- 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:
Wanne
2012-04-11 10:51:22 +00:00
parent 981e2a2f3c
commit af8c9bc391
10 changed files with 846 additions and 216 deletions
+100 -22
View File
@@ -2476,6 +2476,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
L"精度",
L"杀伤",
L"射程",
L"", //3
L"精瞄等级",
L"精瞄修正",
L"平均最佳激光瞄准距离",
@@ -2484,8 +2485,7 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
L"可靠性",
L"修理难度",
L"精瞄加成所需最小距离",
L"命中修正",
L"", //12
L"命中修正",
L"举枪AP",
L"单发AP",
L"点射AP",
@@ -2509,18 +2509,19 @@ STR16 gzWeaponStatsFasthelp[ 32 ] =
STR16 gzWeaponStatsFasthelpTactical[ 32 ] =
{
L"精度",
L"杀伤",
L"射程",
L"精瞄等级",
L"精瞄修正",
L"平均最佳激光瞄准距离",
L"消焰",
L"噪音(越低越好)",
L"可靠性",
L"修理难度",
L"精瞄加成所需最小距离",
L"命中修正",
// 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"举枪AP",
L"单发AP",
@@ -3188,6 +3189,25 @@ STR16 pMapScreenInvenButtonHelpText[] =
L"下一页 (|.)", // next page
L"上一页 (|,)", // 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[] =
@@ -6122,6 +6142,28 @@ STR16 New113HAMMessage[] =
// 21 - 25
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.",
// 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 hardcoded text should not be used anymore in the game, because we now have those texts externalized in the "TableData\Email\EmailMercLevelUp.xml" file!
@@ -6799,6 +6841,7 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
L"|精|度",
L"|杀|伤|力",
L"|射|程",
L"|H|a|n|d|l|i|n|g |D|i|f|f|i|c|u|l|t|y", // TODO.Translate
L"|精|瞄|等|级",
L"|瞄|准|镜|倍|率",
L"|红|点|效|果",
@@ -6807,16 +6850,15 @@ STR16 szUDBGenWeaponsStatsTooltipText[]=
L"|可|靠|性",
L"|修|理|难|度",
L"|精|瞄|最|低|有|效|距|离",
L"|命|中|率|修|正",
L"", // (12)
L"|命|中|率|修|正",
L"|举|枪|A|P",
L"|单|发|A|P",
L"|点|射|A|P",
L"|连|发|A|P",
L"|上|弹|A|P",
L"|换|弹|夹|A|P",
L"|水|平|后|坐|力",
L"|垂|直|后|坐|力",
L"|水|平|后|坐|力", // No longer used!
L"|T|o|t|a|l |R|e|c|o|i|l", // TODO.Translate
L"|连|发|子|弹|数/5|A|P",
};
@@ -6825,6 +6867,7 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
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。",
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。",
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。",
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 \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。",
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",
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。",
@@ -6833,16 +6876,15 @@ STR16 szUDBGenWeaponsStatsExplanationsTooltipText[]=
L"\n \n决定了该武器使用时损耗的快慢。\n \n该数值越高越好。",
L"\n \n决定了修理该武器的难易。\n \n该数值越高越好。",
L"\n \n瞄准镜提供瞄准命中率加成的最短距离。\n(再近就无效了)",
L"\n \n激光瞄准器提供的命中率修正。",
L"", // (12)
L"\n \n激光瞄准器提供的命中率修正。",
L"\n \n端枪准备开火所需的AP。\n \n举起该武器后,连续发射不会再消耗\n举枪AP。\n \n但是,除转向和开火之外的其他动作均会放\n下武器。\n \n该数值越低越好。",
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。",
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。",
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。",
L"\n \n重新装填子弹所需的AP。\n \n该数值越低越好。",
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。",
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。",
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。",
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!
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 \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。",
};
@@ -6880,6 +6922,7 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
{
L"|杀|伤|力",
L"|眩|晕|杀|伤|力",
L"|E|x|p|l|o|d|e|s |o|n| |I|m|p|a|c|t", // HEADROCK HAM 5 // TODO.Translate
L"|爆|炸|范|围",
L"|眩|晕|爆|炸|范|围",
L"|噪|音|扩|散|范|围",
@@ -6894,6 +6937,11 @@ STR16 szUDBGenExplosiveStatsTooltipText[]=
L"|烟|雾|最|终|范|围",
L"|燃|烧|最|终|范|围",
L"|效|果|持|续|时|间",
// 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"|噪|音",
L"|挥|发|性",
};
@@ -6902,6 +6950,7 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
{
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。",
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。",
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 \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。",
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。",
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。",
@@ -6916,6 +6965,11 @@ STR16 szUDBGenExplosiveStatsExplanationsTooltipText[]=
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。",
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。",
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。",
// 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[] =
{