--Language Localization-----------------------------------------------------------------------------------------
----------------------------------------------------------------------------------------------------------------
--English--------------------------------------------------
-----------------------------------------------------------

SI_DURABILITY = "Durability";
SI_COMPARE_TOOLTIP = "Click to copy this item bonus\nto the compare window to\ncompare with another player";
SI_IB_TEXT = "Item Bonuses";
SI_IB_TEXT_MISSINGDATA = "You must go to 10 Yards range to get a better bonus scan.";

SI_TEXT_CACHEPLAYER = "Caching Player";
SI_TEXT_CACHEPLAYERCACHED = "Player itemlist cached.";
SI_TEXT_CACHEPLAYERFROMCACHE = "Playeritems loaded from cache.";
SI_TEXT_CACHEPLAYERRANGE = "Need aprox. 10 Yards to inspect.";
SI_TEXT_CACHEDPLAYERS = "List of cached Players";

SI_TEXT_NAME = "Name";
SI_TEXT_LVL = "Lvl";

SI_IB_CAT_ATT = "Attributes";
SI_IB_CAT_RES = "Resistance";
SI_IB_CAT_SKILL = "Skills";
SI_IB_CAT_BON = "Combat";
SI_IB_CAT_SBON = "Spells";
SI_IB_CAT_OBON = "Health and Mana";
SI_IB_CAT_COH = "Chance on Hit";
	
-- bonus names
SI_IB_ARMOR 	= "Reinforced Armor";

SI_IB_FISHING	= "Fishing";
SI_IB_MINING	= "Mining";
SI_IB_HERBALISM	= "Herbalism";
SI_IB_SKINNING	= "Skinning";
SI_IB_DEFENSE	= "Defense";
SI_IB_RESILIENCE	= "Resilience";
SI_IB_PENETRATION	= "Spell Penetration";

SI_IB_RANGEDHASTE	= "Ranged haste";
SI_IB_HASTE	= "Haste";
SI_IB_SPELL	= "Spell haste";

SI_IB_WEAPONDAGGER	= "Daggers";
SI_IB_WEAPONSWORD	= "Swords";
SI_IB_WEAPONTWOSWORD	= "Two-handed Swords";
SI_IB_WEAPONAXE	= "Axe";
SI_IB_WEAPONBOW	= "Bow";
SI_IB_WEAPONCROSSBOW	= "Crossbow";
SI_IB_WEAPONGUN	= "Guns";
SI_IB_WEAPONFERAL	= "Feral Combat";
SI_IB_WEAPONMACE 	= "Mace";
SI_IB_WEAPONPOLEARM	= "Polearms"; 
SI_IB_WEAPONSTAFF	= "Staff"; 
SI_IB_WEAPONTWOAXE 	= "Two-handed  Axes";
SI_IB_WEAPONTWOMACE	= "Two-handed Maces"; 
SI_IB_WEAPONFIST	= "Fist weapons";
	
SI_IB_HIT_WOUND = "Wound Target for";
SI_IB_HIT_SHADOW = "Shadowy Bolt";

if (SI_RunningWoW2) then	
	SI_IB_BLOCK = "Block rating";
	SI_IB_DODGE = "Dodge rating";
	SI_IB_PARRY = "Parry rating";
	SI_IB_CRIT = "Crit. rating";
	SI_IB_RANGEDCRIT = "Ranged Crit. rating";
	SI_IB_TOHIT = "Hit rating";
	SI_IB_XTRAHIT = "Extra Hits";
else
	SI_IB_BLOCK = "Block Chance";
	SI_IB_DODGE = "Dodge Chance";
	SI_IB_PARRY = "Parry Chance";
	SI_IB_CRIT = "Crit. Strike";
	SI_IB_RANGEDCRIT = "Crit. Ranged";
	SI_IB_TOHIT = "Hit Chance";
	SI_IB_XTRAHIT = "Extra Hit Chance";
end
SI_IB_WEPDMG = "Weapon Damage";

SI_IB_BLOCKVALUE  = "Block value";

SI_IB_ATTACKPOWERUNDEAD = "Attack Power vs Undead";
SI_IB_SPELLDMGUNDEAD = "Spell Damage vs Undead";
SI_IB_ATTACKPOWERFERAL = "Attack Power in feral";	

SI_IB_RANDMG = "Ranged Damage";
SI_IB_DMG = "Spell Damage";
SI_IB_ARCANEDMG = "Arcane Damage";
SI_IB_FIREDMG = "Fire Damage";
SI_IB_FROSTDMG = "Frost Damage";
SI_IB_HOLYDMG = "Holy Damage";
SI_IB_NATUREDMG = "Nature Damage";
SI_IB_SHADOWDMG = "Shadow Damage";

if (SI_RunningWoW2) then
	SI_IB_SPELLCRIT = "Spell Crit. rating";
	SI_IB_SPELLTOHIT 	= "Spell Hit rating";
	SI_IB_HOLYCRIT 	= "Holy Spell Crit. rating";	
	SI_IB_HEALCRIT = "Healing Crit. rating";
else
	SI_IB_SPELLCRIT = "Crit. Spell";
	SI_IB_SPELLTOHIT 	= "Spell Hit Chance";
	SI_IB_HOLYCRIT 	= "Crit. Holy Spell";
	SI_IB_HEALCRIT = "Crit. Healing";		
end

SI_IB_HEAL = "Healing";
SI_IB_HEALTHREG = "Health Regen";
SI_IB_MANAREG = "Mana Regen";
SI_IB_HEALTH = "Health Points";
SI_IB_MANA = "Mana Points";	

-- set bonus patterns:
SI_IB_SET_PREFIX = "Set: ";

SI_IB_EQUIP_PATTERNS = {
	{ pattern = "+(%d+) Attack Power%.", effect = "ATTACKPOWER" },
	{ pattern = "+(%d+) Attack Power when fighting Undead.", effect = "ATTACKPOWERUNDEAD" },
	{ pattern = "+(%d+) Attack Power in Cat, Bear, and Dire Bear forms only", effect = "ATTACKPOWERFERAL" },
	{ pattern = "Increases damage done to Undead by magical spells and effects by up to (%d+)%.", effect = "SPELLDMGUNDEAD" },
	
	{ pattern = "+(%d+) ranged Attack Power%.", effect = "RANGEDATTACKPOWER" },
	{ pattern = "Increases your chance to block .+ by (%d+)%%%.", effect = "BLOCK" },
	{ pattern = "Increases the block value of your shield by (%d+)%.", effect = "BLOCKVALUE" },
	{ pattern = "Increases your chance to dodge an attack by (%d+)%%%.", effect = "DODGE" },
	{ pattern = "Increases your chance to parry an attack by (%d+)%%%.", effect = "PARRY" },
	{ pattern = "Improves your chance to get a critical strike with spells by (%d+)%%%.", effect = "SPELLCRIT" },
	{ pattern = "Improves your chance to get a critical strike by (%d+)%%%.", effect = "CRIT" },
	{ pattern = "Improves your chance to get a critical strike with missile weapons by (%d+)%%%.", effect = "RANGEDCRIT" },
	{ pattern = "Increases the critical effect chance of your Holy spells by (%d+)%%%.", effect = "HEALCRIT" },
	{ pattern = "Increases damage done by Arcane spells and effects by up to (%d+)%.", effect = "ARCANEDMG" },
	{ pattern = "Increases damage done by Fire spells and effects by up to (%d+)%.", effect = "FIREDMG" },
	{ pattern = "Increases damage done by Frost spells and effects by up to (%d+)%.", effect = "FROSTDMG" },
	{ pattern = "Increases damage done by Holy spells and effects by up to (%d+)%.", effect = "HOLYDMG" },
	{ pattern = "Increases damage done by Nature spells and effects by up to (%d+)%.", effect = "NATUREDMG" },
	{ pattern = "Increases damage done by Shadow spells and effects by up to (%d+)%.", effect = "SHADOWDMG" },
	{ pattern = "Increases healing done by spells and effects by up to (%d+)%.", effect = "HEAL" },
	{ pattern = "Increases damage and healing done by magical spells and effects by up to (%d+)%.", effect = "HEAL" },
	{ pattern = "Increases damage and healing done by magical spells and effects by up to (%d+)%.", effect = "DMG" },
	{ pattern = "Restores (%d+) health .+ %d+ sec", effect = "HEALTHREG" },
	{ pattern = "Restores (%d+) mana .+ %d+ sec", effect = "MANAREG" },
	{ pattern = "Improves your chance to hit by (%d+)%%%.", effect = "TOHIT" },
	{ pattern = "Increases your normal health and mana regeneration by (%d+)", effect = {"HEALTHREG", "MANAREG"} },
	{ pattern = "Increased Defense %+(%d+)", effect = "DEFENSE" },
	{ pattern = "Improves your chance to hit with spells by (%d+)%%%.", effect = "SPELLTOHIT" },
	{ pattern = "Increases the block value of your shield by (%d+)", effect = "BLOCKAMT" },
	{ pattern = "(%d+)%% chance on hit to gain 1 extra attack", effect = "XTRAHIT" },
	{ pattern = "Wounds the target for (%d+) damage.", effect = "HIT_WOUND" },
	{ pattern = "Send a shadowy bolt at the enemy causing %d+ to (%d+) Shadow damage.", effect = "HIT_SHADOW" },
};

--additional wow2.0 stuff!
if (SI_RunningWoW2) then

	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases attack power by (%d+)%.", effect = "ATTACKPOWER"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases attack power by (%d+) in Cat, Bear, Dire Bear, and Moonkin forms only.", effect = "ATTACKPOWERFERAL"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases attack power by (%d+) when fighting Undead.", effect = "ATTACKPOWERUNDEAD"});
	
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases ranged attack power by (%d+)%.", effect = "RANGEDATTACKPOWER"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your dodge rating by (%d+)%.", effect = "DODGE"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your block rating by (%d+)%.", effect = "BLOCK"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your parry rating by (%d+)%.", effect = "PARRY"});
	
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Chance on melee hit to gain (%d+) extra attack%.", effect = "XTRAHIT"});
	
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your hit rating by (%d+)%.", effect = "TOHIT"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your critical strike rating by (%d+)%.", effect = "CRIT"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your critical hit rating by (%d+)%.", effect = "CRIT"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your critical rating by (%d+)%.", effect = "CRIT"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your crit rating by (%d+)%.", effect = "CRIT"});
	
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your ranged critical strike rating by (%d+)%.", effect = "RANGEDCRIT"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your ranged critical hit rating by (%d+)%.", effect = "RANGEDCRIT"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your ranged critical rating by (%d+)%.", effect = "RANGEDCRIT"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your ranged crit rating by (%d+)%.", effect = "RANGEDCRIT"});
	
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ defense rating by (%d+)%.", effect = "DEFENSE"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ resilience rating by (%d+)%.", effect = "RESILIENCE"});
	
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ ranged haste rating by (%d+)%.", effect = "RANGEDHASTE"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ haste rating by (%d+)%.", effect = "HASTE"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ spell haste rating by (%d+)%.", effect = "SPELLHASTE"});

	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your spell hit rating by (%d+)%.", effect = "SPELLTOHIT"});		
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your spell crit rating by (%d+)%.", effect = "SPELLCRIT"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your spell critical strike rating by (%d+)%.", effect = "SPELLCRIT"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your spell critical hit rating by (%d+)%.", effect = "SPELLCRIT"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = "Increases your spell critical rating by (%d+)%.", effect = "SPELLCRIT"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ spell penetration by (%d+).", effect = "PENETRATION"});
	 
	--new weapon skills
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Dagger skill rating by (%d+)%.", effect = "WEAPONDAGGER"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Sword skill rating by (%d+)%.", effect = "WEAPONSWORD"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Two-handed Swords skill rating by (%d+)%.", effect = "WEAPONTWOSWORD"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Axe skill rating by (%d+)%.", effect = "WEAPONAXE"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Bow skill rating by (%d+)%.", effect = "WEAPONBOW"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Crossbow skill rating by (%d+)%.", effect = "WEAPONCROSSBOW"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Gun skill rating by (%d+)%.", effect = "WEAPONGUN"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Feral Combat skill rating by (%d+)%.", effect = "WEAPONFERAL"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Mace skill rating by (%d+)%.", effect = "WEAPONMACE"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Polearm skill rating by (%d+)%.", effect = "WEAPONPOLEARM"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Staff skill rating by (%d+)%.", effect = "WEAPONSTAFF"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Two-handed Axes skill rating by (%d+)%.", effect = "WEAPONTWOAXE"});		
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Two-handed Maces skill rating by (%d+)%.", effect = "WEAPONTWOMACE"});
	table.insert(SI_IB_EQUIP_PATTERNS,{ pattern = ".+ Fist weapons rating by (%d+)%.", effect = "WEAPONFIST"});
end	

SI_IB_S1 = {
	{ pattern = "Arcane", 	effect = "ARCANE" },	
	{ pattern = "Fire", 	effect = "FIRE" },	
	{ pattern = "Frost", 	effect = "FROST" },	
	{ pattern = "Holy", 	effect = "HOLY" },	
	{ pattern = "Shadow",	effect = "SHADOW" },	
	{ pattern = "Nature", 	effect = "NATURE" }
}; 	

SI_IB_S2 = {
	{ pattern = "Resist", 	effect = "RES" },	
	{ pattern = "Damage", 	effect = "DMG" },
	{ pattern = "Effects", 	effect = "DMG" },
}; 	
	
SI_IB_TOKEN_EFFECT = {
	["All Stats"] 			= {"STR", "AGI", "STA", "INT", "SPI"},
	["Strength"]			= "STR",
	["Agility"]				= "AGI",
	["Stamina"]				= "STA",
	["Intellect"]			= "INT",
	["Spirit"] 				= "SPI",

	["All Resistances"] 	= { "ARCANERES", "FIRERES", "FROSTRES", "NATURERES", "SHADOWRES"},

	["Fishing"]				= "FISHING",
	["Fishing Lure"]		= "FISHING", 
	["Increased Fishing"]	= "FISHING", 
	["Mining"]				= "MINING",
	["Herbalism"]			= "HERBALISM",
	["Skinning"]			= "SKINNING",
	["Defense"]				= "DEFENSE",

	["Attack Power"] 		= "ATTACKPOWER",
	["Attack Power when fighting Undead"] 		= "ATTACKPOWERUNDEAD",
	
	["Attack Power in Cat, Bear, and Dire Bear forms only"] = "ATTACKPOWERFERAL",

	["Dodge"] 				= "DODGE",
	["Block"]				= "BLOCK",
	["Block Value"]				= "BLOCKVALUE",
	["Shield Block Value"]				= "BLOCKAMT", 
	["Blocking"]			= "BLOCK",
	["Hit"] 				= "TOHIT",
	["Spell Hit"]			= "SPELLTOHIT",
	["Ranged Attack Power"] = "RANGEDATTACKPOWER",
	["health every %d sec"] = "HEALTHREG",
	["Healing Spells"] 		= "HEAL", 
	["Increases Healing"] 	= "HEAL", 
	["Healing and Spell Damage"] = {"HEAL", "DMG"}, 
	["Damage and Healing Spells"] = {"HEAL", "DMG"}, 
	["Spell Damage and Healing"] = {"HEAL", "DMG"},	
	["mana every %d sec"] 	= "MANAREG",
	["Mana Regen"] 	= "MANAREG",
	["Spell Damage"] 		= {"HEAL", "DMG"},
	["Critical"] 			= "CRIT", 
	["Critical Hit"] 		= "CRIT",
	["Damage"] 				= "DMG",
	["Health"]				= "HEALTH",
	["HP"]				= "HEALTH", 
	["Mana"]				= "MANA",
	["Armor"]				= "ARMOR",
	["Reinforced Armor"]	= "ARMOR",
	["Weapon Damage"]	= "WEPDMG",

	--Scope (+X Damage) 
};	

SI_IB_OTHER_PATTERNS = {
	{ pattern = "Mana Regen (%d+) per 5 sec%.", effect = "MANAREG" },
	{ pattern = "Zandalar Signet of Might", effect = "ATTACKPOWER", value = 30 },
	{ pattern = "Zandalar Signet of Mojo", effect = {"DMG", "HEAL"}, value = 18 },
	{ pattern = "Zandalar Signet of Serenity", effect = "HEAL", value = 33 },
	
	{ pattern = "Minor Wizard Oil", effect = {"DMG", "HEAL"}, value = 8 },
	{ pattern = "Lesser Wizard Oil", effect = {"DMG", "HEAL"}, value = 16 },
	{ pattern = "Wizard Oil", effect = {"DMG", "HEAL"}, value = 24 },
	{ pattern = "Brilliant Wizard Oil", effect = {"DMG", "HEAL", "SPELLCRIT"}, value = {36, 36, 1} },

	{ pattern = "Minor Mana Oil", effect = "MANAREG", value = 4 },
	{ pattern = "Lesser Mana Oil", effect = "MANAREG", value = 8 },
	{ pattern = "Brilliant Mana Oil", effect = { "MANAREG", "HEAL"}, value = {12, 25} },
	{ pattern = "Scope %(%+(%d+) Damage%)", effect = "RANDMG" },
	
	{ pattern = "Eternium Line", effect = "FISHING", value = 5 }, 
	
	{ pattern = "Healing %+31 and 5 mana per 5 sec%.", effect = { "MANAREG", "HEAL"}, value = {5, 31} },
	{ pattern = "Stamina %+16 and Armor %+100", effect = { "STA", "ARMOR"}, value = {16, 100} },
	{ pattern = "Attack Power %+26 and %+1%% Critical Strike", effect = { "ATTACKPOWER", "CRIT"}, value = {26, 1} },
	{ pattern = "Spell Damage %+15 and %+1%% Spell Critical Strike", effect = { "DMG", "HEAL", "SPELLCRIT"}, value = {15, 15, 1} },		

};


SI_BONUSWINDOWTITLE = "Item Bonus Summary";
SI_ITEMSHIDE = "Hide Items";
SI_ITEMSSHOW = "Show Items";
SI_ITEMBUTTON_TOOLTIP = "Toggle the display of target's inventory";
SI_HONORHIDE = "Hide Honor";
SI_HONORSHOW = "Show Honor";
SI_HONORBUTTON_TOOLTIP = "Toggle the display of target's honor";
SI_BONUSESHIDE = "Hide Bonuses";
SI_BONUSESSHOW = "Show Bonuses";
SI_BONUSESBUTTON_TOOLTIP = "Toggle the display of target's item bonuses";
SI_MOBINFOHIDE = "Hide MobInfo";
SI_MOBINFOSHOW = "Show MobInfo";
SI_MOBINFOBUTTON_TOOLTIP = "Toggle targeted mob's information gathered";
SI_LEVEL = "Level";
SI_NOTARGET = "You must have a target selected";
SI_REQUESTHONOR = "Requesting Honor Data...";
SI_REQUESTHONORFAILED = "Request Failed\n(your target may be too far away)";
SI_SETS = "Sets";
SI_RAREELITE = ITEM_QUALITY3_DESC..ELITE;