; INI file for iBaron
;
; Each group is a KEY to be used in strings for variable replacement.
; Each group must have a Type. The Type can be one of: __NUM, __STR,
; __CHAR, __VAR, __XML, __GEN, __PER, __MALE, __FEMALE, __NEUTER,
; __MP,  __FP, __NP, __SING, __PLUR.
;
; The __NUM type is used for all numeric values. It will have 1 permutation.
; It should have 1 value: a format specification (i.e., %d, %.2f, %.*f). The
; only valid types for the format are: d, i, u, f, x, X. Only the precision
; part may use the wildcard (*). If the wildcard is used in the precision,
; the number of decimal digits will be the default for the current language.
; The value may also have a leading $ or #. The $ denotes that the number
; will use the format specification and the default currency format of the
; current language to format the number. The # denotes that the number will
; use the format specification and default number format of the current
; language to format the number. The $ and # are ignored if the format is x
; or X.
;
; The __STR type should only be used for debugging purposes as translators
; have no way of knowing the value that will be substituted. It will have
; only 1 permutation (the variable, as is).
;
; The __CHAR type is similar to the __STR type but it is a single
; character. It will only have 1 permutation (the character, as is).
;
; The __VAR type is a lookup value. There must be at least one Value for
; these types. There will be 1 permutation for each listed Value. These
; types can also be linked so that multiple __VAR/__XML types will generate
; permutations together. Links should be used whenever two __VAR/__XML types
; have the same number of values and will always be used with each other.
;
; The __XML type is a lookup value where the values are contained in an
; XML file. The file, node, and tag for the values must be specified. There
; can be more than 1 XMLFile specified. In these cases, each of the XML files
; will be scanned for the nodes and tags to build a complete list of values.
; These types can also be linked so that multiple __VAR/__XML types will
; generate permutations together. Links should be used whenever two __VAR/__XML
; types have the same number of values and will always be used with each other.
;
; The __GEN type is a string containing gender and plurality information.
; The string to be parsed must contain a pointer to an FGenderVariable object
; which contains the string, gender, and plurality, as the replacement value.
; These types will have 6 permutations (masculine, feminine, and neuter,
; both singular and plural).
;
; The __PER type is a subclass of the __GEN type used for a person's name.
; The string to be parsed must contain a pointer to an FGenderVariable object
; which contains the string and gender, as the replacement value. These types
; will have 2 permutations (masculine and feminine, both singular).
;
; The __MALE type is a subclass of the __GEN type. It is used for strings
; that will always be masculine singular. The string to be parsed must contain
; a pointer to an FGenderVariable object which contains the string, gender, and
; plurality, as the replacement value. There will only be 1 perumtation for this
; type.
;
; The __FEMALE type is a subclass of the __GEN type. It is used for strings
; that will always be feminine singular. The string to be parsed must contain
; a pointer to an FGenderVariable object which contains the string, gender, and
; plurality, as the replacement value. There will only be 1 perumtation for this
; type.
;
; The __NEUTER type is a subclass of the __GEN type. It is used for strings
; that will always be neuter singular. The string to be parsed must contain
; a pointer to an FGenderVariable object which contains the string, gender, and
; plurality, as the replacement value. There will only be 1 perumtation for this
; type.
;
; The __MP type is a subclass of the __GEN type. It is used for strings
; that will always be masculine plural. The string to be parsed must contain
; a pointer to an FGenderVariable object which contains the string, gender, and
; plurality, as the replacement value. There will only be 1 perumtation for this
; type.
;
; The __FP type is a subclass of the __GEN type. It is used for strings
; that will always be feminine plural. The string to be parsed must contain
; a pointer to an FGenderVariable object which contains the string, gender, and
; plurality, as the replacement value. There will only be 1 perumtation for this
; type.
;
; The __NP type is a subclass of the __GEN type. It is used for strings
; that will always be neuter plural. The string to be parsed must contain
; a pointer to an FGenderVariable object which contains the string, gender, and
; plurality, as the replacement value. There will only be 1 perumtation for this
; type.
;
; The __SING type is a subclass of the __GEN type. It is used for strings
; that will always be singular, but may be masculine, feminine, or neuter.
; The string to be parsed must contain a pointer to an FGenderVariable object which
; contains the string and gender as the replacement value. There will be 3 permutations
; for this type (masculine, feminine, and neuter).
;
; The __PLUR type is a subclass of the __GEN type. It is used for strings
; that will always be plural, but may be masculine, feminine, or neuter.
; The string to be parsed must contain a pointer to an FGenderVariable object which
; contains the string and gender as the replacement value. There will be 3 permutations
; for this type (masculine, feminine, and neuter).
;

[NUM]
Type = __NUM

[STR]
Type = __STR


[TIME]
Type = __NUM
Value = (^.$)|(.)?(..)?(..)?(..$)|$1:$2:$3:$4:$5
Value = (::::|:::|::)|:
Value = (^:|:$)|

[CREDITS]
Type = __NUM

[LETTER]
Type = __CHAR

[PILOT]
; masculine player names
Type = __MALE

[PILOTF]
; female player names
Type = __FEMALE

[GAMENAME]
; Assuming masculine game name
Type = __MALE

[CITYNAME]
Type = __STR

[ACHIEVEMENT]
Type = __GEN

[PNAME]
Type = __GEN

[NATION]
Type = __VAR
Value = US Navy
Value = Japanese Navy
Value = US Army
Value = Japanese Army

[SNATION]
Type = __VAR
Value = US Navy
Value = Japanese Navy
Value = US Army
Value = Japanese Army

[DIFF]
Type = __VAR
Value = Rookie (easy)
Value = Pilot (moderate)
Value = Ace (hard)
Value = Leader (very hard) 
Value = Legend (impossible)

[DIFF2]
Type = __VAR
Value = Rookie
Value = Pilot
Value = Ace
Value = Leader
Value = Legend

[ACES]
Type = __VAR
Value = David McCampbell
Value = Gregory Boyington
Value = Saburo Sakai
Value = Hiroyoshi Nishizawa
Value = Richard I. Bong
Value = Thomas McGuire
Value = Satoshi Anabuki
Value = Tetsuzo Iwamoto

[NICKNAMES]
Type = __VAR
Value = 'DeadEye' 
Value = '9 Lives'
Value = 'Grease Monkey'
Value = 'Escape Artist'
Value = 'Lucky'
Value = 'The Natural'
Value = 'Charmed Life'
Value = 'Test Pilot'
Value = 'High Score'
Value = 'Bullet Storm'
Value = 'The Executioner'
Value = 'The Teacher'
Value = 'Blind Side'
Value = 'The Magician'
Value = 'Hypnotizer'
Value = 'X-Ray'

[ABILITIES]
Type = __VAR
Value = Long-range shooter. 
Value = Survives crashes without injury.
Value = Repairs plane quickly.
Value = Escapes from enemy POW camps.
Value = Avoids flak damage.
Value = Starts with one Ace Maneuver.
Value = Avoids critical hits.
Value = Can select prototype planes.
Value = Victories doubled for promotions.
Value = Inflicts at least 10% damage.
Value = Chance of single-shot kill.
Value = Shares basic maneuvers with wingmen.
Value = Excels at attacks from below.
Value = No maneuver speed limitations.
Value = Immune to rear gunners.
Value = Can shoot into clouds.

[MNAME]
Type = __GEN

[STATS]
Type = __VAR
Value = Roll
Value = Turn
Value = Climb
Value = Dive
Value = Speed

[SQUAD]
Type = __VAR
Value =	US Navy Squadron VF-8. 
Value = Japanese Navy Sq. 25.
Value = US Army 9th Fighter Sq.
Value = Japanese Army Sq.72.

[TARGET]
Type = __VAR
Value = Battleship
Value = Carrier
Value = Transport
Value = Airfield
Value = Depot
Value = Headquarters

[STARGET]
Type = __VAR
Value = Transports
Value = Transports
Value = Transports
Value = Control Towers
Value = Supplies
Value = Guard Towers

[MEDALS]
Type = __VAR

Value = 
Value = 
Value = Silver Star 
Value = 
Value = Navy Cross
Value = 
Value = 
Value = Medal of Honor

Value = 
Value = 
Value = Order of the Golden Kite 
Value = 
Value = Order of the Sacred Treasure
Value = 
Value = 
Value = Order of the Rising Sun

Value = 
Value = 
Value = Distinguished Service Medal 
Value = 
Value = Distinguished Service Cross
Value = 
Value = 
Value = Medal of Honor

Value = 
Value = 
Value = Order of the Golden Kite 
Value = 
Value = Order of the Sacred Treasure
Value = 
Value = 
Value = Order of the Rising Sun

[RANKS]
Type = __VAR
Value = Ensign
Value = Lieutenant JG
Value = Lieutenant JG
Value = Lieutenant
Value = Lieutenant
Value = Commander
Value = Captain
Value = Captain
Value = Commodore
Value = Admiral
; ARMY...
Value = Corporal
Value = Sergeant
Value = Sergeant
Value = 2nd Lieutenant
Value = 2nd Lieutenant
Value = 1st Lieutenant
Value = Captain
Value = Captain
Value = Major
Value = Colonel

[BATTLE]
Type = __VAR
Value = Pearl Harbor
Value = Wake Island
Value = Coral Sea
Value = Midway
Value = Tarawa
Value = Marianas
Value = Leyte Gulf
Value = Okinawa
Value = Flying Tigers
Value = Corregidor Island
Value = Doolittle's Raid
Value = Guadalcanal
Value = Tokyo Express
Value = MacArthur Returns
Value = Iwo Jima
Value = Japan
Value = Training

[OFFENSIVE]
Type = __VAR
Value = Battle of Pearl Harbor
Value = Defense of Wake Island
Value = Battle of Coral Sea
Value = Battle of Midway
Value = Battle of Tarawa
Value = Marianas 'Turkey Shoot'
Value = Battle of Leyte Gulf
Value = Battle of Okinawa
Value = Flying Tigers
Value = Battle of Corregidor Island
Value = Doolittle's Raid
Value = Battle of Guadalcanal
Value = Tokyo Express
Value = MacArthur Returns
Value = Battle of Iwo Jima
Value = Battle of Japan
Value = Training

[LOCATION]
Type = __VAR
Value = Pearl Harbor
Value = Wake Island
Value = the Coral Sea
Value = Midway
Value = Tarawa
Value = Marianas
Value = Leyte Gulf
Value = Okinawa
Value = the Burma Road
Value = Corregidor Island
Value = Tokyo
Value = Guadalcanal
Value = Suriago Straight
Value = the Philippines
Value = Iwo Jima
Value = the Sea of Japan
Value = Training

[LEARN]
Type = __VAR
Value = Basic Maneuvers
Value = Roll Maneuvers
Value = Loop Maneuvers
Value = Slip/Skid Maneuvers
Value = Power Maneuvers
Value = Ace Maneuver

[ACEMANEUVER]
Type = __VAR
Value = Crack Shot
Value = Immelmann
Value = Snap Roll
Value = Yo-Yo Right
Value = Full Loop
Value = Split S
Value = Wingover
Value = Yo-Yo Left
[TABS0]
Type = __VAR
Value = Pilot
Value = Plane
Value = Upgrades
Value = Victories
Value = Rank

[TABS1]
Type = __VAR
Value = Pilot
Value = Plane
Value = Victories
Value = Results
Value = Points

[MONTH]
Type = __VAR
Value = Jan.
Value = Feb.
Value = March
Value = April
Value = May
Value = June
Value = July
Value = Aug.
Value = Sept.
Value = Oct.
Value = Nov.
Value = Dec.

[CARDS]
Type = __VAR
Value =	
Value = Dive Left
Value = Dive Left
Value = Dive Left
Value = Fast Dive Left
Value = Climbing Left
Value = Climbing Left
Value = Climbing Left
Value = Bank Left
Value = Bank Left
Value = Bank Left
Value = Bank Left
Value = Left Turn
Value = Hard Left
Value = Slip Left
Value = Slip Left
Value = Skid Left
Value = Roll Left
Value = Roll Left
Value = Inv. Roll Left
Value = Full Roll Left
Value = Level Climb
Value = Climb
Value = Level Climb
Value = Climb
Value = Fast Climb
Value = Zoom Climb
Value = Zoom Climb
;
Value = Crack Shot
Value = Immelmann
Value = Snap Roll
Value = Yo-Yo Right
Value = Full Loop
Value = Split S
Value = Wingover
Value = Yo-Yo Left
;
Value = Cannon Blast
;Value = Lo-Yo-Yo Right
;Value = Lo-Yo-Yo Left
;
Value = Straight
Value = Slow
;Value = Straight
Value = Level Straight
Value = Straight
Value = Straight
Value = Fast
Value = Fast
Value = Forced Landing
Value = Dive Bomb
Value = Launch Torpedo
Value = Level Dive
Value = Dive
Value = Fast Dive
Value = Fast Dive
Value = Power Dive
Value = Spin
Value = Spin
Value = Half Loop
Value = Half Loop
Value = Half Loop
Value = Inv. Half Loop
Value = Roll
Value = Climbing Right
Value = Climbing Right
Value = Climbing Right
Value = Bank Right
Value = Bank Right
Value = Bank Right
Value = Bank Right
Value = Right Turn
Value = Hard Right
Value = Roll Right
Value = Roll Right
Value = Inv. Roll Right
Value = Full Roll Right
Value = Skid Right
Value = Slip Right
Value = Slip Right
Value = Dive Right
Value = Dive Right
Value = Dive Right
Value = Fast Dive Right

[CARDNOTE]
Type = __VAR
Value = 
Value = Not available at low speed.
Value = Standard dive, +1 G.
Value = Stable dive to level flight, no G.
Value = Unique high-speed turning dive.
Value = Requires high-speed.
Value = Ends at slow speed.
Value = Ends at medium speed.
Value = Standard Left turn.
Value = Can turn from opposite bank.
Value = No G forces.
Value = Inverted roll turn.
Value = 120 degree turn.
Value = Full 180 degree turn.
Value = Slow speed only.
Value = No change of direction.
Value = No change of direction.
Value = Roll to inverted flight.
Value = Can roll from opposite bank.
Value = Roll back to level flight.
Value = 360 degree roll back to level flight.
Value = Basic climb from level flight to slow speed.
Value = Climb from bank, requires high speed.
Value = Climb from level flight to medium speed.
Value = Advanced climb from any bank or speed.
Value = High speed climb and double move.
Value = Gain two levels of altitude, high speed.
Value = Gain two levels of altitude.
Value = A level attack with greatly increased accuracy.
Value = Good for a quick change of direction.
Value = A useful evasive maneuver.
Value = Turns quickly through 120 degrees.
Value = Useful to get behind your enemy.
Value = Provides a quick change of direction.
Value = A climbing stall turn reverses direction.
Value = Turns quickly through 120 degrees.
Value = Increased firepower for cannon fire.
Value = Cruising flight.
Value = Unavailable at high speed.
;Value = Requires high speed.
Value = Basic level flight.
Value = Requires high speed.
Value = Level flight from any bank.
Value = High speed level flight.
Value = Sustained high speed flight.
Value = Must be at altitude 1.
Value = Must be at altitude 3 or above.
Value = Must be at altitude 1.
Value = Dive from level flight.
Value = Dive to high speed.
Value = Extended dive from level flight.
Value = Extended dive to high speed.
Value = Lose altitude quickly.
Value = Ends in random direction.
Value = Ends in random direction, -1 altitude.
Value = From level flight only.
Value = From banked flight.
Value = Loop from any speed.
Value = Return to level flight.
Value = Return to level flight.
Value = Requires high-speed.
Value = Ends at slow speed.
Value = Ends at medium speed.
Value = Standard Right turn.
Value = Can turn from opposite bank.
Value = No G forces.
Value = Inverted roll turn.
Value = 120 degree turn.
Value = Full 180 degree turn.
Value = Roll to inverted flight.
Value = Can roll from opposite bank.
Value = Roll back to level flight.
Value = 360 degree roll back to level flight.
Value = No change of direction.
Value = Slow speed only.
Value = No change of direction.
Value = Not available at low speed.
Value = Standard dive, +1 G.
Value = Stable dive to level flight, no G.
Value = Unique high-speed turning dive.
Value = 
Value = 
Value = 
Value = 


[CITY]
Type = __VAR
Value = Pearl Harbor
Value = Wake Island
Value = the Coral Sea
Value = Midway
Value = Tarawa
Value = the Marianas
Value = Leyte Gulf
Value = Okinawa
Value = Rangoon
Value = Corregidor
Value = Tokyo
Value = Guadalcanal
Value = New Guinea
Value = the Philippines
Value = Iwo Jima
Value = Japan
 

[HEALTH]
Type = __VAR
Value = Regimental Aid Post
Value = Field Hospital
Value = Ambulance Corps
Value = Diplomatic Mission
Value = Color Picker

[WINNER]
Type = __VAR
Value = US
Value = Japanese

[UPGRADE]
Type = __VAR
Value = Harmonized Machine guns
Value = Cockpit armor
Value = High altitude supercharger
Value = Emergency power
Value = Advanced airfoil
Value = Homing Beacon
Value = Experimental Parachute

[PEDIA]
Type = __VAR
Value = Maneuvers
Value = Altitude
Value = Clouds
Value = Anti-Aircraft Guns
Value = Rear Gunner
Value = Gunfire
Value = Plane Damage
Value = Map Edges
Value = Critical Hits
Value = Camera Control
Value = High 'G' Maneuvers
Value = Adversaries
Value = Plane Details
Value = Maneuver Details
Value = Tip #1
Value = Tip #2
Value = Tip #3
Value = Tip #4
Value = Tip #5
Value = Tip #6
Value = Tip #7
Value = Tip #8
Value = Tip #9
Value = Tip #10

[TOP10]
Type = __VAR
Value = David McCampbell
Value = Saburo Sakai
Value = Richard I. Bong
Value = Hiroyoshi Nishizawa
Value = Thomas McGuire
Value = Satoshi Anabuki
Value = Gregory Boyington
Value = Tetsuzo Iwamoto
Value = Claire Chennault
Value = Butch O'Hare

[RATE]
Type = __VAR
Value = (Good)
Value = (Average)
Value = (Poor)

[LANGUAGE]
Type = __VAR
Value = English
Value = French
Value = Italian
Value = German
Value = Spanish

[GNAME1]
Type = __VAR
Value = McCampbell's
Value = Sakai's
Value = Bong's
Value = Nishizawa's
Value = McGuire's
Value = Anabuki's
Value = Boyington's
Value = Iwamoto's

[GNAME2]
Type = __VAR
Value = Revenge
Value = Nightmare
Value = Quandary
Value = Glory
Value = Return
Value = Surprise
Value = Finale
Value = Masterpiece









