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It must be encoded in ANSI in order to work properly.
ANSI Decode
ContextMenu_PTBR.txt
IGUI_PTBR.txt
UI_PTBR.txt
Thanks.
ContextMenu_KO = {
-- by condition
ContextMenu_ReorderDuplicatesByCondition_ByCondition = "내구도에 따라 재정렬",
ContextMenu_ReorderDuplicatesByCondition_HighToLow1 = "높음에서 낮음",
ContextMenu_ReorderDuplicatesByCondition_LowToHigh1 = "낮음에서 높음",
-- by remaining
ContextMenu_ReorderDuplicatesByCondition_ByRemaining = "남아있는 양에 따라 재정렬",
ContextMenu_ReorderDuplicatesByCondition_HighToLow2 = "높음에서 낮음",
ContextMenu_ReorderDuplicatesByCondition_LowToHigh2 = "낮음에서 높음",
-- by Hunger Reduction
-- high/low menus are same as condition
ContextMenu_ReorderDuplicatesByCondition_ByHungerReduction = "배고픔 감소에 따라 재정렬",
-- by Calories
-- high/low menus are same as condition
ContextMenu_ReorderDuplicatesByCondition_ByCalories = "칼로리에 따라 재정렬",
-- by bloodiness
ContextMenu_ReorderDuplicatesByCondition_ByBloodiness = "피투성이에 따라 재정렬",
ContextMenu_ReorderDuplicatesByCondition_HighToLow3 = "높음에서 낮음",
ContextMenu_ReorderDuplicatesByCondition_LowToHigh3 = "낮음에서 높음",
-- by Dirtiness
-- high/low menus are same as bloodiness
ContextMenu_ReorderDuplicatesByCondition_ByDirtiness = "더러움에 따라 재정렬",
IGUI_KO = {
IGUI_ReorderDuplicatesByCondition_AlreadyInOrder = "이미 내가 원하는 순서대로 되어있다.",
}
UI_KO = {
UI_ReorderDuplicatesByCondition_CharacterSpeaks = "캐릭터 대사",
UI_ReorderDuplicatesByCondition_CharacterSpeaks_Tooltip = "원하는 아이템이 이미 정렬되어 있으면 캐릭터가 대사를 합니다.",
UI_ReorderDuplicatesByCondition_BloodinessDirtiness = "더러움과 피투성이에 따라 재정렬",
UI_ReorderDuplicatesByCondition_BloodinessDirtiness_Tooltip = "무기와 의복은 피가 묻은 정도에 따라 재정렬할 수 있고, 의복은 더러움에 따라 재정렬할 수 있습니다.",
}