// Stat Doc

StatData
{
	// For this file, Localize only the "Name*" fields (NOT the "InternalName" field or any others!)
	// In other words, Localize "Name", "Name0", "Name1", etc.
	General
	{
		// Strings have been moved to strings.txt and strings_internal.txt
		// Tables have been moved to Rules_Tables.txt
	}

	//  "NameFunc" is the internal function to use to map trait values to for displaying the "name" of the value
	//  "NameMapping" is the String Table (from the above lists) to map trait values to for displaying the "name" of the value

	Attributes
	{
		"Name"		"Nitelikler"
		"InternalName"	"Attributes"

		Costs
		{
			"New"		"1"	// Hack for Nosferatu...to allow them to sell back Appearance 1 to 0, if they have History (Presentable)
			"Raise"	"Current_Rating * 4"
		}

		Stat
		{
			"Name"		"Nitelik Dzeni"
			"InternalName"	"Attrib_Order"
			"HelpText"		""

			"Min"			"0"
			"Max"			"6"
			"Default"		"0"
			"NameMapping"	"AttributeOrder"

			Costs
			{
				"Raise"	"10000"
			}

			Table
			{
				"Name"		"Attribute_Order_Lookups"
				"InternalName"	"Attribute_Order_Lookups"

				"Clamping"		"1"

				// Physical_Social_Mental
				"0"			"0"
				"1"			"1"
				"2"			"2"
				// Physical_Mental_Social
				"3"			"0"
				"4"			"2"
				"5"			"1"
				// Social_Physical_Mental
				"6"			"1"
				"7"			"0"
				"8"			"2"
				// Social_Mental_Physical
				"9"			"1"
				"10"			"2"
				"11"			"0"
				// Mental_Social_Physical
				"12"			"2"
				"13"			"1"
				"14"			"0"
				// Mental_Physical_Social
				"15"			"2"
				"16"			"0"
				"17"			"1"
				// No_Order
				"18"			"0"
				"19"			"1"
				"20"			"2"
			}


			// Attribute Point Pools
			Table
			{
				"Name"		"Subpool_Attribute_Primary_Secondary_Tertiary"
				"InternalName"	"Subpool_Attribute_Primary_Secondary_Tertiary"
				"Clamping"		"1"

				"0"				"2"
				"1"				"1"
				"2"				"0"
			}


			// Attribute Point Pools
			Table
			{
				"Name"		"Subpool_Attribute_Primary_Secondary_Tertiary_Kine"
				"InternalName"	"Subpool_Attribute_Primary_Secondary_Tertiary_Kine"
				"Clamping"		"1"

				"0"				"1"
				"1"				"1"
				"2"				"1"
			}


//			Table
//			{
//				"Name"		"Subpool_Attribute_No_Order"
//				"InternalName"	"Subpool_Attribute_No_Order"
//				"Clamping"		"1"
//
//				"0"				"2"
//				"1"				"2"
//				"2"				"2"
//			}
		}

		Stat
		{
			"Name"		"Kuvvet"
			"InternalName"	"Strength"
			"HelpText"		"Kuvvet, karakterinizin fiziksel hnerinin lsdr. Silahsz ve yakn dv becerileri iin elzemdir."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"10"
			"MinSell"		"1"
			"MaxBuy"		"5"
			"Default"		"1"
			"NameMapping"	"AttributeLevel"
		}

		Stat
		{
			"Name"		"eviklik"
			"InternalName"	"Dexterity"
			"HelpText"		"Karakterinizin hzn ve atikliini belirler. Beceriklilik kilit ama ve gizlilik becerilerinizi artrr."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"10"
			"MinSell"		"1"
			"MaxBuy"		"5"
			"Default"		"1"
			"NameMapping"	"AttributeLevel"
		}

		Stat
		{
			"Name"		"Dayankllk"
			"InternalName"	"Stamina"
			"HelpText"		"Karakterinizin genel sertlii. Kurun, polis copu ve beyzbol sopasndan aldnz hasar engeller. Darbe emmeni artrr."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"10"
			"MinSell"		"1"
			"MaxBuy"		"5"
			"Default"		"1"
			"NameMapping"	"AttributeLevel"
		}

		Stat
		{
			"Name"		"Karizma"
			"InternalName"	"Charisma"
			"HelpText"		"Karakterinizin kiiliiyle bakalarn etkileme yeteneini ler. Karizma, kna mcadelesinin nemli bir paras."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Disabled"		"1"

			"Min"			"0"
			"Max"			"10"
			"MinSell"		"1"
			"MaxBuy"		"5"
			"Default"		"1"
			"NameMapping"	"AttributeLevel"
		}

		Stat
		{
			"Name"		"Maniplasyon"
			"InternalName"	"Manipulation"
			"HelpText"		"Karakterinin insanlar ve olaylar kullanma yeteneini ler. Pazarlk, ekime, tartma vb iin maniplasyon gereklidir."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Disabled"		"1"

			"Min"			"0"
			"Max"			"10"
			"MinSell"		"1"
			"MaxBuy"		"5"
			"Default"		"1"
			"NameMapping"	"AttributeLevel"
		}

		Stat
		{
			"Name"		"Grn"
			"InternalName"	"Appearance"
			"HelpText"		"Karakterinizin fiziksel ekiciliini berlirler. Grn, batan karma becerisinin temelidir."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Disabled"		"1"

			"Min"			"0"
			"Max"			"10"
			"MinSell"		"1"
			"MaxBuy"		"5"
			"Default"		"1"
			"NameMapping"	"AttributeLevel"

			Table
			{
				"Name"		"Grn Tepkisi"
				"InternalName"	"Appearance_Reaction"

				"Clamping"		"1"

				"0"			"-25"
				"1"			"-10"
				"2"			"0"
				"3"			"5"
				"4"			"15"
				"5"			"25"
			}
		}

		Stat
		{
			"Name"		"Alg"
			"InternalName"	"Perception"
			"HelpText"		"Karakterinizin etrafna kar farkndaln ler. Alg, Menzilli atma ve Tefti becerileri iin gereklidir."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"10"
			"MinSell"		"1"
			"MaxBuy"		"5"
			"Default"		"1"
			"NameMapping"	"AttributeLevel"
		}

		Stat
		{
			"Name"		"Zeka"
			"InternalName"	"Intelligence"
			"HelpText"		"Karakterinizin renme, dnme ve hatrlama niteliklerini gsterir. Zeka, Aratrma ve Zorbalk becerileriniz iin esastr."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Disabled"		"1"

			"Min"			"0"
			"Max"			"10"
			"MinSell"		"1"
			"MaxBuy"		"5"
			"Default"		"1"
			"NameMapping"	"AttributeLevel"
		}

		Stat
		{
			"Name"		"Kvrak Zeka"
			"InternalName"	"Wits"
			"HelpText"		"Kvrak Zeka, karakterinizin zihninin keskinliini ve ayaklar zerinde dnme becerisini ler. Kvrak Zeka, dv savunmas ve hackleme becerilerini gelitirir."	// changed by wesp
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"10"
			"MinSell"		"1"
			"MaxBuy"		"5"
			"Default"		"1"
			"NameMapping"	"AttributeLevel"
		}

//		Stat
//		{
//			"Name"		"Character ablonu"
//			"InternalName"	"CharTemplate"
//			"HelpText"		""
//
//			"Min"			"0"
//			"Max"			"999"
//			"Default"		"0"
//			"NameFunc"		"CharTemplateNameFunc"
//
//			Costs
//			{
//				"Raise"	"10000"
//			}
//		}

		Stat
		{
			"Name"		"Klan"
			"InternalName"	"Clan"
			"HelpText"		""

			"Min"			"0"
			"Max"			"9999"
			"Default"		"0"
			"NameFunc"		"ClanNameFunc"
//"NameMapping"		"ClanNameFunc"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Cinsiyet"
			"InternalName"	"Gender"
			"HelpText"		""

			"Min"			"0"
			"Max"			"1"
			"Default"		"1"
			"NameMapping"	"Gender"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"KanHavuzu"
			"InternalName"	"BloodPool"
			"HelpText"		""

			"Min"			"0"
			"Max"			"15"
//////			"Max"			"Generation_Blood_Pool_Max"
//			"Max"			"BloodPool_Max"	//???
			"Default"		"10"

			Action
			{
				"Triggers"	"Dec"
				"Value"	"0"
				"Function"	"BloodPoolEmptyFunc"
			}

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			// This is the Maximum (generally meaning the "starting" bloodpool for a critter)
			"Name"		"Maks. KanHavuzu"
			"InternalName"	"BloodPool_Max"
			"HelpText"		""

			"Min"			"0"
			"Max"			"15"
//////			"Max"			"Generation_Blood_Pool_Max"
			"Default"		"10"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"nanPuanlar"
			"InternalName"	"FaithPoints"
			"HelpText"		""

			"Min"			"0"
			"Max"			"15"
			"Default"		"15"

//			Costs
//			{
//				"Raise"	"10000"
//			}
		}

		Stat
		{
			"Name"		"Salk"
			"InternalName"	"Health"
			"HelpText"		""

			"Min"			"0"
			"Max"			"Max_Health"
			"Default"		"0"
			"NameMapping"	"HealthLevel"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Fena Salk Hasar"
			"InternalName"	"Health_Aggravated_Dmg"
			"HelpText"		""

			"Min"			"0"
			"Max"			"Max_Health"
			"Default"		"0"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Maks Salk"
			"InternalName"	"Max_Health"
			"HelpText"		""

			"Min"			"1"
			"Max"			"99999"
			"Default"		"100"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Yenileme"
			"InternalName"	"Generation"
			"HelpText"		""

			"Min"			"0"
			"Max"			"15"
			"Default"		"0"

			Costs
			{
				"Raise"	"10000"
			}

			Table
			{
				"Name"		"Maks zellik Derecesi"
				"InternalName"	"Generation_Max_Trait_Rating"

				"Clamping"		"1"

				"0"			"0"	// Not Valid
				"1"			"10"	// Made Up Value
				"2"			"10"	// Made Up Value
				"3"			"10"
				"4"			"9"
				"5"			"8"	// changed by wesp
				"6"			"7"
				"7"			"6"
				"8"			"5"
				"9"			"5"
				"10"			"5"
				"11"			"5"
				"12"			"5"
				"13"			"5"
			}

			Table
			{
				"Name"		"Maks Kan Havuzu"
				"InternalName"	"Generation_Blood_Pool_Max"

				"Clamping"		"1"

				"0"			"10"	// (Human)
				"1"			"500"	// Made up Value
				"2"			"200"	// Made up Value
				"3"			"100"	// Made up Value
				"4"			"50"
				"5"			"40"
				"6"			"30"
				"7"			"20"
				"8"			"15"
				"9"			"15" //"14"
				"10"			"15" //"13"
				"11"			"12"
				"12"			"11"
				"13"			"10"
			}

			Table
			{
				"Name"		"Kan Puanlar/Sra"
				"InternalName"	"Generation_Blood_Points_Turn"

				"Clamping"		"1"

				"0"			"0"	// Not Valid
				"1"			"10"	// Made up Value
				"2"			"10"	// Made up Value
				"3"			"10"	// Made up Value
				"4"			"10"
				"5"			"8"
				"6"			"6"
				"7"			"4"
				"8"			"3"
				"9"			"2"
				"10"			"1"
				"11"			"1"
				"12"			"1"
				"13"			"1"
			}
		}

		Stat
		{
			"Name"		"Zrh Derecesi"
			"InternalName"	"Armor_Rating"
			"HelpText"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Seviye"
			"InternalName"	"Level"
			"HelpText"		""

			"ShownInFeedback"	"1"

			"Min"			"1"
			"Max"			"3"
			"Default"		"1"
			"NameMapping"	"Level"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Kudurma"
			"InternalName"	"Frenzy_Check_Mod"
			"HelpText"		""

			"ShownInFeedback"	"1"

			"Min"			"-5"
			"Max"			"5"
			"Default"		"0"

			Costs
			{
				"Raise"	"10000"
			}
		}

//		Stat
//		{
//			"Name"		"Kudurma Sresi"
//			"InternalName"	"Frenzy_Duration_Mod"
//			"HelpText"		""
//
//			"ShownInFeedback"	"1"
//
//			"Min"			"-25"
//			"Max"			"60"
//			"Default"		"0"
//
//			Costs
//			{
//				"Raise"	"10000"
//			}
//		}

		Stat
		{
			"Name"		"Emme Havuzu"
			"InternalName"	"Soak_Pool"
			"HelpText"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"50"
			"Default"		"0"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Otomatik Emme Baars"
			"InternalName"	"Automatic_Soak_Successes"
			"HelpText"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"50"
			"Default"		"0"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Otomatik Kuv Baars"
			"InternalName"	"Automatic_Str_Successes"
			"HelpText"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"GeiiSalk"
			"InternalName"	"HealthBuffer"
			"HelpText"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"32000"
			"Default"		"0"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Ykmllk"
			"InternalName"	"Encumbrance"
			"HelpText"		""

			"Min"			"0"
			"Max"			"32000"
			"Default"		"0"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"nsanlk"
			"InternalName"	"Humanity"
			"HelpText"	"Aslnda doas gerei bir canavar olmalarna ramen, ou vampir lml dnyada hayatta kalmak iin nsanlk'a tutunur. nsanlk, yrtc doanzda uzak durma yetenei ve lgnla kar ilk savunma hattnzdr. Masum bir insann lmne neden olursanz, nsanlk kaybedeceksiniz. nsanlnz dkse daha sk kuduracaksnz."

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"10"
			"Default"		"7"
			"NameMapping"	"HumanityLevel"

			Costs
			{
				"Raise"	"Current_Rating * 2"
			}
		}

		Stat
		{
			"Name"		"Maskeleme"
			"InternalName"	"Masquerade"
			"HelpText"		"Maskeleme, vampir varln insanlktan gizleyen gizlilik koddur. Maskeleme'nin ihlali insan vampir avclarnn pusu saldrlarna ve Soydalarnz tarafnzdan kk grlmenize, aalanmanza veya daha kt eylere yol aacaktr. Tm Maskeleme puanlarn kaybederseniz, oyunu da kaybedersiniz."

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"

			Costs
			{
				"Raise"	"10000"
			}
		}

//		Stat
//		{
//			"Name"		"rade"
//			"InternalName"	"Willpower"
//			"HelpText"		""
//
//			"Min"			"0"
//			"Max"			"5"
//			"Default"		"1"
//			"NameMapping"	"WillpowerLevel"
//
//			Costs
//			{
//				"Raise"	"Current_Rating * 1"
//			}
//		}

		Stat
		{
			"Name"		"Deneyim"
			"InternalName"	"Experience_Modifier"
			"HelpText"		""

			"Min"			"-10"
			"Max"			"10"
			"Default"		"0"

			"ShownInFeedback"	"1"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Balang Ekipman"
			"InternalName"	"Starting_Equipment"
			"HelpText"		""

			"Min"			"0"
			"Max"			"9999"
			"Default"		"0"
			"NameFunc"		"StartingEquipFunc"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Harici Ekipman"
			"InternalName"	"Excluded_Equipment"
			"HelpText"		""

			"Min"			"0"
			"Max"			"9999"
			"Default"		"0"
			"NameFunc"		"ExcludedEquipFunc"

//			Action
//			{
//				"Triggers"	"Inc"
//				"Value"	">0"
//				"Function"	"ExcludedEquipFunc"
//			}

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"yileme Oran"
			"InternalName"	"VampHeal_Type"
			"HelpText"		"Otomatik seviye atlama iin ablon"

			"Min"			"0"
			"Max"			"2"
			"Default"		"0"

// Valid Values:
//	VampHealPercent_t_MaxHealth : 0
//	VampHealPercent_t_CurHealth : 1
//	VampHealPercent_t_CurDamage : 2

			"ShownInFeedback"	"1"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"OtomatikSeviye ablonu"
			"InternalName"	"AutoLevel_Template"
			"HelpText"		"Otomatik seviye atlama iin ablon"

			"Min"			"-1"
			"Max"			"99999"
			"Default"		"-1"

			Costs
			{
				"Raise"	"10000"
			}
		}

		Stat
		{
			"Name"		"Deneyim"
			"InternalName"	"Experience"
			"HelpText"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"999999"
			"Default"		"0"

			Action
			{
				// Note: Bu ayrca Otomatik-Seviye Atlama istatisliklerinde olmamal myd?!?  (deitin zaman
				//	levels, it fixes it) -- imdilik deil nk oyuncu fikrini deitirebilir.
				//	karakter dzenleyicinin ortasnda...
				"Triggers"	"Set"
				"Value"	">0"
				"Function"	"ExperienceFunc"
			}

			Costs
			{
				"Raise"	"10000"
			}
		}
	}

	Abilities
	{
		"Name"		"Yetenekler"
		"InternalName"	"Abilities"

		Costs
		{
			"New"		"3"
			"Raise"	"Current_Rating * 3"
		}

		Stat
		{
			"Name"		"Yetenek Dzeni"
			"InternalName"	"Ability_Order"
			"HelpText"		""

			"Min"			"0"
			"Max"			"6"
			"Default"		"0"
			"NameMapping"	"AbilityOrder"

			Costs
			{
				"Raise"	"10000"
			}

			Table
			{
				"Name"		"Ability_Order_Lookups"
				"InternalName"	"Ability_Order_Lookups"

				"Clamping"		"1"

				// Talents_Skills_Knowledges
				"0"			"0"
				"1"			"1"
				"2"			"2"
				// Talents_Knowledges_Skills
				"3"			"0"
				"4"			"2"
				"5"			"1"
				// Skills_Talents_Knowledges
				"6"			"1"
				"7"			"0"
				"8"			"2"
				// Skills_Knowledges_Talents
				"9"			"1"
				"10"			"2"
				"11"			"0"
				// Knowledges_Talents_Skills
				"12"			"2"
				"13"			"0"
				"14"			"1"
				// Knowledges_Skills_Talents
				"15"			"2"
				"16"			"1"
				"17"			"0"
				// No_Order
				"18"			"0"
				"19"			"1"
				"20"			"2"
			}


			// Ability Point Pools
			Table
			{
				"Name"		"Subpool_Ability_Primary_Secondary_Tertiary"
				"InternalName"	"Subpool_Ability_Primary_Secondary_Tertiary"
				"Clamping"		"1"

				"0"				"3"
				"1"				"2"
				"2"				"1"
			}

			Table
			{
				"Name"		"Subpool_Ability_Primary_Secondary_Tertiary_Kine"
				"InternalName"	"Subpool_Ability_Primary_Secondary_Tertiary_Kine"
				"Clamping"		"1"

				"0"				"1"
				"1"				"1"
				"2"				"1"
			}


//			Table
//			{
//				"Name"		"Subpool_Ability_No_Order"
//				"InternalName"	"Subpool_Ability_No_Order"
//				"Clamping"		"1"
//
//				"0"				"3"
//				"1"				"3"
//				"2"				"3"
//			}
		}

//		Stat
//		{
//			"Name"		"Atletizm"
//			"InternalName"	"Athletics"
//			"HelpText"		"Bir kiinin daha hzl koma, daha yksee zplama, daha hzl yzme ya da daha uzaa frlatma iin kendisini ne kadar gelitirdiini gsterir."
//			"HelpText2"		"Zplama ve frlatma menzilini ve isabetini gelitirir."
//
//			"Min"			"0"
//			"Max"			"5"
//			"Default"		"0"
//			"NameMapping"	"AbilityLevel"
//		}

		Stat
		{
			"Name"		"Kavga"
			"InternalName"	"Brawl"
			"HelpText"		"plak elle dv yetenei. Kavga, Silahsz atma baars iin nemlidir, bu da isteksizlerden beslenmeyi kolaylatrr. "
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

		Stat
		{
			"Name"		"Kanma"
			"InternalName"	"Dodge"
			"HelpText"		"Karakterinizin tm atmalarda hasar almaktan kanma becerisini belirler. Kanma, atma Direnci becerisini artrr."	// changed by wesp
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

		Stat
		{
			"Name"		"Zorbalk"
			"InternalName"	"Intimidation"
			"HelpText"		"Karakterinin korku alamas ve dierlerinde ibirliini zorlama yeteneini ler. Zorbalk, doal olarak, zorbalk becerisini artrr."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Disabled"		"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

		Stat
		{
			"Name"		"Dalavere"
			"InternalName"	"Subterfuge"
			"HelpText"		"Karakterinin amalarn gizleme ve bakalarn aldatma yeteneini ler. Dalavere, Ayartma becerisi iin gereklidir."
			"HelpText2"		""
			"Disabled"		"1"

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

//		Stat
//		{
//			"Name"		"Hayvanlara Yaknlk"
//			"InternalName"	"Animal_Ken"
//			"HelpText"		"Hayvanlar igdleri gerei lmszlerden kaarlar. Bu yetenek, hayvanlar yattrmaya yardmc olur ve onlar vampirlere kar olumsuz tepki vermelerini azaltr."
//			"HelpText2"		"Hayvanlara Yaknlk, hayvanlarn vampirlere kar tolerans gstermesini salar."
//			"Disabled"		"1"
//
//			"ShownInFeedback"	"1"
//
//			"Min"			"0"
//			"Max"			"5"
//			"Default"		"0"
//			"NameMapping"	"AbilityLevel"
//		}

		Stat
		{
			"Name"		"Ateli Silahlar"
			"InternalName"	"Firearms"
			"HelpText"		"Karakterinizin her trl silahla ne kadar iyi hedeflediini ve zarar verdiini belirler. Ateli Silahlar, Menzilli atma'nn ayrlmaz bir parasdr."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

		Stat
		{
			"Name"		"Yakn Dv"
			"InternalName"	"Melee"
			"HelpText"		"Karakterin, bak ve kl gibi elde tutulan silahlarla yakn dvte dvme yetenei. Yakn Dv, yakn dv savalar becerisini artrr."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

		Stat
		{
			"Name"		"Gvenlik"
			"InternalName"	"Security"
			"HelpText"		"Karakterinizin kilitlerin ve gvenlik sistemlerinin nasl alt hakkndaki bilgisini gsterir. Kilit krma becerisi iin Gvenlik gereklidir."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

		Stat
		{
			"Name"		"Gizlilik"
			"InternalName"	"Stealth"
			"HelpText"		"Karakterinin sessizce hareket etme ve tespit edilmekten kanma kabiliyetini ler.  Gizlilik, Gizlenme becerisinin ok nemli bir parasdr."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

		Stat
		{
			"Name"		"Bilgisayar"
			"InternalName"	"Computer"
			"HelpText"		"Karakterinizin bilgisayar ve dier cihazlar kontrol etme yeteneini gsterir. Bilgisayar bilgisi hackleme becerisi iin gereklidir."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

		Stat
		{
			"Name"		"Finans"
			"InternalName"	"Finance"
			"HelpText"		"Karakterin market fiyatlarna paha bime becerisi. Finans iin pazarlk gereklidir."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Disabled"		"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

		Stat
		{
			"Name"		"Soruturma"
			"InternalName"	"Investigation"
			"HelpText"		"Karakterinizin ufack veya gizli ayrntlar farketme yeteneini ler. Soruturma, Tefti yeteneinizi artrr."
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

		Stat
		{
			"Name"		"Alimlik"
			"InternalName"	"Academics"
			"HelpText"		"Karakterinin bilgi toplama, tartma ve yeni beceriler renme yetenei. Alimlik, Aratrma ve kna becerilerinizi artracaktr ve nadir eserler tanmlamak ve etkinletirmek iin gereklidir."	// changed by wesp
			"HelpText2"		""

			"ShownInFeedback"	"1"

			"Disabled"		"1"

			"Min"			"0"
			"Max"			"5"
			"Default"		"0"
			"NameMapping"	"AbilityLevel"
		}

//		Stat
//		{
//			"Name"		"Oklt"
//			"InternalName"	"Occult"
//			"HelpText"		"Farkl sihirli eyalar fark etme ve aratrma yetenei."
//			"HelpText2"		"Oklt bilgisi, nadir eserleri bulmak ve aktive etmek iin gereklidir."
//			"Disabled"		"1"
//
//			"ShownInFeedback"	"1"
//
//			"Min"			"0"
//			"Max"			"5"
//			"Default"		"0"
//			"NameMapping"	"AbilityLevel"
//		}
	}

//	StatData
	Disciplines
	{
		"Name"		"Disiplinler"
		"InternalName"	"Disciplines"

		Costs
		{
			"New"		"10"
			"Raise"	"Current_Rating * 5"
//			// Or:
//				// "Cost" "0 10"
//				// "Cost" "1+ 5"
////"Raise_Clan_Discipline"	"Current_Rating * 5"
////"Raise_Other_Discipline"	"Current_Rating * 7"
		}

//		StatCategory
//		{
//			"Name"		"Disiplinler"
//			"InternalName"	"Disciplines"

			Stat
			{
				"Name"		"Hayvanilik"
				"InternalName"	"Animalism"
				"HelpText"	"indeki canavar kucaklayarak; vampir, hayvan ruhlarna kendi isteini yerine getirtebilir. Hayvaniliin etkileri besbelli doastdr ve gvenli alanda yaplmazsa Maskeleme'yi ihlal etme riski vardr."
				"HelpTextH1"	"Seviye 1: Gece Kuzgunlar"
				"HelpTextH2"	"Seviye 2: Tnelci Bcek"
				"HelpTextH3"	"Seviye 3: Hayalet Kurt"
				"HelpTextH4"	"Seviye 4: Yarasa'nn tirak"	// changed by wesp
				"HelpTextH5"	"Seviye 5: Salgn"
				"HelpTextL1"	"Aktifletirme Bedeli: 1 Kan. Kuzgunlar, kurban 10 saniye boyunca aciz ederler. Madur aleyhine yaplan herhangi bir ilem sry datacak ve etkiyi erken bitirecektir."	// changed by wesp
				"HelpTextL2"	"Aktifletirme Bedeli: 1 Kan. Kemik kran bir bcek kurbana uar ve vcudunun derinliklerine yanarken hasara neden olur."
				"HelpTextL3"	"Aktifletirme Bedeli: 2 Kan. Tayfi bir kurt ortaya kar, hedefe saldrr ve daha sonra etere geri dner."
				"HelpTextL4"	"Aktifletirme Bedeli: 3 Kan. Hayalet yarasalar hedefe saldrr, kann boaltr, sonra kan efendilerine gnderir."
				"HelpTextL5"	"Aktifletirme Bedeli: 3 Kan. Bcek srleri bir blgedeki tm kurbanlarn zerine iniyor, etlerini yiyor ve muhtemelen onlar ldrr."

				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Animalism_Sel"
				"InfoModel"		"models/weapons/disciplines/Animalism/info/i_Animalism.mdl"

// wesp				"Snd_ActivateUI"	"Disciplines/Animalism/Activate.wav"
// wesp				"Snd_MaintainUI"	"Disciplines/Animalism/Maintain.wav"
// wesp				"Snd_DeactivateUI"	"Disciplines/Animalism/Deactivate.wav"

				"Is_Instant"	"0"
				"Is_Aggressive"	"1"

				Table
				{
					"Name"          "Animalism_Targeting"
					"InternalName"  "Animalism_Targeting"

					"Clamping"      "1"

					"0"             "0"
					"1"             "0"
					"2"             "0"
					"3"             "0"
					"4"             "0"
				}

				Table
				{
					"Name"          "Animalism_Targeting_Level"
					"InternalName"  "Animalism_Targeting_Level"

					"Clamping"      "1"

					"0"             "1"
					"1"             "2"
					"2"             "3"
					"3"             "4"
					"4"             "5"
				}

				Table
				{
					"Name"          "Animalism_Targeting_Cost"
					"InternalName"  "Animalism_Targeting_Cost"

					"Clamping"      "1"

					"0"             "1"
					"1"             "2"
					"2"             "3"
					"3"             "4"
					"4"             "5"
				}
			}

			Stat
			{
				"Name"		"Kahinlik"
				"InternalName"	"Auspex"
				"HelpText"	"Zihinsel becerilerinizi gelitirir ve evrenizdekilerin auralarn grmenize izin verir. Kahinlik'in kullanm her seviyede 1 kana mal olur. Kahinlik, Maskeleme'yi ihlal riski tamaz."	// changed by wesp
				"HelpTextH1"	"Seviye 1:"
				"HelpTextH2"	"Seviye 2:"
				"HelpTextH3"	"Seviye 3:"
				"HelpTextH4"	"Seviye 4:"
				"HelpTextH5"	"Seviye 5:"
				"HelpTextL1"	"Kvrak Zeka'ya 1 puan ekler. Ksa mesafedeki yaayanlarn ve hortlaklarn auralarn ortaya karr. Her aktivasyon 20 saniye srer."
				"HelpTextL2"	"1 puan Kvrak Zeka'ya 1 puan Alg'ya ekler. Ortalama mesafedeki yaayanlarn ve hortlaklarn auralarn ortaya karr. Her aktivasyon 24 saniye srer."
				"HelpTextL3"	"2 puan Kvrak Zeka'ya 1 puan Alg'ya ekler. Uzun mesafedeki yaayanlarn ve hortlaklarn auralarn ortaya karr. Her aktivasyon 28 saniye srer."
				"HelpTextL4"	"Kvrak Zeka ve Alglamaya 2'er puan ekler. ok uzak mesafedeki tm yaayanlarn ve hortlaklarn auralarn ortaya karr. Her aktivasyon 32 saniye srer."
				"HelpTextL5"	"Kvrak Zeka ve Alglamaya 3'er puan ekler. Muazzam mesafedeki yaayanlarn ve hortlaklarn auralarn ortaya karr. Her aktivasyon 36 saniye srer."


				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Auspex_Sel"
				"InfoModel"		"models/weapons/disciplines/Auspex/info/i_Auspex.mdl"

				"Snd_ActivateUI"	"Disciplines/Auspex/Activate.wav"
				"Snd_MaintainUI"	"Disciplines/Auspex/Maintain.wav"
				"Snd_DeactivateUI"	"Disciplines/Auspex/Deactivate.wav"

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Renewable"	"1"
				"Is_Aggressive"	"0"

				Table
				{
					"Name"          "Auspex Radius"
					"InternalName"  "Auspex_Radius"

					"Clamping"      "1"

					"0"             "0"     // Not Valid
					"1"             "200"	//"120"
					"2"             "324"
					"3"             "578"
					"4"             "872"
					"5"             "1200"
				}
			}

			Stat
			{
				"Name"		"Kan Kr"	// changed by wesp
				"InternalName"	"Blood_Healing"
				"HelpText"	"Vampirlerin en byk becerilerinden biri olan hasarl vctlarn yeniden oluturma. Kan odaklayarak kurun yaralarn kapatabilir ve kaybolan uzantlar geri alabilirler."
				"HelpTextH1"	"Seviye 1:"
				"HelpTextH2"	"Seviye 2:"
				"HelpTextH3"	"Seviye 3:"
				"HelpTextH4"	"Seviye 4:"
				"HelpTextH5"	"Seviye 5:"
				"HelpTextL1"	"Level1"
				"HelpTextL2"	"Level2"
				"HelpTextL3"	"Level3"
				"HelpTextL4"	"Level4"
				"HelpTextL5"	"Level5"

				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"1"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/BloodHeal_Sel"
				"InfoModel"		"models/weapons/disciplines/BloodHeal/info/i_BloodHeal.mdl"

				"Snd_ActivateUI"	"Interface/Error.wav"	// changed by wesp
				"Snd_MaintainUI"	""
				"Snd_DeactivateUI"	""

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Aggressive"	"0"
				"Is_Renewable"	"0"	// added by wesp
				"Force_Ordering"	"1"	// changed by wesp
			}

//			Stat
//			{
//				"Name"		"Soyda eviklii"
//				"InternalName"	"Blood_Buff_Dexterity"
//				"HelpText"		"Vampir vcudunu ksa bir sre iin kan kullanarak insan cesaretinin zirvesine itebilir. Soyda Beceriklii, vampirin bu fiziksel zellii gelitirme konusundaki doutan gelen yeteneini temsil ediyor."
//				"HelpTextL1"	"Level1"
//				"HelpTextL2"	"Level2"
//				"HelpTextL3"	"Level3"
//				"HelpTextL4"	"Level4"
//				"HelpTextL5"	"Level5"
//
//				"Min"			"-1"
//				"Max"			"5"
//				"Default"		"-1"
//				"NameMapping"	"DisciplineLevel"
//
//				"Gfx_Hud"		"hud/Disciplines/BloodHeal_Sel"
//				"InfoModel"		"models/weapons/disciplines/BloodHeal/info/i_BloodHeal.mdl"
//
//				"Snd_ActivateUI"	"Disciplines/BloodHealing_Activate.wav"
//				"Snd_MaintainUI"	""
//				"Snd_DeactivateUI"	""
//
//				"Is_Instant"	"1"
//				"Is_Passive"	"1"
//
//				"Force_Ordering"	"14"
//			}

//			Stat
//			{
//				"Name"		"Soyda Dayankll"
//				"InternalName"	"Blood_Buff_Stamina"
//				"HelpText"		"Vampir vcudunu ksa bir sre iin kan kullanarak insan cesaretinin zirvesine itebilir. Soyda Dayankll, vampirin bu fiziksel nitelii gelitirme konusundaki doutan gelen yeteneini temsil ediyor."
//				"HelpTextL1"	"Level1"
//				"HelpTextL2"	"Level2"
//				"HelpTextL3"	"Level3"
//				"HelpTextL4"	"Level4"
//				"HelpTextL5"	"Level5"
//
//				"Min"			"-1"
//				"Max"			"5"
//				"Default"		"-1"
//				"NameMapping"	"DisciplineLevel"
//
//				"Gfx_Hud"		"hud/Disciplines/BloodHeal_Sel"
//				"InfoModel"		"models/weapons/disciplines/BloodHeal/info/i_BloodHeal.mdl"
//
//				"Snd_ActivateUI"	"Disciplines/BloodHealing_Activate.wav"
//				"Snd_MaintainUI"	""
//				"Snd_DeactivateUI"	""
//
//				"Is_Instant"	"1"
//				"Is_Passive"	"1"
//
//				"Force_Ordering"	"15"
//			}

//			Stat
//			{
//				"Name"		"Soyda Kuvveti"
//				"InternalName"	"Blood_Buff_Strength"
//				"HelpText"		"Vampir vcudunu ksa bir sre iin kan kullanarak insan cesaretinin zirvesine itebilir. Soyda Kuvveti, vampirin bu fiziksel nitelii gelitirme konusundaki doutan gelen yeteneini temsil ediyor. "
//				"HelpTextL1"	"Level1"
//				"HelpTextL2"	"Level2"
//				"HelpTextL3"	"Level3"
//				"HelpTextL4"	"Level4"
//				"HelpTextL5"	"Level5"
//
//				"Min"			"-1"
//				"Max"			"5"
//				"Default"		"-1"
//				"NameMapping"	"DisciplineLevel"
//
//				"Gfx_Hud"		"hud/Disciplines/BloodHeal_Sel"
//				"InfoModel"		"models/weapons/disciplines/BloodHeal/info/i_BloodHeal.mdl"
//
//				"Snd_ActivateUI"	"Disciplines/BloodHealing_Activate.wav"
//				"Snd_MaintainUI"	""
//				"Snd_DeactivateUI"	""
//
//				"Is_Instant"	"1"
//				"Is_Passive"	"1"
//
//				"Force_Ordering"	"13"
//			}

			Stat
			{
				"Name"		"Srat"
				"InternalName"	"Celerity"
				"HelpText"	"Vampirik olaanst hzdr. Sen etkilenmeden kalrken dnya yava gibi gzkecek. lk Sratseviyesi hari hepsi besbelli doast eylemlerdir ve bunlar Gvenli Alanlarda kullanmak Maskeleme ihlali olarak kabul edilir."
				"HelpTextH1"	"Seviye 1:"
				"HelpTextH2"	"Seviye 2:"
				"HelpTextH3"	"Seviye 3:"
				"HelpTextH4"	"Seviye 4:"
				"HelpTextH5"	"Seviye 5:"
				"HelpTextL1"	"Karakter seviye 1 hz gelitirmesiyle hareket eder. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 14 saniye srer."
				"HelpTextL2"	"Karakter seviye 2 hz gelitirmesiyle hareket eder. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 14 saniye srer."
				"HelpTextL3"	"Karakter seviye 3 hz gelitirmesiyle hareket eder. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 14 saniye srer."
				"HelpTextL4"	"Karakter seviye 4 hz gelitirmesiyle hareket eder. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 14 saniye srer."
				"HelpTextL5"	"Karakter seviye 5 hz gelitirmesiyle hareket eder. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 14 saniye srer."

				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Celerity_Sel"
				"InfoModel"		"models/weapons/disciplines/Celerity/info/i_Celerity.mdl"

				"Snd_ActivateUI"	"Disciplines/Celerity/Activate.wav"
				"Snd_MaintainUI"	"Disciplines/Celerity/Maintain.wav"
				"Snd_DeactivateUI"	"Disciplines/Celerity/Deactivate.wav"

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Renewable"	"1"
				"Is_Aggressive"	"1"
			}

			Stat
			{
				"Name"		"Kan Hcumu"	// changed by wesp
				"InternalName"	"Corpus_Vampirus"
				"HelpText"	"Vampir vcudunu ksa bir sre iin bir kan bedel karlnda insan cesaretinin zirvesine itebilir. Kan Hcumu, vampirin fiziksel zelliklerini gelitirme konusundaki doutan gelen yeteneini temsil ediyor."	// changed by wesp
				"HelpTextH1"	"Seviye 1:"
				"HelpTextH2"	"Seviye 2:"
				"HelpTextH3"	"Seviye 3:"
				"HelpTextH4"	"Seviye 4:"
				"HelpTextH5"	"Seviye 5:"
				"HelpTextL1"	"Level1"
				"HelpTextL2"	"Level2"
				"HelpTextL3"	"Level3"
				"HelpTextL4"	"Level4"
				"HelpTextL5"	"Level5"

				"ShownInFeedback"	"1"

				"Min"			"-1"
//				"Max"			"5"
				"Max"			"1"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/BloodHeal_Sel"
				"InfoModel"		"models/weapons/disciplines/BloodHeal/info/i_BloodHeal.mdl"

				"Snd_ActivateUI"	"Disciplines/BloodHealing_Activate.wav"
				"Snd_MaintainUI"	""
				"Snd_DeactivateUI"	""

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Renewable"	"1"
				"Is_Aggressive"	"0"

//				"Force_Ordering"	"-1"
				"Force_Ordering"	"2"	// changed by wesp
			}

			Stat
			{
				"Name"		"Delilik"
				"InternalName"	"Dementation"
				"HelpText"	"Malkavian klannn esiz miras, Delilik lgnl kanalize ediyor ve etrafnzdakilerin kafasna dkyor. Delilik etkileri gizli eylemlerdir; sizi takip edemezler ve Maskelemeyi ihlal etme riski yoktur."
				"HelpTextH1"	"Seviye 1: Cinnet Duva"	// changed by EntenSchreck
				"HelpTextH2"	"Seviye 2: Byk Halsinasyon"
				"HelpTextH3"	"Seviye 3: lm Gr"	// changed by wesp
				"HelpTextH4"	"Seviye 4: lgn Delilii"	// changed by wesp
				"HelpTextH5"	"Seviye 5: Bedlam'n Sesi"
				"HelpTextL1"	"Aktifletirme Bedeli: 1 kan. Kurbann duygular, histerik kahkahalarla ya da yaklak 15 saniye boyunca zorunlu alamalarla geici olarak yetersiz kalncaya kadar iddetlenir. Kurban aleyhine herhangi bir ilem yaplmas, bu etkiyi erken bitirebilir."	// changed by EntenSchreck and wesp
				"HelpTextL2"	"Aktifletirme Bedeli: 2 kan. Yaknnzdaki herkes hafif halsinasyonlar ekip, Ateli Silahlar, Yakn Dv, Sava, Savunma ve Yemleme Savunmasna -2 ve yaklak 20 saniye ceza alr."	// changed by wesp
				"HelpTextL3"	"Aktifletirme Bedeli: 2 kan. Kurban 20 saniye boyunca kafasnda onu deli edip aresiz brakan bir ses duyar."	// changed by EntenSchreck and wesp
				"HelpTextL4"	"Aktifletirme Bedeli: 3 kan. Kurban, en byk ayk kabuslarn gsterir ve sonunda bu kalp krizine sebep olur. Doastlerde daha az etkisi olabilir."	// changed by EntenSchreck and wesp
				"HelpTextL5"	"Aktifletirme Bedeli: 4 kan. Kurban delirir, 30 saniye boyunca rastgele saldrp sonrasnda lr. Doastlerde daha az etkisi olabilir."	// changed by EntenSchreck and wesp from Dementate 4

				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Dementation_Sel"
				"InfoModel"		"models/weapons/disciplines/Dementation/info/i_Dementation.mdl"

				"Snd_ActivateUI"	"Disciplines/Dementation/activate.wav"		// changed by EntenSchreck
				"Snd_MaintainUI"	"Disciplines/Dementation/maintain.wav"		// added by EntenSchreck
				"Snd_DeactivateUI"	"Disciplines/Dementation/deactivate.wav"	// added by EntenSchreck

				"Is_Instant"	"0"
				"Is_Aggressive"	"1"

				Table
				{
					"Name"          "Dem_Targeting"
					"InternalName"  "Dem_Targeting"

					"Clamping"      "1"

					"0"             "0"
					"1"             "0"
					"2"             "0"
					"3"             "0"
					"4"             "0"
				}

				Table
				{
					"Name"          "Dem_Targeting_Level"
					"InternalName"  "Dem_Targeting_Level"

					"Clamping"      "1"

					"0"             "1"
					"1"             "2"
					"2"             "3"
					"3"             "4"
					"4"             "5"
				}

				Table
				{
					"Name"          "Dem_Targeting_Cost"
					"InternalName"  "Dem_Targeting_Cost"

					"Clamping"      "1"

					"0"             "1"
					"1"             "2"
					"2"             "3"
					"3"             "4"
					"4"             "5"
				}
			}

			Stat
			{
				"Name"		"Hakimiyet"
				"InternalName"	"Dominate"
				"HelpText"	"Vampir zihnin stn gc, karakterinin zayf kine ve hatta baz Soyda'larn zihinlerini kontrol etmesine izin verir. Hakimiyet etkileri gizlidir, size geri takip edilemezler ve Maskeleme'yi ihlal riski tamaz."
				"HelpTextH1"	"Seviye 1: Komuta" // changed by EntenSchreck and wesp
				"HelpTextH2"	"Seviye 2: Beyin Ykama"
				"HelpTextH3"	"Seviye 3: ntihar"
				"HelpTextH4"	"Seviye 4: Ele Geirme"	// changed by wesp
				"HelpTextH5"	"Seviye 5: Toplu ntihar"
				"HelpTextL1"	"Aktifletirme Bedeli: 1 kan. Hedef byleyici bir transa geer veya yaklak 15 saniye dans etmeye balar."	// changed by wesp
				"HelpTextL2"	"Aktifletirme Bedeli: 2 kan. Kk bir yarap iindeki tm dmanlar, ortadan kaybolduunu dnecek. Etkisi 5 saniye sonra son bulur."	// changed by wesp
				"HelpTextL3"	"Aktifletirme Bedeli: 2 kan. Hedef 20 saniye veya tamamen bir ey yapamayacak hale gelene kadar uyuya kalr."	// changed by EntenSchreck and wesp
				"HelpTextL4"	"Aktifletirme Bedeli: 3 kan. lmcl bir uyum iinde olmak iin iradesini kurbana empoze edersin. Doastlerde daha az etkisi olabilir."	// changed by EntenSchreck and wesp from Dominate 3
				"HelpTextL5"	"Aktifletirme Bedeli: 4 kan. Kurban, sana zarar vermek isteyen herkese 30 saniye boyunca saldrr, sonunda ise kalp krizinden lr. Doastlerde daha az etkisi olabilir."	// changed by EntenSchreck from Dominate 4

				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Dominate_Sel"
				"InfoModel"		"models/weapons/disciplines/Dominate/info/i_Dominate.mdl"

				"Snd_ActivateUI"	"Disciplines/Dominate/dominate_command_default.wav"
				"Snd_MaintainUI"	""
				"Snd_DeactivateUI"	""

				"Is_Instant"	"0"
				"Is_Aggressive"	"1"

				Table
				{
					"Name"          "Dom_Targeting"
					"InternalName"  "Dom_Targeting"

					"Clamping"      "1"


					"0"             "0"
					"1"             "0"
					"2"             "0"
					"3"             "0"
					"4"             "0"


// OLD, Removed ones
//					"0"             "1"	// Command the Wearied Mind 1a
//					"1"             "2"	// Command the Wearied Mind 1b
//					"2"             "4"	// Command the Wearied Mind 1c
//					"3"             "8"	// Command the Wearied Mind 1d
//					"4"             "16"	// Command the Wearied Mind 1e
//					"5"             "32"	// Command the Wearied Mind 1f
//					"6"             "0"	//
//					"7"             "0"	//
//					"8"             "0"	//
//					"9"             "0"	//
				}

				Table
				{
					"Name"          "Dom_Targeting_Level"
					"InternalName"  "Dom_Targeting_Level"

					"Clamping"      "1"


					"0"             "1"
					"1"             "2"
					"2"             "3"
					"3"             "4"
					"4"             "5"


// OLD, Removed ones
//					"0"             "1"
//					"1"             "1"
//					"2"             "1"
//					"3"             "1"
//					"4"             "1"
//					"5"             "1"
//					"6"             "2"
//					"7"             "3"
//					"8"             "4"
//					"9"             "5"
				}

				Table
				{
					"Name"          "Dom_Targeting_Cost"
					"InternalName"  "Dom_Targeting_Cost"

					"Clamping"      "1"


					"0"             "1"
					"1"             "2"
					"2"             "3"
					"3"             "4"
					"4"             "5"


// OLD, Removed ones
//					"0"             "1"
//					"1"             "1"
//					"2"             "1"
//					"3"             "1"
//					"4"             "1"
//					"5"             "1"
//					"6"             "2"
//					"7"             "3"
//					"8"             "4"
//					"9"             "5"
				}
			}

			Stat
			{
				"Name"		"Metanet"
				"InternalName"	"Fortitude"
				"HelpText"	"Metanet doast yaplarn artc grntlerini sunar. Nereden gelirse gelsin her saldrnn belli bir ksmnn yok saylmasn garanti eder. Metanet'in kullanm bir Maskeleme ihlli deildir."
				"HelpTextH1"	"Seviye 1:"
				"HelpTextH2"	"Seviye 2:"
				"HelpTextH3"	"Seviye 3:"
				"HelpTextH4"	"Seviye 4:"
				"HelpTextH5"	"Seviye 5:"
				"HelpTextL1"	"Tm emme becerilerine 1 garantili puan ekler. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 25 saniye srer."
				"HelpTextL2"	"Tm emme zelliklerine 2 garantili puan ekler. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 25 saniye srer."
				"HelpTextL3"	"Tm emme zelliklerine 3 garantili puan ekler. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 25 saniye srer."
				"HelpTextL4"	"Tm emme zelliklerine 4 garantili puan ekler. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 25 saniye srer."
				"HelpTextL5"	"Tm emme zelliklerine 5 garantili puan ekler. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 25 saniye srer."

				"ShownInFeedback"	"1"

				"Min"		"-1"
				"Max"		"5"
				"Default"	"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Fortitude_Sel"
				"InfoModel"		"models/weapons/disciplines/Fortitude/info/i_Fortitude.mdl"

				"Snd_ActivateUI"	"Disciplines/Fortitude/Activate.wav"
				"Snd_MaintainUI"	"Disciplines/Fortitude/Maintain.wav"
				"Snd_DeactivateUI"	"Disciplines/Fortitude/Deactivate.wav"
				"Snd_Extra1UI"	"Disciplines/Fortitude/Soak_1.wav"
				"Snd_Extra2UI"	"Disciplines/Fortitude/Soak_2.wav"
				"Snd_Extra3UI"	"Disciplines/Fortitude/Soak_3.wav"

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Renewable"	"1"
				"Is_Aggressive"	"1"
			}

			Stat
			{
				"Name"		"Kararma"
				"InternalName"	"Obfuscate"
				"HelpText"	"Vampirsel grnmezlik. Ancak kimse sizi gremedii zaman Kararma'y kullanabilirsiniz. Eer hareketsiz kalrsanz, saya almaz ve Kararma devam eder. Tm Kararma seviyeleri dk seviyelerin faydalarn ierir ve Maskeleme'yi ihlal etme riski tamaz."	// changed by wesp
				"HelpTextH1"	"Seviye 1: Gizlen"
				"HelpTextH2"	"Seviye 2: Limitli Grnmezlik"
				"HelpTextH3"	"Seviye 3: Sakl Katil"
				"HelpTextH4"	"Seviye 4: Gelimi Grnmezlik"
				"HelpTextH5"	"Seviye 5: Grnmez Kuvvet"
				"HelpTextL1"	"Grnmezlik hareket etmediiniz srece devam eder. Eer hareket ederseniz veya herhangi bir ey yaparsanz, grnr olursunuz ve saya almaya balar. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 18 saniye srer."
				"HelpTextL2"	"melirken grnmez olarak hareket edebilirsiniz. Birine veya konteynerlere dokunursanz ya da evre ile etkileime girerseniz veya gizli lmler gerekletirirseniz ortaya kacaksn. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 20 saniye srer."	// changed by wesp
				"HelpTextL3"	"Saldr tuunu kullanarak grnmez kalrken gizli ldrmeler yapabilirsin. Kurbannza veya konteynerlerinize dokunmamaya dikkat edin, aksi takdirde ortaya karsn. Ek olarak, Karatma 3' kran herhangi bir yakn muharebe saldrs veya silahsz saldr %50 hasar bonusu kazanacaktr. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 22 saniye srer." // changed by wesp
				"HelpTextL4"	"Grnmezken zgrce hareket edebilrsin. Eer evre ile etkileime girersen veya konteynerlere dokunursan ortaya kacaksn. Ek olarak, Karatma 4' kran herhangi bir yakn muharebe saldrs veya silahsz saldr iki kat hasar verecektir. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 24 saniye srer."	// changed by wesp
				"HelpTextL5"	"zgrce hareket edip evre ile etkileime girebilirsin. Birine veya konteynerlere dokunursanz ortaya kacaksn. Ek olarak, Karatma 5'i kran herhangi bir yakn muharebe saldrs veya silahsz saldr  kat hasar verecektir. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 26 saniye srer."	// changed by wesp

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Obfuscate_Sel"
				"InfoModel"		"models/weapons/disciplines/Obfuscate/info/i_Obfuscate.mdl"

				"ShownInFeedback"	"1"

				"Snd_ActivateUI"	"Disciplines/Obfuscate/Activate.wav"
				"Snd_MaintainUI"	"Disciplines/Obfuscate/Maintain.wav"
//				"Snd_MaintainUI"	"Disciplines/Obfuscate_Hid_Maintain.wav"
				"Snd_DeactivateUI"	"Disciplines/Obfuscate/Deactivate.wav"
				"Snd_Extra1UI"	"Disciplines/Obfuscate/reactivate.wav"	// changed by EntenSchreck
				"Snd_Extra2UI"	"Disciplines/Obfuscate/interrupt.wav"	// changed by EntenSchreck

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Renewable"	"1"
				"Is_Aggressive"	"1"
			}

			Stat
			{
				"Name"		"Kudret"
				"InternalName"	"Potence"
				"HelpText"	"Doast gc, basite savunamayaca kavga ve yakn dv saldrlarna sokar. Tm Kudret seviyelerinin bedeli aktivasyon bana 1 kandr. Kudret, Maskeleme'nin ihlali tehlikesi tamaz."	// changed by wesp
				"HelpTextH1"	"Seviye 1:"
				"HelpTextH2"	"Seviye 2:"
				"HelpTextH3"	"Seviye 3:"
				"HelpTextH4"	"Seviye 4:"
				"HelpTextH5"	"Seviye 5:"
				"HelpTextL1"	"Tm yakn dv ve kavga saldrlarna 1 puan doast g ekler. Bu doast gten kaynaklanan ekstra hasarlara kar korunulamaz. Her aktivasyon 25 saniye srer."
				"HelpTextL2"	"Tm yakn muharebe ve dv saldrlarna 2 puan doast g ekler. Bu doast gten kaynaklanan ekstra hasarlara kar korunulamaz. Her aktivasyon 25 saniye srer."
				"HelpTextL3"	"Tm yakn muharebe ve dv saldrlarna 3 puan doast g ekler. Bu doast gten kaynaklanan ekstra hasarlara kar korunulamaz. Her aktivasyon 25 saniye srer."
				"HelpTextL4"	"Tm yakn muharebe ve dv saldrlarna 4 puan doast g ekler. Bu doast gten kaynaklanan ekstra hasarlara kar korunulamaz. Her aktivasyon 25 saniye srer."
				"HelpTextL5"	"Tm yakn muharebe ve dv saldrlarna 5 puan doast g ekler. Bu doast gten kaynaklanan ekstra hasarlara kar korunulamaz. Her aktivasyon 25 saniye srer."

				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Potence_Sel"
				"InfoModel"		"models/weapons/disciplines/Potence/info/i_Potence.mdl"

				"Snd_ActivateUI"	"Disciplines/Potence/Activate.wav"
				"Snd_MaintainUI"	"Disciplines/Potence/Maintain.wav"
				"Snd_DeactivateUI"	"Disciplines/Potence/Deactivate.wav"

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Renewable"	"1"
				"Is_Aggressive"	"1"
			}

			Stat
			{
				"Name"		"Mevcudiyet"
				"InternalName"	"Presence"
				"HelpText"	"Vampirin korkun varl rakiplerinin kalbine lmcl korku verebilir. Dmanlarn efektifliini drr. Tm Mevcudiyet seviyelerin bedeli aktivasyon bana 1 kandr. Mevcudiyet, Maskeleme'nin ihlali tehlikesi tamaz."
				"HelpTextH1"	"Seviye 1:"
				"HelpTextH2"	"Seviye 2:"
				"HelpTextH3"	"Seviye 3:"
				"HelpTextH4"	"Seviye 4:"
				"HelpTextH5"	"Seviye 5:"
				"HelpTextL1"	"Size ok yakn olanlar Kuvvet, Kvrak Zeka ve Alglama'ya -1 ceza ve daha az saldr hz cezasna arptrlr. Her aktivasyon 16 saniye srer."
				"HelpTextL2"	"Daha byk yarap, kurbanlar %10 ihtimalle bymeye urar, Kuvvete, Akla ve Algya -2, ve saldr hz azalr. Her aktivasyon 16 saniye srer."
				"HelpTextL3"	"Daha byk yarap, kurbanlarn hipnotize olma oran %15'tir. Kuvvet, Kvrak Zeka ve Alglama'ya -3 ceza ve daha az saldr hz cezasna arptrlr. Her aktivasyon 16 saniye srer."	// changed by wesp
				"HelpTextL4"	"Daha byk yarap, kurbanlarn hipnotize olma oran %20'dir. Kuvvet, Kvrak Zeka ve Alglama'ya -4 ceza ve daha az saldr hz cezasna arptrlr. Her aktivasyon 16 saniye srer."
				"HelpTextL5"	"Daha byk yarap, kurbanlarn hipnotize olma oran %25'tir. Kuvvet, Kvrak Zeka ve Alglama'ya -5 ceza ve daha az saldr hz cezasna arptrlr. Her aktivasyon 16 saniye srer."

				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Presence_Sel"
				"InfoModel"		"models/weapons/disciplines/Presence/info/i_Presence.mdl"
				"Snd_ActivateUI"	"disciplines/presence/activate.wav"
				"Snd_MaintainUI"	"disciplines/presence/maintain.wav"
				"Snd_DeactivateUI"	"disciplines/presence/deactivate.wav"

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Renewable"	"1"
				"Is_Aggressive"	"1"

				Table
				{
					"Name"          "Effect Radius"
					"InternalName"  "Presence_Effect_Radius"

					"Clamping"      "1"

					"0"             "0"     // Not Valid
					"1"             "512"
					"2"             "640"
					"3"             "768"
					"4"             "896"
					"5"             "1024"
				}

				Table
				{
					"Name"          "Combat Ranges"
					"InternalName"  "Presence_Combat_Ranges"

					"Clamping"      "1"

					// How many discreet ranges there are for the friendly combat benefit.
					"0"             "10"
				}

				Table
				{
					"Name"          "Combat Benefit"
					"InternalName"  "Presence_Combat_Benefit"

					"Clamping"      "1"

					"0"             "0"     // Not Valid
					"1"             "3"
					"2"             "3"
					"3"             "3"
					"4"             "2"
					"5"             "2"
					"6"             "2"
					"7"             "2"
					"8"             "1"
					"9"             "1"
					"10"            "1"
				}

				// To tune the following 3, I suggest the following:
				//		Set the maximum scalar and speed to 0.
				//		That way you can tune the hand shake independent of the screen shake.
				//		Test that number out firing shots and running around.
				//		Once you have an acceptable value, you can tune the other two to get a good screen shake too.
				Table
				{
					"Name"          "Jitter Hand"
					"InternalName"  "Presence_Jitter_Hand"

					"Clamping"      "1"

					// This determines the maximum amount the hand can shake, which is independent of screen shake.
					"0"             "10.0"
				}

				Table
				{
					"Name"          "Jitter Scalar"
					"InternalName"  "Presence_Jitter_Scalar"

					"Clamping"      "1"

					// This determines the maximum amplitude of the screen shake
					"0"             "1.25" //"16.0"
				}

				Table
				{
					"Name"          "Jitter Speed"
					"InternalName"  "Presence_Jitter_Speed"

					"Clamping"      "1"

					// This determines the maximum frequency of the screen shake
					"0"             "0.75" //"4.0"
				}
			}

			Stat
			{
				"Name"		"Dnme"
				"InternalName"	"Protean"
				"HelpText"	"indeki canavar kucaklayarak, vampir en iyi formlar ve yetenekleri kazanr. Bu etkiler kolayca grnr ve doastdr. Bu nedenle Dnme, Maskelemeyi'i ihlal etme riskini gze almamanz iin Gvenli Alanlarda dikkatle kullanlmaldr."
				"HelpTextH1"	"Seviye 1: Krmz Gzlerin Parlts"
				"HelpTextH2"	"Seviye 2: Vahi Peneler"
				"HelpTextH3"	"Seviye 3: Kurt radesi"
				"HelpTextH4"	"Seviye 4: Gecenin Avcs"	
				"HelpTextH5"	"Seviye 5: Sava Biimi"
				"HelpTextL1"	"Scaklk gr kazanrsn, Kvrak Zeka'ya +1 puan ile. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 25 saniye srer."
				"HelpTextL2"	"Ellerin ar hasar veren lmcl penelere dnr. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 25 saniye srer."
				"HelpTextL3"	"Yksek hayvani cesaret kazanrsn. Dayanklla +2. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 25 saniye srer."
				"HelpTextL4"	"Daha ok hayvani g kazanrsn. Gce +4 bonus. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 25 saniye srer."
				"HelpTextL5"	"Arttrlm kavga hasar ile bir sava biimi varsayarsn. Her aktifletirmenin bedeli 1 kan. Her aktivasyon 25 saniye srer."

				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Protean_Sel"
				"InfoModel"		"models/weapons/disciplines/Protean/info/i_Protean.mdl"
				"Snd_ActivateUI"		"Disciplines/protean/Activate.wav"
				"Snd_MaintainUI"		"Disciplines/protean/Maintain.wav"
				"Snd_DeactivateUI"		"Disciplines/protean/Deactivate.wav"

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Renewable"	"1"
				"Is_Aggressive"	"1"
			}

			Stat
			{
				"Name"		"Keramet"
				"InternalName"	"Thaumaturgy"
				"Helptext"	"Kan bys. Vampir Kermet uygulayclar kan, gl ve korkun amalar iin bkebilir. Etkileri muhteem ve  besbelli doastdr ve Maskelemeyi ihlal etme riski olduu iin Gvenli Alanlarda kullanlmamaldr."
				"HelpTextH1"	"Seviye 1: Kan Darbesi"
				"HelpTextH2"	"Seviye 2: Kan Kusma"	// changed by wesp
				"HelpTextH3"	"Seviye 3: Kan Kalkan"
				"HelpTextH4"	"Seviye 4: Kan alma"	// changed by wesp
				"HelpTextH5"	"Seviye 5: Kan Kaynatma"
				"HelpTextL1"	"Aktifletirme Bedeli: 1 kan. Bir mermi kurbanna zarar verecek. Eer kurban yaarsa, kan at kurbanndan alnan kanla beraber geri gelecektir."	// changed by wesp
				"HelpTextL2"	"Aktifletirme Bedeli: 2 kan. Karakterinin yaknndaki dmanlar, iddetli bir ekilde hastalanacak ve kan kusacak. Normal ve doast dmanlara zarar verir."
				"HelpTextL3"	"Aktifletirme Bedeli: 3 kan. Bir kan kalkan Tremere'yi sararak, verilen tm hasarn bir ksmn emer. Kan Kalkan ancak yetecek kadar zarar emdikten sonra yok olacaktr. "
				"HelpTextL4"	"Aktifletirme Bedeli: 3 kan. Hedefin kan ekilecek ve sana yollanacak. Ve kurban lecek."	// changed by wesp
				"HelpTextL5"	"Aktifletirme Bedeli: 4 kan. Hedefin kan annda kaynamaya balar ve iddetli bir ekilde patlamasna neden olur. Yakndaki dier kiiler patlamadan ar hasar alr."

				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Thaumaturgy_Sel"
				"InfoModel"		"models/weapons/disciplines/Thaumaturgy/info/i_Thaumaturgy.mdl"
				"Snd_ActivateUI"		"player/UI/Disciplines/thaumaturgy.wav"
				"Snd_MaintainUI"		""
				"Snd_DeactivateUI"	""
				"Is_Instant"	"0"
				"Is_Aggressive"	"1"

				Table
				{
					"Name"          "Thaum_Targeting"
					"InternalName"  "Thaum_Targeting"

					"Clamping"      "1"

					"0"             "0"
					"1"             "0"
					"2"             "0"
					"3"             "0"
					"4"             "0"
				}

				Table
				{
					"Name"          "Thaum_Targeting_Level"
					"InternalName"  "Thaum_Targeting_Level"

					"Clamping"      "1"

					"0"             "1"
					"1"             "2"
					"2"             "3"
					"3"             "4"
					"4"             "5"
				}

				Table
				{
					"Name"          "Thaum_Targeting_Cost"
					"InternalName"  "Thaum_Targeting_Cost"

					"Clamping"      "1"

					"0"             "1"	//"1"
					"1"             "2"	//"1"
					"2"             "3"	//"0"
					"3"             "4"	//"3"
					"4"             "5"	//"5"
				}
			}


			// These are the human ones
			Stat
			{
				"Name"		"nan Kalkan"	// changed by wesp
				"InternalName"	"Shield_of_Faith"
				"HelpText"	"nan Kalkan, avcy, lmsz ktln dourduu fiziksel zararlardan korur ve iren zihinsel saldrlarna dayanma ansn da arttrr."	// added by wesp
				"HelpTextH1"	"Seviye 1:"
				"HelpTextH2"	"Seviye 2:"
				"HelpTextH3"	"Seviye 3:"
				"HelpTextH4"	"Seviye 4:"
				"HelpTextH5"	"Seviye 5:"
				"HelpTextL1"	"Tm emme becerilerine ve Disiplin direncine 1 garantili puan ekler. Her aktif edili 1 inanca bedel olur. Her aktivasyon 25 saniye srer."	// added by wesp
				"HelpTextL2"	"Tm emme zelliklerine ve Disiplin direncine 2 garantili puan ekler. Her aktif edili 1 inanca bedel olur. Her aktivasyon 25 saniye srer."	// added by wesp
				"HelpTextL3"	"Tm emme zelliklerine ve Disiplin direncine 3 garantili puan ekler. Her aktif edili 1 inanca bedel olur. Her aktivasyon 25 saniye srer."	// added by wesp
				"HelpTextL4"	"Tm emme zelliklerine ve Disiplin direncine 4 garantili puan ekler. Her aktif edili 1 inanca bedel olur. Her aktivasyon 25 saniye srer."	// added by wesp
				"HelpTextL5"	"Tm emme zelliklerine ve Disiplin direncine 5 garantili puan ekler. Her aktif edili 1 inanca bedel olur. Her aktivasyon 25 saniye srer."	// added by wesp
				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/ShieldOfFaith_Sel"
				"InfoModel"		"models/weapons/disciplines/Shield_of_Faith/info/i_Shield_of_Faith.mdl"
	// sounds added by wesp
				"Snd_ActivateUI"	"Disciplines/Fortitude/Activate.wav"
				"Snd_MaintainUI"	"Disciplines/Fortitude/Maintain.wav"
				"Snd_DeactivateUI"	"Disciplines/Fortitude/Deactivate.wav"

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Aggressive"	"0"	// changed by wesp
				"Is_Renewable"	"1"	// added by wesp
// changed by wesp	"Force_Ordering"	"1"
			}


			Stat
			{
				"Name"		"Yce Gr"	// changed by wesp
				"InternalName"	"Divine_Vision"
				"HelpText"	"Yce gr mcadelecinin, arkadalarn ve dmanlarn auralarn grmesini salar, gizlenmi olanlar bile. Arkadalarnn auras mavi, dmanlarn ki krmz olarak grnecek. Her Yce Gr, bir inan puanna bedeldir."	// changed by wesp
				"HelpTextH1"	"Seviye 1:"
				"HelpTextH2"	"Seviye 2:"
				"HelpTextH3"	"Seviye 3:"
				"HelpTextH4"	"Seviye 4:"
				"HelpTextH5"	"Seviye 5:"
				"HelpTextL1"	"Ksa mesafedeki yaayanlarn ve hortlaklarn auralarnn ortaya karr. Her aktivasyon 20 saniye srer."	// added by wesp
				"HelpTextL2"	"Orta mesafedeki yaayanlarn ve hortlaklarn auralarnn ortaya karr. Her aktivasyon 24 saniye srer."	// added by wesp
				"HelpTextL3"	"Uzun mesafedeki yaayanlarn ve hortlaklarn auralarnn ortaya karr. Her aktivasyon 28 saniye srer."	// added by wesp
				"HelpTextL4"	"Byk mesafedeki yaayanlarn ve hortlaklarn auralarnn ortaya karr. Her aktivasyon 32 saniye srer."	// added by wesp
				"HelpTextL5"	"Muazzam mesafedeki yaayanlarn ve hortlaklarn auralarnn ortaya karr. Her aktivasyon 36 saniye srer."	// added by wesp


				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/HolySight_Sel"
				"InfoModel"		"models/weapons/disciplines/Divine_Vision/info/i_Divine_Vision.mdl"
	// sounds added by wesp
				"Snd_ActivateUI"	"Disciplines/Auspex/Activate.wav"
				"Snd_MaintainUI"	"Disciplines/Auspex/Maintain.wav"
				"Snd_DeactivateUI"	"Disciplines/Auspex/Deactivate.wav"

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Renewable"	"1"	// added by wesp
				"Is_Aggressive"	"0"	// changed by wesp
			}

			Stat
			{
				"Name"		"Kutsal Ik"	// changed by wesp
				"InternalName"	"Holy_Light"
				"HelpText"	"Kutsal I uyarmak, lmsz kafirler zerine Tanr'nn ihtiamn drr, bylece onlar kolay ldrmek iin geici olarak kr eder. Her Kutsal Ik, bir inan puanna bedeldir."	// changed by wesp
				"HelpTextH1"	"Seviye 1:"
				"HelpTextH2"	"Seviye 2:"
				"HelpTextH3"	"Seviye 3:"
				"HelpTextH4"	"Seviye 4:"
				"HelpTextH5"	"Seviye 5:"
				"HelpTextL1"	"Her aktive edilite 2 saniye srer."	// added by wesp
				"HelpTextL2"	"Her aktive edilite 4 saniye srer."	// added by wesp
				"HelpTextL3"	"Her aktive edilite 6 saniye srer."	// added by wesp
				"HelpTextL4"	"Her aktive edilite 8 saniye srer."	// added by wesp
				"HelpTextL5"	"Her aktive edilite 10 saniye srer."	// added by wesp

				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/DivineLight_Sel"
				"InfoModel"		"models/weapons/disciplines/Holy_Light/info/i_Holy_Light.mdl"
	// sounds added by wesp
				"Snd_ActivateUI"	"disciplines/presence/activate.wav"
				"Snd_MaintainUI"	"disciplines/presence/maintain.wav"
				"Snd_DeactivateUI"	"disciplines/presence/deactivate.wav"

				"Is_Instant"	"1"	// changed by wesp
				"Is_Passive"	"1"	// changed by wesp
				"Is_Aggressive"	"1"	// added by wesp
				"Is_Renewable"	"0"	// added by wesp
			}

			Stat	// not selectable
			{
				"Name"		"Zihin Kalkan"
				"InternalName"	"Mind_Shield"
				"HelpText"	""
				"HelpTextH1"	"Seviye 1:"
				"HelpTextH2"	"Seviye 2:"
				"HelpTextH3"	"Seviye 3:"
				"HelpTextH4"	"Seviye 4:"
				"HelpTextH5"	"Seviye 5:"
				"HelpTextL1"	"Level1"
				"HelpTextL2"	"Level2"
				"HelpTextL3"	"Level3"
				"HelpTextL4"	"Level4"
				"HelpTextL5"	"Level5"

				"ShownInFeedback"	"1"

				"Min"			"-1"
				"Max"			"5"
				"Default"		"-1"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/MindShield_Sel"
				"InfoModel"		"models/weapons/disciplines/Mind_Shield/info/i_Mind_Shield.mdl"
				"Snd_ActivateUI"		""
				"Snd_MaintainUI"		""
				"Snd_DeactivateUI"	""

				"Is_Instant"	"1"
				"Is_Passive"	"1"
				"Is_Renewable"	"1"	// added by wesp
				"Is_Aggressive"	"0"	// changed by wesp
			}
//		}
	}

//	StatData
	ActiveDisciplines
	{
		"Name"		"Aktif Disiplinler"
		"InternalName"	"Active_Disciplines"

//		StatCategory
//		{
//			"Name"		"Aktif Disiplinler"
//			"InternalName"	"Active_Disciplines"

			//  "Action" is the Trait Effect to automatically add when activating this level of the Discipline (automatically removed when the Discipline de-activates).

			Stat
			{
				"Name"		"Aktif Hayvanilik"
				"InternalName"	"Active_Animalism"
				"Min"			"0"
				"Max"			"Animalism"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Animalism_Base"
				"Gfx_Hud2"		"hud/Disciplines/Animalism_FullBright"

				Durations
				{
					"Initial_1"		"40"
					"Add_1"		"0"

					"Initial_2"		"40"
					"Add_2"		"0"

					"Initial_3"		"40"
					"Add_3"		"0"

					"Initial_4"		"40"
					"Add_4"		"0"

					"Initial_5"		"40"
					"Add_5"		"0"
				}

				"IncPredependency"	"BloodPool > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -1"
				}
			}

			Stat
			{
				"Name"		"Aktif Kahinlik"
				"InternalName"	"Active_Auspex"
				"Min"			"0"
				"Max"			"Auspex"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Auspex_Base"
				"Gfx_Hud2"		"hud/Disciplines/Auspex_FullBright"

				Durations
				{
					"Initial_1"		"20"
					"Add_1"		"20"

					"Initial_2"		"24"
					"Add_2"		"24"

					"Initial_3"		"28"
					"Add_3"		"28"

					"Initial_4"		"32"
					"Add_4"		"32"

					"Initial_5"		"36"
					"Add_5"		"36"
				}


				"IncPredependency"	"BloodPool > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -1"
				}

				Action
				{
					"Value"	"1"	// changed by wesp
					"Effect"	"Discipline (Auspex1)"
				}

				Action
				{
					"Value"	"2"	// changed by wesp
					"Effect"	"Discipline (Auspex2)"
				}

				Action
				{
					"Value"	"3"	// changed by wesp
					"Effect"	"Discipline (Auspex3)"
				}

				Action
				{
					"Value"	"4"	// changed by wesp
					"Effect"	"Discipline (Auspex4)"
				}

				Action
				{
					"Value"	"5"	// changed by wesp
					"Effect"	"Discipline (Auspex5)"
				}
			}

			Stat
			{
				"Name"		"Aktif Kan yilemesi"
				"InternalName"	"Active_Blood_Healing"
				"Min"			"0"
				"Max"			"7"		// Currently allowing as much as you have health...
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/BloodHeal_Base"
				"Gfx_Hud2"		"hud/Disciplines/BloodHeal_FullBright"

				Durations	// changed by wesp
				{
					"Initial_1"		"5"
					"Add_1"		"0"

					"Initial_2"		"5"
					"Add_2"		"0"

					"Initial_3"		"5"
					"Add_3"		"0"

					"Initial_4"		"5"
					"Add_4"		"0"

					"Initial_5"		"5"
					"Add_5"		"0"
				}


				"IncPredependency"	"BloodPool > 0"
// changed by wesp	"IncPredependency"	"Health > 0"
				"IncPredependency"	"Health < Max_Health"

// Not Implemented Yet
//				// OR:
//				IncPredependency
//				{
//					"Value"		">0"
//					"Predependency"	"Health > 0"
//				}

				Action
				{
					"Triggers"	"Inc"
//					"Predependency"	"Health > 0"
					"Value"	">0"
					"Function"	"BloodHealFunc"
				}

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Effect"	"Discipline (Blood_Heal)"
				}

// Note: To do this "correctly", probably going to need to use "StatEvent" to trigger lowering it after ~0.1secs.  OR, can we just lower it immediately?
			}

//			Stat
//			{
//				"Name"		"Aktif Kan Gc eviklii"
//				"InternalName"	"Active_Blood_Buff_Dexterity"
//				"Min"			"0"
///////				"Max"			"Blood_Buff_Dexterity"
//				"Max"			"5"
//				"Default"		"0"
//				"NameMapping"	"DisciplineLevel"
//
//				"Gfx_Hud"		"hud/Disciplines/BloodHeal_Base"
//				"Gfx_Hud2"		"hud/Disciplines/BloodHeal_FullBright"
//
//				Durations
//				{
//					"Initial_1"		"40"
//					"Add_1"		"0"
//
//					"Initial_2"		"40"
//					"Add_2"		"0"
//
//					"Initial_3"		"40"
//					"Add_3"		"0"
//
//					"Initial_4"		"40"
//					"Add_4"		"0"
//
//					"Initial_5"		"40"
//					"Add_5"		"0"
//				}
//
//				"IncPredependency"	"BloodPool > 0"
//				"IncPredependency"	"Health < Max_Health"
//				"IncPredependency"	"Dexterity < 5"
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">0"
//					"Stat"	"BloodPool -1"
//				}
//				Action
//				{
//					"Value"	">0"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">0"
//					"Effect"	"Discipline (Blood_Buff_Dexterity)"
//				}
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">1"
//					"Effect"	"Discipline (Blood_Buff_Dexterity)"
//				}
//				Action
//				{
//					"Value"	">1"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">2"
//					"Effect"	"Discipline (Blood_Buff_Dexterity)"
//				}
//				Action
//				{
//					"Value"	">2"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">3"
//					"Effect"	"Discipline (Blood_Buff_Dexterity)"
//				}
//				Action
//				{
//					"Value"	">3"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">4"
//					"Effect"	"Discipline (Blood_Buff_Dexterity)"
//				}
//				Action
//				{
//					"Value"	">4"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//			}

//		Stat
//			{
//				"Name"		"Aktif Kan Gc Dayankll"
//				"InternalName"	"Active_Blood_Buff_Stamina"
//				"Min"			"0"
//				"Max"			"Blood_Buff_Stamina"
//				"Max"			"5"
//				"Default"		"0"
//				"NameMapping"	"DisciplineLevel"
//
//				"Gfx_Hud"		"hud/Disciplines/BloodHeal_Base"
//				"Gfx_Hud2"		"hud/Disciplines/BloodHeal_FullBright"
//
//				Durations
//			{
//					"Initial_1"		"40"
//					"Add_1"		"0"
//
//					"Initial_2"		"40"
//					"Add_2"		"0"
//
//					"Initial_3"		"40"
//					"Add_3"		"0"
//
//					"Initial_4"		"40"
//					"Add_4"		"0"
//
//					"Initial_5"		"40"
//					"Add_5"		"0"
//				}
//
//				"IncPredependency"	"BloodPool > 0"
//				"IncPredependency"	"Health < Max_Health"
//				"IncPredependency"	"Stamina < 5"
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">0"
//					"Stat"	"BloodPool -1"
//				}
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">0"
//					"Effect"	"Discipline (Blood_Buff_Stamina)"
//				}
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">1"
//					"Effect"	"Discipline (Blood_Buff_Stamina)"
//				}
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">2"
//					"Effect"	"Discipline (Blood_Buff_Stamina)"
//				}
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">3"
//					"Effect"	"Discipline (Blood_Buff_Stamina)"
//				}
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">4"
//					"Effect"	"Discipline (Blood_Buff_Stamina)"
//				}
//				Action
//				{
//					"Value"	">0"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}		
//				Action
//				{
//					"Value"	">1"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//				Action
//				{
//					"Value"	">2"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//				Action
//				{
//					"Value"	">3"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//				Action
//				{
//					"Value"	">4"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//			}

//			Stat
//			{
//				"Name"		"Aktif Kan Gc Kuvveti"
//				"InternalName"	"Active_Blood_Buff_Strength"
//				"Min"			"0"
///////				"Max"			"Blood_Buff_Strength"
//				"Max"			"5"
//				"Default"		"0"
//				"NameMapping"	"DisciplineLevel"
//
//				"Gfx_Hud"		"hud/Disciplines/BloodHeal_Base"
//				"Gfx_Hud2"		"hud/Disciplines/BloodHeal_FullBright"
//
//				Durations
//				{
//					"Initial_1"		"40"
//					"Add_1"		"0"
//
//					"Initial_2"		"40"
//					"Add_2"		"0"
//
//					"Initial_3"		"40"
//					"Add_3"		"0"
//
//					"Initial_4"		"40"
//					"Add_4"		"0"
//
//					"Initial_5"		"40"
//					"Add_5"		"0"
//				}
//
//				"IncPredependency"	"BloodPool > 0"
//				"IncPredependency"	"Health < Max_Health"
//				"IncPredependency"	"Strength < 5"
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">0"
//					"Stat"	"BloodPool -1"
//				}
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">0"
//					"Effect"	"Discipline (Blood_Buff_Strength)"
//				}
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">1"
//					"Effect"	"Discipline (Blood_Buff_Strength)"
//				}
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">2"
//					"Effect"	"Discipline (Blood_Buff_Strength)"
//				}
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">3"
//					"Effect"	"Discipline (Blood_Buff_Strength)"
//				}
//
//				Action
//				{
//					"Triggers"	"Inc"
//					"Value"	">4"
//					"Effect"	"Discipline (Blood_Buff_Strength)"
//				}
//				Action
//				{
//					"Value"	">0"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}		
//				Action
//				{
//					"Value"	">1"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//				Action
//				{
//					"Value"	">2"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//				Action
//				{
//					"Value"	">3"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//				Action
//				{
//					"Value"	">4"
//					Particle
//					{
//						Definition 	"D_BloodBuff_Generic"
//						Bone		"Bip01 Spine2"
//						AttachType	"bone"
//					}
//				}
//			}

			Stat
			{
				"Name"		"Aktif Srat"
				"InternalName"	"Active_Celerity"
				"Min"			"0"
				"Max"			"Celerity"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Celerity_Base"
				"Gfx_Hud2"		"hud/Disciplines/Celerity_FullBright"

				Durations
				{
					"Initial_1"		"14"
					"Add_1"		"14"

					"Initial_2"		"14"
					"Add_2"		"14"

					"Initial_3"		"14"
					"Add_3"		"14"

					"Initial_4"		"14"
					"Add_4"		"14"

					"Initial_5"		"14"
					"Add_5"		"14"
				}

				"IncPredependency"	"BloodPool > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -1"
				}

				Action
				{
					"Value"	"1"
					"Effect"	"Discipline (Celerity1)"
				}

				Action
				{
					"Value"	"2"
					"Effect"	"Discipline (Celerity2)"
				}

				Action
				{
					"Value"	"3"
					"Effect"	"Discipline (Celerity3)"
				}

				Action
				{
					"Value"	"4"
					"Effect"	"Discipline (Celerity4)"
				}

				Action
				{
					"Value"	"5"
					"Effect"	"Discipline (Celerity5)"
				}
			}

			Stat
			{
				"Name"		"Aktif Kan Gc"
				"InternalName"	"Active_Corpus_Vampirus"
				"Min"			"0"
				"Max"			"5"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/BloodHeal_Base"
				"Gfx_Hud2"		"hud/Disciplines/BloodHeal_FullBright"

				Durations
				{
					"Initial_1"		"14"
					"Add_1"		"14"

					"Initial_2"		"14"
					"Add_2"		"14"

					"Initial_3"		"14"
					"Add_3"		"14"

					"Initial_4"		"14"
					"Add_4"		"14"

					"Initial_5"		"14"
					"Add_5"		"14"
				}

				"IncPredependency"	"BloodPool > 2"
				"IncPredependency"	"Health < Max_Health"
//				"IncPredependency"	"Strength < 5"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -3"
				}

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Effect"	"Discipline (Corpus_Vampirus)"
				}

				Action
				{
					"Value"	">0"
					Particle
					{
						Definition 	"D_BloodBuff_Generic"
						Bone		"Bip01 Spine2"
						AttachType	"bone"
					}
				}		
				Action
				{
					"Value"	">1"
					Particle
					{
						Definition 	"D_BloodBuff_Generic"
						Bone		"Bip01 Spine2"
						AttachType	"bone"
					}
				}
				Action
				{
					"Value"	">2"
					Particle
					{
						Definition 	"D_BloodBuff_Generic"
						Bone		"Bip01 Spine2"
						AttachType	"bone"
					}
				}
				Action
				{
					"Value"	">3"
					Particle
					{
						Definition 	"D_BloodBuff_Generic"
						Bone		"Bip01 Spine2"
						AttachType	"bone"
					}
				}
				Action
				{
					"Value"	">4"
					Particle
					{
						Definition 	"D_BloodBuff_Generic"
						Bone		"Bip01 Spine2"
						AttachType	"bone"
					}
				}
			}

			Stat
			{
				"Name"		"Aktif Delilik"
				"InternalName"	"Active_Dementation"
				"Min"			"0"
				"Max"			"Dementation"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

//				"Gfx_Hud"		"hud/Disciplines/Fortitude_Base"
//				"Gfx_Hud2"		"hud/Disciplines/Fortitude_FullBright"

				Durations
				{
					"Initial_1"		"40"
					"Add_1"		"0"

					"Initial_2"		"40"
					"Add_2"		"0"

					"Initial_3"		"40"
					"Add_3"		"0"

					"Initial_4"		"40"
					"Add_4"		"0"

					"Initial_5"		"40"
					"Add_5"		"0"
				}

				"IncPredependency"	"BloodPool > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
//???
					"Value"	">0"
					"Effect"	"Discipline (Dementation-Passion)"
				}

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -1"
				}
			}

			Stat
			{
				"Name"		"Aktif Hakimiyet"
				"InternalName"	"Active_Dominate"
				"Min"			"0"
				"Max"			"Dominate"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

//				"Gfx_Hud"		"hud/Disciplines/Fortitude_Base"
//				"Gfx_Hud2"		"hud/Disciplines/Fortitude_FullBright"

				Durations
				{
					"Initial_1"		"40"
					"Add_1"		"0"

					"Initial_2"		"40"
					"Add_2"		"0"

					"Initial_3"		"40"
					"Add_3"		"0"

					"Initial_4"		"40"
					"Add_4"		"0"

					"Initial_5"		"40"
					"Add_5"		"0"
				}

				"IncPredependency"	"BloodPool > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -1"
				}
			}

			Stat
			{
				"Name"		"Aktif Metanet"
				"InternalName"	"Active_Fortitude"
				"Min"			"0"
				"Max"			"Fortitude"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Fortitude_Base"
				"Gfx_Hud2"		"hud/Disciplines/Fortitude_FullBright"

				Durations
				{
					"Initial_1"		"25"
					"Add_1"		"25"

					"Initial_2"		"25"
					"Add_2"		"25"

					"Initial_3"		"25"
					"Add_3"		"25"

					"Initial_4"		"25"
					"Add_4"		"25"

					"Initial_5"		"25"
					"Add_5"		"25"
				}

				"IncPredependency"	"BloodPool > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -1"
				}

//				Action
//				{
// wesp				"Value"	">0"
//					"Effect"	"Discipline (FortitudeFX)"
//				}

				Action	// changed by EntenSchreck
				{
					"Value"	"1"
					Particle
					{
						Definition 	"D_Fortitude_Aura_Emitter_1"
						Bone		""
						AttachType	"Tree"
					}
				}
				Action	// added by EntenSchreck
				{
					"Value"	"2"
					Particle
					{
						Definition 	"D_Fortitude_Aura_Emitter_2"
						Bone		""
						AttachType	"Tree"
					}
				}
				Action	// added by EntenSchreck
				{
					"Value"	"3"
					Particle
					{
						Definition 	"D_Fortitude_Aura_Emitter_3"
						Bone		""
						AttachType	"Tree"
					}
				}
				Action	// added by EntenSchreck
				{
					"Value"	"4"
					Particle
					{
						Definition 	"D_Fortitude_Aura_Emitter_4"
						Bone		""
						AttachType	"Tree"
					}
				}
				Action	// added by EntenSchreck
				{
					"Value"	"5"
					Particle
					{
						Definition 	"D_Fortitude_Aura_Emitter_5"
						Bone		""
						AttachType	"Tree"
					}
				}

				Action
				{
					"Value"	">0"
					Particle
					{
						Definition 	"D_FortitudeView_Emitter"
						Bone		""
						AttachType	"ScreenCenter"
						Viewmodel	"1"
					}
				}

				Action	// changed by wesp
				{
					"Value"	"1"
					"Effect"	"Discipline (Fortitude1)"
				}

				Action	// changed by wesp
				{
					"Value"	"2"
					"Effect"	"Discipline (Fortitude2)"
				}

				Action	// changed by wesp
				{
					"Value"	"3"
					"Effect"	"Discipline (Fortitude3)"
				}

				Action	// changed by wesp
				{
					"Value"	"4"
					"Effect"	"Discipline (Fortitude4)"
				}

				Action	// changed by wesp
				{
					"Value"	"5"
					"Effect"	"Discipline (Fortitude5)"
				}
			}

			Stat
			{
				"Name"		"Aktif Kararma"
				"InternalName"	"Active_Obfuscate"
				"Min"			"0"
				"Max"			"Obfuscate"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Obfuscate_Base"
				"Gfx_Hud2"		"hud/Disciplines/Obfuscate_FullBright"

				Durations
				{
//					"Initial_1"		"-1"	// Infinite	// -- Old Method
//					"Add_1"		"0"

					"Initial_1"		"18"	// New Method (5/4/04 JLR)
					"Add_1"		"18"

					"Initial_2"		"20"	// "6"
					"Add_2"		"20"

					"Initial_3"		"22"
					"Add_3"		"22"

					"Initial_4"		"24"
					"Add_4"		"24"

					"Initial_5"		"26"
					"Add_5"		"26"
				}

				"IncPredependency"	"BloodPool > 0"
				"IncPredependency"	"Health < Max_Health"
				"IncPredependency"	"ObfuscateCanInc == 1"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -1"
				}

				Action
				{
					"Value"	"1"
					"Effect"	"Discipline (Obfuscate1)"
				}

				Action
				{
					"Value"	"2"
					"Effect"	"Discipline (Obfuscate2)"
				}

				Action
				{
					"Value"	"3"
					"Effect"	"Discipline (Obfuscate3)"
				}

				Action
				{
					"Value"	"4"
					"Effect"	"Discipline (Obfuscate4)"
				}

				Action
				{
					"Value"	"5"
					"Effect"	"Discipline (Obfuscate5)"
				}
			}

			Stat
			{
				"Name"		"Aktif Kudret"
				"InternalName"	"Active_Potence"
				"Min"			"0"
				"Max"			"Potence"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Potence_Base"
				"Gfx_Hud2"		"hud/Disciplines/Potence_FullBright"

				Durations
				{
					"Initial_1"		"25"
					"Add_1"		"25"

					"Initial_2"		"25"
					"Add_2"		"25"

					"Initial_3"		"25"
					"Add_3"		"25"

					"Initial_4"		"25"
					"Add_4"		"25"

					"Initial_5"		"25"
					"Add_5"		"25"
				}

				"IncPredependency"	"BloodPool > 0"
				"IncPredependency"	"Health < Max_Health"

			//////////////////////////
				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -1"
				}

//				Action
//				{
// wesp				"Value"	">0"
//					"Effect"	"Discipline (Potence)"
//				}

				Action
				{
					"Value"	"1"
					Particle
					{
						Definition 	"D_Potence_1BP_Emitter"
						Bone		"Bip01 pelvis"
						AttachType	"Tree"
					}
				}
				Action
				{
					"Value"	"1"
					Particle
					{
						Definition 	"D_Potence_1BP_Emitter_FlashStart"
						Bone		"Bip01 pelvis"
						AttachType	"Tree"
					}
				}
				Action
				{
					"Value"	"1"
					Particle
					{
						Definition 	"D_Potence_1BP_Emitter_Hand"
						Bone		"Bip01 r Hand"
						AttachType	"Bone"
					}
				}
				Action
				{
					"Value"	"1"
					Particle
					{
						Definition 	"D_Potence_1BP_Emitter_Hand"
						Bone		"Bip01 l Hand"
						AttachType	"Bone"
					}
				}

// changed by EntenSchreck
//				Action
//				{
// wesp				"Value"	">1"
//					"Effect"	"Discipline (Potence)"
//				}
			
				Action
				{
					"Value"	"2"
					Particle
					{
						Definition 	"D_Potence_2BP_Emitter"
						Bone		"Bip01 pelvis"
						AttachType	"Tree"
					}
				}
				Action
				{
					"Value"	"2"
					Particle
					{
						Definition 	"D_Potence_2BP_Emitter_FlashStart"
						Bone		"Bip01 pelvis"
						AttachType	"Tree"
					}
				}
				Action
				{
					"Value"	"2"
					Particle
					{
						Definition 	"D_Potence_2BP_Emitter_Hand"
						Bone		"Bip01 r Hand"
						AttachType	"Bone"
					}
				}
				Action
				{
					"Value"	"2"
					Particle
					{
						Definition 	"D_Potence_2BP_Emitter_Hand"
						Bone		"Bip01 l Hand"
						AttachType	"Bone"
					}
				}

// changed by EntenSchreck
//				Action
//				{
// wesp				"Value"	">2"
//					"Effect"	"Discipline (Potence)"
//				}

				Action
				{
					"Value"	"3"
					Particle
					{
						Definition 	"D_Potence_3BP_Emitter"
						Bone		"Bip01 pelvis"
						AttachType	"Tree"
					}
				}
				Action
				{
					"Value"	"3"
					Particle
					{
						Definition 	"D_Potence_3BP_Emitter_FlashStart"
						Bone		"Bip01 pelvis"
						AttachType	"Tree"
					}
				}
				Action
				{
					"Value"	"3"
					Particle
					{
						Definition 	"D_Potence_3BP_Emitter_Hand"
						Bone		"Bip01 r Hand"
						AttachType	"Bone"
					}
				}
				Action
				{
					"Value"	"3"
					Particle
					{
						Definition 	"D_Potence_3BP_Emitter_Hand"
						Bone		"Bip01 l Hand"
						AttachType	"Bone"
					}
				}

// changed by EntenSchreck
//				Action
//				{
// wesp				"Value"	">3"
//					"Effect"	"Discipline (Potence)"
//				}

				Action
				{
					"Value"	"4"
					Particle
					{
						Definition 	"D_Potence_4BP_Emitter"
						Bone		"Bip01 pelvis"
						AttachType	"Tree"
					}
				}
				Action
				{
					"Value"	"4"
					Particle
					{
						Definition 	"D_Potence_4BP_Emitter_FlashStart"
						Bone		"Bip01 pelvis"
						AttachType	"Tree"
					}
				}
				Action
				{
					"Value"	"4"
					Particle
					{
						Definition 	"D_Potence_4BP_Emitter_Hand"
						Bone		"Bip01 r Hand"
						AttachType	"Bone"
					}
				}
				Action
				{
					"Value"	"4"
					Particle
					{
						Definition 	"D_Potence_4BP_Emitter_Hand"
						Bone		"Bip01 l Hand"
						AttachType	"Bone"
					}
				}

// changed by EntenSchreck
//				Action
//				{
// wesp				"Value"	">4"
//					"Effect"	"Discipline (Potence)"
//				}

				Action
				{
					"Value"	"5"
					Particle
					{
						Definition 	"D_Potence_5BP_Emitter"
						Bone		"Bip01 pelvis"
						AttachType	"Tree"
					}
				}
				Action
				{
					"Value"	"5"
					Particle
					{
						Definition 	"D_Potence_5BP_Emitter_FlashStart"
						Bone		"Bip01 pelvis"
						AttachType	"Tree"
					}
				}
				Action
				{
					"Value"	"5"
					Particle
					{
						Definition 	"D_Potence_5BP_Emitter_Hand"
						Bone		"Bip01 r Hand"
						AttachType	"Bone"
					}
				}
				Action
				{
					"Value"	"5"
					Particle
					{
						Definition 	"D_Potence_5BP_Emitter_Hand"
						Bone		"Bip01 l Hand"
						AttachType	"Bone"
					}
				}

				Action	// added by wesp
				{
					"Value"	"1"
					"Effect"	"Discipline (Potence1)"
				}
				/// start
				Action
				{
					"Value"	"2"
					"Effect"	"Discipline (Potence2)"
				}
				Action
				{
					"Value"	"3"
					"Effect"	"Discipline (Potence3)"
				}
				Action
				{
					"Value"	"4"
					"Effect"	"Discipline (Potence4)"
				}
				Action
				{
					"Value"	"5"
					"Effect"	"Discipline (Potence5)"
				}

			}

			Stat
			{
				"Name"		"Aktif Mevcudiyet"
				"InternalName"	"Active_Presence"
				"Min"			"0"
				"Max"			"Presence"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Presence_Base"
				"Gfx_Hud2"		"hud/Disciplines/Presence_FullBright"

				Durations
				{
					"Initial_1"		"16"
					"Add_1"		"16"

					"Initial_2"		"16"
					"Add_2"		"16"

					"Initial_3"		"16"
					"Add_3"		"16"

					"Initial_4"		"16"
					"Add_4"		"16"

					"Initial_5"		"16"
					"Add_5"		"16"
				}

				"IncPredependency"	"BloodPool > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -1"
				}

				Action
				{
					"Value"	">0"
					"Effect"	"Discipline (Presence-Awe)"
				}

				Action
				{
					"Value"	">1"
					"Effect"	"Discipline (Presence-General)"
				}

				Action
				{
					"Value"	">2"
					"Effect"	"Discipline (Presence-General)"
				}

				Action
				{
					"Value"	">3"
					"Effect"	"Discipline (Presence-General)"
				}

				Action
				{
					"Value"	">4"
					"Effect"	"Discipline (Presence-General)"
				}
			}

			Stat
			{
				"Name"		"Aktif Dnme"
				"InternalName"	"Active_Protean"
				"Min"			"0"
				"Max"			"Protean"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Protean_Base"
				"Gfx_Hud2"		"hud/Disciplines/Protean_FullBright"

				Durations
				{
					"Initial_1"		"25"
					"Add_1"		"25"

					"Initial_2"		"25"
					"Add_2"		"25"

					"Initial_3"		"25"
					"Add_3"		"25"

					"Initial_4"		"25"
					"Add_4"		"25"

					"Initial_5"		"25"
					"Add_5"		"25"
				}

				"IncPredependency"	"BloodPool > 0"
				"IncPredependency"	"Health < Max_Health"

// added by wesp
				Action
				{
					"Value"	"1"
					"Effect"	"Discipline (Protean-Eyes_of_the_Beast)"
				}
				Action
				{
					"Predependency"	"Clan != Toreador"
					"Value"	"2"
					"Effect"	"Discipline (Protean-Feral_Claws)"
				}
				Action
				{
					"Predependency"	"Clan != Toreador"
					"Value"	"3"
					"Effect"	"Discipline (Protean-Will_of_the_Wolf)"
				}
				Action
				{
					"Predependency"	"Clan != Toreador"
					"Value"	"4"
					"Effect"	"Discipline (Protean-Hunter_of_Night)"
				}
				Action
				{
					"Predependency"	"Clan != Toreador"
					"Value"	"5"
					"Effect"	"Discipline (Protean-Wolf_Form)"
				}
				Action
				{
					"Predependency"	"Clan == Toreador"
					"Value"	"2"
					"Effect"	"Discipline (Protean-Feral_Claws-Toreador)"
				}

				Action
				{
					"Predependency"	"Clan == Toreador"
					"Value"	"3"
					"Effect"	"Discipline (Protean-Will_of_the_Wolf-Toreador)"
				}
				Action
				{
					"Predependency"	"Clan == Toreador"
					"Value"	"4"
					"Effect"	"Discipline (Protean-Hunter_of_Night-Toreador)"
				}
				Action
				{
					"Predependency"	"Clan == Toreador"
					"Value"	"5"
					"Effect"	"Discipline (Protean-Wolf_Form-Toreador)"
				}

// Not Implemented Yet
//				// OR:
//				IncPredependency
//				{
//					"Value"		">0"
//					"Predependency"	"BloodPool > 0"
//				}

				Action
				{
// Not Implemented Yet
//					"Triggers"	"Inc | Enter"
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -1"
				}

// Not Implemented Yet
//				Action
//				{
//					"Triggers"	"Inc | Enter"
//					"Value"	"1"
//					"StatEvent"	"Active_Protean -1, 10.0"
//				}

// changed by wesp
				Action
				{
					"Value"	">0"
					Particle
					{
						Definition 	"D_ProteanView_Emitter"
						Bone		""
						AttachType	"ScreenBorder"
						ViewModel	"1"
					}
				}
				Action
				{
					"Value"	">0"
					Particle
					{
						Definition 	"D_Protean_1BP_Emitter"
						Bone		"Bip01 Footsteps"
						AttachType	"HitBox"
					}
				}
				Action
				{
					"Value"	">1"
					Particle
					{
						Definition 	"D_Protean_2BP_Emitter"
						Bone		"Bip01 Footsteps"
						AttachType	"HitBox"
					}
				}
				Action
				{
					"Value"	">1"
					Particle
					{
						Definition 	"D_Protean_2BP_Emitter_LHand"
						Bone		"Bip01 L Hand"
						AttachType	"HitBox"
					}
				}
				Action
				{
					"Value"	">1"
					Particle
					{
						Definition 	"D_Protean_2BP_Emitter_RHand"
						Bone		"Bip01 R Hand"
						AttachType	"HitBox"
					}
				}
				Action
				{
					"Value"	">2"
					Particle
					{
						Definition 	"D_Protean_3BP_Emitter"
						Bone		"Bip01 pelvis"
						AttachType	"tree"
					}
				}
				Action
				{
					"Value"	">2"
					Particle
					{
						Definition 	"D_Protean_3BP_Emitter_Mouth"
						Bone		"Bip01"
						AttachType	"bone"
					}
				}
				Action
				{
					"Value"	">3"
					Particle
					{
						Definition 	"D_Protean_4BP_Emitter"
						Bone		"Bip01 pelvis"
						AttachType	"tree"
					}
				}
				Action
				{
					"Value"	">3"
					Particle
					{
						Definition 	"D_Protean_4BP_Emitter_Mouth"
						Bone		"Bip01"
						AttachType	"bone"
					}
				}
				Action
				{
					"Value"	">4"
					Particle
					{
						Definition 	"D_Protean_5BP_Emitter"
						Bone		"Bip01 pelvis"
						AttachType	"tree"
					}
				}
			}

			Stat
			{
				"Name"		"Aktif Kermet"
				"InternalName"	"Active_Thaumaturgy"
				"Min"			"0"
				"Max"			"Thaumaturgy"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/Fortitude_Base"
				"Gfx_Hud2"		"hud/Disciplines/Fortitude_FullBright"

				Durations
				{
					"Initial_1"		"40"
					"Add_1"		"0"

					"Initial_2"		"40"
					"Add_2"		"0"

					"Initial_3"		"40"
					"Add_3"		"0"

					"Initial_4"		"40"
					"Add_4"		"0"

					"Initial_5"		"40"
					"Add_5"		"0"
				}

				"IncPredependency"	"BloodPool > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"BloodPool -1"
				}

				Action
				{
					"Value"	">0"
					"Effect"	"Discipline (Thaumaturgy)"
				}
			}

			Stat
			{
				"Name"		"nan Kalkan"	// changed by wesp
				"InternalName"	"Active_Shield_of_Faith"
				"Min"			"0"
				"Max"			"Shield_of_Faith"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/ShieldOfFaith_Base"
				"Gfx_Hud2"		"hud/Disciplines/ShieldOfFaith_FullBright"

				Durations	// changed by wesp
				{
					"Initial_1"		"25"
					"Add_1"		"25"

					"Initial_2"		"25"
					"Add_2"		"25"

					"Initial_3"		"25"
					"Add_3"		"25"

					"Initial_4"		"25"
					"Add_4"		"25"

					"Initial_5"		"25"
					"Add_5"		"25"
				}

				"IncPredependency"	"FaithPoints > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"FaithPoints -1"
				}

				Action
				{
					"Value"	">0"
					"Effect"	"Numina (Shield_of_Faith)"
				}

				Action
				{
					"Value"	">1"
					"Effect"	"Numina (Shield_of_Faith)"
				}

				Action
				{
					"Value"	">2"
					"Effect"	"Numina (Shield_of_Faith)"
				}

				Action
				{
					"Value"	">3"
					"Effect"	"Numina (Shield_of_Faith)"
				}

				Action
				{
					"Value"	">4"
					"Effect"	"Numina (Shield_of_Faith)"
				}
			}

			Stat
			{
				"Name"		"Yce Gr"	// changed by wesp
				"InternalName"	"Active_Divine_Vision"
				"Min"			"0"
				"Max"			"Divine_Vision"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/HolySight_Base"
				"Gfx_Hud2"		"hud/Disciplines/HolySight_FullBright"

				Durations	// changed by wesp
				{
					"Initial_1"		"20"
					"Add_1"		"20"

					"Initial_2"		"24"
					"Add_2"		"24"

					"Initial_3"		"28"
					"Add_3"		"28"

					"Initial_4"		"32"
					"Add_4"		"32"

					"Initial_5"		"36"
					"Add_5"		"36"
				}

				"IncPredependency"	"FaithPoints > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"FaithPoints -1"
				}

				Action
				{
					"Value"	"1"
					"Effect"	"Numina (Divine_Vision1)"
				}

				Action
				{
					"Value"	"2"
					"Effect"	"Numina (Divine_Vision2)"
				}

				Action
				{
					"Value"	"3"
					"Effect"	"Numina (Divine_Vision3)"
				}

				Action
				{
					"Value"	"4"
					"Effect"	"Numina (Divine_Vision4)"
				}

				Action
				{
					"Value"	"5"
					"Effect"	"Numina (Divine_Vision5)"
				}
			}

			Stat
			{
				"Name"		"Kutsal Ik"	// changed by wesp
				"InternalName"	"Active_Holy_Light"
				"Min"			"0"
				"Max"			"Holy_Light"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/DivineLight_Base"
				"Gfx_Hud2"		"hud/Disciplines/DivineLight_FullBright"

				Durations	// changed by wesp
				{
					"Initial_1"		"2"	
					"Add_1"		"0"

					"Initial_2"		"4"
					"Add_2"		"0"

					"Initial_3"		"6"
					"Add_3"		"0"

					"Initial_4"		"8"
					"Add_4"		"0"

					"Initial_5"		"10"
					"Add_5"		"0"
				}


				"IncPredependency"	"FaithPoints > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"FaithPoints -1"
				}

				Action	// added by wesp
				{
					"Value"	">0"
					"Effect"	"Numina (Holy_Light)"
				}
				Action
				{
					"Value"	">1"
					"Effect"	"Numina (Holy_Light)"
				}
				Action
				{
					"Value"	">2"
					"Effect"	"Numina (Holy_Light)"
				}
				Action
				{
					"Value"	">3"
					"Effect"	"Numina (Holy_Light)"
				}
				Action
				{
					"Value"	">4"
					"Effect"	"Numina (Holy_Light)"
				}
			}

			Stat
			{
				"Name"		"Zihin Kalkan"	// changed by wesp
				"InternalName"	"Active_Mind_Shield"
				"Min"			"0"
				"Max"			"Mind_Shield"
				"Default"		"0"
				"NameMapping"	"DisciplineLevel"

				"Gfx_Hud"		"hud/Disciplines/MindShield_Base"
				"Gfx_Hud2"		"hud/Disciplines/MindShield_FullBright"

				Durations
				{
					"Initial_1"		"40"
					"Add_1"		"0"

					"Initial_2"		"40"
					"Add_2"		"0"

					"Initial_3"		"40"
					"Add_3"		"0"

					"Initial_4"		"40"
					"Add_4"		"0"

					"Initial_5"		"40"
					"Add_5"		"0"
				}

				"IncPredependency"	"FaithPoints > 0"
				"IncPredependency"	"Health < Max_Health"

				Action
				{
					"Triggers"	"Inc"
					"Value"	">0"
					"Stat"	"FaithPoints -1"
				}
			}
//		}
	}
}
