoy!"
you_have_gold_pass: LangStr
[docs]
class StringsHelpGroup:
"""
::
Help window: section headings and how-to-play text for controls,
controllers, devices, friends, and powerups.
See source for the full asset list.
"""
#: ::
#:
#: How-to text for the Bomb action.
#:
#: English: "- Bomb - Stronger than punches, but can result in grave
#: self-injury. For best results, throw towards enemy before fuse
#: runs out."
bomb_info: LangStr
[docs]
def can_help(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Reassurance that the app can help.
English: "{app_name} can help."
"""
#: ::
#:
#: Heading for the controllers section.
#:
#: English: "Controllers"
controllers: LangStr
[docs]
def controllers_info(
self, *, app_name: str | LangStr, remote_app_name: str | LangStr
) -> LangStr:
"""
::
Body text for the controllers section.
English: "You can play {app_name} with friends over a network,
or play together on the same device if you have enough
controllers. It supports a variety of controllers, and you can
even use phones as controllers via the free '{remote_app_name}'
app. See Settings > Controllers for more info."
"""
#: ::
#:
#: Heading for the controls section.
#:
#: English: "Controls"
controls: LangStr
[docs]
def controls_subtitle(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Subtitle introducing the basic actions.
English: "Your friendly {app_name} character has a few basic
actions:"
"""
#: ::
#:
#: Heading for the devices section.
#:
#: English: "Devices"
devices: LangStr
[docs]
def devices_info(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Body text for the devices section.
English: "The VR version of {app_name} can be played over the
network with the regular version, so whip out your extra phones,
tablets, and computers and get your game on. It can even be
useful to connect a regular version of the game to the VR
version just to allow people outside to watch the action."
"""
#: ::
#:
#: Heading for the friends section.
#:
#: English: "Friends"
friends: LangStr
[docs]
def friends_good(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Two-line message about playing with friends.
English: "These are good to have. {app_name} is most fun with
several players and can support up to 8 at a time, which leads
us to:"
"""
#: ::
#:
#: How-to text for the Jump action.
#:
#: English: "- Jump - Jump to cross small gaps, to throw things
#: higher, and to express feelings of joy."
jump_info: LangStr
#: ::
#:
#: Continued humorous line about punching.
#:
#: English: "Or punching something, throwing it off a cliff, and
#: blowing it up on the way down with a sticky bomb."
or_punching_something: LangStr
#: ::
#:
#: How-to text for the Pick Up action.
#:
#: English: "- Pick Up - Grab flags, enemies, or anything else not
#: bolted to the ground. Press again to throw."
pick_up_info: LangStr
#: ::
#:
#: Heading for the powerups section.
#:
#: English: "Powerups"
powerups: LangStr
#: ::
#:
#: Subtitle introducing powerups.
#:
#: English: "Of course, no game is complete without powerups:"
powerups_subtitle: LangStr
#: ::
#:
#: How-to text for the Punch action.
#:
#: English: "- Punch - Punches do more damage the faster your fists
#: are moving, so run and spin like a madman."
punch_info: LangStr
#: ::
#:
#: How-to text for the Run action.
#:
#: English: "- Run - Hold ANY button to run. Triggers or shoulder
#: buttons work well if you have them. Running gets you places
#: faster but makes it hard to turn, so watch out for cliffs."
run_info: LangStr
#: ::
#:
#: Opening humorous line in the help window.
#:
#: English: "Some days you just feel like punching something. Or
#: blowing something up."
some_days: LangStr
[docs]
def title(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Title of the help window.
English: "{app_name} Help"
"""
#: ::
#:
#: Lead-in before the list of what you need.
#:
#: English: "To get the most out of this game, you'll need:"
to_get_the_most: LangStr
[docs]
def welcome(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Welcome heading in the help window.
English: "Welcome to {app_name}!"
"""
[docs]
class StringsInboxGroup:
"""
::
Message-inbox window: messages, prizes, expiry labels.
See source for the full asset list.
"""
[docs]
def expired_ago(self, *, t: str | LangStr) -> LangStr:
"""
::
Label showing how long ago something expired.
English: "Expired {t} ago"
"""
[docs]
def expires_in(self, *, t: str | LangStr) -> LangStr:
"""
::
Label showing time until a message expires.
English: "Expires in {t}"
"""
#: ::
#:
#: Heading for final tournament standings.
#:
#: English: "Final Standings"
final_standings: LangStr
#: ::
#:
#: Notice that the app must be updated to view content.
#:
#: English: "You must update the app to view this."
must_update: LangStr
#: ::
#:
#: Placeholder when the inbox is empty.
#:
#: English: "No messages."
no_messages: LangStr
#: ::
#:
#: Label above a prize the player won.
#:
#: English: "Your prize:"
your_prize: LangStr
[docs]
class StringsInventoryGroup:
"""
::
Client-side inventory window bits: offline/signed-out placeholder
variants (the online inventory content itself is server-composed).
See source for the full asset list.
"""
#: ::
#:
#: Inventory placeholder message.
#:
#: English: "Full inventory is only available when online."
only_available_online: LangStr
#: ::
#:
#: Inventory placeholder message.
#:
#: English: "Full inventory is only available when signed in."
only_available_signed_in: LangStr
#: ::
#:
#: Window title (client-side offline/profiles-only variants; the
#: online inventory title comes from the server).
#:
#: English: "Inventory"
title: LangStr
[docs]
class StringsKeyboardGroup:
"""
::
Labels and instructions for the on-screen keyboard used for text
entry on touch and controller devices.
See source for the full asset list.
"""
#: ::
#:
#: Instructions for switching on-screen keyboards.
#:
#: English: "Double press space to change keyboards."
change_instructions: LangStr
#: ::
#:
#: Notice that no other on-screen keyboards exist.
#:
#: English: "No other keyboards available."
no_others_available: LangStr
#: ::
#:
#: Label on the on-screen keyboard space bar.
#:
#: English: "space"
space_key: LangStr
[docs]
def switched(self, *, name: str | LangStr) -> LangStr:
"""
::
Confirmation that the on-screen keyboard changed.
English: "Keyboard switched to {name}"
"""
[docs]
class StringsKioskGroup:
"""
::
Kiosk/demo-mode menu strings.
See source for the full asset list.
"""
#: ::
#:
#: Title of the demo/kiosk menu.
#:
#: English: "Demo Menu"
demo_menu: LangStr
#: ::
#:
#: Button to open the full menu (kiosk).
#:
#: English: "Full Menu"
full_menu: LangStr
#: ::
#:
#: Kiosk section: single-player / co-op examples.
#:
#: English: "Single Player / Co-op Examples"
single_player_examples: LangStr
#: ::
#:
#: Kiosk section: versus examples.
#:
#: English: "Versus Examples"
versus_examples: LangStr
[docs]
class StringsLeagueGroup:
"""
::
League/season UI: ranking labels, season timing notices, bonuses,
and the league-president title.
See source for the full asset list.
"""
#: ::
#:
#: Notice that achievement details are unavailable for past seasons.
#:
#: English: "Sorry, achievement specifics are not available for old
#: seasons."
achievements_unavailable_old_seasons: LangStr
#: ::
#:
#: Label for all-time (non-seasonal) stats.
#:
#: English: "All Time"
all_time: LangStr
#: ::
#:
#: Name of the Bronze league tier.
#:
#: English: "Bronze"
bronze: LangStr
[docs]
def current_season(self, *, number: str | LangStr) -> LangStr:
"""
::
Label for the current season, with its number.
English: "Current Season ({number})"
"""
#: ::
#:
#: Name of the Diamond league tier.
#:
#: English: "Diamond"
diamond: LangStr
#: ::
#:
#: Name of the Gold league tier.
#:
#: English: "Gold"
gold: LangStr
#: ::
#:
#: The "League" label/heading.
#:
#: English: "League"
league: LangStr
#: ::
#:
#: Title for the top-ranked player in a league.
#:
#: English: "League President"
league_president: LangStr
#: ::
#:
#: Label for the player's league rank.
#:
#: English: "League Rank"
league_rank: LangStr
#: ::
#:
#: Label for score multipliers.
#:
#: English: "Multipliers"
multipliers: LangStr
[docs]
def number_badge(self, *, number: str | LangStr) -> LangStr:
"""
::
Rank-number badge (hash + number); substitution-only.
English: "#{number}"
"""
#: ::
#:
#: Label for the power-ranking metric.
#:
#: English: "Power Ranking"
power_ranking: LangStr
[docs]
def power_ranking_points_equals(
self, *, number: str | LangStr
) -> LangStr:
"""
::
Badge showing a points equivalence in power ranking.
English: "= {number} pts"
"""
[docs]
def power_ranking_points_mult(
self, *, number: str | LangStr
) -> LangStr:
"""
::
Badge showing a points multiplier in power ranking.
English: "(x{number} pts)"
"""
[docs]
def season(self, *, number: str | LangStr) -> LangStr:
"""
::
Label naming a season by number.
English: "Season {number}"
"""
[docs]
def season_ended_days_ago(self, *, days: int) -> LangStr:
"""
::
Notice that a season ended a number of days ago.
English: (one) "Season ended # day ago." / (other) "Season ended
# days ago."
"""
[docs]
def season_ends_days(self, *, days: int) -> LangStr:
"""
::
Notice that the season ends in a number of days.
English: (one) "Season ends in # day." / (other) "Season ends in
# days."
"""
[docs]
def season_ends_hours(self, *, hours: int) -> LangStr:
"""
::
Notice that the season ends in a number of hours.
English: (one) "Season ends in # hour." / (other) "Season ends
in # hours."
"""
[docs]
def season_ends_minutes(self, *, minutes: int) -> LangStr:
"""
::
Notice that the season ends in a number of minutes.
English: (one) "Season ends in # minute." / (other) "Season ends
in # minutes."
"""
#: ::
#:
#: Name of the Silver league tier.
#:
#: English: "Silver"
silver: LangStr
#: ::
#:
#: Label for points needed to become ranked.
#:
#: English: "To Ranked"
to_ranked: LangStr
[docs]
def tournament_required(self, *, name: str | LangStr) -> LangStr:
"""
::
Notice that a higher league is required to enter.
English: "You must reach {name} to enter this tournament."
"""
#: ::
#:
#: Notice that trophy counts reset each season.
#:
#: English: "Trophy counts will reset next season."
trophy_counts_reset: LangStr
#: ::
#:
#: Label for the up-to-date-version score bonus.
#:
#: English: "Up-To-Date Bonus"
up_to_date_bonus: LangStr
[docs]
def up_to_date_bonus_description(
self, *, percent: str | LangStr
) -> LangStr:
"""
::
Explanation of the up-to-date bonus, with the percentage.
English: "Players running a recent version of the game receive a
{percent}% bonus here."
"""
#: ::
#:
#: Label above the player's own power ranking.
#:
#: English: "Your Power Ranking:"
your_power_ranking: LangStr
[docs]
class StringsLobbyGroup:
"""
::
Join-screen (lobby) prompts and labels shown while players are
joining, picking profiles, and readying up.
See source for the full asset list.
"""
#: ::
#:
#: The bomb action word, shown emphasized in join prompts.
#:
#: English: "BOMB"
bomb: LangStr
#: ::
#:
#: Placeholder name while a player is still joining.
#:
#: English: "<choosing player>"
choosing_player: LangStr
#: ::
#:
#: Lobby profile-list entry for creating or editing a profile.
#:
#: English: "<Create/Edit Player>"
create_edit_player: LangStr
#: ::
#:
#: Prompt inviting anyone to join by pressing a button.
#:
#: English: "press any button to join..."
press_any_button_to_join: LangStr
#: ::
#:
#: Prompt to join by pressing the punch button.
#:
#: English: "press PUNCH to join..."
press_punch_to_join: LangStr
[docs]
def press_to_override_character(
self, *, buttons: str | LangStr
) -> LangStr:
"""
::
Prompt for overriding the profile character in the lobby.
English: "press {buttons} to override your character"
"""
[docs]
def press_to_select_profile(self, *, buttons: str | LangStr) -> LangStr:
"""
::
Prompt for selecting a player profile in the lobby.
English: "press {buttons} to select a player"
"""
[docs]
def press_to_select_team(self, *, buttons: str | LangStr) -> LangStr:
"""
::
Prompt for choosing a team in the lobby.
English: "press {buttons} to select a team"
"""
#: ::
#:
#: Status note that a joining player is ready.
#:
#: English: "ready"
ready: LangStr
[docs]
class StringsMainMenuGroup:
"""
::
Main-menu strings: menu buttons, build watermarks, and menu-scene
status text.
See source for the full asset list.
"""
#: ::
#:
#: Label for the main-menu button showing the game's credits.
#:
#: English: "Credits"
credits: LangStr
#: ::
#:
#: Label for the main-menu button that exits the app (general
#: wording; the Mac variant uses the 'Quit' string).
#:
#: English: "Exit Game"
exit_game: LangStr
[docs]
def host_navigating_menus(self, *, host: str | LangStr) -> LangStr:
"""
::
Shown to connected clients while the party host is navigating
menus (so they know why they are looking at an idle screen).
English: "- {host} is navigating menus like a boss -"
"""
#: ::
#:
#: Label for the main-menu button opening the
#: how-to-play/instructions section.
#:
#: English: "How to Play"
how_to_play: LangStr
#: ::
#:
#: Label for the main-menu button switching the game into Arcade
#: mode (a simplified mode designed for stand-up arcade cabinets).
#:
#: English: "Arcade Mode"
mode_arcade: LangStr
#: ::
#:
#: Label for the main-menu button switching the game into Demo mode
#: (a simple mode providing a few gameplay examples instead of the
#: full experience).
#:
#: English: "Demo Mode"
mode_demo: LangStr
#: ::
#:
#: Heading shown in the main-menu ticker above the player's next
#: unearned achievements.
#:
#: English: "Next Achievements:"
next_achievements: LangStr
#: ::
#:
#: Label for the main-menu button that exits the app (wording used
#: on Mac, where apps are 'quit'; other platforms use the 'Exit
#: Game' string).
#:
#: English: "Quit"
quit: LangStr
#: ::
#:
#: Watermark label shown in the main menu on special test builds of
#: the game.
#:
#: English: "Test Build"
test_build: LangStr
[docs]
class StringsMapNamesGroup:
"""
::
Names of the play areas (maps) that matches are held in. Mods can
add their own maps; those names are shown untranslated.
See source for the full asset list.
"""
#: ::
#:
#: Name of the Big G play area.
#:
#: English: "Big G"
big_g: LangStr
#: ::
#:
#: Name of the Bridgit play area.
#:
#: English: "Bridgit"
bridgit: LangStr
#: ::
#:
#: Name of the Courtyard play area.
#:
#: English: "Courtyard"
courtyard: LangStr
#: ::
#:
#: Name of the Crag Castle play area.
#:
#: English: "Crag Castle"
crag_castle: LangStr
#: ::
#:
#: Name of the Doom Shroom play area.
#:
#: English: "Doom Shroom"
doom_shroom: LangStr
#: ::
#:
#: Name of the Football Stadium play area.
#:
#: English: "Football Stadium"
football_stadium: LangStr
#: ::
#:
#: Name of the Happy Thoughts play area.
#:
#: English: "Happy Thoughts"
happy_thoughts: LangStr
#: ::
#:
#: Name of the Hockey Stadium play area.
#:
#: English: "Hockey Stadium"
hockey_stadium: LangStr
#: ::
#:
#: Name of the Lake Frigid play area.
#:
#: English: "Lake Frigid"
lake_frigid: LangStr
#: ::
#:
#: Name of the Monkey Face play area.
#:
#: English: "Monkey Face"
monkey_face: LangStr
#: ::
#:
#: Name of the Rampage play area.
#:
#: English: "Rampage"
rampage: LangStr
#: ::
#:
#: Name of the Roundabout play area.
#:
#: English: "Roundabout"
roundabout: LangStr
#: ::
#:
#: Name of the Step Right Up play area.
#:
#: English: "Step Right Up"
step_right_up: LangStr
#: ::
#:
#: Name of the The Pad play area.
#:
#: English: "The Pad"
the_pad: LangStr
#: ::
#:
#: Name of the Tip Top play area.
#:
#: English: "Tip Top"
tip_top: LangStr
#: ::
#:
#: Name of the Tower D play area.
#:
#: English: "Tower D"
tower_d: LangStr
#: ::
#:
#: Name of the Zigzag play area.
#:
#: English: "Zigzag"
zigzag: LangStr
[docs]
class StringsMultiTeamGroup:
"""
::
Multi-team series victory and score screens: player-award headings
(most valuable/violent/destroyed), the "SERIES!" banner, and the
score-table column labels.
See source for the full asset list.
"""
[docs]
def best_of_final(self, *, count: str | LangStr) -> LangStr:
"""
::
Title for a best-of-N final series.
English: "Best-of-{count} Final"
"""
[docs]
def best_of_series(self, *, count: int) -> LangStr:
"""
::
Title for a best-of-N series.
English: (one) "Best Of # Series:" / (other) "Best Of # Series:"
"""
#: ::
#:
#: Column label for the death count in the score table.
#:
#: English: "Deaths"
deaths: LangStr
[docs]
def deaths_tally(self, *, count: str | LangStr) -> LangStr:
"""
::
A player's death count in the end-of-series tally.
English: "{count} deaths"
"""
[docs]
def first_to_final(self, *, count: str | LangStr) -> LangStr:
"""
::
Title for a first-to-N-wins final series.
English: "First-to-{count} Final"
"""
[docs]
def first_to_series(self, *, count: int) -> LangStr:
"""
::
Title for a first-to-N-wins series.
English: (one) "First-To-# Series" / (other) "First-To-# Series"
"""
[docs]
def game_leaders(self, *, count: int) -> LangStr:
"""
::
Heading over the leaders of the current game.
English: (one) "Game # Leaders" / (other) "Game # Leaders"
"""
[docs]
def games_to(
self, *, wincount: str | LangStr, losecount: str | LangStr
) -> LangStr:
"""
::
Series score line reading as wins-to-losses.
English: "{wincount} games to {losecount}"
"""
#: ::
#:
#: Column label for the kill count in the score table.
#:
#: English: "Kills"
kills: LangStr
[docs]
def kills_tally(self, *, count: str | LangStr) -> LangStr:
"""
::
A player's kill count in the end-of-series tally.
English: "{count} kills"
"""
#: ::
#:
#: Heading for the most-destroyed-player award.
#:
#: English: "Most Destroyed Player"
most_destroyed_player: LangStr
#: ::
#:
#: Heading for the most-valuable-player award.
#:
#: English: "Most Valuable Player"
most_valuable_player: LangStr
#: ::
#:
#: Heading for the most-violent-player award.
#:
#: English: "Most Violent Player"
most_violent_player: LangStr
[docs]
def must_invite_friends(self, *, gather: str | LangStr) -> LangStr:
"""
::
Notice explaining how to get more players in.
English: "Invite friends via {gather} or connect controllers to
play."
"""
#: ::
#:
#: Column label for the player name in the score table.
#:
#: English: "Player"
player: LangStr
#: ::
#:
#: All-caps "SERIES!" celebration banner.
#:
#: English: "SERIES!"
series: LangStr
[docs]
def team_label(self, *, name: str | LangStr) -> LangStr:
"""
::
Score-banner label naming a team.
English: "{name}:"
"""
#: ::
#:
#: Label introducing the first game of a series.
#:
#: English: "Up first:"
up_first: LangStr
[docs]
def up_next(self, *, count: str | LangStr) -> LangStr:
"""
::
Label introducing the next game of a series.
English: "Up next in game {count}:"
"""
[docs]
def wins(self, *, name: str | LangStr) -> LangStr:
"""
::
Banner announcing the winner of a series.
English: "{name} Wins!"
"""
#: ::
#:
#: Opening words of the series-victory banner.
#:
#: English: "WINS THE"
wins_the_series_intro: LangStr
[docs]
class StringsPartyGroup:
"""
::
Party window: member list, chat, kick/mute controls.
See source for the full asset list.
"""
#: ::
#:
#: Button to save a party to favorites.
#:
#: English: "Add to Favorites"
add_to_favorites: LangStr
#: ::
#:
#: Error when trying to kick the host.
#:
#: English: "You can't kick the host."
cant_kick_host: LangStr
#: ::
#:
#: Label for the chat message input.
#:
#: English: "Chat Message"
chat_message: LangStr
#: ::
#:
#: Status that chat is muted.
#:
#: English: "Chat Muted"
chat_muted: LangStr
#: ::
#:
#: Placeholder when the party has no members.
#:
#: English: "Your party is empty"
empty: LangStr
#: ::
#:
#: Parenthetical marker for the party host.
#:
#: English: "(host)"
host: LangStr
#: ::
#:
#: Button to start a vote to kick a player.
#:
#: English: "Vote to Kick"
kick_vote: LangStr
#: ::
#:
#: Menu choice to mute party chat.
#:
#: English: "Mute Chat"
mute_chat: LangStr
#: ::
#:
#: Title of the party window.
#:
#: English: "Your Party"
title: LangStr
#: ::
#:
#: Button to unmute chat.
#:
#: English: "Unmute Chat"
unmute_chat: LangStr
[docs]
class StringsPartyQueueGroup:
"""
::
Party-join queue status messages.
See source for the full asset list.
"""
#: ::
#:
#: Status while waiting in a full-party queue.
#:
#: English: "Waiting in line (party is full)..."
waiting_in_line: LangStr
[docs]
class StringsPlayGroup:
"""
::
Play window: player-count range labels.
See source for the full asset list.
"""
#: ::
#:
#: Player-count label 1-4.
#:
#: English: "1-4 players"
one_to_four_players: LangStr
#: ::
#:
#: Player-count label 2-8.
#:
#: English: "2-8 players"
two_to_eight_players: LangStr
[docs]
class StringsPlayModesGroup:
"""
::
Play-mode names (Teams, Free-for-All, ...) shared across playlist
UIs, session descriptions, and settings.
See source for the full asset list.
"""
#: ::
#:
#: The "Co-op" (cooperative) play-mode name.
#:
#: English: "Co-op"
coop: LangStr
#: ::
#:
#: The 'Free-for-All' play mode name (every player for themselves).
#:
#: English: "Free-for-All"
free_for_all: LangStr
#: ::
#:
#: The "Single Player / Co-op" play-mode name.
#:
#: English: "Single Player / Co-op"
single_player_coop: LangStr
#: ::
#:
#: The 'Teams' play mode name (used in playlist types, session
#: descriptions, etc.).
#:
#: English: "Teams"
teams: LangStr
[docs]
class StringsPlayOptionsGroup:
"""
::
Playlist play-options: tutorial/shuffle toggles, team names/colors,
unlock notices.
See source for the full asset list.
"""
#: ::
#:
#: Error when a playlist has no playable games.
#:
#: English: "This playlist contains no valid unlocked games."
no_valid_games: LangStr
#: ::
#:
#: Setting label for the points needed to win.
#:
#: English: "Points To Win"
points_to_win: LangStr
#: ::
#:
#: Setting label for how many games a series runs.
#:
#: English: "Series Length"
series_length: LangStr
#: ::
#:
#: Checkbox to show the tutorial.
#:
#: English: "Show Tutorial"
show_tutorial: LangStr
#: ::
#:
#: Checkbox to shuffle the game order.
#:
#: English: "Shuffle Game Order"
shuffle_game_order: LangStr
#: ::
#:
#: Button to edit team names and colors.
#:
#: English: "Team Names/Colors..."
team_names_colors: LangStr
#: ::
#:
#: Note that an item must be unlocked in the store.
#:
#: English: "This must be unlocked in the store."
unlock_in_store: LangStr
[docs]
class StringsPlaylistGroup:
"""
::
Playlist browser/editor UI:
create/edit/delete/duplicate/share/import playlists and add/remove
games.
See source for the full asset list.
"""
#: ::
#:
#: Two-line button to add a game in the editor.
#:
#: English: "Add Game"
add_game_button: LangStr
#: ::
#:
#: Title of the add-game window.
#:
#: English: "Add Game"
add_game_title: LangStr
#: ::
#:
#: Error deleting the default playlist.
#:
#: English: "You can't delete the default playlist."
cant_delete_default: LangStr
#: ::
#:
#: Error editing the default playlist.
#:
#: English: "Can't edit the default playlist! Duplicate it or create
#: a new one."
cant_edit_default: LangStr
#: ::
#:
#: Error overwriting the default playlist.
#:
#: English: "Can't overwrite the default playlist!"
cant_overwrite_default: LangStr
#: ::
#:
#: Error when playlist name is taken.
#:
#: English: "A playlist with that name already exists!"
cant_save_already_exists: LangStr
#: ::
#:
#: Error saving an empty playlist.
#:
#: English: "Can't save an empty playlist!"
cant_save_empty: LangStr
#: ::
#:
#: Error sharing the default playlist.
#:
#: English: "You can't share the default playlist."
cant_share_default: LangStr
[docs]
def customize_title(self, *, type: str | LangStr) -> LangStr:
"""
::
Title for the customize-playlists window.
English: "Customize {type} Playlists"
"""
[docs]
def default_list_name(self, *, playmode: str | LangStr) -> LangStr:
"""
::
Name of the built-in default playlist for a play mode.
English: "Default {playmode} Playlist"
"""
[docs]
def default_new_list_name(self, *, playmode: str | LangStr) -> LangStr:
"""
::
Default name offered for a newly created playlist.
English: "My {playmode} Playlist"
"""
#: ::
#:
#: Two-line button to delete a playlist.
#:
#: English: "Delete Playlist"
delete_playlist: LangStr
#: ::
#:
#: Two-line button to duplicate a playlist.
#:
#: English: "Duplicate Playlist"
duplicate_playlist: LangStr
#: ::
#:
#: Two-line button to edit a game in the editor.
#:
#: English: "Edit Game"
edit_game_button: LangStr
#: ::
#:
#: Two-line button to edit a playlist.
#:
#: English: "Edit Playlist"
edit_playlist: LangStr
#: ::
#:
#: Title of the playlist editor window.
#:
#: English: "Playlist Editor"
editor_title: LangStr
[docs]
def export_success(self, *, name: str | LangStr) -> LangStr:
"""
::
Confirmation after exporting a named playlist.
English: "'{name}' exported."
"""
#: ::
#:
#: Button to get more game types.
#:
#: English: "Get More Games..."
get_more_games: LangStr
#: ::
#:
#: Button to get more maps.
#:
#: English: "Get More Maps..."
get_more_maps: LangStr
#: ::
#:
#: Instructions for importing a playlist by code.
#:
#: English: "Use the following code to import this playlist
#: elsewhere:"
import_instructions: LangStr
#: ::
#:
#: Name of the built-in slow-motion playlist.
#:
#: English: "Just Epic"
just_epic: LangStr
#: ::
#:
#: Name of the built-in sports-only playlist.
#:
#: English: "Just Sports"
just_sports: LangStr
#: ::
#:
#: Label for the playlist name field.
#:
#: English: "Playlist Name"
list_name: LangStr
[docs]
def map_select_title(self, *, game: str | LangStr) -> LangStr:
"""
::
Title of the map-selection window.
English: "{game}: Select a Map"
"""
#: ::
#:
#: Two-line button to create a new playlist.
#:
#: English: "New Playlist"
new_playlist: LangStr
#: ::
#:
#: Error when no maps suit the game type.
#:
#: English: "No valid maps found for this game type."
no_valid_maps: LangStr
#: ::
#:
#: Title for the playlists list.
#:
#: English: "Playlists"
playlists: LangStr
#: ::
#:
#: Two-line button to remove a game in the editor.
#:
#: English: "Remove Game"
remove_game_button: LangStr
[docs]
class StringsProfileGroup:
"""
::
Player-profile editor strings: create/edit/delete profiles, the
local/global/account profile explanations, and global-name upgrade
flow.
See source for the full asset list.
"""
#: ::
#:
#: Parenthetical marker labeling the account-based profile.
#:
#: English: "(account profile)"
account_profile: LangStr
[docs]
def account_profile_info(self, *, icons: str | LangStr) -> LangStr:
"""
::
Explanation of what an account profile is.
English: "Uses account details {icons}. Create custom profiles
to change."
"""
[docs]
def available(self, *, name: str | LangStr) -> LangStr:
"""
::
Status shown when a chosen global name is available.
English: "The name {name} is available."
"""
#: ::
#:
#: Error when trying to delete the account profile.
#:
#: English: "You can't delete your account profile."
cant_delete_account_profile: LangStr
#: ::
#:
#: Lowercase field label for the profile character.
#:
#: English: "character"
character: LangStr
[docs]
def checking_availability(self, *, name: str | LangStr) -> LangStr:
"""
::
Status shown while checking global-name availability.
English: "Checking availability for "{name}"..."
"""
#: ::
#:
#: Lowercase field label for profile color.
#:
#: English: "color"
color: LangStr
[docs]
def delete_confirm(self, *, profile: str | LangStr) -> LangStr:
"""
::
Confirmation before deleting a named profile.
English: "Delete '{profile}'?"
"""
#: ::
#:
#: Button to get more player characters.
#:
#: English: "Get More Characters..."
get_more_characters: LangStr
#: ::
#:
#: Button to get more profile icons.
#:
#: English: "Get More Icons..."
get_more_icons: LangStr
#: ::
#:
#: Parenthetical marker labeling a global profile.
#:
#: English: "(global profile)"
global_profile: LangStr
#: ::
#:
#: Explanation of global profiles in the edit window.
#:
#: English: "Global player profiles are guaranteed to have unique
#: names worldwide. They also include custom icons."
global_profile_info: LangStr
#: ::
#:
#: Lowercase field label for profile highlight color.
#:
#: English: "highlight"
highlight: LangStr
#: ::
#:
#: Lowercase field label for profile icon.
#:
#: English: "icon"
icon: LangStr
[docs]
def in_game_clipped_name(self, *, name: str | LangStr) -> LangStr:
"""
::
Preview of how a profile name appears in-game (possibly
clipped).
English: "In-game: {name}"
"""
#: ::
#:
#: Parenthetical marker labeling a local profile.
#:
#: English: "(local profile)"
local_profile: LangStr
#: ::
#:
#: Explanation of local profiles in the edit window.
#:
#: English: "Local player profiles have no icons and their names are
#: not guaranteed to be unique. Upgrade to a global profile to
#: reserve a unique name and add a custom icon."
local_profile_info: LangStr
#: ::
#:
#: Label for the profile name input field.
#:
#: English: "Player Name"
name_description: LangStr
#: ::
#:
#: Error when the profile name field is empty.
#:
#: English: "Name cannot be empty!"
name_not_empty: LangStr
#: ::
#:
#: Error when the player lacks enough tickets for an upgrade.
#:
#: English: "Not enough Tickets!"
not_enough_tickets: LangStr
#: ::
#:
#: Error when no item is selected.
#:
#: English: "Nothing is selected!"
nothing_selected: LangStr
#: ::
#:
#: Error when a profile name is already taken.
#:
#: English: "A profile with that name already exists."
profile_already_exists: LangStr
#: ::
#:
#: Status shown while a purchase is processing.
#:
#: English: "Purchasing..."
purchasing: LangStr
#: ::
#:
#: Title of the edit-profile window.
#:
#: English: "Edit Profile"
title_edit: LangStr
#: ::
#:
#: Title of the new-profile window.
#:
#: English: "New Profile"
title_new: LangStr
[docs]
def unavailable(self, *, name: str | LangStr) -> LangStr:
"""
::
Status shown when a chosen global name is taken.
English: ""{name}" is unavailable. Try another name."
"""
#: ::
#:
#: Explanation shown in the upgrade-to-global window.
#:
#: English: "This will reserve your player name worldwide and allow
#: you to assign a custom icon to it."
upgrade_profile_info: LangStr
#: ::
#:
#: Button/title to upgrade a profile to global.
#:
#: English: "Upgrade to Global Profile"
upgrade_to_global: LangStr
[docs]
class StringsProfilesGroup:
"""
::
Player-profile management UI: profile lists, creation, and related
hints.
See source for the full asset list.
"""
#: ::
#:
#: Single-line parenthetical hint; keep the parentheses.
#:
#: English: "(custom player names and appearances for this account)"
explanation: LangStr
#: ::
#:
#: Button label.
#:
#: English: "New Profile"
new_profile: LangStr
#: ::
#:
#: Section heading / window title for player-profile management.
#:
#: English: "Player Profiles"
title: LangStr
[docs]
class StringsReportGroup:
"""
::
Player-report dialog: report reasons and explanation.
See source for the full asset list.
"""
#: ::
#:
#: Report reason: cheating.
#:
#: English: "Cheating"
cheating: LangStr
#: ::
#:
#: Explanation atop the report dialog.
#:
#: English: "Use this email to report cheating, inappropriate
#: language, or other bad behavior. Please describe below:"
explanation: LangStr
#: ::
#:
#: Report reason: inappropriate language.
#:
#: English: "Inappropriate Language"
inappropriate_language: LangStr
#: ::
#:
#: Prompt asking what to report.
#:
#: English: "What would you like to report?"
reason: LangStr
[docs]
class StringsResourceTypeInfoGroup:
"""
::
Currency info popups (tickets/tokens descriptions).
See source for the full asset list.
"""
#: ::
#:
#: Button to acquire tokens.
#:
#: English: "Get Tokens"
get_tokens: LangStr
#: ::
#:
#: Explanation of what tickets are and how to get them.
#:
#: English: "Tickets can be used to unlock characters, maps,
#: minigames, and more in the store. Tickets can be found in chests
#: won through campaigns, tournaments, and achievements."
tickets_description: LangStr
#: ::
#:
#: Explanation of what tokens are and how to get them.
#:
#: English: "Tokens are used to speed up Chest unlocks and for other
#: game and account features. You can win Tokens in the game or buy
#: them in packs. Or buy a Gold Pass for infinite Tokens and never
#: hear about them again."
tokens_description: LangStr
[docs]
class StringsScoreTypesGroup:
"""
::
Column labels naming what a game's score measures (goals, flags,
time survived, and so on) on score tables.
See source for the full asset list.
"""
#: ::
#:
#: Score-column label for flags captured.
#:
#: English: "Flags"
flags: LangStr
#: ::
#:
#: Score-column label for goals scored.
#:
#: English: "Goals"
goals: LangStr
#: ::
#:
#: Score-column label for time survived.
#:
#: English: "Survived"
survived: LangStr
#: ::
#:
#: Score-column label for elapsed time.
#:
#: English: "Time"
time: LangStr
#: ::
#:
#: Score-column label for time spent holding something.
#:
#: English: "Time Held"
time_held: LangStr
[docs]
class StringsSendInfoGroup:
"""
::
Send-info / promo-code dialog strings.
See source for the full asset list.
"""
#: ::
#:
#: Explanation in the send-info dialog.
#:
#: English: "Sends account and app state info to the developer.
#: Please include your name or reason for sending."
send_info_description: LangStr
[docs]
class StringsServerGroup:
"""
::
Broadcast messages sent to connected players about the hosting
server's lifecycle.
See source for the full asset list.
"""
#: ::
#:
#: Broadcast that the server is restarting.
#:
#: English: "Server is restarting. Please rejoin in a moment..."
restarting: LangStr
#: ::
#:
#: Broadcast that the server is shutting down.
#:
#: English: "Server is shutting down..."
shutting_down: LangStr
[docs]
class StringsSessionGroup:
"""
::
Session-level player-flow broadcast messages: joins, departures, and
player-limit notices.
See source for the full asset list.
"""
[docs]
def not_enough_players(self, *, count: int) -> LangStr:
"""
::
Warning that more players are needed to start.
English: (one) "You need at least # player to start this game!"
/ (other) "You need at least # players to start this game!"
"""
[docs]
def player_delayed_join(self, *, player: str | LangStr) -> LangStr:
"""
::
Notice that a joining player enters next round.
English: "{player} will enter at the start of the next round."
"""
[docs]
def player_left(self, *, player: str | LangStr) -> LangStr:
"""
::
Broadcast that a named player left the game.
English: "{player} left the game."
"""
[docs]
def player_limit_reached(self, *, count: int) -> LangStr:
"""
::
Notice that the session player limit blocks joining.
English: (one) "Player limit of # reached; no more players can
join." / (other) "Player limit of # reached; no more players can
join."
"""
[docs]
class StringsSettingsAdvancedGroup:
"""
::
Advanced-settings strings: language/translation section and misc
toggles.
See source for the full asset list.
"""
#: ::
#:
#: Checkbox forcing the in-game on-screen keyboard for text entry.
#:
#: English: "Always Use Internal Keyboard"
always_use_internal_keyboard: LangStr
#: ::
#:
#: Explanation under the always-use-internal-keyboard checkbox.
#:
#: English: "(a simple, controller-friendly on-screen keyboard for
#: text editing)"
always_use_internal_keyboard_description: LangStr
#: ::
#:
#: Checkbox disabling gyroscope-driven camera motion (mobile).
#:
#: English: "Disable Camera Gyroscope Motion"
disable_camera_gyro: LangStr
#: ::
#:
#: Checkbox disabling camera-shake effects.
#:
#: English: "Disable Camera Shake"
disable_camera_shake: LangStr
[docs]
def help_translate(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Blurb asking for community translation help, above the
translation-site link.
English: "{app_name}'s non-English translations are a community
supported effort. If you'd like to contribute or correct a
translation, follow the link below. Thanks in advance!"
"""
#: ::
#:
#: Checkbox allowing non-TLS server connections (a
#: network-workaround option).
#:
#: English: "Use Insecure Connections"
insecure_connections: LangStr
#: ::
#:
#: Explanation under the insecure-connections checkbox.
#:
#: English: "not recommended, but may allow online play from
#: restricted countries or networks"
insecure_connections_description: LangStr
#: ::
#:
#: Checkbox auto-kicking idle players.
#:
#: English: "Kick Idle Players"
kick_idle_players: LangStr
#: ::
#:
#: Selector for the display language.
#:
#: English: "Language"
language: LangStr
#: ::
#:
#: Button linking to the online modding guide.
#:
#: English: "Modding Guide"
modding_guide: LangStr
#: ::
#:
#: Button for submitting info/logs to the developer (also used for
#: entering promo codes).
#:
#: English: "Send Info"
send_info: LangStr
#: ::
#:
#: Checkbox playing demo games when idle.
#:
#: English: "Show Demos When Idle"
show_demos_when_idle: LangStr
#: ::
#:
#: Checkbox revealing deprecated login options.
#:
#: English: "Show Deprecated Login Types"
show_deprecated_login_types: LangStr
#: ::
#:
#: Checkbox showing network ping during games.
#:
#: English: "Show In-Game Ping"
show_in_game_ping: LangStr
#: ::
#:
#: Button revealing the user mods folder.
#:
#: English: "Show Mods Folder"
show_mods_folder: LangStr
#: ::
#:
#: Label for the advanced-settings category: language, promo codes,
#: developer options, and other misc settings.
#:
#: English: "Advanced"
title: LangStr
#: ::
#:
#: Status line while the translation status loads.
#:
#: English: "checking translation status..."
translation_checking: LangStr
[docs]
def translation_editor(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Button linking to the web translation editor.
English: "{app_name} Translation Editor"
"""
#: ::
#:
#: Status line when the translation-status query fails.
#:
#: English: "translation status unavailable"
translation_fetch_error: LangStr
#: ::
#:
#: Checkbox subscribing to translation-update notifications for the
#: user's language.
#:
#: English: "Inform me when my language needs updates"
translation_inform_me: LangStr
#: ::
#:
#: Status line when the current language has missing/outdated
#: translations.
#:
#: English: "** The current language needs updates!! **"
translation_needs_updates: LangStr
#: ::
#:
#: Status line when the current language needs no translation
#: updates.
#:
#: English: "The current language is up to date; woohoo!"
translation_up_to_date: LangStr
[docs]
class StringsSettingsAudioGroup:
"""
::
Audio-settings strings.
See source for the full asset list.
"""
#: ::
#:
#: Slider for music volume.
#:
#: English: "Music Volume"
music_volume: LangStr
#: ::
#:
#: Slider for sound-effects volume.
#:
#: English: "Sound Volume"
sound_volume: LangStr
#: ::
#:
#: Explanation under the soundtracks button.
#:
#: English: "(assign your own music to play during games)"
soundtrack_description: LangStr
#: ::
#:
#: Button opening the custom-soundtracks feature.
#:
#: English: "Soundtracks"
soundtracks: LangStr
#: ::
#:
#: Label for the audio-settings category: volume levels and related
#: sound options.
#:
#: English: "Audio"
title: LangStr
[docs]
class StringsSettingsBenchmarksGroup:
"""
::
Benchmark & stress-test window strings.
See source for the full asset list.
"""
#: ::
#:
#: Error when starting a benchmark while another activity is running
#: one.
#:
#: English: "Already present in another activity."
already_running_in_activity: LangStr
#: ::
#:
#: Selector for stress-test bot count.
#:
#: English: "Player Count"
player_count: LangStr
#: ::
#:
#: Description heading for the stress-test playlist.
#:
#: English: "Stress Test Playlist"
playlist_description: LangStr
#: ::
#:
#: Field for stress-test playlist name.
#:
#: English: "Playlist Name"
playlist_name: LangStr
#: ::
#:
#: Selector for stress-test playlist type.
#:
#: English: "Playlist Type"
playlist_type: LangStr
#: ::
#:
#: Selector for stress-test round length.
#:
#: English: "Round Duration"
round_duration: LangStr
#: ::
#:
#: Button running the CPU benchmark.
#:
#: English: "Run CPU Benchmark"
run_cpu_benchmark: LangStr
#: ::
#:
#: Button running the media-reload benchmark.
#:
#: English: "Run Media-Reload Benchmark"
run_media_reload_benchmark: LangStr
#: ::
#:
#: Button starting a stress test.
#:
#: English: "Run Stress Test"
run_stress_test: LangStr
#: ::
#:
#: Section heading for the stress-test options.
#:
#: English: "Stress Test"
stress_test: LangStr
#: ::
#:
#: Title of the benchmarks window; also labels the button leading
#: there.
#:
#: English: "Benchmarks & Stress Tests"
title: LangStr
[docs]
class StringsSettingsControllersGamepadGroup:
"""
::
Game-controller (gamepad) config-window strings: button assignment
prompts and advanced options.
See source for the full asset list.
"""
#: ::
#:
#: Title of the advanced controller-setup window.
#:
#: English: "Advanced Controller Setup"
advanced_title: LangStr
#: ::
#:
#: Slider for the analog-stick dead zone.
#:
#: English: "Analog Stick Dead Zone"
analog_stick_dead_zone: LangStr
#: ::
#:
#: Explanation under the dead-zone slider.
#:
#: English: "(turn this up if your character 'drifts' when you
#: release the stick)"
analog_stick_dead_zone_description: LangStr
#: ::
#:
#: Note that controller-setup changes apply to every controller of
#: the same type.
#:
#: English: "(applies to all controllers of this type)"
applies_to_all: LangStr
#: ::
#:
#: Checkbox enabling analog-stick auto-recalibration.
#:
#: English: "Auto-Recalibrate Analog Stick"
auto_recalibrate: LangStr
#: ::
#:
#: Explanation under the auto-recalibrate checkbox.
#:
#: English: "(enable this if your character does not move at full
#: speed)"
auto_recalibrate_description: LangStr
#: ::
#:
#: Tiny action label clearing one button assignment.
#:
#: English: "clear"
clear: LangStr
#: ::
#:
#: Tiny label for a controller's directional pad in the button
#: diagram.
#:
#: English: "D-Pad"
dpad: LangStr
[docs]
def dpad_numbered(self, *, num: int) -> LangStr:
"""
::
Label for a numbered directional pad in the controller-setup
diagram (2-in-1 devices have two).
English: (one) "dpad #" / (other) "dpad #"
"""
#: ::
#:
#: Checkbox enabling the secondary-controller feature.
#:
#: English: "Enable"
enable: LangStr
#: ::
#:
#: Assignment slot for an additional start button.
#:
#: English: "Extra Start Button"
extra_start_button: LangStr
#: ::
#:
#: Hint shown when a dpad capture gets no input.
#:
#: English: "If nothing happens, try assigning to the analog stick
#: instead."
if_nothing_try_analog: LangStr
#: ::
#:
#: Hint shown when an analog-stick capture gets no input.
#:
#: English: "If nothing happens, try assigning to the d-pad
#: instead."
if_nothing_try_dpad: LangStr
#: ::
#:
#: Checkbox making the game ignore this controller entirely.
#:
#: English: "Ignore Completely"
ignore_completely: LangStr
#: ::
#:
#: Explanation under the ignore-completely checkbox.
#:
#: English: "(prevent this controller from affecting either the game
#: or menus)"
ignore_completely_description: LangStr
#: ::
#:
#: Explanation under the ignored-button assignments.
#:
#: English: "(use this to prevent 'home' or 'sync' buttons from
#: affecting the UI)"
ignored_button_description: LangStr
#: ::
#:
#: Prompt while capturing an analog trigger assignment.
#:
#: English: "Press any analog trigger..."
press_any_analog_trigger: LangStr
#: ::
#:
#: Prompt while capturing which physical button to assign.
#:
#: English: "Press any button..."
press_any_button: LangStr
#: ::
#:
#: Prompt while capturing a button or dpad press.
#:
#: English: "Press any button or dpad..."
press_any_button_or_dpad: LangStr
#: ::
#:
#: Prompt while capturing a horizontal axis assignment.
#:
#: English: "Press left or right..."
press_left_right: LangStr
#: ::
#:
#: Prompt while capturing a vertical axis assignment.
#:
#: English: "Press up or down..."
press_up_down: LangStr
[docs]
def run_trigger(self, *, num: int) -> LangStr:
"""
::
Assignment slot for a numbered analog run trigger (1 or 2).
English: (one) "Run Trigger #" / (other) "Run Trigger #"
"""
#: ::
#:
#: Explanation under the run-trigger assignments.
#:
#: English: "(analog triggers let you run at variable speeds)"
run_trigger_description: LangStr
#: ::
#:
#: Explanation of the secondary-controller feature for
#: 2-controllers-in-1 devices.
#:
#: English: "Use this to configure the second half of a
#: 2-controllers-in-1 device that shows up as a single controller."
second_half: LangStr
#: ::
#:
#: Section title for the secondary-controller settings.
#:
#: English: "Secondary Controller"
secondary: LangStr
#: ::
#:
#: Checkbox making the start button activate the default widget.
#:
#: English: "Start Button Activates Default Widget"
start_button_activates_default: LangStr
#: ::
#:
#: Explanation under the start-button checkbox.
#:
#: English: "(turn this off if your start button is more of a 'menu'
#: button)"
start_button_activates_default_description: LangStr
#: ::
#:
#: Title of the controller-setup window (assigning buttons for one
#: controller type).
#:
#: English: "Controller Setup"
title: LangStr
#: ::
#:
#: Button opening the 2-controllers-in-1 setup section.
#:
#: English: "2-in-1 Controller Setup"
two_in_one_setup: LangStr
#: ::
#:
#: Checkbox limiting this controller to menu navigation.
#:
#: English: "Limit to Menu Use"
ui_only: LangStr
#: ::
#:
#: Explanation under the menu-use-only checkbox.
#:
#: English: "(prevent this controller from actually joining a game)"
ui_only_description: LangStr
#: ::
#:
#: Checkbox making all unassigned buttons act as run.
#:
#: English: "All Unassigned Buttons Run"
unassigned_buttons_run: LangStr
#: ::
#:
#: Placeholder shown for a button assignment with no value.
#:
#: English: "<unset>"
unset: LangStr
#: ::
#:
#: Assignment slot for the VR view-reset button.
#:
#: English: "VR Reorient Button"
vr_reorient_button: LangStr
[docs]
class StringsSettingsControllersKeyboardGroup:
"""
::
Keyboard config-window strings.
See source for the full asset list.
"""
[docs]
def configuring(self, *, device: str | LangStr) -> LangStr:
"""
::
Title of the keyboard-config window, naming the device being
configured.
English: "Configuring {device}"
"""
#: ::
#:
#: Note in the second-keyboard-player config about hardware keypress
#: limits.
#:
#: English: "Note: most keyboards can only register a few keypresses
#: at once, so having a second keyboard player may work better if
#: there is a separate keyboard attached for them to use. Note that
#: you'll still need to assign unique keys to the two players even
#: in that case."
keyboard2_note: LangStr
#: ::
#:
#: Prompt while capturing which key to assign.
#:
#: English: "Press any key..."
press_any_key: LangStr
[docs]
class StringsSettingsControllersTouchscreenGroup:
"""
::
Touchscreen config-window strings.
See source for the full asset list.
"""
#: ::
#:
#: Slider for action-control size.
#:
#: English: "Action Control Scale"
action_control_scale: LangStr
#: ::
#:
#: Section heading for action-control options.
#:
#: English: "Actions"
actions: LangStr
#: ::
#:
#: Option value: actions via on-screen buttons.
#:
#: English: "buttons"
buttons: LangStr
#: ::
#:
#: Hint that the on-screen controls can be dragged to reposition.
#:
#: English: "< drag controls to reposition them >"
drag_controls: LangStr
#: ::
#:
#: Option value: movement via an on-screen joystick.
#:
#: English: "Joystick"
joystick: LangStr
#: ::
#:
#: Section heading for movement-control options.
#:
#: English: "Movement"
movement: LangStr
#: ::
#:
#: Slider for movement-control size.
#:
#: English: "Movement Control Scale"
movement_control_scale: LangStr
#: ::
#:
#: Option value: controls via swiping.
#:
#: English: "swipe"
swipe: LangStr
#: ::
#:
#: Checkbox hiding the swipe-control icons.
#:
#: English: "Hide Swipe Icons"
swipe_controls_hidden: LangStr
#: ::
#:
#: Explanation of swipe-style controls.
#:
#: English: "'Swipe' style controls take a little getting used to
#: but make it easier to play without looking at the controls."
swipe_info: LangStr
#: ::
#:
#: Title of the touchscreen-controls config window; also labels the
#: button leading there.
#:
#: English: "Configure Touchscreen"
title: LangStr
[docs]
class StringsSettingsControllersGroup:
"""
::
Controller-settings strings: the category title, hub buttons, and
device-config notes; per-device-type config windows live in subdirs.
See source for the full asset list.
"""
gamepad: StringsSettingsControllersGamepadGroup
keyboard: StringsSettingsControllersKeyboardGroup
touchscreen: StringsSettingsControllersTouchscreenGroup
#: ::
#:
#: Note about controller-support variability on Android.
#:
#: English: "Note: controller support varies by device and Android
#: version."
android_note: LangStr
#: ::
#:
#: Button/title for configuring game controllers (controllers
#: settings window and the controller-select window title).
#:
#: English: "Configure Controllers"
configure_controllers: LangStr
#: ::
#:
#: Button leading to keyboard player-1 key configuration.
#:
#: English: "Configure Keyboard"
configure_keyboard: LangStr
#: ::
#:
#: Button leading to keyboard player-2 key configuration.
#:
#: English: "Configure Keyboard P2"
configure_keyboard_p2: LangStr
#: ::
#:
#: Button leading to info about using phones/tablets as controllers.
#:
#: English: "Mobile Devices as Controllers"
configure_mobile: LangStr
#: ::
#:
#: Checkbox disabling incoming remote-app controller connections.
#:
#: English: "Disable Remote-App Connections"
disable_remote_app: LangStr
#: ::
#:
#: Windows-only checkbox disabling the XInput controller API.
#:
#: English: "Disable XInput"
disable_xinput: LangStr
#: ::
#:
#: Explanation under the disable-XInput checkbox.
#:
#: English: "Allows more than 4 controllers but may not work as
#: well."
disable_xinput_description: LangStr
#: ::
#:
#: Prompt in the controller-select window; displays until a button
#: is pressed on the controller to be configured.
#:
#: English: "Press any button on the controller you want to
#: configure..."
press_any_button_to_configure: LangStr
#: ::
#:
#: Wifi-quality advice in the mobile-devices-as-controllers info
#: window.
#:
#: English: "For best results you'll need a lag-free wifi network.
#: You can reduce wifi lag by turning off other wireless devices, by
#: playing close to your wifi router, and by connecting the game
#: host directly to the network via ethernet."
remote_best_results: LangStr
[docs]
def remote_explanation(
self, *, remote_app_name: str | LangStr, app_name: str | LangStr
) -> LangStr:
"""
::
Explanation in the mobile-devices-as-controllers info window;
names the remote app and the game.
English: "To use a smart-phone or tablet as a wireless
controller, install the "{remote_app_name}" app on it. Any
number of devices can connect to a {app_name} game over Wi-Fi,
and it's free!"
"""
#: ::
#:
#: Label for the controller-settings category: game controllers,
#: keyboards, touch screens, and remote-control setup.
#:
#: English: "Controllers"
title: LangStr
[docs]
class StringsSettingsGraphicsGroup:
"""
::
Graphics-settings strings: the category title and option labels
(shared quality words like Low/High live in strings/ui).
See source for the full asset list.
"""
#: ::
#:
#: Checkbox toggling fullscreen display.
#:
#: English: "Fullscreen"
fullscreen: LangStr
#: ::
#:
#: Selector for the frame-rate cap.
#:
#: English: "Max FPS"
max_fps: LangStr
#: ::
#:
#: Resolution option meaning the display's native resolution.
#:
#: English: "Native"
native: LangStr
#: ::
#:
#: Selector for render resolution.
#:
#: English: "Resolution"
resolution: LangStr
#: ::
#:
#: Checkbox showing the FPS counter.
#:
#: English: "Show FPS"
show_fps: LangStr
#: ::
#:
#: Selector for texture quality.
#:
#: English: "Textures"
textures: LangStr
#: ::
#:
#: Label for the graphics-settings category: resolution, quality,
#: fullscreen, and similar visual options.
#:
#: English: "Graphics"
title: LangStr
#: ::
#:
#: Checkbox adding a safe-area border for TVs.
#:
#: English: "TV Border"
tv_border: LangStr
#: ::
#:
#: Selector for vertical sync.
#:
#: English: "Vertical Sync"
vertical_sync: LangStr
#: ::
#:
#: Selector for overall visual quality.
#:
#: English: "Visuals"
visuals: LangStr
[docs]
class StringsSettingsNetTestingGroup:
"""
::
Network-testing window strings.
See source for the full asset list.
"""
#: ::
#:
#: Title of the network-testing window; also labels the button
#: leading there.
#:
#: English: "Network Testing"
title: LangStr
[docs]
class StringsSettingsPluginsGroup:
"""
::
Plugin-management strings.
See source for the full asset list.
"""
#: ::
#:
#: Checkbox auto-enabling newly-found plugins.
#:
#: English: "Auto Enable New Plugins"
auto_enable_new: LangStr
#: ::
#:
#: Button disabling every installed plugin.
#:
#: English: "Disable All Plugins"
disable_all: LangStr
#: ::
#:
#: Button enabling every installed plugin.
#:
#: English: "Enable All Plugins"
enable_all: LangStr
#: ::
#:
#: Placeholder when the plugins list is empty.
#:
#: English: "No Plugins Installed"
none_installed: LangStr
#: ::
#:
#: Title of the plugin-settings window.
#:
#: English: "Plugin Settings"
settings_title: LangStr
#: ::
#:
#: Title of the plugins window; also labels buttons leading there.
#:
#: English: "Plugins"
title: LangStr
[docs]
class StringsSettingsTestingGroup:
"""
::
Shared strings for the value-testing windows (net/VR testing
subclasses).
See source for the full asset list.
"""
#: ::
#:
#: Note atop value-testing windows that tweaks are session-only.
#:
#: English: "Note: these values are only for testing and will be
#: lost when the app exits."
for_testing_note: LangStr
[docs]
class StringsSettingsVrTestingGroup:
"""
::
VR-testing window strings.
See source for the full asset list.
"""
#: ::
#:
#: Title of the VR-testing window; also labels the button leading
#: there.
#:
#: English: "VR Testing"
title: LangStr
[docs]
class StringsSettingsGroup:
"""
::
Settings-section strings: the hub window title and category names
(each category name also titles its own sub-window).
See source for the full asset list.
"""
advanced: StringsSettingsAdvancedGroup
audio: StringsSettingsAudioGroup
benchmarks: StringsSettingsBenchmarksGroup
controllers: StringsSettingsControllersGroup
dev_tools: StringsSettingsDevToolsGroup
graphics: StringsSettingsGraphicsGroup
net_testing: StringsSettingsNetTestingGroup
plugins: StringsSettingsPluginsGroup
testing: StringsSettingsTestingGroup
vr_testing: StringsSettingsVrTestingGroup
#: ::
#:
#: Title of the settings section (the hub window listing the
#: settings categories); also labels buttons leading there.
#:
#: English: "Settings"
title: LangStr
[docs]
class StringsSoundtrackGroup:
"""
::
Custom-soundtrack editor strings: soundtrack list/edit/delete, music
source picker, and playlist selection.
See source for the full asset list.
"""
#: ::
#:
#: Error when trying to delete the default soundtrack.
#:
#: English: "You can't delete the default soundtrack."
cant_delete_default: LangStr
#: ::
#:
#: Error when trying to edit the default soundtrack.
#:
#: English: "Can't edit default soundtrack. Duplicate it or create a
#: new one."
cant_edit_default: LangStr
#: ::
#:
#: Error when trying to overwrite the default soundtrack.
#:
#: English: "Can't overwrite default soundtrack"
cant_overwrite_default: LangStr
#: ::
#:
#: Error when saving a soundtrack whose name is already taken.
#:
#: English: "A soundtrack with that name already exists!"
cant_save_already_exists: LangStr
[docs]
def copy_of(self, *, name: str | LangStr) -> LangStr:
"""
::
Auto-generated name for a duplicated soundtrack.
English: "{name} Copy"
"""
#: ::
#:
#: Placeholder label for an entry that plays the game's default
#: music.
#:
#: English: "<default game music>"
default_game_music: LangStr
#: ::
#:
#: Name of the built-in default soundtrack.
#:
#: English: "Default Soundtrack"
default_soundtrack_name: LangStr
[docs]
def delete_confirm(self, *, name: str | LangStr) -> LangStr:
"""
::
Confirmation prompt before deleting a named soundtrack.
English: "Delete soundtrack '{name}'?"
"""
#: ::
#:
#: Two-line button label to delete a soundtrack.
#:
#: English: "Delete Soundtrack"
delete_soundtrack: LangStr
#: ::
#:
#: Two-line button label to duplicate a soundtrack.
#:
#: English: "Duplicate Soundtrack"
duplicate_soundtrack: LangStr
#: ::
#:
#: Two-line button label to edit a soundtrack.
#:
#: English: "Edit Soundtrack"
edit_soundtrack: LangStr
[docs]
def error_playing_music(self, *, music: str | LangStr) -> LangStr:
"""
::
Error message that a music file would not play.
English: "Error playing music: {music}"
"""
#: ::
#:
#: Status while loading Music-app playlists.
#:
#: English: "fetching Music App playlists..."
fetching_itunes: LangStr
#: ::
#:
#: Title of the music-source picker.
#:
#: English: "Music Source"
music_source: LangStr
#: ::
#:
#: Warning shown in the editor when music volume is muted.
#:
#: English: "Warning: music volume is set to 0"
music_volume_zero_warning: LangStr
#: ::
#:
#: Two-line button label to create a new soundtrack.
#:
#: English: "New Soundtrack"
new_soundtrack: LangStr
[docs]
def new_soundtrack_name(self, *, count: str | LangStr) -> LangStr:
"""
::
Auto-generated default name for a newly-created soundtrack.
English: "My Soundtrack {count}"
"""
#: ::
#:
#: Notice that a chosen folder holds no music.
#:
#: English: "Folder contains no music files."
no_music_files_in_folder: LangStr
#: ::
#:
#: Title of the Music-app playlist picker.
#:
#: English: "Select A Playlist"
select_a_playlist: LangStr
#: ::
#:
#: Tiny lowercase "test" button to preview a music entry.
#:
#: English: "test"
test: LangStr
#: ::
#:
#: Title of the soundtracks section; also labels the button leading
#: there.
#:
#: English: "Soundtracks"
title: LangStr
#: ::
#:
#: Music-source option: the built-in game music.
#:
#: English: "Default Game Music"
use_default_game_music: LangStr
#: ::
#:
#: Music-source option: a playlist from the system Music app.
#:
#: English: "Music App Playlist"
use_itunes_playlist: LangStr
#: ::
#:
#: Music-source option: a single music file.
#:
#: English: "Music File (mp3, etc)"
use_music_file: LangStr
#: ::
#:
#: Music-source option: a folder of music files.
#:
#: English: "Folder of Music Files"
use_music_folder: LangStr
#: ::
#:
#: Notice that the OS music app supplies the soundtrack.
#:
#: English: "Using Music App for soundtrack..."
using_music_app: LangStr
[docs]
class StringsStoreGroup:
"""
::
Store item name labels and shop entry points.
See source for the full asset list.
"""
#: ::
#:
#: Store label for physical merchandise.
#:
#: English: "Merch!"
merch: LangStr
[docs]
def pro_name(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Product name label for the Pro upgrade.
English: "{app_name} Pro"
"""
[docs]
class StringsTeamsGroup:
"""
::
Default team names. Players can rename their teams, so these are the
built-in defaults only; custom names are shown as-is and
untranslated.
See source for the full asset list.
"""
#: ::
#:
#: Default name of the enemy team.
#:
#: English: "Bad Guys"
bad_guys: LangStr
#: ::
#:
#: Default name of the blue team.
#:
#: English: "Blue"
blue: LangStr
#: ::
#:
#: Default name of the friendly team.
#:
#: English: "Good Guys"
good_guys: LangStr
#: ::
#:
#: Default name of the red team.
#:
#: English: "Red"
red: LangStr
[docs]
class StringsTournamentEntryGroup:
"""
::
Tournament-entry dialog: entry cost and watch-ad options.
See source for the full asset list.
"""
[docs]
def tickets_count(self, *, count: int) -> LangStr:
"""
::
Cost shown as a number of tickets.
English: (one) "# Ticket" / (other) "# Tickets"
"""
#: ::
#:
#: Title of the tournament-entry dialog.
#:
#: English: "Tournament Entry"
title: LangStr
#: ::
#:
#: Button to watch an ad for tournament entry.
#:
#: English: "Watch an Ad"
watch_an_ad: LangStr
[docs]
class StringsTournamentScoresGroup:
"""
::
Tournament standings window strings.
See source for the full asset list.
"""
#: ::
#:
#: Placeholder when a tournament has no scores.
#:
#: English: "No scores yet."
no_scores_yet: LangStr
#: ::
#:
#: Title for the tournament standings window.
#:
#: English: "Tournament Standings"
tournament_standings: LangStr
[docs]
class StringsTutorialGroup:
"""
::
Tutorial narration lines (the coach's spoken tips as you learn the
controls) plus the skip-tutorial UI strings.
See source for the full asset list.
"""
#: ::
#:
#: Notice shown while running the CPU-benchmark tutorial.
#:
#: English: "Running tutorial at ludicrous-speed (primarily tests
#: CPU speed)"
cpu_benchmark: LangStr
#: ::
#:
#: Tutorial greeting.
#:
#: English: "Hi there!"
phrase01: LangStr
[docs]
def phrase02(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Tutorial: welcome line.
English: "Welcome to {app_name}!"
"""
#: ::
#:
#: Tutorial: intro to control tips.
#:
#: English: "Here's a few tips for controlling your character:"
phrase03: LangStr
[docs]
def phrase04(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Tutorial: physics intro.
English: "Many things in {app_name} are PHYSICS based."
"""
#: ::
#:
#: Tutorial: punch example lead-in.
#:
#: English: "For example, when you punch,.."
phrase05: LangStr
#: ::
#:
#: Tutorial: punch damage explanation.
#:
#: English: "..damage is based on the speed of your fists."
phrase06: LangStr
[docs]
def phrase07(self, *, name: str | LangStr) -> LangStr:
"""
::
Tutorial: weak-punch explanation.
English: "See? We weren't moving, so that barely hurt {name}."
"""
#: ::
#:
#: Tutorial: jump-and-spin tip.
#:
#: English: "Now let's jump and spin to get more speed."
phrase08: LangStr
#: ::
#:
#: Tutorial: approval after a good move.
#:
#: English: "Ah, that's better."
phrase09: LangStr
#: ::
#:
#: Tutorial: running tip.
#:
#: English: "Running helps too."
phrase10: LangStr
#: ::
#:
#: Tutorial: how to run.
#:
#: English: "Hold down ANY button to run."
phrase11: LangStr
#: ::
#:
#: Tutorial: combined-move tip.
#:
#: English: "For extra-awesome punches, try running AND spinning."
phrase12: LangStr
[docs]
def phrase13(self, *, name: str | LangStr) -> LangStr:
"""
::
Tutorial: apology after a hard hit.
English: "Whoops; sorry 'bout that {name}."
"""
[docs]
def phrase14(self, *, name: str | LangStr) -> LangStr:
"""
::
Tutorial: pick-up-and-throw tip.
English: "You can pick up and throw things such as flags.. or
{name}."
"""
#: ::
#:
#: Tutorial: intro to bombs.
#:
#: English: "Lastly, there's bombs."
phrase15: LangStr
#: ::
#:
#: Tutorial: bomb-throwing practice note.
#:
#: English: "Throwing bombs takes practice."
phrase16: LangStr
#: ::
#:
#: Tutorial: bad-throw reaction.
#:
#: English: "Ouch! Not a very good throw."
phrase17: LangStr
#: ::
#:
#: Tutorial: moving-throw tip.
#:
#: English: "Moving helps you throw farther."
phrase18: LangStr
#: ::
#:
#: Tutorial: jumping-throw tip.
#:
#: English: "Jumping helps you throw higher."
phrase19: LangStr
#: ::
#:
#: Tutorial: whiplash-throw tip.
#:
#: English: ""Whiplash" your bombs for even longer throws."
phrase20: LangStr
#: ::
#:
#: Tutorial: bomb-timing note.
#:
#: English: "Timing your bombs can be tricky."
phrase21: LangStr
#: ::
#:
#: Tutorial: mild dismay exclamation.
#:
#: English: "Dang."
phrase22: LangStr
#: ::
#:
#: Tutorial: cook-off-the-fuse tip.
#:
#: English: "Try "cooking off" the fuse for a second or two."
phrase23: LangStr
#: ::
#:
#: Tutorial: praise after a cooked bomb.
#:
#: English: "Hooray! Nicely cooked."
phrase24: LangStr
#: ::
#:
#: Tutorial: wrap-up line.
#:
#: English: "Well, that's just about it."
phrase25: LangStr
#: ::
#:
#: Tutorial: send-off encouragement.
#:
#: English: "Now go get 'em, tiger!"
phrase26: LangStr
#: ::
#:
#: Tutorial: parting motivational line.
#:
#: English: "Remember your training, and you WILL come back alive!"
phrase27: LangStr
#: ::
#:
#: Tutorial: wry qualifier after the pep talk.
#:
#: English: "...well, maybe..."
phrase28: LangStr
#: ::
#:
#: Tutorial: final good-luck wish.
#:
#: English: "Good luck!"
phrase29: LangStr
#: ::
#:
#: Tutorial: stand-in practice-character name.
#:
#: English: "Fred"
random_name1: LangStr
#: ::
#:
#: Tutorial: stand-in practice-character name.
#:
#: English: "Harry"
random_name2: LangStr
#: ::
#:
#: Tutorial: stand-in practice-character name.
#:
#: English: "Bill"
random_name3: LangStr
#: ::
#:
#: Tutorial: stand-in practice-character name.
#:
#: English: "Chuck"
random_name4: LangStr
#: ::
#:
#: Tutorial: stand-in practice-character name.
#:
#: English: "Phil"
random_name5: LangStr
#: ::
#:
#: Confirmation prompt before skipping the tutorial.
#:
#: English: "Really skip the tutorial? Tap or press to confirm."
skip_confirm: LangStr
[docs]
def skip_vote_count(
self, *, count: str | LangStr, total: str | LangStr
) -> LangStr:
"""
::
Tutorial: skip-vote tally.
English: "{count}/{total} skip votes"
"""
#: ::
#:
#: Status shown while the tutorial is being skipped.
#:
#: English: "skipping tutorial..."
skipping: LangStr
#: ::
#:
#: Label preceding a gameplay tip.
#:
#: English: "Tip"
tip: LangStr
#: ::
#:
#: Hint on how to skip the tutorial.
#:
#: English: "(tap or press anything to skip tutorial)"
to_skip_press_anything: LangStr
[docs]
class StringsUiGroup:
"""
::
Generic UI vocabulary: short labels (buttons, dialog titles,
joiners) shared across many UIs. Purpose-specific wording belongs
elsewhere - see each entry's docs for what it is and is not.
See source for the full asset list.
"""
#: ::
#:
#: Generic "Achievements" label/heading.
#:
#: English: "Achievements"
achievements: LangStr
#: ::
#:
#: Generic "Activity" label.
#:
#: English: "Activity"
activity: LangStr
#: ::
#:
#: The app's name; byte-identical in every language.
#:
#: English: "BombSquad"
app_name: LangStr
#: ::
#:
#: Generic "Boost" button label.
#:
#: English: "Boost"
boost: LangStr
#: ::
#:
#: Button label to claim a reward.
#:
#: English: "Claim"
claim: LangStr
#: ::
#:
#: Generic "Demo" label.
#:
#: English: "Demo"
demo: LangStr
#: ::
#:
#: Generic "Easy" difficulty label.
#:
#: English: "Easy"
easy: LangStr
#: ::
#:
#: Generic "Epic Mode" label.
#:
#: English: "Epic Mode"
epic_mode: LangStr
[docs]
def exit_app_confirm(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Confirmation question for exiting the app.
English: "Exit {app_name}?"
"""
#: ::
#:
#: Generic "Final Score" label.
#:
#: English: "Final Score"
final_score: LangStr
#: ::
#:
#: Emphatic "FREE!" label.
#:
#: English: "FREE!"
free: LangStr
#: ::
#:
#: The Apple "Game Center" service name; byte-identical in every
#: language.
#:
#: English: "Game Center"
game_center: LangStr
#: ::
#:
#: The "Google Play" service name; byte-identical in every language.
#:
#: English: "Google Play"
google_play: LangStr
#: ::
#:
#: Generic "Hard" difficulty label.
#:
#: English: "Hard"
hard: LangStr
#: ::
#:
#: Generic "Inbox" label.
#:
#: English: "Inbox"
inbox: LangStr
#: ::
#:
#: Generic "Kick" button label.
#:
#: English: "Kick"
kick: LangStr
#: ::
#:
#: Generic "Leaderboards" label.
#:
#: English: "Leaderboards"
leaderboards: LangStr
#: ::
#:
#: Generic "Map" label.
#:
#: English: "Map"
map: LangStr
#: ::
#:
#: Lowercase "not signed in" status indicator.
#:
#: English: "not signed in"
not_signed_in_status: LangStr
#: ::
#:
#: General 'Play' action label; used for the main-menu Play button
#: and the tournament-entry play button.
#:
#: English: "Play"
play: LangStr
#: ::
#:
#: Generic "Playlist" label.
#:
#: English: "Playlist"
playlist: LangStr
#: ::
#:
#: Generic "Points" label.
#:
#: English: "Points"
points: LangStr
#: ::
#:
#: Generic "Practice" label.
#:
#: English: "Practice"
practice: LangStr
[docs]
def quit_app_confirm(self, *, app_name: str | LangStr) -> LangStr:
"""
::
Confirmation question for quitting the app (Mac wording).
English: "Quit {app_name}?"
"""
#: ::
#:
#: Generic "Rank" label.
#:
#: English: "Rank"
rank: LangStr
#: ::
#:
#: The remote-control companion app's name; byte-identical in every
#: language.
#:
#: English: "BombSquad Remote"
remote_app_name: LangStr
#: ::
#:
#: Generic "Stats" label.
#:
#: English: "Stats"
stats: LangStr
#: ::
#:
#: Generic "Trophies" label.
#:
#: English: "Trophies"
trophies: LangStr
[docs]
class StringsV2UpgradeGroup:
"""
::
Device-account -> V2-account upgrade prompt.
See source for the full asset list.
"""
[docs]
def device_account_upgrade(self, *, name: str | LangStr) -> LangStr:
"""
::
Warning to upgrade a device account to a V2 account.
English: "Warning: You are signed in with a device account
({name}). Device accounts will be removed in a future update.
Upgrade to a V2 account to keep your progress."
"""
[docs]
class StringsWatchGroup:
"""
::
Watch-section strings: replay browsing and playback UI.
See source for the full asset list.
"""
[docs]
def delete_confirm(self, *, replay: str | LangStr) -> LangStr:
"""
::
Confirmation before deleting a named replay.
English: "Delete "{replay}"?"
"""
#: ::
#:
#: Two-line button to delete a replay.
#:
#: English: "Delete Replay"
delete_replay_button: LangStr
#: ::
#:
#: Heading for the list of the player's replays.
#:
#: English: "My Replays"
my_replays: LangStr
#: ::
#:
#: Error when no replay is selected.
#:
#: English: "No Replay Selected"
no_replay_selected: LangStr
[docs]
def playback_speed(self, *, speed: str | LangStr) -> LangStr:
"""
::
Label showing the current replay playback-speed multiplier
(in-game replay controls and the watch section).
English: "Playback Speed: {speed}"
"""
[docs]
def rename_replay(self, *, replay: str | LangStr) -> LangStr:
"""
::
Prompt to rename a named replay.
English: "Rename "{replay}" to:"
"""
#: ::
#:
#: Two-line button to rename a replay.
#:
#: English: "Rename Replay"
rename_replay_button: LangStr
[docs]
def rename_warning(self, *, replay: str | LangStr) -> LangStr:
"""
::
Warning to rename a replay so it is not overwritten.
English: "Rename "{replay}" after a game to keep it; otherwise
it will be overwritten."
"""
#: ::
#:
#: Error when deleting a replay fails.
#:
#: English: "Error deleting replay."
replay_delete_error: LangStr
#: ::
#:
#: Label for the replay name field.
#:
#: English: "Replay Name"
replay_name: LangStr
#: ::
#:
#: Default name for the most recent replay.
#:
#: English: "Last Game Replay"
replay_name_default: LangStr
#: ::
#:
#: Error when renaming a replay fails.
#:
#: English: "Error renaming replay."
replay_rename_error: LangStr
#: ::
#:
#: Error message that a replay name is taken.
#:
#: English: "A replay with that name already exists."
replay_rename_error_already_exists: LangStr
#: ::
#:
#: Error when a replay rename name is bad.
#:
#: English: "Can't rename replay; invalid name."
replay_rename_error_invalid: LangStr
#: ::
#:
#: Title of the Watch section, where players view replays of
#: previous games; also labels the main-menu button leading there.
#:
#: English: "Watch"
title: LangStr
#: ::
#:
#: Two-line button to watch a replay.
#:
#: English: "Watch Replay"
watch_replay_button: LangStr
[docs]
class StringsGroup:
"""
::
All standard game strings (everything non-bootstrap).
See source for the full asset list.
"""
account: StringsAccountGroup
achievements: StringsAchievementsGroup
app_invite: StringsAppInviteGroup
characters: StringsCharactersGroup
chest: StringsChestGroup
controls: StringsControlsGroup
coop: StringsCoopGroup
coop_levels: StringsCoopLevelsGroup
coop_score: StringsCoopScoreGroup
credits: StringsCreditsGroup
economy: StringsEconomyGroup
file_selector: StringsFileSelectorGroup
game: StringsGameGroup
game_descriptions: StringsGameDescriptionsGroup
game_names: StringsGameNamesGroup
gather: StringsGatherGroup
get_remote: StringsGetRemoteGroup
get_tokens: StringsGetTokensGroup
help: StringsHelpGroup
in_game_menu: StringsInGameMenuGroup
inbox: StringsInboxGroup
inventory: StringsInventoryGroup
keyboard: StringsKeyboardGroup
kiosk: StringsKioskGroup
league: StringsLeagueGroup
lobby: StringsLobbyGroup
main_menu: StringsMainMenuGroup
map_names: StringsMapNamesGroup
multi_team: StringsMultiTeamGroup
party: StringsPartyGroup
party_queue: StringsPartyQueueGroup
play: StringsPlayGroup
play_modes: StringsPlayModesGroup
play_options: StringsPlayOptionsGroup
playlist: StringsPlaylistGroup
profile: StringsProfileGroup
profiles: StringsProfilesGroup
report: StringsReportGroup
resource_type_info: StringsResourceTypeInfoGroup
score_types: StringsScoreTypesGroup
send_info: StringsSendInfoGroup
server: StringsServerGroup
session: StringsSessionGroup
settings: StringsSettingsGroup
soundtrack: StringsSoundtrackGroup
store: StringsStoreGroup
teams: StringsTeamsGroup
tournament_entry: StringsTournamentEntryGroup
tournament_scores: StringsTournamentScoresGroup
tutorial: StringsTutorialGroup
ui: StringsUiGroup
v2_upgrade: StringsV2UpgradeGroup
watch: StringsWatchGroup
[docs]
class TexturesGroup:
"""
::
All standard game textures (everything non-bootstrap).
See source for the full asset list.
"""
achievement_boxer: TextureVerifiedSpec
achievement_cross_hair: TextureVerifiedSpec
achievement_dual_wielding: TextureVerifiedSpec
achievement_empty: TextureVerifiedSpec
achievement_flawless_victory: TextureVerifiedSpec
achievement_football_shutout: TextureVerifiedSpec
achievement_football_victory: TextureVerifiedSpec
achievement_free_loader: TextureVerifiedSpec
achievement_got_the_moves: TextureVerifiedSpec
achievement_in_control: TextureVerifiedSpec
achievement_medal_large: TextureVerifiedSpec
achievement_medal_medium: TextureVerifiedSpec
achievement_medal_small: TextureVerifiedSpec
achievement_mine: TextureVerifiedSpec
achievement_off_you_go: TextureVerifiedSpec
achievement_onslaught: TextureVerifiedSpec
achievement_outline: TextureVerifiedSpec
achievement_runaround: TextureVerifiedSpec
achievement_sharing_is_caring: TextureVerifiedSpec
achievement_stayin_alive: TextureVerifiedSpec
achievement_super_punch: TextureVerifiedSpec
achievement_team_player: TextureVerifiedSpec
achievement_tnt: TextureVerifiedSpec
achievement_wall: TextureVerifiedSpec
achievements_icon: TextureVerifiedSpec
action_hero_color: TextureVerifiedSpec
action_hero_color_mask: TextureVerifiedSpec
action_hero_icon: TextureVerifiedSpec
action_hero_icon_color_mask: TextureVerifiedSpec
advanced_icon: TextureVerifiedSpec
agent_color: TextureVerifiedSpec
agent_color_mask: TextureVerifiedSpec
agent_icon: TextureVerifiedSpec
agent_icon_color_mask: TextureVerifiedSpec
ali_color: TextureVerifiedSpec
ali_color_mask: TextureVerifiedSpec
ali_icon: TextureVerifiedSpec
ali_icon_color_mask: TextureVerifiedSpec
ali_splash: TextureVerifiedSpec
alien_color: TextureVerifiedSpec
alien_color_mask: TextureVerifiedSpec
alien_icon: TextureVerifiedSpec
alien_icon_color_mask: TextureVerifiedSpec
always_land_bgcolor: TextureVerifiedSpec
always_land_level_color: TextureVerifiedSpec
always_land_preview: TextureVerifiedSpec
analog_stick: TextureVerifiedSpec
assassin_color: TextureVerifiedSpec
assassin_color_mask: TextureVerifiedSpec
assassin_icon: TextureVerifiedSpec
assassin_icon_color_mask: TextureVerifiedSpec
audio_icon: TextureVerifiedSpec
bar: TextureVerifiedSpec
bear_color: TextureVerifiedSpec
bear_color_mask: TextureVerifiedSpec
bear_icon: TextureVerifiedSpec
bear_icon_color_mask: TextureVerifiedSpec
bg: TextureVerifiedSpec
big_g: TextureVerifiedSpec
big_gpreview: TextureVerifiedSpec
bomb_color: TextureVerifiedSpec
bomb_color_ice: TextureVerifiedSpec
bomb_sticky_color: TextureVerifiedSpec
bones_color: TextureVerifiedSpec
bones_color_mask: TextureVerifiedSpec
bones_icon: TextureVerifiedSpec
bones_icon_color_mask: TextureVerifiedSpec
bridgit_level_color: TextureVerifiedSpec
bridgit_preview: TextureVerifiedSpec
bunny_color: TextureVerifiedSpec
bunny_color_mask: TextureVerifiedSpec
bunny_icon: TextureVerifiedSpec
bunny_icon_color_mask: TextureVerifiedSpec
button_bomb: TextureVerifiedSpec
button_jump: TextureVerifiedSpec
button_pick_up: TextureVerifiedSpec
button_punch: TextureVerifiedSpec
ch_title_char1: TextureVerifiedSpec
ch_title_char2: TextureVerifiedSpec
ch_title_char3: TextureVerifiedSpec
ch_title_char4: TextureVerifiedSpec
ch_title_char5: TextureVerifiedSpec
chest_icon: TextureVerifiedSpec
chest_icon_empty: TextureVerifiedSpec
chest_icon_multi: TextureVerifiedSpec
chest_icon_tint: TextureVerifiedSpec
chest_open_icon: TextureVerifiedSpec
chest_open_icon_tint: TextureVerifiedSpec
circle_zig_zag: TextureVerifiedSpec
clay_stroke: TextureVerifiedSpec
coin: TextureVerifiedSpec
controller_icon: TextureVerifiedSpec
courtyard_level_color: TextureVerifiedSpec
courtyard_preview: TextureVerifiedSpec
cowboy_color: TextureVerifiedSpec
cowboy_color_mask: TextureVerifiedSpec
cowboy_icon: TextureVerifiedSpec
cowboy_icon_color_mask: TextureVerifiedSpec
crag_castle_level_color: TextureVerifiedSpec
crag_castle_preview: TextureVerifiedSpec
cross_out: TextureVerifiedSpec
cross_out_mask: TextureVerifiedSpec
cute_spaz: TextureVerifiedSpec
cyborg_color: TextureVerifiedSpec
cyborg_color_mask: TextureVerifiedSpec
cyborg_icon: TextureVerifiedSpec
cyborg_icon_color_mask: TextureVerifiedSpec
discord_icon: TextureVerifiedSpec
discord_logo: TextureVerifiedSpec
discord_server: TextureVerifiedSpec
doom_shroom_bgcolor: TextureVerifiedSpec
doom_shroom_level_color: TextureVerifiedSpec
doom_shroom_preview: TextureVerifiedSpec
down_button: TextureVerifiedSpec
egg1: TextureVerifiedSpec
egg2: TextureVerifiedSpec
egg3: TextureVerifiedSpec
egg4: TextureVerifiedSpec
egg_tex1: TextureVerifiedSpec
egg_tex2: TextureVerifiedSpec
egg_tex3: TextureVerifiedSpec
empty: TextureVerifiedSpec
file: TextureVerifiedSpec
flag_color: TextureVerifiedSpec
folder: TextureVerifiedSpec
football_stadium: TextureVerifiedSpec
football_stadium_preview: TextureVerifiedSpec
frame_inset: TextureVerifiedSpec
frosty_color: TextureVerifiedSpec
frosty_color_mask: TextureVerifiedSpec
frosty_icon: TextureVerifiedSpec
frosty_icon_color_mask: TextureVerifiedSpec
game_center_icon: TextureVerifiedSpec
github_logo: TextureVerifiedSpec
gladiator_color: TextureVerifiedSpec
gladiator_color_mask: TextureVerifiedSpec
gladiator_icon: TextureVerifiedSpec
gladiator_icon_color_mask: TextureVerifiedSpec
gold_pass: TextureVerifiedSpec
google_play_achievements_icon: TextureVerifiedSpec
google_play_games_icon: TextureVerifiedSpec
google_play_leaderboards_icon: TextureVerifiedSpec
google_plus_icon: TextureVerifiedSpec
google_plus_sign_in_button: TextureVerifiedSpec
graphics_icon: TextureVerifiedSpec
heart: TextureVerifiedSpec
hockey_stadium: TextureVerifiedSpec
hockey_stadium_preview: TextureVerifiedSpec
icon_onslaught: TextureVerifiedSpec
icon_runaround: TextureVerifiedSpec
impact_bomb_color: TextureVerifiedSpec
impact_bomb_color_lit: TextureVerifiedSpec
inventory_icon: TextureVerifiedSpec
jack_color: TextureVerifiedSpec
jack_color_mask: TextureVerifiedSpec
jack_icon: TextureVerifiedSpec
jack_icon_color_mask: TextureVerifiedSpec
jumpsuit_color: TextureVerifiedSpec
jumpsuit_color_mask: TextureVerifiedSpec
jumpsuit_icon: TextureVerifiedSpec
jumpsuit_icon_color_mask: TextureVerifiedSpec
kronk: TextureVerifiedSpec
kronk_color_mask: TextureVerifiedSpec
kronk_icon: TextureVerifiedSpec
kronk_icon_color_mask: TextureVerifiedSpec
lake_frigid: TextureVerifiedSpec
lake_frigid_preview: TextureVerifiedSpec
lake_frigid_reflections: TextureVerifiedSpec
land_mine: TextureVerifiedSpec
land_mine_lit: TextureVerifiedSpec
leaderboards_icon: TextureVerifiedSpec
left_button: TextureVerifiedSpec
level_icon: TextureVerifiedSpec
lock: TextureVerifiedSpec
log_icon: TextureVerifiedSpec
logo: TextureVerifiedSpec
logo_easter: TextureVerifiedSpec
map_preview_mask: TextureVerifiedSpec
medal_bronze: TextureVerifiedSpec
medal_complete: TextureVerifiedSpec
medal_gold: TextureVerifiedSpec
medal_silver: TextureVerifiedSpec
mel_color: TextureVerifiedSpec
mel_color_mask: TextureVerifiedSpec
mel_icon: TextureVerifiedSpec
mel_icon_color_mask: TextureVerifiedSpec
menu_bg: TextureVerifiedSpec
menu_icon: TextureVerifiedSpec
merch: TextureVerifiedSpec
meter: TextureVerifiedSpec
monkey_face_level_color: TextureVerifiedSpec
monkey_face_preview: TextureVerifiedSpec
multiplayer_examples: TextureVerifiedSpec
nature_background_color: TextureVerifiedSpec
neo_spaz_color: TextureVerifiedSpec
neo_spaz_color_mask: TextureVerifiedSpec
neo_spaz_icon: TextureVerifiedSpec
neo_spaz_icon_color_mask: TextureVerifiedSpec
next_level_icon: TextureVerifiedSpec
ninja_color: TextureVerifiedSpec
ninja_color_mask: TextureVerifiedSpec
ninja_icon: TextureVerifiedSpec
ninja_icon_color_mask: TextureVerifiedSpec
null: TextureVerifiedSpec
old_lady_color: TextureVerifiedSpec
old_lady_color_mask: TextureVerifiedSpec
old_lady_icon: TextureVerifiedSpec
old_lady_icon_color_mask: TextureVerifiedSpec
opera_singer_color: TextureVerifiedSpec
opera_singer_color_mask: TextureVerifiedSpec
opera_singer_icon: TextureVerifiedSpec
opera_singer_icon_color_mask: TextureVerifiedSpec
ouya_icon: TextureVerifiedSpec
ouya_obutton: TextureVerifiedSpec
ouya_ubutton: TextureVerifiedSpec
ouya_ybutton: TextureVerifiedSpec
penguin_color: TextureVerifiedSpec
penguin_color_mask: TextureVerifiedSpec
penguin_icon: TextureVerifiedSpec
penguin_icon_color_mask: TextureVerifiedSpec
pixie_color: TextureVerifiedSpec
pixie_color_mask: TextureVerifiedSpec
pixie_icon: TextureVerifiedSpec
pixie_icon_color_mask: TextureVerifiedSpec
player_lineup: TextureVerifiedSpec
plus_button: TextureVerifiedSpec
powerup_bomb: TextureVerifiedSpec
powerup_curse: TextureVerifiedSpec
powerup_health: TextureVerifiedSpec
powerup_ice_bombs: TextureVerifiedSpec
powerup_impact_bombs: TextureVerifiedSpec
powerup_land_mines: TextureVerifiedSpec
powerup_punch: TextureVerifiedSpec
powerup_shield: TextureVerifiedSpec
powerup_speed: TextureVerifiedSpec
powerup_sticky_bombs: TextureVerifiedSpec
puck_color: TextureVerifiedSpec
quote_bubble: TextureVerifiedSpec
rampage_bgcolor: TextureVerifiedSpec
rampage_bgcolor2: TextureVerifiedSpec
rampage_level_color: TextureVerifiedSpec
rampage_preview: TextureVerifiedSpec
replay_icon: TextureVerifiedSpec
right_button: TextureVerifiedSpec
robot_color: TextureVerifiedSpec
robot_color_mask: TextureVerifiedSpec
robot_icon: TextureVerifiedSpec
robot_icon_color_mask: TextureVerifiedSpec
roundabout_level_color: TextureVerifiedSpec
roundabout_preview: TextureVerifiedSpec
santa_color: TextureVerifiedSpec
santa_color_mask: TextureVerifiedSpec
santa_icon: TextureVerifiedSpec
santa_icon_color_mask: TextureVerifiedSpec
settings_icon: TextureVerifiedSpec
slash: TextureVerifiedSpec
star: TextureVerifiedSpec
step_right_up_level_color: TextureVerifiedSpec
step_right_up_preview: TextureVerifiedSpec
store_character: TextureVerifiedSpec
store_character_easter: TextureVerifiedSpec
store_character_xmas: TextureVerifiedSpec
store_icon: TextureVerifiedSpec
superhero_color: TextureVerifiedSpec
superhero_color_mask: TextureVerifiedSpec
superhero_icon: TextureVerifiedSpec
superhero_icon_color_mask: TextureVerifiedSpec
the_pad_level_color: TextureVerifiedSpec
the_pad_preview: TextureVerifiedSpec
ticket_roll: TextureVerifiedSpec
ticket_roll_big: TextureVerifiedSpec
ticket_rolls: TextureVerifiedSpec
tickets: TextureVerifiedSpec
tickets_more: TextureVerifiedSpec
tickets_purple: TextureVerifiedSpec
tip_top_bgcolor: TextureVerifiedSpec
tip_top_level_color: TextureVerifiedSpec
tip_top_preview: TextureVerifiedSpec
tnt: TextureVerifiedSpec
tokens1: TextureVerifiedSpec
tokens2: TextureVerifiedSpec
tokens3: TextureVerifiedSpec
tokens4: TextureVerifiedSpec
tower_dlevel_color: TextureVerifiedSpec
tower_dpreview: TextureVerifiedSpec
trees_color: TextureVerifiedSpec
trophy: TextureVerifiedSpec
tv: TextureVerifiedSpec
up_button: TextureVerifiedSpec
vr_fill_mound: TextureVerifiedSpec
warrior_color: TextureVerifiedSpec
warrior_color_mask: TextureVerifiedSpec
warrior_icon: TextureVerifiedSpec
warrior_icon_color_mask: TextureVerifiedSpec
window_bottom_cap: TextureVerifiedSpec
witch_color: TextureVerifiedSpec
witch_color_mask: TextureVerifiedSpec
witch_icon: TextureVerifiedSpec
witch_icon_color_mask: TextureVerifiedSpec
wizard_color: TextureVerifiedSpec
wizard_color_mask: TextureVerifiedSpec
wizard_icon: TextureVerifiedSpec
wizard_icon_color_mask: TextureVerifiedSpec
wrestler_color: TextureVerifiedSpec
wrestler_color_mask: TextureVerifiedSpec
wrestler_icon: TextureVerifiedSpec
wrestler_icon_color_mask: TextureVerifiedSpec
zig_zag_level_color: TextureVerifiedSpec
zigzag_preview: TextureVerifiedSpec
zoe_color: TextureVerifiedSpec
zoe_color_mask: TextureVerifiedSpec
zoe_icon: TextureVerifiedSpec
zoe_icon_color_mask: TextureVerifiedSpec
#: The ``audio`` group - 412 assets (``achievement``, ``action_hero1``,
#: ``action_hero2``, ``action_hero3``, ``action_hero4``, and 407 more). Full
#: list in source.
audio: AudioGroup
#: The ``meshes`` group - 390 assets (``achievement_outline``,
#: ``action_hero_fore_arm``, ``action_hero_hand``, ``action_hero_head``,
#: ``action_hero_lower_leg``, and 385 more). Full list in source.
meshes: MeshesGroup
#: The ``strings`` group - 1036 strings (``account``, ``achievements``,
#: ``app_invite``, ``characters``, ``chest``, and 1031 more). Full list in
#: source.
strings: StringsGroup
#: The ``textures`` group - 313 assets (``achievement_boxer``,
#: ``achievement_cross_hair``, ``achievement_dual_wielding``,
#: ``achievement_empty``, ``achievement_flawless_victory``, and 308 more).
#: Full list in source.
textures: TexturesGroup
_TREE = {
'audio': {
'achievement': 's',
'action_hero1': 's',
'action_hero2': 's',
'action_hero3': 's',
'action_hero4': 's',
'action_hero_death': 's',
'action_hero_fall': 's',
'action_hero_hit1': 's',
'action_hero_hit2': 's',
'activate_beep': 's',
'agent1': 's',
'agent2': 's',
'agent3': 's',
'agent4': 's',
'agent_death': 's',
'agent_fall': 's',
'agent_hit1': 's',
'agent_hit2': 's',
'alarm': 's',
'ali1': 's',
'ali2': 's',
'ali3': 's',
'ali4': 's',
'ali_death': 's',
'ali_fall': 's',
'ali_hit1': 's',
'ali_hit2': 's',
'alien1': 's',
'alien2': 's',
'alien3': 's',
'alien4': 's',
'alien_death': 's',
'alien_fall': 's',
'alien_hit1': 's',
'alien_hit2': 's',
'announce_eight': 's',
'announce_five': 's',
'announce_four': 's',
'announce_nine': 's',
'announce_one': 's',
'announce_seven': 's',
'announce_six': 's',
'announce_ten': 's',
'announce_three': 's',
'announce_two': 's',
'assassin1': 's',
'assassin2': 's',
'assassin3': 's',
'assassin4': 's',
'assassin_death': 's',
'assassin_fall': 's',
'assassin_hit1': 's',
'assassin_hit2': 's',
'aww': 's',
'bear1': 's',
'bear2': 's',
'bear3': 's',
'bear4': 's',
'bear_death': 's',
'bear_fall': 's',
'bear_hit1': 's',
'bear_hit2': 's',
'bell_high': 's',
'bell_low': 's',
'bell_med': 's',
'big_impact': 's',
'big_impact2': 's',
'block': 's',
'bomb_drop01': 's',
'bomb_drop02': 's',
'bomb_roll01': 's',
'bones1': 's',
'bones2': 's',
'bones3': 's',
'bones_death': 's',
'bones_fall': 's',
'boo': 's',
'box_drop': 's',
'boxing_bell': 's',
'bunny1': 's',
'bunny2': 's',
'bunny3': 's',
'bunny4': 's',
'bunny_death': 's',
'bunny_fall': 's',
'bunny_hit1': 's',
'bunny_hit2': 's',
'bunny_jump': 's',
'cash_register2': 's',
'char_select_music': 's',
'cheer': 's',
'cork_pop2': 's',
'cowboy1': 's',
'cowboy2': 's',
'cowboy3': 's',
'cowboy4': 's',
'cowboy_death': 's',
'cowboy_fall': 's',
'cowboy_hit1': 's',
'cowboy_hit2': 's',
'crowd_chant': 's',
'cyborg1': 's',
'cyborg2': 's',
'cyborg3': 's',
'cyborg4': 's',
'cyborg_death': 's',
'cyborg_fall': 's',
'cyborg_hit1': 's',
'cyborg_hit2': 's',
'cymbal': 's',
'debris_fall': 's',
'deek2': 's',
'ding_small': 's',
'ding_small_high': 's',
'dripity': 's',
'drum_roll': 's',
'drum_roll_short': 's',
'explosion01': 's',
'explosion02': 's',
'explosion03': 's',
'explosion04': 's',
'explosion05': 's',
'fanfare': 's',
'flag_catcher_music': 's',
'flying_music': 's',
'foghorn': 's',
'foot_impact01': 's',
'foot_impact02': 's',
'foot_impact03': 's',
'forward_march_music': 's',
'freeze': 's',
'frosty01': 's',
'frosty02': 's',
'frosty03': 's',
'frosty04': 's',
'frosty05': 's',
'frosty_death': 's',
'frosty_fall': 's',
'frosty_hit01': 's',
'frosty_hit02': 's',
'frosty_hit03': 's',
'fuse01': 's',
'gasp': 's',
'gladiator1': 's',
'gladiator2': 's',
'gladiator3': 's',
'gladiator4': 's',
'gladiator_death': 's',
'gladiator_fall': 's',
'gladiator_hit1': 's',
'gladiator_hit2': 's',
'gong': 's',
'grand_romp_music': 's',
'gravel_skid': 's',
'health_powerup': 's',
'hiss': 's',
'impact_hard': 's',
'impact_hard2': 's',
'impact_hard3': 's',
'impact_medium': 's',
'impact_medium2': 's',
'jack01': 's',
'jack02': 's',
'jack03': 's',
'jack04': 's',
'jack05': 's',
'jack06': 's',
'jack_death01': 's',
'jack_fall01': 's',
'jack_hit01': 's',
'jack_hit02': 's',
'jack_hit03': 's',
'jack_hit04': 's',
'jack_hit05': 's',
'jack_hit06': 's',
'jack_hit07': 's',
'jumpsuit1': 's',
'jumpsuit2': 's',
'jumpsuit3': 's',
'jumpsuit4': 's',
'jumpsuit_death': 's',
'jumpsuit_fall': 's',
'jumpsuit_hit1': 's',
'jumpsuit_hit2': 's',
'kronk1': 's',
'kronk10': 's',
'kronk2': 's',
'kronk3': 's',
'kronk4': 's',
'kronk5': 's',
'kronk6': 's',
'kronk7': 's',
'kronk8': 's',
'kronk9': 's',
'kronk_death': 's',
'kronk_fall': 's',
'laser': 's',
'laser_reverse': 's',
'mel01': 's',
'mel02': 's',
'mel03': 's',
'mel04': 's',
'mel05': 's',
'mel06': 's',
'mel07': 's',
'mel08': 's',
'mel09': 's',
'mel10': 's',
'mel_death01': 's',
'mel_fall01': 's',
'menu_music': 's',
'metal_hit': 's',
'metal_skid': 's',
'nice': 's',
'ninja_attack1': 's',
'ninja_attack2': 's',
'ninja_attack3': 's',
'ninja_attack4': 's',
'ninja_attack5': 's',
'ninja_attack6': 's',
'ninja_attack7': 's',
'ninja_death1': 's',
'ninja_fall1': 's',
'ninja_hit1': 's',
'ninja_hit2': 's',
'ninja_hit3': 's',
'ninja_hit4': 's',
'ninja_hit5': 's',
'ninja_hit6': 's',
'ninja_hit7': 's',
'ninja_hit8': 's',
'old_lady1': 's',
'old_lady2': 's',
'old_lady3': 's',
'old_lady4': 's',
'old_lady_death': 's',
'old_lady_fall': 's',
'old_lady_hit1': 's',
'old_lady_hit2': 's',
'ooh': 's',
'opera_singer1': 's',
'opera_singer2': 's',
'opera_singer3': 's',
'opera_singer4': 's',
'opera_singer_death': 's',
'opera_singer_fall': 's',
'opera_singer_hit1': 's',
'opera_singer_hit2': 's',
'orchestra_hit': 's',
'orchestra_hit2': 's',
'orchestra_hit3': 's',
'orchestra_hit4': 's',
'orchestra_hit_big1': 's',
'orchestra_hit_big2': 's',
'penguin1': 's',
'penguin2': 's',
'penguin3': 's',
'penguin4': 's',
'penguin_death': 's',
'penguin_fall': 's',
'penguin_hit1': 's',
'penguin_hit2': 's',
'pixie1': 's',
'pixie2': 's',
'pixie3': 's',
'pixie4': 's',
'pixie_death': 's',
'pixie_fall': 's',
'pixie_hit1': 's',
'pixie_hit2': 's',
'player_death': 's',
'player_left': 's',
'pop01': 's',
'powerup01': 's',
'punch_strong01': 's',
'punch_strong02': 's',
'punch_swish': 's',
'punch_weak01': 's',
'race_beep1': 's',
'race_beep2': 's',
'ref_whistle': 's',
'rev_up': 's',
'robot1': 's',
'robot2': 's',
'robot3': 's',
'robot4': 's',
'robot_death': 's',
'robot_fall': 's',
'robot_hit1': 's',
'robot_hit2': 's',
'run_away_music': 's',
'santa01': 's',
'santa02': 's',
'santa03': 's',
'santa04': 's',
'santa05': 's',
'santa_death': 's',
'santa_fall': 's',
'santa_hit01': 's',
'santa_hit02': 's',
'santa_hit03': 's',
'santa_hit04': 's',
'scamper01': 's',
'scary_music': 's',
'score': 's',
'score_hit01': 's',
'score_hit02': 's',
'scores_epic_music': 's',
'shatter': 's',
'shield_down': 's',
'shield_hit': 's',
'shield_up': 's',
'skid01': 's',
'slow_epic_music': 's',
'spawn': 's',
'spaz_attack01': 's',
'spaz_attack02': 's',
'spaz_attack03': 's',
'spaz_attack04': 's',
'spaz_death01': 's',
'spaz_eff': 's',
'spaz_fall01': 's',
'spaz_impact01': 's',
'spaz_impact02': 's',
'spaz_impact03': 's',
'spaz_impact04': 's',
'spaz_jump01': 's',
'spaz_jump02': 's',
'spaz_jump03': 's',
'spaz_jump04': 's',
'spaz_ow': 's',
'spaz_pickup01': 's',
'spaz_scream01': 's',
'splatter': 's',
'sports_music': 's',
'sticky_impact': 's',
'super_punch': 's',
'superhero1': 's',
'superhero2': 's',
'superhero3': 's',
'superhero4': 's',
'superhero_death': 's',
'superhero_fall': 's',
'superhero_hit1': 's',
'superhero_hit2': 's',
'survival_music': 's',
'swip': 's',
'swip2': 's',
'techno_hit01': 's',
'tick': 's',
'ticking': 's',
'to_the_death_music': 's',
'trash_rummage': 's',
'victory_music': 's',
'warn_beep': 's',
'warn_beeps': 's',
'warrior1': 's',
'warrior2': 's',
'warrior3': 's',
'warrior4': 's',
'warrior_death': 's',
'warrior_fall': 's',
'warrior_hit1': 's',
'warrior_hit2': 's',
'when_johnny_comes_marching_home_music': 's',
'witch1': 's',
'witch2': 's',
'witch3': 's',
'witch4': 's',
'witch_death': 's',
'witch_fall': 's',
'witch_hit1': 's',
'witch_hit2': 's',
'wizard1': 's',
'wizard2': 's',
'wizard3': 's',
'wizard4': 's',
'wizard_death': 's',
'wizard_fall': 's',
'wizard_hit1': 's',
'wizard_hit2': 's',
'woo': 's',
'woo2': 's',
'woo3': 's',
'wood_debris_fall': 's',
'wow': 's',
'wrestler1': 's',
'wrestler2': 's',
'wrestler3': 's',
'wrestler4': 's',
'wrestler_death': 's',
'wrestler_fall': 's',
'wrestler_hit1': 's',
'wrestler_hit2': 's',
'yeah': 's',
'zoe_attack01': 's',
'zoe_attack02': 's',
'zoe_attack03': 's',
'zoe_attack04': 's',
'zoe_death01': 's',
'zoe_eff': 's',
'zoe_fall01': 's',
'zoe_impact01': 's',
'zoe_impact02': 's',
'zoe_impact03': 's',
'zoe_impact04': 's',
'zoe_jump01': 's',
'zoe_jump02': 's',
'zoe_jump03': 's',
'zoe_ow': 's',
'zoe_pickup01': 's',
'zoe_scream01': 's',
},
'meshes': {
'achievement_outline': 'm',
'action_hero_fore_arm': 'm',
'action_hero_hand': 'm',
'action_hero_head': 'm',
'action_hero_lower_leg': 'm',
'action_hero_pelvis': 'm',
'action_hero_toes': 'm',
'action_hero_torso': 'm',
'action_hero_upper_arm': 'm',
'action_hero_upper_leg': 'm',
'agent_fore_arm': 'm',
'agent_hand': 'm',
'agent_head': 'm',
'agent_lower_leg': 'm',
'agent_pelvis': 'm',
'agent_toes': 'm',
'agent_torso': 'm',
'agent_upper_arm': 'm',
'agent_upper_leg': 'm',
'ali_fore_arm': 'm',
'ali_hand': 'm',
'ali_head': 'm',
'ali_lower_leg': 'm',
'ali_pelvis': 'm',
'ali_toes': 'm',
'ali_torso': 'm',
'ali_upper_arm': 'm',
'ali_upper_leg': 'm',
'alien_fore_arm': 'm',
'alien_hand': 'm',
'alien_head': 'm',
'alien_lower_leg': 'm',
'alien_pelvis': 'm',
'alien_toes': 'm',
'alien_torso': 'm',
'alien_upper_arm': 'm',
'alien_upper_leg': 'm',
'always_land_bg': 'm',
'always_land_level': 'm',
'always_land_level_bottom': 'm',
'always_land_level_collide': 'c',
'always_land_vrfill_mound': 'm',
'angry_computer_transparent': 'm',
'assassin_fore_arm': 'm',
'assassin_hand': 'm',
'assassin_head': 'm',
'assassin_lower_leg': 'm',
'assassin_pelvis': 'm',
'assassin_toes': 'm',
'assassin_torso': 'm',
'assassin_upper_arm': 'm',
'assassin_upper_leg': 'm',
'bear_fore_arm': 'm',
'bear_hand': 'm',
'bear_head': 'm',
'bear_lower_leg': 'm',
'bear_pelvis': 'm',
'bear_toes': 'm',
'bear_torso': 'm',
'bear_upper_arm': 'm',
'bear_upper_leg': 'm',
'big_g': 'm',
'big_gbottom': 'm',
'big_gbumper': 'c',
'big_gcollide': 'c',
'bomb': 'm',
'bomb_sticky': 'm',
'bones_fore_arm': 'm',
'bones_hand': 'm',
'bones_head': 'm',
'bones_lower_leg': 'm',
'bones_pelvis': 'm',
'bones_toes': 'm',
'bones_torso': 'm',
'bones_upper_arm': 'm',
'bones_upper_leg': 'm',
'bridgit_level_bottom': 'm',
'bridgit_level_collide': 'c',
'bridgit_level_railing_collide': 'c',
'bridgit_level_top': 'm',
'bunny_fore_arm': 'm',
'bunny_hand': 'm',
'bunny_head': 'm',
'bunny_lower_leg': 'm',
'bunny_pelvis': 'm',
'bunny_toes': 'm',
'bunny_torso': 'm',
'bunny_upper_arm': 'm',
'bunny_upper_leg': 'm',
'button_null': 'm',
'courtyard_level': 'm',
'courtyard_level_bottom': 'm',
'courtyard_level_collide': 'c',
'courtyard_player_wall': 'c',
'cowboy_fore_arm': 'm',
'cowboy_hand': 'm',
'cowboy_head': 'm',
'cowboy_lower_leg': 'm',
'cowboy_pelvis': 'm',
'cowboy_toes': 'm',
'cowboy_torso': 'm',
'cowboy_upper_arm': 'm',
'cowboy_upper_leg': 'm',
'crag_castle_level': 'm',
'crag_castle_level_bottom': 'm',
'crag_castle_level_bumper': 'c',
'crag_castle_level_collide': 'c',
'crag_castle_vrfill_mound': 'm',
'currency_meter': 'm',
'currency_plus_button': 'm',
'cyborg_fore_arm': 'm',
'cyborg_hand': 'm',
'cyborg_head': 'm',
'cyborg_lower_leg': 'm',
'cyborg_pelvis': 'm',
'cyborg_toes': 'm',
'cyborg_torso': 'm',
'cyborg_upper_arm': 'm',
'cyborg_upper_leg': 'm',
'doom_shroom_bg': 'm',
'doom_shroom_level': 'm',
'doom_shroom_level_collide': 'c',
'doom_shroom_stem': 'm',
'doom_shroom_stem_collide': 'c',
'doom_shroom_vrfill': 'm',
'egg': 'm',
'football_stadium': 'm',
'football_stadium_collide': 'c',
'football_stadium_vrfill': 'm',
'frame_inset': 'm',
'frosty_fore_arm': 'm',
'frosty_hand': 'm',
'frosty_head': 'm',
'frosty_lower_leg': 'm',
'frosty_pelvis': 'm',
'frosty_toes': 'm',
'frosty_torso': 'm',
'frosty_upper_arm': 'm',
'frosty_upper_leg': 'm',
'gladiator_fore_arm': 'm',
'gladiator_hand': 'm',
'gladiator_head': 'm',
'gladiator_lower_leg': 'm',
'gladiator_pelvis': 'm',
'gladiator_toes': 'm',
'gladiator_torso': 'm',
'gladiator_upper_arm': 'm',
'gladiator_upper_leg': 'm',
'heart_opaque': 'm',
'heart_transparent': 'm',
'hockey_stadium_collide': 'c',
'hockey_stadium_inner': 'm',
'hockey_stadium_outer': 'm',
'hockey_stadium_stands': 'm',
'image2x1_vertical': 'm',
'impact_bomb': 'm',
'jack_fore_arm': 'm',
'jack_hand': 'm',
'jack_head': 'm',
'jack_lower_leg': 'm',
'jack_toes': 'm',
'jack_torso': 'm',
'jack_upper_arm': 'm',
'jack_upper_leg': 'm',
'jumpsuit_fore_arm': 'm',
'jumpsuit_hand': 'm',
'jumpsuit_head': 'm',
'jumpsuit_lower_leg': 'm',
'jumpsuit_pelvis': 'm',
'jumpsuit_toes': 'm',
'jumpsuit_torso': 'm',
'jumpsuit_upper_arm': 'm',
'jumpsuit_upper_leg': 'm',
'kronk_fore_arm': 'm',
'kronk_hand': 'm',
'kronk_head': 'm',
'kronk_lower_leg': 'm',
'kronk_pelvis': 'm',
'kronk_toes': 'm',
'kronk_torso': 'm',
'kronk_upper_arm': 'm',
'kronk_upper_leg': 'm',
'lake_frigid': 'm',
'lake_frigid_collide': 'c',
'lake_frigid_reflections': 'm',
'lake_frigid_top': 'm',
'lake_frigid_vrfill': 'm',
'land_mine': 'm',
'level_select_button_opaque': 'm',
'level_select_button_transparent': 'm',
'logo': 'm',
'logo_transparent': 'm',
'mel_fore_arm': 'm',
'mel_hand': 'm',
'mel_head': 'm',
'mel_lower_leg': 'm',
'mel_toes': 'm',
'mel_torso': 'm',
'mel_upper_arm': 'm',
'mel_upper_leg': 'm',
'meter_transparent': 'm',
'monkey_face_level': 'm',
'monkey_face_level_bottom': 'm',
'monkey_face_level_bumper': 'c',
'monkey_face_level_collide': 'c',
'nature_background': 'm',
'nature_background_collide': 'c',
'nature_background_vrfill': 'm',
'neo_spaz_fore_arm': 'm',
'neo_spaz_hand': 'm',
'neo_spaz_head': 'm',
'neo_spaz_lower_leg': 'm',
'neo_spaz_pelvis': 'm',
'neo_spaz_toes': 'm',
'neo_spaz_torso': 'm',
'neo_spaz_upper_arm': 'm',
'neo_spaz_upper_leg': 'm',
'ninja_fore_arm': 'm',
'ninja_hand': 'm',
'ninja_head': 'm',
'ninja_lower_leg': 'm',
'ninja_pelvis': 'm',
'ninja_toes': 'm',
'ninja_torso': 'm',
'ninja_upper_arm': 'm',
'ninja_upper_leg': 'm',
'old_lady_fore_arm': 'm',
'old_lady_hand': 'm',
'old_lady_head': 'm',
'old_lady_lower_leg': 'm',
'old_lady_pelvis': 'm',
'old_lady_toes': 'm',
'old_lady_torso': 'm',
'old_lady_upper_arm': 'm',
'old_lady_upper_leg': 'm',
'opera_singer_fore_arm': 'm',
'opera_singer_hand': 'm',
'opera_singer_head': 'm',
'opera_singer_lower_leg': 'm',
'opera_singer_pelvis': 'm',
'opera_singer_toes': 'm',
'opera_singer_torso': 'm',
'opera_singer_upper_arm': 'm',
'opera_singer_upper_leg': 'm',
'penguin_fore_arm': 'm',
'penguin_hand': 'm',
'penguin_head': 'm',
'penguin_lower_leg': 'm',
'penguin_pelvis': 'm',
'penguin_toes': 'm',
'penguin_torso': 'm',
'penguin_upper_arm': 'm',
'penguin_upper_leg': 'm',
'pixie_fore_arm': 'm',
'pixie_hand': 'm',
'pixie_head': 'm',
'pixie_lower_leg': 'm',
'pixie_pelvis': 'm',
'pixie_toes': 'm',
'pixie_torso': 'm',
'pixie_upper_arm': 'm',
'pixie_upper_leg': 'm',
'plastic_eyes_transparent': 'm',
'player_lineup1_transparent': 'm',
'player_lineup2_transparent': 'm',
'player_lineup3_transparent': 'm',
'player_lineup4_transparent': 'm',
'powerup': 'm',
'powerup_simple': 'm',
'puck': 'm',
'rampage_bg': 'm',
'rampage_bg2': 'm',
'rampage_bumper': 'c',
'rampage_level': 'm',
'rampage_level_bottom': 'm',
'rampage_level_collide': 'c',
'rampage_vrfill': 'm',
'robot_fore_arm': 'm',
'robot_hand': 'm',
'robot_head': 'm',
'robot_lower_leg': 'm',
'robot_pelvis': 'm',
'robot_toes': 'm',
'robot_torso': 'm',
'robot_upper_arm': 'm',
'robot_upper_leg': 'm',
'roundabout_level': 'm',
'roundabout_level_bottom': 'm',
'roundabout_level_bumper': 'c',
'roundabout_level_collide': 'c',
'running_shoes': 'm',
'santa_fore_arm': 'm',
'santa_hand': 'm',
'santa_head': 'm',
'santa_lower_leg': 'm',
'santa_toes': 'm',
'santa_torso': 'm',
'santa_upper_arm': 'm',
'santa_upper_leg': 'm',
'scroll_widget_short': 'm',
'step_right_up_level': 'm',
'step_right_up_level_bottom': 'm',
'step_right_up_level_collide': 'c',
'step_right_up_vrfill_mound': 'm',
'superhero_fore_arm': 'm',
'superhero_hand': 'm',
'superhero_head': 'm',
'superhero_lower_leg': 'm',
'superhero_pelvis': 'm',
'superhero_toes': 'm',
'superhero_torso': 'm',
'superhero_upper_arm': 'm',
'superhero_upper_leg': 'm',
'the_pad_bg': 'm',
'the_pad_bgsmall': 'm',
'the_pad_level': 'm',
'the_pad_level_bottom': 'm',
'the_pad_level_bumper': 'c',
'the_pad_level_collide': 'c',
'the_pad_vrfill_bottom': 'm',
'the_pad_vrfill_mound': 'm',
'the_pad_vrfill_top': 'm',
'tip_top_bg': 'm',
'tip_top_level': 'm',
'tip_top_level_bottom': 'm',
'tip_top_level_bumper': 'c',
'tip_top_level_collide': 'c',
'tnt': 'm',
'toolbar_backing': 'm',
'toolbar_backing_bottom': 'm',
'toolbar_backing_bottom2': 'm',
'toolbar_backing_opaque': 'm',
'toolbar_backing_top': 'm',
'toolbar_backing_top2': 'm',
'toolbar_backing_transparent': 'm',
'tower_dlevel': 'm',
'tower_dlevel_bottom': 'm',
'tower_dlevel_collide': 'c',
'tower_dplayer_wall': 'c',
'trees': 'm',
'warrior_fore_arm': 'm',
'warrior_hand': 'm',
'warrior_head': 'm',
'warrior_lower_leg': 'm',
'warrior_pelvis': 'm',
'warrior_toes': 'm',
'warrior_torso': 'm',
'warrior_upper_arm': 'm',
'warrior_upper_leg': 'm',
'window_bgblotch': 'm',
'witch_fore_arm': 'm',
'witch_hand': 'm',
'witch_head': 'm',
'witch_lower_leg': 'm',
'witch_pelvis': 'm',
'witch_toes': 'm',
'witch_torso': 'm',
'witch_upper_arm': 'm',
'witch_upper_leg': 'm',
'wizard_fore_arm': 'm',
'wizard_hand': 'm',
'wizard_head': 'm',
'wizard_lower_leg': 'm',
'wizard_pelvis': 'm',
'wizard_toes': 'm',
'wizard_torso': 'm',
'wizard_upper_arm': 'm',
'wizard_upper_leg': 'm',
'wrestler_fore_arm': 'm',
'wrestler_hand': 'm',
'wrestler_head': 'm',
'wrestler_lower_leg': 'm',
'wrestler_pelvis': 'm',
'wrestler_toes': 'm',
'wrestler_torso': 'm',
'wrestler_upper_arm': 'm',
'wrestler_upper_leg': 'm',
'zig_zag_level': 'm',
'zig_zag_level_bottom': 'm',
'zig_zag_level_bumper': 'c',
'zig_zag_level_collide': 'c',
'zoe_fore_arm': 'm',
'zoe_hand': 'm',
'zoe_head': 'm',
'zoe_lower_leg': 'm',
'zoe_pelvis': 'm',
'zoe_toes': 'm',
'zoe_torso': 'm',
'zoe_upper_arm': 'm',
'zoe_upper_leg': 'm',
},
'strings': {
'account': {
'accounts': (),
'achievement_progress': ('complete', 'total'),
'ban_this_player': (),
'campaign_progress': ('progress',),
'create_an_account': (),
'delete_account': (),
'google_play_games_account_switch': (),
'manage_account': (),
'not_signed_in': (),
'player_info': (),
'report_this_player': (),
'sign_in': (),
'sign_in_for_codes': (),
'sign_in_info': (),
'sign_in_no_connection': (),
'sign_in_with': ('service',),
'sign_in_with_device': (),
'sign_in_with_device_info': (),
'sign_in_with_email': (),
'sign_out': (),
'signing_in': (),
'signing_out': (),
'submitting_code': (),
'tickets': ('count',),
'title': (),
'trophies_this_season': (),
'v2_link_instructions': (),
'you_are_signed_in_as': (),
},
'achievements': {
'boom_goes_the_dynamite': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'boxer': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'dual_wielding': {
'description_full': (),
'description_full_complete': (),
'name': (),
},
'flawless_victory': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'free_loader': {
'description_full': (),
'description_full_complete': (),
'name': (),
},
'gold_miner': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'got_the_moves': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'in_control': {
'description_full': (),
'description_full_complete': (),
'name': (),
},
'last_stand_god': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'last_stand_master': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'last_stand_wizard': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'mine_games': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'off_you_go_then': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'onslaught_god': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'onslaught_master': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'onslaught_training_victory': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'onslaught_wizard': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'precision_bombing': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'pro_boxer': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'pro_football_shutout': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'pro_football_victory': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'pro_onslaught_victory': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'pro_runaround_victory': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'rookie_football_shutout': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'rookie_football_victory': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'rookie_onslaught_victory': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'runaround_god': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'runaround_master': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'runaround_wizard': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'sharing_is_caring': {
'description_full': (),
'description_full_complete': (),
'name': (),
},
'stayin_alive': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'super_mega_punch': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'super_punch': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'team_player': {
'description_full': (),
'description_full_complete': (),
'name': (),
},
'the_great_wall': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'the_wall': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'tnt_terror': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': (),
},
'uber_football_shutout': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'uber_football_victory': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'uber_onslaught_victory': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
'uber_runaround_victory': {
'description': (),
'description_complete': (),
'description_full': ('level',),
'description_full_complete': ('level',),
'name': ('level',),
},
},
'app_invite': {
'email_it': (),
'enjoy': (),
'friend_has_sent_promo': ('count', 'app_name', 'name'),
'friend_promo_award': ('count',),
'friend_promo_expire': ('expire_hours',),
'friend_promo_instructions': ('app_name',),
'friend_promo_redeem_long': ('count', 'max_uses'),
'friend_promo_redeem_short': ('count',),
'requesting_code': (),
'share_code': (),
'where_to_enter': (),
'you_have_been_sent_promo': ('app_name',),
},
'characters': {
'agent_johnson': (),
'b9000': (),
'bernard': (),
'betty': (),
'bones': (),
'butch': (),
'easter_bunny': (),
'frosty': (),
'gretel': (),
'grumbledorf': (),
'jack_morgan': (),
'kronk': (),
'lee': (),
'lucky': (),
'mel': (),
'middle_man': (),
'pascal': (),
'pixel': (),
'santa_claus': (),
'snake_shadow': (),
'spaz': (),
'taobao_mascot': (),
'todd_mcburton': (),
'zoe': (),
},
'chest': {
'open': (),
'open_me': (),
'open_now': (),
'open_now_description': (),
'prize_odds': (),
'reduce_wait': (),
'slot_description': (),
'slot_number': ('num',),
'stop_reminding_me': (),
'unlocks_in': (),
},
'controls': {
'fire_tv_remote_warning': ('remote_app_name',),
'move': (),
'run': (),
},
'coop': {
'achievement_label': (),
'achievements_remaining': (),
'campaign': (),
'chest_slots_full_warning': (),
'current_best': (),
'custom': (),
'difficulty_hard_only': (),
'difficulty_hard_unlock_only': (),
'entry_fee': (),
'level_is_locked': ('level',),
'level_must_be_completed_first': ('level',),
'no_achievements_remaining': (),
'no_tournaments_in_test_build': (),
'of_total': ('total',),
'player_count_abbreviated': ('count',),
'power_ranking_points': ('number',),
'prizes': (),
'time_remaining': (),
'tournament': (),
'tournament_checking_state': (),
'tournament_ended': (),
'tournament_info': (),
'tournaments': (),
'tournaments_disabled_workspace': (),
},
'coop_levels': {
'infinite_onslaught': (),
'infinite_runaround': (),
'onslaught_training': (),
'pro_football': (),
'pro_onslaught': (),
'pro_runaround': (),
'pro_variant': ('game',),
'rookie_football': (),
'rookie_onslaught': (),
'the_last_stand': (),
'uber_football': (),
'uber_onslaught': (),
'uber_runaround': (),
'uber_variant': ('game',),
},
'coop_score': {
'best_rating': ('rating',),
'complete_level_to_proceed': (),
'current_standing': ('rank',),
'final_time': (),
'friend_scores_unavailable': (),
'last_games': ('count',),
'level_unlocked': (),
'multi_player_count': ('count',),
'new_personal_best': (),
'next_level': (),
'not_enough_players_remaining': (),
'out_of': ('rank', 'all'),
'rating': (),
'score_list_unavailable': (),
'score_was': ('count',),
'single_player_count': (),
'tournament_standings': (),
'world_scores_unavailable': (),
'worlds_best_scores': (),
'worlds_best_times': (),
'your_best_scores': (),
'your_best_times': (),
},
'credits': {
'additional_audio_art_ideas': ('name',),
'additional_music_from': ('name',),
'all_my_family': (),
'coding_graphics_audio': ('name',),
'language_translations': (),
'legal': (),
'public_domain_music_via': ('name',),
'software_based_on': ('name',),
'sound_and_music': (),
'sounds_source': ('source',),
'special_thanks': (),
'thanks_especially_to': ('name',),
'title': ('app_name',),
'whoever_invented_coffee': (),
},
'economy': {
'received_tickets': ('count',),
'you_got_tokens': ('tokens',),
},
'file_selector': {
'select_file': (),
'select_file_or_folder': (),
'select_folder': (),
'use_this_folder': (),
},
'game': {
'completion_bonus': (),
'disqualified_player_left': ('team', 'player'),
'double_kill': (),
'draw': (),
'epic_description_filter': ('description',),
'epic_name_filter': ('name',),
'fail': (),
'final_scores': (),
'five_kill': (),
'flawless_wave': (),
'game_on_map': ('name', 'mapname'),
'killing_track_skipper': ('name',),
'lap_number': ('current', 'total'),
'lives_bonus': (),
'multi_kill': ('count',),
'name_betrayed': ('name', 'victim'),
'name_died': ('name',),
'name_killed': ('name', 'victim'),
'name_scores': ('name',),
'name_suicide': ('name',),
'no_valid_maps_error': (),
'onslaught_respawn': ('player', 'wave'),
'own_flag_at_base_warning': (),
'paused_by_host': (),
'perfect_wave': (),
'points_gained': ('points',),
'points_gained_titled': ('points', 'title'),
'press_any_button_continue': (),
'press_any_button_play_again': (),
'press_any_key_button_continue': (),
'press_any_key_button_play_again': (),
'press_jump_to_fly': (),
'quad_kill': (),
'reach_wave_2': (),
'score': (),
'solo_name_filter': ('name',),
'time_bonus': (),
'time_bonus_amount': ('amount',),
'time_expired': (),
'tip_title': (),
'tournament_time_expired': (),
'triple_kill': (),
'turbo_warning': ('name',),
'victory': (),
'vs': (),
'waiting_for_host': ('host',),
'wave': (),
'wave_number': ('number',),
},
'game_descriptions': {
'be_the_chosen_one_for_a': (),
'bomb_as_many_targets_as_you': (),
'carry_the_flag_for_a_set': (),
'carry_the_flag_for_seconds': ('arg1',),
'carry_the_flag_for_seconds_2': ('arg1',),
'crush_of_your_enemies': ('arg1',),
'defeat_all_enemies': (),
'dodge_the_falling_bombs': (),
'final_glorious_epic_slow_motion_battle': (),
'gather_eggs': (),
'get_the_flag_to_the_enemy': (),
'how_fast_can_you_defeat_the': (),
'kill_a_set_number_of_enemies': (),
'kill_enemies': ('arg1',),
'last_one_standing_wins': (),
'last_one_standing_wins_2': (),
'last_remaining_alive_wins': (),
'last_team_standing_wins': (),
'last_team_standing_wins_2': (),
'prevent_enemies_from_reaching_the_exit': (),
'reach_the_enemy_flag_to_score': (),
'return_1_flag': (),
'return_flags': ('arg1',),
'return_the_enemy_flag_to_score': (),
'run_1_lap': (),
'run_1_lap_2': (),
'run_1_lap_your_entire_team': (),
'run_laps': ('arg1',),
'run_laps_2': ('arg1',),
'run_laps_your_entire_team_has': ('arg1',),
'run_real_fast': (),
'score_a_goal': (),
'score_a_goal_2': (),
'score_a_touchdown': (),
'score_a_touchdown_2': (),
'score_goals': ('arg1',),
'score_goals_2': ('arg1',),
'score_some_goals': (),
'score_touchdowns': ('arg1',),
'score_touchdowns_2': ('arg1',),
'secure_all_flags': ('arg1',),
'secure_all_flags_2': ('arg1',),
'secure_all_flags_on_the_map': (),
'secure_the_flag_for_a_set': (),
'secure_the_flag_for_seconds': ('arg1',),
'secure_the_flag_for_seconds_2': ('arg1',),
'steal_the_enemy_flag': (),
'steal_the_enemy_flag_times': ('arg1',),
'there_can_be_only_one': (),
'touch_1_flag': (),
'touch_flags': ('arg1',),
'touch_the_enemy_flag': (),
'touch_the_enemy_flag_times': ('arg1',),
},
'game_names': {
'assault': (),
'capture_the_flag': (),
'chosen_one': (),
'conquest': (),
'death_match': (),
'easter_egg_hunt': (),
'elimination': (),
'football': (),
'hockey': (),
'keep_away': (),
'king_of_the_hill': (),
'meteor_shower': (),
'ninja_fight': (),
'onslaught': (),
'race': (),
'runaround': (),
'target_practice': (),
'the_last_stand': (),
},
'gather': {
'about': (),
'added_to_favorites': ('name',),
'address_fetch_error': (),
'checking': (),
'connect': (),
'copy_code': (),
'copy_code_confirm': (),
'dedicated_server_info': (),
'delete_confirm_list': ('list',),
'description_short': (),
'disconnect_clients': ('count',),
'discord_friends': (),
'discord_join': (),
'favorites': (),
'favorites_save': (),
'free_cloud_server_available': (),
'free_cloud_server_available_minutes': ('minutes',),
'free_cloud_server_not_available': (),
'get_friend_invite_code': (),
'host_public_party': (),
'hosting_unavailable': (),
'invalid_address_error': (),
'invalid_name_error': (),
'invalid_port_error': (),
'invite_a_friend': ('count',),
'invite_friends': (),
'join_public_party': (),
'joinable_from_internet': (),
'joinable_no': (),
'joinable_yes': (),
'local_network_description': (),
'make_party_private': (),
'make_party_public': (),
'manual': (),
'manual_address': (),
'manual_description': (),
'manual_join_section': (),
'max_connections': (),
'max_party_size': (),
'nearby': (),
'no_connection': (),
'no_parties_added': (),
'no_servers_found': (),
'party_code': (),
'party_name': (),
'party_requires_password': (),
'party_server_running': (),
'party_size': (),
'party_status_checking': (),
'party_status_joinable': (),
'party_status_no_connection': (),
'party_status_not_public': (),
'password_optional': (),
'ping': (),
'port': (),
'private': (),
'private_party_cloud_description': (),
'private_party_host': (),
'private_party_join': (),
'public': (),
'public_host_router_config': (),
'router_forwarding': ('port',),
'show_my_address': (),
'start_hosting': (),
'start_hosting_paid': ('cost',),
'start_stop_hosting_minutes': ('minutes',),
'stop_hosting': (),
'title': (),
'unable_to_resolve_host': (),
'v2_account_required': (),
'your_address_from_internet': (),
'your_local_address': (),
},
'get_remote': {'info_short': ('app_name', 'remote_app_name')},
'get_tokens': {
'gold_pass': (),
'gold_pass_desc1': (),
'gold_pass_desc2': (),
'gold_pass_desc3': (),
'not_enough_tokens': (),
'num_tokens': ('count',),
'purchase_never_available': (),
'purchase_not_available': (),
'remove_ads_offer': (),
'shiny_new_currency': (),
'you_have_gold_pass': (),
},
'help': {
'bomb_info': (),
'can_help': ('app_name',),
'controllers': (),
'controllers_info': ('app_name', 'remote_app_name'),
'controls': (),
'controls_subtitle': ('app_name',),
'devices': (),
'devices_info': ('app_name',),
'friends': (),
'friends_good': ('app_name',),
'jump_info': (),
'or_punching_something': (),
'pick_up_info': (),
'powerups': (),
'powerups_subtitle': (),
'punch_info': (),
'run_info': (),
'some_days': (),
'title': ('app_name',),
'to_get_the_most': (),
'welcome': ('app_name',),
},
'in_game_menu': {
'end_game': (),
'end_replay': (),
'end_test': (),
'exit_to_menu_confirm': (),
'just_player': ('name',),
'leave_game': (),
'leave_party': (),
'leave_party_confirm': (),
'resume': (),
},
'inbox': {
'expired_ago': ('t',),
'expires_in': ('t',),
'final_standings': (),
'must_update': (),
'no_messages': (),
'your_prize': (),
},
'inventory': {
'only_available_online': (),
'only_available_signed_in': (),
'title': (),
},
'keyboard': {
'change_instructions': (),
'no_others_available': (),
'space_key': (),
'switched': ('name',),
},
'kiosk': {
'demo_menu': (),
'full_menu': (),
'single_player_examples': (),
'versus_examples': (),
},
'league': {
'achievements_unavailable_old_seasons': (),
'all_time': (),
'bronze': (),
'current_season': ('number',),
'diamond': (),
'gold': (),
'league': (),
'league_president': (),
'league_rank': (),
'multipliers': (),
'number_badge': ('number',),
'power_ranking': (),
'power_ranking_points_equals': ('number',),
'power_ranking_points_mult': ('number',),
'season': ('number',),
'season_ended_days_ago': ('days',),
'season_ends_days': ('days',),
'season_ends_hours': ('hours',),
'season_ends_minutes': ('minutes',),
'silver': (),
'to_ranked': (),
'tournament_required': ('name',),
'trophy_counts_reset': (),
'up_to_date_bonus': (),
'up_to_date_bonus_description': ('percent',),
'your_power_ranking': (),
},
'lobby': {
'bomb': (),
'choosing_player': (),
'create_edit_player': (),
'press_any_button_to_join': (),
'press_punch_to_join': (),
'press_to_override_character': ('buttons',),
'press_to_select_profile': ('buttons',),
'press_to_select_team': ('buttons',),
'ready': (),
},
'main_menu': {
'credits': (),
'exit_game': (),
'host_navigating_menus': ('host',),
'how_to_play': (),
'mode_arcade': (),
'mode_demo': (),
'next_achievements': (),
'quit': (),
'test_build': (),
},
'map_names': {
'big_g': (),
'bridgit': (),
'courtyard': (),
'crag_castle': (),
'doom_shroom': (),
'football_stadium': (),
'happy_thoughts': (),
'hockey_stadium': (),
'lake_frigid': (),
'monkey_face': (),
'rampage': (),
'roundabout': (),
'step_right_up': (),
'the_pad': (),
'tip_top': (),
'tower_d': (),
'zigzag': (),
},
'multi_team': {
'best_of_final': ('count',),
'best_of_series': ('count',),
'deaths': (),
'deaths_tally': ('count',),
'first_to_final': ('count',),
'first_to_series': ('count',),
'game_leaders': ('count',),
'games_to': ('wincount', 'losecount'),
'kills': (),
'kills_tally': ('count',),
'most_destroyed_player': (),
'most_valuable_player': (),
'most_violent_player': (),
'must_invite_friends': ('gather',),
'player': (),
'series': (),
'team_label': ('name',),
'up_first': (),
'up_next': ('count',),
'wins': ('name',),
'wins_the_series_intro': (),
},
'party': {
'add_to_favorites': (),
'cant_kick_host': (),
'chat_message': (),
'chat_muted': (),
'empty': (),
'host': (),
'kick_vote': (),
'mute_chat': (),
'title': (),
'unmute_chat': (),
},
'party_queue': {'waiting_in_line': ()},
'play': {'one_to_four_players': (), 'two_to_eight_players': ()},
'play_modes': {
'coop': (),
'free_for_all': (),
'single_player_coop': (),
'teams': (),
},
'play_options': {
'no_valid_games': (),
'points_to_win': (),
'series_length': (),
'show_tutorial': (),
'shuffle_game_order': (),
'team_names_colors': (),
'unlock_in_store': (),
},
'playlist': {
'add_game_button': (),
'add_game_title': (),
'cant_delete_default': (),
'cant_edit_default': (),
'cant_overwrite_default': (),
'cant_save_already_exists': (),
'cant_save_empty': (),
'cant_share_default': (),
'customize_title': ('type',),
'default_list_name': ('playmode',),
'default_new_list_name': ('playmode',),
'delete_playlist': (),
'duplicate_playlist': (),
'edit_game_button': (),
'edit_playlist': (),
'editor_title': (),
'export_success': ('name',),
'get_more_games': (),
'get_more_maps': (),
'import_instructions': (),
'just_epic': (),
'just_sports': (),
'list_name': (),
'map_select_title': ('game',),
'new_playlist': (),
'no_valid_maps': (),
'playlists': (),
'remove_game_button': (),
},
'profile': {
'account_profile': (),
'account_profile_info': ('icons',),
'available': ('name',),
'cant_delete_account_profile': (),
'character': (),
'checking_availability': ('name',),
'color': (),
'delete_confirm': ('profile',),
'get_more_characters': (),
'get_more_icons': (),
'global_profile': (),
'global_profile_info': (),
'highlight': (),
'icon': (),
'in_game_clipped_name': ('name',),
'local_profile': (),
'local_profile_info': (),
'name_description': (),
'name_not_empty': (),
'not_enough_tickets': (),
'nothing_selected': (),
'profile_already_exists': (),
'purchasing': (),
'title_edit': (),
'title_new': (),
'unavailable': ('name',),
'upgrade_profile_info': (),
'upgrade_to_global': (),
},
'profiles': {'explanation': (), 'new_profile': (), 'title': ()},
'report': {
'cheating': (),
'explanation': (),
'inappropriate_language': (),
'reason': (),
},
'resource_type_info': {
'get_tokens': (),
'tickets_description': (),
'tokens_description': (),
},
'score_types': {
'flags': (),
'goals': (),
'survived': (),
'time': (),
'time_held': (),
},
'send_info': {'send_info_description': ()},
'server': {'restarting': (), 'shutting_down': ()},
'session': {
'not_enough_players': ('count',),
'player_delayed_join': ('player',),
'player_left': ('player',),
'player_limit_reached': ('count',),
},
'settings': {
'advanced': {
'always_use_internal_keyboard': (),
'always_use_internal_keyboard_description': (),
'disable_camera_gyro': (),
'disable_camera_shake': (),
'help_translate': ('app_name',),
'insecure_connections': (),
'insecure_connections_description': (),
'kick_idle_players': (),
'language': (),
'modding_guide': (),
'send_info': (),
'show_demos_when_idle': (),
'show_deprecated_login_types': (),
'show_in_game_ping': (),
'show_mods_folder': (),
'title': (),
'translation_checking': (),
'translation_editor': ('app_name',),
'translation_fetch_error': (),
'translation_inform_me': (),
'translation_needs_updates': (),
'translation_up_to_date': (),
},
'audio': {
'music_volume': (),
'sound_volume': (),
'soundtrack_description': (),
'soundtracks': (),
'title': (),
},
'benchmarks': {
'already_running_in_activity': (),
'player_count': (),
'playlist_description': (),
'playlist_name': (),
'playlist_type': (),
'round_duration': (),
'run_cpu_benchmark': (),
'run_media_reload_benchmark': (),
'run_stress_test': (),
'stress_test': (),
'title': (),
},
'controllers': {
'gamepad': {
'advanced_title': (),
'analog_stick_dead_zone': (),
'analog_stick_dead_zone_description': (),
'applies_to_all': (),
'auto_recalibrate': (),
'auto_recalibrate_description': (),
'clear': (),
'dpad': (),
'dpad_numbered': ('num',),
'enable': (),
'extra_start_button': (),
'if_nothing_try_analog': (),
'if_nothing_try_dpad': (),
'ignore_completely': (),
'ignore_completely_description': (),
'ignored_button': ('num',),
'ignored_button_description': (),
'press_any_analog_trigger': (),
'press_any_button': (),
'press_any_button_or_dpad': (),
'press_left_right': (),
'press_up_down': (),
'run_button': ('num',),
'run_trigger': ('num',),
'run_trigger_description': (),
'second_half': (),
'secondary': (),
'start_button_activates_default': (),
'start_button_activates_default_description': (),
'title': (),
'two_in_one_setup': (),
'ui_only': (),
'ui_only_description': (),
'unassigned_buttons_run': (),
'unset': (),
'vr_reorient_button': (),
},
'keyboard': {
'configuring': ('device',),
'keyboard2_note': (),
'press_any_key': (),
},
'touchscreen': {
'action_control_scale': (),
'actions': (),
'buttons': (),
'drag_controls': (),
'joystick': (),
'movement': (),
'movement_control_scale': (),
'swipe': (),
'swipe_controls_hidden': (),
'swipe_info': (),
'title': (),
},
'android_note': (),
'cant_configure_device': ('device',),
'configure_controllers': (),
'configure_in_system_settings': ('device',),
'configure_keyboard': (),
'configure_keyboard_p2': (),
'configure_mobile': (),
'disable_remote_app': (),
'disable_xinput': (),
'disable_xinput_description': (),
'press_any_button_to_configure': (),
'remote_best_results': (),
'remote_configured_in_app': ('remote_app_name',),
'remote_explanation': ('remote_app_name', 'app_name'),
'title': (),
},
'dev_tools': {
'create_user_system_scripts': (),
'delete_user_system_scripts': (),
'show_dev_console_button': (),
'title': (),
},
'graphics': {
'fullscreen': (),
'fullscreen_shortcut_format': ('name', 'shortcut'),
'max_fps': (),
'native': (),
'resolution': (),
'show_fps': (),
'textures': (),
'title': (),
'tv_border': (),
'vertical_sync': (),
'visuals': (),
},
'net_testing': {'title': ()},
'plugins': {
'auto_enable_new': (),
'disable_all': (),
'enable_all': (),
'none_installed': (),
'settings_title': (),
'title': (),
},
'testing': {'for_testing_note': ()},
'vr_testing': {'title': ()},
'title': (),
},
'soundtrack': {
'cant_delete_default': (),
'cant_edit_default': (),
'cant_overwrite_default': (),
'cant_save_already_exists': (),
'copy_of': ('name',),
'default_game_music': (),
'default_soundtrack_name': (),
'delete_confirm': ('name',),
'delete_soundtrack': (),
'duplicate_soundtrack': (),
'edit_soundtrack': (),
'error_playing_music': ('music',),
'fetching_itunes': (),
'music_source': (),
'music_volume_zero_warning': (),
'new_soundtrack': (),
'new_soundtrack_name': ('count',),
'no_music_files_in_folder': (),
'select_a_playlist': (),
'test': (),
'title': (),
'use_default_game_music': (),
'use_itunes_playlist': (),
'use_music_file': (),
'use_music_folder': (),
'using_music_app': (),
},
'store': {'merch': (), 'pro_name': ('app_name',)},
'teams': {'bad_guys': (), 'blue': (), 'good_guys': (), 'red': ()},
'tournament_entry': {
'tickets_count': ('count',),
'title': (),
'watch_an_ad': (),
},
'tournament_scores': {'no_scores_yet': (), 'tournament_standings': ()},
'tutorial': {
'cpu_benchmark': (),
'phrase01': (),
'phrase02': ('app_name',),
'phrase03': (),
'phrase04': ('app_name',),
'phrase05': (),
'phrase06': (),
'phrase07': ('name',),
'phrase08': (),
'phrase09': (),
'phrase10': (),
'phrase11': (),
'phrase12': (),
'phrase13': ('name',),
'phrase14': ('name',),
'phrase15': (),
'phrase16': (),
'phrase17': (),
'phrase18': (),
'phrase19': (),
'phrase20': (),
'phrase21': (),
'phrase22': (),
'phrase23': (),
'phrase24': (),
'phrase25': (),
'phrase26': (),
'phrase27': (),
'phrase28': (),
'phrase29': (),
'random_name1': (),
'random_name2': (),
'random_name3': (),
'random_name4': (),
'random_name5': (),
'skip_confirm': (),
'skip_vote_count': ('count', 'total'),
'skipping': (),
'tip': (),
'to_skip_press_anything': (),
},
'ui': {
'achievements': (),
'activity': (),
'app_name': (),
'boost': (),
'claim': (),
'demo': (),
'easy': (),
'epic_mode': (),
'exit_app_confirm': ('app_name',),
'final_score': (),
'free': (),
'game_center': (),
'google_play': (),
'hard': (),
'inbox': (),
'kick': (),
'leaderboards': (),
'map': (),
'not_signed_in_status': (),
'play': (),
'playlist': (),
'points': (),
'practice': (),
'quit_app_confirm': ('app_name',),
'rank': (),
'remote_app_name': (),
'stats': (),
'trophies': (),
},
'v2_upgrade': {'device_account_upgrade': ('name',)},
'watch': {
'delete_confirm': ('replay',),
'delete_replay_button': (),
'my_replays': (),
'no_replay_selected': (),
'playback_speed': ('speed',),
'rename_replay': ('replay',),
'rename_replay_button': (),
'rename_warning': ('replay',),
'replay_delete_error': (),
'replay_name': (),
'replay_name_default': (),
'replay_rename_error': (),
'replay_rename_error_already_exists': (),
'replay_rename_error_invalid': (),
'title': (),
'watch_replay_button': (),
},
},
'textures': {
'achievement_boxer': 't',
'achievement_cross_hair': 't',
'achievement_dual_wielding': 't',
'achievement_empty': 't',
'achievement_flawless_victory': 't',
'achievement_football_shutout': 't',
'achievement_football_victory': 't',
'achievement_free_loader': 't',
'achievement_got_the_moves': 't',
'achievement_in_control': 't',
'achievement_medal_large': 't',
'achievement_medal_medium': 't',
'achievement_medal_small': 't',
'achievement_mine': 't',
'achievement_off_you_go': 't',
'achievement_onslaught': 't',
'achievement_outline': 't',
'achievement_runaround': 't',
'achievement_sharing_is_caring': 't',
'achievement_stayin_alive': 't',
'achievement_super_punch': 't',
'achievement_team_player': 't',
'achievement_tnt': 't',
'achievement_wall': 't',
'achievements_icon': 't',
'action_hero_color': 't',
'action_hero_color_mask': 't',
'action_hero_icon': 't',
'action_hero_icon_color_mask': 't',
'advanced_icon': 't',
'agent_color': 't',
'agent_color_mask': 't',
'agent_icon': 't',
'agent_icon_color_mask': 't',
'ali_color': 't',
'ali_color_mask': 't',
'ali_icon': 't',
'ali_icon_color_mask': 't',
'ali_splash': 't',
'alien_color': 't',
'alien_color_mask': 't',
'alien_icon': 't',
'alien_icon_color_mask': 't',
'always_land_bgcolor': 't',
'always_land_level_color': 't',
'always_land_preview': 't',
'analog_stick': 't',
'assassin_color': 't',
'assassin_color_mask': 't',
'assassin_icon': 't',
'assassin_icon_color_mask': 't',
'audio_icon': 't',
'bar': 't',
'bear_color': 't',
'bear_color_mask': 't',
'bear_icon': 't',
'bear_icon_color_mask': 't',
'bg': 't',
'big_g': 't',
'big_gpreview': 't',
'bomb_color': 't',
'bomb_color_ice': 't',
'bomb_sticky_color': 't',
'bones_color': 't',
'bones_color_mask': 't',
'bones_icon': 't',
'bones_icon_color_mask': 't',
'bridgit_level_color': 't',
'bridgit_preview': 't',
'bunny_color': 't',
'bunny_color_mask': 't',
'bunny_icon': 't',
'bunny_icon_color_mask': 't',
'button_bomb': 't',
'button_jump': 't',
'button_pick_up': 't',
'button_punch': 't',
'ch_title_char1': 't',
'ch_title_char2': 't',
'ch_title_char3': 't',
'ch_title_char4': 't',
'ch_title_char5': 't',
'chest_icon': 't',
'chest_icon_empty': 't',
'chest_icon_multi': 't',
'chest_icon_tint': 't',
'chest_open_icon': 't',
'chest_open_icon_tint': 't',
'circle_zig_zag': 't',
'clay_stroke': 't',
'coin': 't',
'controller_icon': 't',
'courtyard_level_color': 't',
'courtyard_preview': 't',
'cowboy_color': 't',
'cowboy_color_mask': 't',
'cowboy_icon': 't',
'cowboy_icon_color_mask': 't',
'crag_castle_level_color': 't',
'crag_castle_preview': 't',
'cross_out': 't',
'cross_out_mask': 't',
'cute_spaz': 't',
'cyborg_color': 't',
'cyborg_color_mask': 't',
'cyborg_icon': 't',
'cyborg_icon_color_mask': 't',
'discord_icon': 't',
'discord_logo': 't',
'discord_server': 't',
'doom_shroom_bgcolor': 't',
'doom_shroom_level_color': 't',
'doom_shroom_preview': 't',
'down_button': 't',
'egg1': 't',
'egg2': 't',
'egg3': 't',
'egg4': 't',
'egg_tex1': 't',
'egg_tex2': 't',
'egg_tex3': 't',
'empty': 't',
'file': 't',
'flag_color': 't',
'folder': 't',
'football_stadium': 't',
'football_stadium_preview': 't',
'frame_inset': 't',
'frosty_color': 't',
'frosty_color_mask': 't',
'frosty_icon': 't',
'frosty_icon_color_mask': 't',
'game_center_icon': 't',
'github_logo': 't',
'gladiator_color': 't',
'gladiator_color_mask': 't',
'gladiator_icon': 't',
'gladiator_icon_color_mask': 't',
'gold_pass': 't',
'google_play_achievements_icon': 't',
'google_play_games_icon': 't',
'google_play_leaderboards_icon': 't',
'google_plus_icon': 't',
'google_plus_sign_in_button': 't',
'graphics_icon': 't',
'heart': 't',
'hockey_stadium': 't',
'hockey_stadium_preview': 't',
'icon_onslaught': 't',
'icon_runaround': 't',
'impact_bomb_color': 't',
'impact_bomb_color_lit': 't',
'inventory_icon': 't',
'jack_color': 't',
'jack_color_mask': 't',
'jack_icon': 't',
'jack_icon_color_mask': 't',
'jumpsuit_color': 't',
'jumpsuit_color_mask': 't',
'jumpsuit_icon': 't',
'jumpsuit_icon_color_mask': 't',
'kronk': 't',
'kronk_color_mask': 't',
'kronk_icon': 't',
'kronk_icon_color_mask': 't',
'lake_frigid': 't',
'lake_frigid_preview': 't',
'lake_frigid_reflections': 't',
'land_mine': 't',
'land_mine_lit': 't',
'leaderboards_icon': 't',
'left_button': 't',
'level_icon': 't',
'lock': 't',
'log_icon': 't',
'logo': 't',
'logo_easter': 't',
'map_preview_mask': 't',
'medal_bronze': 't',
'medal_complete': 't',
'medal_gold': 't',
'medal_silver': 't',
'mel_color': 't',
'mel_color_mask': 't',
'mel_icon': 't',
'mel_icon_color_mask': 't',
'menu_bg': 't',
'menu_icon': 't',
'merch': 't',
'meter': 't',
'monkey_face_level_color': 't',
'monkey_face_preview': 't',
'multiplayer_examples': 't',
'nature_background_color': 't',
'neo_spaz_color': 't',
'neo_spaz_color_mask': 't',
'neo_spaz_icon': 't',
'neo_spaz_icon_color_mask': 't',
'next_level_icon': 't',
'ninja_color': 't',
'ninja_color_mask': 't',
'ninja_icon': 't',
'ninja_icon_color_mask': 't',
'null': 't',
'old_lady_color': 't',
'old_lady_color_mask': 't',
'old_lady_icon': 't',
'old_lady_icon_color_mask': 't',
'opera_singer_color': 't',
'opera_singer_color_mask': 't',
'opera_singer_icon': 't',
'opera_singer_icon_color_mask': 't',
'ouya_icon': 't',
'ouya_obutton': 't',
'ouya_ubutton': 't',
'ouya_ybutton': 't',
'penguin_color': 't',
'penguin_color_mask': 't',
'penguin_icon': 't',
'penguin_icon_color_mask': 't',
'pixie_color': 't',
'pixie_color_mask': 't',
'pixie_icon': 't',
'pixie_icon_color_mask': 't',
'player_lineup': 't',
'plus_button': 't',
'powerup_bomb': 't',
'powerup_curse': 't',
'powerup_health': 't',
'powerup_ice_bombs': 't',
'powerup_impact_bombs': 't',
'powerup_land_mines': 't',
'powerup_punch': 't',
'powerup_shield': 't',
'powerup_speed': 't',
'powerup_sticky_bombs': 't',
'puck_color': 't',
'quote_bubble': 't',
'rampage_bgcolor': 't',
'rampage_bgcolor2': 't',
'rampage_level_color': 't',
'rampage_preview': 't',
'replay_icon': 't',
'right_button': 't',
'robot_color': 't',
'robot_color_mask': 't',
'robot_icon': 't',
'robot_icon_color_mask': 't',
'roundabout_level_color': 't',
'roundabout_preview': 't',
'santa_color': 't',
'santa_color_mask': 't',
'santa_icon': 't',
'santa_icon_color_mask': 't',
'settings_icon': 't',
'slash': 't',
'star': 't',
'step_right_up_level_color': 't',
'step_right_up_preview': 't',
'store_character': 't',
'store_character_easter': 't',
'store_character_xmas': 't',
'store_icon': 't',
'superhero_color': 't',
'superhero_color_mask': 't',
'superhero_icon': 't',
'superhero_icon_color_mask': 't',
'the_pad_level_color': 't',
'the_pad_preview': 't',
'ticket_roll': 't',
'ticket_roll_big': 't',
'ticket_rolls': 't',
'tickets': 't',
'tickets_more': 't',
'tickets_purple': 't',
'tip_top_bgcolor': 't',
'tip_top_level_color': 't',
'tip_top_preview': 't',
'tnt': 't',
'tokens1': 't',
'tokens2': 't',
'tokens3': 't',
'tokens4': 't',
'tower_dlevel_color': 't',
'tower_dpreview': 't',
'trees_color': 't',
'trophy': 't',
'tv': 't',
'up_button': 't',
'vr_fill_mound': 't',
'warrior_color': 't',
'warrior_color_mask': 't',
'warrior_icon': 't',
'warrior_icon_color_mask': 't',
'window_bottom_cap': 't',
'witch_color': 't',
'witch_color_mask': 't',
'witch_icon': 't',
'witch_icon_color_mask': 't',
'wizard_color': 't',
'wizard_color_mask': 't',
'wizard_icon': 't',
'wizard_icon_color_mask': 't',
'wrestler_color': 't',
'wrestler_color_mask': 't',
'wrestler_icon': 't',
'wrestler_icon_color_mask': 't',
'zig_zag_level_color': 't',
'zigzag_preview': 't',
'zoe_color': 't',
'zoe_color_mask': 't',
'zoe_icon': 't',
'zoe_icon_color_mask': 't',
},
}
if True: # Docs-generation hack; keep runtime tree live
audio = AssetGroup(__asset_package__, _TREE['audio'], 'audio')
meshes = AssetGroup(__asset_package__, _TREE['meshes'], 'meshes')
strings = LangStrDir(__asset_package__, _TREE['strings'], 'strings')
textures = AssetGroup(__asset_package__, _TREE['textures'], 'textures')
# Docs-generation hack; import some stuff that we likely only forward-declared
# in our actual source code so that docs tools can find it.
from typing import (Coroutine, Any, Literal, Callable,
Generator, Awaitable, Sequence, Self)
import asyncio
from concurrent.futures import Future
from pathlib import Path
from enum import Enum