- added new disability "Fear of heights"

- Fix: wrong backgrounds were filtered out when checking for personality/disability/traits

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8351 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Flugente
2016-12-31 12:00:45 +00:00
parent 58eb840439
commit 3ab70dde90
28 changed files with 144 additions and 50 deletions
+1
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@@ -3655,6 +3655,7 @@ void LoadMoraleSettings()
gMoraleSettings.bValues[MORALE_GOOD_FOOD] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_GOOD_FOOD", 5, -100, 100);
gMoraleSettings.bValues[MORALE_BAD_FOOD] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_BAD_FOOD", -1, -100, 100);
gMoraleSettings.bValues[MORALE_LOATHSOME_FOOD] = iniReader.ReadInteger("Tactical Morale Settings","MORALE_LOATHSOME_FOOD", -5, -100, 100);
gMoraleSettings.bValues[MORALE_FEAR_OF_HEIGHTS] = iniReader.ReadInteger( "Tactical Morale Settings", "MORALE_FEAR_OF_HEIGHTS", -8, -100, 100 );
gMoraleSettings.bValues[MORALE_KILLED_CIVILIAN] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_KILLED_CIVILIAN", -5, -100, 100);
gMoraleSettings.bValues[MORALE_BATTLE_WON] = iniReader.ReadInteger("Strategic Morale Settings","MORALE_BATTLE_WON", 4, -100, 100);
+10 -6
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@@ -642,13 +642,13 @@ BOOLEAN IsBackGroundAllowed( UINT16 ubNumber )
if ( SkillsList[0] == TECHNICIAN_NT || SkillsList[1] == TECHNICIAN_NT || SkillsList[2] == TECHNICIAN_NT )
{
if ( zBackground[ ubNumber ].value[MECHANICAL] < 0 )
if ( zBackground[ ubNumber ].value[BG_MECHANICAL] < 0 )
return FALSE;
}
if ( SkillsList[0] == DOCTOR_NT || SkillsList[1] == DOCTOR_NT || SkillsList[2] == DOCTOR_NT )
{
if ( zBackground[ ubNumber ].value[MEDICAL] < 0 )
if ( zBackground[ ubNumber ].value[BG_MEDICAL] < 0 )
return FALSE;
}
@@ -672,7 +672,7 @@ BOOLEAN IsBackGroundAllowed( UINT16 ubNumber )
if ( SkillsList[0] == DEMOLITIONS_NT || SkillsList[1] == DEMOLITIONS_NT || SkillsList[2] == DEMOLITIONS_NT )
{
if ( zBackground[ ubNumber ].value[EXPLOSIVE_ASSIGN] < 0 )
if ( zBackground[ ubNumber ].value[BG_EXPLOSIVE_ASSIGN] < 0 )
return FALSE;
}
@@ -697,11 +697,15 @@ BOOLEAN IsBackGroundAllowed( UINT16 ubNumber )
return FALSE;
break;
case FORGETFUL:
if ( zBackground[ ubNumber ].value[LEADERSHIP] > 0 )
if ( zBackground[ ubNumber ].value[BG_LEADERSHIP] > 0 )
return FALSE;
break;
case PSYCHO:
if ( zBackground[ ubNumber ].value[LEADERSHIP] > 0 )
if ( zBackground[ ubNumber ].value[BG_LEADERSHIP] > 0 )
return FALSE;
break;
case AFRAID_OF_HEIGHTS:
if ( zBackground[ubNumber].value[BG_HEIGHT] > 0 )
return FALSE;
break;
default:
@@ -716,7 +720,7 @@ BOOLEAN IsBackGroundAllowed( UINT16 ubNumber )
return FALSE;
break;
case CHAR_TRAIT_LONER:
if ( zBackground[ ubNumber ].value[LEADERSHIP] > 0 )
if ( zBackground[ ubNumber ].value[BG_LEADERSHIP] > 0 )
return FALSE;
break;
case CHAR_TRAIT_OPTIMIST:
+17 -19
View File
@@ -34,7 +34,7 @@
enum
{
IMP_DISABILITY_TRAIT__TITLE_TEXT=IMP_DISABILITIES_NUMBER,
IMP_DISABILITY_TRAIT__TITLE_TEXT = NUM_DISABILITIES,
};
@@ -65,11 +65,11 @@ enum
BOOLEAN gfIST_Redraw3=FALSE;
BOOLEAN gfDisabilityTraitQuestions[ IMP_DISABILITIES_NUMBER ];
BOOLEAN gfDisabilityTraitQuestions[NUM_DISABILITIES];
// these are the buttons for the questions
INT32 giIMPDisabilityTraitAnswerButton[ IMP_DISABILITIES_NUMBER ];
INT32 giIMPDisabilityTraitAnswerButtonImage[ IMP_DISABILITIES_NUMBER ];
INT32 giIMPDisabilityTraitAnswerButton[NUM_DISABILITIES];
INT32 giIMPDisabilityTraitAnswerButtonImage[NUM_DISABILITIES];
// this is the Done buttons
INT32 giIMPDisabilityTraitFinsihButton;
@@ -78,7 +78,7 @@ INT32 giIMPDisabilityTraitFinsihButtonImage;
//image handle
UINT32 guiIST_GreyGoldBox3;
MOUSE_REGION gMR_DisabilityHelpTextRegions[ IMP_DISABILITIES_NUMBER ];
MOUSE_REGION gMR_DisabilityHelpTextRegions[NUM_DISABILITIES];
//*******************************************************************
//
@@ -140,7 +140,7 @@ void EnterIMPDisabilityTrait( void )
if( iCurrentProfileMode != IMP__FINISH )
{
//Have the NONE trait initially selected
gfDisabilityTraitQuestions[ IMP_NO_DISABILITY ] = TRUE;
gfDisabilityTraitQuestions[ NO_DISABILITY ] = TRUE;
}
HandleDisabilityTraitButtonStates( );
@@ -148,7 +148,7 @@ void EnterIMPDisabilityTrait( void )
// add regions for help texts
UINT16 usPosX = IMP_DISABILITY_COLUMN_START_X + 62;
UINT16 usPosY = IMP_DISABILITY_COLUMN_START_Y + 8;
for( UINT8 ubCnt=0; ubCnt<IMP_DISABILITIES_NUMBER; ubCnt++ )
for ( UINT8 ubCnt = 0; ubCnt<NUM_DISABILITIES; ubCnt++ )
{
MSYS_DefineRegion( &gMR_DisabilityHelpTextRegions[ubCnt], usPosX, ( usPosY ),
(usPosX + 156), ( usPosY + 17), MSYS_PRIORITY_HIGH,
@@ -176,7 +176,7 @@ void RenderIMPDisabilityTrait( void )
RenderProfileBackGround();
// Display title
DrawTextToScreen( gzIMPDisabilityTraitText[IMP_DISABILITIES_NUMBER], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
DrawTextToScreen( gzIMPDisabilityTraitText[NUM_DISABILITIES], LAPTOP_SCREEN_UL_X - 111, LAPTOP_TITLE_Y, LAPTOP_TEXT_WIDTH, FONT14ARIAL, FONT_MCOLOR_WHITE, FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
IMPDisabilityTraitDisplayDisabilityTraits();
}
@@ -189,7 +189,7 @@ void ExitIMPDisabilityTrait( void )
DeleteVideoObjectFromIndex( guiIST_GreyGoldBox3 );
//remove the skill buttons
for(ubCnt = 0; ubCnt < IMP_DISABILITIES_NUMBER; ubCnt++)
for ( ubCnt = 0; ubCnt < NUM_DISABILITIES; ubCnt++ )
{
//if there is a button allocated
if( giIMPDisabilityTraitAnswerButton[ubCnt] != -1 )
@@ -225,7 +225,7 @@ void AddImpDisabilityTraitButtons()
usPosX = IMP_DISABILITY_COLUMN_START_X;
usPosY = IMP_DISABILITY_COLUMN_START_Y;
for(ubCnt = 0; ubCnt < IMP_DISABILITIES_NUMBER; ubCnt++)
for ( ubCnt = 0; ubCnt < NUM_DISABILITIES; ubCnt++ )
{
//reset
giIMPDisabilityTraitAnswerButton[ubCnt] = -1;
@@ -294,13 +294,13 @@ void HandleIMPDisabilityTraitAnswers( UINT32 uiSkillPressed )
}
//reset all other buttons
for( ubCnt=0; ubCnt<IMP_DISABILITIES_NUMBER; ubCnt++ )
for ( ubCnt = 0; ubCnt<NUM_DISABILITIES; ++ubCnt )
{
gfDisabilityTraitQuestions[ ubCnt ] = FALSE;
}
//make sure its a valid disability trait
if( uiSkillPressed >= IMP_DISABILITIES_NUMBER )
if ( uiSkillPressed >= NUM_DISABILITIES )
{
Assert( 0 );
return;
@@ -335,9 +335,7 @@ void HandleIMPDisabilityTraitAnswers( UINT32 uiSkillPressed )
void HandleDisabilityTraitButtonStates( )
{
UINT8 ubCnt;
for( ubCnt=0; ubCnt<IMP_DISABILITIES_NUMBER; ubCnt++ )
for ( UINT8 ubCnt = 0; ubCnt<NUM_DISABILITIES; ++ubCnt )
{
//if the skill is selected ( ie depressed )
if( gfDisabilityTraitQuestions[ ubCnt ] )
@@ -364,7 +362,7 @@ void IMPDisabilityTraitDisplayDisabilityTraits()
usPosX = IMP_DISABILITY_COLUMN_START_X + IMP_DISABILITY_TRAIT__TEXT_OFFSET_X;
usPosY = IMP_DISABILITY_COLUMN_START_Y + IMP_DISABILITY_TRAIT__TEXT_OFFSET_Y;
for( ubCnt=0; ubCnt<IMP_DISABILITIES_NUMBER; ubCnt++ )
for ( ubCnt = 0; ubCnt<NUM_DISABILITIES; ++ubCnt )
{
usBoxPosX = usPosX - IMP_DISABILITY_TRAIT__GREY_BOX_OFFSET_X;
usBoxPosY = usPosY - IMP_DISABILITY_TRAIT__GREY_BOX_OFFSET_Y;
@@ -452,11 +450,10 @@ BOOLEAN CameBackToDisabilityTraitPageButNotFinished()
INT8 iChosenDisabilityTrait()
{
UINT8 ubCnt;
INT8 iDisabilityTraitNumber = 0;
//loop through all the buttons and reset them
for( ubCnt=0; ubCnt<IMP_DISABILITIES_NUMBER; ubCnt++ )
for ( UINT8 ubCnt = 0; ubCnt<NUM_DISABILITIES; ++ubCnt )
{
//if the trait is selected
if( gfDisabilityTraitQuestions[ ubCnt ] )
@@ -464,6 +461,7 @@ INT8 iChosenDisabilityTrait()
iDisabilityTraitNumber = ubCnt;
}
}
return( iDisabilityTraitNumber );
}
@@ -472,7 +470,7 @@ INT8 iPlayersAttributePointsBonusForDisabilitySelected()
INT8 bExtraAttributePoints = 0;
//if there is any disability selected, give a bonus to attributes (counted there)
if( ( iChosenDisabilityTrait() > 0 ) && ( iChosenDisabilityTrait() <= IMP_DISABILITIES_NUMBER ) )
if ( (iChosenDisabilityTrait( ) > 0) && (iChosenDisabilityTrait( ) <= NUM_DISABILITIES) )
{
bExtraAttributePoints = gGameExternalOptions.iBonusPointsForDisability;
}
-20
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@@ -8,27 +8,7 @@ void RenderIMPDisabilityTrait( void );
void ExitIMPDisabilityTrait( void );
void HandleIMPDisabilityTrait( void );
//enum
//{
typedef enum
{
IMP_NO_DISABILITY = 0,
IMP_DISABILITY_HEAT_INTOLERANT,
IMP_DISABILITY_NERVOUS,
IMP_DISABILITY_CLAUSTROPHOBIC,
IMP_DISABILITY_NONSWIMMER,
IMP_DISABILITY_FEAR_OF_INSECTS,
IMP_DISABILITY_FORGETFUL,
IMP_DISABILITY_PSYCHO,
IMP_DISABILITY_DEAF,
IMP_DISABILITY_SHORTSIGHTED,
IMP_DISABILITY_BLEEDER,
IMP_DISABILITIES_NUMBER,
};
INT8 iChosenDisabilityTrait();
INT8 iPlayersAttributePointsBonusForDisabilitySelected();
STR16 gzIMPDisabilityText[];
#endif
+10
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@@ -4128,6 +4128,16 @@ void HandleIMPCharProfileResultsMessage( void)
AddEmailRecordToList( pString );
}
else if ( gMercProfiles[iCurrentIMPSlot].bDisability == AFRAID_OF_HEIGHTS )
{
swprintf( pString, gzIMPDisabilityTraitEmailTextAfraidOfHeights[0] );
AddEmailRecordToList( pString );
swprintf( pString, gzIMPDisabilityTraitEmailTextAfraidOfHeights[1] );
AddEmailRecordToList( pString );
}
else
{
// personality tick
+1
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@@ -258,6 +258,7 @@ void MercDailyUpdate()
case CLAUSTROPHOBIC:
case NONSWIMMER:
case FEAR_OF_INSECTS:
case AFRAID_OF_HEIGHTS:
// repeatable once per day
pSoldier->usQuoteSaidFlags &= ( ~SOLDIER_QUOTE_SAID_PERSONALITY );
break;
+2
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@@ -103,6 +103,7 @@ MoraleEvent gbMoraleEvent[NUM_MORALE_EVENTS] =
{ TACTICAL_MORALE_EVENT, 5}, //MORALE_GOOD_FOOD,
{ TACTICAL_MORALE_EVENT, -1}, //MORALE_BAD_FOOD,
{ TACTICAL_MORALE_EVENT, -5}, //MORALE_LOATHSOME_FOOD,
{TACTICAL_MORALE_EVENT, -8}, //MORALE_FEAR_OF_HEIGHTS,
// added by anv
{ STRATEGIC_MORALE_EVENT, -5}, //MORALE_BUDDY_FIRED,
{ STRATEGIC_MORALE_EVENT, -8}, //MORALE_BUDDY_FIRED_ON_BAD_TERMS,
@@ -1004,6 +1005,7 @@ void HandleMoraleEvent( SOLDIERTYPE *pSoldier, INT8 bMoraleEvent, INT16 sMapX, I
case MORALE_GOOD_FOOD:
case MORALE_BAD_FOOD:
case MORALE_LOATHSOME_FOOD:
case MORALE_FEAR_OF_HEIGHTS:
Assert( pSoldier );
HandleMoraleEventForSoldier( pSoldier, bMoraleEvent );
break;
+1
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@@ -54,6 +54,7 @@ typedef enum
MORALE_GOOD_FOOD, // 40
MORALE_BAD_FOOD,
MORALE_LOATHSOME_FOOD,
MORALE_FEAR_OF_HEIGHTS,
// added by anv
MORALE_BUDDY_FIRED,
+5
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@@ -209,6 +209,11 @@ INT8 EffectiveExpLevel( SOLDIERTYPE * pSoldier )
// SANDRO - fear of insects, and we are in tropical sector
iEffExpLevel -= 1;
}
else if ( DoesMercHaveDisability( pSoldier, AFRAID_OF_HEIGHTS ) && pSoldier->pathing.bLevel > 0 )
{
// Flugente: fear of heights
iEffExpLevel -= 2;
}
}
// Flugente: diseases can affect stat effectivity
+29 -4
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@@ -2047,6 +2047,10 @@ INT16 SOLDIERTYPE::CalcActionPoints( void )
{
ubPoints = (ubPoints * 9) / 10;
}
else if ( DoesMercHaveDisability( this, AFRAID_OF_HEIGHTS ) && this->pathing.bLevel > 0 )
{
ubPoints = (ubPoints * 9) / 10;
}
}
// Adjust APs due to drugs...
@@ -9335,13 +9339,16 @@ void SOLDIERTYPE::BeginSoldierClimbUpRoof( void )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, NewInvMessage[NIV_NO_CLIMB] );
return;
}
INT8 bNewDirection;
UINT8 ubWhoIsThere;
if ( is_client )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, MPClientMessage[43] );
return;//hayden disable climbing roof
}
INT8 bNewDirection;
UINT8 ubWhoIsThere;
if ( FindHeigherLevel( this, this->sGridNo, this->ubDirection, &bNewDirection ) && (this->pathing.bLevel == 0) )
{
if ( EnoughPoints( this, GetAPsToClimbRoof( this, FALSE ), 0, TRUE ) )
@@ -9376,11 +9383,29 @@ void SOLDIERTYPE::BeginSoldierClimbUpRoof( void )
else
this->EVENT_InitNewSoldierAnim( CLIMBUPROOF, 0, FALSE );
// Flugente: if we are afraid of heights, we complain
if ( DoesMercHaveDisability( this, AFRAID_OF_HEIGHTS ) )
{
if ( !(this->usQuoteSaidFlags & SOLDIER_QUOTE_SAID_PERSONALITY) )
{
HandleMoraleEvent( this, MORALE_FEAR_OF_HEIGHTS, this->sSectorX, this->sSectorY, this->bSectorZ );
TacticalCharacterDialogue( this, QUOTE_PERSONALITY_TRAIT );
this->usQuoteSaidFlags |= SOLDIER_QUOTE_SAID_PERSONALITY;
// Flugente: dynamic opinions
HandleDynamicOpinionChange( this, OPINIONEVENT_ANNOYINGDISABILITY, TRUE, TRUE );
}
// otherwise remove flag, so we'll complain every second time we climb roof
else
{
this->usQuoteSaidFlags &= ~SOLDIER_QUOTE_SAID_PERSONALITY;
}
}
this->InternalReceivingSoldierCancelServices( FALSE );
this->InternalGivingSoldierCancelServices( FALSE );
}
}
}
else
+2
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@@ -330,6 +330,8 @@ typedef enum
DEAF,
SHORTSIGHTED,
HEMOPHILIAC,
AFRAID_OF_HEIGHTS,
NUM_DISABILITIES
} PersonalityTrait;
+1
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@@ -345,6 +345,7 @@ extern STR16 gzIMPDisabilityTraitText[]; // added by Flugente
extern STR16 gzIMPDisabilityTraitEmailTextDeaf[]; // added by Flugente
extern STR16 gzIMPDisabilityTraitEmailTextShortSighted[];
extern STR16 gzIMPDisabilityTraitEmailTextHemophiliac[]; // added by Flugente
extern STR16 gzIMPDisabilityTraitEmailTextAfraidOfHeights[]; // added by Flugente
extern STR16 sEnemyTauntsFireGun[];
extern STR16 sEnemyTauntsFireLauncher[];
extern STR16 sEnemyTauntsThrow[];
+7
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@@ -7833,6 +7833,7 @@ STR16 gzIMPDisabilityTraitText[]=
L"聋子", //L"Deaf",
L"近视眼", //L"Shortsighted",
L"血友病",//L"Hemophiliac",
L"Fear of Heights", // TODO.Translate
L"I.M.P. 性格缺陷",
};
@@ -7854,6 +7855,12 @@ STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] =
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[]= // TODO.Translate
{
L"Let's just say you are a grounded person.",
L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.",
};
// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
STR16 gzFacilityErrorMessage[]=
{
+7
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@@ -7846,6 +7846,7 @@ STR16 gzIMPDisabilityTraitText[]=
L"Deaf",
L"Shortsighted",
L"Hemophiliac", // TODO.Translate
L"Fear of Heights",
L"I.M.P. Disabilities",
};
@@ -7867,6 +7868,12 @@ STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate
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[]= // TODO.Translate
{
L"Let's just say you are a grounded person.",
L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.",
};
// TODO.Translate
// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
STR16 gzFacilityErrorMessage[]=
+7
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@@ -7834,6 +7834,7 @@ STR16 gzIMPDisabilityTraitText[]=
L"Deaf",
L"Shortsighted",
L"Hemophiliac",
L"Fear of Heights",
L"I.M.P. Disabilities",
};
@@ -7855,6 +7856,12 @@ STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] =
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"Let's just say you are a grounded person.",
L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.",
};
// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
STR16 gzFacilityErrorMessage[]=
{
+7
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@@ -7840,6 +7840,7 @@ STR16 gzIMPDisabilityTraitText[]=
L"Mauvaise audition",
L"Mauvaise vue",
L"Hemophiliac", // TODO.Translate
L"Fear of Heights",
L"IMP : Handicaps",
};
@@ -7861,6 +7862,12 @@ STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate
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[]= // TODO.Translate
{
L"Let's just say you are a grounded person.",
L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.",
};
// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
STR16 gzFacilityErrorMessage[]=
{
+7
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@@ -7667,6 +7667,7 @@ STR16 gzIMPDisabilityTraitText[]=
L"Schwerhörigkeit",
L"Kurzsichtigkeit",
L"Bluter",
L"Höhenangst"
L"Ihre größte Schwäche",
};
@@ -7688,6 +7689,12 @@ STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate
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[]= // TODO.Translate
{
L"Let's just say you are a grounded person.",
L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.",
};
// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
STR16 gzFacilityErrorMessage[]=
{
+7
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@@ -7836,6 +7836,7 @@ STR16 gzIMPDisabilityTraitText[]=
L"Deaf",
L"Shortsighted",
L"Hemophiliac", // TODO.Translate
L"Fear of Heights",
L"I.M.P. Disabilities",
};
@@ -7857,6 +7858,12 @@ STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate
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[]= // TODO.Translate
{
L"Let's just say you are a grounded person.",
L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.",
};
// TODO.Translate
// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
STR16 gzFacilityErrorMessage[]=
+2 -1
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@@ -477,7 +477,8 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"可能会偶尔发疯并把手里武器设在自动后乱喷。\n如果武器不能自动射击将会打击自身士气。",// L"He can go psycho and shoot like mad once per a while\nand can lose morale if unable to do that with given weapon.",
L"大大减少听力范围", // L"Drastically reduced hearing.",
L"减少视力范围", // L"Reduced sight range.",
L"大大增加的流血速度.", //L"Drastically increased bleeding.", TODO.Translate
L"大大增加的流血速度.", //L"Drastically increased bleeding.",
L"Performance suffers while on a rooftop.", // TODO.Translate
};
STR16 gzIMPProfileCostText[]=
+1
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@@ -477,6 +477,7 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"Drastically reduced hearing.",
L"Reduced sight range.",
L"Drastically increased bleeding.", // TODO.Translate
L"Performance suffers while on a rooftop.", // TODO.Translate
};
+1
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@@ -478,6 +478,7 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"Drastically reduced hearing.",
L"Reduced sight range.",
L"Drastically increased bleeding.",
L"Performance suffers while on a rooftop.",
};
STR16 gzIMPProfileCostText[]=
+1
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@@ -477,6 +477,7 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"Audition considérablement réduite.",
L"Distance de vision réduit.",
L"Drastically increased bleeding.", // TODO.Translate
L"Performance suffers while on a rooftop.", // TODO.Translate
};
+1
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@@ -479,6 +479,7 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"Deutlich geringere Hörweite.",
L"Geringere Sichtweite.",
L"Drastically increased bleeding.", // TODO.Translate
L"Performance suffers while on a rooftop.", // TODO.Translate
};
STR16 gzIMPProfileCostText[]=
+1
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@@ -475,6 +475,7 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"Drastically reduced hearing.",
L"Reduced sight range.",
L"Drastically increased bleeding.", // TODO.Translate
L"Performance suffers while on a rooftop.", // TODO.Translate
};
+1
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@@ -477,6 +477,7 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"Drastically reduced hearing.",
L"Reduced sight range.",
L"Drastically increased bleeding.", // TODO.Translate
L"Performance suffers while on a rooftop.", // TODO.Translate
};
+1
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@@ -478,6 +478,7 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"Значительно пониженный слух.",
L"Сниженная дальность видимости.",
L"Drastically increased bleeding.", // TODO.Translate
L"Performance suffers while on a rooftop.", // TODO.Translate
};
STR16 gzIMPProfileCostText[]=
+7
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@@ -7851,6 +7851,7 @@ STR16 gzIMPDisabilityTraitText[]=
L"Deaf",
L"Shortsighted",
L"Hemophiliac", // TODO.Translate
L"Fear of Heights",
L"Niepełnosprawności I.M.P.-a",
};
@@ -7872,6 +7873,12 @@ STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate
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[]= // TODO.Translate
{
L"Let's just say you are a grounded person.",
L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.",
};
// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
STR16 gzFacilityErrorMessage[]=
{
+7
View File
@@ -7834,6 +7834,7 @@ STR16 gzIMPDisabilityTraitText[]=
L"Глухой",
L"Близорукий",
L"Hemophiliac", // TODO.Translate
L"Fear of Heights",
L"I.M.P.: Недостатки", //I.M.P. Disabilities
};
@@ -7855,6 +7856,12 @@ STR16 gzIMPDisabilityTraitEmailTextHemophiliac[] = // TODO.Translate
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[]= // TODO.Translate
{
L"Let's just say you are a grounded person.",
L"You prefer missions where you don't have to scale tall buildings or mountains. We recommend conquering the Netherlands.",
};
// HEADROCK HAM 3.6: Error strings for assigning a merc to a facility
STR16 gzFacilityErrorMessage[]=
{