24,185pages on
this wiki
Add New Page
Talk0 Share
Icon info
This is the transcript of a dialogue or message file, a file which contains the dialogue of a non-player character in a given game or ingame messages related to scripts and items.


//begin 8th September 2000 revision
name_age = {Age}
trait_male = {Male}
trait_female = {Female}
trait_noname = {None}

name_strength = {Strength}
name_perception = {Perception}
name_endurance = {Endurance}
name_charisma = {Charisma}
name_intelligence = {Intelligence}
name_agility = {Agility}
name_luck = {Luck}

desc_strength = {Raw physical strength. A high Strength is good for physical characters. Modifies: Hit Points, Melee Damage, and Carry Weight.}
desc_perception = {The ability to see, hear, taste and notice unusual things. A high Perception is important for a sharpshooter. Modifies: Sequence and ranged combat distance modifiers.}
desc_endurance = {Stamina and physical toughness. A character with a high Endurance will survive where others may not. Modifies: Hit Points, Poison & Radiation Resistance, Healing Rate, and the additional hit points per level.}
desc_charisma = {A combination of appearance and charm. A high Charisma is important for characters that want to influence people with words. Modifies: NPC reactions, and barter prices.}
desc_intelligence = {Knowledge, wisdom and the ability to think quickly. A high Intelligence is important for any character. Modifies: the number of new skill points per level, dialogue options, and many skills.}
desc_agility = {Coordination and the ability to move well. A high Agility is important for any active character. Modifies: Action Points, Armor Class, Sequence, and many skills.}
desc_luck = {Fate. Karma. An extremely high or low Luck will affect the character - somehow. Events and situations will be changed by how lucky (or unlucky) your character is.}

short_strength = {ST}
short_perception = {PE}
short_endurance = {EN}
short_charisma = {CH}
short_intelligence = {IN}
short_agility = {AG}
short_luck = {LK}

stat_rate1 = {V. Bad}
stat_rate2 = {Bad}
stat_rate3 = {Poor}
stat_rate4 = {Fair}
stat_rate5 = {Average}
stat_rate6 = {Good}
stat_rate7 = {V. Good}
stat_rate8 = {Great}
stat_rate9 = {Excellent}
stat_rate10 = {Heroic}

name_level = {Level}
name_experience = {Experience}
name_nextLevel = {Next Level}
name_charPoints = {Char Pts:}
name_skills = {Skills}
name_skillPoints = {Skill Points}
name_tagSkills = {Tag Skills}
name_otraits = {Optional Traits}

desc_level = {The general competency of the character. A measure of your experience and abilities.}
desc_experience = {A reward for completing specific tasks, or defeating enemies in combat. More experience points are required to attain higher Levels.}
desc_nextLevel = {The amount of experience points needed to move up to the next level.}
desc_charPoints = {Amount of free character points that can be added to one of the basic stats.}
desc_skills = {Skills are learned knowledge. Skills increase by experience, or during the course of the game by special events. The higher the skill level, the better you are at that skill.}
desc_skillPoints = {Use free skill points to increase the level of a skill. As you get better at a given skill, however, it takes more points to raise that skill. Mastering a skill can take a lot of time and effort.}
desc_tagSkills = {Tag skills are skills your character specializes in. Each tag skill gains +20%, and increases twice as fast. You must pick three tag skills.}
desc_otraits = {Optional traits describe your character in more detail. All traits will have positive and negative effects. You may choose up to two traits during creation.}

short_skillPoints = {Pts.}
short_tagSkills = {Tags}

name_reputation = {Reputation}
short_reputation = {Rep.}
desc_reputation = {Represents your character's overall reputation both inside and outside the Brotherhood.}

name_rank = {Ranks}
short_rank = {Rank}
desc_rank = {Your character's rank within the Brotherhood controls the availability of equipment and squadmembers.}

name_addict = {Addictions}
short_addict = {Addict.}
desc_addict = {Things your character has become addicted to.}

name_perks = {Perks}
short_perks = {Perks}
desc_perks = {Perks add additional abilities. After gaining a certain number of experience levels, you can choose a perk.}

name_kills = {Kills}
short_kills = {Kills}
desc_kills = {A counter that keeps track of the type and numbers of creatures you have slaughtered, or have seen killed in your presence.}

name_maxHitPoints = {Hit Points}
desc_maxHitPoints = {How much damage your character can take before dying. If you reach 0 HP or less, you are dead.}

name_poisoned = {Poisoned}
desc_poisoned = {Your character has been poisoned. Poison will do damage over a period of time, until cured or it passes from your system.}

name_radiated = {Radiated}
desc_radiated = {Your character is suffering from a significant amount of Radiation poisoning. The more radiation damage, the more deadly the effect.}

name_cripRArm = {Crippled Right Arm}
desc_cripRArm = {Your character's right arm has been severely hurt, and cannot function well. If both arms have been crippled, you cannot attack with weapons.}

name_cripLArm = {Crippled Left Arm}
desc_cripLArm = {Your character's left arm has been severely hurt, and cannot function well. If both arms have been crippled, you cannot attack with weapons.}

name_cripRLeg = {Crippled Right Leg}
desc_cripRLeg = {Your character has a crippled right leg. If both legs have been crippled, you cannot walk.}

name_cripLLeg = {Crippled Left Leg}
desc_cripLLeg = {Your character has a crippled left leg. If both legs have been crippled, you cannot walk.}

name_immobile = {Immobile}
desc_immobile = {Your character is unable to move, and is an easier target.}

name_concussed = {Concussed}
desc_concussed = {Your character has received a blow to the head. This effects skills and Intelligence.}

name_stunned = {Stunned}
desc_stunned = {Your character is suffering from a stun effect. This effects Perception and Agility.}

name_winded = {Winded}
desc_winded = {Your character has been winded, and cannot run.}

name_addicted = {Addicted}
desc_addicted = {Your character has become addicted to something.}

name_overdosed = {Overdosed}
desc_overdosed = {Your character has become overdosed due to excess usage of chemicals. Overdose will do damage over a period of time, until it passes from your system.}

name_withdrawl = {Withdrawl}
desc_withdrawl = {Your character is suffering the effects of withdrawl.}

name_crippled = {Crippled}
desc_crippled = {Your character has been crippled.}

name_blind = {Blinded}
desc_blind = {Your character has been seriously hit in one or both of your eyes. This affects your Perception.}

name_encumbered = {Encumbered}
desc_encumbered = {Your character is carrying more than your carry weight. This will slow you down, and may cause you injury.}

name_bandaged = {Bandaged}
desc_bandaged = {Your character has been bandaged to the point where First Aid is no longer possible.}

name_armorClass = {Armor Class}
name_maxActionPoints = {Action Points}
name_maxCarryWeight = {Carry Weight}
name_meleeDamage = {Melee Damage}
name_bonusDamage = {Bonus Damage}
name_normalResist = {Damage Resistance}
name_poisonResist = {Poison Resistance}
name_radiationResist = {Radiation Resistance}
name_sequence = {Sequence}
name_healRate = {Healing Rate}
name_criticalChance = {Critical Chance}
name_skillPerLevel = {Skill rate}
name_levelsPerPerk = {Perk rate}

short_armorClass = {Armor Class}
short_maxActionPoints = {Action Pts.}
short_maxCarryWeight = {Carry Wt.]}
short_meleeDamage = {Melee Dmg.}
short_bonusDamage = {Bonus Dmg.}
short_normalResist = {Damage Res.}
short_poisonResist = {Poison Res.}
short_radiationResist = {Rad. Res.}
short_sequence = {Sequence}
short_healRate = {Heal Rate}
short_criticalChance = {Crit. Chance}
short_skillPerLevel = {Skill rate}
short_levelsPerPerk = {Perk rate}

desc_armorClass = {Modifies the chance to hit this particular character.}
desc_maxActionPoints = {The number of actions that the character can take during one combat turn.}
desc_maxCarryWeight = {The maximum amount of equipment your character can carry, in pounds.}
desc_meleeDamage = {The amount of bonus damage your character does in hand-to-hand combat.}
desc_bonusDamage = {The percentage of bonus damage your character does in all forms of combat.}
desc_normalResist = {Any damage taken is reduced by this amount. Damage Resistance can be increased by wearing armor.}
desc_poisonResist = {Reduces poison damage by this amount.}
desc_radiationResist = {The amount of radiation you are exposed to is reduced by this percentage. Radiation Resistance can be modified by the type of armor worn, and anti-radiation chems.}
desc_sequence = {Determines how soon in a combat turn your character can react.}
desc_healRate = {At the end of each day, your character will heal 1 HP for each point of Healing Rate. When you rest, you heal every six hours. It also gives bonuses when being healed.}
desc_criticalChance = {The chance to cause a critical hit in combat is increased by this amount.}
desc_skillPerLevel = {The number of skill points you will be able to allocate to skills, each time you gain a level.}
desc_levelsPerPerk = {The amount of levels the character will have to gain in order to gain a perk. (lower is better) }
//end 8th Septmeber revision

name_sttraits = {TRAITS}
name_stperks = {PERKS}

name_status = {Status}
desc_status = {Outlines the status of this character within the Brotherhood and the wasteland.}

name_staddict = {ADDICTIONS}

bar_hitPoints = {HP}
bar_armorClass = {AC}

desc_noammo = {RELOAD}

name_levelup = {Level}
desc_levelup = {Your character has earned a new level of experience.}

// multiplayer modes
name_mm_normal = {Custom}
desc_mm_normal = {Custom game rules.}

name_mm_skirmish = {Skirmish}
desc_mm_skirmish = {Seperate teams fight it out in the ultimate tactical showdown.}

name_mm_assault = {Assault}
desc_mm_assault = {Two teams, offense v defense, with an objective.}

name_mm_ctf = {Capture the Flag}
desc_mm_ctf = {Seperate teams face off in a challenge where to gain points you must steal the opponents flag.}

name_mm_dogmeat = {Kill the Dogmeat}
desc_mm_dogmeat = {The only player that can score points is to be Dogmeat. The only way to become Dogmeat is to kill the player that is Dogmeat.}

//end 2001-01-24

name_mm_scavengerHunt = {Scavenger Hunt}
desc_mm_scavengerHunt = {A race to collect special items.}

name_unconcious = {Unconscious}
desc_unconcious = {Your character has been knocked out.}

sentinel = {!}

Ad blocker interference detected!

Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

Also on Fandom

Random Wiki