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Merge pull request #3986 from TheLonerD/xml-parsing-errors
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Fix xml parsing errors.
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TheLoneTec authored Dec 25, 2024
2 parents dfc57e2 + 363000d commit a90f11f
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Showing 23 changed files with 70 additions and 72 deletions.
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<SimpleProstheticArmAnimal.label>Zwierzęca proteza ramiona</SimpleProstheticArmAnimal.label>

<BionicArmAnimal.label>Zwierzęca Bioniczna ręka/BionicArmAnimal.label>
<BionicArmAnimal.label>Zwierzęca Bioniczna ręka</BionicArmAnimal.label>

<NoseAnimalSimple.label>Zwierzęca proteza nosa</NoseAnimalSimple.label>

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<CE_Settings_ShowCasings_Desc>武器开火会显示弹壳掉落的效果。禁用以提高性能。</CE_Settings_ShowCasings_Desc>

<!-- EN: Create shell casing filth -->
<CE_Settings_СreateCasingsFilth_Title>启用弹壳污秽</CE_Settings_СreateCasingsFilth_Title>
<CE_Settings_CreateCasingsFilth_Title>启用弹壳污秽</CE_Settings_CreateCasingsFilth_Title>
<!-- EN: Firing weapons will create cleanable filth of dropped casings. -->
<CE_Settings_СreateCasingsFilth_Desc>在武器射击时会产生由抛壳产生的可清洗污渍。</CE_Settings_СreateCasingsFilth_Desc>
<CE_Settings_CreateCasingsFilth_Desc>在武器射击时会产生由抛壳产生的可清洗污渍。</CE_Settings_CreateCasingsFilth_Desc>

<!-- EN: Show combat taunts -->
<CE_Settings_ShowTaunts_Title>显示战斗嘲讽</CE_Settings_ShowTaunts_Title>
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4 changes: 2 additions & 2 deletions Mods/CombatExtended/Languages/English/Keyed/ModMenu.xml
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<CE_Settings_ShowCasings_Title>Show shell casings</CE_Settings_ShowCasings_Title>
<CE_Settings_ShowCasings_Desc>Firing weapons will display a dropped casing effect.</CE_Settings_ShowCasings_Desc>

<CE_Settings_СreateCasingsFilth_Title>Create shell casing filth</CE_Settings_СreateCasingsFilth_Title>
<CE_Settings_СreateCasingsFilth_Desc>Firing weapons will create cleanable filth of dropped casings.</CE_Settings_СreateCasingsFilth_Desc>
<CE_Settings_CreateCasingsFilth_Title>Create shell casing filth</CE_Settings_CreateCasingsFilth_Title>
<CE_Settings_CreateCasingsFilth_Desc>Firing weapons will create cleanable filth of dropped casings.</CE_Settings_CreateCasingsFilth_Desc>

<CE_Settings_ShowTaunts_Title>Show combat taunts</CE_Settings_ShowTaunts_Title>
<CE_Settings_ShowTaunts_Desc>Pawns will display text-based taunts during combat.</CE_Settings_ShowTaunts_Desc>
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4 changes: 2 additions & 2 deletions Mods/CombatExtended/Languages/Russian/Keyed/ModMenu.xml
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<CE_Settings_ShowCasings_Title>Показывать гильзы снарядов</CE_Settings_ShowCasings_Title>
<CE_Settings_ShowCasings_Desc>Показывать гильзы при стрельбе. Отключение повысит производительность.</CE_Settings_ShowCasings_Desc>

<CE_Settings_СreateCasingsFilth_Title>Создавать гильзы на земле</CE_Settings_СreateCasingsFilth_Title>
<CE_Settings_СreateCasingsFilth_Desc>Стрельба из оружия создаёт грязь в виде брошенных гильз.</CE_Settings_СreateCasingsFilth_Desc>
<CE_Settings_CreateCasingsFilth_Title>Создавать гильзы на земле</CE_Settings_CreateCasingsFilth_Title>
<CE_Settings_CreateCasingsFilth_Desc>Стрельба из оружия создаёт грязь в виде брошенных гильз.</CE_Settings_CreateCasingsFilth_Desc>

<CE_Settings_ShowTaunts_Title>Показать боевые насмешки</CE_Settings_ShowTaunts_Title>
<CE_Settings_ShowTaunts_Desc>В ходе боя у пешек будут отображаться текстовые насмешки.</CE_Settings_ShowTaunts_Desc>
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2 changes: 1 addition & 1 deletion Mods/Core_SK/Defs/Drugs/ActivatedCarbon.xml
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<HediffDef>
<defName>ActivatedCarbonConsumed</defName>
<label>Activated carbon</label>
<description>Activated сarbon consumed</description>
<description>Activated carbon consumed</description>
<hediffClass>HediffWithComps</hediffClass>
<defaultLabelColor>(1,0,0.5)</defaultLabelColor>
<scenarioCanAdd>false</scenarioCanAdd>
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<ScenarioDef>
<defName>Crashlanded_Nuclear_Fallout</defName>
<label>Nuclear fallout</label>
<description>The group of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. While flying towards the ground, you feel a huge explosion, shaking your pod. Some time later, you land on this unknown rimworld, a toxic wasteland. Luckily you managed to grab a Сhemical Protection Suit from one of the engineers.</description>
<description>The group of you awake in your cryptosleep sarcophagi to the sound of sirens and ripping metal. You barely get to the escape pods before the ship is torn apart. While flying towards the ground, you feel a huge explosion, shaking your pod. Some time later, you land on this unknown rimworld, a toxic wasteland. Luckily you managed to grab a Chemical Protection Suit from one of the engineers.</description>
<scenario>
<summary>Three crashlanded survivors - with nuclear fallout.</summary>
<playerFaction>
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2 changes: 1 addition & 1 deletion Mods/Core_SK/Defs/Storyteller/Incidents_Map_Disease_SK.xml
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<li>Lung</li>
<li>Nose</li>
</diseasePartsToAffect>
<letterLabel>Disease: Сommon cold</letterLabel>
<letterLabel>Disease: Common cold</letterLabel>
</IncidentDef>

<IncidentDef ParentName="SK_DiseaseIncidentBase">
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2 changes: 1 addition & 1 deletion Mods/Core_SK/Defs/TerrainDefs/Terrain_FloorWood.xml
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<defName>RedWoodFloorF</defName>
<label>Pale Chequerwise parquet</label>
<renderPrecedence>245</renderPrecedence>
<description>Pale, beautiful сhequerwise parquet made from neatly crafted mahogany planks.</description>
<description>Pale, beautiful chequerwise parquet made from neatly crafted mahogany planks.</description>
<texturePath>Terrain/Surfaces/redwood_floor_b3</texturePath>
<uiIconPath>Terrain/Surfaces/redwood_floor_b3i</uiIconPath>
<statBases>
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4 changes: 2 additions & 2 deletions Mods/Core_SK/Defs/ThingDefs/Filth_Diseases.xml
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<ThingDef ParentName="BaseDiseaseFilth">
<defName>Filth_CoronavirusGerms</defName>
<label>сoronavirus germs</label>
<label>coronavirus germs</label>
<graphicData>
<texPath>Things/Filth/Grainy</texPath>
<color>(91,75,65,000)</color>
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<ThingDef ParentName="BaseDiseaseFilth">
<defName>Filth_MeaslesGerms</defName>
<label>мeasles germs</label>
<label>measles germs</label>
<graphicData>
<texPath>Things/Filth/Grainy</texPath>
<color>(91,75,65,000)</color>
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</graphicData>
<altitudeLayer>LowPlant</altitudeLayer>
<useHitPoints>false</useHitPoints>
<description>Еnrichment soil. 80 fertility</description>
<description>Enrichment soil. 80 fertility</description>
<size>(1,3)</size>
<stuffCategories>
<li>Woody</li>
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10 changes: 5 additions & 5 deletions Mods/Core_SK/Languages/English/Keyed/SkyAI.xml
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<SkyAI.ReactToThreatsDesc>Pawns, which perform a non-combat task, may switch to defense mode if threatened.</SkyAI.ReactToThreatsDesc>
<SkyAI.ReactToThreatsAreaLabel>The area in which allies will react</SkyAI.ReactToThreatsAreaLabel>
<SkyAI.ReactToThreatsAreaDesc>The distance from which allied pawns will be able to react on damage for allies and engage.</SkyAI.ReactToThreatsAreaDesc>
<SkyAI.СombatEnemyKeepRangeLabel>Сombat enemy keep range</SkyAI.СombatEnemyKeepRangeLabel>
<SkyAI.СombatEnemyKeepRangeDesc>Base enemy detection distance.</SkyAI.СombatEnemyKeepRangeDesc>
<SkyAI.CombatEnemyKeepRangeLabel>Combat enemy keep range</SkyAI.CombatEnemyKeepRangeLabel>
<SkyAI.CombatEnemyKeepRangeDesc>Base enemy detection distance.</SkyAI.CombatEnemyKeepRangeDesc>
<SkyAI.ActiveThreatRangeLabel>Non-combat enemy activeThreat range</SkyAI.ActiveThreatRangeLabel>
<SkyAI.ActiveThreatRangeDesc>The distance from which a pawn can determine that it has been targeted.</SkyAI.ActiveThreatRangeDesc>
<SkyAI.EnchancedReactionToThreatLabel>Enable enchanced reaction to threat</SkyAI.EnchancedReactionToThreatLabel>
<SkyAI.EnchancedReactionToThreatLabel>Enable enhanced reaction to threat</SkyAI.EnchancedReactionToThreatLabel>
<SkyAI.EnchancedReactionToThreatDesc>Pawns in battle will be able to react much faster to the enemy threats, overriding the current work.</SkyAI.EnchancedReactionToThreatDesc>
<SkyAI.CanBreakDistanceLabel>Enable enemy with ranged weapon can break distance</SkyAI.CanBreakDistanceLabel>
<SkyAI.CanBreakDistanceDesc>Sometimes pawns with ranged weapon may try to break the distance with an enemy.</SkyAI.CanBreakDistanceDesc>
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<SkyAI.PerformTreatmentEnemyPawnsDesc>Allied doctor could perform treatment (tend job) to colony enemy pawns which is friendly for their faction.</SkyAI.PerformTreatmentEnemyPawnsDesc>
<SkyAI.LayingOnGroundSelfTendLabel>Enable laying on ground on self tend</SkyAI.LayingOnGroundSelfTendLabel>
<SkyAI.LayingOnGroundSelfTendDesc>Pawn will try to lie down during treatment (tend job).</SkyAI.LayingOnGroundSelfTendDesc>
<SkyAI.PerformСonsciousnessBuffLabel>Enemy doctor will add consciousness buff</SkyAI.PerformСonsciousnessBuffLabel>
<SkyAI.PerformСonsciousnessBuffDesc>Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech.</SkyAI.PerformСonsciousnessBuffDesc>
<SkyAI.PerformConsciousnessBuffLabel>Enemy doctor will add consciousness buff</SkyAI.PerformConsciousnessBuffLabel>
<SkyAI.PerformConsciousnessBuffDesc>Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech.</SkyAI.PerformConsciousnessBuffDesc>
<SkyAI.PerformTreatmentAlliesLabel>Enemy doctor perform treatment (tend job) to downed allies</SkyAI.PerformTreatmentAlliesLabel>
<SkyAI.PerformTreatmentAlliesDesc>Doctors will be able to perform treatment (tend job) for downed allies.</SkyAI.PerformTreatmentAlliesDesc>
<SkyAI.DownedAlliesScanRangeLabel>Downed allies scan range</SkyAI.DownedAlliesScanRangeLabel>
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8 changes: 4 additions & 4 deletions Mods/Core_SK/Languages/Korean/Keyed/SkyAI.xml
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<SkyAI.ReactToThreatsDesc>Pawns, which perform a non-combat task, may switch to defense mode if threatened.</SkyAI.ReactToThreatsDesc>
<SkyAI.ReactToThreatsAreaLabel>The area in which allies will react</SkyAI.ReactToThreatsAreaLabel>
<SkyAI.ReactToThreatsAreaDesc>The distance from which allied pawns will be able to react on damage for allies and engage.</SkyAI.ReactToThreatsAreaDesc>
<SkyAI.СombatEnemyKeepRangeLabel>Сombat enemy keep range</SkyAI.СombatEnemyKeepRangeLabel>
<SkyAI.СombatEnemyKeepRangeDesc>Base enemy detection distance.</SkyAI.СombatEnemyKeepRangeDesc>
<SkyAI.CombatEnemyKeepRangeLabel>Сombat enemy keep range</SkyAI.CombatEnemyKeepRangeLabel>
<SkyAI.CombatEnemyKeepRangeDesc>Base enemy detection distance.</SkyAI.CombatEnemyKeepRangeDesc>
<SkyAI.ActiveThreatRangeLabel>Non-combat enemy activeThreat range</SkyAI.ActiveThreatRangeLabel>
<SkyAI.ActiveThreatRangeDesc>The distance from which a pawn can determine that it has been targeted.</SkyAI.ActiveThreatRangeDesc>
<SkyAI.EnchancedReactionToThreatLabel>Enable enchanced reaction to threat</SkyAI.EnchancedReactionToThreatLabel>
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<SkyAI.PerformTreatmentEnemyPawnsDesc>Allied doctor could perform treatment (tend job) to colony enemy pawns which is friendly for their faction.</SkyAI.PerformTreatmentEnemyPawnsDesc>
<SkyAI.LayingOnGroundSelfTendLabel>Enable laying on ground on self tend</SkyAI.LayingOnGroundSelfTendLabel>
<SkyAI.LayingOnGroundSelfTendDesc>Pawn will try to lie down during treatment (tend job).</SkyAI.LayingOnGroundSelfTendDesc>
<SkyAI.PerformСonsciousnessBuffLabel>Enemy doctor will add consciousness buff</SkyAI.PerformСonsciousnessBuffLabel>
<SkyAI.PerformСonsciousnessBuffDesc>Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech.</SkyAI.PerformСonsciousnessBuffDesc>
<SkyAI.PerformConsciousnessBuffLabel>Enemy doctor will add consciousness buff</SkyAI.PerformConsciousnessBuffLabel>
<SkyAI.PerformConsciousnessBuffDesc>Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech.</SkyAI.PerformConsciousnessBuffDesc>
<SkyAI.PerformTreatmentAlliesLabel>Enemy doctor perform treatment (tend job) to downed allies</SkyAI.PerformTreatmentAlliesLabel>
<SkyAI.PerformTreatmentAlliesDesc>Doctors will be able to perform treatment (tend job) for downed allies.</SkyAI.PerformTreatmentAlliesDesc>
<SkyAI.DownedAlliesScanRangeLabel>Downed allies scan range</SkyAI.DownedAlliesScanRangeLabel>
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8 changes: 4 additions & 4 deletions Mods/Core_SK/Languages/Russian/Keyed/SkyAI.xml
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<SkyAI.ReactToThreatsDesc>Pawns, which perform a non-combat task, may switch to defense mode if threatened.</SkyAI.ReactToThreatsDesc>
<SkyAI.ReactToThreatsAreaLabel>The area in which allies will react</SkyAI.ReactToThreatsAreaLabel>
<SkyAI.ReactToThreatsAreaDesc>The distance from which allied pawns will be able to react on damage for allies and engage.</SkyAI.ReactToThreatsAreaDesc>
<SkyAI.СombatEnemyKeepRangeLabel>Сombat enemy keep range</SkyAI.СombatEnemyKeepRangeLabel>
<SkyAI.СombatEnemyKeepRangeDesc>Base enemy detection distance.</SkyAI.СombatEnemyKeepRangeDesc>
<SkyAI.CombatEnemyKeepRangeLabel>Сombat enemy keep range</SkyAI.CombatEnemyKeepRangeLabel>
<SkyAI.CombatEnemyKeepRangeDesc>Base enemy detection distance.</SkyAI.CombatEnemyKeepRangeDesc>
<SkyAI.ActiveThreatRangeLabel>Non-combat enemy activeThreat range</SkyAI.ActiveThreatRangeLabel>
<SkyAI.ActiveThreatRangeDesc>The distance from which a pawn can determine that it has been targeted.</SkyAI.ActiveThreatRangeDesc>
<SkyAI.EnchancedReactionToThreatLabel>Enable enchanced reaction to threat</SkyAI.EnchancedReactionToThreatLabel>
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<SkyAI.PerformTreatmentEnemyPawnsDesc>Allied doctor could perform treatment (tend job) to colony enemy pawns which is friendly for their faction.</SkyAI.PerformTreatmentEnemyPawnsDesc>
<SkyAI.LayingOnGroundSelfTendLabel>Enable laying on ground on self tend</SkyAI.LayingOnGroundSelfTendLabel>
<SkyAI.LayingOnGroundSelfTendDesc>Pawn will try to lie down during treatment (tend job).</SkyAI.LayingOnGroundSelfTendDesc>
<SkyAI.PerformСonsciousnessBuffLabel>Enemy doctor will add consciousness buff</SkyAI.PerformСonsciousnessBuffLabel>
<SkyAI.PerformСonsciousnessBuffDesc>Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech.</SkyAI.PerformСonsciousnessBuffDesc>
<SkyAI.PerformConsciousnessBuffLabel>Enemy doctor will add consciousness buff</SkyAI.PerformConsciousnessBuffLabel>
<SkyAI.PerformConsciousnessBuffDesc>Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech.</SkyAI.PerformConsciousnessBuffDesc>
<SkyAI.PerformTreatmentAlliesLabel>Enemy doctor perform treatment (tend job) to downed allies</SkyAI.PerformTreatmentAlliesLabel>
<SkyAI.PerformTreatmentAlliesDesc>Doctors will be able to perform treatment (tend job) for downed allies.</SkyAI.PerformTreatmentAlliesDesc>
<SkyAI.DownedAlliesScanRangeLabel>Downed allies scan range</SkyAI.DownedAlliesScanRangeLabel>
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8 changes: 4 additions & 4 deletions Mods/Core_SK/Languages/Spanish/Keyed/SkyAI.xml
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<SkyAI.ReactToThreatsDesc>Pawns, which perform a non-combat task, may switch to defense mode if threatened.</SkyAI.ReactToThreatsDesc>
<SkyAI.ReactToThreatsAreaLabel>The area in which allies will react</SkyAI.ReactToThreatsAreaLabel>
<SkyAI.ReactToThreatsAreaDesc>The distance from which allied pawns will be able to react on damage for allies and engage.</SkyAI.ReactToThreatsAreaDesc>
<SkyAI.СombatEnemyKeepRangeLabel>Сombat enemy keep range</SkyAI.СombatEnemyKeepRangeLabel>
<SkyAI.СombatEnemyKeepRangeDesc>Base enemy detection distance.</SkyAI.СombatEnemyKeepRangeDesc>
<SkyAI.CombatEnemyKeepRangeLabel>Сombat enemy keep range</SkyAI.CombatEnemyKeepRangeLabel>
<SkyAI.CombatEnemyKeepRangeDesc>Base enemy detection distance.</SkyAI.CombatEnemyKeepRangeDesc>
<SkyAI.ActiveThreatRangeLabel>Non-combat enemy activeThreat range</SkyAI.ActiveThreatRangeLabel>
<SkyAI.ActiveThreatRangeDesc>The distance from which a pawn can determine that it has been targeted.</SkyAI.ActiveThreatRangeDesc>
<SkyAI.EnchancedReactionToThreatLabel>Enable enchanced reaction to threat</SkyAI.EnchancedReactionToThreatLabel>
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<SkyAI.PerformTreatmentEnemyPawnsDesc>Allied doctor could perform treatment (tend job) to colony enemy pawns which is friendly for their faction.</SkyAI.PerformTreatmentEnemyPawnsDesc>
<SkyAI.LayingOnGroundSelfTendLabel>Enable laying on ground on self tend</SkyAI.LayingOnGroundSelfTendLabel>
<SkyAI.LayingOnGroundSelfTendDesc>Pawn will try to lie down during treatment (tend job).</SkyAI.LayingOnGroundSelfTendDesc>
<SkyAI.PerformСonsciousnessBuffLabel>Enemy doctor will add consciousness buff</SkyAI.PerformСonsciousnessBuffLabel>
<SkyAI.PerformСonsciousnessBuffDesc>Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech.</SkyAI.PerformСonsciousnessBuffDesc>
<SkyAI.PerformConsciousnessBuffLabel>Enemy doctor will add consciousness buff</SkyAI.PerformConsciousnessBuffLabel>
<SkyAI.PerformConsciousnessBuffDesc>Doctors will be able to add one of the possible consciousness-enhancing drugs based on faction tech.</SkyAI.PerformConsciousnessBuffDesc>
<SkyAI.PerformTreatmentAlliesLabel>Enemy doctor perform treatment (tend job) to downed allies</SkyAI.PerformTreatmentAlliesLabel>
<SkyAI.PerformTreatmentAlliesDesc>Doctors will be able to perform treatment (tend job) for downed allies.</SkyAI.PerformTreatmentAlliesDesc>
<SkyAI.DownedAlliesScanRangeLabel>Downed allies scan range</SkyAI.DownedAlliesScanRangeLabel>
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2 changes: 1 addition & 1 deletion Mods/Glitterpedia/1.5/Languages/English/Keyed/All.xml
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<Wiki.WikiParm.Hidden>Hidden</Wiki.WikiParm.Hidden>
<Wiki.WikiParm.AutoFlee>Auto flee</Wiki.WikiParm.AutoFlee>
<Wiki.WikiParm.CanSiege>Can siege</Wiki.WikiParm.CanSiege>
<Wiki.WikiParm.СanStageAttacks>Can stage attack</Wiki.WikiParm.СanStageAttacks>
<Wiki.WikiParm.CanStageAttacks>Can stage attack</Wiki.WikiParm.CanStageAttacks>
<Wiki.WikiParm.RescueesCanJoin>Rescuees can join</Wiki.WikiParm.RescueesCanJoin>
<!---->
<Wiki.WikiParm.StatOffsets>Parameters:</Wiki.WikiParm.StatOffsets>
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2 changes: 1 addition & 1 deletion Mods/Glitterpedia/1.5/Languages/Russian/Keyed/All.xml
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<Wiki.WikiParm.Hidden>Скрыта</Wiki.WikiParm.Hidden>
<Wiki.WikiParm.AutoFlee>Бегство из боя</Wiki.WikiParm.AutoFlee>
<Wiki.WikiParm.CanSiege>Способность к осаде</Wiki.WikiParm.CanSiege>
<Wiki.WikiParm.СanStageAttacks>Атака после осады</Wiki.WikiParm.СanStageAttacks>
<Wiki.WikiParm.CanStageAttacks>Атака после осады</Wiki.WikiParm.CanStageAttacks>
<Wiki.WikiParm.RescueesCanJoin>Спасенные присоединяются</Wiki.WikiParm.RescueesCanJoin>
<!---->
<Wiki.WikiParm.StatOffsets>Параметры:</Wiki.WikiParm.StatOffsets>
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