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This revision requires GameDir 1873 to work because of a new icon in ItemInfoAdvancedIcons.sti!!!
- Weapons.xml tags <bRecoilX> and <bRecoilY> are now FLOAT type values. This allows to differentiate weapons by smaller steps. - Items.xml tags <RecoilModifierX> and <RecoilModifierY> are now FLOAT types as well. - Items.xml tag <PercentRecoilModifier> will now be displayed in UDB advanced tab. - Item_Settings.ini has new modifiers for gun type specific <bRecoilX> and <bRecoilY>. This allows modders to quickly adjust recoil values for any gun type. - fixed UDB description for <RecoilModifierX> and <RecoilModifierY> - All recoil calculations now use FLOAT values for more precision. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6613 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -7431,196 +7431,199 @@ STR16 szUDBGenSecondaryStatsExplanationsTooltipText[]=
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STR16 szUDBAdvStatsTooltipText[]=
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{
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L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r",
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L"|A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r", // 0
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L"|F|l|a|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r",
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L"|P|e|r|c|e|n|t |S|n|a|p|s|h|o|t |M|o|d|i|f|i|e|r",
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L"|F|l|a|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r",
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L"|P|e|r|c|e|n|t |A|i|m|i|n|g |M|o|d|i|f|i|e|r",
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L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r",
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L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s |M|o|d|i|f|i|e|r", // 5
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L"|A|i|m|i|n|g |C|a|p |M|o|d|i|f|i|e|r",
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L"|G|u|n |H|a|n|d|l|i|n|g |M|o|d|i|f|i|e|r",
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L"|D|r|o|p |C|o|m|p|e|n|s|a|t|i|o|n |M|o|d|i|f|i|e|r",
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L"|T|a|r|g|e|t |T|r|a|c|k|i|n|g |M|o|d|i|f|i|e|r",
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L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r",
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L"|D|a|m|a|g|e |M|o|d|i|f|i|e|r", // 10
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L"|M|e|l|e|e |D|a|m|a|g|e |M|o|d|i|f|i|e|r",
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L"|R|a|n|g|e |M|o|d|i|f|i|e|r",
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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",
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L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r",
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L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r",
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L"|L|a|t|e|r|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 15
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L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l |M|o|d|i|f|i|e|r",
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L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e |M|o|d|i|f|i|e|r",
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L"|C|o|u|n|t|e|r|-|F|o|r|c|e |A|c|c|u|r|a|c|y |M|o|d|i|f|i|e|r",
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L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y |M|o|d|i|f|i|e|r",
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L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r",
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L"|T|o|t|a|l |A|P |M|o|d|i|f|i|e|r", // 20
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L"|A|P|-|t|o|-|R|e|a|d|y |M|o|d|i|f|i|e|r",
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L"|S|i|n|g|l|e|-|a|t|t|a|c|k |A|P |M|o|d|i|f|i|e|r",
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L"|B|u|r|s|t |A|P |M|o|d|i|f|i|e|r",
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L"|A|u|t|o|f|i|r|e |A|P |M|o|d|i|f|i|e|r",
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L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r",
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L"|R|e|l|o|a|d |A|P |M|o|d|i|f|i|e|r", // 25
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L"|M|a|g|a|z|i|n|e |S|i|z|e |M|o|d|i|f|i|e|r",
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L"|B|u|r|s|t |S|i|z|e |M|o|d|i|f|i|e|r",
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L"|H|i|d|d|e|n |M|u|z|z|l|e |F|l|a|s|h",
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L"|L|o|u|d|n|e|s|s |M|o|d|i|f|i|e|r",
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L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r",
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L"|I|t|e|m |S|i|z|e |M|o|d|i|f|i|e|r", // 30
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L"|R|e|l|i|a|b|i|l|i|t|y |M|o|d|i|f|i|e|r",
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L"|W|o|o|d|l|a|n|d |C|a|m|o|u|f|l|a|g|e",
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L"|U|r|b|a|n |C|a|m|o|u|f|l|a|g|e",
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L"|D|e|s|e|r|t |C|a|m|o|u|f|l|a|g|e",
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L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e",
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L"|S|n|o|w |C|a|m|o|u|f|l|a|g|e", // 35
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L"|S|t|e|a|l|t|h |M|o|d|i|f|i|e|r",
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L"|H|e|a|r|i|n|g |R|a|n|g|e |M|o|d|i|f|i|e|r",
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L"|G|e|n|e|r|a|l |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
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L"|N|i|g|h|t|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
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L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
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L"|D|a|y|-|t|i|m|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r", // 40
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L"|B|r|i|g|h|t|-|L|i|g|h|t |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
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L"|C|a|v|e |V|i|s|i|o|n |R|a|n|g|e |M|o|d|i|f|i|e|r",
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L"|T|u|n|n|e|l |V|i|s|i|o|n",
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L"|M|a|x|i|m|u|m |C|o|u|n|t|e|r|-|F|o|r|c|e",
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L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y",
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L"|C|o|u|n|t|e|r|-|F|o|r|c|e |F|r|e|q|u|e|n|c|y", // 45
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L"|T|o|-|H|i|t |B|o|n|u|s",
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L"|A|i|m |B|o|n|u|s",
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L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e",
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L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r",
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L"|J|a|m |T|h|r|e|s|h|o|l|d",
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L"|J|a|m |T|h|r|e|s|h|o|l|d", // 50
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L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d",
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L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r",
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L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
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L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
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L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
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L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r", // 55
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L"|P|o|i|s|o|n |P|e|r|c|e|n|t|a|g|e",
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L"|D|i|r|t |M|o|d|i|f|i|e|r",
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L"|P|o|i|s|o|n |M|o|d|i|f|i|e|r",
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L"|F|o|o|d| |P|o|i|n|t|s",
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L"|D|r|i|n|k |P|o|i|n|t|s",
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L"|D|r|i|n|k |P|o|i|n|t|s", // 60
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L"|P|o|r|t|i|o|n |S|i|z|e",
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L"|M|o|r|a|l|e |M|o|d|i|f|i|e|r",
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L"|D|e|c|a|y |M|o|d|i|f|i|e|r",
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L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e",
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L"|P|e|r|c|e|n|t |R|e|c|o|i|l |M|o|d|i|f|i|e|r", // 65
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};
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// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
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STR16 szUDBAdvStatsExplanationsTooltipText[]=
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{
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L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.",
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L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Accuracy value.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", // 0
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L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.",
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L"\n \nThis item modifies the shooter's accuracy\nfor ANY shot with a ranged weapon by the\nlisted percentage, based on their original accuracy.\n \nHigher is better.",
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L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted amount.\n \nScale: -100 to +100.\nHigher is better.",
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L"\n \nThis item modifies the accuracy gained from each\nextra aiming level you pay for, when aiming\na ranged weapon, by the\nlisted percentage based on the original value.\n \nHigher is better.",
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L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.",
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L"\n \nThis item modifies the number of extra aiming\nlevels this gun can take.\n \nReducing the number of allowed aiming levels\nmeans that each level adds proportionally\nmore accuracy to the shot.\nTherefore, the FEWER aiming levels are allowed,\nthe faster you can aim this gun, without losing\naccuracy!\n \nLower is better.", // 5
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L"\n \nThis item modifies the shooter's maximum accuracy\nwhen using ranged weapons, as a percentage\nof their original maximum accuracy.\n \nHigher is better.",
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L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.",
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L"\n \nThis item modifies the difficulty of\ncompensating for shots beyond a weapon's range.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.",
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L"\n \nThis item modifies the difficulty of hitting\na moving target with a ranged weapon.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.",
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L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.",
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L"\n \nThis item modifies the damage output of\nyour weapon, by the listed amount.\n \nHigher is better.", // 10
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L"\n \nThis item modifies the damage output of\nyour melee weapon, by the listed amount.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.",
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L"\n \nWhen attached to a ranged weapon, this item\nmodifies its maximum effective range.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.",
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L"\n \nWhen attached to a ranged weapon, this item\nprovides extra magnification, making shots at a distance\ncomparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.",
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L"\n \nWhen attached to a ranged weapon, this item\nprojects a dot on the target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.",
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L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby 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.",
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L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby 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.",
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L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Horizontal Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.", // 15
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L"\n \nWhen attached to a ranged weapon capable\nof Burst or Autofire modes, this item modifies\nthe weapon's Vertical Recoil\nby the listed value.\n \nReducing recoil makes it easier to keep the gun's\nmuzzle pointed at the target during a volley.\n \nLower is better.",
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L"\n \nThis item modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.",
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L"\n \nThis item modifies the shooter's ability to\naccurately apply counter-force against a gun's\nrecoil, during Burst or Autofire volleys.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.",
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L"\n \nThis item modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.",
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L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.",
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L"\n \nThis item directly modifies the amount of\nAPs the character gets at the start of each turn.\n \nHigher is better.", // 20
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L"\n \nWhen attached to a ranged weapon, this item\nmodifiest the AP cost to bring the weapon to\n'Ready' mode.\n \nLower is better.",
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L"\n \nWhen attached to any weapon, this item\nmodifies the AP cost to make a single attack with\nthat weapon.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.",
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L"\n \nWhen attached to a ranged weapon capable of\nBurst-fire mode, this item modifies the AP cost\nof firing a Burst.\n \nLower is better.",
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L"\n \nWhen attached to a ranged weapon capable of\nAuto-fire mode, this item modifies the AP cost\nof firing an Autofire Volley.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.",
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L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.",
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L"\n \nWhen attached to a ranged weapon, this item\nmodifies the AP cost of reloading the weapon.\n \nLower is better.", // 25
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L"\n \nWhen attached to a ranged weapon, this item\nchanges the size of magazines that can be loaded\ninto the weapon.\n \nThat weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.",
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L"\n \nWhen attached to a ranged weapon, this item\nmodifies the amount of bullets fired\nby the weapon in Burst mode.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, attaching it to the weapon\nwill enable burst-fire mode.\n \nConversely, if the weapon is initially Burst-Capable,\na high-enough negative modifier here can disable\nburst mode completely.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...",
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L"\n \nWhen attached to a ranged weapon, this item\nwill hide the weapon's muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.",
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L"\n \nWhen attached to a weapon, this item modifies\nthe range at which firing the weapon can be\nheard by both enemies and mercs.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.",
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L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.",
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L"\n \nThis item modifies the size of any item it\nis attached to.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", // 30
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L"\n \nWhen attached to any weapon, this item modifies\nthat weapon's Reliability value.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.",
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L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nwoodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.",
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L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nurban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.",
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L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\ndesert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.",
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L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.",
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L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's camouflage in\nsnowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", // 35
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L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's stealth ability by\nmaking it more difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.",
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L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Hearing Range by the\nlisted percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.",
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L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis General modifier works in all conditions.\n \nHigher is better.",
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L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.",
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L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.",
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L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", // 40
|
||||
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.",
|
||||
L"\n \nWhen this item is worn, or attached to a worn\nitem, it modifies the wearer's Vision Range by the\nlisted percent.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.",
|
||||
L"\n \nWhen this item is worn, or attached to a worn\nitem, it changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nLower is better.",
|
||||
L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \n\n \nHigher is better.",
|
||||
L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.",
|
||||
L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, during Burst\nor Autofire volleys.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", // 45
|
||||
L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's CTH value.\n \nIncreased CTH allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.",
|
||||
L"\n \nWhen attached to a ranged weapon, this item\nmodifies the weapon's Aim Bonus.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.",
|
||||
L"\n \nA single shot causes this much heat.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.",
|
||||
L"\n \nEvery turn, the temperature is lowered\nby this amount.\n \nHigher is better.",
|
||||
L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.",
|
||||
L"\n \nIf an item's temperature is above this,\nit will jam more frequently.\n \nHigher is better.", // 50
|
||||
L"\n \nIf an item's temperature is above this,\nit will be damaged more easily.\n \nHigher is better.",
|
||||
L"\n \nA gun's single shot temperature is\nincreased by this percentage.\n \nLower is better.",
|
||||
L"\n \nA gun's cooldown factor is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's jam threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.",
|
||||
L"\n \nA gun's damage threshold is\nincreased by this percentage.\n \nHigher is better.", // 55
|
||||
L"\n \nThis is the percentage of damage dealt\nby this item that will be poisonous.\n\nUsefulness depends on wether enemy\nhas poison resistance or absorption.",
|
||||
L"\n \nA single shot causes this much dirt.\nAmmunition types and attachments can\naffect this value.\n \nLower is better.",
|
||||
L"\n \nWhen this item is eaten\nit causes that much poison.\n \nLower is better.",
|
||||
L"\n \nAmount of energy in kcal.\n \nHigher is better.",
|
||||
L"\n \nAmount of water in liter.\n \nHigher is better.",
|
||||
L"\n \nAmount of water in liter.\n \nHigher is better.", // 60
|
||||
L"\n \nThe percentage of the item\nthat will be eaten at once.\n \nLower is better.",
|
||||
L"\n \nMorale is adjusted by this amount.\n \nHigher is better.",
|
||||
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"\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.",
|
||||
};
|
||||
|
||||
STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[]=
|
||||
{
|
||||
L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.",
|
||||
L"\n \nThis weapon's accuracy is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased accuracy allows the gun to hit targets\nat longer ranges more often, assuming it is\nalso well-aimed.\n \nScale: -100 to +100.\nHigher is better.", // 0
|
||||
L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed amount.\n \nScale: -100 to +100.\nHigher is better.",
|
||||
L"\n \nThis weapon modifies its shooter's accuracy\nwith ANY shot by the listed percentage\nbased on the shooter's original accuracy.\n \nHigher is better.",
|
||||
L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed amount.\n \nScale: -100 to +100.\nHigher is better.",
|
||||
L"\n \nThis weapon modifies the amount of accuracy\ngained from each extra aiming level you\npay for by the listed percentage, based\non the shooter's original accuracy.\n \nHigher is better.",
|
||||
L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.",
|
||||
L"\n \nThe number of Extra Aiming Levels allowed\nfor this gun has been modified by its ammo,\nattachments, or built-in attributes.\nIf the number of levels is being reduced, the gun is\nfaster to aim without being any less accurate.\n \nConversely, if the number of levels is increased,\nthe gun becomes slower to aim without being\nmore accurate.\n \nLower is better.", // 5
|
||||
L"\n \nThis weapon modifies the shooter's maximum\naccuracy, as a percentage of the shooter's original\nmaximum accuracy.\n \nHigher is better.",
|
||||
L"\n \nThis weapon's attachments or inherent abilities\nmodify the weapon's Handling difficulty.\n \nBetter handling makes the gun more accurate to fire,\nwith or without extra aiming.\n \nNote that this is based on the gun's original\nGun Handling factor, which is higher for rifles and\nheavy weapons, and lower for pistols and small\nweapons.\n \nLower is better.",
|
||||
L"\n \nThis weapon's ability to compensate for shots\nbeyond its maximum range is being modified by\nattachments or the weapon's inherent abilities.\n \nA high bonus here can increase a weapon's\nnatural Maximum Range by at least a few tiles.\n \nHigher is better.",
|
||||
L"\n \nThis weapon's ability to hit moving targets\nat a distance is being modified by attachments\nor the weapon's inherent abilities.\n \nA high bonus here can help hitting\nfast-moving targets, even at a distance.\n \nHigher is better.",
|
||||
L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.",
|
||||
L"\n \nThis weapon's damage output is being modified\nby its ammo, attachments, or inherent abilities.\n \nHigher is better.", // 10
|
||||
L"\n \nThis weapon's melee-combat damage output is being\nmodified by its ammo, attachments, or inherent abilities.\n \nThis applies only to melee weapons, both sharp\nand blunt.\n \nHigher is better.",
|
||||
L"\n \nThis weapon's maximum range has been increased\nor decreased thanks to its ammo, attachments,\nor inherent abilities.\n \nMaximum Range mainly dictates how far a bullet\nfired from the weapon can fly before it begins\ndropping sharply towards the ground.\n \nHigher is better.",
|
||||
L"\n \nThis weapon is equipped with optical magnification,\nmaking shots at a distance comparatively easier to make.\n \nNote that a high Magnification Factor is detrimental\nwhen used at targets CLOSER than the\noptimal distance.\n \nHigher is better.",
|
||||
L"\n \nThis weapon is equipped with a projection device\n(possibly a laser), which projects a dot on\nthe target, making it easier to hit.\n \nThe projection effect is only useful up to a given\ndistance, beyond which it begins to diminish and\neventually disappears.\n \nHigher is better.",
|
||||
L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\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.",
|
||||
L"\n \nThis weapon's horizontal recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\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.", // 15
|
||||
L"\n \nThis weapon's vertical recoil strength is being\nmodified by its ammo, attachments, or inherent\nabilities.\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.",
|
||||
L"\n \nThis weapon modifies the shooter's ability to\ncope with recoil during Burst or Autofire volleys,\ndue to its attachments, ammo, or inherent abilities.\n \nWhen high, this can help a shooter to control\nguns with powerful recoil, even if the shooter\nhas low Strength.\n \nHigher is better.",
|
||||
L"\n \nThis weapon modifies the shooter's ability to\naccurately apply counter-force against its\nrecoil, due to its attachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nA high bonus helps the shooter bring the gun's muzzle\nprecisely towards the target, even at longer ranges,\nmaking volleys more accurate as a result.\n \nHigher is better.",
|
||||
L"\n \nThis weapon modifies the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil, due to its\nattachments, ammo, or inherent abilities.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nHigher frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nHigher is better.",
|
||||
L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.",
|
||||
L"\n \nWhen held in hand, this weapon modifies the amount of\nAPs its user gets at the start of each turn.\n \nHigher is better.", // 20
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to bring this weapon to 'Ready' mode has\nbeen modified.\n \nLower is better.",
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to make a single attack with this\nweapon has been modified.\n \nNote that for Burst/Auto-capable weapons, the\ncost of using these modes is directly influenced\nby this modifier as well!\n \nLower is better.",
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire a Burst with this weapon has\nbeen modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Burst fire.\n \nLower is better.",
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost to fire an Autofire Volley with this weapon\nhas been modified.\n \nNaturally, this has no effect if the weapon is not\ncapable of Auto Fire.\n \nNote that it does NOT modify the extra AP\ncost for adding bullets to the volley, only\nthe initial cost for starting the volley.\n \nLower is better.",
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.",
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe AP cost of reloading this weapon has been modified.\n \nLower is better.", // 25
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe size of magazines that can be loaded into this\nweapon has been modified.\n \nThe weapon will now accept larger or smaller\nmagazines of the same caliber.\n \nHigher is better.",
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthe amount of bullets fired by this weapon in Burst mode\nhas been modified.\n \nIf the weapon was not initially Burst-Capable, and the\nmodifier is positive, then this is what\ngives the weapon its burst-fire capability.\n \nConversely, if the weapon was initially Burst-Capable,\na high-enough negative modifier here may have\ndisabled burst mode entirely for this weapon.\n \nHigher is USUALLY better. Of course, part of the\npoint in Burst Mode is to conserve bullets...",
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon produces no muzzle flash.\n \nThis makes sure that enemies cannot spot the shooter\nif he is firing while hidden, and is especially\nimportant at night.",
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's loudness has been modified. The distance\nat which enemies and mercs can hear the weapon being\nused has subsequently changed.\n \nIf this modifier drops the weapon's Loudness value\nto 0, the weapon becomes completely silent.\n \nLower is better.",
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.",
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's size category has changed.\n \nSize is important when using the New Inventory system,\nwhere pockets only accept items of specific sizes and shapes.\n \nIncreasing an item's size makes it too big for some pockets\nit used to fit into.\n \nConversely, making an item smaller means it will fit into\nmore pockets, and pockets will be able to contain\nmore of it.\n \nLower is generall better.", // 30
|
||||
L"\n \nDue to its attachments, ammo or inherent abilities,\nthis weapon's reliability has been modified.\n \nIf positive, the weapon's condition will deteriorate\nslower when used in combat. Otherwise, the\nweapon deteriorates faster.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in woodland backgrounds.\n \nTo make good on a positive Woodland Camo modifier, the\nwearer needs to stay close to trees or tall grass.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in urban backgrounds.\n \nTo make good on a positive Urban Camo modifier, the\nwearer needs to stay close to asphalt or concrete.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in desert backgrounds.\n \nTo make good on a positive Desert Camo modifier, the\nwearer needs to stay close to sand, gravel, or\ndesert vegetation.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's camouflage in snowy backgrounds.\n \nTo make good on a positive Snow Camo modifier, the\nwearer needs to stay close to snowy tiles.\n \nHigher is better.", // 35
|
||||
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's stealth ability by making it\nmore or less difficult to HEAR the character moving\nwhile in Sneaking mode.\n \nNote that this does NOT change a character's visibility,\nonly the amount of noise they make while sneaking.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is held in hand, it modifies the\nsoldier's Hearing Range by the listed percent.\n \nA positive bonus makes it possible to hear noises\nfrom a greater distance.\n \nConversely, a negative modifier impairs the wearer's hearing.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis General modifier works in all conditions.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Night-Vision modifier works only when light\nlevels are sufficiently low.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Day-Vision modifier works only when light\nlevels are average or higher.\n \nHigher is better.", // 40
|
||||
L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Bright-Vision modifier works only when light\nlevels are very high, for example when looking\ninto tiles lit by Break-Lights or at high noon.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is raised to the shooting position,\nit modifies the wearer's Vision Range by the\nlisted percent, thanks to attachments or\ninherent properties of the weapon.\n \nThis Cave-Vision modifier works only in the dark\nand only underground.\n \nHigher is better.",
|
||||
L"\n \nWhen this weapon is raised to the shooting position,\nit changes the wearer's field-of-view.\n \nNarrowing the field of view shortens sightrange to\neither side.\n \nHigher is better.",
|
||||
L"\n \nThis is the shooter's ability to\ncope with recoil during Burst or Autofire volleys.\n \nHigher is better.",
|
||||
L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.",
|
||||
L"\n \nThis is the shooter's ability to\nfrequently reasses how much counter-force they\nneed to apply against a gun's recoil.\n \nNaturally, this has no effect if the weapon lacks\nboth Burst and Auto-Fire modes.\n \nLower frequency makes volleys more accurate on the whole,\nand also makes longer volleys more accurate assuming\nthe shooter can overcome recoil correctly.\n \nLower is better.", // 45
|
||||
L"\n \nThis weapon's to-hit is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased To-Hit allows the gun to hit targets\nmore often, assuming it is also well-aimed.\n \nHigher is better.",
|
||||
L"\n \nThis weapon's Aim Bonus is being modified by\nan ammo, attachment, or built-in attributes.\n \nIncreased Aim Bonus allows the gun to hit\ntargets at longer ranges more often, assuming\nit is also well-aimed.\n \nHigher is better.",
|
||||
L"\n \nA single shot causes this much heat.\nThe type of ammunition can affect this value.\n \nLower is better.",
|
||||
L"\n \nEvery turn, the temperature is lowered\nby this amount.\nWeapon attachments can affect this.\n \nHigher is better.",
|
||||
L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.",
|
||||
L"\n \nIf a gun's temperature is above this,\nit will jam more frequently.", // 50
|
||||
L"\n \nIf a gun's temperature is above this,\nit will be damaged more easily.",
|
||||
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.
|
||||
|
||||
Reference in New Issue
Block a user