mirror of
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synced 2026-07-22 13:40:22 +02:00
- 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:
@@ -503,4 +503,4 @@ void AssignDisabilityHelpText( UINT8 ubNumber )
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SetRegionHelpEndCallback( &gMR_DisabilityHelpTextRegions[ubNumber], MSYS_NO_CALLBACK );
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return;
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}
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}
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@@ -1133,7 +1133,7 @@ void HandleSkyRiderMonologueAboutDrassenSAMSite( UINT32 uiSpecialCode )
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CharacterDialogue( SKYRIDER, MENTION_DRASSEN_SAM_SITE, uiExternalStaticNPCFaces[ SKYRIDER_EXTERNAL_FACE ], DIALOGUE_EXTERNAL_NPC_UI, FALSE, FALSE );
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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 );
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if( SAMSitesUnderPlayerControl( SAM_2_X, SAM_2_Y ) == FALSE )
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if( SAMSitesUnderPlayerControl( gpSamSectorX[1], gpSamSectorY[1] ) == FALSE )
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{
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CharacterDialogue( SKYRIDER, SECOND_HALF_OF_MENTION_DRASSEN_SAM_SITE, uiExternalStaticNPCFaces[ SKYRIDER_EXTERNAL_FACE ], DIALOGUE_EXTERNAL_NPC_UI, FALSE, FALSE );
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}
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@@ -1282,8 +1282,8 @@ void HandleAnimationOfSectors( void )
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if( fShowDrassenSAMHighLight )
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{
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fOldShowDrassenSAMHighLight = TRUE;
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// Drassen's SAM site is #3
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HandleBlitOfSectorLocatorIcon( SAM_2_X, SAM_2_Y, 0, LOCATOR_COLOR_RED );
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// Drassen's SAM site is #2
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HandleBlitOfSectorLocatorIcon( gpSamSectorX[1], gpSamSectorY[1], 0, LOCATOR_COLOR_RED );
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fSkipSpeakersLocator = TRUE;
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}
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else if( fOldShowDrassenSAMHighLight )
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@@ -1309,9 +1309,9 @@ void HandleAnimationOfSectors( void )
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if( fShowOtherSAMHighLight )
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{
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fOldShowOtherSAMHighLight = TRUE;
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HandleBlitOfSectorLocatorIcon( SAM_1_X, SAM_1_Y, 0, LOCATOR_COLOR_RED );
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HandleBlitOfSectorLocatorIcon( SAM_3_X, SAM_3_Y, 0, LOCATOR_COLOR_RED );
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HandleBlitOfSectorLocatorIcon( SAM_4_X, SAM_4_Y, 0, LOCATOR_COLOR_RED );
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HandleBlitOfSectorLocatorIcon( gpSamSectorX[0], gpSamSectorY[0], 0, LOCATOR_COLOR_RED );
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HandleBlitOfSectorLocatorIcon( gpSamSectorX[2], gpSamSectorY[2], 0, LOCATOR_COLOR_RED );
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HandleBlitOfSectorLocatorIcon( gpSamSectorX[3], gpSamSectorY[3], 0, LOCATOR_COLOR_RED );
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fSkipSpeakersLocator = TRUE;
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}
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else if( fOldShowOtherSAMHighLight )
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@@ -452,9 +452,6 @@ POINT pTownPoints[ MAX_TOWNS ];/*={
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};
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*/
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// coordinates X,Y of sam sites on strategic map
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INT16 gpSamSectorX[ MAX_NUMBER_OF_SAMS ];
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INT16 gpSamSectorY[ MAX_NUMBER_OF_SAMS ];
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extern BOOLEAN fSamSiteFoundOrig[ MAX_NUMBER_OF_SAMS ];
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@@ -147,7 +147,6 @@ UINT32 uiMeanWhileFlags = 0;
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extern void InternalLocateGridNo( INT32 sGridNo, BOOLEAN fForce );
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void ProcessImplicationsOfMeanwhile( void );
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// set flag for this event
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@@ -786,13 +785,13 @@ void ProcessImplicationsOfMeanwhile( void )
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}
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break;
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case NW_SAM:
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ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, SAM_1_X, SAM_1_Y );
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ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, gpSamSectorX[0], gpSamSectorY[0] );
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break;
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case NE_SAM:
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ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, SAM_2_X, SAM_2_Y );
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ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, gpSamSectorX[1], gpSamSectorY[1] );
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break;
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case CENTRAL_SAM:
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ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, SAM_3_X, SAM_3_X );
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ExecuteStrategicAIAction( NPC_ACTION_SEND_TROOPS_TO_SAM, gpSamSectorX[2], gpSamSectorY[2] );
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break;
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default:
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@@ -217,6 +217,10 @@ INT16 pSamList[ MAX_NUMBER_OF_SAMS ];
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INT32 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ];
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INT32 pSamGridNoBList[ MAX_NUMBER_OF_SAMS ];
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// coordinates X,Y of sam sites on strategic map
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INT16 gpSamSectorX[ MAX_NUMBER_OF_SAMS ];
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INT16 gpSamSectorY[ MAX_NUMBER_OF_SAMS ];
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// ATE: Update this w/ graphic used
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// Use 3 if / orientation, 4 if \ orientation
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INT8 gbSAMGraphicList[ MAX_NUMBER_OF_SAMS ];
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@@ -415,8 +419,6 @@ void CrippledVersionFailureToLoadMapCheck();
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#define MAX_CHAR_DATA_LENGTH 500
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#define INVALID_SAMSITE_INDEX -1
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extern INT16 gpSamSectorX[ MAX_NUMBER_OF_SAMS ];
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extern INT16 gpSamSectorY[ MAX_NUMBER_OF_SAMS ];
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typedef enum
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{
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@@ -44,13 +44,15 @@ extern UINT8 NUMBER_OF_SAMS;
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extern INT16 pSamList[ MAX_NUMBER_OF_SAMS ];
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extern INT32 pSamGridNoAList[ MAX_NUMBER_OF_SAMS ];
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extern INT32 pSamGridNoBList[ MAX_NUMBER_OF_SAMS ];
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extern INT16 gpSamSectorX[ MAX_NUMBER_OF_SAMS ];
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extern INT16 gpSamSectorY[ MAX_NUMBER_OF_SAMS ];
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extern BOOLEAN fFoundOrta;
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extern BOOLEAN fSamSiteFound[ MAX_NUMBER_OF_SAMS ];
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extern BOOLEAN gfUseAlternateMap;
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/* Buggler: used externalized gpSamSectorX[ MAX_NUMBER_OF_SAMS ] values instead of hardcoded ones
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// SAM sites
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#define SAM_1_X 2
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#define SAM_2_X 15
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@@ -61,6 +63,7 @@ extern BOOLEAN gfUseAlternateMap;
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#define SAM_2_Y 4
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#define SAM_3_Y 9
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#define SAM_4_Y 14
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*/
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// min condition for sam site to be functional
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#define MIN_CONDITION_FOR_SAM_SITE_TO_WORK 80
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@@ -136,7 +136,6 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
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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",
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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",
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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",
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// TO DO - translate
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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",
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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",
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@@ -433,14 +432,15 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
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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.",
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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.",
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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.",
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L"Drastically reduced hearing.", // TODO.Translate
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L"Reduced sight range.", // TODO.Translate
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};
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STR16 gzIMPProfileCostText[]=
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{
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L"客户您消费 %d$. 确认并付款?",//L"The profile cost is %d$. Do you authorize the payment? ",
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L"客户您消费 $%d. 确认并付款?",//L"The profile cost is $%d. Do you authorize the payment?",
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};
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STR16 zGioNewTraitsImpossibleText[]=
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+158
-155
@@ -96,31 +96,31 @@ STR16 gzIMPSkillTraitsTextNewMinor[]=
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//these texts are for help popup windows, describing trait properties
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STR16 gzIMPMajorTraitsHelpTextsAutoWeapons[]=
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{
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L"+%d%s Chance to Hit with Assault Rifles\n",
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L"+%d%s Chance to Hit with SMGs\n",
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L"+%d%s Chance to Hit with LMGs\n",
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L"-%d%s APs needed to fire with LMGs\n",
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L"-%d%s APs needed to ready light machine guns\n",
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L"Auto fire/burst chance to hit penalty is reduced by %d%s\n",
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L"Reduced chance for shooting unwanted bullets on autofire\n",
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L"+%d%s CtH with Assault Rifles\n",
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L"+%d%s CtH with SMGs\n",
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L"+%d%s CtH with LMGs\n",
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L"-%d%s APs to fire LMGs on autofire or burst mode\n",
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L"-%d%s APs to ready LMGs\n",
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L"Auto fire/burst CtH penalty reduced by %d%s\n",
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L"Reduced chance for shooting extra bullets on autofire\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsHeavyWeapons[]=
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{
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L"-%d%s APs needed to fire grenade launchers\n",
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L"-%d%s APs needed to fire rocket launchers\n",
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L"+%d%s chance to hit with grenade launchers\n",
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L"+%d%s chance to hit with rocket launchers\n",
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L"-%d%s APs needed to fire mortar\n",
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L"Reduce penalty for mortar CtH by %d%s\n",
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L"-%d%s APs to fire grenade launchers\n",
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L"-%d%s APs to fire rocket launchers\n",
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L"+%d%s CtH with grenade launchers\n",
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L"+%d%s CtH with rocket launchers\n",
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L"-%d%s APs to fire mortar\n",
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L"Reduced penalty for mortar CtH by %d%s\n",
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L"+%d%s damage to tanks with heavy weapons, grenades and explosives\n",
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L"+%d%s damage to other targets with heavy weapons\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsSniper[]=
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{
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L"+%d%s Chance to Hit with Rifles\n",
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L"+%d%s Chance to Hit with Sniper Rifles\n",
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L"+%d%s CtH with Rifles\n",
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L"+%d%s CtH with Sniper Rifles\n",
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L"-%d%s effective range to target with all weapons\n",
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L"+%d%s aiming bonus per aim click (except for handguns)\n",
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L"+%d%s damage on shot",
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@@ -133,45 +133,45 @@ STR16 gzIMPMajorTraitsHelpTextsSniper[]=
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L" after fifth",
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L" after sixth",
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L" after seventh",
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L"-%d%s APs needed to chamber a round with bolt-action rifles \n",
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L"-%d%s APs to chamber a round with bolt-action rifles \n",
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L"Adds one more aim click for rifle-type guns\n",
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L"Adds %d more aim clicks for rifle-type guns\n",
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L"Makes aiming faster with rifle-type guns by one aim click\n",
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L"Makes aiming faster with rifle-type guns by %d aim clicks\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsRanger[]=
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{
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L"+%d%s Chance to Hit with Rifles\n",
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L"+%d%s Chance to Hit with Shotguns\n",
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L"+%d%s CtH with Rifles\n",
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L"+%d%s CtH with Shotguns\n",
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L"-%d%s APs needed to pump Shotguns\n",
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L"+%d%s group travelling speed between sectors if traveling by foot\n",
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L"+%d%s group travelling speed between sectors if traveling in vehicle (except helicopter)\n",
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L"+%d%s group traveling speed between sectors if traveling by foot\n",
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L"+%d%s group traveling speed between sectors if traveling in vehicle (except helicopter)\n",
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L"-%d%s less energy spent for travelling between sectors\n",
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L"-%d%s weather penalties\n",
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L"+%d%s camouflage effectiveness\n",
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L"-%d%s worn out speed of camouflage by water or time\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsGunslinger[]=
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{
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L"-%d%s APs needed to fire with pistols and revolvers\n",
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L"-%d%s APs to fire with pistols and revolvers\n",
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L"+%d%s effective range with pistols and revolvers\n",
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L"+%d%s chance to hit with pistols and revolvers\n",
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L"+%d%s chance to hit with machine pistols",
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L"+%d%s CtH with pistols and revolvers\n",
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L"+%d%s CtH with machine pistols",
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L" (on single shots only)",
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L"+%d%s aiming bonus per click with pistols, machine pistols and revolvers\n",
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L"-%d%s APs needed to raise pistols and revolvers\n",
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L"-%d%s APs needed to reload pistols, machine pistols and revolvers\n",
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L"-%d%s APs to ready pistols and revolvers\n",
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L"-%d%s APs to reload pistols, machine pistols and revolvers\n",
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L"Adds %d more aim click for pistols, machine pistols and revolvers\n",
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L"Adds %d more aim clicks for pistols, machine pistols and revolvers\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
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{
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L"-%d%s AP cost of hand to hand attacks(bare hands or with brass knuckles)\n",
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L"+%d%s chance to hit with hand to hand attacks with bare hands\n",
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L"+%d%s chance to hit with hand to hand attacks with brass knuckles\n",
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L"-%d%s AP for hand to hand attacks(bare hands or with brass knuckles)\n",
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L"+%d%s CtH with hand to hand attacks with bare hands\n",
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L"+%d%s CtH with hand to hand attacks with brass knuckles\n",
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L"+%d%s damage of hand to hand attacks(bare hands or with brass knuckles)\n",
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L"+%d%s breath damage of hand to hand attacks(bare hands or with brass knuckles)\n",
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L"Enemy knocked out due to your HtH attacks takes slightly longer to recuperate\n",
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@@ -182,76 +182,78 @@ STR16 gzIMPMajorTraitsHelpTextsMartialArts[]=
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L"Enemy knocked out due to your HtH attacks takes long hours to recuperate\n",
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L"Enemy knocked out due to your HtH attacks probably never stand up\n",
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L"Focused (aimed) punch deals +%d%s more damage\n",
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L"Your special spinning kick deals +%d%s more damage\n",
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L"+%d%s change to dodge hand to hand attacks\n",
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L"+%d%s on top chance to dodge HtH attacks with bare hands",
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L"Special spinning kick deals +%d%s more damage\n",
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L"+%d%s chance to dodge hand to hand attacks\n",
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L"+%d%s additional chance to dodge HtH attacks with bare hands",
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L" or brass knuckles",
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L" (+%d%s with brass knuckles)",
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L"+%d%s on top chance to dodge HtH attacks with brass knuckles\n",
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L"+%d%s additional chance to dodge HtH attacks with brass knuckles\n",
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L"+%d%s chance to dodge attacks by any melee weapon\n",
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L"-%d%s APs needed to steal weapon from enemy hands\n",
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L"-%d%s APs needed to change state (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
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L"-%d%s APs needed to change state (stand, crouch, lie down)\n",
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L"-%d%s APs needed to turn around\n",
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L"-%d%s APs needed to climb on/off roof and jump obstacles\n",
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L"+%d%s chance to kick doors\n",
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L"You gain special animations for hand to hand combat\n",
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L"-%d%s chance to be interrupted when moving\n", // TODO.Translate
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L"-%d%s APs to steal weapon from enemy hands\n",
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L"-%d%s APs to change stance (stand, crouch, lie down), turn around, climb on/off roof and jump obstacles\n",
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L"-%d%s APs to change stance (stand, crouch, lie down)\n",
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L"-%d%s APs to turn around\n",
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L"-%d%s APs to climb on/off roof and jump obstacles\n",
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L"+%d%s chance to kick open doors\n",
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L"Gains special animations for hand to hand combat\n",
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L"-%d%s chance to be interrupted when charging towards an enemy on close range\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsSquadleader[]=
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{
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L"+%d%s APs per round of other mercs in vicinity\n",
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L"+%d effective exp level of other mercs in vicinity, which have lesser level than the %s\n",
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L"+%d effective exp level to count as a standby when counting friends' bonus for suppression\n",
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L"+%d%s total suppression tolerance of other mercs in vicinity and %s himself\n",
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L"+%d morale gain of other mercs in vicinity\n",
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L"-%d morale loss of other mercs in vicinity\n",
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L"+%d%s total suppression tolerance for other mercs in the vicinity and %s himself\n",
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L"+%d morale gain for other mercs in the vicinity\n",
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L"-%d morale loss for other mercs in the vicinity\n",
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L"The vicinity for bonuses is %d tiles",
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L" (%d tiles with extended ears)",
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L"(Max simultaneous bonuses for one soldier is %d)\n",
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L"+%d%s fear resistence of %s\n",
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L"Drawback: %dx morale loss for %s's death for all other mercs\n",
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L"+%d%s chance to trigger collective interrupts\n",
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};
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STR16 gzIMPMajorTraitsHelpTextsTechnician[]=
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{
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L"+%d%s to repairing speed\n",
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L"+%d%s to lockpicking (normal/electronic locks)\n",
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L"+%d%s to disarming electronic traps\n",
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L"+%d%s to attaching special items and combining things\n",
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L"+%d%s to unjamming a gun in combat\n",
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L"Reduce penalty to repair electronic items by %d%s\n",
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L"+%d%s to repair speed\n",
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L"+%d%s to lockpick (normal/electronic locks)\n",
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L"+%d%s to disarm electronic traps\n",
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L"+%d%s to attach special items and combining things\n",
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L"+%d%s to unjamm a gun in combat\n",
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L"Reduced penalty to repair electronic items by %d%s\n",
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L"Increased chance to detect traps and mines (+%d detect level)\n",
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L"+%d%s CtH of robot controlled by the %s\n",
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L"%s trait grants you the ability to repair the robot\n",
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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
@@ -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 $%d. Authorize payment?",
|
||||
};
|
||||
|
||||
STR16 zGioNewTraitsImpossibleText[]=
|
||||
|
||||
@@ -433,14 +433,15 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
|
||||
L"La vue de gros insectes peut lui poser de gros problèmes\net être dans une zone tropicale lui réduit aussi\nlégèrement ses performances globales.",
|
||||
L"Peut parfois perdre les ordres donnés et ainsi perdre des PA lors d'un combat.",
|
||||
L"Il peut devenir psychopathe et tirer comme un fou de temps en temps\net peut perdre du moral s'il n'est pas capable d'utiliser son arme.",
|
||||
|
||||
L"Drastically reduced hearing.", // TODO.Translate
|
||||
L"Reduced sight range.", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
|
||||
STR16 gzIMPProfileCostText[]=
|
||||
{
|
||||
L"Ce profil coûte %d$. Voulez-vous autoriser ce paiement ? ",
|
||||
L"Ce profil coûte $%d. Voulez-vous autoriser ce paiement ?",
|
||||
};
|
||||
|
||||
STR16 zGioNewTraitsImpossibleText[]=
|
||||
|
||||
+15
-14
@@ -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
@@ -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
@@ -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 $%d. Authorize payment?",
|
||||
};
|
||||
|
||||
STR16 zGioNewTraitsImpossibleText[]=
|
||||
|
||||
@@ -431,14 +431,15 @@ STR16 gzIMPDisabilitiesHelpTexts[]=
|
||||
L"При виде больших насекомых может впасть в крайности и наворотить дел... \nНахождение в тропических лесах так же понижает его работоспособность.",
|
||||
L"Иногда забывает приказы, из-за чего теряет \nнекоторое количество Очков Действия во время боя.",
|
||||
L"Иногда бывают приступы помутнения рассудка. \nВ такие моменты он расстреливает весь магазин до последней пули. \nПадает духом, если его оружие этого не позволяет.",
|
||||
|
||||
L"Drastically reduced hearing.", // TODO.Translate
|
||||
L"Reduced sight range.", // TODO.Translate
|
||||
};
|
||||
|
||||
|
||||
|
||||
STR16 gzIMPProfileCostText[]=
|
||||
{
|
||||
L"Составление вашей харрактеристики стоит %d$. Подтвердить оплату? ",
|
||||
L"Составление вашей харрактеристики стоит $%d. Подтвердить оплату?",
|
||||
};
|
||||
|
||||
STR16 zGioNewTraitsImpossibleText[]=
|
||||
|
||||
+159
-157
@@ -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[]=
|
||||
|
||||
Reference in New Issue
Block a user