DefaultMessage["_FACE_GRAPHIC_BATTLE"] = "on";
DefaultMessage["_FACE_GRAPHIC_STATUS"] = "on";
DefaultMessage["_SELECT_COLOR"] = "FF0000";
DefaultMessage["_SELECT_OVER_COLOR"] = "98FB98";
DefaultMessage["_STATUS_COLOR"] = "off";
DefaultMessage["_STATUS_COLOR_AFRAID"] = "3CB371";
DefaultMessage["_STATUS_COLOR_ASHED"] = "8C8C8C";
DefaultMessage["_STATUS_COLOR_ASLEEP"] = "1E90FF";
DefaultMessage["_STATUS_COLOR_DEAD"] = "8C8C8C";
DefaultMessage["_STATUS_COLOR_FAINTED"] = "1E90FF";
DefaultMessage["_STATUS_COLOR_HATED"] = "BA55D3";
DefaultMessage["_STATUS_COLOR_HP_10_PERCENTOR_OR_UNDER"] = "FF6347";
DefaultMessage["_STATUS_COLOR_HP_20_PERCENTOR_OR_UNDER"] = "FF6347";
DefaultMessage["_STATUS_COLOR_HP_30_PERCENTOR_OR_UNDER"] = "FFD700";
DefaultMessage["_STATUS_COLOR_HP_40_PERCENTOR_OR_UNDER"] = "FFD700";
DefaultMessage["_STATUS_COLOR_HP_50_PERCENTOR_OR_UNDER"] = "FFD700";
DefaultMessage["_STATUS_COLOR_HP_60_PERCENTOR_OR_UNDER"] = "FFFFFF";
DefaultMessage["_STATUS_COLOR_HP_70_PERCENTOR_OR_UNDER"] = "FFFFFF";
DefaultMessage["_STATUS_COLOR_HP_80_PERCENTOR_OR_UNDER"] = "FFFFFF";
DefaultMessage["_STATUS_COLOR_HP_90_PERCENTOR_OR_UNDER"] = "FFFFFF";
DefaultMessage["_STATUS_COLOR_LOST"] = "8C8C8C";
DefaultMessage["_STATUS_COLOR_PARALYZED"] = "1E90FF";
DefaultMessage["_STATUS_COLOR_POISONED"] = "7B68EE";
DefaultMessage["_STATUS_COLOR_RESTRAINED"] = "3CB371";
DefaultMessage["_STATUS_COLOR_SEAL_SPELL"] = "3CB371";
DefaultMessage["_STATUS_COLOR_SILENCE"] = "3CB371";
DefaultMessage["_STATUS_COLOR_STONED"] = "1E90FF";
DefaultMessage["A_COT"] = "A COT";
DefaultMessage["ABILITY"] = "ABILITY";
DefaultMessage["AC"] = "AC";
DefaultMessage["ADD"] = "ADD";
DefaultMessage["ADD_WHOM"] = "Add whom?";
DefaultMessage["AGE"] = "AGE";
DefaultMessage["ALL_ITEM"] = "All items have become complete.";
DefaultMessage["ANIMAL"] = "Animal";
DefaultMessage["ANYTHING_ELSE"] = "Anything else, noble Sir?";
DefaultMessage["ARE_YOU_OK"] = "ARE YOU OK?";
DefaultMessage["ARMOR"] = "ARMOR";
DefaultMessage["ASLEEP"] = "Asleep";
DefaultMessage["AT_ADD"] = "AttackAdd";
DefaultMessage["AT_ADD_KNOCK_OUT"] = "K.O.";
DefaultMessage["AT_ADD_CRITICAL"] = "Crit";
DefaultMessage["AT_ADD_ASLEEP"] = "Asleep";
DefaultMessage["AT_ADD_PARALYSIS"] = "Paraly";
DefaultMessage["AT_ADD_STONE"] = "Stone";
DefaultMessage["AT_ADD_POISON"] = "Poison";
DefaultMessage["AT_NUM"] = "AT";
DefaultMessage["ATTACK_EFFECT"] = "AtkEf";
DefaultMessage["AUTOMAP_DISPLAY"] = "Display of location";
DefaultMessage["AUTOMAP_GRAPH"] = "GRAPH  ";
DefaultMessage["AUTOMAP_NUMERIC"] = "NUMERIC";
DefaultMessage["BATTLE_AMBUSH"] = "AMBUSH";
DefaultMessage["BATTLE_BACK"] = "BACK";
DefaultMessage["BATTLE_BREATH"] = "BREATH";
DefaultMessage["BATTLE_DISPELL"] = "DISPELL";
DefaultMessage["BATTLE_EXCHANGE"] = "EXCHANGE";
DefaultMessage["BATTLE_FIGHT"] = "FIGHT";
DefaultMessage["BATTLE_HIDE"] = "HIDE";
DefaultMessage["BATTLE_ITEM"] = "ITEM";
DefaultMessage["BATTLE_PARRY"] = "PARRY";
DefaultMessage["BATTLE_RUN"] = "RUN";
DefaultMessage["BATTLE_SELECT_FIGHT"] = "FIGHT";
DefaultMessage["BATTLE_SPELL"] = "SPELL";
DefaultMessage["BE_AFRAID"] = "[name] is afraid!";
DefaultMessage["BE_ASLEEP"] = "[target] is asleep.";;
DefaultMessage["BE_DOOR"] = "There is a door";
DefaultMessage["BE_DRAINED"] = "[target] is drained [value] levels.";
DefaultMessage["BE_DRAINED_1"] = "[target] is drained 1 level.";
DefaultMessage["BE_DRAINED_IT"] = "It is drained [value] levels.";
DefaultMessage["BE_DRAINED_IT_1"] = "It is drained 1 level.";
DefaultMessage["BE_HP_DRAINED"] = "[target] is absorbed HP."
DefaultMessage["BE_HP_DRAINED_IT"] = "It is absorbed HP."
DefaultMessage["BE_PARALYZED"] = "[target] is paralyzed.";
DefaultMessage["BE_PARALYZED_IT"] = "It is paralyzed.";
DefaultMessage["BE_POISONED"] = "[target] is poisoned.";
DefaultMessage["BE_SLEPT"] = "[target] is slept.";
DefaultMessage["BE_SLEPT_IT"] = "It is slept.";
DefaultMessage["BE_SLEPT_NOT"] = "[target] is not slept.";
DefaultMessage["BE_STONED"] = "[target] is stoned.";
DefaultMessage["BE_STONED_IT"] = "It is stoned.";
DefaultMessage["BEASTMAN"] = "Beastman";
DefaultMessage["BECAME_ASH"] = "[name] became an ash.";
DefaultMessage["BLAZE_ATTRIBUTE"] = "Blaze";
DefaultMessage["BLUNDER"] = "* Blunder *";
DefaultMessage["BONUS"] = "BONUS";
DefaultMessage["BOOTS"] = "BOOTS";
DefaultMessage["BREATH_AT_TARGET"] = "[name] breathes at [target].";
DefaultMessage["BREATH_CANCEL"] = "[target] invalidates the breath.";
DefaultMessage["BREATH_ON_MONSTER"] = "[name] breathes on all monster.";
DefaultMessage["BREATH_ON_PARTY"] = "[name] breathes on the party.";
DefaultMessage["BROKEN"] = "It has broken.";
DefaultMessage["BURIED"] = "[name] is buried.";
DefaultMessage["BUY"] = "BUY";
DefaultMessage["CALL"] = "[name] calls for help.";
DefaultMessage["CALL_APPEAR"] = " ...monster appears.";
DefaultMessage["CALL_NO_COME"] = " but no help comes.";
DefaultMessage["CAMP"] = "Camp";
DefaultMessage["CAMP_INSPECT"] = "INSPECT";
DefaultMessage["CAMP_LEAVE"] = "LEAVE";
DefaultMessage["CAMP_REORDER"] = "REORDER";
DefaultMessage["CANNOT_AFFORD"] = "You can't afford that.";
DefaultMessage["CANNOT_CARRY"] = "You can't carry anything more.";
DefaultMessage["CANNOT_CARRY_MORE"] = "Can't carry anything more!!";
DefaultMessage["CANNOT_CHANGE_CLASS_NOW"] = "This character can't change class now.";
DefaultMessage["CAST"] = "CAST";
DefaultMessage["CAST_ABILITY_MINUS"] = "[target]'s [ability] fell by [value].";
DefaultMessage["CAST_ABILITY_PLUS"] = "[target]'s [ability] increased by [value].";
DefaultMessage["CAST_AC_MINUS"] = "[target]'s AC fell by [value].";
DefaultMessage["CAST_AC_PLUS"] = "[target]'s AC increased by [value].";
DefaultMessage["CAST_ADD_DAMAGE_MINUS"] = "[target]'s additional damage fell.";
DefaultMessage["CAST_ADD_DAMAGE_PLUS"] = "[target]'s additional damage increased.";
DefaultMessage["CAST_ATTACK_COUNT_MINUS"] = "[target]'s attack count fell.";
DefaultMessage["CAST_ATTACK_COUNT_PLUS"] = "[target]'s attack count increased.";
DefaultMessage["CAST_BREATH_BARRIER_MINUS"] = "[target] was removed the breath barrier.";
DefaultMessage["CAST_BREATH_BARRIER_PLUS"] = "[target] put up the breath barrier.";
DefaultMessage["CAST_BREATH_RESIST_MINUS"] = "[target]'s breath resist fell.";
DefaultMessage["CAST_BREATH_RESIST_PLUS"] = "[target]'s breath resist increased.";
DefaultMessage["CAST_CANCEL"] = "[target] invalidates the spell.";
DefaultMessage["CAST_CURED"] = "[target] is cured.";
DefaultMessage["CAST_DONE"] = "   DONE   ";
DefaultMessage["CAST_FAINTED"] = "[target] is fainted.";
DefaultMessage["CAST_HATED"] = "[target] felt hated.";
DefaultMessage["CAST_HEALED"] = "[value] hit points<br> are restored to [target].";
DefaultMessage["CAST_HEALED_1"] = "1 hit point<br> is restored to [target].";
DefaultMessage["CAST_HEALED_COMPLETE"] = "[target] is completely healed.";
DefaultMessage["CAST_HIT_MINUS"] = "[target]'s hit value fell.";
DefaultMessage["CAST_HIT_PLUS"] = "[target]'s hit value increased.";
DefaultMessage["CAST_HP_MAX_MINUS"] = "[target]'s max hp fell by [value].";
DefaultMessage["CAST_HP_MAX_PLUS"] = "[target]'s max hp increased by [value].";
DefaultMessage["CAST_MP_HEALED"] = "[target]'s MP is recovered.";
DefaultMessage["CAST_NO_HAPPEN"] = "But nothing happens.";
DefaultMessage["CAST_NO_SPEAK"] = "But, cannot speak.";
DefaultMessage["CAST_NO_TARGET"] = "But the target wasn't there.";
DefaultMessage["CAST_NO_WORK"] = "The spell does not work.";
DefaultMessage["CAST_RESIST"] = "[target] resists the spell.";
DefaultMessage["CAST_RESTRAINED"] = "[target] is disrupt.";
DefaultMessage["CAST_REVIVED"] = "[target] is revived!";
DefaultMessage["CAST_SEAL_SPELL"] = "[target] sealed the spell.";
DefaultMessage["CAST_SILENCE"] = "[target] is silenced.";
DefaultMessage["CAST_SILENCE_NOT"] = "[target] is not silenced.";
DefaultMessage["CAST_SPELL"] = "[name] casts [spell].";
DefaultMessage["CAST_SPELL_CANCEL_MINUS"] = "[target]'s spell cancel fell.";
DefaultMessage["CAST_SPELL_CANCEL_PLUS"] = "[target]'s spell cancel increased.";
DefaultMessage["CAST_SPELL_RESIST_MINUS"] = "[target]'s spell resist fell.";
DefaultMessage["CAST_SPELL_RESIST_PLUS"] = "[target]'s spell resist increased.";
DefaultMessage["CAST_WHOM"] = "Cast on whom?";
DefaultMessage["CHANGE_CLASS"] = "CHANGE CLASS";
DefaultMessage["CHANGE_CLASS_ENTER"] = "Change class to \"[class]\".<br>Are you sure?";
DefaultMessage["CHANGE_NAME"] = "CHANGE NAME";
DefaultMessage["CHARACTER_ENTER"] = "Keep this character?";
DefaultMessage["CHEST"] = "A chest! You may:";
DefaultMessage["CHEST_DISARM"] = "DISARM";
DefaultMessage["CHEST_EMPTY"] = "The chest was empty.";
DefaultMessage["CHEST_INSPECT"] = "INSPECT";
DefaultMessage["CHEST_LEAVE"] = "LEAVE";
DefaultMessage["CHEST_OPEN"] = "OPEN";
DefaultMessage["CHEST_TRAP"] = "TRAP?";
DefaultMessage["CHEST_WHO_DISARM"] = "Who will Disarm?";
DefaultMessage["CHEST_WHO_INSPECT"] = "Who will Inspect?";
DefaultMessage["CHEST_WHO_ITEM"] = "Who will Use?";
DefaultMessage["CHEST_WHO_OPEN"] = "Who will Open?";
DefaultMessage["CHEST_WHO_SPELL"] = "Who will Cast?";
DefaultMessage["CHUTE"] = "CHUTE";
DefaultMessage["CLASS"] = "Class";
DefaultMessage["COLD_ATTRIBUTE"] = "Cold";
DefaultMessage["CONDITION"] = "CONDITION";
DefaultMessage["CREATE"] = "CREATE";
DefaultMessage["CREATURE"] = "Creature";
DefaultMessage["CRITICAL"] = "Critical";
DefaultMessage["CURED"] = "[name] is cured.";
DefaultMessage["CURSED"] = "* Cursed *";
DefaultMessage["CURSED_ITEM"] = "We don't buy cursed Items.";
DefaultMessage["DAMAGE"] = "DMG";
DefaultMessage["DARK_ZONE"] = "DARK ZONE!";
DefaultMessage["DATA_INITIALIZE"] = "Data initialize.<br>Are you sure?";
DefaultMessage["DEATH_SPELL"] = "DeathSpell";
DefaultMessage["DECAPITATED"] = "[target] is decapitated.";
DefaultMessage["DEFENSE_EFFECT"] = "DefEf";
DefaultMessage["DELETE"] = "DELETE";
DefaultMessage["DELETE_CHARACTER"] = "Delete this character?";
DefaultMessage["DEMON"] = "Demon";
DefaultMessage["DIE_OLD_AGE"] = "[name] died of old age.";
DefaultMessage["DISPELL"] = "[name] dispells<br>  [value] [monsters].";
DefaultMessage["DISPELL_1"] = "[name] dispells<br>  1 [monster].";
DefaultMessage["DISPELL_FAIL"] = "[name] attempts to dispell and fails.";
DefaultMessage["DIVVY_GOLD"] = "DIVVY GOLD";
DefaultMessage["DOOR_LOCKED"] = "The door is locked.";
DefaultMessage["DOOR_UNLOCKED"] = "The door is not locked.";
DefaultMessage["DOWN"] = "Down";
DefaultMessage["DRAGON"] = "Dragon";
DefaultMessage["DRAIN"] = "Drain";
DefaultMessage["DROP"] = "DROP";
DefaultMessage["DROP_WHICH"] = "Drop which?";
DefaultMessage["EAST"] = "EAST";
DefaultMessage["ECONOMY_ROOMS"] = "ECONOMY ROOMS";
DefaultMessage["EFFECT_TIME_ONLY_FLOOR"] = "floor";
DefaultMessage["ELECTRIC_ATTRIBUTE"] = "Electric";
DefaultMessage["ELEVATOR"] = "There are buttons here.<br><br>press one";
DefaultMessage["ENCHANTED_WEAPONS"] = "[target] was given the [enchanted] attack effect.";
DefaultMessage["ENCOUNTER"] = "AN ENCOUNTER";
DefaultMessage["EQUIP"] = "EQUIP";
DefaultMessage["EQUIP_NONE"] = "None";
DefaultMessage["EQUIP_SELECT"] = "Select [itemKind]";
DefaultMessage["EQUIPED"] = "* Equiped *";
DefaultMessage["EQUIPPED_ITEM"] = "Equipped Item Sell it?";
DefaultMessage["EXP"] = "EXP";
DefaultMessage["EXPEL"] = "[target] flees.";
DefaultMessage["FACILITIES_FULL"] = "Facilities are full.";
DefaultMessage["FACILITIES_NAME_CASTLE"] = "";
DefaultMessage["FACILITIES_NAME_CASTLE_TOWN"] = "";
DefaultMessage["FACILITIES_NAME_EDGE_OF_TOWN"] = "";
DefaultMessage["FACILITIES_NAME_INN"] = "";
DefaultMessage["FACILITIES_NAME_SHOP"] = "";
DefaultMessage["FACILITIES_NAME_TAVERN"] = "";
DefaultMessage["FACILITIES_NAME_TEMPLE"] = "";
DefaultMessage["FACING"] = "         Facing [direction]";
DefaultMessage["FAINTED"] = "[target] is fainted.";
DefaultMessage["FAINTED_IT"] = "It is fainted.";
DefaultMessage["FAL_GROUND"] = "You materialized in mid-air<br>and fell to the ground!!<br>(You are all dead)";
DefaultMessage["FALLING_ROCKS"] = "FALLING ROCKS!";
DefaultMessage["FIGHT_AMBUSH1"] = "[name]<br>  tries to ambush [target].";
DefaultMessage["FIGHT_AMBUSH2"] = "[name]<br>  backstabbed [target].";
DefaultMessage["FIGHT_ATTACK1"] = "[name]<br>  tries to ram [target].";
DefaultMessage["FIGHT_ATTACK2"] = "[name]<br>  charges at [target].";
DefaultMessage["FIGHT_ATTACK3"] = "[name]<br>  leaps at [target].";
DefaultMessage["FIGHT_BASH1"] = "[name]<br>  tries to bash [target].";
DefaultMessage["FIGHT_BASH2"] = "[name]<br>  tries to surprise [target].";
DefaultMessage["FIGHT_CLAW1"] = "[name]<br>  claws at [target].";
DefaultMessage["FIGHT_CLAW2"] = "[name]<br>  attempts to claw [target].";
DefaultMessage["FIGHT_FIRE1"] = "[name]<br>  fires at [target].";
DefaultMessage["FIGHT_FIRE2"] = "[name]<br>  shoots at [target].";
DefaultMessage["FIGHT_FIRE3"] = "[name]<br>  takes aim at [target].";
DefaultMessage["FIGHT_GNAW1"] = "[name]<br>  tries to nibble on [target].";
DefaultMessage["FIGHT_GNAW2"] = "[name]<br>  bites at [target].";
DefaultMessage["FIGHT_GNAW3"] = "[name]<br>  tries to gnaw [target].";
DefaultMessage["FIGHT_GNAW4"] = "[name]<br>  attempts to chew [target].";
DefaultMessage["FIGHT_HIT"] = " and hits [hit] times for [damage].";
DefaultMessage["FIGHT_HIT_1"] = " and hits once for [damage].";
DefaultMessage["FIGHT_HIT_2"] = " and hits twice for [damage].";
DefaultMessage["FIGHT_MISS"] = " and misses.";
DefaultMessage["FIGHT_SLASH1"] = "[name]<br>  attempts to slice [target].";
DefaultMessage["FIGHT_SLASH2"] = "[name]<br>  tries to slash [target].";
DefaultMessage["FIGHT_STAB1"] = "[name]<br>  tries to stab [target].";
DefaultMessage["FIGHT_STAB2"] = "[name]<br>  thrusts violently at [target].";
DefaultMessage["FIGHTER"] = "Fighter";
DefaultMessage["FIND_WHOM"] = "Find whom?";
DefaultMessage["FINISH"] = "Finish";
DefaultMessage["FIZZLE"] = "* FIZZLE *";
DefaultMessage["FLEE"] = "[name] flees.";
DefaultMessage["FLEE_NOT"] = "[name] couldn't flee.";
DefaultMessage["FLOOR"] = "         [floor]";
DefaultMessage["FLYING_AIR"] = "However, You are flying in the air.";
DefaultMessage["FOUND_DOOR"] = "You found the secret door!";
DefaultMessage["FOUND_ITEM"] = "[name] found [item].";
DefaultMessage["FOUND_NOT"] = "Nothing was found.";
DefaultMessage["FRIENDLY_GROUP"] = "A friendly group of       <br>  [monsters]";
DefaultMessage["FRIENDLY_GROUP_1"] = "A friendly group of       <br>  [monster]";
DefaultMessage["FRIENDLY_LEAVE"] = "LEAVE";
DefaultMessage["GAINED_ABI"] = "You gained [abi].";
DefaultMessage["GAINED_HP"] = "You gained [gainedHp] HP.";
DefaultMessage["GAINED_HP_1"] = "You gained [gainedHp] HP.";
DefaultMessage["GAUNTLETS"] = "GAUNTLETS";
DefaultMessage["GET_OUT"] = "Cheap apostates!<br><br>   Get out!!";
DefaultMessage["GIANT"] = "Giant";
DefaultMessage["GO_OUT"] = "LEAVE";
DefaultMessage["GOLD"] = "GOLD";
DefaultMessage["GP"] = "GP";
DefaultMessage["HAVE_MONEY"] = "have";
DefaultMessage["HEALING"] = "Healing";
DefaultMessage["HELM"] = "HELM";
DefaultMessage["HIDING"] = "[name] hiding away.";
DefaultMessage["HIDING_FOUND"] = "[name] was found.";
DefaultMessage["HIDING_NOT"] = "[name] couldn't hide away.";
DefaultMessage["HIT_MODIFY"] = "HIT";
DefaultMessage["HOLY_ATTRIBUTE"] = "Holy";
DefaultMessage["HOW_MANY_FLOORS"] = " Floor? ";
DefaultMessage["HP"] = "HP";
DefaultMessage["IDENTIFIED"] = "You identified it!";
DefaultMessage["IDENTIFIED_SHOP"] = "That has been identified.";
DefaultMessage["IDENTIFY"] = "IDENTIFY";
DefaultMessage["IDENTIFY_WHICH"] = "Identify which?";
DefaultMessage["IN_OTHER_DUNGEON"] = "[name] is ...<br>in [[dungeon]].";
DefaultMessage["IN_ROCK"] = "You are in rock!";
DefaultMessage["IN_THE_POINT"] = "[name] is ...<br>in the point(East [eastPoint], North [northPoint])<br>of level [floor].";
DefaultMessage["IN_THIS_PARTY"] = "[name] is ...<br>in this party.";
DefaultMessage["INN_DAY"] = "day";
DefaultMessage["INN_DAYS"] = "[day]days";
DefaultMessage["INN_LEAVE"] = "LEAVE";
DefaultMessage["INN_WEEK"] = "week";
DefaultMessage["INN_WEEKS"] = "[week]weeks";
DefaultMessage["INPUT_NAME"] = "NAME ?";
DefaultMessage["INSECT"] = "Insect";
DefaultMessage["INSPECT"] = "INSPECT";
DefaultMessage["INSPECT_WHICH"] = "Inspect which?";
DefaultMessage["INSPECT_WHOM"] = "Inspect whom?";
DefaultMessage["INVOKE_SP"] = "Will you invoke the special power     <br>of your [[item]].";
DefaultMessage["ITEM"] = "ITEM";
DefaultMessage["ITEM_CATALOG"] = "ITEM CATALOG";
DefaultMessage["ITEM_LIMIT"] = "Item";
DefaultMessage["ITEM_NUM"] = "ItemNum";
DefaultMessage["ITEM_USE_DONE"] = "  DONE  ";
DefaultMessage["ITEM_USE_WHOM"] = "Use on whom?";
DefaultMessage["JUST_YOU"] = "Just what you needed.";
DefaultMessage["KILLED"] = "[target] is killed.";
DefaultMessage["KILLED_ASHED"] = "[target] is ashen."
DefaultMessage["KILLED_LOST"] = "[target] is lost."
DefaultMessage["KNOCK_OUT"] = "KnockOut";
DefaultMessage["LAST_ONE"] = "You bought the last one.";
DefaultMessage["LEARNED_SPELL"] = "You learned new spell!";
DefaultMessage["LEAVE"] = "LEAVE";
DefaultMessage["LEVEL"] = "Lv";
DefaultMessage["LEVEL_UP"] = "@";
DefaultMessage["LIST_SOLD_OUT"] = "                -- Sold Out --";
DefaultMessage["LOST_ABI"] = "You lost [abi].";
DefaultMessage["MADE_NEXT_LEVEL"] = "You made the next level!";
DefaultMessage["MAGE"] = "Mage";
DefaultMessage["MARKS"] = "MARKS";
DefaultMessage["MAZE"] = "MAZE";
DefaultMessage["MERCHANT_SUITES"] = "MERCHANT SUITES";
DefaultMessage["MISC"] = "MISC";
DefaultMessage["MISC_ITEM"] = "MISC,ITEM";
DefaultMessage["MISTAKES"] = "We all make mistakes.";
DefaultMessage["MONSTER_CATALOG"] = "MONSTER CATALOG";
DefaultMessage["MP_DAMAGE"] = "[target] lost MP.";
DefaultMessage["MYSTERY"] = "Mystery";
DefaultMessage["MYTH"] = "Myth";
DefaultMessage["NAME"] = "Name";
DefaultMessage["NAME_ENTER"] = "Are you ok?";
DefaultMessage["NAPPING"] = "[name] is napping...";
DefaultMessage["NEED_EXP"] = "You need [nextExp]<br>more EXP to make the next level";
DefaultMessage["NEXT"] = "NEXT";
DefaultMessage["NO"] = "No";
DefaultMessage["NO_DOOR"] = "No door";
DefaultMessage["NO_DUNGEON"] = "No Dungeon";
DefaultMessage["NO_ONE"] = "No one!";
DefaultMessage["NO_ONE_CAN_DO"] = "No one can do!";
DefaultMessage["NO_ONE_IN_PARTY"] = "No one in party!";
DefaultMessage["NO_PC_IN_MAZE"] = "No characters are in maze.";
DefaultMessage["NONE"] = "none";
DefaultMessage["NONE_ATTRIBUTE"] = "None";
DefaultMessage["NORTH"] = "NORTH";
DefaultMessage["NOT_CHANGE_CLASS"] = "You don't qualify for any classes.";
DefaultMessage["NOT_CURSED"] = "That is not a cursed Item.";
DefaultMessage["NOT_HAVE_A_CLUE"] = "You don't have a clue.";
DefaultMessage["NOT_INTERESTED"] = "Not interested in that Item.";
DefaultMessage["NOTHING"] = "* Nothing *";
DefaultMessage["NOW_LOADING"] = "now loading ...";
DefaultMessage["NUMBER_OF_TURNS"] = "Number of turns";
DefaultMessage["OFF_LIMITS"] = " <br>*** OFF LIMITS ***<br> <br>[target]<br> ";
DefaultMessage["OUCH"] = "OUCH!!";
DefaultMessage["OUT_OF_DUNGEON"] = "[name] is ...<br>out of Dungeon.";
DefaultMessage["OUT_PT"] = " OUT PT ";
DefaultMessage["PARALYSIS"] = "Paralysis";
DefaultMessage["PARTY_FULL"] = "Party is full!";
DefaultMessage["PARTY_TELEPORT"] = "Party Teleport";
DefaultMessage["PC_FOUND"] = "Found...";
DefaultMessage["PC_SEARCHING"] = "Searching";
DefaultMessage["PC_SEARCHING_NO_ONE"] = "* No one *";
DefaultMessage["PICKING"] = "Picking";
DefaultMessage["PIT"] = "PIT!";
DefaultMessage["PLEASE_READ_BY_NEW_ENGINE"] = "The scenario data could not be loaded.<br><br>The data is corrupt or unsupported data.";
DefaultMessage["POISON"] = "Poison";
DefaultMessage["POOL_GOLD"] = "POOL GOLD";
DefaultMessage["POWERLESS"] = "* Powerless *";
DefaultMessage["PRAY"] = "MURMUR - CHANT - PRAY - INVOKE";
DefaultMessage["PRIEST"] = "Priest";
DefaultMessage["RANGE_LONG"] = "LongRange";
DefaultMessage["RANGE_LONG_INDIRECT"] = "LongIndirect";
DefaultMessage["RANGE_MIDDLE"] = "MiddleRange";
DefaultMessage["RANGE_NORMAL"] = "NormalRange";
DefaultMessage["RANGE_SHORT"] = "ShortRange";
DefaultMessage["RANGE_SHORT_INDIRECT"] = "ShortIndirect";
DefaultMessage["RANGE_SHORT_LONG"] = "Short - Long";
DefaultMessage["RANGE_SHORT_SHORT"] = "Short - Short";
DefaultMessage["READ"] = "READ";
DefaultMessage["RECUPERATING"] = "[name] is recuperating...";
DefaultMessage["REGISTRATION_OF_TRANSMIGRATION_CHARACTER"] = "REGISTRATION OF TRANSMIGRATION CHARACTER";
DefaultMessage["REGISTER"] = "It registered.";
DefaultMessage["REGISTER_NOT"] = "It failed in registration.";
DefaultMessage["REGISTERED"] = "It is already registered.";
DefaultMessage["REMOVE"] = "REMOVE";
DefaultMessage["REMOVE_WHOM"] = "Remove whom?";
DefaultMessage["RESIST"] = "Resist";
DefaultMessage["RESIST_MINUS"] = "[target] lost resistance to [resist].";
DefaultMessage["RESIST_PLUS"] = "[target] got resistance to [resist].";
DefaultMessage["RESIST_ATTRIBUTE"] = "ResistAttr";
DefaultMessage["RESTART"] = "RESTART AN \"OUT\" PARTY";
DefaultMessage["RESTART_PARTY"] = "Restart a party?";
DefaultMessage["RETURN_CASTLE_TOWN"] = "[castleTown]";
DefaultMessage["REVIVED"] = "[name] is revived!";
DefaultMessage["RIP"] = "RIP";
DefaultMessage["SAME_NAME"] = "Another character with the same name.";
DefaultMessage["SAVED_TRANSMIGRATION"] = "Outputted transmigration data.";
DefaultMessage["SCENARIO_DOES_NOT_EXIST"] = "The scenario data doesn't exist.";
DefaultMessage["SELL"] = "SELL";
DefaultMessage["SET_FACE_GRAPHIC"] = "Face Image Settings"
DefaultMessage["SHAFT"] = "SHAFT";
DefaultMessage["SHIELD"] = "SHIELD";
DefaultMessage["SHOP_RANGE_LONG"] = "   [L]";
DefaultMessage["SHOP_RANGE_LONG_INDIRECT"] = "  [LI]";
DefaultMessage["SHOP_RANGE_MIDDLE"] = "   [M]";
DefaultMessage["SHOP_RANGE_NORMAL"] = "   [N]";
DefaultMessage["SHOP_RANGE_SHORT"] = "   [S]";
DefaultMessage["SHOP_RANGE_SHORT_INDIRECT"] = "  [SI]";
DefaultMessage["SHOP_RANGE_SHORT_LONG"] = "[S_LI]";
DefaultMessage["SHOP_RANGE_SHORT_SHORT"] = "[S_SI]";
DefaultMessage["SHUTTER"] = "SHUTTER";
DefaultMessage["SILENCE"] = "Silence";
DefaultMessage["SOLD_OUT"] = "Sold Out";
DefaultMessage["SORTING"] = "SORTING";
DefaultMessage["SOUTH"] = "SOUTH";
DefaultMessage["SPECIFY_IMAGE"] = "Please specify an image file.";
DefaultMessage["SPELL_CANCEL"] = "SpellCancel";
DefaultMessage["SPELL_EF_ABILITY"] = "view";
DefaultMessage["SPELL_EF_ADDITIONAL_DAMAGE"] = "ADD DAMAGE";
DefaultMessage["SEPLL_EF_ATTACK_COUNT"] = "ATTACK COUNT";
DefaultMessage["SPELL_EF_BREATH_BARRIER"] = "BREATH BARRIER";
DefaultMessage["SPELL_EF_BREATH_RESIST"] = "BREATH RESIST";
DefaultMessage["SPELL_EF_CONTINUING_DAMAGE"] = "CONTINUING DMG";
DefaultMessage["SPELL_EF_DETECT_SECRET_DOOR"] = "SECRET DOOR";
DefaultMessage["SPELL_EF_ENCHANTED_ASLEEP"] = "AtkEf:Asleep";
DefaultMessage["SPELL_EF_ENCHANTED_CRITICAL"] = "AtkEf:Critical";
DefaultMessage["SPELL_EF_ENCHANTED_KNOCK_OUT"] = "AtkEf:KnockOut";
DefaultMessage["SPELL_EF_ENCHANTED_PARALYZED"] = "AtkEf:Paralyze";
DefaultMessage["SPELL_EF_ENCHANTED_POISONED"] = "AtkEf:Poisoned";
DefaultMessage["SPELL_EF_ENCHANTED_STONED"] = "AtkEf:Stoned";
DefaultMessage["SPELL_EF_ENCOUNTER_RATE"] = "ENCOUNTER RATE";
DefaultMessage["SPELL_EF_FLYING"] = "FLYING";
DefaultMessage["SPELL_EF_HEAL"] = "HEAL HP";
DefaultMessage["SPELL_EF_HIT_RATE"] = "HIT RATE";
DefaultMessage["SPELL_EF_IDENTIFY"] = "IDENTIFY";
DefaultMessage["SPELL_EF_LIGHT"] = "LIGHT";
DefaultMessage["SPELL_EF_NON_RESIST_ASLEEP"] = "NonRe:Asleep";
DefaultMessage["SPELL_EF_NON_RESIST_BLAZE"] = "NonRe:Blaze";
DefaultMessage["SPELL_EF_NON_RESIST_COLD"] = "NonRe:Cold";
DefaultMessage["SPELL_EF_NON_RESIST_CRITICAL"] = "NonRe:Critical";
DefaultMessage["SPELL_EF_NON_RESIST_DEATH"] = "NonRe:death";
DefaultMessage["SPELL_EF_NON_RESIST_DRAIN"] = "NonRe:Drain";
DefaultMessage["SPELL_EF_NON_RESIST_ELECTRIC"] = "NonRe:Electric";
DefaultMessage["SPELL_EF_NON_RESIST_HOLY"] = "NonRe:Holy";
DefaultMessage["SPELL_EF_NON_RESIST_KNOCK_OUT"] = "NonRe:KnockOut";
DefaultMessage["SPELL_EF_NON_RESIST_NONE"] = "NonRe:None";
DefaultMessage["SPELL_EF_NON_RESIST_PARALYZED"] = "NonRe:Paralyze";
DefaultMessage["SPELL_EF_NON_RESIST_POISONED"] = "NonRe:Poisoned";
DefaultMessage["SPELL_EF_NON_RESIST_SILENCE"] = "NonRe:Silence";
DefaultMessage["SPELL_EF_NON_RESIST_STONED"] = "NonRe:Stoned";
DefaultMessage["SPELL_EF_OPEN_LOCKED_DOOR"] = "OPEN DOOR";
DefaultMessage["SPELL_EF_PREEMPTIVE"] = "PREEMPTIVE";
DefaultMessage["SPELL_EF_PROTECT"] = "PROTECT";
DefaultMessage["SPELL_EF_RESIST_ASLEEP"] = "Resi:Asleep";
DefaultMessage["SPELL_EF_RESIST_BLAZE"] = "Resi:Blaze";
DefaultMessage["SPELL_EF_RESIST_COLD"] = "Resi:Cold";
DefaultMessage["SPELL_EF_RESIST_CRITICAL"] = "Resi:Critical";
DefaultMessage["SPELL_EF_RESIST_DEATH"] = "Resi:death";
DefaultMessage["SPELL_EF_RESIST_DRAIN"] = "Resi:Drain";
DefaultMessage["SPELL_EF_RESIST_ELECTRIC"] = "Resi:Electric";
DefaultMessage["SPELL_EF_RESIST_HOLY"] = "Resi:Holy";
DefaultMessage["SPELL_EF_RESIST_KNOCK_OUT"] = "Resi:KnockOut";
DefaultMessage["SPELL_EF_RESIST_NONE"] = "Resi:None";
DefaultMessage["SPELL_EF_RESIST_PARALYZED"] = "Resi:Paralyze";
DefaultMessage["SPELL_EF_RESIST_POISONED"] = "Resi:Poisoned";
DefaultMessage["SPELL_EF_RESIST_SILENCE"] = "Resi:Silence";
DefaultMessage["SPELL_EF_RESIST_STONED"] = "Resi:Stoned";
DefaultMessage["SPELL_EF_SPELL_CANCEL"] = "SPELL CANCEL";
DefaultMessage["SPELL_EF_SPELL_RESIST"] = "SPELL RESIST";
DefaultMessage["SPELL_EF_TEMPORARY_CHANGE_MAX_HP"] = "CHANGE MAX HP";
DefaultMessage["SPELL_EF_WEAKPOINT_ASLEEP"] = "WeakP:Asleep";
DefaultMessage["SPELL_EF_WEAKPOINT_BLAZE"] = "WeakP:Blaze";
DefaultMessage["SPELL_EF_WEAKPOINT_COLD"] = "WeakP:Cold";
DefaultMessage["SPELL_EF_WEAKPOINT_CRITICAL"] = "WeakP:Critical";
DefaultMessage["SPELL_EF_WEAKPOINT_DEATH"] = "WeakP:death";
DefaultMessage["SPELL_EF_WEAKPOINT_ELECTRIC"] = "WeakP:Electric";
DefaultMessage["SPELL_EF_WEAKPOINT_HOLY"] = "WeakP:Holy";
DefaultMessage["SPELL_EF_WEAKPOINT_KNOCK_OUT"] = "WeakP:KnockOut";
DefaultMessage["SPELL_EF_WEAKPOINT_NONE"] = "WeakP:None";
DefaultMessage["SPELL_EF_WEAKPOINT_PARALYZED"] = "WeakP:Paralyze";
DefaultMessage["SPELL_EF_WEAKPOINT_POISONED"] = "WeakP:Poisoned";
DefaultMessage["SPELL_EF_WEAKPOINT_SILENCE"] = "WeakP:Silence";
DefaultMessage["SPELL_EF_WEAKPOINT_STONED"] = "WeakP:Stoned";
DefaultMessage["SPELL_EFFECT"] = "SpellEffect";
DefaultMessage["SPRITE"] = "Sprite";
DefaultMessage["STAIRS_DOWN"] = "Stairs down.<br>    --- Take them?";
DefaultMessage["STAIRS_UP"] = "Stairs up.<br>    --- Take them?";
DefaultMessage["START_GAME"] = "Start game";
DefaultMessage["STATUS"] = "Status";
DefaultMessage["STATUS_AFRAID"] = "Afraid";
DefaultMessage["STATUS_ASHED"] = "Ashed";
DefaultMessage["STATUS_ASLEEP"] = "Asleep";
DefaultMessage["STATUS_DEAD"] = "Dead";
DefaultMessage["STATUS_FAINTED"] = "Fainted";
DefaultMessage["STATUS_HATED"] = "Hated";
DefaultMessage["STATUS_LOST"] = "Lost";
DefaultMessage["STATUS_OK"] = "O.K.";
DefaultMessage["STATUS_PARALYZED"] = "Paralyzed";
DefaultMessage["STATUS_POISONED"] = "Poisoned";
DefaultMessage["STATUS_RESTRAINED"] = "Restrained";
DefaultMessage["STATUS_SEAL_SPELL"] = "SealSpell";
DefaultMessage["STATUS_SILENCE"] = "Silence";
DefaultMessage["STATUS_STONED"] = "Stoned";
DefaultMessage["STONE"] = "Stone";
DefaultMessage["SUB_MENU"] = "Sub Menu";
DefaultMessage["SUB_PICK"] = "PICK THE LOCK";
DefaultMessage["SUB_QUIT"] = "QUIT";
DefaultMessage["SUB_SEARCH_DOOR"] = "SEARCH FOR A DOOR";
DefaultMessage["SUB_SEARCH_PC"] = "SEARCH FOR CHARACTERS";
DefaultMessage["SUBWEAPON"] = "SUBWEAPON";
DefaultMessage["SUMMON"] = "[name] summoned<br>  [value] [monsters].";
DefaultMessage["SUMMON_1"] = "[name] summoned<br>  1 [monster].";
DefaultMessage["SURPRISED_MONSTER"] = "YOU SURPRISED MONSTER";
DefaultMessage["SURPRISED_YOU"] = "MONSTER SURPRISED YOU";
DefaultMessage["SURVIVOR_GOT_EXP"] = "Each survivor got [exp] EXP.";
DefaultMessage["SURVIVOR_GOT_GOLD"] = "Each survivor got [gold] [GP].";
DefaultMessage["SYMBOL_CANNOT_EQUIP"] = "#";
DefaultMessage["SYMBOL_CURSE"] = "-";
DefaultMessage["SYMBOL_EQUIP"] = "*";
DefaultMessage["SYMBOL_UNCERTAIN"] = "?";
DefaultMessage["SYSTEM_CLICK_SCREEN"] = "Click on this screen.";
DefaultMessage["SYSTEM_RECOVERY_COMPLETED"] = "Loading saved data completed.";
DefaultMessage["SYSTEM_RECOVERY_FAILED"] = "* Failed to load saved data. *";
DefaultMessage["SYSTEM_DELETE_OPTION"] = "Do you want to delete the option saved data?";
DefaultMessage["SYSTEM_TOUCH_SCREEN"] = "Touch this screen.";
DefaultMessage["TAKE_DAMAGE"] = "[target] takes [damage].";
DefaultMessage["THE_ROYAL_SUITE"] = "THE ROYAL SUITE";
DefaultMessage["THE_STABLES"] = "THE STABLES";
DefaultMessage["THERE_IS_A_SPACE"] = "There is a space beyond this.";
DefaultMessage["THERE_IS_NO_SPACE"] = "There is no space beyond this.";
DefaultMessage["THIEF"] = "Thief";
DefaultMessage["TO_EAST"] = "East";
DefaultMessage["TO_EAST_NORTH"] = "         East [eastPoint]  North [northPoint]";
DefaultMessage["TO_NORTH"] = "North";
DefaultMessage["TOO_HARD"] = "* Too hard *";
DefaultMessage["TRADE"] = "TRADE";
DefaultMessage["TRAINING"] = "TRAINING GROUNDS";
DefaultMessage["TRAINING_INSPECT"] = "INSPECT";
DefaultMessage["TRAINING_LEAVE"] = "LEAVE";
DefaultMessage["TRANSMIGRATE_CHARACTER"] = "Transmigrate this character?";
DefaultMessage["TRANSMIGRATION_OF_CHARACTER"] = "TRANSMIGRATION OF CHARACTER";
DefaultMessage["TRAP_DISARM"] = "You disarmed the trap.";
DefaultMessage["TRAP_DISARM_NOT"] = "You could not disarm it.";
DefaultMessage["TRAP_NOT"] = "The chest was not trapped.";
DefaultMessage["TRAP_OOPS"] = "          OOPS!!";
DefaultMessage["TRAP_TRIGGERED"] = "The trap was triggered!";
DefaultMessage["TRAPLESS"] = "Trapless chest";
DefaultMessage["UNCURSE"] = "UNCURSE";
DefaultMessage["UNDEAD"] = "Undead";
DefaultMessage["UNLOCK"] = "Unlocked the door!";
DefaultMessage["UNUSE_ITEM"] = "Unusable item Buy it?";
DefaultMessage["UP"] = "Up";
DefaultMessage["USE"] = "USE";
DefaultMessage["USE_WHICH"] = "Use which?";
DefaultMessage["USED_ITEM"] = "[name] used [item].";
DefaultMessage["VIEW_GROUND_FLOOR"] = "[floorNum]F";
DefaultMessage["VIEW_UNDERGROUND_FLOOR"] = "B[floorNum]F";
DefaultMessage["WEAKPOINT_PLUS"] = "[target] got the weak point of [resist].";
DefaultMessage["WEAPON"] = "WEAPON";
DefaultMessage["WELCOME"] = "Welcome, [name].";
DefaultMessage["WEST"] = "WEST";
DefaultMessage["WHAT"] = "  What?  ";
DefaultMessage["WHERE_STAY"] = "Where do you stay?";
DefaultMessage["WHICH_BOON_DO_YOU_DESIRE_IN_BATTLE"] = "Which boon do you desire?";
DefaultMessage["WHICH_BOON_DO_YOU_DESIRE_IN_CAMP"] = "Which boon do you desire?";
DefaultMessage["WHO_CHANGE_CLASS"] = "Who is change class?";
DefaultMessage["WHO_CHANGE_NAME"] = "Who is change name?";
DefaultMessage["WHO_DELETE"] = "Who is Delete?";
DefaultMessage["WHO_DOES"] = "Who does?";
DefaultMessage["WHO_ENTER"] = "Who will enter?";
DefaultMessage["WHO_HAND"] = "Who will Hand?";
DefaultMessage["WHO_HELP"] = "Who shall we help?";
DefaultMessage["WHO_INSPECT"] = "Who is inspect?";
DefaultMessage["WHO_PAY"] = "Who will Pay?";
DefaultMessage["WHO_PICKS"] = "Who picks the lock?";
DefaultMessage["WHO_STAY"] = "Who will stay?";
DefaultMessage["WHO_TITHE"] = "The donation will be [gold] [GP].<br>Who will tithe?";
DefaultMessage["WHO_TRANSMIGRATES"] = "Who transmigrates?";
DefaultMessage["WILL_YOU_SEARCH"] = "Will you search?";
DefaultMessage["YES"] = "Yes";
