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Depression nishitarumizu 2000.9.1 Overview Lifetime risk 7% to 12% for men, 20% to 25% for women. As many as two-thirds of the people suffering from depression do not realize that they have a treatable illness and do not seek treatment. Clinical depression commonly occurs concurrently with other medical illnesses and worsens the prognosis for these illnesses. Tip-offs for depression in a primary care setting May include fatigue, somatic complaints (such as headache, backache, chest pain, dyspepsia, and limb pain), anxiety symptoms, depressed mood, or insomnia. Risk factors female (especially post partum), history of depressive illness in first-degree relatives, prior episodes of major depression, prior suicide attempts, age 40 years, medical comorbidity, decreased social support, stressful life events, and current substance or alcohol abuse. Symptoms can be divided into 1. Emotional. Dysphoria, irritability, anhedonia, withdrawal. 2. Cognitive. Self-criticism, sense of worthlessness or guilt, hopelessness, poor concentration, memory impairment, delusions or hallucinations. 3. Vegetative. Fatigue, decreased energy, insomnia, hypersomnia, anorexia, psychomotor retardation or agitation, impaired libido. Diagnosis Depression is often difficult to diagnose because it can manifest in many different forms. Depression is a holistic disorder, affecting body, feelings, thoughts and behaviors. In addition to Depressed mood or Anhedonia ( loss of interest or pleasure ), five or more of the following symptoms have been present during the same two week period ESCAP-GS E nergy decreased S leep disturbance (classically , early awakening ; or may sleep longer than usually) C oncentration disturbance A ppetite disturbance (increased or decreased; with or without weight loss) P sychomotor changes G uilt (self-deplication, feelings of worthlessness) S uicidal thinking Depressed mood is neither necessary nor sufficient for a diagnosis of depression. Barriers to diagnosis Patient Barriers Somatic Presentations Stigma Clinician barriers Pandora’s Box Normal feature At least 50% of depressed patients are either undetected or are not adequately treated by primary care providers. Evaluation History May use Beck Depression Scale , Zung Depression Scale, or Geriatric Depression Scale to screen for high-risk patients. If depressive symptoms are present, determine a. Time course and severity. b. Any prior episodes and level of recovery. c. Any history of manic or hypomanic episodes. d. If other major psychiatric disorders are present. e. Any suicidal ideation, plan, or intent. Examination Evaluate for possible related medical conditions anemia, hypothyroidism, chronic infection, substance abuse, or medication side effects (oral contraceptives,antihypertensives, etc.). Causes of organic depressions Type Specific Cause Drugs corticosteroids,contraceptives,reserpine, antibiotics alpha-methyldopa,anticholinestherase, cimetidine ranitidine, indomethacin, phenothiazines, thallium mercury, cyclosporine, vincristine, vinblastine Drug withdrawal amphetamine, cocaine Infection Tertiary syphillis, influenza, AIDS, viral pneumoniae Viral hepatitis, infectious mononucleosis, Tb Endocrine Hypothyroidism, apathetic hyperthyroidism, Hyperparathyroidism, postpartum and menses-related, Cushing’s disease, adrenal insufficiency Collagen SLE, RA, vasculitis Neurologic MS, Parkinson’s disease, head trauma Complex partial seizures, CNS tumors, stroke, Early dementia, sleep apnea Nutritional Vitamine deficiencies (B12, C, folate, niacin, thiamine) Neoplastic Pancreatic cancer, disseminated carccinomatosis Others Renal Failure,Liver Failure, Alcohol/Substance Abuse Lab tests Screen for medical causes of depression (if suspected by Hx or Pex) Complete blood count (CBC) Electrolytes, including calcium, phosphate, magnesium BUN and Creatinine Calcium Serum toxicology screen TSH level CT or MRI of brain Electrocardiogram (ECG), Electroencephalogram (EEG) Physical Psychomotor retardation or agitation, such as slowed speech, sighs, and long pauses Slowed body movements, even to the extent of motionlessness or catatonia Pacing, handwringing and pulling on hair Preoccupation Lack of eye contact Tearfulness Self-deprecatory manner Memory loss, poor concentration and poor abstract reasoning Consultations Psychiatry should be consulted after a screening evaluation is complete and all acute medical complications are addressed. Treatment Treatment is effective in at least 70% of cases. Communicating with depressed patients Empathy Presenting the diagnosis “These symptoms indicate to me that you are suffering from depression.” It can be helpful to then add a couple of additional symptoms not mentioned by the patient. It is helpful to explain depression as a common biological disorder. Drawing a picture of a synapse and neurotransmitters may be helpful. Depression is a curable illness. Counseling by the physician SPEAK approach Schedule Pleasurable activities Exercise Assertiveness Kind thoughts about onself Psychotherapy cognitive therapy behavioral therapy Medication Most antidepressants believed to be equally effective in equivalent therapeutic doses. Expect a 2- to 6- week latent period before the full effect is seen at therapeutic doses. To prevent relapse, continue medication for at least 4 to 9 months after patient becomes asymptomatic. For recurrent depression, consider chronic prophylactic therapy. If at 6 weeks a patient shows no response or a poor response to an adequate dose of antidepressant medication , treatment should be changed. Tricyclic antidepressants (TCAs). Choose between them based on patient s sedation requirements and ability to tolerate orthostatic hypotension, weight gain, and anticholinergic adverse effects TCAs are usually given QHS to take advantage of sedating effects. All TCAs may cause slowing of cardiac conduction. May be fatal in overdoses around 2000 mg or more in adults. A therapeutic trial usually is considered 100 mg/day of amitriptyline or its equivalent for at least 3 weeks. Note Nortriptyline (Pamelor) has a "therapeutic window" plasma level of 50 to 150 ng/ml for optimal efficacy. It has the lowest risk for orthostatic hypotension of all TCAs making it a safe choice in the geriatric patient. Selective serotonin reuptake inhibitors (SSRIs) Much safer in overdose than TCAs. Expensive in contrast to generic TCAs. Initial dose often an effective dose. May need to start at lower doses in the elderly of others sensitive to side effects. Side effects vary and may include nausea, anorexia, insomnia or mild sedation, sweating, headache, tremor, sexual dysfunction, and nervousness. Fluvoxamine is contraindicated with astemizole and terfenadine. All SSRIs contraindicated with MAOIs. If switching from a SSRI to a MAOI, need a drug-free period of 14 days for paroxetine, sertraline or fluvoxamine or 5 weeks for fluoxetine. Monoamine oxidase inhibitors (MAOIs) Sometimes used in depression refractory to the other treatments. Consider consulting psychiatrist before starting because of the serious adverse effect potential. St. John’s wort For short-term treatment of mild acute depression. Equally effective. Induction of the cytochrome P450 system. Psychostimulants Methylphenidate(Ritalin) They take effect very quickly( 24h) Provide a relatively quick test of whether antidepressants are likely to be effective. Electroconvulsive therapy. ECT is the most effective, rapid method of treating severe major depressive disorder (MDD). Indicated for patients with poor response to medications, poor tolerance of usual antidepressants, severe vegetative symptoms, or psychotic features. The decision to administer ECT should be made by a psychiatrist. Figure. Adverse effects of selective serotonin reuptake inhibitors (striped bars) and tricyclic antidepressants (white bars). REFERENCE Pharmacologic Treatment of Acute Major Depression and Dysthymia Ann Intern Med. 2000; 132 738-742 Behavioral Medicine in Primary Care A Practical Guide 1st.ed. Assessing and Managing Depression in the Terminally ill Patients. Ann Intern Med. 2000; 132 209-218 http //www.wellbutrin-sr.com/eval/zung.htm http //www.vh.org/Providers/ClinRef/FPHandbook/Chapter15/01-15.html#Box%2015-1 http //www.emedicine.com/emerg/index.shtml
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Eclipseプラグインを使ったAndroidアプリケーションの作成 Eclipseプラグインを使わないAndroidアプリケーションの作成 |######ここまで翻訳######| Implementing Activity Callbacks Opening a New ScreenOpening a Screen Some Intent examples Returning a Result from a Screen Lifetime of the new screen Listening for Button Clicks Configuring General Window Properties Storing and Retrieving StateStoring and Retrieving Larger or More Complex Persistent Data Playing Media Files Listening For and Broadcasting Global Messages, and Setting AlarmsSending the message Receiving the message Other system messages Listening for phone events Setting Alarms Displaying AlertsNormal Alerts AlertDialog Notifications Displaying a Progress Bar Adding Your Application to the Favorites List Adding Items to the Screen MenuAdding Submenus Adding yourself to menus on other applications The offering application Display a Web Page Binding to Data Capture Images from the Phone Camera Handling Expensive Operations in the UI Thread Selecting, Highlighting, or Styling Portions of Text List of Files for an Android Application Eclipseプラグインを使ったAndroidアプリケーションの作成 Android Eclipseプラグインを使用することは、新しいAndroidアプリケーションの作成を始める最も高速で最も簡単な方法です。 プラグインは自動的にあなたのアプリケーションのために正しいプロジェクト構造を生成し、リソースを自動的にコンパイルしてくれます。 Androidアプリケーションの動作原理を理解するために、Androidアプリケーション解体新書を読んでみるのもよいでしょう。 SDKの sample/ フォルダでApiDemosアプリケーションと他のサンプルアプリケーションを見てみることもお勧めします。 最終的にはHello AndroidとNotepadのコードチュートリアルを行うことがEclipseでのAndroid開発を始めるには素敵な方法です。 特にHello Androidチュートリアルを行うことは、Eclipseで新しいAndroidアプリケーションを作成するための優れた導入方法となるでしょう。 Eclipseプラグインを使わないAndroidアプリケーションの作成 |######ここまで翻訳######| This topic describes the manual steps in creating an Android application. Before reading this, you should read Overview of an Android Application to understand the basics of how an Android application works. You might also want to look at the sample applications that ship with Android under the samples/ directory. Here is a list of the basic steps in building an application. 1. Create your required resource files This includes the AndroidManifest.xml global description file, string files that your application needs, and layout files describing your user interface. A full list of optional and required files and syntax details for each is given in File List for an Android Application. 2. Design your user interface See Implementing a UI for details on elements of the Android screen. 3. Implement your Activity (this page) You will create one class/file for each screen in your application. Screens will inherit from an android.app class, typically android.app.Activity for basic screens, android.app.ListActivity for list screens, or android.app.Dialog for dialog boxes. You will implement the required callbacks that let you draw your screen, query data, and commit changes, and also perform any required tasks such as opening additional screens or reading data from the device. Common tasks, such as opening a new screen or reading data from the device, are described below. The list of files you ll need for your application are described in List of Files for an Android Application. 4. Build and install your package. The Android SDK has some nice tools for generating projects and debugging code. Implementing Activity Callbacks Android calls a number of callbacks to let you draw your screen, store data before pausing, and refresh data after closing. You must implement at least some of these methods. See Lifetime of a Screen to learn when and in what order these methods are called. Here are some of the standard types of screen classes that Android provides android.app.Activity - This is a standard screen, with no specialization. android.app.ListActivity - This is a screen that is used to display a list of something. It hosts a ListView object, and exposes methods to let you identify the selected item, receive callbacks when the selected item changes, and perform other list-related actions. android.app.Dialog - This is a small, popup dialog-style window that isn t intended to remain in the history stack. (It is not resizeable or moveable by the user.) Opening a New Screen Your Activity will often need to open another Activity screen as it progresses. This new screen can be part of the same application or part of another application, the new screen can be floating or full screen, it can return a result, and you can decide whether to close this screen and remove it from the history stack when you are done with it, or to keep the screen open in history. These next sections describe all these options. Floating or full? When you open a new screen you can decide whether to make it transparent or floating, or full-screen. The choice of new screen affects the event sequence of events in the old screen (if the new screen obscures the old screen, a different series of events is called in the old screen). See Lifetime of an Activity for details. Transparent or floating windows are implemented in three standard ways Create an app.Dialog class Create an app.AlertDialog class Set the Theme_Dialog theme attribute to @android style/Theme.Dialog in your AndroidManifest.xml file. For example activity class="AddRssItem" android label="Add an item" android theme="@android style/Theme.Dialog"/ Calling startActivity() or startSubActivity() will open a new screen in whatever way it defines itself (if it uses a floating theme it will be floating, otherwise it will be full screen). Opening a Screen When you want to open a new screen, you can either explicitly specify the activity class to open, or you can let the operating system decide which screen to open, based upon the data and various parameters you pass in. A screen is opened by calling startActivity and passing in an Intent object, which specifies the criteria for the handling screen. To specify a specific screen, call Intent.setClass or setClassName with the exact activity class to open. Otherwise, set a variety of values and data, and let Android decide which screen is appropriate to open. Android will find one or zero Activities that match the specified requirements; it will never open multiple activities for a single request. More information on Intents and how Android resolves them to a specific class is given in the Intent topic. Some Intent examples The following snippet loads the com.google.android.samples.Animation1 class, and passes it some arbitrary data. Intent myIntent = new Intent(); myIntent.component = "com.google.android.samples.Animation1"; myIntent.putExtra("com.google.android.samples.SpecialValue", "Hello, Joe!"); // key/value pair, where key needs current package prefix. startActivity(myIntent); The next snippet requests that a Web page be opened by specifying the VIEW action, and a URI data string starting with "http //" schema Intent myIntent = new Intent("android.intent.action.VIEW", "http //www.google.com"); myIntent.putExtra("com.google.android.samples.SpecialValue", "Hello, Joe!"); // key/value pair, where key needs current package prefix. Here is the intent filter from the AndroidManifest.xml file for com.google.android.browser intent-filter action value="android.intent.action.VIEW" / category value="android.intent.category.DEFAULT" / scheme value="http" / scheme value="https" / scheme value="file" / /intent-filter Android defines a number of standard values, for instance the action constants defined by Intent. You can define custom values, but both the caller and handler must use them. See the intent-filter tag description in AndroidManifest.xml File Details for more information on the manifest syntax for the handling application. Returning a Result from a Screen A window can return a result after it closes. This result will be passed back into the calling Activity s onActivityResult() method, which can supply an integer result code, a string of data, and a Bundle of arbitrary data, along with the request code passed to startSubActivity(). Note that you must call the startSubActivity() method that accepts a request code parameter to get this callback. The following code demonstrates opening a new screen and retrieving a result. // Open the new screen. public void onClick(View v){ // Start the activity whose result we want to retrieve. The // result will come back with request code GET_CODE. Intent intent = new Intent(this, com.example.app.ChooseYourBoxer.class); startSubActivity(intent, CHOOSE_FIGHTER); } // Listen for results. protected void onActivityResult(int requestCode, int resultCode, String data, Bundle extras){ // See which child activity is calling us back. switch (resultCode) { case CHOOSE_FIGHTER // This is the standard resultCode that is sent back if the // activity crashed or didn t doesn t supply an explicit result. if (resultCode == RESULT_CANCELED){ myMessageboxFunction("Fight cancelled"); } else { myFightFunction(data, extras); } default break; } } // Class SentResult // Temporary screen to let the user choose something. private OnClickListener mLincolnListener = new OnClickListener(){ public void onClick(View v) { Bundle stats = new Bundle(); stats.putString("height","6\ 4\""); stats.putString("weight", "190 lbs"); stats.putString("reach", "74\""); setResult(RESULT_OK, "Lincoln", stats); finish(); } }; private OnClickListener mWashingtonListener = new OnClickListener() { public void onClick(View v){ Bundle stats = new Bundle(); stats.putString("height","6\ 2\""); stats.putString("weight", "190 lbs"); stats.putString("reach", "73\""); setResult(RESULT_OK, "Washington", Bundle); finish(); } }; Lifetime of the new screen An activity can remove itself from the history stack by calling Activity.finish() on itself, or the activity that opened the screen can call Activity.finishSubActivity() on any screens that it opens to close them. Listening for Button Clicks Button click and other UI event capturing are covered in Listening for UI Notifications on the UI Design page. Configuring General Window Properties You can set a number of general window properties, such as whether to display a title, whether the window is floating, and whether it displays an icon, by calling methods on the Window member of the underlying View object for the window. Examples include calling getWindow().requestFeature() (or the convenience method requestWindowFeature(some_feature)) to hide the title. Here is an example of hiding the title bar //Hide the title bar requestWindowFeature(Window.FEATURE_NO_TITLE); Storing and Retrieving State If your application is dumped from memory because of space concerns, it will lose all user interface state information such as checkbox state and text box values as well as class member values. Android calls Activity.onFreeze before it pauses the application. This method hands in a Bundle that can be used to store name/value pairs that will persist and be handed back to the application even if it is dropped from memory. Android will pass this Bundle back to you when it calls onCreate(). This Bundle only exists while the application is still in the history stack (whether or not it has been removed from memory) and will be lost when the application is finalized. See the topics for onFreeze(Bundle) and onCreate(Bundle) for examples of storing and retrieving state. Read more about the life cycle of an application in Lifetime of an Activity. Storing and Retrieving Larger or More Complex Persistent Data Your application can store files or complex collection objects, and reserve them for private use by itself or other activities in the application, or it can expose its data to all other applications on the device. See Storing, Retrieving, and Exposing Data to learn how to store and retrieve private data, how to store and retrieve common data from the device, and how to expose your private data to other applications. Playing Media Files Please see the document Android Media APIs for more details. Listening For and Broadcasting Global Messages, and Setting Alarms You can create a listening class that can be notified or even instantiated whenever a specific type of system message is sent. The listening classes, called intent receivers, extend IntentReceiver. If you want Android to instantiate the object whenever an appropriate intent notification is sent, define the receiver with a receiver element in the AndroidManifext.xml file. If the caller is expected to instantiate the object in preparation to receive a message, this is not required. The receiver will get a call to their IntentReceiver.onReceiveIntent() method. A receiver can define an intent-filter tag that describes the types of messages it will receive. Just as Android s IntentResolver will look for appropriate Activity matches for a startActivity() call, it will look for any matching Receivers (but it will send the message to all matching receiver, not the "best" match). To send a notification, the caller creates an Intent object and calls Activity.broadcastIntent() with that Intent. Multiple recipients can receive the same message. You can broadcast an Intent message to an intent receiver in any application, not only your own. If the receiving class is not registered using receiver in its manifest, you can dynamically instantiate and register a receiver by calling Context.registerReceiver(). Receivers can include intent filters to specify what kinds of intents they are listening for. Alternatively, if you expect a single known caller to contact a single known receiver, the receiver does not specify an intent filter, and the caller specifies the receiver s class name in the Intent by calling Intent.setClassName() with the recipient s class name. The recipient receives a Context object that refers to its own package, not to the package of the sender. Note If a receiver or broadcaster enforces permissions, your application might need to request permission to send or receive messages from that object. You can request permission by using the uses-permission tag in the manifest. Here is a code snippet of a sender and receiver. This example does not demonstrate registering receivers dynamically. For a full code example, see the AlarmService class in the ApiDemos project. Sending the message // We are sending this to a specific recipient, so we will // only specify the recipient class name. Intent intent = new Intent(this, AlarmReceiver.class); intent.putExtra("message","Wake up."); broadcastIntent(intent); Receiving the message Receiver AndroidManifest.xml (because there is no intent filter child, this class will only receive a broadcast when the receiver class is specified by name, as is done in this example) receiver class=".AlarmReceiver" / Receiver Java code public class AlarmReceiver extends IntentReceiver{ // Display an alert that we ve received a message. @Override public void onReceiveIntent(Context context, Intent intent){ // Send a text notification to the screen. NotificationManager nm = (NotificationManager) context.getSystemService(Context.NOTIFICATION_SERVICE); nm.notifyWithText(R.id.alarm, "Alarm!!!", NotificationManager.LENGTH_SHORT, null); } } Other system messages You can listen for other system messages sent by Android as well, such as USB connection/removal messages, SMS arrival messages, and timezone changes. See Intent for a list of broadcast messages to listen for. Messages are marked "Broadcast Action" in the documentation. Listening for phone events The telephony package overview page describes how to register to listen for phone events. Setting Alarms Android provides an AlarmManager service that will let you specify an Intent to send at a designated time. This intent is typically used to start an application at a preset time. (Note If you want to send a notification to a sleeping or running application, use Handler instead.) Displaying Alerts There are two major kinds of alerts that you may display to the user (1) Normal alerts are displayed in response to a user action, such as trying to perform an action that is not allowed. (2) Out-of-band alerts, called notifications, are displayed as a result of something happening in the background, such as the user receiving new e-mail. Normal Alerts Android provides a number of ways for you to show popup notifications to your user as they interact with your application. Class Description app.AlertDialogorContext.showAlert() A popup alert dialog with two buttons (typically OK and Cancel) that take callback handlers. It can be created separately, or launched using the Application helper method Context.showAlert(). See the section after this table for more details. ProgressDialog A dialog box used to indicate progress of an operation with a known progress value or an indeterminate length (setProgress(bool)). See Views Progress Bar in ApiDemos for examples. Activity By setting the theme of an activity to android theme="android style/Theme.Dialog", your activity will take on the appearance of a normal dialog, floating on top of whatever was underneath it. You usually set the theme through the android theme attribute in your AndroidManifest.xml. The advantage of this over Dialog and AlertDialog is that Application has a much better managed lifecycle than dialogs if a dialog goes to the background and is killed, you cannot recapture state, whereas Application exposes a Bundle of saved values in onCreate() to help you maintain state. AlertDialog This is a basic warning dialog box that lets you configure a message, button text, and callback. You can create one by calling the Application helper method Context.showAlert(), as shown here. private Handler mHandler = new Handler() { public void handleMessage(Message msg) { switch (msg.what) { case ACCEPT_CALL answer(msg.obj); break; case BOUNCE_TO_VOICEMAIL voicemail(msg.obj); break; } } }; private void IncomingMotherInlawCall(Connection c) { String Text; // "Answer" callback. Message acceptMsg = Message.obtain(); acceptMsg.target = mHandler; acceptMsg.what = ACCEPT_CALL; acceptMsg.obj = c.getCall(); // "Cancel" callback. Message rejectMsg = Message.obtain(); rejectMsg.target = mHandler; rejectMsg.what = BOUNCE_TO_VOICEMAIL; rejectMsg.obj = c.getCall(); showAlert(null, "Phyllis is calling", "Answer", acceptMsg, true, rejectMsg); } Notifications Out-of-band alerts should always be displayed using the NotificationManager, which allows you to tell the user about something they may be interested in without disrupting what they are currently doing. A notification can be anything from a brief pop-up box informing the user of the new information, through displaying a persistent icon in the status bar, to vibrating, playing sounds, or flashing lights to get the user s attention. In all cases, the user must explicitly shift their focus to the notification before they can interact with it. The following code demonstrates using NotificationManager to display a basic text popup when a new SMS message arrives in a listening service, and provides the current message count. You can see several more examples in the ApiDemos application, under app/ (named notification*.java). static void setNewMessageIndicator(Context context, int messageCount){ // Get the static global NotificationManager object. NotificationManager nm = NotificationManager.getDefault(); // If we re being called because a new message has been received, // then display an icon and a count. Otherwise, delete the persistent // message. if (messageCount 0) { nm.notifyWithText(myApp.NOTIFICATION_GUID, // ID for this notification. messageCount + " new message" + messageCount 1 ? "s" "", // Text to display. NotificationManager.LENGTH_SHORT); // Show it for a short time only. } } To display a notification in the status bar and have it launch an intent when the user selects it (such as the new text message notification does), call NotificationManager.notify(), and pass in vibration patterns, status bar icons, or Intents to associate with the notification. Displaying a Progress Bar An activity can display a progress bar to notify the user that something is happening. To display a progress bar in a screen, call Activity.requestWindowFeature(Window.FEATURE_PROGRESS). To set the value of the progress bar, call Activity.getWindow().setFeatureInt(Window.FEATURE_PROGRESS, level). Progress bar values are from 0 to 9,999, or set the value to 10,000 to make the progress bar invisible. You can also use the ProgressDialog class, which enables a dialog box with an embedded progress bar to send a "I m working on it" notification to the user. Adding Your Application to the Favorites List You can t. Only a user can add an application to the Favorites list. Adding Items to the Screen Menu Every Android screen has a default menu with default options, such as adding the activity to the favorites menu. You can add your own menu entries to the default menu options by implementing Activity.onCreateOptionsMenu or Activity.onPrepareOptionsMenu(), and adding Item objects to the Menu passed in. To handle clicks implement Activity.onOptionsItemSelected() to handle the click in your Activity class. You may also pass the Item object a handler class that implements the Runnable class (a handler) but this is less efficient and discouraged. An application receives a callback at startup time to enable it to populate its menu. Additionally, it receives callbacks each time the user displays the options menu to let you perform some contextual modifications on the menu. To populate the menu on startup, override Activity.onCreateOptionsMenu; to populate it when the menu is called (somewhat less efficient), you can override Activity.onPrepareOptionsMenu(). Each Activity has its own menu list. Menu items are displayed in the order added, though you can group them as described in the Menu.add documentation. The following code snippet adds three items to the default menu options and handles them through the overridden Activity.onOptionsItemSelected() method. You can show or hide menu items by calling setItemShown() or setGroupShown(). // Called only the first time the options menu is displayed. // Create the menu entries. // Menu adds items in the order shown. @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); // Parameters for menu.add are // group -- Not used here. // id -- Used only when you want to handle and identify the click yourself. // title menu.add(0, 0, "Zoom"); menu.add(0, 1, "Settings"); menu.add(0, 2, "Other"); return true; } // Activity callback that lets your handle the selection in the class. // Return true to indicate that you ve got it, false to indicate // that it should be handled by a declared handler object for that // item (handler objects are discouraged for reasons of efficiency). @Override public boolean onOptionsItemSelected(Menu.Item item){ switch (item.getId()) { case 0 showAlert("Menu Item Clicked", "Zoom", "ok", null, false, null); return true; case 1 showAlert("Menu Item Clicked", "Settings", "ok", null, false, null); return true; case 2 showAlert("Menu Item Clicked", "Other", "ok", null, false, null); return true; } return false; } You can add key shortcuts by calling the Item.setAlphabeticShortcut() or Item.setNumericShortcut() methods, as demonstrated here to add a "C" shortcut to a menu item thisItem.setAlphabeticShortcut(0, c ); Adding Submenus Add a submenu by calling Menu.addSubMenu(), which returns a SubMenu object. You can then add additional items to this menu. Menus can only be one level deep, and you can customize the appearance of the submenu menu item. @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); // Parameters for menu.add are // group -- Not used here. // id -- Used only when you want to handle and identify the click yourself. // title menu.add(0, 0, "Send message"); menu.add(0, 1, "Settings"); menu.add(0, 2, "Local handler"); menu.add(0, 3, "Launch contact picker"); // Add our submenu. SubMenu sub = menu.addSubMenu(1, 4, "Days of the week"); sub.add(0, 5, "Monday"); sub.add(0, 6, "Tuesday"); sub.add(0, 7, "Wednesday"); sub.add(0, 8, "Thursday"); sub.add(0, 9, "Friday"); sub.add(0, 10, "Saturday"); sub.add(0, 11, "Sunday"); return true; } Adding yourself to menus on other applications You can also advertise your Activity s services so that other Activities can add your activity to their own option menu. For example, suppose you implement a new image handling tool that shrinks an image to a smaller size and you would like to offer this as a menu option to any other Activity that handles pictures. To do this, you would exposes your capabilities inside an intent filter in your manifest. If another application that handles photos asks Android for any Activities that can perform actions on pictures, Android will perform intent resolution, find your Activity, and add it to the other Activity s options menu. The offering application The application offering the service must include an intent-filter element in the manifest, inside the activity tag of the offering Activity. The intent filter includes all the details describing what it can do, such as a type element that describes the MIME type of data that it can handle, a custom action value that describes what your handling application can do (this is so that when it receives the Intent on opening it knows what it is expected to do), and most important, include a category filter with the value android.intent.category.ALTERNATIVE and/or android.intent.category.SELECTED_ALTERNATIVE (SELECTED_ALTERNATIVE is used to handle only the currently selected element on the screen, rather than the whole Activity intent. Here s an example of a snip of a manifest that advertises picture shrinking technology for both selected items and the whole screen. activity class="PictureShrink" !-- Handling class -- intent-filter label="Shrink picture" !-- Menu label to display -- action value="com.example.sampleapp.SHRINK_IT" / type value="image/*" / !-- MIME type for generic images -- category value="android.intent.category.ALTERNATIVE " / category value="android.intent.category.SELECTED_ALTERNATIVE" / /intent-filter /activity The menu-displaying application An application that wants to display a menu that includes any additional external services must, first of all, handle its menu creation callback. As part of that callback it creates an intent with the category Intent.ALTERNATIVE_CATEGORY and/or Intent.SELECTED_ALTERNATIVE, the MIME type currently selected, and any other requirements, the same way as it would satisfy an intent filter to open a new Activity. It then calls menu.addIntentOptions() to have Android search for and add any services meeting those requirements. It can optionally add additional custom menu items of its own. You should implement SELECTED_ALTERNATIVE in onPrepareOptionsMenu() rather than onCreateOptionsMenu(), because the user s selection can change after the application is launched. Here s a code snippet demonstrating how a picture application would search for additional services to display on its menu. @Override public boolean onCreateOptionsMenu(Menu menu){ super.onCreateOptionsMenu(menu); // Create an Intent that describes the requirements to fulfill to be included // in our menu. The offering app must include a category value of Intent.ALTERNATIVE_CATEGORY. Intent intent = new Intent(null, getIntent().getData()); intent.addCategory(Intent.ALTERNATIVE_CATEGORY); // Search for, and populate the menu with, acceptable offering applications. menu.addIntentOptions( 0, // Group 0, // Any unique IDs we might care to add. MySampleClass.class.getName(), // Name of the class displaying the menu--here, its this class. null, // No specifics. intent, // Previously created intent that describes our requirements. 0, // No flags. null); // No specifics. return true; } Display a Web Page Use the webkit.WebView object. Binding to Data You can bind a ListView to a set of underlying data by using a shim class called ListAdapter (or a subclass). ListAdapter subclasses bind to a variety of data sources, and expose a common set of methods such as getItem() and getView(), and uses them to pick View items to display in its list. You can extend ListAdapter and override getView() to create your own custom list items. There are essentially only two steps you need to perform to bind to data 1. Create a ListAdapter object and specify its data source 2. Give the ListAdapter to your ListView object. That s it! Here s an example of binding a ListActivity screen to the results from a cursor query. (Note that the setListAdapter() method shown is a convenience method that gets the page s ListView object and calls setAdapter() on it.) // Run a query and get a Cursor pointing to the results. Cursor c = People.query(this.getContentResolver(), null); startManagingCursor(c); // Create the ListAdapter. A SimpleCursorAdapter lets you specify two interesting things // an XML template for your list item, and // The column to map to a specific item, by ID, in your template. ListAdapter adapter = new SimpleCursorAdapter(this, android.R.layout.simple_list_item_1, // Use a template that displays a text view c, // Give the cursor to the list adapter new String[] {People.NAME} , // Map the NAME column in the people database to... new String[] {"text1"}); // The "text1" view defined in the XML template setListAdapter(adapter); See view/List4 in the ApiDemos project for an example of extending ListAdapter for a new data type. Capture Images from the Phone Camera You can hook into the device s camera onto your own Canvas object by using the CameraDevice class. See that class s documentation, and the ApiDemos project s Camera Preview application (Graphics/Camera Preview) for example code. Handling Expensive Operations in the UI Thread Avoid performing long-running operations (such as network I/O) directly in the UI thread — the main thread of an application where the UI is run — or your application may be blocked and become unresponsive. Here is a brief summary of the recommended approach for handling expensive operations 1. Create a Handler object in your UI thread 2. Spawn off worker threads to perform any required expensive operations 3. Post results from a worker thread back to the UI thread s handler either through a Runnable or a Message 4. Update the views on the UI thread as needed The following outline illustrates a typical implementation public class MyActivity extends Activity { [ . . . ] // Need handler for callbacks to the UI thread final Handler mHandler = new Handler(); // Create runnable for posting final Runnable mUpdateResults = new Runnable() { @Override public void run() { updateResultsInUi(); } }; @Override protected void onCreate(Bundle icicle) { super.onCreate(icicle); [ . . . ] } protected void startLongRunningOperation() { // Fire off a thread to do some work that we shouldn t do directly in the UI thread Thread t = new Thread() { public void run() { mResults = doSomethingExpensive(); mHandler.post(mUpdateResults); } }; t.start(); } private void updateResultsInUi() { // Back in the UI thread -- update our UI elements based on the data in mResults [ . . . ] } } For further discussions on this topic, see Developing Responsive Applications and the Handler documentation. Selecting, Highlighting, or Styling Portions of Text You can highlight or style the formatting of strings or substrings of text in a TextView object. There are two ways to do this If you use a string resource, you can add some simple styling, such as bold or italic using HTML notation. So, for example, in res/values/strings.xml you could declare this resource string id="@+id/styled_welcome_message" We are b i so /i /b glad to see you. /string /resources To style text on the fly, or to add highlighting or more complex styling, you must use the Spannable object as described next. To style text on the fly, you must make sure the TextView is using Spannable storage for the text (this will always be true if the TextView is an EditText), retrieve its text with getText(), and call setSpan(Object, int, int, int), passing in a new style class from the android.text.style package and the selection range. The following code snippet demonstrates creating a string with a highlighted section, italic section, and bold section, and adding it to an EditText object. // Get our EditText object. EditText vw = (EditText)findViewById(R.id.text); // Set the EditText s text. vw.setText("Italic, highlighted, bold."); // If this were just a TextView, we could do // vw.setText("Italic, highlighted, bold.", TextView.BufferType.SPANNABLE); // to force it to use Spannable storage so styles can be attached. // Or we could specify that in the XML. // Get the EditText s internal text storage Spannable str = vw.getText(); // Create our span sections, and assign a format to each. str.setSpan(new StyleSpan(android.graphics.Typeface.ITALIC), 0, 7, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); str.setSpan(new BackgroundColorSpan(0xFFFFFF00), 8, 19, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); str.setSpan(new StyleSpan(android.graphics.Typeface.BOLD), 21, str.length() - 1, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); List of Files for an Android Application The following list describes the structure and files of an Android application. Many of these files can be built for you (or stubbed out) by the activityCreator.py application shipped in the tools/ menu of the SDK. See Building an Android Sample Application for more information on using activityCreator.py. MyApp/ AndroidManifest.xml (required) Advertises the screens that this application provides, where they can be launched (from the main program menu or elsewhere), any content providers it implements and what kind of data they handle, where the implementation classes are, and other application-wide information. Syntax details for this file are described in AndroidManifest.xml. src//myPackagePath/.../MyClass.java (required) This folder holds all the source code files for your application, inside the appropriate package subfolders. res/ (required) This folder holds all the resources for your application. Resources are external data files or description files that are compiled into your code at build time. Files in different folders are compiled differently, so you must put the proper resource into the proper folder. (See Resources for details.) anim/animation1.xml... (optional) Holds any animation XML description files that the application uses. The format of these files is described in Resources. drawable/some_picture.pngsome_stretchable.9.pngsome_background.xml... (optional) Zero or more files that will be compiled to android.graphics.drawable resources. Files can be image files (png, gif, or other) or XML files describing other graphics such as bitmaps, stretchable bitmaps, or gradients. Supported bitmap file formats are PNG (preferred), JPG, and GIF (discouraged), as well as the custom 9-patch stretchable bitmap format. These formats are described in Resources. layout/screen_1_layout.xml... (optional) Holds all the XML files describing screens or parts of screens. Although you could create a screen in Java, defining them in XML files is typically easier. A layout file is similar in concept to an HTML file that describes the screen layout and components. See Implementing a UI for more information about designing screens, and Layout Resources for the syntax of these files. values/arraysclasses.xmlcolors.xmldimens.xmlstrings.xmlstyles.xmlvalues.xml (optional) XML files describing additional resources such as strings, colors, and styles. The naming, quantity, and number of these files are not enforced--any XML file is compiled, but these are the standard names given to these files. However, the syntax of these files is prescribed by Android, and described in Resources. xml/ (optional) XML files that can be read at run time on the device. raw/ (optional) Any files to be copied directly to the device.
https://w.atwiki.jp/android/pages/151.html
Eclipseプラグインを使ったAndroidアプリケーションの作成 Eclipseプラグインを使わないAndroidアプリケーションの作成 |######ここまで翻訳######| Implementing Activity Callbacks Opening a New ScreenOpening a Screen Some Intent examples Returning a Result from a Screen Lifetime of the new screen Listening for Button Clicks Configuring General Window Properties Storing and Retrieving StateStoring and Retrieving Larger or More Complex Persistent Data Playing Media Files Listening For and Broadcasting Global Messages, and Setting AlarmsSending the message Receiving the message Other system messages Listening for phone events Setting Alarms Displaying AlertsNormal Alerts AlertDialog Notifications Displaying a Progress Bar Adding Your Application to the Favorites List Adding Items to the Screen MenuAdding Submenus Adding yourself to menus on other applications The offering application Display a Web Page Binding to Data Capture Images from the Phone Camera Handling Expensive Operations in the UI Thread Selecting, Highlighting, or Styling Portions of Text List of Files for an Android Application Eclipseプラグインを使ったAndroidアプリケーションの作成 Android Eclipseプラグインを使用することは、新しいAndroidアプリケーションの作成を始める最も高速で最も簡単な方法です。 プラグインは自動的にあなたのアプリケーションのために正しいプロジェクト構造を生成し、リソースを自動的にコンパイルしてくれます。 Androidアプリケーションの動作原理を理解するために、Androidアプリケーション解体新書を読んでみるのもよいでしょう。 SDKの sample/ フォルダでApiDemosアプリケーションと他のサンプルアプリケーションを見てみることもお勧めします。 最終的にはHello AndroidとNotepadのコードチュートリアルを行うことがEclipseでのAndroid開発を始めるには素敵な方法です。 特にHello Androidチュートリアルを行うことは、Eclipseで新しいAndroidアプリケーションを作成するための優れた導入方法となるでしょう。 Eclipseプラグインを使わないAndroidアプリケーションの作成 |######ここまで翻訳######| This topic describes the manual steps in creating an Android application. Before reading this, you should read Overview of an Android Application to understand the basics of how an Android application works. You might also want to look at the sample applications that ship with Android under the samples/ directory. Here is a list of the basic steps in building an application. 1. Create your required resource files This includes the AndroidManifest.xml global description file, string files that your application needs, and layout files describing your user interface. A full list of optional and required files and syntax details for each is given in File List for an Android Application. 2. Design your user interface See Implementing a UI for details on elements of the Android screen. 3. Implement your Activity (this page) You will create one class/file for each screen in your application. Screens will inherit from an android.app class, typically android.app.Activity for basic screens, android.app.ListActivity for list screens, or android.app.Dialog for dialog boxes. You will implement the required callbacks that let you draw your screen, query data, and commit changes, and also perform any required tasks such as opening additional screens or reading data from the device. Common tasks, such as opening a new screen or reading data from the device, are described below. The list of files you ll need for your application are described in List of Files for an Android Application. 4. Build and install your package. The Android SDK has some nice tools for generating projects and debugging code. Implementing Activity Callbacks Android calls a number of callbacks to let you draw your screen, store data before pausing, and refresh data after closing. You must implement at least some of these methods. See Lifetime of a Screen to learn when and in what order these methods are called. Here are some of the standard types of screen classes that Android provides android.app.Activity - This is a standard screen, with no specialization. android.app.ListActivity - This is a screen that is used to display a list of something. It hosts a ListView object, and exposes methods to let you identify the selected item, receive callbacks when the selected item changes, and perform other list-related actions. android.app.Dialog - This is a small, popup dialog-style window that isn t intended to remain in the history stack. (It is not resizeable or moveable by the user.) Opening a New Screen Your Activity will often need to open another Activity screen as it progresses. This new screen can be part of the same application or part of another application, the new screen can be floating or full screen, it can return a result, and you can decide whether to close this screen and remove it from the history stack when you are done with it, or to keep the screen open in history. These next sections describe all these options. Floating or full? When you open a new screen you can decide whether to make it transparent or floating, or full-screen. The choice of new screen affects the event sequence of events in the old screen (if the new screen obscures the old screen, a different series of events is called in the old screen). See Lifetime of an Activity for details. Transparent or floating windows are implemented in three standard ways Create an app.Dialog class Create an app.AlertDialog class Set the Theme_Dialog theme attribute to @android style/Theme.Dialog in your AndroidManifest.xml file. For example activity class="AddRssItem" android label="Add an item" android theme="@android style/Theme.Dialog"/ Calling startActivity() or startSubActivity() will open a new screen in whatever way it defines itself (if it uses a floating theme it will be floating, otherwise it will be full screen). Opening a Screen When you want to open a new screen, you can either explicitly specify the activity class to open, or you can let the operating system decide which screen to open, based upon the data and various parameters you pass in. A screen is opened by calling startActivity and passing in an Intent object, which specifies the criteria for the handling screen. To specify a specific screen, call Intent.setClass or setClassName with the exact activity class to open. Otherwise, set a variety of values and data, and let Android decide which screen is appropriate to open. Android will find one or zero Activities that match the specified requirements; it will never open multiple activities for a single request. More information on Intents and how Android resolves them to a specific class is given in the Intent topic. Some Intent examples The following snippet loads the com.google.android.samples.Animation1 class, and passes it some arbitrary data. Intent myIntent = new Intent(); myIntent.component = "com.google.android.samples.Animation1"; myIntent.putExtra("com.google.android.samples.SpecialValue", "Hello, Joe!"); // key/value pair, where key needs current package prefix. startActivity(myIntent); The next snippet requests that a Web page be opened by specifying the VIEW action, and a URI data string starting with "http //" schema Intent myIntent = new Intent("android.intent.action.VIEW", "http //www.google.com"); myIntent.putExtra("com.google.android.samples.SpecialValue", "Hello, Joe!"); // key/value pair, where key needs current package prefix. Here is the intent filter from the AndroidManifest.xml file for com.google.android.browser intent-filter action value="android.intent.action.VIEW" / category value="android.intent.category.DEFAULT" / scheme value="http" / scheme value="https" / scheme value="file" / /intent-filter Android defines a number of standard values, for instance the action constants defined by Intent. You can define custom values, but both the caller and handler must use them. See the intent-filter tag description in AndroidManifest.xml File Details for more information on the manifest syntax for the handling application. Returning a Result from a Screen A window can return a result after it closes. This result will be passed back into the calling Activity s onActivityResult() method, which can supply an integer result code, a string of data, and a Bundle of arbitrary data, along with the request code passed to startSubActivity(). Note that you must call the startSubActivity() method that accepts a request code parameter to get this callback. The following code demonstrates opening a new screen and retrieving a result. // Open the new screen. public void onClick(View v){ // Start the activity whose result we want to retrieve. The // result will come back with request code GET_CODE. Intent intent = new Intent(this, com.example.app.ChooseYourBoxer.class); startSubActivity(intent, CHOOSE_FIGHTER); } // Listen for results. protected void onActivityResult(int requestCode, int resultCode, String data, Bundle extras){ // See which child activity is calling us back. switch (resultCode) { case CHOOSE_FIGHTER // This is the standard resultCode that is sent back if the // activity crashed or didn t doesn t supply an explicit result. if (resultCode == RESULT_CANCELED){ myMessageboxFunction("Fight cancelled"); } else { myFightFunction(data, extras); } default break; } } // Class SentResult // Temporary screen to let the user choose something. private OnClickListener mLincolnListener = new OnClickListener(){ public void onClick(View v) { Bundle stats = new Bundle(); stats.putString("height","6\ 4\""); stats.putString("weight", "190 lbs"); stats.putString("reach", "74\""); setResult(RESULT_OK, "Lincoln", stats); finish(); } }; private OnClickListener mWashingtonListener = new OnClickListener() { public void onClick(View v){ Bundle stats = new Bundle(); stats.putString("height","6\ 2\""); stats.putString("weight", "190 lbs"); stats.putString("reach", "73\""); setResult(RESULT_OK, "Washington", Bundle); finish(); } }; Lifetime of the new screen An activity can remove itself from the history stack by calling Activity.finish() on itself, or the activity that opened the screen can call Activity.finishSubActivity() on any screens that it opens to close them. Listening for Button Clicks Button click and other UI event capturing are covered in Listening for UI Notifications on the UI Design page. Configuring General Window Properties You can set a number of general window properties, such as whether to display a title, whether the window is floating, and whether it displays an icon, by calling methods on the Window member of the underlying View object for the window. Examples include calling getWindow().requestFeature() (or the convenience method requestWindowFeature(some_feature)) to hide the title. Here is an example of hiding the title bar //Hide the title bar requestWindowFeature(Window.FEATURE_NO_TITLE); Storing and Retrieving State If your application is dumped from memory because of space concerns, it will lose all user interface state information such as checkbox state and text box values as well as class member values. Android calls Activity.onFreeze before it pauses the application. This method hands in a Bundle that can be used to store name/value pairs that will persist and be handed back to the application even if it is dropped from memory. Android will pass this Bundle back to you when it calls onCreate(). This Bundle only exists while the application is still in the history stack (whether or not it has been removed from memory) and will be lost when the application is finalized. See the topics for onFreeze(Bundle) and onCreate(Bundle) for examples of storing and retrieving state. Read more about the life cycle of an application in Lifetime of an Activity. Storing and Retrieving Larger or More Complex Persistent Data Your application can store files or complex collection objects, and reserve them for private use by itself or other activities in the application, or it can expose its data to all other applications on the device. See Storing, Retrieving, and Exposing Data to learn how to store and retrieve private data, how to store and retrieve common data from the device, and how to expose your private data to other applications. Playing Media Files Please see the document Android Media APIs for more details. Listening For and Broadcasting Global Messages, and Setting Alarms You can create a listening class that can be notified or even instantiated whenever a specific type of system message is sent. The listening classes, called intent receivers, extend IntentReceiver. If you want Android to instantiate the object whenever an appropriate intent notification is sent, define the receiver with a receiver element in the AndroidManifext.xml file. If the caller is expected to instantiate the object in preparation to receive a message, this is not required. The receiver will get a call to their IntentReceiver.onReceiveIntent() method. A receiver can define an intent-filter tag that describes the types of messages it will receive. Just as Android s IntentResolver will look for appropriate Activity matches for a startActivity() call, it will look for any matching Receivers (but it will send the message to all matching receiver, not the "best" match). To send a notification, the caller creates an Intent object and calls Activity.broadcastIntent() with that Intent. Multiple recipients can receive the same message. You can broadcast an Intent message to an intent receiver in any application, not only your own. If the receiving class is not registered using receiver in its manifest, you can dynamically instantiate and register a receiver by calling Context.registerReceiver(). Receivers can include intent filters to specify what kinds of intents they are listening for. Alternatively, if you expect a single known caller to contact a single known receiver, the receiver does not specify an intent filter, and the caller specifies the receiver s class name in the Intent by calling Intent.setClassName() with the recipient s class name. The recipient receives a Context object that refers to its own package, not to the package of the sender. Note If a receiver or broadcaster enforces permissions, your application might need to request permission to send or receive messages from that object. You can request permission by using the uses-permission tag in the manifest. Here is a code snippet of a sender and receiver. This example does not demonstrate registering receivers dynamically. For a full code example, see the AlarmService class in the ApiDemos project. Sending the message // We are sending this to a specific recipient, so we will // only specify the recipient class name. Intent intent = new Intent(this, AlarmReceiver.class); intent.putExtra("message","Wake up."); broadcastIntent(intent); Receiving the message Receiver AndroidManifest.xml (because there is no intent filter child, this class will only receive a broadcast when the receiver class is specified by name, as is done in this example) receiver class=".AlarmReceiver" / Receiver Java code public class AlarmReceiver extends IntentReceiver{ // Display an alert that we ve received a message. @Override public void onReceiveIntent(Context context, Intent intent){ // Send a text notification to the screen. NotificationManager nm = (NotificationManager) context.getSystemService(Context.NOTIFICATION_SERVICE); nm.notifyWithText(R.id.alarm, "Alarm!!!", NotificationManager.LENGTH_SHORT, null); } } Other system messages You can listen for other system messages sent by Android as well, such as USB connection/removal messages, SMS arrival messages, and timezone changes. See Intent for a list of broadcast messages to listen for. Messages are marked "Broadcast Action" in the documentation. Listening for phone events The telephony package overview page describes how to register to listen for phone events. Setting Alarms Android provides an AlarmManager service that will let you specify an Intent to send at a designated time. This intent is typically used to start an application at a preset time. (Note If you want to send a notification to a sleeping or running application, use Handler instead.) Displaying Alerts There are two major kinds of alerts that you may display to the user (1) Normal alerts are displayed in response to a user action, such as trying to perform an action that is not allowed. (2) Out-of-band alerts, called notifications, are displayed as a result of something happening in the background, such as the user receiving new e-mail. Normal Alerts Android provides a number of ways for you to show popup notifications to your user as they interact with your application. Class Description app.AlertDialogorContext.showAlert() A popup alert dialog with two buttons (typically OK and Cancel) that take callback handlers. It can be created separately, or launched using the Application helper method Context.showAlert(). See the section after this table for more details. ProgressDialog A dialog box used to indicate progress of an operation with a known progress value or an indeterminate length (setProgress(bool)). See Views Progress Bar in ApiDemos for examples. Activity By setting the theme of an activity to android theme="android style/Theme.Dialog", your activity will take on the appearance of a normal dialog, floating on top of whatever was underneath it. You usually set the theme through the android theme attribute in your AndroidManifest.xml. The advantage of this over Dialog and AlertDialog is that Application has a much better managed lifecycle than dialogs if a dialog goes to the background and is killed, you cannot recapture state, whereas Application exposes a Bundle of saved values in onCreate() to help you maintain state. AlertDialog This is a basic warning dialog box that lets you configure a message, button text, and callback. You can create one by calling the Application helper method Context.showAlert(), as shown here. private Handler mHandler = new Handler() { public void handleMessage(Message msg) { switch (msg.what) { case ACCEPT_CALL answer(msg.obj); break; case BOUNCE_TO_VOICEMAIL voicemail(msg.obj); break; } } }; private void IncomingMotherInlawCall(Connection c) { String Text; // "Answer" callback. Message acceptMsg = Message.obtain(); acceptMsg.target = mHandler; acceptMsg.what = ACCEPT_CALL; acceptMsg.obj = c.getCall(); // "Cancel" callback. Message rejectMsg = Message.obtain(); rejectMsg.target = mHandler; rejectMsg.what = BOUNCE_TO_VOICEMAIL; rejectMsg.obj = c.getCall(); showAlert(null, "Phyllis is calling", "Answer", acceptMsg, true, rejectMsg); } Notifications Out-of-band alerts should always be displayed using the NotificationManager, which allows you to tell the user about something they may be interested in without disrupting what they are currently doing. A notification can be anything from a brief pop-up box informing the user of the new information, through displaying a persistent icon in the status bar, to vibrating, playing sounds, or flashing lights to get the user s attention. In all cases, the user must explicitly shift their focus to the notification before they can interact with it. The following code demonstrates using NotificationManager to display a basic text popup when a new SMS message arrives in a listening service, and provides the current message count. You can see several more examples in the ApiDemos application, under app/ (named notification*.java). static void setNewMessageIndicator(Context context, int messageCount){ // Get the static global NotificationManager object. NotificationManager nm = NotificationManager.getDefault(); // If we re being called because a new message has been received, // then display an icon and a count. Otherwise, delete the persistent // message. if (messageCount 0) { nm.notifyWithText(myApp.NOTIFICATION_GUID, // ID for this notification. messageCount + " new message" + messageCount 1 ? "s" "", // Text to display. NotificationManager.LENGTH_SHORT); // Show it for a short time only. } } To display a notification in the status bar and have it launch an intent when the user selects it (such as the new text message notification does), call NotificationManager.notify(), and pass in vibration patterns, status bar icons, or Intents to associate with the notification. Displaying a Progress Bar An activity can display a progress bar to notify the user that something is happening. To display a progress bar in a screen, call Activity.requestWindowFeature(Window.FEATURE_PROGRESS). To set the value of the progress bar, call Activity.getWindow().setFeatureInt(Window.FEATURE_PROGRESS, level). Progress bar values are from 0 to 9,999, or set the value to 10,000 to make the progress bar invisible. You can also use the ProgressDialog class, which enables a dialog box with an embedded progress bar to send a "I m working on it" notification to the user. Adding Your Application to the Favorites List You can t. Only a user can add an application to the Favorites list. Adding Items to the Screen Menu Every Android screen has a default menu with default options, such as adding the activity to the favorites menu. You can add your own menu entries to the default menu options by implementing Activity.onCreateOptionsMenu or Activity.onPrepareOptionsMenu(), and adding Item objects to the Menu passed in. To handle clicks implement Activity.onOptionsItemSelected() to handle the click in your Activity class. You may also pass the Item object a handler class that implements the Runnable class (a handler) but this is less efficient and discouraged. An application receives a callback at startup time to enable it to populate its menu. Additionally, it receives callbacks each time the user displays the options menu to let you perform some contextual modifications on the menu. To populate the menu on startup, override Activity.onCreateOptionsMenu; to populate it when the menu is called (somewhat less efficient), you can override Activity.onPrepareOptionsMenu(). Each Activity has its own menu list. Menu items are displayed in the order added, though you can group them as described in the Menu.add documentation. The following code snippet adds three items to the default menu options and handles them through the overridden Activity.onOptionsItemSelected() method. You can show or hide menu items by calling setItemShown() or setGroupShown(). // Called only the first time the options menu is displayed. // Create the menu entries. // Menu adds items in the order shown. @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); // Parameters for menu.add are // group -- Not used here. // id -- Used only when you want to handle and identify the click yourself. // title menu.add(0, 0, "Zoom"); menu.add(0, 1, "Settings"); menu.add(0, 2, "Other"); return true; } // Activity callback that lets your handle the selection in the class. // Return true to indicate that you ve got it, false to indicate // that it should be handled by a declared handler object for that // item (handler objects are discouraged for reasons of efficiency). @Override public boolean onOptionsItemSelected(Menu.Item item){ switch (item.getId()) { case 0 showAlert("Menu Item Clicked", "Zoom", "ok", null, false, null); return true; case 1 showAlert("Menu Item Clicked", "Settings", "ok", null, false, null); return true; case 2 showAlert("Menu Item Clicked", "Other", "ok", null, false, null); return true; } return false; } You can add key shortcuts by calling the Item.setAlphabeticShortcut() or Item.setNumericShortcut() methods, as demonstrated here to add a "C" shortcut to a menu item thisItem.setAlphabeticShortcut(0, c ); Adding Submenus Add a submenu by calling Menu.addSubMenu(), which returns a SubMenu object. You can then add additional items to this menu. Menus can only be one level deep, and you can customize the appearance of the submenu menu item. @Override public boolean onCreateOptionsMenu(Menu menu) { super.onCreateOptionsMenu(menu); // Parameters for menu.add are // group -- Not used here. // id -- Used only when you want to handle and identify the click yourself. // title menu.add(0, 0, "Send message"); menu.add(0, 1, "Settings"); menu.add(0, 2, "Local handler"); menu.add(0, 3, "Launch contact picker"); // Add our submenu. SubMenu sub = menu.addSubMenu(1, 4, "Days of the week"); sub.add(0, 5, "Monday"); sub.add(0, 6, "Tuesday"); sub.add(0, 7, "Wednesday"); sub.add(0, 8, "Thursday"); sub.add(0, 9, "Friday"); sub.add(0, 10, "Saturday"); sub.add(0, 11, "Sunday"); return true; } Adding yourself to menus on other applications You can also advertise your Activity s services so that other Activities can add your activity to their own option menu. For example, suppose you implement a new image handling tool that shrinks an image to a smaller size and you would like to offer this as a menu option to any other Activity that handles pictures. To do this, you would exposes your capabilities inside an intent filter in your manifest. If another application that handles photos asks Android for any Activities that can perform actions on pictures, Android will perform intent resolution, find your Activity, and add it to the other Activity s options menu. The offering application The application offering the service must include an intent-filter element in the manifest, inside the activity tag of the offering Activity. The intent filter includes all the details describing what it can do, such as a type element that describes the MIME type of data that it can handle, a custom action value that describes what your handling application can do (this is so that when it receives the Intent on opening it knows what it is expected to do), and most important, include a category filter with the value android.intent.category.ALTERNATIVE and/or android.intent.category.SELECTED_ALTERNATIVE (SELECTED_ALTERNATIVE is used to handle only the currently selected element on the screen, rather than the whole Activity intent. Here s an example of a snip of a manifest that advertises picture shrinking technology for both selected items and the whole screen. activity class="PictureShrink" !-- Handling class -- intent-filter label="Shrink picture" !-- Menu label to display -- action value="com.example.sampleapp.SHRINK_IT" / type value="image/*" / !-- MIME type for generic images -- category value="android.intent.category.ALTERNATIVE " / category value="android.intent.category.SELECTED_ALTERNATIVE" / /intent-filter /activity The menu-displaying application An application that wants to display a menu that includes any additional external services must, first of all, handle its menu creation callback. As part of that callback it creates an intent with the category Intent.ALTERNATIVE_CATEGORY and/or Intent.SELECTED_ALTERNATIVE, the MIME type currently selected, and any other requirements, the same way as it would satisfy an intent filter to open a new Activity. It then calls menu.addIntentOptions() to have Android search for and add any services meeting those requirements. It can optionally add additional custom menu items of its own. You should implement SELECTED_ALTERNATIVE in onPrepareOptionsMenu() rather than onCreateOptionsMenu(), because the user s selection can change after the application is launched. Here s a code snippet demonstrating how a picture application would search for additional services to display on its menu. @Override public boolean onCreateOptionsMenu(Menu menu){ super.onCreateOptionsMenu(menu); // Create an Intent that describes the requirements to fulfill to be included // in our menu. The offering app must include a category value of Intent.ALTERNATIVE_CATEGORY. Intent intent = new Intent(null, getIntent().getData()); intent.addCategory(Intent.ALTERNATIVE_CATEGORY); // Search for, and populate the menu with, acceptable offering applications. menu.addIntentOptions( 0, // Group 0, // Any unique IDs we might care to add. MySampleClass.class.getName(), // Name of the class displaying the menu--here, its this class. null, // No specifics. intent, // Previously created intent that describes our requirements. 0, // No flags. null); // No specifics. return true; } Display a Web Page Use the webkit.WebView object. Binding to Data You can bind a ListView to a set of underlying data by using a shim class called ListAdapter (or a subclass). ListAdapter subclasses bind to a variety of data sources, and expose a common set of methods such as getItem() and getView(), and uses them to pick View items to display in its list. You can extend ListAdapter and override getView() to create your own custom list items. There are essentially only two steps you need to perform to bind to data 1. Create a ListAdapter object and specify its data source 2. Give the ListAdapter to your ListView object. That s it! Here s an example of binding a ListActivity screen to the results from a cursor query. (Note that the setListAdapter() method shown is a convenience method that gets the page s ListView object and calls setAdapter() on it.) // Run a query and get a Cursor pointing to the results. Cursor c = People.query(this.getContentResolver(), null); startManagingCursor(c); // Create the ListAdapter. A SimpleCursorAdapter lets you specify two interesting things // an XML template for your list item, and // The column to map to a specific item, by ID, in your template. ListAdapter adapter = new SimpleCursorAdapter(this, android.R.layout.simple_list_item_1, // Use a template that displays a text view c, // Give the cursor to the list adapter new String[] {People.NAME} , // Map the NAME column in the people database to... new String[] {"text1"}); // The "text1" view defined in the XML template setListAdapter(adapter); See view/List4 in the ApiDemos project for an example of extending ListAdapter for a new data type. Capture Images from the Phone Camera You can hook into the device s camera onto your own Canvas object by using the CameraDevice class. See that class s documentation, and the ApiDemos project s Camera Preview application (Graphics/Camera Preview) for example code. Handling Expensive Operations in the UI Thread Avoid performing long-running operations (such as network I/O) directly in the UI thread — the main thread of an application where the UI is run — or your application may be blocked and become unresponsive. Here is a brief summary of the recommended approach for handling expensive operations 1. Create a Handler object in your UI thread 2. Spawn off worker threads to perform any required expensive operations 3. Post results from a worker thread back to the UI thread s handler either through a Runnable or a Message 4. Update the views on the UI thread as needed The following outline illustrates a typical implementation public class MyActivity extends Activity { [ . . . ] // Need handler for callbacks to the UI thread final Handler mHandler = new Handler(); // Create runnable for posting final Runnable mUpdateResults = new Runnable() { @Override public void run() { updateResultsInUi(); } }; @Override protected void onCreate(Bundle icicle) { super.onCreate(icicle); [ . . . ] } protected void startLongRunningOperation() { // Fire off a thread to do some work that we shouldn t do directly in the UI thread Thread t = new Thread() { public void run() { mResults = doSomethingExpensive(); mHandler.post(mUpdateResults); } }; t.start(); } private void updateResultsInUi() { // Back in the UI thread -- update our UI elements based on the data in mResults [ . . . ] } } For further discussions on this topic, see Developing Responsive Applications and the Handler documentation. Selecting, Highlighting, or Styling Portions of Text You can highlight or style the formatting of strings or substrings of text in a TextView object. There are two ways to do this If you use a string resource, you can add some simple styling, such as bold or italic using HTML notation. So, for example, in res/values/strings.xml you could declare this resource string id="@+id/styled_welcome_message" We are b i so /i /b glad to see you. /string /resources To style text on the fly, or to add highlighting or more complex styling, you must use the Spannable object as described next. To style text on the fly, you must make sure the TextView is using Spannable storage for the text (this will always be true if the TextView is an EditText), retrieve its text with getText(), and call setSpan(Object, int, int, int), passing in a new style class from the android.text.style package and the selection range. The following code snippet demonstrates creating a string with a highlighted section, italic section, and bold section, and adding it to an EditText object. // Get our EditText object. EditText vw = (EditText)findViewById(R.id.text); // Set the EditText s text. vw.setText("Italic, highlighted, bold."); // If this were just a TextView, we could do // vw.setText("Italic, highlighted, bold.", TextView.BufferType.SPANNABLE); // to force it to use Spannable storage so styles can be attached. // Or we could specify that in the XML. // Get the EditText s internal text storage Spannable str = vw.getText(); // Create our span sections, and assign a format to each. str.setSpan(new StyleSpan(android.graphics.Typeface.ITALIC), 0, 7, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); str.setSpan(new BackgroundColorSpan(0xFFFFFF00), 8, 19, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); str.setSpan(new StyleSpan(android.graphics.Typeface.BOLD), 21, str.length() - 1, Spannable.SPAN_EXCLUSIVE_EXCLUSIVE); List of Files for an Android Application The following list describes the structure and files of an Android application. Many of these files can be built for you (or stubbed out) by the activityCreator.py application shipped in the tools/ menu of the SDK. See Building an Android Sample Application for more information on using activityCreator.py. MyApp/ AndroidManifest.xml (required) Advertises the screens that this application provides, where they can be launched (from the main program menu or elsewhere), any content providers it implements and what kind of data they handle, where the implementation classes are, and other application-wide information. Syntax details for this file are described in AndroidManifest.xml. src//myPackagePath/.../MyClass.java (required) This folder holds all the source code files for your application, inside the appropriate package subfolders. res/ (required) This folder holds all the resources for your application. Resources are external data files or description files that are compiled into your code at build time. Files in different folders are compiled differently, so you must put the proper resource into the proper folder. (See Resources for details.) anim/animation1.xml... (optional) Holds any animation XML description files that the application uses. The format of these files is described in Resources. drawable/some_picture.pngsome_stretchable.9.pngsome_background.xml... (optional) Zero or more files that will be compiled to android.graphics.drawable resources. Files can be image files (png, gif, or other) or XML files describing other graphics such as bitmaps, stretchable bitmaps, or gradients. Supported bitmap file formats are PNG (preferred), JPG, and GIF (discouraged), as well as the custom 9-patch stretchable bitmap format. These formats are described in Resources. layout/screen_1_layout.xml... (optional) Holds all the XML files describing screens or parts of screens. Although you could create a screen in Java, defining them in XML files is typically easier. A layout file is similar in concept to an HTML file that describes the screen layout and components. See Implementing a UI for more information about designing screens, and Layout Resources for the syntax of these files. values/arraysclasses.xmlcolors.xmldimens.xmlstrings.xmlstyles.xmlvalues.xml (optional) XML files describing additional resources such as strings, colors, and styles. The naming, quantity, and number of these files are not enforced--any XML file is compiled, but these are the standard names given to these files. However, the syntax of these files is prescribed by Android, and described in Resources. xml/ (optional) XML files that can be read at run time on the device. raw/ (optional) Any files to be copied directly to the device.
https://w.atwiki.jp/0794/pages/86.html
―――Base underground experiment room――― The underground was not noticed or the attack had not been received. Of course, the command system was also safe. "Is the preparation good?" lei said. "It is safe" Cu answered so. Go well."Show it. " Let s transform it by using the command system in "for the time being" The lei said. "It is so ・・・・"Cu was reached the button of the bracelet that was attached to the arm, and pushed. Immediately after that Cuiiiiiiin Something was heard about the mystery. As for Cu, what you came has not been understood. Isao..lei..so..surprise..tone..say..shape..surprise..tone..Gale..such. Cu saw mysterious my body. Then, ・・・ I had taken the place of Lobo of the mystery. "Soldier Delfaitar of the lacquer black" Gale saw the appearance of Cu and it said so. "Surely ・・・ It is ..desire.. that angel army Lobo s subspecies go out ・・・ ..".. "Subspecies?"「It divides in the memory of, the command system note, and the other party, and it forces and it divides into Ten Tscagn Lobo by one watch. It is put by 0 fighters, and burn and your parents are phlegms and do not exist. It becomes Delfaitar today while getting angry and the appearance phlegm. 」 Gale said so. "Please shoot through the Cu target with the gun for the time being" Cu was pointed a pistol to the target as said to the lei, and fired. The target was splendidly destroyed. "This is terrible ・・・・" lei said so. ...".. ..Gale.. goodness so "Are the lei and other bases weirs ..not receiving the attack..?"「Yes. At present, it is only this base. 」 "Then, is it a furnace as soon as the companion in other bases is not told to go to Solshiti?"「I see. Reinforcements are requested to other armies. 」 ???The base ground? "If possible, ・・・ It also wants you to participate in this attack" Gale said. "I ・・・ Live" Cu was answered so. 「Satan army that you are formal when serving with distinction by this. Please take an active part holding out. 」 Gale said. "I ll be back"Cu faced collecting place Solshiti of a so good angel army.
https://w.atwiki.jp/warband/pages/248.html
menu_start_game_0|Welcome, adventurer, to Prophesy of Pendor! ^ Before beginning the game you must create your character. ^^ Be very careful, Adventurer. Your background choices here will forever impact your options and opportunities in Pendor. mno_continue|Continue... mno_go_back|Go back menu_start_phase_2|By the grace of the divine, you arrive in Pendor, a land plagued by constant strife for over 150 years. You have accepted a daunting challenge to stave off the influence of evil, reunite the warring factions of the old Kingdom, and create a new possibility for Pendor, as echoed by the mad wanderer, Madigan. These are dangerous lands, where many powers, great and small, vie against one another for supremacy. Here you will find honor and nobility, but also deceit and skulduggery. There will be valorous knights, and black-hearted assassins. You will leave your past behind to start a new life. Pendor is not your typical medieval country. Women and men have equal chances of successes and failure in Pendor. If you succeed, you will create another destiny, a new possibility in the infinite dimensions of reality. Your choices may create a new thread in the weave for the Oracle to choose, and offer the possibility that your actions may save us all. Drawn by the stories you hear about Pendor and its kingdoms, you. mno_town_1|join a caravan to Sarleon, in the Kingdom of Sarleon. mno_town_2|join a caravan to Ravenstern, in the Kingdom of Ravenstern. mno_town_3|join a caravan to Torbah, in the D'Shar Principalities. mno_town_4|take a ship to Javiksholm, in the Fierdsvain. mno_town_5|take a ship to Janos, in the Empire. mno_pop_cheat|[TEST] Just let me play! menu_start_game_3|Choose your scenario menu_tutorial|You approach a field where the locals are training with weapons. You can practice here to improve your combat skills. mno_go_back_dot|Go back. menu_reports|Character Renown/Prestige {reg5}^ ^Honor Rating {reg6}^Prestige spent {reg9}^Base prestige cost of Honor troops {reg10}^^Party Morale {reg8}^Party Size Limit {reg7}^^Next Payday {s60} mno_action_view_troop_trees|Troop trees. mno_view_character_report|View character report. mno_view_party_size_report|View party size report. mno_view_morale_report|View party morale report. mno_view_weekly_budget_report|View weekly budget report. mno_view_center_income_report|View location income report. mno_view_victory_condition_report|View victory progress. mno_view_achievement_report|View achievements. mno_view_faction_relations_report|View faction relations report. mno_view_npc_mission_report|View companion mission report. mno_lord_relations|View list of known lords by relation. mno_courtship_relations|View courtship relations. mno_action_view_world_map|Pendor map. mno_resume_travelling|Resume travelling. menu_custom_battle_scene|(NO TRANS) menu_custom_battle_end|The battle is over. {s1} Your side killed {reg5} enemies and lost {reg6} troops over the battle. You personally slew {reg7} men in the fighting. menu_start_game_1|Select your character's gender. mno_start_male|Male. mno_start_female|Female (Warband faces). mno_start_female_2|Female (Custom faces). menu_start_character_1|You were born years ago, and reside now in the Land of Barclay, far to the West and South of Pendor. Your father was... mno_start_noble|a minor noble. mno_start_merchant|a merchant ship captain. mno_start_guard|a former knight. mno_start_forester|a retired adventurer. mno_start_nomad|a wandering nomad clan leader. mno_start_thief|a rough and mysterious figure. mno_start_priest|a respectable physician. menu_start_character_2|{s10}^^ In your youth, you had very little idle time, as your father... mno_page|arranged for you to serve a minor Barclay noble. mno_apprentice|sent you to become an apprentice to the local guild as a craftsman. mno_stockboy|put you in the care of a successful merchant. mno_urchin|left you to fend for yourself. mno_nomad|sent you out on your own to hunt in the wilds. menu_start_character_3|{s11}^^ Then, after what seemed an eternity, your life changed. You were given the opportunity to become... mno_squire|a squire. mno_lady|a lady-in-waiting. mno_troubadour|a bard. mno_student|a physician scholar. mno_peddler|a self employed merchant. mno_craftsman|an engineer and builder. mno_poacher|a huntsman. menu_start_character_4|{s12}^^But as the fates would have it, everything in your world changed suddenly. You had no choice but to leave the lands of Barclay and strike out for Pendor because... mno_revenge|you must right a wrong done to you. mno_death|you received a message that your father has died. mno_wanderlust|of a series of unfortunate events. mno_disown|there were too many enemies that seek to end your life. mno_greed|of a letter that changed your life forever. menu_choose_skill|{s13} mno_begin_adventuring|You board the ship and settle in... menu_past_life_explanation|{s3} mno_view_next|{s5} menu_morale_report|{s1} menu_courtship_relations|{s1} menu_lord_relations|{s1} menu_center_income_report|{s1} mno_list_of_fief_with_pending_quests|Give me the list of fiefs with pending heartbeat quests mno_construction|View construction report... menu_center_construction_report|{s1} mno_back|Go back. menu_victory_progress_report|Victory Progress Report^^{s6}^^The Snake Cult is {s7}^The Jatu are {s8}^The Mystmountain Barbarians are {s9}^The Heretics are {s10}^^Total Armies Spawned {reg4}^^Armies Remaining ^{s13}^^Noldor Relations {s12}^^Victory is achieved by ^^- Having one Kingdom remaining.^- The Noldor must have Favorable or better relations with you.^- The Mystmountain tribes must either be Obliterated or Destroyed.^- Every other minor faction must be Obliterated or Destroyed with no outstanding minor faction armies or heroic personalties on the map. menu_companion_report|{s7}{s1} menu_character_report|{s9} menu_party_size_report|{s1} menu_faction_relations_report|{s1} mno_orders|View relations with Knighthood Orders. menu_order_relations_report|{s1} menu_camp|You set up camp. What do you want to do? mno_camp_action_1|Walk around and review your soldiers. mno_camp_manage_inventory|Manage your party's inventory. mno_camp_access_companions_inventory|Access companions' inventories. mno_camp_action|Take an action. mno_camp_wait_here|Wait here for some time. mno_camp_options|POP options. mno_camp_cheat_infoline|-CHEATS BELOW ARE ONLY FOR DEVELOPERS- mno_camp_cheat|Cheat Menu. mno_test_vader|Cheat Menu Vader. mno_test_vader2|Cheat Menu Vader Troops. mno_testers_cheat|Cheat Menu Testers. mno_fix_pop|Fix my game. menu_fix_pop_list|Fix my game. mno_fix_food|Fix '0 morale food' 'negative enterprise income' 'no CKO items'. mno_camp_autoloot_for_bug|Camp Autoloot to Correct Bug. mno_reset_old_ruins_var|Reset blacksmith and stable boy in Old Ruins. mno_purge_the_world|Purge the world. menu_purge_the_world_0|Attempt to reduce sizes of all field armies to the selected maximum value by randomly removing troops with level 35. mno_purge_the_world_1|1000 warriors mno_purge_the_world_2|2000 warriors mno_purge_the_world_3|3000 warriors mno_purge_the_world_4|4000 warriors mno_purge_the_world_5|5000 warriors mno_purge_the_world_6|7500 warriors mno_purge_the_world_7|10000 warriors mno_purge_the_world_8|1000 warriors with no level restriction menu_testers_cheat|Cheats for testers. mno_camp_cheatleo_get_50_troops|Get 100 troops. mno_camp_cheatleo_give_troops|Give troops. mno_camp_cheatleo_undress_troops|Undress a soldier. mno_camp_cheatleo_get_lords|Get Lords. mno_cheat_spawn_ashenborn|Give me the new Ashenborn and Assassin units. mno_cheat_companion_xp|Give my company 1 000 000 XP. mno_cheat_change_race_noldor|Make me an elf. mno_cheat_change_race_undead|Make me a zombie. mno_raise_player_level|Give me 1 000 000 XP. mno_cheat_disable_companion_complaints|Disable companion complaints. mno_cheat_enable_companion_complaints|Enable companion complaints. mno_cheat_disable_cheatmode|Turn cheat mode off. mno_choose_scene|Scene Chooser. mno_sarleon_loves_me|Sarleon loves me. menu_camp_cheat|Select a cheat mno_camp_cheat_find_item|Find an item ... mno_camp_cheat_change_weather|Change weather ... menu_camp_vader|What do you want to test today? mno_camp_vader_pimp|First, pimp me up! mno_salt_mine|Go to Al-Aziz. mno_camp_vader_ownorder|Test Player Order ... mno_camp_vader_gmquest_1|Setup Grandmaster quest for test (part 1). mno_camp_vader_gmquest_2|Setup Grandmaster quest for test (part 2). mno_camp_vader_randorder1|Generate and test random minor Order. mno_camp_vader_randorder2|Generate 7 random minor Orders. (WARNING) mno_test_noldor_quest_complete|Complete the Noldor quest (access the castle). mno_camp_vader_cheat|Toggle Native cheat mode {s7} mno_camp_wait|Fast forward for 200 days (x50 speed). mno_camp_vader_comp|Test companion conversations ... mno_rebuild_old_ruins|Rebuild Old Ruins for 30000 denars. mno_spawn_test_bandit_lairs|Spawn Test Bandit Lairs. mno_camp_vader_back|Back to camp menu. menu_camp_ownorder|Select an option mno_join|Join Sarleon and take over Avendor. mno_join2|Join Fierdsvain and take over Windholm. mno_finish|Finish current upgrades. mno_give|Give me Order Knights and Squires. mno_back_to_test_menu|Back to test menu. menu_camp_balance|Choose wisely mno_lords|Calculate lord strengths. mno_calcmercs|Spawn mercs and print strength. mno_limits0|Set template limits to 0. mno_limits50|Set template limits to 50. mno_limits100|Set template limits to 100. menu_camp_hostile_party|Choosen troop {s4} ({reg4}) mno_add1|Increase by 1 mno_add2|Increase by 10 mno_add3|Increase by 100 mno_rem1|Decrease by 1 mno_rem2|Decrease by 10 mno_rem3|Decrease by 100 mno_spawn|Spawn a party with 100 troops! menu_camp_quests35|Select an option mno_tavern_assassin|Tavern Assassin mno_rescue_daughter|Rescue daughter mno_escort_peasants|Escort peasants mno_order_bounty|Order bounty hunting menu_camp_economy|Select an option mno_camp_economy_listcenters|List all centers mno_camp_economy_listprices|List average prices mno_camp_economy_centergoods|View data on the nearest center mno_camp_economy_market_towns|View market towns mno_camp_economy_centerresetall|Reset all prices to 1000 mno_camp_economy_cycle|Update cycle for all trade goods prices mno_camp_economy_back|Back to test menu. menu_camp_economy_markets|{s2} mno_back_to_econ_menu|Back to economy menu. menu_camp_economy_center|{s2} menu_camp_economy_view|{s2} menu_camp_economy_prices|{s2} menu_camp_noldor|Select an option mno_test_noldor_friend|Make me a Noldor friend (30) mno_test_noldor_friend2|Make me a Noldor supporter (15) - enables the quest mno_test_noldor_enemy|Make me a Noldor enemy (-10) mno_test_noldor_quest_reset|Reset the Noldor quest mno_test_noldor_tournament|Start a Noldor tournament mno_test_noldor_trader|Regenerate merchant inventory. mno_test_noldor_prize|Give me a Noldor prize! mno_camp_noldor_back|Back to test menu. menu_test_heartbeat|Select an option mno_test_heartbeat_generate|Generate heartbeat quest mno_camp_heartbeat_back|Back to camp menu. menu_camp_achieve|Select an option mno_camp_achieve_all|Give me all achievements mno_camp_achieve_none|Clear all achievements mno_camp_achieve_notify|Review all notifications mno_camp_achieve_back|Back to main test menu. menu_camp_honor|Select an option mno_camp_honor_kotd|Give me 10 Dragon troops mno_camp_honor_kol|Give me 10 Lion troops mno_camp_honor_ei|Give me 10 Empire Mortals mno_camp_honor_dsw|Give me 10 D'Shar Dustriders mno_camp_honor_lv|Give me 10 Lady Einherjar mno_camp_honor_kotg|Give me 10 Knights of the Griffon mno_camp_honor_kotf|Give me 10 Knights and Talons of the Falcon mno_camp_honor_kors|Give me 10 Ravenspear Knights mno_camp_honor_korc|Give me 10 Radiant Cross Knights mno_camp_honor_rocc|Give me 10 Rangers of the Clarion Call mno_camp_honor_kotdw|Give me 10 Knight of the Dawn mno_camp_honor_koteg|Give me 10 Knights of the Ebony Gauntlet mno_camp_honor_slc|Give me 10 Shadow Legion Marinae mno_camp_honor_sr|Give me 10 Silvermist Rangers mno_camp_honor_koe|Give me 10 Knights of Eventide (and ghost lady) mno_camp_honor_back|Back to test menu. menu_camp_cool|Select an option mno_camp_cool_ha|Give me 100 Heroine Adventurers mno_camp_cool_ham|Give me 100 Hero Adventurers mno_camp_cool_jmr|Give me 100 Jatu Mercenary Riders mno_camp_cool_mhc|Give me 100 Marleons Heavy Cavalry mno_camp_cool_rkk|Give me 100 Ravenstern Highlanders mno_camp_cool_dda|Give me 100 D'Shar Djaha Archers mno_camp_cool_fb|Give me 100 Fierdsvain Berserkers mno_camp_cool_ntk|Give me 100 Noldor Twilight Knights mno_camp_cool_nmr|Give me 100 Noldor Maiden Rangers mno_camp_cool_nr|Give me 100 Noldor Rangers mno_camp_cool_kjk|Give me 100 K'Juda's Kajahars mno_camp_cool_dg|Give me 100 Doomguides mno_camp_cool_os|Give me 100 Omen Seekers mno_camp_cool_more|More cool troops... mno_camp_cool_back|Back to test menu. menu_camp_cool2|Select an option mno_camp_cool_05|Give me a Specialty Troop mno_camp_cool2_dli|Give me 100 Dread Legion Infantry mno_camp_cool2_ak|Give me 100 Anaconda Knights mno_camp_cool2_fr|Give me 100 Fallen Revenants mno_camp_cool2_dm|Give me 100 Demonic Magni mno_camp_cool2_hm|Give me 100 Heretic Invokers mno_camp_cool2_back|Back to test menu. menu_camp_regular|Select an option mno_camp_regular_Mettenheim|Give me a Mettenheim troops mno_camp_regular_Barclay|Give me Barclay troops mno_camp_regular_Veccavian|Give me a Veccavian company mno_camp_regular_Melitine|Give me a Melitine company mno_camp_regular_Singalian|Give me Singalian troops mno_camp_regular_Sarleon|Give me a Sarleon company mno_camp_regular_Ravenstern|Give me a Ravenstern company mno_camp_regular_DShar|Give me a D'Shar company mno_camp_regular_Fierdsvain|Give me a Fierdsvain company mno_camp_regular_Empire|Give me an Empire company mno_camp_regular_pendor|Give me a Pendor company mno_camp_regular_back|Back to test menu. menu_camp_minor|Select an option mno_camp_minor_eventide|Spawn Eventide Knight Patrol mno_camp_minor_dawn|Spawn Dawn Knight Patrol mno_camp_minor_ebony|Spawn Ebony Knight Patrol mno_camp_minor_1|Spawn Vanskerry Army mno_camp_minor_2|Spawn Heretic Army mno_camp_minor_3|Spawn Snake Cult Army mno_camp_minor_4|Spawn Mystmountain Army mno_camp_minor_5|Spawn Jatu Army mno_camp_minor_6|Spawn Noldor Patrol mno_camp_minor_7|Spawn Inquisition Army mno_camp_minor_8|Spawn Peasant Revolt Army mno_camp_minor_back|Back to main test menu. menu_camp_hero|Select an option mno_camp_hero_1|Spawn Three Seers mno_camp_hero_2|Spawn Alaric Von Brouhaha mno_camp_hero_3|Spawn Boris the Raven mno_camp_hero_4|Spawn Burilgi the Usurper mno_camp_hero_5|Spawn Dread Legion mno_camp_hero_6|Spawn Eyegrim the Devourer mno_camp_hero_7|Spawn Oswald de Fleur mno_camp_hero_8|Spawn Sheik Shalavan mno_camp_hero_more|More spawns... mno_camp_hero_back|Back to main test menu. menu_camp_hero2|Select an option mno_camp_hero_9|Spawn Wolfbode the Slayer mno_camp_hero_10|Spawn Syla Uzas mno_camp_hero_11|Spawn Griffonsword mno_camp_hero_12|Spawn Kodan Ironsword mno_camp_hero_13|Spawn Aeldarian mno_camp_hero_14|Spawn Ithilrandir mno_camp_hero_15|Spawn K'Juda the Ravager mno_camp_hero_16|Spawn Warlord Zulkar mno_camp_hero_more_1|Even more spawns ... mno_camp_hero2_back|Back to main test menu. menu_camp_hero3|Select an option mno_camp_hero_17|Spawn Obrist Heynrich mno_camp_hero_18|Spawn Verante Kruus mno_camp_hero_19|Spawn Rufio of Barclay mno_camp_hero_20|Spawn Sebastokrator Kaspax mno_camp_hero_21|Spawn Holy Inquisitor Rasmus Devatica mno_camp_hero_22|Spawn Toblik's Veccavian Renegades mno_camp_hero3_back|Back to main test menu. menu_camp_horsemen_apocalypse|Do NOT try this on your main savegame as it may ruin your game. mno_camp_horsemen_apocalypse_1|Call independent heroes. mno_camp_horsemen_apocalypse_2|Call Sarleon lords. mno_camp_horsemen_apocalypse_3|Call Ravenstern lords. mno_camp_horsemen_apocalypse_4|Call D'Shar lords. mno_camp_horsemen_apocalypse_5|Call Fierdsvain lords. mno_camp_horsemen_apocalypse_6|Call Empire lords. mno_camp_horsemen_apocalypse_back|Back to test menu. menu_camp_victory|Select an option mno_camp_victory_simple|Simple victory screen mno_camp_victoryold|Old Victory screen mno_camp_victory_back|Back to main test menu. menu_camp_fun|Select an option mno_camp_fun_village|Burn everything {s7} mno_camp_fun_twins|Spawn evil twins! mno_camp_fun_female|Make soldiers female! mno_camp_fun_undead|Make soldiers undead! mno_camp_fun_back|Back to main test menu. menu_camp_autoloot|Select an option mno_camp_autoloot_choose_item|Change item type {s3} mno_camp_autoloot_cavalry_toggle|Cavalry restriction {s7} mno_camp_autoloot_item_trade|Review/buy items mno_camp_autoloot_calc|Calculate average and standard deviation for item attributes. mno_camp_autoloot_score|Print all autoloot scores mno_camp_autoloot_top20|Print top 20 autoloot scores mno_camp_autoloot_back|Back to main test menu. menu_camp_companion|Select an option mno_camp_comp_recruit|Recruit all 20 companions. mno_camp_comp_linked|Random linked conversation. mno_camp_comp_toplayer|Random remark to player. mno_cheat_all_companions_to_basic_level|All companions to basic level. mno_camp_comp_back|Back to main test menu. menu_camp_vader2|What do you want to test today? mno_camp_vader_ht|Give me Honor troops ... mno_camp_vader_ct|Give me cool troops ... mno_camp_vader_rt|Give me regular troops ... mno_camp_vader_mf|Spawn a minor faction ... mno_camp_vader_sh|Spawn a special hero ... mno_camp_vader_ha|Horsemen of the Apocalypse ... mno_camp_vader_balance|Balance parties ... menu_camp_action|Choose an action mno_camp_recruit_prisoners|Recruit some of your prisoners to your party. mno_action_read_book|Select a book to read. mno_action_rename_party|Rename your party. mno_action_rename_kingdom|Rename your kingdom. mno_action_change_vassal_title|Set titles of your noble vassals. mno_action_rename_order|Rename your Order. mno_action_rename_old_ruins|Rename camp in the old ruins. mno_action_modify_banner|Modify your banner. mno_action_retire|Retire from adventuring. mno_camp_action_4a|Back to camp menu. menu_camp_recruit_prisoners|You offer your prisoners freedom if they agree to join you as soldiers. {s18} mno_camp_recruit_prisoners_accept|Take them. mno_camp_recruit_prisoners_reject|Reject them. menu_camp_no_prisoners|You have no prisoners to recruit from. menu_camp_action_read_book|Choose a book to read mno_action_read_book_1|{s1}. mno_action_read_book_2|{s1}. mno_action_read_book_3|{s1}. mno_action_read_book_4|{s1}. mno_action_read_book_5|{s1}. mno_action_read_book_6|{s1}. mno_action_read_book_7|{s1}. mno_action_read_book_8|{s1}. mno_action_read_book_9|{s1}. mno_action_read_book_10|{s1}. mno_action_read_book_11|{s1}. menu_camp_action_read_book_start|{s1} menu_retirement_verify|You are at day {reg0}. Your current luck is {reg1}. Are you sure you want to retire? mno_retire_yes|Yes. mno_retire_no|No. menu_end_game|The decision is made, and you resolve to give up your adventurer's life and settle down. You sell off your weapons and armor, gather up all your money, and ride off into the sunset... mno_end_game_bye|Farewell. menu_cattle_herd|You encounter a herd of cattle. mno_cattle_drive_away|Drive the cattle onward. mno_cattle_stop|Bring the herd to a stop. mno_cattle_kill|Slaughter some of the animals. mno_leave|Leave. menu_cattle_herd_kill|How many animals do you want to slaughter? mno_cattle_kill_1|One. mno_cattle_kill_2|Two. mno_cattle_kill_3|Three. mno_cattle_kill_4|Four. mno_cattle_kill_5|Five. menu_arena_duel_fight|You and your opponent prepare to fight for honor. menu_simple_encounter|{s2} You have {reg10} troops fit for battle against their {reg11}. mno_encounter_attack|Charge the enemy. mno_encounter_order_attack|Order your troops to attack without you. mno_encounter_leave|Leave. mno_encounter_retreat|Pull back, leaving some soldiers behind to cover your retreat. mno_encounter_surrender|Surrender. menu_encounter_surrender_confirm|Do you want to surrender? mno_encounter_surrender_yes|Yes, there is no hope. mno_encounter_surrender_no|No! I will fight to the end. menu_encounter_retreat_confirm|As the party member with the highest tactics skill, ({reg2}), {reg3?you devise {s3} devises} a plan that will allow you and your men to escape with your lives, but you'll have to leave {reg4} soldiers behind to stop the enemy from giving chase. mno_leave_behind|Go on. The sacrifice of these men will save the rest. mno_dont_leave_behind|No. We leave no one behind. menu_encounter_retreat|You tell {reg4} of your troops to hold the enemy while you retreat with the rest of your party. menu_order_attack_begin|Your troops prepare to attack the enemy. mno_order_attack_begin|Order the attack to begin. mno_call_back|Call them back. menu_order_attack_2|{s4}^^Your casualties {s8}^^Enemy casualties {s9}^^Allies remaining {reg10}^Enemies remaining {reg11} mno_order_attack_continue|Order your soldiers to continue the attack. mno_order_retreat|Call your soldiers back. menu_battle_debrief|{s11}^^Your casualties {s8}{s10}^^Enemy casualties {s9}^^Kill count {s12} menu_total_victory|You shouldn't be reading this... {s9} menu_enemy_slipped_away|{s17} menu_permanent_damage|{s0} mno_s0|{s0} menu_pre_join|You come across a battle between {s2} and {s1}. You decide to... mno_pre_join_help_attackers|Move in to help the {s2}. mno_pre_join_help_defenders|Rush to the aid of the {s1}. mno_pre_join_leave|Don't get involved. menu_join_battle|You are helping the {s2} against the {s1}. You have {reg10} troops fit for battle against the enemy's {reg11}. mno_join_attack|Charge the enemy. mno_join_order_attack|Order your troops to attack with your allies while you stay back. mno_join_leave|Leave. menu_join_order_attack|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10}^^Allies remaining {reg10}^Enemies remaining {reg11} menu_salt_mine|You enter the Hidden mines of Al-Aziz. mno_enter|Enter. menu_four_ways_inn|You arrive at the Four Ways Inn. menu_test_scene|You enter the test scene. mno_enter_1|Enter 1. mno_enter_2|Enter 2. mno_enter_3|Enter 3. mno_enter_4|Enter 4. mno_enter_5|Enter 5. mno_enter_6|Enter 6. mno_enter_7|Enter 7. mno_enter_8|Enter 8. mno_enter_9|Enter 9. menu_dhorak_keep|You enter the Dhorak Keep menu_join_siege_outside|{s1} has come under siege by {s2}. mno_approach_besiegers|Approach the siege camp. mno_pass_through_siege|Pass through the siege lines and enter {s1}. menu_cut_siege_without_fight|The besiegers let you approach the gates without challenge. menu_besiegers_camp_with_allies|{s1} remains under siege. The banners of {s2} fly above the camp of the besiegers, where you and your men are welcomed. mno_talk_to_siege_commander| Request a meeting with the commander. mno_join_siege_with_allies|Join the next assault. mno_join_siege_stay_back|Order your soldiers to join the next assault without you. menu_castle_outside|You are outside {s2}.{s11} {s3} {s4} mno_approach_gates|Approach the gates and hail the guard. mno_town_sneak|Disguise yourself and try to sneak into the {s7} mno_castle_start_siege|Besiege the {reg6?town castle}. mno_castle_leave|Leave. menu_castle_guard|You approach the gate. The men on the walls watch you closely. mno_request_shelter|Request entry to the castle. mno_request_meeting_commander|Request a meeting with someone. mno_guard_leave|Leave. menu_castle_entry_granted|After a brief wait, the guards open the gates for you and allow your party inside. menu_castle_entry_denied|The lord of this castle has forbidden you from coming inside these walls, and the guard sergeant informs you that his men will fire if you attempt to come any closer. menu_castle_meeting|With whom do you want to meet? mno_guard_meet_s5|{s5}. mno_forget_it|Forget it. menu_castle_meeting_selected|Your request for a meeting is relayed inside, and finally {s6} appears in the courtyard to speak with you. menu_castle_besiege|You are laying siege to {s1}. {s2} {s3} mno_siege_request_meeting|Call for a meeting with the castle commander. mno_wait_24_hours|Wait until tomorrow. mno_castle_lead_attack|Lead your soldiers in an assault. mno_attack_stay_back|Order your soldiers to attack while you stay back... mno_build_ladders|Prepare ladders to attack the walls. mno_build_siege_tower|Build a siege tower. mno_lift_siege|Abandon the siege. menu_siege_attack_meets_sally|The defenders sally out to meet your assault. menu_castle_besiege_inner_battle|{s1} menu_construct_ladders|As the party member with the highest Engineer skill ({reg2}), {reg3?you estimate {s3} estimates} that it will take {reg4} hours to build enough scaling ladders for the assault. mno_build_ladders_cont|Do it. menu_construct_siege_tower|As the party member with the highest Engineer skill ({reg2}), {reg3?you estimate {s3} estimates} that building a siege tower will take {reg4} hours. mno_build_siege_tower_cont|Start building. menu_castle_attack_walls_simulate|{s4}^^Your casualties {s8}^^Enemy casualties {s9} menu_castle_attack_walls_with_allies_simulate|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10}^^Allies remaining {reg10}^Enemies remaining {reg11} menu_castle_taken_by_friends|Nothing to see here. menu_castle_taken|{s3} has fallen to your troops, and you now have full control of the {reg2?town castle}.{reg1? You may station troops here to defend it against enemies who may try to recapture it. Also, you should select now whether you will hold the {reg2?town castle} yourself or give it to a faithful vassal... } menu_castle_taken_2|{s3} has fallen to your troops, and you now have full control of the castle. It is time to send word to {s9} about your victory. {s5} mno_castle_taken_claim|Request that {s3} be awarded to you. mno_castle_taken_claim_2|Request that {s3} be awarded to your {reg63?wife husband}. mno_castle_taken_no_claim|Ask no rewards. menu_requested_castle_granted_to_player|You receive a message from your liege, {s3}.^^ {reg4?She He} has decided to grant {s2}{reg3? and the nearby village of {s4} } to you, with all due incomes and titles, to hold in {reg4?her his} name for as long as you maintain your oath of homage.. menu_requested_castle_granted_to_player_husband|You receive a message from your liege, {s3}.^^ {reg4?She He} has decided to grant {s2}{reg3? and the nearby village of {s4} } to your husband, {s7}. menu_requested_castle_granted_to_another|You receive a message from your monarch, {s3}.^^ 'I was most pleased to hear of your valiant efforts in the capture of {s2}. Your victory has gladdened all our hearts. You also requested me to give you ownership of the castle, but that is a favor which I fear I cannot grant, as you already hold significant estates in my realm. Instead I have sent you {reg6} denars to cover the expenses of your campaign, but {s2} I give to {s5}.' mno_accept_decision|Accept the decision. mno_leave_faction|You have been wronged! Renounce your oath to your liege! menu_requested_castle_granted_to_another_female|You receive a message from your monarch, {s3}.^^ 'I was most pleased to hear of your valiant efforts in the capture of {s2}. Your victory has gladdened all our hearts. You also requested me to give ownership of the castle to your husband, but that is a favor which I fear I cannot grant, as he already holds significant estates in my realm. Instead I have sent you {reg6} denars to cover the expenses of your campaign, but {s2} I give to {s5}.' menu_leave_faction|Renouncing your oath is a grave act. Your lord may condemn you and confiscate your lands and holdings. However, if you return them of your own free will, he may let the betrayal go without a fight. mno_leave_faction_give_back|Renounce your oath and give up your holdings. mno_leave_faction_hold|Renounce your oath and rule your lands, including {s2}, in your own name. mno_leave_faction_cancel|Remain loyal and accept the decision. menu_give_center_to_player|Your lord offers to extend your fiefs! {s1} sends word that he is willing to grant {s2} to you in payment for your loyal service, adding it to your holdings. What is your answer? mno_give_center_to_player_accept|Accept the offer. mno_give_center_to_player_reject|Reject. You have no interest in holding {s2}. menu_give_center_to_player_2|With a brief ceremony, you are officially confirmed as the new lord of {s2}{reg3? and its bound village {s4} }. {reg3?They It} will make a fine part of your fiefdom. You can now claim the rents and revenues from your personal estates there, draft soldiers from the populace, and manage the lands as you see fit. However, you are also expected to defend your fief and your people from harm, as well as maintaining the rule of law and order. menu_oath_fulfilled|You had a contract with {s1} to serve him for a certain duration. Your contract has now expired. What will you do? mno_renew_oath|Renew your contract with {s1} for another month. mno_dont_renew_oath|Become free of your bond. menu_siege_started_defender|{s1} is launching an assault against the walls of {s2}. You have {reg10} troops fit for battle against the enemy's {reg11}. You decide to... mno_siege_defender_join_battle|Join the battle. mno_siege_defender_troops_join_battle|Order your men to join the battle without you. menu_siege_join_defense|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10}^^Allies remaining {reg10}^Enemies remaining {reg11} menu_enter_your_own_castle|{s10} menu_village|{s10} {s12}^{s11}^{s6}{s7} mno_village_manage|Manage this village. mno_village_train_steward|Train your village steward. mno_village_elder_talk|Speak with the Village Elder. mno_village_elder_talk_door|Door to the village center mno_recruit_volunteers|Recruit Volunteers. mno_village_center|Go to the village center. mno_village_center_door|Door to the village center mno_village_buy_food|Buy supplies from the peasants. mno_village_attack_bandits|Attack the bandits. mno_village_wait|Wait here for some time. mno_collect_taxes_qst|{reg5?Continue collecting taxes Collect taxes} due to {s1}. mno_train_peasants_against_bandits_qst|Train the peasants. mno_village_hostile_action|Take a hostile action. mno_village_leave|Leave. menu_village_hostile_action|What action do you have in mind? mno_village_take_food|Force the peasants to give you supplies. mno_village_steal_cattle|Steal cattle. mno_village_loot|Loot and burn this village. menu_recruit_volunteers|{s18} mno_continue_not_enough_gold|I don't have enough money... mno_recruit_them|Recruit them ({reg6} denars). menu_village_hunt_down_fugitive_defeated|A heavy blow from the fugitive sends you to the ground, and your vision spins and goes dark. Time passes. When you open your eyes again you find yourself battered and bloody, but luckily none of the wounds appear to be lethal. menu_village_infest_bandits_result|{s9} menu_village_infestation_removed|In a battle worthy of song, you and your men drive the bandits out of the village, making it safe once more. The villagers have little left in the way of wealth after their ordeal, but they offer you all they can find. mno_village_bandits_defeated_accept|Take it as your just due. mno_village_bandits_defeated_cont|Refuse, stating that they need these items more than you do. menu_steward_training|The meeting between you and your {s17} steward^is prepared to begin.^^Based on the amount of information your steward needs to learn,^the meeting will last {reg8} hours and cost {reg9} denars.{reg6?^^Unfortunately you do not currently have the funds to hold this meeting... } mno_steward_training_confirm|Begin the meeting. mno_steward_training_decline|Put the meeting off until later. menu_steward_training_complete|The meeting with your {s17} steward was a success. He thanks you for your time, returning to {reg9?the castle his home} with renewed confidence in his abilities. menu_center_manage|{s19}^{reg6?^^You are currently building {s7}. The current project will be completed after {reg8} day{reg9?s }. } mno_center_send_out_prospectors|Send out prospectors. mno_center_build_training_grounds|Build training grounds. mno_center_build_manor|Build a manor. mno_center_build_herbalist|Build a herbalist. mno_center_build_fishpond|Build fish pond. mno_center_build_shrine|Build a shrine. mno_center_build_watch_tower|Build a watch tower. mno_center_build_school|Build a school. mno_center_build_renderers|Build renderers. mno_center_crop_rotation|Implement crop rotation. mno_center_build_hunting_lodge|Build hunting lodge. mno_center_build_improved_roads|Improve roads. mno_center_build_warehouse|Build warehouse. mno_center_build_foresters|Hire foresters. mno_center_build_sheriff|Hire a sheriff. mno_center_building_civic_patrols|Hire civic patrols. mno_center_build_prisoner_tower|Build a prison tower. mno_center_build_market|Build a market. mno_center_build_blacksmith|Build blacksmith. mno_center_build_sanitation_standards|Implement sanitation standards. mno_center_build_church|Build church. mno_center_build_winery|Build winery. mno_center_build_tax_collector|Build tax collector office. mno_center_build_fire_brigade|Build fire brigade. mno_center_build_craftsmen|Train craftsmen. mno_center_well_cleaners|Train well cleaners. mno_center_streetsweepers|Hire street sweepers. mno_center_building_inspectors|Train building inspectors. mno_center_build_mine|Build a mine. mno_center_build_monastery|Build monastery. mno_center_build_messenger_post|Build messenger post. mno_center_build_chapel|Build chapel. mno_center_build_hospital|Build hospital. mno_center_build_university|Build university. mno_center_build_cathedral|Build cathedral. mno_center_build_courts|Build courts. mno_center_build_organized_guilds|Found organized guilds. mno_center_build_lamplighters|Hire lamplighters. mno_center_building_thieves_guild|Found thieves guild. mno_center_building_town_crier|Hire town crier. menu_center_improve|^^ {s19} Your steward, with an engineering skill of ({reg2}), believes that {reg7?repairing building} the {s4} will cost {reg5} denars and will take {reg6} days. mno_improve_cont|Go on. mno_improve_not_enough_gold|I don't have enough money for that. menu_town_bandits_failed|{s4} {s5} menu_town_bandits_succeeded|The bandits fall before you as wheat to a scythe! Soon you stand alone in the streets while most of your attackers lie unconscious, dead or dying. Searching the bodies, you find a purse which must have belonged to a previous victim of these brutes. Or perhaps, it was given to them by someone who wanted to arrange a suitable ending to your life. menu_village_steal_cattle_confirm|As the party member with the highest looting skill ({reg2}), {reg3?you reckon {s1} reckons} that you can steal as many as {reg4} heads of village's cattle. mno_village_steal_cattle_confirm|Go on. menu_village_steal_cattle|{s1} menu_village_take_food_confirm|It will be difficult to force and threaten the peasants into giving their precious supplies. You think you will need at least one hour. mno_village_take_food_confirm|Go ahead. menu_village_take_food|The villagers grudgingly bring out what they have for you. mno_take_supplies|Take the supplies. mno_let_them_keep_it|Let them keep it. menu_village_start_attack|Some of the angry villagers grab their tools and prepare to resist you. It looks like you'll have a fight on your hands if you continue. mno_village_raid_attack|Charge them. mno_village_raid_leave|Leave this village alone. menu_village_loot_no_resist|The villagers here are few and frightened, and they quickly scatter and run before you. The village is at your mercy. mno_village_loot_raze|Plunder the village, then raze it. menu_village_loot_complete|On your orders your troops sack the village, pillaging everything of any value, and then put the buildings to the torch. From the coins and valuables that are found, you get your share of {reg1} denars. menu_village_loot_defeat|Fighting with courage and determination, the villagers manage to hold together and drive off your forces. menu_village_loot_continue|Do you wish to continue looting this village? mno_disembark_yes|Yes. mno_disembark_no|No. menu_close|Nothing. menu_noldor_castle|You approach the Noldor castle, hardly believing it is a reality, not merely a myth... mno_castle_castle_1|Go to the Noldor castle hall. mno_castle_castle_1_door|Door to the castle mno_join_tournament_noldor|Join the Noldor tournament. mno_castle_inspect|Take a walk around the courtyard. mno_castle_inspect_door|To the castle courtyard. mno_castle_attack_surprise|Launch a surprise attack on the castle. mno_castle_wait|Wait here for some time{s1}. mno_town_leave|Leave. mno_town_leave_door|Leave Area. menu_noldor_attack_verify|Are you sure you want to attack the Noldor castle? This is a very treacherous act with dire consequences. mno_noldor_attack_verify_yes|Yes. There's plenty of loot around here masquerading as pointy-eared twats. mno_noldor_attack_verify_no|No, we can't stab our Noldor friends in the back! menu_noldor_castle_attack|Your troops prepare to assault the Noldor castle... menu_noldor_castle_attack_result|Castle attack result - you should not see this text! menu_noldor_castle_victory|Your treacherous assault has been successful. Just as you leave with wagons of loot, the Noldor castle flickers out of sight as it never existed. menu_noldor_castle_defeat|The Noldor have repelled your treacherous assault and cloaked their castle again. menu_stronghold|{s4} mno_castle_castle_2|Go to the castle. mno_join_tournament_order|Join the Order tournament. mno_town_castle_2|Go to the Order castle hall. mno_town_castle_2_door|Door to the castle mno_town_center|Take a walk around the streets. mno_town_tavern|Visit the tavern. mno_town_merchant|Speak with the merchant. mno_town_arena|Enter the arena. mno_town_dungeon|Never Enter the prison. mno_town_enterprise|Visit your enterprise. mno_visit_lady|Attempt to visit a lady. mno_trade_with_merchants|Go to the marketplace. mno_castle_attack|Launch the assault! mno_castle_wait_free|Rest here for some time. menu_stronghold_attack_verify|Are you ready to assault the stronghold? mno_stronghold_attack_verify_yes|Yes. I have fine troops at my command. mno_stronghold_attack_verify_no|No, it looks suicidal. menu_stronghold_attack|Your troops prepare to assault the Snake Cult stronghold... menu_stronghold_attack_result|Castle attack result - you should not see this text! menu_stronghold_victory|The day is won! The last Cultist defender is put to the sword and you claim their stronghold for your Order. menu_stronghold_defeat|The Snake Cult have repelled your futile assault and will surely reinforce their garrison before the next one. menu_old_ruins|{s4} mno_castle_castle_3|Go to the castle. mno_inspect_old_ruins|Investigate area. mno_inspect_old_ruins_door|Investigate area. mno_inspect_camp_build|Meet the builder. mno_inspect_camp_build_door|Meet the builder. mno_leave_workforce_camp|Leave workers in the camp ({reg33}/20 already here). mno_leave_workforce_camp_door|Leave workers in the camp. mno_camp_master_talk|Speak with the Camp Master. mno_camp_master_talk_door|Speak with the Camp Master. mno_camp_blacksmith_talk|Speak with the Blacksmith. mno_camp_blacksmith_talk_door|Speak with the Blacksmith. mno_camp_vet_talk|Speak with the Horse Keeper. mno_camp_vet_talk_door|Speak with the Horse Keeper. mno_inspect_camp_finished|Go to the camp. mno_inspect_camp_finished_door|Go to the camp. mno_camp_station_troops|Manage the garrison. ({reg33}/{reg34}{s2}) mno_camp_station_troops_door|Manage the garrison. mno_camp_wait_old_ruins|Rest here for some time. mno_camp_wait_old_ruins_door|Rest here for some time. mno_camp_leave|Leave. mno_camp_leave_door|Leave. menu_town|{s10} {s14}^{s11}{s12}{s13} mno_castle_castle|Go to the Lord's hall{s1}. mno_castle_castle_door|Door to the castle mno_join_tournament|Join the tournament. mno_town_castle|Go to the castle{s1}. mno_town_castle_door|Door to the castle mno_town_center_door|Door to the town center mno_town_tavern_door|Door to the tavern mno_town_merchant_door|Door to the shop mno_town_arena_door|Door to the arena mno_town_dungeon_door|Door to the dungeon mno_town_enterprise_a|Visit your {s3}. mno_town_enterprise_a_door|Door to your enterprise mno_visit_lady_door|Door to the garden mno_guildmaster_talk|Speak with the Guildmaster. mno_walled_center_manage|Manage this {reg0?town castle}. mno_walled_center_train_steward|Train your {reg0?town castle} steward. mno_walled_center_move_court|Move your court here. mno_castle_station_troops|Manage the garrison. {s10} menu_cannot_enter_court|There is a feast in progress in the lord's hall, but you are not of sufficient status to be invited inside. Perhaps increasing your renown would win you admittance -- or you might also try distinguishing yourself at a tournament while the feast is in progress... menu_lady_visit|Whom do you wish to visit? mno_visit_lady_1|Visit {s12} mno_visit_lady_2|Visit {s12} mno_visit_lady_3|Visit {s12} mno_visit_lady_3_door|Door to the garden mno_visit_lady_4|Visit {s12} mno_visit_lady_5|Visit {s12} mno_visit_lady_6|Visit {s12} mno_visit_lady_7|Visit {s12} mno_visit_lady_8|Visit {s12} menu_town_tournament_lost|You have been eliminated from the tournament.{s8} menu_town_tournament_won|You have won the tournament of {s3}! You are filled with pride as the crowd cheers your name. In addition to honor, fame and glory, you earn a prize of {reg9} denars. {s8} menu_town_tournament_won_by_another|As the only {reg3?fighter man} to remain undefeated this day, {s1} wins the lists and the glory of this tournament. menu_town_tournament|{s1}You are at tier {reg0} of the tournament, with {reg1} participants remaining. In the next round, there will be {reg2} teams with {reg3} {reg4?fighters fighter} each. mno_tournament_bet|Place a bet on yourself. mno_tournament_join_next_fight|Fight in the next round. mno_tournament_view_participants|View participants. mno_leave_tournament|Withdraw from the tournament. menu_tournament_withdraw_verify|Are you sure you want to withdraw from the tournament? mno_tournament_withdraw_yes|Yes. This is a pointless affectation. mno_tournament_withdraw_no|No, not as long as there is a chance of victory! menu_tournament_bet|The odds against you are {reg5} to {reg6}.{reg1? You have already bet {reg1} denars on yourself, and if you win, you will earn {reg2} denars. } How much do you want to bet? mno_bet_500_denars|500 denars. mno_bet_250_denars|250 denars. mno_bet_100_denars|100 denars. mno_bet_50_denars|50 denars. mno_bet_25_denars|25 denars. menu_tournament_bet_confirm|If you bet {reg1} denars, you will earn {reg2} denars if you win the tournament. Is that all right? mno_tournament_bet_accept|Go ahead. mno_tournament_bet_cancel|Forget it. menu_tournament_participants|You ask one of the criers for the names of the tournament participants. They are ^{s11} menu_collect_taxes|As the party member with the highest trade skill ({reg2}), {reg3?you expect {s1} expects} that collecting taxes from here will take {reg4} days... mno_start_collecting|Start collecting. mno_collect_later|Put it off until later. menu_collect_taxes_complete|You've collected {reg3} denars in taxes from {s3}. {s19} will be expecting you to take the money to him. menu_collect_taxes_rebels_killed|Your quick action and strong arm have successfully put down the revolt. Surely, anyone with a mind to rebel against you will think better of it after this. menu_collect_taxes_failed|You could collect only {reg3} denars as tax from {s3} before the revolt broke out. {s1} won't be happy, but some silver will placate him better than nothing at all... menu_collect_taxes_revolt_warning|The people of {s3} are outraged at your demands and decry it as nothing more than extortion. They're getting very restless, and they may react badly if you keep pressing them. mno_continue_collecting_taxes|Ignore them and continue. mno_halve_taxes|Agree to reduce your collection by half. ({s1} may be upset) menu_collect_taxes_revolt|You are interrupted while collecting the taxes at {s3}. A large band of angry {reg9?peasants townsmen} is marching nearer, shouting about the exorbitant taxes and waving torches and weapons. It looks like they aim to fight you! menu_train_peasants_against_bandits|As the party member with the highest training skill ({reg2}), {reg3?you expect {s1} expects} that getting some peasants ready for practice will take {reg4} hours. mno_make_preparation|Train them. mno_train_later|Put it off until later. menu_train_peasants_against_bandits_ready|You put the peasants through the basics of soldiering, discipline and obedience. You think {reg0} of them {reg1?have has} fully grasped the training and {reg1?are is} ready for some practice. mno_peasant_start_practice|Start the practice fight. menu_train_peasants_against_bandits_training_result|{s0} menu_train_peasants_against_bandits_attack|As you get ready to continue the training, a sentry from the village runs up to you, shouting alarums. The bandits have been spotted on the horizon, riding hard for {s3}. The elder begs that you organize your newly-trained militia and face them. mno_peasants_against_bandits_attack_resist|Prepare for a fight! menu_train_peasants_against_bandits_attack_result|{s9} menu_train_peasants_against_bandits_success|The bandits are broken! Those few who remain run off with their tails between their legs, terrified of the peasants and their new champion. The villagers have little left in the way of wealth after their ordeal, but they offer you all they can find to show their gratitude. menu_disembark|Do you wish to disembark? menu_ship_reembark|Do you wish to embark? mno_reembark_yes|Yes. mno_reembark_no|No. menu_center_reports|Town Name {s1}^Econ {reg7} Prosperity {reg6}^Rent Income {reg1} Tariff Income {reg2}^Wealth {reg4} Projected {reg8}^Player weekly income {reg9}[{reg10}]^Garrison wage {reg5}^Food Stock for {reg3} days mno_to_price_and_productions|Show prices and productions. menu_price_and_production|Productions are ^(Note base/modified by raw materials/modified by materials plus prosperity)^{s1}^^Price factors are ^{s2} menu_town_trade|You head towards the marketplace. mno_assess_prices|Assess the local prices. mno_trade_with_weaponsmith|Trade with the arms merchant. mno_trade_with_armorsmith|Trade with the armor merchant. mno_trade_with_horse_trader|Trade with the horse merchant. mno_trade_with_merchant|Trade with the goods merchant. mno_back_to_town_menu|Head back. menu_town_trade_assessment_begin|The trade district is bustling with merchants and caravan masters making deals. You overhear several discussions about the prices of trade goods across the local area. mno_town_best_deals|Listen closely and attempt to work out the best deals mno_back_to_market|Go back to the market. menu_town_trade_assessment|As the party member with the highest trade skill ({reg2}), {reg3?you try to figure out {s1} tries to figure out} the best goods to trade in. {s2} menu_sneak_into_town_suceeded|Disguised in the garments of a poor pilgrim, you fool the guards and make your way into the town. menu_sneak_into_town_caught|As you try to sneak in, one of the guards recognizes you and raises the alarm! You must flee back through the gates before all the guards in the town come down on you! mno_sneak_caught_fight|Try to fight your way out! mno_sneak_caught_surrender|Surrender. menu_sneak_into_town_caught_dispersed_guards|You drive off the guards and cover your trail before running off, easily losing your pursuers in the maze of streets. menu_sneak_into_town_caught_ran_away|You make your way back through the gates and quickly retreat to the safety of the countryside.{s11} menu_enemy_offer_ransom_for_prisoner|The {s2} offers you a sum of {reg12} denars in silver if you are willing to sell them {s1}. mno_ransom_accept|Accept the offer. mno_ransom_reject|Reject the offer. menu_training_ground|You approach a training field where you can practice your martial skills. What kind of training do you want to do? mno_camp_trainer|Speak with the trainer. mno_camp_train_melee|Sparring practice. mno_camp_train_archery|Ranged weapon practice. mno_camp_train_mounted|Horseback practice. menu_training_ground_selection_details_melee_1|How many opponents will you go against? mno_camp_train_melee_num_men_1|One. mno_camp_train_melee_num_men_2|Two. mno_camp_train_melee_num_men_3|Three. mno_camp_train_melee_num_men_4|Four. menu_training_ground_selection_details_melee_2|Choose your opponent #{reg1} mno_training_ground_selection_details_melee_random|Choose randomly. menu_training_ground_selection_details_mounted|What kind of weapon do you want to train with? mno_camp_train_mounted_details_1|One handed weapon. mno_camp_train_mounted_details_2|Polearm. mno_camp_train_mounted_details_3|Bow. mno_camp_train_mounted_details_4|Thrown weapon. menu_training_ground_selection_details_ranged_1|What kind of ranged weapon do you want to train with? mno_camp_train_ranged_weapon_bow|Bow and arrows. mno_camp_train_ranged_weapon_crossbow|Crossbow. mno_camp_train_ranged_weapon_thrown|Throwing Knives. menu_training_ground_selection_details_ranged_2|What range do you want to practice at? mno_camp_train_ranged_details_1|10 yards. mno_camp_train_ranged_details_2|20 yards. mno_camp_train_ranged_details_3|30 yards. mno_camp_train_ranged_details_4|40 yards. mno_camp_train_ranged_details_5|50 yards. mno_camp_train_ranged_details_6|60 yards. mno_camp_train_ranged_details_7|70 yards. menu_training_ground_description|{s0} menu_training_ground_training_result|{s7}{s2} menu_marshall_selection_candidate_ask|{s15} will soon select a new marshall for the {s23}. Some of the lords have suggested your name as a likely candidate. mno_marshall_candidate_accept|Let {s15} learn that you are willing to serve as marshall. mno_marshall_candidate_reject|Tell everyone that you are too busy these days. menu_captivity_avoid_wilderness|Suddenly all the world goes black around you. Many hours later you regain your conciousness and find yourself at the spot you fell. Your enemies must have taken you up for dead and left you there. However, it seems that none of your wounds were lethal, and although you feel awful, you find out you can still walk. You get up and try to look for any other survivors from your party. menu_captivity_start_wilderness|Stub menu_captivity_start_wilderness_surrender|Stub menu_captivity_start_wilderness_defeat|Your enemies take you prisoner. menu_captivity_start_castle_surrender|Stub menu_captivity_start_castle_defeat|Stub menu_captivity_start_under_siege_defeat|Your enemies take you prisoner. menu_captivity_wilderness_taken_prisoner|Your enemies take you prisoner. menu_captivity_wilderness_check|stub menu_captivity_end_wilderness_escape|After painful days of being dragged about as a prisoner, you find a chance and escape from your captors! menu_captivity_castle_taken_prisoner|You are quickly surrounded by guards who take away your weapons. With curses and insults, they throw you into the dungeon where you must while away the miserable days of your captivity. menu_captivity_rescue_lord_taken_prisoner|You remain in disguise for as long as possible before revealing yourself. The guards are outraged and beat you savagely before throwing you back into the cell for God knows how long... menu_captivity_castle_check|stub menu_captivity_end_exchanged_with_prisoner|After days of imprisonment, you are finally set free when your captors exchange you with another prisoner. menu_captivity_end_propose_ransom|You spend long hours in the sunless dank of the dungeon, more than you can count. Suddenly one of your captors enters your cell with an offer; he proposes to free you in return for {reg5} denars of your hidden wealth. You decide to... mno_captivity_end_ransom_accept|Accept the offer. mno_captivity_end_ransom_deny|Refuse him, wait for something better. menu_captivity_castle_remain|More days pass in the darkness of your cell. You get through them as best you can, enduring the kicks and curses of the guards, watching your underfed body waste away more and more... menu_kingdom_army_quest_report_to_army|{s8} sends word that he wishes you to join {reg4?her his} new military campaign. You need to bring at least {reg13} troops to the army, and are instructed to raise more men with all due haste if you do not have enough. menu_kingdom_army_quest_messenger|{s8} sends word that he wishes to speak with you about a task he needs performed. He requests you to come and see him as soon as possible. menu_kingdom_army_quest_join_siege_order|{s8} sends word that you are to join the siege of {s9} in preparation for a full assault. Your troops are to take {s9} at all costs. menu_kingdom_army_follow_failed|You have failed to follow {s8}. The marshal assumes that you were otherwise engaged, but would have appreciated your support. menu_invite_player_to_faction_without_center|You receive an offer of vassalage!^^ {s8} of the {s9} has sent a royal herald to bring you an invitation in his own hand. You would be granted the honor of becoming a vassal {reg63?lord lady} of the {s9}, and in return {s8} asks you to swear an oath of homage to him and fight in his military campaigns, although he offers you no lands or titles. He will surely be offended if you do not take the offer... mno_faction_accept|Accept! mno_faction_reject|Decline the invitation. menu_invite_player_to_faction|You receive an offer of vassalage!^^ {s8} of the {s9} has sent a royal herald to bring you an invitation in his own hand. You would be granted the honor of becoming a vassal {reg63?lord lady} of the {s9}, and in return {s8} asks you to swear an oath of homage to him and fight in his military campaigns, offering you the fief of {s2} for your loyal service. He will surely be offended if you do not take the offer... menu_invite_player_to_faction_accepted|In order to become a vassal, you must swear an oath of homage to {s3}. You shall have to find him and give him your oath in person. {s5} menu_question_peace_offer|You Receive a Peace Offer^^The {s1} offers you a peace agreement. What is your answer? mno_peace_offer_accept|Accept mno_peace_offer_reject|Reject menu_notification_truce_expired|Truce Has Expired^^The truce between the {s1} and the {s2} has expired. menu_notification_feast_quest_expired|{s10} menu_notification_sortie_possible|Enemies have been sighted outside the walls of {s4}; {s5} and others are preparing for a sortie. You may join them if you wish. menu_notification_casus_belli_expired|Kingdom Fails to Respond^^The {s1} has not responded to the {s2}'s provocations, and {s3} suffers a loss of face among {reg4?her his} more bellicose subjects...^ menu_notification_lord_defects|Defection {s4} has abandoned the {s5} and joined the {s7}, taking {reg4?her his} fiefs with him menu_notification_treason_indictment|Treason Indictment^^{s9} menu_notification_border_incident|Border incident^^Word reaches you that {s9}. Though you don't know whether or not the rumors are true, you do know one thing -- this seemingly minor incident has raised passions among the {s4}, making it easier for them to go to war against the {s3}, if they want it... menu_notification_player_faction_active|You now possess land in your name, without being tied to any kingdom. This makes you a monarch in your own right, with your court temporarily located at {s12}. However, the other kings in Pendor will at first consider you a threat, for if any upstart warlord can grab a throne, then their own legitimacy is called into question.^^You may find it desirable at this time to pledge yourself to an existing kingdom. If you want to continue as a sovereign monarch, then your first priority should be to establish an independent right to rule. You can establish your right to rule through several means -- marrying into a high-born family, recruiting new lords, governing your lands, treating with other kings, or dispatching your companions on missions.^^At any rate, your first step should be to appoint a chief minister from among your companions, to handle affairs of state. Different companions have different capabilities.^You may appoint new ministers from time to time. You may also change the location of your court, by speaking to the minister. mno_appoint_spouse|Appoint your wife, {s10}... mno_appoint_npc_adonja|Appoint {s10} mno_appoint_npc_leslie|Appoint {s10} mno_appoint_npc_ansen|Appoint {s10} mno_appoint_npc_riva|Appoint {s10} mno_appoint_npc_kassim|Appoint {s10} mno_appoint_npc_lethaldiran|Appoint {s10} mno_appoint_npc_jocelyn|Appoint {s10} mno_appoint_npc_alistair|Appoint {s10} mno_appoint_npc_rayne|Appoint {s10} mno_appoint_npc_julia|Appoint {s10} mno_appoint_npc_frederick|Appoint {s10} mno_appoint_npc_ediz|Appoint {s10} mno_appoint_npc_sara|Appoint {s10} mno_appoint_npc_donavan|Appoint {s10} mno_appoint_npc_diev|Appoint {s10} mno_appoint_npc_alyssa|Appoint {s10} mno_appoint_npc_roland|Appoint {s10} mno_appoint_npc_kaverra|Appoint {s10} mno_appoint_npc_sigismund|Appoint {s10} mno_appoint_npc_boadice|Appoint {s10} mno_appoint_default|Appoint a prominent citizen from the area... menu_minister_confirm|{s9}can be found at your court in {s12}. You should consult periodically, to avoid the accumulation of unresolved issues that may sap your authority... menu_auto_name_stronghold|stub menu_auto_name_order|Long live the {s2} order and its faithful {s3} and {s4}, established on {s60} by the wise and honorable {s5}! menu_upgrade_screen|stub menu_notification_court_lost|{s12} menu_notification_player_faction_deactive|Your kingdom no longer holds any land. menu_notification_player_wedding_day|{s8} wishes to inform you that preparations for your wedding at {s10} have been complete, and that your presence is expected imminently . menu_notification_player_kingdom_holds_feast|{s11} menu_notification_center_under_siege|{s1} has been besieged by {s2} of the {s3}! menu_notification_center_under_siege_special|{s1} is under attack by {s2}! menu_notification_village_raided|Enemies have laid waste to a fief^^{s1} has been raided by {s2} of the {s3}! menu_notification_village_raid_started|Your village is under attack!^^{s2} of the {s3} is laying waste to {s1}. menu_notification_one_faction_left|stub menu_notification_order_founded|stub menu_notification_oath_renounced_faction_defeated|Your old fraction was defeated^^You won the battle against the {s1}! This ends your struggle which started after you renounced your oath to them. menu_notification_center_lost|An estate was lost^^You have lost {s1} to the {s2}. menu_notification_center_sacked|An estate was sacked^^{s1} was sacked by the {s2}. menu_notification_troop_left_players_faction|Betrayal!^^{s1} has left the {s2} and joined the {s3}. menu_notification_troop_joined_players_faction|Good news!^^ {s1} has left the {s2} and joined the {s3}. menu_notification_war_declared|Declaration of war^^The {s1} declared war against the {s2}! menu_notification_peace_declared|Peace agreement^^The {s1} and the {s2} have made peace!^{s57} menu_notification_faction_defeated|Faction eliminated^^The {s1} is no more! menu_notification_rebels_switched_to_faction|Rebellion success^^ Your rebellion is victorious! Your faction now has the sole claim to the title of the {s11}, with {s12} as the single ruler. menu_notification_player_should_consult|Your minister send words that there are problems brewing in the realm which, if left untreated, could sap your authority. You should consult with him at your earliest convenience menu_notification_player_feast_in_progress|Feast in preparation^^Your wife has started preparations for a feast in your hall in {s11} menu_notification_lady_requests_visit|An elderly woman approaches your party and passes one of your men a letter, sealed in plain wax. It is addressed to you. When you break the seal, you see it is from {s15}. It reads, 'I so enjoyed your last visit. {s14} I am currently in {s10}.{s12}' mno_notification_lady_requests_visit_come|Tell the woman to inform her mistress that you will come shortly mno_notification_lady_requests_visit_indisposed|Tell the woman to inform her mistress that you are indisposed menu_garden|{s12} mno_nurse_go|Go with the nurse. mno_nurse_wait|Wait by the spring. menu_kill_local_merchant_begin|You spot your victim and follow him, observing as he turns a corner into a dark alley. This will surely be your best opportunity to attack him. menu_debug_alert_from_s65|DEBUG ALERT {s65} menu_auto_return_to_map|stub menu_bandit_lair|{s3} mno_continue_1|Attack the hideout... mno_leave_no_attack|Leave. mno_leave_victory|Continue... mno_leave_defeat|Continue... menu_notification_player_faction_political_issue_resolved|After consulting with the peers of the realm, {s10} has decided to confer {s11} on {s12}. menu_notification_player_faction_political_issue_resolved_for_player|After consulting with the peers of the realm, {s10} has decided to confer {s11} on you. You may decline the honor, but it will probably mean that you will not receive other awards for a little while.{s12} mno_accept|Accept the honor mno_decline|Decline the honor menu_start_phase_3|{s16}^^Exhausted by the time you find the inn in {s1}, you fall asleep quickly. Awake before dawn and eager to explore your surroundings, you venture out onto the streets, which are still deserted in the early morn. Suddenly, the rasp of a blade sliding from its scabbard makes the hairs of your neck stand on end. You are instantly on the alert for trouble... menu_start_phase_4|{s11} menu_lost_tavern_duel|{s11} menu_grandmaster_ambush_lost|The sudden Snake Cult attack caught you by surprise and you were knocked out under their furious blows. You woke up dazed and unable to comprehend what has just happened and why. menu_grandmaster_ambush_won|The sudden Snake Cult attack was furious, yet you and your fellow Order Knights dispatched the intruders quickly. There's no obvious explanation why this happened and you must look for answers now. menu_establish_court|To establish {s4} as your court will require a small refurbishment. In particular, you will need a set of tools and a bolt of velvet. it may also take a short while for some of your followers to relocate here. Do you wish to proceed? mno_establish|Establish {s4} as your court mno_hold_off|Hold off... menu_notification_relieved_as_marshal|{s4} wishes to inform you that your services as marshal are no longer required. In honor of valiant efforts on behalf of the realm over the last {reg4} days, however, {reg8?she he} offers you a purse of {reg5} denars. menu_manage_loot_pool|{s10}^{s30} mno_auto_no_companions|I have no companions to give loot to, yet mno_auto_loot|Let your heroes select gear from the item pool. mno_auto_loot_no|Insufficient item pool space for auto-upgrade. mno_previous_page|[Previous page] mno_next_page|[Next page] mno_loot|Access the item pool. mno_companion1|Talk to {s11} mno_companion2|Talk to {s12} mno_companion3|Talk to {s13} mno_companion4|Talk to {s14} mno_leave_1|{s20} menu_access_companions_inventory|Access companions' inventories. mno_companion1a|{s11} mno_companion2a|{s12} mno_companion3a|{s13} mno_companion4a|{s14} mno_companion5a|{s15} mno_companion6a|{s16} menu_achievement_notify|stub menu_ghostlady_knocked_out|The murderous scribe turns out to be very good with a blade, and despite your skill, quickly bests you. Conciousness abruptly returns when the castle guards pour cold water over you; wounded, but more or less in one piece. To your angry demand to know why they did not aid you, they reply that it is not their job to attack scribes. The Scribe has fled. You reflect bitterly that he will never be brought to justice now, because of your ineptitude. menu_heartbeat_quest|You receive an urgent message!^^ Your steward, {s8}, of {s2}, has sent you an urgent summons. There are events that need your attention.^^ He asks that you return to {s2} with all haste.^ ^ There may be negative consequences if you refuse this request... mno_heartbeat_quest_accept|Send a return message that you will return shortly! mno_heartbeat_quest_do_remotely|Toss 500 denars to your messenger and let him solve the issue. mno_heartbeat_quest_reject|Decline the request, you have better things to do. menu_choose_scenes_0|Choose a scene (Page 1 of 38) mno_next|Next... mno_choose_scene_0|abhuva pendor castle 1 base generate mno_choose_scene_1|abhuva pendor castle 2 base generate mno_choose_scene_2|camp scene generate|auto entry points mno_choose_scene_3|camp scene horse track generate|auto entry points mno_choose_scene_4|castle 10 exterior generate mno_choose_scene_5|castle 10 interior indoors mno_choose_scene_6|castle 10 prison indoors mno_choose_scene_7|castle 11 exterior generate mno_choose_scene_8|castle 11 interior indoors mno_choose_scene_9|castle 11 prison indoors mno_choose_scene_10|castle 12 exterior generate mno_choose_scene_11|castle 12 interior indoors mno_choose_scene_12|castle 12 prison indoors menu_choose_scenes_13|Choose a scene (Page 2 of 38) mno_previous|Previous... mno_choose_scene_13|castle 13 exterior generate mno_choose_scene_14|castle 13 interior indoors mno_choose_scene_15|castle 13 prison indoors mno_choose_scene_16|castle 14 exterior generate mno_choose_scene_17|castle 14 interior indoors mno_choose_scene_18|castle 14 prison indoors mno_choose_scene_19|castle 15 exterior generate mno_choose_scene_20|castle 15 interior indoors mno_choose_scene_21|castle 15 prison indoors mno_choose_scene_22|castle 16 exterior generate mno_choose_scene_23|castle 16 interior indoors mno_choose_scene_24|castle 16 prison indoors mno_choose_scene_25|castle 17 exterior generate menu_choose_scenes_26|Choose a scene (Page 3 of 38) mno_choose_scene_26|castle 17 interior indoors mno_choose_scene_27|castle 17 prison indoors mno_choose_scene_28|castle 18 exterior generate mno_choose_scene_29|castle 18 interior indoors mno_choose_scene_30|castle 18 prison indoors mno_choose_scene_31|castle 19 exterior generate mno_choose_scene_32|castle 19 interior indoors mno_choose_scene_33|castle 19 prison indoors mno_choose_scene_34|castle 1 exterior generate mno_choose_scene_35|castle 1 interior indoors mno_choose_scene_36|castle 1 prison indoors mno_choose_scene_37|castle 20 exterior generate mno_choose_scene_38|castle 20 interior indoors menu_choose_scenes_39|Choose a scene (Page 4 of 38) mno_choose_scene_39|castle 20 prison indoors mno_choose_scene_40|castle 21 exterior generate mno_choose_scene_41|castle 21 interior indoors mno_choose_scene_42|castle 21 prison indoors mno_choose_scene_43|castle 22 exterior generate mno_choose_scene_44|castle 22 interior indoors mno_choose_scene_45|castle 22 prison indoors mno_choose_scene_46|castle 23 exterior generate mno_choose_scene_47|castle 23 interior indoors mno_choose_scene_48|castle 23 prison indoors mno_choose_scene_49|castle 24 exterior generate mno_choose_scene_50|castle 24 interior indoors mno_choose_scene_51|castle 24 prison indoors menu_choose_scenes_52|Choose a scene (Page 5 of 38) mno_choose_scene_52|castle 25 exterior generate mno_choose_scene_53|castle 25 interior indoors mno_choose_scene_54|castle 25 prison indoors mno_choose_scene_55|castle 26 exterior generate mno_choose_scene_56|castle 26 interior indoors mno_choose_scene_57|castle 26 prison indoors mno_choose_scene_58|castle 27 exterior generate mno_choose_scene_59|castle 27 interior indoors mno_choose_scene_60|castle 27 prison indoors mno_choose_scene_61|castle 28 exterior generate mno_choose_scene_62|castle 28 interior indoors mno_choose_scene_63|castle 28 prison indoors mno_choose_scene_64|castle 29 exterior generate menu_choose_scenes_65|Choose a scene (Page 6 of 38) mno_choose_scene_65|castle 29 interior indoors mno_choose_scene_66|castle 29 prison indoors mno_choose_scene_67|castle 2 exterior generate mno_choose_scene_68|castle 2 interior indoors mno_choose_scene_69|castle 2 prison indoors mno_choose_scene_70|castle 30 exterior generate mno_choose_scene_71|castle 30 interior indoors mno_choose_scene_72|castle 30 prison indoors mno_choose_scene_73|castle 31 exterior generate mno_choose_scene_74|castle 31 interior indoors mno_choose_scene_75|castle 31 prison indoors mno_choose_scene_76|castle 32 exterior generate mno_choose_scene_77|castle 32 interior indoors menu_choose_scenes_78|Choose a scene (Page 7 of 38) mno_choose_scene_78|castle 32 prison indoors mno_choose_scene_79|castle 33 exterior generate mno_choose_scene_80|castle 33 interior indoors mno_choose_scene_81|castle 33 prison indoors mno_choose_scene_82|castle 34 exterior generate mno_choose_scene_83|castle 34 interior indoors mno_choose_scene_84|castle 34 prison indoors mno_choose_scene_85|castle 35 exterior generate mno_choose_scene_86|castle 35 interior indoors mno_choose_scene_87|castle 35 prison indoors mno_choose_scene_88|castle 36 exterior generate mno_choose_scene_89|castle 36 interior indoors mno_choose_scene_90|castle 36 prison indoors menu_choose_scenes_91|Choose a scene (Page 8 of 38) mno_choose_scene_91|castle 37 exterior generate mno_choose_scene_92|castle 37 interior indoors mno_choose_scene_93|castle 37 prison indoors mno_choose_scene_94|castle 38 exterior generate mno_choose_scene_95|castle 38 interior generate mno_choose_scene_96|castle 38 prison indoors mno_choose_scene_97|castle 39 exterior generate mno_choose_scene_98|castle 39 interior indoors mno_choose_scene_99|castle 39 prison indoors mno_choose_scene_100|castle 3 exterior generate mno_choose_scene_101|castle 3 interior indoors mno_choose_scene_102|castle 3 prison indoors mno_choose_scene_103|castle 40 exterior generate menu_choose_scenes_104|Choose a scene (Page 9 of 38) mno_choose_scene_104|castle 40 interior indoors mno_choose_scene_105|castle 40 prison indoors mno_choose_scene_106|castle 4 exterior generate mno_choose_scene_107|castle 4 interior indoors mno_choose_scene_108|castle 4 prison indoors mno_choose_scene_109|castle 5 exterior generate mno_choose_scene_110|castle 5 interior indoors mno_choose_scene_111|castle 5 prison indoors mno_choose_scene_112|castle 6 exterior generate mno_choose_scene_113|castle 6 interior indoors mno_choose_scene_114|castle 6 prison indoors mno_choose_scene_115|castle 7 exterior generate mno_choose_scene_116|castle 7 interior indoors menu_choose_scenes_117|Choose a scene (Page 10 of 38) mno_choose_scene_117|castle 7 prison indoors mno_choose_scene_118|castle 8 exterior generate mno_choose_scene_119|castle 8 interior indoors mno_choose_scene_120|castle 8 prison indoors mno_choose_scene_121|castle 9 exterior generate mno_choose_scene_122|castle 9 interior indoors mno_choose_scene_123|castle 9 prison indoors mno_choose_scene_124|castle noldor exterior generate mno_choose_scene_125|castle noldor interior indoors mno_choose_scene_126|conversation scene mno_choose_scene_127|dhorak keep generate mno_choose_scene_128|elacrai arena generate mno_choose_scene_129|enterprise brewery indoors menu_choose_scenes_130|Choose a scene (Page 11 of 38) mno_choose_scene_130|enterprise dyeworks indoors mno_choose_scene_131|enterprise linen weavery indoors mno_choose_scene_132|enterprise mill indoors mno_choose_scene_133|enterprise oil press indoors mno_choose_scene_134|enterprise smithy indoors mno_choose_scene_135|enterprise tannery generate mno_choose_scene_136|enterprise winery indoors mno_choose_scene_137|enterprise wool weavery indoors mno_choose_scene_138|field 1 generate mno_choose_scene_139|field 2 generate mno_choose_scene_140|field 3 generate mno_choose_scene_141|field 4 generate mno_choose_scene_142|field 5 generate menu_choose_scenes_143|Choose a scene (Page 12 of 38) mno_choose_scene_143|four ways inn generate mno_choose_scene_144|lair forest bandits generate mno_choose_scene_145|lair mountain bandits generate mno_choose_scene_146|lair sea raiders generate mno_choose_scene_147|lair steppe bandits generate mno_choose_scene_148|lair taiga bandits generate mno_choose_scene_149|lair treasure generate mno_choose_scene_150|meeting scene desert mno_choose_scene_151|meeting scene desert forest mno_choose_scene_152|meeting scene plain mno_choose_scene_153|meeting scene plain forest mno_choose_scene_154|meeting scene snow mno_choose_scene_155|meeting scene snow forest menu_choose_scenes_156|Choose a scene (Page 13 of 38) mno_choose_scene_156|meeting scene steppe mno_choose_scene_157|meeting scene steppe forest mno_choose_scene_158|multi scene 1 generate mno_choose_scene_159|multi scene 10 generate mno_choose_scene_160|multi scene 11 generate mno_choose_scene_161|multi scene 12 generate mno_choose_scene_162|multi scene 13 generate mno_choose_scene_163|multi scene 14 generate mno_choose_scene_164|multi scene 15 generate mno_choose_scene_165|multi scene 16 generate mno_choose_scene_166|multi scene 17 generate mno_choose_scene_167|multi scene 18 generate|muddy water mno_choose_scene_168|multi scene 2 generate menu_choose_scenes_169|Choose a scene (Page 14 of 38) mno_choose_scene_169|multi scene 3 generate mno_choose_scene_170|multi scene 4 generate mno_choose_scene_171|multi scene 5 generate mno_choose_scene_172|multi scene 6 generate mno_choose_scene_173|multi scene 7 generate mno_choose_scene_174|multi scene 8 generate mno_choose_scene_175|multi scene 9 generate mno_choose_scene_176|multiplayer maps end generate mno_choose_scene_177|novice ground indoors mno_choose_scene_178|order stronghold exterior generate mno_choose_scene_179|quick battle 1 generate mno_choose_scene_180|quick battle 2 generate mno_choose_scene_181|quick battle 3 generate menu_choose_scenes_182|Choose a scene (Page 15 of 38) mno_choose_scene_182|quick battle 4 generate mno_choose_scene_183|quick battle 5 generate mno_choose_scene_184|quick battle 6 generate mno_choose_scene_185|quick battle 7 generate mno_choose_scene_186|quick battle maps end generate mno_choose_scene_187|quick battle scene 1 generate mno_choose_scene_188|quick battle scene 2 generate mno_choose_scene_189|quick battle scene 3 generate mno_choose_scene_190|quick battle scene 4 generate mno_choose_scene_191|quick battle scene 5 generate mno_choose_scene_192|random multi plain large generate|auto entry points|randomize mno_choose_scene_193|random multi plain medium generate|auto entry points|randomize mno_choose_scene_194|random multi steppe large generate|auto entry points|randomize menu_choose_scenes_195|Choose a scene (Page 16 of 38) mno_choose_scene_195|random multi steppe medium generate|auto entry points|randomize mno_choose_scene_196|random scene generate|auto entry points|randomize mno_choose_scene_197|random scene desert large generate|auto entry points|randomize mno_choose_scene_198|random scene desert normal generate|auto entry points|randomize mno_choose_scene_199|random scene desert small generate|auto entry points|randomize mno_choose_scene_200|random scene plain forest large generate|auto entry points|randomize mno_choose_scene_201|random scene plain forest normal generate|auto entry points|randomize mno_choose_scene_202|random scene plain forest small generate|auto entry points|randomize mno_choose_scene_203|random scene plain large generate|auto entry points|randomize mno_choose_scene_204|random scene plain normal generate|auto entry points|randomize mno_choose_scene_205|random scene plain small generate|auto entry points|randomize mno_choose_scene_206|random scene snow forest large generate|auto entry points|randomize mno_choose_scene_207|random scene snow forest normal generate|auto entry points|randomize menu_choose_scenes_208|Choose a scene (Page 17 of 38) mno_choose_scene_208|random scene snow forest small generate|auto entry points|randomize mno_choose_scene_209|random scene snow large generate|auto entry points|randomize mno_choose_scene_210|random scene snow normal generate|auto entry points|randomize mno_choose_scene_211|random scene snow small generate|auto entry points|randomize mno_choose_scene_212|random scene steppe forest large generate|auto entry points|randomize mno_choose_scene_213|random scene steppe forest normal generate|auto entry points|randomize mno_choose_scene_214|random scene steppe forest small generate|auto entry points|randomize mno_choose_scene_215|random scene steppe large generate|auto entry points|randomize mno_choose_scene_216|random scene steppe normal generate|auto entry points|randomize mno_choose_scene_217|random scene steppe small generate|auto entry points|randomize mno_choose_scene_218|reserved10 mno_choose_scene_219|reserved11 mno_choose_scene_220|reserved4 generate menu_choose_scenes_221|Choose a scene (Page 18 of 38) mno_choose_scene_221|reserved5 generate mno_choose_scene_222|reserved6 generate mno_choose_scene_223|reserved7 generate mno_choose_scene_224|reserved8 generate mno_choose_scene_225|salt mine generate mno_choose_scene_226|snake stronghold exterior generate mno_choose_scene_227|test2 generate mno_choose_scene_228|test3 generate mno_choose_scene_229|test scene generate mno_choose_scene_230|town 10 alley generate mno_choose_scene_231|town 10 arena generate mno_choose_scene_232|town 10 castle indoors mno_choose_scene_233|town 10 center generate menu_choose_scenes_234|Choose a scene (Page 19 of 38) mno_choose_scene_234|town 10 prison indoors mno_choose_scene_235|town 10 room indoors mno_choose_scene_236|town 10 store indoors mno_choose_scene_237|town 10 tavern indoors mno_choose_scene_238|town 10 walls generate mno_choose_scene_239|town 11 alley generate mno_choose_scene_240|town 11 arena generate mno_choose_scene_241|town 11 castle indoors mno_choose_scene_242|town 11 center generate mno_choose_scene_243|town 11 prison indoors mno_choose_scene_244|town 11 store indoors mno_choose_scene_245|town 11 tavern indoors mno_choose_scene_246|town 11 walls generate menu_choose_scenes_247|Choose a scene (Page 20 of 38) mno_choose_scene_247|town 12 alley generate mno_choose_scene_248|town 12 arena generate mno_choose_scene_249|town 12 castle indoors mno_choose_scene_250|town 12 center generate mno_choose_scene_251|town 12 prison indoors mno_choose_scene_252|town 12 store indoors mno_choose_scene_253|town 12 tavern indoors mno_choose_scene_254|town 12 walls generate mno_choose_scene_255|town 13 alley generate mno_choose_scene_256|town 13 arena generate mno_choose_scene_257|town 13 castle indoors mno_choose_scene_258|town 13 center generate mno_choose_scene_259|town 13 prison indoors menu_choose_scenes_260|Choose a scene (Page 21 of 38) mno_choose_scene_260|town 13 store indoors mno_choose_scene_261|town 13 tavern indoors mno_choose_scene_262|town 13 walls generate mno_choose_scene_263|town 14 alley generate mno_choose_scene_264|town 14 arena generate mno_choose_scene_265|town 14 castle indoors mno_choose_scene_266|town 14 center generate mno_choose_scene_267|town 14 prison indoors mno_choose_scene_268|town 14 store indoors mno_choose_scene_269|town 14 tavern indoors mno_choose_scene_270|town 14 walls generate mno_choose_scene_271|town 15 alley generate mno_choose_scene_272|town 15 arena generate menu_choose_scenes_273|Choose a scene (Page 22 of 38) mno_choose_scene_273|town 15 castle indoors mno_choose_scene_274|town 15 center generate mno_choose_scene_275|town 15 prison indoors mno_choose_scene_276|town 15 store indoors mno_choose_scene_277|town 15 tavern indoors mno_choose_scene_278|town 15 walls generate mno_choose_scene_279|town 16 alley generate mno_choose_scene_280|town 16 arena generate mno_choose_scene_281|town 16 castle indoors mno_choose_scene_282|town 16 center generate mno_choose_scene_283|town 16 prison indoors mno_choose_scene_284|town 16 store indoors mno_choose_scene_285|town 16 tavern indoors menu_choose_scenes_286|Choose a scene (Page 23 of 38) mno_choose_scene_286|town 16 walls generate mno_choose_scene_287|town 17 alley generate mno_choose_scene_288|town 17 arena generate mno_choose_scene_289|town 17 castle indoors mno_choose_scene_290|town 17 center generate mno_choose_scene_291|town 17 prison indoors mno_choose_scene_292|town 17 store indoors mno_choose_scene_293|town 17 tavern indoors mno_choose_scene_294|town 17 walls generate mno_choose_scene_295|town 18 alley generate mno_choose_scene_296|town 18 arena generate mno_choose_scene_297|town 18 castle generate mno_choose_scene_298|town 18 center generate menu_choose_scenes_299|Choose a scene (Page 24 of 38) mno_choose_scene_299|town 18 prison indoors mno_choose_scene_300|town 18 store indoors mno_choose_scene_301|town 18 tavern indoors mno_choose_scene_302|town 18 walls generate mno_choose_scene_303|town 1 alley generate mno_choose_scene_304|town 1 arena generate mno_choose_scene_305|town 1 castle indoors mno_choose_scene_306|town 1 center generate mno_choose_scene_307|town 1 prison indoors mno_choose_scene_308|town 1 room indoors mno_choose_scene_309|town 1 store indoors mno_choose_scene_310|town 1 tavern indoors mno_choose_scene_311|town 1 walls generate menu_choose_scenes_312|Choose a scene (Page 25 of 38) mno_choose_scene_312|town 2 alley generate mno_choose_scene_313|town 2 arena generate mno_choose_scene_314|town 2 castle indoors mno_choose_scene_315|town 2 center generate mno_choose_scene_316|town 2 prison indoors mno_choose_scene_317|town 2 store indoors mno_choose_scene_318|town 2 tavern indoors mno_choose_scene_319|town 2 walls generate mno_choose_scene_320|town 3 alley generate mno_choose_scene_321|town 3 arena generate mno_choose_scene_322|town 3 castle indoors mno_choose_scene_323|town 3 center generate mno_choose_scene_324|town 3 prison indoors menu_choose_scenes_325|Choose a scene (Page 26 of 38) mno_choose_scene_325|town 3 store indoors mno_choose_scene_326|town 3 tavern indoors mno_choose_scene_327|town 3 walls generate mno_choose_scene_328|town 4 alley generate mno_choose_scene_329|town 4 arena generate mno_choose_scene_330|town 4 castle indoors mno_choose_scene_331|town 4 center generate mno_choose_scene_332|town 4 prison indoors mno_choose_scene_333|town 4 store indoors mno_choose_scene_334|town 4 tavern indoors mno_choose_scene_335|town 4 walls generate mno_choose_scene_336|town 5 alley generate mno_choose_scene_337|town 5 arena generate menu_choose_scenes_338|Choose a scene (Page 27 of 38) mno_choose_scene_338|town 5 castle indoors mno_choose_scene_339|town 5 center generate mno_choose_scene_340|town 5 prison indoors mno_choose_scene_341|town 5 room indoors mno_choose_scene_342|town 5 store indoors mno_choose_scene_343|town 5 tavern indoors mno_choose_scene_344|town 5 walls generate mno_choose_scene_345|town 6 alley generate mno_choose_scene_346|town 6 arena generate mno_choose_scene_347|town 6 castle indoors mno_choose_scene_348|town 6 center generate mno_choose_scene_349|town 6 prison indoors mno_choose_scene_350|town 6 room indoors menu_choose_scenes_351|Choose a scene (Page 28 of 38) mno_choose_scene_351|town 6 store indoors mno_choose_scene_352|town 6 tavern indoors mno_choose_scene_353|town 6 walls generate mno_choose_scene_354|town 7 alley generate mno_choose_scene_355|town 7 arena generate mno_choose_scene_356|town 7 castle indoors mno_choose_scene_357|town 7 center generate mno_choose_scene_358|town 7 prison indoors mno_choose_scene_359|town 7 store indoors mno_choose_scene_360|town 7 tavern indoors mno_choose_scene_361|town 7 walls generate mno_choose_scene_362|town 8 alley generate mno_choose_scene_363|town 8 arena generate menu_choose_scenes_364|Choose a scene (Page 29 of 38) mno_choose_scene_364|town 8 castle indoors mno_choose_scene_365|town 8 center generate mno_choose_scene_366|town 8 prison indoors mno_choose_scene_367|town 8 room indoors mno_choose_scene_368|town 8 store indoors mno_choose_scene_369|town 8 tavern indoors mno_choose_scene_370|town 8 walls generate mno_choose_scene_371|town 9 alley generate mno_choose_scene_372|town 9 arena generate mno_choose_scene_373|town 9 castle indoors mno_choose_scene_374|town 9 center generate mno_choose_scene_375|town 9 prison indoors mno_choose_scene_376|town 9 store indoors menu_choose_scenes_377|Choose a scene (Page 30 of 38) mno_choose_scene_377|town 9 tavern indoors mno_choose_scene_378|town 9 walls generate mno_choose_scene_379|training ground horse track 1 generate mno_choose_scene_380|training ground horse track 2 generate mno_choose_scene_381|training ground horse track 3 generate mno_choose_scene_382|training ground horse track 4 generate mno_choose_scene_383|training ground horse track 5 generate mno_choose_scene_384|training ground noldor generate mno_choose_scene_385|training ground ranged melee 1 generate mno_choose_scene_386|training ground ranged melee 2 generate mno_choose_scene_387|training ground ranged melee 3 generate mno_choose_scene_388|training ground ranged melee 4 generate mno_choose_scene_389|training ground ranged melee 5 generate menu_choose_scenes_390|Choose a scene (Page 31 of 38) mno_choose_scene_390|tutorial 1 indoors mno_choose_scene_391|tutorial 2 indoors mno_choose_scene_392|tutorial 3 indoors mno_choose_scene_393|tutorial 4 generate mno_choose_scene_394|tutorial 5 generate mno_choose_scene_395|tutorial training ground generate mno_choose_scene_396|village 1 generate mno_choose_scene_397|village 10 generate mno_choose_scene_398|village 11 generate mno_choose_scene_399|village 12 generate mno_choose_scene_400|village 13 generate mno_choose_scene_401|village 14 generate mno_choose_scene_402|village 15 generate menu_choose_scenes_403|Choose a scene (Page 32 of 38) mno_choose_scene_403|village 16 generate mno_choose_scene_404|village 17 generate mno_choose_scene_405|village 18 generate mno_choose_scene_406|village 19 generate mno_choose_scene_407|village 2 generate mno_choose_scene_408|village 20 generate mno_choose_scene_409|village 21 generate mno_choose_scene_410|village 22 generate mno_choose_scene_411|village 23 generate mno_choose_scene_412|village 24 generate mno_choose_scene_413|village 25 generate mno_choose_scene_414|village 26 generate mno_choose_scene_415|village 27 generate menu_choose_scenes_416|Choose a scene (Page 33 of 38) mno_choose_scene_416|village 28 generate mno_choose_scene_417|village 29 generate mno_choose_scene_418|village 3 generate mno_choose_scene_419|village 30 generate mno_choose_scene_420|village 31 generate mno_choose_scene_421|village 32 generate mno_choose_scene_422|village 33 generate mno_choose_scene_423|village 34 generate mno_choose_scene_424|village 35 generate mno_choose_scene_425|village 36 generate mno_choose_scene_426|village 37 generate mno_choose_scene_427|village 38 generate mno_choose_scene_428|village 39 generate menu_choose_scenes_429|Choose a scene (Page 34 of 38) mno_choose_scene_429|village 4 generate mno_choose_scene_430|village 40 generate mno_choose_scene_431|village 41 generate mno_choose_scene_432|village 42 generate mno_choose_scene_433|village 43 generate mno_choose_scene_434|village 44 generate mno_choose_scene_435|village 45 generate mno_choose_scene_436|village 46 generate mno_choose_scene_437|village 47 generate mno_choose_scene_438|village 48 generate mno_choose_scene_439|village 49 generate mno_choose_scene_440|village 5 generate mno_choose_scene_441|village 50 generate menu_choose_scenes_442|Choose a scene (Page 35 of 38) mno_choose_scene_442|village 51 generate mno_choose_scene_443|village 52 generate mno_choose_scene_444|village 53 generate mno_choose_scene_445|village 54 generate mno_choose_scene_446|village 55 generate mno_choose_scene_447|village 56 generate mno_choose_scene_448|village 57 generate mno_choose_scene_449|village 58 generate mno_choose_scene_450|village 59 generate mno_choose_scene_451|village 6 generate mno_choose_scene_452|village 60 generate mno_choose_scene_453|village 61 generate mno_choose_scene_454|village 62 generate menu_choose_scenes_455|Choose a scene (Page 36 of 38) mno_choose_scene_455|village 63 generate mno_choose_scene_456|village 64 generate mno_choose_scene_457|village 65 generate mno_choose_scene_458|village 66 generate mno_choose_scene_459|village 67 generate mno_choose_scene_460|village 68 generate mno_choose_scene_461|village 69 generate mno_choose_scene_462|village 7 generate mno_choose_scene_463|village 70 generate mno_choose_scene_464|village 71 generate mno_choose_scene_465|village 72 generate mno_choose_scene_466|village 73 generate mno_choose_scene_467|village 74 generate menu_choose_scenes_468|Choose a scene (Page 37 of 38) mno_choose_scene_468|village 75 generate mno_choose_scene_469|village 76 generate mno_choose_scene_470|village 77 generate mno_choose_scene_471|village 78 generate mno_choose_scene_472|village 79 generate mno_choose_scene_473|village 8 generate mno_choose_scene_474|village 80 generate mno_choose_scene_475|village 81 generate mno_choose_scene_476|village 82 generate mno_choose_scene_477|village 83 generate mno_choose_scene_478|village 84 generate mno_choose_scene_479|village 85 generate mno_choose_scene_480|village 86 generate menu_choose_scenes_481|Choose a scene (Page 38 of 38) mno_choose_scene_481|village 87 generate mno_choose_scene_482|village 88 generate mno_choose_scene_483|village 89 generate mno_choose_scene_484|village 9 generate mno_choose_scene_485|village 90 generate mno_choose_scene_486|water mno_choose_scene_487|wedding indoors mno_choose_scene_488|zendar arena generate
https://w.atwiki.jp/hajimen/pages/109.html
// Define commands extern "C" { int system(const char *);} extern "C" { int *isspace(int);} extern "C" { char *strchr(const char *, int);} extern "C" { char *strrchr(const char *, int);} nuiPushMenu("renderManager"); nuiMenuItem( "Render with Farm", {{ /* Get End Frame */ const char *timeRange=script.timeRange; char *sub_str; sub_str=strchr(timeRange, - ); char endFrame[10]; if(sub_str!=0){ while(isspace((const char)*++sub_str)) ; strcpy(endFrame, sub_str); }else{ endFrame[0]= 0 ; endFrame[1]= \\0 ; } /* TaskName */ const char *scriptFullPath=NRiMainWin1.scriptName; char *sub_str2; sub_str2=strrchr(scriptFullPath, / ); char taskName[100]; if(sub_str2!=0){ while(isspace((const char)*++sub_str2)) ; strcpy(taskName, sub_str2); }else{ taskName[0]= \\0 ; } const char* command2 = stringf("/Applications/renderSubmitter.app/Contents/MacOS/renderSubmitter -f shake -s file %s,startFrame %s,endFrame %s,name %s ", NRiMainWin1.scriptName, "1", endFrame,taskName); system(command2); }} ); nuiPopMenu(); mplec C language. How to split text
https://w.atwiki.jp/diablo3_2ch/pages/73.html
効果 Unlocked at level 25-Cooldown 120 seconds Instantly restore all Discipline.瞬時にDisciplineを全回復する。 Alabaster Backup PlanGrants a 55% chance that the cooldown will not be triggered when used.55%の確率でクールダウンが発生しない。 Crimson PunishmentRemoves cooldown. Skill now costs 19 Discipline to cast but restores all Hatred instead of all Discipline.クールダウンを取り除く。スキルは19 Disciplineのコストで発動し、Hatredを全回復する。 Golden Battle ScarsAlso restores 55% of your Life when used.ライフの55%も回復する。 Indigo InvigorationWhen activated, increases your maximum Discipline by 18 for 120 seconds.発動時に最大Disciplineを120秒間、18増やす。 Obsidan Focused MindInstead of replenishing Discipline immediately, you will gain 60 Discipline over 30 seconds.即時回復ではなく、30秒で60 Discipline回復するようになる。 評価 使い方 その他 コメント 名前 コメント Demon Hunter Skills Active Skills Offensive Hungering Arrow、Entangling Shot、Evasive Fire、Fan of Knives、Bola Shot、Grenades、Chakram、Impale、Spike Trap、Elemental Arrow、Multishot、Cluster Arrow、Rapid Fire、Strafe、Rain of Vengeance Descipline Caltrops、Vault、Marked for Death、Smoke Screen、Companion、Shadow Power、Sentry Utility Preparation Passive Skills Brooding、Thrill of the Hunt、Vengeance、Steady Aim、Cull the Weak、Fundamentals、Hot Pursuit、Archery、Perfectionist、Custom Engineering、Grenadier、Sharpshooter、Ballistics
https://w.atwiki.jp/warband/pages/301.html
menu_start_game_0|Welcome to Perisno! A land where Naphali and Giants roam in the ancient moors and forests, Dwarves craft great works in their mountain strongholds and men form mighty empires. The ancient kingdoms have all but fallen, but Klymorian forces are still lurking in the shadows. They watch, waiting for any signs of the old kingdom of Perisno to return once again. Will you be the one who restores the ancient kingdom to its former glory? Or will you build a new empire atop its ruins? Be wary, hero. There is danger at every turn...^^ Before you move on, be sure to join us on the discord at ^ https //discord.com/invite/0k6DmW5RNojqnyiC ^^ You can also stay up to date on our Trello, with the link at^ https //trello.com/b/vJgPKdfR/perisno-community-updates ^^ All characters and factions appearing in this work are fictitious. Any resemblance to real persons or kingdoms were either inspired by or purely coincidental.^^ mno_continue.1|Continue... mno_go_back_1|Go back menu_start_phase_2|{s1} mno_town_1|Take a ship to Leuven, in the Kingdom of Tolrania mno_town_2|Join a caravan to Freising, in the Reich des Drachen. mno_town_3|Join a caravan to Uliastai, in the Drahara Desert Nation. mno_town_4|Take a ship to Forde, in the Maccavian Republic. mno_town_5|Join a caravan to Amarna, in the Hakkon Empire. mno_town_6|Take a ship to Grund, in the Valahir Clan. mno_town_7|Take a ship to Forniron, in the Elintoran Nation. mno_town_8|Take a ship to the Azure Keep, in the Geldarin forest. mno_town_9|Join a caravan to Karnoth, capital of the Kaikoth Confederacy. mno_town_10|Join a caravan to Dwallnor, mountain town of the Kaikoth Confederacy. mno_town_11|Take a ship to Vellinaz, capital of the Bakhal Giants. mno_town_12|Join a caravan to Sut, capital of the Sut Giants. menu_start_game_3|Choose your scenario mno_go_back_24|Go back menu_tutorial|You approach a field where the locals are training with weapons. You can practice here to improve your combat skills. mno_continue_1|Continue... mno_go_back_dot_1|Go back. menu_reports|Character Renown {reg5}^Honor Rating {reg6}^Party Morale {reg8}^Party Size Limit {reg7}^ mno_troop_tree_viewer|View Troop Trees mno_troop_tree_viewer_minor|View Troop Trees (minor factions) mno_action_view_trade_ledger|View Your Trade Ledger. mno_action_view_trade_ledger_denied|Assess Items to start your Trade Ledger. mno_view_character_report|View character report. mno_view_party_size_report|View party size report. mno_view_weekly_budget_report|View weekly budget report. mno_view_morale_report|View party morale report. mno_view_bank_report|View Financial Report mno_dplmc_show_economic_report|View prosperity report. mno_view_political_reports|View Political and Courtship Reports mno_view_reference_materials|Reference Material mno_resume_travelling|Resume travelling. menu_reports_political|Political and Courtship Reports mno_view_npc_mission_report|View companion mission report. mno_lord_relations_2|View list of known lords by relation. mno_view_affiliated_family_report|View affiliated family member / spouse report. mno_courtship_relations|View courtship relations. menu_reference_reports|Reference Material mno_action_view_all_troops1|View All Troops (main factions) mno_action_view_all_troops2|View All Troops (minor factions) mno_action_view_all_troops3|View All Lords mno_action_view_all_items|View All Items mno_return|Return menu_custom_battle_scene|(NO TRANS) menu_custom_battle_end|The battle is over. {s1} Your side killed {reg5} enemies and lost {reg6} troops over the battle. You personally slew {reg7} men in the fighting. mno_continue.96|Continue. menu_start_game_0_5|Toggle Mod Options (Permanent) mno_continue_2|Continue... mno_start_with_peace|Start with Canonical Wars (Currently {s10}) mno_fog_of_war|Toggle Fog of War (Currently {s10}) mno_hard_mode|Toggle Hard Mode (Currently {s10}) mno_go_back_17|Go back menu_start_game_1|Select your character's gender. mno_start_male|Male mno_start_female|Female mno_go_back_3|Go back menu_start_game_male|Select your character's race. mno_start_human_male|Human Male mno_start_elven_male|Naphali Male mno_start_dwarf_male|Dwarven Male mno_start_giant_male|Giant Male mno_go_back_28|Go back menu_start_game_female|Select your character's race. mno_start_human_female|Human Female mno_start_elven_female|Naphali Female mno_start_dwarven_female|Dwarven Female mno_go_back_4|Go back menu_start_game_human|Where were you born? mno_start_human_northern|A cold island far to the north. mno_start_human_western|A small village on Perisno's western coast. mno_start_human_native_warband_backstory|A land far from Perisno (Classic Start). mno_go_back_18|Go back menu_start_game_dwarf|Where were you born? mno_start_dwarf_karnoth|Karnoth, the capital of the Dwarven Kingdom. mno_start_dwarf_native_warband_backstory|A land far from Perisno (Classic Start). mno_go_back_5|Go back menu_start_character_1_karnoth_dwarf|You began your life as a young Dwarf born to a Kaikoth Ironfist, one of the fiercest dwarven fighters around. However, your father died in a war with the Hakkon Empire when you were but an infant, and you were raised by your mother. mno_continue.2|Continue... mno_go_back_25|Go back menu_start_character_2_karnoth_dwarf|Your father's brothers in arms taught you the basics in wielding a sword when you were young, but as life went on, those father figures soon left your life. Their training, however, stayed with you. At this point your mother had sold off the rest of your father's wealth; save for one banner from his conquests, which she refused to sell. mno_continue_3|Continue... mno_go_back_6|Go back menu_start_character_3_karnoth_dwarf|You were forced to take up work in the mines, even as a young {reg3?girl boy}, to provide for your family. You managed to eke out a living and provide for your mother, but not much else. mno_continue.50|Continue... mno_go_back_19|Go back menu_start_character_4_karnoth_dwarf|Eventually, you were able to earn yourself dwarven armor of your own by squiring to one of the ironfists, your father's former comrade. This meant you needed to work in the mines even more however; to provide for your family and for half the cost of each piece of your expensive equipment. However, one day you saw something amiss in the mines... mno_continue_4|Continue... mno_go_back_7|Go back menu_start_character_1_tropical_human|You never knew your mother, no doubt some whore your father took a fancy to on his travels. All that was told to you was that one time when your father returned from a trading voyage, he brought a child with him, claiming it to be his seed. mno_continue.3|Continue... mno_go_back_30|Go back menu_start_character_2_tropical_human|You grew up helping him with his trading, living well in whatever city you were in, then coming back to the village for a time to deposit your earnings in your growing estate. mno_continue_5|Continue... mno_go_back_8|Go back menu_start_character_3_tropical_human|Then, you went on one more trading mission. This one was to the Aroulo islands to the west, tribal places, mostly ignored by the main kingdoms in Perisno. mno_continue.74|Continue... mno_go_back_20|Go back menu_start_character_4_tropical_human|To your dismay, a group of pirates attacked your ship, destroying it and killing your father, along with the rest of the crew. You managed to escape by swimming to a nearby island. mno_continue_6|Continue... mno_go_back_9|Go back menu_start_character_1_north_human|You were born into this world the {reg3?daughter son} of a family of warriors and fishermen on your small island; which your kinsmen called Hylr. mno_continue.4|Continue... mno_go_back_26|Go back menu_start_character_2_north_human|Your father had the name Izgromar, but he died when you were young. Your only memory of him is the time he returned from a raid, and taught you to throw the spear. Following his death, besides fishing for subsistence, you spent your early days training, your goal to honor the name of your father. mno_continue_7|Continue... mno_go_back_10|Go back menu_start_character_3_north_human|You were poorer than most, but given your skill with the spear, you did not go hungry much. As you grew older, you trained more with your weapons, and finally were accepted to the next raiding party travelling to the rich Valahir lands to the south. mno_continue.51|Continue... mno_go_back_21|Go back menu_start_character_4_north_human|The raid went well at first. When a Valahir patrol came upon the party, your leader, Torsson, managed to fight off three Hersirs singlehandedly. You even managed to kill a Thrall or two. However, one bit of Valahir scum in the patrol managed to escape, and soon after, Aethling Svafar himself descended upon you. Your wits left you, and several other men, and you and your party rode back to your ship as fast as humanly possible on your stolen horses, left with but a pittance; without your leader. mno_continue_8|Continue... mno_go_back_11|Go back menu_choose_skill|{s13} mno_begin_adventuring|Become an adventurer and ride to your destiny. menu_past_life_explanation|{s3} mno_view_next|{s5} mno_continue.5|Continue... mno_go_back_dot_12|Go back. menu_morale_report|{s1} mno_continue_9|Continue... menu_courtship_relations|{s1} mno_continue.86|Continue... menu_lord_relations|{s1} mno_continue_10|Continue... menu_companion_report|{s7}{s1} mno_continue.6|Continue... menu_character_report|{s9} mno_continue_14|Continue... menu_party_size_report|{s1} mno_continue.8|Continue... menu_faction_relations_report|{s1} mno_continue_15|Continue... menu_camp|You set up camp. What do you want to do? mno_camp_action_1|Walk around. mno_camp_mod_opition|Change Game Settings. mno_camp_action|Take an action. mno_camp_wait_here|Wait here for some time. mno_camp_cheat|CHEAT MENU! mno_dplmc_camp_manage_inventory|Manage auto-loot settings. mno_dplmc_camp_manage_inventory_disabled|Auto-loot requires Inventory Management or Looting at rank 2. menu_camp_cheat|Select a cheat mno_camp_perisno|Perisno Options mno_camp_cheat_find_item|Find an item... mno_camp_change_weather|Change weather.. mno_camp_cheat_buff_me|Buff me! mno_camp_cheat_su.1|Perisno Development Cheats. mno_camp_cheat_su.2|Give me Troop Templates. mno_camp_cheat_coordinates|Give me coordinates of this location! mno_camp_cheat_coordinates_2|Turn timer on/off. mno_camp_change_race|Change race mno_camp_movetopage2|Next page menu_camp_cheat_two|Select a cheat mno_cheat_random_check|Give me back Khivachis! mno_cheat_reset_treachery|Reset lords' treacherous intentions mno_cheat_start_tournament|Spawn minors! mno_cheat_end_merc_contract|I want to end my mercenary contract mno_camp_cheat_325|Reset banners mno_cheat_temp_1|Tournaments mno_camp_movetopage3|Next page menu_camp_cheat_three|Select a cheat mno_camp_cheatleo_resume_travelling|Resume travelling mno_cheat_spawn_rdahcim|Spawn Rdahcim mno_cheat_spawn_locallord|Spawn Local Reich Lord mno_cheat_spawn_gunnar|Spawn Gunnarr mno_cheat_spawn_ripatrol|Spawn RI Patrol mno_cheat_minister|Fix the minister (for bugged princesses only)! mno_cheat_playsupfix|Fix relations with player supporters mno_cheat_minister_2|Reinit item info mno_cheat_infested_villages|Infest all villages! mno_camp_cheat_exchange_screen_temp_party|Remind me the password mno_camp_cheat_give_100k_aurums|I'm poor! Give me money! mno_camp_cheat_give_ingvar_troops|Give me Ingvarians! menu_camp_changerace|Select a race mno_cheat_change_race_hum_male|Human male mno_cheat_change_race_hum_female|Human female mno_cheat_change_race_elf_male|Naphali male mno_cheat_change_race_elf_female|Naphali female mno_cheat_change_race_dwa_male|Dwarf male mno_cheat_change_race_dwa_female|Dwarf female mno_cheat_change_race_gia_male|Giant male mno_cheat_change_race_gia_female|Giant female mno_cheat_change_race_undead|Undead mno_cheat_change_race_skeleton|Skeleton mno_cheat_change_race_troll|Troll mno_cheat_change_race_fugly_elven_female|Fugly Naphali Female mno_cheat_change_race_resume|Resume travelling menu_camp_cheatleo|Select a cheat menu_su_cheat_menu|Select a cheat menu_su_unique_sp_cheat_menu|Select a cheat menu_et_troop_tree_menu|Select a cheat menu_et_troop_tree_menu2|Select a cheat menu_perisno_options|Perisno Options mno_camp_minimap|Toggle Battle Minimap (Currently {s10}) mno_camp_companion|Toggle Companion Complaints (Currently {s10}) mno_camp_factions_color|Change faction's color mno_camp_go_back|Back to camp menu. menu_camp_action|Choose an action mno_camp_examine_map|Examine {s15} mno_camp_recruit_prisoners|Recruit some of your prisoners to your party. mno_action_read_book|Select a book to read. mno_action_rename_kingdom|Rename your kingdom. mno_action_change_party_name|Change your party's name. mno_action_change_vassal_title|Change your vassals' title of nobility. mno_action_modify_banner|Modify your banner mno_action_retire|Retire from adventuring. mno_camp_smoke_food|Preserve some of the raw food in your inventory. mno_camp_craft_armor|Craft an armor. mno_et_leave_troops_behind|Leave some troops here. mno_et_create_a_patrol_here|Order troops to patrol this area. mno_camp_action_4|Back to camp menu. menu_camp_smoking_food|What food will you try to preserve (either through smoking or salting) ? Some of it may get lost in the process, depending on your cooking skill, and it will take some time. mno_smoke_fish|I will preserve my fish. mno_smoke_cattle_meat|I will preserve my beef. mno_smoke_venison|I will preserve my venison. mno_smoke_pork|I will preserve my pork. mno_smoke_chicken|I will preserve my chicken. mno_smoke_apples|I will preserve my fruit. mno_smoke_grapes|I will preserve my grapes. mno_smoke_deer_meat|I will preserve my deer meat. mno_smoke_boar_meat|I will preserve my boar meat. mno_smoke_wolf_meat|I will preserve my wolf meat. mno_smoke_goat_meat|I will preserve my goat meat. mno_smoke_goat_meat2|I will preserve my goat meat. mno_smoke_wilddonkey_meat|I will preserve my wild donkey meat. mno_smoke_rhino_meat|I will preserve my rhino meat. mno_leave.1|Leave menu_camp_recruit_prisoners|You offer your prisoners freedom if they agree to join you as soldiers. {s18} mno_camp_recruit_prisoners_accept|Take them. mno_camp_recruit_prisoners_reject|Reject them. mno_continue.53|Go back. menu_camp_lose_map|As you're about to put the map back, a strong gust of wind blows it out of your hands... mno_go_back_29|Go back menu_camp_no_prisoners|You have no prisoners to recruit from. mno_continue_16|Continue... menu_camp_action_read_book|Choose a book to read mno_action_read_book_1|{s1}. mno_action_read_book_2|{s1}. mno_action_read_book_3|{s1}. mno_action_read_book_4|{s1}. mno_action_read_book_5|{s1}. mno_action_read_book_6|{s1}. mno_action_read_book_7|{s1}. mno_action_read_book_8|{s1}. mno_action_read_book_9|{s1}. mno_action_read_book_10|{s1}. mno_camp_action_5|Back to camp menu. menu_camp_action_read_book_start|{s1} mno_continue.9|Continue... menu_retirement_verify|You are at day {reg0}. Your current luck is {reg1}. Are you sure you want to retire? mno_retire_yes|Yes. mno_retire_no|No. menu_end_game|The decision is made, and you resolve to give up your adventurer's life and settle down. You sell off your weapons and armour, gather up all your money, and ride off into the sunset.... mno_end_game_bye|Farewell. menu_cattle_herd|You encounter a herd of cattle. mno_cattle_drive_away|Drive the cattle onward. mno_cattle_stop|Bring the herd to a stop. mno_cattle_kill|Slaughter some of the animals. mno_leave.22|Leave. menu_cattle_herd_kill|How many animals do you want to slaughter? mno_cattle_kill_1|One. mno_cattle_kill_2|Two. mno_cattle_kill_3|Three. mno_cattle_kill_4|Four. mno_cattle_kill_5|Five. mno_go_back_dot_9|Go back. menu_arena_duel_fight|You and your opponent prepare to duel. mno_continue_17|Continue... mno_continue.92|Continue... menu_duel_menu|{s1}{s2} mno_start_fight|Start the duel. mno_duel_again|Duel again. mno_leave.2|Leave. menu_simple_encounter|{s2} You have {reg10} troops fit for battle against their {reg11}. mno_encounter_attack|Charge the enemy. mno_encounter_attack_2|Close in and board the enemy. mno_encounter_order_attack|Order your troops to attack without you. mno_encounter_leave|Leave. mno_encounter_retreat|Pull back, leaving some soldiers behind to cover your retreat. mno_encounter_surrender|Surrender. menu_encounter_retreat_confirm|As the party member with the highest tactics skill, ({reg2}), {reg3?you devise {s3} devises} a plan that will allow you and your men to escape with your lives, but you'll have to leave {reg4} soldiers behind to stop the enemy from giving chase. mno_leave_behind|Go on. The sacrifice of these men will save the rest. mno_dont_leave_behind|No. We leave no one behind. menu_encounter_retreat|You tell {reg4} of your troops to hold the enemy while you retreat with the rest of your party. mno_continue_18|Continue... menu_order_attack_begin|Your troops prepare to attack the enemy. mno_order_attack_begin|Order the attack to begin. mno_call_back|Call them back. menu_order_attack_2|{s4}^^Your casualties {s8}^^Enemy casualties {s9} mno_order_attack_continue|Order your soldiers to continue the attack. mno_order_retreat|Call your soldiers back. mno_continue.10|Continue... menu_battle_debrief|{s11}^^Your Casualties {s8}{s10}^^Enemy Casualties {s9} mno_continue_19|Continue... menu_total_victory|You shouldn't be reading this... {s9} mno_continue.54|Continue... menu_enemy_slipped_away|{s17} mno_continue_20|Continue... menu_total_victory_exception|You shouldn't be reading this... {s9} mno_continue.11|Continue... menu_permanent_damage|{s0} mno_s0|{s0} menu_pre_join|You come across a battle between {s2} and {s1}. You decide to... mno_pre_join_help_attackers|Move in to help the {s2}. mno_pre_join_help_defenders|Rush to the aid of the {s1}. mno_pre_join_leave|Don't get involved. menu_join_battle|You are helping the {s2} against the {s1}. You have {reg10} troops fit for battle against the enemy's {reg11}. mno_join_attack|Charge the enemy. mno_join_order_attack|Order your troops to attack with your allies while you stay back. mno_join_leave|Leave. mno_join_wounded|You are too wounded to fight. menu_join_order_attack|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10} mno_continue_21|Continue... menu_zendar|You enter the town of Zendar. mno_zendar_enter| mno_zendar_enter_door|Door to the town center. mno_zendar_tavern| mno_zendar_tavern_door|Door to the tavern. mno_zendar_merchant| mno_zendar_merchant_door|Door to the merchant. mno_zendar_arena| mno_zendar_arena_door|Door to the arena. mno_town_1_leave| menu_salt_mine|You enter the salt mine. mno_enter_1|Enter. mno_leave.40|Leave. menu_four_ways_inn|You arrive at the Four Ways Inn. mno_enter_2|Enter. mno_leave.3|Leave. menu_test_scene|You enter the test scene. mno_enter_18|Enter 1. mno_enter_3|Enter 2. mno_enter_11|Enter 3. mno_enter_4|Enter 4. mno_enter_15|Enter 5. mno_enter_5|Enter 6. mno_enter_12|Enter 7. mno_enter_6|Enter 8. mno_enter_17|Enter 9. mno_leave.23|Leave. mno_leave.4|Leave. menu_dhorak_keep|You enter the Dhorak Keep mno_enter_7|Enter. mno_leave.33|Leave. menu_zann_outpost|You enter the Zann Outpost mno_enter_13|Enter. mno_talk_merchant|Talk to the Zann Merchant. mno_talk_merchant_door|Exit to the camp. mno_talk_zann_fort_captain|Talk to the Zann Fort Captain. mno_talk_zann_fort_captain_door|Exit to the camp. mno_leave.5|Leave. menu_elkaru|You ride into the snowy castle of Elkaru, which was once a haven for the world's worst murderers, bandits, and plunderers. mno_enter_8|Enter. mno_leave.24|Leave. menu_freelancer_outpost|You approach the Freelancer Outpost mno_enter_16|Enter. mno_leave.6|Leave. menu_castle_merc_guild|You are approaching the castle of the Mercenary Guild. mno_enter_merc_guild|Approach the castle. mno_enter_merc_guild_cortyard|Enter the courtyard. mno_merc_change_race|[Hire recruits of a different race] mno_leave.38|Leave. menu_merc_changerace|Select a race mno_merc_change_race_hum_male|Human males mno_merc_change_race_hum_female|Human females mno_merc_change_race_elf_male|Naphali males mno_merc_change_race_elf_female|Naphali females mno_merc_change_race_dwa_male|Dwarf males (Can't use human armor) mno_merc_change_race_dwa_female|Dwarf females mno_merc_change_race_gia_male|Giant males (the current equipment will be removed!) mno_merc_change_race_resume|Resume travelling menu_join_siege_outside|{s1} has come under siege by {s2}. mno_approach_besiegers|Approach the siege camp. mno_pass_through_siege|Pass through the siege lines and enter {s1}. mno_leave.7|Leave. menu_cut_siege_without_fight|The besiegers let you approach the gates without challenge. mno_continue.76|Continue... menu_besiegers_camp_with_allies|{s1} remains under siege. The banners of {s2} fly above the camp of the besiegers, where you and your men are welcomed. mno_talk_to_siege_commander| Request a meeting with the commander. mno_join_siege_with_allies|Join the next assault. mno_join_siege_stay_back|Order your soldiers to join the next assault without you. mno_leave.25|Leave. menu_castle_outside|You are outside {s2}.{s11} {s3} {s4} mno_approach_gates|Approach the gates and hail the guard. mno_town_sneak|Disguise yourself and try to sneak into the {s7} mno_dplmc_riot_start_siege|Besiege the {reg6?town castle} to counter the insurgency. mno_dplmc_riot_negotiate|Begin negotiations. mno_castle_start_siege|Besiege the {reg6?town castle}. mno_castle_leave|Leave. menu_castle_guard|You approach the gate. The men on the walls watch you closely. mno_request_shelter|Request entry to the castle. mno_request_meeting_commander|Request a meeting with someone. mno_guard_leave|Leave. menu_castle_entry_granted|After a brief wait, the guards open the gates for you and allow your party inside. mno_continue_22|Continue... menu_castle_entry_denied|The lord of this castle has forbidden you from coming inside these walls, and the guard sergeant informs you that his men will fire if you attempt to come any closer. mno_continue.12|Continue... menu_castle_meeting|With whom do you want to meet? mno_guard_meet_s5|{s5}. mno_forget_it_8|Forget it. menu_castle_meeting_selected|Your request for a meeting is relayed inside, and finally {s6} appears in the courtyard to speak with you. mno_continue_castle_meeting|Continue... menu_castle_besiege|You are laying siege to {s1}. {s2} {s3} mno_siege_request_meeting|Call for a meeting with the castle commander. mno_wait_24_hours|Wait until tomorrow. mno_castle_lead_attack|Lead your soldiers in an assault. mno_attack_stay_back|Order your soldiers to attack while you stay back... mno_build_ladders|Prepare ladders to attack the walls. mno_build_siege_tower|Build a siege tower. mno_lift_siege|Abandon the siege. menu_deer_herd|You encounter a herd of deer. mno_deer_kill|Hunt some of the animals. mno_leave.8|Leave. menu_deer_herd_kill_end|You shouldn't be reading this. menu_coat_herd|You encounter a herd of goat. They belong to the flock of a pastor who swings his sling at you until you move away. mno_leave.34|Leave. menu_coat_herd_kill_end|You shouldn't be reading this. menu_coatb_herd|You encounter a herd of goat. mno_coatb_kill|Hunt some of the animals. mno_leave.9|Leave. menu_coatb_herd_kill_end|You shouldn't be reading this. menu_boar_herd|You encounter a herd of boars. mno_boar_kill|Hunt some of the animals. mno_leave.26|Leave. menu_boar_herd_kill_end|You shouldn't be reading this. menu_wolf_herd|You encounter a pack of wolves. mno_wolf_kill|Hunt some of the wolves. mno_leave.10|Leave. menu_wolf_herd_kill_end|You shouldn't be reading this. menu_wilddonkey_herd|You encounter a herd of Wild Donkey. mno_wilddonkey_kill|Hunt some of the animals. mno_leave.42|Leave. menu_wilddonkey_herd_kill_end|You shouldn't be reading this. menu_siege_attack_meets_sally|The defenders sally out to meet your assault. mno_continue.55|Continue... menu_castle_besiege_inner_battle|{s1} mno_continue_24|Continue... menu_construct_ladders|As the party member with the highest Engineer skill ({reg2}), {reg3?you estimate {s3} estimates} that it will take {reg4} hours to build enough scaling ladders for the assault. mno_build_ladders_cont|Do it. mno_go_back_12|Go back. menu_construct_siege_tower|As the party member with the highest Engineer skill ({reg2}), {reg3?you estimate {s3} estimates} that building a siege tower will take {reg4} hours. mno_build_siege_tower_cont|Start building. mno_go_back_22|Go back. menu_castle_attack_walls_simulate|{s4}^^Your casualties {s8}^^Enemy casualties were {s9} mno_continue.13|Continue... menu_castle_attack_walls_with_allies_simulate|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10} mno_continue_25|Continue... menu_castle_taken_by_friends|Nothing to see here. menu_castle_taken|{s3} has fallen to your troops, and you now have full control of the {reg2?town castle}. You can plunder spoils of war worth {reg3} aurums.{reg1? You may station troops here to defend it against enemies who may try to recapture it. Also, you should select now whether you will hold the {reg2?town castle} yourself or give it to a faithful vassal... } mno_dplmc_spoils_yourself|Plunder it and keep the spoils all for yourself. mno_dplmc_spoils_accompanying_vassals|Plunder it and share the spoils equally between the vassals accompanying you and yourself. mno_dplmc_spoils_all_vassals|Plunder it and share the spoils equally between your vassals and yourself. mno_continue.87|Continue... menu_castle_taken_2|{s3} has fallen to your troops, and you now have full control of the castle. It is time to send word to {s9} about your victory. {s5} mno_castle_taken_claim|Request that {s3} be awarded to you. mno_castle_taken_claim_2|Request that {s3} be awarded to your {reg65?wife husband}. mno_castle_taken_no_claim|Ask no rewards. menu_requested_castle_granted_to_player|You receive a message from your liege, {s3}.^^ {reg4?She He} has decided to grant {s2}{reg3? and the nearby village of {s4} } to you, with all due incomes and titles, to hold in {reg4?her his} name for as long as you maintain your oath of homage.. mno_continue_26|Continue. menu_requested_castle_granted_to_player_husband|You receive a message from your liege, {s3}.^^ {reg4?She He} has decided to grant {s2}{reg3? and the nearby village of {s4} } to your husband, {s7}. mno_continue.14|Continue. menu_requested_castle_granted_to_another|You receive a message from your monarch, {s3}.^^ 'I was most pleased to hear of your valiant efforts in the capture of {s2}. Your victory has gladdened all our hearts. You also requested me to give you ownership of the castle, but that is a favour which I fear I cannot grant, as you already hold significant estates in my realm. Instead I have sent you {reg6} aurums to cover the expenses of your campaign, but {s2} I give to {s5}.' mno_accept_decision|Accept the decision. mno_leave_faction|You have been wronged! Renounce your oath to your liege! menu_requested_castle_granted_to_another_female|You receive a message from your monarch, {s3}.^^ 'I was most pleased to hear of your valiant efforts in the capture of {s2}. Your victory has gladdened all our hearts. You also requested me to give ownership of the castle to your spouse, but that is a favour which I fear I cannot grant, as your spouse already holds significant estates in my realm. Instead I have sent you {reg6} aurums to cover the expenses of your campaign, but {s2} I give to {s5}.' menu_leave_faction|Renouncing your oath is a grave act. Your lord may condemn you and confiscate your lands and holdings. However, if you return them of your own free will, he may let the betrayal go without a fight. mno_leave_faction_give_back|Renounce your oath and give up your holdings. mno_leave_faction_hold|Renounce your oath and rule your lands, including {s2}, in your own name. mno_leave_faction_cancel|Remain loyal and accept the decision. menu_give_center_to_player|Your lord offers to extend your fiefs! {s1} sends word that {reg4?she he} is willing to grant {s2} to you in payment for your loyal service, adding it to your holdings. What is your answer? mno_give_center_to_player_accept|Accept the offer. mno_give_center_to_player_reject|Reject. You have no interest in holding {s2}. menu_give_center_to_player_2|With a brief ceremony, you are officially confirmed as the new lord of {s2}{reg3? and its bound village {s4} }. {reg3?They It} will make a fine part of your fiefdom. You can now claim the rents and revenues from your personal estates there, draft soldiers from the populace, and manage the lands as you see fit. However, you are also expected to defend your fief and your people from harm, as well as maintaining the rule of law and order. mno_continue_27|Continue... menu_oath_fulfilled|You had a contract with {s1} to serve {reg4?her him} for a certain duration. Your contract has now expired. What will you do? mno_renew_oath|Renew your contract with {s1} for another month. mno_dont_renew_oath|Become free of your bond. menu_siege_started_defender|{s1} is launching an assault against the walls of {s2}. You have {reg10} troops fit for battle against the enemy's {reg11}. You decide to... mno_dplmc_negotiate_with_besieger|Negotiate with the besieger. mno_siege_defender_join_battle|Join the battle. mno_siege_defender_troops_join_battle|Order your men to join the battle without you. menu_siege_join_defense|{s4}^^Your casualties {s8}^^Allies' casualties {s9}^^Enemy casualties {s10} mno_continue.56|Continue... menu_enter_your_own_castle|{s10} mno_continue_28|Continue... menu_village|{s10} {s12}^{s11} This village worships {s40}.^{s6}{s7} mno_village_manage|Manage this village. mno_recruit_volunteers|Recruit Volunteers. mno_village_center|Go to the village center. mno_village_center_door|Door to the village center. mno_dplmc_village_elder_meeting|Meet the Village Elder. mno_village_buy_food|Buy supplies from the peasants. mno_dplmc_village_auto_buy_food|Buy food automatically. mno_village_attack_bandits|Attack the bandits. mno_village_wait|Wait here for some time. mno_dplmc_village_counter_insurgency|Counter the insurgency. mno_dplmc_village_negotiate|Begin negotiations. mno_collect_taxes_qst|{reg5?Continue collecting taxes Collect taxes} due to {s1}. mno_train_peasants_against_bandits_qst|Train the peasants. mno_village_hostile_action|Take a hostile action. mno_village_reports|Show reports. mno_unloot_village|! CHEAT unloot village mno_repair_village|Scout the surroundings. mno_village_leave|Leave... mno_village_leave_2|Leave the villagers. menu_village_hostile_action|What action do you have in mind? mno_village_take_food|Force the peasants to give you supplies. mno_village_steal_cattle|Steal cattle. mno_village_loot_1|Loot and burn this village. mno_forget_it_1|Forget it. menu_recruit_volunteers|{s18} mno_continue_29_not_enough_gold|I don't have enough money... mno_continue.77|Continue... mno_recruit_them|Recruit them ({reg6} aurums). mno_forget_it_6|Forget it. menu_village_hunt_down_fugitive_defeated|A heavy blow from the fugitive sends you to the ground, and your vision spins and goes dark. Time passes. When you open your eyes again you find yourself battered and bloody, but luckily none of the wounds appear to be lethal. mno_continue_30|Continue... menu_village_infest_bandits_result|{s9} mno_continue.16|Continue... menu_village_infestation_removed|In a battle worthy of song, you and your men drive the bandits out of the village, making it safe once more. The villagers have little left in the way of wealth after their ordeal, but they offer you all they can find. mno_village_bandits_defeated_accept|Take it as your just due. mno_village_bandits_defeated_cont|Refuse, stating that they need these items more than you do. menu_center_manage|{s19}^{reg6?^^You are currently building {s7}. The building will be completed after {reg8} day{reg9?s }. } mno_center_build_manor|Build a manor. mno_center_build_fish_pond|Build a mill. mno_center_build_well|Build a well. mno_center_build_watch_tower|Build a watch tower. mno_center_build_guard_tower|Build a guard post. mno_center_build_school|Build a school. mno_center_build_academy|Build an academy. mno_center_build_messenger_post|Build a messenger post. mno_center_build_prisoner_tower|Build a prisoner tower. mno_center_build_palisade|Build a palisade. mno_center_build_caltrops|Build caltrops. mno_center_build_guild|Build a guild hall. mno_center_build_university|Build a university. mno_center_build_blacksmith|Build a blacksmith forge. mno_center_build_caravan_escort|Build a caravan escort outpost. mno_center_build_bookstore|Build a bookstore. mno_center_build_festival_square|Build a festival square. mno_center_build_mercenaryguild|Build a mercenary guild. mno_go_back_dot_3|Go back. menu_center_improve|{s19} As the party member with the highest engineer skill ({reg2}), {reg3?you reckon {s3} reckons} that building the {s4} will cost you {reg5} aurums and will take {reg6} days. mno_dplmc_improve_cont|Go on. (Pay from treasury) mno_improve_cont|Go on. mno_improve_not_enough_gold|I don't have enough money for that. mno_forget_it_2|Forget it. menu_town_enemies_failed|{s4} {s5} mno_continue_31|Continue... menu_town_enemies_succeeded|The locals fall before you as wheat to a scythe! Soon you stand alone in the streets while most of your attackers lie unconscious, dead or dying. Searching the bodies, you find a purse belonging to one of these fools. Perhaps you should improve your reputation in this place to avoid further hostilities... mno_continue.57|Continue... menu_town_bandits_failed|{s4} {s5} mno_continue_32|Continue... menu_town_bandits_succeeded|The bandits fall before you as wheat to a scythe! Soon you stand alone in the streets while most of your attackers lie unconscious, dead or dying. Searching the bodies, you find a purse which must have belonged to a previous victim of these brutes. Or perhaps, it was given to them by someone who wanted to arrange a suitable ending to your life. mno_continue.17|Continue... menu_village_steal_cattle_confirm|As the party member with the highest looting skill ({reg2}), {reg3?you reckon {s1} reckons} that you can steal as many as {reg4} heads of village's cattle. mno_village_steal_cattle_confirm|Go on. mno_forget_it_10|Forget it. menu_village_steal_cattle|{s1} mno_continue_33|Continue... menu_village_take_food_confirm|It will be difficult to force and threaten the peasants into giving their precious supplies. You think you will need at least one hour. mno_village_take_food_confirm|Go ahead. mno_forget_it_3|Forget it. menu_village_take_food|The villagers grudgingly bring out what they have for you. mno_take_supplies|Take the supplies. mno_let_them_keep_it|Let them keep it. menu_village_start_attack|Some of the angry villagers grab their tools and prepare to resist you. It looks like you'll have a fight on your hands if you continue. mno_village_raid_attack|Charge them. mno_village_raid_leave|Leave this village alone. menu_village_loot_no_resist|The villagers here are few and frightened, and they quickly scatter and run before you. The village is at your mercy. mno_village_loot_2|Plunder the village, then raze it. menu_village_loot_complete|On your orders your troops sack the village, pillaging everything of any value, and then put the buildings to the torch. From the coins and valuables that are found, you get your share of {reg1} aurums. mno_continue.95|Continue... menu_village_loot_defeat|Fighting with courage and determination, the villagers manage to hold together and drive off your forces. mno_continue_34|Continue... menu_village_loot_continue|Do you wish to continue looting this village? mno_disembark_yes|Yes. mno_disembark_no|No. menu_close|Nothing. menu_town|{s10} {s14} This town worships {s40}.^{s11}{s12}{s13} mno_castle_castle|Go to the Lord's hall{s1}. mno_castle_castle_door|Door to the castle. mno_join_tournament|Join the tournament. mno_town_castle|Go to the castle{s1}. mno_town_castle_door|Door to the castle. mno_town_center|Take a walk around the streets. mno_town_center_door|Door to the town center. mno_town_tavern|Visit the tavern. mno_town_tavern_door|Door to the tavern. mno_town_merchant|Speak with the merchant. mno_town_merchant_door|Door to the shop. mno_town_arena|Enter the arena. mno_town_arena_door|Door to the arena. mno_town_dungeon|Never Enter the prison. mno_town_dungeon_door|Door to the dungeon. mno_castle_inspect|Take a walk around the courtyard. mno_castle_inspect_door|To the castle courtyard. mno_fort_trilond_inspect|Take a walk around the fort. mno_fort_trilond_inspect_door|To the fort's courtyard. mno_visit_lady|Attempt to visit a lady mno_visit_lady_door|Door to the garden. mno_trade_with_merchants|Go to the marketplace. mno_castle_station_troops|Manage the garrison {s10} mno_dplmc_castle_give_troops|Give troops to the garrison (cannot remove) mno_town_bank|Visit the landlords and moneylenders. mno_dplmc_guild_master_meeting|Meet the Guild Master. mno_castle_wait|Wait here for some time{s1}. mno_recruit_falcaonacademy|Recruit from Falcon Academy. mno_recruit_nobles|Recruit Nobles. mno_recruit_mercenaryguild|Recruit Mercenaries. mno_walled_center_manage|Manage this {reg0?town castle}. mno_manage_kingdom|Manage your kingdom. mno_walled_center_move_court|Move your court here. mno_et_local_castle_merchant|Trade with the local merchant mno_town_leave|Leave... mno_town_leave_door|Leave Area. mno_center_reports|Show reports. menu_cannot_enter_court|There is a feast in progress in the lord's hall, but you are not of sufficient status to be invited inside. Perhaps increasing your renown would win you admittance -- or you might also try distinguishing yourself at a tournament while the feast is in progress... mno_continue_35|Continue menu_lady_visit|Whom do you wish to visit? mno_visit_lady_1|Visit {s12} mno_visit_lady_2|Visit {s12} mno_visit_lady_3|Visit {s12} mno_visit_lady_3_door|Door to the garden. mno_visit_lady_4|Visit {s12} mno_visit_lady_5|Visit {s12} mno_visit_lady_6|Visit {s12} mno_visit_lady_7|Visit {s12} mno_visit_lady_8|Visit {s12} mno_leave.11|Leave menu_town_tournament_lost|You have been eliminated from the tournament.{s8} mno_continue.58|Continue... menu_town_tournament_won|You have won the tournament of {s3}! You are filled with pride as the crowd cheers your name. In addition to honour, fame and glory, you earn a prize of {reg9} aurums. {s8} mno_continue_36|Continue... menu_town_tournament_won_by_another|As the only {reg3?fighter man} to remain undefeated this day, {s1} wins the lists and the glory of this tournament. mno_continue.19|Continue... menu_town_tournament|{s1}You are at tier {reg0} of the tournament, with {reg1} participants remaining. In the next round, there will be {reg2} teams with {reg3} {reg4?fighters fighter} each. mno_tournament_view_participants|View participants. mno_tournament_bet|Place a bet on yourself. mno_tournament_join_next_fight|Fight in the next round. mno_leave_tournament|Withdraw from the tournament. menu_tournament_withdraw_verify|Are you sure you want to withdraw from the tournament? mno_tournament_withdraw_yes|Yes. This is a pointless affectation. mno_tournament_withdraw_no|No, not as long as there is a chance of victory! menu_tournament_bet|The odds against you are {reg5} to {reg6}.{reg1? You have already bet {reg1} aurums on yourself, and if you win, you will earn {reg2} aurums. } How much do you want to bet? mno_bet_500_denars|500 aurums. mno_bet_200_denars|200 aurums. mno_bet_100_denars|100 aurums. mno_bet_50_denars|50 aurums. mno_bet_25_denars|25 aurums. mno_go_back_dot_14|Go back. menu_tournament_bet_confirm|If you bet {reg1} aurums, you will earn {reg2} aurums if you win the tournament. Is that all right? mno_tournament_bet_accept|Go ahead. mno_tournament_bet_cancel|Forget it. menu_tournament_participants|You ask one of the criers for the names of the tournament participants. They are ^{s11} mno_go_back_dot_4|Go back. menu_collect_taxes|As the party member with the highest trade skill ({reg2}), {reg3?you expect {s1} expects} that collecting taxes from here will take {reg4} days... mno_start_collecting|Start collecting. mno_collect_later|Put it off until later. menu_collect_taxes_complete|You've collected {reg3} aurums in taxes from {s3}. {s19} will be expecting you to take the money to {reg4?her him}. mno_continue_37|Continue... menu_collect_taxes_rebels_killed|Your quick action and strong arm have successfully put down the revolt. Surely, anyone with a mind to rebel against you will think better of it after this. mno_continue.78|Continue... menu_collect_taxes_failed|You could collect only {reg3} aurums as tax from {s3} before the revolt broke out. {s1} won't be happy, but some silver will placate {reg4?her him} better than nothing at all... mno_continue_38|Continue... menu_collect_taxes_revolt_warning|The people of {s3} are outraged at your demands and decry it as nothing more than extortion. They're getting very restless, and they may react badly if you keep pressing them. mno_continue_collecting_taxes|Ignore them and continue. mno_halve_taxes|Agree to reduce your collection by half. ({s1} may be upset) menu_collect_taxes_revolt|You are interrupted while collecting the taxes at {s3}. A large band of angry {reg9?peasants townsmen} is marching nearer, shouting about the exorbitant taxes and waving torches and weapons. It looks like they aim to fight you! mno_continue_39|Continue... menu_train_peasants_against_bandits|As the party member with the highest training skill ({reg2}), {reg3?you expect {s1} expects} that getting some peasants ready for practice will take {reg4} hours. mno_make_preparation|Train them. mno_train_later|Put it off until later. menu_train_peasants_against_bandits_ready|You put the peasants through the basics of soldiering, discipline and obedience. You think {reg0} of them {reg1?have has} fully grasped the training and {reg1?are is} ready for some practice. mno_peasant_start_practice|Start the practice fight. menu_train_peasants_against_bandits_training_result|{s0} mno_continue.20|Continue... menu_train_peasants_against_bandits_attack|As you get ready to continue the training, a sentry from the village runs up to you, shouting alarms. The bandits have been spotted on the horizon, riding hard for {s3}. The elder begs that you organize your newly-trained militia and face them. mno_peasants_against_bandits_attack_resist|Prepare for a fight! menu_train_peasants_against_bandits_attack_result|{s9} mno_continue_40|Continue... menu_train_peasants_against_bandits_success|The bandits are broken! Those few who remain run off with their tails between their legs, terrified of the peasants and their new champion. The villagers have little left in the way of wealth after their ordeal, but they offer you all they can find to show their gratitude. menu_disembark|Do you wish to disembark? menu_ship_reembark|Do you wish to embark? mno_reembark_yes|Yes. mno_reembark_no|No. menu_center_reports|Town Name {s1}^Rent Income {reg1} aurums^Tariff Income {reg2} aurums^Food Stock for {reg3} days mno_to_price_and_productions|Show prices and productions. mno_go_back_dot_10|Go back. menu_price_and_production|Productions are ^(Note base/modified by raw materials/modified by materials plus prosperity)^{s1}^^Price factors are ^{s2} mno_go_back_dot_5|Go back. menu_town_trade|You head towards the marketplace. mno_town_enterprise|Visit your {s3}. mno_town_enterprise_door|Door to your enterprise. mno_auto_sell|Sell items automatically. mno_assess_prices|Assess the local prices. mno_trade_with_arms_merchant|Trade with the arms merchant. mno_trade_with_armor_merchant|Trade with the armor merchant. mno_trade_with_horse_merchant|Trade with the horse merchant. mno_trade_with_goods_merchant|Trade with the goods merchant. mno_auto_buy_food|Buy food automatically. mno_back_to_town_menu|Head back. menu_manage_kingdom|Which aspect of your kingdom would you like to modify? mno_action_change_town_name|Change this town's name mno_noble_swap|Change Nobles in this Fief ({s5}). mno_hhg_as_guards_in_town|Household Guards as Guards in Towns ({s4}). mno_get_adviser|Hire an adviser to assist in managing your kingdom. mno_back|Go back to town menu. mno_player_retainers_change_race|[Change Race of Royal Household Guards] mno_player_retainers_minor_change_race_noble|[Change Race of Noble Household Guards] mno_player_retainers_minor_change_race_common|[Change Race of Common Household Guards] menu_playerretainers_changerace|Select a race mno_playerretainers_change_race_hum_male|Human Males mno_playerretainers_change_race_hum_female|Human Females mno_playerretainers_change_race_elf_male|Naphali Males mno_playerretainers_change_race_elf_female|Naphali Females mno_playerretainers_change_race_dwa_male|Dwarf Males mno_playerretainers_change_race_dwa_female|Dwarf Females mno_playerretainers_change_race_gia_male|Giant Males (most of the equipment is incompatible with Giants!) mno_playerretainers_change_race_gia_female|Giant Females mno_playerretainers_change_race_resume|Resume travelling menu_playerretainers_minor_changerace|Select a race mno_playerretainers_change_race_minor_hum_male|Human Males mno_playerretainers_change_race_minor_hum_female|Human Females mno_playerretainers_change_race_minor_elf_male|Naphali Males mno_playerretainers_change_race_minor_elf_female|Naphali Females mno_playerretainers_change_race_minor_dwa_male|Dwarf Males mno_playerretainers_change_race_minor_dwa_female|Dwarf Females mno_playerretainers_change_race_minor_gia_female|Giant Females menu_dplmc_trade_auto_sell_begin|Items in your inventory whose type is marked as sellable and whose prices are below {reg1} aurums will be sold to the {reg2?appropriate merchants elder} in the current {reg2?town village} automatically. Specifically food, trade goods, and books will never be sold. ^^You can change some settings here freely. mno_continue.59|Continue... mno_change_settings|Change settings. mno_go_back_13|Go back menu_dplmc_trade_auto_buy_food_begin|You will automatically buy food according to your shopping list. Do you want to continue?^^You can view and configure the shopping list here. mno_continue_41|Continue... mno_dplmc_change_shopping_list_of_food|Configure your shopping list. mno_go_back_27|Go back menu_town_trade_assessment_begin|You overhear several discussions about the price of trade goods across the local area.^You listen closely, trying to work out the best deals around. mno_continue.21|Continue... mno_go_back_dot_13|Go back. menu_town_trade_assessment|As the party member with the highest trade skill ({reg2}), {reg3?you try to figure out {s1} tries to figure out} the best goods to trade in. {s2} mno_continue_42|Continue... menu_sneak_into_town_suceeded|Disguised in the garments of a poor pilgrim, you fool the guards and make your way into the town. mno_continue.88|Continue... menu_sneak_into_town_caught|As you try to sneak in, one of the guards recognizes you and raises the alarm! You must flee back through the gates before all the guards in the town come down on you! mno_sneak_caught_fight|Try to fight your way out! mno_sneak_caught_surrender|Surrender. menu_sneak_into_town_caught_dispersed_guards|You drive off the guards and cover your trail before running off, easily losing your pursuers in the maze of streets. mno_continue_43|Continue... menu_sneak_into_town_caught_ran_away|You make your way back through the gates and quickly retreat to the safety of the countryside.{s11} mno_continue.22|Continue... menu_enemy_offer_ransom_for_prisoner|{s2} offers you a sum of {reg12} aurums in silver if you are willing to sell them {s1}. mno_ransom_accept|Accept the offer. mno_ransom_reject|Reject the offer. menu_training_ground|You approach a training field where you can practice your martial skills. What kind of training do you want to do? mno_camp_trainer|Speak with the trainer. mno_camp_train_melee|Sparring practice. mno_camp_train_archery|Ranged weapon practice. mno_camp_train_mounted|Horseback practice. mno_leave.27|Leave. menu_training_ground_selection_details_melee_1|How many opponents will you go against? mno_camp_train_melee_num_men_1|One. mno_camp_train_melee_num_men_2|Two. mno_camp_train_melee_num_men_3|Three. mno_camp_train_melee_num_men_4|Four. mno_go_back_dot_6|Cancel. menu_training_ground_selection_details_melee_2|Choose your opponent #{reg1} mno_training_ground_selection_details_melee_random|Choose randomly. mno_go_back_dot_11|Go back. menu_training_ground_selection_details_mounted|What kind of weapon do you want to train with? mno_camp_train_mounted_details_1|One handed weapon. mno_camp_train_mounted_details_2|Polearm. mno_camp_train_mounted_details_3|Bow. mno_camp_train_mounted_details_4|Thrown weapon. mno_go_back_dot_7|Go back. menu_training_ground_selection_details_ranged_1|What kind of ranged weapon do you want to train with? mno_camp_train_ranged_weapon_bow|Bow and arrows. mno_camp_train_ranged_weapon_crossbow|Crossbow. mno_camp_train_ranged_weapon_thrown|Throwing Knives. mno_go_back_dot_15|Go back. menu_training_ground_selection_details_ranged_2|What range do you want to practice at? mno_camp_train_ranged_details_1|10 yards. mno_camp_train_ranged_details_2|20 yards. mno_camp_train_ranged_details_3|30 yards. mno_camp_train_ranged_details_4|40 yards. mno_camp_train_ranged_details_5|50 yards. mno_camp_train_ranged_details_6|60 yards. mno_camp_train_ranged_details_7|70 yards. mno_go_back_dot_8|Go back. menu_training_ground_description|{s0} mno_continue_44|Continue... menu_training_ground_training_result|{s7}{s2} mno_continue.60|Continue... menu_captivity_avoid_wilderness|Suddenly all the world goes black around you. Many hours later you regain your conciousness and find yourself at the spot you fell. Your enemies must have taken you up for dead and left you there. However, it seems that none of your wound were lethal, and altough you feel awful, you find out that can still walk. You get up and try to look for any other survivors from your party. menu_captivity_start_wilderness|Stub menu_captivity_start_wilderness_surrender|Stub menu_captivity_start_wilderness_defeat|Your enemies take you prisoner. menu_captivity_start_castle_surrender|Stub menu_captivity_start_castle_defeat|Stub menu_captivity_start_under_siege_defeat|Your enemies take you prisoner. menu_captivity_wilderness_taken_prisoner|Your enemies take you prisoner. mno_continue_45|Continue... menu_captivity_wilderness_check|stub menu_captivity_end_wilderness_escape|After painful days of being dragged about as a prisoner, you find a chance and escape from your captors! mno_continue.23|Continue... menu_captivity_castle_taken_prisoner|You are quickly surrounded by guards who take away your weapons. With curses and insults, they throw you into the dungeon where you must while away the miserable days of your captivity. mno_continue_46|Continue... menu_captivity_rescue_lord_taken_prisoner|You remain in disguise for as long as possible before revealing yourself. The guards are outraged and beat you savagely before throwing you back into the cell for God knows how long... mno_continue.79|Continue... menu_captivity_castle_check|stub menu_captivity_end_exchanged_with_prisoner|After days of imprisonment, you are finally set free when your captors exchange you with another prisoner. mno_continue_47|Continue... menu_captivity_end_propose_ransom|You spend long hours in the sunless dank of the dungeon, more than you can count. Suddenly one of your captors enters your cell with an offer; he proposes to free you in return for {reg5} aurums of your hidden wealth. You decide to... mno_captivity_end_ransom_accept|Accept the offer. mno_captivity_end_ransom_deny|Refuse him, wait for something better. menu_captivity_castle_remain|More days pass in the darkness of your cell. You get through them as best you can, enduring the kicks and curses of the guards, watching your underfed body waste away more and more... mno_continue.24|Continue... menu_kingdom_army_quest_report_to_army|{s8} sends word that {reg4?she he} wishes you to join {reg4?her his} new military campaign. You need to bring at least {reg13} troops to the army, and are instructed to raise more men with all due haste if you do not have enough. mno_continue_48|Continue... menu_kingdom_army_quest_messenger|{s8} sends word that {reg4?she he} wishes to speak with you about a task {reg4?she he} needs performed. {reg4?She He} requests you to come and see {reg4?her him} as soon as possible. mno_continue.61|Continue... menu_kingdom_army_quest_join_siege_order|{s8} sends word that you are to join the siege of {s9} in preparation for a full assault. Your troops are to take {s9} at all costs. mno_continue_49|Continue... menu_kingdom_army_follow_failed|You have failed to follow {s8}. The marshal assumes that you were otherwise engaged, but would have appreciated your support. mno_continue.25|Continue... menu_invite_player_to_faction_without_center|You receive an offer of vassalage!^^ {s8} of {s9} has sent a royal herald to bring you an invititation in {reg4?her his} own hand. You would be granted the honour of becoming a vassal {reg33?lady lord} of {s9}, and in return {s8} asks you to swear an oath of homage to {reg4?her him} and fight in {reg4?her his} military campaigns, although {reg4?she he} offers you no lands or titles. {reg4?She He} will surely be offended if you do not take the offer... mno_faction_accept|Accept! mno_faction_reject|Decline the invitation. menu_invite_player_to_faction|You receive an offer of vassalage!^^ {s8} of {s9} has sent a royal herald to bring you an invititation in {reg4?her his} own hand. You would be granted the honour of becoming a vassal {reg33?lady lord} of {s9}, and in return {s8} asks you to swear an oath of homage to {reg4?her him} and fight in {reg4?her his} military campaigns, offering you the fief of {s2} for your loyal service. {reg4?She He} will surely be offended if you do not take the offer... menu_invite_player_to_faction_accepted|In order to become a vassal, you must swear an oath of homage to {s3}. You shall have to find {reg4?her him} and give {reg4?her him} your oath in person. {s5} mno_continue_50|Continue... menu_question_peace_offer|You Receive a Peace Offer^^The {s1} offers you a peace agreement. What is your answer? mno_peace_offer_accept|Accept mno_dplmc_peace_offer_terms|Dictate the peace terms mno_peace_offer_reject|Reject menu_notification_truce_expired|Truce Has Expired^^The truce between {s1} and {s2} has expired. mno_continue.93|Continue menu_notification_feast_quest_expired|{s10} mno_continue_51|Continue menu_notification_sortie_possible|Enemy Sighted Enemies have been sighted outside the walls of {s4}, and {s5} and others are preparing for a sortie. You may join them if you wish. mno_continue.26|Continue menu_notification_casus_belli_expired|Kingdom Fails to Respond^^The {s1} has not responded to the {s2}'s provocations, and {s3} suffers a loss of face among {reg4?her his} more bellicose subjects...^ mno_continue_52|Continue menu_notification_lord_defects|Defection {s4} has abandoned the {s5} and joined the {s7}, taking {reg4?her his} fiefs with {reg4?her him} mno_continue.62|Continue menu_notification_treason_indictment|Treason Indictment^^{s9} mno_continue_53|Continue menu_notification_border_incident|Border incident^^Word reaches you that {s9}. Though you don't know whether or not the rumors are true, you do know one thing -- this seemingly minor incident has raised passions among the {s4}, making it easier for them to go to war against the {s3}, if they want it... mno_continue.27|Continue menu_notification_player_faction_active|You now possess land in your name, without being tied to any kingdom. This makes you a monarch in your own right, with your court temporarily located at {s12}. However, the other kings in Perisno will at first consider you a threat, for if any upstart warlord can grab a throne, then their own legitimacy is called into question.^^You may find it desirable at this time to pledge yourself to an existing kingdom. If you want to continue as a sovereign monarch, then your first priority should be to establish an independent right to rule. You can establish your right to rule through several means -- marrying into a high-born family, recruiting new lords, governing your lands, treating with other kings, or dispatching your companions on missions.^^At any rate, your first step should be to appoint a chief minister from among your companions, to handle affairs of state. Different companions have different capabilities.^You may appoint new ministers from time to time. You may also change the location of your court, by speaking to the minister. mno_appoint_spouse|Appoint your {reg0?wife husband}, {s10}... mno_dplmc_appoint_spouse_plus_1|Appoint your {reg0?wife husband}, {s10}... mno_appoint_default|Appoint a prominent citizen from the area... mno_appoint_npc1|Appoint {s10} mno_appoint_npc2|Appoint {s10} mno_appoint_npc3|Appoint {s10} mno_appoint_npc4|Appoint {s10} mno_appoint_npc5|Appoint {s10} mno_appoint_npc6|Appoint {s10} mno_appoint_npc7|Appoint {s10} mno_appoint_npc8|Appoint {s10} mno_appoint_npc9|Appoint {s10} mno_appoint_npc10|Appoint {s10} mno_appoint_npc11|Appoint {s10} mno_appoint_npc12|Appoint {s10} mno_appoint_npc13|Appoint {s10} mno_appoint_npc14|Appoint {s10} mno_appoint_npc15|Appoint {s10} mno_appoint_npc16|Appoint {s10} mno_appoint_npc17|Appoint {s10} mno_appoint_npc18|Appoint {s10} mno_appoint_npc19|Appoint {s10} menu_minister_confirm|{s9}can be found at your court in {s12}. You should consult periodically, to avoid the accumulation of unresolved issues that may sap your authority... mno_continue_54|Continue... menu_notification_court_lost|{s12} mno_continue.80|Continue... menu_notification_player_faction_deactive|Your kingdom no longer holds any land. mno_continue_55|Continue... menu_notification_player_wedding_day|{s8} wishes to inform you that preparations for your wedding at {s10} have been complete, and that your presence is expected imminently . mno_continue.28|Continue... menu_notification_player_kingdom_holds_feast|{s11} mno_continue_56|Continue... menu_notification_center_under_siege|{s1} has been besieged by {s2} of {s3}! mno_continue.63|Continue... menu_notification_village_raid_started|Your Village is under Attack!^^{s2} of {s3} is laying waste to {s1}. mno_continue_57|Continue... menu_notification_one_faction_left|Perisno Conquered by One Kingdom^^{s1} has defeated all rivals and stands as the sole kingdom. mno_continue.29|Continue... menu_notification_oath_renounced_faction_defeated|Your Old Faction was Defeated^^You won the battle against {s1}! This ends your struggle which started after you renounced your oath to them. mno_continue_58|Continue... menu_notification_center_lost|An Estate was Lost^^You have lost {s1} to {s2}. mno_continue.89|Continue... menu_notification_troop_left_players_faction|Betrayal!^^{s1} has left {s2} and joined {s3}. mno_continue_59|Continue... menu_notification_troop_joined_players_faction|Good news!^^ {s1} has left {s2} and joined {s3}. mno_continue.30|Continue... menu_notification_war_declared|Declaration of War^^{s1} has declared war against {s2}! mno_continue_60|Continue... menu_notification_peace_declared|Peace Agreement^^{s1} and {s2} have made peace!^{s57} mno_continue.64|Continue... menu_notification_faction_defeated|Faction Eliminated^^{s1} is no more! mno_continue_61|Continue... menu_notification_rebels_switched_to_faction|Rebellion Success^^ Your rebellion is victorious! Your faction now has the sole claim to the title of {s11}, with {s12} as the single ruler. mno_continue.31|Continue... menu_notification_player_should_consult|{reg0?Your minister {s11}} send word that there are problems brewing in the realm which, if left untreated, could sap your authority. You should consult with {reg4?her him} at your earliest convenience mno_continue_62|Continue... menu_notification_player_feast_in_progress|Feast in Preparation^^Your {reg33?husband wife} has started preparations for a feast in your hall in {s11} mno_continue.81|Continue... menu_notification_lady_requests_visit|An elderly woman approaches your party and passes one of your men a letter, sealed in plain wax. It is addressed to you. When you break the seal, you see it is from {s15}. It reads, 'I so enjoyed your last visit. {s14} I am currently in {s10}.{s12}' mno_continue_63|Tell the woman to inform her mistress that you will come shortly mno_continue.32|Tell the woman to inform her mistress that you are indisposed menu_garden|{s12} mno_enter_9|Enter mno_nurse_1|Go with the nurse mno_nurse_2|Wait by the spring mno_leave.12|Leave menu_nibor_in_p_village_15|Nibor Hood's party occupied this village. Though it doesn't seem that locals mind their presence. mno_continue_64|Continue... menu_result_nibor_in_village_15|{s2} mno_continue.65|Continue... mno_continue_65|Continue... menu_schlacht_im_randomdorf_1|A band of rogue nobles and their mercenaries took residence in this village. Someone needs to deal with them. mno_continue.33|Continue... menu_result_schlacht_im_randomdorf_1|{s2} mno_continue_66|Continue... mno_continue.97|Continue... menu_nibor_rebellion_in_town|Nibor Hood's brigands found their way into the town! Many citizens as well as a part of garrison troops joined them. Others prefer not to interfere. Deal with the rebels! mno_continue_67|Continue... menu_result_nibor_rebellion_in_town|{s2} mno_continue.34|Continue... mno_continue_68|Continue... menu_oim_talk_to_bandits_horse|{s2} mno_continue.66|Continue... mno_defend_village_|Prepare for a fight! menu_oim_bandits_battle_for_horse_result|{s2} mno_continue_69|Continue... mno_continue.35|Continue... menu_kill_local_merchant_begin|You spot your victim and follow him, observing as he turns a corner into a dark alley. This will surely be your best opportunity to attack him. mno_continue_70|Continue... menu_weeping_murder_noble|You spot Lord Bersculta leaving the tavern, and follow him for a moment. mno_continue.82|Continue... menu_weeping_hello_zolona|Lord Bersculta falls to the ground, dead. You pick up the dagger, but from the shadows, Zolona appears. mno_continue_71|Continue... menu_debug_alert_from_s65|DEBUG ALERT {s65} mno_continue.36|Continue... menu_auto_return_to_map|stub menu_bandit_lair|{s3} mno_continue_72_1|Attack the hideout... mno_leave_no_attack|Leave... mno_leave_victory|Continue... mno_leave_defeat|Continue... menu_notification_player_faction_political_issue_resolved|After consulting with the peers of the realm, {s10} has decided to confer {s11} on {s12}. mno_continue.67|Continue... menu_notification_player_faction_political_issue_resolved_for_player|After consulting with the peers of the realm, {s10} has decided to confer {s11} on you. You may decline the honor, but it will probably mean that you will not receive other awards for a little while.{s12} mno_accept|Accept the honor mno_decline|Decline the honor mno_continue_73|Approach {s1}... menu_start_phase_3|{s16}^^You are exhausted by the time you find the inn in {s1}, and fall asleep quickly. However, you awake before dawn and are eager to explore your surroundings. You venture out onto the streets, which are still deserted. All of a sudden, you hear a sound that stands the hairs of your neck on end -- the rasp of a blade sliding from its scabbard... mno_continue.37|Continue... menu_lost_tavern_duel|{s11} mno_continue_74|Continue... menu_establish_court|To establish {s4} as your court will require a small refurbishment. In particular, you will need a set of tools and a bolt of velvet. it may also take a short while for some of your followers to relocate here. Do you wish to proceed? mno_establish|Establish {s4} as your court mno_establish_2|Establish {s4} as your court mno_establish_ask_minister|Request your Minister to establish {s4} as your court (15,000 aurums) mno_establish_ask_minister_notenough|Request your Minister to establish {s4} as your court (15,000 aurums) mno_continue.90|Hold off... menu_notification_relieved_as_marshal|{s4} wishes to inform you that your services as marshal are no longer required. In honor of valiant efforts on behalf of the realm over the last {reg4} days, however, {reg8?she he} offers you a purse of {reg5} aurums. mno_continue_75|Continue menu_dplmc_manage_loot_pool|{s10} mno_dplmc_auto_loot|Let your heroes select gear from the items on the ground. mno_dplmc_auto_loot_no|Insufficient item pool space for auto-upgrade. mno_dplmc_loot|Access the items on the ground. mno_dplmc_auto_loot_upgrade_management|Update management of NPCs' equipment. mno_dplmc_leave|{s20} mno_dplmc_leave_and_take_a|Gather {reg0} of the {reg20} items on the ground and leave. mno_dplmc_leave_and_take_b|Gather the remaining {reg20} {reg0?items item} on the ground and leave. mno_dplmc_leave_and_take_c|There is no space left in your bags. menu_dplmc_auto_loot|Your heroes will automatically grab items from the loot pool based on their pre-selected upgrade options. Heroes listed first in the party order will have first pick. Any equipment no longer needed will be dropped back into the loot pool. Any items in the loot pool will be lost when you leave. Are you sure you wish to do this? mno_dplmc_autoloot_no|No, I've changed my mind. mno_dplmc_autoloot_yes|Yes, perform the upgrading. menu_dplmc_notification_alliance_declared|Alliance Agreement^^{s1} and {s2} have formed an alliance!^{s57} mno_dplmc_continue_1|Continue... menu_dplmc_notification_defensive_declared|Defensive Pact^^{s1} and {s2} have agreed to a defensive pact!^{s57} mno_dplmc_continue_13|Continue... menu_dplmc_notification_trade_declared|Trade Agreement^^{s1} and {s2} have signed a trade agreement!^{s57} mno_dplmc_continue_2|Continue... menu_dplmc_notification_nonaggression_declared|Non-aggression Treaty^^{s1} and {s2} have concluded a non-aggression treaty!^{s57} mno_dplmc_continue_14|Continue... menu_dplmc_question_alliance_offer|You Receive an Alliance Offer^^The {s1} wants to form an alliance with you. What is your answer? mno_dplmc_alliance_offer_accept|Accept mno_dplmc_alliance_offer_reject|Reject menu_dplmc_question_defensive_offer|You Receive a Pact Offer^^The {s1} offers you a defensive pact. What is your answer? mno_dplmc_defensive_offer_accept|Accept mno_dplmc_defensive_offer_reject|Reject menu_dplmc_question_trade_offer|You Receive a Pact Offer^^The {s1} offers you a trade pact. What is your answer? mno_dplmc_trade_offer_accept|Accept mno_dplmc_trade_offer_reject|Reject menu_dplmc_question_nonaggression_offer|You Receive a Pact Offer^^The {s1} offers you a non-aggression treaty. What is your answer? mno_dplmc_nonaggression_offer_accept|Accept mno_dplmc_nonaggression_offer_reject|Reject menu_dplmc_notification_alliance_expired|Alliance Has Expired^^The alliance between {s1} and {s2} has expired and was degraded to a defensive pact. mno_dplmc_continue_3|Continue menu_dplmc_notification_defensive_expired|Defensive Pact Has Expired^^The defensive pact between {s1} and {s2} has expired and was degraded to a trade agreement. mno_dplmc_continue_15|Continue menu_dplmc_notification_trade_expired|Trade Agreement Has Expired^^The trade agreement between {s1} and {s2} has expired and was degraded to a non-aggression treaty. mno_dplmc_continue_4|Continue menu_dplmc_dictate_terms|Dictate your peace terms. mno_dplmc_demand_4000|Demand 4000 aurums mno_dplmc_demand_8000|Demand 8000 aurums mno_dplmc_demand_castle|Demand {s2}. mno_dplmc_go_back|Go back menu_dplmc_deny_terms|The {s1} refuses your terms and is breaking off of negotiations. mno_dplmc_continue_16|Continue menu_dplmc_village_riot_result|{s9} mno_dplmc_continue_5|Continue... menu_dplmc_village_riot_removed|In bloody battle you and your men slaughter the rebels and regain control over the village. But there is not much left you can control. mno_dplmc_continue_17|Continue... menu_dplmc_town_riot_removed|In bloody battle you and your men slaughter the rebels and regain control over the town. mno_dplmc_continue_6|Continue... menu_dplmc_riot_negotiate|You approach the angry crowd and begin negotiations. The leader of the riot demands {reg0} aurums. He agrees to lay down arms if you are willing to pay. mno_dplmc_pay_riot_treasury|Induce your chamberlain to pay the money from the treasury. mno_dplmc_pay_riot_cash|Pay cash. mno_dplmc_back|Back... menu_dplmc_notification_riot|The peasants of {s1} launched a riot against you! In a surprise attack, men loyal to you have been slain. The remainder joined the angry crowd. mno_dplmc_continue_18|Continue... menu_dplmc_notification_appoint_chamberlain|As a lord of a fief you can now appoint a chamberlain who resides at you court for a weekly salary of 15 aurums. He will handle all financial affairs like collecting and determining taxes, paying wages and managing your estate. In addition he supervises money transfers between kingdoms giving you more diplomatic options. mno_dplmc_appoint_default|Appoint a prominent nobleman from the area. mno_dplmc_continue_7|Proceed without chamberlain. menu_dplmc_chamberlain_confirm|Your chamberlain can be found at your court. You should consult him if you want to give him any financial advice or you need greater amounts of money. You should always make sure that there is enough money in the treasury to pay for political affairs. mno_dplmc_continue_19|Continue... menu_dplmc_notification_appoint_constable|As a lord of a fief you can now appoint a constable who resides at you court for a weekly salary of 15 aurums. He will recruit new troops and provide information about your army. mno_dplmc_continue_8|Proceed without constable. menu_dplmc_constable_confirm|Your constable can be found at your court. You should consult him if you want to recruit new troops or get detailed information about your standing army. mno_dplmc_continue_20|Continue... menu_dplmc_notification_appoint_chancellor|As a lord of a fief you can now appoint a chancellor who resides at you court for a weekly salary of 20 aurums. He will be the keeper of your seal and conduct the correspondence between you and other important persons. mno_dplmc_continue_9|Proceed without chancellor. menu_dplmc_chancellor_confirm|Your chancellor can be found at your court. You should consult him if you want to send messages or gifts. mno_dplmc_continue_21|Continue... menu_dplmc_deserters|Some of your men don't believe that you will pay their wages and desert. Overall you lose {s11} men. mno_dplmc_continue_10|Continue... menu_dplmc_negotiate_besieger|You appear with a white flag at the top of the wall. After a while a negotiator of {s11} approaches you. He demands {s6} and all associated villages as well as {reg0} aurums for safe conduct. mno_dplmc_comply_treasury|Comply and induce your chamberlain to pay the money from the treasury. mno_dplmc_comply|Comply and pay the money cash. mno_dplmc_break_off|Break off negotiations. menu_dplmc_messenger|Sire, I found {s10} and delivered your message. {reg4?Her His} answer was {s11}. mno_dplmc_continue_22|Continue... menu_dplmc_scout|Your spy returned from {s10}^^{s11}{s12} mno_dplmc_continue_11|Continue... menu_dplmc_domestic_policy|You can now shape the domestic policy of your kingdom. Do you want to change your policy now? mno_dplmc_yes|Yes, I want to change the domestic policy. mno_dplmc_no|No, I don't want to change the domestic policy. mno_dplmc_continue_23|Continue... menu_dplmc_affiliated_family_report|{s0} mno_lord_relations_3|View list of all known lords by relation. mno_continue.38|Continue... menu_dplmc_economic_report|{s0} mno_dplmc_continue_12|Continue... menu_dk_invasion_start_warning|A farmer, his face streaked with sweat and body red with blood, runs up to your entourage as you are traveling. '{s1}!' he cries, running up to you. 'Wait, please! I beg you, hear of what I have to say!^^The farmer takes a moment to catch his breath and then looks at you with desperation. 'Foreign invaders have come, all dressed in strange dark armor and wielding terrifying weapons! Escape, {s1}, when you have the chance! It is doomsday! I have seen them myself! They have conquered two castles already and are going to conquer another! Please, run! Doomsday is upon us!'^^With that, the farmer runs off into the distance. mno_continue_76|Continue... menu_pre_invasion|As you are traveling, you hear rumors from travelers on the road about a mysterious foreign threat called the 'Zann.'^^These men supposedly wield terrifying weapons and have exotic ways of fighting.^^ It is said that their ships will land on Perisno in a month's time, and that they have a massive army of over 4000 elite troops.^^Though this may not be true, you should prepare yourself for the worst, should the Zann descend upon the land. mno_continue.68|Continue... menu_rafklazan|A messenger rides up to you and tells you that a group of Foreign Invaders under someone called King Rafklazan has landed on the shores of Perisno by accident. mno_continue_77|Continue... menu_ulfhednar|A messenger rides up to you and tells you that an infamous Volheere Raider from Nisaynia has landed with his army of berserkers. mno_continue.39|Continue... menu_zolona|A messenger rides up to you and tells you a nomadic Queen has come from the far deserts and is deciding to stay here in Perisno. mno_continue_78|Continue... menu_thirdlegion|A messenger rides up to you and tells you that a Third Legion general has rallied his soldiers and are now marching for war. mno_continue.83|Continue... menu_zeladeck|A messenger rides up to you and tells you that the Illicans in the mountains of the Reich lands have proclaimed their 'Chosen One' and are now marching for war against the Reich. mno_continue_79|Continue... menu_dreaded_and_faith|You hear urgent rumors and news from travelers everywhere that something huge has happened between the Grazir Worshippers and the Eagle Knights. They say that the two have erupted into a full scale war, and neither side is backing down. Some rumors speak of a dark, evil presence near Galwe, and a large column of light erupting in the mountains near Lille. You may wish to check these occurences out yourself. mno_continue.40|Continue... menu_general_ialoch|A messenger rides up to you and tells you that a demonic general by the name of Ialoch has risen his armies and is now roaming the land. mno_continue_80|Continue... menu_nox_of_zephilli|A messenger rides up to you and tells you that a man by the name of Nox of Zephilli has proclaimed himself as the 'Chosen One' who will rise up and conquer Perisno in the name of an ancient Perisnoan Kingdom. He is now roaming the land, gathering support wherever he goes and challenging any who dare say he is not the rightful Emperor. mno_continue.69|Continue... menu_lord_ceylius|You hear news that the Lord of Mercenaries, Lord Ceylius has gathered a band of mercenaries and are now roaming the land, harassing caravans and razing villages wherever they go. mno_continue_81|Continue... menu_queen_aegea|You hear news that the Amazons have rallied under the banner of their proclaimed Queen, Aegea, and are now roaming the land. mno_continue.41|Continue... menu_count_eton|A weary messenger passes by your party, informing you that Count Eton of Lymbar has mustered his forces to reclaim the county of Lymbar for his order of knights. mno_continue_82|Continue... menu_event_01|A local minstrel has composed a small song about your deeds. mno_choice_01_1|That is great news! mno_choice_01_2|I shall like to reward him with 300 aurums. Let him continue his work! mno_choice_01_3|A song? What kind of fool will sing a song about me? I deserve an epic! Bring me his head! menu_event_02|A lone beggar comes up to you and asks for alms. He smells of rot and his stench is unbearable. mno_choice_02_1|Give the poor man 100 aurums. mno_choice_02_2|Ignore him and continue on. mno_choice_02_3|The fool smells like a pigsty! Throw him to the nearest farm, where he belongs! menu_event_03|A young upstart noble spreads outrageous lies about you behind your back. If this doesn't stop, soon you will be the laughingstock of the country. mno_choice_03_1|I challenge him to a duel! mno_choice_03_2|It's none of my business. mno_choice_03_3|Hire some Assassins of Ral'Daiun for 500 aurums and make sure he meets his end in a 'natural' way. menu_event_04|A bard has composed a long song about your heroic deeds. mno_choice_04_1|That is great news! mno_choice_04_2|I shall like to reward him with 1000 aurums. Let him continue his work! mno_choice_04_3|A song? What kind of fool will sing a song about me? I deserve an epic! Bring me his head, and I'll watch HIM sing - in pain! menu_event_05|A master bard has composed an epic of your legendary deeds. mno_choice_05_1|That is great news! mno_choice_05_2|I shall like to reward him with 3000 aurums. Let him continue his work! mno_choice_05_3|It's not good enough. Tell him to make two epics or I'll have his head. menu_event_06|As you are traveling, a band of farmers approach you and ask if they could join your party. mno_choice_06_1|Of course! mno_choice_06_2|No thanks. I have no space and no need for more troops. menu_event_07|As you are traveling, a small group of peasant woman approach you and ask if they could join your party. They said that their village was raided and now they have nowhere to go. mno_choice_07_1|Of course! mno_choice_07_2|I have no need for new troops. mno_choice_07_3|No, but perhaps you can do my travel weary men some favors... menu_event_08|Your men make camp and you notice something strange. A field of unknown types of mushrooms lay before you. What do you do? mno_choice_08_1|Eat them. mno_choice_08_2|Share them with your army. mno_choice_08_3|Do nothing. menu_event_09|Your men make camp and you notice something strange. A field of unknown types of mushrooms lay before you. What do you do? mno_choice_09_1|Eat them. mno_choice_09_2|Share them with your army. mno_choice_09_3|Do nothing. menu_event_10|As you are traveling, you meet a Knight of the Wolf. His 'pack' has abandoned him, and he wishes to join your party as a straggler. mno_choice_10_1|Of course! mno_choice_10_2|I have no space and no need for more troops. menu_event_11|You come across some runaway Desouk slaves. mno_choice_11_1|Help them on their way. mno_choice_11_2|Return them to the Desouk slavers. menu_event_12|You chance upon a fight between a group of bandits and merchants. The merchants seem to be losing and once they see you, they plead for your help. mno_choice_12_1|Kill all the bandits. mno_choice_12_2|Help the bandits. mno_choice_12_3|Slaughter both groups and take all the loot. menu_event_13|Having heard of your famous exploits, a group of mercenaries approach you and ask if they could join your party. mno_choice_13_1|Let them join. mno_choice_13_2|I don't need mercenaries. menu_event_14|A religous fanatic from the New Gods Worshippers follows your army. He creates much unrest but gain some converts as well. mno_choice_14_1|Let him be. He is a true man of faith to have so much courage. mno_choice_14_2|Offer him a place in your troops! mno_choice_14_3|Kill the fool. menu_event_15|A religous fanatic from the Old Gods Worshippers follows your army. He creates much unrest but gain some converts as well. mno_choice_15_1|Let him be. He is a true man of faith to have so much courage. mno_choice_15_2|Offer him a place in your troops! mno_choice_15_3|Kill the fool. menu_event_16|You encounter a wounded Knight of the Eagle. He tells you that he and his party was ambushed by Grazir Worshippers and asks you to take him into your party. mno_choice_16_1|Let him join. mno_choice_16_2|I don't need any more people. Especially not Eagle Knights. mno_choice_16_3|Torture him and then execute him. Eagle Knights deserve no less. menu_event_17|You encounter a wounded Grazir Priest. He tells you that he and his party was ambushed by Eagle Knights and asks you to take him into your party. mno_choice_17_1|Let him join. mno_choice_17_2|I don't need any more people. Especially not Grazir Priests. mno_choice_17_3|Torture him and then execute him. Grazir Priests deserve no less. menu_event_18|While traveling, your party comes across a small cottage with an adjoining garden. Although there is fish cooking over a fire out front, nobody seems to be here. mno_choice_18_1|Raid the cottage! mno_choice_18_2| Ignore the cottage and continue on your way. mno_choice_18_3|Leave a small bag of 300 aurums by the fire and continue on your way menu_event_19|You stumble across a small herd of cattle. mno_choice_19_1|Slaughter them and eat them! mno_choice_19_2|Continue on. mno_choice_19_3|Hunt them for fun. menu_event_20|You come across a small group of Freelancers. They seem to have recently abandoned their former captain. mno_choice_20_1|Offer them to join you. mno_choice_20_2|Continue on. mno_choice_20_3| Kill them for abandoning their captain. menu_event_21|A scout comes riding up to you and tells you that they have found a man tied to a tree. Upon investigating, you find out he was tied up because local bandits were going to use him as target practice until your troops came by. mno_choice_21_1|Untie him. mno_choice_21_2|Leave him there. Why should we care? mno_choice_21_3|Untie him and give him supplies menu_event_22|Your party stumble upon a wounded steppe urchin. mno_choice_22_1|Take him and ask a ransom to the elder of his village. mno_choice_22_2|Continue on. mno_choice_22_3|Help him along his journey. menu_event_23|You are travelling and passing by a battlefield as you see a plunderer carefully picking through the corpses of honorable men. The man looks up and sees you approach. He looks frightened, but understands that he couldn't escape anyway, so he just stands there trembling and awaiting his fate. mno_choice_23_1|Kill him and take his loot, then set the wolves on him... mno_choice_23_2|Continue on. mno_choice_23_3|This man is right to do so! Anyone with common sense would do the same. menu_event_24|While traversing some particularly rough terrain, you hear an arrow whiz by your head and clank against one of your troops' shields. Before you can react, another arrow impales itself in the ground next to your foot. It is clear that someone has just tried to assassinate you. mno_choice_24_1|Send your swiftest troop to find and capture the assassin. mno_choice_24_2|Send a heavier troop to find and kill the assassin. mno_choice_24_3|Let the assassin escape. The next time, you will be ready. menu_event_25|Your eyes catch a glint of metal in the ground below. mno_choice_25_1|Halt your party and investigate it. mno_choice_25_2|Ignore it and keep moving. menu_event_26|You see a young wolf pup limping across the road in front of you. It is clear that it has been injured and separated from its parents, and it won't survive much longer on its own. mno_choice_26_1|Put it out of its misery. mno_choice_26_2|Offer it some meat. mno_choice_26_3|Leave it be. menu_hire_adviser|Which adviser would you like to hire? mno_intel_adviser|{s1} mno_highmarshal|{s1} mno_back_to_kingdom_management|Return to the kingdom management menu. menu_hire_intel_adviser|A {s1} controls a network of spies throughout Perisno. He can tell you which lords are unhappy in other kingdoms, which castles are least defended, and where the monarchs of each faction are hiding.^A {s1} costs 5000 aurums to hire. Hire one? mno_yes|Yes. mno_no|No. menu_hire_high_marshal|A {s1} is the commander of the armies from the center of the kingdom and has a host of options, including giving the ability to hire war parties and more. He costs 20,000. Hire one? menu_assassination_failed|A messenger reins in beside your party.^^ '{reg33?Madam Sir}, I bring grave news. Your attack on {s2} has failed. The assassins attacked at dawn, as the lord made his way to the privy, but the first quarrel missed high when he stooped to remove something from his shoe. Alas, the element of surprise was lost, and he fought off the assassins. ^^Your Spymaster sends his condolences. mno_continue.94|Continue... menu_assassination_fought_off|A messenger reins in beside your party.^^ '{reg33?Madam Sir}, I bring good news. Your attack on {s2} has failed. The assassins attacked at dusk, but the guards were alert, and engaged the killers. Many died, but the lord escaped. However {s2}'s personal retinue has been reduced, and it will be some time before he can rebuild his forces.^^ Your Spymaster sends word that this might be an auspicious time to launch an attack. mno_continue_83|Continue... menu_assassination_prosperity|A messenger reins in beside your party.^^'{reg33?Madam Sir}, I bring mixed news. Your attack on {s2} was successful. However, the element of surprise was missing, and before they could administer the killing blow, the assassins were cut down.^^ That said, not all is lost. Seeing their lord struck down, his fiefs were shaken by their Lord's vulnerability, and there was talk of war, though with whom, no one knew. The prosperity of all {s2}'s holdings is down by twenty points and this will hit him in his pocketbook, though he lives still.^Your Spymaster sends his congratulations. mno_continue.42|Continue... menu_assassination_fiefed|A messenger reins in beside your party.^^'{reg33?Madam Sir}, I bring great news. Your attack on {s2} has succeeded. Nay, he is not dead, more's the pity. But apparently his liege had already been unsatisfied with his vassalage, and this attack has confirmed {s2}'s weakness. ^^{reg33?Madam Sir}, {s1} has relieved {s2} of all his lands and titles, and has bestowed them upon {s3}! ^^{s2} is humiliated and landless! Your Spymaster congratulates you on your cunning! mno_continue_84|Continue... menu_notification_give_vassal_gift|{s4} is recognizing your loyal service as a vassal by rewarding you with a {s1}. mno_continue.70|Continue... menu_recruit_nobles|{s18} mno_continue_85_not_enough_gold|I don't have enough money... mno_continue.43|Continue... mno_forget_it_7|Forget it. menu_recruit_mercenary|Some mercenaries stand before you. mno_recruit_mercs1|Recruit some new mercenaries. (2500 aurums) mno_recruit_mercs2|Recruit some experienced mercenaries. (5000 aurums) mno_recruit_mercs3|Recruit some veteran mercenaries. (7500 aurums) mno_forget_it_4|Forget it. mno_forget_it2|Forget it, I don't have any money. menu_recruit_falconacademy|You notice the silence of academic studies alongside the clashing of familiar weapons. The volunteers who stand for the Realm of the Falcons are honing their skills in this facility. Some seem to be willing to follow you, but you must pay for their fees. mno_recruit_falcs1|Pay for the fees of some fresh volunteers. (5000 aurums) mno_recruit_falcs2|Pay for the fees of some experienced volunteers. (10000 aurums) mno_recruit_falcs3|Pay for the fees of some veteran volunteers. (20000 aurums) mno_forget_it_9|Forget it. mno_forget_it_5|Forget it, I don't have any money. menu_red_immortals|You have defeated the Red Immortal party. You manage to capture one of the Immortals and interrogate him. He tells you that their leader, called Mactabilus, is nearby and that he will avenge them. Then, the Red Immortal kills himself with a hidden dagger before you and your men can react. mno_continue_86|Continue... menu_khivachis|You have defeated Kunika. Shortly after, a messenger from Khivachis comes up to you and tells you that they watched the entire battle and Khivachis needs you to report to her back at Reichberg. mno_continue.84|Continue... menu_perisno_start_welcome|Welcome to Perisno, adventurer. You will soon find that this mod is a bit harder than Native and brings you to an entire new world. You will meet new NPCs, discover long lost treasures, embark on dangerous quests, and more.^^ Currently the year is 395. You are just one of the thousands of men out there who seek to change the future. The Kingdom of Tolrania spreads across the center of Perisno, the Reich des Drachen - with their strange creatures and heavy cavalry - dominate the north along with Maccavia, the Kingdoms of Drahara and Hakkon share the deserts, and the Naphali Kingdom of Elintor inhabit the forests.^^ Minor factions like the Grazir Worshippers and the Assassins of Ral'Daiun lurk about, waiting to catch easy prey - and in a land far away, a fleet of ships are preparing to set sail for Perisno... In your travels you will encounter rogues, merchants, heroes, and more. ^^ Notes If you wish to check out the faction lores go to Notes. Perisno is a full new world for you to discover. Play it the way you wish to, and good luck, brave adventurer! mno_continue_87|Continue... menu_book_rapier_read1|You close the Anthology on the Dueler, having read it cover to cover. In addition to having learned a bit more about sparring, you discovered an intriguing account made by a Geldarin Naphali. mno_continue.44|Continue... menu_book_rapier_read2|The Naphali, a watchman by the name of Dadithas, claims to have seen the Dueler and his few loyal apprentices arrive on and depart from the shore west of the Azure Keep for the uncharted isles of the Aroulo. If there is one place to look for him, the civilization of the Aroulian jungle may be it. mno_continue_88|Continue... menu_third_legion_fort|You come to a seemingly occupied fort, a relic of the past belonging to the Venetoran Empire. mno_enter_attempt|Attempt to enter the fort. mno_enter_fort|Enter the fort. mno_attack_fort|Attack the fort. mno_claim_fort|Claim the fort for Visavo Austad. mno_leave.35|Leave. menu_enter_third_legion_succeeded|The guards welcome you into the fort. mno_continue_89|Continue... mno_continue_89_door|Exit to the camp. mno_leave.28|Leave. menu_sneak_third_legion_failed|As you draw closer to the entrance to the fort, you spot a few Legion guards keeping watch over the gate. Although they would raise the alarm if they saw you attempt to slip into the fort, you notice that they seem to be letting anyone with proper Legion equipment through without hesitation... mno_leave.14|Leave. menu_sneak_third_legion_failed_nonhuman|As you draw closer to the entrance to the fort, you spot a few Legion guards keeping watch over the gate. You notice that they seem to be letting anyone with proper Legion equipment through without hesitation, but as you are not human you will have little chance to disguise yourself. Perhaps you should help the Legion in some battles so they will view you as a friend... mno_leave.39|Leave. menu_third_legion_stronghold|A large fortress stands before you, in some state of disrepair. mno_approach_stronghold|Approach the walls. mno_attack_stronghold|Prepare ladders and enter the stronghold. mno_attack_stronghold_door|Exit to the camp. mno_enter_stronghold|Enter the stronghold. mno_wait_assassins|Wait at the stronghold for the assault. mno_leave.15|Leave. menu_venetor_complete|{s25} mno_continue.45|Continue... mno_continue_90|Continue... menu_venetor_victory|The last of Ral'Daiun's mercenary army lays defeated at the walls of Venetor. mno_continue.91|Continue... menu_venetor_defeat|Ral'Daiun's mercenary army overruns the valiant defence mounted by the Third Legion and {playername}. Though you manage to slip out a side exit with Atanos Austad and evade capture, as you ride away from the stronghold you see plumes of smoke rising from inside as the Assassins raze it to the ground. mno_continue_91|Continue... menu_austad_arrival|As you and your men are starting to get restless, you hear some commotion outside and suddenly the gate swings open. You grab your weapons and go to investigate. mno_continue.46|Continue... menu_venetor_defence|You quickly go and alert your men of the impending attack. Soon, they are battle ready, and you join Atanos Austad and Visavo Hendrus on the allure of the stronghold. Soon enough, you spot the red hoods of the Assassins' vanguard in the distance. mno_begin_battle|Defend Venetor. menu_venetor_defence_battle|The forces of the Assassins of Ral'Daiun are attacking the stronghold. mno_venetor_defend|Lead your soldiers in the defence. menu_sneak_third_legion_succeeded|Disguised in the equipment of a soldier of the Third, you fool the guards and make your way into the fort. mno_continue_92|Continue... mno_continue_92_door|Exit to the camp. mno_leave.29|Leave. menu_sneak_third_legion_friendly|After your deeds in support of the Third, the guards recognize you as a friend and welcome you into the fort. mno_continue.72|Continue... mno_continue.72_door|Exit to the camp. mno_leave.16|Leave. menu_third_legion_attack|You prepare to attack the Third Legion's fort. mno_third_legion_attack|Lead your soldiers in an assault. mno_leave.36|Go back. menu_mysterious_place|You are at a mysterious place... mno_enter_scene_4|Enter ... mno_enter_scene_4_door|Exit to the camp. mno_leave.17|Leave. menu_grazir_shrine|You stumble upon a seemingly abandoned fort in the woods. However, as you edge closer, you begin hearing whispers and screeches in the back of your mind. You carefully make your way through the gates and read a faded inscription saying, 'The Shrine of Grazir. Outsiders of the Sect, beware ...' You ... mno_enter_scene_1|Go inside the shrine for a closer look. Maybe there are ancient relics that can be found ... mno_enter_scene_1_door|Exit to the camp. mno_leave.30|Leave. menu_grazir_complete|{s25} mno_continue_93|Continue... mno_continue.47|Continue... menu_demon_shrine|You visit the Grazir Shrine. mno_talk_shrine|Go and talk to the Grazir Priests to join their Order. mno_leave.18|Leave. menu_galwe_library|On the outskirts of the city of Galwe you find a palatial building overlooking the Amber Sea. You pass by groups of scholars coming and going from the manor, many carrying heavy stacks of books. mno_visit_library|Visit the great library. mno_visit_library_door|Exit the area. mno_buy_from_library|Buy some books. mno_buy_from_library_door|Exit the area. mno_leave.41|Leave. menu_fountain_temple|As you approach the clandestine gorge, you hear the rush of water as the sounds of civilization around you fade away. You decide to... mno_enter_scene_3|Enter. mno_enter_scene_3_door|Exit to the camp. mno_leave.19|Leave. menu_abandoned_house_one|You encounter an abandoned homestead, but there's still fire burning. Someone must be here, or has been here recently. mno_enter_abandoned_house_one|Enter. mno_leave.31|Leave. menu_lair_pirate|After venturing through miles of dense jungle and intense heat, you spot a small island off the shore of an inland sea. You decide to... mno_enter_scene_2|Build a makeshift boat and take a small scouting party to the island. mno_enter_scene_2_door|Exit to the camp. mno_leave.20|Return to the jungle. menu_start_game_new_backstory_northern|You disembark from your ship in disgrace... mno_continue_94|Continue... mno_go_back_14|Quit game. menu_returning_to_hylr2|You land on Hylr. mno_continue.85|Continue... menu_svafar_duel_menu|You prepare to fight. menu_returning_to_hylr|You are on a boat. mno_return_to_hylr_menu|Return to Hylr. menu_halduril_gravediggers|You enter a gravesite.. mno_enter_the_graveyard_menu|Continue... menu_player_camp|{s13} mno_continue_95|Enter the camp. mno_go_back_23|Leave menu_start_game_new_backstory_human_tropical|Stepping onto the beach, you are approached by a few Aroulo natives... mno_continue.48|Continue... mno_go_back_15|Quit game. menu_start_game_new_backstory_dwarf_karnoth|You decide to investigate... mno_continue_96|Continue... mno_go_back_31|Quit game. menu_backstory_dwarf_karnoth_killed_demon|You have cleansed the mine of the Grazir worshippers, and the master of the mine gives you a reward- such a reward that you would never have to work in the mine again, 3000 gold. He also agrees that your mother will be provided for. The ironfist who you squired with recognizes your valor, saying there is nothing more for him to teach you. The world is yours for the taking, adventurer. mno_continue.73|Continue... menu_backstory_human_tropical_killed_aroulo|You have killed the natives and taken their things, no doubt you have angered the Aroulo. mno_continue_97|Continue... menu_backstory_human_tropical_visit_village|You follow the native back to his village... mno_continue.49|Continue... menu_perisno_inn_first_time|Seemingly in the middle of nowhere you find a inn... mno_interior|Enter the Inn. mno_interior_door|Darkforest Inn mno_exterior_1|Approach the tavern... mno_exterior_1_door|Outdoors mno_leave.37|Leave... menu_perisno_inn|You are at the Darkforest Inn. mno_exterior_2|Explore outside. mno_exterior_2_door|Outdoors mno_campaign_map_inns_buy_drinks|Buy some refreshments for yourself and your company. (100 Aurums) mno_campaign_map_inns_rent_room_24_hours|Arrange for lodgings for a day. (1000 Aurums) mno_leave.21|Leave. menu_et_repair_village|{s11} {s12} mno_continue_98|Repair the village. mno_go_back_16|Forget it. menu_et_krysanna_duel_menu|You stand before Eriallen Krysanna. mno_end_fight|Leave. menu_world_map_soldier|What do you need to do soldier? mno_join_commander_battle|Follow the commander into battle. mno_enter_town|Enter stationed town. mno_commander|Request audience with your commander. mno_revolt|Revolt against the commander! mno_desert|Desert the army.(keep equipment but lose relations) mno_report|Commander's Report mno_return_to_duty|Return to duty. menu_commander_aud|Your request for a meeting is relayed to your commander's camp, and finally {s6} appears from their tent to speak with you. mno_continue_tent_conversation|Continue... mno_reject_talk_lord|No, nevermind. menu_ask_revolt|Are you sure you want to revolt? mno_confirm_revolt|Yes, {s6} will be the death of us all, it is time to act! mno_reject_revolt|No, I am loyal to {s6}. menu_revolt|Do you want to release the prisoners to help your men? mno_revolt_prisoners|Yes, I will take the risk for a greater advantage. mno_revolt_no_prisoners|No, I don't trust prisoners. menu_ask_desert|Do you want to desert? mno_confirm_desert|Yes, this is pointless. mno_reject_desert|No, I am loyal to my commander. menu_desert|While in the army you've made some good friends. Some could possibly follow you. mno_desert_party|Try to convince them to follow you. mno_desert_alone|No, I have a better chance alone. menu_upgrade_path|In recognition of your excellent service, you have been promoted. mno_upgrade_path_1|{s66} mno_upgrade_path_2|{s67} menu_troop_tree_switch_modes|I shouldn't see this. This should automatically be hidden by a new presentation. mno_continue_troop_switch_modes|Leave... menu_prs_switch_modes|I shouldn't see this. This should automatically be hidden by a new presentation. mno_continue_switch_modes|Leave...
https://w.atwiki.jp/ongaeshi/pages/25.html
原文(pdf)を日本語に意訳したものです。 誤訳はご容赦下さい。 解説 → Firefoxアドオンコンテストの要項を意訳してみた。 - おんがえしの日記 Firefox End of Year Add-Ons Collection Contest Official Rules 概要 このコンテストの目的は、Firefoxにおけるいくつかの素晴らしい再起動不要なアドオンを発見、紹介することです。 スポンサー このコンテストのスポンサーは Mozilla Corporation です。住所 650 Castro Street, Suite 300, Mountain View, CA 94041 (“Sponsor”). 資格 購入か料金はどんな賞も入力するか要求するのには必要ではありません。 . コンテストは、大多数の国での年齢は少なくとも個人に開いています。 13 年未成年者またはより古い人の存在は、米国および特定他の国によってローカルで未成年者 法律のまた、コンテストに参加する資格があります。 が、署名された保護者の同意を提出する必要があります。 フォームのエントリには。Dhorner (で) Mozilla ドットコム承諾書を親フォームに問い合わせください。 The Contest is void in any country subject to a U.S boycott and where prohibited by law or restricted by law or regulations. スポンサーおよびその親会社の従業員, 子会社, 関連会社, サプライヤー, 広告 機関, 従業員と同じ家に住む家族に参加資格はありません。 入力して、これらの公式規則、スポンサーのすべての決定によって拘束されることに同意し、 裁判官は、最終的かつ拘束されます。このコンテストは、すべての適用法の対象です。 参加方法 コンテストに参加するには、emailを amo-featured@mozilla.com に "Add-on competition" というSubject , エントリーする再起動可能なアドオンへのaddons.mozilla.org サイトへのリンク, 名前, あなたのエントリしたものの機能の説明を付けて送って下さい。複数エントリ化(あなたが望むなら)。 グループ投稿する場合, and all members of the group should be identified in the description so proper attribution can be given. You must be the named and 認可アカウント所有者の電子メール アドレス submitted in connection with your Entry. The authorized account holder is the natural person who is assigned to the email address by an internet access provider, online service provider, or other organization that is responsible for assigning email addresses or 関連付けられているドメイン with the submitted email address. Entries submitted will not be returned or acknowledged. その他の権利を制限することなくが,スポンサーは、スポンサーの唯一の裁量で、拒否するには、右がまたは コンテストからスポンサーの単独の裁量により、これらのルールは任意に違反する任意のエントリを削除します。 該当するスポンサー ポリシー、該当する法律、または任意の方法で有害または好ましくないです。またスポンサーします。 スポンサーの裁量で任意の参加者またはエントリを失格にする権利を留保します。ない対応 入力しなければなりません。 プライバシー Entrants will be asked to provide their names and an email address so they can be contacted if selected a winner. All Entries are public on the addons.mozilla.org site and may be publicized in other locations as well, including the entrants’ names. Except as otherwise stated herein or as otherwise agreed by you and the Sponsor, all other personal information you provide in connection with the Contest will be used only for purposes relating to this Contest, and will not be communicated to third-parties without prior permission or as otherwise specified in our Privacy Policy located at http //www.mozilla.org/en-US/privacy-policy.html. コンテストの期間 2011/10/07(金) 12 01 PST(8 01 GMT) に開始し、 2011/11/8(火) 11 59 PST (2011/11/9 7 59 GMT) に終了します(コンテスト期間)。 審査は、コンテストの終了後すぐに開始されます。 訳注 日本時間では、2011/11/09(水) 04 59 まで 作業条件 すべてのエントリは、コンテストに受け入れられるために、特定の条件を満たす必要があります。制限なし 次の条件が適用されます (a) (意訳) 最新のFirefoxに対応する必要がある Entry must be compatible with and function properly with the most recently released beta version of Firefox at the time your Entry is submitted and you must be willing to make any modifications needed so that it is compatible with the final release version of that version of Firefox; (b) (意訳) ソースコード開示 the full source code, including that of any binary components, must be made available to Sponsor (upon request); (c) (意訳) エントリー内容の説明を正確にすること the description of the Entry included in your submission must be clear and accurate; (d) コンテストに応募する前に、Mozilla Add-ons ギャラリーにアップロードしておくこと; (e) Mozilla Add-ons ポリシー https //addons.mozilla.org/pages/policy/ に準拠すること; (f) (意訳) オリジナルであること、第三者の著作権を侵害しないこと The Entry must be your original work and may not include any unauthorized intellectual property of a third party; (g) (意訳) 名前にMozzilaの商標やその一部を含めないこと(ただし末尾に"for Firefox"は除く) The name of your Entry may not include any Mozilla trademarks or portions thereof, except for the inclusion of “for Firefox” at the end of the name. The Entry must further comply with any additional technical requirements set forth in materials regarding the Contest. 当選者の選択 After the Contest Period has ended, all Entries will be reviewed and judged by the Featured Add-ons Board, a panel of five selected members of the Add-ons community. Each judge, using the criteria described below, will identify his or her top picks for winners. Those Entries receiving a vote as a top pick by at least three judges will be reviewed by a panel of Mozilla Add-ons experts, who will compile the list of winners. The Mozilla experts will only judge the Entries selected by the Featured Addons Board if needed to break a tie or evaluate the eligibility of an Entry. Members of the Featured Addons Board will be allowed to submit Entries, but not to judge their own Entries; their Entries will be judged by the remaining four judges. Entries will be judged based on the following criteria, which will be equally weighted quality of features, functionality, user experience, originality, usefulness, performance, and security. The decisions of the judging panel are final on all matters relating to the Contest and no correspondence will be entered into. 賞品 (意訳)勝利したエントリは"Firefox End of Yaer Add-on Collection"に含まれ、さまざまな媒体で紹介されます。The winning Entries will be included in a special “Firefox End of Year Add-on Collection” that will be promoted months after the end of the Contest through the following channels the Add-on manager, the Add-ons gallery, Mozilla’s Facebook page, the Rock Your Firefox blog, Mozilla s Twitter feed, and perhaps other channels. 一般的な賞の条件 Sponsor reserves the right to substitute one form of promotion for another of equal or greater value in its sole discretion. 勝者の通知/検証 (意訳) 勝者には2011/11/14にemailが来る。10日以内に宣誓記述書を返すこと。未成年の場合は親がサインして。5日以内に返信が無ければ勝者は別の人になるよ。 The winners will be notified by email on or about November 14, 2011. Each potential winner may be required to sign and return to Sponsor an affidavit of eligibility and liability/publicity release, where lawful, within ten (10) days of the date of winning notification. If any winner is a minor under the laws of his/her place of residence, all documents must be signed by a parent or legal guardian. If a winner cannot be notified within five (5) days after his or her selection, or in the event of non-compliance with any of these requirements, the prize may be forfeited, and another Entry selected as a winner. 勝者のエントリーの情報と名前を使用する許可 (意訳) あなたの名前や写真(提供してもらえれば)は法律に違反しない範囲で宣伝に使わせてもらうよ。 By entering, you agree that Sponsor and its designees may use your name, photo (if provided), screen shots, and basic information about you and your Entry that you submit in any media now known or hereafter developed for promotional and/or publicity purposes, unless prohibited by law. You also agree to participate in and cooperate with any promotional activity and/or publicity relating to the Contest as the Sponsor shall reasonably request from time to time. 責任のリリース By participating, you release the Sponsor and its subsidiaries, affiliates, partners, employees, directors, agents, advertising agencies, and all others associated with the development and execution of this Contest, from and against any and all injury, loss or damage caused or claimed to be caused by your participation in the Contest and/or the acceptance, awarding, receipt, use and/or misuse of the prize, and you agree that these entities are in no way responsible for any warranty, representation, or guarantee, expressed or implied, in fact or in law, relating to the Contest and/or the awarding of any prize except as may be expressly set forth in these Official Rules. You also agree to hold harmless Sponsor, its officers, directors, employees, divisions, affiliates, subsidiaries, and advertising and promotional agencies, from any claim by any third party relating to any rights in the Entry you submitted. 表明および保証 By entering, you warrant and represent that (a) you are the sole and exclusive owner (and free of any adverse claim by any person, firm, or corporation) of all intellectual property rights in and to the Entry (exclusive of Mozilla’s intellectual property rights); (b) the Entry is original and the use of the Entry as described in these Rules will not infringe the proprietary rights, including without limitation the intellectual property rights, of any third party; (c) the use of the Entry, as described in these Rules, will be in compliance with any third-party licenses pertaining to the Entry; (d) the Entry is not obscene or libelous, or does not violate any rights of any third party, including but not limited to rights of privacy or publicity; (e) the Entry does not target anyone because of his or her membership in a certain social group, including race, gender, color, religion, belief, sexual orientation, disability, ethnicity, nationality, age, gender identity, or political affiliation, and does not contain a symbolic representation of any group that targets anyone because of his or her membership in a certain social group; (f) you have accurately categorized and described the type and nature of the Entry; (g) the Entry does not contain any virus, spyware, malware, trap door, worm, or any other device, mechanism or code that is injurious or damaging to software or hardware used in conjunction with the Entry; (h) the Entry and its use as described in these Rules will not violate any federal, provincial, state or local laws or ordinances; (i) the Entry is consistent with these Rules; and (j) you have the right to grant to Sponsor and its designees the license granted below. By entering you agree to be bound by these Official Rules, including all eligibility requirements and all decisions of Sponsor, which are final and binding in all matters relating to the Contest. 知的財産 (意訳)あなたの書いたコードの権利はあなたにあるよ、等。 Your Entries shall remain your exclusive property. The code you write is yours. In order to enter the Contest, your Entry must have been uploaded to Mozilla’s Add-ons gallery. You can make your Entry available under the license of your choosing as further explained on the Add-ons site. We encourage entrants to open source their code, but that is your decision. Mozilla’s Trademarks The names Mozilla and Firefox, as well as the Mozilla logo, Firefox logo, and the red lizard logo are all registered trademarks of the Mozilla Foundation in the U.S. and several other countries. Any use of those or any other Sponsor (or Mozilla Foundation) trademark, trade name or logo must comply with the Mozilla Trademark Policies as posted at http //www.mozilla.org/foundation/trademarks/. 免責事項 Sponsor is not responsible for (i) lost, late, misdirected, damaged, garbled or illegible entries; (ii) error, omission, interruption, deletion, defect, delay in operations or transmission, theft or destruction or unauthorized access to or alterations of entry materials, or for technical, network, telephone equipment, electronic, computer, hardware or software malfunctions of any kind, or inaccurate transmission of or failure to receive entry information by Sponsor on account of technical problems or traffic congestion on the Internet or at any web site or any combination thereof; or (iii) any injury or damage to entrant’s or any other person’s computer related to or resulting from participating in the Contest. Sponsor reserves the right to (i) permanently disqualify from any Contest it sponsors any person it believes has intentionally violated these official rules; and (ii) suspend, modify or terminate the Contest if Sponsor believes, in its sole discretion, that malfunction, error, disruption or damage is impairing or will impair the administration, security, fairness, or integrity of the Contest. If the Contest is terminated before the scheduled end of the Contest Period, the Sponsor will determine the winners from all eligible entries received as of the termination date in a fair and equitable manner as determined by Sponsor in its reasonable discretion. Persons found tampering with or abusing any aspect of the Contest, or whom the Sponsor believes to be causing or attempting or intending to cause any malfunction, error, disruption, or damage will be disqualified. The Sponsor reserves the right to disqualify any unauthorized entries or votes, including, without limitation, any entries or votes made through robotic, automatic, mechanical, programmed or similar multiple-entry, or entry/vote duplication, method and to disqualify any person or entity using such a method. 紛争 These Official Rules and any disputes relating in any way to the Contest shall be governed exclusively by the laws of the State of California, USA, without regard to principles of conflicts of laws. By participating, you further agree that (i) any and all disputes, claims, and causes of action arising out of or in connection with the Contest, or any prizes awarded, shall be resolved individually without resort to any form of class action; (ii) any claims, judgments and awards shall be limited to actual out-of-pocket costs incurred, including costs associated with entering the Contest, but in no event attorney’s fees; and (iii) under no circumstances will any entrant be permitted to obtain any award for, and entrant hereby waives all rights to claim, punitive, incidental or consequential damages and any and all rights to have damages multiplied or otherwise increased and any other damages, other than damages for actual out-of-pocket expenses. 受賞者の名前 (意訳)受賞者と審査員の名前リストが欲しい人は、手紙を出せば返信してくれるみたい。 For the names of the winners and/or the judges send a self-addressed, stamped envelope to "FF END OF YEAR ADD-ONS COLLECTION CONTEST Winner List", attn Mozilla Contests, 650 Castro Street, Suite 300, Mountain View, CA 94041. Requests must be received (not just postmarked) by April 30, 2012.
https://w.atwiki.jp/mirari/pages/160.html
You are - th venator. 未作成ページ エメラルド ヘルメス思想 ラテン語 inferius unius adaptatione luna hic ingenio inferiorum obscuritas fortis subtilem penetrabit his trismegistus solis specio spectrum specularis イリニ族 sum edo プチグレン ローズマリー ラベンダー マジョラム ブラックペッパー ジンジャー nascor 逃げるアタランテ 貴族 高官 venor pl. クラリセージ ゼラニウム バジル ジュ二パー ローズ フェンネル sempervirens 樹木系 セージ オレンジ スイートレモン グレープフルーツ ジュニパー ベルガモット 錬金術