local I18N = require("core.I18N")

I18N.add {
   action = {
      cannot_do_in_global = "You can't do that while you're in a global area.",
      hit_key_for_help = "Hit ? key to display help.",
      really_attack = "Really attack {name($1)}?",
      someone_else_is_using = "Someone else is using the item.",

      backpack_squashing = "Your backpack is squashing you!",

      day_breaks = "Day breaks.",
      new_day = "A day passes and a new day begins.",

      playtime_report = "You have been playing Elona for {$1} hour{s($1)}.",

      weather = {
         changes = "The weather changes.",
         ether_wind = {
            starts = "Ether Wind starts to blow. You need to find a shelter!",
            stops = "The Ether Wind dissipates.",
         },
         rain = {
            draw_cloud = "You draw a rain cloud.",
            starts = "It starts to rain.",
            starts_heavy = "Suddenly, rain begins to pour down from the sky.",
            stops = "It stops raining.",
            becomes_heavier = "The rain becomes heavier.",
            becomes_lighter = "The rain becomes lighter.",
         },
         snow = {
            starts = "It starts to snow.",
            stops = "It stops raining.",
         },
      },

      time_stop = {
         begins = "{name($1)} stop{s($1)} time.",
         ends = "Time starts to run again.",
      },

      which_direction = {
         default = "Which direction? ",
         ask = "Which direction?",
         spell = "Which direction do you want to cast the spell? ",
         wand = "Which direction do you want to zap the wand? ",
         door = "Which door do you want to close? ",
         cannot_see_location = "You can't see the location.",
         out_of_range = "It's out of range.",
      },


      exit_map = {
         not_permitted = "You are not permitted to explore this dungeon.",
         no_invitation_to_pyramid = "You don't have an invitation.",
         cannot_enter_jail = "The guards turn you away from the jail.",
         surface = {
            returned_to = "You returned to the surface of {$1}",
            left = "You left the surface of {$1}.",
         },

         delivered_to_your_home = "You were delivered to your home.",

         entered = "You entered {$1}.",
         returned_to = "You returned to {$1}",
         left = "You left {$1}.",

         burdened_by_cargo = "The weight of your cargo burdens your traveling speed.",

         mountain_pass = "You entered the Mountain Pass.",
         larna = "You reached the town of Larna.",

         it_is_hot = "It's hot!",

         gate = {
            step_into = "You stepped into the gate. The gate disappears.",
            need_network = "You have to turn on network setting.",
         },
      },

      interact = {
         choose = "Choose the direction of the target.",
         prompt = "What action do you want to perform to {him($1)}? ",
         choices = {
            talk = "Talk",
            attack = "Attack",
            inventory = "Inventory",
            give = "Give",
            bring_out = "Bring Out",
            appearance = "Appearance",
            teach_words = "Teach Words",
            change_tone = "Change Tone",
            release = "Release",
            name = "Name",
            info = "Info",
            hang = "Hang",
         },

         change_tone = {
            prompt = "What sentence should {name($1)} learn? ",
            default_tone = "Default Tone",
            title = "Tone of Voice",
            hint = "Enter [Change Tone] ",
            tone_title = "Title",
            is_somewhat_different = "{name($1)} is somewhat different.",
         },
         name = {
            prompt = "What do you want to call {him($1)}? ",
            cancel = "You changed your mind.",
            you_named = "You named {him($1)} {basename($1)}.",
         },
         release = "You release {name($1)}.",
      },

      bash = {
         prompt = "Which direction do you want to bash? ",
         tree = {
            execute = "You throw your weight against {itemname($1)}.",
            no_fruits = "It seems there are no fruits left on the tree.",
            falls_down = "{itemname($1, 1)} falls down from the tree.",
         },
         choked = {
            execute = "{name($1)} bash{s($1, true)} up {name($2)} at full power.",
            spits = "{name($1)} spit{s($1)} mochi.",
            dialog = "\"You saved me!\"",
         },
         execute = "{name($1)} bash{s($1, true)} up {name($2)}",
         disturbs_sleep = "{name($1)} disturb{s($1)} {his($2)} sleep.",
         shatters_pot = "{name($1)} shatter{s($1)} the pot.",
         door = {
            destroyed = "You bash up the door. The door is destroyed.",
            execute = "You bash up the door.",
            jail = "As might be expected, the door of the Jail is hard.",
            hurt = "{name($1)} hurt{s($1)} {his($1)} muscle.",
            cracked = "The door is cracked a bit.",
         },
         air = "{name($1)} bash{s($1, true)} up the air.",
      },

      move = {
         drunk = "*stagger*",
         confused = "*bump*",
         interrupt = "{name($1)} stares in your face.",
         carry_too_much = "You carry too much to move!",
         displace = {
            text = "You displace {name($1)}.",
            dialog = {
               "\"Oops, sorry.\"",
               "\"Watch it.\"",
            },
         },

         leave = {
            prompt = "Do you want to leave {$1}? ",
            abandoning_quest = "Warning! You are going to abandon your current quest.",
         },

         sense_something = "You sense something under your foot.",
         walk_into = "You walk into {$1}.",
         twinkle = "*twinkle*",

         item_on_cell = {
            item = "You see {$1} here.",
            building = "{$1} is constructed here.",
            not_owned = "You see {$1} placed here.", -- TODO correct name?
            many = "There are {$1} items lying here.",
         },

         feature = {
            stair = {
               down = "There is a stair leading downwards here.",
               up = "There is a stair leading upwards here.",
            },
            material = {
               spot = "You can search this location to collect some materials.",
               remains = "You can collect materials from the remains lying here.",
               mining = "You can collect materials from the mining spot here.",
               spring = "You can collect materials from the spring here.",
               plants = "You can collect materials from plants here.",
            },
            seed = {
               type = {
                  vegetable = "vegetable",
                  fruit = "fruit",
                  herb = "herb",
                  strange = "strange",
                  artifact = "artifact",
                  gem = "gem",
                  magic = "magic",
               },
               growth = {
                  -- TODO They always use "a" even if "${_1}" begins with a vowel.
                  seed = "A {$1} seed is planted.",
                  bud = "A {$1} bud is growing.",
                  tree = "A {$1} tree has bore a lot of fruit.",
                  withered = "A {$1} tree has withered...",
               },
            },
         },

         trap = {
            disarm = {
               fail = "You fail to disarm the trap.",
               succeed = "You disarm the trap.",
               dismantle = "You dismantle the trap.",
            },
            evade = "{name($1)} evade{s($1)} a trap.",
            activate = {
               text = "{name($1)} activate{s($1)} a trap!",
               blind = "Gallons of ink spreads.",
               paralyze = "Stimulative gas spreads.",
               confuse = "Smelly gas spreads.",
               poison = "Poisonous gas spreads.",
               sleep = "Sleeping gas spreads.",
               mine = "*kabooom*",
               spears = {
                  text = "Several spears fly out from the ground.",
                  target_floating = "But they don't reach {name($1)}.",
               },
            },
         },

         global = {
            nap = "You take a nap.",

            weather = {
               snow = {
                  message = {
                     "Snow delays your travel.",
                     "You are caught in a snowdrift.",
                     "It's hard to walk on a snowy road.",
                  },
                  sound = {
                     " *kisssh*",
                     "*thudd*",
                     "*siz*",
                     "*clump*",
                     "*skritch*",
                  },
                  eat = "You are too hungry. You chow down snow.",
               },

               heavy_rain = {
                  message = {
                     "It's raining heavily. You lose your way.",
                     "You can't see a thing!",
                  },
                  sound = {
                     "*drip*",
                     "*sip*",
                     "*drizzle*",
                     "*splash*",
                     "*kissh*",
                  },
               },
            },

            ambush = {
               text = "Ambush!",
               distance_from_nearest_town = "Distance from nearest town:{$1}", -- NOTE
               enemy_strength = "Enemy strength:",

               rank = {
                  putit = "Putit Rank",
                  orc = "Orc Rank",
                  grizzly_bear = "Grizzly Bear Rank",
                  drake = "Drake Rank",
                  lich = "Lich Rank",
                  dragon = "Dragon Rank",
               },
            },

            diastrophism = "A sudden diastrophism hits the continent.",
         },
      },

      target = {
         out_of_sight = "This location is out of sight.",
         you_are_targeting = "You are targeting {name($1)}.(Distance {$2})",

         level = {
            _0 = "You can absolutely beat {him($1)} with your eyes closed and arms crossed.",
            _1 = "You bet you can beat {him($1)} with your eyes closed.",
            _2 = "{he($1)} {is($1)} an easy opponent.", -- TODO cnven(he())
            _3 = "You will probably win.",
            _4 = "Won't be an easy fight.",
            _5 = "The opponent looks quite strong.",
            _6 = "{he($1)} {is($1)} at least twice stronger than you.", -- TODO cnven(he())
            _7 = "You will get killed unless miracles happen.",
            _8 = "You will get killed, a hundred percent sure.",
            _9 = "{he($1)} can mince you with {his($1)} eyes closed.", -- TODO cnven(he())
            _10 = "If {he($1)} is a giant, you are less than a dropping of an ant.",
         },
      },

      look = {
         find_nothing = "You look around and find nothing.",
         target = "You target {name($1)}.",
         target_ground = "You target the ground.",
      },

      ranged = {
         load_normal_ammo = "You load normal ammo.",
         no_target = "You find no target.",

         equip = {
            need_weapon = "You need to equip a firing weapon.",
            need_ammo = "You need to equip ammos or arrows.",
            wrong_ammo = "You're equipped with wrong type of ammos.",
         },
      },

      get = {
         plant = {
            dead = "You nip a dead plant.",
            young = "You nip a young plant.",
         },

         building = {
            prompt = "Really remove this building?",
            remove = "You remove the building.",
         },

         snow = "You rake up a handful of snow.",
         air = "You grasp at the air.",

         cannot_carry = "You can't carry it.",

         not_owned = {
            "It's not your property.",
            "You can't just take it.",
            "It's not yours.",
         },
      },

      ammo = {
         need_to_equip = "You need to equip an ammo.",
         is_not_capable = "{itemname($1)} isn't capable of changing ammos.",

         current = "Current Ammo Type",
         normal = "Normal",
         unlimited = "Unlimited",
      },

      unlock = {
         do_not_have_lockpicks = "You don't have lockpicks.",
         use_lockpick = "You use a lockpick.",
         use_skeleton_key = "You also use the skeleton key.",
         too_difficult = "The lock mechanism is beyond your skill.",
         easy = "Easy.",
         fail = "You fail to unlock it.",
         lockpick_breaks = "Your lockpick breaks.",
         try_again = "Try again?",
         succeed = "You successfully unlock it.",
      },

      open = {
         text = "You open {itemname($1)}.",
         goods = "Several quality goods spread out from {itemname($1)}.",
         new_year_gift = {
            something_jumps_out = "Something jumps out from the pack!",
            trap = "It's trap! The gift ignites.",
            cursed_letter = "You find a cursed letter inside.",
            ring = "*ring ring ring*",
            younger_sister = "The pack contains your younger sister!",
            something_inside = "There's something inside the pack.",
            wonderful = "This is truly a wonderful gift!",
         },
         door = {
            succeed = "{name($1)} open{s($1)} the door.",
            fail = "{name($1)} fail{s($1)} to open the door.",
         },
         shackle = {
            text = "You unlock the shackle.",
            dialog = "Moyer yells, \"You idiot!\"",
         },

         only_in_home = "You can only use it at your home.",
         only_in_shop = "You can only use it at your shop",
         empty = "It's empty!",
      },

      use_stairs = {
         cannot_during_debug = "You can't perform the action while in the debug mode.",
         kotatsu = {
            prompt = "Really get into the Kotatsu?",
            use = "It's dark here!",
         },
         cannot_go = {
            down = "You can't go down any more.",
            up = "You can't go up any more.",
         },
         no = {
            downstairs = "There're no downstairs here.",
            upstairs = "There're no upstairs here.",
         },
         blocked_by_barrier = "The path is blocked by a strange barrier.",

         unlock = {
            normal = "You unlock the door",
            stones = "The magic stones shine softly as you approach the sealed door.",
         },

         locked = "The door is locked. It seems you need a specific key to unlock the door.",

         prompt_give_up_quest = "Really give up the quest and move over?",
         prompt_give_up_game = "Do you want to give up the game?",

         lost_balance = "Noooo! You lost your step and roll down!",
      },

      close = {
         nothing_to_close = "There's nothing to close.",
         blocked = "There's something on the floor.",
         execute = "{name($1)} close the door.",
      },

      pick_up = {
         execute = "{name($1)} pick{s($1)} up {$2}.",
         used_by_mount = "{name($1)} {is($1)} using it.",
         do_you_want_to_remove = "Do you want to remove {itemname($1)}?",
         you_absorb_magic = "You absorb magic from {itemname($1)}.",
         poison_drips = "Poison drips from your hands.",
         your_inventory_is_full = "Your inventory is full.",
         shopkeepers_inventory_is_full = "Shopkeeper's inventory is full.",

         you_buy = "You buy {$1}.",
         you_sell = "You sell {$1}.",
         you_sell_stolen = "You sell {$1}.(Stolen item sold) ",
         thieves_guild_quota = "You still need to sell stuff worth {$1} gold pieces in order to advance ranks in the Thieves Guild.",

         put_in_container = "You put {$1} in the container.",
      },

      drop = {
         execute = "You drop {$1}.",
         too_many_items = "The place is too crowded. You can't drop stuff anymore.",
         water_is_blessed = "The water is blessed.",
      },

      dig = {
         prompt = "Which direction do you want to dig? ",
         too_exhausted = "You are too exhausted to do that.",
      },

      search = {
         execute = "You search the surroundings carefully.",
         crystal = {
            sense = "You sense a blue crystal lying somewhere in this area.",
            far = "Still, still lying far ahead.",
            normal = "Your heart starts beating in your chest.",
            close = "The air around you is filled with strained silence.",
         },
         discover = {
            trap = "You discover a trap.",
            hidden_path = "You discover a hidden path.",
         },
         small_coin = {
            find = "You find a small coin!",
            far = "You sense something.",
            close = "You see something shines.",
         },
      },

      throw = {
         execute = "{name($1)} throw{s($1)} {itemname($2, 1)}.",
         hits = "It hits {name($1)}!",
         monster_ball = {
            does_not_work = "This doesn't work in this area.",
            cannot_be_captured = "The creature can't be captured.",
            not_enough_power = "Power level of the ball is not enough to capture the creature.",
            not_weak_enough = "You need to weaken the creature to capture it.",
            capture = "You capture {name($1)}.",
         },
         snow = {
            hits_snowman = "It hits {itemname($1, 1)} and breaks it.",
            melts = "It falls on the ground and melts.",

            dialog = {
               "\"Hey!\"",
               "\"Now you did it.\"",
               "*chuckle*",
               "\"Tee-hee-hee!\"",
               "\"You'll pay for this.\"",
               "*grin*",
            },
         },

         tomato = "*crumble*",
         shatters = "It falls on the ground and shatters.",
      },

      read = {
         cannot_see = "{name($1)} can see nothing.",
         book = {
            finished_decoding = "You finished decoding {itemname($1, 1)}!",
            falls_apart = "{itemname($1, 1)} falls apart.",
            not_interested = "You are not interested in this book. Do you want to read it anyway? ",
            already_decoded = "You already have decoded the book.",

            void_permit = "According to the card, you are permitted to explore the void now.",
            book_of_rachel = "It's a lovely fairy tale written by Rachel.",
         },
         scroll = {
            dimmed_or_confused = "{name($1)} stagger{s($1)}.",
            execute = "{name($1)} read{s($1)} {itemname($2, 1)}.",
         },
         recipe = {
            info = "You can add a recipe of the item you previously created.(Not implemented yet)",
            learned = "You learned the recipe!",
         },
      },

      eat = {
         snatches = "{name($1)} snatch{s($1)} {name($2)}{his_owned($2)} food.",
      },

      zap = {
         execute = "You zap {itemname($1, 1)}.",
         fail = "{name($1)} fail to use the power of the rod.",
      },

      cast = {
         overcast_warning = "You are going to over-cast the spell. Are you sure?",
         confused = "{name($1)} try{s($1)} to cast a spell in confusion.",

         -- TODO: possible duplicate
         self = "{name($1)} cast {$2}.",
         other = "{name($1)} {$2}.",

         silenced = "The mist of silence interrupts a spell.",
         fail = "{name($1)} fail{s($1)} to cast a spell.",
      },

      drink = {
         potion = "{name($1)} drink{s($1)} {itemname($2, 1)}.",
         well = {
            is_dry = "{$1} is dry.",
            draw = "{name($1)} draw{s($1)} water from {$2}.",

            effect = {
               falls = {
                  text = "{name($1)} falls in the well!",
                  dialog = "{name($1)} yells, \"G-Give me your hands!\"",
                  floats = "Soon {he($1)} floats up to the surface.",
               },

               finds_gold = "{name($1)} find{s($1)} some gold pieces in water.",
               pregnancy = "{name($1)} swallow{s($1)} something bad.",
               monster = "Something comes out from the well!",
               wish_too_frequent = "You feel as a stroke of good fortune passed by.",
               default = "Phew, fresh water tastes good.",
            },

            completely_dried_up = "{itemname($1)} has completely dried up.",
            dried_up = "{itemname($1)} has dried up.",
         },
      },

      dip = {
         execute = "You dip {itemname($1)} into {itemname($2, 1)}.",
         you_get = "You get {itemname($1, 1)}.",

         rots = "{itemname($1)} rots.",
         unchanged = "{itemname($1)} remains unchanged.",
         rusts = "{itemname($1)} rusts.",

         -- Also shared with blending results
         result = {
            love_food = {
               made = "You made aphrodisiac food! ",
               guilty = "You kind of feel guilty...",
               grin = "You grin.",
            },

            dyeing = "You dye {itemname($1)}.",

            poisoned_food = "You grin.",

            put_on = "You put {itemname($2, 1)} on {itemname($1)}.",
            good_idea_but = "A good idea! But...",
            gains_fireproof = "{itemname($1)} gain{s($1)} fireproof.",
            gains_acidproof = "{itemname($1)} gain{s($1)} acidproof.",

            bait_attachment = "You bait {itemname($1)} with {itemname($2, 1)}.",

            blessed_item = "You shower {itemname($1)} on {itemname($2, 1)}.",
            becomes_blessed = "{itemname($1)} shine{s($1)} silvery.",
            becomes_cursed = "{itemname($1)} {is($1)} wrapped by a dark aura.",

            well_refill = "You throw {itemname($1)} into {itemname($2, 1)}.",
            empty_bottle_shatters = "You hear the sound of the empty bottle shatters.",
            holy_well_polluted = "The holy well is polluted.",
            well_dry = "{itemname($1)} is completely dry.",
            well_refilled = "{itemname($1)} shines for a moment.",
            snow_melts = {
               dip = "Snow just melts.",
               blending = "But the snow just melts.",
            },

            natural_potion = "You draw water from the well into the empty bottle.",
            natural_potion_dry = "{itemname($1)} is dry.",
            natural_potion_drop = "Oops! You drop the empty bottle into the well...",
         },
      },

      plant = {
         cannot_plant_it_here = "You can't plant it here.",
         on_field = "You plant {itemname($1, 1)} on the field.",
         execute = "You plant {itemname($1, 1)}.",
         new_plant_grows = "A new plant grows!",
         harvest = "You harvest {itemname($1, 1)}.",
      },

      ally_joins = {
         party_full = "Your party is already full. You can't invite someone anymore.",
         success = "{basename($1)} join{s($1)} your party!",
      },

      offer = {
         do_not_believe = "You don't believe in God.",
         execute = "You put {itemname($1)} on the altar and mutter the name of {$2}.",
         claim = "{$1} claims the empty altar.",
         take_over = {
            attempt = "Strange fogs surround all over the place. You see shadows of {$1} and {$2} make a fierce dance.",
            shadow = "The shadow of your god slowly gets bolder.",
            succeed = "{$1} takes over the altar.",
            fail = "{$1} keeps the altar.",
         },
         result = {
            best = "{itemname($1)} shine{s($1)} all aruond and dissappear{s($1)}.",
            good = "{itemname($1)} for a moment and disappear{s($1)}. A three-leaved falls from the altar.",
            okay = "{itemname($1)} shine{s($1)} for a moment and disappear{s($1)}.",
            poor = "{itemname($1)} disappear{s($1)}.",
         },
      },

      shortcut = {
         unassigned = "The key is unassigned.",
         cannot_use_anymore = "You can't use this shortcut any more.",
         cannot_use_spell_anymore = "You can't use that spell anymore.",
      },

      equip = {
         you_change = "You change your equipment.",

         two_handed = {
            fits_well = "{itemname($1)} fits well for two-hand fighting style.",
            too_light = "{itemname($1)} is too light for two-hand fighting style.",
            too_heavy = "{itemname($1)} is too heavy for two-wield fighting style.",
            too_heavy_other_hand = "{itemname($1)} is too heavy for two-wield fighting style.",
            too_heavy_when_riding = "{itemname($1)} is too heavy to use when riding.",
         },
      },

      melee = {
         shield_bash = "{name($1)} bash{s($1, true)} {name($2)} with {his($1)} shield.",
      },

      gatcha = {
         prompt = "Pay {$1} to gasha-gasha?",
         do_not_have = "You don't have {$1}.",
      },

      angband = {
         q = "What...",
         y = "No...no...",
         at = "Ahhhhh!!",
      },

      quicksave = " *Save* ",

      exit = {
         cannot_save_in_usermap = "You can't save the game in a user made map. Exit anyway?",
         prompt = "Do you want to save the game and exit?",

         choices = {
            exit = "Exit",
            cancel = "Cancel",
            game_setting = "Game Setting",
         },

         saved = "Your game has been saved successfully.",
         you_close_your_eyes = "You close your eyes and peacefully fade away. (Hit any key to exit)",
      },

      npc = {
         is_busy_now = "{name($1)} {is($1)} busy now.",
         sand_bag = {
            "\"Release me now.\"",
            "\"I won't forget this.\"",
            "\"Hit me!\"",
         },
         leash = {
            dialog = {
               "\"Ouch!\"",
               "\"Stop it!\"",
            },
            untangle = "{name($1)} untangle{s($1)} the leash.",
         },
         arena = {
            "\"Come on!\"",
            "\"More blood!\"",
            "\"Beat'em!\"",
            "\"Use your brain!\"",
            "\"Wooooo!\"",
            "\"Go go!\"",
            "\"Good fighting.\"",
            "\"Yeeee!\"",
         },
         drunk = {
            gets_the_worse = "{name($1)} gets the worse for drink and catches {name($2)}.",
            dialog = {
               "\"Have a drink baby.\"",
               "\"What are you looking at?\"",
               "\"I ain't drunk.\"",
               "\"Let's have fun.\"",
            },
            annoyed = {
               text = "{name($1)} is pretty annoyed with the drunkard.",
               dialog = "\"Your time is over, drunk!\"",
            },
         },
      },

      autopick = {
         reloaded_autopick_file = "Reloaded autopick file.",
      },

      take_screenshot = "You took screenshot.",
   },
}
