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- Added the new missing HAM 5 texts to the language specific files (only in English)
o Marked the English texts with "// TODO.Translate" comments git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5186 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
+1
-1
@@ -79,7 +79,7 @@
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*/
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// Only enable this "undef", if you use the 3. way of building the executable!
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#undef ENGLISH
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//#undef ENGLISH
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#if !defined(ENGLISH) && !defined(GERMAN) && !defined(RUSSIAN) && !defined(DUTCH) && !defined(POLISH) && !defined(FRENCH) && !defined(ITALIAN) && !defined(TAIWANESE) && !defined(CHINESE)
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/* please set one manually here (by uncommenting) if not willingly to set Workspace wide */
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+100
-22
@@ -2476,6 +2476,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
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L"精度",
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L"杀伤",
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L"射程",
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L"", //3
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L"精瞄等级",
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L"精瞄修正",
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L"平均最佳激光瞄准距离",
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@@ -2484,8 +2485,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
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L"可靠性",
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L"修理难度",
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L"精瞄加成所需最小距离",
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L"命中修正",
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L"", //12
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L"命中修正",
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L"举枪AP",
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L"单发AP",
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L"点射AP",
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@@ -2509,18 +2509,19 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
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STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
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{
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L"精度",
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L"杀伤",
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L"射程",
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L"精瞄等级",
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L"精瞄修正",
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L"平均最佳激光瞄准距离",
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L"消焰",
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L"噪音(越低越好)",
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L"可靠性",
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L"修理难度",
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L"精瞄加成所需最小距离",
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L"命中修正",
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// TODO.Translate
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L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.",
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L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.",
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L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.",
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L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.",
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L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.",
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L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.",
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L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.",
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L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.",
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L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.",
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L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)",
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L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.",
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L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
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L"", //12
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L"举枪AP",
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L"单发AP",
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@@ -3188,6 +3189,25 @@ STR16 pMapScreenInvenButtonHelpText[] =
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L"下一页 (|.)", // next page
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L"上一页 (|,)", // previous page
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L"Exit Sector Inventory (|E|s|c)", // exit sector inventory
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// TODO.Translate
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L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button
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L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge
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L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates; |R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo
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// 6 - 10
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L"Remove all item attachments", // HEADROCK HAM 5: Separate Attachments
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L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo
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L"|L|e|f|t |C|l|i|c|k: Show all items; |R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button
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L"|L|e|f|t |C|l|i|c|k: Toggle Guns; |R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button
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L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition; |R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button
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// 11 - 15
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L"|L|e|f|t |C|l|i|c|k: Toggle Explosives; |R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button
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L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons; |R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button
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L"|L|e|f|t |C|l|i|c|k: Toggle Armor; |R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button
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L"|L|e|f|t |C|l|i|c|k: Toggle LBEs; |R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button
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L"|L|e|f|t |C|l|i|c|k: Toggle Kits; |R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button
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// 16 - 20
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L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items; |R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button
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};
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STR16 pMapScreenBottomFastHelp[] =
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@@ -6122,6 +6142,28 @@ STR16 New113HAMMessage[] =
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// 21 - 25
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L"维持民兵的资金不足!%d 名民兵回老家结婚去了。",// L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.",
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// TODO.Translate
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L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5
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L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5
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L"To merge two items during combat, you must pick them both up first.", // HAM 5
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};
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// TODO.Translate
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// HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
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STR16 gzTransformationMessage[] =
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{
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L"No available adjustments",
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L"%s was split into several parts.",
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L"%s was split into several parts. Check %s's inventory for the resulting items.",
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L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.",
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L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.",
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L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)",
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// 6 - 10
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L"Split Crate into Inventory",
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L"Split into %d-rd Mags",
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L"%s was split into %d Magazines containing %d rounds each.",
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L"%s was split into %s's inventory.",
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L"There is insufficient room in %s's inventory to fit any magazines of this caliber!",
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};
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// WANNE: This hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercLevelUp.xml" file!
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@@ -6799,6 +6841,7 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
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L"|精|度",
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L"|杀|伤|力",
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L"|射|程",
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L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate
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L"|精|瞄|等|级",
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L"|瞄|准|镜|倍|率",
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L"|红|点|效|果",
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@@ -6807,16 +6850,15 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
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L"|可|靠|性",
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L"|修|理|难|度",
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L"|精|瞄|最|低|有|效|距|离",
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L"|命|中|率|修|正",
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L"", // (12)
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L"|命|中|率|修|正",
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L"|举|枪|A|P",
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L"|单|发|A|P",
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L"|点|射|A|P",
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L"|连|发|A|P",
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L"|上|弹|A|P",
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L"|换|弹|夹|A|P",
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L"|水|平|后|坐|力",
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L"|垂|直|后|坐|力",
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L"|水|平|后|坐|力", // No longer used!
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L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate
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L"|连|发|子|弹|数/5|A|P",
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};
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@@ -6825,6 +6867,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
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L"\n \n决定该武器发射的子弹偏离瞄准点的远近。\n \n数值范围:0~100。越高越好。",
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L"\n \n决定该武器发射的子弹的平均伤害,不包括\n护甲或穿甲修正。\n \n该数值越高越好。",
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L"\n \n从该枪射出的子弹在落地前的\n最大飞行距离(格数)。\n \n该数值越高越好。",
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L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate
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L"\n \n这个数值显示了该武器的精瞄等级。\n \n精瞄等级越低,每次瞄准获得的命中率加成越\n高。因此,精瞄等级要求较低的武器可以在不损\n失精度的情况下更快地瞄准。\n \n该数值越低越好。",
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L"\n \n该值大于1.0时,远距离瞄准中的误差会按比例减小。\n \n \n请注意,高倍率瞄准镜不利于射击距离过近的目标。\n \n \n该值为1.0则说明该武器未安装瞄准镜。\n",
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L"\n \n在一定距离上按比例减少瞄准误差。\n \n红点效果只在一定距离内有效,因为超过该距离\n光点就会开始暗淡,最终在足够远处消失。\n \n该数值越高越好。",
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@@ -6833,16 +6876,15 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
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L"\n \n决定了该武器使用时损耗的快慢。\n \n该数值越高越好。",
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L"\n \n决定了修理该武器的难易。\n \n该数值越高越好。",
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L"\n \n瞄准镜提供瞄准命中率加成的最短距离。\n(再近就无效了)",
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L"\n \n激光瞄准器提供的命中率修正。",
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L"", // (12)
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L"\n \n激光瞄准器提供的命中率修正。",
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L"\n \n端枪准备开火所需的AP。\n \n举起该武器后,连续发射不会再消耗\n举枪AP。\n \n但是,除转向和开火之外的其他动作均会放\n下武器。\n \n该数值越低越好。",
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L"\n \n该武器射出单发弹药所需的AP,\n对于枪械而言,\n该数值显示了在不精瞄的情况下发射\n一发子弹的AP消耗。\n \n如果该图标为灰色,则该武器不可单发射击。\n \n该数值越低越好。",
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L"\n \n一次点射所需的AP。\n \n每次点射的子弹数由枪支本身决定,\n并显示在该图标上。\n \n如果该图标发灰,则该武器不可点射。\n \n该数值越低越好。",
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L"\n \n连发模式下,该武器一次\n齐射三发子弹所需的AP。\n \n超过3发子弹,\n则需要额外的AP。\n \n如果该图标发灰,则该武器不可连发。\n \n该数值越低越好。",
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L"\n \n重新装填子弹所需的AP。\n \n该数值越低越好。",
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L"\n \n在射击间歇为该武器手动更换弹匣的AP消耗。\n \n该数值越低越好。",
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L"\n \n该参数显示了枪口在点射或连发模式下发射子弹\n时的水平位移。\n \n当该参数为正时,枪口右偏。反之,则向左偏。\n \n越接近0越好。",
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L"\n \n该参数显示了枪口在点射或连发模式下发射子弹\n时的垂直位移。\n \n当该参数为正时,枪口上偏。反之,则向下偏。\n \n越接近0越好。",
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L"\n \n该参数显示了枪口在点射或连发模式下发射子弹\n时的水平位移。\n \n当该参数为正时,枪口右偏。反之,则向左偏。\n \n越接近0越好。", // No longer used!
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L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate
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L"\n \n该参数显示了该武器每多花费5AP在连发模式时\n可多发射的子弹数。\n \n该数值越高越好。",
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};
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@@ -6880,6 +6922,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
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{
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L"|杀|伤|力",
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L"|眩|晕|杀|伤|力",
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L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate
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L"|爆|炸|范|围",
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L"|眩|晕|爆|炸|范|围",
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L"|噪|音|扩|散|范|围",
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@@ -6894,6 +6937,11 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
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L"|烟|雾|最|终|范|围",
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L"|燃|烧|最|终|范|围",
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L"|效|果|持|续|时|间",
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// HEADROCK HAM 5: Fragmentation // TODO.Translate
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L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s",
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L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t",
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L"|F|r|a|g|m|e|n|t |R|a|n|g|e",
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// HEADROCK HAM 5: End Fragmentations
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L"|噪|音",
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L"|挥|发|性",
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};
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@@ -6902,6 +6950,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
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{
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L"\n \n本次爆炸造成的伤害值。\n \n爆炸型爆破品只在被引爆时造成一次性伤害,\n而具有持续效果的爆破品每回合都可以造成伤\n害,直到效果消失。\n \n该数值越高越好。",
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L"\n \n爆破造成的非致命性眩晕伤害值。\n \n爆炸型爆破品只在被引爆时造成一次性伤害,\n而具有持续效果的爆破品每回合都可以造成伤\n害,直到效果消失。\n \n该数值越高越好。",
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L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate
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L"\n \n这是该爆破品的有效杀伤半径。\n \n目标距爆炸中心越远,受到的伤害越少。\n \n该数值越高越好。",
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L"\n \n这是该爆破品的眩晕伤害半径。\n \n目标距爆炸中心越远,受到的伤害越少。\n \n该数值越高越好。",
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L"\n \n这是该陷阱所发出噪音的传播距离。\n \n在该距离之内的士兵可能听到这个噪音\n并有所警觉。\n \n该数值越高越好。",
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@@ -6916,6 +6965,11 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
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L"\n \n这是该爆破品释放的烟雾消散前的最大半径。\n \n除非佩戴了防毒面具,否则在该半径之内的敌\n人每回合都会受到所列出的物理伤害与眩晕伤害\n(如果有的话)。更重要的是,烟雾中的人\n极难被发现,同时他们也会失\n去很大一部分视距。\n \n请同时查看初始半径和有效时间。\n \n该数值越高越好。",
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L"\n \n这是该爆破品释放的火焰熄灭前的最大半径。\n \n在该半径之内的敌人每回合都会受到所列出的\n物理伤害与眩晕伤害\n \n请同时查看初始半径和有效时间。\n \n该数值越高越好。",
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L"\n \n这是爆炸效果的持续时间。\n \n爆炸效果的范围每回合都会向所有的方向增加一\n格,直到其半径达到所列出的最大值。\n \n一旦持续时间过去,爆炸效果就会完全消失。\n \n注意照明类的爆炸与众不同,会随着时间\n流逝越来越小。\n \n该数值越高越好。",
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||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.",
|
||||
L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.",
|
||||
// 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。",
|
||||
};
|
||||
@@ -7167,6 +7221,30 @@ STR16 gzNCTHlabels[]=
|
||||
// HEADROCK HAM 4: End new UDB texts and tooltips
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Screen messages for sector inventory sorting reports.
|
||||
STR16 gzMapInventorySortingMessage[] =
|
||||
{
|
||||
L"Finished sorting ammo into crates in sector %c%d.",
|
||||
L"Finished removing attachments from items in sector %c%d.",
|
||||
L"Finished ejecting ammo from weapons in sector %c%d.",
|
||||
L"Finished stacking and merging all items in sector %c%d.",
|
||||
};
|
||||
|
||||
STR16 gzMapInventoryFilterOptions[] =
|
||||
{
|
||||
L"Show all",
|
||||
L"Guns",
|
||||
L"Ammo",
|
||||
L"Explosives",
|
||||
L"Melee Weapons",
|
||||
L"Armor",
|
||||
L"LBE",
|
||||
L"Kits",
|
||||
L"Misc. Items",
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] =
|
||||
{
|
||||
|
||||
+107
-28
@@ -2473,6 +2473,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Accuracy",
|
||||
L"Damage",
|
||||
L"Range",
|
||||
L"", //3
|
||||
L"Aiming Levels",
|
||||
L"Aiming Modifier",
|
||||
L"Average Best Laser Range",
|
||||
@@ -2481,8 +2482,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Reliability",
|
||||
L"Repair Ease",
|
||||
L"Min. Range for Aiming Bonus",
|
||||
L"To-Hit Modifier",
|
||||
L"", //12
|
||||
L"To-Hit Modifier",
|
||||
L"APs to ready",
|
||||
L"APs to fire Single",
|
||||
L"APs to fire Burst",
|
||||
@@ -2506,18 +2506,19 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
{
|
||||
L"Accuracy",
|
||||
L"Damage",
|
||||
L"Range",
|
||||
L"Aiming Levels",
|
||||
L"Aiming Modifier",
|
||||
L"Average Best Laser Range",
|
||||
L"Flash Suppression",
|
||||
L"Loudness (Lower is better)",
|
||||
L"Reliability",
|
||||
L"Repair Ease",
|
||||
L"Min. Range for Aiming Bonus",
|
||||
L"To-Hit Modifier",
|
||||
// TODO.Translate
|
||||
L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.",
|
||||
L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.",
|
||||
L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.",
|
||||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.",
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.",
|
||||
L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.",
|
||||
L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.",
|
||||
L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)",
|
||||
L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.",
|
||||
L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
L"", //12
|
||||
L"APs to ready",
|
||||
L"APs to fire Single",
|
||||
@@ -3185,6 +3186,25 @@ STR16 pMapScreenInvenButtonHelpText[] =
|
||||
L"Next (|.)", // next page // TODO.Translate
|
||||
L"Previous (|,)", // previous page // TODO.Translate
|
||||
L"Exit Sector Inventory (|E|s|c)", // exit sector inventory // TODO.Translate
|
||||
|
||||
// TODO.Translate
|
||||
L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button
|
||||
L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge
|
||||
L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates; |R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo
|
||||
// 6 - 10
|
||||
L"Remove all item attachments", // HEADROCK HAM 5: Separate Attachments
|
||||
L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo
|
||||
L"|L|e|f|t |C|l|i|c|k: Show all items; |R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Guns; |R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition; |R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button
|
||||
// 11 - 15
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Explosives; |R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons; |R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Armor; |R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle LBEs; |R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Kits; |R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button
|
||||
// 16 - 20
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items; |R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button
|
||||
};
|
||||
|
||||
STR16 pMapScreenBottomFastHelp[] =
|
||||
@@ -6123,6 +6143,29 @@ STR16 New113HAMMessage[] =
|
||||
L"Daily Expenses",
|
||||
// 21 - 25
|
||||
L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.",
|
||||
|
||||
// TODO.Translate
|
||||
L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5
|
||||
L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5
|
||||
L"To merge two items during combat, you must pick them both up first.", // HAM 5
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
|
||||
STR16 gzTransformationMessage[] =
|
||||
{
|
||||
L"No available adjustments",
|
||||
L"%s was split into several parts.",
|
||||
L"%s was split into several parts. Check %s's inventory for the resulting items.",
|
||||
L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.",
|
||||
L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.",
|
||||
L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)",
|
||||
// 6 - 10
|
||||
L"Split Crate into Inventory",
|
||||
L"Split into %d-rd Mags",
|
||||
L"%s was split into %d Magazines containing %d rounds each.",
|
||||
L"%s was split into %s's inventory.",
|
||||
L"There is insufficient room in %s's inventory to fit any magazines of this caliber!",
|
||||
};
|
||||
|
||||
// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends
|
||||
@@ -6792,6 +6835,7 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|A|c|c|u|r|a|c|y",
|
||||
L"|D|a|m|a|g|e",
|
||||
L"|R|a|n|g|e",
|
||||
L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate
|
||||
L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s",
|
||||
L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r",
|
||||
L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r",
|
||||
@@ -6800,16 +6844,15 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|R|e|l|i|a|b|i|l|i|t|y",
|
||||
L"|R|e|p|a|i|r |E|a|s|e",
|
||||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s",
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
|
||||
L"", // (12)
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
|
||||
L"|A|P|s |t|o |R|e|a|d|y",
|
||||
L"|A|P|s |t|o |A|t|t|a|c|k",
|
||||
L"|A|P|s |t|o |B|u|r|s|t",
|
||||
L"|A|P|s |t|o |A|u|t|o|f|i|r|e",
|
||||
L"|A|P|s |t|o |R|e|l|o|a|d",
|
||||
L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r",
|
||||
L"|L|a|t|e|r|a|l |R|e|c|o|i|l",
|
||||
L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l",
|
||||
L"|L|a|t|e|r|a|l |R|e|c|o|i|l", // No longer used!
|
||||
L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate
|
||||
L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s",
|
||||
};
|
||||
|
||||
@@ -6818,6 +6861,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.",
|
||||
L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.",
|
||||
L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.",
|
||||
L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.",
|
||||
L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.",
|
||||
L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.",
|
||||
@@ -6826,16 +6870,15 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
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 \nThe minimum range at which a scope can provide it's aimBonus.",
|
||||
L"\n \nTo hit modifier granted by laser sights.",
|
||||
L"", // (12)
|
||||
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.",
|
||||
L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nvertically between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting upwards.\nNegative numbers indicate shifting downwards.\n \nCloser to 0 is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", // No longer used!
|
||||
L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate
|
||||
L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
|
||||
};
|
||||
|
||||
@@ -6873,6 +6916,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
{
|
||||
L"|D|a|m|a|g|e",
|
||||
L"|S|t|u|n |D|a|m|a|g|e",
|
||||
L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"|B|l|a|s|t |R|a|d|i|u|s",
|
||||
L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s",
|
||||
L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s",
|
||||
@@ -6887,6 +6931,11 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s",
|
||||
L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s",
|
||||
L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s",
|
||||
L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t",
|
||||
L"|F|r|a|g|m|e|n|t |R|a|n|g|e",
|
||||
// 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",
|
||||
};
|
||||
@@ -6895,6 +6944,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
{
|
||||
L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.",
|
||||
L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.",
|
||||
L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.",
|
||||
L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.",
|
||||
@@ -6909,6 +6959,11 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
|
||||
L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.",
|
||||
L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.",
|
||||
L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.",
|
||||
// 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.",
|
||||
};
|
||||
@@ -7025,12 +7080,12 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|A|i|m |B|o|n|u|s",
|
||||
L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate
|
||||
L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7160,6 +7215,30 @@ STR16 gzNCTHlabels[]=
|
||||
// HEADROCK HAM 4: End new UDB texts and tooltips
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Screen messages for sector inventory sorting reports.
|
||||
STR16 gzMapInventorySortingMessage[] =
|
||||
{
|
||||
L"Finished sorting ammo into crates in sector %c%d.",
|
||||
L"Finished removing attachments from items in sector %c%d.",
|
||||
L"Finished ejecting ammo from weapons in sector %c%d.",
|
||||
L"Finished stacking and merging all items in sector %c%d.",
|
||||
};
|
||||
|
||||
STR16 gzMapInventoryFilterOptions[] =
|
||||
{
|
||||
L"Show all",
|
||||
L"Guns",
|
||||
L"Ammo",
|
||||
L"Explosives",
|
||||
L"Melee Weapons",
|
||||
L"Armor",
|
||||
L"LBE",
|
||||
L"Kits",
|
||||
L"Misc. Items",
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
|
||||
@@ -7073,8 +7073,8 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|A|i|m |B|o|n|u|s",
|
||||
L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e",
|
||||
L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
|
||||
+107
-28
@@ -2475,6 +2475,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Précision",
|
||||
L"Dégats",
|
||||
L"Portée",
|
||||
L"", //3
|
||||
L"Niveaux de visée",
|
||||
L"Facteur de visée",
|
||||
L"Meilleurs portée maser moyenne",
|
||||
@@ -2483,8 +2484,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Fiabilité",
|
||||
L"Facilité d'entretien",
|
||||
L"Portée mini pour bonus visée",
|
||||
L"Facteur de toucher",
|
||||
L"", //12
|
||||
L"Facteur de toucher",
|
||||
L"PA pour mettre en joue",
|
||||
L"PA par tir",
|
||||
L"PA par rafale",
|
||||
@@ -2508,18 +2508,19 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
{
|
||||
L"Précision",
|
||||
L"Dégats",
|
||||
L"Portée",
|
||||
L"Niveaux de visée",
|
||||
L"Facteur de visée",
|
||||
L"Moyenne meilleurs portées laser",
|
||||
L"Cache-flammes",
|
||||
L"Intensité sonore (Valeur faible recommandée)",
|
||||
L"Fiabilité",
|
||||
L"Facilité d'entretien",
|
||||
L"Portée mini pour bonus visée",
|
||||
L"Facteur de toucher",
|
||||
// TODO.Translate
|
||||
L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.",
|
||||
L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.",
|
||||
L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.",
|
||||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.",
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.",
|
||||
L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.",
|
||||
L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.",
|
||||
L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)",
|
||||
L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.",
|
||||
L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
L"", //12
|
||||
L"PA pour mettre en joue",
|
||||
L"PA par tir",
|
||||
@@ -3187,6 +3188,25 @@ STR16 pMapScreenInvenButtonHelpText[] =
|
||||
L"Suivant (|.)", // next page
|
||||
L"Précédent (|,)", // previous page
|
||||
L"Quitter l'inventaire du secteur (|E|s|c)", // exit sector inventory
|
||||
|
||||
// TODO.Translate
|
||||
L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button
|
||||
L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge
|
||||
L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates; |R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo
|
||||
// 6 - 10
|
||||
L"Remove all item attachments", // HEADROCK HAM 5: Separate Attachments
|
||||
L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo
|
||||
L"|L|e|f|t |C|l|i|c|k: Show all items; |R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Guns; |R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition; |R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button
|
||||
// 11 - 15
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Explosives; |R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons; |R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Armor; |R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle LBEs; |R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Kits; |R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button
|
||||
// 16 - 20
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items; |R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button
|
||||
};
|
||||
|
||||
STR16 pMapScreenBottomFastHelp[] =
|
||||
@@ -6104,6 +6124,29 @@ STR16 New113HAMMessage[] =
|
||||
L"Dépenses quotidiennes",
|
||||
// 21 - 25
|
||||
L"Fonds insuffisants pour payer toute la milice enrôlée ! %d milices se sont dissolu et sont rentrés chez eux.",
|
||||
|
||||
// TODO.Translate
|
||||
L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5
|
||||
L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5
|
||||
L"To merge two items during combat, you must pick them both up first.", // HAM 5
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
|
||||
STR16 gzTransformationMessage[] =
|
||||
{
|
||||
L"No available adjustments",
|
||||
L"%s was split into several parts.",
|
||||
L"%s was split into several parts. Check %s's inventory for the resulting items.",
|
||||
L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.",
|
||||
L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.",
|
||||
L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)",
|
||||
// 6 - 10
|
||||
L"Split Crate into Inventory",
|
||||
L"Split into %d-rd Mags",
|
||||
L"%s was split into %d Magazines containing %d rounds each.",
|
||||
L"%s was split into %s's inventory.",
|
||||
L"There is insufficient room in %s's inventory to fit any magazines of this caliber!",
|
||||
};
|
||||
|
||||
// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends
|
||||
@@ -6767,6 +6810,7 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|P|r|é|c|i|s|i|o|n",
|
||||
L"|D|é|g|â|t",
|
||||
L"|P|o|r|t|é|e",
|
||||
L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate
|
||||
L"|N|i|v|e|a|u |d|e |v|i|s|é|e",
|
||||
L"|A|g|g|r|a|n|d|i|s|s|e|m|e|n|t |d|e |l|a |l|u|n|e|t|t|e",
|
||||
L"|F|a|c|t|e|u|r |d|e |p|r|o|j|e|c|t|i|o|n",
|
||||
@@ -6775,16 +6819,15 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|F|i|a|b|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",
|
||||
L"|P|o|r|t|é|e |m|i|n|i|m|u|m |p|o|u|r |b|o|n|u|s |d|e |v|i|s|é|e",
|
||||
L"|F|a|c|t|e|u|r |d|e |d|é|g|â|t|s",
|
||||
L"", // (12)
|
||||
L"|F|a|c|t|e|u|r |d|e |d|é|g|â|t|s",
|
||||
L"|N|o|m|b|r|e |d|e |P|A| |p|o|u|r |m|e|t|t|r|e |e|n |j|o|u|e",
|
||||
L"|N|o|m|b|r|e |d|e |P|A| |p|o|u|r |t|i|r|e|r",
|
||||
L"|N|o|m|b|r|e |d|e |P|A| |t|i|r |e|n |R|a|f|a|l|e",
|
||||
L"|N|o|m|b|r|e |d|e |P|A| |t|i|r |e|n |A|u|t|o|m|a|t|i|q|u|e",
|
||||
L"|N|o|m|b|r|e |d|e |P|A| |p|o|u|r |r|e|c|h|a|r|g|e|r",
|
||||
L"|N|o|m|b|r|e |d|e |P|A| |p|o|u|r |r|e|c|h|a|r|g|e|r |m|a|n|u|e|l|l|e|m|e|n|t",
|
||||
L"|R|e|c|u|l |l|a|t|é|r|a|l",
|
||||
L"|R|e|c|u|l |v|e|r|t|i|c|a|l",
|
||||
L"|R|e|c|u|l |l|a|t|é|r|a|l", // No longer used!
|
||||
L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate
|
||||
L"|T|i|r |a|u|t|o|m|a|t|i|q|u|e |p|o|u|r |5 |P|A",
|
||||
};
|
||||
|
||||
@@ -6793,6 +6836,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nDétermine si des balles tirées par cette arme dévieront\nloin de l'impact d'origine.\n \nEchelle: 0-100.\nValeur élevée recommandée.",
|
||||
L"\n \nDétermine la quantité moyenne de dégâts faits par\ndes balles tirées de cette arme, avant\n de tenir compte de l'armure et de la pénétration d'armure.\n \nValeur élevée recommandée.",
|
||||
L"\n \nDistance maximale (en cases) que vont parcourir les balles\ntirées par cette arme avant de redescendre vers le sol.\n \nValeur élevée recommandée.",
|
||||
L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nCeci est le nombre de niveau de visée supplémentaire que\nvous pouvez ajouter en visant avec cette arme.\n \nRéduire le nombre de niveau de visée signifie que chaque\nniveau ajoute proportionnellement plus de précision au tir.\nPar conséquent, avoir peu de niveaux de visée vous\npermettera de garder une bonne précision avec une vitesse\nde mise en joue élevée !\n \nValeur faible recommandée.",
|
||||
L"\n \nUne valeur plus grande de *1.0, réduit proportionnellement\nles erreurs de visée à distance.\n \nN'oubliez pas qu'un trop gros zoom sur une cible\nproche vous pénalisera !\n \nLa valeur de 1.0 signifie qu'aucune lunette est installée.",
|
||||
L"\n \nRéduit proportionnellement les erreurs de visée à distance.\n \nCes effets ne sont valables qu'à une distance donnée,\net se dissipent ou disparaissent\nà une longue distance.\n \nValeur élevée recommandée.",
|
||||
@@ -6801,16 +6845,15 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
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 \nPortée minimum où la lunette de visée fournit un bonus de visée.",
|
||||
L"\n \nFacteur de chance de toucher accordé par un laser.",
|
||||
L"", // (12)
|
||||
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.",
|
||||
L"\n \nLe nombre de PA requis pour effectuer\nune attaque simple avec cette arme.\n \nPour les fusils, c'est le coût pour un tir\nsimple sans niveau de visée.\n \nSi cet icone est grisé, les tirs simples\n ne sont pas possible.\n \nValeur faible recommandée.",
|
||||
L"\n \nLe nombre de PA requis pour tirer une Rafale.\n \nle nombre de balles tirées pour chaque rafale est\ndéterminé par l'arme elle-même, et indiqué\npar le nombre de balles sur cette icone.\n \nSi cette icone est grisé, le mode rafale \nn'est pas possible avec cette arme.\n \nValeur faible recommandée.",
|
||||
L"\n \nLe nombre de PA requis pour tirer en Automatique.\n \nSi vous voulez tirez plus de balles,\ncela coûtera plus de PA.\n \nSi cette icone est grisé, le mode Auto\nn'est pas possible avec cette arme.\n \nValeur faible recommandée.",
|
||||
L"\n \nLe nombre de PA requis pour recharger cette arme.\n \nValeur faible recommandée.",
|
||||
L"\n \nLe nombre de PA requis pour recharger cette arme\nentre chaque tir.\n \nValeur faible recommandée.",
|
||||
L"\n \nDistance à laquelle le canon va se déplacer horizontalement\naprès chaque tir en mode Auto ou rafale.\n \nUn nombre positif indique qu'il se déplacera vers la droite.\nEt un nombre négatif pour la gauche.\n \nValeur proche de 0 recommandée.",
|
||||
L"\n \nDistance à laquelle le canon va se déplacer verticalement\naprès chaque tir en mode\nAuto ou rafale.\n \nUn nombre positif indique qu'il se déplacera vers le haut.\nEt un nombre négatif pour le bas.\n \nValeur proche de 0 recommandée.",
|
||||
L"\n \nDistance à laquelle le canon va se déplacer horizontalement\naprès chaque tir en mode Auto ou rafale.\n \nUn nombre positif indique qu'il se déplacera vers la droite.\nEt un nombre négatif pour la gauche.\n \nValeur proche de 0 recommandée.", // No longer used!
|
||||
L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate
|
||||
L"\n \nIndique le nombre de balles qui seront ajoutés\nau mode Auto tous les 5 PA que vous dépensez.\n \nValeur élevée recommandée.",
|
||||
};
|
||||
|
||||
@@ -6848,6 +6891,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
{
|
||||
L"|D|é|g|â|t|s",
|
||||
L"|D|é|g|â|t|s |é|t|o|u|r|d|i|s|a|n|t",
|
||||
L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"|R|a|y|o|n |d|'|e|x|p|l|o|s|i|o|n",
|
||||
L"|R|a|y|o|n |d|'|e|x|p|l|o|s|i|o|n |é|t|o|u|r|d|i|s|a|n|t|e",
|
||||
L"|R|a|y|o|n |d|'|e|x|p|l|o|s|i|o|n |s|o|n|o|r|e",
|
||||
@@ -6862,6 +6906,11 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
L"|F|i|n |r|a|y|o|n |f|u|m|é|e",
|
||||
L"|F|i|n |r|a|y|o|n |i|n|c|e|n|d|i|e",
|
||||
L"|D|u|r|é|e |d|e |l|'|e|f|f|e|t",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s",
|
||||
L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t",
|
||||
L"|F|r|a|g|m|e|n|t |R|a|n|g|e",
|
||||
// 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",
|
||||
};
|
||||
@@ -6870,6 +6919,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
{
|
||||
L"\n \nLa quantité de dégâts causés par cet explosif.\n \nNotez que les explosifs de type 'explosion' livrent des dégâts\nseulement une fois (quand ils explosent), tandis que les\nexplosifs à effets prolongés livrent cette quantité de dégâts\nà chaque tour jusqu'à ce que l'effet se dissipe.\n \nValeur élevée recommandée.",
|
||||
L"\n \nLa quantité de dégâts non mortels (étourdissant) causés\npar cet explosif.\n \nNotez que les explosifs de type 'explosion' livrent des\ndégâts seulement une fois (quand ils explosent), tandis\nque les explosifs à effets prolongés livrent cette\nquantité de dégâts d'étourdissement à chaque tour jusqu'à\nce que l'effet se dissipe.\n \nValeur élevée recommandée.",
|
||||
L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"\n \nRayon de l'explosion causé par cet objet.\n \nPlus les ennemis seront loin du centre de l'explosion\nmoins ils subiront de dégâts.\n \nValeur élevée recommandée.",
|
||||
L"\n \nRayon de l'etourdissement causé par cet objet.\n \nPlus les ennemis seront loin du centre de l'explosion\nmoins ils subiront de dégâts.\n \nValeur élevée recommandée.",
|
||||
L"\n \nDistance du parcours du bruit causé par ce piège.\n Les ennemis placés en deçà de cette distance entendront\n votre piège et sonneront l'alerte.\n \nValeur faible recommandée.",
|
||||
@@ -6884,6 +6934,11 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
L"\n \nRayon de fin libéré par la fumée.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour,\nà moins qu'ils portent un masque à gaz. plus important,\nquiconque se trouvant à l'intérieur de la fumée aura des difficultés à se repérer,\net perdra aussi sa visibilité.\n \nA noter également la fin du rayon et la durée de\nl'effet.\n \nValeur élevée recommandée.",
|
||||
L"\n \nRayon de départ causés par les flammes.\n \nLes ennemis placés en deçà de cette distance subiront\ndes dégâts et des étourdissements à chaque tour.\n \nA noter également la fin du rayon et la durée de\nl'effet.\n \nValeur élevée recommandée.",
|
||||
L"\n \nDurée des effets de l'explosion.\n \nChaque tour, le rayon s'aggrandit d'un case dans\n toutes les directions, avant d'atteindre\nla vlauer de fin de rayon indiquée.\n \nQuand la durée a été atteinte, les effets se\ndissipent complètement.\n \nA noter aussi que contrairement aux autres explosifs qui\nont une durée d'effet, le flash lumineux faiblit\nau cours du temps, avant de disparaître.\n \nValeur élevée recommandée.",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.",
|
||||
L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.",
|
||||
// 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 \nEchelle: 0-100.\nValeur faible recommandée.",
|
||||
};
|
||||
@@ -7000,12 +7055,12 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|B|o|n|u|s |d|e |v|i|s|é|e",
|
||||
L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate
|
||||
L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7135,6 +7190,30 @@ STR16 gzNCTHlabels[]=
|
||||
// HEADROCK HAM 4: End new UDB texts and tooltips
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Screen messages for sector inventory sorting reports.
|
||||
STR16 gzMapInventorySortingMessage[] =
|
||||
{
|
||||
L"Finished sorting ammo into crates in sector %c%d.",
|
||||
L"Finished removing attachments from items in sector %c%d.",
|
||||
L"Finished ejecting ammo from weapons in sector %c%d.",
|
||||
L"Finished stacking and merging all items in sector %c%d.",
|
||||
};
|
||||
|
||||
STR16 gzMapInventoryFilterOptions[] =
|
||||
{
|
||||
L"Show all",
|
||||
L"Guns",
|
||||
L"Ammo",
|
||||
L"Explosives",
|
||||
L"Melee Weapons",
|
||||
L"Armor",
|
||||
L"LBE",
|
||||
L"Kits",
|
||||
L"Misc. Items",
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
|
||||
+100
-22
@@ -2483,6 +2483,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Genauigkeit",
|
||||
L"Schaden",
|
||||
L"Reichweite",
|
||||
L"", //3
|
||||
L"Zielgenauigkeit",
|
||||
L"Zielen-Modifikator",
|
||||
L"Durchschn. beste Laser-Reichweite",
|
||||
@@ -2491,8 +2492,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Zuverlässigkeit",
|
||||
L"Reparaturleichtigkeit",
|
||||
L"Min. Reichweite für Zielen-Bonus",
|
||||
L"Treffer-Modifikator",
|
||||
L"", //12
|
||||
L"Treffer-Modifikator",
|
||||
L"APs zum Anlegen",
|
||||
L"APs für Einzelschuss",
|
||||
L"APs für Feuerstoß",
|
||||
@@ -2516,18 +2516,19 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
{
|
||||
L"Genauigkeit",
|
||||
L"Schaden",
|
||||
L"Reichweite",
|
||||
L"Zielgenauigkeit",
|
||||
L"Zielen-Modifikator",
|
||||
L"Durchschn. beste Laser-Reichweite",
|
||||
L"Mündungsfeuerdämpfung",
|
||||
L"Lautstärke (Niedriger ist besser)",
|
||||
L"Zuverlässigkeit",
|
||||
L"Reparaturleichtigkeit",
|
||||
L"Min. Reichweite für Zielen-Bonus",
|
||||
L"Treffer-Modifikator",
|
||||
// TODO.Translate
|
||||
L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.",
|
||||
L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.",
|
||||
L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.",
|
||||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.",
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.",
|
||||
L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.",
|
||||
L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.",
|
||||
L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)",
|
||||
L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.",
|
||||
L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
L"", //12
|
||||
L"APs zum Anlegen",
|
||||
L"APs für Einzelschuss",
|
||||
@@ -3176,6 +3177,25 @@ STR16 pMapScreenInvenButtonHelpText[] =
|
||||
L"Nächste (|.)", // next page
|
||||
L"Vorherige (|,)", // previous page
|
||||
L"Sektor Inventar schließen (|E|s|c)", // exit sector inventory
|
||||
|
||||
// TODO.Translate
|
||||
L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button
|
||||
L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge
|
||||
L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates; |R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo
|
||||
// 6 - 10
|
||||
L"Remove all item attachments", // HEADROCK HAM 5: Separate Attachments
|
||||
L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo
|
||||
L"|L|e|f|t |C|l|i|c|k: Show all items; |R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Guns; |R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition; |R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button
|
||||
// 11 - 15
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Explosives; |R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons; |R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Armor; |R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle LBEs; |R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Kits; |R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button
|
||||
// 16 - 20
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items; |R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button
|
||||
};
|
||||
|
||||
STR16 pMapScreenBottomFastHelp[] =
|
||||
@@ -5951,6 +5971,28 @@ STR16 New113HAMMessage[] =
|
||||
// 21 - 25
|
||||
L"Nicht genug Geld für alle angeworbenen Milzen! %d Milzen wurden entlassen und sind heimgekehrt.",
|
||||
|
||||
// TODO.Translate
|
||||
L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5
|
||||
L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5
|
||||
L"To merge two items during combat, you must pick them both up first.", // HAM 5
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
|
||||
STR16 gzTransformationMessage[] =
|
||||
{
|
||||
L"No available adjustments",
|
||||
L"%s was split into several parts.",
|
||||
L"%s was split into several parts. Check %s's inventory for the resulting items.",
|
||||
L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.",
|
||||
L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.",
|
||||
L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)",
|
||||
// 6 - 10
|
||||
L"Split Crate into Inventory",
|
||||
L"Split into %d-rd Mags",
|
||||
L"%s was split into %d Magazines containing %d rounds each.",
|
||||
L"%s was split into %s's inventory.",
|
||||
L"There is insufficient room in %s's inventory to fit any magazines of this caliber!",
|
||||
};
|
||||
|
||||
// WANNE: These are the email texts Speck sends when one of the 4 new 1.13 MERC mercs have levelled up
|
||||
@@ -6617,6 +6659,7 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|G|e|n|a|u|i|g|k|e|i|t",
|
||||
L"|S|c|h|a|d|e|n",
|
||||
L"|R|e|i|c|h|w|e|i|t|e",
|
||||
L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate
|
||||
L"|E|r|l|a|u|b|t|e |Z|i|e|l|s|t|u|f|e|n",
|
||||
L"|V|e|r|g|r|ö|ß|e|r|u|n|g|s|f|a|k|t|o|r",
|
||||
L"|P|r|o|j|e|k|t|i|o|n|s|f|a|k|t|o|r",
|
||||
@@ -6625,16 +6668,15 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|Z|u|v|e|r|l|ä|s|s|i|g|k|e|i|t",
|
||||
L"|R|e|p|a|r|i|e|r|f|ä|h|i|g|k|e|i|t",
|
||||
L"|M|i|n|d|e|s|t |R|e|i|c|h|w|e|i|t|e |f|ü|r |Z|i|e|l|v|o|r|t|e|i|l",
|
||||
L"|T|r|e|f|f|e|r |M|o|d|i|f|i|k|a|t|o|r",
|
||||
L"", // (12)
|
||||
L"|T|r|e|f|f|e|r |M|o|d|i|f|i|k|a|t|o|r",
|
||||
L"|A|P|s |f|ü|r |A|n|l|e|g|e|n",
|
||||
L"|A|P|s |f|ü|r |S|c|h|u|s|s",
|
||||
L"|A|P|s |f|ü|r |Fe|u|e|r|s|t|o|ß ",
|
||||
L"|A|P|s |f|ü|r |A|u|t|o|f|e|u|e|r",
|
||||
L"|A|P|s |f|ü|r |N|a|c|h|l|a|d|e|n",
|
||||
L"|A|P|s |f|ü|r |R|e|p|e|t|i|e|r|e|n",
|
||||
L"|H|o|r|i|z|o|n|t|a|l|e|r |R|ü|c|k|s|t|o|ß",
|
||||
L"|V|e|r|t|i|k|a|l|e|r |R|ü|c|k|s|t|o|ß",
|
||||
L"|H|o|r|i|z|o|n|t|a|l|e|r |R|ü|c|k|s|t|o|ß", // No longer used!
|
||||
L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate
|
||||
L"|A|u|t|o|f|e|u|e|r |p|r|o |5 |A|P|s",
|
||||
};
|
||||
|
||||
@@ -6643,6 +6685,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nBestimmt ob Kugeln, welche von dieser Waffe gefeuert werden, vom\nZiel abweichen.\n \nMaßstab: 0-100.\nHöher ist besser.",
|
||||
L"\n \nBestimmt den durchschnittlichen Schaden den von dieser Waffe gefeuerte Kugeln machen,\nbevor Berücksichtigung von Rüstung oder Rüstungsdurchdringen.\n \nHöher ist besser.",
|
||||
L"\n \nDie gößte Entfernung (in Felder) die von dieser Waffe gefeuerte Kugel\nzurücklegen, bevor sie zu Boden fallen.\n \nHöher ist besser.",
|
||||
L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nDas ist die Anzahl von extra Ziellevel welche Sie erhalten,\nwenn Sie mit der Waffe zielen.\n \nJe weniger Ziellevel erlaubt sind desto mehr\nLevel erhalten Sie. Deshalb, weniger Level zu haben,\nmacht die Waffe schneller ohne an Genauigkeit\nzu verlieren.\n \nNiedriger ist besser.",
|
||||
L"\n \nWenn größer als 1.0, werden Zielfehler\nproportional zur Entfernung reduziert.\n \nZur Erinnernung hohe Zielfernrohrvergrößerungen sind schädlich wenn das Ziel zu nahe ist!\n \n Der Wert von 1.0 bedeutet kein Zielfernrohr wird benutzt.",
|
||||
L"\n \nReduziert Zielfehler proportional zur Entfernung.\n \nDieser Effekt wirkt bis zu einer gegebenen Entfernung,\ndann löst er sich langsam auf und verschwindet evtl. bei ausreichender Entfernung.\n \nHöher ist besser.",
|
||||
@@ -6651,16 +6694,15 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
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 \nDie minimale Entfernung um einen Zielvorteil zu erhalten.",
|
||||
L"\n \nTreffermodifikator den eine Laservorrichtung gewährleistet.",
|
||||
L"", // (12)
|
||||
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.",
|
||||
L"\n \nDie Anzahl von APs nötig um einen einzelnen Angriff mit dieser Waffe durchzuführen.\n \nFür Schusswaffen ist dies der Aufwand für einen Einzelschuss ohne extra Zielen.\n \nWenn das Symbol 'grau' erscheint sind Einzelschüsse nicht möglich.\n \nNiedriger ist besser.",
|
||||
L"\n \nDie Anzahl von APs die für einen Feuerstoß benötigt werden.\n \nDie Anzahl der Geschosse welche mit jedem Feuerstoß abgefeuert werden hängt von der Waffe selbst ab,\nund ist angedeutet bei der Anzahl der Kugeln neben dem Symbol.\n \nWenn das Symbol 'grau' erscheint ist ein Feuerstoss nicht möglich.\n \nNiedriger ist besser.",
|
||||
L"\n \nDie Anzahl von APs die für eine Autofeuer Salve von genau 3 Kugeln benötigt werden.\nWenn das Symbol 'grau' erscheint ist Autofeuer nicht möglich.\n \nNiedriger ist besser.",
|
||||
L"\n \nDie Anzahl von APs die für das Nachladen benötigt werden.\n \nNiedriger ist besser.",
|
||||
L"\n \nDie Anzahl von APs die für das repetieren der Waffe benötigt werden.\n \nNiedriger ist besser.",
|
||||
L"\n \nDie Entfernung in der die Mündung horizontal nach jeder Salve in Feurstoss- oder Autofeurmodus abweicht.\n \nPositive Zahlen zeigen Abweichungen nach rechts an.\nNegative Zahlen zeigen Abweichungen nach links an.\n \nNäher an 0 ist besser.",
|
||||
L"\n \nDie Entfernung in der die Mündung vertikal nach jeder Salve in Feurstoss- oder Autofeurmodus abweicht.\n \nPositive Zahlen zeigen Abweichungen nach oben an.\nNegative Zahlen zeigen Abweichungen nach unten an.\n \nNäher an 0 ist besser.",
|
||||
L"\n \nDie Entfernung in der die Mündung horizontal nach jeder Salve in Feurstoss- oder Autofeurmodus abweicht.\n \nPositive Zahlen zeigen Abweichungen nach rechts an.\nNegative Zahlen zeigen Abweichungen nach links an.\n \nNäher an 0 ist besser.", // No longer used!
|
||||
L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate
|
||||
L"\n \nZeigt die Anzahl der Kugeln an, welche zu einer Autofeuer Salve für jeweils 5 investierte AP addiert werden.\n \nHöher ist besser.",
|
||||
};
|
||||
|
||||
@@ -6698,6 +6740,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
{
|
||||
L"|S|c|h|a|d|e|n",
|
||||
L"|B|e|t|ä|u|b|u|n|g|s|s|c|h|a|d|e|n",
|
||||
L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"|R|a|d|i|u|s|-|D|r|u|c|k|w|e|l|l|e",
|
||||
L"|R|a|d|i|u|s|-|B|e|t|ä|u|b|u|n|g|s|s|c|h|a|d|e|n",
|
||||
L"|R|a|d|i|u|s|-|G|e|r|ä|u|s|c|h",
|
||||
@@ -6712,6 +6755,11 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
L"|E|n|d|r|a|d|i|u|s|-|R|a|u|c|h",
|
||||
L"|E|n|d|r|a|d|i|u|s|-|F|e|u|e|r ",
|
||||
L"|Z|e|i|t|d|a|u|e|r",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s",
|
||||
L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t",
|
||||
L"|F|r|a|g|m|e|n|t |R|a|n|g|e",
|
||||
// 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",
|
||||
};
|
||||
@@ -6720,6 +6768,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
{
|
||||
L"\n \nDer Schaden der durch diesen Sprengstoff\nverursacht wird.\n \nAnmerkung: Sprengstoffe die in einer Druckwelle explodieren liefern\nnur einmal Schaden (dann wenn Sie explodieren), während anhaltend wirkende\nSprengstoffe rundenübergreifend Schaden bis die Wirkung nachlässt.\n \nHöher ist besser.",
|
||||
L"\n \nDer Betäubungschaden (nicht tödlich) der durch diesen\nSprengstoff verursacht wird.\n \nAnmerkung: Sprengstoffe die in einer Druckwelle explodieren liefern\nnur einmal Schaden (dann wenn Sie explodieren), während anhaltend wirkende\nSprengstoffe rundenübergreifend Schaden bis die Wirkung nachlässt.\n \nHöher ist besser.",
|
||||
L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"\n \nDas ist der Radius der Explosionswelle den dieser\nSprengstoff hervorruft.\n \nZiele werden weniger Schaden erleiden desto weiter entfernt\nsie von der Mitte der Explosion sind.\n \nHöher ist besser.",
|
||||
L"\n \nDas ist der Radius des Betäubungsschlags den dieser\nSprengstoff hervorruft.\n \nZiele werden weniger Schaden erleiden desto weiter entfernt\nsie von der Mitte der Explosion sind.\n \nHöher ist besser.",
|
||||
L"\n \nDie Entfernung die das Geräusch der Explosion\nzurücklegen wird. Soldaten innerhalb der Entfernung \nsind fähig das Geräusch zu hören und werden gewarnt.\n \nHöher ist besser.",
|
||||
@@ -6734,6 +6783,11 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
L"\n \nDas ist der Endradius den das Rauchs durch den\nSprengstoff vor dem Verschwinden freisetzt.\n \nJeder innerhalb der Rauchwolke ist sehr schwer zu erkennen,\nund verliert ein ganzes Stück Sichtweite.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.",
|
||||
L"\n \nDas ist der Endradius den die Flammen dieses\nSprengstoffs einnehmen, bevor sie verschwinden.\n \nFeinde, die innerhalb des Radius erfasst werden erleiden\nden angegebenen Schaden jede Runde.\n \nAchte auf Endradius und Dauer\nder Wirkung.\n \nHöher ist besser.",
|
||||
L"\n \nDas ist die Wirkungsdauer des Sprengstoffs.\n \nJeden Zug wird der Wirkungsradius wachsen, \nein Feld in jede Richtung, bis\nder angegebene Endradius erreicht ist.\n \nWird die maximale Dauer erreicht, verschwindet\ndie Wirkung vollständig.\n \nLicht freigesetzt durch Sprengstoffe\nnimmt ab, im Unterschied zu anderen Wirkungen.\n \nHöher ist besser.",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.",
|
||||
L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.",
|
||||
// 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.",
|
||||
};
|
||||
@@ -6985,6 +7039,30 @@ STR16 gzNCTHlabels[]=
|
||||
// HEADROCK HAM 4: End new UDB texts and tooltips
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Screen messages for sector inventory sorting reports.
|
||||
STR16 gzMapInventorySortingMessage[] =
|
||||
{
|
||||
L"Finished sorting ammo into crates in sector %c%d.",
|
||||
L"Finished removing attachments from items in sector %c%d.",
|
||||
L"Finished ejecting ammo from weapons in sector %c%d.",
|
||||
L"Finished stacking and merging all items in sector %c%d.",
|
||||
};
|
||||
|
||||
STR16 gzMapInventoryFilterOptions[] =
|
||||
{
|
||||
L"Show all",
|
||||
L"Guns",
|
||||
L"Ammo",
|
||||
L"Explosives",
|
||||
L"Melee Weapons",
|
||||
L"Armor",
|
||||
L"LBE",
|
||||
L"Kits",
|
||||
L"Misc. Items",
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
|
||||
+107
-28
@@ -2468,6 +2468,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Accuracy",
|
||||
L"Damage",
|
||||
L"Range",
|
||||
L"", //3
|
||||
L"Aiming Levels",
|
||||
L"Aiming Modifier",
|
||||
L"Average Best Laser Range",
|
||||
@@ -2476,8 +2477,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Reliability",
|
||||
L"Repair Ease",
|
||||
L"Min. Range for Aiming Bonus",
|
||||
L"To-Hit Modifier",
|
||||
L"", //12
|
||||
L"To-Hit Modifier",
|
||||
L"APs to ready",
|
||||
L"APs to fire Single",
|
||||
L"APs to fire Burst",
|
||||
@@ -2501,18 +2501,19 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
{
|
||||
L"Accuracy",
|
||||
L"Damage",
|
||||
L"Range",
|
||||
L"Aiming Levels",
|
||||
L"Aiming Modifier",
|
||||
L"Average Best Laser Range",
|
||||
L"Flash Suppression",
|
||||
L"Loudness (Lower is better)",
|
||||
L"Reliability",
|
||||
L"Repair Ease",
|
||||
L"Min. Range for Aiming Bonus",
|
||||
L"To-Hit Modifier",
|
||||
// TODO.Translate
|
||||
L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.",
|
||||
L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.",
|
||||
L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.",
|
||||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.",
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.",
|
||||
L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.",
|
||||
L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.",
|
||||
L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)",
|
||||
L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.",
|
||||
L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
L"", //12
|
||||
L"APs to ready",
|
||||
L"APs to fire Single",
|
||||
@@ -3181,6 +3182,25 @@ STR16 pMapScreenInvenButtonHelpText[] =
|
||||
L"Next (|.)", // next page // TODO.Translate
|
||||
L"Previous (|,)", // previous page // TODO.Translate
|
||||
L"Exit Sector Inventory (|E|s|c)", // exit sector inventory // TODO.Translate
|
||||
|
||||
// TODO.Translate
|
||||
L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button
|
||||
L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge
|
||||
L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates; |R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo
|
||||
// 6 - 10
|
||||
L"Remove all item attachments", // HEADROCK HAM 5: Separate Attachments
|
||||
L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo
|
||||
L"|L|e|f|t |C|l|i|c|k: Show all items; |R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Guns; |R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition; |R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button
|
||||
// 11 - 15
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Explosives; |R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons; |R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Armor; |R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle LBEs; |R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Kits; |R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button
|
||||
// 16 - 20
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items; |R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button
|
||||
};
|
||||
|
||||
STR16 pMapScreenBottomFastHelp[] =
|
||||
@@ -6113,6 +6133,29 @@ STR16 New113HAMMessage[] =
|
||||
L"Daily Expenses",
|
||||
// 21 - 25
|
||||
L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.",
|
||||
|
||||
// TODO.Translate
|
||||
L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5
|
||||
L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5
|
||||
L"To merge two items during combat, you must pick them both up first.", // HAM 5
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
|
||||
STR16 gzTransformationMessage[] =
|
||||
{
|
||||
L"No available adjustments",
|
||||
L"%s was split into several parts.",
|
||||
L"%s was split into several parts. Check %s's inventory for the resulting items.",
|
||||
L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.",
|
||||
L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.",
|
||||
L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)",
|
||||
// 6 - 10
|
||||
L"Split Crate into Inventory",
|
||||
L"Split into %d-rd Mags",
|
||||
L"%s was split into %d Magazines containing %d rounds each.",
|
||||
L"%s was split into %s's inventory.",
|
||||
L"There is insufficient room in %s's inventory to fit any magazines of this caliber!",
|
||||
};
|
||||
|
||||
// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends
|
||||
@@ -6781,6 +6824,7 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|A|c|c|u|r|a|c|y",
|
||||
L"|D|a|m|a|g|e",
|
||||
L"|R|a|n|g|e",
|
||||
L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate
|
||||
L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s",
|
||||
L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r",
|
||||
L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r",
|
||||
@@ -6789,16 +6833,15 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|R|e|l|i|a|b|i|l|i|t|y",
|
||||
L"|R|e|p|a|i|r |E|a|s|e",
|
||||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s",
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
|
||||
L"", // (12)
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
|
||||
L"|A|P|s |t|o |R|e|a|d|y",
|
||||
L"|A|P|s |t|o |A|t|t|a|c|k",
|
||||
L"|A|P|s |t|o |B|u|r|s|t",
|
||||
L"|A|P|s |t|o |A|u|t|o|f|i|r|e",
|
||||
L"|A|P|s |t|o |R|e|l|o|a|d",
|
||||
L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r",
|
||||
L"|L|a|t|e|r|a|l |R|e|c|o|i|l",
|
||||
L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l",
|
||||
L"|L|a|t|e|r|a|l |R|e|c|o|i|l", // No longer used!
|
||||
L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate
|
||||
L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s",
|
||||
};
|
||||
|
||||
@@ -6807,6 +6850,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.",
|
||||
L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.",
|
||||
L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.",
|
||||
L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.",
|
||||
L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.",
|
||||
L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.",
|
||||
@@ -6815,16 +6859,15 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
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 \nThe minimum range at which a scope can provide it's aimBonus.",
|
||||
L"\n \nTo hit modifier granted by laser sights.",
|
||||
L"", // (12)
|
||||
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.",
|
||||
L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nvertically between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting upwards.\nNegative numbers indicate shifting downwards.\n \nCloser to 0 is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", // No longer used!
|
||||
L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate
|
||||
L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
|
||||
};
|
||||
|
||||
@@ -6862,6 +6905,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
{
|
||||
L"|D|a|m|a|g|e",
|
||||
L"|S|t|u|n |D|a|m|a|g|e",
|
||||
L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"|B|l|a|s|t |R|a|d|i|u|s",
|
||||
L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s",
|
||||
L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s",
|
||||
@@ -6876,6 +6920,11 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s",
|
||||
L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s",
|
||||
L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s",
|
||||
L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t",
|
||||
L"|F|r|a|g|m|e|n|t |R|a|n|g|e",
|
||||
// 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",
|
||||
};
|
||||
@@ -6884,6 +6933,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
{
|
||||
L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.",
|
||||
L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.",
|
||||
L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.",
|
||||
L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.",
|
||||
@@ -6898,6 +6948,11 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
|
||||
L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.",
|
||||
L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.",
|
||||
L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.",
|
||||
// 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.",
|
||||
};
|
||||
@@ -7014,12 +7069,12 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|A|i|m |B|o|n|u|s",
|
||||
L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate
|
||||
L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7149,6 +7204,30 @@ STR16 gzNCTHlabels[]=
|
||||
// HEADROCK HAM 4: End new UDB texts and tooltips
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Screen messages for sector inventory sorting reports.
|
||||
STR16 gzMapInventorySortingMessage[] =
|
||||
{
|
||||
L"Finished sorting ammo into crates in sector %c%d.",
|
||||
L"Finished removing attachments from items in sector %c%d.",
|
||||
L"Finished ejecting ammo from weapons in sector %c%d.",
|
||||
L"Finished stacking and merging all items in sector %c%d.",
|
||||
};
|
||||
|
||||
STR16 gzMapInventoryFilterOptions[] =
|
||||
{
|
||||
L"Show all",
|
||||
L"Guns",
|
||||
L"Ammo",
|
||||
L"Explosives",
|
||||
L"Melee Weapons",
|
||||
L"Armor",
|
||||
L"LBE",
|
||||
L"Kits",
|
||||
L"Misc. Items",
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
|
||||
+107
-28
@@ -2483,6 +2483,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"CelnoŚć",
|
||||
L"Obraż.",
|
||||
L"Zas.",
|
||||
L"", //3
|
||||
L"Aiming Levels",
|
||||
L"Modf. celowania",
|
||||
L"Średni max zasg. lasera",
|
||||
@@ -2491,8 +2492,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Stan",
|
||||
L"Trud napraw",
|
||||
L"Min. zasg. dla bonusu cel.",
|
||||
L"Modyf. trafień",
|
||||
L"", //12
|
||||
L"Modyf. trafień",
|
||||
L"AP/przygot.",
|
||||
L"AP za 1 strzał",
|
||||
L"AP za serię",
|
||||
@@ -2516,18 +2516,19 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
{
|
||||
L"CelnoŚć",
|
||||
L"Obraż.",
|
||||
L"Zas.",
|
||||
L"Aiming Levels",
|
||||
L"Modf. celowania",
|
||||
L"Średni max zasg. lasera",
|
||||
L"Tłumienie błysku",
|
||||
L"GłoŚnoŚć (mniej - lepiej)",
|
||||
L"Stan",
|
||||
L"Trud napraw",
|
||||
L"Min. zasg. dla bonusu cel.",
|
||||
L"Modyf. trafień",
|
||||
// TODO.Translate
|
||||
L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.",
|
||||
L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.",
|
||||
L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.",
|
||||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.",
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.",
|
||||
L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.",
|
||||
L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.",
|
||||
L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)",
|
||||
L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.",
|
||||
L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
L"", //12
|
||||
L"AP/przygot.",
|
||||
L"AP za 1 strzał",
|
||||
@@ -3195,6 +3196,25 @@ STR16 pMapScreenInvenButtonHelpText[] =
|
||||
L"Next (|.)", // next page // TODO.Translate
|
||||
L"Previous (|,)", // previous page // TODO.Translate
|
||||
L"Exit Sector Inventory (|E|s|c)", // exit sector inventory // TODO.Translate
|
||||
|
||||
// TODO.Translate
|
||||
L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button
|
||||
L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge
|
||||
L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates; |R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo
|
||||
// 6 - 10
|
||||
L"Remove all item attachments", // HEADROCK HAM 5: Separate Attachments
|
||||
L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo
|
||||
L"|L|e|f|t |C|l|i|c|k: Show all items; |R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Guns; |R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition; |R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button
|
||||
// 11 - 15
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Explosives; |R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons; |R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Armor; |R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle LBEs; |R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Kits; |R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button
|
||||
// 16 - 20
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items; |R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button
|
||||
};
|
||||
|
||||
STR16 pMapScreenBottomFastHelp[] =
|
||||
@@ -6118,6 +6138,29 @@ STR16 New113HAMMessage[] =
|
||||
L"Dzienne wydatki",
|
||||
// 21 - 25
|
||||
L"Brak funduszy do opłacenia wykazanych jednostek samoobrony! %d jednostek opuszcza oddziały i wraca do domu.",
|
||||
|
||||
// TODO.Translate
|
||||
L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5
|
||||
L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5
|
||||
L"To merge two items during combat, you must pick them both up first.", // HAM 5
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
|
||||
STR16 gzTransformationMessage[] =
|
||||
{
|
||||
L"No available adjustments",
|
||||
L"%s was split into several parts.",
|
||||
L"%s was split into several parts. Check %s's inventory for the resulting items.",
|
||||
L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.",
|
||||
L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.",
|
||||
L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)",
|
||||
// 6 - 10
|
||||
L"Split Crate into Inventory",
|
||||
L"Split into %d-rd Mags",
|
||||
L"%s was split into %d Magazines containing %d rounds each.",
|
||||
L"%s was split into %s's inventory.",
|
||||
L"There is insufficient room in %s's inventory to fit any magazines of this caliber!",
|
||||
};
|
||||
|
||||
// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends
|
||||
@@ -6790,6 +6833,7 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|A|c|c|u|r|a|c|y",
|
||||
L"|D|a|m|a|g|e",
|
||||
L"|R|a|n|g|e",
|
||||
L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate
|
||||
L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s",
|
||||
L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r",
|
||||
L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r",
|
||||
@@ -6798,16 +6842,15 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|R|e|l|i|a|b|i|l|i|t|y",
|
||||
L"|R|e|p|a|i|r |E|a|s|e",
|
||||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s",
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
|
||||
L"", // (12)
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
|
||||
L"|A|P|s |t|o |R|e|a|d|y",
|
||||
L"|A|P|s |t|o |A|t|t|a|c|k",
|
||||
L"|A|P|s |t|o |B|u|r|s|t",
|
||||
L"|A|P|s |t|o |A|u|t|o|f|i|r|e",
|
||||
L"|A|P|s |t|o |R|e|l|o|a|d",
|
||||
L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r",
|
||||
L"|L|a|t|e|r|a|l |R|e|c|o|i|l",
|
||||
L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l",
|
||||
L"|L|a|t|e|r|a|l |R|e|c|o|i|l", // No longer used!
|
||||
L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate
|
||||
L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s",
|
||||
};
|
||||
|
||||
@@ -6816,6 +6859,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.",
|
||||
L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.",
|
||||
L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.",
|
||||
L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.",
|
||||
L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.",
|
||||
L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.",
|
||||
@@ -6824,16 +6868,15 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
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 \nThe minimum range at which a scope can provide it's aimBonus.",
|
||||
L"\n \nTo hit modifier granted by laser sights.",
|
||||
L"", // (12)
|
||||
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.",
|
||||
L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nvertically between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting upwards.\nNegative numbers indicate shifting downwards.\n \nCloser to 0 is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", // No longer used!
|
||||
L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate
|
||||
L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
|
||||
};
|
||||
|
||||
@@ -6871,6 +6914,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
{
|
||||
L"|D|a|m|a|g|e",
|
||||
L"|S|t|u|n |D|a|m|a|g|e",
|
||||
L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"|B|l|a|s|t |R|a|d|i|u|s",
|
||||
L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s",
|
||||
L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s",
|
||||
@@ -6885,6 +6929,11 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s",
|
||||
L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s",
|
||||
L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s",
|
||||
L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t",
|
||||
L"|F|r|a|g|m|e|n|t |R|a|n|g|e",
|
||||
// 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",
|
||||
};
|
||||
@@ -6893,6 +6942,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
{
|
||||
L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.",
|
||||
L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.",
|
||||
L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.",
|
||||
L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.",
|
||||
@@ -6907,6 +6957,11 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
|
||||
L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.",
|
||||
L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.",
|
||||
L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.",
|
||||
// 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.",
|
||||
};
|
||||
@@ -7023,12 +7078,12 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|A|i|m |B|o|n|u|s",
|
||||
L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate
|
||||
L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7158,6 +7213,30 @@ STR16 gzNCTHlabels[]=
|
||||
// HEADROCK HAM 4: End new UDB texts and tooltips
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Screen messages for sector inventory sorting reports.
|
||||
STR16 gzMapInventorySortingMessage[] =
|
||||
{
|
||||
L"Finished sorting ammo into crates in sector %c%d.",
|
||||
L"Finished removing attachments from items in sector %c%d.",
|
||||
L"Finished ejecting ammo from weapons in sector %c%d.",
|
||||
L"Finished stacking and merging all items in sector %c%d.",
|
||||
};
|
||||
|
||||
STR16 gzMapInventoryFilterOptions[] =
|
||||
{
|
||||
L"Show all",
|
||||
L"Guns",
|
||||
L"Ammo",
|
||||
L"Explosives",
|
||||
L"Melee Weapons",
|
||||
L"Armor",
|
||||
L"LBE",
|
||||
L"Kits",
|
||||
L"Misc. Items",
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
|
||||
+108
-29
@@ -2476,6 +2476,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Точность", //Accuracy
|
||||
L"Урон", //Damage
|
||||
L"Дальнобойность", //Range
|
||||
L"", //3
|
||||
L"Уровни прицеливания", //Aiming Levels
|
||||
L"Модификатор прицельной стрельбы", //Aiming Modifier
|
||||
L"Радиус наилучшей видимости\nточки прицеливания", //Average Best Laser Range
|
||||
@@ -2484,8 +2485,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Надёжность", //Reliability
|
||||
L"Простота ремонта", //Repair Ease
|
||||
L"Минимальная эффективная дальность", //Min. Range for Aiming Bonus
|
||||
L"Модификатор точности", //To-Hit Modifier
|
||||
L"", //12
|
||||
L"Модификатор точности", //To-Hit Modifier
|
||||
L"ОД на вскидку", //APs to ready
|
||||
L"ОД на 1 выстрел", //APs to fire Single
|
||||
L"ОД на огонь с отсечкой", //APs to fire Burst
|
||||
@@ -2509,18 +2509,19 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
{
|
||||
L"Точность", //Accuracy
|
||||
L"Урон", //Damage
|
||||
L"Дальнобойность", //Range
|
||||
L"Уровни прицеливания",
|
||||
L"Модификатор прицельной стрельбы", //Aiming Modifier
|
||||
L"Радиус наилучшей видимости\nточки прицеливания", //Average Best Laser Range
|
||||
L"Пламегаситель", //Flash Suppression
|
||||
L"Шумность (чем меньше, тем лучше)", //Loudness (Lower is better)
|
||||
L"Надёжность", //Reliability
|
||||
L"Простота ремонта", //Repair Ease
|
||||
L"Минимальная эффективная дальность", //Min. Range for Aiming Bonus
|
||||
L"Модификатор точности", //To-Hit Modifier
|
||||
// TODO.Translate
|
||||
L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.",
|
||||
L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.",
|
||||
L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.",
|
||||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.",
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.",
|
||||
L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.",
|
||||
L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.",
|
||||
L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)",
|
||||
L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.",
|
||||
L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
L"", //12
|
||||
L"ОД на вскидку", //APs to ready
|
||||
L"ОД на 1 выстрел", //APs to fire Single
|
||||
@@ -3188,6 +3189,25 @@ STR16 pMapScreenInvenButtonHelpText[] =
|
||||
L"Next (|.)", // next page // TODO.Translate
|
||||
L"Previous (|,)", // previous page // TODO.Translate
|
||||
L"Exit Sector Inventory (|E|s|c)", // exit sector inventory // TODO.Translate
|
||||
|
||||
// TODO.Translate
|
||||
L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button
|
||||
L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge
|
||||
L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates; |R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo
|
||||
// 6 - 10
|
||||
L"Remove all item attachments", // HEADROCK HAM 5: Separate Attachments
|
||||
L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo
|
||||
L"|L|e|f|t |C|l|i|c|k: Show all items; |R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Guns; |R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition; |R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button
|
||||
// 11 - 15
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Explosives; |R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons; |R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Armor; |R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle LBEs; |R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Kits; |R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button
|
||||
// 16 - 20
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items; |R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button
|
||||
};
|
||||
|
||||
STR16 pMapScreenBottomFastHelp[] =
|
||||
@@ -6095,6 +6115,29 @@ STR16 New113HAMMessage[] =
|
||||
L"Дневной расход",
|
||||
// 21 - 25
|
||||
L"Недостаточно денег чтобы заплатить всему нанятому ополчению. %d ополченцев было распущенно и распущено домой.", //Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.
|
||||
|
||||
// TODO.Translate
|
||||
L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5
|
||||
L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5
|
||||
L"To merge two items during combat, you must pick them both up first.", // HAM 5
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
|
||||
STR16 gzTransformationMessage[] =
|
||||
{
|
||||
L"No available adjustments",
|
||||
L"%s was split into several parts.",
|
||||
L"%s was split into several parts. Check %s's inventory for the resulting items.",
|
||||
L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.",
|
||||
L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.",
|
||||
L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)",
|
||||
// 6 - 10
|
||||
L"Split Crate into Inventory",
|
||||
L"Split into %d-rd Mags",
|
||||
L"%s was split into %d Magazines containing %d rounds each.",
|
||||
L"%s was split into %s's inventory.",
|
||||
L"There is insufficient room in %s's inventory to fit any magazines of this caliber!",
|
||||
};
|
||||
|
||||
// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends
|
||||
@@ -6757,7 +6800,8 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
{
|
||||
L"|М|е|т|к|о|с|т|ь",
|
||||
L"|У|р|о|н",
|
||||
L"|Р|а|с|с|т|о|я|н|и|е",
|
||||
L"|Р|а|с|с|т|о|я|н|и|е",
|
||||
L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate
|
||||
L"|Д|о|с|т|у|п|н|ы|е |у|р|о|в|н|и |п|р|и|ц|е|л|и|в|а|н|и|я",
|
||||
L"|К|о|э|ф|ф|и|ц|и|е|н|т |у|в|е|л|и|ч|е|н|и|я |п|р|и|ц|е|л|а",
|
||||
L"|К|о|э|ф|ф|и|ц|и|е|н|т |п|р|о|е|к|т|о|р|а",
|
||||
@@ -6766,16 +6810,15 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|Н|а|д|ё|ж|н|о|с|т|ь",
|
||||
L"|Л|ё|г|к|о|с|т|ь |п|о|ч|и|н|к|и",
|
||||
L"|М|и|н|. |Р|а|с|с|т|о|я|н|и|е |д|л|я |б|о|н|у|с|н|о|г|о |п|р|и|ц|е|л|и|в|а|н|и|я",
|
||||
L"|М|о|д|и|ф|и|к|а|т|о|р |п|о|п|а|д|а|н|и|я",
|
||||
L"", // (12)
|
||||
L"|М|о|д|и|ф|и|к|а|т|о|р |п|о|п|а|д|а|н|и|я",
|
||||
L"|О|Д |н|а |в|с|к|и|д|к|у",
|
||||
L"|О|Д |н|а |в|ы|с|т|р|е|л",
|
||||
L"|О|Д |н|а |с|т|р|е|л|ь|б|у |о|ч|е|р|е|д|ю",
|
||||
L"|О|Д |н|а |а|в|т|о.|с|т|р|е|л|ь|б|у",
|
||||
L"|О|Д |н|а |п|е|р|е|з|а|р|я|д|к|у",
|
||||
L"|О|Д |н|а |д|о|с|ы|л|а|н|и|я |п|а|т|р|о|н|ы",
|
||||
L"|Б|о|к|о|в|а|я |о|т|д|а|ч|а",
|
||||
L"|В|е|р|т|и|к|а|л|ь|н|а|я |о|т|д|а|ч|а",
|
||||
L"|Б|о|к|о|в|а|я |о|т|д|а|ч|а", // No longer used!
|
||||
L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate
|
||||
L"|Р|а|с|х|о|д |п|а|т|р|о|н |н|а |к|а|ж|д|ы|е |5 |О|Д",
|
||||
};
|
||||
|
||||
@@ -6784,6 +6827,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.",
|
||||
L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.",
|
||||
L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.",
|
||||
L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.",
|
||||
L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.",
|
||||
L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.",
|
||||
@@ -6792,16 +6836,15 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
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 \nThe minimum range at which a scope can provide it's aimBonus.",
|
||||
L"\n \nTo hit modifier granted by laser sights.",
|
||||
L"", // (12)
|
||||
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.",
|
||||
L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nvertically between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting upwards.\nNegative numbers indicate shifting downwards.\n \nCloser to 0 is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", // No longer used!
|
||||
L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate
|
||||
L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
|
||||
};
|
||||
|
||||
@@ -6839,6 +6882,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
{
|
||||
L"|У|р|о|н",
|
||||
L"|У|р|о|н |о|г|л|у|ш|е|н|и|я",
|
||||
L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"|Р|а|д|и|у|с |в|з|р|ы|в|а",
|
||||
L"|Р|а|д|и|у|с о|г|л|у|ш|и|т|е|л|ь|н|о|г|о |в|з|р|ы|в|а",
|
||||
L"|Р|а|д|и|у|с |в|з|р|ы|в|н|о|г|о |ш|у|м|а",
|
||||
@@ -6853,6 +6897,11 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
L"|К|о|н|е|ч|н|ы|й |р|а|д|и|у|с |г|ы|м|а",
|
||||
L"|К|о|н|е|ч|н|ы|й |р|а|д|и|у|с |з|а|ж|и|г|а|е|м|о|с|т|и",
|
||||
L"|Д|л|и|т|е|л|ь|н|о|с|т|ь |э|ф|ф|е|к|т|а",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s",
|
||||
L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t",
|
||||
L"|F|r|a|g|m|e|n|t |R|a|n|g|e",
|
||||
// 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",
|
||||
};
|
||||
@@ -6861,6 +6910,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
{
|
||||
L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.",
|
||||
L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.",
|
||||
L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.",
|
||||
L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.",
|
||||
@@ -6875,6 +6925,11 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
|
||||
L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.",
|
||||
L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.",
|
||||
L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.",
|
||||
// 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.",
|
||||
};
|
||||
@@ -6991,12 +7046,12 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|Б|о|ну|с |п|р|и|ц|е|л|и|в|а|н|и|я",
|
||||
L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate
|
||||
L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7126,6 +7181,30 @@ STR16 gzNCTHlabels[]=
|
||||
// HEADROCK HAM 4: End new UDB texts and tooltips
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Screen messages for sector inventory sorting reports.
|
||||
STR16 gzMapInventorySortingMessage[] =
|
||||
{
|
||||
L"Finished sorting ammo into crates in sector %c%d.",
|
||||
L"Finished removing attachments from items in sector %c%d.",
|
||||
L"Finished ejecting ammo from weapons in sector %c%d.",
|
||||
L"Finished stacking and merging all items in sector %c%d.",
|
||||
};
|
||||
|
||||
STR16 gzMapInventoryFilterOptions[] =
|
||||
{
|
||||
L"Show all",
|
||||
L"Guns",
|
||||
L"Ammo",
|
||||
L"Explosives",
|
||||
L"Melee Weapons",
|
||||
L"Armor",
|
||||
L"LBE",
|
||||
L"Kits",
|
||||
L"Misc. Items",
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
|
||||
+107
-28
@@ -2477,6 +2477,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Accuracy",
|
||||
L"Damage",
|
||||
L"Range",
|
||||
L"", //3
|
||||
L"Aiming Levels",
|
||||
L"Aiming Modifier",
|
||||
L"Average Best Laser Range",
|
||||
@@ -2485,8 +2486,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
L"Reliability",
|
||||
L"Repair Ease",
|
||||
L"Min. Range for Aiming Bonus",
|
||||
L"To-Hit Modifier",
|
||||
L"", //12
|
||||
L"To-Hit Modifier",
|
||||
L"APs to ready",
|
||||
L"APs to fire Single",
|
||||
L"APs to fire Burst",
|
||||
@@ -2510,18 +2510,19 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
|
||||
|
||||
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
|
||||
{
|
||||
L"Accuracy",
|
||||
L"Damage",
|
||||
L"Range",
|
||||
L"Aiming Levels",
|
||||
L"Aiming Modifier",
|
||||
L"Average Best Laser Range",
|
||||
L"Flash Suppression",
|
||||
L"Loudness (Lower is better)",
|
||||
L"Reliability",
|
||||
L"Repair Ease",
|
||||
L"Min. Range for Aiming Bonus",
|
||||
L"To-Hit Modifier",
|
||||
// TODO.Translate
|
||||
L"|R|a|n|g|e\n \nThe effective range of this weapon. Attacking from\nbeyond this range will lead to massive penalties.\n \nHigher is better.",
|
||||
L"|D|a|m|a|g|e\n \nThis is the damage potential of the weapon.\nIt will usually deliver this much damage\n(or close to it) to any unprotected target.\n \nHigher is better.",
|
||||
L"|A|c|c|u|r|a|c|y\n \nThis is an innate Chance-to-Hit Bonus (or\npenalty!) given by this gun due to its\nparticular good (or bad) design.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |L|e|v|e|l|s\n \nThis is the maximum number of aiming clicks allowed\nwhen using this gun.\n \nEach aiming-click will make an attack more\naccurate.\n \nHigher is better.",
|
||||
L"|A|i|m|i|n|g |M|o|d|i|f|i|e|r\n \nA flat modifier, which alters the effectiveness\nof each aiming click you make while using this\nweapon.\n \nHigher is better.",
|
||||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s\n \nThe minimum range-to-target required before this\nweapon can make use of its Aiming Modifier.\n \nIf the target is closer than this many tiles,\naiming clicks will stay at their default\neffectiveness.\n \nLower is better.",
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r\n \nA flat modifier to Chance-to-Hit with any\nattack made using this weapon.\n \nHigher is better.",
|
||||
L"|B|e|s|t |L|a|s|e|r |R|a|n|g|e\n \nThe range (in tiles) at which the laser installed\non this weapon will be at its full effectiveness.\n \nWhen attacking a target beyond this range, the\nlaser will provide a smaller bonus or none at all.\n \nHigher is better.",
|
||||
L"|F|l|a|s|h |S|u|p|p|r|e|s|s|i|o|n\n \nWhen this icon appears, it means that the gun\ndoes not make a flash when it fires. This helps the\nshooter remain concealed.",
|
||||
L"|L|o|u|d|n|e|s|s\n \nAttacks made with this weapon can be heard up to\nthe listed distance (in tiles).\n \nLower is better.\n(unless deliberately trying to draw in enemies...)",
|
||||
L"|R|e|l|i|a|b|i|l|i|t|y\n \nThis value indicates (in general) how quickly\nthis weapon will degrade when used in combat.\n \nHigher is better.",
|
||||
L"|R|e|p|a|i|r |E|a|s|e\n \nThis value indicates how quickly this weapon can\nbe repaired (by a mercenary set to Repair duty).\n \nHigher is better.",
|
||||
L"", //12
|
||||
L"APs to ready",
|
||||
L"APs to fire Single",
|
||||
@@ -3189,6 +3190,25 @@ STR16 pMapScreenInvenButtonHelpText[] =
|
||||
L"Next (|.)", // next page
|
||||
L"Previous (|,)", // previous page
|
||||
L"Exit Sector Inventory (|E|s|c)", // exit sector inventory
|
||||
|
||||
// TODO.Translate
|
||||
L"Zoom Inventory", // HEAROCK HAM 5: Inventory Zoom Button
|
||||
L"Stack and merge items", // HEADROCK HAM 5: Stack and Merge
|
||||
L"|L|e|f|t |C|l|i|c|k: Sort ammo into crates; |R|i|g|h|t |C|l|i|c|k: Sort ammo into boxes", // HEADROCK HAM 5: Sort ammo
|
||||
// 6 - 10
|
||||
L"Remove all item attachments", // HEADROCK HAM 5: Separate Attachments
|
||||
L"Eject ammo from all weapons", //HEADROCK HAM 5: Eject Ammo
|
||||
L"|L|e|f|t |C|l|i|c|k: Show all items; |R|i|g|h|t |C|l|i|c|k: Hide all items", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Guns; |R|i|g|h|t |C|l|i|c|k|: Show only Guns", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Ammunition; |R|i|g|h|t |C|l|i|c|k: Show only Ammunition", // HEADROCK HAM 5: Filter Button
|
||||
// 11 - 15
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Explosives; |R|i|g|h|t |C|l|i|c|k: Show only Explosives", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Melee Weapons; |R|i|g|h|t |C|l|i|c|k: Show only Melee Weapons", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Armor; |R|i|g|h|t |C|l|i|c|k: Show only Armor", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle LBEs; |R|i|g|h|t |C|l|i|c|k: Show only LBEs", // HEADROCK HAM 5: Filter Button
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Kits; |R|i|g|h|t |C|l|i|c|k: Show only Kits", // HEADROCK HAM 5: Filter Button
|
||||
// 16 - 20
|
||||
L"|L|e|f|t |C|l|i|c|k: Toggle Misc. Items; |R|i|g|h|t |C|l|i|c|k: Show only Misc. Items", // HEADROCK HAM 5: Filter Button
|
||||
};
|
||||
|
||||
STR16 pMapScreenBottomFastHelp[] =
|
||||
@@ -6126,6 +6146,29 @@ STR16 New113HAMMessage[] =
|
||||
L"Daily Expenses",
|
||||
// 21 - 25
|
||||
L"Insufficient funds to pay all enlisted militia! %d militia have disbanded and returned home.",
|
||||
|
||||
// TODO.Translate
|
||||
L"To examine an item's stats during combat, you must pick it up manually first.", // HAM 5
|
||||
L"To attach an item to another item during combat, you must pick them both up first.", // HAM 5
|
||||
L"To merge two items during combat, you must pick them both up first.", // HAM 5
|
||||
};
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Text dealing exclusively with Item Transformations.
|
||||
STR16 gzTransformationMessage[] =
|
||||
{
|
||||
L"No available adjustments",
|
||||
L"%s was split into several parts.",
|
||||
L"%s was split into several parts. Check %s's inventory for the resulting items.",
|
||||
L"Due to lack of inventory space after transformation, some of %s's items have been dropped to the ground.",
|
||||
L"%s was split into several parts. Due to a lack of inventory space, %s has had to drop a few items to the ground.",
|
||||
L"Do you wish to adjust all %d items in this stack? (To transform only one item, remove it from the stack first)",
|
||||
// 6 - 10
|
||||
L"Split Crate into Inventory",
|
||||
L"Split into %d-rd Mags",
|
||||
L"%s was split into %d Magazines containing %d rounds each.",
|
||||
L"%s was split into %s's inventory.",
|
||||
L"There is insufficient room in %s's inventory to fit any magazines of this caliber!",
|
||||
};
|
||||
|
||||
// WANNE: This are the email texts, when one of the 4 new 1.13 MERC mercs have levelled up, that Speck sends
|
||||
@@ -6795,6 +6838,7 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|A|c|c|u|r|a|c|y",
|
||||
L"|D|a|m|a|g|e",
|
||||
L"|R|a|n|g|e",
|
||||
L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate
|
||||
L"|A|l|l|o|w|e|d |A|i|m|i|n|g |L|e|v|e|l|s",
|
||||
L"|S|c|o|p|e |M|a|g|n|i|f|i|c|a|t|i|o|n |F|a|c|t|o|r",
|
||||
L"|P|r|o|j|e|c|t|i|o|n |F|a|c|t|o|r",
|
||||
@@ -6803,16 +6847,15 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
|
||||
L"|R|e|l|i|a|b|i|l|i|t|y",
|
||||
L"|R|e|p|a|i|r |E|a|s|e",
|
||||
L"|M|i|n|. |R|a|n|g|e |f|o|r |A|i|m|i|n|g |B|o|n|u|s",
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
|
||||
L"", // (12)
|
||||
L"|T|o|-|H|i|t |M|o|d|i|f|i|e|r",
|
||||
L"|A|P|s |t|o |R|e|a|d|y",
|
||||
L"|A|P|s |t|o |A|t|t|a|c|k",
|
||||
L"|A|P|s |t|o |B|u|r|s|t",
|
||||
L"|A|P|s |t|o |A|u|t|o|f|i|r|e",
|
||||
L"|A|P|s |t|o |R|e|l|o|a|d",
|
||||
L"|A|P|s |t|o |R|e|c|h|a|m|b|e|r",
|
||||
L"|L|a|t|e|r|a|l |R|e|c|o|i|l",
|
||||
L"|V|e|r|t|i|c|a|l |R|e|c|o|i|l",
|
||||
L"|L|a|t|e|r|a|l |R|e|c|o|i|l", // No longer used!
|
||||
L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate
|
||||
L"|A|u|t|o|f|i|r|e |B|u|l|l|e|t|s |p|e|r |5 |A|P|s",
|
||||
};
|
||||
|
||||
@@ -6821,6 +6864,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
L"\n \nDetermines whether bullets fired by\nthis gun will stray far from where\nit is pointed.\n \nScale: 0-100.\nHigher is better.",
|
||||
L"\n \nDetermines the average amount of damage done\nby bullets fired from this weapon, before\ntaking into account armor or armor-penetration.\n \nHigher is better.",
|
||||
L"\n \nThe maximum distance (in tiles) that\nbullets fired from this gun will travel\nbefore they begin dropping towards the\nground.\n \nHigher is better.",
|
||||
L"\n \nDetermines the difficulty of holding and firing\nthis gun.\n \nHigher Handling Difficulty results in lower\nchance-to-hit - when aimed and especially when\nunaimed.\n \nLower is better.", // TODO.Translate
|
||||
L"\n \nThis is the number of Extra Aiming\nLevels you can add when aiming this gun.\n \nThe FEWER aiming levels are allowed, the MORE\nbonus each aiming level gives you. Therefore,\nhaving FEWER levels makes the gun faster to aim,\nwithout making it any less accurate.\n \nLower is better.",
|
||||
L"\n \nWhen greater than 1.0, will proportionally reduce\naiming errors at a distance.\n \nRemember that high scope magnification is detrimental\nwhen the target is too close!\n \nA value of 1.0 means no scope is installed.",
|
||||
L"\n \nProportionally reduces aiming errors at a distance.\n \nThis effect works up to a given distance,\nthen begins to dissipate and eventually\ndisappears at sufficient range.\n \nHigher is better.",
|
||||
@@ -6829,16 +6873,15 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
|
||||
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 \nThe minimum range at which a scope can provide it's aimBonus.",
|
||||
L"\n \nTo hit modifier granted by laser sights.",
|
||||
L"", // (12)
|
||||
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.",
|
||||
L"\n \nThe number of APs required to perform\na single attack with this weapon.\n \nFor guns, this is the cost of firing\na single shot without extra aiming.\n \nIf this icon is greyed-out, single-shots\n are not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to fire\na burst.\n \nThe number of bullets fired in each burst is\ndetermined by the weapon itself, and indicated\nby the number of bullets shown on this icon.\n \nIf this icon is greyed-out, burst fire\nis not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to fire\nan Autofire Volley of three bullets.\n \nIf you wish to fire more than 3 bullets,\nyou will need to pay extra APs.\n \nIf this icon is greyed-out, autofire\nis not possible with this weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to reload\nthis weapon.\n \nLower is better.",
|
||||
L"\n \nThe number of APs required to rechamber this weapon\nbetween each and every shot fired.\n \nLower is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nvertically between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting upwards.\nNegative numbers indicate shifting downwards.\n \nCloser to 0 is better.",
|
||||
L"\n \nThe distance this weapon's muzzle will shift\nhorizontally between each and every bullet in a\nburst or autofire volley.\n \nPositive numbers indicate shifting to the right.\nNegative numbers indicate shifting to the left.\n \nCloser to 0 is better.", // No longer used!
|
||||
L"\n \nThe total distance this weapon's muzzle will shift\nbetween each and every bullet in a burst or\nautofire volley, if no Counter Force is applied.\n \nLower is better.", // HEADROCK HAM 5: Altered to reflect unified number. // TODO.Translate
|
||||
L"\n \nIndicates the number of bullets that will be added\nto an autofire volley for every extra 5 APs\nyou spend.\n \nHigher is better.",
|
||||
};
|
||||
|
||||
@@ -6876,6 +6919,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
{
|
||||
L"|D|a|m|a|g|e",
|
||||
L"|S|t|u|n |D|a|m|a|g|e",
|
||||
L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"|B|l|a|s|t |R|a|d|i|u|s",
|
||||
L"|S|t|u|n |B|l|a|s|t |R|a|d|i|u|s",
|
||||
L"|N|o|i|s|e |B|l|a|s|t |R|a|d|i|u|s",
|
||||
@@ -6890,6 +6934,11 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
|
||||
L"|S|m|o|k|e |E|n|d |R|a|d|i|u|s",
|
||||
L"|I|n|c|e|n|d|i|a|r|y |E|n|d |R|a|d|i|u|s",
|
||||
L"|E|f|f|e|c|t |D|u|r|a|t|i|o|n",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"|N|u|m|b|e|r |o|f |F|r|a|g|m|e|n|t|s",
|
||||
L"|D|a|m|a|g|e |p|e|r |F|r|a|g|m|e|n|t",
|
||||
L"|F|r|a|g|m|e|n|t |R|a|n|g|e",
|
||||
// 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",
|
||||
};
|
||||
@@ -6898,6 +6947,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
{
|
||||
L"\n \nThe amount of damage caused by this explosive.\n \nNote that blast-type explosives deliver this damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of damage every turn until the\neffect dissipates.\n \nHigher is better.",
|
||||
L"\n \nThe amount of non-lethal (stun) damage caused\nby this explosive.\n \nNote that blast-type explosives deliver their damage\nonly once (when they go off), while prolonged effect\nexplosives deliver this amount of stun damage every\nturn until the effect dissipates.\n \nHigher is better.",
|
||||
L"\n \nThis explosive will not bounce around -\nit will explode as soon as it hits any obstacle.", // HEADROCK HAM 5 // TODO.Translate
|
||||
L"\n \nThis is the radius of the explosive blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the radius of the stun-blast caused by\nthis explosive item.\n \nTargets will suffer less damage the further they are\nfrom the center of the blast.\n \nHigher is better.",
|
||||
L"\n \nThis is the distance that the noise from this\ntrap will travel. Soldiers within this distance\nare likely to hear the noise and be alerted.\n \nHigher is better.",
|
||||
@@ -6912,6 +6962,11 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
|
||||
L"\n \nThis is the final radius of the smoke released\nby this explosive item before it dissipates.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn\n(if any), unless wearing a gas mask. More importantly,\nanyone inside the cloud becomes extremely difficult to spot,\nand also loses a large chunk of sight-range themselves.\n \nAlso note the start radius and duration\nof the effect.\n \nHigher is better.",
|
||||
L"\n \nThis is the final radius of the flames caused\nby this explosive item before they dissipate.\n \nEnemies caught within the radius will suffer\nthe listed damage and stun-damage each turn.\n \nAlso note the start radius and duration of the effect.\n \nHigher is better.",
|
||||
L"\n \nThis is the duration of the explosive effect.\n \nEach turn, the radius of the effect will grow by\none tile in every direction, until reaching\nthe listed End Radius.\n \nOnce the duration has been reached, the effect\ndissipates completely.\n \nNote that light-type explosives become SMALLER\nover time, unlike other effects.\n \nHigher is better.",
|
||||
// HEADROCK HAM 5: Fragmentation // TODO.Translate
|
||||
L"\n \nThis is the number of fragments that will\nbe ejected from the explosion.\n \nFragments are similar to bullets, and may hit\nanyone who's close enough to the explosion.\n \nHigher is better.",
|
||||
L"\n \nThe potential amount of damage caused by each\nfragment ejected from the explosion.\n \nHigher is better.",
|
||||
L"\n \nThis is the average range to which fragments\nfrom this explosion will fly.\n \nSome fragments may end up further away, or fail\nto cover the distance altogether.\n \nHigher is better.",
|
||||
// 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.",
|
||||
};
|
||||
@@ -7028,12 +7083,12 @@ STR16 szUDBAdvStatsTooltipText[]=
|
||||
L"|A|i|m |B|o|n|u|s",
|
||||
L"|S|i|n|g|l|e |S|h|o|t |T|e|m|p|e|r|a|t|u|r|e", // TODO.Translate
|
||||
L"|C|o|o|l|d|o|w|n |F|a|c|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|D|a|m|a|g|e |T|r|e|s|h|o|l|d |M|o|d|i|f|i|c|a|t|o|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d",
|
||||
L"|T|e|m|p|e|r|a|t|u|r|e |M|o|d|i|f|i|e|r",
|
||||
L"|C|o|o|l|d|o|w|n |M|o|d|i|f|i|e|r",
|
||||
L"|J|a|m |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
L"|D|a|m|a|g|e |T|h|r|e|s|h|o|l|d |M|o|d|i|f|i|e|r",
|
||||
};
|
||||
|
||||
// Alternate tooltip text for weapon Advanced Stats. Just different wording, nothing spectacular.
|
||||
@@ -7163,6 +7218,30 @@ STR16 gzNCTHlabels[]=
|
||||
// HEADROCK HAM 4: End new UDB texts and tooltips
|
||||
//////////////////////////////////////////////////////
|
||||
|
||||
// TODO.Translate
|
||||
// HEADROCK HAM 5: Screen messages for sector inventory sorting reports.
|
||||
STR16 gzMapInventorySortingMessage[] =
|
||||
{
|
||||
L"Finished sorting ammo into crates in sector %c%d.",
|
||||
L"Finished removing attachments from items in sector %c%d.",
|
||||
L"Finished ejecting ammo from weapons in sector %c%d.",
|
||||
L"Finished stacking and merging all items in sector %c%d.",
|
||||
};
|
||||
|
||||
STR16 gzMapInventoryFilterOptions[] =
|
||||
{
|
||||
L"Show all",
|
||||
L"Guns",
|
||||
L"Ammo",
|
||||
L"Explosives",
|
||||
L"Melee Weapons",
|
||||
L"Armor",
|
||||
L"LBE",
|
||||
L"Kits",
|
||||
L"Misc. Items",
|
||||
L"Hide all",
|
||||
};
|
||||
|
||||
// Flugente FTW 1: Temperature-based text similar to HAM 4's condition-based text.
|
||||
STR16 gTemperatureDesc[] = // TODO.Translate
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user