local PLUGIN = PLUGIN
L = {}
STL = {}

L["font.1"] = "Myriad Pro"
L["font.2"] = "HD44780A00 5x8"

STL["tier.1"] = "4Consumer"
STL["tier.2"] = "3Security"
STL["tier.3"] = "2Operator"
STL["tier.4"] = "1Elite"
STL["tier.spec"] = "9Special"
STL["type.sidearm"] = "1Sidearm"
STL["type.magnum_pistol"] = "2Magnum Pistol"
STL["type.machine_pistol"] = "2Machine Pistol"
STL["type.submachine_gun"] = "3Submachine Gun"
STL["type.assault_rifle"] = "4Assault Rifle"
STL["type.machine_gun"] = "4Machine Gun"
STL["type.shotgun"] = "5Shotgun"
STL["type.sporter_carbine"] = "5Sporter Carbine"
STL["type.precision_rifle"] = "6Precision Rifle"
STL["type.sniper_rifle"] = "7Sniper Rifle"
STL["type.amr"] = "9Anti-Materiel Rifle"
STL["type.melee_sharp"] = "8Bladed Melee"
STL["type.melee_blunt"] = "8Blunt Melee"
STL["type.equipment"] = "9Equipment"
STL["type.throwable"] = "9Throwable"
STL["type.launcher"] = "6Launcher"
STL["type.special_weapon"] = "7Special Weapon"
STL["slot.optic"] = "Optic"
STL["slot.muzzle"] = "Muzzle"
STL["slot.tactical"] = "Tactical"
STL["slot.accessory"] = "Accessory"
STL["slot.bolt"] = "Bolt"
STL["slot.trigger"] = "Trigger"
STL["slot.ammo"] = "Ammo"
STL["slot.perk"] = "Perk"
STL["slot.melee_tech"] = "Technique"
STL["slot.melee_spec"] = "Special"

L["tier.1"] = "Consumer"
L["tier.2"] = "Security"
L["tier.3"] = "Operator"
L["tier.4"] = "Elite"
L["tier.spec"] = "Special"
L["type.sidearm"] = "Sidearm"
L["type.magnum_pistol"] = "Magnum Pistol"
L["type.machine_pistol"] = "Machine Pistol"
L["type.submachine_gun"] = "Submachine Gun"
L["type.assault_rifle"] = "Assault Rifle"
L["type.machine_gun"] = "Machine Gun"
L["type.shotgun"] = "Shotgun"
L["type.sporter_carbine"] = "Sporter Carbine"
L["type.precision_rifle"] = "Precision Rifle"
L["type.sniper_rifle"] = "Sniper Rifle"
L["type.amr"] = "Anti-Materiel Rifle"
L["type.melee_sharp"] = "Bladed Melee Weapon"
L["type.melee_blunt"] = "Blunt Melee Weapon"
L["type.equipment"] = "Equipment"
L["type.throwable"] = "Throwable"
L["type.launcher"] = "Launcher"
L["type.special_weapon"] = "Special Weapon"

L["cust.rating"] = "Rating"
L["cust.stats"] = "Stats"
L["cust.description"] = "DESCRIPTION:" -- used in-line in text boxes
L["cust.type_tier"] = "{tier} Grade {type}"
L["cust.trivia"] = "Trivia"
L["cust.credits"] = "Credits"
L["cust.description2"] = "Description" -- used as title
L["cust.drop_wep"] = "Drop Weapon"
L["cust.drop_nade"] = "Drop Grenade"

L["unit.hu"] = " HU" -- hammer unit
L["unit.meter"] = "m"
L["unit.second"] = "s"
L["unit.persecond"] = "/s"
L["unit.mps"] = "m/s"  -- meters per second
L["unit.damage"] = " DMG"
L["unit.stk"] = " STK" -- shots to kill
L["unit.ptk"] = " PTK" -- pellets to kill

L["slot.default"] = "Slot"
L["slot.optic"] = "Optic"
L["slot.muzzle"] = "Muzzle"
L["slot.tactical"] = "Tactical"
L["slot.accessory"] = "Accessory"
L["slot.bolt"] = "Bolt"
L["slot.trigger"] = "Trigger"
L["slot.ammo"] = "Ammo"
L["slot.perk"] = "Perk"
L["slot.melee_tech"] = "Technique"
L["slot.melee_spec"] = "Special"

L["ammo.ti_flashbang"] = "Flashbangs"
L["ammo.ti_thermite"] = "Thermite Grenades"
L["ammo.ti_smoke"] = "Smoke Grenades"
L["ammo.ti_c4"] = "C4 Charges"
L["ammo.ti_gas"] = "CS Gas Grenades"
L["ammo.ti_nuke"] = "Nuclear Devices"
L["ammo.ti_charge"] = "Breaching Charge"
L["ammo.ti_sniper"] = "Anti-Materiel Ammo"

L["rating.score"] = "(Score: {score}/{max})"
L["rating.lethality"] = "Lethality"
L["rating.lethality.desc"] =
"How easily and quickly the weapon can take out a single target.\nDoes not consider armor penetration.\nAffected by Damage and RPM."
L["rating.suppression"] = "Suppression"
L["rating.suppression.desc"] =
"How much damage the weapon can output over a long period of time.\nDoes not consider armor penetration.\nAffected by Damage, RPM, Capacity and Reload Time."
L["rating.range"] = "Range"
L["rating.range.desc"] =
"How well the weapon gains or loses damage over long distances.\nAffected by Minimum Range, Maximum Range, and damage falloff."
L["rating.precision"] = "Precision"
L["rating.precision.desc"] =
"How accurate the weapon is when firing single shots or short bursts.\nAffected by Spread and various Recoil stats."
L["rating.control"] = "Control"
L["rating.control.desc"] =
"How managable the weapon's recoil and spread is under sustained fire.\nAffected by RPM and various Recoil stats."
L["rating.handling"] = "Handling"
L["rating.handling.desc"] =
"How quickly this weapon readies from sprinting, aiming and deploying.\nAffected by Aim Down Sights Time, Sprint To Fire Time, and Deploy Time."
L["rating.maneuvering"] = "Maneuvering"
L["rating.maneuvering.desc"] =
"How accurate the weapon is while not aiming.\nAffected by Hipfire Spread, Mid-air Spread, Sway, and Free Aim Angle."
L["rating.mobility"] = "Mobility"
L["rating.mobility.desc"] = "How fast the user can move while using this weapon.\nAffected by various Speed stats."
L["rating.stability"] = "Stability"
L["rating.stability.desc"] = "How much the weapon's point of aim will move around.\nAffected by various Sway stats."

L["stat.table.stat"] = "STAT"
L["stat.table.base"] = "BASE"
L["stat.table.curr"] = "CURR"
L["stat.table.diff"] = "DIFF"

L["stat.raw_dps"] = "Raw DPS"
L["stat.raw_dps.desc"] =
"Calculated damage output of the weapon with no damage falloff.\nDoes not consider hitgroup damage multipliers or armor penetration."
L["stat.min_ttk"] = "Minimum TTK"
L["stat.min_ttk.desc"] =
"Calculated time needed to kill a target starting from the second shot.\nAssumes no damage falloff and target has 100 health.\nDoes not consider hitgroup damage multipliers."
L["stat.armorpenetration"] = "Armor Penetration"
L["stat.armorpenetration.desc"] =
"Multiplier for health damage done when hitting armor.\nHigher value indicates less damage to armor and more to health.\nAt 100%, armor is ignored entirely. At 0%, armor will block all damage."
L["stat.armorbonus"] = "Armor Shredding"
L["stat.armorbonus.desc"] =
"Multiplier for how much extra armor is destroyed.\nNote: High AP weapons will shred less armor due to the damage going\ndirectly to health. And at 100% AP, no armor damage will be dealt."
L["stat.penetration"] = "Material Penetration"
L["stat.penetration.desc"] =
"Amount of metal this weapon can shoot through.\nDepending on surface type, actual penetration depth will vary."
L["stat.spread"] = "Spread"
L["stat.spread.desc"] = "Base spread of the weapon."
L["stat.rpm"] = "Fire Rate"
L["stat.rpm.desc"] = "Rate of fire of the weapon, in rounds per minute."
L["stat.rpm_burst"] = "Fire Rate (in Burst)"
L["stat.rpm_burst.desc"] = "Rate of fire of the weapon in burst fire mode, in RPM."
L["stat.rpm_semi"] = "Fire Rate (in Semi)"
L["stat.rpm_semi.desc"] = "Rate of fire of the weapon in semi fire mode, in RPM."
L["stat.rpm_burst_peak"] = "Fire Rate (Peak Burst)"
L["stat.rpm_burst_peak.desc"] = "Highest rate of fire achievable, factoring in post-burst delay, in RPM."
L["stat.clipsize"] = "Capacity"
L["stat.clipsize.desc"] = "Amount of ammo the weapon can hold at once."
L["stat.sprinttofire"] = "Sprint To Fire"
L["stat.sprinttofire.desc"] = "Time required to transition from fully sprinting to being able to fire."
L["stat.aimdownsights"] = "Aim Down Sights"
L["stat.aimdownsights.desc"] = "Time required to transition from hipfiring to aiming."
L["stat.muzzlevelocity"] = "Muzzle Velocity"
L["stat.muzzlevelocity.desc"] =
"How fast the projectile travels in the world.\nAlso controls the distance threshold below which bullets become hitscan."
L["stat.recoilkick"] = "Recoil Kick"
L["stat.recoilkick.desc"] = "Strength of \"felt recoil\" that moves your point of aim."
L["stat.recoilstability"] = "Recoil Stability"
L["stat.recoilstability.desc"] =
"How predictable the recoil kick is.\nLarger value means recoil becomes more vertical and less horizontal."
L["stat.recoilspread"] = "Bloom to Spread"
L["stat.recoilspread.desc"] =
"Additional spread per unit of bloom.\nLarger value means the weapon gets more inaccurate under sustained fire."
L["stat.recoilspread2"] = "Bloom to Recoil"
L["stat.recoilspread2.desc"] =
"Additional recoil kick per unit of bloom.\nLarger value means the weapon's recoil gets stronger under sustained fire."
L["stat.recoildissipation"] = "Bloom Recovery"
L["stat.recoildissipation.desc"] =
"Rate at which accumulated bloom disspiates.\nLarger value means that bloom disappears faster after the reset time."
L["stat.recoilresettime"] = "Bloom Cooldown"
L["stat.recoilresettime.desc"] =
"Delay after firing before bloom can start to dissipate.\nLarger value means you must wait longer between shots until bloom\ncan start to go down."
L["stat.recoilmaximum"] = "Maximum Bloom"
L["stat.recoilmaximum.desc"] = "Upper limit to bloom caused by continuous firing."
L["stat.recoilfirstshot"] = "Initial Bloom"
L["stat.recoilfirstshot.desc"] =
"Bloom multiplier when firing the first shot.\nApplies when there is no accumulated bloom."
L["stat.recoilpershot"] = "Bloom Gain"
L["stat.recoilpershot.desc"] = "How much bloom is added per shot."
L["stat.recoilcrouch"] = "Crouching Recoil"
L["stat.recoilcrouch.desc"] = "Recoil multiplier when crouched and not moving."
L["stat.movespeed"] = "Move Speed"
L["stat.movespeed.desc"] = "Speed multiplier while the weapon is held up.\nDoes not slow when weapon is in safety."
L["stat.shootingspeed"] = "Firing Move Speed"
L["stat.shootingspeed.desc"] =
"Speed multiplier from firing the weapon.\nAccumulating recoil increases slowdown intensity."
L["stat.sightedspeed"] = "Aiming Move Speed"
L["stat.sightedspeed.desc"] = "Speed multiplier while aiming the weapon."
L["stat.reloadspeed"] = "Reload Move Speed"
L["stat.reloadspeed.desc"] = "Speed multiplier while reloading."
L["stat.meleespeed"] = "Melee Move Speed"
L["stat.meleespeed.desc"] = "Speed multiplier while melee attacking."
L["stat.reloadtime"] = "Reload Speed"
L["stat.reloadtime.desc"] = "Amount of time required to perform a reload."
L["stat.deploytime"] = "Deploy Speed"
L["stat.deploytime.desc"] = "Amount of time required to bring up the weapon."
L["stat.holstertime"] = "Holster Speed"
L["stat.holstertime.desc"] = "Amount of time required to put the weapon away."
L["stat.sway"] = "Sway"
L["stat.sway.desc"] =
"Amount of sway in hipfire. Sway affects your firing direction\nwithout changing your aiming direction."
L["stat.scopedsway"] = "Sighted Sway"
L["stat.scopedsway.desc"] =
"Amount of sway while aiming. Sway affects your firing direction\nwithout changing your aiming direction."
L["stat.swaycrouch"] = "Crouching Sway"
L["stat.swaycrouch.desc"] = "Sway multiplier when crouched."
L["stat.midairspread"] = "Mid-Air Spread"
L["stat.midairspread.desc"] =
"Amount of inaccuracy caused by not standing on solid ground.\nApplied at half intensity while swimming and climbing ladders."
L["stat.hipfirespread"] = "Hipfire Spread"
L["stat.hipfirespread.desc"] = "Amount of inaccuracy present when hip-firing."
L["stat.movespread"] = "Moving Spread"
L["stat.movespread.desc"] = "Amount of inaccuracy present when moving.\nIntensity is related to current speed."
L["stat.meleedamage"] = "Melee Damage"
L["stat.meleedamage.desc"] = "Damage dealt when melee attacking."
L["stat.firemode"] = "Firemode"
L["stat.firemode.desc"] = "The weapon's firing capabilities."
L["stat.freeaimangle"] = "Free Aim Angle"
L["stat.freeaimangle.desc"] = "Maximum amount of deviation from the aim direction while hipfiring."
L["stat.shotstofail"] = "Mean Shots To Fail"
L["stat.shotstofail.desc"] = "The average number of shots that will be fired before the weapon jams."

L["stat.meleeperkstr"] = "Brawn"
L["stat.meleeperkstr.desc"] = "Melee attribute influencing Techniques and Specials.\nAffects perk damage and knockback."
L["stat.meleeperkagi"] = "Dexterity"
L["stat.meleeperkagi.desc"] =
"Melee attribute influencing Techniques and Specials.\nAffects perk movement power and attack interval."
L["stat.meleeperkint"] = "Strategy"
L["stat.meleeperkint.desc"] =
"Melee attribute influencing Techniques and Specials.\nAffects perk recharge speed and projectile force."

L["rating.meleeattacktime"] = "Haste"
L["rating.meleeattacktime.desc"] = "How quickly the weapon can attack."
L["stat.damage.desc_melee"] = "Damage dealt by primary attacks." -- used on melee damage
L["stat.meleeattacktime"] = "Delay On Hit"
L["stat.meleeattacktime.desc"] = "Amount of time between each attack if it hit something."
L["stat.meleeattackmisstime"] = "Delay On Miss"
L["stat.meleeattackmisstime.desc"] = "Amount of time between each attack if it didn't hit anything."
L["stat.meleerange"] = "Attack Range"
L["stat.meleerange.desc"] = "How far away the weapon can reach for an attack."
L["stat.meleedelay"] = "Windup"
L["stat.meleedelay.desc"] = "Delay between an attack starting and landing."



L["stat.melee2damage"] = "Damage (Heavy)"
L["stat.melee2damage.desc"] = "Damage dealt by heavy attacks."
L["stat.melee2attacktime"] = "Delay On Hit (Heavy)"
L["stat.melee2attacktime.desc"] = "Amount of time between each heavy attack if it hit something."
L["stat.melee2attackmisstime"] = "Delay On Miss (Heavy)"
L["stat.melee2attackmisstime.desc"] = "Amount of time between each heavy attack if it didn't hit anything."
L["stat.meleethrowdamage"] = "Damage (Throw)"
L["stat.meleethrowdamage.desc"] = "Damage dealt by thrown weapons."
L["stat.meleethrowvelocity"] = "Throw Velocity"
L["stat.meleethrowvelocity.desc"] = "Travel speed of thrown weapons."
L["stat.meleethrowtime"] = "Throw Delay"
L["stat.meleethrowtime.desc"] = "Amount of time between each weapon throw."
L["stat.lifesteal"] = "Health From Damage"
L["stat.lifesteal.desc"] = "Fraction of damage dealt that is converted into health."
L["stat.damagecharge"] = "Charge From Damage"
L["stat.damagecharge.desc"] = "Fraction of damage dealt that is converted into perk charge."


L["stat.damage"] = "Damage"
L["stat.damage_max.desc"] = "Damage per bullet at all ranges."
L["stat.damage_max"] = "Close Range Damage"
L["stat.damage_max.desc"] = "Damage per bullet at no range falloff or rampup."
L["stat.damage_min"] = "Long Range Damage"
L["stat.damage_min.desc"] = "Damage per bullet at maximum range falloff or rampup."
L["stat.explosivedamage"] = "Explosive Damage"
L["stat.explosivedamage.desc"] = "Damage dealt by an explosion on bullet impact."
L["stat.explosiveradius"] = "Explosive Radius"
L["stat.explosiveradius.desc"] = "Blast radius of the explosion on bullet impact."
L["stat.range_max"] = "Maximum Range"
L["stat.range_max.desc"] = "Distance at which range falloff or rampup maxes out."
L["stat.range_min"] = "Minimum Range"
L["stat.range_min.desc"] = "Distance at which range falloff or rampup starts."
L["stat.postburstdelay"] = "Burst Delay"
L["stat.postburstdelay.desc"] = "Time required for the weapon to reset between bursts."
L["stat.ammopershot"] = "Ammo Per Shot"
L["stat.ammopershot.desc"] = "Amount of ammo consumed per shot."
L["stat.num"] = "Bullet Count"
L["stat.num.desc"] = "Amount of bullets fired per shot."
L["stat.peekpenalty"] = "Peeking Penalty"
L["stat.peekpenalty.desc"] = "Amount of hipfire spread and sway applied while peeking."
L["stat.quickscope"] = "Quickscope Penalty"
L["stat.quickscope.desc"] =
"Amount of inaccuracy applied while switching in and out of aiming.\nPenalty fades away over 0.2 seconds."

-- not in stats page but attachments may use
L["stat.swaycrouch"] = "Crouched Sway"
L["stat.recoil"] = "Recoil"
L["stat.range"] = "Range"
L["stat.vol_shoot"] = "Loudness"
L["stat.blindfiresway"] = "Blindfire Sway"
L["stat.zoom"] = "Aim Zoom"
L["stat.bloomintensity"] = "Bloom Intensity"


L["att.acc_extmag.name"] = "Mag Extender"
L["att.acc_extmag.name.full"] = "Extended Magazine"
L["att.acc_extmag.desc"] = "Slightly increase weapon capacity."
L["att.ammo_shotgun_slugs.name"] = "Slugs"
L["att.ammo_shotgun_slugs.name.full"] = "Slug Shells"
L["att.ammo_shotgun_slugs.desc"] = "Fire a single projectile for medium range shooting."
L["att.ammo_shotgun_triple.name"] = "Triple Hit"
L["att.ammo_shotgun_triple.name.full"] = "Triple Hit Shells"
L["att.ammo_shotgun_triple.desc"] = "Fire three projectiles for more accuracy."
L["att.muzz_pistol_comp.name"] = "Compensator"
L["att.muzz_pistol_comp.desc"] = "Muzzle device which reduces recoil impact."

L["att.procon.3proj"] = "Three projectiles"
L["att.procon.moreproj"] = "More projectiles"
L["att.procon.1proj"] = "One projectile"
L["att.procon.noexp"] = "No explosion"
L["att.procon.direct"] = "Direct fire"
L["att.procon.doorbreach"] = "Can breach doors"
L["att.procon.crowd"] = "Crowd control"
L["att.procon.nonlethal"] = "Non-lethal"
L["att.procon.detdelay"] = "Delayed detonation"
L["att.procon.flash"] = "Flashbang effect"
L["att.procon.airburst"] = "Airburst"
L["att.procon.timedfuse"] = "Timed fuse"
L["att.procon.smoke"] = "Smokescreen effect"
L["att.procon.limb"] = "Limb damage"
L["att.procon.head"] = "Head damage"
L["att.procon.chest"] = "Chest damage"
L["att.procon.onebullet"] = "One bullet"
L["att.procon.armor"] = "Armor effectiveness"
L["att.procon.nosafety"] = "No safety fuse"
L["att.procon.radius"] = "Blast Radius"
L["att.procon.needprime"] = "Weak if not primed"
L["att.procon.projrng"] = "Random trajectory and damage"
L["att.procon.failrng"] = "Chance of dramatic failure"
L["att.procon.notracer"] = "Hidden Tracers"
L["att.procon.refund"] = "High chance to refund ammo"
L["att.procon.unreliable"] = "Unreliable"
L["att.procon.surplusboost1"] = "Sometimes shoots faster"
L["att.procon.surplusboost2"] = "Also shoots uncontrollably"
L["att.procon.meleeslow"] = "Slow target on melee hit"
L["att.procon.gasimmune"] = "CS Gas immunity"
L["att.procon.flashresist"] = "Flashbang resistance"
L["att.procon.stunresist"] = "Reduced stun/slow duration"
L["att.procon.quickthrow"] = "Faster Quickthrow"
L["att.procon.throwrocks"] = "Throw Rocks"
L["att.procon.cornershot"] = "Corner vision when blindfiring"
L["att.procon.dmic"] = "Display nearby targets"
L["att.procon.audible"] = "Audible to others"
L["att.procon.flashlight"] = "Light up area"
L["att.procon.blind"] = "Blinds when looked at"
L["att.procon.visible"] = "Visible to others"
L["att.procon.laser"] = "Highlight point of aim"
L["att.procon.rf1"] = "Display distance and damage at range"
L["att.procon.rf2"] = "Bullet drop visualization in sights"
L["att.procon.gauge1"] = "Display bloom, sway and spread"
L["att.procon.gauge2"] = "Spread visualization in sights"
L["att.procon.auto"] = "Automatic fire"
L["att.procon.burst"] = "Burst fire"
L["att.procon.semi"] = "Semi-automatic fire"
L["att.procon.autoburst"] = "Automatic Burst"
L["att.procon.explosive"] = "Explosive"
L["att.procon.reliability"] = "Reliability"
L["att.procon.noscope"] = "No Scope"
L["att.procon.conceal"] = "Hide weapon while holstered"
L["att.procon.armdelay"] = "Arming Delay"
L["att.procon.proxfuse"] = "Proximity fuse"

L["att.sight.1"] = "1x Sight"
L["att.sight.1.25"] = "1.25x Sight"
L["att.sight.1.5"] = "1.5x Sight"
L["att.sight.1.75"] = "1.75x Sight"
L["att.zoom.2"] = "2x Zoom"
L["att.zoom.3"] = "3x Zoom"
L["att.zoom.3.4"] = "3.4x Zoom"
L["att.zoom.4"] = "4x Zoom"
L["att.zoom.5"] = "5x Zoom"
L["att.zoom.6"] = "6x Zoom"
L["att.zoom.8"] = "8x Zoom"
L["att.zoom.10"] = "10x Zoom"
L["att.zoom.12"] = "12x Zoom"

L["spacer.damage"] = "Terminal Effect"
L["spacer.damage.desc"] = "Stats related to the weapon's damage output and effective range."
L["spacer.action"] = "Action"
L["spacer.action.desc"] = "Stats related to the weapon's loading and cycling."
L["spacer.ballistics"] = "Ballistics"
L["spacer.ballistics.desc"] = "Stats related to the weapon's bullet trajectory and effect on materiel."
L["spacer.recoilbloom"] = "Recoil & Bloom"
L["spacer.recoilbloom.desc"] = "Stats related to the weapon's kick and instability over sustained fire."
L["spacer.mobility"] = "Mobility"
L["spacer.mobility.desc"] = "Stats related to movement speed when using the weapon."
L["spacer.maneuvering"] = "Maneuvering"
L["spacer.maneuvering.desc"] = "Stats related to the weapon's performance while not aiming."
L["spacer.handling"] = "Handling"
L["spacer.handling.desc"] = "Stats related to how fast the weapon readies itself."
L["spacer.sway"] = "Sway"
L["spacer.sway.desc"] = "Stats related to the weapon's deviation from point of aim."
L["spacer.misc"] = "Miscellaneous"
L["spacer.misc.desc"] = "Stats that do not belong in any major category."

L["trivia.year"] = "Production Year"
L["trivia.caliber"] = "Caliber"
L["trivia.manufacturer"] = "Manufacturer"
L["trivia.faction"] = "Faction"
L["trivia.unknown"] = "Unknown"

L["faction.coalition"] = "Coalition" -- "Counter-Terrorists"
L["faction.militia"] = "Militia"     -- "Terrorists"
L["faction.neutral"] = "Non-Aligned" -- non-faction specific

L["hint.swap"] = "Swap with {weapon}"
L["hint.pickup"] = "Pick up {weapon}"
