ui stule update
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@@ -68,8 +68,11 @@ mods/category_audio = Audio
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mods/category_ui = UI
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mods/category_locale = Locale
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mods/category_library = Library
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mods/category_engine = Engine
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mods/category_overhaul = Overhaul
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mods/category_tools = Tools
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mods/category_editor = Editor
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mods/category_debug = Debug
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mods/category_other = Other
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mods/catalog_tags = Tags (comma-separated)
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mods/catalog_changelog = Changelog
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@@ -113,6 +116,31 @@ ui/character_panel/reset_title = Reset Action Assignments
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ui/character_panel/reset_text = Are you sure you want to reset all action assignments? Character actions will return to defaults, collected actions will stay in the pool.
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ui/character_panel/reset_ok = Reset
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ui/character_panel/reset_cancel = Cancel
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ui/character_panel/party = Party
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ui/character_panel/party_sub = 3 slots per character · unused cards wait in the pool
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ui/character_panel/template = template: {0}
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ui/character_panel/pool_title = Action pool
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ui/character_panel/search = Search by name or ID...
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ui/character_panel/filter_all = All
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ui/character_panel/type_enemy = Target enemy
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ui/character_panel/type_alias = Target ally
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ui/character_panel/type_self = Target self
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ui/character_panel/type_passive = Passive
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ui/character_panel/type_active = Active
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ui/character_panel/cost = {0} AP
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ui/character_panel/cooldown = CD {0}
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ui/character_panel/slot = Slot {0}
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ui/character_panel/slot_empty = + empty slot — drag a card here
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ui/character_panel/assigned = Assigned {0}/{1} · in pool {2}
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ui/character_panel/hint_select = select a card, then a slot
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ui/character_panel/drag_hint = Drag a card into a slot · slot↔slot swaps
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ui/character_panel/pool_hint = A card stays with the player while it is in the pool. Duplicates are allowed.
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ui/character_panel/pool_empty = The pool is empty — collected actions will appear here
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ui/character_panel/nothing_found = Nothing found
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ui/character_panel/stat_hp = HP
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ui/character_panel/stat_ap = AP
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ui/character_panel/stat_atk = ATK
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ui/character_panel/stat_def = DEF
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# --- Inventory ---
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ui/inventory/title = Inventory
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@@ -125,6 +153,52 @@ ui/inventory/close = Close
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ui/inventory/no_ap = Not enough AP
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ui/inventory/select_target = Select target
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ui/inventory/cancel = Cancel
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ui/inventory/tab_all = All
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ui/inventory/tab_food = Food
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ui/inventory/tab_resource = Resources
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ui/inventory/tab_recipe = Recipes
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ui/inventory/tab_quest = Quests
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ui/inventory/search = Search inventory...
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ui/inventory/sort_type = Type first
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ui/inventory/sort_name = By name
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ui/inventory/sort_cost = By price
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ui/inventory/sort_count = By count
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ui/inventory/shown = Showing {0} of {1}
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ui/inventory/hint_select = LMB — select · action in details
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ui/inventory/stack = Stack
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ui/inventory/id = ID
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ui/inventory/action = Action
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ui/inventory/verb = Verb
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ui/inventory/props_header = Properties · PropertyData
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ui/inventory/props_none = no properties
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ui/inventory/no_action = No ItemAction — item cannot be used yet
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ui/inventory/cost = Price
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ui/inventory/empty = Inventory is empty
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ui/inventory/select = Select an item in the list
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ui/inventory/ap = AP
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ui/inventory/ap_cost = −1 AP
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ui/inventory/used = Used: {0}
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ui/inventory/used_recipe = Recipe learned: {0}
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ui/inventory/use_failed = UseAction → false: item not consumed
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ui/inventory/dropped = Dropped: {0} ×{1}
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ui/inventory/applied = Applied: {0} → {1}
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ui/inventory/applied_failed = Target did not accept the effect — item not consumed
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ui/inventory/drop_cant = Cannot drop (CantDrop)
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ui/inventory/type_quest = Quest
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ui/inventory/type_used = Usable
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ui/inventory/type_target = Targeted
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ui/inventory/type_food = Food
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ui/inventory/type_resource = Resource
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ui/inventory/type_recipe = Recipe
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ui/inventory/type_cant_drop = Cannot drop
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ui/inventory/verb_use = Use
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ui/inventory/verb_eat = Eat
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ui/inventory/verb_target = Apply to target
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ui/inventory/verb_recipe = Learn recipe
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ui/inventory/tag_recipe = recipe
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ui/inventory/tag_target = target
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ui/inventory/tag_food = drink
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ui/inventory/tag_use = use
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# --- Map ---
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ui/map/title = Map
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@@ -139,3 +213,9 @@ ui/journal/active = Active
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ui/journal/completed = Completed
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ui/journal/close = Close
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ui/journal/empty = No quests
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ui/journal/toc = Contents
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ui/journal/entry_header = Entry
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ui/journal/entry_of = Entry {0} of {1}
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ui/journal/finished = Completed
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ui/journal/seals = Seals
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ui/journal/no_entries = The pages of this entry are still empty. Ink will appear as the story moves on.
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