ATTENTION! This needs at least GameDir 1777!

Fix and Enhancement for Repair Ease display in UDB

- Repair Ease is now displayed for all items and not only for weapons because other items use the <bRepairEase> tag too
- fixed tooltip display for explosives, half the values didn't show tooltips

There are new icons for repair ease display (ID 34 and 35 in ItemInfoWeaponIcons.sti). The old icon was changed to green color (ID 10).

The colors are used to show if the item is repairable and by whom:

- green for items that can be repaired by anyone
- yellow for items that need a technician or NPC to repair them beyond repair threshold
- red for items that have <Repairable> tag set to 0 in items.xml


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6417 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
silversurfer
2013-09-18 18:14:30 +00:00
parent 8c643ef6fa
commit 6d431cd2e8
11 changed files with 480 additions and 19 deletions
+339 -3
View File
@@ -1805,7 +1805,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
CHAR16 pStr[1000];
///////////////// PRIMARY DATA - ICONS
for (cnt = 0; cnt < 4; cnt++)
for (cnt = 0; cnt < 5; cnt++)
{
MSYS_DefineRegion( &gUDBFasthelpRegions[ iRegionsCreated ],
(INT16)(gItemDescGenRegions[cnt][0].sLeft),
@@ -1837,6 +1837,10 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
{
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + 2 ] );
}
//////////////////// REPAIR EASE
{
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + 3 ] );
}
}
}
@@ -1986,7 +1990,7 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
CHAR16 pStr[1000];
///////////////// PRIMARY DATA - ICONS
for (cnt = 0; cnt < 7; cnt++)
for (cnt = 0; cnt < 12; cnt++)
{
MSYS_DefineRegion( &gUDBFasthelpRegions[ iRegionsCreated ],
(INT16)(gItemDescGenRegions[cnt][0].sLeft),
@@ -2192,6 +2196,86 @@ void InternalInitEDBTooltipRegion( OBJECTTYPE * gpItemDescObject, UINT32 guiCurr
SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + 10 ]), pStr );
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + 10 ] );
}
//////////////////// REPAIR EASE
{
swprintf( pStr, L"%s%s", szUDBGenExplosiveStatsTooltipText[ 22 ], szUDBGenExplosiveStatsExplanationsTooltipText[ 22 ]);
SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + 11 ]), pStr );
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + 11 ] );
}
}
}
/////////////////////////////////////////////////////////////////////////////////
// OTHER ITEMS
/////////////////////////////////////////////////////////////////////////////////
else
{
if (gubDescBoxPage == 1)
{
/////////////////// HEADERS
for (cnt = 0; cnt < 2; cnt++)
{
/////////////////// HEADER #1: Primary Properties
MSYS_DefineRegion( &gUDBFasthelpRegions[ iRegionsCreated ],
(INT16)(gItemDescGenHeaderRegions[cnt].sLeft),
(INT16)(gItemDescGenHeaderRegions[cnt].sTop),
(INT16)(gItemDescGenHeaderRegions[cnt].sRight),
(INT16)(gItemDescGenHeaderRegions[cnt].sBottom),
MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback );
MSYS_AddRegion( &gUDBFasthelpRegions[ iRegionsCreated ]);
SetRegionFastHelpText( &(gUDBFasthelpRegions[ iRegionsCreated ]), gzUDBHeaderTooltipText[ cnt ] );
SetRegionHelpEndCallback( &(gUDBFasthelpRegions[ iRegionsCreated ]), HelpTextDoneCallback );
iRegionsCreated++;
}
////////////////// INDEX
for (cnt = 0; cnt < 4; cnt++)
{
MSYS_DefineRegion( &gUDBFasthelpRegions[ iRegionsCreated ],
(INT16)(gItemDescGenIndexRegions[0][cnt].sLeft),
(INT16)(gItemDescGenIndexRegions[0][cnt].sTop),
(INT16)(gItemDescGenIndexRegions[0][cnt].sRight),
(INT16)(gItemDescGenIndexRegions[0][cnt].sBottom),
MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback );
MSYS_AddRegion( &gUDBFasthelpRegions[ iRegionsCreated ]);
SetRegionFastHelpText( &(gUDBFasthelpRegions[ iRegionsCreated ]), gzUDBGenIndexTooltipText[ cnt ] );
SetRegionHelpEndCallback( &(gUDBFasthelpRegions[ iRegionsCreated ]), HelpTextDoneCallback );
iRegionsCreated++;
}
iFirstDataRegion = iRegionsCreated;
CHAR16 pStr[1000];
///////////////// PRIMARY DATA - ICONS
for (cnt = 0; cnt < 1; cnt++)
{
MSYS_DefineRegion( &gUDBFasthelpRegions[ iRegionsCreated ],
(INT16)(gItemDescGenRegions[cnt][0].sLeft),
(INT16)(gItemDescGenRegions[cnt][0].sTop),
(INT16)(gItemDescGenRegions[cnt][0].sRight),
(INT16)(gItemDescGenRegions[cnt][0].sBottom),
MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback );
MSYS_AddRegion( &gUDBFasthelpRegions[ iRegionsCreated ]);
SetRegionHelpEndCallback( &(gUDBFasthelpRegions[ iRegionsCreated ]), HelpTextDoneCallback );
MSYS_DisableRegion( &gUDBFasthelpRegions[ iRegionsCreated ] );
iRegionsCreated++;
}
//////////////////// REPAIR EASE
{
swprintf( pStr, L"%s%s", szUDBGenCommonStatsTooltipText[ 0 ], szUDBGenCommonStatsExplanationsTooltipText[ 0 ]);
SetRegionFastHelpText( &(gUDBFasthelpRegions[ iFirstDataRegion + 0 ]), pStr );
MSYS_EnableRegion( &gUDBFasthelpRegions[ iFirstDataRegion + 0 ] );
}
}
}
@@ -4210,7 +4294,20 @@ void DrawWeaponStats( OBJECTTYPE * gpItemDescObject )
{
ubNumLine = 11;
}
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 10, gItemDescGenRegions[ubNumLine][0].sLeft+sOffsetX, gItemDescGenRegions[ubNumLine][0].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
if ( !Item[gpItemDescObject->usItem].repairable )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 35, gItemDescGenRegions[ubNumLine][0].sLeft + sOffsetX, gItemDescGenRegions[ubNumLine][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else if ( !gGameExternalOptions.fAdvRepairSystem )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 10, gItemDescGenRegions[ubNumLine][0].sLeft + sOffsetX, gItemDescGenRegions[ubNumLine][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 34, gItemDescGenRegions[ubNumLine][0].sLeft + sOffsetX, gItemDescGenRegions[ubNumLine][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
// BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 10, gItemDescGenRegions[ubNumLine][0].sLeft+sOffsetX, gItemDescGenRegions[ubNumLine][0].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
//////////////////// DRAW COST
@@ -4556,6 +4653,16 @@ void DrawExplosiveStats( OBJECTTYPE * gpItemDescObject )
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoExplosiveIcon, 3, gItemDescGenRegions[10][0].sLeft+sOffsetX, gItemDescGenRegions[10][0].sTop+sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
////////////////// REPAIR EASE
if ( !Item[gpItemDescObject->usItem].repairable )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 35, gItemDescGenRegions[11][0].sLeft + sOffsetX, gItemDescGenRegions[11][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 10, gItemDescGenRegions[11][0].sLeft + sOffsetX, gItemDescGenRegions[11][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
DrawSecondaryStats( gpItemDescObject );
}
else if (gubDescBoxPage == 2)
@@ -4617,6 +4724,20 @@ void DrawArmorStats( OBJECTTYPE * gpItemDescObject )
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoArmorIcon, 6, gItemDescGenRegions[2][0].sLeft + sOffsetX, gItemDescGenRegions[2][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
////////////////// REPAIR EASE
if ( !Item[gpItemDescObject->usItem].repairable )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 35, gItemDescGenRegions[3][0].sLeft + sOffsetX, gItemDescGenRegions[3][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else if ( !gGameExternalOptions.fAdvRepairSystem )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 10, gItemDescGenRegions[3][0].sLeft + sOffsetX, gItemDescGenRegions[3][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 34, gItemDescGenRegions[3][0].sLeft + sOffsetX, gItemDescGenRegions[3][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
////////////////// SECONDARY ARMOR PROPERTIES
DrawSecondaryStats( gpItemDescObject );
}
@@ -5407,8 +5528,24 @@ void DrawAdvancedStats( OBJECTTYPE * gpItemDescObject )
void DrawMiscStats( OBJECTTYPE * gpItemDescObject )
{
INT16 sOffsetX = 2;
INT16 sOffsetY = 1;
if( UsingEDBSystem() == 0 )
return;
if (gubDescBoxPage == 1)
{
////////////////// REPAIR EASE
if ( !Item[gpItemDescObject->usItem].repairable )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 35, gItemDescGenRegions[0][0].sLeft + sOffsetX, gItemDescGenRegions[0][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoWeaponIcon, 10, gItemDescGenRegions[0][0].sLeft + sOffsetX, gItemDescGenRegions[0][0].sTop + sOffsetY, VO_BLT_SRCTRANSPARENCY, NULL );
}
DrawSecondaryStats( gpItemDescObject );
}
else if (gubDescBoxPage == 2)
@@ -8513,6 +8650,58 @@ void DrawExplosiveValues( OBJECTTYPE * gpItemDescObject )
FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
//////////////////// REPAIR EASE
{
// Set line to draw into
ubNumLine = 11;
// Set Y coordinates
sTop = gItemDescGenRegions[ubNumLine][1].sTop;
sHeight = gItemDescGenRegions[ubNumLine][1].sBottom - sTop;
// Get base Reliability value
INT8 iRepairEaseValue = Item[gpItemDescObject->usItem].bRepairEase;
// Get final Reliability value
INT8 iFinalRepairEaseValue = iRepairEaseValue;
// Print base value
SetFontForeground( 5 );
sLeft = gItemDescGenRegions[ubNumLine][1].sLeft;
sWidth = gItemDescGenRegions[ubNumLine][1].sRight - sLeft;
if (iRepairEaseValue < 0)
{
SetFontForeground( ITEMDESC_FONTNEGATIVE );
swprintf( pStr, L"%d", iRepairEaseValue );
}
else if ( iRepairEaseValue > 0 )
{
SetFontForeground( ITEMDESC_FONTPOSITIVE );
swprintf( pStr, L"+%d", iRepairEaseValue );
}
else
{
swprintf( pStr, L"--" );
}
FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
// Print modifier
SetFontForeground( 5 );
swprintf( pStr, L"--" );
sLeft = gItemDescGenRegions[ubNumLine][2].sLeft;
sWidth = gItemDescGenRegions[ubNumLine][2].sRight - sLeft;
FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
// Print final value
SetFontForeground( FONT_MCOLOR_WHITE );
sLeft = gItemDescGenRegions[ubNumLine][3].sLeft;
sWidth = gItemDescGenRegions[ubNumLine][3].sRight - sLeft;
swprintf( pStr, L"%d", iFinalRepairEaseValue );
FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
}
else if (gubDescBoxPage == 2)
{
@@ -8746,6 +8935,58 @@ void DrawArmorValues( OBJECTTYPE * gpItemDescObject )
// Reset font color
SetFontForeground( 6 );
}
//////////////////// REPAIR EASE
{
// Set line to draw into
ubNumLine = 3;
// Set Y coordinates
sTop = gItemDescGenRegions[ubNumLine][1].sTop;
sHeight = gItemDescGenRegions[ubNumLine][1].sBottom - sTop;
// Get base Reliability value
INT8 iRepairEaseValue = Item[gpItemDescObject->usItem].bRepairEase;
// Get final Reliability value
INT8 iFinalRepairEaseValue = iRepairEaseValue;
// Print base value
SetFontForeground( 5 );
sLeft = gItemDescGenRegions[ubNumLine][1].sLeft;
sWidth = gItemDescGenRegions[ubNumLine][1].sRight - sLeft;
if (iRepairEaseValue < 0)
{
SetFontForeground( ITEMDESC_FONTNEGATIVE );
swprintf( pStr, L"%d", iRepairEaseValue );
}
else if ( iRepairEaseValue > 0 )
{
SetFontForeground( ITEMDESC_FONTPOSITIVE );
swprintf( pStr, L"+%d", iRepairEaseValue );
}
else
{
swprintf( pStr, L"--" );
}
FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
// Print modifier
SetFontForeground( 5 );
swprintf( pStr, L"--" );
sLeft = gItemDescGenRegions[ubNumLine][2].sLeft;
sWidth = gItemDescGenRegions[ubNumLine][2].sRight - sLeft;
FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
// Print final value
SetFontForeground( FONT_MCOLOR_WHITE );
sLeft = gItemDescGenRegions[ubNumLine][3].sLeft;
sWidth = gItemDescGenRegions[ubNumLine][3].sRight - sLeft;
swprintf( pStr, L"%d", iFinalRepairEaseValue );
FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
}
else if (gubDescBoxPage == 2)
{
@@ -12049,9 +12290,104 @@ void DrawAdvancedValues( OBJECTTYPE *gpItemDescObject )
void DrawMiscValues( OBJECTTYPE * gpItemDescObject )
{
static CHAR16 pStr[ 100 ];
INT16 usY;
INT16 usX;
UINT8 ubNumLine;
INT16 sLeft, sTop, sWidth, sHeight;
if( UsingEDBSystem() == 0 )
return;
//////////////////////////////////////////////////////////////////////////////////////////
// The following attributes are only drawn when the UDB is set to show the General Page.
if (gubDescBoxPage == 1)
{
////////////////////////////////////////////////// HEADERS
SetFontForeground( FONT_MCOLOR_WHITE );
// "PRIMARY" header
swprintf( pStr, L"%s", gzItemDescGenHeaders[ 0 ] );
FindFontCenterCoordinates( gItemDescGenHeaderRegions[0].sLeft, gItemDescGenHeaderRegions[0].sTop, gItemDescGenHeaderRegions[0].sRight - gItemDescGenHeaderRegions[0].sLeft, gItemDescGenHeaderRegions[0].sBottom - gItemDescGenHeaderRegions[0].sTop, pStr, BLOCKFONT2, &usX, &usY );
mprintf( usX, usY, pStr );
// "SECONDARY" header
swprintf( pStr, L"%s", gzItemDescGenHeaders[ 1 ] );
FindFontCenterCoordinates( gItemDescGenHeaderRegions[1].sLeft, gItemDescGenHeaderRegions[1].sTop, gItemDescGenHeaderRegions[1].sRight - gItemDescGenHeaderRegions[1].sLeft, gItemDescGenHeaderRegions[1].sBottom - gItemDescGenHeaderRegions[1].sTop, pStr, BLOCKFONT2, &usX, &usY );
mprintf( usX, usY, pStr );
SetFontForeground( 6 );
///////////////////////////////////////////////////// INDEXES
SetFontForeground( FONT_MCOLOR_WHITE );
for (UINT8 cnt = 0; cnt < 4; cnt++)
{
// Select "PROPERTY", "0", "+" or "=" as appropriate.
swprintf(pStr, L"%s", gzItemDescGenIndexes[ cnt ]);
FindFontCenterCoordinates( gItemDescGenIndexRegions[0][cnt].sLeft, gItemDescGenIndexRegions[0][cnt].sTop, gItemDescGenIndexRegions[0][cnt].sRight - gItemDescGenIndexRegions[0][cnt].sLeft, gItemDescGenIndexRegions[0][cnt].sBottom - gItemDescGenIndexRegions[0][cnt].sTop, pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
SetFontForeground( 6 );
//////////////////// REPAIR EASE
{
// Set line to draw into
ubNumLine = 0;
// Set Y coordinates
sTop = gItemDescGenRegions[ubNumLine][1].sTop;
sHeight = gItemDescGenRegions[ubNumLine][1].sBottom - sTop;
// Get base Repair Ease value
INT8 iRepairEaseValue = Item[gpItemDescObject->usItem].bRepairEase;
// Get final Repair Ease value
INT8 iFinalRepairEaseValue = iRepairEaseValue;
// Print base value
SetFontForeground( 5 );
sLeft = gItemDescGenRegions[ubNumLine][1].sLeft;
sWidth = gItemDescGenRegions[ubNumLine][1].sRight - sLeft;
if (iRepairEaseValue < 0)
{
SetFontForeground( ITEMDESC_FONTNEGATIVE );
swprintf( pStr, L"%d", iRepairEaseValue );
}
else if ( iRepairEaseValue > 0 )
{
SetFontForeground( ITEMDESC_FONTPOSITIVE );
swprintf( pStr, L"+%d", iRepairEaseValue );
}
else
{
swprintf( pStr, L"--" );
}
FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
// Print modifier
SetFontForeground( 5 );
swprintf( pStr, L"--" );
sLeft = gItemDescGenRegions[ubNumLine][2].sLeft;
sWidth = gItemDescGenRegions[ubNumLine][2].sRight - sLeft;
FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
// Print final value
SetFontForeground( FONT_MCOLOR_WHITE );
sLeft = gItemDescGenRegions[ubNumLine][3].sLeft;
sWidth = gItemDescGenRegions[ubNumLine][3].sRight - sLeft;
swprintf( pStr, L"%d", iFinalRepairEaseValue );
FindFontCenterCoordinates( sLeft, sTop, sWidth, sHeight, pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
}
if (gubDescBoxPage == 2)
{
DrawAdvancedValues( gpItemDescObject );
+7 -5
View File
@@ -641,15 +641,17 @@ extern STR16 gzUDBGenIndexTooltipText[ 4 ];
extern STR16 gzUDBAdvIndexTooltipText[ 5 ];
extern STR16 szUDBGenWeaponsStatsTooltipText[ 23 ];
extern STR16 szUDBGenWeaponsStatsExplanationsTooltipText[ 23 ];
extern STR16 szUDBGenArmorStatsTooltipText[ 3 ];
extern STR16 szUDBGenArmorStatsExplanationsTooltipText[ 3 ];
extern STR16 szUDBGenArmorStatsTooltipText[ 4 ]; // silversurfer Repair Ease: 3->4
extern STR16 szUDBGenArmorStatsExplanationsTooltipText[ 4 ]; // silversurfer Repair Ease: 3->4
extern STR16 szUDBGenAmmoStatsTooltipText[ 6 ]; // Flugente Overheating: 3->4 poison: 4->5 dirt: 5->6
extern STR16 szUDBGenAmmoStatsExplanationsTooltipText[ 6 ]; // Flugente Overheating: 3->4 poison: 4->5 dirt: 5->6
extern STR16 szUDBGenExplosiveStatsTooltipText[ 22 ];
extern STR16 szUDBGenExplosiveStatsExplanationsTooltipText[ 22 ];
extern STR16 szUDBGenExplosiveStatsTooltipText[ 23 ]; // silversurfer Repair Ease: 22->23
extern STR16 szUDBGenExplosiveStatsExplanationsTooltipText[ 23 ]; // silversurfer Repair Ease: 22->23
extern STR16 szUDBGenCommonStatsTooltipText[ 1 ]; // silversurfer new for items that don't fit the other categories
extern STR16 szUDBGenCommonStatsExplanationsTooltipText[ 1 ]; // silversurfer new for items that don't fit the other categories
extern STR16 szUDBGenSecondaryStatsTooltipText[ 32 ]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32
extern STR16 szUDBGenSecondaryStatsExplanationsTooltipText[ 32 ]; // Flugente Food System: 26 -> 28 external feeding: 28->30 JMich_SkillsModifiers: 31 for Defusal kit - covert item: 31->32
extern STR16 szUDBAdvStatsTooltipText[ 65 ]; // Flugente Overheating Weapons: 48->56 poison: 56->57 dirt: 57->58 food:58->64 silversurfer Best Laser Range:65
extern STR16 szUDBAdvStatsTooltipText[ 65 ]; // Flugente Overheating Weapons: 48->56 poison: 56->57 dirt: 57->58 food:58->64 silversurfer Best Laser Range:64->65
extern STR16 szUDBAdvStatsExplanationsTooltipText[ 64 ]; // Flugente Overheating Weapons: 48->56 poison: 56->57 dirt: 57->58 food:58->64
extern STR16 szUDBAdvStatsExplanationsTooltipTextForWeapons[ 52 ]; // Flugente Overheating Weapons: 48->52
+15 -2
View File
@@ -7023,7 +7023,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
L"\n \n该属性起作用时,武器发射不会产生枪焰。\n \n \n敌人不能通过枪焰判断你的位置,但是他们仍然可\n能听到你。",
L"\n \n该参数显示了武器开火时枪声传播的\n范围(格数)。\n \n此范围内的敌人均有可能听到枪声。\n \n该数值越低越好。",
L"\n \n决定了该武器使用时损耗的快慢。\n \n该数值越高越好。",
L"\n \n决定了修理该武器的难易。\n \n该数值越高越好。",
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
L"\n \n瞄准镜提供瞄准命中率加成的最短距离。\n(再近就无效了)",
L"\n \n激光瞄准器提供的命中率修正。",
L"\n \n端枪准备开火所需的AP。\n \n举起该武器后,连续发射不会再消耗\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。",
@@ -7042,6 +7042,7 @@ STR16 szUDBGenArmorStatsTooltipText[]=
L"|防|护|值",
L"|覆|盖|率",
L"|损|坏|率",
L"|修|理|难|度",
};
STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
@@ -7049,6 +7050,7 @@ STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
L"\n \n这是护具最重要的属性,决定了其可以吸收多\n少伤害。然而,穿甲攻击以及其他的随机因素\n都可能对最终的伤害值产生影响。\n \n该数值越高越好。",
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。",
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。",
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.",
};
STR16 szUDBGenAmmoStatsTooltipText[]=
@@ -7097,6 +7099,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"|噪|音",
L"|挥|发|性",
L"|修|理|难|度",
};
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
@@ -7125,7 +7128,17 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"\n \n这是爆破品爆炸时发出的声音能够被佣兵和敌\n军听到的距离(格数)。\n \n听到爆炸声的敌人会察觉到你。\n \n该数值越低越好。",
L"\n \n这个数值代表该爆破品受到伤害时(如其他爆破品在\n近处爆炸)自身爆炸的几率(100以内)。\n \n因此携带高挥发性爆破品进入战斗极其危险,\n应当极力避免。\n \n数值范围:0~100,越低越好。",
L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenCommonStatsTooltipText[]=
{
L"|修|理|难|度",
};
STR16 szUDBGenCommonStatsExplanationsTooltipText[]=
{
L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenSecondaryStatsTooltipText[]=
+15 -1
View File
@@ -7020,7 +7020,7 @@ 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.\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 \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.",
@@ -7039,6 +7039,7 @@ STR16 szUDBGenArmorStatsTooltipText[]=
L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e",
L"|C|o|v|e|r|a|g|e",
L"|D|e|g|r|a|d|e |R|a|t|e",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
@@ -7046,6 +7047,7 @@ 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.",
};
STR16 szUDBGenAmmoStatsTooltipText[]=
@@ -7094,6 +7096,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"|L|o|u|d|n|e|s|s",
L"|V|o|l|a|t|i|l|i|t|y",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
@@ -7122,6 +7125,17 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.",
L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.",
L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenCommonStatsTooltipText[]=
{
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenCommonStatsExplanationsTooltipText[]=
{
L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenSecondaryStatsTooltipText[]=
+15 -2
View File
@@ -7008,7 +7008,7 @@ 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.\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 \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.",
@@ -7027,6 +7027,7 @@ STR16 szUDBGenArmorStatsTooltipText[]=
L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e",
L"|C|o|v|e|r|a|g|e",
L"|D|e|g|r|a|d|e |R|a|t|e",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
@@ -7034,6 +7035,7 @@ 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.",
};
STR16 szUDBGenAmmoStatsTooltipText[]=
@@ -7082,6 +7084,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"|L|o|u|d|n|e|s|s",
L"|V|o|l|a|t|i|l|i|t|y",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
@@ -7110,7 +7113,17 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.",
L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.",
L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenCommonStatsTooltipText[]=
{
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenCommonStatsExplanationsTooltipText[]=
{
L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenSecondaryStatsTooltipText[]=
+15 -1
View File
@@ -7004,7 +7004,7 @@ 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 \nDétermine la difficulté de réparation de cette arme.\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 \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.",
@@ -7023,6 +7023,7 @@ STR16 szUDBGenArmorStatsTooltipText[]=
L"|V|a|l|e|u|r |d|e |p|r|o|t|e|c|t|i|o|n",
L"|R|e|c|o|u|v|r|e|m|e|n|t",
L"|T|a|u|x |d|e |d|é|g|r|a|d|a|t|i|o|n",
L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n",
};
STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
@@ -7030,6 +7031,7 @@ 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.",
};
STR16 szUDBGenAmmoStatsTooltipText[]=
@@ -7078,6 +7080,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"|I|n|t|e|n|s|i|t|é |s|o|n|o|r|e",
L"|V|o|l|a|t|i|l|i|t|é",
L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n",
};
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
@@ -7106,6 +7109,17 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"\n \nDistance (en cases) en deçà de laquelle chaque\nsoldats et mercs peuvent entendre l'explosion.\n \nLes ennemis qui entendent cette explosion peuvent alerter de\nvotre présence.\n \nValeur faible recommandée.",
L"\n \nCette valeur représente la chance (sur 100) que cette\nexplosif explose spontanément chaque fois qu'il est endommagé\n(Par exemple, quand il y a d'autres explosions à proximité).\n \nTransporter des explosifs hautement volatiles en combat\nest donc extrêmement risqué et devrait être évitée.\n \nÉchelle : 0-100.\nValeur faible recommandée.",
L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenCommonStatsTooltipText[]=
{
L"|F|a|c|i|l|i|t|é |d|e |r|é|p|a|r|a|t|i|o|n",
};
STR16 szUDBGenCommonStatsExplanationsTooltipText[]=
{
L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenSecondaryStatsTooltipText[]=
+15 -1
View File
@@ -6833,7 +6833,7 @@ 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.\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 \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.",
@@ -6852,6 +6852,7 @@ STR16 szUDBGenArmorStatsTooltipText[]=
L"|S|c|h|u|t|z |W|e|r|t",
L"|F|l|ä|c|h|e|n|d|e|c|k|u|n|g",
L"|Z|e|r|f|a|l|l |R|a|t|e",
L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t",
};
STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
@@ -6859,6 +6860,7 @@ 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.",
};
STR16 szUDBGenAmmoStatsTooltipText[]=
@@ -6907,6 +6909,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"|L|a|u|t|s|t|ä|r|k|e",
L"|U|n|b|e|s|t|ä|n|d|i|g|k|e|i|t",
L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t",
};
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
@@ -6935,6 +6938,17 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"\n \nDie Reichweite in Feldern\nin der Feinde und Söldner die Explosion wahrnehmen.\n \nFeinde die die Explosion hören werden alarmiert.\n \nNiedriger ist besser.",
L"\n \nDieser Wert (außerhalb von 100) stellt eine Möglichkeit für den\nSprengstoff dar, spontan zu explodieren wenn er Schaden nimmt\n(z.B. durch Explosionen in der Nähe).\n \nDas Mitführen empfindlicher Sprengstoffe innerhalb des Kampfs\nist deshalb extrem riskant und sollte vermieden werden.\n \nSkala: 0-100.\nNiedriger ist besser.",
L"\n \nBestimmt, wie schwierig es ist, diesen Sprengsatz zu reparieren.\n \ngrün = Jeder kann ihn reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.",
};
STR16 szUDBGenCommonStatsTooltipText[]=
{
L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t",
};
STR16 szUDBGenCommonStatsExplanationsTooltipText[]=
{
L"\n \nBestimmt, wie schwierig es ist, diesen Gegenstand zu reparieren.\n \ngrün = Jeder kann ihn reparieren.\n \nrot = Dieser Gegenstand kann nicht repariert werden.\n \nHöher ist besser.",
};
STR16 szUDBGenSecondaryStatsTooltipText[]=
+15 -1
View File
@@ -7006,7 +7006,7 @@ 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.\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 \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.",
@@ -7025,6 +7025,7 @@ STR16 szUDBGenArmorStatsTooltipText[]=
L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e",
L"|C|o|v|e|r|a|g|e",
L"|D|e|g|r|a|d|e |R|a|t|e",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
@@ -7032,6 +7033,7 @@ 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.",
};
STR16 szUDBGenAmmoStatsTooltipText[]=
@@ -7080,6 +7082,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"|L|o|u|d|n|e|s|s",
L"|V|o|l|a|t|i|l|i|t|y",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
@@ -7108,6 +7111,17 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.",
L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.",
L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenCommonStatsTooltipText[]=
{
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenCommonStatsExplanationsTooltipText[]=
{
L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenSecondaryStatsTooltipText[]=
+15 -1
View File
@@ -7024,7 +7024,7 @@ 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.\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 \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.",
@@ -7043,6 +7043,7 @@ STR16 szUDBGenArmorStatsTooltipText[]=
L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e",
L"|C|o|v|e|r|a|g|e",
L"|D|e|g|r|a|d|e |R|a|t|e",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
@@ -7050,6 +7051,7 @@ 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.",
};
STR16 szUDBGenAmmoStatsTooltipText[]=
@@ -7098,6 +7100,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"|L|o|u|d|n|e|s|s",
L"|V|o|l|a|t|i|l|i|t|y",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
@@ -7126,6 +7129,17 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.",
L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.",
L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenCommonStatsTooltipText[]=
{
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenCommonStatsExplanationsTooltipText[]=
{
L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenSecondaryStatsTooltipText[]=
+14 -1
View File
@@ -7008,7 +7008,7 @@ 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.\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 \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.",
@@ -7027,6 +7027,7 @@ STR16 szUDBGenArmorStatsTooltipText[]=
L"|З|а|щ|и|т|н|а|я |ц|е|н|н|о|с|т|ь",
L"|П|о|к|р|ы|в|а|е|м|о|с|т|ь",
L"|С|к|о|р|о|с|т|ь |у|х|у|д|ш|е|н|и|я",
L"|Л|ё|г|к|о|с|т|ь |п|о|ч|и|н|к|и",
};
STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
@@ -7034,6 +7035,7 @@ 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.",
};
STR16 szUDBGenAmmoStatsTooltipText[]=
@@ -7082,6 +7084,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"|Г|р|о|м|к|о|с|т|ь",
L"|Н|е|с|т|а|б|и|л|ь|н|о|с|т|ь",
L"|Л|ё|г|к|о|с|т|ь |п|о|ч|и|н|к|и",
};
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
@@ -7110,7 +7113,17 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.",
L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.",
L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenCommonStatsTooltipText[]=
{
L"|Л|ё|г|к|о|с|т|ь |п|о|ч|и|н|к|и",
};
STR16 szUDBGenCommonStatsExplanationsTooltipText[]=
{
L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenSecondaryStatsTooltipText[]=
+15 -1
View File
@@ -7024,7 +7024,7 @@ 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.\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 \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.",
@@ -7043,6 +7043,7 @@ STR16 szUDBGenArmorStatsTooltipText[]=
L"|P|r|o|t|e|c|t|i|o|n |V|a|l|u|e",
L"|C|o|v|e|r|a|g|e",
L"|D|e|g|r|a|d|e |R|a|t|e",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenArmorStatsExplanationsTooltipText[]=
@@ -7050,6 +7051,7 @@ 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.",
};
STR16 szUDBGenAmmoStatsTooltipText[]=
@@ -7098,6 +7100,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"|L|o|u|d|n|e|s|s",
L"|V|o|l|a|t|i|l|i|t|y",
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
@@ -7126,6 +7129,17 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
// HEADROCK HAM 5: End Fragmentations
L"\n \nThis is the distance (in Tiles) within which\nsoldiers and mercs will hear the explosion when\nit goes off.\n \nEnemies hearing the explosion will be alerted to your\npresence.\n \nLower is better.",
L"\n \nThis value represents a chance (out of 100) for this\nexplosive to spontaneously explode whenever it is damaged\n(for instance, when other explosions go off nearby).\n \nCarrying highly-volatile explosives into combat\nis therefore extremely risky and should be avoided.\n \nScale: 0-100.\nLower is better.",
L"\n \nDetermines how difficult it is to repair these explosives.\n \ngreen = Anybody can repair them.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenCommonStatsTooltipText[]=
{
L"|R|e|p|a|i|r |E|a|s|e",
};
STR16 szUDBGenCommonStatsExplanationsTooltipText[]=
{
L"\n \nDetermines how difficult it is to repair this item.\n \ngreen = Anybody can repair it.\n \nred = This item can't be repaired.\n \nHigher is better.",
};
STR16 szUDBGenSecondaryStatsTooltipText[]=