Files
ClassicAssist.Avalonia/ClassicAssist.Shared/Resources/MacroCommandHelp.it-IT.resx
T
Beyhan Oğur d5f52cc3d3 first commit
2026-09-03 04:45:36 +03:00

1224 lines
54 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<root>
<!--
Microsoft ResX Schema
Version 2.0
The primary goals of this format is to allow a simple XML format
that is mostly human readable. The generation and parsing of the
various data types are done through the TypeConverter classes
associated with the data types.
Example:
... ado.net/XML headers & schema ...
<resheader name="resmimetype">text/microsoft-resx</resheader>
<resheader name="version">2.0</resheader>
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
<value>[base64 mime encoded serialized .NET Framework object]</value>
</data>
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
<comment>This is a comment</comment>
</data>
There are any number of "resheader" rows that contain simple
name/value pairs.
Each data row contains a name, and value. The row also contains a
type or mimetype. Type corresponds to a .NET class that support
text/value conversion through the TypeConverter architecture.
Classes that don't support this are serialized and stored with the
mimetype set.
The mimetype is used for serialized objects, and tells the
ResXResourceReader how to depersist the object. This is currently not
extensible. For a given mimetype the value must be set accordingly:
Note - application/x-microsoft.net.object.binary.base64 is the format
that the ResXResourceWriter will generate, however the reader can
read any of the formats listed below.
mimetype: application/x-microsoft.net.object.binary.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.soap.base64
value : The object must be serialized with
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
: and then encoded with base64 encoding.
mimetype: application/x-microsoft.net.object.bytearray.base64
value : The object must be serialized into a byte array
: using a System.ComponentModel.TypeConverter
: and then encoded with base64 encoding.
-->
<xsd:schema id="root" xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata">
<xsd:import namespace="http://www.w3.org/XML/1998/namespace" />
<xsd:element name="root" msdata:IsDataSet="true">
<xsd:complexType>
<xsd:choice maxOccurs="unbounded">
<xsd:element name="metadata">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" />
</xsd:sequence>
<xsd:attribute name="name" use="required" type="xsd:string" />
<xsd:attribute name="type" type="xsd:string" />
<xsd:attribute name="mimetype" type="xsd:string" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="assembly">
<xsd:complexType>
<xsd:attribute name="alias" type="xsd:string" />
<xsd:attribute name="name" type="xsd:string" />
</xsd:complexType>
</xsd:element>
<xsd:element name="data">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1" />
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3" />
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4" />
<xsd:attribute ref="xml:space" />
</xsd:complexType>
</xsd:element>
<xsd:element name="resheader">
<xsd:complexType>
<xsd:sequence>
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1" />
</xsd:sequence>
<xsd:attribute name="name" type="xsd:string" use="required" />
</xsd:complexType>
</xsd:element>
</xsd:choice>
</xsd:complexType>
</xsd:element>
</xsd:schema>
<resheader name="resmimetype">
<value>text/microsoft-resx</value>
</resheader>
<resheader name="version">
<value>2.0</value>
</resheader>
<resheader name="reader">
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<resheader name="writer">
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
</resheader>
<data name="CLEARABILITY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Disabilita Weapon Ability</value>
</data>
<data name="FLY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Gargoyle vola se non sta già volando</value>
</data>
<data name="FLYING_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Se stai volando</value>
</data>
<data name="LAND_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Gargoyle smette di volare se sta volando</value>
</data>
<data name="SETABILITY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Attiva Weapon Ability Primaria/Secondaria</value>
</data>
<data name="ATTACK_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Attacca (seriale o alias)</value>
</data>
<data name="BANDAGESELF_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Applica le bende su di se'</value>
</data>
<data name="CLEARHANDS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Sposta nello zaino quello che si impugna (Left, Right, o Both)</value>
</data>
<data name="CLEARUSEONCE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Pulisci oggetti registrati nella lista UsaUnaVolta</value>
</data>
<data name="CLICKOBJECT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Clicca una volta su di un oggetto (seriale o alias)</value>
</data>
<data name="CONTENTS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se in un contenitore ci sono un Tot di oggetti (seriale o alias)</value>
</data>
<data name="CONTEXTMENU_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Seleziona un opzione in un menu contestuale</value>
</data>
<data name="EQUIPITEM_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Dressa un oggetto specifico in un layer specifico. Usa il comando Ispeziona Oggetto per determinare il valore del layer</value>
</data>
<data name="EQUIPLASTWEAPON_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Dressa l'arma che si aveva in mano precedentemente istantaneamente (probabilmente non supportato sui server pre-Aos)</value>
</data>
<data name="EQUIPTYPE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Dressa un Type specifico in un layer specifico. Usa il comando Ispeziona Oggetto per determinare il valore del layer</value>
</data>
<data name="FEED_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Nutri (seriale o alias)</value>
</data>
<data name="FINDLAYER_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta e aggiorna l'alias trovato se esiste un elemento nel layer specificato, opzione seriale / alias per il controllo da mobile.</value>
</data>
<data name="INREGION_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se la zona del oggetto/mobile è in quella richiesta</value>
</data>
<data name="PING_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Ping approssimato con il server. -1 in caso di fallimento.</value>
</data>
<data name="RENAME_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Rinomina un alias rinominabile (tipo, un pet)</value>
</data>
<data name="SHOWNAMES_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Visualizza i nomi dei cadaveri e/o degli elementi mobili (mobiles, corpses)</value>
</data>
<data name="TOGGLEMOUNTED_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Smonta se montato, o monta se smontato. Richiede di impostare la mount se non è gia presente un alias chiamato "mount"</value>
</data>
<data name="USEOBJECT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Utilizza un oggetto (seriale o alias)</value>
</data>
<data name="USEONCE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Usa una singola volta un tipo specifico di oggetti (seriale grafico) dallo zaino</value>
</data>
<data name="USETYPE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Usa un tipo specifico di oggetti (seriale grafico), parametri opzionali come contenitore e / o colore si possono scegliere (predefinito: zaino) (parametri possono essere seriali o alias).</value>
</data>
<data name="WAITFORCONTENTS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Attendere che il contenuto del contenitore per un determinato contenitore sia caricato correttamente</value>
</data>
<data name="WAITFORCONTEXT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Attendere che il contenuto del del menu contestuale sia caricato correttamente</value>
</data>
<data name="COUNTER_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Conta il numero di oggetti di uno specifico Agente Contatore</value>
</data>
<data name="DRESS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Vesti tutti gli oggetti presenti in un Agente di Dress</value>
</data>
<data name="DRESSCONFIG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Aggiunge tutti gli elementi equipaggiati a un elenco temporaneo che non è persistito alla chiusura del client</value>
</data>
<data name="DRESSING_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se un Agente di Dress sta correntemente vestendo o svestendo qualcosa</value>
</data>
<data name="ORGANIZER_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Esegui un Agente Organizzatore</value>
</data>
<data name="ORGANIZING_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se un Agente Organizzatore sta correntemente spostanto oggetti</value>
</data>
<data name="UNDRESS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Svesti tutti gli oggetti presenti in un Agente di Dress</value>
</data>
<data name="FINDALIAS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se un dato alias puo' essere trovato sullo schermo</value>
</data>
<data name="GETALIAS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Aggancia l'alias desiderato</value>
</data>
<data name="PROMPTALIAS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Richiedi con un cursore target nel gioco per creare/sostituire un alias</value>
</data>
<data name="SETALIAS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Crea/sostituisci un alias con un seriale specifico</value>
</data>
<data name="SETMACROALIAS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Crea/sostituisci un alias con un seriale specifico, l'alias è valido solo per lo script corrente</value>
</data>
<data name="UNSETALIAS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Rimuovi un alias</value>
</data>
<data name="ADDFRIEND_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Aggiunge un mobile all'elenco amici, verra richiesto un target se nessun seriale è inserito</value>
</data>
<data name="ALLY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se la notorietà del mobile è Ally</value>
</data>
<data name="BUFFEXISTS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se un buff/debuff è presente</value>
</data>
<data name="CLEARIGNORELIST_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Pulisci la IgnoreList</value>
</data>
<data name="COUNTTYPE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Conta gli oggetti in un continer (seriale grafico)</value>
</data>
<data name="COUNTTYPEGROUND_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Conta gli oggetti a terra o mobili in schermo</value>
</data>
<data name="CRIMINAL_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se la notorietà del mobile è Criminal</value>
</data>
<data name="DEAD_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se l'alias è morto (predefinito: self)</value>
</data>
<data name="DEX_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta in base alla destrezza</value>
</data>
<data name="DIFFHITS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta la differenza tra HP massimi e HP correnti</value>
</data>
<data name="DIFFWEIGHT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta la differenza tra peso e peso massimo</value>
</data>
<data name="DIRECTIONTO_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Rivolge l'orientamento del giocatore verso l'alias desiderato</value>
</data>
<data name="DISTANCE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta la distanza di un alias (se in schermata)</value>
</data>
<data name="ENEMY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se la notorietà del mobile è Enemy</value>
</data>
<data name="FINDOBJECT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Cerca per un alias o un seriale e lo imposta come found. Cerca in schermata, se nessuna origine è indicata </value>
</data>
<data name="FINDTYPE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Cerca per un seriale grafico e lo imposta come found. Cerca in schermata, se nessuna origine è indicata </value>
</data>
<data name="FOLLOWERS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta il numero di Followers</value>
</data>
<data name="GOLD_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta il Gold presente nello zaino</value>
</data>
<data name="GRAPHIC_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta seriale grafico di un oggetto (alias o seriale)</value>
</data>
<data name="GRAY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se notorietà del mobile è attaccabile senza diventare criminal</value>
</data>
<data name="HIDDEN_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se sei hiddato (se non specificato, predefinito: self)</value>
</data>
<data name="HITS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta gli HP di un alias (se non specificato, predefinito: self)</value>
</data>
<data name="HUE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta il colore di un oggetto (alias o seriale)</value>
</data>
<data name="IGNOREOBJECT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Inserisci nella IgnoreList un oggetto. Non verra più considerato.</value>
</data>
<data name="INFRIENDLIST_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se il mobile è presente in FriendList</value>
</data>
<data name="INNOCENT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se la notorietà del mobile è Innocent</value>
</data>
<data name="INPARTY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se il mobile è presente in Party</value>
</data>
<data name="INRANGE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Calcola la portata tra il tuo personaggio e un altro mobile od oggetto</value>
</data>
<data name="INT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta in base all'intelligenza</value>
</data>
<data name="INVULNERABLE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se la notorietà del mobile è Invulnerable</value>
</data>
<data name="LUCK_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta il valore di Luck</value>
</data>
<data name="MANA_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta l'ammontare di mana di un mobile</value>
</data>
<data name="MAXFOLLOWERS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se i Follower sono al massimo</value>
</data>
<data name="MAXHITS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se gli HP del mobile sono al massimo</value>
</data>
<data name="MAXMANA_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se il mana del mobile è al massimo</value>
</data>
<data name="MAXSTAM_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se la stamina del mobile è al massimo</value>
</data>
<data name="MAXWEIGHT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta il peso massimo</value>
</data>
<data name="MOUNTED_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se il mobile è montato</value>
</data>
<data name="MOVEITEM_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Muovi un oggetto in un contenitore (alias o seriale)</value>
</data>
<data name="MOVEITEMOFFSET_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Muovi un alias/seriale in una posizione x,y,z specifica attorno a te. Se nessuna (o -1) quantità è specificata, verra spostata l'intero stock dell'oggetto</value>
</data>
<data name="MOVETYPE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Muovi un seriale grafico da contenitore di origine ad uno di destinazione (seriale o alias)</value>
</data>
<data name="MOVETYPEOFFSET_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Muovi un seriale grafico in una posizione x,y,z specifica attorno a te. Se nessuna (o -1) quantità è specificata, verra spostata l'intero stock dell'oggetto</value>
</data>
<data name="MURDERER_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se la notorietà di un mobile è Murderer</value>
</data>
<data name="NAME_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta il nome di un mobile</value>
</data>
<data name="PARALYZED_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se un mobile è frozen</value>
</data>
<data name="POISONED_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se un mobile è poisoned</value>
</data>
<data name="REMOVEFRIEND_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Rimuovi un mobile dalla FriendList, mosta il target se non specificato</value>
</data>
<data name="SPECIALMOVEEXISTS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se una Special Ability è attivata</value>
</data>
<data name="STAM_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta la quantità di stamina di un mobile</value>
</data>
<data name="STR_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta in base la forza</value>
</data>
<data name="TITHINGPOINTS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta i TithingPoints correnti</value>
</data>
<data name="WAR_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se in War</value>
</data>
<data name="WEIGHT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta il peso corrente</value>
</data>
<data name="X_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta le cordinate X di un oggetto (alias o seriale)</value>
</data>
<data name="Y_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta le cordinate Y di un oggetto (alias o seriale)</value>
</data>
<data name="YELLOWHITS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se il mobile ha YellowHits</value>
</data>
<data name="Z_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta le cordinate Z di un oggetto (alias o seriale)</value>
</data>
<data name="CLOSEGUMP_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Chiudi un gump (seriale)</value>
</data>
<data name="GUMPEXISTS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Controlla se un Gump esiste (seriale)</value>
</data>
<data name="INGUMP_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Cerca un determinato testo in un Gump</value>
</data>
<data name="REPLYGUMP_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Seleziona un opzione nel Gump, i parametri sono gumpID e buttonID</value>
</data>
<data name="WAITFORGUMP_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Attendi finche le propietà del Gump vengono caricate completamente</value>
</data>
<data name="CLEARJOURNAL_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Pulisci il Journal dal testo presente</value>
</data>
<data name="INJOURNAL_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Cerca del testo all'interno del Journal, il tipo di fonte del testo è opzionale (system, nome pg..)</value>
</data>
<data name="WAITFORJOURNAL_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Attendi per un dato ammontare di tempo che si presenti nel Journal il testo desiderato</value>
</data>
<data name="CLEARLIST_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Pulisci la lista desiderata</value>
</data>
<data name="CREATELIST_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Crea una lista. Se già esiste, viene sovrascritta</value>
</data>
<data name="GETLIST_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta la matrice di tutte le voci di una lista, da utilizzare con For, Loop, etc.</value>
</data>
<data name="INLIST_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Controlla se in una lista è presente un dato elemento</value>
</data>
<data name="LIST_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta il numero degli elementi presenti in una lista</value>
</data>
<data name="LISTEXISTS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se una lista esiste</value>
</data>
<data name="PUSHLIST_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Inserisce un valore alla fine di una lista, crea la lista se non esiste</value>
</data>
<data name="REMOVELIST_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Rimuove la lista desiderata</value>
</data>
<data name="PLAYMACRO_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Avvia lo Script desiderato</value>
</data>
<data name="STOP_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Ferma lo Script corrente</value>
</data>
<data name="HOTKEYS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Abilita/Disabilita i Tasti Rapidi</value>
</data>
<data name="INFO_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Ispeziona Oggetto (seriale o alias. Altrimenti apre un Target)</value>
</data>
<data name="INVOKEVIRTUE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Utilizza una Virtù</value>
</data>
<data name="MESSAGEBOX_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Fai apparire un Box di avviso con titolo, testo, e tasto ok</value>
</data>
<data name="PAUSE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Pausa. In millisecondi</value>
</data>
<data name="PLAYING_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se un altro Script è in svolgimento. Utile per non far sovrapporre Scripts negli script in background</value>
</data>
<data name="PLAYSOUND_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Riproduci un suono. In base a ID o file .wav di sistema</value>
</data>
<data name="RESYNC_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risincronizza il client con il server</value>
</data>
<data name="SETQUIETMODE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Abilita/Disabilita la modalita Script Silenziosi (riduce la quantita di avvisi che gli script producono)</value>
</data>
<data name="SYSMESSAGE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Invia un messaggio come fosse di sistema</value>
</data>
<data name="WARMODE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>War ON/OFF. Attiva/Disattiva se nessun parametro è fornito</value>
</data>
<data name="ALLYMSG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Invia un messaggio nella Chat Ally</value>
</data>
<data name="CANCELPROMPT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Cancella un prompt aperto di sistema</value>
</data>
<data name="EMOTEMSG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Invia un messaggio Emote</value>
</data>
<data name="GUILDMSG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Invia un messaggio nella Chat Guild</value>
</data>
<data name="HEADMSG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Fai apparire del testo sopra un mobile / alias / seriale (gli altri player non lo vedranno)</value>
</data>
<data name="MSG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Scrivi in game</value>
</data>
<data name="PARTYMSG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Invia un messaggio nella Chat Party</value>
</data>
<data name="PROMPTMSG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Rispondi automaticamente alle domande di sistema (per esempio: "Enter a new rune name..")</value>
</data>
<data name="WAITFORPROMPT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Attendi che una domanda di sistema venga posta</value>
</data>
<data name="WHISPERMSG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Invia un messaggio Whisper</value>
</data>
<data name="YELLMSG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Invia un messaggio Yell</value>
</data>
<data name="RUN_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Corri nella direzione desiderata</value>
</data>
<data name="SETFORCEWALK_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Imposta Camminata Forzata (True o False)</value>
</data>
<data name="TOGGLEFORCEWALK_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Abilita/Disabilita Camminata Forzata</value>
</data>
<data name="TURN_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Girati nella direzione desiderata</value>
</data>
<data name="WALK_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Cammina nella direzione desiderata</value>
</data>
<data name="PROPERTY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se la propietà desiderata è presente in un oggetto (alias)</value>
</data>
<data name="PROPERTYVALUE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta il valore della proprietà desiderata. Indice argomento opzionale (int, str).</value>
</data>
<data name="WAITFORPROPERTIES_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Attendi che le propietà di un oggetto siano completamente caricate</value>
</data>
<data name="SETSKILL_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Imposta lo stato di una Skill (locked, up, down)</value>
</data>
<data name="SKILL_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta il valore di una Skill</value>
</data>
<data name="SKILLSTATE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta lo stato di una Skill (locked, up, down)</value>
</data>
<data name="USESKILL_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Attiva una Skill</value>
</data>
<data name="CAST_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Casta una Spell su di un alias</value>
</data>
<data name="CANCELTARGET_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Cancella il Target aperto corrente</value>
</data>
<data name="CLEARTARGETQUEUE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Pulisti la Coda Target quando la Coda Target è abilitata</value>
</data>
<data name="GETENEMY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Acquisisci un mobile e impostalo come Enemy</value>
</data>
<data name="GETFRIEND_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Acquisisci un mobile e impostalo come Friend</value>
</data>
<data name="GETFRIENDLISTONLY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Acquisisci un Friend che è presente nella solo nella FriendList, parametri di distanza: 'Closest'/'Nearest'/'Next'</value>
</data>
<data name="TARGET_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Targetta un oggetto/mobile (seriale o alias)</value>
</data>
<data name="TARGETEXISTS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se il Target è aperto. E' possibile specificare il tipo di target, se 'Any', 'Beneficial', 'Harmful' o 'Neutral'</value>
</data>
<data name="TARGETGROUND_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Targetta un seriale grafico in schermata, parametri opzionali per colore e distanza</value>
</data>
<data name="TARGETTILERELATIVE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Targetta un tile ad una distanza desiderata, relativa ad un alias o seriale. Boolean opzionale per modalità inversa.</value>
</data>
<data name="TARGETTYPE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Usa un seriale grafico dallo zaino. Parametri opzionali per colore e livello</value>
</data>
<data name="WAITFORTARGET_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Attendi finche un Target aperto è disponibile (se non specificato, è a 5000)</value>
</data>
<data name="WAITINGFORTARGET_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta se stai aspettando che un Target aperto è disponibile</value>
</data>
<data name="CREATETIMER_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Crea un timer</value>
</data>
<data name="REMOVETIMER_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Rimuovi un timer</value>
</data>
<data name="SETTIMER_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Imposta il valore di un timer (millisecondi)</value>
</data>
<data name="TIMER_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Ritorna il valore di un timer (millisecondi)</value>
</data>
<data name="TIMEREXISTS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Ritorna se un timer esiste</value>
</data>
<data name="TIMERMSG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Mostra il valore di un timer come messaggio di sistema</value>
</data>
<data name="ADDFRIEND_COMMAND_INSERTTEXT" xml:space="preserve">
<value>AddFriend()</value>
</data>
<data name="ALLY_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Criminal("mount"):</value>
</data>
<data name="ALLYMSG_COMMAND_INSERTTEXT" xml:space="preserve">
<value>AllyMsg("alert")</value>
</data>
<data name="ATTACK_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Attack("last")</value>
</data>
<data name="BANDAGESELF_COMMAND_INSERTTEXT" xml:space="preserve">
<value>BandageSelf()</value>
</data>
<data name="BUFFEXISTS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if BuffExists("Blood Oath"):</value>
</data>
<data name="CANCELPROMPT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>CancelPrompt()</value>
</data>
<data name="CANCELTARGET_COMMAND_INSERTTEXT" xml:space="preserve">
<value>CancelTarget()</value>
</data>
<data name="YELLMSG_COMMAND_INSERTTEXT" xml:space="preserve">
<value>YellMsg("hi")</value>
</data>
<data name="Z_COMMAND_INSERTTEXT" xml:space="preserve">
<value>y = Y("self")</value>
</data>
<data name="Y_COMMAND_INSERTTEXT" xml:space="preserve">
<value>y = Y("self")</value>
</data>
<data name="X_COMMAND_INSERTTEXT" xml:space="preserve">
<value>x = X("self")</value>
</data>
<data name="WHISPERMSG_COMMAND_INSERTTEXT" xml:space="preserve">
<value>WhisperMsg("hi")</value>
</data>
<data name="WARMODE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>WarMode("on")</value>
</data>
<data name="WALK_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Walk("east")</value>
</data>
<data name="WAITFORTARGET_COMMAND_INSERTTEXT" xml:space="preserve">
<value>WaitForTarget(5000)</value>
</data>
<data name="WAITFORPROPERTIES_COMMAND_INSERTTEXT" xml:space="preserve">
<value>WaitForProperties("backpack", 5000)</value>
</data>
<data name="WAITFORPROMPT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>WaitForPrompt(5000)</value>
</data>
<data name="WAITFORGUMP_COMMAND_INSERTTEXT" xml:space="preserve">
<value>WaitForGump(0xff, 5000)</value>
</data>
<data name="WAITFORCONTEXT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>WaitForContext(0x00aabbcc, 1, 5000)</value>
</data>
<data name="WAITFORCONTENTS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>WaitForContents("backpack", 5000)</value>
</data>
<data name="PROPERTYVALUE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>val = PropertyValue[int]("backpack", "Contents")</value>
</data>
<data name="TARGETTYPE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>TargetType(0xff, 0, 3)</value>
</data>
<data name="USETYPE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>UseType(0xff)</value>
</data>
<data name="USESKILL_COMMAND_INSERTTEXT" xml:space="preserve">
<value>UseSkill("Hiding")</value>
</data>
<data name="USEONCE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>UseOnce(0xff)</value>
</data>
<data name="USEOBJECT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>UseObject("mount")</value>
</data>
<data name="UNSETALIAS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>UnsetAlias("mount")</value>
</data>
<data name="UNDRESS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Undress("Dress-1")</value>
</data>
<data name="TURN_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Turn("east")</value>
</data>
<data name="TOGGLEMOUNTED_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ToggleMounted()</value>
</data>
<data name="TOGGLEFORCEWALK_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ToggleForceWalk()</value>
</data>
<data name="TIMERMSG_COMMAND_INSERTTEXT" xml:space="preserve">
<value>TimerMsg("shmoo")</value>
</data>
<data name="TARGETTILERELATIVE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>TargetTileRelative("self", 1, False)</value>
</data>
<data name="TARGETGROUND_COMMAND_INSERTTEXT" xml:space="preserve">
<value>TargetGround(0x190, -1, 10)</value>
</data>
<data name="TARGET_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Target("self")</value>
</data>
<data name="SYSMESSAGE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>SysMessage("hello")</value>
</data>
<data name="STOP_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Stop()</value>
</data>
<data name="MAXSTAM_COMMAND_INSERTTEXT" xml:space="preserve">
<value>stam = MaxStam("self")</value>
</data>
<data name="SHOWNAMES_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ShowNames("corpses")</value>
</data>
<data name="SETTIMER_COMMAND_INSERTTEXT" xml:space="preserve">
<value>SetTimer("shmoo", 0)</value>
</data>
<data name="SETSKILL_COMMAND_INSERTTEXT" xml:space="preserve">
<value>SetSkill("hiding", "locked")</value>
</data>
<data name="SETQUIETMODE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>SetQuietMode(True)</value>
</data>
<data name="SETMACROALIAS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>SetMacroAlias("mount", 0x40000001")</value>
</data>
<data name="SETFORCEWALK_COMMAND_INSERTTEXT" xml:space="preserve">
<value>SetForceWalk(True)</value>
</data>
<data name="SETALIAS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>SetAlias("mount", 0x40000001")</value>
</data>
<data name="SETABILITY_COMMAND_INSERTTEXT" xml:space="preserve">
<value>SetAbility("primary")</value>
</data>
<data name="DIRECTIONTO_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Run(DirectionTo("enemy"))</value>
</data>
<data name="RUN_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Run("east")</value>
</data>
<data name="RESYNC_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Resync()</value>
</data>
<data name="REPLYGUMP_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ReplyGump(0xff, 0)</value>
</data>
<data name="RENAME_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Rename("mount", "Snoopy")</value>
</data>
<data name="REMOVETIMER_COMMAND_INSERTTEXT" xml:space="preserve">
<value>RemoveTimer("shmoo")</value>
</data>
<data name="REMOVELIST_COMMAND_INSERTTEXT" xml:space="preserve">
<value>RemoveList("list")</value>
</data>
<data name="REMOVEFRIEND_COMMAND_INSERTTEXT" xml:space="preserve">
<value>RemoveFriend()</value>
</data>
<data name="PUSHLIST_COMMAND_INSERTTEXT" xml:space="preserve">
<value>PushList("list", 1)</value>
</data>
<data name="PROMPTMSG_COMMAND_INSERTTEXT" xml:space="preserve">
<value>PromptMsg("hello")</value>
</data>
<data name="PROMPTALIAS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>PromptAlias("mount")</value>
</data>
<data name="PLAYSOUND_COMMAND_INSERTTEXT" xml:space="preserve">
<value>PlaySound("Bike Horn.wav")</value>
</data>
<data name="PLAYMACRO_COMMAND_INSERTTEXT" xml:space="preserve">
<value>PlayMacro("beep")</value>
</data>
<data name="PING_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Ping()</value>
</data>
<data name="PAUSE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Pause(1000)</value>
</data>
<data name="PARTYMSG_COMMAND_INSERTTEXT" xml:space="preserve">
<value>PartyMsg("alert")</value>
</data>
<data name="ORGANIZER_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Organize("Organizer-1")</value>
</data>
<data name="MSG_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Msg("hi")</value>
</data>
<data name="MOVETYPEOFFSET_COMMAND_INSERTTEXT" xml:space="preserve">
<value>MoveTypeOffset(0xf0e, "backpack", 0, 1, 0, -1)</value>
</data>
<data name="MOVETYPE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>MoveType(0xff, "backpack", "bank")</value>
</data>
<data name="MOVEITEMOFFSET_COMMAND_INSERTTEXT" xml:space="preserve">
<value>MoveItemOffset("trashitem", 0, 1, 0, -1)</value>
</data>
<data name="MOVEITEM_COMMAND_INSERTTEXT" xml:space="preserve">
<value>MoveItem("source", "destination")</value>
</data>
<data name="MESSAGEBOX_COMMAND_INSERTTEXT" xml:space="preserve">
<value>MessageBox("title", "message")</value>
</data>
<data name="MAXMANA_COMMAND_INSERTTEXT" xml:space="preserve">
<value>mana = MaxMana("self")</value>
</data>
<data name="LAND_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Land()</value>
</data>
<data name="INVOKEVIRTUE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>InvokeVirtue("Honor")</value>
</data>
<data name="INFO_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Info("self")</value>
</data>
<data name="IGNOREOBJECT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>IgnoreObject("self")</value>
</data>
<data name="YELLOWHITS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if YellowHits("self"):</value>
</data>
<data name="WEIGHT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Weight() &gt; 300:</value>
</data>
<data name="WAR_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if War("self"):</value>
</data>
<data name="WAITINGFORTARGET_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if WaitingForTarget():</value>
</data>
<data name="WAITFORJOURNAL_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if WaitForJournal("town guards", 5000, "system"):</value>
</data>
<data name="TITHINGPOINTS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if TithingPoints() &lt; 1000:</value>
</data>
<data name="TIMEREXISTS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if TimerExists("shmoo"):</value>
</data>
<data name="TIMER_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Timer("shmoo") &gt; 10000:</value>
</data>
<data name="TARGETEXISTS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if TargetExists("Harmful"):</value>
</data>
<data name="INT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Str() &lt; 100:</value>
</data>
<data name="STR_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Str() &lt; 100:</value>
</data>
<data name="DEX_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Str() &lt; 100:</value>
</data>
<data name="STAM_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Stam("self") &lt; 25:</value>
</data>
<data name="SPECIALMOVEEXISTS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if SpecialMoveExists("Death Strike"):</value>
</data>
<data name="SKILLSTATE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if SkillState("hiding') == "locked":</value>
</data>
<data name="SKILL_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Skill("hiding") &lt; 100:</value>
</data>
<data name="PROPERTY_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Property("item", "Defense Chance Increase")</value>
</data>
<data name="POISONED_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Poisoned("self"):</value>
</data>
<data name="PLAYING_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Playing():</value>
</data>
<data name="PARALYZED_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Paralyzed("self"):</value>
</data>
<data name="ORGANIZING_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Organizing():</value>
</data>
<data name="NAME_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Name("self") == "Shmoo":</value>
</data>
<data name="MOUNTED_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Mounted("self"):</value>
</data>
<data name="MAXWEIGHT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if MaxWeight() &lt; 300:</value>
</data>
<data name="MANA_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Mana("self") &lt; 25:</value>
</data>
<data name="LUCK_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Luck() &lt; 800:</value>
</data>
<data name="LISTEXISTS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if ListExists("list"):</value>
</data>
<data name="LIST_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if List("list") &lt; 5:</value>
</data>
<data name="INREGION_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if InRegion("Guarded", "self")</value>
</data>
<data name="INRANGE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if InRange("enemy", 10):</value>
</data>
<data name="INPARTY_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if InParty("friend"):</value>
</data>
<data name="INLIST_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if InList("shmoo", 1):</value>
</data>
<data name="INJOURNAL_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if InJournal("town guards", "system"):</value>
</data>
<data name="INGUMP_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if InGump(0xf00f, "lethal darts"):</value>
</data>
<data name="INFRIENDLIST_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if InFriendList("last"):</value>
</data>
<data name="HUE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Hue("mount") == 0:</value>
</data>
<data name="HIDDEN_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Hidden("self"):</value>
</data>
<data name="GUMPEXISTS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if GumpExists(0xff):</value>
</data>
<data name="GOLD_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Gold() &lt; 2000:</value>
</data>
<data name="MAXFOLLOWERS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Followers() == MaxFollowers():</value>
</data>
<data name="FOLLOWERS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Followers() &lt; 1:</value>
</data>
<data name="FLYING_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Flying("self"):</value>
</data>
<data name="FINDLAYER_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if FindLayer("OneHanded"):</value>
</data>
<data name="FINDALIAS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if FindAlias("mount"):</value>
</data>
<data name="DRESSING_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Dressing():</value>
</data>
<data name="DISTANCE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Distance("mount") &lt; 4:</value>
</data>
<data name="DIFFWEIGHT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if DiffWeight() &gt; 50:</value>
</data>
<data name="DIFFHITS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if DiffHits("self") &gt; 50:</value>
</data>
<data name="DEAD_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Dead("self"):</value>
</data>
<data name="CRIMINAL_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Criminal("mount"):</value>
</data>
<data name="ENEMY_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Criminal("mount"):</value>
</data>
<data name="GRAY_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Criminal("mount"):</value>
</data>
<data name="INNOCENT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Criminal("mount"):</value>
</data>
<data name="MURDERER_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Criminal("mount"):</value>
</data>
<data name="INVULNERABLE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Criminal("mount"):</value>
</data>
<data name="COUNTTYPEGROUND_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if CountGround(0xff, 0, 10) &lt; 1:</value>
</data>
<data name="CONTENTS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>if Contents("backpack") &gt; 120:</value>
</data>
<data name="HOTKEYS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Hotkeys()</value>
</data>
<data name="MAXHITS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>hits = MaxHits("self")</value>
</data>
<data name="HITS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>hits = Hits("self")</value>
</data>
<data name="HEADMSG_COMMAND_INSERTTEXT" xml:space="preserve">
<value>HeadMsg("hi", "backpack")</value>
</data>
<data name="GUILDMSG_COMMAND_INSERTTEXT" xml:space="preserve">
<value>GuildMsg("alert")</value>
</data>
<data name="GRAPHIC_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Graphic("mount")</value>
</data>
<data name="GETLIST_COMMAND_INSERTTEXT" xml:space="preserve">
<value>GetList("list")</value>
</data>
<data name="GETFRIENDLISTONLY_COMMAND_INSERTTEXT" xml:space="preserve">
<value>GetFriendListOnly("Closest")</value>
</data>
<data name="GETFRIEND_COMMAND_INSERTTEXT" xml:space="preserve">
<value>GetFriend(["Murderer"])</value>
</data>
<data name="GETENEMY_COMMAND_INSERTTEXT" xml:space="preserve">
<value>GetEnemy(["Murderer"])</value>
</data>
<data name="GETALIAS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>GetAlias("mount")</value>
</data>
<data name="FLY_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Fly()</value>
</data>
<data name="FINDTYPE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>FindType(0xff)</value>
</data>
<data name="FINDOBJECT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>FindObject("mount")</value>
</data>
<data name="FEED_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Feed("mount", 0xff)</value>
</data>
<data name="EQUIPTYPE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>EquipType(0xff, "TwoHanded")</value>
</data>
<data name="EQUIPLASTWEAPON_COMMAND_INSERTTEXT" xml:space="preserve">
<value>EquipLastWeapon()</value>
</data>
<data name="EQUIPITEM_COMMAND_INSERTTEXT" xml:space="preserve">
<value>EquipItem("axe", "TwoHanded")</value>
</data>
<data name="EMOTEMSG_COMMAND_INSERTTEXT" xml:space="preserve">
<value>EmoteMsg("hi")</value>
</data>
<data name="DRESSCONFIG_COMMAND_INSERTTEXT" xml:space="preserve">
<value>DressConfig()</value>
</data>
<data name="DRESS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Dress("Dress-1")</value>
</data>
<data name="CREATETIMER_COMMAND_INSERTTEXT" xml:space="preserve">
<value>CreateTimer("shmoo")</value>
</data>
<data name="CREATELIST_COMMAND_INSERTTEXT" xml:space="preserve">
<value>CreateList("list")</value>
</data>
<data name="COUNTTYPE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>CountType(0xff, "backpack")</value>
</data>
<data name="COUNTER_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Counter("bm")</value>
</data>
<data name="CONTEXTMENU_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ContextMenu(0x00aabbcc, 1)</value>
</data>
<data name="CLOSEGUMP_COMMAND_INSERTTEXT" xml:space="preserve">
<value>CloseGump(0x454ddef)</value>
</data>
<data name="CLICKOBJECT_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ClickObject("last")</value>
</data>
<data name="CLEARUSEONCE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ClearUseOnce()</value>
</data>
<data name="CLEARTARGETQUEUE_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ClearTargetQueue()</value>
</data>
<data name="CLEARLIST_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ClearList("list")</value>
</data>
<data name="CLEARJOURNAL_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ClearJournal()</value>
</data>
<data name="CLEARIGNORELIST_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ClearIgnoreList()</value>
</data>
<data name="CLEARHANDS_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ClearHands("both")</value>
</data>
<data name="CLEARABILITY_COMMAND_INSERTTEXT" xml:space="preserve">
<value>ClearAbility()</value>
</data>
<data name="CAST_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Cast("Recall", "runebook")</value>
</data>
<data name="MOVETYPE_COMMAND_EXAMPLE" xml:space="preserve">
<value>#To move a type to another container...
MoveType(0x170f, "backpack", "bank")
#Destination can be the ground by specifying destination container to -1 and specifying the coordinates...
MoveType(0x170f, "backpack", -1, 1928, 2526, 0)
#Optional parameters exist for Hue and Amount, to move 10 maximum with the a Hue of 50...
MoveType(0x170f, "backpack", "bank", -1, -1, 0, 50, 10)</value>
</data>
<data name="REPLAY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Ripeti lo Script corrente</value>
</data>
<data name="REPLAY_COMMAND_INSERTTEXT" xml:space="preserve">
<value>Replay()</value>
</data>
<data name="FINDWAND_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Cerca una Want e la imposta come Alias "found"</value>
</data>
<data name="EQUIPWAND_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Cerca una Wand nel tuo Zaino e la Equippa</value>
</data>
<data name="SETAUTOLOOTCONTAINER_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Imposta il contenitore per l'Autoloot Agent, dove mettere gli oggetti lotati.</value>
</data>
<data name="INIGNORELIST_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Controlla se un Serial o un Alias è presente nella Ignore List</value>
</data>
<data name="SETFRIEND_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Imposta come Friend un Serial o un Alias</value>
</data>
<data name="SETENEMY_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Imposta come Enemy un Serial o un Alias</value>
</data>
<data name="SETLASTTARGET_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Imposta come Last Target un Serial o un Alias</value>
</data>
<data name="WAITFORTARGETORFIZZLE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Attende un ammontare di tempo specifico che il Target si apra, interrompendo l'attesa in caso di flizz / impossibilità di cast.</value>
</data>
<data name="CHATMSG_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Invia un messaggio in chat.</value>
</data>
<data name="OPENGUILDGUMP_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Apre il Gump di gilda</value>
</data>
<data name="OPENQUESTSGUMP_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Apre il Gump quests</value>
</data>
<data name="TARGETXYZ_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Targetta il pavimento alle coordinate fornite</value>
</data>
<data name="REHUE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Ricolora un elemento / mobile con la tonalità specificata, impostare su 0 per rimuovere. (Sperimentale)</value>
</data>
<data name="STOPALL_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Ferma tutti gli scripts, compresi quelli in background</value>
</data>
<data name="SETSTATUS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Imposta lo stato di una Stat, su, giù o bloccata.</value>
</data>
<data name="TARGETTILEOFFSET_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Targetta il pavimento alla distanza data, relativa a se</value>
</data>
<data name="BUFFTIME_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta i millisecondi rimanenti di un buff. 0 se scaduto / non abilitato.</value>
</data>
<data name="TARGETBYRESOURCE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Usa un Tool e targetta uno specifico Type di risorse (Richiede supporto server OSI / ServUO)</value>
</data>
<data name="WAITFORMENU_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Aspetta fino alla ricezione del menu packet, parametri opzionali di gump ID e timeout</value>
</data>
<data name="REPLYMENU_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Invia risposta tasto ad un menu del server</value>
</data>
<data name="INMENU_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta True se il titolo del menu o i titoli inseriti contengono il testo dato</value>
</data>
<data name="MENUEXISTS_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta True se l'ID di un menu esiste</value>
</data>
<data name="CLOSEMENU_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Chiude uno specifico menu (ID)</value>
</data>
<data name="SKILLCAP_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Risulta lo SkillCap di una skill</value>
</data>
<data name="CONFIRMPROMPT_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Visualizza in game una finestra con un messaggio. Ritorna True se si preme Ok, altrimenti False</value>
</data>
<data name="TARGETTILEOFFSETRESOURCE_COMMAND_DESCRIPTION" xml:space="preserve">
<value>Targetta un Tile ad una distanza relativa a se (targetta automaticamente alberi/grotte/acqua tiles se presenti)</value>
</data>
</root>