Source code for bauiv1.classicassets

# Released under the MIT License. See LICENSE for details.
#
# Auto-generated; do not edit by hand.
"""Asset-package wrapper for ``a-0.baclassicassets.260812`` (bauiv1).

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.260812

# pylint: disable=useless-suppression
# pylint: disable=too-many-lines
# pylint: disable=too-few-public-methods, disallowed-name

__asset_package__ = 'a-0.baclassicassets.260812'

from typing import TYPE_CHECKING

from bauiv1._assetref import AssetGroup

from babase import LangStrDir

TYPE_CHECKING = True  # Docs-generation hack
if TYPE_CHECKING:
    from bauiv1._assetref import MeshHandle, SoundHandle, TextureHandle
    from babase import LangStr

[docs] class AudioGroup: """ :: All standard game sounds (everything non-bootstrap). See source for the full asset list. """ achievement: SoundHandle action_hero1: SoundHandle action_hero2: SoundHandle action_hero3: SoundHandle action_hero4: SoundHandle action_hero_death: SoundHandle action_hero_fall: SoundHandle action_hero_hit1: SoundHandle action_hero_hit2: SoundHandle activate_beep: SoundHandle agent1: SoundHandle agent2: SoundHandle agent3: SoundHandle agent4: SoundHandle agent_death: SoundHandle agent_fall: SoundHandle agent_hit1: SoundHandle agent_hit2: SoundHandle alarm: SoundHandle ali1: SoundHandle ali2: SoundHandle ali3: SoundHandle ali4: SoundHandle ali_death: SoundHandle ali_fall: SoundHandle ali_hit1: SoundHandle ali_hit2: SoundHandle alien1: SoundHandle alien2: SoundHandle alien3: SoundHandle alien4: SoundHandle alien_death: SoundHandle alien_fall: SoundHandle alien_hit1: SoundHandle alien_hit2: SoundHandle announce_eight: SoundHandle announce_five: SoundHandle announce_four: SoundHandle announce_nine: SoundHandle announce_one: SoundHandle announce_seven: SoundHandle announce_six: SoundHandle announce_ten: SoundHandle announce_three: SoundHandle announce_two: SoundHandle assassin1: SoundHandle assassin2: SoundHandle assassin3: SoundHandle assassin4: SoundHandle assassin_death: SoundHandle assassin_fall: SoundHandle assassin_hit1: SoundHandle assassin_hit2: SoundHandle aww: SoundHandle bear1: SoundHandle bear2: SoundHandle bear3: SoundHandle bear4: SoundHandle bear_death: SoundHandle bear_fall: SoundHandle bear_hit1: SoundHandle bear_hit2: SoundHandle bell_high: SoundHandle bell_low: SoundHandle bell_med: SoundHandle big_impact: SoundHandle big_impact2: SoundHandle block: SoundHandle bomb_drop01: SoundHandle bomb_drop02: SoundHandle bomb_roll01: SoundHandle bones1: SoundHandle bones2: SoundHandle bones3: SoundHandle bones_death: SoundHandle bones_fall: SoundHandle boo: SoundHandle box_drop: SoundHandle boxing_bell: SoundHandle bunny1: SoundHandle bunny2: SoundHandle bunny3: SoundHandle bunny4: SoundHandle bunny_death: SoundHandle bunny_fall: SoundHandle bunny_hit1: SoundHandle bunny_hit2: SoundHandle bunny_jump: SoundHandle cash_register2: SoundHandle char_select_music: SoundHandle cheer: SoundHandle cork_pop2: SoundHandle cowboy1: SoundHandle cowboy2: SoundHandle cowboy3: SoundHandle cowboy4: SoundHandle cowboy_death: SoundHandle cowboy_fall: SoundHandle cowboy_hit1: SoundHandle cowboy_hit2: SoundHandle crowd_chant: SoundHandle cyborg1: SoundHandle cyborg2: SoundHandle cyborg3: SoundHandle cyborg4: SoundHandle cyborg_death: SoundHandle cyborg_fall: SoundHandle cyborg_hit1: SoundHandle cyborg_hit2: SoundHandle cymbal: SoundHandle debris_fall: SoundHandle deek2: SoundHandle ding_small: SoundHandle ding_small_high: SoundHandle dripity: SoundHandle drum_roll: SoundHandle drum_roll_short: SoundHandle explosion01: SoundHandle explosion02: SoundHandle explosion03: SoundHandle explosion04: SoundHandle explosion05: SoundHandle fanfare: SoundHandle flag_catcher_music: SoundHandle flying_music: SoundHandle foghorn: SoundHandle foot_impact01: SoundHandle foot_impact02: SoundHandle foot_impact03: SoundHandle forward_march_music: SoundHandle freeze: SoundHandle frosty01: SoundHandle frosty02: SoundHandle frosty03: SoundHandle frosty04: SoundHandle frosty05: SoundHandle frosty_death: SoundHandle frosty_fall: SoundHandle frosty_hit01: SoundHandle frosty_hit02: SoundHandle frosty_hit03: SoundHandle fuse01: SoundHandle gasp: SoundHandle gladiator1: SoundHandle gladiator2: SoundHandle gladiator3: SoundHandle gladiator4: SoundHandle gladiator_death: SoundHandle gladiator_fall: SoundHandle gladiator_hit1: SoundHandle gladiator_hit2: SoundHandle gong: SoundHandle grand_romp_music: SoundHandle gravel_skid: SoundHandle health_powerup: SoundHandle hiss: SoundHandle impact_hard: SoundHandle impact_hard2: SoundHandle impact_hard3: SoundHandle impact_medium: SoundHandle impact_medium2: SoundHandle jack01: SoundHandle jack02: SoundHandle jack03: SoundHandle jack04: SoundHandle jack05: SoundHandle jack06: SoundHandle jack_death01: SoundHandle jack_fall01: SoundHandle jack_hit01: SoundHandle jack_hit02: SoundHandle jack_hit03: SoundHandle jack_hit04: SoundHandle jack_hit05: SoundHandle jack_hit06: SoundHandle jack_hit07: SoundHandle jumpsuit1: SoundHandle jumpsuit2: SoundHandle jumpsuit3: SoundHandle jumpsuit4: SoundHandle jumpsuit_death: SoundHandle jumpsuit_fall: SoundHandle jumpsuit_hit1: SoundHandle jumpsuit_hit2: SoundHandle kronk1: SoundHandle kronk10: SoundHandle kronk2: SoundHandle kronk3: SoundHandle kronk4: SoundHandle kronk5: SoundHandle kronk6: SoundHandle kronk7: SoundHandle kronk8: SoundHandle kronk9: SoundHandle kronk_death: SoundHandle kronk_fall: SoundHandle laser: SoundHandle laser_reverse: SoundHandle mel01: SoundHandle mel02: SoundHandle mel03: SoundHandle mel04: SoundHandle mel05: SoundHandle mel06: SoundHandle mel07: SoundHandle mel08: SoundHandle mel09: SoundHandle mel10: SoundHandle mel_death01: SoundHandle mel_fall01: SoundHandle menu_music: SoundHandle metal_hit: SoundHandle metal_skid: SoundHandle nice: SoundHandle ninja_attack1: SoundHandle ninja_attack2: SoundHandle ninja_attack3: SoundHandle ninja_attack4: SoundHandle ninja_attack5: SoundHandle ninja_attack6: SoundHandle ninja_attack7: SoundHandle ninja_death1: SoundHandle ninja_fall1: SoundHandle ninja_hit1: SoundHandle ninja_hit2: SoundHandle ninja_hit3: SoundHandle ninja_hit4: SoundHandle ninja_hit5: SoundHandle ninja_hit6: SoundHandle ninja_hit7: SoundHandle ninja_hit8: SoundHandle old_lady1: SoundHandle old_lady2: SoundHandle old_lady3: SoundHandle old_lady4: SoundHandle old_lady_death: SoundHandle old_lady_fall: SoundHandle old_lady_hit1: SoundHandle old_lady_hit2: SoundHandle ooh: SoundHandle opera_singer1: SoundHandle opera_singer2: SoundHandle opera_singer3: SoundHandle opera_singer4: SoundHandle opera_singer_death: SoundHandle opera_singer_fall: SoundHandle opera_singer_hit1: SoundHandle opera_singer_hit2: SoundHandle orchestra_hit: SoundHandle orchestra_hit2: SoundHandle orchestra_hit3: SoundHandle orchestra_hit4: SoundHandle orchestra_hit_big1: SoundHandle orchestra_hit_big2: SoundHandle penguin1: SoundHandle penguin2: SoundHandle penguin3: SoundHandle penguin4: SoundHandle penguin_death: SoundHandle penguin_fall: SoundHandle penguin_hit1: SoundHandle penguin_hit2: SoundHandle pixie1: SoundHandle pixie2: SoundHandle pixie3: SoundHandle pixie4: SoundHandle pixie_death: SoundHandle pixie_fall: SoundHandle pixie_hit1: SoundHandle pixie_hit2: SoundHandle player_death: SoundHandle player_left: SoundHandle pop01: SoundHandle powerup01: SoundHandle punch_strong01: SoundHandle punch_strong02: SoundHandle punch_swish: SoundHandle punch_weak01: SoundHandle race_beep1: SoundHandle race_beep2: SoundHandle ref_whistle: SoundHandle rev_up: SoundHandle robot1: SoundHandle robot2: SoundHandle robot3: SoundHandle robot4: SoundHandle robot_death: SoundHandle robot_fall: SoundHandle robot_hit1: SoundHandle robot_hit2: SoundHandle run_away_music: SoundHandle santa01: SoundHandle santa02: SoundHandle santa03: SoundHandle santa04: SoundHandle santa05: SoundHandle santa_death: SoundHandle santa_fall: SoundHandle santa_hit01: SoundHandle santa_hit02: SoundHandle santa_hit03: SoundHandle santa_hit04: SoundHandle scamper01: SoundHandle scary_music: SoundHandle score: SoundHandle score_hit01: SoundHandle score_hit02: SoundHandle scores_epic_music: SoundHandle shatter: SoundHandle shield_down: SoundHandle shield_hit: SoundHandle shield_up: SoundHandle skid01: SoundHandle slow_epic_music: SoundHandle spawn: SoundHandle spaz_attack01: SoundHandle spaz_attack02: SoundHandle spaz_attack03: SoundHandle spaz_attack04: SoundHandle spaz_death01: SoundHandle spaz_eff: SoundHandle spaz_fall01: SoundHandle spaz_impact01: SoundHandle spaz_impact02: SoundHandle spaz_impact03: SoundHandle spaz_impact04: SoundHandle spaz_jump01: SoundHandle spaz_jump02: SoundHandle spaz_jump03: SoundHandle spaz_jump04: SoundHandle spaz_ow: SoundHandle spaz_pickup01: SoundHandle spaz_scream01: SoundHandle splatter: SoundHandle sports_music: SoundHandle sticky_impact: SoundHandle super_punch: SoundHandle superhero1: SoundHandle superhero2: SoundHandle superhero3: SoundHandle superhero4: SoundHandle superhero_death: SoundHandle superhero_fall: SoundHandle superhero_hit1: SoundHandle superhero_hit2: SoundHandle survival_music: SoundHandle swip: SoundHandle swip2: SoundHandle techno_hit01: SoundHandle tick: SoundHandle ticking: SoundHandle to_the_death_music: SoundHandle trash_rummage: SoundHandle victory_music: SoundHandle warn_beep: SoundHandle warn_beeps: SoundHandle warrior1: SoundHandle warrior2: SoundHandle warrior3: SoundHandle warrior4: SoundHandle warrior_death: SoundHandle warrior_fall: SoundHandle warrior_hit1: SoundHandle warrior_hit2: SoundHandle when_johnny_comes_marching_home_music: SoundHandle witch1: SoundHandle witch2: SoundHandle witch3: SoundHandle witch4: SoundHandle witch_death: SoundHandle witch_fall: SoundHandle witch_hit1: SoundHandle witch_hit2: SoundHandle wizard1: SoundHandle wizard2: SoundHandle wizard3: SoundHandle wizard4: SoundHandle wizard_death: SoundHandle wizard_fall: SoundHandle wizard_hit1: SoundHandle wizard_hit2: SoundHandle woo: SoundHandle woo2: SoundHandle woo3: SoundHandle wood_debris_fall: SoundHandle wow: SoundHandle wrestler1: SoundHandle wrestler2: SoundHandle wrestler3: SoundHandle wrestler4: SoundHandle wrestler_death: SoundHandle wrestler_fall: SoundHandle wrestler_hit1: SoundHandle wrestler_hit2: SoundHandle yeah: SoundHandle zoe_attack01: SoundHandle zoe_attack02: SoundHandle zoe_attack03: SoundHandle zoe_attack04: SoundHandle zoe_death01: SoundHandle zoe_eff: SoundHandle zoe_fall01: SoundHandle zoe_impact01: SoundHandle zoe_impact02: SoundHandle zoe_impact03: SoundHandle zoe_impact04: SoundHandle zoe_jump01: SoundHandle zoe_jump02: SoundHandle zoe_jump03: SoundHandle zoe_ow: SoundHandle zoe_pickup01: SoundHandle zoe_scream01: SoundHandle
[docs] class MeshesGroup: """ :: All standard game meshes (everything non-bootstrap). See source for the full asset list. """ achievement_outline: MeshHandle action_hero_fore_arm: MeshHandle action_hero_hand: MeshHandle action_hero_head: MeshHandle action_hero_lower_leg: MeshHandle action_hero_pelvis: MeshHandle action_hero_toes: MeshHandle action_hero_torso: MeshHandle action_hero_upper_arm: MeshHandle action_hero_upper_leg: MeshHandle agent_fore_arm: MeshHandle agent_hand: MeshHandle agent_head: MeshHandle agent_lower_leg: MeshHandle agent_pelvis: MeshHandle agent_toes: MeshHandle agent_torso: MeshHandle agent_upper_arm: MeshHandle agent_upper_leg: MeshHandle ali_fore_arm: MeshHandle ali_hand: MeshHandle ali_head: MeshHandle ali_lower_leg: MeshHandle ali_pelvis: MeshHandle ali_toes: MeshHandle ali_torso: MeshHandle ali_upper_arm: MeshHandle ali_upper_leg: MeshHandle alien_fore_arm: MeshHandle alien_hand: MeshHandle alien_head: MeshHandle alien_lower_leg: MeshHandle alien_pelvis: MeshHandle alien_toes: MeshHandle alien_torso: MeshHandle alien_upper_arm: MeshHandle alien_upper_leg: MeshHandle always_land_bg: MeshHandle always_land_level: MeshHandle always_land_level_bottom: MeshHandle always_land_vrfill_mound: MeshHandle angry_computer_transparent: MeshHandle assassin_fore_arm: MeshHandle assassin_hand: MeshHandle assassin_head: MeshHandle assassin_lower_leg: MeshHandle assassin_pelvis: MeshHandle assassin_toes: MeshHandle assassin_torso: MeshHandle assassin_upper_arm: MeshHandle assassin_upper_leg: MeshHandle bear_fore_arm: MeshHandle bear_hand: MeshHandle bear_head: MeshHandle bear_lower_leg: MeshHandle bear_pelvis: MeshHandle bear_toes: MeshHandle bear_torso: MeshHandle bear_upper_arm: MeshHandle bear_upper_leg: MeshHandle big_g: MeshHandle big_gbottom: MeshHandle bomb: MeshHandle bomb_sticky: MeshHandle bones_fore_arm: MeshHandle bones_hand: MeshHandle bones_head: MeshHandle bones_lower_leg: MeshHandle bones_pelvis: MeshHandle bones_toes: MeshHandle bones_torso: MeshHandle bones_upper_arm: MeshHandle bones_upper_leg: MeshHandle bridgit_level_bottom: MeshHandle bridgit_level_top: MeshHandle bunny_fore_arm: MeshHandle bunny_hand: MeshHandle bunny_head: MeshHandle bunny_lower_leg: MeshHandle bunny_pelvis: MeshHandle bunny_toes: MeshHandle bunny_torso: MeshHandle bunny_upper_arm: MeshHandle bunny_upper_leg: MeshHandle button_null: MeshHandle courtyard_level: MeshHandle courtyard_level_bottom: MeshHandle cowboy_fore_arm: MeshHandle cowboy_hand: MeshHandle cowboy_head: MeshHandle cowboy_lower_leg: MeshHandle cowboy_pelvis: MeshHandle cowboy_toes: MeshHandle cowboy_torso: MeshHandle cowboy_upper_arm: MeshHandle cowboy_upper_leg: MeshHandle crag_castle_level: MeshHandle crag_castle_level_bottom: MeshHandle crag_castle_vrfill_mound: MeshHandle currency_meter: MeshHandle currency_plus_button: MeshHandle cyborg_fore_arm: MeshHandle cyborg_hand: MeshHandle cyborg_head: MeshHandle cyborg_lower_leg: MeshHandle cyborg_pelvis: MeshHandle cyborg_toes: MeshHandle cyborg_torso: MeshHandle cyborg_upper_arm: MeshHandle cyborg_upper_leg: MeshHandle doom_shroom_bg: MeshHandle doom_shroom_level: MeshHandle doom_shroom_stem: MeshHandle doom_shroom_vrfill: MeshHandle egg: MeshHandle football_stadium: MeshHandle football_stadium_vrfill: MeshHandle frame_inset: MeshHandle frosty_fore_arm: MeshHandle frosty_hand: MeshHandle frosty_head: MeshHandle frosty_lower_leg: MeshHandle frosty_pelvis: MeshHandle frosty_toes: MeshHandle frosty_torso: MeshHandle frosty_upper_arm: MeshHandle frosty_upper_leg: MeshHandle gladiator_fore_arm: MeshHandle gladiator_hand: MeshHandle gladiator_head: MeshHandle gladiator_lower_leg: MeshHandle gladiator_pelvis: MeshHandle gladiator_toes: MeshHandle gladiator_torso: MeshHandle gladiator_upper_arm: MeshHandle gladiator_upper_leg: MeshHandle heart_opaque: MeshHandle heart_transparent: MeshHandle hockey_stadium_inner: MeshHandle hockey_stadium_outer: MeshHandle hockey_stadium_stands: MeshHandle image2x1_vertical: MeshHandle impact_bomb: MeshHandle jack_fore_arm: MeshHandle jack_hand: MeshHandle jack_head: MeshHandle jack_lower_leg: MeshHandle jack_toes: MeshHandle jack_torso: MeshHandle jack_upper_arm: MeshHandle jack_upper_leg: MeshHandle jumpsuit_fore_arm: MeshHandle jumpsuit_hand: MeshHandle jumpsuit_head: MeshHandle jumpsuit_lower_leg: MeshHandle jumpsuit_pelvis: MeshHandle jumpsuit_toes: MeshHandle jumpsuit_torso: MeshHandle jumpsuit_upper_arm: MeshHandle jumpsuit_upper_leg: MeshHandle kronk_fore_arm: MeshHandle kronk_hand: MeshHandle kronk_head: MeshHandle kronk_lower_leg: MeshHandle kronk_pelvis: MeshHandle kronk_toes: MeshHandle kronk_torso: MeshHandle kronk_upper_arm: MeshHandle kronk_upper_leg: MeshHandle lake_frigid: MeshHandle lake_frigid_reflections: MeshHandle lake_frigid_top: MeshHandle lake_frigid_vrfill: MeshHandle land_mine: MeshHandle level_select_button_opaque: MeshHandle level_select_button_transparent: MeshHandle logo: MeshHandle logo_transparent: MeshHandle mel_fore_arm: MeshHandle mel_hand: MeshHandle mel_head: MeshHandle mel_lower_leg: MeshHandle mel_toes: MeshHandle mel_torso: MeshHandle mel_upper_arm: MeshHandle mel_upper_leg: MeshHandle meter_transparent: MeshHandle monkey_face_level: MeshHandle monkey_face_level_bottom: MeshHandle nature_background: MeshHandle nature_background_vrfill: MeshHandle neo_spaz_fore_arm: MeshHandle neo_spaz_hand: MeshHandle neo_spaz_head: MeshHandle neo_spaz_lower_leg: MeshHandle neo_spaz_pelvis: MeshHandle neo_spaz_toes: MeshHandle neo_spaz_torso: MeshHandle neo_spaz_upper_arm: MeshHandle neo_spaz_upper_leg: MeshHandle ninja_fore_arm: MeshHandle ninja_hand: MeshHandle ninja_head: MeshHandle ninja_lower_leg: MeshHandle ninja_pelvis: MeshHandle ninja_toes: MeshHandle ninja_torso: MeshHandle ninja_upper_arm: MeshHandle ninja_upper_leg: MeshHandle old_lady_fore_arm: MeshHandle old_lady_hand: MeshHandle old_lady_head: MeshHandle old_lady_lower_leg: MeshHandle old_lady_pelvis: MeshHandle old_lady_toes: MeshHandle old_lady_torso: MeshHandle old_lady_upper_arm: MeshHandle old_lady_upper_leg: MeshHandle opera_singer_fore_arm: MeshHandle opera_singer_hand: MeshHandle opera_singer_head: MeshHandle opera_singer_lower_leg: MeshHandle opera_singer_pelvis: MeshHandle opera_singer_toes: MeshHandle opera_singer_torso: MeshHandle opera_singer_upper_arm: MeshHandle opera_singer_upper_leg: MeshHandle penguin_fore_arm: MeshHandle penguin_hand: MeshHandle penguin_head: MeshHandle penguin_lower_leg: MeshHandle penguin_pelvis: MeshHandle penguin_toes: MeshHandle penguin_torso: MeshHandle penguin_upper_arm: MeshHandle penguin_upper_leg: MeshHandle pixie_fore_arm: MeshHandle pixie_hand: MeshHandle pixie_head: MeshHandle pixie_lower_leg: MeshHandle pixie_pelvis: MeshHandle pixie_toes: MeshHandle pixie_torso: MeshHandle pixie_upper_arm: MeshHandle pixie_upper_leg: MeshHandle plastic_eyes_transparent: MeshHandle player_lineup1_transparent: MeshHandle player_lineup2_transparent: MeshHandle player_lineup3_transparent: MeshHandle player_lineup4_transparent: MeshHandle powerup: MeshHandle powerup_simple: MeshHandle puck: MeshHandle rampage_bg: MeshHandle rampage_bg2: MeshHandle rampage_level: MeshHandle rampage_level_bottom: MeshHandle rampage_vrfill: MeshHandle robot_fore_arm: MeshHandle robot_hand: MeshHandle robot_head: MeshHandle robot_lower_leg: MeshHandle robot_pelvis: MeshHandle robot_toes: MeshHandle robot_torso: MeshHandle robot_upper_arm: MeshHandle robot_upper_leg: MeshHandle roundabout_level: MeshHandle roundabout_level_bottom: MeshHandle running_shoes: MeshHandle santa_fore_arm: MeshHandle santa_hand: MeshHandle santa_head: MeshHandle santa_lower_leg: MeshHandle santa_toes: MeshHandle santa_torso: MeshHandle santa_upper_arm: MeshHandle santa_upper_leg: MeshHandle scroll_widget_short: MeshHandle step_right_up_level: MeshHandle step_right_up_level_bottom: MeshHandle step_right_up_vrfill_mound: MeshHandle superhero_fore_arm: MeshHandle superhero_hand: MeshHandle superhero_head: MeshHandle superhero_lower_leg: MeshHandle superhero_pelvis: MeshHandle superhero_toes: MeshHandle superhero_torso: MeshHandle superhero_upper_arm: MeshHandle superhero_upper_leg: MeshHandle the_pad_bg: MeshHandle the_pad_bgsmall: MeshHandle the_pad_level: MeshHandle the_pad_level_bottom: MeshHandle the_pad_vrfill_bottom: MeshHandle the_pad_vrfill_mound: MeshHandle the_pad_vrfill_top: MeshHandle tip_top_bg: MeshHandle tip_top_level: MeshHandle tip_top_level_bottom: MeshHandle tnt: MeshHandle toolbar_backing: MeshHandle toolbar_backing_bottom: MeshHandle toolbar_backing_bottom2: MeshHandle toolbar_backing_opaque: MeshHandle toolbar_backing_top: MeshHandle toolbar_backing_top2: MeshHandle toolbar_backing_transparent: MeshHandle tower_dlevel: MeshHandle tower_dlevel_bottom: MeshHandle trees: MeshHandle warrior_fore_arm: MeshHandle warrior_hand: MeshHandle warrior_head: MeshHandle warrior_lower_leg: MeshHandle warrior_pelvis: MeshHandle warrior_toes: MeshHandle warrior_torso: MeshHandle warrior_upper_arm: MeshHandle warrior_upper_leg: MeshHandle window_bgblotch: MeshHandle witch_fore_arm: MeshHandle witch_hand: MeshHandle witch_head: MeshHandle witch_lower_leg: MeshHandle witch_pelvis: MeshHandle witch_toes: MeshHandle witch_torso: MeshHandle witch_upper_arm: MeshHandle witch_upper_leg: MeshHandle wizard_fore_arm: MeshHandle wizard_hand: MeshHandle wizard_head: MeshHandle wizard_lower_leg: MeshHandle wizard_pelvis: MeshHandle wizard_toes: MeshHandle wizard_torso: MeshHandle wizard_upper_arm: MeshHandle wizard_upper_leg: MeshHandle wrestler_fore_arm: MeshHandle wrestler_hand: MeshHandle wrestler_head: MeshHandle wrestler_lower_leg: MeshHandle wrestler_pelvis: MeshHandle wrestler_toes: MeshHandle wrestler_torso: MeshHandle wrestler_upper_arm: MeshHandle wrestler_upper_leg: MeshHandle zig_zag_level: MeshHandle zig_zag_level_bottom: MeshHandle zoe_fore_arm: MeshHandle zoe_hand: MeshHandle zoe_head: MeshHandle zoe_lower_leg: MeshHandle zoe_pelvis: MeshHandle zoe_toes: MeshHandle zoe_torso: MeshHandle zoe_upper_arm: MeshHandle zoe_upper_leg: MeshHandle
[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 StringsAchievementsProFootballShutoutGroup: """ :: Strings for the "Pro Football Shutout" 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: "Win without letting the bad guys score" description: LangStr #: :: #: #: Short description of an achievement the player has already earned #: (past tense). #: #: English: "Won without letting the bad guys score" 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: "Completed {level} without letting the opponent score." """
[docs] def name(self, *, level: str | LangStr) -> LangStr: """ :: Name of an achievement the player can earn. English: "{level} Shutout" """
[docs] class StringsAchievementsProFootballVictoryGroup: """ :: Strings for the "Pro Football Victory" 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: "Win the game" description: LangStr #: :: #: #: Short description of an achievement the player has already earned #: (past tense). #: #: English: "Won the game" 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 the game 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} Victory" """
[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 StringsAchievementsRookieFootballShutoutGroup: """ :: Strings for the "Rookie Football Shutout" 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: "Win without letting the bad guys score" description: LangStr #: :: #: #: Short description of an achievement the player has already earned #: (past tense). #: #: English: "Won without letting the bad guys score" 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 letting the opponent score." """
[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} Shutout" """
[docs] class StringsAchievementsRookieFootballVictoryGroup: """ :: Strings for the "Rookie Football Victory" 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: "Win the game" description: LangStr #: :: #: #: Short description of an achievement the player has already earned #: (past tense). #: #: English: "Won the game" 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 the game 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 the campaign 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 StringsAchievementsUberFootballShutoutGroup: """ :: Strings for the "Uber Football Shutout" 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 letting the bad guys score" description: LangStr #: :: #: #: Short description of an achievement the player has already earned #: (past tense). #: #: English: "Won without letting the bad guys score" 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: "Completed {level}." """
[docs] def name(self, *, level: str | LangStr) -> LangStr: """ :: Name of an achievement the player can earn. English: "{level} Shutout" """
[docs] class StringsAchievementsUberFootballVictoryGroup: """ :: Strings for the "Uber Football Victory" 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 the game" description: LangStr #: :: #: #: Short description of an achievement the player has already earned #: (past tense). #: #: English: "Won the game" 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 the game 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: "Won the game in {level}" """
[docs] def name(self, *, level: str | LangStr) -> LangStr: """ :: Name of an achievement the player can earn. English: "{level} Victory" """
[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
[docs] def friend_has_sent_promo( self, *, count: int, app_name: str | LangStr, name: str | LangStr ) -> LangStr: """ :: Header naming a ticket gift from a friend. English: (one) "# {app_name} Ticket from {name}" / (other) "# {app_name} Tickets from {name}" """
[docs] def friend_promo_award(self, *, count: int) -> LangStr: """ :: Explanation of the ticket reward per redemption. English: (one) "You will receive # Ticket each time it is used." / (other) "You will receive # Tickets each time it is used." """
[docs] def friend_promo_expire(self, *, expire_hours: int) -> LangStr: """ :: Notice of code expiry for new players only. English: (one) "The code will expire in # hour and only works for new players." / (other) "The code will expire in # hours and only works for new players." """
[docs] def friend_promo_instructions( self, *, app_name: str | LangStr ) -> LangStr: """ :: How to redeem the promo code. English: "To use it, open {app_name} and go to "Settings->Advanced->Send Info". See bombsquadgame.com for download links for all supported platforms." """
[docs] def friend_promo_redeem_long( self, *, count: int, max_uses: str | LangStr ) -> LangStr: """ :: How many free tickets a promo code grants and to how many people. English: (one) "It can be redeemed for # free ticket by up to {max_uses} people." / (other) "It can be redeemed for # free tickets by up to {max_uses} people." """
[docs] def friend_promo_redeem_short(self, *, count: int) -> LangStr: """ :: Short note of ticket value for a code. English: (one) "It can be redeemed for # Ticket in the game." / (other) "It can be redeemed for # Tickets in the game." """
#: :: #: #: 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] def you_have_been_sent_promo( self, *, app_name: str | LangStr ) -> LangStr: """ :: Notice that the player got a promo code. English: "You have been sent a {app_name} promo code:" """
[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
[docs] def move_directions( self, *, up: str | LangStr, left: str | LangStr, down: str | LangStr, right: str | LangStr, ) -> LangStr: """ :: On-screen controls guide line listing the four movement keys/buttons; the placeholders are key/button names. English: "Move: {up}, {left}, {down}, {right}" """
#: :: #: #: Label for the run control in the controls guide. #: #: English: "Run" run: LangStr #: :: #: #: On-screen controls guide line telling controller players how to #: run. #: #: English: "Run: <hold any button>" run_hold_any_button: LangStr #: :: #: #: On-screen controls guide line telling keyboard players how to #: run. #: #: English: "Run: <hold any key>" run_hold_any_key: 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." """
#: :: #: #: Celebration heading on the co-op score screen when the next level #: was just unlocked. #: #: English: "Level Unlocked!" level_unlocked: LangStr #: :: #: #: Heading on the co-op score screen labeling the upcoming level. #: #: English: "Next Level" next_level: LangStr #: :: #: #: 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}." """
[docs] def song_credit( self, *, title: str | LangStr, performer: str | LangStr, composer: str | LangStr, arranger: str | LangStr, publisher: str | LangStr, source: str | LangStr, ) -> LangStr: """ :: Credit line for the menu music, naming its title, performer, composer, arranger, publisher and source. Every placeholder is filled with a proper name that stays in English; only the connecting words are translated. The two line breaks are part of the layout and must be preserved. English: "{title} Performed by {performer} Composed by {composer}, Arranged by {arranger}, Published by {publisher}, Courtesy of {source}" """
#: :: #: #: 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: """ :: In-game notice that a fallen co-op player will rejoin at a given enemy wave; placeholders are the player name and wave number. 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 StringsGameSettingsGroup: """ :: Names of game settings and their preset choices, shown in the playlist editor. Short label-style noun phrases, not prose; several double as the value shown for a setting, so each must read correctly standing alone. See source for the full asset list. """ #: :: #: #: Name of a game setting permitting scores below zero. #: #: English: "Allow Negative Scores" allow_negative_scores: LangStr #: :: #: #: Name of a game setting that evens out the total lives given to #: each team. #: #: English: "Balance Total Lives" balance_total_lives: LangStr #: :: #: #: Name of a game setting for how often bombs appear. #: #: English: "Bomb Spawning" bomb_spawning: LangStr #: :: #: #: Name of a game setting granting the boxing-gloves power-up to the #: chosen one. #: #: English: "Chosen One Gets Gloves" chosen_one_gets_gloves: LangStr #: :: #: #: Name of a game setting granting an energy shield to the chosen #: one. #: #: English: "Chosen One Gets Shield" chosen_one_gets_shield: LangStr #: :: #: #: Name of a game setting for how long a player must stay the chosen #: one to win. #: #: English: "Chosen One Time" chosen_one_time: LangStr #: :: #: #: Menu option for a duration of eight seconds, shown as one of the #: values a game setting can take in the playlist editor. #: #: English: "8 Seconds" eight_seconds: LangStr #: :: #: #: Name of a game setting that allows the impact-bomb power-up to #: appear. #: #: English: "Enable Impact Bombs" enable_impact_bombs: LangStr #: :: #: #: Name of a game setting that allows the triple-bomb power-up to #: appear. #: #: English: "Enable Triple Bombs" enable_triple_bombs: LangStr #: :: #: #: Name of a game setting requiring every team member to finish, not #: just one. #: #: English: "Entire Team Must Finish" entire_team_must_finish: LangStr #: :: #: #: Name of a game setting that plays the match in dramatic slow #: motion. #: #: English: "Epic Mode" epic_mode: LangStr #: :: #: #: Menu option for a duration of five minutes, shown as one of the #: values a game setting can take in the playlist editor. #: #: English: "5 Minutes" five_minutes: LangStr #: :: #: #: Name of a game setting for how long a dropped flag waits before #: returning to its base. #: #: English: "Flag Idle Return Time" flag_idle_return_time: LangStr #: :: #: #: Name of a game setting for how long touching a flag takes to send #: it back to its base. #: #: English: "Flag Touch Return Time" flag_touch_return_time: LangStr #: :: #: #: Menu option for a duration of four seconds, shown as one of the #: values a game setting can take in the playlist editor. #: #: English: "4 Seconds" four_seconds: LangStr #: :: #: #: Name of a game setting for how long something must be held to #: count. #: #: English: "Hold Time" hold_time: LangStr #: :: #: #: Name of a game setting for how many kills each player needs for #: the team to win. #: #: English: "Kills to Win Per Player" kills_to_win_per_player: LangStr #: :: #: #: Name of a game setting for how many laps a race runs. #: #: English: "Laps" laps: LangStr #: :: #: #: Name of a game setting for how many lives each player starts #: with. #: #: English: "Lives Per Player" lives_per_player: LangStr #: :: #: #: Menu option for a longer than normal duration, shown as one of #: the values a game setting can take in the playlist editor. #: #: English: "Long" long: LangStr #: :: #: #: Menu option for a much longer than normal duration, shown as one #: of the values a game setting can take in the playlist editor. #: #: English: "Longer" longer: LangStr #: :: #: #: Name of a game setting for how often land-mines appear. #: #: English: "Mine Spawning" mine_spawning: LangStr #: :: #: #: Menu option for that land-mines never appear, shown as one of the #: values a game setting can take in the playlist editor. #: #: English: "No Mines" no_mines: LangStr #: :: #: #: The choice "None", meaning the option is switched off. #: #: English: "None" none: LangStr #: :: #: #: Menu option for the normal duration, shown as one of the values a #: game setting can take in the playlist editor. #: #: English: "Normal" normal: LangStr #: :: #: #: Menu option for a duration of one minute, shown as one of the #: values a game setting can take in the playlist editor. #: #: English: "1 Minute" one_minute: LangStr #: :: #: #: Menu option for a duration of one second, shown as one of the #: values a game setting can take in the playlist editor. #: #: English: "1 Second" one_second: LangStr #: :: #: #: Name of a game setting for a harder variant of the game. #: #: English: "Pro Mode" pro_mode: LangStr #: :: #: #: Name of a game setting for how long players wait before returning #: after dying. #: #: English: "Respawn Times" respawn_times: LangStr #: :: #: #: Name of a game setting for the score needed to win. #: #: English: "Score to Win" score_to_win: LangStr #: :: #: #: Menu option for a shorter than normal duration, shown as one of #: the values a game setting can take in the playlist editor. #: #: English: "Short" short: LangStr #: :: #: #: Menu option for a much shorter than normal duration, shown as one #: of the values a game setting can take in the playlist editor. #: #: English: "Shorter" shorter: LangStr #: :: #: #: Name of a game setting where players take turns alone rather than #: as a team. #: #: English: "Solo Mode" solo_mode: LangStr #: :: #: #: Name of a game setting for how many targets appear. #: #: English: "Target Count" target_count: LangStr #: :: #: #: Menu option for a duration of ten minutes, shown as one of the #: values a game setting can take in the playlist editor. #: #: English: "10 Minutes" ten_minutes: LangStr #: :: #: #: Name of a game setting capping how long a match runs. #: #: English: "Time Limit" time_limit: LangStr #: :: #: #: Menu option for a duration of twenty minutes, shown as one of the #: values a game setting can take in the playlist editor. #: #: English: "20 Minutes" twenty_minutes: LangStr #: :: #: #: Menu option for a duration of two minutes, shown as one of the #: values a game setting can take in the playlist editor. #: #: English: "2 Minutes" two_minutes: LangStr #: :: #: #: Menu option for a duration of two seconds, shown as one of the #: values a game setting can take in the playlist editor. #: #: English: "2 Seconds" two_seconds: 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 #: :: #: #: Opening line on the gather window About tab; introduces the tabs #: used to assemble a party. #: #: English: "Use these tabs to assemble a party." about_intro: LangStr #: :: #: #: Addendum on the gather About tab noting one device can host #: several players. #: #: English: "Remember: any device in a party can have more than one #: player if you have enough controllers." about_local_multiplayer_extra: LangStr #: :: #: #: Paragraph on the gather window About tab explaining what parties #: are for. #: #: English: "Parties let you play games and tournaments with your #: friends across different devices." about_parties_info: LangStr
[docs] def about_party_button( self, *, party: str | LangStr, button: str | LangStr ) -> LangStr: """ :: Paragraph on the gather window About tab pointing at the party button; {party} is the party icon glyph and {button} the top-controller-button glyph (both single characters). English: "Use the {party} button at the top right to chat and interact with your party. (on a controller, press {button} while in a menu)" """
[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 screen-message when a friend/party invite code the player #: entered is not valid. #: #: English: "Invalid code." invalid_code_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. """ #: :: #: #: Excited price label for a no-cost option. #: #: English: "FREE!" free: LangStr #: :: #: #: 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 #: :: #: #: Playful one-or-two-sentence description of the curse power-up, #: shown under its name in the help screen. The tone is deliberately #: light -- keep the joke rather than translating literally. #: #: English: "You probably want to avoid these. ...or do you?" powerup_curse_description: LangStr #: :: #: #: Name of the curse power-up, labelling its icon in the help #: screen's power-up list. #: #: English: "Curse" powerup_curse_name: LangStr #: :: #: #: Playful one-or-two-sentence description of the med-pack power-up, #: shown under its name in the help screen. The tone is deliberately #: light -- keep the joke rather than translating literally. #: #: English: "Restores you to full health. You'd never have guessed." powerup_health_description: LangStr #: :: #: #: Name of the med-pack power-up, labelling its icon in the help #: screen's power-up list. #: #: English: "Med-Pack" powerup_health_name: LangStr #: :: #: #: Playful one-or-two-sentence description of the ice-bombs #: power-up, shown under its name in the help screen. The tone is #: deliberately light -- keep the joke rather than translating #: literally. #: #: English: "Weaker than normal bombs, but they'll leave your #: enemies frozen and extra brittle." powerup_ice_bombs_description: LangStr #: :: #: #: Name of the ice-bombs power-up, labelling its icon in the help #: screen's power-up list. #: #: English: "Ice-Bombs" powerup_ice_bombs_name: LangStr #: :: #: #: Playful one-or-two-sentence description of the trigger-bombs #: power-up, shown under its name in the help screen. The tone is #: deliberately light -- keep the joke rather than translating #: literally. #: #: English: "Slightly weaker than regular bombs, but they explode on #: impact." powerup_impact_bombs_description: LangStr #: :: #: #: Name of the trigger-bombs power-up, labelling its icon in the #: help screen's power-up list. #: #: English: "Trigger-Bombs" powerup_impact_bombs_name: LangStr #: :: #: #: Playful one-or-two-sentence description of the land-mines #: power-up, shown under its name in the help screen. The tone is #: deliberately light -- keep the joke rather than translating #: literally. #: #: English: "These come in packs of 3 — perfect for base defense or #: stopping speedy enemies!" powerup_land_mines_description: LangStr #: :: #: #: Name of the land-mines power-up, labelling its icon in the help #: screen's power-up list. #: #: English: "Land-Mines" powerup_land_mines_name: LangStr #: :: #: #: Playful one-or-two-sentence description of the boxing-gloves #: power-up, shown under its name in the help screen. The tone is #: deliberately light -- keep the joke rather than translating #: literally. #: #: English: "Makes your punches harder, faster, better, stronger." powerup_punch_description: LangStr #: :: #: #: Name of the boxing-gloves power-up, labelling its icon in the #: help screen's power-up list. #: #: English: "Boxing-Gloves" powerup_punch_name: LangStr #: :: #: #: Playful one-or-two-sentence description of the energy-shield #: power-up, shown under its name in the help screen. The tone is #: deliberately light -- keep the joke rather than translating #: literally. #: #: English: "Absorbs a bit of damage so you don't have to." powerup_shield_description: LangStr #: :: #: #: Name of the energy-shield power-up, labelling its icon in the #: help screen's power-up list. #: #: English: "Energy-Shield" powerup_shield_name: LangStr #: :: #: #: Playful one-or-two-sentence description of the sticky-bombs #: power-up, shown under its name in the help screen. The tone is #: deliberately light -- keep the joke rather than translating #: literally. #: #: English: "Stick to anything they hit. Hilarity ensues." powerup_sticky_bombs_description: LangStr #: :: #: #: Name of the sticky-bombs power-up, labelling its icon in the help #: screen's power-up list. #: #: English: "Sticky-Bombs" powerup_sticky_bombs_name: LangStr #: :: #: #: Playful one-or-two-sentence description of the triple-bombs #: power-up, shown under its name in the help screen. The tone is #: deliberately light -- keep the joke rather than translating #: literally. #: #: English: "Lets you whip out three bombs in a row instead of just #: one." powerup_triple_bombs_description: LangStr #: :: #: #: Name of the triple-bombs power-up, labelling its icon in the help #: screen's power-up list. #: #: English: "Triple-Bombs" powerup_triple_bombs_name: 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 StringsInGameMenuGroup: """ :: In-game pause-menu strings: resume/end/leave buttons and their confirmation prompts. See source for the full asset list. """ #: :: #: #: Label for the in-game pause menu button that ends the current #: game and returns to the menu. #: #: English: "End Game" end_game: LangStr #: :: #: #: Label for the in-game pause menu button that stops the replay #: currently being viewed. #: #: English: "End Replay" end_replay: LangStr #: :: #: #: Label for the in-game pause menu button that ends the current #: benchmark/test run (shown in place of the end-game button). #: #: English: "End Test" end_test: LangStr #: :: #: #: Confirmation question shown before ending the current game and #: returning to the main menu. #: #: English: "Exit to menu?" exit_to_menu_confirm: LangStr
[docs] def just_player(self, *, name: str | LangStr) -> LangStr: """ :: Small annotation under the leave-game button clarifying which player would leave (their name substituted in). English: "(Just {name})" """
#: :: #: #: Label for the in-game pause menu button that removes the pressing #: player's character from the game (in local multiplayer with #: several players). #: #: English: "Leave Game" leave_game: LangStr #: :: #: #: Label for the in-game pause menu button that disconnects from the #: party (shown when connected to someone else's game). #: #: English: "Leave Party" leave_party: LangStr #: :: #: #: Confirmation question shown before disconnecting from a party via #: the in-game menu. #: #: English: "Really leave the party?" leave_party_confirm: LangStr #: :: #: #: Label for the in-game pause menu button that closes the menu and #: resumes playing. #: #: English: "Resume" resume: LangStr
[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 #: :: #: #: Attention label on the root-UI inbox button when unopened prize #: messages await. #: #: English: "You have unclaimed prizes!" unclaimed_prizes: 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
[docs] def configuring(self, *, device: str | LangStr) -> LangStr: """ :: Title while remapping keys for a given keyboard device; the placeholder is the device name. English: "Configuring {device}" """
#: :: #: #: 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 #: :: #: #: Note that the activeness multiplier does not affect all-time #: rankings. Shown from the league-rank window. #: #: English: "This does not apply to all-time rankings." activeness_all_time_info: LangStr #: :: #: #: Explains how the activeness multiplier rises and falls with daily #: play. Shown from the league-rank window. #: #: English: "This multiplier rises on days when you play and drops #: on days when you do not." activeness_info: 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 rank_in_league( self, *, rank: str | LangStr, name: str | LangStr, suffix: str | LangStr, ) -> LangStr: """ :: Compact line showing a player's numeric rank within a named league tier (account viewer / league standings). {rank} is the numeric rank, {name} the tier name (e.g. Bronze, Gold), {suffix} an optional trailing marker that is usually empty (layout code probes whether it lands at the end). English: "#{rank}, {name} League{suffix}" """
[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 the {name} league 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
[docs] def import_success( self, *, type: str | LangStr, name: str | LangStr ) -> LangStr: """ :: Screen-message confirming a shared playlist was imported; {type} is the play-mode name (e.g. Teams, Free-for-All) and {name} the quoted playlist name. English: "Imported {type} playlist '{name}'" """
#: :: #: #: 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" """
#: :: #: #: Error screen-message when creating another playlist would exceed #: the account limit. #: #: English: "Max number of playlists reached." max_reached: LangStr #: :: #: #: 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] def single_game_name(self, *, game: str | LangStr) -> LangStr: """ :: Auto-generated playlist name for a playlist containing just one game; the placeholder is the game name. English: "Just {game}" """
[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: "This profile uses your account name and icon {icons}. Create custom profiles for different names or icons." """
[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 #: :: #: #: Error screen-message when creating another player profile would #: exceed the account limit. #: #: English: "Max number of profiles reached." max_reached: 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
[docs] def ignored_button(self, *, num: int) -> LangStr: """ :: Assignment slot for a numbered button the game should ignore (slots 1-4). English: (one) "Ignored Button #" / (other) "Ignored Button #" """
#: :: #: #: 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_button(self, *, num: int) -> LangStr: """ :: Assignment slot for a numbered run button (1 or 2). English: (one) "Run Button #" / (other) "Run Button #" """
[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
[docs] def cant_configure_device(self, *, device: str | LangStr) -> LangStr: """ :: Note shown for input devices that have no configurable options. English: "Sorry, {device} is not configurable." """
#: :: #: #: Button/title for configuring game controllers (controllers #: settings window and the controller-select window title). #: #: English: "Configure Controllers" configure_controllers: LangStr
[docs] def configure_in_system_settings( self, *, device: str | LangStr ) -> LangStr: """ :: Note for devices configured via the OS settings app instead of in-game. English: "{device} can be configured in the System Settings app." """
#: :: #: #: 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_configured_in_app( self, *, remote_app_name: str | LangStr ) -> LangStr: """ :: Note shown when trying to configure the remote-control phone app as a controller; its settings live in that app. English: "{remote_app_name} is configured in the app itself." """
[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 StringsSettingsDevToolsGroup: """ :: Dev-tools window strings. See source for the full asset list. """ #: :: #: #: Button copying system scripts into the user scripts dir for #: modding. #: #: English: "Create User System Scripts" create_user_system_scripts: LangStr #: :: #: #: Button deleting the user copy of system scripts. #: #: English: "Delete User System Scripts" delete_user_system_scripts: LangStr #: :: #: #: Checkbox showing the on-screen dev-console button. #: #: English: "Show Dev Console Button" show_dev_console_button: LangStr #: :: #: #: Title of the dev-tools window; also labels the button leading #: there. #: #: English: "Dev Tools" 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
[docs] def fullscreen_shortcut_format( self, *, name: str | LangStr, shortcut: str | LangStr ) -> LangStr: """ :: Format joining the fullscreen checkbox label with its keyboard shortcut; pure substitution. English: "{name} [{shortcut}]" """
#: :: #: #: 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" """
#: :: #: #: Notice on locked play options that the item must be bought in the #: store first. #: #: English: "This must be unlocked in the store." unlock_in_store: LangStr
[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 StringsTipsGroup: """ :: Gameplay tips shown between rounds and in the lobby. Advice delivered deadpan -- several are jokes first and hints second, and the humour is the point. Keep each one wry rather than translating it literally. See source for the full asset list. """ #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "You can "aim" your punches by spinning left or right. #: This is useful for knocking bad guys off edges or scoring in #: hockey." aim_punches: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "If you've got lots of players coming and going, turn on #: 'auto-kick-idle-players' under settings in case anyone forgets to #: leave the game." auto_kick_idle: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "No, you can't get up on the ledge. You have to throw #: bombs." cant_reach_ledge: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Despite their looks, all characters' abilities are #: identical, so just pick whichever one you most closely resemble." characters_identical: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Try 'cooking off' bombs for a second or two before #: throwing them." cook_off_bombs: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Create player profiles for yourself and your friends #: with your preferred names and appearances instead of using random #: ones." create_profiles: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "In Capture-the-Flag, your own flag must be at your base #: to score. If the other team is about to score, stealing their #: flag can be a good way to stop them." ctf_own_flag: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Curse boxes turn you into a ticking time bomb. The only #: cure is to quickly grab a health-pack." curse_boxes: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "If you pick up a curse, your only hope for survival is #: to find a health powerup in the next few seconds." curse_health_powerup: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Tired of the soundtrack? Replace it with your own! See #: Settings->Audio->Soundtrack" custom_soundtrack: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Don't run all the time. Really. You will fall off #: cliffs." dont_always_run: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Don't spin for too long; you'll become dizzy and fall." dont_overspin: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "This level never ends, but a high score here will earn #: you eternal respect throughout the world." endless_high_score: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Punches do more damage the faster your fists are #: moving, so try running, jumping, and spinning like crazy." fast_fists: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Always remember to floss." floss: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "You can judge when a bomb is going to explode based on #: the color of sparks from its fuse: yellow..orange..red..BOOM." fuse_colors: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "In hockey, you'll maintain more speed if you turn #: gradually." hockey_turn_gradually: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Hold any button to run. (Trigger buttons work well if #: you have them)" hold_to_run: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Ice bombs are not very powerful, but they freeze #: whoever they hit, leaving them vulnerable to shattering." ice_bombs: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Players can join and leave in the middle of most games, #: and you can also plug and unplug controllers on the fly." join_leave_anytime: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Jumping just before throwing a bomb will make it go #: higher." jump_before_throw: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Jump just as you're throwing to get bombs up to the #: highest levels." jump_throw_high: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "If you stay in one place, you're toast. Run and dodge #: to survive." keep_moving: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Land-mines are a good way to stop speedy enemies." land_mines_speedy: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Practice using your momentum to throw bombs more #: accurately." momentum_accuracy: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "If you kill an enemy in one hit, you get double #: points." one_hit_double_points: LangStr
[docs] def pickup_flag(self, *, pickup: str | LangStr) -> LangStr: """ :: Gameplay tip shown between rounds, in the game's dry deadpan voice. English: "Use the pick-up button to grab the flag < {pickup} >." """
#: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "It's easier to win with a friend or two helping." play_with_friends: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "If someone picks you up, punch them and they'll let go. #: This works in real life too." punch_to_escape: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "If your framerate is choppy, try turning down #: resolution or visuals in the game's graphics settings." reduce_visuals_framerate: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "If your device gets too warm or you'd like to conserve #: battery power, turn down "Visuals" or "Resolution" in #: Settings->Graphics." reduce_visuals_heat: LangStr
[docs] def remote_app(self, *, remote_app_name: str | LangStr) -> LangStr: """ :: Gameplay tip shown between rounds, in the game's dry deadpan voice. English: "Short on controllers? Install the '{remote_app_name}' app on your mobile devices to use them as controllers." """
#: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Hold down any button to run. You'll get places faster #: but won't turn very well, so watch out for cliffs." run_watch_cliffs: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Your punches do much more damage if you are running or #: spinning." running_spinning_damage: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Don't get too cocky with that energy shield; you can #: still get yourself thrown off a cliff." shield_overconfidence: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "A perfectly timed running-jumping-spin-punch can kill #: in a single hit and earn you lifelong respect from your friends." spin_punch_respect: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "If you get a sticky bomb stuck to you, jump around and #: spin in circles. You might shake the bomb off, or if nothing #: else, your last moments will be entertaining." sticky_bomb_dance: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "The head is the most vulnerable area, so a sticky-bomb #: to the noggin usually means game-over." sticky_to_head: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Many things can be picked up and thrown, including #: other players. Tossing your enemies off cliffs can be an #: effective and emotionally fulfilling strategy." throw_players: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Throw strength depends on the direction you hold. To #: toss something gently in front of you, don't hold any direction." throw_strength_direction: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Take out a group of enemies by setting off a bomb near #: a TNT box." tnt_box: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Try tricking enemies into killing each other or running #: off cliffs." trick_enemies: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "You take damage when you whack your head on things, so #: try not to whack your head on things." whack_head: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Whip back and forth to get more distance on your #: throws." whip_for_distance: LangStr #: :: #: #: Gameplay tip shown between rounds, in the game's dry deadpan #: voice. #: #: English: "Run back and forth before throwing a bomb to 'whiplash' #: it and throw it farther." whiplash_throw: LangStr
[docs] class StringsTournamentEntryGroup: """ :: Tournament-entry dialog: entry cost and watch-ad options. See source for the full asset list. """ #: :: #: #: Progress screen-message shown right after paying to enter a #: tournament. #: #: English: "Entering tournament..." entering: LangStr
[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 game_settings: StringsGameSettingsGroup 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 tips: StringsTipsGroup 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: TextureHandle achievement_cross_hair: TextureHandle achievement_dual_wielding: TextureHandle achievement_empty: TextureHandle achievement_flawless_victory: TextureHandle achievement_football_shutout: TextureHandle achievement_football_victory: TextureHandle achievement_free_loader: TextureHandle achievement_got_the_moves: TextureHandle achievement_in_control: TextureHandle achievement_medal_large: TextureHandle achievement_medal_medium: TextureHandle achievement_medal_small: TextureHandle achievement_mine: TextureHandle achievement_off_you_go: TextureHandle achievement_onslaught: TextureHandle achievement_outline: TextureHandle achievement_runaround: TextureHandle achievement_sharing_is_caring: TextureHandle achievement_stayin_alive: TextureHandle achievement_super_punch: TextureHandle achievement_team_player: TextureHandle achievement_tnt: TextureHandle achievement_wall: TextureHandle achievements_icon: TextureHandle action_hero_color: TextureHandle action_hero_color_mask: TextureHandle action_hero_icon: TextureHandle action_hero_icon_color_mask: TextureHandle advanced_icon: TextureHandle agent_color: TextureHandle agent_color_mask: TextureHandle agent_icon: TextureHandle agent_icon_color_mask: TextureHandle ali_color: TextureHandle ali_color_mask: TextureHandle ali_icon: TextureHandle ali_icon_color_mask: TextureHandle ali_splash: TextureHandle alien_color: TextureHandle alien_color_mask: TextureHandle alien_icon: TextureHandle alien_icon_color_mask: TextureHandle always_land_bgcolor: TextureHandle always_land_level_color: TextureHandle always_land_preview: TextureHandle analog_stick: TextureHandle assassin_color: TextureHandle assassin_color_mask: TextureHandle assassin_icon: TextureHandle assassin_icon_color_mask: TextureHandle audio_icon: TextureHandle bar: TextureHandle bear_color: TextureHandle bear_color_mask: TextureHandle bear_icon: TextureHandle bear_icon_color_mask: TextureHandle bg: TextureHandle big_g: TextureHandle big_gpreview: TextureHandle bomb_color: TextureHandle bomb_color_ice: TextureHandle bomb_sticky_color: TextureHandle bones_color: TextureHandle bones_color_mask: TextureHandle bones_icon: TextureHandle bones_icon_color_mask: TextureHandle bridgit_level_color: TextureHandle bridgit_preview: TextureHandle bunny_color: TextureHandle bunny_color_mask: TextureHandle bunny_icon: TextureHandle bunny_icon_color_mask: TextureHandle button_bomb: TextureHandle button_jump: TextureHandle button_pick_up: TextureHandle button_punch: TextureHandle ch_title_char1: TextureHandle ch_title_char2: TextureHandle ch_title_char3: TextureHandle ch_title_char4: TextureHandle ch_title_char5: TextureHandle chest_icon: TextureHandle chest_icon_empty: TextureHandle chest_icon_multi: TextureHandle chest_icon_tint: TextureHandle chest_open_icon: TextureHandle chest_open_icon_tint: TextureHandle circle_zig_zag: TextureHandle clay_stroke: TextureHandle coin: TextureHandle controller_icon: TextureHandle courtyard_level_color: TextureHandle courtyard_preview: TextureHandle cowboy_color: TextureHandle cowboy_color_mask: TextureHandle cowboy_icon: TextureHandle cowboy_icon_color_mask: TextureHandle crag_castle_level_color: TextureHandle crag_castle_preview: TextureHandle cross_out: TextureHandle cross_out_mask: TextureHandle cute_spaz: TextureHandle cyborg_color: TextureHandle cyborg_color_mask: TextureHandle cyborg_icon: TextureHandle cyborg_icon_color_mask: TextureHandle discord_icon: TextureHandle discord_logo: TextureHandle discord_server: TextureHandle doom_shroom_bgcolor: TextureHandle doom_shroom_level_color: TextureHandle doom_shroom_preview: TextureHandle down_button: TextureHandle egg1: TextureHandle egg2: TextureHandle egg3: TextureHandle egg4: TextureHandle egg_tex1: TextureHandle egg_tex2: TextureHandle egg_tex3: TextureHandle empty: TextureHandle file: TextureHandle flag_color: TextureHandle folder: TextureHandle football_stadium: TextureHandle football_stadium_preview: TextureHandle frame_inset: TextureHandle frosty_color: TextureHandle frosty_color_mask: TextureHandle frosty_icon: TextureHandle frosty_icon_color_mask: TextureHandle game_center_icon: TextureHandle github_logo: TextureHandle gladiator_color: TextureHandle gladiator_color_mask: TextureHandle gladiator_icon: TextureHandle gladiator_icon_color_mask: TextureHandle gold_pass: TextureHandle google_play_achievements_icon: TextureHandle google_play_games_icon: TextureHandle google_play_leaderboards_icon: TextureHandle google_plus_icon: TextureHandle google_plus_sign_in_button: TextureHandle graphics_icon: TextureHandle heart: TextureHandle hockey_stadium: TextureHandle hockey_stadium_preview: TextureHandle icon_onslaught: TextureHandle icon_runaround: TextureHandle impact_bomb_color: TextureHandle impact_bomb_color_lit: TextureHandle inventory_icon: TextureHandle jack_color: TextureHandle jack_color_mask: TextureHandle jack_icon: TextureHandle jack_icon_color_mask: TextureHandle jumpsuit_color: TextureHandle jumpsuit_color_mask: TextureHandle jumpsuit_icon: TextureHandle jumpsuit_icon_color_mask: TextureHandle kronk: TextureHandle kronk_color_mask: TextureHandle kronk_icon: TextureHandle kronk_icon_color_mask: TextureHandle lake_frigid: TextureHandle lake_frigid_preview: TextureHandle lake_frigid_reflections: TextureHandle land_mine: TextureHandle land_mine_lit: TextureHandle leaderboards_icon: TextureHandle left_button: TextureHandle level_icon: TextureHandle lock: TextureHandle log_icon: TextureHandle logo: TextureHandle logo_easter: TextureHandle map_preview_mask: TextureHandle medal_bronze: TextureHandle medal_complete: TextureHandle medal_gold: TextureHandle medal_silver: TextureHandle mel_color: TextureHandle mel_color_mask: TextureHandle mel_icon: TextureHandle mel_icon_color_mask: TextureHandle menu_bg: TextureHandle menu_icon: TextureHandle merch: TextureHandle meter: TextureHandle monkey_face_level_color: TextureHandle monkey_face_preview: TextureHandle multiplayer_examples: TextureHandle nature_background_color: TextureHandle neo_spaz_color: TextureHandle neo_spaz_color_mask: TextureHandle neo_spaz_icon: TextureHandle neo_spaz_icon_color_mask: TextureHandle next_level_icon: TextureHandle ninja_color: TextureHandle ninja_color_mask: TextureHandle ninja_icon: TextureHandle ninja_icon_color_mask: TextureHandle null: TextureHandle old_lady_color: TextureHandle old_lady_color_mask: TextureHandle old_lady_icon: TextureHandle old_lady_icon_color_mask: TextureHandle opera_singer_color: TextureHandle opera_singer_color_mask: TextureHandle opera_singer_icon: TextureHandle opera_singer_icon_color_mask: TextureHandle ouya_icon: TextureHandle ouya_obutton: TextureHandle ouya_ubutton: TextureHandle ouya_ybutton: TextureHandle penguin_color: TextureHandle penguin_color_mask: TextureHandle penguin_icon: TextureHandle penguin_icon_color_mask: TextureHandle pixie_color: TextureHandle pixie_color_mask: TextureHandle pixie_icon: TextureHandle pixie_icon_color_mask: TextureHandle player_lineup: TextureHandle plus_button: TextureHandle powerup_bomb: TextureHandle powerup_curse: TextureHandle powerup_health: TextureHandle powerup_ice_bombs: TextureHandle powerup_impact_bombs: TextureHandle powerup_land_mines: TextureHandle powerup_punch: TextureHandle powerup_shield: TextureHandle powerup_speed: TextureHandle powerup_sticky_bombs: TextureHandle puck_color: TextureHandle quote_bubble: TextureHandle rampage_bgcolor: TextureHandle rampage_bgcolor2: TextureHandle rampage_level_color: TextureHandle rampage_preview: TextureHandle replay_icon: TextureHandle right_button: TextureHandle robot_color: TextureHandle robot_color_mask: TextureHandle robot_icon: TextureHandle robot_icon_color_mask: TextureHandle roundabout_level_color: TextureHandle roundabout_preview: TextureHandle santa_color: TextureHandle santa_color_mask: TextureHandle santa_icon: TextureHandle santa_icon_color_mask: TextureHandle settings_icon: TextureHandle slash: TextureHandle star: TextureHandle step_right_up_level_color: TextureHandle step_right_up_preview: TextureHandle store_character: TextureHandle store_character_easter: TextureHandle store_character_xmas: TextureHandle store_icon: TextureHandle superhero_color: TextureHandle superhero_color_mask: TextureHandle superhero_icon: TextureHandle superhero_icon_color_mask: TextureHandle the_pad_level_color: TextureHandle the_pad_preview: TextureHandle ticket_roll: TextureHandle ticket_roll_big: TextureHandle ticket_rolls: TextureHandle tickets: TextureHandle tickets_more: TextureHandle tickets_purple: TextureHandle tip_top_bgcolor: TextureHandle tip_top_level_color: TextureHandle tip_top_preview: TextureHandle tnt: TextureHandle tokens1: TextureHandle tokens2: TextureHandle tokens3: TextureHandle tokens4: TextureHandle tower_dlevel_color: TextureHandle tower_dpreview: TextureHandle trees_color: TextureHandle trophy: TextureHandle tv: TextureHandle up_button: TextureHandle vr_fill_mound: TextureHandle warrior_color: TextureHandle warrior_color_mask: TextureHandle warrior_icon: TextureHandle warrior_icon_color_mask: TextureHandle window_bottom_cap: TextureHandle witch_color: TextureHandle witch_color_mask: TextureHandle witch_icon: TextureHandle witch_icon_color_mask: TextureHandle wizard_color: TextureHandle wizard_color_mask: TextureHandle wizard_icon: TextureHandle wizard_icon_color_mask: TextureHandle wrestler_color: TextureHandle wrestler_color_mask: TextureHandle wrestler_icon: TextureHandle wrestler_icon_color_mask: TextureHandle zig_zag_level_color: TextureHandle zigzag_preview: TextureHandle zoe_color: TextureHandle zoe_color_mask: TextureHandle zoe_icon: TextureHandle zoe_icon_color_mask: TextureHandle
#: 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 - 360 assets (``achievement_outline``, #: ``action_hero_fore_arm``, ``action_hero_hand``, ``action_hero_head``, #: ``action_hero_lower_leg``, and 355 more). Full list in source. meshes: MeshesGroup #: The ``strings`` group - 1161 strings (``account``, ``achievements``, #: ``app_invite``, ``characters``, ``chest``, and 1156 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', 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}, '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': (), 'move_directions': ('up', 'left', 'down', 'right'), 'run': (), 'run_hold_any_button': (), 'run_hold_any_key': (), }, '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',), 'level_unlocked': (), 'next_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',), 'song_credit': ( 'title', 'performer', 'composer', 'arranger', 'publisher', 'source', ), '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': (), }, 'game_settings': { 'allow_negative_scores': (), 'balance_total_lives': (), 'bomb_spawning': (), 'chosen_one_gets_gloves': (), 'chosen_one_gets_shield': (), 'chosen_one_time': (), 'eight_seconds': (), 'enable_impact_bombs': (), 'enable_triple_bombs': (), 'entire_team_must_finish': (), 'epic_mode': (), 'five_minutes': (), 'flag_idle_return_time': (), 'flag_touch_return_time': (), 'four_seconds': (), 'hold_time': (), 'kills_to_win_per_player': (), 'laps': (), 'lives_per_player': (), 'long': (), 'longer': (), 'mine_spawning': (), 'no_mines': (), 'none': (), 'normal': (), 'one_minute': (), 'one_second': (), 'pro_mode': (), 'respawn_times': (), 'score_to_win': (), 'short': (), 'shorter': (), 'solo_mode': (), 'target_count': (), 'ten_minutes': (), 'time_limit': (), 'twenty_minutes': (), 'two_minutes': (), 'two_seconds': (), }, 'gather': { 'about': (), 'about_intro': (), 'about_local_multiplayer_extra': (), 'about_parties_info': (), 'about_party_button': ('party', 'button'), '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_code_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': { 'free': (), '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': (), 'powerup_curse_description': (), 'powerup_curse_name': (), 'powerup_health_description': (), 'powerup_health_name': (), 'powerup_ice_bombs_description': (), 'powerup_ice_bombs_name': (), 'powerup_impact_bombs_description': (), 'powerup_impact_bombs_name': (), 'powerup_land_mines_description': (), 'powerup_land_mines_name': (), 'powerup_punch_description': (), 'powerup_punch_name': (), 'powerup_shield_description': (), 'powerup_shield_name': (), 'powerup_sticky_bombs_description': (), 'powerup_sticky_bombs_name': (), 'powerup_triple_bombs_description': (), 'powerup_triple_bombs_name': (), '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': (), 'unclaimed_prizes': (), 'your_prize': (), }, 'inventory': { 'only_available_online': (), 'only_available_signed_in': (), 'title': (), }, 'keyboard': { 'change_instructions': (), 'configuring': ('device',), 'no_others_available': (), 'space_key': (), 'switched': ('name',), }, 'kiosk': { 'demo_menu': (), 'full_menu': (), 'single_player_examples': (), 'versus_examples': (), }, 'league': { 'achievements_unavailable_old_seasons': (), 'activeness_all_time_info': (), 'activeness_info': (), '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',), 'rank_in_league': ('rank', 'name', 'suffix'), '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': (), 'import_success': ('type', 'name'), 'just_epic': (), 'just_sports': (), 'list_name': (), 'map_select_title': ('game',), 'max_reached': (), 'new_playlist': (), 'no_valid_maps': (), 'playlists': (), 'remove_game_button': (), 'single_game_name': ('game',), }, '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': (), 'max_reached': (), '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',), 'unlock_in_store': (), }, 'teams': {'bad_guys': (), 'blue': (), 'good_guys': (), 'red': ()}, 'tips': { 'aim_punches': (), 'auto_kick_idle': (), 'cant_reach_ledge': (), 'characters_identical': (), 'cook_off_bombs': (), 'create_profiles': (), 'ctf_own_flag': (), 'curse_boxes': (), 'curse_health_powerup': (), 'custom_soundtrack': (), 'dont_always_run': (), 'dont_overspin': (), 'endless_high_score': (), 'fast_fists': (), 'floss': (), 'fuse_colors': (), 'hockey_turn_gradually': (), 'hold_to_run': (), 'ice_bombs': (), 'join_leave_anytime': (), 'jump_before_throw': (), 'jump_throw_high': (), 'keep_moving': (), 'land_mines_speedy': (), 'momentum_accuracy': (), 'one_hit_double_points': (), 'pickup_flag': ('pickup',), 'play_with_friends': (), 'punch_to_escape': (), 'reduce_visuals_framerate': (), 'reduce_visuals_heat': (), 'remote_app': ('remote_app_name',), 'run_watch_cliffs': (), 'running_spinning_damage': (), 'shield_overconfidence': (), 'spin_punch_respect': (), 'sticky_bomb_dance': (), 'sticky_to_head': (), 'throw_players': (), 'throw_strength_direction': (), 'tnt_box': (), 'trick_enemies': (), 'whack_head': (), 'whip_for_distance': (), 'whiplash_throw': (), }, 'tournament_entry': { 'entering': (), '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