Sandbox_RU = {

    /***** GENERAL *****/
    Sandbox_Bandits_General = "Bandits General"

    Sandbox_Bandits.KillCounter = "Bandit kill counter"
    Sandbox_Bandits.StunlockHitSpeed = "Player hit animation speed (higher value means less stunlock)"
    Sandbox_Bandits.DensityScore = "Bandit spawn rate boosted in towns and lowered in secluded areas"
    Sandbox_Bandits.Surrender = "Hurt Bandits may surrender"
    Sandbox_Bandits.BleedOut = "Hurt Bandits may bleed and die"
    Sandbox_Bandits.Infection = "Bandits may become infected and zombify"
    Sandbox_Bandits.LimitedEndurance = "Bandits have limited endurance"
    Sandbox_Bandits.RunAway = "Hurt Bandits may run away"
    Sandbox_Bandits.DestroyDoor = "Bandits may destroy doors"
    Sandbox_Bandits.SmashWindow = "Bandits may smash windows"
    Sandbox_Bandits.RemoveBarricade = "Bandits may remove planks or metal sheets from windows and doors"
    Sandbox_Bandits.DestroyThumpable = "Bandits may destroy player build structures"
    Sandbox_Bandits.SabotageVehicles = "Bandits may immobilize player vehicles [BUGGY]"
    Sandbox_Bandits.EnterVehicles = "Friendlies may enter player vehicles [BUGGY]"
    Sandbox_Bandits.GeneratorCutoff = "Bandits may disable power generators"
    Sandbox_Bandits.BuildBridge = "Bandits may build bridges on water"
    Sandbox_Bandits.Speak = "Bandits speak"
    Sandbox_Bandits.Captions = "Bandits speech text captions"
    Sandbox_Bandits.SneakAtNight = "Bandits sneak during night-time"
    Sandbox_Bandits.CarryTorches = "Bandits carry flashflights during night-time"
    Sandbox_Bandits.ArrivalSoundLevel = "Attacking bandits sound volume"
    Sandbox_Bandits.ArrivalIcon = "Icon marker leading to bandit spawn point"
    Sandbox_Bandits.ArrivalWakeUp = "Attacking bandits wake up targeted player"
    Sandbox_Bandits.ArrivaPanic = "Attacking bandits trigger temporary panic"
    Sandbox_Bandits.GunReflexMin = "Weapon minimum aiming time [ticks]"
    Sandbox_Bandits.GunReflexRand = "Weapon random surplus maximum aiming time [ticks]"
    Sandbox_Bandits.PistolRange = "Max Bandit pistol range [squares]"
    Sandbox_Bandits.RifleRange = "Max Bandit rifle range [squares]"

    Sandbox_Bandits.HitModel = "Player damage hit model"
    Sandbox_Bandits.HitModel_tooltip = "How damage is calculated"
    Sandbox_Bandits.HitModel_option1 = "Vanilla (more compatibile)"    
    Sandbox_Bandits.HitModel_option2 = "Bandits"
    
    Sandbox_Bandits.OverallAccuracy = "Bandit global weapon accuracy"
    Sandbox_Bandits.OverallAccuracy_tooltip = "Bandit global weapon accuracy"
    Sandbox_Bandits.OverallAccuracy_option1 = "Stormtrooper Mode"    
    Sandbox_Bandits.OverallAccuracy_option2 = "Can't Hit the Broad Side of a Barn"
    Sandbox_Bandits.OverallAccuracy_option3 = "Occasional Marksman"
    Sandbox_Bandits.OverallAccuracy_option4 = "Sharpshooter on a Good Day"
    Sandbox_Bandits.OverallAccuracy_option5 = "Laser-Guided Ninja"

    Sandbox_Bandits.DefenderSpawnHourlyChance = "Bandit defenders hourly spawn chance [%]"
    Sandbox_Bandits.BaseSpawnHourlyChance = "Bandit base/camp hourly spawn chance (if location allows) [%]"
    Sandbox_Bandits.DefenderLootAmount = "Defender/Base loot amount"

    /***** WAVES *****/
    Sandbox_Bandits = "Bandits"
    Sandbox_Bandits_Clan_1 = "Bandits Clan 1"
    Sandbox_Bandits_Clan_2 = "Bandits Clan 2"
    Sandbox_Bandits_Clan_3 = "Bandits Clan 3"
    Sandbox_Bandits_Clan_4 = "Bandits Clan 4"
    Sandbox_Bandits_Clan_5 = "Bandits Clan 5"
    Sandbox_Bandits_Clan_6 = "Bandits Clan 6"
    Sandbox_Bandits_Clan_7 = "Bandits Clan 7"
    Sandbox_Bandits_Clan_8 = "Bandits Clan 8"
    Sandbox_Bandits_Clan_9 = "Bandits Clan 9"
    Sandbox_Bandits_Clan_10 = "Bandits Clan 10"
    Sandbox_Bandits_Clan_11 = "Bandits Clan 11"
    Sandbox_Bandits_Clan_12 = "Bandits Clan 12"
    Sandbox_Bandits_Clan_13 = "Bandits Clan 13"
    Sandbox_Bandits_Clan_14 = "Bandits Clan 14"
    Sandbox_Bandits_Clan_15 = "Bandits Clan 15"
    Sandbox_Bandits_Clan_16 = "Bandits Clan 16"
    
    Sandbox_Bandits.WaveEnabled = "Clan spawning enabled"
    Sandbox_Bandits.WaveEnabledTooltip = "Clan spawning enabled"

    Sandbox_Bandits.FriendlyChance = "Friendly chance [%]"
    Sandbox_Bandits.FriendlyChance_tooltip = "Chance of a bandit group to be friendly toward players"

    Sandbox_Bandits.EnemyBehaviour = "Enemy AI model"
    Sandbox_Bandits.EnemyBehaviour_tooltip = "Enemy AI behaviour model"
    Sandbox_Bandits.EnemyBehaviour_option1 = "BANDIT: RANDOM"
    Sandbox_Bandits.EnemyBehaviour_option2 = "BANDIT: RAIDER"
    Sandbox_Bandits.EnemyBehaviour_option3 = "BANDIT: WANDERER"
    Sandbox_Bandits.EnemyBehaviour_option4 = "BANDIT: GUARD"
    Sandbox_Bandits.EnemyBehaviour_option5 = "BANDIT: THIEF"
    Sandbox_Bandits.EnemyBehaviour_option6 = "BANDIT: RANDOM (NO-RAIDER)"
    Sandbox_Bandits.EnemyBehaviour_option7 = "FRIENDLY: INDIFFERENT"
    Sandbox_Bandits.EnemyBehaviour_option8 = "FRIENDLY: COMPANION"
    Sandbox_Bandits.EnemyBehaviour_option9 = "FRIENDLY: RANDOM"
    Sandbox_Bandits.EnemyBehaviour_option10 = "RANDOM (BANDIT/FRIENDLY)"

    Sandbox_Bandits.FirstDay = "Day Start"
    Sandbox_Bandits.FirstDay_tooltip = "The number of days the player has survived after which the spawn starts"

    Sandbox_Bandits.LastDay = "Date End"
    Sandbox_Bandits.LastDay_tooltip = "The number of days the player has survived after which the spawn ends"

    Sandbox_Bandits.SpawnDistance = "Spawn Distance"
    Sandbox_Bandits.SpawnDistance_tooltip = "How far the bandits will spawn from the player[squares]"

    Sandbox_Bandits.SpawnHourlyChance = "Hourly Spawn Chance [%]"
    Sandbox_Bandits.SpawnHourlyChance_tooltip = "Chance of the clan to spawn in a given hour"

    Sandbox_Bandits.GroupSize = "Group Size"
    Sandbox_Bandits.GroupSize_tooltip = "Number of bandits to spawn"

    Sandbox_Bandits.GroupName = "Group Type"
    Sandbox_Bandits.GroupName_tooltip = "Character of the group"
    Sandbox_Bandits.GroupName_option1 = "Desperate Citizens                                                     \n First survivors of the apocalypse. They they owe their lives more to chance than to skill."
    Sandbox_Bandits.GroupName_option2 = "Psychopaths                                                                   \n Incapable of feeling any fear or pain, simply left the Louisville hospital while others died in panic."
    Sandbox_Bandits.GroupName_option3 = "Cannibals                                                                       \n Survived mainly by having high skill in wielding a cleaver, later by having access to high-protein food."
    Sandbox_Bandits.GroupName_option4 = "Criminals                                                                       \n Without unnecessary conscience nor moral constraints, easily adapted to the new conditions after the outbreak of the pandemic."
    Sandbox_Bandits.GroupName_option5 = "Inmates                                                                           \n After the outbreak in Knox prison they managed to flee and resocialize with the new community."
    Sandbox_Bandits.GroupName_option6 = "Police                                                                             \n Called to serve and protect, having access to weapons from the first day, quickly seized the opportunity to form a gang."
    Sandbox_Bandits.GroupName_option7 = "Preppers                                                                         \n Lunatics who apparently were right about the end of the world, actually welcomed the first day of the apocalypse."
    Sandbox_Bandits.GroupName_option8 = "Veterans                                                                         \n The patriots, hardened by war, knew how to deal with the new enemy, and how not to lose their honor."
    Sandbox_Bandits.GroupName_option9 = "Boozehounds Brigade                                                   \n Daily visits to the local tavern cemented their friendship, survived by being together and working as a group."
    Sandbox_Bandits.GroupName_option10 = "Hunters                                                                          \n A group that welcomed the new hunting season with pleasure, with no need for hunters license."
    Sandbox_Bandits.GroupName_option11 = "Holy Reclaimers                                                          \n A religious sect with a brand new set of 10 commandments."
    Sandbox_Bandits.GroupName_option12 = "Government Scientists                                              \n Survived thanks to access to retroviral drugs and specialized protective clothing, acting without any desire to heal anyone anymore."    
    Sandbox_Bandits.GroupName_option13 = "Doomrider Clan                                                            \n A well-organized gang focused on mainly looting, with no remorse if someone dies along the way."    
    Sandbox_Bandits.GroupName_option14 = "Private Militia                                                          \n Deserted from the army just before the government collapse, with access to unlimited weapons and ammo."
    Sandbox_Bandits.GroupName_option15 = "Death's Legion                                                            \n The most numerous, danegerous and best equipped clan around, supported by the richest man in Louisville."
    Sandbox_Bandits.GroupName_option16 = "New Hope Order                                                            \n A New World Government initiative to rebuild and restore order."

    Sandbox_Bandits.HasPistolChance = "Pistol Chance [%]"
    Sandbox_Bandits.HasPistolChance_tooltip = "Chance that the bandits will carry a loaded pisto"

    Sandbox_Bandits.PistolMagCount = "Pistol Mag. Count"
    Sandbox_Bandits.PistolMagCount_tooltip = "The number of extra magazines bandit will carry for a pistol"

    Sandbox_Bandits.HasRifleChance = "Rifle chance [%]"
    Sandbox_Bandits.HasRifleChance_tooltip = "Chance that the bandits will carry a loaded rifle"

    Sandbox_Bandits.RifleMagCount = "Rifle Mag. Count"
    Sandbox_Bandits.RifleMagCount_tooltip = "The number of extra magazines bandit will carry for a rifle"



}