-------------------------------------------------------------------------------------
-- Title: Mik's Scrolling Battle Text Options English Localization
-- Author: Mik
-------------------------------------------------------------------------------------

-- Create Options "namespace."
MikSBTOpt = {};


-------------------------------------------------------------------------------
-- Mod Constants (not localized)
-------------------------------------------------------------------------------

MikSBTOpt.WINDOW_TITLE	= "Mik's Scrolling Battle Text " .. MikSBT.VERSION_STRING;


------------------------------
-- Interface object tables
------------------------------

MSBTLocale.CLASS_NAMES = {};
MSBTLocale.TABS = {};
MSBTLocale.CHECKBOXES = {};
MSBTLocale.DROPDOWNS = {};
MSBTLocale.BUTTONS = {};
MSBTLocale.EDITBOXES = {};
MSBTLocale.SLIDERS = {};
MSBTLocale.EVENT_CATEGORIES = {};
MSBTLocale.INCOMING_EVENTS = {};
MSBTLocale.OUTGOING_EVENTS = {};
MSBTLocale.NOTIFICATION_EVENTS = {};
MSBTLocale.TRIGGER_MAIN_CONDITIONS = {};
MSBTLocale.TRIGGER_SECONDARY_CONDITIONS = {};
MSBTLocale.OUTLINES = {};
MSBTLocale.TEXT_ALIGNS = {};
MSBTLocale.ANIMATION_STYLES = {};
MSBTLocale.STICKY_ANIMATION_STYLES = {};


-------------------------------------------------------------------------------
-- English Localization (Default)
-------------------------------------------------------------------------------

------------------------------
-- Interface messages
------------------------------

MSBTLocale.MSG_NEW_PROFILE				= "New Profile";
MSBTLocale.MSG_PROFILE_ALREADY_EXISTS		= "Profile already exists.";
MSBTLocale.MSG_INVALID_PROFILE_NAME			= "Invalid profile name.";
MSBTLocale.MSG_CUSTOM_SCROLL_AREA			= "Custom";
MSBTLocale.MSG_SCROLL_AREA_ALREADY_EXISTS		= "Scroll area name already exists.";
MSBTLocale.MSG_INVALID_SCROLL_AREA_NAME		= "Invalid scroll area name.";
MSBTLocale.MSG_INVALID_OUTPUT_MESSAGE		= "Invalid output message.";
MSBTLocale.MSG_ACKNOWLEDGE_TEXT			= "Are you sure you wish to perform this action?";
MSBTLocale.MSG_INHERIT_TEXT				= "Inherit";
MSBTLocale.MSG_NORMAL_PREVIEW_TEXT			= "Normal";
MSBTLocale.MSG_SCROLL_AREA_PREVIEW_TEXT		= "Preview Message";
MSBTLocale.MSG_NEW_TRIGGER				= "New Trigger";
MSBTLocale.MSG_NEW_SUPPRESSION			= "New Suppression";

MSBTLocale.MSG_SCROLL_AREA_TAB_HELP			= "Click on an enable checkbox, edit name icon, or font icon to configure the respective settings.  Click the X icon to delete the scroll area (only for non-default scroll areas).";
MSBTLocale.MSG_EVENTS_TAB_HELP			= "Select an event category and click on a color swatch, enable checkbox, edit message icon, font icon, or scroll area icon for an event to configure the respective settings.";
MSBTLocale.MSG_TRIGGERS_TAB_HELP			= "Click on a color swatch, enable checkbox, edit message icon, sticky style checkbox, trigger settings icon, font icon, scroll area icon, or sound icon for a trigger to configure the respective settings.  Click the X icon to delete the trigger.";
MSBTLocale.MSG_SUPPRESSIONS_TAB_HELP		= "Click on an enable checkbox or the edit suppression icon for each suppression to configure the respective settings.  Click the X icon to delete the suppression.";

MSBTLocale.MSG_EVENT_AVAILABLE_CODES_PREFIX	= "\n\nAvailable event codes:\n\n";

MSBTLocale.MSG_TRIGGER_CLASSES			= "Trigger Classes";
MSBTLocale.MSG_MAIN_CONDITIONS			= "Main Conditions";
MSBTLocale.MSG_SECONDARY_CONDITIONS			= "Secondary Conditions";
MSBTLocale.MSG_PARAMETER				= "Parameter";


------------------------------
-- Class Names.
------------------------------

local obj = MSBTLocale.CLASS_NAMES;
obj["DRUID"]	= "Druid";
obj["HUNTER"]	= "Hunter";
obj["MAGE"]		= "Mage";
obj["PALADIN"]	= "Paladin";
obj["PRIEST"]	= "Priest";
obj["ROGUE"]	= "Rogue";
obj["SHAMAN"]	= "Shaman";
obj["WARLOCK"]	= "Warlock";
obj["WARRIOR"]	= "Warrior";


------------------------------
-- Interface tabs
------------------------------

obj = MSBTLocale.TABS;
obj[1] = { Label="General", Tooltip="Display general options."};
obj[2] = { Label="Scroll Areas", Tooltip="Display options for creating, deleting, and configuring scroll areas."};
obj[3] = { Label="Events", Tooltip="Display options for incoming, outgoing, and notification events."};
obj[4] = { Label="Triggers", Tooltip="Display options for the trigger system."};
obj[5] = { Label="Suppressions", Tooltip="Display options for the suppression system."};


------------------------------
-- Interface checkboxes
------------------------------

obj = MSBTLocale.CHECKBOXES;
obj["Tab1FrameEnableMSBTCheckbox"]		= { Label="Enable Mik's Scrolling Battle Text", Tooltip="Sets whether or not MSBT is enabled."};
obj["Tab1FrameStickyCritsCheckbox"]		= { Label="Sticky Crits", Tooltip="Sets whether or not to display crits using the sticky style."};
obj["Tab1FrameGameDamageCheckbox"]		= { Label="Game Damage", Tooltip="Sets whether or not to display blizzard's default damage above the enemy's heads."};
obj["Tab1FrameGameHealingCheckbox"]		= { Label="Game Healing", Tooltip="Sets whether or not to display blizzard's default healing above the target's heads."};
obj["Tab1FrameEnableSoundsCheckbox"]	= { Label="Enable Sounds", Tooltip="Sets whether or not to play sounds that are assigned to events and triggers."};
obj["Tab1FrameEnableThrottlingCheckbox"]	= { Label="Throttle DoTs & HoTs", Tooltip="Sets whether or not damage over time (DoT) and heal over time (HoT) events should be throttled and merged."};
obj["ColorPartialEffectsCheckbox"]		= { Label="Color Partial Effects", Tooltip="Sets whether or not partial effects should have their specified colors applied to them."};
obj["CrushingBlowsCheckbox"]			= { Label="Crushing Blows", Tooltip="Sets whether or not to display the crushing blows trailer."};
obj["GlancingHitsCheckbox"]			= { Label="Glancing Hits", Tooltip="Sets whether or not to display the glancing hits trailer."};
obj["AbsorbsCheckbox"]				= { Label="Partial Absorbs", Tooltip="Sets whether or not to display partial absorb amounts."};
obj["BlocksCheckbox"]				= { Label="Partial Blocks", Tooltip="Sets whether or not to display partial block amounts."};
obj["ResistsCheckbox"]				= { Label="Partial Resists", Tooltip="Sets whether or not to display partial resist amounts."};
obj["VulnerabilitiesCheckbox"]		= { Label="Vulnerability Bonuses", Tooltip="Sets whether or not to display vulnerabliity bonus amounts."};
obj["OverhealsCheckbox"]			= { Label="Overheals", Tooltip="Sets whether or not to display overhealing amounts."};
obj["ColorDamageAmountsCheckbox"]		= { Label="Color Damage Amounts", Tooltip="Sets whether or not damage amounts should have their specified colors applied to them."};
obj["InheritNormalFontSizeCheckbox"]	= { Label="Inherit Font Size", Tooltip="Set whether the normal font size should be inherited."};
obj["InheritCritFontSizeCheckbox"]		= { Label="Inherit Crit Font Size", Tooltip="Sets whether or not the crit font size should be inherited."};
obj["EnableScrollAreaCheckbox"]		= { Tooltip="Sets whether or not the scroll area is enabled."};
obj["ReverseDirectionCheckbox"]		= { Label="Reverse Direction", Tooltip="Reverses the direction of the animation.  This setting's meaning can vary depending on the selected animation style."};
obj["StickyEventCheckbox"]			= { Tooltip="Sets whether or not the event should be displayed using the sticky style."};
obj["EnableTriggerCheckbox"]			= { Tooltip="Sets whether or not the trigger is enabled."};
obj["StickyTriggerCheckbox"]			= { Tooltip="Sets whether or not the trigger should be displayed using the sticky style."};
obj["EnableSuppressionCheckbox"]		= { Tooltip="Sets whether or not the suppression is enabled."};
obj["AllClassesCheckbox"]			= { Label="All Classes"};


------------------------------
-- Interface dropdowns
------------------------------

obj = MSBTLocale.DROPDOWNS;
obj["Tab1FrameProfileDropdown"]		= { Label="Current Profile:", Tooltip="Sets the current profile."};
obj["NormalFontDropdown"]			= { Label="Normal Font:", Tooltip="Sets the font that will be used for non-crits."};
obj["CritFontDropdown"]				= { Label="Crit Font:", Tooltip="Sets the font that will be used for crits."};
obj["NormalOutlineDropdown"]			= { Label="Normal Outline:", Tooltip="Sets the outline style that will be used for non-crits."};
obj["CritOutlineDropdown"]			= { Label="Crit Outline:", Tooltip="Sets the outline style that will be used for crits."};
obj["ScrollAreaDropdown"]			= { Label="Scroll Area:", Tooltip="Selects the scroll area to configure."};
obj["AnimationStyleDropdown"]			= { Label="Animation Style:", Tooltip="The animation style for non-sticky animations in the scroll area."};
obj["StickyAnimationStyleDropdown"]		= { Label="Sticky Animation Style:", Tooltip="The animation style for sticky animations in the scroll area."};
obj["TextAlignDropdown"]			= { Label="Text Align:", Tooltip="The alignment of the text for the scroll area."};
obj["Tab3FrameEventCategoryDropdown"]	= { Label="Event Category:", Tooltip="The category of events to configure."};
obj["SelectScrollAreaDropdown"]		= { Label="Output Scroll Area:", Tooltip="Selects the scroll area to use for output."};
obj["ConditionTypeDropdown"]			= { Label="Condition Type:"};


------------------------------
-- Interface buttons
------------------------------

obj = MSBTLocale.BUTTONS;
obj["Tab1FrameCopyProfileButton"]		= { Label="Copy Profile", Tooltip="Copies the profile to a new profile with the name you specify."};
obj["Tab1FrameResetProfileButton"]		= { Label="Reset Profile", Tooltip="Resets the profile to the default settings."};
obj["Tab1FrameDeleteProfileButton"]		= { Label="Delete Profile", Tooltip="Deletes the profile."};
obj["Tab1FrameMasterFontSettingsButton"]	= { Label="Master Font Settings", Tooltip="Allows you to setup the master font settings which will be inherited by all scroll areas and events within them, unless overridden."};
obj["Tab1FramePartialEffectsButton"]	= { Label="Partial Effects", Tooltip="Allows you to setup which partial effects will be shown, if they are color coded, and in what color."};
obj["Tab1FrameDamageColorsButton"]		= { Label="Damage Type Colors", Tooltip="Allows you to setup whether or not amounts are color coded by damage type and what colors to use for each type."};
obj["InputOkayButton"]				= { Label=OKAY, Tooltip="Accepts the input."};
obj["InputCancelButton"]			= { Label=CANCEL, Tooltip="Cancels the input."};
obj["FontSaveButton"]				= { Label=SAVE, Tooltip="Saves the changes."};
obj["FontCancelButton"]				= { Label=CANCEL, Tooltip="Cancels the changes."};
obj["Tab2FrameAddScrollAreaButton"]		= { Label="Add Scroll Area", Tooltip="Add a new scroll area the events and triggers can be assigned to."};
obj["Tab2FrameConfigScrollAreasButton"]	= { Label="Configure Scroll Areas", Tooltip="Configure the normal and sticky animation styles, text alignment, scroll width/height, and location of the scroll areas."};
obj["EditScrollAreaNameButton"]		= { Tooltip="Click to edit the name of the scroll area." };
obj["ScrollAreaFontSettingsButton"]		= { Tooltip="Click to edit the font settings for the scroll area which will be inherited by all events shown in the scroll area, unless overriden." };
obj["DeleteScrollAreaButton"]			= { Tooltip="Click to delete the scroll area." };
obj["ScrollAreasPreviewButton"]		= { Label="Preview", Tooltip="Previews the changes."};
obj["ScrollAreasSaveButton"]			= { Label=SAVE, Tooltip="Saves the changes."};
obj["ScrollAreasCancelButton"]		= { Label=CANCEL, Tooltip="Cancels the changes."};
obj["EditEventMessageButton"]			= { Tooltip="Click to edit the output message format for the event." };
obj["EventFontSettingsButton"]		= { Tooltip="Click to edit the font settings for the event." };
obj["EventScrollAreaButton"]			= { Tooltip="Click to edit which scroll area the event uses."};
obj["Tab4FrameAddTriggerButton"]		= { Label="Add New Trigger", Tooltip="Add a new trigger."};
obj["EditTriggerMessageButton"]		= { Tooltip="Click to edit the output message for the trigger." };
obj["TriggerSettingsButton"]			= { Tooltip="Click to configure the trigger settings."};
obj["TriggerFontSettingsButton"]		= { Tooltip="Click to edit the font settings for the trigger." };
obj["TriggerScrollAreaButton"]		= { Tooltip="Click to edit which scroll area the trigger uses."};
obj["TriggerSoundSettingsButton"]		= { Tooltip="Click to edit the name of a sound file to play when the trigger fires.\n\nNOTE: The sound file must be in the mod's Sounds folder prior to starting WoW."};
obj["DeleteTriggerButton"]			= { Tooltip="Click to delete the trigger." };
obj["Tab5FrameAddSuppressionButton"]	= { Label="Add New Suppression", Tooltip="Add a new suppression."};
obj["EditSuppressionButton"]			= { Tooltip="Click to edit the suppression search pattern." };
obj["DeleteSuppressionButton"]		= { Tooltip="Click to delete the suppression." };
obj["EditTriggerClassesButton"]		= { Tooltip="Click to edit the classes the trigger applies to." };
obj["AddMainConditionButton"]			= { Label="Add Condition", Tooltip="When ANY of these conditions apply, the secondary conditions are checked."};
obj["AddSecondaryConditionButton"]		= { Label="Add Condition", Tooltip="After ANY of the main conditions occur, ALL of these conditions are checked."};
obj["EditConditionButton"]			= { Tooltip="Click to edit the condition." };
obj["DeleteConditionButton"]			= { Tooltip="Click to delete the condition." };
obj["TriggerEventTypesButton"]		= { Label="Trigger Event Types", Tooltip="Sets which event types to search for the entered search pattern(s)."};
obj["TriggerSaveButton"]			= { Label=SAVE, Tooltip="Saves the changes."};
obj["TriggerCancelButton"]			= { Label=CANCEL, Tooltip="Cancels the changes."};
obj["ConditionSaveButton"]			= { Label=SAVE, Tooltip="Saves the changes."};
obj["ConditionCancelButton"]			= { Label=CANCEL, Tooltip="Saves the changes."};


------------------------------
-- Interface editboxes
------------------------------

obj = MSBTLocale.EDITBOXES;
obj["CopyProfileEditbox"]		= { Label="Enter new profile name:", Tooltip="Name of the new profile to copy the currently selected one to."};
obj["ScrollAreaNameEditbox"]		= { Label="Enter new scroll area name:", Tooltip="New name for the scroll area."};
obj["XOffsetEditbox"]			= { Label="X Offset:", Tooltip="The X offset of the selected scroll area."};
obj["YOffsetEditbox"]			= { Label="Y Offset:", Tooltip="The Y offset of the selected scroll area."};
obj["EventMessageEditbox"]		= { Label="Enter output message:", Tooltip="The message that will be displayed when the event occurs."};
obj["TriggerMessageEditbox"]		= { Label="Enter output message:", Tooltip="The message that will be displayed when the trigger occurs."};
obj["SuppressionEditbox"]		= { Label="Enter search pattern:", Tooltip="The lua search pattern to suppress."};
obj["TriggerSoundFileEditbox"]	= { Label="Enter sound filename:", Tooltip="The name of the sound file to play when the trigger occurs."};


------------------------------
-- Interface sliders
------------------------------

obj = MSBTLocale.SLIDERS;
obj["Tab1FrameThrottleTimeSlider"]		= { Label="Throttle Time", Tooltip="The amount of time to throttle DoTs & HoTs."};
obj["Tab1FrameAnimationSpeedSlider"]	= { Label="Animation Speed", Tooltip="Sets the speed of the animation."};
obj["NormalFontSizeSlider"]			= { Label="Normal Font Size", Tooltip="Sets the font size for non-crits."};
obj["CritFontSizeSlider"]			= { Label="Crit Font Size", Tooltip="Sets the font size for crits."};
obj["ScrollHeightSlider"]			= { Label="Scroll Height", Tooltip="The height of the scroll area."};


------------------------------
-- Event categories
------------------------------
obj = MSBTLocale.EVENT_CATEGORIES;
obj[1] = "Incoming";
obj[2] = "Outgoing";
obj[3] = "Notification";


------------------------------
-- Incoming events
------------------------------

obj = MSBTLocale.INCOMING_EVENTS;
obj[1]	= { Label="Melee Damage", Tooltips={EnableCheckbox="Sets whether or not to enable incoming melee damage.", Codes="%a - Amount of damage taken.\n%n - Name of the attacker."}};
obj[2]	= { Label="Melee Misses", Tooltips={EnableCheckbox="Sets whether or not to enable incoming melee misses.", Codes="%n - Name of the attacker."}};
obj[3]	= { Label="Melee Dodges", Tooltips={EnableCheckbox="Sets whether or not to enable incoming melee dodges.", Codes="%n - Name of the attacker."}};
obj[4]	= { Label="Melee Parries", Tooltips={EnableCheckbox="Sets whether or not to enable incoming melee parries.", Codes="%n - Name of the attacker."}};
obj[5]	= { Label="Melee Blocks", Tooltips={EnableCheckbox="Sets whether or not to enable incoming melee blocks.", Codes="%n - Name of the attacker."}};
obj[6]	= { Label="Melee Absorbs", Tooltips={EnableCheckbox="Sets whether or not to enable absorbed incoming melee damage.", Codes="%n - Name of the attacker."}};
obj[7]	= { Label="Melee Immunes", Tooltips={EnableCheckbox="Sets whether or not to enable incoming melee damage you are immune to.", Codes="%n - Name of the attacker."}};
obj[8]	= { Label="Ability/Spell Damage", Tooltips={EnableCheckbox="Sets whether or not to enable incoming spell and ability damage.", Codes="%a - Amount of damage taken.\n%n - Name of the attacker.\n%s - Name of the spell or ability.\n%t - Type of damage taken."}};
obj[9]	= { Label="Ability/Spell DoTs", Tooltips={EnableCheckbox="Sets whether or not to enable incoming spell and ability damage over time.", Codes="%a - Amount of damage taken.\n%n - Name of the attacker.\n%s - Name of the spell or ability.\n%t - Type of damage taken."}};
obj[10]	= { Label="Ability Misses", Tooltips={EnableCheckbox="Sets whether or not to enable incoming ability misses.", Codes="%n - Name of the attacker.\n%s - Name of the ability."}};
obj[11]	= { Label="Ability Dodges", Tooltips={EnableCheckbox="Sets whether or not to enable incoming ability dodges.", Codes="%n - Name of the attacker.\n%s - Name of the ability."}};
obj[12]	= { Label="Ability Parries", Tooltips={EnableCheckbox="Sets whether or not to enable incoming ability parries.", Codes="%n - Name of the attacker.\n%s - Name of the ability."}};
obj[13]	= { Label="Ability Blocks", Tooltips={EnableCheckbox="Sets whether or not to enable incoming ability blocks.", Codes="%n - Name of the attacker.\n%s - Name of the ability."}};
obj[14]	= { Label="Spell Resists", Tooltips={EnableCheckbox="Sets whether or not to enable incoming spell resists.", Codes="%n - Name of the attacker.\n%s - Name of the spell."}};
obj[15]	= { Label="Ability/Spell Absorbs", Tooltips={EnableCheckbox="Sets whether or not to enable absorbed damage from incoming spells and abilities.", Codes="%n - Name of the attacker.\n%s - Name of the spell or ability."}};
obj[16]	= { Label="Ability/Spell Immunes", Tooltips={EnableCheckbox="Sets whether or not to enable incoming spell and ability damage you are immune to.", Codes="%n - Name of the attacker.\n%s - Name of the spell or ability."}};
obj[17]	= { Label="Ability/Spell Reflects", Tooltips={EnableCheckbox="Sets whether or not to enable incoming spell and ability damage you reflected.", Codes="%n - Name of the attacker.\n%s - Name of the spell or ability."}};
obj[18]	= { Label="Spell Interrupts", Tooltips={EnableCheckbox="Sets whether or not to enable incoming spell interrupts.", Codes="%n - Name of the attacker.\n%s - Name of the interrupted spell."}};
obj[19]	= { Label="Heals", Tooltips={EnableCheckbox="Sets whether or not to enable incoming heals.", Codes="%a - Amount of healing taken.\n%n - Name of the healer.\n%s - Name of the spell."}};
obj[20]	= { Label="Heals Over Time", Tooltips={EnableCheckbox="Sets whether or not to enable incoming heals over time.", Codes="%a - Amount of healing taken.\n%n - Name of the healer.\n%s - Name of the spell."}};
obj[21]	= { Label="Environmental Damage", Tooltips={EnableCheckbox="Sets whether or not to enable environmental (falling, drowning, lava, etc...) damage.", Codes="%a - Amount of damage taken.\n%s - Name of the source of the damage (falling, drowning, lava, etc...)"}};


------------------------------
-- Outgoing events
------------------------------

obj = MSBTLocale.OUTGOING_EVENTS;
obj[1]	= { Label="Melee Damage", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing melee damage.", Codes="%a - Amount of damage done.\n%n - Name of the attacked unit."}};
obj[2]	= { Label="Melee Misses", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing melee misses.", Codes="%n - Name of the attacked unit."}};
obj[3]	= { Label="Melee Dodges", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing melee dodges.", Codes="%n - Name of the attacked unit."}};
obj[4]	= { Label="Melee Parries", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing melee parries.", Codes="%n - Name of the attacked unit."}};
obj[5]	= { Label="Melee Blocks", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing melee blocks.", Codes="%n - Name of the attacked unit."}};
obj[6]	= { Label="Melee Absorbs", Tooltips={EnableCheckbox="Sets whether or not to enable absorbed outgoing melee damage.", Codes="%n - Name of the attacked unit."}};
obj[7]	= { Label="Melee Immunes", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing melee damage the enemy is immune to.", Codes="%n - Name of the attacked unit."}};
obj[8]	= { Label="Melee Evades", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing melee evades.", Codes="%n - Name of the attacked unit."}};
obj[9]	= { Label="Ability/Spell Damage", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing spell and ability damage.", Codes="%a - Amount of damage done.\n%n - Name of the attacked unit.\n%s - Name of the spell or ability.\n%t - Type of damage done."}};
obj[10]	= { Label="Ability/Spell DoTs", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing spell and ability damage over time.", Codes="%a - Amount of damage done.\n%n - Name of the attacked unit.\n%s - Name of the spell or ability.\n%t - Type of damage done."}};
obj[11]	= { Label="Ability Misses", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing ability misses.", Codes="%n - Name of the attacked unit.\n%s - Name of the ability."}};
obj[12]	= { Label="Ability Dodges", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing ability dodges.", Codes="%n - Name of the attacked unit.\n%s - Name of the ability."}};
obj[13]	= { Label="Ability Parries", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing ability parries.", Codes="%n - Name of the attacked unit.\n%s - Name of the ability."}};
obj[14]	= { Label="Ability Blocks", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing ability blocks.", Codes="%n - Name of the attacked unit.\n%s - Name of the ability."}};
obj[15]	= { Label="Spell Resists", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing spell resists.", Codes="%n - Name of the attacked unit.\n%s - Name of the spell."}};
obj[16]	= { Label="Ability/Spell Absorbs", Tooltips={EnableCheckbox="Sets whether or not to enable absorbed damage from outgoing spells and abilities.", Codes="%n - Name of the attacked unit.\n%s - Name of the spell or ability."}};
obj[17]	= { Label="Ability/Spell Immunes", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing spell and ability damage the enemy is immune to.", Codes="%n - Name of the attacked unit.\n%s - Name of the spell or ability."}};
obj[18]	= { Label="Ability/Spell Reflects", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing spell and ability damage reflected back to you.", Codes="%n - Name of the attacked unit.\n%s - Name of the spell or ability."}};
obj[19]	= { Label="Spell Interrupts", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing spell interrupts.", Codes="%n - Name of the interrupted unit.\n%s - Name of the interrupted spell."}};
obj[20]	= { Label="Ability/Spell Evades", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing spell and ability evades.", Codes="%n - Name of the attacked unit.\n%s - Name of the spell or ability."}};
obj[21]	= { Label="Heals", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing heals.", Codes="%a - Amount of healing done.\n%n - Name of the healed unit.\n%s - Name of the spell."}};
obj[22]	= { Label="Heals Over Time", Tooltips={EnableCheckbox="Sets whether or not to enable outgoing heals over time.", Codes="%a - Amount of healing done.\n%n - Name of the healed unit.\n%s - Name of the spell."}};
obj[23]	= { Label="Pet Melee Damage", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing melee damage.", Codes="%a - Amount of damage done.\n%n - Name of the attacked unit."}};
obj[24]	= { Label="Pet Melee Misses", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing melee misses.", Codes="%n - Name of the attacked unit."}};
obj[25]	= { Label="Pet Melee Dodges", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing melee dodges.", Codes="%n - Name of the attacked unit."}};
obj[26]	= { Label="Pet Melee Parries", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing melee parries.", Codes="%n - Name of the attacked unit."}};
obj[27]	= { Label="Pet Melee Blocks", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing melee blocks.", Codes="%n - Name of the attacked unit."}};
obj[28]	= { Label="Pet Melee Absorbs", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's absorbed outgoing melee damage.", Codes="%n - Name of the attacked unit."}};
obj[29]	= { Label="Pet Melee Immunes", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing melee damage the enemy is immune to.", Codes="%n - Name of the attacked unit."}};
obj[30]	= { Label="Pet Melee Evades", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing melee evades.", Codes="%n - Name of the attacked unit."}};
obj[31]	= { Label="Pet Ability/Spell Damage", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing spell and ability damage.", Codes="%a - Amount of damage done.\n%n - Name of the attacked unit.\n%s - Name of the spell or ability.\n%t - Type of damage done."}};
obj[32]	= { Label="Pet Ability Misses", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing ability misses.", Codes="%n - Name of the attacked unit.\n%s - Name of the ability."}};
obj[33]	= { Label="Pet Ability Dodges", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing ability dodges.", Codes="%n - Name of the attacked unit.\n%s - Name of the ability."}};
obj[34]	= { Label="Pet Ability Parries", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing ability parries.", Codes="%n - Name of the attacked unit.\n%s - Name of the ability."}};
obj[35]	= { Label="Pet Ability Blocks", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing ability blocks.", Codes="%n - Name of the attacked unit.\n%s - Name of the ability."}};
obj[36]	= { Label="Pet Spell Resists", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing spell resists.", Codes="%n - Name of the attacked unit.\n%s - Name of the spell."}};
obj[37]	= { Label="Pet Ability/Spell Absorbs", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's absorbed damage from outgoing spells and abilities.", Codes="%n - Name of the attacked unit.\n%s - Name of the spell or ability."}};
obj[38]	= { Label="Pet Ability/Spell Immunes", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing spell and ability damage the enemy is immune to.", Codes="%n - Name of the attacked unit.\n%s - Name of the spell or ability."}};
obj[39]	= { Label="Pet Ability/Spell Evades", Tooltips={EnableCheckbox="Sets whether or not to enable your pet's outgoing spell and ability evades.", Codes="%n - Name of the attacked unit.\n%s - Name of the spell or ability."}};


------------------------------
-- Notification events
------------------------------

obj = MSBTLocale.NOTIFICATION_EVENTS;
obj[1]	= { Label="Debuffs", Tooltips={EnableCheckbox="Sets whether or not to enable debuffs you are afflicted by.", Codes="%s - Name of the debuff."}};
obj[2]	= { Label="Buffs", Tooltips={EnableCheckbox="Sets whether or not to enable buffs you receive.", Codes="%s - Name of the buff."}};
obj[3]	= { Label="Item Buffs", Tooltips={EnableCheckbox="Sets whether or not to enable buffs your items receive.", Codes="%s - Name of the item buff."}};
obj[4]	= { Label="Debuff Fades", Tooltips={EnableCheckbox="Sets whether or not to enable debuffs that have faded from you.", Codes="%s - Name of the debuff."}};
obj[5]	= { Label="Buff Fades", Tooltips={EnableCheckbox="Sets whether or not to enable buffs that have faded from you.", Codes="%s - Name of the buff."}};
obj[6]	= { Label="Item Buff Fades", Tooltips={EnableCheckbox="Sets whether or not to enable item buffs that have faded from you.", Codes="%s - Name of the item buff."}};
obj[7]	= { Label="Enter Combat", Tooltips={EnableCheckbox="Sets whether or not to enable when you have entered combat.", Codes="None."}};
obj[8]	= { Label="Leave Combat", Tooltips={EnableCheckbox="Sets whether or not to enable when you have left combat.", Codes="None."}};
obj[9]	= { Label="Power Gains", Tooltips={EnableCheckbox="Sets whether or not to enable when you gain extra mana, rage, or energy.", Codes="%a - Amount of energy gained.\n%s - Type of power gained (energy, rage, mana)."}};
obj[10]	= { Label="Power Losses", Tooltips={EnableCheckbox="Sets whether or not to enable when you lose mana, rage, or energy from drains.", Codes="%a - Amount of energy lost.\n%s - Type of power lost (energy, rage, mana)."}};
obj[11]	= { Label="Combo Point Gains", Tooltips={EnableCheckbox="Sets whether or not to enable when you gain combo points.", Codes="%a - Amount of combo points you have."}};
obj[12]	= { Label="Combo Points Full", Tooltips={EnableCheckbox="Sets whether or not to enable when you attain full combo points.", Codes="%a - Amount of combo points you have."}};
obj[13]	= { Label="Honor Gains", Tooltips={EnableCheckbox="Sets whether or not to enable when you gain honor.", Codes="%a - Amount of honor you gained."}};
obj[14]	= { Label="Reputation Gains", Tooltips={EnableCheckbox="Sets whether or not to enable when you gain reputation.", Codes="%a - Amount of reputation you gained.\n%s - Name of the faction."}};
obj[15]	= { Label="Reputation Losses", Tooltips={EnableCheckbox="Sets whether or not to enable when you lose reputation.", Codes="%a - Amount of reputation you lost.\n%s - Name of the faction."}};
obj[16]	= { Label="Skill Gains", Tooltips={EnableCheckbox="Sets whether or not to enable when you gain skill points.", Codes="%a - Amount of points you have in the skill.\n%s - Name of the skill."}};
obj[17]	= { Label="Experience Gains", Tooltips={EnableCheckbox="Sets whether or not to enable when you gain experience points.", Codes="%a - Amount of experience you gained."}};
obj[18]	= { Label="Player Killing Blows", Tooltips={EnableCheckbox="Sets whether or not to enable when you get a killing blow against a hostile player.", Codes="%s - Name of the unit killed."}};
obj[19]	= { Label="NPC Killing Blows", Tooltips={EnableCheckbox="Sets whether or not to enable when you get a killing blow against an NPC.", Codes="%s - Name of the unit killed."}};
obj[20]	= { Label="Soul Shard Gains", Tooltips={EnableCheckbox="Sets whether or not to enable when you gain a soul shard.", Codes="%s - Localized name of the soul shard."}};
obj[21]	= { Label="Extra Attacks", Tooltips={EnableCheckbox="Sets whether or not to enable when you gain extra attacks such as windfury, thrash, sword spec, etc.", Codes="%s - Name of ability granting the extra attacks."}};


------------------------------
-- Trigger info
------------------------------

-- Holds the available trigger main conditions.
obj = MSBTLocale.TRIGGER_MAIN_CONDITIONS;
obj[MSBTTriggers.MAINCONDITIONTYPE_SELF_HEALTH]			= "Self Health %";
obj[MSBTTriggers.MAINCONDITIONTYPE_SELF_MANA]			= "Self Mana %";
obj[MSBTTriggers.MAINCONDITIONTYPE_PET_HEALTH]			= "Pet Health %";
obj[MSBTTriggers.MAINCONDITIONTYPE_ENEMY_HEALTH]		= "Enemy Target Health %";
obj[MSBTTriggers.MAINCONDITIONTYPE_FRIENDLY_HEALTH]		= "Friendly Target Health %";
obj[MSBTTriggers.MAINCONDITIONTYPE_INCOMING_CRIT]		= "Incoming Crit";
obj[MSBTTriggers.MAINCONDITIONTYPE_INCOMING_BLOCK]		= "Incoming Block";
obj[MSBTTriggers.MAINCONDITIONTYPE_INCOMING_DODGE]		= "Incoming Dodge";
obj[MSBTTriggers.MAINCONDITIONTYPE_INCOMING_PARRY]		= "Incoming Parry";
obj[MSBTTriggers.MAINCONDITIONTYPE_OUTGOING_CRIT]		= "Outgoing Crit";
obj[MSBTTriggers.MAINCONDITIONTYPE_OUTGOING_BLOCK]		= "Outgoing Block";
obj[MSBTTriggers.MAINCONDITIONTYPE_OUTGOING_DODGE]		= "Outgoing Dodge";
obj[MSBTTriggers.MAINCONDITIONTYPE_OUTGOING_PARRY]		= "Outgoing Parry";
obj[MSBTTriggers.MAINCONDITIONTYPE_SELF_BUFF_GAIN]		= "Self Buff Gain";
obj[MSBTTriggers.MAINCONDITIONTYPE_SELF_DEBUFF_GAIN]		= "Self Debuff Gain";
obj[MSBTTriggers.MAINCONDITIONTYPE_TARGET_BUFF_GAIN]		= "Target Buff Gain";
obj[MSBTTriggers.MAINCONDITIONTYPE_TARGET_DEBUFF_GAIN]	= "Target Debuff Gain";
obj[MSBTTriggers.MAINCONDITIONTYPE_TARGET_DEBUFF_APP]		= "Target Debuff Application";
obj[MSBTTriggers.MAINCONDITIONTYPE_SEARCH_PATTERN]		= "Search Pattern";


-- Holds the available trigger secondary conditions.
obj = MSBTLocale.TRIGGER_SECONDARY_CONDITIONS;
obj[MSBTTriggers.SECONDARYCONDITIONTYPE_SPELL_READY]		= "Spell Ready";
obj[MSBTTriggers.SECONDARYCONDITIONTYPE_BUFF_INACTIVE]	= "Buff Inactive";
obj[MSBTTriggers.SECONDARYCONDITIONTYPE_MINIMUM_POWER]	= "Minimum Power Amount";
obj[MSBTTriggers.SECONDARYCONDITIONTYPE_WARRIOR_STANCE]	= "Warrior Stance";
obj[MSBTTriggers.SECONDARYCONDITIONTYPE_TRIGGER_COOLDOWN]	= "Trigger Cooldown";


------------------------------
-- Font info
------------------------------

-- Font outlines.
obj = MSBTLocale.OUTLINES;
obj[1] = "None";
obj[2] = "Thin";
obj[3] = "Thick";

-- Text aligns.
obj = MSBTLocale.TEXT_ALIGNS;
obj[1] = "Left";
obj[2] = "Center";
obj[3] = "Right";


------------------------------
-- Animation style info
------------------------------

-- Animation styles.
obj = MSBTLocale.ANIMATION_STYLES;
obj["LeftParabola"]	= "Left Parabola";
obj["RightParabola"]	= "Right Parabola";
obj["Straight"]		= "Straight";

-- Sticky animation styles.
obj = MSBTLocale.STICKY_ANIMATION_STYLES;
obj["Pow"]		= "Pow";