// приросты маны и ярости
add_manarage_t=<stroke=on><align=center><shadow=on><font=ft1_16b>$
add_manarage_t {
    mana=<color=170,234,255><custom=mana>
    enemy_mana=<color=170,234,255><custom=enemy_mana>
    rage=<color=255,84,0><custom=rage>
}
add_mana_t=<stroke=on><align=center><shadow=on><font=ft1_16b><color=170,234,255><custom=mana>$

// вражеский герой на карте
ehm_def_t=<shadow=off><font=ft1_13><color=255,243,179><align=center>$
ehm_def_t {
    name=<color=225,225,0><font=ft1_13><shadow=on><ari=evil_name>
    level=<color=252,249,188><font=ft1_13b><shadow=on><ari=level>
}
ehm_par_t=<color=255,243,179><align=center>$
ehm_par_t {
    attack=<color=252,249,220><br><ari=attack></color>
    mana=<color=252,249,220><br><ari=mana></color>
    cur_mana=<color=252,249,220><br><ar_en=mana_hint></color>//<ari=mana></color>
    defense=<color=252,249,220><br><ari=defense></color>
    intellect=<color=252,249,220><br><ari=int></color>
}
enemy_align=<shadow=off><font=ft1_13><color=255,243,179><align=center><gen=gen_army_align>

// инфа по героям в бою
enemy_hero_tPar=$
enemy_hero_tPar {
    mana=<shadow=on><align=center><ar_en=mana>
    name=<color=225,225,0><ar_en=name>
    shortname=<color=225,225,0><ar_en=shortname>
    level=<color=225,225,0><ar_en=level>
}

enemy_hero_tHName=<color=252,249,220>$
enemy_hero_tHName {
    name=<ar_en=name>
    shortname=<ar_en=shortname>
    level=<ar_en=level>
}


enemy_hero_tN=<align=center><shadow=on><font=ft1_13>$
enemy_hero_tN {
    name=<ar_en=name>
    level=<ar_en=level>
}

enemy_hero_t=<align=left><shadow=on><font=ft1_14><color=255,243,179><ar_en=desc_text><br><gen=gen_space><gen=gen_space>$
enemy_hero_t {
 intellect=<color=252,249,220><ar_en=intellect_hint></color>
 defense=<color=252,249,220><ar_en=defence_hint></color><br><gen=gen_space>
 attack=<color=252,249,220><ar_en=attack_hint></color><br><gen=gen_space>
}
ally_hero_t=<align=left><shadow=on><font=ft1_14><color=255,243,179><gen=gen_space><gen=gen_space>$
ally_hero_t {
 intellect=<color=252,249,220><itm=@hero?intellect.count></color>
 defense=<color=252,249,220><itm=@hero?defense.count></color><br><gen=gen_space>
 attack=<color=252,249,220><itm=@hero?attack.count></color><br><gen=gen_space>
}

// хинты по морали
morale_hint_t0=<shadow=on><font=ft1_14><color=255,243,179><align=center><gen=unit_moral_head>
morale_hint_t1=<align=left><shadow=off><font=ft1_14><color=255,243,179><gen=unit_moral_desc><br><gen=unit_moral_bonus,end>

morale_hint_t=<color=255,243,179><shadow=on>$
morale_hint_t {
  br=<br>
  hi=<color=0,254,10>
  low=<color=255,66,0>
  neit=<color=217,217,215>
  //<color=252,249,220>
  sys=<color=222,194,94>
  def=</color>
  f14=<font=ft1_14>
    f12=<font=ft1_12>
    center=<align=center>
    left=<align=left>
    dis=<color=138,138,132>
    attack=<gen=unit_moral_bonus,attack>
    defense=<gen=unit_moral_bonus,defense>
    krit=<gen=unit_moral_bonus,krit>
    moral=<gen=unit_moral_cur>
}

// хинты по боссам и сложным объектам
hint_boss_t0=<align=center><shadow=on><font=ft1_16>$
hint_boss_t0 {
    s=<color=252,249,220>   // выделение белым
    /s=</color>                     // предыдущий цвет
    d=<color=255,243,179>   // основной желтоватый
    u=<color=138,138,132>   // серый комментарий
    tm=<color=222,194,94>   // системный охристый
    br=<br>
    left=<align=left>
    center=<align=center>
    f16=<font=ft1_16>
    f14=<font=ft1_14>
    f12=<font=ft1_12>
    cur_health=<gen=gen_unit_par,cur_health>
    health=<gen=gen_unit_par,health>
    attack=<gen=gen_unit_par,attack>
    defense=<gen=gen_unit_par,defense>
    initiative=<gen=gen_unit_par,initiative>
}

hint_t0=<align=center><font=ft1_16><shadow=on>$
hint_t0 {
    s=<color=252,249,220>   // выделение белым
    /s=</color>                     // предыдущий цвет
    d=<color=255,243,179>   // основной желтоватый
    u=<color=138,138,132>   // серый комментарий
    tm=<color=222,194,94>   // системный охристый
    b=<color=0,187,232>     // синий
    g=<color=0,254,10>      // зеленый
    r=<color=255,66,0>    // красный
    y=<color=254,249,118> // желтый
    br=<br>
    left=<align=left>
    center=<align=center>
    right=<align=right>
    f16=<font=ft1_16>
    f14=<font=ft1_14>
    f12=<font=ft1_12>
    health=<color=252,249,220><gen=gen_pawn_health></color>
}


br_t=$
br_t {
    br=<br>
}
left_t=<shadow=on><align=left>$ //<color=235,223,179>
left_t {
    header=<align=center>
    /header=<align=left>
}

// подбор всего и вся на карте

join_units=<align=center><shadow=on><<color=235,223,179><font=ft1_13>$<br><color=252,249,220><font=ft1_13><gen=gen_taken_units>

taken_empty=<align=center><shadow=on><color=235,223,179><font=ft1_13>$
taken_reserv=<align=center><shadow=on><color=235,223,179><font=ft1_13>$<br><font=ft1_13><br><color=252,249,220><font=ft1_13><gen=gen_taken_units><br><label=msg_units_to_reserv>
taken_units=<align=center><shadow=on><color=235,223,179><font=ft1_13>$<br><font=ft1_13><br><color=252,249,220><font=ft1_13><gen=gen_taken_units>
necro_units=<align=center><shadow=on><color=235,223,179><font=ft1_13>$<br><font=ft1_13><br><color=252,249,220><font=ft1_13>$<br><br><font=ft1_14><color=235,223,179>$
necro_units {
  count=<count>
  name=<name>
  perc=<perc>
  img=<br><uimg>
}
inq_t=<align=center><shadow=on><color=235,223,179><font=ft1_13>$<br><font=ft1_13><br><color=252,249,220><font=ft1_13>$
inq_t {
  count=<count>
  gold=<gold>
  img=<imu=priest.png><br>
}
inq_w_t=$
inq_w_t {
  count=<count>
  gold=<gold>
  lead=<lead>
}
diplomacy_t=<align=center><shadow=on><color=235,223,179><font=ft1_13>$<br><font=ft1_13><br><color=252,249,220><font=ft1_13>

taken_scrolls=<align=center><shadow=on><color=235,223,179><font=ft1_13>$<br><font=ft1_13><br><color=252,249,220><font=ft1_13><gen=gen_scroll_in_box_name>
taken_counter=<align=center><shadow=on><color=235,223,179><font=ft1_13>$<br><font=ft1_13><br><color=252,249,220><font=ft1_13><gen=gen_counter_in_box_name>
taken_money=<align=center><shadow=on><color=235,223,179><font=ft1_13>$<br><font=ft1_13><br><color=252,249,220><font=ft1_13><br><image=Victory_moneyIcon.png><br>$
taken_money {
  money=<money>
}

add_troop_t=<align=center><shadow=on><color=235,223,179><font=ft1_13>$<br><font=ft1_13><br><image><br><font=ft1_13>$<br><color=235,223,179>$
add_troop_t {
    count=<color=252,249,220><gen=gen_add_troop><count>
    needlead=<needlead>
    lead=<lead>
}

taken_counter {
  money=<itm=money.count>
  mana=<itm=mana.count>
  mana_max=<itm=mana.limit>
  rage=<itm=rage.count>
  rage_max=<itm=rage.limit>
  crystals=<itm=crystals.count>
  defense=<itm=defense.count>
  rune_might=<itm=rune_might.count>
  rune_magic=<itm=rune_magic.count>
  rune_mind=<itm=rune_mind.count>
  leadership=<itm=leadership.count>
}

taken_mb=<align=center><shadow=on><color=235,223,179><font=ft1_13>$<br><color=252,249,220><font=ft1_13><br><gen=gen_object_in_box_name>
//taken_mb=$<br><label=msg_found><br><imb=image><br><color=252,249,220><gen=gen_object_in_box_name>

// цифры отлетающие
//taken_ffo=$<br><br><var=image><br><label=msg_found>$
taken_ffo=$
taken_ffo {
  //money=<itm=money.count>
  money=<var=count> //
  mana=<itm=mana.count>
  mana_max=<itm=mana.limit>
  rage=<itm=rage.count>
  rage_max=<itm=rage.limit>
  crystals=<itm=crystals.count>
  defense=<itm=defense.count>
  rune_might=<itm=rune_might.count>
  rune_magic=<itm=rune_magic.count>
  rune_mind=<itm=rune_mind.count>
  leadership=<itm=leadership.count>
}

// хинт по предмету
itm_menu_hint_t=<align=center><shadow=on><color=222,194,94><font=ft1_12>$
itm_menu_hint_t {
    ud=<ud>
    ude=<ude>
}
items_tM=<align=left><color=255,243,179><shadow=on><font=ft1_14>$<gen=gen_itm_type><gen=gen_itm_race><gen=gen_itm_moral><gen=gen_itm_price>$<gen=gen_itm_upgrade><gen=gen_itm_state><ud><gen=gen_itm_menu_hint><ude> // Items - Desc
items_tM {
    s=<color=252,249,220>
    /s=</color>
    d=<color=255,243,179>
    u=<color=138,138,132>
    br=<br>
    sys=<color=222,194,94>
    g=<color=0,254,10>      // çåëåíûé
    r=<color=255,66,0>    // êðàñíûé
    f12=<font=ft1_12>
    f14=<font=ft1_13>
    scroll=<gen=gen_itm_scroll>
    item=<gen=gen_itm_item>
    count=<gen=gen_itm_count>
    rage=[s]<gen=gen_itm_param,rage>[/s]
    mana=[s]<gen=gen_itm_param,mana>[/s]
    use=<gen=gen_itm_param,use>
    victory=<gen=gen_itm_param,victory>
    bonus=<gen=gen_itm_param,bonus>
    level=<gen=gen_itm_param,level>
    min=<gen=gen_itm_param,min>
    max=<gen=gen_itm_param,max>
    gold=[s]<gen=gen_itm_gold>[/s]
    gold_lvl=[s]<gen=gen_itm_gold,level>[/s]
    text=[s]<gen=gen_item_text>[/s]
    kid=[s]<gen=gen_itm_param,kid>[/s]
    dragon=[s]<gen=gen_itm_dragon>[/s]
    sex=[s]<gen=gen_itm_param,sex>[/s]
    win=[s]<gen=gen_itm_param,win>[/s]
    zlogn=[d]<gen=gen_itm_zlogn>[/s]
    minut=<gen=gen_itm_param,minut>
    max=<gen=gen_itm_param,max>


}

items_tI=<align=center><shadow=on><font=ft1_14><color=255,243,179>$ // Items - Info
items_tI {
    s=<color=252,249,220>
    /s=</color>
    d=<color=255,243,179>
    u=<color=138,138,132>
    br=<br>
    left=<align=left>
    sys=<color=222,194,94>
    f12=<font=ft1_12>
    f14=<font=ft1_14>
    map=<br><gen=map_image_gen><br>
}

items_tH=<align=left><font=ft1_14><shadow=on><color=222,194,94>$ // Items - Properties
items_tH {
    s=<color=252,249,220>
    /s=</color>
    d=<color=255,243,179>
    u=<color=138,138,132>
    br=<br>
    g=<color=0,254,10>      // çåëåíûé
    r=<color=255,66,0>    // êðàñíûé
    sys=<color=222,194,94>
    f12=<font=ft1_13>
    f14=<font=ft1_14>
}

items_tCap=<align=center><color=254,249,118><shadow=on><font=ft1_14>$<gen=gen_itm_name> // Items - Name

itm_moral_t=<align=left><font=ft1_14>$ // Items - Moral
itm_moral_t {
    low3=<color=243,34,34>
    low2=<color=243,138,47>
    low1=<color=243,138,47>
    neutral=<color=254,249,118>
    hi1=<color=0,254,8>
    hi2=<color=0,254,8>
    hi3=<color=0,254,8>
    bad=<color=243,34,34>
}

// Темплейт для MSGBOX
msg_box_t=<align=center><shadow=on><color=255,243,179><font=ft1_13>$
msg_box_t {
    s=<color=252,249,220>
    /s=</color>
    d=<color=255,243,179>
    u=<color=138,138,132>
    br=<br>
    item=<gen=resource_gen_temp>
    money=<gen=resource_gen,money>
    mana=<gen=resource_gen,mana>
    rage=<gen=resource_gen,rage>
    crystals=<gen=resource_gen,crystals>
    defense=<gen=resource_gen,defense>
    rune_might=<gen=resource_gen,rune_might>
    rune_magic=<gen=resource_gen,rune_mind>
    rune_mind=<gen=resource_gen,rune_magic>
    leadership=<gen=resource_gen,leadership>
}


// Для надписей на карте
//<font=ft1_16>
map_status_th=<align=center><shadow=on><color=252,249,220><font=ft1_13>$ // Cursor hover
map_status_th {
    status=<color=138,138,132><var=status>
    default=<gen=map_hint_gen,name>
    name=<var=name>
    insert=<var=insert>
    visited=<color=138,138,132><gen=object_visited_logic>
}
map_status_tm=<align=center><shadow=on><font=ft1_13><color=252,249,220>$ //$<br>$<br><br><color=138,138,132> //<var=status> // RMB
map_status_tm {
    status=<br><br><color=138,138,132><var=status>
    cap=<color=255,243,179>
    /cap=</color><br><br>
    default=<gen=map_hint_gen,info>
    name=<var=name>
    insert=<var=insert>
}

// ШРИФТЫ ДЕФОЛТНЫЕ ИСПОЛЬЗУЕМЫЕ В СКРИПТАХ
msg_Sel_t=<align=justify><color=252,249,220><font=ft1_14>$
msg_Def_t=<align=justify><color=255,243,179><font=ft1_14>$
msg_Com_t=<align=left><color=255,243,179><font=ft1_14>$


hint_Sel_t=<align=left><shadow=on><color=252,249,220><font=ft1_14>$ // Numbers in spells and scrolls, also building names
hint_Def_t=<align=left><shadow=on><color=255,243,179><font=ft1_14>$ // Spells desc (U)
hint_Day_t=<align=left><shadow=on><color=255,243,179><font=ft1_12>$
hint_Day_t {
    day=<color=252,249,220><custom=gamedate></color>
    time=<color=252,249,220><custom=gametime</color>
    dt=<color=252,249,220><gen=gen_day_time></color>
}
hint_Btn_t=<align=left><shadow=on><color=252,249,220><font=ft1_13>$
hint_Btn_t {
    center=<align=center>
    left=<align=left>
    def=<color=255,243,179>
    dis=<color=138,138,132>
    hkey=<color=222,194,94> //<color=254,249,118>//
    sel=<color=252,249,220>
    /c=</color>
}

hint_Dis_t=<shadow=on><align=left><color=138,138,132><font=ft1_14>$
hint_Com_t=<shadow=on><align=left><color=255,243,179><font=ft1_14>$
hint_Cap_t=<shadow=on><align=center><color=254,249,118><font=ft1_14>$ // Spells - names (in desc)
hint_TM_t=<shadow=on><align=left><color=222,194,94><font=ft1_14>$ // Spells - desc (L)
hint_Lev_t=<shadow=on><align=left><color=0,187,232><font=ft1_14>$ // Spells - level
hint_YesUp_t=<shadow=on><align=left><color=0,254,10><font=ft1_14> // Spells - learning
hint_NoUp_t=<shadow=on><align=left><color=255,66,0><font=ft1_14>

hint_Cap_t0=<shadow=on><align=center><color=255,243,179><font=ft1_14>$
hint_State_t=<shadow=on><align=center><color=200,200,200><font=ft1_14>$
msg_Def_t0=<align=center><color=255,243,179><font=ft1_13><shadow=on>$
msg_caption=<align=center><color=255,243,179><font=ft1_16><shadow=on>$
msg_State_t=<align=center><color=200,200,200><font=ft1_16><shadow=on>$


// ГЛАВНОЕ МЕНЮ
btn_main_t=<font=ft1_22b><color=255,229,151><align=center><stroke=on>$
msg_cpr=<font=ft1_12><color=216,202,139><align=left><shadow=on>$
msg_version=<font=ft1_12><color=216,202,139><align=left><shadow=on>$

// КРЕДИТСЫ
crd_main=<font=ft1_18><align=center><stroke=on><shadow=on>$
crd_main {
    tab=<br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><br><font=ft1_22>
    post=<br><br><font=ft1_28><color=202,216,139>
    name=<br><font=ft1_22><color=216,202,139>
    head=<br><font=ft1_22><color=255,255,255>
}

// НОВАЯ ИГРА
ing_header_t=<font=ft1_32b><color=220,140,0><align=center><gradient=on><stroke=on>$
ing_header2_t=<font=ft1_20b><color=220,140,0><align=center><gradient=on><stroke=on>$
ing_dif_t=<align=right><font=ft1_15><color=255,243,179>$
ing_desk_t=<font=ft1_12><color=0,0,0><newg=description>$
ing_jstf=<align=justify>$
intro_t=<align=justify>$
intro_t {
  player=<cgi=player>
  class=<gen=gen_hero_class>
}

ing_dif1=<font=ft1_13><color=148,255,154><align=center><shadow=on>$
ing_dif2=<font=ft1_13><color=252,244,185><align=center><shadow=on>$
ing_dif3=<font=ft1_13><color=255,169,66><align=center><shadow=on>$
ing_dif4=<font=ft1_13><color=255,0,0><align=center><shadow=on>$
ing_newname_t=<font=ft1_16><color=0,0,0><align=left>$
ing_name_t=<label=nwg_editname_preset>$

// НАСТРОЙКИ
opt_title_t=<font=ft1_28b><color=220,140,0><align=center><gradient=on><stroke=on>$
opt_header_t=<font=ft1_14><color=254,255,227><align=center><shadow=on>$
opt_bth_t=<font=ft1_14><color=255,247,192><align=center><shadow=on>$
opt_bth_tS=<font=ft1_14><color=255,247,192><align=center><shadow=on>$
opt_options_t=<font=ft1_14><color=255,247,192><align=right><shadow=on>$
opt_options_t0=<font=ft1_14><color=255,247,192><align=left><shadow=on>$
opt_options_t1=<font=ft1_12><color=255,247,192><align=left><shadow=on>$
opt_options_t2=<font=ft1_10><color=90,171,195><align=left><shadow=on>$
opt_options_t2 {
    align_right=<align=right>
}
opt_gamma_t=<font=ft1_14><color=90,171,195><align=left><shadow=on><custom=gamma>
opt_music_t=<font=ft1_14><color=90,171,195><align=left><shadow=on><custom=musvol>
opt_sound_t=<font=ft1_14><color=90,171,195><align=left><shadow=on><custom=sndvol>


// КАРТА МИРА
map_head_t=<font=ft1_14><color=128,0,0>$ // Region names (in list)
map_loc_t=<font=ft1_26><color=128,0,0><align=center><bgp=loctag> // Region names (U)

// РЕКОРДЫ
rec_title_t=<font=ft1_28b><color=220,140,0><align=center><gradient=on><stroke=on>$
rec_bkm_t=<font=ft1_14><color=121,0,0><align=center>$
rec_hero_t=<font=ft1_20><color=0,0,0><align=center>$
rec_hero_t {
 rank=<par1>
 name=<par2>
}
rec_hint_t=<shadow=on><align=left><font=ft1_14><color=252,249,220>$
rec_hint_t {
    run=<custom=qst_run>
    fail=<custom=qst_fail>
    win=<custom=btl_win>
    lose=<custom=btl_lose>
    ally=<custom=own_ldp>
    enemy=<custom=enm_ldp>
    army=<custom=arm_dmg>
    magic=<custom=mag_dmg>
    spirit=<custom=spt_dmg>
    playh=<custom=play_h>
    playm=<custom=play_m>
    hour=<gen=calc_record_time,h>
    minut=<gen=calc_record_time>
}

rec_point_t=<font=ft1_15><color=255,215,54><shadow=on><align=center>$
rec_point_t {
    count=<par1>
}
rec_par_t=<font=ft1_13><color=0,0,0><align=center>$<br>
rec_def_t=<font=ft1_13><color=0,0,0><align=left>$
rec_def_t {
    param=<par1>
    param_max=<par2>
    align_center=<align=center>
}
rec_prc_t=<font=ft1_13><color=0,0,0><align=center>$
rec_prc_t {
    par=<par1>
}

rec_big_t=<font=ft1_18><color=0,0,0><align=left>$
rec_big_t {
    param=<par1>
    param_max=<par2>
    align_center=<align=center>
}
rec_rune_t=<font=ft1_13><color=255,243,179><align=center>$
rec_phint_t=<font=ft1_10><color=86,174,232><shadow=on><align=left>$
rec_spirit_t=<font=ft1_15><color=0,0,0><align=left>$
rec_spirit_tN=<font=ft1_13><color=0,0,0><align=center>$
rec_spirit_tL=<font=ft1_20><color=255,243,179><align=center>$

// ОБЩЕЙ ИНТЕРФЕЙС
int_loose_t=<font=ft1_32b><color=220,140,0><align=center><gradient=on><stroke=on>$
int_win_t=<font=ft1_32b><color=220,140,0><align=center><gradient=on><stroke=on>$
int_date=$
int_date {
    date=<custom=gamedate>
    time=<custom=gametime>
}


// текст
int_def_t15sc=<shadow=on><font=ft1_15><color=255,243,179><align=center>$
int_def_t14sl=<shadow=on><font=ft1_14><color=255,243,179><align=left>$    // с тенью по левому 14 шрифт
int_def_t14sc=<shadow=on><font=ft1_13><color=255,243,179><align=center>$ // с тенью по центру 14 шрифт | Classes and buttons
int_def_t14sr=<shadow=on><font=ft1_12><color=255,243,179><align=right>$ // с тенью по правому 14 шрифт | Labels: drop, buy, split
int_def_t16sl=<shadow=on><font=ft1_16><color=255,243,179><align=left>$    // с тенью по левому 16 шрифт
int_def_t16sc=<shadow=on><font=ft1_16><color=255,243,179><align=center>$ // с тенью по центру 16 шрифт
// цифры
int_dig_t14sl=<shadow=on><font=ft1_14><color=252,249,220><align=left>$    // с тенью по левому 14 шрифт
int_dig_t14sc=<shadow=on><font=ft1_13><color=252,249,220><align=center>$ // с тенью по центру 14 шрифт
int_dig_t16sl=<shadow=on><font=ft1_16><color=252,249,220><align=left>$    // с тенью по левому 16 шрифт
int_dig_t16sc=<shadow=on><font=ft1_16><color=252,249,220><align=center>$ // с тенью по центру 16 шрифт

int_def_t0sc=<shadow=on><align=center>$     // тень + центрирование
int_def_t14tdc=<shadow=on><align=center><font=ft1_12><color=255,243,179>$<color=252,249,220>$  // 14 текст: число по центру | Labels: level, leadership
int_def_t14tdl=<shadow=on><align=left><font=ft1_14><color=255,243,179>$<color=252,249,220>$  // 14 текст: число по левому
int_def_t16tdc=<shadow=on><align=center><font=ft1_16><color=255,243,179>$<color=252,249,220>$  // 16 текст: число по центру | Labels: runes, skills (in profile)
int_def_t16tdl=<shadow=on><align=left><font=ft1_16><color=255,243,179>$<color=252,249,220>$  // 16 текст: число по левому | Label - leadership (in profile)

int_def_t14bl=<align=center><font=ft1_13><color=0,0,0>$ // Player's name
int_def_t14b=<font=ft1_13><color=0,0,0>$ // Map - legend
int_def_t14d=<font=ft1_14><color=255,243,179>$
int_def_t16d=<font=ft1_14><color=255,243,179>$
int_def_t16bl=<align=center><font=ft1_16><color=0,0,0>$
int_load=<font=ft1_18><color=255,224,139><align=center>$ // Loading - Hints

int_def_t0_mm=<color=255,243,179>$<color=252,249,220>$<color=79,172,211>$  // цвет шрифта для цифр "значение: минимум (максимум)"
int_def_t0_mm {
    enemy_mana=<ar_en=mana>
    enemy_max_mana=<ar_en=mana_max_hint>
}
int_def_tE_mm=<color=255,243,179>$<color=252,249,220>$<color=79,172,211>$  // цвет шрифта для цифр "значение: минимум (максимум)"
//<vic=exp>

int_def_t1_mm=<align=center><shadow=on><font=ft1_13><color=255,243,179>$<color=252,249,220>$<color=79,172,211>$  // цвет шрифта для цифр "значение: минимум (максимум)"
int_def_t0_AP=<color=255,243,179>$<color=252,249,220><areap=cur>$<color=79,172,211><areap=max>
int_CAP_t0=<shadow=on><align=center><font=ft1_16><color=255,199,59>$            // шкатулка и армия в инвентаре
int_sort1=<align=right><font=ft1_12><color=157,136,93>$
int_sort2=<align=left><font=ft1_12><color=157,136,93>$

// без тени мало где используется
int_def_t14nl=<shadow=off><font=ft1_14><color=255,243,179><align=left>$   // без тени по левому 14 шрифт
int_def_t14nc=<shadow=off><font=ft1_14><color=255,243,179><align=center>$ // без тени по центру 14 шрифт
int_def_t16nl=<shadow=off><font=ft1_16><color=255,243,179><align=left>$   // без тени по левому 16 шрифт
int_def_t16nc=<shadow=off><font=ft1_16><color=255,243,179><align=center>$ // без тени по центру 16 шрифт

// ПОКУПКА И ДЕЛЕНИЕ
int_def_t11sr=<shadow=on><align=right><font=ft1_13><color=255,243,179>$
int_def_t11sc=<shadow=on><align=center><font=ft1_13><color=255,243,179>$
int_def_t12sr=<shadow=on><align=right><font=ft1_13><color=255,243,179>$
int_def_t12sc=<shadow=on><align=center><font=ft1_13><color=255,243,179>$
int_pur_t0=<font=ft1_20b><color=220,140,0><align=left><gradient=on><stroke=on>$
int_pur_t0 {
    bname=<buy=name>
    mname=<mov=name>
    sname=<spl=name>
    dname=<del=name>
    tname=<thr=name>
}

int_pur_t1=<shadow=on><align=center><font=ft1_14><color=252,249,220>$
int_pur_t1 {
    cost=<buy=cost>
    avail=<buy=avail>
    engaged=<buy=engaged>
    total=<buy=total>
}

int_trd_pinv_t=<font=ft1_14><align=center>$<image=coin_small.png>
int_trd_parm_t=<shadow=on><align=center><font=ft1_14><color=252,249,220>$<image=coin_small.png>
int_trd_parm_t {
    cost1=<shop=cost1>
    cost2=<shop=cost2>
    cost3=<shop=cost3>
}
int_trd_pmag_t=<font=ft1_14><align=center>$<image=coin_small.png>
int_trd_cunit_t=<shadow=on><align=center><font=ft1_14><color=252,249,220>$
int_trd_cunit_t {
    count1=<align=right><shop=count1>
    count2=<align=right><shop=count2>
    count3=<align=right><shop=count3>
    army=<align=center><mov=army>
    garrison=<align=center><mov=garrison>
    group1=<spl=group1>
    group2=<spl=group2>
    del_group1=<del=group1>
    del_group2=<del=group2>
    thr_group1=<thr=group1>
    thr_group2=<thr=group2>
}

// резерв
int_resrv_t=<font=ft1_14><color=252,249,220><align=center><shadow=on>$
int_resrv_t0=<shadow=on><align=right><font=ft1_12><color=252,249,220>$
int_resrv_t0 {
    res1=<reserve=reserve_count_1>
    res2=<reserve=reserve_count_2>

}

// Менюшка
int_pop_t0=<align=left><font=ft1_12><color=255,243,179>$


// СПЕЦ АТАКИ
special_t=<shadow=on><align=left><font=ft1_14><color=255,243,179>$<color=222,194,94><gen=gen_special_charge,text><color=252,249,220><gen=gen_special_charge>
special_t {
    br=<br>
    d=<color=255,243,179>
    s=<color=252,249,220>
    /s=</color>
    damage=<color=252,249,220><gen=gen_special_hint,damage></color>
    fdamage=<color=252,249,220><gen=gen_special_hint,fdamage></color>
    pdamage=<color=252,249,220><gen=gen_special_hint,pdamage></color>
    mdamage=<color=252,249,220><gen=gen_special_hint,mdamage></color>
    adamage=<color=252,249,220><gen=gen_special_hint,adamage></color>
    sdamage=<color=252,249,220><gen=gen_special_hint,sdamage></color>
    cure=<color=252,249,220><gen=gen_special_hint,cure></color>
    ap=<color=252,249,220><gen=gen_special_hint,ap></color>
    duration=<color=252,249,220><gen=gen_special_hint,duration></color>
    shock=<color=252,249,220><gen=gen_special_hint,shock></color>
    power=<color=252,249,220><gen=gen_special_hint,power></color>
    penalty=<color=252,249,220><gen=gen_special_hint,penalty></color>
    power%=<color=252,249,220><gen=gen_special_hint,power%></color>
    penalty%=<color=252,249,220><gen=gen_special_hint,penalty%></color>
    summon=<color=252,249,220><gen=gen_special_hint,summon></color>
    health_count=<color=252,249,220><gen=gen_special_hint,health_count></color>
    lsummon=<color=252,249,220><gen=gen_special_hint,lsummon></color>
    level=<color=252,249,220><gen=gen_special_hint,level></color>
    burn=<color=252,249,220><gen=gen_special_hint,burn></color>
    poison=<color=252,249,220><gen=gen_special_hint,poison></color>
    mana=<color=252,249,220><gen=gen_special_hint,mana></color>
}

special_tC=<align=center><font=ft1_14>$<gen=gen_special_name>
special_tC {
    Good=<color=60,232,25>
    Bad=<color=232,78,5>
}

// ДУХИ ЯРОСТИ
spirit_tS=<shadow=on><color=255,243,179>$
spirit_tS {
    sleep1=<gen=gen_spirit_sleep,1>
    sleep2=<gen=gen_spirit_sleep,2>
    sleep3=<gen=gen_spirit_sleep,3>
    sleep4=<gen=gen_spirit_sleep,4>
}

spirit_tM=$
spirit_tM {
    caption=<align=center><font=ft1_14><color=243,107,8>
    menu=<align=center><font=ft1_12>
    quake=<label=sp_attack_quake>
    lump=<label=sp_attack_lump>
    rockfall=<label=sp_attack_rockfall>
    wall=<label=sp_attack_wall>
    fishes=<label=sp_attack_fishes>
    fog=<label=sp_attack_fog>
    glot=<label=sp_attack_glot>
    spittle=<label=sp_attack_spittle>
    reaping=<label=sp_attack_reaping>
    time_return=<label=sp_attack_time_return>
    black_hole=<label=sp_attack_black_hole>
    rage_gain=<label=sp_attack_rage_gain>
    orb=<label=sp_attack_orb>
    gizmo=<label=sp_attack_gizmo>
    enboxes=<label=sp_attack_enboxes>
    devatron=<label=sp_attack_devatron>
}

int_spr_LUCap_t=<font=ft1_15><align=center><color=255,243,179>$
int_spr_LUCap_t {
    left_caption=<lvu=spirit_attack_left>
    right_caption=<lvu=spirit_attack_right>
    name=<lvu=spirit_name>
}
int_spr_LUBut_t=$
int_spr_LUBut_t {
    //left_type=<lvu=spirit_attack_left_type>
    //right_type=<lvu=spirit_attack_right_type>
    left_info=<lvu=spirit_attack_left_info>
    right_info=<lvu=spirit_attack_right_info>
}

int_spr_LvlUp_tAC=<shadow=on><align=center><font=ft1_12><color=255,243,179>$
int_spr_LvlUp_tAC {
    rest=<label=lvu_type_rest>
    rage=<label=lvu_type_rage>
    damage=<label=lvu_type_damage>
    health=<label=lvu_type_health>
    time=<label=lvu_type_time>
    square=<label=lvu_type_square>
    poison=<label=lvu_type_poison>
    slow=<label=lvu_type_slow>
    rage_capture=<label=lvu_type_rage_capture>
    unit_level=<label=lvu_type_unit_level>
    kill=<label=lvu_type_kill>
    heal=<label=lvu_type_heal>
    energo=<label=lvu_type_energo>
    mana=<label=lvu_type_mana>
    attack=<label=lvu_type_attack>
    defense=<label=lvu_type_defense>
    new=<label=lvu_type_new>

}
int_spr_LvlUp_tAD=<shadow=on><align=center><font=ft1_12><color=252,249,220>$<br><color=138,138,132>$
int_spr_LvlUp_tAD {
    br=<br>
    d=<color=255,243,179>
    s=<color=252,249,220>
    /s=</color>

    restCap=[d]<label=lvu_type_rest><br>[s]
    rageCap=[d]<label=lvu_type_rage><br>[s]
    damageCap=[d]<label=lvu_type_damage><br>[s]
    healthCap=[d]<label=lvu_type_health><br>[s]
    timeCap=[d]<label=lvu_type_time><br>[s]
    squareCap=[d]<label=lvu_type_square><br>[s]
    poisonCap=[d]<label=lvu_type_poison><br>[s]
    slowCap=[d]<label=lvu_type_slow><br>[s]
    rage_captureCap=[d]<label=lvu_type_rage_capture><br>[s]
    unit_levelCap=[d]<label=lvu_type_unit_level><br>[s]
    killCap=[d]<label=lvu_type_kill><br>[s]
    healCap=[d]<label=lvu_type_heal><br>[s]
    energoCap=[d]<label=lvu_type_energo><br>[s]
    manaCap=[d]<label=lvu_type_mana><br>[s]
    attackCap=[d]<label=lvu_type_attack><br>[s]
    defenseCap=[d]<label=lvu_type_defense><br>[s]
    new=[d]<label=lvu_type_new><br>[s]
    healCap=<label=lvu_type_heal><br>[s]

    rest=<label=spirit_hint_rest>
    damage=<label=spirit_hint_damage>
    rage=<label=spirit_hint_rage>
    health=<label=spirit_hint_health>
    time=<label=spirit_hint_time>
    square=<label=spirit_hint_square>
    energo=<label=spirit_hint_energo>
    mana=<label=spirit_hint_mana>
    attack=<label=spirit_hint_attack>
    defense=<label=spirit_hint_defense>
    poison=<label=spirit_hint_poison>
    slow=<label=spirit_hint_slow>
    disease=<label=spirit_hint_disease>
    capture=<label=spirit_hint_rage_capture>
    level=<label=spirit_hint_unit_level>
    stunning=<label=spirit_hint_stunning>
    kill=<label=spirit_hint_kill>
    rage_capture=<label=spirit_hint_rage_capture>
    dispellgood=[br]<label=spirit_dispellgood>
        dispellbad=[br]<label=spirit_dispellbad>
        apally=[br]<label=spirit_apally>
        apenemy=[br]<label=spirit_apenemy>
        heal=<label=spirit_heal>

    rageOld=<lvu=old.rage>
    rageNew=<lvu=new.rage>
    restOld=<lvu=old.rest>
    restNew=<lvu=new.rest>
    healthOld=<lvu=old.health>
    healthNew=<lvu=new.health>
    squareOld=<lvu=old.square>
    squareNew=<lvu=new.square>
    stunningOld=<lvu=old.stunning>
    stunningNew=<lvu=new.stunning>
    timeOld=<lvu=old.time>
    timeNew=<lvu=new.time>
    time2Old=<lvu=old.ttl>
    time2New=<lvu=new.ttl>
    dmgFMinOld=<lvu=old.damage.physical.0>
    dmgFMaxOld=<lvu=old.damage.physical.1>
    dmgFMinNew=<lvu=new.damage.physical.0>
    dmgFMaxNew=<lvu=new.damage.physical.1>

    dmgDMinOld=<lvu=old.dmg.0>
    dmgDMaxOld=<lvu=old.dmg.1>
    dmgDMinNew=<lvu=new.dmg.0>
    dmgDMaxNew=<lvu=new.dmg.1>

    dmgAMinOld=<lvu=old.damage.astral.0>
    dmgAMaxOld=<lvu=old.damage.astral.1>
    dmgAMinNew=<lvu=new.damage.astral.0>
    dmgAMaxNew=<lvu=new.damage.astral.1>
    dmgPMinOld=<lvu=old.damage.poison.0>
    dmgPMaxOld=<lvu=old.damage.poison.1>
    dmgPMinNew=<lvu=new.damage.poison.0>
    dmgPMaxNew=<lvu=new.damage.poison.1>
    dmgMMinOld=<lvu=old.damage.magic.0>
    dmgMMaxOld=<lvu=old.damage.magic.1>
    dmgMMinNew=<lvu=new.damage.magic.0>
    dmgMMaxNew=<lvu=new.damage.magic.1>
    dmgFogMinOld=<lvu=old.dmg.0>
    dmgFogMaxOld=<lvu=old.dmg.1>
    dmgFogMinNew=<lvu=new.dmg.0>
    dmgFogMaxNew=<lvu=new.dmg.1>
    pMinOld=<lvu=old.poison_min>
    pMaxOld=<lvu=old.poison_max>
    pMinNew=<lvu=new.poison_min>
    pMaxNew=<lvu=new.poison_max>
    killOld=<lvu=old.kill>
    killNew=<lvu=new.kill>
    levelOld=<lvu=old.level>
    levelNew=<lvu=new.level>
    capRageOld=<lvu=old.rage_gain>
    capRageNew=<lvu=new.rage_gain>
    countOld=<lvu=old.count>
    countNew=<lvu=new.count>
    manaOld=<lvu=old.manabonus.0>
    manaNew=<lvu=new.manabonus.0>
    healOld=<lvu=old.heal>
    healNew=<lvu=new.heal>


}
int_spr_tH0=<shadow=on><align=left><font=ft1_14><color=255,243,179>$
int_spr_tH0 {
    br=<br>
    s=<color=255,255,247>
    d=<color=255,243,179>
    TM=<color=222,194,94>
    /s=</color>
    rage=<br>[TM]<label=spirit_hint_rage></color><gen=gen_spirit_hint,rage>
    rest=<br>[TM]<label=spirit_hint_rest></color><gen=gen_spirit_hint,rest>
    damage=[s]<gen=gen_spirit_damage>[/s]
    damage2=<gen=gen_spirit_damage>
    square=<gen=gen_spirit_param,square>
    health=<gen=gen_spirit_param,health>
    time=<gen=gen_spirit_param,ttl>
    time2=<gen=gen_spirit_param,time>
    poison_min=<gen=gen_spirit_param,poison_min>
    poison_max=<gen=gen_spirit_param,poison_max>
    kill=[s]<gen=gen_spirit_param,kill>[/s]%
    level=<gen=gen_spirit_param,level>
    gain=<gen=gen_spirit_param,rage_gain>
    heal=<gen=gen_spirit_param,heal>
    count=<gen=gen_spirit_param,count>
    mana=<gen=gen_spirit_energo,mana>
    erage=<gen=gen_spirit_energo>
    dispell1=<gen=gen_lina_hint,dispellgood>
    dispell2=<gen=gen_lina_hint,dispellbad>
    AP1=<gen=gen_lina_hint,apally>
    AP2=<gen=gen_lina_hint,apenemy>

}

int_spr_tH=<shadow=on><align=left><font=ft1_14><color=255,243,179>$
int_spr_tH {
    br=<br>
    s=<color=255,255,247>
    /s=</color>
    rage=<color=252,249,220><gen=gen_spirit_hint,rage></color>
    exp=<color=252,249,220><gen=gen_spirit_hint,exp></color>
    rest=<color=252,249,220><gen=gen_spirit_hint,rest></color>
}

int_spr_t0=<align=center><font=ft1_14><color=243,107,8>
int_spr_t1=<align=left><font=ft1_12>
int_spr_t2=<font=ft1_14><color=255,243,179>$
int_spr_t2 {
    par=<spm=t#>
}
int_spr_t3=$
int_spr_t3 {
    par=<spm=n#>
}

int_spr_t4=<font=ft1_12><color=79,172,211>$<color=252,249,220>$
int_spr_t4 {
    rage=<spm=n#>
    rest=<spm=r#>
    Trest=<align=right><label=spirit_hint_rest>
    Trage=<label=spirit_hint_rage>

}

int_spr_t5=<shadow=on><align=center><font=ft1_14><color=255,243,179>$<br><font=ft1_16><color=255,216,101>$
int_spr_t5 {
    name=<spi=name>
}

int_spr_t6=<shadow=on><font=ft1_14><align=center><color=255,243,179>$<color=252,249,220>$
int_spr_t6 {
    level=<spi=level>
}

int_spr_t7=<shadow=on><color=255,243,179><font=ft1_14>$<color=79,172,211>$
int_spr_t7 {
    exp=<spi=exp>
    maxexp=<spi=mexp>
}

int_spr_t8=<shadow=on><color=255,243,179><font=ft1_14>$
int_spr_t8 {
    exp=<spi=exp>
    attack=<align=center><spi=attack>
}
int_spr_t9=<font=ft1_12><color=79,172,211>$
int_spr_t9 {
    rest=<label=spirit_hint_rest>
    rage=<label=spirit_hint_rage>
}

// ЗАМОК
int_twn_name_t=<font=ft1_32b><color=220,140,0><align=center><gradient=on><stroke=on>$
int_twn_name_t {
    name=<var=name>
}
int_twn_ter_t=<shadow=on><align=center><font=ft1_13><color=255,243,179>$
int_twn_ter_t {
    territory=<var=territory>
}
int_twn_rul_t=<align=center><font=ft1_13><color=0,0,0>$
int_twn_rul_t {
    ruler=<tow=ruler#>
}
int_twn_gar_t=<shadow=on><align=right><font=ft1_14><color=252,249,220>$
int_twn_gar_t {
    count=<shop=gcount#>
}

int_twn_trd_t0=<shadow=on><align=right><font=ft1_16><color=252,249,220>$
int_twn_trd_t0 {
    count=<shop=count#>
}
int_twn_trd_t1=<shadow=on><align=center><font=ft1_14><color=252,249,220>$<image=coin_small.png>
int_twn_trd_t1 {
    unit=<shop=cost#>
    item=<shop=item_cost_#>
    magic=<shop=magic_cost_#>
}
int_twn_trd_t2=<align=right><font=ft1_13><color=219,195,127><stroke=on>$
int_twn_trd_t2 {
    slot=<her=slot_stack_#>
    item=<stack=item_stack_#>
    magic=<color=252,249,220><stroke=on><stack=magic_stack_#>
}

// ЮНИТЫ
race_desc_head=<shadow=on><align=center><font=ft1_14><color=255,243,179>$<gen=race_gen,0>
race_desc_hint=<shadow=on><font=ft1_14><color=255,243,179>$<gen=race_gen,1>
race_desc_hint {
 br=<br>
}

int_cpi_feat_t=$
int_cpi_feat_t {
 on=<color=255,205,0>
 off=<color=252,249,220>
 default12=<shadow=on><font=ft1_12><color=252,249,220>
 default14=<shadow=on><font=ft1_14><color=252,249,220>
}

int_cpi_t0=<shadow=on><font=ft1_12><color=255,243,179>$
int_cpi_t0 {
    align_r=<align=right>
    align_c=<align=center>
    align_l=<align=left>
}
int_cpi_t=<font=ft1_20><align=center>$
int_cpi_t {
 name=<font=ft1_20b><color=220,140,0><align=center><gradient=on><stroke=on><cpi=name>
 level=<font=ft1_16><color=255,243,179><cpi=level>
 number=<align=right><font=ft1_16><color=252,249,220><cpi=number>
}
int_cpi_par_t1=<shadow=on><font=ft1_12><align=right><color=252,249,220>$
int_cpi_par_t1 {
  attack=<cpi=attack>
  defense=<cpi=defense>
  initiative=<cpi=initiative>
  movement=<cpi=movement>
  health=<cpi=health>
  healthl=<cpi=healthl>
  damage=<cpi=damage>
  leadership=<align=left><cpi=leadership>
}

int_cpi_par_t2=<shadow=on><font=ft1_12><color=79,172,211>$
int_cpi_par_t2 {
  attack=<cpi=attack2>
  defense=<cpi=defense2>
  initiative=<cpi=initiative2>
  movement=<cpi=movement2>
  health=<cpi=health2>
}

int_cpi_af_t=<shadow=on><font=ft1_10><color=79,172,211>$
int_cpi_af_t {
    features=<label=cpi_f1_t><cpi=features>
}

// ОТЛЕТАЮЩИЙ ТЕКСТ
int_ffo_fly_t=$
int_ffo_fly_t {
    army=<font=ft1_11><color=252,249,220><align=center>
    damage=<stroke=on><font=ft1_28><color=255,255,0><shadow=on><align=center>
    cure=<stroke=on><font=ft1_28><color=0,255,0><shadow=on><align=center>
    res=<font=ft1_14><color=255,243,179><shadow=on>
    crit=<font=ft1_24b><color=255,255,0><shadow=on>
    miss=<font=ft1_24><color=255,255,0><shadow=on>
    info=<font=ft1_14x><color=255,255,255><align=center>
    ainfo=<font=ft1_18><color=255,247,194><shadow=on><align=center>
    minfo=<font=ft1_32b><stroke=on><color=255,238,187><align=center>
    minfo2=<font=ft1_32b><stroke=on><color=255,238,187><align=center>
    minfo3=<font=ft1_32b><stroke=on><color=255,238,187><align=center>
}

// ДУХИ
int_sr_t1=<shadow=on><align=center><font=ft1_13><color=255,243,179>$
int_sr_t1 {
  spirit1=<sp=0n>
  spirit2=<sp=1n>
  spirit3=<sp=2n>
  spirit4=<sp=3n>
}
int_sr_t2=<shadow=on><align=center><font=ft1_16><color=255,243,179>$
int_sr_t2 {
  spirit1=<sp=0l>
  spirit2=<sp=1l>
  spirit3=<sp=2l>
  spirit4=<sp=3l>
}
int_sr_t3=<shadow=on><align=center><font=ft1_20><color=255,243,179>$
int_sr_t3 {
  spirit1=<sp=0n>
  spirit2=<sp=1n>
  spirit3=<sp=2n>
  spirit4=<sp=3n>
}

int_sr_mm=<color=255,243,179>$<color=252,249,220>$<color=79,172,211>$
int_sr_mm {
    spirit_1level=<sp=0l>
    spirit_2level=<sp=1l>
    spirit_3level=<sp=2l>
    spirit_4level=<sp=3l>
}

// ПОБЕДА ПОРАЖЕНИЕ УРОВЕНЬ
int_vld_tl=<font=ft1_20b><color=220,140,0><align=right><gradient=on><stroke=on>$
int_vld_num=<font=ft1_32b><color=220,140,0><align=left><gradient=on><stroke=on>$
int_vld_num {
    sp_level=<lvu=spirit_level>
}
int_vld_t0=<font=ft1_15><color=255,243,179><align=center><shadow=on>$
int_vld_t0 {
    value=<color=252,249,220><value>
    br=<br>
}
int_vld_tr=<font=ft1_15><color=252,249,220><align=center>$
int_vld_tr {
    rune_might=<lvu=rune_might>
    rune_magic=<lvu=rune_magic>
    rune_mind=<lvu=rune_mind>
}

int_vld_t2=<font=ft1_34b><color=220,140,0><align=center><gradient=on><stroke=on>$
int_vld_t3=<color=255,243,179><font=ft1_14><align=center>$
int_vld_t3 {
    exp=<bns=label>
}

int_vld_t4=<color=255,243,179><font=ft1_12>$<color=252,249,220>$
int_vld_t4 {
    level=<vic=level>
    exp=<vic=exp>
}

int_vld_t5=<font=ft1_12><align=right><color=252,249,220>$
int_vld_t5 {
    hero=<vic=hero_u#>
    enemy=<vic=enemy_u#>
}

int_vld_t6=<color=255,243,179>$<color=252,249,220>$<color=255,243,179>$<color=252,249,220>$
int_vld_t6 {
    exp=<bns=exp>
}
// В этом бою вы получили <color=252,249,220><bns=exp><color=255,243,179> опыта<color=252,249,220> и новый уровень!

// ИНДИВИДУАЛЬНЫЕ
int_loadtips_t=<gen=change_load_tips,45>

int_idt_t1=<font=ft1_11><align=center><color=255,243,179> // Unit names (enemies)
int_army_t=<label=a_f_p>$
int_army_t {
 param=<ari=name_#><br><ari=count_#>
}
int_maparmy_t=<shadow=on><align=right><font=ft1_16><color=252,249,220>$
int_maparmy_t {
    slot=<hui=cnt#>
}
int_menu_t0=<font=ft1_24b><color=220,140,0><align=center><gradient=on><stroke=on>$
int_menu_t1=<font=ft1_20b><color=220,140,0><gradient=on><stroke=on><align=center>$
int_menu_t2=<font=ft1_20b><color=140,140,140><gradient=on><stroke=on><align=center>$
int_menu_t1 {
 com=<br><font=ft1_12b><color=233,191,119>
}
int_idt_t2=<color=255,0,0>$
int_idt_t3=<color=255,216,101><font=ft1_34><align=center>$
int_idt_t4=<shadow=on><align=center><font=ft1_12><color=255,243,179>$ // Garrison label

intro=<font=ft1_20><color=255,243,179><align=left>$

// ЖУРНАЛ
int_log_t3=<font=ft1_24b><color=220,140,0><align=center><gradient=on><stroke=on>$
int_log_t1=<font=ft1_12><color=75,42,2>$
int_log_t0=<font=ft1_20><color=111,0,0><align=center>$
int_log_t2=<font=ft1_14><color=111,0,0>$
int_log_tline=<font=ft1_11><image=quests_line1.png>
int_log_t=<font=ft1_13>$
int_log_t {
    Exp=<que=expirience>
    Gold=<que=money><image=quests_icon_money.png>
    rank=<var=@hero?rank>
}

quest_success=<font=ft1_14><color=117,102,74>$
quest_success {
  player=<cgi=player>
  level=<cgi=playerlv>
  reward=<qst=reward>
  rank=<var=@hero?rank>
  plugen=<gen=gen_hero_item,plugen>
}
quest_fail=<font=ft1_14><color=117,102,74>$
quest_fail {
  player=<cgi=player>
  level=<cgi=playerlv>
  reward=<qst=reward>
  plugen=<gen=gen_hero_item,plugen>
  rank=<var=@hero?rank>
}
quest_run=<font=ft1_14><color=0,0,0>$
quest_run {
  player=<cgi=player>
  level=<cgi=playerlv>
  reward=<qst=reward>
  plugen=<gen=gen_hero_item,plugen>
  rank=<var=@hero?rank>
}

qstage_done=<font=ft1_14><color=117,102,74><label=quests_stage_dot>$<label=quests_stage_done>
qstage_done {
  player=<cgi=player>
  level=<cgi=playerlv>
  reward=<qst=reward>
  plugen=<gen=gen_hero_item,plugen>
  count=<var=count>
  rank=<var=@hero?rank>
}
qstage_fail=<font=ft1_14><color=117,102,74><label=quests_stage_dot>$<label=quests_stage_fail>
qstage_fail {
  player=<cgi=player>
  level=<cgi=playerlv>
  reward=<qst=reward>
  plugen=<gen=gen_hero_item,plugen>
  count=<var=count>
  rank=<var=@hero?rank>
}
qstage_run=<font=ft1_14><color=0,0,0><label=quests_stage_dot>$
qstage_run {
  player=<cgi=player>
  level=<cgi=playerlv>
  reward=<qst=reward>
  plugen=<gen=gen_hero_item,plugen>
  count=<var=count>
  rank=<var=@hero?rank>
}

quest_task=<font=ft1_14><color=0,0,0>$
quest_task {
  player=<cgi=player>
  level=<cgi=playerlv>
  reward=<qst=reward>
  plugen=<gen=gen_hero_item,plugen>
  rank=<var=@hero?rank>
}

// СКРИПТОВАННЫЕ ВСТАВКИ
scr_attack_hint=<gen=gen_combat_hint>

// ЛОГ БОЯ
bl_hint_dmg_t=<shadow=on><font=ft1_14><color=255,243,179><align=left>$
bl_hint_dmg_t {
    damage=<gen=gen_combat_damage>
    red=<color=255,66,0>
    dead=<gen=gen_combat_dead>
}

//ft1_13
blog_td0=<shadow=on><font=ft1_13><color=252,249,220>$
blog_td0 {
    name=<name>
    tab=<gen=gen_tab>
    space=<gen=gen_space>
    names=<names>
    damage=<color=255,216,101><damage></color>
    dead=<color=255,100,100><dead></color>
    under=<under>// один
    unders=<unders>// несколько
    undera=<undera>// авто
    target=<target>// один
    targets=<targets>// несколько
    targeta=<targeta>// авто
    special=<special>
    special2=<special2>
    repl1=<repl1>
    repl2=<repl2>
    repl3=<repl3>
    repl4=<repl4>
    /repl=</repl>
    saname=<saname></color>
    spell=<spell></color>
    hero_name=<hero_name>
    defense=<color=247,247,240>+<defense></color>
    miss=<color=145,248,117><miss></color>
    charm=<color=145,248,117><label=charm_text></color>
    train=<color=145,248,117><label=train_text></color>
    evasion=<color=145,248,117><label=evasion_text></color>
    krit=<color=255,100,100><krit></color>
    troopdef=<troopdef>
    round=<round>
    new_round=<color=145,248,117>
    /c=</color>
    def=<color=252,249,220>
    dis=<color=138,138,132>
    com=<color=138,138,132>
    g=<color=145,248,117>
    dm=<color=255,216,101>
    dd=<color=255,100,100>
    br=<br>
    enemy=<color=255,140,140>
    ally=<color=134,220,250>
    other=<color=250,140,250>
    enemy_unit_img=<image=Log_arrow_red.png>
    ally_unit_img=<image=Log_arrow_blue.png>
    enemy_spell_img=<image=Log_book_red.png>
    ally_spell_img=<image=Log_book_blue.png>
    enemy_spirit_img=<image=Log_spirit_red.png>
    ally_spirit_img=<image=Log_spirit_blue.png>
}


// КНИГА МАГИИ
int_mb_magic_caption_t=<font=ft1_28b><color=107,75,42><align=center>$
int_mb_school_t=<font=ft1_30><color=120,63,0><align=center><boo=school>
// ШАБЛОНЫ

def_hint_t1=<shadow=off><font=ft1_14><color=255,243,179><align=left>$
def_hint_t1 {
  moral=<gen=unit_moral_text>
  mdesc=<gen=unit_moral_desc>
  br=<br>
  sys=<color=222,194,94>
  sel=<color=250,250,240>
  dis=<color=138,138,132>
  /c=</color>
  res=<br><color=222,194,94><label=cpi_defense_res></color><gen=gen_unit_res>
  hero_lead=<color=250,250,240><gen=gen_lead_count,hero></color>
  lead=<color=250,250,240><gen=gen_lead_count,unit></color>
  unit_count=<color=250,250,240><gen=gen_lead_count></color>
  add=<gen=gen_lead_count,add>
  unit_max_count=<color=250,250,240><gen=gen_lead_count,max></color>
  allhp=<gen=gen_max_hp>
}

def_hint_t0=<shadow=off><align=center><font=ft1_14><color=255,243,179>$

// УМЕНИЯ
// Подпись в окне героя
skills_tl=<align=center><color=0,0,0><font=ft1_12>$
skills_t0=<align=center><font=ft1_11b><gen=skill_caption><gen=skill_name>
skills_tN=$
skills_tN {
    closed=<color=20,147,182>
    open=<color=255,243,179>
}

skills_t=<align=left><shadow=on><font=ft1_14>$
skills_t {
    //need_level=<align=center><color=0,0,0><font=ft1_12>
    level=<color=0,187,232>
    def=<color=255,243,179>
    sel=<color=250,250,240>
    dis=<color=138,138,132>
    TM=<color=222,194,94>
    YesUp=<color=0,254,10>
    NoUp=<color=255,66,0>
}

//skill_levels_present=<align=center><color=0,0,0><font=ft1_12>

// Заголовок в хинте
skills_t1=<align=center><color=254,249,118><font=ft1_14><gen=skill_name>
//skills_t1=<shadow=on><font=ft1_14><color=252,249,220><align=center>$
// Хинт с уникальными описаниями для уровней
skills_t2=<label=skill_hintLev_font><gen=skill_level><br><gen=skill_text_hint><br><gen=skill_rune><gen=skill_learn><gen=skill_need_for_learn>
// Хинт с общими описаниями для уровней
skills_t3=<label=skill_hintLev_font><gen=skill_level><br><gen=skill_head_hint><br><gen=skill_rune><gen=skill_learn><gen=skill_need_for_learn>


skills_tPar=$
skills_tPar {
    param1=<font=ft1_14><gen=skill_param,#,1><font=ft1_14>
    param2=<font=ft1_14><gen=skill_param,#,2><font=ft1_14>
    param=<font=ft1_14><gen=skill_param,#,necro><font=ft1_14>
}

// ЗАКЛИНАНИЯ
spell_del_t0=<align=center><color=222,194,94><font=ft1_13>$ // Scroll - delete
//items_tM=<align=left><color=255,243,179><font=ft1_14>$<ud><gen=gen_itm_menu_hint><ude>
tag_line_open=<ud>$
tag_line_close=<ude>$
spells_tUp=$<image=book_crystals_icon.png>
spells_tM=<label=hint_TM_font>$<image=book_mana_icon.png><label=hint_Sel_font>
spells_tN=<gen=gen_spell_name><gen=get_spell_name>
spells_tL=<label=spell_hintLev_font>$
spells_tC=<gen=gen_spell_caption><gen=get_spell_name>

spells_tE=<gen=gen_spell_level><gen=gen_spell_desc><gen=gen_spell_school><br><gen=gen_spell_end><br><label=old_spell_hint>
spells_tEcomplex=<gen=gen_spell_level><gen=gen_spell_desc_complex><gen=gen_spell_school><br><ud><gen=gen_spell_end><br><label=old_spell_hint>

spells_tEnew=<gen=gen_spell_level><gen=gen_spell_desc_new,simple><gen=gen_spell_school><ud><gen=gen_spell_del_hint><ude>
spells_tEmulti=<gen=gen_spell_level><gen=gen_spell_desc_new,multi><gen=gen_spell_school><ud><gen=gen_spell_del_hint><ude>
spells_tEcomplexNew=<gen=gen_spell_level><gen=gen_spell_desc_new,complex><gen=gen_spell_school><ud><gen=gen_spell_del_hint><ude>
spells_tEcomplex0=<gen=gen_spell_level><gen=gen_spell_desc_new,complex0><gen=gen_spell_school><ud><gen=gen_spell_del_hint><ude>
spells_tEcombo=<gen=gen_spell_level><gen=gen_spell_desc_combo><gen=gen_spell_school><br><ud><gen=gen_spell_end><ude>
//spells_tEmulti=<gen=gen_spell_level><gen=gen_spell_desc_new,multi><gen=gen_spell_school>  //<br><gen=gen_spell_mana>

spells_tCap=<align=center><font=ft1_12>$ // Scroll names in store and spellbook
spells_tCap {
    Cap1=<color=0,187,232>
    Cap2=<color=0,254,10>
    Cap3=<color=255,66,0>
    Cap4=<color=60,232,25>
    Cap0=<align=center>
}

spells_tSpell=$
spells_tSpell {
    s=<color=252,249,220>
    /s=</color>
    br=<br>
    OS01_Damage=<gen=gen_dmg_lightning,#>                           // молния
    OS01_Shock=<gen=gen_dmg_lightning,#,shock>
    OS02_Damage=<gen=gen_dmg_magic_axe,#>                           // топор
    OS02_Axe=<gen=gen_dmg_magic_axe,#,count>
    OS03_Heal=<gen=gen_dmg_healing,#>                                   // лечение
    OS04_Resurrect=<gen=gen_dmg_resurrection,#>             // воскрешение
    OS04_Resurrect1=<gen=gen_dmg_resurrection,#,level>
    OS04_Bless=<gen=gen_dmg_bless>                                      // благословление
    OS05_Resist=<gen=gen_dmg_divine_armor,#>                        // богодоспех
    OS06_Damage=<gen=gen_dmg_holy_rain,#>                           // Святой дождь
    OS07_Damage=<gen=gen_dmg_dragon_slayer,#>                   // драконоборец
    OS08_Damage=<gen=gen_dmg_demon_slayer,#>                    // демоноборец
    OS09_Level=<gen=gen_dmg_last_hero,#>                            // последний герой
    OS10_Penalty=<gen=gen_dmg_pacifism,#>                          // патсифизм
    OS10_Health=<gen=gen_dmg_pacifism,#,bonus>
    OS11_Penalty=<gen=gen_dmg_defenseless,#>                   // áåççàùèòíîñòü
    OS12_Bonus=<gen=gen_dmg_warcry,#>                              // Ðåàêöèÿ
    OS13_Bonus=<gen=gen_dmg_adrenalin,#>                               // ïðèëèâ ñèë/ àäðåíàëèí
    OS14_Power=<gen=gen_dmg_dragon_arrow,#>
    OS15_Level=<gen=gen_dmg_gifts,#>

    DS01_Damage=<gen=gen_dmg_ghost_sword,#>                     //ìå÷-ïðèçðàê
    DS01_Power=<gen=gen_dmg_ghost_sword,#,power>
    DS02_Damage=<gen=gen_dmg_oil_fog,#>                             //ìàñëÿíûé òóìàí
    DS02_Power=<gen=gen_dmg_oil_fog,#,power>
    DS03_Resist=<gen=gen_dmg_stone_skin,#,power>                //êàìíåêîæà
    DS03_Penalty=<gen=gen_dmg_stone_skin,#>
    DS04_Speed=<gen=gen_dmg_haste,#>                                    // óñêîðåíèå
    DS05_Speed=<gen=gen_dmg_slow,#>                                 // çàìåäåëåíèå
    DS06_Radius=<gen=gen_dmg_teleport,#>                                    // òåëåïîðò
    DS07_Damage=<gen=gen_dmg_accuracy,#>                            // òî÷íîñòü
    DS08_Penalty=<gen=gen_dmg_pygmy,#>                          // êàðëèê
    DS08_Level=<gen=gen_dmg_pygmy,#,level>                          // êàðëèê
    DS09_Mana=<gen=gen_dmg_magic_source,#,mana>             // èñòî÷íèê ìàãèè
    DS09_Penalty=<gen=gen_dmg_magic_source,#>
    DS10_Level=<gen=gen_dmg_hypnosis,level>                                 // ãèïíîç
    DS10_Power=<gen=gen_dmg_hypnosis,#>                                 // ãèïíîç
    DS11_Power=<gen=gen_dmg_berserker,#,power>                                  // áåðñ
    DS11_Level=<gen=gen_dmg_berserker,#>                                    // áåðñ
    DS12_Power=<gen=gen_dmg_phantom,#>                                  // ôàíòîì
    DS12_Level=<gen=gen_dmg_phantom,#,level>                                  // ôàíòîì
    DS13_Level=<gen=gen_dmg_crue_fate,#>                                    // çëîé ðîê
    DS14_Power=<gen=gen_dmg_pain_mirror,#>                                  // çåðêàëî
    DS15_Damage=<gen=gen_dmg_kamikaze,#>                            // êàìèêàäçå
    DS15_Power=<gen=gen_dmg_kamikaze,#,power>                            // êàìèêàäçå
    DS16_Damage=<gen=gen_dmg_trap,#>                            // ëîâóøêà
    DS17_Penalty=<gen=gen_dmg_shroud,#>                                                 // ïåëåíà
    DS18_Damage=<gen=gen_dmg_geyser,#>                            // êàìèêàäçå
    DS18_Count=<gen=gen_dmg_geyser,#,count>                            // êàìèêàäçå

    CS01_Damage=<gen=gen_dmg_smile_skull,#>                     //÷åðåï
    CS01_Poison=<gen=gen_dmg_smile_skull,#,poison>
    CS02_DamageE=<gen=gen_dmg_ice_serpent,#,epicentre>  //çìåÿ
    CS02_DamageP=<gen=gen_dmg_ice_serpent,#,periphery>
    CS02_Freeze=<gen=gen_dmg_ice_serpent,#,freeze>
    CS03_Damage=<gen=gen_dmg_fire_arrow,#>                      //ñòðåëà
    CS03_Burn=<gen=gen_dmg_fire_arrow,#,burn>
    CS04_DamageE=<gen=gen_dmg_fire_ball,#,epicentre>    //øàð
    CS04_DamageP=<gen=gen_dmg_fire_ball,#,periphery>
    CS04_Burn=<gen=gen_dmg_fire_ball,#,burn>
    CS05_Damage=<gen=gen_dmg_fire_rain,#>                       //äîæäü
    CS05_Burn=<gen=gen_dmg_fire_rain,#,burn>
    CS06_Damage=<gen=gen_dmg_armageddon,#>                      //àðìàãåääîí
    CS06_Burn=<gen=gen_dmg_armageddon,#,burn>
    CS06_PRC=<gen=gen_arm_prc>
    CS07_Level=<gen=gen_dmg_blind,#>                                    // îñëåïëåíåè
    CS08_Level=<gen=gen_dmg_magic_bondage,#>                    // îêîâû ìàãèè
    CS09_Damage=<gen=gen_dmg_sacrifice,#>                           // æåðòâîïðèíîøåíèå
    CS09_Power=<gen=gen_dmg_sacrifice,#,power>                          // æåðòâîïðèíîøåíèå
    CS10_Damage=<gen=gen_dmg_fire_breath,#>                            // îãíåííîå äûõàíèå
    CS11_Power=<gen=gen_dmg_plague,#>                          // ÷óìà
    CS12_Level=<gen=gen_dmg_evilbook,#>                          // çëþ÷àÿ êíèãà
    CS12_Kill=<gen=gen_dmg_evilbook,#,kill>                          //
    CS13_Level=<gen=gen_dmg_ram,#>                          // áàðàøåê
    CS14_Power=<gen=gen_dmg_necromancy,#>                          // íåêðîìåíòèÿ
    CS15_Level=<gen=gen_dmg_demonologist,#,level>                          // ïîðòàë äåìîíîâ
    CS15_Time=<gen=gen_dmg_demonologist,#,time>                          //
    CS15_Power=<gen=gen_dmg_demonologist,#,lead>                          //
    CS16_Level=<gen=gen_lvl_target>
    CS16_Level2=<gen=gen_lvl_target2>

    GlotHP=[s]<gen=gen_glot_health>[/s]
}


// ПРЕДМЕТЫ

// ДИАЛОГИ
dialogs_t0=<label=dlg_Def_font>$ // по умолчанию
dialogs_t1=<label=dlg_Sel_font>$ // выделение
dialogs_t2=<label=dlg_Com_font>$  // комментарий

// Save-Load

sl_level_t=<shadow=on><font=ft1_12><color=255,243,179><align=center>$
sl_level_t {
  level=<level>
}

sl_location_t=<font=ft1_14><color=255,216,101><shadow=on><align=left>$
sl_location_t {
  location=<location>
}

sl_location_copy_t=<font=ft1_14><color=255,216,101><shadow=on><align=left>$
sl_location_copy_t {
  location=<location>
  copy=<copy>
}

sl_title_t=<font=ft1_10><color=80,208,255><shadow=on>$
sl_title_t {
  rank=<rank>
  name=<name>
  level=<level>
}

sl_title_active_t=<font=ft1_11><color=255,240,154><shadow=on>$
sl_title_active_t {
  rank=<rank>
  name=<name>
  level=<level>
}

sl_game_time_t=<font=ft1_12><color=255,243,179><align=right><shadow=on>$
sl_game_time_t {
  day=<day>
  time=<time>
}

sl_time_t=<font=ft1_10><color=255,243,179><shadow=on><align=left>$
sl_time_t {
  day=<day>
  month=<month>
  year=<year>
  hour=<hour>
  minutes=<minutes>
}

sl_money_t=<align=center><shadow=on><font=ft1_12><color=252,249,220>$
sl_money_t {
  money=<money>
}

sl_mana_t=<align=center><shadow=on><font=ft1_12><color=252,249,220>$<color=79,172,211>$
sl_mana_t {
  mana=<mana>
  mana_max=<mana_max>
}

sl_rage_t=<align=center><shadow=on><font=ft1_12><color=252,249,220>$<color=79,172,211>$
sl_rage_t {
  rage=<rage>
  rage_max=<rage_max>
}

sl_army_count_t=<align=right><font=ft1_10><color=252,249,220><shadow=on>$
sl_army_count_t{
  count=<count>
}

sl_red=<align=center><stroke=on><font=ft1_16><color=255,0,0>$
sl_yellow=<align=right><stroke=on><font=ft1_11><color=255,0,0>$


// Магазин

shop_title=<font=ft1_20><color=255,216,101><shop=name>

// Диалог
chat_npc_name=<font=ft1_16><color=255,243,179><align=left><cht=name>
chat_text_default=<align=justify><color=0,0,0><font=ft1_14>$
chat_text_default {
  s=<color=100,100,100>
  /s=</color>
  c=<color=117,102,74>
  /c=</color>
  b=<color=0,50,60>
  /b=</color>
  r=<color=100,0,5>
  /r=</color>
  br=<br>
  item=<color=50,50,50>
  player=[b]<cgi=player>[/b]
  level=[b]<cgi=playerlv>[/b]
  reward=<qst=reward>
  class=[b]<gen=gen_hero_class>[/b]
  eat=<var=@hero?eat>
  temp=<var=@hero?temp>
  eatmax=<var=@hero?eatmax>
  dwarfmap=<image=dwarfmap.png>
  puzzle=<image=puzzle01.png>
  rank=[b]<var=@hero?rank>[/b]
  crystal=<var=crystal>//<gen=gen_object_variable,crystal>
  rune_might=<var=rune_might>//<gen=gen_object_variable,rune_might>
  rune_mind=<var=rune_mind>//<gen=gen_object_variable,rune_mind>
  rune_magic=<var=rune_magic>//<gen=gen_object_variable,rune_magic>
  img_crystal=<image=Quests_icon_crystal.png>
  img_rune_might=<image=Quests_icon_rune_might.png>
  img_rune_mind=<image=Quests_icon_rune_mind.png>
  img_rune_magic=<image=Quests_icon_rune_magic.png>

}

chat_answ_default=<align=left><color=0,0,0><font=ft1_14><image=dialog_answer2.png>$
chat_answ_default {
  s=<color=100,100,100>
  /s=</color>
  c=<color=117,102,74>
  /c=</color>
  br=<br>
  b=<color=0,50,60>
  /b=</color>
  r=<color=100,0,5>
  /r=</color>
  player=[b]<cgi=player>[/b]
  level=[b]<cgi=playerlv>[/b]
  reward=<qst=reward>
  item=<color=50,50,50>
  class=[b]<gen=gen_hero_class>[/b]
  eat=<var=@hero?eat>
  temp=<var=@hero?temp>
  eatmax=<var=@hero?eatmax>
  rank=[b]<var=@hero?rank>[/b]
  crystal=<var=crystal>//<gen=gen_object_variable,crystal>
  rune_might=<var=rune_might>//<gen=gen_object_variable,rune_might>
  rune_mind=<var=rune_mind>//<gen=gen_object_variable,rune_mind>
  rune_magic=<var=rune_magic>//<gen=gen_object_variable,rune_magic>
  img_crystal=<image=Quests_icon_crystal.png>
  img_rune_might=<image=Quests_icon_rune_might.png>
  img_rune_mind=<image=Quests_icon_rune_mind.png>
  img_rune_magic=<image=Quests_icon_rune_magic.png>

}

bigmaphint=<align=justify><color=255,243,179><font=ft1_14>$

int_def_ldrshp=<shadow=on><align=center><font=ft1_12><color=255,243,179>$<color=252,249,220>$

// atoms
atom_info_hint=$
atom_info_msgbox=$
army_hint_map_t1=<shadow=on><font=ft1_14><color=255,243,179><align=center><gen=gen_army_map,header>
army_hint_map_t0=<shadow=on><font=ft1_14><color=255,243,179><align=left><gen=gen_army_map>$ //<ud><gen=gen_army_map,end><ude>
