Translate learn sounds entries and sync libstorm-nvgt
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// Project-local learn sounds configuration.
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// Keep this file in src/ so libstorm-nvgt can stay untouched.
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void configure_project_learn_sounds() {
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learn_sounds_reset_configuration();
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// Skip entries can be full file paths or directories ending with "/".
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learn_sounds_add_skip_entry("sounds/quests/bone1.ogg");
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learn_sounds_add_skip_entry("sounds/quests/bone2.ogg");
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learn_sounds_add_skip_entry("sounds/quests/bone3.ogg");
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learn_sounds_add_skip_entry("sounds/quests/bone4.ogg");
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learn_sounds_add_skip_entry("sounds/quests/bone5.ogg");
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learn_sounds_add_skip_entry("sounds/quests/bone6.ogg");
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learn_sounds_add_skip_entry("sounds/quests/bone7.ogg");
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learn_sounds_add_skip_entry("sounds/quests/bone8.ogg");
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learn_sounds_add_skip_entry("sounds/actions/fishpole.ogg");
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learn_sounds_add_skip_entry("sounds/actions/hit_ground.ogg");
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learn_sounds_add_skip_entry("sounds/menu/");
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learn_sounds_add_skip_entry("sounds/nature/");
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learn_sounds_add_skip_entry("sounds/pets/");
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learn_sounds_add_skip_entry("sounds/quests/");
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learn_sounds_add_description(
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"sounds/actions/bad_cast.ogg",
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i18n_text("Your cast missed the water and landed in nearby foliage where it is unlikely to attract fish."));
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learn_sounds_add_description(
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"sounds/actions/cast_strength.ogg",
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i18n_text("When casting release control when over water. When catching release when sound is over player."));
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learn_sounds_add_description("sounds/enemies/enter_range.ogg",
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i18n_text("An enemy is in range of your currently wielded weapon."));
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learn_sounds_add_description("sounds/enemies/exit_range.ogg",
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i18n_text("An enemy is no longer in range of your currently wielded weapon."));
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learn_sounds_add_description("sounds/actions/falling.ogg", i18n_text("Lowers in pitch as the fall progresses."));
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learn_sounds_add_description("sounds/enemies/invasion.ogg", i18n_text("The war drums pound! Prepare for combat!"));
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learn_sounds_add_description("sounds/items/miscellaneous.ogg",
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i18n_text("You picked up an item for which there is no specific sound."));
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learn_sounds_add_description("sounds/enemies/goblin1.ogg", i18n_text("Inhabits mountainous regions."));
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learn_sounds_add_description("sounds/enemies/undead_resident1.ogg",
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i18n_text("Not quite a zombie nor a vampyr. These undead remember they used to have a home, and "
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"maybe there's food there..."));
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learn_sounds_add_description("sounds/enemies/wight1.ogg",
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i18n_text("More powerful undead. They do not lose track of you when you are in the base."));
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learn_sounds_add_description("sounds/enemies/vampyr1.ogg", i18n_text("Ever hungry, they feed upon your residents."));
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learn_sounds_add_description("sounds/enemies/vampyr2.ogg", i18n_text("Ever hungry, they feed upon your residents."));
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learn_sounds_add_description("sounds/enemies/vampyr3.ogg", i18n_text("Ever hungry, they feed upon your residents."));
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learn_sounds_add_description("sounds/enemies/vampyr4.ogg", i18n_text("Ever hungry, they feed upon your residents."));
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learn_sounds_add_description("sounds/enemies/yeti1.ogg", i18n_text("Inhabits snowy regions."));
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learn_sounds_add_description("sounds/enemies/zombie1.ogg", i18n_text("Basic undead."));
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}
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