// WANNE: Yes, this should be disabled, otherwise we get weird behavior when running the game with a VS 2005 build!
//#pragma setlocale("CHINESE")

#ifdef PRECOMPILEDHEADERS
	#include "Utils All.h"
#else
	#include "Language Defines.h"
	#if defined( CHINESE )
		#include "text.h"
		#include "Fileman.h"
		#include "Scheduling.h"
		#include "EditorMercs.h"
		#include "Item Statistics.h"
	#endif
#endif

//suppress : warning LNK4221: no public symbols found; archive member will be inaccessible
void this_is_the_ChineseText_public_symbol(void){;}

#if defined( CHINESE )

/*

******************************************************************************************************
**                                  IMPORTANT TRANSLATION NOTES                                     **
******************************************************************************************************

GENERAL INSTRUCTIONS
- Always be aware that foreign strings should be of equal or shorter length than the English equivalent.
	I know that this is difficult to do on many occasions due to the nature of foreign languages when
	compared to English.  By doing so, this will greatly reduce the amount of work on both sides.  In
	most cases (but not all), JA2 interfaces were designed with just enough space to fit the English word.
	The general rule is if the string is very short (less than 10 characters), then it's short because of
	interface limitations.  On the other hand, full sentences commonly have little limitations for length.
	Strings in between are a little dicey.
- Never translate a string to appear on multiple lines.  All strings L"This is a really long string...",
	must fit on a single line no matter how long the string is.  All strings start with L" and end with ",
- Never remove any extra spaces in strings.  In addition, all strings containing multiple sentences only
	have one space after a period, which is different than standard typing convention.  Never modify sections
	of strings contain combinations of % characters.  These are special format characters and are always
	used in conjunction with other characters.  For example, %s means string, and is commonly used for names,
	locations, items, etc.  %d is used for numbers.  %c%d is a character and a number (such as A9).
	%% is how a single % character is built.  There are countless types, but strings containing these
	special characters are usually commented to explain what they mean.  If it isn't commented, then
	if you can't figure out the context, then feel free to ask SirTech.
- Comments are always started with // Anything following these two characters on the same line are
	considered to be comments.  Do not translate comments.  Comments are always applied to the following
	string(s) on the next line(s), unless the comment is on the same line as a string.
- All new comments made by SirTech will use "//@@@ comment" (without the quotes) notation.  By searching
	for @@@ everytime you recieve a new version, it will simplify your task and identify special instructions.
  Commonly, these types of comments will be used to ask you to abbreviate a string.  Please leave the
	comments intact, and SirTech will remove them once the translation for that particular area is resolved.
- If you have a problem or question with translating certain strings, please use "//!!! comment"
	(without the quotes).  The syntax is important, and should be identical to the comments used with @@@
	symbols.  SirTech will search for !!! to look for your problems and questions.  This is a more
	efficient method than detailing questions in email, so try to do this whenever possible.



FAST HELP TEXT -- Explains how the syntax of fast help text works.
**************

1) BOLDED LETTERS
	The popup help text system supports special characters to specify the hot key(s) for a button.
	Anytime you see a '|' symbol within the help text string, that means the following key is assigned
	to activate the action which is usually a button.

	EX:  L"|Map Screen"

	This means the 'M' is the hotkey.  In the game, when somebody hits the 'M' key, it activates that
	button.  When translating the text to another language, it is best to attempt to choose a word that
	uses 'M'.  If you can't always find a match, then the best thing to do is append the 'M' at the end
	of the string in this format:

	EX:  L"Ecran De Carte (|M)"  (this is the French translation)

	Other examples are used multiple times, like the Esc key  or "|E|s|c" or Space -> (|S|p|a|c|e)

2) NEWLINE
  Any place you see a \n within the string, you are looking at another string that is part of the fast help
	text system.  \n notation doesn't need to be precisely placed within that string, but whereever you wish
	to start a new line.

	EX:  L"Clears all the mercs' positions,\nand allows you to re-enter them manually."

	Would appear as:

				Clears all the mercs' positions,
				and allows you to re-enter them manually.

	NOTE:  It is important that you don't pad the characters adjacent to the \n with spaces.  If we did this
	       in the above example, we would see

	WRONG WAY -- spaces before and after the \n
	EX:  L"Clears all the mercs' positions, \n and allows you to re-enter them manually."

	Would appear as: (the second line is moved in a character)

				Clears all the mercs' positions,
 				 and allows you to re-enter them manually.


@@@ NOTATION
************

	Throughout the text files, you'll find an assortment of comments.  Comments are used to describe the
	text to make translation easier, but comments don't need to be translated.  A good thing is to search for
	"@@@" after receiving new version of the text file, and address the special notes in this manner.

!!! NOTATION
************

	As described above, the "!!!" notation should be used by you to ask questions and address problems as
	SirTech uses the "@@@" notation.

*/

CHAR16	XMLTacticalMessages[1000][MAX_MESSAGE_NAMES_CHARS] =
{
	L"",
};

//Encyclopedia

STR16 pMenuStrings[] =
{
	//Encyclopedia
	L"地点", //0 //L"Locations",
	L"人物", //L"Characters",
	L"物品", //L"Items",
	L"任务", //L"Quests",
	L"菜单5", //L"Menu 5",
	L"菜单6", //5 //L"Menu 6",
	L"菜单7", //L"Menu 7",
	L"菜单8", //L"Menu 8",
	L"菜单9", //L"Menu 9",
	L"菜单10", //L"Menu 10",
	L"菜单11", //10 //L"Menu 11",
	L"菜单12", //L"Menu 12",
	L"菜单13", //L"Menu 13",
	L"菜单14", //L"Menu 14",
	L"菜单15", //L"Menu 15",
	L"菜单15", // 15 //L"Menu 15",
	
	//Briefing Room
	L"进入",	 //L"Enter",
};

STR16	pOtherButtonsText[] =
{
	L"简报", //L"Briefing", 
	L"接受", //L"Accept",
};

STR16	pOtherButtonsHelpText[] =
{
	L"简报", //L"Briefing",
	L"接受任务", //L"Accept missions",
};


STR16	pLocationPageText[] =
{
	L"上一页", //L"Prev page",
	L"照片", //L"Photo",
	L"下一页", //L"Next page",
};

STR16	pSectorPageText[] =
{
	L"<<",
	L"主页面", //L"Main page",
	L">>",
	L"类型: ", //L"Type: ",
	L"空白数据", //L"Empty data",
	L"该任务尚未定义。将任务代码放到这里：TableData\\BriefingRoom\\BriefingRoom.xml。 首个任务必须可见，定义值Hidden = 0为可见。", //L"Missing of defined missions. Add missions to the file TableData\\BriefingRoom\\BriefingRoom.xml. First mission has to be visible. Put value Hidden = 0.",
	L"简报室。请点击 '进入' 按钮", //L"Briefing Room. Please click the 'Enter' button.",
};

STR16	pEncyclopediaTypeText[] =
{
	L"未知", //0 //L"Unknown",
	L"城市", //1 //L"City",
	L"SAM导弹基地", //2 //L"SAM Site",
	L"其它位置", //3 //L"Other Location",
	L"矿场", //4 //L"Mine",
	L"军事设施", //5 //L"Military Complex",
	L"研究设施", //6 //L"Laboratory Complex",
	L"工厂设施", //7 //L"Factory Complex",
	L"医院", //8 //L"Hospital",
	L"监狱", //9 //L"Prison",
    L"机场", //10 //L"Airport", 
};

STR16	pEncyclopediaHelpCharacterText[] =
{
	L"全部显示", //L"Show All",
	L"显示AIM成员", //L"Show AIM",
	L"显示MERC成员", //L"Show MERC",
	L"显示RPC", //L"Show RPC",
	L"显示NPC", //L"Show NPC",
	L"显示车辆", //L"Show Vehicle",
	L"显示IMP", //L"Show IMP",
	L"显示EPC", //L"Show EPC",
	L"过滤", //L"Filter",
};

STR16	pEncyclopediaShortCharacterText[] =
{
	L"全部", //L"All",
	L"AIM", //L"AIM",
	L"MERC", //L"MERC",
	L"RPC", //L"RPC",
	L"NPC", //L"NPC",
	L"车辆", //L"Veh.",
	L"IMP", //L"IMP",
	L"EPC", //L"EPC",
	L"过滤", //L"Filter",
};

STR16	pEncyclopediaHelpText[] =
{
	L"全部显示", //L"Show All",
	L"显示城市", //L"Show City",
	L"显示SAM导弹基地", //L"Show SAM Site",
	L"显示其它区域", //L"Show Other Location",
	L"显示矿场", //L"Show Mine",
	L"显示军事设施", //L"Show Military Complex",
	L"显示研究设施", //L"Show Laboratory Complex",
	L"显示工厂设施", //L"Show Factory Complex",
	L"显示医院", //L"Show Hospital",
	L"显示监狱", //L"Show Prison",
	L"显示机场", //L"Show Airport",
};

STR16	pEncyclopediaSkrotyText[] =
{
	L"全部", //L"All",
	L"城市", //L"City",
	L"SAM", //L"SAM",
	L"其它", //L"Other",
	L"矿场", //L"Mine",
	L"军事", //L"Mil.",
	L"研究所", //L"Lab.",
	L"工厂", //L"Fact.",
	L"医院", //L"Hosp.",
	L"监狱", //L"Prison",
	L"机场", //L"Air.",
};

STR16	pEncyclopediaFilterLocationText[] =
{//major location filter button text max 7 chars
//..L"------v"
	L"全部",//All
	L"城市",//City
	L"SAM",//SAM
	L"矿场",//Mine
	L"机场",//Airport
	L"荒野",
	L"地下",
	L"设施",
	L"其它",//Other
//filter button tooltip
//..L"---------------------------------------------------------------------v"
	L"显示全部",//Show all
	L"显示城市",//Show Cities
	L"显示SAM",//Show SAM
	L"显示矿场",//Show mines
	L"显示机场",//Show airports
	L"显示荒野",
	L"显示地下分区",
	L"显示有设施的分区\n|左|键开启，|右|键关闭",
	L"显示其它分区",
};

STR16 pEncyclopediaSubFilterLocationText[] =
{//item subfilter button text max 7 chars
//..L"------v"
	L"",//reserved. Insert new city filters above!
	L"",//reserved. Insert new SAM filters above!
	L"",//reserved. Insert new mine filters above!
	L"",//reserved. Insert new airport filters above!
	L"",//reserved. Insert new wilderness filters above!
	L"",//reserved. Insert new underground sector filters above!
	L"",//reserved. facility filter texts are dynamicly loaded, leave this marker empty!
	L"",//reserved. Insert new other filters above!
};

STR16	pEncyclopediaFilterCharText[] =
{//major char filter button text
//..L"------v"
	L"全部",//All
	L"A.I.M.",
	L"MERC",
	L"RPC",
	L"NPC",
	L"IMP",
	L"其它",//add new filter buttons before other
//filter button tooltip
//..L"---------------------------------------------------------------------v"
	L"显示全部",//Show all
	L"显示A.I.M成员",
	L"显示M.E.R.C成员",
	L"显示反抗军",
	L"显示不可雇佣角色",
	L"显示玩家创建角色",
	L"显示其他角色\n|左|键开启，|右|键关闭",
};

STR16	pEncyclopediaSubFilterCharText[] =
{//item subfilter button text
//..L"------v"
	L"",//reserved. Insert new AIM filters above!
	L"",//reserved. Insert new MERC filters above!
	L"",//reserved. Insert new RPC filters above!
	L"",//reserved. Insert new NPC filters above!
	L"",//reserved. Insert new IMP filters above!
//Other-----v"
	L"车辆",//vehicles
	L"机器",//electronic chars
	L"",//reserved. Insert new Other filters above!
};

STR16	pEncyclopediaFilterItemText[] =
{//major item filter button text max 7 chars
//..L"------v"
	L"全部",//All
	L"枪械",
	L"弹药",
	L"护具",
	L"携具",
	L"附件",
	L"杂物",//add new filter buttons before misc
//filter button tooltip
//..L"---------------------------------------------------------------------v"
	L"显示全部",//Show all
	L"显示枪械\n|左|键开启，|右|键关闭",
	L"显示弹药\n|左|键开启，|右|键关闭",
	L"显示护具\n|左|键开启，|右|键关闭",
	L"显示携行具\n|左|键开启，|右|键关闭",
	L"显示附件\n|左|键开启，|右|键关闭",
	L"显示其它物品\n|左|键开启，|右|键关闭",
};

STR16 pEncyclopediaSubFilterItemText[] =
{//item subfilter button text max 7 chars
//..L"------v"
//Guns......v"
	L"手枪",
	L"自动手枪",
	L"冲锋枪",
	L"步枪",
	L"狙击步枪",
	L"突击步枪",
	L"机枪",
	L"霰弹枪",
	L"重武器",
	L"",//reserved. insert new gun filters above!
//Amunition.v"
	L"手枪",
	L"自动手枪",
	L"冲锋枪",
	L"步枪",
	L"狙击步枪",
	L"突击步枪",
	L"机枪",
	L"霰弹枪",
	L"重武器",
	L"",//reserved. insert new ammo filters above!
//Armor.....v"
	L"头盔",
	L"胸甲",
	L"护腿",
	L"插板",
	L"",//reserved. insert new armor filters above!
//LBE.......v"
	L"贴身",
	L"背心",
	L"战斗包",
	L"背包",
	L"口袋",
	L"其它",
	L"",//reserved. insert new LBE filters above!
//Attachments"
	L"瞄准",
	L"侧件",
	L"枪口",
	L"外部",
	L"内部",
	L"其它",
	L"",//reserved. insert new attachment filters above!
//Misc......v"
	L"刀具",
	L"飞刀",
	L"钝器",
	L"手雷",
	L"炸弹",
	L"医疗箱",
	L"工具箱",
	L"面具",
	L"其它",
	L"",//reserved. insert new misc filters above!
//add filters for a new button here
};

STR16 pEncyclopediaFilterQuestText[] =
{//major quest filter button text max 7 chars
//..L"------v"
	L"全部",//All
	L"进行中",
	L"已完成",
//filter button tooltip
//..L"---------------------------------------------------------------------v"
	L"显示全部",//Show all
	L"显示正在进行的任务",
	L"显示已经完成的任务",
};

STR16 pEncyclopediaSubFilterQuestText[] =
{//Quest subfilter button text max 7 chars, not used, but needed if any subfilters are added
//..L"------v"
	L"",//reserved. insert new active quest subfilters above!
	L"",//reserved. insert new completed quest subfilters above!
};

STR16	pEncyclopediaShortInventoryText[] =
{
	L"全部", //0 //L"All",
	L"枪械", //L"Gun",
	L"弹药", //L"Ammo",
	L"携行具", //L"LBE",
	L"杂货", //L"Misc",
	
	L"显示全部", //5 //L"Show All",
	L"显示枪械", //L"Show Gun",
	L"显示弹药", //L"Show Ammo",
	L"显示携行具", //L"Show LBE Gear",
	L"显示杂货", //L"Show Misc",
};

STR16			BoxFilter[] =
{
	// Guns
	L"重武器", //L"Heavy",
	L"手枪", //L"Pistol",
	L"自动手枪", //L"M. Pist.",
	L"冲锋枪", //L"SMG",
	L"步枪", //L"Rifle",
	L"狙击枪", //L"S. Rifle",
	L"突击步枪", //L"A. Rifle",
	L"机枪", //L"MG",
	L"霰弹枪", //L"Shotg.",

	// Ammo
	L"手枪", //L"Pistol",
	L"自动手枪", //10 //L"M. Pist.",
	L"冲锋枪", //L"SMG",
	L"步枪", //L"Rifle",
	L"狙击枪", //L"S. Rifle",
	L"突击步枪", //L"A. Rifle",
	L"机枪", //L"MG",
	L"霰弹枪", //L"Shotg.",

	// Used
	L"枪械", //L"Gun",
	L"护甲", //L"Armor",
	L"携行具", //L"LBE Gear",
	L"杂货", //20 //L"Misc",

	// Armour
	L"头盔", //L"Helmet",
	L"防弹衣", //L"Vest",
	L"作战裤", //L"Legging",
	L"防弹板", //L"Plate",

	// Misc
	L"刀具", //L"Blade",
	L"飞刀", //L"Th. Kn.",
	L"格斗", //L"Blunt",
	L"手雷等", //L"Grena.",
	L"炸药", //L"Bomb",
	L"医疗", //30 //L"Med.",
	L"工具", //L"Kit",
	L"面部设备", //L"Face",
	L"携行具", //L"LBE",
	L"其它", //34 //L"Misc",
};

STR16		QuestDescText[] =
{
	L"送信",//L"Deliver Letter",
	L"食物补给线",//L"Food Route",
	L"恐怖分子",//L"Terrorists",
	L"Kingpin的圣杯 ",//L"Kingpin Chalice",
	L"Kingpin的黑钱",//L"Kingpin Money",
	L"逃走的Joey",//L"Runaway Joey",
	L"拯救Maria",//L"Rescue Maria",
	L"Chitzena圣杯",//L"Chitzena Chalice",
	L"被困在Alma",//L"Held in Alma",
	L"审讯",//L"Interogation",

	L"乡巴佬的问题",//L"Hillbilly Problem",								//10
	L"找到科学家",//L"Find Scientist",
	L"送摄像机",//L"Deliver Video Camera",
	L"血猫",//L"Blood Cats",
	L"找到Hermit",//L"Find Hermit",
	L"异形",//L"Creatures",
	L"找到直升机飞行员",//L"Find Chopper Pilot",
	L"护送SkyRider",//L"Escort SkyRider",
	L"解救Dyname",//L"Free Dynamo",
	L"护送游客",//L"Escort Tourists",


	L"Doreen",//L"Doreen",									//20
	L"关于皮革商店的梦想",//L"Leather Shop Dream",
	L"护送Shank",//L"Escort Shank",
	L"没有23",//L"No 23 Yet",
	L"没有24",//L"No 24 Yet",
	L"杀死Deidranna",//L"Kill Deidranna",
	L"没有26",//L"No 26 Yet",
	L"没有27",//L"No 27 Yet",
	L"没有28",//L"No 28 Yet",
	L"没有29",//L"No 29 Yet",
};

STR16		FactDescText[] =
{
	L"Omerta被解放了",//L"Omerta Liberated",
	L"Drassen被解放了",//L"Drassen Liberated",
	L"Sanmona被解放了",//L"Sanmona Liberated",
	L"Cambria被解放了",//L"Cambria Liberated",
	L"Alma被解放了",//L"Alma Liberated",
	L"Grumm被解放了",//L"Grumm Liberated",
	L"Tixa被解放了",//L"Tixa Liberated",
	L"Chitzena被解放了",//L"Chitzena Liberated",
	L"Estoni被解放了",//L"Estoni Liberated",
	L"Balime被解放了",//L"Balime Liberated",

	L"Orta被解放了",//L"Orta Liberated",					//10
	L"Meduna被解放了",//L"Meduna Liberated",
	L"Pacos走近了",//L"Pacos approched",
	L"Fatima阅读了信件",//L"Fatima Read note",
	L"Fatima从佣兵身边离开",//L"Fatima Walked away from player",
	L"Dimitri死了",//L"Dimitri (#60) is dead",
	L"Fatima回应了Dimitri的惊讶",//L"Fatima responded to Dimitri's supprise",
	L"Carlo喊道'都不许动'",//L"Carlo's exclaimed 'no one moves'",
	L"Fatima描述了信件",//L"Fatima described note",
	L"Fatima到达最终目的地",//L"Fatima arrives at final dest",

	L"Dimitri说Fatima有证据",//L"Dimitri said Fatima has proof",		//20
	L"Miguel听到了对话",//L"Miguel overheard conversation",
	L"Miguel要看信件",//L"Miguel asked for letter",
	L"Miguel阅读了信件",//L"Miguel read note",
	L"Ira在Miguel阅读信件时发表意见",//L"Ira comment on Miguel reading note",
	L"反抗军是敌人",//L"Rebels are enemies",
	L"把信交给Fatima之前与Fatima对话",//L"Fatima spoken to before given note",
	L"开始Drassen任务",//L"Start Drassen quest",
	L"Miguel安排了Ira",//L"Miguel offered Ira",
	L"Pacos受伤了/被杀死了",//L"Pacos hurt/Killed",

	L"Pacos在A10区域",//L"Pacos is in A10",		//30
	L"目前区域安全",//L"Current Sector is safe",
	L"Bobby R的包裹在路上",//L"Bobby R Shpmnt in transit",
	L"Bobby R的包裹到达Drassen",//L"Bobby R Shpmnt in Drassen",
	L"33是TRUE，包裹在不到2小时之前到达",//L"33 is TRUE and it arrived within 2 hours",
	L"33是TRUE，34是False，包裹到达时刻距现在已经超过2小时",//L"33 is TRUE 34 is false more then 2 hours",
	L"佣兵发现部分包裹丢失了",//L"Player has realized part of shipment is missing",
	L"36是TRUE，Pablo被佣兵伤害了",//L"36 is TRUE and Pablo was injured by player",
	L"Pablo承认偷窃",//L"Pablo admitted theft",
	L"Pablo返还货物，设置37为False",//L"Pablo returned goods, set 37 false",

	L"Miguel将会加入团队",//L"Miguel will join team",		//40
	L"给Pablo一些钱",//L"Gave some cash to Pablo",
	L"Skyrider正在被护送中",//L"Skyrider is currently under escort",
	L"Skyrider接近Drassen的直升机",//L"Skyrider is close to his chopper in Drassen",
	L"Skyrider解释了交易",//L"Skyrider explained deal",
	L"佣兵在地图屏幕上点击了直升机至少一次",//L"Player has clicked on Heli in Mapscreen at least once",
	L"欠了NPC的钱",//L"NPC is owed money",
	L"NPC受伤了",//L"Npc is wounded",
	L"NPC被佣兵伤害了",//L"Npc was wounded by Player",
	L"将食物短缺的情况告知了J.Walkder神父",//L"Father J.Walker was told of food shortage",

	L"Ira不在这个区域",//L"Ira is not in sector",		//50
	L"Ira在说话中",//L"Ira is doing the talking",
	L"寻找食物任务完成",//L"Food quest over",
	L"Pable从最近的货物中偷了些东西",//L"Pablo stole something from last shpmnt",
	L"最近的货物损坏了",//L"Last shipment crashed",
	L"最近的货物被发到了错误的机场",//L"Last shipment went to wrong airport",
	L"自从得知货物被发到了错误的机场，24小时过去了",//L"24 hours elapsed since notified that shpment went to wrong airport",
	L"丢失的包裹到达，但是（某些）货物损坏了， 把 56 设成 False",//L"Lost package arrived with damaged goods. 56 to False",
	L"丢失的包裹永久丢失, 把 56 设成 False",//L"Lost package is lost permanently. Turn 56 False",
	L"下一个包裹可能（随机）丢失",//L"Next package can (random) be lost",

	L"下一个包裹可能（随机）被延误",//L"Next package can(random) be delayed",		//60
	L"包裹是中等尺寸的",//L"Package is medium sized",
	L"包裹是大尺寸的",//L"Package is largesized",
	L"Doreen有良心",//L"Doreen has conscience",
	L"佣兵对Gordon说话",//L"Player Spoke to Gordon",
	L"Ira仍然是NPC，位于A10-2区域（尚未加入）",//L"Ira is still npc and in A10-2(hasnt joined)",
	L"Dynamo要求急救",//L"Dynamo asked for first aid",
	L"Dynamo可以被招聘",//L"Dynamo can be recruited",
	L"NPC在流血",//L"Npc is bleeding",
	L"Shank想加入",//L"Shank wnts to join",

	L"NPC在流血",//L"NPC is bleeding",		//70
	L"佣兵队伍有通缉犯的头 & Carmen在San Mona",//L"Player Team has head & Carmen in San Mona",
	L"佣兵队伍有通缉犯的头 & Carmen在Cambria",//L"Player Team has head & Carmen in Cambria",
	L"佣兵队伍有通缉犯的头 & Carmen在Drassen",//L"Player Team has head & Carmen in Drassen",
	L"神父喝醉了",//L"Father is drunk",
	L"佣兵伤害了在NPC身边8个格子内的佣兵",//L"Player has wounded mercs within 8 tiles of NPC",
	L"NPC身边8个格子内只有1个佣兵受伤",//L"1 & only 1 merc wounded within 8 tiles of NPC",
	L"NPC身边8个格子内有多于1个佣兵受伤",//L"More then 1 wounded merc within 8 tiles of NPC",
	L"Brenda在商店中",//L"Brenda is in the store ",
	L"Brenda死了",//L"Brenda is Dead",

	L"Brenda在家",//L"Brenda is at home",		//80
	L"NPC是敌人",//L"NPC is an enemy",
	L"扩音器音量>=84,<3个男性出现",//L"Speaker Strength >= 84 and < 3 males present",
	L"扩音器音量>=84,和至少3名男性",//L"Speaker Strength >= 84 and at least 3 males present",
	L"Hans引荐了Tony",//L"Hans lets ou see Tony",
	L"Hans正站在 13523",//L"Hans is standing on 13523",
	L"Tony今天不在",//L"Tony isnt available Today",
	L"妓女在和NPC说话",//L"Female is speaking to NPC",
	L"佣兵很享受妓院",//L"Player has enjoyed the Brothel",
	L"Carla有空",//L"Carla is available",

	L"Cindy有空",//L"Cindy is available",		//90
	L"Bambi有空",//L"Bambi is available",
	L"没有小姐有空",//L"No girls is available",
	L"佣兵在等小姐",//L"Player waited for girls",
	L"佣兵付了钱",//L"Player paid right amount of money",
	L"佣兵从小混混身边走过",//L"Mercs walked by goon",
	L"NPC身边3个格子内有多于1个佣兵",//L"More thean 1 merc present within 3 tiles of NPC",
	L"NPC身边3个格子内至少有1个佣兵",//L"At least 1 merc present withing 3 tiles of NPC",
	L"Kingping等待佣兵的拜访",//L"Kingping expectingh visit from player",
	L"Darren等待佣兵付钱",//L"Darren expecting money from player",

	L"佣兵在5格内，NPC可见",//L"Player within 5 tiles and NPC is visible",			//	100
	L"Carmen在San Mona",//L"Carmen is in San Mona",
	L"佣兵对Carmen说话",//L"Player Spoke to Carmen",
	L"Kingpin知道自己的钱被偷了",//L"KingPin knows about stolen money",
	L"佣兵把钱还给了KingPin",//L"Player gave money back to KingPin",
	L"给了Frank钱（不是去买酒）",//L"Frank was given the money ( not to buy booze )",
	L"佣兵被告知KingPin看拳击比赛",//L"Player was told about KingPin watching fights",
	L"过了俱乐部的关门时间，Darren警告佣兵（每天重置）",//L"Past club closing time and Darren warned Player. (reset every day)",
	L"Joey是EPC",//L"Joey is EPC",
	L"Joey在C5",//L"Joey is in C5",
	
	L"Joey在Martha(109)的5格内，G8区域",//L"Joey is within 5 tiles of Martha(109) in sector G8",		//110
	L"Joey死了",//L"Joey is Dead!",
	L"至少有一个佣兵在Martha身边的5格内",//L"At least one player merc within 5 tiles of Martha",
	L"Spike站在9817格",//L"Spike is occuping tile 9817",
	L"Angel提供了背心",//L"Angel offered vest",
	L"Angel卖了背心",//L"Angel sold vest",
	L"Maria是EPC",//L"Maria is EPC",
	L"Maria是EPC，在皮革店里",//L"Maria is EPC and inside leather Shop",
	L"佣兵想买背心",//L"Player wants to buy vest",
	L"营救Maria被KingPin的狗腿子发现了，Kingpin现在是敌人了",//L"Maria rescue was noticed by KingPin goons and Kingpin now enemy",
	
	L"Angel把契约留在了柜台上",//L"Angel left deed on counter",		//120
	L"Maria任务结束",//L"Maria quest over",
	L"佣兵今天对NPC进行了包扎",//L"Player bandaged NPC today",
	L"Doreen展现了对女皇的忠诚",//L"Doreen revealed allegiance to Queen",
	L"Pablo不应该偷佣兵的东西",//L"Pablo should not steal from player",
	L"佣兵的货物到了，但因忠诚度过低而被迫运离",//L"Player shipment arrived but loyalty to low, so it left",
	L"直升机待命中",//L"Helicopter is in working condition",
	L"佣兵给予的金钱>=1000美金",//L"Player is giving amount of money >= $1000",
	L"佣兵给予的金钱<1000美金",//L"Player is giving amount less than $1000",
	L"Waldo同意修理直升机（直升机已损坏）",//L"Waldo agreed to fix helicopter( heli is damaged )",
	
	L"直升机已被摧毁",//L"Helicopter was destroyed",		//130
	L"Waldo告诉我们关于直升机飞行员的事情",//L"Waldo told us about heli pilot",
	L"神父告诉我们Deidranna在屠杀生病的人们",//L"Father told us about Deidranna killing sick people",
	L"神父告诉我们Chivaldori一家的事情",//L"Father told us about Chivaldori family",
	L"神父告诉我们关于异形的事情",//L"Father told us about creatures",
	L"忠诚度一般",//L"Loyalty is OK",
	L"忠诚度低",//L"Loyalty is Low",
	L"忠诚度高",//L"Loyalty is High",
	L"佣兵做的很糟糕",//L"Player doing poorly",
	L"佣兵把通缉犯的头颅给了Carmen",//L"Player gave valid head to Carmen",
	
	L"目前的区域是G9(Cambria)",//L"Current sector is G9(Cambria)",		//140
	L"目前的区域是C5(SanMona)",//L"Current sector is C5(SanMona)",
	L"目前的区域是C13(Drassen)",//L"Current sector is C13(Drassen",
	L"Carmen带了至少10000美金",//L"Carmen has at least $10,000 on him",
	L"Slay加入佣兵团队超过48小时",//L"Player has Slay on team for over 48 hours",
	L"Carmen在怀疑Slay",//L"Carmen is suspicous about slay",
	L"Slay在目前的区域中",//L"Slay is in current sector",
	L"Carmen给了我们最终的警告",//L"Carmen gave us final warning",
	L"Vince解释了他为何要求日薪",//L"Vince has explained that he has to charge",
	L"需要给Vince支付薪金（每日重设）",//L"Vince is expecting cash (reset everyday)",
	
	L"佣兵偷了些医疗用品",//L"Player stole some medical supplies once",		//150
	L"佣兵又偷了些医疗用品",//L"Player stole some medical supplies again",
	L"Vince可以被招募",//L"Vince can be recruited",
	L"Vince正在坐诊",//L"Vince is currently doctoring",
	L"Vince被招募了",//L"Vince was recruited",
	L"Slay提供了交易",//L"Slay offered deal",
	L"所有的恐怖分子已被歼灭",//L"All terrorists killed",
	L"",
	L"Maria被落在了错误的区域",//L"Maria left in wrong sector",
	L"Skyrider被落在了错误的区域",//L"Skyrider left in wrong sector",
	
	L"Joey被落在了错误的区域",//L"Joey left in wrong sector",		//160
	L"John被落在了错误的区域",//L"John left in wrong sector",
	L"Mary被落在了错误的区域",//L"Mary left in wrong sector",
	L"Walter被贿赂了",//L"Walter was bribed",
	L"Shank(67)在队伍中，但不是参与对话的人",//L"Shank(67) is part of squad but not speaker",
	L"和Maddog说话",//L"Maddog spoken to",
	L"Jake和我们谈论了Shank",//L"Jake told us about shank",
	L"Shank(67)不在区域中",//L"Shank(67) is not in secotr",
	L"血猫任务开始超过2天了",//L"Bloodcat quest on for more than 2 days",
	L"对Armand进行了有效的威胁",//L"Effective threat made to Armand",
	
	L"女皇死了！",//L"Queen is DEAD!",												//170
	L"参与对话的人是AIM佣兵，或者队伍内的AIM佣兵在10格内",//L"Speaker is with Aim or Aim person on squad within 10 tiles",
	L"现有的矿已经空了",//L"Current mine is empty",
	L"现有的矿快要被开采完了",//L"Current mine is running out",
	L"矿区忠诚度低(低矿产产量）",//L"Loyalty low in affiliated town (low mine production)",
	L"异形入侵了矿坑",//L"Creatures invaded current mine",
	L"佣兵失去了矿坑",//L"Player LOST current mine",
	L"矿坑在全速生产中",//L"Current mine is at FULL production",
	L"参与对话的人是Dynamo，或者在参与对话的人的10格内",//L"Dynamo(66) is Speaker or within 10 tiles of speaker",
	L"Fred告诉了我们异形的事情",//L"Fred told us about creatures",

	L"Matt告诉了我们异形的事情",//L"Matt told us about creatures",				//180
	L"Oswald告诉了我们异形的事情",//L"Oswald told us about creatures",
	L"Calvin告诉了我们异形的事情",//L"Calvin told us about creatures",
	L"Carl告诉了我们异形的事情",//L"Carl told us about creatures",
	L"博物馆里的圣杯被偷走了",//L"Chalice stolen from museam",
	L"John是EPC",//L"John(118) is EPC",
	L"Mary和John是EPC",//L"Mary(119) and John (118) are EPC's",
	L"Mary还活着",//L"Mary(119) is alive",
	L"Mary是EPC",//L"Mary(119)is EPC",
	L"Mary在流血",//L"Mary(119) is bleeding",

	L"John还活着",//L"John(118) is alive",							//190
	L"John在流血",//L"John(118) is bleeding",
	L"John或者Mary靠近了Drassen(B13)的机场",//L"John or Mary close to airport in Drassen(B13)",
	L"Mary死了",//L"Mary is Dead",
	L"矿工被部署了",//L"Miners placed",
	L"Krott在计划对佣兵开枪",//L"Krott planning to shoot player",
	L"Madlab解释了他的情况",//L"Madlab explained his situation",
	L"Madlab期望有一把枪",//L"Madlab expecting a firearm",
	L"Madlab期望有个摄像机",//L"Madlab expecting a video camera.",
	L"物品状况<70",//L"Item condition is < 70 ",

	L"Madlab抱怨枪坏了",//L"Madlab complained about bad firearm.",					//200
	L"Madlab抱怨摄像机坏了",//L"Madlab complained about bad video camera.",
	L"机器人准备出发",//L"Robot is ready to go!",
	L"第一个机器人被摧毁了",//L"First robot destroyed.",
	L"给Madlab一个好的摄像机",//L"Madlab given a good camera.",
	L"机器人准备第二次出发",//L"Robot is ready to go a second time!",
	L"第二个机器人被摧毁了",//L"Second robot destroyed.",
	L"给佣兵介绍了矿洞",//L"Mines explained to player.",
	L"Dynamo在J9区域",//L"Dynamo (#66) is in sector J9.",
	L"Dynamo还活着",//L"Dynamo (#66) is alive.",

	L"在总共进行过不到3场战斗的情况下，有一个有能力参加战斗的NPC没有参加过一次战斗，",//L"One PC hasn't fought, but is able, and less than 3 fights have occured",							//210
	L"佣兵收到了来自Drassen,Cambria,Alma和Chitzena的采矿收入",//L"Player receiving mine income from Drassen, Cambria, Alma & Chitzena",
	L"佣兵去过K4_b1",//L"Player has been to K4_b1",
	L"当Warden活着时，和Brewster谈过",//L"Brewster got to talk while Warden was alive",
	L"Warden死了",//L"Warden (#103) is dead.",
	L"Ernest给我们些枪",//L"Ernest gave us the guns",
	L"这是第一个酒保",//L"This is the first bartender",
	L"这是第二个酒保",//L"This is the second bartender",
	L"这是第三个酒保",//L"This is the third bartender",
	L"这是第四个酒保",//L"This is the fourth bartender",


	L"Manny是个酒保",//L"Manny is a bartender.",									//220
	L"没有东西被修好了(有些东西正在修理中，现在没有修好的东西可以给佣兵）",//L"Nothing is repaired yet (some stuff being worked on, nothing to give player right now)",
	L"佣兵从Howard处买了东西",//L"Player made purchase from Howard (#125)",
	L"买了Dave的汽车",//L"Dave sold vehicle",
	L"Dave的车准备好了",//L"Dave's vehicle ready",
	L"Dave期望拿到卖车的钱",//L"Dave expecting cash for car",
	L"Dave有汽油（每日随机）",//L"Dave has gas. (randomized daily)",
	L"汽车准备好了",//L"Vehicle is present",
	L"第一场战斗被佣兵赢得了",//L"First battle won by player",
	L"机器人被招募和移动",//L"Robot recruited and moved",

	L"俱乐部内不允许斗殴",//L"No club fighting allowed",							//230
	L"佣兵今天已经打了三场拳击了",//L"Player already fought 3 fights today",
	L"Hans提到了Joey",//L"Hans mentioned Joey",
	L"佣兵的表现超过了50%",//L"Player is doing better than 50% (Alex's function)",
	L"佣兵的表现非常好（超过80%)",//L"Player is doing very well (better than 80%)",
	L"神父喝醉了并且开启了科幻模式",//L"Father is drunk and sci-fi option is on",
	L"Micky喝醉了",//L"Micky (#96) is drunk",
	L"佣兵尝试用暴力方式进入妓院",//L"Player has attempted to force their way into brothel",
	L"有效地威胁了Rat三次",//L"Rat effectively threatened 3 times",
	L"佣兵为两个人付了去妓院的钱",//L"Player paid for two people to enter brothel",

	L"",						//240
	L"",
	L"佣兵控制了两个城镇，包括omerta",//L"Player owns 2 towns including omerta",
	L"佣兵控制了三个城镇，包括omerta",//L"Player owns 3 towns including omerta",//							243
	L"佣兵控制了四个城镇，包括omerta",//L"Player owns 4 towns including omerta",//							244
	L"",
	L"",
	L"",
	L"男性谈论女性的现状（也可能是男扮女装的意思）",//L"Fact male speaking female present",
	L"Hicks娶了你的一个雇佣兵",//L"Fact hicks married player merc",//													249

	L"博物馆开了",//L"Fact museum open",//																				250
	L"妓院开放",//L"Fact brothel open",//																			251
	L"俱乐部开放",//L"Fact club open",//																					252
	L"第一局打响",//L"Fact first battle fought",//																253
	L"第一局正在进行",//L"Fact first battle being fought",//													254
	L"Kingpin介绍了他自己",//L"Fact kingpin introduced self",//														255
	L"Kingpin不在办公室",//L"Fact kingpin not in office",//															256
	L"不欠Kingpin钱",//L"Fact dont owe kingpin money",//														257
	L"daryl和flo结婚了",//	L"Fact pc marrying daryl is flo",												258
	L"",

	L"",					//260
	L"NPC畏缩了",//L"Fact npc cowering",																	//	261,
	L"",
	L"",
	L"上层和底层已被清理",//L"Fact top and bottom levels cleared",
	L"上层已被清理",//L"Fact top level cleared",//																	265
	L"底层已被清理",//L"Fact bottom level cleared",//															266
	L"需要友善地说话",//L"Fact need to speak nicely",//															267
	L"物品已经被安装过了",//L"Fact attached item before",//															268
	L"Skyrider被护送过",//L"Fact skyrider ever escorted",//														269

	L"NPC不在交火中",//L"Fact npc not under fire",//																270
	L"Willis听说了Joey的营救",//L"Fact willis heard about joey rescue",//										271
	L"Willis给了折扣",//L"Fact willis gives discount",//															272
	L"乡巴佬被杀了",//L"Fact hillbillies killed",//																273
	L"Keith不营业了",//L"Fact keith out of business",	//														274
	L"Mike可以被招募",//L"Fact mike available to army",//														275
	L"Kingpin会派刺客",//L"Fact kingpin can send assassins",//												276
	L"Estoni可以加油",//L"Fact estoni refuelling possible",//						277
	L"博物馆的警报被关了",//L"Fact museum alarm went off",//															278
	L"",

	L"maddog是参与对话的人",//L"Fact maddog is speaker", 																	//280,
	L"",
	L"Angel提到了契约",//L"Fact angel mentioned deed", 															// 282,
	L"Iggy可以被招募",//L"Fact iggy available to army",//														283
	L"是否招募conrads",//L"Fact pc has conrads recruit opinion",//										284
	L"",
	L"",
	L"",
	L"",
	L"NPC充满敌意或者吓坏了",//L"Fact npc hostile or pissed off",													//289,

	L"",					//290
	L"Tony在房子里",//L"Fact tony in building",																		//291,
	L"Shank在说话",//L"Fact shank speaking",	//																		292,
	L"Doreen还活着",//L"Fact doreen alive",//																			293
	L"Waldo还活着",//L"Fact waldo alive",//																				294
	L"Perko还活着",//L"Fact perko alive",//																				295
	L"Tony还活着",//L"Fact tony alive",//																				296
	L"",
	L"Vince还活着",//L"Fact vince alive",// 																				298,
	L"Jenny还活着",//L"Fact jenny alive",//																				299

	L"",					//300
	L"",
	L"Arnold还活着",//L"Fact arnold alive",//																				302,
	L"",
	L"存在火箭枪",//L"Fact rocket rifle exists",// 																304,
	L"",
	L"",
	L"",
	L"",
	L"",

	L"",					//310
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//320

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//330

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//340

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//350

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//360

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//370

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//380

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//390

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//400

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//410

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//420

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//430

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//440

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//450

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//460

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//470

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//480

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//490

	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",
	L"",					//500
};

//-----------

// Editor
//Editor Taskbar Creation.cpp
STR16 iEditorItemStatsButtonsText[] =
{
	L"删除", //L"Delete",
	L"删除物品(|D|e|l)", //L"Delete item (|D|e|l)",
};

STR16 FaceDirs[8] = 
{ 
	L"北", //L"north",
	L"东北", //L"northeast",
	L"东", //L"east",
	L"东南", //L"southeast",
	L"南", //L"south",
	L"西南", //L"southwest",
	L"西", //L"west",
	L"西北", //L"northwest",
};

STR16 iEditorMercsToolbarText[] =
{
 L"切换佣兵显示", //0 //L"Toggle viewing of players",
 L"切换敌兵显示", //L"Toggle viewing of enemies",
 L"切换生物显示", //L"Toggle viewing of creatures",
 L"切换反抗军显示", //L"Toggle viewing of rebels",
 L"切换民兵显示", //L"Toggle viewing of civilians",
 
 L"佣兵", //L"Player",
 L"敌兵", //L"Enemy",
 L"生物", //L"Creature",
 L"反抗军", //L"Rebels",
 L"民兵", //L"Civilian",
 
 L"细节", //10 //L"DETAILED PLACEMENT",
 L"一般信息模式", //L"General information mode",
 L"角色体型模式", //L"Physical appearance mode",
 L"角色属性模式", //L"Attributes mode",
 L"装备模式", //L"Inventory mode",
 L"个性化制定", //L"Profile ID mode",
 L"行动安排", //L"Schedule mode",
 L"行动安排", //L"Schedule mode",
 L"删除", //L"DELETE",
 L"删除当前选中佣兵(|D|e|l)", //L"Delete currently selected merc (|D|e|l)",
 L"下一个", //20 //L"NEXT",
 L"定位下一个佣兵(|S|p|a|c|e)\n定位上一个佣兵(|C|t|r|l+|S|p|a|c|e)", //L"Find next merc (|S|p|a|c|e)\nFind previous merc (|C|t|r|l+|S|p|a|c|e)",
 L"选择优先级", //L"Toggle priority existance",
 L"选择此人是否可以开关门", //L"Toggle whether or not placement\nhas access to all doors",
 
 //Orders
 L"站立", //L"STATIONARY",
 L"守卫", //L"ON GUARD",
 L"呼叫", //L"ON CALL",
 L"寻找敌人", //L"SEEK ENEMY",
 L"近距巡逻", //L"CLOSE PATROL",
 L"长距巡逻", //L"FAR PATROL",
 L"固定巡逻", //30 //L"POINT PATROL",
 L"往返巡逻", //L"RND PT PATROL",
 
 //Attitudes
 L"防守", //L"DEFENSIVE",
 L"大胆独行", //L"BRAVE SOLO",
 L"大胆助攻", //L"BRAVE AID",
 L"积极进攻", //L"AGGRESSIVE",
 L"偷袭独行", //L"CUNNING SOLO",
 L"偷袭助攻", //L"CUNNING AID",
 
 L"佣兵面向%s方", //L"Set merc to face %s",
 
 L"找到", // L"Find",
 L"糟糕", //40 //L"BAD",
 L"不良", //L"POOR",
 L"一般", //L"AVERAGE",
 L"良好", //L"GOOD",
 L"优秀", //L"GREAT",
 
 L"糟糕", //L"BAD",
 L"不良", //L"POOR",
 L"一般", //L"AVERAGE",
 L"良好", //L"GOOD",
 L"优秀", //L"GREAT",
 
 L"上一个颜色设定", //50 //L"Previous color set",
 L"下一个颜色设定", //L"Next color set",
 
 L"上一个体型", //L"Previous body type",
 L"下一个体型", //L"Next body type",
 
 L"改变游戏时间(增减15分钟)", //L"Toggle time variance (+ or - 15 minutes)",
 L"改变游戏时间(增减15分钟)", //L"Toggle time variance (+ or - 15 minutes)",
 L"改变游戏时间(增减15分钟)", //L"Toggle time variance (+ or - 15 minutes)",
 L"改变游戏时间(增减15分钟)", //L"Toggle time variance (+ or - 15 minutes)",
 
 L"无行动", //L"No action",
 L"无行动", //L"No action",
 L"无行动", //60 //L"No action",
 L"无行动", //L"No action",
 
 L"清空任务列表", //L"Clear Schedule",
 
 L"定位选中佣兵", //L"Find selected merc",
};

STR16 iEditorBuildingsToolbarText[] =
{
	L"房顶",  //0 //L"ROOFS",
	L"墙", //L"WALLS",
	L"房间信息", //L"ROOM INFO",

	L"使用所选方式设置墙", //L"Place walls using selection method",
	L"使用所选方式设置门", //L"Place doors using selection method",
	L"使用所选方式设置屋顶", //L"Place roofs using selection method",
	L"使用所选方式设置窗户", //L"Place windows using selection method",
	L"使用所选方式设置破损墙", //L"Place damaged walls using selection method.",
	L"使用所选方式设置家具", //L"Place furniture using selection method",
	L"使用所选方式设置墙纸", //L"Place wall decals using selection method",
	L"使用所选方式设置地板", //10 //L"Place floors using selection method",
	L"使用所选方式设置一般家具", //L"Place generic furniture using selection method",
	L"智能设置墙", //L"Place walls using smart method",
	L"智能设置门", //L"Place doors using smart method",
	L"智能设置窗户", //L"Place windows using smart method",
	L"智能设置破损墙", //L"Place damaged walls using smart method",
	L"给门设置锁或陷阱", //L"Lock or trap existing doors",

	L"添加一个新房间", //L"Add a new room",
	L"编辑坍塌的墙。", //L"Edit cave walls.",
	L"将选中区域从建筑中移走。", //L"Remove an area from existing building.",
	L"移走一个建筑", //20 //L"Remove a building",
	L"添加平屋顶或替换已有屋顶。", //L"Add/replace building's roof with new flat roof.",
	L"复制建筑", //L"Copy a building",
	L"移动建筑", //L"Move a building",
	L"房间编号\n（按住|S|h|i|f|t复制房间编号）", //L"Draw room number\n(Hold |S|h|i|f|t to reuse room number)",
	L"清除房间编号", //L"Erase room numbers",

	L"切换擦除模式(|E)", //L"Toggle |Erase mode",
	L"撤销(|B|a|c|k|s|p|a|c|e) ", //L"Undo last change (|B|a|c|k|s|p|a|c|e)",
	L"切换刷子大小(|A/|Z)", //L"Cycle brush size (|A/|Z)",
	L"屋顶(|H)", //L"Roofs (|H)",
	L"墙(|W)", //30 //L"|Walls", //30
	L"房间信息(|N)", //L"Room Info (|N)",
};

STR16 iEditorItemsToolbarText[] =
{
	L"武器", //0 //L"Wpns",
	L"弹药", //L"Ammo",
	L"护甲", //L"Armour",
	L"LBE", //L"LBE",
	L"Exp", //L"Exp",
	L"E1", //L"E1",
	L"E2", //L"E2",
	L"E3", //L"E3",
	L"触发器", //L"Triggers",
	L"钥匙", //L"Keys",
	L"Rnd", //10 //L"Rnd",
	L"上一个(|,)", //L"Previous (|,)",
	L"下一个(|.)", //L"Next (|.)",
};

STR16 iEditorMapInfoToolbarText[] =
{
	L"添加环境光源", //0 //L"Add ambient light source", //0
	L"显示非环境光照。", //L"Toggle fake ambient lights.",
	L"添加撤退方格(再次单击显示现有方格)。", //L"Add exit grids (r-clk to query existing).",
	L"切换刷子大小(|A/|Z)", //L"Cycle brush size (|A/|Z)",
	L"撤销(|B|a|c|k|s|p|a|c|e)", //L"Undo last change (|B|a|c|k|s|p|a|c|e)",
	L"切换擦除模式(|E)", //L"Toggle |Erase mode",
	L"再次确定朝北点。", //L"Specify north point for validation purposes.",
	L"再次确定朝西点。", //L"Specify west point for validation purposes.",
	L"再次确定朝东点。", //L"Specify east point for validation purposes.",
	L"再次确定朝南点。", //L"Specify south point for validation purposes.",
	L"再次确定中心点。", //10 //L"Specify center point for validation purposes.",
	L"再次确定独立点。", //L"Specify isolated point for validation purposes.",
};

STR16 iEditorOptionsToolbarText[]=
{
	L"添加屋顶层",  //0 //L"New outdoor level",
	L"添加地下室层", //L"New basement",
	L"添加洞穴层", //L"New cave level",
	L"保存地图(|C|t|r|l+|S)", //L"Save map (|C|t|r|l+|S)",
	L"读取地图(|C|t|r|l+|L)", //L"Load map (|C|t|r|l+|L)",
	L"选择图片模块", //L"Select tileset",
	L"退出编辑模式", //L"Leave Editor mode",
	L"退出游戏(|A|l|t+|X)", //L"Exit game (|A|l|t+|X)",
	L"编辑雷达图", //L"Create radar map",
	L"如果点选，地图会被保存为原版JA2的地图格式，ID编号大于350的物品会丢失。\n该选项只对原版大小的地图有效，地图不应超过25600格。", //L"When checked, the map will be saved in original JA2 map format.\nThis option is only valid on 'normal' size maps that do not reference grid numbers (e.g: exit grids) > 25600.",
	L"如果点选，载入地图后，该地图会自动按照所选的行列数放大。", //L"When checked and you load a map, the map will be enlarged automatically depending on the selected Rows and Cols.",
};

STR16 iEditorTerrainToolbarText[] =
{
	L"绘制地面构图(|G)", //0 //L"Draw |Ground textures",
	L"选择地面构图", //L"Set map ground textures",
	L"设置海岸或山崖(|C)", //L"Place banks and |Cliffs",
	L"绘制公路(|P)", //L"Draw roads (|P)",
	L"绘制废墟(|D)", //L"Draw |Debris",
	L"放置树木或树丛(|T)", //L"Place |Trees & bushes",
	L"放置石块(|R)", //L"Place |Rocks",
	L"放置路障或垃圾(|O)", //L"Place barrels & |Other junk",
	L"填满区域", //L"Fill area",
	L"撤销(|B|a|c|k|s|p|a|c|e) ", //L"Undo last change (|B|a|c|k|s|p|a|c|e)",
	L"切换擦除模式(|E)", //10 //L"Toggle |Erase mode",
	L"切换刷子大小(|A/|Z)", //L"Cycle brush size (|A/|Z)",
	L"增加刷子厚度(|])", //L"Raise brush density (|])",
	L"减少刷子厚度(|[)", //L"Lower brush density (|[)",
};

STR16 iEditorTaskbarInternalText[]=
{
	L"地形", //0 //L"Terrain",
	L"建筑", //L"Buildings",
	L"物品", //L"Items",
	L"佣兵", //L"Mercs",
	L"地图信息", //L"Map Info",
	L"选项", //L"Options",
	L"\n|./|,:切换刷子:宽xx\n|P|g|U|p/|P|g|D|n:智能模式选择前/后一个模板 ", //Terrain fasthelp text //L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method",
	L"\n|./|,:切换刷子:宽xx\n|P|g|U|p/|P|g|D|n:智能模式选择前/后一个模板 ", //Buildings fasthelp text //L"|./|,: Cycle 'width: xx' dimensions\n|P|g |U|p/|P|g |D|n: Previous/Next tile for selected object(s)/in smart method",
	L"|S|p|a|c|e:选择后一个物品\n|C|t|r|l+|S|p|a|c|e:选择前一个物品\n \n|/:光标下放置同样物品\n|C|t|r|l+|/:光标处放置新物品", //Items fasthelp text //L"|S|p|a|c|e: Select next item\n|C|t|r|l+|S|p|a|c|e: Select previous item\n \n|/: Place same item under mouse cursor\n|C|t|r|l+|/: Place new item under mouse cursor",
	L"|1-|9:设置路标 \n|C|t|r|l+|C/|C|t|r|l+|V:复制/粘贴佣兵 \n|P|g|U|p/|P|g|D|n:切换俑兵位置层", //Mercs fasthelp text L"|1-|9: Set waypoints\n|C|t|r|l+|C/|C|t|r|l+|V: Copy/Paste merc\n|P|g |U|p/|P|g |D|n: Toggle merc placement level",
	L"|C|t|r|l+|G:转到某格\n|S|h|i|f|t:地图超出边界\n \n|~:切换光标层\n|I:查看小地图\n|J:切换房顶绘制\n|K:显示房顶标记\n|S|h|i|f|t+|L:显示地图边界 \n|S|h|i|f|t+|T:显示树顶\n|U:切换地图高度\n \n|./|,:切换刷子:宽xx", //Map Info fasthelp text //L"|C|t|r|l+|G: Go to grid no\n|S|h|i|f|t: Scroll beyond map boundary\n \n(|t|i|l|d|e): Toggle cursor level\n|I: Toggle overhead map\n|J: Toggle draw high ground\n|K: Toggle high ground markers\n|S|h|i|f|t+|L: Toggle map edge points\n|S|h|i|f|t+|T: Toggle treetops\n|U: Toggle world raise\n \n|./|,: Cycle 'width: xx' dimensions",
	L"|C|t|r|l+|N:创造新地图\n \n|F|5:显示总信息/大地图\n|F|1|0:移除所有光源\n|F|1|1:取消修改\n|F|1|2:清空所有\n \n|S|h|i|f|t+|R:随机放置选定数量的物品\n \n命令行选项\n|-|D|O|M|A|P|S:雷达地图批量生成\n|-|D|O|M|A|P|S|C|N|V:雷达及洞穴地图批量生成 ", //Options fasthelp text //L"|C|t|r|l+|N: Create new map\n \n|F|5: Show Summary Info/Country Map\n|F|1|0: Remove all lights\n|F|1|1: Reverse schedules\n|F|1|2: Clear schedules\n \n|S|h|i|f|t+|R: Toggle random placement based on quantity of selected object(s)\n \nCommand Line options\n|-|D|O|M|A|P|S: Batch radarmap generation\n|-|D|O|M|A|P|S|C|N|V: Batch radarmap generation and covert maps to latest version",	// 
};

//Editor Taskbar Utils.cpp

STR16 iRenderMapEntryPointsAndLightsText[] =
{
	L"北部降落点", //0 //L"North Entry Point",
	L"西部降落点", //L"West Entry Point",
	L"东部降落点", //L"East Entry Point",
	L"南部降落点", //L"South Entry Point",
	L"中心降落点", //L"Center Entry Point",
	L"独立降落点", //L"Isolated Entry Point",
	
	L"最亮", //L"Prime",
	L"晚上", //L"Night",
	L"全天", //L"24Hour",
};

STR16 iBuildTriggerNameText[] =
{
	L"惊慌激活1", //0 //L"Panic Trigger1",
	L"惊慌激活2", //L"Panic Trigger2",
	L"惊慌激活3", //L"Panic Trigger3",
	L"激活%d", //L"Trigger%d",
	 
	L"压力下行为", //L"Pressure Action",
	L"惊慌动作1", //L"Panic Action1",
	L"惊慌动作2", //L"Panic Action2",
	L"惊慌动作3", //L"Panic Action3",
	L"动作%d", //L"Action%d",
};

STR16 iRenderDoorLockInfoText[]=
{
	L"没有锁ID", //0 //L"No Lock ID",
	L"爆炸陷阱", //L"Explosion Trap",
	L"电击陷阱", //L"Electric Trap",
	L"警报器", //L"Siren Trap",
	L"静默警报", //L"Silent Alarm",
	L"超级电击陷阱", //5 //L"Super Electric Trap",
	L"妓院警报器", //L"Brothel Siren Trap",
	L"陷阱等级%d", //L"Trap Level %d",
};

STR16 iRenderEditorInfoText[]=
{
	L"地图保存为原版JA2（v1.12）格式（版本:5.00/25）", //0 //L"Save map in vanilla JA2 (v1.12) map format (Version: 5.00 / 25)",
	L"尚未读取地图", //L"No map currently loaded.",
	L"文件: %S，当前分区: %s", //L"File:  %S, Current Tileset:  %s",
	L"读取时放大地图", //L"Enlarge map on loading",
};
//EditorBuildings.cpp
STR16 iUpdateBuildingsInfoText[] =
{
	L"转换", //0 //L"TOGGLE",
	L"视野", //L"VIEWS",
	L"选择方式", //L"SELECTION METHOD",
	L"智能模式", //L"SMART METHOD",
	L"建造方法", //L"BUILDING METHOD",
	L"房间#", //5 //L"Room#",
};

STR16 iRenderDoorEditingWindowText[] =
{
	L"编辑%d号地图锁的属性。", //L"Editing lock attributes at map index %d.",
	L"锁ID", //L"Lock ID",
	L"陷阱类型", //L"Trap Type",
	L"陷阱等级", //L"Trap Level",
	L"锁上的", //L"Locked",
};

//EditorItems.cpp

STR16 pInitEditorItemsInfoText[] =
{
	L"压力下行为", //0 //L"Pressure Action",
	L"惊慌动作1", //L"Panic Action1",
	L"惊慌动作2", //L"Panic Action2",
	L"惊慌动作3", //L"Panic Action3",
	L"动作%d", //L"Action%d",
	
	L"惊慌激活1", //5 //L"Panic Trigger1",
	L"惊慌激活2", //L"Panic Trigger2",
	L"惊慌激活3", //L"Panic Trigger3",
	L"激活%d", //L"Trigger%d",
};

STR16 pDisplayItemStatisticsTex[] =
{
	L"状态信息第1行", //L"Status Info Line 1",
	L"状态信息第2行", //L"Status Info Line 2",
	L"状态信息第3行", //L"Status Info Line 3",
	L"状态信息第4行", //L"Status Info Line 4",
	L"状态信息第5行", //L"Status Info Line 5",
};

//EditorMapInfo.cpp
STR16 pUpdateMapInfoText[] =
{
	L"R", //0 //L"R",
	L"G", //L"G",
	L"B", //L"B",
	
	L"最亮", //L"Prime",
	L"晚上", //L"Night",
	L"全天", //L"24Hour",

	L"范围", //L"Radius",

	L"地下", //L"Underground",
	L"光照等级", //L"Light Level",

	L"户外", //L"Outdoors",
	L"地下室", //10 //L"Basement",
	L"洞穴", //L"Caves",

	L"限制", //L"Restricted",
	L"滚动ID", //L"Scroll ID",

	L"地点", //L"Destination",
	L"分区", //15 //L"Sector",
	L"地点", //L"Destination",
	L"地下室层", //L"Bsmt. Level",
	L"地点", //L"Dest.",
	L"网格数", //L"GridNo",
};
//EditorMercs.cpp
CHAR16 gszScheduleActions[ 11 ][20] =
{
	L"没有动作", //L"No action",
	L"上锁", //L"Lock door",
	L"解锁", //L"Unlock door",
	L"开锁", //L"Open door",
	L"关门", //L"Close door",
	L"移动到某网格", //L"Move to gridno",
	L"离开分区", //L"Leave sector",
	L"进入分区", //L"Enter sector",
	L"留在分区", //L"Stay in sector",
	L"睡觉", //L"Sleep",
	L"算了", //L"Ignore this!",
};

STR16 zDiffNames[5] =	// NUM_DIFF_LVLS = 5
{ 
	L"软弱", //L"Wimp",
	L"简单", //L"Easy", 
	L"一般", //L"Average",
	L"顽强", //L"Tough",
	L"使用兴奋剂", //L"Steroid Users Only",
};

STR16 EditMercStat[12] =
{ 
	L"最大生命值", //L"Max Health",
	L"治疗后生命值", //L"Cur Health",
	L"力量", //L"Strength",
	L"敏捷", //L"Agility",
	L"灵巧", //L"Dexterity",
	L"领导", //L"Charisma",
	L"智慧", //L"Wisdom",
	L"枪法", //L"Marksmanship",
	L"爆破", //L"Explosives",
	L"医疗", //L"Medical",
	L"机械", //L"Scientific",
	L"等级", //L"Exp Level",
};


STR16 EditMercOrders[8] = 
{ 
	L"站立", //L"Stationary",
	L"守卫", //L"On Guard",
	L"近距巡逻", //L"Close Patrol",
	L"长距巡逻", //L"Far Patrol",
	L"固定巡逻", //L"Point Patrol",
	L"呼叫", //L"On Call",
	L"寻找敌人", //L"Seek Enemy",
	L"随机巡逻", //L"Random Point Patrol",
};

STR16 EditMercAttitudes[6] =
{ 
	L"防守", //L"Defensive",
	L"大胆独行", //L"Brave Loner",
	L"大胆协助", //L"Brave Buddy",
	L"偷袭独行", //L"Cunning Loner",
	L"偷袭协助", //L"Cunning Loner",
	L"积极", 
};

STR16 pDisplayEditMercWindowText[] =
{
	L"佣兵名称:", //0 //L"Merc Name:",
	L"指令:", //L"Orders:",
	L"战斗倾向:", //L"Combat Attitude:",
};

STR16 pCreateEditMercWindowText[] =
{
	L"佣兵颜色", //0 //L"Merc Colors",
	L"完成", //L"Done",
	
	L"上一个佣兵站立指令", //L"Previous merc standing orders",
	L"下一个佣兵站立指令", //L"Next merc standing orders",
	
	L"上一个佣兵战斗倾向", //L"Previous merc combat attitude",
	L"下一个佣兵战斗倾向",	//5 //L"Next merc combat attitude",
	
	L"降低佣兵士气", //L"Decrease merc stat",
	L"提升佣兵士气", //L"Increase merc stat",
};

STR16 pDisplayBodyTypeInfoText[] =
{
	L"随机", //0 //L"Random",
	L"普通男性", //L"Reg Male",
	L"高大男性", //L"Big Male",
	L"肌肉男", //L"Stocky Male",
	L"普通女性", //L"Reg Female",
	L"NE坦克", //5 //L"NE Tank",
	L"NW坦克", //L"NW Tank",
	L"胖子市民", //L"Fat Civilian",
	L"M市民", //L"M Civilian",
	L"迷你裙", //L"Miniskirt",
	L"F市民", //10 //L"F Civilian",
	L"帽子小孩", //L"Kid w/ Hat",
	L"悍马", //L"Humvee",
	L"凯迪拉克", //L"Eldorado",
	L"冰激凌车", //L"Icecream Truck",
	L"吉普车", //15 //L"Jeep",
	L"平民小孩", //L"Kid Civilian",
	L"奶牛", //L"Domestic Cow",
	L"瘸子", //L"Cripple",
	L"无武器机器人", //L"Unarmed Robot",
	L"异形虫卵", //20 //L"Larvae",
	L"异形幼虫", //L"Infant",
	L"幼年母异形", //L"Yng F Monster",
	L"幼年公异形", //L"Yng M Monster",
	L"成年母异形", //L"Adt F Monster",
	L"成年公异形", //25 //L"Adt M Monster",
	L"异形女王", //L"Queen Monster",
	L"血猫", //L"Bloodcat",
	L"悍马",//L"Humvee",
};

STR16 pUpdateMercsInfoText[] =
{
	L" --=指令=-- ", //0 //L" --=ORDERS=-- ",
	L"--=倾向=--", //L"--=ATTITUDE=--",
	
	L"对比", //L"RELATIVE",
	L"属性", //L"ATTRIBUTES",
	
	L"对比", //L"RELATIVE",
	L"装备", //L"EQUIPMENT",
			
	L"对比", //L"RELATIVE",
	L"属性", //L"ATTRIBUTES",
	
	L"军队", //L"Army",
	L"行政人员", //L"Admin",
	L"精英", //10 //L"Elite",
	
	L"等级", //L"Exp. Level",
	L"生命值", //L"Life",
	L"最大生命值", //L"LifeMax",
	L"枪法", //L"Marksmanship",
	L"力量", //L"Strength",
	L"敏捷", //L"Agility",
	L"灵巧", //L"Dexterity",
	L"智慧", //L"Wisdom",
	L"领导", //L"Leadership",
	L"爆破", //20 //L"Explosives",
	L"医疗", //L"Medical",
	L"机械", //L"Mechanical",
	L"士气", //L"Morale",
	
	L"头发颜色:", //L"Hair color:",
	L"皮肤颜色:", //L"Skin color:",
	L"上衣颜色:", //L"Vest color:",
	L"裤子颜色:", //L"Pant color:",
	
	L"随机", //L"RANDOM",
	L"随机", //L"RANDOM",
	L"随机", //30 //L"RANDOM",
	L"随机", //L"RANDOM",
	
	L"输入档案ID并从中提取资料。", //L"By specifying a profile index, all of the information will be extracted from the profile ",
	L"这样会覆盖手动编辑的资料，并且禁止您对所有设置进行修改。", //L"and override any values that you have edited.  It will also disable the editing features ",
	L"你仍然可以查看各种设置信息。按ENTER键开始读取指定的文件。", //L"though, you will still be able to view stats, etc.  Pressing ENTER will automatically ",
	L"你输入的数字是空的，会将设定文件清空。", //L"extract the number you have typed.  A blank field will clear the profile.  The current ",
	L"现有设定文件的索引为 0-", //L"number of profiles range from 0 to ",
	
	L"当前档案: n/a", //L"Current Profile:  n/a              ",
	L"当前档案: %s", //L"Current Profile: %s",
	
	L"站立", //L"STATIONARY",
	L"呼叫", //40 //L"ON CALL",
	L"守卫", //L"ON GUARD",
	L"寻找敌人", //L"SEEK ENEMY",
	L"近距巡逻", //L"CLOSE PATROL",
	L"长距巡逻", //L"FAR PATROL",
	L"固定巡逻", //L"POINT PATROL",
	L"往返巡逻", //L"RND PT PATROL",
	
	L"行动", //L"Action",
	L"时间", //L"Time",
	L"V", //L"V",
	L"网格号1", //50 //L"GridNo 1",
	L"网格号2", //L"GridNo 2",
	L"1)", //L"1)",
	L"2)", //L"2)",
	L"3)", //L"3)",
	L"4)", //L"4)",
	
	L"上锁", //L"lock",
	L"解锁", //L"unlock",
	L"开门", //L"open",
	L"关门", //L"close",
	
	L"点击门相邻的网格号可以%s。", //60 //L"Click on the gridno adjacent to the door that you wish to %s.",
	L"点击网格号设定你%s后走到什么地方。", //L"Click on the gridno where you wish to move after you %s the door.",
	L"点击网格号选择你想去的地方。", //L"Click on the gridno where you wish to move to.",
	L"点击网格号选择你想睡觉的地方，角色唤醒后自动恢复原有姿势。", //L"Click on the gridno where you wish to sleep at.	Person will automatically return to original position after waking up.",
	L"点击ESC撤销你所输入的指令。", //L" Hit ESC to abort entering this line in the schedule.",
};

CHAR16 pRenderMercStringsText[][100] =
{
	L"#%d号位置", //L"Slot #%d",
	L"无固定点的巡逻指令", //L"Patrol orders with no waypoints",
	L"未设定指令的路标", //L"Waypoints with no patrol orders",
};

STR16 pClearCurrentScheduleText[] =
{
	L"无动作", //L"No action",
};

STR16 pCopyMercPlacementText[] =
{
	L"未选择放置品，放置品无法被复制。", //L"Placement not copied because no placement selected.",
	L"放置品已复制。", //L"Placement copied.",
};

STR16 pPasteMercPlacementText[] =
{
	L"因为缓存中无资料，放置品粘贴失败。", //L"Placement not pasted as no placement is saved in buffer.",
	L"放置品成功粘贴。", //L"Placement pasted.",
	L"因为该组放置品已满，放置品粘贴失败。", //L"Placement not pasted as the maximum number of placements for this team has been reached.",
};

//editscreen.cpp
STR16 pEditModeShutdownText[] =
{
	L"退出编辑器？", //L"Exit editor?",
};

STR16 pHandleKeyboardShortcutsText[] =
{
	L"确定要移除所有光源吗？", //0 //L"Are you sure you wish to remove all lights?",
	L"确定要撤销所有修改吗？", //L"Are you sure you wish to reverse the schedules?",
	L"确定要清除所有物品吗？", //L"Are you sure you wish to clear all of the schedules?",
	
	L"允许操作放置品", //L"Clicked Placement Enabled",
	L"无法操作放置品", //L"Clicked Placement Disabled",
	
	L"开启房顶操作", //5 //L"Draw High Ground Enabled",
	L"关闭房顶操作", //L"Draw High Ground Disabled",
	
	L"边界点数目: N=%d E=%d S=%d W=%d", //L"Number of edge points: N=%d E=%d S=%d W=%d",
	
	L"开启随机放置物品", //L"Random Placement Enabled",
	L"关闭随机放置物品", //L"Random Placement Disabled",
	
	L"隐藏树顶", //10 //L"Removing Treetops",
	L"显示树顶", //L"Showing Treetops",
	
	L"重设地图水平", //L"World Raise Reset",
	
	L"地图水平还原", //L"World Raise Set Old",
	L"地图水平设定", //L"World Raise Set",
};

STR16 pPerformSelectedActionText[] =
{
	L"创建%S的雷达图", //0 //L"Creating radar map for %S",
	
	L"删除当前地图并新建一层地下室？", //L"Delete current map and start a new basement level?",
	L"删除当前地图并新建一层洞穴？", //L"Delete current map and start a new cave level?",
	L"删除当前地图并新建一层地面？", //L"Delete current map and start a new outdoor level?",
	
	L"清除地面区块？", //L" Wipe out ground textures? ",
};

STR16 pWaitForHelpScreenResponseText[] =
{
	L"HOME", //0 //L"HOME",
	L"非环境光照开/关", //L"Toggle fake editor lighting ON/OFF",

	L"INSERT", //L"INSERT",
	L"填充模式开/关", //L"Toggle fill mode ON/OFF",

	L"BKSPC", //L"BKSPC",
	L"撤销", //L"Undo last change",

	L"DEL", //L"DEL",
	L"快速删除光标指示物品", //L"Quick erase object under mouse cursor",

	L"ESC", //L"ESC",
	L"退出编辑器", //L"Exit editor",

	L"PGUP/PGDN", //10 //L"PGUP/PGDN",
	L"切换要复制物品", //L"Change object to be pasted",

	L"F1", //L"F1",
	L"打开这个帮助栏", //L"This help screen",

	L"F10", //L"F10",
	L"保存当前地图", //L"Save current map",

	L"F11", //L"F11",
	L"读取到当前地图", //L"Load map as current",

	L"+/-", //L"+/-",
	L"增减0.01的阴影等级", //L"Change shadow darkness by .01",

	L"SHFT +/-",  //20 //L"SHFT +/-",
	L"增减0.05的阴影等级", //L"Change shadow darkness by .05",

	L"0 - 9", //L"0 - 9",
	L"改变地图/区块文件名", //L"Change map/tileset filename",

	L"b", //L"b",
	L"改变刷子大小", //L"Change brush size",

	L"d", //L"d",
	L"绘制废墟", //L"Draw debris",

	L"o", //L"o",
	L"绘制障碍物", //L"Draw obstacle",

	L"r", //30 //L"r",
	L"绘制石块", //L"Draw rocks",

	L"t", //L"t",
	L"显示树顶开/关", //L"Toggle trees display ON/OFF",

	L"g", //L"g",
	L"绘制地面区块", //L"Draw ground textures",

	L"w", //L"w",
	L"绘制墙面", //L"Draw building walls",

	L"e", //L"e",
	L"擦除模式开/关", //L"Toggle erase mode ON/OFF",

	L"h",  //40 //L"h",
	L"显示屋顶开/关", //L"Toggle roofs ON/OFF",
};

STR16 pAutoLoadMapText[] =
{
	L"地图数据崩溃，不要退出或保存，请保存崩溃前的地图和最后一次操作并反馈此问题。", //L"Map data has just been corrupted.  Don't save, don't quit, get Kris!  If he's not here, save the map using a temp filename and document everything you just did, especially your last action!",
	L"任务数据崩溃，不要退出或保存，请保存崩溃前的地图和最后一次操作并反馈此问题。", //L"Schedule data has just been corrupted.  Don't save, don't quit, get Kris!  If he's not here, save the map using a temp filename and document everything you just did, especially your last action!",
};

STR16 pShowHighGroundText[] =
{
	L"显示高地标记", //L"Showing High Ground Markers",
	L"隐藏高地标记", //L"Hiding High Ground Markers",
};

//Item Statistics.cpp
/*CHAR16 gszActionItemDesc[ 34 ][ 30 ] =
{
	L"Klaxon Mine",
	L"Flare Mine",
	L"Teargas Explosion",
	L"Stun Explosion",
	L"Smoke Explosion",
	L"Mustard Gas",
	L"Land Mine",
	L"Open Door",
	L"Close Door",
	L"3x3 Hidden Pit",
	L"5x5 Hidden Pit",
	L"Small Explosion",
	L"Medium Explosion",
	L"Large Explosion",
	L"Toggle Door",
	L"Toggle Action1s",
	L"Toggle Action2s",
	L"Toggle Action3s",
	L"Toggle Action4s",
	L"Enter Brothel",
	L"Exit Brothel",
	L"Kingpin Alarm",
	L"Sex with Prostitute",
	L"Reveal Room",
	L"Local Alarm",
	L"Global Alarm",
	L"Klaxon Sound",
	L"Unlock door",
	L"Toggle lock",
	L"Untrap door",
	L"Tog pressure items",
	L"Museum alarm",
	L"Bloodcat alarm",
	L"Big teargas",
};
*/
STR16 pUpdateItemStatsPanelText[] =
{
	L"切换旗子开关", //0 //L"Toggle hide flag",
	L"为选择物品。", //L"No item selected.",
	L"可用空位", //L"Slot available for",
	L"随机生成。", //L"Random generation.",
	L"钥匙不可编辑。", //L"Keys not editable.",
	L"此人档案ID", //L"ProfileID of owner",
	L"物品未分类。", //L"Item class not implemented.",
	L"空位锁定为空。", //L"Slot locked as empty.",
	L"状态", //L"Status",
	L"回合", //L"Rounds",
	L"陷阱等级", //10 //L"Trap Level",
	L"数量", //L"Quantity",
	L"陷阱等级", //L"Trap Level",
	L"状态", //L"Status",
	L"陷阱等级", //L"Trap Level",
	L"状态", //L"Status",
	L"数量", //L"Quantity",
	L"陷阱等级", //L"Trap Level",
	L"美元", //L"Dollars",
	L"状态", //L"Status",
	L"陷阱等级", //20 //L"Trap Level",
	L"陷阱等级", //L"Trap Level",
	L"忍耐", //L"Tolerance",
	L"激活警报", //L"Alarm Trigger",
	L"放弃机会", //L"Exist Chance",
	L"B", //L"B",
	L"R", //L"R",
	L"S", //L"S",
};

STR16 pSetupGameTypeFlagsText[] =
{
	L"物品在现实和科幻模式均有效", //0 //L"Item appears in both Sci-Fi and Realistic modes", 
	L"物品只在现实模式出现", //L"Item appears in Realistic mode only",
	L"物品只在科幻模式出现", //L"Item appears in Sci-Fi mode only",
};

STR16 pSetupGunGUIText[] =
{
	L"消音器", //0 //L"SILENCER",
	L"狙击镜", //L"SNIPERSCOPE",
	L"激光镜", //L"LASERSCOPE",
	L"两脚架", //L"BIPOD",
	L"鸭嘴", //L"DUCKBILL",
	L"榴弹发射器", //5 //L"G-LAUNCHER",
};

STR16 pSetupArmourGUIText[] =
{
	L"陶瓷板", //0 //L"CERAMIC PLATES",
};

STR16 pSetupExplosivesGUIText[] =
{
	L"引爆器", //L"DETONATOR",
};

STR16 pSetupTriggersGUIText[] =
{
	L"如果敌人已经发现你，他们就不会在惊慌触发的情况下再次激活警报器。", //L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence.",
};

//Sector Summary.cpp

STR16 pCreateSummaryWindowText[]=
{
	L"确定", //0 //L"Okay",
	L"A",
	L"G",
	L"B1",
	L"B2",
	L"B3", //5
	L"读取", 
	L"保存",
	L"更新",
};

STR16 pRenderSectorInformationText[] =
{
	L"区块: %s", //0 //L"Tileset:  %s",
	L"版本信息: 总结: 1.%02d，地图: %1.2f/%02d", //L"Version Info:  Summary:  1.%02d,  Map:  %1.2f / %02d",
	L"物品总数: %d", //L"Number of items:  %d", 
	L"光照数量: %d", //L"Number of lights:  %d",
	L"降落点数量: %d", //L"Number of entry points:  %d",
	
	L"N",
	L"E",
	L"S",
	L"W",
	L"C",
	L"I", //10
	
	L"房间数量: %d", //L"Number of rooms:  %d",
	L"地图总人口: %d", //L"Total map population:  %d",
	L"敌人数量: %d", //L"Enemies:  %d",
	L"行政人员: %d", //L"Admins:  %d",
	
	L"(%d自定义，%d来自档案 -- %d有优先存在权)", //L"(%d detailed, %d profile -- %d have priority existance)",
	L"军队: %d", //L"Troops:  %d",
	
	L"(%d自定义，%d来自档案 -- %d有优先存在权)", //L"(%d detailed, %d profile -- %d have priority existance)",
	L"精英: %d",
	
	L"(%d自定义，%d来自档案 -- %d有优先存在权)", //L"(%d detailed, %d profile -- %d have priority existance)",
	L"中立: %d",  //20 //L"Civilians:  %d",
	
	L"(%d自定义，%d来自档案 -- %d有优先存在权)", //L"(%d detailed, %d profile -- %d have priority existance)",
	
	L"人类: %d", //L"Humans:  %d",
	L"奶牛: %d", //L"Cows:  %d",
	L"血猫: %d", //L"Bloodcats:  %d",
	
	L"生物: %d", //L"Creatures:  %d",
	
	L"怪物: %d", //L"Monsters:  %d",
	L"血猫: %d", //L"Bloodcats:  %d",
	
	L"锁和/或陷阱的数量: %d", //L"Number of locked and/or trapped doors:  %d",
	L"锁: %d", //L"Locked:  %d",
	L"陷阱: %d", //30 //L"Trapped:  %d",
	L"锁或陷阱: %d", //L"Locked & Trapped:  %d",
	
	L"有任务的市民: %d", //L"Civilians with schedules:  %d",
	
	L"网格目的地安排超过了4个。", //L"Too many exit grid destinations (more than 4)...",
	L"离开网格：%d（%d是最终目的地）。", //L"ExitGrids:  %d (%d with a long distance destination)",
	L"离开网格：没有。", //L"ExitGrids:  none",
	L"离开网格：1 从%d离开网格。", //L"ExitGrids:  1 destination using %d exitgrids",
	L"离开网格：2 -- 1) Qty: %d, 2) Qty: %d。", //L"ExitGrids:  2 -- 1) Qty: %d, 2) Qty: %d",
	L"离开网格：3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d。", //L"ExitGrids:  3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d",
	L"离开网格：3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d。", //L"ExitGrids:  3 -- 1) Qty: %d, 2) Qty: %d, 3) Qty: %d, 4) Qty: %d",
	L"敌军相对属性：%d糟糕，%d不良，%d一般，%d良好，%d优秀（总计%+d）。", //40 //L"Enemy Relative Attributes:  %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)",
	L"敌军相对装备：%d糟糕，%d不良，%d一般，%d良好，%d优秀（总计%+d）。", //L"Enemy Relative Equipment:  %d bad, %d poor, %d norm, %d good, %d great (%+d Overall)",
	L"%d设置了路标，但是没有分配任何巡逻任务。", //L"%d placements have patrol orders without any waypoints defined.",
	L"%d设置了路标，但是没有分配任何巡逻任务。", //L"%d placements have waypoints, but without any patrol orders.",
	L"%d网格的房间数存在疑问，请核定。", //L"%d gridnos have questionable room numbers.  Please validate.",

};

STR16 pRenderItemDetailsText[] =
{
	L"R",  //0
	L"S",
	L"敌兵", //L"Enemy",
	
	L"太多物品无法完全显示。", //L"TOO MANY ITEMS TO DISPLAY!",
	
	L"惊慌1", //L"Panic1",
	L"惊慌2", //L"Panic2",
	L"惊慌3", //L"Panic3",
	L"正常1", //L"Norm1",
	L"正常2", //L"Norm2",
	L"正常3", //L"Norm3",
	L"正常4", //10 //L"Norm1",
	L"压力行为", //L"Pressure Actions",
	
	L"太多物品无法完全完全显示。", //L"TOO MANY ITEMS TO DISPLAY!",
	
	L"优先敌兵掉落物品", //L"PRIORITY ENEMY DROPPED ITEMS",
	L"无", //L"None",
	
	L"太多物品无法完全显示！", //L"TOO MANY ITEMS TO DISPLAY!",
	L"普通敌兵掉落物品", //L"NORMAL ENEMY DROPPED ITEMS",
	L"太多物品无法完全显示！", //L"TOO MANY ITEMS TO DISPLAY!",
	L"无", //L"None",
	L"太多物品无法完全显示！", //L"TOO MANY ITEMS TO DISPLAY!",
	L"错误：无法读取物品，未知原因。", //20 //L"ERROR:  Can't load the items for this map.  Reason unknown.",
};

STR16 pRenderSummaryWindowText[] =
{
	L"战役编辑器 -- %s版本1.%02d", //0 //L"CAMPAIGN EDITOR -- %s Version 1.%02d",
	L"（未读取地图）。", //L"(NO MAP LOADED).",
	L"你现在有%d个过期地图。", //L"You currently have %d outdated maps.",
	L"需要更新的地图越多，需要的时间也越多。", //L"The more maps that need to be updated, the longer it takes.  It'll take ",
	L"比如一个P200MMX需要大概4分钟时间处理100个地图，", //L"approximately 4 minutes on a P200MMX to analyse 100 maps, so",
	L"所以所需时间根据电脑硬件条件而定。", //L"depending on your computer, it may vary.",
	L"你确定要重新处理全部地图的信息吗（是/否）？", //L"Do you wish to regenerate info for ALL these maps at this time (y/n)?",
	
	L"目前没有选择分区。", //L"There is no sector currently selected.",
	
	L"输入了一个不符合编辑器规范的临时文件。。。", //L"Entering a temp file name that doesn't follow campaign editor conventions...",
	
	L"在进入编辑器之前，你必须读取已有地图或者", //L"You need to either load an existing map or create a new map before being",
	L"创建新地图，否则无法退出（ESC或Alt+X）。", //10 //L"able to enter the editor, or you can quit (ESC or Alt+x).",

	L"，地面", //L", ground level",		
	L"，地下1层", //L", underground level 1",
	L"，地下2层", //L", underground level 1",
	L"，地下3层", //L", underground level 1",
	L"，额外G层", //L", alternate G level",
	L"，额外B1层", //L", alternate G level",
	L"，额外B2层", //L", alternate B2 level",
	L"，额外B3层", //L", alternate B2 level",
	
	L"物品细节--区域%s", //L"ITEM DETAILS -- sector %s",
	L"%s区域总结信息：", //20 //L"Summary Information for sector %s:",
	
	L"%s区域总结信息", //L"Summary Information for sector %s",
	L"不存在。", //L"does not exist.",
	
	L"%s区域总结信息", //L"Summary Information for sector %s",
	L"不存在。", //L"does not exist.",
	
	L"没有%s区域可显示信息。", //L"No information exists for sector %s.",
	
	L"没有%s区域可显示信息。", //L"No information exists for sector %s.",
	
	L"文件: %s", //L"FILE:  %s",
	
	L"文件: %s", //L"FILE:  %s",
	
	L"覆盖只读文件", //L"Override READONLY",
	L"覆盖文件", //30 //L"Overwrite File",
	
	L"你现在没有总结文件，创建一个总结文件，", //L"You currently have no summary data.  By creating one, you will be able to keep track",
	L"你就可以记录你编辑和保存地图的信息。", //L"of information pertaining to all of the sectors you edit and save.  The creation process",
	L"这个过程将分析你在\\MAPS文件夹下的所有文件并建立一个新的。", //L"will analyse all maps in your \\MAPS directory, and generate a new one.  This could",
	L"根据有效地图数量你可能需要几分钟的时间。", //L"take a few minutes depending on how many valid maps you have.  Valid maps are",
	L"以合适的约定模式入a1.dat - p16.dat命名的文件为有效文件。", //L"maps following the proper naming convention from a1.dat - p16.dat.  Underground maps",
	L"地底模式地图以在dat前加_b1 - _b3命名（例如a9_b1.dat）。", //L"are signified by appending _b1 to _b3 before the .dat (ex:  a9_b1.dat). ",
	
	L"你确定（是/否）。", //L"Do you wish to do this now (y/n)?",
	
	L"没有总结信息，拒绝创建。", //L"No summary info.  Creation denied.",
	
	L"网格", //L"Grid",
	L"已编辑", //40 //L"Progress", 
	L"使用别的地图", //L"Use Alternate Maps",
	
	L"总结", //L"Summary",
	L"物品", //L"Items",
};

STR16 pUpdateSectorSummaryText[] =
{
	L"分析地图：%s...", //L"Analyzing map:  %s...",
};

STR16 pSummaryLoadMapCallbackText[] =
{
	L"读取地图：%s", //L"Loading map:  %s",
};

STR16 pReportErrorText[] =
{
	L"跳过更新%s，可能由于区块冲突。", //L"Skipping update for %s.  Probably due to tileset conflicts...",
};

STR16 pRegenerateSummaryInfoForAllOutdatedMapsText[] =
{
	L"生成地图信息", //L"Generating map information",
};

STR16 pSummaryUpdateCallbackText[] =
{
	L"生成地图总结", //L"Generating map summary",
};

STR16 pApologizeOverrideAndForceUpdateEverythingText[] =
{
	L"重大版本更新", //L"MAJOR VERSION UPDATE",
	L"%d个地图需要重大版本更新。", //L"There are %d maps requiring a major version update.",
	L"更新所有过期地图", //L"Updating all outdated maps",
};

//selectwin.cpp
STR16 pDisplaySelectionWindowGraphicalInformationText[] =
{
	L"%S[%d]来自默认区块%s（%d，%S）", //L"%S[%d] from default tileset %s (%d, %S)",
	L"文件：%S，副版本：%d（%d，%S）", //L"File: %S, subindex: %d (%d, %S)",
	L"当前分区：%s", //L"Tileset:  %s",
};

STR16 pDisplaySelectionWindowButtonText[] =
{
	L"确认选择 (|E|n|t|e|r)",
	L"取消选择 (|E|s|c)\n清除选择 (|S|p|a|c|e)",
	L"窗口上卷 (|U|p)",
	L"窗口下卷 (|D|o|w|n)",
};

//Cursor Modes.cpp
STR16 wszSelType[6] = {
 L"小", //L"Small",
 L"中", //L"Medium",
 L"大", //L"Large",
 L"超大", //L"XLarge", 
 L"宽xx", //L"Width: xx",
 L"区域", //L"Area",
 };

//---

CHAR16  gszAimPages[ 6 ][ 20 ] =
{
	L"页 1/2", //0
	L"页 2/2",
	
	L"页 1/3",
	L"页 2/3",
	L"页 3/3",
	
	L"页 1/1", //5
};

// by Jazz:
CHAR16 zGrod[][500] =
{
	L"机器人", //0    // Robot
};

STR16 pCreditsJA2113[] =
{
	L"@T,{;JA2 v1.13 制作团队",
	L"@T,C144,R134,{;代码",
	L"@T,C144,R134,{;图像和音效",
	L"@};(其他MOD作者！)",
	L"@T,C144,R134,{;物品",
	L"@T,C144,R134,{;其他参与者",
	L"@};(所有其他参与制作和反馈论坛成员！)",
};

CHAR16 ItemNames[MAXITEMS][80] =
{
	L"",
};


CHAR16 ShortItemNames[MAXITEMS][80] =
{
	L"",
};

// Different weapon calibres
// CAWS is Close Assault Weapon System and should probably be left as it is
// NATO is the North Atlantic Treaty Organization
// WP is Warsaw Pact
// cal is an abbreviation for calibre
CHAR16 AmmoCaliber[MAXITEMS][20];// =
//{
//	L"0",
//	L".38 cal",
//	L"9mm",
//	L".45 cal",
//	L".357 cal",
//	L"12 gauge",
//	L"CAWS",
//	L"5.45mm",
//	L"5.56mm",
//	L"7.62mm NATO",
//	L"7.62mm WP",
//	L"4.7mm",
//	L"5.7mm",
//	L"Monster",
//	L"Rocket",
//	L"", // dart
//	L"", // flame
//	L".50 cal", // barrett
//	L"9mm Hvy", // Val silent
//};

// This BobbyRayAmmoCaliber is virtually the same as AmmoCaliber however the bobby version doesnt have as much room for the words.
//
// Different weapon calibres
// CAWS is Close Assault Weapon System and should probably be left as it is
// NATO is the North Atlantic Treaty Organization
// WP is Warsaw Pact
// cal is an abbreviation for calibre
CHAR16 BobbyRayAmmoCaliber[MAXITEMS][20] ;//=
//{
//	L"0",
//	L".38 cal",
//	L"9mm",
//	L".45 cal",
//	L".357 cal",
//	L"12 gauge",
//	L"CAWS",
//	L"5.45mm",
//	L"5.56mm",
//	L"7.62mm N.",
//	L"7.62mm WP",
//	L"4.7mm",
//	L"5.7mm",
//	L"Monster",
//	L"Rocket",
//	L"dart", // dart
//	L"", // flamethrower
//	L".50 cal", // barrett
//	L"9mm Hvy", // Val silent
//};


CHAR16 WeaponType[MAXITEMS][30] =
{
	L"其它",
	L"手枪",
	L"自动手枪",
	L"冲锋枪",
	L"步枪",
	L"狙击步枪",
	L"突击步枪",
	L"轻机枪",
	L"霰弹枪",
};

CHAR16 TeamTurnString[][STRING_LENGTH] =
{
	L"玩家回合",
	L"敌军回合",
	L"异形回合",
	L"民兵回合",
	L"平民回合",
	L"玩家部署",
	L"#1 客户端",
	L"#2 客户端",
	L"#3 客户端",
	L"#4 客户端",

};

CHAR16 Message[][STRING_LENGTH] =
{
	L"",

	// In the following 8 strings, the %s is the merc's name, and the %d (if any) is a number.

	L"%s 被射中了头部，并且失去了1点智慧！",
	L"%s 被射中了肩部，并且失去了1点灵巧！",
	L"%s 被射中了胸膛，并且失去了1点力量！",
	L"%s 被射中了腿部，并且失去了1点敏捷！",
	L"%s 被射中了头部，并且失去了%d点智慧！",
	L"%s 被射中了肩部，并且失去了%d点灵巧！",
	L"%s 被射中了胸膛，并且失去了%d点力量！",
	L"%s 被射中了腿部，并且失去了%d点敏捷！",
	L"中断！",

	// The first %s is a merc's name, the second is a string from pNoiseVolStr,
	// the third is a string from pNoiseTypeStr, and the last is a string from pDirectionStr

	L"", //OBSOLETE
	L"你的援军到达了！",

	// In the following four lines, all %s's are merc names

	L"%s 装填弹药。",
	L"%s 没有足够的行动点数！",
	L"%s 正在进行包扎。(按任意键取消)",
	L"%s和%s 正在进行包扎。(按任意键取消)",
	// the following 17 strings are used to create lists of gun advantages and disadvantages
	// (separated by commas)
	L"耐用",
	L"不耐用",
	L"容易修复",
	L"不易修复",
	L"杀伤力高",
	L"杀伤力低",
	L"射击快",
	L"射击慢",
	L"射程远",
	L"射程近",
	L"轻盈",
	L"笨重",
	L"小巧",
	L"高速连发",
	L"无法点射",
	L"大容量弹匣",
	L"小容量弹匣",

	// In the following two lines, all %s's are merc names

	L"%s 的伪装失效了。",
	L"%s 的伪装被洗掉了。",

	// The first %s is a merc name and the second %s is an item name

	L"副手武器没有弹药了！",//	L"Second weapon is out of ammo!",
	L"%s 偷到了 %s。",		//	L"%s has stolen the %s.",

	// The %s is a merc name

	L"%s的武器不能扫射。",	//	L"%s's weapon can't burst fire.",

	L"你已经装上了该附件。",//	L"You've already got one of those attached.",
	L"组合物品？",			//	L"Merge items?",

	// Both %s's are item names

	L"你不能把%s和%s组合在一起。",

	L"无",
	L"退出子弹",
	L"附件",

	//You cannot use "item(s)" and your "other item" at the same time.
	//Ex:  You cannot use sun goggles and you gas mask at the same time.
	L"你不能同时使用%s和%s。",

	L"请把光标选中的物品放到另一物品的任意附件格中，这样就可能合成新物品。",
	L"请把光标选中的物品放到另一物品的任意附件格中，这样就可能合成新物品。(但是这一次，该物品不相容。)",
	L"该分区的敌军尚未被肃清！",
	L"你还得给%s%s",
	L"%s 被射中了头部！",
	L"放弃战斗？",
	L"这个组合是永久性的。你确认要这样做吗？",
	L"%s 感觉精力充沛！",
	L"%s 踩到了大理石珠子，滑倒了！",
	L"%s 没能从敌人手里抢到 %s！",
	L"%s 修复了 %s。",
	L"中断 ",
	L"投降？",
	L"此人拒绝你的包扎。",
	L"这不可能！",
	L"要搭乘Skyrider的直升飞机, 你得先把佣兵分配到交通工具/直升飞机。",
	L"%s的时间只够给一支枪装填弹药",
	L"血猫的回合",
	L"全自动",
	L"无全自动",
	L"精确",
	L"不精确",
	L"无半自动",
	L"敌人已经没有装备可偷了！",
	L"敌人手中没有装备！",

	L"%s 的沙漠迷彩油已经耗竭失效了。",
	L"%s 的沙漠迷彩油已经冲刷失效了。",
	
	L"%s 的丛林迷彩油已经耗竭失效了。",
	L"%s 的丛林迷彩油已经冲刷失效了。",
	
	L"%s 的城市迷彩油已经耗竭失效了。",
	L"%s 的城市迷彩油已经冲刷失效了。",
	
	L"%s 的雪地迷彩油已经耗竭失效了。",
	L"%s 的雪地迷彩油已经冲刷失效了。",

	L"你不能把%s添加到这个附件槽。",
	L"%s不能被添加到任何附件槽。",
	L"这个口袋装不下了。", //L"There's not enough space for this pocket.",

	L"%s 竭尽可能地修理了 %s。",
	L"%s 竭尽可能地修理了 %s的%s。",

	L"%s 清理了 %s。", //L"%s has cleaned the %s.",
	L"%s 清理了 %s的%s。", //L"%s has cleaned %s's %s.",

	L"此时无法分配任务",	//L"Assignment not possible at the moment",
	L"没有能够训练的民兵。",	//L"No militia that can be drilled present.",

	L"%s 已经完全的探索了 %s。",	//L"%s has fully explored %s."
};

// the country and its noun in the game
CHAR16 pCountryNames[][MAX_TOWN_NAME_LENGHT] =
{
#ifdef JA2UB
	L"Tracona",
	L"Traconian",
#else
	L"Arulco",
	L"Arulcan",
#endif
};

// the names of the towns in the game
CHAR16 pTownNames[MAX_TOWNS][MAX_TOWN_NAME_LENGHT] =
{
	L"",
	L"Omerta",
	L"Drassen",
	L"Alma",
	L"Grumm",
	L"Tixa",
	L"Cambria",
	L"San Mona",
	L"Estoni",
	L"Orta",
	L"Balime",
	L"Meduna",
	L"Chitzena",
};

// the types of time compression. For example: is the timer paused? at normal speed, 5 minutes per second, etc.
// min is an abbreviation for minutes

STR16 sTimeStrings[] =
{
	L"暂停",
	L"普通",
	L"5分钟",
	L"30分钟",
	L"60分钟",
	L"6小时",
};


// Assignment Strings: what assignment does the merc  have right now? For example, are they on a squad, training,
// administering medical aid (doctor) or training a town. All are abbreviated. 8 letters is the longest it can be.

STR16 pAssignmentStrings[] =
{
	L"第1小队",
	L"第2小队",
	L"第3小队",
	L"第4小队",
	L"第5小队",
	L"第6小队",
	L"第7小队",
	L"第8小队",
	L"第9小队",
	L"第10小队",
	L"第11小队",
	L"第12小队",
	L"第13小队",
	L"第14小队",
	L"第15小队",
	L"第16小队",
	L"第17小队",
	L"第18小队",
	L"第19小队",
	L"第20小队",
	L"编队",// on active duty
	L"医生",// administering medical aid
	L"病人", // getting medical aid
	L"交通工具", // in a vehicle
	L"在途中",// in transit - abbreviated form
	L"修理", // repairing
	L"无线电扫描",	// scanning for nearby patrols
	L"锻炼", // training themselves
	L"民兵", // training a town to revolt
	L"游击队", //L"M.Militia", //training moving militia units //ham3.6
	L"教练", // training a teammate
	L"学员", // being trained by someone else
	L"搬运物品",	// get items
	L"兼职", // L"Staff", // operating a strategic facility //ham3.6
	L"用餐",		// eating at a facility (cantina etc.)
	L"休息", //L"Rest",// Resting at a facility //ham3.6
	L"审讯", // L"Prison",
	L"死亡", // dead
	L"虚脱", // abbreviation for incapacitated
	L"战俘", // Prisoner of war - captured
	L"伤员", // patient in a hospital
	L"空车",	// Vehicle is empty
	L"告发",	// facility: undercover prisoner (snitch)
	L"造谣",	// facility: spread propaganda
	L"造谣",	// facility: spread propaganda (globally)
	L"谣言",	// facility: gather information
	L"造谣",	// spread propaganda
	L"谣言",	// gather information
	L"指挥民兵",	//L"Command",	 militia movement orders
	L"诊断", // disease diagnosis
	L"治疗疾病", //L"Treat D.",  treat disease among the population
	L"医生",// administering medical aid
	L"病人", // getting medical aid
	L"修理", // repairing
	L"筑防",		//L"Fortify", build structures according to external layout
	L"培训工人",//L"Train W.",
	L"潜伏",	//L"Hide",
	L"侦查",	//L"GetIntel",
	L"医疗民兵",	//L"DoctorM.",
	L"训练民兵",	//L"DMilitia",
	L"掩埋尸体", //L"Burial",
	L"管理", //L"Admin",
	L"探索",	//L"Explore"
	L"事件"  //L"Event"  rftr: merc is on a mini event
};


STR16 pMilitiaString[] =
{
	L"民兵", // the title of the militia box
	L"未分配的民兵", //the number of unassigned militia troops
	L"本地区有敌军存在，你无法重新分配民兵！",
	L"一些民兵未分派到防区，要不要将它们遣散？", // L"Some militia were not assigned to a sector. Would you like to disband them?", // HEADROCK HAM 3.6
};


STR16 pMilitiaButtonString[] =
{
	L"自动", // auto place the militia troops for the player
	L"完成", // done placing militia troops
	L"遣散", // HEADROCK HAM 3.6: Disband militia
	L"全部重新分配", // move all milita troops to unassigned pool
};

STR16 pConditionStrings[] =
{
	L"极好", //the state of a soldier .. excellent health
	L"良好", // good health
	L"普通", // fair health
	L"受伤", // wounded health
	L"疲劳", // tired
	L"失血", // bleeding to death
	L"昏迷", // knocked out
	L"垂死", // near death
	L"死亡", // dead
};

STR16 pEpcMenuStrings[] =
{
	L"编队", // set merc on active duty
	L"病人",// set as a patient to receive medical aid
	L"交通工具", // tell merc to enter vehicle
	L"无护送", // let the escorted character go off on their own
	L"取消", // close this menu
};


// look at pAssignmentString above for comments

STR16 pPersonnelAssignmentStrings[] =
{
	L"第1小队",
	L"第2小队",
	L"第3小队",
	L"第4小队",
	L"第5小队",
	L"第6小队",
	L"第7小队",
	L"第8小队",
	L"第9小队",
	L"第10小队",
	L"第11小队",
	L"第12小队",
	L"第13小队",
	L"第14小队",
	L"第15小队",
	L"第16小队",
	L"第17小队",
	L"第18小队",
	L"第19小队",
	L"第20小队",
	L"编队",
	L"医生",
	L"病人",
	L"交通工具",
	L"在途中",
	L"修理",
	L"无线电扫描",	// radio scan
	L"锻炼",
	L"训练民兵",
	L"训练游击队",
	L"教练",
	L"学员",
	L"搬运物品",	// get items
	L"兼职",
	L"用餐",		// eating at a facility (cantina etc.)
	L"休养",
	L"审讯", // L"Interrogate prisoners",
	L"休息",
	L"虚脱",
	L"战俘",
	L"医院",
	L"空车",	// Vehicle is empty
	L"秘密告发",	// facility: undercover prisoner (snitch)
	L"派发传单",	// facility: spread propaganda
	L"派发传单",	// facility: spread propaganda (globally)
	L"搜集谣言",			// facility: gather rumours	
	L"派发传单",	// spread propaganda
	L"搜集谣言",			// gather information
	L"指挥民兵", //L"Commanding Militia"  militia movement orders
	L"诊断", // disease diagnosis
	L"治疗人员的疾病", // treat disease among the population
	L"医生",
	L"病人",
	L"修理",
	L"筑防区域",		//L"Fortify sector", build structures according to external layout
	L"培训工人",//L"Train workers",
	L"变装潜伏",	//L"Hide while disguised",
	L"变装侦查",	//L"Get intel while disguised",
	L"医疗受伤的民兵",	//L"Doctor wounded militia",
	L"训练现有的民兵",	//L"Drill existing militia",
	L"掩埋尸体", //L"Bury corpses",
	L"管理人员",	//L"Administration",
	L"探索事项",	//L"Exploration",
};


// refer to above for comments

STR16 pLongAssignmentStrings[] =
{
	L"第1小队",
	L"第2小队",
	L"第3小队",
	L"第4小队",
	L"第5小队",
	L"第6小队",
	L"第7小队",
	L"第8小队",
	L"第9小队",
	L"第10小队",
	L"第11小队",
	L"第12小队",
	L"第13小队",
	L"第14小队",
	L"第15小队",
	L"第16小队",
	L"第17小队",
	L"第18小队",
	L"第19小队",
	L"第20小队",
	L"编队",
	L"医生",
	L"病人",
	L"交通工具",
	L"在途中",
	L"修理",
	L"无线电扫描",	// radio scan
	L"练习",
	L"训练民兵",
	L"训练游击队", //L"Train Mobiles",
	L"训练队友",
	L"学员",
	L"搬运物品",	// get items
	L"兼职",  //L"Staff Facility",
	L"休养",  //L"Rest at Facility",
	L"审讯俘虏", // L"Interrogate prisoners",
	L"死亡",
	L"虚脱",
	L"战俘",
	L"医院",// patient in a hospital
	L"空车", // Vehicle is empty
	L"秘密告发",	// facility: undercover prisoner (snitch)
	L"派发传单",	// facility: spread propaganda
	L"派发传单",	// facility: spread propaganda (globally)
	L"搜集谣言",			// facility: gather rumours	
	L"派发传单",	// spread propaganda
	L"搜集谣言",			// gather information
	L"指挥民兵",	// militia movement orders
	L"诊断", // disease diagnosis
	L"治疗人员的疾病", // treat disease among the population
	L"医生",
	L"病人",
	L"修理",
	L"筑防区域",		//	L"Fortify sector", build structures according to external layout
	L"培训工人",//L"Train workers",
	L"变装潜伏",	//L"Hide while disguised",
	L"变装侦查",	//L"Get intel while disguised",
	L"医疗受伤的民兵",	//L"Doctor wounded militia",
	L"训练现有的民兵",	//L"Drill existing militia",
	L"掩埋尸体", //L"Bury corpses",
	L"管理人员",	//L"Administration",
	L"探索事项",	//L"Exploration",
};


// the contract options

STR16 pContractStrings[] =
{
	L"合同选项: ",
	L"", // a blank line, required
	L"雇佣一日",// offer merc a one day contract extension
	L"雇佣一周", // 1 week
	L"雇佣两周", // 2 week
	L"解雇",// end merc's contract
	L"取消", // stop showing this menu
};

STR16 pPOWStrings[] =
{
	L"囚禁",  //an acronym for Prisoner of War
	L" ？？ ",
};

STR16 pLongAttributeStrings[] =
{
	L"力量",
	L"灵巧",
	L"敏捷",
	L"智慧",
	L"枪法",
	L"医疗",
	L"机械",
	L"领导",
	L"爆破",
	L"级别",
};

STR16 pInvPanelTitleStrings[] =
{
	L"护甲", // the armor rating of the merc
	L"负重", // the weight the merc is carrying
	L"伪装", // the merc's camouflage rating
	L"伪装",
	L"防护",
};

STR16 pShortAttributeStrings[] =
{
	L"敏捷", // the abbreviated version of : agility
	L"灵巧", // dexterity
	L"力量", // strength
	L"领导", // leadership
	L"智慧", // wisdom
	L"级别", // experience level
	L"枪法", // marksmanship skill
	L"机械", // mechanical skill
	L"爆破", // explosive skill
	L"医疗", // medical skill
};


STR16 pUpperLeftMapScreenStrings[] =
{
	L"任务", // the mercs current assignment
	L"合同",// the contract info about the merc
	L"生命", // the health level of the current merc
	L"士气", // the morale of the current merc
	L"状态",	// the condition of the current vehicle
	L"油量",	// the fuel level of the current vehicle
};

STR16 pTrainingStrings[] =
{
	L"锻炼", // tell merc to train self
    L"民兵",// tell merc to train town
	L"教练", // tell merc to act as trainer
	L"学员", // tell merc to be train by other
};

STR16 pGuardMenuStrings[] =
{
	L"防备模式: ", // the allowable rate of fire for a merc who is guarding
	L" 主动射击", // the merc can be aggressive in their choice of fire rates
	L" 节约弹药", // conserve ammo
	L" 自卫射击", // fire only when the merc needs to
	L"其它选择: ", // other options available to merc
	L" 允许撤退", // merc can retreat
	L" 自动隐蔽",  // merc is allowed to seek cover
	L" 自动掩护", // merc can assist teammates
	L"完成", // done with this menu
	L"取消", // cancel this menu
};

// This string has the same comments as above, however the * denotes the option has been selected by the player

STR16 pOtherGuardMenuStrings[] =
{
	L"防备模式：",
	L" *主动射击*",
	L" *节约弹药*",
	L" *自卫射击*",
	L"其它选择: ",
	L" *允许撤退*",
	L" *自动隐蔽*",
	L" *自动掩护*",
	L"完成",
	L"取消",
};

STR16 pAssignMenuStrings[] =
{
	L"编队",
	L"医生",
	L"疾病", // merc is a doctor doing diagnosis 
	L"病人",
	L"交通工具",	
	L"修理",
	L"无线电扫描", // Flugente: the merc is scanning for patrols in neighbouring sectors
	L"告发", // anv: snitch actions
	L"训练",
	L"民兵",		//L"Militia", all things militia
	L"搬运物品",	// get items
	L"筑防",		//L"Fortify", fortify sector
	L"情报", //L"Intel", covert assignments
	L"管理",	//L"Administer",
	L"探索",	//L"Explore",
	L"设施", // the merc is using/staffing a facility //ham3.6
	L"取消",
};

//lal
STR16 pMilitiaControlMenuStrings[] =
{
	L"自动进攻", // set militia to aggresive
	L"原地坚守", // set militia to stationary
	L"撤退", // retreat militia
	L"向我靠拢", 
	L"卧倒", 
	L"蹲下",	// L"Crouch",
	L"隐蔽",
	L"移动到这里",	//L"Move to",
	L"全体: 自动进攻",
	L"全体: 原地坚守",
	L"全体: 撤退",
	L"全体: 向我靠拢",
	L"全体: 分散",
	L"全体: 卧倒",
	L"全体: 蹲下",	// L"All: Crouch",
	L"全体: 隐蔽",
	//L"All: Find items",
	L"取消", // cancel this menu
};

//Flugente
STR16 pTraitSkillsMenuStrings[] =
{
	// radio operator
	L"火炮攻击", //L"Artillery Strike",
	L"通讯干扰", //L"Jam communications",
	L"扫描频率", //L"Scan frequencies",
	L"监听", //L"Eavesdrop",
	L"呼叫支援", //L"Call reinforcements",
	L"关闭接收器", //L"Switch off radio set",
	L"无线电：激活所有被策反的敌军", //L"Radio: Activate all turncoats",

	// spy
	L"潜伏",		//L"Hide assignment",
	L"侦查", //L"Get Intel assignment",
	L"招募被策反的敌军", //L"Recruit turncoat",
	L"激活被策反的敌军", // L"Activate turncoat", 
	L"激活所有被策反的敌军", // L"Activate all turncoats", 

	// disguise
	L"Disguise",
	L"Remove disguise",
	L"Test disguise",
	L"Remove clothes",

	// various
	L"侦查员",
	L"聚焦", //L"Focus",	
	L"拖拽", //L"Drag",
	L"Fill canteens",
};

//Flugente: short description of the above skills for the skill selection menu
STR16 pTraitSkillsMenuDescStrings[] =
{
	// radio operator
	L"命令某分区发动火炮攻击。。。", //L"Order an artillery strike from sector...",
	L"所有通讯频率加入空白噪音，阻断正常通讯。", //L"Fill all radio frequencies with white noise, making communications impossible.",
	L"查找干扰信号源。", //L"Scan for jamming signals.",
	L"使用无线电设备持续监听敌军动向。", //L"Use your radio equipment to continously listen for enemy movement.",
	L"从邻区呼叫支援。", //L"Call in reinforcements from neighbouring sectors.",
	L"关闭无线电设备。", //L"Turn off radio set.",
	L"命令战区内所有已被策反的敌军叛变并加入你的部队。", //L"Order all previously turned soldiers in the sector to betray their comrades and join you.",

	// spy
	L"任务：潜伏至民众中。",		//L"Assignment: hide among the population.",
	L"任务：潜伏并侦查。",	//L"Assignment: hide among the population and gather intel.",
	L"尝试策反敌军。", //L"Try to turn an enemy into a turncoat.",
	L"命令所有已被策反的敌军叛变并加入你的部队。", // L"Order previously turned soldier to betray their comrades and join you.", 
	L"命令战区内所有已被策反的敌军叛变并加入你的部队。", // L"Order all previously turned soldiers in the sector to betray their comrades and join you.", 

	// disguise
	L"Try to disguise with the merc's current clothes.",
	L"Remove the disguise, but clothes remain worn.",
	L"Test the viability of the disguise.",
	L"Remove any extra clothes.",

	// various
	L"侦查一个区域，友军狙击手在瞄准你所观察到的目标时会增加命中率。",
	L"增加标记区域内中断几率（标记区域外减少中断几率）", //L"Increase interrupt modifier (malus outside of area)",
	L"移动时拖人或尸体。",	//L"Drag a person, corpse or structure while you move.",
	L"Refill your squad's canteens with water from this sector.",
};

STR16 pTraitSkillsDenialStrings[] =
{
	L"需要:\n", //L"Requires:\n",
	L" - %d AP\n",
	L" - %s\n",
	L" - %s或更高\n", //L" - %s or higher\n",
	L" - %s或更高，或\n", //L" - %s or higher or\n",
	L" - %d分钟后就绪\n", //L" - %d minutes to be ready\n",
	L" - 邻区的迫击炮位置\n", //L" - mortar positions in neighbouring sectors\n",
	L" - %s|或%s|和%s或%s或更高\n", //L" - %s |o|r %s |a|n|d %s or %s or higher\n",
	L" - 恶魔的财产\n", //L" - posession by a demon"
	L" - 与枪有关的技能（如自动武器）\n", //L" - a gun-related trait\n",
	L" - 举起枪（瞄准状态）\n", //L" - aimed gun\n",
	L" - 在佣兵旁边放下人或尸体\n",	//L" - prone person, corpse or structure next to merc\n",
	L" - 下蹲姿势\n", //L" - crouched position\n",
	L" - 清空主手装备\n",	//L" - free main hand\n",
	L" - 潜伏技能\n",	//L" - covert trait\n",
	L" - 敌军占领区域\n",	//L" - enemy occupied sector\n",
	L" - 单独佣兵\n",	//L" - single merc\n",
	L" - 没有警报\n",	//L" - no alarm raised\n",
	L" - 伪装成平民或敌军\n",	//L" - civilian or soldier disguise\n",
	L" - 正被策反的敌军\n", //L" - being our turn\n",
	L" - 已被策反的敌军\n", //L" - turned enemy soldier\n",
	L" - 敌军士兵\n", //L" - enemy soldier\n", 
	L" - 显露伪装\n", //L" - surface sector\n", 
	L" - 没有被怀疑\n", //L" - not being under suspicion\n", 
	L" - not disguised\n",
	L" - not in combat\n",
	L" - friendly controlled sector\n",
};

STR16 pSkillMenuStrings[] =
{
	L"民兵",
	L"其他队伍",
	L"取消",
	L"%d 民兵",
	L"所有民兵",

	L"更多",
	L"尸体: %s", //L"Corpse: %s",
};

STR16 pSnitchMenuStrings[] =
{
	// snitch
	L"团队情报员",
	L"城镇任务",	
	L"取消",
};

STR16 pSnitchMenuDescStrings[] =
{
	// snitch
	L"和队友讨论告发行为。",
	L"从该分区获取任务。",
	L"取消",
};

STR16 pSnitchToggleMenuStrings[] =
{
	// toggle snitching
	L"报告队伍怨言",
	L"不报告",
	L"阻止失常行为",
	L"忽略失常行为",
	L"取消",
};

STR16 pSnitchToggleMenuDescStrings[] =
{
	L"向指挥员报道从其他队员口中听到的怨言。",
	L"什么都不报道。",
	L"试图阻止队员浪费时间或小偷小摸。",
	L"不关心别的佣兵在做什么。",
	L"取消",
};

STR16 pSnitchSectorMenuStrings[] =
{
	// sector assignments
	L"派发传单",
	L"搜集谣言",
	L"取消",
};

STR16 pSnitchSectorMenuDescStrings[] =
{
	L"赞赏佣兵的行动，增加城镇忠诚度并避免糟糕的新闻。",
	L"留心关于敌军动向的谣言。",
	L"",
};

STR16 pPrisonerMenuStrings[] =
{
	L"审问行政人员", //L"Interrogate admins",
	L"审问普通士兵", //L"Interrogate troops",
	L"审问精英士兵", //L"Interrogate elites",
	L"审问军官", //L"Interrogate officers",
	L"审问上将", //L"Interrogate generals",
	L"审问平民", //L"Interrogate civilians",
	L"取消", //L"Cancel",
};

STR16 pPrisonerMenuDescStrings[] =
{
	L"行政人员很容易审问，不过通常只会给你个糟糕的结果", //L"Administrators are easy to process, but give only poor results",
	L"普通士兵一般不会有太多有价值的情报。", //L"Regular troops are common and don't give you high rewards.",
	L"精英士兵如果投靠你，他们会成为老兵。", //L"If elite troops defect to you, they can become veteran militia.",
	L"审问敌方的军官，他们会指引你找到敌方的将军。", //L"Interrogating enemy officers can lead you to find enemy generals.",
	L"上将是不会加入你的，但是他们会出高额的赎金。", //L"Generals cannot join your militia, but lead to high ransoms.",
	L"平民一般不太会抵抗你，他们是最好的二流军队。", //	L"Civilians don't offer much resistance, but are second-rate troops at best.",
	L"取消", //L"Cancel",
};

STR16 pSnitchPrisonExposedStrings[] =
{
	L"%s告发者的身份暴露，但是及时注意到并成功逃脱。",
	L"%s告发者的身份暴露，但是稳定了场面并成功逃脱。",
	L"%s告发者的身份暴露，但是逃过了刺杀。",
	L"%s告发者的身份暴露，但是狱警阻止了暴力事件的发生。",

	L"%s告发者的身份暴露，几乎被其他犯人淹死，最后被狱警救下。",
	L"%s告发者的身份暴露，几乎被其他犯人打死，最后被狱警救下。",
	L"%s告发者的身份暴露，几乎被刺死，最后被狱警救下。",
	L"%s告发者的身份暴露，几乎被勒死，最后被狱警救下。",

	L"%s告发者的身份暴露，被其他犯人按在马桶内淹死。",
	L"%s告发者的身份暴露，被其他犯人打死。",
	L"%s告发者的身份暴露，被其他犯人用刀刺死。",
	L"%s告发者的身份暴露，被其他犯人勒死。",
};

STR16 pSnitchGatheringRumoursResultStrings[] =
{
	L"%s听到了在%d分区有敌军活动的谣言。",

};

STR16 pRemoveMercStrings[] =
{
	L"移除佣兵", // remove dead merc from current team
	L"取消",
};

STR16 pAttributeMenuStrings[] =
{
	L"生命",	//"Health",
	L"敏捷",	//"Agility",
	L"灵巧",	//"Dexterity",
	L"力量",	//"Strength",
	L"领导",	//"Leadership",
	L"枪法",	//"Marksmanship",
	L"机械",	//"Mechanical",
	L"爆破",	//"Explosives",
	L"医疗",	//"Medical",
	L"取消",	//"Cancel",
};

STR16 pTrainingMenuStrings[] =
{
	L"锻炼", // train yourself
	L"培训工人",	//L"Train workers",
	L"教练", // train your teammates
	L"学员", // be trained by an instructor
	L"取消", // cancel this menu
};


STR16 pSquadMenuStrings[] =
{
	L"第1小队",
	L"第2小队",
	L"第3小队",
	L"第4小队",
	L"第5小队",
	L"第6小队",
	L"第7小队",
	L"第8小队",
	L"第9小队",
	L"第10小队",
	L"第11小队",
	L"第12小队",
	L"第13小队",
	L"第14小队",
	L"第15小队",
	L"第16小队",
	L"第17小队",
	L"第18小队",
	L"第19小队",
	L"第20小队",
	L"取消",
};

STR16 pPersonnelTitle[] =
{
	L"佣兵", // the title for the personnel screen/program application
};

STR16 pPersonnelScreenStrings[] =
{
	L"生命: ", // health of merc
	L"敏捷: ",
	L"灵巧: ",
	L"力量: ",
	L"领导: ",
	L"智慧: ",
	L"级别: ", // experience level
	L"枪法: ",
	L"机械: ",
	L"爆破: ",
	L"医疗: ",
	L"医疗保证金: ", // amount of medical deposit put down on the merc
	L"合同剩余时间: ", // cost of current contract
	L"杀敌数: ", // number of kills by merc
	L"助攻数: ",// number of assists on kills by merc
	L"日薪: ", // daily cost of merc
	L"总花费: ",// total cost of merc
	L"当前薪金: ",
	L"总日数: ",// total service rendered by merc
	L"欠付佣金: ",// amount left on MERC merc to be paid
	L"命中率: ",// percentage of shots that hit target
	L"战斗次数: ", // number of battles fought
	L"受伤次数: ", // number of times merc has been wounded
	L"技能: ",
	L"没有技能",
	L"成就: ", // added by SANDRO
};

// SANDRO - helptexts for merc records
STR16 pPersonnelRecordsHelpTexts[] =
{
	L"精兵: %d\n",
	L"杂兵: %d\n",
	L"头目: %d\n",
	L"刁民: %d\n",
	L"动物: %d\n",
	L"坦克: %d\n",
	L"其他: %d\n",

	L"帮助佣兵: %d\n",
	L"帮助民兵: %d\n",
	L"帮助其他: %d\n",

	L"枪弹射击: %d\n",
	L"火箭发射: %d\n",
	L"榴弹投掷: %d\n",
	L"飞刀投掷: %d\n",
	L"白刃砍杀: %d\n",
	L"徒手攻击: %d\n",
	L"有效攻击总数: %d\n",

	L"工具撬锁: %d\n",
	L"暴力开锁: %d\n",
	L"排除陷阱: %d\n",
	L"拆除炸弹: %d\n",
	L"修理物品: %d\n",
	L"合成物品: %d\n",
	L"偷窃物品: %d\n",
	L"训练民兵: %d\n",
	L"战地急救: %d\n",
	L"外科手术: %d\n",
	L"遇见人物: %d\n",
	L"探索区域: %d\n",
	L"避免伏击: %d\n",
	L"游戏任务: %d\n",

	L"参加战斗: %d\n",
	L"自动战斗: %d\n",
	L"撤退战斗: %d\n",
	L"偷袭次数: %d\n",
	L"参加过最多有: %d名敌军的战斗\n",

	L"中枪: %d\n",
	L"被砍: %d\n",
	L"被揍: %d\n",
	L"被炸: %d\n",
	L"设施伤害: %d\n",
	L"经历手术: %d\n",
	L"设施事故: %d\n",

	L"性格:",
	L"弱点:",

	L"态度:",	// WANNE: For old traits display instead of "Character:"!

	L"僵尸: %d\n", // Zombies: %d\n

	L"背景：",
	L"性格：",

	L"已审讯俘虏: %d\n", //L"Prisoners interrogated: %d\n",
	L"已感染疾病: %d\n", //L"Diseases caught: %d\n",
	L"总共受到伤害: %d\n", //L"Total damage received: %d\n",
	L"总共造成伤害: %d\n", //L"Total damage caused: %d\n",
	L"总共治疗: %d\n", //L"Total healing: %d\n",
};


//These string correspond to enums used in by the SkillTrait enums in SoldierProfileType.h
STR16 gzMercSkillText[] =
{
	// SANDRO - tweaked this
	L"没有技能",
	L"开锁",
	L"格斗",		//JA25: modified
	L"电子",
	L"夜战",			//JA25: modified
	L"投掷",
	L"教学",
	L"重武器",
	L"自动武器",
	L"潜行",
	L"双持",
	L"偷窃",
	L"武术",
	L"刀技",
	L"狙击手",
	L"伪装",					//JA25: modified
	L"专家",
};
//////////////////////////////////////////////////////////
// SANDRO - added this
STR16 gzMercSkillTextNew[] =
{
	// Major traits
	L"没有技能",		// 0
	L"自动武器",
	L"重武器",
	L"神枪手",
	L"猎兵",
	L"快枪手",		// 5
	L"格斗家",
	L"班副",
	L"技师",
	L"救护兵",	
	// Minor traits
	L"双持",
	L"近战",
	L"投掷",
	L"夜战",
	L"潜行",		// 14
	L"运动员",
	L"健身",
	L"爆破",
	L"教学",
	L"侦察",		// 19
	// covert ops is a major trait that was added later
	L"特工",		// L"Covert Ops",

	// new minor traits
	L"无线电操作员",	// 21
	L"告发",	// 22
	L"生还者", //L"Survival"

	// second names for major skills
	L"机枪手",		// 24
	L"掷弹兵",
	L"狙击手",
	L"游骑兵",
	L"枪斗术",
	L"武术家",
	L"班长",
	L"工兵",
	L"军医",
	// placeholders for minor traits
	L"Placeholder",		// 33
	L"Placeholder",
	L"Placeholder",
	L"Placeholder",
	L"Placeholder",
	L"Placeholder",
	L"Placeholder",
	L"Placeholder",
	L"Placeholder",
	L"Placeholder",		// 42
	L"间谍",				// 43
	L"Placeholder",		// for radio operator (minor trait)
	L"Placeholder",		// for snitch (minor trait)
	L"生还者",			// for survival (minor trait)
	L"更多...",			// 47
	L"情报",			//L"Intel", for INTEL
	L"Disguise",		// for DISGUISE
	L"多种技能",		// for VARIOUSSKILLS
	L"治疗佣兵",	//L"Bandage Mercs", for AUTOBANDAGESKILLS
};
//////////////////////////////////////////////////////////

// This is pop up help text for the options that are available to the merc

STR16 pTacticalPopupButtonStrings[] =
{
	L"站立/行走 (|S)",
	L"蹲伏/蹲伏前进(|C)",
	L"站立/奔跑 (|R)",
	L"匍匐/匍匐前进(|P)",
	L"观察(|L)",
	L"行动",
	L"交谈",
	L"检查 (|C|t|r|l)",

	// Pop up door menu
	L"用手开门",
	L"检查陷阱",
	L"开锁",
	L"踹门",
	L"解除陷阱",
	L"锁门",
	L"开门",
	L"使用破门炸药",
	L"使用撬棍",
	L"取消 (|E|s|c)",
	L"关闭",
};

// Door Traps. When we examine a door, it could have a particular trap on it. These are the traps.

STR16 pDoorTrapStrings[] =
{
	L"没有陷阱",
	L"一个爆炸陷阱",
	L"一个带电陷阱",
	L"一个警报陷阱",
	L"一个无声警报陷阱",
};

// Contract Extension. These are used for the contract extension with AIM mercenaries.

STR16 pContractExtendStrings[] =
{
	L"日",
	L"周",
	L"两周",
};

// On the map screen, there are four columns. This text is popup help text that identifies the individual columns.

STR16 pMapScreenMouseRegionHelpText[] =
{
	L"选择人物",
	L"分配任务",
	L"安排行军路线",
	L"签约 (|C)",
	L"移除佣兵",
	L"睡觉",
};

// volumes of noises

STR16 pNoiseVolStr[] =
{
	L"微弱的",
	L"清晰的",
	L"大声的",
	L"非常大声的",
};

// types of noises

STR16 pNoiseTypeStr[] = // OBSOLETE
{
	L"未知",
	L"脚步声",
	L"辗扎声",
	L"溅泼声",
	L"撞击声",
	L"枪声",
	L"爆炸声",
	L"尖叫声",
	L"撞击声",
	L"撞击声",
	L"粉碎声",
	L"破碎声",
};

// Directions that are used to report noises

STR16 pDirectionStr[] =
{
	L"东北方",
	L"东方",
	L"东南方",
	L"南方",
	L"西南方",
	L"西方",
	L"西北方",
	L"北方"
};

// These are the different terrain types.

STR16 pLandTypeStrings[] =
{
	L"城市",
	L"公路",
	L"平原",
	L"沙漠",
	L"灌木",
	L"森林",
	L"沼泽",
	L"湖泊",
	L"山地",
	L"不可通行",
	L"河流",	//river from north to south
	L"河流",	//river from east to west
	L"外国",
	//NONE of the following are used for directional travel, just for the sector description.
	L"热带",
	L"农田",
	L"平原，公路",
	L"灌木，公路",
	L"农庄，公路",
	L"热带，公路",
	L"森林，公路",
	L"海滨",
	L"山地，公路",
	L"海滨，公路",
	L"沙漠，公路",
	L"沼泽，公路",
	L"灌木，SAM导弹基地",
	L"沙漠，SAM导弹基地",
	L"热带，SAM导弹基地",
	L"Meduna, SAM导弹基地",

	//These are descriptions for special sectors
	L"Cambria医院",
	L"Drassen机场",
	L"Meduna机场",
	L"SAM导弹基地",
	L"加油站",
	L"抵抗军隐蔽处",//The rebel base underground in sector A10
	L"Tixa地牢",//The basement of the Tixa Prison (J9)
	L"异形巢穴",//Any mine sector with creatures in it
	L"Orta地下室",	//The basement of Orta (K4)
	L"地道",		//The tunnel access from the maze garden in Meduna
										//leading to the secret shelter underneath the palace
	L"地下掩体",				//The shelter underneath the queen's palace
	L"",							//Unused
};

STR16 gpStrategicString[] =
{
	L"",	//Unused
	L"%s在%c%d分区被发现了，另一小队即将到达。",	//STR_DETECTED_SINGULAR
	L"%s在%c%d分区被发现了，其他几个小队即将到达。",	//STR_DETECTED_PLURAL
	L"你想调整为同时到达吗？",												//STR_COORDINATE

	//Dialog strings for enemies.

	L"敌军给你一个投降的机会。",
	L"敌军俘虏了昏迷中的佣兵。",

	//The text that goes on the autoresolve buttons							

	L"撤退",		//The retreat button
	L"完成",		//The done button				//STR_AR_DONE_BUTTON

	//The headers are for the autoresolve type (MUST BE UPPERCASE)

	L"防守",							//STR_AR_DEFEND_HEADER
	L"攻击",						//STR_AR_ATTACK_HEADER
	L"遭遇战",						//STR_AR_ENCOUNTER_HEADER
	L"分区",	//The Sector A9 part of the header		//STR_AR_SECTOR_HEADER

	//The battle ending conditions

	L"胜利！",								//STR_AR_OVER_VICTORY
	L"失败！",								//STR_AR_OVER_DEFEAT
	L"投降！",							//STR_AR_OVER_SURRENDERED
	L"被俘！",								//STR_AR_OVER_CAPTURED
	L"撤退！",								//STR_AR_OVER_RETREATED

	//These are the labels for the different types of enemies we fight in autoresolve.

	L"民兵",							//STR_AR_MILITIA_NAME,
	L"精兵",							//STR_AR_ELITE_NAME,
	L"部队",							//STR_AR_TROOP_NAME,
	L"行政人员",								//STR_AR_ADMINISTRATOR_NAME,
	L"异形",								//STR_AR_CREATURE_NAME,

	//Label for the length of time the battle took

	L"战斗用时",						//STR_AR_TIME_ELAPSED,

	//Labels for status of merc if retreating.  (UPPERCASE)			

	L"已撤退",						//STR_AR_MERC_RETREATED,
	L"正在撤退",						//STR_AR_MERC_RETREATING,
	L"撤退",						//STR_AR_MERC_RETREAT,

	//PRE BATTLE INTERFACE STRINGS 
	//Goes on the three buttons in the prebattle interface.  The Auto resolve button represents
	//a system that automatically resolves the combat for the player without having to do anything.
	//These strings must be short (two lines -- 6-8 chars per line)

	L"自动战斗",							//STR_PB_AUTORESOLVE_BTN,
	L"进入战区",							//STR_PB_GOTOSECTOR_BTN,
	L"撤退佣兵",							//STR_PB_RETREATMERCS_BTN,

	//The different headers(titles) for the prebattle interface.
	L"遭遇敌军",						//STR_PB_ENEMYENCOUNTER_HEADER,
	L"敌军入侵",						//STR_PB_ENEMYINVASION_HEADER, // 30
	L"敌军伏击",
	L"进入敌占区",			//STR_PB_ENTERINGENEMYSECTOR_HEADER
	L"异形攻击",					//STR_PB_CREATUREATTACK_HEADER
	L"血猫伏击",					//STR_PB_BLOODCATAMBUSH_HEADER
	L"进入血猫巢穴",
	L"敌方空降", //L"ENEMY AIRDROP",					//STR_PB_ENEMYINVASION_AIRDROP_HEADER

	//Various single words for direct translation.  The Civilians represent the civilian
	//militia occupying the sector being attacked.  Limited to 9-10 chars

	L"地区",
	L"敌军",
	L"佣兵",
	L"民兵",
	L"异形",
	L"血猫",
	L"分区",
	L"无人",	//If there are no uninvolved mercs in this fight.
	L"N/A",			//Acronym of Not Applicable
	L"日",			//One letter abbreviation of day
	L"小时",			//One letter abbreviation of hour

	//TACTICAL PLACEMENT USER INTERFACE STRINGS
	//The four buttons

	L"清除",
	L"分散",
	L"集中",
	L"完成",

	//The help text for the four buttons.  Use \n to denote new line (just like enter).

	L"清除所有佣兵的位置，然后一个一个对他们进行布置。(|c)\n",
	L"每按一次，就会重新随机分散地布置佣兵。(|s)\n",
	L"集中所有佣兵，选择你想布置的地方。(|g)\n",
	L"完成佣兵布置后，请按本按钮确认。(|E|n|t|e|r)\n",
	L"开始战斗前，你必须对所有佣兵完成布置。\n",

	//Various strings (translate word for word)

	L"分区",
	L"选择进入的位置（大地图可以按“↑”“↓”“←”“→”键来移动屏幕）",

	//Strings used for various popup message boxes.  Can be as long as desired.

	L"看起来不太好。无法进入这里。换个不同的位置吧。",
	L"请把佣兵放在地图的高亮分区里。",

	//This message is for mercs arriving in sectors.  Ex:  Red has arrived in sector A9.
	//Don't uppercase first character, or add spaces on either end.

	L"已到达该地区",

	//These entries are for button popup help text for the prebattle interface.  All popup help
	//text supports the use of \n to denote new line.  Do not use spaces before or after the \n.
	L"自动解决战斗，不需要\n载入该分区地图。",
	L"当玩家在攻击时，无法使用\n自动战斗功能。",
	L"进入该分区和敌军作战(|E)",
	L"将小队撤退到先前的分区。(|R)",				//singular version
	L"将所有小队撤退到先前的分区。(|R)", //multiple groups with same previous sector

	//various popup messages for battle conditions.  

	//%c%d is the sector -- ex:  A9
	L"敌军向你的民兵发起了攻击，在分区%c%d。",
	//%c%d is the sector -- ex:  A9
	L"异形向你的民兵发起了攻击，在分区%c%d。",
	//1st %d refers to the number of civilians eaten by monsters,  %c%d is the sector -- ex:  A9
	//Note:  the minimum number of civilians eaten will be two.
	L"异形攻击了%s分区，吃掉了%d名平民。",
	//%s is the sector location -- ex:  A9: Omerta
	L"敌军向你的%s分区发起了攻击，你的佣兵中没人能进行战斗。",
	//%s is the sector location -- ex:  A9: Omerta
	L"异形向你的%s分区发起了攻击，你的佣兵中没人能进行战斗。",

	// Flugente: militia movement forbidden due to limited roaming
	L"民兵无法移动到这。（RESTRICT_ROAMING = TRUE）", //L"Militia cannot move here (RESTRICT_ROAMING = TRUE).",
	L"战术中心无人兼职，民兵移动失败！", //L"War room isn't staffed - militia move aborted!",

	L"机器人",								//L"Robot", STR_AR_ROBOT_NAME,
	L"坦克",							//STR_AR_TANK_NAME,
	L"吉普",						//	L"Jeep",  STR_AR_JEEP_NAME

	L"\n睡觉时每小时恢复精力: %d", //L"\nBreath regeneration per hour: %d",	// STR_BREATH_REGEN_SLEEP

	L"僵尸",		//L"Zombies",
	L"土匪",	//L"Bandits",
	L"血猫攻击",	 //L"BLOODCAT ATTACK",
	L"僵尸攻击",	//L"ZOMBIE ATTACK",
	L"土匪攻击",	//L"BANDIT ATTACK",
	L"僵尸",	//L"Zombie",
	L"土匪",	//L"Bandit",
	L"土匪攻击%s分区，并杀死了%d名平民。",	//L"Bandits attack and kill %d civilians in sector %s.",
};

STR16 gpGameClockString[] = 
{
	//This is the day represented in the game clock.  Must be very short, 4 characters max.
	L"日",
};

//When the merc finds a key, they can get a description of it which
//tells them where and when they found it.
STR16 sKeyDescriptionStrings[2] =
{
	L"找到钥匙的分区: ",
	L"找到钥匙的日期: ",
};

//The headers used to describe various weapon statistics.

CHAR16		gWeaponStatsDesc[][ 20 ] =
{
	// HEADROCK: Changed this for Extended Description project
	L"状态: ",
	L"重量: ",
	L"AP 消耗",
	L"射程: ",		// Range
	L"杀伤力: ",		// Damage
	L"弹药", 	// Number of bullets left in a magazine
	L"AP: ",			// abbreviation for Action Points
	L"=",
	L"=",
	//Lal: additional strings for tooltips
	L"准确性: ", //9
	L"射程: ", //10
	L"杀伤力: ", //11
	L"重量: ", //12
	L"晕眩杀伤力: ",//13
	// HEADROCK: Added new strings for extended description ** REDUNDANT **
	// HEADROCK HAM 3: Replaced #14 with string for Possible Attachments (BR's Tooltips Only)
	// Obviously, THIS SHOULD BE DONE IN ALL LANGUAGES...
	L"附件:",	//14 //ham3.6
	L"连发/5AP: ",		//15
	L"剩余弹药:",		//16
	L"默认:",	//17 //WarmSteel - So we can also display default attachments
	L"污垢:",	// 18	//added by Flugente
	L"空位:", // 19 //space left on Molle items L"Space:",
	L"传播模式:", //L"Spread Pattern:",// 20

};

// HEADROCK: Several arrays of tooltip text for new Extended Description Box
STR16		gzWeaponStatsFasthelpTactical[ 33 ] =
{
	L"|射|程\n \n武器的有效射程。\n超出这个距离精瞄效果将受到严重影响。\n \n该数值越高越好。", //	L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.",
	L"|伤|害\n \n武器的原始伤害。\n理想情况下对无护甲目标造成的大致伤害值。\n \n该数值越高越好。", //	L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.",
	L"|精|度\n \n武器的固有准确度。\n由武器自身的结构设计所决定。\n \n该数值越高越好。", // L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.",
	L"|精|瞄|等|级\n \n武器最大瞄准次数。\n \n瞄准次数越多射击越准确。\n不同武器有不同次数限制。\n次数越多AP消耗越大。\n \n该数值越高越好。", // L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.",
	L"|精|瞄|修|正\n \n精瞄统一修正。\n每一次瞄准都会获得这个修正值。\n次数越高效果越大。\n \n该数值越高越好。", // L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.",
	L"|精|瞄|修|正|最|小|距|离\n \n|精|瞄|修|正生效所需最小射距。\n小于这个距离|精|瞄|修|正不会生效。\n \n该数值越低越好。", // L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.",
	L"|命|中|率|修|正\n \n命中率统一修正。\n该武器所有射击模式都会获得则个修正值。\n \n该数值越高越好。", // L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.",
	L"|最|佳|激|光|距|离\n \n激光瞄准有效距离。\n这有在这个格数以内激光瞄准才生效。\n超过这个距离效果减弱或消失。\n \n该数值越高越好。", // L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.",
	L"|枪|口|焰|抑|制\n \n枪口是否消焰。\n枪口消焰后射手更不容易被发现。", // L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.",
	L"|音|量\n \n射击发出的噪声。\n在这个格数内敌人会听到射手所处位置。\n \n该数值越低越好。\n除非你想被敌人发现。", // L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)",
	L"|可|靠|度\n \n武器或道具的结实程度。\n会在战斗使用时磨损消耗\n你不想拿着中国制造到处炫耀。\n \n该数值越高越好。", // L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.",
	L"|维|修|难|度\n \n决定了修理难度以及谁可以完全修复其损坏值。\n \n绿色 = 任何人都可以修理。\n \n黄色 = 只有工兵和特殊NPC可以修复损坏值。\n \n红色 = 这个物品不能被修理。\n \n该数值越高越好。", // Determines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
	L"",	//12
	L"举枪AP",
	L"单发AP",
	L"点射AP",
	L"连发AP",
	L"上弹AP",
	L"手动上弹AP",
	L"点射惩罚（越低越好）",	//19
	L"脚架修正",
	L"连发数量/5AP",
	L"连发惩罚（越低越好）",
	L"点射/连发惩罚（越低越好）",	//23
	L"投掷AP",	//20
	L"发射AP",
	L"捅人AP",
	L"无法单发！",
	L"无点射模式！",
	L"无连发模式！",
	L"械斗AP",
    L"",
	L"|维|修|难|度\n \n决定了修理难度以及谁可以完全修复其损坏值。\n \n绿色 = 任何人都可以修理。\n \n黄色 = 只有特殊NPC可以修复损坏值。\n \n红色 = 这个物品不能被修理。\n \n该数值越高越好。", //L"|R|e|p|a|i|r |E|a|s|e\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
};

STR16		gzMiscItemStatsFasthelp[] =
{
	L"物品大小修正（越低越好）", // 0
	L"可靠性修正",
	L"噪音修正（越低越好）",
	L"枪口消焰",
	L"脚架修正",
	L"射程修正", // 5
	L"命中率修正",
	L"最佳激光瞄准距离",
	L"精瞄加成修正",
	L"点射长度修正",
	L"点射惩罚修正（越高越好）", // 10
	L"连发惩罚修正（越高越好）",
	L"AP修正",
	L"点射AP修正（越低越好）",
	L"连发AP修正（越低越好）",
	L"举枪AP修正（越低越好）", // 15
	L"上弹AP修正（越低越好）",
	L"弹容量修正",
	L"攻击AP修正（越低越好）",
	L"杀伤修正",
	L"近战杀伤修正", // 20
	L"丛林迷彩",
	L"城市迷彩",
	L"沙漠迷彩",
	L"雪地迷彩",
	L"潜行修正", // 25
	L"听觉距离修正",
	L"视距修正",
	L"白天视距修正",
	L"夜晚视距修正",
	L"亮光下视距修正", //30
	L"洞穴视距修正",
	L"隧道视野百分比（越低越好）",
	L"精瞄加成所需最小距离",
	L"按住 |C|t|r|l 点击装备物品", //L"Hold |C|t|r|l to compare items", item compare help text
	L"装备重量: %4.1f 公斤", //L"Equipment weight: %4.1f kg",	// 35
};

// HEADROCK: End new tooltip text

// HEADROCK HAM 4: New condition-based text similar to JA1.
STR16 gConditionDesc[] =
{
	L"处于 ",
	L"完美",
	L"优秀",
	L"好的",
	L"尚可",
	L"不良",
	L"差的",
	L"糟糕的",
	L" 状态。",  //L" condition.",
};

//The headers used for the merc's money.

CHAR16 gMoneyStatsDesc[][ 14 ] =
{
	L"剩余",
	L"金额: ",//this is the overall balance
	L"分割",
	L"金额: ", // the amount he wants to separate from the overall balance to get two piles of money

	L"当前",
	L"余额:",
	L"提取",
	L"金额:",
};

//The health of various creatures, enemies, characters in the game. The numbers following each are for comment
//only, but represent the precentage of points remaining.

CHAR16 zHealthStr[][13] =
{
	L"垂死",	//"DYING",		//	>= 0
	L"濒危",	//"CRITICAL", 		//	>= 15
	L"虚弱",	//"POOR",		//	>= 30
	L"受伤",	//"WOUNDED",    	//	>= 45
	L"健康",	//"HEALTHY",    	//	>= 60
	L"强壮",	//"STRONG",     	// 	>= 75
	L"极好",	//"EXCELLENT",		// 	>= 90
	L"被俘", // L"CAPTURED",
};

STR16 gzHiddenHitCountStr[1] =
{
	L"?",
};

STR16	gzMoneyAmounts[6] =
{
	L"$1000",
	L"$100",
	L"$10",
	L"完成",
	L"分割",
	L"提取",
};

// short words meaning "Advantages" for "Pros" and "Disadvantages" for "Cons."
CHAR16		gzProsLabel[10] =
{
	L"优点: ",
};

CHAR16		gzConsLabel[10] =
{
	L"缺点: ",
};

//Conversation options a player has when encountering an NPC
CHAR16 zTalkMenuStrings[6][ SMALL_STRING_LENGTH ] =
{
	L"再说一次？",	//meaning "Repeat yourself"
	L"友好",		//approach in a friendly
	L"直率",		//approach directly - let's get down to business
	L"恐吓",		//approach threateningly - talk now, or I'll blow your face off
	L"给予",
	L"招募",
};

//Some NPCs buy, sell or repair items. These different options are available for those NPCs as well.
CHAR16 zDealerStrings[4][ SMALL_STRING_LENGTH ]=
{
	L"买/卖",
	L"买",
	L"卖",
	L"修理",
};

CHAR16 zDialogActions[1][ SMALL_STRING_LENGTH ] =
{
	L"完成",
};


//These are vehicles in the game.

STR16 pVehicleStrings[] =
{
 L"凯迪拉克",
 L"悍马",	// a hummer jeep/truck -- military vehicle
 L"冰激凌车",
 L"吉普",
 L"坦克",
 L"直升飞机",
};

STR16 pShortVehicleStrings[] =
{
	L"凯迪拉克",
	L"悍马",				// the HMVV
	L"冰激凌车",
	L"吉普",
	L"坦克",
	L"直升飞机", 				// the helicopter
};

STR16	zVehicleName[] =
{
	L"凯迪拉克",
	L"悍马",			//a military jeep. This is a brand name.
	L"冰激凌车",			// Ice cream truck
	L"吉普",
	L"坦克",
	L"直升飞机", 		//an abbreviation for Helicopter
};

STR16 pVehicleSeatsStrings[] =
{
	 L"你不能在这个位置射击。", //L"You cannot shoot from this seat.",
	 L"在战斗中你不能在没有退出交通工具之前就交换这两个位置。", //L"You cannot swap those two seats in combat without exiting vehicle first.",
};

//These are messages Used in the Tactical Screen

CHAR16 TacticalStr[][ MED_STRING_LENGTH ] =
{
	L"空袭",
	L"自动包扎？",

	// CAMFIELD NUKE THIS and add quote #66.

	L"%s发现运来的货品缺少了几件。",

	// The %s is a string from pDoorTrapStrings
	
	L"锁上有%s。",
	L"没有上锁。",
	L"成功！",
	L"失败。",
	L"成功！",
	L"失败",
	L"锁上没有被设置陷阱。",
	L"成功！",
	// The %s is a merc name
	L"%s没有对应的钥匙。",
	L"锁上的陷阱被解除了。",
	L"锁上没有被设置陷阱。",
	L"锁住了。",
	L"门",
	L"有陷阱的",
	L"锁住的",
	L"没锁的",
	L"被打烂的",
	L"这里有一个开关。启动它吗？",
	L"解除陷阱？",
	L"上一个...",
	L"下一个...",
	L"更多的...",

	// In the next 2 strings, %s is an item name

	L"%s放在了地上。",
	L"%s交给了%s。",

	// In the next 2 strings, %s is a name

	L"%s已经被完全支付。",
	L"%s还拖欠%d。",
	L"选择引爆的频率", //in this case, frequency refers to a radio signal
	L"设定几个回合后爆炸: ", //how much time, in turns, until the bomb blows
	L"设定遥控雷管的频率: ",//in this case, frequency refers to a radio signal
	L"解除诡雷？",
	L"移掉蓝旗？",
	L"在这里插上蓝旗吗？",
	L"结束回合",

	// In the next string, %s is a name. Stance refers to way they are standing.

	L"你确定要攻击%s吗？",
	L"车辆无法变动姿势。",
	L"机器人无法变动姿势。",

	// In the next 3 strings, %s is a name

	L"%s无法在这里变为该姿势。",
	L"%s无法在这里被包扎。",
	L"%s不需要包扎。",
	L"不能移动到那儿。",
	L"你的队伍已经满员了。没有空位雇佣新队员。",	//there's no room for a recruit on the player's team

	// In the next string, %s is a name

	L"%s已经被招募。",

	// Here %s is a name and %d is a number

	L"尚拖欠%s，$%d。",

	// In the next string, %s is a name

	L"护送%s吗？",

	// In the next string, the first %s is a name and the second %s is an amount of money (including $ sign)

	L"要雇佣%s吗？（每日得支付%s）",

	// This line is used repeatedly to ask player if they wish to participate in a boxing match. 

	L"你要进行拳击比赛吗？",

	// In the next string, the first %s is an item name and the 
	// second %s is an amount of money (including $ sign)

	L"要买%s吗(得支付%s)？",

	// In the next string, %s is a name

	L"%s接受第%d小队的护送。",

	// These messages are displayed during play to alert the player to a particular situation

	L"卡壳",					//weapon is jammed.
	L"机器人需要%s口径的子弹。",	//Robot is out of ammo
	L"扔到那儿？那不可能。",		//Merc can't throw to the destination he selected

	// These are different buttons that the player can turn on and off.

	L"潜行模式 (|Z)",
	L"地图屏幕 (|M)",
	L"结束回合 (|D)",
	L"谈话",
	L"禁音",
	L"起身 (|P|g|U|p)",
	L"光标层次 (|T|a|b)",
	L"攀爬/跳跃",
	L"伏下 (|P|g|D|n)",
	L"检查",
	L"上一个佣兵",
	L"下一个佣兵 (|S|p|a|c|e)",
	L"选项 (|O)",
	L"扫射模式 (|B)",
	L"查看/转向(|L)",
	L"生命: %d/%d\n精力: %d/%d\n士气: %s",
	L"厄？",		//this means "what?"
	L"继续",		//an abbrieviation for "Continued"
	L"对%s关闭禁音模式。",
	L"对%s打开禁音模式。",
	L"耐久度: %d/%d\n油量: %d/%d",
	L"下车",	//L"Exit Vehicle",
	L"切换小队 ( |S|h|i|f|t |S|p|a|c|e )",
	L"驾驶",
	L"N/A",		//this is an acronym for "Not Applicable."
	L"使用 (拳头)",
	L"使用 (武器)",
	L"使用 (刀具)",
	L"使用 (爆炸品)",
	L"使用 (医疗用品)",
	L"(抓住)",
	L"(装填弹药)",
	L"(给予)",
	L"%s被触发了。",
	L"%s已到达。",
	L"%s用完了行动点数(AP)。",
	L"%s无法行动。",
	L"%s包扎好了。",
	L"%s用完了绷带。",
	L"这个分区中有敌军。",
	L"视野中没有敌军。",
	L"没有足够的行动点数(AP)。",
	L"没人使用遥控器。",
	L"射光了子弹!",
	L"敌兵",
	L"异形",
	L"民兵",
	L"平民",
	L"僵尸",
	L"战俘",
	L"离开分区",
	L"确定",
	L"取消",
	L"选择佣兵",
	L"小队的所有佣兵",
	L"前往分区",
	L"前往地图",
	L"你不能从这边离开这个分区。",
	L"你不能在回合制模式离开。",
	L"%s太远了。",
	L"不显示树冠",
	L"显示树冠",
	L"乌鸦"	,				//Crow, as in the large black bird
	L"颈部",
	L"头部",
	L"躯体",
	L"腿部",
	L"要告诉女王她想知道的情报吗？",
	L"获得指纹ID",
	L"指纹ID无效。无法使用该武器。",
	L"达成目标",
	L"路被堵住了",
	L"存钱/取钱",	//Help text over the $ button on the Single Merc Panel
	L"没人需要包扎。",
	L"卡壳",											// Short form of JAMMED, for small inv slots
	L"无法到达那里。", // used ( now ) for when we click on a cliff
	L"路被堵住了。你要和这个人交换位置吗？",
	L"那人拒绝移动。",
	// In the following message, '%s' would be replaced with a quantity of money (e.g. $200)
	L"你同意支付%s吗？",
	L"你要接受免费治疗吗？",
	L"你同意让佣兵和%s结婚吗？", //Daryl
	L"钥匙面板",
	L"你不能这样用EPC。",
	L"不杀%s？", //Krott
	L"超出武器的有效射程。",
	L"矿工",
	L"车辆只能在分区间旅行",
	L"现在不能自动包扎",
	L"%s被堵住了。",
	L"被%s的军队俘虏的佣兵，被关押在这里！", //Deidranna
	L"锁被击中了",
	L"锁被破坏了",
	L"其他人在使用这扇门。",
	L"耐久度: %d/%d\n油量: %d/%d",
	L"%s看不见%s。", // Cannot see person trying to talk to
	L"附件被移除",
	L"你已经有了两辆车，无法拥有更多的车辆。",

	// added by Flugente for defusing/setting up trap networks
	L"选择引爆频率 (1 - 4) 或拆除频率 (A - D):", //L"Choose detonation frequency (1 - 4) or defuse frequency (A - D):",
	L"设置拆除频率:", //L"Set defusing frequency:",
	L"设置引爆频率 (1 - 4) 和拆除频率 (A - D):", //L"Set detonation frequency (1 - 4) and defusing frequency (A - D):",
	L"设置引爆时间回合数 (1 - 4) 和拆除频率 (A - D):", //L"Set detonation time in turns (1 - 4) and defusing frequency (A - D):",
	L"选择绊线的分层 (1 - 4) 和网格 (A - D):", //L"Select tripwire hierarchy (1 - 4) and network (A - D):",
	
	// added by Flugente to display food status
	L"生命: %d/%d\n精力: %d/%d\n士气: %s\n口渴: %d%s\n饥饿: %d%s",

	// added by Flugente: selection of a function to call in tactical
	L"你想要做的是什么？",
	L"装满水壶",
	L"清洁枪污垢",
	L"清洁所有枪污垢",
	L"脱掉衣服",
	L"去掉伪装", //L"Lose disguise",
	L"民兵检查", //L"Militia inspection",
	L"补充民兵", //L"Militia restock",
	L"测试伪装", //L"Test disguise",
	L"未使用", //L"unused",

	// added by Flugente: decide what to do with the corpses
	L"你想要对尸体做什么？",
	L"砍掉头颅",
	L"取出内脏",
	L"脱掉衣服",
	L"拿起尸体",

	// Flugente: weapon cleaning
	L"%s 清洁了 %s",

	// added by Flugente: decide what to do with prisoners
	L"既然我们没有监狱，只能现场审讯了。",		//L"As we have no prison, a field interrogation is performed.",
	L"现场审讯",	//L"Field interrogation",
	L"你打算把%d名俘虏送到哪里去？",//L"Where do you want to send the %d prisoners?",
	L"放俘虏离开",//L"Let them go",
	L"你想要做什么？",
	L"劝说敌人投降",
	L"我方缴械投降", //L"Offer surrender",
	L"转移",	//L"Distract",
	L"交谈",
	L"招募被策反的敌军", //L"Recruit turncoat", // TODO: confirm translation. copied from pTraitSkillsMenuStrings

    // added by sevenfm: disarm messagebox options, messages when arming wrong bomb
    L"拆除陷阱",
    L"查看陷阱",
    L"移除蓝旗",
    L"引爆！",
    L"激活绊线",
    L"关闭绊线",
    L"移除绊线",
    L"没有发现引爆器或远程引爆器！",
    L"炸弹已经起爆了！",
    L"安全",
    L"基本安全",
    L"可能危险",
    L"危险",
    L"非常危险！",

    L"面具",
    L"夜视仪",
    L"物品",
        
    L"这一功能只能通过新物品携带系统实现",
    L"主手上没有物品",
    L"主手上的物品无处可放",
    L"便捷槽位无可放置物品",
    L"没有空手来拿新物品",
    L"未发现物品",
    L"无法把物品转移到主手上",

	L"尝试对行进中的佣兵进行包扎...", //L"Attempting to bandage travelling mercs...",

	L"补充装备", //L"Improve gear",
	L"%s对%s进行了临时补给。", //L"%s changed %s for superior version",
	L"%s 捡起 %s。",	//L"%s picked up %s",

	L"%s停止了与%s的交谈", //L"%s has stopped chatting with %s",
	L"尝试策反", //L"Attempt to turn",
};

//Varying helptext explains (for the "Go to Sector/Map" checkbox) what will happen given different circumstances in the "exiting sector" interface.
STR16 pExitingSectorHelpText[] =
{
	//Helptext for the "Go to Sector" checkbox button, that explains what will happen when the box is checked.
	L"如果勾中，将立即进入邻近的分区。",
	L"如果勾中，你将被立即自动放置在地图屏幕，\n因为你的佣兵要花些时间来行军。",

	//If you attempt to leave a sector when you have multiple squads in a hostile sector.
	L"该分区被敌军占据。你不能将佣兵留在这里。\n在进入其他分区前，你必须把这里的问题解决。",

	//Because you only have one squad in the sector, and the "move all" option is checked, the "go to sector" option is locked to on.
	//The helptext explains why it is locked.
	L"让留下的佣兵离开本分区，\n将立即进入邻近的分区。",
	L"让留下的佣兵离开本分区，\n你将被立即自动放置在地图屏幕，\n因为你的佣兵要花些时间来行军。",

	//If an EPC is the selected merc, it won't allow the merc to leave alone as the merc is being escorted.  The "single" button is disabled.
	L"%s需要被你的佣兵护送，他（她）无法独自离开本分区。",

	//If only one conscious merc is left and is selected, and there are EPCs in the squad, the merc will be prohibited from leaving alone.
	//There are several strings depending on the gender of the merc and how many EPCs are in the squad.
	//DO NOT USE THE NEWLINE HERE AS IT IS USED FOR BOTH HELPTEXT AND SCREEN MESSAGES!
	L"%s无法独自离开本分区，因为他得护送%s。", //male singular
	L"%s无法独自离开本分区，因为她得护送%s。", //female singular
	L"%s无法独自离开本分区，因为他得护送多人。", //male plural
	L"%s无法独自离开本分区，因为她得护送多人。", //female plural

	//If one or more of your mercs in the selected squad aren't in range of the traversal area, then the  "move all" option is disabled,
	//and this helptext explains why.
	L"如果要让小队在分区间移动的话，\n你的全部队员都必须在附近。",

	L"", //UNUSED

	//Standard helptext for single movement.  Explains what will happen (splitting the squad)
	L"如果勾中，%s将独自行军，\n而且被自动重新分配到一个单独的小队中。",

	//Standard helptext for all movement.  Explains what will happen (moving the squad)
	L"如果勾中，你当前选中的小队\n将会离开本分区，开始行军。",

	//This strings is used BEFORE the "exiting sector" interface is created.  If you have an EPC selected and you attempt to tactically
	//traverse the EPC while the escorting mercs aren't near enough (or dead, dying, or unconscious), this message will appear and the
	//"exiting sector" interface will not appear.  This is just like the situation where
	//This string is special, as it is not used as helptext.  Do not use the special newline character (\n) for this string.
	L"%s正在被你的佣兵护送，他（她）无法独自离开本分区。你的佣兵必须在附近以护送他（她）离开。",
};



STR16 pRepairStrings[] =
{
	L"物品",	// tell merc to repair items in inventor
	L"SAM导弹基地",		// tell merc to repair SAM site - SAM is an acronym for Surface to Air Missile
	L"取消",		// cancel this menu
	L"机器人",		// repair the robot
};


// NOTE: combine prestatbuildstring with statgain to get a line like the example below.
// "John has gained 3 points of marksmanship skill."

STR16 sPreStatBuildString[] =
{
	L"丧失",// the merc has lost a statistic
	L"获得",// the merc has gained a statistic
	L"点",// singular
	L"点",// plural
	L"级",//singular
	L"级",//plural
};

STR16 sStatGainStrings[] =
{
	L"生命。",
	L"敏捷。",
	L"灵巧。",
	L"智慧。",
	L"医疗技能。",
	L"爆破技能。",
	L"机械技能。",
	L"枪法技能。",
	L"等级。",
	L"力量。",
	L"领导。",
};


STR16 pHelicopterEtaStrings[] =
{
	L"总距离: ", 			// total distance for helicopter to travel
	L"安全: ", 			// distance to travel to destination
	L"不安全: ",		// distance to return from destination to airport
	L"总价: ", 		// total cost of trip by helicopter
	L"耗时: ", 			// ETA is an acronym for "estimated time of arrival"
	L"直升机油量不够，必须在敌占区着陆。", 	// warning that the sector the helicopter is going to use for refueling is under enemy control ->
	L"乘客: ",
	L"选择Skyrider，还是“着陆点”？",
	L"Skyrider",
	L"着陆点",
	L"直升机严重受损，必须降落在敌军领地！",	// warning that the sector the helicopter is going to use for refueling is under enemy control -> 
	L"直升机将直接返回基地，你希望在此之前丢下乘客吗？",
  	L"剩余燃料：",
	L"到加油站距离：",
};

STR16 pHelicopterRepairRefuelStrings[]=
{
	// anv: Waldo The Mechanic - prompt and notifications
	L"你希望让%s来修理吗？这将花费$%d，而且直升机在%d小时左右将无法起飞。",
	L"直升机正在维修。请等到修理完成。",
	L"修理完成。直升机已可使用。",
	L"直升机已加满油。",

	L"直升机已经超过了最大的航程！",//L"Helicopter has exceeded maximum range!",
};

STR16 sMapLevelString[] =
{
	L"地层: ", 			// what level below the ground is the player viewing in mapscreen
};

STR16 gsLoyalString[] =
{
	L"忠诚度: ",	// the loyalty rating of a town ie : Loyal 53%
};


// error message for when player is trying to give a merc a travel order while he's underground.

STR16 gsUndergroundString[] =
{
	L"不能在地底下达行军命令。",
};

STR16 gsTimeStrings[] =
{
	L"小时",				// hours abbreviation
	L"分钟",				// minutes abbreviation
	L"秒",				// seconds abbreviation
	L"日",				// days abbreviation
};

// text for the various facilities in the sector

STR16 sFacilitiesStrings[] =
{
	L"无",
	L"医院",
	L"工厂",
	L"监狱",
	L"军事基地",
	L"机场",
	L"靶场",	// a field for soldiers to practise their shooting skills
};

// text for inventory pop up button

STR16 pMapPopUpInventoryText[] =
{
	L"存货",
	L"离开",
	L"修理",	//L"Repair",
	L"工厂",	//L"Factories",
};

// town strings

STR16 pwTownInfoStrings[] =
{
	L"大小",				// 0 // size of the town in sectors
	L"", 					// blank line, required
	L"占领度",				// how much of town is controlled
	L"无",				// none of this town
	L"矿区",			// mine associated with this town
	L"忠诚度     ",//(后空5格，工厂生产会档住其它字) // 5 // the loyalty level of this town
	L"民兵",				// the forces in the town trained by the player
	L"",
	L"主要设施",			// main facilities in this town
	L"等级",			// the training level of civilians in this town
	L"民兵训练度",		// 10 // state of civilian training in town
	L"民兵",			// the state of the trained civilians in the town

	// Flugente: prisoner texts
	L"囚犯", //L"Prisoners",
	L"%d（容量 %d）", //L"%d (capacity %d)",
	L"%d 行政人员", //L"%d Admins",
	L"%d 常规士兵", //L"%d Regulars",
	L"%d 精英", //L"%d Elites",
	L"%d 军官", //L"%d Officers",
	L"%d 上将", //L"%d Generals",
	L"%d 平民", //L"%d Civilians",
	L"%d 特殊1", //L"%d Special1",
	L"%d 特殊2", //L"%d Special2",
};

// Mine strings

STR16 pwMineStrings[] =
{
	L"矿井",			// 0
	L"银块",
	L"金块",
	L"当前日产量",
	L"最高产量",
	L"废弃",				// 5
	L"关闭",
	L"矿脉耗尽",
	L"生产",
	L"状态",
	L"生产率",
	L"矿石类型",			// 10
	L"占领度",
	L"忠诚度",
};

// blank sector strings

STR16 pwMiscSectorStrings[] =
{
	L"敌军",
	L"分区",
	L"物品数量",
	L"未知",

	L"已占领",
	L"是",
	L"否",
	L"状态/软件状态:", //L"Status/Software status:",

	L"其它情报", //L"Additional Intel",
};

// error strings for inventory

STR16 pMapInventoryErrorString[] =
{
	L"%s不够近。",	//Merc is in sector with item but not close enough
	L"无法选择该佣兵。",  //MARK CARTER
	L"%s不在这个分区，不能拿到这个物品。",
	L"在战斗时，你只能动手捡起物品。",
	L"在战斗时，你只能动手放下物品。",
	L"%s不在该分区，不能放下那个物品。",
	L"在战斗时你没有时间开启成箱的弹药。",
};

STR16 pMapInventoryStrings[] =
{
	L"位置",		// sector these items are in
	L"物品总数",	// total number of items in sector
};


// help text for the user

STR16 pMapScreenFastHelpTextList[] =
{
	L"如果要改变佣兵的分配任务，比如分到另一个小队、当医生、进行修理等，请按 '任务' 栏。",
	L"要让佣兵以另一个分区为行军目标，请按'Dest'栏。",
	L"一旦对佣兵下达了行军命令 ，请按时间压缩按钮以让他们开始行进。",
	L"鼠标左击以选择该分区。再次鼠标左击以对佣兵下达行军命令, 或者鼠标右击以获取分区信息小结。",
	L"任何时候在该屏幕下都可以按'h'键，以弹出帮助窗口。",
	L"测试文本",
	L"测试文本",
	L"测试文本",
	L"测试文本",
	L"您尚未开始Arulco之旅，现在在这个屏幕上您无事可做。当您把队员都雇佣好后，请左击右下方的“时间压缩”按钮。这样在您的队伍到达Arulco前，时间就前进了。",
};

// movement menu text

STR16 pMovementMenuStrings[] =
{
	L"调动佣兵", 	// title for movement box
	L"安排行军路线",	// done with movement menu, start plotting movement
	L"取消",		// cancel this menu
	L"其它",		// title for group of mercs not on squads nor in vehicles
	L"全选",		//L"Select all", Select all squads TODO: Translate
};


STR16 pUpdateMercStrings[] =
{
	L"糟了: ", 			// an error has occured
	L"佣兵合同到期了: ", 	// this pop up came up due to a merc contract ending
	L"佣兵完成了分配的任务: ", // this pop up....due to more than one merc finishing assignments
	L"佣兵醒来了，继续干活: ", // this pop up ....due to more than one merc waking up and returing to work
	L"佣兵困倦了: ", // this pop up ....due to more than one merc being tired and going to sleep
	L"合同快到期了: ", 	// this pop up came up due to a merc contract ending
};

// map screen map border buttons help text

STR16 pMapScreenBorderButtonHelpText[] =
{
	L"显示城镇 (|W)",
	L"显示矿井 (|M)",
	L"显示队伍和敌人 (|T)",
	L"显示领空 (|A)",
	L"显示物品 (|I)",
	L"显示民兵和敌人 (|Z)",
	L"显示疾病 (|D)",	//L"Show |Disease Data",
	L"显示天气 (|R)",	//L"Show Weathe|r",
	L"显示任务 (|Q)",	//L"Show |Quests & Intel",
};

STR16 pMapScreenInvenButtonHelpText[] =
{
	L"下一页 (|.)",		// next page
	L"上一页 (|,)",		// previous page
	L"离开 (|E|s|c)",	// exit sector inventory
	L"放大", // HEAROCK HAM 5: Inventory Zoom Button
	L"合并堆叠同类的物品", // HEADROCK HAM 5: Stack and Merge
	L"|鼠|标|左|击: 将子弹分类装入弹箱 \n|鼠|标|右|击: 将子弹分类装入纸盒 ", //L"|L|e|f|t |C|l|i|c|k: 将子弹分类装入弹箱\n|R|i|g|h|t |C|l|i|c|k: 将子弹分类装入纸盒", HEADROCK HAM 5: Sort ammo
	// 6 - 10
	L"|鼠|标|左|击: 移除所有物品的附件 \n|鼠|标|右|击: 清空携行具里的物品 ", //L"|鼠|标|左|击: 移除所有物品的附件\n|鼠|标|右|击: empty LBE in sector", // HEADROCK HAM 5: Separate Attachments
	L"退出所有武器的子弹", //HEADROCK HAM 5: Eject Ammo
	L"|鼠|标|左|击: 显示全部物品 \n|鼠|标|右|击: 隐藏全部物品 ", // HEADROCK HAM 5: Filter Button
	L"|鼠|标|左|击: 切换显示武器 \n|鼠|标|右|击: 只显示武器 ", // HEADROCK HAM 5: Filter Button
	L"|鼠|标|左|击: 切换显示弹药 \n|鼠|标|右|击: 只显示弹药 ", // HEADROCK HAM 5: Filter Button
	// 11 - 15
	L"|鼠|标|左|击: 切换显示爆炸物 \n|鼠|标|右|击: 只显示爆炸物 ", // HEADROCK HAM 5: Filter Button
	L"|鼠|标|左|击: 切换显示近战武器 \n|鼠|标|右|击: 只显示近战武器 ", // HEADROCK HAM 5: Filter Button
	L"|鼠|标|左|击: 切换显示护甲 \n|鼠|标|右|击: 只显示护甲 ", // HEADROCK HAM 5: Filter Button
	L"|鼠|标|左|击: 切换显示携行具 \n|鼠|标|右|击: 只显示携行具 ", // HEADROCK HAM 5: Filter Button
	L"|鼠|标|左|击: 切换显示医疗物品 \n|鼠|标|右|击: 只显示医疗物品 ", // HEADROCK HAM 5: Filter Button
	// 16 - 20
	L"|鼠|标|左|击: 切换显示杂项物品 \n|鼠|标|右|击: 只显示杂项物品 ", // HEADROCK HAM 5: Filter Button
	L"切换搬运中的物品", // Flugente: move item display
	L"保存装备模版", //L"Save Gear Template",
	L"载入装备模版...", //L"Load Gear Template...",
};

STR16 pMapScreenBottomFastHelp[] =
{
	L"笔记本电脑 (|L)",
	L"战术屏幕 (|E|s|c)",
	L"选项 (|O)",
	L"时间压缩 (|+)", 	// time compress more
	L"时间压缩 (|-)", 	// time compress less
	L"上一条信息 (|U|p)\n上一页 (|P|g|U|p)", // previous message in scrollable list
	L"下一条信息 (|D|o|w|n)\n下一页 (|P|g|D|n)", 	// next message in the scrollable list
	L"开始/停止时间压缩 (|S|p|a|c|e)",	//"Start/Stop Time (|S|p|a|c|e)",	// start/stop time compression
};

STR16 pMapScreenBottomText[] =
{
	L"帐户余额", 	// current balance in player bank account
};

STR16 pMercDeadString[] =
{
	L"%s死了。",
};


STR16 pDayStrings[] =
{
	L"日",
};

// the list of email sender names

CHAR16 pSenderNameList[500][128] =
{
	L"",
};
/*
{
	L"Enrico",
	L"Psych Pro Inc",
	L"Help Desk",
	L"Psych Pro Inc",
	L"Speck",
	L"R.I.S.",		//5
	L"Barry",
	L"Blood",
	L"Lynx",
	L"Grizzly",
	L"Vicki",			//10
	L"Trevor",
	L"Grunty",
	L"Ivan",
	L"Steroid",
	L"Igor",			//15
	L"Shadow",
	L"Red",
	L"Reaper",
	L"Fidel",
	L"Fox",				//20
	L"Sidney",
	L"Gus",
	L"Buns",
	L"Ice",
	L"Spider",		//25
	L"Cliff",
	L"Bull",
	L"Hitman",
	L"Buzz",
	L"Raider",		//30
	L"Raven",
	L"Static",
	L"Len",
	L"Danny",
	L"Magic",
	L"Stephen",
	L"Scully",
	L"Malice",
	L"Dr.Q",
	L"Nails",
	L"Thor",
	L"Scope",
	L"Wolf",
	L"MD",
	L"Meltdown",
	//----------
	L"M.I.S. Insurance",
	L"Bobby Rays",
	L"Kingpin",
	L"John Kulba",
	L"A.I.M.",
};
*/

// next/prev strings

STR16 pTraverseStrings[] =
{
  L"上一个",
  L"下一个",
};

// new mail notify string

STR16 pNewMailStrings[] =
{
 L"你有新的邮件...",
};


// confirm player's intent to delete messages

STR16 pDeleteMailStrings[] =
{
  L"删除邮件？",
  L"删除未读的邮件？",
};


// the sort header strings

STR16 pEmailHeaders[] =
{
	L"来自: ",
	L"标题: ",
	L"日期: ",
};

// email titlebar text

STR16 pEmailTitleText[] =
{
	L"邮箱",
};


// the financial screen strings
STR16 pFinanceTitle[] =
{
	L"帐簿",	//the name we made up for the financial program in the game
};

STR16 pFinanceSummary[] =
{
	L"收入: ", 				// credit (subtract from) to player's account
	L"支出: ",				// debit (add to) to player's account
	L"昨日实际收入: ",
	L"昨日其它存款: ",
	L"昨日支出: ",
	L"昨日日终余额: ",
	L"今日实际收入: ",
	L"今日其它存款: ",
	L"今日支出: ",
	L"今日当前余额: ",
	L"预期收入: ",
	L"明日预计余额: ",		// projected balance for player for tommorow
};


// headers to each list in financial screen

STR16 pFinanceHeaders[] =
{
  L"天数",			// the day column
	L"收入", 			// the credits column (to ADD money to your account)
	L"支出",				// the debits column (to SUBTRACT money from your account)
	L"交易记录", // transaction type - see TransactionText below
	L"余额",		// balance at this point in time
	L"页数",				// page number
	L"日", 		// the day(s) of transactions this page displays
};


STR16 pTransactionText[] =
{
	L"自然增值利息",		// interest the player has accumulated so far
	L"匿名存款",
	L"交易费用",
	L"已雇佣",			// Merc was hired
	L"在Bobby Ray购买货品", // Bobby Ray is the name of an arms dealer
	L"在M.E.R.C开户。",
	L"%s的医疗保证金",  	// medical deposit for merc
	L"IMP心理剖析分析", 		// IMP is the acronym for International Mercenary Profiling
	L"为%s购买保险",
	L"缩短%s的保险期限",
	L"延长%s的保险期限",			// johnny contract extended
	L"取消%s的保险",
	L"%s的保险索赔",	// insurance claim for merc
	L"1日", 				// merc's contract extended for a day
	L"1周",				// merc's contract extended for a week
	L"2周",				// ... for 2 weeks
	L"采矿收入",
	L"", //String nuked
	L"买花",
	L"%s的医疗保证金的全额退款",
	L"%s的医疗保证金的部分退款",
	L"%s的医疗保证金没有退款",
	L"付给%s金钱",// %s is the name of the npc being paid
	L"支付给%s的佣金", 	// transfer funds to a merc
	L"%s退回的佣金",	 // transfer funds from a merc
	L"在%s训练民兵",	 // initial cost to equip a town's militia
	L"向%s购买了物品。", //is used for the Shop keeper interface.  The dealers name will be appended to the end of the string.
	L"%s存款。",
	L"将装备卖给了当地人",
	L"工厂使用", // L"Facility Use", // HEADROCK HAM 3.6
	L"民兵保养", // L"Militia upkeep", // HEADROCK HAM 3.6
	L"释放俘虏所需的赎金", //L"Ransom for released prisoners",
	L"记录捐款费", //L"WHO data subscription",  // Flugente: disease
	L"Kerberus安保公司的费用", //L"Payment to Kerberus",　　// Flugente: PMC
	L"修理SAM基地",//L"SAM site repair", // Flugente: SAM repair
	L"培训工人",//L"Trained workers", // Flugente: train workers
	L"在%s区域训练民兵",	//L"Drill militia in %s", Flugente: drill militia
	L"微型事件", //L"Mini event", rftr: mini events
	L"从反抗军司令部转移资金", //L"Funds transferred from rebel command", rftr: rebel command
};

STR16 pTransactionAlternateText[] =
{
	L"的保险",  		// insurance for a merc
	L"延长%s的合同一日。",	// entend mercs contract by a day
	L"延长%s的合同一周。",
	L"延长%s的合同两周。",
};

// helicopter pilot payment

STR16 pSkyriderText[] =
{
	L"付给Skyrider，$%d",	// skyrider was paid an amount of money
	L"还欠Skyrider，$%d",	// skyrider is still owed an amount of money
	L"Skyrider完成补给汽油",// skyrider has finished refueling
	L"",//unused
	L"",//unused
	L"Skyrider已作好再次飞行的准备。", // Skyrider was grounded but has been freed
	L"Skyrider没有乘客。如果你试图运送这个分区的佣兵，首先要分配他们进入“交通工具”－>“直升飞机”。",
};


// strings for different levels of merc morale

STR16 pMoralStrings[] =
{
	L"高涨",
	L"良好",
	L"稳定",
	L"低下",
	L"恐慌",
	L"糟糕",
};

// Mercs equipment has now arrived and is now available in Omerta or Drassen.

STR16 pLeftEquipmentString[] =
{
	L"%s的装备现在可以在Omerta (A9)获得。",
	L"%s的装备现在可以在Drassen (B13)获得。",
};

// Status that appears on the Map Screen

STR16 pMapScreenStatusStrings[] =
{
	L"生命",
	L"精力",
	L"士气",
	L"状态",	// the condition of the current vehicle (its "health")
	L"油量",	// the fuel level of the current vehicle (its "energy")
	L"毒性",	// Posion
	L"口渴",		// drink level
	L"饥饿",		// food level
};


STR16 pMapScreenPrevNextCharButtonHelpText[] =
{
	L"上一佣兵 (|L|e|f|t)",	//"Previous Merc (|L|e|f|t)", 			// previous merc in the list
	L"下一佣兵 (|R|i|g|h|t)",	//"Next Merc (|R|i|g|h|t)", 				// next merc in the list
};


STR16 pEtaString[] =
{
	L"耗时: ",				// eta is an acronym for Estimated Time of Arrival
};

STR16 pTrashItemText[] =
{
	L"你将不会再见到它了。你确定吗？",	 	// do you want to continue and lose the item forever
	L"这个物品看起来非常非常重要。你真的要扔掉它吗？",	// does the user REALLY want to trash this item
};


STR16 pMapErrorString[] =
{
	L"小队不能行军，因为有人在睡觉。",

//1-5
	L"首先要回到地面，才能移动小队。",
	L"行军？那里是敌占区！",
	L"必须给佣兵分配小队或者交通工具才能开始行军。",
	L"你现在没有任何队员。", 	// you have no members, can't do anything
	L"佣兵无法遵从命令。",		// merc can't comply with your order
//6-10
	L"需要有人护送才能行军。请把他分进一个小队里。", // merc can't move unescorted .. for a male
	L"需要有人护送才能行军。请把她分进一个小队里。", // for a female
	L"佣兵尚未到达%s！",
	L"看来得先谈妥合同。",
	L"无法发出行军命令。目前有空袭。",
//11-15
	L"行军？这里正在战斗中！",
	L"你在分区%s被血猫伏击了！",
	L"你刚刚进入了%s分区，这里是血猫的巢穴！", // HEADROCK HAM 3.6: Added argument.
	L"",
	L"在%s的SAM导弹基地被敌军占领了。",
//16-20
	L"在%s的矿井被敌军占领了。你的日收入下降为每日%s。",
	L"敌军未遭到抵抗，就占领了%s。",
	L"至少有一名你的佣兵不能被分配这个任务。",
	L"%s无法加入%s，因为它已经满员了。",
	L"%s无法加入%s，因为它太远了。",
//21-25
	L"在%s的矿井被敌军占领了！",
	L"敌军入侵了%s处的SAM导弹基地。",
	L"敌军入侵了%s。",
	L"敌军在%s出没。",
	L"敌军占领了%s。",
//26-30
	L"你的佣兵中至少有一人不能睡眠。",
	L"你的佣兵中至少有一人不能醒来。",
	L"训练完毕，才会出现民兵。",
	L"现在无法对%s下达行军命令。",
	L"不在城镇边界的民兵无法行军到另一个分区。",
//31-35
	L"你不能在%s拥有民兵。",
	L"车是空的，无法移动！",
	L"%s受伤太严重了，无法行军！",
	L"你必须首先离开博物馆！",
	L"%s死了！",
//36-40
	L"%s无法转到%s，因为它在移动中。",
	L"%s无法那样进入交通工具。",
	L"%s无法加入%s。",
	L"在你雇佣新的佣兵前，你不能压缩时间。",
	L"车辆只能在公路上开！",
//41-45
	L"在佣兵移动时，你不能重新分配任务。",
	L"车辆没油了！",
	L"%s太累了，以致不能行军。",
	L"车上没有人能够驾驶。",
	L"这个小队的佣兵现在不能移动。",
//46-50
	L"其他佣兵现在不能移动。",
	L"车辆被损坏得太严重了！",
	L"每个分区只能由两名佣兵来训练民兵。",
	L"没有遥控员，机器人无法移动。请把他们分配在同一个小队。",
	L"物品不能被移动到%s，由于没有有效的空投地点。请进入地图解决这个问题。",//L"Items cannot be moved to %s, as no valid dropoff point was found. Please enter map to resolve this issue.",
// 51-55
	L"%d 物品移动 %s到%s",//L"%d items moved from %s to %s",
};


// help text used during strategic route plotting
STR16 pMapPlotStrings[] =
{
	L"再点击一下目的地以确认你的最后路线，或者点击下一个分区以设置更多的路点。",
	L"行军路线已确认。",
	L"目的地未改变。",
	L"行军路线已取消。",
	L"行军路线已缩短。",
};


// help text used when moving the merc arrival sector
STR16 pBullseyeStrings[] =
{
	L"点击你想让佣兵着陆的分区。",
	L"好的。佣兵将在%s着陆。",
	L"佣兵不能飞往那里，领空不安全！",
	L"取消。着陆分区未改变。",
	L"%s上的领空现在不安全了！着陆分区被改为%s。",
};


// help text for mouse regions

STR16 pMiscMapScreenMouseRegionHelpText[] =
{
	L"进入装备界面 (|E|n|t|e|r)",
	L"扔掉物品",	//"Throw Item Away",
	L"离开装备界面 (|E|n|t|e|r)",
};



// male version of where equipment is left
STR16 pMercHeLeaveString[] =
{
	L"让%s把装备留在他现在所在的地方(%s)，或者在(%s)登机飞离，把装备留在那里？",
	L"%s要离开了，他的装备将被留在%s。",
};


// female version
STR16 pMercSheLeaveString[] =
{
	L"让%s把装备留在她现在所在的地方(%s)，或者在(%s)登机飞离，把装备留在那里？",
	L"%s要离开了，她的装备将被留在%s。",
};


STR16 pMercContractOverStrings[] =
{
	L"的合同到期了，所以他回家了。",
	L"的合同到期了，所以她回家了。",
	L"的合同中止了，所以他离开了。",
	L"的合同中止了，所以她离开了。",
	L"你欠了M.E.R.C太多钱，所以%s离开了。",
};

// Text used on IMP Web Pages

// WDS: Allow flexible numbers of IMPs of each sex
//    note: I only updated the English text to remove "three" below
STR16 pImpPopUpStrings[] =
{
	L"无效的授权号",
	L"你试图重新开始整个测试。你确定吗？",
	L"请输入正确的全名和性别。",
	L"对你的财政状况的预先分析显示了你无法负担心理剖析的费用。",
	L"现在不是个有效的选择。",
	L"要进行心理剖析，你的队伍中必须至少留一个空位。",
	L"测试完毕。",
	L"无法从磁盘上读入I.M.P人物数据。",
	L"你已经达到I.M.P人物上限。",
	L"你已经达到I.M.P该性别人物上限。",
	L"你无法支付此I.M.P人物的费用。",	// 10
	L"新的I.M.P人物加入了你的队伍。",
	L"你已经设置了最大数量的佣兵特性。",
	L"未找到语音包。", //L"No voicesets found.",
};


// button labels used on the IMP site

STR16 pImpButtonText[] =
{
	L"关于我们",			// about the IMP site
	L"开始",		// begin profiling
	L"特长",		// personality section
	L"属性", 		// personal stats/attributes section
	L"外表", 			// changed from portrait - SANDRO
	L"嗓音%d",		// the voice selection
	L"完成",		// done profiling
	L"重新开始",	// start over profiling
	L"是的，我选择了高亮突出的回答。",
	L"是",
	L"否",
	L"结束",			// finished answering questions
	L"上一个",			// previous question..abbreviated form
	L"下一个", 			// next question
	L"是的，我确定。",	// yes, I am certain
	L"不，我想重新开始。",
	L"是",
	L"否",
	L"后退",		// back one page
	L"取消",		// cancel selection
	L"是的，我确定。",
	L"不，让我再看看。",
	L"注册",			// the IMP site registry..when name and gender is selected
	L"分析...", 		// analyzing your profile results
	L"完成",
	L"性格", // Change from "Voice" - SANDRO
	L"无",	//"None",
};

STR16 pExtraIMPStrings[] =
{
	// These texts have been also slightly changed - SANDRO
	L"选择完角色性格特征之后，接着选择您所掌握的技能。",
	L"最后调整好你的各项属性值完成整个自创角色过程。",
	L"开始实际分析，请先选择头像、声音和颜色。",
	L"初步阶段完成，现在开始角色性格特征分析部分。",
};

STR16 pFilesTitle[] =
{
  L"文件查看器",
};

STR16 pFilesSenderList[] =
{
  L"侦察报告",
	L"1号通缉令",
	L"2号通缉令",
	L"3号通缉令",
	L"4号通缉令",
	L"5号通缉令",
	L"6号通缉令",
};

// Text having to do with the History Log

STR16 pHistoryTitle[] =
{
	L"日志",
};

STR16 pHistoryHeaders[] =
{
	L"日",		// the day the history event occurred
	L"页数",	// the current page in the history report we are in
	L"日数",	// the days the history report occurs over
	L"位置",	// location (in sector) the event occurred
	L"事件",	// the event label
};

// Externalized to "TableData\History.xml"
/*
// various history events
// THESE STRINGS ARE "HISTORY LOG" STRINGS AND THEIR LENGTH IS VERY LIMITED.
// PLEASE BE MINDFUL OF THE LENGTH OF THESE STRINGS. ONE WAY TO "TEST" THIS
// IS TO TURN "CHEAT MODE" ON AND USE CONTROL-R IN THE TACTICAL SCREEN, THEN
// GO INTO THE LAPTOP/HISTORY LOG AND CHECK OUT THE STRINGS. CONTROL-R INSERTS
// MANY (NOT ALL) OF THE STRINGS IN THE FOLLOWING LIST INTO THE GAME.
STR16 pHistoryStrings[] =
{
	L"",																						// leave this line blank
	//1-5
	L"从A.I.M雇佣了%s。",
	L"从M.E.R.C雇佣了%s。",
	L"%s死了。",	//"%s died.", 															// merc was killed
	L"在M.E.R.C开户。",
	L"接受Enrico Chivaldori的委托",	//"Accepted Assignment From Enrico Chivaldori",
	//6-10
	L"IMP已生成",
	L"为%s购买保险。",
	L"取消%s的保险合同。",
	L"收到%s的保险索赔。",
	L"延长一日%s的合同。",
	//11-15
	L"延长一周%s的合同。",
	L"延长两周%s的合同。",
	L"%s被解雇了。",
	L"%s退出了。",
	L"开始任务。",
	//16-20
	L"完成任务。",
	L"和%s的矿主交谈",
	L"解放了%s",
	L"启用作弊",
	L"食物会在明天送达Omerta",
	//21-25
	L"%s离队并成为了Daryl Hick的妻子",
	L"%s的合同到期了。",
	L"招募了%s。",
	L"Enrico抱怨进展缓慢",
	L"战斗胜利",
	//26-30
	L"%s的矿井开始缺乏矿石",
	L"%s的矿井采完了矿石",
	L"%s的矿井关闭了",	//"%s mine was shut down",
	L"%s的矿井复工了",
	L"发现一个叫Tixa的监狱。",
	//31-35
	L"打听到一个叫Orta的秘密武器工厂。",
	L"在Orta的科学家捐赠了大量的火箭枪。",
	L"Deidranna女王在利用死尸做某些事情。",
	L"Frank谈到了在San Mona的拳击比赛。",
	L"一个病人说他在矿井里看到了一些东西。",
	//36-40
	L"遇到一个叫Devin的人，他出售爆炸物。",
	L"偶遇Mike，前AIM名人！",
	L"遇到Tony，他做武器买卖。",
	L"从Krott中士那里得到一把火箭枪。",
	L"把Angel皮衣店的契约给了Kyle。",
	//41-45
	L"Madlab提议做一个机器人。",
	L"Gabby能制作对付虫子的隐形药。",
	L"Keith歇业了。",
	L"Howard给Deidranna女王提供氰化物。",
	L"遇到Keith -Cambria的杂货商。",
	//46-50
	L"遇到Howrd，一个在Balime的医药商。",
	L"遇到Perko，他开了一家小修理档口。。",
	L"遇到在Balime的Sam，他有一家五金店。",
	L"Franz做电子产品和其它货物的生意。",
	L"Arnold在Grumm开了一家修理店。",
	//51-55
	L"Fredo在Grumm修理电子产品。",
	L"收到在Balime的有钱人的捐款。",
	L"遇到一个叫Jake的废品商人。",
	L"一个流浪者给了我们一张电子钥匙卡。",
	L"贿赂了Walter，让他打开地下室的门。",
	//56-60
	L"如果Dave有汽油，他会免费进行加油。",
	L"贿赂Pablo。",
	L"Kingping拿回了San Mona矿井中的钱。",
	L"%s赢了拳击赛",
	L"%s输了拳击赛",
	//61-65
	L"%s丧失了拳击赛的参赛资格",
	L"在废弃的矿井里找到一大笔钱。",
	L"遭遇Kingpin派出的杀手。",
	L"该分区失守",	//ENEMY_INVASION_CODE
	L"成功防御该分区",
	//66-70
	L"作战失败",			//ENEMY_ENCOUNTER_CODE
	L"致命的伏击",		//ENEMY_AMBUSH_CODE
	L"杀光了敌军的伏兵",
	L"攻击失败",		//ENTERING_ENEMY_SECTOR_CODE
	L"攻击成功！",
	//71-75
	L"异形攻击",		//CREATURE_ATTACK_CODE
	L"被血猫吃掉了",	//BLOODCAT_AMBUSH_CODE
	L"宰掉了血猫",
	L"%s被干掉了",
	L"把一个恐怖分子的头颅给了Carmen",
	//76-80
	L"Slay走了",
	L"干掉了%s",
	L"碰到了Waldo飞机机械师。",//L"Met Waldo - aircraft mechanic.",
	L"直升机维修开始。预计时间: %d小时(s)。",//L"Helicopter repairs started. Estimated time: %d hour(s).",
};
*/

STR16 pHistoryLocations[] =
{
	L"N/A",						// N/A is an acronym for Not Applicable
};

// icon text strings that appear on the laptop

STR16 pLaptopIcons[] =
{
	L"邮箱",
	L"网页",
	L"财务",
	L"人事",
	L"日志",
	L"文件",
	L"关闭",
	L"Sir-FER 4.0 简体中文版",		// our play on the company name (Sirtech) and web surFER
};

// bookmarks for different websites
// IMPORTANT make sure you move down the Cancel string as bookmarks are being added

STR16 pBookMarkStrings[] =
{
	L"A.I.M.",
	L"Bobby Ray's",
	L"I.M.P",
	L"M.E.R.C",
	L"公墓",
	L"花店",
	L"  M.I.S 保险公司",
	L"取消",
	L"百科全书",
	L"简报室",
	L"战役历史",
	L"佣兵之家", //L"MeLoDY",
	L"世界卫生组织", //L"WHO",　
	L"安保公司", //L"Kerberus",
	L"民兵总览",//L"Militia Overview",
	L"R.I.S",
	L"工厂",	//L"Factories",
	L"A.R.C",   //L"A.R.C",
};

STR16 pBookmarkTitle[] =
{
	L"收藏夹",
	L"右击以放进收藏夹，便于以后访问本页面。",
};

// When loading or download a web page

STR16 pDownloadString[] =
{
	L"下载...",
	L"重载...",
};

//This is the text used on the bank machines, here called ATMs for Automatic Teller Machine

STR16 gsAtmSideButtonText[] =
{
	L"好的",
	L"拿取",		// take money from merc
	L"给予",		//give money to merc
	L"取消",		// cancel transaction
	L"清除",		//clear amount being displayed on the screen
};

STR16 gsAtmStartButtonText[] =
{
	L"状态",	//L"Stats", 			// view stats of the merc
	L"更多状态",	//L"More Stats",
	L"雇佣合同",	//L"Employment",
	L"物品清单",	//L"Inventory", 			// view the inventory of the merc
};

STR16 sATMText[ ]=
{
	L"转帐？",		// transfer funds to merc?
	L"确定？",		// are we certain?
	L"输入金额",		// enter the amount you want to transfer to merc
	L"选择类型",	// select the type of transfer to merc
	L"资金不足",  //not enough money to transfer to merc
	L"必须是$10的倍数", // transfer amount must be a multiple of $10
};

// Web error messages. Please use foreign language equivilant for these messages.
// DNS is the acronym for Domain Name Server
// URL is the acronym for Uniform Resource Locator

STR16 pErrorStrings[] =
{
	L"错误",
	L"服务器没有DNS入口。",
	L"请检查URL地址，再次尝试连接。",
	L"好的",
	L"主机连接时断时续。预计需要较长的传输时间。",
};


STR16 pPersonnelString[] =
{
	L"佣兵: ", 			// mercs we have
};


STR16 pWebTitle[ ]=
{
	L"sir-FER 4.0 简体中文版",		// our name for the version of the browser, play on company name
};


// The titles for the web program title bar, for each page loaded

STR16 pWebPagesTitles[] =
{
	L"A.I.M",
	L"A.I.M 成员",
	L"A.I.M 肖像",		// a mug shot is another name for a portrait
	L"A.I.M 排序",
	L"A.I.M",
	L"A.I.M 前成员",
	L"A.I.M 规则",
	L"A.I.M 历史",
	L"A.I.M 链接",
	L"M.E.R.C",
	L"M.E.R.C 账号",
	L"M.E.R.C 注册",
	L"M.E.R.C 索引",
	L"Bobby Ray 商店",
	L"Bobby Ray - 枪械",
	L"Bobby Ray - 弹药",
	L"Bobby Ray - 护甲",
	L"Bobby Ray - 杂货",	//"Bobby Ray's - Misc",							//misc is an abbreviation for miscellaneous
	L"Bobby Ray - 二手货",
	L"Bobby Ray - 邮购",
	L"I.M.P",
	L"I.M.P",
	L"联合花卉服务公司",
	L"联合花卉服务公司 - 花卉",
	L"联合花卉服务公司 - 订单",
	L"联合花卉服务公司 - 贺卡",
	L"Malleus, Incus & Stapes 保险公司",
	L"信息",
	L"合同",
	L"评论",
	L"McGillicutty 公墓",
	L"",
	L"无法找到URL。",
	L"%s新闻发布会 - 战役总结",
	L"%s新闻发布会 - 战役报告",
	L"%s新闻发布会 - 最新消息",
	L"%s新闻发布会 - 关于我们",
	L"佣兵之家 - 关于我们", //L"Mercs Love or Dislike You - About us",
	L"佣兵之家 - 队伍分析", //L"Mercs Love or Dislike You - Analyze a team",
	L"佣兵之家 - 成对分析", //L"Mercs Love or Dislike You - Pairwise comparison",
	L"佣兵之家 - 个人分析", //L"Mercs Love or Dislike You - Personality",
	L"世界卫生组织 - 关于世界卫生组织", //L"WHO - About WHO",
	L"世界卫生组织 - Arulco的疾病", //L"WHO - Disease in Arulco",
	L"世界卫生组织 - 有用的贴士", //L"WHO - Helpful Tips",
	L"Kerberus安保公司 - 关于我们", //L"Kerberus - About Us",
	L"Kerberus安保公司 - 雇佣队伍", //L"Kerberus - Hire a Team",
	L"Kerberus安保公司 - 独立协议", //L"Kerberus - Individual Contracts",
	L"民兵总览", //L"Militia Overview",
	L"侦察情报局 - 情报需求",		//L"Recon Intelligence Services - Information Requests",
	L"侦察情报局 - 情报验证",	//L"Recon Intelligence Services - Information Verification",
	L"侦察情报局 - 关于我们",	//L"Recon Intelligence Services - About us",
	L"工厂概况",	//L"Factory Overview",
	L"Bobby Ray - 最近的运货",
	L"百科全书",
	L"百科全书 - 数据",
	L"简报室",
	L"简报室 - 数据",
	L"", //LAPTOP_MODE_BRIEFING_ROOM_ENTER
	L"", //LAPTOP_MODE_AIM_MEMBERS_ARCHIVES_NEW
	L"A.R.C",   //L"A.R.C",
};

STR16 pShowBookmarkString[] =
{
	L"Sir 帮助",//L"Sir-Help",
	L"再次点击页面以放进收藏夹。",
};

STR16 pLaptopTitles[] =
{
	L"邮箱",
	L"文件查看器",
	L"人事",
	L"帐簿",
	L"日志",
};

STR16 pPersonnelDepartedStateStrings[] =
{
	//reasons why a merc has left.
	L"阵亡",
	L"解雇",
	L"其他: ",
	L"结婚",
	L"合同到期",
	L"退出",
};
// personnel strings appearing in the Personnel Manager on the laptop

STR16 pPersonelTeamStrings[] =
{
	L"当前成员: ",
	L"离队成员: ",
	L"每日花费: ",
	L"最高日薪: ",
	L"最低日薪: ",
	L"行动中牺牲: ",
	L"解雇: ",
	L"其他: ",
};


STR16 pPersonnelCurrentTeamStatsStrings[] =
{
	L"最低",
	L"平均",
	L"最高",
};


STR16 pPersonnelTeamStatsStrings[] =
{
	L"生命",
	L"敏捷",
	L"灵巧",
	L"力量",
	L"领导",
	L"智慧",
	L"级别",
	L"枪法",
	L"机械",
	L"爆破",
	L"医疗",
};


// horizontal and vertical indices on the map screen

STR16 pMapVertIndex[] =
{
	L"X",
	L"A",
	L"B",
	L"C",
	L"D",
	L"E",
	L"F",
	L"G",
	L"H",
	L"I",
	L"J",
	L"K",
	L"L",
	L"M",
	L"N",
	L"O",
	L"P",
};

STR16 pMapHortIndex[] =
{
	L"X",
	L"1",
	L"2",
	L"3",
	L"4",
	L"5",
	L"6",
	L"7",
	L"8",
	L"9",
	L"10",
	L"11",
	L"12",
	L"13",
	L"14",
	L"15",
	L"16",
};

STR16 pMapDepthIndex[] =
{
	L"",
	L"-1",
	L"-2",
	L"-3",
};

// text that appears on the contract button

STR16 pContractButtonString[] =
{
	L"合同",
};

// text that appears on the update panel buttons

STR16 pUpdatePanelButtons[] =
{
	L"继续",
	L"停止",
};

// Text which appears when everyone on your team is incapacitated and incapable of battle

CHAR16 LargeTacticalStr[][ LARGE_STRING_LENGTH ] =
{
	L"你在这个地区战败了！",
	L"敌人冷酷无情地处死了你的队员！",
	L"你昏迷的队员被俘虏了！",
	L"你的队员被敌军俘虏了。",
};


//Insurance Contract.c
//The text on the buttons at the bottom of the screen.

STR16			InsContractText[] =
{
	L"上一页",
	L"下一页",
	L"接受",
	L"清除",
};



//Insurance Info
// Text on the buttons on the bottom of the screen

STR16		InsInfoText[] =
{
	L"上一页",
	L"下一页",
};



//For use at the M.E.R.C. web site. Text relating to the player's account with MERC

STR16			MercAccountText[] =
{
	// Text on the buttons on the bottom of the screen
	L"支付",
	L"主页",
	L"账号:",
	L"佣兵",
	L"日数",
	L"日薪",	//5
	L"索价",
	L"合计:",
	L"你确定要支付%s吗？",
	L"%s (+装备)", //L"%s (+gear)",
};

// Merc Account Page buttons
STR16			MercAccountPageText[] =
{
	// Text on the buttons on the bottom of the screen
	L"上一页",
  L"下一页",
};


//For use at the M.E.R.C. web site. Text relating a MERC mercenary


STR16			MercInfo[] =
{
	L"生命",
	L"敏捷",
	L"灵巧",
	L"力量",
	L"领导",
	L"智慧",
	L"级别",
	L"枪法",
	L"机械",
	L"爆破",
	L"医疗",

	L"上一位",	//"Previous",
	L"雇佣",	//"Hire",
	L"下一位",	//"Next",
	L"附加信息",	//"Additional Info",
	L"主页",	//"Home",
	L"已雇佣",	//"Hired",
	L"日薪:",	//"Salary:",
	L"每日",	//"per Day",
	L"装备:",	//"Gear:",
	L"合计:",	//"Total:",
	L"阵亡",	//"Deceased",

	L"你的队伍已经满员了。", //L"You have a full team of mercs already.",
	L"购买装备？",	//"Buy Equipment?",	
	L"不可雇佣",	//"Unavailable",
	L"未结账单", //L"Unsettled Bills",
	L"生平", //L"Bio",
	L"物品", //L"Inv",
};



// For use at the M.E.R.C. web site. Text relating to opening an account with MERC

STR16			MercNoAccountText[] =
{
	//Text on the buttons at the bottom of the screen
	L"开户",	//"Open Account",
	L"取消",	//"Cancel",
	L"你没有帐户。你希望开一个吗？",	//"You have no account.  Would you like to open one?",
};



// For use at the M.E.R.C. web site. MERC Homepage

STR16			MercHomePageText[] =
{
	//Description of various parts on the MERC page
	L"  Speck T. Kline   创办者和拥有者",
	L"开户点击这里",	//"To open an account press here",
	L"查看帐户点击这里",	//"To view account press here",
	L"查看文件点击这里",	//"To view files press here",
	// The version number on the video conferencing system that pops up when Speck is talking
	L"Speck Com v3.2",
	L"转账失败，暂无可用资金。",
};

// For use at MiGillicutty's Web Page.

STR16			sFuneralString[] =
{
	L"McGillicutty公墓: 1983开业，办理家庭悼念业务。",
	L"葬礼部经理兼A.I.M前佣兵 Murray \"Pops\" McGillicutty是一名经验丰富、业务熟练的殡仪业者。",
	L"Pops跟死亡和葬礼打了一辈子交道，他非常熟悉该业务。",
	L"McGillicutty公墓提供各种各样的悼念服务: 从可以依靠着哭泣的肩膀到对严重变形的遗体做美容美体服务。",
	L"McGillicutty公墓是你所爱的人的安息地。",

	// Text for the various links available at the bottom of the page
	L"献花",
	L"骨灰盒",
	L"火葬服务",
	L"安排葬礼",
	L"葬礼规则",

	// The text that comes up when you click on any of the links ( except for send flowers ).
	L"很抱歉，由于家里有人去世，本网站的剩余部分尚未完成。一旦解决了宣读遗嘱和财产分配问题，本网站会尽快建设好。",
	L"很抱歉，但是，现在还是测试期间，请以后再来访问。",
};

// Text for the florist Home page

STR16			sFloristText[] =
{
	//Text on the button on the bottom of the page

	L"花卉",

	//Address of United Florist

	L"\"我们空投至任何地区\"",//L"\"We air-drop anywhere\"",
	L"1-555-SCENT-ME",
	L"333 NoseGay Dr, Seedy City, CA USA 90210",
	L"http://www.scent-me.com",

	// detail of the florist page

	L"我们快速高效！",
	L"保证把鲜花在第二天送到世界上大部分地区，但有少量限制。",
	L"保证价格是世界上最低廉的！",
	L"向我们反应比我们价格更低的送花服务广告，我们会送你一打绝对免费的玫瑰。",
	L"自从1981年来，我们送植物、送动物、送鲜花。",
	L"我们雇请了被颁发过勋章的前轰炸机飞行员，他们能把你的鲜花空投在指定位置的十英里半径内。总是这样 - 每次这样！",
	L"让我们满足你对鲜花的品位。",
	L"让Bruce，我们的世界闻名的花卉设计师，从我们的花房里为你亲手摘取最新鲜、最优质的花束。",
	L"还有请记住，如果我们没有你要的花，我们能种出来 - 很快！",
};



//Florist OrderForm

STR16			sOrderFormText[] =
{
	//Text on the buttons

	L"后退",	//"Back",
	L"发送",	//"Send",
	L"清除",	//"Clear",
	L"花卉",	//"Gallery",

	L"花卉名称: ",			//"Name of Bouquet:",
	L"价格: ",			//"Price:",//5
	L"订单号: ",			//"Order Number:",
	L"送货日期",			//"Delivery Date",
	L"第二天",			//"next day",
	L"慢慢送去",			//"gets there when it gets there",
	L"送货目的地",			//"Delivery Location",//10
	L"额外服务",			//"Additional Services",
	L"变形的花卉($10)",		//"Crushed Bouquet($10)",
	L"黑玫瑰($20)",			//"Black Roses($20)",
	L"枯萎的花卉($10)",		//"Wilted Bouquet($10)",
	L"水果蛋糕(如果有的话)($10)",	//"Fruit Cake (if available)($10)",	//15
	L"私人密语: ",			//"Personal Sentiments:",
	L"你写的话不能多于75字。",
	L"...或者选择我们提供的", //L"...or select from one of our",

	L"标准贺卡",			//"STANDARDIZED CARDS",
	L"传单信息",			//"Billing Information",	//20

	//The text that goes beside the area where the user can enter their name

	L"姓名: ",				//"Name:",
};




//Florist Gallery.c

STR16		sFloristGalleryText[] =
{
	//text on the buttons

	L"上一页",	//abbreviation for previous
	L"下一页",	//abbreviation for next

	L"点击你想要订购的花卉。",
	L"请注意: 为了防止运输中的枯萎和变形，每束花另收$10包装费。",

	//text on the button

	L"主页",	//"Home",
};

//Florist Cards

STR16			sFloristCards[] =
{
	L"请点击你想要订购的贺卡",	//"Click on your selection",
	L"后退",			//"Back",
};



// Text for Bobby Ray's Mail Order Site

STR16			BobbyROrderFormText[] =
{
	L"订单",		//"Order Form",		//Title of the page
	L"数量",			//"Qty",			// The number of items ordered
	L"重量（%s）",		//"Weight (%s)",	// The weight of the item
	L"物品名称",		//"Item Name",		// The name of the item
	L"物品单价",		//"Unit Price",			// the item's weight
	L"总价",		//"Total",		//5	// The total price of all of items of the same type
	L"全部物品总价",		//"Sub-Total",		// The sub total of all the item totals added
	L"运费（视目的地而定）",	//	"S&H (See Delivery Loc.)",	// S&H is an acronym for Shipping and Handling
	L"全部费用",		//"Grand Total",		// The grand total of all item totals + the shipping and handling
	L"送货目的地",	//"Delivery Location",
	L"运输速度",	//"Shipping Speed",		//10	// See below
	L"运费（每%s）",	//"Cost (per %s.)",		// The cost to ship the items
	L"连夜速递",	//"Overnight Express",		// Gets deliverd the next day
	L"2工作日",	//"2 Business Days",		// Gets delivered in 2 days
	L"标准服务",	//"Standard Service",		// Gets delivered in 3 days
	L"清除订单",		//"Clear Order",	//15// Clears the order page
	L"确认订单",	//"Accept Order",		// Accept the order
	L"后退",		//"Back",	// text on the button that returns to the previous page
	L"主页",		//"Home",	// Text on the button that returns to the home page
	L"*代表二手货",	//"* Denotes Used Items",	// Disclaimer stating that the item is used
	L"你无法支付所需费用。",	//"You can't afford to pay for this.",		//20	// A popup message that to warn of not enough money
	L"<无>",		//"<NONE>",		// Gets displayed when there is no valid city selected
	L"你确定要把该订单里订购的物品送往%s吗？",	//"Are you sure you want to send this order to %s?",	// A popup that asks if the city selected is the correct one
	L"包裹重量**",	//"Package Weight**",		// Displays the weight of the package
	L"** 最小重量: ",		//"** Min. Wt.",			// Disclaimer states that there is a minimum weight for the package
	L"运货",		//"Shipments",
};

STR16			BobbyRFilter[] =
{
	// Guns
	L"手枪", //"Pistol",
	L"自动手枪", //"M. Pistol",
	L"冲锋枪", //"SMG",
	L"歩枪", //"Rifle",
	L"狙击歩枪", //"SN Rifle",
	L"突击歩枪", //"AS Rifle",
	L"机枪", //"MG",
	L"霰弹枪", //"Shotgun",
	L"重武器", //"Heavy W.",

	// Ammo
	L"手枪", //"Pistol",
	L"自动手枪", //"M. Pistol",
	L"冲锋枪", //"SMG",
	L"歩枪", //"Rifle",
	L"狙击歩枪", //"SN Rifle",
	L"突击歩枪", //"AS Rifle",
	L"机枪", //"MG",
	L"霰弹枪", //"Shotgun",

	// Used
	L"枪械", //"Guns",
	L"护甲", //"Armor",
	L"携行具", //"LBE Gear",
	L"杂货", //"Misc",

	// Armour
	L"头盔", //"Helmets",
	L"防弹衣", //"Vests",
	L"作战裤", //"Leggings",
	L"防弹板", //"Plates",

	// Misc
	L"刀具", //"Blades",
	L"飞刀", //"Th. Knives",
	L"格斗武器", //"Blunt W.",
	L"手雷/榴弹", //"Grenades",
	L"炸药", //"Bombs",
	L"医疗用品", //"Med. Kits",
	L"工具套装", //"Kits",
	L"头部装备", //"Face Items",
	L"携行具", //"LBE Gear",
	L"瞄具", // Madd: new BR filters
	L"握把/脚架",
	L"消音类",
	L"枪托",
	L"弹匣/板机",
	L"其它附件",
	L"其它", //"Misc.",
};


// This text is used when on the various Bobby Ray Web site pages that sell items

STR16			BobbyRText[] =
{
	L"订购",				//"To Order",	// Title
	// instructions on how to order
	L"请点击该物品。如果要订购多件，请连续点击。右击以减少要订购的数量。一旦选好了你要订购的，请前往订单页面。",

	//Text on the buttons to go the various links

	L"上一页",	//"Previous Items",		//
	L"枪械",	//"Guns", 			//3
	L"弹药",	//"Ammo",			//4
	L"护甲",	//"Armor",			//5
	L"杂货",	//"Misc.",			//6	//misc is an abbreviation for miscellaneous
	L"二手货",	//"Used",			//7
	L"下一页",	//"More Items",
	L"订货单",	//"ORDER FORM",
	L"主页",	//"Home",			//10

	//The following 2 lines are used on the Ammunition page.
	//They are used for help text to display how many items the player's merc has
	//that can use this type of ammo

	L"你的队伍有",		//"Your team has",//11
	L"件可使用该类型弹药的武器", 	//"weapon(s) that use this type of ammo", //12

	//The following lines provide information on the items

	L"重量: ",	//"Weight:",		// Weight of all the items of the same type
	L"口径: ",	//"Cal:",			// the caliber of the gun
	L"载弹量: ",	//"Mag:",			// number of rounds of ammo the Magazine can hold
	L"射程: ",	//"Rng:",			// The range of the gun
	L"杀伤力: ",	//"Dam:",			// Damage of the weapon
	L"射速: ",	//"ROF:",			// Weapon's Rate Of Fire, acronym ROF
	L"AP: ", //L"AP:",				// Weapon's Action Points, acronym AP
	L"晕眩: ", //L"Stun:",			// Weapon's Stun Damage
	L"防护: ", //L"Protect:",		// Armour's Protection
	L"伪装: ", //L"Camo:",			// Armour's Camouflage
	L"侵彻力：",		//L"Armor Pen:", Ammo's Armour Piercing modifier (see AmmoTypes.xml - armourImpactReduction)
	L"翻搅力：",		//L"Dmg Mod:", Ammo's Bullet Tumble modifier (see AmmoTypes.xml - afterArmourDamage)
	L"弹丸量：",	//L"Projectiles:", Ammo's bullet count (for buckshot) (see AmmoTypes.xml - numberOfBullets)
	L"单价: ",	//"Cost:",			// Cost of the item
	L"库存: ",	//"In stock:",			// The number of items still in the store's inventory
	L"购买量: ",	//"Qty on Order:",		// The number of items on order
	L"已损坏",	//"Damaged",			// If the item is damaged
	L"重量: ",	//"Weight:",			// the Weight of the item
	L"小计: ",	//"SubTotal:",			// The total cost of all items on order
	L"* %％ 可用",	//"* %% Functional",		// if the item is damaged, displays the percent function of the item

	//Popup that tells the player that they can only order 10 items at a time

	L"靠！我们这里的在线订单一次只接受", //L"Darn!  This on-line order form will only accept ", First part
	L"件物品的订购。如果你想要订购更多东西（我们希望如此），请接受我们的歉意，再开一份订单。",

	// A popup that tells the user that they are trying to order more items then the store has in stock

	L"抱歉，这种商品我们现在正在进货。请稍后再来订购。",

	//A popup that tells the user that the store is temporarily sold out

	L"抱歉，这种商品我们现在缺货。",

};


// Text for Bobby Ray's Home Page

STR16			BobbyRaysFrontText[] =
{
	//Details on the web site

	L"这里有最新最火爆的军火供应",	//"This is the place to be for the newest and hottest in weaponry and military supplies",
	L"我们提供硬件满足您所有破坏欲望！",	//"We can find the perfect solution for all your explosives needs",
	L"二手货",	//"Used and refitted items",

	//Text for the various links to the sub pages

	L"杂货",	//"Miscellaneous",
	L"枪械",	//"GUNS",
	L"弹药",	//"AMMUNITION",		//5
	L"护甲",	//"ARMOR",

	//Details on the web site

	L"独此一家，别无分店！",	//"If we don't sell it, you can't get it!",
	L"网站建设中",	//"Under Construction",
};



// Text for the AIM page.
// This is the text used when the user selects the way to sort the aim mercanaries on the AIM mug shot page

STR16			AimSortText[] =
{
	L"A.I.M 成员",	//"A.I.M. Members",				// Title
	// Title for the way to sort
	L"排序: ",	//"Sort By:",

	// sort by...

	L"薪金",	//"Price",
	L"级别",	//"Experience",
	L"枪法",	//"Marksmanship",
	L"机械",	//"Mechanical",
	L"爆破",	//"Explosives",
	L"医疗",	//"Medical",
	L"生命",	//"Health",
	L"敏捷",	//"Agility",
	L"灵巧",	//"Dexterity",
	L"力量",	//"Strength",
	L"领导",	//"Leadership",
	L"智慧",	//"Wisdom",
	L"姓名",	//"Name",

	//Text of the links to other AIM pages

	L"查看佣兵的肖像索引",	//"View the mercenary mug shot index",
	L"查看单独的佣兵档案",	//"Review the individual mercenary's file",
	L"浏览 A.I.M 前成员",	//"Browse the A.I.M. Alumni Gallery",

	// text to display how the entries will be sorted

	L"升序",	//"Ascending",
	L"降序",	//"Descending",
};


//Aim Policies.c
//The page in which the AIM policies and regulations are displayed

STR16		AimPolicyText[] =
{
	// The text on the buttons at the bottom of the page

	L"上一页",	//"Previous Page",
	L"AIM主页",	//"AIM HomePage",
	L"规则索引",	//"Policy Index",
	L"下一页",	//"Next Page",
	L"不同意",	//Disagree",
	L"同意",	//"Agree",
};



//Aim Member.c
//The page in which the players hires AIM mercenaries

// Instructions to the user to either start video conferencing with the merc, or to go the mug shot index

STR16			AimMemberText[] =
{
	L"鼠标左击",	//"Left Click",
	L"联系佣兵。",	//"to Contact Merc.",
	L"鼠标右击",	//"Right Click",
	L"回到肖像索引。",	//"for Mug Shot Index.",
};

//Aim Member.c
//The page in which the players hires AIM mercenaries

STR16			CharacterInfo[] =
{
	// The various attributes of the merc

	L"生命",
	L"敏捷",
	L"灵巧",
	L"力量",
	L"领导",
	L"智慧",
	L"级别",
	L"枪法",
	L"机械",
	L"爆破",
	L"医疗",

	// the contract expenses' area

	L"费用",	//"Fee",
	L"合同",	//"Contract",
	L"一日",	//"one day",
	L"一周",	//"one week",
	L"两周",	//"two weeks",

	// text for the buttons that either go to the previous merc,
	// start talking to the merc, or go to the next merc

	L"上一位",	//"Previous",
	L"联系",	//"Contact",
	L"下一位",	//"Next",

	L"附加信息",	//"Additional Info",				// Title for the additional info for the merc's bio
	L"现役成员",	//"Active Members",		//20		// Title of the page
	L"可选装备:",	//"Optional Gear:",				// Displays the optional gear cost
	L"装备",	//tais: Displays the optional gear cost in nsgi, this moved and can have only a small room, so just make it "gear" without extra's
	L"所需医疗保证金",	//"MEDICAL deposit required",			// If the merc required a medical deposit, this is displayed
	L"装备1",				// Text on Starting Gear Selection Button 1
	L"装备2",				// Text on Starting Gear Selection Button 2
	L"装备3",				// Text on Starting Gear Selection Button 3
	L"装备4",				// Text on Starting Gear Selection Button 4
	L"装备5",				// Text on Starting Gear Selection Button 5
};


//Aim Member.c
//The page in which the player's hires AIM mercenaries

//The following text is used with the video conference popup

STR16			VideoConfercingText[] =
{
	L"合同总价:",	//"Contract Charge:",				//Title beside the cost of hiring the merc

	//Text on the buttons to select the length of time the merc can be hired

	L"一日",	//"One Day",
	L"一周",	//"One Week",
	L"两周",	//"Two Weeks",

	//Text on the buttons to determine if you want the merc to come with the equipment

	L"不买装备",	//"No Equipment",
	L"购买装备",	//"Buy Equipment",

	// Text on the Buttons

	L"转帐",	//"TRANSFER FUNDS",			// to actually hire the merc
	L"取消",	//"CANCEL",				// go back to the previous menu
	L"雇佣",	//"HIRE",				// go to menu in which you can hire the merc
	L"挂断",	//"HANG UP",				// stops talking with the merc
	L"完成",	//"OK",
	L"留言",	//"LEAVE MESSAGE",			// if the merc is not there, you can leave a message

	//Text on the top of the video conference popup

	L"视频通讯: ",	//"Video Conferencing with",
	L"建立连接……",	//"Connecting. . .",

	L"包括医保",	//"with medical",			// Displays if you are hiring the merc with the medical deposit
};



//Aim Member.c
//The page in which the player hires AIM mercenaries

// The text that pops up when you select the TRANSFER FUNDS button

STR16			AimPopUpText[] =
{
	L"电子转帐成功",	//"ELECTRONIC FUNDS TRANSFER SUCCESSFUL",	// You hired the merc
	L"无法处理转帐",	//"UNABLE TO PROCESS TRANSFER",		// Player doesn't have enough money, message 1
	L"资金不足",	//"INSUFFICIENT FUNDS",				// Player doesn't have enough money, message 2

	// if the merc is not available, one of the following is displayed over the merc's face

	L"执行任务中",	//"On Assignment"
	L"请留言",	//"Please Leave Message",
	L"阵亡",	//"Deceased",

	//If you try to hire more mercs than game can support

	L"你的队伍已经满员了。", //L"You have a full team of mercs already.",

	L"预录消息",	//"Pre-recorded message",
	L"留言已记录",	//"Message recorded",
};


//AIM Link.c

STR16			AimLinkText[] =
{
	L"A.I.M 链接",//	L"A.I.M. Links",	//The title of the AIM links page
};



//Aim History

// This page displays the history of AIM

STR16			AimHistoryText[] =
{
	L"A.I.M 历史",	//"A.I.M. History",					//Title

	// Text on the buttons at the bottom of the page

	L"上一页",	//"Previous Page",
	L"主页",	//"Home",
	L"A.I.M 前成员",	//"A.I.M. Alumni",
	L"下一页",	//"Next Page",
};


//Aim Mug Shot Index

//The page in which all the AIM members' portraits are displayed in the order selected by the AIM sort page.

STR16			AimFiText[] =
{
	// displays the way in which the mercs were sorted

	L"薪金",	//"Price",
	L"级别",	//"Experience",
	L"枪法",	//"Marksmanship",
	L"机械",	//"Mechanical",
	L"爆破",	//"Explosives",
	L"医疗",	//"Medical",
	L"生命",	//"Health",
	L"敏捷",	//"Agility",
	L"灵巧",	//"Dexterity",
	L"力量",	//"Strength",
	L"领导",	//"Leadership",
	L"智慧",	//"Wisdom",
	L"姓名",	//"Name",

	// The title of the page, the above text gets added at the end of this text

	L"根据%s升序排列的A.I.M成员",	//"A.I.M. Members Sorted Ascending By %s",
	L"根据%s降序排列的A.I.M成员",	//"A.I.M. Members Sorted Descending By %s",

	// Instructions to the players on what to do

	L"鼠标左击",	//"Left Click",
	L"选择佣兵",	//"To Select Merc",			//10
	L"鼠标右击",	//"Right Click",
	L"回到排序选项",	//"For Sorting Options",

	// Gets displayed on top of the merc's portrait if they are...

	L"离开",	//"Away",
	L"阵亡",	//"Deceased",						//14
	L"任务中",	//"On Assign",
};



//AimArchives.
// The page that displays information about the older AIM alumni merc... mercs who are no longer with AIM

STR16			AimAlumniText[] =
{
	// Text of the buttons

	L"第一页",
	L"第二页",
	L"第三页",

	L"A.I.M 前成员",

	L"完成",
	L"下一页",
};






//AIM Home Page

STR16			AimScreenText[] =
{
	// AIM disclaimers

	L"A.I.M和A.I.M图标在世界大多数国家已经注册。",
	L"版权所有，仿冒必究。",
	L"Copyright 1998-1999 A.I.M, Ltd.  All rights reserved。",

	//Text for an advertisement that gets displayed on the AIM page

	L"联合花卉服务公司",
	L"\"我们将花空运到任何地方\"",				//10
	L"把活干好",
	L"... 第一次",
	L"枪械和杂货，只此一家，别无分店。",
};


//Aim Home Page

STR16			AimBottomMenuText[] =
{
	//Text for the links at the bottom of all AIM pages
	L"主页",	//"Home",
	L"成员",	//"Members",
	L"前成员",	//"Alumni",
	L"规则",	//"Policies",
	L"历史",	//"History",
	L"链接",	//"Links",
};



//ShopKeeper Interface
// The shopkeeper interface is displayed when the merc wants to interact with
// the various store clerks scattered through out the game.

STR16 SKI_Text[ ] =
{
	L"库存商品",	//"MERCHANDISE IN STOCK",	//Header for the merchandise available
	L"页面",			//"PAGE",	//The current store inventory page being displayed
	L"总价格",			//"TOTAL COST",		//The total cost of the the items in the Dealer inventory area
	L"总价值",			//"TOTAL VALUE",	//The total value of items player wishes to sell
	L"估价",			//"EVALUATE",		//Button text for dealer to evaluate items the player wants to sell
	L"确认交易",			//"TRANSACTION",	//Button text which completes the deal. Makes the transaction.
	L"完成",			//"DONE",	//Text for the button which will leave the shopkeeper interface.
	L"修理费",			//"REPAIR COST",	//The amount the dealer will charge to repair the merc's goods
	L"1小时",			//"1 HOUR",// SINGULAR! The text underneath the inventory slot when an item is given to the dealer to be repaired
	L"%d小时",		//"%d HOURS",// PLURAL!   The text underneath the inventory slot when an item is given to the dealer to be repaired
	L"已经修好",		//"REPAIRED",// Text appearing over an item that has just been repaired by a NPC repairman dealer
	L"你没有空余的位置来放东西了。",	//"There is not enough room in your offer area.",//Message box that tells the user there is no more room to put there stuff
	L"%d分钟",		//"%d MINUTES",	// The text underneath the inventory slot when an item is given to the dealer to be repaired
	L"把物品放在地上。",	//"Drop Item To Ground.",
	L"特价", //L"BUDGET",
};

//ShopKeeper Interface
//for the bank machine panels. Referenced here is the acronym ATM, which means Automatic Teller Machine

STR16	SkiAtmText[] =
{
	//Text on buttons on the banking machine, displayed at the bottom of the page
	L"0",
	L"1",
	L"2",
	L"3",
	L"4",
	L"5",
	L"6",
	L"7",
	L"8",
	L"9",
	L"确认",	//"OK",				// Transfer the money
	L"拿",		//"Take",				// Take money from the player
	L"给",		//"Give",				// Give money to the player
	L"取消",	//"Cancel",				// Cancel the transfer
	L"清除",	//"Clear",				// Clear the money display
};


//Shopkeeper Interface
STR16	gzSkiAtmText[] =
{

	// Text on the bank machine panel that....
	L"选择类型",			//"Select Type",	// tells the user to select either to give or take from the merc
	L"输入数额",		//"Enter Amount",	// Enter the amount to transfer
	L"把钱给佣兵",	//"Transfer Funds To Merc",// Giving money to the merc
	L"从佣兵那拿钱",	//"Transfer Funds From Merc",	// Taking money from the merc
	L"资金不足",		//"Insufficient Funds",	// Not enough money to transfer
	L"余额",			//"Balance",	// Display the amount of money the player currently has
};


STR16	SkiMessageBoxText[] =
{
	L"你要从主帐户中提取%s来支付吗？",
	L"资金不足。你缺少%s。",
	L"你要从主帐户中提取%s来支付吗？",
	L"请求商人开始交易",
	L"请求商人修理选定物品",
	L"结束对话",
	L"当前余额",

	L"你要使用%s情报来支付差额吗？",	//L"Do you want to transfer %s Intel to cover the difference?",
	L"你要使用%s情报来支付吗？",	//L"Do you want to transfer %s Intel to cover the cost?",
};


//OptionScreen.c

STR16	zOptionsText[] =
{
	//button Text
	L"保存游戏",	//"Save Game",
	L"载入游戏",	//"Load Game",
	L"退出",	//"Quit",
	L"下一页", //L"Next",
	L"上一页", //L"Prev",
	L"完成",	//"Done",
	L"1.13 特征功能",	//L"1.13 Features",
	L"特征选项",	//L"New in 1.13",
	L"选项",	//L"Options",

	//Text above the slider bars
	L"特效",	//"Effects",
	L"语音",	//"Speech",
	L"音乐",	//"Music",

	//Confirmation pop when the user selects..
	L"退出并回到游戏主菜单？",

	L"你必须选择“语音”和“对话显示”中的至少一项。",
};

STR16	z113FeaturesScreenText[] =
{
	L"1.13 特征功能",	//L"1.13 FEATURE TOGGLES",
	L"在游戏中更改这些选项将影响您的游戏体验。",	//L"Changing these settings during a campaign will affect your experience.",
	L"将鼠标悬停在功能按钮上以获得更多信息。某些功能需要在JA2_Options.ini（或其他文件）中设置。",	//L"Hover over a feature to display more information. Some features may be configurable in JA2_Options.ini (or other specified file).",
};

STR16	z113FeaturesToggleText[] =
{
	L"开启特征功能",	//L"Use These Overrides",
	L"新NCTH瞄准系统",	//L"New Chance to Hit",
	L"物品全掉功能",	//L"Enemies Drop All",
	L"物品全掉功能(物品几率损坏)",	//L"Enemies Drop All (Damaged)",
	L"火力压制功能",	//L"Suppression Fire",
	L"女王反击Drassen功能",	//L"Drassen Counterattack",
	L"女王反击所有城镇功能",	//L"City Counterattacks",
	L"女王多次反击功能",	//L"Multiple Counterattacks",
	L"情报功能",	//L"Intel",
	L"俘虏功能",	//L"Prisoners",
	L"矿井管理功能",	//L"Mines Require Workers",
	L"敌军伏击功能",	//L"Enemy Ambushes",
	L"女王刺客功能",	//L"Enemy Assassins",
	L"敌军角色功能",	//L"Enemy Roles",
	L"敌军角色功能：医生",	//L"Enemy Role: Medic",
	L"敌军角色功能：军官",	//L"Enemy Role: Officer",
	L"敌军角色功能：将军",	//L"Enemy Role: General",
	L"Kerberus安保公司功能",	//L"Kerberus",
	L"食物系统",	//L"Mercs Need Food",
	L"疾病系统",	//L"Disease",
	L"动态观点功能",	//L"Dynamic Opinions",
	L"动态对话功能",	//L"Dynamic Dialogue",
	L"敌军战略司令部功能",	//L"Arulco Strategic Division",
	L"敌军直升机功能",	//L"ASD: Helicopters",
	L"敌军战斗车功能",	//L"Enemy Vehicles Can Move",
	L"僵尸系统",	//L"Zombies",
	L"血猫袭击功能",	//L"Bloodcat Raids",
	L"土匪袭击功能",	//L"Bandit Raids",
	L"僵尸袭击功能",	//L"Zombie Raids",
	L"民兵储备功能",	//L"Militia Volunteer Pool",
	L"民兵战术命令功能",	//L"Tactical Militia Command",
	L"民兵战略命令功能",	//L"Strategic Militia Command",
	L"民兵武装装备功能",	//L"Militia Uses Sector Equipment",
	L"民兵需要资源功能",	//L"Militia Requires Resources",
	L"强化近战功能",	//L"Enhanced Close Combat",
	L"新中断功能",	//L"Improved Interrupt System",
	L"武器过热功能",	//L"Weapon Overheating",	
	L"天气功能：下雨",	//L"Weather: Rain",
	L"天气功能：闪电",	//L"Weather: Lightning",
	L"天气功能：沙尘暴",	//L"Weather: Sandstorms",
	L"天气功能：暴风雪",	//L"Weather: Snow",
	L"随机事件功能",	//L"Mini Events",
	L"反抗军司令部功能",	//L"Arulco Rebel Command",
};

STR16	z113FeaturesHelpText[] =
{
	L"|开|启|特|征|功|能\n \n允许以下功能覆盖JA2_Options.ini中的设置。\n \n将鼠标悬停在按钮上查看具体替换的项目内容。\n \n如果禁用此选项功能将以JA2_Options.ini中设置为准。\n \n",	//L"|U|s|e |T|h|e|s|e |O|v|e|r|r|i|d|e|s\n \nAllow this screen to override some feature toggles present in JA2_Options.ini.\nHover over a feature to see which flag is overridden.\nThese toggles have no effect if this option is disabled.",
	L"|新|N|C|T|H|瞄|准|系|统\n \n覆盖 [Tactical Gameplay Settings] NCTH\n \n启用新命中系统。\n \n详细的内容设定请查看CTHConstants.ini。\n \n",	   //L"|N|C|T|H\nOverrides [Tactical Gameplay Settings] NCTH\n \nUse the new chance to hit system.\n \nFor tweakable values, see CTHConstants.ini.",	
	L"|敌|人|物|品|全|掉|功|能\n \n覆盖 [Tactical Difficulty Settings] DROP_ALL\n \n敌人死亡时会掉落所有物品。\n \n不能同\"物品全掉功能（物品几率损坏）\"一起使用。\n \n",	//L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed.\n \nNot compatible with Enemies Drop All (Damaged).",
	L"|敌|人|物|品|全|掉|功|能|（|物|品|几|率|损|坏|）\n \n覆盖 [Tactical Difficulty Settings] DROP_ALL\n \n敌人死亡时会掉落所有的物品，并且所掉落的物品有几率会严重损坏。\n \n不能同\"物品全掉功能\"一起使用。\n \n",	//L"|E|n|e|m|i|e|s |D|r|o|p |E|v|e|r|y|t|h|i|n|g |(|D|a|m|a|g|e|d|)\nOverrides [Tactical Difficulty Settings] DROP_ALL\n \nEnemies drop all of their gear when killed, but things that would normally not be dropped are severely damaged.\n \nNot compatible with Enemies Drop All.",	
	L"|火|力|压|制|功|能\n \n覆盖 [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \n角色会逐渐受到压制损失一定比例的AP。\n \n有关配置选项，请参阅[Tactical Suppression Fire Settings]。\n \n",	//L"|S|u|p|p|r|e|s|s|i|o|n |F|i|r|e\nOverrides [Tactical Suppression Fire Settings] SUPPRESSION_EFFECTIVENESS\n \nCombatants can be affected by suppression and shock.\n \nFor configurable options, see [Tactical Suppression Fire Settings].",	
	L"|女|王|反|击|D|r|a|s|s|e|n|功|能\n \n覆盖 [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \n女王向Drassen城发起了大规模反击。\n \n",	//L"|D|r|a|s|s|e|n |C|o|u|n|t|e|r|a|t|t|a|c|k\nOverrides [Strategic Event Settings] TRIGGER_MASSIVE_ENEMY_COUNTERATTACK_AT_DRASSEN\n \nThe Queen sends a massive counterattack to Drassen.",	
	L"|女|王|反|击|所|有|城|镇|功|能\n \n覆盖 [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \n女王可以向所有城镇发动大规模反击。\n \n不能同\"女王多次反击功能\"一起使用。\n \n",	//	L"|C|i|t|y |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send a massive counterattack to cities other than Drassen.\n \nNot compatible with Multiple Counterattacks.",
	L"|女|王|多|次|反|击|功|能\n \n覆盖 [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \n女王可以向所有城镇发动大规模反击。\n \n这可能会发生多次反击。\n \n这会使游戏变得更难。\n \n",	//L"|M|u|l|t|i|p|l|e |C|o|u|n|t|e|r|a|t|t|a|c|k|s\nOverrides [Strategic Event Settings] AGGRESSIVE_STRATEGIC_AI\n \nThe Queen can send massive counterattacks to cities other than Drassen.\nThis can occur multiple times.\n \nThis is a harder variant of City Counterattacks.",
	L"|情|报|功|能\n \n覆盖 [Intel Settings] RESOURCE_INTEL\n \n通过一些秘密行动获得的新资源。\n \n",	//L"|I|n|t|e|l\nOverrides [Intel Settings] RESOURCE_INTEL\n \nA new resource gained through covert means.",
	L"|俘|虏|功|能\n \n覆盖 [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \n允许俘虏敌军并审问他们。\n \n配置选项：\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN\n \n",   //L"|P|r|i|s|o|n|e|r|s\nOverrides [Strategic Gameplay Settings] ALLOW_TAKE_PRISONERS\n \nCapture enemy soldiers and interrogate them.\n \nConfigurable Options:\nENEMY_CAN_SURRENDER\nDISPLAY_SURRENDER_VALUES\nSURRENDER_MULTIPLIER\nPRISONER_RETURN_TO_ARMY_CHANCE\nPRISONER_DEFECT_CHANCE\nPRISONER_INTEL_CHANCE\nPRISONER_RANSOM_CHANCE\nPRISONER_INTERROGATION_POINTS_ADMIN\nPRISONER_INTERROGATION_POINTS_REGULAR\nPRISONER_INTERROGATION_POINTS_ELITE\nPRISONER_INTERROGATION_POINTS_OFFICER\nPRISONER_INTERROGATION_POINTS_GENERAL\nPRISONER_INTERROGATION_POINTS_CIVILIAN",
	L"|矿|井|管|理|功|能\n \n覆盖 [Financial Settings] MINE_REQUIRES_WORKERS\n \n矿井需要培训工人。\n \n配置选项：\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS\n \n",	//L"|M|i|n|e|s |R|e|q|u|i|r|e |W|o|r|k|e|r|s\nOverrides [Financial Settings] MINE_REQUIRES_WORKERS\n \nMines require workers to operate.\n \nConfigurable Options:\nWORKERRATE_PRESENT_INITIALLY\nWORKER_TRAINING_COST\nWORKER_TRAINING_POINTS",
	L"|敌|军|伏|击|功|能\n \n覆盖 [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \n允许敌人伏击玩家的小队。\n \n配置选项：\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2\n \n",	//L"|E|n|e|m|y |A|m|b|u|s|h|e|s\nOverrides [Tactical Difficulty Settings] ENABLE_CHANCE_OF_ENEMY_AMBUSHES\n \nEnemy forces can ambush your mercs as they move in the strategic view.\n \nConfigurable Options:\nENEMY_AMBUSHES_CHANCE_MODIFIER\nAMBUSH_MERCS_SPREAD\nAMBUSH_MERCS_SPREAD_RADIUS\nAMBUSH_ENEMY_ENCIRCLEMENT\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS1\nAMBUSH_ENEMY_ENCIRCLEMENT_RADIUS2",
	L"|女|王|刺|客|功|能\n \n覆盖 [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \n女王将派刺客潜入你的民兵中。\n \n需要使用\"新技能系统\"。\n \n配置选项：\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER\n \n",	//L"|E|n|e|m|y |A|s|s|a|s|s|i|n|s\nOverrides [Tactical Difficulty Settings] ENEMY_ASSASSINS\n \nAssassins can infiltrate your militia.\nRequires the new trait system.\n \nConfigurable Options:\nASSASSIN_MINIMUM_PROGRESS\nASSASSIN_MINIMUM_MILITIA\nASSASSIN_PROPABILITY_MODIFIER",
	L"|敌|军|角|色|功|能\n \n覆盖 [Tactical Enemy Role Settings] ENEMYROLES\n \n允许敌军扮演多种角色并获得一些能力。\n \n配置选项：\nENEMYROLES_TURNSTOUNCOVER\n \n",	//L"|E|n|e|m|y |R|o|l|e|s\nOverrides [Tactical Enemy Role Settings] ENEMYROLES\n \nSpecialists can appear in enemy groups.\n \nConfigurable Options:\nENEMYROLES_TURNSTOUNCOVER",
	L"|敌|军|角|色|功|能|：|医|生\n \n覆盖 [Tactical Enemy Role Settings] ENEMY_MEDICS\n \n医疗兵将出现在敌军角色中。\n \n需要开启\"敌军角色功能\"。\n \n配置选项：\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF\n \n",	//L"|E|n|e|m|y |R|o|l|e|: |M|e|d|i|c\nOverrides [Tactical Enemy Role Settings] ENEMY_MEDICS\n \nMedics can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_MEDICS_MEDKITDRAINFACTOR\nENEMY_MEDICS_SEARCHRADIUS\nENEMY_MEDICS_WOUND_MINAMOUNT\nENEMY_MEDICS_HEAL_SELF",
	L"|敌|军|角|色|功|能|：|军|官\n \n覆盖 [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \n军官将出现在敌军角色中。\n \n需要开启\"敌军角色功能\"。\n \n配置选项：\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS\n \n",	//L"|E|n|e|m|y |R|o|l|e|: |O|f|f|i|c|e|r\nOverrides [Tactical Enemy Role Settings] ENEMY_OFFICERS\n \nOfficers can appear in enemy groups.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_OFFICERS_REQUIREDTEAMSIZE\nENEMY_OFFICERS_MAX\nENEMY_OFFICERS_SUPPRESSION_RESISTANCE_BONUS\nENEMY_OFFICERS_MORALE_MODIFIER\nENEMY_OFFICERS_SURRENDERSTRENGTHBONUS",
	L"|敌|军|角|色|功|能|：|将|军\n \n覆盖 [Tactical Enemy Role Settings] ENEMY_GENERALS\n \n将军会提高敌人的战略移动和决策速度。\n \n需要开启\"敌军角色功能\"。\n \n配置选项：\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS\n \n",	//L"|E|n|e|m|y |R|o|l|e|: |G|e|n|e|r|a|l\nOverrides [Tactical Enemy Role Settings] ENEMY_GENERALS\n \nGenerals increase enemy strategic movement and decision speeds.\nRequires the Enemy Roles feature to be enabled.\n \nConfigurable Options:\nENEMY_GENERALS_NUMBER\nENEMY_GENERALS_BODYGUARDS_NUMBER\nENEMY_GENERALS_STRATEGIC_DECISION_SPEEDBONUS\nENEMY_GENERALS_STRATEGIC_MOVEMENT_SPEEDBONUS",
	L"|K|e|r|b|e|r|u|s|安|保|公|司|功|能\n \n覆盖 [PMC Settings] PMC\n \n一家私人军事承包商,允许玩家雇佣安保力量。\n \n配置选项：\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS\n \n",	//L"|K|e|r|b|e|r|u|s\nOverrides [PMC Settings] PMC\n \nHire militia from a private military company.\n \nConfigurable Options:\nPMC_MAX_REGULARS\nPMC_MAX_VETERANS",
	L"|食|物|系|统\n \n覆盖 [Tactical Food Settings] FOOD\n \n你的佣兵需要食物和水才能生存。\n \n配置选项：\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS\n \n",	//L"|F|o|o|d\nOverrides [Tactical Food Settings] FOOD\n \nYour mercs require food and water to survive.\n \nConfigurable Options:\nFOOD_DIGESTION_HOURLY_BASE_FOOD\nFOOD_DIGESTION_HOURLY_BASE_DRINK\nFOOD_DIGESTION_SLEEP\nFOOD_DIGESTION_TRAVEL_VEHICLE\nFOOD_DIGESTION_TRAVEL\nFOOD_DIGESTION_ASSIGNMENT\nFOOD_DIGESTION_ONDUTY\nFOOD_DIGESTION_COMBAT\nFOOD_DECAY_IN_SECTORS\nFOOD_DECAY_MODIFICATOR\nFOOD_EATING_SOUNDS",
	L"|疾|病|系|统\n \n覆盖 [Disease Settings] DISEASE\n \n你的佣兵会生病。\n \n配置选项：\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS\n \n",	//L"|D|i|s|e|a|s|e\nOverrides [Disease Settings] DISEASE\n \nYour mercs can catch diseases.\n \nConfigurable Options:\nDISEASE_STRATEGIC\nDISEASE_WHO_SUBSCRIPTIONCOST\nDISEASE_CONTAMINATES_ITEMS\nDISEASE_SEVERE_LIMITATIONS",
	L"|动|态|观|点|功|能\n \n覆盖 [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \n佣兵可以互相发表意见，影响士气。\n \n配置选项：\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\n \n请查看Morale_Settings.ini文件中的[Dynamic Opinion Modifiers Settings]内容。\n \n",	//L"|D|y|n|a|m|i|c |O|p|i|n|i|o|n|s\nOverrides [Dynamic Opinion Settings] DYNAMIC_OPINIONS\n \nMercs can form dynamic opinions of each other, affecting morale.\n \nConfigurable Options:\nDYNAMIC_OPINIONS_SHOWCHANGE\nWAGE_ACCEPTANCE_FACTOR\nSee [Dynamic Opinion Modifiers Settings] in Morale_Settings.ini.",
	L"|动|态|对|话|功|能\n \n覆盖 [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \n佣兵可以发表简短的评论，改变彼此之间的关系。\n \n要求\"动态观点功能\"处于开启状态。\n \n配置选项：\nDYNAMIC_DIALOGUE_TIME_OFFSET\n \n",	//L"|D|y|n|a|m|i|c |D|i|a|l|o|g|u|e\nOverrides [Dynamic Dialogue Settings] DYNAMIC_DIALOGUE\n \nMercs can make brief comments, changing their relationship to each other.\nRequires the Dynamic Opinions feature to be active.\n \nConfigurable Options:\nDYNAMIC_DIALOGUE_TIME_OFFSET",	
	L"|敌|军|战|略|司|令|部|功|能\n \n覆盖 [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \n女王将获得机械化部队。\n \n配置选项：\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS\n \n",	//L"|A|S|D\nOverrides [Strategic Additional Enemy AI Settings] ASD_ACTIVE\n \nThe Arulcan army gains mechanised forces.\n \nConfigurable Options:\nASD_COST_FUEL/JEEP/TANK/ROBOT\nASD_TIME_FUEL/JEEP/TANK/ROBOT\nASD_ASSIGNS_JEEPS/TANKS/ROBOTS\nASD_FUEL_REQUIRED_JEEP/TANK/ROBOT\nJEEP_MINIMUM_PROGRESS\nTANK_MINIMUM_PROGRESS\nROBOT_MINIMUM_PROGRESS",
	L"|敌|军|直|升|机|功|能\n \n覆盖 [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \n女王将使用直升机快速部署部队。\n \n需要开启\"敌军战略司令部功能\"。\n \n配置选项：\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME\n \n",	//L"|A|S|D |H|e|l|i|c|o|p|t|e|r|s\nOverrides [Enemy Helicopter Settings] ENEMYHELI_ACTIVE\n \nThe AI can use helicopters to deploy troops.\nRequires the Arulco Special Division feature to be enabled.\n \nConfigurable Options:\nASD_COST_HELI\nASD_TIME_HELI\nENEMYHELI_DEFINITE_UNLOCK_AT_PROGRESS\nENEMYHELI_HP\nENEMYHELI_HP_REPAIRTIME\nENEMYHELI_HP_COST\nENEMYHELI_FUEL\nENEMYHELI_FUEL_REFUELTIME",
	L"|敌|军|战|斗|车|功|能\n \n覆盖 [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \n敌军的战斗吉普车和坦克可以在战斗中移动。\n \n配置选项：\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR\n \n",	//L"|E|n|e|m|y |V|e|h|i|c|l|e|s |C|a|n |M|o|v|e\nOverrides [Tactical Gameplay Settings] ENEMY_TANKS_CAN_MOVE_IN_TACTICAL\n \nHostile jeeps and tanks can move in combat.\n \nConfigurable Options:\nALLOW_TANKS_DRIVING_OVER_PEOPLE\nTANKS_RAMMING_MAX_STRUCTURE_ARMOUR\nENEMY_JEEP_RAMMING_MAX_STRUCTURE_ARMOUR",
	L"|僵|尸|系|统\n \n覆盖选项中的\"僵尸模式\"。\n \n生化危机！九死一生！\n \n配置选项：\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL\n \n",	//L"|Z|o|m|b|i|e|s\nOverrides the \"Allow Zombies\" toggle in the options menu.\n \nThe dead walk!\n \nConfigurable Options:\nZOMBIE_RISE_BEHAVIOUR\nZOMBIE_SPAWN_WAVES\nZOMBIE_RISE_WAVE_FREQUENCY\nZOMBIE_CAN_CLIMB\nZOMBIE_CAN_JUMP_WINDOWS\nZOMBIE_EXPLODING_CIVS\nZOMBIE_DAMAGE_RESISTANCE\nZOMBIE_BREATH_DAMAGE_RESISTANCE\nZOMBIE_ONLY_HEADSHOTS_WORK\nZOMBIE_DIFFICULTY_LEVEL\nZOMBIE_RISE_WITH_ARMOUR\nZOMBIE_ONLY_HEADSHOTS_PERMANENTLY_KILL",
	L"|血|猫|袭|击|功|能\n \n覆盖 [Raid Settings] RAID_BLOODCATS\n \n血猫将对你发动夜袭。\n \n配置选项：\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS\n \n",	//L"|B|l|o|o|d|c|a|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BLOODCATS\n \nHungry predators stalk the night.\n \nConfigurable Options:\nRAID_MAXSIZE_BLOODCATS\nRAID_MAXATTACKSPERNIGHT_BLOODCATS",
	L"|土|匪|袭|击|功|能\n \n覆盖 [Raid Settings] RAID_BANDITS\n \n土匪将伺机对你的城镇发动袭击。\n \n配置选项：\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS\n \n",	//L"|B|a|n|d|i|t |R|a|i|d|s\nOverrides [Raid Settings] RAID_BANDITS\n \nOpportunistic bandits may attack your towns.\n \nConfigurable Options:\nRAID_MAXSIZE_BANDITS\nRAID_MAXATTACKSPERNIGHT_BANDITS",
	L"|僵|尸|袭|击|功|能\n \n覆盖 [Raid Settings] RAID_ZOMBIES\n \n丧尸突袭！\n \n需要开启\"僵尸系统\"。\n \n配置选项：\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES\n \n",	//L"|Z|o|m|b|i|e |R|a|i|d|s\nOverrides [Raid Settings] RAID_ZOMBIES\n \nThe dead raid!\nRequires the Zombies feature to be enabled.\n \nConfigurable Options:\nRAID_MAXSIZE_ZOMBIES\nRAID_MAXATTACKSPERNIGHT_ZOMBIES",
	L"|民|兵|储|备|功|能\n \n覆盖 [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \n没有志愿者就不能训练民兵。\n \n配置选项：\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY\n \n",	//L"|M|i|l|i|t|i|a |V|o|l|u|n|t|e|e|r |P|o|o|l\nOverrides [Militia Volunteer Pool Settings] MILITIA_VOLUNTEER_POOL\n \nVolunteers are required to train militia.\n \nConfigurable Options:\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_LIBERATION\nMILITIA_VOLUNTEER_POOL_MULTIPLIER_FARM\nMILITIA_VOLUNTEER_POOL_GAINFACTOR_HOURLY",
	L"|民|兵|战|术|命|令|功|能\n \n覆盖 [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \n允许在战术界面对佣兵下达战术命令。\n \n",	//L"|T|a|c|t|i|c|a|l |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Tactical Interface Settings] ALLOW_TACTICAL_MILITIA_COMMAND\n \nIssue commands to militia in tactical view.",	
	L"|民|兵|战|略|命|令|功|能\n \n覆盖 [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \n允许在战略界面对民兵下达移动命令。\n \n配置选项：\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC\n \n",	//L"|S|t|r|a|t|e|g|i|c |M|i|l|i|t|i|a |C|o|m|m|a|n|d\nOverrides [Militia Strategic Movement Settings] ALLOW_MILITIA_STRATEGIC_COMMAND\n \nIssue commands to militia in the strategic map.\n \nConfigurable Options:\nMILITIA_STRATEGIC_COMMAND_REQUIRES_MERC",
	L"|民|兵|武|装|装|备|功|能\n \n覆盖 [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \n民兵的武器装备需要从当前区域获取。\n \n与\"民兵需要资源功能\"不兼容。\n \n配置选项：\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS\n \n",	//L"|M|i|l|i|t|i|a |U|s|e|s |S|e|c|t|o|r |E|q|u|i|p|m|e|n|t\nOverrides [Militia Equipment Settings] MILITIA_USE_SECTOR_EQUIPMENT\n \nMilitia uses gear from their current sector.\nNot compatible with the Militia Requires Resources feature.\n \nConfigurable Options:\nMILITIA_USE_SECTOR_EQUIPMENT_ARMOUR\nMILITIA_USE_SECTOR_EQUIPMENT_FACE\nMILITIA_USE_SECTOR_EQUIPMENT_MELEE\nMILITIA_USE_SECTOR_EQUIPMENT_GUN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO\nMILITIA_USE_SECTOR_EQUIPMENT_GUN_ATTACHMENTS\nMILITIA_USE_SECTOR_EQUIPMENT_GRENADE\nMILITIA_USE_SECTOR_EQUIPMENT_LAUNCHER\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MIN\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_MAX\nMILITIA_USE_SECTOR_EQUIPMENT_AMMO_OPTIMAL_MAG_COUNT\nMILITIA_USE_SECTOR_EQUIPMENT_CLASS_SPECIFIC_TABOOS",	
	L"|民|兵|需|要|资|源|功|能\n \n覆盖 [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \n训练和升级民兵需要消耗资源。\n \n与\"民兵武装装备功能\"不兼容。\n \n配置选项：\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN\n \n",	//L"|M|i|l|i|t|i|a |R|e|q|u|i|r|e|s |R|e|s|o|u|r|c|e|s\nOverrides [Militia Resource Settings] MILITIA_REQUIRE_RESOURCES\n \nMilitia require resources to be trained.\nNot compatible with the Militia Uses Sector Equipment feature.\n \nConfigurable Options:\nMILITIA_RESOURCES_PROGRESSFACTOR\nMILITIA_RESOURCES_ITEMCLASSMOD_AMMO_BULLET\nMILITIA_RESOURCES_ITEMCLASSMOD_GUN\nMILITIA_RESOURCES_ITEMCLASSMOD_ARMOUR\nMILITIA_RESOURCES_ITEMCLASSMOD_MELEE\nMILITIA_RESOURCES_ITEMCLASSMOD_BOMB\nMILITIA_RESOURCES_ITEMCLASSMOD_GRENADE\nMILITIA_RESOURCES_ITEMCLASSMOD_FACE\nMILITIA_RESOURCES_ITEMCLASSMOD_LBE\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_LOW\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_MEDIUM\nMILITIA_RESOURCES_ITEMCLASSMOD_ATTACHMENT_HIGH\nMILITIA_RESOURCES_WEAPONMOD_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_M_PISTOL\nMILITIA_RESOURCES_WEAPONMOD_SMG\nMILITIA_RESOURCES_WEAPONMOD_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_SN_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_AS_RIFLE\nMILITIA_RESOURCES_WEAPONMOD_LMG\nMILITIA_RESOURCES_WEAPONMOD_SHOTGUN",
	L"|强|化|近|战|功|能\n \n覆盖 [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \n对近战系统的全面改进。\n \n",	//L"|E|n|h|a|n|c|e|d |C|l|o|s|e |C|o|m|b|a|t\nOverrides [Tactical Gameplay Settings] ENHANCED_CLOSE_COMBAT_SYSTEM\n \nA general improvement to the close combat system.",
	L"|新|中|断|功|能\n \n覆盖 [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \n对中断机制的全面改进。\n \n配置选项：\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING\n \n",	//L"|I|m|p|r|o|v|e|d |I|n|t|e|r|r|u|p|t |S|y|s|t|e|m\nOverrides [Tactical Gameplay Settings] IMPROVED_INTERRUPT_SYSTEM\n \nAn overhaul of the interrupt mechanic.\n \nConfigurable Options:\nBASIC_PERCENTAGE_APS_REGISTERED\nPERCENTAGE_APS_REGISTERED_PER_EXP_LEVEL\nBASIC_REACTION_TIME_LENGTH\nALLOW_COLLECTIVE_INTERRUPTS\nALLOW_INSTANT_INTERRUPTS_ON_SPOTTING",	
	L"|武|器|过|热|功|能\n \n覆盖 [Tactical Weapon Overheating Settings] OVERHEATING\n \n连续射击将导致武器过热。\n \n配置选项：\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL\n \n",	//L"|O|v|e|r|h|e|a|t|i|n|g\nOverrides [Tactical Weapon Overheating Settings] OVERHEATING\n \nWeapons can overheat.\n \nConfigurable Options:\nOVERHEATING_DISPLAY_JAMPERCENTAGE\nOVERHEATING_DISPLAY_THERMOMETER_RED_OFFSET\nOVERHEATING_COOLDOWN_MODIFICATOR_LONELYBARREL",
	L"|天|气|功|能|：|下|雨\n \n覆盖 [Tactical Weather Settings] ALLOW_RAIN\n \n下雨会降低能见度。\n \n配置选项：\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN\n \n",	//L"|W|e|a|t|h|e|r|: |R|a|i|n\nOverrides [Tactical Weather Settings] ALLOW_RAIN\n \nRain can reduce visibility.\n \nConfigurable Options:\nRAIN_EVENTS_PER_DAY\nRAIN_CHANCE_PER_DAY\nRAIN_MIN_LENGTH_IN_MINUTES\nRAIN_MAX_LENGTH_IN_MINUTES\nMAX_RAIN_DROPS\nWEAPON_RELIABILITY_REDUCTION_RAIN\nBREATH_GAIN_REDUCTION_RAIN\nVISUAL_DISTANCE_DECREASE_RAIN\nHEARING_REDUCTION_RAIN",
	L"|天|气|功|能|：|闪|电\n \n覆盖 [Tactical Weather Settings] ALLOW_LIGHTNING\n \n暴雨期间可能发生闪电。\n需要\"天气功能：下雨\"\n \n配置选项：\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM\n \n",	//L"|W|e|a|t|h|e|r|: |L|i|g|h|t|n|i|n|g\nOverrides [Tactical Weather Settings] ALLOW_LIGHTNING\n \nLightning may occur during rainstorms.\nRequires Weather: Rain\n \nConfigurable Options:\nMIN_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNINGS_IN_REAL_TIME_SECONDS\nMIN_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nMAX_INTERVAL_BETWEEN_LIGHTNING_AND_THUNDERCLAPS_IN_SECONDS\nDELAY_IN_SECONDS_IF_SEEN_SOMEONE_DURING_LIGHTNING_IN_TURNBASED\nCHANCE_TO_DO_LIGHTNING_BETWEEN_TURNS\nWEAPON_RELIABILITY_REDUCTION_THUNDERSTORM\nBREATH_GAIN_REDUCTION_THUNDERSTORM\nVISUAL_DISTANCE_DECREASE_THUNDERSTORM\nHEARING_REDUCTION_THUNDERSTORM",	
	L"|天|气|功|能|：|沙|尘|暴\n \n覆盖 [Tactical Weather Settings] ALLOW_SANDSTORMS\n \n沙尘暴会使战场变得更加困难。\n \n配置选项：\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM\n \n",	//L"|W|e|a|t|h|e|r|: |S|a|n|d|s|t|o|r|m|s\nOverrides [Tactical Weather Settings] ALLOW_SANDSTORMS\n \nSevere sandstorms make the battlefield more painful for everyone.\n \nConfigurable Options:\nSANDSTORM_EVENTS_PER_DAY\nSANDSTORM_CHANCE_PER_DAY\nSANDSTORM_MIN_LENGTH_IN_MINUTES\nSANDSTORM_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SANDSTORM\nBREATH_GAIN_REDUCTION_SANDSTORM\nVISUAL_DISTANCE_DECREASE_SANDSTORM\nHEARING_REDUCTION_SANDSTORM",
	L"|天|气|功|能|：|暴|风|雪\n \n覆盖 [Tactical Weather Settings] ALLOW_SNOW\n \n暴风雪降低了能见度。\n \n配置选项：\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW\n \n",	//L"|W|e|a|t|h|e|r|: |S|n|o|w\nOverrides [Tactical Weather Settings] ALLOW_SNOW\n \nSnowstorms decrease visibility.\n \nConfigurable Options:\nSNOW_EVENTS_PER_DAY\nSNOW_CHANCE_PER_DAY\nSNOW_MIN_LENGTH_IN_MINUTES\nSNOW_MAX_LENGTH_IN_MINUTES\nWEAPON_RELIABILITY_REDUCTION_SNOW\nBREATH_GAIN_REDUCTION_SNOW\nVISUAL_DISTANCE_DECREASE_SNOW\nHEARING_REDUCTION_SNOW",
	L"|随|机|事|件|功|能\n \n覆盖 [Mini Events Settings] MINI_EVENTS_ENABLED\n \n可能发生一些随机互动事件。\n \n配置选项：\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \n详细信息请查看MiniEvents.lua。\n \n",	//L"|M|i|n|i |E|v|e|n|t|s\nOverrides [Mini Events Settings] MINI_EVENTS_ENABLED\n \nRandom events can occur.\n \nConfigurable Options:\nMINI_EVENTS_MIN_HOURS_BETWEEN_EVENTS\nMINI_EVENTS_MAX_HOURS_BETWEEN_EVENTS\n \nSee MiniEvents.lua for more details.",
	L"|反|抗|军|司|令|部|功|能\n \n覆盖 [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \n允许你升级占领的城镇，控制反抗军在战略层面上运作。\n \n详细的内容设定请查看RebelCommand_Settings.ini。\n \n",	//L"|A|R|C\nOverrides [Rebel Command Settings] REBEL_COMMAND_ENABLED\n \nCommand the rebel movement at the strategic level, and upgrade captured towns.\n \nFor tweakable values, see RebelCommand_Settings.ini.",	
};

STR16	z113FeaturesPanelText[] =
{
	L"这个选项可以开启一些1.13新功能，启用后以下选项的生效优先级将高于JA2_Options.ini文件中的设置。如果禁用此项，以下选项将不生效。",	//L"Use the options here to enable some of 1.13's many features. If enabled, the toggle boxes here will take precedence over some booleans in JA2_Options.ini. If disabled, these boxes will have no effect.",
	L"新NCTH瞄准系统对命中机制进行了全面改进，在射击时需要更复杂的计算和更多的变量。",	//L"New Chance to Hit (NCTH) is a complete overhaul of the vanilla chance-to-hit system. Compared to the vanilla system, it takes into account more variables when determining the trajectory of a fired bullet.",
	L"如果启用敌人死亡时会掉落所有的物品，否则将使用标准掉落。",	//L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped. Otherwise, regular drop chances are used.",
	L"如果启用敌人死亡时会掉落所有的物品，并且所掉落的物品有几率会严重损坏。",	//L"This controls whether enemies drop all of their items when they are killed. If enabled, everything is dropped, and the drop chances are used to determine whether an item is severely damaged.",
	L"火力压制功能，是控制战场的一种方式。在重火力下，角色会逐渐受到压制损失一定比例的AP，在压制下会成为负数，这表示在下一回也会损失AP。若角色丧失了下一回合的全部AP，则被完全压制。压制的目的是压榨敌人的AP，让其不能移动或还击。注意，敌人也会对你这么做！",	//L"Suppression Fire is a way of controlling a battlefield. When under heavy fire, a character accumulates suppression, causing AP loss. In addition to AP loss, Suppression SHOCK can also be accumulated, which makes the character less useful - both Chance-to-Hit and chance to be hit are reduced. Characters can go into negative APs when under suppression fire, losing APs off their NEXT turn. Use suppression fire to prevent enemies from approaching, pin them down, and then advance and kill them while they are hiding. Note that they will try to do the same thing to you!",
	L"该选项允许女王对Drassen城市进行反攻。若允许，这将使游戏的初始阶段变得困难。不建议新手玩家启用此功能！",	//L"When you first capture Drassen, the Queen actually follows through on her command to retake Drassen. This will make holding Drassen VERY difficult in the early game and enabling this option is not recommended for new players!",
	L"该选项允许女王对所有的城市进行反攻。其他城市在你攻占后女王会大规模反击。",	//L"Similar to the Drassen Counterattack, other cities can be subjected to massive counterattacks by the Queen after you capture them.",
	L"如果女王反击对你来说仍然不够，试着启用它！女王不仅会发起反击，还可能试图同时夺回多个城市。",	//L"If City Counterattacks still aren't enough for you, try enabling this! Not only will the Queen send counterattacks, but she may also try to retake multiple cities at the same time.",
	L"你可以获取和消耗情报点数。这种资源与间谍和情报贩子密切相关。可以通过间谍活动、审讯俘虏或其他方式获得情报点数。可以在黑市购买稀有武器，也可以在情报网站上购买敌人的信息。",	//L"You can acquire and spend Intel, a resource closely tied to espionage and information brokering. Intel can be gained by spies, interrogating prisoners, and other ways. It can then be spent at a black market for rare weapons, or at the Recon Intelligence Services website for enemy info.",
	L"允许抓捕俘虏。可以通过在战斗中劝降或者用手铐铐住不能行动的敌人来抓捕俘虏。被俘虏的敌人可以送到监狱中进行审问。审问会带来金钱、情报或者将敌人策反进你的民兵队伍。",	//L"Allows you to take prisoners, which can be done by demanding their surrender in combat, or by handcuffing incapacitated soldiers. Once captured, they can be sent to a prison you own and interrogated, which can result in money, intel, or their defection to your militia.",
	L"在矿场上先投资才能获得它的全部收益。工人像民兵一样需要金钱和时间来训练。注意！如果失去对城镇的控制将导致工人流失！",	//L"You will need to invest a little bit in a mine before you can reap its full benefits. Workers are trained like militia, costing time and money. Note that losing control of a sector may cause worker loss!",
	L"敌军有机率会伏击你的小队。如果的你小队遭到伏击，你的小队将会出现在地图中央并被敌人包围。",	//L"Enemy groups have a chance to ambush your squad. If your squad is ambushed, they will be placed in the centre of the map with the enemy group encircling them.",
	L"女王现在会派出刺客。这些精英士兵是秘密行动的专家，他们会伪装成你的民兵，伺机对你的佣兵发动突袭。需要使用\"新技能系统\"，也强烈建议使用\"新物品系统\"。",	//L"The queen can now send out assassins. These are elite soldiers that are covert ops experts. They will disguise as members of your militia, and, when the time is right, they will suddenly attack your mercs. New trait system required and new inventory system recommended.",
	L"敌军中将出现各种技能类型的敌人。被观察到的士兵身边将出现一个标识身份的小图标，身份包括无线电操作员、狙击手、迫击炮炮手和持有钥匙的敌人。",	//L"A variety of enemy types can appear in enemy groups, increasing their overall effectiveness. A small icon will appear next to an enemy who has been observed to have a role. Roles include weapon and equipment specialists, and soldiers carrying keys or keycards.",
	L"需要开启\"敌军角色功能\"，敌军医生会给战友进行包扎和手术。",	//L"Requires the Enemy Roles feature to be enabled. Enemy medics can bandage their wounded comrades and perform field surgery on them.",	
	L"需要开启\"敌军角色功能\"，敌军的上尉(班长)和中尉(班副)将对整个小队提供战术指挥加成。",	//L"Requires the Enemy Roles feature to be enabled. Enemy lieutenants and captains provide sector-wide bonuses for their squad.",
	L"将军会为敌军提供战略加成奖励，他们会出现在敌军控制的城镇中，将军拥有自己的精英保镖，会在预感到危险时逃跑。",	//L"Requires the Enemy Roles feature to be enabled. Generals provide strategic bonuses to the enemy army and may be present in enemy-controlled towns. As high-value targets, they are protected by a small retinue of bodyguards and may flee when they sense danger.",
	L"Kerberus安保公司将会为您提供安保人员，您可以从他们的网站上雇佣有经验的安保人员充当民兵。虽然价格很高，但是你不必在花时间训练他们。",	//L"Some time after you have trained militia, Kerberus will offer its services to you. On their website, you can order security personnel from them, which will act as militia. They require a high down payment but require no training time.",
	L"你的佣兵需要食物和水才能生存。挨饿将遭受严厉的惩罚。要注意食物的质量，小心吃坏肚子！",	//L"Your team needs food and water to survive. Without them, they will starve and suffer severe penalties. Keep an eye on the quality of food you're consuming!",
	L"伤口、尸体、沼泽、昆虫都可能导致您的佣兵生病，一些疾病会引起并发症，严重时会导致死亡。医生和药品可以治疗大多数疾病，还有一些装备可以预防疾病。",	//L"It is possible for your team to catch illnesses from a variety of sources: open wounds, corpses, swamp insects, etc. A disease will give certain mali, and in extreme cases, cause death. Most diseases can be treated by doctors or medicines, and there are items that can provide protection.",
	L"佣兵会动态对话。遇到影响关系的事件时会发生对话。佣兵们会互相指责或赞美。其他佣兵也会做出回应，或根据他们的关系进行回答。",	//L"Mercs can form dynamic opinions of each other from a variety of events. These opinion events directly influence a merc's morale and can be both positive and negative. While an opinion event can occur once per day, the impact of one of these events can last for a few days, so it's possible for events to compound over this time period.",
	L"这是动态对话附加功能。允许佣兵在相互交谈时，如果IMP参与其中，您将有一个简短的窗口来根据需要建立的关系选择回复内容。",	//L"This is an add-on to the Dynamic Opinions feature. This feature allows mercs to talk to each other whenever an opinion event occurs. These dialogue choices may have further impacts on how mercs see each other. If an IMP merc takes part in this, you have a brief window to choose how that character responds.",
	L"敌军战略司令部负责订购并向陆军部署机械化部队，使用从矿山获得的收入购买战车来对付你！",	//L"The Arulco Special Division is responsible for ordering and deploying mechanised units to the Arulcan army. It uses income gained from mines to purchase vehicles for use against you.",
	L"需要开启\"敌军战略司令部功能\"，当游戏达到一定进度时，敌军战略司令部开始使用直升机部署精锐小队士兵来骚扰你。",	//L"Requires the Arulco Strategic Division feature to be enabled. At a certain point in your campaign, the ASD can start using helicopters to deploy small squads of elite soldiers to harass you.",
	L"敌人的战斗吉普车和坦克可以在战斗中四处移动，移动撞击会摧毁一些障碍物，甚至会试图碾过你的佣兵。",	//L"Enemy jeeps and tanks can move around during combat, and may even try to run over your mercs. They will also destroy some obstacles by ramming them.",
	L"僵尸会从尸体中复活！（生化危机）",	//L"Zombies rise from corpses!",
	L"致命的血猫可以在夜间对城镇发动突袭。平民死亡将造成忠诚度降低。",	//L"Arulco's deadly bloodcats can attack vulnerable town sectors at night. Civilian deaths will cause loyalty losses.",
	L"土匪会袭击防御薄弱的城镇，平民死亡将造成忠诚度降低。",	//L"Taking advantage of open warfare, bandits can attack vulnerable town sectors. Civilian deaths will cause loyalty losses.",
	L"需要开启\"僵尸系统\"，僵尸会成群的冲击城镇各区，平民死亡将造成忠诚度降低。",	//L"Requires the Zombies feature to be enabled. Zombies can swarm town sectors. Civilian deaths will cause loyalty losses.",
	L"没有志愿者就不能继续训练民兵，控制城镇和周边的农田可以增加志愿者加入的数量。",	//L"Before you can train militia, you need willing volunteers. You will need to control both town sectors and the surrounding farmland to bolster your recruit pool.",
	L"允许您在战术地图中向民兵下达命令。要执行此操作，请与任意民兵对话，然后会出现命令菜单。使用无线电的佣兵可以向不在视野范围内的民兵下达命令。",	//L"Allows you to give commands to militia while in the tactical view. To do this, speak with any militia and a command menu will appear. Mercs wearing Extended Ears or Radio Sets can issue commands to militia that are out of line of sight.",
	L"允许您在战略地图中向民兵下达移动命令。您需要佣兵和民兵在同一区域（除非相邻区域有佣兵操作无线电或民兵指挥部有工作人员）才能发布战略移动命令。",	//L"Allows you to give sector movement commands to militia while in the strategic map. You may need to be in the same sector (unless you have a Radio Operator or someone staffing an HQ) to issue strategic movement orders.",
	L"民兵装备不会随机生成，而是从民兵目前驻扎的区域获取。您需要充分地给民兵分配装备。当一个新的区域被装载时，民兵将把他们的装备放回他们的区域。在战术地图下，通过按\"CTRL+ .\"弹出菜单，选则militia inspection手动放下物品。如果要使民兵无法接触某些装备，则在战略模式下的物品栏中对其按下\"TAB + 鼠标左键\"。",	//L"Militia gear will not be randomly generated, but taken from the sector the militia is currently stationed in. Militia will return their gear to their sector when a new sector is loaded. Gear can be manually dropped in tactical via the 'Ctrl' + '.' menu, under 'militia inspection'. Gear can be prohibited to the militia by hovering over it in the strategic inventory and pressing 'TAB' + 'LMB'. It is up to you to sufficiently distribute gear to your militia.",
	L"民兵需要消耗枪支、护甲、杂物才能训练，在战略地图仓库中按\"alt+鼠标右键\"将道具添加进民兵资源，绿色民兵需要消耗枪支，老兵需要枪支+盔甲，精兵消耗枪支+盔甲+杂物。",	//L"In order to be trained, militia require 3 resources: Guns, Armour, and Misc. These can be obtained by converting dropped items in the strategic item view, and ALT + Right clicking on an item. Green Militia just require a Gun, Veteran Militia require a Gun + Armour, and Elite Militia require Gun + Armour + Misc.",
	L"对近战系统的全面改进。头部更难被击中但会造成更多伤害，击中腿部更容易倒地，但伤害更小。偷袭将造成更多的伤害。可以拿走被击晕目标身上的道具。还有一些其它小调整。",	//L"General improvements to the close combat system. Head strikes deal more damage, but are harder to hit. Leg strikes are easier to land, but do less damage. Damage increased to surprised and prone targets. Stealing all items is possible on a knocked-down victim. Several other minor tweaks.",
	L"新的中断系统（IIS）完全改变了中断发生的方式，不在是目标进入视野时发生中断，而是以若干个变量模拟士兵的反应能力来判断是否发生中断。",	//L"The Improved Interrupt System (IIS) completely changes how the game determines whether an interrupt occurs. Instead of interrupting as soon as a hostile enters line of sight, the game tracks several variables to simulate a soldier's ability to react and gain an interrupt.",	
	L"武器的枪管在开火时会升温，这会导致频繁的武器故障。带有可更换枪管的武器对保持冷却非常有用。",	//L"Weapon barrels heat up as you fire them, potentially opening the door for jams, misfires, and faster weapon degradation. Weapons with replaceable barrels will probably be very useful to keep things cool.",
	L"启用下雨功能。雨水会略微降低整体能见度，使人更难听到声音。",	//L"Toggle rain in tactical. Rain will slightly decrease overall visibility and make it harder to hear things.",
	L"启用闪电功能。闪电会短暂显示你和敌人的位置。打雷的雷声使人的听觉变差。整体体力再生有所降低。",	//L"Toggle lightning and thunderstorms during rain. Lightning can reveal soldier positions for both you and the enemy. Thunder makes it significantly harder to hear, and overall breath regeneration is somewhat lowered.",
	L"启用沙尘暴功能，在沙尘暴中战斗会对所有战斗人员造成明显的伤害——视力和听力范围会减少，武器退化会显著增加，呼吸也会变得更加困难。",	//L"Toggle sandstorms. Fighting in a sandstorm applies noticable maluses to all combatants - vision and hearing ranges are reduced, weapon degradation is significantly increased, and it is much harder to regain breath.",
	L"启用暴风雪功能。在暴风雪中，更难被看到，武器退化更快，呼吸也更困难。",	//L"Toggle snow. In a snowstorm, it is harder to see, weapons degrade faster, and it is a little harder to regain breath.",
	L"在游戏过程中，可能会弹出简短的事件。您可以从两个选项中选择一个，这可能会产生积极或消极的影响。事件可以影响各种各样的事情，但主要是你的佣兵。",	//L"During the course of a campaign, brief events can pop up. You can select one of two responses, which may have positive and/or negative effects. Events can affect a wide variety of things, but mostly your mercs.",
	L"在完成反抗军食物运送任务后，你可以访问他们的（A.R.C）指挥部网站。在这里你可以设定反抗军的政策，也可以为占领区单独设置地方政策。这将带来丰厚的奖励。作为代价，城镇的民忠会上升得更慢，所以你需要更加努力地让当地人信任你。",	//L"After completing the food delivery quest for the rebels, they will grant you access to their command website (A.R.C.). You can set the rebels' country-wide directive there, and capturing towns allows you to enact policies in that region that provide powerful bonuses. This comes at a price - town loyalty will rise slower, so you will need to work harder to have the locals trust you.",
};


//SaveLoadScreen
STR16			zSaveLoadText[] =
{
	L"保存游戏",
	L"载入游戏",
	L"取消",
	L"选择要存档的位置",
	L"选择要读档的位置",

	L"保存游戏成功",
	L"保存游戏错误！",
	L"载入游戏成功",
	L"载入游戏错误！",

	L"存档的游戏版本不同于当前的游戏版本。读取它的话很可能游戏可以正常进行。要读取该存档吗？",

	L"存档可能已经无效。你要删除它们吗？",

	//Translators, the next two strings are for the same thing.  The first one is for beta version releases and the second one
	//is used for the final version.  Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are
	//used by the compiler and will cause program errors if modified/removed.  It's okay to translate the strings though.
#ifdef JA2BETAVERSION
	L"存档版本已改变。如果出现问题请报告。继续？",
#else
	L"试图载入老版本的存档。自动修正并载入存档？",
#endif

	//Translators, the next two strings are for the same thing.  The first one is for beta version releases and the second one
	//is used for the final version.  Please don't modify the "#ifdef JA2BETAVERSION" or the "#else" or the "#endif" as they are
	//used by the compiler and will cause program errors if modified/removed.  It's okay to translate the strings though.
#ifdef JA2BETAVERSION
	L"存档版本和游戏版本已改变。如果出现问题请报告。继续？",
#else
	L"试图载入老版本的存档。你要自动更新并载入存档吗？",
#endif

	L"你确认你要将#%d位置的存档覆盖吗？",
	L"你要从#号位置载入存档吗？",


	//The first %d is a number that contains the amount of free space on the users hard drive,
	//the second is the recommended amount of free space.
	L"你的硬盘空间不够。你现在只有%dMB可用空间，JA2需要至少%dMB可用空间。",

	L"保存",	//"Saving",			//When saving a game, a message box with this string appears on the screen

	L"普通武器",		//"Normal Guns",
	L"包括前华约武器",	//"Tons of Guns",
	L"现实风格",		//"Realistic style",
	L"科幻风格",		//"Sci Fi style",

	L"难度",		//"Difficulty",
	L"白金模式", //L"Platinum Mode",

	L"Bobby Ray 货品等级",
	L"普通|一般",
	L"一级|较多",
	L"高级|很多",
	L"极品|囧多",

	L"新携行系统不兼容640x480的屏幕分辨率，请重新设置分辨率。",
	L"新携行系统无法使用默认的Data文件夹，请仔细读说明。",

	L"当前分辨率不支持存档文件的小队人数，请增加分辨率再试。", //L"The squad size from the savegame is not supported by the current screen resolution. Please increase the screen resolution and try again.",
	L"Bobby Ray 供货量",
};



//MapScreen
STR16		zMarksMapScreenText[] =
{
	L"地图层次",	//"Map Level",
	L"你没有民兵。你需要在城镇中训练民兵。",	//"You have no militia.  You need to train town residents in order to have a town militia.",
	L"每日收入",	//"Daily Income",
	L"佣兵有人寿保险",	//"Merc has life insurance",
	L"%s不疲劳。",	//"%s isn't tired.",
	L"%s行军中，不能睡觉",	//"%s is on the move and can't sleep",
	L"%s太累了，等会儿再试。",	//"%s is too tired, try a little later.",
	L"%s正在开车。",	//"%s is driving.",
	L"有人在睡觉时，整个队伍不能行动。",	//"Squad can't move with a sleeping merc on it.",

	// stuff for contracts
	L"你能支付合同所需费用，但是你的钱不够给该佣兵购买人寿保险。",
	L"要给%s花费保险金%s，以延长保险合同%d天。你要付费吗？",
	L"分区存货",	//"Sector Inventory",
	L"佣兵有医疗保证金。",	//"Merc has a medical deposit.",
	
	// other items
	L"医生", 	//"Medics", // people acting a field medics and bandaging wounded mercs
	L"病人", 	//"Patients", // people who are being bandaged by a medic
	L"完成", 	//"Done", // Continue on with the game after autobandage is complete
	L"停止", 	//"Stop", // Stop autobandaging of patients by medics now
	L"抱歉。游戏取消了该选项的功能。",
	L"%s 没有工具箱。",	//"%s doesn't have a repair kit.",
	L"%s 没有医药箱。",	//"%s doesn't have a medical kit.",
	L"现在没有足够的人愿意加入民兵。",
	L"%s的民兵已经训练满了。",	//"%s is full of militia.",
	L"佣兵有一份限时的合同。",	//"Merc has a finite contract.",
	L"佣兵的合同没投保", //"Merc's contract is not insured",
	L"地图概况",//"Map Overview",		// 24
	
	// Flugente: disease texts describing what a map view does  //文本描述疾病查看地图并做翻译。
	L"这个视图会展示出哪个地区爆发了瘟疫，这个数字表明，平均每个人的感染程度，颜色表示它的范围。 灰色=无病。 绿色到红色=不断升级的感染程度。",  //L"This view shows how many rotting corpses are in a sector. The white number are corpses, the green number is accumulated disease, the sector colour indicates how widespread it is. GREY= No disease known of. GREEN to RED = escalating levels of disease.",

	// Flugente: weather texts describing what a map view does
	L"这个视图显示了目前的天气。没有颜色=晴天。青色为雨天。蓝色为雷暴。橙色为沙尘暴。白色为下雪",//L"This view shows current weather. No colour=Sunny. CYAN=Rain. BLUE=Thunderstorm. ORANGE=Sandstorm. WHITE=Snow.",

	// Flugente: describe what intel map view does
	L"这个界面显示哪一个区域与当前进行的任务相关。某些购买的情报也会显示在这里。", //L"This view shows which sectors relevant what ongoing quests. Some data bought with intel is also shown here.",
};


STR16 pLandMarkInSectorString[] =
{
	L"第%d小队在%s地区发现有人",
	L"%s小队在%s地区发现有人的行踪",// L"Squad %s has noticed someone in sector %s",
};

// confirm the player wants to pay X dollars to build a militia force in town
STR16 pMilitiaConfirmStrings[] =
{
	L"训练一队民兵要花费$",
	L"同意支付吗？",
	L"你无法支付。",
	L"继续在%s（%s %d）训练民兵吗？",

	L"花费$",
	L"( Y/N )",   // abbreviated yes/no
	L"",	// unused
	L"在%d地区训练民兵将花费$%d。%s",

	L"你无法支付$%d以供在这里训练民兵。",
	L"%s的忠诚度必须达到%d以上方可训练民兵。",
	L"你不能在%s训练民兵了。",
	L"解放更多城镇分区", //L"liberate more town sectors",

	L"解放新的城镇分区", //L"liberate new town sectors",
	L"解放更多城镇", //L"liberate more towns",
	L"恢复失去的进度", //L"regain your lost progress",
	L"继续进度", //L"progress further",

	L"雇佣更多反抗军", //L"recruit more rebels",
};

//Strings used in the popup box when withdrawing, or depositing money from the $ sign at the bottom of the single merc panel
STR16	gzMoneyWithdrawMessageText[] =
{
	L"你每次最多能提取$20,000。",
	L"你确认要把%s存入你的帐户吗？",
};

STR16	gzCopyrightText[] =
{
	L"Copyright (C) 1999 Sir-tech Canada Ltd.  All rights reserved.",
};

//option Text
STR16		zOptionsToggleText[] =
{
	L"语音",		//"Speech",
	L"确认静默",		//"Mute Confirmations",
	L"显示对话文字",	//"Subtitles",
	L"显示对话文字时暂停",		//"Pause Text Dialogue",
	L"烟火效果",		//"Animate Smoke",
	L"血腥效果",		//"Blood n Gore",
	L"不移动鼠标",		//"Never Move My Mouse!",
	L"旧的选择方式",	//"Old Selection Method",
	L"显示移动路径",	//"Show Movement Path",
	L"显示未击中",		//"Show Misses",
	L"实时确认",		//"Real Time Confirmation",
	L"显示睡觉/醒来时的提示",	//"Display sleep/wake notifications",
	L"使用公制系统",		//"Use Metric System",
	L"佣兵移动时高亮显示",	//"Merc Lights during Movement",
	L"锁定佣兵",	//"Snap Cursor to Mercs",
	L"锁定门",		//"Snap Cursor to Doors",
	L"物品闪亮",	//"Make Items Glow",
	L"显示树冠",	//"Show Tree Tops",
	L"智能显示树冠", //L"Smart Tree Tops",
	L"显示轮廓",		//"Show Wireframes",
	L"显示3D光标",	//"Show 3D Cursor",
	L"显示命中机率",	//"Show Chance to Hit on cursor",
	L"榴弹发射器用连发准星",	//"GL Burst uses Burst cursor",
	L"允许敌人嘲讽", // Changed from "Enemies Drop all Items" - SANDRO
	L"允许高仰角榴弹发射",	//"High angle Grenade launching",
	L"允许实时潜行", // Changed from "Restrict extra Aim Levels" - SANDRO
	L"按空格键选择下一支小队",	//"Space selects next Squad",
	L"显示物品阴影",	//"Show Item Shadow",
	L"用格数显示武器射程",	//"Show Weapon Ranges in Tiles",
	L"单发曳光弹显示曳光",	//"Tracer effect for single shot",
	L"雨声",	//"Rain noises",
	L"允许乌鸦",	//"Allow crows",
	L"允许显示敌军装备",	// Show Soldier Tooltips
	L"自动存盘",	//"Auto save",
	L"沉默的Skyrider",	//"Silent Skyrider",
	L"增强属性框(EDB)", //L"Enhanced Description Box",
	L"强制回合制模式",						// add forced turn mode
	L"替代战略地图颜色", // Change color scheme of Strategic Map
	L"替代子弹图像", // Show alternate bullet graphics (tracers)
	L"佣兵外观造型", //L"Use Logical Bodytypes",
	L"显示佣兵军衔",	// shows mercs ranks
	L"显示脸部装备图",				
	L"显示脸部装备图标",
	L"禁止光标切换",		// Disable Cursor Swap
	L"佣兵训练时保持沉默",	// Madd: mercs don't say quotes while training
	L"佣兵修理时保持沉默",	// Madd: mercs don't say quotes while repairing
	L"佣兵医疗时保持沉默",	// Madd: mercs don't say quotes while doctoring
	L"自动加速敌军回合",			// Automatic fast forward through AI turns
	L"僵尸模式",
	L"区域物品栏弹窗匹配拾取",			// the_bob : enable popups for picking items from sector inv
	L"标记剩余敌人",
	L"显示LBE(携行具)物品",
	L"反转鼠标滚轮",                 //L"Invert mouse wheel",
	L"保持佣兵间距",				// when multiple mercs are selected, they will try to keep their relative distances
	L"--作弊模式选项--",				// TOPTION_CHEAT_MODE_OPTIONS_HEADER,
	L"强制 Bobby Ray 送货",				// force all pending Bobby Ray shipments
	L"-----------------",				// TOPTION_CHEAT_MODE_OPTIONS_END
	L"--DEBUG 选项--",					// an example options screen options header (pure text)
	L"报告错误的偏移量",				// L"Report Miss Offsets",Screen messages showing amount and direction of shot deviation.
	L"重置所有选项",					// failsafe show/hide option to reset all options
	L"确定要重置？",					// a do once and reset self option (button like effect)
	L"其它版本调试选项",	// L"Debug Options in other builds"allow debugging in release or mapeditor
	L"渲染选项组调试",		// L"DEBUG Render Option group"an example option that will show/hide other options
	L"鼠标显示区域",			// L"Render Mouse Regions"an example of a DEBUG build option
	L"-----------------",				// an example options screen options divider (pure text)

	// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
	L"THE_LAST_OPTION",
};

//This is the help text associated with the above toggles.
STR16	zOptionsScreenHelpText[] =
{
	// HEADROCK HAM 4: Added more tooltip text to some toggles, in order to explain them better.

	//speech
	L"如果你想听到人物对话，打开这个选项。",

	//Mute Confirmation
	L"打开或关闭人物的口头确认。",

	//Subtitles
	L"是否显示对话的文字。",

	//Key to advance speech
	L"如果“显示对话文字”已打开，这个选项会让你有足够的时间来阅读NPC的对话。",

	//Toggle smoke animation
	L"如果烟火效果使得游戏变慢，关闭这个选项。",

	//Blood n Gore
	L"如果鲜血使你觉得恶心，关闭这个选项。",

	//Never move my mouse
	L"关闭这个选项会使你的光标自动移到弹出的确认对话框上。",

	//Old selection method
	L"打开时，使用铁血联盟1代的佣兵选择方式。",

	//Show movement path
	L"打开时，会实时显示移动路径(可用|S|h|i|f|t键来打开或者关闭)。",

	//show misses
	L"打开时，会显示未击中目标的子弹落点。",
	
	//Real Time Confirmation
	L"打开时，在即时模式中移动要单击两次。",

	//Sleep/Wake notification
	L"打开时，被分配任务的佣兵睡觉和醒来时会提示你。",

	//Use the metric system
	L"打开时，使用公制系统，否则使用英制系统。",

	//Merc Lighted movement
	L"打开时，佣兵移动时会照亮地表，切换虚拟佣兵光照。（|G）\n（关闭这个选项会使游戏的显示速度变快）",

	//Smart cursor
	L"打开时，光标移动到佣兵身上时会高亮显示佣兵。",

	//snap cursor to the door
	L"打开时，光标靠近门时会自动定位到门上。",

	//glow items
	L"打开时，物品会不断的闪烁。（|C|t|r|l+|A|l|t+|I）",

	//toggle tree tops
	L"打开时，显示树冠。（|T）",

	//smart tree tops
	L"打开时，不显示位于可见佣兵和鼠标附近的树冠。", //L"When ON, hides tree tops near visible mercs and cursor position.",

	//toggle wireframe
	L"打开时，显示未探明的墙的轮廓。（|C|t|r|l+|A|l|t+|W）",

	L"打开时，移动时的光标为3D式样。（|H|o|m|e）",

	// Options for 1.13
	L"打开时，在光标上显示命中机率。",
	L"打开时，榴弹发射器点射使用点射的准星。",
	L"打开时，敌人行动中有时会带有对白。", // Changed from Enemies Drop All Items - SANDRO
	L"打开时，榴弹发射器允许采用较高仰角发射榴弹。（|A|l|t+|Q）",
	L"打开时，潜行状态未被敌人发现时不会进入回合制模式。\n除非按下 |C|t|r|l+|X 。（|C|t|r|l+|S|h|i|f|t+|X）", // Changed from Restrict Extra Aim Levels - SANDRO
	L"打开时，按空格键自动切换到下一小队。（|S|p|a|c|e）",
	L"打开时，显示物品阴影。",
	L"打开时，用格数显示武器射程。",
	L"打开时，单发曳光弹也显示曳光。",
	L"打开时，下雨时能听到雨水音效。",	//"When ON, you will hear rain noises when it is raining.",
	L"打开时，允许乌鸦出现。",
	L"打开时，把光标定位在敌人身上并且按下|A|l|t键会显示敌兵装备信息窗口。",
	L"打开时，游戏将在玩家回合后自动存盘。",
	L"打开时，Skyrider保持沉默。",
	L"打开时，使用物品及武器的“增强描述框”（EDB）。",
	L"打开时，在战术画面内存在敌军时，将一直处于回合制模式直至该地区所有敌军被消灭。\n（可以通过快捷键 (|C|t|r|l+|T) 来控制打开或关闭强制回合制模式）",
	L"打开时，战略地图将会根据探索状态显示不同的着色。",
	L"打开时，当你射击时会显示间隔子弹图像。",
	L"打开时，佣兵外观可随着武器或防具装备的改变而改变佣兵外观造型。", //L"When ON, mercenary body graphic can change along with equipped gear.",
	L"打开时，在战略界面的佣兵名旁显示军衔。",
	L"打开时，显示佣兵脸部装备图。",
	L"打开时，佣兵肖像右下角显示脸部装备图标。",
	L"打开时，在交换位置和其它动作时光标不切换。键入|x可以快速切换。",
	L"打开时，佣兵训练时不会随时汇报进程。",
	L"打开时，佣兵修理时不会随时汇报进程。",
	L"打开时，佣兵医疗时不会随时汇报进程。",
	L"打开时，敌军回合将被大幅加速。",

	L"打开时，被击毙的敌人将有可能变成僵尸。（生化危机模式）",
	L"打开时，在区域物品栏界面，点击佣兵身上空白的携行具位置会弹窗匹配拾取物品。",
	L"打开时，会直接显示该区域最后一个敌人的大致位置。",
	L"打开时，在区域物品栏界面，右键点击装有物品的携行具时可直接显示包含的物品。",
	L"打开时，反转鼠标滚轮方向。",
	L"打开时，当选择了多个佣兵，他们在前进时会保持彼此的间距。（|C|t|r|l+|A|l|t+|G）",	// L"When multiple mercs are selected, they will try to keep their relative distances while moving. (|C|t|r|l+|S|h|i|f|t+|G)",
	L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_HEADER",
	L"强制 Bobby Ray 出货",
	L"(text not rendered)TOPTION_CHEAT_MODE_OPTIONS_END",
	L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_HEADER", // an example options screen options header (pure text)
	L"|H|A|M |4 |D|e|b|u|g: 当打开时, 将报告每个子弹偏离目标中心点的距离，考虑各种NCTH因素。",
	L"修复损坏的游戏设置", // failsafe show/hide option to reset all options
	L"修复损坏的游戏设置", // a do once and reset self option (button like effect)
	L"在建立release或mapeditor时，允许调试操作", // allow debugging in release or mapeditor
	L"切换以显示调试渲染选项", // an example option that will show/hide other options
	L"尝试在鼠标周围地区显示斜线矩形", // an example of a DEBUG build option
	L"(text not rendered)TOPTION_DEBUG_MODE_OPTIONS_END", // an example options screen options divider (pure text)

	// this is THE LAST option that exists (debug the options screen, doesnt do anything, except exist)
	L"TOPTION_LAST_OPTION",
};


STR16	gzGIOScreenText[] =
{
	L"游戏初始设置",
#ifdef JA2UB
	L"随机 Manuel 文本",//L"Random Manuel texts ",
	L"关",//L"Off",
	L"开",//L"On",
#else
	L"游戏风格",
	L"现实",
	L"科幻",
#endif	
	L"金版",
	L"武器数量", // changed by SANDRO
	L"大量武器",
	L"少量武器", // changed by SANDRO
	L"游戏难度",
	L"新手",
	L"老手",
	L"专家",
	L"疯子",
	L"确定",
	L"取消",
	L"额外难度",
	L"随时存盘",
	L"铁人模式",
	L"在Demo中禁用",
	L"Bobby Ray 货品等级",
	L"普通|一般",
	L"一级|较多",
	L"高级|很多",
	L"极品|囧多",
	L"携行系统 / 附件系统",
	L"NOT USED",
	L"NOT USED",
	L"读取联机游戏",
	L"游戏初始设置（仅在服务器设置时有效）",
	// Added by SANDRO
	L"技能系统",
	L"旧",
	L"新",
	L"IMP 数量",
	L"1",
	L"2",
	L"3",
	L"4",
	L"5",
	L"6",
	L"敌军物品全掉",
	L"关",
	L"开",
#ifdef JA2UB
	L"Tex 和 John",//L"Tex and John",
	L"随机",//L"Random",
	L"全部",//"All",
#else
	L"通缉犯出现方式",
	L"随机",
	L"全部",
#endif	
	L"敌军秘密基地出现方式",
	L"随机",
	L"全部",
	L"敌军装备进展速度",
	L"很慢",
	L"慢",
	L"一般",
	L"快",
	L"很快",

	L"旧 / 旧",
	L"新 / 旧",
	L"新 / 新",
	
	// Squad Size
	L"小队人数",//"Max. Squad Size",
	L"6",
	L"8",
	L"10",
	//L"Bobby Ray 快速出货", //L"Faster Bobby Ray Shipments",
	L"战斗时取放物品消耗AP", //L"Inventory Manipulation Costs AP",
	
	L"新命中率系统（NCTH）", //L"New Chance to Hit System",
	L"改进的中断系统（IIS）", //L"Improved Interrupt System",
	L"佣兵故事背景", //L"Merc Story Backgrounds",
	L"生存模式与食物系统",
	L"Bobby Ray 供货量",

	// anv: extra iron man modes
	L"假铁人", //L"Soft Iron Man",
	L"真铁人", //L"Extreme Iron Man",
};

STR16	gzMPJScreenText[] =
{
	L"多人游戏",//L"MULTIPLAYER",
	L"加入",//L"Join",
	L"主机",//L"Host",
	L"取消",//L"Cancel",
	L"刷新",//L"Refresh",
	L"玩家名称",//L"Player Name",
	L"服务器 IP",//L"Server IP",
	L"端口",//L"Port",
	L"服务器名",//L"Server Name",
	L"# Plrs",
	L"版本",//L"Version",
	L"游戏类型",//L"Game Type",
	L"Ping",
	L"你必须输入你的玩家名称。",//L"You must enter a player name.",
	L"你必须输入有效的服务器IP地址。(例如 84.114.195.239)。",//L"You must enter a valid server IP address.\n (eg 84.114.195.239).",
	L"您必须输入正确的服务器端口，范围1~65535。",//L"You must enter a valid Server Port between 1 and 65535.",
};

STR16 gzMPJHelpText[] =
{
	L"访问http://webchat.quakenet.org/?channels=ja2-multiplayer寻找其他玩家。",  //Visit http://webchat.quakenet.org/?channels=ja2-multiplayer to find other players
	L"您可以按“Y”，打开游戏中的聊天窗口，之后你一直连接到服务器。",

	L"主机",//L"HOST",
	L"输入IP地址，端口号必须大于60000",  //Enter '127.0.0.1' for the IP and the Port number should be greater than 60000.
	L"确保(UDP, TCP)端口由你的路由器转发，更多信息请看:http://portforward.com",   //Be sure that the Port (UDP, TCP) is forwarded on your Router. For more information see: http://portforward.com
	L"你必须将你的外网IP通过QQ或者什么，告诉其他玩家",   //You have to send (via IRC, ICQ, etc) your external IP (http://www.whatismyip.com) and the Port number to the other players.
	L"点击“主机”创建一个新的局域网游戏",   //Click on 'Host' to host a new Multiplayer Game.
	
	L"加入",  //JOIN
	L"主机需要发送外网IP和端口",               //The host has to send (via IRC, ICQ, etc) you the external IP and the Port number
	L"输入主机的外网IP和端口号",  //L"Enter the external IP and the Port number from the host.",
	L"点击“加入”来加入已经创建好的游戏。",  //Click on 'Join' to join an already hosted Multiplayer Game
};

STR16	gzMPHScreenText[] =
{
	L"建立主机",//L"HOST GAME",
	L"开始",//L"Start",
	L"取消",//L"Cancel",
	L"服务器名",//L"Server Name",
	L"游戏类型",//L"Game Type",
	L"死亡模式",//L"Deathmatch",
	L"团队死亡模式",//L"Team Deathmatch",
	L"合作模式",//L"Co-operative",
	L"最大玩家数",//L"Max Players",
	L"小队规模",//L"Squad Size",
	L"选择佣兵",//L"Merc Selection",
	L"随机佣兵",//L"Random Mercs",
	L"已被雇佣",//L"Hired by Player",
	L"起始平衡",//L"Starting Cash",
	L"可以雇佣相同佣兵",//L"Can Hire Same Merc",
	L"佣兵报告",  //Report Hired Mercs
	L"开启Bobby Rays网上商店",
	L"开始边缘区域",  //Sector Starting Edge
	L"必须输入服务器名",
	L"",
	L"",
	L"开始时间",
	L"",
	L"",
	L"武器伤害",
	L"",
	L"计时器",
	L"",
	L"合作模式中允许平民",
	L"",
	L"CO-OP敌军最大值",  //Maximum Enemies in CO-OP
	L"同步游戏目录",
	L"同步多人模式目录",
	L"你必须进入一个文件传输目录.",
	L"（使用 '/' 代替 '\\' 作为目录分隔符）",
	L"指定的同步目录不存在。",
	L"1",
	L"2",
	L"3",
	L"4",
	L"5",
	L"6",
	// Max. Enemies / Report Hired Merc / Enable Civs in CO-OP
	L"Yes",
	L"No",
	// Starting Time
	L"早晨",  //Morning
	L"下午",  //Afternoon
	L"晚上",  //Night
	// Starting Cash
	L"低",
	L"中",
	L"高",
	L"无限",  //Unlimited
	// Time Turns
	L"从不",//Never
	L"缓慢",//Slow
	L"中速",//Medium
	L"快速",//Fast
	// Weapon Damage
	L"很慢",
	L"慢",
	L"正常",
	// Merc Hire
	L"随机",
	L"正常",
	// Sector Edge
	L"随机",
	L"可选",
	// Bobby Ray / Hire same merc
	L"禁止",
	L"允许",
};

STR16 pDeliveryLocationStrings[] =
{
	L"奥斯汀",	//"Austin",			//Austin, Texas, USA
	L"巴格达",	//"Baghdad",			//Baghdad, Iraq (Suddam Hussein's home)
	L"Drassen",			//The main place in JA2 that you can receive items.  The other towns are dummy names...
	L"香港",	//"Hong Kong",		//Hong Kong, Hong Kong
	L"贝鲁特",	//"Beirut",			//Beirut, Lebanon	(Middle East)
	L"伦敦",	//"London",		 //London, England
	L"洛杉矶",	//"Los Angeles", //Los Angeles, California, USA (SW corner of USA)
	L"Meduna",			//Meduna -- the other airport in JA2 that you can receive items.
	L"Metavira",		//The island of Metavira was the fictional location used by JA1
	L"迈阿密",	//"Miami",				//Miami, Florida, USA (SE corner of USA)
	L"莫斯科",	//"Moscow",			//Moscow, USSR
	L"纽约",	//"New York",		//New York, New York, USA
	L"渥太华",	//"Ottawa",			//Ottawa, Ontario, Canada -- where JA2 was made!
	L"巴黎",	//"Paris",				//Paris, France
	L"的黎波里",	//"Tripoli",			//Tripoli, Libya (eastern Mediterranean)
	L"东京",	//"Tokyo",				//Tokyo, Japan
	L"温哥华",	//"Vancouver",		//Vancouver, British Columbia, Canada (west coast near US border)
};

STR16 pSkillAtZeroWarning[] =
{ //This string is used in the IMP character generation.  It is possible to select 0 ability
	//in a skill meaning you can't use it.  This text is confirmation to the player.
	L"你确定吗？零意味着你不能拥有这项技能。",
};

STR16 pIMPBeginScreenStrings[] =
{
	L"(最多8个字符)",	//"( 8 Characters Max )",
};

STR16 pIMPFinishButtonText[ 1 ]=
{
	L"分析...",
};

STR16 pIMPFinishStrings[ ]=
{
	L"谢谢你，%s",
};

// the strings for imp voices screen
STR16 pIMPVoicesStrings[] =
{
	L"嗓音",
};

STR16 pDepartedMercPortraitStrings[ ]=
{
	L"阵亡",	//"Killed in Action",
	L"解雇",		//"Dismissed",
	L"其他",		//"Other",
};

// title for program
STR16 pPersTitleText[] =
{
	L"人事管理",
};

// paused game strings
STR16 pPausedGameText[] =
{
	L"游戏暂停",	//"Game Paused",
	L"继续游戏 (|P|a|u|s|e)",	//"Resume Game (|P|a|u|s|e)",
	L"暂停游戏 (|P|a|u|s|e)",	//"Pause Game (|P|a|u|s|e)",
};


STR16 pMessageStrings[] =
{
	L"退出游戏",	//"Exit Game?",
	L"确定",	//"OK",
	L"是",	//"YES",
	L"否",	//"NO",
	L"取消",	//"CANCEL",
	L"再次雇佣",	//"REHIRE",
	L"撒谎",	//"LIE",		//
	L"没有描述",	//"No description", //Save slots that don't have a description.
	L"游戏已保存。",	//"Game Saved.",
	L"游戏已保存。",	//"Game Saved.",
	L"QuickSave", 	//"QuickSave", //The name of the quicksave file (filename, text reference)
	L"SaveGame",	//"SaveGame",//The name of the normal savegame file, such as SaveGame01, SaveGame02, etc.
	L"sav",				//The 3 character dos extension (represents sav)
	L"..\\SavedGames", //The name of the directory where games are saved.
	L"日",	//"Day",
	L"个佣兵",	//"Mercs",
	L"空",	//"Empty Slot", //An empty save game slot
	L"Demo",				//Demo of JA2
	L"Debug",				//State of development of a project (JA2) that is a debug build
	L"Release",			//Release build for JA2
	L"rpm",					//Abbreviation for Rounds per minute -- the potential # of bullets fired in a minute.
	L"分钟",	//"min",					//Abbreviation for minute.
	L"米",	//"m",						//One character abbreviation for meter (metric distance measurement unit).
	L"发",  //L"rnds",				//Abbreviation for rounds (# of bullets)
	L"公斤",	//"kg",					//Abbreviation for kilogram (metric weight measurement unit)
	L"磅",	//"lb",					//Abbreviation for pounds (Imperial weight measurement unit)
	L"主页",	//"Home",				//Home as in homepage on the internet.
	L"USD", //L"USD",					//Abbreviation to US dollars
	L"n/a",				 //Lowercase acronym for not applicable.
	L"与此同时",	//"Meanwhile",	//Meanwhile
	L"%s已到达%s%s分区",	//"%s has arrived in sector %s%s", //Name/Squad has arrived in sector A9.  Order must not change without notifying																		//SirTech

	L"版本", //L"Version",
	L"没有快速存档",	//"Empty Quick Save Slot",
	L"该位置用来放Quick Save（快速存档）。请在战术屏幕或者地图屏幕按ALT+S进行快速存档。",
	L"打开的",	//"Opened",
	L"关闭的",	//"Closed",
	L"磁盘空间不足。只有%sMB可用空间，《铁血联盟2》需要%sMB。",
	L"从AIM雇佣了%s。", 		//"Hired %s from AIM",
	L"%s抓住了%s。",	//"%s has caught %s.",	//'Merc name' has caught 'item' -- let SirTech know if name comes after item.
	L"%s使用了%s。",	//L"%s has taken %s。",
	L"%s没有医疗技能",	//"%s has no medical skill",//'Merc name' has no medical skill.

	//CDRom errors (such as ejecting CD while attempting to read the CD)
	L"游戏不完整。",//The integrity of the game has been compromised
	L"错误: 弹出 CD-ROM",//ERROR: Ejected CD-ROM

	//When firing heavier weapons in close quarters, you may not have enough room to do so.
	L"没有空间施展你的武器。",	//"There is no room to fire from here.",
	
	//Can't change stance due to objects in the way...
	L"现在无法改变姿势。",	//"Cannot change stance at this time.",

	//Simple text indications that appear in the game, when the merc can do one of these things.
	L"放下",	//"Drop",
	L"投掷",	//"Throw",
	L"交给",	//"Pass",

	L"把%s交给了%s。", //"%s passed to %s.", //"Item" passed to "merc".  Please try to keep the item %s before the merc %s, otherwise,
											 //must notify SirTech.
	L"没有足够空位把%s交给%s。",	//"No room to pass %s to %s.", //pass "item" to "merc".  Same instructions as above.

	//A list of attachments appear after the items.  Ex:  Kevlar vest ( Ceramic Plate 'Attached )'
	L" 附加]",	//L" attached]",

	//Cheat modes
	L"开启作弊等级一",	//"Cheat level ONE reached",
	L"开启作弊等级二",	//"Cheat level TWO reached",

	//Toggling various stealth modes
	L"小队进入潜行模式。",	//"Squad on stealth mode.",
	L"小队退出潜行模式。",	//"Squad off stealth mode.",
	L"%s 进入潜行模式。",	//"%s on stealth mode.",
	L"%s 退出潜行模式。",	//"%s off stealth mode.",

	//Wireframes are shown through buildings to reveal doors and windows that can't otherwise be seen in
	//an isometric engine.  You can toggle this mode freely in the game.
	L"打开显示轮廓",	//"Extra Wireframes On",
	L"关闭显示轮廓",	//"Extra Wireframes Off",

	//These are used in the cheat modes for changing levels in the game.  Going from a basement level to
	//an upper level, etc.
	L"无法从这层上去...",	//"Can't go up from this level...",
	L"没有更低的层了...",	//"There are no lower levels...",
	L"进入地下室%d层...",	//"Entering basement level %d...",
	L"离开地下室...",			//"Leaving basement...",

	L"的",	//"'s",		// used in the shop keeper inteface to mark the ownership of the item eg Red's gun
	L"关闭跟随模式。",	//"Follow mode OFF.",
	L"打开跟随模式。",	//"Follow mode ON.",
	L"不显示3D光标。",	//"3D Cursor OFF.",
	L"显示3D光标。",	//"3D Cursor ON.",
	L"第%d小队激活。",	//"Squad %d active.",
	L"你无法支付%s的%s日薪",	//"You cannot afford to pay for %s's daily salary of %s",	//first %s is the mercs name, the seconds is a string containing the salary
	L"跳过",			//"Skip",
	L"%s不能独自离开。",	//"%s cannot leave alone.",
	L"一个文件名为SaveGame99.sav的存档被创建了。如果需要的话，将其更名为SaveGame01 - SaveGame10，然后你就能载入这个存档了。",	//"A save has been created called, SaveGame99.sav.  If needed, rename it to SaveGame01 - SaveGame10 and then you will have access to it in the Load screen.",
	L"%s 喝了点 %s。",	//"%s drank some %s",
	L"Drassen收到了包裹。",	//"A package has arrived in Drassen.",
 	L"%s将到达指定的着陆点(分区%s)，于%d日%s。",	//"%s should arrive at the designated drop-off point (sector %s) on day %d, at approximately %s.",		//first %s is mercs name, next is the sector location and name where they will be arriving in, lastely is the day an the time of arrival
	L"日志已经更新。",	//"History log updated.",
	L"榴弹发射器点射时使用准星光标（可以扫射）",
	L"榴弹发射器连发时使用弹道光标（不可以扫射）",	//"Grenade Bursts use Trajectory Cursor (Spread fire disabled)",
	L"开启敌兵装备提示", // Changed from Drop All On - SANDRO
	L"关闭敌兵装备提示", 	// 80	// Changed from Drop All Off - SANDRO
	L"榴弹发射器以正常仰角发射榴弹",	//"Grenade Launchers fire at standard angles",
	L"榴弹发射器以较高仰角发射榴弹", //L"Grenade Launchers fire at higher angles",
	// forced turn mode strings
    L"强制回合制模式",
	L"正常回合制模式",
	L"离开战斗",
	L"强制回合制模式启动，进入战斗",
	L"自动储存成功。",
	L"..\\SavedGames\\MP_SavedGames", //The name of the directory where games are saved
	L"客户端", //"Client",
	L"旧携行系统不能与新附件系统同时使用。",
	
	L"自动存盘 #", //91		// Text des Auto Saves im Load Screen mit ID
	L"自动存盘专用，可在ja2_options.ini里设置AUTO_SAVE_EVERY_N_HOURS来开启/关闭。", //L"This Slot is reserved for Auto Saves, which can be enabled/disabled (AUTO_SAVE_EVERY_N_HOURS) in the ja2_options.ini.", //92	// The text, when the user clicks on the save screen on an auto save
	L"... 自动存盘位置 #", //L"Empty Auto Save Slot #", //93	// The text, when the auto save slot (1 - 5) is empty (not saved yet)
	L"AutoSaveGame",		// 94	// The filename of the auto save, such as AutoSaveGame01 - AutoSaveGame05
	L"End-Turn 存盘 #",	// 95	// The text for the tactical end turn auto save
	L"自动存盘中 #",	// 96	// The message box, when doing auto save
	L"存盘中",	// 97	// The message box, when doing end turn auto save
	L"... End-Turn 存盘位置 #",	// 98	// The message box, when doing auto save
	L"战术回合完毕存盘专用，可以在游戏设置开启/关闭。", //99	// The text, when the user clicks on the save screen on an auto save
	// Mouse tooltips
	L"QuickSave.sav",	// 100
	L"AutoSaveGame%02d.sav",	// 101
	L"Auto%02d.sav",	// 102
	L"SaveGame%02d.sav", //103
	// Lock / release mouse in windowed mode (window boundary)
	L"鼠标已锁定，鼠标移动范围强制限制在游戏窗口内部区域。",			// 104
	L"鼠标已释放，鼠标移动范围不再受限于游戏窗口内部区域。",			// 105
	L"保持佣兵间距开启",
	L"保持佣兵间距关闭",
	L"虚拟佣兵光照开启",
	L"虚拟佣兵光照关闭",
	L"军队%s活动。", //L"Squad %s active.",
	L"%s作弊者%s。", //L"%s smoked %s.",
	L"激活作弊？", //L"Activate cheats?",
	L"关闭作弊？", //L"Deactivate cheats?",
};


CHAR16 ItemPickupHelpPopup[][40] =
{
	L"确认",		//"OK",
	L"向上滚动",		//"Scroll Up",
	L"选择全部",		//"Select All",
	L"向下滚动",		//"Scroll Down",
	L"取消",		//"Cancel",
};

STR16 pDoctorWarningString[] =
{
	L"%s不够近，不能被治疗。",
	L"你的医生不能包扎完每个人。",
};

STR16 pMilitiaButtonsHelpText[] =
{
	L"撤走 (|R|i|g|h|t |C|l|i|c|k)\n分配 (|L|e|f|t |C|l|i|c|k)\n新兵", // button help text informing player they can pick up or drop militia with this button
	L"撤走 (|R|i|g|h|t |C|l|i|c|k)\n分配 (|L|e|f|t |C|l|i|c|k)\n常规兵",
	L"撤走 (|R|i|g|h|t |C|l|i|c|k)\n分配 (|L|e|f|t |C|l|i|c|k)\n老兵",
	L"所有民兵将在城市所属分区平均分配",
};

STR16 pMapScreenJustStartedHelpText[] =
{
	L"去AIM雇几个佣兵( *提示* 在笔记本电脑里)",
#ifdef JA2UB
	L"当你准备出发前往Tracona，点击屏幕右下方的时间压缩按钮。",
#else
	L"当你准备出发前往Arulco，点击屏幕右下方的时间压缩按钮。",
#endif
};

STR16 pAntiHackerString[] =
{
	L"错误。丢失或损坏文件。游戏将退出。",
};


STR16 gzLaptopHelpText[] =
{
	//Buttons:
	L"查看邮件",
	L"浏览网页",
	L"查看文件和邮件的附件",
	L"阅读事件日志",
	L"查看队伍信息",
	L"查看财务简报和记录",
	L"关闭笔记本电脑",

	//Bottom task bar icons (if they exist):
	L"你有新的邮件",
	L"你有新的文件",

	//Bookmarks:
	L"国际佣兵联盟",
	L"Bobby Ray网上武器店",
	L"佣兵心理剖析研究所",
	L"廉价佣兵中心",
	L"McGillicutty公墓",
	L"联合花卉服务公司",
	L"A.I.M指定保险代理人",
	//New Bookmarks
	L"",
	L"百科全书",
	L"简报室",
	L"战役历史",
	L"佣兵之家", //L"Mercenaries Love or Dislike You",
	L"世界卫生组织", //L"World Health Organization",
	L"Kerberus - 安保公司",//L"Kerberus - Experience In Security",
	L"民兵总览",//L"Militia Overview",
	L"侦察情报局",	//L"Recon Intelligence Services",
	L"已占领的工厂",	//L"Controlled factories",
	L"Arulco反抗军司令部",   //L"Arulco Rebel Command",
};


STR16 gzHelpScreenText[] =
{
	L"退出帮助屏幕",
};

STR16 gzNonPersistantPBIText[] =
{
	L"战斗正在进行中，你只能在战术屏幕进行撤退。",
	L"进入该分区，继续战斗。(|E)",
	L"自动解决这次战斗。(|A)",
	L"当你进攻时，不能自动解决战斗。",
	L"当你遭遇伏兵时，不能自动解决战斗。",
	L"当在矿井里和异形作战时，不能自动解决战斗。",
	L"还有敌对的平民时，不能自动解决战斗。",
	L"有血猫时，不能自动解决战斗。",
	L"战斗进行中",
	L"你不能在这时撤退。",
};

STR16 gzMiscString[] =
{
	L"在没有你的佣兵支援下，民兵继续战斗...",
	L"现在车辆不需要加油。",	//"The vehicle does not need anymore fuel right now.",
	L"油箱装了%d％的油。",	//"The fuel tank is %d%% full.",
	L"Deidranna女王的军队重新完全占领了%s。",
	L"你丢失了加油点。",	//"You have lost a refueling site.",
};

STR16	gzIntroScreen[] =
{
	L"找不到视频文件",
};

// These strings are combined with a merc name, a volume string (from pNoiseVolStr),
// and a direction (either "above", "below", or a string from pDirectionStr) to
// report a noise.
// e.g. "Sidney hears a loud sound of MOVEMENT coming from the SOUTH."
STR16 pNewNoiseStr[] =
{
	L"%s 听到%s声音来自%s。",
	L"%s 听到%s移动声来自%s。",
	L"%s 听到%s吱吱声来自%s。",
	L"%s 听到%s溅水声来自%s。",
	L"%s 听到%s撞击声来自%s。",
	L"%s 听到%s开火声来自%s.", // anv: without this, all further noise notifications were off by 1!
	L"%s 听到%s爆炸声发向%s。",
	L"%s 听到%s尖叫声发向%s。",
	L"%s 听到%s撞击声发向%s。",
	L"%s 听到%s撞击声发向%s。",
	L"%s 听到%s粉碎声来自%s。",
	L"%s 听到%s破碎声来自%s。",
	L"",											 // anv: placeholder for silent alarm
	L"%s 听到%s某人的说话声来自%s。", // anv: report enemy taunt to player
};

STR16 pTauntUnknownVoice[] =
{
	L"不明说话声",
};

STR16 wMapScreenSortButtonHelpText[] =
{
	L"按姓名排序 (|F|1)",
	L"按任务排序 (|F|2)",
	L"按睡眠状态排序 (|F|3)",
	L"按地点排序 (|F|4)",
	L"按目的地排序 (|F|5)",
	L"按预计离队时间排序 (|F|6)",
};



STR16		BrokenLinkText[] =
{
	L"错误 404",	//"Error 404",
	L"网站未找到",	//"Site not found.",
};


STR16 gzBobbyRShipmentText[] =
{
	L"近期运货",	//"Recent Shipments",
	L"订单 #",		//"Order #",
	L"物品数量",	//"Number Of Items",
	L"订购日期",		//"Ordered On",
};


STR16	gzCreditNames[]=
{
	L"Chris Camfield",
	L"Shaun Lyng",
	L"Kris Maarnes",
	L"Ian Currie",
	L"Linda Currie",
	L"Eric \"WTF\" Cheng",
	L"Lynn Holowka",
	L"Norman \"NRG\" Olsen",
	L"George Brooks",
	L"Andrew Stacey",
	L"Scot Loving",
	L"Andrew \"Big Cheese\" Emmons",
	L"Dave \"The Feral\" French",
	L"Alex Meduna",
	L"Joey \"Joeker\" Whelan",
};


STR16	gzCreditNameTitle[]=
{
	L"游戏开发者", 			// Chris Camfield
	L"策划/编剧",							// Shaun Lyng
	L"战略系统和编辑器开发者",					//Kris \"The Cow Rape Man\" Marnes
	L"制片人/总策划",						// Ian Currie
	L"地图设计师",				// Linda Currie
	L"美术设计",				// Eric \"WTF\" Cheng
	L"测试",				// Lynn Holowka
	L"高级美术设计",				// Norman \"NRG\" Olsen
	L"音效师",					// George Brooks
	L"界面设计",					// Andrew Stacey
	L"动画师",						// Scot Loving
	L"程序开发",						// Andrew \"Big Cheese Doddle\" Emmons
	L"程序设计",						// Dave French
	L"战略系统与游戏平衡开发",				// Alex Meduna
	L"人物设计师",						// Joey \"Joeker\" Whelan",
};

STR16	gzCreditNameFunny[]=
{
	L"", 																			// Chris Camfield
	L"(还在学习标点符号)",					// Shaun Lyng
	L"(\"已经完成，我们只是做一些修正\")",                 	//Kris \"The Cow Rape Man\" Marnes
	L"(干这活我的年纪太大了)",				// Ian Currie
	L"(进行巫术8项目的工作)",						// Linda Currie
	L"(被枪指着去做QA)",			// Eric \"WTF\" Cheng
	L"(Left us for the CFSA - go figure...)",	// Lynn Holowka
	L"",						// Norman \"NRG\" Olsen
	L"",	              				// George Brooks
	L"(蹭车以及爵士乐爱好者)",						// Andrew Stacey
	L"(他真正的名字是罗伯特)",							// Scot Loving
	L"(唯一负责任的人)",					// Andrew \"Big Cheese Doddle\" Emmons
	L"(现在就想回到motocrossing)",	// Dave French
	L"(从巫术8项目中偷来的)",							// Alex Meduna
	L"(也参与制作物品及读档画面)",	// Joey \"Joeker\" Whelan",
};

// HEADROCK: Adjusted strings for better feedback, and added new string for LBE repair.
STR16 sRepairsDoneString[] =
{
	L"%s 修复了自己的物品。",
	L"%s 修复了所有人的枪和护甲。",
	L"%s 修复了所有人的装备。",
	L"%s 修复所有人携带的大型物品。",//L"%s finished repairing everyone's large carried items",
	L"%s 修复所有人携带的中型物品。",//L"%s finished repairing everyone's medium carried items",
	L"%s 修复所有人携带的小型物品。",//L"%s finished repairing everyone's small carried items",
	L"%s 修复所有人的携行具。",//L"%s finished repairing everyone's LBE gear",
	L"%s 清洁了所有人的枪支。", //L"%s finished cleaning everyone's guns.",
};

STR16 zGioDifConfirmText[]=
{
	L"你选择了“新手”模式。这个设置是为那些刚玩铁血联盟的玩家准备的，他们刚接触策略游戏，或者他们希望快点结束战斗。你的选择会在整个游戏中生效，所以请作出明智的选择。你真的要玩“新手”模式吗？",
	L"你选择了“老手”模式。这个设置是为那些已经熟悉铁血联盟或类似游戏的玩家准备的。你的选择会在整个游戏中生效，所以请作出明智的选择。你真的要玩“老手”模式吗？",
	L"你选择了“专家”模式。我们警告你，如果你被装在尸袋里运回来，不要来向我们抱怨。你的选择会在整个游戏中生效，所以请作出明智的选择。你真的要玩“专家”模式吗？",
	L"你选择了“疯狂”模式。警告: 如果你被装在塑料袋里一块块运回来，不要来向我们抱怨。女王会狠狠地凌虐你。你的选择会在整个游戏中生效，所以请作出明智的选择。你真的要玩“疯狂”模式吗？",
};

STR16 gzLateLocalizedString[] =
{
	L"没有找到loadscreen数据文件%S...",	//"%S loadscreen data file not found...",

	//1-5
	L"由于没有人在用遥控器，机器人无法离开本分区。",

	//This message comes up if you have pending bombs waiting to explode in tactical.
	L"你现在无法压缩时间。请等待炸弹爆炸！",

	//'Name' refuses to move.
	L"%s拒绝移动。",

	//%s a merc name
	L"%s精力不足，无法改变姿势。",	//"%s does not have enough energy to change stance.",

	//A message that pops up when a vehicle runs out of gas.
	L"%s汽油耗尽，现在在%c%d抛锚了。",	//"The %s has run out of gas and is now stranded in %c%d.",

	//6-10

	// the following two strings are combined with the pNewNoise[] strings above to report noises
	// heard above or below the merc
	L"上方",
	L"下方",

	//The following strings are used in autoresolve for autobandaging related feedback.
	L"佣兵中没人有医疗技能。",
	L"没有足够的医疗物品进行包扎。",
	L"没有足够的医疗物品给所有人进行包扎。",
	L"佣兵中没人需要包扎。",	//"None of your mercs need bandaging.",
	L"自动包扎佣兵。",	//"Bandages mercs automatically.",
	L"全部佣兵已被包扎完毕。",	//"All your mercs are bandaged.",

	//14
#ifdef JA2UB
	L"Tracona",
#else
	L"Arulco",
#endif

	L"（屋顶）",

	L"生命: %d/%d",

	//In autoresolve if there were 5 mercs fighting 8 enemies the text would be "5 vs. 8"
	//"vs." is the abbreviation of versus.
	L"%d vs. %d",

	L"%s满了。",

  L"%s现在不用包扎，他（她）需要认真的治疗和休息。",

	//20
	//Happens when you get shot in the legs, and you fall down.
	L"%s 被击中腿部，并且倒下了！",
	//Name can't speak right now.
	L"%s 现在不能说话。",

	//22-24 plural versions
	L"%d个新兵被提升为精兵。",
	L"%d个新兵被提升为老兵。",
	L"%d个老兵被提升为精兵。",

	//25
	L"开关",

	//26
	//Name has gone psycho -- when the game forces the player into burstmode (certain unstable characters)
	L"%s 疯狂了！",	//L"%s goes psycho!",

	//27-28
	//Messages why a player can't time compress.
	L"现在压缩时间不安全，因为你有佣兵在分区%s。",
	L"现在压缩时间不安全，因为你有佣兵在异形所在的矿井。",

	//29-31 singular versions
	L"1个新兵被晋升为精兵。",
	L"1个新兵被晋升为老兵。",
	L"1个老兵被晋升为精兵。",

	//32-34
	L"%s无语。",	//"%s doesn't say anything.",
	L"回到地面？",
	L"(第%d小队)",	//"(Squad %d)",

	//35
	//Ex: "Red has repaired Scope's MP5K".  Careful to maintain the proper order (Red before Scope, Scope before MP5K)
	L"%s 修复了 %s的%s。",

	//36
	L"血猫",

	//37-38 "Name trips and falls"
	L"%s 踩到陷阱，跌倒了。",
	L"这个物品不能从这里捡起。",

	//39
	L"你现有的佣兵中没人能进行战斗。民兵们将独自和异形作战。",

	//40-43
	//%s is the name of merc.
	L"%s用完了医药箱里的药品！",	//"%s ran out of medical kits!",
	L"%s没有所需技能来医疗他人！",	//"%s lacks the necessary skill to doctor anyone!",
	L"%s用完工具箱里的工具！",	//"%s ran out of tool kits!",
	L"%s没有所需技能来修理物品！",	//"%s lacks the necessary skill to repair anything!",

	//44-45
	L"修理时间",  //L"Repair Time",
	L"%s看不到这个人。",

	//46-48
	L"%s的增程枪管掉下来了！",	//"%s's gun barrel extender falls off!",
	// HEADROCK HAM 3.5: Changed to reflect facility effect.
	L"只允许不多于%d名佣兵在这个分区训练民兵。",	//"No more than %d militia trainers are permitted per sector.", //L"No more than %d militia trainers are permitted in this sector.",//ham3.6
  	L"你确定吗？",			//"Are you sure?",

	//49-50
	L"时间压缩",
	L"车辆的油箱已经加满油了。",

	//51-52 Fast help text in mapscreen.
	L"继续时间压缩 (|S|p|a|c|e)",
	L"停止时间压缩 (|E|s|c)",

	//53-54 "Magic has unjammed the Glock 18" or "Magic has unjammed Raven's H&K G11"
	L"%s 修理好了卡壳的 %s", //L"%s has unjammed the %s",
	L"%s 修理好了卡壳的 %s的%s", //L"%s has unjammed %s's %s",

	//55
	L"查看分区存货时无法压缩时间。", //L"Can't compress time while viewing sector inventory.",

	L"没有找到铁血联盟2光盘，程序即将退出。", //The Jagged Alliance 2 v1.13 PLAY DISK was not found. Program will now exit.

	L"物品组合成功。",

	//58
	//Displayed with the version information when cheats are enabled.
	L"当前/最大进展: %d%％/%d%％",		//"Current/Max Progress: %d%%/%d%%",//zww

	L"护送John和Mary？",

	// 60
	L"开关被激活",		//"Switch Activated.",

	L"%s的陶瓷片已经粉碎了！",	//"%s's ceramic plates have been smashed!",
	L"%s 多打了%d发子弹！",	//"%s fires %d more rounds than intended!",
	L"%s 多打了1发子弹！",	//"%s fires %d more round than intended!",

	L"你得先关闭物品信息界面！",

	L"无法快进 - 该分区有敌对的市民和/或血猫。", // 65 //L"Cannot compress time - hostile civilians and/or bloodcats are in this sector.",
};

// HEADROCK HAM 3.5: Added sector name
STR16 gzCWStrings[] =
{
	L"是否呼叫邻近区域的援兵到%s？", //L"Call reinforcements to %s from adjacent sectors?",
};

// WANNE: Tooltips
STR16 gzTooltipStrings[] =
{
	// Debug info
	L"%s|位|置: %d\n",
	L"%s|亮|度: %d / %d\n",
	L"%s|目|标|距|离: %d\n",
	L"%s|I|D: %d\n",
	L"%s|订|单: %d\n",
	L"%s|属|性: %d\n",
	L"%s|当|前 |A|Ps: %d\n",
	L"%s|当|前 |生|命: %d\n",
	L"%s|当|前|精|力: %d\n",	
	L"%s|当|前|士|气: %d\n",
	L"%s|当|前|惊|慌|度: %d\n", //L"%s|Current |S|hock: %d\n",
	L"%s|当|前|压|制点数: %d\n",//L"%s|Current |S|uppression Points: %d\n",
	// Full info
	L"%s|头|盔: %s\n",
	L"%s|防|弹|衣: %s\n",
	L"%s|作|战|裤: %s\n",
	// Limited, Basic
	L"|护|甲: ",
	L"头盔 ",
	L"防弹衣 ",
	L"作战裤",
	L"装备了",
	L"无护甲",
	L"%s|夜|视|仪: %s\n",
	L"无夜视仪",
	L"%s|防|毒|面|具: %s\n",
	L"无防毒面具",
	L"%s|头|部|1: %s\n",
	L"%s|头|部|2: %s\n",
	L"\n(背包内) ",
	L"%s|武|器: %s ",
	L"空手",
	L"手枪",
	L"冲锋枪",
	L"步枪",
	L"机枪",
	L"霰弹枪",
	L"刀",
	L"重武器",
	L"无头盔",
	L"无防弹衣",
	L"无作战裤",
	L"|护|甲: %s\n",
	 // Added - SANDRO
	L"%s|技能 1: %s\n",
	L"%s|技能 2: %s\n", 
	L"%s|技能 3: %s\n",
    // Additional suppression effects - sevenfm
    L"%s|火|力|压|制导致的|A|P损失：%d\n",
    L"%s|火|力|压|制|耐|性: %d\n",
    L"%s|有|效|惊|吓|等|级：%d\n",
    L"%s|A|I|士|气：%d\n",
};

STR16 New113Message[] =
{
	L"风暴开始了。",
	L"风暴结束了。",
	L"下雨了。",
	L"雨停了。",
	L"小心狙击手……",
	L"火力压制！",
	L"点射",
	L"自动",
	L"榴弹",
	L"榴弹点射",
	L"榴弹自动",
	L"UB",			// INFO: UB = Under Barrel
	L"UBRST",
	L"UAUTO",
	L"BAYONET",
	L"狙击手！",
	L"已经点选物品，此时无法分钱。",
	L"新兵的会合地被挪至%s，因降落地点%s目前由敌人占据。",
	L"物品销毁",
	L"此类物品全部销毁",
	L"物品卖出",
	L"此类物品全部卖出",
	L"你得检查一下你的眼部装备",
	// Real Time Mode messages
	L"进入战斗模式",
	L"视野中没有敌人",
	L"即时潜行模式 关闭",
	L"即时潜行模式 开启",
	//L"Enemy spotted! (Ctrl + x to enter turn based)",
	L"发现敌人！", // this should be enough - SANDRO
	//////////////////////////////////////////////////////////////////////////////////////
	// These added by SANDRO
	L"%s偷窃成功！",// L"%s was successful on stealing!",
	L"%s没有足够的行动点来偷取所选物品。",// L"%s had not enough action points to steal all selected items.",
	L"是否在包扎前对%s实施手术？（可回复%i点生命。）",// L"Do you want to make surgery on %s before bandaging? (You can heal about %i Health.)",
	L"是否对%s实施手术？（可回复%i点生命。）",// L"Do you want to make surgery on %s? (You can heal about %i Health.)",
	L"是否进行必要的手术？（%i名病人）",// L"Do you wish to make necessary surgeries first? (%i patient(s))",
	L"是否在该病人身上进行手术？",// L"Do you wish to make the surgery on this patient first?",
	L"在包扎前是否进行手术？",// L"Apply first aid automatically with necessary surgeries or without them?",
	L"您不包扎%s直接进行手术吗？（手术可回复%i生命值，输血*：使用血包手术可回复%i生命值。）",	//L"Do you want to perform surgery on %s before bandaging? (You can heal about %i health, *: %i by blood bag use.)",
	L"您要给%s进行手术吗？（手术可回复%i生命值，输血*：使用血包手术可回复%i生命值。）",	//L"Do you want to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)",
	L"您希望给%s进行手术吗？（手术可回复%i生命值，输血*：使用血包手术可回复%i生命值。）",	//L"Do you wish to perform surgery on %s? (You can heal about %i Health, *: %i by blood bag use.)",
	L"%s手术完毕。",// L"Surgery on %s finished.",
	L"%s 胸部中弹，失去1点生命上限！",// L"%s is hit in the chest and loses a point of maximum health!",
	L"%s 胸部中弹，失去%d点生命上限！",// L"%s is hit in the chest and loses %d points of maximum health!",
	L"%s被爆炸物炸瞎了！（丧失视野）",
	L"%s重获1点失去的%s",// L"%s has regained one point of lost %s",
	L"%s重获%d点失去的%s",// L"%s has regained %d points of lost %s",
	L"你的侦察能力避免了敌人的偷袭！",// L"Your scouting skills prevented you to be ambushed by the enemy!",
	L"多亏了你的侦查技能，你成功的避开了大群血猫！",// L"Thanks to your scouting skills you have successfuly avoided a pack of bloodcats!",
	L"%s 命根子中弹，痛苦的倒下了！",// L"%s is hit to groin and falls down in pain!",	
	//////////////////////////////////////////////////////////////////////////////////////
	L"注意: 敌人尸体被发现！！！",
	L"%s[%d发]\n%s %1.1f %s",	//	L"%s [%d rnds]\n%s %1.1f %s",
	L"AP不够！需要%d，你只有%d。",	//L"Insufficient AP Points! Cost %d, you have %d.",
	L"提示: %s",
	L"玩家力量: %d - 敌人力量: %6.0f",		//Surrender values to be printed, if DISPLAY_SURRENDER_VALUES = TRUE

	L"无法使用技能！",
	L"敌人在该分区时无法建造！",
	L"看不到那个地方！",
	L"无法发射炮弹，不是合理的区域定位！",
	L"无线电波段遭到干扰。无法通讯！",
	L"无线电操作失败！",
	L"迫击炮弹不足，无法在分区发动密集轰炸！",
	L"Items.xml里没有定义信号弹物品！",
	L"未发现迫击炮，无法执行密集轰炸！",
	L"干扰信号成功，不需要重复操作！",
	L"正在监听周围声音，无需重复操作！",
	L"正在观察，无需重复操作！",
	L"正在扫描干扰信号，无需重复操作！",
	L"%s没办法把%s用在%s上。",
	L"%s指示%s前来支援。",
	L"%s无线电设备没电了。",
	L"正在工作的无线电设备。",
	L"望远镜",
	L"耐心",
	L"%s的防护盾毁坏了！", //L"%s's shield has been destroyed!",
	L" 延迟",	//L" DELAY",
	L"输血*",	//L"Yes*",
	L"是的",	//L"Yes",
	L"否",	//L"No",
	L"%s将%s应用于%s。", //L"%s applied %s to %s.",
};

STR16 New113HAMMessage[] =
{
	// 0 - 5
	L"%s 害怕得退缩了！",//	L"%s cowers in fear!",
	L"%s 被压制住了！",// L"%s is pinned down!", //ham3.6
	L"%s 多打了几发子弹！",// L"%s fires more rounds than intended!",
	L"你不能在这个地区训练民兵。",// L"You cannot train militia in this sector.",
	L"民兵拾起 %s。",// L"Militia picks up %s.",
	L"有敌人出没时无法训练民兵！", // L"Cannot train militia with enemies present!", 
	// 6 - 10
	L"%s缺乏训练民兵所需要的领导能力。",// L"%s lacks sufficient Leadership score to train militia.",
	L"此地训练民兵的教官不能超过%d名。",// L"No more than %d Mobile Militia trainers are permitted in this sector.",
	L"%s和周边地区的游击队已经满员了！",// L"No room in %s or around it for new Mobile Militia!",
	L"你需要有至少%d个民兵在%s每个被解放的地区才能训练游击队。",// L"You need to have %d Town Militia in each of %s's liberated sectors before you can train Mobile Militia here.",
	L"有敌人出没时不能在任何设施内工作！",// L"Can't staff a facility while enemies are present!",
	// 11 - 15
	L"%s缺乏就任于该设施所需要的智慧。",// L"%s lacks sufficient Wisdom to staff this facility.",
	L"%s已经满员了。",// L"The %s is already fully-staffed.",
	L"使用该设施每小时消耗$%d，你确定吗？",// L"It will cost $%d per hour to staff this facility. Do you wish to continue?",
	L"你没有足够的资金来支付今天的设施费用。付出$%d，还欠$%d，当地人很不满。",// L"You have insufficient funds to pay for all Facility work today. $%d have been paid, but you still owe $%d. The locals are not pleased.",
	L"没有足够的资金来支付今天的设施费用。欠款$%d，当地人很不满.。",// L"You have insufficient funds to pay for all Facility work today. You owe $%d. The locals are not pleased.",
	// 16 - 20
	L"你仍有$%d的欠款，同时你已经身无分文了！",// L"You have an outstanding debt of $%d for Facility Operation, and no money to pay it off!",
	L"你仍有$%d的欠款，在有钱还清这笔债务之前你不能分配雇佣兵去这个设施。",// L"You have an outstanding debt of $%d for Facility Operation. You can't assign this merc to facility duty until you have enough money to pay off the entire debt.",
	L"你有$%d的欠款，是否支付？",// L"You have an outstanding debt of $%d for Facility Operation. Would you like to pay it all back?",
	L"这个区域没有",// L"N/A in this sector",
	L"日常支出",// L"Daily Expenses",
	// 21 - 25
	L"维持民兵的资金不足！%d名民兵回老家结婚去了。",// L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.",
	L"要在战斗中查看某样物品，你必须先把它捡起来。", // L"To examine an item's stats during combat, you must pick it up manually first.",
	L"要在战斗中组合两样物品，你必须先把它们捡起来。", // L"To attach an item to another item during combat, you must pick them both up first.",
	L"要在战斗中合并两样物品，你必须先把它们捡起来。", // L"To merge two items during combat, you must pick them both up first.",
};

// HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
STR16 gzTransformationMessage[] =
{
	L"没有可用的转换方案", //L"No available adjustments",
	L"%s被拆开了。", //L"%s was split into several parts.",
	L"%s被拆开了，部件放在了%s的背包里。", //L"%s was split into several parts. Check %s's inventory for the resulting items.",
	L"由于背包没有足够空间，转换后的%s一些物品被丢在了地上。", //L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.",
	L"%s被拆开了。由于背包没有足够空间，转换后的%s一些物品被丢在了地上。", //L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.",
	L"你希望转换该列所有%d吗？如果只想转换1个，请将它从该列中先取出来。", //L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)",
	// 6 - 10
	L"拆分弹药箱，弹匣放入背包", //L"Split Crate into Inventory",
	L"拆分成%d发的弹匣", //L"Split into %d-rd Mags",
	L"%s被拆分成%d个弹匣每个有%d发子弹。", //L"%s was split into %d Magazines containing %d rounds each.",
	L"%s拆分完成并放入%s的背包。", //L"%s was split into %s's inventory.",
	L"%s的背包空间不足，放不下这个口径的弹匣了！", //L"There is insufficient room in %s's inventory to fit any magazines of this caliber!",
	L"即时模式", //L"Instant mode",
	L"延时模式", //L"Delayed mode",
	L"即时模式 (%d AP)", //L"Instant mode (%d AP)",
	L"延时模式 (%d AP)", //L"Delayed mode (%d AP)",
};

// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercLevelUp.xml" file!
// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends
// INFO: Do not replace the ± characters. They indicate the <B2> (-> Newline) from the edt files
STR16	New113MERCMercMailTexts[] =
{
	// Gaston: Text from Line 39 in Email.edt
	L"鉴于Gaston最近发挥异常突出，他的服务费也跟着上涨。以我个人的观点，这一点也不让我惊讶。 ± ± Speck T. Kline ± ",
	// Stogie: Text from Line 43 in Email.edt
	L"请注意，Stogie近期能力有所提升，他的价格也要随之增长。 ± ± Speck T. Kline ± ",
	// Tex: Text from Line 45 in Email.edt
	L"请注意，因为Tex新获得的经验， 更高的身价才匹配他的能力。 ± ± Speck T. Kline ± ",
	// Biggens: Text from Line 49 in Email.edt
	L"鉴于Biggins发挥有所提高， 他的价格也同时上涨。 ± ± Speck T. Kline ± ",
};

// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercAvailable.xml" file!
// WANNE: This is email text (each 2 line), when we left a message on AIM and now the merc is back
STR16	New113AIMMercMailTexts[] =
{
	// Monk
	L"转发自AIM服务器：Victor Kolesnikov的信件",
	L"你好，这是Monk，留言已收到。我已经回来了，你可以联系我了。 ± ± 等你的电话。 ± ",

	// Brain: Text from Line 60
	L"转发自AIM服务器：Janno Allik的信件",
	L"我已经准备好接受任务了。我有空干任何事情 ± ± Janno Allik ± ",

	// Scream: Text from Line 62
	L"转发自AIM服务器：Lennart Vilde的信件",
	L"Lennart Vilde已经准备好了！ ± ",

	// Henning: Text from Line 64
	L"转发自AIM服务器：Henning von Branitz的信件",
	L"你的留言我已收到，谢谢。请到A.I.M主页联系我，然后讨论招募事宜。 ± ± 那时见！ ± ± Henning von Branitz ± ",

	// Luc: Text from Line 66
	L"转发自AIM服务器：Luc Fabre的信件",
	L"收到留言，Merci（谢谢）！ 你能考虑我我非常高兴。你知道在哪里能找到我。 ± ± 希望能收到你的电话。 ± ",

	// Laura: Text from Line 68
	L"转发自AIM服务器：Dr. Laura Colin的信件",
	L"你好！非常高兴你能给我留言，我很感兴趣。 ± ± 请再上AIM，我愿意听听详细事宜 ± ± 此致敬礼！ ± ± Dr. Laura Colin ± ",

	// Grace: Text from Line 70
	L"转发自AIM服务器：Graziella Girelli的信件",
	L"你上次想联系我但是没有成功。± ± 你懂得？家庭聚会啦。我现在已经厌倦了我的家庭，你能再上AIM联系我的话我会非常高兴 ± ± Ciao（再见）！ ± ",

	// Rudolf: Text from Line 72
	L"转发自AIM服务器：Rudolf Steiger的信件",
	L"你知道我每天有多少个电话要接吗？每个蠢货都认为他可以Call我。 ± ± 反正我回来了，前提是你真的有有趣的工作给我的话。 ± ",

	// WANNE: Generic mail, for additional merc made by modders, index >= 178
	L"转发自AIM服务器：M.E.R.C的信件",
	L"我收到你的留言，等你联系。 ± ",
};

// WANNE: These are the missing skills from the impass.edt file
// INFO: Do not replace the ± characters. They indicate the <B2> (-> Newline) from the edt files
STR16 MissingIMPSkillsDescriptions[] =
{
	// Sniper
	L"狙击手: 拥有鹰的眼睛和百步穿杨的枪法！ ± ",
	// Camouflage
	L"伪装: 跟你的伪装迷彩比起来，树丛看起来倒象是假的！ ± ",
	// SANDRO - new strings for new traits added
	// MINTY - Altered the texts for more natural English, and added a little flavour too
	// Ranger
	L"猎兵：你跟那些从德克萨斯来的土包子可大不一样！ ± ",
	// Gunslinger
	L"快枪手：拿着一两把手枪，你可以和Billy the Kid一样致命！ ± ",
	// Squadleader
	L"领队：天生的领袖，你的队员需要你的灵感！ ± ",
	// Technician
	L"技师：你比MacGyver牛逼多了！无论机械、电子产品还是爆破物，你都能修！ ± ",
	// Doctor
	L"军医：从轻微擦伤到开肠破肚，甚至截肢，你都能治！ ± ",
	// Athletics
	L"运动员：你的速度和活力能和奥运会运动员相提并论！ ± ",
	// Bodybuilding
	L"健身：施瓦辛格？窝囊废一个。你只用一只手就能办掉他。 ± ",
	// Demolitions
	L"爆破：播种手雷，深埋炸弹，看羊羔飞。这就是你的生活！ ± ",
	// Scouting
	L"侦查：没有什么东西你觉察不到！ ± ",
	// Covert ops
	L"特工: 你让詹姆斯邦德甘拜下风！ ± ",		// L"Covert Operations: You make 007 look like an amateur! ± ",
	// Radio Operator
	L"无线电操作员：你通过使用通讯设备让队伍的战略和战术水平得到了提升。 ± ", //L"Radio Operator: Your usage of communication devices broaden your team's tactical and strategic skills. ± ",
	// Survival
	L"生还者: 大自然是你第二个家。 ± ", //L"Survival: Nature is a second home to you. ± ",
};

STR16 NewInvMessage[] =
{
    L"此时无法拾起背包",
	L"背包中无处可放",
	L"没发现背包",
	L"拉锁只在战斗中有效",
	L"背包拉锁打开时无法移动",
	L"你确定要变卖该地区所有物品吗？",
	L"你确定要销毁该地区所有物品吗？",
	L"装备大背包后无法爬上房顶",
	L"所有人的背包已放下",
	L"所有人的背包已捡起",
	L"%s 放下背包",  //L"%s drops backpack",
	L"%s 捡起背包",  //L"%s picks up backpack",
};

// WANNE - MP: Multiplayer messages
STR16 MPServerMessage[] =
{
	// 0
	L"启动RakNet服务器...",
	L"服务器启动,等待连接...",
	L"你现在必须按'2'来连接你的客户端和服务器。",
	L"服务器已经在运行。",
	L"服务器启动失败。终止中。",
	// 5
	L"%d/%d 客户端已经准备好进入即时模式。",
	L"服务器断开并关闭。",
	L"服务器没有运行。",
	L"客户端仍在载入, 请稍等...",
	L"服务器启动之后你无法更改着陆点。",
	// 10
	L"已发送文件 '%S' - 100/100",//L"Sent file '%S' - 100/100",
	L"文件已发送到 '%S'。",//	L"Finished sending files to '%S'.",
	L"开始发送文件到 '%S'。",//	L"Started sending files to '%S'.",
	L"使用空域视图选择你想进入的地图。你只能在点击“开始游戏”按钮前更换地图。",	// L"Use the Airspace view to select a map you wish to play. If you want to change the map you have to do this before clicking the 'Start Game' button.",
};

STR16 MPClientMessage[] =
{
	// 0
	L"启动RakNet客户端...",
	L"正在连接IP: %S ...",
	L"接受游戏设置: ",
	L"你已经连接上了。",
	L"你已经开始连接...",
	// 5
	L"客户端 #%d - '%S' 已被雇佣 '%s'。",
	L"客户端 #%d - '%S' 已雇佣另一名佣兵。",
	L"你已准备 - 准备就绪 = %d/%d。",
	L"你不再准备 - 准备就绪 = %d/%d。",
	L"开始战斗...",
	// 10
	L"客户端 #%d - '%S' 已准备 - 准备就绪 = %d/%d。",
	L"客户端 #%d - '%S' 不再准备 - 准备就绪 = %d/%d",
	L"你已准备。 等候其他客户端... 按'OK'如果你已准备就绪。",
	L"让我们开始战斗！",
	L"要开始游戏必须运行一台客户端。",
	// 15
	L"游戏无法开始。没有佣兵被雇佣...",
	L"等待服务器解锁便携电脑出现'OK'...",
	L"中断",
	L"中断结束",
	L"鼠标方格坐标: ",
	// 20
	L"X: %d, Y: %d",
	L"坐标值: %d",
	L"服务器独占模式",
	L"手动选择服务器优先级:  ('1' - 授权 便携电脑/雇佣)  ('2' - 启动/载入 级别)  ('3' - 解锁 UI)  ('4' - 完成设置)",	
	L"分区=%s, 最大客户端数=%d, 最大佣兵数=%d, 游戏模式=%d, 同一佣兵=%d, 伤害倍数=%f, 时间前进=%d, 秒/Tic=%d, 取消 BobbyRay=%d, 取消 Aim/Merc 装备=%d, 取消士气=%d, 测试=%d。",
	// 25
	L"",
	L"新建连接: 客户端 #%d - '%S'。",
	L"队: %d。",//not used any more
	L"'%s' (客户端 %d - '%S') 已被 '%s' (客户端 %d - '%S' 杀死)",
	L"踢出客户端 #%d - '%S'。",
	// 30
	L"开始排序客户端号。 #1: <取消>, #2: %S, #3: %S, #4: %S",
	L"开始客户端 #%d。",
	L"请求即时模式...",
	L"转回即时模式。",
	L"错误: 转回过程中出现错误。",
	// 35
	L"要解锁笔记本电脑开始雇佣吗？(连接所有客户端？)",
	L"服务器已经解锁笔记本电脑。开始雇佣！",
	L"中断。",
	L"你无法更改着陆点，如果你只是客户端而不是服务器。",
	L"你拒绝投降, 因为你在一个多人游戏中。",
	// 40
	L"你所有的佣兵全部死亡！",
	L"激活观看模式。",
	L"你已被击败！",
	L"对不起, 在多人游戏中无法攀登。",
	L"你雇佣了 '%s'",
	// 45
	L"当开始购买后你不能更换地图",//	L"You cant change the map once purchasing has commenced",
	L"地图改为 '%s'。",//	L"Map changed to '%s'",
	L"玩家 '%s' 断开连接, 踢出游戏",//	L"Client '%s' disconnected, removing from game",
	L"您已经断开连接，返回主菜单。",//	L"You were disconnected from the game, returning to the Main Menu",
	L"连接失败, 5秒内重试, 还有%i次重试机会……",//	L"Connection failed, Retrying in 5 seconds, %i retries left...",
	//50
	L"连接失败，放弃……",//	L"Connection failed, giving up...",
	L"在另一个玩家进入前您无法开始游戏。",//	L"You cannot start the game until another player has connected",
	L"%s : %s",
	L"发送给所有人",//	L"Send to All",
	L"发送给盟友",//	L"Allies only",
	// 55
	L"此游戏已经开始，无法加入。",//	L"Cannot join game. This game has already started.",
	L"%s (team): %s",
	L"#%i - '%s'",//	L"Client #%i - '%s'",
	L"%S - 100/100",
	L"%S - %i/100",
	// 60
	L"已收到服务器的所有文件。",//	L"Received all files from server.",
	L"'%S' 完成下载。",//	L"'%S' finished downloading from server.",
	L"'%S' 开始从服务器下载。",//	L"'%S' started downloading from server".,
	L"在全部客户端的文件未接收完以前不能开始游戏。",//	L"Cannot start the game until all clients have finished receiving files",
	L"你需要下载修改后的文件才能继续游戏, 你想继续吗？",//	L"This server requires that you download modified files to play, do you wish to continue?",
	// 65
	L"点击 '准备' 进入战术画面。",//	L"Press 'Ready' to enter tactical screen.",
	L"不能连接到服务器，因为你的版本%S和服务器端的版本%S不同。",
	L"你击毙了一个敌人。",
	L"无法启动游戏，因为所有小队都一样。", //L"Cannot start the game, because all teams are the same.",
	L"服务器使用了新装备系统（NIV），但是你的屏幕分辨率不支持NIV。", //
	// 70
	L"无法保存接收文件'%S'",
	L"%s的炸弹被%s拆除了",
	L"你输了，真丢人",	// All over red rover
	L"禁用观众模式",
	L"选择所要踢出游戏的用户：#1: <取消>, #2: %S, #3: %S, #4: %S",
	// 75
	L"队伍%s被消灭了。",
	L"客户端初始化失败。结束游戏。",
	L"客户端连接中断，强行关闭。",
	L"客户端无响应。",
	L"提示：如果游戏卡死（对手进度条不动），告知服务端然后按ALT+E获取控制权！",	
	// 80
	L"AI回合 - %d剩余",	
};

STR16 gszMPEdgesText[] =
{
	L"北", //L"N",
	L"东", //L"E",
	L"南", //L"S",
	L"西", //L"W",
	L"中", //L"C",	// "C"enter
};

STR16 gszMPTeamNames[] =
{
	L"F小队",
	L"B小队",
	L"D小队",
	L"C小队",
	L"N/A",		// Acronym of Not Applicable
};

STR16 gszMPMapscreenText[] =
{
	L"游戏类型: ",//	L"Game Type: ",
	L"玩家: ",//	L"Players: ",
	L"所拥有的佣兵: ",//	L"Mercs each: ",
	L"手提电脑打开时你无法开始移动。",//	L"You cannot change starting edge once Laptop is unlocked.",
	L"手提电脑开启后你无法更换队伍。",//	L"You cannot change teams once the Laptop is unlocked.",
	L"随机佣兵: ",//	L"Random Mercs: ",
	L"Y",
	L"难度:",//	L"Difficulty:",
	L"服务器版本:",   //Server Version
};

STR16 gzMPSScreenText[] =
{
	L"记分板",//	L"Scoreboard",
	L"继续",//	L"Continue",
	L"取消",//	L"Cancel",
	L"玩家",//	L"Player",
	L"杀人数",//	L"Kills",
	L"死亡数",//	L"Deaths",
	L"女王的部队",//	L"Queen's Army",
	L"命中数",//	L"Hits",
	L"脱靶数",//	L"Misses",
	L"准确度",//	L"Accuracy",
	L"损害量",//	L"Damage Dealt",
	L"受损量",//	L"Damage Taken",
	L"请等待服务器指令按‘继续’。", //L"Please wait for the server to press 'Continue'.",
};

STR16 gzMPCScreenText[] =
{
	L"取消",//	L"Cancel",
	L"连接到服务器",//	L"Connecting to Server",
	L"获得服务器设置",//	L"Getting Server Settings",
	L"下载定制文件",//	L"Downloading custom files",
	L"按 'ESC' 取消，'Y' 开始聊天",//	L"Press 'ESC' to cancel or 'Y' to chat",
	L"按 'ESC' 取消", //	L"Press 'ESC' to cancel",
	L"准备", //	L"Ready",
};

STR16 gzMPChatToggleText[] =
{
	L"发送给所有人",//	L"Send to All",
	L"发送给盟友",//	L"Send to Allies only",
};

STR16 gzMPChatboxText[] =
{
	L"多人聊天",//	L"Multiplayer Chat",
	L"聊天: 按 'Enter' 发送，'Esc' 取消。",//	L"Chat: Press 'ENTER' to send of 'ESC' to cancel.",
};


STR16 pSkillTraitBeginIMPStrings[] =
{
	// For old traits 用于旧特长
	L"下一页你必须依照你作为雇佣兵的专业选择特长。注意你只能选择两种一般特长或者一种专家级特长。",
	L"你可以只选择一个专家特长或者干脆什么也不选，作为回报你会得到额外的能力点数。注意电子、左右开弓和伪装是没有专家级的。",
	// For new major/minor traits 用于新的主/副特长
	L"下一步你将会为你的佣兵选择专业技能。在第一页你可以选择%d项潜在主技能，代表佣兵在你的小队里的角色，第二页你可以选择副技能，代表个人特征。", // L"Next stage is about choosing your skill traits according to your professional specialization as a mercenary. On first page you can select up to %d potential major traits, which mostly represent your main role in a team. While on second page is a list of possible minor traits, which represent personal feats.",
	L"最多只能选择%d项。这意味着如果你没有选择主技能，你可以选择%d项副技能。如果你选择了两个主技能（或者一个加强技能），你只能再选择%d项副技能。", // L"No more then %d choices altogether are possible. This means that if you choose no major traits, you can choose %d minor traits. If you choose two major traits (or one enhanced), you can then choose only %d minor trait(s)...",
};

STR16 sgAttributeSelectionText[] =
{
	L"请 按 照 你 对 自 己 的 感 觉 ， 调 整 你 的 各 项 能 力 值 。 各 项 能 力 值 的 最 大 值 为",
	L"I.M.P 能力值和技能概览。",
	L"奖励点数 :",
	L"开始等级",
	// New strings for new traits
	L"下一页你将设定你的属性（生命，敏捷，灵敏，力量和智力）和基本技能。属性不能低于%d。",
	L"其余的是“技能”，它可以设定为零，表示你对此一窍不通。",
	L"所有初始数值都设置在最低，其中有一些数值因为你选择的特技而被设在一个最低标准，不能低于该标准。",
};

STR16 pCharacterTraitBeginIMPStrings[] =
{
	L"I.M.P 性格分析",
	L"现在开始你个人档案的建立，在第一页会有一些性格特质给你的角色选择，可能你会发觉列出的选择未能完全反映你的性格，但是请至少选择一样你认为最接近你的。",
	L"下面来设定你性格上的缺陷，相信自己做一个诚实的孩子吧！每个人至少都有一种缺陷的。真实反映有助于让你的未来雇主更能了解你的潜力，避免给你安排不利的工作环境。",
};

STR16 gzIMPAttitudesText[]=
{
	L"平常",
	L"友善",
	L"独行侠",
	L"乐观主义者",
	L"悲观主义者",
	L"有侵略性",
	L"傲慢自大",
	L"大人物",
	L"神憎鬼厌",
	L"胆小鬼",
	L"I.M.P 性格特征",
};

STR16 gzIMPCharacterTraitText[]=
{
	L"普通",
	L"喜欢社交",
	L"独行侠",
	L"乐观",
	L"坚定自信",
	L"知识份子",
	L"野性",
	L"侵略性",
	L"镇定",
	L"无所畏惧",
	L"和平主义者",
	L"恶毒",
	L"爱炫耀",
	L"懦夫", //L"Coward",
	L"I.M.P 性格特征",
};

STR16 gzIMPColorChoosingText[] = 
{
	L"I.M.P 颜色及身型",
	L"I.M.P 颜色",
	L"请选择你喜欢的IMP发色、肤色、服装颜色以及体型。",
	L"请选择你喜欢的IMP发色、肤色、服装颜色。",
	L"点选这里佣兵将单手持大枪。",
	L"\n(提示: 你必须有强壮体格。)",
};

STR16 sColorChoiceExplanationTexts[]=
{
	L"头色",
	L"肤色",
	L"上衣颜色",
	L"裤子颜色",
	L"一般体型",
	L"魔鬼身材",
};

STR16 gzIMPDisabilityTraitText[]=
{
	L"身心健全",
	L"怕热",
	L"神经质",
	L"幽闭恐慌症",
	L"旱鸭子",
	L"怕虫",
	L"健忘",
	L"神经错乱",
	L"聋子", //L"Deaf",
	L"近视眼", //L"Shortsighted",
	L"血友病",//L"Hemophiliac",
	L"恐高", //L"Fear of Heights",
	L"自残倾向", //L"Self-Harming",
	L"I.M.P 性格缺陷",
};

STR16 gzIMPDisabilityTraitEmailTextDeaf[] =
{
	L"我们觉得你肯定会因为这不是语音信息很高兴。", //L"We bet you're glad this isn't voicemail.",
	L"你不是小时候去迪厅去多了，就是离大规模火炮轰击太近，或者就是太老了。总之，你的队友最好开始学习手语了。", // L"You've either visited to many discos in your teens, or were to close a massive artillery bombardment. Or just old. Either way, your team better learn sign language.",
};

STR16 gzIMPDisabilityTraitEmailTextShortSighted[] =
{
	L"如果丢了眼镜你就死定了。", // L"You'll be screwed if you ever lose your glasses.",
	L"因为你在发光的长方体前面花了太久时间。你应该多吃点胡萝卜，你见过戴眼镜的兔子么？没有吧。", // L"That happens when you spend your days in front of glowing rectangles. You should have eaten more carrots. Ever seen a rabbit with glasses? Figures.",
};

STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] =
{
	L"你确信这个工作适合你么？",//L"Are you SURE this is the right job for you?",
	L"只要你够NB永远不被枪打中，或者战斗只在设施完备的医院中进行，应该就会没事的。",//L"As long as you are so good to never ever get hit, or fight only in fully staffed hospitals, you should be fine.",
};

STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]=
{
	L"这么说吧，你是个走路鸡。", //L"Let's just say you are a grounded person.",
	L"登高啊，上房啊，爬山什么的任务啊对你来说很艰难，我们推荐你去没有山的地方执行任务，比如荷兰。", //L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.",
};

STR16 gzIMPDisabilityTraitEmailTextSelfHarm[] =
{
	L"你应该经常消毒你的刀子。", //L"Might want to make sure your knives are always clean.",
	L"你对刀子有种特别的感情。我不是说你害怕刀子，而是完全相反的那种感情，你懂吧？", //L"You have some issues with knives. Not that you tend to avoid them, quite the opposite, really.",
};

// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
STR16 gzFacilityErrorMessage[]=
{
	L"%s缺乏所需要的力量。",
	L"%s缺乏所需要的敏捷。",
	L"%s缺乏所需要的灵活。",
	L"%s缺乏所需要的生命值。",
	L"%s缺乏所需要的智慧。",
	L"%s缺乏所需要的枪法。",
	// 6 - 10
	L"%s缺乏所需要的医疗技能。",
	L"%s缺乏所需要的机械技能。",
	L"%s缺乏所需要的领导能力。",
	L"%s缺乏所需要的爆破技能。",
	L"%s缺乏所需要的经验（等级）。",
	// 11 - 15
	L"%s的士气不足不能完成这项任务。",
	L"%s过度疲劳, 不能完成这项任务。",
	L"%s的忠诚度不足，当地人拒绝让你执行这项任务。",
	L"已经有太多人被分配到%s了。",
	L"已经有太多人在%s执行这项任务了。",
	// 16 - 20
	L"%s找不到更多需要修理的物品。",
	L"%s损失了一些%s, 在%s的工作中！",
	L"%s损失了一些%s, 在%s, %s的工作中！",
	L"%s在%s工作时负伤，急需医护！",
	L"%s在%s，%s工作时负伤，急需医护！",
	// 21 - 25
	L"%s在%s工作时负伤，只不过是皮外伤。",
	L"%s在%s，%s工作时负伤，只不过是皮外伤。",
	L"%s地区的居民似乎对%s的出现不满。",
	L"%s地区的居民似乎对%s在%s的行为不满。",
	L"%s在%s的所作所为造成地区忠诚度下降！",
	// 26 - 30
	L"%s在%s, %s的所作所为造成了该地区忠诚度下降！",
	L"%s喝高了。", // <--- This is a log message string.
	L"%s在%s得了重病, 被暂时解职了。",
	L"%s得了重病, 无法继续在%s, %s的活动。",
	L"%s在%s负伤了。", // <--- This is a log message string.
	// 31 - 35
	L"%s在%s负了重伤。", //<--- This is a log message string.
	L"现在这里有俘虏能认得出%s。", 
	L"%s现在是人尽皆知的佣兵告发者。至少需要再等%d小时。",   //L"%s is currently well known as a mercenary snitch. Wait at least %d more hours.",


};

STR16 gzFacilityRiskResultStrings[]=
{
	L"力量",
	L"灵活",
	L"敏捷",
	L"智慧",
	L"生命",
	L"枪法",
	// 5-10
	L"领导",
	L"机械",
	L"医疗",
	L"爆破",
};

STR16 gzFacilityAssignmentStrings[]=
{
	L"环境",
	L"工作人员",
	L"饮食",
	L"休息",
	L"修理物品",
	L"修理%s", // Vehicle name inserted here
	L"修理机器人",
	// 6-10
	L"医生",
	L"病人",
	L"锻炼力量",
	L"锻炼敏捷",
	L"锻炼灵活",
	L"锻炼生命",
	// 11-15
	L"锻炼枪法",
	L"锻炼医疗",
	L"锻炼机械",
	L"锻炼领导",
	L"锻炼爆破",
	// 16-20
	L"学习力量",
	L"学习敏捷",
	L"学习灵活",
	L"学习生命",
	L"学习枪法",
	// 21-25
	L"学习医疗",
	L"学习机械",
	L"学习领导",
	L"学习爆破",
	L"训练力量",
	// 26-30
	L"训练敏捷",
	L"训练灵活",
	L"训练生命",
	L"训练枪法",
	L"训练医疗",
	// 30-35
	L"训练医疗",
	L"训练领导",
	L"训练爆破",
	L"审讯俘虏", //L"Interrogate Prisoners",
	L"便衣揭发",
	// 36-40
	L"传播谣言",
	L"传播谣言",	// spread propaganda (globally)
	L"搜集谣言",
    L"指挥民兵",	//L"Command Militia", militia movement orders
};
STR16 Additional113Text[]=
{
	L"铁血联盟2 v1.13 窗口模式需要一个16bpp的颜色深度。",
	L"铁血联盟2 v1.13 全屏模式(%d x %d)不支持你的显示屏分辨率。\n请改变游戏分辨率或使用16bpp窗口模式。",	//L"Jagged Alliance 2 v1.13 fullscreen mode (%d x %d) is not supported by your primary screen.\nPlease either change the game resolution or use 16bpp windowed mode.",
	L"存盘文件%s读取错误：存盘文件的（%d）数量跟Ja2_Options.ini设置的（%d）不一致。", //L"Internal error in reading %s slots from Savegame: Number of slots in Savegame (%d) differs from defined slots in ja2_options.ini settings (%d)",	
	// WANNE: Savegame slots validation against INI file
	L"佣兵 (MAX_NUMBER_PLAYER_MERCS) / 交通工具 (MAX_NUMBER_PLAYER_VEHICLES)",
	L"敌人 (MAX_NUMBER_ENEMIES_IN_TACTICAL)",
	L"动物 (MAX_NUMBER_CREATURES_IN_TACTICAL)",
	L"民兵 (MAX_NUMBER_MILITIA_IN_TACTICAL)",
	L"平民 (MAX_NUMBER_CIVS_IN_TACTICAL)",

};

// SANDRO - Taunts (here for now, xml for future, I hope)
// MINTY - Changed some of the following taunts to sound more natural
STR16 sEnemyTauntsFireGun[]=
{
	L"吃我一发吧！",
	L"兔崽子，来见你外公！", // MINTY - "Touch this" just doesn't sound right, so I changed it to a Scarface quote.
	L"放马过来吧！",
	L"你是我的了！",
	L"去死吧！",
	L"害怕了吗？操你妈妈的！",
	L"这会很痛的哦！",
	L"来吧你这个混蛋！",
	L"战吧！很快就会分出胜负的！",
	L"过来爸爸的怀抱里吧！",
	L"你的葬礼马上就会举行的了！",
	L"小样！你很快就会被打包寄回去的！",
	L"嘿！想玩玩是吧？",
	L"臭婊子，你早应该呆在家里！",
	L"靠！",
};

STR16 sEnemyTauntsFireLauncher[]=
{

	L"把你们做成烤肉！",// L"Barbecue time!",
	L"送给你的礼物！",// L"I got a present for ya.",
	L"灰飞烟灭吧！",// L"Bam!",
	L"说“茄子”！",// L"Smile!",
};

STR16 sEnemyTauntsThrow[]=
{
	L"给我接住！",
	L"这是给你的！",
	L"老鼠给我出来吧！",
	L"这个是专门给你尝尝的。",
	L"灭哈哈哈哈哈！",
	L"接住吧！猪头！",
	L"我就喜欢这样！",
};

STR16 sEnemyTauntsChargeKnife[]=
{
	L"我要把你的头皮活活剥下来!死人头！",
	L"来跟我玩玩吧！",
	L"我要让你开肠破肚！",
	L"我会把你碎尸万段！",
	L"他妈的！",
};

STR16 sEnemyTauntsRunAway[]=
{
	L"靠！看来我们遇到纯爷们了...",
	L"我参加军队是为了抢娘们而不是来送死的！",
	L"我受够啦！",
	L"上帝啊！救救我吧！",
	L"我可不想白白送死...",
	L"妈妈咪啊！",
	L"老子还会回来的！后会有期！",

};

STR16 sEnemyTauntsSeekNoise[]=
{
	L"我似乎听见啥了！",
	L"谁在那里？",
	L"搞什么搞？",
	L"嘿！是谁？...",

};

STR16 sEnemyTauntsAlert[]=
{
	L"他们就在那里！",
	L"现在我们来玩玩吧！",
	L"我没想到会变成这样...",

};

STR16 sEnemyTauntsGotHit[]=
{
	L"啊啊啊！",
	L"呜呜！",
	L"痛死我啦！",
	L"操你妈妈的！",
	L"你会后悔的！",
	L"什么..！",
	L"你现在可是真把爷我惹火了。",

};

STR16 sEnemyTauntsNoticedMerc[]=
{
	L"草…我草！", //L"Da'ffff...!",
	L"我的天哪！", //L"Oh my God!",
	L"真他妈的！", //L"Holy crap!",
	L"有敌人！", //L"Enemy!!!",
	L"警报！警报！", //L"Alert! Alert!",
	L"这儿有一个！", //L"There is one!",
	L"进攻！", //L"Attack!",

};

//////////////////////////////////////////////////////
// HEADROCK HAM 4: Begin new UDB texts and tooltips
//////////////////////////////////////////////////////
STR16 gzItemDescTabButtonText[] =
{
	L"说明",
	L"常规",
	L"进阶",
};

STR16 gzItemDescTabButtonShortText[] =
{
	L"说明",
	L"常规",
	L"进阶",
};

STR16 gzItemDescGenHeaders[] =
{
	L"基本性能",
	L"附加性能",
	L"AP 消耗",
	L"点射 / 连发",
};

STR16 gzItemDescGenIndexes[] =
{
	L"参数图标",
	L"0",
	L"+/-",
	L"=",
};

STR16 gzUDBButtonTooltipText[]=
{
	L"|说|明|页|面:\n \n显示该物品基本的文字描述。",
	L"|常|规|性|能|页|面:\n \n显示该物品的详细性能数据。\n \n武器：再次点击进入第二页。",
	L"|进|阶|性|能|页|面:\n \n显示使用该物品的额外效果。",
};

STR16 gzUDBHeaderTooltipText[]=
{
	L"|基|本|性|能:\n \n由物品类别（武器/护甲/杂物）决定的基本性能与数据。",
	L"|附|加|性|能:\n \n该物品的附加特性，以及（或）附加能力。",
	L"|A|P |消|耗:\n \n使用这件武器需要耗费的AP。",
	L"|点|射 |/ |连|发|性|能:\n \n武器在点射/连发模式下的相关数据。",
};

STR16 gzUDBGenIndexTooltipText[]=
{
	L"|参|数|图|标\n \n鼠标悬停显示参数名称。",
	L"|基|本|数|值\n \n该物品使用的基本数值，不包括由附件或弹药导致的\n奖励或惩罚。",
	L"|附|件|加|成\n \n弹药，附件或较差的物品状态导致的\n奖励或惩罚。",
	L"|最|终|数|值\n \n该物品使用的最终数值，包括所有由附件或弹药导致的\n奖励或惩罚。",
};

STR16 gzUDBAdvIndexTooltipText[]=
{
	L"参数图标（鼠标悬停显示名称）",
	L"|站|立 姿态的奖励/惩罚 ",
	L"|蹲|伏 姿态的奖励/惩罚 ",
	L"|匍|匐 姿态的奖励/惩罚 ",
	L"奖励/惩罚",
};

STR16 szUDBGenWeaponsStatsTooltipText[]=
{
	L"|精|度",   //L"|A|c|c|u|r|a|c|y",
	L"|杀|伤|力",   //L"|D|a|m|a|g|e",
	L"|射|程",   //L"|R|a|n|g|e",
	L"|操|控|难|度",   //L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y",
	L"|精|瞄|等|级",   //L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s",
	L"|瞄|准|镜|倍|率",   //L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r",
	L"|红|点|效|果",   //L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r",
	L"|消|焰",   //L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h",
	L"|噪|音",   //L"|L|o|u|d|n|e|s|s",
	L"|可|靠|性",   //L"|R|e|l|i|a|b|i|l|i|t|y",
	L"|修|理|难|度",   //L"|R|e|p|a|i|r |E|a|s|e",
	L"|精|瞄|最|低|有|效|距|离",   //L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s",
	L"|命|中|率|修|正",	   //L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
	L"|举|枪|A|P",   //L"|A|P|s |t|o |R|e|a|d|y",
	L"|单|发|A|P",   //L"|A|P|s |t|o |A|t|t|a|c|k",
	L"|点|射|A|P",   //L"|A|P|s |t|o |B|u|r|s|t",
	L"|连|发|A|P",   //L"|A|P|s |t|o |A|u|t|o|f|i|r|e",
	L"|换|弹|匣|A|P",   //L"|A|P|s |t|o |R|e|l|o|a|d",
	L"|手|动|上|弹|A|P",   //L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r",
	L"|横|向|后|坐|力",   //L"|L|a|t|e|r|a|l |R|e|c|o|i|l",	// No longer used
	L"|后|坐|力",   //L"|T|o|t|a|l |R|e|c|o|i|l",
	L"|连|发|子|弹|数/5|A|P",   //L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s",
};

STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
{
	L"\n \n决定该武器发射的子弹偏离瞄准点的远近。\n \n数值范围：0~100。该数值越高越好。",
	L"\n \n决定该武器发射的子弹的平均伤害，不包括\n护甲或穿甲修正。\n \n该数值越高越好。",
	L"\n \n从该枪射出的子弹在落地前的\n最大飞行距离（格数）。\n \n该数值越高越好。",
	L"\n \n决定握持该武器进行射击时的操控难度。\n \n操控难度越高，命中率越低。\n \n该数值越低越好。",
	L"\n \n这个数值显示了该武器的精瞄等级。\n \n精瞄等级越低，每次瞄准获得的命中率加成越\n高。因此，精瞄等级要求较低的武器可以在不损\n失精度的情况下更快地瞄准。\n \n该数值越低越好。",
	L"\n \n该值大于1.0时，远距离瞄准中的误差会按比例减小。\n \n \n请注意，高倍率瞄准镜不利于射击距离过近的目标。\n \n \n该值为1.0则说明该武器未安装瞄准镜。\n",
	L"\n \n在一定距离上按比例减少瞄准误差。\n \n红点效果只在一定距离内有效，因为超过该距离\n光点就会开始暗淡，最终在足够远处消失。\n \n该数值越高越好。",
	L"\n \n该属性起作用时，武器发射不会产生枪焰。\n \n \n敌人不能通过枪焰判断你的位置，但是他们仍然可\n能听到你。",
	L"\n \n该参数显示了武器开火时枪声传播的\n范围（格数）。\n \n此范围内的敌人均有可能听到枪声。\n \n该数值越低越好。",
	L"\n \n决定了该武器使用时损耗的快慢。\n \n该数值越高越好。",
	L"\n \n决定了修理难度以及谁可以完全修复其损坏值。\n \n绿色 = 任何人都可以修理。\n \n黄色 = 只有工兵和特殊NPC可以修复损坏值。\n \n红色 = 这个物品不能被修理。\n \n该数值越高越好。",  //L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
	L"\n \n瞄准镜提供瞄准命中率加成的最短距离。\n（再近就无效了）",
	L"\n \n激光瞄准器提供的命中率修正。",	
	L"\n \n端枪准备开火所需的AP。\n \n举起该武器后，连续发射不会再消\n耗举枪AP。\n \n但是，除转向和开火之外的其它动作均会放\n下武器。\n \n该数值越低越好。",
	L"\n \n该武器射出单发子弹所需的AP。\n \n对于枪械而言，该数值显示了在不精瞄的情况下发射\n一发子弹的AP消耗。\n \n如果该图标为灰色，则该武器不可单发射击。\n \n该数值越低越好。",
	L"\n \n一次点射所需的AP。\n \n每次点射的子弹数由枪支本身决定，并\n显示在该图标上。\n \n如果该图标发灰，则该武器不可点射。\n \n该数值越低越好。",
	L"\n \n连发模式下，该武器一次齐射三发子弹所需的AP。\n \n超过3发子弹，则需要额外的AP。\n \n如果该图标发灰，则该武器不可连发。\n \n该数值越低越好。",
	L"\n \n重新装填榴弹/更换弹匣所需的AP。\n \n该数值越低越好。",
	L"\n \n在射击间歇为该武器手动上弹的AP消耗。\n \n该数值越低越好。",
	L"\n \n该参数是武器枪口在单发或连发时每颗子弹所造成的水平偏移量。\n \n正数表示向右移动。\n \n负数表示向左移动。\n \n越接近0越好。",	//L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", // No longer used
	L"\n \n该参数是武器枪口在单发或自动模式下每发子弹所造成的最大偏移量。\n \n该数值越低越好。",   //L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", //HEADROCK HAM 5: Altered to reflect unified number.
	L"\n \n该参数显示了该武器每多花费5AP在连发模式时\n可多发射的子弹数。\n \n该数值越高越好。",
	L"\n \n决定了修理该武器的难度以及谁可以完全修复其损坏值。\n \n绿色 = 任何人都可以修理。\n \n黄色 = 只有特殊NPC可以修复损坏值。\n \n红色 = 这个物品不能被修理。\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair\nthis weapon and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
};

STR16 szUDBGenArmorStatsTooltipText[]=
{
	L"|防|护|值",
	L"|覆|盖|率",
	L"|损|坏|率",
	L"|修|理|难|度",
};

STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
{
	L"\n \n这是护具最重要的属性，决定了其可以吸收多\n少伤害。然而，穿甲攻击以及其它的随机因素\n都可能对最终的伤害值产生影响。\n \n该数值越高越好。",
	L"\n \n决定该护具对身体的防护面积。\n \n如果该值低于100%，则攻击有可能\n对未被护具保护的部分身体造成最大伤害。\n该数值越高越好。",
	L"\n \n显示护具被击中时的磨损速率，与其\n吸收的伤害成比例。\n该数值越低越好。",
	L"\n \n决定了护甲修理难度以及谁可以完全修复其损坏值。\n \n绿色 = 任何人都可以修理。\n \n黄色 = 只有工兵和特殊NPC可以修复损坏值。\n \n红色 = 这个物品不能被修理。\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
	L"\n \n决定了护甲修理难度以及谁可以完全修复其损坏值。\n \n绿色 = 任何人都可以修理。\n \n黄色 = 只有特殊NPC可以修复损坏值。\n \n红色 = 这个物品不能被修理。\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair\nthis armor and who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
};

STR16 szUDBGenAmmoStatsTooltipText[]=
{
	L"|侵|彻|力|（|穿|甲|弹|）",
	L"|翻|搅|力|（|开|花|弹|）",
	L"|爆|炸|力|（|炸|子|儿|）",
	L"|过|热|修|正",
	L"|毒|性|百|分|比",
	L"|污|垢|修|正",
};

STR16 szUDBGenAmmoStatsExplanationsTooltipText[]=
{
	L"\n \n即子弹穿透目标护甲的能力。\n \n该值小于1时，被子弹命中的护甲的防护值会成比例减少。\n \n反之，当该值大于1时，则增加\n目标护甲的防护值。\n \n该数值越低越好。",
	L"\n \n该值决定子弹打穿护甲击中身体时的伤害力\n加成。\n \n该值大于1时，子弹在穿过护甲后会增加伤害。\n \n当该值小于1时，子弹穿过护甲后会减少伤害。\n \n该数值越高越好。",
	L"\n \n该值是子弹在击中目标前已经造成的潜在伤害的倍率。\n \n大于1的数值可以增加伤害，反之\n则减少伤害。\n \n该数值越高越好。",
	L"\n \n子弹温度系数。\n \n该数值越低越好。",
	L"\n \n该值决定子弹伤害中具有毒性的百分比。",
	L"\n \n弹药造成的额外污垢。\n \n该数值越低越好。",
};

STR16 szUDBGenExplosiveStatsTooltipText[]=
{
	L"|杀|伤|力",
	L"|眩|晕|杀|伤|力",
	L"|爆|炸|杀|伤|力",
	L"|爆|炸|范|围",
	L"|眩|晕|爆|炸|范|围",
	L"|噪|音|扩|散|范|围",
	L"|催|泪|毒|气|初|始|范|围",
	L"|芥|子|毒|气|初|始|范|围",
	L"|照|明|初|始|范|围",
	L"|烟|雾|初|始|范|围",
	L"|燃|烧|初|始|范|围",
	L"|催|泪|毒|气|最|终|范|围",
	L"|芥|子|毒|气|最|终|范|围",
	L"|照|明|最|终|范|围",
	L"|烟|雾|最|终|范|围",
	L"|燃|烧|最|终|范|围",
	L"|效|果|持|续|时|间",
	// HEADROCK HAM 5: Fragmentation
	L"|碎|片|数|量",
	L"|碎|片|单|片|杀|伤",
	L"|碎|片|半|径",
	// HEADROCK HAM 5: End Fragmentations
	L"|噪|音",
	L"|挥|发|性",
	L"|修|理|难|度",
};

STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
{
	L"\n \n本次爆炸造成的伤害值。\n \n爆炸型爆破品只在被引爆时造成一次性伤害，而\n具有持续效果的爆破品每回合都可以造成伤\n害，直到效果消失。\n \n该数值越高越好。",
	L"\n \n爆破造成的非致命性眩晕伤害值。\n \n爆炸型爆破品只在被引爆时造成一次性伤害，而\n具有持续效果的爆破品每回合都可以造成伤\n害，直到效果消失。\n \n该数值越高越好。",
	L"\n \n该爆破品不会弹来弹去。\n \n它一碰到任何实物就会立刻爆炸！",
	L"\n \n这是该爆破品的有效杀伤半径。\n \n目标距爆炸中心越远，受到的伤害越少。\n \n该数值越高越好。",
	L"\n \n这是该爆破品的眩晕伤害半径。\n \n目标距爆炸中心越远，受到的伤害越少。\n \n该数值越高越好。",
	L"\n \n这是该陷阱所发出噪音的传播距离。\n \n在该距离之内的士兵可能听到这个噪音\n并有所警觉。\n \n该数值越高越好。",
	L"\n \n这是该爆破品释放出的催泪毒气的初始半径。\n \n除非佩戴了防毒面具，否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害。\n \n下方则显示了该效果的作用半径与持续时间。\n \n该数值越高越好。",
	L"\n \n这是该爆破品释放出的芥子毒气的初始半径。\n \n除非佩戴了防毒面具，否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害。\n \n下方则显示了该效果的作用半径与持续时间。\n \n该数值越高越好。",
	L"\n \n这是该爆破品发光的初始半径。\n \n距爆炸中心较近的格子会变得非常明亮，而接近\n边缘的格子只会比平常亮一点点。\n \n下方则显示了该效果的作用半径与持续时间。\n \n该数值越高越好。",
	L"\n \n这是该爆破品释放烟雾的初始半径。\n \n除非佩戴了防毒面具，否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害。\n（如果有的话）更重要的是，烟雾中的人\n极难被发现，同时他们也会失\n去很大一部分视距。\n \n请查看最大半径和有效时间（显示在下面）。\n \n该数值越高越好。",
	L"\n \n这是该爆破品释放出的火焰的初始半径。\n \n在该半径之内的敌人每回合都会受到所列出的\n物理伤害与眩晕伤害。\n \n下方则显示了该效果的作用半径与持续时间。\n \n该数值越高越好。",
	L"\n \n这是该爆破品释放出的催泪毒气消散前的最大\n半径。\n \n除非佩戴了防毒面具，否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害。\n \n请同时查看初始半径和有效时间。\n \n该数值越高越好。",
	L"\n \n这是该爆破品释放出的芥子毒气消散前的最大\n半径。\n \n除非佩戴了防毒面具，否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害。\n \n请同时查看初始半径和有效时间。\n \n该数值越高越好。",
	L"\n \n这是该爆破品发出的亮光消失前的半径。\n \n离爆炸中心较近的格子会变得非常亮，而接近\n边缘的格子只会比平常稍亮。\n \n留意初始半径和有效时间。\n \n也请记住，与其它爆破品不同的是照明效果会随\n着时间流逝越来越小直到消失。\n \n该数值越高越好。",
	L"\n \n这是该爆破品释放的烟雾消散前的最大半径。\n \n除非佩戴了防毒面具，否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害。\n（如果有的话）更重要的是，烟雾中的人\n极难被发现，同时他们也会失\n去很大一部分视距。\n \n请同时查看初始半径和有效时间。\n \n该数值越高越好。",
	L"\n \n这是该爆破品释放的火焰熄灭前的最大半径。\n \n在该半径之内的敌人每回合都会受到所列出的\n物理伤害与眩晕伤害。\n \n请同时查看初始半径和有效时间。\n \n该数值越高越好。",
	L"\n \n这是爆炸效果的持续时间。\n \n爆炸效果的范围每回合都会向所有的方向增加一\n格，直到其半径达到所列出的最大值。\n \n一旦持续时间过去，爆炸效果就会完全消失。\n \n注意照明类的爆炸与众不同，会随着时间\n流逝越来越小。\n \n该数值越高越好。",
	// HEADROCK HAM 5: Fragmentation
	L"\n \n这是爆炸中溅射出碎片的数量。\n \n碎片和子弹类似，会击中任何距离太近的人。\n \n该数值越高越好。",
	L"\n \n这是爆炸中溅射出碎片的潜在伤害。\n \n该数值越高越好。",
	L"\n \n这是爆炸中溅射出碎片的平均散布范围。\n \n或近或远，这里是取平均值。\n \n该数值越高越好。",
	// HEADROCK HAM 5: End Fragmentations
	L"\n \n这是爆破品爆炸时发出的声音能够被佣兵和敌\n军听到的距离（格数）。\n \n听到爆炸声的敌人会察觉到你。\n \n该数值越低越好。",
	L"\n \n这个数值代表该爆破品受到伤害时（如其它爆破品在\n近处爆炸）自身爆炸的几率（100以内）。\n \n因此携带高挥发性爆破品进入战斗极其危险，应\n当极力避免。\n \n数值范围：0~100，该数值越低越好。",
	L"\n \n决定了炸药的修理难度以及谁可以完全修复其损坏值。\n \n绿色 = 任何人都可以修理。\n \n红色 = 这个物品不能被修理。\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.",
};

STR16 szUDBGenCommonStatsTooltipText[]=
{
	L"|修|理|难|度",
	L"|可|用|数|量", //L"|A|v|a|i|l|a|b|l|e |V|o|l|u|m|e",
	L"|数|量", //L"|V|o|l|u|m|e",
};

STR16 szUDBGenCommonStatsExplanationsTooltipText[]=
{
	L"\n \n决定了修理难度以及谁可以完全修复其损坏值。\n \n绿色 = 任何人都可以修理。\n \n红色 = 这个物品不能被修理。\n \n该数值越高越好。", //L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.",
	L"\n \n决定了这个携行具的可用空间。\n \n该数值越高越好。", //L"\n \nDetermines how much space is available on this MOLLE carrier.\n \nHigher is better.",
	L"\n \n决定了这个携行具已被占用的空间。\n \n该数值越低越好。", //L"\n \nDetermines how much space this MOLLE pocket will occupy.\n \nLower is better.",
};

STR16 szUDBGenSecondaryStatsTooltipText[]=
{
	L"|曳|光|弹",
	L"|反|坦|克|弹",
	L"|破|甲",
	L"|酸|腐|弹",
	L"|破|锁|弹",
	L"|防|爆",
	L"|防|水",
	L"|电|子|产|品",
	L"|防|毒|面|具",
	L"|需|要|电|池",
	L"|能|够|开|锁",
	L"|能|够|剪|线",
	L"|能|够|撬|锁",
	L"|金|属|探|测|器",
	L"|远|程|引|爆|装|置",
	L"|远|程|爆|破|引|信",
	L"|定|时|爆|破|引|信",
	L"|装|有|汽|油",
	L"|工|具|箱",
	L"|热|成|像|仪",
	L"|X|光|射|线|仪",
	L"|装|饮|用|水",
	L"|装|酒|精|饮|品",
	L"|急|救|包",
	L"|医|药|箱",
	L"|破|锁|炸|弹",
	L"|饮|料",
	L"|食|物",
	L"|输|弹|带", //L"|A|m|m|o |B|e|l|t",
	L"|机|枪|手|背|包", //L"|A|m|m|o |V|e|s|t",
	L"|拆|弹|工|具", //L"|D|e|f|u|s|a|l |K|i|t",
	L"|间|谍|器|材", //L"|C|o|v|e|r|t |I|t|e|m",
	L"|不|会|损|坏", //L"|C|a|n|n|o|t |b|e |d|a|m|a|g|e|d",
	L"|金|属|制|品", //L"|M|a|d|e |o|f |M|e|t|a|l",
	L"|水|中|下|沉", //L"|S|i|n|k|s",
	L"|双|手|操|作", //|T|w|o|-|H|a|n|d|e|d",
	L"|挡|住|准|心", //L"|B|l|o|c|k|s |I|r|o|n |S|i|g|h|t|s",
	L"|反|器|材|弹|药", //L"|A|n|t|i|-|M|a|t|e|r|i|a|l |A|m|m|o",
	L"|面|部|防|护", //L"|F|a|c|e |P|r|o|t|e|c|t|i|o|n",
	L"|感|染|防|护", //L"|I|n|f|e|c|t|i|o|n |P|r|o|t|e|c|t|i|o|n",	 // 39
	L"|护|盾", //L"|S|h|i|e|l|d",
	L"|照|相|机",		//L"|C|a|m|e|r|a",
	L"|掩|埋|工|具|", //L"|B|u|r|i|a|l |M|o|d|i|f|i|e|r",
	L"|空|血|包",	//L"|E|m|p|t|y |B|l|o|o|d |B|a|g",
	L"|血|包",						//L"|B|l|o|o|d |B|a|g", 44
	L"|防|火|护|甲",	//L"|R|e|s|i|s|t|a|n|t |t|o |F|i|r|e",
	L"|管|理|能|力|增|益|器",	//L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |M|o|d|i|f|i|e|r",
	L"|间|谍|能|力|增|益|器",	//L"|H|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
	L"|医|用|夹|板", //L"|M|e|d|i|c|a|l |S|p|l|i|n|t",
	L"|阻|燃|弹|药",				//L"|F|i|r|e |R|e|t|a|r|d|a|n|t |A|m|m|o",
	L"|燃|烧|弹|药",  //L"|I|n|c|e|n|d|i|a|r|y |A|m|m|o",
};

STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
{
	L"\n \n在点射或者连射时，曳光弹会产生曳光效果。\n \n由于曳光能够帮助持枪者校准，所以即使考虑\n后座力，该子弹的杀伤仍是致命的；曳光弹\n也能在黑暗中照亮目标。\n \n然而，曳光弹也会暴露射手的位置！\n \n曳光弹会抵消枪口消焰器的效果。",
	L"\n \n这种子弹能够对坦克装甲造成伤害。\n \n没有穿甲属性的子弹不能\n对坦克造成任何伤害。\n \n即使拥有穿甲属性，大部分枪械对于坦克的伤害仍然\n十分有限，所以不要抱有太大的期望。",
	L"\n \n这种子弹完全无视防弹护甲。\n \n无论目标是否穿着防弹衣，被该子弹击中时，都\n将受到全额伤害！",
	L"\n \n当这种子弹击中目标身上的护甲时会使\n护甲快速损坏。\n \n也可能完全破坏目标的护甲。",
	L"\n \n这种子弹对于破锁十分有效。\n \n当门锁或者其它容器的锁被击中时，会被严重损坏。",
	L"\n \n这种防弹装甲对爆炸的防御力是其防护值的四倍。\n \n受到爆炸物伤害时，该护甲的防御数值按照\n装甲属性中列出数值的四倍计算。",
	L"\n \n该物品防水。\n \n它不会因为浸没在水中而受损。没有该属性的\n物品会在持有者游泳时逐渐损坏。",
	L"\n \n该物品是电子产品，含有复杂电路。\n \n电子产品在维修者没有电子技能时很难被修复。\n",
	L"\n \n将该物品佩戴于面部时，使用者不受任何\n有毒气体的伤害。\n \n然而有些腐蚀性气体可以通过腐\n蚀作用穿过这个面罩。",
	L"\n \n该物品需要电池。没有安装电池时使用者不\n能使用这个物品的主要功能。\n \n只要把所需电池安装于该物品的附件栏即可\n（步骤与将瞄准镜安装在步枪上一样）。",
	L"\n \n该物品能够用于开锁。\n \n（用技巧）开锁不会发出声音，但是开稍微复\n杂一些的锁需要足够的机械能力。该物品提升了开锁几率。",
	L"\n \n该物品能够绞断铁丝网。\n \n使用此物品，佣兵可以快速穿越用铁丝网封锁的地区，以便\n包围敌人！",
	L"\n \n该物品能够用于破坏锁具。\n \n破坏锁具需要很大的力量，既会发出很大的\n噪音，也很耗费佣兵的体力。但是在没有出色\n的技巧和复杂的工具时，用力量破坏锁具也是明智\n之举。该物品提升了撬锁几率。",
	L"\n \n该物品能够探测地下的金属物品。\n \n显然其主要用于在没有肉眼识别地雷的能力时探测地\n雷。但是你也可以用它发现埋在地下的宝藏。",
	L"\n \n该物品能够用来引爆已经安装远程爆破引\n信的炸弹。 \n \n先放置炸弹，时机一到再用它引爆。",
	L"\n \n安装该引信的爆破物设置完成后\n，可以被远程控制器引爆。\n \n远程引信是设置陷阱的不二选择，因为它只会在你需要\n它爆炸的时候被引爆，而且留给你足够的时间跑\n开！",
	L"\n \n安装该引信的爆破物设置完成后\n，该引信会开始倒数计时，并在设置的时间后\n被引爆。\n \n计时引信便宜并且易于安装，但是你必须给它\n设定合适的时间以便你能够跑开！",
	L"\n \n该物品承有汽油。\n \n在你需要加油时十分有用。",
	L"\n \n工具箱内装有各种能用来修复其它物品的工具。\n \n安排佣兵进行修复工作时该佣兵必须持有工具\n箱。该物品提升了维修效能。",
	L"\n \n将该物品佩戴于面部时，可以\n利用热成像原理，发现\n墙壁后方的敌人。",
	L"\n \n这种功能强大的仪器利用X光搜索敌军。\n \n它可以在短时间内暴露一定范围中的敌人位置。\n请远离生殖器使用！",
	L"\n \n该物品装有饮用水。\n \n口渴时饮用。",
	L"\n \n该物品内含美酒、酒精饮料、洋酒。\n嘿嘿，你叫它什么都行。\n \n适量饮用，不要酒后驾驶，小心肝硬化！",
	L"\n \n这一战场的基础急救包提供了基本的医疗用品。\n \n可以被用来包扎受伤的角色以止血。\n \n如需要回复生命，使用名副其实的医药箱，并辅以大量的休息。",
	L"\n \n这是名副其实的医药箱，可以用于外科手术或其它复杂的治疗。\n \n安排佣兵进行医疗工作时，该佣兵必须持有医\n药箱。",
	L"\n \n该物品能够用于爆破锁具。\n \n使用它需要爆破技能以避免过早引爆。\n \n使用炸药是一个相对简单的破锁手段，但是会\n发出很大噪音，并且对于大部分佣兵来说过于\n危险。",
	L"\n \n饮用该物品能让你止渴。", //L"\n \nThis item will still your thirst\nif you drink it.",
	L"\n \n食用该物品能让你充饥。", //L"\n \nThis item will still your hunger\nif you eat it.",
	L"\n \n使用该供弹带，你可以为他人的机关枪供弹。", //L"\n \nWith this ammo belt you can\nfeed someone else's MG.", 
	L"\n \n使用该机枪手背包中的供弹带，你可以为他人的机关枪供弹。", //L"\n \nYou can feed an MG with ammo\nbelts stored in this vest.", 
	L"\n \n该物品提升你的陷阱解除几率。", //L"\n \nThis item improves your trap disarm chance by ",
	L"\n \n该物品及附着其上的所有物品均让怀疑者无从觉察。", //L"\n \nThis item and everything attached/inside\nit is hidden from curious eyes.",
	L"\n \n这个物品不会被损坏。", //L"\n \nThis item cannot be damaged.",
	L"\n \n这个物品是金属制成的，它比其它物\n品更耐磨损。", //L"\n \nThis item is made of metal.\nIt takes less damage than other items.", 
	L"\n \n这个物品掉在水中会下沉消失。", //L"\n \nThis item sinks when put in water.",
	L"\n \n这个物品需要两只手一起操作使用。", //L"\n \nThis item requires both hands to be used.",
	L"\n \n这个物品会挡住准心，你无法再使\n用准心瞄准。", //L"\n \nThis item will block your iron sights\nso you cannot use them.",
	L"\n \n这种弹药可以破坏发光的墙。\n或者其它不同种类的物品。", //L"\n \nThis ammo can destroy light walls\nand various other objects.",
	L"\n \n如果你脸上带了这个，这就将降低\n传播给其他人的几率。", //L"\n \nIf worn on your face, this will lower\nthe chance to be infected by other people.",
	L"\n \n如果保存在物品栏\n降低\n传染给其他人的几率。", //L"\n \nIf kept in your inventory, this will\nlower\nthe chance to be infected by other people.",
	L"\n \n拿在手里，就可以抵挡前方的伤害。", //L"\n \nIf equipped in a hand, this will block incoming damage.",
	L"\n \n你可以使用它拍照。",		//L"\n \nYou can take photos with this.",
	L"\n \n这个物品能让你更有效地掩埋尸体。", //L"\n \nThis item makes you more effective at burying corpses.",
	L"\n \n医生可以从\n捐献者那里取血。",	//L"\n \nA paramedic can extract blood\nfrom a donor with this.",
	L"\n \n医生可以用血包输血\n以增加手术回复的生命值。",	//L"\n \nA paramedic can use up this item to increase\nthe amount of health regenerated by surgery.",	// 44
	L"\n \n可以降低%i%%的火焰伤害。",	//L"\n \nThis armor lowers fire damage by %i%%.",
	L"\n \n这个工具可以\n提高%i%%的管理工作的效率。",	//L"\n \nThis item makes you more effective at\nadministrative work by %i%%.",
	L"\n \n这个工具可以\n提高%i%%的间谍能力。",	//L"\n \nThis item improves your hacking skills by %i%%.",
	L"\n \n一旦应用, 这个物品可以提高对你的手臂\n或者腿部重伤的治疗速率。", //L"\n \nOnce applied, this item increases the healing\nspeed of severe wounds to either your arms or legs.",
	L"\n \n这种弹药可以灭火。",	//L"\n \nThis ammo can extinguish fire.",
	L"\n \n这种弹药会引起燃烧（火灾）。",   //L"\n \nThis ammo can cause fire.",
};

STR16 szUDBAdvStatsTooltipText[]=
{
	L"|精|度|修|正",
	L"|速|射|精|度|修|正|值",
	L"|速|射|精|度|修|正|百|分|比",
	L"|精|瞄|修|正|值",
	L"|精|瞄|修|正|百|分|比",
	L"|精|瞄|等|级|修|正",
	L"|精|瞄|上|限|修|正",
	L"|枪|械|使|用|修|正",
	L"|弹|道|下|坠|修|正",
	L"|瞄|准|误|差|修|正",
	L"|杀|伤|力|修|正",
	L"|近|战|杀|伤|力|修|正",
	L"|射|程|修|正",
	L"|瞄|准|镜|倍|率",
	L"|红|点|效|果",
	L"|水|平|后|坐|力|修|正",
	L"|垂|直|后|坐|力|修|正",
	L"|最|大|制|退|力|修|正",
	L"|制|退|力|精|度|修|正",
	L"|制|退|力|频|次|修|正",
	L"|A|P|总|量|修|正",
	L"|举|枪|A|P|修|正",
	L"|单|发|A|P|修|正",
	L"|点|射|A|P|修|正",
	L"|连|发|A|P|修|正",
	L"|上|弹|A|P|修|正",
	L"|弹|夹|容|量|修|正",
	L"|点|射|弹|数|修|正",
	L"|消|焰",
	L"|噪|音|修|正",
	L"|物|品|尺|寸|修|正",
	L"|可|靠|性|修|正",
	L"|丛|林|迷|彩",
	L"|城|市|迷|彩",
	L"|沙|漠|迷|彩",
	L"|雪|地|迷|彩",
	L"|潜|行|修|正",
	L"|听|觉|距|离|修|正",
	L"|一|般|视|距|修|正",
	L"|夜|晚|视|距|修|正",
	L"|白|天|视|距|修|正",
	L"|高|光|视|距|修|正",
	L"|洞|穴|视|距|修|正",
	L"|隧|道|视|野|效|应",
	L"|最|大|制|退|力",
	L"|制|退|力|频|次",
	L"|命|中|率|修|正",
	L"|精|瞄|修|正",
	L"|单|发|射|击|温|度",
	L"|冷|却|参|数",
	L"|卡|壳|阈|值",
	L"|损|坏|阈|值",
	L"|单|发|射|击|温|度",
	L"|冷|却|参|数",
	L"|卡|壳|阈|值",
	L"|损|坏|阈|值",
	L"|毒|性|百|分|比",
	L"|污|垢|修|正",
	L"|毒|性|修|正",//L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r",
	L"|食|物|点|数",//L"|F|o|o|d| |P|o|i|n|t|s"
	L"|饮|用|点|数",//L"|D|r|i|n|k |P|o|i|n|t|s",
	L"|剩|余|大|小",//L"|P|o|r|t|i|o|n |S|i|z|e",
	L"|士|气|修|正",//L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r",
	L"|延|迟|修|正",//L"|D|e|c|a|y |M|o|d|i|f|i|e|r",
	L"|最|佳|激|光|距|离",//L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e",
	L"|后|坐|修|正|比|例",//L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r",	// 65
	L"|掰|击|锤|射|击",	//L"|F|a|n |t|h|e |H|a|m|m|e|r",
	L"|枪|管|配|置", //L"|B|a|r|r|e|l |C|o|n|f|i|g|u|r|a|t|i|o|n|s",
};

// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
STR16 szUDBAdvStatsExplanationsTooltipText[]=
{
	L"\n \n当安装于远程武器上时，该物品将修正武器的精\n度值。\n \n精度的提高能够使武器在精瞄时更容易命中远\n距离的目标。\n \n数值范围：-100~+100，该数值越高越好。",
	L"\n \n该物品按照所列数值修正射手使用远程武器打出去\n的每颗子弹的精度。\n \n数值范围：-100~+100，该数值越高越好。",
	L"\n \n在原本射击精度的基础上，该物品按照所列百分比修正射手使用远程武器射出\n的每颗子弹。\n \n数值范围：-100~+100，该数值越高越好。",
	L"\n \n该物品按照所列数值修正射手使用远程武器\n瞄准时，每次精瞄所增加的精度。\n \n数值范围：-100~+100，该数值越高越好。",
	L"\n \n该物品按照所列百分比修正射手使用远程武器\n瞄准时，每次精瞄所增加的精度。\n \n数值范围：-100~+100，该数值越高越好。",
	L"\n \n该物品修正该武器的精瞄等级。\n \n减少精瞄等级意味着每一次精瞄会增加更多的\n精度。因此，精瞄等级的减少，有助于这件武\n器在不损精度的情况下快速瞄准。\n \n该数值越低越好。",
	L"\n \n在原本射击精度的基础上，该物品按照百分比修正射手使用远程武器时能\n达到的最大精度。\n \n该数值越高越好。",
	L"\n \n当将该物品安装于远程武器上时，会修正武器的操\n控难度。\n \n易于操控的武器不论是否进行精瞄都更加\n准确。\n \n该修正基于武器的原始操控难度，步枪\n和重武器高而手枪和轻武器低。\n \n该数值越低越好。",
	L"\n \n该物品修正超射距命中的难度。\n \n较高的修正值可以增加武器的最大射程至少几\n格。\n \n该数值越高越好。",
	L"\n \n该物品修正命中移动目标的难度。\n \n较高的修正值能够增加在较远距离上命中移动目\n标的几率。\n \n该数值越高越好。",
	L"\n \n该物品修正您武器的杀伤力。\n \n该数值越高越好。",
	L"\n \n该物品按照所列数值修正您近战武器的伤害值。\n \n该物品只作用于近战武器，无论是利器还是\n钝器。\n \n该数值越高越好。",
	L"\n \n当安装于远程武器上时，该物品可修正其\n最大有效射程。\n \n最大射程是指子弹明显坠落前可以飞行的距离。\n \n该数值越高越好。",
	L"\n \n当安装于远程武器上时，该物品提供额外的瞄\n准倍率，使远距离射击相对来说更容易命中。\n \n请注意当目标距离小于最佳瞄准距离时，高倍率对于\n瞄准不利。\n \n该数值越高越好。",
	L"\n \n当安装于远程武器上时，该物品在目标身上投\n影出一个红点，让其更容易被命中。\n \n红点效果只能在指定距离内使用，超过该距离\n光点就会暗淡直到最终消失。\n \n该数值越高越好。",
	L"\n \n当安装于可点射或连发的远程武器上时，该\n物品按照百分比修正该武器的水平后座力。\n \n在连续射击时，降低后坐力可以帮助射手\n保持枪口指向目标。\n \n该数值越低越好。",
	L"\n \n当安装于可点射或连发的远程武器上时，该\n物品按照百分比修正该武器的垂直后座力。\n \n在连续射击时，降低后坐力可以帮助射手\n保持枪口指向目标。\n \n该数值越低越好。",
	L"\n \n该物品修正射手在点射或者连发时，应对制退后坐\n力的能力。\n \n高修正值能帮助射手控制后坐力较高的武器，即使\n射手自身力量较低。\n \n该数值越高越好。",
	L"\n \n该物品修正射手在点射或者连发时，运用反作\n用力制退后坐力的精确度。\n \n高修正值能帮助射手维持枪口始终朝向目标，哪怕\n目标较远，也能提升精度。\n \n该数值越高越好。",
	L"\n \n在射手进行点射或者连发时，该物品修正其频繁评估\n制退力大小以应对后坐力的能力。\n \n低修正值使连发的总体精度更高，此外，由于射手能\n正确制退后坐力，其长点射也更\n加准确。\n \n该数值越高越好。",
	L"\n \n该物品直接修正佣兵每回合的初始AP量。\n \n该数值越高越好。",
	L"\n \n当安装于远程武器上时，该物品修正举枪AP。\n \n该数值越低越好。",
	L"\n \n当安装于远程武器上时，该物品修正单发AP。\n \n注意对于可以点射或连发的武器来说，该物品\n也会影响点射和连发的AP。\n \n该数值越低越好。",
	L"\n \n当安装于可以进行点射的远程武器上时，该物品修正点射AP。\n \n该数值越低越好。",
	L"\n \n当安装于可以进行连发的远程武器上时，该物品修正连发AP。\n \n注意，这不改变连发增加子弹时的AP消耗，只\n影响连发时AP的初始消耗。\n \n该数值越低越好。",
	L"\n \n当安装于远程武器上时，该物品修正上弹AP。\n \n该数值越低越好。",
	L"\n \n当安装于远程武器上时，该物品修正该武器的\n弹匣容量。\n \n该武器便能够使用相同口径的不同容量的弹匣。\n \n该数值越高越好。",
	L"\n \n当安装于远程武器上时，该物品修正该武器在\n点射时发射的子弹数。\n \n如果该武器不能点射而此修正值为正，该物品\n会使武器能够点射。\n \n相反，如果该武器原本能够点射，而此修正值\n为负，该物品可能使武器失去点射能力。\n \n该数值一般越高越好。当然连发时也需要注意\n节省弹药。",
	L"\n \n当安装于远程武器上时，该物品能够隐藏该武\n器的枪焰。.\n \n当射手在隐蔽的地方开枪，将不会被敌人发现\n，这在夜战中十分重要。",
	L"\n \n当安装于武器上时，该物品修正使用该武器时\n发出的噪音能被敌人和佣兵发觉的距离。\n \n如果该修正值将武器的噪音数值削减至0，那\n么该武器就被完全消音了。\n \n该数值越低越好。",
	L"\n \n该物品修正把它作为附件的物品的尺寸大小。\n \n物品大小在新携行系统中很重要，因为口袋只\n能装下特定大小和形状的物品。\n \n增加尺寸会使物品太大而不能放入某些口袋。\n \n反之，减少尺寸意味着该物品可以适合于更多\n的口袋，并且一个口袋可以装得更多。\n \n一般来说，该数值越低越好。",
	L"\n \n当安装于武器上时，该物品修正该武器的可靠\n性数值。\n \n如果该修正值为正，该武器在使用过程中的磨\n损会更慢，反之磨损会更快。\n \n该数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，会增加穿戴者在\n丛林环境中的伪装值。\n \n该伪装需靠近树木或较高的草丛才能发挥最大功效。\n \n该伪装数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，会增加穿戴者在\n城市环境中的伪装值。\n \n该伪装需靠近沥青或混凝土材质才能发挥最大功效。\n \n该伪装数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，会增加穿戴者在\n沙漠环境中的伪装值。\n \n该伪装需靠近沙地、沙砾地或沙漠植被才能发挥最大功\n效。\n \n该伪装数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，会增加穿戴者在\n雪地环境中的伪装值。\n \n该伪装需靠近雪地才能发挥最大功效。\n \n该伪装数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，修正使用者的潜\n行能力，使其在潜行时更难被听到。\n \n注意该物品并不修正潜行者的可视特征，而只是\n改变潜行中动静的大小。\n \n该数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，将按照所列\n百分比修正使用者的听觉感知范围。\n \n该值为正时可以从更远的距离听到噪音。\n \n与此同时，该值为负时会削减使用者的听力。\n \n该数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一修正值适用于所有情况。\n \n该数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一夜视修正只在光线明显不足时有效。\n \n该数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一白天视觉修正只在光照度为平均值或更高时有效。\n \n该数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一高光视觉修正只在光照度过高时有效，例如\n直视闪光弹照亮的格子或\n在正午时分。\n \n该数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，将按照所列\n百分比修正使用者的视觉感知范围。\n \n这一洞穴视觉修正只在昏暗且位于地下时有效。\n \n该数值越高越好。",
	L"\n \n当该物品戴在身上或附在穿戴品上时，会改变视\n野范围，视野范围减少会导致可视角度变窄。\n \n该数值越低越好。",
	L"\n \n这是射手在点射或者连发时，制退后坐力的能力。\n \n该数值越高越好。",
	L"\n \n这是射手在点射或者连发时，频繁评估\n制退力大小以应对后坐力的能力。\n \n较高的频率使连发的总体精度更高，此外，由于射手能\n正确制退后坐力，其长点射也更\n加准确。\n \n该数值越低越好。",
	L"\n \n当安装于远程武器上时，该物品修正武器的命\n中率。\n \n命中率的提高使该武器在精瞄时更容易命中\n目标。\n \n该数值越高越好。",
	L"\n \n当安装于远程武器上时，该物品修正武器的精\n瞄加成。\n \n精瞄加成的提高使该武器在精瞄时更容易命\n中远距离的目标。\n \n该数值越高越好。",
	L"\n \n单发射击所造成的温度。\n所使用的子弹类型对本值有影响。",
	L"\n \n每回合自动冷却所降低的温度值。",
	L"\n \n当武器温度超过卡壳阈值时，卡壳\n将更容易发生。",
	L"\n \n当武器温度超过损坏阈值时，武器\n将更容易损坏。",
	L"\n \n武器的单发射击温度增加了(百分比)。\n \n该数值越低越好。",
	L"\n \n武器的冷却系数数增加了(百分比)。\n \n该数值越高越好。",
	L"\n \n武器的卡壳阈值增加了(百分比)。\n \n该数值越高越好。",
	L"\n \n武器的损坏阈值增加了(百分比)。\n \n该数值越高越好。",
	L"\n \n总伤害中毒性伤害所占的百分比。\n\n部分取决于敌人的装备是否有毒性抵抗或毒性吸收属性。",
	L"\n \n单发射击所造成的污垢。\n所使用的子弹类型和附件种类对本值有影响。\n \n该数值越低越好。",
	L"\n \n吃掉该物品会累加这些中毒值。\n \n该数值越低越好。",	// L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.",
	L"\n \n食物热量值单位千卡路里。\n \n该数值越高越好。",	// L"\n \nAmount of energy in kcal.\n \nHigher is better.",
	L"\n \n还剩多少升水。\n \n该数值越高越好。",	// L"\n \nAmount of water in liter.\n \nHigher is better.",
	L"\n \n每次会吃掉多少。\n百分比单位。\n \n该数值越低越好。",	// L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.",
	L"\n \n可以改变相应量士气。\n \n该数值越高越好。",	// L"\n \nMorale is adjusted by this amount.\n \nHigher is better.",
	L"\n \n这个物品随着时间推移而腐败。\n超过50％腐败会产生毒性。\n这是食物的霉变率。\n \n该数值越低越好。", // L"\n \nThis item becomes stale over time.\nIf more then 50% is molded it becomes poisoneous.\nThis is the rate at which mold is generated.\nLower is better.",
	L"",
	L"\n \n当该附件装配到可以点射及自动射击的远程武\n器上时，会按照所述比例修正武器的后座力。\n后座力越小，枪口在瞄准目标扫射时越稳定。\n该值越低越好。",//L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Recoil by the listed percentage.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 65
	L"\n \n如果枪手用双手使用这把枪，可\n以腰间连续连射。",	//L"\n \nIf a gunslinger wields this gun two-handed,\nthey can burst in hipfire.",
	L"\n \n切换射击模式，还可以\n同时切换发射多少发子弹。", //L"\n \nToggling firemodes also toggles how many\nbarrels you can fire at the same time.",
};

STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
{
	L"\n \n由于所装的附件，弹药或其内置特性，这件武\n器的精度得到了修正。\n \n提高精度能够使该武器在精瞄时更容易命中远\n距离的目标。\n \n数值范围：-100~+100，该数值越高越好。",
	L"\n \n这件武器按照所列数值修正了射手\n的精度。\n \n数值范围：-100~+100，该数值越高越好。",
	L"\n \n这件武器按照所列百分比修正了射手打出去的每颗\n子弹的精度。\n \n该数值越高越好。",
	L"\n \n这件武器按照所列数值修正了每次精瞄所增加的精\n度。\n \n数值范围：-100~+100，该数值越高越好。",
	L"\n \n根据射手本身的射击精度，这件武器\n按照所列百分比修正每次精瞄所增加的\n精度。\n \n该数值越高越好。",
	L"\n \n由于其所装的附件，弹药或由于其内置特性，这件\n武器的精瞄等级得到了修正。\n \n如果精瞄等级减少了，则这件武器可以在不损\n失精度的情况下快速瞄准。\n \n反之，若精瞄等级增加，则这件武器瞄准的\n更慢，却不会额外增加精度。\n \n该数值越低越好。",
	L"\n \n这件武器按照一定百分比\n修正射手能够达到的最大精度。\n(依据射手本来的精度）\n \n该数值越高越好。",
	L"\n \n由于所装的附件或其固有特性，武器操\n控难度得到了修正。\n \n易于操控的武器不论是否进行精瞄都更加\n准确。\n \n该修正基于武器的原始操控难度，步枪\n和重武器高而手枪和轻武器低。\n \n该数值越低越好。",
	L"\n \n由于所装的附件或其固有特性，这件武\n器超射距命中的能力得到了修正。\n \n较高的修正值可以增加该武器的最大射程至少\n几个格。\n \n该数值越高越好。",
	L"\n \n由于所装的附件或其固有特性，这件武\n器命中远距移动目标的能力得到了修正。\n \n高修正值有助于在较远的距离上增加命中快速移动目\n标的几率。\n \n该数值越低越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的伤害值得到了修正。\n \n该数值越高越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的近战伤害值得到了修正。\n \n该修正值仅限于近战武器，无论是利器还是钝\n器。\n \n该数值越高越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的最大射程得到了修正。\n \n最大射程是指子弹明显坠落前所飞行的距离。\n \n该数值越高越好。",
	L"\n \n这件武器装备了光学瞄准镜，因而其远距离射击更\n容易命中。\n \n注意在目标比最佳瞄准距离近时，高倍率对于\n瞄准是不利的。\n \n该数值越高越好。",
	L"\n \n这件武器装备了瞄准指示设备（可能是激光），它\n可以在目标身上投影出一个点，使其更容易\n被命中。\n \n指示效果只能在指定距离内使用，超过该距离\n光点就会暗淡直到最终消失。\n \n该数值越高越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的水平后坐力得到了修正。\n \n如果武器缺少点射和连发功能，则此修正无效。\n \n在点射或连发时，降低后坐力可以帮助射手\n保持枪口持续对准目标。\n \n该数值越低越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的垂直后坐力得到了修正。\n \n如果武器缺少点射和连发功能，则此修正无效。\n \n在点射或连发时，降低后坐力可以帮助射手\n保持枪口持续对准目标。\n \n该数值越低越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器修正了射手在点射或者连发时，制退后坐力\n的能力。\n \n高修正数值能帮助射手控制后坐力较强的武器\n，即使射手自身力量较低。\n \n该数值越高越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器修正了射手运用反作用力制退后坐力的精确\n度。\n \n如果武器缺少点射和连发功能，则此修正无效。\n \n高修正值能帮助射手维持枪口始终朝向目标，哪怕\n目标较远，也能提升精度。\n \n该数值越高越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器修正了射手频繁估量制退力大小的能力。\n \n如果点射和连发功能都没有，则此修正无效。\n \n高修正值能够提高子弹的总体精度，在射手能\n正确制退后坐力的前提下，远距离的连发也更\n能加准确。\n \n该数值越高越好。",
	L"\n \n持有这件武器将修正佣兵每回合的初\n始AP量。\n \n该数值越高越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的举枪AP得到了修正。\n \n该数值越低越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的单发AP得到了修正。\n \n请注意对于可以点射或连发的武器来说，点射和\n连发AP也会被修正。\n \n该数值越低越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的点射AP得到了修正。\n \n如果武器没有点射功能，此修正自然无效。\n \n该数值越低越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的连发AP得到了修正。\n \n如果武器没有连发功能，此修正自然无效。\n \n注意，增加连发子弹时的AP消耗并不会改变，只\n影响连发时AP的初始消耗。\n \n该数值越低越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的上弹AP得到了修正。\n \n该数值越低越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，此武器\n的弹匣容量得到了修正。\n \n现在这件武器可以接受相同口径的更大（或更小）容量的\n弹匣。\n \n该数值越高越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器在点射时发射的子弹数得到了修正。\n \n如果此武器本不能点射而此修正值为正，将赋予武器\n点射能力。\n \n反之，如果此武器原本能够点射，而此修正值\n为负，则将使其失去点射能力。\n \n该数值一般越高越好。当然连发时也需要注意\n节省弹药。",
	L"\n \n由于所装的附件，弹药或其固有特性，此武器\n发射时没有枪焰。\n \n当射手在隐蔽的地方开枪，将不会被敌人发现，这在夜战中十分重要。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器发出的噪音得到了修正。因而敌人和佣兵能\n发觉枪响的距离也就修正了。\n \n如果该修正值将武器的噪音数值削减至0，那\n么该武器就被完全消音了。\n \n该数值越低越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的尺寸大小得到了修正。\n \n物品大小在新携行系统中很重要，因为口袋只\n能装下特定大小和形状的物品。\n \n增加尺寸会使物品太大而不能放入某些口袋。\n \n反之，减少尺寸意味着该物品可以被放入更多\n的口袋中，并且一个口袋可以装更多。\n \n该数值一般越低越好。",
	L"\n \n由于所装的附件，弹药或其固有特性，这件武\n器的可靠性得到了修正。\n \n如果该修正值为正，该武器在使用过程中的磨\n损会更慢，反之磨损会更快。\n \n该数值越高越好。",
	L"\n \n当手持这件武器时，使用者\n在丛林环境中的伪装值改变了。\n \n该伪装需靠近树木或草丛才能发挥最大功效。\n \n该伪装数值越高越好。",
	L"\n \n当手持这件武器时，使用者\n在城市环境中的伪装值改变了。\n \n该伪装需靠近沥青或水泥才能发挥最大功效。\n \n该伪装数值越高越好。",
	L"\n \n当手持这件武器时，使用者\n在沙漠环境中的伪装值改变了。\n \n该伪装需靠近沙砾或沙漠植被才能发挥最大功\n效。\n \n该伪装数值越高越好。",
	L"\n \n当手持这件武器时，使用者\n在雪地环境中的伪装值改变了。\n \n该伪装需靠近雪地才能发挥最大功效。\n \n该伪装数值越高越好。",
	L"\n \n当手持这件武器时，将修正士兵的潜行能力，使潜行\n者更难或更容易被听到。\n \n注意该物品并不修正潜行者的可视特征，而\n只是改变潜行中动静的大小。\n \n该数值越高越好。",
	L"\n \n当手持这件武器时，将按照所列\n百分比修正使用者的听觉感知范围。\n \n该值为正时可以从更远的距离听到噪音。\n \n若该值为负，则会削减使用者的听力。\n \n该数值越高越好。",
	L"\n \n当完成该武器的举枪动作时，由于\n附件或武器的本身特点，使用者的\n视觉范围将依照所列比例得到修正\n \n这一一般修正适用于所有情形。\n \n该数值越高越好。",
	L"\n \n当完成该武器的举枪动作时，由于\n附件或武器的本身特点，使用者的\n视觉范围将依照所列比例得到修正\n \n这一夜视修正只在光线明显不足时有效。\n \n该数值越高越好。",
	L"\n \n当完成该武器的举枪动作时，由于\n附件或武器的本身特点，使用者的\n视觉范围将依照所列比例得到修正\n \n这一白天视觉修正只在光照度为平均值或更高时有效。\n \n该数值越高越好。",
	L"\n \n当完成该武器的举枪动作时，由于\n附件或武器的本身特点，使用者的\n视觉范围将依照所列比例得到修正\n \n这一高光视觉修正只在光照度过高时有效，例如\n直视闪光弹照亮的\n格子或在正午时分。\n \n该数值越高越好。",
	L"\n \n当完成该武器的举枪动作时，由于\n附件或武器的本身特点，使用者的\n视觉范围将依照所列比例得到修正\n \n这一洞穴视觉修正只在昏暗且位于地下时有效。\n \n该数值越高越好。",
	L"\n \n当完成该武器的举枪动作时，将\n改变使用者的视野范围，视野\n范围减少会导致可视角度变窄。\n \n该数值越高越好。",
	L"\n \n这是射手在点射和连发时，制退后坐力的能力。\n \n该数值越高越好。",
	L"\n \n这是射手频繁估量制退力大小以应对后坐力的能力。\n \n如果武器缺乏点射和连发功能，则此能力无\n效。\n \n低修正值能提高连发的总体精度，此外，由于射手能\n正确制退后坐力，其长点射也更\n加准确。\n \n该数值越低越好。",
	L"\n \n由于所装的附件，弹药或其内置特性，这件武\n器的命中率得到了修正。\n \n命中率的提高使该武器在精瞄时\n更容易命中目标。\n \n该数值越高越好。",
	L"\n \n由于所装的附件，弹药或其内置特性，这件武\n器的精瞄加成得到了修正。\n \n精瞄加成的提高能够使该武器在精瞄时更容易命\n中远距离的目标。\n \n该数值越高越好。",
	L"\n \n单发射击所造成的温度。\n所使用的子弹类型对本值有影响。",
	L"\n \n每回合自动冷却所降低的温度值。",
	L"\n \n当武器温度超过卡壳阈值时，卡壳\n将更容易发生。",
	L"\n \n当武器温度超过损坏阈值时，武器\n将更容易损坏。",
	L"\n \n这个武器的后座力大小因为所使用的弹药，附\n件，或内部构造而获得该比例大小的修正。如\n果没有点射或自动模式，这个值无效。\n后座力越小，枪口在瞄准目标扫射时越稳定。\n该值越低越好。",//L"\n \nThis weapon's recoil strength is being\nmodified by this percentage value by its ammo,\nattachments, or inherent abilities.\n \nThis has no effect if the weapon lacks both\nBurst and Auto-Fire modes.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
};

// HEADROCK HAM 4: Text for the new CTH indicator.
STR16 gzNCTHlabels[]=
{
	L"单发",
	L"AP",
};
//////////////////////////////////////////////////////
// HEADROCK HAM 4: End new UDB texts and tooltips
//////////////////////////////////////////////////////

// HEADROCK HAM 5: Screen messages for sector inventory sorting reports.
STR16 gzMapInventorySortingMessage[] =
{
	L"已完成 所有弹药的分类并装箱 在区域%c%d。",
	L"已完成 所有物品上的附件移除 在区域%c%d。",
	L"已完成 所有武器里的子弹退出 在区域%c%d。",
	L"已完成 所有物品的合并和堆叠 在区域%c%d。",
	// Bob: new strings for emptying LBE items
	L"已清空分区%c%d携行具里面的物品。", //L"Finished emptying LBE items in sector %c%d.",
	L"从携行具%s清空了%i个物品。", //L"Dropped %i item(s) from %s",	// Bunch of stuff removed from LBE item %s
	L"%s内没有可清空的物品！", //L"No droppable items in %s!",	// LBE item %s had a LBENode assigned but it contained no items (error!)
	L"%s现在已经清空了。", //L"%s is now empty.",			// LBE item %s contained stuff and was emptied
	L"无法清空%s！", //L"Cannot empty %s!",			// Removed everything we could from LBE item %s but it's still not marked as empty (error!)
	L"%s内的物品找不到！", //L"%s contents lost!",			// LBE item %s not marked as empty but LBENode not found (error!!!)
};

STR16 gzMapInventoryFilterOptions[] =
{
	L"全部显示",
	L"枪械",
	L"弹药",
	L"炸药",
	L"格斗武器",
	L"护甲",
	L"携行器",
	L"工具",
	L"杂物",
	L"全部隐藏",
};

// MercCompare (MeLoDy)

STR16 gzMercCompare[] =
{
	L"???",
	L"基本态度",//L"Base opinion:",

	L"不喜欢 %s %s",//L"Dislikes %s %s",
	L"喜欢 %s %s",//L"Likes %s %s",

	L"强烈讨厌 %s",//L"Strongly hates %s",
	L"讨厌 %s",//	L"Hates %s",			// 5

	L"强烈的种族主义 %s",//	L"Deep racism against %s",
	L"种族主义 %s",//L"Racism against %s",

	L"高度在乎外表",//L"Cares deeply about looks",
	L"在乎外表",//L"Cares about looks",

	L"高度性别歧视",//L"Very sexist",			// 10
	L"性别歧视",//L"Sexist",

	L"不喜欢其他背景",//L"Dislikes other background",
	L"不喜欢其他背景",//L"Dislikes other backgrounds",

	L"过去受过委屈",//	L"Past grievances",
	L"____",				// 15
	L"/",
	L"* 态度总是在 [%d；%d]",//L"* Opinion is always in [%d; %d]",
};

// Flugente: Temperature-based text similar to HAM 4's condition-based text.
STR16 gTemperatureDesc[] =
{
	L"当前温度为: ",
	L"很低",
	L"低",
	L"中等",
	L"高",
	L"很高",
	L"危险",
	L"很危险",
	L"致命",
	L"未知",
	L"."
};

// Flugente: food condition texts
STR16 gFoodDesc[] =
{
	L"这食物 ",// Food is
	L"非常新鲜啊",// fresh
	L"看着还行吧",// good
	L"挺一般的哎",// ok
	L"有点难闻了",// stale
	L"都变味了啊",// shabby
	L"快要腐烂了",// rotting
	L"！", //L".",
};

CHAR16* ranks[] =
{	L"",			//ExpLevel 0
	L"列兵 ", //L"Pvt. ",		//ExpLevel 1
	L"下士 ", //L"Pfc. ",		//ExpLevel 2
	L"中士 ", //L"Cpl. "		//ExpLevel 3
	L"上士 ", //L"Sgt. ",		//ExpLevel 4
	L"少尉 ", //L"Lt. ",		//ExpLevel 5
	L"中尉 ", //L"Cpt. ",		//ExpLevel 6
	L"上尉 ", //L"Maj. ",		//ExpLevel 7
	L"少校 ", //L"Lt.Col. ",	//ExpLevel 8
	L"上校 ", //L"Col. ",		//ExpLevel 9
	L"将军 ", //L"Gen. ",		//ExpLevel 10
};


STR16	gzNewLaptopMessages[]=
{
	L"敬请垂询我们的最新特惠信息！", //L"Ask about our special offer!",
	L"暂时没货", //L"Temporarily Unavailable",
	L"这份预览版资料片仅提供最初6个区域的地图。最终版将提供完整支持，请阅读帮助文档获取更多信息。", //L"This special press preview of Jagged Alliance 2: Unfinished Business contains the only first 6 sector maps. The final version of the game will feature many more - please see the included readme file for details.",
};

STR16	zNewTacticalMessages[]=
{
	//L"目标的距离: %d格, 亮度: %d/%d",
	L"将发报机装到笔记本电脑上。",
	L"你无法支付或雇佣%s的费用。",
	L"在限定时间内，以上的费用包括了整个行动和下列装备的花费。",
	L"现在就雇请%s吧。您可以享受我们提供的空前的“一次付费，全部服务”的优惠价格。在这个难以置信的出价里，佣兵的随身装备是免费的哦。",	
	L"费用",
	L"在本分区发现有人……",
	//L"枪的射程: %d格，命中率: %d％",
	L"显示覆盖物",
	L"视距",
	L"新雇请的佣兵无法到达那里。",
	L"由于你的笔记本电脑没有发报机，你无法雇请新的队员。也许你得读取存档或者重新开始游戏！",
	L"%s听到了Jerry的身体下面传来金属的破碎的声音。听起来令人不安，似乎你的笔记本电脑的天线被压断了。", 
	L"看完副指挥官Morris留下的备忘录后，%s觉得有机会了。备忘录里有向Arulco各个城镇发射导弹的基地的坐标。它还给出了这个罪恶计划的发源地的坐标 —— 导弹工厂。",
	L"看到了控制面板后，%s发现它正在倒计时，因此导弹会把这个工厂炸毁。%s得找出个脱逃的路线。使用电梯看起来是最快的办法...",
	L"现在您在铁人模式进行游戏，周围有敌人的时候不能存档。",	
	L"(不能在战斗时存盘)",	
	L"当前的战役名称超过了30个字符。",						
	L"无法找到当前的战役。",											// @@@ new text
	L"战役: 默认 ( %S )",											// @@@ new text
	L"战役: %S",												// @@@ new text
	L"你选择了%S战役。该战役是原版UB战役的玩家自定义游戏版本。你确认你要在%S战役下进行游戏吗？",			
	L"如果你要使用编辑器的话，请选择一个战役，不要用默认战役。",			
	// anv: extra iron man modes
	L"这是假铁人模式在这模式下你不能在回合制模式下存档。", //L"This is a SOFT IRON MAN game and you cannot save during turn-based combat.",
	L"这是真铁人模式在这模式下你只能在每天的%02d:00下存档。", //L"This is an EXTREME IRON MAN game and you can only save once per day, at %02d:00.",
};

// The_bob : pocket popup text defs
STR16	gszPocketPopupText[]=
{
	L"榴弹发射器",	// POCKET_POPUP_GRENADE_LAUNCHERS,
	L"火箭发射器",	// POCKET_POPUP_ROCKET_LAUNCHERS
	L"格斗&投掷武器",	// POCKET_POPUP_MEELE_AND_THROWN
	L"- 没有合适的弹药 -",	//POCKET_POPUP_NO_AMMO
	L"- 区域存货没有武器 -",	//POCKET_POPUP_NO_GUNS
	L"更多...",		//POCKET_POPUP_MOAR
};

// Flugente: externalised texts for some features
STR16	szCovertTextStr[]=
{
	L"%s有迷彩油（血）的痕迹！", //L"%s has camo!",
	L"%s有不合身份的背包！", //L"%s has a backpack!",
	L"%s被发现携带尸体！", //L"%s is seen carrying a corpse!",
	L"%s的%s很可疑！", // L"%s's %s is suspicious!",
	L"%s的%s属于军用装备！", // 	L"%s's %s is considered military hardware!",
	L"%s携带了太多的枪支！", //L"%s carries too many guns!",
	L"%s的%s对于%s士兵来说太先进了！", //L"%s's %s is too advanced for an %s soldier!",
	L"%s的%s有太多附件！", //	L"%s's %s has too many attachments!",
	L"%s有可疑的举动！", //L"%s was seen performing suspicious activities!",
	L"%s看起来不像平民！", //L"%s does not look like a civilian!",
	L"%s受伤流血不止被发现了！", //L"%s bleeding was discovered!",
	L"%s醉醺醺的完全不像个士兵！", //L"%s is drunk and doesn't behave like a soldier!",
	L"%s的伪装在近距离观察下暴露了！", //L"On closer inspection, %s's disguise does not hold!",
	L"%s不应该出现在这里！", //L"%s isn't supposed to be here!",
	L"%s不应该在这个时候出现在这里！", //L"%s isn't supposed to be here at this time!",
	L"%s被发现在尸体旁边行踪诡秘！", //L"%s was seen near a fresh corpse!",
	L"%s的装备暴露了伪装！", //L"%s equipment raises a few eyebrows!",
	L"%s被发现正在攻击%s！", //L"%s is seen targetting %s!",
	L"%s识破了%s的伪装！", //L"%s has seen through %s's disguise!",
	L"无法找到对应的衣服信息在Items.xml中！", //L"No clothes item found in Items.xml!",
	L"这在传统特性（旧）系统下无法工作！", //L"This does not work with the old trait system!",
	L"行动点数（AP）不足！", //L"Not enough Aps!",
	L"色板无效！", //L"Bad palette found!",
	L"你得有伪装技能才能做这个！", //L"You need the covert skill to do this!",
	L"未发现制服！", //L"No uniform found!",
	L"%s已伪装成平民。", //L"%s is now disguised as a civilian.",
	L"%s已伪装成士兵。", //L"%s is now disguised as a soldier.",
	L"%s穿着件破破烂烂的制服！（按 Ctrl + . 去除伪装）", // L"%s wears a disorderly uniform!",
	L"事后看来，穿着伪装去劝降不是什么好主意…", // L"In retrospect, asking for surrender in disguise wasn't the best idea...",
	L"%s被发现了！", // L"%s was uncovered!",
	L"%s的伪装看起来还可以…", // L"%s's disguise seems to be ok...",
	L"%s的伪装要被识破了。", // L"%s's disguise will not hold.",
	L"%s在偷窃的时候被发现了！", // L"%s was caught stealing!",
	L"%s在试图调整%s的装备物品。", //L"%s tried to manipulate %s's inventory.",
	L"敌军精英士兵不认识%s！", //L"An elite soldier did not recognize %s!",
	L"敌军所知的%s不是军队里的！", //L"A officer knew %s was unfamiliar!",
};

STR16	szCorpseTextStr[]=
{
	L"无法找到对应的头颅信息在Items.xml中！", //L"No head item found in Items.xml!",
	L"这尸体无法被斩首！", //L"Corpse cannot be decapitated!",
	L"无法找到对应的肉类信息在Items.xml中！", //L"No meat item found in Items.xml!",
	L"这不可能！你这个恶心、变态的家伙！", //L"Not possible, you sick, twisted individual!",
	L"这尸体已无衣可脱！", //L"No clothes to take!",
	L"%s无法脱掉这尸体的衣服！", //L"%s cannot take clothes off of this corpse!",
	L"这尸体无法被带走！", //L"This corpse cannot be taken!",
	L"没有第三只手携带尸体了！", //L"No free hand to carry corpse!",
	L"无法找到对应的尸体信息在Items.xml中！", //L"No corpse item found in Items.xml!",
	L"无效的尸体 ID！", //L"Invalid corpse ID!",
};

STR16	szFoodTextStr[]=
{
	L"%s 不想吃 %s",//L"%s does not want to eat %s",
	L"%s 不想喝 %s",//L"%s does not want to drink %s",
	L"%s 吃了 %s",//L"%s ate %s",
	L"%s 喝了 %s",//L"%s drank %s",
	L"%s的力量受损，因为吃得太饱，撑得四肢无力！",//L"%s's strength was damaged due to being overfed!",
	L"%s的力量受损，因为没有吃的，饿得头晕眼花！",//L"%s's strength was damaged due to lack of nutrition!",
	L"%s的生命受损，因为吃得太饱，撑得肠胃欲裂！",//L"%s's health was damaged due to being overfed!",
	L"%s的生命受损，因为没有吃的，饿得精神恍惚！",//L"%s's health was damaged due to lack of nutrition!",
	L"%s的力量受损，因为喝太多水，他水中毒了！",//L"%s's strength was damaged due to excessive drinking!",
	L"%s的力量受损，因为没有水喝，渴疯了！",//L"%s's strength was damaged due to lack of water!",
	L"%s的生命受损，因为喝太多水，他水中毒了！",//L"%s's health was damaged due to excessive drinking!",
	L"%s的生命受损，因为没有水喝，渴疯了！",//L"%s's health was damaged due to lack of water!",
	L"区域供水不可行，食物和生存系统已被关闭！",//L"Sectorwide canteen filling not possible, Food System is off!",
};

STR16	szPrisonerTextStr[]=
{
	L"%d名军官，%d名精英士兵，%d名普通士兵，%d名行政人员，%d名上将和%d名平民都被审问了。", //L"%d officers, %d elites, %d regulars, %d admins, %d generals and %d civilians were interrogated.",
	L"得到了$%d赎金。",		//L"Gained $%d as ransom money.",
	L"%d名俘虏已供出同伙位置。", //L"%d prisoners revealed enemy positions.",
	L"%d名军官，%d名精英士兵，%d名普通士兵，%d名行政人员加入了我方。", //L"%d officers, %d elites, %d regulars and %d admins joined our cause.",
	L"俘虏掀起大规模暴动！在%s监狱！", //L"Prisoners start a massive riot in %s!",
	L"%d名俘虏被押送到%s监狱！", //L"%d prisoners were sent to %s!",
	L"俘虏已被释放！", //L"Prisoners have been released!",
	L"军队已占领%s监狱，俘虏已被释放！", //L"The army now occupies the prison in %s, the prisoners were freed!",
	L"敌人宁死不降！", //L"The enemy refuses to surrender!",
	L"敌人不肯拿你当囚犯 - 他们宁愿你死！", //L"The enemy refuses to take you as prisoners - they prefer you dead!",
	L"此功能在INI设置里未开启。", // L"This behaviour is set OFF in your ini settings.",
	L"%s 释放了 %s！", //L"%s has freed %s!",
	L"一个高阶军官%s被发现！",	//L"A high-ranking army officer in %s has been revealed!",
	L"敌方领袖拒绝考虑投降！", //L"The enemy leader refuses to even consider surrender!",
	L"%d名囚犯自愿加入我军。", //L"%d prisoners volunteered to join our forces.",
};

STR16	szMTATextStr[]=
{
	L"空无一物",
	L"建造掩体", //L"building a fortification",
	L"拆除掩体", //L"removing a fortification",
	L"开垦",//L"hacking",
	L"%s必须停止%s。", //L"%s had to stop %s.",
    L"所选的路障无法再该分区建造",
};

STR16	szInventoryArmTextStr[]=
{
	L"炸毁 (%d AP)", //L"Blow up (%d AP)",
	L"炸毁", //L"Blow up",
	L"装备 (%d AP)", //L"Arm (%d AP)",
	L"装备", //L"Arm",
	L"解除 (%d AP)", //L"Disarm (%d AP)",
	L"解除", //L"Disarm",
};

STR16		szBackgroundText_Flags[]=
{
	L" 会消耗掉背包中的药品 \n", //L" might consume drugs in inventory\n",
	L" 蔑视其他背景的角色 \n", //L" disregard for other backgrounds\n",
	L" +1 角色等级在地下分区时 \n", //L" +1 level in underground sectors\n",
	L" 有时候会偷窃平民的钱 \n", //L" steals money from the locals sometimes\n",

	L" +1 埋设炸弹等级 \n", //L" +1 traplevel to planted bombs\n",
	L" 会导致附近的佣兵腐败 \n", //L" spreads corruption to nearby mercs\n",
	L" female only", //L" female only",  won't show up, text exists for compatibility reasons
	L" male only", //L" male only",      won't show up, text exists for compatibility reasons

	L"如果我们死了所有城镇都会受到巨大的忠诚惩罚\n", //L" huge loyality penalty in all towns if we die\n",

	L" 拒绝伤害动物\n",	//L" refuses to attack animals\n",
	L" 拒绝伤害在同一小队的成员\n",	//L" refuses to attack members of the same group\n",
};

STR16	szBackgroundText_Value[]=
{
	L" %s%d%％ 行动点在极地地区 \n", //L" %s%d%% APs in polar sectors\n",
	L" %s%d%％ 行动点在沙漠地区 \n",	 //L" %s%d%% APs in desert sectors\n",
	L" %s%d%％ 行动点在沼泽地区 \n", //L" %s%d%% APs in swamp sectors\n",
	L" %s%d%％ 行动点在城镇地区 \n", //L" %s%d%% APs in urban sectors\n",
	L" %s%d%％ 行动点在森林地区 \n", //L" %s%d%% APs in forest sectors\n",
	L" %s%d%％ 行动点在平原地区 \n", //L" %s%d%% APs in plain sectors\n",
	L" %s%d%％ 行动点在河流地区 \n", //	L" %s%d%% APs in river sectors\n",
	L" %s%d%％ 行动点在热带地区 \n", //L" %s%d%% APs in tropical sectors\n",
	L" %s%d%％ 行动点在海岸地区 \n", //L" %s%d%% APs in coastal sectors\n",
	L" %s%d%％ 行动点在山地地区 \n", //L" %s%d%% APs in mountainous sectors\n",

	L" %s%d%％ 敏捷值 \n", //L" %s%d%% agility stat\n",
	L" %s%d%％ 灵巧值 \n", //L" %s%d%% dexterity stat\n",
	L" %s%d%％ 力量值 \n", //L" %s%d%% strength stat\n",
	L" %s%d%％ 领导值 \n", //L" %s%d%% leadership stat\n",
	L" %s%d%％ 枪法值 \n", //L" %s%d%% marksmanship stat\n",
	L" %s%d%％ 机械值 \n", //L" %s%d%% mechanical stat\n",
	L" %s%d%％ 爆破值 \n", //L" %s%d%% explosives stat\n",
	L" %s%d%％ 医疗值 \n", //L" %s%d%% medical stat\n",
	L" %s%d%％ 智慧值 \n", //L" %s%d%% wisdom stat\n",

	L" %s%d%％ 行动点在房顶时 \n", //L" %s%d%% APs on rooftops\n",
	L" %s%d%％ 行动点在游泳时 \n", //L" %s%d%% APs needed to swim\n",
	L" %s%d%％ 行动点在筑垒时 \n", //L" %s%d%% APs needed for fortification actions\n",
	L" %s%d%％ 行动点在发射迫击炮时 \n", //L" %s%d%% APs needed for mortars\n",
	L" %s%d%％ 行动点在操作背包时 \n", //L" %s%d%% APs needed to access inventory\n",
	L" 空降时观望其它方向\n %s%d%％ 行动点在空降后 \n", //L" looks in other direction on airdrops\n %s%d%% APs after airdrop\n",
	L" %s%d%％ 行动点在进入战区的第一回合 \n", //L" %s%d%% APs on first turn when assaulting a sector\n",
		
	L" %s%d%％ 步行速度 \n", //L" %s%d%% travel speed on foot\n",
	L" %s%d%％ 开车速度 \n", //L" %s%d%% travel speed on land vehicles\n",
	L" %s%d%％ 坐飞机速度 \n", //L" %s%d%% travel speed on air vehicles\n",
	L" %s%d%％ 坐船速度 \n", //L" %s%d%% travel speed on water vehicles\n",

	L" %s%d%％ 畏惧抵制 \n", //L" %s%d%% fear resistance\n",
	L" %s%d%％ 压制忍耐 \n", //L" %s%d%% suppression resistance\n",
	L" %s%d%％ 近战抗性 \n", //L" %s%d%% physical resistance\n",
	L" %s%d%％ 酒精耐性 \n", //L" %s%d%% alcohol resistance\n",
	L" %s%d%％ 疾病抗性 \n", //L" %s%d%% disease resistance\n",

	L" %s%d%％ 审问效率 \n", //L" %s%d%% interrogation effectiveness\n",
	L" %s%d%％ 监狱守卫强度 \n", //L" %s%d%% prison guard strength\n",
	L" %s%d%％ 买卖弹药武器优惠 \n", //L" %s%d%% better prices when trading guns and ammo\n",
	L" %s%d%％ 买卖护甲，携行具，刀具，工具箱等优惠 \n", //L" %s%d%% better prices when trading armour, lbe, blades, kits etc.\n",
	L" %s%d%％ 队伍劝降能力 \n", //L" %s%d%% team capitulation strength if we lead negotiations\n",
	L" %s%d%％ 跑步速度 \n", //L" %s%d%% faster running\n", 
	L" %s%d%％ 包扎速度 \n", //L" %s%d%% bandaging speed\n",
	L" %s%d%％ 精力恢复 \n", //L" %s%d%% breath regeneration\n",
	L" %s%d%％ 负重能力 \n", //L" %s%d%% strength to carry items\n",
	L" %s%d%％ 食物需求 \n", //L" %s%d%% food consumption\n",
	L" %s%d%％ 饮水需求 \n", //L" %s%d%% water consumption\n",
	L" %s%d 睡眠需求 \n", //L" %s%d need for sleep\n",
	L" %s%d%％ 近战伤害 \n",	 //L" %s%d%% melee damage\n",
	L" %s%d%％ 刺刀准确度(CTH) \n", //L" %s%d%% cth with blades\n",
	L" %s%d%％ 迷彩效果 \n", //L" %s%d%% camo effectiveness\n",
	L" %s%d%％ 潜行效果 \n", //L" %s%d%% stealth\n",
	L" %s%d%％ 最大准确度(CTH) \n", //L" %s%d%% max CTH\n",
	L" %s%d 夜晚听力范围 \n", //L" %s%d hearing range during the night\n",
	L" %s%d 白天听力范围 \n", //L" %s%d hearing range during the day\n",
	L" %s%d 解除陷阱效率 \n",
	L" %s%d%％ 防空导弹的命中率 \n",	//L" %s%d%% CTH with SAMs\n",
 
	L" %s%d%％ 友好对话效果 \n", //L" %s%d%% effectiveness to friendly approach\n",
	L" %s%d%％ 直接对话效果 \n", //L" %s%d%% effectiveness to direct approach\n",
	L" %s%d%％ 威胁对话效果 \n", //L" %s%d%% effectiveness to threaten approach\n",
	L" %s%d%％ 招募对话效果 \n", //L" %s%d%% effectiveness to recruit approach\n",

	L" %s%d%％ 暴力开门成功率 \n", //L" %s%d%% chance of success with door breaching charges\n",
	L" %s%d%％ 射击生物准确率(CTH) \n", //L" %s%d%% cth with firearms against creatures\n",
	L" %s%d%％ 医疗保证金 \n", //L" %s%d%% insurance cost\n",
	L" %s%d%％ 发现狙击手的成功率 \n",
	L" %s%d%％ 疾病诊断的效率 \n", //L" %s%d%% effectiveness at diagnosing diseases\n",
	L" %s%d%％ 对人员治疗疾病的效率 \n", //L" %s%d%% effectiveness at treating population against diseases\n",
	L" 能够发现%d格之内的脚印 \n", //L"Can spot tracks up to %d tiles away\n",
	L" %s%d%％ 被伏击时的初始距离 \n", //L" %s%d%% initial distance to enemy in ambush\n",
	L" %s%d%％ 几率回避攻击 \n",	//L" %s%d%% chance to evade snake attacks\n",

	L" 对某些其他背景的厌恶 \n", //L" dislikes some other backgrounds\n",
	L" 吸烟者", //L"Smoker",
	L" 非吸烟者", //L"Nonsmoker",
	L" %s%d%％ 蹲伏在可靠掩体后面对敌人的命中率 \n", //L" %s%d%% enemy CTH if crouched against thick cover in their direction\n",
	L" %s%d%％ 建设速度 \n",//L" %s%d%% building speed\n",
	L" 黑客技能：%s%d ",//L" hacking skill: %s%d ",
	L" %s%d%% 掩埋尸体速度 \n",	//L" %s%d%% burial speed\n",
	L" %s%d%% 管理效率 \n",	//L" %s%d%% administration effectiveness\n",
	L" %s%d%% 探索效率\n",	//L" %s%d%% exploration effectiveness\n",
};

STR16		szBackgroundTitleText[] =
{
	L"I.M.P 佣兵背景", //L"I.M.P. Background",
};

// Flugente: personality
STR16		szPersonalityTitleText[] =
{
	L"I.M.P 佣兵偏见", //L"I.M.P. Prejudices",
};

STR16		szPersonalityDisplayText[]=
{
	L"你看上去", //L"You look",
	L"而且长相对你而言", //L"and appearance is",
	L"重要。", //L"important to you.",
	L"你举止", //L"You have",
	L"而且", //L"and care",
	L"在乎这些。", //L"about that.",
	L"你是", //L"You are",
	L"并且讨厌", //L"and hate everyone",
	L"。",
	L"种族主义者，讨厌非 ", //L"racist against non-",
	L"人。", //L"people.",
};

// texts showing up when hovering over the box, used to explain what a selection does. Do not use more than 200 characters!
STR16		szPersonalityHelpText[]=
{
	L"你长得怎样？", //L"How do you look?",
	L"别人的长相对你而言是否重要？", //L"How important are the looks of others to you?",
	L"你行为举止如何？", //L"What are your manners?",
	L"别人的行为举止对你而言是否重要？", //L"How important are the manners of other people to you?",
	L"你是哪个国家的？", //L"What is your nationality?",
	L"你讨厌哪个国家？", //L"What nation o you dislike?",
	L"你有多讨厌那个国家？", //L"How much do you dislike that nation?",
	L"你的种族主义情结如何？", //L"How racist are you?",
	L"你是哪个种族？你讨厌所有非本族人。", //L"What is your race? You will be\nracist against all other races.",
	L"你的性别歧视程度如何？", //L"How sexist are you against the other gender?",
};


STR16		szRaceText[]=
{
	L"白种",
	L"黑种",
	L"亚洲",
	L"爱斯基摩",
	L"拉美裔",
};

STR16		szAppearanceText[]=
{
	L"很普通",
	L"很丑",
	L"是大众脸",
	L"很吸引人",
	L"像个孩子",
};

STR16		szRefinementText[]=
{
	L"正常", //L"average manners",
	L"邋遢", //L"manners of a slob",
	L"讲究", //L"manners of a snob",
};

STR16		szRefinementTextTypes[] =
{
	L"普通的人", //L"normal people",
	L"懒虫", //L"slobs",
	L"努力的人", //L"snobs",
};

STR16		szNationalityText[]=
{
	L"美国人",		// 0
	L"阿拉伯人",
	L"澳大利亚人",
	L"英国人",
	L"加拿大人",
	L"古巴人",			// 5
	L"丹麦人",
	L"法国人",
	L"俄国人",
	L"尼日利亚人",
	L"瑞士人",			// 10
	L"牙买加人",
	L"波兰人",
	L"中国人",
	L"爱尔兰人",
	L"南非人",	// 15
	L"匈牙利人",
	L"苏格兰人",
	L"Arulco人",
	L"德国人",
	L"非洲人",			// 20
	L"意大利人",
	L"荷兰人",
	L"罗马利亚人",
	L"Metavira人",

	// newly added from here on
	L"希腊人",			// 25
	L"爱沙尼亚人",
	L"委内瑞拉人",
	L"日本人",
	L"土耳其人",
	L"印度人",			// 30
	L"墨西哥人",
	L"挪威人",
	L"西班牙人",
	L"巴西人",
	L"芬兰人",			// 35
	L"伊朗人",
	L"以色列人",
	L"保加利亚人",
	L"瑞典人",
	L"伊拉克人",			// 40
	L"叙利亚人",
	L"比利时人",
	L"葡萄牙人",
	L"白俄罗斯人",
	L"塞尔维亚人",			// 45
	L"巴基斯坦人",
	L"Albanian",
	L"Argentinian",
	L"Armenian",
	L"Azerbaijani", // 50
	L"Bolivian",
	L"Chilean",
	L"Circassian",
	L"Columbian",
	L"Egyptian", // 55
	L"Ethiopian",
	L"Georgian",
	L"Jordanian",
	L"Kazakhstani",
	L"Kenyan", // 60
	L"Korean",
	L"Kyrgyzstani",
	L"Mongolian",
	L"Palestinian",
	L"Panamanian", // 65
	L"Rhodesian",
	L"Salvadoran",
	L"Saudi",
	L"Somali",
	L"Thai", // 70
	L"Ukrainian",
	L"Uzbekistani",
	L"Welsh",
	L"Yazidi",
	L"Zimbabwean", // 75
};

STR16		szNationalityTextAdjective[] =
{
	L"美国人",		// 0
	L"阿拉伯人",
	L"澳大利亚人",
	L"英国人",
	L"加拿大人",
	L"古巴人",			// 5
	L"丹麦人",
	L"法国人",
	L"俄国人",
	L"尼日利亚人",
	L"瑞士人",			// 10
	L"牙买加人",
	L"波兰人",
	L"中国人",
	L"爱尔兰人",
	L"南非人",	// 15
	L"匈牙利人",
	L"苏格兰人",
	L"Arulco人",
	L"德国人",
	L"非洲人",			// 20
	L"意大利人",
	L"荷兰人",
	L"罗马利亚人",
	L"Metavira人",

	// newly added from here on
	L"希腊人",			// 25
	L"爱沙尼亚人",
	L"委内瑞拉人",
	L"日本人",
	L"土耳其人",
	L"印度人",			// 30
	L"墨西哥人",
	L"挪威人",
	L"西班牙人",
	L"巴西人",
	L"芬兰人",			// 35
	L"伊朗人",
	L"以色列人",
	L"保加利亚人",
	L"瑞典人",
	L"伊拉克人",			// 40
	L"叙利亚人",
	L"比利时人",
	L"葡萄牙人",
	L"白俄罗斯人",
	L"塞尔维亚人",		// 45
	L"巴基斯坦人",
	L"albanians",
	L"argentinians",
	L"armenians",
	L"azerbaijani", // 50
	L"bolivians",
	L"chileans",
	L"circassians",
	L"columbians",
	L"egyptians", // 55
	L"ethiopians",
	L"georgians",
	L"jordanians",
	L"kazakhstani",
	L"kenyans", // 60
	L"koreans",
	L"kyrgyzstani",
	L"mongolians",
	L"palestinians",
	L"panamanians", // 65
	L"rhodesians",
	L"salvadorans",
	L"saudis",
	L"somalis",
	L"thais", // 70
	L"ukrainians",
	L"uzbekistani",
	L"welshs",
	L"yazidis",
	L"zimbabweans", // 75
};

// special text used if we do not hate any nation (value of -1)
STR16		szNationalityText_Special[]=
{
	L"不讨厌其它国籍的人。",		// used in personnel.cpp //L"do not hate any other nationality.",
	L"无国籍",		// used in IMP generation //L"of no origin",
};

STR16		szCareLevelText[]=
{
	L"不",
	L"有点",
	L"非常",
};

STR16		szRacistText[]=
{
	L"非",
	L"正常",
	L"极端",
};

STR16		szSexistText[]=
{
	L"非性别歧视者",
	L"有些性别歧视者",
	L"极端性别歧视者",
	L"尊重异性者",
};

// Flugente: power pack texts
STR16 gPowerPackDesc[] =
{
	L"电池", //L"Batteries are ",
	L"是满的", //L"full",
	L"正常", //L"good",
	L"剩余一半", //L"at half",
	L"电量低", //L"low",
	L"耗尽了", //L"depleted",
	L"。",
};

// WANNE: Special characters like % or someting else should go here
// We can't put them directly in the CPP code files, because they need special encoding (UTF8) for some languages (e.g: Chinese)
STR16 sSpecialCharacters[] =
{
	L"％",		// Percentage character
};

STR16	szSoldierClassName[]=
{
	L"佣兵",
	L"新手民兵",
	L"常规民兵",
	L"精英民兵",

	L"市民",

	L"行政人员",
	L"军队士兵",
	L"精英士兵",
	L"坦克",

	L"生物",
	L"僵尸",
};

STR16	szCampaignHistoryWebSite[]=
{
	L"%s 新闻议会",
	L"%s 情报配送部门",
	L"%s 革命运动",
	L"时代国际版",
	L"国际时代",
	L"R.I.S（情报侦察服务）",

	L"%s 媒体资源集",
	L"我们是中立情报部门。我们从%s搜集各种新闻报道。我们不会对这些资料进行评估——我们仅仅将它们发表出来供你自己评估。我们从各类资源中发布文章。",
	
	L"战斗总结",
	L"战役报告",
	L"最新新闻",
	L"关于我们",
};

STR16	szCampaignHistoryDetail[]=
{
	L"%s，%s %s %s 于 %s。",

	L"反抗军",
	L"女王部队",

	L"进攻了",
	L"袭击了",
	L"空袭了",

	L"敌人从%s攻入。",
	L"%s获得了来自%s的支援。",
	L"敌人从%s攻入，%s获得了来自%s的支援。",
	L"北方",
	L"东方",
	L"南方",
	L"西方",
	L"和",
	L"未知地区",

	L"该分区的建筑遭到了破坏。",
	L"在战斗中，该地区建筑物被损坏，计有%d位平民遭到杀害，%d位负伤。",  //In the fighting, buildings in the sector were damaged, and %d civilians were killed and %d wounded.
	L"在战斗中，%s和%s呼叫了支援。",
	L"在战斗中，%s呼叫了支援。",
	L"目击者报道交战双方都使用了化学武器。",
	L"%s使用了化学武器。",
	L"在交战大规模升级过程中，双方都部署了坦克。",
	L"%s部署了%d辆坦克，%d辆坦克在激烈的交火中被摧毁。",
	L"据称双方都部署了狙击手。",
	L"未经证实的消息称有%s名狙击手参与了交火。",
	L"这一分区战略意义十分重大，它拥有%s军队的大量地对空导弹设备。空中侦察摄影给指挥中心带来严重的伤害。这将导致从此途径%s的航班无法受到保护。",
	L"地面情况更加不明朗，看起来反抗军混战达到了新的高度。我们已经确认了反抗军民兵部队同国外佣兵一起组织了主动进攻。",
	L"保皇党在当地的地位比之前预期的更加糟糕。报告显示出现了内部分歧，军方人员互相火并。",
};

STR16	szCampaignHistoryTimeString[]=
{
	L"深夜",		// 23 - 3
	L"黎明",					// 3 - 6
	L"早晨",	// 6 - 8
	L"上午",	// 8 - 11
	L"正午",					// 11 - 14
	L"下午",		// 14 - 18
	L"傍晚",			// 18 - 21
	L"晚上",		// 21 - 23
};

STR16	szCampaignHistoryMoneyTypeString[]=
{
	L"初始资金",
	L"矿场收入",
	L"贸易",
	L"其它来源",
};

STR16	szCampaignHistoryConsumptionTypeString[]=
{
	L"弹药",
	L"炸药",
	L"食物",
	L"医疗器械",
	L"物品维护",
};

STR16	szCampaignHistoryResultString[]=
{
	L"在这场实力悬殊的战役中，女王部队毫无抵抗地被完全歼灭了。",

	L"反抗军轻易地击败了女王部队，使其遭到巨大损失。",
	L"反抗军毫不费力地沉重打击了女王部队，并且俘虏了一些敌人。",

	L"在这场血战中，反抗军最终战胜了对手。女王部队损失巨大。",
	L"反抗军略有损失，最终击败了精英部队。未证实消息称一些士兵可能被俘虏。",

	L"在一场皮洛士式胜利中，反抗军击退了精英部队，但是自己也损失惨重。很难肯定他们在这样的连续攻势下能否坚持得住。",

	L"女王部队占尽天时地利人和。反抗军没有任何机会，如果不撤退，要么被杀死或者被俘虏。",
	L"尽管反抗军在人数上占用优势，女王部队还是轻易地击退了他们。",

	L"反抗军显然对装备精良且为数众多的女王部队毫无准备，他们被轻易地击败了。",
	L"虽然反抗军在人数上占有优势，但是女王部队装备精良。反抗军显然落败了。",

	L"在激烈的战斗中双方都遭到了巨大损失，不过最终，女王部队以人数上的优势决定了战役的胜利。反抗军被击溃。至于有没有幸存者，我们目前还无法核实。",
	L"在激烈的交火中，女王部队的优秀训练起到了关键性作用。反抗军被迫撤退。",

	L"双方都不愿轻易认输。虽然女王部队最终扫除了当地的反抗军威胁，但是巨大的损失使得女王军队本身名存实亡。不过很显然，如果女王军队能够耗得起的话，反抗军很快就会消失得一干二净了。",
};

STR16	szCampaignHistoryImportanceString[]=
{
	L"无关的",
	L"不重要的",
	L"著名的",
	L"值得注意的",
	L"重大的",
	L"有趣的",
	L"重要的",
	L"相当重要的",
	L"十分重要的",
	L"极为重要的",
	L"意义重大的",
};

STR16	szCampaignHistoryWebpageString[]=
{
	L"杀死",
	L"受伤",
	L"俘虏",
	L"射击次数",

	L"获益",
	L"消费",
	L"损失",
	L"参与者",

	L"晋升",
	L"总结",
	L"细节",
	L"上一个",

	L"下一个",
	L"事件",
	L"天",
};

STR16	szCampaignStatsOperationPrefix[] =
{
	L"荣耀之%s",  //"Glorious %s"
	L"强势之%s",  //"Mighty %s"
	L"威严之%s",  //"Awesome %s"
	L"无畏之%s",  //"Intimidating %s"

	L"强力之%s",  //"Powerful %s"
	L"彻地之%s",  //"Earth-Shattering %s"
	L"诡诈之%s",  //"Insidious %s"
	L"疾速之%s",  //"Swift %s"

	L"狂暴之%s",  //"Violent %s"
	L"残暴之%s",  //"Brutal %s"
	L"无情之%",  //"Relentless %s"
	L"冷酷之%s",  //"Merciless %s"

	L"食人之%s",  //"Cannibalistic %s"
	L"华丽之%s",  //"Gorgeous %s",
	L"凶猛之%s",  //"Rogue %s",
	L"可疑之%s",  //"Dubious %s",

	L"中性之%s",  //"Sexually Ambigious %s"
	L"燃烧之%s",  //"Burning %s"
	L"狂怒之%s",  //"Enraged %s"
	L"幻想之%s",  //"Visonary %s"

	// 20
	L"阴森之%s",	 //L"Gruesome %s",
	L"非人道之%s",  //L"International-law-ignoring %s",
	L"挑衅之%s",  //L"Provoked %s",
	L"无尽之%s",  //L"Ceaseless %s",

	L"执着之%s",  //L"Inflexible %s",
	L"不屈之%s",  //L"Unyielding %s",
	L"无悔之%s",  //L"Regretless %s",
	L"残酷的%s",  //L"Remorseless %s",

	L"易怒之%s",  //L"Choleric %s",
	L"意外之%s",  //L"Unexpected %s",
	L"民众之%s",  //L"Democratic %s",
	L"渴望之%s",  //L"Bursting %s",

	L"多党之%s",  //L"Bipartisan %s",
	L"浴血之%s",  //L"Bloodstained %s",
	L"红装之%s",  //L"Rouge-wearing %s",
	L"无辜之%s",  //L"Innocent %s",

	L"可恶的%s",  //L"Hateful %s",
	L"阴险的%s",  //L"Underwear-staining %s",
	L"杀戮的%s",  //L"Civilian-devouring %s",
	L"无畏的%s",  //L"Unflinching %s",

	// 40
	L"毫不留情的%s",  //L"Expect No Mercy From Our %s",
	L"疯狂的%s",  //L"Very Mad %s",
	L"终极的%s",  //L"Ultimate %s",
	L"愤怒的%s",  //L"Furious %s",

	L"避让%s",  //L"Its best to Avoid Our %s",
	L"敬畏%s",  //L"Fear the %s",
	L"%s万岁！",  //L"All Hail the %s!",
	L"保护%s",  //L"Protect the %s",

	L"小心%s",  //"Beware the %s"
	L"碾碎%s",  //"Crush the %s"
	L"两面三刀的%s",  //"Backstabbing %s"
	L"狠毒的%s",  //"Vicious %s"

	L"虐待狂的%s",  //L"Sadistic %s",
	L"燃烧的%s",  //L"Burning %s",
	L"愤怒的%s",  //L"Wrathful %s",
	L"无敌的%s",  //L"Invincible %s",

	L"负罪的%s",  //L"Guilt-ridden %s",
	L"腐烂的%s",  //L"Rotting %s",
	L"无垢的%s",  //L"Sanitized %s",
	L"自我怀疑的%s",  //L"Self-doubting %s",

	// 60
	L"远古的%s",  //L"Ancient %s",
	L"饥饿的%s",  //L"Very Hungry %s",
	L"乏力的%s",  //L"Sleepy %s",
	L"消极的%s",  //L"Demotivated %s",

	L"严酷的%s",  //"Cruel %s"
	L"恼人的%s",  //"Annoying %s"
	L"发怒的%s",  //"Huffy %s"
	L"双性的%s",  //"Bisexual %s"

	L"尖叫的%s",  //L"Screaming %s",
	L"丑恶的%s",  //L"Hideous %s",
	L"信仰的%s",  //L"Praying %s",
	L"阴魂不散的%s",  //L"Stalking %s",

	L"冷血的%s",  //	L"Cold-blooded %s",
	L"可怕的%s",  //	L"Fearsome %s",  
	L"大惊小怪的%s",  //	L"Trippin' %s", 
	L"该死的%s",  //	L"Damned %s",  

	L"食素的%s",  //	L"Vegetarian %s", 
	L"古怪的%s",  //	L"Grotesque %s",
	L"落后的%s",  //	L"Backward %s",
	L"优越的%s",  //	L"Superior %s",

	// 80
	L"低劣的%s",  //L"Inferior %s",
	L"不好不坏的%s",  //L"Okay-ish %s",
	L"色欲旺盛的%s",  //L"Porn-consuming %s",
	L"中毒的%s",  //L"Poisoned %s",

	L"自觉的%s",  //L"Spontaneous %s",
	L"懒惰的%s",  //L"Lethargic %s",
	L"靠不住的%s",  //L"Tickled %s",
	L"脑残的%s",  //L"The %s is a dupe!",

	L"%s是瘾君子",  //L"%s on Steroids",
	L"%s大战铁血战士",  //L"%s vs. Predator",
	L"耍花招的%s",  //L"A %s with a twist",
	L"自娱自乐的%s",  //L"Self-Pleasuring %s",

	L"半人半%s",  //L"Man-%s hybrid",
	L"愚蠢的%s",  //L"Inane %s",  //
	L"昂贵的%s",  //L"Overpriced %s",
	L"午夜%s",  //L"Midnight %s",  

	L"资本家的%s",  //L"Capitalist %s",
	L"共产党的%s",  //L"Communist %s",
	L"热烈的%s",  //L"Intense %s",
	L"坚定的%s",  //L"Steadfast %s",

	// 100
	L"嗜睡的%s",//L"Narcoleptic %s",	
	L"晒白的%s",//	L"Bleached %s",
	L"咬指甲的%s",//L"Nail-biting %s",
	L"猛击%s",//L"Smite the %s",

	L"嗜血的%s",//L"Bloodthirsty %s",
	L"肥胖的%s",//	L"Obese %s",
	L"诡计多端的%s",//	L"Scheming %s",
	L"驼背的%s",//L"Tree-Humping %s",

	L"便宜的%s",//L"Cheaply made %s",
	L"圣洁的%s",//L"Sanctified %s",
	L"被诬告的%s",//L"Falsely accused %s",
	L"%s被救援",//L"%s to the rescue",

	L"螃蟹人大战%s",//L"Crab-people vs. %s",
	L"%s上天了!!!",//L"%s in Space!!!",
	L"%s大战哥斯拉",//L"%s vs. Godzilla",
	L"野性%s",//	L"Untamed %s",

	L"耐用的%s",//L"Durable %s",
	L"厚颜无耻的%s",//	L"Brazen %s",
	L"贪婪的%s",//L"Greedy %s",
	L"午夜%s",//	L"Midnight %s",

	// 120
	L"困惑的%s",//L"Confused %s",
	L"恼怒的%s",//L"Irritated %s",
	L"可恶的%s",//L"Loathsome %s",
	L"躁狂的%s",//L"Manic %s",

	L"古老的%s",//L"Ancient %s",
	L"鬼鬼祟祟的%s",//L"Sneaking %s",
	L"%s之末日",//L"%s of Doom",
	L"%s之复仇",//L"%s's revenge",

	L"%s上演中",//L"A %s on the run",
	L"来不及%s了",//L"A %s out of time",
	L"带着%s",//L"One with %s",
	L"%s来自地狱",//L"%s from hell",

	L"超级-%s",//L"Super-%s",
	L"终极-%s",//L"Ultra-%s",
	L"巨型-%s",//L"Mega-%s",
	L"超级巨型-%s",//	L"Giga-%s",

	L"一些%s",//L"A quantum of %s",
	L"%s陛下",//L"Her Majesties' %s",
	L"颤抖的%s",//L"Shivering %s",
	L"可怕的%s",//	L"Fearful %s",

	// 140
};

STR16	szCampaignStatsOperationSuffix[] =
{
	L"龙",  //L"Dragon",
	L"狮",  //L"Mountain Lion",
	L"蛇",  //L"Copperhead Snake",
	L"狗", //L"Jack Russell Terrier",

	L"敌", //L"Arch-Nemesis",
	L"怪",  //L"Basilisk",
	L"锋",  //L"Blade",
	L"盾",  //L"Shield",

	L"锤",  //L"Hammer",
	L"灵",  //L"Spectre",
	L"府",  //L"Congress",
	L"田",  //L"Oilfield",

	L"男友",  //L"Boyfriend",
	L"女友",  //L"Girlfriend",
	L"丈夫",  //L"Husband",
	L"后妈",  //L"Stepmother",

	L"蜥",  //"Sand Lizard"
	L"吏",  //"Bankers"
	L"蟒",  //"Anaconda"
	L"猫",  //"Kitten"

	// 20
	L"国会", //"Congress"
	L"议院", //"Senate"
	L"牧师", //"Cleric"
	L"混蛋", //"Badass"

	L"刺刀",  //L"Bayonet",
	L"狼獾",  //L"Wolverine",
	L"战士",  //L"Soldier",
	L"树蛙",  //L"Tree Frog",

	L"黄鼠狼",  //L"Weasel",
	L"灌木丛",  //L"Shrubbery",
	L"油坑",  //L"Tar pit",
	L"日落",  //L"Sunset",

	L"台风",  //L"Hurricane",
	L"山猫",  //L"Ocelot",
	L"老虎",  //L"Tiger",
	L"国防",  //L"Defense Industry",

	L"雪豹",  //L"Snow Leopard",
	L"巨魔",  //L"Megademon",
	L"蜻蜓",  //L"Dragonfly",
	L"猎犬",  //L"Rottweiler",

	// 40
	L"表哥",  //L"Cousin",
	L"奶奶",  //L"Grandma",
	L"婴儿",  //L"Newborn",
	L"异教徒",  //L"Cultist",

	L"大清洗",  //L"Disinfectant",
	L"民主",  //L"Democracy",
	L"军阀",  //L"Warlord",
	L"末日杀器",  //L"Doomsday Device",

	L"部长",  //L"Minister",
	L"小人",  //L"Beaver",
	L"刺客",  //L"Assassin",
	L"死亡之雨",  //L"Rain of Burning Death",

	L"先知",  //L"Prophet",
	L"入侵者",  //L"Interloper",
	L"十字军",  //L"Crusader",
	L"政府",  //L"Administration",

	L"超新星",  //L"Supernova",
	L"解放",  //L"Liberty",
	L"爆炸",  //L"Explosion",
	L"鹰隼",  //L"Bird of Prey",

	// 60
	L"蝎狮",  //L"Manticore",
	L"寒霜巨人",  //L"Frost Giant",
	L"名流",  //L"Celebrity",
	L"有钱人",  //L"Middle Class",

	L"大嗓门",  //L"Loudmouth",
	L"替罪羊",  //L"Scape Goat",
	L"军犬",  //L"Warhound",
	L"复仇",  //L"Vengeance",

	L"要塞",  //L"Fortress",
	L"小丑",  //L"Mime",
	L"指挥家",  //L"Conductor",
	L"领头人",  //L"Job-Creator",

	L"糊涂蛋",  //L"Frenchman",
	L"强力胶",  //L"Superglue",
	L"蝾螈",  //L"Newt",
	L"无能者",  //L"Incompetency",

	L"荒原狼",  //L"Steppenwolf",
	L"铁砧",  //L"Iron Anvil",
	L"大领主",  //L"Grand Lord",
	L"统治者",  //L"Supreme Ruler",

	// 80
	L"独裁者",  //L"Dictator",
	L"离世",  //L"Old Man Death",
	L"碎纸机",  //L"Shredder",
	L"吸尘器",  //L"Vacuum Cleaner",

	L"仓鼠",  //L"Hamster",
	L"癞蛤蟆",  //L"Hypno-Toad",
	L"DJ",  //L"Discjockey",
	L"送葬者",  //L"Undertaker",

	L"蛇发女妖",  //L"Gorgon",
	L"小孩",  //L"Child",
	L"黑帮",  //L"Mob",
	L"猛禽",  //L"Raptor",

	L"女神",  //L"Goddess",
	L"性别歧视",  //L"Gender Inequality",
	L"二五仔",  //L"Mole",
	L"口活",  //L"Baby Jesus",

	L"武装直升机",  //L"Gunship",
	L"公民",  //L"Citizen",
	L"情人",  //L"Lover",
	L"基金",  //L"Mutual Fund",

	// 100
	L"制服",//L"Uniform",
	L"军刀",//L"Saber",
	L"雪豹",//L"Snow Leopard",
	L"黑豹",//L"Panther",

	L"半人马",//L"Centaur",
	L"蝎子",//L"Scorpion",
	L"毒蛇",//L"Serpent",
	L"黑寡妇",//	L"Black Widow",

	L"狼蛛",//	L"Tarantula",
	L"秃鹫",//L"Vulture",
	L"异教徒",//L"Heretic",
	L"僵尸",//L"Zombie",

	L"劳模",//L"Role-Model",
	L"恶鬼",//L"Hellhound",
	L"猫鼬",//L"Mongoose",
	L"护士",//L"Nurse",

	L"修女",//L"Nun",
	L"太空鬼魂",//L"Space Ghost",
	L"毒蛇",//L"Viper",
	L"黑曼巴",//L"Mamba",

	// 120
	L"罪人",//L"Sinner",
	L"圣人",//L"Saint",
	L"彗星",//L"Comet",
	L"流星",//L"Meteor",

	L"虫罐头",//L"Can of worms",
	L"鱼油",//L"Fish oil pills",
	L"母乳",//L"Breastmilk",
	L"触手",//L"Tentacle",

	L"疯狂",//L"Insanity",
	L"发疯",//L"Madness",
	L"咳嗽",//L"Cough reflex",
	L"结肠",//L"Colon",

	L"国王",//L"King",
	L"女皇",//L"Queen",
	L"主教",//L"Bishop",
	L"农民",//L"Peasant",

	L"高塔",//L"Tower",
	L"大厦",//L"Mansion",
	L"战马",//L"Warhorse",
	L"裁判",//L"Referee",

	// 140
};

STR16	szMercCompareWebSite[] =
{
	// main page
	L"佣兵之家", //L"Mercs Love or Dislike You",
	L"互联网上最好的团队分析专家", //L"Your #1 teambuilding experts on the web",

	L"关于我们", //L"About us",
	L"团队分析", //L"Analyse a team",
	L"成对分析", //L"Pairwise comparison",
	L"客户意见", //L"Personalities",
	L"客户意见", //L"Customer voices",

	L"如果您的业务是为有实时性要求的项目提供创新的解决方案，也许您会经常观察到如下现象：", //L"If your business provides innovative solutions for critical applications with realtime demands, perhaps some of these observations sound familiar to you:",
	L"您的团队效率低下。", //L"Your team struggles with itself.",
	L"您的员工经常内斗。", //L"Your employees waste time working against each other.",
	L"您的员工离职率很高。", //L"Your workforce experiences a high fluctuation rate.",
	L"您的多数员工都不喜欢这份工作。", //L"You constantly receive low marks on workplace satisfaction ratings.",	
	L"如果您经常观察到以上一项或多项情况，那么您的员工的工作效率并不高，您的生意也就可能会出现问题。幸好我们有易学易操作的专利系统MeLoDY，立马就能让您的单位工作效率翻番，让您的员工喜上眉梢！", //L"If you can say 'yes' to one or more of these statements, then you might have a problem in your business. Your employees likely won't work at peak perfection. Thanks to our patented, easy-to-understand MeLoDY system, you can bring productivity back up in no time, and a happy smile on the faces all your staff!",

	// customer quotes
	L"客户感谢信：", //L"A few citations from our satisfied customers:",
	L"我最近一次恋爱是一场灾难。我很自责...但是现在我开窍了。所有男人全都该死！MeLoDY，谢谢你启发了我！", //L"My last relationship was terrible. I blamed myself... but now I know better. All men deserve a violent death! Thanks, MeLoDY, for enlightening me!",
	L"-Louisa G，小说家-", //L"-Louisa G., Novelist-",
	L"我和我兄弟们关系一直不好，最近变得更糟糕了。MeLoDY告诉我一切都是我们不信任父亲的错。谢谢你！我要找机会和父亲好好谈谈这个事情。", //L"I never got along with my brothers to start with, and recently its gotten worse. You've shown me that our trust problem with father is to blame. Thank you for that! I have to make a bold statement to open his eyes to the facts.",
	L"-Konrad C，典狱官-", //L"-Konrad C., Corrective law enforcement-",
	L"我一直都独来独往，所以很难和别人组队。您让我见识到了如何组队。MeLoDY真是帮大忙了啊！", //L"I've always been a loner, so joining a team was hard for me. Your insight showed me how to become part of a team. You've been a big help!",
	L"-Grant W，耍蛇人-", //L"-Grant W., Snake charmer-",
	L"干我们这一行的，必须得百分百信任你的所有组员，所以我们来求助砖家 - 求助MeLoDY系统", //L"In my line of work, you need to trust every member of your team 100%. That's why we went to the experts - we went to MeLoDY.",
	L"-Halle L，社会主义精神病患集团-", //L"-Halle L., SPK-",
	L"我是局里唯一一个发声的。由于我们的组员大都自命不凡，所以工作中遇到了很多问题。不过现在我们已经学会了互相尊重，能完美的协作了。", //L"I'll be the first to admit our crew was a rather illustrious assortion of characters, and we ran into some scuffles. But we learned to respect each other, and now complement each other perfectly.",
	L"-Michael C，美国国家航空航天局-", //L"-Michael C., NASA-",
	L"我强力推荐这个网站！", //L"I fully recommend this site!",
	L"-Kasper H，H&C物流公司-", //L"-Kasper H., H&C logistic Inc-",
	L"我们的培训流程时间很短，所以我们得知道每个员工的个性。使用MeLoDY系统是明智的选择", //L"Our training process has to be very quick, so we need to know whom we're dealing with. MeLoDY were the logical choice for this.",
	L"-Stan Duke，Kerberus安保公司-", //L"-Stan Duke, Kerberus Inc-",

	// analyze
	L"选择您的员工", //L"Choose your employee",
	L"选择您的小队", //L"Choose your squad",

	// error messages
	L"目前您还没有员工在岗。士气低落往往会导致员工较高的脱岗率。", //L"You currently have no employees at their workplace. Sub-par morale often results in a high rate of absent staff.",
};

STR16	szMercCompareEventText[]=
{
	L"%s枪毙了我！", //L"%s shot me!",
	L"%s背着我耍阴招", //L"%s is scheming behind my back",
	L"%s干扰我的工作", //L"%s interfered in my business",
	L"%s和敌人是一伙的", //L"%s is friends with my enemy",

	L"%s抢我的单子", //L"%s got a contract before I did",
	L"%s命令我们夹着尾巴逃跑", //L"%s ordered a shameful retreat",
	L"%s滥杀无辜", //L"%s massacred the innocent",
	L"%s拖我们后腿", //L"%s slows us down",

	L"%s从不分享食物", //L"%s doesn't share food",
	L"%s会让任务失败", //L"%s jeopardizes the mission",
	L"%s是个瘾君子", //L"%s is a drug addict",
	L"%s是个偷东西的贼", //L"%s is thieving scum",

	L"%s是个不称职的指挥官", //L"%s is an incompetent commander",
	L"%s不值那么多薪水", //L"%s is overpaid",
	L"%s抢走了所有好东西", //L"%s gets all the good stuff",
	L"%s拿枪指着我", //L"%s mounted a gun on me",

	L"%s为我疗伤", //L"%s treated my wounds",
	L"我和%s喝酒喝得挺高兴", //L"Had a good drink with %s",
	L"%s挺有趣", //L"L"%s is fun to get wasted with",
	L"%s喝多了会撒酒疯", //L"%s is annoying when drunk",

	L"%s喝多了会变白痴", //L"%s is an idiot when drunk",
	L"%s的观点与我们相左", //L"%s opposed our view in an argument",
	L"%s的观点在我们这边", //L"%s supported our position",
	L"%s同意我们的论断", //L"%s agrees to our reasoning",

	L"%s是个异教徒", //L"%s's beliefs are contrary to ours",
	L"%s知道如何安抚别人", //L"%s knows how to calm down people",
	L"%s太迟钝", //L"%s is insensitive",
	L"%s能做到人尽其才", //L"%s puts people in their places",

	L"%s过于冲动", //L"%s is way too impulsive",
	L"%s是个病秧子", //L"%s is disease-ridden",
	L"%s治好了我的病", //L"%s treated my diseases",
	L"%s在战斗中从不退缩", //L"%s does not hold back in combat",

	L"%s就是个武术疯子", //L"%s enjoys combat a bit too much",
	L"%s是个好老师", //L"%s is a good teacher",
	L"%s带领我们走向胜利", //L"%s led us to victory",
	L"%s救过我的命", //L"%s saved my life",

	L"%s跟我抢人头", //L"%s stole my kill",
	L"%s跟我一起扛过枪", //L"%s and me fought well together",
	L"%s劝降了敌军", //L"%s made the enemy surrender",
	L"%s打伤了平民", //L"%s injured civilians",
};

STR16	szWHOWebSite[] =
{
	// main page
	L"世界卫生组织", //L"World Health Organization",
	L"为生活带来健康", //L"Bringing health to life",

	// links to other pages
	L"关于世界卫生组织", //L"About WHO",
	L"关于Arulco的传染病", //L"Disease in Arulco",
	L"关于传染病", //L"About diseases",

	// text on the main page
	L"世界卫生组织是联合国系统内卫生问题的指导和协调机构。", //L"WHO is the directing and coordinating authority for health within the United Nations system.",
	L"它负责对全球卫生事务提供领导，拟定卫生研究议程，制订规范和标准，制定实事求是的政策方案，向各国提供技术支持，以及监测和评估卫生趋势。", //L"It is responsible for providing leadership on global health matters, shaping the health research agenda, setting norms and standards, articulating evidence-based policy options, providing technical support to countries and monitoring and assessing health trends.",
	L"在二十一世纪，各国要通力协作，重视卫生问题，特别是全民医保和协作防御跨国传染病。", //L"In the 21st century, health is a shared responsibility, involving equitable access to essential care and collective defence against transnational threats.",

	// contract page
	L"现在致命的Arulcan瘟疫正在小国Arulco肆虐。", //L"The small country of Arulco is currently experiencing an outbreak of the deadly arulcan plague.",
	L"由于国家卫生系统的混乱状态，只有军队的医护兵团在与致命瘟疫奋战。", //L"Due to the catastrophic state of the state's health system, only the armies' medical corps is there to combat the deadly disease.",
	L"由于Arulco限制联合国机构在当地展开行动，目前我们唯一能做的就是在地图上标出现阶段Arulco各地的疫情。但是由于与Arulco政府打交道十分困难，我们十分遗憾的通告该地图的使用者，必须缴纳每天$%d的地图使用费用。", //L"With the country being of limits to UN affiliates, all we can currently do is provide detailed maps on the current status of infection in Arulco. Due to the difficulty in dealing with Arulco, we regret to have to ask for a daily fee of %d$ for anyone wishing to obtain these maps.",
	L"您希望获得Arulco现阶段疫情的详细资料吗？一旦获得，这些数据会在战略地图上标出。", //L"Do you wish to acquire detailed data on the current status of diease in Arulco? You can access this data on the strategic map once aquired.",
	L"您目前没有访问权限，不能获得世卫组织关于Arulcan瘟疫的数据。", //L"You currently do not have access to WHO data on the arulcan plague.",
	L"疫情的详细资料已在您的地图上标出。", //L"You have acquired detailed maps on the status of the disease.",
	L"订阅地图更新", //L"Subscribe to map updates",
	L"注销地图更新", //L"Unsubscribe map updates",

	// helpful tips page
	L"Arulcan瘟疫这种致命的瘟疫一般不会在Arulco这种小国爆发。其典型的爆发过程是，首批感染者在沼泽地区或者热带地区被蚊子叮到后感染，然后首批感染者会在不知不觉中传染其他邻近城市的人。", //L"The arulcan plague is a deadly strain of the plague unique to the small country of Arulco. In a typical outbreak, the first victims get infected by a mosquito in a swamp or tropical sector. These first victims then inadvertently infect the population of nearby cities.",
	L"如果被感染，症状不会立刻出现，可能要在几天以后才能发现早期症状。", //"You won't immediately notice when you are infected - it might take days for the symptoms to show.",
	L"在战术地图上，使用鼠标移动到你的佣兵肖像上来查看你的佣兵感染已知疾病的状况。", //"You can see the current effects of known diseases your mercs suffer from by hovering over their portrait in the strategic map.",
	L"多数疾病会随着时间流逝越发严重，必须尽早分配一个医生到你的队伍。", //"Most diseases get worse over time, be sure to assign a doctor as soon as possible.",
	L"某些疾病可以用特定药物治愈，你可以从大药品店中找到这些药。", //"Some diseases can be treated with special medicine. You might find some in a well-equipped drugstore.",
	L"医生可以被指派去检查所有的同行的同伴是否染病，你可以及时在症状爆发之前发现它！", //"Doctors can be ordered to check on all local teammates for diseases. You can find out about a disease before it breaks out!",
	L"当医生治疗被感染的病患的时候他会有较高的几率感染疾病，所以此时防护服就显得很有用！", //"Doctors have a much higher chance to be infected when treating infected patients. Protective gear is very useful.",
	L"一把刀砍伤了一个被感染的人以后这把刀就被感染了，可以将该传染源带到其他地方以扩散瘟疫。", //"If a blade weapon hits an infected person, the blade becomes infected, and can be used to spread the infection further.",
};

STR16	szPMCWebSite[] =
{
	// main page
	L"Kerberus安保公司",
	L"经验丰富的安保公司", //"Experience In Security",

	// links to other pages
	L"Kerberus安保公司", //"What is Kerberus?",
	L"团队合约", //"Team Contracts",
	L"个人合约", //"Individual Contracts",

	// text on the main page
	L"Kerberus安保公司是一个著名的国际私人军事承包商。成立于1983，我们在全球范围提供安保服务和武装力量培训。",  //"Kerberus is a well known international private military contractor. Founded in 1983, we provide security and armed forces training around the world.",
	L"我公司培训出的出色的员工为全世界超过30个政府提供安保工作，包括若干冲突区的政府。",  //"Our extensively trained personnel provides security for over 30 governments areound the world. This includes several conflict zones.",
	L"我们在全球有多个训练中心，包括印度尼西亚，哥伦比亚，卡塔尔，南非，罗马尼亚，因此我们基本可以在24小时内提供满足我们合同要求的人员。", //"We have several training centres around the globe, including in Indonesia, Colombia, Katar, South Africa and Romania. As a result, we can usually fulfil your contract requirements within 24 hours.",
	L"在'个人合约'的页面下, 我们将提供有丰富安保经验的资深老兵去履行合同。",  //"Under 'Individual Contracts', we offer individual contracts with experienced veterans in the field of security.",
	L"同时您可以选择雇佣一个安保团队。在'团队合约'的页面下，你可以选择你想要雇佣的人员数量和行动目的地点。由于之前发生过令人遗憾的意外，所以我们要求登陆地点必须在您的实际占领区。", //"You can also hire an entire security team. In the 'Team Contracts' page, you can select how many of our personnel you want to hire, and where you require their services. Due to regrettable incidents in the past, we have to insist that the landing zone be under your control prior to debarkation.",
	L"我们的团队可以通过空中部署，当然，在这种情况下机场是必需的。根据目的地国家的具体情况，我们的团队也可以通过港口或边境哨所渗透进入。",  //Our team can deploy by air, in which case, of course, an airport is required. Depending on the country our services are required in, insetion via harbours or border posts is also possible.",
	L"我们要求客户先支付一定的保证金，然后我们佣兵的每日收费会在你的账户中扣取。",  //"An advance payment is required. After that, the daily fee for our personnel will be deducted from your account.",

	// militia contract page
	L"你可以在这选择你想要雇佣的人员类型和数目：",  //"You can select the type and number of personnel you want to hire here:",
	L"初始部署",  //"Initial deployment",
	L"常规佣兵",  //"Regular personnel",
	L"资深佣兵",  //"Veteran personnel",

	L"%d名可招雇,每个$%d",  //"%d available, %d$ each",
	L"雇佣: %d",  //"Hire: %d",
	L"费用: %d美金",  //"Cost: %d$",

	L"选择初始登陆区域：",  //"Select the initial operational area:",
	L"总费用: %d美金",  //"Total Cost: %d$",
	L"到达时间: %02d:%02d",
	L"签署合同",  //"Close Contract",

	L"谢谢！我们的人员会在明天%02d:%02d登陆。",  //"Thank you! Our personnel will be on site on %02d:%02d tomorrow.",
	L"Kerberus安保公司的部队已经到达 %s。",  //"Kerberus reinforcements have arrived in %s.",
	L"下一轮部署：%d名常规佣兵和%d名资深佣兵在%s的%02d:%02d到达，第%d天。",  //"Next deployment: %d regulars and %d veterans at %s on %02d:%02d, day %d.",
	L"你并没有实际控制至少一个我们可以部署佣兵的地区！",  //"You do not control any location through which we could insert troops!",

	// individual contract page
};

STR16   szTacticalInventoryDialogString[]=
{
        L"操作背包和仓库整理",

        L"眼部切换", //L"NVG",
        L"全体装弹",
        L"物品集合",
        L"",

        L"分类物品",
        L"合并物品",
        L"分离",
        L"整理物品",

        L"子弹装箱",
        L"子弹装盒",
        L"放下背包",
        L"捡起背包",

        L"",
        L"",
        L"",
        L"",
};

STR16   szTacticalCoverDialogString[]=
{
        L"显示掩护模式",

        L"关闭",
        L"敌人",
        L"佣兵",
        L"",

        L"角色", //L"Roles",
		L"筑防",	//L"Fortification",
		L"跟踪者",//	L"Tracker",
		L"瞄准模式",//L"CTH mode",

        L"陷阱",
        L"绊线网",
        L"检测器",
        L"",

        L"A网",
        L"B网",
        L"C网",
        L"D网",
};

STR16   szTacticalCoverDialogPrintString[]=
{

        L"关闭掩护/陷阱显示模式",
        L"显示危险区域",
        L"显示佣兵视野",
        L"",

		L"显示敌人称号",//L"Display enemy role symbols",
		L"显示计划的防御工事",//L"Display planned fortifications",
		L"显示敌军路线",//L"Display enemy tracks",
        L"",

        L"显示绊线网络",
        L"显示绊线网络颜色",
        L"显示附近的陷阱",
        L"",

        L"显示绊线网络A",
        L"显示绊线网络B",
        L"显示绊线网络C",
        L"显示绊线网络D",
};


STR16	szDynamicDialogueText[40][17] =
{
	// OPINIONEVENT_FRIENDLYFIRE
	L"见鬼！$CAUSE$ 攻击我！",  //"What the hell! $CAUSE$ attacked me!"
	L"",
	L"",
	L"什么？我？那不可能，我正跟敌人打的起劲呢！", //"What? Me? No way, I'm engaging at the enemy!"
	L"唉哟。",  //"Oops."
	L"",
	L"",
	L"$CAUSE$ 攻击了 $VICTIM$。你怎么看？",  //"$CAUSE$ has attacked $VICTIM$. What do you do?"
	L"不，那绝对是敌人开的枪！",  //"Nah, that must have been enemy fire!"
	L"对，我也看见了！",  //"Yeah, I saw it too!"
	L"少在这儿装傻！$CAUSE$。你的视野很清晰！你到底是哪边的？",  //"Don't play stupid, $CAUSE$. You had a clear line of sight! What side are you on?"
	L"我看见了，很明显是敌人开的枪！",  //"I saw it, it was clearly enemy fire!"
	L"在激战中，这是很有可能发生的。下回一定小心点，$CAUSE$。",  //"In the heat of battle, this can happen. Just be more careful next time, $CAUSE$."
	L"现在是在打仗！人们随时都会被击中的！还是说说... 怎么开枪打的准一些吧，打敌人！",  //"This is war! People get shot all the time! Speaking of... shoot more people, people!"
	L"",
	L"",
	L"",

	// OPINIONEVENT_SNITCHSOLDMEOUT
	L"嘿！闭嘴，$CAUSE$! 该死的内奸！", //L"Hey! Keep your mouth shut, $CAUSE$! Freakin' snitch!",
	L"",
	L"",
	L"如果你不是傻瓜，我就是。", //L"I would if you weren't such a wussy!",
	L"你听到了吗？该死的。", //L"You heard that? Dammit.",
	L"",
	L"",
	L"$VICTIM$ 冲 $CAUSE$ 生气，就是因为 $CAUSE_GENDER$ 和你打小报告。你怎么看？",  //L"$VICTIM$ is angry with $CAUSE$ because $CAUSE_GENDER$ spoke to you. What do you do?",
	L"不不，$CAUSE$，说吧... $VICTIM$ 做了啥？",  //L"Nono, $CAUSE$, speak up... What did $VICTIM$ do?",
	L"嘿，少管闲事，$CAUSE$！",  //L"Yeah, mind your own business, $CAUSE$!",
	L"这儿又不是女子学校，偷着乐吧，$CAUSE$。",  //L"This isn't girls college, keep your snickering to yourself, $CAUSE$.",
	L"对，像个爷们儿！",  //L"Yeah. Man up!",
	L"我不确定那是正确的方法，但是 $CAUSE_GENDER$ 做这种事情应该有原因的...",  //L"I'm not sure whether it was the correct way, but $CAUSE_GENDER$ does have a point...",
	L"又来？把小报告藏在心里吧，我们可没这时间！",  //L"This again? Keep your bickering to yourself, we have no time for this!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_SNITCHINTERFERENCE
	L"$CAUSE$ 又在欺负我！",  //L"$CAUSE$ is bullying me again!",
	L"",
	L"",
	L"你搞砸了整个任务，我受够了！",  //L"You're jeopardising the entire mission, and I won't let that stand any longer!",
	L"嘿，这对你个人有好处。过后你会感谢我。",  //L"Hey, it's for your own good. You'll thank me later.",
	L"",
	L"",
	L"$CAUSE$ 阻止了 $VICTIM$ 的不端行为，$VICTIM_GENDER$ 就报复。你怎么看？",  //L"$CAUSE$ has stopped $VICTIM$ from misbehaving, and $VICTIM_GENDER$ is out for revenge. What do you do?",
	L"别再为那事儿找借口了！",  //L"Then stop giving reasons for that!",
	L"算了吧，$CAUSE$, 以为你是谁啊，能对我们指手画脚？！",  //L"Drop it, $CAUSE$, who are you to tell us what to do?!",
	L"你不想那样？伙计，谁让你发号施令的？",  //L"You won't let that stand? Cute. Who ever made you the boss?",
	L"同意。我们片刻不能放松警惕！",  //L"Agreed. We can't let our guard down for a single moment!",
	L"你俩就不能把这事摆平吗？",  //L"Can't you two sort this out?",
	L"呶呶呶。你们这些失败了的家伙有谁丢了围嘴儿吗？可怜虫！",  //L"Meh meh meh. Have any of you losers lost their bib? You're pathetic. ",
	L"",
	L"",
	L"",

	// OPINIONEVENT_FRIENDSWITHHATED
	L"哼。典型的 $CAUSE$，估计 $CAUSE_GENDER$ 想找同伴出去喝酒找错了人！",  //L"Hmpf. Typical $CAUSE$, figured $CAUSE_GENDER$ would hang out with the wrong crowd!",
	L"",
	L"",
	L"我找谁做朋友和你没关系！",  //L"My friends are none of your business!",
	L"你俩相处的不好吗？$VICTIM$。", //L"Can't you two all get along, $VICTIM$?",
	L"",
	L"",
	L"$VICTIM$ 不喜欢 $CAUSE$ 的朋友。你怎么看？",  //L"$VICTIM$ doesn't like $CAUSE$'s friend. What do you do?",
	L"$CAUSE_GENDER$ 当然可以和他自己想找的人一起喝酒。",  //L"Everybody can hang out with whom $CAUSE_GENDER$ wants!",
	L"嘿，你们这群丑鬼！",  //L"Yeah, you guys are ugly!",
	L"你该换工作了，因为它很糟。",  //L"Then you should change your business. 'Cause its bad.",
	L"$VICTIM$，感觉如何？",  //L"What's that to you, $VICTIM$?",
	L"是啊，是啊，那个烂事儿。你确定它是现在最要紧的事儿？",  //L"Yeah yeah, terrible business, that. Are you sure that is the MOST PRESSING issue right now?",
	L"没人愿意听这些废话...",  //L"Nobody wants to hear all this crap...",
	L"",
	L"",
	L"",

	// OPINIONEVENT_CONTRACTEXTENSION
	L"是的，当然。我的合同即将到期，不过，先谈谈 $CAUSE$ 吧。", //L"Yeah, sure. My contract's about to end, but no, gotta take care of $CAUSE$ first.",
	L"",
	L"",
	L"哦，是吗？我真的很有用，或许这就是为什么你没给我延期的原因。",  //L"Oh yeah? I'm actually useful. Perhaps that's why you didn't get an extension.",
	L"我保证你会很快获得延期。你知道网上银行有多奇葩。",  //L"I'm sure you'll get your extension soon. You know how odd online banking can be.",
	L"",
	L"",
	L"$VICTIM$ 嫉妒我们提前延期 $CAUSE$ 的合同。你说咋整？",  //L"$VICTIM$ is jealous as we extended $CAUSE$'s contract early. What do you do?",
	L"你不是还领着报酬吗？既然你拿到了钱，管别的干嘛？",  //L"You are still getting paid, no? What does it matter as long as you get the money?",
	L"你的合同就快到期了，$CAUSE$ ... 真希望你能延期。", //L"And your contract ends so soon, $CAUSE$... I hope you get an extension.",
	L"是的。全部的价值都还没发挥出来。", //L"Yeah. All that worth hasn't shown yet though.",
	L"哦，戳到痛处了，是吧？$VICTIM$。", //L"Aww, that burns, doesn't it, $VICTIM$?",
	L"我们的资金有限。有些人的付出值得先拿到钱，对吧？", //L"We have limited funds. Someone needs to get paid first, right?",
	L"每人都会及时得到报酬，除非你们继续吵下去。我也能找到其他不讨人烦的雇佣兵。",  //L"You'll all get paid in time. Unless you continue like this. I'm sure there are less annoying mercs out there.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_ORDEREDRETREAT
	L"好命令，$CAUSE$！你为什么命令撤退？",  //L"Nice command, $CAUSE$! Why would you order retreat?",
	L"",
	L"",
	L"我只是把大家带出了地狱，你该感谢我救你一命。",  //L"I just got us out of that hellhole, you should thank me for saving your life.",
	L"他们包围了侧翼，我们没退路了！",  //L"They were flanking us, there was no other way!",
	L"",
	L"",
	L"$VICTIM$ 讨厌 $CAUSE$ 的撤退命令，你呢？",  //L"$VICTIM$ dislikes the retreat command $CAUSE$ gave. What do you do?",
	L"只要愿意，你可以自己回去...没人阻止你。",  //L"You know you can go back if you want... nobody's stopping you.",
	L"优势一直在我们这边，直到刚才。",  //L"We were rockin' it until that point.",
	L"哦？你一边第一个撤退，一边救了我们一命？你真高尚！",  //L"Oh, now YOU got us out? By being the first to leave? How noble of you.",
	L"我确实救了你们，$CAUSE$。哥们儿，我再也不想回到那儿了。",  //L"I sure did, $CAUSE$. Man, I don't want to go back THERE again.",
	L"最重要的，我们都还活着。",  //L"We're still alive, this is what counts.",
	L"更要紧的是，我们啥时候打回去，搞定这任务？",  //L"The more pressing issue is when will we go back, and finish the job?",
	L"",
	L"",
	L"",

	// OPINIONEVENT_CIVKILLER
	L"$CAUSE$，你脑子进水了吗？你刚刚杀了一个无辜的人！",  //L"What the hell is wrong with you, $CAUSE$? You just killed an innocent!",
	L"",
	L"",
	L"他有枪，我看到了！",  //L"He had a gun, I saw it!",
	L"哦不！上帝啊！我做了什么？",  //L"Oh god. No! What have I done?",
	L"",
	L"",
	L"$VICTIM$ 暴怒：$CAUSE$ 杀了个平民。你都干了些什么？", //"$VICTIM$ is furious: $CAUSE$ killed a civilian. What do you do?",
	L"我们能安全些比我说对不起更有价值...",  //"Better safe than sorry I say...",
	L"喔。这可怜的家伙没希望了。该死。", //"Yeah. The poor sod never had a chance. Damn.",
	L"别废话。那是个手无寸铁的平民。我们来这儿是为了保护这些人们的！",  //"Don't talk crap. That was an unarmed civilian. We are here to protect these people!",
	L"你干净利索的干掉了他，干得好！", //"And you took him down nice and clean, good job!",
	L"现在是在打仗，随时都有人会死....虽然我更喜欢咱们低调点。",//"This is war. People die all the time... though I'd prefer it if it were less obvious that we are so, ehm, proactive.",
	L"谁在乎？舍不得孩子套不住狼。",  //"Who cares? Can't make a cake without breaking a few eggs.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_SLOWSUSDOWN
	L"拜托，能让 $CAUSE$ 滚蛋吗？这个慢吞吞的家伙拖了我们的后腿。",  //"Can we get rid of $CAUSE$, please? That slowpoke is holding us back.",
	L"",
	L"",
	L"要不是我替你背了本应你背的东西，我怎么会这么慢，$VICTIM$！",  //"I wouldn't if you would carry your fair share of the gear, $VICTIM$!",
	L"因为我背的东西太多了，太重了！",  //"It's all this stuff, it's so heavy!",
	L"",
	L"",
	L"$VICTIM$ 觉得是 $CAUSE$ 拖累了队伍。你觉得呢？",  //"$VICTIM$ feels $CAUSE$ slows down the team. What do you do?",
	L"我们绝不抛弃任何人，特别是 $CAUSE$！",  //"We leave nobody behind, not even $CAUSE$!",
	L"我们得赶快行军，敌人追上来了！",  //"We have to move fast, the enemy isn't far behind!",
	L"所有人都背着自己的装备啊。要是不拿着枪你可怎么打仗啊？", //"Everybody carries his gear. How do you expect to fight if you can't even carry your gun?",
	L"是，停止抱怨。要么咱们一起撑过去要么一起死了拉倒。", //"Aye, stop complaining. We go through this together or we don't do it at all.",
	L"你要是那么恼火 $CAUSE$ 拖拖拉拉，$VICTIM$，不如你去帮他一把。", //"If you are so annoyed that $CAUSE$ is slow, $VICTIM$, maybe you could lend a hand.",
	L"$VICTIM$，要是你还有闲功夫在这里抱怨个没完，你该去帮 $CAUSE_GENDER$ 一把。", //"If you still have enough breath left to complain, $VICTIM$, you should lend $CAUSE_GENDER$ a hand.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_NOSHARINGFOOD
	L"该死的 $CAUSE$，$CAUSE_GENDER$ 把好吃的自个全吃了......", //"Damn $CAUSE$, $CAUSE_GENDER$ is keeping all that tasty food to $CAUSE_PRONOUN$self...",
	L"",
	L"",
	L"怪我咯，你怎么不说你自己先吃完了自己的那份儿。", //"Not my problem if you already ate all your rations.",
	L"哎 $VICTIM$，我刚才吃的时候你怎么不说话啊？", //"Oh $VICTIM$, why didn't you say something then?",
	L"",
	L"",
	L"$VICTIM$ 想要 $CAUSE$'的食物。你怎么看？", //"$VICTIM$ wants $CAUSE$'s food. What do you do?",
	L"大伙都一样多。你用光了自己那份，那是你自个儿的事。", //"We all get the same. If you used up yours already that's your problem.",
	L"要是 $CAUSE$ 能分到的话，我也要！", //"If $CAUSE$ shares, I want some too!",
	L"凭啥你有那么多东西吃？我怎么闻着你有额外的口粮呢？", //"Why do you have so much food anyway? Do I smell extra rations there?.",
	L"那好，回到基地人人都管够....", //"Right, everyone got enough back at the base...",
	L"基地里有足够的食物，别找事，明白么？", //"There's enough food left at the base, so no need to fight, ok?",
	L"我觉得那东西根本不能叫美味，不过要是你们这些鸡婆想争食儿，我没意见。", //"I wouldn't call that stuff 'tasty', but if you ladies wanna fight about it, fine by me.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_ANNOYINGDISABILITY
	L"哦，活见鬼，$CAUSE$。这可不是个好时候！",  //"Oh, come on, $CAUSE$. It's not a good moment!",
	L"",
	L"",
	L"说得好，我选择死亡。好建议。谢谢，$VICTIM$,你帮了我大忙，还要我说别的吗？",  //"Just what I need. Good advice. Thanks, $VICTIM$, you are a big help.",
	L"这是我唯一的弱点，我无能为力啊！",  //"It's my only weakness, I can't help it!",
	L"",
	L"",
	L"$CAUSE$' 的举动让 $VICTIM$ 心烦意乱。你怎么看？",  //"$CAUSE$' tick is getting on $VICTIM$'s nerves. What do you do?",
	L"这关你什么事？你没事可干了？",  //"What does it even matter to you? Don't you have something to do?",
	L"确实啊，$CAUSE$。这里是军事组织不是病房。",  //"Really $CAUSE$. This is a military organization and not a ward.",
	L"呃，我们是专业人士，你可不是，$CAUSE$。",  //"Well, we are pros, an you're not, $CAUSE$.",
	L"别这么势利眼， $VICTIM$。",  //"Don't be such a snob, $VICTIM$.",
	L"嗯。$CAUSE_GENDER$ 还好吧？",  //"Uhm. Is $CAUSE_GENDER$ okay?",
	L"瞎逼逼，一群疯子的典型时刻。",  //"Bla bla blah. Another notable moment of the crazies squad.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_ADDICT
	L"$CAUSE$ 嗨得飞起了！我怎么能跟一个瘾君子共事？",  //"$CAUSE$ is high like a zeppelin! How am I supposed to work with that junkie?",
	L"",
	L"",
	L"把你的肠子从屁眼里拉出来我才能飞，我的天啊....",  //"Taking the stick out of your butt would be a starter, jeez...",
	L"我看到了未来，伙计。还有...其它的东西！",  //"I've seen things man. And some... stuff!",
	L"",
	L"",
	L"$CAUSE$ 吸毒的时候被 $VICTIM$ 看见了。你怎么看？",  //"$CAUSE$ took drugs and $VICTIM$ saw it. What do you do?",
	L"喂，$CAUSE$ 得减减压，好吧？",  //"Hey, $CAUSE$ needs to ease the stress, ok?",
	L"太没职业道德了。",  //"How unprofessional.",
	L"这是打仗不是贵族舞会。赶紧住手，$CAUSE$！",  //"This is war and not a stoner party. Cut it out, $CAUSE$!",
	L"呵呵，太对了。",  //"Hehe. So true.",
	L"我相信你吸毒有一个很好的理由，是吧，$CAUSE$？",  //"I am sure there is a good explanation for this. Am I right, $CAUSE$?",
	L"战斗结束之后，你想注射什么随你的便。",  //"You can inject yourself with whatever you like, but only after the battle is over.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_THIEF
	L"见鬼...喂！$CAUSE$！你给我拿回来，你这个该死的小偷！",  //"What the... Hey! $CAUSE$! Give it back, you damn thief!",
	L"",
	L"",
	L"你喝多了吧？有病啊你！",  //"Have you been drinking? What the hell is your problem?",
	L"你都看见了？倒霉....要不一人一半？",  //"You noticed? Dammit... 50/50?",
	L"",
	L"",
	L"$VICTIM$ 看见 $CAUSE$ 偷了件东西。你怎么看？",  //"$VICTIM$ saw $CAUSE$ steal an item. What do you do?",
	L"捉贼捉赃，如果没证据你就别瞎指责，$VICTIM$.",   //"If you don't have any proof, don't throw around accusations, $VICTIM$.",
	L"我们一起共事的就是这样的人了，$VICIM$? 大家都看好自己的钱包为妙。",  //"So that's the kind of people were stuck with, $VICIM$? I better watch my wallet then.",
	L"喂你！你把那个立刻还回去！",  //"HEY! You put that back right now!",
	L"我什么都没看见啊。怎么突然间 $VICTIM$ 就抽风了？",  //"No idea. All of a sudden $VICTIM$ is all drama.",
	L"也许我们可以多分点战利品来解决这个...小问题？",  //"Perhaps we could get a raise to resolve this... issue?",
	L"闭嘴！这些战利品对我们所有人来说足够多了！",  //"Shut up! There is more than enough loot for all of us!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_WORSTCOMMANDEREVER
	L"这简直是个灾难啊。从没有这么差劲的指挥, $CAUSE$！",  //"What a disaster. That was worst command ever, $CAUSE$!",
	L"",
	L"",
	L"我不会接受你这样的大头兵来指挥我！",  //"I don't have to take that from a grunt like you!",
	L"做你的白日梦，$VICTIM$。我对得起这价钱，你心里清楚！",  //"Dream on, $VICTIM$. I'm worth every penny, and you know it!",
	L"",
	L"",
	L"$CAUSE$ 不相信 $VICTIM$ 的命令。你怎么看？",  //"$CAUSE$ does not trust $VICTIM$'s orders. What do you do?",
	L"总得有人当头儿啊，除了 $CAUSE$ 你有更好的人选？",  //"Someone had take the lead and $CAUSE$ did it. Did you have a better plan?",
	L"好啊，这样的话我们肯定是赢不了这场战争了....",  //"Well, we sure aren't going to win the war at this rate...",
	L"我向你保证...那并不是像打手势一样的指挥",  //"Then take it from me... that wasn't 'commanding' as much as 'handwaving'.",
	L"我们有清晰的指挥层级，而你并不是发号施令的那个，$VICTIM$！",  //"We have a clear chain of command, and you sure as hell aren't on top, $VICTIM$!",
	L"我们不会忘记他们的牺牲。正是他们的牺牲使得我们能够继续战斗下去。",  //"We will not forget their sacrifice. They died so we could fight on.",
	L"什么？生意就是这样。搞砸了你就玩儿完了。他们知道这里头的风险。继续干活。",  //"What? This is the business. Screw up and you're dead. They knew the risks. Move on.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_RICHGUY
	L"$CAUSE$ 怎么能挣这么多钱？这不公平！",  //"How can $CAUSE$ earn this much? It's not fair!",
	L"",
	L"",
	L"做你的白日梦，$VICTIM$。我对得起这价钱，你心里清楚！",  //"Dream on, $VICTIM$. I'm worth every penny, and you know it!",
	L"你觉得我不会往心里去的，是吧？",  //"You don't expect me to complain, do you?",
	L"",
	L"",
	L"$CAUSE$ 正在嫉妒 $VICTIM$ 的时薪。你怎么看？",   //"$CAUSE$ is jealous of $VICTIM$'s paycheck. What do you do?",
	L"别在钱上斤斤计较，你自己挣得够多的了！",   //"Quit whining about the money, you get more than enough yourself!",
	L"说实在的，$VICTIM$, 我觉得你应该调整下报价！",   //"In all honesty, $VICTIM$, I think you should adjust your rate!",
	L"你值那个价？你的所作所为根本就是在装腔作势！",   //"Worth it? All you do is pose!",
	L"放松点，至少我们明白你付出了多少，$CAUSE$。",   //"Relax. At least some of us appreciate your service, $CAUSE$.",
	L"也许 $CAUSE_GENDER$ 刚好擅长薪资谈判？",   //"Perhaps $CAUSE_GENDER$ is just good at salary negotiations?",
	L"每个人都会得到自己应得的那一份儿。你越是抱怨，得到的越少。",   //"Everybody gets what the deserve. If you complain, you deserve less.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_BETTERGEAR
	L"$CAUSE$ 把好装备自个儿都囤起来了。不公平！",   //"$CAUSE$ is stocking the good gear for $CAUSE_PRONOUN$self. Not fair!",
	L"",
	L"",
	L"跟你不一样，实际上我才懂得怎么用这些玩意儿。",  //"Contrary to you, I actually know how to use them.",
	L"是啊，东西在那里总得用人用它，对吧？祝你下回好运！",  //"Well, someone has to use it, right? Better luck next time!",
	L"",
	L"",
	L"$CAUSE$ 眼红 $VICTIM$ 的装备。你怎么看？",  //"$CAUSE$ is jealous of $VICTIM$'s equipment. What do you do?",
	L"你不过是在给你糟糕的枪法编个借口而已。",   //"You're just making up an excuse for your poor marksmanship.",
	L"是的，对我来说这分明是任人唯亲。",   //"Yeah, this smells of cronyism to me.",
	L"如果你的词典里'使用'是'浪费弹药'的意思，那好吧，你真特么专业啊。",   //"If by 'use' you mean 'waste a lot bullets', then yeah, you are a pro.",
	L"我举双手赞成！",   //"I'll second that!",
	L"真是那样？那好，从现在起我对 $CAUSE_GENDER$ 高超的枪法拭目以待。",   //"Is that so? Well, I expect superior marksmanship from $CAUSE_GENDER$ from now on.",
	L"你就没想到过我们的补给是有限的么？我们根本连一把好枪也搞不到。",   //"Did it ever occur to you that our supplies are limited? We can't ALL get the one good gun.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_YOUMOUNTEDAGUNONMYBREASTS
	L"你拿我当双脚架吗？别拿我架枪，$CAUSE$！",//L"Do I look like a bipod? Get that thing off me, $CAUSE$!",
	L"",
	L"",
	L"别怂！咱这是在打仗！",//L"Don't be such a wuss. This is war!",
	L"哎呀，你怎么倒在那里，我压根没看见。",//L"Oh. Didn't see you for a minute there.",
	L"",
	L"",
	L"$CAUSE$ 用 $VICTIM$ 的胸膛架枪。好怪异。你怎么看？",//L"$CAUSE$ used $VICTIM$'s chest as a gun rack. How odd. What do you do?",
	L"别怂！咱这是在打仗！",//L"Don't be such a wuss. This is war!",
	L"哟，$CAUSE$，你是想变成一个混球呢，还是你本来就是个混球？",//L"Wow. Are you trying to be a jerk, $CAUSE$, or is this normal for you?",
	L"$CAUSE$ 你就一迟钝的混球，迟钝到死。",//L"You are and always will be an insensitive jerk, $CAUSE$.",
	L"有时你确实得利用一下你周围的环境！",//L"Sometimes you just have to use your surroundings!",
	L"诶...你俩在搅基吗？",//L"Ehm... what are you two DOING?",
	L"卧槽，这会儿不是做那事儿的时候",//L"This is hardly the time to fondle each other, dammit.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_BANDAGED
	L"谢谢你，$CAUSE$。我还以为我会流血致死。",//L"Thanks, $CAUSE$. I thought I was gonna bleed out.",
	L"",
	L"",
	L"我干完了我的活，现在你得回去干你的活了！",//L"I'm doing my job. Get back to yours!",
	L"我们得互相照顾对方，换成你你也一定会帮我包扎，$VICTIM$。",//L"Hey, we have to look after each other. You'd do the same, $VICTIM$.",
	L"",
	L"",
	L"$CAUSE$ 给 $VICTIM$ 做了包扎。你怎么看？",//L"$CAUSE$ has bandaged $VICTIM$. What do you do?",
	L"邦迪贴好了？好，开始干活！",//L"Patched together again? Good, now move!",
	L"不客气。",//L"You're welcome.",
	L"老天，今天咋这么点背？",//L"Jeez. Woken up on the wrong foot today?",
	L"找个靠谱点的法子...",//L"Talk about a no-nonsense approach...",
	L"你咋受伤的呢？子弹从哪边飞来的啊？",//L"How did you even get wounded? Where did the attack come from?",
	L"你得小心点。现在，攻击来自哪边？",//L"You need to be more careful. Now, where did the attack come from?",
	L"",
	L"",
	L"",

	// OPINIONEVENT_DRINKBUDDIES_GOOD
	L"哦耶，$CAUSE$！你成功了！开始下一轮吧？",//L"Yeah, $CAUSE$! You get it! How 'bout next round?",
	L"",
	L"",
	L"呸。我看你已经喝大了。",//L"Pah. I think you've had enough.",
	L"好的。放马过来吧！",//L"Sure. Bring it on!",
	L"",
	L"",
	L"喝醉了的 $VICTIM$ 和 $CAUSE$ 玩嗨了。你怎么看？",//L"Drunk $VICTIM$ likes $CAUSE$. What do you do?",
	L"没错，你俩今天酒喝的够多了。",//L"Yeah, enough booze for you today.",
	L"哈哈，开干！",//L"Hoho, party!",
	L"真是扫兴！",//L"Party pooper!",
	L"$CAUSE$，你一定要保持冷静的头脑。",//L"You sure like to keep a cool head, $CAUSE$.",
	L"好了，女士们，派对结束了，继续前进！",//L"Alright, ladies, party's over, move on!",
	L"谁让你们放松了？干活去！",//L"Who told you to slack off? You have a job to do!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_DRINKBUDDIES_SUPER
	L"$CAUSE$... 你是... 你是... 呃... 你是最棒的！",//L"$CAUSE$... you're... you are... hic... you're the best!",
	L"",
	L"",
	L"额呵呵呵。$VICTIM$, 你失态了。你..嗝，你得控制住你自己。自律，知道不？像我一样！",//L"Tehehe. $VICTIM$, you are soooo wasted. You.. hic. You need to restrain yourself. Discipline, you know? Like me!",
	L"嗝...是啊，你也是，$VICTIM$。你也.嗝...是！",//L"Hic... yeah. You too, $VICTIM$. You. hic.. too!",
	L"",
	L"",
	L"叮咛大醉的 $VICTIM$ 和 $CAUSE$ 英雄相惜了。你怎么看？",//L"Drunk $VICTIM$ dislikes $CAUSE$. What do you do?",
	L"无所谓。我们得继续干活，所以 $VICTIM$，对你来说游戏已经结束了。",//L"Whatever. We still have a job to do, so this party is over for you, $VICTIM$.",
	L"嘿~~~ 这事在往好的方向发展。",//L"Heeeey... this is actually kinda nice for a change.",
	L"和煞笔酒鬼谈自律？你在逗我...",//L"'I know discipline', said the clueless drunk...",
	L"是啊。自... 咕噜！能自律的人，就像... 呃... 咱们！",//L"Yeargh. Dis... gulp! Disciplined like... ehm... us!",
	L"也为我干一杯！不过现在不行，咱们正打仗呢。",//L"Drink one for me too! But not now, because war.",
	L"你已经在庆祝啦？这仗还没结束呢，不可能这么快结束。",//L"You celebrate already ? This in't over yet. Not by a longshot!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_DRINKBUDDIES_BAD
	L"可恶，$CAUSE$！你...你耍诈...你这酒根本没下去。",//L"Damn, $CAUSE$! You... you got enough... Learn to keep your liquor...",
	L"",
	L"",
	L"打住，$VICTIM$！你一喝就喝个没够！",//L"Cut it out, $VICTIM$! You clearly don't know when to stop!",
	L"额呵呵呵。你说的真特么的对啊。呵呵，你一直都对是吧，嗝！",//L"Tehehe. You are RIGHT. Hehe. Always right. Hic!",
	L"",
	L"",
	L"$VICTIM$ 喝大发了，想把 $VICTIM$ 爆菊了。你怎么看？",//L"$VICTIM$ is wasted and wants to be $VICTIM$'s buddy. What do you do?",
	L"放松，这只是一点小酒。",//L"Relax, it's just a bit of booze.",
	L"你们小声点，行不？",//L"Hey keep it down over there, okay?",
	L"$CAUSE$，你也喝醉了，振作点！",//L"You're just as drunk. Beat it, $CAUSE$!",
	L"喝不下就把酒留给能喝的，好呗？",//L"Leave alcohol to the big ones, okay?",
	L"等会儿，行不？",//L"Later, ok?",
	L"也许我们赢了这一仗，但是还没特么的打赢战争。所以动起来，大兵！",//L"We might've won this battle, but not this godamn war. So move it, soldier!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_DRINKBUDDIES_WORSE
	L"卧槽，$CAUSE$！嗝... 我再也不跟你喝酒了，你个神经病。",//L"What the hell, $CAUSE$! Ugh... I'm never drinking with you again, you sicko.",
	L"",
	L"",
	L"$VICTIM$，闭嘴！你根本不懂怎么...啥来着？呃...你这人一点都不讲道理。哎，你这人真是没意思。",//L"Oh SHUT UP $VICTIM$! You don't know how to beh.. beha... beha? Ehm... You make no sense. At all. Yeah. You're no fun.",
	L"你这人真是没意...意...意？意思！你没意思。嗝！..没意思。",//L"Well you're no fu... fu... fu? Fun! You are not. Hic!. No.",
	L"",
	L"",
	L"$VICTIM$ 喝大发了，想在 $VICTIM$ 身上开窟窿。你怎么看？",//L"$VICTIM$ is wasted and wants to tear $VICTIM$ a new one. What do you do?",
	L"哎呀 $VICTIM$, 咋突然这紧张了呢？咋回事？",//L"Jeez $VICTIM$, why so uptight all of a sudden? Anything happened?",
	L"咱这派对超好玩，直到 $CAUSE$ 来扫兴。",//L"This party was cool until $CAUSE$ ruined it!",
	L"$CAUSE$！闭嘴！你是我们小队的耻辱。滚出去醒醒酒！",//L"$CAUSE$! Shut it! You are a disgrace for this unit. Get out and sober up!",
	L"都讲人话！",//L"Word!",
	L"你们俩醒醒酒，你们俩废物...",//L"Why don't you two sober up? You're pretty wasted...",
	L"你们俩都给我闭嘴！你们就是我们小队的耻辱！",//L"Both of you, shut up! You are a disgrace to this unit!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_AGAINST_US
	L"我就知道我不能指望你的，$CAUSE$！",//L"I knew I couldn't depend on you, $CAUSE$!",
	L"",
	L"",
	L"指望我？这明明是你的错！",//L"Depend? It was all your fault!",
	L"我戳到你的痛处了，是不是啊？",//L"Touched a nerve there, didn't I?",
	L"",
	L"",
	L"$VICTIM$ 不太喜欢 $CAUSE$ 所说的。你怎么看？",//L"$VICTIM$ does not like was $CAUSE$ has to say. What do you do?",
	L"你就指望别人来帮你工作？那你这废物有啥用？",//L"So you depend on others to do your job? Then what good are you?!",
	L"说真的，$VICTIM$ 应该滚蛋了！",//L"Indeed. Way to let $VICTIM$ hang!",
	L"这不是校园里对小孩同情的废话，这是你的错！",//L"This isn't some schoolyard sympathy crap. It WAS your fault!",
	L"哼，干嘛用这种态度？",//L"Yeah, what's with the attitude?",
	L"都算了吧，你们两个！",//L"Zip it, both of you!",
	L"安静，马上！",//L"Silence, now!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_FOR_US
	L"哈！看到吧？甚至连 $CAUSE$ 也赞同我。",//L"Ha! See? Even $CAUSE$ agrees with me.",
	L"",
	L"",
	L"'甚至'？你为啥用这个词？",//L"'Even'? What does that mean?",
	L"是的。在这件事上我100%% 赞同 $VICTIM$。",//L"Yeah. I'm 100%% with $VICTIM$ on this.",
	L"",
	L"",
	L"$VICTIM$ 同意 $CAUSE$ 对 $VICTIM_GENDER$ 所说的。你怎么看？",//L"$VICTIM$ likes what $CAUSE$ has to say about $VICTIM_GENDER$. What do you do?",
	L"你俩说说就行了啊，不用太往心里去。",//L"Don't let it go to your head.",
	L"嘿，我也赞同啊！",//L"Hey, don't forget about me!",
	L"看起来，有时即便是 $CAUSE$ 说的话也掷地有声啊...",//L"Apparently, sometimes even $CAUSE$ is deemed important...",
	L"我好像闻到了这里有麻烦了？？",//L"Do I smell trouble here??",
	L"这些是无关紧要的！私下再讨论，不过不是现在。",//L"This is pointless! Discuss that in private, but not now.",
	L"$VICTIM$！$CAUSE$！少说话，多干活，拜托了！",//L"$VICTIM$! $CAUSE$! Less talk, more action, please!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_AGAINST_ENEMY
	L"就是。$CAUSE$ 看到你干了！",//L"Yeah, $CAUSE$ saw you do it!",
	L"",
	L"",
	L"不,我没做！",//L"No I did not!",
	L"我们是不会对这保持沉默的，绝不会的，长官！",//L"And we won't be quiet about it, no sir!",
	L"",
	L"",
	L"$VICTIM$ 赞同 $CAUSE$ 对其他人的意见。你怎么看？",//L"$VICTIM$ likes what $CAUSE$ said about the others. What do you do?",
	L"我不这么认为...",//L"I don't think so...",
	L"是的，我也赞同！",//L"Yeah, totally!",
	L"啥？你说你干了？",//L"Hu? You said you did.",
	L"是呀，不要歪曲事实！",//L"Yeah, don't twist what happened!",
	L"谁介意？我们都有自己的工作要做。",//L"Who cares? We have a job to do.",
	L"如果你们这些鸡婆坚持要继续吵下去，我们很快就会有真正的大麻烦。",//L"If you ladies keep this on, we're going to have a real problem soon.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_FOR_ENEMY
	L"我不能相信你居然在这事上不同意我，$CAUSE$。",//L"I can't believe you wouldn't agree with me on this, $CAUSE$.",
	L"",
	L"",
	L"这就是因为你是错的，这就是为什么。",//L"It's because you're wrong, that's why.",
	L"我也很意外，但事实就是如此。",//L"I'm surprised too, but that's how it is.",
	L"",
	L"",
	L"$VICTIM$ 不喜欢 $CAUSE$ 和其他人站在一边。你该怎么办？",//L"$VICTIM$ does not like $CAUSE$ siding with the others. What do you do?",
	L"呃，又怎么了...",//L"Ugh. What now...",
	L"什么，我也不敢相信。",//L"Hum. Never saw that coming.",
	L"嘿，别站在道德制高点上居高临下了，$CAUSE$。",//L"Oh come down from your high horse, $CAUSE$.",
	L"是啊，你是错的，$VICTIM$！",//L"Yeah, you are wrong, $VICTIM$!",
	L"我能不能把对讲机关了，这样我就不用听你俩瞎逼逼了？",//L"Can I shut down squad radio, so I don't have to listen to you?",
	L"嗯是的，非常戏剧性的一幕，但这关我屁事？",//L"Yes, very melodramatic. How is any of this relevant?",
	L"",
	L"",
	L"",

	// OPINIONEVENT_SOLVECONFLICT_REASON_GOOD
	L"好。。。你是对的，$CAUSE$。开心了吧？",//L"Yeah... you're right, $CAUSE$. Peace?",
	L"",
	L"",
	L"不，我不会让你这么敷衍过去。",//L"No. I won't let this go.",
	L"嗯。。。好吧！",//L"Hmm... ok!",
	L"",
	L"",
	L"$VICTIM$ 看起来很欣赏 $CAUSE$ 对这次冲突的解决办法。你怎么看？",//L"$VICTIM$ appreciates $CAUSE$'s conflict resolution. What do you do?",
	L"虽然花了点时间，但是至少这事情过去了。",//L"You're not getting away this easy.",
	L"很高兴你们不再生气了。",//L"Glad you guys are not angry anymore.",
	L"噢我日。$VICTIM$ 都已经不再追究了，你还有啥意见？",//L"Oh come on. $VICTIM$ is letting it go, what's your issue now?",
	L"不满意就要大声说出来 $CAUSE$！",//L"You tell 'em, $CAUSE$!",
	L"*唉* 来握个手什么的，然后给我回去干正事儿。",//L"*Sigh* Shake hands or whatever you people do, and then back to business.",
	L"好，请吧，和我们详细说说你那小伤心事儿，我们都特么的认真听呢。",//L"Yes, please. Discuss your petty grievings in full detail, we are all DYING to hear it.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_SOLVECONFLICT_REASON_BAD
	L"不，这是原则的问题。",//L"No. This is a matter of principle.",
	L"",
	L"",
	L"搞到好像你自己有什么原则似的。",//L"As if you had any to start with.",
	L"收起你的架子...",//L"Suit yourself then..",
	L"",
	L"",
	L"$VICTIM$ 不太喜欢 $CAUSE$'的反驳。你怎么看？",//L"$VICTIM$ does not like $CAUSE$'s appeal. What do you do?",
	L"你特么的就是来搞事的，是吗？",//L"You're just asking for trouble, right?",
	L"就猜到你不会被那么容易的糊弄过去，$CAUSE$。",//L"Guess you're not getting away that easy, $CAUSE$.",
	L"不要那么冒失。",//L"Don't be so flippant.",
	L"这年头谁还需要原则？",//L"Who needs principles anyway?",
	L"既然你俩没法互相理解，那你俩是不是该干嘛干嘛去？",//L"Now that this is out of the way, perhaps we could continue?",
	L"闭嘴，你们两个！",//L"Shut up, both of you!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_GOOD
	L"好啦好啦，上帝。我不追究了，行不？",//L"Alright alright. Jeez. I'm over it, okay?",
	L"",
	L"",
	L"到此为止，别演了。",//L"Cut it, drama queen.",
	L"再一再二不再三。",//L"As long as it does not happen again.",
	L"",
	L"",
	L"$VICTIM$ 和 $CAUSE$ 停止了争论。你怎么看？",//L"$VICTIM$ was reined in by $CAUSE$. What do you do?",
	L"不需要那么纠结它。",//L"No reason to be so stiff about it.",
	L"是，你俩自己解决，好吧？",//L"Yeah, keep it down, will ya?",
	L"嘿，你TM别总是什么都大惊小怪的...",//L"Pah. You're the one making all the fuss about it...",
	L"是的，摆正你的态度，$VICTIM$。",//L"Yeah, drop that attitude, $VICTIM$.",
	L"*唉* 这事就这样了吧？",//L"*Sigh* More of this?",
	L"我为啥还要听你们这些人瞎逼逼...",//L"Why am I even listening to you people...",
	L"",
	L"",
	L"",

	// OPINIONEVENT_SOLVECONFLICT_AGGRESSIVE_BAD
	L"你以为你是谁，$CAUSE$？操，我真的没法忍了这次！",//L"Who do you think you are, $CAUSE$? No, I won't be quiet about this!",
	L"",
	L"",
	L"我就是要来叫你闭嘴的！我是你的头儿，$VICTIM$！",//L"I'm the one who tells you to shut up! I'm your superior, $VICTIM$!",
	L"我们中的一个要有大麻烦了，$VICTIM$。",//L"The two of us are going to have real problem soon, $VICTIM$.",
	L"",
	L"",
	L"$VICTIM$ 不太乐意听 $CAUSE$'的话。你怎么办？",//L"$VICTIM$ did not take $CAUSE$'s words of action well. What do you do?",
	L"啧，不要大惊小怪。",//L"Pfft. Don't make a fuss out of it.",
	L"滚，你不再是我们的头儿了！",//L"Yeah, you won't boss us around anymore!",
	L"你们就是菜鸡中的菜鸡！",//L"You are certainly nobodies superior!",
	L"不太确定这啊，但就那样吧！",//L"Not sure about that, but yep!",
	L"嘿。嘿！你们两个，停手！你们两个这是干什么？",//L"Hey. Hey! Both of you, cut it out! What are you doing?",
	L"如果这边有一个人是头儿，那就是我...我命令你们闭嘴！",//L"If anybody is superior here, then that's me... and I'm ordering you to stand down!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_DISEASE_DISGUSTING
	L"额呀！$CAUSE$ 病了！离我远点，你的脸色看起来很恶心~~~！",//L"Ewww! $CAUSE$ is sick! Get away from me, that looks disgusting!",
	L"",
	L"",
	L"噢，真的？退后，我要感觉要咳嗽！",//L"Oh yeah? Back off, before I cough on you!",
	L"确实是啊。我...*咳咳* 感觉不太好...",//L"It really is. I... *cough* don't feel so well...",
	L"",
	L"",
	L"$VICTIM$ 害怕被 $CAUSE$ 的病传染了。你怎么看？",//L"$VICTIM$ is offended by $CAUSE$ diseases. What do you do?",
	L"不要像个小学生一样，我们需要给 $CAUSE$ 找个医生！",//L"Stop behaving like a first grader. We need to get $CAUSE$ to a doctor!",
	L"脸色看起来是不好，希望不是传染病！",//L"This does look unhealthy. That better not be contagious!",
	L"别吵了！别在病以外给我添其它烦心的事情了！",//L"Stop it!  We don't need more of whatever it is you have!",
	L"是啊，你除了瞎逼逼外也没别的办法对抗病魔了吗，是吧？",//L"Yeah, there's nothing you can do against this stuff, right?",
	L"重要的是把 $CAUSE$ 送到医生那里，再确保 $CAUSE_GENDER$ 不再传染其他人。",//L"The important thing is to get $CAUSE$ to a doctor, and to make sure $CAUSE_GENDER$ doesn't infect anybody else.",
	L"不要吵了！$CAUSE$, 把病治好要紧，其他人都该干嘛干嘛去！",//L"Stop whining! $CAUSE$, get that treated, and the rest of you, back to business!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_DISEASE_TREATMENT
	L"谢谢, $CAUSE$。我已经感觉好多了。",//L"Thanks, $CAUSE$. I'm already feeling better.",
	L"",
	L"",
	L"你是怎么被传染上的？你是不是又忘了洗手啊？",//L"How did you get that in the first place? Did you forget to wash your hands again?",
	L"没问题，我们可不能让你一边咳血一边打仗，对吧？",//L"No problem, we can't have you running around coughing blood, right? Riiight?",
	L"",
	L"",
	L"$VICTIM$ 治好了 $CAUSE$ 的病。你怎么看？",  //"$VICTIM$ has treated $CAUSE$'s diseases. What do you do?",
	L"你怎么染上这个病的啊？",  //"Where did you get that stuff from in the first place?",
	L"太好了。我的病完全好了...是吧？", //"Great. Are you sure it's fully treated now?", 
	L"重要的是你的病现在好了...对吧？",  //"The important thing is that it's gone now... It is, right?",
	L"我早就警告过你们了...这个国家哪里都是病源，所以别乱摸乱碰！", //"I told you people before... this country a dirty place, so beware of what you touch.", 
	L"我们得小心点，我们不仅仅要对抗那些想让我们死的人。", //"We have to be careful. The army isn't the only thing that wants us dead.",
	L"很好。该治的病都治好了，我们得找些敌人来治治了。",  //"Great. Everything done? Then let's get back to shooting stuff!",
	L"",
	L"",
	L"",

	// OPINIONEVENT_BRUTAL_GOOD
	L"干得漂亮，$CAUSE$！",  //	L"Nice one, $CAUSE$!",
	L"",
	L"",
	L"哇塞，你看到这个很兴奋吧？",  //L"Whoa. Are you really getting off on that?",
	L"这才叫军事行动！",  //	L"Now THIS is action!",
	L"",
	L"",
	L"$VICTIM$ 给 $CAUSE$ 的暴力美学点赞了。你怎么看？",  //	L"$VICTIM$ applauds $CAUSE$'s excessive violence. Does that seem good to you?",
	L"小朋友，这可不是打游戏机。",  //	L"This isn't a video game, kid...",
	L"那可真够恶心的，但是我喜欢！",  //	L"That was so wicked!",
	L"没啥好道歉的，那简直太棒了！",  //	L"What are you apologizing for? That was awesome!",
	L"$VICTIM$，你可真够狠的。",  //L"You are sick, $VICTIM$.",
	L"杀了他们就行了，你还非得玩些花样。",  //	L"Killing them is enough. No need to make a show out of it.",
	L"这就是和我们对抗的下场，来，把剩下的全一锅端了。",  //L"Cross us, and this is what you get. Waste the rest of these guys.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_BRUTAL_BAD
	L"我去，$CAUSE$，你只要杀了他们就行了，不需要人间蒸发了他们！",  //L"Dammit, $CAUSE$, your supposed to kill them, not evaporate them!",
	L"",
	L"",
	L"感觉到有什么不同吗？",  //L"Is there a difference?",
	L"哎呦，这玩意威力很大啊！",  //L"Oops. This thing is powerful!",
	L"",
	L"",
	L"$VICTIM$ 被 $CAUSE$ 的暴行吓到了。你怎么看？",  //L"$VICTIM$ is appalled by $CAUSE$'s excessive violence. What do you think?",
	L"别告诉我你晕血。",  //L"Don't tell me you've never seen blood before...",
	L"那有点过激了。",  //L"That was a bit excessive...",
	L"这是不是说明你都没怎么用过这把枪？",  //L"Does that mean you aren't even remotely familiar with your gun?",
	L"往好里说，这货至少不会抱怨了",  //L"On the plus side, I doubt this guy is going to complain.",
	L"别浪费子弹，$CAUSE$。",  //L"Don't waste ammunition, $CAUSE$.",
	L"既然他们挑事，那我们就把他们扔到裹尸袋里。就这么简单。",  //L"They put up a fight, we put them in a bag. End of story.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_TEACHER
	L"多谢指点，$CAUSE$。我从你那里学到不少知识。",  //L"Thanks for giving me a few pointers, $CAUSE$. I've learned a lot from you.",
	L"",
	L"",
	L"你还有很多东西要学呢，$VICTIM$。",  //L"About that... you still have a lot to learn, $VICTIM$.",
	L"你是个好学生！",  //L"You're welcome!",
	L"",
	L"",
	L"$CAUSE$ 不满 $VICTIM$ 的学习进度缓慢。你怎么看？",  //L"$CAUSE$ is unimpressed by $VICTIM$'s progress. What do you think?",
	L"师父领进门，修行在个人。",  //L"At some point you'll have to do on your own though.",
	L"是的，你最好继续向 $CAUSE$ 学习。",  //L"Yeah, you better stick to $CAUSE$.",
	L"不，$VICTIM_GENDER$ 保持这样就挺好。",  //L"Nah, $VICTIM_GENDER$ is doing fine.",
	L"是的，$VICTIM_GENDER$ 还需要更多提高。",  //L"Yes, $VICTIM_GENDER$ still needs training.",
	L"这次训练很有成效，就这个气势，继续保持下去。",  //L"This training is a good preparation, keep up the good work.",
	L"想赢得最终胜利的话所有人都要继续努力，一鼓作气吧！",  //L"We need everybody at full capacity if we're going to win this campaign, so keep it up.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_BESTCOMMANDEREVER
	L"干得好！卢瑟们都下地狱吧！$CAUSE$ 是战术大师！",  //L"Yeah! Take that, losers! That was a mighty fine strategy, $CAUSE$!",
	L"",
	L"",
	L"大家也都劳苦功高。",  //L"I couldn't have done it without you people.",
	L"嘿嘿，今天是我的幸运日。",  //	L"Well, I do have my moments.",
	L"",
	L"",
	L"$CAUSE$ 肯定了 $VICTIM$ 的领导能力。你怎么看？",  //L"$CAUSE$ praises $VICTIM$'s leadership. What's your opinion?",
	L"嗯...当然这也不完全是 $CAUSE_GENDER$ 一个人的功劳...",  //L"Well... it's not like $CAUSE_GENDER$ pulled that all by $CAUSE_PRONOUN$self...",
	L"同意。 $CAUSE$ 是优秀的团队领导者。",  //L"Agreed. $CAUSE$ is a fine squadleader.",
	L"一点也不夸张，你应该得到称赞。",  //L"It's alright. You deserve this.",
	L"你做的很好，$CAUSE$。干得漂亮！",  //L"You did everything right, $CAUSE$. Good work!",
	L"很好，我们靠战术扭转了装备的劣势，对吧？",  //L"Yeah. We're turning into quite the outfit, aren't we?",
	L"这场仗胜利了，但是要取得最终的胜利，我们还要继续打更多的胜仗。",  //L"We might have won this battle, but the war is far from over. We'll have to repeat victories like this.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_BATTLE_SAVIOUR
	L"好险。谢谢你，$CAUSE$，我欠你条命！",  //L"Wow, that was close. Thanks, $CAUSE$, I owe you!",
	L"",
	L"",
	L"小事一桩。",  //L"Don't mention it.",
	L"换成你你也会这样做的。",  //L"You'd do the same for me.",
	L"",
	L"",
	L"$CAUSE$ 救了 $VICTIM$ 一命。你怎么看？",  //L"$CAUSE$ saved $VICTIM$'s life. What's your opinion?",
	L"唉，他还是死了。",  //L"Pff, that guy was dead anyway.",
	L"很严重吗，$VICTIM$？还能坚持战斗吗？",  //L"How bad is it, $VICTIM$? Can you still fight?",
	L"没问题，你干得漂亮。",  //L"Then I will. Good job!",
	L"还是可以的，我刚才以为是真不行了。",  //L"Yeah, I was worried there for a moment.",
	L"干得好，但是我们先得把这场战斗打完，是吧？",  //L"Good job, but let's focus on ending this first, okay?",
	L"你们拥抱完了没，我们得先解决手头上的活儿，我的意思是解决这些向我们开枪的人。",  //L"When you're done hugging, could we go back to the issue at hand? You know, the guys shooting at us?",
	L"",
	L"",
	L"",

	// OPINIONEVENT_FRAGTHIEF
	L"卧槽，我先看到他的，这个人头应该是我的！",  //L"Hey, I had him in my sights! That guy was MINE!",
	L"",
	L"",
	L"哈？你疯了吗？我们都在热火朝天的战斗，你却在数人头数？",  //L"What? Are you nuts? We're in the middle of a firefight, and you set up a killcount?",
	L"啥？那我的靶子呢？",  //L"What. Then where's my target?",
	L"",
	L"",
	L"$VICTIM$ 对于 $CAUSE$ 抢了他的人头非常生气，后果很严重。你怎么想？",  //L"$VICTIM$ is angry with $CAUSE$ for stealing their kill. What's your take on this?",
	L"这可不是网游，弱智，没人会去注意你那该死的人头数！",  //L"This isn't some videogame, you moron. Nobody gives a shit about your godamn killcount.",
	L"真是的，我最讨厌别人杀我弹道上的敌人了。",  //L"Yeah, I hate it when people don't stick to their firing lane.",
	L"$CAUSE$，你只能杀你应该杀的人。",  //L"Stick to shooting whom you're supposed to, $CAUSE$.",
	L"操，怎么跟打网游似的，$VICTIM_GENDER$ 是不是要指责敌人打蹲点战术了？",  //L"Jeez. This feels like nineties videogaming. What's next, $VICTIM_GENDER$'ll accuse the enemy of camping?",
	L"这种问题以后私下解决，但是现在，所有人先确保没有视线的死角。",  //L"You can sort this out later, but right now, everybody make sure we're not missing any angle.",
	L"只要所有人把自己火力范围内的敌人都杀光，所有人都会有足够的人头数了。",  //L"Just stick to your firing sector, kill 'em all, and there'll be plenty of kills for everybody.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_BATTLE_ASSIST
	L"隆隆! 那个人解决掉了。",  //L"Boom! We sure took care of that guy.",
	L"",
	L"",
	L"好吧，虽然大部分是我的功劳，你也确实帮了点忙。",  //L"Well, it was mostly me, but you did help too.",
	L"没问题。接下来搞谁？",  //L"Yup. Ready for the next one.",
	L"",
	L"",
	L"$CAUSE$ 和 $VICTIM$ 一起搞定了敌人。怎么样？",  //L"$CAUSE$ and $VICTIM$ brought down an enemy. Any comment?",
	L"如果你能射得再准点，$CAUSE$ 就不用给他最后一击了。",  //L"If you weren't such a bad shot, $CAUSE$ wouldn't have to finish your job.",
	L"几个人联手才干掉他？上帝啊，他穿的什么牌子的防弹衣？",  //L"It takes several people to take them down? Jeez, what kind of body armour do they have?",
	L"瞧一瞧看一看了啊，$VICTIM$ 太得意忘形了啊",  //L"Blah blah, everybody look at me. $VICTIM$ is such a showoff.",
	L"嘿嘿，他们一点办法都没有。",  //L"Hehe, they've got no chance.",
	L"嗯...我们或许需要更强大的火力才能单挑他们，不过刚才大家都干得不错。",  //L"Hmm. We might need more firepower if it takes several of us to take those guys down, but good work anyway.",
	L"我觉得我们应该平分战利品，不过 $CAUSE$ 可以先选他喜欢的。",  //L"I guess you get to share what he had. $CAUSE$, you may draw first.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_BATTLE_TOOK_PRISONER
	L"思路对了。我们已经赢了，没必要屠杀他们。",  //L"Good thinking. We've already won, no need for more senseless slaughter.",
	L"",
	L"",
	L"我们走一步看一步吧，如果他们不放弃抵抗，也没有好果子吃。",  //L"We'll see about that... I won't hesitate to use force against them if they resist.",
	L"对。或许从这些人嘴里能撬出什么敌情。",  //L"Yeah. Perhaps these guys have some intel we can use.",
	L"",
	L"",
	L"剩下的敌军对 $CAUSE$ 投降了。请指示。",  //L"The rest of the enemy team surrendered to $CAUSE$. Now what?",
	L"没有冒犯的意思，但是如果 $CAUSE$ 你惧怕死亡，你可能并不能胜任这个工作。",  //L"No offense, but if you cannot handle death, $CAUSE$, perhaps this might not be the best job for you?",
	L"很好，$CAUSE$。我们的工作一下轻松了很多。",  //L"Good job, $CAUSE$. Makes our job hell of a lot easier.",
	L"嘿！把枪收起来吧，他们都投降了。",  //L"Hey! Cut the crap. They already surrendered.",
	L"对，你不应该相信他们，他们都是些六亲不认的人。",  //L"Yeah, you can't trust these guys, they're totally reckless.",
	L"我们应该赶紧把这些人扔进监狱里面去严加审讯，他们肯定知道女王军的下一步动向。",  //L"We should move these guys to a prison ASAP. I'm sure they know what the army is up to.",
	L"啧。我觉得应该把这些卢瑟们全枪毙了，这些人只会拖我们的后腿。",  //L"Pah. I'd have preferred from wasting these losers. They'll just slow us down.",
	L"",
	L"",
	L"",

	// OPINIONEVENT_CIV_ATTACKER
	L"$CAUSE$，注意点，他们是站在我们这边的。",  //L"Watch it, $CAUSE$! They are on our side!",
	L"",
	L"",
	L"只是擦伤而已，没什么大不了的。",  //L"That's just a scratch, they'll live.",
	L"我不是故意的。",  //L"Oops.",
	L"",
	L"",
	L"$VICTIM$ 对 $CAUSE$ 误伤了平民非常生气。你怎么看？",  //L"$VICTIM$ is angry: $CAUSE$ injured a civilian. What do you do?",
	L"唉，误伤是没法避免的，他们不会死的。",  //L"Well, this can happen. As long as they live it's okay.",
	L"在事后报告中添上这一笔可不太好看。",  //L"This won't look good in the after-action report.",
	L"你在干嘛啊？睁大眼睛看清楚，$CAUSE$！",  //L"What are you doing? Watch it, $CAUSE$!",
	L"别大惊小怪。我也经常被误伤。",  //L"Don't worry. Happens to me too all the time.",
	L"不要乱开枪！战斗结束以后 $VICTIM$ 和 $CAUSE$ 负责医护被误伤的人员",  //L"Maintain fire discipline! After this is over, $VICTIM$ and $CAUSE$ will take care of the wounded.",
	L"如果 $CAUSE$ 真的是故意的，他们早就死了，不用过于担心。",  //L"If $CAUSE$ had intended it, they would be dead, so no worries here.",
	L"",
	L"",
	L"",
};


STR16	szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_DENY[] =
{
	L"你说啥？",  //L"What?!",
	L"胡说！",  //L"No!",
	L"你说的是假话！",  //L"That is false!",
	L"那不是真的！",  //L"That is not true!",

	L"说谎！说谎！说谎！一派胡言！",  //L"Lies, lies, lies. Nothing but lies!",
	L"骗子！",  //L"Liar!",
	L"叛徒！",  //L"Traitor!",
	L"你说话注意点！",  //L"You watch your mouth!",

	L"不关你的事。",  //L"This is none of your business.",
	L"别插嘴！",  //L"Who ever invited you?",
	L"没人问你的意见，$INTERJECTOR$。",  //L"Nobody asked for your opinion, $INTERJECTOR$.",
	L"哪凉快哪呆着去。",  //L"You stay away from me.",

	L"为什么你们都要和我对着干？",  //L"Why are you all against me?",
	L"为什么你要和我对着干，$INTERJECTOR$？",  //L"Why are you against me, $INTERJECTOR$?",
	L"我就知道 $VICTIM$ 和 $INTERJECTOR$ 是一根绳上的蚂蚱。",  //L"I knew it! $VICTIM$ and $INTERJECTOR$ are in cahoots!",
	L"听而不闻！",  //L"Not listening...!",

	L"我受够这种变态马戏表演了",  //L"I hate this psycho circus.",
	L"我受够这种恶心的秀了",  //L"I hate this freak show.",
	L"一边玩儿去！",  //L"Back off!",
	L"说谎！说谎！说谎...",  //	L"Lies, lies, lies...",

	L"不可能的！",  //	L"No way!",
	L"那不是真的！",  //	L"So not true.",
	L"那不可能是真的。",  //L"That is so not true.",
	L"眼见为实，耳听为虚。",  //L"I know what I saw.",

	L"我压根儿不知道 $INTERJECTOR_GENDER$ 在讲什么。",  //L"I don't know what $INTERJECTOR_GENDER$ is talking off.",
	L"别听 $INTERJECTOR_PRONOUN$ 瞎掰！",  //L"Don't listen to $INTERJECTOR_PRONOUN$!",
	L"不是那么回事儿。",  //	L"Nope.",
	L"你弄错了。",  //	L"You are mistaken.",
};

STR16	szDynamicDialogueText_DOST_VICTIM_TO_INTERJECTOR_AGREE[] =
{
	L"我知道你会支持我的，$INTERJECTOR$。",  //L"I knew you'd back me, $INTERJECTOR$",
	L"我知道 $INTERJECTOR$ 会支持我的。",  //L"I knew $INTERJECTOR$ would back me.",
	L"$INTERJECTOR$ 说得对。",  //	L"What $INTERJECTOR$ said.",
	L"$INTERJECTOR_GENDER$ 说得对。",  //	L"What $INTERJECTOR_GENDER$ said.",

	L"太感谢了，$INTERJECTOR$！",  //L"Thanks, $INTERJECTOR$!",
	L"相信我，没错的！",  //L"Once again I'm right!",
	L"看见了吧，$CAUSE$？我是对的！",  //L"See, $CAUSE$? I am right!",
	L"$SPEAKER$ 又说对了！",  //L"Once again $SPEAKER$ is right!",

	L"好。",  //L"Aye.",
	L"是。",  //L"Yup.",
	L"是的。",  //	L"Yep",
	L"对的。",  //L"Yes.",

	L"确实。",  //	L"Indeed.",
	L"没错。",  //	L"True.",
	L"哈！",  //	L"Ha!",
	L"看吧？",  //	L"See?",

	L"一点没错！",  //L"Exactly!",
};

STR16	szDynamicDialogueText_DOST_SIDEWITH_VICTIM[] =
{
	L"说得对！",  //L"That's right!",
	L"确实！",  //L"Indeed!",
	L"非常准确。",  //L"Exactly that.",
	L"$CAUSE$ 每次都是对的。",  //L"$CAUSE$ does that all the time.",

	L"$VICTIM$ 是对的！",  //L"$VICTIM$ is right!",
	L"我也想指出这个呢。",  //L"I was gonna' point that out, too!",
	L"$VICTIM$ 说得对。",  //L"What $VICTIM$ said.",
	L"我支持 $CAUSE$！",  //L"That's our $CAUSE$!",

	L"对！",  //L"Yeah!",
	L"事情越来越有趣了...",  //L"Now THIS is going to be interesting...",
	L"你和他们说说，$VICTIM$！",  //L"You tell'em, $VICTIM$!",
	L"我同意 $VICTIM$ 在这里...",  //L"Agreeing with $VICTIM$ here...",

	L"精彩啊，$CAUSE$。",  //L"Classic $CAUSE$.",
	L"我就没这么伶牙俐齿。",  //L"I couldn't have said it better myself.",
	L"事情就是这样的。",  //L"That is exactly what happened.",
	L"我同意！",  //L"Agreed!",

	L"是。",  //L"Yup.",
	L"对的。",  //L"True.",
	L"完全正确。",  //L"Bingo.",
};

STR16	szDynamicDialogueText_DOST_SIDEWITH_CAUSE[] =
{
	L"我得打断一下...",  //L"Now wait a minute...",
	L"等等，那不是事实...",  //L"Wait a sec, that's not what right...",
	L"你说啥？当然不是。",  //L"What? No.",
	L"事实不是那样的。",  //L"That is not what happened.",

	L"哎，别这么说 $CAUSE$！",  //L"Hey, stop blaming $CAUSE$!",
	L"闭嘴，$VICTIM$！",  //L"Oh shut up, $VICTIM$!",
	L"不不不，你弄错了。",  //L"Nonono, you got that wrong.",
	L"靠，能不能不要这么死板啊，$VICTIM$？",  //L"Whoa. Why so stiff all of a sudden, $VICTIM$?",

	L"你就从来没这么干过，$VICTIM$？",  //L"And I suppose you never did, $VICTIM$?",
	L"嗯...不。",  //L"Hmmmm... no.",
	L"很好。让我们吵一架吧，反正也没其它事情可做...",  //L"Great. Let's have an argument. It's not like we have other things to do...",
	L"你错了！",  //L"You are mistaken!",

	L"你错了！",  //L"You are wrong!",
	L"我和 $CAUSE$ 绝不会这么做。",  //L"Me and $CAUSE$ would never do such a thing.",
	L"不，不可能的。",  //L"Nah, can't be.",
	L"我可不这么认为。",  //L"I don't think so.",

	L"怎么想起现在说这个事情？",  //L"Why bring that up now?",
	L"干嘛啊，$VICTIM$？有必要这样吗？",  //L"Really, $VICTIM$? Is this necessary?",
};

STR16	szDynamicDialogueText_DOST_INTERJECTOR_DIALOGUESELECTION_SHORTTEXT[] =
{
	L"什么也不说",  //L"Keep silent",
	L"支持 $VICTIM$",  //L"Support $VICTIM$",
	L"支持 $CAUSE$",  //L"Support $CAUSE$",
	L"呼吁理智解决问题",  //L"Appeal to reason",
	L"让两边都闭嘴",  //L"Shut them up",
};

STR16	szDynamicDialogueText_GenderText[] =
{
	L"他",  //L"he",
	L"她",  //L"she",
	L"他",  //L"him",
	L"她",  //L"her",
};

STR16	szDiseaseText[] =
{
	L" %s%d%% 敏捷\n",  //　L" %s%d%% agility stat\n", 
	L" %s%d%% 灵巧\n",  //	L" %s%d%% dexterity stat\n", 
	L" %s%d%% 力量\n",  //	L" %s%d%% strength stat\n",
	L" %s%d%% 智慧\n",  //	L" %s%d%% wisdom stat\n", 
	L" %s%d%% 有效等级\n",  //L" %s%d%% effective level\n", 

	L" %s%d%% APs\n",  //L" %s%d%% APs\n",
	L" %s%d 最大的呼吸次数\n",  //L" %s%d maximum breath\n", 
	L" %s%d%% 负重能力\n",  //L" %s%d%% strength to carry items\n",
	L" %s%2.2f 生命值回复/小时\n",  //L" %s%2.2f life regeneration/hour\n",
	L" %s%d 睡眠所需时间\n",  //L" %s%d need for sleep\n",
	L" %s%d%% 水量耗费\n",  //L" %s%d%% water consumption\n",
	L" %s%d%% 食物耗费\n",  //L" %s%d%% food consumption\n",

	L"%s被诊断出%s了！",  //L"%s was diagnosed with %s!",
	L"%s的%s被治愈了！",  //L"%s is cured of %s!",

	L"诊断", //	L"Diagnosis",
	L"治疗", //L"Treatment",
	L"掩埋尸体",	//L"Burial",
	L"取消", //L"Cancel",　

	L"\n\n%s (未诊断的) - %d / %d\n",	//L"\n\n%s (undiagnosed) - %d / %d\n",

	L"高度的痛苦会导致人格分裂\n",	//L"High amount of distress can cause a personality split\n",
	L"在%s'库存中发现污染物品。\n", //L"Contaminated items found in %s' inventory.\n",
	L"每当我们遇到这种情况的时候, 会增加一个新的伤残属性。\n",	//L"Whenever we get this, a new disability is added.\n",

	L"只有一只手还能用。\n",	//L"Only one hand can be used.\n",
	L"只有一只手还能用。\n已使用医用夹板来加快治疗进程。\n",	//L"Only one hand can be used.\nA medical splint was applied to speed up the healing process.\n",
	L"腿部机能严重受限。\n",	//L"Leg functionality severely limited.\n",
	L"腿部机能严重受限。\n已使用医用夹板来加快治疗进程。\n",	//L"Leg functionality severely limited.\nA medical splint was applied to speed up the healing process.\n",
};

STR16	szSpyText[] =
{
	L"潜伏",	//L"Hide",
	L"侦查",	//L"Get Intel",
};

STR16	szFoodText[] =
{
	L"\n\n|水: %d%%\n",  //L"\n\n|W|a|t|e|r: %d%%\n",
	L"\n\n|食|物: %d%%\n",  //L"\n\n|F|o|o|d: %d%%\n",

	L"最大士气被改变 %s%d\n",  //L"max morale altered by %s%d\n",
	L" %s%d 需要睡眠\n",  //L" %s%d need for sleep\n", 
	L" %s%d%% 精力回复\n",  //	L" %s%d%% breath regeneration\n",
	L" %s%d%% 任务效率\n",  //L" %s%d%% assignment efficiency\n",
	L" %s%d%% 失去能力点的几率\n",  //L" %s%d%% chance to lose stats\n",
};

STR16 szIMPGearWebSiteText[] =
{
	// IMP Gear Entrance
	L"如何选择装备？",  //L"How should gear be selected?", 
	L"旧系统：根据技能和能力随机选择装备",  //L"Old method: Random gear according to your choices",
	L"新系统：自由选购装备",  //L"New method: Free selection of gear",
	L"旧系统",  //L"Old method", 
	L"新系统",  //L"New method",

	// IMP Gear Entrance
	L"I.M.P 装备",  //	L"I.M.P. Equipment", 
	L"额外花费: %d$ (%d$ 预付款)",	//L"Additional Cost: %d$ (%d$ prepaid)",
};

STR16 szIMPGearDropDownText[] =
{
	L"选择LBE背心",  //L"Select LBE vest",  
	L"选择LBE战斗包",  //L"Select LBE combat pack", 
	L"选择LBE背包",  //L"Select LBE backpack",
	L"选择LBE皮套",  //L"Select LBE holster", 
	L"选择LBE皮套",  //L"Select LBE holster",

	L"选择主枪",  //	L"Select main gun", 
	L"选择弹药",  //L"Select ammo",
	L"选择手枪",  //L"Select sidearm", 
	L"选择额外弹药",  //L"Select additional ammo",
	L"选择武器",  //L"Select melee weapon", 

	L"选择头盔",  //L"Select helmet", 
	L"选择背心",  //	L"Select vest", 
	L"选择裤子",  //L"Select pants",
	L"选择头部装备",  //L"Select face gear",
	L"选择头部装备",  //	L"Select face gear",

	L"选择附加物品",  //L"Select additional items",
	L"选择附加物品",  //L"Select additional items", 
	L"选择附加物品",  //L"Select additional items",
	L"选择附加物品",  //L"Select additional items",
	L"选择附加物品",  //L"Select additional items", 
	L"选择附加物品",  //L"Select additional items", 
	L"选择附加物品",  //L"Select additional items", 
};

STR16 szIMPGearDropDownNoneText[] =
{
	L"没有LBE背心",  //L"No LBE vest", 
	L"没有LBE战斗包",  //	L"No LBE combat pack",
	L"没有LBE背包",  //L"No LBE backpack",
	L"没有LBE皮套",  //L"No LBE holster",
	L"没有LBE皮套",  //L"No LBE holster",

	L"没有枪",  //L"No gun",
	L"没有弹药",  //L"No ammo", 
	L"没有枪",  //	L"No gun", 
	L"没有弹药",  //L"No ammo",  
	L"没有武器",  //L"No weapon",

	L"没有头盔",  //L"No helmet",
	L"没有背心",  //L"No vest",
	L"没有裤子",  //L"No pants", 
	L"没有头部装备",  //L"No face gear",
	L"没有头部装备",  //	L"No face gear",

	L"选择附加物品",  //L"No additional items",
	L"选择附加物品",  //L"No additional items",
	L"选择附加物品",  //L"No additional items",
	L"选择附加物品",  //L"No additional items",
	L"选择附加物品",  //L"No additional items",
	L"选择附加物品",  //L"No additional items",
	L"选择附加物品",  //L"No additional items",
};

STR16 szMilitiaStrategicMovementText[] =
{
	L"无法对该地区下达命令，民兵的命令不可用。",  //	L"We cannot relay orders to this sector, militia command not possible.",
	L"未被分配",  //L"Unassigned",
	L"小队编号",  //L"Group No.", 
	L"下一站 ",  //L"Next", 

	L"_时间",  //L"ETA", 
	L"第%d小队（新）",  //L"Group %d (new)",
	L"第%d小队",  //L"Group %d",
	L"_目的地",  //L"Final",

	L"志愿者: %d (+%5.3f)",	//L"Volunteers: %d (+%5.3f)",
};

STR16 szEnemyHeliText[] =
{
	L"敌人的直升机在%s被打下了！",//L"Enemy helicopter shot down in %s!",
	L"我们。。。嗯。。目前没有控制那个基地，指挥官。。。",//L"We... uhm... currently don't control that site, commander...",
	L"SAM导弹现在不需要保养。",//L"The SAM does not need maintenance at the moment.",
	L"我们已经订购了维修零件，这需要时间。",//L"We've already ordered the repair, this will take time.",

	L"我们没有足够的资源来做这件事。",//L"We do not have enough resources to do that.",
	L"修理SAM基地？这将花费%d美金和%d小时。",//L"Repair SAM site? This will cost %d$ and take %d hours.",
	L"敌人的直升机在%s被击中了。",//L"Enemy helicopter hit in %s.",
	L"%s用%s对敌军直升机开火了，地点在%s。",//L"%s fires %s at enemy helicopter in %s.",

	L"%s的SAM对位于%s的敌军直升机开火了。",//L"SAM in %s fires at enemy helicopter in %s.",
};

STR16 szFortificationText[] =
{
	L"没有有效的建筑被选中，因而建造计划中没有增加任何内容。",//L"No valid structure selected, nothing added to build plan.",
	L"没有找到网格编号来创建物品%s ---创建的物品丢失。",//L"No grid no found to create items in %s - created items are lost.",
	L"无法在%s建造建筑---人们还在路上。",//L"Structures could not be built in %s - people are in the way.",
	L"无法在%s建造建筑---需要下列物品：",//L"Structures could not be built in %s - the following items are required:",

	L"没有找到合适的防御公事来进行网格设置 %d: %s",//L"No fitting fortifications found for tileset %d: %s",
	L"网格设置 %d: %s",//L"Tileset %d: %s",
};

STR16	szMilitiaWebSite[] =
{
	// main page
	L"民兵",//L"Militia",
	L"民兵力量总览",//L"Militia Forces Overview",
};

STR16 szIndividualMilitiaBattleReportText[] =
{
	L"参与行动 %s",//L"Took part in Operation %s",
	L"招募日期 %d, %d:%02d 在 %s",//L"Recruited on Day %d, %d:%02d in %s",
	L"加薪日期 %d, %d:%02d",//L"Promoted on Day %d, %d:%02d",
	L"KIA，行动 %s",//L"KIA, Operation %s",

	L"在行动中受了轻伤 %s",//L"Lightly wounded during Operation %s",
	L"在行动中受了重伤 %s",//L"Heavily wounded during Operation %s",
	L"在行动中受了致命伤 %s",//L"Critically wounded during Operation %s",
	L"在行动中勇敢地战斗 %s",//L"Valiantly fought in Operation %s",

	L"从Kerberus安保公司雇佣的时间：%d, %d:%02d 在 %s",//L"Hired from Kerberus on Day %d, %d:%02d in %s",
	L"反叛的时间：%d, %d:%02d 在 %s",//L"Defected to us on  Day %d, %d:%02d in %s",
	L"合同终止的时间：%d, %d:%02d",//L"Contract terminated on Day %d, %d:%02d",
	L"在%d天投奔我们，%d:%02d在%s", //L"Defected to us on Day %d, %d:%02d in %s",
};

STR16 szIndividualMilitiaTraitRequirements[] =
{
	L"生命",//L"HP",
	L"敏捷",//L"AGI",
	L"灵巧",//L"DEX",
	L"力量",//L"STR",

	L"领导",//L"LDR",
	L"枪法",//L"MRK",
	L"机械",//L"MEC",
	L"爆炸",//L"EXP",

	L"医疗",//L"MED",
	L"智慧",//L"WIS",
	L"\n必须有老手或者精英等级",//L"\nMust have regular or elite rank",
	L"\n必须有精英的等级",//L"\nMust have elite rank",

	L"\n\n|满|足|要|求",//L"\n\n|F|u|l|f|i|l|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s",
	L"\n\n|不|满|足|要|求",//L"\n\n|F|a|i|l|e|d |R|e|q|u|i|r|e|m|e|n|t|s",
	L"\n%d %s",
	L"\n基本版本的特性",//L"\nBasic version of trait",

	L"(专家)",//L" (Expert)",
};

STR16	szIdividualMilitiaWebsiteText[] =
{
	L"行动",//L"Operations",
	L"你确定要从你的服务中发布%s？",//L"Are you sure you want to release %s from your service?",
	L"生命率: %3.0f %% 每日薪水: %3d$ 年龄: %d年",//L"HP ratio: %3.0f %% Daily Wage: %3d$ Age: %d years",
	L"每日薪水: %3d$ 年龄: %d年",//L"Daily Wage: %3d$ Age: %d years",

	L"歼敌数：%d 助攻数：%d",//L"Kills: %d Assists: %d",
	L"状态：减少",//L"Status: Deceased",
	L"状态：开火",//L"Status: Fired",
	L"状态：激活",//L"Status: Active",

	L"终止合同",//L"Terminate Contract",
	L"个人数据",//L"Personal Data",
	L"服役记录",//L"Service Record",
	L"清单",//L"Inventory",

	L"民兵名字",//L"Militia name",
	L"区域名字",//L"Sector name",
	L"武器",//L"Weapon",
	L"生命比率: %3.1f%%%%%%%",//L"HP ratio: %3.1f%%%%%%%",

	L"%s 当前载入的区域尚未激活。",//L"%s is not active in the currently loaded sector.",
	L"%s 已经被提升为熟练民兵",//L"%s has been promoted to regular militia",
	L"%s 已经被提升为精英民兵",//L"%s has been promoted to elite militia",
	L"状态: 逃兵",	//L"Status: Deserted",
};

STR16	szIdividualMilitiaWebsiteFilterText_Dead[] =
{
	L"所有状态",//L"All statuses",
	L"减少",//L"Deceased",
	L"激活",//L"Active",
	L"开火",//L"Fired",
};

STR16	szIdividualMilitiaWebsiteFilterText_Rank[] =
{
	L"所有等级",//L"All ranks",
	L"新手",//L"Green",
	L"熟练",//L"Regular",
	L"精英",//L"Elite",
};

STR16	szIdividualMilitiaWebsiteFilterText_Origin[] =
{
	L"所有原住民",//L"All origins",
	L"反抗军",//L"Rebel",
	L"PMC",//L"PMC",
	L"逃兵",//L"Defector",
};

STR16	szIdividualMilitiaWebsiteFilterText_Sector[] =
{
	L"所有区域",//L"All sectors",
};

STR16	szNonProfileMerchantText[] =
{
	L"商人处于敌意状态，不愿意进行交易。",//L"Merchant is hostile and does not want to trade.",
	L"商人暂时不做生意。",//L"Merchant is in no state to do business.",
	L"商人不在交战中进行交易。",//L"Merchant won't trade during combat.",
	L"商人拒绝和你交易。",//L"Merchant refuses to interact with you.",
};

STR16	szWeatherTypeText[] =
{
	L"晴天",//L"normal",
	L"下雨",//L"rain",
	L"雷暴",//L"thunderstorm",
	L"沙尘暴",//L"sandstorm",

	L"下雪",//L"snow",
};

STR16	szSnakeText[] =
{
	L"%s遇到蛇的袭击！",//L"%s evaded a snake attack!",
	L"%s被蛇攻击了！",//L"%s was attacked by a snake!",
};

STR16	szSMilitiaResourceText[] =
{
	L"把%s转变成资源",//L"Converted %s into resources",
	L"枪械：",//L"Guns: ",
	L"护具：",//L"Armour: ",
	L"杂项：",//L"Misc: ",

	L"没有足够的志愿者参加民兵！",//L"There are no volunteers left for militia!",
	L"没有足够的资源来训练民兵！",//L"Not enough resources to train militia!",
};

STR16	szInteractiveActionText[] =
{
	L"%s开始侵入。",//L"%s starts hacking.",
	L"%s进入电脑，但没找到感兴趣的内容。",//L"%s accesses the computer, but finds nothing of interest.",
	L"%s的技能不够，不足以攻入电脑。",//L"%s is not skilled enough to hack the computer.",
	L"%s阅读了文件，但没找到新的内容。",//L"%s reads the file, but learns nothing new.",

	L"%s离开了这个，没有意义。",//L"%s can't make sense out of this.",
	L"%s不能使用水龙头。",//L"%s couldn't use the watertap.",
	L"%s买了一个%s。",//L"%s has bought a %s.",
	L"%s没有足够的钱。那真让人难为情。",//L"%s doesn't have enough money. That's just embarassing.",

	L"%s使用水龙头喝水。",//L"%s drank from water tap",
	L"这台机器看起来无法工作。", //L"This machine doesn't seem to be working.",
};

STR16	szLaptopStatText[] =
{
	L"威胁效率 %d\n", //L"threaten effectiveness %d\n",
	L"领导能力 %d\n", //L"leadership %d\n",
	L"对话修正 %.2f\n", //L"approach modifier %.2f\n",
	L"背景修正 %.2f\n", //L"background modifier %.2f\n",

	L"+50 来源于自信 (其它) \n", //L"+50 (other) for assertive\n",
	L"-50 来源于恶毒 (其它) \n", //L"-50 (other) for malicious\n",
	L"好人", //L"Good Guy",
	L"%s不愿过度使用暴力，并且拒绝攻击非敌对目标。", //L"%s eschews excessive violence and will refuse to attack non - hostiles.",

	L"友好对话", //L"Friendly approach",
	L"直接对话", //L"Direct approach",
	L"威胁对话", //L"Threaten approach",
	L"招募对话", //L"Recruit approach",

	L"%s正以正常速度学习。",	//L"%s learns with normal speed.",
	L"%s根本没有在学习。",	//L"%s does not learn at all.",
	L"%s遗忘了技能。",	//L"%s unlearns his skills.",
	L"%s正以3/4的速度学习。",	//L"%s learns with 3/4 speed.",

	L"%s正以1/2的速度学习。",	//L"%s learns with 1/2 speed.",
	L"%s正以1/4的速度学习。",	//L"%s learns with 1/4 speed.",
};

STR16	szGearTemplateText[] =
{
	L"输入模版名称", //L"Enter Template Name",
	L"无法在战斗中进行。", //L"Not possible during combat.",
	L"所选佣兵不在这个区域。", //L"Selected mercenary is not in this sector.",
	L"%s不在这个区域。", //L"%s is not in that sector.",
	L"%s无法装备%s。", //L"%s could not equip %s.",
	L"由于会损坏物品，无法安装%s（物品%d）。",	//L"We cannot attach %s (item %d) as that might damage items.",
};

STR16	szIntelWebsiteText[] =
{
	L"侦察情报局",	//L"Recon Intelligence Services",
	L"你想要知道的情报",	//L"Your need to know base",
	L"情报需求",	//L"Information Requests",
	L"情报验证",	//L"Information Verification",

	L"关于我们",	//L"About us",
	L"你拥有情报点数：%d点。",	//L"You have %d Intel.",
	L"我们现有下列情报信息，可使用情报点数交换：",	//L"We currently have information on the following items, available in exchange for intel as usual:",
	L"目前我们没有其他情报。",	//L"There is currently no other information available.",

	L"%d点 - %s",	//L"%d Intel - %s",
	L"我们可以提供某一区域范围的空中侦察，持续到 %02d:00。",	//L"We can provide aerial reconnaissance of a map region. This will last until  %02d:00.",
	L"购买情报 50点",	//L"Buy data - 50 intel",
	L"购买详细情报 70点",	//L"Buy detailed data - 70 Intel",

	L"选择你需要的区域范围：",	//L"Select map region on which you want info on:",

	L"西北",	//L"North-west",
	L"西北偏北",	//L"North-north-west",
	L"东北偏北",	//L"North-north-east",
	L"东北",	//L"North-east",

	L"西北偏西",	//L"West-north-west",
	L"中西北",	//L"Center-north-west",
	L"中东北",	//L"Center-north-east",
	L"东北偏东",	//L"East-north-east",

	L"西南偏西",	//L"West-south-west",
	L"中西南",	//L"Center-south-west",
	L"中东南",	//L"Center-south-east",
	L"东南偏东",	//L"East-south-east",

	L"西南",	//L"South-west",
	L"西南偏南",	//L"South-south-west",
	L"东南偏南",	//L"South-south-east",
	L"东南",	//L"South-east",

	// about us
	L"在“情报需求”页面，你可以购买敌占区情报。",	//L"On the 'Information Requests' page, you can buy information on various enemy targets for intel.",
	L"情报内容包括：敌军巡逻队和兵营，特殊人员，敌军飞行器等。",	//L"This includes information on enemy patrols & garrisons, noteworthy persons of interests, enemy aircraft etc..",
	L"某些情报具有时效性。",	//L"Some of that information may be of temporary nature.",
	L"在“情报验证”页面，你可以上传你搜集到的重要情报。",	//L"On the 'Information Verification' page, you can upload data you took of significant intelligence.",

	L"我们会验证该情报（这个过程通常需要几个小时）并给您相应的报酬。",	//L"We will verify the data (this process usually takes several hours) and compensate you accordingly.",
	L"请注意，如果情报受外部条件变化（如收集情报的人员死亡了），那么您收到的情报点数将会变少。",	//L"Note that you will reveive less intel if outside conditions have rendered the information less useful (e.g. the person in question having died since the data was acquired).",

	// sell info
	L"你可以上传以下情报：",	//L"You can upload the following facts:",
	L"上一个",	//L"Previous",
	L"下一个",	//L"Next",
	L"上传",	//L"Upload",

	L"您已经收到以下情报的报酬：",	//L"You have already received compensation for the following:",
	L"没有情报可以上传。",	//L"You have nothing to upload.",
};

STR16	szIntelText[] =
{
	L"没有敌军，%s不用继续潜伏！",	//L"No more enemies present, %s is no longer in hiding!",
	L"%s已经被敌军发现，还能躲藏%d小时。",	//L"%s has been discovered and goes into hiding for %d hours.",
	L"%s已经被敌军发现，请立刻前往该区域营救。",	//L"%s has been discovered, going to sector!",
	L"发现敌军将领\n",	//L"Enemy general present\n",

	L"发现恐怖分子\n",	//L"Terrorist present\n",
	L"%s于%02d:%02d\n",	//L"%s on %02d:%02d\n",
	L"没有相关情报",	//L"No data found",
	L"情报已经失效。",	//L"Data no longer eligible.",

	L"关于女王军的高级军官所在位置。",	//L"Whereabouts of a high-ranking officer of the royal army.",
	L"关于直升机的飞行计划。",	//L"Flight plans of an airforce helicopter.",
	L"关于最近友军被囚禁的所在地。",	//L"Coordinates of a recently imprisoned member of your force.",
	L"关于赏金逃犯的地点。",	//L"Location of a high-value fugitive.",

	L"关于血猫可能会进攻哪个城镇的情报。",	//L"Information on possible bloodcat attacks against settlements.",
	L"关于僵尸可能会进攻哪个城镇的情报。",	//L"Time and place of possible zombie attacks against settlements.",
	L"关于土匪可能会袭击哪个城镇的情报。",	//L"Information on planned bandit raids.",
};

STR16	szChatTextSpy[] =
{
	L"... 想象一下我突然出现的惊喜吧...",	//L"... so imagine my surprise when suddenly...",
	L"... 我有没有给你讲过这个故事...",	//L"... and did I ever tell you the story of that one time...",
	L"... 所以，最后，上校还是决定...",	//L"... so, in conclusion, the colonel decided...",
	L"... 告诉你，他们压根没看见...",	//L"... tell you, they did not see that coming...",

	L"... 所以，不用想了...",	//L"... so, without further consideration...",
	L"... 但这时她说了...",	//L"... but then SHE said...",
	L"... 对了，说到美洲驼...",	//L"... and, speaking of llamas...",
	L"... 沙尘暴来袭时我正好在那里，当时...",	//L"... there I was, in the middle of the dustbowl, when...",

	L"... 让我告诉你，这些事情很烦人...",	//L"... and let me tell, those things chafe...",
	L"... 他当时那脸色别提多难看了...",	//L"... you should have seen his face...",
	L"... 这不是我们最后看到的...",	//L"... which wasn't the last of what we saw of them...",
	L"... 这让我想到，我祖母总是说过...",	//L"... which reminds me, my grandmother used to say...",

	L"... 顺便说一下，他是一个彻头彻尾的白痴...",	//L"... who, by the way, is a total berk...",
	L"... 并且，从源头上就大错特错了...",	//L"... also, the roots were off by a margin...",
	L"... 当时我就说，“滚开，异教徒！”...",	//L"... and I was like, 'Back off, heathen!'...",
	L"... 当时，主教们都开始公开叛教了...",	//L"... at that point the vicars were in oben rebellion...",

	L"... 不是我介意，你知道，但是...",	//L"... not that I would've minded, you know, but...",
	L"... 如果不是因为那顶可笑的帽子...",	//L"... if not for that ridiculous hat...",
	L"... 再说，反正他也不怎么喜欢这条腿...",	//L"... besides, it wasn't his favourite leg anyway...",
	L"... 尽管这些船仍然是防水的...",	//L"... even though the ships were still watertight...",

	L"... 尽管事实上长颈鹿无法做到这一点...",	//L"... aside from the fact that giraffes can't do that...",
	L"... 这叉子不是这么用的，注意...",	//L"... totally wasted that fork, mind you...",
	L"... 而且周围没有面包店。在那之后...",	//L"... and no bakery in sight. After that...",
	L"... 尽管在这方面有明确的规定...",	//L"... even though regulations are clear in that regard...",
};

STR16	szChatTextEnemy[] =
{
	L"哇。我不知道！",	//L"Whoa. I had no idea!",
	L"真的吗？",	//L"Really?",
	L"嗯...",	//L"Uhhhh....",
	L"嗯...你看，喔...",	//L"Well... you see, uhh...",

	L"我不完全确定…",	//L"I am not entirely sure that...",
	L"我...嗯...",	//L"I... well...",
	L"我要是...",	//L"If I could just...",
	L"但是...",	//L"But...",

	L"我无意打扰，但是...",	//L"I don't mean to intrude, but...",
	L"真的吗？我不清楚！",	//L"Really? I had no idea!",
	L"什么？全都是吗？",	//L"What? All of it?",
	L"不会吧！",	//L"No way!",

	L"哈哈！",	//L"Haha!",
	L"哇，这些家伙不会相信我的！",	//L"Whoa, the guys are not going to believe me!",
	L"... 对，只要...",	//L"... yeah, just...",
	L"就跟那个算命的说的一样！",	//L"That's just like the gypsy woman said!",

	L"... 是的,这就是为什么...",	//L"... yeah, is that why...",
	L"... 呵呵，说到翻新...",	//L"... hehe, talk about refurbishing...",
	L"... 是吧，我猜...",	//L"... yeah, I guess...",
	L"等等，啥？",	//L"Wait. What?",

	L"... 不会介意看到...",	//L"... wouldn't have minded seeing that...",
	L"... 你这么一说我才想到...",	//L"... now that you mention it...",
	L"... 但是粉笔在哪呢...",	//L"... but where did all the chalk go...",
	L"... 从来没有考虑过...",	//L"... had never even considered that...",
};

STR16	szMilitiaText[] =
{
	L"训练新民兵",	//L"Train new militia",
	L"训练民兵",	//L"Drill militia",
	L"医疗民兵",	//L"Doctor militia",
	L"取消",	//L"Cancel",
};

STR16	szFactoryText[] =
{
	L"%s: 的生产进程 %s 已因为忠诚度太低而被关闭。",	//L"%s: Production of %s switched off as loyalty is too low.",
	L"%s: 的生产进程 %s 已因为资金短缺而被关闭。",	//L"%s: Production of %s switched off due to insufficient funds.",
	L"%s: 的生产进程 %s 已因为缺少一个佣兵作为工作人员而被关闭。",	//L"%s: Production of %s switched off as it requires a merc to staff the facility.",
	L"%s: 的生产进程 %s 已因为缺少必要的物品而被关闭。",	//L"%s: Production of %s switched off due to required items missing.",
	L"     制造列表          ", //(前空5格，后空10格)	//L"Item to build",

	L"生产筹备                         ", //(后空25格)	//L"Preproducts", 5
	L"h/物品",	//L"h/item",
};

STR16	szTurncoatText[] =
{
	L"%s 现在秘密的为我们工作！",	//L"%s now secretly works for us!",
	L"%s 不为我们的提议所动摇。对我们的怀疑度上升了...",	//L"%s is not swayed by our offer. Suspicion against us rises...",
	L"对我们的怀疑度很高。我们应该停止尝试转化更多的敌兵到我们的阵营，并在一段时间内保持低调。",	//L"Suspicion against us is high. We should stop trying to turn more soldiers to our side and lay low for a while.",
	L"直接招募 (%d)",	//L"Recruit approach (%d)",
	L"魅力引诱 (%d)",	//L"Use seduction (%d)",

	L"行贿 ($%d) (%d)",	//L"Bribe ($%d) (%d)", 5
	L"提供 %d 情报 (%d)",	//L"Offer %d intel (%d)",
	L"用什么方式来说服敌兵加入你的部队？",	//L"How to convince the soldier to join your forces?",
	L"执行",	//L"Do it",
	L"%d 变节者出现了",	//L"%d turncoats present",
};

// rftr: better lbe tooltips
STR16 gLbeStatsDesc[14] =
{
	L"MOLLE可用空间：", //L"MOLLE Space Available:",
	L"MOLLE所需空间：", //L"MOLLE Space Required:",
	L"MOLLE小包数量：", //L"MOLLE Small Slot Count:",
	L"MOLLE中包数量：", //L"MOLLE Medium Slot Count:",
	L"MOLLE包容量：小型", //L"MOLLE Pouch Size: Small",
	L"MOLLE包容量：中型", //L"MOLLE Pouch Size: Medium",
	L"MOLLE包容量：中型（液体）", //L"MOLLE Pouch Size: Medium (Hydration)",
	L"腿包", //L"Thigh Rig",
	L"背心", //L"Vest",
	L"战斗包", //L"Combat Pack",
	L"背包", //L"Backpack",
	L"MOLLE包", //L"MOLLE Pouch",
	L"兼容背包：", //L"Compatible backpacks:",
	L"兼容战斗包：", //L"Compatible combat packs:",
};

STR16 szRebelCommandText[] =
{
	L"Arulco反抗军司令部 - 国家总览",   //L"Arulco Rebel Command - National Overview",
	L"Arulco反抗军司令部 - 地区总览",   //L"Arulco Rebel Command - Regional Overview",
	L"点击地区总览",   //L"Switch to Regional Overview",
	L"点击国家总览",   //L"Switch to National Overview",
	L"物资：",   //L"Supplies:",
	L"后勤物资",   //L"Incoming Supplies",
	L"  /天",   //L"/day",
	L"当前项目",   //L"Current Directive",
	L"升级项目（$%d）",   //L"Improve Directive ($%d)",
	L"升级所选项目将花费$%d。确认支付?",   //L"Improving the selected directive will cost $%d. Confirm expenditure?",
	L"后勤物资或资金供应不足",   //L"Insufficient funds.",
	L"新项目将于00:00开始生效",   //L"New directive will take effect at 00:00.",
	L"民兵总览",   //L"Militia Overview",
	L"新兵：",   //L"Green:",
	L"正规军：",   //L"Regular:",
	L"精英：",   //L"Elite:",
	L"预计每日总数：",   //L"Projected Daily Total:",
	L"志愿者总数：",   //L"Volunteer Pool:",
	L"可用资源：",   //L"Resources Available:",
	L"枪支：",   //L"Guns:",
	L"防弹衣：",   //L"Armour:",
	L"杂物：",   //L"Misc:",
	L"训练费用：",   //L"Training Cost:",
	L"士兵每人每天维持费用：",   //L"Upkeep Cost Per Soldier Per Day:", 
	L"训练速度加成：",   //L"Training Speed Bonus:",
	L"战斗加成：",   //L"Combat Bonuses:",
	L"装备加成：",   //L"Physical Stats Bonus:", 
	L"枪法加成：",   //L"Marksmanship Bonus:",
	L"提升等级（$%d）",   //L"Upgrade Stats ($%d)", 
	L"提升民兵等级需要$%d。确认支付?",   //L"Upgrading militia stats will cost $%d. Confirm expenditure?",
	L"地区：",   //L"Region:",
	L"下一个",   //L"Next",
	L"上一个",   //L"Previous",
	L"指挥部：",   //L"Administration Team:",
	L"无",   //L"None",
	L"激活",   //L"Active",
	L"闲置",   //L"Inactive",
	L"忠诚度：",   //L"Loyalty:",
	L"最高忠诚度：",   //L"Maximum Loyalty:",
	L"部署指挥部（%d后勤物资）",   //L"Deploy Administration Team (%d supplies)",
	L"重新激活指挥部（%d后勤物资）",   //L"Reactivate Administration Team (%d supplies)",
	L"目前该地区部署指挥部不安全，你必须先打下至少一个城镇区域来扩展基地。",   //L"It is currently not safe to deploy an administration team to this region. You must establish a foothold by controlling at least one town sector first.",
	L"目前在Omerta不能进行区域行动。",   //L"No regional actions available in Omerta.",
	L"一旦你占领了至少一个城镇区域，指挥部就可以部署到其区域。一旦活跃起来，它们将能够扩大你在该地区的影响力和军事力量。然而，他们需要后勤物资来运作和制定政策。",   //L"Administration teams can be deployed to other regions once you capture at least one town sector. Once active, they will be able to expand your influence and power in the region. However, they will need supplies to operate and enact policies.",
	L"请注意你选择的地区，制定区域政策将增加同一区域和全国（在较小程度上）其他政策的物资成本。",   //L"Be mindful of where you choose to direct supplies. Enacting regional policies will increase supply costs for other policies in the same region and nationally (to a lesser extent).",
	L"指挥部指令：",   //L"Administrative Actions:",
	L"建立 %s",   //L"Establish %s",
	L"升级 %s",   //L"Improve %s",
	L"当前：%d",   //L"Current Tier: %d",
	L"在该地区采取任何指挥部指令都会消耗%d后勤物资。",   //L"Taking any administrative action in this region will cost %d supplies.",
	L"情报传递站收益：%d",   //L"Dead drop intel gain: %d",
	L"走私贩提供收益：%d",   //L"Smuggler supply gain: %d",
	L"一小队民兵从附近的秘密基地加入了战斗! ",   //L"A small group of militia from a nearby safehouse have joined the battle!",
	L"通过给Omerta运送食物和物资，你已经得到反抗军的信任。并授权你访问他们的指挥系统，通过你的笔记本电脑访问A.R.C反抗军司令部网站。",   //L"[A.R.C. WEBSITE AVAILABLE] With the delivery of food and basic supplies to Omerta, you have convinced the rebels that you're here to make an impact. You have been granted access to the command system they've been working on, which is now available through your laptop.",
	L"目前恢复这里的指挥部并不安全。必须先夺回一个城镇区域。",   //L"It is currently not safe to reactivate the administration team here. Recapture a town sector first.",
	L"突袭矿井成功。获取$%d。",   //L"Mine raid successful. Stole $%d.",
	L"没有足够的情报点数来策反敌人！",   //L"Insufficient Intel to create turncoats!",
	L"更改指令操作",   //L"Change Admin Action",
	L"取消",   //L"Cancel", 
	L"确认",   //L"Confirm",
	L"<",   //L"<",
	L">",   //L">",
	L"更改此指令操作将花费$%d并重置。确认支出？",   //L"Changing this Admin Action will cost $%d and reset its tier. Confirm expenditure?",
};

STR16 szRebelCommandHelpText[] =
{
	L"|物|资\n \n食物、水、医疗用品、武器以及任何\n反抗军认为有用的物资。反抗军会自动收集。",   //L"|S|u|p|p|l|i|e|s\n \nFood, water, medical supplies, weapons, and anything else that\nthe rebels might find useful. Supplies are obtained automatically\nby the rebels.",
	L"|后|勤|物|资\n \n反抗军每天都会自动收集物资。当你\n占领更多的城镇时，他们每天能够\n找到的物资补给量将会增加。",   //L"|I|n|c|o|m|i|n|g |S|u|p|p|l|i|e|s\n \nEach day, the rebels will gather supplies on their own. As you\ntake over more towns, the amount of supplies they will be\nable to find per day will increase.",
	L"|当|前|项|目\n \n你可以选择反抗军优先进行的战略目标。\n当你选定好战略目标时，新的项目指令将生效。",   //L"|C|u|r|r|e|n|t |D|i|r|e|c|t|i|v|e\n \nYou can choose how the rebels will prioritise their strategic\nobjectives. New directives will become available as you make\nprogress.",
	L"|指|挥|部\n \n指挥部一旦部署，就会负责处理\n该区域内的日常事务。包括支持当地人，制造\n反抗宣传，制定地区政策等等。",   //L"|A|d|m|i|n|i|s|t|r|a|t|i|o|n |T|e|a|m\n \nOnce deployed, an admin team is responsible for handling the\nday-to-day affairs of the region. This includes supporting\nlocals, creating rebel propaganda, establishing regional\npolicies, and more.",
	L"|忠|诚|度\n \n许多行政命令的有效性取决于\n该地区的忠诚度，提高忠诚度\n能得到最大利益化。",   //L"|L|o|y|a|l|t|y\n \nThe effectiveness of many Administrative Actions depends on\nthe region's loyalty to your cause. It is in your best interest\nto raise loyalty as high as possible.",
	L"|最|高|忠|诚|度\n \n你需要说服当地人完全信任你。这可以\n通过为他们建立物资供应来实现，表明\n你打算改善他们的生活质量。",   //L"|M|a|x|i|m|u|m |L|o|y|a|l|t|y\n \nYou will need to convince the locals to fully trust you. This\ncan be done by creating a supply line to them, showing that\nyou intend to improve their quality of life.",
	L"|援|助|物|资\n \n将物资送到此处的反抗军手里，并允许\n他们根据需要使用。这将少量增加\n该地区的忠诚度，但是会略微增加制定\n该地区政策的成本。",   //L"|G|r|a|n|t |S|u|p|p|l|i|e|s\n \nSend supplies to the admin team here and allow them to use them\nas needed. This will increase the region's loyalty by a small amount\neach time you do this. However, doing this will slightly increase\nthe cost of enacting regional policies.",
	L"该管理行动只会作用到城镇区域。", //L"This Admin Action applies its bonus to town sectors only.", TODO.Translate
	L"该管理行动会作用到城镇区域。\n和直接相邻的区域。",   //L"This Admin Action applies its bonus to town sectors, and\nsectors immediately adjacent to them.",
	L"该管理行动会作用到城镇区域。\n1级覆盖周边1个区域。\n2级覆盖周边2个区域。",   //L"This Admin Action applies its bonus to town sectors, one\nsector away at Tier 1, and up to two sectors away at Tier 2.",
	L"该管理行动会作用到城镇区域。\n1级覆盖周边2个区域。\n2级覆盖周边3个区域。",   //L"This Admin Action applies its bonus to town sectors, up to\ntwo sectors away at Tier 1, and up to three sectors away at Tier 2.",
};

// follows a specific format:
// x:	"Admin Action Button Text",
// x+1:	"Admin action description text",
STR16 szRebelCommandAdminActionsText[] =
{
	L"补给线",   //L"Supply Line",
	L"向当地人分发生活必需品。增加最大地区忠诚度。",   //L"Distribute much-needed supplies amongst the local population. Increases maximum regional loyalty.",
	L"反抗军电台",   //L"Rebel Radio",
	L"开始在该地区播放反抗军公共广播。城镇每天都会获得忠诚度。",   //L"Begin broadcasting rebel public radio in the region. The town gains loyalty daily.",
	L"秘密基地",   //L"Safehouses", 
	L"在乡下建造反抗军的秘密基地，远离窥探者的目光。当你在这个地区作战时，会有额外的民兵加入战斗。",   //L"Construct rebel safehouses in the countryside, far from prying eyes. Bonus militia may join you in combat when operating in this region.",
	L"后勤干扰",   //L"Supply Disruption",
	L"反抗军将以敌方的后勤线路为目标，干扰敌人在该地区的活动。在这个地区的敌人会被削弱。",   //L"The rebels will try to disrupt enemy movements in the area by targetting their supplies. Enemies fighting in this region are weaker.",
	L"侦察巡逻队",   //L"Scout Patrols",
	L"开始定期侦察巡逻，监视该地区的敌对活动。敌人会在离城镇更远的地方被发现。",   //L"Start regular scout patrols to monitor hostile activity in the area. Enemy groups will be spotted further from town.",
	L"情报传递站",   //L"Dead Drops",
	L"为反抗军侦察员和渗透者设立情报站，以传递情报。提供日常情报工作。",   //L"Set up dead drops for rebel scouts and infiltrators to deliver their intel. Provides daily intel.",
	L"走私团队",   //L"Smugglers",
	L"争取走私贩的帮助，为反抗军提供物资。可使每日物资得到增加。",   //L"Enlist the aid of smugglers to bring in supplies for the rebels. Provides an unreliable daily supply boost.",
	L"民兵武器库",   //L"Militia Warehouses",
	L"在偏远地区建造仓库，让反抗军为民兵储备武器。提供每日民兵资源。",   //L"Construct warehouses in remote areas, allowing the rebels to stockpile weapons for the militia. Provides daily militia resources.",
	L"税务局",   //L"Regional Taxes",
	L"从当地人那里筹集资金来帮助你。这是一种永久的行为。增加每日收入，但地区忠诚度会逐日下降。",   //L"Collect money from the locals to assist your efforts. This is a permanent action. Increases daily income, but regional loyalty falls daily.",
	L"民间援助",   //L"Civilian Aid",
	L"指派一些反抗军直接协助和支持该地区的平民。增加每天志愿者的总数。",   //L"Assign some rebels to directly assist and support civilians in the area. Increases daily volunteer pool growth.",
	L"私人佣兵团",   //L"Merc Support",
	L"建立直接支持你的雇佣兵设施。增加雇佣兵工作的效率（医疗，修理，民兵训练等）",   //L"Set up facilities to directly support your mercs assigned in the town. Increases the effectiveness of merc assignments (doctoring, repairing, militia training, etc).",
	L"矿产管理",   //L"Mining Policy",
	L"进口更好的设备，与镇上的矿工合作，作出更平衡、更有效的排班表。增加城镇矿产的收入。",   //L"Import better equipment and work with the town's miners to create more balanced and efficient shift schedules. Increases the town's mine income.",
	L"探路者",   //L"Pathfinders",
	L"当地人会引导您的队伍通过该地区。大大减少徒步行军时间。",   //L"The locals guide your teams through shortcuts in the area. Reduces on-foot travel time in the region.",
	L"鹞式战机",   //L"Harriers",
	L"反抗军骚扰附近的敌军，大大增加他们在该地区的行军时间。",   //
	L"防御工事",   //L"Fortifications",
	L"建立杀伤区和防御阵地。友军在这个城镇战斗时更有效。仅限于自动战斗。",   //L"Set up killzones and defensive positions. Friendly forces are more effective when fighting in this town. Autoresolve only.",
};

// follows a specific format:
// x:	"Directive Name",
// x+1:	"Directive Bonus Description",
// x+2:	"Directive Help Text",
// x+3:	"Directive Improvement Button Description",
STR16 szRebelCommandDirectivesText[] =
{
	L"收集物资",   //L"Gather Supplies",
	L"每日额外获得%.0f后勤物资。",   //L"Gain an additional %.0f supplies per day.",
	L"从有同情心的当地人那里积累物资，并向\n国际救援组织寻求援助，以增加每日后勤供应。",   //L"Increase daily supply income by amassing supplies from\nsympathetic locals, and seeking aid from international aid groups.",
	L"升级此项将增加反抗军每日收集物资的数量。",   //L"Improving this directive will increase the amount of supplies that the rebels can gather daily.",
	L"支援民兵",   //L"Support Militia",
	L"减少民兵每日维护费用。                    民兵每日维护费用调整：%.2f。",   //L"Reduce militia daily upkeep costs. Militia daily upkeep cost modifier: %.2f.",
	L"反抗军会帮你解决训练民兵\n后勤问题，减轻你的钱包负担。",   //L"The rebels will help out with logistics about the militia\nyou've trained, reducing the strain on your wallet.",
	L"升级此项将会减少民兵的日常维护成本。",   //L"Improving this directive will reduce the daily upkeep costs of your militia.",
	L"训练民兵",   //L"Train Militia",
	L"降低民兵训练成本，提高民兵训练速度。      民兵训练费用调整：%.2f。                 民兵训练速度调整：%.2f。",   //L"Reduce militia training costs and increase militia training speed. Militia training cost modifier: %.2f. Militia training speed modifier: %.2f.",
	L"当你训练民兵时，反抗军会协助你，提高训练效率。",   //L"The rebels will assist when you are training militia,\nincreasing the efficiency at which you can train them.",
	L"升级此项将进一步降低训练成本和提高训练速度。",   //L"Improving this directive will further reduce training cost and increase training speed.",
	L"宣传活动",   //L"Propaganda Campaign",
	L"城镇的忠诚度上升得更快。                  忠诚加值修正值：%.2f。",   //L"Town loyalty rises faster. Loyalty gain modifier: %.2f.",
	L"对当地人美化你的胜利和功绩。",   //L"Your victories and feats will be embellished as news reaches\nthe locals.",
	L"升级此项将提高城镇忠诚度的上升速度。",   //L"Improving this directive will increase how quickly town loyalty rises.",
	L"部署精兵",   //L"Deploy Elites",
	L"Omerta每天出现%.0f精锐民兵。",   //L"%.0f elite militia appear in Omerta each day.",
	L"反抗军将一小部分训练有素的部队交给你指挥。",   //L"The rebels release a small number of their highly-trained forces to your command.",
	L"升级此项将会增加每天训练的民兵数量。",   //L"Improving this directive will increase the number of militia that appear each day.",
	L"打击重点目标",   //L"High Value Target Strikes",
	L"敌军不太可能有重点目标，除了女王。",   //L"Enemy groups are less likely to have specialised soldiers.",
	L"对敌军进行外科手术式打击。\n军官、医务人员、无线电操作员和其他专家\n都是重点打击目标。",   //L"Surgical strikes will be conducted against enemy groups. Officers,\nmedics, radio operators, and other specialists are targetted.",
	L"升级此项将使打击目标更加成功和有效。",   //L"Improving this directive will make strikes more successful and effective.",
	L"侦查小队",   //L"Spotter Teams",
	L"在战斗中，敌人的大致位置会显示在战术地图上（在战术界面中按INSERT键）",   //L"When in combat, approximate enemy locations are revealed in the overhead map (press INSERT button in tactical).",
	L"每支部队都有一个侦查小队，在战斗中\n提供敌人的大致位置。",   //L"A small team will be attached to each of your squads, providing\napproximate locations of enemies when in combat.",
	L"升级此项将会使敌人的位置更精确。",   //L"Improving this directive will make the locations of unspotted enemies more precise.",
	L"突袭矿井",   //L"Raid Mines",
	L"从不受你控制的矿井获取一些收入。当你占领该矿井时，这个指令就没多大用处了。",   //L"Steal some income from mines not under your control. This directive becomes less useful as you claim mines.",
	L"突袭敌方矿井。虽然不是次次成功，一旦\n成功了，多多少少会为你增加少量的收入。",   //L"Conduct smash-and-grab raids on hostile mines. While not always\nsuccessful, the raids that do succeed should provide a\nsmall income bump.",
	L"升级此项将会增加突袭矿井收入的最大值。",   //L"Improving this directive will increase the maximum value of stolen income.",
	L"策反敌军",   //L"Create Turncoats",
	L"每天随机在敌人队伍中策反%.0f名士兵。          每天消耗%.1f情报点数。",   //L"Create %.0f turncoats in a random enemy group per day. Consumes %.1f Intel per day.",
	L"通过贿赂、威胁和勒索，说服敌军士兵\n背叛他们的军队并为你工作。",   //L"Convince enemy soldiers to betray their army and work for you\nthrough a combination of bribery, threats, and blackmail.",
	L"升级此项将会增加每天士兵人数。",   //L"Improving this directive will increase the number of soldiers turned daily.",
	L"征召平民",   //L"Draft Civilians",
	L"每天获得%.0f名志愿者。所有城镇每天都会失去一些忠诚度。",   //L"Gain %.0f volunteers each day. All towns lose some loyalty each day.",
	L"征召平民作为民兵新兵。不过民众\n可能不会对此感到高兴。随着您\n占领更多城镇，效率会提高。",   //L"Draft civilians as recruits for militia. The general population\nprobably won't be too happy about it, though. Effectiveness\nincreases as you capture more towns.",
	L"升级此项将会增加每天志愿者人数。",   //L"Improving this directive will increase the number of volunteers gained per day.",
};

STR16 szRobotText[] =
{
	L"已经安装在机器人身上的武器不能替换。",   //L"The robot's installed weapon cannot be changed.",
	L"机器人的武器不能安装附件。",   //L"It is not possible to add attachments to the robot's weapon.",
	L"武器已安装",   //L"Installed Weapon",
	L"装填弹药",   //L"Reserve Ammo",
	L"瞄准更新",   //L"Targeting Upgrade", 
	L"底座更新",   //L"Chassis Upgrade",
	L"功能更新",   //L"Utility Upgrade",
	L"存储仓",   //L"Storage",  
	L"没有效果",   //L"No Bonus", 
	L"激光附件效果应用到机器人。",   //L"The laser bonuses of this item are applied to the robot.", 
	L"夜视仪效果应用到机器人。",   //L"The night- and cave-vision bonuses of this item are applied to the robot.", 
	L"配套工具应用于机器人的武器。",   //L"This kit degrades instead of the robot's weapon.",
	L"机器人的配套工具耐久耗尽！",   //L"The robot's cleaning kit was depleted!",
	L"机器人相邻的地雷会自动插旗。",   //L"Mines adjacent to the robot are automatically flagged.",
	L"战斗过程定期使用金属探测器。不需要电池。",   //L"Periodic X-Ray scans during combat. No batteries required.",
	L"机器人已经激活金属探测器！",   //L"The robot has activated an x-ray scan!",
	L"机器人可以使用无线电通信设备。",   //L"The robot can use the radio set.",
	L"机器人的底座加强，将带来更好的战斗表现。",   //L"The robot's chassis is strengthened, giving it better combat performance.",
	L"伪装效果应用到机器人。",   //L"The camouflage bonuses of this item are applied to the robot.", 
	L"机器人更加坚固，降低伤害。",   //L"The robot is tougher and takes less damage.", 
	L"机器人的额外装甲破坏了！",   //L"The robot's extra armour plating was destroyed!",  
	L"机器人附加%s技能效果。",   //L"The robot gains the benefit of the %s skill trait.",
};

// WANNE: Some Chinese specific strings that needs to be in unicode!
STR16 ChineseSpecString1 = L"%％";			//defined in _ChineseText.cpp as this file is already unicode
STR16 ChineseSpecString2 = L"*%3d%％%%";	//defined in _ChineseText.cpp as this file is already unicode
STR16 ChineseSpecString3 = L"%d%％";		//defined in _ChineseText.cpp as this file is already unicode
STR16 ChineseSpecString4 = L"%s (%s) [%d%％]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s";
STR16 ChineseSpecString5 = L"%s [%d%％]\n%s %d\n%s %d\n%s %1.1f %s";
STR16 ChineseSpecString6 = L"%s [%d%％]\n%s %d%％ (%d/%d)\n%s %d%％\n%s %1.1f %s";
STR16 ChineseSpecString7 = L"%s [%d%％]\n%s %1.1f %s";
STR16 ChineseSpecString8 = L"%s (%s) [%d%％(%d%％)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%";	// added by Flugente
STR16 ChineseSpecString9 = L"%s [%d%％(%d%％)]\n%s %d\n%s %d\n%s %1.1f %s";								// added by Flugente
STR16 ChineseSpecString10 = L"%s [%d%％(%d%％)]\n%s %d%％ (%d/%d)\n%s %d%％\n%s %1.1f %s";						// added by Flugente
STR16 ChineseSpecString11 = L"%s (%s) [%d%％(%d%％)]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s";	// added by Flugente
STR16 ChineseSpecString12 = L"%s (%s) [%d%％]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s\n%s %.2f%%";	// added by Flugente

#endif //CHINESE