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Fix for new repair ease display
- tooltip takes into account if MERCS_CAN_DO_ADVANCED_REPAIRS = TRUE/FALSE - added forgotten tooltip for OCTH - formatting changes git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6420 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
@@ -1471,11 +1471,18 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
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if ( gGameExternalOptions.fUseNewCTHCalculation && cnt == 6
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&& (gGameCTHConstants.LASER_PERFORMANCE_BONUS_HIP + gGameCTHConstants.LASER_PERFORMANCE_BONUS_IRON + gGameCTHConstants.LASER_PERFORMANCE_BONUS_SCOPE != 0) )
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swprintf( pStr, L"%s%s", szUDBAdvStatsTooltipText[64], szUDBGenWeaponsStatsExplanationsTooltipText[ cnt ]);
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else if ( cnt == 10 && gGameExternalOptions.fAdvRepairSystem && !gGameExternalOptions.fMercsCanDoAdvancedRepairs )
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swprintf( pStr, L"%s%s", szUDBGenWeaponsStatsTooltipText[ cnt ], szUDBGenWeaponsStatsExplanationsTooltipText[ 22 ]);
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else
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swprintf( pStr, L"%s%s", szUDBGenWeaponsStatsTooltipText[ cnt ], szUDBGenWeaponsStatsExplanationsTooltipText[ cnt ]);
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}
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else
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swprintf( pStr, L"%s", gzWeaponStatsFasthelpTactical[ cnt ]);
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{
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if ( cnt == 11 && gGameExternalOptions.fAdvRepairSystem && !gGameExternalOptions.fMercsCanDoAdvancedRepairs )
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swprintf( pStr, L"%s", gzWeaponStatsFasthelpTactical[ 32 ]);
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else
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swprintf( pStr, L"%s", gzWeaponStatsFasthelpTactical[ cnt ]);
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}
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SetRegionFastHelpText( &(gUDBFasthelpRegions[ iRegionsCreated ]), pStr );
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SetRegionHelpEndCallback( &(gUDBFasthelpRegions[ iRegionsCreated ]), HelpTextDoneCallback );
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MSYS_DisableRegion( &gUDBFasthelpRegions[ iRegionsCreated ] );
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@@ -1805,7 +1812,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
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CHAR16 pStr[1000];
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///////////////// PRIMARY DATA - ICONS
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for (cnt = 0; cnt < 5; cnt++)
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for (cnt = 0; cnt < 4; cnt++)
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{
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MSYS_DefineRegion( &gUDBFasthelpRegions[ iRegionsCreated ],
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(INT16)(gItemDescGenRegions[cnt][0].sLeft),
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@@ -1815,7 +1822,10 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
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MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback );
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MSYS_AddRegion( &gUDBFasthelpRegions[ iRegionsCreated ]);
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swprintf( pStr, L"%s%s", szUDBGenArmorStatsTooltipText[ cnt ], szUDBGenArmorStatsExplanationsTooltipText[ cnt ]);
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if ( cnt == 3 && gGameExternalOptions.fAdvRepairSystem && !gGameExternalOptions.fMercsCanDoAdvancedRepairs )
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swprintf( pStr, L"%s%s", szUDBGenArmorStatsTooltipText[ cnt ], szUDBGenArmorStatsExplanationsTooltipText[ 4 ]);
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else
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swprintf( pStr, L"%s%s", szUDBGenArmorStatsTooltipText[ cnt ], szUDBGenArmorStatsExplanationsTooltipText[ cnt ]);
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SetRegionFastHelpText( &(gUDBFasthelpRegions[ iRegionsCreated ]), pStr );
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SetRegionHelpEndCallback( &(gUDBFasthelpRegions[ iRegionsCreated ]), HelpTextDoneCallback );
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MSYS_DisableRegion( &gUDBFasthelpRegions[ iRegionsCreated ] );
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+4
-4
@@ -632,7 +632,7 @@ extern CHAR16 gMoneyStatsDesc[][ 14 ];
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extern CHAR16 gWeaponStatsDesc[][ 19 ];
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// HEADROCK: Added externs for Item Description Box icon and stat tooltips
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// Note that I've inflated some of these to 20 to avoid issues.
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extern STR16 gzWeaponStatsFasthelpTactical[ 32 ];
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extern STR16 gzWeaponStatsFasthelpTactical[ 33 ];
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extern STR16 gzMiscItemStatsFasthelp[ 34 ];
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// HEADROCK HAM 4: New tooltip texts
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extern STR16 gzUDBButtonTooltipText[ 3 ];
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@@ -640,9 +640,9 @@ extern STR16 gzUDBHeaderTooltipText[ 4 ];
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extern STR16 gzUDBGenIndexTooltipText[ 4 ];
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extern STR16 gzUDBAdvIndexTooltipText[ 5 ];
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extern STR16 szUDBGenWeaponsStatsTooltipText[ 23 ];
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extern STR16 szUDBGenWeaponsStatsExplanationsTooltipText[ 23 ];
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extern STR16 szUDBGenArmorStatsTooltipText[ 4 ]; // silversurfer Repair Ease: 3->4
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extern STR16 szUDBGenArmorStatsExplanationsTooltipText[ 4 ]; // silversurfer Repair Ease: 3->4
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extern STR16 szUDBGenWeaponsStatsExplanationsTooltipText[ 24 ];
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extern STR16 szUDBGenArmorStatsTooltipText[ 4 ]; // silversurfer Repair Ease: 3->5
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extern STR16 szUDBGenArmorStatsExplanationsTooltipText[ 5 ]; // silversurfer Repair Ease: 3->5
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extern STR16 szUDBGenAmmoStatsTooltipText[ 6 ]; // Flugente Overheating: 3->4 poison: 4->5 dirt: 5->6
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extern STR16 szUDBGenAmmoStatsExplanationsTooltipText[ 6 ]; // Flugente Overheating: 3->4 poison: 4->5 dirt: 5->6
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extern STR16 szUDBGenExplosiveStatsTooltipText[ 23 ]; // silversurfer Repair Ease: 22->23
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@@ -2513,7 +2513,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
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};
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// HEADROCK: Several arrays of tooltip text for new Extended Description Box
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STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
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STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
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{
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L"|射|程\n \n武器的有效射程\n从射程外攻击会导致巨大惩罚\n \n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.",
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L"|伤|害\n \n这是武器的是伤害潜力\n它一般会对无防护目标造成\n这么多伤害(或者大致这么多)。\n \n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.",
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@@ -2526,7 +2526,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
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L"|枪|口|焰|抑|制\n \n当这个图标出现时,意味着这把枪\n在开火时不产生枪口焰。\n这会帮助射手保持隐蔽。", // 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.",
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L"|音|量\n \n使用该武器攻击最多可以从标注的距离\n(以格计)上被听到。\n \n越低越好。\n(除非你想故意吸引敌人)", // 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...)",
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L"|可|靠|度\n \n这个值表示该武器在战斗中\n使用的损坏速度。\n \n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.",
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L"|维|修|难|度\n \n这个值表示武器被(进行维修工作\n的佣兵)修复的速度\n \n越高越好。", // L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
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L"|维|修|难|度\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.",
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L"", //12
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L"举枪AP",
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L"单发AP",
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@@ -2547,6 +2547,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
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L"无连发模式!",
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L"格斗AP",
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L"",
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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.",
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};
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STR16 gzMiscItemStatsFasthelp[ 34 ] =
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@@ -7023,7 +7024,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
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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。",
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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。",
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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。",
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L"\n \nDetermines how difficult it is to repair this weapon\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.", // TODO.Translate
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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.",
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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)",
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L"\n \n激光瞄准器提供的命中率修正。",
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L"\n \n端枪准备开火所需的AP。\n \n举起该武器后,连续发射不会再消耗\n举枪AP。\n \n但是,除转向和开火之外的其他动作均会放\n下武器。\n \n该数值越低越好。",
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@@ -7035,6 +7036,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
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L"", // No longer used!
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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。",
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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。",
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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.",
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};
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STR16 szUDBGenArmorStatsTooltipText[]=
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@@ -7050,7 +7052,8 @@ STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
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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,穿甲攻击以及其他的随机因素\n都可能对最终的伤害值产生影响。\n \n该数值越高越好。",
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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该值越高越好。",
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L"\n \n显示护具被击中时的磨损速率,\n与其吸收的伤害成比例。\n该值越低越好。",
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L"\n \nDetermines how difficult it is to repair this armor\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
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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.",
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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.",
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};
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STR16 szUDBGenAmmoStatsTooltipText[]=
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@@ -2510,7 +2510,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
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};
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// HEADROCK: Several arrays of tooltip text for new Extended Description Box
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STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
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STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
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{
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// TODO.Translate
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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.",
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@@ -2524,7 +2524,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
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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.",
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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...)",
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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.",
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L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
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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 Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
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L"", //12
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L"APs to ready",
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L"APs to fire Single",
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@@ -2545,6 +2545,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
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L"No Auto Mode!",
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L"APs to Bash",
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L"",
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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.",
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};
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STR16 gzMiscItemStatsFasthelp[ 34 ] =
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@@ -7020,7 +7021,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
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L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).",
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L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.",
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L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.",
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L"\n \nDetermines how difficult it is to repair this weapon\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
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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.",
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L"\n \nThe minimum range at which a scope can provide it's aimBonus.",
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L"\n \nTo hit modifier granted by laser sights.",
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L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.",
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@@ -7032,6 +7033,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
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L"", // No longer used!
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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. // TODO.Translate
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L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
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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.",
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};
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STR16 szUDBGenArmorStatsTooltipText[]=
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@@ -7047,7 +7049,8 @@ STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
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L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.",
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L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.",
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L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.",
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L"\n \nDetermines how difficult it is to repair this armor\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
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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.",
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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.",
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};
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STR16 szUDBGenAmmoStatsTooltipText[]=
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@@ -2513,7 +2513,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
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};
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// HEADROCK: Several arrays of tooltip text for new Extended Description Box
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STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
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STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
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{
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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.",
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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.",
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@@ -2526,7 +2526,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
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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.",
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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...)",
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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.",
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L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
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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 Technicians and special\nNPCs can repair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
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L"", //12
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L"APs to ready",
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L"APs to fire Single",
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@@ -2547,6 +2547,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
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L"No Auto Mode!",
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L"APs to Bash",
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L"",
|
||||
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[ 34 ] =
|
||||
@@ -7008,7 +7009,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).",
|
||||
L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.",
|
||||
L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.",
|
||||
L"\n \nDetermines how difficult it is to repair this weapon\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \nThe minimum range at which a scope can provide it's aimBonus.",
|
||||
L"\n \nTo hit modifier granted by laser sights.",
|
||||
L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.",
|
||||
@@ -7020,6 +7021,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
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 \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 \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
|
||||
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[]=
|
||||
@@ -7035,7 +7037,8 @@ STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.",
|
||||
L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.",
|
||||
L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.",
|
||||
L"\n \nDetermines how difficult it is to repair this armor\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \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[]=
|
||||
|
||||
@@ -2517,7 +2517,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
|
||||
};
|
||||
|
||||
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
|
||||
{
|
||||
// TODO.Translate
|
||||
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.",
|
||||
@@ -2531,7 +2531,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
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"|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"|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"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
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 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"PA pour mettre en joue",
|
||||
L"PA par tir",
|
||||
@@ -2552,6 +2552,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
L"Pas de tir auto.!",
|
||||
L"PA pour frapper",
|
||||
L"",
|
||||
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[ 34 ] =
|
||||
@@ -7004,7 +7005,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nQuand cette propriété est en vigueur, l'arme\nne produit pas de flash lors du tir.\n \nLes ennemis ne seront plus en mesure de vous repérer\nà cause du flash du tir (mais ils\npourront toujours vous entendre !).",
|
||||
L"\n \nDistance (en cases) de l'intensité sonore que fait votre arme\nlorsque vous tirez avec.\n \nLes ennemis placés en deçà de cette distance entendront\nvotre tir.\n \nValeur faible recommandée.",
|
||||
L"\n \nDétermine la vitesse de déterioration de cett arme\nà l'usage.\n \nValeur élevée recommandée.",
|
||||
L"\n \nDetermines how difficult it is to repair this weapon\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \nPortée minimum où la lunette de visée fournit un bonus de visée.",
|
||||
L"\n \nFacteur de chance de toucher accordé par un laser.",
|
||||
L"\n \nLe nombre de PA requis pour mettre en joue.\n \nQuand cette arme est prête, vous pouvez tirez plusieurs fois\nsans avoir de coût supplémentaire.\n \nAnnule automatiquement cette opération si vous faîtes des\nactions autre que pivoter ou tirer.\n \nValeur faible recommandée.",
|
||||
@@ -7016,6 +7017,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"", // No longer used!
|
||||
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. // TODO.Translate
|
||||
L"\n \nIndique le nombre de balles qui seront ajoutés\nau mode Auto tous les 5 PA que vous dépensez.\n \nValeur élevée recommandée.",
|
||||
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[]=
|
||||
@@ -7031,7 +7033,8 @@ STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
|
||||
L"\n \nCette propriété d'armure définit de combien elle\nabsorbe les dégâts de chaque attaque.\n \nN'oubliez pas que les attaques perforantes et\ndivers facteurs aléatoires peuvent altérés\nla réduction final des dégâts.\n \nValeur élevée recommandée.",
|
||||
L"\n \nDétermine le recouvrement de l'armure\nsur votre corps.\n \nSi le recouvrement est inférieur à 100%, les attaques\nont une certaine chance de passé à travers l'armure\nen causant de un maximum de dégâts.\n \nValeur élevée recommandée.",
|
||||
L"\n \nIndique à quelle vitesse les conditions de l'armure\nvont chutés, et qui est proportionnel aux\ndégâts subis.\n \nValeur faible recommandée.",
|
||||
L"\n \nDetermines how difficult it is to repair this armor\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \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[]=
|
||||
|
||||
@@ -2518,7 +2518,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
|
||||
|
||||
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
|
||||
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
|
||||
{
|
||||
L"|R|e|i|c|h|w|e|i|t|e\n \nDie effektive Reichweite dieser Waffe\nAngriffe jenseits dieser Reichweite führt zu drastischen Genauigkeitseinbußen.\n \nHöher ist besser.",
|
||||
L"|S|c|h|a|d|e|n\n \nDas Schadenspotential der Waffe.\nDie Waffe wird in der Regel diesen \n(oder ähnlichen) Schaden an ungeschützten Zielen verursachen.\n \nHöher ist besser.",
|
||||
@@ -2531,7 +2531,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
L"|M|ü|n|d|u|n|g|s|f|e|u|e|r |U|n|t|e|r|d|r|ü|c|k|u|n|g\n \nWenn dieses Symbol erscheint, bedeutet dies, dass die Waffe\nkein Mündungsfeuer verursacht, wenn geschossen wird.",
|
||||
L"|L|a|u|t|s|t|ä|r|k|e\n \nAngriffe mit dieser Waffe können bis zu der\nangezeigten Distanz (in Felder) gehört werden.\n \nNiedriger ist besser.",
|
||||
L"|Z|u|v|e|r|l|ä|s|s|i|g|k|e|i|t\n \nDieser Wert zeigt an, wie schnell die Waffe\nim Kampf bei Benützung schadhaft werden kann.\n \nHöher ist besser.",
|
||||
L"|R|e|p|a|r|a|t|u|r|l|e|i|c|h|t|i|g|k|e|i|t\n \nDieser Wert gibt an, wie schnell die Waffe repariert werden kann.\n \nHöher ist besser.",
|
||||
L"|R|e|p|a|r|a|t|u|r|l|e|i|c|h|t|i|g|k|e|i|t\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur Techniker und spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.",
|
||||
L"", //12
|
||||
L"APs zum Anlegen",
|
||||
L"APs für Einzelschuss",
|
||||
@@ -2552,6 +2552,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
L"Kein Autofeuer!",
|
||||
L"APs zum Schlagen",
|
||||
L"",
|
||||
L"|R|e|p|a|r|a|t|u|r|l|e|i|c|h|t|i|g|k|e|i|t\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.",
|
||||
};
|
||||
|
||||
STR16 gzMiscItemStatsFasthelp[ 34 ] =
|
||||
@@ -6833,7 +6834,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nWenn diese Eigenschaft in Kraft ist, dann produziert die Waffe kein sichtbares Mündungsfeuer\nwenn abgefeuert.\n \nFeinde werden Sie nicht bloß beim Mündungsfeuer ausfindig machen können\n(aber Sie können Sie dennoch hören).",
|
||||
L"\n \nBestimmt die Entfernung (in Felder) der erzeugten Lautstärke,\nwenn die Waffe geschossen wird.\n \nFeinde innerhalb dieser Entfernung hören den Schuss, Feinde außerhalb nicht.\n \nNiedriger ist besser.",
|
||||
L"\n \nBestimmt, wie schnell sich diese Waffe bei Gebrauch abnutzt.\n \nHöher ist besser.",
|
||||
L"\n \nBestimmt, wie schwierig es ist, die Waffe zu reparieren\nund wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur Techniker und spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.",
|
||||
L"\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur Techniker und spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.",
|
||||
L"\n \nDie minimale Entfernung um einen Zielvorteil zu erhalten.",
|
||||
L"\n \nTreffermodifikator den eine Laservorrichtung gewährleistet.",
|
||||
L"\n \nDie Anzahl von APs nötig um die Waffe anzulegen.\n \nSobald die Waffe angelegt ist, können Sie wiederholt feuern ohne diese Kosten erneut zu bezahlen.\n \nEine Waffe ist automatisch abgelegt wenn der Anwender irgendeine andere Aktivität ausübt,\nmit der Ausnahme von schießen oder ausrichten.\n \nNiedriger ist besser.",
|
||||
@@ -6845,6 +6846,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"", // No longer used!
|
||||
L"\n \nDie absolute Reichweite mit der sich das Mündungsfeuer\nausbreitet für jede Kugel die geschossen wird,\nwenn keine Gegenmaßnahme angewendet wird.\n \nNiedriger ist besser.", // HEADROCK HAM 5: Altered to reflect unified number.
|
||||
L"\n \nZeigt die Anzahl der Kugeln an, welche zu einer Autofeuer Salve für jeweils 5 investierte AP addiert werden.\n \nHöher ist besser.",
|
||||
L"\n \nBestimmt, wie schwierig es ist, die Waffe\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.",
|
||||
};
|
||||
|
||||
STR16 szUDBGenArmorStatsTooltipText[]=
|
||||
@@ -6860,7 +6862,8 @@ STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
|
||||
L"\n \nDiese grundlegende Rüstungseigenschaft bestimmt wie viel\nSchaden abgefangen wird.\nZur Erinnerung: Schutzdurchschlagende Angriffe und einige\nzufällige Faktoren können die Schadensreduzierung verändern.\n \nHöher ist besser.",
|
||||
L"\n \nBestimmt wie viel des geschützten\nKörperteils durch die Rüstung abgedeckt wird.\n \nWenn weniger als 100% verdeckt wird, haben Angriffe\neine gewisse Chance die Rüstung schlichtweg\nzu umgehen, und höchsten Schaden\nauf das verdeckte Körperteil auszuüben.\n \nHöher ist besser.",
|
||||
L"\n \nBestimmt wie schnell der Zustand der Rüstung abfällt,\nwenn sie getroffen wird, im Verhältnis zum\nSchaden durch einen Angriff.\n \nNiedriger ist besser.",
|
||||
L"\n \nBestimmt, wie schwierig es ist, die Rüstung zu reparieren\nund wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur Techniker und spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.",
|
||||
L"\n \nBestimmt, wie schwierig es ist, die Rüstung\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur Techniker und spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.",
|
||||
L"\n \nBestimmt, wie schwierig es ist, die Rüstung\nzu reparieren und wer sie vollständig reparieren kann.\n \ngrün = Jeder kann sie reparieren.\n \ngelb = Nur spezielle NPCs können\nsie über die Reparaturschwelle hinaus reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.",
|
||||
};
|
||||
|
||||
STR16 szUDBGenAmmoStatsTooltipText[]=
|
||||
|
||||
@@ -2505,7 +2505,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
|
||||
};
|
||||
|
||||
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
|
||||
{
|
||||
// TODO.Translate
|
||||
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.",
|
||||
@@ -2519,7 +2519,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
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"|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"|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"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
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 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"APs to ready",
|
||||
L"APs to fire Single",
|
||||
@@ -2540,6 +2540,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
L"No Auto Mode!",
|
||||
L"APs to Bash",
|
||||
L"",
|
||||
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[ 34 ] =
|
||||
@@ -7006,7 +7007,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).",
|
||||
L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.",
|
||||
L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.",
|
||||
L"\n \nDetermines how difficult it is to repair this weapon\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \nThe minimum range at which a scope can provide it's aimBonus.",
|
||||
L"\n \nTo hit modifier granted by laser sights.",
|
||||
L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.",
|
||||
@@ -7018,6 +7019,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"", // No longer used!
|
||||
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. // TODO.Translate
|
||||
L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
|
||||
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[]=
|
||||
@@ -7033,7 +7035,8 @@ STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.",
|
||||
L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.",
|
||||
L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.",
|
||||
L"\n \nDetermines how difficult it is to repair this armor\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \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[]=
|
||||
|
||||
@@ -2520,7 +2520,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
|
||||
};
|
||||
|
||||
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
|
||||
{
|
||||
// TODO.Translate
|
||||
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.",
|
||||
@@ -2534,7 +2534,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
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"|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"|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"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
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 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"AP/przygot.",
|
||||
L"AP za 1 strzał",
|
||||
@@ -2555,6 +2555,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
L"Wył. auto!",
|
||||
L"AP/cios-łom",
|
||||
L"",
|
||||
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[ 34 ] =
|
||||
@@ -7024,7 +7025,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).",
|
||||
L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.",
|
||||
L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.",
|
||||
L"\n \nDetermines how difficult it is to repair this weapon\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \nThe minimum range at which a scope can provide it's aimBonus.",
|
||||
L"\n \nTo hit modifier granted by laser sights.",
|
||||
L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.",
|
||||
@@ -7036,6 +7037,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"", // No longer used!
|
||||
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. // TODO.Translate
|
||||
L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
|
||||
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[]=
|
||||
@@ -7051,7 +7053,8 @@ STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.",
|
||||
L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.",
|
||||
L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.",
|
||||
L"\n \nDetermines how difficult it is to repair this armor\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \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[]=
|
||||
|
||||
@@ -2511,7 +2511,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
|
||||
};
|
||||
|
||||
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
|
||||
{
|
||||
// TODO.Translate
|
||||
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.",
|
||||
@@ -2525,7 +2525,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
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"|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"|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"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
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 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"ОД на вскидку", //APs to ready
|
||||
L"ОД на 1 выстрел", //APs to fire Single
|
||||
@@ -2546,6 +2546,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
L"Нет автоматического режима!", //No Auto Mode!
|
||||
L"ОД на удар", //APs to Bash
|
||||
L"",
|
||||
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[ 34 ] =
|
||||
@@ -7008,7 +7009,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).",
|
||||
L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.",
|
||||
L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.",
|
||||
L"\n \nDetermines how difficult it is to repair this weapon\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \nThe minimum range at which a scope can provide it's aimBonus.",
|
||||
L"\n \nTo hit modifier granted by laser sights.",
|
||||
L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.",
|
||||
@@ -7020,6 +7021,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
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 \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. // TODO.Translate
|
||||
L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
|
||||
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[]=
|
||||
@@ -7035,7 +7037,8 @@ STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.",
|
||||
L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.",
|
||||
L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.",
|
||||
L"\n \nDetermines how difficult it is to repair this armor\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \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[]=
|
||||
|
||||
@@ -2514,7 +2514,7 @@ CHAR16 gWeaponStatsDesc[][ 19 ] =
|
||||
};
|
||||
|
||||
// HEADROCK: Several arrays of tooltip text for new Extended Description Box
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 33 ] =
|
||||
{
|
||||
// TODO.Translate
|
||||
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.",
|
||||
@@ -2528,7 +2528,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
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"|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"|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"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
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 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"APs to ready",
|
||||
L"APs to fire Single",
|
||||
@@ -2549,6 +2549,7 @@ STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
L"No Auto Mode!",
|
||||
L"APs to Bash",
|
||||
L"",
|
||||
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[ 34 ] =
|
||||
@@ -7024,7 +7025,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nWhen this property is in effect, the weapon\nproduces no visible flash when firing.\n \nEnemies will not be able to spot you\njust by your muzzle flash (but they\nmight still HEAR you).",
|
||||
L"\n \nWhen firing this weapon, Loudness is the\ndistance (in tiles) that the sound of\ngunfire will travel.\n \nEnemies within this distance will probably\nhear the shot.\n \nLower is better.",
|
||||
L"\n \nDetermines how quickly this weapon will degrade\nwith use.\n \nHigher is better.",
|
||||
L"\n \nDetermines how difficult it is to repair this weapon\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \nThe minimum range at which a scope can provide it's aimBonus.",
|
||||
L"\n \nTo hit modifier granted by laser sights.",
|
||||
L"\n \nThe number of APs required to bring this\nweapon up to firing stance.\n \nOnce the weapon is raised, you may fire repeatedly\nwithout paying this cost again.\n \nA weapon is automatically 'Unreadied' if its\nwielder performs any action other than\nfiring or turning.\n \nLower is better.",
|
||||
@@ -7036,6 +7037,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"", // No longer used!
|
||||
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. // TODO.Translate
|
||||
L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
|
||||
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[]=
|
||||
@@ -7051,7 +7053,8 @@ STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis primary armor property defines how much\ndamage the armor will absorb from any attack.\n \nRemember that armor-piercing attacks and\nvarious randomal factors may alter the\nfinal damage reduction.\n \nHigher is better.",
|
||||
L"\n \nDetermines how much of the protected\nbodypart is covered by the armor.\n \nIf coverage is below 100%, attacks have\na certain chance of bypassing the armor\ncompletely, causing maximum damage\nto the protected bodypart.\n \nHigher is better.",
|
||||
L"\n \nIndicates how quickly this armor's condition\ndrops when it is struck, proportional to\nthe damage caused by the attack.\n \nLower is better.",
|
||||
L"\n \nDetermines how difficult it is to repair this armor\nand who can fully repair it.\n \ngreen = Anybody can repair it.\n \nyellow = Only Technicians and special NPCs can\nrepair it beyond repair threshold.\n \nred = This item can't be repaired.\n \nHigher is better.",
|
||||
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 \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[]=
|
||||
|
||||
Reference in New Issue
Block a user