- externalized samsite coordinates concerning strategic AI action and Skyrider dialogue (by Buggler)

- minor ENG language tweaks to traits popup help text (by Buggler)
- translated a few missing German Texts in _Ja25GermanText.cpp

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6410 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2013-09-17 14:44:55 +00:00
parent 30cc0160cf
commit b268d330ed
15 changed files with 791 additions and 775 deletions
+1 -1
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@@ -503,4 +503,4 @@ void AssignDisabilityHelpText( UINT8 ubNumber )
SetRegionHelpEndCallback( &gMR_DisabilityHelpTextRegions[ubNumber], MSYS_NO_CALLBACK );
return;
}
}
+6 -6
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@@ -1133,7 +1133,7 @@ void HandleSkyRiderMonologueAboutDrassenSAMSite( UINT32 uiSpecialCode )
CharacterDialogue( SKYRIDER, MENTION_DRASSEN_SAM_SITE, uiExternalStaticNPCFaces[ SKYRIDER_EXTERNAL_FACE ], DIALOGUE_EXTERNAL_NPC_UI, FALSE, FALSE );
CharacterDialogueWithSpecialEvent( SKYRIDER, MENTION_DRASSEN_SAM_SITE, uiExternalStaticNPCFaces[ SKYRIDER_EXTERNAL_FACE ], DIALOGUE_EXTERNAL_NPC_UI , FALSE , TRUE , DIALOGUE_SPECIAL_EVENT_SKYRIDERMAPSCREENEVENT ,SKYRIDER_MONOLOGUE_EVENT_DRASSEN_SAM_SITE, 1 );
if( SAMSitesUnderPlayerControl( SAM_2_X, SAM_2_Y ) == FALSE )
if( SAMSitesUnderPlayerControl( gpSamSectorX[1], gpSamSectorY[1] ) == FALSE )
{
CharacterDialogue( SKYRIDER, SECOND_HALF_OF_MENTION_DRASSEN_SAM_SITE, uiExternalStaticNPCFaces[ SKYRIDER_EXTERNAL_FACE ], DIALOGUE_EXTERNAL_NPC_UI, FALSE, FALSE );
}
@@ -1282,8 +1282,8 @@ void HandleAnimationOfSectors( void )
if( fShowDrassenSAMHighLight )
{
fOldShowDrassenSAMHighLight = TRUE;
// Drassen's SAM site is #3
HandleBlitOfSectorLocatorIcon( SAM_2_X, SAM_2_Y, 0, LOCATOR_COLOR_RED );
// Drassen's SAM site is #2
HandleBlitOfSectorLocatorIcon( gpSamSectorX[1], gpSamSectorY[1], 0, LOCATOR_COLOR_RED );
fSkipSpeakersLocator = TRUE;
}
else if( fOldShowDrassenSAMHighLight )
@@ -1309,9 +1309,9 @@ void HandleAnimationOfSectors( void )
if( fShowOtherSAMHighLight )
{
fOldShowOtherSAMHighLight = TRUE;
HandleBlitOfSectorLocatorIcon( SAM_1_X, SAM_1_Y, 0, LOCATOR_COLOR_RED );
HandleBlitOfSectorLocatorIcon( SAM_3_X, SAM_3_Y, 0, LOCATOR_COLOR_RED );
HandleBlitOfSectorLocatorIcon( SAM_4_X, SAM_4_Y, 0, LOCATOR_COLOR_RED );
HandleBlitOfSectorLocatorIcon( gpSamSectorX[0], gpSamSectorY[0], 0, LOCATOR_COLOR_RED );
HandleBlitOfSectorLocatorIcon( gpSamSectorX[2], gpSamSectorY[2], 0, LOCATOR_COLOR_RED );
HandleBlitOfSectorLocatorIcon( gpSamSectorX[3], gpSamSectorY[3], 0, LOCATOR_COLOR_RED );
fSkipSpeakersLocator = TRUE;
}
else if( fOldShowOtherSAMHighLight )
-3
View File
@@ -452,9 +452,6 @@ POINT pTownPoints[ MAX_TOWNS ];/*={
};
*/
// coordinates X,Y of sam sites on strategic map
INT16 gpSamSectorX[ MAX_NUMBER_OF_SAMS ];
INT16 gpSamSectorY[ MAX_NUMBER_OF_SAMS ];
extern BOOLEAN fSamSiteFoundOrig[ MAX_NUMBER_OF_SAMS ];
+3 -4
View File
@@ -147,7 +147,6 @@ UINT32 uiMeanWhileFlags = 0;
extern void InternalLocateGridNo( INT32 sGridNo, BOOLEAN fForce );
void ProcessImplicationsOfMeanwhile( void );
// set flag for this event
@@ -786,13 +785,13 @@ void ProcessImplicationsOfMeanwhile( void )
}
break;
case NW_SAM:
ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, SAM_1_X, SAM_1_Y );
ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, gpSamSectorX[0], gpSamSectorY[0] );
break;
case NE_SAM:
ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, SAM_2_X, SAM_2_Y );
ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, gpSamSectorX[1], gpSamSectorY[1] );
break;
case CENTRAL_SAM:
ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, SAM_3_X, SAM_3_X );
ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, gpSamSectorX[2], gpSamSectorY[2] );
break;
default:
+4 -2
View File
@@ -217,6 +217,10 @@ INT16 pSamList[ MAX_NUMBER_OF_SAMS ];
INT32 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ];
INT32 pSamGridNoBList[ MAX_NUMBER_OF_SAMS ];
// coordinates X,Y of sam sites on strategic map
INT16 gpSamSectorX[ MAX_NUMBER_OF_SAMS ];
INT16 gpSamSectorY[ MAX_NUMBER_OF_SAMS ];
// ATE: Update this w/ graphic used
// Use 3 if / orientation, 4 if \ orientation
INT8 gbSAMGraphicList[ MAX_NUMBER_OF_SAMS ];
@@ -415,8 +419,6 @@ void CrippledVersionFailureToLoadMapCheck();
#define MAX_CHAR_DATA_LENGTH 500
#define INVALID_SAMSITE_INDEX -1
extern INT16 gpSamSectorX[ MAX_NUMBER_OF_SAMS ];
extern INT16 gpSamSectorY[ MAX_NUMBER_OF_SAMS ];
typedef enum
{
+4 -1
View File
@@ -44,13 +44,15 @@ extern UINT8 NUMBER_OF_SAMS;
extern INT16 pSamList[ MAX_NUMBER_OF_SAMS ];
extern INT32 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ];
extern INT32 pSamGridNoBList[ MAX_NUMBER_OF_SAMS ];
extern INT16 gpSamSectorX[ MAX_NUMBER_OF_SAMS ];
extern INT16 gpSamSectorY[ MAX_NUMBER_OF_SAMS ];
extern BOOLEAN fFoundOrta;
extern BOOLEAN fSamSiteFound[ MAX_NUMBER_OF_SAMS ];
extern BOOLEAN gfUseAlternateMap;
/* Buggler: used externalized gpSamSectorX[ MAX_NUMBER_OF_SAMS ] values instead of hardcoded ones
// SAM sites
#define SAM_1_X 2
#define SAM_2_X 15
@@ -61,6 +63,7 @@ extern BOOLEAN gfUseAlternateMap;
#define SAM_2_Y 4
#define SAM_3_Y 9
#define SAM_4_Y 14
*/
// min condition for sam site to be functional
#define MIN_CONDITION_FOR_SAM_SITE_TO_WORK 80
+3 -3
View File
@@ -136,7 +136,6 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L"栓动步枪拉栓所需行动点 -%d%s \n",// L"-%d%s APs needed to chamber a round with bolt-action rifles \n",
L"步枪精确瞄准次数增加 1次\n",// L"Adds one more aim click for rifle-type guns\n",
L"步枪精确瞄准次数增加 %d次\n",// L"Adds %d more aim clicks for rifle-type guns\n",
// TO DO - translate
L"迅速瞄准:步枪精确瞄准次数加快(即减少)1次\n",//L"Makes aiming faster with rifle-type guns by one aim click\n",
L"迅速瞄准:步枪精确瞄准次数加快(即减少)%d次\n",//L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
@@ -433,14 +432,15 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"可能会在看到大虫子后六神无主,也会在热带地区降低综合表现。",// L"A look at large insects can make a big problems\nand being in tropical sectors also reduce his performance a bit.",
L"可能会偶尔忘记手头的任务,也会在战斗中损失行动点。",// L"Sometimes forgets what orders he got and therefore loses some APs if in combat.",
L"可能会偶尔发疯并把手里武器设在自动后乱喷。\n如果武器不能自动射击将会打击自身士气。",// L"He can go psycho and shoot like mad once per a while\nand can lose morale if unable to do that with given weapon.",
L"Drastically reduced hearing.", // TODO.Translate
L"Reduced sight range.", // TODO.Translate
};
STR16 gzIMPProfileCostText[]=
{
L"客户您消费 %d$. 确认并付款?",//L"The profile cost is %d$. Do you authorize the payment? ",
L"客户您消费 $%d. 确认并付款?",//L"The profile cost is $%d. Do you authorize the payment?",
};
STR16 zGioNewTraitsImpossibleText[]=
+158 -155
View File
@@ -96,31 +96,31 @@ STR16 gzIMPSkillTraitsTextNewMinor[]=
//these texts are for help popup windows, describing trait properties
STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]=
{
L"+%d%s Chance to Hit with Assault Rifles\n",
L"+%d%s Chance to Hit with SMGs\n",
L"+%d%s Chance to Hit with LMGs\n",
L"-%d%s APs needed to fire with LMGs\n",
L"-%d%s APs needed to ready light machine guns\n",
L"Auto fire/burst chance to hit penalty is reduced by %d%s\n",
L"Reduced chance for shooting unwanted bullets on autofire\n",
L"+%d%s CtH with Assault Rifles\n",
L"+%d%s CtH with SMGs\n",
L"+%d%s CtH with LMGs\n",
L"-%d%s APs to fire LMGs on autofire or burst mode\n",
L"-%d%s APs to ready LMGs\n",
L"Auto fire/burst CtH penalty reduced by %d%s\n",
L"Reduced chance for shooting extra bullets on autofire\n",
};
STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]=
{
L"-%d%s APs needed to fire grenade launchers\n",
L"-%d%s APs needed to fire rocket launchers\n",
L"+%d%s chance to hit with grenade launchers\n",
L"+%d%s chance to hit with rocket launchers\n",
L"-%d%s APs needed to fire mortar\n",
L"Reduce penalty for mortar CtH by %d%s\n",
L"-%d%s APs to fire grenade launchers\n",
L"-%d%s APs to fire rocket launchers\n",
L"+%d%s CtH with grenade launchers\n",
L"+%d%s CtH with rocket launchers\n",
L"-%d%s APs to fire mortar\n",
L"Reduced penalty for mortar CtH by %d%s\n",
L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n",
L"+%d%s damage to other targets with heavy weapons\n",
};
STR16 gzIMPMajorTraitsHelpTextsSniper[]=
{
L"+%d%s Chance to Hit with Rifles\n",
L"+%d%s Chance to Hit with Sniper Rifles\n",
L"+%d%s CtH with Rifles\n",
L"+%d%s CtH with Sniper Rifles\n",
L"-%d%s effective range to target with all weapons\n",
L"+%d%s aiming bonus per aim click (except for handguns)\n",
L"+%d%s damage on shot",
@@ -133,45 +133,45 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L" after fifth",
L" after sixth",
L" after seventh",
L"-%d%s APs needed to chamber a round with bolt-action rifles \n",
L"-%d%s APs to chamber a round with bolt-action rifles \n",
L"Adds one more aim click for rifle-type guns\n",
L"Adds %d more aim clicks for rifle-type guns\n",
L"Makes aiming faster with rifle-type guns by one aim click\n",
L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
};
STR16 gzIMPMajorTraitsHelpTextsRanger[]=
{
L"+%d%s Chance to Hit with Rifles\n",
L"+%d%s Chance to Hit with Shotguns\n",
L"+%d%s CtH with Rifles\n",
L"+%d%s CtH with Shotguns\n",
L"-%d%s APs needed to pump Shotguns\n",
L"+%d%s group travelling speed between sectors if traveling by foot\n",
L"+%d%s group travelling speed between sectors if traveling in vehicle (except helicopter)\n",
L"+%d%s group traveling speed between sectors if traveling by foot\n",
L"+%d%s group traveling speed between sectors if traveling in vehicle (except helicopter)\n",
L"-%d%s less energy spent for travelling between sectors\n",
L"-%d%s weather penalties\n",
L"+%d%s camouflage effectiveness\n",
L"-%d%s worn out speed of camouflage by water or time\n",
};
STR16 gzIMPMajorTraitsHelpTextsGunslinger[]=
{
L"-%d%s APs needed to fire with pistols and revolvers\n",
L"-%d%s APs to fire with pistols and revolvers\n",
L"+%d%s effective range with pistols and revolvers\n",
L"+%d%s chance to hit with pistols and revolvers\n",
L"+%d%s chance to hit with machine pistols",
L"+%d%s CtH with pistols and revolvers\n",
L"+%d%s CtH with machine pistols",
L" (on single shots only)",
L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n",
L"-%d%s APs needed to raise pistols and revolvers\n",
L"-%d%s APs needed to reload pistols, machine pistols and revolvers\n",
L"-%d%s APs to ready pistols and revolvers\n",
L"-%d%s APs to reload pistols, machine pistols and revolvers\n",
L"Adds %d more aim click for pistols, machine pistols and revolvers\n",
L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n",
};
STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
{
L"-%d%s AP cost of hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s chance to hit with hand to hand attacks with bare hands\n",
L"+%d%s chance to hit with hand to hand attacks with brass knuckles\n",
L"-%d%s AP for hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s CtH with hand to hand attacks with bare hands\n",
L"+%d%s CtH with hand to hand attacks with brass knuckles\n",
L"+%d%s damage of hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s breath damage of hand to hand attacks(bare hands or with brass knuckles)\n",
L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n",
@@ -182,76 +182,78 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n",
L"Enemy knocked out due to your HtH attacks probably never stand up\n",
L"Focused (aimed) punch deals +%d%s more damage\n",
L"Your special spinning kick deals +%d%s more damage\n",
L"+%d%s change to dodge hand to hand attacks\n",
L"+%d%s on top chance to dodge HtH attacks with bare hands",
L"Special spinning kick deals +%d%s more damage\n",
L"+%d%s chance to dodge hand to hand attacks\n",
L"+%d%s additional chance to dodge HtH attacks with bare hands",
L" or brass knuckles",
L" (+%d%s with brass knuckles)",
L"+%d%s on top chance to dodge HtH attacks with brass knuckles\n",
L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n",
L"+%d%s chance to dodge attacks by any melee weapon\n",
L"-%d%s APs needed to steal weapon from enemy hands\n",
L"-%d%s APs needed to change state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
L"-%d%s APs needed to change state (stand, crouch, lie down)\n",
L"-%d%s APs needed to turn around\n",
L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick doors\n",
L"You gain special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
L"-%d%s APs to steal weapon from enemy hands\n",
L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
L"-%d%s APs to change stance (stand, crouch, lie down)\n",
L"-%d%s APs to turn around\n",
L"-%d%s APs to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick open doors\n",
L"Gains special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when charging towards an enemy on close range\n",
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
{
L"+%d%s APs per round of other mercs in vicinity\n",
L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n",
L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n",
L"+%d%s total suppression tolerance of other mercs in vicinity and %s himself\n",
L"+%d morale gain of other mercs in vicinity\n",
L"-%d morale loss of other mercs in vicinity\n",
L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n",
L"+%d morale gain for other mercs in the vicinity\n",
L"-%d morale loss for other mercs in the vicinity\n",
L"The vicinity for bonuses is %d tiles",
L" (%d tiles with extended ears)",
L"(Max simultaneous bonuses for one soldier is %d)\n",
L"+%d%s fear resistence of %s\n",
L"Drawback: %dx morale loss for %s's death for all other mercs\n",
L"+%d%s chance to trigger collective interrupts\n",
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
{
L"+%d%s to repairing speed\n",
L"+%d%s to lockpicking (normal/electronic locks)\n",
L"+%d%s to disarming electronic traps\n",
L"+%d%s to attaching special items and combining things\n",
L"+%d%s to unjamming a gun in combat\n",
L"Reduce penalty to repair electronic items by %d%s\n",
L"+%d%s to repair speed\n",
L"+%d%s to lockpick (normal/electronic locks)\n",
L"+%d%s to disarm electronic traps\n",
L"+%d%s to attach special items and combining things\n",
L"+%d%s to unjamm a gun in combat\n",
L"Reduced penalty to repair electronic items by %d%s\n",
L"Increased chance to detect traps and mines (+%d detect level)\n",
L"+%d%s CtH of robot controlled by the %s\n",
L"%s trait grants you the ability to repair the robot\n",
L"+%d%s robot's CtH controlled by the %s\n",
L"%s trait grants ability to repair the robot\n",
L"Reduced penalty to repair speed of the robot by %d%s\n",
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
{
L"Has ability to make surgical intervention by using medical bag on wounded soldier\n",
L"Able to use medical bag to perform surgical intervention on wounded soldier\n",
L"Surgery instantly returns %d%s of lost health back.",
L" (This drains the medical bag a lot.)",
L"Can heal lost stats (from critical hits) by the",
L" (This will deplete the medical bag.)",
L"Able to heal lost stats (from critical hits) by",
L" surgery or",
L" doctor assignment.\n",
L"+%d%s effectiveness on doctor-patient assignment\n",
L"+%d%s bandaging speed\n",
L"+%d%s natural regeneration speed of all soldiers in the same sector",
L" (max %d these bonuses per sector)",
L"+%d%s natural regeneration speed for all soldiers in the same sector",
L" (max %d of these bonuses per sector stack)",
};
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= // TODO.Translate
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]=
{
L"Can disguise as a civilian or soldier to slip behind enemy lines.\n",
L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n",
L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
L"+%d%s CTH with covert melee weapons\n",
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
L"+%d%s CtH with covert melee weapons\n",
L"+%d%s chance of instakill with covert melee weapons\n",
L"Disguise AP cost lowered by %d%s.\n",
};
STR16 gzIMPMajorTraitsHelpTextsNone[]=
{
L"No bonuses",
@@ -259,106 +261,108 @@ STR16 gzIMPMajorTraitsHelpTextsNone[]=
STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]=
{
L"Reduce penalty to shoot dual weapons by %d%s\n",
L"+%d%s speed of reloading guns with magazines\n",
L"+%d%s speed of reloading guns with loose rounds\n",
L"-%d%s APs needed to pickup items\n",
L"-%d%s APs needed to work backpack\n",
L"-%d%s APs needed to handle doors\n",
L"-%d%s APs needed to plant/remove bombs and mines\n",
L"-%d%s APs needed to attach items\n",
L"Reduced penalty to shoot dual weapons by %d%s\n",
L"+%d%s speed on reloading guns with magazines\n",
L"+%d%s speed on reloading guns with loose rounds\n",
L"-%d%s APs to pickup items\n",
L"-%d%s APs to work backpack\n",
L"-%d%s APs to handle doors\n",
L"-%d%s APs to plant/remove bombs and mines\n",
L"-%d%s APs to attach items\n",
};
STR16 gzIMPMinorTraitsHelpTextsMelee[]=
{
L"-%d%s APs needed to attack by blades\n",
L"+%d%s chance to hit with blades\n",
L"+%d%s chance to hit with blunt melee weapons\n",
L"+%d%s damage of blades\n",
L"+%d%s damage of blunt melee weapons\n",
L"Aimed attack by any melee weapon deals +%d%s damage\n",
L"+%d%s chance to dodge attack by melee blades\n",
L"+%d%s on top chance to dodge melee blades if having a blade in hands\n",
L"+%d%s chance to dodge attack by blunt melee weapons\n",
L"+%d%s on top chance to dodge blunt melee weapons if having a blade in hands\n",
L"-%d%s APs to attack with blades\n",
L"+%d%s CtH with blades\n",
L"+%d%s CtH with blunt melee weapons\n",
L"+%d%s damage with blades\n",
L"+%d%s damage with blunt melee weapons\n",
L"Aimed attack with any melee weapon deals +%d%s damage\n",
L"+%d%s chance to dodge attack from melee blades\n",
L"+%d%s additional chance to dodge melee blades if holding a blade\n",
L"+%d%s chance to dodge attack from blunt melee weapons\n",
L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n",
};
STR16 gzIMPMinorTraitsHelpTextsThrowing[]=
{
L"-%d%s basic APs needed to throw blades\n",
L"-%d%s basic APs to throw blades\n",
L"+%d%s max range when throwing blades\n",
L"+%d%s chance to hit when throwing blades\n",
L"+%d%s chance to hit when throwing blades per aim click\n",
L"+%d%s damage of throwing blades\n",
L"+%d%s damage of throwing blades per aim click\n",
L"+%d%s chance to inflict critical hit by throwing blade if not seen or heard\n",
L"+%d critical hit by throwing blade multiplier\n",
L"+%d%s CtH when throwing blades\n",
L"+%d%s CtH when throwing blades per aim click\n",
L"+%d%s damage with throwing blades\n",
L"+%d%s damage with throwing blades per aim click\n",
L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n",
L"+%d critical hit with throwing blade multiplier\n",
L"Adds %d more aim click for throwing blades\n",
L"Adds %d more aim clicks for throwing blades\n",
};
STR16 gzIMPMinorTraitsHelpTextsNightOps[]=
{
L"+%d to effective sight range in dark\n",
L"+%d to effective sight range in the dark\n",
L"+%d to general effective hearing range\n",
L"+%d to effective hearing range in dark on top\n",
L"+%d to interrupts modifier in dark\n",
L"+%d additional hearing range in the dark\n",
L"+%d to interrupts modifier in the dark\n",
L"-%d need to sleep\n",
};
STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
{
L"-%d%s APs needed to move quietly\n",
L"-%d%s APs to move quietly\n",
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Reduced cover penalty for movement by %d%s\n",
L"-%d%s chance to be interrupted\n", // TODO.Translate
L"-%d%s chance to be interrupted\n",
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
{
L"-%d%s APs needed for moving (running, walking, swatting, crawling, swimming, etc.)\n",
L"-%d%s energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.\n",
L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n",
L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n",
};
STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]=
{
L"Has %d%s damage resistance\n",
L"+%d%s effective strength for carrying weight capacity \n",
L"%d%s damage resistance\n",
L"+%d%s effective strength for carrying weight capacity\n",
L"Reduced energy lost when hit by HtH attack by %d%s\n",
L"Increased damage needed to fall down if hit to legs by %d%s\n",
L"Increased damage needed to fall down by %d%s if hit on legs\n",
};
STR16 gzIMPMinorTraitsHelpTextsDemolitions[]=
{
L"-%d%s APs needed to throw grenades\n",
L"-%d%s APs to throw grenades\n",
L"+%d%s max range when throwing grenades\n",
L"+%d%s chance to hit when throwing grenades\n",
L"+%d%s damage of set bombs and mines\n",
L"+%d%s CtH when throwing grenades\n",
L"+%d%s damage for set bombs and mines\n",
L"+%d%s to attaching detonators check\n",
L"+%d%s to planting/removing bombs check\n",
L"Decreases chance enemy will detect your bombs and mines (+%d bomb level)\n",
L"Increased chance shaped charge will open the doors (damage multiplied by %d)\n",
L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n",
L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n",
};
STR16 gzIMPMinorTraitsHelpTextsTeaching[]=
{
L"+%d%s bonus to train militia\n",
L"+%d%s bonus to militia training speed\n",
L"+%d%s bonus to effective leadership for determining militia training\n",
L"+%d%s bonus to teaching other mercs\n",
L"Skill value counts to be +%d higher for being able to teach this skill to other mercs\n",
L"+%d%s bonus to train stats through self-practising assignment\n",
L"+%d%s bonus to teach other mercs\n",
L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n",
L"+%d%s bonus to train stats through self-practice assignment\n",
};
STR16 gzIMPMinorTraitsHelpTextsScouting[]=
{
L"+%d to effective sight range with scopes on weapons\n",
L"+%d to effective sight range with binoculars (and scopes separated from weapons)\n",
L"-%d tunnel vision with binoculars (and scopes separated from weapons)\n",
L"If in sector, adjacent sectors will show exact number of enemies\n",
L"If in sector, adjacent sectors will show presence of enemies if any\n",
L"Prevents the enemy to ambush your squad\n",
L"Prevents the bloodcats to ambush your squad\n",
L"If in sector, adjacent sectors will show presence of enemies, if any\n",
L"Prevents enemy ambushes on your squad\n",
L"Prevents bloodcat ambushes on your squad\n",
};
STR16 gzIMPMinorTraitsHelpTextsNone[]=
{
L"No bonuses",
@@ -370,23 +374,23 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"+%d%s hand to hand chance to hit\n",
L"+%d%s hand to hand damage\n",
L"+%d%s chance to dodge hand to hand attacks\n",
L"Eliminates the penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
L"+%d to effective sight range in dark\n",
L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
L"+%d to effective sight range in the dark\n",
L"+%d to general effective hearing range\n",
L"+%d to effective hearing range in dark on top\n",
L"+%d to interrupts modifier in dark\n",
L"+%d extra hearing range in the dark\n",
L"+%d to interrupts modifier in the dark\n",
L"-%d need to sleep\n",
L"+%d%s max range when throwing anything\n", // 10
L"+%d%s chance to hit when throwing anything\n",
L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n",
L"+%d%s bonus to train militia and instruct other mercs\n",
L"+%d%s bonus to militia training and other mercs instructing speed\n",
L"+%d%s effective leadership for militia training calculations\n",
L"+%d%s chance to hit with rocket/greande launchers and mortar\n",
L"+%d%s chance to hit with rocket/grenade launchers and mortar\n",
L"Auto fire/burst chance to hit penalty is divided by %d\n",
L"Reduced chance for shooting unwanted bullets on autofire\n",
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Eliminates the CtH penalty for second hand when firing two weapons at once\n", // 20
L"Eliminates CtH penalty when firing two weapons at once\n", // 20
L"+%d%s chance to hit with melee blades\n",
L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n",
L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n",
@@ -400,46 +404,45 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n",
L"+%d%s chance to dodge attacks by melee blades\n",
L"Can perform spinning kick attack on weakened enemies to deal double damage\n",
L"You gain special animations for hand to hand combat\n",
L"Gains special animations for hand to hand combat\n",
L"No bonuses",
};
STR16 gzIMPNewCharacterTraitsHelpTexts[]=
{
L"A: No advantage.\nD: No disadvantage.",
L"A: Has better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"A: Has better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
L"A: His morale sinks a little slower and grows faster than normal.\nD: Has lesser chance to detect traps and mines.",
L"A: Has bonus on training militia and is better at communication with people.\nD: Gains no morale for actions of other mercs.",
L"A: Slightly faster learning when assigned on practicing or as a student.\nD: Has lesser suppression and fear resistance.",
L"A: His energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
L"A: Has slightly better chance to hit on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Has penalty for actions which need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"A: Has bonus for actions which need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: His interrupt chance is slightly lowered.",
L"A: Increased resistance to suppression and fear.\n Morale loss for taking damage and companions deaths is lower for him.\nD: Can be hit easier and enemy penalty for moving target is lesser in his case.",
L"A: He gains morale when on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
L"A: Has greater chance of inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Has penalty for communication with people and his morale sinks faster if not fighting.",
L"A: Has better performance when there are some mercs of opposite gender nearby.\nD: Morale of other mercs of the same gender grows slower if nearby.",
L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.",
L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.",
L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.",
L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.",
L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.",
L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.",
L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.",
};
STR16 gzIMPDisabilitiesHelpTexts[]=
{
L"No effects.",
L"Has problems with breathing and reduced overall performance if in tropical or desert sectors.",
L"Can suffer panic attack if left alone in certain situations.",
L"His overall performance is reduced if underground.",
L"If trying to swim he can easily drown.",
L"A look at large insects can cause big problems\nand being in tropical sectors also reduce his performance a bit.",
L"Sometimes forgets what orders he got and therefore loses some APs if in combat.",
L"He can go psycho and shoot like mad once in a while\nand can lose morale if unable to do so with given weapon.",
L"Problems with breathing and reduced overall performance when in tropical or desert sectors.",
L"Will suffer panic attack if left alone in certain situations.",
L"Overall performance is reduced when underground.",
L"Will drown easily if attempt to swim.",
L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.",
L"Sometimes forgets orders given and will lose some APs if it happens in combat.",
L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.",
L"Drastically reduced hearing.",
L"Reduced sight range.",
};
STR16 gzIMPProfileCostText[]=
{
L"The profile cost is %d$. Do you authorize the payment? ",
L"The profile cost is $%d. Authorize payment?",
};
STR16 zGioNewTraitsImpossibleText[]=
+139 -136
View File
@@ -96,31 +96,31 @@ STR16 gzIMPSkillTraitsTextNewMinor[]=
//these texts are for help popup windows, describing trait properties
STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]=
{
L"+%d%s Chance to Hit with Assault Rifles\n",
L"+%d%s Chance to Hit with SMGs\n",
L"+%d%s Chance to Hit with LMGs\n",
L"-%d%s APs needed to fire with LMGs on autofire or burst mode\n",
L"-%d%s APs needed to ready light machine guns\n",
L"Auto fire/burst chance to hit penalty is reduced by %d%s\n",
L"Reduced chance for shooting unwanted bullets on autofire\n",
L"+%d%s CtH with Assault Rifles\n",
L"+%d%s CtH with SMGs\n",
L"+%d%s CtH with LMGs\n",
L"-%d%s APs to fire LMGs on autofire or burst mode\n",
L"-%d%s APs to ready LMGs\n",
L"Auto fire/burst CtH penalty reduced by %d%s\n",
L"Reduced chance for shooting extra bullets on autofire\n",
};
STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]=
{
L"-%d%s APs needed to fire grenade launchers\n",
L"-%d%s APs needed to fire rocket launchers\n",
L"+%d%s chance to hit with grenade launchers\n",
L"+%d%s chance to hit with rocket launchers\n",
L"-%d%s APs needed to fire mortar\n",
L"Reduce penalty for mortar CtH by %d%s\n",
L"-%d%s APs to fire grenade launchers\n",
L"-%d%s APs to fire rocket launchers\n",
L"+%d%s CtH with grenade launchers\n",
L"+%d%s CtH with rocket launchers\n",
L"-%d%s APs to fire mortar\n",
L"Reduced penalty for mortar CtH by %d%s\n",
L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n",
L"+%d%s damage to other targets with heavy weapons\n",
};
STR16 gzIMPMajorTraitsHelpTextsSniper[]=
{
L"+%d%s Chance to Hit with Rifles\n",
L"+%d%s Chance to Hit with Sniper Rifles\n",
L"+%d%s CtH with Rifles\n",
L"+%d%s CtH with Sniper Rifles\n",
L"-%d%s effective range to target with all weapons\n",
L"+%d%s aiming bonus per aim click (except for handguns)\n",
L"+%d%s damage on shot",
@@ -133,17 +133,17 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L" after fifth",
L" after sixth",
L" after seventh",
L"-%d%s APs needed to chamber a round with bolt-action rifles \n",
L"-%d%s APs to chamber a round with bolt-action rifles \n",
L"Adds one more aim click for rifle-type guns\n",
L"Adds %d more aim clicks for rifle-type guns\n",
L"Makes aiming faster with rifle-type guns by one aim click\n",
L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
};
STR16 gzIMPMajorTraitsHelpTextsRanger[]=
{
L"+%d%s Chance to Hit with Rifles\n",
L"+%d%s Chance to Hit with Shotguns\n",
L"+%d%s CtH with Rifles\n",
L"+%d%s CtH with Shotguns\n",
L"-%d%s APs needed to pump Shotguns\n",
L"+%d%s group traveling speed between sectors if traveling by foot\n",
L"+%d%s group traveling speed between sectors if traveling in vehicle (except helicopter)\n",
@@ -151,27 +151,27 @@ STR16 gzIMPMajorTraitsHelpTextsRanger[]=
L"-%d%s weather penalties\n",
L"+%d%s camouflage effectiveness\n",
L"-%d%s worn out speed of camouflage by water or time\n",
};
STR16 gzIMPMajorTraitsHelpTextsGunslinger[]=
{
L"-%d%s APs needed to fire with pistols and revolvers\n",
L"-%d%s APs to fire with pistols and revolvers\n",
L"+%d%s effective range with pistols and revolvers\n",
L"+%d%s chance to hit with pistols and revolvers\n",
L"+%d%s chance to hit with machine pistols",
L"+%d%s CtH with pistols and revolvers\n",
L"+%d%s CtH with machine pistols",
L" (on single shots only)",
L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n",
L"-%d%s APs needed to ready pistols and revolvers\n", // MINTY - "raise" changed to "ready"
L"-%d%s APs needed to reload pistols, machine pistols and revolvers\n",
L"-%d%s APs to ready pistols and revolvers\n",
L"-%d%s APs to reload pistols, machine pistols and revolvers\n",
L"Adds %d more aim click for pistols, machine pistols and revolvers\n",
L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n",
};
STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
{
L"-%d%s AP cost of hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s chance to hit with hand to hand attacks with bare hands\n",
L"+%d%s chance to hit with hand to hand attacks with brass knuckles\n",
L"-%d%s AP for hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s CtH with hand to hand attacks with bare hands\n",
L"+%d%s CtH with hand to hand attacks with brass knuckles\n",
L"+%d%s damage of hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s breath damage of hand to hand attacks(bare hands or with brass knuckles)\n",
L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n",
@@ -182,75 +182,78 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n",
L"Enemy knocked out due to your HtH attacks probably never stand up\n",
L"Focused (aimed) punch deals +%d%s more damage\n",
L"Your special spinning kick deals +%d%s more damage\n",
L"+%d%s change to dodge hand to hand attacks\n",
L"+%d%s on top chance to dodge HtH attacks with bare hands",
L"Special spinning kick deals +%d%s more damage\n",
L"+%d%s chance to dodge hand to hand attacks\n",
L"+%d%s additional chance to dodge HtH attacks with bare hands",
L" or brass knuckles",
L" (+%d%s with brass knuckles)",
L"+%d%s on top chance to dodge HtH attacks with brass knuckles\n",
L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n",
L"+%d%s chance to dodge attacks by any melee weapon\n",
L"-%d%s APs needed to steal weapon from enemy hands\n",
L"-%d%s APs needed to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", // MINTY - "state" changed to "stance"
L"-%d%s APs needed to change stance (stand, crouch, lie down)\n", // MINTY - "state" changed to "stance"
L"-%d%s APs needed to turn around\n",
L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick doors in\n", // MINTY - Changed to "kick doors in"
L"You gain special animations for hand to hand combat\n",
L"-%d%s APs to steal weapon from enemy hands\n",
L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
L"-%d%s APs to change stance (stand, crouch, lie down)\n",
L"-%d%s APs to turn around\n",
L"-%d%s APs to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick open doors\n",
L"Gains special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when charging towards an enemy on close range\n",
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
{
L"+%d%s APs per round of other mercs in vicinity\n",
L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n",
L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n",
L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n", // MINTY - Changed "of" to "for"
L"+%d morale gain for other mercs in the vicinity\n", // MINTY - Changed "of" to "for"
L"-%d morale loss for other mercs in the vicinity\n", // MINTY - Changed "of" to "for"
L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n",
L"+%d morale gain for other mercs in the vicinity\n",
L"-%d morale loss for other mercs in the vicinity\n",
L"The vicinity for bonuses is %d tiles",
L" (%d tiles with extended ears)",
L"(Max simultaneous bonuses for one soldier is %d)\n",
L"+%d%s fear resistence of %s\n",
L"Drawback: %dx morale loss for %s's death for all other mercs\n",
L"+%d%s chance to trigger collective interrupts\n",
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
{
L"+%d%s to repairing speed\n",
L"+%d%s to lockpicking (normal/electronic locks)\n",
L"+%d%s to disarming electronic traps\n",
L"+%d%s to attaching special items and combining things\n",
L"+%d%s to unjamming a gun in combat\n",
L"Reduce penalty to repair electronic items by %d%s\n",
L"+%d%s to repair speed\n",
L"+%d%s to lockpick (normal/electronic locks)\n",
L"+%d%s to disarm electronic traps\n",
L"+%d%s to attach special items and combining things\n",
L"+%d%s to unjamm a gun in combat\n",
L"Reduced penalty to repair electronic items by %d%s\n",
L"Increased chance to detect traps and mines (+%d detect level)\n",
L"+%d%s CtH of robot controlled by the %s\n",
L"%s trait grants you the ability to repair the robot\n",
L"+%d%s robot's CtH controlled by the %s\n",
L"%s trait grants ability to repair the robot\n",
L"Reduced penalty to repair speed of the robot by %d%s\n",
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
{
L"Has ability to perform surgical intervention by using medical bag on wounded soldier\n", // MINTY - "make" changed to "perform"
L"Able to use medical bag to perform surgical intervention on wounded soldier\n",
L"Surgery instantly returns %d%s of lost health back.",
L" (This drains the medical bag a lot.)",
L"Can heal lost stats (from critical hits) by the",
L" (This will deplete the medical bag.)",
L"Able to heal lost stats (from critical hits) by",
L" surgery or",
L" doctor assignment.\n",
L"+%d%s effectiveness on doctor-patient assignment\n",
L"+%d%s bandaging speed\n",
L"+%d%s natural regeneration speed for all soldiers in the same sector", // MINTY - Changed "of" to "for"
L"+%d%s natural regeneration speed for all soldiers in the same sector",
L" (max %d of these bonuses per sector stack)",
};
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]=
{
L"Can disguise as a civilian or soldier to slip behind enemy lines.\n",
L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n",
L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
L"+%d%s CTH with covert melee weapons\n",
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
L"+%d%s CtH with covert melee weapons\n",
L"+%d%s chance of instakill with covert melee weapons\n",
L"Disguise AP cost lowered by %d%s.\n",
};
STR16 gzIMPMajorTraitsHelpTextsNone[]=
{
L"No bonuses",
@@ -258,95 +261,97 @@ STR16 gzIMPMajorTraitsHelpTextsNone[]=
STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]=
{
L"Reduce penalty to shoot dual weapons by %d%s\n",
L"+%d%s speed of reloading guns with magazines\n",
L"+%d%s speed of reloading guns with loose rounds\n",
L"-%d%s APs needed to pickup items\n",
L"-%d%s APs needed to work backpack\n",
L"-%d%s APs needed to handle doors\n",
L"-%d%s APs needed to plant/remove bombs and mines\n",
L"-%d%s APs needed to attach items\n",
L"Reduced penalty to shoot dual weapons by %d%s\n",
L"+%d%s speed on reloading guns with magazines\n",
L"+%d%s speed on reloading guns with loose rounds\n",
L"-%d%s APs to pickup items\n",
L"-%d%s APs to work backpack\n",
L"-%d%s APs to handle doors\n",
L"-%d%s APs to plant/remove bombs and mines\n",
L"-%d%s APs to attach items\n",
};
STR16 gzIMPMinorTraitsHelpTextsMelee[]=
{
L"-%d%s APs needed to attack by blades\n",
L"+%d%s chance to hit with blades\n",
L"+%d%s chance to hit with blunt melee weapons\n",
L"+%d%s damage with blades\n", // MINTY - Changed "of" to "with"
L"+%d%s damage with blunt melee weapons\n", // MINTY - Changed "of" to "with"
L"Aimed attack with any melee weapon deals +%d%s damage\n", // MINTY - Changed "by" to "with"
L"+%d%s chance to dodge attack by melee blades\n",
L"+%d%s on top chance to dodge melee blades if holding a blade\n", // MINTY - "having a blade in hands" changed to "holding a blade"
L"+%d%s chance to dodge attack by blunt melee weapons\n",
L"+%d%s on top chance to dodge blunt melee weapons if holding a blade\n", // MINTY - "having a blade in hands" changed to "holding a blade"
L"-%d%s APs to attack with blades\n",
L"+%d%s CtH with blades\n",
L"+%d%s CtH with blunt melee weapons\n",
L"+%d%s damage with blades\n",
L"+%d%s damage with blunt melee weapons\n",
L"Aimed attack with any melee weapon deals +%d%s damage\n",
L"+%d%s chance to dodge attack from melee blades\n",
L"+%d%s additional chance to dodge melee blades if holding a blade\n",
L"+%d%s chance to dodge attack from blunt melee weapons\n",
L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n",
};
STR16 gzIMPMinorTraitsHelpTextsThrowing[]=
{
L"-%d%s basic APs needed to throw blades\n",
L"-%d%s basic APs to throw blades\n",
L"+%d%s max range when throwing blades\n",
L"+%d%s chance to hit when throwing blades\n",
L"+%d%s chance to hit when throwing blades per aim click\n",
L"+%d%s damage with throwing blades\n", // MINTY - Changed "of" to "with"
L"+%d%s damage with throwing blades per aim click\n", // MINTY - Changed "of" to "with"
L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n", // MINTY - Changed "by" to "with"
L"+%d critical hit with throwing blade multiplier\n", // MINTY - Changed "by" to "with"
L"+%d%s CtH when throwing blades\n",
L"+%d%s CtH when throwing blades per aim click\n",
L"+%d%s damage with throwing blades\n",
L"+%d%s damage with throwing blades per aim click\n",
L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n",
L"+%d critical hit with throwing blade multiplier\n",
L"Adds %d more aim click for throwing blades\n",
L"Adds %d more aim clicks for throwing blades\n",
};
STR16 gzIMPMinorTraitsHelpTextsNightOps[]=
{
L"+%d to effective sight range in the dark\n",
L"+%d to general effective hearing range\n",
L"+%d additional hearing range in the dark\n", // MINTY - Changed "effective hearing range in dark on top" to "additional hearing range in the dark"
L"+%d additional hearing range in the dark\n",
L"+%d to interrupts modifier in the dark\n",
L"-%d need to sleep\n",
};
STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
{
L"-%d%s APs needed to move quietly\n",
L"-%d%s APs to move quietly\n",
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Reduced cover penalty for movement by %d%s\n",
L"-%d%s chance to be interrupted\n",
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
{
L"-%d%s APs needed for moving (running, walking, squatting, crawling, swimming, etc.)\n",
L"-%d%s energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.\n",
L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n",
L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n",
};
STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]=
{
L"Has %d%s damage resistance\n",
L"+%d%s effective strength for carrying weight capacity \n",
L"%d%s damage resistance\n",
L"+%d%s effective strength for carrying weight capacity\n",
L"Reduced energy lost when hit by HtH attack by %d%s\n",
L"Increased damage needed to fall down if hit to legs by %d%s\n",
L"Increased damage needed to fall down by %d%s if hit on legs\n",
};
STR16 gzIMPMinorTraitsHelpTextsDemolitions[]=
{
L"-%d%s APs needed to throw grenades\n",
L"-%d%s APs to throw grenades\n",
L"+%d%s max range when throwing grenades\n",
L"+%d%s chance to hit when throwing grenades\n",
L"+%d%s damage of set bombs and mines\n",
L"+%d%s CtH when throwing grenades\n",
L"+%d%s damage for set bombs and mines\n",
L"+%d%s to attaching detonators check\n",
L"+%d%s to planting/removing bombs check\n",
L"Decreases chance enemy will detect your bombs and mines (+%d bomb level)\n",
L"Increased chance shaped charge will open the doors (damage multiplied by %d)\n",
L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n",
L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n",
};
STR16 gzIMPMinorTraitsHelpTextsTeaching[]=
{
L"+%d%s bonus to militia training speed\n",
L"+%d%s bonus to effective leadership for determining militia training\n",
L"+%d%s bonus to teaching other mercs\n",
L"Skill value counts to be +%d higher for being able to teach this skill to other mercs\n",
L"+%d%s bonus to teach other mercs\n",
L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n",
L"+%d%s bonus to train stats through self-practice assignment\n",
};
STR16 gzIMPMinorTraitsHelpTextsScouting[]=
{
L"+%d to effective sight range with scopes on weapons\n",
@@ -356,8 +361,8 @@ STR16 gzIMPMinorTraitsHelpTextsScouting[]=
L"If in sector, adjacent sectors will show presence of enemies, if any\n",
L"Prevents enemy ambushes on your squad\n",
L"Prevents bloodcat ambushes on your squad\n",
};
STR16 gzIMPMinorTraitsHelpTextsNone[]=
{
L"No bonuses",
@@ -369,7 +374,7 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"+%d%s hand to hand chance to hit\n",
L"+%d%s hand to hand damage\n",
L"+%d%s chance to dodge hand to hand attacks\n",
L"Eliminates the penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
L"+%d to effective sight range in the dark\n",
L"+%d to general effective hearing range\n",
L"+%d extra hearing range in the dark\n",
@@ -385,7 +390,7 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"Reduced chance for shooting unwanted bullets on autofire\n",
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Eliminates the CtH penalty when firing two weapons at once\n", // 20
L"Eliminates CtH penalty when firing two weapons at once\n", // 20
L"+%d%s chance to hit with melee blades\n",
L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n",
L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n",
@@ -399,47 +404,45 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n",
L"+%d%s chance to dodge attacks by melee blades\n",
L"Can perform spinning kick attack on weakened enemies to deal double damage\n",
L"You gain special animations for hand to hand combat\n",
L"Gains special animations for hand to hand combat\n",
L"No bonuses",
};
STR16 gzIMPNewCharacterTraitsHelpTexts[]=
{
L"A: No advantage.\nD: No disadvantage.",
L"A: Has better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"A: Has better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
L"A: His morale sinks a little slower and grows faster than normal.\nD: Has lesser chance to detect traps and mines.",
L"A: Has bonus on training militia and is better at communication with people.\nD: Gains no morale for actions of other mercs.",
L"A: Slightly faster learning when assigned on practicing or as a student.\nD: Has lesser suppression and fear resistance.",
L"A: His energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
L"A: Has slightly better chance to hit on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Has penalty for actions which need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"A: Has bonus for actions which need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: His interrupt chance is slightly lowered.",
L"A: Increased resistance to suppression and fear.\n Morale loss for taking damage and companions deaths is lower for him.\nD: Can be hit easier and enemy penalty for moving target is lesser in his case.",
L"A: He gains morale when on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
L"A: Has greater chance of inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Has penalty for communication with people and his morale sinks faster if not fighting.",
L"A: Has better performance when there are some mercs of opposite gender nearby.\nD: Morale of other mercs of the same gender grows slower if nearby.",
L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.",
L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.",
L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.",
L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.",
L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.",
L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.",
L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.",
};
STR16 gzIMPDisabilitiesHelpTexts[]=
{
L"No effects.",
L"Has problems with breathing and reduced overall performance if in tropical or desert sectors.",
L"Can suffer panic attack if left alone in certain situations.",
L"His overall performance is reduced if underground.",
L"If trying to swim he can easily drown.",
L"A look at large insects can cause big problems\nand being in tropical sectors also reduce his performance a bit.",
L"Sometimes forgets what orders he got and therefore loses some APs if in combat.",
L"He can go psycho and shoot like mad once in a while\nand can lose morale if unable to do that so given weapon.",
L"Problems with breathing and reduced overall performance when in tropical or desert sectors.",
L"Will suffer panic attack if left alone in certain situations.",
L"Overall performance is reduced when underground.",
L"Will drown easily if attempt to swim.",
L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.",
L"Sometimes forgets orders given and will lose some APs if it happens in combat.",
L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.",
L"Drastically reduced hearing.",
L"Sight range is lowered.",
L"Reduced sight range.",
};
STR16 gzIMPProfileCostText[]=
{
L"The profile cost is %d$. Do you authorize the payment? ",
L"The profile cost is $%d. Authorize payment?",
};
STR16 zGioNewTraitsImpossibleText[]=
+3 -2
View File
@@ -433,14 +433,15 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"La vue de gros insectes peut lui poser de gros problèmes\net être dans une zone tropicale lui réduit aussi\nlégèrement ses performances globales.",
L"Peut parfois perdre les ordres donnés et ainsi perdre des PA lors d'un combat.",
L"Il peut devenir psychopathe et tirer comme un fou de temps en temps\net peut perdre du moral s'il n'est pas capable d'utiliser son arme.",
L"Drastically reduced hearing.", // TODO.Translate
L"Reduced sight range.", // TODO.Translate
};
STR16 gzIMPProfileCostText[]=
{
L"Ce profil coûte %d$. Voulez-vous autoriser ce paiement ? ",
L"Ce profil coûte $%d. Voulez-vous autoriser ce paiement ?",
};
STR16 zGioNewTraitsImpossibleText[]=
+15 -14
View File
@@ -54,7 +54,7 @@ STR16 gzIMPSkillTraitsTextNewMajor[]=
L"Gruppenführer", //GrpFhr und ZgFhr sind scheiße, aber mir fällt ohne Dienstgrade nüscht ein
L"Mechaniker", //Option: Techniker
L"Sanitäter", //Option: Rettungsassistent
L"Covert Ops", // TODO.Translate
L"Verdeckter Ermittler",
L"Nichts",
L"B.S.E. Hauptfertigkeiten",
@@ -69,7 +69,7 @@ STR16 gzIMPSkillTraitsTextNewMajor[]=
L"Zugführer",
L"Ingenieur",
L"Arzt",
L"Spy", // TODO.Translate
L"Spion",
};
//added another set of skill texts for new minor traits
@@ -134,9 +134,8 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L"-%d%s APs benötigt um ein Repetiergewehr erneut fertigzuladen.\n",
L"Gibt einen weiteren Ziel-Klick für gewehrartige Waffen\n",
L"Gibt weitere %d Ziel-Klicks für gewehrartige Waffen\n",
// TO DO - translate
L"Makes aiming faster with rifle-type guns by one aim click\n",
L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
L"Schnelleres Zielen mit Gewehren bei genau einem Zielgenauigkeit-Klick\n",
L"Schnelleres Zielen mit Gewehren bei %d Zielgenauigkeit-Klicks\n",
};
STR16 gzIMPMajorTraitsHelpTextsRanger[]=
@@ -241,15 +240,15 @@ STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
L" (maximal %d Instanzen dieses Bonus pro Sektor)",
};
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= // TODO.Translate
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]=
{
L"Can disguise as a civilian or soldier to slip behind enemy lines.\n",
L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
L"+%d%s CTH with covert melee weapons\n",
L"+%d%s chance of instakill with covert melee weapons\n",
L"Disguise AP cost lowered by %d%s.\n",
L"Kann sich als Zivilist oder Soldat ausgeben, um hinter den feindlichen Linien zu agieren.\n",
L"Kann erkannt werden bei verdächtigen Aktionen,\nunpassender Ausrüstung, oder in der Nähe von frischen Leichen.\n",
L"Wird automatisch erkannt, wenn als Soldat getarnt und\n der Feind näher als %d Felder entfernt ist.\n",
L"Wird automatisch erkannt, wenn als Soldat getarnt und\n und eine frische Leiche näher als %d Felder entfernt ist.\n",
L"+%d%s Trefferwahrscheinlichkeit mit Covert-Ops Nahkampfwaffen\n",
L"+%d%s Trefferwahrscheinlichkeit für sofortigen Totschlag mit Covert-Ops Nahkampfwaffen\n",
L"Verringerte AP Kosten für verdeckte Operationen durch %d%s.\n",
};
STR16 gzIMPMajorTraitsHelpTextsNone[]=
{
@@ -431,13 +430,15 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"Erträgt den Anblick großer Insekten nicht und\nzeigt verringerte Leistung in tropischen Sektoren.",
L"Vergisst manchmal seine Befehle und verliert dadurch im Kampf einen Teil seiner APs.",
L"Dreht im Umgang mit Waffen manchmal durch und gibt Dauerfeuer.\nIst ihm das mit seiner Waffe nicht möglich, kann das zu Moralabzügen führen.",
L"Reduziert die Geräuschlautstärke enorm.",
L"Reduziert die Sichtweite.",
};
STR16 gzIMPProfileCostText[]=
{
L"Ein Profil kostet %d$. Genehmigen Sie die Zahlung? ",
L"Ein Profil kostet $%d. Genehmigen Sie die Zahlung?",
};
STR16 zGioNewTraitsImpossibleText[]=
+158 -156
View File
@@ -94,31 +94,31 @@ STR16 gzIMPSkillTraitsTextNewMinor[]=
//these texts are for help popup windows, describing trait properties
STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]=
{
L"+%d%s Chance to Hit with Assault Rifles\n",
L"+%d%s Chance to Hit with SMGs\n",
L"+%d%s Chance to Hit with LMGs\n",
L"-%d%s APs needed to fire with LMGs\n",
L"-%d%s APs needed to ready light machine guns\n",
L"Auto fire/burst chance to hit penalty is reduced by %d%s\n",
L"Reduced chance for shooting unwanted bullets on autofire\n",
L"+%d%s CtH with Assault Rifles\n",
L"+%d%s CtH with SMGs\n",
L"+%d%s CtH with LMGs\n",
L"-%d%s APs to fire LMGs on autofire or burst mode\n",
L"-%d%s APs to ready LMGs\n",
L"Auto fire/burst CtH penalty reduced by %d%s\n",
L"Reduced chance for shooting extra bullets on autofire\n",
};
STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]=
{
L"-%d%s APs needed to fire grenade launchers\n",
L"-%d%s APs needed to fire rocket launchers\n",
L"+%d%s chance to hit with grenade launchers\n",
L"+%d%s chance to hit with rocket launchers\n",
L"-%d%s APs needed to fire mortar\n",
L"Reduce penalty for mortar CtH by %d%s\n",
L"-%d%s APs to fire grenade launchers\n",
L"-%d%s APs to fire rocket launchers\n",
L"+%d%s CtH with grenade launchers\n",
L"+%d%s CtH with rocket launchers\n",
L"-%d%s APs to fire mortar\n",
L"Reduced penalty for mortar CtH by %d%s\n",
L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n",
L"+%d%s damage to other targets with heavy weapons\n",
};
STR16 gzIMPMajorTraitsHelpTextsSniper[]=
{
L"+%d%s Chance to Hit with Rifles\n",
L"+%d%s Chance to Hit with Sniper Rifles\n",
L"+%d%s CtH with Rifles\n",
L"+%d%s CtH with Sniper Rifles\n",
L"-%d%s effective range to target with all weapons\n",
L"+%d%s aiming bonus per aim click (except for handguns)\n",
L"+%d%s damage on shot",
@@ -131,46 +131,45 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L" after fifth",
L" after sixth",
L" after seventh",
L"-%d%s APs needed to chamber a round with bolt-action rifles \n",
L"-%d%s APs to chamber a round with bolt-action rifles \n",
L"Adds one more aim click for rifle-type guns\n",
L"Adds %d more aim clicks for rifle-type guns\n",
// TO DO - translate
L"Makes aiming faster with rifle-type guns by one aim click\n",
L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
};
STR16 gzIMPMajorTraitsHelpTextsRanger[]=
{
L"+%d%s Chance to Hit with Rifles\n",
L"+%d%s Chance to Hit with Shotguns\n",
L"+%d%s CtH with Rifles\n",
L"+%d%s CtH with Shotguns\n",
L"-%d%s APs needed to pump Shotguns\n",
L"+%d%s group travelling speed between sectors if traveling by foot\n",
L"+%d%s group travelling speed between sectors if traveling in vehicle (except helicopter)\n",
L"+%d%s group traveling speed between sectors if traveling by foot\n",
L"+%d%s group traveling speed between sectors if traveling in vehicle (except helicopter)\n",
L"-%d%s less energy spent for travelling between sectors\n",
L"-%d%s weather penalties\n",
L"+%d%s camouflage effectiveness\n",
L"-%d%s worn out speed of camouflage by water or time\n",
};
STR16 gzIMPMajorTraitsHelpTextsGunslinger[]=
{
L"-%d%s APs needed to fire with pistols and revolvers\n",
L"-%d%s APs to fire with pistols and revolvers\n",
L"+%d%s effective range with pistols and revolvers\n",
L"+%d%s chance to hit with pistols and revolvers\n",
L"+%d%s chance to hit with machine pistols",
L"+%d%s CtH with pistols and revolvers\n",
L"+%d%s CtH with machine pistols",
L" (on single shots only)",
L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n",
L"-%d%s APs needed to raise pistols and revolvers\n",
L"-%d%s APs needed to reload pistols, machine pistols and revolvers\n",
L"-%d%s APs to ready pistols and revolvers\n",
L"-%d%s APs to reload pistols, machine pistols and revolvers\n",
L"Adds %d more aim click for pistols, machine pistols and revolvers\n",
L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n",
};
STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
{
L"-%d%s AP cost of hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s chance to hit with hand to hand attacks with bare hands\n",
L"+%d%s chance to hit with hand to hand attacks with brass knuckles\n",
L"-%d%s AP for hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s CtH with hand to hand attacks with bare hands\n",
L"+%d%s CtH with hand to hand attacks with brass knuckles\n",
L"+%d%s damage of hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s breath damage of hand to hand attacks(bare hands or with brass knuckles)\n",
L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n",
@@ -181,76 +180,78 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n",
L"Enemy knocked out due to your HtH attacks probably never stand up\n",
L"Focused (aimed) punch deals +%d%s more damage\n",
L"Your special spinning kick deals +%d%s more damage\n",
L"+%d%s change to dodge hand to hand attacks\n",
L"+%d%s on top chance to dodge HtH attacks with bare hands",
L"Special spinning kick deals +%d%s more damage\n",
L"+%d%s chance to dodge hand to hand attacks\n",
L"+%d%s additional chance to dodge HtH attacks with bare hands",
L" or brass knuckles",
L" (+%d%s with brass knuckles)",
L"+%d%s on top chance to dodge HtH attacks with brass knuckles\n",
L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n",
L"+%d%s chance to dodge attacks by any melee weapon\n",
L"-%d%s APs needed to steal weapon from enemy hands\n",
L"-%d%s APs needed to change state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
L"-%d%s APs needed to change state (stand, crouch, lie down)\n",
L"-%d%s APs needed to turn around\n",
L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick doors\n",
L"You gain special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
L"-%d%s APs to steal weapon from enemy hands\n",
L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
L"-%d%s APs to change stance (stand, crouch, lie down)\n",
L"-%d%s APs to turn around\n",
L"-%d%s APs to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick open doors\n",
L"Gains special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when charging towards an enemy on close range\n",
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
{
L"+%d%s APs per round of other mercs in vicinity\n",
L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n",
L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n",
L"+%d%s total suppression tolerance of other mercs in vicinity and %s himself\n",
L"+%d morale gain of other mercs in vicinity\n",
L"-%d morale loss of other mercs in vicinity\n",
L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n",
L"+%d morale gain for other mercs in the vicinity\n",
L"-%d morale loss for other mercs in the vicinity\n",
L"The vicinity for bonuses is %d tiles",
L" (%d tiles with extended ears)",
L"(Max simultaneous bonuses for one soldier is %d)\n",
L"+%d%s fear resistence of %s\n",
L"Drawback: %dx morale loss for %s's death for all other mercs\n",
L"+%d%s chance to trigger collective interrupts\n",
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
{
L"+%d%s to repairing speed\n",
L"+%d%s to lockpicking (normal/electronic locks)\n",
L"+%d%s to disarming electronic traps\n",
L"+%d%s to attaching special items and combining things\n",
L"+%d%s to unjamming a gun in combat\n",
L"Reduce penalty to repair electronic items by %d%s\n",
L"+%d%s to repair speed\n",
L"+%d%s to lockpick (normal/electronic locks)\n",
L"+%d%s to disarm electronic traps\n",
L"+%d%s to attach special items and combining things\n",
L"+%d%s to unjamm a gun in combat\n",
L"Reduced penalty to repair electronic items by %d%s\n",
L"Increased chance to detect traps and mines (+%d detect level)\n",
L"+%d%s CtH of robot controlled by the %s\n",
L"%s trait grants you the ability to repair the robot\n",
L"+%d%s robot's CtH controlled by the %s\n",
L"%s trait grants ability to repair the robot\n",
L"Reduced penalty to repair speed of the robot by %d%s\n",
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
{
L"Has ability to make surgical intervention by using medical bag on wounded soldier\n",
L"Able to use medical bag to perform surgical intervention on wounded soldier\n",
L"Surgery instantly returns %d%s of lost health back.",
L" (This drains the medical bag a lot.)",
L"Can heal lost stats (from critical hits) by the",
L" (This will deplete the medical bag.)",
L"Able to heal lost stats (from critical hits) by",
L" surgery or",
L" doctor assignment.\n",
L"+%d%s effectiveness on doctor-patient assignment\n",
L"+%d%s bandaging speed\n",
L"+%d%s natural regeneration speed of all soldiers in the same sector",
L" (max %d these bonuses per sector)",
L"+%d%s natural regeneration speed for all soldiers in the same sector",
L" (max %d of these bonuses per sector stack)",
};
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= // TODO.Translate
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]=
{
L"Can disguise as a civilian or soldier to slip behind enemy lines.\n",
L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n",
L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
L"+%d%s CTH with covert melee weapons\n",
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
L"+%d%s CtH with covert melee weapons\n",
L"+%d%s chance of instakill with covert melee weapons\n",
L"Disguise AP cost lowered by %d%s.\n",
};
STR16 gzIMPMajorTraitsHelpTextsNone[]=
{
L"No bonuses",
@@ -258,106 +259,108 @@ STR16 gzIMPMajorTraitsHelpTextsNone[]=
STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]=
{
L"Reduce penalty to shoot dual weapons by %d%s\n",
L"+%d%s speed of reloading guns with magazines\n",
L"+%d%s speed of reloading guns with loose rounds\n",
L"-%d%s APs needed to pickup items\n",
L"-%d%s APs needed to work backpack\n",
L"-%d%s APs needed to handle doors\n",
L"-%d%s APs needed to plant/remove bombs and mines\n",
L"-%d%s APs needed to attach items\n",
L"Reduced penalty to shoot dual weapons by %d%s\n",
L"+%d%s speed on reloading guns with magazines\n",
L"+%d%s speed on reloading guns with loose rounds\n",
L"-%d%s APs to pickup items\n",
L"-%d%s APs to work backpack\n",
L"-%d%s APs to handle doors\n",
L"-%d%s APs to plant/remove bombs and mines\n",
L"-%d%s APs to attach items\n",
};
STR16 gzIMPMinorTraitsHelpTextsMelee[]=
{
L"-%d%s APs needed to attack by blades\n",
L"+%d%s chance to hit with blades\n",
L"+%d%s chance to hit with blunt melee weapons\n",
L"+%d%s damage of blades\n",
L"+%d%s damage of blunt melee weapons\n",
L"Aimed attack by any melee weapon deals +%d%s damage\n",
L"+%d%s chance to dodge attack by melee blades\n",
L"+%d%s on top chance to dodge melee blades if having a blade in hands\n",
L"+%d%s chance to dodge attack by blunt melee weapons\n",
L"+%d%s on top chance to dodge blunt melee weapons if having a blade in hands\n",
L"-%d%s APs to attack with blades\n",
L"+%d%s CtH with blades\n",
L"+%d%s CtH with blunt melee weapons\n",
L"+%d%s damage with blades\n",
L"+%d%s damage with blunt melee weapons\n",
L"Aimed attack with any melee weapon deals +%d%s damage\n",
L"+%d%s chance to dodge attack from melee blades\n",
L"+%d%s additional chance to dodge melee blades if holding a blade\n",
L"+%d%s chance to dodge attack from blunt melee weapons\n",
L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n",
};
STR16 gzIMPMinorTraitsHelpTextsThrowing[]=
{
L"-%d%s basic APs needed to throw blades\n",
L"-%d%s basic APs to throw blades\n",
L"+%d%s max range when throwing blades\n",
L"+%d%s chance to hit when throwing blades\n",
L"+%d%s chance to hit when throwing blades per aim click\n",
L"+%d%s damage of throwing blades\n",
L"+%d%s damage of throwing blades per aim click\n",
L"+%d%s chance to inflict critical hit by throwing blade if not seen or heard\n",
L"+%d critical hit by throwing blade multiplier\n",
L"+%d%s CtH when throwing blades\n",
L"+%d%s CtH when throwing blades per aim click\n",
L"+%d%s damage with throwing blades\n",
L"+%d%s damage with throwing blades per aim click\n",
L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n",
L"+%d critical hit with throwing blade multiplier\n",
L"Adds %d more aim click for throwing blades\n",
L"Adds %d more aim clicks for throwing blades\n",
};
STR16 gzIMPMinorTraitsHelpTextsNightOps[]=
{
L"+%d to effective sight range in dark\n",
L"+%d to effective sight range in the dark\n",
L"+%d to general effective hearing range\n",
L"+%d to effective hearing range in dark on top\n",
L"+%d to interrupts modifier in dark\n",
L"+%d additional hearing range in the dark\n",
L"+%d to interrupts modifier in the dark\n",
L"-%d need to sleep\n",
};
STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
{
L"-%d%s APs needed to move quietly\n",
L"-%d%s APs to move quietly\n",
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Reduced cover penalty for movement by %d%s\n",
L"-%d%s chance to be interrupted\n", // TODO.Translate
L"-%d%s chance to be interrupted\n",
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
{
L"-%d%s APs needed for moving (running, walking, swatting, crawling, swimming, etc.)\n",
L"-%d%s energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.\n",
L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n",
L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n",
};
STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]=
{
L"Has %d%s damage resistance\n",
L"+%d%s effective strength for carrying weight capacity \n",
L"%d%s damage resistance\n",
L"+%d%s effective strength for carrying weight capacity\n",
L"Reduced energy lost when hit by HtH attack by %d%s\n",
L"Increased damage needed to fall down if hit to legs by %d%s\n",
L"Increased damage needed to fall down by %d%s if hit on legs\n",
};
STR16 gzIMPMinorTraitsHelpTextsDemolitions[]=
{
L"-%d%s APs needed to throw grenades\n",
L"-%d%s APs to throw grenades\n",
L"+%d%s max range when throwing grenades\n",
L"+%d%s chance to hit when throwing grenades\n",
L"+%d%s damage of set bombs and mines\n",
L"+%d%s CtH when throwing grenades\n",
L"+%d%s damage for set bombs and mines\n",
L"+%d%s to attaching detonators check\n",
L"+%d%s to planting/removing bombs check\n",
L"Decreases chance enemy will detect your bombs and mines (+%d bomb level)\n",
L"Increased chance shaped charge will open the doors (damage multiplied by %d)\n",
L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n",
L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n",
};
STR16 gzIMPMinorTraitsHelpTextsTeaching[]=
{
L"+%d%s bonus to train militia\n",
L"+%d%s bonus to militia training speed\n",
L"+%d%s bonus to effective leadership for determining militia training\n",
L"+%d%s bonus to teaching other mercs\n",
L"Skill value counts to be +%d higher for being able to teach this skill to other mercs\n",
L"+%d%s bonus to train stats through self-practising assignment\n",
L"+%d%s bonus to teach other mercs\n",
L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n",
L"+%d%s bonus to train stats through self-practice assignment\n",
};
STR16 gzIMPMinorTraitsHelpTextsScouting[]=
{
L"+%d to effective sight range with scopes on weapons\n",
L"+%d to effective sight range with binoculars (and scopes separated from weapons)\n",
L"-%d tunnel vision with binoculars (and scopes separated from weapons)\n",
L"If in sector, adjacent sectors will show exact number of enemies\n",
L"If in sector, adjacent sectors will show presence of enemies if any\n",
L"Prevents the enemy to ambush your squad\n",
L"Prevents the bloodcats to ambush your squad\n",
L"If in sector, adjacent sectors will show presence of enemies, if any\n",
L"Prevents enemy ambushes on your squad\n",
L"Prevents bloodcat ambushes on your squad\n",
};
STR16 gzIMPMinorTraitsHelpTextsNone[]=
{
L"No bonuses",
@@ -369,23 +372,23 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"+%d%s hand to hand chance to hit\n",
L"+%d%s hand to hand damage\n",
L"+%d%s chance to dodge hand to hand attacks\n",
L"Eliminates the penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
L"+%d to effective sight range in dark\n",
L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
L"+%d to effective sight range in the dark\n",
L"+%d to general effective hearing range\n",
L"+%d to effective hearing range in dark on top\n",
L"+%d to interrupts modifier in dark\n",
L"+%d extra hearing range in the dark\n",
L"+%d to interrupts modifier in the dark\n",
L"-%d need to sleep\n",
L"+%d%s max range when throwing anything\n", // 10
L"+%d%s chance to hit when throwing anything\n",
L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n",
L"+%d%s bonus to train militia and instruct other mercs\n",
L"+%d%s bonus to militia training and other mercs instructing speed\n",
L"+%d%s effective leadership for militia training calculations\n",
L"+%d%s chance to hit with rocket/greande launchers and mortar\n",
L"+%d%s chance to hit with rocket/grenade launchers and mortar\n",
L"Auto fire/burst chance to hit penalty is divided by %d\n",
L"Reduced chance for shooting unwanted bullets on autofire\n",
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Eliminates the CtH penalty for second hand when firing two weapons at once\n", // 20
L"Eliminates CtH penalty when firing two weapons at once\n", // 20
L"+%d%s chance to hit with melee blades\n",
L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n",
L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n",
@@ -399,46 +402,45 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n",
L"+%d%s chance to dodge attacks by melee blades\n",
L"Can perform spinning kick attack on weakened enemies to deal double damage\n",
L"You gain special animations for hand to hand combat\n",
L"Gains special animations for hand to hand combat\n",
L"No bonuses",
};
STR16 gzIMPNewCharacterTraitsHelpTexts[]=
{
L"A: No advantage.\nD: No disadvantage.",
L"A: Has better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"A: Has better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
L"A: His morale sinks a little slower and grows faster than normal.\nD: Has lesser chance to detect traps and mines.",
L"A: Has bonus on training militia and is better at communication with people.\nD: Gains no morale for actions of other mercs.",
L"A: Slightly faster learning when assigned on practicing or as a student.\nD: Has lesser suppression and fear resistance.",
L"A: His energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
L"A: Has slightly better chance to hit on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Has penalty for actions which need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"A: Has bonus for actions which need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: His interrupt chance is slightly lowered.",
L"A: Increased resistance to suppression and fear.\n Morale loss for taking damage and companions deaths is lower for him.\nD: Can be hit easier and enemy penalty for moving target is lesser in his case.",
L"A: He gains morale when on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
L"A: Has greater chance of inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Has penalty for communication with people and his morale sinks faster if not fighting.",
L"A: Has better performance when there are some mercs of opposite gender nearby.\nD: Morale of other mercs of the same gender grows slower if nearby.",
L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.",
L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.",
L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.",
L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.",
L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.",
L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.",
L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.",
};
STR16 gzIMPDisabilitiesHelpTexts[]=
{
L"No effects.",
L"Has problems with breathing and reduced overall performance if in tropical or desert sectors.",
L"Can suffer panic attack if left alone in certain situations.",
L"His overall performance is reduced if underground.",
L"If trying to swim he can easily drown.",
L"A look at large insects can cause big problems\nand being in tropical sectors also reduce his performance a bit.",
L"Sometimes forgets what orders he got and therefore loses some APs if in combat.",
L"He can go psycho and shoot like mad once in a while\nand can lose morale if unable to do so with given weapon.",
L"Problems with breathing and reduced overall performance when in tropical or desert sectors.",
L"Will suffer panic attack if left alone in certain situations.",
L"Overall performance is reduced when underground.",
L"Will drown easily if attempt to swim.",
L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.",
L"Sometimes forgets orders given and will lose some APs if it happens in combat.",
L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.",
L"Drastically reduced hearing.",
L"Reduced sight range.",
};
STR16 gzIMPProfileCostText[]=
{
L"The profile cost is %d$. Do you authorize the payment? ",
L"The profile cost is $%d. Authorize payment?",
};
STR16 zGioNewTraitsImpossibleText[]=
+135 -133
View File
@@ -112,15 +112,15 @@ STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]=
L"+%d%s do szansy trafienia grantnikiem\n",
L"+%d%s do szansy trafienia wyrzutnią rakiet\n",
L"-%d%s do liczby PA potrzebnych do strzału z moździerza\n",
L"Reduce penalty for mortar CtH by %d%s\n",
L"Reduced penalty for mortar CtH by %d%s\n",
L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n",
L"+%d%s damage to other targets with heavy weapons\n",
};
STR16 gzIMPMajorTraitsHelpTextsSniper[]=
{
L"+%d%s Chance to Hit with Rifles\n",
L"+%d%s Chance to Hit with Sniper Rifles\n",
L"+%d%s CtH with Rifles\n",
L"+%d%s CtH with Sniper Rifles\n",
L"-%d%s effective range to target with all weapons\n",
L"+%d%s aiming bonus per aim click (except for handguns)\n",
L"+%d%s damage on shot",
@@ -133,46 +133,45 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L" after fifth",
L" after sixth",
L" after seventh",
L"-%d%s APs needed to chamber a round with bolt-action rifles \n",
L"-%d%s APs to chamber a round with bolt-action rifles \n",
L"Adds one more aim click for rifle-type guns\n",
L"Adds %d more aim clicks for rifle-type guns\n",
// TO DO - translate
L"Makes aiming faster with rifle-type guns by one aim click\n",
L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
};
STR16 gzIMPMajorTraitsHelpTextsRanger[]=
{
L"+%d%s Chance to Hit with Rifles\n",
L"+%d%s Chance to Hit with Shotguns\n",
L"+%d%s CtH with Rifles\n",
L"+%d%s CtH with Shotguns\n",
L"-%d%s APs needed to pump Shotguns\n",
L"+%d%s group travelling speed between sectors if traveling by foot\n",
L"+%d%s group travelling speed between sectors if traveling in vehicle (except helicopter)\n",
L"+%d%s group traveling speed between sectors if traveling by foot\n",
L"+%d%s group traveling speed between sectors if traveling in vehicle (except helicopter)\n",
L"-%d%s less energy spent for travelling between sectors\n",
L"-%d%s weather penalties\n",
L"+%d%s camouflage effectiveness\n",
L"-%d%s worn out speed of camouflage by water or time\n",
};
STR16 gzIMPMajorTraitsHelpTextsGunslinger[]=
{
L"-%d%s APs needed to fire with pistols and revolvers\n",
L"-%d%s APs to fire with pistols and revolvers\n",
L"+%d%s effective range with pistols and revolvers\n",
L"+%d%s chance to hit with pistols and revolvers\n",
L"+%d%s chance to hit with machine pistols",
L"+%d%s CtH with pistols and revolvers\n",
L"+%d%s CtH with machine pistols",
L" (on single shots only)",
L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n",
L"-%d%s APs needed to ready pistols and revolvers\n", // MINTY - "raise" changed to "ready"
L"-%d%s APs needed to reload pistols, machine pistols and revolvers\n",
L"-%d%s APs to ready pistols and revolvers\n",
L"-%d%s APs to reload pistols, machine pistols and revolvers\n",
L"Adds %d more aim click for pistols, machine pistols and revolvers\n",
L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n",
};
STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
{
L"-%d%s AP cost of hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s chance to hit with hand to hand attacks with bare hands\n",
L"+%d%s chance to hit with hand to hand attacks with brass knuckles\n",
L"-%d%s AP for hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s CtH with hand to hand attacks with bare hands\n",
L"+%d%s CtH with hand to hand attacks with brass knuckles\n",
L"+%d%s damage of hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s breath damage of hand to hand attacks(bare hands or with brass knuckles)\n",
L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n",
@@ -183,76 +182,78 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n",
L"Enemy knocked out due to your HtH attacks probably never stand up\n",
L"Focused (aimed) punch deals +%d%s more damage\n",
L"Your special spinning kick deals +%d%s more damage\n",
L"+%d%s change to dodge hand to hand attacks\n",
L"+%d%s on top chance to dodge HtH attacks with bare hands",
L"Special spinning kick deals +%d%s more damage\n",
L"+%d%s chance to dodge hand to hand attacks\n",
L"+%d%s additional chance to dodge HtH attacks with bare hands",
L" or brass knuckles",
L" (+%d%s with brass knuckles)",
L"+%d%s on top chance to dodge HtH attacks with brass knuckles\n",
L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n",
L"+%d%s chance to dodge attacks by any melee weapon\n",
L"-%d%s APs needed to steal weapon from enemy hands\n",
L"-%d%s APs needed to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n", // MINTY - "state" changed to "stance"
L"-%d%s APs needed to change stance (stand, crouch, lie down)\n", // MINTY - "state" changed to "stance"
L"-%d%s APs needed to turn around\n",
L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick doors in\n", // MINTY - Changed to "kick doors in"
L"You gain special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
L"-%d%s APs to steal weapon from enemy hands\n",
L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
L"-%d%s APs to change stance (stand, crouch, lie down)\n",
L"-%d%s APs to turn around\n",
L"-%d%s APs to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick open doors\n",
L"Gains special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when charging towards an enemy on close range\n",
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
{
L"+%d%s APs per round of other mercs in vicinity\n",
L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n",
L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n",
L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n", // MINTY - Changed "of" to "for"
L"+%d morale gain for other mercs in the vicinity\n", // MINTY - Changed "of" to "for"
L"-%d morale loss for other mercs in the vicinity\n", // MINTY - Changed "of" to "for"
L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n",
L"+%d morale gain for other mercs in the vicinity\n",
L"-%d morale loss for other mercs in the vicinity\n",
L"The vicinity for bonuses is %d tiles",
L" (%d tiles with extended ears)",
L"(Max simultaneous bonuses for one soldier is %d)\n",
L"+%d%s fear resistence of %s\n",
L"Drawback: %dx morale loss for %s's death for all other mercs\n",
L"+%d%s chance to trigger collective interrupts\n", // TODO.Translate
L"+%d%s chance to trigger collective interrupts\n",
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
{
L"+%d%s to repairing speed\n",
L"+%d%s to lockpicking (normal/electronic locks)\n",
L"+%d%s to disarming electronic traps\n",
L"+%d%s to attaching special items and combining things\n",
L"+%d%s to unjamming a gun in combat\n",
L"Reduce penalty to repair electronic items by %d%s\n",
L"+%d%s to repair speed\n",
L"+%d%s to lockpick (normal/electronic locks)\n",
L"+%d%s to disarm electronic traps\n",
L"+%d%s to attach special items and combining things\n",
L"+%d%s to unjamm a gun in combat\n",
L"Reduced penalty to repair electronic items by %d%s\n",
L"Increased chance to detect traps and mines (+%d detect level)\n",
L"+%d%s CtH of robot controlled by the %s\n",
L"%s trait grants you the ability to repair the robot\n",
L"+%d%s robot's CtH controlled by the %s\n",
L"%s trait grants ability to repair the robot\n",
L"Reduced penalty to repair speed of the robot by %d%s\n",
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
{
L"Has ability to perform surgical intervention by using medical bag on wounded soldier\n", // MINTY - "make" changed to "perform"
L"Able to use medical bag to perform surgical intervention on wounded soldier\n",
L"Surgery instantly returns %d%s of lost health back.",
L" (This drains the medical bag a lot.)",
L"Can heal lost stats (from critical hits) by the",
L" (This will deplete the medical bag.)",
L"Able to heal lost stats (from critical hits) by",
L" surgery or",
L" doctor assignment.\n",
L"+%d%s effectiveness on doctor-patient assignment\n",
L"+%d%s bandaging speed\n",
L"+%d%s natural regeneration speed for all soldiers in the same sector", // MINTY - Changed "of" to "for"
L"+%d%s natural regeneration speed for all soldiers in the same sector",
L" (max %d of these bonuses per sector stack)",
};
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= // TODO.Translate
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]=
{
L"Can disguise as a civilian or soldier to slip behind enemy lines.\n",
L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n",
L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
L"+%d%s CTH with covert melee weapons\n",
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
L"+%d%s CtH with covert melee weapons\n",
L"+%d%s chance of instakill with covert melee weapons\n",
L"Disguise AP cost lowered by %d%s.\n",
};
STR16 gzIMPMajorTraitsHelpTextsNone[]=
{
L"No bonuses",
@@ -260,95 +261,97 @@ STR16 gzIMPMajorTraitsHelpTextsNone[]=
STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]=
{
L"Reduce penalty to shoot dual weapons by %d%s\n",
L"+%d%s speed of reloading guns with magazines\n",
L"+%d%s speed of reloading guns with loose rounds\n",
L"-%d%s APs needed to pickup items\n",
L"-%d%s APs needed to work backpack\n",
L"-%d%s APs needed to handle doors\n",
L"-%d%s APs needed to plant/remove bombs and mines\n",
L"-%d%s APs needed to attach items\n",
L"Reduced penalty to shoot dual weapons by %d%s\n",
L"+%d%s speed on reloading guns with magazines\n",
L"+%d%s speed on reloading guns with loose rounds\n",
L"-%d%s APs to pickup items\n",
L"-%d%s APs to work backpack\n",
L"-%d%s APs to handle doors\n",
L"-%d%s APs to plant/remove bombs and mines\n",
L"-%d%s APs to attach items\n",
};
STR16 gzIMPMinorTraitsHelpTextsMelee[]=
{
L"-%d%s APs needed to attack by blades\n",
L"+%d%s chance to hit with blades\n",
L"+%d%s chance to hit with blunt melee weapons\n",
L"+%d%s damage with blades\n", // MINTY - Changed "of" to "with"
L"+%d%s damage with blunt melee weapons\n", // MINTY - Changed "of" to "with"
L"Aimed attack with any melee weapon deals +%d%s damage\n", // MINTY - Changed "by" to "with"
L"+%d%s chance to dodge attack by melee blades\n",
L"+%d%s on top chance to dodge melee blades if holding a blade\n", // MINTY - "having a blade in hands" changed to "holding a blade"
L"+%d%s chance to dodge attack by blunt melee weapons\n",
L"+%d%s on top chance to dodge blunt melee weapons if holding a blade\n", // MINTY - "having a blade in hands" changed to "holding a blade"
L"-%d%s APs to attack with blades\n",
L"+%d%s CtH with blades\n",
L"+%d%s CtH with blunt melee weapons\n",
L"+%d%s damage with blades\n",
L"+%d%s damage with blunt melee weapons\n",
L"Aimed attack with any melee weapon deals +%d%s damage\n",
L"+%d%s chance to dodge attack from melee blades\n",
L"+%d%s additional chance to dodge melee blades if holding a blade\n",
L"+%d%s chance to dodge attack from blunt melee weapons\n",
L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n",
};
STR16 gzIMPMinorTraitsHelpTextsThrowing[]=
{
L"-%d%s basic APs needed to throw blades\n",
L"-%d%s basic APs to throw blades\n",
L"+%d%s max range when throwing blades\n",
L"+%d%s chance to hit when throwing blades\n",
L"+%d%s chance to hit when throwing blades per aim click\n",
L"+%d%s damage with throwing blades\n", // MINTY - Changed "of" to "with"
L"+%d%s damage with throwing blades per aim click\n", // MINTY - Changed "of" to "with"
L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n", // MINTY - Changed "by" to "with"
L"+%d critical hit with throwing blade multiplier\n", // MINTY - Changed "by" to "with"
L"+%d%s CtH when throwing blades\n",
L"+%d%s CtH when throwing blades per aim click\n",
L"+%d%s damage with throwing blades\n",
L"+%d%s damage with throwing blades per aim click\n",
L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n",
L"+%d critical hit with throwing blade multiplier\n",
L"Adds %d more aim click for throwing blades\n",
L"Adds %d more aim clicks for throwing blades\n",
};
STR16 gzIMPMinorTraitsHelpTextsNightOps[]=
{
L"+%d to effective sight range in the dark\n",
L"+%d to general effective hearing range\n",
L"+%d additional hearing range in the dark\n", // MINTY - Changed "effective hearing range in dark on top" to "additional hearing range in the dark"
L"+%d additional hearing range in the dark\n",
L"+%d to interrupts modifier in the dark\n",
L"-%d need to sleep\n",
};
STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
{
L"-%d%s APs needed to move quietly\n",
L"-%d%s APs to move quietly\n",
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Reduced cover penalty for movement by %d%s\n",
L"-%d%s chance to be interrupted\n", // TODO.Translate
L"-%d%s chance to be interrupted\n",
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
{
L"-%d%s APs needed for moving (running, walking, squatting, crawling, swimming, etc.)\n",
L"-%d%s energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.\n",
L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n",
L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n",
};
STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]=
{
L"Has %d%s damage resistance\n",
L"+%d%s effective strength for carrying weight capacity \n",
L"%d%s damage resistance\n",
L"+%d%s effective strength for carrying weight capacity\n",
L"Reduced energy lost when hit by HtH attack by %d%s\n",
L"Increased damage needed to fall down if hit to legs by %d%s\n",
L"Increased damage needed to fall down by %d%s if hit on legs\n",
};
STR16 gzIMPMinorTraitsHelpTextsDemolitions[]=
{
L"-%d%s APs needed to throw grenades\n",
L"-%d%s APs to throw grenades\n",
L"+%d%s max range when throwing grenades\n",
L"+%d%s chance to hit when throwing grenades\n",
L"+%d%s damage of set bombs and mines\n",
L"+%d%s CtH when throwing grenades\n",
L"+%d%s damage for set bombs and mines\n",
L"+%d%s to attaching detonators check\n",
L"+%d%s to planting/removing bombs check\n",
L"Decreases chance enemy will detect your bombs and mines (+%d bomb level)\n",
L"Increased chance shaped charge will open the doors (damage multiplied by %d)\n",
L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n",
L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n",
};
STR16 gzIMPMinorTraitsHelpTextsTeaching[]=
{
L"+%d%s bonus to militia training speed\n",
L"+%d%s bonus to effective leadership for determining militia training\n",
L"+%d%s bonus to teaching other mercs\n",
L"Skill value counts to be +%d higher for being able to teach this skill to other mercs\n",
L"+%d%s bonus to train stats through self-practising assignment\n",
L"+%d%s bonus to teach other mercs\n",
L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n",
L"+%d%s bonus to train stats through self-practice assignment\n",
};
STR16 gzIMPMinorTraitsHelpTextsScouting[]=
{
L"+%d to effective sight range with scopes on weapons\n",
@@ -358,8 +361,8 @@ STR16 gzIMPMinorTraitsHelpTextsScouting[]=
L"If in sector, adjacent sectors will show presence of enemies, if any\n",
L"Prevents enemy ambushes on your squad\n",
L"Prevents bloodcat ambushes on your squad\n",
};
STR16 gzIMPMinorTraitsHelpTextsNone[]=
{
L"No bonuses",
@@ -371,7 +374,7 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"+%d%s hand to hand chance to hit\n",
L"+%d%s hand to hand damage\n",
L"+%d%s chance to dodge hand to hand attacks\n",
L"Eliminates the penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
L"+%d to effective sight range in the dark\n",
L"+%d to general effective hearing range\n",
L"+%d extra hearing range in the dark\n",
@@ -382,12 +385,12 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n",
L"+%d%s bonus to militia training and other mercs instructing speed\n",
L"+%d%s effective leadership for militia training calculations\n",
L"+%d%s chance to hit with rocket/greande launchers and mortar\n",
L"+%d%s chance to hit with rocket/grenade launchers and mortar\n",
L"Auto fire/burst chance to hit penalty is divided by %d\n",
L"Reduced chance for shooting unwanted bullets on autofire\n",
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Eliminates the CtH penalty when firing two weapons at once\n", // 20
L"Eliminates CtH penalty when firing two weapons at once\n", // 20
L"+%d%s chance to hit with melee blades\n",
L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n",
L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n",
@@ -401,46 +404,45 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n",
L"+%d%s chance to dodge attacks by melee blades\n",
L"Can perform spinning kick attack on weakened enemies to deal double damage\n",
L"You gain special animations for hand to hand combat\n",
L"Gains special animations for hand to hand combat\n",
L"No bonuses",
};
STR16 gzIMPNewCharacterTraitsHelpTexts[]=
{
L"A: No advantage.\nD: No disadvantage.",
L"A: Has better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"A: Has better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
L"A: His morale sinks a little slower and grows faster than normal.\nD: Has lesser chance to detect traps and mines.",
L"A: Has bonus on training militia and is better at communication with people.\nD: Gains no morale for actions of other mercs.",
L"A: Slightly faster learning when assigned on practicing or as a student.\nD: Has lesser suppression and fear resistance.",
L"A: His energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
L"A: Has slightly better chance to hit on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Has penalty for actions which need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"A: Has bonus for actions which need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: His interrupt chance is slightly lowered.",
L"A: Increased resistance to suppression and fear.\n Morale loss for taking damage and companions deaths is lower for him.\nD: Can be hit easier and enemy penalty for moving target is lesser in his case.",
L"A: He gains morale when on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
L"A: Has greater chance of inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Has penalty for communication with people and his morale sinks faster if not fighting.",
L"A: Has better performance when there are some mercs of opposite gender nearby.\nD: Morale of other mercs of the same gender grows slower if nearby.",
L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.",
L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.",
L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.",
L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.",
L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.",
L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.",
L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.",
};
STR16 gzIMPDisabilitiesHelpTexts[]=
{
L"No effects.",
L"Has problems with breathing and reduced overall performance if in tropical or desert sectors.",
L"Can suffer panic attack if left alone in certain situations.",
L"His overall performance is reduced if underground.",
L"If trying to swim he can easily drown.",
L"A look at large insects can cause big problems\nand being in tropical sectors also reduce his performance a bit.",
L"Sometimes forgets what orders he got and therefore loses some APs if in combat.",
L"He can go psycho and shoot like mad once in a while\nand can lose morale if unable to do so with given weapon.",
L"Problems with breathing and reduced overall performance when in tropical or desert sectors.",
L"Will suffer panic attack if left alone in certain situations.",
L"Overall performance is reduced when underground.",
L"Will drown easily if attempt to swim.",
L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.",
L"Sometimes forgets orders given and will lose some APs if it happens in combat.",
L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.",
L"Drastically reduced hearing.",
L"Reduced sight range.",
};
STR16 gzIMPProfileCostText[]=
{
L"The profile cost is %d$. Do you authorize the payment? ",
L"The profile cost is $%d. Authorize payment?",
};
STR16 zGioNewTraitsImpossibleText[]=
+3 -2
View File
@@ -431,14 +431,15 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
L"При виде больших насекомых может впасть в крайности и наворотить дел... \nНахождение в тропических лесах так же понижает его работоспособность.",
L"Иногда забывает приказы, из-за чего теряет \nнекоторое количество Очков Действия во время боя.",
L"Иногда бывают приступы помутнения рассудка. \nВ такие моменты он расстреливает весь магазин до последней пули. \nПадает духом, если его оружие этого не позволяет.",
L"Drastically reduced hearing.", // TODO.Translate
L"Reduced sight range.", // TODO.Translate
};
STR16 gzIMPProfileCostText[]=
{
L"Составление вашей харрактеристики стоит %d$. Подтвердить оплату? ",
L"Составление вашей харрактеристики стоит $%d. Подтвердить оплату?",
};
STR16 zGioNewTraitsImpossibleText[]=
+159 -157
View File
@@ -97,31 +97,31 @@ STR16 gzIMPSkillTraitsTextNewMinor[]=
//these texts are for help popup windows, describing trait properties
STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]=
{
L"+%d%s Chance to Hit with Assault Rifles\n",
L"+%d%s Chance to Hit with SMGs\n",
L"+%d%s Chance to Hit with LMGs\n",
L"-%d%s APs needed to fire with LMGs\n",
L"-%d%s APs needed to ready light machine guns\n",
L"Auto fire/burst chance to hit penalty is reduced by %d%s\n",
L"Reduced chance for shooting unwanted bullets on autofire\n",
L"+%d%s CtH with Assault Rifles\n",
L"+%d%s CtH with SMGs\n",
L"+%d%s CtH with LMGs\n",
L"-%d%s APs to fire LMGs on autofire or burst mode\n",
L"-%d%s APs to ready LMGs\n",
L"Auto fire/burst CtH penalty reduced by %d%s\n",
L"Reduced chance for shooting extra bullets on autofire\n",
};
STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]=
{
L"-%d%s APs needed to fire grenade launchers\n",
L"-%d%s APs needed to fire rocket launchers\n",
L"+%d%s chance to hit with grenade launchers\n",
L"+%d%s chance to hit with rocket launchers\n",
L"-%d%s APs needed to fire mortar\n",
L"Reduce penalty for mortar CtH by %d%s\n",
L"-%d%s APs to fire grenade launchers\n",
L"-%d%s APs to fire rocket launchers\n",
L"+%d%s CtH with grenade launchers\n",
L"+%d%s CtH with rocket launchers\n",
L"-%d%s APs to fire mortar\n",
L"Reduced penalty for mortar CtH by %d%s\n",
L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n",
L"+%d%s damage to other targets with heavy weapons\n",
};
STR16 gzIMPMajorTraitsHelpTextsSniper[]=
{
L"+%d%s Chance to Hit with Rifles\n",
L"+%d%s Chance to Hit with Sniper Rifles\n",
L"+%d%s CtH with Rifles\n",
L"+%d%s CtH with Sniper Rifles\n",
L"-%d%s effective range to target with all weapons\n",
L"+%d%s aiming bonus per aim click (except for handguns)\n",
L"+%d%s damage on shot",
@@ -134,46 +134,45 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
L" after fifth",
L" after sixth",
L" after seventh",
L"-%d%s APs needed to chamber a round with bolt-action rifles \n",
L"-%d%s APs to chamber a round with bolt-action rifles \n",
L"Adds one more aim click for rifle-type guns\n",
L"Adds %d more aim clicks for rifle-type guns\n",
// TO DO - translate
L"Makes aiming faster with rifle-type guns by one aim click\n",
L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
};
STR16 gzIMPMajorTraitsHelpTextsRanger[]=
{
L"+%d%s Chance to Hit with Rifles\n",
L"+%d%s Chance to Hit with Shotguns\n",
L"+%d%s CtH with Rifles\n",
L"+%d%s CtH with Shotguns\n",
L"-%d%s APs needed to pump Shotguns\n",
L"+%d%s group travelling speed between sectors if traveling by foot\n",
L"+%d%s group travelling speed between sectors if traveling in vehicle (except helicopter)\n",
L"+%d%s group traveling speed between sectors if traveling by foot\n",
L"+%d%s group traveling speed between sectors if traveling in vehicle (except helicopter)\n",
L"-%d%s less energy spent for travelling between sectors\n",
L"-%d%s weather penalties\n",
L"+%d%s camouflage effectiveness\n",
L"-%d%s worn out speed of camouflage by water or time\n",
};
STR16 gzIMPMajorTraitsHelpTextsGunslinger[]=
{
L"-%d%s APs needed to fire with pistols and revolvers\n",
L"-%d%s APs to fire with pistols and revolvers\n",
L"+%d%s effective range with pistols and revolvers\n",
L"+%d%s chance to hit with pistols and revolvers\n",
L"+%d%s chance to hit with machine pistols",
L"+%d%s CtH with pistols and revolvers\n",
L"+%d%s CtH with machine pistols",
L" (on single shots only)",
L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n",
L"-%d%s APs needed to raise pistols and revolvers\n",
L"-%d%s APs needed to reload pistols, machine pistols and revolvers\n",
L"-%d%s APs to ready pistols and revolvers\n",
L"-%d%s APs to reload pistols, machine pistols and revolvers\n",
L"Adds %d more aim click for pistols, machine pistols and revolvers\n",
L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n",
};
STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
{
L"-%d%s AP cost of hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s chance to hit with hand to hand attacks with bare hands\n",
L"+%d%s chance to hit with hand to hand attacks with brass knuckles\n",
L"-%d%s AP for hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s CtH with hand to hand attacks with bare hands\n",
L"+%d%s CtH with hand to hand attacks with brass knuckles\n",
L"+%d%s damage of hand to hand attacks(bare hands or with brass knuckles)\n",
L"+%d%s breath damage of hand to hand attacks(bare hands or with brass knuckles)\n",
L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n",
@@ -184,76 +183,78 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n",
L"Enemy knocked out due to your HtH attacks probably never stand up\n",
L"Focused (aimed) punch deals +%d%s more damage\n",
L"Your special spinning kick deals +%d%s more damage\n",
L"+%d%s change to dodge hand to hand attacks\n",
L"+%d%s on top chance to dodge HtH attacks with bare hands",
L"Special spinning kick deals +%d%s more damage\n",
L"+%d%s chance to dodge hand to hand attacks\n",
L"+%d%s additional chance to dodge HtH attacks with bare hands",
L" or brass knuckles",
L" (+%d%s with brass knuckles)",
L"+%d%s on top chance to dodge HtH attacks with brass knuckles\n",
L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n",
L"+%d%s chance to dodge attacks by any melee weapon\n",
L"-%d%s APs needed to steal weapon from enemy hands\n",
L"-%d%s APs needed to change state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
L"-%d%s APs needed to change state (stand, crouch, lie down)\n",
L"-%d%s APs needed to turn around\n",
L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick doors\n",
L"You gain special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
L"-%d%s APs to steal weapon from enemy hands\n",
L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
L"-%d%s APs to change stance (stand, crouch, lie down)\n",
L"-%d%s APs to turn around\n",
L"-%d%s APs to climb on/off roof and jump obstacles\n",
L"+%d%s chance to kick open doors\n",
L"Gains special animations for hand to hand combat\n",
L"-%d%s chance to be interrupted when charging towards an enemy on close range\n",
};
STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
{
L"+%d%s APs per round of other mercs in vicinity\n",
L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n",
L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n",
L"+%d%s total suppression tolerance of other mercs in vicinity and %s himself\n",
L"+%d morale gain of other mercs in vicinity\n",
L"-%d morale loss of other mercs in vicinity\n",
L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n",
L"+%d morale gain for other mercs in the vicinity\n",
L"-%d morale loss for other mercs in the vicinity\n",
L"The vicinity for bonuses is %d tiles",
L" (%d tiles with extended ears)",
L"(Max simultaneous bonuses for one soldier is %d)\n",
L"+%d%s fear resistence of %s\n",
L"Drawback: %dx morale loss for %s's death for all other mercs\n",
L"+%d%s chance to trigger collective interrupts\n", // TODO.Translate
L"+%d%s chance to trigger collective interrupts\n",
};
STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
{
L"+%d%s to repairing speed\n",
L"+%d%s to lockpicking (normal/electronic locks)\n",
L"+%d%s to disarming electronic traps\n",
L"+%d%s to attaching special items and combining things\n",
L"+%d%s to unjamming a gun in combat\n",
L"Reduce penalty to repair electronic items by %d%s\n",
L"+%d%s to repair speed\n",
L"+%d%s to lockpick (normal/electronic locks)\n",
L"+%d%s to disarm electronic traps\n",
L"+%d%s to attach special items and combining things\n",
L"+%d%s to unjamm a gun in combat\n",
L"Reduced penalty to repair electronic items by %d%s\n",
L"Increased chance to detect traps and mines (+%d detect level)\n",
L"+%d%s CtH of robot controlled by the %s\n",
L"%s trait grants you the ability to repair the robot\n",
L"+%d%s robot's CtH controlled by the %s\n",
L"%s trait grants ability to repair the robot\n",
L"Reduced penalty to repair speed of the robot by %d%s\n",
};
STR16 gzIMPMajorTraitsHelpTextsDoctor[]=
{
L"Has ability to make surgical intervention by using medical bag on wounded soldier\n",
L"Able to use medical bag to perform surgical intervention on wounded soldier\n",
L"Surgery instantly returns %d%s of lost health back.",
L" (This drains the medical bag a lot.)",
L"Can heal lost stats (from critical hits) by the",
L" (This will deplete the medical bag.)",
L"Able to heal lost stats (from critical hits) by",
L" surgery or",
L" doctor assignment.\n",
L"+%d%s effectiveness on doctor-patient assignment\n",
L"+%d%s bandaging speed\n",
L"+%d%s natural regeneration speed of all soldiers in the same sector",
L" (max %d these bonuses per sector)",
L"+%d%s natural regeneration speed for all soldiers in the same sector",
L" (max %d of these bonuses per sector stack)",
};
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]= // TODO.Translate
STR16 gzIMPMajorTraitsHelpTextsCovertOps[]=
{
L"Can disguise as a civilian or soldier to slip behind enemy lines.\n",
L"Able to disguise as a civilian or soldier to slip behind enemy lines.\n",
L"Will be detected if performing suspicious actions, having\nsuspicious gear or being near fresh corpses.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
L"Will automatically be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
L"+%d%s CTH with covert melee weapons\n",
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to the enemy.\n",
L"Will be detected if disguised as a soldier and\ncloser than %d tiles to a fresh corpse.\n",
L"+%d%s CtH with covert melee weapons\n",
L"+%d%s chance of instakill with covert melee weapons\n",
L"Disguise AP cost lowered by %d%s.\n",
};
STR16 gzIMPMajorTraitsHelpTextsNone[]=
{
L"No bonuses",
@@ -261,106 +262,108 @@ STR16 gzIMPMajorTraitsHelpTextsNone[]=
STR16 gzIMPMinorTraitsHelpTextsAmbidextrous[]=
{
L"Reduce penalty to shoot dual weapons by %d%s\n",
L"+%d%s speed of reloading guns with magazines\n",
L"+%d%s speed of reloading guns with loose rounds\n",
L"-%d%s APs needed to pickup items\n",
L"-%d%s APs needed to work backpack\n",
L"-%d%s APs needed to handle doors\n",
L"-%d%s APs needed to plant/remove bombs and mines\n",
L"-%d%s APs needed to attach items\n",
L"Reduced penalty to shoot dual weapons by %d%s\n",
L"+%d%s speed on reloading guns with magazines\n",
L"+%d%s speed on reloading guns with loose rounds\n",
L"-%d%s APs to pickup items\n",
L"-%d%s APs to work backpack\n",
L"-%d%s APs to handle doors\n",
L"-%d%s APs to plant/remove bombs and mines\n",
L"-%d%s APs to attach items\n",
};
STR16 gzIMPMinorTraitsHelpTextsMelee[]=
{
L"-%d%s APs needed to attack by blades\n",
L"+%d%s chance to hit with blades\n",
L"+%d%s chance to hit with blunt melee weapons\n",
L"+%d%s damage of blades\n",
L"+%d%s damage of blunt melee weapons\n",
L"Aimed attack by any melee weapon deals +%d%s damage\n",
L"+%d%s chance to dodge attack by melee blades\n",
L"+%d%s on top chance to dodge melee blades if having a blade in hands\n",
L"+%d%s chance to dodge attack by blunt melee weapons\n",
L"+%d%s on top chance to dodge blunt melee weapons if having a blade in hands\n",
L"-%d%s APs to attack with blades\n",
L"+%d%s CtH with blades\n",
L"+%d%s CtH with blunt melee weapons\n",
L"+%d%s damage with blades\n",
L"+%d%s damage with blunt melee weapons\n",
L"Aimed attack with any melee weapon deals +%d%s damage\n",
L"+%d%s chance to dodge attack from melee blades\n",
L"+%d%s additional chance to dodge melee blades if holding a blade\n",
L"+%d%s chance to dodge attack from blunt melee weapons\n",
L"+%d%s additional chance to dodge blunt melee weapons if holding a blade\n",
};
STR16 gzIMPMinorTraitsHelpTextsThrowing[]=
{
L"-%d%s basic APs needed to throw blades\n",
L"-%d%s basic APs to throw blades\n",
L"+%d%s max range when throwing blades\n",
L"+%d%s chance to hit when throwing blades\n",
L"+%d%s chance to hit when throwing blades per aim click\n",
L"+%d%s damage of throwing blades\n",
L"+%d%s damage of throwing blades per aim click\n",
L"+%d%s chance to inflict critical hit by throwing blade if not seen or heard\n",
L"+%d critical hit by throwing blade multiplier\n",
L"+%d%s CtH when throwing blades\n",
L"+%d%s CtH when throwing blades per aim click\n",
L"+%d%s damage with throwing blades\n",
L"+%d%s damage with throwing blades per aim click\n",
L"+%d%s chance to inflict critical hit with throwing blade if not seen or heard\n",
L"+%d critical hit with throwing blade multiplier\n",
L"Adds %d more aim click for throwing blades\n",
L"Adds %d more aim clicks for throwing blades\n",
};
STR16 gzIMPMinorTraitsHelpTextsNightOps[]=
{
L"+%d to effective sight range in dark\n",
L"+%d to effective sight range in the dark\n",
L"+%d to general effective hearing range\n",
L"+%d to effective hearing range in dark on top\n",
L"+%d to interrupts modifier in dark\n",
L"+%d additional hearing range in the dark\n",
L"+%d to interrupts modifier in the dark\n",
L"-%d need to sleep\n",
};
STR16 gzIMPMinorTraitsHelpTextsStealthy[]=
{
L"-%d%s APs needed to move quietly\n",
L"-%d%s APs to move quietly\n",
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Reduced cover penalty for movement by %d%s\n",
L"-%d%s chance to be interrupted\n", // TODO.Translate
L"-%d%s chance to be interrupted\n",
};
STR16 gzIMPMinorTraitsHelpTextsAthletics[]=
{
L"-%d%s APs needed for moving (running, walking, swatting, crawling, swimming, etc.)\n",
L"-%d%s energy spent for movement, roof-climbing, obstacle-jumping, swimming, etc.\n",
L"-%d%s APs for movement (running, walking, squatting, crawling, swimming, etc.)\n",
L"-%d%s energy spent for moving, roof-climbing, obstacle-jumping, swimming, etc.\n",
};
STR16 gzIMPMinorTraitsHelpTextsBodybuilding[]=
{
L"Has %d%s damage resistance\n",
L"+%d%s effective strength for carrying weight capacity \n",
L"%d%s damage resistance\n",
L"+%d%s effective strength for carrying weight capacity\n",
L"Reduced energy lost when hit by HtH attack by %d%s\n",
L"Increased damage needed to fall down if hit to legs by %d%s\n",
L"Increased damage needed to fall down by %d%s if hit on legs\n",
};
STR16 gzIMPMinorTraitsHelpTextsDemolitions[]=
{
L"-%d%s APs needed to throw grenades\n",
L"-%d%s APs to throw grenades\n",
L"+%d%s max range when throwing grenades\n",
L"+%d%s chance to hit when throwing grenades\n",
L"+%d%s damage of set bombs and mines\n",
L"+%d%s CtH when throwing grenades\n",
L"+%d%s damage for set bombs and mines\n",
L"+%d%s to attaching detonators check\n",
L"+%d%s to planting/removing bombs check\n",
L"Decreases chance enemy will detect your bombs and mines (+%d bomb level)\n",
L"Increased chance shaped charge will open the doors (damage multiplied by %d)\n",
L"Decreased chance of enemy detecting your bombs and mines (+%d bomb level)\n",
L"Increased chance for shaped charge on opening doors (damage multiplied by %d)\n",
};
STR16 gzIMPMinorTraitsHelpTextsTeaching[]=
{
L"+%d%s bonus to train militia\n",
L"+%d%s bonus to militia training speed\n",
L"+%d%s bonus to effective leadership for determining militia training\n",
L"+%d%s bonus to teaching other mercs\n",
L"Skill value counts to be +%d higher for being able to teach this skill to other mercs\n",
L"+%d%s bonus to train stats through self-practising assignment\n",
L"+%d%s bonus to teach other mercs\n",
L"Skill value treated to be +%d higher for being able to teach this skill to other mercs\n",
L"+%d%s bonus to train stats through self-practice assignment\n",
};
STR16 gzIMPMinorTraitsHelpTextsScouting[]=
{
L"+%d to effective sight range with scopes on weapons\n",
L"+%d to effective sight range with binoculars (and scopes separated from weapons)\n",
L"-%d tunnel vision with binoculars (and scopes separated from weapons)\n",
L"If in sector, adjacent sectors will show exact number of enemies\n",
L"If in sector, adjacent sectors will show presence of enemies if any\n",
L"Prevents the enemy to ambush your squad\n",
L"Prevents the bloodcats to ambush your squad\n",
L"If in sector, adjacent sectors will show presence of enemies, if any\n",
L"Prevents enemy ambushes on your squad\n",
L"Prevents bloodcat ambushes on your squad\n",
};
STR16 gzIMPMinorTraitsHelpTextsNone[]=
{
L"No bonuses",
@@ -372,23 +375,23 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"+%d%s hand to hand chance to hit\n",
L"+%d%s hand to hand damage\n",
L"+%d%s chance to dodge hand to hand attacks\n",
L"Eliminates the penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
L"+%d to effective sight range in dark\n",
L"Eliminates penalty to repair and handle\nelectronic things (locks, traps, rem. detonators, robot, etc.)\n",
L"+%d to effective sight range in the dark\n",
L"+%d to general effective hearing range\n",
L"+%d to effective hearing range in dark on top\n",
L"+%d to interrupts modifier in dark\n",
L"+%d extra hearing range in the dark\n",
L"+%d to interrupts modifier in the dark\n",
L"-%d need to sleep\n",
L"+%d%s max range when throwing anything\n", // 10
L"+%d%s chance to hit when throwing anything\n",
L"+%d%s chance to instantly kill by throwing knife if not seen or heard\n",
L"+%d%s bonus to train militia and instruct other mercs\n",
L"+%d%s bonus to militia training and other mercs instructing speed\n",
L"+%d%s effective leadership for militia training calculations\n",
L"+%d%s chance to hit with rocket/greande launchers and mortar\n",
L"+%d%s chance to hit with rocket/grenade launchers and mortar\n",
L"Auto fire/burst chance to hit penalty is divided by %d\n",
L"Reduced chance for shooting unwanted bullets on autofire\n",
L"+%d%s chance to move quietly\n",
L"+%d%s stealth (being 'invisible' if unnoticed)\n",
L"Eliminates the CtH penalty for second hand when firing two weapons at once\n", // 20
L"Eliminates CtH penalty when firing two weapons at once\n", // 20
L"+%d%s chance to hit with melee blades\n",
L"+%d%s chance to dodge attacks by melee blades if having blade in hands\n",
L"+%d%s chance to dodge attacks by melee blades if having anything else in hands\n",
@@ -402,46 +405,45 @@ STR16 gzIMPOldSkillTraitsHelpTexts[]=
L"+%d%s chance to dodge hand to hand attacks if not having empty hands\n",
L"+%d%s chance to dodge attacks by melee blades\n",
L"Can perform spinning kick attack on weakened enemies to deal double damage\n",
L"You gain special animations for hand to hand combat\n",
L"Gains special animations for hand to hand combat\n",
L"No bonuses",
};
STR16 gzIMPNewCharacterTraitsHelpTexts[]=
{
L"A: No advantage.\nD: No disadvantage.",
L"A: Has better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"A: Has better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
L"A: His morale sinks a little slower and grows faster than normal.\nD: Has lesser chance to detect traps and mines.",
L"A: Has bonus on training militia and is better at communication with people.\nD: Gains no morale for actions of other mercs.",
L"A: Slightly faster learning when assigned on practicing or as a student.\nD: Has lesser suppression and fear resistance.",
L"A: His energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: His wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
L"A: Has slightly better chance to hit on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Has penalty for actions which need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"A: Has bonus for actions which need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: His interrupt chance is slightly lowered.",
L"A: Increased resistance to suppression and fear.\n Morale loss for taking damage and companions deaths is lower for him.\nD: Can be hit easier and enemy penalty for moving target is lesser in his case.",
L"A: He gains morale when on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
L"A: Has greater chance of inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Has penalty for communication with people and his morale sinks faster if not fighting.",
L"A: Has better performance when there are some mercs of opposite gender nearby.\nD: Morale of other mercs of the same gender grows slower if nearby.",
L"A: Better performance when a couple of mercs are nearby.\nD: Gains no morale when no other merc is nearby.",
L"A: Better performance when no other merc is nearby.\nD: Gains no morale when in a group.",
L"A: Morale sinks a little slower and grows faster than normal.\nD: Lower chance to detect traps and mines.",
L"A: Bonus on training militia and is better at communicating with people.\nD: Gains no morale for actions of other mercs.",
L"A: Slightly faster learning when self-practicing or as a student.\nD: Lower suppression and fear resistance.",
L"A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.\nD: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.",
L"A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat\n Gains a little more morale for killing.\nD: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.",
L"A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.\nD: Interrupt chance is slightly lowered.",
L"A: Higher suppression and fear resistance.\n Morale loss for taking damage and companions deaths is lower.\nD: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.",
L"A: Gains morale on non-combat assignments (except training militia).\nD: Gains no morale for killing.",
L"A: Higher chance for inflicting stat loss, which may also inflict special painful wounds.\n Gains bonus morale for inflicting stat loss.\nD: Penalty in communicating with people and morale sinks faster while not in battle.",
L"A: Better performance when mercs of opposite gender are nearby.\nD: Morale for mercs of the same gender grows slower when nearby.",
};
STR16 gzIMPDisabilitiesHelpTexts[]=
{
L"No effects.",
L"Has problems with breathing and reduced overall performance if in tropical or desert sectors.",
L"Can suffer panic attack if left alone in certain situations.",
L"His overall performance is reduced if underground.",
L"If trying to swim he can easily drown.",
L"A look at large insects can cause big problems\nand being in tropical sectors also reduce his performance a bit.",
L"Sometimes forgets what orders he got and therefore loses some APs if in combat.",
L"He can go psycho and shoot like mad once in a while\nand can lose morale if unable to do so with given weapon.",
L"Problems with breathing and reduced overall performance when in tropical or desert sectors.",
L"Will suffer panic attack if left alone in certain situations.",
L"Overall performance is reduced when underground.",
L"Will drown easily if attempt to swim.",
L"A look at large insects can cause big problems\nand being in tropical sectors also reduces performance a bit.",
L"Sometimes forgets orders given and will lose some APs if it happens in combat.",
L"Will go psycho and shoot like mad once in a while\nand will lose morale if unable to do so with equipped weapon.",
L"Drastically reduced hearing.",
L"Reduced sight range.",
};
STR16 gzIMPProfileCostText[]=
{
L"The profile cost is %d$. Do you authorize the payment? ",
L"The profile cost is $%d. Authorize payment?",
};
STR16 zGioNewTraitsImpossibleText[]=